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"
45 * Feature action flags
47 #define FAF_DESTROY 0x01
48 #define FAF_NO_DROP 0x02
49 #define FAF_CRASH_GLASS 0x04
51 #define feat_locked_door_random(DOOR_TYPE) \
52 (feat_door[(DOOR_TYPE)].num_locked ? \
53 feat_door[(DOOR_TYPE)].locked[randint0(feat_door[(DOOR_TYPE)].num_locked)] : feat_none)
55 #define feat_jammed_door_random(DOOR_TYPE) \
56 (feat_door[(DOOR_TYPE)].num_jammed ? \
57 feat_door[(DOOR_TYPE)].jammed[randint0(feat_door[(DOOR_TYPE)].num_jammed)] : feat_none)
60 * @brief 地形状態フラグテーブル /
61 * The table of features' actions
63 static const byte feature_action_flags[FF_FLAG_MAX] =
75 FAF_CRASH_GLASS, /* BASH */
77 FAF_DESTROY, /* DISARM */
79 FAF_DESTROY | FAF_CRASH_GLASS, /* TUNNEL */
80 0, /* MAY_HAVE_GOLD */
110 FAF_DESTROY | FAF_CRASH_GLASS, /* HURT_ROCK */
165 FAF_DESTROY | FAF_NO_DROP | FAF_CRASH_GLASS, /* HURT_DISI */
178 0, /* TELEPORTABLE */
184 * @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
185 * @return 配置に成功したらTRUEを返す
187 bool new_player_spot(void)
189 POSITION y = 0, x = 0;
190 int max_attempts = 10000;
195 /* Place the player */
196 while (max_attempts--)
198 /* Pick a legal spot */
199 y = (POSITION)rand_range(1, current_floor_ptr->height - 2);
200 x = (POSITION)rand_range(1, current_floor_ptr->width - 2);
202 g_ptr = ¤t_floor_ptr->grid_array[y][x];
204 /* Must be a "naked" floor grid */
205 if (g_ptr->m_idx) continue;
206 if (current_floor_ptr->dun_level)
208 f_ptr = &f_info[g_ptr->feat];
210 if (max_attempts > 5000) /* Rule 1 */
212 if (!have_flag(f_ptr->flags, FF_FLOOR)) continue;
216 if (!have_flag(f_ptr->flags, FF_MOVE)) continue;
217 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) continue;
220 /* Refuse to start on anti-teleport grids in dungeon */
221 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) continue;
223 if (!player_can_enter(g_ptr->feat, 0)) continue;
224 if (!in_bounds(y, x)) continue;
226 /* Refuse to start on anti-teleport grids */
227 if (g_ptr->info & (CAVE_ICKY)) continue;
232 if (max_attempts < 1) /* Should be -1, actually if we failed... */
235 /* Save the new player grid */
245 * @brief 所定の位置に上り階段か下り階段を配置する / Place an up/down staircase at given location
246 * @param y 配置を試みたいマスのY座標
247 * @param x 配置を試みたいマスのX座標
250 void place_random_stairs(POSITION y, POSITION x)
252 bool up_stairs = TRUE;
253 bool down_stairs = TRUE;
255 g_ptr = ¤t_floor_ptr->grid_array[y][x];
256 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) return;
259 if (!current_floor_ptr->dun_level) up_stairs = FALSE;
262 if (ironman_downward) up_stairs = FALSE;
265 if (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) down_stairs = FALSE;
268 if (quest_number(current_floor_ptr->dun_level) && (current_floor_ptr->dun_level > 1)) down_stairs = FALSE;
270 /* We can't place both */
271 if (down_stairs && up_stairs)
273 /* Choose a staircase randomly */
274 if (randint0(100) < 50) up_stairs = FALSE;
275 else down_stairs = FALSE;
278 /* Place the stairs */
279 if (up_stairs) place_up_stairs(y, x);
280 else if (down_stairs) place_down_stairs(y, x);
284 * @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
285 * @param y ドアの配置を試みたいマスのY座標
286 * @param x ドアの配置を試みたいマスのX座標
287 * @param room 部屋に接している場合向けのドア生成か否か
290 void place_random_door(POSITION y, POSITION x, bool room)
293 FEAT_IDX feat = feat_none;
294 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
296 /* Initialize mimic info */
299 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
301 place_floor_bold(y, x);
305 type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
306 one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
307 ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
309 /* Choose an object */
310 tmp = randint0(1000);
312 /* Open doors (300/1000) */
315 /* Create open door */
316 feat = feat_door[type].open;
319 /* Broken doors (100/1000) */
322 /* Create broken door */
323 feat = feat_door[type].broken;
326 /* Secret doors (200/1000) */
329 /* Create secret door */
330 place_closed_door(y, x, type);
332 if (type != DOOR_CURTAIN)
334 /* Hide. If on the edge of room, use outer wall. */
335 g_ptr->mimic = room ? feat_wall_outer : feat_wall_type[randint0(100)];
337 /* Floor type terrain cannot hide a door */
338 if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
340 if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
342 g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
349 /* Closed, locked, or stuck doors (400/1000) */
350 else place_closed_door(y, x, type);
354 if (feat != feat_none)
356 set_cave_feat(y, x, feat);
360 place_floor_bold(y, x);
364 delete_monster(y, x);
368 * @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.
369 * @param y ドアの配置を試みたいマスのY座標
370 * @param x ドアの配置を試みたいマスのX座標
371 * @param type ドアの地形ID
374 void place_closed_door(POSITION y, POSITION x, int type)
377 FEAT_IDX feat = feat_none;
379 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
381 place_floor_bold(y, x);
385 /* Choose an object */
388 /* Closed doors (300/400) */
391 /* Create closed door */
392 feat = feat_door[type].closed;
395 /* Locked doors (99/400) */
398 /* Create locked door */
399 feat = feat_locked_door_random(type);
402 /* Stuck doors (1/400) */
405 /* Create jammed door */
406 feat = feat_jammed_door_random(type);
409 if (feat != feat_none)
411 cave_set_feat(y, x, feat);
413 /* Now it is not floor */
414 current_floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
418 place_floor_bold(y, x);
423 * @brief 鍵のかかったドアを配置する
424 * @param y 配置したいフロアのY座標
425 * @param x 配置したいフロアのX座標
428 void place_locked_door(POSITION y, POSITION x)
430 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
432 place_floor_bold(y, x);
436 set_cave_feat(y, x, feat_locked_door_random((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
437 current_floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
438 delete_monster(y, x);
445 * @param y 配置したいフロアのY座標
446 * @param x 配置したいフロアのX座標
447 * @param type DOOR_DEFAULT / DOOR_DOOR / DOOR_GLASS_DOOR / DOOR_CURTAIN のいずれか
450 void place_secret_door(POSITION y, POSITION x, int type)
452 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
454 place_floor_bold(y, x);
458 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
460 if (type == DOOR_DEFAULT)
462 type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
463 one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
464 ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
467 /* Create secret door */
468 place_closed_door(y, x, type);
470 if (type != DOOR_CURTAIN)
472 /* Hide by inner wall because this is used in rooms only */
473 g_ptr->mimic = feat_wall_inner;
475 /* Floor type terrain cannot hide a door */
476 if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
478 if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
480 g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
486 g_ptr->info &= ~(CAVE_FLOOR);
487 delete_monster(y, x);
492 * Routine used by the random vault creators to add a door to a location
493 * Note that range checking has to be done in the calling routine.
495 * The doors must be INSIDE the allocated region.
497 void add_door(POSITION x, POSITION y)
499 /* Need to have a wall in the center square */
500 if (!is_outer_bold(y, x)) return;
511 if (is_floor_bold(y - 1, x) && is_floor_bold(y + 1, x) &&
512 (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
515 place_secret_door(y, x, DOOR_DEFAULT);
517 /* set boundarys so don't get wide doors */
518 place_solid_bold(y, x - 1);
519 place_solid_bold(y, x + 1);
528 * where x = don't care
531 if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) &&
532 is_floor_bold(y, x - 1) && is_floor_bold(y, x + 1))
535 place_secret_door(y, x, DOOR_DEFAULT);
537 /* set boundarys so don't get wide doors */
538 place_solid_bold(y - 1, x);
539 place_solid_bold(y + 1, x);
544 * @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.
545 * @param y1 基準となるマスのY座標
546 * @param x1 基準となるマスのX座標
548 * @note Assumes "in_bounds(y1, x1)"
550 * XXX XXX This routine currently only counts actual "empty floor"\n
551 * grids which are not in rooms. We might want to also count stairs,\n
552 * open doors, closed doors, etc.
554 static int next_to_corr(POSITION y1, POSITION x1)
561 /* Scan adjacent grids */
562 for (i = 0; i < 4; i++)
566 g_ptr = ¤t_floor_ptr->grid_array[y][x];
568 /* Skip non floors */
569 if (cave_have_flag_grid(g_ptr, FF_WALL)) continue;
571 /* Skip non "empty floor" grids */
572 if (!is_floor_grid(g_ptr))
575 /* Skip grids inside rooms */
576 if (g_ptr->info & (CAVE_ROOM)) continue;
578 /* Count these grids */
582 /* Return the number of corridors */
587 * @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.
588 * @param y 判定を行いたいマスのY座標
589 * @param x 判定を行いたいマスのX座標
590 * @return ドアを設置可能ならばTRUEを返す
591 * @note Assumes "in_bounds(y1, x1)"
594 * Assumes "in_bounds(y, x)"\n
596 static bool possible_doorway(POSITION y, POSITION x)
598 /* Count the adjacent corridors */
599 if (next_to_corr(y, x) >= 2)
602 if (cave_have_flag_bold(y - 1, x, FF_WALL) &&
603 cave_have_flag_bold(y + 1, x, FF_WALL))
608 /* Check Horizontal */
609 if (cave_have_flag_bold(y, x - 1, FF_WALL) &&
610 cave_have_flag_bold(y, x + 1, FF_WALL))
621 * @brief ドアの設置を試みる / Places door at y, x position if at least 2 walls found
622 * @param y 設置を行いたいマスのY座標
623 * @param x 設置を行いたいマスのX座標
626 void try_door(POSITION y, POSITION x)
627 { if (!in_bounds(y, x)) return;
630 if (cave_have_flag_bold(y, x, FF_WALL)) return;
632 /* Ignore room grids */
633 if (current_floor_ptr->grid_array[y][x].info & (CAVE_ROOM)) return;
635 /* Occasional door (if allowed) */
636 if ((randint0(100) < dun_tun_jct) && possible_doorway(y, x) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS))
639 place_random_door(y, x, FALSE);
645 * @brief 長方形の空洞を生成する / Make an empty square floor, for the middle of rooms
646 * @param x1 長方形の左端X座標(-1)
647 * @param x2 長方形の右端X座標(+1)
648 * @param y1 長方形の上端Y座標(-1)
649 * @param y2 長方形の下端Y座標(+1)
653 void place_floor(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
657 /* Place a full floor under the room */
658 for (y = y1 - 1; y <= y2 + 1; y++)
660 for (x = x1 - 1; x <= x2 + 1; x++)
662 place_floor_bold(y, x);
663 add_cave_info(y, x, CAVE_ROOM);
664 if (light) add_cave_info(y, x, CAVE_GLOW);
671 * @brief 長方形の部屋を生成する / Make an empty square room, only floor and wall grids
672 * @param x1 長方形の左端X座標(-1)
673 * @param x2 長方形の右端X座標(+1)
674 * @param y1 長方形の上端Y座標(-1)
675 * @param y2 長方形の下端Y座標(+1)
679 void place_room(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
683 place_floor(x1, x2, y1, y2, light);
685 /* Walls around the room */
686 for (y = y1 - 1; y <= y2 + 1; y++)
688 place_outer_bold(y, x1 - 1);
689 place_outer_bold(y, x2 + 1);
691 for (x = x1 - 1; x <= x2 + 1; x++)
693 place_outer_bold(y1 - 1, x);
694 place_outer_bold(y2 + 1, x);
700 * @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
701 * @param y 配置したい中心マスのY座標
702 * @param x 配置したい中心マスのX座標
706 * Only really called by some of the "vault" routines.
708 void vault_objects(POSITION y, POSITION x, int num)
711 int i = 0, j = y, k = x;
716 /* Attempt to place 'num' objects */
717 for (; num > 0; --num)
719 /* Try up to 11 spots looking for empty space */
720 for (i = 0; i < 11; ++i)
722 /* Pick a random location */
723 while (dummy < SAFE_MAX_ATTEMPTS)
725 j = rand_spread(y, 2);
726 k = rand_spread(x, 3);
728 if (!in_bounds(j, k)) continue;
732 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
734 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!"));
737 /* Require "clean" floor space */
738 g_ptr = ¤t_floor_ptr->grid_array[j][k];
739 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) continue;
741 if (randint0(100) < 75)
743 place_object(j, k, 0L);
750 /* Placement accomplished */
757 * @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
758 * @param y トラップを配置したいマスの中心Y座標
759 * @param x トラップを配置したいマスの中心X座標
760 * @param yd Y方向の配置分散マス数
761 * @param xd X方向の配置分散マス数
764 * Only really called by some of the "vault" routines.
766 void vault_trap_aux(POSITION y, POSITION x, POSITION yd, POSITION xd)
768 int count = 0, y1 = y, x1 = x;
774 for (count = 0; count <= 5; count++)
777 while (dummy < SAFE_MAX_ATTEMPTS)
779 y1 = rand_spread(y, yd);
780 x1 = rand_spread(x, xd);
782 if (!in_bounds(y1, x1)) continue;
786 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
788 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!"));
791 /* Require "naked" floor grids */
792 g_ptr = ¤t_floor_ptr->grid_array[y1][x1];
793 if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
803 * @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
804 * @param y トラップを配置したいマスの中心Y座標
805 * @param x トラップを配置したいマスの中心X座標
806 * @param yd Y方向の配置分散マス数
807 * @param xd X方向の配置分散マス数
808 * @param num 配置したいトラップの数
811 * Only really called by some of the "vault" routines.
813 void vault_traps(POSITION y, POSITION x, POSITION yd, POSITION xd, int num)
817 for (i = 0; i < num; i++)
819 vault_trap_aux(y, x, yd, xd);
824 * @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
825 * @param y1 モンスターを配置したいマスの中心Y座標
826 * @param x1 モンスターを配置したいマスの中心X座標
827 * @param num 配置したいモンスターの数
830 * Only really called by some of the "vault" routines.
832 void vault_monsters(POSITION y1, POSITION x1, int num)
838 /* Try to summon "num" monsters "near" the given location */
839 for (k = 0; k < num; k++)
841 /* Try nine locations */
842 for (i = 0; i < 9; i++)
846 /* Pick a nearby location */
847 scatter(&y, &x, y1, x1, d, 0);
849 /* Require "empty" floor grids */
850 g_ptr = ¤t_floor_ptr->grid_array[y][x];
851 if (!cave_empty_grid(g_ptr)) continue;
853 /* Place the monster (allow groups) */
854 current_floor_ptr->monster_level = current_floor_ptr->base_level + 2;
855 (void)place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
856 current_floor_ptr->monster_level = current_floor_ptr->base_level;
862 * @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.)
863 * @param x チェックするマスのX座標
864 * @param y チェックするマスのY座標
865 * @return 床系地形ならばTRUE
867 bool get_is_floor(POSITION x, POSITION y)
869 if (!in_bounds(y, x))
875 /* Do the real check */
876 if (is_floor_bold(y, x)) return (TRUE);
882 * @brief 指定のマスを床地形に変える / Set a square to be floor. (Includes range checking.)
883 * @param x 地形を変えたいマスのX座標
884 * @param y 地形を変えたいマスのY座標
887 void set_floor(POSITION x, POSITION y)
889 if (!in_bounds(y, x))
895 if (current_floor_ptr->grid_array[y][x].info & CAVE_ROOM)
897 /* A room border don't touch. */
901 /* Set to be floor if is a wall (don't touch lakes). */
902 if (is_extra_bold(y, x))
903 place_floor_bold(y, x);
907 * @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
908 * @param g_ptr 永久壁を配置したいマス構造体の参照ポインタ
911 void place_bound_perm_wall(grid_type *g_ptr)
913 if (bound_walls_perm)
915 /* Clear boundary mimic */
920 feature_type *f_ptr = &f_info[g_ptr->feat];
922 /* Hack -- Decline boundary walls with known treasure */
923 if ((have_flag(f_ptr->flags, FF_HAS_GOLD) || have_flag(f_ptr->flags, FF_HAS_ITEM)) &&
924 !have_flag(f_ptr->flags, FF_SECRET))
925 g_ptr->feat = feat_state(g_ptr->feat, FF_ENSECRET);
927 /* Set boundary mimic */
928 g_ptr->mimic = g_ptr->feat;
931 /* Add "solid" perma-wall */
932 place_solid_perm_grid(g_ptr);
936 * @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
937 * @param g_ptr マス構造体の参照ポインタ
938 * @return 看破済みの罠があるならTRUEを返す。
940 bool is_known_trap(grid_type *g_ptr)
942 if (!g_ptr->mimic && !cave_have_flag_grid(g_ptr, FF_SECRET) &&
943 is_trap(g_ptr->feat)) return TRUE;
951 * @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
952 * @param g_ptr マス構造体の参照ポインタ
953 * @return 隠されたドアがあるならTRUEを返す。
955 bool is_hidden_door(grid_type *g_ptr)
957 if ((g_ptr->mimic || cave_have_flag_grid(g_ptr, FF_SECRET)) &&
958 is_closed_door(g_ptr->feat))
964 #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 */
968 * @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
971 * @return 指定された座標に照明がかかっているならTRUEを返す。。
973 bool check_local_illumination(POSITION y, POSITION x)
975 /* Hack -- move towards player */
976 POSITION yy = (y < p_ptr->y) ? (y + 1) : (y > p_ptr->y) ? (y - 1) : y;
977 POSITION xx = (x < p_ptr->x) ? (x + 1) : (x > p_ptr->x) ? (x - 1) : x;
979 /* Check for "local" illumination */
981 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
983 /* Check for "complex" illumination */
984 if ((feat_supports_los(get_feat_mimic(¤t_floor_ptr->grid_array[yy][xx])) &&
985 (current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW)) ||
986 (feat_supports_los(get_feat_mimic(¤t_floor_ptr->grid_array[y][xx])) &&
987 (current_floor_ptr->grid_array[y][xx].info & CAVE_GLOW)) ||
988 (feat_supports_los(get_feat_mimic(¤t_floor_ptr->grid_array[yy][x])) &&
989 (current_floor_ptr->grid_array[yy][x].info & CAVE_GLOW)))
995 #else /* COMPLEX_WALL_ILLUMINATION */
997 /* Check for "simple" illumination */
998 return (current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
1000 #endif /* COMPLEX_WALL_ILLUMINATION */
1004 /*! 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 */
1005 #define update_local_illumination_aux(Y, X) \
1007 if (player_has_los_bold((Y), (X))) \
1009 /* Update the monster */ \
1010 if (current_floor_ptr->grid_array[(Y)][(X)].m_idx) update_monster(current_floor_ptr->grid_array[(Y)][(X)].m_idx, FALSE); \
1012 /* Notice and redraw */ \
1013 note_spot((Y), (X)); \
1014 lite_spot((Y), (X)); \
1019 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
1024 void update_local_illumination(POSITION y, POSITION x)
1029 if (!in_bounds(y, x)) return;
1031 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
1033 if ((y != p_ptr->y) && (x != p_ptr->x))
1035 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
1036 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
1037 update_local_illumination_aux(yy, xx);
1038 update_local_illumination_aux(y, xx);
1039 update_local_illumination_aux(yy, x);
1041 else if (x != p_ptr->x) /* y == p_ptr->y */
1043 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
1044 for (i = -1; i <= 1; i++)
1047 update_local_illumination_aux(yy, xx);
1050 update_local_illumination_aux(yy, x);
1052 update_local_illumination_aux(yy, x);
1054 else if (y != p_ptr->y) /* x == p_ptr->x */
1056 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
1057 for (i = -1; i <= 1; i++)
1060 update_local_illumination_aux(yy, xx);
1063 update_local_illumination_aux(y, xx);
1065 update_local_illumination_aux(y, xx);
1067 else /* Player's grid */
1069 for (i = 0; i < 8; i++)
1071 yy = y + ddy_cdd[i];
1072 xx = x + ddx_cdd[i];
1073 update_local_illumination_aux(yy, xx);
1077 #else /* COMPLEX_WALL_ILLUMINATION */
1079 if ((y != p_ptr->y) && (x != p_ptr->x))
1081 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
1082 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
1083 update_local_illumination_aux(yy, xx);
1085 else if (x != p_ptr->x) /* y == p_ptr->y */
1087 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
1088 for (i = -1; i <= 1; i++)
1091 update_local_illumination_aux(yy, xx);
1094 else if (y != p_ptr->y) /* x == p_ptr->x */
1096 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
1097 for (i = -1; i <= 1; i++)
1100 update_local_illumination_aux(yy, xx);
1103 else /* Player's grid */
1105 for (i = 0; i < 8; i++)
1107 yy = y + ddy_cdd[i];
1108 xx = x + ddx_cdd[i];
1109 update_local_illumination_aux(yy, xx);
1113 #endif /* COMPLEX_WALL_ILLUMINATION */
1118 * @brief 指定された座標をプレイヤーが視覚に収められるかを返す。 / Can the player "see" the given grid in detail?
1121 * @return 視覚に収められる状態ならTRUEを返す
1123 * He must have vision, illumination, and line of sight.\n
1125 * Note -- "CAVE_LITE" is only set if the "torch" has "los()".\n
1126 * So, given "CAVE_LITE", we know that the grid is "fully visible".\n
1128 * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean\n
1129 * that a wall is visible from any direction. That would be odd. Except\n
1130 * under wizard light, which might make sense. Thus, for walls, we require\n
1131 * not only that they be "CAVE_GLOW", but also, that they be adjacent to a\n
1132 * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is\n
1133 * in line of sight of the player.\n
1135 * This extra check is expensive, but it provides a more "correct" semantics.\n
1137 * Note that we should not run this check on walls which are "outer walls" of\n
1138 * the dungeon, or we will induce a memory fault, but actually verifying all\n
1139 * of the locations would be extremely expensive.\n
1141 * Thus, to speed up the function, we assume that all "perma-walls" which are\n
1142 * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases\n
1143 * except "vaults" and the "buildings" in town. But the town is a hack anyway,\n
1144 * and the player has more important things on his mind when he is attacking a\n
1145 * monster vault. It is annoying, but an extremely important optimization.\n
1147 * Note that "glowing walls" are only considered to be "illuminated" if the\n
1148 * grid which is next to the wall in the direction of the player is also a\n
1149 * "glowing" grid. This prevents the player from being able to "see" the\n
1150 * walls of illuminated rooms from a corridor outside the room.\n
1152 bool player_can_see_bold(POSITION y, POSITION x)
1156 /* Blind players see nothing */
1157 if (p_ptr->blind) return FALSE;
1159 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1161 /* Note that "torch-lite" yields "illumination" */
1162 if (g_ptr->info & (CAVE_LITE | CAVE_MNLT)) return TRUE;
1164 /* Require line of sight to the grid */
1165 if (!player_has_los_bold(y, x)) return FALSE;
1167 /* Noctovision of Ninja */
1168 if (p_ptr->see_nocto) return TRUE;
1170 /* Require "perma-lite" of the grid */
1171 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) return FALSE;
1173 /* Feature code (applying "mimic" field) */
1174 /* Floors are simple */
1175 if (feat_supports_los(get_feat_mimic(g_ptr))) return TRUE;
1177 /* Check for "local" illumination */
1178 return check_local_illumination(y, x);
1182 * @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
1183 * @return 視覚に収められていないならTRUEを返す
1184 * @details player_can_see_bold()関数の返り値の否定を返している。
1188 return (!player_can_see_bold(p_ptr->y, p_ptr->x));
1193 * @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"
1196 * @return 各種の変更が可能ならTRUEを返す。
1198 * 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。
1200 bool cave_valid_bold(POSITION y, POSITION x)
1202 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1203 OBJECT_IDX this_o_idx, next_o_idx = 0;
1205 /* Forbid perma-grids */
1206 if (cave_perma_grid(g_ptr)) return (FALSE);
1209 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1212 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1213 next_o_idx = o_ptr->next_o_idx;
1215 /* Forbid artifact grids */
1216 if (object_is_artifact(o_ptr)) return (FALSE);
1226 * Place an attr/char pair at the given map coordinate, if legal.
1228 void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x)
1230 /* Only do "legal" locations */
1231 if (panel_contains(y, x))
1233 /* Hack -- fake monochrome */
1236 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1237 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
1238 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1241 /* Draw the char using the attr */
1242 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
1251 * Memorize interesting viewable object/features in the given grid
1253 * This function should only be called on "legal" grids.
1255 * This function will memorize the object and/or feature in the given
1256 * grid, if they are (1) viewable and (2) interesting. Note that all
1257 * objects are interesting, all terrain features except floors (and
1258 * invisible traps) are interesting, and floors (and invisible traps)
1259 * are interesting sometimes (depending on various options involving
1260 * the illumination of floor grids).
1262 * The automatic memorization of all objects and non-floor terrain
1263 * features as soon as they are displayed allows incredible amounts
1264 * of optimization in various places, especially "map_info()".
1266 * Note that the memorization of objects is completely separate from
1267 * the memorization of terrain features, preventing annoying floor
1268 * memorization when a detected object is picked up from a dark floor,
1269 * and object memorization when an object is dropped into a floor grid
1270 * which is memorized but out-of-sight.
1272 * This function should be called every time the "memorization" of
1273 * a grid (or the object in a grid) is called into question, such
1274 * as when an object is created in a grid, when a terrain feature
1275 * "changes" from "floor" to "non-floor", when any grid becomes
1276 * "illuminated" or "viewable", and when a "floor" grid becomes
1279 * Note the relatively efficient use of this function by the various
1280 * "update_view()" and "update_lite()" calls, to allow objects and
1281 * terrain features to be memorized (and drawn) whenever they become
1282 * viewable or illuminated in any way, but not when they "maintain"
1283 * or "lose" their previous viewability or illumination.
1285 * Note the butchered "internal" version of "player_can_see_bold()",
1286 * optimized primarily for the most common cases, that is, for the
1287 * non-marked floor grids.
1289 void note_spot(POSITION y, POSITION x)
1291 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1292 OBJECT_IDX this_o_idx, next_o_idx = 0;
1294 /* Blind players see nothing */
1295 if (p_ptr->blind) return;
1297 /* Analyze non-torch-lit grids */
1298 if (!(g_ptr->info & (CAVE_LITE | CAVE_MNLT)))
1300 /* Require line of sight to the grid */
1301 if (!(g_ptr->info & (CAVE_VIEW))) return;
1303 /* Require "perma-lite" of the grid */
1304 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1307 if (!p_ptr->see_nocto) return;
1312 /* Hack -- memorize objects */
1313 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1315 object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1316 next_o_idx = o_ptr->next_o_idx;
1318 /* Memorize objects */
1319 o_ptr->marked |= OM_FOUND;
1323 /* Hack -- memorize grids */
1324 if (!(g_ptr->info & (CAVE_MARK)))
1326 /* Feature code (applying "mimic" field) */
1327 feature_type *f_ptr = &f_info[get_feat_mimic(g_ptr)];
1329 /* Memorize some "boring" grids */
1330 if (!have_flag(f_ptr->flags, FF_REMEMBER))
1332 /* Option -- memorize all torch-lit floors */
1333 if (view_torch_grids &&
1334 ((g_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
1336 g_ptr->info |= (CAVE_MARK);
1339 /* Option -- memorize all perma-lit floors */
1340 else if (view_perma_grids && ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
1342 g_ptr->info |= (CAVE_MARK);
1346 /* Memorize normal grids */
1347 else if (have_flag(f_ptr->flags, FF_LOS))
1349 g_ptr->info |= (CAVE_MARK);
1352 /* Memorize torch-lit walls */
1353 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
1355 g_ptr->info |= (CAVE_MARK);
1358 /* Memorize walls seen by noctovision of Ninja */
1359 else if (p_ptr->see_nocto)
1361 g_ptr->info |= (CAVE_MARK);
1364 /* Memorize certain non-torch-lit wall grids */
1365 else if (check_local_illumination(y, x))
1367 g_ptr->info |= (CAVE_MARK);
1371 /* Memorize terrain of the grid */
1372 g_ptr->info |= (CAVE_KNOWN);
1376 * Redraw (on the screen) a given MAP location
1378 * This function should only be called on "legal" grids
1380 void lite_spot(POSITION y, POSITION x)
1382 /* Redraw if on screen */
1383 if (panel_contains(y, x) && in_bounds2(y, x))
1390 map_info(y, x, &a, &c, &ta, &tc);
1392 /* Hack -- fake monochrome */
1395 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1396 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
1397 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1400 /* Hack -- Queue it */
1401 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
1403 /* Update sub-windows */
1404 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1409 * Some comments on the grid flags. -BEN-
1412 * One of the major bottlenecks in previous versions of Angband was in
1413 * the calculation of "line of sight" from the player to various grids,
1414 * such as monsters. This was such a nasty bottleneck that a lot of
1415 * silly things were done to reduce the dependancy on "line of sight",
1416 * for example, you could not "see" any grids in a lit room until you
1417 * actually entered the room, and there were all kinds of bizarre grid
1418 * flags to enable this behavior. This is also why the "call light"
1419 * spells always lit an entire room.
1421 * The code below provides functions to calculate the "field of view"
1422 * for the player, which, once calculated, provides extremely fast
1423 * calculation of "line of sight from the player", and to calculate
1424 * the "field of torch lite", which, again, once calculated, provides
1425 * extremely fast calculation of "which grids are lit by the player's
1426 * lite source". In addition to marking grids as "GRID_VIEW" and/or
1427 * "GRID_LITE", as appropriate, these functions maintain an array for
1428 * each of these two flags, each array containing the locations of all
1429 * of the grids marked with the appropriate flag, which can be used to
1430 * very quickly scan through all of the grids in a given set.
1432 * To allow more "semantically valid" field of view semantics, whenever
1433 * the field of view (or the set of torch lit grids) changes, all of the
1434 * grids in the field of view (or the set of torch lit grids) are "drawn"
1435 * so that changes in the world will become apparent as soon as possible.
1436 * This has been optimized so that only grids which actually "change" are
1437 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
1438 * of the grids which are entering or leaving the relevent set of grids.
1440 * These new methods are so efficient that the old nasty code was removed.
1442 * Note that there is no reason to "update" the "viewable space" unless
1443 * the player "moves", or walls/doors are created/destroyed, and there
1444 * is no reason to "update" the "torch lit grids" unless the field of
1445 * view changes, or the "light radius" changes. This means that when
1446 * the player is resting, or digging, or doing anything that does not
1447 * involve movement or changing the state of the dungeon, there is no
1448 * need to update the "view" or the "lite" regions, which is nice.
1450 * Note that the calls to the nasty "los()" function have been reduced
1451 * to a bare minimum by the use of the new "field of view" calculations.
1453 * I wouldn't be surprised if slight modifications to the "update_view()"
1454 * function would allow us to determine "reverse line-of-sight" as well
1455 * as "normal line-of-sight", which would allow monsters to use a more
1456 * "correct" calculation to determine if they can "see" the player. For
1457 * now, monsters simply "cheat" somewhat and assume that if the player
1458 * has "line of sight" to the monster, then the monster can "pretend"
1459 * that it has "line of sight" to the player.
1462 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
1463 * grid and maintains an array of all "CAVE_LITE" grids.
1465 * This set of grids is the complete set of all grids which are lit by
1466 * the players light source, which allows the "player_can_see_bold()"
1467 * function to work very quickly.
1469 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
1470 * fact, the player (unless blind) can always "see" all grids which are
1471 * marked as "CAVE_LITE", unless they are "off screen".
1474 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
1475 * grid and maintains an array of all "CAVE_VIEW" grids.
1477 * This set of grids is the complete set of all grids within line of sight
1478 * of the player, allowing the "player_has_los_bold()" macro to work very
1482 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
1483 * temporary internal flag to mark those grids which are not only in view,
1484 * but which are also "easily" in line of sight of the player. This flag
1485 * is always cleared when we are done.
1488 * The current "update_lite()" and "update_view()" algorithms use the
1489 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
1490 * to keep track of which grids were previously marked as "CAVE_LITE" or
1491 * "CAVE_VIEW", which allows us to optimize the "screen updates".
1493 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
1494 * for various other purposes, such as spreading lite or darkness during
1495 * "lite_room()" / "unlite_room()", and for calculating monster flow.
1498 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
1499 * in some way permanently lit. However, for the player to "see" anything
1500 * in the grid, as determined by "player_can_see()", the player must not be
1501 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
1502 * grids, even if marked as "perma lit", are only illuminated if they touch
1503 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
1506 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
1507 * that even if the player cannot "see" the grid, he "knows" the terrain in
1508 * that grid. This is used to "remember" walls/doors/stairs/floors when they
1509 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
1510 * or when one of the "memorize floor grids" options induces memorization.
1512 * Objects are "memorized" in a different way, using a special "marked" flag
1513 * on the object itself, which is set when an object is observed or detected.
1516 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
1517 * and should be illuminated by "lite room" and "darkness" spells.
1520 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
1521 * and should be unavailable for "teleportation" destinations.
1524 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
1525 * which is observed, and the "view_torch_grids" allows the player to memorize
1526 * every torch-lit grid. The player will always memorize important walls,
1527 * doors, stairs, and other terrain features, as well as any "detected" grids.
1529 * Note that the new "update_view()" method allows, among other things, a room
1530 * to be "partially" seen as the player approaches it, with a growing cone of
1531 * floor appearing as the player gets closer to the door. Also, by not turning
1532 * on the "memorize perma-lit grids" option, the player will only "see" those
1533 * floor grids which are actually in line of sight.
1535 * And my favorite "plus" is that you can now use a special option to draw the
1536 * "floors" in the "viewable region" brightly (actually, to draw the *other*
1537 * grids dimly), providing a "pretty" effect as the player runs around, and
1538 * to efficiently display the "torch lite" in a special color.
1541 * Some comments on the "update_view()" algorithm...
1543 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
1544 * and only has to call "los()" on the borderline cases. The major axes/diags
1545 * even terminate early when they hit walls. I need to find a quick way
1546 * to "terminate" the other scans.
1548 * Note that in the worst case (a big empty area with say 5% scattered walls),
1549 * each of the 1500 or so nearby grids is checked once, most of them getting
1550 * an "instant" rating, and only a small portion requiring a call to "los()".
1552 * The only time that the algorithm appears to be "noticeably" too slow is
1553 * when running, and this is usually only important in town, since the town
1554 * provides about the worst scenario possible, with large open regions and
1555 * a few scattered obstructions. There is a special "efficiency" option to
1556 * allow the player to reduce his field of view in town, if needed.
1558 * In the "best" case (say, a normal stretch of corridor), the algorithm
1559 * makes one check for each viewable grid, and makes no calls to "los()".
1560 * So running in corridors is very fast, and if a lot of monsters are
1561 * nearby, it is much faster than the old methods.
1563 * Note that resting, most normal commands, and several forms of running,
1564 * plus all commands executed near large groups of monsters, are strictly
1565 * more efficient with "update_view()" that with the old "compute los() on
1566 * demand" method, primarily because once the "field of view" has been
1567 * calculated, it does not have to be recalculated until the player moves
1568 * (or a wall or door is created or destroyed).
1570 * Note that we no longer have to do as many "los()" checks, since once the
1571 * "view" region has been built, very few things cause it to be "changed"
1572 * (player movement, and the opening/closing of doors, changes in wall status).
1573 * Note that door/wall changes are only relevant when the door/wall itself is
1574 * in the "view" region.
1576 * The algorithm seems to only call "los()" from zero to ten times, usually
1577 * only when coming down a corridor into a room, or standing in a room, just
1578 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
1579 * we will be reducing the calls to "los()".
1581 * I am thinking in terms of an algorithm that "walks" from the central point
1582 * out to the maximal "distance", at each point, determining the "view" code
1583 * (above). For each grid not on a major axis or diagonal, the "view" code
1584 * depends on the "cave_los_bold()" and "view" of exactly two other grids
1585 * (the one along the nearest diagonal, and the one next to that one, see
1586 * "update_view_aux()"...).
1588 * We "memorize" the viewable space array, so that at the cost of under 3000
1589 * bytes, we reduce the time taken by "forget_view()" to one assignment for
1590 * each grid actually in the "viewable space". And for another 3000 bytes,
1591 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
1592 * are also used by other routines, thus reducing the cost to almost nothing.
1594 * A similar thing is done for "forget_lite()" in which case the savings are
1595 * much less, but save us from doing bizarre maintenance checking.
1597 * In the worst "normal" case (in the middle of the town), the reachable space
1598 * actually reaches to more than half of the largest possible "circle" of view,
1599 * or about 800 grids, and in the worse case (in the middle of a dungeon level
1600 * where all the walls have been removed), the reachable space actually reaches
1601 * the theoretical maximum size of just under 1500 grids.
1603 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
1604 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
1605 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
1606 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
1607 * entire possible space (including initialization) in one step per grid. If
1608 * we do the "clearing" as a separate step (and use an array of "view" grids),
1609 * then the clearing will take as many steps as grids that were viewed, and the
1610 * algorithm will be able to "stop" scanning at various points.
1611 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
1615 * Mega-Hack -- Delayed visual update
1616 * Only used if update_view(), update_lite() or update_mon_lite() was called
1618 void delayed_visual_update(void)
1624 /* Update needed grids */
1625 for (i = 0; i < current_floor_ptr->redraw_n; i++)
1627 y = current_floor_ptr->redraw_y[i];
1628 x = current_floor_ptr->redraw_x[i];
1629 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1631 /* Update only needed grids (prevent multiple updating) */
1632 if (!(g_ptr->info & CAVE_REDRAW)) continue;
1634 /* If required, note */
1635 if (g_ptr->info & CAVE_NOTE) note_spot(y, x);
1639 /* Hack -- Visual update of monster on this grid */
1640 if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
1642 /* No longer in the array */
1643 g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
1647 current_floor_ptr->redraw_n = 0;
1652 * Hack -- forget the "flow" information
1654 void forget_flow(void)
1658 /* Check the entire dungeon */
1659 for (y = 0; y < current_floor_ptr->height; y++)
1661 for (x = 0; x < current_floor_ptr->width; x++)
1663 /* Forget the old data */
1664 current_floor_ptr->grid_array[y][x].dist = 0;
1665 current_floor_ptr->grid_array[y][x].cost = 0;
1666 current_floor_ptr->grid_array[y][x].when = 0;
1673 * Hack - speed up the update_flow algorithm by only doing
1674 * it everytime the player moves out of LOS of the last
1677 static POSITION flow_x = 0;
1678 static POSITION flow_y = 0;
1683 * Hack -- fill in the "cost" field of every grid that the player
1684 * can "reach" with the number of steps needed to reach that grid.
1685 * This also yields the "distance" of the player from every grid.
1687 * In addition, mark the "when" of the grids that can reach
1688 * the player with the incremented value of "flow_n".
1690 * Hack -- use the "seen" array as a "circular queue".
1692 * We do not need a priority queue because the cost from grid
1693 * to grid is always "one" and we process them in order.
1695 void update_flow(void)
1702 /* Paranoia -- make sure the array is empty */
1703 if (tmp_pos.n) return;
1705 /* The last way-point is on the map */
1706 if (p_ptr->running && in_bounds(flow_y, flow_x))
1708 /* The way point is in sight - do not update. (Speedup) */
1709 if (current_floor_ptr->grid_array[flow_y][flow_x].info & CAVE_VIEW) return;
1712 /* Erase all of the current flow information */
1713 for (y = 0; y < current_floor_ptr->height; y++)
1715 for (x = 0; x < current_floor_ptr->width; x++)
1717 current_floor_ptr->grid_array[y][x].cost = 0;
1718 current_floor_ptr->grid_array[y][x].dist = 0;
1722 /* Save player position */
1726 /* Add the player's grid to the queue */
1727 tmp_pos.y[0] = p_ptr->y;
1728 tmp_pos.x[0] = p_ptr->x;
1730 /* Now process the queue */
1731 while (flow_head != flow_tail)
1735 /* Extract the next entry */
1736 ty = tmp_pos.y[flow_tail];
1737 tx = tmp_pos.x[flow_tail];
1739 /* Forget that entry */
1740 if (++flow_tail == TEMP_MAX) flow_tail = 0;
1742 /* Add the "children" */
1743 for (d = 0; d < 8; d++)
1745 int old_head = flow_head;
1746 byte_hack m = current_floor_ptr->grid_array[ty][tx].cost + 1;
1747 byte_hack n = current_floor_ptr->grid_array[ty][tx].dist + 1;
1750 /* Child location */
1751 y = ty + ddy_ddd[d];
1752 x = tx + ddx_ddd[d];
1754 /* Ignore player's grid */
1755 if (player_bold(y, x)) continue;
1757 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1759 if (is_closed_door(g_ptr->feat)) m += 3;
1761 /* Ignore "pre-stamped" entries */
1762 if (g_ptr->dist != 0 && g_ptr->dist <= n && g_ptr->cost <= m) continue;
1764 /* Ignore "walls" and "rubble" */
1765 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(g_ptr->feat)) continue;
1767 /* Save the flow cost */
1768 if (g_ptr->cost == 0 || g_ptr->cost > m) g_ptr->cost = m;
1769 if (g_ptr->dist == 0 || g_ptr->dist > n) g_ptr->dist = n;
1771 /* Hack -- limit flow depth */
1772 if (n == MONSTER_FLOW_DEPTH) continue;
1774 /* Enqueue that entry */
1775 tmp_pos.y[flow_head] = y;
1776 tmp_pos.x[flow_head] = x;
1778 /* Advance the queue */
1779 if (++flow_head == TEMP_MAX) flow_head = 0;
1781 /* Hack -- notice overflow by forgetting new entry */
1782 if (flow_head == flow_tail) flow_head = old_head;
1788 static int scent_when = 0;
1791 * Characters leave scent trails for perceptive monsters to track.
1793 * Smell is rather more limited than sound. Many creatures cannot use
1794 * it at all, it doesn't extend very far outwards from the character's
1795 * current position, and monsters can use it to home in the character,
1796 * but not to run away from him.
1798 * Smell is valued according to age. When a character takes his current_world_ptr->game_turn,
1799 * scent is aged by one, and new scent of the current age is laid down.
1800 * Speedy characters leave more scent, true, but it also ages faster,
1801 * which makes it harder to hunt them down.
1803 * Whenever the age count loops, most of the scent trail is erased and
1804 * the age of the remainder is recalculated.
1806 void update_smell(void)
1811 /* Create a table that controls the spread of scent */
1812 const int scent_adjust[5][5] =
1821 /* Loop the age and adjust scent values when necessary */
1822 if (++scent_when == 254)
1824 /* Scan the entire dungeon */
1825 for (y = 0; y < current_floor_ptr->height; y++)
1827 for (x = 0; x < current_floor_ptr->width; x++)
1829 int w = current_floor_ptr->grid_array[y][x].when;
1830 current_floor_ptr->grid_array[y][x].when = (w > 128) ? (w - 128) : 0;
1839 /* Lay down new scent */
1840 for (i = 0; i < 5; i++)
1842 for (j = 0; j < 5; j++)
1846 /* Translate table to map grids */
1847 y = i + p_ptr->y - 2;
1848 x = j + p_ptr->x - 2;
1851 if (!in_bounds(y, x)) continue;
1853 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1855 /* Walls, water, and lava cannot hold scent. */
1856 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(g_ptr->feat)) continue;
1858 /* Grid must not be blocked by walls from the character */
1859 if (!player_has_los_bold(y, x)) continue;
1861 /* Note grids that are too far away */
1862 if (scent_adjust[i][j] == -1) continue;
1864 /* Mark the grid with new scent */
1865 g_ptr->when = scent_when + scent_adjust[i][j];
1873 * Change the "feat" flag for a grid, and notice/redraw the grid
1875 void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat)
1877 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1878 feature_type *f_ptr = &f_info[feat];
1879 bool old_los, old_mirror;
1881 if (!current_world_ptr->character_dungeon)
1883 /* Clear mimic type */
1886 /* Change the feature */
1889 /* Hack -- glow the GLOW terrain */
1890 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1895 for (i = 0; i < 9; i++)
1897 yy = y + ddy_ddd[i];
1898 xx = x + ddx_ddd[i];
1899 if (!in_bounds2(yy, xx)) continue;
1900 current_floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
1907 old_los = cave_have_flag_bold(y, x, FF_LOS);
1908 old_mirror = is_mirror_grid(g_ptr);
1910 /* Clear mimic type */
1913 /* Change the feature */
1916 /* Remove flag for mirror/glyph */
1917 g_ptr->info &= ~(CAVE_OBJECT);
1919 if (old_mirror && (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1921 g_ptr->info &= ~(CAVE_GLOW);
1922 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
1924 update_local_illumination(y, x);
1927 /* Check for change to boring grid */
1928 if (!have_flag(f_ptr->flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1929 if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
1934 /* Check if los has changed */
1935 if (old_los ^ have_flag(f_ptr->flags, FF_LOS))
1938 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
1940 update_local_illumination(y, x);
1942 #endif /* COMPLEX_WALL_ILLUMINATION */
1944 /* Update the visuals */
1945 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_MONSTERS);
1948 /* Hack -- glow the GLOW terrain */
1949 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1955 for (i = 0; i < 9; i++)
1957 yy = y + ddy_ddd[i];
1958 xx = x + ddx_ddd[i];
1959 if (!in_bounds2(yy, xx)) continue;
1960 cc_ptr = ¤t_floor_ptr->grid_array[yy][xx];
1961 cc_ptr->info |= CAVE_GLOW;
1963 if (player_has_los_grid(cc_ptr))
1965 if (cc_ptr->m_idx) update_monster(cc_ptr->m_idx, FALSE);
1972 update_local_illumination(yy, xx);
1975 if (p_ptr->special_defense & NINJA_S_STEALTH)
1977 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1982 FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat)
1984 feature_type *f_ptr = &f_info[newfeat];
1986 if (have_flag(f_ptr->flags, FF_CONVERT))
1988 switch (f_ptr->subtype)
1990 case CONVERT_TYPE_FLOOR:
1991 return feat_ground_type[randint0(100)];
1992 case CONVERT_TYPE_WALL:
1993 return feat_wall_type[randint0(100)];
1994 case CONVERT_TYPE_INNER:
1995 return feat_wall_inner;
1996 case CONVERT_TYPE_OUTER:
1997 return feat_wall_outer;
1998 case CONVERT_TYPE_SOLID:
1999 return feat_wall_solid;
2000 case CONVERT_TYPE_STREAM1:
2001 return d_info[p_ptr->dungeon_idx].stream1;
2002 case CONVERT_TYPE_STREAM2:
2003 return d_info[p_ptr->dungeon_idx].stream2;
2008 else return newfeat;
2013 * Take a feature, determine what that feature becomes
2014 * through applying the given action.
2016 FEAT_IDX feat_state(FEAT_IDX feat, int action)
2018 feature_type *f_ptr = &f_info[feat];
2021 /* Get the new feature */
2022 for (i = 0; i < MAX_FEAT_STATES; i++)
2024 if (f_ptr->state[i].action == action) return conv_dungeon_feat(f_ptr->state[i].result);
2027 if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
2029 return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(f_ptr->destroyed) : feat;
2033 * Takes a location and action and changes the feature at that
2034 * location through applying the given action.
2036 void cave_alter_feat(POSITION y, POSITION x, int action)
2038 /* Set old feature */
2039 FEAT_IDX oldfeat = current_floor_ptr->grid_array[y][x].feat;
2041 /* Get the new feat */
2042 FEAT_IDX newfeat = feat_state(oldfeat, action);
2045 if (newfeat == oldfeat) return;
2047 /* Set the new feature */
2048 cave_set_feat(y, x, newfeat);
2050 if (!(feature_action_flags[action] & FAF_NO_DROP))
2052 feature_type *old_f_ptr = &f_info[oldfeat];
2053 feature_type *f_ptr = &f_info[newfeat];
2057 if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
2059 /* Place some gold */
2065 if (have_flag(old_f_ptr->flags, FF_HAS_ITEM) && !have_flag(f_ptr->flags, FF_HAS_ITEM) && (randint0(100) < (15 - current_floor_ptr->dun_level / 2)))
2068 place_object(y, x, 0L);
2072 if (found && current_world_ptr->character_dungeon && player_can_see_bold(y, x))
2074 msg_print(_("何かを発見した!", "You have found something!"));
2078 if (feature_action_flags[action] & FAF_CRASH_GLASS)
2080 feature_type *old_f_ptr = &f_info[oldfeat];
2082 if (have_flag(old_f_ptr->flags, FF_GLASS) && current_world_ptr->character_dungeon)
2084 project(PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(current_floor_ptr->dun_level, 100) / 4, GF_SHARDS,
2085 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
2091 /* Remove a mirror */
2092 void remove_mirror(POSITION y, POSITION x)
2094 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2096 /* Remove the mirror */
2097 g_ptr->info &= ~(CAVE_OBJECT);
2100 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
2102 g_ptr->info &= ~(CAVE_GLOW);
2103 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
2104 if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
2106 update_local_illumination(y, x);
2116 * Return TRUE if there is a mirror on the grid.
2118 bool is_mirror_grid(grid_type *g_ptr)
2120 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MIRROR))
2128 * Return TRUE if there is a mirror on the grid.
2130 bool is_glyph_grid(grid_type *g_ptr)
2132 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_GLYPH))
2140 * Return TRUE if there is a mirror on the grid.
2142 bool is_explosive_rune_grid(grid_type *g_ptr)
2144 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MINOR_GLYPH))
2151 * @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。
2152 * @param m_idx モンスターID
2156 * @return テレポート先として妥当ならばtrue
2158 bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode)
2160 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2161 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2162 feature_type *f_ptr = &f_info[g_ptr->feat];
2164 /* Require "teleportable" space */
2165 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
2167 if (g_ptr->m_idx && (g_ptr->m_idx != m_idx)) return FALSE;
2168 if (player_bold(y, x)) return FALSE;
2170 /* Hack -- no teleport onto glyph of warding */
2171 if (is_glyph_grid(g_ptr)) return FALSE;
2172 if (is_explosive_rune_grid(g_ptr)) return FALSE;
2174 if (!(mode & TELEPORT_PASSIVE))
2176 if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE;
2183 * @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。
2187 * @return テレポート先として妥当ならばtrue
2189 bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode)
2191 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2192 feature_type *f_ptr = &f_info[g_ptr->feat];
2194 /* Require "teleportable" space */
2195 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
2197 /* No magical teleporting into vaults and such */
2198 if (!(mode & TELEPORT_NONMAGICAL) && (g_ptr->info & CAVE_ICKY)) return FALSE;
2200 if (g_ptr->m_idx && (g_ptr->m_idx != p_ptr->riding)) return FALSE;
2202 /* don't teleport on a trap. */
2203 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) return FALSE;
2205 if (!(mode & TELEPORT_PASSIVE))
2207 if (!player_can_enter(g_ptr->feat, 0)) return FALSE;
2209 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP))
2211 if (!p_ptr->levitation && !p_ptr->can_swim) return FALSE;
2214 if (have_flag(f_ptr->flags, FF_LAVA) && !p_ptr->immune_fire && !IS_INVULN())
2216 /* Always forbid deep lava */
2217 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
2219 /* Forbid shallow lava when the player don't have levitation */
2220 if (!p_ptr->levitation) return FALSE;
2229 * @brief 地形は開くものであって、かつ開かれているかを返す /
2230 * Attempt to open the given chest at the given location
2232 * @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
2234 bool is_open(FEAT_IDX feat)
2236 return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
2240 * @brief プレイヤーが地形踏破可能かを返す
2241 * @param feature 判定したい地形ID
2242 * @param mode 移動に関するオプションフラグ
2243 * @return 移動可能ならばTRUEを返す
2245 bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode)
2247 feature_type *f_ptr = &f_info[feature];
2249 if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
2251 if (have_flag(f_ptr->flags, FF_PATTERN))
2253 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2256 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
2257 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
2258 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
2260 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;