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.
19 * A single "grid" in a Cave
21 * Note that several aspects of the code restrict the actual grid
22 * to a max size of 256 by 256. In partcular, locations are often
23 * saved as bytes, limiting each coordinate to the 0-255 range.
25 * The "o_idx" and "m_idx" fields are very interesting. There are
26 * many places in the code where we need quick access to the actual
27 * monster or object(s) in a given grid. The easiest way to
28 * do this is to simply keep the index of the monster and object
29 * (if any) with the grid, but this takes 198*66*4 bytes of memory.
30 * Several other methods come to mind, which require only half this
31 * amound of memory, but they all seem rather complicated, and would
32 * probably add enough code that the savings would be lost. So for
33 * these reasons, we simply store an index into the "o_list" and
34 * "p_ptr->current_floor_ptr->m_list" arrays, using "zero" when no monster/object is present.
36 * Note that "o_idx" is the index of the top object in a stack of
37 * objects, using the "next_o_idx" field of objects (see below) to
38 * create the singly linked list of objects. If "o_idx" is zero
39 * then there are no objects in the grid.
41 * Note the special fields for the "MONSTER_FLOW" code.
44 typedef struct player_type player_type; // TODO: Delete Finally.
46 typedef struct grid_type grid_type;
50 BIT_FLAGS info; /* Hack -- grid flags */
52 FEAT_IDX feat; /* Hack -- feature type */
53 OBJECT_IDX o_idx; /* Object in this grid */
54 MONSTER_IDX m_idx; /* Monster in this grid */
56 /*! 地形の特別な情報を保存する / Special grid info
57 * 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、
58 * 各ダンジョン入口の移行先ダンジョンID、
63 FEAT_IDX mimic; /* Feature to mimic */
65 byte cost; /* Hack -- cost of flowing */
66 byte dist; /* Hack -- distance from player */
67 byte when; /* Hack -- when cost was computed */
71 * A structure type for terrain template of saving dungeon floor
82 #define feat_locked_door_random(DOOR_TYPE) \
83 (feat_door[(DOOR_TYPE)].num_locked ? \
84 feat_door[(DOOR_TYPE)].locked[randint0(feat_door[(DOOR_TYPE)].num_locked)] : feat_none)
86 #define feat_jammed_door_random(DOOR_TYPE) \
87 (feat_door[(DOOR_TYPE)].num_jammed ? \
88 feat_door[(DOOR_TYPE)].jammed[randint0(feat_door[(DOOR_TYPE)].num_jammed)] : feat_none)
91 #define set_cave_feat(FL,Y,X,F) ((FL)->grid_array[(Y)][(X)].feat = (F))
92 #define add_cave_info(FL,Y,X,I) ((FL)->grid_array[(Y)][(X)].info |= (I))
99 #define place_rubble(F,Y,X) set_cave_feat(F,Y,X,feat_rubble)
102 * @brief 指定座標がFLOOR属性を持ったマスかどうかを返す
105 * @return FLOOR属性を持っているならばTRUE
107 #define is_floor_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_FLOOR)
108 #define is_extra_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_EXTRA)
110 #define is_inner_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_INNER)
111 #define is_outer_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_OUTER)
112 #define is_solid_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_SOLID)
114 #define is_floor_grid(C) ((C)->info & CAVE_FLOOR)
115 #define is_extra_grid(C) ((C)->info & CAVE_EXTRA)
116 #define is_inner_grid(C) ((C)->info & CAVE_INNER)
117 #define is_outer_grid(C) ((C)->info & CAVE_OUTER)
118 #define is_solid_grid(C) ((C)->info & CAVE_SOLID)
120 #define place_floor_bold(F, Y, X) \
122 set_cave_feat((F), Y,X,feat_ground_type[randint0(100)]); \
123 (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
124 add_cave_info((F), Y,X,CAVE_FLOOR); \
125 delete_monster(Y, X); \
128 #define place_floor_grid(C) \
130 (C)->feat = feat_ground_type[randint0(100)]; \
131 (C)->info &= ~(CAVE_MASK); \
132 (C)->info |= CAVE_FLOOR; \
133 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
136 #define place_extra_bold(F, Y, X) \
138 set_cave_feat((F), Y,X,feat_wall_type[randint0(100)]); \
139 (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
140 add_cave_info((F), Y,X,CAVE_EXTRA); \
141 delete_monster(Y, X); \
144 #define place_extra_grid(C) \
146 (C)->feat = feat_wall_type[randint0(100)]; \
147 (C)->info &= ~(CAVE_MASK); \
148 (C)->info |= CAVE_EXTRA; \
149 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
152 #define place_extra_perm_bold(F, Y, X) \
154 set_cave_feat(F, Y, X,feat_permanent); \
155 (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
156 add_cave_info(F, Y, X, CAVE_EXTRA); \
157 delete_monster(Y, X); \
160 #define place_extra_perm_grid(C) \
162 (C)->feat = feat_permanent; \
163 (C)->info &= ~(CAVE_MASK); \
164 (C)->info |= CAVE_EXTRA; \
165 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
168 #define place_extra_noperm_bold(F, Y, X) \
170 feature_type *_f_ptr; \
171 set_cave_feat((F), Y,X,feat_wall_type[randint0(100)]); \
172 _f_ptr = &f_info[(F)->grid_array[Y][X].feat]; \
173 if (permanent_wall(_f_ptr)) (F)->grid_array[Y][X].feat = feat_state((F)->grid_array[Y][X].feat, FF_UNPERM); \
174 (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
175 add_cave_info((F), Y, X, CAVE_EXTRA); \
176 delete_monster(Y, X); \
179 #define place_inner_bold(F, Y, X) \
181 set_cave_feat((F), Y, X, feat_wall_inner); \
182 (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
183 add_cave_info((F), Y, X, CAVE_INNER); \
184 delete_monster(Y, X); \
187 #define place_inner_grid(C) \
189 (C)->feat = feat_wall_inner; \
190 (C)->info &= ~(CAVE_MASK); \
191 (C)->info |= CAVE_INNER; \
192 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
195 #define place_inner_perm_bold(F, Y, X) \
197 set_cave_feat(F, Y,X,feat_permanent); \
198 (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
199 add_cave_info((F), Y,X,CAVE_INNER); \
200 delete_monster(Y, X); \
203 #define place_inner_perm_grid(C) \
205 (C)->feat = feat_permanent; \
206 (C)->info &= ~(CAVE_MASK); \
207 (C)->info |= CAVE_INNER; \
208 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
211 #define place_outer_bold(F, Y, X) \
213 set_cave_feat((F), Y, X, feat_wall_outer); \
214 (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
215 add_cave_info((F), Y,X,CAVE_OUTER); \
216 delete_monster(Y, X); \
219 #define place_outer_grid(C) \
221 (C)->feat = feat_wall_outer; \
222 (C)->info &= ~(CAVE_MASK); \
223 (C)->info |= CAVE_OUTER; \
224 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
227 #define place_outer_perm_bold(F, Y, X) \
229 set_cave_feat(F, Y, X, feat_permanent); \
230 (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
231 add_cave_info((F), Y,X,CAVE_OUTER); \
232 delete_monster(Y, X); \
235 #define place_outer_perm_grid(C) \
237 (C)->feat = feat_permanent; \
238 (C)->info &= ~(CAVE_MASK); \
239 (C)->info |= CAVE_OUTER; \
240 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
243 #define place_outer_noperm_bold(F, Y, X) \
245 feature_type *_f_ptr = &f_info[feat_wall_outer]; \
246 if (permanent_wall(_f_ptr)) set_cave_feat((F), Y, X, (s16b)feat_state(feat_wall_outer, FF_UNPERM)); \
247 else set_cave_feat((F), Y,X,feat_wall_outer); \
248 (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
249 add_cave_info((F), Y,X,(CAVE_OUTER | CAVE_VAULT)); \
250 delete_monster(Y, X); \
253 #define place_outer_noperm_grid(C) \
255 feature_type *_f_ptr = &f_info[feat_wall_outer]; \
256 if (permanent_wall(_f_ptr)) (C)->feat = (s16b)feat_state(feat_wall_outer, FF_UNPERM); \
257 else (C)->feat = feat_wall_outer; \
258 (C)->info &= ~(CAVE_MASK); \
259 (C)->info |= (CAVE_OUTER | CAVE_VAULT); \
260 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
263 #define place_solid_bold(Y, X) \
265 set_cave_feat(p_ptr->current_floor_ptr, Y,X,feat_wall_solid); \
266 p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
267 add_cave_info(p_ptr->current_floor_ptr, Y,X,CAVE_SOLID); \
268 delete_monster(Y, X); \
271 #define place_solid_grid(C) \
273 (C)->feat = feat_wall_solid; \
274 (C)->info &= ~(CAVE_MASK); \
275 (C)->info |= CAVE_SOLID; \
276 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
279 #define place_solid_perm_bold(F, Y, X) \
281 set_cave_feat(F, Y, X, feat_permanent); \
282 F->grid_array[Y][X].info &= ~(CAVE_MASK); \
283 add_cave_info(F, Y, X, CAVE_SOLID); \
284 delete_monster(Y, X); \
287 #define place_solid_perm_grid(C) \
289 (C)->feat = feat_permanent; \
290 (C)->info &= ~(CAVE_MASK); \
291 (C)->info |= CAVE_SOLID; \
292 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
295 #define place_solid_noperm_bold(Y, X) \
297 feature_type *_f_ptr = &f_info[feat_wall_solid]; \
298 if ((p_ptr->current_floor_ptr->grid_array[Y][X].info & CAVE_VAULT) && permanent_wall(_f_ptr)) \
299 set_cave_feat(p_ptr->current_floor_ptr, Y, X, feat_state(feat_wall_solid, FF_UNPERM)); \
300 else set_cave_feat(p_ptr->current_floor_ptr, Y,X,feat_wall_solid); \
301 p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
302 add_cave_info(p_ptr->current_floor_ptr, Y,X,CAVE_SOLID); \
303 delete_monster(Y, X); \
306 #define place_solid_noperm_grid(C) \
308 feature_type *_f_ptr = &f_info[feat_wall_solid]; \
309 if (((C)->info & CAVE_VAULT) && permanent_wall(_f_ptr)) \
310 (C)->feat = feat_state(feat_wall_solid, FF_UNPERM); \
311 else (C)->feat = feat_wall_solid; \
312 (C)->info &= ~(CAVE_MASK); \
313 (C)->info |= CAVE_SOLID; \
314 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
319 * 特殊なマス状態フラグ / Special grid flags
321 #define CAVE_MARK 0x0001 /*!< 現在プレイヤーの記憶に収まっている / memorized feature */
322 #define CAVE_GLOW 0x0002 /*!< マス自体が光源を持っている / self-illuminating */
323 #define CAVE_ICKY 0x0004 /*!< 生成されたVaultの一部である / part of a vault */
324 #define CAVE_ROOM 0x0008 /*!< 生成された部屋の一部である / part of a room */
325 #define CAVE_LITE 0x0010 /*!< 現在光に照らされている / lite flag */
326 #define CAVE_VIEW 0x0020 /*!< 現在プレイヤーの視界に収まっている / view flag */
327 #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 */
328 #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 */
329 #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 */
330 #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 */
332 /* Used only while floor generation */
333 #define CAVE_FLOOR 0x0200 /*!< フロア属性のあるマス */
334 #define CAVE_EXTRA 0x0400
335 #define CAVE_INNER 0x0800
336 #define CAVE_OUTER 0x1000
337 #define CAVE_SOLID 0x2000
338 #define CAVE_VAULT 0x4000
339 #define CAVE_MASK (CAVE_FLOOR | CAVE_EXTRA | CAVE_INNER | CAVE_OUTER | CAVE_SOLID | CAVE_VAULT)
341 /* Used only after floor generation */
342 #define CAVE_KNOWN 0x0200 /* Directly viewed or map detected flag */
343 #define CAVE_NOTE 0x0400 /* Flag for delayed visual update (needs note_spot()) */
344 #define CAVE_REDRAW 0x0800 /* Flag for delayed visual update (needs lite_spot()) */
345 #define CAVE_OBJECT 0x1000 /* Mirror, glyph, etc. */
346 #define CAVE_UNSAFE 0x2000 /* Might have trap */
347 #define CAVE_IN_DETECT 0x4000 /* trap detected area (inner circle only) */
349 /* Types of conversions */
350 #define CONVERT_TYPE_FLOOR 0
351 #define CONVERT_TYPE_WALL 1
352 #define CONVERT_TYPE_INNER 2
353 #define CONVERT_TYPE_OUTER 3
354 #define CONVERT_TYPE_SOLID 4
355 #define CONVERT_TYPE_STREAM1 5
356 #define CONVERT_TYPE_STREAM2 6
360 extern bool new_player_spot(player_type *creature_ptr);
363 #define DOOR_DEFAULT -1
365 #define DOOR_GLASS_DOOR 1
366 #define DOOR_CURTAIN 2
368 #define MAX_DOOR_TYPES 3
370 extern void vault_traps(POSITION y, POSITION x, POSITION yd, POSITION xd, int num);
372 extern void set_floor(POSITION x, POSITION y);
373 extern void place_bound_perm_wall(grid_type *g_ptr);
375 extern bool is_known_trap(grid_type *g_ptr);
376 extern bool is_hidden_door(grid_type *g_ptr);
377 extern bool is_mirror_grid(grid_type *g_ptr);
378 extern bool is_glyph_grid(grid_type *g_ptr);
379 extern bool is_explosive_rune_grid(grid_type *g_ptr);
381 extern bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode);
384 * 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?
386 #define feat_uses_special(F) (have_flag(f_info[(F)].flags, FF_SPECIAL))
389 extern POSITION distance(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
390 extern void update_local_illumination(player_type *creature_ptr, POSITION y, POSITION x);
391 extern bool player_can_see_bold(POSITION y, POSITION x);
392 extern bool no_lite(void);
393 extern void map_info(POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp, TERM_COLOR *tap, SYMBOL_CODE *tcp);
394 extern void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x);
395 extern void note_spot(POSITION y, POSITION x);
396 extern void lite_spot(POSITION y, POSITION x);
397 extern void delayed_visual_update(void);
398 extern void update_flow(player_type *subject_ptr);
399 extern FEAT_IDX feat_state(FEAT_IDX feat, int action);
400 extern void cave_alter_feat(POSITION y, POSITION x, int action);
401 extern void remove_mirror(POSITION y, POSITION x);
402 extern bool is_open(FEAT_IDX feat);
403 extern bool check_local_illumination(player_type *creature_ptr, POSITION y, POSITION x);
405 extern bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode);
406 extern bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode);
410 * モンスターにより照明が消されている地形か否かを判定する。 / Is this grid "darkened" by monster?
412 #define darkened_grid(C) \
413 ((((C)->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && \
417 * Get feature mimic from f_info[] (applying "mimic" field)
419 #define get_feat_mimic(C) \
420 (f_info[(C)->mimic ? (C)->mimic : (C)->feat].mimic)
423 * This macro allows us to efficiently add a grid to the "lite" array,
424 * note that we are never called for illegal grids, or for grids which
425 * have already been placed into the "lite" array, and we are never
426 * called when the "lite" array is full.
428 #define cave_lite_hack(F, Y,X) \
430 if (!((F)->grid_array[Y][X].info & (CAVE_LITE))) \
432 (F)->grid_array[Y][X].info |= (CAVE_LITE); \
433 (F)->lite_y[p_ptr->current_floor_ptr->lite_n] = (Y); \
434 (F)->lite_x[p_ptr->current_floor_ptr->lite_n++] = (X); \
439 * For delayed visual update
441 #define cave_note_and_redraw_later(C,Y,X) \
443 (C)->info |= CAVE_NOTE; \
444 cave_redraw_later((C), (Y), (X)); \
448 * For delayed visual update
450 #define cave_redraw_later(C,Y,X) \
452 if (!((C)->info & CAVE_REDRAW)) \
454 (C)->info |= CAVE_REDRAW; \
455 p_ptr->current_floor_ptr->redraw_y[p_ptr->current_floor_ptr->redraw_n] = (Y); \
456 p_ptr->current_floor_ptr->redraw_x[p_ptr->current_floor_ptr->redraw_n++] = (X); \
461 * This macro allows us to efficiently add a grid to the "view" array,
462 * note that we are never called for illegal grids, or for grids which
463 * have already been placed into the "view" array, and we are never
464 * called when the "view" array is full.
466 #define cave_view_hack(C,Y,X) \
468 if (!((C)->info & (CAVE_VIEW))){\
469 (C)->info |= (CAVE_VIEW); \
470 p_ptr->current_floor_ptr->view_y[p_ptr->current_floor_ptr->view_n] = (Y); \
471 p_ptr->current_floor_ptr->view_x[p_ptr->current_floor_ptr->view_n] = (X); \
472 p_ptr->current_floor_ptr->view_n++;}\