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 "floor/floor.h"
27 #include "game-option/game-play-options.h"
28 #include "game-option/map-screen-options.h"
29 #include "game-option/special-options.h"
30 #include "grid/feature.h"
31 #include "grid/object-placer.h"
32 #include "grid/trap.h"
33 #include "io/screen-util.h"
34 #include "monster-floor/monster-remover.h"
35 #include "monster-race/monster-race.h"
36 #include "monster/monster-info.h"
37 #include "monster/monster-status.h"
38 #include "monster/monster-update.h"
39 #include "object/item-tester-hooker.h"
40 #include "object/object-mark-types.h"
41 #include "player/player-class.h"
42 #include "player/player-status.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 (!have_flag(f_ptr->flags, FF_FLOOR))
220 if (!have_flag(f_ptr->flags, FF_MOVE))
222 if (have_flag(f_ptr->flags, FF_HIT_TRAP))
226 /* Refuse to start on anti-teleport grids in dungeon */
227 if (!have_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 ((have_flag(f_ptr->flags, FF_HAS_GOLD) || have_flag(f_ptr->flags, FF_HAS_ITEM)) && !have_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_have_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_have_flag_grid(g_ptr, FF_SECRET)) && is_closed_door(player_ptr, g_ptr->feat))
305 #define COMPLEX_WALL_ILLUMINATION /*!< 照明状態を壁により影響を受ける、より複雑な判定に切り替えるマクロ */
308 * @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
311 * @return 指定された座標に照明がかかっているならTRUEを返す。。
313 bool check_local_illumination(player_type *creature_ptr, POSITION y, POSITION x)
315 /* Hack -- move towards player */
316 POSITION yy = (y < creature_ptr->y) ? (y + 1) : (y > creature_ptr->y) ? (y - 1) : y;
317 POSITION xx = (x < creature_ptr->x) ? (x + 1) : (x > creature_ptr->x) ? (x - 1) : x;
319 /* Check for "local" illumination */
321 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
323 /* Check for "complex" illumination */
324 if ((feat_supports_los(get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[yy][xx]))
325 && (creature_ptr->current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW))
326 || (feat_supports_los(get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[y][xx]))
327 && (creature_ptr->current_floor_ptr->grid_array[y][xx].info & CAVE_GLOW))
328 || (feat_supports_los(get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[yy][x]))
329 && (creature_ptr->current_floor_ptr->grid_array[yy][x].info & CAVE_GLOW))) {
334 #else /* COMPLEX_WALL_ILLUMINATION */
336 /* Check for "simple" illumination */
337 return (creature_ptr->current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
339 #endif /* COMPLEX_WALL_ILLUMINATION */
342 /*! 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 */
343 #define update_local_illumination_aux(C, Y, X) \
345 if (player_has_los_bold((C), (Y), (X))) { \
346 /* Update the monster */ \
347 if ((C)->current_floor_ptr->grid_array[(Y)][(X)].m_idx) \
348 update_monster((C), (C)->current_floor_ptr->grid_array[(Y)][(X)].m_idx, FALSE); \
350 /* Notice and redraw */ \
351 note_spot((C), (Y), (X)); \
352 lite_spot((C), (Y), (X)); \
357 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
358 * @param creature_ptr 視界元のクリーチャー
363 void update_local_illumination(player_type *creature_ptr, POSITION y, POSITION x)
368 if (!in_bounds(creature_ptr->current_floor_ptr, y, x))
371 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
373 if ((y != creature_ptr->y) && (x != creature_ptr->x)) {
374 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
375 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
376 update_local_illumination_aux(creature_ptr, yy, xx);
377 update_local_illumination_aux(creature_ptr, y, xx);
378 update_local_illumination_aux(creature_ptr, yy, x);
379 } else if (x != creature_ptr->x) /* y == creature_ptr->y */
381 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
382 for (i = -1; i <= 1; i++) {
384 update_local_illumination_aux(creature_ptr, yy, xx);
387 update_local_illumination_aux(creature_ptr, yy, x);
389 update_local_illumination_aux(creature_ptr, yy, x);
390 } else if (y != creature_ptr->y) /* x == creature_ptr->x */
392 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
393 for (i = -1; i <= 1; i++) {
395 update_local_illumination_aux(creature_ptr, yy, xx);
398 update_local_illumination_aux(creature_ptr, y, xx);
400 update_local_illumination_aux(creature_ptr, y, xx);
401 } else /* Player's grid */
403 for (i = 0; i < 8; i++) {
406 update_local_illumination_aux(creature_ptr, yy, xx);
410 #else /* COMPLEX_WALL_ILLUMINATION */
412 if ((y != creature_ptr->y) && (x != creature_ptr->x)) {
413 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
414 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
415 update_local_illumination_aux(creature_ptr, yy, xx);
416 } else if (x != creature_ptr->x) /* y == creature_ptr->y */
418 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
419 for (i = -1; i <= 1; i++) {
421 update_local_illumination_aux(creature_ptr, yy, xx);
423 } else if (y != creature_ptr->y) /* x == creature_ptr->x */
425 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
426 for (i = -1; i <= 1; i++) {
428 update_local_illumination_aux(creature_ptr, yy, xx);
430 } else /* Player's grid */
432 for (i = 0; i < 8; i++) {
435 update_local_illumination_aux(creature_ptr, yy, xx);
439 #endif /* COMPLEX_WALL_ILLUMINATION */
443 * @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
444 * @return 視覚に収められていないならTRUEを返す
445 * @details player_can_see_bold()関数の返り値の否定を返している。
447 bool no_lite(player_type *creature_ptr) { return (!player_can_see_bold(creature_ptr, creature_ptr->y, creature_ptr->x)); }
450 * Place an attr/char pair at the given map coordinate, if legal.
452 void print_rel(player_type *subject_ptr, SYMBOL_CODE c, TERM_COLOR a, POSITION y, POSITION x)
454 /* Only do "legal" locations */
455 if (panel_contains(y, x)) {
456 /* Hack -- fake monochrome */
458 if (current_world_ptr->timewalk_m_idx)
460 else if (is_invuln(subject_ptr) || subject_ptr->timewalk)
462 else if (subject_ptr->wraith_form)
466 /* Draw the char using the attr */
467 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
472 * 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
473 * Memorize interesting viewable object/features in the given grid
475 * This function should only be called on "legal" grids.
477 * This function will memorize the object and/or feature in the given
478 * grid, if they are (1) viewable and (2) interesting. Note that all
479 * objects are interesting, all terrain features except floors (and
480 * invisible traps) are interesting, and floors (and invisible traps)
481 * are interesting sometimes (depending on various options involving
482 * the illumination of floor grids).
484 * The automatic memorization of all objects and non-floor terrain
485 * features as soon as they are displayed allows incredible amounts
486 * of optimization in various places, especially "map_info()".
488 * Note that the memorization of objects is completely separate from
489 * the memorization of terrain features, preventing annoying floor
490 * memorization when a detected object is picked up from a dark floor,
491 * and object memorization when an object is dropped into a floor grid
492 * which is memorized but out-of-sight.
494 * This function should be called every time the "memorization" of
495 * a grid (or the object in a grid) is called into question, such
496 * as when an object is created in a grid, when a terrain feature
497 * "changes" from "floor" to "non-floor", when any grid becomes
498 * "illuminated" or "viewable", and when a "floor" grid becomes
501 * Note the relatively efficient use of this function by the various
502 * "update_view()" and "update_lite()" calls, to allow objects and
503 * terrain features to be memorized (and drawn) whenever they become
504 * viewable or illuminated in any way, but not when they "maintain"
505 * or "lose" their previous viewability or illumination.
507 * Note the butchered "internal" version of "player_can_see_bold()",
508 * optimized primarily for the most common cases, that is, for the
509 * non-marked floor grids.
511 void note_spot(player_type *player_ptr, POSITION y, POSITION x)
513 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
514 OBJECT_IDX this_o_idx, next_o_idx = 0;
516 /* Blind players see nothing */
517 if (player_ptr->blind)
520 /* Analyze non-torch-lit grids */
521 if (!(g_ptr->info & (CAVE_LITE | CAVE_MNLT))) {
522 /* Require line of sight to the grid */
523 if (!(g_ptr->info & (CAVE_VIEW)))
526 /* Require "perma-lite" of the grid */
527 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) {
529 if (!player_ptr->see_nocto)
534 /* Hack -- memorize objects */
535 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) {
536 object_type *o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
537 next_o_idx = o_ptr->next_o_idx;
539 /* Memorize objects */
540 o_ptr->marked |= OM_FOUND;
543 /* Hack -- memorize grids */
544 if (!(g_ptr->info & (CAVE_MARK))) {
545 /* Feature code (applying "mimic" field) */
546 feature_type *f_ptr = &f_info[get_feat_mimic(g_ptr)];
548 /* Memorize some "boring" grids */
549 if (!have_flag(f_ptr->flags, FF_REMEMBER)) {
550 /* Option -- memorize all torch-lit floors */
551 if (view_torch_grids && ((g_ptr->info & (CAVE_LITE | CAVE_MNLT)) || player_ptr->see_nocto)) {
552 g_ptr->info |= (CAVE_MARK);
555 /* Option -- memorize all perma-lit floors */
556 else if (view_perma_grids && ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)) {
557 g_ptr->info |= (CAVE_MARK);
561 /* Memorize normal grids */
562 else if (have_flag(f_ptr->flags, FF_LOS)) {
563 g_ptr->info |= (CAVE_MARK);
566 /* Memorize torch-lit walls */
567 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT)) {
568 g_ptr->info |= (CAVE_MARK);
571 /* Memorize walls seen by noctovision of Ninja */
572 else if (player_ptr->see_nocto) {
573 g_ptr->info |= (CAVE_MARK);
576 /* Memorize certain non-torch-lit wall grids */
577 else if (check_local_illumination(player_ptr, y, x)) {
578 g_ptr->info |= (CAVE_MARK);
582 /* Memorize terrain of the grid */
583 g_ptr->info |= (CAVE_KNOWN);
587 * Redraw (on the screen) a given MAP location
589 * This function should only be called on "legal" grids
591 void lite_spot(player_type *player_ptr, POSITION y, POSITION x)
593 /* Redraw if on screen */
594 if (panel_contains(y, x) && in_bounds2(player_ptr->current_floor_ptr, y, x)) {
600 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
602 /* Hack -- fake monochrome */
604 if (current_world_ptr->timewalk_m_idx)
606 else if (is_invuln(player_ptr) || player_ptr->timewalk)
608 else if (player_ptr->wraith_form)
612 /* Hack -- Queue it */
613 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
615 /* Update sub-windows */
616 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
621 * Some comments on the grid flags. -BEN-
624 * One of the major bottlenecks in previous versions of Angband was in
625 * the calculation of "line of sight" from the player to various grids,
626 * such as monsters. This was such a nasty bottleneck that a lot of
627 * silly things were done to reduce the dependancy on "line of sight",
628 * for example, you could not "see" any grids in a lit room until you
629 * actually entered the room, and there were all kinds of bizarre grid
630 * flags to enable this behavior. This is also why the "call light"
631 * spells always lit an entire room.
633 * The code below provides functions to calculate the "field of view"
634 * for the player, which, once calculated, provides extremely fast
635 * calculation of "line of sight from the player", and to calculate
636 * the "field of torch lite", which, again, once calculated, provides
637 * extremely fast calculation of "which grids are lit by the player's
638 * lite source". In addition to marking grids as "GRID_VIEW" and/or
639 * "GRID_LITE", as appropriate, these functions maintain an array for
640 * each of these two flags, each array containing the locations of all
641 * of the grids marked with the appropriate flag, which can be used to
642 * very quickly scan through all of the grids in a given set.
644 * To allow more "semantically valid" field of view semantics, whenever
645 * the field of view (or the set of torch lit grids) changes, all of the
646 * grids in the field of view (or the set of torch lit grids) are "drawn"
647 * so that changes in the world will become apparent as soon as possible.
648 * This has been optimized so that only grids which actually "change" are
649 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
650 * of the grids which are entering or leaving the relevent set of grids.
652 * These new methods are so efficient that the old nasty code was removed.
654 * Note that there is no reason to "update" the "viewable space" unless
655 * the player "moves", or walls/doors are created/destroyed, and there
656 * is no reason to "update" the "torch lit grids" unless the field of
657 * view changes, or the "light radius" changes. This means that when
658 * the player is resting, or digging, or doing anything that does not
659 * involve movement or changing the state of the dungeon, there is no
660 * need to update the "view" or the "lite" regions, which is nice.
662 * Note that the calls to the nasty "los()" function have been reduced
663 * to a bare minimum by the use of the new "field of view" calculations.
665 * I wouldn't be surprised if slight modifications to the "update_view()"
666 * function would allow us to determine "reverse line-of-sight" as well
667 * as "normal line-of-sight", which would allow monsters to use a more
668 * "correct" calculation to determine if they can "see" the player. For
669 * now, monsters simply "cheat" somewhat and assume that if the player
670 * has "line of sight" to the monster, then the monster can "pretend"
671 * that it has "line of sight" to the player.
674 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
675 * grid and maintains an array of all "CAVE_LITE" grids.
677 * This set of grids is the complete set of all grids which are lit by
678 * the players light source, which allows the "player_can_see_bold()"
679 * function to work very quickly.
681 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
682 * fact, the player (unless blind) can always "see" all grids which are
683 * marked as "CAVE_LITE", unless they are "off screen".
686 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
687 * grid and maintains an array of all "CAVE_VIEW" grids.
689 * This set of grids is the complete set of all grids within line of sight
690 * of the player, allowing the "player_has_los_bold()" macro to work very
694 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
695 * temporary internal flag to mark those grids which are not only in view,
696 * but which are also "easily" in line of sight of the player. This flag
697 * is always cleared when we are done.
700 * The current "update_lite()" and "update_view()" algorithms use the
701 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
702 * to keep track of which grids were previously marked as "CAVE_LITE" or
703 * "CAVE_VIEW", which allows us to optimize the "screen updates".
705 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
706 * for various other purposes, such as spreading lite or darkness during
707 * "lite_room()" / "unlite_room()", and for calculating monster flow.
710 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
711 * in some way permanently lit. However, for the player to "see" anything
712 * in the grid, as determined by "player_can_see()", the player must not be
713 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
714 * grids, even if marked as "perma lit", are only illuminated if they touch
715 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
718 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
719 * that even if the player cannot "see" the grid, he "knows" the terrain in
720 * that grid. This is used to "remember" walls/doors/stairs/floors when they
721 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
722 * or when one of the "memorize floor grids" options induces memorization.
724 * Objects are "memorized" in a different way, using a special "marked" flag
725 * on the object itself, which is set when an object is observed or detected.
728 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
729 * and should be illuminated by "lite room" and "darkness" spells.
732 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
733 * and should be unavailable for "teleportation" destinations.
736 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
737 * which is observed, and the "view_torch_grids" allows the player to memorize
738 * every torch-lit grid. The player will always memorize important walls,
739 * doors, stairs, and other terrain features, as well as any "detected" grids.
741 * Note that the new "update_view()" method allows, among other things, a room
742 * to be "partially" seen as the player approaches it, with a growing cone of
743 * floor appearing as the player gets closer to the door. Also, by not turning
744 * on the "memorize perma-lit grids" option, the player will only "see" those
745 * floor grids which are actually in line of sight.
747 * And my favorite "plus" is that you can now use a special option to draw the
748 * "floors" in the "viewable region" brightly (actually, to draw the *other*
749 * grids dimly), providing a "pretty" effect as the player runs around, and
750 * to efficiently display the "torch lite" in a special color.
753 * Some comments on the "update_view()" algorithm...
755 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
756 * and only has to call "los()" on the borderline cases. The major axes/diags
757 * even terminate early when they hit walls. I need to find a quick way
758 * to "terminate" the other scans.
760 * Note that in the worst case (a big empty area with say 5% scattered walls),
761 * each of the 1500 or so nearby grids is checked once, most of them getting
762 * an "instant" rating, and only a small portion requiring a call to "los()".
764 * The only time that the algorithm appears to be "noticeably" too slow is
765 * when running, and this is usually only important in town, since the town
766 * provides about the worst scenario possible, with large open regions and
767 * a few scattered obstructions. There is a special "efficiency" option to
768 * allow the player to reduce his field of view in town, if needed.
770 * In the "best" case (say, a normal stretch of corridor), the algorithm
771 * makes one check for each viewable grid, and makes no calls to "los()".
772 * So running in corridors is very fast, and if a lot of monsters are
773 * nearby, it is much faster than the old methods.
775 * Note that resting, most normal commands, and several forms of running,
776 * plus all commands executed near large groups of monsters, are strictly
777 * more efficient with "update_view()" that with the old "compute los() on
778 * demand" method, primarily because once the "field of view" has been
779 * calculated, it does not have to be recalculated until the player moves
780 * (or a wall or door is created or destroyed).
782 * Note that we no longer have to do as many "los()" checks, since once the
783 * "view" region has been built, very few things cause it to be "changed"
784 * (player movement, and the opening/closing of doors, changes in wall status).
785 * Note that door/wall changes are only relevant when the door/wall itself is
786 * in the "view" region.
788 * The algorithm seems to only call "los()" from zero to ten times, usually
789 * only when coming down a corridor into a room, or standing in a room, just
790 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
791 * we will be reducing the calls to "los()".
793 * I am thinking in terms of an algorithm that "walks" from the central point
794 * out to the maximal "distance", at each point, determining the "view" code
795 * (above). For each grid not on a major axis or diagonal, the "view" code
796 * depends on the "cave_los_bold()" and "view" of exactly two other grids
797 * (the one along the nearest diagonal, and the one next to that one, see
798 * "update_view_aux()"...).
800 * We "memorize" the viewable space array, so that at the cost of under 3000
801 * bytes, we reduce the time taken by "forget_view()" to one assignment for
802 * each grid actually in the "viewable space". And for another 3000 bytes,
803 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
804 * are also used by other routines, thus reducing the cost to almost nothing.
806 * A similar thing is done for "forget_lite()" in which case the savings are
807 * much less, but save us from doing bizarre maintenance checking.
809 * In the worst "normal" case (in the middle of the town), the reachable space
810 * actually reaches to more than half of the largest possible "circle" of view,
811 * or about 800 grids, and in the worse case (in the middle of a dungeon level
812 * where all the walls have been removed), the reachable space actually reaches
813 * the theoretical maximum size of just under 1500 grids.
815 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
816 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
817 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
818 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
819 * entire possible space (including initialization) in one step per grid. If
820 * we do the "clearing" as a separate step (and use an array of "view" grids),
821 * then the clearing will take as many steps as grids that were viewed, and the
822 * algorithm will be able to "stop" scanning at various points.
823 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
827 * Hack - speed up the update_flow algorithm by only doing
828 * it everytime the player moves out of LOS of the last
831 static POSITION flow_x = 0;
832 static POSITION flow_y = 0;
835 * Hack -- fill in the "cost" field of every grid that the player
836 * can "reach" with the number of steps needed to reach that grid.
837 * This also yields the "distance" of the player from every grid.
839 * In addition, mark the "when" of the grids that can reach
840 * the player with the incremented value of "flow_n".
842 * Hack -- use the "seen" array as a "circular queue".
844 * We do not need a priority queue because the cost from grid
845 * to grid is always "one" and we process them in order.
847 void update_flow(player_type *subject_ptr)
851 int flow_head_grid = 1;
852 int flow_tail_grid = 0;
854 /* Paranoia -- make sure the array is empty */
858 /* The last way-point is on the map */
859 if (subject_ptr->running && in_bounds(subject_ptr->current_floor_ptr, flow_y, flow_x)) {
860 /* The way point is in sight - do not update. (Speedup) */
861 if (subject_ptr->current_floor_ptr->grid_array[flow_y][flow_x].info & CAVE_VIEW)
865 /* Erase all of the current flow information */
866 for (y = 0; y < subject_ptr->current_floor_ptr->height; y++) {
867 for (x = 0; x < subject_ptr->current_floor_ptr->width; x++) {
868 subject_ptr->current_floor_ptr->grid_array[y][x].cost = 0;
869 subject_ptr->current_floor_ptr->grid_array[y][x].dist = 0;
873 /* Save player position */
874 flow_y = subject_ptr->y;
875 flow_x = subject_ptr->x;
877 /* Add the player's grid to the queue */
878 tmp_pos.y[0] = subject_ptr->y;
879 tmp_pos.x[0] = subject_ptr->x;
881 /* Now process the queue */
882 while (flow_head_grid != flow_tail_grid) {
885 /* Extract the next entry */
886 ty = tmp_pos.y[flow_tail_grid];
887 tx = tmp_pos.x[flow_tail_grid];
889 /* Forget that entry */
890 if (++flow_tail_grid == TEMP_MAX)
893 /* Add the "children" */
894 for (d = 0; d < 8; d++) {
895 int old_head = flow_head_grid;
896 byte m = subject_ptr->current_floor_ptr->grid_array[ty][tx].cost + 1;
897 byte n = subject_ptr->current_floor_ptr->grid_array[ty][tx].dist + 1;
904 /* Ignore player's grid */
905 if (player_bold(subject_ptr, y, x))
908 g_ptr = &subject_ptr->current_floor_ptr->grid_array[y][x];
910 if (is_closed_door(subject_ptr, g_ptr->feat))
913 /* Ignore "pre-stamped" entries */
914 if (g_ptr->dist != 0 && g_ptr->dist <= n && g_ptr->cost <= m)
917 /* Ignore "walls" and "rubble" */
918 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(subject_ptr, g_ptr->feat))
921 /* Save the flow cost */
922 if (g_ptr->cost == 0 || g_ptr->cost > m)
924 if (g_ptr->dist == 0 || g_ptr->dist > n)
927 /* Hack -- limit flow depth */
928 if (n == MONSTER_FLOW_DEPTH)
931 /* Enqueue that entry */
932 tmp_pos.y[flow_head_grid] = y;
933 tmp_pos.x[flow_head_grid] = x;
935 /* Advance the queue */
936 if (++flow_head_grid == TEMP_MAX)
939 /* Hack -- notice overflow by forgetting new entry */
940 if (flow_head_grid == flow_tail_grid)
941 flow_head_grid = old_head;
947 * Take a feature, determine what that feature becomes
948 * through applying the given action.
950 FEAT_IDX feat_state(player_type *player_ptr, FEAT_IDX feat, int action)
952 feature_type *f_ptr = &f_info[feat];
955 /* Get the new feature */
956 floor_type *floor_ptr = player_ptr->current_floor_ptr;
957 for (i = 0; i < MAX_FEAT_STATES; i++) {
958 if (f_ptr->state[i].action == action)
959 return conv_dungeon_feat(floor_ptr, f_ptr->state[i].result);
962 if (have_flag(f_ptr->flags, FF_PERMANENT))
965 return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(floor_ptr, f_ptr->destroyed) : feat;
969 * Takes a location and action and changes the feature at that
970 * location through applying the given action.
972 void cave_alter_feat(player_type *player_ptr, POSITION y, POSITION x, int action)
974 /* Set old feature */
975 floor_type *floor_ptr = player_ptr->current_floor_ptr;
976 FEAT_IDX oldfeat = floor_ptr->grid_array[y][x].feat;
978 /* Get the new feat */
979 FEAT_IDX newfeat = feat_state(player_ptr, oldfeat, action);
982 if (newfeat == oldfeat)
985 /* Set the new feature */
986 cave_set_feat(player_ptr, y, x, newfeat);
988 if (!(feature_action_flags[action] & FAF_NO_DROP)) {
989 feature_type *old_f_ptr = &f_info[oldfeat];
990 feature_type *f_ptr = &f_info[newfeat];
994 if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD)) {
995 /* Place some gold */
996 place_gold(player_ptr, y, x);
1001 if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - floor_ptr->dun_level / 2))) {
1003 place_object(player_ptr, y, x, 0L);
1007 if (found && current_world_ptr->character_dungeon && player_can_see_bold(player_ptr, y, x)) {
1008 msg_print(_("何かを発見した!", "You have found something!"));
1012 if (feature_action_flags[action] & FAF_CRASH_GLASS) {
1013 feature_type *old_f_ptr = &f_info[oldfeat];
1015 if (have_flag(old_f_ptr->flags, FF_GLASS) && current_world_ptr->character_dungeon) {
1016 project(player_ptr, PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(floor_ptr->dun_level, 100) / 4, GF_SHARDS,
1017 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1022 /* Remove a mirror */
1023 void remove_mirror(player_type *caster_ptr, POSITION y, POSITION x)
1025 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
1027 /* Remove the mirror */
1028 g_ptr->info &= ~(CAVE_OBJECT);
1031 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) {
1032 g_ptr->info &= ~(CAVE_GLOW);
1033 if (!view_torch_grids)
1034 g_ptr->info &= ~(CAVE_MARK);
1036 update_monster(caster_ptr, g_ptr->m_idx, FALSE);
1038 update_local_illumination(caster_ptr, y, x);
1041 note_spot(caster_ptr, y, x);
1043 lite_spot(caster_ptr, y, x);
1047 * Return TRUE if there is a mirror on the grid.
1049 bool is_mirror_grid(grid_type *g_ptr)
1051 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MIRROR))
1058 * Return TRUE if there is a mirror on the grid.
1060 bool is_glyph_grid(grid_type *g_ptr)
1062 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_GLYPH))
1069 * Return TRUE if there is a mirror on the grid.
1071 bool is_explosive_rune_grid(grid_type *g_ptr)
1073 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MINOR_GLYPH))
1080 * @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。
1081 * @param player_ptr プレーヤーへの参照ポインタ
1082 * @param m_idx モンスターID
1086 * @return テレポート先として妥当ならばtrue
1088 bool cave_monster_teleportable_bold(player_type *player_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, teleport_flags mode)
1090 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
1091 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
1092 feature_type *f_ptr = &f_info[g_ptr->feat];
1094 /* Require "teleportable" space */
1095 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE))
1098 if (g_ptr->m_idx && (g_ptr->m_idx != m_idx))
1100 if (player_bold(player_ptr, y, x))
1103 /* Hack -- no teleport onto glyph of warding */
1104 if (is_glyph_grid(g_ptr))
1106 if (is_explosive_rune_grid(g_ptr))
1109 if (!(mode & TELEPORT_PASSIVE)) {
1110 if (!monster_can_cross_terrain(player_ptr, g_ptr->feat, &r_info[m_ptr->r_idx], 0))
1118 * @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。
1119 * @param player_ptr プレーヤーへの参照ポインタ
1123 * @return テレポート先として妥当ならばtrue
1125 bool cave_player_teleportable_bold(player_type *player_ptr, POSITION y, POSITION x, teleport_flags mode)
1127 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
1128 feature_type *f_ptr = &f_info[g_ptr->feat];
1130 /* Require "teleportable" space */
1131 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE))
1134 /* No magical teleporting into vaults and such */
1135 if (!(mode & TELEPORT_NONMAGICAL) && (g_ptr->info & CAVE_ICKY))
1138 if (g_ptr->m_idx && (g_ptr->m_idx != player_ptr->riding))
1141 /* don't teleport on a trap. */
1142 if (have_flag(f_ptr->flags, FF_HIT_TRAP))
1145 if (!(mode & TELEPORT_PASSIVE)) {
1146 if (!player_can_enter(player_ptr, g_ptr->feat, 0))
1149 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP)) {
1150 if (!player_ptr->levitation && !player_ptr->can_swim)
1154 if (have_flag(f_ptr->flags, FF_LAVA) && !player_ptr->immune_fire && !is_invuln(player_ptr)) {
1155 /* Always forbid deep lava */
1156 if (have_flag(f_ptr->flags, FF_DEEP))
1159 /* Forbid shallow lava when the player don't have levitation */
1160 if (!player_ptr->levitation)
1169 * @brief 地形は開くものであって、かつ開かれているかを返す /
1170 * Attempt to open the given chest at the given location
1172 * @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
1174 bool is_open(player_type *player_ptr, FEAT_IDX feat) { return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(player_ptr, feat, FF_CLOSE)); }
1177 * @brief プレイヤーが地形踏破可能かを返す
1178 * @param feature 判定したい地形ID
1179 * @param mode 移動に関するオプションフラグ
1180 * @return 移動可能ならばTRUEを返す
1182 bool player_can_enter(player_type *creature_ptr, FEAT_IDX feature, BIT_FLAGS16 mode)
1184 feature_type *f_ptr = &f_info[feature];
1186 if (creature_ptr->riding)
1187 return monster_can_cross_terrain(
1188 creature_ptr, feature, &r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx], mode | CEM_RIDING);
1190 if (have_flag(f_ptr->flags, FF_PATTERN)) {
1191 if (!(mode & CEM_P_CAN_ENTER_PATTERN))
1195 if (have_flag(f_ptr->flags, FF_CAN_FLY) && creature_ptr->levitation)
1197 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && creature_ptr->can_swim)
1199 if (have_flag(f_ptr->flags, FF_CAN_PASS) && creature_ptr->pass_wall)
1202 if (!have_flag(f_ptr->flags, FF_MOVE))
1208 void place_grid(player_type *player_ptr, grid_type *g_ptr, grid_bold_type gb_type)
1212 g_ptr->feat = feat_ground_type[randint0(100)];
1213 g_ptr->info &= ~(CAVE_MASK);
1214 g_ptr->info |= CAVE_FLOOR;
1218 g_ptr->feat = feat_wall_type[randint0(100)];
1219 g_ptr->info &= ~(CAVE_MASK);
1220 g_ptr->info |= CAVE_EXTRA;
1223 case GB_EXTRA_PERM: {
1228 g_ptr->feat = feat_wall_inner;
1229 g_ptr->info &= ~(CAVE_MASK);
1230 g_ptr->info |= CAVE_INNER;
1233 case GB_INNER_PERM: {
1234 g_ptr->feat = feat_permanent;
1235 g_ptr->info &= ~(CAVE_MASK);
1236 g_ptr->info |= CAVE_INNER;
1240 g_ptr->feat = feat_wall_outer;
1241 g_ptr->info &= ~(CAVE_MASK);
1242 g_ptr->info |= CAVE_OUTER;
1245 case GB_OUTER_NOPERM: {
1246 feature_type *f_ptr = &f_info[feat_wall_outer];
1247 if (permanent_wall(f_ptr)) {
1248 g_ptr->feat = (s16b)feat_state(player_ptr, feat_wall_outer, FF_UNPERM);
1250 g_ptr->feat = feat_wall_outer;
1253 g_ptr->info &= ~(CAVE_MASK);
1254 g_ptr->info |= (CAVE_OUTER | CAVE_VAULT);
1261 case GB_SOLID_PERM: {
1262 g_ptr->feat = feat_permanent;
1263 g_ptr->info &= ~(CAVE_MASK);
1264 g_ptr->info |= CAVE_SOLID;
1267 case GB_SOLID_NOPERM: {
1275 if (g_ptr->m_idx > 0)
1276 delete_monster_idx(player_ptr, g_ptr->m_idx);
1280 * 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?
1281 * @param player_ptr プレーヤーへの参照ポインタ
1282 * @param g_ptr グリッドへの参照ポインタ
1283 * @return 照明が消されている地形ならばTRUE
1285 bool darkened_grid(player_type *player_ptr, grid_type *g_ptr)
1287 return ((g_ptr->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && !player_ptr->see_nocto;
1290 void place_bold(player_type *player_ptr, POSITION y, POSITION x, grid_bold_type gb_type)
1292 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1295 set_cave_feat(floor_ptr, y, x, feat_ground_type[randint0(100)]);
1296 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1297 add_cave_info(floor_ptr, y, x, CAVE_FLOOR);
1301 set_cave_feat(floor_ptr, y, x, feat_wall_type[randint0(100)]);
1302 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1303 add_cave_info(floor_ptr, y, x, CAVE_EXTRA);
1306 case GB_EXTRA_PERM: {
1307 set_cave_feat(floor_ptr, y, x, feat_permanent);
1308 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1309 add_cave_info(floor_ptr, y, x, CAVE_EXTRA);
1313 set_cave_feat(floor_ptr, y, x, feat_wall_inner);
1314 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1315 add_cave_info(floor_ptr, y, x, CAVE_INNER);
1318 case GB_INNER_PERM: {
1319 set_cave_feat(floor_ptr, y, x, feat_permanent);
1320 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1321 add_cave_info(floor_ptr, y, x, CAVE_INNER);
1325 set_cave_feat(floor_ptr, y, x, feat_wall_outer);
1326 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1327 add_cave_info(floor_ptr, y, x, CAVE_OUTER);
1330 case GB_OUTER_NOPERM: {
1331 feature_type *f_ptr = &f_info[feat_wall_outer];
1332 if (permanent_wall(f_ptr))
1333 set_cave_feat(floor_ptr, y, x, (s16b)feat_state(player_ptr, feat_wall_outer, FF_UNPERM));
1335 set_cave_feat(floor_ptr, y, x, feat_wall_outer);
1336 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1337 add_cave_info(floor_ptr, y, x, (CAVE_OUTER | CAVE_VAULT));
1341 set_cave_feat(floor_ptr, y, x, feat_wall_solid);
1342 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1343 add_cave_info(floor_ptr, y, x, CAVE_SOLID);
1346 case GB_SOLID_PERM: {
1347 feature_type *f_ptr = &f_info[feat_wall_solid];
1348 if ((floor_ptr->grid_array[y][x].info & CAVE_VAULT) && permanent_wall(f_ptr))
1349 set_cave_feat(floor_ptr, y, x, feat_state(player_ptr, feat_wall_solid, FF_UNPERM));
1351 set_cave_feat(floor_ptr, y, x, feat_wall_solid);
1352 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1353 add_cave_info(floor_ptr, y, x, CAVE_SOLID);
1356 case GB_SOLID_NOPERM: {
1357 feature_type *f_ptr = &f_info[feat_wall_solid];
1358 if ((floor_ptr->grid_array[y][x].info & CAVE_VAULT) && permanent_wall(f_ptr))
1359 set_cave_feat(floor_ptr, y, x, feat_state(player_ptr, feat_wall_solid, FF_UNPERM));
1361 set_cave_feat(floor_ptr, y, x, feat_wall_solid);
1362 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1363 add_cave_info(floor_ptr, y, x, CAVE_SOLID);
1364 delete_monster(player_ptr, y, x);
1370 delete_monster(player_ptr, y, x);
1373 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; }
1376 * todo intをenumに変更する
1378 void add_cave_info(floor_type *floor_ptr, POSITION y, POSITION x, int cave_mask) { floor_ptr->grid_array[y][x].info |= cave_mask; }
1381 * @brief Get feature mimic from f_info[] (applying "mimic" field)
1382 * @param g_ptr グリッドへの参照ポインタ
1385 FEAT_IDX get_feat_mimic(grid_type *g_ptr) { return (f_info[g_ptr->mimic ? g_ptr->mimic : g_ptr->feat].mimic); }
1388 * @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 /
1389 * Attempt to open the given chest at the given location
1390 * @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
1391 * @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
1392 * @param test 地形条件を判定するための関数ポインタ
1393 * @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
1395 * @details Return the number of features around (or under) the character.
1396 * Usually look for doors and floor traps.
1398 int count_dt(player_type *creature_ptr, POSITION *y, POSITION *x, bool (*test)(player_type *, FEAT_IDX), bool under)
1401 for (DIRECTION d = 0; d < 9; d++) {
1404 if ((d == 8) && !under)
1407 POSITION yy = creature_ptr->y + ddy_ddd[d];
1408 POSITION xx = creature_ptr->x + ddx_ddd[d];
1409 g_ptr = &creature_ptr->current_floor_ptr->grid_array[yy][xx];
1410 if (!(g_ptr->info & (CAVE_MARK)))
1413 feat = get_feat_mimic(g_ptr);
1414 if (!((*test)(creature_ptr, feat)))
1425 bool feat_uses_special(FEAT_IDX f_idx) { return have_flag(f_info[(f_idx)].flags, FF_SPECIAL); }