-
-/*
- * Flags for change floor mode
- */
-#define CFM_UP 0x0001 /* Move up */
-#define CFM_DOWN 0x0002 /* Move down */
-#define CFM_LONG_STAIRS 0x0004 /* Randomly occurred long stairs/shaft */
-#define CFM_XXX 0x0008 /* XXX */
-#define CFM_SHAFT 0x0010 /* Shaft */
-#define CFM_RAND_PLACE 0x0020 /* Arrive at random grid */
-#define CFM_RAND_CONNECT 0x0040 /* Connect with random stairs */
-#define CFM_SAVE_FLOORS 0x0080 /* Save floors */
-#define CFM_NO_RETURN 0x0100 /* Flee from random quest etc... */
-#define CFM_FIRST_FLOOR 0x0200 /* Create exit from the dungeon */
-
- /*
- * Determines if a map location is fully inside the outer walls
- */
-#define in_bounds(Y,X) \
- (((Y) > 0) && ((X) > 0) && ((Y) < current_floor_ptr->height-1) && ((X) < current_floor_ptr->width-1))
-
- /*
- * Determines if a map location is on or inside the outer walls
- */
-#define in_bounds2(Y,X) \
- (((Y) >= 0) && ((X) >= 0) && ((Y) < current_floor_ptr->height) && ((X) < current_floor_ptr->width))
-
- /*
- * Determines if a map location is on or inside the outer walls
- * (unsigned version)
- */
-#define in_bounds2u(Y,X) \
- (((Y) < current_floor_ptr->height) && ((X) < current_floor_ptr->width))
+#pragma once
+#include "feature.h"
+#include "grid.h"
+#include "object.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)
+
+/*
+ * 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_Y(G) \
+ ((int)((G) / 256U))
+
+/*
+ * Convert a "grid" (G) into a "location" (X)
+ */
+#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 int project_length;
+
+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);
+
+/*
+ * project()関数に用いられる、遠隔攻撃特性ビットフラグ / Bit flags for the "project()" function
+ */
+#define PROJECT_JUMP 0x0001 /*!< 遠隔攻撃特性: 発動者からの軌跡を持たず、指定地点に直接発生する(予め置いたトラップ、上空からの発生などのイメージ) / Jump directly to the target location (this is a hack) */
+#define PROJECT_BEAM 0x0002 /*!< 遠隔攻撃特性: ビーム範囲を持つ。 / Work as a beam weapon (affect every grid passed through) */
+#define PROJECT_THRU 0x0004 /*!< 遠隔攻撃特性: 目標地点に到達しても射程と遮蔽の限り引き延ばす。 / Continue "through" the target (used for "bolts"/"beams") */
+#define PROJECT_STOP 0x0008 /*!< 遠隔攻撃特性: 道中にプレイヤーかモンスターがいた時点で到達地点を更新して停止する(壁や森はPROJECT_DISIがない限り最初から貫通しない) */
+#define PROJECT_GRID 0x0010 /*!< 遠隔攻撃特性: 射程内の地形に影響を及ぼす / Affect each grid in the "blast area" in some way */
+#define PROJECT_ITEM 0x0020 /*!< 遠隔攻撃特性: 射程内のアイテムに影響を及ぼす / Affect each object in the "blast area" in some way */
+#define PROJECT_KILL 0x0040 /*!< 遠隔攻撃特性: 射程内のモンスターに影響を及ぼす / Affect each monster in the "blast area" in some way */
+#define PROJECT_HIDE 0x0080 /*!< 遠隔攻撃特性: / Hack -- disable "visual" feedback from projection */
+#define PROJECT_DISI 0x0100 /*!< 遠隔攻撃特性: / Disintegrate non-permanent features */
+#define PROJECT_PLAYER 0x0200 /*!< 遠隔攻撃特性: / Main target is player (used for riding player) */
+#define PROJECT_AIMED 0x0400 /*!< 遠隔攻撃特性: / Target is only player or monster, so don't affect another. Depend on PROJECT_PLAYER. (used for minimum (rad == 0) balls on riding player) */
+#define PROJECT_REFLECTABLE 0x0800 /*!< 遠隔攻撃特性: 反射可能(ボルト系魔法に利用) / Refrectable spell attacks (used for "bolts") */
+#define PROJECT_NO_HANGEKI 0x1000 /*!< 遠隔攻撃特性: / Avoid counter attacks of monsters */
+#define PROJECT_PATH 0x2000 /*!< 遠隔攻撃特性: / Only used for printing project path */
+#define PROJECT_FAST 0x4000 /*!< 遠隔攻撃特性: / Hide "visual" of flying bolts until blast */
+#define PROJECT_LOS 0x8000 /*!< 遠隔攻撃特性: / */
+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);