3 * @brief ダンジョンの生成処理の基幹部分ヘッダーファイル
6 * Purpose: header file for grid.c, used only in dungeon generation
7 * files (generate.c, rooms.c)
9 * 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.
17 #define set_cave_feat(Y,X,F) (cave[(Y)][(X)].feat = (F))
18 #define add_cave_info(Y,X,I) (cave[(Y)][(X)].info |= (I))
20 /* This should not be used */
21 /*#define set_cave_info(Y,X,I) (cave[(Y)][(X)].info = (I)) */
24 * @brief 指定座標が瓦礫かどうかを返す
29 #define place_rubble(Y,X) set_cave_feat(Y,X,feat_rubble)
32 * @brief 指定座標が上り階段かどうかを返す
37 #define place_up_stairs(Y,X) set_cave_feat(Y,X,feat_up_stair)
40 * @brief 指定座標が下り階段かどうかを返す
45 #define place_down_stairs(Y,X) set_cave_feat(Y,X,feat_down_stair)
48 * @brief 指定座標がFLOOR属性を持ったマスかどうかを返す
51 * @return FLOOR属性を持っているならばTRUE
53 #define is_floor_bold(Y,X) (cave[Y][X].info & CAVE_FLOOR)
54 #define is_extra_bold(Y,X) (cave[Y][X].info & CAVE_EXTRA)
56 #define is_inner_bold(Y,X) (cave[Y][X].info & CAVE_INNER)
57 #define is_outer_bold(Y,X) (cave[Y][X].info & CAVE_OUTER)
58 #define is_solid_bold(Y,X) (cave[Y][X].info & CAVE_SOLID)
60 #define is_floor_grid(C) ((C)->info & CAVE_FLOOR)
61 #define is_extra_grid(C) ((C)->info & CAVE_EXTRA)
62 #define is_inner_grid(C) ((C)->info & CAVE_INNER)
63 #define is_outer_grid(C) ((C)->info & CAVE_OUTER)
64 #define is_solid_grid(C) ((C)->info & CAVE_SOLID)
66 #define place_floor_bold(Y, X) \
68 set_cave_feat(Y,X,floor_type[randint0(100)]); \
69 cave[Y][X].info &= ~(CAVE_MASK); \
70 add_cave_info(Y,X,CAVE_FLOOR); \
71 delete_monster(Y, X); \
74 #define place_floor_grid(C) \
76 (C)->feat = floor_type[randint0(100)]; \
77 (C)->info &= ~(CAVE_MASK); \
78 (C)->info |= CAVE_FLOOR; \
79 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
82 #define place_extra_bold(Y, X) \
84 set_cave_feat(Y,X,fill_type[randint0(100)]); \
85 cave[Y][X].info &= ~(CAVE_MASK); \
86 add_cave_info(Y,X,CAVE_EXTRA); \
87 delete_monster(Y, X); \
90 #define place_extra_grid(C) \
92 (C)->feat = fill_type[randint0(100)]; \
93 (C)->info &= ~(CAVE_MASK); \
94 (C)->info |= CAVE_EXTRA; \
95 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
98 #define place_extra_perm_bold(Y, X) \
100 set_cave_feat(Y,X,feat_permanent); \
101 cave[Y][X].info &= ~(CAVE_MASK); \
102 add_cave_info(Y,X,CAVE_EXTRA); \
103 delete_monster(Y, X); \
106 #define place_extra_perm_grid(C) \
108 (C)->feat = feat_permanent; \
109 (C)->info &= ~(CAVE_MASK); \
110 (C)->info |= CAVE_EXTRA; \
111 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
114 #define place_extra_noperm_bold(Y, X) \
116 feature_type *_f_ptr; \
117 set_cave_feat(Y,X,fill_type[randint0(100)]); \
118 _f_ptr = &f_info[cave[Y][X].feat]; \
119 if (permanent_wall(_f_ptr)) cave[Y][X].feat = feat_state(cave[Y][X].feat, FF_UNPERM); \
120 cave[Y][X].info &= ~(CAVE_MASK); \
121 add_cave_info(Y,X,CAVE_EXTRA); \
122 delete_monster(Y, X); \
125 #define place_inner_bold(Y, X) \
127 set_cave_feat(Y,X,feat_wall_inner); \
128 cave[Y][X].info &= ~(CAVE_MASK); \
129 add_cave_info(Y,X,CAVE_INNER); \
130 delete_monster(Y, X); \
133 #define place_inner_grid(C) \
135 (C)->feat = feat_wall_inner; \
136 (C)->info &= ~(CAVE_MASK); \
137 (C)->info |= CAVE_INNER; \
138 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
141 #define place_inner_perm_bold(Y, X) \
143 set_cave_feat(Y,X,feat_permanent); \
144 cave[Y][X].info &= ~(CAVE_MASK); \
145 add_cave_info(Y,X,CAVE_INNER); \
146 delete_monster(Y, X); \
149 #define place_inner_perm_grid(C) \
151 (C)->feat = feat_permanent; \
152 (C)->info &= ~(CAVE_MASK); \
153 (C)->info |= CAVE_INNER; \
154 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
157 #define place_outer_bold(Y, X) \
159 set_cave_feat(Y,X,feat_wall_outer); \
160 cave[Y][X].info &= ~(CAVE_MASK); \
161 add_cave_info(Y,X,CAVE_OUTER); \
162 delete_monster(Y, X); \
165 #define place_outer_grid(C) \
167 (C)->feat = feat_wall_outer; \
168 (C)->info &= ~(CAVE_MASK); \
169 (C)->info |= CAVE_OUTER; \
170 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
173 #define place_outer_perm_bold(Y, X) \
175 set_cave_feat(Y,X,feat_permanent); \
176 cave[Y][X].info &= ~(CAVE_MASK); \
177 add_cave_info(Y,X,CAVE_OUTER); \
178 delete_monster(Y, X); \
181 #define place_outer_perm_grid(C) \
183 (C)->feat = feat_permanent; \
184 (C)->info &= ~(CAVE_MASK); \
185 (C)->info |= CAVE_OUTER; \
186 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
189 #define place_outer_noperm_bold(Y, X) \
191 feature_type *_f_ptr = &f_info[feat_wall_outer]; \
192 if (permanent_wall(_f_ptr)) set_cave_feat(Y, X, (s16b)feat_state(feat_wall_outer, FF_UNPERM)); \
193 else set_cave_feat(Y,X,feat_wall_outer); \
194 cave[Y][X].info &= ~(CAVE_MASK); \
195 add_cave_info(Y,X,(CAVE_OUTER | CAVE_VAULT)); \
196 delete_monster(Y, X); \
199 #define place_outer_noperm_grid(C) \
201 feature_type *_f_ptr = &f_info[feat_wall_outer]; \
202 if (permanent_wall(_f_ptr)) (C)->feat = (s16b)feat_state(feat_wall_outer, FF_UNPERM); \
203 else (C)->feat = feat_wall_outer; \
204 (C)->info &= ~(CAVE_MASK); \
205 (C)->info |= (CAVE_OUTER | CAVE_VAULT); \
206 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
209 #define place_solid_bold(Y, X) \
211 set_cave_feat(Y,X,feat_wall_solid); \
212 cave[Y][X].info &= ~(CAVE_MASK); \
213 add_cave_info(Y,X,CAVE_SOLID); \
214 delete_monster(Y, X); \
217 #define place_solid_grid(C) \
219 (C)->feat = feat_wall_solid; \
220 (C)->info &= ~(CAVE_MASK); \
221 (C)->info |= CAVE_SOLID; \
222 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
225 #define place_solid_perm_bold(Y, X) \
227 set_cave_feat(Y,X,feat_permanent); \
228 cave[Y][X].info &= ~(CAVE_MASK); \
229 add_cave_info(Y,X,CAVE_SOLID); \
230 delete_monster(Y, X); \
233 #define place_solid_perm_grid(C) \
235 (C)->feat = feat_permanent; \
236 (C)->info &= ~(CAVE_MASK); \
237 (C)->info |= CAVE_SOLID; \
238 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
241 #define place_solid_noperm_bold(Y, X) \
243 feature_type *_f_ptr = &f_info[feat_wall_solid]; \
244 if ((cave[Y][X].info & CAVE_VAULT) && permanent_wall(_f_ptr)) \
245 set_cave_feat(Y, X, feat_state(feat_wall_solid, FF_UNPERM)); \
246 else set_cave_feat(Y,X,feat_wall_solid); \
247 cave[Y][X].info &= ~(CAVE_MASK); \
248 add_cave_info(Y,X,CAVE_SOLID); \
249 delete_monster(Y, X); \
252 #define place_solid_noperm_grid(C) \
254 feature_type *_f_ptr = &f_info[feat_wall_solid]; \
255 if (((C)->info & CAVE_VAULT) && permanent_wall(_f_ptr)) \
256 (C)->feat = feat_state(feat_wall_solid, FF_UNPERM); \
257 else (C)->feat = feat_wall_solid; \
258 (C)->info &= ~(CAVE_MASK); \
259 (C)->info |= CAVE_SOLID; \
260 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
266 extern bool new_player_spot(void);
268 extern void place_random_stairs(int y, int x);
269 extern void place_random_door(int y, int x, bool room);
270 extern void place_closed_door(int y, int x, int type);
271 extern void place_floor(int x1, int x2, int y1, int y2, bool light);
272 extern void place_room(int x1, int x2, int y1, int y2, bool light);
273 extern void vault_monsters(int y1, int x1, int num);
274 extern void vault_objects(int y, int x, int num);
275 extern void vault_trap_aux(int y, int x, int yd, int xd);
276 extern void vault_traps(int y, int x, int yd, int xd, int num);
278 extern void correct_dir(int *rdir, int *cdir, int y1, int x1, int y2, int x2);
280 extern void rand_dir(int *rdir, int *cdir);
282 extern bool get_is_floor(int x, int y);
283 extern void set_floor(int x, int y);
285 extern bool build_tunnel(position row1, position col1, position row2, position col2);
286 extern bool build_tunnel2(position x1, position y1, position x2, position y2, int type, int cutoff);