3 #include "floor-save.h"
4 #include "floor-generate.h"
9 #include "object-hook.h"
11 #include "player-effects.h"
13 #include "object-hook.h"
15 #include "objectkind.h"
19 * The array of floor [MAX_WID][MAX_HGT].
20 * Not completely allocated, that would be inefficient
21 * Not completely hardcoded, that would overflow memory
23 floor_type floor_info;
26 * The array of saved floors
28 saved_floor_type saved_floors[MAX_SAVED_FLOORS];
31 * Grid based version of "cave_empty_bold()"
33 bool is_cave_empty_grid(player_type *player_ptr, grid_type *g_ptr)
35 bool is_empty_grid = cave_have_flag_grid(g_ptr, FF_PLACE);
36 is_empty_grid &= g_ptr->m_idx == 0;
37 is_empty_grid &= !player_grid(player_ptr, g_ptr);
42 bool pattern_tile(floor_type *floor_ptr, POSITION y, POSITION x)
44 return cave_have_flag_bold(floor_ptr, y, x, FF_PATTERN);
49 * Determine if a "legal" grid is an "empty" floor grid
50 * Determine if monsters are allowed to move into a grid
52 * Line 1 -- forbid non-placement grids
53 * Line 2 -- forbid normal monsters
54 * Line 3 -- forbid the player
56 bool is_cave_empty_bold(player_type *player_ptr, POSITION y, POSITION x)
58 floor_type *floor_ptr = player_ptr->current_floor_ptr;
59 bool is_empty_grid = cave_have_flag_bold(floor_ptr, y, x, FF_PLACE);
60 is_empty_grid &= !(floor_ptr->grid_array[y][x].m_idx);
61 is_empty_grid &= !player_bold(player_ptr, y, x);
67 * Determine if a "legal" grid is an "empty" floor grid
68 * Determine if monster generation is allowed in a grid
70 * Line 1 -- forbid non-empty grids
71 * Line 2 -- forbid trees while dungeon generation
73 bool is_cave_empty_bold2(player_type *player_ptr, POSITION y, POSITION x)
75 bool is_empty_grid = is_cave_empty_bold(player_ptr, y, x);
76 is_empty_grid &= current_world_ptr->character_dungeon || !cave_have_flag_bold(player_ptr->current_floor_ptr, y, x, FF_TREE);
82 * @brief 鍵のかかったドアを配置する
83 * @param player_ptr プレーヤーへの参照ポインタ
84 * @param y 配置したいフロアのY座標
85 * @param x 配置したいフロアのX座標
88 void place_locked_door(player_type *player_ptr, POSITION y, POSITION x)
90 floor_type *floor_ptr = player_ptr->current_floor_ptr;
91 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
93 place_bold(player_ptr, y, x, gb_floor);
97 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));
98 floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
99 delete_monster(player_ptr, y, x);
105 * @param player_ptr プレーヤーへの参照ポインタ
106 * @param y 配置したいフロアのY座標
107 * @param x 配置したいフロアのX座標
108 * @param type DOOR_DEFAULT / DOOR_DOOR / DOOR_GLASS_DOOR / DOOR_CURTAIN のいずれか
111 void place_secret_door(player_type *player_ptr, POSITION y, POSITION x, int type)
113 floor_type *floor_ptr = player_ptr->current_floor_ptr;
114 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
116 place_bold(player_ptr, y, x, gb_floor);
120 if (type == DOOR_DEFAULT)
122 type = ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
123 one_in_((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
124 ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
127 place_closed_door(player_ptr, y, x, type);
128 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
129 if (type != DOOR_CURTAIN)
131 g_ptr->mimic = feat_wall_inner;
132 if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
134 if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
136 g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
143 g_ptr->info &= ~(CAVE_FLOOR);
144 delete_monster(player_ptr, y, x);
147 static int scent_when = 0;
150 * Characters leave scent trails for perceptive monsters to track.
152 * Smell is rather more limited than sound. Many creatures cannot use
153 * it at all, it doesn't extend very far outwards from the character's
154 * current position, and monsters can use it to home in the character,
155 * but not to run away from him.
157 * Smell is valued according to age. When a character takes his turn,
158 * scent is aged by one, and new scent of the current age is laid down.
159 * Speedy characters leave more scent, true, but it also ages faster,
160 * which makes it harder to hunt them down.
162 * Whenever the age count loops, most of the scent trail is erased and
163 * the age of the remainder is recalculated.
165 void update_smell(floor_type *floor_ptr, player_type *subject_ptr)
167 /* Create a table that controls the spread of scent */
168 const int scent_adjust[5][5] =
177 if (++scent_when == 254)
179 for (POSITION y = 0; y < floor_ptr->height; y++)
181 for (POSITION x = 0; x < floor_ptr->width; x++)
183 int w = floor_ptr->grid_array[y][x].when;
184 floor_ptr->grid_array[y][x].when = (w > 128) ? (w - 128) : 0;
191 for (POSITION i = 0; i < 5; i++)
193 for (POSITION j = 0; j < 5; j++)
196 POSITION y = i + subject_ptr->y - 2;
197 POSITION x = j + subject_ptr->x - 2;
198 if (!in_bounds(floor_ptr, y, x)) continue;
200 g_ptr = &floor_ptr->grid_array[y][x];
201 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(subject_ptr, g_ptr->feat)) continue;
202 if (!player_has_los_bold(subject_ptr, y, x)) continue;
203 if (scent_adjust[i][j] == -1) continue;
205 g_ptr->when = scent_when + scent_adjust[i][j];
212 * Hack -- forget the "flow" information
214 void forget_flow(floor_type *floor_ptr)
216 for (POSITION y = 0; y < floor_ptr->height; y++)
218 for (POSITION x = 0; x < floor_ptr->width; x++)
220 floor_ptr->grid_array[y][x].dist = 0;
221 floor_ptr->grid_array[y][x].cost = 0;
222 floor_ptr->grid_array[y][x].when = 0;
229 * Routine used by the random vault creators to add a door to a location
230 * Note that range checking has to be done in the calling routine.
232 * The doors must be INSIDE the allocated region.
234 void add_door(player_type *player_ptr, POSITION x, POSITION y)
236 floor_type *floor_ptr = player_ptr->current_floor_ptr;
237 if (!is_outer_bold(floor_ptr, y, x)) return;
248 if (is_floor_bold(floor_ptr, y - 1, x) && is_floor_bold(floor_ptr, y + 1, x) &&
249 (is_outer_bold(floor_ptr, y, x - 1) && is_outer_bold(floor_ptr, y, x + 1)))
251 place_secret_door(player_ptr, y, x, DOOR_DEFAULT);
252 place_bold(player_ptr, y, x - 1, gb_solid);
253 place_bold(player_ptr, y, x + 1, gb_solid);
261 * where x = don't care
264 if (is_outer_bold(floor_ptr, y - 1, x) && is_outer_bold(floor_ptr, y + 1, x) &&
265 is_floor_bold(floor_ptr, y, x - 1) && is_floor_bold(floor_ptr, y, x + 1))
267 place_secret_door(player_ptr, y, x, DOOR_DEFAULT);
268 place_bold(player_ptr, y - 1, x, gb_solid);
269 place_bold(player_ptr, y + 1, x, gb_solid);
275 * @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
276 * @param player_ptr プレーヤーへの参照ポインタ
277 * @param y 配置を試みたいマスのY座標
278 * @param x 配置を試みたいマスのX座標
281 void place_random_stairs(player_type *player_ptr, POSITION y, POSITION x)
283 bool up_stairs = TRUE;
284 bool down_stairs = TRUE;
286 floor_type *floor_ptr = player_ptr->current_floor_ptr;
287 g_ptr = &floor_ptr->grid_array[y][x];
288 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) return;
290 if (!floor_ptr->dun_level) up_stairs = FALSE;
291 if (ironman_downward) up_stairs = FALSE;
292 if (floor_ptr->dun_level >= d_info[player_ptr->dungeon_idx].maxdepth) down_stairs = FALSE;
293 if (quest_number(player_ptr, floor_ptr->dun_level) && (floor_ptr->dun_level > 1)) down_stairs = FALSE;
295 if (down_stairs && up_stairs)
297 if (randint0(100) < 50) up_stairs = FALSE;
298 else down_stairs = FALSE;
301 if (up_stairs) set_cave_feat(floor_ptr, y, x, feat_up_stair);
302 else if (down_stairs) set_cave_feat(floor_ptr, y, x, feat_down_stair);
307 * @brief LOS(Line Of Sight / 視線が通っているか)の判定を行う。
308 * @param player_ptr プレーヤーへの参照ポインタ
313 * @return LOSが通っているならTRUEを返す。
315 * A simple, fast, integer-based line-of-sight algorithm. By Joseph Hall,\n
316 * 4116 Brewster Drive, Raleigh NC 27606. Email to jnh@ecemwl.ncsu.edu.\n
318 * Returns TRUE if a line of sight can be traced from (x1,y1) to (x2,y2).\n
320 * The LOS begins at the center of the tile (x1,y1) and ends at the center of\n
321 * the tile (x2,y2). If los() is to return TRUE, all of the tiles this line\n
322 * passes through must be floor tiles, except for (x1,y1) and (x2,y2).\n
324 * We assume that the "mathematical corner" of a non-floor tile does not\n
325 * block line of sight.\n
327 * Because this function uses (short) ints for all calculations, overflow may\n
328 * occur if dx and dy exceed 90.\n
330 * Once all the degenerate cases are eliminated, the values "qx", "qy", and\n
331 * "m" are multiplied by a scale factor "f1 = abs(dx * dy * 2)", so that\n
332 * we can use integer arithmetic.\n
334 * We travel from start to finish along the longer axis, starting at the border\n
335 * between the first and second tiles, where the y offset = .5 * slope, taking\n
336 * into account the scale factor. See below.\n
338 * Also note that this function and the "move towards target" code do NOT\n
339 * share the same properties. Thus, you can see someone, target them, and\n
340 * then fire a bolt at them, but the bolt may hit a wall, not them. However\n,
341 * by clever choice of target locations, you can sometimes throw a "curve".\n
343 * Note that "line of sight" is not "reflexive" in all cases.\n
345 * Use the "projectable()" routine to test "spell/missile line of sight".\n
347 * Use the "update_view()" function to determine player line-of-sight.\n
349 bool los(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
351 POSITION dy = y2 - y1;
352 POSITION dx = x2 - x1;
353 POSITION ay = ABS(dy);
354 POSITION ax = ABS(dx);
355 if ((ax < 2) && (ay < 2)) return TRUE;
357 /* Directly South/North */
358 floor_type *floor_ptr = player_ptr->current_floor_ptr;
362 /* South -- check for walls */
365 for (ty = y1 + 1; ty < y2; ty++)
367 if (!cave_los_bold(floor_ptr, ty, x1)) return FALSE;
371 /* North -- check for walls */
374 for (ty = y1 - 1; ty > y2; ty--)
376 if (!cave_los_bold(floor_ptr, ty, x1)) return FALSE;
384 /* Directly East/West */
387 /* East -- check for walls */
390 for (tx = x1 + 1; tx < x2; tx++)
392 if (!cave_los_bold(floor_ptr, y1, tx)) return FALSE;
396 /* West -- check for walls */
399 for (tx = x1 - 1; tx > x2; tx--)
401 if (!cave_los_bold(floor_ptr, y1, tx)) return FALSE;
408 POSITION sx = (dx < 0) ? -1 : 1;
409 POSITION sy = (dy < 0) ? -1 : 1;
415 if (cave_los_bold(floor_ptr, y1 + sy, x1)) return TRUE;
422 if (cave_los_bold(floor_ptr, y1, x1 + sx)) return TRUE;
426 POSITION f2 = (ax * ay);
427 POSITION f1 = f2 << 1;
445 /* Note (below) the case (qy == f2), where */
446 /* the LOS exactly meets the corner of a tile. */
449 if (!cave_los_bold(floor_ptr, ty, tx)) return FALSE;
462 if (!cave_los_bold(floor_ptr, ty, tx)) return FALSE;
476 /* Travel vertically */
477 POSITION qx = ax * ax;
490 /* Note (below) the case (qx == f2), where */
491 /* the LOS exactly meets the corner of a tile. */
494 if (!cave_los_bold(floor_ptr, ty, tx)) return FALSE;
507 if (!cave_los_bold(floor_ptr, ty, tx)) return FALSE;
523 * Determine if a bolt spell cast from (y1,x1) to (y2,x2) will arrive
524 * at the final destination, assuming no monster gets in the way.
526 * This is slightly (but significantly) different from "los(y1,x1,y2,x2)".
528 bool projectable(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
531 int grid_n = project_path(player_ptr, grid_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, 0);
532 if (!grid_n) return TRUE;
534 POSITION y = GRID_Y(grid_g[grid_n - 1]);
535 POSITION x = GRID_X(grid_g[grid_n - 1]);
536 if ((y != y2) || (x != x2)) return FALSE;
543 * @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
544 * @param player_ptr プレーヤーへの参照ポインタ
545 * @param y1 モンスターを配置したいマスの中心Y座標
546 * @param x1 モンスターを配置したいマスの中心X座標
547 * @param num 配置したいモンスターの数
550 * Only really called by some of the "vault" routines.
552 void vault_monsters(player_type *player_ptr, POSITION y1, POSITION x1, int num)
554 floor_type *floor_ptr = player_ptr->current_floor_ptr;
555 for (int k = 0; k < num; k++)
557 for (int i = 0; i < 9; i++)
561 scatter(player_ptr, &y, &x, y1, x1, d, 0);
563 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
564 if (!is_cave_empty_grid(player_ptr, g_ptr)) continue;
566 floor_ptr->monster_level = floor_ptr->base_level + 2;
567 (void)place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
568 floor_ptr->monster_level = floor_ptr->base_level;
575 * @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"
576 * @param player_ptr プレーヤーへの参照ポインタ
579 * @return 各種の変更が可能ならTRUEを返す。
581 * 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。
583 bool cave_valid_bold(floor_type *floor_ptr, POSITION y, POSITION x)
585 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
586 if (cave_perma_grid(g_ptr)) return FALSE;
588 OBJECT_IDX next_o_idx = 0;
589 for (OBJECT_IDX this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
592 o_ptr = &floor_ptr->o_list[this_o_idx];
593 next_o_idx = o_ptr->next_o_idx;
594 if (object_is_artifact(o_ptr)) return FALSE;
602 * Change the "feat" flag for a grid, and notice/redraw the grid
604 void cave_set_feat(player_type *player_ptr, POSITION y, POSITION x, FEAT_IDX feat)
606 floor_type *floor_ptr = player_ptr->current_floor_ptr;
607 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
608 feature_type *f_ptr = &f_info[feat];
609 if (!current_world_ptr->character_dungeon)
613 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
615 for (DIRECTION i = 0; i < 9; i++)
617 POSITION yy = y + ddy_ddd[i];
618 POSITION xx = x + ddx_ddd[i];
619 if (!in_bounds2(floor_ptr, yy, xx)) continue;
620 floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
627 bool old_los = cave_have_flag_bold(floor_ptr, y, x, FF_LOS);
628 bool old_mirror = is_mirror_grid(g_ptr);
632 g_ptr->info &= ~(CAVE_OBJECT);
633 if (old_mirror && (d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
635 g_ptr->info &= ~(CAVE_GLOW);
636 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
638 update_local_illumination(player_ptr, y, x);
641 if (!have_flag(f_ptr->flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
642 if (g_ptr->m_idx) update_monster(player_ptr, g_ptr->m_idx, FALSE);
644 note_spot(player_ptr, y, x);
645 lite_spot(player_ptr, y, x);
646 if (old_los ^ have_flag(f_ptr->flags, FF_LOS))
649 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
651 update_local_illumination(player_ptr, y, x);
653 #endif /* COMPLEX_WALL_ILLUMINATION */
655 player_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_MONSTERS);
658 if (!have_flag(f_ptr->flags, FF_GLOW) || (d_info[player_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
661 for (DIRECTION i = 0; i < 9; i++)
663 POSITION yy = y + ddy_ddd[i];
664 POSITION xx = x + ddx_ddd[i];
665 if (!in_bounds2(floor_ptr, yy, xx)) continue;
668 cc_ptr = &floor_ptr->grid_array[yy][xx];
669 cc_ptr->info |= CAVE_GLOW;
671 if (player_has_los_grid(cc_ptr))
673 if (cc_ptr->m_idx) update_monster(player_ptr, cc_ptr->m_idx, FALSE);
674 note_spot(player_ptr, yy, xx);
675 lite_spot(player_ptr, yy, xx);
678 update_local_illumination(player_ptr, yy, xx);
681 if (player_ptr->special_defense & NINJA_S_STEALTH)
683 if (floor_ptr->grid_array[player_ptr->y][player_ptr->x].info & CAVE_GLOW) set_superstealth(player_ptr, FALSE);
689 * @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
690 * @param player_ptr プレーヤーへの参照ポインタ
691 * @param y ドアの配置を試みたいマスのY座標
692 * @param x ドアの配置を試みたいマスのX座標
693 * @param room 部屋に接している場合向けのドア生成か否か
696 void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool room)
698 floor_type *floor_ptr = player_ptr->current_floor_ptr;
699 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
702 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
704 place_bold(player_ptr, y, x, gb_floor);
708 int type = ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
709 one_in_((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
710 ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
712 int tmp = randint0(1000);
713 FEAT_IDX feat = feat_none;
716 feat = feat_door[type].open;
720 feat = feat_door[type].broken;
724 place_closed_door(player_ptr, y, x, type);
726 if (type != DOOR_CURTAIN)
728 g_ptr->mimic = room ? feat_wall_outer : feat_wall_type[randint0(100)];
729 if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
731 if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
733 g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
741 place_closed_door(player_ptr, y, x, type);
746 delete_monster(player_ptr, y, x);
750 if (feat != feat_none)
752 set_cave_feat(floor_ptr, y, x, feat);
756 place_bold(player_ptr, y, x, gb_floor);
759 delete_monster(player_ptr, y, x);
764 * @brief グローバルオブジェクト配列を初期化する /
765 * Delete all the items when player leaves the level
766 * @note we do NOT visually reflect these (irrelevant) changes
768 * Hack -- we clear the "g_ptr->o_idx" field for every grid,
769 * and the "m_ptr->next_o_idx" field for every monster, since
770 * we know we are clearing every object. Technically, we only
771 * clear those fields for grids/monsters containing objects,
772 * and we clear it once for every such object.
775 void wipe_o_list(floor_type *floor_ptr)
777 for (int i = 1; i < floor_ptr->o_max; i++)
779 object_type *o_ptr = &floor_ptr->o_list[i];
780 if (!OBJECT_IS_VALID(o_ptr)) continue;
782 if (!current_world_ptr->character_dungeon || preserve_mode)
784 if (object_is_fixed_artifact(o_ptr) && !object_is_known(o_ptr))
786 a_info[o_ptr->name1].cur_num = 0;
790 if (OBJECT_IS_HELD_MONSTER(o_ptr))
793 m_ptr = &floor_ptr->m_list[o_ptr->held_m_idx];
794 m_ptr->hold_o_idx = 0;
800 POSITION y = o_ptr->iy;
801 POSITION x = o_ptr->ix;
803 g_ptr = &floor_ptr->grid_array[y][x];
808 floor_ptr->o_max = 1;
809 floor_ptr->o_cnt = 0;
814 * @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.
815 * @param player_ptr プレーヤーへの参照ポインタ
816 * @param y ドアの配置を試みたいマスのY座標
817 * @param x ドアの配置を試みたいマスのX座標
818 * @param type ドアの地形ID
821 void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type)
823 floor_type *floor_ptr = player_ptr->current_floor_ptr;
824 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
826 place_bold(player_ptr, y, x, gb_floor);
830 int tmp = randint0(400);
831 FEAT_IDX feat = feat_none;
834 /* Create closed door */
835 feat = feat_door[type].closed;
839 feat = feat_locked_door_random(type);
843 feat = feat_jammed_door_random(type);
846 if (feat == feat_none)
848 place_bold(player_ptr, y, x, gb_floor);
852 cave_set_feat(player_ptr, y, x, feat);
853 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
858 * @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
859 * @param y トラップを配置したいマスの中心Y座標
860 * @param x トラップを配置したいマスの中心X座標
861 * @param yd Y方向の配置分散マス数
862 * @param xd X方向の配置分散マス数
865 * Only really called by some of the "vault" routines.
867 void vault_trap_aux(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd)
870 floor_type *floor_ptr = player_ptr->current_floor_ptr;
873 for (int count = 0; count <= 5; count++)
875 while (dummy < SAFE_MAX_ATTEMPTS)
877 y1 = rand_spread(y, yd);
878 x1 = rand_spread(x, xd);
880 if (!in_bounds(floor_ptr, y1, x1)) continue;
884 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
886 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!"));
889 g_ptr = &floor_ptr->grid_array[y1][x1];
890 if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
892 place_trap(player_ptr, y1, x1);
899 * @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.)
900 * @param x チェックするマスのX座標
901 * @param y チェックするマスのY座標
902 * @return 床系地形ならばTRUE
904 bool get_is_floor(floor_type *floor_ptr, POSITION x, POSITION y)
906 if (!in_bounds(floor_ptr, y, x))
911 if (is_floor_bold(floor_ptr, y, x)) return TRUE;
918 * @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.
919 * @param y1 基準となるマスのY座標
920 * @param x1 基準となるマスのX座標
922 * @note Assumes "in_bounds(y1, x1)"
924 * XXX XXX This routine currently only counts actual "empty floor"\n
925 * grids which are not in rooms. We might want to also count stairs,\n
926 * open doors, closed doors, etc.
928 static int next_to_corr(floor_type *floor_ptr, POSITION y1, POSITION x1)
931 for (int i = 0; i < 4; i++)
933 POSITION y = y1 + ddy_ddd[i];
934 POSITION x = x1 + ddx_ddd[i];
936 g_ptr = &floor_ptr->grid_array[y][x];
938 if (cave_have_flag_grid(g_ptr, FF_WALL)) continue;
939 if (!is_floor_grid(g_ptr)) continue;
940 if (g_ptr->info & (CAVE_ROOM)) continue;
949 * @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.
950 * @param y 判定を行いたいマスのY座標
951 * @param x 判定を行いたいマスのX座標
952 * @return ドアを設置可能ならばTRUEを返す
953 * @note Assumes "in_bounds()"
956 * Assumes "in_bounds()"\n
958 static bool possible_doorway(floor_type *floor_ptr, POSITION y, POSITION x)
960 if (next_to_corr(floor_ptr, y, x) < 2) return FALSE;
963 if (cave_have_flag_bold(floor_ptr, y - 1, x, FF_WALL) &&
964 cave_have_flag_bold(floor_ptr, y + 1, x, FF_WALL))
969 /* Check Horizontal */
970 if (cave_have_flag_bold(floor_ptr, y, x - 1, FF_WALL) &&
971 cave_have_flag_bold(floor_ptr, y, x + 1, FF_WALL))
981 * @brief ドアの設置を試みる / Places door at y, x position if at least 2 walls found
982 * @param player_ptr プレーヤーへの参照ポインタ
983 * @param y 設置を行いたいマスのY座標
984 * @param x 設置を行いたいマスのX座標
987 void try_door(player_type *player_ptr, POSITION y, POSITION x)
989 floor_type *floor_ptr = player_ptr->current_floor_ptr;
990 if (!in_bounds(floor_ptr, y, x)) return;
992 if (cave_have_flag_bold(floor_ptr, y, x, FF_WALL)) return;
993 if (floor_ptr->grid_array[y][x].info & (CAVE_ROOM)) return;
995 bool can_place_door = randint0(100) < dun_tun_jct;
996 can_place_door &= possible_doorway(floor_ptr, y, x);
997 can_place_door &= !(d_info[player_ptr->dungeon_idx].flags1 & DF1_NO_DOORS);
1000 place_random_door(player_ptr, y, x, FALSE);
1005 FEAT_IDX conv_dungeon_feat(floor_type *floor_ptr, FEAT_IDX newfeat)
1007 feature_type *f_ptr = &f_info[newfeat];
1008 if (have_flag(f_ptr->flags, FF_CONVERT))
1010 switch (f_ptr->subtype)
1012 case CONVERT_TYPE_FLOOR:
1013 return feat_ground_type[randint0(100)];
1014 case CONVERT_TYPE_WALL:
1015 return feat_wall_type[randint0(100)];
1016 case CONVERT_TYPE_INNER:
1017 return feat_wall_inner;
1018 case CONVERT_TYPE_OUTER:
1019 return feat_wall_outer;
1020 case CONVERT_TYPE_SOLID:
1021 return feat_wall_solid;
1022 case CONVERT_TYPE_STREAM1:
1023 return d_info[floor_ptr->dungeon_idx].stream1;
1024 case CONVERT_TYPE_STREAM2:
1025 return d_info[floor_ptr->dungeon_idx].stream2;
1030 else return newfeat;
1035 * @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
1036 * @param player_ptr プレーヤーへの参照ポインタ
1037 * @param y 配置したい中心マスのY座標
1038 * @param x 配置したい中心マスのX座標
1042 * Only really called by some of the "vault" routines.
1044 void vault_objects(player_type *player_ptr, POSITION y, POSITION x, int num)
1046 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1047 for (; num > 0; --num)
1051 for (int i = 0; i < 11; ++i)
1053 while (dummy < SAFE_MAX_ATTEMPTS)
1055 j = rand_spread(y, 2);
1056 k = rand_spread(x, 3);
1058 if (!in_bounds(floor_ptr, j, k)) continue;
1062 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
1064 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!"));
1068 g_ptr = &floor_ptr->grid_array[j][k];
1069 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) continue;
1071 if (randint0(100) < 75)
1073 place_object(player_ptr, j, k, 0L);
1077 place_gold(player_ptr, j, k);
1087 * @brief 始点から終点への直線経路を返す /
1088 * Determine the path taken by a projection.
1089 * @param player_ptr プレーヤーへの参照ポインタ
1090 * @param gp 経路座標リストを返す参照ポインタ
1100 * The projection will always start from the grid (y1,x1), and will travel
1101 * towards the grid (y2,x2), touching one grid per unit of distance along
1102 * the major axis, and stopping when it enters the destination grid or a
1103 * wall grid, or has travelled the maximum legal distance of "range".
1105 * Note that "distance" in this function (as in the "update_view()" code)
1106 * is defined as "MAX(dy,dx) + MIN(dy,dx)/2", which means that the player
1107 * actually has an "octagon of projection" not a "circle of projection".
1109 * The path grids are saved into the grid array pointed to by "gp", and
1110 * there should be room for at least "range" grids in "gp". Note that
1111 * due to the way in which distance is calculated, this function normally
1112 * uses fewer than "range" grids for the projection path, so the result
1113 * of this function should never be compared directly to "range". Note
1114 * that the initial grid (y1,x1) is never saved into the grid array, not
1115 * even if the initial grid is also the final grid.
1117 * The "flg" flags can be used to modify the behavior of this function.
1119 * In particular, the "PROJECT_STOP" and "PROJECT_THRU" flags have the same
1120 * semantics as they do for the "project" function, namely, that the path
1121 * will stop as soon as it hits a monster, or that the path will continue
1122 * through the destination grid, respectively.
1124 * The "PROJECT_JUMP" flag, which for the "project()" function means to
1125 * start at a special grid (which makes no sense in this function), means
1126 * that the path should be "angled" slightly if needed to avoid any wall
1127 * grids, allowing the player to "target" any grid which is in "view".
1128 * This flag is non-trivial and has not yet been implemented, but could
1129 * perhaps make use of the "vinfo" array (above).
1131 * This function returns the number of grids (if any) in the path. This
1132 * function will return zero if and only if (y1,x1) and (y2,x2) are equal.
1134 * This algorithm is similar to, but slightly different from, the one used
1135 * by "update_view_los()", and very different from the one used by "los()".
1138 sint project_path(player_type *player_ptr, u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg)
1140 if ((x1 == x2) && (y1 == y2)) return 0;
1170 int half = (ay * ax);
1171 int full = half << 1;
1174 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1192 gp[n++] = GRID(y, x);
1193 if ((n + (k >> 1)) >= range) break;
1195 if (!(flg & (PROJECT_THRU)))
1197 if ((x == x2) && (y == y2)) break;
1200 if (flg & (PROJECT_DISI))
1202 if ((n > 0) && cave_stop_disintegration(floor_ptr, y, x)) break;
1204 else if (flg & (PROJECT_LOS))
1206 if ((n > 0) && !cave_los_bold(floor_ptr, y, x)) break;
1208 else if (!(flg & (PROJECT_PATH)))
1210 if ((n > 0) && !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) break;
1213 if (flg & (PROJECT_STOP))
1216 (player_bold(player_ptr, y, x) || floor_ptr->grid_array[y][x].m_idx != 0))
1220 if (!in_bounds(floor_ptr, y, x)) break;
1255 gp[n++] = GRID(y, x);
1256 if ((n + (k >> 1)) >= range) break;
1258 if (!(flg & (PROJECT_THRU)))
1260 if ((x == x2) && (y == y2)) break;
1263 if (flg & (PROJECT_DISI))
1265 if ((n > 0) && cave_stop_disintegration(floor_ptr, y, x)) break;
1267 else if (flg & (PROJECT_LOS))
1269 if ((n > 0) && !cave_los_bold(floor_ptr, y, x)) break;
1271 else if (!(flg & (PROJECT_PATH)))
1273 if ((n > 0) && !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) break;
1276 if (flg & (PROJECT_STOP))
1279 (player_bold(player_ptr, y, x) || floor_ptr->grid_array[y][x].m_idx != 0))
1283 if (!in_bounds(floor_ptr, y, x)) break;
1307 gp[n++] = GRID(y, x);
1308 if ((n + (n >> 1)) >= range) break;
1310 if (!(flg & (PROJECT_THRU)))
1312 if ((x == x2) && (y == y2)) break;
1315 if (flg & (PROJECT_DISI))
1317 if ((n > 0) && cave_stop_disintegration(floor_ptr, y, x)) break;
1319 else if (flg & (PROJECT_LOS))
1321 if ((n > 0) && !cave_los_bold(floor_ptr, y, x)) break;
1323 else if (!(flg & (PROJECT_PATH)))
1325 if ((n > 0) && !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) break;
1328 if (flg & (PROJECT_STOP))
1331 (player_bold(player_ptr, y, x) || floor_ptr->grid_array[y][x].m_idx != 0))
1335 if (!in_bounds(floor_ptr, y, x)) break;
1346 * @brief 指定のマスを床地形に変える / Set a square to be floor. (Includes range checking.)
1347 * @param player_ptr プレーヤーへの参照ポインタ
1348 * @param x 地形を変えたいマスのX座標
1349 * @param y 地形を変えたいマスのY座標
1352 void set_floor(player_type *player_ptr, POSITION x, POSITION y)
1354 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1355 if (!in_bounds(floor_ptr, y, x))
1360 if (floor_ptr->grid_array[y][x].info & CAVE_ROOM)
1365 if (is_extra_bold(floor_ptr, y, x))
1366 place_bold(player_ptr, y, x, gb_floor);
1371 * @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。
1372 * Attempt to place an object (normal or good/great) at the given location.
1373 * @param owner_ptr プレーヤーへの参照ポインタ
1374 * @param y 配置したいフロアのY座標
1375 * @param x 配置したいフロアのX座標
1376 * @param mode オプションフラグ
1377 * @return 生成に成功したらTRUEを返す。
1379 * This routine plays nasty games to generate the "special artifacts".\n
1380 * This routine uses "object_level" for the "generation level".\n
1381 * This routine requires a clean floor grid destination.\n
1383 void place_object(player_type *owner_ptr, POSITION y, POSITION x, BIT_FLAGS mode)
1385 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
1386 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
1389 if (!in_bounds(floor_ptr, y, x)) return;
1390 if (!cave_drop_bold(floor_ptr, y, x)) return;
1391 if (g_ptr->o_idx) return;
1395 if (!make_object(owner_ptr, q_ptr, mode)) return;
1397 OBJECT_IDX o_idx = o_pop(floor_ptr);
1400 if (object_is_fixed_artifact(q_ptr))
1402 a_info[q_ptr->name1].cur_num = 0;
1409 o_ptr = &floor_ptr->o_list[o_idx];
1410 object_copy(o_ptr, q_ptr);
1414 o_ptr->next_o_idx = g_ptr->o_idx;
1416 g_ptr->o_idx = o_idx;
1417 note_spot(owner_ptr, y, x);
1418 lite_spot(owner_ptr, y, x);
1423 * @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。
1424 * Places a treasure (Gold or Gems) at given location
1425 * @param player_ptr プレーヤーへの参照ポインタ
1426 * @param y 配置したいフロアのY座標
1427 * @param x 配置したいフロアのX座標
1428 * @return 生成に成功したらTRUEを返す。
1430 * The location must be a legal, clean, floor grid.
1432 void place_gold(player_type *player_ptr, POSITION y, POSITION x)
1434 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1435 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
1436 if (!in_bounds(floor_ptr, y, x)) return;
1437 if (!cave_drop_bold(floor_ptr, y, x)) return;
1438 if (g_ptr->o_idx) return;
1444 if (!make_gold(floor_ptr, q_ptr)) return;
1446 OBJECT_IDX o_idx = o_pop(floor_ptr);
1447 if (o_idx == 0) return;
1450 o_ptr = &floor_ptr->o_list[o_idx];
1451 object_copy(o_ptr, q_ptr);
1455 o_ptr->next_o_idx = g_ptr->o_idx;
1457 g_ptr->o_idx = o_idx;
1458 note_spot(player_ptr, y, x);
1459 lite_spot(player_ptr, y, x);
1464 * @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
1465 * @param player_ptr プレーヤーへの参照ポインタ
1470 void delete_monster(player_type *player_ptr, POSITION y, POSITION x)
1473 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1474 if (!in_bounds(floor_ptr, y, x)) return;
1476 g_ptr = &floor_ptr->grid_array[y][x];
1477 if (g_ptr->m_idx) delete_monster_idx(player_ptr, g_ptr->m_idx);
1482 * @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 /
1483 * Move an object from index i1 to index i2 in the object list
1484 * @param i1 整理したい配列の始点
1485 * @param i2 整理したい配列の終点
1488 static void compact_objects_aux(floor_type *floor_ptr, OBJECT_IDX i1, OBJECT_IDX i2)
1490 if (i1 == i2) return;
1493 for (OBJECT_IDX i = 1; i < floor_ptr->o_max; i++)
1495 o_ptr = &floor_ptr->o_list[i];
1496 if (!o_ptr->k_idx) continue;
1498 if (o_ptr->next_o_idx == i1)
1500 o_ptr->next_o_idx = i2;
1504 o_ptr = &floor_ptr->o_list[i1];
1506 if (OBJECT_IS_HELD_MONSTER(o_ptr))
1508 monster_type *m_ptr;
1509 m_ptr = &floor_ptr->m_list[o_ptr->held_m_idx];
1510 if (m_ptr->hold_o_idx == i1)
1512 m_ptr->hold_o_idx = i2;
1517 POSITION y = o_ptr->iy;
1518 POSITION x = o_ptr->ix;
1520 g_ptr = &floor_ptr->grid_array[y][x];
1522 if (g_ptr->o_idx == i1)
1528 floor_ptr->o_list[i2] = floor_ptr->o_list[i1];
1534 * @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。 /
1535 * Compact and Reorder the object list.
1536 * @param player_ptr プレーヤーへの参照ポインタ
1537 * @param size 最低でも減らしたいオブジェクト数の水準
1541 * This function can be very dangerous, use with caution!\n
1543 * When actually "compacting" objects, we base the saving throw on a\n
1544 * combination of object level, distance from player, and current\n
1547 * After "compacting" (if needed), we "reorder" the objects into a more\n
1548 * compact order, and we reset the allocation info, and the "live" array.\n
1550 void compact_objects(player_type *player_ptr, int size)
1555 msg_print(_("アイテム情報を圧縮しています...", "Compacting objects..."));
1556 player_ptr->redraw |= (PR_MAP);
1557 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1560 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1561 for (int num = 0, cnt = 1; num < size; cnt++)
1563 int cur_lev = 5 * cnt;
1564 int cur_dis = 5 * (20 - cnt);
1565 for (OBJECT_IDX i = 1; i < floor_ptr->o_max; i++)
1567 o_ptr = &floor_ptr->o_list[i];
1569 if (!OBJECT_IS_VALID(o_ptr)) continue;
1570 if (k_info[o_ptr->k_idx].level > cur_lev) continue;
1573 if (OBJECT_IS_HELD_MONSTER(o_ptr))
1575 monster_type *m_ptr;
1576 m_ptr = &floor_ptr->m_list[o_ptr->held_m_idx];
1580 if (randint0(100) < 90) continue;
1588 if ((cur_dis > 0) && (distance(player_ptr->y, player_ptr->x, y, x) < cur_dis)) continue;
1591 if ((object_is_fixed_artifact(o_ptr) || o_ptr->art_name) &&
1592 (cnt < 1000)) chance = 100;
1594 if (randint0(100) < chance) continue;
1596 delete_object_idx(player_ptr, i);
1601 for (OBJECT_IDX i = floor_ptr->o_max - 1; i >= 1; i--)
1603 o_ptr = &floor_ptr->o_list[i];
1604 if (o_ptr->k_idx) continue;
1606 compact_objects_aux(floor_ptr, floor_ptr->o_max - 1, i);
1613 * @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
1614 * @param player_ptr プレーヤーへの参照ポインタ
1615 * @param y トラップを配置したいマスの中心Y座標
1616 * @param x トラップを配置したいマスの中心X座標
1617 * @param yd Y方向の配置分散マス数
1618 * @param xd X方向の配置分散マス数
1619 * @param num 配置したいトラップの数
1622 * Only really called by some of the "vault" routines.
1624 void vault_traps(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd, int num)
1626 for (int i = 0; i < num; i++)
1628 vault_trap_aux(player_ptr, y, x, yd, xd);
1634 * Standard "find me a location" function
1636 * Obtains a legal location within the given distance of the initial
1637 * location, and with "los()" from the source to destination location.
1639 * This function is often called from inside a loop which searches for
1640 * locations while increasing the "d" distance.
1642 * Currently the "m" parameter is unused.
1644 void scatter(player_type *player_ptr, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode)
1646 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1650 ny = rand_spread(y, d);
1651 nx = rand_spread(x, d);
1653 if (!in_bounds(floor_ptr, ny, nx)) continue;
1654 if ((d > 1) && (distance(y, x, ny, nx) > d)) continue;
1655 if (mode & PROJECT_LOS)
1657 if (los(player_ptr, y, x, ny, nx)) break;
1661 if (projectable(player_ptr, y, x, ny, nx)) break;
1670 * @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
1671 * @param floor_ptr 配置するフロアの参照ポインタ
1674 * @return 光を通すならばtrueを返す。
1676 bool cave_los_bold(floor_type *floor_ptr, POSITION y, POSITION x)
1678 return feat_supports_los(floor_ptr->grid_array[y][x].feat);