3 #include "system/angband.h"
5 #include "system/monster-type-definition.h"
6 #include "system/object-type-definition.h"
7 #include "floor/floor-save.h"
11 * @brief ダンジョンの最深層 / Maximum dungeon level.
13 * The player can never reach this level
14 * in the dungeon, and this value is used for various calculations
15 * involving object and monster creation. It must be at least 100.
16 * Setting it below 128 may prevent the creation of some objects.
21 * @brief generate.cで用いられる基本的なブロック数単位(垂直方向)
22 * Number of grids in each block (vertically) Probably hard-coded to 11, see "generate.c"
27 * @brief generate.cで用いられる基本的なブロック数単位(水平方向)
28 * Number of grids in each block (horizontally) Probably hard-coded to 11, see "generate.c"
33 * @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)
34 * Number of grids used to display the dungeon (vertically). Must be a multiple of 11, probably hard-coded to 22.
39 * @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)
40 * Number of grids used to display the dungeon (horizontally). Must be a multiple of 33, probably hard-coded to 66.
45 * @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)
46 * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT, probably hard-coded to SCREEN_HGT * 3.
51 * @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)
52 * Maximum dungeon width in grids, must be a multiple of SCREEN_WID, probably hard-coded to SCREEN_WID * 3.
57 * @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")
58 * @details Note that the "lite radius" will NEVER exceed 14, and we would
59 * never require more than 581 entries in the array for circular "lite".
64 * @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")
65 * @details Note that the "view radius" will NEVER exceed 20, monster illumination
66 * flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
67 * we would never require more than 1520 entries in the array.
69 #define MON_LITE_MAX 1536
72 * @brief 視界処理配列サイズ / Maximum size of the "view" array
73 * @details Note that the "view radius" will NEVER exceed 20, and even if the "view"
74 * was octagonal, we would never require more than 1520 entries in the array.
79 * @brief 再描画処理用配列サイズ / Maximum size of the "redraw" array
80 * @details We must be large for proper functioning of delayed redrawing.
81 * We must also be as large as two times of the largest view area.
82 * Note that maximum view grids are 1149 entries.
84 #define REDRAW_MAX 2298
87 typedef struct floor_type {
88 DUNGEON_IDX dungeon_idx;
89 grid_type *grid_array[MAX_HGT];
90 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 */
91 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 */
92 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 */
93 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 */
94 POSITION width; /*!< Current dungeon width */
95 POSITION height; /*!< Current dungeon height */
96 MONSTER_NUMBER num_repro; /*!< Current reproducer count */
98 GAME_TURN generated_turn; /* Turn when level began */
100 object_type *o_list; /*!< The array of dungeon items [max_o_idx] */
101 OBJECT_IDX o_max; /* Number of allocated objects */
102 OBJECT_IDX o_cnt; /* Number of live objects */
104 monster_type *m_list; /*!< The array of dungeon monsters [max_m_idx] */
105 MONSTER_IDX m_max; /* Number of allocated monsters */
106 MONSTER_IDX m_cnt; /* Number of live monsters */
108 s16b *mproc_list[MAX_MTIMED]; /*!< The array to process dungeon monsters[max_m_idx] */
109 s16b mproc_max[MAX_MTIMED]; /*!< Number of monsters to be processed */
111 POSITION_IDX lite_n; //!< Array of grids lit by player lite
112 POSITION lite_y[LITE_MAX];
113 POSITION lite_x[LITE_MAX];
115 POSITION_IDX mon_lite_n; //!< Array of grids lit by player lite
116 POSITION mon_lite_y[MON_LITE_MAX];
117 POSITION mon_lite_x[MON_LITE_MAX];
119 POSITION_IDX view_n; //!< Array of grids viewable to the player
120 POSITION view_y[VIEW_MAX];
121 POSITION view_x[VIEW_MAX];
123 POSITION_IDX redraw_n; //!< Array of grids for delayed visual updating
124 POSITION redraw_y[REDRAW_MAX];
125 POSITION redraw_x[REDRAW_MAX];
128 QUEST_IDX inside_quest; /* Inside quest level */
129 bool inside_arena; /* Is character inside arena? */
133 extern floor_type floor_info;
135 #define DUNGEON_MODE_NONE 0
136 #define DUNGEON_MODE_AND 1
137 #define DUNGEON_MODE_NAND 2
138 #define DUNGEON_MODE_OR 3
139 #define DUNGEON_MODE_NOR 4
141 /*** Dungeon type flags -- DG ***/
142 #define DF1_WINNER 0x00000001L
143 #define DF1_MAZE 0x00000002L
144 #define DF1_SMALLEST 0x00000004L
145 #define DF1_BEGINNER 0x00000008L
146 #define DF1_BIG 0x00000010L
147 #define DF1_NO_DOORS 0x00000020L
148 #define DF1_WATER_RIVER 0x00000040L
149 #define DF1_LAVA_RIVER 0x00000080L
150 #define DF1_CURTAIN 0x00000100L
151 #define DF1_GLASS_DOOR 0x00000200L
152 #define DF1_CAVE 0x00000400L
153 #define DF1_CAVERN 0x00000800L
154 #define DF1_ARCADE 0x00001000L
155 #define DF1_LAKE_ACID 0x00002000L
156 #define DF1_LAKE_POISONOUS 0x00004000L
157 #define DF1_XXX15 0x00008000L
158 #define DF1_FORGET 0x00010000L
159 #define DF1_LAKE_WATER 0x00020000L
160 #define DF1_LAKE_LAVA 0x00040000L
161 #define DF1_LAKE_RUBBLE 0x00080000L
162 #define DF1_LAKE_TREE 0x00100000L
163 #define DF1_NO_VAULT 0x00200000L
164 #define DF1_ARENA 0x00400000L
165 #define DF1_DESTROY 0x00800000L
166 #define DF1_GLASS_ROOM 0x01000000L
167 #define DF1_NO_CAVE 0x02000000L
168 #define DF1_NO_MAGIC 0x04000000L
169 #define DF1_NO_MELEE 0x08000000L
170 #define DF1_CHAMELEON 0x10000000L
171 #define DF1_DARKNESS 0x20000000L
172 #define DF1_ACID_RIVER 0x40000000L
173 #define DF1_POISONOUS_RIVER 0x80000000L
175 #define DF1_LAKE_MASK (DF1_LAKE_WATER | DF1_LAKE_LAVA | DF1_LAKE_RUBBLE | DF1_LAKE_TREE | DF1_LAKE_POISONOUS | DF1_LAKE_ACID)
177 #define HAS_RIVER_FLAG(D_PTR) ((D_PTR)->flags1 & (DF1_WATER_RIVER | DF1_LAVA_RIVER | DF1_ACID_RIVER | DF1_POISONOUS_RIVER))
180 * Determines if a map location is fully inside the outer walls
182 #define in_bounds(F,Y,X) \
183 (((Y) > 0) && ((X) > 0) && ((Y) < (F)->height-1) && ((X) < (F)->width-1))
186 * Determines if a map location is on or inside the outer walls
188 #define in_bounds2(F,Y,X) \
189 (((Y) >= 0) && ((X) >= 0) && ((Y) < (F)->height) && ((X) < (F)->width))
192 * Determines if a map location is on or inside the outer walls
195 #define in_bounds2u(F,Y,X) \
196 (((Y) < (F)->height) && ((X) < (F)->width))
200 * Determine if player is on this grid
202 #define player_bold(C,Y,X) \
203 (((Y) == (C)->y) && ((X) == (C)->x))
206 * Grid based version of "creature_bold()"
208 #define player_grid(C, G) \
209 ((G) == &(C)->current_floor_ptr->grid_array[(C)->y][(C)->x])
212 #define cave_have_flag_bold(F,Y,X,INDEX) \
213 (have_flag(f_info[(F)->grid_array[(Y)][(X)].feat].flags, (INDEX)))
216 #define cave_have_flag_grid(C,INDEX) \
217 (have_flag(f_info[(C)->feat].flags, (INDEX)))
221 * Determine if a "feature" supports "los"
223 #define feat_supports_los(F) \
224 (have_flag(f_info[(F)].flags, FF_LOS))
227 #define cave_los_grid(C) \
228 (feat_supports_los((C)->feat))
232 * Determine if a "legal" grid is a "clean" floor grid
233 * Determine if terrain-change spells are allowed in a grid.
235 * Line 1 -- forbid non-floors
236 * Line 2 -- forbid object terrains
237 * Line 3 -- forbid normal objects
239 #define cave_clean_bold(F,Y,X) \
240 (cave_have_flag_bold((F), (Y), (X), FF_FLOOR) && \
241 !((F)->grid_array[Y][X].info & CAVE_OBJECT) && \
242 ((F)->grid_array[Y][X].o_idx == 0))
246 * Determine if an object can be dropped on a "legal" grid
248 * Line 1 -- forbid non-drops
249 * Line 2 -- forbid object terrains
251 #define cave_drop_bold(F,Y,X) \
252 (cave_have_flag_bold((F), (Y), (X), FF_DROP) && \
253 !((F)->grid_array[Y][X].info & CAVE_OBJECT))
257 * Determine if a "legal" grid is an "naked" floor grid
259 * Line 1 -- forbid non-clean gird
260 * Line 2 -- forbid monsters
261 * Line 3 -- forbid the player
263 #define cave_naked_bold(C,F,Y,X) \
264 (cave_clean_bold(F,Y,X) && \
265 !((F)->grid_array[Y][X].m_idx) && \
270 * Determine if a "legal" grid is "permanent"
272 * Line 1 -- permanent flag
274 #define cave_perma_bold(F,Y,X) \
275 (cave_have_flag_bold((F), (Y), (X), FF_PERMANENT))
279 * Grid based version of "cave_perma_bold()"
281 #define cave_perma_grid(C) \
282 (cave_have_flag_grid((C), FF_PERMANENT))
286 * Does the grid stop disintegration?
288 #define cave_stop_disintegration(F,Y,X) \
289 (!cave_have_flag_bold((F), (Y), (X), FF_PROJECT) && \
290 (!cave_have_flag_bold((F), (Y), (X), FF_HURT_DISI) || \
291 cave_have_flag_bold((F), (Y), (X), FF_PERMANENT)))
295 * Determine if a "legal" grid is within "los" of the player
297 * Note the use of comparison to zero to force a "boolean" result
299 #define player_has_los_grid(C) \
300 (((C)->info & (CAVE_VIEW)) != 0)
303 * Determine if a "legal" grid is within "los" of the player
305 * Note the use of comparison to zero to force a "boolean" result
307 #define player_has_los_bold(C,Y,X) \
308 ((((C)->current_floor_ptr->grid_array[Y][X].info & (CAVE_VIEW)) != 0) || (C)->phase_out)
312 * Determine if a "feature" is "permanent wall"
314 #define permanent_wall(F) \
315 (have_flag((F)->flags, FF_WALL) && \
316 have_flag((F)->flags, FF_PERMANENT))
318 extern saved_floor_type saved_floors[MAX_SAVED_FLOORS];
321 * Convert a "location" (Y,X) into a "grid" (G)
327 * Convert a "grid" (G) into a "location" (Y)
333 * Convert a "grid" (G) into a "location" (X)
338 extern bool pattern_tile(floor_type *floor_ptr, POSITION y, POSITION x);
339 extern bool is_cave_empty_bold(player_type *player_ptr, POSITION x, POSITION y);
340 extern bool is_cave_empty_bold2(player_type *player_ptr, POSITION x, POSITION y);
341 extern void update_smell(floor_type *floor_ptr, player_type *subject_ptr);
343 extern void add_door(player_type *player_ptr, POSITION x, POSITION y);
344 extern void place_secret_door(player_type *player_ptr, POSITION y, POSITION x, int type);
345 extern void place_locked_door(player_type *player_ptr, POSITION y, POSITION x);
346 extern void forget_flow(floor_type *floor_ptr);
347 extern void place_random_stairs(player_type *player_ptr, POSITION y, POSITION x);
349 extern bool los(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
350 extern bool projectable(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
352 extern void vault_monsters(player_type *player_ptr, POSITION y1, POSITION x1, int num);
353 extern bool cave_valid_bold(floor_type *floor_ptr, POSITION y, POSITION x);
354 extern void cave_set_feat(player_type *player_ptr, POSITION y, POSITION x, FEAT_IDX feat);
355 extern void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool room);
356 extern void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type);
358 extern void wipe_o_list(floor_type *floor_ptr);
359 extern void vault_trap_aux(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd);
361 extern bool get_is_floor(floor_type *floor_ptr, POSITION x, POSITION y);
362 extern void try_door(player_type *player_ptr, POSITION y, POSITION x);
364 extern FEAT_IDX conv_dungeon_feat(floor_type *floor_ptr, FEAT_IDX newfeat);
365 extern void vault_objects(player_type *player_ptr, POSITION y, POSITION x, int num);
367 extern int project_path(player_type *player_ptr, u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg);
369 extern void set_floor(player_type *player_ptr, POSITION x, POSITION y);
370 extern void place_object(player_type *owner_ptr, POSITION y, POSITION x, BIT_FLAGS mode);
371 extern void place_gold(player_type *player_ptr, POSITION y, POSITION x);
372 extern void delete_monster(player_type *player_ptr, POSITION y, POSITION x);
373 extern void compact_objects(player_type *owner_ptr, int size);
374 extern void vault_traps(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd, int num);
375 extern void scatter(player_type *player_ptr, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode);
377 extern bool cave_los_bold(floor_type *floor_ptr, POSITION y, POSITION x);