recalc_mapseen() followup

Update several places where lazy lastseentyp[] might be an issue.

I think it isn't updated in a timely fashion when newsym() shows
a spot covered by an object or trap, but didn't manage to find any
cases where that caused a problem.  This is more in the nature of
a precaution.
This commit is contained in:
PatR
2023-12-20 03:17:29 -08:00
parent 60dc6343e4
commit 0713b91beb
7 changed files with 94 additions and 64 deletions

View File

@@ -1,4 +1,4 @@
/* NetHack 3.7 detect.c $NHDT-Date: 1613721262 2021/02/19 07:54:22 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.131 $ */
/* NetHack 3.7 detect.c $NHDT-Date: 1703070189 2023/12/20 11:03:09 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.171 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2018. */
/* NetHack may be freely redistributed. See license for details. */
@@ -930,10 +930,11 @@ display_trap_map(int cursed_src)
cls();
(void) unconstrain_map();
/* show chest traps first, so that subsequent floor trap display
will override if both types are present at the same location */
(void) detect_obj_traps(fobj, TRUE, cursed_src);
/* show chest traps first, first buried chests then floor chests, so
that subsequent floor trap display will override if both types are
present at the same location */
(void) detect_obj_traps(gl.level.buriedobjlist, TRUE, cursed_src);
(void) detect_obj_traps(fobj, TRUE, cursed_src);
for (mon = fmon; mon; mon = mon->nmon) {
if (DEADMONSTER(mon) || (mon->isgd && !mon->mx))
continue;
@@ -974,8 +975,8 @@ display_trap_map(int cursed_src)
* returns 0 if something was detected
*/
int
trap_detect(struct obj *sobj) /* null if crystal ball,
*scroll if gold detection scroll */
trap_detect(
struct obj *sobj) /* Null if crystal ball, scroll if gold detection */
{
register struct trap *ttmp;
struct monst *mon;
@@ -992,24 +993,24 @@ trap_detect(struct obj *sobj) /* null if crystal ball,
if (ttmp->tx != u.ux || ttmp->ty != u.uy) {
display_trap_map(cursed_src);
return 0;
} else
found = TRUE;
}
found = TRUE;
}
/* chest traps (might be buried or carried) */
if ((tr = detect_obj_traps(fobj, FALSE, 0)) != OTRAP_NONE) {
if (tr & OTRAP_THERE) {
display_trap_map(cursed_src);
return 0;
} else
found = TRUE;
}
found = TRUE;
}
if ((tr = detect_obj_traps(gl.level.buriedobjlist, FALSE, 0))
!= OTRAP_NONE) {
if (tr & OTRAP_THERE) {
display_trap_map(cursed_src);
return 0;
} else
found = TRUE;
}
found = TRUE;
}
for (mon = fmon; mon; mon = mon->nmon) {
if (DEADMONSTER(mon) || (mon->isgd && !mon->mx))
@@ -1018,8 +1019,8 @@ trap_detect(struct obj *sobj) /* null if crystal ball,
if (tr & OTRAP_THERE) {
display_trap_map(cursed_src);
return 0;
} else
found = TRUE;
}
found = TRUE;
}
}
if (detect_obj_traps(gi.invent, FALSE, 0) != OTRAP_NONE)
@@ -1036,8 +1037,8 @@ trap_detect(struct obj *sobj) /* null if crystal ball,
if (cc.x != u.ux || cc.y != u.uy) {
display_trap_map(cursed_src);
return 0;
} else
found = TRUE;
}
found = TRUE;
}
}
if (!found) {
@@ -1098,46 +1099,55 @@ furniture_detect(void)
return 0;
}
/* way back in 3.0plN and/or 2.x, you could use a crystal ball to find out
where the wizard was relative to your current location; that was when the
Wizard guarded the Amulet and was located on a random maze level, and you
were expected to level teleport deep into Hell and hunt for him while
working your way up; this isn't of much use anymore */
const char *
level_distance(d_level *where)
{
register schar ll = depth(&u.uz) - depth(where);
register boolean indun = (u.uz.dnum == where->dnum);
schar ll = depth(&u.uz) - depth(where);
boolean indun = (u.uz.dnum == where->dnum);
const char *res = ""; /* always replaced by some other non-Null value */
if (ll < 0) {
if (ll < (-8 - rn2(3)))
if (!indun)
return "far away";
res = "far away";
else
return "far below";
res = "far below";
else if (ll < -1)
if (!indun)
return "away below you";
res = "away below you";
else
return "below you";
res = "below you";
else if (!indun)
return "in the distance";
res = "in the distance";
else
return "just below";
res = "just below";
} else if (ll > 0) {
if (ll > (8 + rn2(3)))
if (!indun)
return "far away";
res = "far away";
else
return "far above";
res = "far above";
else if (ll > 1)
if (!indun)
return "away above you";
res = "away above you";
else
return "above you";
res = "above you";
else if (!indun)
return "in the distance";
res = "in the distance";
else
return "just above";
} else if (!indun)
return "in the distance";
else
return "near you";
res = "just above";
} else { /* l1 == 0 */
if (!indun)
res = "in the distance";
else
res = "near you";
}
return res;
}
/*
@@ -1360,7 +1370,7 @@ show_map_spot(coordxy x, coordxy y, boolean cnf)
if (!IS_FURNITURE(lev->typ)) {
if ((t = t_at(x, y)) != 0 && t->tseen) {
map_trap(t, 1);
} else if ((ep = engr_at(x,y)) != 0) {
} else if ((ep = engr_at(x, y)) != 0) {
map_engraving(ep, 1);
} else if (glyph_is_trap(oldglyph) || glyph_is_object(oldglyph)) {
show_glyph(x, y, oldglyph);
@@ -1442,7 +1452,7 @@ do_vicinity_map(struct obj *sobj) /* scroll--actually fake spellbook--object */
/* if hero is engulfed, show engulfer at <u.ux,u.uy> */
save_viz_uyux = gv.viz_array[u.uy][u.ux];
if (u.uswallow)
gv.viz_array[u.uy][u.ux] |= IN_SIGHT; /* <x,y> are reversed to [y][x] */
gv.viz_array[u.uy][u.ux] |= IN_SIGHT; /* <x,y> are reversed, [y][x] */
save_EDetect_mons = EDetect_monsters;
/* for skilled spell, getpos() scanning of the map will display all
monsters within range; otherwise, "unseen creature" will be shown */
@@ -2027,9 +2037,9 @@ reveal_terrain_getglyph(
glyph = back_to_glyph(x, y);
levl[x][y].seenv = seenv;
} else {
levl_glyph = gl.level.flags.hero_memory
? levl[x][y].glyph
: seenv ? back_to_glyph(x, y): default_glyph;
levl_glyph = gl.level.flags.hero_memory ? levl[x][y].glyph
: seenv ? back_to_glyph(x, y)
: default_glyph;
/* glyph_at() returns the displayed glyph, which might
be a monster. levl[][].glyph contains the remembered
glyph, which will never be a monster (unless it is
@@ -2181,7 +2191,7 @@ reveal_terrain(
for (x = 1; x < COLNO; x++)
for (y = 0; y < ROWNO; y++) {
glyph = reveal_terrain_getglyph(x,y, swallowed,
glyph = reveal_terrain_getglyph(x, y, swallowed,
default_glyph, which_subset);
show_glyph(x, y, glyph);
}