7 * @brief ダンジョンの最深層 / Maximum dungeon level.
9 * The player can never reach this level
10 * in the dungeon, and this value is used for various calculations
11 * involving object and monster creation. It must be at least 100.
12 * Setting it below 128 may prevent the creation of some objects.
17 * @brief generate.cで用いられる基本的なブロック数単位(垂直方向)
18 * Number of grids in each block (vertically) Probably hard-coded to 11, see "generate.c"
23 * @brief generate.cで用いられる基本的なブロック数単位(水平方向)
24 * Number of grids in each block (horizontally) Probably hard-coded to 11, see "generate.c"
29 * @brief 表示上の基本的なブロック単位(垂直方向、PANEL_HGTの倍数で設定すること)
30 * Number of grids used to display the dungeon (vertically). Must be a multiple of 11, probably hard-coded to 22.
35 * @brief 表示上の基本的なブロック単位(水平方向、PANEL_WIDの倍数で設定すること)
36 * Number of grids used to display the dungeon (horizontally). Must be a multiple of 33, probably hard-coded to 66.
41 * @brief 表示上のダンジョンの最大垂直サイズ(SCREEN_HGTの3倍が望ましい)
42 * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT, probably hard-coded to SCREEN_HGT * 3.
47 * @brief 表示上のダンジョンの最大水平サイズ(SCREEN_WIDの3倍が望ましい)
48 * Maximum dungeon width in grids, must be a multiple of SCREEN_WID, probably hard-coded to SCREEN_WID * 3.
53 * @brief プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "current_floor_ptr->grid_array.c")
54 * @details Note that the "lite radius" will NEVER exceed 14, and we would
55 * never require more than 581 entries in the array for circular "lite".
60 * @brief モンスター用光源処理配列サイズ / Maximum size of the "mon_lite" array (see "current_floor_ptr->grid_array.c")
61 * @details Note that the "view radius" will NEVER exceed 20, monster illumination
62 * flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
63 * we would never require more than 1520 entries in the array.
65 #define MON_LITE_MAX 1536
68 * @brief 視界処理配列サイズ / Maximum size of the "view" array (see "current_floor_ptr->grid_array.c")
69 * @details Note that the "view radius" will NEVER exceed 20, and even if the "view"
70 * was octagonal, we would never require more than 1520 entries in the array.
75 grid_type *grid_array[MAX_HGT];
76 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 */
77 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 */
78 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 */
79 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 */
80 POSITION width; /* Current dungeon width */
81 POSITION height; /* Current dungeon height */
82 MONSTER_NUMBER num_repro; /*!< Current reproducer count */
84 GAME_TURN generated_turn; /* Turn when level began */
86 object_type *o_list; /*!< The array of dungeon items [current_floor_ptr->max_o_idx] */
87 OBJECT_IDX max_o_idx; /*!< Maximum number of objects in the level */
88 OBJECT_IDX o_max; /* Number of allocated objects */
89 OBJECT_IDX o_cnt; /* Number of live objects */
91 monster_type *m_list; /*!< The array of dungeon monsters [current_floor_ptr->max_m_idx] */
92 MONSTER_IDX max_m_idx; /*!< Maximum number of monsters in the level */
93 MONSTER_IDX m_max; /* Number of allocated monsters */
94 MONSTER_IDX m_cnt; /* Number of live monsters */
96 s16b *mproc_list[MAX_MTIMED]; /*!< The array to process dungeon monsters[max_m_idx] */
97 s16b mproc_max[MAX_MTIMED]; /*!< Number of monsters to be processed */
99 POSITION_IDX lite_n; //!< Array of grids lit by player lite (see "current_floor_ptr->grid_array.c")
100 POSITION lite_y[LITE_MAX];
101 POSITION lite_x[LITE_MAX];
103 POSITION_IDX mon_lite_n; //!< Array of grids lit by player lite (see "current_floor_ptr->grid_array.c")
104 POSITION mon_lite_y[MON_LITE_MAX];
105 POSITION mon_lite_x[MON_LITE_MAX];
107 POSITION_IDX view_n; //!< Array of grids viewable to the player (see "grid_array")
108 POSITION view_y[VIEW_MAX];
109 POSITION view_x[VIEW_MAX];
111 POSITION_IDX redraw_n; //!< Array of grids for delayed visual updating (see "current_floor_ptr->grid_array.c")
112 POSITION redraw_y[REDRAW_MAX];
113 POSITION redraw_x[REDRAW_MAX];
119 #define DUNGEON_MODE_NONE 0
120 #define DUNGEON_MODE_AND 1
121 #define DUNGEON_MODE_NAND 2
122 #define DUNGEON_MODE_OR 3
123 #define DUNGEON_MODE_NOR 4
125 /*** Dungeon type flags -- DG ***/
126 #define DF1_WINNER 0x00000001L
127 #define DF1_MAZE 0x00000002L
128 #define DF1_SMALLEST 0x00000004L
129 #define DF1_BEGINNER 0x00000008L
130 #define DF1_BIG 0x00000010L
131 #define DF1_NO_DOORS 0x00000020L
132 #define DF1_WATER_RIVER 0x00000040L
133 #define DF1_LAVA_RIVER 0x00000080L
134 #define DF1_CURTAIN 0x00000100L
135 #define DF1_GLASS_DOOR 0x00000200L
136 #define DF1_CAVE 0x00000400L
137 #define DF1_CAVERN 0x00000800L
138 #define DF1_ARCADE 0x00001000L
139 #define DF1_LAKE_ACID 0x00002000L
140 #define DF1_LAKE_POISONOUS 0x00004000L
141 #define DF1_XXX15 0x00008000L
142 #define DF1_FORGET 0x00010000L
143 #define DF1_LAKE_WATER 0x00020000L
144 #define DF1_LAKE_LAVA 0x00040000L
145 #define DF1_LAKE_RUBBLE 0x00080000L
146 #define DF1_LAKE_TREE 0x00100000L
147 #define DF1_NO_VAULT 0x00200000L
148 #define DF1_ARENA 0x00400000L
149 #define DF1_DESTROY 0x00800000L
150 #define DF1_GLASS_ROOM 0x01000000L
151 #define DF1_NO_CAVE 0x02000000L
152 #define DF1_NO_MAGIC 0x04000000L
153 #define DF1_NO_MELEE 0x08000000L
154 #define DF1_CHAMELEON 0x10000000L
155 #define DF1_DARKNESS 0x20000000L
156 #define DF1_ACID_RIVER 0x40000000L
157 #define DF1_POISONOUS_RIVER 0x80000000L
159 #define DF1_LAKE_MASK (DF1_LAKE_WATER | DF1_LAKE_LAVA | DF1_LAKE_RUBBLE | DF1_LAKE_TREE | DF1_LAKE_POISONOUS | DF1_LAKE_ACID)
161 #define DUNGEON_ANGBAND 1
162 #define DUNGEON_GALGALS 2
163 #define DUNGEON_ORC 3
164 #define DUNGEON_MAZE 4
165 #define DUNGEON_DRAGON 5
166 #define DUNGEON_GRAVE 6
167 #define DUNGEON_WOOD 7
168 #define DUNGEON_VOLCANO 8
169 #define DUNGEON_HELL 9
170 #define DUNGEON_HEAVEN 10
171 #define DUNGEON_OCEAN 11
172 #define DUNGEON_CASTLE 12
173 #define DUNGEON_CTH 13
174 #define DUNGEON_MOUNTAIN 14
175 #define DUNGEON_GOLD 15
176 #define DUNGEON_NO_MAGIC 16
177 #define DUNGEON_NO_MELEE 17
178 #define DUNGEON_CHAMELEON 18
179 #define DUNGEON_DARKNESS 19
182 * Flags for change floor mode
184 #define CFM_UP 0x0001 /* Move up */
185 #define CFM_DOWN 0x0002 /* Move down */
186 #define CFM_LONG_STAIRS 0x0004 /* Randomly occurred long stairs/shaft */
187 #define CFM_XXX 0x0008 /* XXX */
188 #define CFM_SHAFT 0x0010 /* Shaft */
189 #define CFM_RAND_PLACE 0x0020 /* Arrive at random grid */
190 #define CFM_RAND_CONNECT 0x0040 /* Connect with random stairs */
191 #define CFM_SAVE_FLOORS 0x0080 /* Save floors */
192 #define CFM_NO_RETURN 0x0100 /* Flee from random quest etc... */
193 #define CFM_FIRST_FLOOR 0x0200 /* Create exit from the dungeon */
196 * Determines if a map location is fully inside the outer walls
198 #define in_bounds(Y,X) \
199 (((Y) > 0) && ((X) > 0) && ((Y) < current_floor_ptr->height-1) && ((X) < current_floor_ptr->width-1))
202 * Determines if a map location is on or inside the outer walls
204 #define in_bounds2(Y,X) \
205 (((Y) >= 0) && ((X) >= 0) && ((Y) < current_floor_ptr->height) && ((X) < current_floor_ptr->width))
208 * Determines if a map location is on or inside the outer walls
211 #define in_bounds2u(Y,X) \
212 (((Y) < current_floor_ptr->height) && ((X) < current_floor_ptr->width))
216 * Determine if player is on this grid
218 #define player_bold(Y,X) \
219 (((Y) == p_ptr->y) && ((X) == p_ptr->x))
222 * Grid based version of "player_bold()"
224 #define player_grid(C) \
225 ((C) == ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])
228 #define cave_have_flag_bold(Y,X,INDEX) \
229 (have_flag(f_info[current_floor_ptr->grid_array[(Y)][(X)].feat].flags, (INDEX)))
232 #define cave_have_flag_grid(C,INDEX) \
233 (have_flag(f_info[(C)->feat].flags, (INDEX)))
237 * Determine if a "feature" supports "los"
239 #define feat_supports_los(F) \
240 (have_flag(f_info[(F)].flags, FF_LOS))
244 * Determine if a "legal" grid supports "los"
246 #define cave_los_bold(Y,X) \
247 (feat_supports_los(current_floor_ptr->grid_array[(Y)][(X)].feat))
249 #define cave_los_grid(C) \
250 (feat_supports_los((C)->feat))
254 * Determine if a "legal" grid is a "clean" floor grid
255 * Determine if terrain-change spells are allowed in a grid.
257 * Line 1 -- forbid non-floors
258 * Line 2 -- forbid object terrains
259 * Line 3 -- forbid normal objects
261 #define cave_clean_bold(Y,X) \
262 (cave_have_flag_bold((Y), (X), FF_FLOOR) && \
263 !(current_floor_ptr->grid_array[Y][X].info & CAVE_OBJECT) && \
264 (current_floor_ptr->grid_array[Y][X].o_idx == 0))
268 * Determine if an object can be dropped on a "legal" grid
270 * Line 1 -- forbid non-drops
271 * Line 2 -- forbid object terrains
273 #define cave_drop_bold(Y,X) \
274 (cave_have_flag_bold((Y), (X), FF_DROP) && \
275 !(current_floor_ptr->grid_array[Y][X].info & CAVE_OBJECT))
279 * Determine if a "legal" grid is an "empty" floor grid
280 * Determine if monsters are allowed to move into a grid
282 * Line 1 -- forbid non-placement grids
283 * Line 2 -- forbid normal monsters
284 * Line 3 -- forbid the player
286 #define cave_empty_bold(Y,X) \
287 (cave_have_flag_bold((Y), (X), FF_PLACE) && \
288 !(current_floor_ptr->grid_array[Y][X].m_idx) && \
293 * Determine if a "legal" grid is an "empty" floor grid
294 * Determine if monster generation is allowed in a grid
296 * Line 1 -- forbid non-empty grids
297 * Line 2 -- forbid trees while dungeon generation
299 #define cave_empty_bold2(Y,X) \
300 (cave_empty_bold(Y,X) && \
301 (current_world_ptr->character_dungeon || !cave_have_flag_bold((Y), (X), FF_TREE)))
305 * Determine if a "legal" grid is an "naked" floor grid
307 * Line 1 -- forbid non-clean gird
308 * Line 2 -- forbid monsters
309 * Line 3 -- forbid the player
311 #define cave_naked_bold(Y,X) \
312 (cave_clean_bold(Y,X) && \
313 !(current_floor_ptr->grid_array[Y][X].m_idx) && \
318 * Determine if a "legal" grid is "permanent"
320 * Line 1 -- permanent flag
322 #define cave_perma_bold(Y,X) \
323 (cave_have_flag_bold((Y), (X), FF_PERMANENT))
327 * Grid based version of "cave_empty_bold()"
329 #define cave_empty_grid(C) \
330 (cave_have_flag_grid((C), FF_PLACE) && \
336 * Grid based version of "cave_perma_bold()"
338 #define cave_perma_grid(C) \
339 (cave_have_flag_grid((C), FF_PERMANENT))
342 #define pattern_tile(Y,X) \
343 (cave_have_flag_bold((Y), (X), FF_PATTERN))
346 * Does the grid stop disintegration?
348 #define cave_stop_disintegration(Y,X) \
349 (!cave_have_flag_bold((Y), (X), FF_PROJECT) && \
350 (!cave_have_flag_bold((Y), (X), FF_HURT_DISI) || \
351 cave_have_flag_bold((Y), (X), FF_PERMANENT)))
355 * Determine if a "legal" grid is within "los" of the player
357 * Note the use of comparison to zero to force a "boolean" result
359 #define player_has_los_grid(C) \
360 (((C)->info & (CAVE_VIEW)) != 0)
363 * Determine if a "legal" grid is within "los" of the player
365 * Note the use of comparison to zero to force a "boolean" result
367 #define player_has_los_bold(Y,X) \
368 (((current_floor_ptr->grid_array[Y][X].info & (CAVE_VIEW)) != 0) || p_ptr->inside_battle)
372 * Determine if a "feature" is "permanent wall"
374 #define permanent_wall(F) \
375 (have_flag((F)->flags, FF_WALL) && \
376 have_flag((F)->flags, FF_PERMANENT))
378 extern floor_type *current_floor_ptr;
379 extern saved_floor_type saved_floors[MAX_SAVED_FLOORS];
382 * Convert a "location" (Y,X) into a "grid" (G)
388 * Convert a "grid" (G) into a "location" (Y)
394 * Convert a "grid" (G) into a "location" (X)