3 * @brief グリッドの実装 / low level dungeon routines -BEN-
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
12 * Support for Adam Bolt's tileset, lighting and transparency effects\n
13 * by Robert Ruehlmann (rr9@angband.org)\n
15 * 2013 Deskull Doxygen向けのコメント整理\n
18 #include "grid/grid.h"
19 #include "dungeon/dungeon.h"
20 #include "dungeon/quest.h"
21 #include "effect/effect-characteristics.h"
22 #include "floor/floor-generate.h"
23 #include "grid/feature.h"
24 #include "grid/trap.h"
25 #include "monster/monster-status.h"
26 #include "monster/monster-info.h"
27 #include "monster/monster-update.h"
28 #include "monster/monster2.h"
29 #include "object/object-flavor.h"
30 #include "object/object-hook.h"
31 #include "object/object-mark-types.h"
32 #include "player/player-class.h"
33 #include "player/player-effects.h"
34 #include "player/player-status.h"
35 #include "realm/realm-song-numbers.h"
36 #include "room/rooms.h"
37 #include "spell/process-effect.h"
38 #include "spell/spells-type.h"
39 #include "term/term-color-types.h"
40 #include "util/util.h"
41 #include "view/display-main-window.h"
42 #include "world/world.h"
44 #define MONSTER_FLOW_DEPTH 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" */
47 * Feature action flags
49 #define FAF_DESTROY 0x01
50 #define FAF_NO_DROP 0x02
51 #define FAF_CRASH_GLASS 0x04
54 * @brief 地形状態フラグテーブル /
55 * The table of features' actions
57 static const byte feature_action_flags[FF_FLAG_MAX] =
69 FAF_CRASH_GLASS, /* BASH */
71 FAF_DESTROY, /* DISARM */
73 FAF_DESTROY | FAF_CRASH_GLASS, /* TUNNEL */
74 0, /* MAY_HAVE_GOLD */
104 FAF_DESTROY | FAF_CRASH_GLASS, /* HURT_ROCK */
159 FAF_DESTROY | FAF_NO_DROP | FAF_CRASH_GLASS, /* HURT_DISI */
172 0, /* TELEPORTABLE */
178 * @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
179 * @param creature_ptr 配置したいクリーチャーの参照ポインタ
180 * @return 配置に成功したらTRUEを返す
182 bool new_player_spot(player_type *creature_ptr)
184 POSITION y = 0, x = 0;
185 int max_attempts = 10000;
190 while (max_attempts--)
192 /* Pick a legal spot */
193 y = (POSITION)rand_range(1, creature_ptr->current_floor_ptr->height - 2);
194 x = (POSITION)rand_range(1, creature_ptr->current_floor_ptr->width - 2);
196 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
198 /* Must be a "naked" floor grid */
199 if (g_ptr->m_idx) continue;
200 if (creature_ptr->current_floor_ptr->dun_level)
202 f_ptr = &f_info[g_ptr->feat];
204 if (max_attempts > 5000) /* Rule 1 */
206 if (!have_flag(f_ptr->flags, FF_FLOOR)) continue;
210 if (!have_flag(f_ptr->flags, FF_MOVE)) continue;
211 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) continue;
214 /* Refuse to start on anti-teleport grids in dungeon */
215 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) continue;
217 if (!player_can_enter(creature_ptr, g_ptr->feat, 0)) continue;
218 if (!in_bounds(creature_ptr->current_floor_ptr, y, x)) continue;
220 /* Refuse to start on anti-teleport grids */
221 if (g_ptr->info & (CAVE_ICKY)) continue;
226 if (max_attempts < 1) /* Should be -1, actually if we failed... */
229 /* Save the new player grid */
237 * @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
238 * @param g_ptr 永久壁を配置したいマス構造体の参照ポインタ
241 void place_bound_perm_wall(player_type *player_ptr, grid_type *g_ptr)
243 if (bound_walls_perm)
245 /* Clear boundary mimic */
250 feature_type *f_ptr = &f_info[g_ptr->feat];
252 /* Hack -- Decline boundary walls with known treasure */
253 if ((have_flag(f_ptr->flags, FF_HAS_GOLD) || have_flag(f_ptr->flags, FF_HAS_ITEM)) &&
254 !have_flag(f_ptr->flags, FF_SECRET))
255 g_ptr->feat = feat_state(player_ptr, g_ptr->feat, FF_ENSECRET);
257 /* Set boundary mimic */
258 g_ptr->mimic = g_ptr->feat;
261 /* Add "solid" perma-wall */
262 place_grid(player_ptr, g_ptr, GB_SOLID_PERM);
266 * @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
267 * @param player_ptr プレーヤーへの参照ポインタ
268 * @param g_ptr マス構造体の参照ポインタ
269 * @return 看破済みの罠があるならTRUEを返す。
271 bool is_known_trap(player_type *player_ptr, grid_type *g_ptr)
273 if (!g_ptr->mimic && !cave_have_flag_grid(g_ptr, FF_SECRET) &&
274 is_trap(player_ptr, g_ptr->feat)) return TRUE;
282 * @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
283 * @param player_ptr プレーヤーへの参照ポインタ
284 * @param g_ptr マス構造体の参照ポインタ
285 * @return 隠されたドアがあるならTRUEを返す。
287 bool is_hidden_door(player_type *player_ptr, grid_type *g_ptr)
289 if ((g_ptr->mimic || cave_have_flag_grid(g_ptr, FF_SECRET)) &&
290 is_closed_door(player_ptr, g_ptr->feat))
296 #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 */
300 * @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
303 * @return 指定された座標に照明がかかっているならTRUEを返す。。
305 bool check_local_illumination(player_type *creature_ptr, POSITION y, POSITION x)
307 /* Hack -- move towards player */
308 POSITION yy = (y < creature_ptr->y) ? (y + 1) : (y > creature_ptr->y) ? (y - 1) : y;
309 POSITION xx = (x < creature_ptr->x) ? (x + 1) : (x > creature_ptr->x) ? (x - 1) : x;
311 /* Check for "local" illumination */
313 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
315 /* Check for "complex" illumination */
316 if ((feat_supports_los(get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[yy][xx])) &&
317 (creature_ptr->current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW)) ||
318 (feat_supports_los(get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[y][xx])) &&
319 (creature_ptr->current_floor_ptr->grid_array[y][xx].info & CAVE_GLOW)) ||
320 (feat_supports_los(get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[yy][x])) &&
321 (creature_ptr->current_floor_ptr->grid_array[yy][x].info & CAVE_GLOW)))
327 #else /* COMPLEX_WALL_ILLUMINATION */
329 /* Check for "simple" illumination */
330 return (creature_ptr->current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
332 #endif /* COMPLEX_WALL_ILLUMINATION */
336 /*! 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 */
337 #define update_local_illumination_aux(C, Y, X) \
339 if (player_has_los_bold((C), (Y), (X))) \
341 /* Update the monster */ \
342 if ((C)->current_floor_ptr->grid_array[(Y)][(X)].m_idx) update_monster((C), (C)->current_floor_ptr->grid_array[(Y)][(X)].m_idx, FALSE); \
344 /* Notice and redraw */ \
345 note_spot((C), (Y), (X)); \
346 lite_spot((C), (Y), (X)); \
351 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
352 * @param creature_ptr 視界元のクリーチャー
357 void update_local_illumination(player_type * creature_ptr, POSITION y, POSITION x)
362 if (!in_bounds(creature_ptr->current_floor_ptr, y, x)) return;
364 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
366 if ((y != creature_ptr->y) && (x != creature_ptr->x))
368 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
369 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
370 update_local_illumination_aux(creature_ptr, yy, xx);
371 update_local_illumination_aux(creature_ptr, y, xx);
372 update_local_illumination_aux(creature_ptr, yy, x);
374 else if (x != creature_ptr->x) /* y == creature_ptr->y */
376 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
377 for (i = -1; i <= 1; i++)
380 update_local_illumination_aux(creature_ptr, yy, xx);
383 update_local_illumination_aux(creature_ptr, yy, x);
385 update_local_illumination_aux(creature_ptr, yy, x);
387 else if (y != creature_ptr->y) /* x == creature_ptr->x */
389 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
390 for (i = -1; i <= 1; i++)
393 update_local_illumination_aux(creature_ptr, yy, xx);
396 update_local_illumination_aux(creature_ptr, y, xx);
398 update_local_illumination_aux(creature_ptr, y, xx);
400 else /* Player's grid */
402 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))
414 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
415 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
416 update_local_illumination_aux(creature_ptr, yy, xx);
418 else if (x != creature_ptr->x) /* y == creature_ptr->y */
420 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
421 for (i = -1; i <= 1; i++)
424 update_local_illumination_aux(creature_ptr, yy, xx);
427 else if (y != creature_ptr->y) /* x == creature_ptr->x */
429 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
430 for (i = -1; i <= 1; i++)
433 update_local_illumination_aux(creature_ptr, yy, xx);
436 else /* Player's grid */
438 for (i = 0; i < 8; i++)
442 update_local_illumination_aux(creature_ptr, yy, xx);
446 #endif /* COMPLEX_WALL_ILLUMINATION */
451 * @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
452 * @return 視覚に収められていないならTRUEを返す
453 * @details player_can_see_bold()関数の返り値の否定を返している。
455 bool no_lite(player_type *creature_ptr)
457 return (!player_can_see_bold(creature_ptr, creature_ptr->y, creature_ptr->x));
461 * Place an attr/char pair at the given map coordinate, if legal.
463 void print_rel(player_type *subject_ptr, SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x)
465 /* Only do "legal" locations */
466 if (panel_contains(y, x))
468 /* Hack -- fake monochrome */
471 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
472 else if (IS_INVULN(subject_ptr) || subject_ptr->timewalk) a = TERM_WHITE;
473 else if (subject_ptr->wraith_form) a = TERM_L_DARK;
476 /* Draw the char using the attr */
477 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
483 * 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
484 * Memorize interesting viewable object/features in the given grid
486 * This function should only be called on "legal" grids.
488 * This function will memorize the object and/or feature in the given
489 * grid, if they are (1) viewable and (2) interesting. Note that all
490 * objects are interesting, all terrain features except floors (and
491 * invisible traps) are interesting, and floors (and invisible traps)
492 * are interesting sometimes (depending on various options involving
493 * the illumination of floor grids).
495 * The automatic memorization of all objects and non-floor terrain
496 * features as soon as they are displayed allows incredible amounts
497 * of optimization in various places, especially "map_info()".
499 * Note that the memorization of objects is completely separate from
500 * the memorization of terrain features, preventing annoying floor
501 * memorization when a detected object is picked up from a dark floor,
502 * and object memorization when an object is dropped into a floor grid
503 * which is memorized but out-of-sight.
505 * This function should be called every time the "memorization" of
506 * a grid (or the object in a grid) is called into question, such
507 * as when an object is created in a grid, when a terrain feature
508 * "changes" from "floor" to "non-floor", when any grid becomes
509 * "illuminated" or "viewable", and when a "floor" grid becomes
512 * Note the relatively efficient use of this function by the various
513 * "update_view()" and "update_lite()" calls, to allow objects and
514 * terrain features to be memorized (and drawn) whenever they become
515 * viewable or illuminated in any way, but not when they "maintain"
516 * or "lose" their previous viewability or illumination.
518 * Note the butchered "internal" version of "player_can_see_bold()",
519 * optimized primarily for the most common cases, that is, for the
520 * non-marked floor grids.
522 void note_spot(player_type *player_ptr, POSITION y, POSITION x)
524 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
525 OBJECT_IDX this_o_idx, next_o_idx = 0;
527 /* Blind players see nothing */
528 if (player_ptr->blind) return;
530 /* Analyze non-torch-lit grids */
531 if (!(g_ptr->info & (CAVE_LITE | CAVE_MNLT)))
533 /* Require line of sight to the grid */
534 if (!(g_ptr->info & (CAVE_VIEW))) return;
536 /* Require "perma-lite" of the grid */
537 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
540 if (!player_ptr->see_nocto) return;
545 /* Hack -- memorize objects */
546 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
548 object_type *o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
549 next_o_idx = o_ptr->next_o_idx;
551 /* Memorize objects */
552 o_ptr->marked |= OM_FOUND;
556 /* Hack -- memorize grids */
557 if (!(g_ptr->info & (CAVE_MARK)))
559 /* Feature code (applying "mimic" field) */
560 feature_type *f_ptr = &f_info[get_feat_mimic(g_ptr)];
562 /* Memorize some "boring" grids */
563 if (!have_flag(f_ptr->flags, FF_REMEMBER))
565 /* Option -- memorize all torch-lit floors */
566 if (view_torch_grids &&
567 ((g_ptr->info & (CAVE_LITE | CAVE_MNLT)) || player_ptr->see_nocto))
569 g_ptr->info |= (CAVE_MARK);
572 /* Option -- memorize all perma-lit floors */
573 else if (view_perma_grids && ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
575 g_ptr->info |= (CAVE_MARK);
579 /* Memorize normal grids */
580 else if (have_flag(f_ptr->flags, FF_LOS))
582 g_ptr->info |= (CAVE_MARK);
585 /* Memorize torch-lit walls */
586 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
588 g_ptr->info |= (CAVE_MARK);
591 /* Memorize walls seen by noctovision of Ninja */
592 else if (player_ptr->see_nocto)
594 g_ptr->info |= (CAVE_MARK);
597 /* Memorize certain non-torch-lit wall grids */
598 else if (check_local_illumination(player_ptr, y, x))
600 g_ptr->info |= (CAVE_MARK);
604 /* Memorize terrain of the grid */
605 g_ptr->info |= (CAVE_KNOWN);
609 * Redraw (on the screen) a given MAP location
611 * This function should only be called on "legal" grids
613 void lite_spot(player_type *player_ptr, POSITION y, POSITION x)
615 /* Redraw if on screen */
616 if (panel_contains(y, x) && in_bounds2(player_ptr->current_floor_ptr, y, x))
623 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
625 /* Hack -- fake monochrome */
628 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
629 else if (IS_INVULN(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
630 else if (player_ptr->wraith_form) a = TERM_L_DARK;
633 /* Hack -- Queue it */
634 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
636 /* Update sub-windows */
637 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
642 * Some comments on the grid flags. -BEN-
645 * One of the major bottlenecks in previous versions of Angband was in
646 * the calculation of "line of sight" from the player to various grids,
647 * such as monsters. This was such a nasty bottleneck that a lot of
648 * silly things were done to reduce the dependancy on "line of sight",
649 * for example, you could not "see" any grids in a lit room until you
650 * actually entered the room, and there were all kinds of bizarre grid
651 * flags to enable this behavior. This is also why the "call light"
652 * spells always lit an entire room.
654 * The code below provides functions to calculate the "field of view"
655 * for the player, which, once calculated, provides extremely fast
656 * calculation of "line of sight from the player", and to calculate
657 * the "field of torch lite", which, again, once calculated, provides
658 * extremely fast calculation of "which grids are lit by the player's
659 * lite source". In addition to marking grids as "GRID_VIEW" and/or
660 * "GRID_LITE", as appropriate, these functions maintain an array for
661 * each of these two flags, each array containing the locations of all
662 * of the grids marked with the appropriate flag, which can be used to
663 * very quickly scan through all of the grids in a given set.
665 * To allow more "semantically valid" field of view semantics, whenever
666 * the field of view (or the set of torch lit grids) changes, all of the
667 * grids in the field of view (or the set of torch lit grids) are "drawn"
668 * so that changes in the world will become apparent as soon as possible.
669 * This has been optimized so that only grids which actually "change" are
670 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
671 * of the grids which are entering or leaving the relevent set of grids.
673 * These new methods are so efficient that the old nasty code was removed.
675 * Note that there is no reason to "update" the "viewable space" unless
676 * the player "moves", or walls/doors are created/destroyed, and there
677 * is no reason to "update" the "torch lit grids" unless the field of
678 * view changes, or the "light radius" changes. This means that when
679 * the player is resting, or digging, or doing anything that does not
680 * involve movement or changing the state of the dungeon, there is no
681 * need to update the "view" or the "lite" regions, which is nice.
683 * Note that the calls to the nasty "los()" function have been reduced
684 * to a bare minimum by the use of the new "field of view" calculations.
686 * I wouldn't be surprised if slight modifications to the "update_view()"
687 * function would allow us to determine "reverse line-of-sight" as well
688 * as "normal line-of-sight", which would allow monsters to use a more
689 * "correct" calculation to determine if they can "see" the player. For
690 * now, monsters simply "cheat" somewhat and assume that if the player
691 * has "line of sight" to the monster, then the monster can "pretend"
692 * that it has "line of sight" to the player.
695 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
696 * grid and maintains an array of all "CAVE_LITE" grids.
698 * This set of grids is the complete set of all grids which are lit by
699 * the players light source, which allows the "player_can_see_bold()"
700 * function to work very quickly.
702 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
703 * fact, the player (unless blind) can always "see" all grids which are
704 * marked as "CAVE_LITE", unless they are "off screen".
707 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
708 * grid and maintains an array of all "CAVE_VIEW" grids.
710 * This set of grids is the complete set of all grids within line of sight
711 * of the player, allowing the "player_has_los_bold()" macro to work very
715 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
716 * temporary internal flag to mark those grids which are not only in view,
717 * but which are also "easily" in line of sight of the player. This flag
718 * is always cleared when we are done.
721 * The current "update_lite()" and "update_view()" algorithms use the
722 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
723 * to keep track of which grids were previously marked as "CAVE_LITE" or
724 * "CAVE_VIEW", which allows us to optimize the "screen updates".
726 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
727 * for various other purposes, such as spreading lite or darkness during
728 * "lite_room()" / "unlite_room()", and for calculating monster flow.
731 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
732 * in some way permanently lit. However, for the player to "see" anything
733 * in the grid, as determined by "player_can_see()", the player must not be
734 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
735 * grids, even if marked as "perma lit", are only illuminated if they touch
736 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
739 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
740 * that even if the player cannot "see" the grid, he "knows" the terrain in
741 * that grid. This is used to "remember" walls/doors/stairs/floors when they
742 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
743 * or when one of the "memorize floor grids" options induces memorization.
745 * Objects are "memorized" in a different way, using a special "marked" flag
746 * on the object itself, which is set when an object is observed or detected.
749 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
750 * and should be illuminated by "lite room" and "darkness" spells.
753 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
754 * and should be unavailable for "teleportation" destinations.
757 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
758 * which is observed, and the "view_torch_grids" allows the player to memorize
759 * every torch-lit grid. The player will always memorize important walls,
760 * doors, stairs, and other terrain features, as well as any "detected" grids.
762 * Note that the new "update_view()" method allows, among other things, a room
763 * to be "partially" seen as the player approaches it, with a growing cone of
764 * floor appearing as the player gets closer to the door. Also, by not turning
765 * on the "memorize perma-lit grids" option, the player will only "see" those
766 * floor grids which are actually in line of sight.
768 * And my favorite "plus" is that you can now use a special option to draw the
769 * "floors" in the "viewable region" brightly (actually, to draw the *other*
770 * grids dimly), providing a "pretty" effect as the player runs around, and
771 * to efficiently display the "torch lite" in a special color.
774 * Some comments on the "update_view()" algorithm...
776 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
777 * and only has to call "los()" on the borderline cases. The major axes/diags
778 * even terminate early when they hit walls. I need to find a quick way
779 * to "terminate" the other scans.
781 * Note that in the worst case (a big empty area with say 5% scattered walls),
782 * each of the 1500 or so nearby grids is checked once, most of them getting
783 * an "instant" rating, and only a small portion requiring a call to "los()".
785 * The only time that the algorithm appears to be "noticeably" too slow is
786 * when running, and this is usually only important in town, since the town
787 * provides about the worst scenario possible, with large open regions and
788 * a few scattered obstructions. There is a special "efficiency" option to
789 * allow the player to reduce his field of view in town, if needed.
791 * In the "best" case (say, a normal stretch of corridor), the algorithm
792 * makes one check for each viewable grid, and makes no calls to "los()".
793 * So running in corridors is very fast, and if a lot of monsters are
794 * nearby, it is much faster than the old methods.
796 * Note that resting, most normal commands, and several forms of running,
797 * plus all commands executed near large groups of monsters, are strictly
798 * more efficient with "update_view()" that with the old "compute los() on
799 * demand" method, primarily because once the "field of view" has been
800 * calculated, it does not have to be recalculated until the player moves
801 * (or a wall or door is created or destroyed).
803 * Note that we no longer have to do as many "los()" checks, since once the
804 * "view" region has been built, very few things cause it to be "changed"
805 * (player movement, and the opening/closing of doors, changes in wall status).
806 * Note that door/wall changes are only relevant when the door/wall itself is
807 * in the "view" region.
809 * The algorithm seems to only call "los()" from zero to ten times, usually
810 * only when coming down a corridor into a room, or standing in a room, just
811 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
812 * we will be reducing the calls to "los()".
814 * I am thinking in terms of an algorithm that "walks" from the central point
815 * out to the maximal "distance", at each point, determining the "view" code
816 * (above). For each grid not on a major axis or diagonal, the "view" code
817 * depends on the "cave_los_bold()" and "view" of exactly two other grids
818 * (the one along the nearest diagonal, and the one next to that one, see
819 * "update_view_aux()"...).
821 * We "memorize" the viewable space array, so that at the cost of under 3000
822 * bytes, we reduce the time taken by "forget_view()" to one assignment for
823 * each grid actually in the "viewable space". And for another 3000 bytes,
824 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
825 * are also used by other routines, thus reducing the cost to almost nothing.
827 * A similar thing is done for "forget_lite()" in which case the savings are
828 * much less, but save us from doing bizarre maintenance checking.
830 * In the worst "normal" case (in the middle of the town), the reachable space
831 * actually reaches to more than half of the largest possible "circle" of view,
832 * or about 800 grids, and in the worse case (in the middle of a dungeon level
833 * where all the walls have been removed), the reachable space actually reaches
834 * the theoretical maximum size of just under 1500 grids.
836 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
837 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
838 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
839 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
840 * entire possible space (including initialization) in one step per grid. If
841 * we do the "clearing" as a separate step (and use an array of "view" grids),
842 * then the clearing will take as many steps as grids that were viewed, and the
843 * algorithm will be able to "stop" scanning at various points.
844 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
848 * Hack - speed up the update_flow algorithm by only doing
849 * it everytime the player moves out of LOS of the last
852 static POSITION flow_x = 0;
853 static POSITION flow_y = 0;
856 * Hack -- fill in the "cost" field of every grid that the player
857 * can "reach" with the number of steps needed to reach that grid.
858 * This also yields the "distance" of the player from every grid.
860 * In addition, mark the "when" of the grids that can reach
861 * the player with the incremented value of "flow_n".
863 * Hack -- use the "seen" array as a "circular queue".
865 * We do not need a priority queue because the cost from grid
866 * to grid is always "one" and we process them in order.
868 void update_flow(player_type *subject_ptr)
875 /* Paranoia -- make sure the array is empty */
876 if (tmp_pos.n) return;
878 /* The last way-point is on the map */
879 if (subject_ptr->running && in_bounds(subject_ptr->current_floor_ptr, flow_y, flow_x))
881 /* The way point is in sight - do not update. (Speedup) */
882 if (subject_ptr->current_floor_ptr->grid_array[flow_y][flow_x].info & CAVE_VIEW) return;
885 /* Erase all of the current flow information */
886 for (y = 0; y < subject_ptr->current_floor_ptr->height; y++)
888 for (x = 0; x < subject_ptr->current_floor_ptr->width; x++)
890 subject_ptr->current_floor_ptr->grid_array[y][x].cost = 0;
891 subject_ptr->current_floor_ptr->grid_array[y][x].dist = 0;
895 /* Save player position */
896 flow_y = subject_ptr->y;
897 flow_x = subject_ptr->x;
899 /* Add the player's grid to the queue */
900 tmp_pos.y[0] = subject_ptr->y;
901 tmp_pos.x[0] = subject_ptr->x;
903 /* Now process the queue */
904 while (flow_head != flow_tail)
908 /* Extract the next entry */
909 ty = tmp_pos.y[flow_tail];
910 tx = tmp_pos.x[flow_tail];
912 /* Forget that entry */
913 if (++flow_tail == TEMP_MAX) flow_tail = 0;
915 /* Add the "children" */
916 for (d = 0; d < 8; d++)
918 int old_head = flow_head;
919 byte m = subject_ptr->current_floor_ptr->grid_array[ty][tx].cost + 1;
920 byte n = subject_ptr->current_floor_ptr->grid_array[ty][tx].dist + 1;
927 /* Ignore player's grid */
928 if (player_bold(subject_ptr, y, x)) continue;
930 g_ptr = &subject_ptr->current_floor_ptr->grid_array[y][x];
932 if (is_closed_door(subject_ptr, g_ptr->feat)) m += 3;
934 /* Ignore "pre-stamped" entries */
935 if (g_ptr->dist != 0 && g_ptr->dist <= n && g_ptr->cost <= m) continue;
937 /* Ignore "walls" and "rubble" */
938 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(subject_ptr, g_ptr->feat)) continue;
940 /* Save the flow cost */
941 if (g_ptr->cost == 0 || g_ptr->cost > m) g_ptr->cost = m;
942 if (g_ptr->dist == 0 || g_ptr->dist > n) g_ptr->dist = n;
944 /* Hack -- limit flow depth */
945 if (n == MONSTER_FLOW_DEPTH) continue;
947 /* Enqueue that entry */
948 tmp_pos.y[flow_head] = y;
949 tmp_pos.x[flow_head] = x;
951 /* Advance the queue */
952 if (++flow_head == TEMP_MAX) flow_head = 0;
954 /* Hack -- notice overflow by forgetting new entry */
955 if (flow_head == flow_tail) flow_head = old_head;
961 * Take a feature, determine what that feature becomes
962 * through applying the given action.
964 FEAT_IDX feat_state(player_type *player_ptr, FEAT_IDX feat, int action)
966 feature_type *f_ptr = &f_info[feat];
969 /* Get the new feature */
970 floor_type *floor_ptr = player_ptr->current_floor_ptr;
971 for (i = 0; i < MAX_FEAT_STATES; i++)
973 if (f_ptr->state[i].action == action) return conv_dungeon_feat(floor_ptr, f_ptr->state[i].result);
976 if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
978 return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(floor_ptr, f_ptr->destroyed) : feat;
982 * Takes a location and action and changes the feature at that
983 * location through applying the given action.
985 void cave_alter_feat(player_type *player_ptr, POSITION y, POSITION x, int action)
987 /* Set old feature */
988 floor_type *floor_ptr = player_ptr->current_floor_ptr;
989 FEAT_IDX oldfeat = floor_ptr->grid_array[y][x].feat;
991 /* Get the new feat */
992 FEAT_IDX newfeat = feat_state(player_ptr, oldfeat, action);
995 if (newfeat == oldfeat) return;
997 /* Set the new feature */
998 cave_set_feat(player_ptr, y, x, newfeat);
1000 if (!(feature_action_flags[action] & FAF_NO_DROP))
1002 feature_type *old_f_ptr = &f_info[oldfeat];
1003 feature_type *f_ptr = &f_info[newfeat];
1007 if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
1009 /* Place some gold */
1010 place_gold(player_ptr, y, x);
1015 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)))
1018 place_object(player_ptr, y, x, 0L);
1022 if (found && current_world_ptr->character_dungeon && player_can_see_bold(player_ptr, y, x))
1024 msg_print(_("何かを発見した!", "You have found something!"));
1028 if (feature_action_flags[action] & FAF_CRASH_GLASS)
1030 feature_type *old_f_ptr = &f_info[oldfeat];
1032 if (have_flag(old_f_ptr->flags, FF_GLASS) && current_world_ptr->character_dungeon)
1034 project(player_ptr, PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(floor_ptr->dun_level, 100) / 4, GF_SHARDS,
1035 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1041 /* Remove a mirror */
1042 void remove_mirror(player_type *caster_ptr, POSITION y, POSITION x)
1044 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
1046 /* Remove the mirror */
1047 g_ptr->info &= ~(CAVE_OBJECT);
1050 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
1052 g_ptr->info &= ~(CAVE_GLOW);
1053 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
1054 if (g_ptr->m_idx) update_monster(caster_ptr, g_ptr->m_idx, FALSE);
1056 update_local_illumination(caster_ptr, y, x);
1059 note_spot(caster_ptr, y, x);
1061 lite_spot(caster_ptr, y, x);
1066 * Return TRUE if there is a mirror on the grid.
1068 bool is_mirror_grid(grid_type *g_ptr)
1070 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MIRROR))
1078 * Return TRUE if there is a mirror on the grid.
1080 bool is_glyph_grid(grid_type *g_ptr)
1082 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_GLYPH))
1090 * Return TRUE if there is a mirror on the grid.
1092 bool is_explosive_rune_grid(grid_type *g_ptr)
1094 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MINOR_GLYPH))
1101 * @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。
1102 * @param player_ptr プレーヤーへの参照ポインタ
1103 * @param m_idx モンスターID
1107 * @return テレポート先として妥当ならばtrue
1109 bool cave_monster_teleportable_bold(player_type *player_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, teleport_flags mode)
1111 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
1112 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
1113 feature_type *f_ptr = &f_info[g_ptr->feat];
1115 /* Require "teleportable" space */
1116 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
1118 if (g_ptr->m_idx && (g_ptr->m_idx != m_idx)) return FALSE;
1119 if (player_bold(player_ptr, y, x)) return FALSE;
1121 /* Hack -- no teleport onto glyph of warding */
1122 if (is_glyph_grid(g_ptr)) return FALSE;
1123 if (is_explosive_rune_grid(g_ptr)) return FALSE;
1125 if (!(mode & TELEPORT_PASSIVE))
1127 if (!monster_can_cross_terrain(player_ptr, g_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE;
1134 * @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。
1135 * @param player_ptr プレーヤーへの参照ポインタ
1139 * @return テレポート先として妥当ならばtrue
1141 bool cave_player_teleportable_bold(player_type *player_ptr, POSITION y, POSITION x, teleport_flags mode)
1143 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
1144 feature_type *f_ptr = &f_info[g_ptr->feat];
1146 /* Require "teleportable" space */
1147 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
1149 /* No magical teleporting into vaults and such */
1150 if (!(mode & TELEPORT_NONMAGICAL) && (g_ptr->info & CAVE_ICKY)) return FALSE;
1152 if (g_ptr->m_idx && (g_ptr->m_idx != player_ptr->riding)) return FALSE;
1154 /* don't teleport on a trap. */
1155 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) return FALSE;
1157 if (!(mode & TELEPORT_PASSIVE))
1159 if (!player_can_enter(player_ptr, g_ptr->feat, 0)) return FALSE;
1161 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP))
1163 if (!player_ptr->levitation && !player_ptr->can_swim) return FALSE;
1166 if (have_flag(f_ptr->flags, FF_LAVA) && !player_ptr->immune_fire && !IS_INVULN(player_ptr))
1168 /* Always forbid deep lava */
1169 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
1171 /* Forbid shallow lava when the player don't have levitation */
1172 if (!player_ptr->levitation) return FALSE;
1181 * @brief 地形は開くものであって、かつ開かれているかを返す /
1182 * Attempt to open the given chest at the given location
1184 * @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
1186 bool is_open(player_type *player_ptr, FEAT_IDX feat)
1188 return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(player_ptr, feat, FF_CLOSE));
1192 * @brief プレイヤーが地形踏破可能かを返す
1193 * @param feature 判定したい地形ID
1194 * @param mode 移動に関するオプションフラグ
1195 * @return 移動可能ならばTRUEを返す
1197 bool player_can_enter(player_type *creature_ptr, FEAT_IDX feature, BIT_FLAGS16 mode)
1199 feature_type *f_ptr = &f_info[feature];
1201 if (creature_ptr->riding) return monster_can_cross_terrain(creature_ptr, feature, &r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx], mode | CEM_RIDING);
1203 if (have_flag(f_ptr->flags, FF_PATTERN))
1205 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
1208 if (have_flag(f_ptr->flags, FF_CAN_FLY) && creature_ptr->levitation) return TRUE;
1209 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && creature_ptr->can_swim) return TRUE;
1210 if (have_flag(f_ptr->flags, FF_CAN_PASS) && creature_ptr->pass_wall) return TRUE;
1212 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
1218 void place_grid(player_type *player_ptr, grid_type *g_ptr, grid_bold_type gb_type)
1224 g_ptr->feat = feat_ground_type[randint0(100)];
1225 g_ptr->info &= ~(CAVE_MASK);
1226 g_ptr->info |= CAVE_FLOOR;
1231 g_ptr->feat = feat_wall_type[randint0(100)];
1232 g_ptr->info &= ~(CAVE_MASK);
1233 g_ptr->info |= CAVE_EXTRA;
1243 g_ptr->feat = feat_wall_inner;
1244 g_ptr->info &= ~(CAVE_MASK);
1245 g_ptr->info |= CAVE_INNER;
1250 g_ptr->feat = feat_permanent;
1251 g_ptr->info &= ~(CAVE_MASK);
1252 g_ptr->info |= CAVE_INNER;
1257 g_ptr->feat = feat_wall_outer;
1258 g_ptr->info &= ~(CAVE_MASK);
1259 g_ptr->info |= CAVE_OUTER;
1262 case GB_OUTER_NOPERM:
1264 feature_type *f_ptr = &f_info[feat_wall_outer];
1265 if (permanent_wall(f_ptr))
1267 g_ptr->feat = (s16b)feat_state(player_ptr, feat_wall_outer, FF_UNPERM);
1271 g_ptr->feat = feat_wall_outer;
1274 g_ptr->info &= ~(CAVE_MASK);
1275 g_ptr->info |= (CAVE_OUTER | CAVE_VAULT);
1285 g_ptr->feat = feat_permanent;
1286 g_ptr->info &= ~(CAVE_MASK);
1287 g_ptr->info |= CAVE_SOLID;
1290 case GB_SOLID_NOPERM:
1299 if (g_ptr->m_idx > 0) delete_monster_idx(player_ptr, g_ptr->m_idx);
1304 * 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?
1305 * @param player_ptr プレーヤーへの参照ポインタ
1306 * @param g_ptr グリッドへの参照ポインタ
1307 * @return 照明が消されている地形ならばTRUE
1309 bool darkened_grid(player_type *player_ptr, grid_type *g_ptr)
1311 return ((g_ptr->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) &&
1312 !player_ptr->see_nocto;
1316 void place_bold(player_type *player_ptr, POSITION y, POSITION x, grid_bold_type gb_type)
1318 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1323 set_cave_feat(floor_ptr, y, x, feat_ground_type[randint0(100)]);
1324 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1325 add_cave_info(floor_ptr, y, x, CAVE_FLOOR);
1330 set_cave_feat(floor_ptr, y, x, feat_wall_type[randint0(100)]);
1331 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1332 add_cave_info(floor_ptr, y, x, CAVE_EXTRA);
1337 set_cave_feat(floor_ptr, y, x, feat_permanent);
1338 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1339 add_cave_info(floor_ptr, y, x, CAVE_EXTRA);
1344 set_cave_feat(floor_ptr, y, x, feat_wall_inner);
1345 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1346 add_cave_info(floor_ptr, y, x, CAVE_INNER);
1351 set_cave_feat(floor_ptr, y, x, feat_permanent);
1352 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1353 add_cave_info(floor_ptr, y, x, CAVE_INNER);
1358 set_cave_feat(floor_ptr, y, x, feat_wall_outer);
1359 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1360 add_cave_info(floor_ptr, y, x, CAVE_OUTER);
1363 case GB_OUTER_NOPERM:
1365 feature_type *f_ptr = &f_info[feat_wall_outer];
1366 if (permanent_wall(f_ptr)) set_cave_feat(floor_ptr, y, x, (s16b)feat_state(player_ptr, feat_wall_outer, FF_UNPERM));
1367 else set_cave_feat(floor_ptr, y, x, feat_wall_outer);
1368 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1369 add_cave_info(floor_ptr, y, x, (CAVE_OUTER | CAVE_VAULT));
1374 set_cave_feat(floor_ptr, y, x, feat_wall_solid);
1375 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1376 add_cave_info(floor_ptr, y, x, CAVE_SOLID);
1381 feature_type *f_ptr = &f_info[feat_wall_solid];
1382 if ((floor_ptr->grid_array[y][x].info & CAVE_VAULT) && permanent_wall(f_ptr))
1383 set_cave_feat(floor_ptr, y, x, feat_state(player_ptr, feat_wall_solid, FF_UNPERM));
1384 else set_cave_feat(floor_ptr, y, x, feat_wall_solid);
1385 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1386 add_cave_info(floor_ptr, y, x, CAVE_SOLID);
1389 case GB_SOLID_NOPERM:
1391 feature_type *f_ptr = &f_info[feat_wall_solid];
1392 if ((floor_ptr->grid_array[y][x].info & CAVE_VAULT) && permanent_wall(f_ptr))
1393 set_cave_feat(floor_ptr, y, x, feat_state(player_ptr, feat_wall_solid, FF_UNPERM));
1395 set_cave_feat(floor_ptr, y, x, feat_wall_solid);
1396 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1397 add_cave_info(floor_ptr, y, x, CAVE_SOLID);
1398 delete_monster(player_ptr, y, x);
1404 delete_monster(player_ptr, y, x);
1407 void set_cave_feat(floor_type *floor_ptr, POSITION y, POSITION x, FEAT_IDX feature_idx)
1409 floor_ptr->grid_array[y][x].feat = feature_idx;
1413 * todo intをenumに変更する
1415 void add_cave_info(floor_type *floor_ptr, POSITION y, POSITION x, int cave_mask)
1417 floor_ptr->grid_array[y][x].info |= cave_mask;