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
54 * @brief 地形状態フラグテーブル /
55 * The table of features' actions
57 static const byte feature_action_flags[FF_FLAG_MAX] =
69 FAF_CRASH_GLASS, /* BASH */
71 FAF_DESTROY, /* DISARM */
73 FAF_DESTROY | FAF_CRASH_GLASS, /* TUNNEL */
74 0, /* MAY_HAVE_GOLD */
104 FAF_DESTROY | FAF_CRASH_GLASS, /* HURT_ROCK */
159 FAF_DESTROY | FAF_NO_DROP | FAF_CRASH_GLASS, /* HURT_DISI */
172 0, /* TELEPORTABLE */
178 * @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
179 * @param creature_ptr 配置したいクリーチャーの参照ポインタ
180 * @return 配置に成功したらTRUEを返す
182 bool new_player_spot(player_type *creature_ptr)
184 POSITION y = 0, x = 0;
185 int max_attempts = 10000;
190 while (max_attempts--)
192 /* Pick a legal spot */
193 y = (POSITION)rand_range(1, creature_ptr->current_floor_ptr->height - 2);
194 x = (POSITION)rand_range(1, creature_ptr->current_floor_ptr->width - 2);
196 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
198 /* Must be a "naked" floor grid */
199 if (g_ptr->m_idx) continue;
200 if (creature_ptr->current_floor_ptr->dun_level)
202 f_ptr = &f_info[g_ptr->feat];
204 if (max_attempts > 5000) /* Rule 1 */
206 if (!have_flag(f_ptr->flags, FF_FLOOR)) continue;
210 if (!have_flag(f_ptr->flags, FF_MOVE)) continue;
211 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) continue;
214 /* Refuse to start on anti-teleport grids in dungeon */
215 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) continue;
217 if (!player_can_enter(g_ptr->feat, 0)) continue;
218 if (!in_bounds(creature_ptr->current_floor_ptr, y, x)) continue;
220 /* Refuse to start on anti-teleport grids */
221 if (g_ptr->info & (CAVE_ICKY)) continue;
226 if (max_attempts < 1) /* Should be -1, actually if we failed... */
229 /* Save the new player grid */
239 * @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
240 * @param y ドアの配置を試みたいマスのY座標
241 * @param x ドアの配置を試みたいマスのX座標
242 * @param room 部屋に接している場合向けのドア生成か否か
245 void place_random_door(POSITION y, POSITION x, bool room)
248 FEAT_IDX feat = feat_none;
249 grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
251 /* Initialize mimic info */
254 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
256 place_floor_bold(p_ptr->current_floor_ptr, y, x);
260 type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
261 one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
262 ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
264 /* Choose an object */
265 tmp = randint0(1000);
267 /* Open doors (300/1000) */
270 /* Create open door */
271 feat = feat_door[type].open;
274 /* Broken doors (100/1000) */
277 /* Create broken door */
278 feat = feat_door[type].broken;
281 /* Secret doors (200/1000) */
284 /* Create secret door */
285 place_closed_door(y, x, type);
287 if (type != DOOR_CURTAIN)
289 /* Hide. If on the edge of room, use outer wall. */
290 g_ptr->mimic = room ? feat_wall_outer : feat_wall_type[randint0(100)];
292 /* Floor type terrain cannot hide a door */
293 if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
295 if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
297 g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
304 /* Closed, locked, or stuck doors (400/1000) */
305 else place_closed_door(y, x, type);
309 if (feat != feat_none)
311 set_cave_feat(p_ptr->current_floor_ptr, y, x, feat);
315 place_floor_bold(p_ptr->current_floor_ptr, y, x);
319 delete_monster(y, x);
323 * @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.
324 * @param y ドアの配置を試みたいマスのY座標
325 * @param x ドアの配置を試みたいマスのX座標
326 * @param type ドアの地形ID
329 void place_closed_door(POSITION y, POSITION x, int type)
332 FEAT_IDX feat = feat_none;
334 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
336 place_floor_bold(p_ptr->current_floor_ptr, y, x);
340 /* Choose an object */
343 /* Closed doors (300/400) */
346 /* Create closed door */
347 feat = feat_door[type].closed;
350 /* Locked doors (99/400) */
353 /* Create locked door */
354 feat = feat_locked_door_random(type);
357 /* Stuck doors (1/400) */
360 /* Create jammed door */
361 feat = feat_jammed_door_random(type);
364 if (feat != feat_none)
366 cave_set_feat(y, x, feat);
368 /* Now it is not floor */
369 p_ptr->current_floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
373 place_floor_bold(p_ptr->current_floor_ptr, y, x);
378 * @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.
379 * @param y1 基準となるマスのY座標
380 * @param x1 基準となるマスのX座標
382 * @note Assumes "in_bounds(p_ptr->current_floor_ptr, y1, x1)"
384 * XXX XXX This routine currently only counts actual "empty floor"\n
385 * grids which are not in rooms. We might want to also count stairs,\n
386 * open doors, closed doors, etc.
388 static int next_to_corr(POSITION y1, POSITION x1)
395 /* Scan adjacent grids */
396 for (i = 0; i < 4; i++)
400 g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
402 /* Skip non floors */
403 if (cave_have_flag_grid(g_ptr, FF_WALL)) continue;
405 /* Skip non "empty floor" grids */
406 if (!is_floor_grid(g_ptr))
409 /* Skip grids inside rooms */
410 if (g_ptr->info & (CAVE_ROOM)) continue;
412 /* Count these grids */
416 /* Return the number of corridors */
421 * @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.
422 * @param y 判定を行いたいマスのY座標
423 * @param x 判定を行いたいマスのX座標
424 * @return ドアを設置可能ならばTRUEを返す
425 * @note Assumes "in_bounds(p_ptr->current_floor_ptr, y1, x1)"
428 * Assumes "in_bounds(p_ptr->current_floor_ptr, y, x)"\n
430 static bool possible_doorway(POSITION y, POSITION x)
432 /* Count the adjacent corridors */
433 if (next_to_corr(y, x) >= 2)
436 if (cave_have_flag_bold(y - 1, x, FF_WALL) &&
437 cave_have_flag_bold(y + 1, x, FF_WALL))
442 /* Check Horizontal */
443 if (cave_have_flag_bold(y, x - 1, FF_WALL) &&
444 cave_have_flag_bold(y, x + 1, FF_WALL))
455 * @brief ドアの設置を試みる / Places door at y, x position if at least 2 walls found
456 * @param y 設置を行いたいマスのY座標
457 * @param x 設置を行いたいマスのX座標
460 void try_door(POSITION y, POSITION x)
461 { if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return;
464 if (cave_have_flag_bold(y, x, FF_WALL)) return;
466 /* Ignore room grids */
467 if (p_ptr->current_floor_ptr->grid_array[y][x].info & (CAVE_ROOM)) return;
469 /* Occasional door (if allowed) */
470 if ((randint0(100) < dun_tun_jct) && possible_doorway(y, x) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS))
473 place_random_door(y, x, FALSE);
479 * @brief 長方形の空洞を生成する / Make an empty square floor, for the middle of rooms
480 * @param x1 長方形の左端X座標(-1)
481 * @param x2 長方形の右端X座標(+1)
482 * @param y1 長方形の上端Y座標(-1)
483 * @param y2 長方形の下端Y座標(+1)
487 void place_floor(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
491 /* Place a full floor under the room */
492 for (y = y1 - 1; y <= y2 + 1; y++)
494 for (x = x1 - 1; x <= x2 + 1; x++)
496 place_floor_bold(p_ptr->current_floor_ptr, y, x);
497 add_cave_info(p_ptr->current_floor_ptr, y, x, CAVE_ROOM);
498 if (light) add_cave_info(p_ptr->current_floor_ptr, y, x, CAVE_GLOW);
505 * @brief 長方形の部屋を生成する / Make an empty square room, only floor and wall grids
506 * @param x1 長方形の左端X座標(-1)
507 * @param x2 長方形の右端X座標(+1)
508 * @param y1 長方形の上端Y座標(-1)
509 * @param y2 長方形の下端Y座標(+1)
513 void place_room(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
517 place_floor(x1, x2, y1, y2, light);
519 /* Walls around the room */
520 for (y = y1 - 1; y <= y2 + 1; y++)
522 place_outer_bold(y, x1 - 1);
523 place_outer_bold(y, x2 + 1);
525 for (x = x1 - 1; x <= x2 + 1; x++)
527 place_outer_bold(y1 - 1, x);
528 place_outer_bold(y2 + 1, x);
534 * @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
535 * @param y 配置したい中心マスのY座標
536 * @param x 配置したい中心マスのX座標
540 * Only really called by some of the "vault" routines.
542 void vault_objects(POSITION y, POSITION x, int num)
545 int i = 0, j = y, k = x;
550 /* Attempt to place 'num' objects */
551 for (; num > 0; --num)
553 /* Try up to 11 spots looking for empty space */
554 for (i = 0; i < 11; ++i)
556 /* Pick a random location */
557 while (dummy < SAFE_MAX_ATTEMPTS)
559 j = rand_spread(y, 2);
560 k = rand_spread(x, 3);
562 if (!in_bounds(p_ptr->current_floor_ptr, j, k)) continue;
566 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
568 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!"));
571 /* Require "clean" floor space */
572 g_ptr = &p_ptr->current_floor_ptr->grid_array[j][k];
573 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) continue;
575 if (randint0(100) < 75)
577 place_object(j, k, 0L);
584 /* Placement accomplished */
591 * @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
592 * @param y トラップを配置したいマスの中心Y座標
593 * @param x トラップを配置したいマスの中心X座標
594 * @param yd Y方向の配置分散マス数
595 * @param xd X方向の配置分散マス数
598 * Only really called by some of the "vault" routines.
600 void vault_trap_aux(POSITION y, POSITION x, POSITION yd, POSITION xd)
602 int count = 0, y1 = y, x1 = x;
608 for (count = 0; count <= 5; count++)
611 while (dummy < SAFE_MAX_ATTEMPTS)
613 y1 = rand_spread(y, yd);
614 x1 = rand_spread(x, xd);
616 if (!in_bounds(p_ptr->current_floor_ptr, y1, x1)) continue;
620 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
622 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!"));
625 /* Require "naked" floor grids */
626 g_ptr = &p_ptr->current_floor_ptr->grid_array[y1][x1];
627 if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
630 place_trap(p_ptr->current_floor_ptr, y1, x1);
637 * @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
638 * @param y トラップを配置したいマスの中心Y座標
639 * @param x トラップを配置したいマスの中心X座標
640 * @param yd Y方向の配置分散マス数
641 * @param xd X方向の配置分散マス数
642 * @param num 配置したいトラップの数
645 * Only really called by some of the "vault" routines.
647 void vault_traps(POSITION y, POSITION x, POSITION yd, POSITION xd, int num)
651 for (i = 0; i < num; i++)
653 vault_trap_aux(y, x, yd, xd);
658 * @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
659 * @param y1 モンスターを配置したいマスの中心Y座標
660 * @param x1 モンスターを配置したいマスの中心X座標
661 * @param num 配置したいモンスターの数
664 * Only really called by some of the "vault" routines.
666 void vault_monsters(POSITION y1, POSITION x1, int num)
672 /* Try to summon "num" monsters "near" the given location */
673 for (k = 0; k < num; k++)
675 /* Try nine locations */
676 for (i = 0; i < 9; i++)
680 /* Pick a nearby location */
681 scatter(&y, &x, y1, x1, d, 0);
683 /* Require "empty" floor grids */
684 g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
685 if (!cave_empty_grid(g_ptr)) continue;
687 /* Place the monster (allow groups) */
688 p_ptr->current_floor_ptr->monster_level = p_ptr->current_floor_ptr->base_level + 2;
689 (void)place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
690 p_ptr->current_floor_ptr->monster_level = p_ptr->current_floor_ptr->base_level;
696 * @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.)
697 * @param x チェックするマスのX座標
698 * @param y チェックするマスのY座標
699 * @return 床系地形ならばTRUE
701 bool get_is_floor(POSITION x, POSITION y)
703 if (!in_bounds(p_ptr->current_floor_ptr, y, x))
709 /* Do the real check */
710 if (is_floor_bold(p_ptr->current_floor_ptr, y, x)) return (TRUE);
716 * @brief 指定のマスを床地形に変える / Set a square to be floor. (Includes range checking.)
717 * @param x 地形を変えたいマスのX座標
718 * @param y 地形を変えたいマスのY座標
721 void set_floor(POSITION x, POSITION y)
723 if (!in_bounds(p_ptr->current_floor_ptr, y, x))
729 if (p_ptr->current_floor_ptr->grid_array[y][x].info & CAVE_ROOM)
731 /* A room border don't touch. */
735 /* Set to be floor if is a wall (don't touch lakes). */
736 if (is_extra_bold(p_ptr->current_floor_ptr, y, x))
737 place_floor_bold(p_ptr->current_floor_ptr, y, x);
741 * @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
742 * @param g_ptr 永久壁を配置したいマス構造体の参照ポインタ
745 void place_bound_perm_wall(grid_type *g_ptr)
747 if (bound_walls_perm)
749 /* Clear boundary mimic */
754 feature_type *f_ptr = &f_info[g_ptr->feat];
756 /* Hack -- Decline boundary walls with known treasure */
757 if ((have_flag(f_ptr->flags, FF_HAS_GOLD) || have_flag(f_ptr->flags, FF_HAS_ITEM)) &&
758 !have_flag(f_ptr->flags, FF_SECRET))
759 g_ptr->feat = feat_state(g_ptr->feat, FF_ENSECRET);
761 /* Set boundary mimic */
762 g_ptr->mimic = g_ptr->feat;
765 /* Add "solid" perma-wall */
766 place_solid_perm_grid(g_ptr);
770 * @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
771 * @param g_ptr マス構造体の参照ポインタ
772 * @return 看破済みの罠があるならTRUEを返す。
774 bool is_known_trap(grid_type *g_ptr)
776 if (!g_ptr->mimic && !cave_have_flag_grid(g_ptr, FF_SECRET) &&
777 is_trap(g_ptr->feat)) return TRUE;
785 * @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
786 * @param g_ptr マス構造体の参照ポインタ
787 * @return 隠されたドアがあるならTRUEを返す。
789 bool is_hidden_door(grid_type *g_ptr)
791 if ((g_ptr->mimic || cave_have_flag_grid(g_ptr, FF_SECRET)) &&
792 is_closed_door(g_ptr->feat))
798 #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 */
802 * @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
805 * @return 指定された座標に照明がかかっているならTRUEを返す。。
807 bool check_local_illumination(POSITION y, POSITION x)
809 /* Hack -- move towards player */
810 POSITION yy = (y < p_ptr->y) ? (y + 1) : (y > p_ptr->y) ? (y - 1) : y;
811 POSITION xx = (x < p_ptr->x) ? (x + 1) : (x > p_ptr->x) ? (x - 1) : x;
813 /* Check for "local" illumination */
815 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
817 /* Check for "complex" illumination */
818 if ((feat_supports_los(get_feat_mimic(&p_ptr->current_floor_ptr->grid_array[yy][xx])) &&
819 (p_ptr->current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW)) ||
820 (feat_supports_los(get_feat_mimic(&p_ptr->current_floor_ptr->grid_array[y][xx])) &&
821 (p_ptr->current_floor_ptr->grid_array[y][xx].info & CAVE_GLOW)) ||
822 (feat_supports_los(get_feat_mimic(&p_ptr->current_floor_ptr->grid_array[yy][x])) &&
823 (p_ptr->current_floor_ptr->grid_array[yy][x].info & CAVE_GLOW)))
829 #else /* COMPLEX_WALL_ILLUMINATION */
831 /* Check for "simple" illumination */
832 return (p_ptr->current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
834 #endif /* COMPLEX_WALL_ILLUMINATION */
838 /*! 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 */
839 #define update_local_illumination_aux(C, Y, X) \
841 if (player_has_los_bold((C), (Y), (X))) \
843 /* Update the monster */ \
844 if ((C)->current_floor_ptr->grid_array[(Y)][(X)].m_idx) update_monster((C)->current_floor_ptr->grid_array[(Y)][(X)].m_idx, FALSE); \
846 /* Notice and redraw */ \
847 note_spot((Y), (X)); \
848 lite_spot((Y), (X)); \
853 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
854 * @param creature_ptr 視界元のクリーチャー
859 void update_local_illumination(player_type * creature_ptr, POSITION y, POSITION x)
864 if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return;
866 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
868 if ((y != creature_ptr->y) && (x != creature_ptr->x))
870 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
871 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
872 update_local_illumination_aux(creature_ptr, yy, xx);
873 update_local_illumination_aux(creature_ptr, y, xx);
874 update_local_illumination_aux(creature_ptr, yy, x);
876 else if (x != creature_ptr->x) /* y == creature_ptr->y */
878 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
879 for (i = -1; i <= 1; i++)
882 update_local_illumination_aux(creature_ptr, yy, xx);
885 update_local_illumination_aux(creature_ptr, yy, x);
887 update_local_illumination_aux(creature_ptr, yy, x);
889 else if (y != creature_ptr->y) /* x == creature_ptr->x */
891 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
892 for (i = -1; i <= 1; i++)
895 update_local_illumination_aux(creature_ptr, yy, xx);
898 update_local_illumination_aux(creature_ptr, y, xx);
900 update_local_illumination_aux(creature_ptr, y, xx);
902 else /* Player's grid */
904 for (i = 0; i < 8; i++)
908 update_local_illumination_aux(creature_ptr, yy, xx);
912 #else /* COMPLEX_WALL_ILLUMINATION */
914 if ((y != creature_ptr->y) && (x != creature_ptr->x))
916 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
917 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
918 update_local_illumination_aux(creature_ptr, yy, xx);
920 else if (x != creature_ptr->x) /* y == creature_ptr->y */
922 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
923 for (i = -1; i <= 1; i++)
926 update_local_illumination_aux(creature_ptr, yy, xx);
929 else if (y != creature_ptr->y) /* x == creature_ptr->x */
931 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
932 for (i = -1; i <= 1; i++)
935 update_local_illumination_aux(creature_ptr, yy, xx);
938 else /* Player's grid */
940 for (i = 0; i < 8; i++)
944 update_local_illumination_aux(creature_ptr, yy, xx);
948 #endif /* COMPLEX_WALL_ILLUMINATION */
953 * @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
954 * @return 視覚に収められていないならTRUEを返す
955 * @details player_can_see_bold()関数の返り値の否定を返している。
959 return (!player_can_see_bold(p_ptr->y, p_ptr->x));
964 * @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"
967 * @return 各種の変更が可能ならTRUEを返す。
969 * 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。
971 bool cave_valid_bold(POSITION y, POSITION x)
973 grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
974 OBJECT_IDX this_o_idx, next_o_idx = 0;
976 /* Forbid perma-grids */
977 if (cave_perma_grid(g_ptr)) return (FALSE);
980 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
983 o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
984 next_o_idx = o_ptr->next_o_idx;
986 /* Forbid artifact grids */
987 if (object_is_artifact(o_ptr)) return (FALSE);
997 * Place an attr/char pair at the given map coordinate, if legal.
999 void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x)
1001 /* Only do "legal" locations */
1002 if (panel_contains(y, x))
1004 /* Hack -- fake monochrome */
1007 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1008 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
1009 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1012 /* Draw the char using the attr */
1013 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
1022 * Memorize interesting viewable object/features in the given grid
1024 * This function should only be called on "legal" grids.
1026 * This function will memorize the object and/or feature in the given
1027 * grid, if they are (1) viewable and (2) interesting. Note that all
1028 * objects are interesting, all terrain features except floors (and
1029 * invisible traps) are interesting, and floors (and invisible traps)
1030 * are interesting sometimes (depending on various options involving
1031 * the illumination of floor grids).
1033 * The automatic memorization of all objects and non-floor terrain
1034 * features as soon as they are displayed allows incredible amounts
1035 * of optimization in various places, especially "map_info()".
1037 * Note that the memorization of objects is completely separate from
1038 * the memorization of terrain features, preventing annoying floor
1039 * memorization when a detected object is picked up from a dark floor,
1040 * and object memorization when an object is dropped into a floor grid
1041 * which is memorized but out-of-sight.
1043 * This function should be called every time the "memorization" of
1044 * a grid (or the object in a grid) is called into question, such
1045 * as when an object is created in a grid, when a terrain feature
1046 * "changes" from "floor" to "non-floor", when any grid becomes
1047 * "illuminated" or "viewable", and when a "floor" grid becomes
1050 * Note the relatively efficient use of this function by the various
1051 * "update_view()" and "update_lite()" calls, to allow objects and
1052 * terrain features to be memorized (and drawn) whenever they become
1053 * viewable or illuminated in any way, but not when they "maintain"
1054 * or "lose" their previous viewability or illumination.
1056 * Note the butchered "internal" version of "player_can_see_bold()",
1057 * optimized primarily for the most common cases, that is, for the
1058 * non-marked floor grids.
1060 void note_spot(POSITION y, POSITION x)
1062 grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
1063 OBJECT_IDX this_o_idx, next_o_idx = 0;
1065 /* Blind players see nothing */
1066 if (p_ptr->blind) return;
1068 /* Analyze non-torch-lit grids */
1069 if (!(g_ptr->info & (CAVE_LITE | CAVE_MNLT)))
1071 /* Require line of sight to the grid */
1072 if (!(g_ptr->info & (CAVE_VIEW))) return;
1074 /* Require "perma-lite" of the grid */
1075 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1078 if (!p_ptr->see_nocto) return;
1083 /* Hack -- memorize objects */
1084 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1086 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
1087 next_o_idx = o_ptr->next_o_idx;
1089 /* Memorize objects */
1090 o_ptr->marked |= OM_FOUND;
1094 /* Hack -- memorize grids */
1095 if (!(g_ptr->info & (CAVE_MARK)))
1097 /* Feature code (applying "mimic" field) */
1098 feature_type *f_ptr = &f_info[get_feat_mimic(g_ptr)];
1100 /* Memorize some "boring" grids */
1101 if (!have_flag(f_ptr->flags, FF_REMEMBER))
1103 /* Option -- memorize all torch-lit floors */
1104 if (view_torch_grids &&
1105 ((g_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
1107 g_ptr->info |= (CAVE_MARK);
1110 /* Option -- memorize all perma-lit floors */
1111 else if (view_perma_grids && ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
1113 g_ptr->info |= (CAVE_MARK);
1117 /* Memorize normal grids */
1118 else if (have_flag(f_ptr->flags, FF_LOS))
1120 g_ptr->info |= (CAVE_MARK);
1123 /* Memorize torch-lit walls */
1124 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
1126 g_ptr->info |= (CAVE_MARK);
1129 /* Memorize walls seen by noctovision of Ninja */
1130 else if (p_ptr->see_nocto)
1132 g_ptr->info |= (CAVE_MARK);
1135 /* Memorize certain non-torch-lit wall grids */
1136 else if (check_local_illumination(y, x))
1138 g_ptr->info |= (CAVE_MARK);
1142 /* Memorize terrain of the grid */
1143 g_ptr->info |= (CAVE_KNOWN);
1147 * Redraw (on the screen) a given MAP location
1149 * This function should only be called on "legal" grids
1151 void lite_spot(POSITION y, POSITION x)
1153 /* Redraw if on screen */
1154 if (panel_contains(y, x) && in_bounds2(p_ptr->current_floor_ptr, y, x))
1161 map_info(y, x, &a, &c, &ta, &tc);
1163 /* Hack -- fake monochrome */
1166 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1167 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
1168 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1171 /* Hack -- Queue it */
1172 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
1174 /* Update sub-windows */
1175 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1180 * Some comments on the grid flags. -BEN-
1183 * One of the major bottlenecks in previous versions of Angband was in
1184 * the calculation of "line of sight" from the player to various grids,
1185 * such as monsters. This was such a nasty bottleneck that a lot of
1186 * silly things were done to reduce the dependancy on "line of sight",
1187 * for example, you could not "see" any grids in a lit room until you
1188 * actually entered the room, and there were all kinds of bizarre grid
1189 * flags to enable this behavior. This is also why the "call light"
1190 * spells always lit an entire room.
1192 * The code below provides functions to calculate the "field of view"
1193 * for the player, which, once calculated, provides extremely fast
1194 * calculation of "line of sight from the player", and to calculate
1195 * the "field of torch lite", which, again, once calculated, provides
1196 * extremely fast calculation of "which grids are lit by the player's
1197 * lite source". In addition to marking grids as "GRID_VIEW" and/or
1198 * "GRID_LITE", as appropriate, these functions maintain an array for
1199 * each of these two flags, each array containing the locations of all
1200 * of the grids marked with the appropriate flag, which can be used to
1201 * very quickly scan through all of the grids in a given set.
1203 * To allow more "semantically valid" field of view semantics, whenever
1204 * the field of view (or the set of torch lit grids) changes, all of the
1205 * grids in the field of view (or the set of torch lit grids) are "drawn"
1206 * so that changes in the world will become apparent as soon as possible.
1207 * This has been optimized so that only grids which actually "change" are
1208 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
1209 * of the grids which are entering or leaving the relevent set of grids.
1211 * These new methods are so efficient that the old nasty code was removed.
1213 * Note that there is no reason to "update" the "viewable space" unless
1214 * the player "moves", or walls/doors are created/destroyed, and there
1215 * is no reason to "update" the "torch lit grids" unless the field of
1216 * view changes, or the "light radius" changes. This means that when
1217 * the player is resting, or digging, or doing anything that does not
1218 * involve movement or changing the state of the dungeon, there is no
1219 * need to update the "view" or the "lite" regions, which is nice.
1221 * Note that the calls to the nasty "los()" function have been reduced
1222 * to a bare minimum by the use of the new "field of view" calculations.
1224 * I wouldn't be surprised if slight modifications to the "update_view()"
1225 * function would allow us to determine "reverse line-of-sight" as well
1226 * as "normal line-of-sight", which would allow monsters to use a more
1227 * "correct" calculation to determine if they can "see" the player. For
1228 * now, monsters simply "cheat" somewhat and assume that if the player
1229 * has "line of sight" to the monster, then the monster can "pretend"
1230 * that it has "line of sight" to the player.
1233 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
1234 * grid and maintains an array of all "CAVE_LITE" grids.
1236 * This set of grids is the complete set of all grids which are lit by
1237 * the players light source, which allows the "player_can_see_bold()"
1238 * function to work very quickly.
1240 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
1241 * fact, the player (unless blind) can always "see" all grids which are
1242 * marked as "CAVE_LITE", unless they are "off screen".
1245 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
1246 * grid and maintains an array of all "CAVE_VIEW" grids.
1248 * This set of grids is the complete set of all grids within line of sight
1249 * of the player, allowing the "player_has_los_bold(p_ptr, )" macro to work very
1253 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
1254 * temporary internal flag to mark those grids which are not only in view,
1255 * but which are also "easily" in line of sight of the player. This flag
1256 * is always cleared when we are done.
1259 * The current "update_lite()" and "update_view()" algorithms use the
1260 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
1261 * to keep track of which grids were previously marked as "CAVE_LITE" or
1262 * "CAVE_VIEW", which allows us to optimize the "screen updates".
1264 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
1265 * for various other purposes, such as spreading lite or darkness during
1266 * "lite_room()" / "unlite_room()", and for calculating monster flow.
1269 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
1270 * in some way permanently lit. However, for the player to "see" anything
1271 * in the grid, as determined by "player_can_see()", the player must not be
1272 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
1273 * grids, even if marked as "perma lit", are only illuminated if they touch
1274 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
1277 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
1278 * that even if the player cannot "see" the grid, he "knows" the terrain in
1279 * that grid. This is used to "remember" walls/doors/stairs/floors when they
1280 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite(p_ptr, )",
1281 * or when one of the "memorize floor grids" options induces memorization.
1283 * Objects are "memorized" in a different way, using a special "marked" flag
1284 * on the object itself, which is set when an object is observed or detected.
1287 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
1288 * and should be illuminated by "lite room" and "darkness" spells.
1291 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
1292 * and should be unavailable for "teleportation" destinations.
1295 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
1296 * which is observed, and the "view_torch_grids" allows the player to memorize
1297 * every torch-lit grid. The player will always memorize important walls,
1298 * doors, stairs, and other terrain features, as well as any "detected" grids.
1300 * Note that the new "update_view()" method allows, among other things, a room
1301 * to be "partially" seen as the player approaches it, with a growing cone of
1302 * floor appearing as the player gets closer to the door. Also, by not turning
1303 * on the "memorize perma-lit grids" option, the player will only "see" those
1304 * floor grids which are actually in line of sight.
1306 * And my favorite "plus" is that you can now use a special option to draw the
1307 * "floors" in the "viewable region" brightly (actually, to draw the *other*
1308 * grids dimly), providing a "pretty" effect as the player runs around, and
1309 * to efficiently display the "torch lite" in a special color.
1312 * Some comments on the "update_view()" algorithm...
1314 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
1315 * and only has to call "los()" on the borderline cases. The major axes/diags
1316 * even terminate early when they hit walls. I need to find a quick way
1317 * to "terminate" the other scans.
1319 * Note that in the worst case (a big empty area with say 5% scattered walls),
1320 * each of the 1500 or so nearby grids is checked once, most of them getting
1321 * an "instant" rating, and only a small portion requiring a call to "los()".
1323 * The only time that the algorithm appears to be "noticeably" too slow is
1324 * when running, and this is usually only important in town, since the town
1325 * provides about the worst scenario possible, with large open regions and
1326 * a few scattered obstructions. There is a special "efficiency" option to
1327 * allow the player to reduce his field of view in town, if needed.
1329 * In the "best" case (say, a normal stretch of corridor), the algorithm
1330 * makes one check for each viewable grid, and makes no calls to "los()".
1331 * So running in corridors is very fast, and if a lot of monsters are
1332 * nearby, it is much faster than the old methods.
1334 * Note that resting, most normal commands, and several forms of running,
1335 * plus all commands executed near large groups of monsters, are strictly
1336 * more efficient with "update_view()" that with the old "compute los() on
1337 * demand" method, primarily because once the "field of view" has been
1338 * calculated, it does not have to be recalculated until the player moves
1339 * (or a wall or door is created or destroyed).
1341 * Note that we no longer have to do as many "los()" checks, since once the
1342 * "view" region has been built, very few things cause it to be "changed"
1343 * (player movement, and the opening/closing of doors, changes in wall status).
1344 * Note that door/wall changes are only relevant when the door/wall itself is
1345 * in the "view" region.
1347 * The algorithm seems to only call "los()" from zero to ten times, usually
1348 * only when coming down a corridor into a room, or standing in a room, just
1349 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
1350 * we will be reducing the calls to "los()".
1352 * I am thinking in terms of an algorithm that "walks" from the central point
1353 * out to the maximal "distance", at each point, determining the "view" code
1354 * (above). For each grid not on a major axis or diagonal, the "view" code
1355 * depends on the "cave_los_bold(p_ptr->current_floor_ptr, )" and "view" of exactly two other grids
1356 * (the one along the nearest diagonal, and the one next to that one, see
1357 * "update_view_aux()"...).
1359 * We "memorize" the viewable space array, so that at the cost of under 3000
1360 * bytes, we reduce the time taken by "forget_view()" to one assignment for
1361 * each grid actually in the "viewable space". And for another 3000 bytes,
1362 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
1363 * are also used by other routines, thus reducing the cost to almost nothing.
1365 * A similar thing is done for "forget_lite()" in which case the savings are
1366 * much less, but save us from doing bizarre maintenance checking.
1368 * In the worst "normal" case (in the middle of the town), the reachable space
1369 * actually reaches to more than half of the largest possible "circle" of view,
1370 * or about 800 grids, and in the worse case (in the middle of a dungeon level
1371 * where all the walls have been removed), the reachable space actually reaches
1372 * the theoretical maximum size of just under 1500 grids.
1374 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
1375 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
1376 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
1377 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
1378 * entire possible space (including initialization) in one step per grid. If
1379 * we do the "clearing" as a separate step (and use an array of "view" grids),
1380 * then the clearing will take as many steps as grids that were viewed, and the
1381 * algorithm will be able to "stop" scanning at various points.
1382 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
1386 * Mega-Hack -- Delayed visual update
1387 * Only used if update_view(), update_lite() or update_mon_lite() was called
1389 void delayed_visual_update(void)
1395 /* Update needed grids */
1396 for (i = 0; i < p_ptr->current_floor_ptr->redraw_n; i++)
1398 y = p_ptr->current_floor_ptr->redraw_y[i];
1399 x = p_ptr->current_floor_ptr->redraw_x[i];
1400 g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
1402 /* Update only needed grids (prevent multiple updating) */
1403 if (!(g_ptr->info & CAVE_REDRAW)) continue;
1405 /* If required, note */
1406 if (g_ptr->info & CAVE_NOTE) note_spot(y, x);
1410 /* Hack -- Visual update of monster on this grid */
1411 if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
1413 /* No longer in the array */
1414 g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
1418 p_ptr->current_floor_ptr->redraw_n = 0;
1423 * Hack - speed up the update_flow algorithm by only doing
1424 * it everytime the player moves out of LOS of the last
1427 static POSITION flow_x = 0;
1428 static POSITION flow_y = 0;
1433 * Hack -- fill in the "cost" field of every grid that the player
1434 * can "reach" with the number of steps needed to reach that grid.
1435 * This also yields the "distance" of the player from every grid.
1437 * In addition, mark the "when" of the grids that can reach
1438 * the player with the incremented value of "flow_n".
1440 * Hack -- use the "seen" array as a "circular queue".
1442 * We do not need a priority queue because the cost from grid
1443 * to grid is always "one" and we process them in order.
1445 void update_flow(void)
1452 /* Paranoia -- make sure the array is empty */
1453 if (tmp_pos.n) return;
1455 /* The last way-point is on the map */
1456 if (p_ptr->running && in_bounds(p_ptr->current_floor_ptr, flow_y, flow_x))
1458 /* The way point is in sight - do not update. (Speedup) */
1459 if (p_ptr->current_floor_ptr->grid_array[flow_y][flow_x].info & CAVE_VIEW) return;
1462 /* Erase all of the current flow information */
1463 for (y = 0; y < p_ptr->current_floor_ptr->height; y++)
1465 for (x = 0; x < p_ptr->current_floor_ptr->width; x++)
1467 p_ptr->current_floor_ptr->grid_array[y][x].cost = 0;
1468 p_ptr->current_floor_ptr->grid_array[y][x].dist = 0;
1472 /* Save player position */
1476 /* Add the player's grid to the queue */
1477 tmp_pos.y[0] = p_ptr->y;
1478 tmp_pos.x[0] = p_ptr->x;
1480 /* Now process the queue */
1481 while (flow_head != flow_tail)
1485 /* Extract the next entry */
1486 ty = tmp_pos.y[flow_tail];
1487 tx = tmp_pos.x[flow_tail];
1489 /* Forget that entry */
1490 if (++flow_tail == TEMP_MAX) flow_tail = 0;
1492 /* Add the "children" */
1493 for (d = 0; d < 8; d++)
1495 int old_head = flow_head;
1496 byte_hack m = p_ptr->current_floor_ptr->grid_array[ty][tx].cost + 1;
1497 byte_hack n = p_ptr->current_floor_ptr->grid_array[ty][tx].dist + 1;
1500 /* Child location */
1501 y = ty + ddy_ddd[d];
1502 x = tx + ddx_ddd[d];
1504 /* Ignore player's grid */
1505 if (player_bold(p_ptr, y, x)) continue;
1507 g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
1509 if (is_closed_door(g_ptr->feat)) m += 3;
1511 /* Ignore "pre-stamped" entries */
1512 if (g_ptr->dist != 0 && g_ptr->dist <= n && g_ptr->cost <= m) continue;
1514 /* Ignore "walls" and "rubble" */
1515 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(g_ptr->feat)) continue;
1517 /* Save the flow cost */
1518 if (g_ptr->cost == 0 || g_ptr->cost > m) g_ptr->cost = m;
1519 if (g_ptr->dist == 0 || g_ptr->dist > n) g_ptr->dist = n;
1521 /* Hack -- limit flow depth */
1522 if (n == MONSTER_FLOW_DEPTH) continue;
1524 /* Enqueue that entry */
1525 tmp_pos.y[flow_head] = y;
1526 tmp_pos.x[flow_head] = x;
1528 /* Advance the queue */
1529 if (++flow_head == TEMP_MAX) flow_head = 0;
1531 /* Hack -- notice overflow by forgetting new entry */
1532 if (flow_head == flow_tail) flow_head = old_head;
1538 * Change the "feat" flag for a grid, and notice/redraw the grid
1540 void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat)
1542 grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
1543 feature_type *f_ptr = &f_info[feat];
1544 bool old_los, old_mirror;
1546 if (!current_world_ptr->character_dungeon)
1548 /* Clear mimic type */
1551 /* Change the feature */
1554 /* Hack -- glow the GLOW terrain */
1555 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1560 for (i = 0; i < 9; i++)
1562 yy = y + ddy_ddd[i];
1563 xx = x + ddx_ddd[i];
1564 if (!in_bounds2(p_ptr->current_floor_ptr, yy, xx)) continue;
1565 p_ptr->current_floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
1572 old_los = cave_have_flag_bold(y, x, FF_LOS);
1573 old_mirror = is_mirror_grid(g_ptr);
1575 /* Clear mimic type */
1578 /* Change the feature */
1581 /* Remove flag for mirror/glyph */
1582 g_ptr->info &= ~(CAVE_OBJECT);
1584 if (old_mirror && (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1586 g_ptr->info &= ~(CAVE_GLOW);
1587 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
1589 update_local_illumination(p_ptr, y, x);
1592 /* Check for change to boring grid */
1593 if (!have_flag(f_ptr->flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1594 if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
1599 /* Check if los has changed */
1600 if (old_los ^ have_flag(f_ptr->flags, FF_LOS))
1603 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
1605 update_local_illumination(p_ptr, y, x);
1607 #endif /* COMPLEX_WALL_ILLUMINATION */
1609 /* Update the visuals */
1610 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_MONSTERS);
1613 /* Hack -- glow the GLOW terrain */
1614 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1620 for (i = 0; i < 9; i++)
1622 yy = y + ddy_ddd[i];
1623 xx = x + ddx_ddd[i];
1624 if (!in_bounds2(p_ptr->current_floor_ptr, yy, xx)) continue;
1625 cc_ptr = &p_ptr->current_floor_ptr->grid_array[yy][xx];
1626 cc_ptr->info |= CAVE_GLOW;
1628 if (player_has_los_grid(cc_ptr))
1630 if (cc_ptr->m_idx) update_monster(cc_ptr->m_idx, FALSE);
1637 update_local_illumination(p_ptr, yy, xx);
1640 if (p_ptr->special_defense & NINJA_S_STEALTH)
1642 if (p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(p_ptr, FALSE);
1647 FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat)
1649 feature_type *f_ptr = &f_info[newfeat];
1651 if (have_flag(f_ptr->flags, FF_CONVERT))
1653 switch (f_ptr->subtype)
1655 case CONVERT_TYPE_FLOOR:
1656 return feat_ground_type[randint0(100)];
1657 case CONVERT_TYPE_WALL:
1658 return feat_wall_type[randint0(100)];
1659 case CONVERT_TYPE_INNER:
1660 return feat_wall_inner;
1661 case CONVERT_TYPE_OUTER:
1662 return feat_wall_outer;
1663 case CONVERT_TYPE_SOLID:
1664 return feat_wall_solid;
1665 case CONVERT_TYPE_STREAM1:
1666 return d_info[p_ptr->dungeon_idx].stream1;
1667 case CONVERT_TYPE_STREAM2:
1668 return d_info[p_ptr->dungeon_idx].stream2;
1673 else return newfeat;
1678 * Take a feature, determine what that feature becomes
1679 * through applying the given action.
1681 FEAT_IDX feat_state(FEAT_IDX feat, int action)
1683 feature_type *f_ptr = &f_info[feat];
1686 /* Get the new feature */
1687 for (i = 0; i < MAX_FEAT_STATES; i++)
1689 if (f_ptr->state[i].action == action) return conv_dungeon_feat(f_ptr->state[i].result);
1692 if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
1694 return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(f_ptr->destroyed) : feat;
1698 * Takes a location and action and changes the feature at that
1699 * location through applying the given action.
1701 void cave_alter_feat(POSITION y, POSITION x, int action)
1703 /* Set old feature */
1704 FEAT_IDX oldfeat = p_ptr->current_floor_ptr->grid_array[y][x].feat;
1706 /* Get the new feat */
1707 FEAT_IDX newfeat = feat_state(oldfeat, action);
1710 if (newfeat == oldfeat) return;
1712 /* Set the new feature */
1713 cave_set_feat(y, x, newfeat);
1715 if (!(feature_action_flags[action] & FAF_NO_DROP))
1717 feature_type *old_f_ptr = &f_info[oldfeat];
1718 feature_type *f_ptr = &f_info[newfeat];
1722 if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
1724 /* Place some gold */
1730 if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - p_ptr->current_floor_ptr->dun_level / 2)))
1733 place_object(y, x, 0L);
1737 if (found && current_world_ptr->character_dungeon && player_can_see_bold(y, x))
1739 msg_print(_("何かを発見した!", "You have found something!"));
1743 if (feature_action_flags[action] & FAF_CRASH_GLASS)
1745 feature_type *old_f_ptr = &f_info[oldfeat];
1747 if (have_flag(old_f_ptr->flags, FF_GLASS) && current_world_ptr->character_dungeon)
1749 project(PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(p_ptr->current_floor_ptr->dun_level, 100) / 4, GF_SHARDS,
1750 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1756 /* Remove a mirror */
1757 void remove_mirror(POSITION y, POSITION x)
1759 grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
1761 /* Remove the mirror */
1762 g_ptr->info &= ~(CAVE_OBJECT);
1765 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
1767 g_ptr->info &= ~(CAVE_GLOW);
1768 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
1769 if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
1771 update_local_illumination(p_ptr, y, x);
1781 * Return TRUE if there is a mirror on the grid.
1783 bool is_mirror_grid(grid_type *g_ptr)
1785 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MIRROR))
1793 * Return TRUE if there is a mirror on the grid.
1795 bool is_glyph_grid(grid_type *g_ptr)
1797 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_GLYPH))
1805 * Return TRUE if there is a mirror on the grid.
1807 bool is_explosive_rune_grid(grid_type *g_ptr)
1809 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MINOR_GLYPH))
1816 * @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。
1817 * @param m_idx モンスターID
1821 * @return テレポート先として妥当ならばtrue
1823 bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode)
1825 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
1826 grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
1827 feature_type *f_ptr = &f_info[g_ptr->feat];
1829 /* Require "teleportable" space */
1830 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
1832 if (g_ptr->m_idx && (g_ptr->m_idx != m_idx)) return FALSE;
1833 if (player_bold(p_ptr, y, x)) return FALSE;
1835 /* Hack -- no teleport onto glyph of warding */
1836 if (is_glyph_grid(g_ptr)) return FALSE;
1837 if (is_explosive_rune_grid(g_ptr)) return FALSE;
1839 if (!(mode & TELEPORT_PASSIVE))
1841 if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE;
1848 * @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。
1852 * @return テレポート先として妥当ならばtrue
1854 bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode)
1856 grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
1857 feature_type *f_ptr = &f_info[g_ptr->feat];
1859 /* Require "teleportable" space */
1860 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
1862 /* No magical teleporting into vaults and such */
1863 if (!(mode & TELEPORT_NONMAGICAL) && (g_ptr->info & CAVE_ICKY)) return FALSE;
1865 if (g_ptr->m_idx && (g_ptr->m_idx != p_ptr->riding)) return FALSE;
1867 /* don't teleport on a trap. */
1868 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) return FALSE;
1870 if (!(mode & TELEPORT_PASSIVE))
1872 if (!player_can_enter(g_ptr->feat, 0)) return FALSE;
1874 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP))
1876 if (!p_ptr->levitation && !p_ptr->can_swim) return FALSE;
1879 if (have_flag(f_ptr->flags, FF_LAVA) && !p_ptr->immune_fire && !IS_INVULN())
1881 /* Always forbid deep lava */
1882 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
1884 /* Forbid shallow lava when the player don't have levitation */
1885 if (!p_ptr->levitation) return FALSE;
1894 * @brief 地形は開くものであって、かつ開かれているかを返す /
1895 * Attempt to open the given chest at the given location
1897 * @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
1899 bool is_open(FEAT_IDX feat)
1901 return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
1905 * @brief プレイヤーが地形踏破可能かを返す
1906 * @param feature 判定したい地形ID
1907 * @param mode 移動に関するオプションフラグ
1908 * @return 移動可能ならばTRUEを返す
1910 bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode)
1912 feature_type *f_ptr = &f_info[feature];
1914 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[p_ptr->current_floor_ptr->m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
1916 if (have_flag(f_ptr->flags, FF_PATTERN))
1918 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
1921 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
1922 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
1923 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
1925 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;