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"
40 #include "view-mainwindow.h"
44 * @brief 地形状態フラグテーブル /
45 * The table of features' actions
47 static const byte feature_action_flags[FF_FLAG_MAX] =
59 FAF_CRASH_GLASS, /* BASH */
61 FAF_DESTROY, /* DISARM */
63 FAF_DESTROY | FAF_CRASH_GLASS, /* TUNNEL */
64 0, /* MAY_HAVE_GOLD */
94 FAF_DESTROY | FAF_CRASH_GLASS, /* HURT_ROCK */
149 FAF_DESTROY | FAF_NO_DROP | FAF_CRASH_GLASS, /* HURT_DISI */
162 0, /* TELEPORTABLE */
168 * @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
169 * @return 配置に成功したらTRUEを返す
171 bool new_player_spot(void)
173 POSITION y = 0, x = 0;
174 int max_attempts = 10000;
179 /* Place the player */
180 while (max_attempts--)
182 /* Pick a legal spot */
183 y = (POSITION)rand_range(1, current_floor_ptr->height - 2);
184 x = (POSITION)rand_range(1, current_floor_ptr->width - 2);
186 g_ptr = ¤t_floor_ptr->grid_array[y][x];
188 /* Must be a "naked" floor grid */
189 if (g_ptr->m_idx) continue;
190 if (current_floor_ptr->dun_level)
192 f_ptr = &f_info[g_ptr->feat];
194 if (max_attempts > 5000) /* Rule 1 */
196 if (!have_flag(f_ptr->flags, FF_FLOOR)) continue;
200 if (!have_flag(f_ptr->flags, FF_MOVE)) continue;
201 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) continue;
204 /* Refuse to start on anti-teleport grids in dungeon */
205 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) continue;
207 if (!player_can_enter(g_ptr->feat, 0)) continue;
208 if (!in_bounds(y, x)) continue;
210 /* Refuse to start on anti-teleport grids */
211 if (g_ptr->info & (CAVE_ICKY)) continue;
216 if (max_attempts < 1) /* Should be -1, actually if we failed... */
219 /* Save the new player grid */
229 * @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
230 * @param y 配置を試みたいマスのY座標
231 * @param x 配置を試みたいマスのX座標
234 void place_random_stairs(POSITION y, POSITION x)
236 bool up_stairs = TRUE;
237 bool down_stairs = TRUE;
239 g_ptr = ¤t_floor_ptr->grid_array[y][x];
240 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) return;
243 if (!current_floor_ptr->dun_level) up_stairs = FALSE;
246 if (ironman_downward) up_stairs = FALSE;
249 if (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) down_stairs = FALSE;
252 if (quest_number(current_floor_ptr->dun_level) && (current_floor_ptr->dun_level > 1)) down_stairs = FALSE;
254 /* We can't place both */
255 if (down_stairs && up_stairs)
257 /* Choose a staircase randomly */
258 if (randint0(100) < 50) up_stairs = FALSE;
259 else down_stairs = FALSE;
262 /* Place the stairs */
263 if (up_stairs) place_up_stairs(y, x);
264 else if (down_stairs) place_down_stairs(y, x);
268 * @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
269 * @param y ドアの配置を試みたいマスのY座標
270 * @param x ドアの配置を試みたいマスのX座標
271 * @param room 部屋に接している場合向けのドア生成か否か
274 void place_random_door(POSITION y, POSITION x, bool room)
277 FEAT_IDX feat = feat_none;
278 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
280 /* Initialize mimic info */
283 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
285 place_floor_bold(y, x);
289 type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
290 one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
291 ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
293 /* Choose an object */
294 tmp = randint0(1000);
296 /* Open doors (300/1000) */
299 /* Create open door */
300 feat = feat_door[type].open;
303 /* Broken doors (100/1000) */
306 /* Create broken door */
307 feat = feat_door[type].broken;
310 /* Secret doors (200/1000) */
313 /* Create secret door */
314 place_closed_door(y, x, type);
316 if (type != DOOR_CURTAIN)
318 /* Hide. If on the edge of room, use outer wall. */
319 g_ptr->mimic = room ? feat_wall_outer : feat_wall_type[randint0(100)];
321 /* Floor type terrain cannot hide a door */
322 if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
324 if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
326 g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
333 /* Closed, locked, or stuck doors (400/1000) */
334 else place_closed_door(y, x, type);
338 if (feat != feat_none)
340 set_cave_feat(y, x, feat);
344 place_floor_bold(y, x);
348 delete_monster(y, x);
352 * @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.
353 * @param y ドアの配置を試みたいマスのY座標
354 * @param x ドアの配置を試みたいマスのX座標
355 * @param type ドアの地形ID
358 void place_closed_door(POSITION y, POSITION x, int type)
361 FEAT_IDX feat = feat_none;
363 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
365 place_floor_bold(y, x);
369 /* Choose an object */
372 /* Closed doors (300/400) */
375 /* Create closed door */
376 feat = feat_door[type].closed;
379 /* Locked doors (99/400) */
382 /* Create locked door */
383 feat = feat_locked_door_random(type);
386 /* Stuck doors (1/400) */
389 /* Create jammed door */
390 feat = feat_jammed_door_random(type);
393 if (feat != feat_none)
395 cave_set_feat(y, x, feat);
397 /* Now it is not floor */
398 current_floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
402 place_floor_bold(y, x);
407 * @brief 鍵のかかったドアを配置する
408 * @param y 配置したいフロアのY座標
409 * @param x 配置したいフロアのX座標
412 void place_locked_door(POSITION y, POSITION x)
414 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
416 place_floor_bold(y, x);
420 set_cave_feat(y, x, feat_locked_door_random((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
421 current_floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
422 delete_monster(y, x);
429 * @param y 配置したいフロアのY座標
430 * @param x 配置したいフロアのX座標
431 * @param type DOOR_DEFAULT / DOOR_DOOR / DOOR_GLASS_DOOR / DOOR_CURTAIN のいずれか
434 void place_secret_door(POSITION y, POSITION x, int type)
436 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
438 place_floor_bold(y, x);
442 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
444 if (type == DOOR_DEFAULT)
446 type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
447 one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
448 ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
451 /* Create secret door */
452 place_closed_door(y, x, type);
454 if (type != DOOR_CURTAIN)
456 /* Hide by inner wall because this is used in rooms only */
457 g_ptr->mimic = feat_wall_inner;
459 /* Floor type terrain cannot hide a door */
460 if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
462 if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
464 g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
470 g_ptr->info &= ~(CAVE_FLOOR);
471 delete_monster(y, x);
476 * Routine used by the random vault creators to add a door to a location
477 * Note that range checking has to be done in the calling routine.
479 * The doors must be INSIDE the allocated region.
481 void add_door(POSITION x, POSITION y)
483 /* Need to have a wall in the center square */
484 if (!is_outer_bold(y, x)) return;
495 if (is_floor_bold(y - 1, x) && is_floor_bold(y + 1, x) &&
496 (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
499 place_secret_door(y, x, DOOR_DEFAULT);
501 /* set boundarys so don't get wide doors */
502 place_solid_bold(y, x - 1);
503 place_solid_bold(y, x + 1);
512 * where x = don't care
515 if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) &&
516 is_floor_bold(y, x - 1) && is_floor_bold(y, x + 1))
519 place_secret_door(y, x, DOOR_DEFAULT);
521 /* set boundarys so don't get wide doors */
522 place_solid_bold(y - 1, x);
523 place_solid_bold(y + 1, x);
528 * @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.
529 * @param y1 基準となるマスのY座標
530 * @param x1 基準となるマスのX座標
532 * @note Assumes "in_bounds(y1, x1)"
534 * XXX XXX This routine currently only counts actual "empty floor"\n
535 * grids which are not in rooms. We might want to also count stairs,\n
536 * open doors, closed doors, etc.
538 static int next_to_corr(POSITION y1, POSITION x1)
545 /* Scan adjacent grids */
546 for (i = 0; i < 4; i++)
548 /* Extract the location */
551 g_ptr = ¤t_floor_ptr->grid_array[y][x];
553 /* Skip non floors */
554 if (cave_have_flag_grid(g_ptr, FF_WALL)) continue;
556 /* Skip non "empty floor" grids */
557 if (!is_floor_grid(g_ptr))
560 /* Skip grids inside rooms */
561 if (g_ptr->info & (CAVE_ROOM)) continue;
563 /* Count these grids */
567 /* Return the number of corridors */
572 * @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.
573 * @param y 判定を行いたいマスのY座標
574 * @param x 判定を行いたいマスのX座標
575 * @return ドアを設置可能ならばTRUEを返す
576 * @note Assumes "in_bounds(y1, x1)"
579 * Assumes "in_bounds(y, x)"\n
581 static bool possible_doorway(POSITION y, POSITION x)
583 /* Count the adjacent corridors */
584 if (next_to_corr(y, x) >= 2)
587 if (cave_have_flag_bold(y - 1, x, FF_WALL) &&
588 cave_have_flag_bold(y + 1, x, FF_WALL))
593 /* Check Horizontal */
594 if (cave_have_flag_bold(y, x - 1, FF_WALL) &&
595 cave_have_flag_bold(y, x + 1, FF_WALL))
606 * @brief ドアの設置を試みる / Places door at y, x position if at least 2 walls found
607 * @param y 設置を行いたいマスのY座標
608 * @param x 設置を行いたいマスのX座標
611 void try_door(POSITION y, POSITION x)
612 { if (!in_bounds(y, x)) return;
615 if (cave_have_flag_bold(y, x, FF_WALL)) return;
617 /* Ignore room grids */
618 if (current_floor_ptr->grid_array[y][x].info & (CAVE_ROOM)) return;
620 /* Occasional door (if allowed) */
621 if ((randint0(100) < dun_tun_jct) && possible_doorway(y, x) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS))
624 place_random_door(y, x, FALSE);
630 * @brief 長方形の空洞を生成する / Make an empty square floor, for the middle of rooms
631 * @param x1 長方形の左端X座標(-1)
632 * @param x2 長方形の右端X座標(+1)
633 * @param y1 長方形の上端Y座標(-1)
634 * @param y2 長方形の下端Y座標(+1)
638 void place_floor(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
642 /* Place a full floor under the room */
643 for (y = y1 - 1; y <= y2 + 1; y++)
645 for (x = x1 - 1; x <= x2 + 1; x++)
647 place_floor_bold(y, x);
648 add_cave_info(y, x, CAVE_ROOM);
649 if (light) add_cave_info(y, x, CAVE_GLOW);
656 * @brief 長方形の部屋を生成する / Make an empty square room, only floor and wall grids
657 * @param x1 長方形の左端X座標(-1)
658 * @param x2 長方形の右端X座標(+1)
659 * @param y1 長方形の上端Y座標(-1)
660 * @param y2 長方形の下端Y座標(+1)
664 void place_room(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
668 place_floor(x1, x2, y1, y2, light);
670 /* Walls around the room */
671 for (y = y1 - 1; y <= y2 + 1; y++)
673 place_outer_bold(y, x1 - 1);
674 place_outer_bold(y, x2 + 1);
676 for (x = x1 - 1; x <= x2 + 1; x++)
678 place_outer_bold(y1 - 1, x);
679 place_outer_bold(y2 + 1, x);
685 * @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
686 * @param y 配置したい中心マスのY座標
687 * @param x 配置したい中心マスのX座標
691 * Only really called by some of the "vault" routines.
693 void vault_objects(POSITION y, POSITION x, int num)
696 int i = 0, j = y, k = x;
701 /* Attempt to place 'num' objects */
702 for (; num > 0; --num)
704 /* Try up to 11 spots looking for empty space */
705 for (i = 0; i < 11; ++i)
707 /* Pick a random location */
708 while (dummy < SAFE_MAX_ATTEMPTS)
710 j = rand_spread(y, 2);
711 k = rand_spread(x, 3);
713 if (!in_bounds(j, k)) continue;
717 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
719 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!"));
722 /* Require "clean" floor space */
723 g_ptr = ¤t_floor_ptr->grid_array[j][k];
724 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) continue;
726 if (randint0(100) < 75)
728 place_object(j, k, 0L);
735 /* Placement accomplished */
742 * @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
743 * @param y トラップを配置したいマスの中心Y座標
744 * @param x トラップを配置したいマスの中心X座標
745 * @param yd Y方向の配置分散マス数
746 * @param xd X方向の配置分散マス数
749 * Only really called by some of the "vault" routines.
751 void vault_trap_aux(POSITION y, POSITION x, POSITION yd, POSITION xd)
753 int count = 0, y1 = y, x1 = x;
759 for (count = 0; count <= 5; count++)
762 while (dummy < SAFE_MAX_ATTEMPTS)
764 y1 = rand_spread(y, yd);
765 x1 = rand_spread(x, xd);
767 if (!in_bounds(y1, x1)) continue;
771 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
773 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!"));
776 /* Require "naked" floor grids */
777 g_ptr = ¤t_floor_ptr->grid_array[y1][x1];
778 if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
788 * @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
789 * @param y トラップを配置したいマスの中心Y座標
790 * @param x トラップを配置したいマスの中心X座標
791 * @param yd Y方向の配置分散マス数
792 * @param xd X方向の配置分散マス数
793 * @param num 配置したいトラップの数
796 * Only really called by some of the "vault" routines.
798 void vault_traps(POSITION y, POSITION x, POSITION yd, POSITION xd, int num)
802 for (i = 0; i < num; i++)
804 vault_trap_aux(y, x, yd, xd);
809 * @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
810 * @param y1 モンスターを配置したいマスの中心Y座標
811 * @param x1 モンスターを配置したいマスの中心X座標
812 * @param num 配置したいモンスターの数
815 * Only really called by some of the "vault" routines.
817 void vault_monsters(POSITION y1, POSITION x1, int num)
823 /* Try to summon "num" monsters "near" the given location */
824 for (k = 0; k < num; k++)
826 /* Try nine locations */
827 for (i = 0; i < 9; i++)
831 /* Pick a nearby location */
832 scatter(&y, &x, y1, x1, d, 0);
834 /* Require "empty" floor grids */
835 g_ptr = ¤t_floor_ptr->grid_array[y][x];
836 if (!cave_empty_grid(g_ptr)) continue;
838 /* Place the monster (allow groups) */
839 current_floor_ptr->monster_level = current_floor_ptr->base_level + 2;
840 (void)place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
841 current_floor_ptr->monster_level = current_floor_ptr->base_level;
847 * @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.)
848 * @param x チェックするマスのX座標
849 * @param y チェックするマスのY座標
850 * @return 床系地形ならばTRUE
852 bool get_is_floor(POSITION x, POSITION y)
854 if (!in_bounds(y, x))
860 /* Do the real check */
861 if (is_floor_bold(y, x)) return (TRUE);
867 * @brief 指定のマスを床地形に変える / Set a square to be floor. (Includes range checking.)
868 * @param x 地形を変えたいマスのX座標
869 * @param y 地形を変えたいマスのY座標
872 void set_floor(POSITION x, POSITION y)
874 if (!in_bounds(y, x))
880 if (current_floor_ptr->grid_array[y][x].info & CAVE_ROOM)
882 /* A room border don't touch. */
886 /* Set to be floor if is a wall (don't touch lakes). */
887 if (is_extra_bold(y, x))
888 place_floor_bold(y, x);
892 * @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
893 * @param g_ptr 永久壁を配置したいマス構造体の参照ポインタ
896 void place_bound_perm_wall(grid_type *g_ptr)
898 if (bound_walls_perm)
900 /* Clear boundary mimic */
905 feature_type *f_ptr = &f_info[g_ptr->feat];
907 /* Hack -- Decline boundary walls with known treasure */
908 if ((have_flag(f_ptr->flags, FF_HAS_GOLD) || have_flag(f_ptr->flags, FF_HAS_ITEM)) &&
909 !have_flag(f_ptr->flags, FF_SECRET))
910 g_ptr->feat = feat_state(g_ptr->feat, FF_ENSECRET);
912 /* Set boundary mimic */
913 g_ptr->mimic = g_ptr->feat;
916 /* Add "solid" perma-wall */
917 place_solid_perm_grid(g_ptr);
921 * @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
922 * @param g_ptr マス構造体の参照ポインタ
923 * @return 看破済みの罠があるならTRUEを返す。
925 bool is_known_trap(grid_type *g_ptr)
927 if (!g_ptr->mimic && !cave_have_flag_grid(g_ptr, FF_SECRET) &&
928 is_trap(g_ptr->feat)) return TRUE;
936 * @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
937 * @param g_ptr マス構造体の参照ポインタ
938 * @return 隠されたドアがあるならTRUEを返す。
940 bool is_hidden_door(grid_type *g_ptr)
942 if ((g_ptr->mimic || cave_have_flag_grid(g_ptr, FF_SECRET)) &&
943 is_closed_door(g_ptr->feat))
949 #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 */
953 * @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
956 * @return 指定された座標に照明がかかっているならTRUEを返す。。
958 bool check_local_illumination(POSITION y, POSITION x)
960 /* Hack -- move towards player */
961 POSITION yy = (y < p_ptr->y) ? (y + 1) : (y > p_ptr->y) ? (y - 1) : y;
962 POSITION xx = (x < p_ptr->x) ? (x + 1) : (x > p_ptr->x) ? (x - 1) : x;
964 /* Check for "local" illumination */
966 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
968 /* Check for "complex" illumination */
969 if ((feat_supports_los(get_feat_mimic(¤t_floor_ptr->grid_array[yy][xx])) &&
970 (current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW)) ||
971 (feat_supports_los(get_feat_mimic(¤t_floor_ptr->grid_array[y][xx])) &&
972 (current_floor_ptr->grid_array[y][xx].info & CAVE_GLOW)) ||
973 (feat_supports_los(get_feat_mimic(¤t_floor_ptr->grid_array[yy][x])) &&
974 (current_floor_ptr->grid_array[yy][x].info & CAVE_GLOW)))
980 #else /* COMPLEX_WALL_ILLUMINATION */
982 /* Check for "simple" illumination */
983 return (current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
985 #endif /* COMPLEX_WALL_ILLUMINATION */
989 /*! 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 */
990 #define update_local_illumination_aux(Y, X) \
992 if (player_has_los_bold((Y), (X))) \
994 /* Update the monster */ \
995 if (current_floor_ptr->grid_array[(Y)][(X)].m_idx) update_monster(current_floor_ptr->grid_array[(Y)][(X)].m_idx, FALSE); \
997 /* Notice and redraw */ \
998 note_spot((Y), (X)); \
999 lite_spot((Y), (X)); \
1004 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
1009 void update_local_illumination(POSITION y, POSITION x)
1014 if (!in_bounds(y, x)) return;
1016 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
1018 if ((y != p_ptr->y) && (x != p_ptr->x))
1020 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
1021 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
1022 update_local_illumination_aux(yy, xx);
1023 update_local_illumination_aux(y, xx);
1024 update_local_illumination_aux(yy, x);
1026 else if (x != p_ptr->x) /* y == p_ptr->y */
1028 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
1029 for (i = -1; i <= 1; i++)
1032 update_local_illumination_aux(yy, xx);
1035 update_local_illumination_aux(yy, x);
1037 update_local_illumination_aux(yy, x);
1039 else if (y != p_ptr->y) /* x == p_ptr->x */
1041 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
1042 for (i = -1; i <= 1; i++)
1045 update_local_illumination_aux(yy, xx);
1048 update_local_illumination_aux(y, xx);
1050 update_local_illumination_aux(y, xx);
1052 else /* Player's grid */
1054 for (i = 0; i < 8; i++)
1056 yy = y + ddy_cdd[i];
1057 xx = x + ddx_cdd[i];
1058 update_local_illumination_aux(yy, xx);
1062 #else /* COMPLEX_WALL_ILLUMINATION */
1064 if ((y != p_ptr->y) && (x != p_ptr->x))
1066 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
1067 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
1068 update_local_illumination_aux(yy, xx);
1070 else if (x != p_ptr->x) /* y == p_ptr->y */
1072 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
1073 for (i = -1; i <= 1; i++)
1076 update_local_illumination_aux(yy, xx);
1079 else if (y != p_ptr->y) /* x == p_ptr->x */
1081 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
1082 for (i = -1; i <= 1; i++)
1085 update_local_illumination_aux(yy, xx);
1088 else /* Player's grid */
1090 for (i = 0; i < 8; i++)
1092 yy = y + ddy_cdd[i];
1093 xx = x + ddx_cdd[i];
1094 update_local_illumination_aux(yy, xx);
1098 #endif /* COMPLEX_WALL_ILLUMINATION */
1103 * @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?
1106 * @return 視覚に収められる状態ならTRUEを返す
1108 * He must have vision, illumination, and line of sight.\n
1110 * Note -- "CAVE_LITE" is only set if the "torch" has "los()".\n
1111 * So, given "CAVE_LITE", we know that the grid is "fully visible".\n
1113 * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean\n
1114 * that a wall is visible from any direction. That would be odd. Except\n
1115 * under wizard light, which might make sense. Thus, for walls, we require\n
1116 * not only that they be "CAVE_GLOW", but also, that they be adjacent to a\n
1117 * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is\n
1118 * in line of sight of the player.\n
1120 * This extra check is expensive, but it provides a more "correct" semantics.\n
1122 * Note that we should not run this check on walls which are "outer walls" of\n
1123 * the dungeon, or we will induce a memory fault, but actually verifying all\n
1124 * of the locations would be extremely expensive.\n
1126 * Thus, to speed up the function, we assume that all "perma-walls" which are\n
1127 * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases\n
1128 * except "vaults" and the "buildings" in town. But the town is a hack anyway,\n
1129 * and the player has more important things on his mind when he is attacking a\n
1130 * monster vault. It is annoying, but an extremely important optimization.\n
1132 * Note that "glowing walls" are only considered to be "illuminated" if the\n
1133 * grid which is next to the wall in the direction of the player is also a\n
1134 * "glowing" grid. This prevents the player from being able to "see" the\n
1135 * walls of illuminated rooms from a corridor outside the room.\n
1137 bool player_can_see_bold(POSITION y, POSITION x)
1141 /* Blind players see nothing */
1142 if (p_ptr->blind) return FALSE;
1144 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1146 /* Note that "torch-lite" yields "illumination" */
1147 if (g_ptr->info & (CAVE_LITE | CAVE_MNLT)) return TRUE;
1149 /* Require line of sight to the grid */
1150 if (!player_has_los_bold(y, x)) return FALSE;
1152 /* Noctovision of Ninja */
1153 if (p_ptr->see_nocto) return TRUE;
1155 /* Require "perma-lite" of the grid */
1156 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) return FALSE;
1158 /* Feature code (applying "mimic" field) */
1159 /* Floors are simple */
1160 if (feat_supports_los(get_feat_mimic(g_ptr))) return TRUE;
1162 /* Check for "local" illumination */
1163 return check_local_illumination(y, x);
1167 * @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
1168 * @return 視覚に収められていないならTRUEを返す
1169 * @details player_can_see_bold()関数の返り値の否定を返している。
1173 return (!player_can_see_bold(p_ptr->y, p_ptr->x));
1178 * @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"
1181 * @return 各種の変更が可能ならTRUEを返す。
1183 * 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。
1185 bool cave_valid_bold(POSITION y, POSITION x)
1187 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1188 OBJECT_IDX this_o_idx, next_o_idx = 0;
1190 /* Forbid perma-grids */
1191 if (cave_perma_grid(g_ptr)) return (FALSE);
1194 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1197 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1198 next_o_idx = o_ptr->next_o_idx;
1200 /* Forbid artifact grids */
1201 if (object_is_artifact(o_ptr)) return (FALSE);
1211 * Place an attr/char pair at the given map coordinate, if legal.
1213 void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x)
1215 /* Only do "legal" locations */
1216 if (panel_contains(y, x))
1218 /* Hack -- fake monochrome */
1221 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1222 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
1223 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1226 /* Draw the char using the attr */
1227 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
1236 * Memorize interesting viewable object/features in the given grid
1238 * This function should only be called on "legal" grids.
1240 * This function will memorize the object and/or feature in the given
1241 * grid, if they are (1) viewable and (2) interesting. Note that all
1242 * objects are interesting, all terrain features except floors (and
1243 * invisible traps) are interesting, and floors (and invisible traps)
1244 * are interesting sometimes (depending on various options involving
1245 * the illumination of floor grids).
1247 * The automatic memorization of all objects and non-floor terrain
1248 * features as soon as they are displayed allows incredible amounts
1249 * of optimization in various places, especially "map_info()".
1251 * Note that the memorization of objects is completely separate from
1252 * the memorization of terrain features, preventing annoying floor
1253 * memorization when a detected object is picked up from a dark floor,
1254 * and object memorization when an object is dropped into a floor grid
1255 * which is memorized but out-of-sight.
1257 * This function should be called every time the "memorization" of
1258 * a grid (or the object in a grid) is called into question, such
1259 * as when an object is created in a grid, when a terrain feature
1260 * "changes" from "floor" to "non-floor", when any grid becomes
1261 * "illuminated" or "viewable", and when a "floor" grid becomes
1264 * Note the relatively efficient use of this function by the various
1265 * "update_view()" and "update_lite()" calls, to allow objects and
1266 * terrain features to be memorized (and drawn) whenever they become
1267 * viewable or illuminated in any way, but not when they "maintain"
1268 * or "lose" their previous viewability or illumination.
1270 * Note the butchered "internal" version of "player_can_see_bold()",
1271 * optimized primarily for the most common cases, that is, for the
1272 * non-marked floor grids.
1274 void note_spot(POSITION y, POSITION x)
1276 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1277 OBJECT_IDX this_o_idx, next_o_idx = 0;
1279 /* Blind players see nothing */
1280 if (p_ptr->blind) return;
1282 /* Analyze non-torch-lit grids */
1283 if (!(g_ptr->info & (CAVE_LITE | CAVE_MNLT)))
1285 /* Require line of sight to the grid */
1286 if (!(g_ptr->info & (CAVE_VIEW))) return;
1288 /* Require "perma-lite" of the grid */
1289 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1292 if (!p_ptr->see_nocto) return;
1297 /* Hack -- memorize objects */
1298 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1300 object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1301 next_o_idx = o_ptr->next_o_idx;
1303 /* Memorize objects */
1304 o_ptr->marked |= OM_FOUND;
1308 /* Hack -- memorize grids */
1309 if (!(g_ptr->info & (CAVE_MARK)))
1311 /* Feature code (applying "mimic" field) */
1312 feature_type *f_ptr = &f_info[get_feat_mimic(g_ptr)];
1314 /* Memorize some "boring" grids */
1315 if (!have_flag(f_ptr->flags, FF_REMEMBER))
1317 /* Option -- memorize all torch-lit floors */
1318 if (view_torch_grids &&
1319 ((g_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
1321 g_ptr->info |= (CAVE_MARK);
1324 /* Option -- memorize all perma-lit floors */
1325 else if (view_perma_grids && ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
1327 g_ptr->info |= (CAVE_MARK);
1331 /* Memorize normal grids */
1332 else if (have_flag(f_ptr->flags, FF_LOS))
1334 g_ptr->info |= (CAVE_MARK);
1337 /* Memorize torch-lit walls */
1338 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
1340 g_ptr->info |= (CAVE_MARK);
1343 /* Memorize walls seen by noctovision of Ninja */
1344 else if (p_ptr->see_nocto)
1346 g_ptr->info |= (CAVE_MARK);
1349 /* Memorize certain non-torch-lit wall grids */
1350 else if (check_local_illumination(y, x))
1352 g_ptr->info |= (CAVE_MARK);
1356 /* Memorize terrain of the grid */
1357 g_ptr->info |= (CAVE_KNOWN);
1361 * Redraw (on the screen) a given MAP location
1363 * This function should only be called on "legal" grids
1365 void lite_spot(POSITION y, POSITION x)
1367 /* Redraw if on screen */
1368 if (panel_contains(y, x) && in_bounds2(y, x))
1375 map_info(y, x, &a, &c, &ta, &tc);
1377 /* Hack -- fake monochrome */
1380 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1381 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
1382 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1385 /* Hack -- Queue it */
1386 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
1388 /* Update sub-windows */
1389 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1394 * Some comments on the grid flags. -BEN-
1397 * One of the major bottlenecks in previous versions of Angband was in
1398 * the calculation of "line of sight" from the player to various grids,
1399 * such as monsters. This was such a nasty bottleneck that a lot of
1400 * silly things were done to reduce the dependancy on "line of sight",
1401 * for example, you could not "see" any grids in a lit room until you
1402 * actually entered the room, and there were all kinds of bizarre grid
1403 * flags to enable this behavior. This is also why the "call light"
1404 * spells always lit an entire room.
1406 * The code below provides functions to calculate the "field of view"
1407 * for the player, which, once calculated, provides extremely fast
1408 * calculation of "line of sight from the player", and to calculate
1409 * the "field of torch lite", which, again, once calculated, provides
1410 * extremely fast calculation of "which grids are lit by the player's
1411 * lite source". In addition to marking grids as "GRID_VIEW" and/or
1412 * "GRID_LITE", as appropriate, these functions maintain an array for
1413 * each of these two flags, each array containing the locations of all
1414 * of the grids marked with the appropriate flag, which can be used to
1415 * very quickly scan through all of the grids in a given set.
1417 * To allow more "semantically valid" field of view semantics, whenever
1418 * the field of view (or the set of torch lit grids) changes, all of the
1419 * grids in the field of view (or the set of torch lit grids) are "drawn"
1420 * so that changes in the world will become apparent as soon as possible.
1421 * This has been optimized so that only grids which actually "change" are
1422 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
1423 * of the grids which are entering or leaving the relevent set of grids.
1425 * These new methods are so efficient that the old nasty code was removed.
1427 * Note that there is no reason to "update" the "viewable space" unless
1428 * the player "moves", or walls/doors are created/destroyed, and there
1429 * is no reason to "update" the "torch lit grids" unless the field of
1430 * view changes, or the "light radius" changes. This means that when
1431 * the player is resting, or digging, or doing anything that does not
1432 * involve movement or changing the state of the dungeon, there is no
1433 * need to update the "view" or the "lite" regions, which is nice.
1435 * Note that the calls to the nasty "los()" function have been reduced
1436 * to a bare minimum by the use of the new "field of view" calculations.
1438 * I wouldn't be surprised if slight modifications to the "update_view()"
1439 * function would allow us to determine "reverse line-of-sight" as well
1440 * as "normal line-of-sight", which would allow monsters to use a more
1441 * "correct" calculation to determine if they can "see" the player. For
1442 * now, monsters simply "cheat" somewhat and assume that if the player
1443 * has "line of sight" to the monster, then the monster can "pretend"
1444 * that it has "line of sight" to the player.
1447 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
1448 * grid and maintains an array of all "CAVE_LITE" grids.
1450 * This set of grids is the complete set of all grids which are lit by
1451 * the players light source, which allows the "player_can_see_bold()"
1452 * function to work very quickly.
1454 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
1455 * fact, the player (unless blind) can always "see" all grids which are
1456 * marked as "CAVE_LITE", unless they are "off screen".
1459 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
1460 * grid and maintains an array of all "CAVE_VIEW" grids.
1462 * This set of grids is the complete set of all grids within line of sight
1463 * of the player, allowing the "player_has_los_bold()" macro to work very
1467 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
1468 * temporary internal flag to mark those grids which are not only in view,
1469 * but which are also "easily" in line of sight of the player. This flag
1470 * is always cleared when we are done.
1473 * The current "update_lite()" and "update_view()" algorithms use the
1474 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
1475 * to keep track of which grids were previously marked as "CAVE_LITE" or
1476 * "CAVE_VIEW", which allows us to optimize the "screen updates".
1478 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
1479 * for various other purposes, such as spreading lite or darkness during
1480 * "lite_room()" / "unlite_room()", and for calculating monster flow.
1483 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
1484 * in some way permanently lit. However, for the player to "see" anything
1485 * in the grid, as determined by "player_can_see()", the player must not be
1486 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
1487 * grids, even if marked as "perma lit", are only illuminated if they touch
1488 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
1491 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
1492 * that even if the player cannot "see" the grid, he "knows" the terrain in
1493 * that grid. This is used to "remember" walls/doors/stairs/floors when they
1494 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
1495 * or when one of the "memorize floor grids" options induces memorization.
1497 * Objects are "memorized" in a different way, using a special "marked" flag
1498 * on the object itself, which is set when an object is observed or detected.
1501 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
1502 * and should be illuminated by "lite room" and "darkness" spells.
1505 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
1506 * and should be unavailable for "teleportation" destinations.
1509 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
1510 * which is observed, and the "view_torch_grids" allows the player to memorize
1511 * every torch-lit grid. The player will always memorize important walls,
1512 * doors, stairs, and other terrain features, as well as any "detected" grids.
1514 * Note that the new "update_view()" method allows, among other things, a room
1515 * to be "partially" seen as the player approaches it, with a growing cone of
1516 * floor appearing as the player gets closer to the door. Also, by not turning
1517 * on the "memorize perma-lit grids" option, the player will only "see" those
1518 * floor grids which are actually in line of sight.
1520 * And my favorite "plus" is that you can now use a special option to draw the
1521 * "floors" in the "viewable region" brightly (actually, to draw the *other*
1522 * grids dimly), providing a "pretty" effect as the player runs around, and
1523 * to efficiently display the "torch lite" in a special color.
1526 * Some comments on the "update_view()" algorithm...
1528 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
1529 * and only has to call "los()" on the borderline cases. The major axes/diags
1530 * even terminate early when they hit walls. I need to find a quick way
1531 * to "terminate" the other scans.
1533 * Note that in the worst case (a big empty area with say 5% scattered walls),
1534 * each of the 1500 or so nearby grids is checked once, most of them getting
1535 * an "instant" rating, and only a small portion requiring a call to "los()".
1537 * The only time that the algorithm appears to be "noticeably" too slow is
1538 * when running, and this is usually only important in town, since the town
1539 * provides about the worst scenario possible, with large open regions and
1540 * a few scattered obstructions. There is a special "efficiency" option to
1541 * allow the player to reduce his field of view in town, if needed.
1543 * In the "best" case (say, a normal stretch of corridor), the algorithm
1544 * makes one check for each viewable grid, and makes no calls to "los()".
1545 * So running in corridors is very fast, and if a lot of monsters are
1546 * nearby, it is much faster than the old methods.
1548 * Note that resting, most normal commands, and several forms of running,
1549 * plus all commands executed near large groups of monsters, are strictly
1550 * more efficient with "update_view()" that with the old "compute los() on
1551 * demand" method, primarily because once the "field of view" has been
1552 * calculated, it does not have to be recalculated until the player moves
1553 * (or a wall or door is created or destroyed).
1555 * Note that we no longer have to do as many "los()" checks, since once the
1556 * "view" region has been built, very few things cause it to be "changed"
1557 * (player movement, and the opening/closing of doors, changes in wall status).
1558 * Note that door/wall changes are only relevant when the door/wall itself is
1559 * in the "view" region.
1561 * The algorithm seems to only call "los()" from zero to ten times, usually
1562 * only when coming down a corridor into a room, or standing in a room, just
1563 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
1564 * we will be reducing the calls to "los()".
1566 * I am thinking in terms of an algorithm that "walks" from the central point
1567 * out to the maximal "distance", at each point, determining the "view" code
1568 * (above). For each grid not on a major axis or diagonal, the "view" code
1569 * depends on the "cave_los_bold()" and "view" of exactly two other grids
1570 * (the one along the nearest diagonal, and the one next to that one, see
1571 * "update_view_aux()"...).
1573 * We "memorize" the viewable space array, so that at the cost of under 3000
1574 * bytes, we reduce the time taken by "forget_view()" to one assignment for
1575 * each grid actually in the "viewable space". And for another 3000 bytes,
1576 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
1577 * are also used by other routines, thus reducing the cost to almost nothing.
1579 * A similar thing is done for "forget_lite()" in which case the savings are
1580 * much less, but save us from doing bizarre maintenance checking.
1582 * In the worst "normal" case (in the middle of the town), the reachable space
1583 * actually reaches to more than half of the largest possible "circle" of view,
1584 * or about 800 grids, and in the worse case (in the middle of a dungeon level
1585 * where all the walls have been removed), the reachable space actually reaches
1586 * the theoretical maximum size of just under 1500 grids.
1588 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
1589 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
1590 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
1591 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
1592 * entire possible space (including initialization) in one step per grid. If
1593 * we do the "clearing" as a separate step (and use an array of "view" grids),
1594 * then the clearing will take as many steps as grids that were viewed, and the
1595 * algorithm will be able to "stop" scanning at various points.
1596 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
1600 * Mega-Hack -- Delayed visual update
1601 * Only used if update_view(), update_lite() or update_mon_lite() was called
1603 void delayed_visual_update(void)
1609 /* Update needed grids */
1610 for (i = 0; i < current_floor_ptr->redraw_n; i++)
1612 y = current_floor_ptr->redraw_y[i];
1613 x = current_floor_ptr->redraw_x[i];
1614 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1616 /* Update only needed grids (prevent multiple updating) */
1617 if (!(g_ptr->info & CAVE_REDRAW)) continue;
1619 /* If required, note */
1620 if (g_ptr->info & CAVE_NOTE) note_spot(y, x);
1624 /* Hack -- Visual update of monster on this grid */
1625 if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
1627 /* No longer in the array */
1628 g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
1632 current_floor_ptr->redraw_n = 0;
1637 * Hack -- forget the "flow" information
1639 void forget_flow(void)
1643 /* Check the entire dungeon */
1644 for (y = 0; y < current_floor_ptr->height; y++)
1646 for (x = 0; x < current_floor_ptr->width; x++)
1648 /* Forget the old data */
1649 current_floor_ptr->grid_array[y][x].dist = 0;
1650 current_floor_ptr->grid_array[y][x].cost = 0;
1651 current_floor_ptr->grid_array[y][x].when = 0;
1658 * Hack - speed up the update_flow algorithm by only doing
1659 * it everytime the player moves out of LOS of the last
1662 static POSITION flow_x = 0;
1663 static POSITION flow_y = 0;
1668 * Hack -- fill in the "cost" field of every grid that the player
1669 * can "reach" with the number of steps needed to reach that grid.
1670 * This also yields the "distance" of the player from every grid.
1672 * In addition, mark the "when" of the grids that can reach
1673 * the player with the incremented value of "flow_n".
1675 * Hack -- use the "seen" array as a "circular queue".
1677 * We do not need a priority queue because the cost from grid
1678 * to grid is always "one" and we process them in order.
1680 void update_flow(void)
1687 /* Paranoia -- make sure the array is empty */
1688 if (tmp_pos.n) return;
1690 /* The last way-point is on the map */
1691 if (p_ptr->running && in_bounds(flow_y, flow_x))
1693 /* The way point is in sight - do not update. (Speedup) */
1694 if (current_floor_ptr->grid_array[flow_y][flow_x].info & CAVE_VIEW) return;
1697 /* Erase all of the current flow information */
1698 for (y = 0; y < current_floor_ptr->height; y++)
1700 for (x = 0; x < current_floor_ptr->width; x++)
1702 current_floor_ptr->grid_array[y][x].cost = 0;
1703 current_floor_ptr->grid_array[y][x].dist = 0;
1707 /* Save player position */
1711 /* Add the player's grid to the queue */
1712 tmp_pos.y[0] = p_ptr->y;
1713 tmp_pos.x[0] = p_ptr->x;
1715 /* Now process the queue */
1716 while (flow_head != flow_tail)
1720 /* Extract the next entry */
1721 ty = tmp_pos.y[flow_tail];
1722 tx = tmp_pos.x[flow_tail];
1724 /* Forget that entry */
1725 if (++flow_tail == TEMP_MAX) flow_tail = 0;
1727 /* Add the "children" */
1728 for (d = 0; d < 8; d++)
1730 int old_head = flow_head;
1731 byte_hack m = current_floor_ptr->grid_array[ty][tx].cost + 1;
1732 byte_hack n = current_floor_ptr->grid_array[ty][tx].dist + 1;
1735 /* Child location */
1736 y = ty + ddy_ddd[d];
1737 x = tx + ddx_ddd[d];
1739 /* Ignore player's grid */
1740 if (player_bold(y, x)) continue;
1742 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1744 if (is_closed_door(g_ptr->feat)) m += 3;
1746 /* Ignore "pre-stamped" entries */
1747 if (g_ptr->dist != 0 && g_ptr->dist <= n && g_ptr->cost <= m) continue;
1749 /* Ignore "walls" and "rubble" */
1750 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(g_ptr->feat)) continue;
1752 /* Save the flow cost */
1753 if (g_ptr->cost == 0 || g_ptr->cost > m) g_ptr->cost = m;
1754 if (g_ptr->dist == 0 || g_ptr->dist > n) g_ptr->dist = n;
1756 /* Hack -- limit flow depth */
1757 if (n == MONSTER_FLOW_DEPTH) continue;
1759 /* Enqueue that entry */
1760 tmp_pos.y[flow_head] = y;
1761 tmp_pos.x[flow_head] = x;
1763 /* Advance the queue */
1764 if (++flow_head == TEMP_MAX) flow_head = 0;
1766 /* Hack -- notice overflow by forgetting new entry */
1767 if (flow_head == flow_tail) flow_head = old_head;
1773 static int scent_when = 0;
1776 * Characters leave scent trails for perceptive monsters to track.
1778 * Smell is rather more limited than sound. Many creatures cannot use
1779 * it at all, it doesn't extend very far outwards from the character's
1780 * current position, and monsters can use it to home in the character,
1781 * but not to run away from him.
1783 * Smell is valued according to age. When a character takes his current_world_ptr->game_turn,
1784 * scent is aged by one, and new scent of the current age is laid down.
1785 * Speedy characters leave more scent, true, but it also ages faster,
1786 * which makes it harder to hunt them down.
1788 * Whenever the age count loops, most of the scent trail is erased and
1789 * the age of the remainder is recalculated.
1791 void update_smell(void)
1796 /* Create a table that controls the spread of scent */
1797 const int scent_adjust[5][5] =
1806 /* Loop the age and adjust scent values when necessary */
1807 if (++scent_when == 254)
1809 /* Scan the entire dungeon */
1810 for (y = 0; y < current_floor_ptr->height; y++)
1812 for (x = 0; x < current_floor_ptr->width; x++)
1814 int w = current_floor_ptr->grid_array[y][x].when;
1815 current_floor_ptr->grid_array[y][x].when = (w > 128) ? (w - 128) : 0;
1824 /* Lay down new scent */
1825 for (i = 0; i < 5; i++)
1827 for (j = 0; j < 5; j++)
1831 /* Translate table to map grids */
1832 y = i + p_ptr->y - 2;
1833 x = j + p_ptr->x - 2;
1836 if (!in_bounds(y, x)) continue;
1838 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1840 /* Walls, water, and lava cannot hold scent. */
1841 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(g_ptr->feat)) continue;
1843 /* Grid must not be blocked by walls from the character */
1844 if (!player_has_los_bold(y, x)) continue;
1846 /* Note grids that are too far away */
1847 if (scent_adjust[i][j] == -1) continue;
1849 /* Mark the grid with new scent */
1850 g_ptr->when = scent_when + scent_adjust[i][j];
1858 * Change the "feat" flag for a grid, and notice/redraw the grid
1860 void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat)
1862 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1863 feature_type *f_ptr = &f_info[feat];
1864 bool old_los, old_mirror;
1866 if (!current_world_ptr->character_dungeon)
1868 /* Clear mimic type */
1871 /* Change the feature */
1874 /* Hack -- glow the GLOW terrain */
1875 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1880 for (i = 0; i < 9; i++)
1882 yy = y + ddy_ddd[i];
1883 xx = x + ddx_ddd[i];
1884 if (!in_bounds2(yy, xx)) continue;
1885 current_floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
1892 old_los = cave_have_flag_bold(y, x, FF_LOS);
1893 old_mirror = is_mirror_grid(g_ptr);
1895 /* Clear mimic type */
1898 /* Change the feature */
1901 /* Remove flag for mirror/glyph */
1902 g_ptr->info &= ~(CAVE_OBJECT);
1904 if (old_mirror && (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1906 g_ptr->info &= ~(CAVE_GLOW);
1907 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
1909 update_local_illumination(y, x);
1912 /* Check for change to boring grid */
1913 if (!have_flag(f_ptr->flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1914 if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
1919 /* Check if los has changed */
1920 if (old_los ^ have_flag(f_ptr->flags, FF_LOS))
1923 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
1925 update_local_illumination(y, x);
1927 #endif /* COMPLEX_WALL_ILLUMINATION */
1929 /* Update the visuals */
1930 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_MONSTERS);
1933 /* Hack -- glow the GLOW terrain */
1934 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1940 for (i = 0; i < 9; i++)
1942 yy = y + ddy_ddd[i];
1943 xx = x + ddx_ddd[i];
1944 if (!in_bounds2(yy, xx)) continue;
1945 cc_ptr = ¤t_floor_ptr->grid_array[yy][xx];
1946 cc_ptr->info |= CAVE_GLOW;
1948 if (player_has_los_grid(cc_ptr))
1950 if (cc_ptr->m_idx) update_monster(cc_ptr->m_idx, FALSE);
1957 update_local_illumination(yy, xx);
1960 if (p_ptr->special_defense & NINJA_S_STEALTH)
1962 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1968 FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat)
1970 feature_type *f_ptr = &f_info[newfeat];
1972 if (have_flag(f_ptr->flags, FF_CONVERT))
1974 switch (f_ptr->subtype)
1976 case CONVERT_TYPE_FLOOR:
1977 return feat_ground_type[randint0(100)];
1978 case CONVERT_TYPE_WALL:
1979 return feat_wall_type[randint0(100)];
1980 case CONVERT_TYPE_INNER:
1981 return feat_wall_inner;
1982 case CONVERT_TYPE_OUTER:
1983 return feat_wall_outer;
1984 case CONVERT_TYPE_SOLID:
1985 return feat_wall_solid;
1986 case CONVERT_TYPE_STREAM1:
1987 return d_info[p_ptr->dungeon_idx].stream1;
1988 case CONVERT_TYPE_STREAM2:
1989 return d_info[p_ptr->dungeon_idx].stream2;
1994 else return newfeat;
1999 * Take a feature, determine what that feature becomes
2000 * through applying the given action.
2002 FEAT_IDX feat_state(FEAT_IDX feat, int action)
2004 feature_type *f_ptr = &f_info[feat];
2007 /* Get the new feature */
2008 for (i = 0; i < MAX_FEAT_STATES; i++)
2010 if (f_ptr->state[i].action == action) return conv_dungeon_feat(f_ptr->state[i].result);
2013 if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
2015 return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(f_ptr->destroyed) : feat;
2019 * Takes a location and action and changes the feature at that
2020 * location through applying the given action.
2022 void cave_alter_feat(POSITION y, POSITION x, int action)
2024 /* Set old feature */
2025 FEAT_IDX oldfeat = current_floor_ptr->grid_array[y][x].feat;
2027 /* Get the new feat */
2028 FEAT_IDX newfeat = feat_state(oldfeat, action);
2031 if (newfeat == oldfeat) return;
2033 /* Set the new feature */
2034 cave_set_feat(y, x, newfeat);
2036 if (!(feature_action_flags[action] & FAF_NO_DROP))
2038 feature_type *old_f_ptr = &f_info[oldfeat];
2039 feature_type *f_ptr = &f_info[newfeat];
2043 if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
2045 /* Place some gold */
2051 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)))
2054 place_object(y, x, 0L);
2058 if (found && current_world_ptr->character_dungeon && player_can_see_bold(y, x))
2060 msg_print(_("何かを発見した!", "You have found something!"));
2064 if (feature_action_flags[action] & FAF_CRASH_GLASS)
2066 feature_type *old_f_ptr = &f_info[oldfeat];
2068 if (have_flag(old_f_ptr->flags, FF_GLASS) && current_world_ptr->character_dungeon)
2070 project(PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(current_floor_ptr->dun_level, 100) / 4, GF_SHARDS,
2071 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
2077 /* Remove a mirror */
2078 void remove_mirror(POSITION y, POSITION x)
2080 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2082 /* Remove the mirror */
2083 g_ptr->info &= ~(CAVE_OBJECT);
2086 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
2088 g_ptr->info &= ~(CAVE_GLOW);
2089 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
2090 if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
2092 update_local_illumination(y, x);
2102 * Return TRUE if there is a mirror on the grid.
2104 bool is_mirror_grid(grid_type *g_ptr)
2106 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MIRROR))
2114 * Return TRUE if there is a mirror on the grid.
2116 bool is_glyph_grid(grid_type *g_ptr)
2118 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_GLYPH))
2126 * Return TRUE if there is a mirror on the grid.
2128 bool is_explosive_rune_grid(grid_type *g_ptr)
2130 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MINOR_GLYPH))
2137 * @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。
2138 * @param m_idx モンスターID
2142 * @return テレポート先として妥当ならばtrue
2144 bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode)
2146 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2147 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2148 feature_type *f_ptr = &f_info[g_ptr->feat];
2150 /* Require "teleportable" space */
2151 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
2153 if (g_ptr->m_idx && (g_ptr->m_idx != m_idx)) return FALSE;
2154 if (player_bold(y, x)) return FALSE;
2156 /* Hack -- no teleport onto glyph of warding */
2157 if (is_glyph_grid(g_ptr)) return FALSE;
2158 if (is_explosive_rune_grid(g_ptr)) return FALSE;
2160 if (!(mode & TELEPORT_PASSIVE))
2162 if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE;
2169 * @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。
2173 * @return テレポート先として妥当ならばtrue
2175 bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode)
2177 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2178 feature_type *f_ptr = &f_info[g_ptr->feat];
2180 /* Require "teleportable" space */
2181 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
2183 /* No magical teleporting into vaults and such */
2184 if (!(mode & TELEPORT_NONMAGICAL) && (g_ptr->info & CAVE_ICKY)) return FALSE;
2186 if (g_ptr->m_idx && (g_ptr->m_idx != p_ptr->riding)) return FALSE;
2188 /* don't teleport on a trap. */
2189 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) return FALSE;
2191 if (!(mode & TELEPORT_PASSIVE))
2193 if (!player_can_enter(g_ptr->feat, 0)) return FALSE;
2195 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP))
2197 if (!p_ptr->levitation && !p_ptr->can_swim) return FALSE;
2200 if (have_flag(f_ptr->flags, FF_LAVA) && !p_ptr->immune_fire && !IS_INVULN())
2202 /* Always forbid deep lava */
2203 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
2205 /* Forbid shallow lava when the player don't have levitation */
2206 if (!p_ptr->levitation) return FALSE;
2215 * @brief 地形は開くものであって、かつ開かれているかを返す /
2216 * Attempt to open the given chest at the given location
2218 * @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
2220 bool is_open(FEAT_IDX feat)
2222 return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
2226 * @brief プレイヤーが地形踏破可能かを返す
2227 * @param feature 判定したい地形ID
2228 * @param mode 移動に関するオプションフラグ
2229 * @return 移動可能ならばTRUEを返す
2231 bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode)
2233 feature_type *f_ptr = &f_info[feature];
2235 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);
2237 if (have_flag(f_ptr->flags, FF_PATTERN))
2239 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2242 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
2243 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
2244 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
2246 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;