1 #include "system/angband.h"
2 #include "floor/floor.h"
3 #include "floor/floor-save.h"
4 #include "floor/floor-generate.h"
6 #include "dungeon/dungeon.h"
7 #include "room/rooms.h"
8 #include "dungeon/quest.h"
9 #include "object/object-hook.h"
10 #include "world/world.h"
11 #include "player/player-effects.h"
12 #include "object/object1.h"
13 #include "object/artifact.h"
14 #include "object/object-kind.h"
15 #include "object/special-object-flags.h"
16 #include "grid/trap.h"
17 #include "effect/spells-effect-util.h"
18 #include "effect/effect-characteristics.h"
21 * The array of floor [MAX_WID][MAX_HGT].
22 * Not completely allocated, that would be inefficient
23 * Not completely hardcoded, that would overflow memory
25 floor_type floor_info;
28 * The array of saved floors
30 saved_floor_type saved_floors[MAX_SAVED_FLOORS];
33 * Grid based version of "cave_empty_bold()"
35 bool is_cave_empty_grid(player_type *player_ptr, grid_type *g_ptr)
37 bool is_empty_grid = cave_have_flag_grid(g_ptr, FF_PLACE);
38 is_empty_grid &= g_ptr->m_idx == 0;
39 is_empty_grid &= !player_grid(player_ptr, g_ptr);
44 bool pattern_tile(floor_type *floor_ptr, POSITION y, POSITION x)
46 return cave_have_flag_bold(floor_ptr, y, x, FF_PATTERN);
51 * Determine if a "legal" grid is an "empty" floor grid
52 * Determine if monsters are allowed to move into a grid
54 * Line 1 -- forbid non-placement grids
55 * Line 2 -- forbid normal monsters
56 * Line 3 -- forbid the player
58 bool is_cave_empty_bold(player_type *player_ptr, POSITION y, POSITION x)
60 floor_type *floor_ptr = player_ptr->current_floor_ptr;
61 bool is_empty_grid = cave_have_flag_bold(floor_ptr, y, x, FF_PLACE);
62 is_empty_grid &= !(floor_ptr->grid_array[y][x].m_idx);
63 is_empty_grid &= !player_bold(player_ptr, y, x);
69 * Determine if a "legal" grid is an "empty" floor grid
70 * Determine if monster generation is allowed in a grid
72 * Line 1 -- forbid non-empty grids
73 * Line 2 -- forbid trees while dungeon generation
75 bool is_cave_empty_bold2(player_type *player_ptr, POSITION y, POSITION x)
77 bool is_empty_grid = is_cave_empty_bold(player_ptr, y, x);
78 is_empty_grid &= current_world_ptr->character_dungeon || !cave_have_flag_bold(player_ptr->current_floor_ptr, y, x, FF_TREE);
84 * @brief 鍵のかかったドアを配置する
85 * @param player_ptr プレーヤーへの参照ポインタ
86 * @param y 配置したいフロアのY座標
87 * @param x 配置したいフロアのX座標
90 void place_locked_door(player_type *player_ptr, POSITION y, POSITION x)
92 floor_type *floor_ptr = player_ptr->current_floor_ptr;
93 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
95 place_bold(player_ptr, y, x, GB_FLOOR);
99 set_cave_feat(floor_ptr, y, x, feat_locked_door_random((d_info[player_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
100 floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
101 delete_monster(player_ptr, y, x);
107 * @param player_ptr プレーヤーへの参照ポインタ
108 * @param y 配置したいフロアのY座標
109 * @param x 配置したいフロアのX座標
110 * @param type DOOR_DEFAULT / DOOR_DOOR / DOOR_GLASS_DOOR / DOOR_CURTAIN のいずれか
113 void place_secret_door(player_type *player_ptr, POSITION y, POSITION x, int type)
115 floor_type *floor_ptr = player_ptr->current_floor_ptr;
116 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
118 place_bold(player_ptr, y, x, GB_FLOOR);
122 if (type == DOOR_DEFAULT)
124 type = ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
125 one_in_((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
126 ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
129 place_closed_door(player_ptr, y, x, type);
130 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
131 if (type != DOOR_CURTAIN)
133 g_ptr->mimic = feat_wall_inner;
134 if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
136 if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
138 g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
145 g_ptr->info &= ~(CAVE_FLOOR);
146 delete_monster(player_ptr, y, x);
149 static int scent_when = 0;
152 * Characters leave scent trails for perceptive monsters to track.
154 * Smell is rather more limited than sound. Many creatures cannot use
155 * it at all, it doesn't extend very far outwards from the character's
156 * current position, and monsters can use it to home in the character,
157 * but not to run away from him.
159 * Smell is valued according to age. When a character takes his turn,
160 * scent is aged by one, and new scent of the current age is laid down.
161 * Speedy characters leave more scent, true, but it also ages faster,
162 * which makes it harder to hunt them down.
164 * Whenever the age count loops, most of the scent trail is erased and
165 * the age of the remainder is recalculated.
167 void update_smell(floor_type *floor_ptr, player_type *subject_ptr)
169 /* Create a table that controls the spread of scent */
170 const int scent_adjust[5][5] =
179 if (++scent_when == 254)
181 for (POSITION y = 0; y < floor_ptr->height; y++)
183 for (POSITION x = 0; x < floor_ptr->width; x++)
185 int w = floor_ptr->grid_array[y][x].when;
186 floor_ptr->grid_array[y][x].when = (w > 128) ? (w - 128) : 0;
193 for (POSITION i = 0; i < 5; i++)
195 for (POSITION j = 0; j < 5; j++)
198 POSITION y = i + subject_ptr->y - 2;
199 POSITION x = j + subject_ptr->x - 2;
200 if (!in_bounds(floor_ptr, y, x)) continue;
202 g_ptr = &floor_ptr->grid_array[y][x];
203 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(subject_ptr, g_ptr->feat)) continue;
204 if (!player_has_los_bold(subject_ptr, y, x)) continue;
205 if (scent_adjust[i][j] == -1) continue;
207 g_ptr->when = scent_when + scent_adjust[i][j];
214 * Hack -- forget the "flow" information
216 void forget_flow(floor_type *floor_ptr)
218 for (POSITION y = 0; y < floor_ptr->height; y++)
220 for (POSITION x = 0; x < floor_ptr->width; x++)
222 floor_ptr->grid_array[y][x].dist = 0;
223 floor_ptr->grid_array[y][x].cost = 0;
224 floor_ptr->grid_array[y][x].when = 0;
231 * Routine used by the random vault creators to add a door to a location
232 * Note that range checking has to be done in the calling routine.
234 * The doors must be INSIDE the allocated region.
236 void add_door(player_type *player_ptr, POSITION x, POSITION y)
238 floor_type *floor_ptr = player_ptr->current_floor_ptr;
239 if (!is_outer_bold(floor_ptr, y, x)) return;
250 if (is_floor_bold(floor_ptr, y - 1, x) && is_floor_bold(floor_ptr, y + 1, x) &&
251 (is_outer_bold(floor_ptr, y, x - 1) && is_outer_bold(floor_ptr, y, x + 1)))
253 place_secret_door(player_ptr, y, x, DOOR_DEFAULT);
254 place_bold(player_ptr, y, x - 1, GB_SOLID);
255 place_bold(player_ptr, y, x + 1, GB_SOLID);
263 * where x = don't care
266 if (is_outer_bold(floor_ptr, y - 1, x) && is_outer_bold(floor_ptr, y + 1, x) &&
267 is_floor_bold(floor_ptr, y, x - 1) && is_floor_bold(floor_ptr, y, x + 1))
269 place_secret_door(player_ptr, y, x, DOOR_DEFAULT);
270 place_bold(player_ptr, y - 1, x, GB_SOLID);
271 place_bold(player_ptr, y + 1, x, GB_SOLID);
277 * @brief 所定の位置に上り階段か下り階段を配置する / Place an up/down staircase at given location
278 * @param player_ptr プレーヤーへの参照ポインタ
279 * @param y 配置を試みたいマスのY座標
280 * @param x 配置を試みたいマスのX座標
283 void place_random_stairs(player_type *player_ptr, POSITION y, POSITION x)
285 bool up_stairs = TRUE;
286 bool down_stairs = TRUE;
288 floor_type *floor_ptr = player_ptr->current_floor_ptr;
289 g_ptr = &floor_ptr->grid_array[y][x];
290 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) return;
292 if (!floor_ptr->dun_level) up_stairs = FALSE;
293 if (ironman_downward) up_stairs = FALSE;
294 if (floor_ptr->dun_level >= d_info[player_ptr->dungeon_idx].maxdepth) down_stairs = FALSE;
295 if (quest_number(player_ptr, floor_ptr->dun_level) && (floor_ptr->dun_level > 1)) down_stairs = FALSE;
297 if (down_stairs && up_stairs)
299 if (randint0(100) < 50) up_stairs = FALSE;
300 else down_stairs = FALSE;
303 if (up_stairs) set_cave_feat(floor_ptr, y, x, feat_up_stair);
304 else if (down_stairs) set_cave_feat(floor_ptr, y, x, feat_down_stair);
309 * @brief LOS(Line Of Sight / 視線が通っているか)の判定を行う。
310 * @param player_ptr プレーヤーへの参照ポインタ
315 * @return LOSが通っているならTRUEを返す。
317 * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,\n
318 * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.\n
320 * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).\n
322 * The LOS begins at the center of the tile (x1,y1) and ends at the center of\n
323 * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line\n
324 * passes through must be floor tiles, except for (x1,y1) and (x2,y2).\n
326 * We assume that the "mathematical corner" of a non-floor tile does not\n
327 * block line of sight.\n
329 * Because this function uses (short) ints for all calculations, overflow may\n
330 * occur if dx and dy exceed 90.\n
332 * Once all the degenerate cases are eliminated, the values "qx", "qy", and\n
333 * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that\n
334 * we can use integer arithmetic.\n
336 * We travel from start to finish along the longer axis, starting at the border\n
337 * between the first and second tiles, where the y offset = .5 * slope, taking\n
338 * into account the scale factor. See below.\n
340 * Also note that this function and the "move towards target" code do NOT\n
341 * share the same properties. Thus, you can see someone, target them, and\n
342 * then fire a bolt at them, but the bolt may hit a wall, not them. However\n,
343 * by clever choice of target locations, you can sometimes throw a "curve".\n
345 * Note that "line of sight" is not "reflexive" in all cases.\n
347 * Use the "projectable()" routine to test "spell/missile line of sight".\n
349 * Use the "update_view()" function to determine player line-of-sight.\n
351 bool los(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
353 POSITION dy = y2 - y1;
354 POSITION dx = x2 - x1;
355 POSITION ay = ABS(dy);
356 POSITION ax = ABS(dx);
357 if ((ax < 2) && (ay < 2)) return TRUE;
359 /* Directly South/North */
360 floor_type *floor_ptr = player_ptr->current_floor_ptr;
364 /* South -- check for walls */
367 for (ty = y1 + 1; ty < y2; ty++)
369 if (!cave_los_bold(floor_ptr, ty, x1)) return FALSE;
373 /* North -- check for walls */
376 for (ty = y1 - 1; ty > y2; ty--)
378 if (!cave_los_bold(floor_ptr, ty, x1)) return FALSE;
386 /* Directly East/West */
389 /* East -- check for walls */
392 for (tx = x1 + 1; tx < x2; tx++)
394 if (!cave_los_bold(floor_ptr, y1, tx)) return FALSE;
398 /* West -- check for walls */
401 for (tx = x1 - 1; tx > x2; tx--)
403 if (!cave_los_bold(floor_ptr, y1, tx)) return FALSE;
410 POSITION sx = (dx < 0) ? -1 : 1;
411 POSITION sy = (dy < 0) ? -1 : 1;
417 if (cave_los_bold(floor_ptr, y1 + sy, x1)) return TRUE;
424 if (cave_los_bold(floor_ptr, y1, x1 + sx)) return TRUE;
428 POSITION f2 = (ax * ay);
429 POSITION f1 = f2 << 1;
447 /* Note (below) the case (qy == f2), where */
448 /* the LOS exactly meets the corner of a tile. */
451 if (!cave_los_bold(floor_ptr, ty, tx)) return FALSE;
464 if (!cave_los_bold(floor_ptr, ty, tx)) return FALSE;
478 /* Travel vertically */
479 POSITION qx = ax * ax;
492 /* Note (below) the case (qx == f2), where */
493 /* the LOS exactly meets the corner of a tile. */
496 if (!cave_los_bold(floor_ptr, ty, tx)) return FALSE;
509 if (!cave_los_bold(floor_ptr, ty, tx)) return FALSE;
525 * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
526 * at the final destination, assuming no monster gets in the way.
528 * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
530 bool projectable(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
533 int grid_n = project_path(player_ptr, grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
534 if (!grid_n) return TRUE;
536 POSITION y = GRID_Y(grid_g[grid_n - 1]);
537 POSITION x = GRID_X(grid_g[grid_n - 1]);
538 if ((y != y2) || (x != x2)) return FALSE;
545 * @brief 特殊な部屋地形向けにモンスターを配置する / Hack -- Place some sleeping monsters near the given location
546 * @param player_ptr プレーヤーへの参照ポインタ
547 * @param y1 モンスターを配置したいマスの中心Y座標
548 * @param x1 モンスターを配置したいマスの中心X座標
549 * @param num 配置したいモンスターの数
552 * Only really called by some of the "vault" routines.
554 void vault_monsters(player_type *player_ptr, POSITION y1, POSITION x1, int num)
556 floor_type *floor_ptr = player_ptr->current_floor_ptr;
557 for (int k = 0; k < num; k++)
559 for (int i = 0; i < 9; i++)
563 scatter(player_ptr, &y, &x, y1, x1, d, 0);
565 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
566 if (!is_cave_empty_grid(player_ptr, g_ptr)) continue;
568 floor_ptr->monster_level = floor_ptr->base_level + 2;
569 (void)place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
570 floor_ptr->monster_level = floor_ptr->base_level;
577 * @brief 指定された座標が地震や階段生成の対象となるマスかを返す。 / Determine if a given location may be "destroyed"
578 * @param player_ptr プレーヤーへの参照ポインタ
581 * @return 各種の変更が可能ならTRUEを返す。
583 * 条件は永久地形でなく、なおかつ該当のマスにアーティファクトが存在しないか、である。英語の旧コメントに反して*破壊*の抑止判定には現在使われていない。
585 bool cave_valid_bold(floor_type *floor_ptr, POSITION y, POSITION x)
587 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
588 if (cave_perma_grid(g_ptr)) return FALSE;
590 OBJECT_IDX next_o_idx = 0;
591 for (OBJECT_IDX this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
594 o_ptr = &floor_ptr->o_list[this_o_idx];
595 next_o_idx = o_ptr->next_o_idx;
596 if (object_is_artifact(o_ptr)) return FALSE;
604 * Change the "feat" flag for a grid, and notice/redraw the grid
606 void cave_set_feat(player_type *player_ptr, POSITION y, POSITION x, FEAT_IDX feat)
608 floor_type *floor_ptr = player_ptr->current_floor_ptr;
609 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
610 feature_type *f_ptr = &f_info[feat];
611 if (!current_world_ptr->character_dungeon)
615 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
617 for (DIRECTION i = 0; i < 9; i++)
619 POSITION yy = y + ddy_ddd[i];
620 POSITION xx = x + ddx_ddd[i];
621 if (!in_bounds2(floor_ptr, yy, xx)) continue;
622 floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
629 bool old_los = cave_have_flag_bold(floor_ptr, y, x, FF_LOS);
630 bool old_mirror = is_mirror_grid(g_ptr);
634 g_ptr->info &= ~(CAVE_OBJECT);
635 if (old_mirror && (d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
637 g_ptr->info &= ~(CAVE_GLOW);
638 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
640 update_local_illumination(player_ptr, y, x);
643 if (!have_flag(f_ptr->flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
644 if (g_ptr->m_idx) update_monster(player_ptr, g_ptr->m_idx, FALSE);
646 note_spot(player_ptr, y, x);
647 lite_spot(player_ptr, y, x);
648 if (old_los ^ have_flag(f_ptr->flags, FF_LOS))
651 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
653 update_local_illumination(player_ptr, y, x);
655 #endif /* COMPLEX_WALL_ILLUMINATION */
657 player_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_MONSTERS);
660 if (!have_flag(f_ptr->flags, FF_GLOW) || (d_info[player_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
663 for (DIRECTION i = 0; i < 9; i++)
665 POSITION yy = y + ddy_ddd[i];
666 POSITION xx = x + ddx_ddd[i];
667 if (!in_bounds2(floor_ptr, yy, xx)) continue;
670 cc_ptr = &floor_ptr->grid_array[yy][xx];
671 cc_ptr->info |= CAVE_GLOW;
673 if (player_has_los_grid(cc_ptr))
675 if (cc_ptr->m_idx) update_monster(player_ptr, cc_ptr->m_idx, FALSE);
676 note_spot(player_ptr, yy, xx);
677 lite_spot(player_ptr, yy, xx);
680 update_local_illumination(player_ptr, yy, xx);
683 if (player_ptr->special_defense & NINJA_S_STEALTH)
685 if (floor_ptr->grid_array[player_ptr->y][player_ptr->x].info & CAVE_GLOW) set_superstealth(player_ptr, FALSE);
691 * @brief 所定の位置にさまざまな状態や種類のドアを配置する / Place a random type of door at the given location
692 * @param player_ptr プレーヤーへの参照ポインタ
693 * @param y ドアの配置を試みたいマスのY座標
694 * @param x ドアの配置を試みたいマスのX座標
695 * @param room 部屋に接している場合向けのドア生成か否か
698 void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool room)
700 floor_type *floor_ptr = player_ptr->current_floor_ptr;
701 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
704 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
706 place_bold(player_ptr, y, x, GB_FLOOR);
710 int type = ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
711 one_in_((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
712 ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
714 int tmp = randint0(1000);
715 FEAT_IDX feat = feat_none;
718 feat = feat_door[type].open;
722 feat = feat_door[type].broken;
726 place_closed_door(player_ptr, y, x, type);
728 if (type != DOOR_CURTAIN)
730 g_ptr->mimic = room ? feat_wall_outer : feat_wall_type[randint0(100)];
731 if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
733 if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
735 g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
743 place_closed_door(player_ptr, y, x, type);
748 delete_monster(player_ptr, y, x);
752 if (feat != feat_none)
754 set_cave_feat(floor_ptr, y, x, feat);
758 place_bold(player_ptr, y, x, GB_FLOOR);
761 delete_monster(player_ptr, y, x);
766 * @brief グローバルオブジェクト配列を初期化する /
767 * Delete all the items when player leaves the level
768 * @note we do NOT visually reflect these (irrelevant) changes
770 * Hack -- we clear the "g_ptr->o_idx" field for every grid,
771 * and the "m_ptr->next_o_idx" field for every monster, since
772 * we know we are clearing every object. Technically, we only
773 * clear those fields for grids/monsters containing objects,
774 * and we clear it once for every such object.
777 void wipe_o_list(floor_type *floor_ptr)
779 for (int i = 1; i < floor_ptr->o_max; i++)
781 object_type *o_ptr = &floor_ptr->o_list[i];
782 if (!OBJECT_IS_VALID(o_ptr)) continue;
784 if (!current_world_ptr->character_dungeon || preserve_mode)
786 if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
788 a_info[o_ptr->name1].cur_num = 0;
792 if (OBJECT_IS_HELD_MONSTER(o_ptr))
795 m_ptr = &floor_ptr->m_list[o_ptr->held_m_idx];
796 m_ptr->hold_o_idx = 0;
802 POSITION y = o_ptr->iy;
803 POSITION x = o_ptr->ix;
805 g_ptr = &floor_ptr->grid_array[y][x];
810 floor_ptr->o_max = 1;
811 floor_ptr->o_cnt = 0;
816 * @brief 所定の位置に各種の閉じたドアを配置する / Place a random type of normal door at the given location.
817 * @param player_ptr プレーヤーへの参照ポインタ
818 * @param y ドアの配置を試みたいマスのY座標
819 * @param x ドアの配置を試みたいマスのX座標
820 * @param type ドアの地形ID
823 void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type)
825 floor_type *floor_ptr = player_ptr->current_floor_ptr;
826 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
828 place_bold(player_ptr, y, x, GB_FLOOR);
832 int tmp = randint0(400);
833 FEAT_IDX feat = feat_none;
836 /* Create closed door */
837 feat = feat_door[type].closed;
841 feat = feat_locked_door_random(type);
845 feat = feat_jammed_door_random(type);
848 if (feat == feat_none)
850 place_bold(player_ptr, y, x, GB_FLOOR);
854 cave_set_feat(player_ptr, y, x, feat);
855 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
860 * @brief 特殊な部屋向けに各種アイテムを配置する(vault_trapのサブセット) / Place a trap with a given displacement of point
861 * @param y トラップを配置したいマスの中心Y座標
862 * @param x トラップを配置したいマスの中心X座標
863 * @param yd Y方向の配置分散マス数
864 * @param xd X方向の配置分散マス数
867 * Only really called by some of the "vault" routines.
869 void vault_trap_aux(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd)
872 floor_type *floor_ptr = player_ptr->current_floor_ptr;
875 for (int count = 0; count <= 5; count++)
877 while (dummy < SAFE_MAX_ATTEMPTS)
879 y1 = rand_spread(y, yd);
880 x1 = rand_spread(x, xd);
882 if (!in_bounds(floor_ptr, y1, x1)) continue;
886 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
888 msg_print(_("警告!地下室のトラップを配置できません!", "Warning! Could not place vault trap!"));
891 g_ptr = &floor_ptr->grid_array[y1][x1];
892 if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
894 place_trap(player_ptr, y1, x1);
901 * @brief 指定のマスが床系地形であるかを返す / Function that sees if a square is a floor. (Includes range checking.)
902 * @param x チェックするマスのX座標
903 * @param y チェックするマスのY座標
904 * @return 床系地形ならばTRUE
906 bool get_is_floor(floor_type *floor_ptr, POSITION x, POSITION y)
908 if (!in_bounds(floor_ptr, y, x))
913 if (is_floor_bold(floor_ptr, y, x)) return TRUE;
920 * @brief 隣接4マスに存在する通路の数を返す / Count the number of "corridor" grids adjacent to the given grid.
921 * @param y1 基準となるマスのY座標
922 * @param x1 基準となるマスのX座標
924 * @note Assumes "in_bounds(y1, x1)"
926 * XXX XXX This routine currently only counts actual "empty floor"\n
927 * grids which are not in rooms. We might want to also count stairs,\n
928 * open doors, closed doors, etc.
930 static int next_to_corr(floor_type *floor_ptr, POSITION y1, POSITION x1)
933 for (int i = 0; i < 4; i++)
935 POSITION y = y1 + ddy_ddd[i];
936 POSITION x = x1 + ddx_ddd[i];
938 g_ptr = &floor_ptr->grid_array[y][x];
940 if (cave_have_flag_grid(g_ptr, FF_WALL)) continue;
941 if (!is_floor_grid(g_ptr)) continue;
942 if (g_ptr->info & (CAVE_ROOM)) continue;
951 * @brief ドアを設置可能な地形かを返す / Determine if the given location is "between" two walls, and "next to" two corridor spaces.
952 * @param y 判定を行いたいマスのY座標
953 * @param x 判定を行いたいマスのX座標
954 * @return ドアを設置可能ならばTRUEを返す
955 * @note Assumes "in_bounds()"
958 * Assumes "in_bounds()"\n
960 static bool possible_doorway(floor_type *floor_ptr, POSITION y, POSITION x)
962 if (next_to_corr(floor_ptr, y, x) < 2) return FALSE;
965 if (cave_have_flag_bold(floor_ptr, y - 1, x, FF_WALL) &&
966 cave_have_flag_bold(floor_ptr, y + 1, x, FF_WALL))
971 /* Check Horizontal */
972 if (cave_have_flag_bold(floor_ptr, y, x - 1, FF_WALL) &&
973 cave_have_flag_bold(floor_ptr, y, x + 1, FF_WALL))
983 * @brief ドアの設置を試みる / Places door at y, x position if at least 2 walls found
984 * @param player_ptr プレーヤーへの参照ポインタ
985 * @param y 設置を行いたいマスのY座標
986 * @param x 設置を行いたいマスのX座標
989 void try_door(player_type *player_ptr, POSITION y, POSITION x)
991 floor_type *floor_ptr = player_ptr->current_floor_ptr;
992 if (!in_bounds(floor_ptr, y, x)) return;
994 if (cave_have_flag_bold(floor_ptr, y, x, FF_WALL)) return;
995 if (floor_ptr->grid_array[y][x].info & (CAVE_ROOM)) return;
997 bool can_place_door = randint0(100) < dun_tun_jct;
998 can_place_door &= possible_doorway(floor_ptr, y, x);
999 can_place_door &= (d_info[player_ptr->dungeon_idx].flags1 & DF1_NO_DOORS) == 0;
1002 place_random_door(player_ptr, y, x, FALSE);
1007 FEAT_IDX conv_dungeon_feat(floor_type *floor_ptr, FEAT_IDX newfeat)
1009 feature_type *f_ptr = &f_info[newfeat];
1010 if (have_flag(f_ptr->flags, FF_CONVERT))
1012 switch (f_ptr->subtype)
1014 case CONVERT_TYPE_FLOOR:
1015 return feat_ground_type[randint0(100)];
1016 case CONVERT_TYPE_WALL:
1017 return feat_wall_type[randint0(100)];
1018 case CONVERT_TYPE_INNER:
1019 return feat_wall_inner;
1020 case CONVERT_TYPE_OUTER:
1021 return feat_wall_outer;
1022 case CONVERT_TYPE_SOLID:
1023 return feat_wall_solid;
1024 case CONVERT_TYPE_STREAM1:
1025 return d_info[floor_ptr->dungeon_idx].stream1;
1026 case CONVERT_TYPE_STREAM2:
1027 return d_info[floor_ptr->dungeon_idx].stream2;
1032 else return newfeat;
1037 * @brief 特殊な部屋向けに各種アイテムを配置する / Create up to "num" objects near the given coordinates
1038 * @param player_ptr プレーヤーへの参照ポインタ
1039 * @param y 配置したい中心マスのY座標
1040 * @param x 配置したい中心マスのX座標
1044 * Only really called by some of the "vault" routines.
1046 void vault_objects(player_type *player_ptr, POSITION y, POSITION x, int num)
1048 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1049 for (; num > 0; --num)
1053 for (int i = 0; i < 11; ++i)
1055 while (dummy < SAFE_MAX_ATTEMPTS)
1057 j = rand_spread(y, 2);
1058 k = rand_spread(x, 3);
1060 if (!in_bounds(floor_ptr, j, k)) continue;
1064 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
1066 msg_print(_("警告!地下室のアイテムを配置できません!", "Warning! Could not place vault object!"));
1070 g_ptr = &floor_ptr->grid_array[j][k];
1071 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) continue;
1073 if (randint0(100) < 75)
1075 place_object(player_ptr, j, k, 0L);
1079 place_gold(player_ptr, j, k);
1089 * @brief 始点から終点への直線経路を返す /
1090 * Determine the path taken by a projection.
1091 * @param player_ptr プレーヤーへの参照ポインタ
1092 * @param gp 経路座標リストを返す参照ポインタ
1102 * The projection will always start from the grid (y1,x1), and will travel
1103 * towards the grid (y2,x2), touching one grid per unit of distance along
1104 * the major axis, and stopping when it enters the destination grid or a
1105 * wall grid, or has travelled the maximum legal distance of "range".
1107 * Note that "distance" in this function (as in the "update_view()" code)
1108 * is defined as "MAX(dy,dx) + MIN(dy,dx)/2", which means that the player
1109 * actually has an "octagon of projection" not a "circle of projection".
1111 * The path grids are saved into the grid array pointed to by "gp", and
1112 * there should be room for at least "range" grids in "gp". Note that
1113 * due to the way in which distance is calculated, this function normally
1114 * uses fewer than "range" grids for the projection path, so the result
1115 * of this function should never be compared directly to "range". Note
1116 * that the initial grid (y1,x1) is never saved into the grid array, not
1117 * even if the initial grid is also the final grid.
1119 * The "flg" flags can be used to modify the behavior of this function.
1121 * In particular, the "PROJECT_STOP" and "PROJECT_THRU" flags have the same
1122 * semantics as they do for the "project" function, namely, that the path
1123 * will stop as soon as it hits a monster, or that the path will continue
1124 * through the destination grid, respectively.
1126 * The "PROJECT_JUMP" flag, which for the "project()" function means to
1127 * start at a special grid (which makes no sense in this function), means
1128 * that the path should be "angled" slightly if needed to avoid any wall
1129 * grids, allowing the player to "target" any grid which is in "view".
1130 * This flag is non-trivial and has not yet been implemented, but could
1131 * perhaps make use of the "vinfo" array (above).
1133 * This function returns the number of grids (if any) in the path. This
1134 * function will return zero if and only if (y1,x1) and (y2,x2) are equal.
1136 * This algorithm is similar to, but slightly different from, the one used
1137 * by "update_view_los()", and very different from the one used by "los()".
1140 sint project_path(player_type *player_ptr, u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg)
1142 if ((x1 == x2) && (y1 == y2)) return 0;
1172 int half = (ay * ax);
1173 int full = half << 1;
1176 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1194 gp[n++] = GRID(y, x);
1195 if ((n + (k >> 1)) >= range) break;
1197 if (!(flg & (PROJECT_THRU)))
1199 if ((x == x2) && (y == y2)) break;
1202 if (flg & (PROJECT_DISI))
1204 if ((n > 0) && cave_stop_disintegration(floor_ptr, y, x)) break;
1206 else if (flg & (PROJECT_LOS))
1208 if ((n > 0) && !cave_los_bold(floor_ptr, y, x)) break;
1210 else if (!(flg & (PROJECT_PATH)))
1212 if ((n > 0) && !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) break;
1215 if (flg & (PROJECT_STOP))
1218 (player_bold(player_ptr, y, x) || floor_ptr->grid_array[y][x].m_idx != 0))
1222 if (!in_bounds(floor_ptr, y, x)) break;
1257 gp[n++] = GRID(y, x);
1258 if ((n + (k >> 1)) >= range) break;
1260 if (!(flg & (PROJECT_THRU)))
1262 if ((x == x2) && (y == y2)) break;
1265 if (flg & (PROJECT_DISI))
1267 if ((n > 0) && cave_stop_disintegration(floor_ptr, y, x)) break;
1269 else if (flg & (PROJECT_LOS))
1271 if ((n > 0) && !cave_los_bold(floor_ptr, y, x)) break;
1273 else if (!(flg & (PROJECT_PATH)))
1275 if ((n > 0) && !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) break;
1278 if (flg & (PROJECT_STOP))
1281 (player_bold(player_ptr, y, x) || floor_ptr->grid_array[y][x].m_idx != 0))
1285 if (!in_bounds(floor_ptr, y, x)) break;
1309 gp[n++] = GRID(y, x);
1310 if ((n + (n >> 1)) >= range) break;
1312 if (!(flg & (PROJECT_THRU)))
1314 if ((x == x2) && (y == y2)) break;
1317 if (flg & (PROJECT_DISI))
1319 if ((n > 0) && cave_stop_disintegration(floor_ptr, y, x)) break;
1321 else if (flg & (PROJECT_LOS))
1323 if ((n > 0) && !cave_los_bold(floor_ptr, y, x)) break;
1325 else if (!(flg & (PROJECT_PATH)))
1327 if ((n > 0) && !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) break;
1330 if (flg & (PROJECT_STOP))
1333 (player_bold(player_ptr, y, x) || floor_ptr->grid_array[y][x].m_idx != 0))
1337 if (!in_bounds(floor_ptr, y, x)) break;
1348 * @brief 指定のマスを床地形に変える / Set a square to be floor. (Includes range checking.)
1349 * @param player_ptr プレーヤーへの参照ポインタ
1350 * @param x 地形を変えたいマスのX座標
1351 * @param y 地形を変えたいマスのY座標
1354 void set_floor(player_type *player_ptr, POSITION x, POSITION y)
1356 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1357 if (!in_bounds(floor_ptr, y, x))
1362 if (floor_ptr->grid_array[y][x].info & CAVE_ROOM)
1367 if (is_extra_bold(floor_ptr, y, x))
1368 place_bold(player_ptr, y, x, GB_FLOOR);
1373 * @brief フロアの指定位置に生成階に応じたベースアイテムの生成を行う。
1374 * Attempt to place an object (normal or good/great) at the given location.
1375 * @param owner_ptr プレーヤーへの参照ポインタ
1376 * @param y 配置したいフロアのY座標
1377 * @param x 配置したいフロアのX座標
1378 * @param mode オプションフラグ
1379 * @return 生成に成功したらTRUEを返す。
1381 * This routine plays nasty games to generate the "special artifacts".\n
1382 * This routine uses "object_level" for the "generation level".\n
1383 * This routine requires a clean floor grid destination.\n
1385 void place_object(player_type *owner_ptr, POSITION y, POSITION x, BIT_FLAGS mode)
1387 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
1388 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
1391 if (!in_bounds(floor_ptr, y, x)) return;
1392 if (!cave_drop_bold(floor_ptr, y, x)) return;
1393 if (g_ptr->o_idx) return;
1397 if (!make_object(owner_ptr, q_ptr, mode)) return;
1399 OBJECT_IDX o_idx = o_pop(floor_ptr);
1402 if (object_is_fixed_artifact(q_ptr))
1404 a_info[q_ptr->name1].cur_num = 0;
1411 o_ptr = &floor_ptr->o_list[o_idx];
1412 object_copy(o_ptr, q_ptr);
1416 o_ptr->next_o_idx = g_ptr->o_idx;
1418 g_ptr->o_idx = o_idx;
1419 note_spot(owner_ptr, y, x);
1420 lite_spot(owner_ptr, y, x);
1425 * @brief フロアの指定位置に生成階に応じた財宝オブジェクトの生成を行う。
1426 * Places a treasure (Gold or Gems) at given location
1427 * @param player_ptr プレーヤーへの参照ポインタ
1428 * @param y 配置したいフロアのY座標
1429 * @param x 配置したいフロアのX座標
1430 * @return 生成に成功したらTRUEを返す。
1432 * The location must be a legal, clean, floor grid.
1434 void place_gold(player_type *player_ptr, POSITION y, POSITION x)
1436 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1437 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
1438 if (!in_bounds(floor_ptr, y, x)) return;
1439 if (!cave_drop_bold(floor_ptr, y, x)) return;
1440 if (g_ptr->o_idx) return;
1446 if (!make_gold(floor_ptr, q_ptr)) return;
1448 OBJECT_IDX o_idx = o_pop(floor_ptr);
1449 if (o_idx == 0) return;
1452 o_ptr = &floor_ptr->o_list[o_idx];
1453 object_copy(o_ptr, q_ptr);
1457 o_ptr->next_o_idx = g_ptr->o_idx;
1459 g_ptr->o_idx = o_idx;
1460 note_spot(player_ptr, y, x);
1461 lite_spot(player_ptr, y, x);
1466 * @brief 指定位置に存在するモンスターを削除する / Delete the monster, if any, at a given location
1467 * @param player_ptr プレーヤーへの参照ポインタ
1472 void delete_monster(player_type *player_ptr, POSITION y, POSITION x)
1475 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1476 if (!in_bounds(floor_ptr, y, x)) return;
1478 g_ptr = &floor_ptr->grid_array[y][x];
1479 if (g_ptr->m_idx) delete_monster_idx(player_ptr, g_ptr->m_idx);
1484 * @brief グローバルオブジェクト配列に対し指定範囲のオブジェクトを整理してIDの若い順に寄せる /
1485 * Move an object from index i1 to index i2 in the object list
1486 * @param i1 整理したい配列の始点
1487 * @param i2 整理したい配列の終点
1490 static void compact_objects_aux(floor_type *floor_ptr, OBJECT_IDX i1, OBJECT_IDX i2)
1492 if (i1 == i2) return;
1495 for (OBJECT_IDX i = 1; i < floor_ptr->o_max; i++)
1497 o_ptr = &floor_ptr->o_list[i];
1498 if (!o_ptr->k_idx) continue;
1500 if (o_ptr->next_o_idx == i1)
1502 o_ptr->next_o_idx = i2;
1506 o_ptr = &floor_ptr->o_list[i1];
1508 if (OBJECT_IS_HELD_MONSTER(o_ptr))
1510 monster_type *m_ptr;
1511 m_ptr = &floor_ptr->m_list[o_ptr->held_m_idx];
1512 if (m_ptr->hold_o_idx == i1)
1514 m_ptr->hold_o_idx = i2;
1519 POSITION y = o_ptr->iy;
1520 POSITION x = o_ptr->ix;
1522 g_ptr = &floor_ptr->grid_array[y][x];
1524 if (g_ptr->o_idx == i1)
1530 floor_ptr->o_list[i2] = floor_ptr->o_list[i1];
1536 * @brief グローバルオブジェクト配列から優先度の低いものを削除し、データを圧縮する。 /
1537 * Compact and Reorder the object list.
1538 * @param player_ptr プレーヤーへの参照ポインタ
1539 * @param size 最低でも減らしたいオブジェクト数の水準
1543 * This function can be very dangerous, use with caution!\n
1545 * When actually "compacting" objects, we base the saving throw on a\n
1546 * combination of object level, distance from player, and current\n
1549 * After "compacting" (if needed), we "reorder" the objects into a more\n
1550 * compact order, and we reset the allocation info, and the "live" array.\n
1552 void compact_objects(player_type *player_ptr, int size)
1557 msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
1558 player_ptr->redraw |= (PR_MAP);
1559 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1562 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1563 for (int num = 0, cnt = 1; num < size; cnt++)
1565 int cur_lev = 5 * cnt;
1566 int cur_dis = 5 * (20 - cnt);
1567 for (OBJECT_IDX i = 1; i < floor_ptr->o_max; i++)
1569 o_ptr = &floor_ptr->o_list[i];
1571 if (!OBJECT_IS_VALID(o_ptr)) continue;
1572 if (k_info[o_ptr->k_idx].level > cur_lev) continue;
1575 if (OBJECT_IS_HELD_MONSTER(o_ptr))
1577 monster_type *m_ptr;
1578 m_ptr = &floor_ptr->m_list[o_ptr->held_m_idx];
1582 if (randint0(100) < 90) continue;
1590 if ((cur_dis > 0) && (distance(player_ptr->y, player_ptr->x, y, x) < cur_dis)) continue;
1593 if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
1594 (cnt < 1000)) chance = 100;
1596 if (randint0(100) < chance) continue;
1598 delete_object_idx(player_ptr, i);
1603 for (OBJECT_IDX i = floor_ptr->o_max - 1; i >= 1; i--)
1605 o_ptr = &floor_ptr->o_list[i];
1606 if (o_ptr->k_idx) continue;
1608 compact_objects_aux(floor_ptr, floor_ptr->o_max - 1, i);
1615 * @brief 特殊な部屋向けに各種アイテムを配置する(メインルーチン) / Place some traps with a given displacement of given location
1616 * @param player_ptr プレーヤーへの参照ポインタ
1617 * @param y トラップを配置したいマスの中心Y座標
1618 * @param x トラップを配置したいマスの中心X座標
1619 * @param yd Y方向の配置分散マス数
1620 * @param xd X方向の配置分散マス数
1621 * @param num 配置したいトラップの数
1624 * Only really called by some of the "vault" routines.
1626 void vault_traps(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd, int num)
1628 for (int i = 0; i < num; i++)
1630 vault_trap_aux(player_ptr, y, x, yd, xd);
1636 * Standard "find me a location" function
1638 * Obtains a legal location within the given distance of the initial
1639 * location, and with "los()" from the source to destination location.
1641 * This function is often called from inside a loop which searches for
1642 * locations while increasing the "d" distance.
1644 * Currently the "m" parameter is unused.
1646 void scatter(player_type *player_ptr, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode)
1648 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1652 ny = rand_spread(y, d);
1653 nx = rand_spread(x, d);
1655 if (!in_bounds(floor_ptr, ny, nx)) continue;
1656 if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
1657 if (mode & PROJECT_LOS)
1659 if (los(player_ptr, y, x, ny, nx)) break;
1663 if (projectable(player_ptr, y, x, ny, nx)) break;
1672 * @brief 指定のマスが光を通すか(LOSフラグを持つか)を返す。 / Aux function -- see below
1673 * @param floor_ptr 配置するフロアの参照ポインタ
1676 * @return 光を通すならばtrueを返す。
1678 bool cave_los_bold(floor_type *floor_ptr, POSITION y, POSITION x)
1680 return feat_supports_los(floor_ptr->grid_array[y][x].feat);