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 "core/window-redrawer.h"
20 #include "dungeon/dungeon-flag-types.h"
21 #include "dungeon/dungeon.h"
22 #include "dungeon/quest.h"
23 #include "effect/effect-characteristics.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/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 "room/rooms-builder.h"
43 #include "spell/process-effect.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 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" */
56 * Feature action flags
58 #define FAF_DESTROY 0x01
59 #define FAF_NO_DROP 0x02
60 #define FAF_CRASH_GLASS 0x04
65 * @brief 地形状態フラグテーブル /
66 * The table of features' actions
68 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--)
203 /* Pick a legal spot */
204 y = (POSITION)rand_range(1, creature_ptr->current_floor_ptr->height - 2);
205 x = (POSITION)rand_range(1, creature_ptr->current_floor_ptr->width - 2);
207 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
209 /* Must be a "naked" floor grid */
210 if (g_ptr->m_idx) continue;
211 if (creature_ptr->current_floor_ptr->dun_level)
213 f_ptr = &f_info[g_ptr->feat];
215 if (max_attempts > 5000) /* Rule 1 */
217 if (!have_flag(f_ptr->flags, FF_FLOOR)) continue;
221 if (!have_flag(f_ptr->flags, FF_MOVE)) continue;
222 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) continue;
225 /* Refuse to start on anti-teleport grids in dungeon */
226 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) continue;
228 if (!player_can_enter(creature_ptr, g_ptr->feat, 0)) continue;
229 if (!in_bounds(creature_ptr->current_floor_ptr, y, x)) continue;
231 /* Refuse to start on anti-teleport grids */
232 if (g_ptr->info & (CAVE_ICKY)) continue;
237 if (max_attempts < 1) /* Should be -1, actually if we failed... */
240 /* Save the new player grid */
248 * @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
249 * @param g_ptr 永久壁を配置したいマス構造体の参照ポインタ
252 void place_bound_perm_wall(player_type *player_ptr, grid_type *g_ptr)
254 if (bound_walls_perm)
256 /* Clear boundary mimic */
261 feature_type *f_ptr = &f_info[g_ptr->feat];
263 /* Hack -- Decline boundary walls with known treasure */
264 if ((have_flag(f_ptr->flags, FF_HAS_GOLD) || have_flag(f_ptr->flags, FF_HAS_ITEM)) &&
265 !have_flag(f_ptr->flags, FF_SECRET))
266 g_ptr->feat = feat_state(player_ptr, g_ptr->feat, FF_ENSECRET);
268 /* Set boundary mimic */
269 g_ptr->mimic = g_ptr->feat;
272 /* Add "solid" perma-wall */
273 place_grid(player_ptr, g_ptr, GB_SOLID_PERM);
277 * @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
278 * @param player_ptr プレーヤーへの参照ポインタ
279 * @param g_ptr マス構造体の参照ポインタ
280 * @return 看破済みの罠があるならTRUEを返す。
282 bool is_known_trap(player_type *player_ptr, grid_type *g_ptr)
284 if (!g_ptr->mimic && !cave_have_flag_grid(g_ptr, FF_SECRET) &&
285 is_trap(player_ptr, g_ptr->feat)) return TRUE;
293 * @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
294 * @param player_ptr プレーヤーへの参照ポインタ
295 * @param g_ptr マス構造体の参照ポインタ
296 * @return 隠されたドアがあるならTRUEを返す。
298 bool is_hidden_door(player_type *player_ptr, grid_type *g_ptr)
300 if ((g_ptr->mimic || cave_have_flag_grid(g_ptr, FF_SECRET)) &&
301 is_closed_door(player_ptr, g_ptr->feat))
307 #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 */
311 * @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
314 * @return 指定された座標に照明がかかっているならTRUEを返す。。
316 bool check_local_illumination(player_type *creature_ptr, POSITION y, POSITION x)
318 /* Hack -- move towards player */
319 POSITION yy = (y < creature_ptr->y) ? (y + 1) : (y > creature_ptr->y) ? (y - 1) : y;
320 POSITION xx = (x < creature_ptr->x) ? (x + 1) : (x > creature_ptr->x) ? (x - 1) : x;
322 /* Check for "local" illumination */
324 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
326 /* Check for "complex" illumination */
327 if ((feat_supports_los(get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[yy][xx])) &&
328 (creature_ptr->current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW)) ||
329 (feat_supports_los(get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[y][xx])) &&
330 (creature_ptr->current_floor_ptr->grid_array[y][xx].info & CAVE_GLOW)) ||
331 (feat_supports_los(get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[yy][x])) &&
332 (creature_ptr->current_floor_ptr->grid_array[yy][x].info & CAVE_GLOW)))
338 #else /* COMPLEX_WALL_ILLUMINATION */
340 /* Check for "simple" illumination */
341 return (creature_ptr->current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
343 #endif /* COMPLEX_WALL_ILLUMINATION */
347 /*! 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 */
348 #define update_local_illumination_aux(C, Y, X) \
350 if (player_has_los_bold((C), (Y), (X))) \
352 /* Update the monster */ \
353 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); \
355 /* Notice and redraw */ \
356 note_spot((C), (Y), (X)); \
357 lite_spot((C), (Y), (X)); \
362 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
363 * @param creature_ptr 視界元のクリーチャー
368 void update_local_illumination(player_type * creature_ptr, POSITION y, POSITION x)
373 if (!in_bounds(creature_ptr->current_floor_ptr, y, x)) return;
375 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
377 if ((y != creature_ptr->y) && (x != creature_ptr->x))
379 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
380 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
381 update_local_illumination_aux(creature_ptr, yy, xx);
382 update_local_illumination_aux(creature_ptr, y, xx);
383 update_local_illumination_aux(creature_ptr, yy, x);
385 else if (x != creature_ptr->x) /* y == creature_ptr->y */
387 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
388 for (i = -1; i <= 1; i++)
391 update_local_illumination_aux(creature_ptr, yy, xx);
394 update_local_illumination_aux(creature_ptr, yy, x);
396 update_local_illumination_aux(creature_ptr, yy, x);
398 else if (y != creature_ptr->y) /* x == creature_ptr->x */
400 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
401 for (i = -1; i <= 1; i++)
404 update_local_illumination_aux(creature_ptr, yy, xx);
407 update_local_illumination_aux(creature_ptr, y, xx);
409 update_local_illumination_aux(creature_ptr, y, xx);
411 else /* Player's grid */
413 for (i = 0; i < 8; i++)
417 update_local_illumination_aux(creature_ptr, yy, xx);
421 #else /* COMPLEX_WALL_ILLUMINATION */
423 if ((y != creature_ptr->y) && (x != creature_ptr->x))
425 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
426 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
427 update_local_illumination_aux(creature_ptr, yy, xx);
429 else if (x != creature_ptr->x) /* y == creature_ptr->y */
431 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
432 for (i = -1; i <= 1; i++)
435 update_local_illumination_aux(creature_ptr, yy, xx);
438 else if (y != creature_ptr->y) /* x == creature_ptr->x */
440 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
441 for (i = -1; i <= 1; i++)
444 update_local_illumination_aux(creature_ptr, yy, xx);
447 else /* Player's grid */
449 for (i = 0; i < 8; i++)
453 update_local_illumination_aux(creature_ptr, yy, xx);
457 #endif /* COMPLEX_WALL_ILLUMINATION */
462 * @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
463 * @return 視覚に収められていないならTRUEを返す
464 * @details player_can_see_bold()関数の返り値の否定を返している。
466 bool no_lite(player_type *creature_ptr)
468 return (!player_can_see_bold(creature_ptr, creature_ptr->y, creature_ptr->x));
472 * Place an attr/char pair at the given map coordinate, if legal.
474 void print_rel(player_type *subject_ptr, SYMBOL_CODE c, TERM_COLOR a, POSITION y, POSITION x)
476 /* Only do "legal" locations */
477 if (panel_contains(y, x))
479 /* Hack -- fake monochrome */
482 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
483 else if (is_invuln(subject_ptr) || subject_ptr->timewalk) a = TERM_WHITE;
484 else if (subject_ptr->wraith_form) a = TERM_L_DARK;
487 /* Draw the char using the attr */
488 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
494 * 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
495 * Memorize interesting viewable object/features in the given grid
497 * This function should only be called on "legal" grids.
499 * This function will memorize the object and/or feature in the given
500 * grid, if they are (1) viewable and (2) interesting. Note that all
501 * objects are interesting, all terrain features except floors (and
502 * invisible traps) are interesting, and floors (and invisible traps)
503 * are interesting sometimes (depending on various options involving
504 * the illumination of floor grids).
506 * The automatic memorization of all objects and non-floor terrain
507 * features as soon as they are displayed allows incredible amounts
508 * of optimization in various places, especially "map_info()".
510 * Note that the memorization of objects is completely separate from
511 * the memorization of terrain features, preventing annoying floor
512 * memorization when a detected object is picked up from a dark floor,
513 * and object memorization when an object is dropped into a floor grid
514 * which is memorized but out-of-sight.
516 * This function should be called every time the "memorization" of
517 * a grid (or the object in a grid) is called into question, such
518 * as when an object is created in a grid, when a terrain feature
519 * "changes" from "floor" to "non-floor", when any grid becomes
520 * "illuminated" or "viewable", and when a "floor" grid becomes
523 * Note the relatively efficient use of this function by the various
524 * "update_view()" and "update_lite()" calls, to allow objects and
525 * terrain features to be memorized (and drawn) whenever they become
526 * viewable or illuminated in any way, but not when they "maintain"
527 * or "lose" their previous viewability or illumination.
529 * Note the butchered "internal" version of "player_can_see_bold()",
530 * optimized primarily for the most common cases, that is, for the
531 * non-marked floor grids.
533 void note_spot(player_type *player_ptr, POSITION y, POSITION x)
535 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
536 OBJECT_IDX this_o_idx, next_o_idx = 0;
538 /* Blind players see nothing */
539 if (player_ptr->blind) return;
541 /* Analyze non-torch-lit grids */
542 if (!(g_ptr->info & (CAVE_LITE | CAVE_MNLT)))
544 /* Require line of sight to the grid */
545 if (!(g_ptr->info & (CAVE_VIEW))) return;
547 /* Require "perma-lite" of the grid */
548 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
551 if (!player_ptr->see_nocto) return;
556 /* Hack -- memorize objects */
557 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
559 object_type *o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
560 next_o_idx = o_ptr->next_o_idx;
562 /* Memorize objects */
563 o_ptr->marked |= OM_FOUND;
567 /* Hack -- memorize grids */
568 if (!(g_ptr->info & (CAVE_MARK)))
570 /* Feature code (applying "mimic" field) */
571 feature_type *f_ptr = &f_info[get_feat_mimic(g_ptr)];
573 /* Memorize some "boring" grids */
574 if (!have_flag(f_ptr->flags, FF_REMEMBER))
576 /* Option -- memorize all torch-lit floors */
577 if (view_torch_grids &&
578 ((g_ptr->info & (CAVE_LITE | CAVE_MNLT)) || player_ptr->see_nocto))
580 g_ptr->info |= (CAVE_MARK);
583 /* Option -- memorize all perma-lit floors */
584 else if (view_perma_grids && ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
586 g_ptr->info |= (CAVE_MARK);
590 /* Memorize normal grids */
591 else if (have_flag(f_ptr->flags, FF_LOS))
593 g_ptr->info |= (CAVE_MARK);
596 /* Memorize torch-lit walls */
597 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
599 g_ptr->info |= (CAVE_MARK);
602 /* Memorize walls seen by noctovision of Ninja */
603 else if (player_ptr->see_nocto)
605 g_ptr->info |= (CAVE_MARK);
608 /* Memorize certain non-torch-lit wall grids */
609 else if (check_local_illumination(player_ptr, y, x))
611 g_ptr->info |= (CAVE_MARK);
615 /* Memorize terrain of the grid */
616 g_ptr->info |= (CAVE_KNOWN);
620 * Redraw (on the screen) a given MAP location
622 * This function should only be called on "legal" grids
624 void lite_spot(player_type *player_ptr, POSITION y, POSITION x)
626 /* Redraw if on screen */
627 if (panel_contains(y, x) && in_bounds2(player_ptr->current_floor_ptr, y, x))
634 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
636 /* Hack -- fake monochrome */
639 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
640 else if (is_invuln(player_ptr) || player_ptr->timewalk) a = TERM_WHITE;
641 else if (player_ptr->wraith_form) a = TERM_L_DARK;
644 /* Hack -- Queue it */
645 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
647 /* Update sub-windows */
648 player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
653 * Some comments on the grid flags. -BEN-
656 * One of the major bottlenecks in previous versions of Angband was in
657 * the calculation of "line of sight" from the player to various grids,
658 * such as monsters. This was such a nasty bottleneck that a lot of
659 * silly things were done to reduce the dependancy on "line of sight",
660 * for example, you could not "see" any grids in a lit room until you
661 * actually entered the room, and there were all kinds of bizarre grid
662 * flags to enable this behavior. This is also why the "call light"
663 * spells always lit an entire room.
665 * The code below provides functions to calculate the "field of view"
666 * for the player, which, once calculated, provides extremely fast
667 * calculation of "line of sight from the player", and to calculate
668 * the "field of torch lite", which, again, once calculated, provides
669 * extremely fast calculation of "which grids are lit by the player's
670 * lite source". In addition to marking grids as "GRID_VIEW" and/or
671 * "GRID_LITE", as appropriate, these functions maintain an array for
672 * each of these two flags, each array containing the locations of all
673 * of the grids marked with the appropriate flag, which can be used to
674 * very quickly scan through all of the grids in a given set.
676 * To allow more "semantically valid" field of view semantics, whenever
677 * the field of view (or the set of torch lit grids) changes, all of the
678 * grids in the field of view (or the set of torch lit grids) are "drawn"
679 * so that changes in the world will become apparent as soon as possible.
680 * This has been optimized so that only grids which actually "change" are
681 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
682 * of the grids which are entering or leaving the relevent set of grids.
684 * These new methods are so efficient that the old nasty code was removed.
686 * Note that there is no reason to "update" the "viewable space" unless
687 * the player "moves", or walls/doors are created/destroyed, and there
688 * is no reason to "update" the "torch lit grids" unless the field of
689 * view changes, or the "light radius" changes. This means that when
690 * the player is resting, or digging, or doing anything that does not
691 * involve movement or changing the state of the dungeon, there is no
692 * need to update the "view" or the "lite" regions, which is nice.
694 * Note that the calls to the nasty "los()" function have been reduced
695 * to a bare minimum by the use of the new "field of view" calculations.
697 * I wouldn't be surprised if slight modifications to the "update_view()"
698 * function would allow us to determine "reverse line-of-sight" as well
699 * as "normal line-of-sight", which would allow monsters to use a more
700 * "correct" calculation to determine if they can "see" the player. For
701 * now, monsters simply "cheat" somewhat and assume that if the player
702 * has "line of sight" to the monster, then the monster can "pretend"
703 * that it has "line of sight" to the player.
706 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
707 * grid and maintains an array of all "CAVE_LITE" grids.
709 * This set of grids is the complete set of all grids which are lit by
710 * the players light source, which allows the "player_can_see_bold()"
711 * function to work very quickly.
713 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
714 * fact, the player (unless blind) can always "see" all grids which are
715 * marked as "CAVE_LITE", unless they are "off screen".
718 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
719 * grid and maintains an array of all "CAVE_VIEW" grids.
721 * This set of grids is the complete set of all grids within line of sight
722 * of the player, allowing the "player_has_los_bold()" macro to work very
726 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
727 * temporary internal flag to mark those grids which are not only in view,
728 * but which are also "easily" in line of sight of the player. This flag
729 * is always cleared when we are done.
732 * The current "update_lite()" and "update_view()" algorithms use the
733 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
734 * to keep track of which grids were previously marked as "CAVE_LITE" or
735 * "CAVE_VIEW", which allows us to optimize the "screen updates".
737 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
738 * for various other purposes, such as spreading lite or darkness during
739 * "lite_room()" / "unlite_room()", and for calculating monster flow.
742 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
743 * in some way permanently lit. However, for the player to "see" anything
744 * in the grid, as determined by "player_can_see()", the player must not be
745 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
746 * grids, even if marked as "perma lit", are only illuminated if they touch
747 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
750 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
751 * that even if the player cannot "see" the grid, he "knows" the terrain in
752 * that grid. This is used to "remember" walls/doors/stairs/floors when they
753 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
754 * or when one of the "memorize floor grids" options induces memorization.
756 * Objects are "memorized" in a different way, using a special "marked" flag
757 * on the object itself, which is set when an object is observed or detected.
760 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
761 * and should be illuminated by "lite room" and "darkness" spells.
764 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
765 * and should be unavailable for "teleportation" destinations.
768 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
769 * which is observed, and the "view_torch_grids" allows the player to memorize
770 * every torch-lit grid. The player will always memorize important walls,
771 * doors, stairs, and other terrain features, as well as any "detected" grids.
773 * Note that the new "update_view()" method allows, among other things, a room
774 * to be "partially" seen as the player approaches it, with a growing cone of
775 * floor appearing as the player gets closer to the door. Also, by not turning
776 * on the "memorize perma-lit grids" option, the player will only "see" those
777 * floor grids which are actually in line of sight.
779 * And my favorite "plus" is that you can now use a special option to draw the
780 * "floors" in the "viewable region" brightly (actually, to draw the *other*
781 * grids dimly), providing a "pretty" effect as the player runs around, and
782 * to efficiently display the "torch lite" in a special color.
785 * Some comments on the "update_view()" algorithm...
787 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
788 * and only has to call "los()" on the borderline cases. The major axes/diags
789 * even terminate early when they hit walls. I need to find a quick way
790 * to "terminate" the other scans.
792 * Note that in the worst case (a big empty area with say 5% scattered walls),
793 * each of the 1500 or so nearby grids is checked once, most of them getting
794 * an "instant" rating, and only a small portion requiring a call to "los()".
796 * The only time that the algorithm appears to be "noticeably" too slow is
797 * when running, and this is usually only important in town, since the town
798 * provides about the worst scenario possible, with large open regions and
799 * a few scattered obstructions. There is a special "efficiency" option to
800 * allow the player to reduce his field of view in town, if needed.
802 * In the "best" case (say, a normal stretch of corridor), the algorithm
803 * makes one check for each viewable grid, and makes no calls to "los()".
804 * So running in corridors is very fast, and if a lot of monsters are
805 * nearby, it is much faster than the old methods.
807 * Note that resting, most normal commands, and several forms of running,
808 * plus all commands executed near large groups of monsters, are strictly
809 * more efficient with "update_view()" that with the old "compute los() on
810 * demand" method, primarily because once the "field of view" has been
811 * calculated, it does not have to be recalculated until the player moves
812 * (or a wall or door is created or destroyed).
814 * Note that we no longer have to do as many "los()" checks, since once the
815 * "view" region has been built, very few things cause it to be "changed"
816 * (player movement, and the opening/closing of doors, changes in wall status).
817 * Note that door/wall changes are only relevant when the door/wall itself is
818 * in the "view" region.
820 * The algorithm seems to only call "los()" from zero to ten times, usually
821 * only when coming down a corridor into a room, or standing in a room, just
822 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
823 * we will be reducing the calls to "los()".
825 * I am thinking in terms of an algorithm that "walks" from the central point
826 * out to the maximal "distance", at each point, determining the "view" code
827 * (above). For each grid not on a major axis or diagonal, the "view" code
828 * depends on the "cave_los_bold()" and "view" of exactly two other grids
829 * (the one along the nearest diagonal, and the one next to that one, see
830 * "update_view_aux()"...).
832 * We "memorize" the viewable space array, so that at the cost of under 3000
833 * bytes, we reduce the time taken by "forget_view()" to one assignment for
834 * each grid actually in the "viewable space". And for another 3000 bytes,
835 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
836 * are also used by other routines, thus reducing the cost to almost nothing.
838 * A similar thing is done for "forget_lite()" in which case the savings are
839 * much less, but save us from doing bizarre maintenance checking.
841 * In the worst "normal" case (in the middle of the town), the reachable space
842 * actually reaches to more than half of the largest possible "circle" of view,
843 * or about 800 grids, and in the worse case (in the middle of a dungeon level
844 * where all the walls have been removed), the reachable space actually reaches
845 * the theoretical maximum size of just under 1500 grids.
847 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
848 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
849 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
850 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
851 * entire possible space (including initialization) in one step per grid. If
852 * we do the "clearing" as a separate step (and use an array of "view" grids),
853 * then the clearing will take as many steps as grids that were viewed, and the
854 * algorithm will be able to "stop" scanning at various points.
855 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
859 * Hack - speed up the update_flow algorithm by only doing
860 * it everytime the player moves out of LOS of the last
863 static POSITION flow_x = 0;
864 static POSITION flow_y = 0;
867 * Hack -- fill in the "cost" field of every grid that the player
868 * can "reach" with the number of steps needed to reach that grid.
869 * This also yields the "distance" of the player from every grid.
871 * In addition, mark the "when" of the grids that can reach
872 * the player with the incremented value of "flow_n".
874 * Hack -- use the "seen" array as a "circular queue".
876 * We do not need a priority queue because the cost from grid
877 * to grid is always "one" and we process them in order.
879 void update_flow(player_type *subject_ptr)
883 int flow_head_grid = 1;
884 int flow_tail_grid = 0;
886 /* Paranoia -- make sure the array is empty */
887 if (tmp_pos.n) return;
889 /* The last way-point is on the map */
890 if (subject_ptr->running && in_bounds(subject_ptr->current_floor_ptr, flow_y, flow_x))
892 /* The way point is in sight - do not update. (Speedup) */
893 if (subject_ptr->current_floor_ptr->grid_array[flow_y][flow_x].info & CAVE_VIEW) return;
896 /* Erase all of the current flow information */
897 for (y = 0; y < subject_ptr->current_floor_ptr->height; y++)
899 for (x = 0; x < subject_ptr->current_floor_ptr->width; x++)
901 subject_ptr->current_floor_ptr->grid_array[y][x].cost = 0;
902 subject_ptr->current_floor_ptr->grid_array[y][x].dist = 0;
906 /* Save player position */
907 flow_y = subject_ptr->y;
908 flow_x = subject_ptr->x;
910 /* Add the player's grid to the queue */
911 tmp_pos.y[0] = subject_ptr->y;
912 tmp_pos.x[0] = subject_ptr->x;
914 /* Now process the queue */
915 while (flow_head_grid != flow_tail_grid)
919 /* Extract the next entry */
920 ty = tmp_pos.y[flow_tail_grid];
921 tx = tmp_pos.x[flow_tail_grid];
923 /* Forget that entry */
924 if (++flow_tail_grid == TEMP_MAX) flow_tail_grid = 0;
926 /* Add the "children" */
927 for (d = 0; d < 8; d++)
929 int old_head = flow_head_grid;
930 byte m = subject_ptr->current_floor_ptr->grid_array[ty][tx].cost + 1;
931 byte n = subject_ptr->current_floor_ptr->grid_array[ty][tx].dist + 1;
938 /* Ignore player's grid */
939 if (player_bold(subject_ptr, y, x)) continue;
941 g_ptr = &subject_ptr->current_floor_ptr->grid_array[y][x];
943 if (is_closed_door(subject_ptr, g_ptr->feat)) m += 3;
945 /* Ignore "pre-stamped" entries */
946 if (g_ptr->dist != 0 && g_ptr->dist <= n && g_ptr->cost <= m) continue;
948 /* Ignore "walls" and "rubble" */
949 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(subject_ptr, g_ptr->feat)) continue;
951 /* Save the flow cost */
952 if (g_ptr->cost == 0 || g_ptr->cost > m) g_ptr->cost = m;
953 if (g_ptr->dist == 0 || g_ptr->dist > n) g_ptr->dist = n;
955 /* Hack -- limit flow depth */
956 if (n == MONSTER_FLOW_DEPTH) continue;
958 /* Enqueue that entry */
959 tmp_pos.y[flow_head_grid] = y;
960 tmp_pos.x[flow_head_grid] = x;
962 /* Advance the queue */
963 if (++flow_head_grid == TEMP_MAX) flow_head_grid = 0;
965 /* Hack -- notice overflow by forgetting new entry */
966 if (flow_head_grid == flow_tail_grid) flow_head_grid = old_head;
972 * Take a feature, determine what that feature becomes
973 * through applying the given action.
975 FEAT_IDX feat_state(player_type *player_ptr, FEAT_IDX feat, int action)
977 feature_type *f_ptr = &f_info[feat];
980 /* Get the new feature */
981 floor_type *floor_ptr = player_ptr->current_floor_ptr;
982 for (i = 0; i < MAX_FEAT_STATES; i++)
984 if (f_ptr->state[i].action == action) return conv_dungeon_feat(floor_ptr, f_ptr->state[i].result);
987 if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
989 return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(floor_ptr, f_ptr->destroyed) : feat;
993 * Takes a location and action and changes the feature at that
994 * location through applying the given action.
996 void cave_alter_feat(player_type *player_ptr, POSITION y, POSITION x, int action)
998 /* Set old feature */
999 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1000 FEAT_IDX oldfeat = floor_ptr->grid_array[y][x].feat;
1002 /* Get the new feat */
1003 FEAT_IDX newfeat = feat_state(player_ptr, oldfeat, action);
1006 if (newfeat == oldfeat) return;
1008 /* Set the new feature */
1009 cave_set_feat(player_ptr, y, x, newfeat);
1011 if (!(feature_action_flags[action] & FAF_NO_DROP))
1013 feature_type *old_f_ptr = &f_info[oldfeat];
1014 feature_type *f_ptr = &f_info[newfeat];
1018 if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
1020 /* Place some gold */
1021 place_gold(player_ptr, y, x);
1026 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)))
1029 place_object(player_ptr, y, x, 0L);
1033 if (found && current_world_ptr->character_dungeon && player_can_see_bold(player_ptr, y, x))
1035 msg_print(_("何かを発見した!", "You have found something!"));
1039 if (feature_action_flags[action] & FAF_CRASH_GLASS)
1041 feature_type *old_f_ptr = &f_info[oldfeat];
1043 if (have_flag(old_f_ptr->flags, FF_GLASS) && current_world_ptr->character_dungeon)
1045 project(player_ptr, PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(floor_ptr->dun_level, 100) / 4, GF_SHARDS,
1046 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1052 /* Remove a mirror */
1053 void remove_mirror(player_type *caster_ptr, POSITION y, POSITION x)
1055 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
1057 /* Remove the mirror */
1058 g_ptr->info &= ~(CAVE_OBJECT);
1061 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
1063 g_ptr->info &= ~(CAVE_GLOW);
1064 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
1065 if (g_ptr->m_idx) update_monster(caster_ptr, g_ptr->m_idx, FALSE);
1067 update_local_illumination(caster_ptr, y, x);
1070 note_spot(caster_ptr, y, x);
1072 lite_spot(caster_ptr, y, x);
1077 * Return TRUE if there is a mirror on the grid.
1079 bool is_mirror_grid(grid_type *g_ptr)
1081 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MIRROR))
1089 * Return TRUE if there is a mirror on the grid.
1091 bool is_glyph_grid(grid_type *g_ptr)
1093 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_GLYPH))
1101 * Return TRUE if there is a mirror on the grid.
1103 bool is_explosive_rune_grid(grid_type *g_ptr)
1105 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MINOR_GLYPH))
1112 * @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。
1113 * @param player_ptr プレーヤーへの参照ポインタ
1114 * @param m_idx モンスターID
1118 * @return テレポート先として妥当ならばtrue
1120 bool cave_monster_teleportable_bold(player_type *player_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, teleport_flags mode)
1122 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
1123 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
1124 feature_type *f_ptr = &f_info[g_ptr->feat];
1126 /* Require "teleportable" space */
1127 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
1129 if (g_ptr->m_idx && (g_ptr->m_idx != m_idx)) return FALSE;
1130 if (player_bold(player_ptr, y, x)) return FALSE;
1132 /* Hack -- no teleport onto glyph of warding */
1133 if (is_glyph_grid(g_ptr)) return FALSE;
1134 if (is_explosive_rune_grid(g_ptr)) return FALSE;
1136 if (!(mode & TELEPORT_PASSIVE))
1138 if (!monster_can_cross_terrain(player_ptr, g_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE;
1145 * @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。
1146 * @param player_ptr プレーヤーへの参照ポインタ
1150 * @return テレポート先として妥当ならばtrue
1152 bool cave_player_teleportable_bold(player_type *player_ptr, POSITION y, POSITION x, teleport_flags mode)
1154 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
1155 feature_type *f_ptr = &f_info[g_ptr->feat];
1157 /* Require "teleportable" space */
1158 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
1160 /* No magical teleporting into vaults and such */
1161 if (!(mode & TELEPORT_NONMAGICAL) && (g_ptr->info & CAVE_ICKY)) return FALSE;
1163 if (g_ptr->m_idx && (g_ptr->m_idx != player_ptr->riding)) return FALSE;
1165 /* don't teleport on a trap. */
1166 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) return FALSE;
1168 if (!(mode & TELEPORT_PASSIVE))
1170 if (!player_can_enter(player_ptr, g_ptr->feat, 0)) return FALSE;
1172 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP))
1174 if (!player_ptr->levitation && !player_ptr->can_swim) return FALSE;
1177 if (have_flag(f_ptr->flags, FF_LAVA) && !player_ptr->immune_fire && !is_invuln(player_ptr))
1179 /* Always forbid deep lava */
1180 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
1182 /* Forbid shallow lava when the player don't have levitation */
1183 if (!player_ptr->levitation) return FALSE;
1192 * @brief 地形は開くものであって、かつ開かれているかを返す /
1193 * Attempt to open the given chest at the given location
1195 * @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
1197 bool is_open(player_type *player_ptr, FEAT_IDX feat)
1199 return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(player_ptr, feat, FF_CLOSE));
1203 * @brief プレイヤーが地形踏破可能かを返す
1204 * @param feature 判定したい地形ID
1205 * @param mode 移動に関するオプションフラグ
1206 * @return 移動可能ならばTRUEを返す
1208 bool player_can_enter(player_type *creature_ptr, FEAT_IDX feature, BIT_FLAGS16 mode)
1210 feature_type *f_ptr = &f_info[feature];
1212 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);
1214 if (have_flag(f_ptr->flags, FF_PATTERN))
1216 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
1219 if (have_flag(f_ptr->flags, FF_CAN_FLY) && creature_ptr->levitation) return TRUE;
1220 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && creature_ptr->can_swim) return TRUE;
1221 if (have_flag(f_ptr->flags, FF_CAN_PASS) && creature_ptr->pass_wall) return TRUE;
1223 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
1229 void place_grid(player_type *player_ptr, grid_type *g_ptr, grid_bold_type gb_type)
1235 g_ptr->feat = feat_ground_type[randint0(100)];
1236 g_ptr->info &= ~(CAVE_MASK);
1237 g_ptr->info |= CAVE_FLOOR;
1242 g_ptr->feat = feat_wall_type[randint0(100)];
1243 g_ptr->info &= ~(CAVE_MASK);
1244 g_ptr->info |= CAVE_EXTRA;
1254 g_ptr->feat = feat_wall_inner;
1255 g_ptr->info &= ~(CAVE_MASK);
1256 g_ptr->info |= CAVE_INNER;
1261 g_ptr->feat = feat_permanent;
1262 g_ptr->info &= ~(CAVE_MASK);
1263 g_ptr->info |= CAVE_INNER;
1268 g_ptr->feat = feat_wall_outer;
1269 g_ptr->info &= ~(CAVE_MASK);
1270 g_ptr->info |= CAVE_OUTER;
1273 case GB_OUTER_NOPERM:
1275 feature_type *f_ptr = &f_info[feat_wall_outer];
1276 if (permanent_wall(f_ptr))
1278 g_ptr->feat = (s16b)feat_state(player_ptr, feat_wall_outer, FF_UNPERM);
1282 g_ptr->feat = feat_wall_outer;
1285 g_ptr->info &= ~(CAVE_MASK);
1286 g_ptr->info |= (CAVE_OUTER | CAVE_VAULT);
1296 g_ptr->feat = feat_permanent;
1297 g_ptr->info &= ~(CAVE_MASK);
1298 g_ptr->info |= CAVE_SOLID;
1301 case GB_SOLID_NOPERM:
1310 if (g_ptr->m_idx > 0) delete_monster_idx(player_ptr, g_ptr->m_idx);
1315 * 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?
1316 * @param player_ptr プレーヤーへの参照ポインタ
1317 * @param g_ptr グリッドへの参照ポインタ
1318 * @return 照明が消されている地形ならばTRUE
1320 bool darkened_grid(player_type *player_ptr, grid_type *g_ptr)
1322 return ((g_ptr->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) &&
1323 !player_ptr->see_nocto;
1327 void place_bold(player_type *player_ptr, POSITION y, POSITION x, grid_bold_type gb_type)
1329 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1334 set_cave_feat(floor_ptr, y, x, feat_ground_type[randint0(100)]);
1335 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1336 add_cave_info(floor_ptr, y, x, CAVE_FLOOR);
1341 set_cave_feat(floor_ptr, y, x, feat_wall_type[randint0(100)]);
1342 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1343 add_cave_info(floor_ptr, y, x, CAVE_EXTRA);
1348 set_cave_feat(floor_ptr, y, x, feat_permanent);
1349 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1350 add_cave_info(floor_ptr, y, x, CAVE_EXTRA);
1355 set_cave_feat(floor_ptr, y, x, feat_wall_inner);
1356 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1357 add_cave_info(floor_ptr, y, x, CAVE_INNER);
1362 set_cave_feat(floor_ptr, y, x, feat_permanent);
1363 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1364 add_cave_info(floor_ptr, y, x, CAVE_INNER);
1369 set_cave_feat(floor_ptr, y, x, feat_wall_outer);
1370 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1371 add_cave_info(floor_ptr, y, x, CAVE_OUTER);
1374 case GB_OUTER_NOPERM:
1376 feature_type *f_ptr = &f_info[feat_wall_outer];
1377 if (permanent_wall(f_ptr)) set_cave_feat(floor_ptr, y, x, (s16b)feat_state(player_ptr, feat_wall_outer, FF_UNPERM));
1378 else set_cave_feat(floor_ptr, y, x, feat_wall_outer);
1379 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1380 add_cave_info(floor_ptr, y, x, (CAVE_OUTER | CAVE_VAULT));
1385 set_cave_feat(floor_ptr, y, x, feat_wall_solid);
1386 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1387 add_cave_info(floor_ptr, y, x, CAVE_SOLID);
1392 feature_type *f_ptr = &f_info[feat_wall_solid];
1393 if ((floor_ptr->grid_array[y][x].info & CAVE_VAULT) && permanent_wall(f_ptr))
1394 set_cave_feat(floor_ptr, y, x, feat_state(player_ptr, feat_wall_solid, FF_UNPERM));
1395 else 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);
1400 case GB_SOLID_NOPERM:
1402 feature_type *f_ptr = &f_info[feat_wall_solid];
1403 if ((floor_ptr->grid_array[y][x].info & CAVE_VAULT) && permanent_wall(f_ptr))
1404 set_cave_feat(floor_ptr, y, x, feat_state(player_ptr, feat_wall_solid, FF_UNPERM));
1406 set_cave_feat(floor_ptr, y, x, feat_wall_solid);
1407 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1408 add_cave_info(floor_ptr, y, x, CAVE_SOLID);
1409 delete_monster(player_ptr, y, x);
1415 delete_monster(player_ptr, y, x);
1418 void set_cave_feat(floor_type *floor_ptr, POSITION y, POSITION x, FEAT_IDX feature_idx)
1420 floor_ptr->grid_array[y][x].feat = feature_idx;
1424 * todo intをenumに変更する
1426 void add_cave_info(floor_type *floor_ptr, POSITION y, POSITION x, int cave_mask)
1428 floor_ptr->grid_array[y][x].info |= cave_mask;
1432 * @brief Get feature mimic from f_info[] (applying "mimic" field)
1433 * @param g_ptr グリッドへの参照ポインタ
1436 FEAT_IDX get_feat_mimic(grid_type *g_ptr) { return (f_info[g_ptr->mimic ? g_ptr->mimic : g_ptr->feat].mimic); }
1439 * @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 /
1440 * Attempt to open the given chest at the given location
1441 * @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
1442 * @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
1443 * @param test 地形条件を判定するための関数ポインタ
1444 * @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
1446 * @details Return the number of features around (or under) the character.
1447 * Usually look for doors and floor traps.
1449 int count_dt(player_type *creature_ptr, POSITION *y, POSITION *x, bool (*test)(player_type *, FEAT_IDX), bool under)
1452 for (DIRECTION d = 0; d < 9; d++) {
1455 if ((d == 8) && !under)
1458 POSITION yy = creature_ptr->y + ddy_ddd[d];
1459 POSITION xx = creature_ptr->x + ddx_ddd[d];
1460 g_ptr = &creature_ptr->current_floor_ptr->grid_array[yy][xx];
1461 if (!(g_ptr->info & (CAVE_MARK)))
1464 feat = get_feat_mimic(g_ptr);
1465 if (!((*test)(creature_ptr, feat)))
1476 bool feat_uses_special(FEAT_IDX f_idx) { return have_flag(f_info[(f_idx)].flags, FF_SPECIAL); }