#pragma once
#include "system/angband.h"
-#include "grid/feature.h"
-#include "grid/grid.h"
-#include "object/object1.h"
-#include "floor/floor-save.h"
-
-
-/*!
- * @brief ダンジョンの最深層 / Maximum dungeon level.
- * @details
- * The player can never reach this level
- * in the dungeon, and this value is used for various calculations
- * involving object and monster creation. It must be at least 100.
- * Setting it below 128 may prevent the creation of some objects.
- */
-#define MAX_DEPTH 128
-
-/*!
- * @brief generate.cで用いられる基本的なブロック数単位(垂直方向)
- * Number of grids in each block (vertically) Probably hard-coded to 11, see "generate.c"
- */
-#define BLOCK_HGT 11
-
-/*!
- * @brief generate.cで用いられる基本的なブロック数単位(水平方向)
- * Number of grids in each block (horizontally) Probably hard-coded to 11, see "generate.c"
- */
-#define BLOCK_WID 11
-
-/*!
- * @brief 表示上の基本的なブロック単位(垂直方向、PANEL_HGTの倍数で設定すること)
- * Number of grids used to display the dungeon (vertically). Must be a multiple of 11, probably hard-coded to 22.
- */
-#define SCREEN_HGT 22
-
-/*!
- * @brief 表示上の基本的なブロック単位(水平方向、PANEL_WIDの倍数で設定すること)
- * Number of grids used to display the dungeon (horizontally). Must be a multiple of 33, probably hard-coded to 66.
- */
-#define SCREEN_WID 66
-
-/*!
- * @brief 表示上のダンジョンの最大垂直サイズ(SCREEN_HGTの3倍が望ましい)
- * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT, probably hard-coded to SCREEN_HGT * 3.
- */
-#define MAX_HGT 66
-
-/*!
- * @brief 表示上のダンジョンの最大水平サイズ(SCREEN_WIDの3倍が望ましい)
- * Maximum dungeon width in grids, must be a multiple of SCREEN_WID, probably hard-coded to SCREEN_WID * 3.
- */
-#define MAX_WID 198
-
-/*!
- * @brief プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "grid.c")
- * @details Note that the "lite radius" will NEVER exceed 14, and we would
- * never require more than 581 entries in the array for circular "lite".
- */
-#define LITE_MAX 600
-
-/*!
- * @brief モンスター用光源処理配列サイズ / Maximum size of the "mon_lite" array (see ">grid.c")
- * @details Note that the "view radius" will NEVER exceed 20, monster illumination
- * flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
- * we would never require more than 1520 entries in the array.
- */
-#define MON_LITE_MAX 1536
-
-/*!
- * @brief 視界処理配列サイズ / Maximum size of the "view" array
- * @details Note that the "view radius" will NEVER exceed 20, and even if the "view"
- * was octagonal, we would never require more than 1520 entries in the array.
- */
-#define VIEW_MAX 1536
-
-/*!
- * @brief 再描画処理用配列サイズ / Maximum size of the "redraw" array
- * @details We must be large for proper functioning of delayed redrawing.
- * We must also be as large as two times of the largest view area.
- * Note that maximum view grids are 1149 entries.
- */
-#define REDRAW_MAX 2298
-
-
-typedef struct floor_type {
- DUNGEON_IDX dungeon_idx;
- grid_type *grid_array[MAX_HGT];
- DEPTH dun_level; /*!< 現在の実ダンジョン階層 base_level の参照元となる / Current dungeon level */
- DEPTH base_level; /*!< 基本生成レベル、後述のobject_level, monster_levelの参照元となる / Base dungeon level */
- DEPTH object_level; /*!< アイテムの生成レベル、 base_level を起点に一時変更する時に参照 / Current object creation level */
- DEPTH monster_level; /*!< モンスターの生成レベル、 base_level を起点に一時変更する時に参照 / Current monster creation level */
- POSITION width; /*!< Current dungeon width */
- POSITION height; /*!< Current dungeon height */
- MONSTER_NUMBER num_repro; /*!< Current reproducer count */
-
- GAME_TURN generated_turn; /* Turn when level began */
-
- object_type *o_list; /*!< The array of dungeon items [max_o_idx] */
- OBJECT_IDX o_max; /* Number of allocated objects */
- OBJECT_IDX o_cnt; /* Number of live objects */
-
- monster_type *m_list; /*!< The array of dungeon monsters [max_m_idx] */
- MONSTER_IDX m_max; /* Number of allocated monsters */
- MONSTER_IDX m_cnt; /* Number of live monsters */
-
- s16b *mproc_list[MAX_MTIMED]; /*!< The array to process dungeon monsters[max_m_idx] */
- s16b mproc_max[MAX_MTIMED]; /*!< Number of monsters to be processed */
-
- POSITION_IDX lite_n; //!< Array of grids lit by player lite
- POSITION lite_y[LITE_MAX];
- POSITION lite_x[LITE_MAX];
-
- POSITION_IDX mon_lite_n; //!< Array of grids lit by player lite
- POSITION mon_lite_y[MON_LITE_MAX];
- POSITION mon_lite_x[MON_LITE_MAX];
-
- POSITION_IDX view_n; //!< Array of grids viewable to the player
- POSITION view_y[VIEW_MAX];
- POSITION view_x[VIEW_MAX];
-
- POSITION_IDX redraw_n; //!< Array of grids for delayed visual updating
- POSITION redraw_y[REDRAW_MAX];
- POSITION redraw_x[REDRAW_MAX];
-
- bool monster_noise;
- QUEST_IDX inside_quest; /* Inside quest level */
- bool inside_arena; /* Is character inside arena? */
-
-} floor_type;
extern floor_type floor_info;
-#define DUNGEON_MODE_NONE 0
-#define DUNGEON_MODE_AND 1
-#define DUNGEON_MODE_NAND 2
-#define DUNGEON_MODE_OR 3
-#define DUNGEON_MODE_NOR 4
-
-/*** Dungeon type flags -- DG ***/
-#define DF1_WINNER 0x00000001L
-#define DF1_MAZE 0x00000002L
-#define DF1_SMALLEST 0x00000004L
-#define DF1_BEGINNER 0x00000008L
-#define DF1_BIG 0x00000010L
-#define DF1_NO_DOORS 0x00000020L
-#define DF1_WATER_RIVER 0x00000040L
-#define DF1_LAVA_RIVER 0x00000080L
-#define DF1_CURTAIN 0x00000100L
-#define DF1_GLASS_DOOR 0x00000200L
-#define DF1_CAVE 0x00000400L
-#define DF1_CAVERN 0x00000800L
-#define DF1_ARCADE 0x00001000L
-#define DF1_LAKE_ACID 0x00002000L
-#define DF1_LAKE_POISONOUS 0x00004000L
-#define DF1_XXX15 0x00008000L
-#define DF1_FORGET 0x00010000L
-#define DF1_LAKE_WATER 0x00020000L
-#define DF1_LAKE_LAVA 0x00040000L
-#define DF1_LAKE_RUBBLE 0x00080000L
-#define DF1_LAKE_TREE 0x00100000L
-#define DF1_NO_VAULT 0x00200000L
-#define DF1_ARENA 0x00400000L
-#define DF1_DESTROY 0x00800000L
-#define DF1_GLASS_ROOM 0x01000000L
-#define DF1_NO_CAVE 0x02000000L
-#define DF1_NO_MAGIC 0x04000000L
-#define DF1_NO_MELEE 0x08000000L
-#define DF1_CHAMELEON 0x10000000L
-#define DF1_DARKNESS 0x20000000L
-#define DF1_ACID_RIVER 0x40000000L
-#define DF1_POISONOUS_RIVER 0x80000000L
-
-#define DF1_LAKE_MASK (DF1_LAKE_WATER | DF1_LAKE_LAVA | DF1_LAKE_RUBBLE | DF1_LAKE_TREE | DF1_LAKE_POISONOUS | DF1_LAKE_ACID)
-
-#define HAS_RIVER_FLAG(D_PTR) ((D_PTR)->flags1 & (DF1_WATER_RIVER | DF1_LAVA_RIVER | DF1_ACID_RIVER | DF1_POISONOUS_RIVER))
-
-/*
- * Determines if a map location is fully inside the outer walls
- */
-#define in_bounds(F,Y,X) \
- (((Y) > 0) && ((X) > 0) && ((Y) < (F)->height-1) && ((X) < (F)->width-1))
-
-/*
- * Determines if a map location is on or inside the outer walls
- */
-#define in_bounds2(F,Y,X) \
- (((Y) >= 0) && ((X) >= 0) && ((Y) < (F)->height) && ((X) < (F)->width))
-
-/*
- * Determines if a map location is on or inside the outer walls
- * (unsigned version)
- */
-#define in_bounds2u(F,Y,X) \
- (((Y) < (F)->height) && ((X) < (F)->width))
-
-
-/*
- * Determine if player is on this grid
- */
-#define player_bold(C,Y,X) \
- (((Y) == (C)->y) && ((X) == (C)->x))
-
-/*
- * Grid based version of "creature_bold()"
- */
-#define player_grid(C, G) \
- ((G) == &(C)->current_floor_ptr->grid_array[(C)->y][(C)->x])
-
-
-#define cave_have_flag_bold(F,Y,X,INDEX) \
- (have_flag(f_info[(F)->grid_array[(Y)][(X)].feat].flags, (INDEX)))
-
-
-#define cave_have_flag_grid(C,INDEX) \
- (have_flag(f_info[(C)->feat].flags, (INDEX)))
-
-
-/*
- * Determine if a "feature" supports "los"
- */
-#define feat_supports_los(F) \
- (have_flag(f_info[(F)].flags, FF_LOS))
-
-
-#define cave_los_grid(C) \
- (feat_supports_los((C)->feat))
-
-
-/*
- * Determine if a "legal" grid is a "clean" floor grid
- * Determine if terrain-change spells are allowed in a grid.
- *
- * Line 1 -- forbid non-floors
- * Line 2 -- forbid object terrains
- * Line 3 -- forbid normal objects
- */
-#define cave_clean_bold(F,Y,X) \
- (cave_have_flag_bold((F), (Y), (X), FF_FLOOR) && \
- !((F)->grid_array[Y][X].info & CAVE_OBJECT) && \
- ((F)->grid_array[Y][X].o_idx == 0))
-
-
-/*
- * Determine if an object can be dropped on a "legal" grid
- *
- * Line 1 -- forbid non-drops
- * Line 2 -- forbid object terrains
- */
-#define cave_drop_bold(F,Y,X) \
- (cave_have_flag_bold((F), (Y), (X), FF_DROP) && \
- !((F)->grid_array[Y][X].info & CAVE_OBJECT))
-
-
-/*
- * Determine if a "legal" grid is an "naked" floor grid
- *
- * Line 1 -- forbid non-clean gird
- * Line 2 -- forbid monsters
- * Line 3 -- forbid the player
- */
-#define cave_naked_bold(C,F,Y,X) \
- (cave_clean_bold(F,Y,X) && \
- !((F)->grid_array[Y][X].m_idx) && \
- !player_bold(C,Y,X))
-
-
-/*
- * Determine if a "legal" grid is "permanent"
- *
- * Line 1 -- permanent flag
- */
-#define cave_perma_bold(F,Y,X) \
- (cave_have_flag_bold((F), (Y), (X), FF_PERMANENT))
-
-
-/*
- * Grid based version of "cave_perma_bold()"
- */
-#define cave_perma_grid(C) \
- (cave_have_flag_grid((C), FF_PERMANENT))
-
-
-/*
- * Does the grid stop disintegration?
- */
-#define cave_stop_disintegration(F,Y,X) \
- (!cave_have_flag_bold((F), (Y), (X), FF_PROJECT) && \
- (!cave_have_flag_bold((F), (Y), (X), FF_HURT_DISI) || \
- cave_have_flag_bold((F), (Y), (X), FF_PERMANENT)))
-
-
-/*
- * Determine if a "legal" grid is within "los" of the player
- *
- * Note the use of comparison to zero to force a "boolean" result
- */
-#define player_has_los_grid(C) \
- (((C)->info & (CAVE_VIEW)) != 0)
-
-/*
- * Determine if a "legal" grid is within "los" of the player
- *
- * Note the use of comparison to zero to force a "boolean" result
- */
-#define player_has_los_bold(C,Y,X) \
- ((((C)->current_floor_ptr->grid_array[Y][X].info & (CAVE_VIEW)) != 0) || (C)->phase_out)
-
-
-/*
- * Determine if a "feature" is "permanent wall"
- */
-#define permanent_wall(F) \
- (have_flag((F)->flags, FF_WALL) && \
- have_flag((F)->flags, FF_PERMANENT))
-
-extern saved_floor_type saved_floors[MAX_SAVED_FLOORS];
-
-/*
- * Convert a "location" (Y,X) into a "grid" (G)
- */
-#define GRID(Y,X) \
- (256 * (Y) + (X))
-
/*
* Convert a "grid" (G) into a "location" (Y)
*/
#define GRID_X(G) \
((int)((G) % 256U))
-extern bool pattern_tile(floor_type *floor_ptr, POSITION y, POSITION x);
-extern bool is_cave_empty_bold(player_type *player_ptr, POSITION x, POSITION y);
-extern bool is_cave_empty_bold2(player_type *player_ptr, POSITION x, POSITION y);
-extern void update_smell(floor_type *floor_ptr, player_type *subject_ptr);
-
-extern void add_door(player_type *player_ptr, POSITION x, POSITION y);
-extern void place_secret_door(player_type *player_ptr, POSITION y, POSITION x, int type);
-extern void place_locked_door(player_type *player_ptr, POSITION y, POSITION x);
-extern void forget_flow(floor_type *floor_ptr);
-extern void place_random_stairs(player_type *player_ptr, POSITION y, POSITION x);
-
-extern bool los(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
-extern bool projectable(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
-
-extern void vault_monsters(player_type *player_ptr, POSITION y1, POSITION x1, int num);
-extern bool cave_valid_bold(floor_type *floor_ptr, POSITION y, POSITION x);
-extern void cave_set_feat(player_type *player_ptr, POSITION y, POSITION x, FEAT_IDX feat);
-extern void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool room);
-extern void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type);
-
-extern void wipe_o_list(floor_type *floor_ptr);
-extern void vault_trap_aux(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd);
-
-extern bool get_is_floor(floor_type *floor_ptr, POSITION x, POSITION y);
-extern void try_door(player_type *player_ptr, POSITION y, POSITION x);
-
-extern FEAT_IDX conv_dungeon_feat(floor_type *floor_ptr, FEAT_IDX newfeat);
-extern void vault_objects(player_type *player_ptr, POSITION y, POSITION x, int num);
-
-extern sint project_path(player_type *player_ptr, u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg);
-
-extern void set_floor(player_type *player_ptr, POSITION x, POSITION y);
-extern void place_object(player_type *owner_ptr, POSITION y, POSITION x, BIT_FLAGS mode);
-extern void place_gold(player_type *player_ptr, POSITION y, POSITION x);
-extern void delete_monster(player_type *player_ptr, POSITION y, POSITION x);
-extern void compact_objects(player_type *owner_ptr, int size);
-extern void vault_traps(player_type *player_ptr, POSITION y, POSITION x, POSITION yd, POSITION xd, int num);
-extern void scatter(player_type *player_ptr, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode);
-
-extern bool cave_los_bold(floor_type *floor_ptr, POSITION y, POSITION x);
+void update_smell(floor_type *floor_ptr, player_type *subject_ptr);
+void forget_flow(floor_type *floor_ptr);
+void place_random_stairs(player_type *player_ptr, POSITION y, POSITION x);
+int get_max_range(player_type *creature_ptr);
+bool projectable(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
+bool cave_valid_bold(floor_type *floor_ptr, POSITION y, POSITION x);
+void cave_set_feat(player_type *player_ptr, POSITION y, POSITION x, FEAT_IDX feat);
+void place_random_door(player_type *player_ptr, POSITION y, POSITION x, bool room);
+void place_closed_door(player_type *player_ptr, POSITION y, POSITION x, int type);
+void wipe_o_list(floor_type *floor_ptr);
+bool get_is_floor(floor_type *floor_ptr, POSITION x, POSITION y);
+FEAT_IDX conv_dungeon_feat(floor_type *floor_ptr, FEAT_IDX newfeat);
+void set_floor(player_type *player_ptr, POSITION x, POSITION y);
+void place_object(player_type *owner_ptr, POSITION y, POSITION x, BIT_FLAGS mode);
+void place_gold(player_type *player_ptr, POSITION y, POSITION x);
+void delete_monster(player_type *player_ptr, POSITION y, POSITION x);
+void compact_objects(player_type *owner_ptr, int size);
+void scatter(player_type *player_ptr, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, BIT_FLAGS mode);