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[hengband/hengband.git] / src / grid.h
1 /*
2  * File: grid.h
3  * Purpose: header file for grid.c, used only in dungeon generation
4  * files (generate.c, rooms.c)
5  */
6
7 /*
8  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
9  *
10  * This software may be copied and distributed for educational, research, and
11  * not for profit purposes provided that this copyright and statement are
12  * included in all such copies.
13  */
14
15
16 /* Macros */
17
18 #define set_cave_feat(Y,X,F)    (cave[(Y)][(X)].feat = (F))
19 #define add_cave_info(Y,X,I)    (cave[(Y)][(X)].info |= (I))
20
21 /* This should not be used */
22 /*#define set_cave_info(Y,X,I)    (cave[(Y)][(X)].info = (I)) */
23
24 #define place_rubble(Y,X)       set_cave_feat(Y,X,feat_rubble)
25 #define place_up_stairs(Y,X)    set_cave_feat(Y,X,feat_up_stair)
26 #define place_down_stairs(Y,X)  set_cave_feat(Y,X,feat_down_stair)
27
28 #define is_floor_bold(Y,X) (cave[Y][X].info & CAVE_FLOOR)
29 #define is_extra_bold(Y,X) (cave[Y][X].info & CAVE_EXTRA)
30 #define is_inner_bold(Y,X) (cave[Y][X].info & CAVE_INNER)
31 #define is_outer_bold(Y,X) (cave[Y][X].info & CAVE_OUTER)
32 #define is_solid_bold(Y,X) (cave[Y][X].info & CAVE_SOLID)
33
34 #define is_floor_grid(C) ((C)->info & CAVE_FLOOR)
35 #define is_extra_grid(C) ((C)->info & CAVE_EXTRA)
36 #define is_inner_grid(C) ((C)->info & CAVE_INNER)
37 #define is_outer_grid(C) ((C)->info & CAVE_OUTER)
38 #define is_solid_grid(C) ((C)->info & CAVE_SOLID)
39
40 #define place_floor_bold(Y, X) \
41 { \
42         set_cave_feat(Y,X,floor_type[randint0(100)]); \
43         cave[Y][X].info &= ~(CAVE_MASK); \
44         add_cave_info(Y,X,CAVE_FLOOR); \
45         delete_monster(Y, X); \
46 }
47
48 #define place_floor_grid(C) \
49 { \
50         (C)->feat = floor_type[randint0(100)]; \
51         (C)->info &= ~(CAVE_MASK); \
52         (C)->info |= CAVE_FLOOR; \
53         if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
54 }
55
56 #define place_extra_bold(Y, X) \
57 { \
58         set_cave_feat(Y,X,fill_type[randint0(100)]); \
59         cave[Y][X].info &= ~(CAVE_MASK); \
60         add_cave_info(Y,X,CAVE_EXTRA); \
61         delete_monster(Y, X); \
62 }
63
64 #define place_extra_grid(C) \
65 { \
66         (C)->feat = fill_type[randint0(100)]; \
67         (C)->info &= ~(CAVE_MASK); \
68         (C)->info |= CAVE_EXTRA; \
69         if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
70 }
71
72 #define place_extra_perm_bold(Y, X) \
73 { \
74         set_cave_feat(Y,X,feat_permanent); \
75         cave[Y][X].info &= ~(CAVE_MASK); \
76         add_cave_info(Y,X,CAVE_EXTRA); \
77         delete_monster(Y, X); \
78 }
79
80 #define place_extra_perm_grid(C) \
81 { \
82         (C)->feat = feat_permanent; \
83         (C)->info &= ~(CAVE_MASK); \
84         (C)->info |= CAVE_EXTRA; \
85         if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
86 }
87
88 #define place_extra_noperm_bold(Y, X) \
89 { \
90         feature_type *_f_ptr; \
91         set_cave_feat(Y,X,fill_type[randint0(100)]); \
92         _f_ptr = &f_info[cave[Y][X].feat]; \
93         if (permanent_wall(_f_ptr)) cave[Y][X].feat = feat_state(cave[Y][X].feat, FF_UNPERM); \
94         cave[Y][X].info &= ~(CAVE_MASK); \
95         add_cave_info(Y,X,CAVE_EXTRA); \
96         delete_monster(Y, X); \
97 }
98
99 #define place_inner_bold(Y, X) \
100 { \
101         set_cave_feat(Y,X,feat_wall_inner); \
102         cave[Y][X].info &= ~(CAVE_MASK); \
103         add_cave_info(Y,X,CAVE_INNER); \
104         delete_monster(Y, X); \
105 }
106
107 #define place_inner_grid(C) \
108 { \
109         (C)->feat = feat_wall_inner; \
110         (C)->info &= ~(CAVE_MASK); \
111         (C)->info |= CAVE_INNER; \
112         if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
113 }
114
115 #define place_inner_perm_bold(Y, X) \
116 { \
117         set_cave_feat(Y,X,feat_permanent); \
118         cave[Y][X].info &= ~(CAVE_MASK); \
119         add_cave_info(Y,X,CAVE_INNER); \
120         delete_monster(Y, X); \
121 }
122
123 #define place_inner_perm_grid(C) \
124 { \
125         (C)->feat = feat_permanent; \
126         (C)->info &= ~(CAVE_MASK); \
127         (C)->info |= CAVE_INNER; \
128         if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
129 }
130
131 #define place_outer_bold(Y, X) \
132 { \
133         set_cave_feat(Y,X,feat_wall_outer); \
134         cave[Y][X].info &= ~(CAVE_MASK); \
135         add_cave_info(Y,X,CAVE_OUTER); \
136         delete_monster(Y, X); \
137 }
138
139 #define place_outer_grid(C) \
140 { \
141         (C)->feat = feat_wall_outer; \
142         (C)->info &= ~(CAVE_MASK); \
143         (C)->info |= CAVE_OUTER; \
144         if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
145 }
146
147 #define place_outer_perm_bold(Y, X) \
148 { \
149         set_cave_feat(Y,X,feat_permanent); \
150         cave[Y][X].info &= ~(CAVE_MASK); \
151         add_cave_info(Y,X,CAVE_OUTER); \
152         delete_monster(Y, X); \
153 }
154
155 #define place_outer_perm_grid(C) \
156 { \
157         (C)->feat = feat_permanent; \
158         (C)->info &= ~(CAVE_MASK); \
159         (C)->info |= CAVE_OUTER; \
160         if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
161 }
162
163 #define place_outer_noperm_bold(Y, X) \
164 { \
165         feature_type *_f_ptr = &f_info[feat_wall_outer]; \
166         if (permanent_wall(_f_ptr)) set_cave_feat(Y, X, feat_state(feat_wall_outer, FF_UNPERM)); \
167         else set_cave_feat(Y,X,feat_wall_outer); \
168         cave[Y][X].info &= ~(CAVE_MASK); \
169         add_cave_info(Y,X,(CAVE_OUTER | CAVE_VAULT)); \
170         delete_monster(Y, X); \
171 }
172
173 #define place_outer_noperm_grid(C) \
174 { \
175         feature_type *_f_ptr = &f_info[feat_wall_outer]; \
176         if (permanent_wall(_f_ptr)) (C)->feat = feat_state(feat_wall_outer, FF_UNPERM); \
177         else (C)->feat = feat_wall_outer; \
178         (C)->info &= ~(CAVE_MASK); \
179         (C)->info |= (CAVE_OUTER | CAVE_VAULT); \
180         if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
181 }
182
183 #define place_solid_bold(Y, X) \
184 { \
185         set_cave_feat(Y,X,feat_wall_solid); \
186         cave[Y][X].info &= ~(CAVE_MASK); \
187         add_cave_info(Y,X,CAVE_SOLID); \
188         delete_monster(Y, X); \
189 }
190
191 #define place_solid_grid(C) \
192 { \
193         (C)->feat = feat_wall_solid; \
194         (C)->info &= ~(CAVE_MASK); \
195         (C)->info |= CAVE_SOLID; \
196         if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
197 }
198
199 #define place_solid_perm_bold(Y, X) \
200 { \
201         set_cave_feat(Y,X,feat_permanent); \
202         cave[Y][X].info &= ~(CAVE_MASK); \
203         add_cave_info(Y,X,CAVE_SOLID); \
204         delete_monster(Y, X); \
205 }
206
207 #define place_solid_perm_grid(C) \
208 { \
209         (C)->feat = feat_permanent; \
210         (C)->info &= ~(CAVE_MASK); \
211         (C)->info |= CAVE_SOLID; \
212         if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
213 }
214
215 #define place_solid_noperm_bold(Y, X) \
216 { \
217         feature_type *_f_ptr = &f_info[feat_wall_solid]; \
218         if ((cave[Y][X].info & CAVE_VAULT) && permanent_wall(_f_ptr)) \
219                 set_cave_feat(Y, X, feat_state(feat_wall_solid, FF_UNPERM)); \
220         else set_cave_feat(Y,X,feat_wall_solid); \
221         cave[Y][X].info &= ~(CAVE_MASK); \
222         add_cave_info(Y,X,CAVE_SOLID); \
223         delete_monster(Y, X); \
224 }
225
226 #define place_solid_noperm_grid(C) \
227 { \
228         feature_type *_f_ptr = &f_info[feat_wall_solid]; \
229         if (((C)->info & CAVE_VAULT) && permanent_wall(_f_ptr)) \
230                 (C)->feat = feat_state(feat_wall_solid, FF_UNPERM); \
231         else (C)->feat = feat_wall_solid; \
232         (C)->info &= ~(CAVE_MASK); \
233         (C)->info |= CAVE_SOLID; \
234         if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
235 }
236
237
238 /* Externs */
239
240 extern bool new_player_spot(void);
241
242 extern void place_random_stairs(int y, int x);
243 extern void place_random_door(int y, int x, bool room);
244 extern void place_closed_door(int y, int x, int type);
245 extern void place_floor(int x1, int x2, int y1, int y2, bool light);
246 extern void place_room(int x1, int x2, int y1, int y2, bool light);
247 extern void vault_monsters(int y1, int x1, int num);
248 extern void vault_objects(int y, int x, int num);
249 extern void vault_trap_aux(int y, int x, int yd, int xd);
250 extern void vault_traps(int y, int x, int yd, int xd, int num);
251
252 extern void correct_dir(int *rdir, int *cdir, int y1, int x1, int y2, int x2);
253
254 extern void rand_dir(int *rdir, int *cdir);
255
256 extern bool get_is_floor(int x, int y);
257 extern void set_floor(int x, int y);
258
259 extern bool build_tunnel(int row1, int col1, int row2, int col2);
260 extern bool build_tunnel2(int x1, int y1, int x2, int y2, int type, int cutoff);