X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fgrid.h;h=01d6efe17efb89d5e79d82c29d1fb6c3dcac09bf;hb=refs%2Fheads%2Fmaster;hp=99f74c5bdb34aa09b054e089d75288435d88686d;hpb=3a4e8525fe54a39e71ac1d8ba58500332a7448d2;p=hengband%2Fhengband.git diff --git a/src/grid.h b/src/grid.h deleted file mode 100644 index 99f74c5bd..000000000 --- a/src/grid.h +++ /dev/null @@ -1,472 +0,0 @@ -#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 - * @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. - */ - - - /* - * A single "grid" in a Cave - * - * 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. - * - * 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 - * ">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 -- 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 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、 - * - */ - 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 - */ -typedef struct -{ - BIT_FLAGS info; - FEAT_IDX feat; - FEAT_IDX mimic; - s16b special; - u16b occurrence; -} grid_template_type; - -#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 feat_jammed_door_random(DOOR_TYPE) \ - (feat_door[(DOOR_TYPE)].num_jammed ? \ - feat_door[(DOOR_TYPE)].jammed[randint0(feat_door[(DOOR_TYPE)].num_jammed)] : feat_none) - -/* Macros */ -#define set_cave_feat(FL,Y,X,F) ((FL)->grid_array[(Y)][(X)].feat = (F)) -#define add_cave_info(FL,Y,X,I) ((FL)->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(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 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(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(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(F,Y,X) (F->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 is_inner_grid(C) ((C)->info & CAVE_INNER) -#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(F, 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(F, 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(F, 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(F, 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(F, 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(F, 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(F, 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(F, 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(F, Y, X) \ -{ \ - set_cave_feat(F,Y,X,feat_wall_solid); \ - F->grid_array[Y][X].info &= ~(CAVE_MASK); \ - add_cave_info(F,Y,X,CAVE_SOLID); \ - delete_monster(F, 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(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_SOLID); \ - delete_monster(F, 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(p_ptr->current_floor_ptr, 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_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 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_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 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 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(player_type *creature_ptr); - -/* 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 vault_traps(POSITION y, POSITION x, POSITION yd, POSITION xd, int num); - -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(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 */ -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 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(player_type *subject_ptr, 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(player_type *subject_ptr); -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(player_type *caster_ptr, POSITION y, POSITION x); -extern bool is_open(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); - - -/*! - * 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) - -/* - * 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(F,Y,X) \ -{\ - if (!((F)->grid_array[Y][X].info & (CAVE_LITE))) \ - { \ - (F)->grid_array[Y][X].info |= (CAVE_LITE); \ - (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) \ -{\ - (C)->info |= CAVE_NOTE; \ - cave_redraw_later(p_ptr->current_floor_ptr, (C), (Y), (X)); \ -} - -/* - * For delayed visual update - */ -#define cave_redraw_later(F,G,Y,X) \ -{\ - if (!((G)->info & CAVE_REDRAW)) \ - { \ - (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) \ -{\ - 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++;}\ -} -