3 #include "system/angband.h"
4 #include "grid/feature.h"
6 #include "system/monster-type-definition.h"
7 #include "system/object-type-definition.h"
8 #include "floor/floor-save.h"
12 * @brief ダンジョンの最深層 / Maximum dungeon level.
14 * The player can never reach this level
15 * in the dungeon, and this value is used for various calculations
16 * involving object and monster creation. It must be at least 100.
17 * Setting it below 128 may prevent the creation of some objects.
22 * @brief generate.cで用いられる基本的なブロック数単位(垂直方向)
23 * Number of grids in each block (vertically) Probably hard-coded to 11, see "generate.c"
28 * @brief generate.cで用いられる基本的なブロック数単位(水平方向)
29 * Number of grids in each block (horizontally) Probably hard-coded to 11, see "generate.c"
34 * @brief 表示上の基本的なブロック単位(垂直方向、PANEL_HGTの倍数で設定すること)
35 * Number of grids used to display the dungeon (vertically). Must be a multiple of 11, probably hard-coded to 22.
40 * @brief 表示上の基本的なブロック単位(水平方向、PANEL_WIDの倍数で設定すること)
41 * Number of grids used to display the dungeon (horizontally). Must be a multiple of 33, probably hard-coded to 66.
46 * @brief 表示上のダンジョンの最大垂直サイズ(SCREEN_HGTの3倍が望ましい)
47 * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT, probably hard-coded to SCREEN_HGT * 3.
52 * @brief 表示上のダンジョンの最大水平サイズ(SCREEN_WIDの3倍が望ましい)
53 * Maximum dungeon width in grids, must be a multiple of SCREEN_WID, probably hard-coded to SCREEN_WID * 3.
58 * @brief プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "grid.c")
59 * @details Note that the "lite radius" will NEVER exceed 14, and we would
60 * never require more than 581 entries in the array for circular "lite".
65 * @brief モンスター用光源処理配列サイズ / Maximum size of the "mon_lite" array (see ">grid.c")
66 * @details Note that the "view radius" will NEVER exceed 20, monster illumination
67 * flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
68 * we would never require more than 1520 entries in the array.
70 #define MON_LITE_MAX 1536
73 * @brief 視界処理配列サイズ / Maximum size of the "view" array
74 * @details Note that the "view radius" will NEVER exceed 20, and even if the "view"
75 * was octagonal, we would never require more than 1520 entries in the array.
80 * @brief 再描画処理用配列サイズ / Maximum size of the "redraw" array
81 * @details We must be large for proper functioning of delayed redrawing.
82 * We must also be as large as two times of the largest view area.
83 * Note that maximum view grids are 1149 entries.
85 #define REDRAW_MAX 2298
88 typedef struct floor_type {
89 DUNGEON_IDX dungeon_idx;
90 grid_type *grid_array[MAX_HGT];
91 DEPTH dun_level; /*!< 現在の実ダンジョン階層 base_level の参照元となる / Current dungeon level */
92 DEPTH base_level; /*!< 基本生成レベル、後述のobject_level, monster_levelの参照元となる / Base dungeon level */
93 DEPTH object_level; /*!< アイテムの生成レベル、 base_level を起点に一時変更する時に参照 / Current object creation level */
94 DEPTH monster_level; /*!< モンスターの生成レベル、 base_level を起点に一時変更する時に参照 / Current monster creation level */
95 POSITION width; /*!< Current dungeon width */
96 POSITION height; /*!< Current dungeon height */
97 MONSTER_NUMBER num_repro; /*!< Current reproducer count */
99 GAME_TURN generated_turn; /* Turn when level began */
101 object_type *o_list; /*!< The array of dungeon items [max_o_idx] */
102 OBJECT_IDX o_max; /* Number of allocated objects */
103 OBJECT_IDX o_cnt; /* Number of live objects */
105 monster_type *m_list; /*!< The array of dungeon monsters [max_m_idx] */
106 MONSTER_IDX m_max; /* Number of allocated monsters */
107 MONSTER_IDX m_cnt; /* Number of live monsters */
109 s16b *mproc_list[MAX_MTIMED]; /*!< The array to process dungeon monsters[max_m_idx] */
110 s16b mproc_max[MAX_MTIMED]; /*!< Number of monsters to be processed */
112 POSITION_IDX lite_n; //!< Array of grids lit by player lite
113 POSITION lite_y[LITE_MAX];
114 POSITION lite_x[LITE_MAX];
116 POSITION_IDX mon_lite_n; //!< Array of grids lit by player lite
117 POSITION mon_lite_y[MON_LITE_MAX];
118 POSITION mon_lite_x[MON_LITE_MAX];
120 POSITION_IDX view_n; //!< Array of grids viewable to the player
121 POSITION view_y[VIEW_MAX];
122 POSITION view_x[VIEW_MAX];
124 POSITION_IDX redraw_n; //!< Array of grids for delayed visual updating
125 POSITION redraw_y[REDRAW_MAX];
126 POSITION redraw_x[REDRAW_MAX];
129 QUEST_IDX inside_quest; /* Inside quest level */
130 bool inside_arena; /* Is character inside arena? */
134 extern floor_type floor_info;
136 #define DUNGEON_MODE_NONE 0
137 #define DUNGEON_MODE_AND 1
138 #define DUNGEON_MODE_NAND 2
139 #define DUNGEON_MODE_OR 3
140 #define DUNGEON_MODE_NOR 4
142 /*** Dungeon type flags -- DG ***/
143 #define DF1_WINNER 0x00000001L
144 #define DF1_MAZE 0x00000002L
145 #define DF1_SMALLEST 0x00000004L
146 #define DF1_BEGINNER 0x00000008L
147 #define DF1_BIG 0x00000010L
148 #define DF1_NO_DOORS 0x00000020L
149 #define DF1_WATER_RIVER 0x00000040L
150 #define DF1_LAVA_RIVER 0x00000080L
151 #define DF1_CURTAIN 0x00000100L
152 #define DF1_GLASS_DOOR 0x00000200L
153 #define DF1_CAVE 0x00000400L
154 #define DF1_CAVERN 0x00000800L
155 #define DF1_ARCADE 0x00001000L
156 #define DF1_LAKE_ACID 0x00002000L
157 #define DF1_LAKE_POISONOUS 0x00004000L
158 #define DF1_XXX15 0x00008000L
159 #define DF1_FORGET 0x00010000L
160 #define DF1_LAKE_WATER 0x00020000L
161 #define DF1_LAKE_LAVA 0x00040000L
162 #define DF1_LAKE_RUBBLE 0x00080000L
163 #define DF1_LAKE_TREE 0x00100000L
164 #define DF1_NO_VAULT 0x00200000L
165 #define DF1_ARENA 0x00400000L
166 #define DF1_DESTROY 0x00800000L
167 #define DF1_GLASS_ROOM 0x01000000L
168 #define DF1_NO_CAVE 0x02000000L
169 #define DF1_NO_MAGIC 0x04000000L
170 #define DF1_NO_MELEE 0x08000000L
171 #define DF1_CHAMELEON 0x10000000L
172 #define DF1_DARKNESS 0x20000000L
173 #define DF1_ACID_RIVER 0x40000000L
174 #define DF1_POISONOUS_RIVER 0x80000000L
176 #define DF1_LAKE_MASK (DF1_LAKE_WATER | DF1_LAKE_LAVA | DF1_LAKE_RUBBLE | DF1_LAKE_TREE | DF1_LAKE_POISONOUS | DF1_LAKE_ACID)
178 #define HAS_RIVER_FLAG(D_PTR) ((D_PTR)->flags1 & (DF1_WATER_RIVER | DF1_LAVA_RIVER | DF1_ACID_RIVER | DF1_POISONOUS_RIVER))
181 * Determines if a map location is fully inside the outer walls
183 #define in_bounds(F,Y,X) \
184 (((Y) > 0) && ((X) > 0) && ((Y) < (F)->height-1) && ((X) < (F)->width-1))
187 * Determines if a map location is on or inside the outer walls
189 #define in_bounds2(F,Y,X) \
190 (((Y) >= 0) && ((X) >= 0) && ((Y) < (F)->height) && ((X) < (F)->width))
193 * Determines if a map location is on or inside the outer walls
196 #define in_bounds2u(F,Y,X) \
197 (((Y) < (F)->height) && ((X) < (F)->width))
201 * Determine if player is on this grid
203 #define player_bold(C,Y,X) \
204 (((Y) == (C)->y) && ((X) == (C)->x))
207 * Grid based version of "creature_bold()"
209 #define player_grid(C, G) \
210 ((G) == &(C)->current_floor_ptr->grid_array[(C)->y][(C)->x])
213 #define cave_have_flag_bold(F,Y,X,INDEX) \
214 (have_flag(f_info[(F)->grid_array[(Y)][(X)].feat].flags, (INDEX)))
217 #define cave_have_flag_grid(C,INDEX) \
218 (have_flag(f_info[(C)->feat].flags, (INDEX)))
222 * Determine if a "feature" supports "los"
224 #define feat_supports_los(F) \
225 (have_flag(f_info[(F)].flags, FF_LOS))
228 #define cave_los_grid(C) \
229 (feat_supports_los((C)->feat))
233 * Determine if a "legal" grid is a "clean" floor grid
234 * Determine if terrain-change spells are allowed in a grid.
236 * Line 1 -- forbid non-floors
237 * Line 2 -- forbid object terrains
238 * Line 3 -- forbid normal objects
240 #define cave_clean_bold(F,Y,X) \
241 (cave_have_flag_bold((F), (Y), (X), FF_FLOOR) && \
242 !((F)->grid_array[Y][X].info & CAVE_OBJECT) && \
243 ((F)->grid_array[Y][X].o_idx == 0))
247 * Determine if an object can be dropped on a "legal" grid
249 * Line 1 -- forbid non-drops
250 * Line 2 -- forbid object terrains
252 #define cave_drop_bold(F,Y,X) \
253 (cave_have_flag_bold((F), (Y), (X), FF_DROP) && \
254 !((F)->grid_array[Y][X].info & CAVE_OBJECT))
258 * Determine if a "legal" grid is an "naked" floor grid
260 * Line 1 -- forbid non-clean gird
261 * Line 2 -- forbid monsters
262 * Line 3 -- forbid the player
264 #define cave_naked_bold(C,F,Y,X) \
265 (cave_clean_bold(F,Y,X) && \
266 !((F)->grid_array[Y][X].m_idx) && \
271 * Determine if a "legal" grid is "permanent"
273 * Line 1 -- permanent flag
275 #define cave_perma_bold(F,Y,X) \
276 (cave_have_flag_bold((F), (Y), (X), FF_PERMANENT))
280 * Grid based version of "cave_perma_bold()"
282 #define cave_perma_grid(C) \
283 (cave_have_flag_grid((C), FF_PERMANENT))
287 * Does the grid stop disintegration?
289 #define cave_stop_disintegration(F,Y,X) \
290 (!cave_have_flag_bold((F), (Y), (X), FF_PROJECT) && \
291 (!cave_have_flag_bold((F), (Y), (X), FF_HURT_DISI) || \
292 cave_have_flag_bold((F), (Y), (X), FF_PERMANENT)))
296 * Determine if a "legal" grid is within "los" of the player
298 * Note the use of comparison to zero to force a "boolean" result
300 #define player_has_los_grid(C) \
301 (((C)->info & (CAVE_VIEW)) != 0)
304 * Determine if a "legal" grid is within "los" of the player
306 * Note the use of comparison to zero to force a "boolean" result
308 #define player_has_los_bold(C,Y,X) \
309 ((((C)->current_floor_ptr->grid_array[Y][X].info & (CAVE_VIEW)) != 0) || (C)->phase_out)
313 * Determine if a "feature" is "permanent wall"
315 #define permanent_wall(F) \
316 (have_flag((F)->flags, FF_WALL) && \
317 have_flag((F)->flags, FF_PERMANENT))
319 extern saved_floor_type saved_floors[MAX_SAVED_FLOORS];
322 * Convert a "location" (Y,X) into a "grid" (G)
328 * Convert a "grid" (G) into a "location" (Y)
334 * Convert a "grid" (G) into a "location" (X)
339 extern bool pattern_tile(floor_type *floor_ptr, POSITION y, POSITION x);
340 extern bool is_cave_empty_bold(player_type *player_ptr, POSITION x, POSITION y);
341 extern bool is_cave_empty_bold2(player_type *player_ptr, POSITION x, POSITION y);
342 extern void update_smell(floor_type *floor_ptr, player_type *subject_ptr);
344 extern void add_door(player_type *player_ptr, POSITION x, POSITION y);
345 extern void place_secret_door(player_type *player_ptr, POSITION y, POSITION x, int type);
346 extern void place_locked_door(player_type *player_ptr, POSITION y, POSITION x);
347 extern void forget_flow(floor_type *floor_ptr);
348 extern void place_random_stairs(player_type *player_ptr, POSITION y, POSITION x);
350 extern bool los(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
351 extern bool projectable(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
353 extern void vault_monsters(player_type *player_ptr, POSITION y1, POSITION x1, int num);
354 extern bool cave_valid_bold(floor_type *floor_ptr, POSITION y, POSITION x);
355 extern void cave_set_feat(player_type *player_ptr, POSITION y, POSITION x, FEAT_IDX feat);
356 extern void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool room);
357 extern void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type);
359 extern void wipe_o_list(floor_type *floor_ptr);
360 extern void vault_trap_aux(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd);
362 extern bool get_is_floor(floor_type *floor_ptr, POSITION x, POSITION y);
363 extern void try_door(player_type *player_ptr, POSITION y, POSITION x);
365 extern FEAT_IDX conv_dungeon_feat(floor_type *floor_ptr, FEAT_IDX newfeat);
366 extern void vault_objects(player_type *player_ptr, POSITION y, POSITION x, int num);
368 extern int project_path(player_type *player_ptr, u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg);
370 extern void set_floor(player_type *player_ptr, POSITION x, POSITION y);
371 extern void place_object(player_type *owner_ptr, POSITION y, POSITION x, BIT_FLAGS mode);
372 extern void place_gold(player_type *player_ptr, POSITION y, POSITION x);
373 extern void delete_monster(player_type *player_ptr, POSITION y, POSITION x);
374 extern void compact_objects(player_type *owner_ptr, int size);
375 extern void vault_traps(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd, int num);
376 extern void scatter(player_type *player_ptr, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode);
378 extern bool cave_los_bold(floor_type *floor_ptr, POSITION y, POSITION x);