3 #include "floor/floor-base-definitions.h"
4 #include "floor/sight-definitions.h"
5 #include "monster/monster-timed-effect-types.h"
6 #include "system/angband.h"
8 typedef struct grid_type grid_type;
9 typedef struct object_type object_type;
10 typedef struct monster_type monster_type;
11 typedef struct floor_type {
12 DUNGEON_IDX dungeon_idx;
13 grid_type *grid_array[MAX_HGT];
14 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 */
15 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 */
16 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 */
17 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 */
18 POSITION width; /*!< Current dungeon width */
19 POSITION height; /*!< Current dungeon height */
20 MONSTER_NUMBER num_repro; /*!< Current reproducer count */
22 GAME_TURN generated_turn; /* Turn when level began */
24 object_type *o_list; /*!< The array of dungeon items [max_o_idx] */
25 OBJECT_IDX o_max; /* Number of allocated objects */
26 OBJECT_IDX o_cnt; /* Number of live objects */
28 monster_type *m_list; /*!< The array of dungeon monsters [max_m_idx] */
29 MONSTER_IDX m_max; /* Number of allocated monsters */
30 MONSTER_IDX m_cnt; /* Number of live monsters */
32 s16b *mproc_list[MAX_MTIMED]; /*!< The array to process dungeon monsters[max_m_idx] */
33 s16b mproc_max[MAX_MTIMED]; /*!< Number of monsters to be processed */
35 POSITION_IDX lite_n; //!< Array of grids lit by player lite
36 POSITION lite_y[LITE_MAX];
37 POSITION lite_x[LITE_MAX];
39 POSITION_IDX mon_lite_n; //!< Array of grids lit by player lite
40 POSITION mon_lite_y[MON_LITE_MAX];
41 POSITION mon_lite_x[MON_LITE_MAX];
43 POSITION_IDX view_n; //!< Array of grids viewable to the player
44 POSITION view_y[VIEW_MAX];
45 POSITION view_x[VIEW_MAX];
47 POSITION_IDX redraw_n; //!< Array of grids for delayed visual updating
48 POSITION redraw_y[REDRAW_MAX];
49 POSITION redraw_x[REDRAW_MAX];
52 QUEST_IDX inside_quest; /* Inside quest level */
53 bool inside_arena; /* Is character inside arena? */
57 extern floor_type floor_info;
59 #define DUNGEON_MODE_NONE 0
60 #define DUNGEON_MODE_AND 1
61 #define DUNGEON_MODE_NAND 2
62 #define DUNGEON_MODE_OR 3
63 #define DUNGEON_MODE_NOR 4
65 /*** Dungeon type flags -- DG ***/
66 #define DF1_WINNER 0x00000001L
67 #define DF1_MAZE 0x00000002L
68 #define DF1_SMALLEST 0x00000004L
69 #define DF1_BEGINNER 0x00000008L
70 #define DF1_BIG 0x00000010L
71 #define DF1_NO_DOORS 0x00000020L
72 #define DF1_WATER_RIVER 0x00000040L
73 #define DF1_LAVA_RIVER 0x00000080L
74 #define DF1_CURTAIN 0x00000100L
75 #define DF1_GLASS_DOOR 0x00000200L
76 #define DF1_CAVE 0x00000400L
77 #define DF1_CAVERN 0x00000800L
78 #define DF1_ARCADE 0x00001000L
79 #define DF1_LAKE_ACID 0x00002000L
80 #define DF1_LAKE_POISONOUS 0x00004000L
81 #define DF1_XXX15 0x00008000L
82 #define DF1_FORGET 0x00010000L
83 #define DF1_LAKE_WATER 0x00020000L
84 #define DF1_LAKE_LAVA 0x00040000L
85 #define DF1_LAKE_RUBBLE 0x00080000L
86 #define DF1_LAKE_TREE 0x00100000L
87 #define DF1_NO_VAULT 0x00200000L
88 #define DF1_ARENA 0x00400000L
89 #define DF1_DESTROY 0x00800000L
90 #define DF1_GLASS_ROOM 0x01000000L
91 #define DF1_NO_CAVE 0x02000000L
92 #define DF1_NO_MAGIC 0x04000000L
93 #define DF1_NO_MELEE 0x08000000L
94 #define DF1_CHAMELEON 0x10000000L
95 #define DF1_DARKNESS 0x20000000L
96 #define DF1_ACID_RIVER 0x40000000L
97 #define DF1_POISONOUS_RIVER 0x80000000L
99 #define DF1_LAKE_MASK (DF1_LAKE_WATER | DF1_LAKE_LAVA | DF1_LAKE_RUBBLE | DF1_LAKE_TREE | DF1_LAKE_POISONOUS | DF1_LAKE_ACID)
101 #define HAS_RIVER_FLAG(D_PTR) ((D_PTR)->flags1 & (DF1_WATER_RIVER | DF1_LAVA_RIVER | DF1_ACID_RIVER | DF1_POISONOUS_RIVER))
104 * Determines if a map location is fully inside the outer walls
106 #define in_bounds(F,Y,X) \
107 (((Y) > 0) && ((X) > 0) && ((Y) < (F)->height-1) && ((X) < (F)->width-1))
110 * Determines if a map location is on or inside the outer walls
112 #define in_bounds2(F,Y,X) \
113 (((Y) >= 0) && ((X) >= 0) && ((Y) < (F)->height) && ((X) < (F)->width))
116 * Determines if a map location is on or inside the outer walls
119 #define in_bounds2u(F,Y,X) \
120 (((Y) < (F)->height) && ((X) < (F)->width))
124 * Determine if player is on this grid
126 #define player_bold(C,Y,X) \
127 (((Y) == (C)->y) && ((X) == (C)->x))
130 * Grid based version of "creature_bold()"
132 #define player_grid(C, G) \
133 ((G) == &(C)->current_floor_ptr->grid_array[(C)->y][(C)->x])
136 #define cave_have_flag_grid(C,INDEX) \
137 (have_flag(f_info[(C)->feat].flags, (INDEX)))
141 * Determine if a "feature" supports "los"
143 #define feat_supports_los(F) \
144 (have_flag(f_info[(F)].flags, FF_LOS))
147 #define cave_los_grid(C) \
148 (feat_supports_los((C)->feat))
152 * Determine if a "legal" grid is a "clean" floor grid
153 * Determine if terrain-change spells are allowed in a grid.
155 * Line 1 -- forbid non-floors
156 * Line 2 -- forbid object terrains
157 * Line 3 -- forbid normal objects
159 #define cave_clean_bold(F,Y,X) \
160 (cave_have_flag_bold((F), (Y), (X), FF_FLOOR) && \
161 !((F)->grid_array[Y][X].info & CAVE_OBJECT) && \
162 ((F)->grid_array[Y][X].o_idx == 0))
166 * Determine if an object can be dropped on a "legal" grid
168 * Line 1 -- forbid non-drops
169 * Line 2 -- forbid object terrains
171 #define cave_drop_bold(F,Y,X) \
172 (cave_have_flag_bold((F), (Y), (X), FF_DROP) && \
173 !((F)->grid_array[Y][X].info & CAVE_OBJECT))
177 * Determine if a "legal" grid is an "naked" floor grid
179 * Line 1 -- forbid non-clean gird
180 * Line 2 -- forbid monsters
181 * Line 3 -- forbid the player
183 #define cave_naked_bold(C,F,Y,X) \
184 (cave_clean_bold(F,Y,X) && \
185 !((F)->grid_array[Y][X].m_idx) && \
190 * Determine if a "legal" grid is "permanent"
192 * Line 1 -- permanent flag
194 #define cave_perma_bold(F,Y,X) \
195 (cave_have_flag_bold((F), (Y), (X), FF_PERMANENT))
199 * Grid based version of "cave_perma_bold()"
201 #define cave_perma_grid(C) \
202 (cave_have_flag_grid((C), FF_PERMANENT))
206 * Does the grid stop disintegration?
208 #define cave_stop_disintegration(F,Y,X) \
209 (!cave_have_flag_bold((F), (Y), (X), FF_PROJECT) && \
210 (!cave_have_flag_bold((F), (Y), (X), FF_HURT_DISI) || \
211 cave_have_flag_bold((F), (Y), (X), FF_PERMANENT)))
215 * Determine if a "legal" grid is within "los" of the player
217 * Note the use of comparison to zero to force a "boolean" result
219 #define player_has_los_grid(C) \
220 (((C)->info & (CAVE_VIEW)) != 0)
223 * Determine if a "legal" grid is within "los" of the player
225 * Note the use of comparison to zero to force a "boolean" result
227 #define player_has_los_bold(C,Y,X) \
228 ((((C)->current_floor_ptr->grid_array[Y][X].info & (CAVE_VIEW)) != 0) || (C)->phase_out)
232 * Determine if a "feature" is "permanent wall"
234 #define permanent_wall(F) \
235 (have_flag((F)->flags, FF_WALL) && \
236 have_flag((F)->flags, FF_PERMANENT))
239 * Convert a "location" (Y,X) into a "grid" (G)
245 * Convert a "grid" (G) into a "location" (Y)
251 * Convert a "grid" (G) into a "location" (X)
256 bool pattern_tile(floor_type *floor_ptr, POSITION y, POSITION x);
257 bool is_cave_empty_bold(player_type *player_ptr, POSITION x, POSITION y);
258 bool is_cave_empty_bold2(player_type *player_ptr, POSITION x, POSITION y);
259 void update_smell(floor_type *floor_ptr, player_type *subject_ptr);
260 void add_door(player_type *player_ptr, POSITION x, POSITION y);
261 void place_secret_door(player_type *player_ptr, POSITION y, POSITION x, int type);
262 void place_locked_door(player_type *player_ptr, POSITION y, POSITION x);
263 void forget_flow(floor_type *floor_ptr);
264 void place_random_stairs(player_type *player_ptr, POSITION y, POSITION x);
265 bool los(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
266 bool projectable(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
267 void vault_monsters(player_type *player_ptr, POSITION y1, POSITION x1, int num);
268 bool cave_valid_bold(floor_type *floor_ptr, POSITION y, POSITION x);
269 void cave_set_feat(player_type *player_ptr, POSITION y, POSITION x, FEAT_IDX feat);
270 void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool room);
271 void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type);
272 void wipe_o_list(floor_type *floor_ptr);
273 void vault_trap_aux(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd);
274 bool get_is_floor(floor_type *floor_ptr, POSITION x, POSITION y);
275 void try_door(player_type *player_ptr, POSITION y, POSITION x);
276 FEAT_IDX conv_dungeon_feat(floor_type *floor_ptr, FEAT_IDX newfeat);
277 void vault_objects(player_type *player_ptr, POSITION y, POSITION x, int num);
278 int project_path(player_type *player_ptr, u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg);
279 void set_floor(player_type *player_ptr, POSITION x, POSITION y);
280 void place_object(player_type *owner_ptr, POSITION y, POSITION x, BIT_FLAGS mode);
281 void place_gold(player_type *player_ptr, POSITION y, POSITION x);
282 void delete_monster(player_type *player_ptr, POSITION y, POSITION x);
283 void compact_objects(player_type *owner_ptr, int size);
284 void vault_traps(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd, int num);
285 void scatter(player_type *player_ptr, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode);
286 bool cave_los_bold(floor_type *floor_ptr, POSITION y, POSITION x);
288 typedef enum feature_flag_type feature_flag_type;
289 bool cave_have_flag_bold(floor_type *floor_ptr, POSITION y, POSITION x, feature_flag_type f_idx);