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 "spell/spells-util.h"
18 #include "system/angband.h"
23 * A single "grid" in a Cave
25 * Note that several aspects of the code restrict the actual grid
26 * to a max size of 256 by 256. In partcular, locations are often
27 * saved as bytes, limiting each coordinate to the 0-255 range.
29 * The "o_idx" and "m_idx" fields are very interesting. There are
30 * many places in the code where we need quick access to the actual
31 * monster or object(s) in a given grid. The easiest way to
32 * do this is to simply keep the index of the monster and object
33 * (if any) with the grid, but this takes 198*66*4 bytes of memory.
34 * Several other methods come to mind, which require only half this
35 * amound of memory, but they all seem rather complicated, and would
36 * probably add enough code that the savings would be lost. So for
37 * these reasons, we simply store an index into the "o_list" and
38 * ">m_list" arrays, using "zero" when no monster/object is present.
40 * Note that "o_idx" is the index of the top object in a stack of
41 * objects, using the "next_o_idx" field of objects (see below) to
42 * create the singly linked list of objects. If "o_idx" is zero
43 * then there are no objects in the grid.
45 * Note the special fields for the "MONSTER_FLOW" code.
55 BIT_FLAGS info{}; /* Hack -- grid flags */
57 FEAT_IDX feat{}; /* Hack -- feature type */
58 std::list<OBJECT_IDX> o_idx_list; /* Object list in this grid */
59 MONSTER_IDX m_idx{}; /* Monster in this grid */
61 /*! 地形の特別な情報を保存する / Special grid info
62 * 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、
63 * 各ダンジョン入口の移行先ダンジョンID、
68 FEAT_IDX mimic{}; /* Feature to mimic */
70 byte costs[FLOW_MAX]{}; /* Hack -- cost of flowing */
71 byte dists[FLOW_MAX]{}; /* Hack -- distance from player */
72 byte when{}; /* Hack -- when cost was computed */
75 /* A structure type for terrain template of saving dungeon floor */
76 typedef struct grid_template_type {
89 #define place_rubble(F, Y, X) set_cave_feat(F, Y, X, feat_rubble)
92 * @brief 指定座標がFLOOR属性を持ったマスかどうかを返す
95 * @return FLOOR属性を持っているならばTRUE
97 #define is_floor_bold(F, Y, X) (F->grid_array[Y][X].info & CAVE_FLOOR)
98 #define is_extra_bold(F, Y, X) (F->grid_array[Y][X].info & CAVE_EXTRA)
100 #define is_inner_bold(F, Y, X) (F->grid_array[Y][X].info & CAVE_INNER)
101 #define is_outer_bold(F, Y, X) (F->grid_array[Y][X].info & CAVE_OUTER)
102 #define is_solid_bold(F, Y, X) (F->grid_array[Y][X].info & CAVE_SOLID)
104 #define is_floor_grid(C) ((C)->info & CAVE_FLOOR)
105 #define is_extra_grid(C) ((C)->info & CAVE_EXTRA)
106 #define is_inner_grid(C) ((C)->info & CAVE_INNER)
107 #define is_outer_grid(C) ((C)->info & CAVE_OUTER)
108 #define is_solid_grid(C) ((C)->info & CAVE_SOLID)
113 * 特殊なマス状態フラグ / Special grid flags
115 #define CAVE_MARK 0x0001 /*!< 現在プレイヤーの記憶に収まっている / memorized feature */
116 #define CAVE_GLOW 0x0002 /*!< マス自体が光源を持っている / self-illuminating */
117 #define CAVE_ICKY 0x0004 /*!< 生成されたVaultの一部である / part of a vault */
118 #define CAVE_ROOM 0x0008 /*!< 生成された部屋の一部である / part of a room */
119 #define CAVE_LITE 0x0010 /*!< 現在光に照らされている / lite flag */
120 #define CAVE_VIEW 0x0020 /*!< 現在プレイヤーの視界に収まっている / view flag */
121 #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 */
122 #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 */
123 #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 */
124 #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 */
126 /* Used only while floor generation */
127 #define CAVE_FLOOR 0x0200 /*!< フロア属性のあるマス */
128 #define CAVE_EXTRA 0x0400
129 #define CAVE_INNER 0x0800
130 #define CAVE_OUTER 0x1000
131 #define CAVE_SOLID 0x2000
132 #define CAVE_VAULT 0x4000
133 #define CAVE_MASK (CAVE_FLOOR | CAVE_EXTRA | CAVE_INNER | CAVE_OUTER | CAVE_SOLID | CAVE_VAULT)
135 /* Used only after floor generation */
136 #define CAVE_KNOWN 0x0200 /* Directly viewed or map detected flag */
137 #define CAVE_NOTE 0x0400 /* Flag for delayed visual update (needs note_spot()) */
138 #define CAVE_REDRAW 0x0800 /* Flag for delayed visual update (needs lite_spot()) */
139 #define CAVE_OBJECT 0x1000 /* Mirror, rune, etc. */
140 #define CAVE_UNSAFE 0x2000 /* Might have trap */
141 #define CAVE_IN_DETECT 0x4000 /* trap detected area (inner circle only) */
143 /* Types of conversions */
144 #define CONVERT_TYPE_FLOOR 0
145 #define CONVERT_TYPE_WALL 1
146 #define CONVERT_TYPE_INNER 2
147 #define CONVERT_TYPE_OUTER 3
148 #define CONVERT_TYPE_SOLID 4
149 #define CONVERT_TYPE_STREAM1 5
150 #define CONVERT_TYPE_STREAM2 6
153 #define DOOR_DEFAULT -1
155 #define DOOR_GLASS_DOOR 1
156 #define DOOR_CURTAIN 2
159 typedef struct floor_type floor_type;
160 typedef struct player_type player_type;
161 typedef struct monster_race monster_race;
162 extern bool new_player_spot(player_type *creature_ptr);
164 extern void place_bound_perm_wall(player_type *player_ptr, grid_type *g_ptr);
165 extern bool is_known_trap(player_type *player_ptr, grid_type *g_ptr);
166 extern bool is_hidden_door(player_type *player_ptr, grid_type *g_ptr);
167 extern bool is_mirror_grid(grid_type *g_ptr);
168 extern bool is_rune_protection_grid(grid_type *g_ptr);
169 extern bool is_rune_explosion_grid(grid_type *g_ptr);
170 extern bool player_can_enter(player_type *creature_ptr, FEAT_IDX feature, BIT_FLAGS16 mode);
173 * 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?
175 bool feat_uses_special(FEAT_IDX f_idx);
177 extern void update_local_illumination(player_type *creature_ptr, POSITION y, POSITION x);
178 extern bool no_lite(player_type *creature_ptr);
179 extern void print_rel(player_type *subject_ptr, SYMBOL_CODE c, TERM_COLOR a, POSITION y, POSITION x);
180 extern void note_spot(player_type *player_ptr, POSITION y, POSITION x);
181 extern void lite_spot(player_type *player_ptr, POSITION y, POSITION x);
182 extern void update_flow(player_type *subject_ptr);
183 extern byte grid_cost(grid_type *g_ptr, monster_race *r_ptr);
184 extern byte grid_dist(grid_type *g_ptr, monster_race *r_ptr);
185 extern FEAT_IDX feat_state(floor_type *floor_ptr, FEAT_IDX feat, int action);
186 extern void cave_alter_feat(player_type *player_ptr, POSITION y, POSITION x, int action);
187 extern void remove_mirror(player_type *caster_ptr, POSITION y, POSITION x);
188 extern bool is_open(player_type *player_ptr, FEAT_IDX feat);
189 extern bool check_local_illumination(player_type *creature_ptr, POSITION y, POSITION x);
191 extern bool cave_monster_teleportable_bold(player_type *player_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, teleport_flags mode);
192 extern bool cave_player_teleportable_bold(player_type *player_ptr, POSITION y, POSITION x, teleport_flags mode);
195 enum grid_bold_type {
209 void place_grid(player_type *player_ptr, grid_type *g_ptr, grid_bold_type pg_type);
210 bool darkened_grid(player_type *player_ptr, grid_type *g_ptr);
211 void delete_monster(player_type *player_ptr, POSITION y, POSITION x);
212 void place_bold(player_type *player_ptr, POSITION y, POSITION x, grid_bold_type gh_type);
213 void set_cave_feat(floor_type *floor_ptr, POSITION y, POSITION x, FEAT_IDX feature_idx);
214 void add_cave_info(floor_type *floor_ptr, POSITION y, POSITION x, int cave_mask);
215 FEAT_IDX get_feat_mimic(grid_type *g_ptr);
220 * This macro allows us to efficiently add a grid to the "lite" array,
221 * note that we are never called for illegal grids, or for grids which
222 * have already been placed into the "lite" array, and we are never
223 * called when the "lite" array is full.
225 #define cave_lite_hack(F,Y,X) \
227 if (!((F)->grid_array[Y][X].info & (CAVE_LITE))) \
229 (F)->grid_array[Y][X].info |= (CAVE_LITE); \
230 (F)->lite_y[(F)->lite_n] = (Y); \
231 (F)->lite_x[(F)->lite_n++] = (X); \
236 * For delayed visual update
238 #define cave_note_and_redraw_later(F,C,Y,X) \
240 (C)->info |= CAVE_NOTE; \
241 cave_redraw_later((F), (C), (Y), (X)); \
245 * For delayed visual update
247 #define cave_redraw_later(F,G,Y,X) \
249 if (!((G)->info & CAVE_REDRAW)) \
251 (G)->info |= CAVE_REDRAW; \
252 (F)->redraw_y[(F)->redraw_n] = (Y); \
253 (F)->redraw_x[(F)->redraw_n++] = (X); \
258 * This macro allows us to efficiently add a grid to the "view" array,
259 * note that we are never called for illegal grids, or for grids which
260 * have already been placed into the "view" array, and we are never
261 * called when the "view" array is full.
263 #define cave_view_hack(F,C,Y,X) \
265 if (!((C)->info & (CAVE_VIEW))){\
266 (C)->info |= (CAVE_VIEW); \
267 (F)->view_y[(F)->view_n] = (Y); \
268 (F)->view_x[(F)->view_n] = (X); \
274 int count_dt(player_type *creature_ptr, POSITION *y, POSITION *x, bool (*test)(player_type *, FEAT_IDX), bool under);