3 #include "system/angband.h"
5 typedef struct floor_type floor_type;
6 extern floor_type floor_info;
8 /*** Dungeon type flags -- DG ***/
9 #define DF1_WINNER 0x00000001L
10 #define DF1_MAZE 0x00000002L
11 #define DF1_SMALLEST 0x00000004L
12 #define DF1_BEGINNER 0x00000008L
13 #define DF1_BIG 0x00000010L
14 #define DF1_NO_DOORS 0x00000020L
15 #define DF1_WATER_RIVER 0x00000040L
16 #define DF1_LAVA_RIVER 0x00000080L
17 #define DF1_CURTAIN 0x00000100L
18 #define DF1_GLASS_DOOR 0x00000200L
19 #define DF1_CAVE 0x00000400L
20 #define DF1_CAVERN 0x00000800L
21 #define DF1_ARCADE 0x00001000L
22 #define DF1_LAKE_ACID 0x00002000L
23 #define DF1_LAKE_POISONOUS 0x00004000L
24 #define DF1_XXX15 0x00008000L
25 #define DF1_FORGET 0x00010000L
26 #define DF1_LAKE_WATER 0x00020000L
27 #define DF1_LAKE_LAVA 0x00040000L
28 #define DF1_LAKE_RUBBLE 0x00080000L
29 #define DF1_LAKE_TREE 0x00100000L
30 #define DF1_NO_VAULT 0x00200000L
31 #define DF1_ARENA 0x00400000L
32 #define DF1_DESTROY 0x00800000L
33 #define DF1_GLASS_ROOM 0x01000000L
34 #define DF1_NO_CAVE 0x02000000L
35 #define DF1_NO_MAGIC 0x04000000L
36 #define DF1_NO_MELEE 0x08000000L
37 #define DF1_CHAMELEON 0x10000000L
38 #define DF1_DARKNESS 0x20000000L
39 #define DF1_ACID_RIVER 0x40000000L
40 #define DF1_POISONOUS_RIVER 0x80000000L
42 #define DF1_LAKE_MASK (DF1_LAKE_WATER | DF1_LAKE_LAVA | DF1_LAKE_RUBBLE | DF1_LAKE_TREE | DF1_LAKE_POISONOUS | DF1_LAKE_ACID)
44 #define HAS_RIVER_FLAG(D_PTR) ((D_PTR)->flags1 & (DF1_WATER_RIVER | DF1_LAVA_RIVER | DF1_ACID_RIVER | DF1_POISONOUS_RIVER))
47 * Determines if a map location is fully inside the outer walls
49 #define in_bounds(F,Y,X) \
50 (((Y) > 0) && ((X) > 0) && ((Y) < (F)->height-1) && ((X) < (F)->width-1))
53 * Determines if a map location is on or inside the outer walls
55 #define in_bounds2(F,Y,X) \
56 (((Y) >= 0) && ((X) >= 0) && ((Y) < (F)->height) && ((X) < (F)->width))
59 * Determines if a map location is on or inside the outer walls
62 #define in_bounds2u(F,Y,X) \
63 (((Y) < (F)->height) && ((X) < (F)->width))
67 * Determine if player is on this grid
69 #define player_bold(C,Y,X) \
70 (((Y) == (C)->y) && ((X) == (C)->x))
73 * Grid based version of "creature_bold()"
75 #define player_grid(C, G) \
76 ((G) == &(C)->current_floor_ptr->grid_array[(C)->y][(C)->x])
79 #define cave_have_flag_grid(C,INDEX) \
80 (have_flag(f_info[(C)->feat].flags, (INDEX)))
84 * Determine if a "feature" supports "los"
86 #define feat_supports_los(F) \
87 (have_flag(f_info[(F)].flags, FF_LOS))
90 #define cave_los_grid(C) \
91 (feat_supports_los((C)->feat))
95 * Determine if a "legal" grid is a "clean" floor grid
96 * Determine if terrain-change spells are allowed in a grid.
98 * Line 1 -- forbid non-floors
99 * Line 2 -- forbid object terrains
100 * Line 3 -- forbid normal objects
102 #define cave_clean_bold(F,Y,X) \
103 (cave_have_flag_bold((F), (Y), (X), FF_FLOOR) && \
104 !((F)->grid_array[Y][X].info & CAVE_OBJECT) && \
105 ((F)->grid_array[Y][X].o_idx == 0))
109 * Determine if an object can be dropped on a "legal" grid
111 * Line 1 -- forbid non-drops
112 * Line 2 -- forbid object terrains
114 #define cave_drop_bold(F,Y,X) \
115 (cave_have_flag_bold((F), (Y), (X), FF_DROP) && \
116 !((F)->grid_array[Y][X].info & CAVE_OBJECT))
120 * Determine if a "legal" grid is an "naked" floor grid
122 * Line 1 -- forbid non-clean gird
123 * Line 2 -- forbid monsters
124 * Line 3 -- forbid the player
126 #define cave_naked_bold(C,F,Y,X) \
127 (cave_clean_bold(F,Y,X) && \
128 !((F)->grid_array[Y][X].m_idx) && \
133 * Determine if a "legal" grid is "permanent"
135 * Line 1 -- permanent flag
137 #define cave_perma_bold(F,Y,X) \
138 (cave_have_flag_bold((F), (Y), (X), FF_PERMANENT))
142 * Grid based version of "cave_perma_bold()"
144 #define cave_perma_grid(C) \
145 (cave_have_flag_grid((C), FF_PERMANENT))
149 * Does the grid stop disintegration?
151 #define cave_stop_disintegration(F,Y,X) \
152 (!cave_have_flag_bold((F), (Y), (X), FF_PROJECT) && \
153 (!cave_have_flag_bold((F), (Y), (X), FF_HURT_DISI) || \
154 cave_have_flag_bold((F), (Y), (X), FF_PERMANENT)))
158 * Determine if a "legal" grid is within "los" of the player
160 * Note the use of comparison to zero to force a "boolean" result
162 #define player_has_los_grid(C) \
163 (((C)->info & (CAVE_VIEW)) != 0)
166 * Determine if a "legal" grid is within "los" of the player
168 * Note the use of comparison to zero to force a "boolean" result
170 #define player_has_los_bold(C,Y,X) \
171 ((((C)->current_floor_ptr->grid_array[Y][X].info & (CAVE_VIEW)) != 0) || (C)->phase_out)
175 * Determine if a "feature" is "permanent wall"
177 #define permanent_wall(F) \
178 (have_flag((F)->flags, FF_WALL) && \
179 have_flag((F)->flags, FF_PERMANENT))
182 * Convert a "location" (Y,X) into a "grid" (G)
188 * Convert a "grid" (G) into a "location" (Y)
194 * Convert a "grid" (G) into a "location" (X)
199 bool pattern_tile(floor_type *floor_ptr, POSITION y, POSITION x);
200 bool is_cave_empty_bold(player_type *player_ptr, POSITION x, POSITION y);
201 bool is_cave_empty_bold2(player_type *player_ptr, POSITION x, POSITION y);
202 void update_smell(floor_type *floor_ptr, player_type *subject_ptr);
203 void add_door(player_type *player_ptr, POSITION x, POSITION y);
204 void place_secret_door(player_type *player_ptr, POSITION y, POSITION x, int type);
205 void place_locked_door(player_type *player_ptr, POSITION y, POSITION x);
206 void forget_flow(floor_type *floor_ptr);
207 void place_random_stairs(player_type *player_ptr, POSITION y, POSITION x);
208 bool los(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
209 bool projectable(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
210 void vault_monsters(player_type *player_ptr, POSITION y1, POSITION x1, int num);
211 bool cave_valid_bold(floor_type *floor_ptr, POSITION y, POSITION x);
212 void cave_set_feat(player_type *player_ptr, POSITION y, POSITION x, FEAT_IDX feat);
213 void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool room);
214 void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type);
215 void wipe_o_list(floor_type *floor_ptr);
216 void vault_trap_aux(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd);
217 bool get_is_floor(floor_type *floor_ptr, POSITION x, POSITION y);
218 void try_door(player_type *player_ptr, POSITION y, POSITION x);
219 FEAT_IDX conv_dungeon_feat(floor_type *floor_ptr, FEAT_IDX newfeat);
220 void vault_objects(player_type *player_ptr, POSITION y, POSITION x, int num);
221 int project_path(player_type *player_ptr, u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg);
222 void set_floor(player_type *player_ptr, POSITION x, POSITION y);
223 void place_object(player_type *owner_ptr, POSITION y, POSITION x, BIT_FLAGS mode);
224 void place_gold(player_type *player_ptr, POSITION y, POSITION x);
225 void delete_monster(player_type *player_ptr, POSITION y, POSITION x);
226 void compact_objects(player_type *owner_ptr, int size);
227 void vault_traps(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd, int num);
228 void scatter(player_type *player_ptr, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode);
229 bool cave_los_bold(floor_type *floor_ptr, POSITION y, POSITION x);
231 typedef enum feature_flag_type feature_flag_type;
232 bool cave_have_flag_bold(floor_type *floor_ptr, POSITION y, POSITION x, feature_flag_type f_idx);