5 * @brief ダンジョンの生成処理の基幹部分ヘッダーファイル
8 * Purpose: header file for grid.c, used only in dungeon generation
9 * files (generate.c, rooms.c)
11 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
12 * This software may be copied and distributed for educational, research, and
13 * not for profit purposes provided that this copyright and statement are
14 * included in all such copies.
19 * A single "grid" in a Cave
21 * Note that several aspects of the code restrict the actual p_ptr->current_floor_ptr->grid_array
22 * to a max size of 256 by 256. In partcular, locations are often
23 * saved as bytes, limiting each coordinate to the 0-255 range.
25 * The "o_idx" and "m_idx" fields are very interesting. There are
26 * many places in the code where we need quick access to the actual
27 * monster or object(s) in a given grid. The easiest way to
28 * do this is to simply keep the index of the monster and object
29 * (if any) with the grid, but this takes 198*66*4 bytes of memory.
30 * Several other methods come to mind, which require only half this
31 * amound of memory, but they all seem rather complicated, and would
32 * probably add enough code that the savings would be lost. So for
33 * these reasons, we simply store an index into the "o_list" and
34 * "p_ptr->current_floor_ptr->m_list" arrays, using "zero" when no monster/object is present.
36 * Note that "o_idx" is the index of the top object in a stack of
37 * objects, using the "next_o_idx" field of objects (see below) to
38 * create the singly linked list of objects. If "o_idx" is zero
39 * then there are no objects in the grid.
41 * Note the special fields for the "MONSTER_FLOW" code.
44 typedef struct player_type player_type; // TODO: Delete Finally.
46 typedef struct grid_type grid_type;
50 BIT_FLAGS info; /* Hack -- p_ptr->current_floor_ptr->grid_array flags */
52 FEAT_IDX feat; /* Hack -- feature type */
53 OBJECT_IDX o_idx; /* Object in this grid */
54 MONSTER_IDX m_idx; /* Monster in this grid */
56 /*! 地形の特別な情報を保存する / Special p_ptr->current_floor_ptr->grid_array info
57 * 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、
58 * 各ダンジョン入口の移行先ダンジョンID、
63 FEAT_IDX mimic; /* Feature to mimic */
65 byte cost; /* Hack -- cost of flowing */
66 byte dist; /* Hack -- distance from player */
67 byte when; /* Hack -- when cost was computed */
71 * A structure type for terrain template of saving dungeon floor
82 /* This should not be used */
83 /*#define set_cave_info(Y,X,I) (p_ptr->current_floor_ptr->grid_array[(Y)][(X)].info = (I)) */
85 #define feat_locked_door_random(DOOR_TYPE) \
86 (feat_door[(DOOR_TYPE)].num_locked ? \
87 feat_door[(DOOR_TYPE)].locked[randint0(feat_door[(DOOR_TYPE)].num_locked)] : feat_none)
89 #define feat_jammed_door_random(DOOR_TYPE) \
90 (feat_door[(DOOR_TYPE)].num_jammed ? \
91 feat_door[(DOOR_TYPE)].jammed[randint0(feat_door[(DOOR_TYPE)].num_jammed)] : feat_none)
94 #define set_cave_feat(FL,Y,X,F) ((FL)->grid_array[(Y)][(X)].feat = (F))
95 #define add_cave_info(FL,Y,X,I) ((FL)->grid_array[(Y)][(X)].info |= (I))
102 #define place_rubble(F,Y,X) set_cave_feat(F,Y,X,feat_rubble)
105 * @brief 指定座標がFLOOR属性を持ったマスかどうかを返す
108 * @return FLOOR属性を持っているならばTRUE
110 #define is_floor_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_FLOOR)
111 #define is_extra_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_EXTRA)
113 #define is_inner_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_INNER)
114 #define is_outer_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_OUTER)
115 #define is_solid_bold(F,Y,X) (F->grid_array[Y][X].info & CAVE_SOLID)
117 #define is_floor_grid(C) ((C)->info & CAVE_FLOOR)
118 #define is_extra_grid(C) ((C)->info & CAVE_EXTRA)
119 #define is_inner_grid(C) ((C)->info & CAVE_INNER)
120 #define is_outer_grid(C) ((C)->info & CAVE_OUTER)
121 #define is_solid_grid(C) ((C)->info & CAVE_SOLID)
123 #define place_floor_bold(F, Y, X) \
125 set_cave_feat((F), Y,X,feat_ground_type[randint0(100)]); \
126 (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
127 add_cave_info((F), Y,X,CAVE_FLOOR); \
128 delete_monster(Y, X); \
131 #define place_floor_grid(C) \
133 (C)->feat = feat_ground_type[randint0(100)]; \
134 (C)->info &= ~(CAVE_MASK); \
135 (C)->info |= CAVE_FLOOR; \
136 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
139 #define place_extra_bold(F, Y, X) \
141 set_cave_feat((F), Y,X,feat_wall_type[randint0(100)]); \
142 (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
143 add_cave_info((F), Y,X,CAVE_EXTRA); \
144 delete_monster(Y, X); \
147 #define place_extra_grid(C) \
149 (C)->feat = feat_wall_type[randint0(100)]; \
150 (C)->info &= ~(CAVE_MASK); \
151 (C)->info |= CAVE_EXTRA; \
152 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
155 #define place_extra_perm_bold(Y, X) \
157 set_cave_feat(floor_ptr, Y,X,feat_permanent); \
158 p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
159 add_cave_info(p_ptr->current_floor_ptr, Y,X,CAVE_EXTRA); \
160 delete_monster(Y, X); \
163 #define place_extra_perm_grid(C) \
165 (C)->feat = feat_permanent; \
166 (C)->info &= ~(CAVE_MASK); \
167 (C)->info |= CAVE_EXTRA; \
168 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
171 #define place_extra_noperm_bold(F, Y, X) \
173 feature_type *_f_ptr; \
174 set_cave_feat((F), Y,X,feat_wall_type[randint0(100)]); \
175 _f_ptr = &f_info[(F)->grid_array[Y][X].feat]; \
176 if (permanent_wall(_f_ptr)) (F)->grid_array[Y][X].feat = feat_state((F)->grid_array[Y][X].feat, FF_UNPERM); \
177 (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
178 add_cave_info((F), Y, X, CAVE_EXTRA); \
179 delete_monster(Y, X); \
182 #define place_inner_bold(F, Y, X) \
184 set_cave_feat((F), Y, X, feat_wall_inner); \
185 (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
186 add_cave_info((F), Y, X, CAVE_INNER); \
187 delete_monster(Y, X); \
190 #define place_inner_grid(C) \
192 (C)->feat = feat_wall_inner; \
193 (C)->info &= ~(CAVE_MASK); \
194 (C)->info |= CAVE_INNER; \
195 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
198 #define place_inner_perm_bold(F, Y, X) \
200 set_cave_feat(F, Y,X,feat_permanent); \
201 (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
202 add_cave_info((F), Y,X,CAVE_INNER); \
203 delete_monster(Y, X); \
206 #define place_inner_perm_grid(C) \
208 (C)->feat = feat_permanent; \
209 (C)->info &= ~(CAVE_MASK); \
210 (C)->info |= CAVE_INNER; \
211 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
214 #define place_outer_bold(F, Y, X) \
216 set_cave_feat((F), Y, X, feat_wall_outer); \
217 (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
218 add_cave_info((F), Y,X,CAVE_OUTER); \
219 delete_monster(Y, X); \
222 #define place_outer_grid(C) \
224 (C)->feat = feat_wall_outer; \
225 (C)->info &= ~(CAVE_MASK); \
226 (C)->info |= CAVE_OUTER; \
227 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
230 #define place_outer_perm_bold(F, Y, X) \
232 set_cave_feat(F, Y, X, feat_permanent); \
233 (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
234 add_cave_info((F), Y,X,CAVE_OUTER); \
235 delete_monster(Y, X); \
238 #define place_outer_perm_grid(C) \
240 (C)->feat = feat_permanent; \
241 (C)->info &= ~(CAVE_MASK); \
242 (C)->info |= CAVE_OUTER; \
243 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
246 #define place_outer_noperm_bold(F, Y, X) \
248 feature_type *_f_ptr = &f_info[feat_wall_outer]; \
249 if (permanent_wall(_f_ptr)) set_cave_feat((F), Y, X, (s16b)feat_state(feat_wall_outer, FF_UNPERM)); \
250 else set_cave_feat((F), Y,X,feat_wall_outer); \
251 (F)->grid_array[Y][X].info &= ~(CAVE_MASK); \
252 add_cave_info((F), Y,X,(CAVE_OUTER | CAVE_VAULT)); \
253 delete_monster(Y, X); \
256 #define place_outer_noperm_grid(C) \
258 feature_type *_f_ptr = &f_info[feat_wall_outer]; \
259 if (permanent_wall(_f_ptr)) (C)->feat = (s16b)feat_state(feat_wall_outer, FF_UNPERM); \
260 else (C)->feat = feat_wall_outer; \
261 (C)->info &= ~(CAVE_MASK); \
262 (C)->info |= (CAVE_OUTER | CAVE_VAULT); \
263 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
266 #define place_solid_bold(Y, X) \
268 set_cave_feat(p_ptr->current_floor_ptr, Y,X,feat_wall_solid); \
269 p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
270 add_cave_info(p_ptr->current_floor_ptr, Y,X,CAVE_SOLID); \
271 delete_monster(Y, X); \
274 #define place_solid_grid(C) \
276 (C)->feat = feat_wall_solid; \
277 (C)->info &= ~(CAVE_MASK); \
278 (C)->info |= CAVE_SOLID; \
279 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
282 #define place_solid_perm_bold(Y, X) \
284 set_cave_feat(floor_ptr, Y,X,feat_permanent); \
285 p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
286 add_cave_info(p_ptr->current_floor_ptr, Y,X,CAVE_SOLID); \
287 delete_monster(Y, X); \
290 #define place_solid_perm_grid(C) \
292 (C)->feat = feat_permanent; \
293 (C)->info &= ~(CAVE_MASK); \
294 (C)->info |= CAVE_SOLID; \
295 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
298 #define place_solid_noperm_bold(Y, X) \
300 feature_type *_f_ptr = &f_info[feat_wall_solid]; \
301 if ((p_ptr->current_floor_ptr->grid_array[Y][X].info & CAVE_VAULT) && permanent_wall(_f_ptr)) \
302 set_cave_feat(p_ptr->current_floor_ptr, Y, X, feat_state(feat_wall_solid, FF_UNPERM)); \
303 else set_cave_feat(p_ptr->current_floor_ptr, Y,X,feat_wall_solid); \
304 p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \
305 add_cave_info(p_ptr->current_floor_ptr, Y,X,CAVE_SOLID); \
306 delete_monster(Y, X); \
309 #define place_solid_noperm_grid(C) \
311 feature_type *_f_ptr = &f_info[feat_wall_solid]; \
312 if (((C)->info & CAVE_VAULT) && permanent_wall(_f_ptr)) \
313 (C)->feat = feat_state(feat_wall_solid, FF_UNPERM); \
314 else (C)->feat = feat_wall_solid; \
315 (C)->info &= ~(CAVE_MASK); \
316 (C)->info |= CAVE_SOLID; \
317 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
322 * 特殊なマス状態フラグ / Special grid flags
324 #define CAVE_MARK 0x0001 /*!< 現在プレイヤーの記憶に収まっている / memorized feature */
325 #define CAVE_GLOW 0x0002 /*!< マス自体が光源を持っている / self-illuminating */
326 #define CAVE_ICKY 0x0004 /*!< 生成されたVaultの一部である / part of a vault */
327 #define CAVE_ROOM 0x0008 /*!< 生成された部屋の一部である / part of a room */
328 #define CAVE_LITE 0x0010 /*!< 現在光に照らされている / lite flag */
329 #define CAVE_VIEW 0x0020 /*!< 現在プレイヤーの視界に収まっている / view flag */
330 #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 */
331 #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 */
332 #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 */
333 #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 */
335 /* Used only while p_ptr->current_floor_ptr->grid_array generation */
336 #define CAVE_FLOOR 0x0200 /*!< フロア属性のあるマス */
337 #define CAVE_EXTRA 0x0400
338 #define CAVE_INNER 0x0800
339 #define CAVE_OUTER 0x1000
340 #define CAVE_SOLID 0x2000
341 #define CAVE_VAULT 0x4000
342 #define CAVE_MASK (CAVE_FLOOR | CAVE_EXTRA | CAVE_INNER | CAVE_OUTER | CAVE_SOLID | CAVE_VAULT)
344 /* Used only after p_ptr->current_floor_ptr->grid_array generation */
345 #define CAVE_KNOWN 0x0200 /* Directly viewed or map detected flag */
346 #define CAVE_NOTE 0x0400 /* Flag for delayed visual update (needs note_spot()) */
347 #define CAVE_REDRAW 0x0800 /* Flag for delayed visual update (needs lite_spot()) */
348 #define CAVE_OBJECT 0x1000 /* Mirror, glyph, etc. */
349 #define CAVE_UNSAFE 0x2000 /* Might have trap */
350 #define CAVE_IN_DETECT 0x4000 /* trap detected area (inner circle only) */
352 /* Types of conversions */
353 #define CONVERT_TYPE_FLOOR 0
354 #define CONVERT_TYPE_WALL 1
355 #define CONVERT_TYPE_INNER 2
356 #define CONVERT_TYPE_OUTER 3
357 #define CONVERT_TYPE_SOLID 4
358 #define CONVERT_TYPE_STREAM1 5
359 #define CONVERT_TYPE_STREAM2 6
363 extern bool new_player_spot(player_type *creature_ptr);
365 extern void place_random_door(POSITION y, POSITION x, bool room);
368 #define DOOR_DEFAULT -1
370 #define DOOR_GLASS_DOOR 1
371 #define DOOR_CURTAIN 2
373 #define MAX_DOOR_TYPES 3
374 extern void place_closed_door(POSITION y, POSITION x, int type);
377 extern void try_door(POSITION y, POSITION x);
378 extern void place_floor(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light);
379 extern void place_room(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light);
380 extern void vault_objects(POSITION y, POSITION x, int num);
381 extern void vault_trap_aux(POSITION y, POSITION x, POSITION yd, POSITION xd);
382 extern void vault_traps(POSITION y, POSITION x, POSITION yd, POSITION xd, int num);
384 extern bool get_is_floor(POSITION x, POSITION y);
385 extern void set_floor(POSITION x, POSITION y);
386 extern void place_bound_perm_wall(grid_type *g_ptr);
388 extern bool is_known_trap(grid_type *g_ptr);
389 extern bool is_hidden_door(grid_type *g_ptr);
390 extern bool is_mirror_grid(grid_type *g_ptr);
391 extern bool is_glyph_grid(grid_type *g_ptr);
392 extern bool is_explosive_rune_grid(grid_type *g_ptr);
394 extern bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode);
397 * 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?
399 #define feat_uses_special(F) (have_flag(f_info[(F)].flags, FF_SPECIAL))
402 extern POSITION distance(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
403 extern void update_local_illumination(player_type *creature_ptr, POSITION y, POSITION x);
404 extern bool player_can_see_bold(POSITION y, POSITION x);
405 extern bool no_lite(void);
406 extern void map_info(POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp, TERM_COLOR *tap, SYMBOL_CODE *tcp);
407 extern void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x);
408 extern void note_spot(POSITION y, POSITION x);
409 extern void lite_spot(POSITION y, POSITION x);
410 extern void delayed_visual_update(void);
411 extern void update_flow(void);
412 extern FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat);
413 extern FEAT_IDX feat_state(FEAT_IDX feat, int action);
414 extern void cave_alter_feat(POSITION y, POSITION x, int action);
415 extern void remove_mirror(POSITION y, POSITION x);
416 extern bool is_open(FEAT_IDX feat);
417 extern bool check_local_illumination(POSITION y, POSITION x);
419 extern bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode);
420 extern bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode);
424 * 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?
426 #define darkened_grid(C) \
427 ((((C)->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && \
431 * Get feature mimic from f_info[] (applying "mimic" field)
433 #define get_feat_mimic(C) \
434 (f_info[(C)->mimic ? (C)->mimic : (C)->feat].mimic)
437 * This macro allows us to efficiently add a grid to the "lite" array,
438 * note that we are never called for illegal grids, or for grids which
439 * have already been placed into the "lite" array, and we are never
440 * called when the "lite" array is full.
442 #define cave_lite_hack(F, Y,X) \
444 if (!((F)->grid_array[Y][X].info & (CAVE_LITE))) \
446 (F)->grid_array[Y][X].info |= (CAVE_LITE); \
447 (F)->lite_y[p_ptr->current_floor_ptr->lite_n] = (Y); \
448 (F)->lite_x[p_ptr->current_floor_ptr->lite_n++] = (X); \
453 * For delayed visual update
455 #define cave_note_and_redraw_later(C,Y,X) \
457 (C)->info |= CAVE_NOTE; \
458 cave_redraw_later((C), (Y), (X)); \
462 * For delayed visual update
464 #define cave_redraw_later(C,Y,X) \
466 if (!((C)->info & CAVE_REDRAW)) \
468 (C)->info |= CAVE_REDRAW; \
469 p_ptr->current_floor_ptr->redraw_y[p_ptr->current_floor_ptr->redraw_n] = (Y); \
470 p_ptr->current_floor_ptr->redraw_x[p_ptr->current_floor_ptr->redraw_n++] = (X); \
475 * This macro allows us to efficiently add a grid to the "view" array,
476 * note that we are never called for illegal grids, or for grids which
477 * have already been placed into the "view" array, and we are never
478 * called when the "view" array is full.
480 #define cave_view_hack(C,Y,X) \
482 if (!((C)->info & (CAVE_VIEW))){\
483 (C)->info |= (CAVE_VIEW); \
484 p_ptr->current_floor_ptr->view_y[p_ptr->current_floor_ptr->view_n] = (Y); \
485 p_ptr->current_floor_ptr->view_x[p_ptr->current_floor_ptr->view_n] = (X); \
486 p_ptr->current_floor_ptr->view_n++;}\