/src/cave.c
C | 3427 lines | 1475 code | 583 blank | 1369 comment | 498 complexity | 25ebc5fcf5ba19efa156d85594db611e MD5 | raw file
- /** \file cave.c
- \brief Map visuals
- * distance, LOS (and targetting), destruction of a square, legal object
- * and monster codes, hallucination, code for dungeon display, memorization
- * of objects and features, small-scale dungeon maps, and management,
- * magic mapping, wizard light the dungeon, forget the dungeon, the pro-
- * jection code, disturb player, check for quest level.
- *
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
- * This work is free software; you can redistribute it and/or modify it
- * under the terms of either:
- *
- * a) the GNU General Public License as published by the Free Software
- * Foundation, version 2, or
- *
- * b) the "Angband licence":
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies. Other copyrights may also apply.
- */
- #include "angband.h"
- #include "cave.h"
- #include "game-event.h"
- #include "game-cmd.h"
- #include "option.h"
- #include "spells.h"
- #include "squelch.h"
- #include "trap.h"
- /**
- * 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 ay, ax;
- /* Find the absolute y/x distance components */
- ay = (y1 > y2) ? (y1 - y2) : (y2 - y1);
- ax = (x1 > x2) ? (x1 - x2) : (x2 - x1);
- /* Hack -- approximate the distance */
- return ((ay > ax) ? (ay + (ax >> 1)) : (ax + (ay >> 1)));
- }
- /**
- * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,
- * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.
- *
- * This function returns TRUE if a "line of sight" can be traced from the
- * center of the grid (x1,y1) to the center of the grid (x2,y2), with all
- * of the grids along this path (except for the endpoints) being non-wall
- * grids, that are also not trees or rubble. Actually, the "chess knight
- * move" situation is handled by some special case code which allows the
- * grid diagonally next to the player to be obstructed, because this
- * yields better gameplay semantics. This algorithm is totally reflexive,
- * except for "knight move" situations.
- *
- * 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, we determine the "slope"
- * ("m"), and we use special "fixed point" mathematics in which we use a
- * special "fractional component" for one of the two location components
- * ("qy" or "qx"), which, along with the slope itself, are "scaled" by a
- * scale factor equal to "abs(dy*dx*2)" to keep the math simple. Then we
- * simply travel from start to finish along the longer axis, starting at
- * the border between the first and second tiles (where the y offset is
- * thus half the slope), using slope and the fractional component to see
- * when motion along the shorter axis is necessary. Since we assume that
- * vision is not blocked by "brushing" the corner of any grid, we must do
- * some special checks to avoid testing grids which are "brushed" but not
- * actually "entered".
- *
- * Angband three different "line of sight" type concepts, including this
- * function (which is used almost nowhere), the "project()" method (which
- * is used for determining the paths of projectables and spells and such),
- * and the "update_view()" concept (which is used to determine which grids
- * are "viewable" by the player, which is used for many things, such as
- * determining which grids are illuminated by the player's torch, and which
- * grids and monsters can be "seen" by the player, etc).
- */
- 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);
- /* Directly South/North */
- if (!dx) {
- /* South -- check for walls */
- if (dy > 0) {
- for (ty = y1 + 1; ty < y2; ty++) {
- if (!cave_project(ty, x1))
- return (FALSE);
- }
- }
- /* North -- check for walls */
- else {
- for (ty = y1 - 1; ty > y2; ty--) {
- if (!cave_project(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_project(y1, tx))
- return (FALSE);
- }
- }
- /* West -- check for walls */
- else {
- for (tx = x1 - 1; tx > x2; tx--) {
- if (!cave_project(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_project(y1 + sy, x1))
- return (TRUE);
- }
- }
- /* Horizontal "knights" */
- else if (ay == 1) {
- if (ax == 2) {
- if (cave_project(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_project(ty, tx))
- return (FALSE);
- qy += m;
- if (qy < f2) {
- tx += sx;
- } else if (qy > f2) {
- ty += sy;
- if (!cave_project(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_project(ty, tx))
- return (FALSE);
- qx += m;
- if (qx < f2) {
- ty += sy;
- } else if (qx > f2) {
- tx += sx;
- if (!cave_project(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
- * Players with the UNLIGHT ability don't need light and always
- * return false.
- */
- bool no_light(void)
- {
- int py = p_ptr->py;
- int px = p_ptr->px;
- if (player_has(PF_UNLIGHT) || p_ptr->state.darkness)
- return (FALSE);
- return (!player_can_see_bold(py, 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)
- {
- object_type *o_ptr;
- feature_type *f_ptr = &f_info[cave_feat[y][x]];
- /* Forbid perma-grids */
- if (tf_has(f_ptr->flags, TF_PERMANENT))
- return (FALSE);
- /* Check objects */
- for (o_ptr = get_first_object(y, x); o_ptr;
- o_ptr = get_next_object(o_ptr)) {
- /* Forbid artifact grids */
- if (artifact_p(o_ptr))
- return (FALSE);
- }
- /* Accept */
- return (TRUE);
- }
- /**
- * 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},
- {0, 0},
- {TERM_SLATE, TERM_L_DARK}, /* RSF_BRTH_ACID */
- {TERM_BLUE, TERM_L_BLUE}, /* RSF_BRTH_ELEC */
- {TERM_RED, TERM_L_RED}, /* RSF_BRTH_FIRE */
- {TERM_WHITE, TERM_L_WHITE}, /* RSF_BRTH_COLD */
- {TERM_GREEN, TERM_L_GREEN}, /* RSF_BRTH_POIS */
- {TERM_ORANGE, TERM_RED}, /* RSF_BRTH_PLAS */
- {TERM_YELLOW, TERM_ORANGE}, /* RSF_BRTH_LIGHT */
- {TERM_L_DARK, TERM_SLATE}, /* RSF_BRTH_DARK */
- {TERM_L_UMBER, TERM_UMBER}, /* RSF_BRTH_CONFU */
- {TERM_YELLOW, TERM_L_UMBER}, /* RSF_BRTH_SOUND */
- {TERM_UMBER, TERM_L_UMBER}, /* RSF_BRTH_SHARD */
- {TERM_L_WHITE, TERM_SLATE}, /* RSF_BRTH_INER */
- {TERM_L_WHITE, TERM_SLATE}, /* RSF_BRTH_GRAV */
- {TERM_UMBER, TERM_L_UMBER}, /* RSF_BRTH_FORCE */
- {TERM_L_RED, TERM_VIOLET}, /* RSF_BRTH_NEXUS */
- {TERM_L_GREEN, TERM_GREEN}, /* RSF_BRTH_NETHR */
- {255, 255}, /* (any color) *//* RSF_BRTH_CHAOS */
- {TERM_VIOLET, TERM_VIOLET}, /* RSF_BRTH_DISEN */
- {TERM_L_BLUE, TERM_L_BLUE}, /* RSF_BRTH_TIME */
- {TERM_BLUE, TERM_SLATE}, /* RSF_BRTH_STORM */
- {TERM_RED, TERM_GREEN}, /* RSF_BRTH_DFIRE */
- {TERM_WHITE, TERM_L_WHITE}, /* RSF_BRTH_ICE */
- {255, 255} /* (any color) *//* RSF_BRTH_ALL */
- };
- /**
- * Multi-hued monsters shimmer acording to their breaths.
- *
- * If a monster has only one kind of breath, it uses both colors
- * associated with that breath. Otherwise, it just uses the first
- * color for any of its breaths.
- *
- * If a monster does not breath anything, it can be any color.
- */
- static byte multi_hued_attr(monster_race * r_ptr)
- {
- byte allowed_attrs[15];
- int i, j;
- int stored_colors = 0;
- int breaths = 0;
- int first_color = 0;
- int second_color = 0;
- /* Monsters with no ranged attacks can be any color */
- if (!r_ptr->freq_ranged)
- return (randint1(BASIC_COLORS - 1));
- /* Check breaths */
- for (i = 0; i < 32; i++) {
- bool stored = FALSE;
- /* Don't have that breath */
- if (!rsf_has(r_ptr->spell_flags, 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 (randint1(BASIC_COLORS - 1));
- /* Increment the number of breaths */
- breaths++;
- /* Monsters with lots of breaths may be any color. */
- if (breaths == 6)
- return (randint1(BASIC_COLORS - 1));
- /* 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 (randint1(BASIC_COLORS - 1));
- /* 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[randint0(stored_colors)]);
- }
- /**
- * Hack -- Hallucinatory monster
- */
- static void hallucinatory_monster(int *a, wchar_t * c)
- {
- while (1) {
- /* Select a random monster */
- monster_race *r_ptr = &r_info[randint0(z_info->r_max)];
- /* Skip non-entries */
- if (!r_ptr->name)
- continue;
- /* Retrieve attr/char */
- *a = r_ptr->x_attr;
- *c = r_ptr->x_char;
- return;
- }
- }
- /**
- * Hack -- Hallucinatory object
- */
- static void hallucinatory_object(int *a, wchar_t * c)
- {
- while (1) {
- /* Select a random object */
- object_kind *k_ptr = &k_info[randint0(z_info->k_max - 1) + 1];
- /* Skip non-entries */
- if (!k_ptr->name)
- continue;
- /* Retrieve attr/char (HACK - without flavors) */
- *a = k_ptr->x_attr;
- *c = k_ptr->x_char;
- /* HACK - Skip empty entries */
- if ((*a == 0) || (*c == 0))
- continue;
- return;
- }
- }
- /*
- * Translate text colours.
- *
- * This translates a color based on the attribute. We use this to set terrain to
- * be lighter or darker, make metallic monsters shimmer, highlight text under the
- * mouse, and reduce the colours on mono colour or 16 colour terms to the correct
- * colour space.
- *
- * TODO: Honour the attribute for the term (full color, mono, 16 color) but ensure
- * that e.g. the lighter version of yellow becomes white in a 16 color term, but
- * light yellow in a full colour term.
- */
- byte get_color(byte a, int attr, int n)
- {
- /* Accept any graphical attr (high bit set) */
- if (a & (0x80))
- return (a);
- /* TODO: Honour the attribute for the term (full color, mono, 16 color) */
- if (!attr)
- return (a);
- /* Translate the color N times */
- while (n > 0) {
- a = color_table[a].color_translate[attr];
- n--;
- }
- /* Return the modified color */
- return (a);
- }
- /*
- * Checks if a square is at the (inner) edge of a trap detect area
- */
- bool dtrap_edge(int y, int x)
- {
- /* Check if the square is a dtrap in the first place */
- if (!cave_has(cave_info[y][x], CAVE_DTRAP))
- return FALSE;
- /* Check for non-dtrap adjacent grids */
- if (in_bounds_fully(y + 1, x) &&
- (!cave_has(cave_info[y + 1][x], CAVE_DTRAP)))
- return TRUE;
- if (in_bounds_fully(y, x + 1) &&
- (!cave_has(cave_info[y][x + 1], CAVE_DTRAP)))
- return TRUE;
- if (in_bounds_fully(y - 1, x) &&
- (!cave_has(cave_info[y - 1][x], CAVE_DTRAP)))
- return TRUE;
- if (in_bounds_fully(y, x - 1) &&
- (!cave_has(cave_info[y][x - 1], CAVE_DTRAP)))
- return TRUE;
- return FALSE;
- }
- /**
- * Apply text lighting effects
- */
- static void grid_get_attr(grid_data * g, int *a)
- {
- feature_type *f_ptr = &f_info[g->f_idx];
- /* Trap detect edge, but don't colour traps themselves, or treasure */
- if (g->trapborder && tf_has(f_ptr->flags, TF_FLOOR) &&
- !((int) g->trap < trap_max)) {
- *a += MAX_COLORS * BG_TRAP;
- } else if (tf_has(f_ptr->flags, TF_TORCH)) {
- if (g->lighting == FEAT_LIGHTING_BRIGHT) {
- *a = get_color(*a, ATTR_LIGHT, 1);
- } else if (g->lighting == FEAT_LIGHTING_DARK) {
- *a = get_color(*a, ATTR_DARK, 1);
- }
- if (OPT(hybrid_walls) && tf_has(f_ptr->flags, TF_WALL)) {
- *a = *a + (MAX_COLORS * BG_DARK);
- } else if (OPT(solid_walls) && tf_has(f_ptr->flags, TF_WALL)) {
- *a = *a + (MAX_COLORS * BG_SAME);
- }
- } else {
- if (g->lighting == FEAT_LIGHTING_DARK) {
- *a = get_color(*a, ATTR_DARK, 1);
- }
- if (OPT(hybrid_walls) && tf_has(f_ptr->flags, TF_WALL)) {
- *a = *a + (MAX_COLORS * BG_DARK);
- } else if (OPT(solid_walls) && tf_has(f_ptr->flags, TF_WALL)) {
- *a = *a + (MAX_COLORS * BG_SAME);
- }
- }
- }
- /**
- * This function takes a pointer to a grid info struct describing the
- * contents of a grid location (as obtained through the function map_info)
- * and fills in the character and attr pairs for display.
- *
- * ap and cp are filled with the attr/char pair for the monster, object or
- * floor tile that is at the "top" of the grid (monsters covering objects,
- * which cover floor, assuming all are present).
- *
- * tap and tcp are filled with the attr/char pair for the floor, regardless
- * of what is on it. This can be used by graphical displays with
- * transparency to place an object onto a floor tile, is desired.
- *
- * Any lighting effects are also applied to these pairs, clear monsters allow
- * the underlying colour or feature to show through (ATTR_CLEAR and
- * CHAR_CLEAR), multi-hued colour-changing (ATTR_MULTI) is applied, and so on.
- * Technically, the flag "CHAR_MULTI" is supposed to indicate that a monster
- * looks strange when examined, but this flag is currently ignored.
- *
- * NOTES:
- * This is called pretty frequently, whenever a grid on the map display
- * needs updating, so don't overcomplicate it.
- *
- * 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 "pile"
- * attr/char, and "feature zero" being used for the "darkness" attr/char.
- *
- * TODO:
- * The transformations for tile colors, or brightness for the 16x16
- * tiles should be handled differently. One possibility would be to
- * extend feature_type with attr/char definitions for the different states.
- * This will probably be done outside of the current text->graphics mappings
- * though.
- */
- void grid_data_as_text(grid_data * g, int *ap, wchar_t * cp, byte * tap,
- wchar_t * tcp)
- {
- feature_type *f_ptr = &f_info[g->f_idx];
- int a = f_ptr->x_attr[g->lighting];
- wchar_t c = f_ptr->x_char[g->lighting];
- /* Don't display hidden objects */
- bool ignore_objects = tf_has(f_ptr->flags, TF_HIDE_OBJ);
- /* Neutral monsters get shaded background */
- bool neutral = FALSE;
- /* Check for trap detection boundaries */
- if (use_graphics == GRAPHICS_NONE)
- grid_get_attr(g, &a);
- /* Save the terrain info for the transparency effects */
- (*tap) = a;
- (*tcp) = c;
- /* There is a trap in this grid, and we are not hallucinating */
- if (((int) g->trap < trap_max) && (!g->hallucinate)) {
- /* Change graphics to indicate a trap (if visible) */
- if (get_trap_graphics(g->trap, &a, &c, TRUE)) {
- /* Ignore objects stacked on top of this trap */
- ignore_objects = TRUE;
- }
- }
- /* If there's an object, deal with that. */
- if ((g->first_k_idx) && !ignore_objects) {
- if (g->hallucinate) {
- /* Just pick a random object to display. */
- hallucinatory_object(&a, &c);
- } else {
- object_kind *k_ptr = &k_info[g->first_k_idx];
- /* Normal attr and char */
- a = object_kind_attr(g->first_k_idx);
- c = object_kind_char(g->first_k_idx);
- if (OPT(show_piles) && g->multiple_objects) {
- /* Get the "pile" feature instead */
- k_ptr = &k_info[0];
- a = k_ptr->x_attr;
- c = k_ptr->x_char;
- }
- }
- }
- /* If there's a monster */
- if (g->m_idx > 0) {
- if (g->hallucinate) {
- /* Just pick a random monster to display. */
- hallucinatory_monster(&a, &c);
- } else {
- monster_type *m_ptr = &m_list[g->m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- byte da;
- wchar_t dc;
- /* Desired attr & char */
- da = r_ptr->x_attr;
- dc = r_ptr->x_char;
- /* Neutral monster get shaded background */
- if (m_ptr->hostile >= 0)
- neutral = TRUE;
- /* Special attr/char codes */
- if (da & 0x80) {
- /* Use attr */
- a = da;
- /* Use char */
- c = dc;
- }
- /* Multi-hued monster */
- else if (rf_has(r_ptr->flags, RF_ATTR_MULTI) ||
- rf_has(r_ptr->flags, RF_ATTR_FLICKER)) {
- /* Multi-hued attr */
- a = multi_hued_attr(r_ptr);
- /* Normal char */
- c = dc;
- }
- /* Normal monster (not "clear" in any way) */
- else if (!flags_test(r_ptr->flags, RF_SIZE,
- RF_ATTR_CLEAR, RF_CHAR_CLEAR, FLAG_END)) {
- /* Use attr */
- a = da;
- /* Desired attr & char */
- da = r_ptr->x_attr;
- dc = r_ptr->x_char;
- /* Use char */
- c = dc;
- }
- /* Hack -- Bizarre grid under monster */
- else if ((a & 0x80) || (c & 0x80)) {
- /* Use attr */
- a = da;
- /* Use char */
- c = dc;
- }
- /* Normal char, Clear attr, monster */
- else if (!rf_has(r_ptr->flags, RF_CHAR_CLEAR)) {
- /* Normal char */
- c = dc;
- }
- /* Normal attr, Clear char, monster */
- else if (!rf_has(r_ptr->flags, RF_ATTR_CLEAR)) {
- /* Normal attr */
- a = da;
- }
- /* Store the drawing attr so we can use it elsewhere */
- m_ptr->attr = a;
- }
- }
- /* Handle "player" */
- else if (g->is_player) {
- monster_race *r_ptr = &r_info[0];
- /* Get the "player" attr */
- a = r_ptr->x_attr;
- if ((OPT(hp_changes_colour)) && (arg_graphics == GRAPHICS_NONE)) {
- switch (p_ptr->chp * 10 / p_ptr->mhp) {
- case 10:
- case 9:
- {
- a = TERM_WHITE;
- break;
- }
- case 8:
- case 7:
- {
- a = TERM_YELLOW;
- break;
- }
- case 6:
- case 5:
- {
- a = TERM_ORANGE;
- break;
- }
- case 4:
- case 3:
- {
- a = TERM_L_RED;
- break;
- }
- case 2:
- case 1:
- case 0:
- {
- a = TERM_RED;
- break;
- }
- default:
- {
- a = TERM_WHITE;
- break;
- }
- }
- }
- /* Get the "player" char */
- c = r_ptr->x_char;
- }
- /* Shaded for neutrals */
- if (neutral)
- a += MAX_COLORS * BG_DARK;
- /* Result */
- (*ap) = a;
- (*cp) = c;
- }
- /*
- * This function takes a grid location (x, y) and extracts information the
- * player is allowed to know about it, filling in the grid_data structure
- * passed in 'g'.
- *
- * The information filled in is as follows:
- * - g->f_idx is filled in with the terrain's feature type, or FEAT_NONE
- * if the player doesn't know anything about the grid. The function
- * makes use of the "mimic" field in terrain in order to allow one
- * feature to look like another (hiding secret doors, invisible traps,
- * etc). This will return the terrain type the player "Knows" about,
- * not necessarily the real terrain.
- * - g->m_idx is set to the monster index, or 0 if there is none (or the
- * player doesn't know it).
- * - g->first_k_idx is set to the index of the first object in a grid
- * that the player knows (and cares, as per OPT(hide_squelchable)) about,
- * or zero for no object in the grid.
- * - g->muliple_objects is TRUE if there is more than one object in the
- * grid that the player knows and cares about (to facilitate any special
- * floor stack symbol that might be used).
- * - g->in_view is TRUE if the player can currently see the grid - this can
- * be used to indicate field-of-view, such as through the OPT(view_bright_light)
- * option.
- * - g->lighting is set to indicate the lighting level for the grid:
- * LIGHT_DARK for unlit grids, LIGHT_TORCH for those lit by the player's
- * light source, and LIGHT_GLOW for inherently light grids (lit rooms, etc).
- * Note that lighting is always LIGHT_GLOW for known "interesting" grids
- * like walls.
- * - g->is_player is TRUE if the player is on the given grid.
- * - g->hallucinate is TRUE if the player is hallucinating something "strange"
- * for this grid - this should pick a random monster to show if the m_idx
- * is non-zero, and a random object if first_k_idx is non-zero.
- *
- * NOTES:
- * This is called pretty frequently, whenever a grid on the map display
- * needs updating, so don't overcomplicate it.
- *
- * Terrain is remembered separately from objects and monsters, so can be
- * shown even when the player can't "see" it. This leads to things like
- * doors out of the player's view still change from closed to open and so on.
- *
- * TODO:
- * Hallucination is currently disabled (it was a display-level hack before,
- * and we need it to be a knowledge-level hack). The idea is that objects
- * may turn into different objects, monsters into different monsters, and
- * terrain may be objects, monsters, or stay the same.
- */
- void map_info(unsigned y, unsigned x, grid_data * g)
- {
- object_type *o_ptr;
- feature_type *f_ptr;
- assert(x < ARENA_WID);
- assert(y < ARENA_HGT);
- /* Default "clear" values, others will be set later where appropriate. */
- g->first_k_idx = 0;
- g->trap = trap_max;
- g->multiple_objects = FALSE;
- g->lighting = FEAT_LIGHTING_DARK;
- /* Set things we can work out right now */
- g->f_idx = cave_feat[y][x];
- g->in_view = cave_has(cave_info[y][x], CAVE_SEEN) ? TRUE : FALSE;
- g->is_player = (cave_m_idx[y][x] < 0) ? TRUE : FALSE;
- g->m_idx = (g->is_player) ? 0 : cave_m_idx[y][x];
- g->hallucinate = p_ptr->timed[TMD_IMAGE] ? TRUE : FALSE;
- g->trapborder = (dtrap_edge(y, x)) ? TRUE : FALSE;
- f_ptr = &f_info[g->f_idx];
- /* Apply "mimic" field */
- g->f_idx = f_ptr->mimic;
- /* If the grid is memorised or can currently be seen */
- if (g->in_view) {
- g->lighting = FEAT_LIGHTING_LIT;
- if (!cave_has(cave_info[y][x], CAVE_GLOW)
- && OPT(view_yellow_light))
- g->lighting = FEAT_LIGHTING_BRIGHT;
- }
- /* Unknown */
- else if (!cave_has(cave_info[y][x], CAVE_MARK)) {
- g->f_idx = FEAT_NONE;
- }
- /* There is a trap in this grid */
- if (cave_has(cave_info[y][x], CAVE_TRAP) &&
- cave_has(cave_info[y][x], CAVE_MARK)) {
- int i;
- /* Scan the current trap list */
- for (i = 0; i < trap_max; i++) {
- /* Point to this trap */
- trap_type *t_ptr = &trap_list[i];
- /* Find a trap in this position */
- if ((t_ptr->fy == y) && (t_ptr->fx == x)) {
- /* Get the trap */
- g->trap = i;
- break;
- }
- }
- }
- /* Objects */
- for (o_ptr = get_first_object(y, x); o_ptr;
- o_ptr = get_next_object(o_ptr)) {
- /* Memorized objects */
- if (o_ptr->marked && !squelch_hide_item(o_ptr)) {
- /* First item found */
- if (g->first_k_idx == 0) {
- g->first_k_idx = o_ptr->k_idx;
- } else {
- g->multiple_objects = TRUE;
- /* And we know all we need to know. */
- break;
- }
- }
- }
- /* Monsters */
- if (g->m_idx > 0) {
- /* If the monster isn't "visible", make sure we don't list it. */
- monster_type *m_ptr = &m_list[g->m_idx];
- if (!m_ptr->ml)
- g->m_idx = 0;
- }
- /* Rare random hallucination on non-outer walls */
- if (g->hallucinate && g->m_idx == 0 && g->first_k_idx == 0) {
- if (one_in_(256) && (g->f_idx != FEAT_PERM_SOLID)) {
- /* Normally, make an imaginary monster */
- if (randint0(100) < 75) {
- g->m_idx = 1;
- }
- /* Otherwise, an imaginary object */
- else {
- g->first_k_idx = 1;
- }
- } else {
- g->hallucinate = FALSE;
- }
- }
- assert(g->f_idx <= z_info->f_max);
- if (!g->hallucinate)
- assert(g->m_idx < (u32b) m_max);
- assert(g->first_k_idx < z_info->k_max);
- /* All other g fields are 'flags', mostly booleans. */
- }
- /*
- * Move the cursor to a given map location.
- */
- static void move_cursor_relative_map(int y, int x)
- {
- int ky, kx;
- term *old;
- int j;
- /* Scan windows */
- for (j = 0; j < ANGBAND_TERM_MAX; j++) {
- term *t = angband_term[j];
- /* No window */
- if (!t)
- continue;
- /* No relevant flags */
- if (!(op_ptr->window_flag[j] & (PW_MAP)))
- continue;
- /* Location relative to panel */
- ky = y - t->offset_y;
- if (tile_height > 1) {
- ky = tile_height * ky;
- }
- /* Verify location */
- if ((ky < 0) || (ky >= t->hgt))
- continue;
- /* Location relative to panel */
- kx = x - t->offset_x;
- if (tile_width > 1) {
- kx = tile_width * kx;
- }
- /* Verify location */
- if ((kx < 0) || (kx >= t->wid))
- continue;
- /* Go there */
- old = Term;
- Term_activate(t);
- (void) Term_gotoxy(kx, ky);
- Term_activate(old);
- }
- }
- /*
- * Move the cursor to a given map location.
- *
- * The main screen will always be at least 24x80 in size.
- */
- void move_cursor_relative(int y, int x)
- {
- int ky, kx;
- int vy, vx;
- /* Move the cursor on map sub-windows */
- move_cursor_relative_map(y, x);
- /* Location relative to panel */
- ky = y - Term->offset_y;
- /* Verify location */
- if ((ky < 0) || (ky >= SCREEN_HGT))
- return;
- /* Location relative to panel */
- kx = x - Term->offset_x;
- /* Verify location */
- if ((kx < 0) || (kx >= SCREEN_WID))
- return;
- /* Location in window */
- vy = ky + ROW_MAP;
- /* Location in window */
- vx = kx + COL_MAP;
- if (tile_width > 1) {
- vx += (tile_width - 1) * kx;
- }
- if (tile_height > 1) {
- vy += (tile_height - 1) * ky;
- }
- /* Go there */
- (void) Term_gotoxy(vx, vy);
- }
- /*
- * Display an attr/char pair at the given map location
- *
- * Note the inline use of "panel_contains()" for efficiency.
- *
- * Note the use of "Term_queue_char()" for efficiency.
- */
- static void print_rel_map(wchar_t c, byte a, int y, int x)
- {
- int ky, kx;
- int j;
- /* Scan windows */
- for (j = 0; j < ANGBAND_TERM_MAX; j++) {
- term *t = angband_term[j];
- /* No window */
- if (!t)
- continue;
- /* No relevant flags */
- if (!(op_ptr->window_flag[j] & (PW_MAP)))
- continue;
- /* Location relative to panel */
- ky = y - t->offset_y;
- if (tile_height > 1) {
- ky = tile_height * ky;
- if (ky + 1 >= t->hgt)
- continue;
- }
- /* Verify location */
- if ((ky < 0) || (ky >= t->hgt))
- continue;
- /* Location relative to panel */
- kx = x - t->offset_x;
- if (tile_width > 1) {
- kx = tile_width * kx;
- if (kx + 1 >= t->wid)
- continue;
- }
- /* Verify location */
- if ((kx < 0) || (kx >= t->wid))
- continue;
- /* Hack -- Queue it */
- Term_queue_char(t, kx, ky, a, c, 0, 0);
- if ((tile_width > 1) || (tile_height > 1)) {
- /* Mega-Hack : Queue dummy chars */
- Term_big_queue_char(Term, kx, ky, a, c, 0, 0);
- }
- }
- }
- /*
- * Display an attr/char pair at the given map location
- *
- * Note the inline use of "panel_contains()" for efficiency.
- *
- * Note the use of "Term_queue_char()" for efficiency.
- *
- * The main screen will always be at least 24x80 in size.
- */
- void print_rel(wchar_t c, byte a, int y, int x)
- {
- int ky, kx;
- int vy, vx;
- /* Print on map sub-windows */
- print_rel_map(c, a, y, x);
- /* Location relative to panel */
- ky = y - Term->offset_y;
- /* Verify location */
- if ((ky < 0) || (ky >= SCREEN_HGT))
- return;
- /* Location relative to panel */
- kx = x - Term->offset_x;
- /* Verify location */
- if ((kx < 0) || (kx >= SCREEN_WID))
- return;
- /* Get right position */
- vx = COL_MAP + (tile_width * kx);
- vy = ROW_MAP + (tile_height * ky);
- /* Hack -- Queue it */
- Term_queue_char(Term, vx, vy, a, c, 0, 0);
- if ((tile_width > 1) || (tile_height > 1)) {
- /* Mega-Hack : Queue dummy chars */
- Term_big_queue_char(Term, vx, vy, a, c, 0, 0);
- }
- }
- /*
- * 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) see-able 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()" and this function itself.
- *
- * 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", and when any grid becomes "see-able" for any reason.
- *
- * This function is called primarily from the "update_view()" function, for
- * each grid which becomes newly "see-able".
- */
- void note_spot(int y, int x)
- {
- object_type *o_ptr;
- /* Require "seen" flag */
- if (!cave_has(cave_info[y][x], CAVE_SEEN))
- return;
- /* Hack -- memorize objects */
- for (o_ptr = get_first_object(y, x); o_ptr;
- o_ptr = get_next_object(o_ptr)) {
- /* Memorize objects */
- o_ptr->marked = TRUE;
- }
- /* Hack -- memorize grids */
- if (cave_has(cave_info[y][x], CAVE_MARK))
- return;
- /* Memorize */
- cave_on(cave_info[y][x], CAVE_MARK);
- }
- /**
- * Redraw (on the screen) a given MAP location
- *
- * This function should only be called on "legal" grids
- */
- void light_spot(int y, int x)
- {
- event_signal_point(EVENT_MAP, x, y);
- }
- static void prt_map_aux(void)
- {
- int a;
- wchar_t c;
- byte ta;
- wchar_t tc;
- grid_data g;
- int y, x;
- int vy, vx;
- int ty, tx;
- int j;
- /* Scan windows */
- for (j = 0; j < ANGBAND_TERM_MAX; j++) {
- term *t = angband_term[j];
- /* No window */
- if (!t)
- continue;
- /* No relevant flags */
- if (!(op_ptr->window_flag[j] & (PW_MAP)))
- continue;
- /* Assume screen */
- ty = t->offset_y + (t->hgt / tile_height);
- tx = t->offset_x + (t->wid / tile_width);
- /* Dump the map */
- for (y = t->offset_y, vy = 0; y < ty; vy++, y++) {
- if (vy + tile_height - 1 >= t->hgt)
- continue;
- for (x = t->offset_x, vx = 0; x < tx; vx++, x++) {
- /* Check bounds */
- if (!in_bounds(y, x))
- continue;
- if (vx + tile_width - 1 >= t->wid)
- continue;
- /* Determine what is there */
- map_info(y, x, &g);
- grid_data_as_text(&g, &a, &c, &ta, &tc);
- Term_queue_char(t, vx, vy, a, c, ta, tc);
- if ((tile_width > 1) || (tile_height > 1)) {
- /* Mega-Hack : Queue dummy chars */
- Term_big_queue_char(t, vx, vy, 255, -1, 0, 0);
- }
- }
- }
- }
- }
- /*
- * Redraw (on the screen) the current map panel
- *
- * Note the inline use of "light_spot()" for efficiency.
- *
- * The main screen will always be at least 24x80 in size.
- */
- void prt_map(void)
- {
- int a;
- wchar_t c;
- byte ta;
- wchar_t tc;
- grid_data g;
- int y, x;
- int vy, vx;
- int ty, tx;
- /* Redraw map sub-windows */
- prt_map_aux();
- /* Assume screen */
- ty = Term->offset_y + SCREEN_HGT;
- tx = Term->offset_x + SCREEN_WID;
- /* Dump the map */
- for (y = Term->offset_y, vy = ROW_MAP; y < ty; vy++, y++) {
- for (x = Term->offset_x, vx = COL_MAP; x < tx; vx++, x++) {
- /* Check bounds */
- if (!in_bounds(y, x))
- continue;
- /* Determine what is there */
- map_info(y, x, &g);
- grid_data_as_text(&g, &a, &c, &ta, &tc);
- /* Hack -- Queue it */
- Term_queue_char(Term, vx, vy, a, c, ta, tc);
- if ((tile_width > 1) || (tile_height > 1)) {
- Term_big_queue_char(Term, vx, vy, a, c, TERM_WHITE, L' ');
- if (tile_width > 1) {
- vx += tile_width - 1;
- }
- }
- }
- if (tile_height > 1)
- vy += tile_height - 1;
- }
- }
- /**
- * Display highest priority object in the RATIO by RATIO area
- */
- #define RATIO 3
- /**
- * Display the entire map
- */
- #define MAP_HGT (ARENA_HGT / RATIO)
- #define MAP_WID (ARENA_WID / RATIO)
- /**
- * 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.
- *
- * cx and cy are offsets from the position of the player. This
- * allows the map to be shifted around - but only works in the
- * wilderness. cx and cy return the position of the player on the
- * possibly shifted map.
- */
- void display_map(int *cy, int *cx)
- {
- int py = p_ptr->py;
- int px = p_ptr->px;
- int map_hgt, map_wid;
- int dungeon_hgt, dungeon_wid, top_row, left_col;
- int row, col;
- int x, y;
- grid_data g;
- int a;
- byte ta;
- wchar_t c, tc;
- byte tp;
- /* Large array on the stack */
- byte mp[ARENA_HGT][ARENA_WID];
- monster_race *r_ptr = &r_info[0];
- /* Desired map height */
- map_hgt = Term->hgt - 2;
- map_wid = Term->wid - 2;
- /* Adjust for town */
- dungeon_hgt = (p_ptr->danger ? ARENA_HGT : 2 * ARENA_HGT / 3);
- dungeon_wid = (p_ptr->danger ? ARENA_WID : 2 * ARENA_WID / 3);
- top_row = (p_ptr->danger ? 0 : ARENA_HGT / 3);
- left_col = (p_ptr->danger ? 0 : ARENA_WID / 3);
- /* Prevent accidents */
- if (map_hgt > dungeon_hgt)
- map_hgt = dungeon_hgt;
- if (map_wid > dungeon_wid)
- map_wid = dungeon_wid;
- /* Prevent accidents */
- if ((map_wid < 1) || (map_hgt < 1))
- return;
- /* Nothing here */
- a = TERM_WHITE;
- c = L' ';
- ta = TERM_WHITE;
- tc = L' ';
- /* Clear the priorities */
- for (y = 0; y < map_hgt; ++y) {
- for (x = 0; x < map_wid; ++x) {
- /* No priority */
- mp[y][x] = 0;
- }
- }
- /* Draw a box around the edge of the term */
- window_make(0, 0, map_wid + 1, map_hgt + 1);
- /* Analyze the actual map */
- for (y = top_row; y < dungeon_hgt; y++) {
- for (x = left_col; x < dungeon_wid; x++) {
- row = ((y - top_row) * map_hgt / dungeon_hgt);
- col = ((x - left_col) * map_wid / dungeon_wid);
- if (tile_width > 1) {
- col = col - (col % tile_width);
- }
- if (tile_height > 1) {
- row = row - (row % tile_height);
- }
- /* Get the attr/char at that map location */
- map_info(y, x, &g);
- grid_data_as_text(&g, &a, &c, &ta, &tc);
- /* Get the priority of that feature */
- tp = f_info[g.f_idx].priority;
- /* Stuff on top of terrain gets higher priority */
- if ((a != ta) || (c != tc))
- tp = 20;
- /* Save "best" */
- if (mp[row][col] < tp) {
- /* Hack - make every grid on the map lit */
- g.lighting = FEAT_LIGHTING_LIT; /*FEAT_LIGHTING_BRIGHT; */
- grid_data_as_text(&g, &a, &c, &ta, &tc);
- /* Add the character */
- Term_putch(col + 1, row + 1, a, c);
- if ((tile_width > 1) || (tile_height > 1)) {
- Term_big_putch(col + 1, row + 1, a, c);
- }
- /* Save priority */
- mp[row][col] = tp;
- }
- }
- }
- /* Player location */
- row = ((py - top_row) * map_hgt / dungeon_hgt);
- col = ((px - left_col) * map_wid / dungeon_wid);
- if (tile_width > 1) {
- col = col - (col % tile_width);
- }
- if (tile_height > 1) {
- row = row - (row % tile_height);
- }
- /*** Make sure the player is visible ***/
- /* Get the "player" attr */
- ta = r_ptr->x_attr;
- /* Get the "player" char */
- tc = r_ptr->x_char;
- /* Draw the player */
- Term_putch(col + 1, row + 1, ta, tc);
- if ((tile_width > 1) || (tile_height > 1)) {
- Term_big_putch(col + 1, row + 1, ta, tc);
- }
- /* Return player location */
- if (cy != NULL)
- (*cy) = row + 1;
- if (cx != NULL)
- (*cx) = col + 1;
- }
- /**
- * Display a map of the type of wilderness surrounding the current stage
- */
- void regional_map(int num, int size)
- {
- /* Completely redo for BELE */
- }
- /**
- * Display a "small-scale" map of the dungeon.
- *
- * Note that the "player" is always displayed on the map.
- */
- void do_cmd_view_map(void)
- {
- int cy, cx;
- int wid, hgt, num_down, num_across, num;
- /* Get size */
- Term_get_size(&wid, &hgt);
- /* Get dimensions for the regional map */
- num_down = (hgt - 6) / 8;
- num_across = (wid - 24) / 20;
- num = (num_down < num_across ? num_down : num_across);
- /* Save screen */
- screen_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);
- /* Hilight the player */
- Term_gotoxy(cx, cy);
- /* Get any key */
- (void) inkey_ex();
- /* Regional map if not in the dungeon */
- if (chunk_list[p_ptr->stage].z_pos <= 0) {
- /* Flush */
- Term_fresh();
- /* Clear the screen */
- Term_clear();
- /* Display the regional map */
- regional_map(num, (2 * num + 1) * (2 * num + 1));
- /* Wait for it */
- put_str("Hit any key to continue", hgt - 1, (wid - COL_MAP) / 2);
- /* Get any key */
- (void) inkey_ex();
- }
- /* Load screen */
- screen_load();
- }
- /**
- * 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.
- *<pre>
- * Rad=0 Rad=1 Rad=2 Rad=3
- * No-Light Torch,etc Lantern Artifacts
- *
- * 333
- * 333 43334
- * 212 32123 3321233
- * @ 1@1 31@13 331@133
- * 212 32123 3321233
- * 333 43334
- * 333
- *</pre>
- *
- * 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.
- *
- *<pre>
- * Sample situation
- *
- * #####################
- * ############.%.%.%.%#
- * #...@..#####........#
- * #............%.%.%.%#
- * #......#####........#
- * ############........#
- * #####################
- *
- *
- * New Algorithm Old Algorithm
- *
- * ########????????????? ########?????????????
- * #...@..#????????????? #...@..#?????????????
- * #...........????????? #.........???????????
- * #......#####.....???? #......####??????????
- * ########?????????...# ########?????????????
- *
- * ########????????????? ########?????????????
- * #.@....#????????????? #.@....#?????????????
- * #............%??????? #...........?????????
- * #......#####........? #......#####?????????
- * ########??????????..# ########?????????????
- *
- * ########????????????? ########?????%???????
- * #......#####........# #......#####..???????
- * #.@..........%??????? #.@..........%???????
- * #......#####........# #......#####..???????
- * ########????????????? ########?????????????
- *
- * ########??????????..# ########?????????????
- * #......#####........? #......#####?????????
- * #............%??????? #...........?????????
- * #.@....#????????????? #.@....#?????????????
- * ########????????????? ########?????????????
- *
- * ########?????????%??? ########?????????????
- * #......#####.....???? #......####??????????
- * #...........????????? #.........???????????
- * #...@..#????????????? #...@..#?????????????
- * ########????????????? ########?????????????
- </pre>
- */
- /**
- * Forget the "CAVE_VIEW" grids, redrawing as needed
- */
- void forget_view(void)
- {
- int x, y;
- for (y = 0; y < ARENA_HGT; y++) {
- for (x = 0; x < ARENA_WID; x++) {
- if (!cave_has(cave_info[y][x], CAVE_VIEW))
- continue;
- cave_off(cave_info[y][x], CAVE_VIEW);
- cave_off(cave_info[y][x], CAVE_SEEN);
- light_spot(y, x);
- }
- }
- }
- /**
- * Calculate the complete field of view using a new algorithm
- *
- * If "view_g" and "temp_g" were global pointers to arrays of grids, as
- * opposed to actual arrays of grids, then we could be more efficient by
- * using "pointer swapping".
- *
- * Note the following idiom, which is used in the function below.
- * This idiom processes each "octant" of the field of view, in a
- * clockwise manner, starting with the east strip, south side,
- * and for each octant, allows a simple calculation to set "g"
- * equal to the proper grids, relative to "pg", in the octant.
- *
- * for (o2 = 0; o2 < 16; o2 += 2)
- * ...
- * g = pg + *((s16b*)(((byte*)(p))+o2));
- * ...
- *
- *
- * 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_g" 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_g" 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
- */
- static void mark_wasseen(void)
- {
- int x, y;
- /* Save the old "view" grids for later */
- for (y = 0; y < ARENA_HGT; y++) {
- for (x = 0; x < ARENA_WID; x++) {
- if (cave_has(cave_info[y][x], CAVE_SEEN))
- cave_on(cave_info[y][x], CAVE_TEMP);
- cave_off(cave_info[y][x], CAVE_VIEW);
- cave_off(cave_info[y][x], CAVE_SEEN);
- }
- }
- }
- static void update_one(int y, int x, int blind)
- {
- if (blind)
- cave_off(cave_info[y][x], CAVE_SEEN);
- /* Square went from unseen -> seen */
- if (cave_has(cave_info[y][x], CAVE_SEEN) &&
- !cave_has(cave_info[y][x], CAVE_TEMP)) {
- note_spot(y, x);
- light_spot(y, x);
- }
- /* Square went from seen -> unseen */
- if (!cave_has(cave_info[y][x], CAVE_SEEN) &&
- cave_has(cave_info[y][x], CAVE_TEMP))
- light_spot(y, x);
- cave_off(cave_info[y][x], CAVE_TEMP);
- }
- /**
- * True if the square is a wall square (impedes the player's los).
- *
- */
- bool cave_iswall(int y, int x)
- {
- /* Terrain */
- feature_type *f_ptr;
- if (!in_bounds(y, x))
- return FALSE;
- f_ptr = &f_info[cave_feat[y][x]];
- return !tf_has(f_ptr->flags, TF_LOS);
- }
- static void become_viewable(int y, int x, int lit, int py, int px)
- {
- int xc = x;
- int yc = y;
- if (cave_has(cave_info[y][x], CAVE_VIEW))
- return;
- cave_on(cave_info[y][x], CAVE_VIEW);
- if (lit)
- cave_on(cave_info[y][x], CAVE_SEEN);
- if (cave_has(cave_info[y][x], CAVE_GLOW)) {
- if (cave_iswall(y, x)) {
- /* For walls, move a bit towards the player.
- * TODO(elly): huh? why?
- */
- xc = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
- yc = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
- }
- if (cave_has(cave_info[yc][xc], CAVE_GLOW))
- cave_on(cave_info[y][x], CAVE_SEEN);
- }
- }
- static void update_view_one(int y, int x, int radius, int py, int px)
- {
- int xc = x;
- int yc = y;
- int d = distance(y, x, py, px);
- int lit = d < radius;
- if (d > MAX_SIGHT)
- return;
- /* Special case for wall lighting. If we are a wall and the square in
- * the direction of the player is in LOS, we are in LOS. This avoids
- * situations like:
- * #1#############
- * #............@#
- * ###############
- * where the wall cell marked '1' would not be lit because the LOS
- * algorithm runs into the adjacent wall cell.
- */
- if (cave_iswall(y, x)) {
- int dx = x - px;
- int dy = y - py;
- int ax = ABS(dx);
- int ay = ABS(dy);
- int sx = dx > 0 ? 1 : -1;
- int sy = dy > 0 ? 1 : -1;
- xc = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x;
- yc = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y;
- /* Check that the cell we're trying to steal LOS from isn't a
- * wall. If we don't do this, double-thickness walls will have
- * both sides visible.
- */
- if (cave_iswall(yc, xc)) {
- xc = x;
- yc = y;
- }
- /* Check that we got here via the 'knight's move' rule. If so,
- * don't steal LOS. */
- if (ax == 2 && ay == 1) {
- if (!cave_iswall(y, x - sx) && cave_iswall(y - sy, x - sx)) {
- xc = x;
- yc = y;
- }
- } else if (ax == 1 && ay == 2) {
- if (cave_iswall(y - sy, x) && cave_iswall(y - sy, x - sx)) {
- xc = x;
- yc = y;
- }
- }
- }
- if (los(py, px, yc, xc))
- become_viewable(y, x, lit, py, px);
- }
- void update_view(void)
- {
- int x, y;
- int radius;
- mark_wasseen();
- /* Extract "radius" value */
- if ((player_has(PF_UNLIGHT) || p_ptr->state.darkness)
- && (p_ptr->cur_light <= 0))
- radius = 2;
- else
- radius = p_ptr->cur_light;
- /* Handle real light */
- if (radius > 0)
- ++radius;
- /* Assume we can view the player grid */
- cave_on(cave_info[p_ptr->py][p_ptr->px], CAVE_VIEW);
- if (radius > 0 || cave_has(cave_info[p_ptr->py][p_ptr->px], CAVE_GLOW))
- cave_on(cave_info[p_ptr->py][p_ptr->px], CAVE_SEEN);
- /* View squares we have LOS to */
- for (y = 0; y < ARENA_HGT; y++)
- for (x = 0; x < ARENA_WID; x++)
- update_view_one(y, x, radius, p_ptr->py, p_ptr->px);
- /*** Step 3 -- Complete the algorithm ***/
- for (y = 0; y < ARENA_HGT; y++)
- for (x = 0; x < ARENA_WID; x++)
- update_one(y, x, p_ptr->timed[TMD_BLIND]);
- }
- /**
- * Every so often, the character makes enough noise that nearby
- * monsters can use it to home in on him.
- *
- * Fill in the "cave_cost" field of every grid that the player can
- * reach with the number of steps needed to reach that grid. This
- * also yields the route distance of the player from every grid.
- *
- * Monsters use this information by moving to adjacent grids with
- * lower flow costs, thereby homing in on the player even though
- * twisty tunnels and mazes. Monsters can also run away from loud
- * noises.
- *
- * The biggest limitation of this code is that it does not easily
- * allow for alternate ways around doors (not all monsters can handle
- * doors) and lava/water (many monsters are not allowed to enter
- * water, lava, or both).
- *
- * The flow table is three-dimensional. The first dimension allows the
- * table to both store and overwrite grids safely. The second indicates
- * whether this value is that for x or for y. The third is the number
- * of grids able to be stored at any flow distance.
- */
- void update_noise(void)
- {
- int cost;
- int route_distance = 0;
- int i, d;
- int y, x, y2, x2;
- int last_index;
- int grid_count = 0;
- int dist;
- bool full = FALSE;
- /* Note where we get information from, and where we overwrite */
- int this_cycle = 0;
- int next_cycle = 1;
- byte flow_table[2][2][8 * NOISE_STRENGTH];
- /* The character's grid has no flow info. Do a full rebuild. */
- if (cave_cost[p_ptr->py][p_ptr->px] == 0)
- full = TRUE;
- /* Determine when to rebuild, update, or do nothing */
- if (!full) {
- dist = ABS(p_ptr->py - flow_center_y);
- if (ABS(p_ptr->px - flow_center_x) > dist)
- dist = ABS(p_ptr->px - flow_center_x);
- /*
- * Character is far enough away from the previous flow center -
- * do a full rebuild.
- */
- if (dist >= 15)
- full = TRUE;
- else {
- /* Get axis distance to center of last update */
- dist = ABS(p_ptr->py - update_center_y);
- if (ABS(p_ptr->px - update_center_x) > dist)
- dist = ABS(p_ptr->px - update_center_x);
- /*
- * We probably cannot decrease the center cost any more.
- * We should assume that we have to do a full rebuild.
- */
- if (cost_at_center - (dist + 5) <= 0)
- full = TRUE;
- /* Less than five grids away from last update */
- else if (dist < 5) {
- /* We're in LOS of the last update - don't update again */
- if (los
- (p_ptr->py, p_ptr->px, update_center_y,
- update_center_x))
- return;
- /* We're not in LOS - update */
- else
- full = FALSE;
- }
- /* Always update if at least five grids away */
- else
- full = FALSE;
- }
- }
- /* Update */
- if (!full) {
- bool found = FALSE;
- /* Start at the character's location */
- flow_table[this_cycle][0][0] = p_ptr->py;
- flow_table[this_cycle][1][0] = p_ptr->px;
- grid_count = 1;
- /* Erase outwards until we hit the previous update center */
- for (cost = 0; cost <= NOISE_STRENGTH; cost++) {
- /*
- * Keep track of the route distance to the previous
- * update center.
- */
- route_distance++;
- /* Get the number of grids we'll be looking at */
- last_index = grid_count;
- /* Clear the grid count */
- grid_count = 0;
- /* Get each valid entry in the flow table in turn */
- for (i = 0; i < last_index; i++) {
- /* Get this grid */
- y = flow_table[this_cycle][0][i];
- x = flow_table[this_cycle][1][i];
- /* Look at all adjacent grids */
- for (d = 0; d < 8; d++) {
- /* Child location */
- y2 = y + ddy_ddd[d];
- x2 = x + ddx_ddd[d];
- /* Check Bounds */
- if (!in_bounds(y2, x2))
- continue;
- /* Ignore illegal grids */
- if (cave_cost[y2][x2] == 0)
- continue;
- /* Ignore previously erased grids */
- if (cave_cost[y2][x2] == 255)
- continue;
- /* Erase previous info, mark grid */
- cave_cost[y2][x2] = 255;
- /* Store this grid in the flow table */
- flow_table[next_cycle][0][grid_count] = y2;
- flow_table[next_cycle][1][grid_count] = x2;
- /* Increment number of grids stored */
- grid_count++;
- /* If this is the previous update center, we can stop */
- if ((y2 == update_center_y) && (x2 == update_center_x))
- found = TRUE;
- }
- }
- /* Stop when we find the previous update center. */
- if (found)
- break;
- /* Swap write and read portions of the table */
- if (this_cycle == 0) {
- this_cycle = 1;
- next_cycle = 0;
- } else {
- this_cycle = 0;
- next_cycle = 1;
- }
- }
- /*
- * Reduce the flow cost assigned to the new center grid by
- * enough to maintain the correct cost slope out to the range
- * we have to update the flow.
- */
- cost_at_center -= route_distance;
- /* We can't reduce the center cost any more. Do a full rebuild. */
- if (cost_at_center < 0)
- full = TRUE;
- else {
- /* Store the new update center */
- update_center_y = p_ptr->py;
- update_center_x = p_ptr->px;
- }
- }
- /* Full rebuild */
- if (full) {
- /*
- * Set the initial cost to 100; updates will progressively
- * lower this value. When it reaches zero, another full
- * rebuild has to be done.
- */
- cost_at_center = 100;
- /* Save the new noise epicenter */
- flow_center_y = p_ptr->py;
- flow_center_x = p_ptr->px;
- update_center_y = p_ptr->py;
- update_center_x = p_ptr->px;
- /* Erase all of the current flow (noise) information */
- for (y = 0; y < ARENA_HGT; y++) {
- for (x = 0; x < ARENA_WID; x++) {
- cave_cost[y][x] = 0;
- }
- }
- }
- /*** Update or rebuild the flow ***/
- /* Store base cost at the character location */
- cave_cost[p_ptr->py][p_ptr->px] = cost_at_center;
- /* Store this grid in the flow table, note that we've done so */
- flow_table[this_cycle][0][0] = p_ptr->py;
- flow_table[this_cycle][1][0] = p_ptr->px;
- grid_count = 1;
- /* Extend the noise burst out to its limits */
- for (cost = cost_at_center + 1;
- cost <= cost_at_center + NOISE_STRENGTH; cost++) {
- /* Get the number of grids we'll be looking at */
- last_index = grid_count;
- /* Stop if we've run out of work to do */
- if (last_index == 0)
- break;
- /* Clear the grid count */
- grid_count = 0;
- /* Get each valid entry in the flow table in turn. */
- for (i = 0; i < last_index; i++) {
- /* Get this grid */
- y = flow_table[this_cycle][0][i];
- x = flow_table[this_cycle][1][i];
- /* Look at all adjacent grids */
- for (d = 0; d < 8; d++) {
- /* Child location */
- y2 = y + ddy_ddd[d];
- x2 = x + ddx_ddd[d];
- /* Check Bounds */
- if (!in_bounds(y2, x2))
- continue;
- /* When doing a rebuild... */
- if (full) {
- /* Ignore previously marked grids */
- if (cave_cost[y2][x2])
- continue;
- /* Ignore walls. Do not ignore rubble. */
- if (tf_has
- (f_info[cave_feat[y2][x2]].flags, TF_NO_NOISE))
- continue;
- }
- /* When doing an update... */
- else {
- /* Ignore all but specially marked grids */
- if (cave_cost[y2][x2] != 255)
- continue;
- }
- /* Store cost at this location */
- cave_cost[y2][x2] = cost;
- /* Store this grid in the flow table */
- flow_table[next_cycle][0][grid_count] = y2;
- flow_table[next_cycle][1][grid_count] = x2;
- /* Increment number of grids stored */
- grid_count++;
- }
- }
- /* Swap write and read portions of the table */
- if (this_cycle == 0) {
- this_cycle = 1;
- next_cycle = 0;
- } else {
- this_cycle = 0;
- next_cycle = 1;
- }
- }
- }
- /**
- * Characters leave scent trails for perceptive monsters to track.
- *
- * Smell is rather more limited than sound. Many creatures cannot use
- * it at all, it doesn't extend very far outwards from the character's
- * current position, and monsters can use it to home in the character,
- * but not to run away from him.
- *
- * Smell is valued according to age. When a character takes his turn,
- * scent is aged by one, and new scent of the current age is laid down.
- * Speedy characters leave more scent, true, but it also ages faster,
- * which makes it harder to hunt them down.
- *
- * Whenever the age count loops, most of the scent trail is erased and
- * the age of the remainder is recalculated.
- */
- void update_smell(void)
- {
- int i, j;
- int y, x;
- int py = p_ptr->py;
- int px = p_ptr->px;
- feature_type *f_ptr = NULL;
- /* Create a table that controls the spread of scent */
- int scent_adjust[5][5] = {
- {250, 2, 2, 2, 250},
- {2, 1, 1, 1, 2},
- {2, 1, 0, 1, 2},
- {2, 1, 1, 1, 2},
- {250, 2, 2, 2, 250},
- };
- /* Scent becomes "younger" */
- scent_when--;
- /* Loop the age and adjust scent values when necessary */
- if (scent_when <= 0) {
- /* Scan the entire dungeon */
- for (y = 0; y < ARENA_HGT; y++) {
- for (x = 0; x < ARENA_WID; x++) {
- /* Ignore non-existent scent */
- if (cave_when[y][x] == 0)
- continue;
- /* Erase the earlier part of the previous cycle */
- if (cave_when[y][x] > SMELL_STRENGTH)
- cave_when[y][x] = 0;
- /* Reset the ages of the most recent scent */
- else
- cave_when[y][x] =
- 250 - SMELL_STRENGTH + cave_when[y][x];
- }
- }
- /* Reset the age value */
- scent_when = 250 - SMELL_STRENGTH;
- }
- /* Lay down new scent */
- for (i = 0; i < 5; i++) {
- for (j = 0; j < 5; j++) {
- /* Translate table to map grids */
- y = i + py - 2;
- x = j + px - 2;
- /* Check Bounds */
- if (!in_bounds(y, x))
- continue;
- /* Get the feature */
- f_ptr = &f_info[cave_feat[y][x]];
- /* Walls, water, and lava cannot hold scent. */
- if (tf_has(f_ptr->flags, TF_NO_SCENT)) {
- continue;
- }
- /* Grid must not be blocked by walls from the character */
- if (!los(p_ptr->py, p_ptr->px, y, x))
- continue;
- /* Note grids that are too far away */
- if (scent_adjust[i][j] == 250)
- continue;
- /* Mark the grid with new scent */
- cave_when[y][x] = scent_when + scent_adjust[i][j];
- }
- }
- }
- /**
- * Map around a given point, or the current panel (plus some)
- * ala "magic mapping". Staffs of magic mapping map more than
- * rods do, because staffs affect larger areas in general.
- *
- * We must never attempt to map the outer dungeon walls, or we
- * might induce illegal cave grid references.
- */
- void map_area(int y, int x, bool extended)
- {
- int i, y_c, x_c;
- int rad = DETECT_RAD_DEFAULT;
- if (extended)
- rad += 10;
- /* Map around a location, if given. */
- if ((y) && (x)) {
- y_c = y;
- x_c = x;
- }
- /* Normally, pick an area to map around the player */
- else {
- y_c = p_ptr->py;
- x_c = p_ptr->px;
- }
- /* Scan the maximal area of mapping */
- for (y = y_c - rad; y <= y_c + rad; y++) {
- for (x = x_c - rad; x <= x_c + rad; x++) {
- feature_type *f_ptr = &f_info[cave_feat[y][x]];
- /* Ignore "illegal" locations */
- if (!in_bounds(y, x))
- continue;
- /* Enforce a "circular" area */
- if (distance(y_c, x_c, y, x) > rad)
- continue;
- /* All passable grids are checked */
- if (tf_has(f_ptr->flags, TF_PASSABLE)) {
- /* Memorize interesting features */
- if (!tf_has(f_ptr->flags, TF_FLOOR) ||
- tf_has(f_ptr->flags, TF_INTERESTING)) {
- /* Memorize the object */
- cave_on(cave_info[y][x], CAVE_MARK);
- }
- /* Memorize known walls */
- for (i = 0; i < 8; i++) {
- int yy = y + ddy_ddd[i];
- int xx = x + ddx_ddd[i];
- /* All blockages are checked */
- f_ptr = &f_info[cave_feat[yy][xx]];
- if (!tf_has(f_ptr->flags, TF_LOS)) {
- /* Memorize the walls */
- cave_on(cave_info[yy][xx], CAVE_MARK);
- }
- }
- }
- }
- }
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
- }
- /**
- * Light up the dungeon using "claravoyance"
- *
- * 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.
- *
- * In Oangband, greater and lesser vaults only become fully known if the
- * player has accessed this function from the debug commands. Otherwise,
- * they act like magically mapped permenantly lit rooms.
- *
- * 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_light(bool wizard)
- {
- 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;
- /* Skip objects in vaults, if not a wizard. */
- if ((wizard == FALSE)
- && cave_has(cave_info[o_ptr->iy][o_ptr->ix], CAVE_ICKY))
- continue;
- /* Memorize */
- o_ptr->marked = TRUE;
- }
- /* Scan all normal grids */
- for (y = 1; y < ARENA_HGT - 1; y++) {
- /* Scan all normal grids */
- for (x = 1; x < ARENA_WID - 1; x++) {
- feature_type *f_ptr = &f_info[cave_feat[y][x]];
- /* Process all passable grids (or all grids, if a wizard) */
- if (tf_has(f_ptr->flags, TF_PASSABLE)) {
- /* Paranoia -- stay in bounds */
- if (!in_bounds_fully(y, x))
- continue;
- /* Scan the grid and all neighbors */
- for (i = 0; i < 9; i++) {
- int yy = y + ddy_ddd[i];
- int xx = x + ddx_ddd[i];
- f_ptr = &f_info[cave_feat[yy][xx]];
- /* Perma-light the grid (always) */
- cave_on(cave_info[yy][xx], CAVE_GLOW);
- /* If not a wizard, do not mark passable grids in vaults */
- if ((!wizard)
- && cave_has(cave_info[yy][xx], CAVE_ICKY)) {
- if (tf_has(f_ptr->flags, TF_PASSABLE))
- continue;
- }
- /* Memorize features other than ordinary floor */
- if (!tf_has(f_ptr->flags, TF_FLOOR) ||
- cave_visible_trap(yy, xx)) {
- /* Memorize the grid */
- cave_on(cave_info[yy][xx], CAVE_MARK);
- }
- /* Optionally, memorize floors immediately */
- else if (OPT(view_perma_grids)
- && !OPT(view_torch_grids)) {
- /* Memorize the grid */
- cave_on(cave_info[yy][xx], CAVE_MARK);
- }
- }
- }
- }
- }
- /* Fully update the visuals */
- p_ptr->update |= (PU_FORGET_VIEW | PU_UPDATE_VIEW | PU_MONSTERS);
- /* Redraw whole map, monster list */
- p_ptr->redraw |= (PR_MAP | PR_MONLIST | PR_ITEMLIST);
- }
- /**
- * Forget the dungeon map (ala "Thinking of Maud...").
- */
- void wiz_dark(void)
- {
- int i, y, x;
- /* Forget every grid */
- for (y = 0; y < ARENA_HGT; y++) {
- for (x = 0; x < ARENA_WID; x++) {
- /* Process the grid */
- cave_off(cave_info[y][x], CAVE_MARK);
- cave_off(cave_info[y][x], CAVE_DTRAP);
- }
- }
- /* 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_FORGET_VIEW | PU_UPDATE_VIEW | PU_MONSTERS);
- /* Redraw whole map, monster list */
- p_ptr->redraw |= (PR_MAP | PR_MONLIST | PR_ITEMLIST);
- }
- /**
- * Light or Darken the world
- */
- void illuminate(void)
- {
- int y, x;
- /* Apply light or darkness */
- for (y = 0; y < ARENA_HGT; y++) {
- for (x = 0; x < ARENA_WID; x++) {
- /* Grids outside town walls */
- if ((cave_feat[y][x] == FEAT_PERM_SOLID) && !p_ptr->danger) {
- /* Darken the grid */
- cave_off(cave_info[y][x], CAVE_GLOW);
- /* Hack -- Forget grids */
- if (OPT(view_perma_grids)) {
- cave_off(cave_info[y][x], CAVE_MARK);
- }
- }
- /* Special case of shops */
- else if (cave_feat[y][x] == FEAT_PERM_EXTRA) {
- /* Illuminate the grid */
- cave_on(cave_info[y][x], CAVE_GLOW);
- /* Memorize the grid */
- cave_on(cave_info[y][x], CAVE_MARK);
- }
- /* Viewable grids (light) */
- else if (is_daylight) {
- /* Illuminate the grid */
- cave_on(cave_info[y][x], CAVE_GLOW);
- }
- /* Viewable grids (dark) */
- else {
- /* Darken the grid */
- cave_off(cave_info[y][x], CAVE_GLOW);
- }
- }
- }
- /* Fully update the visuals */
- p_ptr->update |= (PU_FORGET_VIEW | PU_UPDATE_VIEW | PU_MONSTERS);
- /* Redraw map, monster list */
- p_ptr->redraw |= (PR_MAP | PR_MONLIST | PR_ITEMLIST);
- }
- /**
- * Change the "feat" flag for a grid, and notice/redraw the grid.
- */
- void cave_set_feat(int y, int x, int feat)
- {
- /* Change the feature */
- cave_feat[y][x] = feat;
- /* Notice/Redraw */
- if (character_dungeon) {
- /* Notice */
- note_spot(y, x);
- /* Redraw */
- light_spot(y, x);
- }
- }
- /**
- * Determine the path taken by a projection.
- *
- * The projection will always start from the grid (y1,x1), and will travel
- * towards the grid (y2,x2), touching one grid per unit of distance along
- * the major axis, and stopping when it enters the destination grid or a
- * wall grid, or has travelled the maximum legal distance of "range".
- *
- * Note that "distance" in this function (as in the update_view() code)
- * is defined as "MAX(dy,dx) + MIN(dy,dx)/2", which means that the player
- * actually has an "octagon of projection" not a "circle of projection".
- *
- * The path grids are saved into the grid array pointed to by "gp", and
- * there should be room for at least "range" grids in "gp". Note that
- * due to the way in which distance is calculated, this function normally
- * uses fewer than "range" grids for the projection path, so the result
- * of this function should never be compared directly to "range". Note
- * that the initial grid (y1,x1) is never saved into the grid array, not
- * even if the initial grid is also the final grid. XXX XXX XXX
- *
- * The "flg" flags can be used to modify the behavior of this function.
- *
- * In particular, the "PROJECT_STOP" and "PROJECT_THRU" flags have the same
- * semantics as they do for the "project" function, namely, that the path
- * will stop as soon as it hits a monster, or that the path will continue
- * through the destination grid, respectively.
- *
- * The "PROJECT_JUMP" flag, which for the project() function means to
- * start at a special grid (which makes no sense in this function), means
- * that the path should be "angled" slightly if needed to avoid any wall
- * grids, allowing the player to "target" any grid which is in "view".
- * This flag is non-trivial and has not yet been implemented, but could
- * perhaps make use of the "vinfo" array (above). XXX XXX XXX
- *
- * This function returns the number of grids (if any) in the path. This
- * function will return zero if and only if (y1,x1) and (y2,x2) are equal.
- *
- * This algorithm is similar to, but slightly different from, the one used
- * by update_view_los(), and very different from the one used by los().
- */
- int project_path(u16b * gp, int range, int y1, int x1, int y2, int x2,
- int flg)
- {
- int y, x;
- int n = 0;
- int k = 0;
- /* Absolute */
- int ay, ax;
- /* Offsets */
- int sy, sx;
- /* Fractions */
- int frac;
- /* Scale factors */
- int full, half;
- /* Slope */
- int m;
- bool blocked = FALSE;
- /* No path necessary (or allowed) */
- if ((x1 == x2) && (y1 == y2))
- return (0);
- /* Analyze "dy" */
- if (y2 < y1) {
- ay = (y1 - y2);
- sy = -1;
- } else {
- ay = (y2 - y1);
- sy = 1;
- }
- /* Analyze "dx" */
- if (x2 < x1) {
- ax = (x1 - x2);
- sx = -1;
- } else {
- ax = (x2 - x1);
- sx = 1;
- }
- /* Number of "units" in one "half" grid */
- half = (ay * ax);
- /* Number of "units" in one "full" grid */
- full = half << 1;
- /* Vertical */
- if (ay > ax) {
- /* Start at tile edge */
- frac = ax * ax;
- /* Let m = ((dx/dy) * full) = (dx * dx * 2) = (frac * 2) */
- m = frac << 1;
- /* Start */
- y = y1 + sy;
- x = x1;
- /* Create the projection path */
- while (1) {
- /* Save grid */
- gp[n++] = GRID(y, x);
- /* Hack -- Check maximum range */
- if ((n + (k >> 1)) >= range)
- break;
- /* Sometimes stop at destination grid */
- if (!(flg & (PROJECT_THRU))) {
- if ((x == x2) && (y == y2))
- break;
- }
- /* Always stop at non-initial wall grids */
- if ((n > 0) && !cave_project(y, x))
- break;
- /* Sometimes stop at non-initial monsters/players */
- if (flg & (PROJECT_STOP)) {
- if ((n > 0) && (cave_m_idx[y][x] != 0))
- break;
- }
- /* Sometimes notice non-initial monsters/players */
- if (flg & (PROJECT_CHCK)) {
- if ((n > 0) && (cave_m_idx[y][x] != 0))
- blocked = TRUE;
- }
- /* Slant */
- if (m) {
- /* Advance (X) part 1 */
- frac += m;
- /* Horizontal change */
- if (frac >= half) {
- /* Advance (X) part 2 */
- x += sx;
- /* Advance (X) part 3 */
- frac -= full;
- /* Track distance */
- k++;
- }
- }
- /* Advance (Y) */
- y += sy;
- }
- }
- /* Horizontal */
- else if (ax > ay) {
- /* Start at tile edge */
- frac = ay * ay;
- /* Let m = ((dy/dx) * full) = (dy * dy * 2) = (frac * 2) */
- m = frac << 1;
- /* Start */
- y = y1;
- x = x1 + sx;
- /* Create the projection path */
- while (1) {
- /* Save grid */
- gp[n++] = GRID(y, x);
- /* Hack -- Check maximum range */
- if ((n + (k >> 1)) >= range)
- break;
- /* Sometimes stop at destination grid */
- if (!(flg & (PROJECT_THRU))) {
- if ((x == x2) && (y == y2))
- break;
- }
- /* Always stop at non-initial wall grids */
- if ((n > 0) && !cave_project(y, x))
- break;
- /* Sometimes stop at non-initial monsters/players */
- if (flg & (PROJECT_STOP)) {
- if ((n > 0) && (cave_m_idx[y][x] != 0))
- break;
- }
- /* Sometimes notice non-initial monsters/players */
- if (flg & (PROJECT_CHCK)) {
- if ((n > 0) && (cave_m_idx[y][x] != 0))
- blocked = TRUE;
- }
- /* Slant */
- if (m) {
- /* Advance (Y) part 1 */
- frac += m;
- /* Vertical change */
- if (frac >= half) {
- /* Advance (Y) part 2 */
- y += sy;
- /* Advance (Y) part 3 */
- frac -= full;
- /* Track distance */
- k++;
- }
- }
- /* Advance (X) */
- x += sx;
- }
- }
- /* Diagonal */
- else {
- /* Start */
- y = y1 + sy;
- x = x1 + sx;
- /* Create the projection path */
- while (1) {
- /* Save grid */
- gp[n++] = GRID(y, x);
- /* Hack -- Check maximum range */
- if ((n + (n >> 1)) >= range)
- break;
- /* Sometimes stop at destination grid */
- if (!(flg & (PROJECT_THRU))) {
- if ((x == x2) && (y == y2))
- break;
- }
- /* Always stop at non-initial wall grids */
- if ((n > 0) && !cave_project(y, x))
- break;
- /* Sometimes stop at non-initial monsters/players */
- if (flg & (PROJECT_STOP)) {
- if ((n > 0) && (cave_m_idx[y][x] != 0))
- break;
- }
- /* Sometimes notice non-initial monsters/players */
- if (flg & (PROJECT_CHCK)) {
- if ((n > 0) && (cave_m_idx[y][x] != 0))
- blocked = TRUE;
- }
- /* Advance (Y) */
- y += sy;
- /* Advance (X) */
- x += sx;
- }
- }
- /* Length */
- if (blocked)
- return (-n);
- else
- return (n);
- }
- /**
- * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
- * at the final destination, using the project_path() function to check
- * the projection path.
- *
- * Accept projection flags, and pass them onto project_path().
- *
- * Note that no grid is ever projectable() from itself.
- *
- * This function is used to determine if the player can (easily) target
- * a given grid, if a monster can target the player, and if a clear shot
- * exists from monster to player.
- */
- byte projectable(int y1, int x1, int y2, int x2, int flg)
- {
- int y, x;
- int grid_n = 0;
- u16b grid_g[512];
- feature_type *f_ptr;
- /* Check the projection path */
- grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, flg);
- /* No grid is ever projectable from itself */
- if (!grid_n)
- return (FALSE);
- /* Final grid. As grid_n may be negative, use absolute value. */
- y = GRID_Y(grid_g[ABS(grid_n) - 1]);
- x = GRID_X(grid_g[ABS(grid_n) - 1]);
- /* May not end in an unrequested grid */
- if ((y != y2) || (x != x2))
- return (PROJECT_NO);
- /* Must end in a passable grid. */
- f_ptr = &f_info[cave_feat[y][x]];
- if (!tf_has(f_ptr->flags, TF_PASSABLE))
- return (PROJECT_NO);
- /* Promise a clear bolt shot if we have verified that there is one */
- if ((flg & (PROJECT_STOP)) || (flg & (PROJECT_CHCK))) {
- /* Positive value for grid_n mean no obstacle was found. */
- if (grid_n > 0)
- return (PROJECT_CLEAR);
- }
- /* Assume projectable, but make no promises about clear shots */
- return (PROJECT_NOT_CLEAR);
- }
- /**
- * Standard "find me a location" function
- *
- * Obtains a legal location within the given distance of the initial
- * location, and with los() from the source to destination location.
- *
- * This function is often called from inside a loop which searches for
- * locations while increasing the "d" distance.
- *
- * Currently the "m" parameter is unused.
- */
- void scatter(int *yp, int *xp, int y, int x, int d, int m)
- {
- int nx, ny;
- /* Unused */
- m = m;
- /* Pick a location */
- while (TRUE) {
- /* Pick a new location */
- ny = rand_spread(y, d);
- nx = rand_spread(x, d);
- /* Ignore annoying locations */
- if (!in_bounds_fully(y, x))
- 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;
- }
- /* Save the location */
- (*yp) = ny;
- (*xp) = nx;
- }
- /**
- * Track a new monster
- */
- void health_track(int m_idx)
- {
- /* Track a new guy */
- p_ptr->health_who = m_idx;
- /* Redraw (later) */
- p_ptr->redraw |= (PR_HEALTH | PR_MON_MANA);
- }
- /**
- * Hack -- track the given monster race
- */
- void monster_race_track(int r_idx)
- {
- /* Save this monster ID */
- p_ptr->monster_race_idx = r_idx;
- /* Window stuff */
- p_ptr->redraw |= (PR_MONSTER);
- }
- /**
- * Hack -- track the given object kind
- */
- void track_object(int item)
- {
- p_ptr->object_idx = item;
- p_ptr->object_kind_idx = 0;
- p_ptr->redraw |= (PR_OBJECT);
- }
- void track_object_kind(int k_idx)
- {
- p_ptr->object_idx = 0;
- p_ptr->object_kind_idx = k_idx;
- p_ptr->redraw |= (PR_OBJECT);
- }
- /**
- * Something has happened to disturb the player.
- *
- * The first arg indicates a major disturbance, which affects search.
- *
- * The second arg is currently unused, but could induce output flush.
- *
- * All disturbance cancels repeated commands, resting, and running.
- */
- void disturb(int stop_search, int unused_flag)
- {
- /* Unused parameter */
- (void) unused_flag;
- /* Cancel repeated commands */
- cmd_cancel_repeat();
- /* Cancel Resting */
- if (p_ptr->resting) {
- /* Cancel */
- p_ptr->resting = 0;
- /* Redraw the state (later) */
- p_ptr->redraw |= (PR_STATE);
- }
- /* Cancel running */
- if (p_ptr->running) {
- /* Cancel */
- p_ptr->running = 0;
- /* Recenter the panel when running stops */
- if (OPT(center_player))
- verify_panel();
- /* Calculate torch radius */
- p_ptr->update |= (PU_TORCH);
- }
- /* Cancel searching if requested */
- if (stop_search && p_ptr->searching) {
- /* Cancel */
- p_ptr->searching = FALSE;
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
- /* Redraw the state */
- p_ptr->redraw |= (PR_STATE);
- }
- /* Flush the input if requested */
- if (OPT(flush_disturb))
- flush();
- }
- /**
- * Hack -- Check if a level is a "quest" level
- */
- bool is_quest(int stage)
- {
- /* Is Morgoth dead? */
- if (p_ptr->total_winner)
- return (FALSE);
- /* Is it level 100? */
- if (chunk_list[stage].z_pos == 100)
- return (TRUE);
- /* No, then */
- return (FALSE);
- }