5 * @brief ダンジョンの生成処理の基幹部分ヘッダーファイル
8 * Purpose: header file for grid.c, used only in dungeon generation
9 * files (generate.c, rooms.c)
11 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
12 * This software may be copied and distributed for educational, research, and
13 * not for profit purposes provided that this copyright and statement are
14 * included in all such copies.
17 #include "system/angband.h"
18 #include "floor/geometry.h"
19 #include "spell/spells-util.h"
22 * A single "grid" in a Cave
24 * Note that several aspects of the code restrict the actual grid
25 * to a max size of 256 by 256. In partcular, locations are often
26 * saved as bytes, limiting each coordinate to the 0-255 range.
28 * The "o_idx" and "m_idx" fields are very interesting. There are
29 * many places in the code where we need quick access to the actual
30 * monster or object(s) in a given grid. The easiest way to
31 * do this is to simply keep the index of the monster and object
32 * (if any) with the grid, but this takes 198*66*4 bytes of memory.
33 * Several other methods come to mind, which require only half this
34 * amound of memory, but they all seem rather complicated, and would
35 * probably add enough code that the savings would be lost. So for
36 * these reasons, we simply store an index into the "o_list" and
37 * ">m_list" arrays, using "zero" when no monster/object is present.
39 * Note that "o_idx" is the index of the top object in a stack of
40 * objects, using the "next_o_idx" field of objects (see below) to
41 * create the singly linked list of objects. If "o_idx" is zero
42 * then there are no objects in the grid.
44 * Note the special fields for the "MONSTER_FLOW" code.
47 typedef struct grid_type {
48 BIT_FLAGS info; /* Hack -- grid flags */
50 FEAT_IDX feat; /* Hack -- feature type */
51 OBJECT_IDX o_idx; /* Object in this grid */
52 MONSTER_IDX m_idx; /* Monster in this grid */
54 /*! 地形の特別な情報を保存する / Special grid info
55 * 具体的な使用一覧はクエスト行き階段の移行先クエストID、
56 * 各ダンジョン入口の移行先ダンジョンID、
61 FEAT_IDX mimic; /* Feature to mimic */
63 byte cost; /* Hack -- cost of flowing */
64 byte dist; /* Hack -- distance from player */
65 byte when; /* Hack -- when cost was computed */
68 /* A structure type for terrain template of saving dungeon floor */
69 typedef struct grid_template_type {
82 #define place_rubble(F,Y,X) set_cave_feat(F,Y,X,feat_rubble)
85 * @brief 指定座標がFLOOR属性を持ったマスかどうかを返す
88 * @return FLOOR属性を持っているならばTRUE
90 #define is_floor_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_FLOOR)
91 #define is_extra_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_EXTRA)
93 #define is_inner_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_INNER)
94 #define is_outer_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_OUTER)
95 #define is_solid_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_SOLID)
97 #define is_floor_grid(C) ((C)->info & CAVE_FLOOR)
98 #define is_extra_grid(C) ((C)->info & CAVE_EXTRA)
99 #define is_inner_grid(C) ((C)->info & CAVE_INNER)
100 #define is_outer_grid(C) ((C)->info & CAVE_OUTER)
101 #define is_solid_grid(C) ((C)->info & CAVE_SOLID)
104 * 特殊なマス状態フラグ / Special grid flags
106 #define CAVE_MARK 0x0001 /*!< 現在プレイヤーの記憶に収まっている / memorized feature */
107 #define CAVE_GLOW 0x0002 /*!< マス自体が光源を持っている / self-illuminating */
108 #define CAVE_ICKY 0x0004 /*!< 生成されたVaultの一部である / part of a vault */
109 #define CAVE_ROOM 0x0008 /*!< 生成された部屋の一部である / part of a room */
110 #define CAVE_LITE 0x0010 /*!< 現在光に照らされている / lite flag */
111 #define CAVE_VIEW 0x0020 /*!< 現在プレイヤーの視界に収まっている / view flag */
112 #define CAVE_TEMP 0x0040 /*!< 光源に関する処理のアルゴリズム用記録フラグ / temp flag */
113 #define CAVE_XTRA 0x0080 /*!< 視界に関する処理のアルゴリズム用記録フラグ(update_view()等参照) / misc flag */
114 #define CAVE_MNLT 0x0100 /*!< モンスターの光源によって照らされている / Illuminated by monster */
115 #define CAVE_MNDK 0x8000 /*!< モンスターの暗源によって暗闇になっている / Darken by monster */
117 /* Used only while floor generation */
118 #define CAVE_FLOOR 0x0200 /*!< フロア属性のあるマス */
119 #define CAVE_EXTRA 0x0400
120 #define CAVE_INNER 0x0800
121 #define CAVE_OUTER 0x1000
122 #define CAVE_SOLID 0x2000
123 #define CAVE_VAULT 0x4000
124 #define CAVE_MASK (CAVE_FLOOR | CAVE_EXTRA | CAVE_INNER | CAVE_OUTER | CAVE_SOLID | CAVE_VAULT)
126 /* Used only after floor generation */
127 #define CAVE_KNOWN 0x0200 /* Directly viewed or map detected flag */
128 #define CAVE_NOTE 0x0400 /* Flag for delayed visual update (needs note_spot()) */
129 #define CAVE_REDRAW 0x0800 /* Flag for delayed visual update (needs lite_spot()) */
130 #define CAVE_OBJECT 0x1000 /* Mirror, glyph, etc. */
131 #define CAVE_UNSAFE 0x2000 /* Might have trap */
132 #define CAVE_IN_DETECT 0x4000 /* trap detected area (inner circle only) */
134 /* Types of conversions */
135 #define CONVERT_TYPE_FLOOR 0
136 #define CONVERT_TYPE_WALL 1
137 #define CONVERT_TYPE_INNER 2
138 #define CONVERT_TYPE_OUTER 3
139 #define CONVERT_TYPE_SOLID 4
140 #define CONVERT_TYPE_STREAM1 5
141 #define CONVERT_TYPE_STREAM2 6
144 #define DOOR_DEFAULT -1
146 #define DOOR_GLASS_DOOR 1
147 #define DOOR_CURTAIN 2
149 extern bool new_player_spot(player_type *creature_ptr);
150 extern pos_list tmp_pos;
152 extern void place_bound_perm_wall(player_type *player_ptr, grid_type *g_ptr);
153 extern bool is_known_trap(player_type *player_ptr, grid_type *g_ptr);
154 extern bool is_hidden_door(player_type *player_ptr, grid_type *g_ptr);
155 extern bool is_mirror_grid(grid_type *g_ptr);
156 extern bool is_glyph_grid(grid_type *g_ptr);
157 extern bool is_explosive_rune_grid(grid_type *g_ptr);
158 extern bool player_can_enter(player_type *creature_ptr, FEAT_IDX feature, BIT_FLAGS16 mode);
161 * マス構造体のspecial要素を利用する地形かどうかを判定するマクロ / Is this feature has special meaning (except floor_id) with g_ptr->special?
163 bool feat_uses_special(FEAT_IDX f_idx);
165 extern POSITION distance(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
166 extern void update_local_illumination(player_type *creature_ptr, POSITION y, POSITION x);
167 extern bool no_lite(player_type *creature_ptr);
168 extern void print_rel(player_type *subject_ptr, SYMBOL_CODE c, TERM_COLOR a, POSITION y, POSITION x);
169 extern void note_spot(player_type *player_ptr, POSITION y, POSITION x);
170 extern void lite_spot(player_type *player_ptr, POSITION y, POSITION x);
171 extern void update_flow(player_type *subject_ptr);
172 extern FEAT_IDX feat_state(player_type *player_ptr, FEAT_IDX feat, int action);
173 extern void cave_alter_feat(player_type *player_ptr, POSITION y, POSITION x, int action);
174 extern void remove_mirror(player_type *caster_ptr, POSITION y, POSITION x);
175 extern bool is_open(player_type *player_ptr, FEAT_IDX feat);
176 extern bool check_local_illumination(player_type *creature_ptr, POSITION y, POSITION x);
178 extern bool cave_monster_teleportable_bold(player_type *player_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, teleport_flags mode);
179 extern bool cave_player_teleportable_bold(player_type *player_ptr, POSITION y, POSITION x, teleport_flags mode);
181 typedef enum grid_bold_type
195 void place_grid(player_type *player_ptr, grid_type *g_ptr, grid_bold_type pg_type);
196 bool darkened_grid(player_type *player_ptr, grid_type *g_ptr);
197 void delete_monster(player_type *player_ptr, POSITION y, POSITION x);
198 void place_bold(player_type *player_ptr, POSITION y, POSITION x, grid_bold_type gh_type);
199 void set_cave_feat(floor_type *floor_ptr, POSITION y, POSITION x, FEAT_IDX feature_idx);
200 void add_cave_info(floor_type *floor_ptr, POSITION y, POSITION x, int cave_mask);
201 FEAT_IDX get_feat_mimic(grid_type *g_ptr);
204 * This macro allows us to efficiently add a grid to the "lite" array,
205 * note that we are never called for illegal grids, or for grids which
206 * have already been placed into the "lite" array, and we are never
207 * called when the "lite" array is full.
209 #define cave_lite_hack(F,Y,X) \
211 if (!((F)->grid_array[Y][X].info & (CAVE_LITE))) \
213 (F)->grid_array[Y][X].info |= (CAVE_LITE); \
214 (F)->lite_y[(F)->lite_n] = (Y); \
215 (F)->lite_x[(F)->lite_n++] = (X); \
220 * For delayed visual update
222 #define cave_note_and_redraw_later(F,C,Y,X) \
224 (C)->info |= CAVE_NOTE; \
225 cave_redraw_later((F), (C), (Y), (X)); \
229 * For delayed visual update
231 #define cave_redraw_later(F,G,Y,X) \
233 if (!((G)->info & CAVE_REDRAW)) \
235 (G)->info |= CAVE_REDRAW; \
236 (F)->redraw_y[(F)->redraw_n] = (Y); \
237 (F)->redraw_x[(F)->redraw_n++] = (X); \
242 * This macro allows us to efficiently add a grid to the "view" array,
243 * note that we are never called for illegal grids, or for grids which
244 * have already been placed into the "view" array, and we are never
245 * called when the "view" array is full.
247 #define cave_view_hack(F,C,Y,X) \
249 if (!((C)->info & (CAVE_VIEW))){\
250 (C)->info |= (CAVE_VIEW); \
251 (F)->view_y[(F)->view_n] = (Y); \
252 (F)->view_x[(F)->view_n] = (X); \
256 int count_dt(player_type *creature_ptr, POSITION *y, POSITION *x, bool (*test)(player_type *, FEAT_IDX), bool under);