#terrain update

Make the post-3.4.3 '#terrain' command be more versatile by allowing the
player to choose between floor-only, floor+traps, and floor+traps+objects
so that it is possible to view known traps covered by objects or monsters
and remembered objects covered by monsters.  The extra explore mode and
wizard mode choices aren't affected.
This commit is contained in:
PatR
2015-05-21 16:53:46 -07:00
parent f0370f5f86
commit 168572fd0d
3 changed files with 145 additions and 80 deletions

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 detect.c $NHDT-Date: 1431472031 2015/05/12 23:07:11 $ $NHDT-Branch: master $:$NHDT-Revision: 1.56 $ */
/* NetHack 3.6 detect.c $NHDT-Date: 1432252377 2015/05/21 23:52:57 $ $NHDT-Branch: master $:$NHDT-Revision: 1.57 $ */
/* NetHack 3.6 detect.c $Date: 2012/04/16 02:05:40 $ $Revision: 1.47 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
@@ -1469,50 +1469,113 @@ sokoban_detect()
/* idea from crawl; show known portion of map without any monsters,
objects, or traps occluding the view of the underlying terrain */
void
reveal_terrain(full)
boolean full; /* wizard|explore modes allow player to request full map */
reveal_terrain(full, which_subset)
int full; /* wizard|explore modes allow player to request full map */
int which_subset; /* when not full, whether to suppress objs and/or traps */
{
int x, y, glyph, S_stone_glyph;
uchar seenv;
unsigned save_swallowed;
struct monst *mtmp;
if ((Hallucination || Stunned || Confusion) && !full) {
You("are too disoriented for this.");
} else {
int x, y, glyph, levl_glyph, default_glyph;
uchar seenv;
unsigned save_swallowed;
struct monst *mtmp;
struct trap *t;
char buf[BUFSZ];
boolean keep_traps = (which_subset & 1) !=0,
keep_objs = (which_subset & 2) != 0,
keep_mons = (which_subset & 4) != 0; /* actually always 0 */
save_swallowed = u.uswallow;
iflags.save_uinwater = u.uinwater, iflags.save_uburied = u.uburied;
u.uinwater = u.uburied = 0;
u.uswallow = 0;
S_stone_glyph = cmap_to_glyph(S_stone);
/* rewrite the map, displaying map background for seen spots
(all spots seen if 'full') and stone everywhere else */
default_glyph = cmap_to_glyph(level.flags.arboreal ? S_tree : S_stone);
/* for 'full', show the actual terrain for the entire level,
otherwise what the hero remembers for seen locations with
monsters, objects, and/or traps removed as caller dictates */
for (x = 1; x < COLNO; x++)
for (y = 0; y < ROWNO; y++) {
seenv = levl[x][y].seenv;
seenv = (full || level.flags.hero_memory)
? levl[x][y].seenv : cansee(x, y) ? SVALL : 0;
if (full) {
levl[x][y].seenv = SVALL;
glyph = back_to_glyph(x, y);
levl[x][y].seenv = seenv;
} else {
if (!level.flags.hero_memory && !cansee(x, y))
seenv = 0;
glyph = seenv ? back_to_glyph(x, y) : S_stone_glyph;
/* need to show mimic-as-furniture so that #terrain can't
be used to spot mimics, but this is only approximate;
mimic might have moved and hid here after the player
last saw this spot as some other type of terrain */
if (seenv && (mtmp = m_at(x, y)) != 0
&& mtmp->m_ap_type == M_AP_FURNITURE)
glyph = cmap_to_glyph(mtmp->mappearance);
levl_glyph = 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
the invisible monster glyph, which is handled like
an object, replacing any object or trap at its spot) */
glyph = !save_swallowed ? glyph_at(x, y) : levl_glyph;
if (keep_mons && x == u.ux && y == u.uy && save_swallowed)
glyph = mon_to_glyph(u.ustuck);
else if (((glyph_is_monster(glyph)
|| glyph_is_warning(glyph)) && !keep_mons)
|| glyph_is_swallow(glyph))
glyph = levl_glyph;
if (((glyph_is_object(glyph) && !keep_objs)
|| glyph_is_invisible(glyph))
&& keep_traps && !covers_traps(x, y)) {
if ((t = t_at(x, y)) != 0 && t->tseen)
glyph = trap_to_glyph(t);
}
if ((glyph_is_object(glyph) && !keep_objs)
|| (glyph_is_trap(glyph) && !keep_traps)
|| glyph_is_invisible(glyph)) {
if (!seenv) {
glyph = default_glyph;
} else if (lastseentyp[x][y] == levl[x][y].typ) {
glyph = back_to_glyph(x, y);
} else {
/* look for a mimic here posing as furniture;
if we don't find one, we'll have to fake it */
if ((mtmp = m_at(x, y)) != 0
&& mtmp->m_ap_type == M_AP_FURNITURE) {
glyph = cmap_to_glyph(mtmp->mappearance);
} else {
/* we have a topology type but we want a
screen symbol in order to derive a glyph;
some screen symbols need the flags field
of levl[][] in addition to the type
(to disambiguate STAIRS to S_upstair or
S_dnstair, for example; current flags
might not be intended for remembered
type, but we've got no other choice) */
schar save_typ = levl[x][y].typ;
levl[x][y].typ = lastseentyp[x][y];
glyph = back_to_glyph(x, y);
levl[x][y].typ = save_typ;
}
}
}
}
show_glyph(x, y, glyph);
}
/* [TODO: highlight hero's location somehow] */
u.uinwater = iflags.save_uinwater, u.uburied = iflags.save_uburied;
u.uswallow = save_swallowed;
if (save_swallowed) u.uswallow = 1;
flush_screen(1);
pline("Showing underlying terrain only...");
if (full) {
Strcpy(buf, "underlying terrain");
} else {
Strcpy(buf, "known terrain");
if (keep_traps)
Sprintf(eos(buf), "%s traps",
(keep_objs || keep_mons) ? "," : " and");
if (keep_objs)
Sprintf(eos(buf), "%s%s objects",
(keep_traps || keep_mons) ? "," : "",
keep_mons ? "" : " and");
if (keep_mons)
Sprintf(eos(buf), "%s and monsters",
(keep_traps || keep_objs) ? "," : "");
}
pline("Showing %s only...", buf);
display_nhwindow(WIN_MAP, TRUE); /* give "--More--" prompt */
docrt(); /* redraw the screen, restoring regular map */
if (Underwater)