/* File: cave.c */ /* Purpose: low level dungeon routines -BEN- */ #include "angband.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 dy, dx, d; /* Find the absolute y/x distance components */ dy = (y1 > y2) ? (y1 - y2) : (y2 - y1); dx = (x1 > x2) ? (x1 - x2) : (x2 - x1); /* Hack -- approximate the distance */ d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1)); /* Return the distance */ return (d); } /* * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall, * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu. * * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2). * * The LOS begins at the center of the tile (x1,y1) and ends at the center of * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line * passes through must be floor tiles, except for (x1,y1) and (x2,y2). * * We assume that the "mathematical corner" of a non-floor tile does not * block line of sight. * * Because this function uses (short) ints for all calculations, overflow may * occur if dx and dy exceed 90. * * Once all the degenerate cases are eliminated, the values "qx", "qy", and * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that * we can use integer arithmetic. * * We travel from start to finish along the longer axis, starting at the border * between the first and second tiles, where the y offset = .5 * slope, taking * into account the scale factor. See below. * * Also note that this function and the "move towards target" code do NOT * share the same properties. Thus, you can see someone, target them, and * then fire a bolt at them, but the bolt may hit a wall, not them. However, * by clever choice of target locations, you can sometimes throw a "curve". * * Note that "line of sight" is not "reflexive" in all cases. * * Use the "projectable()" routine to test "spell/missile line of sight". * * Use the "update_view()" function to determine player line-of-sight. */ bool los(int y1, int x1, int y2, int x2) { /* Delta */ int dx, dy; /* Absolute */ int ax, ay; /* Signs */ int sx, sy; /* Fractions */ int qx, qy; /* Scanners */ int tx, ty; /* Scale factors */ int f1, f2; /* Slope, or 1/Slope, of LOS */ int m; /* Extract the offset */ dy = y2 - y1; dx = x2 - x1; /* Extract the absolute offset */ ay = ABS(dy); ax = ABS(dx); /* Handle adjacent (or identical) grids */ if ((ax < 2) && (ay < 2)) return (TRUE); /* Paranoia -- require "safe" origin */ /* if (!in_bounds(y1, x1)) return (FALSE); */ /* Directly South/North */ if (!dx) { /* South -- check for walls */ if (dy > 0) { for (ty = y1 + 1; ty < y2; ty++) { if (!cave_floor_bold(ty, x1)) return (FALSE); } } /* North -- check for walls */ else { for (ty = y1 - 1; ty > y2; ty--) { if (!cave_floor_bold(ty, x1)) return (FALSE); } } /* Assume los */ return (TRUE); } /* Directly East/West */ if (!dy) { /* East -- check for walls */ if (dx > 0) { for (tx = x1 + 1; tx < x2; tx++) { if (!cave_floor_bold(y1, tx)) return (FALSE); } } /* West -- check for walls */ else { for (tx = x1 - 1; tx > x2; tx--) { if (!cave_floor_bold(y1, tx)) return (FALSE); } } /* Assume los */ return (TRUE); } /* Extract some signs */ sx = (dx < 0) ? -1 : 1; sy = (dy < 0) ? -1 : 1; /* Vertical "knights" */ if (ax == 1) { if (ay == 2) { if (cave_floor_bold(y1 + sy, x1)) return (TRUE); } } /* Horizontal "knights" */ else if (ay == 1) { if (ax == 2) { if (cave_floor_bold(y1, x1 + sx)) return (TRUE); } } /* Calculate scale factor div 2 */ f2 = (ax * ay); /* Calculate scale factor */ f1 = f2 << 1; /* Travel horizontally */ if (ax >= ay) { /* Let m = dy / dx * 2 * (dy * dx) = 2 * dy * dy */ qy = ay * ay; m = qy << 1; tx = x1 + sx; /* Consider the special case where slope == 1. */ if (qy == f2) { ty = y1 + sy; qy -= f1; } else { ty = y1; } /* Note (below) the case (qy == f2), where */ /* the LOS exactly meets the corner of a tile. */ while (x2 - tx) { if (!cave_floor_bold(ty, tx)) return (FALSE); qy += m; if (qy < f2) { tx += sx; } else if (qy > f2) { ty += sy; if (!cave_floor_bold(ty, tx)) return (FALSE); qy -= f1; tx += sx; } else { ty += sy; qy -= f1; tx += sx; } } } /* Travel vertically */ else { /* Let m = dx / dy * 2 * (dx * dy) = 2 * dx * dx */ qx = ax * ax; m = qx << 1; ty = y1 + sy; if (qx == f2) { tx = x1 + sx; qx -= f1; } else { tx = x1; } /* Note (below) the case (qx == f2), where */ /* the LOS exactly meets the corner of a tile. */ while (y2 - ty) { if (!cave_floor_bold(ty, tx)) return (FALSE); qx += m; if (qx < f2) { ty += sy; } else if (qx > f2) { tx += sx; if (!cave_floor_bold(ty, tx)) return (FALSE); qx -= f1; ty += sy; } else { tx += sx; qx -= f1; ty += sy; } } } /* Assume los */ return (TRUE); } /* * Can the player "see" the given grid in detail? * * He must have vision, illumination, and line of sight. * * Note -- "CAVE_LITE" is only set if the "torch" has "los()". * So, given "CAVE_LITE", we know that the grid is "fully visible". * * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean * that a wall is visible from any direction. That would be odd. Except * under wizard light, which might make sense. Thus, for walls, we require * not only that they be "CAVE_GLOW", but also, that they be adjacent to a * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is * in line of sight of the player. * * This extra check is expensive, but it provides a more "correct" semantics. * * Note that we should not run this check on walls which are "outer walls" of * the dungeon, or we will induce a memory fault, but actually verifying all * of the locations would be extremely expensive. * * Thus, to speed up the function, we assume that all "perma-walls" which are * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases * except "vaults" and the "buildings" in town. But the town is a hack anyway, * and the player has more important things on his mind when he is attacking a * monster vault. It is annoying, but an extremely important optimization. * * Note that "glowing walls" are only considered to be "illuminated" if the * grid which is next to the wall in the direction of the player is also a * "glowing" grid. This prevents the player from being able to "see" the * walls of illuminated rooms from a corridor outside the room. */ bool player_can_see_bold(int y, int x) { int xx, yy; cave_type *c_ptr; /* Blind players see nothing */ if (p_ptr->blind) return (FALSE); /* Access the cave grid */ c_ptr = &cave[y][x]; /* Note that "torch-lite" yields "illumination" */ if (c_ptr->info & (CAVE_LITE)) return (TRUE); /* Require line of sight to the grid */ if (!player_has_los_bold(y, x)) return (FALSE); /* Require "perma-lite" of the grid */ if (!(c_ptr->info & (CAVE_GLOW))) return (FALSE); /* Floors are simple */ if (cave_floor_bold(y, x)) return (TRUE); /* Hack -- move towards player */ yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y; xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x; /* Check for "local" illumination */ if (cave[yy][xx].info & (CAVE_GLOW)) { /* Assume the wall is really illuminated */ return (TRUE); } /* Assume not visible */ return (FALSE); } /* * Returns true if the player's grid is dark */ bool no_lite(void) { 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) { cave_type *c_ptr = &cave[y][x]; s16b this_o_idx, next_o_idx = 0; /* Forbid perma-grids */ if (cave_perma_grid(c_ptr)) return (FALSE); /* Check objects */ for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) { object_type *o_ptr; /* Acquire object */ o_ptr = &o_list[this_o_idx]; /* Acquire next object */ next_o_idx = o_ptr->next_o_idx; /* Forbid artifact grids */ if (artifact_p(o_ptr)) return (FALSE); } /* Accept */ return (TRUE); } /* * Hack -- Legal monster codes */ static cptr image_monster_hack = \ "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ"; /* * Mega-Hack -- Hallucinatory monster */ static void image_monster(byte *ap, char *cp) { int n = strlen(image_monster_hack); /* Random symbol from set above */ (*cp) = (image_monster_hack[rand_int(n)]); /* Random color */ (*ap) = randint(15); } /* * Hack -- Legal object codes */ static cptr image_object_hack = \ "?/|\\\"!$()_-=[]{},~"; /* * Mega-Hack -- Hallucinatory object */ static void image_object(byte *ap, char *cp) { int n = strlen(image_object_hack); /* Random symbol from set above */ (*cp) = (image_object_hack[rand_int(n)]); /* Random color */ (*ap) = randint(15); } /* * Hack -- Random hallucination */ static void image_random(byte *ap, char *cp) { /* Normally, assume monsters */ if (rand_int(100) < 75) { image_monster(ap, cp); } /* Otherwise, assume objects */ else { image_object(ap, cp); } } /* * Extract the attr/char to display at the given (legal) map location * * Basically, we "paint" the chosen attr/char in several passes, starting * with any known "terrain features" (defaulting to darkness), then adding * any known "objects", and finally, adding any known "monsters". This * is not the fastest method but since most of the calls to this function * are made for grids with no monsters or objects, it is fast enough. * * Note that this function, if used on the grid containing the "player", * will return the attr/char of the grid underneath the player, and not * the actual player attr/char itself, allowing a lot of optimization * in various "display" functions. * * Note that the "zero" entry in the feature/object/monster arrays are * used to provide "special" attr/char codes, with "monster zero" being * used for the player attr/char, "object zero" being used for the "stack" * attr/char, and "feature zero" being used for the "nothing" attr/char, * though this function makes use of only "feature zero". * * Note that monsters can have some "special" flags, including "ATTR_MULTI", * which means their color changes, and "ATTR_CLEAR", which means they take * the color of whatever is under them, and "CHAR_CLEAR", which means that * they take the symbol of whatever is under them. Technically, the flag * "CHAR_MULTI" is supposed to indicate that a monster looks strange when * examined, but this flag is currently ignored. All of these flags are * ignored if the "avoid_other" option is set, since checking for these * conditions is expensive and annoying on some systems. * * Currently, we do nothing with multi-hued objects, because there are * not any. If there were, they would have to set "shimmer_objects" * when they were created, and then new "shimmer" code in "dungeon.c" * would have to be created handle the "shimmer" effect, and the code * in "cave.c" would have to be updated to create the shimmer effect. * * Note the effects of hallucination. Objects always appear as random * "objects", monsters as random "monsters", and normal grids occasionally * appear as random "monsters" or "objects", but note that these random * "monsters" and "objects" are really just "colored ascii symbols". * * Note that "floors" and "invisible traps" (and "zero" features) are * drawn as "floors" using a special check for optimization purposes, * and these are the only features which get drawn using the special * lighting effects activated by "view_special_lite". * * Note the use of the "mimic" field in the "terrain feature" processing, * which allows any feature to "pretend" to be another feature. This is * used to "hide" secret doors, and to make all "doors" appear the same, * and all "walls" appear the same, and "hidden" treasure stay hidden. * It is possible to use this field to make a feature "look" like a floor, * but the "special lighting effects" for floors will not be used. * * Note the use of the new "terrain feature" information. Note that the * assumption that all interesting "objects" and "terrain features" are * memorized allows extremely optimized processing below. Note the use * of separate flags on objects to mark them as memorized allows a grid * to have memorized "terrain" without granting knowledge of any object * which may appear in that grid. * * Note the efficient code used to determine if a "floor" grid is * "memorized" or "viewable" by the player, where the test for the * grid being "viewable" is based on the facts that (1) the grid * must be "lit" (torch-lit or perma-lit), (2) the grid must be in * line of sight, and (3) the player must not be blind, and uses the * assumption that all torch-lit grids are in line of sight. * * Note that floors (and invisible traps) are the only grids which are * not memorized when seen, so only these grids need to check to see if * the grid is "viewable" to the player (if it is not memorized). Since * most non-memorized grids are in fact walls, this induces *massive* * efficiency, at the cost of *forcing* the memorization of non-floor * grids when they are first seen. Note that "invisible traps" are * always treated exactly like "floors", which prevents "cheating". * * Note the "special lighting effects" which can be activated for floor * grids using the "view_special_lite" option (for "white" floor grids), * causing certain grids to be displayed using special colors. If the * player is "blind", we will use "dark gray", else if the grid is lit * by the torch, and the "view_yellow_lite" option is set, we will use * "yellow", else if the grid is "dark", we will use "dark gray", else * if the grid is not "viewable", and the "view_bright_lite" option is * set, and the we will use "slate" (gray). We will use "white" for all * other cases, in particular, for illuminated viewable floor grids. * * Note the "special lighting effects" which can be activated for wall * grids using the "view_granite_lite" option (for "white" wall grids), * causing certain grids to be displayed using special colors. If the * player is "blind", we will use "dark gray", else if the grid is lit * by the torch, and the "view_yellow_lite" option is set, we will use * "yellow", else if the "view_bright_lite" option is set, and the grid * is not "viewable", or is "dark", or is glowing, but not when viewed * from the player's current location, we will use "slate" (gray). We * will use "white" for all other cases, in particular, for correctly * illuminated viewable wall grids. * * Note that, when "view_granite_lite" is set, we use an inline version * of the "player_can_see_bold()" function to check the "viewability" of * grids when the "view_bright_lite" option is set, and we do NOT use * any special colors for "dark" wall grids, since this would allow the * player to notice the walls of illuminated rooms from a hallway that * happened to run beside the room. The alternative, by the way, would * be to prevent the generation of hallways next to rooms, but this * would still allow problems when digging towards a room. * * Note that bizarre things must be done when the "attr" and/or "char" * codes have the "high-bit" set, since these values are used to encode * various "special" pictures in some versions, and certain situations, * such as "multi-hued" or "clear" monsters, cause the attr/char codes * to be "scrambled" in various ways. * * Note that eventually we may use the "&" symbol for embedded treasure, * and use the "*" symbol to indicate multiple objects, though this will * have to wait for Angband 2.8.0 or later. Note that currently, this * is not important, since only one object or terrain feature is allowed * in each grid. If needed, "k_info[0]" will hold the "stack" attr/char. * * Note the assumption that doing "x_ptr = &x_info[x]" plus a few of * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect * then a whole lot of code should be changed... XXX XXX */ void map_info(int y, int x, byte *ap, char *cp) { cave_type *c_ptr; feature_type *f_ptr; s16b this_o_idx, next_o_idx = 0; int feat; byte a; char c; /* Get the cave */ c_ptr = &cave[y][x]; /* Feature code */ feat = c_ptr->feat; /* Floors (etc) */ if (feat <= FEAT_INVIS) { /* Memorized (or visible) floor */ if ((c_ptr->info & (CAVE_MARK)) || (((c_ptr->info & (CAVE_LITE)) || ((c_ptr->info & (CAVE_GLOW)) && (c_ptr->info & (CAVE_VIEW)))) && !p_ptr->blind)) { /* Access floor */ f_ptr = &f_info[FEAT_FLOOR]; /* Normal char */ (*cp) = f_ptr->z_char; /* Normal attr */ a = f_ptr->z_attr; /* Special lighting effects */ if (view_special_lite && (a == TERM_WHITE)) { /* Handle "blind" */ if (p_ptr->blind) { /* Use "dark gray" */ a = TERM_L_DARK; } /* Handle "torch-lit" grids */ else if (c_ptr->info & (CAVE_LITE)) { /* Torch lite */ if (view_yellow_lite) { /* Use "yellow" */ a = TERM_YELLOW; } } /* Handle "dark" grids */ else if (!(c_ptr->info & (CAVE_GLOW))) { /* Use "dark gray" */ a = TERM_L_DARK; } /* Handle "out-of-sight" grids */ else if (!(c_ptr->info & (CAVE_VIEW))) { /* Special flag */ if (view_bright_lite) { /* Use "gray" */ a = TERM_SLATE; } } } /* The attr */ (*ap) = a; } /* Unknown */ else { /* Access darkness */ f_ptr = &f_info[FEAT_NONE]; /* Normal attr */ (*ap) = f_ptr->z_attr; /* Normal char */ (*cp) = f_ptr->z_char; } } /* Non floors */ else { /* Memorized grids */ if (c_ptr->info & (CAVE_MARK)) { /* Apply "mimic" field */ feat = f_info[feat].mimic; /* Access feature */ f_ptr = &f_info[feat]; /* Normal char */ (*cp) = f_ptr->z_char; /* Normal attr */ a = f_ptr->z_attr; /* Special lighting effects */ if (view_granite_lite && (a == TERM_WHITE) && (feat >= FEAT_SECRET)) { /* Handle "blind" */ if (p_ptr->blind) { /* Use "dark gray" */ a = TERM_L_DARK; } /* Handle "torch-lit" grids */ else if (c_ptr->info & (CAVE_LITE)) { /* Torch lite */ if (view_yellow_lite) { /* Use "yellow" */ a = TERM_YELLOW; } } /* Handle "view_bright_lite" */ else if (view_bright_lite) { /* Not viewable */ if (!(c_ptr->info & (CAVE_VIEW))) { /* Use "gray" */ a = TERM_SLATE; } /* Not glowing */ else if (!(c_ptr->info & (CAVE_GLOW))) { /* Use "gray" */ a = TERM_SLATE; } /* Not glowing correctly */ else { int xx, yy; /* Hack -- move towards player */ yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y; xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x; /* Check for "local" illumination */ if (!(cave[yy][xx].info & (CAVE_GLOW))) { /* Use "gray" */ a = TERM_SLATE; } } } } /* The attr */ (*ap) = a; } /* Unknown */ else { /* Access darkness */ f_ptr = &f_info[FEAT_NONE]; /* Normal attr */ (*ap) = f_ptr->z_attr; /* Normal char */ (*cp) = f_ptr->z_char; } } /* Hack -- rare random hallucination, except on outer dungeon walls */ if (p_ptr->image && (!rand_int(256)) && (c_ptr->feat < FEAT_PERM_SOLID)) { /* Hallucinate */ image_random(ap, cp); } /* Objects */ for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) { object_type *o_ptr; /* Acquire object */ o_ptr = &o_list[this_o_idx]; /* Acquire next object */ next_o_idx = o_ptr->next_o_idx; /* Memorized objects */ if (o_ptr->marked) { /* Normal char */ (*cp) = object_char(o_ptr); /* Normal attr */ (*ap) = object_attr(o_ptr); /* Hack -- hallucination */ if (p_ptr->image) image_object(ap, cp); /* Done */ break; } } /* Handle monsters */ if (c_ptr->m_idx) { monster_type *m_ptr = &m_list[c_ptr->m_idx]; /* Visible monster */ if (m_ptr->ml) { monster_race *r_ptr = &r_info[m_ptr->r_idx]; /* Desired attr */ a = r_ptr->x_attr; /* Desired char */ c = r_ptr->x_char; /* Ignore weird codes */ if (avoid_other) { /* Use char */ (*cp) = c; /* Use attr */ (*ap) = a; } /* Special attr/char codes */ else if ((a & 0x80) && (c & 0x80)) { /* Use char */ (*cp) = c; /* Use attr */ (*ap) = a; } /* Multi-hued monster */ else if (r_ptr->flags1 & (RF1_ATTR_MULTI)) { /* Normal char */ (*cp) = c; /* Multi-hued attr */ (*ap) = randint(15); } /* Normal monster (not "clear" in any way) */ else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR | RF1_CHAR_CLEAR))) { /* Use char */ (*cp) = c; /* Use attr */ (*ap) = a; } /* Hack -- Bizarre grid under monster */ else if ((*ap & 0x80) || (*cp & 0x80)) { /* Use char */ (*cp) = c; /* Use attr */ (*ap) = a; } /* Normal */ else { /* Normal (non-clear char) monster */ if (!(r_ptr->flags1 & (RF1_CHAR_CLEAR))) { /* Normal char */ (*cp) = c; } /* Normal (non-clear attr) monster */ else if (!(r_ptr->flags1 & (RF1_ATTR_CLEAR))) { /* Normal attr */ (*ap) = a; } } /* Hack -- hallucination */ if (p_ptr->image) { /* Hallucinatory monster */ image_monster(ap, cp); } } } } /* * Moves the cursor to a given MAP (y,x) location */ void move_cursor_relative(int row, int col) { /* Real co-ords convert to screen positions */ row -= panel_row_prt; col -= panel_col_prt; /* Go there */ Term_gotoxy(col, row); } /* * Place an attr/char pair at the given map coordinate, if legal. */ void print_rel(char c, byte a, int y, int x) { /* Only do "legal" locations */ if (panel_contains(y, x)) { /* Hack -- fake monochrome */ if (!use_color) a = TERM_WHITE; /* Draw the char using the attr */ Term_draw(x-panel_col_prt, y-panel_row_prt, a, c); } } /* * Memorize interesting viewable object/features in the given grid * * This function should only be called on "legal" grids. * * This function will memorize the object and/or feature in the given * grid, if they are (1) viewable and (2) interesting. Note that all * objects are interesting, all terrain features except floors (and * invisible traps) are interesting, and floors (and invisible traps) * are interesting sometimes (depending on various options involving * the illumination of floor grids). * * The automatic memorization of all objects and non-floor terrain * features as soon as they are displayed allows incredible amounts * of optimization in various places, especially "map_info()". * * Note that the memorization of objects is completely separate from * the memorization of terrain features, preventing annoying floor * memorization when a detected object is picked up from a dark floor, * and object memorization when an object is dropped into a floor grid * which is memorized but out-of-sight. * * This function should be called every time the "memorization" of * a grid (or the object in a grid) is called into question, such * as when an object is created in a grid, when a terrain feature * "changes" from "floor" to "non-floor", when any grid becomes * "illuminated" or "viewable", and when a "floor" grid becomes * "torch-lit". * * Note the relatively efficient use of this function by the various * "update_view()" and "update_lite()" calls, to allow objects and * terrain features to be memorized (and drawn) whenever they become * viewable or illuminated in any way, but not when they "maintain" * or "lose" their previous viewability or illumination. * * Note the butchered "internal" version of "player_can_see_bold()", * optimized primarily for the most common cases, that is, for the * non-marked floor grids. */ void note_spot(int y, int x) { cave_type *c_ptr = &cave[y][x]; s16b this_o_idx, next_o_idx = 0; /* Blind players see nothing */ if (p_ptr->blind) return; /* Analyze non-torch-lit grids */ if (!(c_ptr->info & (CAVE_LITE))) { /* Require line of sight to the grid */ if (!(c_ptr->info & (CAVE_VIEW))) return; /* Require "perma-lite" of the grid */ if (!(c_ptr->info & (CAVE_GLOW))) return; } /* Hack -- memorize objects */ for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) { object_type *o_ptr = &o_list[this_o_idx]; /* Acquire next object */ next_o_idx = o_ptr->next_o_idx; /* Memorize objects */ o_ptr->marked = TRUE; } /* Hack -- memorize grids */ if (!(c_ptr->info & (CAVE_MARK))) { /* Handle floor grids first */ if (c_ptr->feat <= FEAT_INVIS) { /* Option -- memorize all torch-lit floors */ if (view_torch_grids && (c_ptr->info & (CAVE_LITE))) { /* Memorize */ c_ptr->info |= (CAVE_MARK); } /* Option -- memorize all perma-lit floors */ else if (view_perma_grids && (c_ptr->info & (CAVE_GLOW))) { /* Memorize */ c_ptr->info |= (CAVE_MARK); } } /* Memorize normal grids */ else if (cave_floor_grid(c_ptr)) { /* Memorize */ c_ptr->info |= (CAVE_MARK); } /* Memorize torch-lit walls */ else if (c_ptr->info & (CAVE_LITE)) { /* Memorize */ c_ptr->info |= (CAVE_MARK); } /* Memorize certain non-torch-lit wall grids */ else { int yy, xx; /* Hack -- move one grid towards player */ yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y; xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x; /* Check for "local" illumination */ if (cave[yy][xx].info & (CAVE_GLOW)) { /* Memorize */ c_ptr->info |= (CAVE_MARK); } } } } /* * Redraw (on the screen) a given MAP location * * This function should only be called on "legal" grids */ void lite_spot(int y, int x) { /* Redraw if on screen */ if (panel_contains(y, x)) { byte a; char c; /* Handle "player" */ if ((y == py) && (x == px)) { monster_race *r_ptr = &r_info[0]; /* Get the "player" attr */ a = r_ptr->x_attr; /* Get the "player" char */ c = r_ptr->x_char; } /* Normal */ else { /* Examine the grid */ map_info(y, x, &a, &c); } /* Hack -- fake monochrome */ if (!use_color) a = TERM_WHITE; /* Efficiency -- immitate "print_rel()" */ Term_draw(x-panel_col_prt, y-panel_row_prt, a, c); } } /* * Prints the map of the dungeon * * Note that, for efficiency, we contain an "optimized" version * of both "lite_spot()" and "print_rel()", and that we use the * "lite_spot()" function to display the player grid, if needed. */ void prt_map(void) { int x, y; int v; /* Access the cursor state */ (void)Term_get_cursor(&v); /* Hide the cursor */ (void)Term_set_cursor(0); /* Dump the map */ for (y = panel_row_min; y <= panel_row_max; y++) { /* Scan the columns of row "y" */ for (x = panel_col_min; x <= panel_col_max; x++) { byte a; char c; /* Determine what is there */ map_info(y, x, &a, &c); /* Hack -- fake monochrome */ if (!use_color) a = TERM_WHITE; /* Efficiency -- Redraw that grid of the map */ Term_draw(x-panel_col_prt, y-panel_row_prt, a, c); } } /* Display player */ lite_spot(py, px); /* Restore the cursor */ (void)Term_set_cursor(v); } /* * Display highest priority object in the RATIO by RATIO area */ #define RATIO 3 /* * Display the entire map */ #define MAP_HGT (MAX_HGT / RATIO) #define MAP_WID (MAX_WID / RATIO) /* * Hack -- priority array (see below) * * Note that all "walls" always look like "secret doors" (see "map_info()"). */ static byte priority_table[][2] = { /* Dark */ { FEAT_NONE, 2 }, /* Floors */ { FEAT_FLOOR, 5 }, /* Walls */ { FEAT_SECRET, 10 }, /* Quartz */ { FEAT_QUARTZ, 11 }, /* Magma */ { FEAT_MAGMA, 12 }, /* Rubble */ { FEAT_RUBBLE, 13 }, /* Open doors */ { FEAT_OPEN, 15 }, { FEAT_BROKEN, 15 }, /* Closed doors */ { FEAT_DOOR_HEAD + 0x00, 17 }, /* Hidden gold */ { FEAT_QUARTZ_K, 19 }, { FEAT_MAGMA_K, 19 }, /* Stairs */ { FEAT_LESS, 25 }, { FEAT_MORE, 25 }, /* End */ { 0, 0 } }; /* * Hack -- a priority function (see below) */ static byte priority(byte a, char c) { int i, p0, p1; feature_type *f_ptr; /* Scan the table */ for (i = 0; TRUE; i++) { /* Priority level */ p1 = priority_table[i][1]; /* End of table */ if (!p1) break; /* Feature index */ p0 = priority_table[i][0]; /* Access the feature */ f_ptr = &f_info[p0]; /* Check character and attribute, accept matches */ if ((f_ptr->z_char == c) && (f_ptr->z_attr == a)) return (p1); } /* Default */ return (20); } /* * Display a "small-scale" map of the dungeon in the active Term * * Note that the "map_info()" function must return fully colorized * data or this function will not work correctly. * * Note that this function must "disable" the special lighting * effects so that the "priority" function will work. * * Note the use of a specialized "priority" function to allow this * function to work with any graphic attr/char mappings, and the * attempts to optimize this function where possible. */ void display_map(int *cy, int *cx) { int i, j, x, y; byte ta; char tc; byte tp; byte ma[MAP_HGT + 2][MAP_WID + 2]; char mc[MAP_HGT + 2][MAP_WID + 2]; byte mp[MAP_HGT + 2][MAP_WID + 2]; bool old_view_special_lite; bool old_view_granite_lite; /* Save lighting effects */ old_view_special_lite = view_special_lite; old_view_granite_lite = view_granite_lite; /* Disable lighting effects */ view_special_lite = FALSE; view_granite_lite = FALSE; /* Clear the chars and attributes */ for (y = 0; y < MAP_HGT+2; ++y) { for (x = 0; x < MAP_WID+2; ++x) { /* Nothing here */ ma[y][x] = TERM_WHITE; mc[y][x] = ' '; /* No priority */ mp[y][x] = 0; } } /* Fill in the map */ for (i = 0; i < cur_wid; ++i) { for (j = 0; j < cur_hgt; ++j) { /* Location */ x = i / RATIO + 1; y = j / RATIO + 1; /* Extract the current attr/char at that map location */ map_info(j, i, &ta, &tc); /* Extract the priority of that attr/char */ tp = priority(ta, tc); /* Save "best" */ if (mp[y][x] < tp) { /* Save the char */ mc[y][x] = tc; /* Save the attr */ ma[y][x] = ta; /* Save priority */ mp[y][x] = tp; } } } /* Corners */ x = MAP_WID + 1; y = MAP_HGT + 1; /* Draw the corners */ mc[0][0] = mc[0][x] = mc[y][0] = mc[y][x] = '+'; /* Draw the horizontal edges */ for (x = 1; x <= MAP_WID; x++) mc[0][x] = mc[y][x] = '-'; /* Draw the vertical edges */ for (y = 1; y <= MAP_HGT; y++) mc[y][0] = mc[y][x] = '|'; /* Display each map line in order */ for (y = 0; y < MAP_HGT+2; ++y) { /* Start a new line */ Term_gotoxy(0, y); /* Display the line */ for (x = 0; x < MAP_WID+2; ++x) { ta = ma[y][x]; tc = mc[y][x]; /* Hack -- fake monochrome */ if (!use_color) ta = TERM_WHITE; /* Add the character */ Term_addch(ta, tc); } } /* Player location */ (*cy) = py / RATIO + 1; (*cx) = px / RATIO + 1; /* Restore lighting effects */ view_special_lite = old_view_special_lite; view_granite_lite = old_view_granite_lite; } /* * Display a "small-scale" map of the dungeon for the player * * Currently, the "player" is displayed on the map. XXX XXX XXX */ void do_cmd_view_map(void) { int cy, cx; /* Enter "icky" mode */ character_icky = TRUE; /* Save the screen */ Term_save(); /* Note */ prt("Please wait...", 0, 0); /* Flush */ Term_fresh(); /* Clear the screen */ Term_clear(); /* Display the map */ display_map(&cy, &cx); /* Wait for it */ put_str("Hit any key to continue", 23, 23); /* Player */ if (TRUE) { byte a; char c; monster_race *r_ptr; /* Access player */ r_ptr = &r_info[0]; /* Desired */ a = r_ptr->x_attr; c = r_ptr->x_char; /* Hack -- fake monochrome */ if (!use_color) a = TERM_WHITE; /* Dump the player */ Term_draw(cx, cy, a, c); } /* Hilite the player */ move_cursor(cy, cx); /* Get any key */ inkey(); /* Restore the screen */ Term_load(); /* Leave "icky" mode */ character_icky = FALSE; } /* * Some comments on the cave grid flags. -BEN- * * * One of the major bottlenecks in previous versions of Angband was in * the calculation of "line of sight" from the player to various grids, * such as monsters. 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, and there were all kinds of bizarre grid * flags to enable this behavior. This is also why the "call light" * spells always lit an entire room. * * The code below provides functions to calculate the "field of view" * for the player, which, once calculated, provides extremely fast * calculation of "line of sight from the player", and to calculate * the "field of torch lite", which, again, once calculated, provides * extremely fast calculation of "which grids are lit by the player's * lite source". In addition to marking grids as "GRID_VIEW" and/or * "GRID_LITE", as appropriate, these functions maintain an array for * each of these two flags, each array containing the locations of all * of the grids marked with the appropriate flag, which can be used to * very quickly scan through all of the grids in a given set. * * To allow more "semantically valid" field of view semantics, whenever * the field of view (or the set of torch lit grids) changes, all of the * grids in the field of view (or the set of torch lit grids) are "drawn" * so that changes in the world will become apparent as soon as possible. * This has been optimized so that only grids which actually "change" are * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track * of the grids which are entering or leaving the relevent set of grids. * * These new methods are so efficient that the old nasty code was removed. * * Note that there is no reason to "update" the "viewable space" unless * the player "moves", or walls/doors are created/destroyed, and there * is no reason to "update" the "torch lit grids" unless the field of * view changes, or the "light radius" changes. This means that when * the player is resting, or digging, or doing anything that does not * involve movement or changing the state of the dungeon, there is no * need to update the "view" or the "lite" regions, which is nice. * * Note that the calls to the nasty "los()" function have been reduced * to a bare minimum by the use of the new "field of view" calculations. * * I wouldn't be surprised if slight modifications to the "update_view()" * function would allow us to determine "reverse line-of-sight" as well * as "normal line-of-sight", which would allow monsters to use a more * "correct" calculation to determine if they can "see" the player. For * now, monsters simply "cheat" somewhat and assume that if the player * has "line of sight" to the monster, then the monster can "pretend" * that it has "line of sight" to the player. * * * The "update_lite()" function maintains the "CAVE_LITE" flag for each * grid and maintains an array of all "CAVE_LITE" grids. * * This set of grids is the complete set of all grids which are lit by * the players light source, which allows the "player_can_see_bold()" * function to work very quickly. * * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in * fact, the player (unless blind) can always "see" all grids which are * marked as "CAVE_LITE", unless they are "off screen". * * * The "update_view()" function maintains the "CAVE_VIEW" flag for each * grid and maintains an array of all "CAVE_VIEW" grids. * * This set of grids is the complete set of all grids within line of sight * of the player, allowing the "player_has_los_bold()" macro to work very * quickly. * * * The current "update_view()" algorithm uses the "CAVE_XTRA" 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 always cleared when we are done. * * * The current "update_lite()" and "update_view()" algorithms use the * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP", * to keep track of which grids were previously marked as "CAVE_LITE" or * "CAVE_VIEW", which allows us to optimize the "screen updates". * * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used * for various other purposes, such as spreading lite or darkness during * "lite_room()" / "unlite_room()", and for calculating monster flow. * * * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is * in some way permanently lit. However, for the player to "see" anything * in the grid, as determined by "player_can_see()", the player must not be * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall" * grids, even if marked as "perma lit", are only illuminated if they touch * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW". * * * To simplify various things, a grid may be marked as "CAVE_MARK", meaning * that even if the player cannot "see" the grid, he "knows" the terrain in * that grid. This is used to "remember" walls/doors/stairs/floors when they * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()", * or when one of the "memorize floor grids" options induces memorization. * * 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. * * * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room", * and should be illuminated by "lite room" and "darkness" spells. * * * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault", * and should be unavailable for "teleportation" destinations. * * * The "view_perma_grids" allows the player to "memorize" every perma-lit grid * which is observed, and the "view_torch_grids" allows the player to memorize * every torch-lit grid. The player will always memorize important walls, * doors, stairs, and other terrain features, as well as any "detected" grids. * * Note that the new "update_view()" method 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 my favorite "plus" is that you can now use a special option to draw the * "floors" in the "viewable region" brightly (actually, to draw the *other* * grids dimly), providing a "pretty" effect as the player runs around, and * to efficiently display the "torch lite" in a special color. * * * Some comments on the "update_view()" algorithm... * * The algorithm is very fast, since it spreads "obvious" grids very quickly, * and only has to call "los()" on the borderline cases. The major axes/diags * even terminate early when they hit walls. I need to find a quick way * to "terminate" the other scans. * * Note that in the worst case (a big empty area with say 5% scattered walls), * each of the 1500 or so nearby grids is checked once, most of them getting * an "instant" rating, and only a small portion requiring a call to "los()". * * The only time that the algorithm appears to be "noticeably" too slow is * when running, and this is usually only important in town, since the town * provides about the worst scenario possible, with large open regions and * a few scattered obstructions. There is a special "efficiency" option to * allow the player to reduce his field of view in town, if needed. * * In the "best" case (say, a normal stretch of corridor), the algorithm * makes one check for each viewable grid, and makes no calls to "los()". * So running in corridors is very fast, and if a lot of monsters are * nearby, it is much faster than the old methods. * * Note that resting, most normal commands, and several forms of running, * plus all commands executed near large groups of monsters, are strictly * more efficient with "update_view()" that with the old "compute los() on * demand" method, primarily because once the "field of view" has been * calculated, it does not have to be recalculated until the player moves * (or a wall or door is created or destroyed). * * Note that we no longer have to do as many "los()" checks, since once the * "view" region has been built, very few things cause it to be "changed" * (player movement, and the opening/closing of doors, changes in wall status). * Note that door/wall changes are only relevant when the door/wall itself is * in the "view" region. * * The algorithm seems to only call "los()" from zero to ten times, usually * only when coming down a corridor into a room, or standing in a room, just * misaligned with a corridor. So if, say, there are five "nearby" monsters, * we will be reducing the calls to "los()". * * I am thinking in terms of an algorithm that "walks" from the central point * out to the maximal "distance", at each point, determining the "view" code * (above). For each grid not on a major axis or diagonal, the "view" code * depends on the "cave_floor_bold()" and "view" of exactly two other grids * (the one along the nearest diagonal, and the one next to that one, see * "update_view_aux()"...). * * We "memorize" the viewable space array, so that at the cost of under 3000 * bytes, we reduce the time taken by "forget_view()" to one assignment for * each grid actually in the "viewable space". And for another 3000 bytes, * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes * are also used by other routines, thus reducing the cost to almost nothing. * * A similar thing is done for "forget_lite()" in which case the savings are * much less, but save us from doing bizarre maintenance checking. * * In the worst "normal" case (in the middle of the town), the reachable space * actually reaches to more than half of the largest possible "circle" of view, * or about 800 grids, and in the worse case (in the middle of a dungeon level * where all the walls have been removed), the reachable space actually reaches * the theoretical maximum size of just under 1500 grids. * * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2. * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the * entire possible space (including initialization) in one step per grid. If * we do the "clearing" as a separate step (and use an array of "view" grids), * then the clearing will take as many steps as grids that were viewed, and the * algorithm will be able to "stop" scanning at various points. * Oh, and outside of the "torch radius", only "lite" grids need to be scanned. */ /* * Actually erase the entire "lite" array, redrawing every grid */ void forget_lite(void) { int i, x, y; /* None to forget */ if (!lite_n) return; /* Clear them all */ for (i = 0; i < lite_n; i++) { y = lite_y[i]; x = lite_x[i]; /* Forget "LITE" flag */ cave[y][x].info &= ~(CAVE_LITE); /* Redraw */ lite_spot(y, x); } /* None left */ lite_n = 0; } /* * XXX XXX XXX * * This macro allows us to efficiently add a grid to the "lite" array, * note that we are never called for illegal grids, or for grids which * have already been placed into the "lite" array, and we are never * called when the "lite" array is full. */ #define cave_lite_hack(Y,X) \ cave[Y][X].info |= (CAVE_LITE); \ lite_y[lite_n] = (Y); \ lite_x[lite_n] = (X); \ lite_n++ /* * Update the set of grids "illuminated" by the player's lite. * * This routine needs to use the results of "update_view()" * * Note that "blindness" does NOT affect "torch lite". Be careful! * * We optimize most lites (all non-artifact lites) by using "obvious" * facts about the results of "small" lite radius, and we attempt to * list the "nearby" grids before the more "distant" ones in the * array of torch-lit grids. * * We will correctly handle "large" radius lites, though currently, * it is impossible for the player to have more than radius 3 lite. * * We assume that "radius zero" lite is in fact no lite at all. * * Torch Lantern Artifacts * (etc) * *** * *** ***** * *** ***** ******* * *@* **@** ***@*** * *** ***** ******* * *** ***** * *** */ void update_lite(void) { int i, x, y, min_x, max_x, min_y, max_y; /*** Special case ***/ /* Hack -- Player has no lite */ if (p_ptr->cur_lite <= 0) { /* Forget the old lite */ forget_lite(); /* Draw the player */ lite_spot(py, px); /* All done */ return; } /*** Save the old "lite" grids for later ***/ /* Clear them all */ for (i = 0; i < lite_n; i++) { y = lite_y[i]; x = lite_x[i]; /* Mark the grid as not "lite" */ cave[y][x].info &= ~(CAVE_LITE); /* Mark the grid as "seen" */ cave[y][x].info |= (CAVE_TEMP); /* Add it to the "seen" set */ temp_y[temp_n] = y; temp_x[temp_n] = x; temp_n++; } /* None left */ lite_n = 0; /*** Collect the new "lite" grids ***/ /* Player grid */ cave_lite_hack(py, px); /* Radius 1 -- torch radius */ if (p_ptr->cur_lite >= 1) { /* Adjacent grid */ cave_lite_hack(py+1, px); cave_lite_hack(py-1, px); cave_lite_hack(py, px+1); cave_lite_hack(py, px-1); /* Diagonal grids */ cave_lite_hack(py+1, px+1); cave_lite_hack(py+1, px-1); cave_lite_hack(py-1, px+1); cave_lite_hack(py-1, px-1); } /* Radius 2 -- lantern radius */ if (p_ptr->cur_lite >= 2) { /* South of the player */ if (cave_floor_bold(py+1, px)) { cave_lite_hack(py+2, px); cave_lite_hack(py+2, px+1); cave_lite_hack(py+2, px-1); } /* North of the player */ if (cave_floor_bold(py-1, px)) { cave_lite_hack(py-2, px); cave_lite_hack(py-2, px+1); cave_lite_hack(py-2, px-1); } /* East of the player */ if (cave_floor_bold(py, px+1)) { cave_lite_hack(py, px+2); cave_lite_hack(py+1, px+2); cave_lite_hack(py-1, px+2); } /* West of the player */ if (cave_floor_bold(py, px-1)) { cave_lite_hack(py, px-2); cave_lite_hack(py+1, px-2); cave_lite_hack(py-1, px-2); } } /* Radius 3+ -- artifact radius */ if (p_ptr->cur_lite >= 3) { int d, p; /* Maximal radius */ p = p_ptr->cur_lite; /* Paranoia -- see "LITE_MAX" */ if (p > 5) p = 5; /* South-East of the player */ if (cave_floor_bold(py+1, px+1)) { cave_lite_hack(py+2, px+2); } /* South-West of the player */ if (cave_floor_bold(py+1, px-1)) { cave_lite_hack(py+2, px-2); } /* North-East of the player */ if (cave_floor_bold(py-1, px+1)) { cave_lite_hack(py-2, px+2); } /* North-West of the player */ if (cave_floor_bold(py-1, px-1)) { cave_lite_hack(py-2, px-2); } /* Maximal north */ min_y = py - p; if (min_y < 0) min_y = 0; /* Maximal south */ max_y = py + p; if (max_y > cur_hgt-1) max_y = cur_hgt-1; /* Maximal west */ min_x = px - p; if (min_x < 0) min_x = 0; /* Maximal east */ max_x = px + p; if (max_x > cur_wid-1) max_x = cur_wid-1; /* Scan the maximal box */ for (y = min_y; y <= max_y; y++) { for (x = min_x; x <= max_x; x++) { int dy = (py > y) ? (py - y) : (y - py); int dx = (px > x) ? (px - x) : (x - px); /* Skip the "central" grids (above) */ if ((dy <= 2) && (dx <= 2)) continue; /* Hack -- approximate the distance */ d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1)); /* Skip distant grids */ if (d > p) continue; /* Viewable, nearby, grids get "torch lit" */ if (player_has_los_bold(y, x)) { /* This grid is "torch lit" */ cave_lite_hack(y, x); } } } } /*** Complete the algorithm ***/ /* Draw the new grids */ for (i = 0; i < lite_n; i++) { y = lite_y[i]; x = lite_x[i]; /* Update fresh grids */ if (cave[y][x].info & (CAVE_TEMP)) continue; /* Note */ note_spot(y, x); /* Redraw */ lite_spot(y, x); } /* Clear them all */ for (i = 0; i < temp_n; i++) { y = temp_y[i]; x = temp_x[i]; /* No longer in the array */ cave[y][x].info &= ~(CAVE_TEMP); /* Update stale grids */ if (cave[y][x].info & (CAVE_LITE)) continue; /* Redraw */ lite_spot(y, x); } /* None left */ temp_n = 0; } /* * Clear the viewable space */ void forget_view(void) { int i; cave_type *c_ptr; /* None to forget */ if (!view_n) return; /* Clear them all */ for (i = 0; i < view_n; i++) { int y = view_y[i]; int x = view_x[i]; /* Access the grid */ c_ptr = &cave[y][x]; /* Forget that the grid is viewable */ c_ptr->info &= ~(CAVE_VIEW); /* Update the screen */ lite_spot(y, x); } /* None left */ view_n = 0; } /* * This macro allows us to efficiently add a grid to the "view" array, * note that we are never called for illegal grids, or for grids which * have already been placed into the "view" array, and we are never * called when the "view" array is full. */ #define cave_view_hack(C,Y,X) \ (C)->info |= (CAVE_VIEW); \ view_y[view_n] = (Y); \ view_x[view_n] = (X); \ view_n++ /* * Helper function for "update_view()" below * * We are checking the "viewability" of grid (y,x) by the player. * * This function assumes that (y,x) is legal (i.e. on the map). * * Grid (y1,x1) is on the "diagonal" between (py,px) and (y,x) * Grid (y2,x2) is "adjacent", also between (py,px) and (y,x). * * Note that we are using the "CAVE_XTRA" field for marking grids as * "easily viewable". This bit is cleared at the end of "update_view()". * * This function adds (y,x) to the "viewable set" if necessary. * * This function now returns "TRUE" if vision is "blocked" by grid (y,x). */ static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2) { bool f1, f2, v1, v2, z1, z2, wall; cave_type *c_ptr; cave_type *g1_c_ptr; cave_type *g2_c_ptr; /* Access the grids */ g1_c_ptr = &cave[y1][x1]; g2_c_ptr = &cave[y2][x2]; /* Check for walls */ f1 = (cave_floor_grid(g1_c_ptr)); f2 = (cave_floor_grid(g2_c_ptr)); /* Totally blocked by physical walls */ if (!f1 && !f2) return (TRUE); /* Check for visibility */ v1 = (f1 && (g1_c_ptr->info & (CAVE_VIEW))); v2 = (f2 && (g2_c_ptr->info & (CAVE_VIEW))); /* Totally blocked by "unviewable neighbors" */ if (!v1 && !v2) return (TRUE); /* Access the grid */ c_ptr = &cave[y][x]; /* Check for walls */ wall = (!cave_floor_grid(c_ptr)); /* Check the "ease" of visibility */ z1 = (v1 && (g1_c_ptr->info & (CAVE_XTRA))); z2 = (v2 && (g2_c_ptr->info & (CAVE_XTRA))); /* Hack -- "easy" plus "easy" yields "easy" */ if (z1 && z2) { c_ptr->info |= (CAVE_XTRA); cave_view_hack(c_ptr, y, x); return (wall); } /* Hack -- primary "easy" yields "viewed" */ if (z1) { cave_view_hack(c_ptr, y, x); return (wall); } /* Hack -- "view" plus "view" yields "view" */ if (v1 && v2) { /* c_ptr->info |= (CAVE_XTRA); */ cave_view_hack(c_ptr, y, x); return (wall); } /* Mega-Hack -- the "los()" function works poorly on walls */ if (wall) { cave_view_hack(c_ptr, y, x); return (wall); } /* Hack -- check line of sight */ if (los(py, px, y, x)) { cave_view_hack(c_ptr, y, x); return (wall); } /* Assume no line of sight. */ return (TRUE); } /* * Calculate the viewable space * * 1: Process the player * 1a: The player is always (easily) viewable * 2: Process the diagonals * 2a: The diagonals are (easily) viewable up to the first wall * 2b: But never go more than 2/3 of the "full" distance * 3: Process the main axes * 3a: The main axes are (easily) viewable up to the first wall * 3b: But never go more than the "full" distance * 4: Process sequential "strips" in each of the eight octants * 4a: Each strip runs along the previous strip * 4b: The main axes are "previous" to the first strip * 4c: Process both "sides" of each "direction" of each strip * 4c1: Each side aborts as soon as possible * 4c2: Each side tells the next strip how far it has to check * * Note that the octant processing involves some pretty interesting * observations involving when a grid might possibly be viewable from * a given grid, and on the order in which the strips are processed. * * Note the use of the mathematical facts shown below, which derive * from the fact that (1 < sqrt(2) < 1.5), and that the length of the * hypotenuse of a right triangle is primarily determined by the length * of the longest side, when one side is small, and is strictly less * than one-and-a-half times as long as the longest side when both of * the sides are large. * * if (manhatten(dy,dx) < R) then (hypot(dy,dx) < R) * if (manhatten(dy,dx) > R*3/2) then (hypot(dy,dx) > R) * * hypot(dy,dx) is approximated by (dx+dy+MAX(dx,dy)) / 2 * * These observations are important because the calculation of the actual * value of "hypot(dx,dy)" is extremely expensive, involving square roots, * while for small values (up to about 20 or so), the approximations above * are correct to within an error of at most one grid or so. * * Observe the use of "full" and "over" in the code below, and the use of * the specialized calculation involving "limit", all of which derive from * the observations given above. Basically, we note that the "circle" of * view is completely contained in an "octagon" whose bounds are easy to * determine, and that only a few steps are needed to derive the actual * bounds of the circle given the bounds of the octagon. * * Note that by skipping all the grids in the corners of the octagon, we * place an upper limit on the number of grids in the field of view, given * that "full" is never more than 20. Of the 1681 grids in the "square" of * view, only about 1475 of these are in the "octagon" of view, and even * fewer are in the "circle" of view, so 1500 or 1536 is more than enough * entries to completely contain the actual field of view. * * Note also the care taken to prevent "running off the map". The use of * explicit checks on the "validity" of the "diagonal", and the fact that * the loops are never allowed to "leave" the map, lets "update_view_aux()" * use the optimized "cave_floor_bold()" macro, and to avoid the overhead * of multiple checks on the validity of grids. * * Note the "optimizations" involving the "se","sw","ne","nw","es","en", * "ws","wn" variables. They work like this: While travelling down the * south-bound strip just to the east of the main south axis, as soon as * we get to a grid which does not "transmit" viewing, if all of the strips * preceding us (in this case, just the main axis) had terminated at or before * the same point, then we can stop, and reset the "max distance" to ourself. * So, each strip (named by major axis plus offset, thus "se" in this case) * maintains a "blockage" variable, initialized during the main axis step, * and checks it whenever a blockage is observed. After processing each * strip as far as the previous strip told us to process, the next strip is * told not to go farther than the current strip's farthest viewable grid, * unless open space is still available. This uses the "k" variable. * * Note the use of "inline" macros for efficiency. The "cave_floor_grid()" * macro is a replacement for "cave_floor_bold()" which takes a pointer to * a cave grid instead of its location. The "cave_view_hack()" macro is a * chunk of code which adds the given location to the "view" array if it * is not already there, using both the actual location and a pointer to * the cave grid. See above. * * By the way, the purpose of this code is to reduce the dependancy on the * "los()" function which is slow, and, in some cases, not very accurate. * * It is very possible that I am the only person who fully understands this * function, and for that I am truly sorry, but efficiency was very important * and the "simple" version of this function was just not fast enough. I am * more than willing to replace this function with a simpler one, if it is * equally efficient, and especially willing if the new function happens to * derive "reverse-line-of-sight" at the same time, since currently monsters * just use an optimized hack of "you see me, so I see you", and then use the * actual "projectable()" function to check spell attacks. */ void update_view(void) { int n, m, d, k, y, x, z; int se, sw, ne, nw, es, en, ws, wn; int full, over; int y_max = cur_hgt - 1; int x_max = cur_wid - 1; cave_type *c_ptr; /*** Initialize ***/ /* Optimize */ if (view_reduce_view && !dun_level) { /* Full radius (10) */ full = MAX_SIGHT / 2; /* Octagon factor (15) */ over = MAX_SIGHT * 3 / 4; } /* Normal */ else { /* Full radius (20) */ full = MAX_SIGHT; /* Octagon factor (30) */ over = MAX_SIGHT * 3 / 2; } /*** Step 0 -- Begin ***/ /* Save the old "view" grids for later */ for (n = 0; n < view_n; n++) { y = view_y[n]; x = view_x[n]; /* Access the grid */ c_ptr = &cave[y][x]; /* Mark the grid as not in "view" */ c_ptr->info &= ~(CAVE_VIEW); /* Mark the grid as "seen" */ c_ptr->info |= (CAVE_TEMP); /* Add it to the "seen" set */ temp_y[temp_n] = y; temp_x[temp_n] = x; temp_n++; } /* Start over with the "view" array */ view_n = 0; /*** Step 1 -- adjacent grids ***/ /* Now start on the player */ y = py; x = px; /* Access the grid */ c_ptr = &cave[y][x]; /* Assume the player grid is easily viewable */ c_ptr->info |= (CAVE_XTRA); /* Assume the player grid is viewable */ cave_view_hack(c_ptr, y, x); /*** Step 2 -- Major Diagonals ***/ /* Hack -- Limit */ z = full * 2 / 3; /* Scan south-east */ for (d = 1; d <= z; d++) { c_ptr = &cave[y+d][x+d]; c_ptr->info |= (CAVE_XTRA); cave_view_hack(c_ptr, y+d, x+d); if (!cave_floor_grid(c_ptr)) break; } /* Scan south-west */ for (d = 1; d <= z; d++) { c_ptr = &cave[y+d][x-d]; c_ptr->info |= (CAVE_XTRA); cave_view_hack(c_ptr, y+d, x-d); if (!cave_floor_grid(c_ptr)) break; } /* Scan north-east */ for (d = 1; d <= z; d++) { c_ptr = &cave[y-d][x+d]; c_ptr->info |= (CAVE_XTRA); cave_view_hack(c_ptr, y-d, x+d); if (!cave_floor_grid(c_ptr)) break; } /* Scan north-west */ for (d = 1; d <= z; d++) { c_ptr = &cave[y-d][x-d]; c_ptr->info |= (CAVE_XTRA); cave_view_hack(c_ptr, y-d, x-d); if (!cave_floor_grid(c_ptr)) break; } /*** Step 3 -- major axes ***/ /* Scan south */ for (d = 1; d <= full; d++) { c_ptr = &cave[y+d][x]; c_ptr->info |= (CAVE_XTRA); cave_view_hack(c_ptr, y+d, x); if (!cave_floor_grid(c_ptr)) break; } /* Initialize the "south strips" */ se = sw = d; /* Scan north */ for (d = 1; d <= full; d++) { c_ptr = &cave[y-d][x]; c_ptr->info |= (CAVE_XTRA); cave_view_hack(c_ptr, y-d, x); if (!cave_floor_grid(c_ptr)) break; } /* Initialize the "north strips" */ ne = nw = d; /* Scan east */ for (d = 1; d <= full; d++) { c_ptr = &cave[y][x+d]; c_ptr->info |= (CAVE_XTRA); cave_view_hack(c_ptr, y, x+d); if (!cave_floor_grid(c_ptr)) break; } /* Initialize the "east strips" */ es = en = d; /* Scan west */ for (d = 1; d <= full; d++) { c_ptr = &cave[y][x-d]; c_ptr->info |= (CAVE_XTRA); cave_view_hack(c_ptr, y, x-d); if (!cave_floor_grid(c_ptr)) break; } /* Initialize the "west strips" */ ws = wn = d; /*** Step 4 -- Divide each "octant" into "strips" ***/ /* Now check each "diagonal" (in parallel) */ for (n = 1; n <= over / 2; n++) { int ypn, ymn, xpn, xmn; /* Acquire the "bounds" of the maximal circle */ z = over - n - n; if (z > full - n) z = full - n; while ((z + n + (n>>1)) > full) z--; /* Access the four diagonal grids */ ypn = y + n; ymn = y - n; xpn = x + n; xmn = x - n; /* South strip */ if (ypn < y_max) { /* Maximum distance */ m = MIN(z, y_max - ypn); /* East side */ if ((xpn <= x_max) && (n < se)) { /* Scan */ for (k = n, d = 1; d <= m; d++) { /* Check grid "d" in strip "n", notice "blockage" */ if (update_view_aux(ypn+d, xpn, ypn+d-1, xpn-1, ypn+d-1, xpn)) { if (n + d >= se) break; } /* Track most distant "non-blockage" */ else { k = n + d; } } /* Limit the next strip */ se = k + 1; } /* West side */ if ((xmn >= 0) && (n < sw)) { /* Scan */ for (k = n, d = 1; d <= m; d++) { /* Check grid "d" in strip "n", notice "blockage" */ if (update_view_aux(ypn+d, xmn, ypn+d-1, xmn+1, ypn+d-1, xmn)) { if (n + d >= sw) break; } /* Track most distant "non-blockage" */ else { k = n + d; } } /* Limit the next strip */ sw = k + 1; } } /* North strip */ if (ymn > 0) { /* Maximum distance */ m = MIN(z, ymn); /* East side */ if ((xpn <= x_max) && (n < ne)) { /* Scan */ for (k = n, d = 1; d <= m; d++) { /* Check grid "d" in strip "n", notice "blockage" */ if (update_view_aux(ymn-d, xpn, ymn-d+1, xpn-1, ymn-d+1, xpn)) { if (n + d >= ne) break; } /* Track most distant "non-blockage" */ else { k = n + d; } } /* Limit the next strip */ ne = k + 1; } /* West side */ if ((xmn >= 0) && (n < nw)) { /* Scan */ for (k = n, d = 1; d <= m; d++) { /* Check grid "d" in strip "n", notice "blockage" */ if (update_view_aux(ymn-d, xmn, ymn-d+1, xmn+1, ymn-d+1, xmn)) { if (n + d >= nw) break; } /* Track most distant "non-blockage" */ else { k = n + d; } } /* Limit the next strip */ nw = k + 1; } } /* East strip */ if (xpn < x_max) { /* Maximum distance */ m = MIN(z, x_max - xpn); /* South side */ if ((ypn <= x_max) && (n < es)) { /* Scan */ for (k = n, d = 1; d <= m; d++) { /* Check grid "d" in strip "n", notice "blockage" */ if (update_view_aux(ypn, xpn+d, ypn-1, xpn+d-1, ypn, xpn+d-1)) { if (n + d >= es) break; } /* Track most distant "non-blockage" */ else { k = n + d; } } /* Limit the next strip */ es = k + 1; } /* North side */ if ((ymn >= 0) && (n < en)) { /* Scan */ for (k = n, d = 1; d <= m; d++) { /* Check grid "d" in strip "n", notice "blockage" */ if (update_view_aux(ymn, xpn+d, ymn+1, xpn+d-1, ymn, xpn+d-1)) { if (n + d >= en) break; } /* Track most distant "non-blockage" */ else { k = n + d; } } /* Limit the next strip */ en = k + 1; } } /* West strip */ if (xmn > 0) { /* Maximum distance */ m = MIN(z, xmn); /* South side */ if ((ypn <= y_max) && (n < ws)) { /* Scan */ for (k = n, d = 1; d <= m; d++) { /* Check grid "d" in strip "n", notice "blockage" */ if (update_view_aux(ypn, xmn-d, ypn-1, xmn-d+1, ypn, xmn-d+1)) { if (n + d >= ws) break; } /* Track most distant "non-blockage" */ else { k = n + d; } } /* Limit the next strip */ ws = k + 1; } /* North side */ if ((ymn >= 0) && (n < wn)) { /* Scan */ for (k = n, d = 1; d <= m; d++) { /* Check grid "d" in strip "n", notice "blockage" */ if (update_view_aux(ymn, xmn-d, ymn+1, xmn-d+1, ymn, xmn-d+1)) { if (n + d >= wn) break; } /* Track most distant "non-blockage" */ else { k = n + d; } } /* Limit the next strip */ wn = k + 1; } } } /*** Step 5 -- Complete the algorithm ***/ /* Update all the new grids */ for (n = 0; n < view_n; n++) { y = view_y[n]; x = view_x[n]; /* Access the grid */ c_ptr = &cave[y][x]; /* Clear the "CAVE_XTRA" flag */ c_ptr->info &= ~(CAVE_XTRA); /* Update only newly viewed grids */ if (c_ptr->info & (CAVE_TEMP)) continue; /* Note */ note_spot(y, x); /* Redraw */ lite_spot(y, x); } /* Wipe the old grids, update as needed */ for (n = 0; n < temp_n; n++) { y = temp_y[n]; x = temp_x[n]; /* Access the grid */ c_ptr = &cave[y][x]; /* No longer in the array */ c_ptr->info &= ~(CAVE_TEMP); /* Update only non-viewable grids */ if (c_ptr->info & (CAVE_VIEW)) continue; /* Redraw */ lite_spot(y, x); } /* None left */ temp_n = 0; } /* * Hack -- provide some "speed" for the "flow" code * This entry is the "current index" for the "when" field * Note that a "when" value of "zero" means "not used". * * Note that the "cost" indexes from 1 to 127 are for * "old" data, and from 128 to 255 are for "new" data. * * This means that as long as the player does not "teleport", * then any monster up to 128 + MONSTER_FLOW_DEPTH will be * able to track down the player, and in general, will be * able to track down either the player or a position recently * occupied by the player. */ static int flow_n = 0; /* * Hack -- forget the "flow" information */ void forget_flow(void) { #ifdef MONSTER_FLOW int x, y; /* Nothing to forget */ if (!flow_n) return; /* Check the entire dungeon */ for (y = 0; y < cur_hgt; y++) { for (x = 0; x < cur_wid; x++) { /* Forget the old data */ cave[y][x].cost = 0; cave[y][x].when = 0; } } /* Start over */ flow_n = 0; #endif } #ifdef MONSTER_FLOW /* * Hack -- Allow us to treat the "seen" array as a queue */ static int flow_head = 0; static int flow_tail = 0; /* * Take note of a reachable grid. Assume grid is legal. */ static void update_flow_aux(int y, int x, int n) { cave_type *c_ptr; int old_head = flow_head; /* Get the grid */ c_ptr = &cave[y][x]; /* Ignore "pre-stamped" entries */ if (c_ptr->when == flow_n) return; /* Ignore "walls" and "rubble" */ if (c_ptr->feat >= FEAT_RUBBLE) return; /* Save the time-stamp */ c_ptr->when = flow_n; /* Save the flow cost */ c_ptr->cost = n; /* Hack -- limit flow depth */ if (n == MONSTER_FLOW_DEPTH) return; /* Enqueue that entry */ temp_y[flow_head] = y; temp_x[flow_head] = x; /* Advance the queue */ if (++flow_head == TEMP_MAX) flow_head = 0; /* Hack -- notice overflow by forgetting new entry */ if (flow_head == flow_tail) flow_head = old_head; } #endif /* * Hack -- fill in the "cost" field of every grid that the player * can "reach" with the number of steps needed to reach that grid. * This also yields the "distance" of the player from every grid. * * In addition, mark the "when" of the grids that can reach * the player with the incremented value of "flow_n". * * Hack -- use the "seen" array as a "circular queue". * * We do not need a priority queue because the cost from grid * to grid is always "one" and we process them in order. */ void update_flow(void) { #ifdef MONSTER_FLOW int x, y, d; /* Hack -- disabled */ if (!flow_by_sound) return; /* Paranoia -- make sure the array is empty */ if (temp_n) return; /* Cycle the old entries (once per 128 updates) */ if (flow_n == 255) { /* Rotate the time-stamps */ for (y = 0; y < cur_hgt; y++) { for (x = 0; x < cur_wid; x++) { int w = cave[y][x].when; cave[y][x].when = (w > 128) ? (w - 128) : 0; } } /* Restart */ flow_n = 127; } /* Start a new flow (never use "zero") */ flow_n++; /* Reset the "queue" */ flow_head = flow_tail = 0; /* Add the player's grid to the queue */ update_flow_aux(py, px, 0); /* Now process the queue */ while (flow_head != flow_tail) { /* Extract the next entry */ y = temp_y[flow_tail]; x = temp_x[flow_tail]; /* Forget that entry */ if (++flow_tail == TEMP_MAX) flow_tail = 0; /* Add the "children" */ for (d = 0; d < 8; d++) { /* Add that child if "legal" */ update_flow_aux(y+ddy_ddd[d], x+ddx_ddd[d], cave[y][x].cost+1); } } /* Forget the flow info */ flow_head = flow_tail = 0; #endif } /* * Hack -- map the current panel (plus some) ala "magic mapping" */ void map_area(void) { int i, x, y, y1, y2, x1, x2; cave_type *c_ptr; /* Pick an area to map */ y1 = panel_row_min - randint(10); y2 = panel_row_max + randint(10); x1 = panel_col_min - randint(20); x2 = panel_col_max + randint(20); /* Speed -- shrink to fit legal bounds */ if (y1 < 1) y1 = 1; if (y2 > cur_hgt-2) y2 = cur_hgt-2; if (x1 < 1) x1 = 1; if (x2 > cur_wid-2) x2 = cur_wid-2; /* Scan that area */ for (y = y1; y <= y2; y++) { for (x = x1; x <= x2; x++) { c_ptr = &cave[y][x]; /* All non-walls are "checked" */ if (c_ptr->feat < FEAT_SECRET) { /* Memorize normal features */ if (c_ptr->feat > FEAT_INVIS) { /* Memorize the object */ c_ptr->info |= (CAVE_MARK); } /* Memorize known walls */ for (i = 0; i < 8; i++) { c_ptr = &cave[y+ddy_ddd[i]][x+ddx_ddd[i]]; /* Memorize walls (etc) */ if (c_ptr->feat >= FEAT_SECRET) { /* Memorize the walls */ c_ptr->info |= (CAVE_MARK); } } } } } /* Redraw map */ p_ptr->redraw |= (PR_MAP); /* Window stuff */ p_ptr->window |= (PW_OVERHEAD); } /* * Light up the dungeon using "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. * * Note that if "view_perma_grids" is not set, we do not memorize floor * grids, since this would defeat the purpose of "view_perma_grids", not * that anyone seems to play without this option. * * Note that if "view_torch_grids" is set, we do not memorize floor grids, * since this would prevent the use of "view_torch_grids" as a method to * keep track of what grids have been observed directly. */ void wiz_lite(void) { int i, y, x; /* Memorize objects */ for (i = 1; i < o_max; i++) { object_type *o_ptr = &o_list[i]; /* Skip dead objects */ if (!o_ptr->k_idx) continue; /* Skip held objects */ if (o_ptr->held_m_idx) continue; /* Memorize */ o_ptr->marked = TRUE; } /* Scan all normal grids */ for (y = 1; y < cur_hgt-1; y++) { /* Scan all normal grids */ for (x = 1; x < cur_wid-1; x++) { cave_type *c_ptr = &cave[y][x]; /* Process all non-walls */ if (c_ptr->feat < FEAT_SECRET) { /* Scan all neighbors */ for (i = 0; i < 9; i++) { int yy = y + ddy_ddd[i]; int xx = x + ddx_ddd[i]; /* Get the grid */ c_ptr = &cave[yy][xx]; /* Perma-lite the grid */ c_ptr->info |= (CAVE_GLOW); /* Memorize normal features */ if (c_ptr->feat > FEAT_INVIS) { /* Memorize the grid */ c_ptr->info |= (CAVE_MARK); } /* Normally, memorize floors (see above) */ if (view_perma_grids && !view_torch_grids) { /* Memorize the grid */ c_ptr->info |= (CAVE_MARK); } } } } } /* Update the monsters */ p_ptr->update |= (PU_MONSTERS); /* Redraw map */ p_ptr->redraw |= (PR_MAP); /* Window stuff */ p_ptr->window |= (PW_OVERHEAD); } /* * Forget the dungeon map (ala "Thinking of Maud..."). */ void wiz_dark(void) { int i, y, x; /* Forget every grid */ for (y = 0; y < cur_hgt; y++) { for (x = 0; x < cur_wid; x++) { cave_type *c_ptr = &cave[y][x]; /* Process the grid */ c_ptr->info &= ~(CAVE_MARK); } } /* Forget all objects */ for (i = 1; i < o_max; i++) { object_type *o_ptr = &o_list[i]; /* Skip dead objects */ if (!o_ptr->k_idx) continue; /* Skip held objects */ if (o_ptr->held_m_idx) continue; /* Forget the object */ o_ptr->marked = FALSE; } /* Mega-Hack -- Forget the view and lite */ p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE); /* Update the view and lite */ p_ptr->update |= (PU_VIEW | PU_LITE); /* Update the monsters */ p_ptr->update |= (PU_MONSTERS); /* Redraw map */ p_ptr->redraw |= (PR_MAP); /* Window stuff */ p_ptr->window |= (PW_OVERHEAD); } /* * Change the "feat" flag for a grid, and notice/redraw the grid */ void cave_set_feat(int y, int x, int feat) { cave_type *c_ptr = &cave[y][x]; /* Change the feature */ c_ptr->feat = feat; /* Notice */ note_spot(y, x); /* Redraw */ lite_spot(y, x); } /* * Calculate "incremental motion". Used by project() and shoot(). * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2). */ void mmove2(int *y, int *x, int y1, int x1, int y2, int x2) { int dy, dx, dist, shift; /* Extract the distance travelled */ dy = (*y < y1) ? y1 - *y : *y - y1; dx = (*x < x1) ? x1 - *x : *x - x1; /* Number of steps */ dist = (dy > dx) ? dy : dx; /* We are calculating the next location */ dist++; /* Calculate the total distance along each axis */ dy = (y2 < y1) ? (y1 - y2) : (y2 - y1); dx = (x2 < x1) ? (x1 - x2) : (x2 - x1); /* Paranoia -- Hack -- no motion */ if (!dy && !dx) return; /* Move mostly vertically */ if (dy > dx) { #if 0 int k; /* Starting shift factor */ shift = dy >> 1; /* Extract a shift factor */ for (k = 0; k < dist; k++) { if (shift <= 0) shift += dy; shift -= dx; } /* Sometimes move along minor axis */ if (shift <= 0) (*x) = (x2 < x1) ? (*x - 1) : (*x + 1); /* Always move along major axis */ (*y) = (y2 < y1) ? (*y - 1) : (*y + 1); #endif /* Extract a shift factor */ shift = (dist * dx + (dy-1) / 2) / dy; /* Sometimes move along the minor axis */ (*x) = (x2 < x1) ? (x1 - shift) : (x1 + shift); /* Always move along major axis */ (*y) = (y2 < y1) ? (y1 - dist) : (y1 + dist); } /* Move mostly horizontally */ else { #if 0 int k; /* Starting shift factor */ shift = dx >> 1; /* Extract a shift factor */ for (k = 0; k < dist; k++) { if (shift <= 0) shift += dx; shift -= dy; } /* Sometimes move along minor axis */ if (shift <= 0) (*y) = (y2 < y1) ? (*y - 1) : (*y + 1); /* Always move along major axis */ (*x) = (x2 < x1) ? (*x - 1) : (*x + 1); #endif /* Extract a shift factor */ shift = (dist * dy + (dx-1) / 2) / dx; /* Sometimes move along the minor axis */ (*y) = (y2 < y1) ? (y1 - shift) : (y1 + shift); /* Always move along major axis */ (*x) = (x2 < x1) ? (x1 - dist) : (x1 + dist); } } /* * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive * at the final destination, assuming no monster gets in the way. * * This is slightly (but significantly) different from "los(y1,x1,y2,x2)". */ bool projectable(int y1, int x1, int y2, int x2) { int dist, y, x; /* Start at the initial location */ y = y1, x = x1; /* See "project()" */ for (dist = 0; dist <= MAX_RANGE; dist++) { /* Never pass through walls */ if (dist && !cave_floor_bold(y, x)) break; /* Check for arrival at "final target" */ if ((x == x2) && (y == y2)) return (TRUE); /* Calculate the new location */ mmove2(&y, &x, y1, x1, y2, x2); } /* Assume obstruction */ return (FALSE); } /* * Standard "find me a location" function * * Obtains a legal location within the given distance of the initial * location, and with "los()" from the source to destination location. * * This function is often called from inside a loop which searches for * locations while increasing the "d" distance. * * Currently the "m" parameter is unused. */ void scatter(int *yp, int *xp, int y, int x, int d, int m) { int nx, ny; /* Unused */ m = m; /* Pick a location */ while (TRUE) { /* Pick a new location */ ny = rand_spread(y, d); nx = rand_spread(x, d); /* Ignore illegal locations and outer walls */ if (!in_bounds(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 */ health_who = m_idx; /* Redraw (later) */ p_ptr->redraw |= (PR_HEALTH); } /* * Hack -- track the given monster race */ void monster_race_track(int r_idx) { /* Save this monster ID */ monster_race_idx = r_idx; /* Window stuff */ p_ptr->window |= (PW_MONSTER); } /* * Hack -- track the given object kind */ void object_kind_track(int k_idx) { /* Save this monster ID */ object_kind_idx = k_idx; /* Window stuff */ p_ptr->window |= (PW_OBJECT); } /* * Something has happened to disturb the player. * * The first arg indicates a major disturbance, which affects search. * * The second arg is currently unused, but could induce output flush. * * All disturbance cancels repeated commands, resting, and running. */ void disturb(int stop_search, int unused_flag) { /* Unused */ unused_flag = unused_flag; /* Cancel auto-commands */ /* command_new = 0; */ /* Cancel repeated commands */ if (command_rep) { /* Cancel */ command_rep = 0; /* Redraw the state (later) */ p_ptr->redraw |= (PR_STATE); } /* Cancel Resting */ if (resting) { /* Cancel */ resting = 0; /* Redraw the state (later) */ p_ptr->redraw |= (PR_STATE); } /* Cancel running */ if (running) { /* Cancel */ running = 0; /* Calculate torch radius */ p_ptr->update |= (PU_TORCH); } /* Cancel searching if requested */ if (stop_search && p_ptr->searching) { /* Cancel */ p_ptr->searching = FALSE; /* Recalculate bonuses */ p_ptr->update |= (PU_BONUS); /* Redraw the state */ p_ptr->redraw |= (PR_STATE); } /* Flush the input if requested */ if (flush_disturb) flush(); } /* * Hack -- Check if a level is a "quest" level */ bool is_quest(int level) { int i; /* Town is never a quest */ if (!level) return (FALSE); /* Check quests */ for (i = 0; i < MAX_Q_IDX; i++) { /* Check for quest */ if (q_list[i].level == level) return (TRUE); } /* Nope */ return (FALSE); }