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 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
238 * @param y 配置したい中心マスのY座標
239 * @param x 配置したい中心マスのX座標
243 * Only really called by some of the "vault" routines.
245 void vault_objects(POSITION y, POSITION x, int num)
248 int i = 0, j = y, k = x;
253 /* Attempt to place 'num' objects */
254 for (; num > 0; --num)
256 /* Try up to 11 spots looking for empty space */
257 for (i = 0; i < 11; ++i)
259 /* Pick a random location */
260 while (dummy < SAFE_MAX_ATTEMPTS)
262 j = rand_spread(y, 2);
263 k = rand_spread(x, 3);
265 if (!in_bounds(p_ptr->current_floor_ptr, j, k)) continue;
269 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
271 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!"));
274 /* Require "clean" floor space */
275 g_ptr = &p_ptr->current_floor_ptr->grid_array[j][k];
276 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) continue;
278 if (randint0(100) < 75)
280 place_object(j, k, 0L);
287 /* Placement accomplished */
295 * @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
296 * @param y トラップを配置したいマスの中心Y座標
297 * @param x トラップを配置したいマスの中心X座標
298 * @param yd Y方向の配置分散マス数
299 * @param xd X方向の配置分散マス数
300 * @param num 配置したいトラップの数
303 * Only really called by some of the "vault" routines.
305 void vault_traps(POSITION y, POSITION x, POSITION yd, POSITION xd, int num)
309 for (i = 0; i < num; i++)
311 vault_trap_aux(p_ptr->current_floor_ptr, y, x, yd, xd);
316 * @brief 指定のマスを床地形に変える / Set a square to be floor. (Includes range checking.)
317 * @param x 地形を変えたいマスのX座標
318 * @param y 地形を変えたいマスのY座標
321 void set_floor(POSITION x, POSITION y)
323 if (!in_bounds(p_ptr->current_floor_ptr, y, x))
329 if (p_ptr->current_floor_ptr->grid_array[y][x].info & CAVE_ROOM)
331 /* A room border don't touch. */
335 /* Set to be floor if is a wall (don't touch lakes). */
336 if (is_extra_bold(p_ptr->current_floor_ptr, y, x))
337 place_floor_bold(p_ptr->current_floor_ptr, y, x);
341 * @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
342 * @param g_ptr 永久壁を配置したいマス構造体の参照ポインタ
345 void place_bound_perm_wall(grid_type *g_ptr)
347 if (bound_walls_perm)
349 /* Clear boundary mimic */
354 feature_type *f_ptr = &f_info[g_ptr->feat];
356 /* Hack -- Decline boundary walls with known treasure */
357 if ((have_flag(f_ptr->flags, FF_HAS_GOLD) || have_flag(f_ptr->flags, FF_HAS_ITEM)) &&
358 !have_flag(f_ptr->flags, FF_SECRET))
359 g_ptr->feat = feat_state(g_ptr->feat, FF_ENSECRET);
361 /* Set boundary mimic */
362 g_ptr->mimic = g_ptr->feat;
365 /* Add "solid" perma-wall */
366 place_solid_perm_grid(g_ptr);
370 * @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
371 * @param g_ptr マス構造体の参照ポインタ
372 * @return 看破済みの罠があるならTRUEを返す。
374 bool is_known_trap(grid_type *g_ptr)
376 if (!g_ptr->mimic && !cave_have_flag_grid(g_ptr, FF_SECRET) &&
377 is_trap(g_ptr->feat)) return TRUE;
385 * @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
386 * @param g_ptr マス構造体の参照ポインタ
387 * @return 隠されたドアがあるならTRUEを返す。
389 bool is_hidden_door(grid_type *g_ptr)
391 if ((g_ptr->mimic || cave_have_flag_grid(g_ptr, FF_SECRET)) &&
392 is_closed_door(g_ptr->feat))
398 #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 */
402 * @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
405 * @return 指定された座標に照明がかかっているならTRUEを返す。。
407 bool check_local_illumination(player_type *creature_ptr, POSITION y, POSITION x)
409 /* Hack -- move towards player */
410 POSITION yy = (y < creature_ptr->y) ? (y + 1) : (y > creature_ptr->y) ? (y - 1) : y;
411 POSITION xx = (x < creature_ptr->x) ? (x + 1) : (x > creature_ptr->x) ? (x - 1) : x;
413 /* Check for "local" illumination */
415 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
417 /* Check for "complex" illumination */
418 if ((feat_supports_los(get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[yy][xx])) &&
419 (creature_ptr->current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW)) ||
420 (feat_supports_los(get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[y][xx])) &&
421 (creature_ptr->current_floor_ptr->grid_array[y][xx].info & CAVE_GLOW)) ||
422 (feat_supports_los(get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[yy][x])) &&
423 (creature_ptr->current_floor_ptr->grid_array[yy][x].info & CAVE_GLOW)))
429 #else /* COMPLEX_WALL_ILLUMINATION */
431 /* Check for "simple" illumination */
432 return (creature_ptr->current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
434 #endif /* COMPLEX_WALL_ILLUMINATION */
438 /*! 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 */
439 #define update_local_illumination_aux(C, Y, X) \
441 if (player_has_los_bold((C), (Y), (X))) \
443 /* Update the monster */ \
444 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); \
446 /* Notice and redraw */ \
447 note_spot((Y), (X)); \
448 lite_spot((Y), (X)); \
453 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
454 * @param creature_ptr 視界元のクリーチャー
459 void update_local_illumination(player_type * creature_ptr, POSITION y, POSITION x)
464 if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return;
466 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
468 if ((y != creature_ptr->y) && (x != creature_ptr->x))
470 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
471 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
472 update_local_illumination_aux(creature_ptr, yy, xx);
473 update_local_illumination_aux(creature_ptr, y, xx);
474 update_local_illumination_aux(creature_ptr, yy, x);
476 else if (x != creature_ptr->x) /* y == creature_ptr->y */
478 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
479 for (i = -1; i <= 1; i++)
482 update_local_illumination_aux(creature_ptr, yy, xx);
485 update_local_illumination_aux(creature_ptr, yy, x);
487 update_local_illumination_aux(creature_ptr, yy, x);
489 else if (y != creature_ptr->y) /* x == creature_ptr->x */
491 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
492 for (i = -1; i <= 1; i++)
495 update_local_illumination_aux(creature_ptr, yy, xx);
498 update_local_illumination_aux(creature_ptr, y, xx);
500 update_local_illumination_aux(creature_ptr, y, xx);
502 else /* Player's grid */
504 for (i = 0; i < 8; i++)
508 update_local_illumination_aux(creature_ptr, yy, xx);
512 #else /* COMPLEX_WALL_ILLUMINATION */
514 if ((y != creature_ptr->y) && (x != creature_ptr->x))
516 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
517 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
518 update_local_illumination_aux(creature_ptr, yy, xx);
520 else if (x != creature_ptr->x) /* y == creature_ptr->y */
522 xx = (x < creature_ptr->x) ? (x - 1) : (x + 1);
523 for (i = -1; i <= 1; i++)
526 update_local_illumination_aux(creature_ptr, yy, xx);
529 else if (y != creature_ptr->y) /* x == creature_ptr->x */
531 yy = (y < creature_ptr->y) ? (y - 1) : (y + 1);
532 for (i = -1; i <= 1; i++)
535 update_local_illumination_aux(creature_ptr, yy, xx);
538 else /* Player's grid */
540 for (i = 0; i < 8; i++)
544 update_local_illumination_aux(creature_ptr, yy, xx);
548 #endif /* COMPLEX_WALL_ILLUMINATION */
553 * @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
554 * @return 視覚に収められていないならTRUEを返す
555 * @details player_can_see_bold()関数の返り値の否定を返している。
559 return (!player_can_see_bold(p_ptr->y, p_ptr->x));
563 * Place an attr/char pair at the given map coordinate, if legal.
565 void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x)
567 /* Only do "legal" locations */
568 if (panel_contains(y, x))
570 /* Hack -- fake monochrome */
573 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
574 else if (IS_INVULN(p_ptr) || p_ptr->timewalk) a = TERM_WHITE;
575 else if (p_ptr->wraith_form) a = TERM_L_DARK;
578 /* Draw the char using the attr */
579 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
585 * Memorize interesting viewable object/features in the given grid
587 * This function should only be called on "legal" grids.
589 * This function will memorize the object and/or feature in the given
590 * grid, if they are (1) viewable and (2) interesting. Note that all
591 * objects are interesting, all terrain features except floors (and
592 * invisible traps) are interesting, and floors (and invisible traps)
593 * are interesting sometimes (depending on various options involving
594 * the illumination of floor grids).
596 * The automatic memorization of all objects and non-floor terrain
597 * features as soon as they are displayed allows incredible amounts
598 * of optimization in various places, especially "map_info()".
600 * Note that the memorization of objects is completely separate from
601 * the memorization of terrain features, preventing annoying floor
602 * memorization when a detected object is picked up from a dark floor,
603 * and object memorization when an object is dropped into a floor grid
604 * which is memorized but out-of-sight.
606 * This function should be called every time the "memorization" of
607 * a grid (or the object in a grid) is called into question, such
608 * as when an object is created in a grid, when a terrain feature
609 * "changes" from "floor" to "non-floor", when any grid becomes
610 * "illuminated" or "viewable", and when a "floor" grid becomes
613 * Note the relatively efficient use of this function by the various
614 * "update_view()" and "update_lite()" calls, to allow objects and
615 * terrain features to be memorized (and drawn) whenever they become
616 * viewable or illuminated in any way, but not when they "maintain"
617 * or "lose" their previous viewability or illumination.
619 * Note the butchered "internal" version of "player_can_see_bold()",
620 * optimized primarily for the most common cases, that is, for the
621 * non-marked floor grids.
623 void note_spot(POSITION y, POSITION x)
625 grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
626 OBJECT_IDX this_o_idx, next_o_idx = 0;
628 /* Blind players see nothing */
629 if (p_ptr->blind) return;
631 /* Analyze non-torch-lit grids */
632 if (!(g_ptr->info & (CAVE_LITE | CAVE_MNLT)))
634 /* Require line of sight to the grid */
635 if (!(g_ptr->info & (CAVE_VIEW))) return;
637 /* Require "perma-lite" of the grid */
638 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
641 if (!p_ptr->see_nocto) return;
646 /* Hack -- memorize objects */
647 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
649 object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
650 next_o_idx = o_ptr->next_o_idx;
652 /* Memorize objects */
653 o_ptr->marked |= OM_FOUND;
657 /* Hack -- memorize grids */
658 if (!(g_ptr->info & (CAVE_MARK)))
660 /* Feature code (applying "mimic" field) */
661 feature_type *f_ptr = &f_info[get_feat_mimic(g_ptr)];
663 /* Memorize some "boring" grids */
664 if (!have_flag(f_ptr->flags, FF_REMEMBER))
666 /* Option -- memorize all torch-lit floors */
667 if (view_torch_grids &&
668 ((g_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
670 g_ptr->info |= (CAVE_MARK);
673 /* Option -- memorize all perma-lit floors */
674 else if (view_perma_grids && ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
676 g_ptr->info |= (CAVE_MARK);
680 /* Memorize normal grids */
681 else if (have_flag(f_ptr->flags, FF_LOS))
683 g_ptr->info |= (CAVE_MARK);
686 /* Memorize torch-lit walls */
687 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
689 g_ptr->info |= (CAVE_MARK);
692 /* Memorize walls seen by noctovision of Ninja */
693 else if (p_ptr->see_nocto)
695 g_ptr->info |= (CAVE_MARK);
698 /* Memorize certain non-torch-lit wall grids */
699 else if (check_local_illumination(p_ptr, y, x))
701 g_ptr->info |= (CAVE_MARK);
705 /* Memorize terrain of the grid */
706 g_ptr->info |= (CAVE_KNOWN);
710 * Redraw (on the screen) a given MAP location
712 * This function should only be called on "legal" grids
714 void lite_spot(POSITION y, POSITION x)
716 /* Redraw if on screen */
717 if (panel_contains(y, x) && in_bounds2(p_ptr->current_floor_ptr, y, x))
724 map_info(y, x, &a, &c, &ta, &tc);
726 /* Hack -- fake monochrome */
729 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
730 else if (IS_INVULN(p_ptr) || p_ptr->timewalk) a = TERM_WHITE;
731 else if (p_ptr->wraith_form) a = TERM_L_DARK;
734 /* Hack -- Queue it */
735 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
737 /* Update sub-windows */
738 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
743 * Some comments on the grid flags. -BEN-
746 * One of the major bottlenecks in previous versions of Angband was in
747 * the calculation of "line of sight" from the player to various grids,
748 * such as monsters. This was such a nasty bottleneck that a lot of
749 * silly things were done to reduce the dependancy on "line of sight",
750 * for example, you could not "see" any grids in a lit room until you
751 * actually entered the room, and there were all kinds of bizarre grid
752 * flags to enable this behavior. This is also why the "call light"
753 * spells always lit an entire room.
755 * The code below provides functions to calculate the "field of view"
756 * for the player, which, once calculated, provides extremely fast
757 * calculation of "line of sight from the player", and to calculate
758 * the "field of torch lite", which, again, once calculated, provides
759 * extremely fast calculation of "which grids are lit by the player's
760 * lite source". In addition to marking grids as "GRID_VIEW" and/or
761 * "GRID_LITE", as appropriate, these functions maintain an array for
762 * each of these two flags, each array containing the locations of all
763 * of the grids marked with the appropriate flag, which can be used to
764 * very quickly scan through all of the grids in a given set.
766 * To allow more "semantically valid" field of view semantics, whenever
767 * the field of view (or the set of torch lit grids) changes, all of the
768 * grids in the field of view (or the set of torch lit grids) are "drawn"
769 * so that changes in the world will become apparent as soon as possible.
770 * This has been optimized so that only grids which actually "change" are
771 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
772 * of the grids which are entering or leaving the relevent set of grids.
774 * These new methods are so efficient that the old nasty code was removed.
776 * Note that there is no reason to "update" the "viewable space" unless
777 * the player "moves", or walls/doors are created/destroyed, and there
778 * is no reason to "update" the "torch lit grids" unless the field of
779 * view changes, or the "light radius" changes. This means that when
780 * the player is resting, or digging, or doing anything that does not
781 * involve movement or changing the state of the dungeon, there is no
782 * need to update the "view" or the "lite" regions, which is nice.
784 * Note that the calls to the nasty "los()" function have been reduced
785 * to a bare minimum by the use of the new "field of view" calculations.
787 * I wouldn't be surprised if slight modifications to the "update_view()"
788 * function would allow us to determine "reverse line-of-sight" as well
789 * as "normal line-of-sight", which would allow monsters to use a more
790 * "correct" calculation to determine if they can "see" the player. For
791 * now, monsters simply "cheat" somewhat and assume that if the player
792 * has "line of sight" to the monster, then the monster can "pretend"
793 * that it has "line of sight" to the player.
796 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
797 * grid and maintains an array of all "CAVE_LITE" grids.
799 * This set of grids is the complete set of all grids which are lit by
800 * the players light source, which allows the "player_can_see_bold()"
801 * function to work very quickly.
803 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
804 * fact, the player (unless blind) can always "see" all grids which are
805 * marked as "CAVE_LITE", unless they are "off screen".
808 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
809 * grid and maintains an array of all "CAVE_VIEW" grids.
811 * This set of grids is the complete set of all grids within line of sight
812 * of the player, allowing the "player_has_los_bold(p_ptr, )" macro to work very
816 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
817 * temporary internal flag to mark those grids which are not only in view,
818 * but which are also "easily" in line of sight of the player. This flag
819 * is always cleared when we are done.
822 * The current "update_lite()" and "update_view()" algorithms use the
823 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
824 * to keep track of which grids were previously marked as "CAVE_LITE" or
825 * "CAVE_VIEW", which allows us to optimize the "screen updates".
827 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
828 * for various other purposes, such as spreading lite or darkness during
829 * "lite_room()" / "unlite_room()", and for calculating monster flow.
832 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
833 * in some way permanently lit. However, for the player to "see" anything
834 * in the grid, as determined by "player_can_see()", the player must not be
835 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
836 * grids, even if marked as "perma lit", are only illuminated if they touch
837 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
840 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
841 * that even if the player cannot "see" the grid, he "knows" the terrain in
842 * that grid. This is used to "remember" walls/doors/stairs/floors when they
843 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite(p_ptr, )",
844 * or when one of the "memorize floor grids" options induces memorization.
846 * Objects are "memorized" in a different way, using a special "marked" flag
847 * on the object itself, which is set when an object is observed or detected.
850 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
851 * and should be illuminated by "lite room" and "darkness" spells.
854 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
855 * and should be unavailable for "teleportation" destinations.
858 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
859 * which is observed, and the "view_torch_grids" allows the player to memorize
860 * every torch-lit grid. The player will always memorize important walls,
861 * doors, stairs, and other terrain features, as well as any "detected" grids.
863 * Note that the new "update_view()" method allows, among other things, a room
864 * to be "partially" seen as the player approaches it, with a growing cone of
865 * floor appearing as the player gets closer to the door. Also, by not turning
866 * on the "memorize perma-lit grids" option, the player will only "see" those
867 * floor grids which are actually in line of sight.
869 * And my favorite "plus" is that you can now use a special option to draw the
870 * "floors" in the "viewable region" brightly (actually, to draw the *other*
871 * grids dimly), providing a "pretty" effect as the player runs around, and
872 * to efficiently display the "torch lite" in a special color.
875 * Some comments on the "update_view()" algorithm...
877 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
878 * and only has to call "los()" on the borderline cases. The major axes/diags
879 * even terminate early when they hit walls. I need to find a quick way
880 * to "terminate" the other scans.
882 * Note that in the worst case (a big empty area with say 5% scattered walls),
883 * each of the 1500 or so nearby grids is checked once, most of them getting
884 * an "instant" rating, and only a small portion requiring a call to "los()".
886 * The only time that the algorithm appears to be "noticeably" too slow is
887 * when running, and this is usually only important in town, since the town
888 * provides about the worst scenario possible, with large open regions and
889 * a few scattered obstructions. There is a special "efficiency" option to
890 * allow the player to reduce his field of view in town, if needed.
892 * In the "best" case (say, a normal stretch of corridor), the algorithm
893 * makes one check for each viewable grid, and makes no calls to "los()".
894 * So running in corridors is very fast, and if a lot of monsters are
895 * nearby, it is much faster than the old methods.
897 * Note that resting, most normal commands, and several forms of running,
898 * plus all commands executed near large groups of monsters, are strictly
899 * more efficient with "update_view()" that with the old "compute los() on
900 * demand" method, primarily because once the "field of view" has been
901 * calculated, it does not have to be recalculated until the player moves
902 * (or a wall or door is created or destroyed).
904 * Note that we no longer have to do as many "los()" checks, since once the
905 * "view" region has been built, very few things cause it to be "changed"
906 * (player movement, and the opening/closing of doors, changes in wall status).
907 * Note that door/wall changes are only relevant when the door/wall itself is
908 * in the "view" region.
910 * The algorithm seems to only call "los()" from zero to ten times, usually
911 * only when coming down a corridor into a room, or standing in a room, just
912 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
913 * we will be reducing the calls to "los()".
915 * I am thinking in terms of an algorithm that "walks" from the central point
916 * out to the maximal "distance", at each point, determining the "view" code
917 * (above). For each grid not on a major axis or diagonal, the "view" code
918 * depends on the "cave_los_bold(p_ptr->current_floor_ptr, )" and "view" of exactly two other grids
919 * (the one along the nearest diagonal, and the one next to that one, see
920 * "update_view_aux()"...).
922 * We "memorize" the viewable space array, so that at the cost of under 3000
923 * bytes, we reduce the time taken by "forget_view()" to one assignment for
924 * each grid actually in the "viewable space". And for another 3000 bytes,
925 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
926 * are also used by other routines, thus reducing the cost to almost nothing.
928 * A similar thing is done for "forget_lite()" in which case the savings are
929 * much less, but save us from doing bizarre maintenance checking.
931 * In the worst "normal" case (in the middle of the town), the reachable space
932 * actually reaches to more than half of the largest possible "circle" of view,
933 * or about 800 grids, and in the worse case (in the middle of a dungeon level
934 * where all the walls have been removed), the reachable space actually reaches
935 * the theoretical maximum size of just under 1500 grids.
937 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
938 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
939 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
940 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
941 * entire possible space (including initialization) in one step per grid. If
942 * we do the "clearing" as a separate step (and use an array of "view" grids),
943 * then the clearing will take as many steps as grids that were viewed, and the
944 * algorithm will be able to "stop" scanning at various points.
945 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
949 * Mega-Hack -- Delayed visual update
950 * Only used if update_view(), update_lite() or update_mon_lite() was called
952 void delayed_visual_update(void)
958 /* Update needed grids */
959 for (i = 0; i < p_ptr->current_floor_ptr->redraw_n; i++)
961 y = p_ptr->current_floor_ptr->redraw_y[i];
962 x = p_ptr->current_floor_ptr->redraw_x[i];
963 g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
965 /* Update only needed grids (prevent multiple updating) */
966 if (!(g_ptr->info & CAVE_REDRAW)) continue;
968 /* If required, note */
969 if (g_ptr->info & CAVE_NOTE) note_spot(y, x);
973 /* Hack -- Visual update of monster on this grid */
974 if (g_ptr->m_idx) update_monster(p_ptr, g_ptr->m_idx, FALSE);
976 /* No longer in the array */
977 g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
981 p_ptr->current_floor_ptr->redraw_n = 0;
986 * Hack - speed up the update_flow algorithm by only doing
987 * it everytime the player moves out of LOS of the last
990 static POSITION flow_x = 0;
991 static POSITION flow_y = 0;
996 * Hack -- fill in the "cost" field of every grid that the player
997 * can "reach" with the number of steps needed to reach that grid.
998 * This also yields the "distance" of the player from every grid.
1000 * In addition, mark the "when" of the grids that can reach
1001 * the player with the incremented value of "flow_n".
1003 * Hack -- use the "seen" array as a "circular queue".
1005 * We do not need a priority queue because the cost from grid
1006 * to grid is always "one" and we process them in order.
1008 void update_flow(player_type *subject_ptr)
1015 /* Paranoia -- make sure the array is empty */
1016 if (tmp_pos.n) return;
1018 /* The last way-point is on the map */
1019 if (subject_ptr->running && in_bounds(subject_ptr->current_floor_ptr, flow_y, flow_x))
1021 /* The way point is in sight - do not update. (Speedup) */
1022 if (subject_ptr->current_floor_ptr->grid_array[flow_y][flow_x].info & CAVE_VIEW) return;
1025 /* Erase all of the current flow information */
1026 for (y = 0; y < subject_ptr->current_floor_ptr->height; y++)
1028 for (x = 0; x < subject_ptr->current_floor_ptr->width; x++)
1030 subject_ptr->current_floor_ptr->grid_array[y][x].cost = 0;
1031 subject_ptr->current_floor_ptr->grid_array[y][x].dist = 0;
1035 /* Save player position */
1036 flow_y = subject_ptr->y;
1037 flow_x = subject_ptr->x;
1039 /* Add the player's grid to the queue */
1040 tmp_pos.y[0] = subject_ptr->y;
1041 tmp_pos.x[0] = subject_ptr->x;
1043 /* Now process the queue */
1044 while (flow_head != flow_tail)
1048 /* Extract the next entry */
1049 ty = tmp_pos.y[flow_tail];
1050 tx = tmp_pos.x[flow_tail];
1052 /* Forget that entry */
1053 if (++flow_tail == TEMP_MAX) flow_tail = 0;
1055 /* Add the "children" */
1056 for (d = 0; d < 8; d++)
1058 int old_head = flow_head;
1059 byte_hack m = subject_ptr->current_floor_ptr->grid_array[ty][tx].cost + 1;
1060 byte_hack n = subject_ptr->current_floor_ptr->grid_array[ty][tx].dist + 1;
1063 /* Child location */
1064 y = ty + ddy_ddd[d];
1065 x = tx + ddx_ddd[d];
1067 /* Ignore player's grid */
1068 if (player_bold(subject_ptr, y, x)) continue;
1070 g_ptr = &subject_ptr->current_floor_ptr->grid_array[y][x];
1072 if (is_closed_door(g_ptr->feat)) m += 3;
1074 /* Ignore "pre-stamped" entries */
1075 if (g_ptr->dist != 0 && g_ptr->dist <= n && g_ptr->cost <= m) continue;
1077 /* Ignore "walls" and "rubble" */
1078 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(g_ptr->feat)) continue;
1080 /* Save the flow cost */
1081 if (g_ptr->cost == 0 || g_ptr->cost > m) g_ptr->cost = m;
1082 if (g_ptr->dist == 0 || g_ptr->dist > n) g_ptr->dist = n;
1084 /* Hack -- limit flow depth */
1085 if (n == MONSTER_FLOW_DEPTH) continue;
1087 /* Enqueue that entry */
1088 tmp_pos.y[flow_head] = y;
1089 tmp_pos.x[flow_head] = x;
1091 /* Advance the queue */
1092 if (++flow_head == TEMP_MAX) flow_head = 0;
1094 /* Hack -- notice overflow by forgetting new entry */
1095 if (flow_head == flow_tail) flow_head = old_head;
1101 * Take a feature, determine what that feature becomes
1102 * through applying the given action.
1104 FEAT_IDX feat_state(FEAT_IDX feat, int action)
1106 feature_type *f_ptr = &f_info[feat];
1109 /* Get the new feature */
1110 for (i = 0; i < MAX_FEAT_STATES; i++)
1112 if (f_ptr->state[i].action == action) return conv_dungeon_feat(p_ptr->current_floor_ptr, f_ptr->state[i].result);
1115 if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
1117 return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(p_ptr->current_floor_ptr, f_ptr->destroyed) : feat;
1121 * Takes a location and action and changes the feature at that
1122 * location through applying the given action.
1124 void cave_alter_feat(POSITION y, POSITION x, int action)
1126 /* Set old feature */
1127 FEAT_IDX oldfeat = p_ptr->current_floor_ptr->grid_array[y][x].feat;
1129 /* Get the new feat */
1130 FEAT_IDX newfeat = feat_state(oldfeat, action);
1133 if (newfeat == oldfeat) return;
1135 /* Set the new feature */
1136 cave_set_feat(p_ptr->current_floor_ptr, y, x, newfeat);
1138 if (!(feature_action_flags[action] & FAF_NO_DROP))
1140 feature_type *old_f_ptr = &f_info[oldfeat];
1141 feature_type *f_ptr = &f_info[newfeat];
1145 if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
1147 /* Place some gold */
1153 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)))
1156 place_object(y, x, 0L);
1160 if (found && current_world_ptr->character_dungeon && player_can_see_bold(y, x))
1162 msg_print(_("何かを発見した!", "You have found something!"));
1166 if (feature_action_flags[action] & FAF_CRASH_GLASS)
1168 feature_type *old_f_ptr = &f_info[oldfeat];
1170 if (have_flag(old_f_ptr->flags, FF_GLASS) && current_world_ptr->character_dungeon)
1172 project(p_ptr, PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(p_ptr->current_floor_ptr->dun_level, 100) / 4, GF_SHARDS,
1173 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1179 /* Remove a mirror */
1180 void remove_mirror(POSITION y, POSITION x)
1182 grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
1184 /* Remove the mirror */
1185 g_ptr->info &= ~(CAVE_OBJECT);
1188 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
1190 g_ptr->info &= ~(CAVE_GLOW);
1191 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
1192 if (g_ptr->m_idx) update_monster(p_ptr, g_ptr->m_idx, FALSE);
1194 update_local_illumination(p_ptr, y, x);
1204 * Return TRUE if there is a mirror on the grid.
1206 bool is_mirror_grid(grid_type *g_ptr)
1208 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MIRROR))
1216 * Return TRUE if there is a mirror on the grid.
1218 bool is_glyph_grid(grid_type *g_ptr)
1220 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_GLYPH))
1228 * Return TRUE if there is a mirror on the grid.
1230 bool is_explosive_rune_grid(grid_type *g_ptr)
1232 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MINOR_GLYPH))
1239 * @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。
1240 * @param m_idx モンスターID
1244 * @return テレポート先として妥当ならばtrue
1246 bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode)
1248 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
1249 grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
1250 feature_type *f_ptr = &f_info[g_ptr->feat];
1252 /* Require "teleportable" space */
1253 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
1255 if (g_ptr->m_idx && (g_ptr->m_idx != m_idx)) return FALSE;
1256 if (player_bold(p_ptr, y, x)) return FALSE;
1258 /* Hack -- no teleport onto glyph of warding */
1259 if (is_glyph_grid(g_ptr)) return FALSE;
1260 if (is_explosive_rune_grid(g_ptr)) return FALSE;
1262 if (!(mode & TELEPORT_PASSIVE))
1264 if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE;
1271 * @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。
1275 * @return テレポート先として妥当ならばtrue
1277 bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode)
1279 grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
1280 feature_type *f_ptr = &f_info[g_ptr->feat];
1282 /* Require "teleportable" space */
1283 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
1285 /* No magical teleporting into vaults and such */
1286 if (!(mode & TELEPORT_NONMAGICAL) && (g_ptr->info & CAVE_ICKY)) return FALSE;
1288 if (g_ptr->m_idx && (g_ptr->m_idx != p_ptr->riding)) return FALSE;
1290 /* don't teleport on a trap. */
1291 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) return FALSE;
1293 if (!(mode & TELEPORT_PASSIVE))
1295 if (!player_can_enter(g_ptr->feat, 0)) return FALSE;
1297 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP))
1299 if (!p_ptr->levitation && !p_ptr->can_swim) return FALSE;
1302 if (have_flag(f_ptr->flags, FF_LAVA) && !p_ptr->immune_fire && !IS_INVULN(p_ptr))
1304 /* Always forbid deep lava */
1305 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
1307 /* Forbid shallow lava when the player don't have levitation */
1308 if (!p_ptr->levitation) return FALSE;
1317 * @brief 地形は開くものであって、かつ開かれているかを返す /
1318 * Attempt to open the given chest at the given location
1320 * @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
1322 bool is_open(FEAT_IDX feat)
1324 return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
1328 * @brief プレイヤーが地形踏破可能かを返す
1329 * @param feature 判定したい地形ID
1330 * @param mode 移動に関するオプションフラグ
1331 * @return 移動可能ならばTRUEを返す
1333 bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode)
1335 feature_type *f_ptr = &f_info[feature];
1337 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);
1339 if (have_flag(f_ptr->flags, FF_PATTERN))
1341 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
1344 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
1345 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
1346 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
1348 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;