3 #include "system/angband.h"
5 extern floor_type floor_info;
8 * Determine if player is on this grid
10 #define player_bold(C,Y,X) \
11 (((Y) == (C)->y) && ((X) == (C)->x))
14 * Grid based version of "creature_bold()"
16 #define player_grid(C, G) \
17 ((G) == &(C)->current_floor_ptr->grid_array[(C)->y][(C)->x])
20 #define cave_have_flag_grid(C,INDEX) \
21 (have_flag(f_info[(C)->feat].flags, (INDEX)))
25 * Determine if a "feature" supports "los"
27 #define feat_supports_los(F) \
28 (have_flag(f_info[(F)].flags, FF_LOS))
31 #define cave_los_grid(C) \
32 (feat_supports_los((C)->feat))
36 * Determine if a "legal" grid is a "clean" floor grid
37 * Determine if terrain-change spells are allowed in a grid.
39 * Line 1 -- forbid non-floors
40 * Line 2 -- forbid object terrains
41 * Line 3 -- forbid normal objects
43 #define cave_clean_bold(F,Y,X) \
44 (cave_have_flag_bold((F), (Y), (X), FF_FLOOR) && \
45 !((F)->grid_array[Y][X].info & CAVE_OBJECT) && \
46 ((F)->grid_array[Y][X].o_idx == 0))
50 * Determine if an object can be dropped on a "legal" grid
52 * Line 1 -- forbid non-drops
53 * Line 2 -- forbid object terrains
55 #define cave_drop_bold(F,Y,X) \
56 (cave_have_flag_bold((F), (Y), (X), FF_DROP) && \
57 !((F)->grid_array[Y][X].info & CAVE_OBJECT))
61 * Determine if a "legal" grid is an "naked" floor grid
63 * Line 1 -- forbid non-clean gird
64 * Line 2 -- forbid monsters
65 * Line 3 -- forbid the player
67 #define cave_naked_bold(C,F,Y,X) \
68 (cave_clean_bold(F,Y,X) && \
69 !((F)->grid_array[Y][X].m_idx) && \
74 * Determine if a "legal" grid is "permanent"
76 * Line 1 -- permanent flag
78 #define cave_perma_bold(F,Y,X) \
79 (cave_have_flag_bold((F), (Y), (X), FF_PERMANENT))
83 * Grid based version of "cave_perma_bold()"
85 #define cave_perma_grid(C) \
86 (cave_have_flag_grid((C), FF_PERMANENT))
90 * Does the grid stop disintegration?
92 #define cave_stop_disintegration(F,Y,X) \
93 (!cave_have_flag_bold((F), (Y), (X), FF_PROJECT) && \
94 (!cave_have_flag_bold((F), (Y), (X), FF_HURT_DISI) || \
95 cave_have_flag_bold((F), (Y), (X), FF_PERMANENT)))
99 * Determine if a "legal" grid is within "los" of the player
101 * Note the use of comparison to zero to force a "boolean" result
103 #define player_has_los_grid(C) \
104 (((C)->info & (CAVE_VIEW)) != 0)
107 * Determine if a "feature" is "permanent wall"
109 #define permanent_wall(F) \
110 (have_flag((F)->flags, FF_WALL) && \
111 have_flag((F)->flags, FF_PERMANENT))
114 * Convert a "location" (Y,X) into a "grid" (G)
120 * Convert a "grid" (G) into a "location" (Y)
126 * Convert a "grid" (G) into a "location" (X)
131 bool pattern_tile(floor_type *floor_ptr, POSITION y, POSITION x);
132 bool is_cave_empty_bold(player_type *player_ptr, POSITION x, POSITION y);
133 bool is_cave_empty_bold2(player_type *player_ptr, POSITION x, POSITION y);
134 void update_smell(floor_type *floor_ptr, player_type *subject_ptr);
135 void add_door(player_type *player_ptr, POSITION x, POSITION y);
136 void place_secret_door(player_type *player_ptr, POSITION y, POSITION x, int type);
137 void place_locked_door(player_type *player_ptr, POSITION y, POSITION x);
138 void forget_flow(floor_type *floor_ptr);
139 void place_random_stairs(player_type *player_ptr, POSITION y, POSITION x);
140 bool los(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
141 bool projectable(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
142 void vault_monsters(player_type *player_ptr, POSITION y1, POSITION x1, int num);
143 bool cave_valid_bold(floor_type *floor_ptr, POSITION y, POSITION x);
144 void cave_set_feat(player_type *player_ptr, POSITION y, POSITION x, FEAT_IDX feat);
145 void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool room);
146 void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type);
147 void wipe_o_list(floor_type *floor_ptr);
148 void vault_trap_aux(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd);
149 bool get_is_floor(floor_type *floor_ptr, POSITION x, POSITION y);
150 void try_door(player_type *player_ptr, POSITION y, POSITION x);
151 FEAT_IDX conv_dungeon_feat(floor_type *floor_ptr, FEAT_IDX newfeat);
152 void vault_objects(player_type *player_ptr, POSITION y, POSITION x, int num);
153 int project_path(player_type *player_ptr, u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg);
154 void set_floor(player_type *player_ptr, POSITION x, POSITION y);
155 void place_object(player_type *owner_ptr, POSITION y, POSITION x, BIT_FLAGS mode);
156 void place_gold(player_type *player_ptr, POSITION y, POSITION x);
157 void delete_monster(player_type *player_ptr, POSITION y, POSITION x);
158 void compact_objects(player_type *owner_ptr, int size);
159 void vault_traps(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd, int num);
160 void scatter(player_type *player_ptr, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode);
161 bool cave_los_bold(floor_type *floor_ptr, POSITION y, POSITION x);