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
25 #include "object-flavor.h"
26 #include "object-hook.h"
28 #include "floor-generate.h"
35 #include "monster-status.h"
36 #include "player-status.h"
37 #include "player-effects.h"
39 #include "view-mainwindow.h"
42 * @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
43 * @return 配置に成功したらTRUEを返す
45 bool new_player_spot(void)
47 POSITION y = 0, x = 0;
48 int max_attempts = 10000;
53 /* Place the player */
54 while (max_attempts--)
56 /* Pick a legal spot */
57 y = (POSITION)rand_range(1, current_floor_ptr->height - 2);
58 x = (POSITION)rand_range(1, current_floor_ptr->width - 2);
60 g_ptr = ¤t_floor_ptr->grid_array[y][x];
62 /* Must be a "naked" floor grid */
63 if (g_ptr->m_idx) continue;
64 if (current_floor_ptr->dun_level)
66 f_ptr = &f_info[g_ptr->feat];
68 if (max_attempts > 5000) /* Rule 1 */
70 if (!have_flag(f_ptr->flags, FF_FLOOR)) continue;
74 if (!have_flag(f_ptr->flags, FF_MOVE)) continue;
75 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) continue;
78 /* Refuse to start on anti-teleport grids in dungeon */
79 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) continue;
81 if (!player_can_enter(g_ptr->feat, 0)) continue;
82 if (!in_bounds(y, x)) continue;
84 /* Refuse to start on anti-teleport grids */
85 if (g_ptr->info & (CAVE_ICKY)) continue;
90 if (max_attempts < 1) /* Should be -1, actually if we failed... */
93 /* Save the new player grid */
103 * @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
104 * @param y 配置を試みたいマスのY座標
105 * @param x 配置を試みたいマスのX座標
108 void place_random_stairs(POSITION y, POSITION x)
110 bool up_stairs = TRUE;
111 bool down_stairs = TRUE;
113 g_ptr = ¤t_floor_ptr->grid_array[y][x];
114 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) return;
117 if (!current_floor_ptr->dun_level) up_stairs = FALSE;
120 if (ironman_downward) up_stairs = FALSE;
123 if (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) down_stairs = FALSE;
126 if (quest_number(current_floor_ptr->dun_level) && (current_floor_ptr->dun_level > 1)) down_stairs = FALSE;
128 /* We can't place both */
129 if (down_stairs && up_stairs)
131 /* Choose a staircase randomly */
132 if (randint0(100) < 50) up_stairs = FALSE;
133 else down_stairs = FALSE;
136 /* Place the stairs */
137 if (up_stairs) place_up_stairs(y, x);
138 else if (down_stairs) place_down_stairs(y, x);
142 * @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
143 * @param y ドアの配置を試みたいマスのY座標
144 * @param x ドアの配置を試みたいマスのX座標
145 * @param room 部屋に接している場合向けのドア生成か否か
148 void place_random_door(POSITION y, POSITION x, bool room)
151 FEAT_IDX feat = feat_none;
152 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
154 /* Initialize mimic info */
157 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
159 place_floor_bold(y, x);
163 type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
164 one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
165 ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
167 /* Choose an object */
168 tmp = randint0(1000);
170 /* Open doors (300/1000) */
173 /* Create open door */
174 feat = feat_door[type].open;
177 /* Broken doors (100/1000) */
180 /* Create broken door */
181 feat = feat_door[type].broken;
184 /* Secret doors (200/1000) */
187 /* Create secret door */
188 place_closed_door(y, x, type);
190 if (type != DOOR_CURTAIN)
192 /* Hide. If on the edge of room, use outer wall. */
193 g_ptr->mimic = room ? feat_wall_outer : feat_wall_type[randint0(100)];
195 /* Floor type terrain cannot hide a door */
196 if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
198 if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
200 g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
207 /* Closed, locked, or stuck doors (400/1000) */
208 else place_closed_door(y, x, type);
212 if (feat != feat_none)
214 set_cave_feat(y, x, feat);
218 place_floor_bold(y, x);
222 delete_monster(y, x);
226 * @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.
227 * @param y ドアの配置を試みたいマスのY座標
228 * @param x ドアの配置を試みたいマスのX座標
229 * @param type ドアの地形ID
232 void place_closed_door(POSITION y, POSITION x, int type)
235 FEAT_IDX feat = feat_none;
237 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
239 place_floor_bold(y, x);
243 /* Choose an object */
246 /* Closed doors (300/400) */
249 /* Create closed door */
250 feat = feat_door[type].closed;
253 /* Locked doors (99/400) */
256 /* Create locked door */
257 feat = feat_locked_door_random(type);
260 /* Stuck doors (1/400) */
263 /* Create jammed door */
264 feat = feat_jammed_door_random(type);
267 if (feat != feat_none)
269 cave_set_feat(y, x, feat);
271 /* Now it is not floor */
272 current_floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
276 place_floor_bold(y, x);
281 * @brief 鍵のかかったドアを配置する
282 * @param y 配置したいフロアのY座標
283 * @param x 配置したいフロアのX座標
286 void place_locked_door(POSITION y, POSITION x)
288 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
290 place_floor_bold(y, x);
294 set_cave_feat(y, x, feat_locked_door_random((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
295 current_floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
296 delete_monster(y, x);
303 * @param y 配置したいフロアのY座標
304 * @param x 配置したいフロアのX座標
305 * @param type DOOR_DEFAULT / DOOR_DOOR / DOOR_GLASS_DOOR / DOOR_CURTAIN のいずれか
308 void place_secret_door(POSITION y, POSITION x, int type)
310 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS)
312 place_floor_bold(y, x);
316 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
318 if (type == DOOR_DEFAULT)
320 type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
321 one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
322 ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
325 /* Create secret door */
326 place_closed_door(y, x, type);
328 if (type != DOOR_CURTAIN)
330 /* Hide by inner wall because this is used in rooms only */
331 g_ptr->mimic = feat_wall_inner;
333 /* Floor type terrain cannot hide a door */
334 if (feat_supports_los(g_ptr->mimic) && !feat_supports_los(g_ptr->feat))
336 if (have_flag(f_info[g_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[g_ptr->mimic].flags, FF_CAN_FLY))
338 g_ptr->feat = one_in_(2) ? g_ptr->mimic : feat_ground_type[randint0(100)];
344 g_ptr->info &= ~(CAVE_FLOOR);
345 delete_monster(y, x);
350 * Routine used by the random vault creators to add a door to a location
351 * Note that range checking has to be done in the calling routine.
353 * The doors must be INSIDE the allocated region.
355 void add_door(POSITION x, POSITION y)
357 /* Need to have a wall in the center square */
358 if (!is_outer_bold(y, x)) return;
369 if (is_floor_bold(y - 1, x) && is_floor_bold(y + 1, x) &&
370 (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
373 place_secret_door(y, x, DOOR_DEFAULT);
375 /* set boundarys so don't get wide doors */
376 place_solid_bold(y, x - 1);
377 place_solid_bold(y, x + 1);
386 * where x = don't care
389 if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) &&
390 is_floor_bold(y, x - 1) && is_floor_bold(y, x + 1))
393 place_secret_door(y, x, DOOR_DEFAULT);
395 /* set boundarys so don't get wide doors */
396 place_solid_bold(y - 1, x);
397 place_solid_bold(y + 1, x);
402 * @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.
403 * @param y1 基準となるマスのY座標
404 * @param x1 基準となるマスのX座標
406 * @note Assumes "in_bounds(y1, x1)"
408 * XXX XXX This routine currently only counts actual "empty floor"\n
409 * grids which are not in rooms. We might want to also count stairs,\n
410 * open doors, closed doors, etc.
412 static int next_to_corr(POSITION y1, POSITION x1)
419 /* Scan adjacent grids */
420 for (i = 0; i < 4; i++)
422 /* Extract the location */
425 g_ptr = ¤t_floor_ptr->grid_array[y][x];
427 /* Skip non floors */
428 if (cave_have_flag_grid(g_ptr, FF_WALL)) continue;
430 /* Skip non "empty floor" grids */
431 if (!is_floor_grid(g_ptr))
434 /* Skip grids inside rooms */
435 if (g_ptr->info & (CAVE_ROOM)) continue;
437 /* Count these grids */
441 /* Return the number of corridors */
446 * @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.
447 * @param y 判定を行いたいマスのY座標
448 * @param x 判定を行いたいマスのX座標
449 * @return ドアを設置可能ならばTRUEを返す
450 * @note Assumes "in_bounds(y1, x1)"
453 * Assumes "in_bounds(y, x)"\n
455 static bool possible_doorway(POSITION y, POSITION x)
457 /* Count the adjacent corridors */
458 if (next_to_corr(y, x) >= 2)
461 if (cave_have_flag_bold(y - 1, x, FF_WALL) &&
462 cave_have_flag_bold(y + 1, x, FF_WALL))
467 /* Check Horizontal */
468 if (cave_have_flag_bold(y, x - 1, FF_WALL) &&
469 cave_have_flag_bold(y, x + 1, FF_WALL))
480 * @brief ドアの設置を試みる / Places door at y, x position if at least 2 walls found
481 * @param y 設置を行いたいマスのY座標
482 * @param x 設置を行いたいマスのX座標
485 void try_door(POSITION y, POSITION x)
486 { if (!in_bounds(y, x)) return;
489 if (cave_have_flag_bold(y, x, FF_WALL)) return;
491 /* Ignore room grids */
492 if (current_floor_ptr->grid_array[y][x].info & (CAVE_ROOM)) return;
494 /* Occasional door (if allowed) */
495 if ((randint0(100) < dun_tun_jct) && possible_doorway(y, x) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS))
498 place_random_door(y, x, FALSE);
504 * @brief 長方形の空洞を生成する / Make an empty square floor, for the middle of rooms
505 * @param x1 長方形の左端X座標(-1)
506 * @param x2 長方形の右端X座標(+1)
507 * @param y1 長方形の上端Y座標(-1)
508 * @param y2 長方形の下端Y座標(+1)
512 void place_floor(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
516 /* Place a full floor under the room */
517 for (y = y1 - 1; y <= y2 + 1; y++)
519 for (x = x1 - 1; x <= x2 + 1; x++)
521 place_floor_bold(y, x);
522 add_cave_info(y, x, CAVE_ROOM);
523 if (light) add_cave_info(y, x, CAVE_GLOW);
530 * @brief 長方形の部屋を生成する / Make an empty square room, only floor and wall grids
531 * @param x1 長方形の左端X座標(-1)
532 * @param x2 長方形の右端X座標(+1)
533 * @param y1 長方形の上端Y座標(-1)
534 * @param y2 長方形の下端Y座標(+1)
538 void place_room(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
542 place_floor(x1, x2, y1, y2, light);
544 /* Walls around the room */
545 for (y = y1 - 1; y <= y2 + 1; y++)
547 place_outer_bold(y, x1 - 1);
548 place_outer_bold(y, x2 + 1);
550 for (x = x1 - 1; x <= x2 + 1; x++)
552 place_outer_bold(y1 - 1, x);
553 place_outer_bold(y2 + 1, x);
559 * @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
560 * @param y 配置したい中心マスのY座標
561 * @param x 配置したい中心マスのX座標
565 * Only really called by some of the "vault" routines.
567 void vault_objects(POSITION y, POSITION x, int num)
570 int i = 0, j = y, k = x;
575 /* Attempt to place 'num' objects */
576 for (; num > 0; --num)
578 /* Try up to 11 spots looking for empty space */
579 for (i = 0; i < 11; ++i)
581 /* Pick a random location */
582 while (dummy < SAFE_MAX_ATTEMPTS)
584 j = rand_spread(y, 2);
585 k = rand_spread(x, 3);
587 if (!in_bounds(j, k)) continue;
591 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
593 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!"));
596 /* Require "clean" floor space */
597 g_ptr = ¤t_floor_ptr->grid_array[j][k];
598 if (!is_floor_grid(g_ptr) || g_ptr->o_idx) continue;
600 if (randint0(100) < 75)
602 place_object(j, k, 0L);
609 /* Placement accomplished */
616 * @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
617 * @param y トラップを配置したいマスの中心Y座標
618 * @param x トラップを配置したいマスの中心X座標
619 * @param yd Y方向の配置分散マス数
620 * @param xd X方向の配置分散マス数
623 * Only really called by some of the "vault" routines.
625 void vault_trap_aux(POSITION y, POSITION x, POSITION yd, POSITION xd)
627 int count = 0, y1 = y, x1 = x;
633 for (count = 0; count <= 5; count++)
636 while (dummy < SAFE_MAX_ATTEMPTS)
638 y1 = rand_spread(y, yd);
639 x1 = rand_spread(x, xd);
641 if (!in_bounds(y1, x1)) continue;
645 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
647 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!"));
650 /* Require "naked" floor grids */
651 g_ptr = ¤t_floor_ptr->grid_array[y1][x1];
652 if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
662 * @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
663 * @param y トラップを配置したいマスの中心Y座標
664 * @param x トラップを配置したいマスの中心X座標
665 * @param yd Y方向の配置分散マス数
666 * @param xd X方向の配置分散マス数
667 * @param num 配置したいトラップの数
670 * Only really called by some of the "vault" routines.
672 void vault_traps(POSITION y, POSITION x, POSITION yd, POSITION xd, int num)
676 for (i = 0; i < num; i++)
678 vault_trap_aux(y, x, yd, xd);
683 * @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
684 * @param y1 モンスターを配置したいマスの中心Y座標
685 * @param x1 モンスターを配置したいマスの中心X座標
686 * @param num 配置したいモンスターの数
689 * Only really called by some of the "vault" routines.
691 void vault_monsters(POSITION y1, POSITION x1, int num)
697 /* Try to summon "num" monsters "near" the given location */
698 for (k = 0; k < num; k++)
700 /* Try nine locations */
701 for (i = 0; i < 9; i++)
705 /* Pick a nearby location */
706 scatter(&y, &x, y1, x1, d, 0);
708 /* Require "empty" floor grids */
709 g_ptr = ¤t_floor_ptr->grid_array[y][x];
710 if (!cave_empty_grid(g_ptr)) continue;
712 /* Place the monster (allow groups) */
713 current_floor_ptr->monster_level = current_floor_ptr->base_level + 2;
714 (void)place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
715 current_floor_ptr->monster_level = current_floor_ptr->base_level;
721 * @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.)
722 * @param x チェックするマスのX座標
723 * @param y チェックするマスのY座標
724 * @return 床系地形ならばTRUE
726 bool get_is_floor(POSITION x, POSITION y)
728 if (!in_bounds(y, x))
734 /* Do the real check */
735 if (is_floor_bold(y, x)) return (TRUE);
741 * @brief 指定のマスを床地形に変える / Set a square to be floor. (Includes range checking.)
742 * @param x 地形を変えたいマスのX座標
743 * @param y 地形を変えたいマスのY座標
746 void set_floor(POSITION x, POSITION y)
748 if (!in_bounds(y, x))
754 if (current_floor_ptr->grid_array[y][x].info & CAVE_ROOM)
756 /* A room border don't touch. */
760 /* Set to be floor if is a wall (don't touch lakes). */
761 if (is_extra_bold(y, x))
762 place_floor_bold(y, x);
766 * @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
767 * @param g_ptr 永久壁を配置したいマス構造体の参照ポインタ
770 void place_bound_perm_wall(grid_type *g_ptr)
772 if (bound_walls_perm)
774 /* Clear boundary mimic */
779 feature_type *f_ptr = &f_info[g_ptr->feat];
781 /* Hack -- Decline boundary walls with known treasure */
782 if ((have_flag(f_ptr->flags, FF_HAS_GOLD) || have_flag(f_ptr->flags, FF_HAS_ITEM)) &&
783 !have_flag(f_ptr->flags, FF_SECRET))
784 g_ptr->feat = feat_state(g_ptr->feat, FF_ENSECRET);
786 /* Set boundary mimic */
787 g_ptr->mimic = g_ptr->feat;
790 /* Add "solid" perma-wall */
791 place_solid_perm_grid(g_ptr);
795 * @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
796 * @param g_ptr マス構造体の参照ポインタ
797 * @return 看破済みの罠があるならTRUEを返す。
799 bool is_known_trap(grid_type *g_ptr)
801 if (!g_ptr->mimic && !cave_have_flag_grid(g_ptr, FF_SECRET) &&
802 is_trap(g_ptr->feat)) return TRUE;
810 * @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
811 * @param g_ptr マス構造体の参照ポインタ
812 * @return 隠されたドアがあるならTRUEを返す。
814 bool is_hidden_door(grid_type *g_ptr)
816 if ((g_ptr->mimic || cave_have_flag_grid(g_ptr, FF_SECRET)) &&
817 is_closed_door(g_ptr->feat))
823 #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 */
827 * @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
830 * @return 指定された座標に照明がかかっているならTRUEを返す。。
832 bool check_local_illumination(POSITION y, POSITION x)
834 /* Hack -- move towards player */
835 POSITION yy = (y < p_ptr->y) ? (y + 1) : (y > p_ptr->y) ? (y - 1) : y;
836 POSITION xx = (x < p_ptr->x) ? (x + 1) : (x > p_ptr->x) ? (x - 1) : x;
838 /* Check for "local" illumination */
840 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
842 /* Check for "complex" illumination */
843 if ((feat_supports_los(get_feat_mimic(¤t_floor_ptr->grid_array[yy][xx])) &&
844 (current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW)) ||
845 (feat_supports_los(get_feat_mimic(¤t_floor_ptr->grid_array[y][xx])) &&
846 (current_floor_ptr->grid_array[y][xx].info & CAVE_GLOW)) ||
847 (feat_supports_los(get_feat_mimic(¤t_floor_ptr->grid_array[yy][x])) &&
848 (current_floor_ptr->grid_array[yy][x].info & CAVE_GLOW)))
854 #else /* COMPLEX_WALL_ILLUMINATION */
856 /* Check for "simple" illumination */
857 return (current_floor_ptr->grid_array[yy][xx].info & CAVE_GLOW) ? TRUE : FALSE;
859 #endif /* COMPLEX_WALL_ILLUMINATION */
863 /*! 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 */
864 #define update_local_illumination_aux(Y, X) \
866 if (player_has_los_bold((Y), (X))) \
868 /* Update the monster */ \
869 if (current_floor_ptr->grid_array[(Y)][(X)].m_idx) update_monster(current_floor_ptr->grid_array[(Y)][(X)].m_idx, FALSE); \
871 /* Notice and redraw */ \
872 note_spot((Y), (X)); \
873 lite_spot((Y), (X)); \
878 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
883 void update_local_illumination(POSITION y, POSITION x)
888 if (!in_bounds(y, x)) return;
890 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
892 if ((y != p_ptr->y) && (x != p_ptr->x))
894 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
895 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
896 update_local_illumination_aux(yy, xx);
897 update_local_illumination_aux(y, xx);
898 update_local_illumination_aux(yy, x);
900 else if (x != p_ptr->x) /* y == p_ptr->y */
902 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
903 for (i = -1; i <= 1; i++)
906 update_local_illumination_aux(yy, xx);
909 update_local_illumination_aux(yy, x);
911 update_local_illumination_aux(yy, x);
913 else if (y != p_ptr->y) /* x == p_ptr->x */
915 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
916 for (i = -1; i <= 1; i++)
919 update_local_illumination_aux(yy, xx);
922 update_local_illumination_aux(y, xx);
924 update_local_illumination_aux(y, xx);
926 else /* Player's grid */
928 for (i = 0; i < 8; i++)
932 update_local_illumination_aux(yy, xx);
936 #else /* COMPLEX_WALL_ILLUMINATION */
938 if ((y != p_ptr->y) && (x != p_ptr->x))
940 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
941 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
942 update_local_illumination_aux(yy, xx);
944 else if (x != p_ptr->x) /* y == p_ptr->y */
946 xx = (x < p_ptr->x) ? (x - 1) : (x + 1);
947 for (i = -1; i <= 1; i++)
950 update_local_illumination_aux(yy, xx);
953 else if (y != p_ptr->y) /* x == p_ptr->x */
955 yy = (y < p_ptr->y) ? (y - 1) : (y + 1);
956 for (i = -1; i <= 1; i++)
959 update_local_illumination_aux(yy, xx);
962 else /* Player's grid */
964 for (i = 0; i < 8; i++)
968 update_local_illumination_aux(yy, xx);
972 #endif /* COMPLEX_WALL_ILLUMINATION */
977 * @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?
980 * @return 視覚に収められる状態ならTRUEを返す
982 * He must have vision, illumination, and line of sight.\n
984 * Note -- "CAVE_LITE" is only set if the "torch" has "los()".\n
985 * So, given "CAVE_LITE", we know that the grid is "fully visible".\n
987 * Note that "CAVE_GLOW" makes little sense for a wall, since it would mean\n
988 * that a wall is visible from any direction. That would be odd. Except\n
989 * under wizard light, which might make sense. Thus, for walls, we require\n
990 * not only that they be "CAVE_GLOW", but also, that they be adjacent to a\n
991 * grid which is not only "CAVE_GLOW", but which is a non-wall, and which is\n
992 * in line of sight of the player.\n
994 * This extra check is expensive, but it provides a more "correct" semantics.\n
996 * Note that we should not run this check on walls which are "outer walls" of\n
997 * the dungeon, or we will induce a memory fault, but actually verifying all\n
998 * of the locations would be extremely expensive.\n
1000 * Thus, to speed up the function, we assume that all "perma-walls" which are\n
1001 * "CAVE_GLOW" are "illuminated" from all sides. This is correct for all cases\n
1002 * except "vaults" and the "buildings" in town. But the town is a hack anyway,\n
1003 * and the player has more important things on his mind when he is attacking a\n
1004 * monster vault. It is annoying, but an extremely important optimization.\n
1006 * Note that "glowing walls" are only considered to be "illuminated" if the\n
1007 * grid which is next to the wall in the direction of the player is also a\n
1008 * "glowing" grid. This prevents the player from being able to "see" the\n
1009 * walls of illuminated rooms from a corridor outside the room.\n
1011 bool player_can_see_bold(POSITION y, POSITION x)
1015 /* Blind players see nothing */
1016 if (p_ptr->blind) return FALSE;
1018 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1020 /* Note that "torch-lite" yields "illumination" */
1021 if (g_ptr->info & (CAVE_LITE | CAVE_MNLT)) return TRUE;
1023 /* Require line of sight to the grid */
1024 if (!player_has_los_bold(y, x)) return FALSE;
1026 /* Noctovision of Ninja */
1027 if (p_ptr->see_nocto) return TRUE;
1029 /* Require "perma-lite" of the grid */
1030 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) return FALSE;
1032 /* Feature code (applying "mimic" field) */
1033 /* Floors are simple */
1034 if (feat_supports_los(get_feat_mimic(g_ptr))) return TRUE;
1036 /* Check for "local" illumination */
1037 return check_local_illumination(y, x);
1041 * @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
1042 * @return 視覚に収められていないならTRUEを返す
1043 * @details player_can_see_bold()関数の返り値の否定を返している。
1047 return (!player_can_see_bold(p_ptr->y, p_ptr->x));
1052 * @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"
1055 * @return 各種の変更が可能ならTRUEを返す。
1057 * 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。
1059 bool cave_valid_bold(POSITION y, POSITION x)
1061 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1062 OBJECT_IDX this_o_idx, next_o_idx = 0;
1064 /* Forbid perma-grids */
1065 if (cave_perma_grid(g_ptr)) return (FALSE);
1068 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1071 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1072 next_o_idx = o_ptr->next_o_idx;
1074 /* Forbid artifact grids */
1075 if (object_is_artifact(o_ptr)) return (FALSE);
1085 * Place an attr/char pair at the given map coordinate, if legal.
1087 void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x)
1089 /* Only do "legal" locations */
1090 if (panel_contains(y, x))
1092 /* Hack -- fake monochrome */
1095 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1096 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
1097 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1100 /* Draw the char using the attr */
1101 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
1110 * Memorize interesting viewable object/features in the given grid
1112 * This function should only be called on "legal" grids.
1114 * This function will memorize the object and/or feature in the given
1115 * grid, if they are (1) viewable and (2) interesting. Note that all
1116 * objects are interesting, all terrain features except floors (and
1117 * invisible traps) are interesting, and floors (and invisible traps)
1118 * are interesting sometimes (depending on various options involving
1119 * the illumination of floor grids).
1121 * The automatic memorization of all objects and non-floor terrain
1122 * features as soon as they are displayed allows incredible amounts
1123 * of optimization in various places, especially "map_info()".
1125 * Note that the memorization of objects is completely separate from
1126 * the memorization of terrain features, preventing annoying floor
1127 * memorization when a detected object is picked up from a dark floor,
1128 * and object memorization when an object is dropped into a floor grid
1129 * which is memorized but out-of-sight.
1131 * This function should be called every time the "memorization" of
1132 * a grid (or the object in a grid) is called into question, such
1133 * as when an object is created in a grid, when a terrain feature
1134 * "changes" from "floor" to "non-floor", when any grid becomes
1135 * "illuminated" or "viewable", and when a "floor" grid becomes
1138 * Note the relatively efficient use of this function by the various
1139 * "update_view()" and "update_lite()" calls, to allow objects and
1140 * terrain features to be memorized (and drawn) whenever they become
1141 * viewable or illuminated in any way, but not when they "maintain"
1142 * or "lose" their previous viewability or illumination.
1144 * Note the butchered "internal" version of "player_can_see_bold()",
1145 * optimized primarily for the most common cases, that is, for the
1146 * non-marked floor grids.
1148 void note_spot(POSITION y, POSITION x)
1150 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1151 OBJECT_IDX this_o_idx, next_o_idx = 0;
1153 /* Blind players see nothing */
1154 if (p_ptr->blind) return;
1156 /* Analyze non-torch-lit grids */
1157 if (!(g_ptr->info & (CAVE_LITE | CAVE_MNLT)))
1159 /* Require line of sight to the grid */
1160 if (!(g_ptr->info & (CAVE_VIEW))) return;
1162 /* Require "perma-lite" of the grid */
1163 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW)
1166 if (!p_ptr->see_nocto) return;
1171 /* Hack -- memorize objects */
1172 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1174 object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
1175 next_o_idx = o_ptr->next_o_idx;
1177 /* Memorize objects */
1178 o_ptr->marked |= OM_FOUND;
1182 /* Hack -- memorize grids */
1183 if (!(g_ptr->info & (CAVE_MARK)))
1185 /* Feature code (applying "mimic" field) */
1186 feature_type *f_ptr = &f_info[get_feat_mimic(g_ptr)];
1188 /* Memorize some "boring" grids */
1189 if (!have_flag(f_ptr->flags, FF_REMEMBER))
1191 /* Option -- memorize all torch-lit floors */
1192 if (view_torch_grids &&
1193 ((g_ptr->info & (CAVE_LITE | CAVE_MNLT)) || p_ptr->see_nocto))
1195 g_ptr->info |= (CAVE_MARK);
1198 /* Option -- memorize all perma-lit floors */
1199 else if (view_perma_grids && ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW))
1201 g_ptr->info |= (CAVE_MARK);
1205 /* Memorize normal grids */
1206 else if (have_flag(f_ptr->flags, FF_LOS))
1208 g_ptr->info |= (CAVE_MARK);
1211 /* Memorize torch-lit walls */
1212 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT))
1214 g_ptr->info |= (CAVE_MARK);
1217 /* Memorize walls seen by noctovision of Ninja */
1218 else if (p_ptr->see_nocto)
1220 g_ptr->info |= (CAVE_MARK);
1223 /* Memorize certain non-torch-lit wall grids */
1224 else if (check_local_illumination(y, x))
1226 g_ptr->info |= (CAVE_MARK);
1230 /* Memorize terrain of the grid */
1231 g_ptr->info |= (CAVE_KNOWN);
1235 * Redraw (on the screen) a given MAP location
1237 * This function should only be called on "legal" grids
1239 void lite_spot(POSITION y, POSITION x)
1241 /* Redraw if on screen */
1242 if (panel_contains(y, x) && in_bounds2(y, x))
1249 map_info(y, x, &a, &c, &ta, &tc);
1251 /* Hack -- fake monochrome */
1254 if (current_world_ptr->timewalk_m_idx) a = TERM_DARK;
1255 else if (IS_INVULN() || p_ptr->timewalk) a = TERM_WHITE;
1256 else if (p_ptr->wraith_form) a = TERM_L_DARK;
1259 /* Hack -- Queue it */
1260 Term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
1262 /* Update sub-windows */
1263 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1268 * Some comments on the grid flags. -BEN-
1271 * One of the major bottlenecks in previous versions of Angband was in
1272 * the calculation of "line of sight" from the player to various grids,
1273 * such as monsters. This was such a nasty bottleneck that a lot of
1274 * silly things were done to reduce the dependancy on "line of sight",
1275 * for example, you could not "see" any grids in a lit room until you
1276 * actually entered the room, and there were all kinds of bizarre grid
1277 * flags to enable this behavior. This is also why the "call light"
1278 * spells always lit an entire room.
1280 * The code below provides functions to calculate the "field of view"
1281 * for the player, which, once calculated, provides extremely fast
1282 * calculation of "line of sight from the player", and to calculate
1283 * the "field of torch lite", which, again, once calculated, provides
1284 * extremely fast calculation of "which grids are lit by the player's
1285 * lite source". In addition to marking grids as "GRID_VIEW" and/or
1286 * "GRID_LITE", as appropriate, these functions maintain an array for
1287 * each of these two flags, each array containing the locations of all
1288 * of the grids marked with the appropriate flag, which can be used to
1289 * very quickly scan through all of the grids in a given set.
1291 * To allow more "semantically valid" field of view semantics, whenever
1292 * the field of view (or the set of torch lit grids) changes, all of the
1293 * grids in the field of view (or the set of torch lit grids) are "drawn"
1294 * so that changes in the world will become apparent as soon as possible.
1295 * This has been optimized so that only grids which actually "change" are
1296 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
1297 * of the grids which are entering or leaving the relevent set of grids.
1299 * These new methods are so efficient that the old nasty code was removed.
1301 * Note that there is no reason to "update" the "viewable space" unless
1302 * the player "moves", or walls/doors are created/destroyed, and there
1303 * is no reason to "update" the "torch lit grids" unless the field of
1304 * view changes, or the "light radius" changes. This means that when
1305 * the player is resting, or digging, or doing anything that does not
1306 * involve movement or changing the state of the dungeon, there is no
1307 * need to update the "view" or the "lite" regions, which is nice.
1309 * Note that the calls to the nasty "los()" function have been reduced
1310 * to a bare minimum by the use of the new "field of view" calculations.
1312 * I wouldn't be surprised if slight modifications to the "update_view()"
1313 * function would allow us to determine "reverse line-of-sight" as well
1314 * as "normal line-of-sight", which would allow monsters to use a more
1315 * "correct" calculation to determine if they can "see" the player. For
1316 * now, monsters simply "cheat" somewhat and assume that if the player
1317 * has "line of sight" to the monster, then the monster can "pretend"
1318 * that it has "line of sight" to the player.
1321 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
1322 * grid and maintains an array of all "CAVE_LITE" grids.
1324 * This set of grids is the complete set of all grids which are lit by
1325 * the players light source, which allows the "player_can_see_bold()"
1326 * function to work very quickly.
1328 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
1329 * fact, the player (unless blind) can always "see" all grids which are
1330 * marked as "CAVE_LITE", unless they are "off screen".
1333 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
1334 * grid and maintains an array of all "CAVE_VIEW" grids.
1336 * This set of grids is the complete set of all grids within line of sight
1337 * of the player, allowing the "player_has_los_bold()" macro to work very
1341 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
1342 * temporary internal flag to mark those grids which are not only in view,
1343 * but which are also "easily" in line of sight of the player. This flag
1344 * is always cleared when we are done.
1347 * The current "update_lite()" and "update_view()" algorithms use the
1348 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
1349 * to keep track of which grids were previously marked as "CAVE_LITE" or
1350 * "CAVE_VIEW", which allows us to optimize the "screen updates".
1352 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
1353 * for various other purposes, such as spreading lite or darkness during
1354 * "lite_room()" / "unlite_room()", and for calculating monster flow.
1357 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
1358 * in some way permanently lit. However, for the player to "see" anything
1359 * in the grid, as determined by "player_can_see()", the player must not be
1360 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
1361 * grids, even if marked as "perma lit", are only illuminated if they touch
1362 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
1365 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
1366 * that even if the player cannot "see" the grid, he "knows" the terrain in
1367 * that grid. This is used to "remember" walls/doors/stairs/floors when they
1368 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
1369 * or when one of the "memorize floor grids" options induces memorization.
1371 * Objects are "memorized" in a different way, using a special "marked" flag
1372 * on the object itself, which is set when an object is observed or detected.
1375 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
1376 * and should be illuminated by "lite room" and "darkness" spells.
1379 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
1380 * and should be unavailable for "teleportation" destinations.
1383 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
1384 * which is observed, and the "view_torch_grids" allows the player to memorize
1385 * every torch-lit grid. The player will always memorize important walls,
1386 * doors, stairs, and other terrain features, as well as any "detected" grids.
1388 * Note that the new "update_view()" method allows, among other things, a room
1389 * to be "partially" seen as the player approaches it, with a growing cone of
1390 * floor appearing as the player gets closer to the door. Also, by not turning
1391 * on the "memorize perma-lit grids" option, the player will only "see" those
1392 * floor grids which are actually in line of sight.
1394 * And my favorite "plus" is that you can now use a special option to draw the
1395 * "floors" in the "viewable region" brightly (actually, to draw the *other*
1396 * grids dimly), providing a "pretty" effect as the player runs around, and
1397 * to efficiently display the "torch lite" in a special color.
1400 * Some comments on the "update_view()" algorithm...
1402 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
1403 * and only has to call "los()" on the borderline cases. The major axes/diags
1404 * even terminate early when they hit walls. I need to find a quick way
1405 * to "terminate" the other scans.
1407 * Note that in the worst case (a big empty area with say 5% scattered walls),
1408 * each of the 1500 or so nearby grids is checked once, most of them getting
1409 * an "instant" rating, and only a small portion requiring a call to "los()".
1411 * The only time that the algorithm appears to be "noticeably" too slow is
1412 * when running, and this is usually only important in town, since the town
1413 * provides about the worst scenario possible, with large open regions and
1414 * a few scattered obstructions. There is a special "efficiency" option to
1415 * allow the player to reduce his field of view in town, if needed.
1417 * In the "best" case (say, a normal stretch of corridor), the algorithm
1418 * makes one check for each viewable grid, and makes no calls to "los()".
1419 * So running in corridors is very fast, and if a lot of monsters are
1420 * nearby, it is much faster than the old methods.
1422 * Note that resting, most normal commands, and several forms of running,
1423 * plus all commands executed near large groups of monsters, are strictly
1424 * more efficient with "update_view()" that with the old "compute los() on
1425 * demand" method, primarily because once the "field of view" has been
1426 * calculated, it does not have to be recalculated until the player moves
1427 * (or a wall or door is created or destroyed).
1429 * Note that we no longer have to do as many "los()" checks, since once the
1430 * "view" region has been built, very few things cause it to be "changed"
1431 * (player movement, and the opening/closing of doors, changes in wall status).
1432 * Note that door/wall changes are only relevant when the door/wall itself is
1433 * in the "view" region.
1435 * The algorithm seems to only call "los()" from zero to ten times, usually
1436 * only when coming down a corridor into a room, or standing in a room, just
1437 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
1438 * we will be reducing the calls to "los()".
1440 * I am thinking in terms of an algorithm that "walks" from the central point
1441 * out to the maximal "distance", at each point, determining the "view" code
1442 * (above). For each grid not on a major axis or diagonal, the "view" code
1443 * depends on the "cave_los_bold()" and "view" of exactly two other grids
1444 * (the one along the nearest diagonal, and the one next to that one, see
1445 * "update_view_aux()"...).
1447 * We "memorize" the viewable space array, so that at the cost of under 3000
1448 * bytes, we reduce the time taken by "forget_view()" to one assignment for
1449 * each grid actually in the "viewable space". And for another 3000 bytes,
1450 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
1451 * are also used by other routines, thus reducing the cost to almost nothing.
1453 * A similar thing is done for "forget_lite()" in which case the savings are
1454 * much less, but save us from doing bizarre maintenance checking.
1456 * In the worst "normal" case (in the middle of the town), the reachable space
1457 * actually reaches to more than half of the largest possible "circle" of view,
1458 * or about 800 grids, and in the worse case (in the middle of a dungeon level
1459 * where all the walls have been removed), the reachable space actually reaches
1460 * the theoretical maximum size of just under 1500 grids.
1462 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
1463 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
1464 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
1465 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
1466 * entire possible space (including initialization) in one step per grid. If
1467 * we do the "clearing" as a separate step (and use an array of "view" grids),
1468 * then the clearing will take as many steps as grids that were viewed, and the
1469 * algorithm will be able to "stop" scanning at various points.
1470 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
1474 * Mega-Hack -- Delayed visual update
1475 * Only used if update_view(), update_lite() or update_mon_lite() was called
1477 void delayed_visual_update(void)
1483 /* Update needed grids */
1484 for (i = 0; i < current_floor_ptr->redraw_n; i++)
1486 y = current_floor_ptr->redraw_y[i];
1487 x = current_floor_ptr->redraw_x[i];
1488 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1490 /* Update only needed grids (prevent multiple updating) */
1491 if (!(g_ptr->info & CAVE_REDRAW)) continue;
1493 /* If required, note */
1494 if (g_ptr->info & CAVE_NOTE) note_spot(y, x);
1498 /* Hack -- Visual update of monster on this grid */
1499 if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
1501 /* No longer in the array */
1502 g_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW);
1506 current_floor_ptr->redraw_n = 0;
1511 * Hack -- forget the "flow" information
1513 void forget_flow(void)
1517 /* Check the entire dungeon */
1518 for (y = 0; y < current_floor_ptr->height; y++)
1520 for (x = 0; x < current_floor_ptr->width; x++)
1522 /* Forget the old data */
1523 current_floor_ptr->grid_array[y][x].dist = 0;
1524 current_floor_ptr->grid_array[y][x].cost = 0;
1525 current_floor_ptr->grid_array[y][x].when = 0;
1532 * Hack - speed up the update_flow algorithm by only doing
1533 * it everytime the player moves out of LOS of the last
1536 static POSITION flow_x = 0;
1537 static POSITION flow_y = 0;
1542 * Hack -- fill in the "cost" field of every grid that the player
1543 * can "reach" with the number of steps needed to reach that grid.
1544 * This also yields the "distance" of the player from every grid.
1546 * In addition, mark the "when" of the grids that can reach
1547 * the player with the incremented value of "flow_n".
1549 * Hack -- use the "seen" array as a "circular queue".
1551 * We do not need a priority queue because the cost from grid
1552 * to grid is always "one" and we process them in order.
1554 void update_flow(void)
1561 /* Paranoia -- make sure the array is empty */
1562 if (tmp_pos.n) return;
1564 /* The last way-point is on the map */
1565 if (running && in_bounds(flow_y, flow_x))
1567 /* The way point is in sight - do not update. (Speedup) */
1568 if (current_floor_ptr->grid_array[flow_y][flow_x].info & CAVE_VIEW) return;
1571 /* Erase all of the current flow information */
1572 for (y = 0; y < current_floor_ptr->height; y++)
1574 for (x = 0; x < current_floor_ptr->width; x++)
1576 current_floor_ptr->grid_array[y][x].cost = 0;
1577 current_floor_ptr->grid_array[y][x].dist = 0;
1581 /* Save player position */
1585 /* Add the player's grid to the queue */
1586 tmp_pos.y[0] = p_ptr->y;
1587 tmp_pos.x[0] = p_ptr->x;
1589 /* Now process the queue */
1590 while (flow_head != flow_tail)
1594 /* Extract the next entry */
1595 ty = tmp_pos.y[flow_tail];
1596 tx = tmp_pos.x[flow_tail];
1598 /* Forget that entry */
1599 if (++flow_tail == TEMP_MAX) flow_tail = 0;
1601 /* Add the "children" */
1602 for (d = 0; d < 8; d++)
1604 int old_head = flow_head;
1605 byte_hack m = current_floor_ptr->grid_array[ty][tx].cost + 1;
1606 byte_hack n = current_floor_ptr->grid_array[ty][tx].dist + 1;
1609 /* Child location */
1610 y = ty + ddy_ddd[d];
1611 x = tx + ddx_ddd[d];
1613 /* Ignore player's grid */
1614 if (player_bold(y, x)) continue;
1616 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1618 if (is_closed_door(g_ptr->feat)) m += 3;
1620 /* Ignore "pre-stamped" entries */
1621 if (g_ptr->dist != 0 && g_ptr->dist <= n && g_ptr->cost <= m) continue;
1623 /* Ignore "walls" and "rubble" */
1624 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(g_ptr->feat)) continue;
1626 /* Save the flow cost */
1627 if (g_ptr->cost == 0 || g_ptr->cost > m) g_ptr->cost = m;
1628 if (g_ptr->dist == 0 || g_ptr->dist > n) g_ptr->dist = n;
1630 /* Hack -- limit flow depth */
1631 if (n == MONSTER_FLOW_DEPTH) continue;
1633 /* Enqueue that entry */
1634 tmp_pos.y[flow_head] = y;
1635 tmp_pos.x[flow_head] = x;
1637 /* Advance the queue */
1638 if (++flow_head == TEMP_MAX) flow_head = 0;
1640 /* Hack -- notice overflow by forgetting new entry */
1641 if (flow_head == flow_tail) flow_head = old_head;
1647 static int scent_when = 0;
1650 * Characters leave scent trails for perceptive monsters to track.
1652 * Smell is rather more limited than sound. Many creatures cannot use
1653 * it at all, it doesn't extend very far outwards from the character's
1654 * current position, and monsters can use it to home in the character,
1655 * but not to run away from him.
1657 * Smell is valued according to age. When a character takes his current_world_ptr->game_turn,
1658 * scent is aged by one, and new scent of the current age is laid down.
1659 * Speedy characters leave more scent, true, but it also ages faster,
1660 * which makes it harder to hunt them down.
1662 * Whenever the age count loops, most of the scent trail is erased and
1663 * the age of the remainder is recalculated.
1665 void update_smell(void)
1670 /* Create a table that controls the spread of scent */
1671 const int scent_adjust[5][5] =
1680 /* Loop the age and adjust scent values when necessary */
1681 if (++scent_when == 254)
1683 /* Scan the entire dungeon */
1684 for (y = 0; y < current_floor_ptr->height; y++)
1686 for (x = 0; x < current_floor_ptr->width; x++)
1688 int w = current_floor_ptr->grid_array[y][x].when;
1689 current_floor_ptr->grid_array[y][x].when = (w > 128) ? (w - 128) : 0;
1698 /* Lay down new scent */
1699 for (i = 0; i < 5; i++)
1701 for (j = 0; j < 5; j++)
1705 /* Translate table to map grids */
1706 y = i + p_ptr->y - 2;
1707 x = j + p_ptr->x - 2;
1710 if (!in_bounds(y, x)) continue;
1712 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1714 /* Walls, water, and lava cannot hold scent. */
1715 if (!cave_have_flag_grid(g_ptr, FF_MOVE) && !is_closed_door(g_ptr->feat)) continue;
1717 /* Grid must not be blocked by walls from the character */
1718 if (!player_has_los_bold(y, x)) continue;
1720 /* Note grids that are too far away */
1721 if (scent_adjust[i][j] == -1) continue;
1723 /* Mark the grid with new scent */
1724 g_ptr->when = scent_when + scent_adjust[i][j];
1732 * Change the "feat" flag for a grid, and notice/redraw the grid
1734 void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat)
1736 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1737 feature_type *f_ptr = &f_info[feat];
1738 bool old_los, old_mirror;
1740 if (!character_dungeon)
1742 /* Clear mimic type */
1745 /* Change the feature */
1748 /* Hack -- glow the GLOW terrain */
1749 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1754 for (i = 0; i < 9; i++)
1756 yy = y + ddy_ddd[i];
1757 xx = x + ddx_ddd[i];
1758 if (!in_bounds2(yy, xx)) continue;
1759 current_floor_ptr->grid_array[yy][xx].info |= CAVE_GLOW;
1766 old_los = cave_have_flag_bold(y, x, FF_LOS);
1767 old_mirror = is_mirror_grid(g_ptr);
1769 /* Clear mimic type */
1772 /* Change the feature */
1775 /* Remove flag for mirror/glyph */
1776 g_ptr->info &= ~(CAVE_OBJECT);
1778 if (old_mirror && (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1780 g_ptr->info &= ~(CAVE_GLOW);
1781 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
1783 update_local_illumination(y, x);
1786 /* Check for change to boring grid */
1787 if (!have_flag(f_ptr->flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
1788 if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
1793 /* Check if los has changed */
1794 if (old_los ^ have_flag(f_ptr->flags, FF_LOS))
1797 #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */
1799 update_local_illumination(y, x);
1801 #endif /* COMPLEX_WALL_ILLUMINATION */
1803 /* Update the visuals */
1804 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_MONSTERS);
1807 /* Hack -- glow the GLOW terrain */
1808 if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
1814 for (i = 0; i < 9; i++)
1816 yy = y + ddy_ddd[i];
1817 xx = x + ddx_ddd[i];
1818 if (!in_bounds2(yy, xx)) continue;
1819 cc_ptr = ¤t_floor_ptr->grid_array[yy][xx];
1820 cc_ptr->info |= CAVE_GLOW;
1822 if (player_has_los_grid(cc_ptr))
1824 if (cc_ptr->m_idx) update_monster(cc_ptr->m_idx, FALSE);
1831 update_local_illumination(yy, xx);
1834 if (p_ptr->special_defense & NINJA_S_STEALTH)
1836 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
1842 FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat)
1844 feature_type *f_ptr = &f_info[newfeat];
1846 if (have_flag(f_ptr->flags, FF_CONVERT))
1848 switch (f_ptr->subtype)
1850 case CONVERT_TYPE_FLOOR:
1851 return feat_ground_type[randint0(100)];
1852 case CONVERT_TYPE_WALL:
1853 return feat_wall_type[randint0(100)];
1854 case CONVERT_TYPE_INNER:
1855 return feat_wall_inner;
1856 case CONVERT_TYPE_OUTER:
1857 return feat_wall_outer;
1858 case CONVERT_TYPE_SOLID:
1859 return feat_wall_solid;
1860 case CONVERT_TYPE_STREAM1:
1861 return d_info[p_ptr->dungeon_idx].stream1;
1862 case CONVERT_TYPE_STREAM2:
1863 return d_info[p_ptr->dungeon_idx].stream2;
1868 else return newfeat;
1873 * Take a feature, determine what that feature becomes
1874 * through applying the given action.
1876 FEAT_IDX feat_state(FEAT_IDX feat, int action)
1878 feature_type *f_ptr = &f_info[feat];
1881 /* Get the new feature */
1882 for (i = 0; i < MAX_FEAT_STATES; i++)
1884 if (f_ptr->state[i].action == action) return conv_dungeon_feat(f_ptr->state[i].result);
1887 if (have_flag(f_ptr->flags, FF_PERMANENT)) return feat;
1889 return (feature_action_flags[action] & FAF_DESTROY) ? conv_dungeon_feat(f_ptr->destroyed) : feat;
1893 * Takes a location and action and changes the feature at that
1894 * location through applying the given action.
1896 void cave_alter_feat(POSITION y, POSITION x, int action)
1898 /* Set old feature */
1899 FEAT_IDX oldfeat = current_floor_ptr->grid_array[y][x].feat;
1901 /* Get the new feat */
1902 FEAT_IDX newfeat = feat_state(oldfeat, action);
1905 if (newfeat == oldfeat) return;
1907 /* Set the new feature */
1908 cave_set_feat(y, x, newfeat);
1910 if (!(feature_action_flags[action] & FAF_NO_DROP))
1912 feature_type *old_f_ptr = &f_info[oldfeat];
1913 feature_type *f_ptr = &f_info[newfeat];
1917 if (have_flag(old_f_ptr->flags, FF_HAS_GOLD) && !have_flag(f_ptr->flags, FF_HAS_GOLD))
1919 /* Place some gold */
1925 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)))
1928 place_object(y, x, 0L);
1932 if (found && character_dungeon && player_can_see_bold(y, x))
1934 msg_print(_("何かを発見した!", "You have found something!"));
1938 if (feature_action_flags[action] & FAF_CRASH_GLASS)
1940 feature_type *old_f_ptr = &f_info[oldfeat];
1942 if (have_flag(old_f_ptr->flags, FF_GLASS) && character_dungeon)
1944 project(PROJECT_WHO_GLASS_SHARDS, 1, y, x, MIN(current_floor_ptr->dun_level, 100) / 4, GF_SHARDS,
1945 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1951 /* Remove a mirror */
1952 void remove_mirror(POSITION y, POSITION x)
1954 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1956 /* Remove the mirror */
1957 g_ptr->info &= ~(CAVE_OBJECT);
1960 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
1962 g_ptr->info &= ~(CAVE_GLOW);
1963 if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
1964 if (g_ptr->m_idx) update_monster(g_ptr->m_idx, FALSE);
1966 update_local_illumination(y, x);
1976 * Return TRUE if there is a mirror on the grid.
1978 bool is_mirror_grid(grid_type *g_ptr)
1980 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MIRROR))
1988 * Return TRUE if there is a mirror on the grid.
1990 bool is_glyph_grid(grid_type *g_ptr)
1992 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_GLYPH))
2000 * Return TRUE if there is a mirror on the grid.
2002 bool is_explosive_rune_grid(grid_type *g_ptr)
2004 if ((g_ptr->info & CAVE_OBJECT) && have_flag(f_info[g_ptr->mimic].flags, FF_MINOR_GLYPH))
2011 * @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。
2012 * @param m_idx モンスターID
2016 * @return テレポート先として妥当ならばtrue
2018 bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode)
2020 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2021 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2022 feature_type *f_ptr = &f_info[g_ptr->feat];
2024 /* Require "teleportable" space */
2025 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
2027 if (g_ptr->m_idx && (g_ptr->m_idx != m_idx)) return FALSE;
2028 if (player_bold(y, x)) return FALSE;
2030 /* Hack -- no teleport onto glyph of warding */
2031 if (is_glyph_grid(g_ptr)) return FALSE;
2032 if (is_explosive_rune_grid(g_ptr)) return FALSE;
2034 if (!(mode & TELEPORT_PASSIVE))
2036 if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE;
2043 * @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。
2047 * @return テレポート先として妥当ならばtrue
2049 bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode)
2051 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2052 feature_type *f_ptr = &f_info[g_ptr->feat];
2054 /* Require "teleportable" space */
2055 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
2057 /* No magical teleporting into vaults and such */
2058 if (!(mode & TELEPORT_NONMAGICAL) && (g_ptr->info & CAVE_ICKY)) return FALSE;
2060 if (g_ptr->m_idx && (g_ptr->m_idx != p_ptr->riding)) return FALSE;
2062 /* don't teleport on a trap. */
2063 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) return FALSE;
2065 if (!(mode & TELEPORT_PASSIVE))
2067 if (!player_can_enter(g_ptr->feat, 0)) return FALSE;
2069 if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP))
2071 if (!p_ptr->levitation && !p_ptr->can_swim) return FALSE;
2074 if (have_flag(f_ptr->flags, FF_LAVA) && !p_ptr->immune_fire && !IS_INVULN())
2076 /* Always forbid deep lava */
2077 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
2079 /* Forbid shallow lava when the player don't have levitation */
2080 if (!p_ptr->levitation) return FALSE;
2089 * @brief 地形は開くものであって、かつ開かれているかを返す /
2090 * Attempt to open the given chest at the given location
2092 * @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
2094 bool is_open(FEAT_IDX feat)
2096 return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
2100 * @brief プレイヤーが地形踏破可能かを返す
2101 * @param feature 判定したい地形ID
2102 * @param mode 移動に関するオプションフラグ
2103 * @return 移動可能ならばTRUEを返す
2105 bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode)
2107 feature_type *f_ptr = &f_info[feature];
2109 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);
2111 if (have_flag(f_ptr->flags, FF_PATTERN))
2113 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2116 if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
2117 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
2118 if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
2120 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;