Exemple #1
0
/**
 * Get a list of the known objects at the given location.
 *
 * Return the number of objects acquired.
 */
int scan_distant_floor(struct object **items, int max_size, int y, int x)
{
	struct object *obj;
	int num = 0;

	/* Sanity */
	if (!square_in_bounds(player->cave, y, x)) return 0;

	/* Scan all objects in the grid */
	for (obj = square_object(player->cave, y, x); obj; obj = obj->next) {
		/* Enforce limit */
		if (num >= max_size) break;

		/* Known */
		if (obj->kind == unknown_item_kind) continue;

		/* Visible */
		if (ignore_known_item_ok(obj)) continue;

		/* Accept this item's base object */
		items[num++] = cave->objects[obj->oidx];
	}

	return num;
}
Exemple #2
0
/**
 * Return true if the object should be omitted from the object list.
 */
static bool object_list_should_ignore_object(const struct object *obj)
{
	struct object *base_obj = cave->objects[obj->oidx];

	assert(obj->kind);
	assert(base_obj);

	if (!is_unknown(base_obj) && ignore_known_item_ok(obj))
		return true;

	if (tval_is_money(base_obj))
		return true;

	return false;
}
Exemple #3
0
/**
 * Determine if a given location is "interesting"
 */
bool target_accept(int y, int x)
{
	struct loc grid = loc(x, y);
	struct object *obj;

	/* Player grids are always interesting */
	if (square(cave, grid).mon < 0) return true;

	/* Handle hallucination */
	if (player->timed[TMD_IMAGE]) return false;

	/* Obvious monsters */
	if (square(cave, grid).mon > 0) {
		struct monster *mon = square_monster(cave, grid);
		if (monster_is_obvious(mon)) {
			return true;
		}
	}

	/* Traps */
	if (square_isvisibletrap(cave, grid)) return true;

	/* Scan all objects in the grid */
	for (obj = square_object(player->cave, grid); obj; obj = obj->next) {
		/* Memorized object */
		if ((obj->kind == unknown_item_kind) || !ignore_known_item_ok(obj)) {
			return true;
		}
	}

	/* Interesting memorized features */
	if (square_isknown(cave, grid) && square_isinteresting(cave, grid)) {
		return true;
	}

	/* Nope */
	return false;
}
Exemple #4
0
/**
 * Determine if a given location is "interesting"
 */
bool target_accept(int y, int x)
{
	struct object *obj;

	/* Player grids are always interesting */
	if (cave->squares[y][x].mon < 0) return (true);

	/* Handle hallucination */
	if (player->timed[TMD_IMAGE]) return (false);

	/* Visible monsters */
	if (cave->squares[y][x].mon > 0) {
		struct monster *mon = square_monster(cave, y, x);

		/* Visible monsters */
		if (mflag_has(mon->mflag, MFLAG_VISIBLE) &&
			!mflag_has(mon->mflag, MFLAG_UNAWARE))
			return (true);
	}

	/* Traps */
	if (square_isvisibletrap(cave, y, x))
		return(true);

	/* Scan all objects in the grid */
	for (obj = square_object(cave_k, y, x); obj; obj = obj->next)
		/* Memorized object */
		if (!ignore_known_item_ok(obj)) return (true);

	/* Interesting memorized features */
	if (square_isknown(cave, y, x) && square_isinteresting(cave, y, x))
		return (true);

	/* Nope */
	return (false);
}
Exemple #5
0
/**
 * 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_kind is set to the object_kind of the first object in a grid
 *    that the player knows about, or NULL for no objects.
 *  - 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(player, view_bright_light) option.
 *  - g->lighting is set to indicate the lighting level for the grid:
 *    LIGHTING_DARK for unlit grids, LIGHTING_LIT for inherently light
 *    grids (lit rooms, etc), LIGHTING_TORCH for grids lit by the player's
 *    light source, and LIGHTING_LOS for grids in the player's line of sight.
 *    Note that lighting is always LIGHTING_LIT 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_kind 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, struct grid_data *g)
{
	struct object *obj;

	assert(x < (unsigned) cave->width);
	assert(y < (unsigned) cave->height);

	/* Default "clear" values, others will be set later where appropriate. */
	g->first_kind = NULL;
	g->trap = NULL;
	g->multiple_objects = false;
	g->lighting = LIGHTING_DARK;
	g->unseen_object = false;
	g->unseen_money = false;

	/* Use real feature (remove later) */
	g->f_idx = cave->squares[y][x].feat;
	if (f_info[g->f_idx].mimic)
		g->f_idx = lookup_feat(f_info[g->f_idx].mimic);

	g->in_view = (square_isseen(cave, y, x)) ? true : false;
	g->is_player = (cave->squares[y][x].mon < 0) ? true : false;
	g->m_idx = (g->is_player) ? 0 : cave->squares[y][x].mon;
	g->hallucinate = player->timed[TMD_IMAGE] ? true : false;

	if (g->in_view) {
		g->lighting = LIGHTING_LOS;

		if (!square_isglow(cave, y, x) && OPT(player, view_yellow_light))
			g->lighting = LIGHTING_TORCH;

		/* Remember seen feature */
		square_memorize(cave, y, x);
	} else if (!square_isknown(cave, y, x)) {
		g->f_idx = FEAT_NONE;
	} else if (square_isglow(cave, y, x)) {
		g->lighting = LIGHTING_LIT;
	}

	/* Use known feature */
	g->f_idx = player->cave->squares[y][x].feat;
	if (f_info[g->f_idx].mimic)
		g->f_idx = lookup_feat(f_info[g->f_idx].mimic);

    /* There is a trap in this square */
    if (square_istrap(cave, y, x) && square_isknown(cave, y, x)) {
		struct trap *trap = cave->squares[y][x].trap;

		/* Scan the square trap list */
		while (trap) {
			if (trf_has(trap->flags, TRF_TRAP) ||
				trf_has(trap->flags, TRF_RUNE)) {
				/* Accept the trap - only if not disabled, maybe we need
				 * a special graphic for this */
				if (!trap->timeout) {
					g->trap = trap;
					break;
				}
			}
			trap = trap->next;
		}
    }

	/* Objects */
	for (obj = square_object(player->cave, y, x); obj; obj = obj->next) {
		if (obj->kind == unknown_gold_kind) {
			g->unseen_money = true;
		} else if (obj->kind == unknown_item_kind) {
			g->unseen_object = true;
		} else if (ignore_known_item_ok(obj)) {
			/* Item stays hidden */
		} else if (!g->first_kind) {
			g->first_kind = obj->kind;
		} else {
			g->multiple_objects = true;
			break;
		}
	}

	/* Monsters */
	if (g->m_idx > 0) {
		/* If the monster isn't "visible", make sure we don't list it.*/
		struct monster *mon = cave_monster(cave, g->m_idx);
		if (!monster_is_visible(mon)) g->m_idx = 0;
	}

	/* Rare random hallucination on non-outer walls */
	if (g->hallucinate && g->m_idx == 0 && g->first_kind == 0) {
		if (one_in_(128) && (int) g->f_idx != FEAT_PERM)
			g->m_idx = 1;
		else if (one_in_(128) && (int) g->f_idx != FEAT_PERM)
			/* if hallucinating, we just need first_kind to not be NULL */
			g->first_kind = k_info;
		else
			g->hallucinate = false;
	}

	assert((int) g->f_idx <= FEAT_PASS_RUBBLE);
	if (!g->hallucinate)
		assert((int)g->m_idx < cave->mon_max);
	/* All other g fields are 'flags', mostly booleans. */
}