X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fcave.c;h=5a0118f1cf64810277624c448517a73e854805be;hb=f5d7e7a38b4256114811b63e44dd04509f011dbd;hp=a15d71c449a37c581cddcf02607c99b2fbbf56b2;hpb=3116f77b04c8c90e2201836617c7b9ce2ef65907;p=hengband%2Fhengband.git diff --git a/src/cave.c b/src/cave.c index a15d71c44..5a0118f1c 100644 --- a/src/cave.c +++ b/src/cave.c @@ -1,4 +1,4 @@ -/*! +/*! * @file cave.c * @brief ダンジョンの基礎部分実装(主にマスの実装) / low level dungeon routines -BEN- * @date 2013/12/30 @@ -17,6 +17,8 @@ #include "angband.h" +#include "world.h" +#include "projection.h" static byte display_autopick; /*!< 自動拾い状態の設定フラグ */ static int match_autopick; @@ -31,18 +33,18 @@ static int feat_priority; /*!< マップ縮小表示時に表示すべき地形 * @param x2 2点目のx座標 * @return 2点間の距離 */ -int distance (int y1, int x1, int y2, int x2) +POSITION distance (POSITION y1, POSITION x1, POSITION y2, POSITION x2) { - int dy = (y1 > y2) ? (y1 - y2) : (y2 - y1); - int dx = (x1 > x2) ? (x1 - x2) : (x2 - x1); + POSITION dy = (y1 > y2) ? (y1 - y2) : (y2 - y1); + POSITION dx = (x1 > x2) ? (x1 - x2) : (x2 - x1); /* Squared distance */ - int target = (dy * dy) + (dx * dx); + POSITION target = (dy * dy) + (dx * dx); /* Approximate distance: hypot(dy,dx) = max(dy,dx) + min(dy,dx) / 2 */ - int d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1)); + POSITION d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1)); - int err; + POSITION err; /* Simple case */ if (!dy || !dx) return d; @@ -67,7 +69,7 @@ int distance (int y1, int x1, int y2, int x2) * @param feat 地形情報のID * @return 罠持ちの地形ならばTRUEを返す。 */ -bool is_trap(int feat) +bool is_trap(FEAT_IDX feat) { return have_flag(f_info[feat].flags, FF_TRAP); } @@ -90,7 +92,7 @@ bool is_known_trap(cave_type *c_ptr) * @param feat 地形情報のID * @return 閉じたドアのある地形ならばTRUEを返す。 */ -bool is_closed_door(int feat) +bool is_closed_door(FEAT_IDX feat) { feature_type *f_ptr = &f_info[feat]; @@ -154,28 +156,28 @@ bool is_hidden_door(cave_type *c_ptr) *\n * Use the "update_view()" function to determine player line-of-sight.\n */ -bool los(int y1, int x1, int y2, int x2) +bool los(POSITION y1, POSITION x1, POSITION y2, POSITION x2) { /* Delta */ - int dx, dy; + POSITION dx, dy; /* Absolute */ - int ax, ay; + POSITION ax, ay; /* Signs */ - int sx, sy; + POSITION sx, sy; /* Fractions */ - int qx, qy; + POSITION qx, qy; /* Scanners */ - int tx, ty; + POSITION tx, ty; /* Scale factors */ - int f1, f2; + POSITION f1, f2; /* Slope, or 1/Slope, of LOS */ - int m; + POSITION m; /* Extract the offset */ @@ -386,11 +388,11 @@ bool los(int y1, int x1, int y2, int x2) * @param x x座標 * @return 指定された座標に照明がかかっているならTRUEを返す。。 */ -static bool check_local_illumination(int y, int x) +static bool check_local_illumination(POSITION y, POSITION x) { /* Hack -- move towards player */ - int yy = (y < py) ? (y + 1) : (y > py) ? (y - 1) : y; - int xx = (x < px) ? (x + 1) : (x > px) ? (x - 1) : x; + POSITION yy = (y < p_ptr->y) ? (y + 1) : (y > p_ptr->y) ? (y - 1) : y; + POSITION xx = (x < p_ptr->x) ? (x + 1) : (x > p_ptr->x) ? (x - 1) : x; /* Check for "local" illumination */ @@ -423,7 +425,7 @@ static bool check_local_illumination(int y, int x) if (player_has_los_bold((Y), (X))) \ { \ /* Update the monster */ \ - if (cave[(Y)][(X)].m_idx) update_mon(cave[(Y)][(X)].m_idx, FALSE); \ + if (cave[(Y)][(X)].m_idx) update_monster(cave[(Y)][(X)].m_idx, FALSE); \ \ /* Notice and redraw */ \ note_spot((Y), (X)); \ @@ -437,25 +439,26 @@ static bool check_local_illumination(int y, int x) * @param x x座標 * @return なし */ -void update_local_illumination(int y, int x) +void update_local_illumination(POSITION y, POSITION x) { - int i, yy, xx; + int i; + POSITION yy, xx; if (!in_bounds(y, x)) return; #ifdef COMPLEX_WALL_ILLUMINATION /* COMPLEX_WALL_ILLUMINATION */ - if ((y != py) && (x != px)) + if ((y != p_ptr->y) && (x != p_ptr->x)) { - yy = (y < py) ? (y - 1) : (y + 1); - xx = (x < px) ? (x - 1) : (x + 1); + yy = (y < p_ptr->y) ? (y - 1) : (y + 1); + xx = (x < p_ptr->x) ? (x - 1) : (x + 1); update_local_illumination_aux(yy, xx); update_local_illumination_aux(y, xx); update_local_illumination_aux(yy, x); } - else if (x != px) /* y == py */ + else if (x != p_ptr->x) /* y == p_ptr->y */ { - xx = (x < px) ? (x - 1) : (x + 1); + xx = (x < p_ptr->x) ? (x - 1) : (x + 1); for (i = -1; i <= 1; i++) { yy = y + i; @@ -466,9 +469,9 @@ void update_local_illumination(int y, int x) yy = y + 1; update_local_illumination_aux(yy, x); } - else if (y != py) /* x == px */ + else if (y != p_ptr->y) /* x == p_ptr->x */ { - yy = (y < py) ? (y - 1) : (y + 1); + yy = (y < p_ptr->y) ? (y - 1) : (y + 1); for (i = -1; i <= 1; i++) { xx = x + i; @@ -491,24 +494,24 @@ void update_local_illumination(int y, int x) #else /* COMPLEX_WALL_ILLUMINATION */ - if ((y != py) && (x != px)) + if ((y != p_ptr->y) && (x != p_ptr->x)) { - yy = (y < py) ? (y - 1) : (y + 1); - xx = (x < px) ? (x - 1) : (x + 1); + yy = (y < p_ptr->y) ? (y - 1) : (y + 1); + xx = (x < p_ptr->x) ? (x - 1) : (x + 1); update_local_illumination_aux(yy, xx); } - else if (x != px) /* y == py */ + else if (x != p_ptr->x) /* y == p_ptr->y */ { - xx = (x < px) ? (x - 1) : (x + 1); + xx = (x < p_ptr->x) ? (x - 1) : (x + 1); for (i = -1; i <= 1; i++) { yy = y + i; update_local_illumination_aux(yy, xx); } } - else if (y != py) /* x == px */ + else if (y != p_ptr->y) /* x == p_ptr->x */ { - yy = (y < py) ? (y - 1) : (y + 1); + yy = (y < p_ptr->y) ? (y - 1) : (y + 1); for (i = -1; i <= 1; i++) { xx = x + i; @@ -564,7 +567,7 @@ void update_local_illumination(int y, int x) * "glowing" grid. This prevents the player from being able to "see" the\n * walls of illuminated rooms from a corridor outside the room.\n */ -bool player_can_see_bold(int y, int x) +bool player_can_see_bold(POSITION y, POSITION x) { cave_type *c_ptr; @@ -601,7 +604,7 @@ bool player_can_see_bold(int y, int x) */ bool no_lite(void) { - return (!player_can_see_bold(py, px)); + return (!player_can_see_bold(p_ptr->y, p_ptr->x)); } @@ -613,12 +616,10 @@ bool no_lite(void) * @details * 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。 */ -bool cave_valid_bold(int y, int x) +bool cave_valid_bold(POSITION y, POSITION x) { cave_type *c_ptr = &cave[y][x]; - - s16b this_o_idx, next_o_idx = 0; - + OBJECT_IDX this_o_idx, next_o_idx = 0; /* Forbid perma-grids */ if (cave_perma_grid(c_ptr)) return (FALSE); @@ -627,8 +628,6 @@ bool cave_valid_bold(int y, int x) for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) { object_type *o_ptr; - - /* Acquire object */ o_ptr = &o_list[this_o_idx]; /* Acquire next object */ @@ -662,7 +661,7 @@ static char image_object_hack[] = "?/|\\\"!$()_-=[]{},~"; * @param cp 本来のシンボル * @return なし */ -static void image_monster(byte *ap, char *cp) +static void image_monster(TERM_COLOR *ap, char *cp) { /* Random symbol from set above */ if (use_graphics) @@ -690,7 +689,7 @@ static void image_monster(byte *ap, char *cp) * @param cp 本来のシンボル * @return なし */ -static void image_object(byte *ap, char *cp) +static void image_object(TERM_COLOR *ap, char *cp) { if (use_graphics) { @@ -717,7 +716,7 @@ static void image_object(byte *ap, char *cp) * @param cp 本来のシンボル * @return なし */ -static void image_random(byte *ap, char *cp) +static void image_random(TERM_COLOR *ap, char *cp) { /* Normally, assume monsters */ if (randint0(100) < 75) @@ -796,10 +795,10 @@ static byte lighting_colours[16][2] = * @brief 調査中 * @todo コメントを付加すること */ -void apply_default_feat_lighting(byte f_attr[F_LIT_MAX], byte f_char[F_LIT_MAX]) +void apply_default_feat_lighting(TERM_COLOR f_attr[F_LIT_MAX], SYMBOL_CODE f_char[F_LIT_MAX]) { - byte s_attr = f_attr[F_LIT_STANDARD]; - byte s_char = f_char[F_LIT_STANDARD]; + TERM_COLOR s_attr = f_attr[F_LIT_STANDARD]; + SYMBOL_CODE s_char = f_char[F_LIT_STANDARD]; int i; if (is_ascii_graphics(s_attr)) /* For ASCII */ @@ -943,20 +942,20 @@ void apply_default_feat_lighting(byte f_attr[F_LIT_MAX], byte f_char[F_LIT_MAX]) * "x_ptr->xxx", is quicker than "x_info[x].xxx", if this is incorrect\n * then a whole lot of code should be changed... XXX XXX\n */ -void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp) +void map_info(POSITION y, POSITION x, TERM_COLOR *ap, char *cp, TERM_COLOR *tap, char *tcp) { /* Get the cave */ cave_type *c_ptr = &cave[y][x]; - s16b this_o_idx, next_o_idx = 0; + OBJECT_IDX this_o_idx, next_o_idx = 0; /* Feature code (applying "mimic" field) */ - s16b feat = get_feat_mimic(c_ptr); + FEAT_IDX feat = get_feat_mimic(c_ptr); /* Access floor */ feature_type *f_ptr = &f_info[feat]; - byte a; + TERM_COLOR a; byte c; /* Boring grids (floors, etc) */ @@ -1196,8 +1195,6 @@ void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp) for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) { object_type *o_ptr; - - /* Acquire object */ o_ptr = &o_list[this_o_idx]; /* Acquire next object */ @@ -1237,7 +1234,6 @@ void map_info(int y, int x, byte *ap, char *cp, byte *tap, char *tcp) /* Hack -- hallucination */ if (p_ptr->image) image_object(ap, cp); - /* Done */ break; } } @@ -1405,7 +1401,7 @@ void move_cursor_relative(int row, int col) /* * Place an attr/char pair at the given map coordinate, if legal. */ -void print_rel(char c, byte a, int y, int x) +void print_rel(char c, byte a, TERM_LEN y, TERM_LEN x) { /* Only do "legal" locations */ if (panel_contains(y, x)) @@ -1466,12 +1462,10 @@ void print_rel(char c, byte a, int y, int x) * optimized primarily for the most common cases, that is, for the * non-marked floor grids. */ -void note_spot(int y, int x) +void note_spot(POSITION y, POSITION x) { cave_type *c_ptr = &cave[y][x]; - - s16b this_o_idx, next_o_idx = 0; - + OBJECT_IDX this_o_idx, next_o_idx = 0; /* Blind players see nothing */ if (p_ptr->blind) return; @@ -1565,16 +1559,16 @@ void note_spot(int y, int x) void display_dungeon(void) { - int x, y; - byte a; + TERM_LEN x, y; + TERM_COLOR a; char c; - byte ta; - char tc; + TERM_COLOR ta = 0; + char tc = '\0'; - for (x = px - Term->wid / 2 + 1; x <= px + Term->wid / 2; x++) + for (x = p_ptr->x - Term->wid / 2 + 1; x <= p_ptr->x + Term->wid / 2; x++) { - for (y = py - Term->hgt / 2 + 1; y <= py + Term->hgt / 2; y++) + for (y = p_ptr->y - Term->hgt / 2 + 1; y <= p_ptr->y + Term->hgt / 2; y++) { if (in_bounds2(y, x)) { @@ -1591,7 +1585,7 @@ void display_dungeon(void) } /* Hack -- Queue it */ - Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc); + Term_queue_char(x - p_ptr->x + Term->wid / 2 - 1, y - p_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc); } else { @@ -1607,7 +1601,7 @@ void display_dungeon(void) c = f_ptr->x_char[F_LIT_STANDARD]; /* Hack -- Queue it */ - Term_queue_char(x - px + Term->wid / 2 - 1, y - py + Term->hgt / 2 - 1, a, c, ta, tc); + Term_queue_char(x - p_ptr->x + Term->wid / 2 - 1, y - p_ptr->y + Term->hgt / 2 - 1, a, c, ta, tc); } } } @@ -1619,15 +1613,15 @@ void display_dungeon(void) * * This function should only be called on "legal" grids */ -void lite_spot(int y, int x) +void lite_spot(POSITION y, POSITION x) { /* Redraw if on screen */ if (panel_contains(y, x) && in_bounds2(y, x)) { - byte a; + TERM_COLOR a; char c; - byte ta; + TERM_COLOR ta; char tc; /* Examine the grid */ @@ -1659,15 +1653,14 @@ void lite_spot(int y, int x) */ void prt_map(void) { - int x, y; - int v; + POSITION x, y; + int v; /* map bounds */ - s16b xmin, xmax, ymin, ymax; + POSITION xmin, xmax, ymin, ymax; - int wid, hgt; + TERM_LEN wid, hgt; - /* Get size */ Term_get_size(&wid, &hgt); /* Remove map offset */ @@ -1706,11 +1699,11 @@ void prt_map(void) /* Scan the columns of row "y" */ for (x = xmin; x <= xmax; x++) { - byte a; - char c; + TERM_COLOR a; + SYMBOL_CODE c; - byte ta; - char tc; + TERM_COLOR ta; + SYMBOL_CODE tc; /* Determine what is there */ map_info(y, x, &a, &c, &ta, &tc); @@ -1729,7 +1722,7 @@ void prt_map(void) } /* Display player */ - lite_spot(py, px); + lite_spot(p_ptr->y, p_ptr->x); /* Restore the cursor */ (void)Term_set_cursor(v); @@ -1740,40 +1733,37 @@ void prt_map(void) /* * print project path */ -void prt_path(int y, int x) +void prt_path(POSITION y, POSITION x) { int i; int path_n; u16b path_g[512]; - int default_color = TERM_SLATE; + byte_hack default_color = TERM_SLATE; if (!display_path) return; if (-1 == project_length) return; /* Get projection path */ - path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), py, px, y, x, PROJECT_PATH|PROJECT_THRU); + path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), p_ptr->y, p_ptr->x, y, x, PROJECT_PATH|PROJECT_THRU); - /* Redraw map */ p_ptr->redraw |= (PR_MAP); - - /* Redraw stuff */ - redraw_stuff(); + handle_stuff(); /* Draw path */ for (i = 0; i < path_n; i++) { - int ny = GRID_Y(path_g[i]); - int nx = GRID_X(path_g[i]); + POSITION ny = GRID_Y(path_g[i]); + POSITION nx = GRID_X(path_g[i]); cave_type *c_ptr = &cave[ny][nx]; if (panel_contains(ny, nx)) { - byte a = default_color; + TERM_COLOR a = default_color; char c; - byte ta; - char tc; + TERM_COLOR ta = default_color; + char tc = '*'; if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml) { @@ -1810,7 +1800,7 @@ void prt_path(int y, int x) } -static cptr simplify_list[][2] = +static concptr simplify_list[][2] = { #ifdef JP {"の魔法書", ""}, @@ -1840,7 +1830,7 @@ static void display_shortened_item_name(object_type *o_ptr, int y) char buf[MAX_NLEN]; char *c = buf; int len = 0; - byte attr; + TERM_COLOR attr; object_desc(buf, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NAME_ONLY)); attr = tval_to_attr[o_ptr->tval % 128]; @@ -1856,7 +1846,7 @@ static void display_shortened_item_name(object_type *o_ptr, int y) int i; for (i = 0; simplify_list[i][1]; i++) { - cptr org_w = simplify_list[i][0]; + concptr org_w = simplify_list[i][0]; if (*org_w == '^') { @@ -1869,7 +1859,7 @@ static void display_shortened_item_name(object_type *o_ptr, int y) if (!strncmp(c, org_w, strlen(org_w))) { char *s = c; - cptr tmp = simplify_list[i][1]; + concptr tmp = simplify_list[i][1]; while (*tmp) *s++ = *tmp++; tmp = c + strlen(org_w); @@ -1911,16 +1901,16 @@ void display_map(int *cy, int *cx) { int i, j, x, y; - byte ta; + TERM_COLOR ta; char tc; byte tp; - byte **bigma; + TERM_COLOR **bigma; char **bigmc; byte **bigmp; - byte **ma; + TERM_COLOR **ma; char **mc; byte **mp; @@ -1933,7 +1923,6 @@ void display_map(int *cy, int *cx) int **match_autopick_yx; object_type ***object_autopick_yx; - /* Get size */ Term_get_size(&wid, &hgt); hgt -= 2; wid -= 14; @@ -1947,7 +1936,7 @@ void display_map(int *cy, int *cx) view_granite_lite = FALSE; /* Allocate the maps */ - C_MAKE(ma, (hgt + 2), byte_ptr); + C_MAKE(ma, (hgt + 2), TERM_COLOR *); C_MAKE(mc, (hgt + 2), char_ptr); C_MAKE(mp, (hgt + 2), byte_ptr); C_MAKE(match_autopick_yx, (hgt + 2), sint_ptr); @@ -1957,7 +1946,7 @@ void display_map(int *cy, int *cx) for (y = 0; y < (hgt + 2); y++) { /* Allocate one row each array */ - C_MAKE(ma[y], (wid + 2), byte); + C_MAKE(ma[y], (wid + 2), TERM_COLOR); C_MAKE(mc[y], (wid + 2), char); C_MAKE(mp[y], (wid + 2), byte); C_MAKE(match_autopick_yx[y], (wid + 2), int); @@ -1978,7 +1967,7 @@ void display_map(int *cy, int *cx) } /* Allocate the maps */ - C_MAKE(bigma, (cur_hgt + 2), byte_ptr); + C_MAKE(bigma, (cur_hgt + 2), TERM_COLOR *); C_MAKE(bigmc, (cur_hgt + 2), char_ptr); C_MAKE(bigmp, (cur_hgt + 2), byte_ptr); @@ -1986,7 +1975,7 @@ void display_map(int *cy, int *cx) for (y = 0; y < (cur_hgt + 2); y++) { /* Allocate one row each array */ - C_MAKE(bigma[y], (cur_wid + 2), byte); + C_MAKE(bigma[y], (cur_wid + 2), TERM_COLOR); C_MAKE(bigmc[y], (cur_wid + 2), char); C_MAKE(bigmp[y], (cur_wid + 2), byte); @@ -2006,7 +1995,6 @@ void display_map(int *cy, int *cx) { for (j = 0; j < cur_hgt; ++j) { - /* Location */ x = i / xrat + 1; y = j / yrat + 1; @@ -2018,7 +2006,7 @@ void display_map(int *cy, int *cx) map_info(j, i, &ta, &tc, &ta, &tc); /* Extract the priority */ - tp = feat_priority; + tp = (byte_hack)feat_priority; if(match_autopick!=-1 && (match_autopick_yx[y][x] == -1 @@ -2040,7 +2028,6 @@ void display_map(int *cy, int *cx) { for (i = 0; i < cur_wid; ++i) { - /* Location */ x = i / xrat + 1; y = j / yrat + 1; @@ -2146,11 +2133,11 @@ void display_map(int *cy, int *cx) } /* Player location */ - (*cy) = py / yrat + 1 + ROW_MAP; + (*cy) = p_ptr->y / yrat + 1 + ROW_MAP; if (!use_bigtile) - (*cx) = px / xrat + 1 + COL_MAP; + (*cx) = p_ptr->x / xrat + 1 + COL_MAP; else - (*cx) = (px / xrat + 1) * 2 + COL_MAP; + (*cx) = (p_ptr->x / xrat + 1) * 2 + COL_MAP; /* Restore lighting effects */ view_special_lite = old_view_special_lite; @@ -2160,7 +2147,7 @@ void display_map(int *cy, int *cx) for (y = 0; y < (hgt + 2); y++) { /* Free one row each array */ - C_KILL(ma[y], (wid + 2), byte); + C_KILL(ma[y], (wid + 2), TERM_COLOR); C_KILL(mc[y], (wid + 2), char); C_KILL(mp[y], (wid + 2), byte); C_KILL(match_autopick_yx[y], (wid + 2), int); @@ -2168,7 +2155,7 @@ void display_map(int *cy, int *cx) } /* Free each line map */ - C_KILL(ma, (hgt + 2), byte_ptr); + C_KILL(ma, (hgt + 2), TERM_COLOR *); C_KILL(mc, (hgt + 2), char_ptr); C_KILL(mp, (hgt + 2), byte_ptr); C_KILL(match_autopick_yx, (hgt + 2), sint_ptr); @@ -2178,13 +2165,13 @@ void display_map(int *cy, int *cx) for (y = 0; y < (cur_hgt + 2); y++) { /* Free one row each array */ - C_KILL(bigma[y], (cur_wid + 2), byte); + C_KILL(bigma[y], (cur_wid + 2), TERM_COLOR); C_KILL(bigmc[y], (cur_wid + 2), char); C_KILL(bigmp[y], (cur_wid + 2), byte); } /* Free each line map */ - C_KILL(bigma, (cur_hgt + 2), byte_ptr); + C_KILL(bigma, (cur_hgt + 2), TERM_COLOR *); C_KILL(bigmc, (cur_hgt + 2), char_ptr); C_KILL(bigmp, (cur_hgt + 2), byte_ptr); } @@ -2193,23 +2180,18 @@ void display_map(int *cy, int *cx) /* * Display a "small-scale" map of the dungeon for the player * - * Currently, the "player" is displayed on the map. XXX XXX XXX + * Currently, the "player" is displayed on the map. */ void do_cmd_view_map(void) { int cy, cx; - - /* Save the screen */ screen_save(); /* Note */ prt(_("お待ち下さい...", "Please wait..."), 0, 0); - /* Flush */ Term_fresh(); - - /* Clear the screen */ Term_clear(); display_autopick = 0; @@ -2272,8 +2254,6 @@ void do_cmd_view_map(void) /* Get any key */ inkey(); } - - /* Restore the screen */ screen_load(); } @@ -2513,7 +2493,6 @@ void forget_lite(void) /* Forget "LITE" flag */ cave[y][x].info &= ~(CAVE_LITE); - /* Redraw */ /* lite_spot(y, x); Perhaps don't need? */ } @@ -2547,8 +2526,6 @@ void forget_lite(void) /* - * XXX XXX XXX - * * This macro allows us to efficiently add a grid to the "lite" array, * note that we are never called for illegal grids, or for grids which * have already been placed into the "lite" array, and we are never @@ -2605,7 +2582,7 @@ void update_lite(void) /* forget_lite(); Perhaps don't need? */ /* Add it to later visual update */ - cave_redraw_later(&cave[py][px], py, px); + cave_redraw_later(&cave[p_ptr->y][p_ptr->x], p_ptr->y, p_ptr->x); } #endif @@ -2639,54 +2616,54 @@ void update_lite(void) if (p >= 1) { /* Player grid */ - cave_lite_hack(py, px); + cave_lite_hack(p_ptr->y, p_ptr->x); /* Adjacent grid */ - cave_lite_hack(py+1, px); - cave_lite_hack(py-1, px); - cave_lite_hack(py, px+1); - cave_lite_hack(py, px-1); + cave_lite_hack(p_ptr->y+1, p_ptr->x); + cave_lite_hack(p_ptr->y-1, p_ptr->x); + cave_lite_hack(p_ptr->y, p_ptr->x+1); + cave_lite_hack(p_ptr->y, p_ptr->x-1); /* Diagonal grids */ - cave_lite_hack(py+1, px+1); - cave_lite_hack(py+1, px-1); - cave_lite_hack(py-1, px+1); - cave_lite_hack(py-1, px-1); + cave_lite_hack(p_ptr->y+1, p_ptr->x+1); + cave_lite_hack(p_ptr->y+1, p_ptr->x-1); + cave_lite_hack(p_ptr->y-1, p_ptr->x+1); + cave_lite_hack(p_ptr->y-1, p_ptr->x-1); } /* Radius 2 -- lantern radius */ if (p >= 2) { /* South of the player */ - if (cave_los_bold(py + 1, px)) + if (cave_los_bold(p_ptr->y + 1, p_ptr->x)) { - cave_lite_hack(py+2, px); - cave_lite_hack(py+2, px+1); - cave_lite_hack(py+2, px-1); + cave_lite_hack(p_ptr->y+2, p_ptr->x); + cave_lite_hack(p_ptr->y+2, p_ptr->x+1); + cave_lite_hack(p_ptr->y+2, p_ptr->x-1); } /* North of the player */ - if (cave_los_bold(py - 1, px)) + if (cave_los_bold(p_ptr->y - 1, p_ptr->x)) { - cave_lite_hack(py-2, px); - cave_lite_hack(py-2, px+1); - cave_lite_hack(py-2, px-1); + cave_lite_hack(p_ptr->y-2, p_ptr->x); + cave_lite_hack(p_ptr->y-2, p_ptr->x+1); + cave_lite_hack(p_ptr->y-2, p_ptr->x-1); } /* East of the player */ - if (cave_los_bold(py, px + 1)) + if (cave_los_bold(p_ptr->y, p_ptr->x + 1)) { - cave_lite_hack(py, px+2); - cave_lite_hack(py+1, px+2); - cave_lite_hack(py-1, px+2); + cave_lite_hack(p_ptr->y, p_ptr->x+2); + cave_lite_hack(p_ptr->y+1, p_ptr->x+2); + cave_lite_hack(p_ptr->y-1, p_ptr->x+2); } /* West of the player */ - if (cave_los_bold(py, px - 1)) + if (cave_los_bold(p_ptr->y, p_ptr->x - 1)) { - cave_lite_hack(py, px-2); - cave_lite_hack(py+1, px-2); - cave_lite_hack(py-1, px-2); + cave_lite_hack(p_ptr->y, p_ptr->x-2); + cave_lite_hack(p_ptr->y+1, p_ptr->x-2); + cave_lite_hack(p_ptr->y-1, p_ptr->x-2); } } @@ -2699,43 +2676,43 @@ void update_lite(void) if (p > 14) p = 14; /* South-East of the player */ - if (cave_los_bold(py + 1, px + 1)) + if (cave_los_bold(p_ptr->y + 1, p_ptr->x + 1)) { - cave_lite_hack(py+2, px+2); + cave_lite_hack(p_ptr->y+2, p_ptr->x+2); } /* South-West of the player */ - if (cave_los_bold(py + 1, px - 1)) + if (cave_los_bold(p_ptr->y + 1, p_ptr->x - 1)) { - cave_lite_hack(py+2, px-2); + cave_lite_hack(p_ptr->y+2, p_ptr->x-2); } /* North-East of the player */ - if (cave_los_bold(py - 1, px + 1)) + if (cave_los_bold(p_ptr->y - 1, p_ptr->x + 1)) { - cave_lite_hack(py-2, px+2); + cave_lite_hack(p_ptr->y-2, p_ptr->x+2); } /* North-West of the player */ - if (cave_los_bold(py - 1, px - 1)) + if (cave_los_bold(p_ptr->y - 1, p_ptr->x - 1)) { - cave_lite_hack(py-2, px-2); + cave_lite_hack(p_ptr->y-2, p_ptr->x-2); } /* Maximal north */ - min_y = py - p; + min_y = p_ptr->y - p; if (min_y < 0) min_y = 0; /* Maximal south */ - max_y = py + p; + max_y = p_ptr->y + p; if (max_y > cur_hgt-1) max_y = cur_hgt-1; /* Maximal west */ - min_x = px - p; + min_x = p_ptr->x - p; if (min_x < 0) min_x = 0; /* Maximal east */ - max_x = px + p; + max_x = p_ptr->x + p; if (max_x > cur_wid-1) max_x = cur_wid-1; /* Scan the maximal box */ @@ -2743,8 +2720,8 @@ void update_lite(void) { for (x = min_x; x <= max_x; x++) { - int dy = (py > y) ? (py - y) : (y - py); - int dx = (px > x) ? (px - x) : (x - px); + int dy = (p_ptr->y > y) ? (p_ptr->y - y) : (y - p_ptr->y); + int dx = (p_ptr->x > x) ? (p_ptr->x - x) : (x - p_ptr->x); /* Skip the "central" grids (above) */ if ((dy <= 2) && (dx <= 2)) continue; @@ -2810,15 +2787,16 @@ void update_lite(void) static bool mon_invis; -static s16b mon_fy, mon_fx; +static POSITION mon_fy, mon_fx; /* * Add a square to the changes array */ -static void mon_lite_hack(int y, int x) +static void mon_lite_hack(POSITION y, POSITION x) { cave_type *c_ptr; - int midpoint, dpf, d; + int dpf, d; + POSITION midpoint; /* We trust this grid is in bounds */ /* if (!in_bounds2(y, x)) return; */ @@ -2833,11 +2811,11 @@ static void mon_lite_hack(int y, int x) /* Hack -- Prevent monster lite leakage in walls */ /* Horizontal walls between player and a monster */ - if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy))) + if (((y < p_ptr->y) && (y > mon_fy)) || ((y > p_ptr->y) && (y < mon_fy))) { - dpf = py - mon_fy; + dpf = p_ptr->y - mon_fy; d = y - mon_fy; - midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf); + midpoint = mon_fx + ((p_ptr->x - mon_fx) * ABS(d)) / ABS(dpf); /* Only first wall viewed from mid-x is lit */ if (x < midpoint) @@ -2854,11 +2832,11 @@ static void mon_lite_hack(int y, int x) } /* Vertical walls between player and a monster */ - if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx))) + if (((x < p_ptr->x) && (x > mon_fx)) || ((x > p_ptr->x) && (x < mon_fx))) { - dpf = px - mon_fx; + dpf = p_ptr->x - mon_fx; d = x - mon_fx; - midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf); + midpoint = mon_fy + ((p_ptr->y - mon_fy) * ABS(d)) / ABS(dpf); /* Only first wall viewed from mid-y is lit */ if (y < midpoint) @@ -2901,7 +2879,7 @@ static void mon_lite_hack(int y, int x) /* * Add a square to the changes array */ -static void mon_dark_hack(int y, int x) +static void mon_dark_hack(POSITION y, POSITION x) { cave_type *c_ptr; int midpoint, dpf, d; @@ -2919,11 +2897,11 @@ static void mon_dark_hack(int y, int x) /* Hack -- Prevent monster dark lite leakage in walls */ /* Horizontal walls between player and a monster */ - if (((y < py) && (y > mon_fy)) || ((y > py) && (y < mon_fy))) + if (((y < p_ptr->y) && (y > mon_fy)) || ((y > p_ptr->y) && (y < mon_fy))) { - dpf = py - mon_fy; + dpf = p_ptr->y - mon_fy; d = y - mon_fy; - midpoint = mon_fx + ((px - mon_fx) * ABS(d)) / ABS(dpf); + midpoint = mon_fx + ((p_ptr->x - mon_fx) * ABS(d)) / ABS(dpf); /* Only first wall viewed from mid-x is lit */ if (x < midpoint) @@ -2940,11 +2918,11 @@ static void mon_dark_hack(int y, int x) } /* Vertical walls between player and a monster */ - if (((x < px) && (x > mon_fx)) || ((x > px) && (x < mon_fx))) + if (((x < p_ptr->x) && (x > mon_fx)) || ((x > p_ptr->x) && (x < mon_fx))) { - dpf = px - mon_fx; + dpf = p_ptr->x - mon_fx; d = x - mon_fx; - midpoint = mon_fy + ((py - mon_fy) * ABS(d)) / ABS(dpf); + midpoint = mon_fy + ((p_ptr->y - mon_fy) * ABS(d)) / ABS(dpf); /* Only first wall viewed from mid-y is lit */ if (y < midpoint) @@ -2988,8 +2966,8 @@ void update_mon_lite(void) int i, rad; cave_type *c_ptr; - s16b fx, fy; - void (*add_mon_lite)(int, int); + POSITION fx, fy; + void (*add_mon_lite)(POSITION, POSITION); int f_flag; s16b end_temp; @@ -3222,8 +3200,8 @@ void update_mon_lite(void) } /* Add to end of temp array */ - temp_x[temp_n] = (byte)fx; - temp_y[temp_n] = (byte)fy; + temp_x[temp_n] = fx; + temp_y[temp_n] = fy; temp_n++; } @@ -3282,7 +3260,7 @@ void update_mon_lite(void) /* Mega-Hack -- Visual update later */ p_ptr->update |= (PU_DELAY_VIS); - p_ptr->monlite = (cave[py][px].info & CAVE_MNLT) ? TRUE : FALSE; + p_ptr->monlite = (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT) ? TRUE : FALSE; if (p_ptr->special_defense & NINJA_S_STEALTH) { @@ -3337,10 +3315,8 @@ void forget_view(void) /* Clear them all */ for (i = 0; i < view_n; i++) { - int y = view_y[i]; - int x = view_x[i]; - - /* Access the grid */ + POSITION y = view_y[i]; + POSITION x = view_x[i]; c_ptr = &cave[y][x]; /* Forget that the grid is viewable */ @@ -3382,8 +3358,8 @@ void forget_view(void) * * This function assumes that (y,x) is legal (i.e. on the map). * - * Grid (y1,x1) is on the "diagonal" between (py,px) and (y,x) - * Grid (y2,x2) is "adjacent", also between (py,px) and (y,x). + * Grid (y1,x1) is on the "diagonal" between (p_ptr->y,p_ptr->x) and (y,x) + * Grid (y2,x2) is "adjacent", also between (p_ptr->y,p_ptr->x) and (y,x). * * Note that we are using the "CAVE_XTRA" field for marking grids as * "easily viewable". This bit is cleared at the end of "update_view()". @@ -3392,7 +3368,7 @@ void forget_view(void) * * This function now returns "TRUE" if vision is "blocked" by grid (y,x). */ -static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2) +static bool update_view_aux(POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION y2, POSITION x2) { bool f1, f2, v1, v2, z1, z2, wall; @@ -3421,8 +3397,6 @@ static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2) /* Totally blocked by "unviewable neighbors" */ if (!v1 && !v2) return (TRUE); - - /* Access the grid */ c_ptr = &cave[y][x]; @@ -3473,7 +3447,7 @@ static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2) /* Hack -- check line of sight */ - if (los(py, px, y, x)) + if (los(p_ptr->y, p_ptr->x, y, x)) { cave_view_hack(c_ptr, y, x); @@ -3580,14 +3554,15 @@ static bool update_view_aux(int y, int x, int y1, int x1, int y2, int x2) */ void update_view(void) { - int n, m, d, k, y, x, z; + int n, m, d, k, z; + POSITION y, x; int se, sw, ne, nw, es, en, ws, wn; int full, over; - int y_max = cur_hgt - 1; - int x_max = cur_wid - 1; + POSITION y_max = cur_hgt - 1; + POSITION x_max = cur_wid - 1; cave_type *c_ptr; @@ -3621,8 +3596,6 @@ void update_view(void) { y = view_y[n]; x = view_x[n]; - - /* Access the grid */ c_ptr = &cave[y][x]; /* Mark the grid as not in "view" */ @@ -3643,10 +3616,8 @@ void update_view(void) /*** Step 1 -- adjacent grids ***/ /* Now start on the player */ - y = py; - x = px; - - /* Access the grid */ + y = p_ptr->y; + x = p_ptr->x; c_ptr = &cave[y][x]; /* Assume the player grid is easily viewable */ @@ -3994,8 +3965,6 @@ void update_view(void) { y = view_y[n]; x = view_x[n]; - - /* Access the grid */ c_ptr = &cave[y][x]; /* Clear the "CAVE_XTRA" flag */ @@ -4013,8 +3982,6 @@ void update_view(void) { y = temp_y[n]; x = temp_x[n]; - - /* Access the grid */ c_ptr = &cave[y][x]; /* No longer in the array */ @@ -4049,8 +4016,6 @@ void delayed_visual_update(void) { y = redraw_y[i]; x = redraw_x[i]; - - /* Access the grid */ c_ptr = &cave[y][x]; /* Update only needed grids (prevent multiple updating) */ @@ -4059,11 +4024,10 @@ void delayed_visual_update(void) /* If required, note */ if (c_ptr->info & CAVE_NOTE) note_spot(y, x); - /* Redraw */ lite_spot(y, x); /* Hack -- Visual update of monster on this grid */ - if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE); + if (c_ptr->m_idx) update_monster(c_ptr->m_idx, FALSE); /* No longer in the array */ c_ptr->info &= ~(CAVE_NOTE | CAVE_REDRAW); @@ -4079,7 +4043,7 @@ void delayed_visual_update(void) */ void forget_flow(void) { - int x, y; + POSITION x, y; /* Check the entire dungeon */ for (y = 0; y < cur_hgt; y++) @@ -4100,8 +4064,8 @@ void forget_flow(void) * it everytime the player moves out of LOS of the last * "way-point". */ -static u16b flow_x = 0; -static u16b flow_y = 0; +static POSITION flow_x = 0; +static POSITION flow_y = 0; @@ -4120,7 +4084,7 @@ static u16b flow_y = 0; */ void update_flow(void) { - int x, y, d; + POSITION x, y, d; int flow_head = 1; int flow_tail = 0; @@ -4145,12 +4109,12 @@ void update_flow(void) } /* Save player position */ - flow_y = py; - flow_x = px; + flow_y = p_ptr->y; + flow_x = p_ptr->x; /* Add the player's grid to the queue */ - temp_y[0] = py; - temp_x[0] = px; + temp_y[0] = p_ptr->y; + temp_x[0] = p_ptr->x; /* Now process the queue */ while (flow_head != flow_tail) @@ -4168,8 +4132,8 @@ void update_flow(void) for (d = 0; d < 8; d++) { int old_head = flow_head; - int m = cave[ty][tx].cost + 1; - int n = cave[ty][tx].dist + 1; + byte_hack m = cave[ty][tx].cost + 1; + byte_hack n = cave[ty][tx].dist + 1; cave_type *c_ptr; /* Child location */ @@ -4230,8 +4194,8 @@ static int scent_when = 0; */ void update_smell(void) { - int i, j; - int y, x; + POSITION i, j; + POSITION y, x; /* Create a table that controls the spread of scent */ const int scent_adjust[5][5] = @@ -4269,8 +4233,8 @@ void update_smell(void) cave_type *c_ptr; /* Translate table to map grids */ - y = i + py - 2; - x = j + px - 2; + y = i + p_ptr->y - 2; + x = j + p_ptr->x - 2; /* Check Bounds */ if (!in_bounds(y, x)) continue; @@ -4296,12 +4260,13 @@ void update_smell(void) /* * Hack -- map the current panel (plus some) ala "magic mapping" */ -void map_area(int range) +void map_area(POSITION range) { - int i, x, y; - cave_type *c_ptr; - s16b feat; - feature_type *f_ptr; + int i; + POSITION x, y; + cave_type *c_ptr; + FEAT_IDX feat; + feature_type *f_ptr; if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3; @@ -4310,7 +4275,7 @@ void map_area(int range) { for (x = 1; x < cur_wid - 1; x++) { - if (distance(py, px, y, x) > range) continue; + if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue; c_ptr = &cave[y][x]; @@ -4351,10 +4316,8 @@ void map_area(int range) } } - /* Redraw map */ p_ptr->redraw |= (PR_MAP); - /* Window stuff */ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); } @@ -4378,8 +4341,9 @@ void map_area(int range) */ void wiz_lite(bool ninja) { - int i, y, x; - s16b feat; + OBJECT_IDX i; + POSITION y, x; + FEAT_IDX feat; feature_type *f_ptr; /* Memorize objects */ @@ -4418,8 +4382,8 @@ void wiz_lite(bool ninja) /* Scan all neighbors */ for (i = 0; i < 9; i++) { - int yy = y + ddy_ddd[i]; - int xx = x + ddx_ddd[i]; + POSITION yy = y + ddy_ddd[i]; + POSITION xx = x + ddx_ddd[i]; /* Get the grid */ c_ptr = &cave[yy][xx]; @@ -4455,18 +4419,13 @@ void wiz_lite(bool ninja) } } - /* Update the monsters */ p_ptr->update |= (PU_MONSTERS); - - /* Redraw map */ p_ptr->redraw |= (PR_MAP); - - /* Window stuff */ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); if (p_ptr->special_defense & NINJA_S_STEALTH) { - if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE); + if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE); } } @@ -4476,8 +4435,8 @@ void wiz_lite(bool ninja) */ void wiz_dark(void) { - int i, y, x; - + OBJECT_IDX i; + POSITION y, x; /* Forget every grid */ for (y = 1; y < cur_hgt - 1; y++) @@ -4524,30 +4483,17 @@ void wiz_dark(void) /* Forget travel route when we have forgotten map */ forget_travel_flow(); - /* Mega-Hack -- Forget the view and lite */ p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE); - - /* Update the view and lite */ p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE); - - /* Update the monsters */ p_ptr->update |= (PU_MONSTERS); - - /* Redraw map */ p_ptr->redraw |= (PR_MAP); - - /* Window stuff */ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); } - - - - /* * Change the "feat" flag for a grid, and notice/redraw the grid */ -void cave_set_feat(int y, int x, int feat) +void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat) { cave_type *c_ptr = &cave[y][x]; feature_type *f_ptr = &f_info[feat]; @@ -4564,7 +4510,8 @@ void cave_set_feat(int y, int x, int feat) /* Hack -- glow the GLOW terrain */ if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) { - int i, yy, xx; + DIRECTION i; + POSITION yy, xx; for (i = 0; i < 9; i++) { @@ -4600,14 +4547,10 @@ void cave_set_feat(int y, int x, int feat) /* Check for change to boring grid */ if (!have_flag(f_ptr->flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK); + if (c_ptr->m_idx) update_monster(c_ptr->m_idx, FALSE); - /* Update the monster */ - if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE); - - /* Notice */ note_spot(y, x); - /* Redraw */ lite_spot(y, x); /* Check if los has changed */ @@ -4627,7 +4570,8 @@ void cave_set_feat(int y, int x, int feat) /* Hack -- glow the GLOW terrain */ if (have_flag(f_ptr->flags, FF_GLOW) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) { - int i, yy, xx; + DIRECTION i; + POSITION yy, xx; cave_type *cc_ptr; for (i = 0; i < 9; i++) @@ -4640,13 +4584,10 @@ void cave_set_feat(int y, int x, int feat) if (player_has_los_grid(cc_ptr)) { - /* Update the monster */ - if (cc_ptr->m_idx) update_mon(cc_ptr->m_idx, FALSE); + if (cc_ptr->m_idx) update_monster(cc_ptr->m_idx, FALSE); - /* Notice */ note_spot(yy, xx); - /* Redraw */ lite_spot(yy, xx); } @@ -4655,13 +4596,13 @@ void cave_set_feat(int y, int x, int feat) if (p_ptr->special_defense & NINJA_S_STEALTH) { - if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE); + if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE); } } } -int conv_dungeon_feat(int newfeat) +FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat) { feature_type *f_ptr = &f_info[newfeat]; @@ -4695,7 +4636,7 @@ int conv_dungeon_feat(int newfeat) * Take a feature, determine what that feature becomes * through applying the given action. */ -int feat_state(int feat, int action) +FEAT_IDX feat_state(FEAT_IDX feat, int action) { feature_type *f_ptr = &f_info[feat]; int i; @@ -4715,13 +4656,13 @@ int feat_state(int feat, int action) * Takes a location and action and changes the feature at that * location through applying the given action. */ -void cave_alter_feat(int y, int x, int action) +void cave_alter_feat(POSITION y, POSITION x, int action) { /* Set old feature */ - int oldfeat = cave[y][x].feat; + FEAT_IDX oldfeat = cave[y][x].feat; /* Get the new feat */ - int newfeat = feat_state(oldfeat, action); + FEAT_IDX newfeat = feat_state(oldfeat, action); /* No change */ if (newfeat == oldfeat) return; @@ -4771,7 +4712,7 @@ void cave_alter_feat(int y, int x, int action) /* Remove a mirror */ -void remove_mirror(int y, int x) +void remove_mirror(POSITION y, POSITION x) { cave_type *c_ptr = &cave[y][x]; @@ -4783,17 +4724,13 @@ void remove_mirror(int y, int x) { c_ptr->info &= ~(CAVE_GLOW); if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK); - - /* Update the monster */ - if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE); + if (c_ptr->m_idx) update_monster(c_ptr->m_idx, FALSE); update_local_illumination(y, x); } - /* Notice */ note_spot(y, x); - /* Redraw */ lite_spot(y, x); } @@ -4838,9 +4775,9 @@ bool is_explosive_rune_grid(cave_type *c_ptr) * Calculate "incremental motion". Used by project() and shoot(). * Assumes that (*y,*x) lies on the path from (y1,x1) to (y2,x2). */ -void mmove2(int *y, int *x, int y1, int x1, int y2, int x2) +void mmove2(POSITION *y, POSITION *x, POSITION y1, POSITION x1, POSITION y2, POSITION x2) { - int dy, dx, dist, shift; + POSITION dy, dx, dist, shift; /* Extract the distance travelled */ dy = (*y < y1) ? y1 - *y : *y - y1; @@ -4896,9 +4833,9 @@ void mmove2(int *y, int *x, int y1, int x1, int y2, int x2) * * This is slightly (but significantly) different from "los(y1,x1,y2,x2)". */ -bool projectable(int y1, int x1, int y2, int x2) +bool projectable(POSITION y1, POSITION x1, POSITION y2, POSITION x2) { - int y, x; + POSITION y, x; int grid_n = 0; u16b grid_g[512]; @@ -4932,12 +4869,9 @@ bool projectable(int y1, int x1, int y2, int x2) * * Currently the "m" parameter is unused. */ -void scatter(int *yp, int *xp, int y, int x, int d, int m) +void scatter(POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode) { - int nx, ny; - - /* Unused */ - m = m; + POSITION nx, ny; /* Pick a location */ while (TRUE) @@ -4952,8 +4886,15 @@ void scatter(int *yp, int *xp, int y, int x, int d, int m) /* Ignore "excessively distant" locations */ if ((d > 1) && (distance(y, x, ny, nx) > d)) continue; - /* Require "line of projection" */ - if (projectable(y, x, ny, nx)) break; + if (mode & PROJECT_LOS) + { + if(los(y, x, ny, nx)) break; + } + else + { + if(projectable(y, x, ny, nx)) break; + } + } /* Save the location */ @@ -4967,7 +4908,7 @@ void scatter(int *yp, int *xp, int y, int x, int d, int m) /* * Track a new monster */ -void health_track(int m_idx) +void health_track(MONSTER_IDX m_idx) { /* Mount monster is already tracked */ if (m_idx && m_idx == p_ptr->riding) return; @@ -4984,12 +4925,11 @@ void health_track(int m_idx) /* * Hack -- track the given monster race */ -void monster_race_track(int r_idx) +void monster_race_track(MONRACE_IDX r_idx) { /* Save this monster ID */ p_ptr->monster_race_idx = r_idx; - /* Window stuff */ p_ptr->window |= (PW_MONSTER); } @@ -4998,12 +4938,11 @@ void monster_race_track(int r_idx) /* * Hack -- track the given object kind */ -void object_kind_track(int k_idx) +void object_kind_track(KIND_OBJECT_IDX k_idx) { /* Save this monster ID */ p_ptr->object_kind_idx = k_idx; - /* Window stuff */ p_ptr->window |= (PW_OBJECT); } @@ -5018,7 +4957,7 @@ void object_kind_track(int k_idx) * * All disturbance cancels repeated commands, resting, and running. */ -void disturb(int stop_search, int stop_travel) +void disturb(bool stop_search, bool stop_travel) { #ifndef TRAVEL /* Unused */ @@ -5085,7 +5024,8 @@ void disturb(int stop_search, int stop_travel) */ void glow_deep_lava_and_bldg(void) { - int y, x, i, yy, xx; + POSITION y, x, yy, xx; + DIRECTION i; cave_type *c_ptr; /* Not in the darkness dungeon */ @@ -5115,6 +5055,83 @@ void glow_deep_lava_and_bldg(void) /* Update the view and lite */ p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE); - /* Redraw map */ p_ptr->redraw |= (PR_MAP); } + +/*! +* @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。 +* @param m_idx モンスターID +* @param y 移動先Y座標 +* @param x 移動先X座標 +* @param mode オプション +* @return テレポート先として妥当ならばtrue +*/ +bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode) +{ + monster_type *m_ptr = &m_list[m_idx]; + cave_type *c_ptr = &cave[y][x]; + feature_type *f_ptr = &f_info[c_ptr->feat]; + + /* Require "teleportable" space */ + if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE; + + if (c_ptr->m_idx && (c_ptr->m_idx != m_idx)) return FALSE; + if (player_bold(y, x)) return FALSE; + + /* Hack -- no teleport onto glyph of warding */ + if (is_glyph_grid(c_ptr)) return FALSE; + if (is_explosive_rune_grid(c_ptr)) return FALSE; + + if (!(mode & TELEPORT_PASSIVE)) + { + if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE; + } + + return TRUE; +} + +/*! +* @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。 +* @param y 移動先Y座標 +* @param x 移動先X座標 +* @param mode オプション +* @return テレポート先として妥当ならばtrue +*/ +bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode) +{ + cave_type *c_ptr = &cave[y][x]; + feature_type *f_ptr = &f_info[c_ptr->feat]; + + /* Require "teleportable" space */ + if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE; + + /* No magical teleporting into vaults and such */ + if (!(mode & TELEPORT_NONMAGICAL) && (c_ptr->info & CAVE_ICKY)) return FALSE; + + if (c_ptr->m_idx && (c_ptr->m_idx != p_ptr->riding)) return FALSE; + + /* don't teleport on a trap. */ + if (have_flag(f_ptr->flags, FF_HIT_TRAP)) return FALSE; + + if (!(mode & TELEPORT_PASSIVE)) + { + if (!player_can_enter(c_ptr->feat, 0)) return FALSE; + + if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP)) + { + if (!p_ptr->levitation && !p_ptr->can_swim) return FALSE; + } + + if (have_flag(f_ptr->flags, FF_LAVA) && !p_ptr->immune_fire && !IS_INVULN()) + { + /* Always forbid deep lava */ + if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE; + + /* Forbid shallow lava when the player don't have levitation */ + if (!p_ptr->levitation) return FALSE; + } + + } + + return TRUE; +}