X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fcave.c;h=b3d518cc6843968571c7f1811848adc3e6503773;hb=97ab6e743be47c3c082d699ddf862a792fe08e9b;hp=8930af813cdc2eeec312956b83a44c8506100fa4;hpb=55152c4da35a59498d59e8be2fdd60ea8150b79a;p=hengband%2Fhengband.git diff --git a/src/cave.c b/src/cave.c index 8930af813..b3d518cc6 100644 --- a/src/cave.c +++ b/src/cave.c @@ -31,18 +31,18 @@ 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 +67,7 @@ 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(IDX feat) { return have_flag(f_info[feat].flags, FF_TRAP); } @@ -90,7 +90,7 @@ 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(IDX feat) { feature_type *f_ptr = &f_info[feat]; @@ -154,10 +154,10 @@ 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; @@ -386,11 +386,11 @@ 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 < 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 */ @@ -437,9 +437,10 @@ 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; @@ -564,7 +565,7 @@ 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; @@ -613,12 +614,10 @@ 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); @@ -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) @@ -796,9 +795,9 @@ 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], byte f_char[F_LIT_MAX]) { - byte s_attr = f_attr[F_LIT_STANDARD]; + TERM_COLOR s_attr = f_attr[F_LIT_STANDARD]; byte s_char = f_char[F_LIT_STANDARD]; int i; @@ -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) */ @@ -1237,7 +1236,6 @@ 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 +1403,7 @@ 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 +1464,10 @@ 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; @@ -1565,11 +1561,11 @@ 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 = 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++) @@ -1619,15 +1615,15 @@ 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 */ @@ -1667,7 +1663,6 @@ void prt_map(void) int wid, hgt; - /* Get size */ Term_get_size(&wid, &hgt); /* Remove map offset */ @@ -1706,10 +1701,10 @@ void prt_map(void) /* Scan the columns of row "y" */ for (x = xmin; x <= xmax; x++) { - byte a; + TERM_COLOR a; char c; - byte ta; + TERM_COLOR ta; char tc; /* Determine what is there */ @@ -1740,7 +1735,7 @@ 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; @@ -1769,10 +1764,10 @@ void prt_path(int y, int x) if (panel_contains(ny, nx)) { - byte a = default_color; + TERM_COLOR a = default_color; char c; - byte ta; + TERM_COLOR ta; char tc; if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml) @@ -1840,7 +1835,7 @@ 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]; @@ -1911,16 +1906,16 @@ 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 +1928,6 @@ 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 +1941,7 @@ 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 +1951,7 @@ 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 +1972,7 @@ 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 +1980,7 @@ 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 +2000,6 @@ void display_map(int *cy, int *cx) { for (j = 0; j < cur_hgt; ++j) { - /* Location */ x = i / xrat + 1; y = j / yrat + 1; @@ -2040,7 +2033,6 @@ void display_map(int *cy, int *cx) { for (i = 0; i < cur_wid; ++i) { - /* Location */ x = i / xrat + 1; y = j / yrat + 1; @@ -2160,7 +2152,7 @@ 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 +2160,7 @@ 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 +2170,13 @@ 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); } @@ -2193,7 +2185,7 @@ 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) { @@ -2206,7 +2198,6 @@ void do_cmd_view_map(void) /* Note */ prt(_("お待ち下さい...", "Please wait..."), 0, 0); - /* Flush */ Term_fresh(); /* Clear the screen */ @@ -2547,8 +2538,6 @@ 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 @@ -3338,10 +3327,8 @@ 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 */ @@ -3393,7 +3380,7 @@ 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; @@ -3422,8 +3409,6 @@ 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]; @@ -3623,8 +3608,6 @@ 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" */ @@ -3647,8 +3630,6 @@ 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 */ @@ -3996,8 +3977,6 @@ 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 */ @@ -4015,8 +3994,6 @@ 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 */ @@ -4051,8 +4028,6 @@ 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) */ @@ -4081,7 +4056,7 @@ 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++) @@ -4232,8 +4207,8 @@ 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] = @@ -4298,12 +4273,13 @@ 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; @@ -4356,7 +4332,6 @@ void map_area(int range) /* Redraw map */ p_ptr->redraw |= (PR_MAP); - /* Window stuff */ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); } @@ -4380,8 +4355,9 @@ 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 */ @@ -4420,8 +4396,8 @@ 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]; @@ -4463,7 +4439,6 @@ void wiz_lite(bool ninja) /* Redraw map */ p_ptr->redraw |= (PR_MAP); - /* Window stuff */ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); if (p_ptr->special_defense & NINJA_S_STEALTH) @@ -4478,8 +4453,8 @@ 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++) @@ -4538,18 +4513,13 @@ void wiz_dark(void) /* 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]; @@ -4566,7 +4536,8 @@ 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++) { @@ -4606,7 +4577,6 @@ void cave_set_feat(POSITION y, POSITION x, IDX feat) /* Update the monster */ if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE); - /* Notice */ note_spot(y, x); /* Redraw */ @@ -4629,7 +4599,8 @@ 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++) @@ -4645,7 +4616,6 @@ void cave_set_feat(POSITION y, POSITION x, IDX feat) /* Update the monster */ if (cc_ptr->m_idx) update_mon(cc_ptr->m_idx, FALSE); - /* Notice */ note_spot(yy, xx); /* Redraw */ @@ -4663,7 +4633,7 @@ 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]; @@ -4697,7 +4667,7 @@ 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; @@ -4717,7 +4687,7 @@ 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; @@ -4773,7 +4743,7 @@ 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]; @@ -4792,7 +4762,6 @@ void remove_mirror(int y, int x) update_local_illumination(y, x); } - /* Notice */ note_spot(y, x); /* Redraw */ @@ -4840,9 +4809,9 @@ 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; @@ -4898,9 +4867,9 @@ 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]; @@ -4934,13 +4903,10 @@ bool projectable(int y1, int x1, int y2, int x2) * * Currently the "m" parameter is unused. */ -void scatter(POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, int m) +void scatter(POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode) { POSITION nx, ny; - /* Unused */ - m = m; - /* Pick a location */ while (TRUE) { @@ -4954,8 +4920,15 @@ void scatter(POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, int /* 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 */ @@ -4969,7 +4942,7 @@ void scatter(POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, int /* * Track a new monster */ -void health_track(IDX m_idx) +void health_track(MONSTER_IDX m_idx) { /* Mount monster is already tracked */ if (m_idx && m_idx == p_ptr->riding) return; @@ -4986,12 +4959,11 @@ void health_track(IDX m_idx) /* * Hack -- track the given monster race */ -void monster_race_track(IDX 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); } @@ -5000,12 +4972,11 @@ void monster_race_track(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); } @@ -5020,7 +4991,7 @@ 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 */ @@ -5087,7 +5058,8 @@ 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 */ @@ -5120,3 +5092,81 @@ void glow_deep_lava_and_bldg(void) /* 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; +}