4 * @brief グリッドの実装 / low level dungeon routines -BEN-
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
9 * This software may be copied and distributed for educational, research,\n
10 * and not for profit purposes provided that this copyright and statement\n
11 * are included in all such copies. Other copyrights may also apply.\n
13 * Support for Adam Bolt's tileset, lighting and transparency effects\n
14 * by Robert Ruehlmann (rr9@angband.org)\n
16 * 2013 Deskull Doxygen向けのコメント整理\n
26 #include "object-flavor.h"
27 #include "object-hook.h"
29 #include "floor-generate.h"
36 #include "monster-status.h"
37 #include "player-status.h"
38 #include "player-effects.h"
39 #include "player-class.h"
41 #include "view-mainwindow.h"
42 #include "realm-song.h"
44 #define MONSTER_FLOW_DEPTH 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" */
47 * Feature action flags
49 #define FAF_DESTROY 0x01
50 #define FAF_NO_DROP 0x02
51 #define FAF_CRASH_GLASS 0x04
53 #define feat_locked_door_random(DOOR_TYPE) \
54 (feat_door[(DOOR_TYPE)].num_locked ? \
55 feat_door[(DOOR_TYPE)].locked[randint0(feat_door[(DOOR_TYPE)].num_locked)] : feat_none)
57 #define feat_jammed_door_random(DOOR_TYPE) \
58 (feat_door[(DOOR_TYPE)].num_jammed ? \
59 feat_door[(DOOR_TYPE)].jammed[randint0(feat_door[(DOOR_TYPE)].num_jammed)] : feat_none)
62 * @brief 地形状態フラグテーブル /
63 * The table of features' actions
65 static const byte feature_action_flags[FF_FLAG_MAX] =
77 FAF_CRASH_GLASS, /* BASH */
79 FAF_DESTROY, /* DISARM */
81 FAF_DESTROY | FAF_CRASH_GLASS, /* TUNNEL */
82 0, /* MAY_HAVE_GOLD */
112 FAF_DESTROY | FAF_CRASH_GLASS, /* HURT_ROCK */
167 FAF_DESTROY | FAF_NO_DROP | FAF_CRASH_GLASS, /* HURT_DISI */
180 0, /* TELEPORTABLE */
186 * @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
187 * @return 配置に成功したらTRUEを返す
189 bool new_player_spot(void)
191 POSITION y = 0, x = 0;
192 int max_attempts = 10000;
197 while (max_attempts--)
199 /* Pick a legal spot */
200 y = (POSITION)rand_range(1, current_floor_ptr->height - 2);
201 x = (POSITION)rand_range(1, current_floor_ptr->width - 2);
203 g_ptr = ¤t_floor_ptr->grid_array[y][x];
205 /* Must be a "naked" floor grid */
206 if (g_ptr->m_idx) continue;
207 if (current_floor_ptr->dun_level)
209 f_ptr = &f_info[g_ptr->feat];
211 if (max_attempts > 5000) /* Rule 1 */
213 if (!have_flag(f_ptr->flags, FF_FLOOR)) continue;
217 if (!have_flag(f_ptr->flags, FF_MOVE)) continue;
218 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) continue;
221 /* Refuse to start on anti-teleport grids in dungeon */
222 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) continue;
224 if (!player_can_enter(g_ptr->feat, 0)) continue;
225 if (!in_bounds(current_floor_ptr, y, x)) continue;
227 /* Refuse to start on anti-teleport grids */
228 if (g_ptr->info & (CAVE_ICKY)) continue;
233 if (max_attempts < 1) /* Should be -1, actually if we failed... */
236 /* Save the new player grid */
246 * @brief 所定の位置に上り階段か下り階段を配置する / Place an up/down staircase at given location
247 * @param y 配置を試みたいマスのY座標
248 * @param x 配置を試みたいマスのX座標
251 void place_random_stairs(POSITION y, POSITION x)
253 bool up_stairs = TRUE;
254 bool down_stairs = TRUE;
256 g_ptr = ¤t_floor_ptr->grid_array[y][x];
257 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) return;
259 if (!current_floor_ptr->dun_level) up_stairs = FALSE;
260 if (ironman_downward) up_stairs = FALSE;
261 if (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) down_stairs = FALSE;
262 if (quest_number(current_floor_ptr->dun_level) && (current_floor_ptr->dun_level > 1)) down_stairs = FALSE;
264 /* We can't place both */
265 if (down_stairs && up_stairs)
267 /* Choose a staircase randomly */
268 if (randint0(100) < 50) up_stairs = FALSE;
269 else down_stairs = FALSE;
272 /* Place the stairs */
273 if (up_stairs) set_cave_feat(current_floor_ptr, y, x, feat_up_stair);
274 else if (down_stairs) set_cave_feat(current_floor_ptr, y, x, feat_down_stair);
278 * @brief 所定の位置にさまざまな状態や種類のドアを配置する / Place a random type of door at the given location
279 * @param y ドアの配置を試みたいマスのY座標
280 * @param x ドアの配置を試みたいマスのX座標
281 * @param room 部屋に接している場合向けのドア生成か否か
284 void place_random_door(POSITION y, POSITION x, bool room)
287 FEAT_IDX feat = feat_none;
288 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
290 /* Initialize mimic info */
293 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
295 place_floor_bold(y, x);
299 type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
300 one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
301 ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
303 /* Choose an object */
304 tmp = randint0(1000);
306 /* Open doors (300/1000) */
309 /* Create open door */
310 feat = feat_door[type].open;
313 /* Broken doors (100/1000) */
316 /* Create broken door */
317 feat = feat_door[type].broken;
320 /* Secret doors (200/1000) */
323 /* Create secret door */
324 place_closed_door(y, x, type);
326 if (type != DOOR_CURTAIN)
328 /* Hide. If on the edge of room, use outer wall. */
329 g_ptr->mimic = room ? feat_wall_outer : feat_wall_type[randint0(100)];
331 /* Floor type terrain cannot hide a door */
332 if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
334 if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
336 g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
343 /* Closed, locked, or stuck doors (400/1000) */
344 else place_closed_door(y, x, type);
348 if (feat != feat_none)
350 set_cave_feat(current_floor_ptr, y, x, feat);
354 place_floor_bold(y, x);
358 delete_monster(y, x);
362 * @brief 所定の位置に各種の閉じたドアを配置する / Place a random type of normal door at the given location.
363 * @param y ドアの配置を試みたいマスのY座標
364 * @param x ドアの配置を試みたいマスのX座標
365 * @param type ドアの地形ID
368 void place_closed_door(POSITION y, POSITION x, int type)
371 FEAT_IDX feat = feat_none;
373 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
375 place_floor_bold(y, x);
379 /* Choose an object */
382 /* Closed doors (300/400) */
385 /* Create closed door */
386 feat = feat_door[type].closed;
389 /* Locked doors (99/400) */
392 /* Create locked door */
393 feat = feat_locked_door_random(type);
396 /* Stuck doors (1/400) */
399 /* Create jammed door */
400 feat = feat_jammed_door_random(type);
403 if (feat != feat_none)
405 cave_set_feat(y, x, feat);
407 /* Now it is not floor */
408 current_floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
412 place_floor_bold(y, x);
417 * @brief 鍵のかかったドアを配置する
418 * @param y 配置したいフロアのY座標
419 * @param x 配置したいフロアのX座標
422 void place_locked_door(POSITION y, POSITION x)
424 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
426 place_floor_bold(y, x);
430 set_cave_feat(current_floor_ptr, y, x, feat_locked_door_random((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
431 current_floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
432 delete_monster(y, x);
439 * @param y 配置したいフロアのY座標
440 * @param x 配置したいフロアのX座標
441 * @param type DOOR_DEFAULT / DOOR_DOOR / DOOR_GLASS_DOOR / DOOR_CURTAIN のいずれか
444 void place_secret_door(POSITION y, POSITION x, int type)
446 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
448 place_floor_bold(y, x);
452 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
454 if (type == DOOR_DEFAULT)
456 type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
457 one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
458 ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
461 /* Create secret door */
462 place_closed_door(y, x, type);
464 if (type != DOOR_CURTAIN)
466 /* Hide by inner wall because this is used in rooms only */
467 g_ptr->mimic = feat_wall_inner;
469 /* Floor type terrain cannot hide a door */
470 if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
472 if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
474 g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
480 g_ptr->info &= ~(CAVE_FLOOR);
481 delete_monster(y, x);
486 * Routine used by the random vault creators to add a door to a location
487 * Note that range checking has to be done in the calling routine.
489 * The doors must be INSIDE the allocated region.
491 void add_door(POSITION x, POSITION y)
493 /* Need to have a wall in the center square */
494 if (!is_outer_bold(y, x)) return;
505 if (is_floor_bold(y - 1, x) && is_floor_bold(y + 1, x) &&
506 (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
509 place_secret_door(y, x, DOOR_DEFAULT);
511 /* set boundarys so don't get wide doors */
512 place_solid_bold(y, x - 1);
513 place_solid_bold(y, x + 1);
522 * where x = don't care
525 if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) &&
526 is_floor_bold(y, x - 1) && is_floor_bold(y, x + 1))
529 place_secret_door(y, x, DOOR_DEFAULT);
531 /* set boundarys so don't get wide doors */
532 place_solid_bold(y - 1, x);
533 place_solid_bold(y + 1, x);
538 * @brief 隣接4マスに存在する通路の数を返す / Count the number of "corridor" grids adjacent to the given grid.
539 * @param y1 基準となるマスのY座標
540 * @param x1 基準となるマスのX座標
542 * @note Assumes "in_bounds(current_floor_ptr, y1, x1)"
544 * XXX XXX This routine currently only counts actual "empty floor"\n
545 * grids which are not in rooms. We might want to also count stairs,\n
546 * open doors, closed doors, etc.
548 static int next_to_corr(POSITION y1, POSITION x1)
555 /* Scan adjacent grids */
556 for (i = 0; i < 4; i++)
560 g_ptr = ¤t_floor_ptr->grid_array[y][x];
562 /* Skip non floors */
563 if (cave_have_flag_grid(g_ptr, FF_WALL)) continue;
565 /* Skip non "empty floor" grids */
566 if (!is_floor_grid(g_ptr))
569 /* Skip grids inside rooms */
570 if (g_ptr->info & (CAVE_ROOM)) continue;
572 /* Count these grids */
576 /* Return the number of corridors */
581 * @brief ドアを設置可能な地形かを返す / Determine if the given location is "between" two walls, and "next to" two corridor spaces.
582 * @param y 判定を行いたいマスのY座標
583 * @param x 判定を行いたいマスのX座標
584 * @return ドアを設置可能ならばTRUEを返す
585 * @note Assumes "in_bounds(current_floor_ptr, y1, x1)"
588 * Assumes "in_bounds(current_floor_ptr, y, x)"\n
590 static bool possible_doorway(POSITION y, POSITION x)
592 /* Count the adjacent corridors */
593 if (next_to_corr(y, x) >= 2)
596 if (cave_have_flag_bold(y - 1, x, FF_WALL) &&
597 cave_have_flag_bold(y + 1, x, FF_WALL))
602 /* Check Horizontal */
603 if (cave_have_flag_bold(y, x - 1, FF_WALL) &&
604 cave_have_flag_bold(y, x + 1, FF_WALL))
615 * @brief ドアの設置を試みる / Places door at y, x position if at least 2 walls found
616 * @param y 設置を行いたいマスのY座標
617 * @param x 設置を行いたいマスのX座標
620 void try_door(POSITION y, POSITION x)
621 { if (!in_bounds(current_floor_ptr, y, x)) return;
624 if (cave_have_flag_bold(y, x, FF_WALL)) return;
626 /* Ignore room grids */
627 if (current_floor_ptr->grid_array[y][x].info & (CAVE_ROOM)) return;
629 /* Occasional door (if allowed) */
630 if ((randint0(100) < dun_tun_jct) && possible_doorway(y, x) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS))
633 place_random_door(y, x, FALSE);
639 * @brief 長方形の空洞を生成する / Make an empty square floor, for the middle of rooms
640 * @param x1 長方形の左端X座標(-1)
641 * @param x2 長方形の右端X座標(+1)
642 * @param y1 長方形の上端Y座標(-1)
643 * @param y2 長方形の下端Y座標(+1)
647 void place_floor(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
651 /* Place a full floor under the room */
652 for (y = y1 - 1; y <= y2 + 1; y++)
654 for (x = x1 - 1; x <= x2 + 1; x++)
656 place_floor_bold(y, x);
657 add_cave_info(y, x, CAVE_ROOM);
658 if (light) add_cave_info(y, x, CAVE_GLOW);
665 * @brief 長方形の部屋を生成する / Make an empty square room, only floor and wall grids
666 * @param x1 長方形の左端X座標(-1)
667 * @param x2 長方形の右端X座標(+1)
668 * @param y1 長方形の上端Y座標(-1)
669 * @param y2 長方形の下端Y座標(+1)
673 void place_room(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
677 place_floor(x1, x2, y1, y2, light);
679 /* Walls around the room */
680 for (y = y1 - 1; y <= y2 + 1; y++)
682 place_outer_bold(y, x1 - 1);
683 place_outer_bold(y, x2 + 1);
685 for (x = x1 - 1; x <= x2 + 1; x++)
687 place_outer_bold(y1 - 1, x);
688 place_outer_bold(y2 + 1, x);
694 * @brief 特殊な部屋向けに各種アイテムを配置する / Create up to "num" objects near the given coordinates
695 * @param y 配置したい中心マスのY座標
696 * @param x 配置したい中心マスのX座標
700 * Only really called by some of the "vault" routines.
702 void vault_objects(POSITION y, POSITION x, int num)
705 int i = 0, j = y, k = x;
710 /* Attempt to place 'num' objects */
711 for (; num > 0; --num)
713 /* Try up to 11 spots looking for empty space */
714 for (i = 0; i < 11; ++i)
716 /* Pick a random location */
717 while (dummy < SAFE_MAX_ATTEMPTS)
719 j = rand_spread(y, 2);
720 k = rand_spread(x, 3);
722 if (!in_bounds(current_floor_ptr, j, k)) continue;
726 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
728 msg_print(_("警告!地下室のアイテムを配置できません!", "Warning! Could not place vault object!"));
731 /* Require "clean" floor space */
732 g_ptr = ¤t_floor_ptr->grid_array[j][k];
733 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) continue;
735 if (randint0(100) < 75)
737 place_object(j, k, 0L);
744 /* Placement accomplished */
751 * @brief 特殊な部屋向けに各種アイテムを配置する(vault_trapのサブセット) / Place a trap with a given displacement of point
752 * @param y トラップを配置したいマスの中心Y座標
753 * @param x トラップを配置したいマスの中心X座標
754 * @param yd Y方向の配置分散マス数
755 * @param xd X方向の配置分散マス数
758 * Only really called by some of the "vault" routines.
760 void vault_trap_aux(POSITION y, POSITION x, POSITION yd, POSITION xd)
762 int count = 0, y1 = y, x1 = x;
768 for (count = 0; count <= 5; count++)
771 while (dummy < SAFE_MAX_ATTEMPTS)
773 y1 = rand_spread(y, yd);
774 x1 = rand_spread(x, xd);
776 if (!in_bounds(current_floor_ptr, y1, x1)) continue;
780 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
782 msg_print(_("警告!地下室のトラップを配置できません!", "Warning! Could not place vault trap!"));
785 /* Require "naked" floor grids */
786 g_ptr = ¤t_floor_ptr->grid_array[y1][x1];
787 if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
797 * @brief 特殊な部屋向けに各種アイテムを配置する(メインルーチン) / Place some traps with a given displacement of given location
798 * @param y トラップを配置したいマスの中心Y座標
799 * @param x トラップを配置したいマスの中心X座標
800 * @param yd Y方向の配置分散マス数
801 * @param xd X方向の配置分散マス数
802 * @param num 配置したいトラップの数
805 * Only really called by some of the "vault" routines.
807 void vault_traps(POSITION y, POSITION x, POSITION yd, POSITION xd, int num)
811 for (i = 0; i < num; i++)
813 vault_trap_aux(y, x, yd, xd);
818 * @brief 特殊な部屋地形向けにモンスターを配置する / Hack -- Place some sleeping monsters near the given location
819 * @param y1 モンスターを配置したいマスの中心Y座標
820 * @param x1 モンスターを配置したいマスの中心X座標
821 * @param num 配置したいモンスターの数
824 * Only really called by some of the "vault" routines.
826 void vault_monsters(POSITION y1, POSITION x1, int num)
832 /* Try to summon "num" monsters "near" the given location */
833 for (k = 0; k < num; k++)
835 /* Try nine locations */
836 for (i = 0; i < 9; i++)
840 /* Pick a nearby location */
841 scatter(&y, &x, y1, x1, d, 0);
843 /* Require "empty" floor grids */
844 g_ptr = ¤t_floor_ptr->grid_array[y][x];
845 if (!cave_empty_grid(g_ptr)) continue;
847 /* Place the monster (allow groups) */
848 current_floor_ptr->monster_level = current_floor_ptr->base_level + 2;
849 (void)place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
850 current_floor_ptr->monster_level = current_floor_ptr->base_level;
856 * @brief 指定のマスが床系地形であるかを返す / Function that sees if a square is a floor. (Includes range checking.)
857 * @param x チェックするマスのX座標
858 * @param y チェックするマスのY座標
859 * @return 床系地形ならばTRUE
861 bool get_is_floor(POSITION x, POSITION y)
863 if (!in_bounds(current_floor_ptr, y, x))
869 /* Do the real check */
870 if (is_floor_bold(y, x)) return (TRUE);
876 * @brief 指定のマスを床地形に変える / Set a square to be floor. (Includes range checking.)
877 * @param x 地形を変えたいマスのX座標
878 * @param y 地形を変えたいマスのY座標
881 void set_floor(POSITION x, POSITION y)
883 if (!in_bounds(current_floor_ptr, y, x))
889 if (current_floor_ptr->grid_array[y][x].info & CAVE_ROOM)
891 /* A room border don't touch. */
895 /* Set to be floor if is a wall (don't touch lakes). */
896 if (is_extra_bold(y, x))
897 place_floor_bold(y, x);
901 * @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
902 * @param g_ptr 永久壁を配置したいマス構造体の参照ポインタ
905 void place_bound_perm_wall(grid_type *g_ptr)
907 if (bound_walls_perm)
909 /* Clear boundary mimic */
914 feature_type *f_ptr = &f_info[g_ptr->feat];
916 /* Hack -- Decline boundary walls with known treasure */
917 if ((have_flag(f_ptr->flags, FF_HAS_GOLD) || have_flag(f_ptr->flags, FF_HAS_ITEM)) &&
918 !have_flag(f_ptr->flags, FF_SECRET))
919 g_ptr->feat = feat_state(g_ptr->feat, FF_ENSECRET);
921 /* Set boundary mimic */
922 g_ptr->mimic = g_ptr->feat;
925 /* Add "solid" perma-wall */
926 place_solid_perm_grid(g_ptr);
930 * @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
931 * @param g_ptr マス構造体の参照ポインタ
932 * @return 看破済みの罠があるならTRUEを返す。
934 bool is_known_trap(grid_type *g_ptr)
936 if (!g_ptr->mimic && !cave_have_flag_grid(g_ptr, FF_SECRET) &&
937 is_trap(g_ptr->feat)) return TRUE;
945 * @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
946 * @param g_ptr マス構造体の参照ポインタ
947 * @return 隠されたドアがあるならTRUEを返す。
949 bool is_hidden_door(grid_type *g_ptr)
951 if ((g_ptr->mimic || cave_have_flag_grid(g_ptr, FF_SECRET)) &&
952 is_closed_door(g_ptr->feat))
958 #define COMPLEX_WALL_ILLUMINATION /*!< 照明状態を壁により影響を受ける、より複雑な判定に切り替えるマクロ */
962 * @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
965 * @return 指定された座標に照明がかかっているならTRUEを返す。。
967 bool check_local_illumination(POSITION y, POSITION x)
969 /* Hack -- move towards player */
970 POSITION yy = (y < p_ptr->y) ? (y + 1) : (y > p_ptr->y) ? (y - 1) : y;
971 POSITION xx = (x < p_ptr->x) ? (x + 1) : (x > p_ptr->x) ? (x - 1) : x;
973 /* Check for "local" illumination */
975 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
977 /* Check for "complex" illumination */
978 if ((feat_supports_los(get_feat_mimic(¤t_floor_ptr->grid_array[yy][xx])) &&
979 (current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW)) ||
980 (feat_supports_los(get_feat_mimic(¤t_floor_ptr->grid_array[y][xx])) &&
981 (current_floor_ptr->grid_array[y][xx].info & CAVE_GLOW)) ||
982 (feat_supports_los(get_feat_mimic(¤t_floor_ptr->grid_array[yy][x])) &&
983 (current_floor_ptr->grid_array[yy][x].info & CAVE_GLOW)))
989 #else /* COMPLEX_WALL_ILLUMINATION */
991 /* Check for "simple" illumination */
992 return (current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
994 #endif /* COMPLEX_WALL_ILLUMINATION */
998 /*! 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 */
999 #define update_local_illumination_aux(Y, X) \
1001 if (player_has_los_bold((Y), (X))) \
1003 /* Update the monster */ \
1004 if (current_floor_ptr->grid_array[(Y)][(X)].m_idx) update_monster(current_floor_ptr->grid_array[(Y)][(X)].m_idx, FALSE); \
1006 /* Notice and redraw */ \
1007 note_spot((Y), (X)); \
1008 lite_spot((Y), (X)); \
1013 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
1014 * @param creature_ptr 視界元のクリーチャー
1019 void update_local_illumination(player_type * creature_ptr, POSITION y, POSITION x)
1024 if (!in_bounds(current_floor_ptr, y, x)) return;
1026 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
1028 if ((y != creature_ptr->y) && (x != creature_ptr->x))
1030 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
1031 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
1032 update_local_illumination_aux(yy, xx);
1033 update_local_illumination_aux(y, xx);
1034 update_local_illumination_aux(yy, x);
1036 else if (x != creature_ptr->x) /* y == creature_ptr->y */
1038 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
1039 for (i = -1; i <= 1; i++)
1042 update_local_illumination_aux(yy, xx);
1045 update_local_illumination_aux(yy, x);
1047 update_local_illumination_aux(yy, x);
1049 else if (y != creature_ptr->y) /* x == creature_ptr->x */
1051 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
1052 for (i = -1; i <= 1; i++)
1055 update_local_illumination_aux(yy, xx);
1058 update_local_illumination_aux(y, xx);
1060 update_local_illumination_aux(y, xx);
1062 else /* Player's grid */
1064 for (i = 0; i < 8; i++)
1066 yy = y + ddy_cdd[i];
1067 xx = x + ddx_cdd[i];
1068 update_local_illumination_aux(yy, xx);
1072 #else /* COMPLEX_WALL_ILLUMINATION */
1074 if ((y != creature_ptr->y) && (x != creature_ptr->x))
1076 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
1077 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
1078 update_local_illumination_aux(yy, xx);
1080 else if (x != creature_ptr->x) /* y == creature_ptr->y */
1082 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
1083 for (i = -1; i <= 1; i++)
1086 update_local_illumination_aux(yy, xx);
1089 else if (y != creature_ptr->y) /* x == creature_ptr->x */
1091 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
1092 for (i = -1; i <= 1; i++)
1095 update_local_illumination_aux(yy, xx);
1098 else /* Player's grid */
1100 for (i = 0; i < 8; i++)
1102 yy = y + ddy_cdd[i];
1103 xx = x + ddx_cdd[i];
1104 update_local_illumination_aux(yy, xx);
1108 #endif /* COMPLEX_WALL_ILLUMINATION */
1113 * @brief 指定された座標をプレイヤーが視覚に収められるかを返す。 / Can the player "see" the given grid in detail?
1116 * @return 視覚に収められる状態ならTRUEを返す
1118 * He must have vision, illumination, and line of sight.\n
1120 * Note -- "CAVE_LITE" is only set if the "torch" has "los()".\n
1121 * So, given "CAVE_LITE", we know that the grid is "fully visible".\n
1123 * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean\n
1124 * that a wall is visible from any direction. That would be odd. Except\n
1125 * under wizard light, which might make sense. Thus, for walls, we require\n
1126 * not only that they be "CAVE_GLOW", but also, that they be adjacent to a\n
1127 * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is\n
1128 * in line of sight of the player.\n
1130 * This extra check is expensive, but it provides a more "correct" semantics.\n
1132 * Note that we should not run this check on walls which are "outer walls" of\n
1133 * the dungeon, or we will induce a memory fault, but actually verifying all\n
1134 * of the locations would be extremely expensive.\n
1136 * Thus, to speed up the function, we assume that all "perma-walls" which are\n
1137 * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases\n
1138 * except "vaults" and the "buildings" in town. But the town is a hack anyway,\n
1139 * and the player has more important things on his mind when he is attacking a\n
1140 * monster vault. It is annoying, but an extremely important optimization.\n
1142 * Note that "glowing walls" are only considered to be "illuminated" if the\n
1143 * grid which is next to the wall in the direction of the player is also a\n
1144 * "glowing" grid. This prevents the player from being able to "see" the\n
1145 * walls of illuminated rooms from a corridor outside the room.\n
1147 bool player_can_see_bold(POSITION y, POSITION x)
1151 /* Blind players see nothing */
1152 if (p_ptr->blind) return FALSE;
1154 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1156 /* Note that "torch-lite" yields "illumination" */
1157 if (g_ptr->info & (CAVE_LITE | CAVE_MNLT)) return TRUE;
1159 /* Require line of sight to the grid */
1160 if (!player_has_los_bold(y, x)) return FALSE;
1162 /* Noctovision of Ninja */
1163 if (p_ptr->see_nocto) return TRUE;
1165 /* Require "perma-lite" of the grid */
1166 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) return FALSE;
1168 /* Feature code (applying "mimic" field) */
1169 /* Floors are simple */
1170 if (feat_supports_los(get_feat_mimic(g_ptr))) return TRUE;
1172 /* Check for "local" illumination */
1173 return check_local_illumination(y, x);
1177 * @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
1178 * @return 視覚に収められていないならTRUEを返す
1179 * @details player_can_see_bold()関数の返り値の否定を返している。
1183 return (!player_can_see_bold(p_ptr->y, p_ptr->x));
1188 * @brief 指定された座標が地震や階段生成の対象となるマスかを返す。 / Determine if a given location may be "destroyed"
1191 * @return 各種の変更が可能ならTRUEを返す。
1193 * 条件は永久地形でなく、なおかつ該当のマスにアーティファクトが存在しないか、である。英語の旧コメントに反して*破壊*の抑止判定には現在使われていない。
1195 bool cave_valid_bold(POSITION y, POSITION x)
1197 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1198 OBJECT_IDX this_o_idx, next_o_idx = 0;
1200 /* Forbid perma-grids */
1201 if (cave_perma_grid(g_ptr)) return (FALSE);
1204 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1207 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1208 next_o_idx = o_ptr->next_o_idx;
1210 /* Forbid artifact grids */
1211 if (object_is_artifact(o_ptr)) return (FALSE);
1221 * Place an attr/char pair at the given map coordinate, if legal.
1223 void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x)
1225 /* Only do "legal" locations */
1226 if (panel_contains(y, x))
1228 /* Hack -- fake monochrome */
1231 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1232 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
1233 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1236 /* Draw the char using the attr */
1237 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
1246 * Memorize interesting viewable object/features in the given grid
1248 * This function should only be called on "legal" grids.
1250 * This function will memorize the object and/or feature in the given
1251 * grid, if they are (1) viewable and (2) interesting. Note that all
1252 * objects are interesting, all terrain features except floors (and
1253 * invisible traps) are interesting, and floors (and invisible traps)
1254 * are interesting sometimes (depending on various options involving
1255 * the illumination of floor grids).
1257 * The automatic memorization of all objects and non-floor terrain
1258 * features as soon as they are displayed allows incredible amounts
1259 * of optimization in various places, especially "map_info()".
1261 * Note that the memorization of objects is completely separate from
1262 * the memorization of terrain features, preventing annoying floor
1263 * memorization when a detected object is picked up from a dark floor,
1264 * and object memorization when an object is dropped into a floor grid
1265 * which is memorized but out-of-sight.
1267 * This function should be called every time the "memorization" of
1268 * a grid (or the object in a grid) is called into question, such
1269 * as when an object is created in a grid, when a terrain feature
1270 * "changes" from "floor" to "non-floor", when any grid becomes
1271 * "illuminated" or "viewable", and when a "floor" grid becomes
1274 * Note the relatively efficient use of this function by the various
1275 * "update_view()" and "update_lite()" calls, to allow objects and
1276 * terrain features to be memorized (and drawn) whenever they become
1277 * viewable or illuminated in any way, but not when they "maintain"
1278 * or "lose" their previous viewability or illumination.
1280 * Note the butchered "internal" version of "player_can_see_bold()",
1281 * optimized primarily for the most common cases, that is, for the
1282 * non-marked floor grids.
1284 void note_spot(POSITION y, POSITION x)
1286 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1287 OBJECT_IDX this_o_idx, next_o_idx = 0;
1289 /* Blind players see nothing */
1290 if (p_ptr->blind) return;
1292 /* Analyze non-torch-lit grids */
1293 if (!(g_ptr->info & (CAVE_LITE | CAVE_MNLT)))
1295 /* Require line of sight to the grid */
1296 if (!(g_ptr->info & (CAVE_VIEW))) return;
1298 /* Require "perma-lite" of the grid */
1299 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1302 if (!p_ptr->see_nocto) return;
1307 /* Hack -- memorize objects */
1308 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1310 object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1311 next_o_idx = o_ptr->next_o_idx;
1313 /* Memorize objects */
1314 o_ptr->marked |= OM_FOUND;
1318 /* Hack -- memorize grids */
1319 if (!(g_ptr->info & (CAVE_MARK)))
1321 /* Feature code (applying "mimic" field) */
1322 feature_type *f_ptr = &f_info[get_feat_mimic(g_ptr)];
1324 /* Memorize some "boring" grids */
1325 if (!have_flag(f_ptr->flags, FF_REMEMBER))
1327 /* Option -- memorize all torch-lit floors */
1328 if (view_torch_grids &&
1329 ((g_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
1331 g_ptr->info |= (CAVE_MARK);
1334 /* Option -- memorize all perma-lit floors */
1335 else if (view_perma_grids && ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
1337 g_ptr->info |= (CAVE_MARK);
1341 /* Memorize normal grids */
1342 else if (have_flag(f_ptr->flags, FF_LOS))
1344 g_ptr->info |= (CAVE_MARK);
1347 /* Memorize torch-lit walls */
1348 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
1350 g_ptr->info |= (CAVE_MARK);
1353 /* Memorize walls seen by noctovision of Ninja */
1354 else if (p_ptr->see_nocto)
1356 g_ptr->info |= (CAVE_MARK);
1359 /* Memorize certain non-torch-lit wall grids */
1360 else if (check_local_illumination(y, x))
1362 g_ptr->info |= (CAVE_MARK);
1366 /* Memorize terrain of the grid */
1367 g_ptr->info |= (CAVE_KNOWN);
1371 * Redraw (on the screen) a given MAP location
1373 * This function should only be called on "legal" grids
1375 void lite_spot(POSITION y, POSITION x)
1377 /* Redraw if on screen */
1378 if (panel_contains(y, x) && in_bounds2(y, x))
1385 map_info(y, x, &a, &c, &ta, &tc);
1387 /* Hack -- fake monochrome */
1390 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1391 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
1392 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1395 /* Hack -- Queue it */
1396 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
1398 /* Update sub-windows */
1399 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1404 * Some comments on the grid flags. -BEN-
1407 * One of the major bottlenecks in previous versions of Angband was in
1408 * the calculation of "line of sight" from the player to various grids,
1409 * such as monsters. This was such a nasty bottleneck that a lot of
1410 * silly things were done to reduce the dependancy on "line of sight",
1411 * for example, you could not "see" any grids in a lit room until you
1412 * actually entered the room, and there were all kinds of bizarre grid
1413 * flags to enable this behavior. This is also why the "call light"
1414 * spells always lit an entire room.
1416 * The code below provides functions to calculate the "field of view"
1417 * for the player, which, once calculated, provides extremely fast
1418 * calculation of "line of sight from the player", and to calculate
1419 * the "field of torch lite", which, again, once calculated, provides
1420 * extremely fast calculation of "which grids are lit by the player's
1421 * lite source". In addition to marking grids as "GRID_VIEW" and/or
1422 * "GRID_LITE", as appropriate, these functions maintain an array for
1423 * each of these two flags, each array containing the locations of all
1424 * of the grids marked with the appropriate flag, which can be used to
1425 * very quickly scan through all of the grids in a given set.
1427 * To allow more "semantically valid" field of view semantics, whenever
1428 * the field of view (or the set of torch lit grids) changes, all of the
1429 * grids in the field of view (or the set of torch lit grids) are "drawn"
1430 * so that changes in the world will become apparent as soon as possible.
1431 * This has been optimized so that only grids which actually "change" are
1432 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
1433 * of the grids which are entering or leaving the relevent set of grids.
1435 * These new methods are so efficient that the old nasty code was removed.
1437 * Note that there is no reason to "update" the "viewable space" unless
1438 * the player "moves", or walls/doors are created/destroyed, and there
1439 * is no reason to "update" the "torch lit grids" unless the field of
1440 * view changes, or the "light radius" changes. This means that when
1441 * the player is resting, or digging, or doing anything that does not
1442 * involve movement or changing the state of the dungeon, there is no
1443 * need to update the "view" or the "lite" regions, which is nice.
1445 * Note that the calls to the nasty "los()" function have been reduced
1446 * to a bare minimum by the use of the new "field of view" calculations.
1448 * I wouldn't be surprised if slight modifications to the "update_view()"
1449 * function would allow us to determine "reverse line-of-sight" as well
1450 * as "normal line-of-sight", which would allow monsters to use a more
1451 * "correct" calculation to determine if they can "see" the player. For
1452 * now, monsters simply "cheat" somewhat and assume that if the player
1453 * has "line of sight" to the monster, then the monster can "pretend"
1454 * that it has "line of sight" to the player.
1457 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
1458 * grid and maintains an array of all "CAVE_LITE" grids.
1460 * This set of grids is the complete set of all grids which are lit by
1461 * the players light source, which allows the "player_can_see_bold()"
1462 * function to work very quickly.
1464 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
1465 * fact, the player (unless blind) can always "see" all grids which are
1466 * marked as "CAVE_LITE", unless they are "off screen".
1469 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
1470 * grid and maintains an array of all "CAVE_VIEW" grids.
1472 * This set of grids is the complete set of all grids within line of sight
1473 * of the player, allowing the "player_has_los_bold()" macro to work very
1477 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
1478 * temporary internal flag to mark those grids which are not only in view,
1479 * but which are also "easily" in line of sight of the player. This flag
1480 * is always cleared when we are done.
1483 * The current "update_lite()" and "update_view()" algorithms use the
1484 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
1485 * to keep track of which grids were previously marked as "CAVE_LITE" or
1486 * "CAVE_VIEW", which allows us to optimize the "screen updates".
1488 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
1489 * for various other purposes, such as spreading lite or darkness during
1490 * "lite_room()" / "unlite_room()", and for calculating monster flow.
1493 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
1494 * in some way permanently lit. However, for the player to "see" anything
1495 * in the grid, as determined by "player_can_see()", the player must not be
1496 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
1497 * grids, even if marked as "perma lit", are only illuminated if they touch
1498 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
1501 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
1502 * that even if the player cannot "see" the grid, he "knows" the terrain in
1503 * that grid. This is used to "remember" walls/doors/stairs/floors when they
1504 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite(p_ptr, )",
1505 * or when one of the "memorize floor grids" options induces memorization.
1507 * Objects are "memorized" in a different way, using a special "marked" flag
1508 * on the object itself, which is set when an object is observed or detected.
1511 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
1512 * and should be illuminated by "lite room" and "darkness" spells.
1515 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
1516 * and should be unavailable for "teleportation" destinations.
1519 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
1520 * which is observed, and the "view_torch_grids" allows the player to memorize
1521 * every torch-lit grid. The player will always memorize important walls,
1522 * doors, stairs, and other terrain features, as well as any "detected" grids.
1524 * Note that the new "update_view()" method allows, among other things, a room
1525 * to be "partially" seen as the player approaches it, with a growing cone of
1526 * floor appearing as the player gets closer to the door. Also, by not turning
1527 * on the "memorize perma-lit grids" option, the player will only "see" those
1528 * floor grids which are actually in line of sight.
1530 * And my favorite "plus" is that you can now use a special option to draw the
1531 * "floors" in the "viewable region" brightly (actually, to draw the *other*
1532 * grids dimly), providing a "pretty" effect as the player runs around, and
1533 * to efficiently display the "torch lite" in a special color.
1536 * Some comments on the "update_view()" algorithm...
1538 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
1539 * and only has to call "los()" on the borderline cases. The major axes/diags
1540 * even terminate early when they hit walls. I need to find a quick way
1541 * to "terminate" the other scans.
1543 * Note that in the worst case (a big empty area with say 5% scattered walls),
1544 * each of the 1500 or so nearby grids is checked once, most of them getting
1545 * an "instant" rating, and only a small portion requiring a call to "los()".
1547 * The only time that the algorithm appears to be "noticeably" too slow is
1548 * when running, and this is usually only important in town, since the town
1549 * provides about the worst scenario possible, with large open regions and
1550 * a few scattered obstructions. There is a special "efficiency" option to
1551 * allow the player to reduce his field of view in town, if needed.
1553 * In the "best" case (say, a normal stretch of corridor), the algorithm
1554 * makes one check for each viewable grid, and makes no calls to "los()".
1555 * So running in corridors is very fast, and if a lot of monsters are
1556 * nearby, it is much faster than the old methods.
1558 * Note that resting, most normal commands, and several forms of running,
1559 * plus all commands executed near large groups of monsters, are strictly
1560 * more efficient with "update_view()" that with the old "compute los() on
1561 * demand" method, primarily because once the "field of view" has been
1562 * calculated, it does not have to be recalculated until the player moves
1563 * (or a wall or door is created or destroyed).
1565 * Note that we no longer have to do as many "los()" checks, since once the
1566 * "view" region has been built, very few things cause it to be "changed"
1567 * (player movement, and the opening/closing of doors, changes in wall status).
1568 * Note that door/wall changes are only relevant when the door/wall itself is
1569 * in the "view" region.
1571 * The algorithm seems to only call "los()" from zero to ten times, usually
1572 * only when coming down a corridor into a room, or standing in a room, just
1573 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
1574 * we will be reducing the calls to "los()".
1576 * I am thinking in terms of an algorithm that "walks" from the central point
1577 * out to the maximal "distance", at each point, determining the "view" code
1578 * (above). For each grid not on a major axis or diagonal, the "view" code
1579 * depends on the "cave_los_bold()" and "view" of exactly two other grids
1580 * (the one along the nearest diagonal, and the one next to that one, see
1581 * "update_view_aux()"...).
1583 * We "memorize" the viewable space array, so that at the cost of under 3000
1584 * bytes, we reduce the time taken by "forget_view()" to one assignment for
1585 * each grid actually in the "viewable space". And for another 3000 bytes,
1586 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
1587 * are also used by other routines, thus reducing the cost to almost nothing.
1589 * A similar thing is done for "forget_lite()" in which case the savings are
1590 * much less, but save us from doing bizarre maintenance checking.
1592 * In the worst "normal" case (in the middle of the town), the reachable space
1593 * actually reaches to more than half of the largest possible "circle" of view,
1594 * or about 800 grids, and in the worse case (in the middle of a dungeon level
1595 * where all the walls have been removed), the reachable space actually reaches
1596 * the theoretical maximum size of just under 1500 grids.
1598 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
1599 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
1600 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
1601 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
1602 * entire possible space (including initialization) in one step per grid. If
1603 * we do the "clearing" as a separate step (and use an array of "view" grids),
1604 * then the clearing will take as many steps as grids that were viewed, and the
1605 * algorithm will be able to "stop" scanning at various points.
1606 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
1610 * Mega-Hack -- Delayed visual update
1611 * Only used if update_view(), update_lite() or update_mon_lite() was called
1613 void delayed_visual_update(void)
1619 /* Update needed grids */
1620 for (i = 0; i < current_floor_ptr->redraw_n; i++)
1622 y = current_floor_ptr->redraw_y[i];
1623 x = current_floor_ptr->redraw_x[i];
1624 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1626 /* Update only needed grids (prevent multiple updating) */
1627 if (!(g_ptr->info & CAVE_REDRAW)) continue;
1629 /* If required, note */
1630 if (g_ptr->info & CAVE_NOTE) note_spot(y, x);
1634 /* Hack -- Visual update of monster on this grid */
1635 if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
1637 /* No longer in the array */
1638 g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
1642 current_floor_ptr->redraw_n = 0;
1647 * Hack -- forget the "flow" information
1649 void forget_flow(void)
1653 /* Check the entire dungeon */
1654 for (y = 0; y < current_floor_ptr->height; y++)
1656 for (x = 0; x < current_floor_ptr->width; x++)
1658 /* Forget the old data */
1659 current_floor_ptr->grid_array[y][x].dist = 0;
1660 current_floor_ptr->grid_array[y][x].cost = 0;
1661 current_floor_ptr->grid_array[y][x].when = 0;
1668 * Hack - speed up the update_flow algorithm by only doing
1669 * it everytime the player moves out of LOS of the last
1672 static POSITION flow_x = 0;
1673 static POSITION flow_y = 0;
1678 * Hack -- fill in the "cost" field of every grid that the player
1679 * can "reach" with the number of steps needed to reach that grid.
1680 * This also yields the "distance" of the player from every grid.
1682 * In addition, mark the "when" of the grids that can reach
1683 * the player with the incremented value of "flow_n".
1685 * Hack -- use the "seen" array as a "circular queue".
1687 * We do not need a priority queue because the cost from grid
1688 * to grid is always "one" and we process them in order.
1690 void update_flow(void)
1697 /* Paranoia -- make sure the array is empty */
1698 if (tmp_pos.n) return;
1700 /* The last way-point is on the map */
1701 if (p_ptr->running && in_bounds(current_floor_ptr, flow_y, flow_x))
1703 /* The way point is in sight - do not update. (Speedup) */
1704 if (current_floor_ptr->grid_array[flow_y][flow_x].info & CAVE_VIEW) return;
1707 /* Erase all of the current flow information */
1708 for (y = 0; y < current_floor_ptr->height; y++)
1710 for (x = 0; x < current_floor_ptr->width; x++)
1712 current_floor_ptr->grid_array[y][x].cost = 0;
1713 current_floor_ptr->grid_array[y][x].dist = 0;
1717 /* Save player position */
1721 /* Add the player's grid to the queue */
1722 tmp_pos.y[0] = p_ptr->y;
1723 tmp_pos.x[0] = p_ptr->x;
1725 /* Now process the queue */
1726 while (flow_head != flow_tail)
1730 /* Extract the next entry */
1731 ty = tmp_pos.y[flow_tail];
1732 tx = tmp_pos.x[flow_tail];
1734 /* Forget that entry */
1735 if (++flow_tail == TEMP_MAX) flow_tail = 0;
1737 /* Add the "children" */
1738 for (d = 0; d < 8; d++)
1740 int old_head = flow_head;
1741 byte_hack m = current_floor_ptr->grid_array[ty][tx].cost + 1;
1742 byte_hack n = current_floor_ptr->grid_array[ty][tx].dist + 1;
1745 /* Child location */
1746 y = ty + ddy_ddd[d];
1747 x = tx + ddx_ddd[d];
1749 /* Ignore player's grid */
1750 if (player_bold(y, x)) continue;
1752 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1754 if (is_closed_door(g_ptr->feat)) m += 3;
1756 /* Ignore "pre-stamped" entries */
1757 if (g_ptr->dist != 0 && g_ptr->dist <= n && g_ptr->cost <= m) continue;
1759 /* Ignore "walls" and "rubble" */
1760 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(g_ptr->feat)) continue;
1762 /* Save the flow cost */
1763 if (g_ptr->cost == 0 || g_ptr->cost > m) g_ptr->cost = m;
1764 if (g_ptr->dist == 0 || g_ptr->dist > n) g_ptr->dist = n;
1766 /* Hack -- limit flow depth */
1767 if (n == MONSTER_FLOW_DEPTH) continue;
1769 /* Enqueue that entry */
1770 tmp_pos.y[flow_head] = y;
1771 tmp_pos.x[flow_head] = x;
1773 /* Advance the queue */
1774 if (++flow_head == TEMP_MAX) flow_head = 0;
1776 /* Hack -- notice overflow by forgetting new entry */
1777 if (flow_head == flow_tail) flow_head = old_head;
1783 static int scent_when = 0;
1786 * Characters leave scent trails for perceptive monsters to track.
1788 * Smell is rather more limited than sound. Many creatures cannot use
1789 * it at all, it doesn't extend very far outwards from the character's
1790 * current position, and monsters can use it to home in the character,
1791 * but not to run away from him.
1793 * Smell is valued according to age. When a character takes his current_world_ptr->game_turn,
1794 * scent is aged by one, and new scent of the current age is laid down.
1795 * Speedy characters leave more scent, true, but it also ages faster,
1796 * which makes it harder to hunt them down.
1798 * Whenever the age count loops, most of the scent trail is erased and
1799 * the age of the remainder is recalculated.
1801 void update_smell(void)
1806 /* Create a table that controls the spread of scent */
1807 const int scent_adjust[5][5] =
1816 /* Loop the age and adjust scent values when necessary */
1817 if (++scent_when == 254)
1819 /* Scan the entire dungeon */
1820 for (y = 0; y < current_floor_ptr->height; y++)
1822 for (x = 0; x < current_floor_ptr->width; x++)
1824 int w = current_floor_ptr->grid_array[y][x].when;
1825 current_floor_ptr->grid_array[y][x].when = (w > 128) ? (w - 128) : 0;
1834 /* Lay down new scent */
1835 for (i = 0; i < 5; i++)
1837 for (j = 0; j < 5; j++)
1841 /* Translate table to map grids */
1842 y = i + p_ptr->y - 2;
1843 x = j + p_ptr->x - 2;
1846 if (!in_bounds(current_floor_ptr, y, x)) continue;
1848 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1850 /* Walls, water, and lava cannot hold scent. */
1851 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(g_ptr->feat)) continue;
1853 /* Grid must not be blocked by walls from the character */
1854 if (!player_has_los_bold(y, x)) continue;
1856 /* Note grids that are too far away */
1857 if (scent_adjust[i][j] == -1) continue;
1859 /* Mark the grid with new scent */
1860 g_ptr->when = scent_when + scent_adjust[i][j];
1868 * Change the "feat" flag for a grid, and notice/redraw the grid
1870 void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat)
1872 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1873 feature_type *f_ptr = &f_info[feat];
1874 bool old_los, old_mirror;
1876 if (!current_world_ptr->character_dungeon)
1878 /* Clear mimic type */
1881 /* Change the feature */
1884 /* Hack -- glow the GLOW terrain */
1885 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1890 for (i = 0; i < 9; i++)
1892 yy = y + ddy_ddd[i];
1893 xx = x + ddx_ddd[i];
1894 if (!in_bounds2(yy, xx)) continue;
1895 current_floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
1902 old_los = cave_have_flag_bold(y, x, FF_LOS);
1903 old_mirror = is_mirror_grid(g_ptr);
1905 /* Clear mimic type */
1908 /* Change the feature */
1911 /* Remove flag for mirror/glyph */
1912 g_ptr->info &= ~(CAVE_OBJECT);
1914 if (old_mirror && (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1916 g_ptr->info &= ~(CAVE_GLOW);
1917 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
1919 update_local_illumination(p_ptr, y, x);
1922 /* Check for change to boring grid */
1923 if (!have_flag(f_ptr->flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1924 if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
1929 /* Check if los has changed */
1930 if (old_los ^ have_flag(f_ptr->flags, FF_LOS))
1933 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
1935 update_local_illumination(p_ptr, y, x);
1937 #endif /* COMPLEX_WALL_ILLUMINATION */
1939 /* Update the visuals */
1940 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_MONSTERS);
1943 /* Hack -- glow the GLOW terrain */
1944 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1950 for (i = 0; i < 9; i++)
1952 yy = y + ddy_ddd[i];
1953 xx = x + ddx_ddd[i];
1954 if (!in_bounds2(yy, xx)) continue;
1955 cc_ptr = ¤t_floor_ptr->grid_array[yy][xx];
1956 cc_ptr->info |= CAVE_GLOW;
1958 if (player_has_los_grid(cc_ptr))
1960 if (cc_ptr->m_idx) update_monster(cc_ptr->m_idx, FALSE);
1967 update_local_illumination(p_ptr, yy, xx);
1970 if (p_ptr->special_defense & NINJA_S_STEALTH)
1972 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(p_ptr, FALSE);
1977 FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat)
1979 feature_type *f_ptr = &f_info[newfeat];
1981 if (have_flag(f_ptr->flags, FF_CONVERT))
1983 switch (f_ptr->subtype)
1985 case CONVERT_TYPE_FLOOR:
1986 return feat_ground_type[randint0(100)];
1987 case CONVERT_TYPE_WALL:
1988 return feat_wall_type[randint0(100)];
1989 case CONVERT_TYPE_INNER:
1990 return feat_wall_inner;
1991 case CONVERT_TYPE_OUTER:
1992 return feat_wall_outer;
1993 case CONVERT_TYPE_SOLID:
1994 return feat_wall_solid;
1995 case CONVERT_TYPE_STREAM1:
1996 return d_info[p_ptr->dungeon_idx].stream1;
1997 case CONVERT_TYPE_STREAM2:
1998 return d_info[p_ptr->dungeon_idx].stream2;
2003 else return newfeat;
2008 * Take a feature, determine what that feature becomes
2009 * through applying the given action.
2011 FEAT_IDX feat_state(FEAT_IDX feat, int action)
2013 feature_type *f_ptr = &f_info[feat];
2016 /* Get the new feature */
2017 for (i = 0; i < MAX_FEAT_STATES; i++)
2019 if (f_ptr->state[i].action == action) return conv_dungeon_feat(f_ptr->state[i].result);
2022 if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
2024 return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(f_ptr->destroyed) : feat;
2028 * Takes a location and action and changes the feature at that
2029 * location through applying the given action.
2031 void cave_alter_feat(POSITION y, POSITION x, int action)
2033 /* Set old feature */
2034 FEAT_IDX oldfeat = current_floor_ptr->grid_array[y][x].feat;
2036 /* Get the new feat */
2037 FEAT_IDX newfeat = feat_state(oldfeat, action);
2040 if (newfeat == oldfeat) return;
2042 /* Set the new feature */
2043 cave_set_feat(y, x, newfeat);
2045 if (!(feature_action_flags[action] & FAF_NO_DROP))
2047 feature_type *old_f_ptr = &f_info[oldfeat];
2048 feature_type *f_ptr = &f_info[newfeat];
2052 if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
2054 /* Place some gold */
2060 if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - current_floor_ptr->dun_level / 2)))
2063 place_object(y, x, 0L);
2067 if (found && current_world_ptr->character_dungeon && player_can_see_bold(y, x))
2069 msg_print(_("何かを発見した!", "You have found something!"));
2073 if (feature_action_flags[action] & FAF_CRASH_GLASS)
2075 feature_type *old_f_ptr = &f_info[oldfeat];
2077 if (have_flag(old_f_ptr->flags, FF_GLASS) && current_world_ptr->character_dungeon)
2079 project(PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(current_floor_ptr->dun_level, 100) / 4, GF_SHARDS,
2080 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
2086 /* Remove a mirror */
2087 void remove_mirror(POSITION y, POSITION x)
2089 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2091 /* Remove the mirror */
2092 g_ptr->info &= ~(CAVE_OBJECT);
2095 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
2097 g_ptr->info &= ~(CAVE_GLOW);
2098 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
2099 if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
2101 update_local_illumination(p_ptr, y, x);
2111 * Return TRUE if there is a mirror on the grid.
2113 bool is_mirror_grid(grid_type *g_ptr)
2115 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MIRROR))
2123 * Return TRUE if there is a mirror on the grid.
2125 bool is_glyph_grid(grid_type *g_ptr)
2127 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_GLYPH))
2135 * Return TRUE if there is a mirror on the grid.
2137 bool is_explosive_rune_grid(grid_type *g_ptr)
2139 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MINOR_GLYPH))
2146 * @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。
2147 * @param m_idx モンスターID
2151 * @return テレポート先として妥当ならばtrue
2153 bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode)
2155 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2156 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2157 feature_type *f_ptr = &f_info[g_ptr->feat];
2159 /* Require "teleportable" space */
2160 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
2162 if (g_ptr->m_idx && (g_ptr->m_idx != m_idx)) return FALSE;
2163 if (player_bold(y, x)) return FALSE;
2165 /* Hack -- no teleport onto glyph of warding */
2166 if (is_glyph_grid(g_ptr)) return FALSE;
2167 if (is_explosive_rune_grid(g_ptr)) return FALSE;
2169 if (!(mode & TELEPORT_PASSIVE))
2171 if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE;
2178 * @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。
2182 * @return テレポート先として妥当ならばtrue
2184 bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode)
2186 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2187 feature_type *f_ptr = &f_info[g_ptr->feat];
2189 /* Require "teleportable" space */
2190 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
2192 /* No magical teleporting into vaults and such */
2193 if (!(mode & TELEPORT_NONMAGICAL) && (g_ptr->info & CAVE_ICKY)) return FALSE;
2195 if (g_ptr->m_idx && (g_ptr->m_idx != p_ptr->riding)) return FALSE;
2197 /* don't teleport on a trap. */
2198 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) return FALSE;
2200 if (!(mode & TELEPORT_PASSIVE))
2202 if (!player_can_enter(g_ptr->feat, 0)) return FALSE;
2204 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP))
2206 if (!p_ptr->levitation && !p_ptr->can_swim) return FALSE;
2209 if (have_flag(f_ptr->flags, FF_LAVA) && !p_ptr->immune_fire && !IS_INVULN())
2211 /* Always forbid deep lava */
2212 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
2214 /* Forbid shallow lava when the player don't have levitation */
2215 if (!p_ptr->levitation) return FALSE;
2224 * @brief 地形は開くものであって、かつ開かれているかを返す /
2225 * Attempt to open the given chest at the given location
2227 * @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
2229 bool is_open(FEAT_IDX feat)
2231 return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
2235 * @brief プレイヤーが地形踏破可能かを返す
2236 * @param feature 判定したい地形ID
2237 * @param mode 移動に関するオプションフラグ
2238 * @return 移動可能ならばTRUEを返す
2240 bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode)
2242 feature_type *f_ptr = &f_info[feature];
2244 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
2246 if (have_flag(f_ptr->flags, FF_PATTERN))
2248 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2251 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
2252 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
2253 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
2255 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;