3 #include "system/angband.h"
5 extern floor_type floor_info;
8 * Grid based version of "creature_bold()"
10 #define player_grid(C, G) \
11 ((G) == &(C)->current_floor_ptr->grid_array[(C)->y][(C)->x])
15 * Determine if a "legal" grid is a "clean" floor grid
16 * Determine if terrain-change spells are allowed in a grid.
18 * Line 1 -- forbid non-floors
19 * Line 2 -- forbid object terrains
20 * Line 3 -- forbid normal objects
22 #define cave_clean_bold(F,Y,X) \
23 (cave_have_flag_bold((F), (Y), (X), FF_FLOOR) && \
24 !((F)->grid_array[Y][X].info & CAVE_OBJECT) && \
25 ((F)->grid_array[Y][X].o_idx == 0))
29 * Determine if an object can be dropped on a "legal" grid
31 * Line 1 -- forbid non-drops
32 * Line 2 -- forbid object terrains
34 #define cave_drop_bold(F,Y,X) \
35 (cave_have_flag_bold((F), (Y), (X), FF_DROP) && \
36 !((F)->grid_array[Y][X].info & CAVE_OBJECT))
40 * Determine if a "legal" grid is an "naked" floor grid
42 * Line 1 -- forbid non-clean gird
43 * Line 2 -- forbid monsters
44 * Line 3 -- forbid the player
46 #define cave_naked_bold(C,F,Y,X) \
47 (cave_clean_bold(F,Y,X) && \
48 !((F)->grid_array[Y][X].m_idx) && \
53 * Determine if a "legal" grid is "permanent"
55 * Line 1 -- permanent flag
57 #define cave_perma_bold(F,Y,X) \
58 (cave_have_flag_bold((F), (Y), (X), FF_PERMANENT))
62 * Grid based version of "cave_perma_bold()"
64 #define cave_perma_grid(C) \
65 (cave_have_flag_grid((C), FF_PERMANENT))
69 * Determine if a "legal" grid is within "los" of the player
71 * Note the use of comparison to zero to force a "boolean" result
73 #define player_has_los_grid(C) \
74 (((C)->info & (CAVE_VIEW)) != 0)
77 * Convert a "location" (Y,X) into a "grid" (G)
83 * Convert a "grid" (G) into a "location" (Y)
89 * Convert a "grid" (G) into a "location" (X)
94 bool pattern_tile(floor_type *floor_ptr, POSITION y, POSITION x);
95 void update_smell(floor_type *floor_ptr, player_type *subject_ptr);
96 void add_door(player_type *player_ptr, POSITION x, POSITION y);
97 void place_secret_door(player_type *player_ptr, POSITION y, POSITION x, int type);
98 void place_locked_door(player_type *player_ptr, POSITION y, POSITION x);
99 void forget_flow(floor_type *floor_ptr);
100 void place_random_stairs(player_type *player_ptr, POSITION y, POSITION x);
101 bool los(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
102 bool projectable(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
103 void vault_monsters(player_type *player_ptr, POSITION y1, POSITION x1, int num);
104 bool cave_valid_bold(floor_type *floor_ptr, POSITION y, POSITION x);
105 void cave_set_feat(player_type *player_ptr, POSITION y, POSITION x, FEAT_IDX feat);
106 void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool room);
107 void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type);
108 void wipe_o_list(floor_type *floor_ptr);
109 void vault_trap_aux(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd);
110 bool get_is_floor(floor_type *floor_ptr, POSITION x, POSITION y);
111 void try_door(player_type *player_ptr, POSITION y, POSITION x);
112 FEAT_IDX conv_dungeon_feat(floor_type *floor_ptr, FEAT_IDX newfeat);
113 void vault_objects(player_type *player_ptr, POSITION y, POSITION x, int num);
114 int project_path(player_type *player_ptr, u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg);
115 void set_floor(player_type *player_ptr, POSITION x, POSITION y);
116 void place_object(player_type *owner_ptr, POSITION y, POSITION x, BIT_FLAGS mode);
117 void place_gold(player_type *player_ptr, POSITION y, POSITION x);
118 void delete_monster(player_type *player_ptr, POSITION y, POSITION x);
119 void compact_objects(player_type *owner_ptr, int size);
120 void vault_traps(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd, int num);
121 void scatter(player_type *player_ptr, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode);