2 * @brief グリッドの実装 / low level dungeon routines -BEN-
5 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
11 * Support for Adam Bolt's tileset, lighting and transparency effects\n
12 * by Robert Ruehlmann (rr9@angband.org)\n
14 * 2013 Deskull Doxygen向けのコメント整理\n
17 #include "grid/grid.h"
18 #include "core/window-redrawer.h"
19 #include "dungeon/dungeon-flag-types.h"
20 #include "dungeon/dungeon.h"
21 #include "dungeon/quest.h"
22 #include "effect/effect-characteristics.h"
23 #include "effect/effect-processor.h"
24 #include "floor/cave.h"
25 #include "floor/floor-generator.h"
26 #include "game-option/game-play-options.h"
27 #include "game-option/map-screen-options.h"
28 #include "game-option/special-options.h"
29 #include "grid/feature.h"
30 #include "grid/object-placer.h"
31 #include "grid/trap.h"
32 #include "io/screen-util.h"
33 #include "monster-floor/monster-remover.h"
34 #include "monster-race/monster-race.h"
35 #include "monster/monster-info.h"
36 #include "monster/monster-status.h"
37 #include "monster/monster-update.h"
38 #include "object/item-tester-hooker.h"
39 #include "object/object-mark-types.h"
40 #include "player/player-class.h"
41 #include "player/player-status.h"
42 #include "player/player-status-flags.h"
43 #include "room/rooms-builder.h"
44 #include "spell/spell-types.h"
45 #include "system/floor-type-definition.h"
46 #include "term/term-color-types.h"
47 #include "util/bit-flags-calculator.h"
48 #include "view/display-map.h"
49 #include "view/display-messages.h"
50 #include "window/main-window-util.h"
51 #include "world/world.h"
53 #define MONSTER_FLOW_DEPTH \
54 32 /*!< 敵のプレイヤーに対する移動道のりの最大値(この値以上は処理を打ち切る) / OPTION: Maximum flow depth when using "MONSTER_FLOW" */
57 * Feature action flags
59 #define FAF_DESTROY 0x01
60 #define FAF_NO_DROP 0x02
61 #define FAF_CRASH_GLASS 0x04
66 * @brief 地形状態フラグテーブル /
67 * The table of features' actions
69 static const byte feature_action_flags[FF_FLAG_MAX] = {
80 FAF_CRASH_GLASS, /* BASH */
82 FAF_DESTROY, /* DISARM */
84 FAF_DESTROY | FAF_CRASH_GLASS, /* TUNNEL */
85 0, /* MAY_HAVE_GOLD */
115 FAF_DESTROY | FAF_CRASH_GLASS, /* HURT_ROCK */
170 FAF_DESTROY | FAF_NO_DROP | FAF_CRASH_GLASS, /* HURT_DISI */
183 0, /* TELEPORTABLE */
189 * @brief 新規フロアに入りたてのプレイヤーをランダムな場所に配置する / Returns random co-ordinates for player/monster/object
190 * @param creature_ptr 配置したいクリーチャーの参照ポインタ
191 * @return 配置に成功したらTRUEを返す
193 bool new_player_spot(player_type *creature_ptr)
195 POSITION y = 0, x = 0;
196 int max_attempts = 10000;
201 while (max_attempts--) {
202 /* Pick a legal spot */
203 y = (POSITION)rand_range(1, creature_ptr->current_floor_ptr->height - 2);
204 x = (POSITION)rand_range(1, creature_ptr->current_floor_ptr->width - 2);
206 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
208 /* Must be a "naked" floor grid */
211 if (creature_ptr->current_floor_ptr->dun_level) {
212 f_ptr = &f_info[g_ptr->feat];
214 if (max_attempts > 5000) /* Rule 1 */
216 if (!has_flag(f_ptr->flags, FF_FLOOR))
220 if (!has_flag(f_ptr->flags, FF_MOVE))
222 if (has_flag(f_ptr->flags, FF_HIT_TRAP))
226 /* Refuse to start on anti-teleport grids in dungeon */
227 if (!has_flag(f_ptr->flags, FF_TELEPORTABLE))
230 if (!player_can_enter(creature_ptr, g_ptr->feat, 0))
232 if (!in_bounds(creature_ptr->current_floor_ptr, y, x))
235 /* Refuse to start on anti-teleport grids */
236 if (g_ptr->info & (CAVE_ICKY))
242 if (max_attempts < 1) /* Should be -1, actually if we failed... */
245 /* Save the new player grid */
253 * @brief マスにフロア端用の永久壁を配置する / Set boundary mimic and add "solid" perma-wall
254 * @param g_ptr 永久壁を配置したいマス構造体の参照ポインタ
257 void place_bound_perm_wall(player_type *player_ptr, grid_type *g_ptr)
259 if (bound_walls_perm) {
260 /* Clear boundary mimic */
263 feature_type *f_ptr = &f_info[g_ptr->feat];
265 /* Hack -- Decline boundary walls with known treasure */
266 if ((has_flag(f_ptr->flags, FF_HAS_GOLD) || has_flag(f_ptr->flags, FF_HAS_ITEM)) && !has_flag(f_ptr->flags, FF_SECRET))
267 g_ptr->feat = feat_state(player_ptr, g_ptr->feat, FF_ENSECRET);
269 /* Set boundary mimic */
270 g_ptr->mimic = g_ptr->feat;
273 /* Add "solid" perma-wall */
274 place_grid(player_ptr, g_ptr, GB_SOLID_PERM);
278 * @brief マスに看破済みの罠があるかの判定を行う。 / Return TRUE if the given grid is a known trap
279 * @param player_ptr プレーヤーへの参照ポインタ
280 * @param g_ptr マス構造体の参照ポインタ
281 * @return 看破済みの罠があるならTRUEを返す。
283 bool is_known_trap(player_type *player_ptr, grid_type *g_ptr)
285 if (!g_ptr->mimic && !cave_has_flag_grid(g_ptr, FF_SECRET) && is_trap(player_ptr, g_ptr->feat))
292 * @brief マスに隠されたドアがあるかの判定を行う。 / Return TRUE if the given grid is a hidden closed door
293 * @param player_ptr プレーヤーへの参照ポインタ
294 * @param g_ptr マス構造体の参照ポインタ
295 * @return 隠されたドアがあるならTRUEを返す。
297 bool is_hidden_door(player_type *player_ptr, grid_type *g_ptr)
299 if ((g_ptr->mimic || cave_has_flag_grid(g_ptr, FF_SECRET)) && is_closed_door(player_ptr, g_ptr->feat))
306 * @brief 指定された座標のマスが現在照らされているかを返す。 / Check for "local" illumination
309 * @return 指定された座標に照明がかかっているならTRUEを返す。。
311 bool check_local_illumination(player_type *creature_ptr, POSITION y, POSITION x)
313 /* Hack -- move towards player */
314 POSITION yy = (y < creature_ptr->y) ? (y + 1) : (y > creature_ptr->y) ? (y - 1) : y;
315 POSITION xx = (x < creature_ptr->x) ? (x + 1) : (x > creature_ptr->x) ? (x - 1) : x;
317 /* Check for "local" illumination */
319 /* Check for "complex" illumination */
320 if ((feat_supports_los(get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[yy][xx]))
321 && (creature_ptr->current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW))
322 || (feat_supports_los(get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[y][xx]))
323 && (creature_ptr->current_floor_ptr->grid_array[y][xx].info & CAVE_GLOW))
324 || (feat_supports_los(get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[yy][x]))
325 && (creature_ptr->current_floor_ptr->grid_array[yy][x].info & CAVE_GLOW))) {
331 /*! 対象座標のマスの照明状態を更新する際の補助処理マクロ */
332 #define update_local_illumination_aux(C, Y, X) \
334 if (player_has_los_bold((C), (Y), (X))) { \
335 /* Update the monster */ \
336 if ((C)->current_floor_ptr->grid_array[(Y)][(X)].m_idx) \
337 update_monster((C), (C)->current_floor_ptr->grid_array[(Y)][(X)].m_idx, FALSE); \
339 /* Notice and redraw */ \
340 note_spot((C), (Y), (X)); \
341 lite_spot((C), (Y), (X)); \
346 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
347 * @param creature_ptr 視界元のクリーチャー
352 void update_local_illumination(player_type *creature_ptr, POSITION y, POSITION x)
357 if (!in_bounds(creature_ptr->current_floor_ptr, y, x))
360 if ((y != creature_ptr->y) && (x != creature_ptr->x)) {
361 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
362 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
363 update_local_illumination_aux(creature_ptr, yy, xx);
364 update_local_illumination_aux(creature_ptr, y, xx);
365 update_local_illumination_aux(creature_ptr, yy, x);
366 } else if (x != creature_ptr->x) /* y == creature_ptr->y */
368 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
369 for (i = -1; i <= 1; i++) {
371 update_local_illumination_aux(creature_ptr, yy, xx);
374 update_local_illumination_aux(creature_ptr, yy, x);
376 update_local_illumination_aux(creature_ptr, yy, x);
377 } else if (y != creature_ptr->y) /* x == creature_ptr->x */
379 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
380 for (i = -1; i <= 1; i++) {
382 update_local_illumination_aux(creature_ptr, yy, xx);
385 update_local_illumination_aux(creature_ptr, y, xx);
387 update_local_illumination_aux(creature_ptr, y, xx);
388 } else /* Player's grid */
390 for (i = 0; i < 8; i++) {
393 update_local_illumination_aux(creature_ptr, yy, xx);
399 * @brief 指定された座標をプレイヤー収められていない状態かどうか / Returns true if the player's grid is dark
400 * @return 視覚に収められていないならTRUEを返す
401 * @details player_can_see_bold()関数の返り値の否定を返している。
403 bool no_lite(player_type *creature_ptr) { return (!player_can_see_bold(creature_ptr, creature_ptr->y, creature_ptr->x)); }
406 * Place an attr/char pair at the given map coordinate, if legal.
408 void print_rel(player_type *subject_ptr, SYMBOL_CODE c, TERM_COLOR a, POSITION y, POSITION x)
410 /* Only do "legal" locations */
411 if (panel_contains(y, x)) {
412 /* Hack -- fake monochrome */
414 if (current_world_ptr->timewalk_m_idx)
416 else if (is_invuln(subject_ptr) || subject_ptr->timewalk)
418 else if (subject_ptr->wraith_form)
422 /* Draw the char using the attr */
423 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
428 * todo ここにplayer_type を追加した時のコンパイルエラーに対処できなかったので保留
429 * Memorize interesting viewable object/features in the given grid
431 * This function should only be called on "legal" grids.
433 * This function will memorize the object and/or feature in the given
434 * grid, if they are (1) viewable and (2) interesting. Note that all
435 * objects are interesting, all terrain features except floors (and
436 * invisible traps) are interesting, and floors (and invisible traps)
437 * are interesting sometimes (depending on various options involving
438 * the illumination of floor grids).
440 * The automatic memorization of all objects and non-floor terrain
441 * features as soon as they are displayed allows incredible amounts
442 * of optimization in various places, especially "map_info()".
444 * Note that the memorization of objects is completely separate from
445 * the memorization of terrain features, preventing annoying floor
446 * memorization when a detected object is picked up from a dark floor,
447 * and object memorization when an object is dropped into a floor grid
448 * which is memorized but out-of-sight.
450 * This function should be called every time the "memorization" of
451 * a grid (or the object in a grid) is called into question, such
452 * as when an object is created in a grid, when a terrain feature
453 * "changes" from "floor" to "non-floor", when any grid becomes
454 * "illuminated" or "viewable", and when a "floor" grid becomes
457 * Note the relatively efficient use of this function by the various
458 * "update_view()" and "update_lite()" calls, to allow objects and
459 * terrain features to be memorized (and drawn) whenever they become
460 * viewable or illuminated in any way, but not when they "maintain"
461 * or "lose" their previous viewability or illumination.
463 * Note the butchered "internal" version of "player_can_see_bold()",
464 * optimized primarily for the most common cases, that is, for the
465 * non-marked floor grids.
467 void note_spot(player_type *player_ptr, POSITION y, POSITION x)
469 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
470 OBJECT_IDX this_o_idx, next_o_idx = 0;
472 /* Blind players see nothing */
473 if (player_ptr->blind)
476 /* Analyze non-torch-lit grids */
477 if (!(g_ptr->info & (CAVE_LITE | CAVE_MNLT))) {
478 /* Require line of sight to the grid */
479 if (!(g_ptr->info & (CAVE_VIEW)))
482 /* Require "perma-lite" of the grid */
483 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) {
485 if (!player_ptr->see_nocto)
490 /* Hack -- memorize objects */
491 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) {
492 object_type *o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
493 next_o_idx = o_ptr->next_o_idx;
495 /* Memorize objects */
496 o_ptr->marked |= OM_FOUND;
499 /* Hack -- memorize grids */
500 if (!(g_ptr->info & (CAVE_MARK))) {
501 /* Feature code (applying "mimic" field) */
502 feature_type *f_ptr = &f_info[get_feat_mimic(g_ptr)];
504 /* Memorize some "boring" grids */
505 if (!has_flag(f_ptr->flags, FF_REMEMBER)) {
506 /* Option -- memorize all torch-lit floors */
507 if (view_torch_grids && ((g_ptr->info & (CAVE_LITE | CAVE_MNLT)) || player_ptr->see_nocto)) {
508 g_ptr->info |= (CAVE_MARK);
511 /* Option -- memorize all perma-lit floors */
512 else if (view_perma_grids && ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)) {
513 g_ptr->info |= (CAVE_MARK);
517 /* Memorize normal grids */
518 else if (has_flag(f_ptr->flags, FF_LOS)) {
519 g_ptr->info |= (CAVE_MARK);
522 /* Memorize torch-lit walls */
523 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT)) {
524 g_ptr->info |= (CAVE_MARK);
527 /* Memorize walls seen by noctovision of Ninja */
528 else if (player_ptr->see_nocto) {
529 g_ptr->info |= (CAVE_MARK);
532 /* Memorize certain non-torch-lit wall grids */
533 else if (check_local_illumination(player_ptr, y, x)) {
534 g_ptr->info |= (CAVE_MARK);
538 /* Memorize terrain of the grid */
539 g_ptr->info |= (CAVE_KNOWN);
543 * Redraw (on the screen) a given MAP location
545 * This function should only be called on "legal" grids
547 void lite_spot(player_type *player_ptr, POSITION y, POSITION x)
549 /* Redraw if on screen */
550 if (panel_contains(y, x) && in_bounds2(player_ptr->current_floor_ptr, y, x)) {
556 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
558 /* Hack -- fake monochrome */
560 if (current_world_ptr->timewalk_m_idx)
562 else if (is_invuln(player_ptr) || player_ptr->timewalk)
564 else if (player_ptr->wraith_form)
568 /* Hack -- Queue it */
569 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
571 /* Update sub-windows */
572 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
577 * Some comments on the grid flags. -BEN-
580 * One of the major bottlenecks in previous versions of Angband was in
581 * the calculation of "line of sight" from the player to various grids,
582 * such as monsters. This was such a nasty bottleneck that a lot of
583 * silly things were done to reduce the dependancy on "line of sight",
584 * for example, you could not "see" any grids in a lit room until you
585 * actually entered the room, and there were all kinds of bizarre grid
586 * flags to enable this behavior. This is also why the "call light"
587 * spells always lit an entire room.
589 * The code below provides functions to calculate the "field of view"
590 * for the player, which, once calculated, provides extremely fast
591 * calculation of "line of sight from the player", and to calculate
592 * the "field of torch lite", which, again, once calculated, provides
593 * extremely fast calculation of "which grids are lit by the player's
594 * lite source". In addition to marking grids as "GRID_VIEW" and/or
595 * "GRID_LITE", as appropriate, these functions maintain an array for
596 * each of these two flags, each array containing the locations of all
597 * of the grids marked with the appropriate flag, which can be used to
598 * very quickly scan through all of the grids in a given set.
600 * To allow more "semantically valid" field of view semantics, whenever
601 * the field of view (or the set of torch lit grids) changes, all of the
602 * grids in the field of view (or the set of torch lit grids) are "drawn"
603 * so that changes in the world will become apparent as soon as possible.
604 * This has been optimized so that only grids which actually "change" are
605 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
606 * of the grids which are entering or leaving the relevent set of grids.
608 * These new methods are so efficient that the old nasty code was removed.
610 * Note that there is no reason to "update" the "viewable space" unless
611 * the player "moves", or walls/doors are created/destroyed, and there
612 * is no reason to "update" the "torch lit grids" unless the field of
613 * view changes, or the "light radius" changes. This means that when
614 * the player is resting, or digging, or doing anything that does not
615 * involve movement or changing the state of the dungeon, there is no
616 * need to update the "view" or the "lite" regions, which is nice.
618 * Note that the calls to the nasty "los()" function have been reduced
619 * to a bare minimum by the use of the new "field of view" calculations.
621 * I wouldn't be surprised if slight modifications to the "update_view()"
622 * function would allow us to determine "reverse line-of-sight" as well
623 * as "normal line-of-sight", which would allow monsters to use a more
624 * "correct" calculation to determine if they can "see" the player. For
625 * now, monsters simply "cheat" somewhat and assume that if the player
626 * has "line of sight" to the monster, then the monster can "pretend"
627 * that it has "line of sight" to the player.
630 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
631 * grid and maintains an array of all "CAVE_LITE" grids.
633 * This set of grids is the complete set of all grids which are lit by
634 * the players light source, which allows the "player_can_see_bold()"
635 * function to work very quickly.
637 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
638 * fact, the player (unless blind) can always "see" all grids which are
639 * marked as "CAVE_LITE", unless they are "off screen".
642 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
643 * grid and maintains an array of all "CAVE_VIEW" grids.
645 * This set of grids is the complete set of all grids within line of sight
646 * of the player, allowing the "player_has_los_bold()" macro to work very
650 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
651 * temporary internal flag to mark those grids which are not only in view,
652 * but which are also "easily" in line of sight of the player. This flag
653 * is always cleared when we are done.
656 * The current "update_lite()" and "update_view()" algorithms use the
657 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
658 * to keep track of which grids were previously marked as "CAVE_LITE" or
659 * "CAVE_VIEW", which allows us to optimize the "screen updates".
661 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
662 * for various other purposes, such as spreading lite or darkness during
663 * "lite_room()" / "unlite_room()", and for calculating monster flow.
666 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
667 * in some way permanently lit. However, for the player to "see" anything
668 * in the grid, as determined by "player_can_see()", the player must not be
669 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
670 * grids, even if marked as "perma lit", are only illuminated if they touch
671 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
674 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
675 * that even if the player cannot "see" the grid, he "knows" the terrain in
676 * that grid. This is used to "remember" walls/doors/stairs/floors when they
677 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
678 * or when one of the "memorize floor grids" options induces memorization.
680 * Objects are "memorized" in a different way, using a special "marked" flag
681 * on the object itself, which is set when an object is observed or detected.
684 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
685 * and should be illuminated by "lite room" and "darkness" spells.
688 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
689 * and should be unavailable for "teleportation" destinations.
692 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
693 * which is observed, and the "view_torch_grids" allows the player to memorize
694 * every torch-lit grid. The player will always memorize important walls,
695 * doors, stairs, and other terrain features, as well as any "detected" grids.
697 * Note that the new "update_view()" method allows, among other things, a room
698 * to be "partially" seen as the player approaches it, with a growing cone of
699 * floor appearing as the player gets closer to the door. Also, by not turning
700 * on the "memorize perma-lit grids" option, the player will only "see" those
701 * floor grids which are actually in line of sight.
703 * And my favorite "plus" is that you can now use a special option to draw the
704 * "floors" in the "viewable region" brightly (actually, to draw the *other*
705 * grids dimly), providing a "pretty" effect as the player runs around, and
706 * to efficiently display the "torch lite" in a special color.
709 * Some comments on the "update_view()" algorithm...
711 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
712 * and only has to call "los()" on the borderline cases. The major axes/diags
713 * even terminate early when they hit walls. I need to find a quick way
714 * to "terminate" the other scans.
716 * Note that in the worst case (a big empty area with say 5% scattered walls),
717 * each of the 1500 or so nearby grids is checked once, most of them getting
718 * an "instant" rating, and only a small portion requiring a call to "los()".
720 * The only time that the algorithm appears to be "noticeably" too slow is
721 * when running, and this is usually only important in town, since the town
722 * provides about the worst scenario possible, with large open regions and
723 * a few scattered obstructions. There is a special "efficiency" option to
724 * allow the player to reduce his field of view in town, if needed.
726 * In the "best" case (say, a normal stretch of corridor), the algorithm
727 * makes one check for each viewable grid, and makes no calls to "los()".
728 * So running in corridors is very fast, and if a lot of monsters are
729 * nearby, it is much faster than the old methods.
731 * Note that resting, most normal commands, and several forms of running,
732 * plus all commands executed near large groups of monsters, are strictly
733 * more efficient with "update_view()" that with the old "compute los() on
734 * demand" method, primarily because once the "field of view" has been
735 * calculated, it does not have to be recalculated until the player moves
736 * (or a wall or door is created or destroyed).
738 * Note that we no longer have to do as many "los()" checks, since once the
739 * "view" region has been built, very few things cause it to be "changed"
740 * (player movement, and the opening/closing of doors, changes in wall status).
741 * Note that door/wall changes are only relevant when the door/wall itself is
742 * in the "view" region.
744 * The algorithm seems to only call "los()" from zero to ten times, usually
745 * only when coming down a corridor into a room, or standing in a room, just
746 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
747 * we will be reducing the calls to "los()".
749 * I am thinking in terms of an algorithm that "walks" from the central point
750 * out to the maximal "distance", at each point, determining the "view" code
751 * (above). For each grid not on a major axis or diagonal, the "view" code
752 * depends on the "cave_los_bold()" and "view" of exactly two other grids
753 * (the one along the nearest diagonal, and the one next to that one, see
754 * "update_view_aux()"...).
756 * We "memorize" the viewable space array, so that at the cost of under 3000
757 * bytes, we reduce the time taken by "forget_view()" to one assignment for
758 * each grid actually in the "viewable space". And for another 3000 bytes,
759 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
760 * are also used by other routines, thus reducing the cost to almost nothing.
762 * A similar thing is done for "forget_lite()" in which case the savings are
763 * much less, but save us from doing bizarre maintenance checking.
765 * In the worst "normal" case (in the middle of the town), the reachable space
766 * actually reaches to more than half of the largest possible "circle" of view,
767 * or about 800 grids, and in the worse case (in the middle of a dungeon level
768 * where all the walls have been removed), the reachable space actually reaches
769 * the theoretical maximum size of just under 1500 grids.
771 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
772 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
773 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
774 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
775 * entire possible space (including initialization) in one step per grid. If
776 * we do the "clearing" as a separate step (and use an array of "view" grids),
777 * then the clearing will take as many steps as grids that were viewed, and the
778 * algorithm will be able to "stop" scanning at various points.
779 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
783 * Hack - speed up the update_flow algorithm by only doing
784 * it everytime the player moves out of LOS of the last
787 static POSITION flow_x = 0;
788 static POSITION flow_y = 0;
791 * Hack -- fill in the "cost" field of every grid that the player
792 * can "reach" with the number of steps needed to reach that grid.
793 * This also yields the "distance" of the player from every grid.
795 * In addition, mark the "when" of the grids that can reach
796 * the player with the incremented value of "flow_n".
798 * Hack -- use the "seen" array as a "circular queue".
800 * We do not need a priority queue because the cost from grid
801 * to grid is always "one" and we process them in order.
803 void update_flow(player_type *subject_ptr)
807 int flow_head_grid = 1;
808 int flow_tail_grid = 0;
810 /* Paranoia -- make sure the array is empty */
814 /* The last way-point is on the map */
815 if (subject_ptr->running && in_bounds(subject_ptr->current_floor_ptr, flow_y, flow_x)) {
816 /* The way point is in sight - do not update. (Speedup) */
817 if (subject_ptr->current_floor_ptr->grid_array[flow_y][flow_x].info & CAVE_VIEW)
821 /* Erase all of the current flow information */
822 for (y = 0; y < subject_ptr->current_floor_ptr->height; y++) {
823 for (x = 0; x < subject_ptr->current_floor_ptr->width; x++) {
824 subject_ptr->current_floor_ptr->grid_array[y][x].cost = 0;
825 subject_ptr->current_floor_ptr->grid_array[y][x].dist = 0;
829 /* Save player position */
830 flow_y = subject_ptr->y;
831 flow_x = subject_ptr->x;
833 /* Add the player's grid to the queue */
834 tmp_pos.y[0] = subject_ptr->y;
835 tmp_pos.x[0] = subject_ptr->x;
837 /* Now process the queue */
838 while (flow_head_grid != flow_tail_grid) {
841 /* Extract the next entry */
842 ty = tmp_pos.y[flow_tail_grid];
843 tx = tmp_pos.x[flow_tail_grid];
845 /* Forget that entry */
846 if (++flow_tail_grid == TEMP_MAX)
849 /* Add the "children" */
850 for (d = 0; d < 8; d++) {
851 int old_head = flow_head_grid;
852 byte m = subject_ptr->current_floor_ptr->grid_array[ty][tx].cost + 1;
853 byte n = subject_ptr->current_floor_ptr->grid_array[ty][tx].dist + 1;
860 /* Ignore player's grid */
861 if (player_bold(subject_ptr, y, x))
864 g_ptr = &subject_ptr->current_floor_ptr->grid_array[y][x];
866 if (is_closed_door(subject_ptr, g_ptr->feat))
869 /* Ignore "pre-stamped" entries */
870 if (g_ptr->dist != 0 && g_ptr->dist <= n && g_ptr->cost <= m)
873 /* Ignore "walls" and "rubble" */
874 if (!cave_has_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(subject_ptr, g_ptr->feat))
877 /* Save the flow cost */
878 if (g_ptr->cost == 0 || g_ptr->cost > m)
880 if (g_ptr->dist == 0 || g_ptr->dist > n)
883 /* Hack -- limit flow depth */
884 if (n == MONSTER_FLOW_DEPTH)
887 /* Enqueue that entry */
888 tmp_pos.y[flow_head_grid] = y;
889 tmp_pos.x[flow_head_grid] = x;
891 /* Advance the queue */
892 if (++flow_head_grid == TEMP_MAX)
895 /* Hack -- notice overflow by forgetting new entry */
896 if (flow_head_grid == flow_tail_grid)
897 flow_head_grid = old_head;
903 * Take a feature, determine what that feature becomes
904 * through applying the given action.
906 FEAT_IDX feat_state(player_type *player_ptr, FEAT_IDX feat, int action)
908 feature_type *f_ptr = &f_info[feat];
911 /* Get the new feature */
912 floor_type *floor_ptr = player_ptr->current_floor_ptr;
913 for (i = 0; i < MAX_FEAT_STATES; i++) {
914 if (f_ptr->state[i].action == action)
915 return conv_dungeon_feat(floor_ptr, f_ptr->state[i].result);
918 if (has_flag(f_ptr->flags, FF_PERMANENT))
921 return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(floor_ptr, f_ptr->destroyed) : feat;
925 * Takes a location and action and changes the feature at that
926 * location through applying the given action.
928 void cave_alter_feat(player_type *player_ptr, POSITION y, POSITION x, int action)
930 /* Set old feature */
931 floor_type *floor_ptr = player_ptr->current_floor_ptr;
932 FEAT_IDX oldfeat = floor_ptr->grid_array[y][x].feat;
934 /* Get the new feat */
935 FEAT_IDX newfeat = feat_state(player_ptr, oldfeat, action);
938 if (newfeat == oldfeat)
941 /* Set the new feature */
942 cave_set_feat(player_ptr, y, x, newfeat);
944 if (!(feature_action_flags[action] & FAF_NO_DROP)) {
945 feature_type *old_f_ptr = &f_info[oldfeat];
946 feature_type *f_ptr = &f_info[newfeat];
950 if (has_flag(old_f_ptr->flags, FF_HAS_GOLD) && !has_flag(f_ptr->flags, FF_HAS_GOLD)) {
951 /* Place some gold */
952 place_gold(player_ptr, y, x);
957 if (has_flag(old_f_ptr->flags, FF_HAS_ITEM) && !has_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - floor_ptr->dun_level / 2))) {
959 place_object(player_ptr, y, x, 0L);
963 if (found && current_world_ptr->character_dungeon && player_can_see_bold(player_ptr, y, x)) {
964 msg_print(_("何かを発見した!", "You have found something!"));
968 if (feature_action_flags[action] & FAF_CRASH_GLASS) {
969 feature_type *old_f_ptr = &f_info[oldfeat];
971 if (has_flag(old_f_ptr->flags, FF_GLASS) && current_world_ptr->character_dungeon) {
972 project(player_ptr, PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(floor_ptr->dun_level, 100) / 4, GF_SHARDS,
973 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
978 /* Remove a mirror */
979 void remove_mirror(player_type *caster_ptr, POSITION y, POSITION x)
981 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
983 /* Remove the mirror */
984 g_ptr->info &= ~(CAVE_OBJECT);
987 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) {
988 g_ptr->info &= ~(CAVE_GLOW);
989 if (!view_torch_grids)
990 g_ptr->info &= ~(CAVE_MARK);
992 update_monster(caster_ptr, g_ptr->m_idx, FALSE);
994 update_local_illumination(caster_ptr, y, x);
997 note_spot(caster_ptr, y, x);
999 lite_spot(caster_ptr, y, x);
1003 * Return TRUE if there is a mirror on the grid.
1005 bool is_mirror_grid(grid_type *g_ptr)
1007 if ((g_ptr->info & CAVE_OBJECT) && has_flag(f_info[g_ptr->mimic].flags, FF_MIRROR))
1014 * Return TRUE if there is a mirror on the grid.
1016 bool is_glyph_grid(grid_type *g_ptr)
1018 if ((g_ptr->info & CAVE_OBJECT) && has_flag(f_info[g_ptr->mimic].flags, FF_GLYPH))
1025 * Return TRUE if there is a mirror on the grid.
1027 bool is_explosive_rune_grid(grid_type *g_ptr)
1029 if ((g_ptr->info & CAVE_OBJECT) && has_flag(f_info[g_ptr->mimic].flags, FF_MINOR_GLYPH))
1036 * @brief 指定されたマスがモンスターのテレポート可能先かどうかを判定する。
1037 * @param player_ptr プレーヤーへの参照ポインタ
1038 * @param m_idx モンスターID
1042 * @return テレポート先として妥当ならばtrue
1044 bool cave_monster_teleportable_bold(player_type *player_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, teleport_flags mode)
1046 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
1047 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
1048 feature_type *f_ptr = &f_info[g_ptr->feat];
1050 /* Require "teleportable" space */
1051 if (!has_flag(f_ptr->flags, FF_TELEPORTABLE))
1054 if (g_ptr->m_idx && (g_ptr->m_idx != m_idx))
1056 if (player_bold(player_ptr, y, x))
1059 /* Hack -- no teleport onto glyph of warding */
1060 if (is_glyph_grid(g_ptr))
1062 if (is_explosive_rune_grid(g_ptr))
1065 if (!(mode & TELEPORT_PASSIVE)) {
1066 if (!monster_can_cross_terrain(player_ptr, g_ptr->feat, &r_info[m_ptr->r_idx], 0))
1074 * @brief 指定されたマスにプレイヤーがテレポート可能かどうかを判定する。
1075 * @param player_ptr プレーヤーへの参照ポインタ
1079 * @return テレポート先として妥当ならばtrue
1081 bool cave_player_teleportable_bold(player_type *player_ptr, POSITION y, POSITION x, teleport_flags mode)
1083 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
1084 feature_type *f_ptr = &f_info[g_ptr->feat];
1086 /* Require "teleportable" space */
1087 if (!has_flag(f_ptr->flags, FF_TELEPORTABLE))
1090 /* No magical teleporting into vaults and such */
1091 if (!(mode & TELEPORT_NONMAGICAL) && (g_ptr->info & CAVE_ICKY))
1094 if (g_ptr->m_idx && (g_ptr->m_idx != player_ptr->riding))
1097 /* don't teleport on a trap. */
1098 if (has_flag(f_ptr->flags, FF_HIT_TRAP))
1101 if (!(mode & TELEPORT_PASSIVE)) {
1102 if (!player_can_enter(player_ptr, g_ptr->feat, 0))
1105 if (has_flag(f_ptr->flags, FF_WATER) && has_flag(f_ptr->flags, FF_DEEP)) {
1106 if (!player_ptr->levitation && !player_ptr->can_swim)
1110 if (has_flag(f_ptr->flags, FF_LAVA) && !has_immune_fire(player_ptr) && !is_invuln(player_ptr)) {
1111 /* Always forbid deep lava */
1112 if (has_flag(f_ptr->flags, FF_DEEP))
1115 /* Forbid shallow lava when the player don't have levitation */
1116 if (!player_ptr->levitation)
1125 * @brief 地形は開くものであって、かつ開かれているかを返す /
1126 * Attempt to open the given chest at the given location
1128 * @return 開いた地形である場合TRUEを返す / Return TRUE if the given feature is an open door
1130 bool is_open(player_type *player_ptr, FEAT_IDX feat) { return has_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(player_ptr, feat, FF_CLOSE)); }
1133 * @brief プレイヤーが地形踏破可能かを返す
1134 * @param feature 判定したい地形ID
1135 * @param mode 移動に関するオプションフラグ
1136 * @return 移動可能ならばTRUEを返す
1138 bool player_can_enter(player_type *creature_ptr, FEAT_IDX feature, BIT_FLAGS16 mode)
1140 feature_type *f_ptr = &f_info[feature];
1142 if (creature_ptr->riding)
1143 return monster_can_cross_terrain(
1144 creature_ptr, feature, &r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx], mode | CEM_RIDING);
1146 if (has_flag(f_ptr->flags, FF_PATTERN)) {
1147 if (!(mode & CEM_P_CAN_ENTER_PATTERN))
1151 if (has_flag(f_ptr->flags, FF_CAN_FLY) && creature_ptr->levitation)
1153 if (has_flag(f_ptr->flags, FF_CAN_SWIM) && creature_ptr->can_swim)
1155 if (has_flag(f_ptr->flags, FF_CAN_PASS) && has_pass_wall(creature_ptr))
1158 if (!has_flag(f_ptr->flags, FF_MOVE))
1164 void place_grid(player_type *player_ptr, grid_type *g_ptr, grid_bold_type gb_type)
1168 g_ptr->feat = feat_ground_type[randint0(100)];
1169 g_ptr->info &= ~(CAVE_MASK);
1170 g_ptr->info |= CAVE_FLOOR;
1174 g_ptr->feat = feat_wall_type[randint0(100)];
1175 g_ptr->info &= ~(CAVE_MASK);
1176 g_ptr->info |= CAVE_EXTRA;
1179 case GB_EXTRA_PERM: {
1184 g_ptr->feat = feat_wall_inner;
1185 g_ptr->info &= ~(CAVE_MASK);
1186 g_ptr->info |= CAVE_INNER;
1189 case GB_INNER_PERM: {
1190 g_ptr->feat = feat_permanent;
1191 g_ptr->info &= ~(CAVE_MASK);
1192 g_ptr->info |= CAVE_INNER;
1196 g_ptr->feat = feat_wall_outer;
1197 g_ptr->info &= ~(CAVE_MASK);
1198 g_ptr->info |= CAVE_OUTER;
1201 case GB_OUTER_NOPERM: {
1202 feature_type *f_ptr = &f_info[feat_wall_outer];
1203 if (permanent_wall(f_ptr)) {
1204 g_ptr->feat = (s16b)feat_state(player_ptr, feat_wall_outer, FF_UNPERM);
1206 g_ptr->feat = feat_wall_outer;
1209 g_ptr->info &= ~(CAVE_MASK);
1210 g_ptr->info |= (CAVE_OUTER | CAVE_VAULT);
1217 case GB_SOLID_PERM: {
1218 g_ptr->feat = feat_permanent;
1219 g_ptr->info &= ~(CAVE_MASK);
1220 g_ptr->info |= CAVE_SOLID;
1223 case GB_SOLID_NOPERM: {
1231 if (g_ptr->m_idx > 0)
1232 delete_monster_idx(player_ptr, g_ptr->m_idx);
1236 * モンスターにより照明が消されている地形か否かを判定する。 / Is this grid "darkened" by monster?
1237 * @param player_ptr プレーヤーへの参照ポインタ
1238 * @param g_ptr グリッドへの参照ポインタ
1239 * @return 照明が消されている地形ならばTRUE
1241 bool darkened_grid(player_type *player_ptr, grid_type *g_ptr)
1243 return ((g_ptr->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && !player_ptr->see_nocto;
1246 void place_bold(player_type *player_ptr, POSITION y, POSITION x, grid_bold_type gb_type)
1248 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1251 set_cave_feat(floor_ptr, y, x, feat_ground_type[randint0(100)]);
1252 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1253 add_cave_info(floor_ptr, y, x, CAVE_FLOOR);
1257 set_cave_feat(floor_ptr, y, x, feat_wall_type[randint0(100)]);
1258 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1259 add_cave_info(floor_ptr, y, x, CAVE_EXTRA);
1262 case GB_EXTRA_PERM: {
1263 set_cave_feat(floor_ptr, y, x, feat_permanent);
1264 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1265 add_cave_info(floor_ptr, y, x, CAVE_EXTRA);
1269 set_cave_feat(floor_ptr, y, x, feat_wall_inner);
1270 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1271 add_cave_info(floor_ptr, y, x, CAVE_INNER);
1274 case GB_INNER_PERM: {
1275 set_cave_feat(floor_ptr, y, x, feat_permanent);
1276 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1277 add_cave_info(floor_ptr, y, x, CAVE_INNER);
1281 set_cave_feat(floor_ptr, y, x, feat_wall_outer);
1282 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1283 add_cave_info(floor_ptr, y, x, CAVE_OUTER);
1286 case GB_OUTER_NOPERM: {
1287 feature_type *f_ptr = &f_info[feat_wall_outer];
1288 if (permanent_wall(f_ptr))
1289 set_cave_feat(floor_ptr, y, x, (s16b)feat_state(player_ptr, feat_wall_outer, FF_UNPERM));
1291 set_cave_feat(floor_ptr, y, x, feat_wall_outer);
1292 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1293 add_cave_info(floor_ptr, y, x, (CAVE_OUTER | CAVE_VAULT));
1297 set_cave_feat(floor_ptr, y, x, feat_wall_solid);
1298 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1299 add_cave_info(floor_ptr, y, x, CAVE_SOLID);
1302 case GB_SOLID_PERM: {
1303 feature_type *f_ptr = &f_info[feat_wall_solid];
1304 if ((floor_ptr->grid_array[y][x].info & CAVE_VAULT) && permanent_wall(f_ptr))
1305 set_cave_feat(floor_ptr, y, x, feat_state(player_ptr, feat_wall_solid, FF_UNPERM));
1307 set_cave_feat(floor_ptr, y, x, feat_wall_solid);
1308 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1309 add_cave_info(floor_ptr, y, x, CAVE_SOLID);
1312 case GB_SOLID_NOPERM: {
1313 feature_type *f_ptr = &f_info[feat_wall_solid];
1314 if ((floor_ptr->grid_array[y][x].info & CAVE_VAULT) && permanent_wall(f_ptr))
1315 set_cave_feat(floor_ptr, y, x, feat_state(player_ptr, feat_wall_solid, FF_UNPERM));
1317 set_cave_feat(floor_ptr, y, x, feat_wall_solid);
1318 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1319 add_cave_info(floor_ptr, y, x, CAVE_SOLID);
1320 delete_monster(player_ptr, y, x);
1326 delete_monster(player_ptr, y, x);
1329 void set_cave_feat(floor_type *floor_ptr, POSITION y, POSITION x, FEAT_IDX feature_idx) { floor_ptr->grid_array[y][x].feat = feature_idx; }
1332 * todo intをenumに変更する
1334 void add_cave_info(floor_type *floor_ptr, POSITION y, POSITION x, int cave_mask) { floor_ptr->grid_array[y][x].info |= cave_mask; }
1337 * @brief Get feature mimic from f_info[] (applying "mimic" field)
1338 * @param g_ptr グリッドへの参照ポインタ
1341 FEAT_IDX get_feat_mimic(grid_type *g_ptr) { return (f_info[g_ptr->mimic ? g_ptr->mimic : g_ptr->feat].mimic); }
1344 * @brief プレイヤーの周辺9マスに該当する地形がいくつあるかを返す /
1345 * Attempt to open the given chest at the given location
1346 * @param y 該当する地形の中から1つのY座標を返す参照ポインタ
1347 * @param x 該当する地形の中から1つのX座標を返す参照ポインタ
1348 * @param test 地形条件を判定するための関数ポインタ
1349 * @param under TRUEならばプレイヤーの直下の座標も走査対象にする
1351 * @details Return the number of features around (or under) the character.
1352 * Usually look for doors and floor traps.
1354 int count_dt(player_type *creature_ptr, POSITION *y, POSITION *x, bool (*test)(player_type *, FEAT_IDX), bool under)
1357 for (DIRECTION d = 0; d < 9; d++) {
1360 if ((d == 8) && !under)
1363 POSITION yy = creature_ptr->y + ddy_ddd[d];
1364 POSITION xx = creature_ptr->x + ddx_ddd[d];
1365 g_ptr = &creature_ptr->current_floor_ptr->grid_array[yy][xx];
1366 if (!(g_ptr->info & (CAVE_MARK)))
1369 feat = get_feat_mimic(g_ptr);
1370 if (!((*test)(creature_ptr, feat)))
1381 bool feat_uses_special(FEAT_IDX f_idx) { return has_flag(f_info[(f_idx)].flags, FF_SPECIAL); }