7 * @brief generate.cで用いられる基本的なブロック数単位(垂直方向)
8 * Number of grids in each block (vertically) Probably hard-coded to 11, see "generate.c"
13 * @brief generate.cで用いられる基本的なブロック数単位(水平方向)
14 * Number of grids in each block (horizontally) Probably hard-coded to 11, see "generate.c"
19 grid_type *grid_array[MAX_HGT];
20 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 */
21 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 */
22 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 */
23 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 */
24 POSITION width; /* Current dungeon width */
25 POSITION height; /* Current dungeon height */
26 MONSTER_NUMBER num_repro; /*!< Current reproducer count */
28 GAME_TURN generated_turn; /* Turn when level began */
30 object_type *o_list; /*!< The array of dungeon items [current_floor_ptr->max_o_idx] */
31 OBJECT_IDX max_o_idx; /*!< Maximum number of objects in the level */
32 OBJECT_IDX o_max; /* Number of allocated objects */
33 OBJECT_IDX o_cnt; /* Number of live objects */
35 monster_type *m_list; /*!< The array of dungeon monsters [current_floor_ptr->max_m_idx] */
36 MONSTER_IDX max_m_idx; /*!< Maximum number of monsters in the level */
37 MONSTER_IDX m_max; /* Number of allocated monsters */
38 MONSTER_IDX m_cnt; /* Number of live monsters */
40 s16b *mproc_list[MAX_MTIMED]; /*!< The array to process dungeon monsters[max_m_idx] */
41 s16b mproc_max[MAX_MTIMED]; /*!< Number of monsters to be processed */
43 POSITION_IDX lite_n; //!< Array of grids lit by player lite (see "current_floor_ptr->grid_array.c")
44 POSITION lite_y[LITE_MAX];
45 POSITION lite_x[LITE_MAX];
47 POSITION_IDX mon_lite_n; //!< Array of grids lit by player lite (see "current_floor_ptr->grid_array.c")
48 POSITION mon_lite_y[MON_LITE_MAX];
49 POSITION mon_lite_x[MON_LITE_MAX];
51 POSITION_IDX view_n; //!< Array of grids viewable to the player (see "grid_array")
52 POSITION view_y[VIEW_MAX];
53 POSITION view_x[VIEW_MAX];
55 POSITION_IDX redraw_n; //!< Array of grids for delayed visual updating (see "current_floor_ptr->grid_array.c")
56 POSITION redraw_y[REDRAW_MAX];
57 POSITION redraw_x[REDRAW_MAX];
63 #define DUNGEON_MODE_NONE 0
64 #define DUNGEON_MODE_AND 1
65 #define DUNGEON_MODE_NAND 2
66 #define DUNGEON_MODE_OR 3
67 #define DUNGEON_MODE_NOR 4
69 /*** Dungeon type flags -- DG ***/
70 #define DF1_WINNER 0x00000001L
71 #define DF1_MAZE 0x00000002L
72 #define DF1_SMALLEST 0x00000004L
73 #define DF1_BEGINNER 0x00000008L
74 #define DF1_BIG 0x00000010L
75 #define DF1_NO_DOORS 0x00000020L
76 #define DF1_WATER_RIVER 0x00000040L
77 #define DF1_LAVA_RIVER 0x00000080L
78 #define DF1_CURTAIN 0x00000100L
79 #define DF1_GLASS_DOOR 0x00000200L
80 #define DF1_CAVE 0x00000400L
81 #define DF1_CAVERN 0x00000800L
82 #define DF1_ARCADE 0x00001000L
83 #define DF1_LAKE_ACID 0x00002000L
84 #define DF1_LAKE_POISONOUS 0x00004000L
85 #define DF1_XXX15 0x00008000L
86 #define DF1_FORGET 0x00010000L
87 #define DF1_LAKE_WATER 0x00020000L
88 #define DF1_LAKE_LAVA 0x00040000L
89 #define DF1_LAKE_RUBBLE 0x00080000L
90 #define DF1_LAKE_TREE 0x00100000L
91 #define DF1_NO_VAULT 0x00200000L
92 #define DF1_ARENA 0x00400000L
93 #define DF1_DESTROY 0x00800000L
94 #define DF1_GLASS_ROOM 0x01000000L
95 #define DF1_NO_CAVE 0x02000000L
96 #define DF1_NO_MAGIC 0x04000000L
97 #define DF1_NO_MELEE 0x08000000L
98 #define DF1_CHAMELEON 0x10000000L
99 #define DF1_DARKNESS 0x20000000L
100 #define DF1_ACID_RIVER 0x40000000L
101 #define DF1_POISONOUS_RIVER 0x80000000L
103 #define DF1_LAKE_MASK (DF1_LAKE_WATER | DF1_LAKE_LAVA | DF1_LAKE_RUBBLE | DF1_LAKE_TREE | DF1_LAKE_POISONOUS | DF1_LAKE_ACID)
105 #define DUNGEON_ANGBAND 1
106 #define DUNGEON_GALGALS 2
107 #define DUNGEON_ORC 3
108 #define DUNGEON_MAZE 4
109 #define DUNGEON_DRAGON 5
110 #define DUNGEON_GRAVE 6
111 #define DUNGEON_WOOD 7
112 #define DUNGEON_VOLCANO 8
113 #define DUNGEON_HELL 9
114 #define DUNGEON_HEAVEN 10
115 #define DUNGEON_OCEAN 11
116 #define DUNGEON_CASTLE 12
117 #define DUNGEON_CTH 13
118 #define DUNGEON_MOUNTAIN 14
119 #define DUNGEON_GOLD 15
120 #define DUNGEON_NO_MAGIC 16
121 #define DUNGEON_NO_MELEE 17
122 #define DUNGEON_CHAMELEON 18
123 #define DUNGEON_DARKNESS 19
126 * Flags for change floor mode
128 #define CFM_UP 0x0001 /* Move up */
129 #define CFM_DOWN 0x0002 /* Move down */
130 #define CFM_LONG_STAIRS 0x0004 /* Randomly occurred long stairs/shaft */
131 #define CFM_XXX 0x0008 /* XXX */
132 #define CFM_SHAFT 0x0010 /* Shaft */
133 #define CFM_RAND_PLACE 0x0020 /* Arrive at random grid */
134 #define CFM_RAND_CONNECT 0x0040 /* Connect with random stairs */
135 #define CFM_SAVE_FLOORS 0x0080 /* Save floors */
136 #define CFM_NO_RETURN 0x0100 /* Flee from random quest etc... */
137 #define CFM_FIRST_FLOOR 0x0200 /* Create exit from the dungeon */
140 * Determines if a map location is fully inside the outer walls
142 #define in_bounds(Y,X) \
143 (((Y) > 0) && ((X) > 0) && ((Y) < current_floor_ptr->height-1) && ((X) < current_floor_ptr->width-1))
146 * Determines if a map location is on or inside the outer walls
148 #define in_bounds2(Y,X) \
149 (((Y) >= 0) && ((X) >= 0) && ((Y) < current_floor_ptr->height) && ((X) < current_floor_ptr->width))
152 * Determines if a map location is on or inside the outer walls
155 #define in_bounds2u(Y,X) \
156 (((Y) < current_floor_ptr->height) && ((X) < current_floor_ptr->width))
160 * Determine if player is on this grid
162 #define player_bold(Y,X) \
163 (((Y) == p_ptr->y) && ((X) == p_ptr->x))
166 * Grid based version of "player_bold()"
168 #define player_grid(C) \
169 ((C) == ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])
172 #define cave_have_flag_bold(Y,X,INDEX) \
173 (have_flag(f_info[current_floor_ptr->grid_array[(Y)][(X)].feat].flags, (INDEX)))
176 #define cave_have_flag_grid(C,INDEX) \
177 (have_flag(f_info[(C)->feat].flags, (INDEX)))
181 * Determine if a "feature" supports "los"
183 #define feat_supports_los(F) \
184 (have_flag(f_info[(F)].flags, FF_LOS))
188 * Determine if a "legal" grid supports "los"
190 #define cave_los_bold(Y,X) \
191 (feat_supports_los(current_floor_ptr->grid_array[(Y)][(X)].feat))
193 #define cave_los_grid(C) \
194 (feat_supports_los((C)->feat))
198 * Determine if a "legal" grid is a "clean" floor grid
199 * Determine if terrain-change spells are allowed in a grid.
201 * Line 1 -- forbid non-floors
202 * Line 2 -- forbid object terrains
203 * Line 3 -- forbid normal objects
205 #define cave_clean_bold(Y,X) \
206 (cave_have_flag_bold((Y), (X), FF_FLOOR) && \
207 !(current_floor_ptr->grid_array[Y][X].info & CAVE_OBJECT) && \
208 (current_floor_ptr->grid_array[Y][X].o_idx == 0))
212 * Determine if an object can be dropped on a "legal" grid
214 * Line 1 -- forbid non-drops
215 * Line 2 -- forbid object terrains
217 #define cave_drop_bold(Y,X) \
218 (cave_have_flag_bold((Y), (X), FF_DROP) && \
219 !(current_floor_ptr->grid_array[Y][X].info & CAVE_OBJECT))
223 * Determine if a "legal" grid is an "empty" floor grid
224 * Determine if monsters are allowed to move into a grid
226 * Line 1 -- forbid non-placement grids
227 * Line 2 -- forbid normal monsters
228 * Line 3 -- forbid the player
230 #define cave_empty_bold(Y,X) \
231 (cave_have_flag_bold((Y), (X), FF_PLACE) && \
232 !(current_floor_ptr->grid_array[Y][X].m_idx) && \
237 * Determine if a "legal" grid is an "empty" floor grid
238 * Determine if monster generation is allowed in a grid
240 * Line 1 -- forbid non-empty grids
241 * Line 2 -- forbid trees while dungeon generation
243 #define cave_empty_bold2(Y,X) \
244 (cave_empty_bold(Y,X) && \
245 (current_world_ptr->character_dungeon || !cave_have_flag_bold((Y), (X), FF_TREE)))
249 * Determine if a "legal" grid is an "naked" floor grid
251 * Line 1 -- forbid non-clean gird
252 * Line 2 -- forbid monsters
253 * Line 3 -- forbid the player
255 #define cave_naked_bold(Y,X) \
256 (cave_clean_bold(Y,X) && \
257 !(current_floor_ptr->grid_array[Y][X].m_idx) && \
262 * Determine if a "legal" grid is "permanent"
264 * Line 1 -- permanent flag
266 #define cave_perma_bold(Y,X) \
267 (cave_have_flag_bold((Y), (X), FF_PERMANENT))
271 * Grid based version of "cave_empty_bold()"
273 #define cave_empty_grid(C) \
274 (cave_have_flag_grid((C), FF_PLACE) && \
280 * Grid based version of "cave_perma_bold()"
282 #define cave_perma_grid(C) \
283 (cave_have_flag_grid((C), FF_PERMANENT))
286 #define pattern_tile(Y,X) \
287 (cave_have_flag_bold((Y), (X), FF_PATTERN))
290 * Does the grid stop disintegration?
292 #define cave_stop_disintegration(Y,X) \
293 (!cave_have_flag_bold((Y), (X), FF_PROJECT) && \
294 (!cave_have_flag_bold((Y), (X), FF_HURT_DISI) || \
295 cave_have_flag_bold((Y), (X), FF_PERMANENT)))
299 * Determine if a "legal" grid is within "los" of the player
301 * Note the use of comparison to zero to force a "boolean" result
303 #define player_has_los_grid(C) \
304 (((C)->info & (CAVE_VIEW)) != 0)
307 * Determine if a "legal" grid is within "los" of the player
309 * Note the use of comparison to zero to force a "boolean" result
311 #define player_has_los_bold(Y,X) \
312 (((current_floor_ptr->grid_array[Y][X].info & (CAVE_VIEW)) != 0) || p_ptr->inside_battle)
316 * Determine if a "feature" is "permanent wall"
318 #define permanent_wall(F) \
319 (have_flag((F)->flags, FF_WALL) && \
320 have_flag((F)->flags, FF_PERMANENT))
322 extern floor_type *current_floor_ptr;
323 extern saved_floor_type saved_floors[MAX_SAVED_FLOORS];
326 * Convert a "location" (Y,X) into a "grid" (G)
332 * Convert a "grid" (G) into a "location" (Y)
338 * Convert a "grid" (G) into a "location" (X)