-/*!
+#pragma once
+
+/*!
* @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
* included in all such copies.
*/
-/* Macros */
-
-#define set_cave_feat(Y,X,F) (cave[(Y)][(X)].feat = (F))
-#define add_cave_info(Y,X,I) (cave[(Y)][(X)].info |= (I))
-
-/* 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
+ /*
+ * A single "grid" in a Cave
+ *
+ * Note that several aspects of the code restrict the actual p_ptr->current_floor_ptr->grid_array
+ * to a max size of 256 by 256. In partcular, locations are often
+ * saved as bytes, limiting each coordinate to the 0-255 range.
+ *
+ * The "o_idx" and "m_idx" fields are very interesting. There are
+ * many places in the code where we need quick access to the actual
+ * monster or object(s) in a given grid. The easiest way to
+ * do this is to simply keep the index of the monster and object
+ * (if any) with the grid, but this takes 198*66*4 bytes of memory.
+ * Several other methods come to mind, which require only half this
+ * amound of memory, but they all seem rather complicated, and would
+ * probably add enough code that the savings would be lost. So for
+ * these reasons, we simply store an index into the "o_list" and
+ * "p_ptr->current_floor_ptr->m_list" arrays, using "zero" when no monster/object is present.
+ *
+ * Note that "o_idx" is the index of the top object in a stack of
+ * objects, using the "next_o_idx" field of objects (see below) to
+ * create the singly linked list of objects. If "o_idx" is zero
+ * then there are no objects in the grid.
+ *
+ * Note the special fields for the "MONSTER_FLOW" code.
+ */
+
+typedef struct player_type player_type; // TODO: Delete Finally.
+
+typedef struct grid_type grid_type;
+
+struct grid_type
+{
+ BIT_FLAGS info; /* Hack -- p_ptr->current_floor_ptr->grid_array flags */
+
+ FEAT_IDX feat; /* Hack -- feature type */
+ OBJECT_IDX o_idx; /* Object in this grid */
+ MONSTER_IDX m_idx; /* Monster in this grid */
+
+ /*! 地形の特別な情報を保存する / Special p_ptr->current_floor_ptr->grid_array info
+ * 具体的な使用一覧はクエスト行き階段の移行先クエストID、
+ * 各ダンジョン入口の移行先ダンジョンID、
+ *
+ */
+ s16b special;
+
+ FEAT_IDX mimic; /* Feature to mimic */
+
+ byte cost; /* Hack -- cost of flowing */
+ byte dist; /* Hack -- distance from player */
+ byte when; /* Hack -- when cost was computed */
+};
+
+/*
+ * A structure type for terrain template of saving dungeon floor
*/
-#define place_rubble(Y,X) set_cave_feat(Y,X,feat_rubble)
+typedef struct
+{
+ BIT_FLAGS info;
+ FEAT_IDX feat;
+ FEAT_IDX mimic;
+ s16b special;
+ u16b occurrence;
+} grid_template_type;
-/*!
- * @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)
+/* Macros */
+#define set_cave_feat(FL,Y,X,F) ((FL)->grid_array[(Y)][(X)].feat = (F))
+#define add_cave_info(Y,X,I) (p_ptr->current_floor_ptr->grid_array[(Y)][(X)].info |= (I))
+
+/* This should not be used */
+/*#define set_cave_info(Y,X,I) (p_ptr->current_floor_ptr->grid_array[(Y)][(X)].info = (I)) */
/*!
- * @brief æ\8c\87å®\9a座æ¨\99ã\81\8cä¸\8bã\82\8aé\9a\8e段ã\81\8bã\81©ã\81\86ã\81\8bã\82\92è¿\94ã\81\99
+ * @brief æ\8c\87å®\9a座æ¨\99ã\81«ç\93¦ç¤«ã\82\92é\85\8dç½®ã\81\99ã\82\8b
* @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)
+#define place_rubble(F,Y,X) set_cave_feat(F,Y,X,feat_rubble)
/*!
* @brief 指定座標がFLOOR属性を持ったマスかどうかを返す
* @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_floor_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_FLOOR)
+#define is_extra_bold(F,Y,X) (F->grid_array[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 is_inner_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_INNER)
+#define is_outer_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_OUTER)
+#define is_solid_bold(Y,X) (p_ptr->current_floor_ptr->grid_array[Y][X].info & CAVE_SOLID)
#define is_floor_grid(C) ((C)->info & CAVE_FLOOR)
#define is_extra_grid(C) ((C)->info & CAVE_EXTRA)
#define place_floor_bold(Y, X) \
{ \
- set_cave_feat(Y,X,floor_type[randint0(100)]); \
- cave[Y][X].info &= ~(CAVE_MASK); \
+ set_cave_feat(p_ptr->current_floor_ptr, Y,X,feat_ground_type[randint0(100)]); \
+ p_ptr->current_floor_ptr->grid_array[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)]); \
- cave[Y][X].info &= ~(CAVE_MASK); \
+ set_cave_feat(p_ptr->current_floor_ptr, Y,X,feat_wall_type[randint0(100)]); \
+ p_ptr->current_floor_ptr->grid_array[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_perm_bold(Y, X) \
{ \
- set_cave_feat(Y,X,feat_permanent); \
- cave[Y][X].info &= ~(CAVE_MASK); \
+ set_cave_feat(floor_ptr, Y,X,feat_permanent); \
+ p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_EXTRA); \
delete_monster(Y, X); \
}
#define place_extra_noperm_bold(Y, X) \
{ \
feature_type *_f_ptr; \
- set_cave_feat(Y,X,fill_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); \
+ set_cave_feat(floor_ptr, Y,X,feat_wall_type[randint0(100)]); \
+ _f_ptr = &f_info[p_ptr->current_floor_ptr->grid_array[Y][X].feat]; \
+ if (permanent_wall(_f_ptr)) p_ptr->current_floor_ptr->grid_array[Y][X].feat = feat_state(p_ptr->current_floor_ptr->grid_array[Y][X].feat, FF_UNPERM); \
+ p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_EXTRA); \
delete_monster(Y, X); \
}
#define place_inner_bold(Y, X) \
{ \
- set_cave_feat(Y,X,feat_wall_inner); \
- cave[Y][X].info &= ~(CAVE_MASK); \
+ set_cave_feat(p_ptr->current_floor_ptr, Y,X,feat_wall_inner); \
+ p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_INNER); \
delete_monster(Y, X); \
}
#define place_inner_perm_bold(Y, X) \
{ \
- set_cave_feat(Y,X,feat_permanent); \
- cave[Y][X].info &= ~(CAVE_MASK); \
+ set_cave_feat(p_ptr->current_floor_ptr, Y,X,feat_permanent); \
+ p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_INNER); \
delete_monster(Y, X); \
}
#define place_outer_bold(Y, X) \
{ \
- set_cave_feat(Y,X,feat_wall_outer); \
- cave[Y][X].info &= ~(CAVE_MASK); \
+ set_cave_feat(p_ptr->current_floor_ptr, Y,X,feat_wall_outer); \
+ p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_OUTER); \
delete_monster(Y, X); \
}
#define place_outer_perm_bold(Y, X) \
{ \
- set_cave_feat(Y,X,feat_permanent); \
- cave[Y][X].info &= ~(CAVE_MASK); \
+ set_cave_feat(floor_ptr, Y,X,feat_permanent); \
+ p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_OUTER); \
delete_monster(Y, X); \
}
#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, (s16b)feat_state(feat_wall_outer, FF_UNPERM)); \
- else set_cave_feat(Y,X,feat_wall_outer); \
- cave[Y][X].info &= ~(CAVE_MASK); \
+ if (permanent_wall(_f_ptr)) set_cave_feat(p_ptr->current_floor_ptr, Y, X, (s16b)feat_state(feat_wall_outer, FF_UNPERM)); \
+ else set_cave_feat(p_ptr->current_floor_ptr, Y,X,feat_wall_outer); \
+ p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,(CAVE_OUTER | CAVE_VAULT)); \
delete_monster(Y, X); \
}
#define place_solid_bold(Y, X) \
{ \
- set_cave_feat(Y,X,feat_wall_solid); \
- cave[Y][X].info &= ~(CAVE_MASK); \
+ set_cave_feat(p_ptr->current_floor_ptr, Y,X,feat_wall_solid); \
+ p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_SOLID); \
delete_monster(Y, X); \
}
#define place_solid_perm_bold(Y, X) \
{ \
- set_cave_feat(Y,X,feat_permanent); \
- cave[Y][X].info &= ~(CAVE_MASK); \
+ set_cave_feat(floor_ptr, Y,X,feat_permanent); \
+ p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_SOLID); \
delete_monster(Y, X); \
}
#define place_solid_noperm_bold(Y, X) \
{ \
feature_type *_f_ptr = &f_info[feat_wall_solid]; \
- if ((cave[Y][X].info & CAVE_VAULT) && permanent_wall(_f_ptr)) \
- set_cave_feat(Y, X, feat_state(feat_wall_solid, FF_UNPERM)); \
- else set_cave_feat(Y,X,feat_wall_solid); \
- cave[Y][X].info &= ~(CAVE_MASK); \
+ if ((p_ptr->current_floor_ptr->grid_array[Y][X].info & CAVE_VAULT) && permanent_wall(_f_ptr)) \
+ set_cave_feat(p_ptr->current_floor_ptr, Y, X, feat_state(feat_wall_solid, FF_UNPERM)); \
+ else set_cave_feat(p_ptr->current_floor_ptr, Y,X,feat_wall_solid); \
+ p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_SOLID); \
delete_monster(Y, X); \
}
}
+/*
+ * 特殊なマス状態フラグ / Special grid flags
+ */
+#define CAVE_MARK 0x0001 /*!< 現在プレイヤーの記憶に収まっている / memorized feature */
+#define CAVE_GLOW 0x0002 /*!< マス自体が光源を持っている / self-illuminating */
+#define CAVE_ICKY 0x0004 /*!< 生成されたVaultの一部である / part of a vault */
+#define CAVE_ROOM 0x0008 /*!< 生成された部屋の一部である / part of a room */
+#define CAVE_LITE 0x0010 /*!< 現在光に照らされている / lite flag */
+#define CAVE_VIEW 0x0020 /*!< 現在プレイヤーの視界に収まっている / view flag */
+#define CAVE_TEMP 0x0040 /*!< 光源に関する処理のアルゴリズム用記録フラグ / temp flag */
+#define CAVE_XTRA 0x0080 /*!< 視界に関する処理のアルゴリズム用記録フラグ(update_view()等参照) / misc flag */
+#define CAVE_MNLT 0x0100 /*!< モンスターの光源によって照らされている / Illuminated by monster */
+#define CAVE_MNDK 0x8000 /*!< モンスターの暗源によって暗闇になっている / Darken by monster */
+
+ /* Used only while p_ptr->current_floor_ptr->grid_array generation */
+#define CAVE_FLOOR 0x0200 /*!< フロア属性のあるマス */
+#define CAVE_EXTRA 0x0400
+#define CAVE_INNER 0x0800
+#define CAVE_OUTER 0x1000
+#define CAVE_SOLID 0x2000
+#define CAVE_VAULT 0x4000
+#define CAVE_MASK (CAVE_FLOOR | CAVE_EXTRA | CAVE_INNER | CAVE_OUTER | CAVE_SOLID | CAVE_VAULT)
+
+/* Used only after p_ptr->current_floor_ptr->grid_array generation */
+#define CAVE_KNOWN 0x0200 /* Directly viewed or map detected flag */
+#define CAVE_NOTE 0x0400 /* Flag for delayed visual update (needs note_spot()) */
+#define CAVE_REDRAW 0x0800 /* Flag for delayed visual update (needs lite_spot()) */
+#define CAVE_OBJECT 0x1000 /* Mirror, glyph, etc. */
+#define CAVE_UNSAFE 0x2000 /* Might have trap */
+#define CAVE_IN_DETECT 0x4000 /* trap detected area (inner circle only) */
+
+/* Types of conversions */
+#define CONVERT_TYPE_FLOOR 0
+#define CONVERT_TYPE_WALL 1
+#define CONVERT_TYPE_INNER 2
+#define CONVERT_TYPE_OUTER 3
+#define CONVERT_TYPE_SOLID 4
+#define CONVERT_TYPE_STREAM1 5
+#define CONVERT_TYPE_STREAM2 6
+
/* Externs */
extern bool new_player_spot(void);
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);
+
+/* Types of doors */
+#define DOOR_DEFAULT -1
+#define DOOR_DOOR 0
+#define DOOR_GLASS_DOOR 1
+#define DOOR_CURTAIN 2
+
+#define MAX_DOOR_TYPES 3
+extern void place_closed_door(POSITION y, POSITION x, int type);
extern void place_secret_door(POSITION y, POSITION x, int type);
+
extern void place_locked_door(POSITION y, POSITION x);
-extern void try_door(int y, int x);
-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 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 bool get_is_floor(POSITION x, POSITION y);
+extern void set_floor(POSITION x, POSITION y);
+extern void place_bound_perm_wall(grid_type *g_ptr);
+
+extern bool is_known_trap(grid_type *g_ptr);
+extern bool is_hidden_door(grid_type *g_ptr);
+extern bool is_mirror_grid(grid_type *g_ptr);
+extern bool is_glyph_grid(grid_type *g_ptr);
+extern bool is_explosive_rune_grid(grid_type *g_ptr);
+
+extern bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode);
+
+/*!
+ * マス構造体のspecial要素を利用する地形かどうかを判定するマクロ / Is this feature has special meaning (except floor_id) with g_ptr->special?
+ */
+#define feat_uses_special(F) (have_flag(f_info[(F)].flags, FF_SPECIAL))
+
+/* grids.c */
+extern POSITION distance(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
+extern bool los(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
+extern void update_local_illumination(player_type *creature_ptr, POSITION y, POSITION x);
+extern bool player_can_see_bold(POSITION y, POSITION x);
+extern bool cave_valid_bold(POSITION y, POSITION x);
+extern bool no_lite(void);
+extern void map_info(POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp, TERM_COLOR *tap, SYMBOL_CODE *tcp);
+extern void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x);
+extern void note_spot(POSITION y, POSITION x);
+extern void lite_spot(POSITION y, POSITION x);
+extern void delayed_visual_update(void);
+extern void forget_flow(void);
+extern void update_flow(void);
+extern void update_smell(void);
+extern void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat);
+extern FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat);
+extern FEAT_IDX feat_state(FEAT_IDX feat, int action);
+extern void cave_alter_feat(POSITION y, POSITION x, int action);
+extern void remove_mirror(POSITION y, POSITION x);
+extern bool is_open(FEAT_IDX feat);
+extern bool check_local_illumination(POSITION y, POSITION x);
+
+extern bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode);
+extern bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode);
-extern void correct_dir(int *rdir, int *cdir, int y1, int x1, int y2, int x2);
-extern void rand_dir(int *rdir, int *cdir);
+/*!
+ * 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?
+ */
+#define darkened_grid(C) \
+ ((((C)->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && \
+ !p_ptr->see_nocto)
-extern bool get_is_floor(int x, int y);
-extern void set_floor(int x, int y);
+/*
+ * Get feature mimic from f_info[] (applying "mimic" field)
+ */
+#define get_feat_mimic(C) \
+ (f_info[(C)->mimic ? (C)->mimic : (C)->feat].mimic)
+
+/*
+ * This macro allows us to efficiently add a grid to the "lite" array,
+ * note that we are never called for illegal grids, or for grids which
+ * have already been placed into the "lite" array, and we are never
+ * called when the "lite" array is full.
+ */
+#define cave_lite_hack(Y,X) \
+{\
+ if (!(p_ptr->current_floor_ptr->grid_array[Y][X].info & (CAVE_LITE))) \
+ { \
+ p_ptr->current_floor_ptr->grid_array[Y][X].info |= (CAVE_LITE); \
+ p_ptr->current_floor_ptr->lite_y[p_ptr->current_floor_ptr->lite_n] = (Y); \
+ p_ptr->current_floor_ptr->lite_x[p_ptr->current_floor_ptr->lite_n++] = (X); \
+ } \
+}
+
+/*
+ * For delayed visual update
+ */
+#define cave_note_and_redraw_later(C,Y,X) \
+{\
+ (C)->info |= CAVE_NOTE; \
+ cave_redraw_later((C), (Y), (X)); \
+}
+
+/*
+ * For delayed visual update
+ */
+#define cave_redraw_later(C,Y,X) \
+{\
+ if (!((C)->info & CAVE_REDRAW)) \
+ { \
+ (C)->info |= CAVE_REDRAW; \
+ p_ptr->current_floor_ptr->redraw_y[p_ptr->current_floor_ptr->redraw_n] = (Y); \
+ p_ptr->current_floor_ptr->redraw_x[p_ptr->current_floor_ptr->redraw_n++] = (X); \
+ } \
+}
+
+ /*
+ * This macro allows us to efficiently add a grid to the "view" array,
+ * note that we are never called for illegal grids, or for grids which
+ * have already been placed into the "view" array, and we are never
+ * called when the "view" array is full.
+ */
+#define cave_view_hack(C,Y,X) \
+{\
+ if (!((C)->info & (CAVE_VIEW))){\
+ (C)->info |= (CAVE_VIEW); \
+ p_ptr->current_floor_ptr->view_y[p_ptr->current_floor_ptr->view_n] = (Y); \
+ p_ptr->current_floor_ptr->view_x[p_ptr->current_floor_ptr->view_n] = (X); \
+ p_ptr->current_floor_ptr->view_n++;}\
+}
-extern bool build_tunnel(POSITION row1, POSITION col1, POSITION row2, POSITION col2);
-extern bool build_tunnel2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff);