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/quest.h"
21 #include "effect/attribute-types.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/geometry.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-action-flags.h"
31 #include "grid/feature.h"
32 #include "grid/object-placer.h"
33 #include "grid/trap.h"
34 #include "io/screen-util.h"
35 #include "monster-floor/monster-remover.h"
36 #include "monster-race/monster-race.h"
37 #include "monster/monster-info.h"
38 #include "monster/monster-status.h"
39 #include "monster/monster-update.h"
40 #include "object/item-tester-hooker.h"
41 #include "object/object-mark-types.h"
42 #include "player-info/class-info.h"
43 #include "player/player-status-flags.h"
44 #include "player/player-status.h"
45 #include "room/rooms-builder.h"
46 #include "system/dungeon-info.h"
47 #include "system/floor-type-definition.h"
48 #include "system/grid-type-definition.h"
49 #include "system/item-entity.h"
50 #include "system/monster-entity.h"
51 #include "system/monster-race-info.h"
52 #include "system/player-type-definition.h"
53 #include "system/redrawing-flags-updater.h"
54 #include "system/terrain-type-definition.h"
55 #include "term/gameterm.h"
56 #include "term/term-color-types.h"
57 #include "timed-effect/player-blindness.h"
58 #include "timed-effect/timed-effects.h"
59 #include "util/bit-flags-calculator.h"
60 #include "util/enum-converter.h"
61 #include "util/point-2d.h"
62 #include "view/display-map.h"
63 #include "view/display-messages.h"
64 #include "window/main-window-util.h"
65 #include "world/world.h"
69 * @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
70 * @param player_ptr プレイヤーへの参照ポインタ
71 * @return 配置に成功したらTRUEを返す
73 bool new_player_spot(PlayerType *player_ptr)
75 auto max_attempts = 10000;
78 auto &floor = *player_ptr->current_floor_ptr;
79 while (max_attempts--) {
80 /* Pick a legal spot */
81 y = (POSITION)rand_range(1, floor.height - 2);
82 x = (POSITION)rand_range(1, floor.width - 2);
84 const auto &grid = player_ptr->current_floor_ptr->get_grid({ y, x });
86 /* Must be a "naked" floor grid */
87 if (grid.has_monster()) {
90 if (floor.is_in_dungeon()) {
91 const auto &terrain = grid.get_terrain();
93 if (max_attempts > 5000) /* Rule 1 */
95 if (terrain.flags.has_not(TerrainCharacteristics::FLOOR)) {
100 if (terrain.flags.has_not(TerrainCharacteristics::MOVE)) {
103 if (terrain.flags.has(TerrainCharacteristics::HIT_TRAP)) {
108 /* Refuse to start on anti-teleport grids in dungeon */
109 if (terrain.flags.has_not(TerrainCharacteristics::TELEPORTABLE)) {
113 if (!player_can_enter(player_ptr, grid.feat, 0)) {
116 if (!in_bounds(&floor, y, x)) {
120 /* Refuse to start on anti-teleport grids */
121 if (grid.is_icky()) {
128 if (max_attempts < 1) { /* Should be -1, actually if we failed... */
132 /* Save the new player grid */
140 * @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
141 * @param player_ptr プレイヤーへの参照ポインタ
142 * @param grid マス構造体の参照ポインタ
143 * @return 隠されたドアがあるならTRUEを返す。
145 bool is_hidden_door(PlayerType *player_ptr, const Grid &grid)
147 return (grid.mimic || grid.cave_has_flag(TerrainCharacteristics::SECRET)) && is_closed_door(player_ptr, grid.feat);
151 * @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
154 * @return 指定された座標に照明がかかっているならTRUEを返す。。
156 bool check_local_illumination(PlayerType *player_ptr, POSITION y, POSITION x)
158 const auto yy = (y < player_ptr->y) ? (y + 1) : (y > player_ptr->y) ? (y - 1)
160 const auto xx = (x < player_ptr->x) ? (x + 1) : (x > player_ptr->x) ? (x - 1)
162 const auto *floor_ptr = player_ptr->current_floor_ptr;
163 const auto &grid_yyxx = floor_ptr->grid_array[yy][xx];
164 const auto &grid_yxx = floor_ptr->grid_array[y][xx];
165 const auto &grid_yyx = floor_ptr->grid_array[yy][x];
166 auto is_illuminated = feat_supports_los(grid_yyxx.get_feat_mimic()) && (grid_yyxx.info & CAVE_GLOW);
167 is_illuminated |= feat_supports_los(grid_yxx.get_feat_mimic()) && (grid_yxx.info & CAVE_GLOW);
168 is_illuminated |= feat_supports_los(grid_yyx.get_feat_mimic()) && (grid_yyx.info & CAVE_GLOW);
169 return is_illuminated;
173 * @brief 対象座標のマスの照明状態を更新する
174 * @param player_ptr プレイヤーへの参照ポインタ
175 * @param y 更新したいマスのY座標
176 * @param x 更新したいマスのX座標
178 static void update_local_illumination_aux(PlayerType *player_ptr, int y, int x)
180 const auto &floor = *player_ptr->current_floor_ptr;
181 const Pos2D pos(y, x);
182 const auto &grid = floor.get_grid(pos);
183 if (!grid.has_los()) {
187 if (grid.has_monster()) {
188 update_monster(player_ptr, grid.m_idx, false);
191 note_spot(player_ptr, y, x);
192 lite_spot(player_ptr, y, x);
196 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
197 * @param player_ptr プレイヤーへの参照ポインタ
201 void update_local_illumination(PlayerType *player_ptr, POSITION y, POSITION x)
206 if (!in_bounds(player_ptr->current_floor_ptr, y, x)) {
210 if ((y != player_ptr->y) && (x != player_ptr->x)) {
211 yy = (y < player_ptr->y) ? (y - 1) : (y + 1);
212 xx = (x < player_ptr->x) ? (x - 1) : (x + 1);
213 update_local_illumination_aux(player_ptr, yy, xx);
214 update_local_illumination_aux(player_ptr, y, xx);
215 update_local_illumination_aux(player_ptr, yy, x);
216 } else if (x != player_ptr->x) /* y == player_ptr->y */
218 xx = (x < player_ptr->x) ? (x - 1) : (x + 1);
219 for (i = -1; i <= 1; i++) {
221 update_local_illumination_aux(player_ptr, yy, xx);
224 update_local_illumination_aux(player_ptr, yy, x);
226 update_local_illumination_aux(player_ptr, yy, x);
227 } else if (y != player_ptr->y) /* x == player_ptr->x */
229 yy = (y < player_ptr->y) ? (y - 1) : (y + 1);
230 for (i = -1; i <= 1; i++) {
232 update_local_illumination_aux(player_ptr, yy, xx);
235 update_local_illumination_aux(player_ptr, y, xx);
237 update_local_illumination_aux(player_ptr, y, xx);
238 } else /* Player's grid */
240 for (i = 0; i < 8; i++) {
243 update_local_illumination_aux(player_ptr, yy, xx);
249 * @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
250 * @return 視覚に収められていないならTRUEを返す
251 * @details player_can_see_bold()関数の返り値の否定を返している。
253 bool no_lite(PlayerType *player_ptr)
255 return !player_can_see_bold(player_ptr, player_ptr->y, player_ptr->x);
259 * Place an attr/char pair at the given map coordinate, if legal.
261 void print_rel(PlayerType *player_ptr, char c, TERM_COLOR a, POSITION y, POSITION x)
263 /* Only do "legal" locations */
264 if (panel_contains(y, x)) {
265 /* Hack -- fake monochrome */
267 if (w_ptr->timewalk_m_idx) {
269 } else if (is_invuln(player_ptr) || player_ptr->timewalk) {
271 } else if (player_ptr->wraith_form) {
276 /* Draw the char using the attr */
277 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
281 void print_bolt_pict(PlayerType *player_ptr, POSITION y, POSITION x, POSITION ny, POSITION nx, AttributeType typ)
283 const auto &[a, c] = bolt_pict(y, x, ny, nx, typ);
284 print_rel(player_ptr, c, a, ny, nx);
288 * Memorize interesting viewable object/features in the given grid
290 * This function should only be called on "legal" grids.
292 * This function will memorize the object and/or feature in the given
293 * grid, if they are (1) viewable and (2) interesting. Note that all
294 * objects are interesting, all terrain features except floors (and
295 * invisible traps) are interesting, and floors (and invisible traps)
296 * are interesting sometimes (depending on various options involving
297 * the illumination of floor grids).
299 * The automatic memorization of all objects and non-floor terrain
300 * features as soon as they are displayed allows incredible amounts
301 * of optimization in various places, especially "map_info()".
303 * Note that the memorization of objects is completely separate from
304 * the memorization of terrain features, preventing annoying floor
305 * memorization when a detected object is picked up from a dark floor,
306 * and object memorization when an object is dropped into a floor grid
307 * which is memorized but out-of-sight.
309 * This function should be called every time the "memorization" of
310 * a grid (or the object in a grid) is called into question, such
311 * as when an object is created in a grid, when a terrain feature
312 * "changes" from "floor" to "non-floor", when any grid becomes
313 * "illuminated" or "viewable", and when a "floor" grid becomes
316 * Note the relatively efficient use of this function by the various
317 * "update_view()" and "update_lite()" calls, to allow objects and
318 * terrain features to be memorized (and drawn) whenever they become
319 * viewable or illuminated in any way, but not when they "maintain"
320 * or "lose" their previous viewability or illumination.
322 * Note the butchered "internal" version of "player_can_see_bold()",
323 * optimized primarily for the most common cases, that is, for the
324 * non-marked floor grids.
326 void note_spot(PlayerType *player_ptr, POSITION y, POSITION x)
328 const Pos2D pos(y, x);
329 auto &floor = *player_ptr->current_floor_ptr;
330 auto &grid = floor.get_grid(pos);
332 /* Blind players see nothing */
333 if (player_ptr->effects()->blindness()->is_blind()) {
337 /* Analyze non-torch-lit grids */
338 if (!(grid.info & (CAVE_LITE | CAVE_MNLT))) {
339 /* Require line of sight to the grid */
340 if (!(grid.info & (CAVE_VIEW))) {
344 /* Require "perma-lite" of the grid */
345 if ((grid.info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) {
347 if (!player_ptr->see_nocto) {
353 /* Hack -- memorize objects */
354 for (const auto this_o_idx : grid.o_idx_list) {
355 auto &item = floor.o_list[this_o_idx];
356 item.marked.set(OmType::FOUND);
357 RedrawingFlagsUpdater::get_instance().set_flag(SubWindowRedrawingFlag::FOUND_ITEMS);
360 /* Hack -- memorize grids */
361 if (!grid.is_mark()) {
362 /* Feature code (applying "mimic" field) */
363 const auto &terrain = grid.get_terrain_mimic();
365 /* Memorize some "boring" grids */
366 if (terrain.flags.has_not(TerrainCharacteristics::REMEMBER)) {
367 /* Option -- memorize all torch-lit floors */
368 if (view_torch_grids && ((grid.info & (CAVE_LITE | CAVE_MNLT)) || player_ptr->see_nocto)) {
369 grid.info |= (CAVE_MARK);
372 /* Option -- memorize all perma-lit floors */
373 else if (view_perma_grids && ((grid.info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)) {
374 grid.info |= (CAVE_MARK);
378 /* Memorize normal grids */
379 else if (terrain.flags.has(TerrainCharacteristics::LOS)) {
380 grid.info |= (CAVE_MARK);
383 /* Memorize torch-lit walls */
384 else if (grid.info & (CAVE_LITE | CAVE_MNLT)) {
385 grid.info |= (CAVE_MARK);
388 /* Memorize walls seen by noctovision of Ninja */
389 else if (player_ptr->see_nocto) {
390 grid.info |= (CAVE_MARK);
393 /* Memorize certain non-torch-lit wall grids */
394 else if (check_local_illumination(player_ptr, y, x)) {
395 grid.info |= (CAVE_MARK);
399 /* Memorize terrain of the grid */
400 grid.info |= (CAVE_KNOWN);
404 * Redraw (on the screen) a given MAP location
406 * This function should only be called on "legal" grids
408 void lite_spot(PlayerType *player_ptr, POSITION y, POSITION x)
410 if (panel_contains(y, x) && in_bounds2(player_ptr->current_floor_ptr, y, x)) {
416 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
418 if (w_ptr->timewalk_m_idx) {
420 } else if (is_invuln(player_ptr) || player_ptr->timewalk) {
422 } else if (player_ptr->wraith_form) {
427 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
428 static constexpr auto flags = {
429 SubWindowRedrawingFlag::OVERHEAD,
430 SubWindowRedrawingFlag::DUNGEON,
432 RedrawingFlagsUpdater::get_instance().set_flags(flags);
437 * Some comments on the grid flags. -BEN-
440 * One of the major bottlenecks in previous versions of Angband was in
441 * the calculation of "line of sight" from the player to various grids,
442 * such as monsters. This was such a nasty bottleneck that a lot of
443 * silly things were done to reduce the dependancy on "line of sight",
444 * for example, you could not "see" any grids in a lit room until you
445 * actually entered the room, and there were all kinds of bizarre grid
446 * flags to enable this behavior. This is also why the "call light"
447 * spells always lit an entire room.
449 * The code below provides functions to calculate the "field of view"
450 * for the player, which, once calculated, provides extremely fast
451 * calculation of "line of sight from the player", and to calculate
452 * the "field of torch lite", which, again, once calculated, provides
453 * extremely fast calculation of "which grids are lit by the player's
454 * lite source". In addition to marking grids as "GRID_VIEW" and/or
455 * "GRID_LITE", as appropriate, these functions maintain an array for
456 * each of these two flags, each array containing the locations of all
457 * of the grids marked with the appropriate flag, which can be used to
458 * very quickly scan through all of the grids in a given set.
460 * To allow more "semantically valid" field of view semantics, whenever
461 * the field of view (or the set of torch lit grids) changes, all of the
462 * grids in the field of view (or the set of torch lit grids) are "drawn"
463 * so that changes in the world will become apparent as soon as possible.
464 * This has been optimized so that only grids which actually "change" are
465 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
466 * of the grids which are entering or leaving the relevent set of grids.
468 * These new methods are so efficient that the old nasty code was removed.
470 * Note that there is no reason to "update" the "viewable space" unless
471 * the player "moves", or walls/doors are created/destroyed, and there
472 * is no reason to "update" the "torch lit grids" unless the field of
473 * view changes, or the "light radius" changes. This means that when
474 * the player is resting, or digging, or doing anything that does not
475 * involve movement or changing the state of the dungeon, there is no
476 * need to update the "view" or the "lite" regions, which is nice.
478 * Note that the calls to the nasty "los()" function have been reduced
479 * to a bare minimum by the use of the new "field of view" calculations.
481 * I wouldn't be surprised if slight modifications to the "update_view()"
482 * function would allow us to determine "reverse line-of-sight" as well
483 * as "normal line-of-sight", which would allow monsters to use a more
484 * "correct" calculation to determine if they can "see" the player. For
485 * now, monsters simply "cheat" somewhat and assume that if the player
486 * has "line of sight" to the monster, then the monster can "pretend"
487 * that it has "line of sight" to the player.
490 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
491 * grid and maintains an array of all "CAVE_LITE" grids.
493 * This set of grids is the complete set of all grids which are lit by
494 * the players light source, which allows the "player_can_see_bold()"
495 * function to work very quickly.
497 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
498 * fact, the player (unless blind) can always "see" all grids which are
499 * marked as "CAVE_LITE", unless they are "off screen".
502 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
503 * grid and maintains an array of all "CAVE_VIEW" grids.
505 * This set of grids is the complete set of all grids within line of sight
506 * of the player, allowing the "player_has_los_bold()" macro to work very
510 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
511 * temporary internal flag to mark those grids which are not only in view,
512 * but which are also "easily" in line of sight of the player. This flag
513 * is always cleared when we are done.
516 * The current "update_lite()" and "update_view()" algorithms use the
517 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
518 * to keep track of which grids were previously marked as "CAVE_LITE" or
519 * "CAVE_VIEW", which allows us to optimize the "screen updates".
521 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
522 * for various other purposes, such as spreading lite or darkness during
523 * "lite_room()" / "unlite_room()", and for calculating monster flow.
526 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
527 * in some way permanently lit. However, for the player to "see" anything
528 * in the grid, as determined by "player_can_see()", the player must not be
529 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
530 * grids, even if marked as "perma lit", are only illuminated if they touch
531 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
534 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
535 * that even if the player cannot "see" the grid, he "knows" the terrain in
536 * that grid. This is used to "remember" walls/doors/stairs/floors when they
537 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
538 * or when one of the "memorize floor grids" options induces memorization.
540 * Objects are "memorized" in a different way, using a special "marked" flag
541 * on the object itself, which is set when an object is observed or detected.
544 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
545 * and should be illuminated by "lite room" and "darkness" spells.
548 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
549 * and should be unavailable for "teleportation" destinations.
552 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
553 * which is observed, and the "view_torch_grids" allows the player to memorize
554 * every torch-lit grid. The player will always memorize important walls,
555 * doors, stairs, and other terrain features, as well as any "detected" grids.
557 * Note that the new "update_view()" method allows, among other things, a room
558 * to be "partially" seen as the player approaches it, with a growing cone of
559 * floor appearing as the player gets closer to the door. Also, by not turning
560 * on the "memorize perma-lit grids" option, the player will only "see" those
561 * floor grids which are actually in line of sight.
563 * And my favorite "plus" is that you can now use a special option to draw the
564 * "floors" in the "viewable region" brightly (actually, to draw the *other*
565 * grids dimly), providing a "pretty" effect as the player runs around, and
566 * to efficiently display the "torch lite" in a special color.
569 * Some comments on the "update_view()" algorithm...
571 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
572 * and only has to call "los()" on the borderline cases. The major axes/diags
573 * even terminate early when they hit walls. I need to find a quick way
574 * to "terminate" the other scans.
576 * Note that in the worst case (a big empty area with say 5% scattered walls),
577 * each of the 1500 or so nearby grids is checked once, most of them getting
578 * an "instant" rating, and only a small portion requiring a call to "los()".
580 * The only time that the algorithm appears to be "noticeably" too slow is
581 * when running, and this is usually only important in town, since the town
582 * provides about the worst scenario possible, with large open regions and
583 * a few scattered obstructions. There is a special "efficiency" option to
584 * allow the player to reduce his field of view in town, if needed.
586 * In the "best" case (say, a normal stretch of corridor), the algorithm
587 * makes one check for each viewable grid, and makes no calls to "los()".
588 * So running in corridors is very fast, and if a lot of monsters are
589 * nearby, it is much faster than the old methods.
591 * Note that resting, most normal commands, and several forms of running,
592 * plus all commands executed near large groups of monsters, are strictly
593 * more efficient with "update_view()" that with the old "compute los() on
594 * demand" method, primarily because once the "field of view" has been
595 * calculated, it does not have to be recalculated until the player moves
596 * (or a wall or door is created or destroyed).
598 * Note that we no longer have to do as many "los()" checks, since once the
599 * "view" region has been built, very few things cause it to be "changed"
600 * (player movement, and the opening/closing of doors, changes in wall status).
601 * Note that door/wall changes are only relevant when the door/wall itself is
602 * in the "view" region.
604 * The algorithm seems to only call "los()" from zero to ten times, usually
605 * only when coming down a corridor into a room, or standing in a room, just
606 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
607 * we will be reducing the calls to "los()".
609 * I am thinking in terms of an algorithm that "walks" from the central point
610 * out to the maximal "distance", at each point, determining the "view" code
611 * (above). For each grid not on a major axis or diagonal, the "view" code
612 * depends on the "cave_los_bold()" and "view" of exactly two other grids
613 * (the one along the nearest diagonal, and the one next to that one, see
614 * "update_view_aux()"...).
616 * We "memorize" the viewable space array, so that at the cost of under 3000
617 * bytes, we reduce the time taken by "forget_view()" to one assignment for
618 * each grid actually in the "viewable space". And for another 3000 bytes,
619 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
620 * are also used by other routines, thus reducing the cost to almost nothing.
622 * A similar thing is done for "forget_lite()" in which case the savings are
623 * much less, but save us from doing bizarre maintenance checking.
625 * In the worst "normal" case (in the middle of the town), the reachable space
626 * actually reaches to more than half of the largest possible "circle" of view,
627 * or about 800 grids, and in the worse case (in the middle of a dungeon level
628 * where all the walls have been removed), the reachable space actually reaches
629 * the theoretical maximum size of just under 1500 grids.
631 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
632 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
633 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
634 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
635 * entire possible space (including initialization) in one step per grid. If
636 * we do the "clearing" as a separate step (and use an array of "view" grids),
637 * then the clearing will take as many steps as grids that were viewed, and the
638 * algorithm will be able to "stop" scanning at various points.
639 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
643 * Hack - speed up the update_flow algorithm by only doing
644 * it everytime the player moves out of LOS of the last
647 static POSITION flow_x = 0;
648 static POSITION flow_y = 0;
651 * Hack -- fill in the "cost" field of every grid that the player
652 * can "reach" with the number of steps needed to reach that grid.
653 * This also yields the "distance" of the player from every grid.
655 * In addition, mark the "when" of the grids that can reach
656 * the player with the incremented value of "flow_n".
658 * Hack -- use the "seen" array as a "circular queue".
660 * We do not need a priority queue because the cost from grid
661 * to grid is always "one" and we process them in order.
663 void update_flow(PlayerType *player_ptr)
665 auto &floor = *player_ptr->current_floor_ptr;
667 /* The last way-point is on the map */
668 if (player_ptr->running && in_bounds(&floor, flow_y, flow_x)) {
669 /* The way point is in sight - do not update. (Speedup) */
670 if (floor.grid_array[flow_y][flow_x].info & CAVE_VIEW) {
675 /* Erase all of the current flow information */
676 for (auto y = 0; y < floor.height; y++) {
677 for (auto x = 0; x < floor.width; x++) {
678 auto &grid = floor.grid_array[y][x];
684 /* Save player position */
685 flow_y = player_ptr->y;
686 flow_x = player_ptr->x;
688 for (auto i = 0; i < FLOW_MAX; i++) {
690 std::queue<Pos2D> que;
691 que.emplace(player_ptr->y, player_ptr->x);
693 /* Now process the queue */
694 while (!que.empty()) {
695 const Pos2D pos = std::move(que.front());
697 const auto &grid = floor.get_grid(pos);
699 /* Add the "children" */
700 for (auto d = 0; d < 8; d++) {
701 byte m = grid.costs[i] + 1;
702 byte n = grid.dists[i] + 1;
703 const Pos2D pos_neighbor(pos.y + ddy_ddd[d], pos.x + ddx_ddd[d]);
705 /* Ignore player's grid */
706 if (player_ptr->is_located_at(pos_neighbor)) {
710 auto &grid_neighbor = floor.get_grid(pos_neighbor);
711 if (is_closed_door(player_ptr, grid_neighbor.feat)) {
715 /* Ignore "pre-stamped" entries */
716 if ((grid_neighbor.dists[i] != 0) && (grid_neighbor.dists[i] <= n) && (grid_neighbor.costs[i] <= m)) {
720 /* Ignore "walls", "holes" and "rubble" */
721 auto can_move = false;
724 can_move = grid_neighbor.cave_has_flag(TerrainCharacteristics::MOVE) || grid_neighbor.cave_has_flag(TerrainCharacteristics::CAN_FLY);
727 can_move = grid_neighbor.cave_has_flag(TerrainCharacteristics::MOVE);
731 if (!can_move && !is_closed_door(player_ptr, grid_neighbor.feat)) {
735 /* Save the flow cost */
736 if (grid_neighbor.costs[i] == 0 || (grid_neighbor.costs[i] > m)) {
737 grid_neighbor.costs[i] = m;
739 if (grid_neighbor.dists[i] == 0 || (grid_neighbor.dists[i] > n)) {
740 grid_neighbor.dists[i] = n;
743 // 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).
744 constexpr auto monster_flow_depth = 32;
745 if (n == monster_flow_depth) {
749 que.emplace(pos_neighbor);
756 * Take a feature, determine what that feature becomes
757 * through applying the given action.
759 FEAT_IDX feat_state(const FloorType *floor_ptr, FEAT_IDX feat, TerrainCharacteristics action)
761 const auto &terrain = TerrainList::get_instance()[feat];
763 /* Get the new feature */
764 for (auto i = 0; i < MAX_FEAT_STATES; i++) {
765 if (terrain.state[i].action == action) {
766 return conv_dungeon_feat(floor_ptr, terrain.state[i].result);
770 if (terrain.flags.has(TerrainCharacteristics::PERMANENT)) {
774 return (terrain_action_flags[enum2i(action)] & FAF_DESTROY) ? conv_dungeon_feat(floor_ptr, terrain.destroyed) : feat;
778 * Takes a location and action and changes the feature at that
779 * location through applying the given action.
781 void cave_alter_feat(PlayerType *player_ptr, POSITION y, POSITION x, TerrainCharacteristics action)
783 /* Set old feature */
784 auto *floor_ptr = player_ptr->current_floor_ptr;
785 FEAT_IDX oldfeat = floor_ptr->grid_array[y][x].feat;
787 /* Get the new feat */
788 FEAT_IDX newfeat = feat_state(player_ptr->current_floor_ptr, oldfeat, action);
791 if (newfeat == oldfeat) {
795 /* Set the new feature */
796 cave_set_feat(player_ptr, y, x, newfeat);
797 const auto &terrains = TerrainList::get_instance();
798 if (!(terrain_action_flags[enum2i(action)] & FAF_NO_DROP)) {
799 const auto &old_terrain = terrains[oldfeat];
800 const auto &new_terrain = terrains[newfeat];
804 if (old_terrain.flags.has(TerrainCharacteristics::HAS_GOLD) && new_terrain.flags.has_not(TerrainCharacteristics::HAS_GOLD)) {
805 /* Place some gold */
806 place_gold(player_ptr, y, x);
811 if (old_terrain.flags.has(TerrainCharacteristics::HAS_ITEM) && new_terrain.flags.has_not(TerrainCharacteristics::HAS_ITEM) && (randint0(100) < (15 - floor_ptr->dun_level / 2))) {
813 place_object(player_ptr, y, x, 0L);
817 if (found && w_ptr->character_dungeon && player_can_see_bold(player_ptr, y, x)) {
818 msg_print(_("何かを発見した!", "You have found something!"));
822 if (terrain_action_flags[enum2i(action)] & FAF_CRASH_GLASS) {
823 const auto &old_terrain = terrains[oldfeat];
824 if (old_terrain.flags.has(TerrainCharacteristics::GLASS) && w_ptr->character_dungeon) {
825 project(player_ptr, PROJECT_WHO_GLASS_SHARDS, 1, y, x, std::min(floor_ptr->dun_level, 100) / 4, AttributeType::SHARDS,
826 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI));
832 * @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。
833 * @param player_ptr プレイヤーへの参照ポインタ
834 * @param m_idx モンスターID
838 * @return テレポート先として妥当ならばtrue
840 bool cave_monster_teleportable_bold(PlayerType *player_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, teleport_flags mode)
842 const Pos2D pos(y, x);
843 const auto &floor = *player_ptr->current_floor_ptr;
844 const auto &grid = floor.get_grid(pos);
845 const auto &terrain = grid.get_terrain();
847 /* Require "teleportable" space */
848 if (terrain.flags.has_not(TerrainCharacteristics::TELEPORTABLE)) {
852 if (grid.has_monster() && (grid.m_idx != m_idx)) {
855 if (player_ptr->is_located_at(pos)) {
859 /* Hack -- no teleport onto rune of protection */
860 if (grid.is_rune_protection()) {
863 if (grid.is_rune_explosion()) {
867 if (any_bits(mode, TELEPORT_PASSIVE)) {
871 const auto &monster = floor.m_list[m_idx];
872 return monster_can_cross_terrain(player_ptr, grid.feat, &monster.get_monrace(), 0);
876 * @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。
877 * @param player_ptr プレイヤーへの参照ポインタ
881 * @return テレポート先として妥当ならばtrue
883 bool cave_player_teleportable_bold(PlayerType *player_ptr, POSITION y, POSITION x, teleport_flags mode)
885 const Pos2D pos(y, x);
886 const auto &grid = player_ptr->current_floor_ptr->get_grid(pos);
887 const auto &terrain = grid.get_terrain();
889 /* Require "teleportable" space */
890 if (terrain.flags.has_not(TerrainCharacteristics::TELEPORTABLE)) {
894 /* No magical teleporting into vaults and such */
895 if (!(mode & TELEPORT_NONMAGICAL) && grid.is_icky()) {
899 if (grid.has_monster() && (grid.m_idx != player_ptr->riding)) {
903 /* don't teleport on a trap. */
904 if (terrain.flags.has(TerrainCharacteristics::HIT_TRAP)) {
908 if (any_bits(mode, TELEPORT_PASSIVE)) {
912 if (!player_can_enter(player_ptr, grid.feat, 0)) {
916 if (terrain.flags.has_all_of({ TerrainCharacteristics::WATER, TerrainCharacteristics::DEEP })) {
917 if (!player_ptr->levitation && !player_ptr->can_swim) {
922 if (terrain.flags.has_not(TerrainCharacteristics::LAVA) || has_immune_fire(player_ptr) || is_invuln(player_ptr)) {
926 /* Always forbid deep lava */
927 if (terrain.flags.has(TerrainCharacteristics::DEEP)) {
931 /* Forbid shallow lava when the player don't have levitation */
932 return player_ptr->levitation != 0;
936 * @brief 地形は開くものであって、かつ開かれているかを返す /
937 * Attempt to open the given chest at the given location
939 * @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
941 bool is_open(PlayerType *player_ptr, FEAT_IDX feat)
943 const auto &terrain = TerrainList::get_instance()[feat];
944 return terrain.flags.has(TerrainCharacteristics::CLOSE) && (feat != feat_state(player_ptr->current_floor_ptr, feat, TerrainCharacteristics::CLOSE));
948 * @brief プレイヤーが地形踏破可能かを返す
949 * @param feature 判定したい地形ID
950 * @param mode 移動に関するオプションフラグ
951 * @return 移動可能ならばTRUEを返す
953 bool player_can_enter(PlayerType *player_ptr, FEAT_IDX feature, BIT_FLAGS16 mode)
955 const auto &terrain = TerrainList::get_instance()[feature];
956 if (player_ptr->riding) {
957 return monster_can_cross_terrain(
958 player_ptr, feature, &monraces_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx], mode | CEM_RIDING);
961 if (terrain.flags.has(TerrainCharacteristics::PATTERN)) {
962 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) {
967 if (terrain.flags.has(TerrainCharacteristics::CAN_FLY) && player_ptr->levitation) {
970 if (terrain.flags.has(TerrainCharacteristics::CAN_SWIM) && player_ptr->can_swim) {
973 if (terrain.flags.has(TerrainCharacteristics::CAN_PASS) && has_pass_wall(player_ptr)) {
977 if (terrain.flags.has_not(TerrainCharacteristics::MOVE)) {
984 void place_grid(PlayerType *player_ptr, Grid *g_ptr, grid_bold_type gb_type)
988 g_ptr->feat = rand_choice(feat_ground_type);
989 g_ptr->info &= ~(CAVE_MASK);
990 g_ptr->info |= CAVE_FLOOR;
994 g_ptr->feat = rand_choice(feat_wall_type);
995 g_ptr->info &= ~(CAVE_MASK);
996 g_ptr->info |= CAVE_EXTRA;
999 case GB_EXTRA_PERM: {
1000 g_ptr->feat = feat_permanent;
1001 g_ptr->info &= ~(CAVE_MASK);
1002 g_ptr->info |= CAVE_EXTRA;
1006 g_ptr->feat = feat_wall_inner;
1007 g_ptr->info &= ~(CAVE_MASK);
1008 g_ptr->info |= CAVE_INNER;
1011 case GB_INNER_PERM: {
1012 g_ptr->feat = feat_permanent;
1013 g_ptr->info &= ~(CAVE_MASK);
1014 g_ptr->info |= CAVE_INNER;
1018 g_ptr->feat = feat_wall_outer;
1019 g_ptr->info &= ~(CAVE_MASK);
1020 g_ptr->info |= CAVE_OUTER;
1023 case GB_OUTER_NOPERM: {
1024 const auto &terrain = TerrainList::get_instance()[feat_wall_outer];
1025 if (terrain.is_permanent_wall()) {
1026 g_ptr->feat = (int16_t)feat_state(player_ptr->current_floor_ptr, feat_wall_outer, TerrainCharacteristics::UNPERM);
1028 g_ptr->feat = feat_wall_outer;
1031 g_ptr->info &= ~(CAVE_MASK);
1032 g_ptr->info |= (CAVE_OUTER | CAVE_VAULT);
1036 g_ptr->feat = feat_wall_solid;
1037 g_ptr->info &= ~(CAVE_MASK);
1038 g_ptr->info |= CAVE_SOLID;
1041 case GB_SOLID_PERM: {
1042 g_ptr->feat = feat_permanent;
1043 g_ptr->info &= ~(CAVE_MASK);
1044 g_ptr->info |= CAVE_SOLID;
1047 case GB_SOLID_NOPERM: {
1048 const auto &terrain = TerrainList::get_instance()[feat_wall_solid];
1049 if ((g_ptr->info & CAVE_VAULT) && terrain.is_permanent_wall()) {
1050 g_ptr->feat = (int16_t)feat_state(player_ptr->current_floor_ptr, feat_wall_solid, TerrainCharacteristics::UNPERM);
1052 g_ptr->feat = feat_wall_solid;
1054 g_ptr->info &= ~(CAVE_MASK);
1055 g_ptr->info |= CAVE_SOLID;
1063 if (g_ptr->has_monster()) {
1064 delete_monster_idx(player_ptr, g_ptr->m_idx);
1069 * 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?
1070 * @param player_ptr プレイヤーへの参照ポインタ
1071 * @param grid グリッドへの参照ポインタ
1072 * @return 照明が消されている地形ならばTRUE
1074 bool darkened_grid(PlayerType *player_ptr, Grid *g_ptr)
1076 return ((g_ptr->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && !player_ptr->see_nocto;
1079 void place_bold(PlayerType *player_ptr, POSITION y, POSITION x, grid_bold_type gb_type)
1081 Grid *const g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
1082 place_grid(player_ptr, g_ptr, gb_type);
1085 void set_cave_feat(FloorType *floor_ptr, POSITION y, POSITION x, FEAT_IDX feature_idx)
1087 floor_ptr->grid_array[y][x].feat = feature_idx;
1091 * @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
1092 * @param player_ptr プレイヤーへの参照ポインタ
1093 * @param test 地形条件を判定するための関数ポインタ
1094 * @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
1095 * @return 該当する地形の数と、該当する地形の中から1つの座標
1097 std::pair<int, Pos2D> count_dt(PlayerType *player_ptr, bool (*test)(PlayerType *, short), bool under)
1101 for (auto d = 0; d < 9; d++) {
1102 if ((d == 8) && !under) {
1106 Pos2D pos_neighbor(player_ptr->y + ddy_ddd[d], player_ptr->x + ddx_ddd[d]);
1107 const auto &grid = player_ptr->current_floor_ptr->get_grid(pos_neighbor);
1108 if (!grid.is_mark()) {
1112 const auto feat = grid.get_feat_mimic();
1113 if (!((*test)(player_ptr, feat))) {
1121 return { count, pos };
1125 * @brief マス構造体のspecial要素を利用する地形かどうかを判定する.
1127 bool feat_uses_special(FEAT_IDX f_idx)
1129 return TerrainList::get_instance()[(f_idx)].flags.has(TerrainCharacteristics::SPECIAL);
1133 * This function allows us to efficiently add a grid to the "lite" array,
1134 * note that we are never called for illegal grids, or for grids which
1135 * have already been placed into the "lite" array, and we are never
1136 * called when the "lite" array is full.
1138 void cave_lite_hack(FloorType *floor_ptr, POSITION y, POSITION x)
1140 auto *g_ptr = &floor_ptr->grid_array[y][x];
1141 if (g_ptr->is_lite()) {
1145 g_ptr->info |= CAVE_LITE;
1146 floor_ptr->lite_y[floor_ptr->lite_n] = y;
1147 floor_ptr->lite_x[floor_ptr->lite_n++] = x;
1151 * For delayed visual update
1153 void cave_redraw_later(FloorType *floor_ptr, POSITION y, POSITION x)
1155 auto *g_ptr = &floor_ptr->grid_array[y][x];
1156 if (g_ptr->is_redraw()) {
1160 g_ptr->info |= CAVE_REDRAW;
1161 floor_ptr->redraw_y[floor_ptr->redraw_n] = y;
1162 floor_ptr->redraw_x[floor_ptr->redraw_n++] = x;
1166 * For delayed visual update
1168 void cave_note_and_redraw_later(FloorType *floor_ptr, POSITION y, POSITION x)
1170 floor_ptr->grid_array[y][x].info |= CAVE_NOTE;
1171 cave_redraw_later(floor_ptr, y, x);
1174 void cave_view_hack(FloorType *floor_ptr, POSITION y, POSITION x)
1176 auto *g_ptr = &floor_ptr->grid_array[y][x];
1177 if (g_ptr->is_view()) {
1181 g_ptr->info |= CAVE_VIEW;
1182 floor_ptr->view_y[floor_ptr->view_n] = y;
1183 floor_ptr->view_x[floor_ptr->view_n] = x;
1184 floor_ptr->view_n++;