X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fcave.c;h=5a0118f1cf64810277624c448517a73e854805be;hb=f5d7e7a38b4256114811b63e44dd04509f011dbd;hp=daa0b8414f7254c8bddff14db0203d44787a7733;hpb=f3e801f692aace65af3399b5e4e9e4f45ce22e85;p=hengband%2Fhengband.git diff --git a/src/cave.c b/src/cave.c index daa0b8414..5a0118f1c 100644 --- a/src/cave.c +++ b/src/cave.c @@ -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; @@ -67,7 +69,7 @@ POSITION distance (POSITION y1, POSITION x1, POSITION y2, POSITION 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(IDX 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(IDX feat) +bool is_closed_door(FEAT_IDX feat) { feature_type *f_ptr = &f_info[feat]; @@ -160,22 +162,22 @@ bool los(POSITION y1, POSITION x1, POSITION y2, POSITION x2) 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(POSITION y1, POSITION x1, POSITION y2, POSITION 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 < p_ptr->y) ? (y + 1) : (y > p_ptr->y) ? (y - 1) : y; - int xx = (x < p_ptr->x) ? (x + 1) : (x > p_ptr->x) ? (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)); \ @@ -626,8 +628,6 @@ bool cave_valid_bold(POSITION y, POSITION 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 */ @@ -661,7 +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) @@ -689,7 +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) { @@ -716,7 +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) @@ -795,10 +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 */ @@ -942,20 +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(POSITION y, POSITION 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) */ @@ -1195,8 +1195,6 @@ void map_info(POSITION y, POSITION 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 */ @@ -1236,7 +1234,6 @@ void map_info(POSITION y, POSITION x, byte *ap, char *cp, byte *tap, char *tcp) /* Hack -- hallucination */ if (p_ptr->image) image_object(ap, cp); - /* Done */ break; } } @@ -1404,7 +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)) @@ -1562,11 +1559,11 @@ void note_spot(POSITION y, POSITION x) void display_dungeon(void) { - int x, y; - byte a; + TERM_LEN x, y; + TERM_COLOR a; char c; - byte ta = 0; + TERM_COLOR ta = 0; char tc = '\0'; for (x = p_ptr->x - Term->wid / 2 + 1; x <= p_ptr->x + Term->wid / 2; x++) @@ -1621,10 +1618,10 @@ 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 */ @@ -1656,15 +1653,14 @@ void lite_spot(POSITION y, POSITION 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 */ @@ -1703,11 +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); @@ -1751,26 +1747,23 @@ void prt_path(POSITION y, POSITION x) /* Get projection path */ 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) { @@ -1807,7 +1800,7 @@ void prt_path(POSITION y, POSITION x) } -static cptr simplify_list[][2] = +static concptr simplify_list[][2] = { #ifdef JP {"の魔法書", ""}, @@ -1837,7 +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]; @@ -1853,7 +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 == '^') { @@ -1866,7 +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); @@ -1908,16 +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; @@ -1930,7 +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; @@ -1944,7 +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); @@ -1954,7 +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); @@ -1975,7 +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); @@ -1983,7 +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); @@ -2003,7 +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; @@ -2037,7 +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; @@ -2157,7 +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); @@ -2165,7 +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); @@ -2175,13 +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); } @@ -2190,23 +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; @@ -2269,8 +2254,6 @@ void do_cmd_view_map(void) /* Get any key */ inkey(); } - - /* Restore the screen */ screen_load(); } @@ -2510,7 +2493,6 @@ void forget_lite(void) /* Forget "LITE" flag */ cave[y][x].info &= ~(CAVE_LITE); - /* Redraw */ /* lite_spot(y, x); Perhaps don't need? */ } @@ -2544,8 +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 @@ -3335,10 +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 */ @@ -3390,7 +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; @@ -3419,8 +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]; @@ -3620,8 +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" */ @@ -3644,8 +3618,6 @@ void update_view(void) /* Now start on the player */ y = p_ptr->y; x = p_ptr->x; - - /* Access the grid */ c_ptr = &cave[y][x]; /* Assume the player grid is easily viewable */ @@ -3993,8 +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 */ @@ -4012,8 +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 */ @@ -4048,8 +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) */ @@ -4058,11 +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); @@ -4078,7 +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++) @@ -4229,8 +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] = @@ -4297,10 +4262,11 @@ void update_smell(void) */ 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; @@ -4350,10 +4316,8 @@ void map_area(POSITION range) } } - /* Redraw map */ p_ptr->redraw |= (PR_MAP); - /* Window stuff */ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); } @@ -4377,8 +4341,9 @@ void map_area(POSITION 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 */ @@ -4417,8 +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]; @@ -4454,13 +4419,8 @@ 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) @@ -4475,8 +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++) @@ -4523,30 +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(POSITION y, POSITION x, IDX 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]; @@ -4563,7 +4510,8 @@ void cave_set_feat(POSITION y, POSITION x, IDX 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++) { @@ -4599,14 +4547,10 @@ void cave_set_feat(POSITION y, POSITION x, IDX 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 */ @@ -4626,7 +4570,8 @@ void cave_set_feat(POSITION y, POSITION x, IDX 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++) @@ -4639,13 +4584,10 @@ void cave_set_feat(POSITION y, POSITION x, IDX 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); } @@ -4660,7 +4602,7 @@ void cave_set_feat(POSITION y, POSITION x, IDX feat) } -IDX conv_dungeon_feat(IDX newfeat) +FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat) { feature_type *f_ptr = &f_info[newfeat]; @@ -4694,7 +4636,7 @@ IDX conv_dungeon_feat(IDX newfeat) * Take a feature, determine what that feature becomes * through applying the given action. */ -IDX feat_state(IDX feat, int action) +FEAT_IDX feat_state(FEAT_IDX feat, int action) { feature_type *f_ptr = &f_info[feat]; int i; @@ -4714,13 +4656,13 @@ IDX feat_state(IDX 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 */ - IDX oldfeat = cave[y][x].feat; + FEAT_IDX oldfeat = cave[y][x].feat; /* Get the new feat */ - IDX newfeat = feat_state(oldfeat, action); + FEAT_IDX newfeat = feat_state(oldfeat, action); /* No change */ if (newfeat == oldfeat) return; @@ -4782,17 +4724,13 @@ void remove_mirror(POSITION y, POSITION 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); } @@ -4992,7 +4930,6 @@ 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); } @@ -5001,12 +4938,11 @@ void monster_race_track(MONRACE_IDX r_idx) /* * Hack -- track the given object kind */ -void object_kind_track(IDX 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); } @@ -5021,7 +4957,7 @@ void object_kind_track(IDX 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 */ @@ -5088,7 +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 */ @@ -5118,6 +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; +}