3 * Purpose: header file for grid.c, used only in dungeon generation
4 * files (generate.c, rooms.c)
8 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
10 * This software may be copied and distributed for educational, research, and
11 * not for profit purposes provided that this copyright and statement are
12 * included in all such copies.
18 #define set_cave_feat(Y,X,F) (cave[(Y)][(X)].feat = (F))
19 #define add_cave_info(Y,X,I) (cave[(Y)][(X)].info |= (I))
21 /* This should not be used */
22 /*#define set_cave_info(Y,X,I) (cave[(Y)][(X)].info = (I)) */
24 #define place_rubble(Y,X) set_cave_feat(Y,X,FEAT_RUBBLE)
25 #define place_up_stairs(Y,X) set_cave_feat(Y,X,FEAT_LESS)
26 #define place_down_stairs(Y,X) set_cave_feat(Y,X,FEAT_MORE)
28 #define is_floor_bold(Y,X) (cave[Y][X].info & CAVE_FLOOR)
29 #define is_extra_bold(Y,X) (cave[Y][X].info & CAVE_EXTRA)
30 #define is_inner_bold(Y,X) (cave[Y][X].info & CAVE_INNER)
31 #define is_outer_bold(Y,X) (cave[Y][X].info & CAVE_OUTER)
32 #define is_solid_bold(Y,X) (cave[Y][X].info & CAVE_SOLID)
34 #define is_floor_grid(C) ((C)->info & CAVE_FLOOR)
35 #define is_extra_grid(C) ((C)->info & CAVE_EXTRA)
36 #define is_inner_grid(C) ((C)->info & CAVE_INNER)
37 #define is_outer_grid(C) ((C)->info & CAVE_OUTER)
38 #define is_solid_grid(C) ((C)->info & CAVE_SOLID)
40 #define place_floor_bold(Y, X) \
42 set_cave_feat(Y,X,floor_type[randint0(100)]); \
43 cave[Y][X].info &= ~(CAVE_MASK); \
44 add_cave_info(Y,X,CAVE_FLOOR); \
45 delete_monster(Y, X); \
48 #define place_floor_grid(C) \
50 (C)->feat = floor_type[randint0(100)]; \
51 (C)->info &= ~(CAVE_MASK); \
52 (C)->info |= CAVE_FLOOR; \
53 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
56 #define place_extra_bold(Y, X) \
58 set_cave_feat(Y,X,fill_type[randint0(100)]); \
59 cave[Y][X].info &= ~(CAVE_MASK); \
60 add_cave_info(Y,X,CAVE_EXTRA); \
61 delete_monster(Y, X); \
64 #define place_extra_grid(C) \
66 (C)->feat = fill_type[randint0(100)]; \
67 (C)->info &= ~(CAVE_MASK); \
68 (C)->info |= CAVE_EXTRA; \
69 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
72 #define place_extra_perm_bold(Y, X) \
74 set_cave_feat(Y,X,FEAT_PERM); \
75 cave[Y][X].info &= ~(CAVE_MASK); \
76 add_cave_info(Y,X,CAVE_EXTRA); \
77 delete_monster(Y, X); \
80 #define place_extra_perm_grid(C) \
82 (C)->feat = FEAT_PERM; \
83 (C)->info &= ~(CAVE_MASK); \
84 (C)->info |= CAVE_EXTRA; \
85 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
88 #define place_extra_noperm_bold(Y, X) \
90 feature_type *_f_ptr; \
91 set_cave_feat(Y,X,fill_type[randint0(100)]); \
92 _f_ptr = &f_info[cave[Y][X].feat]; \
93 if (permanent_wall(_f_ptr)) cave[Y][X].feat = feat_state(cave[Y][X].feat, FF_UNPERM); \
94 cave[Y][X].info &= ~(CAVE_MASK); \
95 add_cave_info(Y,X,CAVE_EXTRA); \
96 delete_monster(Y, X); \
99 #define place_inner_bold(Y, X) \
101 set_cave_feat(Y,X,feat_wall_inner); \
102 cave[Y][X].info &= ~(CAVE_MASK); \
103 add_cave_info(Y,X,CAVE_INNER); \
104 delete_monster(Y, X); \
107 #define place_inner_grid(C) \
109 (C)->feat = feat_wall_inner; \
110 (C)->info &= ~(CAVE_MASK); \
111 (C)->info |= CAVE_INNER; \
112 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
115 #define place_inner_perm_bold(Y, X) \
117 set_cave_feat(Y,X,FEAT_PERM); \
118 cave[Y][X].info &= ~(CAVE_MASK); \
119 add_cave_info(Y,X,CAVE_INNER); \
120 delete_monster(Y, X); \
123 #define place_inner_perm_grid(C) \
125 (C)->feat = FEAT_PERM; \
126 (C)->info &= ~(CAVE_MASK); \
127 (C)->info |= CAVE_INNER; \
128 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
131 #define place_outer_bold(Y, X) \
133 set_cave_feat(Y,X,feat_wall_outer); \
134 cave[Y][X].info &= ~(CAVE_MASK); \
135 add_cave_info(Y,X,CAVE_OUTER); \
136 delete_monster(Y, X); \
139 #define place_outer_grid(C) \
141 (C)->feat = feat_wall_outer; \
142 (C)->info &= ~(CAVE_MASK); \
143 (C)->info |= CAVE_OUTER; \
144 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
147 #define place_outer_perm_bold(Y, X) \
149 set_cave_feat(Y,X,FEAT_PERM); \
150 cave[Y][X].info &= ~(CAVE_MASK); \
151 add_cave_info(Y,X,CAVE_OUTER); \
152 delete_monster(Y, X); \
155 #define place_outer_perm_grid(C) \
157 (C)->feat = FEAT_PERM; \
158 (C)->info &= ~(CAVE_MASK); \
159 (C)->info |= CAVE_OUTER; \
160 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
163 #define place_outer_noperm_bold(Y, X) \
165 feature_type *_f_ptr = &f_info[feat_wall_outer]; \
166 if (permanent_wall(_f_ptr)) set_cave_feat(Y, X, feat_state(feat_wall_outer, FF_UNPERM)); \
167 else set_cave_feat(Y,X,feat_wall_outer); \
168 cave[Y][X].info &= ~(CAVE_MASK); \
169 add_cave_info(Y,X,(CAVE_OUTER | CAVE_VAULT)); \
170 delete_monster(Y, X); \
173 #define place_outer_noperm_grid(C) \
175 feature_type *_f_ptr = &f_info[feat_wall_outer]; \
176 if (permanent_wall(_f_ptr)) (C)->feat = feat_state(feat_wall_outer, FF_UNPERM); \
177 else (C)->feat = feat_wall_outer; \
178 (C)->info &= ~(CAVE_MASK); \
179 (C)->info |= (CAVE_OUTER | CAVE_VAULT); \
180 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
183 #define place_solid_bold(Y, X) \
185 set_cave_feat(Y,X,feat_wall_solid); \
186 cave[Y][X].info &= ~(CAVE_MASK); \
187 add_cave_info(Y,X,CAVE_SOLID); \
188 delete_monster(Y, X); \
191 #define place_solid_grid(C) \
193 (C)->feat = feat_wall_solid; \
194 (C)->info &= ~(CAVE_MASK); \
195 (C)->info |= CAVE_SOLID; \
196 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
199 #define place_solid_perm_bold(Y, X) \
201 set_cave_feat(Y,X,FEAT_PERM); \
202 cave[Y][X].info &= ~(CAVE_MASK); \
203 add_cave_info(Y,X,CAVE_SOLID); \
204 delete_monster(Y, X); \
207 #define place_solid_perm_grid(C) \
209 (C)->feat = FEAT_PERM; \
210 (C)->info &= ~(CAVE_MASK); \
211 (C)->info |= CAVE_SOLID; \
212 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
215 #define place_solid_noperm_bold(Y, X) \
217 feature_type *_f_ptr = &f_info[feat_wall_solid]; \
218 if ((cave[Y][X].info & CAVE_VAULT) && permanent_wall(_f_ptr)) \
219 set_cave_feat(Y, X, feat_state(feat_wall_solid, FF_UNPERM)); \
220 else set_cave_feat(Y,X,feat_wall_solid); \
221 cave[Y][X].info &= ~(CAVE_MASK); \
222 add_cave_info(Y,X,CAVE_SOLID); \
223 delete_monster(Y, X); \
226 #define place_solid_noperm_grid(C) \
228 feature_type *_f_ptr = &f_info[feat_wall_solid]; \
229 if (((C)->info & CAVE_VAULT) && permanent_wall(_f_ptr)) \
230 (C)->feat = feat_state(feat_wall_solid, FF_UNPERM); \
231 else (C)->feat = feat_wall_solid; \
232 (C)->info &= ~(CAVE_MASK); \
233 (C)->info |= CAVE_SOLID; \
234 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
240 extern bool new_player_spot(void);
242 extern void place_random_stairs(int y, int x);
243 extern void place_random_door(int y, int x, bool room);
244 extern void place_closed_door(int y, int x);
245 extern void place_floor(int x1, int x2, int y1, int y2, bool light);
246 extern void place_room(int x1, int x2, int y1, int y2, bool light);
247 extern void vault_monsters(int y1, int x1, int num);
248 extern void vault_objects(int y, int x, int num);
249 extern void vault_trap_aux(int y, int x, int yd, int xd);
250 extern void vault_traps(int y, int x, int yd, int xd, int num);
252 extern void correct_dir(int *rdir, int *cdir, int y1, int x1, int y2, int x2);
254 extern void rand_dir(int *rdir, int *cdir);
256 extern bool get_is_floor(int x, int y);
257 extern void set_floor(int x, int y);
259 extern void build_tunnel(int row1, int col1, int row2, int col2);
260 extern bool build_tunnel2(int x1, int y1, int x2, int y2, int type, int cutoff);