-
- /*!
- * @file grid.c
- * @brief グリッドの実装 / low level dungeon routines -BEN-
- * @date 2013/12/30
- * @author
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
- *\n
- * This software may be copied and distributed for educational, research,\n
- * and not for profit purposes provided that this copyright and statement\n
- * are included in all such copies. Other copyrights may also apply.\n
- * \n
- * Support for Adam Bolt's tileset, lighting and transparency effects\n
- * by Robert Ruehlmann (rr9@angband.org)\n
- * \n
- * 2013 Deskull Doxygen向けのコメント整理\n
- */
-
+/*!
+ * @file grid.c
+ * @brief グリッドの実装 / low level dungeon routines -BEN-
+ * @date 2013/12/30
+ * @author
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
+ *\n
+ * This software may be copied and distributed for educational, research,\n
+ * and not for profit purposes provided that this copyright and statement\n
+ * are included in all such copies. Other copyrights may also apply.\n
+ * \n
+ * Support for Adam Bolt's tileset, lighting and transparency effects\n
+ * by Robert Ruehlmann (rr9@angband.org)\n
+ * \n
+ * 2013 Deskull Doxygen向けのコメント整理\n
+ */
#include "angband.h"
#include "util.h"
}
-void place_floor_grid(grid_type *g_ptr)
-{
- g_ptr->feat = feat_ground_type[randint0(100)];
- g_ptr->info &= ~(CAVE_MASK);
- g_ptr->info |= CAVE_FLOOR;
- if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
-}
-
-
-void place_extra_grid(grid_type *g_ptr)
-{
- g_ptr->feat = feat_wall_type[randint0(100)];
- g_ptr->info &= ~(CAVE_MASK);
- g_ptr->info |= CAVE_EXTRA;
- if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
-}
-
-
void place_inner_grid(grid_type *g_ptr)
{
g_ptr->feat = feat_wall_inner;
if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
}
+
+void place_grid(grid_type *g_ptr, place_grid_type pg_type)
+{
+ switch (pg_type)
+ {
+ case floor:
+ {
+ g_ptr->feat = feat_ground_type[randint0(100)];
+ g_ptr->info |= CAVE_FLOOR;
+ break;
+ }
+ case extra:
+ {
+ g_ptr->feat = feat_wall_type[randint0(100)];
+ g_ptr->info |= CAVE_EXTRA;
+ break;
+ }
+ case innner:
+ {
+ g_ptr->feat = feat_wall_inner;
+ g_ptr->info |= CAVE_INNER;
+ break;
+ }
+ case outer:
+ {
+ g_ptr->feat = feat_permanent;
+ g_ptr->info |= CAVE_INNER;
+ break;
+ }
+ case outer_noperm:
+ {
+ feature_type *f_ptr = &f_info[feat_wall_outer];
+ if (permanent_wall(f_ptr))
+ {
+ g_ptr->feat = (s16b)feat_state(feat_wall_outer, FF_UNPERM);
+ }
+ else
+ {
+ g_ptr->feat = feat_wall_outer;
+ }
+
+ g_ptr->info |= (CAVE_OUTER | CAVE_VAULT);
+ break;
+ }
+ case solid_perm:
+ {
+ g_ptr->feat = feat_permanent;
+ g_ptr->info |= CAVE_SOLID;
+ break;
+ }
+ default:
+ return;
+ }
+
+ g_ptr->info &= ~(CAVE_MASK);
+ if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
+}
+
+
/*!
* 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?
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param g_ptr グリッドへの参照ポインタ
+ * @return 照明が消されている地形ならばTRUE
*/
bool darkened_grid(player_type *player_ptr, grid_type *g_ptr)
{