4 grid_type *grid_array[MAX_HGT];
5 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 */
6 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 */
7 DEPTH object_level; /*!< アイテムの生成レベル、current_floor_ptr->base_levelを起点に一時変更する時に参照 / Current object creation level */
8 DEPTH monster_level; /*!< モンスターの生成レベル、current_floor_ptr->base_levelを起点に一時変更する時に参照 / Current monster creation level */
9 POSITION width; /* Current dungeon width */
10 POSITION height; /* Current dungeon height */
11 MONSTER_NUMBER num_repro; /*!< Current reproducer count */
13 GAME_TURN generated_turn; /* Turn when level began */
15 object_type *o_list; /*!< The array of dungeon items [current_floor_ptr->max_o_idx] */
16 OBJECT_IDX max_o_idx; /*!< Maximum number of objects in the level */
18 monster_type *m_list; /*!< The array of dungeon monsters [current_floor_ptr->max_m_idx] */
19 MONSTER_IDX max_m_idx; /*!< Maximum number of monsters in the level */
21 s16b *mproc_list[MAX_MTIMED]; /*!< The array to process dungeon monsters[max_m_idx] */
22 s16b mproc_max[MAX_MTIMED]; /*!< Number of monsters to be processed */
24 POSITION_IDX lite_n; //!< Array of grids lit by player lite (see "current_floor_ptr->grid_array.c")
25 POSITION lite_y[LITE_MAX];
26 POSITION lite_x[LITE_MAX];
28 POSITION_IDX mon_lite_n; //!< Array of grids lit by player lite (see "current_floor_ptr->grid_array.c")
29 POSITION mon_lite_y[MON_LITE_MAX];
30 POSITION mon_lite_x[MON_LITE_MAX];
32 POSITION_IDX view_n; //!< Array of grids viewable to the player (see "grid_array")
33 POSITION view_y[VIEW_MAX];
34 POSITION view_x[VIEW_MAX];
36 POSITION_IDX redraw_n; //!< Array of grids for delayed visual updating (see "current_floor_ptr->grid_array.c")
37 POSITION redraw_y[REDRAW_MAX];
38 POSITION redraw_x[REDRAW_MAX];
42 #define DUNGEON_MODE_NONE 0
43 #define DUNGEON_MODE_AND 1
44 #define DUNGEON_MODE_NAND 2
45 #define DUNGEON_MODE_OR 3
46 #define DUNGEON_MODE_NOR 4
48 /*** Dungeon type flags -- DG ***/
49 #define DF1_WINNER 0x00000001L
50 #define DF1_MAZE 0x00000002L
51 #define DF1_SMALLEST 0x00000004L
52 #define DF1_BEGINNER 0x00000008L
53 #define DF1_BIG 0x00000010L
54 #define DF1_NO_DOORS 0x00000020L
55 #define DF1_WATER_RIVER 0x00000040L
56 #define DF1_LAVA_RIVER 0x00000080L
57 #define DF1_CURTAIN 0x00000100L
58 #define DF1_GLASS_DOOR 0x00000200L
59 #define DF1_CAVE 0x00000400L
60 #define DF1_CAVERN 0x00000800L
61 #define DF1_ARCADE 0x00001000L
62 #define DF1_LAKE_ACID 0x00002000L
63 #define DF1_LAKE_POISONOUS 0x00004000L
64 #define DF1_XXX15 0x00008000L
65 #define DF1_FORGET 0x00010000L
66 #define DF1_LAKE_WATER 0x00020000L
67 #define DF1_LAKE_LAVA 0x00040000L
68 #define DF1_LAKE_RUBBLE 0x00080000L
69 #define DF1_LAKE_TREE 0x00100000L
70 #define DF1_NO_VAULT 0x00200000L
71 #define DF1_ARENA 0x00400000L
72 #define DF1_DESTROY 0x00800000L
73 #define DF1_GLASS_ROOM 0x01000000L
74 #define DF1_NO_CAVE 0x02000000L
75 #define DF1_NO_MAGIC 0x04000000L
76 #define DF1_NO_MELEE 0x08000000L
77 #define DF1_CHAMELEON 0x10000000L
78 #define DF1_DARKNESS 0x20000000L
79 #define DF1_ACID_RIVER 0x40000000L
80 #define DF1_POISONOUS_RIVER 0x80000000L
82 #define DF1_LAKE_MASK (DF1_LAKE_WATER | DF1_LAKE_LAVA | DF1_LAKE_RUBBLE | DF1_LAKE_TREE | DF1_LAKE_POISONOUS | DF1_LAKE_ACID)
84 #define DUNGEON_ANGBAND 1
85 #define DUNGEON_GALGALS 2
87 #define DUNGEON_MAZE 4
88 #define DUNGEON_DRAGON 5
89 #define DUNGEON_GRAVE 6
90 #define DUNGEON_WOOD 7
91 #define DUNGEON_VOLCANO 8
92 #define DUNGEON_HELL 9
93 #define DUNGEON_HEAVEN 10
94 #define DUNGEON_OCEAN 11
95 #define DUNGEON_CASTLE 12
96 #define DUNGEON_CTH 13
97 #define DUNGEON_MOUNTAIN 14
98 #define DUNGEON_GOLD 15
99 #define DUNGEON_NO_MAGIC 16
100 #define DUNGEON_NO_MELEE 17
101 #define DUNGEON_CHAMELEON 18
102 #define DUNGEON_DARKNESS 19
105 * Flags for change floor mode
107 #define CFM_UP 0x0001 /* Move up */
108 #define CFM_DOWN 0x0002 /* Move down */
109 #define CFM_LONG_STAIRS 0x0004 /* Randomly occurred long stairs/shaft */
110 #define CFM_XXX 0x0008 /* XXX */
111 #define CFM_SHAFT 0x0010 /* Shaft */
112 #define CFM_RAND_PLACE 0x0020 /* Arrive at random grid */
113 #define CFM_RAND_CONNECT 0x0040 /* Connect with random stairs */
114 #define CFM_SAVE_FLOORS 0x0080 /* Save floors */
115 #define CFM_NO_RETURN 0x0100 /* Flee from random quest etc... */
116 #define CFM_FIRST_FLOOR 0x0200 /* Create exit from the dungeon */
119 * Determines if a map location is fully inside the outer walls
121 #define in_bounds(Y,X) \
122 (((Y) > 0) && ((X) > 0) && ((Y) < current_floor_ptr->height-1) && ((X) < current_floor_ptr->width-1))
125 * Determines if a map location is on or inside the outer walls
127 #define in_bounds2(Y,X) \
128 (((Y) >= 0) && ((X) >= 0) && ((Y) < current_floor_ptr->height) && ((X) < current_floor_ptr->width))
131 * Determines if a map location is on or inside the outer walls
134 #define in_bounds2u(Y,X) \
135 (((Y) < current_floor_ptr->height) && ((X) < current_floor_ptr->width))
139 * Determine if player is on this grid
141 #define player_bold(Y,X) \
142 (((Y) == p_ptr->y) && ((X) == p_ptr->x))
145 * Grid based version of "player_bold()"
147 #define player_grid(C) \
148 ((C) == ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])
151 #define cave_have_flag_bold(Y,X,INDEX) \
152 (have_flag(f_info[current_floor_ptr->grid_array[(Y)][(X)].feat].flags, (INDEX)))
155 #define cave_have_flag_grid(C,INDEX) \
156 (have_flag(f_info[(C)->feat].flags, (INDEX)))
160 * Determine if a "feature" supports "los"
162 #define feat_supports_los(F) \
163 (have_flag(f_info[(F)].flags, FF_LOS))
167 * Determine if a "legal" grid supports "los"
169 #define cave_los_bold(Y,X) \
170 (feat_supports_los(current_floor_ptr->grid_array[(Y)][(X)].feat))
172 #define cave_los_grid(C) \
173 (feat_supports_los((C)->feat))
177 * Determine if a "legal" grid is a "clean" floor grid
178 * Determine if terrain-change spells are allowed in a grid.
180 * Line 1 -- forbid non-floors
181 * Line 2 -- forbid object terrains
182 * Line 3 -- forbid normal objects
184 #define cave_clean_bold(Y,X) \
185 (cave_have_flag_bold((Y), (X), FF_FLOOR) && \
186 !(current_floor_ptr->grid_array[Y][X].info & CAVE_OBJECT) && \
187 (current_floor_ptr->grid_array[Y][X].o_idx == 0))
191 * Determine if an object can be dropped on a "legal" grid
193 * Line 1 -- forbid non-drops
194 * Line 2 -- forbid object terrains
196 #define cave_drop_bold(Y,X) \
197 (cave_have_flag_bold((Y), (X), FF_DROP) && \
198 !(current_floor_ptr->grid_array[Y][X].info & CAVE_OBJECT))
202 * Determine if a "legal" grid is an "empty" floor grid
203 * Determine if monsters are allowed to move into a grid
205 * Line 1 -- forbid non-placement grids
206 * Line 2 -- forbid normal monsters
207 * Line 3 -- forbid the player
209 #define cave_empty_bold(Y,X) \
210 (cave_have_flag_bold((Y), (X), FF_PLACE) && \
211 !(current_floor_ptr->grid_array[Y][X].m_idx) && \
216 * Determine if a "legal" grid is an "empty" floor grid
217 * Determine if monster generation is allowed in a grid
219 * Line 1 -- forbid non-empty grids
220 * Line 2 -- forbid trees while dungeon generation
222 #define cave_empty_bold2(Y,X) \
223 (cave_empty_bold(Y,X) && \
224 (character_dungeon || !cave_have_flag_bold((Y), (X), FF_TREE)))
228 * Determine if a "legal" grid is an "naked" floor grid
230 * Line 1 -- forbid non-clean gird
231 * Line 2 -- forbid monsters
232 * Line 3 -- forbid the player
234 #define cave_naked_bold(Y,X) \
235 (cave_clean_bold(Y,X) && \
236 !(current_floor_ptr->grid_array[Y][X].m_idx) && \
241 * Determine if a "legal" grid is "permanent"
243 * Line 1 -- permanent flag
245 #define cave_perma_bold(Y,X) \
246 (cave_have_flag_bold((Y), (X), FF_PERMANENT))
250 * Grid based version of "cave_empty_bold()"
252 #define cave_empty_grid(C) \
253 (cave_have_flag_grid((C), FF_PLACE) && \
259 * Grid based version of "cave_perma_bold()"
261 #define cave_perma_grid(C) \
262 (cave_have_flag_grid((C), FF_PERMANENT))
265 #define pattern_tile(Y,X) \
266 (cave_have_flag_bold((Y), (X), FF_PATTERN))
269 * Does the grid stop disintegration?
271 #define cave_stop_disintegration(Y,X) \
272 (!cave_have_flag_bold((Y), (X), FF_PROJECT) && \
273 (!cave_have_flag_bold((Y), (X), FF_HURT_DISI) || \
274 cave_have_flag_bold((Y), (X), FF_PERMANENT)))
278 * Determine if a "legal" grid is within "los" of the player
280 * Note the use of comparison to zero to force a "boolean" result
282 #define player_has_los_grid(C) \
283 (((C)->info & (CAVE_VIEW)) != 0)
286 * Determine if a "legal" grid is within "los" of the player
288 * Note the use of comparison to zero to force a "boolean" result
290 #define player_has_los_bold(Y,X) \
291 (((current_floor_ptr->grid_array[Y][X].info & (CAVE_VIEW)) != 0) || p_ptr->inside_battle)
295 * Determine if a "feature" is "permanent wall"
297 #define permanent_wall(F) \
298 (have_flag((F)->flags, FF_WALL) && \
299 have_flag((F)->flags, FF_PERMANENT))
301 extern floor_type *current_floor_ptr;