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 if (!player_has_los_bold(player_ptr, y, x)) {
193 const auto &grid = player_ptr->current_floor_ptr->grid_array[y][x];
194 if (grid.m_idx > 0) {
195 update_monster(player_ptr, grid.m_idx, false);
198 note_spot(player_ptr, y, x);
199 lite_spot(player_ptr, y, x);
203 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
204 * @param player_ptr プレイヤーへの参照ポインタ
208 void update_local_illumination(PlayerType *player_ptr, POSITION y, POSITION x)
213 if (!in_bounds(player_ptr->current_floor_ptr, y, x)) {
217 if ((y != player_ptr->y) && (x != player_ptr->x)) {
218 yy = (y < player_ptr->y) ? (y - 1) : (y + 1);
219 xx = (x < player_ptr->x) ? (x - 1) : (x + 1);
220 update_local_illumination_aux(player_ptr, yy, xx);
221 update_local_illumination_aux(player_ptr, y, xx);
222 update_local_illumination_aux(player_ptr, yy, x);
223 } else if (x != player_ptr->x) /* y == player_ptr->y */
225 xx = (x < player_ptr->x) ? (x - 1) : (x + 1);
226 for (i = -1; i <= 1; i++) {
228 update_local_illumination_aux(player_ptr, yy, xx);
231 update_local_illumination_aux(player_ptr, yy, x);
233 update_local_illumination_aux(player_ptr, yy, x);
234 } else if (y != player_ptr->y) /* x == player_ptr->x */
236 yy = (y < player_ptr->y) ? (y - 1) : (y + 1);
237 for (i = -1; i <= 1; i++) {
239 update_local_illumination_aux(player_ptr, yy, xx);
242 update_local_illumination_aux(player_ptr, y, xx);
244 update_local_illumination_aux(player_ptr, y, xx);
245 } else /* Player's grid */
247 for (i = 0; i < 8; i++) {
250 update_local_illumination_aux(player_ptr, yy, xx);
256 * @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
257 * @return 視覚に収められていないならTRUEを返す
258 * @details player_can_see_bold()関数の返り値の否定を返している。
260 bool no_lite(PlayerType *player_ptr)
262 return !player_can_see_bold(player_ptr, player_ptr->y, player_ptr->x);
266 * Place an attr/char pair at the given map coordinate, if legal.
268 void print_rel(PlayerType *player_ptr, char c, TERM_COLOR a, POSITION y, POSITION x)
270 /* Only do "legal" locations */
271 if (panel_contains(y, x)) {
272 /* Hack -- fake monochrome */
274 if (w_ptr->timewalk_m_idx) {
276 } else if (is_invuln(player_ptr) || player_ptr->timewalk) {
278 } else if (player_ptr->wraith_form) {
283 /* Draw the char using the attr */
284 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
288 void print_bolt_pict(PlayerType *player_ptr, POSITION y, POSITION x, POSITION ny, POSITION nx, AttributeType typ)
290 const auto [a, c] = bolt_pict(y, x, ny, nx, typ);
291 print_rel(player_ptr, c, a, ny, nx);
295 * Memorize interesting viewable object/features in the given grid
297 * This function should only be called on "legal" grids.
299 * This function will memorize the object and/or feature in the given
300 * grid, if they are (1) viewable and (2) interesting. Note that all
301 * objects are interesting, all terrain features except floors (and
302 * invisible traps) are interesting, and floors (and invisible traps)
303 * are interesting sometimes (depending on various options involving
304 * the illumination of floor grids).
306 * The automatic memorization of all objects and non-floor terrain
307 * features as soon as they are displayed allows incredible amounts
308 * of optimization in various places, especially "map_info()".
310 * Note that the memorization of objects is completely separate from
311 * the memorization of terrain features, preventing annoying floor
312 * memorization when a detected object is picked up from a dark floor,
313 * and object memorization when an object is dropped into a floor grid
314 * which is memorized but out-of-sight.
316 * This function should be called every time the "memorization" of
317 * a grid (or the object in a grid) is called into question, such
318 * as when an object is created in a grid, when a terrain feature
319 * "changes" from "floor" to "non-floor", when any grid becomes
320 * "illuminated" or "viewable", and when a "floor" grid becomes
323 * Note the relatively efficient use of this function by the various
324 * "update_view()" and "update_lite()" calls, to allow objects and
325 * terrain features to be memorized (and drawn) whenever they become
326 * viewable or illuminated in any way, but not when they "maintain"
327 * or "lose" their previous viewability or illumination.
329 * Note the butchered "internal" version of "player_can_see_bold()",
330 * optimized primarily for the most common cases, that is, for the
331 * non-marked floor grids.
333 void note_spot(PlayerType *player_ptr, POSITION y, POSITION x)
335 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
337 /* Blind players see nothing */
338 if (player_ptr->effects()->blindness()->is_blind()) {
342 /* Analyze non-torch-lit grids */
343 if (!(g_ptr->info & (CAVE_LITE | CAVE_MNLT))) {
344 /* Require line of sight to the grid */
345 if (!(g_ptr->info & (CAVE_VIEW))) {
349 /* Require "perma-lite" of the grid */
350 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) {
352 if (!player_ptr->see_nocto) {
358 /* Hack -- memorize objects */
359 for (const auto this_o_idx : g_ptr->o_idx_list) {
360 auto *o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
362 /* Memorize objects */
363 o_ptr->marked.set(OmType::FOUND);
364 RedrawingFlagsUpdater::get_instance().set_flag(SubWindowRedrawingFlag::FOUND_ITEMS);
367 /* Hack -- memorize grids */
368 if (!g_ptr->is_mark()) {
369 /* Feature code (applying "mimic" field) */
370 auto *f_ptr = &terrains_info[g_ptr->get_feat_mimic()];
372 /* Memorize some "boring" grids */
373 if (f_ptr->flags.has_not(TerrainCharacteristics::REMEMBER)) {
374 /* Option -- memorize all torch-lit floors */
375 if (view_torch_grids && ((g_ptr->info & (CAVE_LITE | CAVE_MNLT)) || player_ptr->see_nocto)) {
376 g_ptr->info |= (CAVE_MARK);
379 /* Option -- memorize all perma-lit floors */
380 else if (view_perma_grids && ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)) {
381 g_ptr->info |= (CAVE_MARK);
385 /* Memorize normal grids */
386 else if (f_ptr->flags.has(TerrainCharacteristics::LOS)) {
387 g_ptr->info |= (CAVE_MARK);
390 /* Memorize torch-lit walls */
391 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT)) {
392 g_ptr->info |= (CAVE_MARK);
395 /* Memorize walls seen by noctovision of Ninja */
396 else if (player_ptr->see_nocto) {
397 g_ptr->info |= (CAVE_MARK);
400 /* Memorize certain non-torch-lit wall grids */
401 else if (check_local_illumination(player_ptr, y, x)) {
402 g_ptr->info |= (CAVE_MARK);
406 /* Memorize terrain of the grid */
407 g_ptr->info |= (CAVE_KNOWN);
411 * Redraw (on the screen) a given MAP location
413 * This function should only be called on "legal" grids
415 void lite_spot(PlayerType *player_ptr, POSITION y, POSITION x)
417 if (panel_contains(y, x) && in_bounds2(player_ptr->current_floor_ptr, y, x)) {
423 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
425 if (w_ptr->timewalk_m_idx) {
427 } else if (is_invuln(player_ptr) || player_ptr->timewalk) {
429 } else if (player_ptr->wraith_form) {
434 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
436 SubWindowRedrawingFlag::OVERHEAD,
437 SubWindowRedrawingFlag::DUNGEON,
439 RedrawingFlagsUpdater::get_instance().set_flags(flags);
444 * Some comments on the grid flags. -BEN-
447 * One of the major bottlenecks in previous versions of Angband was in
448 * the calculation of "line of sight" from the player to various grids,
449 * such as monsters. This was such a nasty bottleneck that a lot of
450 * silly things were done to reduce the dependancy on "line of sight",
451 * for example, you could not "see" any grids in a lit room until you
452 * actually entered the room, and there were all kinds of bizarre grid
453 * flags to enable this behavior. This is also why the "call light"
454 * spells always lit an entire room.
456 * The code below provides functions to calculate the "field of view"
457 * for the player, which, once calculated, provides extremely fast
458 * calculation of "line of sight from the player", and to calculate
459 * the "field of torch lite", which, again, once calculated, provides
460 * extremely fast calculation of "which grids are lit by the player's
461 * lite source". In addition to marking grids as "GRID_VIEW" and/or
462 * "GRID_LITE", as appropriate, these functions maintain an array for
463 * each of these two flags, each array containing the locations of all
464 * of the grids marked with the appropriate flag, which can be used to
465 * very quickly scan through all of the grids in a given set.
467 * To allow more "semantically valid" field of view semantics, whenever
468 * the field of view (or the set of torch lit grids) changes, all of the
469 * grids in the field of view (or the set of torch lit grids) are "drawn"
470 * so that changes in the world will become apparent as soon as possible.
471 * This has been optimized so that only grids which actually "change" are
472 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
473 * of the grids which are entering or leaving the relevent set of grids.
475 * These new methods are so efficient that the old nasty code was removed.
477 * Note that there is no reason to "update" the "viewable space" unless
478 * the player "moves", or walls/doors are created/destroyed, and there
479 * is no reason to "update" the "torch lit grids" unless the field of
480 * view changes, or the "light radius" changes. This means that when
481 * the player is resting, or digging, or doing anything that does not
482 * involve movement or changing the state of the dungeon, there is no
483 * need to update the "view" or the "lite" regions, which is nice.
485 * Note that the calls to the nasty "los()" function have been reduced
486 * to a bare minimum by the use of the new "field of view" calculations.
488 * I wouldn't be surprised if slight modifications to the "update_view()"
489 * function would allow us to determine "reverse line-of-sight" as well
490 * as "normal line-of-sight", which would allow monsters to use a more
491 * "correct" calculation to determine if they can "see" the player. For
492 * now, monsters simply "cheat" somewhat and assume that if the player
493 * has "line of sight" to the monster, then the monster can "pretend"
494 * that it has "line of sight" to the player.
497 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
498 * grid and maintains an array of all "CAVE_LITE" grids.
500 * This set of grids is the complete set of all grids which are lit by
501 * the players light source, which allows the "player_can_see_bold()"
502 * function to work very quickly.
504 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
505 * fact, the player (unless blind) can always "see" all grids which are
506 * marked as "CAVE_LITE", unless they are "off screen".
509 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
510 * grid and maintains an array of all "CAVE_VIEW" grids.
512 * This set of grids is the complete set of all grids within line of sight
513 * of the player, allowing the "player_has_los_bold()" macro to work very
517 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
518 * temporary internal flag to mark those grids which are not only in view,
519 * but which are also "easily" in line of sight of the player. This flag
520 * is always cleared when we are done.
523 * The current "update_lite()" and "update_view()" algorithms use the
524 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
525 * to keep track of which grids were previously marked as "CAVE_LITE" or
526 * "CAVE_VIEW", which allows us to optimize the "screen updates".
528 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
529 * for various other purposes, such as spreading lite or darkness during
530 * "lite_room()" / "unlite_room()", and for calculating monster flow.
533 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
534 * in some way permanently lit. However, for the player to "see" anything
535 * in the grid, as determined by "player_can_see()", the player must not be
536 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
537 * grids, even if marked as "perma lit", are only illuminated if they touch
538 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
541 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
542 * that even if the player cannot "see" the grid, he "knows" the terrain in
543 * that grid. This is used to "remember" walls/doors/stairs/floors when they
544 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
545 * or when one of the "memorize floor grids" options induces memorization.
547 * Objects are "memorized" in a different way, using a special "marked" flag
548 * on the object itself, which is set when an object is observed or detected.
551 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
552 * and should be illuminated by "lite room" and "darkness" spells.
555 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
556 * and should be unavailable for "teleportation" destinations.
559 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
560 * which is observed, and the "view_torch_grids" allows the player to memorize
561 * every torch-lit grid. The player will always memorize important walls,
562 * doors, stairs, and other terrain features, as well as any "detected" grids.
564 * Note that the new "update_view()" method allows, among other things, a room
565 * to be "partially" seen as the player approaches it, with a growing cone of
566 * floor appearing as the player gets closer to the door. Also, by not turning
567 * on the "memorize perma-lit grids" option, the player will only "see" those
568 * floor grids which are actually in line of sight.
570 * And my favorite "plus" is that you can now use a special option to draw the
571 * "floors" in the "viewable region" brightly (actually, to draw the *other*
572 * grids dimly), providing a "pretty" effect as the player runs around, and
573 * to efficiently display the "torch lite" in a special color.
576 * Some comments on the "update_view()" algorithm...
578 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
579 * and only has to call "los()" on the borderline cases. The major axes/diags
580 * even terminate early when they hit walls. I need to find a quick way
581 * to "terminate" the other scans.
583 * Note that in the worst case (a big empty area with say 5% scattered walls),
584 * each of the 1500 or so nearby grids is checked once, most of them getting
585 * an "instant" rating, and only a small portion requiring a call to "los()".
587 * The only time that the algorithm appears to be "noticeably" too slow is
588 * when running, and this is usually only important in town, since the town
589 * provides about the worst scenario possible, with large open regions and
590 * a few scattered obstructions. There is a special "efficiency" option to
591 * allow the player to reduce his field of view in town, if needed.
593 * In the "best" case (say, a normal stretch of corridor), the algorithm
594 * makes one check for each viewable grid, and makes no calls to "los()".
595 * So running in corridors is very fast, and if a lot of monsters are
596 * nearby, it is much faster than the old methods.
598 * Note that resting, most normal commands, and several forms of running,
599 * plus all commands executed near large groups of monsters, are strictly
600 * more efficient with "update_view()" that with the old "compute los() on
601 * demand" method, primarily because once the "field of view" has been
602 * calculated, it does not have to be recalculated until the player moves
603 * (or a wall or door is created or destroyed).
605 * Note that we no longer have to do as many "los()" checks, since once the
606 * "view" region has been built, very few things cause it to be "changed"
607 * (player movement, and the opening/closing of doors, changes in wall status).
608 * Note that door/wall changes are only relevant when the door/wall itself is
609 * in the "view" region.
611 * The algorithm seems to only call "los()" from zero to ten times, usually
612 * only when coming down a corridor into a room, or standing in a room, just
613 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
614 * we will be reducing the calls to "los()".
616 * I am thinking in terms of an algorithm that "walks" from the central point
617 * out to the maximal "distance", at each point, determining the "view" code
618 * (above). For each grid not on a major axis or diagonal, the "view" code
619 * depends on the "cave_los_bold()" and "view" of exactly two other grids
620 * (the one along the nearest diagonal, and the one next to that one, see
621 * "update_view_aux()"...).
623 * We "memorize" the viewable space array, so that at the cost of under 3000
624 * bytes, we reduce the time taken by "forget_view()" to one assignment for
625 * each grid actually in the "viewable space". And for another 3000 bytes,
626 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
627 * are also used by other routines, thus reducing the cost to almost nothing.
629 * A similar thing is done for "forget_lite()" in which case the savings are
630 * much less, but save us from doing bizarre maintenance checking.
632 * In the worst "normal" case (in the middle of the town), the reachable space
633 * actually reaches to more than half of the largest possible "circle" of view,
634 * or about 800 grids, and in the worse case (in the middle of a dungeon level
635 * where all the walls have been removed), the reachable space actually reaches
636 * the theoretical maximum size of just under 1500 grids.
638 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
639 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
640 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
641 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
642 * entire possible space (including initialization) in one step per grid. If
643 * we do the "clearing" as a separate step (and use an array of "view" grids),
644 * then the clearing will take as many steps as grids that were viewed, and the
645 * algorithm will be able to "stop" scanning at various points.
646 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
650 * Hack - speed up the update_flow algorithm by only doing
651 * it everytime the player moves out of LOS of the last
654 static POSITION flow_x = 0;
655 static POSITION flow_y = 0;
658 * Hack -- fill in the "cost" field of every grid that the player
659 * can "reach" with the number of steps needed to reach that grid.
660 * This also yields the "distance" of the player from every grid.
662 * In addition, mark the "when" of the grids that can reach
663 * the player with the incremented value of "flow_n".
665 * Hack -- use the "seen" array as a "circular queue".
667 * We do not need a priority queue because the cost from grid
668 * to grid is always "one" and we process them in order.
670 void update_flow(PlayerType *player_ptr)
674 auto &floor = *player_ptr->current_floor_ptr;
676 /* The last way-point is on the map */
677 if (player_ptr->running && in_bounds(&floor, flow_y, flow_x)) {
678 /* The way point is in sight - do not update. (Speedup) */
679 if (floor.grid_array[flow_y][flow_x].info & CAVE_VIEW) {
684 /* Erase all of the current flow information */
685 for (y = 0; y < floor.height; y++) {
686 for (x = 0; x < floor.width; x++) {
687 auto &grid = floor.grid_array[y][x];
693 /* Save player position */
694 flow_y = player_ptr->y;
695 flow_x = player_ptr->x;
697 for (int i = 0; i < FLOW_MAX; i++) {
699 std::queue<Pos2D> que;
700 que.emplace(player_ptr->y, player_ptr->x);
702 /* Now process the queue */
703 while (!que.empty()) {
704 /* Extract the next entry */
705 const auto &[ty, tx] = que.front();
708 /* Add the "children" */
709 for (d = 0; d < 8; d++) {
710 byte m = player_ptr->current_floor_ptr->grid_array[ty][tx].costs[i] + 1;
711 byte n = player_ptr->current_floor_ptr->grid_array[ty][tx].dists[i] + 1;
717 /* Ignore player's grid */
718 if (player_bold(player_ptr, y, x)) {
722 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
724 if (is_closed_door(player_ptr, g_ptr->feat)) {
728 /* Ignore "pre-stamped" entries */
729 if (g_ptr->dists[i] != 0 && g_ptr->dists[i] <= n && g_ptr->costs[i] <= m) {
733 /* Ignore "walls", "holes" and "rubble" */
734 bool can_move = false;
737 can_move = g_ptr->cave_has_flag(TerrainCharacteristics::MOVE) || g_ptr->cave_has_flag(TerrainCharacteristics::CAN_FLY);
740 can_move = g_ptr->cave_has_flag(TerrainCharacteristics::MOVE);
744 if (!can_move && !is_closed_door(player_ptr, g_ptr->feat)) {
748 /* Save the flow cost */
749 if (g_ptr->costs[i] == 0 || g_ptr->costs[i] > m) {
752 if (g_ptr->dists[i] == 0 || g_ptr->dists[i] > n) {
756 // 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).
757 constexpr auto monster_flow_depth = 32;
758 if (n == monster_flow_depth) {
762 /* Enqueue that entry */
770 * Take a feature, determine what that feature becomes
771 * through applying the given action.
773 FEAT_IDX feat_state(FloorType *floor_ptr, FEAT_IDX feat, TerrainCharacteristics action)
775 auto *f_ptr = &terrains_info[feat];
778 /* Get the new feature */
779 for (i = 0; i < MAX_FEAT_STATES; i++) {
780 if (f_ptr->state[i].action == action) {
781 return conv_dungeon_feat(floor_ptr, f_ptr->state[i].result);
785 if (f_ptr->flags.has(TerrainCharacteristics::PERMANENT)) {
789 return (terrain_action_flags[enum2i(action)] & FAF_DESTROY) ? conv_dungeon_feat(floor_ptr, f_ptr->destroyed) : feat;
793 * Takes a location and action and changes the feature at that
794 * location through applying the given action.
796 void cave_alter_feat(PlayerType *player_ptr, POSITION y, POSITION x, TerrainCharacteristics action)
798 /* Set old feature */
799 auto *floor_ptr = player_ptr->current_floor_ptr;
800 FEAT_IDX oldfeat = floor_ptr->grid_array[y][x].feat;
802 /* Get the new feat */
803 FEAT_IDX newfeat = feat_state(player_ptr->current_floor_ptr, oldfeat, action);
806 if (newfeat == oldfeat) {
810 /* Set the new feature */
811 cave_set_feat(player_ptr, y, x, newfeat);
813 if (!(terrain_action_flags[enum2i(action)] & FAF_NO_DROP)) {
814 TerrainType *old_f_ptr = &terrains_info[oldfeat];
815 auto *f_ptr = &terrains_info[newfeat];
819 if (old_f_ptr->flags.has(TerrainCharacteristics::HAS_GOLD) && f_ptr->flags.has_not(TerrainCharacteristics::HAS_GOLD)) {
820 /* Place some gold */
821 place_gold(player_ptr, y, x);
826 if (old_f_ptr->flags.has(TerrainCharacteristics::HAS_ITEM) && f_ptr->flags.has_not(TerrainCharacteristics::HAS_ITEM) && (randint0(100) < (15 - floor_ptr->dun_level / 2))) {
828 place_object(player_ptr, y, x, 0L);
832 if (found && w_ptr->character_dungeon && player_can_see_bold(player_ptr, y, x)) {
833 msg_print(_("何かを発見した!", "You have found something!"));
837 if (terrain_action_flags[enum2i(action)] & FAF_CRASH_GLASS) {
838 TerrainType *old_f_ptr = &terrains_info[oldfeat];
840 if (old_f_ptr->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, &monraces_info[m_ptr->r_idx], 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 return terrains_info[feat].flags.has(TerrainCharacteristics::CLOSE) && (feat != feat_state(player_ptr->current_floor_ptr, feat, TerrainCharacteristics::CLOSE));
962 * @brief プレイヤーが地形踏破可能かを返す
963 * @param feature 判定したい地形ID
964 * @param mode 移動に関するオプションフラグ
965 * @return 移動可能ならばTRUEを返す
967 bool player_can_enter(PlayerType *player_ptr, FEAT_IDX feature, BIT_FLAGS16 mode)
969 auto *f_ptr = &terrains_info[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 (f_ptr->flags.has(TerrainCharacteristics::PATTERN)) {
977 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) {
982 if (f_ptr->flags.has(TerrainCharacteristics::CAN_FLY) && player_ptr->levitation) {
985 if (f_ptr->flags.has(TerrainCharacteristics::CAN_SWIM) && player_ptr->can_swim) {
988 if (f_ptr->flags.has(TerrainCharacteristics::CAN_PASS) && has_pass_wall(player_ptr)) {
992 if (f_ptr->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 auto *f_ptr = &terrains_info[feat_wall_outer];
1040 if (permanent_wall(f_ptr)) {
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 auto *f_ptr = &terrains_info[feat_wall_solid];
1064 if ((g_ptr->info & CAVE_VAULT) && permanent_wall(f_ptr)) {
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++;