7 grid_type *grid_array[MAX_HGT];
8 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 */
9 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 */
10 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 */
11 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 */
12 POSITION width; /* Current dungeon width */
13 POSITION height; /* Current dungeon height */
14 MONSTER_NUMBER num_repro; /*!< Current reproducer count */
16 GAME_TURN generated_turn; /* Turn when level began */
18 object_type *o_list; /*!< The array of dungeon items [current_floor_ptr->max_o_idx] */
19 OBJECT_IDX max_o_idx; /*!< Maximum number of objects in the level */
20 OBJECT_IDX o_max; /* Number of allocated objects */
21 OBJECT_IDX o_cnt; /* Number of live objects */
23 monster_type *m_list; /*!< The array of dungeon monsters [current_floor_ptr->max_m_idx] */
24 MONSTER_IDX max_m_idx; /*!< Maximum number of monsters in the level */
25 MONSTER_IDX m_max; /* Number of allocated monsters */
26 MONSTER_IDX m_cnt; /* Number of live monsters */
28 s16b *mproc_list[MAX_MTIMED]; /*!< The array to process dungeon monsters[max_m_idx] */
29 s16b mproc_max[MAX_MTIMED]; /*!< Number of monsters to be processed */
31 POSITION_IDX lite_n; //!< Array of grids lit by player lite (see "current_floor_ptr->grid_array.c")
32 POSITION lite_y[LITE_MAX];
33 POSITION lite_x[LITE_MAX];
35 POSITION_IDX mon_lite_n; //!< Array of grids lit by player lite (see "current_floor_ptr->grid_array.c")
36 POSITION mon_lite_y[MON_LITE_MAX];
37 POSITION mon_lite_x[MON_LITE_MAX];
39 POSITION_IDX view_n; //!< Array of grids viewable to the player (see "grid_array")
40 POSITION view_y[VIEW_MAX];
41 POSITION view_x[VIEW_MAX];
43 POSITION_IDX redraw_n; //!< Array of grids for delayed visual updating (see "current_floor_ptr->grid_array.c")
44 POSITION redraw_y[REDRAW_MAX];
45 POSITION redraw_x[REDRAW_MAX];
51 #define DUNGEON_MODE_NONE 0
52 #define DUNGEON_MODE_AND 1
53 #define DUNGEON_MODE_NAND 2
54 #define DUNGEON_MODE_OR 3
55 #define DUNGEON_MODE_NOR 4
57 /*** Dungeon type flags -- DG ***/
58 #define DF1_WINNER 0x00000001L
59 #define DF1_MAZE 0x00000002L
60 #define DF1_SMALLEST 0x00000004L
61 #define DF1_BEGINNER 0x00000008L
62 #define DF1_BIG 0x00000010L
63 #define DF1_NO_DOORS 0x00000020L
64 #define DF1_WATER_RIVER 0x00000040L
65 #define DF1_LAVA_RIVER 0x00000080L
66 #define DF1_CURTAIN 0x00000100L
67 #define DF1_GLASS_DOOR 0x00000200L
68 #define DF1_CAVE 0x00000400L
69 #define DF1_CAVERN 0x00000800L
70 #define DF1_ARCADE 0x00001000L
71 #define DF1_LAKE_ACID 0x00002000L
72 #define DF1_LAKE_POISONOUS 0x00004000L
73 #define DF1_XXX15 0x00008000L
74 #define DF1_FORGET 0x00010000L
75 #define DF1_LAKE_WATER 0x00020000L
76 #define DF1_LAKE_LAVA 0x00040000L
77 #define DF1_LAKE_RUBBLE 0x00080000L
78 #define DF1_LAKE_TREE 0x00100000L
79 #define DF1_NO_VAULT 0x00200000L
80 #define DF1_ARENA 0x00400000L
81 #define DF1_DESTROY 0x00800000L
82 #define DF1_GLASS_ROOM 0x01000000L
83 #define DF1_NO_CAVE 0x02000000L
84 #define DF1_NO_MAGIC 0x04000000L
85 #define DF1_NO_MELEE 0x08000000L
86 #define DF1_CHAMELEON 0x10000000L
87 #define DF1_DARKNESS 0x20000000L
88 #define DF1_ACID_RIVER 0x40000000L
89 #define DF1_POISONOUS_RIVER 0x80000000L
91 #define DF1_LAKE_MASK (DF1_LAKE_WATER | DF1_LAKE_LAVA | DF1_LAKE_RUBBLE | DF1_LAKE_TREE | DF1_LAKE_POISONOUS | DF1_LAKE_ACID)
93 #define DUNGEON_ANGBAND 1
94 #define DUNGEON_GALGALS 2
96 #define DUNGEON_MAZE 4
97 #define DUNGEON_DRAGON 5
98 #define DUNGEON_GRAVE 6
99 #define DUNGEON_WOOD 7
100 #define DUNGEON_VOLCANO 8
101 #define DUNGEON_HELL 9
102 #define DUNGEON_HEAVEN 10
103 #define DUNGEON_OCEAN 11
104 #define DUNGEON_CASTLE 12
105 #define DUNGEON_CTH 13
106 #define DUNGEON_MOUNTAIN 14
107 #define DUNGEON_GOLD 15
108 #define DUNGEON_NO_MAGIC 16
109 #define DUNGEON_NO_MELEE 17
110 #define DUNGEON_CHAMELEON 18
111 #define DUNGEON_DARKNESS 19
114 * Flags for change floor mode
116 #define CFM_UP 0x0001 /* Move up */
117 #define CFM_DOWN 0x0002 /* Move down */
118 #define CFM_LONG_STAIRS 0x0004 /* Randomly occurred long stairs/shaft */
119 #define CFM_XXX 0x0008 /* XXX */
120 #define CFM_SHAFT 0x0010 /* Shaft */
121 #define CFM_RAND_PLACE 0x0020 /* Arrive at random grid */
122 #define CFM_RAND_CONNECT 0x0040 /* Connect with random stairs */
123 #define CFM_SAVE_FLOORS 0x0080 /* Save floors */
124 #define CFM_NO_RETURN 0x0100 /* Flee from random quest etc... */
125 #define CFM_FIRST_FLOOR 0x0200 /* Create exit from the dungeon */
128 * Determines if a map location is fully inside the outer walls
130 #define in_bounds(Y,X) \
131 (((Y) > 0) && ((X) > 0) && ((Y) < current_floor_ptr->height-1) && ((X) < current_floor_ptr->width-1))
134 * Determines if a map location is on or inside the outer walls
136 #define in_bounds2(Y,X) \
137 (((Y) >= 0) && ((X) >= 0) && ((Y) < current_floor_ptr->height) && ((X) < current_floor_ptr->width))
140 * Determines if a map location is on or inside the outer walls
143 #define in_bounds2u(Y,X) \
144 (((Y) < current_floor_ptr->height) && ((X) < current_floor_ptr->width))
148 * Determine if player is on this grid
150 #define player_bold(Y,X) \
151 (((Y) == p_ptr->y) && ((X) == p_ptr->x))
154 * Grid based version of "player_bold()"
156 #define player_grid(C) \
157 ((C) == ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])
160 #define cave_have_flag_bold(Y,X,INDEX) \
161 (have_flag(f_info[current_floor_ptr->grid_array[(Y)][(X)].feat].flags, (INDEX)))
164 #define cave_have_flag_grid(C,INDEX) \
165 (have_flag(f_info[(C)->feat].flags, (INDEX)))
169 * Determine if a "feature" supports "los"
171 #define feat_supports_los(F) \
172 (have_flag(f_info[(F)].flags, FF_LOS))
176 * Determine if a "legal" grid supports "los"
178 #define cave_los_bold(Y,X) \
179 (feat_supports_los(current_floor_ptr->grid_array[(Y)][(X)].feat))
181 #define cave_los_grid(C) \
182 (feat_supports_los((C)->feat))
186 * Determine if a "legal" grid is a "clean" floor grid
187 * Determine if terrain-change spells are allowed in a grid.
189 * Line 1 -- forbid non-floors
190 * Line 2 -- forbid object terrains
191 * Line 3 -- forbid normal objects
193 #define cave_clean_bold(Y,X) \
194 (cave_have_flag_bold((Y), (X), FF_FLOOR) && \
195 !(current_floor_ptr->grid_array[Y][X].info & CAVE_OBJECT) && \
196 (current_floor_ptr->grid_array[Y][X].o_idx == 0))
200 * Determine if an object can be dropped on a "legal" grid
202 * Line 1 -- forbid non-drops
203 * Line 2 -- forbid object terrains
205 #define cave_drop_bold(Y,X) \
206 (cave_have_flag_bold((Y), (X), FF_DROP) && \
207 !(current_floor_ptr->grid_array[Y][X].info & CAVE_OBJECT))
211 * Determine if a "legal" grid is an "empty" floor grid
212 * Determine if monsters are allowed to move into a grid
214 * Line 1 -- forbid non-placement grids
215 * Line 2 -- forbid normal monsters
216 * Line 3 -- forbid the player
218 #define cave_empty_bold(Y,X) \
219 (cave_have_flag_bold((Y), (X), FF_PLACE) && \
220 !(current_floor_ptr->grid_array[Y][X].m_idx) && \
225 * Determine if a "legal" grid is an "empty" floor grid
226 * Determine if monster generation is allowed in a grid
228 * Line 1 -- forbid non-empty grids
229 * Line 2 -- forbid trees while dungeon generation
231 #define cave_empty_bold2(Y,X) \
232 (cave_empty_bold(Y,X) && \
233 (current_world_ptr->character_dungeon || !cave_have_flag_bold((Y), (X), FF_TREE)))
237 * Determine if a "legal" grid is an "naked" floor grid
239 * Line 1 -- forbid non-clean gird
240 * Line 2 -- forbid monsters
241 * Line 3 -- forbid the player
243 #define cave_naked_bold(Y,X) \
244 (cave_clean_bold(Y,X) && \
245 !(current_floor_ptr->grid_array[Y][X].m_idx) && \
250 * Determine if a "legal" grid is "permanent"
252 * Line 1 -- permanent flag
254 #define cave_perma_bold(Y,X) \
255 (cave_have_flag_bold((Y), (X), FF_PERMANENT))
259 * Grid based version of "cave_empty_bold()"
261 #define cave_empty_grid(C) \
262 (cave_have_flag_grid((C), FF_PLACE) && \
268 * Grid based version of "cave_perma_bold()"
270 #define cave_perma_grid(C) \
271 (cave_have_flag_grid((C), FF_PERMANENT))
274 #define pattern_tile(Y,X) \
275 (cave_have_flag_bold((Y), (X), FF_PATTERN))
278 * Does the grid stop disintegration?
280 #define cave_stop_disintegration(Y,X) \
281 (!cave_have_flag_bold((Y), (X), FF_PROJECT) && \
282 (!cave_have_flag_bold((Y), (X), FF_HURT_DISI) || \
283 cave_have_flag_bold((Y), (X), FF_PERMANENT)))
287 * Determine if a "legal" grid is within "los" of the player
289 * Note the use of comparison to zero to force a "boolean" result
291 #define player_has_los_grid(C) \
292 (((C)->info & (CAVE_VIEW)) != 0)
295 * Determine if a "legal" grid is within "los" of the player
297 * Note the use of comparison to zero to force a "boolean" result
299 #define player_has_los_bold(Y,X) \
300 (((current_floor_ptr->grid_array[Y][X].info & (CAVE_VIEW)) != 0) || p_ptr->inside_battle)
304 * Determine if a "feature" is "permanent wall"
306 #define permanent_wall(F) \
307 (have_flag((F)->flags, FF_WALL) && \
308 have_flag((F)->flags, FF_PERMANENT))
310 extern floor_type *current_floor_ptr;
311 extern saved_floor_type saved_floors[MAX_SAVED_FLOORS];