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"
41 #include "realm-song.h"
45 * @brief 地形状態フラグテーブル /
46 * The table of features' actions
48 static const byte feature_action_flags[FF_FLAG_MAX] =
60 FAF_CRASH_GLASS, /* BASH */
62 FAF_DESTROY, /* DISARM */
64 FAF_DESTROY | FAF_CRASH_GLASS, /* TUNNEL */
65 0, /* MAY_HAVE_GOLD */
95 FAF_DESTROY | FAF_CRASH_GLASS, /* HURT_ROCK */
150 FAF_DESTROY | FAF_NO_DROP | FAF_CRASH_GLASS, /* HURT_DISI */
163 0, /* TELEPORTABLE */
169 * @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
170 * @return 配置に成功したらTRUEを返す
172 bool new_player_spot(void)
174 POSITION y = 0, x = 0;
175 int max_attempts = 10000;
180 /* Place the player */
181 while (max_attempts--)
183 /* Pick a legal spot */
184 y = (POSITION)rand_range(1, current_floor_ptr->height - 2);
185 x = (POSITION)rand_range(1, current_floor_ptr->width - 2);
187 g_ptr = ¤t_floor_ptr->grid_array[y][x];
189 /* Must be a "naked" floor grid */
190 if (g_ptr->m_idx) continue;
191 if (current_floor_ptr->dun_level)
193 f_ptr = &f_info[g_ptr->feat];
195 if (max_attempts > 5000) /* Rule 1 */
197 if (!have_flag(f_ptr->flags, FF_FLOOR)) continue;
201 if (!have_flag(f_ptr->flags, FF_MOVE)) continue;
202 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) continue;
205 /* Refuse to start on anti-teleport grids in dungeon */
206 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) continue;
208 if (!player_can_enter(g_ptr->feat, 0)) continue;
209 if (!in_bounds(y, x)) continue;
211 /* Refuse to start on anti-teleport grids */
212 if (g_ptr->info & (CAVE_ICKY)) continue;
217 if (max_attempts < 1) /* Should be -1, actually if we failed... */
220 /* Save the new player grid */
230 * @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
231 * @param y 配置を試みたいマスのY座標
232 * @param x 配置を試みたいマスのX座標
235 void place_random_stairs(POSITION y, POSITION x)
237 bool up_stairs = TRUE;
238 bool down_stairs = TRUE;
240 g_ptr = ¤t_floor_ptr->grid_array[y][x];
241 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) return;
244 if (!current_floor_ptr->dun_level) up_stairs = FALSE;
247 if (ironman_downward) up_stairs = FALSE;
250 if (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) down_stairs = FALSE;
253 if (quest_number(current_floor_ptr->dun_level) && (current_floor_ptr->dun_level > 1)) down_stairs = FALSE;
255 /* We can't place both */
256 if (down_stairs && up_stairs)
258 /* Choose a staircase randomly */
259 if (randint0(100) < 50) up_stairs = FALSE;
260 else down_stairs = FALSE;
263 /* Place the stairs */
264 if (up_stairs) place_up_stairs(y, x);
265 else if (down_stairs) place_down_stairs(y, x);
269 * @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
270 * @param y ドアの配置を試みたいマスのY座標
271 * @param x ドアの配置を試みたいマスのX座標
272 * @param room 部屋に接している場合向けのドア生成か否か
275 void place_random_door(POSITION y, POSITION x, bool room)
278 FEAT_IDX feat = feat_none;
279 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
281 /* Initialize mimic info */
284 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
286 place_floor_bold(y, x);
290 type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
291 one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
292 ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
294 /* Choose an object */
295 tmp = randint0(1000);
297 /* Open doors (300/1000) */
300 /* Create open door */
301 feat = feat_door[type].open;
304 /* Broken doors (100/1000) */
307 /* Create broken door */
308 feat = feat_door[type].broken;
311 /* Secret doors (200/1000) */
314 /* Create secret door */
315 place_closed_door(y, x, type);
317 if (type != DOOR_CURTAIN)
319 /* Hide. If on the edge of room, use outer wall. */
320 g_ptr->mimic = room ? feat_wall_outer : feat_wall_type[randint0(100)];
322 /* Floor type terrain cannot hide a door */
323 if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
325 if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
327 g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
334 /* Closed, locked, or stuck doors (400/1000) */
335 else place_closed_door(y, x, type);
339 if (feat != feat_none)
341 set_cave_feat(y, x, feat);
345 place_floor_bold(y, x);
349 delete_monster(y, x);
353 * @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.
354 * @param y ドアの配置を試みたいマスのY座標
355 * @param x ドアの配置を試みたいマスのX座標
356 * @param type ドアの地形ID
359 void place_closed_door(POSITION y, POSITION x, int type)
362 FEAT_IDX feat = feat_none;
364 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
366 place_floor_bold(y, x);
370 /* Choose an object */
373 /* Closed doors (300/400) */
376 /* Create closed door */
377 feat = feat_door[type].closed;
380 /* Locked doors (99/400) */
383 /* Create locked door */
384 feat = feat_locked_door_random(type);
387 /* Stuck doors (1/400) */
390 /* Create jammed door */
391 feat = feat_jammed_door_random(type);
394 if (feat != feat_none)
396 cave_set_feat(y, x, feat);
398 /* Now it is not floor */
399 current_floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
403 place_floor_bold(y, x);
408 * @brief 鍵のかかったドアを配置する
409 * @param y 配置したいフロアのY座標
410 * @param x 配置したいフロアのX座標
413 void place_locked_door(POSITION y, POSITION x)
415 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
417 place_floor_bold(y, x);
421 set_cave_feat(y, x, feat_locked_door_random((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
422 current_floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
423 delete_monster(y, x);
430 * @param y 配置したいフロアのY座標
431 * @param x 配置したいフロアのX座標
432 * @param type DOOR_DEFAULT / DOOR_DOOR / DOOR_GLASS_DOOR / DOOR_CURTAIN のいずれか
435 void place_secret_door(POSITION y, POSITION x, int type)
437 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
439 place_floor_bold(y, x);
443 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
445 if (type == DOOR_DEFAULT)
447 type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
448 one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
449 ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
452 /* Create secret door */
453 place_closed_door(y, x, type);
455 if (type != DOOR_CURTAIN)
457 /* Hide by inner wall because this is used in rooms only */
458 g_ptr->mimic = feat_wall_inner;
460 /* Floor type terrain cannot hide a door */
461 if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
463 if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
465 g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
471 g_ptr->info &= ~(CAVE_FLOOR);
472 delete_monster(y, x);
477 * Routine used by the random vault creators to add a door to a location
478 * Note that range checking has to be done in the calling routine.
480 * The doors must be INSIDE the allocated region.
482 void add_door(POSITION x, POSITION y)
484 /* Need to have a wall in the center square */
485 if (!is_outer_bold(y, x)) return;
496 if (is_floor_bold(y - 1, x) && is_floor_bold(y + 1, x) &&
497 (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
500 place_secret_door(y, x, DOOR_DEFAULT);
502 /* set boundarys so don't get wide doors */
503 place_solid_bold(y, x - 1);
504 place_solid_bold(y, x + 1);
513 * where x = don't care
516 if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) &&
517 is_floor_bold(y, x - 1) && is_floor_bold(y, x + 1))
520 place_secret_door(y, x, DOOR_DEFAULT);
522 /* set boundarys so don't get wide doors */
523 place_solid_bold(y - 1, x);
524 place_solid_bold(y + 1, x);
529 * @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.
530 * @param y1 基準となるマスのY座標
531 * @param x1 基準となるマスのX座標
533 * @note Assumes "in_bounds(y1, x1)"
535 * XXX XXX This routine currently only counts actual "empty floor"\n
536 * grids which are not in rooms. We might want to also count stairs,\n
537 * open doors, closed doors, etc.
539 static int next_to_corr(POSITION y1, POSITION x1)
546 /* Scan adjacent grids */
547 for (i = 0; i < 4; i++)
549 /* Extract the location */
552 g_ptr = ¤t_floor_ptr->grid_array[y][x];
554 /* Skip non floors */
555 if (cave_have_flag_grid(g_ptr, FF_WALL)) continue;
557 /* Skip non "empty floor" grids */
558 if (!is_floor_grid(g_ptr))
561 /* Skip grids inside rooms */
562 if (g_ptr->info & (CAVE_ROOM)) continue;
564 /* Count these grids */
568 /* Return the number of corridors */
573 * @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.
574 * @param y 判定を行いたいマスのY座標
575 * @param x 判定を行いたいマスのX座標
576 * @return ドアを設置可能ならばTRUEを返す
577 * @note Assumes "in_bounds(y1, x1)"
580 * Assumes "in_bounds(y, x)"\n
582 static bool possible_doorway(POSITION y, POSITION x)
584 /* Count the adjacent corridors */
585 if (next_to_corr(y, x) >= 2)
588 if (cave_have_flag_bold(y - 1, x, FF_WALL) &&
589 cave_have_flag_bold(y + 1, x, FF_WALL))
594 /* Check Horizontal */
595 if (cave_have_flag_bold(y, x - 1, FF_WALL) &&
596 cave_have_flag_bold(y, x + 1, FF_WALL))
607 * @brief ドアの設置を試みる / Places door at y, x position if at least 2 walls found
608 * @param y 設置を行いたいマスのY座標
609 * @param x 設置を行いたいマスのX座標
612 void try_door(POSITION y, POSITION x)
613 { if (!in_bounds(y, x)) return;
616 if (cave_have_flag_bold(y, x, FF_WALL)) return;
618 /* Ignore room grids */
619 if (current_floor_ptr->grid_array[y][x].info & (CAVE_ROOM)) return;
621 /* Occasional door (if allowed) */
622 if ((randint0(100) < dun_tun_jct) && possible_doorway(y, x) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS))
625 place_random_door(y, x, FALSE);
631 * @brief 長方形の空洞を生成する / Make an empty square floor, for the middle of rooms
632 * @param x1 長方形の左端X座標(-1)
633 * @param x2 長方形の右端X座標(+1)
634 * @param y1 長方形の上端Y座標(-1)
635 * @param y2 長方形の下端Y座標(+1)
639 void place_floor(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
643 /* Place a full floor under the room */
644 for (y = y1 - 1; y <= y2 + 1; y++)
646 for (x = x1 - 1; x <= x2 + 1; x++)
648 place_floor_bold(y, x);
649 add_cave_info(y, x, CAVE_ROOM);
650 if (light) add_cave_info(y, x, CAVE_GLOW);
657 * @brief 長方形の部屋を生成する / Make an empty square room, only floor and wall grids
658 * @param x1 長方形の左端X座標(-1)
659 * @param x2 長方形の右端X座標(+1)
660 * @param y1 長方形の上端Y座標(-1)
661 * @param y2 長方形の下端Y座標(+1)
665 void place_room(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
669 place_floor(x1, x2, y1, y2, light);
671 /* Walls around the room */
672 for (y = y1 - 1; y <= y2 + 1; y++)
674 place_outer_bold(y, x1 - 1);
675 place_outer_bold(y, x2 + 1);
677 for (x = x1 - 1; x <= x2 + 1; x++)
679 place_outer_bold(y1 - 1, x);
680 place_outer_bold(y2 + 1, x);
686 * @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
687 * @param y 配置したい中心マスのY座標
688 * @param x 配置したい中心マスのX座標
692 * Only really called by some of the "vault" routines.
694 void vault_objects(POSITION y, POSITION x, int num)
697 int i = 0, j = y, k = x;
702 /* Attempt to place 'num' objects */
703 for (; num > 0; --num)
705 /* Try up to 11 spots looking for empty space */
706 for (i = 0; i < 11; ++i)
708 /* Pick a random location */
709 while (dummy < SAFE_MAX_ATTEMPTS)
711 j = rand_spread(y, 2);
712 k = rand_spread(x, 3);
714 if (!in_bounds(j, k)) continue;
718 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
720 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!"));
723 /* Require "clean" floor space */
724 g_ptr = ¤t_floor_ptr->grid_array[j][k];
725 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) continue;
727 if (randint0(100) < 75)
729 place_object(j, k, 0L);
736 /* Placement accomplished */
743 * @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
744 * @param y トラップを配置したいマスの中心Y座標
745 * @param x トラップを配置したいマスの中心X座標
746 * @param yd Y方向の配置分散マス数
747 * @param xd X方向の配置分散マス数
750 * Only really called by some of the "vault" routines.
752 void vault_trap_aux(POSITION y, POSITION x, POSITION yd, POSITION xd)
754 int count = 0, y1 = y, x1 = x;
760 for (count = 0; count <= 5; count++)
763 while (dummy < SAFE_MAX_ATTEMPTS)
765 y1 = rand_spread(y, yd);
766 x1 = rand_spread(x, xd);
768 if (!in_bounds(y1, x1)) continue;
772 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
774 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!"));
777 /* Require "naked" floor grids */
778 g_ptr = ¤t_floor_ptr->grid_array[y1][x1];
779 if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
789 * @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
790 * @param y トラップを配置したいマスの中心Y座標
791 * @param x トラップを配置したいマスの中心X座標
792 * @param yd Y方向の配置分散マス数
793 * @param xd X方向の配置分散マス数
794 * @param num 配置したいトラップの数
797 * Only really called by some of the "vault" routines.
799 void vault_traps(POSITION y, POSITION x, POSITION yd, POSITION xd, int num)
803 for (i = 0; i < num; i++)
805 vault_trap_aux(y, x, yd, xd);
810 * @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
811 * @param y1 モンスターを配置したいマスの中心Y座標
812 * @param x1 モンスターを配置したいマスの中心X座標
813 * @param num 配置したいモンスターの数
816 * Only really called by some of the "vault" routines.
818 void vault_monsters(POSITION y1, POSITION x1, int num)
824 /* Try to summon "num" monsters "near" the given location */
825 for (k = 0; k < num; k++)
827 /* Try nine locations */
828 for (i = 0; i < 9; i++)
832 /* Pick a nearby location */
833 scatter(&y, &x, y1, x1, d, 0);
835 /* Require "empty" floor grids */
836 g_ptr = ¤t_floor_ptr->grid_array[y][x];
837 if (!cave_empty_grid(g_ptr)) continue;
839 /* Place the monster (allow groups) */
840 current_floor_ptr->monster_level = current_floor_ptr->base_level + 2;
841 (void)place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
842 current_floor_ptr->monster_level = current_floor_ptr->base_level;
848 * @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.)
849 * @param x チェックするマスのX座標
850 * @param y チェックするマスのY座標
851 * @return 床系地形ならばTRUE
853 bool get_is_floor(POSITION x, POSITION y)
855 if (!in_bounds(y, x))
861 /* Do the real check */
862 if (is_floor_bold(y, x)) return (TRUE);
868 * @brief 指定のマスを床地形に変える / Set a square to be floor. (Includes range checking.)
869 * @param x 地形を変えたいマスのX座標
870 * @param y 地形を変えたいマスのY座標
873 void set_floor(POSITION x, POSITION y)
875 if (!in_bounds(y, x))
881 if (current_floor_ptr->grid_array[y][x].info & CAVE_ROOM)
883 /* A room border don't touch. */
887 /* Set to be floor if is a wall (don't touch lakes). */
888 if (is_extra_bold(y, x))
889 place_floor_bold(y, x);
893 * @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
894 * @param g_ptr 永久壁を配置したいマス構造体の参照ポインタ
897 void place_bound_perm_wall(grid_type *g_ptr)
899 if (bound_walls_perm)
901 /* Clear boundary mimic */
906 feature_type *f_ptr = &f_info[g_ptr->feat];
908 /* Hack -- Decline boundary walls with known treasure */
909 if ((have_flag(f_ptr->flags, FF_HAS_GOLD) || have_flag(f_ptr->flags, FF_HAS_ITEM)) &&
910 !have_flag(f_ptr->flags, FF_SECRET))
911 g_ptr->feat = feat_state(g_ptr->feat, FF_ENSECRET);
913 /* Set boundary mimic */
914 g_ptr->mimic = g_ptr->feat;
917 /* Add "solid" perma-wall */
918 place_solid_perm_grid(g_ptr);
922 * @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
923 * @param g_ptr マス構造体の参照ポインタ
924 * @return 看破済みの罠があるならTRUEを返す。
926 bool is_known_trap(grid_type *g_ptr)
928 if (!g_ptr->mimic && !cave_have_flag_grid(g_ptr, FF_SECRET) &&
929 is_trap(g_ptr->feat)) return TRUE;
937 * @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
938 * @param g_ptr マス構造体の参照ポインタ
939 * @return 隠されたドアがあるならTRUEを返す。
941 bool is_hidden_door(grid_type *g_ptr)
943 if ((g_ptr->mimic || cave_have_flag_grid(g_ptr, FF_SECRET)) &&
944 is_closed_door(g_ptr->feat))
950 #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 */
954 * @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
957 * @return 指定された座標に照明がかかっているならTRUEを返す。。
959 bool check_local_illumination(POSITION y, POSITION x)
961 /* Hack -- move towards player */
962 POSITION yy = (y < p_ptr->y) ? (y + 1) : (y > p_ptr->y) ? (y - 1) : y;
963 POSITION xx = (x < p_ptr->x) ? (x + 1) : (x > p_ptr->x) ? (x - 1) : x;
965 /* Check for "local" illumination */
967 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
969 /* Check for "complex" illumination */
970 if ((feat_supports_los(get_feat_mimic(¤t_floor_ptr->grid_array[yy][xx])) &&
971 (current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW)) ||
972 (feat_supports_los(get_feat_mimic(¤t_floor_ptr->grid_array[y][xx])) &&
973 (current_floor_ptr->grid_array[y][xx].info & CAVE_GLOW)) ||
974 (feat_supports_los(get_feat_mimic(¤t_floor_ptr->grid_array[yy][x])) &&
975 (current_floor_ptr->grid_array[yy][x].info & CAVE_GLOW)))
981 #else /* COMPLEX_WALL_ILLUMINATION */
983 /* Check for "simple" illumination */
984 return (current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
986 #endif /* COMPLEX_WALL_ILLUMINATION */
990 /*! 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 */
991 #define update_local_illumination_aux(Y, X) \
993 if (player_has_los_bold((Y), (X))) \
995 /* Update the monster */ \
996 if (current_floor_ptr->grid_array[(Y)][(X)].m_idx) update_monster(current_floor_ptr->grid_array[(Y)][(X)].m_idx, FALSE); \
998 /* Notice and redraw */ \
999 note_spot((Y), (X)); \
1000 lite_spot((Y), (X)); \
1005 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
1010 void update_local_illumination(POSITION y, POSITION x)
1015 if (!in_bounds(y, x)) return;
1017 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
1019 if ((y != p_ptr->y) && (x != p_ptr->x))
1021 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
1022 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
1023 update_local_illumination_aux(yy, xx);
1024 update_local_illumination_aux(y, xx);
1025 update_local_illumination_aux(yy, x);
1027 else if (x != p_ptr->x) /* y == p_ptr->y */
1029 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
1030 for (i = -1; i <= 1; i++)
1033 update_local_illumination_aux(yy, xx);
1036 update_local_illumination_aux(yy, x);
1038 update_local_illumination_aux(yy, x);
1040 else if (y != p_ptr->y) /* x == p_ptr->x */
1042 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
1043 for (i = -1; i <= 1; i++)
1046 update_local_illumination_aux(yy, xx);
1049 update_local_illumination_aux(y, xx);
1051 update_local_illumination_aux(y, xx);
1053 else /* Player's grid */
1055 for (i = 0; i < 8; i++)
1057 yy = y + ddy_cdd[i];
1058 xx = x + ddx_cdd[i];
1059 update_local_illumination_aux(yy, xx);
1063 #else /* COMPLEX_WALL_ILLUMINATION */
1065 if ((y != p_ptr->y) && (x != p_ptr->x))
1067 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
1068 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
1069 update_local_illumination_aux(yy, xx);
1071 else if (x != p_ptr->x) /* y == p_ptr->y */
1073 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
1074 for (i = -1; i <= 1; i++)
1077 update_local_illumination_aux(yy, xx);
1080 else if (y != p_ptr->y) /* x == p_ptr->x */
1082 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
1083 for (i = -1; i <= 1; i++)
1086 update_local_illumination_aux(yy, xx);
1089 else /* Player's grid */
1091 for (i = 0; i < 8; i++)
1093 yy = y + ddy_cdd[i];
1094 xx = x + ddx_cdd[i];
1095 update_local_illumination_aux(yy, xx);
1099 #endif /* COMPLEX_WALL_ILLUMINATION */
1104 * @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?
1107 * @return 視覚に収められる状態ならTRUEを返す
1109 * He must have vision, illumination, and line of sight.\n
1111 * Note -- "CAVE_LITE" is only set if the "torch" has "los()".\n
1112 * So, given "CAVE_LITE", we know that the grid is "fully visible".\n
1114 * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean\n
1115 * that a wall is visible from any direction. That would be odd. Except\n
1116 * under wizard light, which might make sense. Thus, for walls, we require\n
1117 * not only that they be "CAVE_GLOW", but also, that they be adjacent to a\n
1118 * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is\n
1119 * in line of sight of the player.\n
1121 * This extra check is expensive, but it provides a more "correct" semantics.\n
1123 * Note that we should not run this check on walls which are "outer walls" of\n
1124 * the dungeon, or we will induce a memory fault, but actually verifying all\n
1125 * of the locations would be extremely expensive.\n
1127 * Thus, to speed up the function, we assume that all "perma-walls" which are\n
1128 * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases\n
1129 * except "vaults" and the "buildings" in town. But the town is a hack anyway,\n
1130 * and the player has more important things on his mind when he is attacking a\n
1131 * monster vault. It is annoying, but an extremely important optimization.\n
1133 * Note that "glowing walls" are only considered to be "illuminated" if the\n
1134 * grid which is next to the wall in the direction of the player is also a\n
1135 * "glowing" grid. This prevents the player from being able to "see" the\n
1136 * walls of illuminated rooms from a corridor outside the room.\n
1138 bool player_can_see_bold(POSITION y, POSITION x)
1142 /* Blind players see nothing */
1143 if (p_ptr->blind) return FALSE;
1145 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1147 /* Note that "torch-lite" yields "illumination" */
1148 if (g_ptr->info & (CAVE_LITE | CAVE_MNLT)) return TRUE;
1150 /* Require line of sight to the grid */
1151 if (!player_has_los_bold(y, x)) return FALSE;
1153 /* Noctovision of Ninja */
1154 if (p_ptr->see_nocto) return TRUE;
1156 /* Require "perma-lite" of the grid */
1157 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) return FALSE;
1159 /* Feature code (applying "mimic" field) */
1160 /* Floors are simple */
1161 if (feat_supports_los(get_feat_mimic(g_ptr))) return TRUE;
1163 /* Check for "local" illumination */
1164 return check_local_illumination(y, x);
1168 * @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
1169 * @return 視覚に収められていないならTRUEを返す
1170 * @details player_can_see_bold()関数の返り値の否定を返している。
1174 return (!player_can_see_bold(p_ptr->y, p_ptr->x));
1179 * @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"
1182 * @return 各種の変更が可能ならTRUEを返す。
1184 * 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。
1186 bool cave_valid_bold(POSITION y, POSITION x)
1188 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1189 OBJECT_IDX this_o_idx, next_o_idx = 0;
1191 /* Forbid perma-grids */
1192 if (cave_perma_grid(g_ptr)) return (FALSE);
1195 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1198 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1199 next_o_idx = o_ptr->next_o_idx;
1201 /* Forbid artifact grids */
1202 if (object_is_artifact(o_ptr)) return (FALSE);
1212 * Place an attr/char pair at the given map coordinate, if legal.
1214 void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x)
1216 /* Only do "legal" locations */
1217 if (panel_contains(y, x))
1219 /* Hack -- fake monochrome */
1222 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1223 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
1224 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1227 /* Draw the char using the attr */
1228 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
1237 * Memorize interesting viewable object/features in the given grid
1239 * This function should only be called on "legal" grids.
1241 * This function will memorize the object and/or feature in the given
1242 * grid, if they are (1) viewable and (2) interesting. Note that all
1243 * objects are interesting, all terrain features except floors (and
1244 * invisible traps) are interesting, and floors (and invisible traps)
1245 * are interesting sometimes (depending on various options involving
1246 * the illumination of floor grids).
1248 * The automatic memorization of all objects and non-floor terrain
1249 * features as soon as they are displayed allows incredible amounts
1250 * of optimization in various places, especially "map_info()".
1252 * Note that the memorization of objects is completely separate from
1253 * the memorization of terrain features, preventing annoying floor
1254 * memorization when a detected object is picked up from a dark floor,
1255 * and object memorization when an object is dropped into a floor grid
1256 * which is memorized but out-of-sight.
1258 * This function should be called every time the "memorization" of
1259 * a grid (or the object in a grid) is called into question, such
1260 * as when an object is created in a grid, when a terrain feature
1261 * "changes" from "floor" to "non-floor", when any grid becomes
1262 * "illuminated" or "viewable", and when a "floor" grid becomes
1265 * Note the relatively efficient use of this function by the various
1266 * "update_view()" and "update_lite()" calls, to allow objects and
1267 * terrain features to be memorized (and drawn) whenever they become
1268 * viewable or illuminated in any way, but not when they "maintain"
1269 * or "lose" their previous viewability or illumination.
1271 * Note the butchered "internal" version of "player_can_see_bold()",
1272 * optimized primarily for the most common cases, that is, for the
1273 * non-marked floor grids.
1275 void note_spot(POSITION y, POSITION x)
1277 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1278 OBJECT_IDX this_o_idx, next_o_idx = 0;
1280 /* Blind players see nothing */
1281 if (p_ptr->blind) return;
1283 /* Analyze non-torch-lit grids */
1284 if (!(g_ptr->info & (CAVE_LITE | CAVE_MNLT)))
1286 /* Require line of sight to the grid */
1287 if (!(g_ptr->info & (CAVE_VIEW))) return;
1289 /* Require "perma-lite" of the grid */
1290 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1293 if (!p_ptr->see_nocto) return;
1298 /* Hack -- memorize objects */
1299 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1301 object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1302 next_o_idx = o_ptr->next_o_idx;
1304 /* Memorize objects */
1305 o_ptr->marked |= OM_FOUND;
1309 /* Hack -- memorize grids */
1310 if (!(g_ptr->info & (CAVE_MARK)))
1312 /* Feature code (applying "mimic" field) */
1313 feature_type *f_ptr = &f_info[get_feat_mimic(g_ptr)];
1315 /* Memorize some "boring" grids */
1316 if (!have_flag(f_ptr->flags, FF_REMEMBER))
1318 /* Option -- memorize all torch-lit floors */
1319 if (view_torch_grids &&
1320 ((g_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
1322 g_ptr->info |= (CAVE_MARK);
1325 /* Option -- memorize all perma-lit floors */
1326 else if (view_perma_grids && ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
1328 g_ptr->info |= (CAVE_MARK);
1332 /* Memorize normal grids */
1333 else if (have_flag(f_ptr->flags, FF_LOS))
1335 g_ptr->info |= (CAVE_MARK);
1338 /* Memorize torch-lit walls */
1339 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
1341 g_ptr->info |= (CAVE_MARK);
1344 /* Memorize walls seen by noctovision of Ninja */
1345 else if (p_ptr->see_nocto)
1347 g_ptr->info |= (CAVE_MARK);
1350 /* Memorize certain non-torch-lit wall grids */
1351 else if (check_local_illumination(y, x))
1353 g_ptr->info |= (CAVE_MARK);
1357 /* Memorize terrain of the grid */
1358 g_ptr->info |= (CAVE_KNOWN);
1362 * Redraw (on the screen) a given MAP location
1364 * This function should only be called on "legal" grids
1366 void lite_spot(POSITION y, POSITION x)
1368 /* Redraw if on screen */
1369 if (panel_contains(y, x) && in_bounds2(y, x))
1376 map_info(y, x, &a, &c, &ta, &tc);
1378 /* Hack -- fake monochrome */
1381 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1382 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
1383 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1386 /* Hack -- Queue it */
1387 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
1389 /* Update sub-windows */
1390 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1395 * Some comments on the grid flags. -BEN-
1398 * One of the major bottlenecks in previous versions of Angband was in
1399 * the calculation of "line of sight" from the player to various grids,
1400 * such as monsters. This was such a nasty bottleneck that a lot of
1401 * silly things were done to reduce the dependancy on "line of sight",
1402 * for example, you could not "see" any grids in a lit room until you
1403 * actually entered the room, and there were all kinds of bizarre grid
1404 * flags to enable this behavior. This is also why the "call light"
1405 * spells always lit an entire room.
1407 * The code below provides functions to calculate the "field of view"
1408 * for the player, which, once calculated, provides extremely fast
1409 * calculation of "line of sight from the player", and to calculate
1410 * the "field of torch lite", which, again, once calculated, provides
1411 * extremely fast calculation of "which grids are lit by the player's
1412 * lite source". In addition to marking grids as "GRID_VIEW" and/or
1413 * "GRID_LITE", as appropriate, these functions maintain an array for
1414 * each of these two flags, each array containing the locations of all
1415 * of the grids marked with the appropriate flag, which can be used to
1416 * very quickly scan through all of the grids in a given set.
1418 * To allow more "semantically valid" field of view semantics, whenever
1419 * the field of view (or the set of torch lit grids) changes, all of the
1420 * grids in the field of view (or the set of torch lit grids) are "drawn"
1421 * so that changes in the world will become apparent as soon as possible.
1422 * This has been optimized so that only grids which actually "change" are
1423 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
1424 * of the grids which are entering or leaving the relevent set of grids.
1426 * These new methods are so efficient that the old nasty code was removed.
1428 * Note that there is no reason to "update" the "viewable space" unless
1429 * the player "moves", or walls/doors are created/destroyed, and there
1430 * is no reason to "update" the "torch lit grids" unless the field of
1431 * view changes, or the "light radius" changes. This means that when
1432 * the player is resting, or digging, or doing anything that does not
1433 * involve movement or changing the state of the dungeon, there is no
1434 * need to update the "view" or the "lite" regions, which is nice.
1436 * Note that the calls to the nasty "los()" function have been reduced
1437 * to a bare minimum by the use of the new "field of view" calculations.
1439 * I wouldn't be surprised if slight modifications to the "update_view()"
1440 * function would allow us to determine "reverse line-of-sight" as well
1441 * as "normal line-of-sight", which would allow monsters to use a more
1442 * "correct" calculation to determine if they can "see" the player. For
1443 * now, monsters simply "cheat" somewhat and assume that if the player
1444 * has "line of sight" to the monster, then the monster can "pretend"
1445 * that it has "line of sight" to the player.
1448 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
1449 * grid and maintains an array of all "CAVE_LITE" grids.
1451 * This set of grids is the complete set of all grids which are lit by
1452 * the players light source, which allows the "player_can_see_bold()"
1453 * function to work very quickly.
1455 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
1456 * fact, the player (unless blind) can always "see" all grids which are
1457 * marked as "CAVE_LITE", unless they are "off screen".
1460 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
1461 * grid and maintains an array of all "CAVE_VIEW" grids.
1463 * This set of grids is the complete set of all grids within line of sight
1464 * of the player, allowing the "player_has_los_bold()" macro to work very
1468 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
1469 * temporary internal flag to mark those grids which are not only in view,
1470 * but which are also "easily" in line of sight of the player. This flag
1471 * is always cleared when we are done.
1474 * The current "update_lite()" and "update_view()" algorithms use the
1475 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
1476 * to keep track of which grids were previously marked as "CAVE_LITE" or
1477 * "CAVE_VIEW", which allows us to optimize the "screen updates".
1479 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
1480 * for various other purposes, such as spreading lite or darkness during
1481 * "lite_room()" / "unlite_room()", and for calculating monster flow.
1484 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
1485 * in some way permanently lit. However, for the player to "see" anything
1486 * in the grid, as determined by "player_can_see()", the player must not be
1487 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
1488 * grids, even if marked as "perma lit", are only illuminated if they touch
1489 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
1492 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
1493 * that even if the player cannot "see" the grid, he "knows" the terrain in
1494 * that grid. This is used to "remember" walls/doors/stairs/floors when they
1495 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
1496 * or when one of the "memorize floor grids" options induces memorization.
1498 * Objects are "memorized" in a different way, using a special "marked" flag
1499 * on the object itself, which is set when an object is observed or detected.
1502 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
1503 * and should be illuminated by "lite room" and "darkness" spells.
1506 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
1507 * and should be unavailable for "teleportation" destinations.
1510 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
1511 * which is observed, and the "view_torch_grids" allows the player to memorize
1512 * every torch-lit grid. The player will always memorize important walls,
1513 * doors, stairs, and other terrain features, as well as any "detected" grids.
1515 * Note that the new "update_view()" method allows, among other things, a room
1516 * to be "partially" seen as the player approaches it, with a growing cone of
1517 * floor appearing as the player gets closer to the door. Also, by not turning
1518 * on the "memorize perma-lit grids" option, the player will only "see" those
1519 * floor grids which are actually in line of sight.
1521 * And my favorite "plus" is that you can now use a special option to draw the
1522 * "floors" in the "viewable region" brightly (actually, to draw the *other*
1523 * grids dimly), providing a "pretty" effect as the player runs around, and
1524 * to efficiently display the "torch lite" in a special color.
1527 * Some comments on the "update_view()" algorithm...
1529 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
1530 * and only has to call "los()" on the borderline cases. The major axes/diags
1531 * even terminate early when they hit walls. I need to find a quick way
1532 * to "terminate" the other scans.
1534 * Note that in the worst case (a big empty area with say 5% scattered walls),
1535 * each of the 1500 or so nearby grids is checked once, most of them getting
1536 * an "instant" rating, and only a small portion requiring a call to "los()".
1538 * The only time that the algorithm appears to be "noticeably" too slow is
1539 * when running, and this is usually only important in town, since the town
1540 * provides about the worst scenario possible, with large open regions and
1541 * a few scattered obstructions. There is a special "efficiency" option to
1542 * allow the player to reduce his field of view in town, if needed.
1544 * In the "best" case (say, a normal stretch of corridor), the algorithm
1545 * makes one check for each viewable grid, and makes no calls to "los()".
1546 * So running in corridors is very fast, and if a lot of monsters are
1547 * nearby, it is much faster than the old methods.
1549 * Note that resting, most normal commands, and several forms of running,
1550 * plus all commands executed near large groups of monsters, are strictly
1551 * more efficient with "update_view()" that with the old "compute los() on
1552 * demand" method, primarily because once the "field of view" has been
1553 * calculated, it does not have to be recalculated until the player moves
1554 * (or a wall or door is created or destroyed).
1556 * Note that we no longer have to do as many "los()" checks, since once the
1557 * "view" region has been built, very few things cause it to be "changed"
1558 * (player movement, and the opening/closing of doors, changes in wall status).
1559 * Note that door/wall changes are only relevant when the door/wall itself is
1560 * in the "view" region.
1562 * The algorithm seems to only call "los()" from zero to ten times, usually
1563 * only when coming down a corridor into a room, or standing in a room, just
1564 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
1565 * we will be reducing the calls to "los()".
1567 * I am thinking in terms of an algorithm that "walks" from the central point
1568 * out to the maximal "distance", at each point, determining the "view" code
1569 * (above). For each grid not on a major axis or diagonal, the "view" code
1570 * depends on the "cave_los_bold()" and "view" of exactly two other grids
1571 * (the one along the nearest diagonal, and the one next to that one, see
1572 * "update_view_aux()"...).
1574 * We "memorize" the viewable space array, so that at the cost of under 3000
1575 * bytes, we reduce the time taken by "forget_view()" to one assignment for
1576 * each grid actually in the "viewable space". And for another 3000 bytes,
1577 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
1578 * are also used by other routines, thus reducing the cost to almost nothing.
1580 * A similar thing is done for "forget_lite()" in which case the savings are
1581 * much less, but save us from doing bizarre maintenance checking.
1583 * In the worst "normal" case (in the middle of the town), the reachable space
1584 * actually reaches to more than half of the largest possible "circle" of view,
1585 * or about 800 grids, and in the worse case (in the middle of a dungeon level
1586 * where all the walls have been removed), the reachable space actually reaches
1587 * the theoretical maximum size of just under 1500 grids.
1589 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
1590 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
1591 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
1592 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
1593 * entire possible space (including initialization) in one step per grid. If
1594 * we do the "clearing" as a separate step (and use an array of "view" grids),
1595 * then the clearing will take as many steps as grids that were viewed, and the
1596 * algorithm will be able to "stop" scanning at various points.
1597 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
1601 * Mega-Hack -- Delayed visual update
1602 * Only used if update_view(), update_lite() or update_mon_lite() was called
1604 void delayed_visual_update(void)
1610 /* Update needed grids */
1611 for (i = 0; i < current_floor_ptr->redraw_n; i++)
1613 y = current_floor_ptr->redraw_y[i];
1614 x = current_floor_ptr->redraw_x[i];
1615 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1617 /* Update only needed grids (prevent multiple updating) */
1618 if (!(g_ptr->info & CAVE_REDRAW)) continue;
1620 /* If required, note */
1621 if (g_ptr->info & CAVE_NOTE) note_spot(y, x);
1625 /* Hack -- Visual update of monster on this grid */
1626 if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
1628 /* No longer in the array */
1629 g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
1633 current_floor_ptr->redraw_n = 0;
1638 * Hack -- forget the "flow" information
1640 void forget_flow(void)
1644 /* Check the entire dungeon */
1645 for (y = 0; y < current_floor_ptr->height; y++)
1647 for (x = 0; x < current_floor_ptr->width; x++)
1649 /* Forget the old data */
1650 current_floor_ptr->grid_array[y][x].dist = 0;
1651 current_floor_ptr->grid_array[y][x].cost = 0;
1652 current_floor_ptr->grid_array[y][x].when = 0;
1659 * Hack - speed up the update_flow algorithm by only doing
1660 * it everytime the player moves out of LOS of the last
1663 static POSITION flow_x = 0;
1664 static POSITION flow_y = 0;
1669 * Hack -- fill in the "cost" field of every grid that the player
1670 * can "reach" with the number of steps needed to reach that grid.
1671 * This also yields the "distance" of the player from every grid.
1673 * In addition, mark the "when" of the grids that can reach
1674 * the player with the incremented value of "flow_n".
1676 * Hack -- use the "seen" array as a "circular queue".
1678 * We do not need a priority queue because the cost from grid
1679 * to grid is always "one" and we process them in order.
1681 void update_flow(void)
1688 /* Paranoia -- make sure the array is empty */
1689 if (tmp_pos.n) return;
1691 /* The last way-point is on the map */
1692 if (p_ptr->running && in_bounds(flow_y, flow_x))
1694 /* The way point is in sight - do not update. (Speedup) */
1695 if (current_floor_ptr->grid_array[flow_y][flow_x].info & CAVE_VIEW) return;
1698 /* Erase all of the current flow information */
1699 for (y = 0; y < current_floor_ptr->height; y++)
1701 for (x = 0; x < current_floor_ptr->width; x++)
1703 current_floor_ptr->grid_array[y][x].cost = 0;
1704 current_floor_ptr->grid_array[y][x].dist = 0;
1708 /* Save player position */
1712 /* Add the player's grid to the queue */
1713 tmp_pos.y[0] = p_ptr->y;
1714 tmp_pos.x[0] = p_ptr->x;
1716 /* Now process the queue */
1717 while (flow_head != flow_tail)
1721 /* Extract the next entry */
1722 ty = tmp_pos.y[flow_tail];
1723 tx = tmp_pos.x[flow_tail];
1725 /* Forget that entry */
1726 if (++flow_tail == TEMP_MAX) flow_tail = 0;
1728 /* Add the "children" */
1729 for (d = 0; d < 8; d++)
1731 int old_head = flow_head;
1732 byte_hack m = current_floor_ptr->grid_array[ty][tx].cost + 1;
1733 byte_hack n = current_floor_ptr->grid_array[ty][tx].dist + 1;
1736 /* Child location */
1737 y = ty + ddy_ddd[d];
1738 x = tx + ddx_ddd[d];
1740 /* Ignore player's grid */
1741 if (player_bold(y, x)) continue;
1743 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1745 if (is_closed_door(g_ptr->feat)) m += 3;
1747 /* Ignore "pre-stamped" entries */
1748 if (g_ptr->dist != 0 && g_ptr->dist <= n && g_ptr->cost <= m) continue;
1750 /* Ignore "walls" and "rubble" */
1751 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(g_ptr->feat)) continue;
1753 /* Save the flow cost */
1754 if (g_ptr->cost == 0 || g_ptr->cost > m) g_ptr->cost = m;
1755 if (g_ptr->dist == 0 || g_ptr->dist > n) g_ptr->dist = n;
1757 /* Hack -- limit flow depth */
1758 if (n == MONSTER_FLOW_DEPTH) continue;
1760 /* Enqueue that entry */
1761 tmp_pos.y[flow_head] = y;
1762 tmp_pos.x[flow_head] = x;
1764 /* Advance the queue */
1765 if (++flow_head == TEMP_MAX) flow_head = 0;
1767 /* Hack -- notice overflow by forgetting new entry */
1768 if (flow_head == flow_tail) flow_head = old_head;
1774 static int scent_when = 0;
1777 * Characters leave scent trails for perceptive monsters to track.
1779 * Smell is rather more limited than sound. Many creatures cannot use
1780 * it at all, it doesn't extend very far outwards from the character's
1781 * current position, and monsters can use it to home in the character,
1782 * but not to run away from him.
1784 * Smell is valued according to age. When a character takes his current_world_ptr->game_turn,
1785 * scent is aged by one, and new scent of the current age is laid down.
1786 * Speedy characters leave more scent, true, but it also ages faster,
1787 * which makes it harder to hunt them down.
1789 * Whenever the age count loops, most of the scent trail is erased and
1790 * the age of the remainder is recalculated.
1792 void update_smell(void)
1797 /* Create a table that controls the spread of scent */
1798 const int scent_adjust[5][5] =
1807 /* Loop the age and adjust scent values when necessary */
1808 if (++scent_when == 254)
1810 /* Scan the entire dungeon */
1811 for (y = 0; y < current_floor_ptr->height; y++)
1813 for (x = 0; x < current_floor_ptr->width; x++)
1815 int w = current_floor_ptr->grid_array[y][x].when;
1816 current_floor_ptr->grid_array[y][x].when = (w > 128) ? (w - 128) : 0;
1825 /* Lay down new scent */
1826 for (i = 0; i < 5; i++)
1828 for (j = 0; j < 5; j++)
1832 /* Translate table to map grids */
1833 y = i + p_ptr->y - 2;
1834 x = j + p_ptr->x - 2;
1837 if (!in_bounds(y, x)) continue;
1839 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1841 /* Walls, water, and lava cannot hold scent. */
1842 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(g_ptr->feat)) continue;
1844 /* Grid must not be blocked by walls from the character */
1845 if (!player_has_los_bold(y, x)) continue;
1847 /* Note grids that are too far away */
1848 if (scent_adjust[i][j] == -1) continue;
1850 /* Mark the grid with new scent */
1851 g_ptr->when = scent_when + scent_adjust[i][j];
1859 * Change the "feat" flag for a grid, and notice/redraw the grid
1861 void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat)
1863 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1864 feature_type *f_ptr = &f_info[feat];
1865 bool old_los, old_mirror;
1867 if (!current_world_ptr->character_dungeon)
1869 /* Clear mimic type */
1872 /* Change the feature */
1875 /* Hack -- glow the GLOW terrain */
1876 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1881 for (i = 0; i < 9; i++)
1883 yy = y + ddy_ddd[i];
1884 xx = x + ddx_ddd[i];
1885 if (!in_bounds2(yy, xx)) continue;
1886 current_floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
1893 old_los = cave_have_flag_bold(y, x, FF_LOS);
1894 old_mirror = is_mirror_grid(g_ptr);
1896 /* Clear mimic type */
1899 /* Change the feature */
1902 /* Remove flag for mirror/glyph */
1903 g_ptr->info &= ~(CAVE_OBJECT);
1905 if (old_mirror && (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1907 g_ptr->info &= ~(CAVE_GLOW);
1908 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
1910 update_local_illumination(y, x);
1913 /* Check for change to boring grid */
1914 if (!have_flag(f_ptr->flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1915 if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
1920 /* Check if los has changed */
1921 if (old_los ^ have_flag(f_ptr->flags, FF_LOS))
1924 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
1926 update_local_illumination(y, x);
1928 #endif /* COMPLEX_WALL_ILLUMINATION */
1930 /* Update the visuals */
1931 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_MONSTERS);
1934 /* Hack -- glow the GLOW terrain */
1935 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1941 for (i = 0; i < 9; i++)
1943 yy = y + ddy_ddd[i];
1944 xx = x + ddx_ddd[i];
1945 if (!in_bounds2(yy, xx)) continue;
1946 cc_ptr = ¤t_floor_ptr->grid_array[yy][xx];
1947 cc_ptr->info |= CAVE_GLOW;
1949 if (player_has_los_grid(cc_ptr))
1951 if (cc_ptr->m_idx) update_monster(cc_ptr->m_idx, FALSE);
1958 update_local_illumination(yy, xx);
1961 if (p_ptr->special_defense & NINJA_S_STEALTH)
1963 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;