3 typedef struct player_type player_type;
5 extern const POSITION ddd[9];
6 extern const POSITION ddx[10];
7 extern const POSITION ddy[10];
8 extern const POSITION ddx_ddd[9];
9 extern const POSITION ddy_ddd[9];
10 extern const POSITION cdd[8];
11 extern const POSITION ddx_cdd[8];
12 extern const POSITION ddy_cdd[8];
14 extern DIRECTION coords_to_dir(player_type *creature_ptr, POSITION y, POSITION x);
17 * project()関数に用いられる、遠隔攻撃特性ビットフラグ / Bit flags for the "project()" function
19 #define PROJECT_JUMP 0x0001 /*!< 遠隔攻撃特性: 発動者からの軌跡を持たず、指定地点に直接発生する(予め置いたトラップ、上空からの発生などのイメージ) / Jump directly to the target location (this is a hack) */
20 #define PROJECT_BEAM 0x0002 /*!< 遠隔攻撃特性: ビーム範囲を持つ。 / Work as a beam weapon (affect every grid passed through) */
21 #define PROJECT_THRU 0x0004 /*!< 遠隔攻撃特性: 目標地点に到達しても射程と遮蔽の限り引き延ばす。 / Continue "through" the target (used for "bolts"/"beams") */
22 #define PROJECT_STOP 0x0008 /*!< 遠隔攻撃特性: 道中にプレイヤーかモンスターがいた時点で到達地点を更新して停止する(壁や森はPROJECT_DISIがない限り最初から貫通しない) */
23 #define PROJECT_GRID 0x0010 /*!< 遠隔攻撃特性: 射程内の地形に影響を及ぼす / Affect each grid in the "blast area" in some way */
24 #define PROJECT_ITEM 0x0020 /*!< 遠隔攻撃特性: 射程内のアイテムに影響を及ぼす / Affect each object in the "blast area" in some way */
25 #define PROJECT_KILL 0x0040 /*!< 遠隔攻撃特性: 射程内のモンスターに影響を及ぼす / Affect each monster in the "blast area" in some way */
26 #define PROJECT_HIDE 0x0080 /*!< 遠隔攻撃特性: / Hack -- disable "visual" feedback from projection */
27 #define PROJECT_DISI 0x0100 /*!< 遠隔攻撃特性: / Disintegrate non-permanent features */
28 #define PROJECT_PLAYER 0x0200 /*!< 遠隔攻撃特性: / Main target is player (used for riding player) */
29 #define PROJECT_AIMED 0x0400 /*!< 遠隔攻撃特性: / Target is only player or monster, so don't affect another. Depend on PROJECT_PLAYER. (used for minimum (rad == 0) balls on riding player) */
30 #define PROJECT_REFLECTABLE 0x0800 /*!< 遠隔攻撃特性: 反射可能(ボルト系魔法に利用) / Refrectable spell attacks (used for "bolts") */
31 #define PROJECT_NO_HANGEKI 0x1000 /*!< 遠隔攻撃特性: / Avoid counter attacks of monsters */
32 #define PROJECT_PATH 0x2000 /*!< 遠隔攻撃特性: / Only used for printing project path */
33 #define PROJECT_FAST 0x4000 /*!< 遠隔攻撃特性: / Hide "visual" of flying bolts until blast */
34 #define PROJECT_LOS 0x8000 /*!< 遠隔攻撃特性: / */
35 extern sint project_path(u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg);
37 extern POSITION distance(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
39 extern void scatter(POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode);
40 extern void mmove2(POSITION *y, POSITION *x, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
42 extern bool player_can_see_bold(POSITION y, POSITION x);
43 extern bool no_lite(void);
46 * @brief 視界及び光源の過渡処理配列サイズ / Maximum size of the "temp" array (see "p_ptr->current_floor_ptr->grid_array.c")
47 * @details We must be as large as "VIEW_MAX" and "LITE_MAX" for proper functioning
48 * of "update_view()" and "update_lite()". We must also be as large as the
49 * largest illuminatable room, but no room is larger than 800 grids. We
50 * must also be large enough to allow "good enough" use as a circular queue,
51 * to calculate monster flow, but note that the flow code is "paranoid".
55 //!< 対象グリッドの一覧をまとめる構造体
58 POSITION_IDX n; //!< Array of grids for use by various functions (see grid.c")
72 * Simple structure to hold a map location
74 typedef struct coord coord;
83 * Is the monster seen by the player?
86 ((bool)((A)->ml && (!ignore_unview || p_ptr->phase_out || \
87 (player_can_see_bold((A)->fy, (A)->fx) && projectable(p_ptr->current_floor_ptr, p_ptr->y, p_ptr->x, (A)->fy, (A)->fx)))))