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 * @brief 再描画処理用配列サイズ / Maximum size of the "redraw" array (see "current_floor_ptr->grid_array.c")
76 * @details We must be large for proper functioning of delayed redrawing.
77 * We must also be as large as two times of the largest view area.
78 * Note that maximum view grids are 1149 entries.
80 #define REDRAW_MAX 2298
84 grid_type *grid_array[MAX_HGT];
85 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 */
86 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 */
87 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 */
88 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 */
89 POSITION width; /* Current dungeon width */
90 POSITION height; /* Current dungeon height */
91 MONSTER_NUMBER num_repro; /*!< Current reproducer count */
93 GAME_TURN generated_turn; /* Turn when level began */
95 object_type *o_list; /*!< The array of dungeon items [current_floor_ptr->max_o_idx] */
96 OBJECT_IDX max_o_idx; /*!< Maximum number of objects in the level */
97 OBJECT_IDX o_max; /* Number of allocated objects */
98 OBJECT_IDX o_cnt; /* Number of live objects */
100 monster_type *m_list; /*!< The array of dungeon monsters [current_floor_ptr->max_m_idx] */
101 MONSTER_IDX max_m_idx; /*!< Maximum number of monsters in the level */
102 MONSTER_IDX m_max; /* Number of allocated monsters */
103 MONSTER_IDX m_cnt; /* Number of live monsters */
105 s16b *mproc_list[MAX_MTIMED]; /*!< The array to process dungeon monsters[max_m_idx] */
106 s16b mproc_max[MAX_MTIMED]; /*!< Number of monsters to be processed */
108 POSITION_IDX lite_n; //!< Array of grids lit by player lite (see "current_floor_ptr->grid_array.c")
109 POSITION lite_y[LITE_MAX];
110 POSITION lite_x[LITE_MAX];
112 POSITION_IDX mon_lite_n; //!< Array of grids lit by player lite (see "current_floor_ptr->grid_array.c")
113 POSITION mon_lite_y[MON_LITE_MAX];
114 POSITION mon_lite_x[MON_LITE_MAX];
116 POSITION_IDX view_n; //!< Array of grids viewable to the player (see "grid_array")
117 POSITION view_y[VIEW_MAX];
118 POSITION view_x[VIEW_MAX];
120 POSITION_IDX redraw_n; //!< Array of grids for delayed visual updating (see "current_floor_ptr->grid_array.c")
121 POSITION redraw_y[REDRAW_MAX];
122 POSITION redraw_x[REDRAW_MAX];
128 #define DUNGEON_MODE_NONE 0
129 #define DUNGEON_MODE_AND 1
130 #define DUNGEON_MODE_NAND 2
131 #define DUNGEON_MODE_OR 3
132 #define DUNGEON_MODE_NOR 4
134 /*** Dungeon type flags -- DG ***/
135 #define DF1_WINNER 0x00000001L
136 #define DF1_MAZE 0x00000002L
137 #define DF1_SMALLEST 0x00000004L
138 #define DF1_BEGINNER 0x00000008L
139 #define DF1_BIG 0x00000010L
140 #define DF1_NO_DOORS 0x00000020L
141 #define DF1_WATER_RIVER 0x00000040L
142 #define DF1_LAVA_RIVER 0x00000080L
143 #define DF1_CURTAIN 0x00000100L
144 #define DF1_GLASS_DOOR 0x00000200L
145 #define DF1_CAVE 0x00000400L
146 #define DF1_CAVERN 0x00000800L
147 #define DF1_ARCADE 0x00001000L
148 #define DF1_LAKE_ACID 0x00002000L
149 #define DF1_LAKE_POISONOUS 0x00004000L
150 #define DF1_XXX15 0x00008000L
151 #define DF1_FORGET 0x00010000L
152 #define DF1_LAKE_WATER 0x00020000L
153 #define DF1_LAKE_LAVA 0x00040000L
154 #define DF1_LAKE_RUBBLE 0x00080000L
155 #define DF1_LAKE_TREE 0x00100000L
156 #define DF1_NO_VAULT 0x00200000L
157 #define DF1_ARENA 0x00400000L
158 #define DF1_DESTROY 0x00800000L
159 #define DF1_GLASS_ROOM 0x01000000L
160 #define DF1_NO_CAVE 0x02000000L
161 #define DF1_NO_MAGIC 0x04000000L
162 #define DF1_NO_MELEE 0x08000000L
163 #define DF1_CHAMELEON 0x10000000L
164 #define DF1_DARKNESS 0x20000000L
165 #define DF1_ACID_RIVER 0x40000000L
166 #define DF1_POISONOUS_RIVER 0x80000000L
168 #define DF1_LAKE_MASK (DF1_LAKE_WATER | DF1_LAKE_LAVA | DF1_LAKE_RUBBLE | DF1_LAKE_TREE | DF1_LAKE_POISONOUS | DF1_LAKE_ACID)
170 #define DUNGEON_ANGBAND 1
171 #define DUNGEON_GALGALS 2
172 #define DUNGEON_ORC 3
173 #define DUNGEON_MAZE 4
174 #define DUNGEON_DRAGON 5
175 #define DUNGEON_GRAVE 6
176 #define DUNGEON_WOOD 7
177 #define DUNGEON_VOLCANO 8
178 #define DUNGEON_HELL 9
179 #define DUNGEON_HEAVEN 10
180 #define DUNGEON_OCEAN 11
181 #define DUNGEON_CASTLE 12
182 #define DUNGEON_CTH 13
183 #define DUNGEON_MOUNTAIN 14
184 #define DUNGEON_GOLD 15
185 #define DUNGEON_NO_MAGIC 16
186 #define DUNGEON_NO_MELEE 17
187 #define DUNGEON_CHAMELEON 18
188 #define DUNGEON_DARKNESS 19
191 * Determines if a map location is fully inside the outer walls
193 #define in_bounds(Y,X) \
194 (((Y) > 0) && ((X) > 0) && ((Y) < current_floor_ptr->height-1) && ((X) < current_floor_ptr->width-1))
197 * Determines if a map location is on or inside the outer walls
199 #define in_bounds2(Y,X) \
200 (((Y) >= 0) && ((X) >= 0) && ((Y) < current_floor_ptr->height) && ((X) < current_floor_ptr->width))
203 * Determines if a map location is on or inside the outer walls
206 #define in_bounds2u(Y,X) \
207 (((Y) < current_floor_ptr->height) && ((X) < current_floor_ptr->width))
211 * Determine if player is on this grid
213 #define player_bold(Y,X) \
214 (((Y) == p_ptr->y) && ((X) == p_ptr->x))
217 * Grid based version of "player_bold()"
219 #define player_grid(C) \
220 ((C) == ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])
223 #define cave_have_flag_bold(Y,X,INDEX) \
224 (have_flag(f_info[current_floor_ptr->grid_array[(Y)][(X)].feat].flags, (INDEX)))
227 #define cave_have_flag_grid(C,INDEX) \
228 (have_flag(f_info[(C)->feat].flags, (INDEX)))
232 * Determine if a "feature" supports "los"
234 #define feat_supports_los(F) \
235 (have_flag(f_info[(F)].flags, FF_LOS))
239 * Determine if a "legal" grid supports "los"
241 #define cave_los_bold(Y,X) \
242 (feat_supports_los(current_floor_ptr->grid_array[(Y)][(X)].feat))
244 #define cave_los_grid(C) \
245 (feat_supports_los((C)->feat))
249 * Determine if a "legal" grid is a "clean" floor grid
250 * Determine if terrain-change spells are allowed in a grid.
252 * Line 1 -- forbid non-floors
253 * Line 2 -- forbid object terrains
254 * Line 3 -- forbid normal objects
256 #define cave_clean_bold(Y,X) \
257 (cave_have_flag_bold((Y), (X), FF_FLOOR) && \
258 !(current_floor_ptr->grid_array[Y][X].info & CAVE_OBJECT) && \
259 (current_floor_ptr->grid_array[Y][X].o_idx == 0))
263 * Determine if an object can be dropped on a "legal" grid
265 * Line 1 -- forbid non-drops
266 * Line 2 -- forbid object terrains
268 #define cave_drop_bold(Y,X) \
269 (cave_have_flag_bold((Y), (X), FF_DROP) && \
270 !(current_floor_ptr->grid_array[Y][X].info & CAVE_OBJECT))
274 * Determine if a "legal" grid is an "empty" floor grid
275 * Determine if monsters are allowed to move into a grid
277 * Line 1 -- forbid non-placement grids
278 * Line 2 -- forbid normal monsters
279 * Line 3 -- forbid the player
281 #define cave_empty_bold(Y,X) \
282 (cave_have_flag_bold((Y), (X), FF_PLACE) && \
283 !(current_floor_ptr->grid_array[Y][X].m_idx) && \
288 * Determine if a "legal" grid is an "empty" floor grid
289 * Determine if monster generation is allowed in a grid
291 * Line 1 -- forbid non-empty grids
292 * Line 2 -- forbid trees while dungeon generation
294 #define cave_empty_bold2(Y,X) \
295 (cave_empty_bold(Y,X) && \
296 (current_world_ptr->character_dungeon || !cave_have_flag_bold((Y), (X), FF_TREE)))
300 * Determine if a "legal" grid is an "naked" floor grid
302 * Line 1 -- forbid non-clean gird
303 * Line 2 -- forbid monsters
304 * Line 3 -- forbid the player
306 #define cave_naked_bold(Y,X) \
307 (cave_clean_bold(Y,X) && \
308 !(current_floor_ptr->grid_array[Y][X].m_idx) && \
313 * Determine if a "legal" grid is "permanent"
315 * Line 1 -- permanent flag
317 #define cave_perma_bold(Y,X) \
318 (cave_have_flag_bold((Y), (X), FF_PERMANENT))
322 * Grid based version of "cave_empty_bold()"
324 #define cave_empty_grid(C) \
325 (cave_have_flag_grid((C), FF_PLACE) && \
331 * Grid based version of "cave_perma_bold()"
333 #define cave_perma_grid(C) \
334 (cave_have_flag_grid((C), FF_PERMANENT))
337 #define pattern_tile(Y,X) \
338 (cave_have_flag_bold((Y), (X), FF_PATTERN))
341 * Does the grid stop disintegration?
343 #define cave_stop_disintegration(Y,X) \
344 (!cave_have_flag_bold((Y), (X), FF_PROJECT) && \
345 (!cave_have_flag_bold((Y), (X), FF_HURT_DISI) || \
346 cave_have_flag_bold((Y), (X), FF_PERMANENT)))
350 * Determine if a "legal" grid is within "los" of the player
352 * Note the use of comparison to zero to force a "boolean" result
354 #define player_has_los_grid(C) \
355 (((C)->info & (CAVE_VIEW)) != 0)
358 * Determine if a "legal" grid is within "los" of the player
360 * Note the use of comparison to zero to force a "boolean" result
362 #define player_has_los_bold(Y,X) \
363 (((current_floor_ptr->grid_array[Y][X].info & (CAVE_VIEW)) != 0) || p_ptr->inside_battle)
367 * Determine if a "feature" is "permanent wall"
369 #define permanent_wall(F) \
370 (have_flag((F)->flags, FF_WALL) && \
371 have_flag((F)->flags, FF_PERMANENT))
373 extern floor_type *current_floor_ptr;
374 extern saved_floor_type saved_floors[MAX_SAVED_FLOORS];
377 * Convert a "location" (Y,X) into a "grid" (G)
383 * Convert a "grid" (G) into a "location" (Y)
389 * Convert a "grid" (G) into a "location" (X)