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
19 #include "core/window-redrawer.h"
20 #include "dungeon/dungeon-flag-types.h"
21 #include "dungeon/dungeon.h"
22 #include "dungeon/quest.h"
23 #include "effect/effect-characteristics.h"
24 #include "effect/effect-processor.h"
25 #include "floor/cave.h"
26 #include "floor/floor-generator.h"
27 #include "game-option/game-play-options.h"
28 #include "game-option/map-screen-options.h"
29 #include "game-option/special-options.h"
30 #include "grid/feature.h"
31 #include "grid/grid.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/player-class.h"
45 #include "player/player-status-flags.h"
46 #include "player/player-status.h"
47 #include "room/rooms-builder.h"
48 #include "spell/spell-types.h"
49 #include "system/floor-type-definition.h"
50 #include "term/term-color-types.h"
51 #include "util/bit-flags-calculator.h"
52 #include "util/point-2d.h"
53 #include "view/display-map.h"
54 #include "view/display-messages.h"
55 #include "window/main-window-util.h"
56 #include "world/world.h"
58 #define MONSTER_FLOW_DEPTH \
59 32 /*!< 敵のプレイヤーに対する移動道のりの最大値(この値以上は処理を打ち切る) / OPTION: Maximum flow depth when using "MONSTER_FLOW" */
62 * Feature action flags
64 #define FAF_DESTROY 0x01
65 #define FAF_NO_DROP 0x02
66 #define FAF_CRASH_GLASS 0x04
69 * @brief 地形状態フラグテーブル /
70 * The table of features' actions
72 static const byte feature_action_flags[FF_FLAG_MAX] = {
83 FAF_CRASH_GLASS, /* BASH */
85 FAF_DESTROY, /* DISARM */
87 FAF_DESTROY | FAF_CRASH_GLASS, /* TUNNEL */
88 0, /* MAY_HAVE_GOLD */
94 0, /* RUNE_OF_PROTECTION */
118 FAF_DESTROY | FAF_CRASH_GLASS, /* HURT_ROCK */
173 FAF_DESTROY | FAF_NO_DROP | FAF_CRASH_GLASS, /* HURT_DISI */
180 0, /* RUNE_OF_EXPLOSION */
186 0, /* TELEPORTABLE */
192 * @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
193 * @param creature_ptr 配置したいクリーチャーの参照ポインタ
194 * @return 配置に成功したらTRUEを返す
196 bool new_player_spot(player_type *creature_ptr)
198 POSITION y = 0, x = 0;
199 int max_attempts = 10000;
204 while (max_attempts--) {
205 /* Pick a legal spot */
206 y = (POSITION)rand_range(1, creature_ptr->current_floor_ptr->height - 2);
207 x = (POSITION)rand_range(1, creature_ptr->current_floor_ptr->width - 2);
209 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
211 /* Must be a "naked" floor grid */
214 if (is_in_dungeon(creature_ptr)) {
215 f_ptr = &f_info[g_ptr->feat];
217 if (max_attempts > 5000) /* Rule 1 */
219 if (!has_flag(f_ptr->flags, FF_FLOOR))
223 if (!has_flag(f_ptr->flags, FF_MOVE))
225 if (has_flag(f_ptr->flags, FF_HIT_TRAP))
229 /* Refuse to start on anti-teleport grids in dungeon */
230 if (!has_flag(f_ptr->flags, FF_TELEPORTABLE))
233 if (!player_can_enter(creature_ptr, g_ptr->feat, 0))
235 if (!in_bounds(creature_ptr->current_floor_ptr, y, x))
238 /* Refuse to start on anti-teleport grids */
239 if (g_ptr->info & (CAVE_ICKY))
245 if (max_attempts < 1) /* Should be -1, actually if we failed... */
248 /* Save the new player grid */
256 * @brief マスにフロア端用の永久壁を配置する / Set boundary mimic and add "solid" perma-wall
257 * @param g_ptr 永久壁を配置したいマス構造体の参照ポインタ
260 void place_bound_perm_wall(player_type *player_ptr, grid_type *g_ptr)
262 if (bound_walls_perm) {
263 /* Clear boundary mimic */
266 feature_type *f_ptr = &f_info[g_ptr->feat];
268 /* Hack -- Decline boundary walls with known treasure */
269 if ((has_flag(f_ptr->flags, FF_HAS_GOLD) || has_flag(f_ptr->flags, FF_HAS_ITEM)) && !has_flag(f_ptr->flags, FF_SECRET))
270 g_ptr->feat = feat_state(player_ptr, g_ptr->feat, FF_ENSECRET);
272 /* Set boundary mimic */
273 g_ptr->mimic = g_ptr->feat;
276 /* Add "solid" perma-wall */
277 place_grid(player_ptr, g_ptr, GB_SOLID_PERM);
281 * @brief マスに看破済みの罠があるかの判定を行う。 / Return TRUE if the given grid is a known trap
282 * @param player_ptr プレーヤーへの参照ポインタ
283 * @param g_ptr マス構造体の参照ポインタ
284 * @return 看破済みの罠があるならTRUEを返す。
286 bool is_known_trap(player_type *player_ptr, grid_type *g_ptr)
288 if (!g_ptr->mimic && !cave_has_flag_grid(g_ptr, FF_SECRET) && is_trap(player_ptr, g_ptr->feat))
295 * @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
296 * @param player_ptr プレーヤーへの参照ポインタ
297 * @param g_ptr マス構造体の参照ポインタ
298 * @return 隠されたドアがあるならTRUEを返す。
300 bool is_hidden_door(player_type *player_ptr, grid_type *g_ptr)
302 if ((g_ptr->mimic || cave_has_flag_grid(g_ptr, FF_SECRET)) && is_closed_door(player_ptr, g_ptr->feat))
309 * @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
312 * @return 指定された座標に照明がかかっているならTRUEを返す。。
314 bool check_local_illumination(player_type *creature_ptr, POSITION y, POSITION x)
316 /* Hack -- move towards player */
317 POSITION yy = (y < creature_ptr->y) ? (y + 1) : (y > creature_ptr->y) ? (y - 1) : y;
318 POSITION xx = (x < creature_ptr->x) ? (x + 1) : (x > creature_ptr->x) ? (x - 1) : x;
320 /* Check for "local" illumination */
322 /* Check for "complex" illumination */
323 if ((feat_supports_los(get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[yy][xx]))
324 && (creature_ptr->current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW))
325 || (feat_supports_los(get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[y][xx]))
326 && (creature_ptr->current_floor_ptr->grid_array[y][xx].info & CAVE_GLOW))
327 || (feat_supports_los(get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[yy][x]))
328 && (creature_ptr->current_floor_ptr->grid_array[yy][x].info & CAVE_GLOW))) {
334 /*! 対象座標のマスの照明状態を更新する際の補助処理マクロ */
335 #define update_local_illumination_aux(C, Y, X) \
337 if (player_has_los_bold((C), (Y), (X))) { \
338 /* Update the monster */ \
339 if ((C)->current_floor_ptr->grid_array[(Y)][(X)].m_idx) \
340 update_monster((C), (C)->current_floor_ptr->grid_array[(Y)][(X)].m_idx, FALSE); \
342 /* Notice and redraw */ \
343 note_spot((C), (Y), (X)); \
344 lite_spot((C), (Y), (X)); \
349 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
350 * @param creature_ptr 視界元のクリーチャー
355 void update_local_illumination(player_type *creature_ptr, POSITION y, POSITION x)
360 if (!in_bounds(creature_ptr->current_floor_ptr, y, x))
363 if ((y != creature_ptr->y) && (x != creature_ptr->x)) {
364 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
365 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
366 update_local_illumination_aux(creature_ptr, yy, xx);
367 update_local_illumination_aux(creature_ptr, y, xx);
368 update_local_illumination_aux(creature_ptr, yy, x);
369 } else if (x != creature_ptr->x) /* y == creature_ptr->y */
371 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
372 for (i = -1; i <= 1; i++) {
374 update_local_illumination_aux(creature_ptr, yy, xx);
377 update_local_illumination_aux(creature_ptr, yy, x);
379 update_local_illumination_aux(creature_ptr, yy, x);
380 } else if (y != creature_ptr->y) /* x == creature_ptr->x */
382 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
383 for (i = -1; i <= 1; i++) {
385 update_local_illumination_aux(creature_ptr, yy, xx);
388 update_local_illumination_aux(creature_ptr, y, xx);
390 update_local_illumination_aux(creature_ptr, y, xx);
391 } else /* Player's grid */
393 for (i = 0; i < 8; i++) {
396 update_local_illumination_aux(creature_ptr, yy, xx);
402 * @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
403 * @return 視覚に収められていないならTRUEを返す
404 * @details player_can_see_bold()関数の返り値の否定を返している。
406 bool no_lite(player_type *creature_ptr) { return (!player_can_see_bold(creature_ptr, creature_ptr->y, creature_ptr->x)); }
409 * Place an attr/char pair at the given map coordinate, if legal.
411 void print_rel(player_type *subject_ptr, SYMBOL_CODE c, TERM_COLOR a, POSITION y, POSITION x)
413 /* Only do "legal" locations */
414 if (panel_contains(y, x)) {
415 /* Hack -- fake monochrome */
417 if (current_world_ptr->timewalk_m_idx)
419 else if (is_invuln(subject_ptr) || subject_ptr->timewalk)
421 else if (subject_ptr->wraith_form)
425 /* Draw the char using the attr */
426 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
431 * @todo ここにplayer_type を追加した時のコンパイルエラーに対処できなかったので保留
432 * Memorize interesting viewable object/features in the given grid
434 * This function should only be called on "legal" grids.
436 * This function will memorize the object and/or feature in the given
437 * grid, if they are (1) viewable and (2) interesting. Note that all
438 * objects are interesting, all terrain features except floors (and
439 * invisible traps) are interesting, and floors (and invisible traps)
440 * are interesting sometimes (depending on various options involving
441 * the illumination of floor grids).
443 * The automatic memorization of all objects and non-floor terrain
444 * features as soon as they are displayed allows incredible amounts
445 * of optimization in various places, especially "map_info()".
447 * Note that the memorization of objects is completely separate from
448 * the memorization of terrain features, preventing annoying floor
449 * memorization when a detected object is picked up from a dark floor,
450 * and object memorization when an object is dropped into a floor grid
451 * which is memorized but out-of-sight.
453 * This function should be called every time the "memorization" of
454 * a grid (or the object in a grid) is called into question, such
455 * as when an object is created in a grid, when a terrain feature
456 * "changes" from "floor" to "non-floor", when any grid becomes
457 * "illuminated" or "viewable", and when a "floor" grid becomes
460 * Note the relatively efficient use of this function by the various
461 * "update_view()" and "update_lite()" calls, to allow objects and
462 * terrain features to be memorized (and drawn) whenever they become
463 * viewable or illuminated in any way, but not when they "maintain"
464 * or "lose" their previous viewability or illumination.
466 * Note the butchered "internal" version of "player_can_see_bold()",
467 * optimized primarily for the most common cases, that is, for the
468 * non-marked floor grids.
470 void note_spot(player_type *player_ptr, POSITION y, POSITION x)
472 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
473 OBJECT_IDX this_o_idx, next_o_idx = 0;
475 /* Blind players see nothing */
476 if (player_ptr->blind)
479 /* Analyze non-torch-lit grids */
480 if (!(g_ptr->info & (CAVE_LITE | CAVE_MNLT))) {
481 /* Require line of sight to the grid */
482 if (!(g_ptr->info & (CAVE_VIEW)))
485 /* Require "perma-lite" of the grid */
486 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) {
488 if (!player_ptr->see_nocto)
493 /* Hack -- memorize objects */
494 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) {
495 object_type *o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
496 next_o_idx = o_ptr->next_o_idx;
498 /* Memorize objects */
499 o_ptr->marked |= OM_FOUND;
502 /* Hack -- memorize grids */
503 if (!(g_ptr->info & (CAVE_MARK))) {
504 /* Feature code (applying "mimic" field) */
505 feature_type *f_ptr = &f_info[get_feat_mimic(g_ptr)];
507 /* Memorize some "boring" grids */
508 if (!has_flag(f_ptr->flags, FF_REMEMBER)) {
509 /* Option -- memorize all torch-lit floors */
510 if (view_torch_grids && ((g_ptr->info & (CAVE_LITE | CAVE_MNLT)) || player_ptr->see_nocto)) {
511 g_ptr->info |= (CAVE_MARK);
514 /* Option -- memorize all perma-lit floors */
515 else if (view_perma_grids && ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)) {
516 g_ptr->info |= (CAVE_MARK);
520 /* Memorize normal grids */
521 else if (has_flag(f_ptr->flags, FF_LOS)) {
522 g_ptr->info |= (CAVE_MARK);
525 /* Memorize torch-lit walls */
526 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT)) {
527 g_ptr->info |= (CAVE_MARK);
530 /* Memorize walls seen by noctovision of Ninja */
531 else if (player_ptr->see_nocto) {
532 g_ptr->info |= (CAVE_MARK);
535 /* Memorize certain non-torch-lit wall grids */
536 else if (check_local_illumination(player_ptr, y, x)) {
537 g_ptr->info |= (CAVE_MARK);
541 /* Memorize terrain of the grid */
542 g_ptr->info |= (CAVE_KNOWN);
546 * Redraw (on the screen) a given MAP location
548 * This function should only be called on "legal" grids
550 void lite_spot(player_type *player_ptr, POSITION y, POSITION x)
552 /* Redraw if on screen */
553 if (panel_contains(y, x) && in_bounds2(player_ptr->current_floor_ptr, y, x)) {
559 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
561 /* Hack -- fake monochrome */
563 if (current_world_ptr->timewalk_m_idx)
565 else if (is_invuln(player_ptr) || player_ptr->timewalk)
567 else if (player_ptr->wraith_form)
571 /* Hack -- Queue it */
572 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
574 /* Update sub-windows */
575 player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
580 * Some comments on the grid flags. -BEN-
583 * One of the major bottlenecks in previous versions of Angband was in
584 * the calculation of "line of sight" from the player to various grids,
585 * such as monsters. This was such a nasty bottleneck that a lot of
586 * silly things were done to reduce the dependancy on "line of sight",
587 * for example, you could not "see" any grids in a lit room until you
588 * actually entered the room, and there were all kinds of bizarre grid
589 * flags to enable this behavior. This is also why the "call light"
590 * spells always lit an entire room.
592 * The code below provides functions to calculate the "field of view"
593 * for the player, which, once calculated, provides extremely fast
594 * calculation of "line of sight from the player", and to calculate
595 * the "field of torch lite", which, again, once calculated, provides
596 * extremely fast calculation of "which grids are lit by the player's
597 * lite source". In addition to marking grids as "GRID_VIEW" and/or
598 * "GRID_LITE", as appropriate, these functions maintain an array for
599 * each of these two flags, each array containing the locations of all
600 * of the grids marked with the appropriate flag, which can be used to
601 * very quickly scan through all of the grids in a given set.
603 * To allow more "semantically valid" field of view semantics, whenever
604 * the field of view (or the set of torch lit grids) changes, all of the
605 * grids in the field of view (or the set of torch lit grids) are "drawn"
606 * so that changes in the world will become apparent as soon as possible.
607 * This has been optimized so that only grids which actually "change" are
608 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
609 * of the grids which are entering or leaving the relevent set of grids.
611 * These new methods are so efficient that the old nasty code was removed.
613 * Note that there is no reason to "update" the "viewable space" unless
614 * the player "moves", or walls/doors are created/destroyed, and there
615 * is no reason to "update" the "torch lit grids" unless the field of
616 * view changes, or the "light radius" changes. This means that when
617 * the player is resting, or digging, or doing anything that does not
618 * involve movement or changing the state of the dungeon, there is no
619 * need to update the "view" or the "lite" regions, which is nice.
621 * Note that the calls to the nasty "los()" function have been reduced
622 * to a bare minimum by the use of the new "field of view" calculations.
624 * I wouldn't be surprised if slight modifications to the "update_view()"
625 * function would allow us to determine "reverse line-of-sight" as well
626 * as "normal line-of-sight", which would allow monsters to use a more
627 * "correct" calculation to determine if they can "see" the player. For
628 * now, monsters simply "cheat" somewhat and assume that if the player
629 * has "line of sight" to the monster, then the monster can "pretend"
630 * that it has "line of sight" to the player.
633 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
634 * grid and maintains an array of all "CAVE_LITE" grids.
636 * This set of grids is the complete set of all grids which are lit by
637 * the players light source, which allows the "player_can_see_bold()"
638 * function to work very quickly.
640 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
641 * fact, the player (unless blind) can always "see" all grids which are
642 * marked as "CAVE_LITE", unless they are "off screen".
645 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
646 * grid and maintains an array of all "CAVE_VIEW" grids.
648 * This set of grids is the complete set of all grids within line of sight
649 * of the player, allowing the "player_has_los_bold()" macro to work very
653 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
654 * temporary internal flag to mark those grids which are not only in view,
655 * but which are also "easily" in line of sight of the player. This flag
656 * is always cleared when we are done.
659 * The current "update_lite()" and "update_view()" algorithms use the
660 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
661 * to keep track of which grids were previously marked as "CAVE_LITE" or
662 * "CAVE_VIEW", which allows us to optimize the "screen updates".
664 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
665 * for various other purposes, such as spreading lite or darkness during
666 * "lite_room()" / "unlite_room()", and for calculating monster flow.
669 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
670 * in some way permanently lit. However, for the player to "see" anything
671 * in the grid, as determined by "player_can_see()", the player must not be
672 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
673 * grids, even if marked as "perma lit", are only illuminated if they touch
674 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
677 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
678 * that even if the player cannot "see" the grid, he "knows" the terrain in
679 * that grid. This is used to "remember" walls/doors/stairs/floors when they
680 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
681 * or when one of the "memorize floor grids" options induces memorization.
683 * Objects are "memorized" in a different way, using a special "marked" flag
684 * on the object itself, which is set when an object is observed or detected.
687 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
688 * and should be illuminated by "lite room" and "darkness" spells.
691 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
692 * and should be unavailable for "teleportation" destinations.
695 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
696 * which is observed, and the "view_torch_grids" allows the player to memorize
697 * every torch-lit grid. The player will always memorize important walls,
698 * doors, stairs, and other terrain features, as well as any "detected" grids.
700 * Note that the new "update_view()" method allows, among other things, a room
701 * to be "partially" seen as the player approaches it, with a growing cone of
702 * floor appearing as the player gets closer to the door. Also, by not turning
703 * on the "memorize perma-lit grids" option, the player will only "see" those
704 * floor grids which are actually in line of sight.
706 * And my favorite "plus" is that you can now use a special option to draw the
707 * "floors" in the "viewable region" brightly (actually, to draw the *other*
708 * grids dimly), providing a "pretty" effect as the player runs around, and
709 * to efficiently display the "torch lite" in a special color.
712 * Some comments on the "update_view()" algorithm...
714 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
715 * and only has to call "los()" on the borderline cases. The major axes/diags
716 * even terminate early when they hit walls. I need to find a quick way
717 * to "terminate" the other scans.
719 * Note that in the worst case (a big empty area with say 5% scattered walls),
720 * each of the 1500 or so nearby grids is checked once, most of them getting
721 * an "instant" rating, and only a small portion requiring a call to "los()".
723 * The only time that the algorithm appears to be "noticeably" too slow is
724 * when running, and this is usually only important in town, since the town
725 * provides about the worst scenario possible, with large open regions and
726 * a few scattered obstructions. There is a special "efficiency" option to
727 * allow the player to reduce his field of view in town, if needed.
729 * In the "best" case (say, a normal stretch of corridor), the algorithm
730 * makes one check for each viewable grid, and makes no calls to "los()".
731 * So running in corridors is very fast, and if a lot of monsters are
732 * nearby, it is much faster than the old methods.
734 * Note that resting, most normal commands, and several forms of running,
735 * plus all commands executed near large groups of monsters, are strictly
736 * more efficient with "update_view()" that with the old "compute los() on
737 * demand" method, primarily because once the "field of view" has been
738 * calculated, it does not have to be recalculated until the player moves
739 * (or a wall or door is created or destroyed).
741 * Note that we no longer have to do as many "los()" checks, since once the
742 * "view" region has been built, very few things cause it to be "changed"
743 * (player movement, and the opening/closing of doors, changes in wall status).
744 * Note that door/wall changes are only relevant when the door/wall itself is
745 * in the "view" region.
747 * The algorithm seems to only call "los()" from zero to ten times, usually
748 * only when coming down a corridor into a room, or standing in a room, just
749 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
750 * we will be reducing the calls to "los()".
752 * I am thinking in terms of an algorithm that "walks" from the central point
753 * out to the maximal "distance", at each point, determining the "view" code
754 * (above). For each grid not on a major axis or diagonal, the "view" code
755 * depends on the "cave_los_bold()" and "view" of exactly two other grids
756 * (the one along the nearest diagonal, and the one next to that one, see
757 * "update_view_aux()"...).
759 * We "memorize" the viewable space array, so that at the cost of under 3000
760 * bytes, we reduce the time taken by "forget_view()" to one assignment for
761 * each grid actually in the "viewable space". And for another 3000 bytes,
762 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
763 * are also used by other routines, thus reducing the cost to almost nothing.
765 * A similar thing is done for "forget_lite()" in which case the savings are
766 * much less, but save us from doing bizarre maintenance checking.
768 * In the worst "normal" case (in the middle of the town), the reachable space
769 * actually reaches to more than half of the largest possible "circle" of view,
770 * or about 800 grids, and in the worse case (in the middle of a dungeon level
771 * where all the walls have been removed), the reachable space actually reaches
772 * the theoretical maximum size of just under 1500 grids.
774 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
775 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
776 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
777 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
778 * entire possible space (including initialization) in one step per grid. If
779 * we do the "clearing" as a separate step (and use an array of "view" grids),
780 * then the clearing will take as many steps as grids that were viewed, and the
781 * algorithm will be able to "stop" scanning at various points.
782 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
786 * Hack - speed up the update_flow algorithm by only doing
787 * it everytime the player moves out of LOS of the last
790 static POSITION flow_x = 0;
791 static POSITION flow_y = 0;
794 * Hack -- fill in the "cost" field of every grid that the player
795 * can "reach" with the number of steps needed to reach that grid.
796 * This also yields the "distance" of the player from every grid.
798 * In addition, mark the "when" of the grids that can reach
799 * the player with the incremented value of "flow_n".
801 * Hack -- use the "seen" array as a "circular queue".
803 * We do not need a priority queue because the cost from grid
804 * to grid is always "one" and we process them in order.
806 void update_flow(player_type *subject_ptr)
810 floor_type *f_ptr = subject_ptr->current_floor_ptr;
812 /* The last way-point is on the map */
813 if (subject_ptr->running && in_bounds(f_ptr, flow_y, flow_x)) {
814 /* The way point is in sight - do not update. (Speedup) */
815 if (f_ptr->grid_array[flow_y][flow_x].info & CAVE_VIEW)
819 /* Erase all of the current flow information */
820 for (y = 0; y < f_ptr->height; y++) {
821 for (x = 0; x < f_ptr->width; x++) {
822 memset(&f_ptr->grid_array[y][x].costs, 0, sizeof(f_ptr->grid_array[y][x].costs));
823 memset(&f_ptr->grid_array[y][x].dists, 0, sizeof(f_ptr->grid_array[y][x].dists));
827 /* Save player position */
828 flow_y = subject_ptr->y;
829 flow_x = subject_ptr->x;
831 for (int i = 0; i < FLOW_MAX; i++) {
833 std::queue<Pos2D> que;
834 que.emplace(subject_ptr->y, subject_ptr->x);
836 /* Now process the queue */
837 while (!que.empty()) {
838 /* Extract the next entry */
839 const auto [ty, tx] = que.front();
842 /* Add the "children" */
843 for (d = 0; d < 8; d++) {
844 byte m = subject_ptr->current_floor_ptr->grid_array[ty][tx].costs[i] + 1;
845 byte n = subject_ptr->current_floor_ptr->grid_array[ty][tx].dists[i] + 1;
851 /* Ignore player's grid */
852 if (player_bold(subject_ptr, y, x))
855 grid_type *g_ptr = &subject_ptr->current_floor_ptr->grid_array[y][x];
857 if (is_closed_door(subject_ptr, g_ptr->feat))
860 /* Ignore "pre-stamped" entries */
861 if (g_ptr->dists[i] != 0 && g_ptr->dists[i] <= n && g_ptr->costs[i] <= m)
864 /* Ignore "walls", "holes" and "rubble" */
865 bool can_move = false;
868 can_move = cave_has_flag_grid(g_ptr, FF_MOVE) || cave_has_flag_grid(g_ptr, FF_CAN_FLY);
871 can_move = cave_has_flag_grid(g_ptr, FF_MOVE);
875 if (!can_move && !is_closed_door(subject_ptr, g_ptr->feat))
878 /* Save the flow cost */
879 if (g_ptr->costs[i] == 0 || g_ptr->costs[i] > m)
881 if (g_ptr->dists[i] == 0 || g_ptr->dists[i] > n)
884 /* Hack -- limit flow depth */
885 if (n == MONSTER_FLOW_DEPTH)
888 /* Enqueue that entry */
895 static flow_type get_grid_flow_type(monster_race *r_ptr) {
896 if (any_bits(r_ptr->flags7, RF7_CAN_FLY))
901 byte grid_cost(grid_type *g_ptr, monster_race *r_ptr)
903 return g_ptr->costs[get_grid_flow_type(r_ptr)];
906 byte grid_dist(grid_type *g_ptr, monster_race *r_ptr)
908 return g_ptr->dists[get_grid_flow_type(r_ptr)];
912 * Take a feature, determine what that feature becomes
913 * through applying the given action.
915 FEAT_IDX feat_state(player_type *player_ptr, FEAT_IDX feat, int action)
917 feature_type *f_ptr = &f_info[feat];
920 /* Get the new feature */
921 floor_type *floor_ptr = player_ptr->current_floor_ptr;
922 for (i = 0; i < MAX_FEAT_STATES; i++) {
923 if (f_ptr->state[i].action == action)
924 return conv_dungeon_feat(floor_ptr, f_ptr->state[i].result);
927 if (has_flag(f_ptr->flags, FF_PERMANENT))
930 return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(floor_ptr, f_ptr->destroyed) : feat;
934 * Takes a location and action and changes the feature at that
935 * location through applying the given action.
937 void cave_alter_feat(player_type *player_ptr, POSITION y, POSITION x, int action)
939 /* Set old feature */
940 floor_type *floor_ptr = player_ptr->current_floor_ptr;
941 FEAT_IDX oldfeat = floor_ptr->grid_array[y][x].feat;
943 /* Get the new feat */
944 FEAT_IDX newfeat = feat_state(player_ptr, oldfeat, action);
947 if (newfeat == oldfeat)
950 /* Set the new feature */
951 cave_set_feat(player_ptr, y, x, newfeat);
953 if (!(feature_action_flags[action] & FAF_NO_DROP)) {
954 feature_type *old_f_ptr = &f_info[oldfeat];
955 feature_type *f_ptr = &f_info[newfeat];
959 if (has_flag(old_f_ptr->flags, FF_HAS_GOLD) && !has_flag(f_ptr->flags, FF_HAS_GOLD)) {
960 /* Place some gold */
961 place_gold(player_ptr, y, x);
966 if (has_flag(old_f_ptr->flags, FF_HAS_ITEM) && !has_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - floor_ptr->dun_level / 2))) {
968 place_object(player_ptr, y, x, 0L);
972 if (found && current_world_ptr->character_dungeon && player_can_see_bold(player_ptr, y, x)) {
973 msg_print(_("何かを発見した!", "You have found something!"));
977 if (feature_action_flags[action] & FAF_CRASH_GLASS) {
978 feature_type *old_f_ptr = &f_info[oldfeat];
980 if (has_flag(old_f_ptr->flags, FF_GLASS) && current_world_ptr->character_dungeon) {
981 project(player_ptr, PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(floor_ptr->dun_level, 100) / 4, GF_SHARDS,
982 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI));
987 /* Remove a mirror */
988 void remove_mirror(player_type *caster_ptr, POSITION y, POSITION x)
990 grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
992 /* Remove the mirror */
993 g_ptr->info &= ~(CAVE_OBJECT);
996 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) {
997 g_ptr->info &= ~(CAVE_GLOW);
998 if (!view_torch_grids)
999 g_ptr->info &= ~(CAVE_MARK);
1001 update_monster(caster_ptr, g_ptr->m_idx, FALSE);
1003 update_local_illumination(caster_ptr, y, x);
1006 note_spot(caster_ptr, y, x);
1008 lite_spot(caster_ptr, y, x);
1012 * Return TRUE if there is a mirror on the grid.
1014 bool is_mirror_grid(grid_type *g_ptr)
1016 if ((g_ptr->info & CAVE_OBJECT) && has_flag(f_info[g_ptr->mimic].flags, FF_MIRROR))
1023 * Return TRUE if there is a rune of protection on the grid.
1025 bool is_rune_protection_grid(grid_type *g_ptr)
1027 if ((g_ptr->info & CAVE_OBJECT) && has_flag(f_info[g_ptr->mimic].flags, FF_RUNE_PROTECTION))
1034 * Return TRUE if there is a rune of explosion on the grid.
1036 bool is_rune_explosion_grid(grid_type *g_ptr)
1038 if ((g_ptr->info & CAVE_OBJECT) && has_flag(f_info[g_ptr->mimic].flags, FF_RUNE_EXPLOSION))
1045 * @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。
1046 * @param player_ptr プレーヤーへの参照ポインタ
1047 * @param m_idx モンスターID
1051 * @return テレポート先として妥当ならばtrue
1053 bool cave_monster_teleportable_bold(player_type *player_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, teleport_flags mode)
1055 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
1056 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
1057 feature_type *f_ptr = &f_info[g_ptr->feat];
1059 /* Require "teleportable" space */
1060 if (!has_flag(f_ptr->flags, FF_TELEPORTABLE))
1063 if (g_ptr->m_idx && (g_ptr->m_idx != m_idx))
1065 if (player_bold(player_ptr, y, x))
1068 /* Hack -- no teleport onto rune of protection */
1069 if (is_rune_protection_grid(g_ptr))
1071 if (is_rune_explosion_grid(g_ptr))
1074 if (!(mode & TELEPORT_PASSIVE)) {
1075 if (!monster_can_cross_terrain(player_ptr, g_ptr->feat, &r_info[m_ptr->r_idx], 0))
1083 * @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。
1084 * @param player_ptr プレーヤーへの参照ポインタ
1088 * @return テレポート先として妥当ならばtrue
1090 bool cave_player_teleportable_bold(player_type *player_ptr, POSITION y, POSITION x, teleport_flags mode)
1092 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
1093 feature_type *f_ptr = &f_info[g_ptr->feat];
1095 /* Require "teleportable" space */
1096 if (!has_flag(f_ptr->flags, FF_TELEPORTABLE))
1099 /* No magical teleporting into vaults and such */
1100 if (!(mode & TELEPORT_NONMAGICAL) && (g_ptr->info & CAVE_ICKY))
1103 if (g_ptr->m_idx && (g_ptr->m_idx != player_ptr->riding))
1106 /* don't teleport on a trap. */
1107 if (has_flag(f_ptr->flags, FF_HIT_TRAP))
1110 if (!(mode & TELEPORT_PASSIVE)) {
1111 if (!player_can_enter(player_ptr, g_ptr->feat, 0))
1114 if (has_flag(f_ptr->flags, FF_WATER) && has_flag(f_ptr->flags, FF_DEEP)) {
1115 if (!player_ptr->levitation && !player_ptr->can_swim)
1119 if (has_flag(f_ptr->flags, FF_LAVA) && !has_immune_fire(player_ptr) && !is_invuln(player_ptr)) {
1120 /* Always forbid deep lava */
1121 if (has_flag(f_ptr->flags, FF_DEEP))
1124 /* Forbid shallow lava when the player don't have levitation */
1125 if (!player_ptr->levitation)
1134 * @brief 地形は開くものであって、かつ開かれているかを返す /
1135 * Attempt to open the given chest at the given location
1137 * @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
1139 bool is_open(player_type *player_ptr, FEAT_IDX feat) { return has_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(player_ptr, feat, FF_CLOSE)); }
1142 * @brief プレイヤーが地形踏破可能かを返す
1143 * @param feature 判定したい地形ID
1144 * @param mode 移動に関するオプションフラグ
1145 * @return 移動可能ならばTRUEを返す
1147 bool player_can_enter(player_type *creature_ptr, FEAT_IDX feature, BIT_FLAGS16 mode)
1149 feature_type *f_ptr = &f_info[feature];
1151 if (creature_ptr->riding)
1152 return monster_can_cross_terrain(
1153 creature_ptr, feature, &r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx], mode | CEM_RIDING);
1155 if (has_flag(f_ptr->flags, FF_PATTERN)) {
1156 if (!(mode & CEM_P_CAN_ENTER_PATTERN))
1160 if (has_flag(f_ptr->flags, FF_CAN_FLY) && creature_ptr->levitation)
1162 if (has_flag(f_ptr->flags, FF_CAN_SWIM) && creature_ptr->can_swim)
1164 if (has_flag(f_ptr->flags, FF_CAN_PASS) && has_pass_wall(creature_ptr))
1167 if (!has_flag(f_ptr->flags, FF_MOVE))
1173 void place_grid(player_type *player_ptr, grid_type *g_ptr, grid_bold_type gb_type)
1177 g_ptr->feat = feat_ground_type[randint0(100)];
1178 g_ptr->info &= ~(CAVE_MASK);
1179 g_ptr->info |= CAVE_FLOOR;
1183 g_ptr->feat = feat_wall_type[randint0(100)];
1184 g_ptr->info &= ~(CAVE_MASK);
1185 g_ptr->info |= CAVE_EXTRA;
1188 case GB_EXTRA_PERM: {
1189 g_ptr->feat = feat_permanent;
1190 g_ptr->info &= ~(CAVE_MASK);
1191 g_ptr->info |= CAVE_EXTRA;
1195 g_ptr->feat = feat_wall_inner;
1196 g_ptr->info &= ~(CAVE_MASK);
1197 g_ptr->info |= CAVE_INNER;
1200 case GB_INNER_PERM: {
1201 g_ptr->feat = feat_permanent;
1202 g_ptr->info &= ~(CAVE_MASK);
1203 g_ptr->info |= CAVE_INNER;
1207 g_ptr->feat = feat_wall_outer;
1208 g_ptr->info &= ~(CAVE_MASK);
1209 g_ptr->info |= CAVE_OUTER;
1212 case GB_OUTER_NOPERM: {
1213 feature_type *f_ptr = &f_info[feat_wall_outer];
1214 if (permanent_wall(f_ptr)) {
1215 g_ptr->feat = (s16b)feat_state(player_ptr, feat_wall_outer, FF_UNPERM);
1217 g_ptr->feat = feat_wall_outer;
1220 g_ptr->info &= ~(CAVE_MASK);
1221 g_ptr->info |= (CAVE_OUTER | CAVE_VAULT);
1225 g_ptr->feat = feat_wall_solid;
1226 g_ptr->info &= ~(CAVE_MASK);
1227 g_ptr->info |= CAVE_SOLID;
1230 case GB_SOLID_PERM: {
1231 g_ptr->feat = feat_permanent;
1232 g_ptr->info &= ~(CAVE_MASK);
1233 g_ptr->info |= CAVE_SOLID;
1236 case GB_SOLID_NOPERM: {
1237 feature_type *f_ptr = &f_info[feat_wall_solid];
1238 if ((g_ptr->info & CAVE_VAULT) && permanent_wall(f_ptr))
1239 g_ptr->feat = (s16b)feat_state(player_ptr, feat_wall_solid, FF_UNPERM);
1241 g_ptr->feat = feat_wall_solid;
1242 g_ptr->info &= ~(CAVE_MASK);
1243 g_ptr->info |= CAVE_SOLID;
1251 if (g_ptr->m_idx > 0)
1252 delete_monster_idx(player_ptr, g_ptr->m_idx);
1256 * 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?
1257 * @param player_ptr プレーヤーへの参照ポインタ
1258 * @param g_ptr グリッドへの参照ポインタ
1259 * @return 照明が消されている地形ならばTRUE
1261 bool darkened_grid(player_type *player_ptr, grid_type *g_ptr)
1263 return ((g_ptr->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && !player_ptr->see_nocto;
1266 void place_bold(player_type *player_ptr, POSITION y, POSITION x, grid_bold_type gb_type)
1268 grid_type *const g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
1269 place_grid(player_ptr, g_ptr, gb_type);
1272 void set_cave_feat(floor_type *floor_ptr, POSITION y, POSITION x, FEAT_IDX feature_idx) { floor_ptr->grid_array[y][x].feat = feature_idx; }
1275 * @todo intをenumに変更する
1277 void add_cave_info(floor_type *floor_ptr, POSITION y, POSITION x, int cave_mask) { floor_ptr->grid_array[y][x].info |= cave_mask; }
1280 * @brief Get feature mimic from f_info[] (applying "mimic" field)
1281 * @param g_ptr グリッドへの参照ポインタ
1284 FEAT_IDX get_feat_mimic(grid_type *g_ptr) { return (f_info[g_ptr->mimic ? g_ptr->mimic : g_ptr->feat].mimic); }
1287 * @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 /
1288 * Attempt to open the given chest at the given location
1289 * @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
1290 * @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
1291 * @param test 地形条件を判定するための関数ポインタ
1292 * @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
1294 * @details Return the number of features around (or under) the character.
1295 * Usually look for doors and floor traps.
1297 int count_dt(player_type *creature_ptr, POSITION *y, POSITION *x, bool (*test)(player_type *, FEAT_IDX), bool under)
1300 for (DIRECTION d = 0; d < 9; d++) {
1303 if ((d == 8) && !under)
1306 POSITION yy = creature_ptr->y + ddy_ddd[d];
1307 POSITION xx = creature_ptr->x + ddx_ddd[d];
1308 g_ptr = &creature_ptr->current_floor_ptr->grid_array[yy][xx];
1309 if (!(g_ptr->info & (CAVE_MARK)))
1312 feat = get_feat_mimic(g_ptr);
1313 if (!((*test)(creature_ptr, feat)))
1324 bool feat_uses_special(FEAT_IDX f_idx) { return has_flag(f_info[(f_idx)].flags, FF_SPECIAL); }