/*
* A single "grid" in a Cave
*
- * Note that several aspects of the code restrict the actual current_floor_ptr->grid_array
+ * 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.
*
* 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
- * "current_floor_ptr->m_list" arrays, using "zero" when no monster/object is present.
+ * "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
struct grid_type
{
- BIT_FLAGS info; /* Hack -- current_floor_ptr->grid_array flags */
+ 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 current_floor_ptr->grid_array info
+ /*! 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、
*
/* Macros */
#define set_cave_feat(FL,Y,X,F) ((FL)->grid_array[(Y)][(X)].feat = (F))
-#define add_cave_info(Y,X,I) (current_floor_ptr->grid_array[(Y)][(X)].info |= (I))
+#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) (current_floor_ptr->grid_array[(Y)][(X)].info = (I)) */
+/*#define set_cave_info(Y,X,I) (p_ptr->current_floor_ptr->grid_array[(Y)][(X)].info = (I)) */
/*!
* @brief 指定座標に瓦礫を配置する
* @param Y 指定Y座標
* @param X 指定X座標
*/
-#define place_rubble(Y,X) set_cave_feat(current_floor_ptr,Y,X,feat_rubble)
+#define place_rubble(Y,X) set_cave_feat(p_ptr->current_floor_ptr,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) (current_floor_ptr->grid_array[Y][X].info & CAVE_FLOOR)
-#define is_extra_bold(Y,X) (current_floor_ptr->grid_array[Y][X].info & CAVE_EXTRA)
+#define is_floor_bold(Y,X) (p_ptr->current_floor_ptr->grid_array[Y][X].info & CAVE_FLOOR)
+#define is_extra_bold(Y,X) (p_ptr->current_floor_ptr->grid_array[Y][X].info & CAVE_EXTRA)
-#define is_inner_bold(Y,X) (current_floor_ptr->grid_array[Y][X].info & CAVE_INNER)
-#define is_outer_bold(Y,X) (current_floor_ptr->grid_array[Y][X].info & CAVE_OUTER)
-#define is_solid_bold(Y,X) (current_floor_ptr->grid_array[Y][X].info & CAVE_SOLID)
+#define is_inner_bold(Y,X) (p_ptr->current_floor_ptr->grid_array[Y][X].info & CAVE_INNER)
+#define is_outer_bold(Y,X) (p_ptr->current_floor_ptr->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(current_floor_ptr, Y,X,feat_ground_type[randint0(100)]); \
- current_floor_ptr->grid_array[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_extra_bold(Y, X) \
{ \
- set_cave_feat(current_floor_ptr, Y,X,feat_wall_type[randint0(100)]); \
- current_floor_ptr->grid_array[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_perm_bold(Y, X) \
{ \
set_cave_feat(floor_ptr, Y,X,feat_permanent); \
- current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
+ p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
add_cave_info(Y,X,CAVE_EXTRA); \
delete_monster(Y, X); \
}
{ \
feature_type *_f_ptr; \
set_cave_feat(floor_ptr, Y,X,feat_wall_type[randint0(100)]); \
- _f_ptr = &f_info[current_floor_ptr->grid_array[Y][X].feat]; \
- if (permanent_wall(_f_ptr)) current_floor_ptr->grid_array[Y][X].feat = feat_state(current_floor_ptr->grid_array[Y][X].feat, FF_UNPERM); \
- current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
+ _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(current_floor_ptr, Y,X,feat_wall_inner); \
- current_floor_ptr->grid_array[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(current_floor_ptr, Y,X,feat_permanent); \
- current_floor_ptr->grid_array[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(current_floor_ptr, Y,X,feat_wall_outer); \
- current_floor_ptr->grid_array[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(floor_ptr, Y,X,feat_permanent); \
- current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
+ 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(current_floor_ptr, Y, X, (s16b)feat_state(feat_wall_outer, FF_UNPERM)); \
- else set_cave_feat(current_floor_ptr, Y,X,feat_wall_outer); \
- current_floor_ptr->grid_array[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(current_floor_ptr, Y,X,feat_wall_solid); \
- current_floor_ptr->grid_array[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(floor_ptr, Y,X,feat_permanent); \
- current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
+ 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 ((current_floor_ptr->grid_array[Y][X].info & CAVE_VAULT) && permanent_wall(_f_ptr)) \
- set_cave_feat(current_floor_ptr, Y, X, feat_state(feat_wall_solid, FF_UNPERM)); \
- else set_cave_feat(current_floor_ptr, Y,X,feat_wall_solid); \
- current_floor_ptr->grid_array[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); \
}
#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 current_floor_ptr->grid_array generation */
+ /* 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_VAULT 0x4000
#define CAVE_MASK (CAVE_FLOOR | CAVE_EXTRA | CAVE_INNER | CAVE_OUTER | CAVE_SOLID | CAVE_VAULT)
-/* Used only after current_floor_ptr->grid_array generation */
+/* 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_lite_hack(Y,X) \
{\
- if (!(current_floor_ptr->grid_array[Y][X].info & (CAVE_LITE))) \
+ if (!(p_ptr->current_floor_ptr->grid_array[Y][X].info & (CAVE_LITE))) \
{ \
- current_floor_ptr->grid_array[Y][X].info |= (CAVE_LITE); \
- current_floor_ptr->lite_y[current_floor_ptr->lite_n] = (Y); \
- current_floor_ptr->lite_x[current_floor_ptr->lite_n++] = (X); \
+ 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); \
} \
}
if (!((C)->info & CAVE_REDRAW)) \
{ \
(C)->info |= CAVE_REDRAW; \
- current_floor_ptr->redraw_y[current_floor_ptr->redraw_n] = (Y); \
- current_floor_ptr->redraw_x[current_floor_ptr->redraw_n++] = (X); \
+ 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); \
} \
}
{\
if (!((C)->info & (CAVE_VIEW))){\
(C)->info |= (CAVE_VIEW); \
- current_floor_ptr->view_y[current_floor_ptr->view_n] = (Y); \
- current_floor_ptr->view_x[current_floor_ptr->view_n] = (X); \
- current_floor_ptr->view_n++;}\
+ 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++;}\
}