/*
* A single "grid" in a Cave
*
- * Note that several aspects of the code restrict the actual p_ptr->current_floor_ptr->grid_array
+ * Note that several aspects of the code restrict the actual grid
* 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
- * "p_ptr->current_floor_ptr->m_list" arrays, using "zero" when no monster/object is present.
+ * ">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 -- p_ptr->current_floor_ptr->grid_array flags */
+ BIT_FLAGS info; /* Hack -- grid 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
+ /*! 地形の特別な情報を保存する / Special grid 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、
*
u16b occurrence;
} grid_template_type;
-/* This should not be used */
-/*#define set_cave_info(Y,X,I) (p_ptr->current_floor_ptr->grid_array[(Y)][(X)].info = (I)) */
-
#define feat_locked_door_random(DOOR_TYPE) \
(feat_door[(DOOR_TYPE)].num_locked ? \
feat_door[(DOOR_TYPE)].locked[randint0(feat_door[(DOOR_TYPE)].num_locked)] : feat_none)
#define is_outer_grid(C) ((C)->info & CAVE_OUTER)
#define is_solid_grid(C) ((C)->info & CAVE_SOLID)
-#define place_floor_bold(F, Y, X) \
-{ \
- set_cave_feat((F), Y,X,feat_ground_type[randint0(100)]); \
- (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
- add_cave_info((F), Y,X,CAVE_FLOOR); \
- delete_monster(Y, X); \
-}
-
-#define place_floor_grid(C) \
-{ \
- (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(F, Y, X) \
-{ \
- set_cave_feat((F), Y,X,feat_wall_type[randint0(100)]); \
- (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
- add_cave_info((F), Y,X,CAVE_EXTRA); \
- delete_monster(Y, X); \
-}
-
-#define place_extra_grid(C) \
-{ \
- (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(F, Y, X) \
-{ \
- set_cave_feat(F, Y, X,feat_permanent); \
- (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
- add_cave_info(F, Y, X, CAVE_EXTRA); \
- delete_monster(Y, X); \
-}
-
-#define place_extra_perm_grid(C) \
-{ \
- (C)->feat = feat_permanent; \
- (C)->info &= ~(CAVE_MASK); \
- (C)->info |= CAVE_EXTRA; \
- if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
-}
-
-#define place_extra_noperm_bold(F, Y, X) \
-{ \
- feature_type *_f_ptr; \
- set_cave_feat((F), Y,X,feat_wall_type[randint0(100)]); \
- _f_ptr = &f_info[(F)->grid_array[Y][X].feat]; \
- if (permanent_wall(_f_ptr)) (F)->grid_array[Y][X].feat = feat_state((F)->grid_array[Y][X].feat, FF_UNPERM); \
- (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
- add_cave_info((F), Y, X, CAVE_EXTRA); \
- delete_monster(Y, X); \
-}
-
-#define place_inner_bold(F, Y, X) \
-{ \
- set_cave_feat((F), Y, X, feat_wall_inner); \
- (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
- add_cave_info((F), Y, X, CAVE_INNER); \
- delete_monster(Y, X); \
-}
-
-#define place_inner_grid(C) \
-{ \
- (C)->feat = feat_wall_inner; \
- (C)->info &= ~(CAVE_MASK); \
- (C)->info |= CAVE_INNER; \
- if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
-}
-
-#define place_inner_perm_bold(F, Y, X) \
-{ \
- set_cave_feat(F, Y,X,feat_permanent); \
- (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
- add_cave_info((F), Y,X,CAVE_INNER); \
- delete_monster(Y, X); \
-}
-
-#define place_inner_perm_grid(C) \
-{ \
- (C)->feat = feat_permanent; \
- (C)->info &= ~(CAVE_MASK); \
- (C)->info |= CAVE_INNER; \
- if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
-}
-
-#define place_outer_bold(F, Y, X) \
-{ \
- set_cave_feat((F), Y, X, feat_wall_outer); \
- (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
- add_cave_info((F), Y,X,CAVE_OUTER); \
- delete_monster(Y, X); \
-}
-
-#define place_outer_grid(C) \
-{ \
- (C)->feat = feat_wall_outer; \
- (C)->info &= ~(CAVE_MASK); \
- (C)->info |= CAVE_OUTER; \
- if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
-}
-
-#define place_outer_perm_bold(F, Y, X) \
-{ \
- set_cave_feat(F, Y, X, feat_permanent); \
- (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
- add_cave_info((F), Y,X,CAVE_OUTER); \
- delete_monster(Y, X); \
-}
-
-#define place_outer_perm_grid(C) \
-{ \
- (C)->feat = feat_permanent; \
- (C)->info &= ~(CAVE_MASK); \
- (C)->info |= CAVE_OUTER; \
- if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
-}
-
-#define place_outer_noperm_bold(F, Y, X) \
-{ \
- feature_type *_f_ptr = &f_info[feat_wall_outer]; \
- if (permanent_wall(_f_ptr)) set_cave_feat((F), Y, X, (s16b)feat_state(feat_wall_outer, FF_UNPERM)); \
- else set_cave_feat((F), Y,X,feat_wall_outer); \
- (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
- add_cave_info((F), Y,X,(CAVE_OUTER | CAVE_VAULT)); \
- delete_monster(Y, X); \
-}
-
-#define place_outer_noperm_grid(C) \
-{ \
- feature_type *_f_ptr = &f_info[feat_wall_outer]; \
- 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); \
- if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
-}
-
-#define place_solid_bold(Y, X) \
-{ \
- 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(p_ptr->current_floor_ptr, Y,X,CAVE_SOLID); \
- delete_monster(Y, X); \
-}
-
-#define place_solid_grid(C) \
-{ \
- (C)->feat = feat_wall_solid; \
- (C)->info &= ~(CAVE_MASK); \
- (C)->info |= CAVE_SOLID; \
- if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
-}
-
-#define place_solid_perm_bold(Y, X) \
-{ \
- set_cave_feat(floor_ptr, Y,X,feat_permanent); \
- p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
- add_cave_info(p_ptr->current_floor_ptr, Y,X,CAVE_SOLID); \
- delete_monster(Y, X); \
-}
-
-#define place_solid_perm_grid(C) \
-{ \
- (C)->feat = feat_permanent; \
- (C)->info &= ~(CAVE_MASK); \
- (C)->info |= CAVE_SOLID; \
- if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
-}
-
-#define place_solid_noperm_bold(Y, X) \
-{ \
- feature_type *_f_ptr = &f_info[feat_wall_solid]; \
- 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(p_ptr->current_floor_ptr, Y,X,CAVE_SOLID); \
- delete_monster(Y, X); \
-}
-
-#define place_solid_noperm_grid(C) \
-{ \
- feature_type *_f_ptr = &f_info[feat_wall_solid]; \
- if (((C)->info & CAVE_VAULT) && permanent_wall(_f_ptr)) \
- (C)->feat = feat_state(feat_wall_solid, FF_UNPERM); \
- else (C)->feat = feat_wall_solid; \
- (C)->info &= ~(CAVE_MASK); \
- (C)->info |= CAVE_SOLID; \
- if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
-}
-
-
/*
* 特殊なマス状態フラグ / Special grid flags
*/
#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 */
+/* Used only while floor 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 p_ptr->current_floor_ptr->grid_array generation */
+/* Used only after floor 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 MAX_DOOR_TYPES 3
-extern void vault_objects(POSITION y, POSITION x, int num);
-extern void vault_traps(POSITION y, POSITION x, POSITION yd, POSITION xd, int num);
+extern void place_bound_perm_wall(player_type *player_ptr, grid_type *g_ptr);
-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_known_trap(player_type *player_ptr, grid_type *g_ptr);
+extern bool is_hidden_door(player_type *player_ptr, 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);
+extern bool player_can_enter(player_type *creature_ptr, 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 */
+/*!
+ * grids.c
+ * ここにfloor_type を引数として加えるとコンパイルエラー
+ */
extern POSITION distance(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 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 update_flow(void);
-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 no_lite(player_type *creature_ptr);
+extern void print_rel(player_type *subject_ptr, SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x);
+extern void note_spot(player_type *player_ptr, POSITION y, POSITION x);
+extern void lite_spot(player_type *player_ptr, POSITION y, POSITION x);
+extern void update_flow(player_type *subject_ptr);
+extern FEAT_IDX feat_state(player_type *player_ptr, FEAT_IDX feat, int action);
+extern void cave_alter_feat(player_type *player_ptr, POSITION y, POSITION x, int action);
+extern void remove_mirror(player_type *caster_ptr, POSITION y, POSITION x);
+extern bool is_open(player_type *player_ptr, FEAT_IDX feat);
extern bool check_local_illumination(player_type *creature_ptr, 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 bool cave_monster_teleportable_bold(player_type *player_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode);
+extern bool cave_player_teleportable_bold(player_type *player_ptr, POSITION y, POSITION x, BIT_FLAGS mode);
-/*!
- * 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)
+typedef enum grid_bold_type
+{
+ gb_floor,
+ gb_extra,
+ gb_extra_perm,
+ gb_inner,
+ gb_inner_perm,
+ gb_outer,
+ gb_outer_noperm,
+ gb_solid,
+ gb_solid_perm,
+ gb_solid_noperm
+} grid_bold_type;
+
+extern void place_grid(player_type *player_ptr, grid_type *g_ptr, grid_bold_type pg_type);
+extern bool darkened_grid(player_type *player_ptr, grid_type *g_ptr);
+extern void delete_monster(player_type *player_ptr, POSITION y, POSITION x);
+extern void place_bold(player_type *player_ptr, POSITION y, POSITION x, grid_bold_type gh_type);
/*
* Get feature mimic from f_info[] (applying "mimic" field)
* have already been placed into the "lite" array, and we are never
* called when the "lite" array is full.
*/
-#define cave_lite_hack(F, Y,X) \
+#define cave_lite_hack(F,Y,X) \
{\
if (!((F)->grid_array[Y][X].info & (CAVE_LITE))) \
{ \
(F)->grid_array[Y][X].info |= (CAVE_LITE); \
- (F)->lite_y[p_ptr->current_floor_ptr->lite_n] = (Y); \
- (F)->lite_x[p_ptr->current_floor_ptr->lite_n++] = (X); \
+ (F)->lite_y[(F)->lite_n] = (Y); \
+ (F)->lite_x[(F)->lite_n++] = (X); \
} \
}
/*
* For delayed visual update
*/
-#define cave_note_and_redraw_later(C,Y,X) \
+#define cave_note_and_redraw_later(F,C,Y,X) \
{\
(C)->info |= CAVE_NOTE; \
- cave_redraw_later((C), (Y), (X)); \
+ cave_redraw_later((F), (C), (Y), (X)); \
}
/*
- * For delayed visual update
- */
-#define cave_redraw_later(C,Y,X) \
+* For delayed visual update
+*/
+#define cave_redraw_later(F,G,Y,X) \
{\
- if (!((C)->info & CAVE_REDRAW)) \
+ if (!((G)->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); \
+ (G)->info |= CAVE_REDRAW; \
+ (F)->redraw_y[(F)->redraw_n] = (Y); \
+ (F)->redraw_x[(F)->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) \
+/*
+ * 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(F,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++;}\
+ (F)->view_y[(F)->view_n] = (Y); \
+ (F)->view_x[(F)->view_n] = (X); \
+ (F)->view_n++;}\
}
-