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/object2.h"
14 #include "object/artifact.h"
15 #include "object/object-kind.h"
16 #include "object/special-object-flags.h"
17 #include "grid/trap.h"
18 #include "effect/spells-effect-util.h"
19 #include "effect/effect-characteristics.h"
22 * The array of floor [MAX_WID][MAX_HGT].
23 * Not completely allocated, that would be inefficient
24 * Not completely hardcoded, that would overflow memory
26 floor_type floor_info;
29 * The array of saved floors
31 saved_floor_type saved_floors[MAX_SAVED_FLOORS];
34 * Grid based version of "cave_empty_bold()"
36 bool is_cave_empty_grid(player_type *player_ptr, grid_type *g_ptr)
38 bool is_empty_grid = cave_have_flag_grid(g_ptr, FF_PLACE);
39 is_empty_grid &= g_ptr->m_idx == 0;
40 is_empty_grid &= !player_grid(player_ptr, g_ptr);
45 bool pattern_tile(floor_type *floor_ptr, POSITION y, POSITION x)
47 return cave_have_flag_bold(floor_ptr, y, x, FF_PATTERN);
52 * Determine if a "legal" grid is an "empty" floor grid
53 * Determine if monsters are allowed to move into a grid
55 * Line 1 -- forbid non-placement grids
56 * Line 2 -- forbid normal monsters
57 * Line 3 -- forbid the player
59 bool is_cave_empty_bold(player_type *player_ptr, POSITION y, POSITION x)
61 floor_type *floor_ptr = player_ptr->current_floor_ptr;
62 bool is_empty_grid = cave_have_flag_bold(floor_ptr, y, x, FF_PLACE);
63 is_empty_grid &= !(floor_ptr->grid_array[y][x].m_idx);
64 is_empty_grid &= !player_bold(player_ptr, y, x);
70 * Determine if a "legal" grid is an "empty" floor grid
71 * Determine if monster generation is allowed in a grid
73 * Line 1 -- forbid non-empty grids
74 * Line 2 -- forbid trees while dungeon generation
76 bool is_cave_empty_bold2(player_type *player_ptr, POSITION y, POSITION x)
78 bool is_empty_grid = is_cave_empty_bold(player_ptr, y, x);
79 is_empty_grid &= current_world_ptr->character_dungeon || !cave_have_flag_bold(player_ptr->current_floor_ptr, y, x, FF_TREE);
85 * @brief 鍵のかかったドアを配置する
86 * @param player_ptr プレーヤーへの参照ポインタ
87 * @param y 配置したいフロアのY座標
88 * @param x 配置したいフロアのX座標
91 void place_locked_door(player_type *player_ptr, POSITION y, POSITION x)
93 floor_type *floor_ptr = player_ptr->current_floor_ptr;
94 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
96 place_bold(player_ptr, y, x, GB_FLOOR);
100 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));
101 floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
102 delete_monster(player_ptr, y, x);
108 * @param player_ptr プレーヤーへの参照ポインタ
109 * @param y 配置したいフロアのY座標
110 * @param x 配置したいフロアのX座標
111 * @param type DOOR_DEFAULT / DOOR_DOOR / DOOR_GLASS_DOOR / DOOR_CURTAIN のいずれか
114 void place_secret_door(player_type *player_ptr, POSITION y, POSITION x, int type)
116 floor_type *floor_ptr = player_ptr->current_floor_ptr;
117 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
119 place_bold(player_ptr, y, x, GB_FLOOR);
123 if (type == DOOR_DEFAULT)
125 type = ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
126 one_in_((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
127 ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
130 place_closed_door(player_ptr, y, x, type);
131 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
132 if (type != DOOR_CURTAIN)
134 g_ptr->mimic = feat_wall_inner;
135 if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
137 if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
139 g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
146 g_ptr->info &= ~(CAVE_FLOOR);
147 delete_monster(player_ptr, y, x);
150 static int scent_when = 0;
153 * Characters leave scent trails for perceptive monsters to track.
155 * Smell is rather more limited than sound. Many creatures cannot use
156 * it at all, it doesn't extend very far outwards from the character's
157 * current position, and monsters can use it to home in the character,
158 * but not to run away from him.
160 * Smell is valued according to age. When a character takes his turn,
161 * scent is aged by one, and new scent of the current age is laid down.
162 * Speedy characters leave more scent, true, but it also ages faster,
163 * which makes it harder to hunt them down.
165 * Whenever the age count loops, most of the scent trail is erased and
166 * the age of the remainder is recalculated.
168 void update_smell(floor_type *floor_ptr, player_type *subject_ptr)
170 /* Create a table that controls the spread of scent */
171 const int scent_adjust[5][5] =
180 if (++scent_when == 254)
182 for (POSITION y = 0; y < floor_ptr->height; y++)
184 for (POSITION x = 0; x < floor_ptr->width; x++)
186 int w = floor_ptr->grid_array[y][x].when;
187 floor_ptr->grid_array[y][x].when = (w > 128) ? (w - 128) : 0;
194 for (POSITION i = 0; i < 5; i++)
196 for (POSITION j = 0; j < 5; j++)
199 POSITION y = i + subject_ptr->y - 2;
200 POSITION x = j + subject_ptr->x - 2;
201 if (!in_bounds(floor_ptr, y, x)) continue;
203 g_ptr = &floor_ptr->grid_array[y][x];
204 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(subject_ptr, g_ptr->feat)) continue;
205 if (!player_has_los_bold(subject_ptr, y, x)) continue;
206 if (scent_adjust[i][j] == -1) continue;
208 g_ptr->when = scent_when + scent_adjust[i][j];
215 * Hack -- forget the "flow" information
217 void forget_flow(floor_type *floor_ptr)
219 for (POSITION y = 0; y < floor_ptr->height; y++)
221 for (POSITION x = 0; x < floor_ptr->width; x++)
223 floor_ptr->grid_array[y][x].dist = 0;
224 floor_ptr->grid_array[y][x].cost = 0;
225 floor_ptr->grid_array[y][x].when = 0;
232 * Routine used by the random vault creators to add a door to a location
233 * Note that range checking has to be done in the calling routine.
235 * The doors must be INSIDE the allocated region.
237 void add_door(player_type *player_ptr, POSITION x, POSITION y)
239 floor_type *floor_ptr = player_ptr->current_floor_ptr;
240 if (!is_outer_bold(floor_ptr, y, x)) return;
251 if (is_floor_bold(floor_ptr, y - 1, x) && is_floor_bold(floor_ptr, y + 1, x) &&
252 (is_outer_bold(floor_ptr, y, x - 1) && is_outer_bold(floor_ptr, y, x + 1)))
254 place_secret_door(player_ptr, y, x, DOOR_DEFAULT);
255 place_bold(player_ptr, y, x - 1, GB_SOLID);
256 place_bold(player_ptr, y, x + 1, GB_SOLID);
264 * where x = don't care
267 if (is_outer_bold(floor_ptr, y - 1, x) && is_outer_bold(floor_ptr, y + 1, x) &&
268 is_floor_bold(floor_ptr, y, x - 1) && is_floor_bold(floor_ptr, y, x + 1))
270 place_secret_door(player_ptr, y, x, DOOR_DEFAULT);
271 place_bold(player_ptr, y - 1, x, GB_SOLID);
272 place_bold(player_ptr, y + 1, x, GB_SOLID);
278 * @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
279 * @param player_ptr プレーヤーへの参照ポインタ
280 * @param y 配置を試みたいマスのY座標
281 * @param x 配置を試みたいマスのX座標
284 void place_random_stairs(player_type *player_ptr, POSITION y, POSITION x)
286 bool up_stairs = TRUE;
287 bool down_stairs = TRUE;
289 floor_type *floor_ptr = player_ptr->current_floor_ptr;
290 g_ptr = &floor_ptr->grid_array[y][x];
291 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) return;
293 if (!floor_ptr->dun_level) up_stairs = FALSE;
294 if (ironman_downward) up_stairs = FALSE;
295 if (floor_ptr->dun_level >= d_info[player_ptr->dungeon_idx].maxdepth) down_stairs = FALSE;
296 if (quest_number(player_ptr, floor_ptr->dun_level) && (floor_ptr->dun_level > 1)) down_stairs = FALSE;
298 if (down_stairs && up_stairs)
300 if (randint0(100) < 50) up_stairs = FALSE;
301 else down_stairs = FALSE;
304 if (up_stairs) set_cave_feat(floor_ptr, y, x, feat_up_stair);
305 else if (down_stairs) set_cave_feat(floor_ptr, y, x, feat_down_stair);
310 * @brief LOS(Line Of Sight / 視線が通っているか)の判定を行う。
311 * @param player_ptr プレーヤーへの参照ポインタ
316 * @return LOSが通っているならTRUEを返す。
318 * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,\n
319 * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.\n
321 * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).\n
323 * The LOS begins at the center of the tile (x1,y1) and ends at the center of\n
324 * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line\n
325 * passes through must be floor tiles, except for (x1,y1) and (x2,y2).\n
327 * We assume that the "mathematical corner" of a non-floor tile does not\n
328 * block line of sight.\n
330 * Because this function uses (short) ints for all calculations, overflow may\n
331 * occur if dx and dy exceed 90.\n
333 * Once all the degenerate cases are eliminated, the values "qx", "qy", and\n
334 * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that\n
335 * we can use integer arithmetic.\n
337 * We travel from start to finish along the longer axis, starting at the border\n
338 * between the first and second tiles, where the y offset = .5 * slope, taking\n
339 * into account the scale factor. See below.\n
341 * Also note that this function and the "move towards target" code do NOT\n
342 * share the same properties. Thus, you can see someone, target them, and\n
343 * then fire a bolt at them, but the bolt may hit a wall, not them. However\n,
344 * by clever choice of target locations, you can sometimes throw a "curve".\n
346 * Note that "line of sight" is not "reflexive" in all cases.\n
348 * Use the "projectable()" routine to test "spell/missile line of sight".\n
350 * Use the "update_view()" function to determine player line-of-sight.\n
352 bool los(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
354 POSITION dy = y2 - y1;
355 POSITION dx = x2 - x1;
356 POSITION ay = ABS(dy);
357 POSITION ax = ABS(dx);
358 if ((ax < 2) && (ay < 2)) return TRUE;
360 /* Directly South/North */
361 floor_type *floor_ptr = player_ptr->current_floor_ptr;
365 /* South -- check for walls */
368 for (ty = y1 + 1; ty < y2; ty++)
370 if (!cave_los_bold(floor_ptr, ty, x1)) return FALSE;
374 /* North -- check for walls */
377 for (ty = y1 - 1; ty > y2; ty--)
379 if (!cave_los_bold(floor_ptr, ty, x1)) return FALSE;
387 /* Directly East/West */
390 /* East -- check for walls */
393 for (tx = x1 + 1; tx < x2; tx++)
395 if (!cave_los_bold(floor_ptr, y1, tx)) return FALSE;
399 /* West -- check for walls */
402 for (tx = x1 - 1; tx > x2; tx--)
404 if (!cave_los_bold(floor_ptr, y1, tx)) return FALSE;
411 POSITION sx = (dx < 0) ? -1 : 1;
412 POSITION sy = (dy < 0) ? -1 : 1;
418 if (cave_los_bold(floor_ptr, y1 + sy, x1)) return TRUE;
425 if (cave_los_bold(floor_ptr, y1, x1 + sx)) return TRUE;
429 POSITION f2 = (ax * ay);
430 POSITION f1 = f2 << 1;
448 /* Note (below) the case (qy == f2), where */
449 /* the LOS exactly meets the corner of a tile. */
452 if (!cave_los_bold(floor_ptr, ty, tx)) return FALSE;
465 if (!cave_los_bold(floor_ptr, ty, tx)) return FALSE;
479 /* Travel vertically */
480 POSITION qx = ax * ax;
493 /* Note (below) the case (qx == f2), where */
494 /* the LOS exactly meets the corner of a tile. */
497 if (!cave_los_bold(floor_ptr, ty, tx)) return FALSE;
510 if (!cave_los_bold(floor_ptr, ty, tx)) return FALSE;
526 * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
527 * at the final destination, assuming no monster gets in the way.
529 * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
531 bool projectable(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
534 int grid_n = project_path(player_ptr, grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
535 if (!grid_n) return TRUE;
537 POSITION y = GRID_Y(grid_g[grid_n - 1]);
538 POSITION x = GRID_X(grid_g[grid_n - 1]);
539 if ((y != y2) || (x != x2)) return FALSE;
546 * @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
547 * @param player_ptr プレーヤーへの参照ポインタ
548 * @param y1 モンスターを配置したいマスの中心Y座標
549 * @param x1 モンスターを配置したいマスの中心X座標
550 * @param num 配置したいモンスターの数
553 * Only really called by some of the "vault" routines.
555 void vault_monsters(player_type *player_ptr, POSITION y1, POSITION x1, int num)
557 floor_type *floor_ptr = player_ptr->current_floor_ptr;
558 for (int k = 0; k < num; k++)
560 for (int i = 0; i < 9; i++)
564 scatter(player_ptr, &y, &x, y1, x1, d, 0);
566 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
567 if (!is_cave_empty_grid(player_ptr, g_ptr)) continue;
569 floor_ptr->monster_level = floor_ptr->base_level + 2;
570 (void)place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
571 floor_ptr->monster_level = floor_ptr->base_level;
578 * @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"
579 * @param player_ptr プレーヤーへの参照ポインタ
582 * @return 各種の変更が可能ならTRUEを返す。
584 * 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。
586 bool cave_valid_bold(floor_type *floor_ptr, POSITION y, POSITION x)
588 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
589 if (cave_perma_grid(g_ptr)) return FALSE;
591 OBJECT_IDX next_o_idx = 0;
592 for (OBJECT_IDX this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
595 o_ptr = &floor_ptr->o_list[this_o_idx];
596 next_o_idx = o_ptr->next_o_idx;
597 if (object_is_artifact(o_ptr)) return FALSE;
605 * Change the "feat" flag for a grid, and notice/redraw the grid
607 void cave_set_feat(player_type *player_ptr, POSITION y, POSITION x, FEAT_IDX feat)
609 floor_type *floor_ptr = player_ptr->current_floor_ptr;
610 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
611 feature_type *f_ptr = &f_info[feat];
612 if (!current_world_ptr->character_dungeon)
616 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
618 for (DIRECTION i = 0; i < 9; i++)
620 POSITION yy = y + ddy_ddd[i];
621 POSITION xx = x + ddx_ddd[i];
622 if (!in_bounds2(floor_ptr, yy, xx)) continue;
623 floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
630 bool old_los = cave_have_flag_bold(floor_ptr, y, x, FF_LOS);
631 bool old_mirror = is_mirror_grid(g_ptr);
635 g_ptr->info &= ~(CAVE_OBJECT);
636 if (old_mirror && (d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
638 g_ptr->info &= ~(CAVE_GLOW);
639 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
641 update_local_illumination(player_ptr, y, x);
644 if (!have_flag(f_ptr->flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
645 if (g_ptr->m_idx) update_monster(player_ptr, g_ptr->m_idx, FALSE);
647 note_spot(player_ptr, y, x);
648 lite_spot(player_ptr, y, x);
649 if (old_los ^ have_flag(f_ptr->flags, FF_LOS))
652 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
654 update_local_illumination(player_ptr, y, x);
656 #endif /* COMPLEX_WALL_ILLUMINATION */
658 player_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_MONSTERS);
661 if (!have_flag(f_ptr->flags, FF_GLOW) || (d_info[player_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
664 for (DIRECTION i = 0; i < 9; i++)
666 POSITION yy = y + ddy_ddd[i];
667 POSITION xx = x + ddx_ddd[i];
668 if (!in_bounds2(floor_ptr, yy, xx)) continue;
671 cc_ptr = &floor_ptr->grid_array[yy][xx];
672 cc_ptr->info |= CAVE_GLOW;
674 if (player_has_los_grid(cc_ptr))
676 if (cc_ptr->m_idx) update_monster(player_ptr, cc_ptr->m_idx, FALSE);
677 note_spot(player_ptr, yy, xx);
678 lite_spot(player_ptr, yy, xx);
681 update_local_illumination(player_ptr, yy, xx);
684 if (player_ptr->special_defense & NINJA_S_STEALTH)
686 if (floor_ptr->grid_array[player_ptr->y][player_ptr->x].info & CAVE_GLOW) set_superstealth(player_ptr, FALSE);
692 * @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
693 * @param player_ptr プレーヤーへの参照ポインタ
694 * @param y ドアの配置を試みたいマスのY座標
695 * @param x ドアの配置を試みたいマスのX座標
696 * @param room 部屋に接している場合向けのドア生成か否か
699 void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool room)
701 floor_type *floor_ptr = player_ptr->current_floor_ptr;
702 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
705 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
707 place_bold(player_ptr, y, x, GB_FLOOR);
711 int type = ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
712 one_in_((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
713 ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
715 int tmp = randint0(1000);
716 FEAT_IDX feat = feat_none;
719 feat = feat_door[type].open;
723 feat = feat_door[type].broken;
727 place_closed_door(player_ptr, y, x, type);
729 if (type != DOOR_CURTAIN)
731 g_ptr->mimic = room ? feat_wall_outer : feat_wall_type[randint0(100)];
732 if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
734 if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
736 g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
744 place_closed_door(player_ptr, y, x, type);
749 delete_monster(player_ptr, y, x);
753 if (feat != feat_none)
755 set_cave_feat(floor_ptr, y, x, feat);
759 place_bold(player_ptr, y, x, GB_FLOOR);
762 delete_monster(player_ptr, y, x);
767 * @brief グローバルオブジェクト配列を初期化する /
768 * Delete all the items when player leaves the level
769 * @note we do NOT visually reflect these (irrelevant) changes
771 * Hack -- we clear the "g_ptr->o_idx" field for every grid,
772 * and the "m_ptr->next_o_idx" field for every monster, since
773 * we know we are clearing every object. Technically, we only
774 * clear those fields for grids/monsters containing objects,
775 * and we clear it once for every such object.
778 void wipe_o_list(floor_type *floor_ptr)
780 for (int i = 1; i < floor_ptr->o_max; i++)
782 object_type *o_ptr = &floor_ptr->o_list[i];
783 if (!OBJECT_IS_VALID(o_ptr)) continue;
785 if (!current_world_ptr->character_dungeon || preserve_mode)
787 if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
789 a_info[o_ptr->name1].cur_num = 0;
793 if (OBJECT_IS_HELD_MONSTER(o_ptr))
796 m_ptr = &floor_ptr->m_list[o_ptr->held_m_idx];
797 m_ptr->hold_o_idx = 0;
803 POSITION y = o_ptr->iy;
804 POSITION x = o_ptr->ix;
806 g_ptr = &floor_ptr->grid_array[y][x];
811 floor_ptr->o_max = 1;
812 floor_ptr->o_cnt = 0;
817 * @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.
818 * @param player_ptr プレーヤーへの参照ポインタ
819 * @param y ドアの配置を試みたいマスのY座標
820 * @param x ドアの配置を試みたいマスのX座標
821 * @param type ドアの地形ID
824 void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type)
826 floor_type *floor_ptr = player_ptr->current_floor_ptr;
827 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
829 place_bold(player_ptr, y, x, GB_FLOOR);
833 int tmp = randint0(400);
834 FEAT_IDX feat = feat_none;
837 /* Create closed door */
838 feat = feat_door[type].closed;
842 feat = feat_locked_door_random(type);
846 feat = feat_jammed_door_random(type);
849 if (feat == feat_none)
851 place_bold(player_ptr, y, x, GB_FLOOR);
855 cave_set_feat(player_ptr, y, x, feat);
856 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
861 * @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
862 * @param y トラップを配置したいマスの中心Y座標
863 * @param x トラップを配置したいマスの中心X座標
864 * @param yd Y方向の配置分散マス数
865 * @param xd X方向の配置分散マス数
868 * Only really called by some of the "vault" routines.
870 void vault_trap_aux(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd)
873 floor_type *floor_ptr = player_ptr->current_floor_ptr;
876 for (int count = 0; count <= 5; count++)
878 while (dummy < SAFE_MAX_ATTEMPTS)
880 y1 = rand_spread(y, yd);
881 x1 = rand_spread(x, xd);
883 if (!in_bounds(floor_ptr, y1, x1)) continue;
887 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
889 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!"));
892 g_ptr = &floor_ptr->grid_array[y1][x1];
893 if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
895 place_trap(player_ptr, y1, x1);
902 * @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.)
903 * @param x チェックするマスのX座標
904 * @param y チェックするマスのY座標
905 * @return 床系地形ならばTRUE
907 bool get_is_floor(floor_type *floor_ptr, POSITION x, POSITION y)
909 if (!in_bounds(floor_ptr, y, x))
914 if (is_floor_bold(floor_ptr, y, x)) return TRUE;
921 * @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.
922 * @param y1 基準となるマスのY座標
923 * @param x1 基準となるマスのX座標
925 * @note Assumes "in_bounds(y1, x1)"
927 * XXX XXX This routine currently only counts actual "empty floor"\n
928 * grids which are not in rooms. We might want to also count stairs,\n
929 * open doors, closed doors, etc.
931 static int next_to_corr(floor_type *floor_ptr, POSITION y1, POSITION x1)
934 for (int i = 0; i < 4; i++)
936 POSITION y = y1 + ddy_ddd[i];
937 POSITION x = x1 + ddx_ddd[i];
939 g_ptr = &floor_ptr->grid_array[y][x];
941 if (cave_have_flag_grid(g_ptr, FF_WALL)) continue;
942 if (!is_floor_grid(g_ptr)) continue;
943 if (g_ptr->info & (CAVE_ROOM)) continue;
952 * @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.
953 * @param y 判定を行いたいマスのY座標
954 * @param x 判定を行いたいマスのX座標
955 * @return ドアを設置可能ならばTRUEを返す
956 * @note Assumes "in_bounds()"
959 * Assumes "in_bounds()"\n
961 static bool possible_doorway(floor_type *floor_ptr, POSITION y, POSITION x)
963 if (next_to_corr(floor_ptr, y, x) < 2) return FALSE;
966 if (cave_have_flag_bold(floor_ptr, y - 1, x, FF_WALL) &&
967 cave_have_flag_bold(floor_ptr, y + 1, x, FF_WALL))
972 /* Check Horizontal */
973 if (cave_have_flag_bold(floor_ptr, y, x - 1, FF_WALL) &&
974 cave_have_flag_bold(floor_ptr, y, x + 1, FF_WALL))
984 * @brief ドアの設置を試みる / Places door at y, x position if at least 2 walls found
985 * @param player_ptr プレーヤーへの参照ポインタ
986 * @param y 設置を行いたいマスのY座標
987 * @param x 設置を行いたいマスのX座標
990 void try_door(player_type *player_ptr, POSITION y, POSITION x)
992 floor_type *floor_ptr = player_ptr->current_floor_ptr;
993 if (!in_bounds(floor_ptr, y, x)) return;
995 if (cave_have_flag_bold(floor_ptr, y, x, FF_WALL)) return;
996 if (floor_ptr->grid_array[y][x].info & (CAVE_ROOM)) return;
998 bool can_place_door = randint0(100) < dun_tun_jct;
999 can_place_door &= possible_doorway(floor_ptr, y, x);
1000 can_place_door &= (d_info[player_ptr->dungeon_idx].flags1 & DF1_NO_DOORS) == 0;
1003 place_random_door(player_ptr, y, x, FALSE);
1008 FEAT_IDX conv_dungeon_feat(floor_type *floor_ptr, FEAT_IDX newfeat)
1010 feature_type *f_ptr = &f_info[newfeat];
1011 if (have_flag(f_ptr->flags, FF_CONVERT))
1013 switch (f_ptr->subtype)
1015 case CONVERT_TYPE_FLOOR:
1016 return feat_ground_type[randint0(100)];
1017 case CONVERT_TYPE_WALL:
1018 return feat_wall_type[randint0(100)];
1019 case CONVERT_TYPE_INNER:
1020 return feat_wall_inner;
1021 case CONVERT_TYPE_OUTER:
1022 return feat_wall_outer;
1023 case CONVERT_TYPE_SOLID:
1024 return feat_wall_solid;
1025 case CONVERT_TYPE_STREAM1:
1026 return d_info[floor_ptr->dungeon_idx].stream1;
1027 case CONVERT_TYPE_STREAM2:
1028 return d_info[floor_ptr->dungeon_idx].stream2;
1033 else return newfeat;
1038 * @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
1039 * @param player_ptr プレーヤーへの参照ポインタ
1040 * @param y 配置したい中心マスのY座標
1041 * @param x 配置したい中心マスのX座標
1045 * Only really called by some of the "vault" routines.
1047 void vault_objects(player_type *player_ptr, POSITION y, POSITION x, int num)
1049 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1050 for (; num > 0; --num)
1054 for (int i = 0; i < 11; ++i)
1056 while (dummy < SAFE_MAX_ATTEMPTS)
1058 j = rand_spread(y, 2);
1059 k = rand_spread(x, 3);
1061 if (!in_bounds(floor_ptr, j, k)) continue;
1065 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
1067 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!"));
1071 g_ptr = &floor_ptr->grid_array[j][k];
1072 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) continue;
1074 if (randint0(100) < 75)
1076 place_object(player_ptr, j, k, 0L);
1080 place_gold(player_ptr, j, k);
1090 * @brief 始点から終点への直線経路を返す /
1091 * Determine the path taken by a projection.
1092 * @param player_ptr プレーヤーへの参照ポインタ
1093 * @param gp 経路座標リストを返す参照ポインタ
1103 * The projection will always start from the grid (y1,x1), and will travel
1104 * towards the grid (y2,x2), touching one grid per unit of distance along
1105 * the major axis, and stopping when it enters the destination grid or a
1106 * wall grid, or has travelled the maximum legal distance of "range".
1108 * Note that "distance" in this function (as in the "update_view()" code)
1109 * is defined as "MAX(dy,dx) + MIN(dy,dx)/2", which means that the player
1110 * actually has an "octagon of projection" not a "circle of projection".
1112 * The path grids are saved into the grid array pointed to by "gp", and
1113 * there should be room for at least "range" grids in "gp". Note that
1114 * due to the way in which distance is calculated, this function normally
1115 * uses fewer than "range" grids for the projection path, so the result
1116 * of this function should never be compared directly to "range". Note
1117 * that the initial grid (y1,x1) is never saved into the grid array, not
1118 * even if the initial grid is also the final grid.
1120 * The "flg" flags can be used to modify the behavior of this function.
1122 * In particular, the "PROJECT_STOP" and "PROJECT_THRU" flags have the same
1123 * semantics as they do for the "project" function, namely, that the path
1124 * will stop as soon as it hits a monster, or that the path will continue
1125 * through the destination grid, respectively.
1127 * The "PROJECT_JUMP" flag, which for the "project()" function means to
1128 * start at a special grid (which makes no sense in this function), means
1129 * that the path should be "angled" slightly if needed to avoid any wall
1130 * grids, allowing the player to "target" any grid which is in "view".
1131 * This flag is non-trivial and has not yet been implemented, but could
1132 * perhaps make use of the "vinfo" array (above).
1134 * This function returns the number of grids (if any) in the path. This
1135 * function will return zero if and only if (y1,x1) and (y2,x2) are equal.
1137 * This algorithm is similar to, but slightly different from, the one used
1138 * by "update_view_los()", and very different from the one used by "los()".
1141 sint project_path(player_type *player_ptr, u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg)
1143 if ((x1 == x2) && (y1 == y2)) return 0;
1173 int half = (ay * ax);
1174 int full = half << 1;
1177 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1195 gp[n++] = GRID(y, x);
1196 if ((n + (k >> 1)) >= range) break;
1198 if (!(flg & (PROJECT_THRU)))
1200 if ((x == x2) && (y == y2)) break;
1203 if (flg & (PROJECT_DISI))
1205 if ((n > 0) && cave_stop_disintegration(floor_ptr, y, x)) break;
1207 else if (flg & (PROJECT_LOS))
1209 if ((n > 0) && !cave_los_bold(floor_ptr, y, x)) break;
1211 else if (!(flg & (PROJECT_PATH)))
1213 if ((n > 0) && !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) break;
1216 if (flg & (PROJECT_STOP))
1219 (player_bold(player_ptr, y, x) || floor_ptr->grid_array[y][x].m_idx != 0))
1223 if (!in_bounds(floor_ptr, y, x)) break;
1258 gp[n++] = GRID(y, x);
1259 if ((n + (k >> 1)) >= range) break;
1261 if (!(flg & (PROJECT_THRU)))
1263 if ((x == x2) && (y == y2)) break;
1266 if (flg & (PROJECT_DISI))
1268 if ((n > 0) && cave_stop_disintegration(floor_ptr, y, x)) break;
1270 else if (flg & (PROJECT_LOS))
1272 if ((n > 0) && !cave_los_bold(floor_ptr, y, x)) break;
1274 else if (!(flg & (PROJECT_PATH)))
1276 if ((n > 0) && !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) break;
1279 if (flg & (PROJECT_STOP))
1282 (player_bold(player_ptr, y, x) || floor_ptr->grid_array[y][x].m_idx != 0))
1286 if (!in_bounds(floor_ptr, y, x)) break;
1310 gp[n++] = GRID(y, x);
1311 if ((n + (n >> 1)) >= range) break;
1313 if (!(flg & (PROJECT_THRU)))
1315 if ((x == x2) && (y == y2)) break;
1318 if (flg & (PROJECT_DISI))
1320 if ((n > 0) && cave_stop_disintegration(floor_ptr, y, x)) break;
1322 else if (flg & (PROJECT_LOS))
1324 if ((n > 0) && !cave_los_bold(floor_ptr, y, x)) break;
1326 else if (!(flg & (PROJECT_PATH)))
1328 if ((n > 0) && !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) break;
1331 if (flg & (PROJECT_STOP))
1334 (player_bold(player_ptr, y, x) || floor_ptr->grid_array[y][x].m_idx != 0))
1338 if (!in_bounds(floor_ptr, y, x)) break;
1349 * @brief 指定のマスを床地形に変える / Set a square to be floor. (Includes range checking.)
1350 * @param player_ptr プレーヤーへの参照ポインタ
1351 * @param x 地形を変えたいマスのX座標
1352 * @param y 地形を変えたいマスのY座標
1355 void set_floor(player_type *player_ptr, POSITION x, POSITION y)
1357 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1358 if (!in_bounds(floor_ptr, y, x))
1363 if (floor_ptr->grid_array[y][x].info & CAVE_ROOM)
1368 if (is_extra_bold(floor_ptr, y, x))
1369 place_bold(player_ptr, y, x, GB_FLOOR);
1374 * @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。
1375 * Attempt to place an object (normal or good/great) at the given location.
1376 * @param owner_ptr プレーヤーへの参照ポインタ
1377 * @param y 配置したいフロアのY座標
1378 * @param x 配置したいフロアのX座標
1379 * @param mode オプションフラグ
1380 * @return 生成に成功したらTRUEを返す。
1382 * This routine plays nasty games to generate the "special artifacts".\n
1383 * This routine uses "object_level" for the "generation level".\n
1384 * This routine requires a clean floor grid destination.\n
1386 void place_object(player_type *owner_ptr, POSITION y, POSITION x, BIT_FLAGS mode)
1388 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
1389 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
1392 if (!in_bounds(floor_ptr, y, x)) return;
1393 if (!cave_drop_bold(floor_ptr, y, x)) return;
1394 if (g_ptr->o_idx) return;
1398 if (!make_object(owner_ptr, q_ptr, mode)) return;
1400 OBJECT_IDX o_idx = o_pop(floor_ptr);
1403 if (object_is_fixed_artifact(q_ptr))
1405 a_info[q_ptr->name1].cur_num = 0;
1412 o_ptr = &floor_ptr->o_list[o_idx];
1413 object_copy(o_ptr, q_ptr);
1417 o_ptr->next_o_idx = g_ptr->o_idx;
1419 g_ptr->o_idx = o_idx;
1420 note_spot(owner_ptr, y, x);
1421 lite_spot(owner_ptr, y, x);
1426 * @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。
1427 * Places a treasure (Gold or Gems) at given location
1428 * @param player_ptr プレーヤーへの参照ポインタ
1429 * @param y 配置したいフロアのY座標
1430 * @param x 配置したいフロアのX座標
1431 * @return 生成に成功したらTRUEを返す。
1433 * The location must be a legal, clean, floor grid.
1435 void place_gold(player_type *player_ptr, POSITION y, POSITION x)
1437 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1438 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
1439 if (!in_bounds(floor_ptr, y, x)) return;
1440 if (!cave_drop_bold(floor_ptr, y, x)) return;
1441 if (g_ptr->o_idx) return;
1447 if (!make_gold(floor_ptr, q_ptr)) return;
1449 OBJECT_IDX o_idx = o_pop(floor_ptr);
1450 if (o_idx == 0) return;
1453 o_ptr = &floor_ptr->o_list[o_idx];
1454 object_copy(o_ptr, q_ptr);
1458 o_ptr->next_o_idx = g_ptr->o_idx;
1460 g_ptr->o_idx = o_idx;
1461 note_spot(player_ptr, y, x);
1462 lite_spot(player_ptr, y, x);
1467 * @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
1468 * @param player_ptr プレーヤーへの参照ポインタ
1473 void delete_monster(player_type *player_ptr, POSITION y, POSITION x)
1476 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1477 if (!in_bounds(floor_ptr, y, x)) return;
1479 g_ptr = &floor_ptr->grid_array[y][x];
1480 if (g_ptr->m_idx) delete_monster_idx(player_ptr, g_ptr->m_idx);
1485 * @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 /
1486 * Move an object from index i1 to index i2 in the object list
1487 * @param i1 整理したい配列の始点
1488 * @param i2 整理したい配列の終点
1491 static void compact_objects_aux(floor_type *floor_ptr, OBJECT_IDX i1, OBJECT_IDX i2)
1493 if (i1 == i2) return;
1496 for (OBJECT_IDX i = 1; i < floor_ptr->o_max; i++)
1498 o_ptr = &floor_ptr->o_list[i];
1499 if (!o_ptr->k_idx) continue;
1501 if (o_ptr->next_o_idx == i1)
1503 o_ptr->next_o_idx = i2;
1507 o_ptr = &floor_ptr->o_list[i1];
1509 if (OBJECT_IS_HELD_MONSTER(o_ptr))
1511 monster_type *m_ptr;
1512 m_ptr = &floor_ptr->m_list[o_ptr->held_m_idx];
1513 if (m_ptr->hold_o_idx == i1)
1515 m_ptr->hold_o_idx = i2;
1520 POSITION y = o_ptr->iy;
1521 POSITION x = o_ptr->ix;
1523 g_ptr = &floor_ptr->grid_array[y][x];
1525 if (g_ptr->o_idx == i1)
1531 floor_ptr->o_list[i2] = floor_ptr->o_list[i1];
1537 * @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。 /
1538 * Compact and Reorder the object list.
1539 * @param player_ptr プレーヤーへの参照ポインタ
1540 * @param size 最低でも減らしたいオブジェクト数の水準
1544 * This function can be very dangerous, use with caution!\n
1546 * When actually "compacting" objects, we base the saving throw on a\n
1547 * combination of object level, distance from player, and current\n
1550 * After "compacting" (if needed), we "reorder" the objects into a more\n
1551 * compact order, and we reset the allocation info, and the "live" array.\n
1553 void compact_objects(player_type *player_ptr, int size)
1558 msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
1559 player_ptr->redraw |= (PR_MAP);
1560 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1563 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1564 for (int num = 0, cnt = 1; num < size; cnt++)
1566 int cur_lev = 5 * cnt;
1567 int cur_dis = 5 * (20 - cnt);
1568 for (OBJECT_IDX i = 1; i < floor_ptr->o_max; i++)
1570 o_ptr = &floor_ptr->o_list[i];
1572 if (!OBJECT_IS_VALID(o_ptr)) continue;
1573 if (k_info[o_ptr->k_idx].level > cur_lev) continue;
1576 if (OBJECT_IS_HELD_MONSTER(o_ptr))
1578 monster_type *m_ptr;
1579 m_ptr = &floor_ptr->m_list[o_ptr->held_m_idx];
1583 if (randint0(100) < 90) continue;
1591 if ((cur_dis > 0) && (distance(player_ptr->y, player_ptr->x, y, x) < cur_dis)) continue;
1594 if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
1595 (cnt < 1000)) chance = 100;
1597 if (randint0(100) < chance) continue;
1599 delete_object_idx(player_ptr, i);
1604 for (OBJECT_IDX i = floor_ptr->o_max - 1; i >= 1; i--)
1606 o_ptr = &floor_ptr->o_list[i];
1607 if (o_ptr->k_idx) continue;
1609 compact_objects_aux(floor_ptr, floor_ptr->o_max - 1, i);
1616 * @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
1617 * @param player_ptr プレーヤーへの参照ポインタ
1618 * @param y トラップを配置したいマスの中心Y座標
1619 * @param x トラップを配置したいマスの中心X座標
1620 * @param yd Y方向の配置分散マス数
1621 * @param xd X方向の配置分散マス数
1622 * @param num 配置したいトラップの数
1625 * Only really called by some of the "vault" routines.
1627 void vault_traps(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd, int num)
1629 for (int i = 0; i < num; i++)
1631 vault_trap_aux(player_ptr, y, x, yd, xd);
1637 * Standard "find me a location" function
1639 * Obtains a legal location within the given distance of the initial
1640 * location, and with "los()" from the source to destination location.
1642 * This function is often called from inside a loop which searches for
1643 * locations while increasing the "d" distance.
1645 * Currently the "m" parameter is unused.
1647 void scatter(player_type *player_ptr, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode)
1649 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1653 ny = rand_spread(y, d);
1654 nx = rand_spread(x, d);
1656 if (!in_bounds(floor_ptr, ny, nx)) continue;
1657 if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
1658 if (mode & PROJECT_LOS)
1660 if (los(player_ptr, y, x, ny, nx)) break;
1664 if (projectable(player_ptr, y, x, ny, nx)) break;
1673 * @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
1674 * @param floor_ptr 配置するフロアの参照ポインタ
1677 * @return 光を通すならばtrueを返す。
1679 bool cave_los_bold(floor_type *floor_ptr, POSITION y, POSITION x)
1681 return feat_supports_los(floor_ptr->grid_array[y][x].feat);