-/*
- * File: grid.h
+/*!
+ * @file grid.h
+ * @brief ダンジョンの生成処理の基幹部分ヘッダーファイル
+ * @date 2014/08/15
+ * @details
* Purpose: header file for grid.c, used only in dungeon generation
* files (generate.c, rooms.c)
- */
-
-/*
+ * @author
* Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
- *
* This software may be copied and distributed for educational, research, and
* not for profit purposes provided that this copyright and statement are
* included in all such copies.
*/
-
/* Macros */
#define set_cave_feat(Y,X,F) (cave[(Y)][(X)].feat = (F))
/* This should not be used */
/*#define set_cave_info(Y,X,I) (cave[(Y)][(X)].info = (I)) */
+/*!
+ * @brief 指定座標が瓦礫かどうかを返す
+ * @param Y 指定Y座標
+ * @param X 指定X座標
+ * @return 瓦礫ならばTRUE
+ */
#define place_rubble(Y,X) set_cave_feat(Y,X,feat_rubble)
+
+/*!
+ * @brief 指定座標が上り階段かどうかを返す
+ * @param Y 指定Y座標
+ * @param X 指定X座標
+ * @return 上り階段ならばTRUE
+ */
#define place_up_stairs(Y,X) set_cave_feat(Y,X,feat_up_stair)
+
+/*!
+ * @brief 指定座標が下り階段かどうかを返す
+ * @param Y 指定Y座標
+ * @param X 指定X座標
+ * @return 下り階段ならばTRUE
+ */
#define place_down_stairs(Y,X) set_cave_feat(Y,X,feat_down_stair)
+/*!
+ * @brief 指定座標がFLOOR属性を持ったマスかどうかを返す
+ * @param Y 指定Y座標
+ * @param X 指定X座標
+ * @return FLOOR属性を持っているならばTRUE
+ */
#define is_floor_bold(Y,X) (cave[Y][X].info & CAVE_FLOOR)
#define is_extra_bold(Y,X) (cave[Y][X].info & CAVE_EXTRA)
+
#define is_inner_bold(Y,X) (cave[Y][X].info & CAVE_INNER)
#define is_outer_bold(Y,X) (cave[Y][X].info & CAVE_OUTER)
#define is_solid_bold(Y,X) (cave[Y][X].info & CAVE_SOLID)
#define place_floor_bold(Y, X) \
{ \
- set_cave_feat(Y,X,floor_type[randint0(100)]); \
+ set_cave_feat(Y,X,feat_ground_type[randint0(100)]); \
cave[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_FLOOR); \
delete_monster(Y, X); \
#define place_floor_grid(C) \
{ \
- (C)->feat = floor_type[randint0(100)]; \
+ (C)->feat = feat_ground_type[randint0(100)]; \
(C)->info &= ~(CAVE_MASK); \
(C)->info |= CAVE_FLOOR; \
if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
#define place_extra_bold(Y, X) \
{ \
- set_cave_feat(Y,X,fill_type[randint0(100)]); \
+ set_cave_feat(Y,X,feat_wall_type[randint0(100)]); \
cave[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_EXTRA); \
delete_monster(Y, X); \
#define place_extra_grid(C) \
{ \
- (C)->feat = fill_type[randint0(100)]; \
+ (C)->feat = feat_wall_type[randint0(100)]; \
(C)->info &= ~(CAVE_MASK); \
(C)->info |= CAVE_EXTRA; \
if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
#define place_extra_noperm_bold(Y, X) \
{ \
feature_type *_f_ptr; \
- set_cave_feat(Y,X,fill_type[randint0(100)]); \
+ set_cave_feat(Y,X,feat_wall_type[randint0(100)]); \
_f_ptr = &f_info[cave[Y][X].feat]; \
if (permanent_wall(_f_ptr)) cave[Y][X].feat = feat_state(cave[Y][X].feat, FF_UNPERM); \
cave[Y][X].info &= ~(CAVE_MASK); \
#define place_outer_noperm_bold(Y, X) \
{ \
feature_type *_f_ptr = &f_info[feat_wall_outer]; \
- if (permanent_wall(_f_ptr)) set_cave_feat(Y, X, feat_state(feat_wall_outer, FF_UNPERM)); \
+ if (permanent_wall(_f_ptr)) set_cave_feat(Y, X, (s16b)feat_state(feat_wall_outer, FF_UNPERM)); \
else set_cave_feat(Y,X,feat_wall_outer); \
cave[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,(CAVE_OUTER | CAVE_VAULT)); \
#define place_outer_noperm_grid(C) \
{ \
feature_type *_f_ptr = &f_info[feat_wall_outer]; \
- if (permanent_wall(_f_ptr)) (C)->feat = feat_state(feat_wall_outer, FF_UNPERM); \
+ if (permanent_wall(_f_ptr)) (C)->feat = (s16b)feat_state(feat_wall_outer, FF_UNPERM); \
else (C)->feat = feat_wall_outer; \
(C)->info &= ~(CAVE_MASK); \
(C)->info |= (CAVE_OUTER | CAVE_VAULT); \
extern bool new_player_spot(void);
-extern void place_random_stairs(int y, int x);
-extern void place_random_door(int y, int x, bool room);
-extern void place_closed_door(int y, int x, int type);
-extern void place_floor(int x1, int x2, int y1, int y2, bool light);
-extern void place_room(int x1, int x2, int y1, int y2, bool light);
-extern void vault_monsters(int y1, int x1, int num);
-extern void vault_objects(int y, int x, int num);
-extern void vault_trap_aux(int y, int x, int yd, int xd);
-extern void vault_traps(int y, int x, int yd, int xd, int num);
+extern void place_random_stairs(POSITION y, POSITION x);
+extern void place_random_door(POSITION y, POSITION x, bool room);
+extern void place_closed_door(POSITION y, POSITION x, int type);
+extern void add_door(POSITION x, POSITION y);
+extern void place_secret_door(POSITION y, POSITION x, int type);
+extern void place_locked_door(POSITION y, POSITION x);
+extern void try_door(POSITION y, POSITION x);
+extern void place_floor(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light);
+extern void place_room(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light);
+extern void vault_monsters(POSITION y1, POSITION x1, int num);
+extern void vault_objects(POSITION y, POSITION x, int num);
+extern void vault_trap_aux(POSITION y, POSITION x, POSITION yd, POSITION xd);
+extern void vault_traps(POSITION y, POSITION x, POSITION yd, POSITION xd, int num);
-extern void correct_dir(int *rdir, int *cdir, int y1, int x1, int y2, int x2);
+extern void correct_dir(POSITION *rdir, POSITION *cdir, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
-extern void rand_dir(int *rdir, int *cdir);
+extern void rand_dir(POSITION *rdir, POSITION *cdir);
-extern bool get_is_floor(int x, int y);
-extern void set_floor(int x, int y);
+extern bool get_is_floor(POSITION x, POSITION y);
+extern void set_floor(POSITION x, POSITION y);
-extern bool build_tunnel(int row1, int col1, int row2, int col2);
-extern bool build_tunnel2(int x1, int y1, int x2, int y2, int type, int cutoff);