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/dungeon.h"
21 #include "dungeon/quest.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 "spell/spell-types.h"
49 #include "system/floor-type-definition.h"
50 #include "system/grid-type-definition.h"
51 #include "system/monster-race-definition.h"
52 #include "system/monster-type-definition.h"
53 #include "system/object-type-definition.h"
54 #include "system/player-type-definition.h"
55 #include "term/term-color-types.h"
56 #include "util/bit-flags-calculator.h"
57 #include "util/enum-converter.h"
58 #include "util/point-2d.h"
59 #include "view/display-map.h"
60 #include "view/display-messages.h"
61 #include "window/main-window-util.h"
62 #include "world/world.h"
65 #define MONSTER_FLOW_DEPTH \
66 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" */
69 * @brief 新規フロアに入りたてのプレイヤーをランダムな場所に配置する / Returns random co-ordinates for player/monster/object
70 * @param player_ptr プレイヤーへの参照ポインタ
71 * @return 配置に成功したらTRUEを返す
73 bool new_player_spot(player_type *player_ptr)
75 POSITION y = 0, x = 0;
76 int max_attempts = 10000;
81 while (max_attempts--) {
82 /* Pick a legal spot */
83 y = (POSITION)rand_range(1, player_ptr->current_floor_ptr->height - 2);
84 x = (POSITION)rand_range(1, player_ptr->current_floor_ptr->width - 2);
86 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
88 /* Must be a "naked" floor grid */
91 if (is_in_dungeon(player_ptr)) {
92 f_ptr = &f_info[g_ptr->feat];
94 if (max_attempts > 5000) /* Rule 1 */
96 if (f_ptr->flags.has_not(FF::FLOOR))
100 if (f_ptr->flags.has_not(FF::MOVE))
102 if (f_ptr->flags.has(FF::HIT_TRAP))
106 /* Refuse to start on anti-teleport grids in dungeon */
107 if (f_ptr->flags.has_not(FF::TELEPORTABLE))
110 if (!player_can_enter(player_ptr, g_ptr->feat, 0))
112 if (!in_bounds(player_ptr->current_floor_ptr, y, x))
115 /* Refuse to start on anti-teleport grids */
116 if (g_ptr->is_icky())
122 if (max_attempts < 1) /* Should be -1, actually if we failed... */
125 /* Save the new player grid */
133 * @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
134 * @param player_ptr プレイヤーへの参照ポインタ
135 * @param g_ptr マス構造体の参照ポインタ
136 * @return 隠されたドアがあるならTRUEを返す。
138 bool is_hidden_door(player_type *player_ptr, grid_type *g_ptr)
140 if ((g_ptr->mimic || g_ptr->cave_has_flag(FF::SECRET)) && is_closed_door(player_ptr, g_ptr->feat))
147 * @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
150 * @return 指定された座標に照明がかかっているならTRUEを返す。。
152 bool check_local_illumination(player_type *player_ptr, POSITION y, POSITION x)
154 /* Hack -- move towards player */
155 POSITION yy = (y < player_ptr->y) ? (y + 1) : (y > player_ptr->y) ? (y - 1) : y;
156 POSITION xx = (x < player_ptr->x) ? (x + 1) : (x > player_ptr->x) ? (x - 1) : x;
158 /* Check for "local" illumination */
160 /* Check for "complex" illumination */
161 auto *floor_ptr = player_ptr->current_floor_ptr;
162 if ((feat_supports_los(floor_ptr->grid_array[yy][xx].get_feat_mimic()) && (floor_ptr->grid_array[yy][xx].info & CAVE_GLOW))
163 || (feat_supports_los(floor_ptr->grid_array[y][xx].get_feat_mimic()) && (floor_ptr->grid_array[y][xx].info & CAVE_GLOW))
164 || (feat_supports_los(floor_ptr->grid_array[yy][x].get_feat_mimic()) && (floor_ptr->grid_array[yy][x].info & CAVE_GLOW))) {
170 /*! 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 */
171 #define update_local_illumination_aux(C, Y, X) \
173 if (player_has_los_bold((C), (Y), (X))) { \
174 /* Update the monster */ \
175 if ((C)->current_floor_ptr->grid_array[(Y)][(X)].m_idx) \
176 update_monster((C), (C)->current_floor_ptr->grid_array[(Y)][(X)].m_idx, false); \
178 /* Notice and redraw */ \
179 note_spot((C), (Y), (X)); \
180 lite_spot((C), (Y), (X)); \
185 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
186 * @param player_ptr プレイヤーへの参照ポインタ
190 void update_local_illumination(player_type *player_ptr, POSITION y, POSITION x)
195 if (!in_bounds(player_ptr->current_floor_ptr, y, x))
198 if ((y != player_ptr->y) && (x != player_ptr->x)) {
199 yy = (y < player_ptr->y) ? (y - 1) : (y + 1);
200 xx = (x < player_ptr->x) ? (x - 1) : (x + 1);
201 update_local_illumination_aux(player_ptr, yy, xx);
202 update_local_illumination_aux(player_ptr, y, xx);
203 update_local_illumination_aux(player_ptr, yy, x);
204 } else if (x != player_ptr->x) /* y == player_ptr->y */
206 xx = (x < player_ptr->x) ? (x - 1) : (x + 1);
207 for (i = -1; i <= 1; i++) {
209 update_local_illumination_aux(player_ptr, yy, xx);
212 update_local_illumination_aux(player_ptr, yy, x);
214 update_local_illumination_aux(player_ptr, yy, x);
215 } else if (y != player_ptr->y) /* x == player_ptr->x */
217 yy = (y < player_ptr->y) ? (y - 1) : (y + 1);
218 for (i = -1; i <= 1; i++) {
220 update_local_illumination_aux(player_ptr, yy, xx);
223 update_local_illumination_aux(player_ptr, y, xx);
225 update_local_illumination_aux(player_ptr, y, xx);
226 } else /* Player's grid */
228 for (i = 0; i < 8; i++) {
231 update_local_illumination_aux(player_ptr, yy, xx);
237 * @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
238 * @return 視覚に収められていないならTRUEを返す
239 * @details player_can_see_bold()関数の返り値の否定を返している。
241 bool no_lite(player_type *player_ptr)
243 return (!player_can_see_bold(player_ptr, player_ptr->y, player_ptr->x));
247 * Place an attr/char pair at the given map coordinate, if legal.
249 void print_rel(player_type *player_ptr, SYMBOL_CODE c, TERM_COLOR a, POSITION y, POSITION x)
251 /* Only do "legal" locations */
252 if (panel_contains(y, x)) {
253 /* Hack -- fake monochrome */
255 if (current_world_ptr->timewalk_m_idx)
257 else if (is_invuln(player_ptr) || player_ptr->timewalk)
259 else if (player_ptr->wraith_form)
263 /* Draw the char using the attr */
264 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
269 * @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
270 * Memorize interesting viewable object/features in the given grid
272 * This function should only be called on "legal" grids.
274 * This function will memorize the object and/or feature in the given
275 * grid, if they are (1) viewable and (2) interesting. Note that all
276 * objects are interesting, all terrain features except floors (and
277 * invisible traps) are interesting, and floors (and invisible traps)
278 * are interesting sometimes (depending on various options involving
279 * the illumination of floor grids).
281 * The automatic memorization of all objects and non-floor terrain
282 * features as soon as they are displayed allows incredible amounts
283 * of optimization in various places, especially "map_info()".
285 * Note that the memorization of objects is completely separate from
286 * the memorization of terrain features, preventing annoying floor
287 * memorization when a detected object is picked up from a dark floor,
288 * and object memorization when an object is dropped into a floor grid
289 * which is memorized but out-of-sight.
291 * This function should be called every time the "memorization" of
292 * a grid (or the object in a grid) is called into question, such
293 * as when an object is created in a grid, when a terrain feature
294 * "changes" from "floor" to "non-floor", when any grid becomes
295 * "illuminated" or "viewable", and when a "floor" grid becomes
298 * Note the relatively efficient use of this function by the various
299 * "update_view()" and "update_lite()" calls, to allow objects and
300 * terrain features to be memorized (and drawn) whenever they become
301 * viewable or illuminated in any way, but not when they "maintain"
302 * or "lose" their previous viewability or illumination.
304 * Note the butchered "internal" version of "player_can_see_bold()",
305 * optimized primarily for the most common cases, that is, for the
306 * non-marked floor grids.
308 void note_spot(player_type *player_ptr, POSITION y, POSITION x)
310 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
312 /* Blind players see nothing */
313 if (player_ptr->blind)
316 /* Analyze non-torch-lit grids */
317 if (!(g_ptr->info & (CAVE_LITE | CAVE_MNLT))) {
318 /* Require line of sight to the grid */
319 if (!(g_ptr->info & (CAVE_VIEW)))
322 /* Require "perma-lite" of the grid */
323 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) {
325 if (!player_ptr->see_nocto)
330 /* Hack -- memorize objects */
331 for (const auto this_o_idx : g_ptr->o_idx_list) {
332 object_type *o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
334 /* Memorize objects */
335 o_ptr->marked |= OM_FOUND;
338 /* Hack -- memorize grids */
339 if (!g_ptr->is_mark()) {
340 /* Feature code (applying "mimic" field) */
341 feature_type *f_ptr = &f_info[g_ptr->get_feat_mimic()];
343 /* Memorize some "boring" grids */
344 if (f_ptr->flags.has_not(FF::REMEMBER)) {
345 /* Option -- memorize all torch-lit floors */
346 if (view_torch_grids && ((g_ptr->info & (CAVE_LITE | CAVE_MNLT)) || player_ptr->see_nocto)) {
347 g_ptr->info |= (CAVE_MARK);
350 /* Option -- memorize all perma-lit floors */
351 else if (view_perma_grids && ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)) {
352 g_ptr->info |= (CAVE_MARK);
356 /* Memorize normal grids */
357 else if (f_ptr->flags.has(FF::LOS)) {
358 g_ptr->info |= (CAVE_MARK);
361 /* Memorize torch-lit walls */
362 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT)) {
363 g_ptr->info |= (CAVE_MARK);
366 /* Memorize walls seen by noctovision of Ninja */
367 else if (player_ptr->see_nocto) {
368 g_ptr->info |= (CAVE_MARK);
371 /* Memorize certain non-torch-lit wall grids */
372 else if (check_local_illumination(player_ptr, y, x)) {
373 g_ptr->info |= (CAVE_MARK);
377 /* Memorize terrain of the grid */
378 g_ptr->info |= (CAVE_KNOWN);
382 * Redraw (on the screen) a given MAP location
384 * This function should only be called on "legal" grids
386 void lite_spot(player_type *player_ptr, POSITION y, POSITION x)
388 /* Redraw if on screen */
389 if (panel_contains(y, x) && in_bounds2(player_ptr->current_floor_ptr, y, x)) {
395 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
397 /* Hack -- fake monochrome */
399 if (current_world_ptr->timewalk_m_idx)
401 else if (is_invuln(player_ptr) || player_ptr->timewalk)
403 else if (player_ptr->wraith_form)
407 /* Hack -- Queue it */
408 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
410 /* Update sub-windows */
411 player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
416 * Some comments on the grid flags. -BEN-
419 * One of the major bottlenecks in previous versions of Angband was in
420 * the calculation of "line of sight" from the player to various grids,
421 * such as monsters. This was such a nasty bottleneck that a lot of
422 * silly things were done to reduce the dependancy on "line of sight",
423 * for example, you could not "see" any grids in a lit room until you
424 * actually entered the room, and there were all kinds of bizarre grid
425 * flags to enable this behavior. This is also why the "call light"
426 * spells always lit an entire room.
428 * The code below provides functions to calculate the "field of view"
429 * for the player, which, once calculated, provides extremely fast
430 * calculation of "line of sight from the player", and to calculate
431 * the "field of torch lite", which, again, once calculated, provides
432 * extremely fast calculation of "which grids are lit by the player's
433 * lite source". In addition to marking grids as "GRID_VIEW" and/or
434 * "GRID_LITE", as appropriate, these functions maintain an array for
435 * each of these two flags, each array containing the locations of all
436 * of the grids marked with the appropriate flag, which can be used to
437 * very quickly scan through all of the grids in a given set.
439 * To allow more "semantically valid" field of view semantics, whenever
440 * the field of view (or the set of torch lit grids) changes, all of the
441 * grids in the field of view (or the set of torch lit grids) are "drawn"
442 * so that changes in the world will become apparent as soon as possible.
443 * This has been optimized so that only grids which actually "change" are
444 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
445 * of the grids which are entering or leaving the relevent set of grids.
447 * These new methods are so efficient that the old nasty code was removed.
449 * Note that there is no reason to "update" the "viewable space" unless
450 * the player "moves", or walls/doors are created/destroyed, and there
451 * is no reason to "update" the "torch lit grids" unless the field of
452 * view changes, or the "light radius" changes. This means that when
453 * the player is resting, or digging, or doing anything that does not
454 * involve movement or changing the state of the dungeon, there is no
455 * need to update the "view" or the "lite" regions, which is nice.
457 * Note that the calls to the nasty "los()" function have been reduced
458 * to a bare minimum by the use of the new "field of view" calculations.
460 * I wouldn't be surprised if slight modifications to the "update_view()"
461 * function would allow us to determine "reverse line-of-sight" as well
462 * as "normal line-of-sight", which would allow monsters to use a more
463 * "correct" calculation to determine if they can "see" the player. For
464 * now, monsters simply "cheat" somewhat and assume that if the player
465 * has "line of sight" to the monster, then the monster can "pretend"
466 * that it has "line of sight" to the player.
469 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
470 * grid and maintains an array of all "CAVE_LITE" grids.
472 * This set of grids is the complete set of all grids which are lit by
473 * the players light source, which allows the "player_can_see_bold()"
474 * function to work very quickly.
476 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
477 * fact, the player (unless blind) can always "see" all grids which are
478 * marked as "CAVE_LITE", unless they are "off screen".
481 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
482 * grid and maintains an array of all "CAVE_VIEW" grids.
484 * This set of grids is the complete set of all grids within line of sight
485 * of the player, allowing the "player_has_los_bold()" macro to work very
489 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
490 * temporary internal flag to mark those grids which are not only in view,
491 * but which are also "easily" in line of sight of the player. This flag
492 * is always cleared when we are done.
495 * The current "update_lite()" and "update_view()" algorithms use the
496 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
497 * to keep track of which grids were previously marked as "CAVE_LITE" or
498 * "CAVE_VIEW", which allows us to optimize the "screen updates".
500 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
501 * for various other purposes, such as spreading lite or darkness during
502 * "lite_room()" / "unlite_room()", and for calculating monster flow.
505 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
506 * in some way permanently lit. However, for the player to "see" anything
507 * in the grid, as determined by "player_can_see()", the player must not be
508 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
509 * grids, even if marked as "perma lit", are only illuminated if they touch
510 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
513 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
514 * that even if the player cannot "see" the grid, he "knows" the terrain in
515 * that grid. This is used to "remember" walls/doors/stairs/floors when they
516 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
517 * or when one of the "memorize floor grids" options induces memorization.
519 * Objects are "memorized" in a different way, using a special "marked" flag
520 * on the object itself, which is set when an object is observed or detected.
523 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
524 * and should be illuminated by "lite room" and "darkness" spells.
527 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
528 * and should be unavailable for "teleportation" destinations.
531 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
532 * which is observed, and the "view_torch_grids" allows the player to memorize
533 * every torch-lit grid. The player will always memorize important walls,
534 * doors, stairs, and other terrain features, as well as any "detected" grids.
536 * Note that the new "update_view()" method allows, among other things, a room
537 * to be "partially" seen as the player approaches it, with a growing cone of
538 * floor appearing as the player gets closer to the door. Also, by not turning
539 * on the "memorize perma-lit grids" option, the player will only "see" those
540 * floor grids which are actually in line of sight.
542 * And my favorite "plus" is that you can now use a special option to draw the
543 * "floors" in the "viewable region" brightly (actually, to draw the *other*
544 * grids dimly), providing a "pretty" effect as the player runs around, and
545 * to efficiently display the "torch lite" in a special color.
548 * Some comments on the "update_view()" algorithm...
550 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
551 * and only has to call "los()" on the borderline cases. The major axes/diags
552 * even terminate early when they hit walls. I need to find a quick way
553 * to "terminate" the other scans.
555 * Note that in the worst case (a big empty area with say 5% scattered walls),
556 * each of the 1500 or so nearby grids is checked once, most of them getting
557 * an "instant" rating, and only a small portion requiring a call to "los()".
559 * The only time that the algorithm appears to be "noticeably" too slow is
560 * when running, and this is usually only important in town, since the town
561 * provides about the worst scenario possible, with large open regions and
562 * a few scattered obstructions. There is a special "efficiency" option to
563 * allow the player to reduce his field of view in town, if needed.
565 * In the "best" case (say, a normal stretch of corridor), the algorithm
566 * makes one check for each viewable grid, and makes no calls to "los()".
567 * So running in corridors is very fast, and if a lot of monsters are
568 * nearby, it is much faster than the old methods.
570 * Note that resting, most normal commands, and several forms of running,
571 * plus all commands executed near large groups of monsters, are strictly
572 * more efficient with "update_view()" that with the old "compute los() on
573 * demand" method, primarily because once the "field of view" has been
574 * calculated, it does not have to be recalculated until the player moves
575 * (or a wall or door is created or destroyed).
577 * Note that we no longer have to do as many "los()" checks, since once the
578 * "view" region has been built, very few things cause it to be "changed"
579 * (player movement, and the opening/closing of doors, changes in wall status).
580 * Note that door/wall changes are only relevant when the door/wall itself is
581 * in the "view" region.
583 * The algorithm seems to only call "los()" from zero to ten times, usually
584 * only when coming down a corridor into a room, or standing in a room, just
585 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
586 * we will be reducing the calls to "los()".
588 * I am thinking in terms of an algorithm that "walks" from the central point
589 * out to the maximal "distance", at each point, determining the "view" code
590 * (above). For each grid not on a major axis or diagonal, the "view" code
591 * depends on the "cave_los_bold()" and "view" of exactly two other grids
592 * (the one along the nearest diagonal, and the one next to that one, see
593 * "update_view_aux()"...).
595 * We "memorize" the viewable space array, so that at the cost of under 3000
596 * bytes, we reduce the time taken by "forget_view()" to one assignment for
597 * each grid actually in the "viewable space". And for another 3000 bytes,
598 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
599 * are also used by other routines, thus reducing the cost to almost nothing.
601 * A similar thing is done for "forget_lite()" in which case the savings are
602 * much less, but save us from doing bizarre maintenance checking.
604 * In the worst "normal" case (in the middle of the town), the reachable space
605 * actually reaches to more than half of the largest possible "circle" of view,
606 * or about 800 grids, and in the worse case (in the middle of a dungeon level
607 * where all the walls have been removed), the reachable space actually reaches
608 * the theoretical maximum size of just under 1500 grids.
610 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
611 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
612 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
613 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
614 * entire possible space (including initialization) in one step per grid. If
615 * we do the "clearing" as a separate step (and use an array of "view" grids),
616 * then the clearing will take as many steps as grids that were viewed, and the
617 * algorithm will be able to "stop" scanning at various points.
618 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
622 * Hack - speed up the update_flow algorithm by only doing
623 * it everytime the player moves out of LOS of the last
626 static POSITION flow_x = 0;
627 static POSITION flow_y = 0;
630 * Hack -- fill in the "cost" field of every grid that the player
631 * can "reach" with the number of steps needed to reach that grid.
632 * This also yields the "distance" of the player from every grid.
634 * In addition, mark the "when" of the grids that can reach
635 * the player with the incremented value of "flow_n".
637 * Hack -- use the "seen" array as a "circular queue".
639 * We do not need a priority queue because the cost from grid
640 * to grid is always "one" and we process them in order.
642 void update_flow(player_type *player_ptr)
646 floor_type *f_ptr = player_ptr->current_floor_ptr;
648 /* The last way-point is on the map */
649 if (player_ptr->running && in_bounds(f_ptr, flow_y, flow_x)) {
650 /* The way point is in sight - do not update. (Speedup) */
651 if (f_ptr->grid_array[flow_y][flow_x].info & CAVE_VIEW)
655 /* Erase all of the current flow information */
656 for (y = 0; y < f_ptr->height; y++) {
657 for (x = 0; x < f_ptr->width; x++) {
658 memset(&f_ptr->grid_array[y][x].costs, 0, sizeof(f_ptr->grid_array[y][x].costs));
659 memset(&f_ptr->grid_array[y][x].dists, 0, sizeof(f_ptr->grid_array[y][x].dists));
663 /* Save player position */
664 flow_y = player_ptr->y;
665 flow_x = player_ptr->x;
667 for (int i = 0; i < FLOW_MAX; i++) {
669 std::queue<Pos2D> que;
670 que.emplace(player_ptr->y, player_ptr->x);
672 /* Now process the queue */
673 while (!que.empty()) {
674 /* Extract the next entry */
675 const auto [ty, tx] = que.front();
678 /* Add the "children" */
679 for (d = 0; d < 8; d++) {
680 byte m = player_ptr->current_floor_ptr->grid_array[ty][tx].costs[i] + 1;
681 byte n = player_ptr->current_floor_ptr->grid_array[ty][tx].dists[i] + 1;
687 /* Ignore player's grid */
688 if (player_bold(player_ptr, y, x))
691 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
693 if (is_closed_door(player_ptr, g_ptr->feat))
696 /* Ignore "pre-stamped" entries */
697 if (g_ptr->dists[i] != 0 && g_ptr->dists[i] <= n && g_ptr->costs[i] <= m)
700 /* Ignore "walls", "holes" and "rubble" */
701 bool can_move = false;
704 can_move = g_ptr->cave_has_flag(FF::MOVE) || g_ptr->cave_has_flag(FF::CAN_FLY);
707 can_move = g_ptr->cave_has_flag(FF::MOVE);
711 if (!can_move && !is_closed_door(player_ptr, g_ptr->feat))
714 /* Save the flow cost */
715 if (g_ptr->costs[i] == 0 || g_ptr->costs[i] > m)
717 if (g_ptr->dists[i] == 0 || g_ptr->dists[i] > n)
720 /* Hack -- limit flow depth */
721 if (n == MONSTER_FLOW_DEPTH)
724 /* Enqueue that entry */
732 * Take a feature, determine what that feature becomes
733 * through applying the given action.
735 FEAT_IDX feat_state(floor_type *floor_ptr, FEAT_IDX feat, FF action)
737 feature_type *f_ptr = &f_info[feat];
740 /* Get the new feature */
741 for (i = 0; i < MAX_FEAT_STATES; i++) {
742 if (f_ptr->state[i].action == action)
743 return conv_dungeon_feat(floor_ptr, f_ptr->state[i].result);
746 if (f_ptr->flags.has(FF::PERMANENT))
749 return (feature_action_flags[enum2i(action)] & FAF_DESTROY) ? conv_dungeon_feat(floor_ptr, f_ptr->destroyed) : feat;
753 * Takes a location and action and changes the feature at that
754 * location through applying the given action.
756 void cave_alter_feat(player_type *player_ptr, POSITION y, POSITION x, FF action)
758 /* Set old feature */
759 floor_type *floor_ptr = player_ptr->current_floor_ptr;
760 FEAT_IDX oldfeat = floor_ptr->grid_array[y][x].feat;
762 /* Get the new feat */
763 FEAT_IDX newfeat = feat_state(player_ptr->current_floor_ptr, oldfeat, action);
766 if (newfeat == oldfeat)
769 /* Set the new feature */
770 cave_set_feat(player_ptr, y, x, newfeat);
772 if (!(feature_action_flags[enum2i(action)] & FAF_NO_DROP)) {
773 feature_type *old_f_ptr = &f_info[oldfeat];
774 feature_type *f_ptr = &f_info[newfeat];
778 if (old_f_ptr->flags.has(FF::HAS_GOLD) && f_ptr->flags.has_not(FF::HAS_GOLD)) {
779 /* Place some gold */
780 place_gold(player_ptr, y, x);
785 if (old_f_ptr->flags.has(FF::HAS_ITEM) && f_ptr->flags.has_not(FF::HAS_ITEM) && (randint0(100) < (15 - floor_ptr->dun_level / 2))) {
787 place_object(player_ptr, y, x, 0L);
791 if (found && current_world_ptr->character_dungeon && player_can_see_bold(player_ptr, y, x)) {
792 msg_print(_("何かを発見した!", "You have found something!"));
796 if (feature_action_flags[enum2i(action)] & FAF_CRASH_GLASS) {
797 feature_type *old_f_ptr = &f_info[oldfeat];
799 if (old_f_ptr->flags.has(FF::GLASS) && current_world_ptr->character_dungeon) {
800 project(player_ptr, PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(floor_ptr->dun_level, 100) / 4, GF_SHARDS,
801 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI));
806 /* Remove a mirror */
807 void remove_mirror(player_type *player_ptr, POSITION y, POSITION x)
809 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
811 /* Remove the mirror */
812 g_ptr->info &= ~(CAVE_OBJECT);
815 if (d_info[player_ptr->dungeon_idx].flags.has(DF::DARKNESS)) {
816 g_ptr->info &= ~(CAVE_GLOW);
817 if (!view_torch_grids)
818 g_ptr->info &= ~(CAVE_MARK);
820 update_monster(player_ptr, g_ptr->m_idx, false);
822 update_local_illumination(player_ptr, y, x);
825 note_spot(player_ptr, y, x);
827 lite_spot(player_ptr, y, x);
831 * @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。
832 * @param player_ptr プレイヤーへの参照ポインタ
833 * @param m_idx モンスターID
837 * @return テレポート先として妥当ならばtrue
839 bool cave_monster_teleportable_bold(player_type *player_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, teleport_flags mode)
841 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
842 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
843 feature_type *f_ptr = &f_info[g_ptr->feat];
845 /* Require "teleportable" space */
846 if (f_ptr->flags.has_not(FF::TELEPORTABLE))
849 if (g_ptr->m_idx && (g_ptr->m_idx != m_idx))
851 if (player_bold(player_ptr, y, x))
854 /* Hack -- no teleport onto rune of protection */
855 if (g_ptr->is_rune_protection())
857 if (g_ptr->is_rune_explosion())
860 if (!(mode & TELEPORT_PASSIVE)) {
861 if (!monster_can_cross_terrain(player_ptr, g_ptr->feat, &r_info[m_ptr->r_idx], 0))
869 * @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。
870 * @param player_ptr プレイヤーへの参照ポインタ
874 * @return テレポート先として妥当ならばtrue
876 bool cave_player_teleportable_bold(player_type *player_ptr, POSITION y, POSITION x, teleport_flags mode)
878 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
879 feature_type *f_ptr = &f_info[g_ptr->feat];
881 /* Require "teleportable" space */
882 if (f_ptr->flags.has_not(FF::TELEPORTABLE))
885 /* No magical teleporting into vaults and such */
886 if (!(mode & TELEPORT_NONMAGICAL) && g_ptr->is_icky())
889 if (g_ptr->m_idx && (g_ptr->m_idx != player_ptr->riding))
892 /* don't teleport on a trap. */
893 if (f_ptr->flags.has(FF::HIT_TRAP))
896 if (!(mode & TELEPORT_PASSIVE)) {
897 if (!player_can_enter(player_ptr, g_ptr->feat, 0))
900 if (f_ptr->flags.has_all_of({ FF::WATER, FF::DEEP })) {
901 if (!player_ptr->levitation && !player_ptr->can_swim)
905 if (f_ptr->flags.has(FF::LAVA) && !has_immune_fire(player_ptr) && !is_invuln(player_ptr)) {
906 /* Always forbid deep lava */
907 if (f_ptr->flags.has(FF::DEEP))
910 /* Forbid shallow lava when the player don't have levitation */
911 if (!player_ptr->levitation)
920 * @brief 地形は開くものであって、かつ開かれているかを返す /
921 * Attempt to open the given chest at the given location
923 * @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
925 bool is_open(player_type *player_ptr, FEAT_IDX feat)
927 return f_info[feat].flags.has(FF::CLOSE) && (feat != feat_state(player_ptr->current_floor_ptr, feat, FF::CLOSE));
931 * @brief プレイヤーが地形踏破可能かを返す
932 * @param feature 判定したい地形ID
933 * @param mode 移動に関するオプションフラグ
934 * @return 移動可能ならばTRUEを返す
936 bool player_can_enter(player_type *player_ptr, FEAT_IDX feature, BIT_FLAGS16 mode)
938 feature_type *f_ptr = &f_info[feature];
940 if (player_ptr->riding)
941 return monster_can_cross_terrain(
942 player_ptr, feature, &r_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx], mode | CEM_RIDING);
944 if (f_ptr->flags.has(FF::PATTERN)) {
945 if (!(mode & CEM_P_CAN_ENTER_PATTERN))
949 if (f_ptr->flags.has(FF::CAN_FLY) && player_ptr->levitation)
951 if (f_ptr->flags.has(FF::CAN_SWIM) && player_ptr->can_swim)
953 if (f_ptr->flags.has(FF::CAN_PASS) && has_pass_wall(player_ptr))
956 if (f_ptr->flags.has_not(FF::MOVE))
962 void place_grid(player_type *player_ptr, grid_type *g_ptr, grid_bold_type gb_type)
966 g_ptr->feat = feat_ground_type[randint0(100)];
967 g_ptr->info &= ~(CAVE_MASK);
968 g_ptr->info |= CAVE_FLOOR;
972 g_ptr->feat = feat_wall_type[randint0(100)];
973 g_ptr->info &= ~(CAVE_MASK);
974 g_ptr->info |= CAVE_EXTRA;
977 case GB_EXTRA_PERM: {
978 g_ptr->feat = feat_permanent;
979 g_ptr->info &= ~(CAVE_MASK);
980 g_ptr->info |= CAVE_EXTRA;
984 g_ptr->feat = feat_wall_inner;
985 g_ptr->info &= ~(CAVE_MASK);
986 g_ptr->info |= CAVE_INNER;
989 case GB_INNER_PERM: {
990 g_ptr->feat = feat_permanent;
991 g_ptr->info &= ~(CAVE_MASK);
992 g_ptr->info |= CAVE_INNER;
996 g_ptr->feat = feat_wall_outer;
997 g_ptr->info &= ~(CAVE_MASK);
998 g_ptr->info |= CAVE_OUTER;
1001 case GB_OUTER_NOPERM: {
1002 feature_type *f_ptr = &f_info[feat_wall_outer];
1003 if (permanent_wall(f_ptr)) {
1004 g_ptr->feat = (int16_t)feat_state(player_ptr->current_floor_ptr, feat_wall_outer, FF::UNPERM);
1006 g_ptr->feat = feat_wall_outer;
1009 g_ptr->info &= ~(CAVE_MASK);
1010 g_ptr->info |= (CAVE_OUTER | CAVE_VAULT);
1014 g_ptr->feat = feat_wall_solid;
1015 g_ptr->info &= ~(CAVE_MASK);
1016 g_ptr->info |= CAVE_SOLID;
1019 case GB_SOLID_PERM: {
1020 g_ptr->feat = feat_permanent;
1021 g_ptr->info &= ~(CAVE_MASK);
1022 g_ptr->info |= CAVE_SOLID;
1025 case GB_SOLID_NOPERM: {
1026 feature_type *f_ptr = &f_info[feat_wall_solid];
1027 if ((g_ptr->info & CAVE_VAULT) && permanent_wall(f_ptr))
1028 g_ptr->feat = (int16_t)feat_state(player_ptr->current_floor_ptr, feat_wall_solid, FF::UNPERM);
1030 g_ptr->feat = feat_wall_solid;
1031 g_ptr->info &= ~(CAVE_MASK);
1032 g_ptr->info |= CAVE_SOLID;
1040 if (g_ptr->m_idx > 0)
1041 delete_monster_idx(player_ptr, g_ptr->m_idx);
1045 * 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?
1046 * @param player_ptr プレイヤーへの参照ポインタ
1047 * @param g_ptr グリッドへの参照ポインタ
1048 * @return 照明が消されている地形ならばTRUE
1050 bool darkened_grid(player_type *player_ptr, grid_type *g_ptr)
1052 return ((g_ptr->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && !player_ptr->see_nocto;
1055 void place_bold(player_type *player_ptr, POSITION y, POSITION x, grid_bold_type gb_type)
1057 grid_type *const g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
1058 place_grid(player_ptr, g_ptr, gb_type);
1061 void set_cave_feat(floor_type *floor_ptr, POSITION y, POSITION x, FEAT_IDX feature_idx)
1063 floor_ptr->grid_array[y][x].feat = feature_idx;
1067 * @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 /
1068 * Attempt to open the given chest at the given location
1069 * @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
1070 * @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
1071 * @param test 地形条件を判定するための関数ポインタ
1072 * @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
1074 * @details Return the number of features around (or under) the character.
1075 * Usually look for doors and floor traps.
1077 int count_dt(player_type *player_ptr, POSITION *y, POSITION *x, bool (*test)(player_type *, FEAT_IDX), bool under)
1080 for (DIRECTION d = 0; d < 9; d++) {
1083 if ((d == 8) && !under)
1086 POSITION yy = player_ptr->y + ddy_ddd[d];
1087 POSITION xx = player_ptr->x + ddx_ddd[d];
1088 g_ptr = &player_ptr->current_floor_ptr->grid_array[yy][xx];
1089 if (!g_ptr->is_mark())
1092 feat = g_ptr->get_feat_mimic();
1093 if (!((*test)(player_ptr, feat)))
1105 * @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.
1107 bool feat_uses_special(FEAT_IDX f_idx)
1109 return f_info[(f_idx)].flags.has(FF::SPECIAL);
1113 * This function allows us to efficiently add a grid to the "lite" array,
1114 * note that we are never called for illegal grids, or for grids which
1115 * have already been placed into the "lite" array, and we are never
1116 * called when the "lite" array is full.
1118 void cave_lite_hack(floor_type *floor_ptr, POSITION y, POSITION x)
1120 auto *g_ptr = &floor_ptr->grid_array[y][x];
1121 if (g_ptr->is_lite()) {
1125 g_ptr->info |= CAVE_LITE;
1126 floor_ptr->lite_y[floor_ptr->lite_n] = y;
1127 floor_ptr->lite_x[floor_ptr->lite_n++] = x;
1131 * For delayed visual update
1133 void cave_redraw_later(floor_type *floor_ptr, POSITION y, POSITION x)
1135 auto *g_ptr = &floor_ptr->grid_array[y][x];
1136 if (g_ptr->is_redraw()) {
1140 g_ptr->info |= CAVE_REDRAW;
1141 floor_ptr->redraw_y[floor_ptr->redraw_n] = y;
1142 floor_ptr->redraw_x[floor_ptr->redraw_n++] = x;
1146 * For delayed visual update
1148 void cave_note_and_redraw_later(floor_type *floor_ptr, POSITION y, POSITION x)
1150 floor_ptr->grid_array[y][x].info |= CAVE_NOTE;
1151 cave_redraw_later(floor_ptr, y, x);
1154 void cave_view_hack(floor_type *floor_ptr, POSITION y, POSITION x)
1156 auto *g_ptr = &floor_ptr->grid_array[y][x];
1157 if (g_ptr->is_view()) {
1161 g_ptr->info |= CAVE_VIEW;
1162 floor_ptr->view_y[floor_ptr->view_n] = y;
1163 floor_ptr->view_x[floor_ptr->view_n] = x;
1164 floor_ptr->view_n++;