2 * @brief グリッドの実装 / low level dungeon routines -BEN-
5 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
11 * Support for Adam Bolt's tileset, lighting and transparency effects\n
12 * by Robert Ruehlmann (rr9@angband.org)\n
14 * 2013 Deskull Doxygen向けのコメント整理\n
17 #include "grid/grid.h"
18 #include "core/window-redrawer.h"
19 #include "dungeon/dungeon-flag-types.h"
20 #include "dungeon/dungeon.h"
21 #include "dungeon/quest.h"
22 #include "effect/attribute-types.h"
23 #include "effect/effect-characteristics.h"
24 #include "effect/effect-processor.h"
25 #include "floor/cave.h"
26 #include "floor/floor-generator.h"
27 #include "floor/geometry.h"
28 #include "game-option/game-play-options.h"
29 #include "game-option/map-screen-options.h"
30 #include "game-option/special-options.h"
31 #include "grid/feature-action-flags.h"
32 #include "grid/feature.h"
33 #include "grid/object-placer.h"
34 #include "grid/trap.h"
35 #include "io/screen-util.h"
36 #include "monster-floor/monster-remover.h"
37 #include "monster-race/monster-race.h"
38 #include "monster-race/race-flags2.h"
39 #include "monster-race/race-flags7.h"
40 #include "monster/monster-info.h"
41 #include "monster/monster-status.h"
42 #include "monster/monster-update.h"
43 #include "object/item-tester-hooker.h"
44 #include "object/object-mark-types.h"
45 #include "player-info/class-info.h"
46 #include "player/player-status-flags.h"
47 #include "player/player-status.h"
48 #include "room/rooms-builder.h"
49 #include "system/floor-type-definition.h"
50 #include "system/grid-type-definition.h"
51 #include "system/monster-race-definition.h"
52 #include "system/monster-type-definition.h"
53 #include "system/object-type-definition.h"
54 #include "system/player-type-definition.h"
55 #include "term/gameterm.h"
56 #include "term/term-color-types.h"
57 #include "timed-effect/player-blindness.h"
58 #include "timed-effect/timed-effects.h"
59 #include "util/bit-flags-calculator.h"
60 #include "util/enum-converter.h"
61 #include "util/point-2d.h"
62 #include "view/display-map.h"
63 #include "view/display-messages.h"
64 #include "window/main-window-util.h"
65 #include "world/world.h"
68 #define MONSTER_FLOW_DEPTH \
69 32 /*!< 敵のプレイヤーに対する移動道のりの最大値(この値以上は処理を打ち切る) / OPTION: Maximum flow depth when using "MONSTER_FLOW" */
72 * @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
73 * @param player_ptr プレイヤーへの参照ポインタ
74 * @return 配置に成功したらTRUEを返す
76 bool new_player_spot(PlayerType *player_ptr)
78 POSITION y = 0, x = 0;
79 int max_attempts = 10000;
84 while (max_attempts--) {
85 /* Pick a legal spot */
86 y = (POSITION)rand_range(1, player_ptr->current_floor_ptr->height - 2);
87 x = (POSITION)rand_range(1, player_ptr->current_floor_ptr->width - 2);
89 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
91 /* Must be a "naked" floor grid */
95 if (is_in_dungeon(player_ptr)) {
96 f_ptr = &f_info[g_ptr->feat];
98 if (max_attempts > 5000) /* Rule 1 */
100 if (f_ptr->flags.has_not(FloorFeatureType::FLOOR)) {
105 if (f_ptr->flags.has_not(FloorFeatureType::MOVE)) {
108 if (f_ptr->flags.has(FloorFeatureType::HIT_TRAP)) {
113 /* Refuse to start on anti-teleport grids in dungeon */
114 if (f_ptr->flags.has_not(FloorFeatureType::TELEPORTABLE)) {
118 if (!player_can_enter(player_ptr, g_ptr->feat, 0)) {
121 if (!in_bounds(player_ptr->current_floor_ptr, y, x)) {
125 /* Refuse to start on anti-teleport grids */
126 if (g_ptr->is_icky()) {
133 if (max_attempts < 1) { /* Should be -1, actually if we failed... */
137 /* Save the new player grid */
145 * @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
146 * @param player_ptr プレイヤーへの参照ポインタ
147 * @param g_ptr マス構造体の参照ポインタ
148 * @return 隠されたドアがあるならTRUEを返す。
150 bool is_hidden_door(PlayerType *player_ptr, grid_type *g_ptr)
152 if ((g_ptr->mimic || g_ptr->cave_has_flag(FloorFeatureType::SECRET)) && is_closed_door(player_ptr, g_ptr->feat)) {
160 * @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
163 * @return 指定された座標に照明がかかっているならTRUEを返す。。
165 bool check_local_illumination(PlayerType *player_ptr, POSITION y, POSITION x)
167 /* Hack -- move towards player */
168 POSITION yy = (y < player_ptr->y) ? (y + 1) : (y > player_ptr->y) ? (y - 1)
170 POSITION xx = (x < player_ptr->x) ? (x + 1) : (x > player_ptr->x) ? (x - 1)
173 /* Check for "local" illumination */
175 /* Check for "complex" illumination */
176 auto *floor_ptr = player_ptr->current_floor_ptr;
177 if ((feat_supports_los(floor_ptr->grid_array[yy][xx].get_feat_mimic()) && (floor_ptr->grid_array[yy][xx].info & CAVE_GLOW)) || (feat_supports_los(floor_ptr->grid_array[y][xx].get_feat_mimic()) && (floor_ptr->grid_array[y][xx].info & CAVE_GLOW)) || (feat_supports_los(floor_ptr->grid_array[yy][x].get_feat_mimic()) && (floor_ptr->grid_array[yy][x].info & CAVE_GLOW))) {
184 /*! 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 */
185 #define update_local_illumination_aux(C, Y, X) \
187 if (player_has_los_bold((C), (Y), (X))) { \
188 /* Update the monster */ \
189 if ((C)->current_floor_ptr->grid_array[(Y)][(X)].m_idx) \
190 update_monster((C), (C)->current_floor_ptr->grid_array[(Y)][(X)].m_idx, false); \
192 /* Notice and redraw */ \
193 note_spot((C), (Y), (X)); \
194 lite_spot((C), (Y), (X)); \
199 * @brief 指定された座標の照明状態を更新する / Update "local" illumination
200 * @param player_ptr プレイヤーへの参照ポインタ
204 void update_local_illumination(PlayerType *player_ptr, POSITION y, POSITION x)
209 if (!in_bounds(player_ptr->current_floor_ptr, y, x)) {
213 if ((y != player_ptr->y) && (x != player_ptr->x)) {
214 yy = (y < player_ptr->y) ? (y - 1) : (y + 1);
215 xx = (x < player_ptr->x) ? (x - 1) : (x + 1);
216 update_local_illumination_aux(player_ptr, yy, xx);
217 update_local_illumination_aux(player_ptr, y, xx);
218 update_local_illumination_aux(player_ptr, yy, x);
219 } else if (x != player_ptr->x) /* y == player_ptr->y */
221 xx = (x < player_ptr->x) ? (x - 1) : (x + 1);
222 for (i = -1; i <= 1; i++) {
224 update_local_illumination_aux(player_ptr, yy, xx);
227 update_local_illumination_aux(player_ptr, yy, x);
229 update_local_illumination_aux(player_ptr, yy, x);
230 } else if (y != player_ptr->y) /* x == player_ptr->x */
232 yy = (y < player_ptr->y) ? (y - 1) : (y + 1);
233 for (i = -1; i <= 1; i++) {
235 update_local_illumination_aux(player_ptr, yy, xx);
238 update_local_illumination_aux(player_ptr, y, xx);
240 update_local_illumination_aux(player_ptr, y, xx);
241 } else /* Player's grid */
243 for (i = 0; i < 8; i++) {
246 update_local_illumination_aux(player_ptr, yy, xx);
252 * @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
253 * @return 視覚に収められていないならTRUEを返す
254 * @details player_can_see_bold()関数の返り値の否定を返している。
256 bool no_lite(PlayerType *player_ptr)
258 return !player_can_see_bold(player_ptr, player_ptr->y, player_ptr->x);
262 * Place an attr/char pair at the given map coordinate, if legal.
264 void print_rel(PlayerType *player_ptr, char c, TERM_COLOR a, POSITION y, POSITION x)
266 /* Only do "legal" locations */
267 if (panel_contains(y, x)) {
268 /* Hack -- fake monochrome */
270 if (w_ptr->timewalk_m_idx) {
272 } else if (is_invuln(player_ptr) || player_ptr->timewalk) {
274 } else if (player_ptr->wraith_form) {
279 /* Draw the char using the attr */
280 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, 0, 0);
284 void print_bolt_pict(PlayerType *player_ptr, POSITION y, POSITION x, POSITION ny, POSITION nx, AttributeType typ)
286 const auto [a, c] = bolt_pict(y, x, ny, nx, typ);
287 print_rel(player_ptr, c, a, ny, nx);
291 * Memorize interesting viewable object/features in the given grid
293 * This function should only be called on "legal" grids.
295 * This function will memorize the object and/or feature in the given
296 * grid, if they are (1) viewable and (2) interesting. Note that all
297 * objects are interesting, all terrain features except floors (and
298 * invisible traps) are interesting, and floors (and invisible traps)
299 * are interesting sometimes (depending on various options involving
300 * the illumination of floor grids).
302 * The automatic memorization of all objects and non-floor terrain
303 * features as soon as they are displayed allows incredible amounts
304 * of optimization in various places, especially "map_info()".
306 * Note that the memorization of objects is completely separate from
307 * the memorization of terrain features, preventing annoying floor
308 * memorization when a detected object is picked up from a dark floor,
309 * and object memorization when an object is dropped into a floor grid
310 * which is memorized but out-of-sight.
312 * This function should be called every time the "memorization" of
313 * a grid (or the object in a grid) is called into question, such
314 * as when an object is created in a grid, when a terrain feature
315 * "changes" from "floor" to "non-floor", when any grid becomes
316 * "illuminated" or "viewable", and when a "floor" grid becomes
319 * Note the relatively efficient use of this function by the various
320 * "update_view()" and "update_lite()" calls, to allow objects and
321 * terrain features to be memorized (and drawn) whenever they become
322 * viewable or illuminated in any way, but not when they "maintain"
323 * or "lose" their previous viewability or illumination.
325 * Note the butchered "internal" version of "player_can_see_bold()",
326 * optimized primarily for the most common cases, that is, for the
327 * non-marked floor grids.
329 void note_spot(PlayerType *player_ptr, POSITION y, POSITION x)
331 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
333 /* Blind players see nothing */
334 if (player_ptr->effects()->blindness()->is_blind()) {
338 /* Analyze non-torch-lit grids */
339 if (!(g_ptr->info & (CAVE_LITE | CAVE_MNLT))) {
340 /* Require line of sight to the grid */
341 if (!(g_ptr->info & (CAVE_VIEW))) {
345 /* Require "perma-lite" of the grid */
346 if ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) != CAVE_GLOW) {
348 if (!player_ptr->see_nocto) {
354 /* Hack -- memorize objects */
355 for (const auto this_o_idx : g_ptr->o_idx_list) {
356 auto *o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
358 /* Memorize objects */
359 o_ptr->marked |= OM_FOUND;
362 /* Hack -- memorize grids */
363 if (!g_ptr->is_mark()) {
364 /* Feature code (applying "mimic" field) */
365 auto *f_ptr = &f_info[g_ptr->get_feat_mimic()];
367 /* Memorize some "boring" grids */
368 if (f_ptr->flags.has_not(FloorFeatureType::REMEMBER)) {
369 /* Option -- memorize all torch-lit floors */
370 if (view_torch_grids && ((g_ptr->info & (CAVE_LITE | CAVE_MNLT)) || player_ptr->see_nocto)) {
371 g_ptr->info |= (CAVE_MARK);
374 /* Option -- memorize all perma-lit floors */
375 else if (view_perma_grids && ((g_ptr->info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)) {
376 g_ptr->info |= (CAVE_MARK);
380 /* Memorize normal grids */
381 else if (f_ptr->flags.has(FloorFeatureType::LOS)) {
382 g_ptr->info |= (CAVE_MARK);
385 /* Memorize torch-lit walls */
386 else if (g_ptr->info & (CAVE_LITE | CAVE_MNLT)) {
387 g_ptr->info |= (CAVE_MARK);
390 /* Memorize walls seen by noctovision of Ninja */
391 else if (player_ptr->see_nocto) {
392 g_ptr->info |= (CAVE_MARK);
395 /* Memorize certain non-torch-lit wall grids */
396 else if (check_local_illumination(player_ptr, y, x)) {
397 g_ptr->info |= (CAVE_MARK);
401 /* Memorize terrain of the grid */
402 g_ptr->info |= (CAVE_KNOWN);
406 * Redraw (on the screen) a given MAP location
408 * This function should only be called on "legal" grids
410 void lite_spot(PlayerType *player_ptr, POSITION y, POSITION x)
412 /* Redraw if on screen */
413 if (panel_contains(y, x) && in_bounds2(player_ptr->current_floor_ptr, y, x)) {
419 map_info(player_ptr, y, x, &a, &c, &ta, &tc);
421 /* Hack -- fake monochrome */
423 if (w_ptr->timewalk_m_idx) {
425 } else if (is_invuln(player_ptr) || player_ptr->timewalk) {
427 } else if (player_ptr->wraith_form) {
432 /* Hack -- Queue it */
433 term_queue_bigchar(panel_col_of(x), y - panel_row_prt, a, c, ta, tc);
435 /* Update sub-windows */
436 player_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
441 * Some comments on the grid flags. -BEN-
444 * One of the major bottlenecks in previous versions of Angband was in
445 * the calculation of "line of sight" from the player to various grids,
446 * such as monsters. This was such a nasty bottleneck that a lot of
447 * silly things were done to reduce the dependancy on "line of sight",
448 * for example, you could not "see" any grids in a lit room until you
449 * actually entered the room, and there were all kinds of bizarre grid
450 * flags to enable this behavior. This is also why the "call light"
451 * spells always lit an entire room.
453 * The code below provides functions to calculate the "field of view"
454 * for the player, which, once calculated, provides extremely fast
455 * calculation of "line of sight from the player", and to calculate
456 * the "field of torch lite", which, again, once calculated, provides
457 * extremely fast calculation of "which grids are lit by the player's
458 * lite source". In addition to marking grids as "GRID_VIEW" and/or
459 * "GRID_LITE", as appropriate, these functions maintain an array for
460 * each of these two flags, each array containing the locations of all
461 * of the grids marked with the appropriate flag, which can be used to
462 * very quickly scan through all of the grids in a given set.
464 * To allow more "semantically valid" field of view semantics, whenever
465 * the field of view (or the set of torch lit grids) changes, all of the
466 * grids in the field of view (or the set of torch lit grids) are "drawn"
467 * so that changes in the world will become apparent as soon as possible.
468 * This has been optimized so that only grids which actually "change" are
469 * redrawn, using the "temp" array and the "GRID_TEMP" flag to keep track
470 * of the grids which are entering or leaving the relevent set of grids.
472 * These new methods are so efficient that the old nasty code was removed.
474 * Note that there is no reason to "update" the "viewable space" unless
475 * the player "moves", or walls/doors are created/destroyed, and there
476 * is no reason to "update" the "torch lit grids" unless the field of
477 * view changes, or the "light radius" changes. This means that when
478 * the player is resting, or digging, or doing anything that does not
479 * involve movement or changing the state of the dungeon, there is no
480 * need to update the "view" or the "lite" regions, which is nice.
482 * Note that the calls to the nasty "los()" function have been reduced
483 * to a bare minimum by the use of the new "field of view" calculations.
485 * I wouldn't be surprised if slight modifications to the "update_view()"
486 * function would allow us to determine "reverse line-of-sight" as well
487 * as "normal line-of-sight", which would allow monsters to use a more
488 * "correct" calculation to determine if they can "see" the player. For
489 * now, monsters simply "cheat" somewhat and assume that if the player
490 * has "line of sight" to the monster, then the monster can "pretend"
491 * that it has "line of sight" to the player.
494 * The "update_lite()" function maintains the "CAVE_LITE" flag for each
495 * grid and maintains an array of all "CAVE_LITE" grids.
497 * This set of grids is the complete set of all grids which are lit by
498 * the players light source, which allows the "player_can_see_bold()"
499 * function to work very quickly.
501 * Note that every "CAVE_LITE" grid is also a "CAVE_VIEW" grid, and in
502 * fact, the player (unless blind) can always "see" all grids which are
503 * marked as "CAVE_LITE", unless they are "off screen".
506 * The "update_view()" function maintains the "CAVE_VIEW" flag for each
507 * grid and maintains an array of all "CAVE_VIEW" grids.
509 * This set of grids is the complete set of all grids within line of sight
510 * of the player, allowing the "player_has_los_bold()" macro to work very
514 * The current "update_view()" algorithm uses the "CAVE_XTRA" flag as a
515 * temporary internal flag to mark those grids which are not only in view,
516 * but which are also "easily" in line of sight of the player. This flag
517 * is always cleared when we are done.
520 * The current "update_lite()" and "update_view()" algorithms use the
521 * "CAVE_TEMP" flag, and the array of grids which are marked as "CAVE_TEMP",
522 * to keep track of which grids were previously marked as "CAVE_LITE" or
523 * "CAVE_VIEW", which allows us to optimize the "screen updates".
525 * The "CAVE_TEMP" flag, and the array of "CAVE_TEMP" grids, is also used
526 * for various other purposes, such as spreading lite or darkness during
527 * "lite_room()" / "unlite_room()", and for calculating monster flow.
530 * Any grid can be marked as "CAVE_GLOW" which means that the grid itself is
531 * in some way permanently lit. However, for the player to "see" anything
532 * in the grid, as determined by "player_can_see()", the player must not be
533 * blind, the grid must be marked as "CAVE_VIEW", and, in addition, "wall"
534 * grids, even if marked as "perma lit", are only illuminated if they touch
535 * a grid which is not a wall and is marked both "CAVE_GLOW" and "CAVE_VIEW".
538 * To simplify various things, a grid may be marked as "CAVE_MARK", meaning
539 * that even if the player cannot "see" the grid, he "knows" the terrain in
540 * that grid. This is used to "remember" walls/doors/stairs/floors when they
541 * are "seen" or "detected", and also to "memorize" floors, after "wiz_lite()",
542 * or when one of the "memorize floor grids" options induces memorization.
544 * Objects are "memorized" in a different way, using a special "marked" flag
545 * on the object itself, which is set when an object is observed or detected.
548 * A grid may be marked as "CAVE_ROOM" which means that it is part of a "room",
549 * and should be illuminated by "lite room" and "darkness" spells.
552 * A grid may be marked as "CAVE_ICKY" which means it is part of a "vault",
553 * and should be unavailable for "teleportation" destinations.
556 * The "view_perma_grids" allows the player to "memorize" every perma-lit grid
557 * which is observed, and the "view_torch_grids" allows the player to memorize
558 * every torch-lit grid. The player will always memorize important walls,
559 * doors, stairs, and other terrain features, as well as any "detected" grids.
561 * Note that the new "update_view()" method allows, among other things, a room
562 * to be "partially" seen as the player approaches it, with a growing cone of
563 * floor appearing as the player gets closer to the door. Also, by not turning
564 * on the "memorize perma-lit grids" option, the player will only "see" those
565 * floor grids which are actually in line of sight.
567 * And my favorite "plus" is that you can now use a special option to draw the
568 * "floors" in the "viewable region" brightly (actually, to draw the *other*
569 * grids dimly), providing a "pretty" effect as the player runs around, and
570 * to efficiently display the "torch lite" in a special color.
573 * Some comments on the "update_view()" algorithm...
575 * The algorithm is very fast, since it spreads "obvious" grids very quickly,
576 * and only has to call "los()" on the borderline cases. The major axes/diags
577 * even terminate early when they hit walls. I need to find a quick way
578 * to "terminate" the other scans.
580 * Note that in the worst case (a big empty area with say 5% scattered walls),
581 * each of the 1500 or so nearby grids is checked once, most of them getting
582 * an "instant" rating, and only a small portion requiring a call to "los()".
584 * The only time that the algorithm appears to be "noticeably" too slow is
585 * when running, and this is usually only important in town, since the town
586 * provides about the worst scenario possible, with large open regions and
587 * a few scattered obstructions. There is a special "efficiency" option to
588 * allow the player to reduce his field of view in town, if needed.
590 * In the "best" case (say, a normal stretch of corridor), the algorithm
591 * makes one check for each viewable grid, and makes no calls to "los()".
592 * So running in corridors is very fast, and if a lot of monsters are
593 * nearby, it is much faster than the old methods.
595 * Note that resting, most normal commands, and several forms of running,
596 * plus all commands executed near large groups of monsters, are strictly
597 * more efficient with "update_view()" that with the old "compute los() on
598 * demand" method, primarily because once the "field of view" has been
599 * calculated, it does not have to be recalculated until the player moves
600 * (or a wall or door is created or destroyed).
602 * Note that we no longer have to do as many "los()" checks, since once the
603 * "view" region has been built, very few things cause it to be "changed"
604 * (player movement, and the opening/closing of doors, changes in wall status).
605 * Note that door/wall changes are only relevant when the door/wall itself is
606 * in the "view" region.
608 * The algorithm seems to only call "los()" from zero to ten times, usually
609 * only when coming down a corridor into a room, or standing in a room, just
610 * misaligned with a corridor. So if, say, there are five "nearby" monsters,
611 * we will be reducing the calls to "los()".
613 * I am thinking in terms of an algorithm that "walks" from the central point
614 * out to the maximal "distance", at each point, determining the "view" code
615 * (above). For each grid not on a major axis or diagonal, the "view" code
616 * depends on the "cave_los_bold()" and "view" of exactly two other grids
617 * (the one along the nearest diagonal, and the one next to that one, see
618 * "update_view_aux()"...).
620 * We "memorize" the viewable space array, so that at the cost of under 3000
621 * bytes, we reduce the time taken by "forget_view()" to one assignment for
622 * each grid actually in the "viewable space". And for another 3000 bytes,
623 * we prevent "erase + redraw" ineffiencies via the "seen" set. These bytes
624 * are also used by other routines, thus reducing the cost to almost nothing.
626 * A similar thing is done for "forget_lite()" in which case the savings are
627 * much less, but save us from doing bizarre maintenance checking.
629 * In the worst "normal" case (in the middle of the town), the reachable space
630 * actually reaches to more than half of the largest possible "circle" of view,
631 * or about 800 grids, and in the worse case (in the middle of a dungeon level
632 * where all the walls have been removed), the reachable space actually reaches
633 * the theoretical maximum size of just under 1500 grids.
635 * Each grid G examines the "state" of two (?) other (adjacent) grids, G1 & G2.
636 * If G1 is lite, G is lite. Else if G2 is lite, G is half. Else if G1 and G2
637 * are both half, G is half. Else G is dark. It only takes 2 (or 4) bits to
638 * "name" a grid, so (for MAX_RAD of 20) we could use 1600 bytes, and scan the
639 * entire possible space (including initialization) in one step per grid. If
640 * we do the "clearing" as a separate step (and use an array of "view" grids),
641 * then the clearing will take as many steps as grids that were viewed, and the
642 * algorithm will be able to "stop" scanning at various points.
643 * Oh, and outside of the "torch radius", only "lite" grids need to be scanned.
647 * Hack - speed up the update_flow algorithm by only doing
648 * it everytime the player moves out of LOS of the last
651 static POSITION flow_x = 0;
652 static POSITION flow_y = 0;
655 * Hack -- fill in the "cost" field of every grid that the player
656 * can "reach" with the number of steps needed to reach that grid.
657 * This also yields the "distance" of the player from every grid.
659 * In addition, mark the "when" of the grids that can reach
660 * the player with the incremented value of "flow_n".
662 * Hack -- use the "seen" array as a "circular queue".
664 * We do not need a priority queue because the cost from grid
665 * to grid is always "one" and we process them in order.
667 void update_flow(PlayerType *player_ptr)
671 floor_type *f_ptr = player_ptr->current_floor_ptr;
673 /* The last way-point is on the map */
674 if (player_ptr->running && in_bounds(f_ptr, flow_y, flow_x)) {
675 /* The way point is in sight - do not update. (Speedup) */
676 if (f_ptr->grid_array[flow_y][flow_x].info & CAVE_VIEW) {
681 /* Erase all of the current flow information */
682 for (y = 0; y < f_ptr->height; y++) {
683 for (x = 0; x < f_ptr->width; x++) {
684 memset(&f_ptr->grid_array[y][x].costs, 0, sizeof(f_ptr->grid_array[y][x].costs));
685 memset(&f_ptr->grid_array[y][x].dists, 0, sizeof(f_ptr->grid_array[y][x].dists));
689 /* Save player position */
690 flow_y = player_ptr->y;
691 flow_x = player_ptr->x;
693 for (int i = 0; i < FLOW_MAX; i++) {
695 std::queue<Pos2D> que;
696 que.emplace(player_ptr->y, player_ptr->x);
698 /* Now process the queue */
699 while (!que.empty()) {
700 /* Extract the next entry */
701 const auto [ty, tx] = que.front();
704 /* Add the "children" */
705 for (d = 0; d < 8; d++) {
706 byte m = player_ptr->current_floor_ptr->grid_array[ty][tx].costs[i] + 1;
707 byte n = player_ptr->current_floor_ptr->grid_array[ty][tx].dists[i] + 1;
713 /* Ignore player's grid */
714 if (player_bold(player_ptr, y, x)) {
718 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
720 if (is_closed_door(player_ptr, g_ptr->feat)) {
724 /* Ignore "pre-stamped" entries */
725 if (g_ptr->dists[i] != 0 && g_ptr->dists[i] <= n && g_ptr->costs[i] <= m) {
729 /* Ignore "walls", "holes" and "rubble" */
730 bool can_move = false;
733 can_move = g_ptr->cave_has_flag(FloorFeatureType::MOVE) || g_ptr->cave_has_flag(FloorFeatureType::CAN_FLY);
736 can_move = g_ptr->cave_has_flag(FloorFeatureType::MOVE);
740 if (!can_move && !is_closed_door(player_ptr, g_ptr->feat)) {
744 /* Save the flow cost */
745 if (g_ptr->costs[i] == 0 || g_ptr->costs[i] > m) {
748 if (g_ptr->dists[i] == 0 || g_ptr->dists[i] > n) {
752 /* Hack -- limit flow depth */
753 if (n == MONSTER_FLOW_DEPTH) {
757 /* Enqueue that entry */
765 * Take a feature, determine what that feature becomes
766 * through applying the given action.
768 FEAT_IDX feat_state(floor_type *floor_ptr, FEAT_IDX feat, FloorFeatureType action)
770 auto *f_ptr = &f_info[feat];
773 /* Get the new feature */
774 for (i = 0; i < MAX_FEAT_STATES; i++) {
775 if (f_ptr->state[i].action == action) {
776 return conv_dungeon_feat(floor_ptr, f_ptr->state[i].result);
780 if (f_ptr->flags.has(FloorFeatureType::PERMANENT)) {
784 return (feature_action_flags[enum2i(action)] & FAF_DESTROY) ? conv_dungeon_feat(floor_ptr, f_ptr->destroyed) : feat;
788 * Takes a location and action and changes the feature at that
789 * location through applying the given action.
791 void cave_alter_feat(PlayerType *player_ptr, POSITION y, POSITION x, FloorFeatureType action)
793 /* Set old feature */
794 auto *floor_ptr = player_ptr->current_floor_ptr;
795 FEAT_IDX oldfeat = floor_ptr->grid_array[y][x].feat;
797 /* Get the new feat */
798 FEAT_IDX newfeat = feat_state(player_ptr->current_floor_ptr, oldfeat, action);
801 if (newfeat == oldfeat) {
805 /* Set the new feature */
806 cave_set_feat(player_ptr, y, x, newfeat);
808 if (!(feature_action_flags[enum2i(action)] & FAF_NO_DROP)) {
809 feature_type *old_f_ptr = &f_info[oldfeat];
810 auto *f_ptr = &f_info[newfeat];
814 if (old_f_ptr->flags.has(FloorFeatureType::HAS_GOLD) && f_ptr->flags.has_not(FloorFeatureType::HAS_GOLD)) {
815 /* Place some gold */
816 place_gold(player_ptr, y, x);
821 if (old_f_ptr->flags.has(FloorFeatureType::HAS_ITEM) && f_ptr->flags.has_not(FloorFeatureType::HAS_ITEM) && (randint0(100) < (15 - floor_ptr->dun_level / 2))) {
823 place_object(player_ptr, y, x, 0L);
827 if (found && w_ptr->character_dungeon && player_can_see_bold(player_ptr, y, x)) {
828 msg_print(_("何かを発見した!", "You have found something!"));
832 if (feature_action_flags[enum2i(action)] & FAF_CRASH_GLASS) {
833 feature_type *old_f_ptr = &f_info[oldfeat];
835 if (old_f_ptr->flags.has(FloorFeatureType::GLASS) && w_ptr->character_dungeon) {
836 project(player_ptr, PROJECT_WHO_GLASS_SHARDS, 1, y, x, std::min(floor_ptr->dun_level, 100) / 4, AttributeType::SHARDS,
837 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE | PROJECT_JUMP | PROJECT_NO_HANGEKI));
843 * @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。
844 * @param player_ptr プレイヤーへの参照ポインタ
845 * @param m_idx モンスターID
849 * @return テレポート先として妥当ならばtrue
851 bool cave_monster_teleportable_bold(PlayerType *player_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, teleport_flags mode)
853 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
854 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
855 auto *f_ptr = &f_info[g_ptr->feat];
857 /* Require "teleportable" space */
858 if (f_ptr->flags.has_not(FloorFeatureType::TELEPORTABLE)) {
862 if (g_ptr->m_idx && (g_ptr->m_idx != m_idx)) {
865 if (player_bold(player_ptr, y, x)) {
869 /* Hack -- no teleport onto rune of protection */
870 if (g_ptr->is_rune_protection()) {
873 if (g_ptr->is_rune_explosion()) {
877 if (!(mode & TELEPORT_PASSIVE)) {
878 if (!monster_can_cross_terrain(player_ptr, g_ptr->feat, &r_info[m_ptr->r_idx], 0)) {
887 * @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。
888 * @param player_ptr プレイヤーへの参照ポインタ
892 * @return テレポート先として妥当ならばtrue
894 bool cave_player_teleportable_bold(PlayerType *player_ptr, POSITION y, POSITION x, teleport_flags mode)
896 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
897 auto *f_ptr = &f_info[g_ptr->feat];
899 /* Require "teleportable" space */
900 if (f_ptr->flags.has_not(FloorFeatureType::TELEPORTABLE)) {
904 /* No magical teleporting into vaults and such */
905 if (!(mode & TELEPORT_NONMAGICAL) && g_ptr->is_icky()) {
909 if (g_ptr->m_idx && (g_ptr->m_idx != player_ptr->riding)) {
913 /* don't teleport on a trap. */
914 if (f_ptr->flags.has(FloorFeatureType::HIT_TRAP)) {
918 if (!(mode & TELEPORT_PASSIVE)) {
919 if (!player_can_enter(player_ptr, g_ptr->feat, 0)) {
923 if (f_ptr->flags.has_all_of({ FloorFeatureType::WATER, FloorFeatureType::DEEP })) {
924 if (!player_ptr->levitation && !player_ptr->can_swim) {
929 if (f_ptr->flags.has(FloorFeatureType::LAVA) && !has_immune_fire(player_ptr) && !is_invuln(player_ptr)) {
930 /* Always forbid deep lava */
931 if (f_ptr->flags.has(FloorFeatureType::DEEP)) {
935 /* Forbid shallow lava when the player don't have levitation */
936 if (!player_ptr->levitation) {
946 * @brief 地形は開くものであって、かつ開かれているかを返す /
947 * Attempt to open the given chest at the given location
949 * @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
951 bool is_open(PlayerType *player_ptr, FEAT_IDX feat)
953 return f_info[feat].flags.has(FloorFeatureType::CLOSE) && (feat != feat_state(player_ptr->current_floor_ptr, feat, FloorFeatureType::CLOSE));
957 * @brief プレイヤーが地形踏破可能かを返す
958 * @param feature 判定したい地形ID
959 * @param mode 移動に関するオプションフラグ
960 * @return 移動可能ならばTRUEを返す
962 bool player_can_enter(PlayerType *player_ptr, FEAT_IDX feature, BIT_FLAGS16 mode)
964 auto *f_ptr = &f_info[feature];
966 if (player_ptr->riding) {
967 return monster_can_cross_terrain(
968 player_ptr, feature, &r_info[player_ptr->current_floor_ptr->m_list[player_ptr->riding].r_idx], mode | CEM_RIDING);
971 if (f_ptr->flags.has(FloorFeatureType::PATTERN)) {
972 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) {
977 if (f_ptr->flags.has(FloorFeatureType::CAN_FLY) && player_ptr->levitation) {
980 if (f_ptr->flags.has(FloorFeatureType::CAN_SWIM) && player_ptr->can_swim) {
983 if (f_ptr->flags.has(FloorFeatureType::CAN_PASS) && has_pass_wall(player_ptr)) {
987 if (f_ptr->flags.has_not(FloorFeatureType::MOVE)) {
994 void place_grid(PlayerType *player_ptr, grid_type *g_ptr, grid_bold_type gb_type)
998 g_ptr->feat = feat_ground_type[randint0(100)];
999 g_ptr->info &= ~(CAVE_MASK);
1000 g_ptr->info |= CAVE_FLOOR;
1004 g_ptr->feat = feat_wall_type[randint0(100)];
1005 g_ptr->info &= ~(CAVE_MASK);
1006 g_ptr->info |= CAVE_EXTRA;
1009 case GB_EXTRA_PERM: {
1010 g_ptr->feat = feat_permanent;
1011 g_ptr->info &= ~(CAVE_MASK);
1012 g_ptr->info |= CAVE_EXTRA;
1016 g_ptr->feat = feat_wall_inner;
1017 g_ptr->info &= ~(CAVE_MASK);
1018 g_ptr->info |= CAVE_INNER;
1021 case GB_INNER_PERM: {
1022 g_ptr->feat = feat_permanent;
1023 g_ptr->info &= ~(CAVE_MASK);
1024 g_ptr->info |= CAVE_INNER;
1028 g_ptr->feat = feat_wall_outer;
1029 g_ptr->info &= ~(CAVE_MASK);
1030 g_ptr->info |= CAVE_OUTER;
1033 case GB_OUTER_NOPERM: {
1034 auto *f_ptr = &f_info[feat_wall_outer];
1035 if (permanent_wall(f_ptr)) {
1036 g_ptr->feat = (int16_t)feat_state(player_ptr->current_floor_ptr, feat_wall_outer, FloorFeatureType::UNPERM);
1038 g_ptr->feat = feat_wall_outer;
1041 g_ptr->info &= ~(CAVE_MASK);
1042 g_ptr->info |= (CAVE_OUTER | CAVE_VAULT);
1046 g_ptr->feat = feat_wall_solid;
1047 g_ptr->info &= ~(CAVE_MASK);
1048 g_ptr->info |= CAVE_SOLID;
1051 case GB_SOLID_PERM: {
1052 g_ptr->feat = feat_permanent;
1053 g_ptr->info &= ~(CAVE_MASK);
1054 g_ptr->info |= CAVE_SOLID;
1057 case GB_SOLID_NOPERM: {
1058 auto *f_ptr = &f_info[feat_wall_solid];
1059 if ((g_ptr->info & CAVE_VAULT) && permanent_wall(f_ptr)) {
1060 g_ptr->feat = (int16_t)feat_state(player_ptr->current_floor_ptr, feat_wall_solid, FloorFeatureType::UNPERM);
1062 g_ptr->feat = feat_wall_solid;
1064 g_ptr->info &= ~(CAVE_MASK);
1065 g_ptr->info |= CAVE_SOLID;
1073 if (g_ptr->m_idx > 0) {
1074 delete_monster_idx(player_ptr, g_ptr->m_idx);
1079 * モンスターにより照明が消されている地形か否かを判定する。 / Is this grid "darkened" by monster?
1080 * @param player_ptr プレイヤーへの参照ポインタ
1081 * @param g_ptr グリッドへの参照ポインタ
1082 * @return 照明が消されている地形ならばTRUE
1084 bool darkened_grid(PlayerType *player_ptr, grid_type *g_ptr)
1086 return ((g_ptr->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && !player_ptr->see_nocto;
1089 void place_bold(PlayerType *player_ptr, POSITION y, POSITION x, grid_bold_type gb_type)
1091 grid_type *const g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
1092 place_grid(player_ptr, g_ptr, gb_type);
1095 void set_cave_feat(floor_type *floor_ptr, POSITION y, POSITION x, FEAT_IDX feature_idx)
1097 floor_ptr->grid_array[y][x].feat = feature_idx;
1101 * @brief プレイヤーの周辺9マスに該当する地形がいくつあるかを返す /
1102 * Attempt to open the given chest at the given location
1103 * @param y 該当する地形の中から1つのY座標を返す参照ポインタ
1104 * @param x 該当する地形の中から1つのX座標を返す参照ポインタ
1105 * @param test 地形条件を判定するための関数ポインタ
1106 * @param under TRUEならばプレイヤーの直下の座標も走査対象にする
1108 * @details Return the number of features around (or under) the character.
1109 * Usually look for doors and floor traps.
1111 int count_dt(PlayerType *player_ptr, POSITION *y, POSITION *x, bool (*test)(PlayerType *, FEAT_IDX), bool under)
1114 for (DIRECTION d = 0; d < 9; d++) {
1117 if ((d == 8) && !under) {
1121 POSITION yy = player_ptr->y + ddy_ddd[d];
1122 POSITION xx = player_ptr->x + ddx_ddd[d];
1123 g_ptr = &player_ptr->current_floor_ptr->grid_array[yy][xx];
1124 if (!g_ptr->is_mark()) {
1128 feat = g_ptr->get_feat_mimic();
1129 if (!((*test)(player_ptr, feat))) {
1142 * @brief マス構造体のspecial要素を利用する地形かどうかを判定する.
1144 bool feat_uses_special(FEAT_IDX f_idx)
1146 return f_info[(f_idx)].flags.has(FloorFeatureType::SPECIAL);
1150 * This function allows us to efficiently add a grid to the "lite" array,
1151 * note that we are never called for illegal grids, or for grids which
1152 * have already been placed into the "lite" array, and we are never
1153 * called when the "lite" array is full.
1155 void cave_lite_hack(floor_type *floor_ptr, POSITION y, POSITION x)
1157 auto *g_ptr = &floor_ptr->grid_array[y][x];
1158 if (g_ptr->is_lite()) {
1162 g_ptr->info |= CAVE_LITE;
1163 floor_ptr->lite_y[floor_ptr->lite_n] = y;
1164 floor_ptr->lite_x[floor_ptr->lite_n++] = x;
1168 * For delayed visual update
1170 void cave_redraw_later(floor_type *floor_ptr, POSITION y, POSITION x)
1172 auto *g_ptr = &floor_ptr->grid_array[y][x];
1173 if (g_ptr->is_redraw()) {
1177 g_ptr->info |= CAVE_REDRAW;
1178 floor_ptr->redraw_y[floor_ptr->redraw_n] = y;
1179 floor_ptr->redraw_x[floor_ptr->redraw_n++] = x;
1183 * For delayed visual update
1185 void cave_note_and_redraw_later(floor_type *floor_ptr, POSITION y, POSITION x)
1187 floor_ptr->grid_array[y][x].info |= CAVE_NOTE;
1188 cave_redraw_later(floor_ptr, y, x);
1191 void cave_view_hack(floor_type *floor_ptr, POSITION y, POSITION x)
1193 auto *g_ptr = &floor_ptr->grid_array[y][x];
1194 if (g_ptr->is_view()) {
1198 g_ptr->info |= CAVE_VIEW;
1199 floor_ptr->view_y[floor_ptr->view_n] = y;
1200 floor_ptr->view_x[floor_ptr->view_n] = x;
1201 floor_ptr->view_n++;