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 */
237 * @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.
238 * @param y ドアの配置を試みたいマスのY座標
239 * @param x ドアの配置を試みたいマスのX座標
240 * @param type ドアの地形ID
243 void place_closed_door(POSITION y, POSITION x, int type)
246 FEAT_IDX feat = feat_none;
248 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
250 place_floor_bold(p_ptr->current_floor_ptr, y, x);
254 /* Choose an object */
257 /* Closed doors (300/400) */
260 /* Create closed door */
261 feat = feat_door[type].closed;
264 /* Locked doors (99/400) */
267 /* Create locked door */
268 feat = feat_locked_door_random(type);
271 /* Stuck doors (1/400) */
274 /* Create jammed door */
275 feat = feat_jammed_door_random(type);
278 if (feat != feat_none)
280 cave_set_feat(p_ptr->current_floor_ptr, y, x, feat);
282 /* Now it is not floor */
283 p_ptr->current_floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
287 place_floor_bold(p_ptr->current_floor_ptr, y, x);
292 * @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.
293 * @param y1 基準となるマスのY座標
294 * @param x1 基準となるマスのX座標
296 * @note Assumes "in_bounds(p_ptr->current_floor_ptr, y1, x1)"
298 * XXX XXX This routine currently only counts actual "empty floor"\n
299 * grids which are not in rooms. We might want to also count stairs,\n
300 * open doors, closed doors, etc.
302 static int next_to_corr(POSITION y1, POSITION x1)
309 /* Scan adjacent grids */
310 for (i = 0; i < 4; i++)
314 g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
316 /* Skip non floors */
317 if (cave_have_flag_grid(g_ptr, FF_WALL)) continue;
319 /* Skip non "empty floor" grids */
320 if (!is_floor_grid(g_ptr))
323 /* Skip grids inside rooms */
324 if (g_ptr->info & (CAVE_ROOM)) continue;
326 /* Count these grids */
330 /* Return the number of corridors */
335 * @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.
336 * @param y 判定を行いたいマスのY座標
337 * @param x 判定を行いたいマスのX座標
338 * @return ドアを設置可能ならばTRUEを返す
339 * @note Assumes "in_bounds(p_ptr->current_floor_ptr, y1, x1)"
342 * Assumes "in_bounds(p_ptr->current_floor_ptr, y, x)"\n
344 static bool possible_doorway(POSITION y, POSITION x)
346 /* Count the adjacent corridors */
347 if (next_to_corr(y, x) >= 2)
350 if (cave_have_flag_bold(y - 1, x, FF_WALL) &&
351 cave_have_flag_bold(y + 1, x, FF_WALL))
356 /* Check Horizontal */
357 if (cave_have_flag_bold(y, x - 1, FF_WALL) &&
358 cave_have_flag_bold(y, x + 1, FF_WALL))
369 * @brief ドアの設置を試みる / Places door at y, x position if at least 2 walls found
370 * @param y 設置を行いたいマスのY座標
371 * @param x 設置を行いたいマスのX座標
374 void try_door(POSITION y, POSITION x)
375 { if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return;
378 if (cave_have_flag_bold(y, x, FF_WALL)) return;
380 /* Ignore room grids */
381 if (p_ptr->current_floor_ptr->grid_array[y][x].info & (CAVE_ROOM)) return;
383 /* Occasional door (if allowed) */
384 if ((randint0(100) < dun_tun_jct) && possible_doorway(y, x) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS))
387 place_random_door(p_ptr->current_floor_ptr, y, x, FALSE);
392 * @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
393 * @param y 配置したい中心マスのY座標
394 * @param x 配置したい中心マスのX座標
398 * Only really called by some of the "vault" routines.
400 void vault_objects(POSITION y, POSITION x, int num)
403 int i = 0, j = y, k = x;
408 /* Attempt to place 'num' objects */
409 for (; num > 0; --num)
411 /* Try up to 11 spots looking for empty space */
412 for (i = 0; i < 11; ++i)
414 /* Pick a random location */
415 while (dummy < SAFE_MAX_ATTEMPTS)
417 j = rand_spread(y, 2);
418 k = rand_spread(x, 3);
420 if (!in_bounds(p_ptr->current_floor_ptr, j, k)) continue;
424 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
426 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!"));
429 /* Require "clean" floor space */
430 g_ptr = &p_ptr->current_floor_ptr->grid_array[j][k];
431 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) continue;
433 if (randint0(100) < 75)
435 place_object(j, k, 0L);
442 /* Placement accomplished */
449 * @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
450 * @param y トラップを配置したいマスの中心Y座標
451 * @param x トラップを配置したいマスの中心X座標
452 * @param yd Y方向の配置分散マス数
453 * @param xd X方向の配置分散マス数
456 * Only really called by some of the "vault" routines.
458 void vault_trap_aux(POSITION y, POSITION x, POSITION yd, POSITION xd)
460 int count = 0, y1 = y, x1 = x;
466 for (count = 0; count <= 5; count++)
469 while (dummy < SAFE_MAX_ATTEMPTS)
471 y1 = rand_spread(y, yd);
472 x1 = rand_spread(x, xd);
474 if (!in_bounds(p_ptr->current_floor_ptr, y1, x1)) continue;
478 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
480 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!"));
483 /* Require "naked" floor grids */
484 g_ptr = &p_ptr->current_floor_ptr->grid_array[y1][x1];
485 if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
488 place_trap(p_ptr->current_floor_ptr, y1, x1);
495 * @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
496 * @param y トラップを配置したいマスの中心Y座標
497 * @param x トラップを配置したいマスの中心X座標
498 * @param yd Y方向の配置分散マス数
499 * @param xd X方向の配置分散マス数
500 * @param num 配置したいトラップの数
503 * Only really called by some of the "vault" routines.
505 void vault_traps(POSITION y, POSITION x, POSITION yd, POSITION xd, int num)
509 for (i = 0; i < num; i++)
511 vault_trap_aux(y, x, yd, xd);
516 * @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.)
517 * @param x チェックするマスのX座標
518 * @param y チェックするマスのY座標
519 * @return 床系地形ならばTRUE
521 bool get_is_floor(POSITION x, POSITION y)
523 if (!in_bounds(p_ptr->current_floor_ptr, y, x))
529 /* Do the real check */
530 if (is_floor_bold(p_ptr->current_floor_ptr, y, x)) return (TRUE);
536 * @brief 指定のマスを床地形に変える / Set a square to be floor. (Includes range checking.)
537 * @param x 地形を変えたいマスのX座標
538 * @param y 地形を変えたいマスのY座標
541 void set_floor(POSITION x, POSITION y)
543 if (!in_bounds(p_ptr->current_floor_ptr, y, x))
549 if (p_ptr->current_floor_ptr->grid_array[y][x].info & CAVE_ROOM)
551 /* A room border don't touch. */
555 /* Set to be floor if is a wall (don't touch lakes). */
556 if (is_extra_bold(p_ptr->current_floor_ptr, y, x))
557 place_floor_bold(p_ptr->current_floor_ptr, y, x);
561 * @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
562 * @param g_ptr 永久壁を配置したいマス構造体の参照ポインタ
565 void place_bound_perm_wall(grid_type *g_ptr)
567 if (bound_walls_perm)
569 /* Clear boundary mimic */
574 feature_type *f_ptr = &f_info[g_ptr->feat];
576 /* Hack -- Decline boundary walls with known treasure */
577 if ((have_flag(f_ptr->flags, FF_HAS_GOLD) || have_flag(f_ptr->flags, FF_HAS_ITEM)) &&
578 !have_flag(f_ptr->flags, FF_SECRET))
579 g_ptr->feat = feat_state(g_ptr->feat, FF_ENSECRET);
581 /* Set boundary mimic */
582 g_ptr->mimic = g_ptr->feat;
585 /* Add "solid" perma-wall */
586 place_solid_perm_grid(g_ptr);
590 * @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
591 * @param g_ptr マス構造体の参照ポインタ
592 * @return 看破済みの罠があるならTRUEを返す。
594 bool is_known_trap(grid_type *g_ptr)
596 if (!g_ptr->mimic && !cave_have_flag_grid(g_ptr, FF_SECRET) &&
597 is_trap(g_ptr->feat)) return TRUE;
605 * @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
606 * @param g_ptr マス構造体の参照ポインタ
607 * @return 隠されたドアがあるならTRUEを返す。
609 bool is_hidden_door(grid_type *g_ptr)
611 if ((g_ptr->mimic || cave_have_flag_grid(g_ptr, FF_SECRET)) &&
612 is_closed_door(g_ptr->feat))
618 #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 */
622 * @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
625 * @return 指定された座標に照明がかかっているならTRUEを返す。。
627 bool check_local_illumination(POSITION y, POSITION x)
629 /* Hack -- move towards player */
630 POSITION yy = (y < p_ptr->y) ? (y + 1) : (y > p_ptr->y) ? (y - 1) : y;
631 POSITION xx = (x < p_ptr->x) ? (x + 1) : (x > p_ptr->x) ? (x - 1) : x;
633 /* Check for "local" illumination */
635 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
637 /* Check for "complex" illumination */
638 if ((feat_supports_los(get_feat_mimic(&p_ptr->current_floor_ptr->grid_array[yy][xx])) &&
639 (p_ptr->current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW)) ||
640 (feat_supports_los(get_feat_mimic(&p_ptr->current_floor_ptr->grid_array[y][xx])) &&
641 (p_ptr->current_floor_ptr->grid_array[y][xx].info & CAVE_GLOW)) ||
642 (feat_supports_los(get_feat_mimic(&p_ptr->current_floor_ptr->grid_array[yy][x])) &&
643 (p_ptr->current_floor_ptr->grid_array[yy][x].info & CAVE_GLOW)))
649 #else /* COMPLEX_WALL_ILLUMINATION */
651 /* Check for "simple" illumination */
652 return (p_ptr->current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
654 #endif /* COMPLEX_WALL_ILLUMINATION */
658 /*! 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 */
659 #define update_local_illumination_aux(C, Y, X) \
661 if (player_has_los_bold((C), (Y), (X))) \
663 /* Update the monster */ \
664 if ((C)->current_floor_ptr->grid_array[(Y)][(X)].m_idx) update_monster((C), (C)->current_floor_ptr->grid_array[(Y)][(X)].m_idx, FALSE); \
666 /* Notice and redraw */ \
667 note_spot((Y), (X)); \
668 lite_spot((Y), (X)); \
673 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
674 * @param creature_ptr 視界元のクリーチャー
679 void update_local_illumination(player_type * creature_ptr, POSITION y, POSITION x)
684 if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return;
686 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
688 if ((y != creature_ptr->y) && (x != creature_ptr->x))
690 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
691 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
692 update_local_illumination_aux(creature_ptr, yy, xx);
693 update_local_illumination_aux(creature_ptr, y, xx);
694 update_local_illumination_aux(creature_ptr, yy, x);
696 else if (x != creature_ptr->x) /* y == creature_ptr->y */
698 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
699 for (i = -1; i <= 1; i++)
702 update_local_illumination_aux(creature_ptr, yy, xx);
705 update_local_illumination_aux(creature_ptr, yy, x);
707 update_local_illumination_aux(creature_ptr, yy, x);
709 else if (y != creature_ptr->y) /* x == creature_ptr->x */
711 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
712 for (i = -1; i <= 1; i++)
715 update_local_illumination_aux(creature_ptr, yy, xx);
718 update_local_illumination_aux(creature_ptr, y, xx);
720 update_local_illumination_aux(creature_ptr, y, xx);
722 else /* Player's grid */
724 for (i = 0; i < 8; i++)
728 update_local_illumination_aux(creature_ptr, yy, xx);
732 #else /* COMPLEX_WALL_ILLUMINATION */
734 if ((y != creature_ptr->y) && (x != creature_ptr->x))
736 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
737 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
738 update_local_illumination_aux(creature_ptr, yy, xx);
740 else if (x != creature_ptr->x) /* y == creature_ptr->y */
742 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
743 for (i = -1; i <= 1; i++)
746 update_local_illumination_aux(creature_ptr, yy, xx);
749 else if (y != creature_ptr->y) /* x == creature_ptr->x */
751 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
752 for (i = -1; i <= 1; i++)
755 update_local_illumination_aux(creature_ptr, yy, xx);
758 else /* Player's grid */
760 for (i = 0; i < 8; i++)
764 update_local_illumination_aux(creature_ptr, yy, xx);
768 #endif /* COMPLEX_WALL_ILLUMINATION */
773 * @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
774 * @return 視覚に収められていないならTRUEを返す
775 * @details player_can_see_bold()関数の返り値の否定を返している。
779 return (!player_can_see_bold(p_ptr->y, p_ptr->x));
783 * Place an attr/char pair at the given map coordinate, if legal.
785 void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x)
787 /* Only do "legal" locations */
788 if (panel_contains(y, x))
790 /* Hack -- fake monochrome */
793 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
794 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
795 else if (p_ptr->wraith_form) a = TERM_L_DARK;
798 /* Draw the char using the attr */
799 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
805 * Memorize interesting viewable object/features in the given grid
807 * This function should only be called on "legal" grids.
809 * This function will memorize the object and/or feature in the given
810 * grid, if they are (1) viewable and (2) interesting. Note that all
811 * objects are interesting, all terrain features except floors (and
812 * invisible traps) are interesting, and floors (and invisible traps)
813 * are interesting sometimes (depending on various options involving
814 * the illumination of floor grids).
816 * The automatic memorization of all objects and non-floor terrain
817 * features as soon as they are displayed allows incredible amounts
818 * of optimization in various places, especially "map_info()".
820 * Note that the memorization of objects is completely separate from
821 * the memorization of terrain features, preventing annoying floor
822 * memorization when a detected object is picked up from a dark floor,
823 * and object memorization when an object is dropped into a floor grid
824 * which is memorized but out-of-sight.
826 * This function should be called every time the "memorization" of
827 * a grid (or the object in a grid) is called into question, such
828 * as when an object is created in a grid, when a terrain feature
829 * "changes" from "floor" to "non-floor", when any grid becomes
830 * "illuminated" or "viewable", and when a "floor" grid becomes
833 * Note the relatively efficient use of this function by the various
834 * "update_view()" and "update_lite()" calls, to allow objects and
835 * terrain features to be memorized (and drawn) whenever they become
836 * viewable or illuminated in any way, but not when they "maintain"
837 * or "lose" their previous viewability or illumination.
839 * Note the butchered "internal" version of "player_can_see_bold()",
840 * optimized primarily for the most common cases, that is, for the
841 * non-marked floor grids.
843 void note_spot(POSITION y, POSITION x)
845 grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
846 OBJECT_IDX this_o_idx, next_o_idx = 0;
848 /* Blind players see nothing */
849 if (p_ptr->blind) return;
851 /* Analyze non-torch-lit grids */
852 if (!(g_ptr->info & (CAVE_LITE | CAVE_MNLT)))
854 /* Require line of sight to the grid */
855 if (!(g_ptr->info & (CAVE_VIEW))) return;
857 /* Require "perma-lite" of the grid */
858 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
861 if (!p_ptr->see_nocto) return;
866 /* Hack -- memorize objects */
867 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
869 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
870 next_o_idx = o_ptr->next_o_idx;
872 /* Memorize objects */
873 o_ptr->marked |= OM_FOUND;
877 /* Hack -- memorize grids */
878 if (!(g_ptr->info & (CAVE_MARK)))
880 /* Feature code (applying "mimic" field) */
881 feature_type *f_ptr = &f_info[get_feat_mimic(g_ptr)];
883 /* Memorize some "boring" grids */
884 if (!have_flag(f_ptr->flags, FF_REMEMBER))
886 /* Option -- memorize all torch-lit floors */
887 if (view_torch_grids &&
888 ((g_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
890 g_ptr->info |= (CAVE_MARK);
893 /* Option -- memorize all perma-lit floors */
894 else if (view_perma_grids && ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
896 g_ptr->info |= (CAVE_MARK);
900 /* Memorize normal grids */
901 else if (have_flag(f_ptr->flags, FF_LOS))
903 g_ptr->info |= (CAVE_MARK);
906 /* Memorize torch-lit walls */
907 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
909 g_ptr->info |= (CAVE_MARK);
912 /* Memorize walls seen by noctovision of Ninja */
913 else if (p_ptr->see_nocto)
915 g_ptr->info |= (CAVE_MARK);
918 /* Memorize certain non-torch-lit wall grids */
919 else if (check_local_illumination(y, x))
921 g_ptr->info |= (CAVE_MARK);
925 /* Memorize terrain of the grid */
926 g_ptr->info |= (CAVE_KNOWN);
930 * Redraw (on the screen) a given MAP location
932 * This function should only be called on "legal" grids
934 void lite_spot(POSITION y, POSITION x)
936 /* Redraw if on screen */
937 if (panel_contains(y, x) && in_bounds2(p_ptr->current_floor_ptr, y, x))
944 map_info(y, x, &a, &c, &ta, &tc);
946 /* Hack -- fake monochrome */
949 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
950 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
951 else if (p_ptr->wraith_form) a = TERM_L_DARK;
954 /* Hack -- Queue it */
955 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
957 /* Update sub-windows */
958 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
963 * Some comments on the grid flags. -BEN-
966 * One of the major bottlenecks in previous versions of Angband was in
967 * the calculation of "line of sight" from the player to various grids,
968 * such as monsters. This was such a nasty bottleneck that a lot of
969 * silly things were done to reduce the dependancy on "line of sight",
970 * for example, you could not "see" any grids in a lit room until you
971 * actually entered the room, and there were all kinds of bizarre grid
972 * flags to enable this behavior. This is also why the "call light"
973 * spells always lit an entire room.
975 * The code below provides functions to calculate the "field of view"
976 * for the player, which, once calculated, provides extremely fast
977 * calculation of "line of sight from the player", and to calculate
978 * the "field of torch lite", which, again, once calculated, provides
979 * extremely fast calculation of "which grids are lit by the player's
980 * lite source". In addition to marking grids as "GRID_VIEW" and/or
981 * "GRID_LITE", as appropriate, these functions maintain an array for
982 * each of these two flags, each array containing the locations of all
983 * of the grids marked with the appropriate flag, which can be used to
984 * very quickly scan through all of the grids in a given set.
986 * To allow more "semantically valid" field of view semantics, whenever
987 * the field of view (or the set of torch lit grids) changes, all of the
988 * grids in the field of view (or the set of torch lit grids) are "drawn"
989 * so that changes in the world will become apparent as soon as possible.
990 * This has been optimized so that only grids which actually "change" are
991 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
992 * of the grids which are entering or leaving the relevent set of grids.
994 * These new methods are so efficient that the old nasty code was removed.
996 * Note that there is no reason to "update" the "viewable space" unless
997 * the player "moves", or walls/doors are created/destroyed, and there
998 * is no reason to "update" the "torch lit grids" unless the field of
999 * view changes, or the "light radius" changes. This means that when
1000 * the player is resting, or digging, or doing anything that does not
1001 * involve movement or changing the state of the dungeon, there is no
1002 * need to update the "view" or the "lite" regions, which is nice.
1004 * Note that the calls to the nasty "los()" function have been reduced
1005 * to a bare minimum by the use of the new "field of view" calculations.
1007 * I wouldn't be surprised if slight modifications to the "update_view()"
1008 * function would allow us to determine "reverse line-of-sight" as well
1009 * as "normal line-of-sight", which would allow monsters to use a more
1010 * "correct" calculation to determine if they can "see" the player. For
1011 * now, monsters simply "cheat" somewhat and assume that if the player
1012 * has "line of sight" to the monster, then the monster can "pretend"
1013 * that it has "line of sight" to the player.
1016 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
1017 * grid and maintains an array of all "CAVE_LITE" grids.
1019 * This set of grids is the complete set of all grids which are lit by
1020 * the players light source, which allows the "player_can_see_bold()"
1021 * function to work very quickly.
1023 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
1024 * fact, the player (unless blind) can always "see" all grids which are
1025 * marked as "CAVE_LITE", unless they are "off screen".
1028 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
1029 * grid and maintains an array of all "CAVE_VIEW" grids.
1031 * This set of grids is the complete set of all grids within line of sight
1032 * of the player, allowing the "player_has_los_bold(p_ptr, )" macro to work very
1036 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
1037 * temporary internal flag to mark those grids which are not only in view,
1038 * but which are also "easily" in line of sight of the player. This flag
1039 * is always cleared when we are done.
1042 * The current "update_lite()" and "update_view()" algorithms use the
1043 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
1044 * to keep track of which grids were previously marked as "CAVE_LITE" or
1045 * "CAVE_VIEW", which allows us to optimize the "screen updates".
1047 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
1048 * for various other purposes, such as spreading lite or darkness during
1049 * "lite_room()" / "unlite_room()", and for calculating monster flow.
1052 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
1053 * in some way permanently lit. However, for the player to "see" anything
1054 * in the grid, as determined by "player_can_see()", the player must not be
1055 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
1056 * grids, even if marked as "perma lit", are only illuminated if they touch
1057 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
1060 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
1061 * that even if the player cannot "see" the grid, he "knows" the terrain in
1062 * that grid. This is used to "remember" walls/doors/stairs/floors when they
1063 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite(p_ptr, )",
1064 * or when one of the "memorize floor grids" options induces memorization.
1066 * Objects are "memorized" in a different way, using a special "marked" flag
1067 * on the object itself, which is set when an object is observed or detected.
1070 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
1071 * and should be illuminated by "lite room" and "darkness" spells.
1074 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
1075 * and should be unavailable for "teleportation" destinations.
1078 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
1079 * which is observed, and the "view_torch_grids" allows the player to memorize
1080 * every torch-lit grid. The player will always memorize important walls,
1081 * doors, stairs, and other terrain features, as well as any "detected" grids.
1083 * Note that the new "update_view()" method allows, among other things, a room
1084 * to be "partially" seen as the player approaches it, with a growing cone of
1085 * floor appearing as the player gets closer to the door. Also, by not turning
1086 * on the "memorize perma-lit grids" option, the player will only "see" those
1087 * floor grids which are actually in line of sight.
1089 * And my favorite "plus" is that you can now use a special option to draw the
1090 * "floors" in the "viewable region" brightly (actually, to draw the *other*
1091 * grids dimly), providing a "pretty" effect as the player runs around, and
1092 * to efficiently display the "torch lite" in a special color.
1095 * Some comments on the "update_view()" algorithm...
1097 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
1098 * and only has to call "los()" on the borderline cases. The major axes/diags
1099 * even terminate early when they hit walls. I need to find a quick way
1100 * to "terminate" the other scans.
1102 * Note that in the worst case (a big empty area with say 5% scattered walls),
1103 * each of the 1500 or so nearby grids is checked once, most of them getting
1104 * an "instant" rating, and only a small portion requiring a call to "los()".
1106 * The only time that the algorithm appears to be "noticeably" too slow is
1107 * when running, and this is usually only important in town, since the town
1108 * provides about the worst scenario possible, with large open regions and
1109 * a few scattered obstructions. There is a special "efficiency" option to
1110 * allow the player to reduce his field of view in town, if needed.
1112 * In the "best" case (say, a normal stretch of corridor), the algorithm
1113 * makes one check for each viewable grid, and makes no calls to "los()".
1114 * So running in corridors is very fast, and if a lot of monsters are
1115 * nearby, it is much faster than the old methods.
1117 * Note that resting, most normal commands, and several forms of running,
1118 * plus all commands executed near large groups of monsters, are strictly
1119 * more efficient with "update_view()" that with the old "compute los() on
1120 * demand" method, primarily because once the "field of view" has been
1121 * calculated, it does not have to be recalculated until the player moves
1122 * (or a wall or door is created or destroyed).
1124 * Note that we no longer have to do as many "los()" checks, since once the
1125 * "view" region has been built, very few things cause it to be "changed"
1126 * (player movement, and the opening/closing of doors, changes in wall status).
1127 * Note that door/wall changes are only relevant when the door/wall itself is
1128 * in the "view" region.
1130 * The algorithm seems to only call "los()" from zero to ten times, usually
1131 * only when coming down a corridor into a room, or standing in a room, just
1132 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
1133 * we will be reducing the calls to "los()".
1135 * I am thinking in terms of an algorithm that "walks" from the central point
1136 * out to the maximal "distance", at each point, determining the "view" code
1137 * (above). For each grid not on a major axis or diagonal, the "view" code
1138 * depends on the "cave_los_bold(p_ptr->current_floor_ptr, )" and "view" of exactly two other grids
1139 * (the one along the nearest diagonal, and the one next to that one, see
1140 * "update_view_aux()"...).
1142 * We "memorize" the viewable space array, so that at the cost of under 3000
1143 * bytes, we reduce the time taken by "forget_view()" to one assignment for
1144 * each grid actually in the "viewable space". And for another 3000 bytes,
1145 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
1146 * are also used by other routines, thus reducing the cost to almost nothing.
1148 * A similar thing is done for "forget_lite()" in which case the savings are
1149 * much less, but save us from doing bizarre maintenance checking.
1151 * In the worst "normal" case (in the middle of the town), the reachable space
1152 * actually reaches to more than half of the largest possible "circle" of view,
1153 * or about 800 grids, and in the worse case (in the middle of a dungeon level
1154 * where all the walls have been removed), the reachable space actually reaches
1155 * the theoretical maximum size of just under 1500 grids.
1157 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
1158 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
1159 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
1160 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
1161 * entire possible space (including initialization) in one step per grid. If
1162 * we do the "clearing" as a separate step (and use an array of "view" grids),
1163 * then the clearing will take as many steps as grids that were viewed, and the
1164 * algorithm will be able to "stop" scanning at various points.
1165 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
1169 * Mega-Hack -- Delayed visual update
1170 * Only used if update_view(), update_lite() or update_mon_lite() was called
1172 void delayed_visual_update(void)
1178 /* Update needed grids */
1179 for (i = 0; i < p_ptr->current_floor_ptr->redraw_n; i++)
1181 y = p_ptr->current_floor_ptr->redraw_y[i];
1182 x = p_ptr->current_floor_ptr->redraw_x[i];
1183 g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
1185 /* Update only needed grids (prevent multiple updating) */
1186 if (!(g_ptr->info & CAVE_REDRAW)) continue;
1188 /* If required, note */
1189 if (g_ptr->info & CAVE_NOTE) note_spot(y, x);
1193 /* Hack -- Visual update of monster on this grid */
1194 if (g_ptr->m_idx) update_monster(p_ptr, g_ptr->m_idx, FALSE);
1196 /* No longer in the array */
1197 g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
1201 p_ptr->current_floor_ptr->redraw_n = 0;
1206 * Hack - speed up the update_flow algorithm by only doing
1207 * it everytime the player moves out of LOS of the last
1210 static POSITION flow_x = 0;
1211 static POSITION flow_y = 0;
1216 * Hack -- fill in the "cost" field of every grid that the player
1217 * can "reach" with the number of steps needed to reach that grid.
1218 * This also yields the "distance" of the player from every grid.
1220 * In addition, mark the "when" of the grids that can reach
1221 * the player with the incremented value of "flow_n".
1223 * Hack -- use the "seen" array as a "circular queue".
1225 * We do not need a priority queue because the cost from grid
1226 * to grid is always "one" and we process them in order.
1228 void update_flow(void)
1235 /* Paranoia -- make sure the array is empty */
1236 if (tmp_pos.n) return;
1238 /* The last way-point is on the map */
1239 if (p_ptr->running && in_bounds(p_ptr->current_floor_ptr, flow_y, flow_x))
1241 /* The way point is in sight - do not update. (Speedup) */
1242 if (p_ptr->current_floor_ptr->grid_array[flow_y][flow_x].info & CAVE_VIEW) return;
1245 /* Erase all of the current flow information */
1246 for (y = 0; y < p_ptr->current_floor_ptr->height; y++)
1248 for (x = 0; x < p_ptr->current_floor_ptr->width; x++)
1250 p_ptr->current_floor_ptr->grid_array[y][x].cost = 0;
1251 p_ptr->current_floor_ptr->grid_array[y][x].dist = 0;
1255 /* Save player position */
1259 /* Add the player's grid to the queue */
1260 tmp_pos.y[0] = p_ptr->y;
1261 tmp_pos.x[0] = p_ptr->x;
1263 /* Now process the queue */
1264 while (flow_head != flow_tail)
1268 /* Extract the next entry */
1269 ty = tmp_pos.y[flow_tail];
1270 tx = tmp_pos.x[flow_tail];
1272 /* Forget that entry */
1273 if (++flow_tail == TEMP_MAX) flow_tail = 0;
1275 /* Add the "children" */
1276 for (d = 0; d < 8; d++)
1278 int old_head = flow_head;
1279 byte_hack m = p_ptr->current_floor_ptr->grid_array[ty][tx].cost + 1;
1280 byte_hack n = p_ptr->current_floor_ptr->grid_array[ty][tx].dist + 1;
1283 /* Child location */
1284 y = ty + ddy_ddd[d];
1285 x = tx + ddx_ddd[d];
1287 /* Ignore player's grid */
1288 if (player_bold(p_ptr, y, x)) continue;
1290 g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
1292 if (is_closed_door(g_ptr->feat)) m += 3;
1294 /* Ignore "pre-stamped" entries */
1295 if (g_ptr->dist != 0 && g_ptr->dist <= n && g_ptr->cost <= m) continue;
1297 /* Ignore "walls" and "rubble" */
1298 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(g_ptr->feat)) continue;
1300 /* Save the flow cost */
1301 if (g_ptr->cost == 0 || g_ptr->cost > m) g_ptr->cost = m;
1302 if (g_ptr->dist == 0 || g_ptr->dist > n) g_ptr->dist = n;
1304 /* Hack -- limit flow depth */
1305 if (n == MONSTER_FLOW_DEPTH) continue;
1307 /* Enqueue that entry */
1308 tmp_pos.y[flow_head] = y;
1309 tmp_pos.x[flow_head] = x;
1311 /* Advance the queue */
1312 if (++flow_head == TEMP_MAX) flow_head = 0;
1314 /* Hack -- notice overflow by forgetting new entry */
1315 if (flow_head == flow_tail) flow_head = old_head;
1321 FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat)
1323 feature_type *f_ptr = &f_info[newfeat];
1325 if (have_flag(f_ptr->flags, FF_CONVERT))
1327 switch (f_ptr->subtype)
1329 case CONVERT_TYPE_FLOOR:
1330 return feat_ground_type[randint0(100)];
1331 case CONVERT_TYPE_WALL:
1332 return feat_wall_type[randint0(100)];
1333 case CONVERT_TYPE_INNER:
1334 return feat_wall_inner;
1335 case CONVERT_TYPE_OUTER:
1336 return feat_wall_outer;
1337 case CONVERT_TYPE_SOLID:
1338 return feat_wall_solid;
1339 case CONVERT_TYPE_STREAM1:
1340 return d_info[p_ptr->dungeon_idx].stream1;
1341 case CONVERT_TYPE_STREAM2:
1342 return d_info[p_ptr->dungeon_idx].stream2;
1347 else return newfeat;
1352 * Take a feature, determine what that feature becomes
1353 * through applying the given action.
1355 FEAT_IDX feat_state(FEAT_IDX feat, int action)
1357 feature_type *f_ptr = &f_info[feat];
1360 /* Get the new feature */
1361 for (i = 0; i < MAX_FEAT_STATES; i++)
1363 if (f_ptr->state[i].action == action) return conv_dungeon_feat(f_ptr->state[i].result);
1366 if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
1368 return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(f_ptr->destroyed) : feat;
1372 * Takes a location and action and changes the feature at that
1373 * location through applying the given action.
1375 void cave_alter_feat(POSITION y, POSITION x, int action)
1377 /* Set old feature */
1378 FEAT_IDX oldfeat = p_ptr->current_floor_ptr->grid_array[y][x].feat;
1380 /* Get the new feat */
1381 FEAT_IDX newfeat = feat_state(oldfeat, action);
1384 if (newfeat == oldfeat) return;
1386 /* Set the new feature */
1387 cave_set_feat(p_ptr->current_floor_ptr, y, x, newfeat);
1389 if (!(feature_action_flags[action] & FAF_NO_DROP))
1391 feature_type *old_f_ptr = &f_info[oldfeat];
1392 feature_type *f_ptr = &f_info[newfeat];
1396 if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
1398 /* Place some gold */
1404 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)))
1407 place_object(y, x, 0L);
1411 if (found && current_world_ptr->character_dungeon && player_can_see_bold(y, x))
1413 msg_print(_("何かを発見した!", "You have found something!"));
1417 if (feature_action_flags[action] & FAF_CRASH_GLASS)
1419 feature_type *old_f_ptr = &f_info[oldfeat];
1421 if (have_flag(old_f_ptr->flags, FF_GLASS) && current_world_ptr->character_dungeon)
1423 project(p_ptr, PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(p_ptr->current_floor_ptr->dun_level, 100) / 4, GF_SHARDS,
1424 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1430 /* Remove a mirror */
1431 void remove_mirror(POSITION y, POSITION x)
1433 grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
1435 /* Remove the mirror */
1436 g_ptr->info &= ~(CAVE_OBJECT);
1439 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
1441 g_ptr->info &= ~(CAVE_GLOW);
1442 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
1443 if (g_ptr->m_idx) update_monster(p_ptr, g_ptr->m_idx, FALSE);
1445 update_local_illumination(p_ptr, y, x);
1455 * Return TRUE if there is a mirror on the grid.
1457 bool is_mirror_grid(grid_type *g_ptr)
1459 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MIRROR))
1467 * Return TRUE if there is a mirror on the grid.
1469 bool is_glyph_grid(grid_type *g_ptr)
1471 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_GLYPH))
1479 * Return TRUE if there is a mirror on the grid.
1481 bool is_explosive_rune_grid(grid_type *g_ptr)
1483 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MINOR_GLYPH))
1490 * @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。
1491 * @param m_idx モンスターID
1495 * @return テレポート先として妥当ならばtrue
1497 bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode)
1499 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
1500 grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
1501 feature_type *f_ptr = &f_info[g_ptr->feat];
1503 /* Require "teleportable" space */
1504 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
1506 if (g_ptr->m_idx && (g_ptr->m_idx != m_idx)) return FALSE;
1507 if (player_bold(p_ptr, y, x)) return FALSE;
1509 /* Hack -- no teleport onto glyph of warding */
1510 if (is_glyph_grid(g_ptr)) return FALSE;
1511 if (is_explosive_rune_grid(g_ptr)) return FALSE;
1513 if (!(mode & TELEPORT_PASSIVE))
1515 if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE;
1522 * @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。
1526 * @return テレポート先として妥当ならばtrue
1528 bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode)
1530 grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
1531 feature_type *f_ptr = &f_info[g_ptr->feat];
1533 /* Require "teleportable" space */
1534 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
1536 /* No magical teleporting into vaults and such */
1537 if (!(mode & TELEPORT_NONMAGICAL) && (g_ptr->info & CAVE_ICKY)) return FALSE;
1539 if (g_ptr->m_idx && (g_ptr->m_idx != p_ptr->riding)) return FALSE;
1541 /* don't teleport on a trap. */
1542 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) return FALSE;
1544 if (!(mode & TELEPORT_PASSIVE))
1546 if (!player_can_enter(g_ptr->feat, 0)) return FALSE;
1548 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP))
1550 if (!p_ptr->levitation && !p_ptr->can_swim) return FALSE;
1553 if (have_flag(f_ptr->flags, FF_LAVA) && !p_ptr->immune_fire && !IS_INVULN())
1555 /* Always forbid deep lava */
1556 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
1558 /* Forbid shallow lava when the player don't have levitation */
1559 if (!p_ptr->levitation) return FALSE;
1568 * @brief 地形は開くものであって、かつ開かれているかを返す /
1569 * Attempt to open the given chest at the given location
1571 * @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
1573 bool is_open(FEAT_IDX feat)
1575 return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
1579 * @brief プレイヤーが地形踏破可能かを返す
1580 * @param feature 判定したい地形ID
1581 * @param mode 移動に関するオプションフラグ
1582 * @return 移動可能ならばTRUEを返す
1584 bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode)
1586 feature_type *f_ptr = &f_info[feature];
1588 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);
1590 if (have_flag(f_ptr->flags, FF_PATTERN))
1592 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
1595 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
1596 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
1597 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
1599 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;