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 POSITION y = 0, x = 0;
78 int max_attempts = 10000;
83 auto *floor_ptr = player_ptr->current_floor_ptr;
84 while (max_attempts--) {
85 /* Pick a legal spot */
86 y = (POSITION)rand_range(1, floor_ptr->height - 2);
87 x = (POSITION)rand_range(1, floor_ptr->width - 2);
89 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
91 /* Must be a "naked" floor grid */
95 if (floor_ptr->is_in_dungeon()) {
96 f_ptr = &terrains_info[g_ptr->feat];
98 if (max_attempts > 5000) /* Rule 1 */
100 if (f_ptr->flags.has_not(TerrainCharacteristics::FLOOR)) {
105 if (f_ptr->flags.has_not(TerrainCharacteristics::MOVE)) {
108 if (f_ptr->flags.has(TerrainCharacteristics::HIT_TRAP)) {
113 /* Refuse to start on anti-teleport grids in dungeon */
114 if (f_ptr->flags.has_not(TerrainCharacteristics::TELEPORTABLE)) {
118 if (!player_can_enter(player_ptr, g_ptr->feat, 0)) {
121 if (!in_bounds(floor_ptr, y, x)) {
125 /* Refuse to start on anti-teleport grids */
126 if (g_ptr->is_icky()) {
133 if (max_attempts < 1) { /* Should be -1, actually if we failed... */
137 /* Save the new player grid */
145 * @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
146 * @param player_ptr プレイヤーへの参照ポインタ
147 * @param g_ptr マス構造体の参照ポインタ
148 * @return 隠されたドアがあるならTRUEを返す。
150 bool is_hidden_door(PlayerType *player_ptr, grid_type *g_ptr)
152 if ((g_ptr->mimic || g_ptr->cave_has_flag(TerrainCharacteristics::SECRET)) && is_closed_door(player_ptr, g_ptr->feat)) {
160 * @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
163 * @return 指定された座標に照明がかかっているならTRUEを返す。。
165 bool check_local_illumination(PlayerType *player_ptr, POSITION y, POSITION x)
167 const auto yy = (y < player_ptr->y) ? (y + 1) : (y > player_ptr->y) ? (y - 1)
169 const auto xx = (x < player_ptr->x) ? (x + 1) : (x > player_ptr->x) ? (x - 1)
171 const auto *floor_ptr = player_ptr->current_floor_ptr;
172 const auto &grid_yyxx = floor_ptr->grid_array[yy][xx];
173 const auto &grid_yxx = floor_ptr->grid_array[y][xx];
174 const auto &grid_yyx = floor_ptr->grid_array[yy][x];
175 auto is_illuminated = feat_supports_los(grid_yyxx.get_feat_mimic()) && (grid_yyxx.info & CAVE_GLOW);
176 is_illuminated |= feat_supports_los(grid_yxx.get_feat_mimic()) && (grid_yxx.info & CAVE_GLOW);
177 is_illuminated |= feat_supports_los(grid_yyx.get_feat_mimic()) && (grid_yyx.info & CAVE_GLOW);
178 return is_illuminated;
182 * @brief 対象座標のマスの照明状態を更新する
183 * @param player_ptr プレイヤーへの参照ポインタ
184 * @param y 更新したいマスのY座標
185 * @param x 更新したいマスのX座標
187 static void update_local_illumination_aux(PlayerType *player_ptr, int y, int x)
189 const auto &floor = *player_ptr->current_floor_ptr;
190 const Pos2D pos(y, x);
191 const auto &grid = floor.get_grid(pos);
192 if (!grid.has_los()) {
196 if (grid.m_idx > 0) {
197 update_monster(player_ptr, grid.m_idx, false);
200 note_spot(player_ptr, y, x);
201 lite_spot(player_ptr, y, x);
205 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
206 * @param player_ptr プレイヤーへの参照ポインタ
210 void update_local_illumination(PlayerType *player_ptr, POSITION y, POSITION x)
215 if (!in_bounds(player_ptr->current_floor_ptr, y, x)) {
219 if ((y != player_ptr->y) && (x != player_ptr->x)) {
220 yy = (y < player_ptr->y) ? (y - 1) : (y + 1);
221 xx = (x < player_ptr->x) ? (x - 1) : (x + 1);
222 update_local_illumination_aux(player_ptr, yy, xx);
223 update_local_illumination_aux(player_ptr, y, xx);
224 update_local_illumination_aux(player_ptr, yy, x);
225 } else if (x != player_ptr->x) /* y == player_ptr->y */
227 xx = (x < player_ptr->x) ? (x - 1) : (x + 1);
228 for (i = -1; i <= 1; i++) {
230 update_local_illumination_aux(player_ptr, yy, xx);
233 update_local_illumination_aux(player_ptr, yy, x);
235 update_local_illumination_aux(player_ptr, yy, x);
236 } else if (y != player_ptr->y) /* x == player_ptr->x */
238 yy = (y < player_ptr->y) ? (y - 1) : (y + 1);
239 for (i = -1; i <= 1; i++) {
241 update_local_illumination_aux(player_ptr, yy, xx);
244 update_local_illumination_aux(player_ptr, y, xx);
246 update_local_illumination_aux(player_ptr, y, xx);
247 } else /* Player's grid */
249 for (i = 0; i < 8; i++) {
252 update_local_illumination_aux(player_ptr, yy, xx);
258 * @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
259 * @return 視覚に収められていないならTRUEを返す
260 * @details player_can_see_bold()関数の返り値の否定を返している。
262 bool no_lite(PlayerType *player_ptr)
264 return !player_can_see_bold(player_ptr, player_ptr->y, player_ptr->x);
268 * Place an attr/char pair at the given map coordinate, if legal.
270 void print_rel(PlayerType *player_ptr, char c, TERM_COLOR a, POSITION y, POSITION x)
272 /* Only do "legal" locations */
273 if (panel_contains(y, x)) {
274 /* Hack -- fake monochrome */
276 if (w_ptr->timewalk_m_idx) {
278 } else if (is_invuln(player_ptr) || player_ptr->timewalk) {
280 } else if (player_ptr->wraith_form) {
285 /* Draw the char using the attr */
286 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
290 void print_bolt_pict(PlayerType *player_ptr, POSITION y, POSITION x, POSITION ny, POSITION nx, AttributeType typ)
292 const auto &[a, c] = bolt_pict(y, x, ny, nx, typ);
293 print_rel(player_ptr, c, a, ny, nx);
297 * Memorize interesting viewable object/features in the given grid
299 * This function should only be called on "legal" grids.
301 * This function will memorize the object and/or feature in the given
302 * grid, if they are (1) viewable and (2) interesting. Note that all
303 * objects are interesting, all terrain features except floors (and
304 * invisible traps) are interesting, and floors (and invisible traps)
305 * are interesting sometimes (depending on various options involving
306 * the illumination of floor grids).
308 * The automatic memorization of all objects and non-floor terrain
309 * features as soon as they are displayed allows incredible amounts
310 * of optimization in various places, especially "map_info()".
312 * Note that the memorization of objects is completely separate from
313 * the memorization of terrain features, preventing annoying floor
314 * memorization when a detected object is picked up from a dark floor,
315 * and object memorization when an object is dropped into a floor grid
316 * which is memorized but out-of-sight.
318 * This function should be called every time the "memorization" of
319 * a grid (or the object in a grid) is called into question, such
320 * as when an object is created in a grid, when a terrain feature
321 * "changes" from "floor" to "non-floor", when any grid becomes
322 * "illuminated" or "viewable", and when a "floor" grid becomes
325 * Note the relatively efficient use of this function by the various
326 * "update_view()" and "update_lite()" calls, to allow objects and
327 * terrain features to be memorized (and drawn) whenever they become
328 * viewable or illuminated in any way, but not when they "maintain"
329 * or "lose" their previous viewability or illumination.
331 * Note the butchered "internal" version of "player_can_see_bold()",
332 * optimized primarily for the most common cases, that is, for the
333 * non-marked floor grids.
335 void note_spot(PlayerType *player_ptr, POSITION y, POSITION x)
337 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
339 /* Blind players see nothing */
340 if (player_ptr->effects()->blindness()->is_blind()) {
344 /* Analyze non-torch-lit grids */
345 if (!(g_ptr->info & (CAVE_LITE | CAVE_MNLT))) {
346 /* Require line of sight to the grid */
347 if (!(g_ptr->info & (CAVE_VIEW))) {
351 /* Require "perma-lite" of the grid */
352 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) {
354 if (!player_ptr->see_nocto) {
360 /* Hack -- memorize objects */
361 for (const auto this_o_idx : g_ptr->o_idx_list) {
362 auto *o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
364 /* Memorize objects */
365 o_ptr->marked.set(OmType::FOUND);
366 RedrawingFlagsUpdater::get_instance().set_flag(SubWindowRedrawingFlag::FOUND_ITEMS);
369 /* Hack -- memorize grids */
370 if (!g_ptr->is_mark()) {
371 /* Feature code (applying "mimic" field) */
372 auto *f_ptr = &terrains_info[g_ptr->get_feat_mimic()];
374 /* Memorize some "boring" grids */
375 if (f_ptr->flags.has_not(TerrainCharacteristics::REMEMBER)) {
376 /* Option -- memorize all torch-lit floors */
377 if (view_torch_grids && ((g_ptr->info & (CAVE_LITE | CAVE_MNLT)) || player_ptr->see_nocto)) {
378 g_ptr->info |= (CAVE_MARK);
381 /* Option -- memorize all perma-lit floors */
382 else if (view_perma_grids && ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)) {
383 g_ptr->info |= (CAVE_MARK);
387 /* Memorize normal grids */
388 else if (f_ptr->flags.has(TerrainCharacteristics::LOS)) {
389 g_ptr->info |= (CAVE_MARK);
392 /* Memorize torch-lit walls */
393 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT)) {
394 g_ptr->info |= (CAVE_MARK);
397 /* Memorize walls seen by noctovision of Ninja */
398 else if (player_ptr->see_nocto) {
399 g_ptr->info |= (CAVE_MARK);
402 /* Memorize certain non-torch-lit wall grids */
403 else if (check_local_illumination(player_ptr, y, x)) {
404 g_ptr->info |= (CAVE_MARK);
408 /* Memorize terrain of the grid */
409 g_ptr->info |= (CAVE_KNOWN);
413 * Redraw (on the screen) a given MAP location
415 * This function should only be called on "legal" grids
417 void lite_spot(PlayerType *player_ptr, POSITION y, POSITION x)
419 if (panel_contains(y, x) && in_bounds2(player_ptr->current_floor_ptr, y, x)) {
425 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
427 if (w_ptr->timewalk_m_idx) {
429 } else if (is_invuln(player_ptr) || player_ptr->timewalk) {
431 } else if (player_ptr->wraith_form) {
436 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
437 static constexpr auto flags = {
438 SubWindowRedrawingFlag::OVERHEAD,
439 SubWindowRedrawingFlag::DUNGEON,
441 RedrawingFlagsUpdater::get_instance().set_flags(flags);
446 * Some comments on the grid flags. -BEN-
449 * One of the major bottlenecks in previous versions of Angband was in
450 * the calculation of "line of sight" from the player to various grids,
451 * such as monsters. This was such a nasty bottleneck that a lot of
452 * silly things were done to reduce the dependancy on "line of sight",
453 * for example, you could not "see" any grids in a lit room until you
454 * actually entered the room, and there were all kinds of bizarre grid
455 * flags to enable this behavior. This is also why the "call light"
456 * spells always lit an entire room.
458 * The code below provides functions to calculate the "field of view"
459 * for the player, which, once calculated, provides extremely fast
460 * calculation of "line of sight from the player", and to calculate
461 * the "field of torch lite", which, again, once calculated, provides
462 * extremely fast calculation of "which grids are lit by the player's
463 * lite source". In addition to marking grids as "GRID_VIEW" and/or
464 * "GRID_LITE", as appropriate, these functions maintain an array for
465 * each of these two flags, each array containing the locations of all
466 * of the grids marked with the appropriate flag, which can be used to
467 * very quickly scan through all of the grids in a given set.
469 * To allow more "semantically valid" field of view semantics, whenever
470 * the field of view (or the set of torch lit grids) changes, all of the
471 * grids in the field of view (or the set of torch lit grids) are "drawn"
472 * so that changes in the world will become apparent as soon as possible.
473 * This has been optimized so that only grids which actually "change" are
474 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
475 * of the grids which are entering or leaving the relevent set of grids.
477 * These new methods are so efficient that the old nasty code was removed.
479 * Note that there is no reason to "update" the "viewable space" unless
480 * the player "moves", or walls/doors are created/destroyed, and there
481 * is no reason to "update" the "torch lit grids" unless the field of
482 * view changes, or the "light radius" changes. This means that when
483 * the player is resting, or digging, or doing anything that does not
484 * involve movement or changing the state of the dungeon, there is no
485 * need to update the "view" or the "lite" regions, which is nice.
487 * Note that the calls to the nasty "los()" function have been reduced
488 * to a bare minimum by the use of the new "field of view" calculations.
490 * I wouldn't be surprised if slight modifications to the "update_view()"
491 * function would allow us to determine "reverse line-of-sight" as well
492 * as "normal line-of-sight", which would allow monsters to use a more
493 * "correct" calculation to determine if they can "see" the player. For
494 * now, monsters simply "cheat" somewhat and assume that if the player
495 * has "line of sight" to the monster, then the monster can "pretend"
496 * that it has "line of sight" to the player.
499 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
500 * grid and maintains an array of all "CAVE_LITE" grids.
502 * This set of grids is the complete set of all grids which are lit by
503 * the players light source, which allows the "player_can_see_bold()"
504 * function to work very quickly.
506 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
507 * fact, the player (unless blind) can always "see" all grids which are
508 * marked as "CAVE_LITE", unless they are "off screen".
511 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
512 * grid and maintains an array of all "CAVE_VIEW" grids.
514 * This set of grids is the complete set of all grids within line of sight
515 * of the player, allowing the "player_has_los_bold()" macro to work very
519 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
520 * temporary internal flag to mark those grids which are not only in view,
521 * but which are also "easily" in line of sight of the player. This flag
522 * is always cleared when we are done.
525 * The current "update_lite()" and "update_view()" algorithms use the
526 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
527 * to keep track of which grids were previously marked as "CAVE_LITE" or
528 * "CAVE_VIEW", which allows us to optimize the "screen updates".
530 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
531 * for various other purposes, such as spreading lite or darkness during
532 * "lite_room()" / "unlite_room()", and for calculating monster flow.
535 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
536 * in some way permanently lit. However, for the player to "see" anything
537 * in the grid, as determined by "player_can_see()", the player must not be
538 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
539 * grids, even if marked as "perma lit", are only illuminated if they touch
540 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
543 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
544 * that even if the player cannot "see" the grid, he "knows" the terrain in
545 * that grid. This is used to "remember" walls/doors/stairs/floors when they
546 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
547 * or when one of the "memorize floor grids" options induces memorization.
549 * Objects are "memorized" in a different way, using a special "marked" flag
550 * on the object itself, which is set when an object is observed or detected.
553 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
554 * and should be illuminated by "lite room" and "darkness" spells.
557 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
558 * and should be unavailable for "teleportation" destinations.
561 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
562 * which is observed, and the "view_torch_grids" allows the player to memorize
563 * every torch-lit grid. The player will always memorize important walls,
564 * doors, stairs, and other terrain features, as well as any "detected" grids.
566 * Note that the new "update_view()" method allows, among other things, a room
567 * to be "partially" seen as the player approaches it, with a growing cone of
568 * floor appearing as the player gets closer to the door. Also, by not turning
569 * on the "memorize perma-lit grids" option, the player will only "see" those
570 * floor grids which are actually in line of sight.
572 * And my favorite "plus" is that you can now use a special option to draw the
573 * "floors" in the "viewable region" brightly (actually, to draw the *other*
574 * grids dimly), providing a "pretty" effect as the player runs around, and
575 * to efficiently display the "torch lite" in a special color.
578 * Some comments on the "update_view()" algorithm...
580 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
581 * and only has to call "los()" on the borderline cases. The major axes/diags
582 * even terminate early when they hit walls. I need to find a quick way
583 * to "terminate" the other scans.
585 * Note that in the worst case (a big empty area with say 5% scattered walls),
586 * each of the 1500 or so nearby grids is checked once, most of them getting
587 * an "instant" rating, and only a small portion requiring a call to "los()".
589 * The only time that the algorithm appears to be "noticeably" too slow is
590 * when running, and this is usually only important in town, since the town
591 * provides about the worst scenario possible, with large open regions and
592 * a few scattered obstructions. There is a special "efficiency" option to
593 * allow the player to reduce his field of view in town, if needed.
595 * In the "best" case (say, a normal stretch of corridor), the algorithm
596 * makes one check for each viewable grid, and makes no calls to "los()".
597 * So running in corridors is very fast, and if a lot of monsters are
598 * nearby, it is much faster than the old methods.
600 * Note that resting, most normal commands, and several forms of running,
601 * plus all commands executed near large groups of monsters, are strictly
602 * more efficient with "update_view()" that with the old "compute los() on
603 * demand" method, primarily because once the "field of view" has been
604 * calculated, it does not have to be recalculated until the player moves
605 * (or a wall or door is created or destroyed).
607 * Note that we no longer have to do as many "los()" checks, since once the
608 * "view" region has been built, very few things cause it to be "changed"
609 * (player movement, and the opening/closing of doors, changes in wall status).
610 * Note that door/wall changes are only relevant when the door/wall itself is
611 * in the "view" region.
613 * The algorithm seems to only call "los()" from zero to ten times, usually
614 * only when coming down a corridor into a room, or standing in a room, just
615 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
616 * we will be reducing the calls to "los()".
618 * I am thinking in terms of an algorithm that "walks" from the central point
619 * out to the maximal "distance", at each point, determining the "view" code
620 * (above). For each grid not on a major axis or diagonal, the "view" code
621 * depends on the "cave_los_bold()" and "view" of exactly two other grids
622 * (the one along the nearest diagonal, and the one next to that one, see
623 * "update_view_aux()"...).
625 * We "memorize" the viewable space array, so that at the cost of under 3000
626 * bytes, we reduce the time taken by "forget_view()" to one assignment for
627 * each grid actually in the "viewable space". And for another 3000 bytes,
628 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
629 * are also used by other routines, thus reducing the cost to almost nothing.
631 * A similar thing is done for "forget_lite()" in which case the savings are
632 * much less, but save us from doing bizarre maintenance checking.
634 * In the worst "normal" case (in the middle of the town), the reachable space
635 * actually reaches to more than half of the largest possible "circle" of view,
636 * or about 800 grids, and in the worse case (in the middle of a dungeon level
637 * where all the walls have been removed), the reachable space actually reaches
638 * the theoretical maximum size of just under 1500 grids.
640 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
641 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
642 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
643 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
644 * entire possible space (including initialization) in one step per grid. If
645 * we do the "clearing" as a separate step (and use an array of "view" grids),
646 * then the clearing will take as many steps as grids that were viewed, and the
647 * algorithm will be able to "stop" scanning at various points.
648 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
652 * Hack - speed up the update_flow algorithm by only doing
653 * it everytime the player moves out of LOS of the last
656 static POSITION flow_x = 0;
657 static POSITION flow_y = 0;
660 * Hack -- fill in the "cost" field of every grid that the player
661 * can "reach" with the number of steps needed to reach that grid.
662 * This also yields the "distance" of the player from every grid.
664 * In addition, mark the "when" of the grids that can reach
665 * the player with the incremented value of "flow_n".
667 * Hack -- use the "seen" array as a "circular queue".
669 * We do not need a priority queue because the cost from grid
670 * to grid is always "one" and we process them in order.
672 void update_flow(PlayerType *player_ptr)
676 auto &floor = *player_ptr->current_floor_ptr;
678 /* The last way-point is on the map */
679 if (player_ptr->running && in_bounds(&floor, flow_y, flow_x)) {
680 /* The way point is in sight - do not update. (Speedup) */
681 if (floor.grid_array[flow_y][flow_x].info & CAVE_VIEW) {
686 /* Erase all of the current flow information */
687 for (y = 0; y < floor.height; y++) {
688 for (x = 0; x < floor.width; x++) {
689 auto &grid = floor.grid_array[y][x];
695 /* Save player position */
696 flow_y = player_ptr->y;
697 flow_x = player_ptr->x;
699 for (int i = 0; i < FLOW_MAX; i++) {
701 std::queue<Pos2D> que;
702 que.emplace(player_ptr->y, player_ptr->x);
704 /* Now process the queue */
705 while (!que.empty()) {
706 // 参照で受けるとダングリング状態になるのでコピーする.
707 const auto [ty, tx] = que.front();
710 /* Add the "children" */
711 for (d = 0; d < 8; d++) {
712 byte m = player_ptr->current_floor_ptr->grid_array[ty][tx].costs[i] + 1;
713 byte n = player_ptr->current_floor_ptr->grid_array[ty][tx].dists[i] + 1;
719 /* Ignore player's grid */
720 if (player_bold(player_ptr, y, x)) {
724 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
726 if (is_closed_door(player_ptr, g_ptr->feat)) {
730 /* Ignore "pre-stamped" entries */
731 if (g_ptr->dists[i] != 0 && g_ptr->dists[i] <= n && g_ptr->costs[i] <= m) {
735 /* Ignore "walls", "holes" and "rubble" */
736 bool can_move = false;
739 can_move = g_ptr->cave_has_flag(TerrainCharacteristics::MOVE) || g_ptr->cave_has_flag(TerrainCharacteristics::CAN_FLY);
742 can_move = g_ptr->cave_has_flag(TerrainCharacteristics::MOVE);
746 if (!can_move && !is_closed_door(player_ptr, g_ptr->feat)) {
750 /* Save the flow cost */
751 if (g_ptr->costs[i] == 0 || g_ptr->costs[i] > m) {
754 if (g_ptr->dists[i] == 0 || g_ptr->dists[i] > n) {
758 // 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).
759 constexpr auto monster_flow_depth = 32;
760 if (n == monster_flow_depth) {
764 /* Enqueue that entry */
772 * Take a feature, determine what that feature becomes
773 * through applying the given action.
775 FEAT_IDX feat_state(FloorType *floor_ptr, FEAT_IDX feat, TerrainCharacteristics action)
777 const auto &terrain = TerrainList::get_instance()[feat];
779 /* Get the new feature */
780 for (auto i = 0; i < MAX_FEAT_STATES; i++) {
781 if (terrain.state[i].action == action) {
782 return conv_dungeon_feat(floor_ptr, terrain.state[i].result);
786 if (terrain.flags.has(TerrainCharacteristics::PERMANENT)) {
790 return (terrain_action_flags[enum2i(action)] & FAF_DESTROY) ? conv_dungeon_feat(floor_ptr, terrain.destroyed) : feat;
794 * Takes a location and action and changes the feature at that
795 * location through applying the given action.
797 void cave_alter_feat(PlayerType *player_ptr, POSITION y, POSITION x, TerrainCharacteristics action)
799 /* Set old feature */
800 auto *floor_ptr = player_ptr->current_floor_ptr;
801 FEAT_IDX oldfeat = floor_ptr->grid_array[y][x].feat;
803 /* Get the new feat */
804 FEAT_IDX newfeat = feat_state(player_ptr->current_floor_ptr, oldfeat, action);
807 if (newfeat == oldfeat) {
811 /* Set the new feature */
812 cave_set_feat(player_ptr, y, x, newfeat);
813 const auto &terrains = TerrainList::get_instance();
814 if (!(terrain_action_flags[enum2i(action)] & FAF_NO_DROP)) {
815 const auto &old_terrain = terrains[oldfeat];
816 const auto &new_terrain = terrains[newfeat];
820 if (old_terrain.flags.has(TerrainCharacteristics::HAS_GOLD) && new_terrain.flags.has_not(TerrainCharacteristics::HAS_GOLD)) {
821 /* Place some gold */
822 place_gold(player_ptr, y, x);
827 if (old_terrain.flags.has(TerrainCharacteristics::HAS_ITEM) && new_terrain.flags.has_not(TerrainCharacteristics::HAS_ITEM) && (randint0(100) < (15 - floor_ptr->dun_level / 2))) {
829 place_object(player_ptr, y, x, 0L);
833 if (found && w_ptr->character_dungeon && player_can_see_bold(player_ptr, y, x)) {
834 msg_print(_("何かを発見した!", "You have found something!"));
838 if (terrain_action_flags[enum2i(action)] & FAF_CRASH_GLASS) {
839 const auto &old_terrain = terrains[oldfeat];
840 if (old_terrain.flags.has(TerrainCharacteristics::GLASS) && w_ptr->character_dungeon) {
841 project(player_ptr, PROJECT_WHO_GLASS_SHARDS, 1, y, x, std::min(floor_ptr->dun_level, 100) / 4, AttributeType::SHARDS,
842 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI));
848 * @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。
849 * @param player_ptr プレイヤーへの参照ポインタ
850 * @param m_idx モンスターID
854 * @return テレポート先として妥当ならばtrue
856 bool cave_monster_teleportable_bold(PlayerType *player_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, teleport_flags mode)
858 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
859 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
860 auto *f_ptr = &terrains_info[g_ptr->feat];
862 /* Require "teleportable" space */
863 if (f_ptr->flags.has_not(TerrainCharacteristics::TELEPORTABLE)) {
867 if (g_ptr->m_idx && (g_ptr->m_idx != m_idx)) {
870 if (player_bold(player_ptr, y, x)) {
874 /* Hack -- no teleport onto rune of protection */
875 if (g_ptr->is_rune_protection()) {
878 if (g_ptr->is_rune_explosion()) {
882 if (!(mode & TELEPORT_PASSIVE)) {
883 if (!monster_can_cross_terrain(player_ptr, g_ptr->feat, &m_ptr->get_monrace(), 0)) {
892 * @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。
893 * @param player_ptr プレイヤーへの参照ポインタ
897 * @return テレポート先として妥当ならばtrue
899 bool cave_player_teleportable_bold(PlayerType *player_ptr, POSITION y, POSITION x, teleport_flags mode)
901 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
902 auto *f_ptr = &terrains_info[g_ptr->feat];
904 /* Require "teleportable" space */
905 if (f_ptr->flags.has_not(TerrainCharacteristics::TELEPORTABLE)) {
909 /* No magical teleporting into vaults and such */
910 if (!(mode & TELEPORT_NONMAGICAL) && g_ptr->is_icky()) {
914 if (g_ptr->m_idx && (g_ptr->m_idx != player_ptr->riding)) {
918 /* don't teleport on a trap. */
919 if (f_ptr->flags.has(TerrainCharacteristics::HIT_TRAP)) {
923 if (!(mode & TELEPORT_PASSIVE)) {
924 if (!player_can_enter(player_ptr, g_ptr->feat, 0)) {
928 if (f_ptr->flags.has_all_of({ TerrainCharacteristics::WATER, TerrainCharacteristics::DEEP })) {
929 if (!player_ptr->levitation && !player_ptr->can_swim) {
934 if (f_ptr->flags.has(TerrainCharacteristics::LAVA) && !has_immune_fire(player_ptr) && !is_invuln(player_ptr)) {
935 /* Always forbid deep lava */
936 if (f_ptr->flags.has(TerrainCharacteristics::DEEP)) {
940 /* Forbid shallow lava when the player don't have levitation */
941 if (!player_ptr->levitation) {
951 * @brief 地形は開くものであって、かつ開かれているかを返す /
952 * Attempt to open the given chest at the given location
954 * @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
956 bool is_open(PlayerType *player_ptr, FEAT_IDX feat)
958 const auto &terrain = TerrainList::get_instance()[feat];
959 return terrain.flags.has(TerrainCharacteristics::CLOSE) && (feat != feat_state(player_ptr->current_floor_ptr, feat, TerrainCharacteristics::CLOSE));
963 * @brief プレイヤーが地形踏破可能かを返す
964 * @param feature 判定したい地形ID
965 * @param mode 移動に関するオプションフラグ
966 * @return 移動可能ならばTRUEを返す
968 bool player_can_enter(PlayerType *player_ptr, FEAT_IDX feature, BIT_FLAGS16 mode)
970 const auto &terrain = TerrainList::get_instance()[feature];
971 if (player_ptr->riding) {
972 return monster_can_cross_terrain(
973 player_ptr, feature, &monraces_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx], mode | CEM_RIDING);
976 if (terrain.flags.has(TerrainCharacteristics::PATTERN)) {
977 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) {
982 if (terrain.flags.has(TerrainCharacteristics::CAN_FLY) && player_ptr->levitation) {
985 if (terrain.flags.has(TerrainCharacteristics::CAN_SWIM) && player_ptr->can_swim) {
988 if (terrain.flags.has(TerrainCharacteristics::CAN_PASS) && has_pass_wall(player_ptr)) {
992 if (terrain.flags.has_not(TerrainCharacteristics::MOVE)) {
999 void place_grid(PlayerType *player_ptr, grid_type *g_ptr, grid_bold_type gb_type)
1003 g_ptr->feat = rand_choice(feat_ground_type);
1004 g_ptr->info &= ~(CAVE_MASK);
1005 g_ptr->info |= CAVE_FLOOR;
1009 g_ptr->feat = rand_choice(feat_wall_type);
1010 g_ptr->info &= ~(CAVE_MASK);
1011 g_ptr->info |= CAVE_EXTRA;
1014 case GB_EXTRA_PERM: {
1015 g_ptr->feat = feat_permanent;
1016 g_ptr->info &= ~(CAVE_MASK);
1017 g_ptr->info |= CAVE_EXTRA;
1021 g_ptr->feat = feat_wall_inner;
1022 g_ptr->info &= ~(CAVE_MASK);
1023 g_ptr->info |= CAVE_INNER;
1026 case GB_INNER_PERM: {
1027 g_ptr->feat = feat_permanent;
1028 g_ptr->info &= ~(CAVE_MASK);
1029 g_ptr->info |= CAVE_INNER;
1033 g_ptr->feat = feat_wall_outer;
1034 g_ptr->info &= ~(CAVE_MASK);
1035 g_ptr->info |= CAVE_OUTER;
1038 case GB_OUTER_NOPERM: {
1039 const auto &terrain = TerrainList::get_instance()[feat_wall_outer];
1040 if (terrain.is_permanent_wall()) {
1041 g_ptr->feat = (int16_t)feat_state(player_ptr->current_floor_ptr, feat_wall_outer, TerrainCharacteristics::UNPERM);
1043 g_ptr->feat = feat_wall_outer;
1046 g_ptr->info &= ~(CAVE_MASK);
1047 g_ptr->info |= (CAVE_OUTER | CAVE_VAULT);
1051 g_ptr->feat = feat_wall_solid;
1052 g_ptr->info &= ~(CAVE_MASK);
1053 g_ptr->info |= CAVE_SOLID;
1056 case GB_SOLID_PERM: {
1057 g_ptr->feat = feat_permanent;
1058 g_ptr->info &= ~(CAVE_MASK);
1059 g_ptr->info |= CAVE_SOLID;
1062 case GB_SOLID_NOPERM: {
1063 const auto &terrain = TerrainList::get_instance()[feat_wall_solid];
1064 if ((g_ptr->info & CAVE_VAULT) && terrain.is_permanent_wall()) {
1065 g_ptr->feat = (int16_t)feat_state(player_ptr->current_floor_ptr, feat_wall_solid, TerrainCharacteristics::UNPERM);
1067 g_ptr->feat = feat_wall_solid;
1069 g_ptr->info &= ~(CAVE_MASK);
1070 g_ptr->info |= CAVE_SOLID;
1078 if (g_ptr->m_idx > 0) {
1079 delete_monster_idx(player_ptr, g_ptr->m_idx);
1084 * 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?
1085 * @param player_ptr プレイヤーへの参照ポインタ
1086 * @param g_ptr グリッドへの参照ポインタ
1087 * @return 照明が消されている地形ならばTRUE
1089 bool darkened_grid(PlayerType *player_ptr, grid_type *g_ptr)
1091 return ((g_ptr->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && !player_ptr->see_nocto;
1094 void place_bold(PlayerType *player_ptr, POSITION y, POSITION x, grid_bold_type gb_type)
1096 grid_type *const g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
1097 place_grid(player_ptr, g_ptr, gb_type);
1100 void set_cave_feat(FloorType *floor_ptr, POSITION y, POSITION x, FEAT_IDX feature_idx)
1102 floor_ptr->grid_array[y][x].feat = feature_idx;
1106 * @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 /
1107 * Attempt to open the given chest at the given location
1108 * @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
1109 * @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
1110 * @param test 地形条件を判定するための関数ポインタ
1111 * @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
1113 * @details Return the number of features around (or under) the character.
1114 * Usually look for doors and floor traps.
1116 int count_dt(PlayerType *player_ptr, POSITION *y, POSITION *x, bool (*test)(PlayerType *, FEAT_IDX), bool under)
1119 for (DIRECTION d = 0; d < 9; d++) {
1122 if ((d == 8) && !under) {
1126 POSITION yy = player_ptr->y + ddy_ddd[d];
1127 POSITION xx = player_ptr->x + ddx_ddd[d];
1128 g_ptr = &player_ptr->current_floor_ptr->grid_array[yy][xx];
1129 if (!g_ptr->is_mark()) {
1133 feat = g_ptr->get_feat_mimic();
1134 if (!((*test)(player_ptr, feat))) {
1147 * @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.
1149 bool feat_uses_special(FEAT_IDX f_idx)
1151 return terrains_info[(f_idx)].flags.has(TerrainCharacteristics::SPECIAL);
1155 * This function allows us to efficiently add a grid to the "lite" array,
1156 * note that we are never called for illegal grids, or for grids which
1157 * have already been placed into the "lite" array, and we are never
1158 * called when the "lite" array is full.
1160 void cave_lite_hack(FloorType *floor_ptr, POSITION y, POSITION x)
1162 auto *g_ptr = &floor_ptr->grid_array[y][x];
1163 if (g_ptr->is_lite()) {
1167 g_ptr->info |= CAVE_LITE;
1168 floor_ptr->lite_y[floor_ptr->lite_n] = y;
1169 floor_ptr->lite_x[floor_ptr->lite_n++] = x;
1173 * For delayed visual update
1175 void cave_redraw_later(FloorType *floor_ptr, POSITION y, POSITION x)
1177 auto *g_ptr = &floor_ptr->grid_array[y][x];
1178 if (g_ptr->is_redraw()) {
1182 g_ptr->info |= CAVE_REDRAW;
1183 floor_ptr->redraw_y[floor_ptr->redraw_n] = y;
1184 floor_ptr->redraw_x[floor_ptr->redraw_n++] = x;
1188 * For delayed visual update
1190 void cave_note_and_redraw_later(FloorType *floor_ptr, POSITION y, POSITION x)
1192 floor_ptr->grid_array[y][x].info |= CAVE_NOTE;
1193 cave_redraw_later(floor_ptr, y, x);
1196 void cave_view_hack(FloorType *floor_ptr, POSITION y, POSITION x)
1198 auto *g_ptr = &floor_ptr->grid_array[y][x];
1199 if (g_ptr->is_view()) {
1203 g_ptr->info |= CAVE_VIEW;
1204 floor_ptr->view_y[floor_ptr->view_n] = y;
1205 floor_ptr->view_x[floor_ptr->view_n] = x;
1206 floor_ptr->view_n++;