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-race/race-flags2.h"
38 #include "monster-race/race-flags7.h"
39 #include "monster/monster-info.h"
40 #include "monster/monster-status.h"
41 #include "monster/monster-update.h"
42 #include "object/item-tester-hooker.h"
43 #include "object/object-mark-types.h"
44 #include "player-info/class-info.h"
45 #include "player/player-status-flags.h"
46 #include "player/player-status.h"
47 #include "room/rooms-builder.h"
48 #include "system/dungeon-info.h"
49 #include "system/floor-type-definition.h"
50 #include "system/grid-type-definition.h"
51 #include "system/item-entity.h"
52 #include "system/monster-entity.h"
53 #include "system/monster-race-info.h"
54 #include "system/player-type-definition.h"
55 #include "system/redrawing-flags-updater.h"
56 #include "system/terrain-type-definition.h"
57 #include "term/gameterm.h"
58 #include "term/term-color-types.h"
59 #include "timed-effect/player-blindness.h"
60 #include "timed-effect/timed-effects.h"
61 #include "util/bit-flags-calculator.h"
62 #include "util/enum-converter.h"
63 #include "util/point-2d.h"
64 #include "view/display-map.h"
65 #include "view/display-messages.h"
66 #include "window/main-window-util.h"
67 #include "world/world.h"
71 * @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
72 * @param player_ptr プレイヤーへの参照ポインタ
73 * @return 配置に成功したらTRUEを返す
75 bool new_player_spot(PlayerType *player_ptr)
77 auto max_attempts = 10000;
80 auto &floor = *player_ptr->current_floor_ptr;
81 while (max_attempts--) {
82 /* Pick a legal spot */
83 y = (POSITION)rand_range(1, floor.height - 2);
84 x = (POSITION)rand_range(1, floor.width - 2);
86 const auto &grid = player_ptr->current_floor_ptr->get_grid({ y, x });
88 /* Must be a "naked" floor grid */
92 if (floor.is_in_dungeon()) {
93 const auto &terrain = grid.get_terrain();
95 if (max_attempts > 5000) /* Rule 1 */
97 if (terrain.flags.has_not(TerrainCharacteristics::FLOOR)) {
102 if (terrain.flags.has_not(TerrainCharacteristics::MOVE)) {
105 if (terrain.flags.has(TerrainCharacteristics::HIT_TRAP)) {
110 /* Refuse to start on anti-teleport grids in dungeon */
111 if (terrain.flags.has_not(TerrainCharacteristics::TELEPORTABLE)) {
115 if (!player_can_enter(player_ptr, grid.feat, 0)) {
118 if (!in_bounds(&floor, y, x)) {
122 /* Refuse to start on anti-teleport grids */
123 if (grid.is_icky()) {
130 if (max_attempts < 1) { /* Should be -1, actually if we failed... */
134 /* Save the new player grid */
142 * @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
143 * @param player_ptr プレイヤーへの参照ポインタ
144 * @param grid マス構造体の参照ポインタ
145 * @return 隠されたドアがあるならTRUEを返す。
147 bool is_hidden_door(PlayerType *player_ptr, const Grid &grid)
149 return (grid.mimic || grid.cave_has_flag(TerrainCharacteristics::SECRET)) && is_closed_door(player_ptr, grid.feat);
153 * @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
156 * @return 指定された座標に照明がかかっているならTRUEを返す。。
158 bool check_local_illumination(PlayerType *player_ptr, POSITION y, POSITION x)
160 const auto yy = (y < player_ptr->y) ? (y + 1) : (y > player_ptr->y) ? (y - 1)
162 const auto xx = (x < player_ptr->x) ? (x + 1) : (x > player_ptr->x) ? (x - 1)
164 const auto *floor_ptr = player_ptr->current_floor_ptr;
165 const auto &grid_yyxx = floor_ptr->grid_array[yy][xx];
166 const auto &grid_yxx = floor_ptr->grid_array[y][xx];
167 const auto &grid_yyx = floor_ptr->grid_array[yy][x];
168 auto is_illuminated = feat_supports_los(grid_yyxx.get_feat_mimic()) && (grid_yyxx.info & CAVE_GLOW);
169 is_illuminated |= feat_supports_los(grid_yxx.get_feat_mimic()) && (grid_yxx.info & CAVE_GLOW);
170 is_illuminated |= feat_supports_los(grid_yyx.get_feat_mimic()) && (grid_yyx.info & CAVE_GLOW);
171 return is_illuminated;
175 * @brief 対象座標のマスの照明状態を更新する
176 * @param player_ptr プレイヤーへの参照ポインタ
177 * @param y 更新したいマスのY座標
178 * @param x 更新したいマスのX座標
180 static void update_local_illumination_aux(PlayerType *player_ptr, int y, int x)
182 const auto &floor = *player_ptr->current_floor_ptr;
183 const Pos2D pos(y, x);
184 const auto &grid = floor.get_grid(pos);
185 if (!grid.has_los()) {
189 if (grid.m_idx > 0) {
190 update_monster(player_ptr, grid.m_idx, false);
193 note_spot(player_ptr, y, x);
194 lite_spot(player_ptr, y, x);
198 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
199 * @param player_ptr プレイヤーへの参照ポインタ
203 void update_local_illumination(PlayerType *player_ptr, POSITION y, POSITION x)
208 if (!in_bounds(player_ptr->current_floor_ptr, y, x)) {
212 if ((y != player_ptr->y) && (x != player_ptr->x)) {
213 yy = (y < player_ptr->y) ? (y - 1) : (y + 1);
214 xx = (x < player_ptr->x) ? (x - 1) : (x + 1);
215 update_local_illumination_aux(player_ptr, yy, xx);
216 update_local_illumination_aux(player_ptr, y, xx);
217 update_local_illumination_aux(player_ptr, yy, x);
218 } else if (x != player_ptr->x) /* y == player_ptr->y */
220 xx = (x < player_ptr->x) ? (x - 1) : (x + 1);
221 for (i = -1; i <= 1; i++) {
223 update_local_illumination_aux(player_ptr, yy, xx);
226 update_local_illumination_aux(player_ptr, yy, x);
228 update_local_illumination_aux(player_ptr, yy, x);
229 } else if (y != player_ptr->y) /* x == player_ptr->x */
231 yy = (y < player_ptr->y) ? (y - 1) : (y + 1);
232 for (i = -1; i <= 1; i++) {
234 update_local_illumination_aux(player_ptr, yy, xx);
237 update_local_illumination_aux(player_ptr, y, xx);
239 update_local_illumination_aux(player_ptr, y, xx);
240 } else /* Player's grid */
242 for (i = 0; i < 8; i++) {
245 update_local_illumination_aux(player_ptr, yy, xx);
251 * @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
252 * @return 視覚に収められていないならTRUEを返す
253 * @details player_can_see_bold()関数の返り値の否定を返している。
255 bool no_lite(PlayerType *player_ptr)
257 return !player_can_see_bold(player_ptr, player_ptr->y, player_ptr->x);
261 * Place an attr/char pair at the given map coordinate, if legal.
263 void print_rel(PlayerType *player_ptr, char c, TERM_COLOR a, POSITION y, POSITION x)
265 /* Only do "legal" locations */
266 if (panel_contains(y, x)) {
267 /* Hack -- fake monochrome */
269 if (w_ptr->timewalk_m_idx) {
271 } else if (is_invuln(player_ptr) || player_ptr->timewalk) {
273 } else if (player_ptr->wraith_form) {
278 /* Draw the char using the attr */
279 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
283 void print_bolt_pict(PlayerType *player_ptr, POSITION y, POSITION x, POSITION ny, POSITION nx, AttributeType typ)
285 const auto &[a, c] = bolt_pict(y, x, ny, nx, typ);
286 print_rel(player_ptr, c, a, ny, nx);
290 * Memorize interesting viewable object/features in the given grid
292 * This function should only be called on "legal" grids.
294 * This function will memorize the object and/or feature in the given
295 * grid, if they are (1) viewable and (2) interesting. Note that all
296 * objects are interesting, all terrain features except floors (and
297 * invisible traps) are interesting, and floors (and invisible traps)
298 * are interesting sometimes (depending on various options involving
299 * the illumination of floor grids).
301 * The automatic memorization of all objects and non-floor terrain
302 * features as soon as they are displayed allows incredible amounts
303 * of optimization in various places, especially "map_info()".
305 * Note that the memorization of objects is completely separate from
306 * the memorization of terrain features, preventing annoying floor
307 * memorization when a detected object is picked up from a dark floor,
308 * and object memorization when an object is dropped into a floor grid
309 * which is memorized but out-of-sight.
311 * This function should be called every time the "memorization" of
312 * a grid (or the object in a grid) is called into question, such
313 * as when an object is created in a grid, when a terrain feature
314 * "changes" from "floor" to "non-floor", when any grid becomes
315 * "illuminated" or "viewable", and when a "floor" grid becomes
318 * Note the relatively efficient use of this function by the various
319 * "update_view()" and "update_lite()" calls, to allow objects and
320 * terrain features to be memorized (and drawn) whenever they become
321 * viewable or illuminated in any way, but not when they "maintain"
322 * or "lose" their previous viewability or illumination.
324 * Note the butchered "internal" version of "player_can_see_bold()",
325 * optimized primarily for the most common cases, that is, for the
326 * non-marked floor grids.
328 void note_spot(PlayerType *player_ptr, POSITION y, POSITION x)
330 const Pos2D pos(y, x);
331 auto &floor = *player_ptr->current_floor_ptr;
332 auto &grid = floor.get_grid(pos);
334 /* Blind players see nothing */
335 if (player_ptr->effects()->blindness()->is_blind()) {
339 /* Analyze non-torch-lit grids */
340 if (!(grid.info & (CAVE_LITE | CAVE_MNLT))) {
341 /* Require line of sight to the grid */
342 if (!(grid.info & (CAVE_VIEW))) {
346 /* Require "perma-lite" of the grid */
347 if ((grid.info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) {
349 if (!player_ptr->see_nocto) {
355 /* Hack -- memorize objects */
356 for (const auto this_o_idx : grid.o_idx_list) {
357 auto &item = floor.o_list[this_o_idx];
358 item.marked.set(OmType::FOUND);
359 RedrawingFlagsUpdater::get_instance().set_flag(SubWindowRedrawingFlag::FOUND_ITEMS);
362 /* Hack -- memorize grids */
363 if (!grid.is_mark()) {
364 /* Feature code (applying "mimic" field) */
365 const auto &terrain = grid.get_terrain_mimic();
367 /* Memorize some "boring" grids */
368 if (terrain.flags.has_not(TerrainCharacteristics::REMEMBER)) {
369 /* Option -- memorize all torch-lit floors */
370 if (view_torch_grids && ((grid.info & (CAVE_LITE | CAVE_MNLT)) || player_ptr->see_nocto)) {
371 grid.info |= (CAVE_MARK);
374 /* Option -- memorize all perma-lit floors */
375 else if (view_perma_grids && ((grid.info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)) {
376 grid.info |= (CAVE_MARK);
380 /* Memorize normal grids */
381 else if (terrain.flags.has(TerrainCharacteristics::LOS)) {
382 grid.info |= (CAVE_MARK);
385 /* Memorize torch-lit walls */
386 else if (grid.info & (CAVE_LITE | CAVE_MNLT)) {
387 grid.info |= (CAVE_MARK);
390 /* Memorize walls seen by noctovision of Ninja */
391 else if (player_ptr->see_nocto) {
392 grid.info |= (CAVE_MARK);
395 /* Memorize certain non-torch-lit wall grids */
396 else if (check_local_illumination(player_ptr, y, x)) {
397 grid.info |= (CAVE_MARK);
401 /* Memorize terrain of the grid */
402 grid.info |= (CAVE_KNOWN);
406 * Redraw (on the screen) a given MAP location
408 * This function should only be called on "legal" grids
410 void lite_spot(PlayerType *player_ptr, POSITION y, POSITION x)
412 if (panel_contains(y, x) && in_bounds2(player_ptr->current_floor_ptr, y, x)) {
418 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
420 if (w_ptr->timewalk_m_idx) {
422 } else if (is_invuln(player_ptr) || player_ptr->timewalk) {
424 } else if (player_ptr->wraith_form) {
429 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
430 static constexpr auto flags = {
431 SubWindowRedrawingFlag::OVERHEAD,
432 SubWindowRedrawingFlag::DUNGEON,
434 RedrawingFlagsUpdater::get_instance().set_flags(flags);
439 * Some comments on the grid flags. -BEN-
442 * One of the major bottlenecks in previous versions of Angband was in
443 * the calculation of "line of sight" from the player to various grids,
444 * such as monsters. This was such a nasty bottleneck that a lot of
445 * silly things were done to reduce the dependancy on "line of sight",
446 * for example, you could not "see" any grids in a lit room until you
447 * actually entered the room, and there were all kinds of bizarre grid
448 * flags to enable this behavior. This is also why the "call light"
449 * spells always lit an entire room.
451 * The code below provides functions to calculate the "field of view"
452 * for the player, which, once calculated, provides extremely fast
453 * calculation of "line of sight from the player", and to calculate
454 * the "field of torch lite", which, again, once calculated, provides
455 * extremely fast calculation of "which grids are lit by the player's
456 * lite source". In addition to marking grids as "GRID_VIEW" and/or
457 * "GRID_LITE", as appropriate, these functions maintain an array for
458 * each of these two flags, each array containing the locations of all
459 * of the grids marked with the appropriate flag, which can be used to
460 * very quickly scan through all of the grids in a given set.
462 * To allow more "semantically valid" field of view semantics, whenever
463 * the field of view (or the set of torch lit grids) changes, all of the
464 * grids in the field of view (or the set of torch lit grids) are "drawn"
465 * so that changes in the world will become apparent as soon as possible.
466 * This has been optimized so that only grids which actually "change" are
467 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
468 * of the grids which are entering or leaving the relevent set of grids.
470 * These new methods are so efficient that the old nasty code was removed.
472 * Note that there is no reason to "update" the "viewable space" unless
473 * the player "moves", or walls/doors are created/destroyed, and there
474 * is no reason to "update" the "torch lit grids" unless the field of
475 * view changes, or the "light radius" changes. This means that when
476 * the player is resting, or digging, or doing anything that does not
477 * involve movement or changing the state of the dungeon, there is no
478 * need to update the "view" or the "lite" regions, which is nice.
480 * Note that the calls to the nasty "los()" function have been reduced
481 * to a bare minimum by the use of the new "field of view" calculations.
483 * I wouldn't be surprised if slight modifications to the "update_view()"
484 * function would allow us to determine "reverse line-of-sight" as well
485 * as "normal line-of-sight", which would allow monsters to use a more
486 * "correct" calculation to determine if they can "see" the player. For
487 * now, monsters simply "cheat" somewhat and assume that if the player
488 * has "line of sight" to the monster, then the monster can "pretend"
489 * that it has "line of sight" to the player.
492 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
493 * grid and maintains an array of all "CAVE_LITE" grids.
495 * This set of grids is the complete set of all grids which are lit by
496 * the players light source, which allows the "player_can_see_bold()"
497 * function to work very quickly.
499 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
500 * fact, the player (unless blind) can always "see" all grids which are
501 * marked as "CAVE_LITE", unless they are "off screen".
504 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
505 * grid and maintains an array of all "CAVE_VIEW" grids.
507 * This set of grids is the complete set of all grids within line of sight
508 * of the player, allowing the "player_has_los_bold()" macro to work very
512 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
513 * temporary internal flag to mark those grids which are not only in view,
514 * but which are also "easily" in line of sight of the player. This flag
515 * is always cleared when we are done.
518 * The current "update_lite()" and "update_view()" algorithms use the
519 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
520 * to keep track of which grids were previously marked as "CAVE_LITE" or
521 * "CAVE_VIEW", which allows us to optimize the "screen updates".
523 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
524 * for various other purposes, such as spreading lite or darkness during
525 * "lite_room()" / "unlite_room()", and for calculating monster flow.
528 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
529 * in some way permanently lit. However, for the player to "see" anything
530 * in the grid, as determined by "player_can_see()", the player must not be
531 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
532 * grids, even if marked as "perma lit", are only illuminated if they touch
533 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
536 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
537 * that even if the player cannot "see" the grid, he "knows" the terrain in
538 * that grid. This is used to "remember" walls/doors/stairs/floors when they
539 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
540 * or when one of the "memorize floor grids" options induces memorization.
542 * Objects are "memorized" in a different way, using a special "marked" flag
543 * on the object itself, which is set when an object is observed or detected.
546 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
547 * and should be illuminated by "lite room" and "darkness" spells.
550 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
551 * and should be unavailable for "teleportation" destinations.
554 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
555 * which is observed, and the "view_torch_grids" allows the player to memorize
556 * every torch-lit grid. The player will always memorize important walls,
557 * doors, stairs, and other terrain features, as well as any "detected" grids.
559 * Note that the new "update_view()" method allows, among other things, a room
560 * to be "partially" seen as the player approaches it, with a growing cone of
561 * floor appearing as the player gets closer to the door. Also, by not turning
562 * on the "memorize perma-lit grids" option, the player will only "see" those
563 * floor grids which are actually in line of sight.
565 * And my favorite "plus" is that you can now use a special option to draw the
566 * "floors" in the "viewable region" brightly (actually, to draw the *other*
567 * grids dimly), providing a "pretty" effect as the player runs around, and
568 * to efficiently display the "torch lite" in a special color.
571 * Some comments on the "update_view()" algorithm...
573 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
574 * and only has to call "los()" on the borderline cases. The major axes/diags
575 * even terminate early when they hit walls. I need to find a quick way
576 * to "terminate" the other scans.
578 * Note that in the worst case (a big empty area with say 5% scattered walls),
579 * each of the 1500 or so nearby grids is checked once, most of them getting
580 * an "instant" rating, and only a small portion requiring a call to "los()".
582 * The only time that the algorithm appears to be "noticeably" too slow is
583 * when running, and this is usually only important in town, since the town
584 * provides about the worst scenario possible, with large open regions and
585 * a few scattered obstructions. There is a special "efficiency" option to
586 * allow the player to reduce his field of view in town, if needed.
588 * In the "best" case (say, a normal stretch of corridor), the algorithm
589 * makes one check for each viewable grid, and makes no calls to "los()".
590 * So running in corridors is very fast, and if a lot of monsters are
591 * nearby, it is much faster than the old methods.
593 * Note that resting, most normal commands, and several forms of running,
594 * plus all commands executed near large groups of monsters, are strictly
595 * more efficient with "update_view()" that with the old "compute los() on
596 * demand" method, primarily because once the "field of view" has been
597 * calculated, it does not have to be recalculated until the player moves
598 * (or a wall or door is created or destroyed).
600 * Note that we no longer have to do as many "los()" checks, since once the
601 * "view" region has been built, very few things cause it to be "changed"
602 * (player movement, and the opening/closing of doors, changes in wall status).
603 * Note that door/wall changes are only relevant when the door/wall itself is
604 * in the "view" region.
606 * The algorithm seems to only call "los()" from zero to ten times, usually
607 * only when coming down a corridor into a room, or standing in a room, just
608 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
609 * we will be reducing the calls to "los()".
611 * I am thinking in terms of an algorithm that "walks" from the central point
612 * out to the maximal "distance", at each point, determining the "view" code
613 * (above). For each grid not on a major axis or diagonal, the "view" code
614 * depends on the "cave_los_bold()" and "view" of exactly two other grids
615 * (the one along the nearest diagonal, and the one next to that one, see
616 * "update_view_aux()"...).
618 * We "memorize" the viewable space array, so that at the cost of under 3000
619 * bytes, we reduce the time taken by "forget_view()" to one assignment for
620 * each grid actually in the "viewable space". And for another 3000 bytes,
621 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
622 * are also used by other routines, thus reducing the cost to almost nothing.
624 * A similar thing is done for "forget_lite()" in which case the savings are
625 * much less, but save us from doing bizarre maintenance checking.
627 * In the worst "normal" case (in the middle of the town), the reachable space
628 * actually reaches to more than half of the largest possible "circle" of view,
629 * or about 800 grids, and in the worse case (in the middle of a dungeon level
630 * where all the walls have been removed), the reachable space actually reaches
631 * the theoretical maximum size of just under 1500 grids.
633 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
634 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
635 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
636 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
637 * entire possible space (including initialization) in one step per grid. If
638 * we do the "clearing" as a separate step (and use an array of "view" grids),
639 * then the clearing will take as many steps as grids that were viewed, and the
640 * algorithm will be able to "stop" scanning at various points.
641 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
645 * Hack - speed up the update_flow algorithm by only doing
646 * it everytime the player moves out of LOS of the last
649 static POSITION flow_x = 0;
650 static POSITION flow_y = 0;
653 * Hack -- fill in the "cost" field of every grid that the player
654 * can "reach" with the number of steps needed to reach that grid.
655 * This also yields the "distance" of the player from every grid.
657 * In addition, mark the "when" of the grids that can reach
658 * the player with the incremented value of "flow_n".
660 * Hack -- use the "seen" array as a "circular queue".
662 * We do not need a priority queue because the cost from grid
663 * to grid is always "one" and we process them in order.
665 void update_flow(PlayerType *player_ptr)
667 auto &floor = *player_ptr->current_floor_ptr;
669 /* The last way-point is on the map */
670 if (player_ptr->running && in_bounds(&floor, flow_y, flow_x)) {
671 /* The way point is in sight - do not update. (Speedup) */
672 if (floor.grid_array[flow_y][flow_x].info & CAVE_VIEW) {
677 /* Erase all of the current flow information */
678 for (auto y = 0; y < floor.height; y++) {
679 for (auto x = 0; x < floor.width; x++) {
680 auto &grid = floor.grid_array[y][x];
686 /* Save player position */
687 flow_y = player_ptr->y;
688 flow_x = player_ptr->x;
690 for (auto i = 0; i < FLOW_MAX; i++) {
692 std::queue<Pos2D> que;
693 que.emplace(player_ptr->y, player_ptr->x);
695 /* Now process the queue */
696 while (!que.empty()) {
697 const Pos2D pos = std::move(que.front());
699 const auto &grid = floor.get_grid(pos);
701 /* Add the "children" */
702 for (auto d = 0; d < 8; d++) {
703 byte m = grid.costs[i] + 1;
704 byte n = grid.dists[i] + 1;
705 const Pos2D pos_neighbor(pos.y + ddy_ddd[d], pos.x + ddx_ddd[d]);
707 /* Ignore player's grid */
708 if (player_ptr->is_located_at(pos_neighbor)) {
712 auto &grid_neighbor = floor.get_grid(pos_neighbor);
713 if (is_closed_door(player_ptr, grid_neighbor.feat)) {
717 /* Ignore "pre-stamped" entries */
718 if ((grid_neighbor.dists[i] != 0) && (grid_neighbor.dists[i] <= n) && (grid_neighbor.costs[i] <= m)) {
722 /* Ignore "walls", "holes" and "rubble" */
723 auto can_move = false;
726 can_move = grid_neighbor.cave_has_flag(TerrainCharacteristics::MOVE) || grid_neighbor.cave_has_flag(TerrainCharacteristics::CAN_FLY);
729 can_move = grid_neighbor.cave_has_flag(TerrainCharacteristics::MOVE);
733 if (!can_move && !is_closed_door(player_ptr, grid_neighbor.feat)) {
737 /* Save the flow cost */
738 if (grid_neighbor.costs[i] == 0 || (grid_neighbor.costs[i] > m)) {
739 grid_neighbor.costs[i] = m;
741 if (grid_neighbor.dists[i] == 0 || (grid_neighbor.dists[i] > n)) {
742 grid_neighbor.dists[i] = n;
745 // 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).
746 constexpr auto monster_flow_depth = 32;
747 if (n == monster_flow_depth) {
751 que.emplace(pos_neighbor);
758 * Take a feature, determine what that feature becomes
759 * through applying the given action.
761 FEAT_IDX feat_state(const FloorType *floor_ptr, FEAT_IDX feat, TerrainCharacteristics action)
763 const auto &terrain = TerrainList::get_instance()[feat];
765 /* Get the new feature */
766 for (auto i = 0; i < MAX_FEAT_STATES; i++) {
767 if (terrain.state[i].action == action) {
768 return conv_dungeon_feat(floor_ptr, terrain.state[i].result);
772 if (terrain.flags.has(TerrainCharacteristics::PERMANENT)) {
776 return (terrain_action_flags[enum2i(action)] & FAF_DESTROY) ? conv_dungeon_feat(floor_ptr, terrain.destroyed) : feat;
780 * Takes a location and action and changes the feature at that
781 * location through applying the given action.
783 void cave_alter_feat(PlayerType *player_ptr, POSITION y, POSITION x, TerrainCharacteristics action)
785 /* Set old feature */
786 auto *floor_ptr = player_ptr->current_floor_ptr;
787 FEAT_IDX oldfeat = floor_ptr->grid_array[y][x].feat;
789 /* Get the new feat */
790 FEAT_IDX newfeat = feat_state(player_ptr->current_floor_ptr, oldfeat, action);
793 if (newfeat == oldfeat) {
797 /* Set the new feature */
798 cave_set_feat(player_ptr, y, x, newfeat);
799 const auto &terrains = TerrainList::get_instance();
800 if (!(terrain_action_flags[enum2i(action)] & FAF_NO_DROP)) {
801 const auto &old_terrain = terrains[oldfeat];
802 const auto &new_terrain = terrains[newfeat];
806 if (old_terrain.flags.has(TerrainCharacteristics::HAS_GOLD) && new_terrain.flags.has_not(TerrainCharacteristics::HAS_GOLD)) {
807 /* Place some gold */
808 place_gold(player_ptr, y, x);
813 if (old_terrain.flags.has(TerrainCharacteristics::HAS_ITEM) && new_terrain.flags.has_not(TerrainCharacteristics::HAS_ITEM) && (randint0(100) < (15 - floor_ptr->dun_level / 2))) {
815 place_object(player_ptr, y, x, 0L);
819 if (found && w_ptr->character_dungeon && player_can_see_bold(player_ptr, y, x)) {
820 msg_print(_("何かを発見した!", "You have found something!"));
824 if (terrain_action_flags[enum2i(action)] & FAF_CRASH_GLASS) {
825 const auto &old_terrain = terrains[oldfeat];
826 if (old_terrain.flags.has(TerrainCharacteristics::GLASS) && w_ptr->character_dungeon) {
827 project(player_ptr, PROJECT_WHO_GLASS_SHARDS, 1, y, x, std::min(floor_ptr->dun_level, 100) / 4, AttributeType::SHARDS,
828 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI));
834 * @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。
835 * @param player_ptr プレイヤーへの参照ポインタ
836 * @param m_idx モンスターID
840 * @return テレポート先として妥当ならばtrue
842 bool cave_monster_teleportable_bold(PlayerType *player_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, teleport_flags mode)
844 const Pos2D pos(y, x);
845 const auto &floor = *player_ptr->current_floor_ptr;
846 const auto &grid = floor.get_grid(pos);
847 const auto &terrain = grid.get_terrain();
849 /* Require "teleportable" space */
850 if (terrain.flags.has_not(TerrainCharacteristics::TELEPORTABLE)) {
854 if (grid.m_idx && (grid.m_idx != m_idx)) {
857 if (player_ptr->is_located_at(pos)) {
861 /* Hack -- no teleport onto rune of protection */
862 if (grid.is_rune_protection()) {
865 if (grid.is_rune_explosion()) {
869 if (any_bits(mode, TELEPORT_PASSIVE)) {
873 const auto &monster = floor.m_list[m_idx];
874 return monster_can_cross_terrain(player_ptr, grid.feat, &monster.get_monrace(), 0);
878 * @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。
879 * @param player_ptr プレイヤーへの参照ポインタ
883 * @return テレポート先として妥当ならばtrue
885 bool cave_player_teleportable_bold(PlayerType *player_ptr, POSITION y, POSITION x, teleport_flags mode)
887 const Pos2D pos(y, x);
888 const auto &grid = player_ptr->current_floor_ptr->get_grid(pos);
889 const auto &terrain = grid.get_terrain();
891 /* Require "teleportable" space */
892 if (terrain.flags.has_not(TerrainCharacteristics::TELEPORTABLE)) {
896 /* No magical teleporting into vaults and such */
897 if (!(mode & TELEPORT_NONMAGICAL) && grid.is_icky()) {
901 if (grid.m_idx && (grid.m_idx != player_ptr->riding)) {
905 /* don't teleport on a trap. */
906 if (terrain.flags.has(TerrainCharacteristics::HIT_TRAP)) {
910 if (any_bits(mode, TELEPORT_PASSIVE)) {
914 if (!player_can_enter(player_ptr, grid.feat, 0)) {
918 if (terrain.flags.has_all_of({ TerrainCharacteristics::WATER, TerrainCharacteristics::DEEP })) {
919 if (!player_ptr->levitation && !player_ptr->can_swim) {
924 if (terrain.flags.has_not(TerrainCharacteristics::LAVA) || has_immune_fire(player_ptr) || is_invuln(player_ptr)) {
928 /* Always forbid deep lava */
929 if (terrain.flags.has(TerrainCharacteristics::DEEP)) {
933 /* Forbid shallow lava when the player don't have levitation */
934 return player_ptr->levitation != 0;
938 * @brief 地形は開くものであって、かつ開かれているかを返す /
939 * Attempt to open the given chest at the given location
941 * @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
943 bool is_open(PlayerType *player_ptr, FEAT_IDX feat)
945 const auto &terrain = TerrainList::get_instance()[feat];
946 return terrain.flags.has(TerrainCharacteristics::CLOSE) && (feat != feat_state(player_ptr->current_floor_ptr, feat, TerrainCharacteristics::CLOSE));
950 * @brief プレイヤーが地形踏破可能かを返す
951 * @param feature 判定したい地形ID
952 * @param mode 移動に関するオプションフラグ
953 * @return 移動可能ならばTRUEを返す
955 bool player_can_enter(PlayerType *player_ptr, FEAT_IDX feature, BIT_FLAGS16 mode)
957 const auto &terrain = TerrainList::get_instance()[feature];
958 if (player_ptr->riding) {
959 return monster_can_cross_terrain(
960 player_ptr, feature, &monraces_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx], mode | CEM_RIDING);
963 if (terrain.flags.has(TerrainCharacteristics::PATTERN)) {
964 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) {
969 if (terrain.flags.has(TerrainCharacteristics::CAN_FLY) && player_ptr->levitation) {
972 if (terrain.flags.has(TerrainCharacteristics::CAN_SWIM) && player_ptr->can_swim) {
975 if (terrain.flags.has(TerrainCharacteristics::CAN_PASS) && has_pass_wall(player_ptr)) {
979 if (terrain.flags.has_not(TerrainCharacteristics::MOVE)) {
986 void place_grid(PlayerType *player_ptr, Grid *g_ptr, grid_bold_type gb_type)
990 g_ptr->feat = rand_choice(feat_ground_type);
991 g_ptr->info &= ~(CAVE_MASK);
992 g_ptr->info |= CAVE_FLOOR;
996 g_ptr->feat = rand_choice(feat_wall_type);
997 g_ptr->info &= ~(CAVE_MASK);
998 g_ptr->info |= CAVE_EXTRA;
1001 case GB_EXTRA_PERM: {
1002 g_ptr->feat = feat_permanent;
1003 g_ptr->info &= ~(CAVE_MASK);
1004 g_ptr->info |= CAVE_EXTRA;
1008 g_ptr->feat = feat_wall_inner;
1009 g_ptr->info &= ~(CAVE_MASK);
1010 g_ptr->info |= CAVE_INNER;
1013 case GB_INNER_PERM: {
1014 g_ptr->feat = feat_permanent;
1015 g_ptr->info &= ~(CAVE_MASK);
1016 g_ptr->info |= CAVE_INNER;
1020 g_ptr->feat = feat_wall_outer;
1021 g_ptr->info &= ~(CAVE_MASK);
1022 g_ptr->info |= CAVE_OUTER;
1025 case GB_OUTER_NOPERM: {
1026 const auto &terrain = TerrainList::get_instance()[feat_wall_outer];
1027 if (terrain.is_permanent_wall()) {
1028 g_ptr->feat = (int16_t)feat_state(player_ptr->current_floor_ptr, feat_wall_outer, TerrainCharacteristics::UNPERM);
1030 g_ptr->feat = feat_wall_outer;
1033 g_ptr->info &= ~(CAVE_MASK);
1034 g_ptr->info |= (CAVE_OUTER | CAVE_VAULT);
1038 g_ptr->feat = feat_wall_solid;
1039 g_ptr->info &= ~(CAVE_MASK);
1040 g_ptr->info |= CAVE_SOLID;
1043 case GB_SOLID_PERM: {
1044 g_ptr->feat = feat_permanent;
1045 g_ptr->info &= ~(CAVE_MASK);
1046 g_ptr->info |= CAVE_SOLID;
1049 case GB_SOLID_NOPERM: {
1050 const auto &terrain = TerrainList::get_instance()[feat_wall_solid];
1051 if ((g_ptr->info & CAVE_VAULT) && terrain.is_permanent_wall()) {
1052 g_ptr->feat = (int16_t)feat_state(player_ptr->current_floor_ptr, feat_wall_solid, TerrainCharacteristics::UNPERM);
1054 g_ptr->feat = feat_wall_solid;
1056 g_ptr->info &= ~(CAVE_MASK);
1057 g_ptr->info |= CAVE_SOLID;
1065 if (g_ptr->m_idx > 0) {
1066 delete_monster_idx(player_ptr, g_ptr->m_idx);
1071 * 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?
1072 * @param player_ptr プレイヤーへの参照ポインタ
1073 * @param grid グリッドへの参照ポインタ
1074 * @return 照明が消されている地形ならばTRUE
1076 bool darkened_grid(PlayerType *player_ptr, Grid *g_ptr)
1078 return ((g_ptr->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && !player_ptr->see_nocto;
1081 void place_bold(PlayerType *player_ptr, POSITION y, POSITION x, grid_bold_type gb_type)
1083 Grid *const g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
1084 place_grid(player_ptr, g_ptr, gb_type);
1087 void set_cave_feat(FloorType *floor_ptr, POSITION y, POSITION x, FEAT_IDX feature_idx)
1089 floor_ptr->grid_array[y][x].feat = feature_idx;
1093 * @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
1094 * @param player_ptr プレイヤーへの参照ポインタ
1095 * @param test 地形条件を判定するための関数ポインタ
1096 * @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
1097 * @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
1099 std::pair<int, Pos2D> count_dt(PlayerType *player_ptr, bool (*test)(PlayerType *, short), bool under)
1103 for (auto d = 0; d < 9; d++) {
1104 if ((d == 8) && !under) {
1108 Pos2D pos_neighbor(player_ptr->y + ddy_ddd[d], player_ptr->x + ddx_ddd[d]);
1109 const auto &grid = player_ptr->current_floor_ptr->get_grid(pos_neighbor);
1110 if (!grid.is_mark()) {
1114 const auto feat = grid.get_feat_mimic();
1115 if (!((*test)(player_ptr, feat))) {
1123 return { count, pos };
1127 * @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.
1129 bool feat_uses_special(FEAT_IDX f_idx)
1131 return TerrainList::get_instance()[(f_idx)].flags.has(TerrainCharacteristics::SPECIAL);
1135 * This function allows us to efficiently add a grid to the "lite" array,
1136 * note that we are never called for illegal grids, or for grids which
1137 * have already been placed into the "lite" array, and we are never
1138 * called when the "lite" array is full.
1140 void cave_lite_hack(FloorType *floor_ptr, POSITION y, POSITION x)
1142 auto *g_ptr = &floor_ptr->grid_array[y][x];
1143 if (g_ptr->is_lite()) {
1147 g_ptr->info |= CAVE_LITE;
1148 floor_ptr->lite_y[floor_ptr->lite_n] = y;
1149 floor_ptr->lite_x[floor_ptr->lite_n++] = x;
1153 * For delayed visual update
1155 void cave_redraw_later(FloorType *floor_ptr, POSITION y, POSITION x)
1157 auto *g_ptr = &floor_ptr->grid_array[y][x];
1158 if (g_ptr->is_redraw()) {
1162 g_ptr->info |= CAVE_REDRAW;
1163 floor_ptr->redraw_y[floor_ptr->redraw_n] = y;
1164 floor_ptr->redraw_x[floor_ptr->redraw_n++] = x;
1168 * For delayed visual update
1170 void cave_note_and_redraw_later(FloorType *floor_ptr, POSITION y, POSITION x)
1172 floor_ptr->grid_array[y][x].info |= CAVE_NOTE;
1173 cave_redraw_later(floor_ptr, y, x);
1176 void cave_view_hack(FloorType *floor_ptr, POSITION y, POSITION x)
1178 auto *g_ptr = &floor_ptr->grid_array[y][x];
1179 if (g_ptr->is_view()) {
1183 g_ptr->info |= CAVE_VIEW;
1184 floor_ptr->view_y[floor_ptr->view_n] = y;
1185 floor_ptr->view_x[floor_ptr->view_n] = x;
1186 floor_ptr->view_n++;