Hengband  2.2.1
floor.h
[詳解]
1 #pragma once
2 
3 #include "feature.h"
4 #include "grid.h"
5 #include "object.h"
6 #include "monster.h"
7 
8 /*!
9  * @brief ダンジョンの最深層 / Maximum dungeon level.
10  * @details
11  * The player can never reach this level
12  * in the dungeon, and this value is used for various calculations
13  * involving object and monster creation. It must be at least 100.
14  * Setting it below 128 may prevent the creation of some objects.
15  */
16 #define MAX_DEPTH 128
17 
18 /*!
19  * @brief generate.cで用いられる基本的なブロック数単位(垂直方向)
20  * Number of grids in each block (vertically) Probably hard-coded to 11, see "generate.c"
21  */
22 #define BLOCK_HGT 11
23 
24 /*!
25  * @brief generate.cで用いられる基本的なブロック数単位(水平方向)
26  * Number of grids in each block (horizontally) Probably hard-coded to 11, see "generate.c"
27  */
28 #define BLOCK_WID 11
29 
30 /*!
31  * @brief 表示上の基本的なブロック単位(垂直方向、PANEL_HGTの倍数で設定すること)
32  * Number of grids used to display the dungeon (vertically). Must be a multiple of 11, probably hard-coded to 22.
33  */
34 #define SCREEN_HGT 22
35 
36 /*!
37  * @brief 表示上の基本的なブロック単位(水平方向、PANEL_WIDの倍数で設定すること)
38  * Number of grids used to display the dungeon (horizontally). Must be a multiple of 33, probably hard-coded to 66.
39  */
40 #define SCREEN_WID 66
41 
42 /*!
43  * @brief 表示上のダンジョンの最大垂直サイズ(SCREEN_HGTの3倍が望ましい)
44  * Maximum dungeon height in grids, must be a multiple of SCREEN_HGT, probably hard-coded to SCREEN_HGT * 3.
45  */
46 #define MAX_HGT 66
47 
48 /*!
49  * @brief 表示上のダンジョンの最大水平サイズ(SCREEN_WIDの3倍が望ましい)
50  * Maximum dungeon width in grids, must be a multiple of SCREEN_WID, probably hard-coded to SCREEN_WID * 3.
51  */
52 #define MAX_WID 198
53 
54 /*!
55  * @brief プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "grid.c")
56  * @details Note that the "lite radius" will NEVER exceed 14, and we would
57  * never require more than 581 entries in the array for circular "lite".
58  */
59 #define LITE_MAX 600
60 
61 /*!
62  * @brief モンスター用光源処理配列サイズ / Maximum size of the "mon_lite" array (see ">grid.c")
63  * @details Note that the "view radius" will NEVER exceed 20, monster illumination
64  * flags are dependent on CAVE_VIEW, and even if the "view" was octagonal,
65  * we would never require more than 1520 entries in the array.
66  */
67 #define MON_LITE_MAX 1536
68 
69 /*!
70  * @brief 視界処理配列サイズ / Maximum size of the "view" array (see "p_ptr->current_floor_ptr->grid_array.c")
71  * @details Note that the "view radius" will NEVER exceed 20, and even if the "view"
72  * was octagonal, we would never require more than 1520 entries in the array.
73  */
74 #define VIEW_MAX 1536
75 
76 /*!
77  * @brief 再描画処理用配列サイズ / Maximum size of the "redraw" array (see "p_ptr->current_floor_ptr->grid_array.c")
78  * @details We must be large for proper functioning of delayed redrawing.
79  * We must also be as large as two times of the largest view area.
80  * Note that maximum view grids are 1149 entries.
81  */
82 #define REDRAW_MAX 2298
83 
84 
85 typedef struct {
87  grid_type *grid_array[MAX_HGT];
88  DEPTH dun_level; /*!< 現在の実ダンジョン階層base_levelの参照元となる / Current dungeon level */
89  DEPTH base_level; /*!< 基本生成レベル、後述のobject_level, monster_levelの参照元となる / Base dungeon level */
90  DEPTH object_level; /*!< アイテムの生成レベル、p_ptr->current_floor_ptr->base_levelを起点に一時変更する時に参照 / Current object creation level */
91  DEPTH monster_level; /*!< モンスターの生成レベル、p_ptr->current_floor_ptr->base_levelを起点に一時変更する時に参照 / Current monster creation level */
92  POSITION width; /* Current dungeon width */
93  POSITION height; /* Current dungeon height */
94  MONSTER_NUMBER num_repro; /*!< Current reproducer count */
95 
96  GAME_TURN generated_turn; /* Turn when level began */
97 
98  object_type *o_list; /*!< The array of dungeon items [current_world_ptr->max_o_idx] */
99  OBJECT_IDX o_max; /* Number of allocated objects */
100  OBJECT_IDX o_cnt; /* Number of live objects */
101 
102  monster_type *m_list; /*!< The array of dungeon monsters [current_world_ptr->max_m_idx] */
103  MONSTER_IDX m_max; /* Number of allocated monsters */
104  MONSTER_IDX m_cnt; /* Number of live monsters */
105 
106  s16b *mproc_list[MAX_MTIMED]; /*!< The array to process dungeon monsters[max_m_idx] */
107  s16b mproc_max[MAX_MTIMED]; /*!< Number of monsters to be processed */
108 
109  POSITION_IDX lite_n; //!< Array of grids lit by player lite (see "p_ptr->current_floor_ptr->grid_array.c")
112 
113  POSITION_IDX mon_lite_n; //!< Array of grids lit by player lite (see "p_ptr->current_floor_ptr->grid_array.c")
114  POSITION mon_lite_y[MON_LITE_MAX];
115  POSITION mon_lite_x[MON_LITE_MAX];
116 
117  POSITION_IDX view_n; //!< Array of grids viewable to the player (see "grid_array")
120 
121  POSITION_IDX redraw_n; //!< Array of grids for delayed visual updating (see "p_ptr->current_floor_ptr->grid_array.c")
122  POSITION redraw_y[REDRAW_MAX];
123  POSITION redraw_x[REDRAW_MAX];
124 
126 
127 } floor_type;
128 
129 extern floor_type floor_info;
130 
131 #define DUNGEON_MODE_NONE 0
132 #define DUNGEON_MODE_AND 1
133 #define DUNGEON_MODE_NAND 2
134 #define DUNGEON_MODE_OR 3
135 #define DUNGEON_MODE_NOR 4
136 
137 /*** Dungeon type flags -- DG ***/
138 #define DF1_WINNER 0x00000001L
139 #define DF1_MAZE 0x00000002L
140 #define DF1_SMALLEST 0x00000004L
141 #define DF1_BEGINNER 0x00000008L
142 #define DF1_BIG 0x00000010L
143 #define DF1_NO_DOORS 0x00000020L
144 #define DF1_WATER_RIVER 0x00000040L
145 #define DF1_LAVA_RIVER 0x00000080L
146 #define DF1_CURTAIN 0x00000100L
147 #define DF1_GLASS_DOOR 0x00000200L
148 #define DF1_CAVE 0x00000400L
149 #define DF1_CAVERN 0x00000800L
150 #define DF1_ARCADE 0x00001000L
151 #define DF1_LAKE_ACID 0x00002000L
152 #define DF1_LAKE_POISONOUS 0x00004000L
153 #define DF1_XXX15 0x00008000L
154 #define DF1_FORGET 0x00010000L
155 #define DF1_LAKE_WATER 0x00020000L
156 #define DF1_LAKE_LAVA 0x00040000L
157 #define DF1_LAKE_RUBBLE 0x00080000L
158 #define DF1_LAKE_TREE 0x00100000L
159 #define DF1_NO_VAULT 0x00200000L
160 #define DF1_ARENA 0x00400000L
161 #define DF1_DESTROY 0x00800000L
162 #define DF1_GLASS_ROOM 0x01000000L
163 #define DF1_NO_CAVE 0x02000000L
164 #define DF1_NO_MAGIC 0x04000000L
165 #define DF1_NO_MELEE 0x08000000L
166 #define DF1_CHAMELEON 0x10000000L
167 #define DF1_DARKNESS 0x20000000L
168 #define DF1_ACID_RIVER 0x40000000L
169 #define DF1_POISONOUS_RIVER 0x80000000L
170 
171 #define DF1_LAKE_MASK (DF1_LAKE_WATER | DF1_LAKE_LAVA | DF1_LAKE_RUBBLE | DF1_LAKE_TREE | DF1_LAKE_POISONOUS | DF1_LAKE_ACID)
172 
173 /*
174  * Determines if a map location is fully inside the outer walls
175  */
176 #define in_bounds(F,Y,X) \
177  (((Y) > 0) && ((X) > 0) && ((Y) < (F)->height-1) && ((X) < (F)->width-1))
178 
179 /*
180  * Determines if a map location is on or inside the outer walls
181  */
182 #define in_bounds2(F,Y,X) \
183  (((Y) >= 0) && ((X) >= 0) && ((Y) < (F)->height) && ((X) < (F)->width))
184 
185 /*
186  * Determines if a map location is on or inside the outer walls
187  * (unsigned version)
188  */
189 #define in_bounds2u(F,Y,X) \
190  (((Y) < (F)->height) && ((X) < (F)->width))
191 
192 
193 /*
194  * Determine if player is on this grid
195  */
196 #define player_bold(C,Y,X) \
197  (((Y) == (C)->y) && ((X) == (C)->x))
198 
199 /*
200  * Grid based version of "creature_bold()"
201  */
202 #define player_grid(C, G) \
203  ((G) == &(C)->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x])
204 
205 
206 #define cave_have_flag_bold(Y,X,INDEX) \
207  (have_flag(f_info[p_ptr->current_floor_ptr->grid_array[(Y)][(X)].feat].flags, (INDEX)))
208 
209 
210 #define cave_have_flag_grid(C,INDEX) \
211  (have_flag(f_info[(C)->feat].flags, (INDEX)))
212 
213 
214 /*
215  * Determine if a "feature" supports "los"
216  */
217 #define feat_supports_los(F) \
218  (have_flag(f_info[(F)].flags, FF_LOS))
219 
220 
221 /*
222  * Determine if a "legal" grid supports "los"
223  */
224 #define cave_los_bold(F,Y,X) \
225  (feat_supports_los((F)->grid_array[(Y)][(X)].feat))
226 
227 #define cave_los_grid(C) \
228  (feat_supports_los((C)->feat))
229 
230 
231 /*
232  * Determine if a "legal" grid is a "clean" floor grid
233  * Determine if terrain-change spells are allowed in a grid.
234  *
235  * Line 1 -- forbid non-floors
236  * Line 2 -- forbid object terrains
237  * Line 3 -- forbid normal objects
238  */
239 #define cave_clean_bold(F,Y,X) \
240  (cave_have_flag_bold((Y), (X), FF_FLOOR) && \
241  !((F)->grid_array[Y][X].info & CAVE_OBJECT) && \
242  ((F)->grid_array[Y][X].o_idx == 0))
243 
244 
245 /*
246  * Determine if an object can be dropped on a "legal" grid
247  *
248  * Line 1 -- forbid non-drops
249  * Line 2 -- forbid object terrains
250  */
251 #define cave_drop_bold(F,Y,X) \
252  (cave_have_flag_bold((Y), (X), FF_DROP) && \
253  !((F)->grid_array[Y][X].info & CAVE_OBJECT))
254 
255 
256 /*
257  * Determine if a "legal" grid is an "empty" floor grid
258  * Determine if monsters are allowed to move into a grid
259  *
260  * Line 1 -- forbid non-placement grids
261  * Line 2 -- forbid normal monsters
262  * Line 3 -- forbid the player
263  */
264 #define cave_empty_bold(F,Y,X) \
265  (cave_have_flag_bold((Y), (X), FF_PLACE) && \
266  !((F)->grid_array[Y][X].m_idx) && \
267  !player_bold(p_ptr, Y,X))
268 
269 
270 /*
271  * Determine if a "legal" grid is an "empty" floor grid
272  * Determine if monster generation is allowed in a grid
273  *
274  * Line 1 -- forbid non-empty grids
275  * Line 2 -- forbid trees while dungeon generation
276  */
277 #define cave_empty_bold2(F,Y,X) \
278  (cave_empty_bold(F,Y,X) && \
279  (current_world_ptr->character_dungeon || !cave_have_flag_bold((Y), (X), FF_TREE)))
280 
281 
282 /*
283  * Determine if a "legal" grid is an "naked" floor grid
284  *
285  * Line 1 -- forbid non-clean gird
286  * Line 2 -- forbid monsters
287  * Line 3 -- forbid the player
288  */
289 #define cave_naked_bold(C,F,Y,X) \
290  (cave_clean_bold(F,Y,X) && \
291  !((F)->grid_array[Y][X].m_idx) && \
292  !player_bold(C,Y,X))
293 
294 
295 /*
296  * Determine if a "legal" grid is "permanent"
297  *
298  * Line 1 -- permanent flag
299  */
300 #define cave_perma_bold(Y,X) \
301  (cave_have_flag_bold((Y), (X), FF_PERMANENT))
302 
303 
304 /*
305  * Grid based version of "cave_empty_bold()"
306  */
307 #define cave_empty_grid(C) \
308  (cave_have_flag_grid((C), FF_PLACE) && \
309  !((C)->m_idx) && !player_grid(p_ptr, C))
310 
311 
312 /*
313  * Grid based version of "cave_perma_bold()"
314  */
315 #define cave_perma_grid(C) \
316  (cave_have_flag_grid((C), FF_PERMANENT))
317 
318 
319 #define pattern_tile(Y,X) \
320  (cave_have_flag_bold((Y), (X), FF_PATTERN))
321 
322 /*
323  * Does the grid stop disintegration?
324  */
325 #define cave_stop_disintegration(Y,X) \
326  (!cave_have_flag_bold((Y), (X), FF_PROJECT) && \
327  (!cave_have_flag_bold((Y), (X), FF_HURT_DISI) || \
328  cave_have_flag_bold((Y), (X), FF_PERMANENT)))
329 
330 
331 /*
332  * Determine if a "legal" grid is within "los" of the player
333  *
334  * Note the use of comparison to zero to force a "boolean" result
335  */
336 #define player_has_los_grid(C) \
337  (((C)->info & (CAVE_VIEW)) != 0)
338 
339 /*
340  * Determine if a "legal" grid is within "los" of the player
341  *
342  * Note the use of comparison to zero to force a "boolean" result
343  */
344 #define player_has_los_bold(C,Y,X) \
345  ((((C)->current_floor_ptr->grid_array[Y][X].info & (CAVE_VIEW)) != 0) || (C)->phase_out)
346 
347 
348 /*
349  * Determine if a "feature" is "permanent wall"
350  */
351 #define permanent_wall(F) \
352  (have_flag((F)->flags, FF_WALL) && \
353  have_flag((F)->flags, FF_PERMANENT))
354 
356 
357 /*
358  * Convert a "location" (Y,X) into a "grid" (G)
359  */
360 #define GRID(Y,X) \
361  (256 * (Y) + (X))
362 
363 /*
364  * Convert a "grid" (G) into a "location" (Y)
365  */
366 #define GRID_Y(G) \
367  ((int)((G) / 256U))
368 
369 /*
370  * Convert a "grid" (G) into a "location" (X)
371  */
372 #define GRID_X(G) \
373  ((int)((G) % 256U))
374 
375 extern void update_smell(floor_type *floor_ptr, player_type *subject_ptr);
376 
377 extern void add_door(floor_type *floor_ptr, POSITION x, POSITION y);
378 extern void place_secret_door(floor_type *floor_ptr, POSITION y, POSITION x, int type);
379 extern void place_locked_door(floor_type *floor_ptr, POSITION y, POSITION x);
380 extern void forget_flow(floor_type *floor_ptr);
381 extern void place_random_stairs(floor_type *floor_ptr, POSITION y, POSITION x);
382 
383 extern bool los(floor_type* floor_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
384 extern bool projectable(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
385 extern int project_length;
386 
387 extern void vault_monsters(floor_type *floor_ptr, POSITION y1, POSITION x1, int num);
388 extern bool cave_valid_bold(floor_type *floor_ptr, POSITION y, POSITION x);
POSITION_IDX lite_n
Array of grids lit by player lite (see "p_ptr->current_floor_ptr->grid_array.c")
Definition: floor.h:109
s16b OBJECT_IDX
ゲーム中のアイテムID型を定義
Definition: h-type.h:140
monster_type * m_list
The array of dungeon monsters [current_world_ptr->max_m_idx]
Definition: floor.h:102
DEPTH dun_level
現在の実ダンジョン階層base_levelの参照元となる / Current dungeon level
Definition: floor.h:88
DEPTH base_level
基本生成レベル、後述のobject_level, monster_levelの参照元となる / Base dungeon level
Definition: floor.h:89
MONSTER_IDX m_max
Definition: floor.h:103
#define MON_LITE_MAX
モンスター用光源処理配列サイズ / Maximum size of the "mon_lite" array (see ">grid.c")
Definition: floor.h:67
void forget_flow(floor_type *floor_ptr)
Definition: floor.c:177
Definition: monster.h:39
Definition: object.h:189
POSITION_IDX mon_lite_n
Array of grids lit by player lite (see "p_ptr->current_floor_ptr->grid_array.c")
Definition: floor.h:113
Definition: floor.h:85
bool los(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
LOS(Line Of Sight / 視線が通っているか)の判定を行う。
Definition: floor.c:320
bool cave_valid_bold(floor_type *floor_ptr, POSITION y, POSITION x)
指定された座標が地震や階段生成の対象となるマスかを返す。 / Determine if a given location may be "destroyed"
Definition: floor.c:622
s32b MONSTER_NUMBER
ゲーム中のモンスター数型を定義
Definition: h-type.h:177
DEPTH object_level
アイテムの生成レベル、p_ptr->current_floor_ptr->base_levelを起点に一時変更する時に参照 / Current object creation level
Definition: floor.h:90
floor_type floor_info
Definition: floor.c:15
void vault_monsters(floor_type *floor_ptr, POSITION y1, POSITION x1, int num)
特殊な部屋地形向けにモンスターを配置する / Hack – Place some sleeping monsters near the given location
Definition: floor.c:584
void add_door(floor_type *floor_ptr, POSITION x, POSITION y)
Definition: floor.c:200
DEPTH monster_level
モンスターの生成レベル、p_ptr->current_floor_ptr->base_levelを起点に一時変更する時に参照 / Current monster creation level
Definition: floor.h:91
void place_locked_door(floor_type *floor_ptr, POSITION y, POSITION x)
鍵のかかったドアを配置する
Definition: floor.c:28
#define REDRAW_MAX
再描画処理用配列サイズ / Maximum size of the "redraw" array (see "p_ptr->current_floor_ptr->grid_array....
Definition: floor.h:82
MONSTER_NUMBER num_repro
Current reproducer count
Definition: floor.h:94
DUNGEON_IDX dungeon_idx
Definition: floor.h:86
POSITION height
Definition: floor.h:93
#define MAX_MTIMED
Definition: monster.h:20
s32b DEPTH
ゲーム中の階層レベルの型定義
Definition: h-type.h:216
s32b POSITION
ゲーム中の座標型を定義
Definition: h-type.h:146
OBJECT_IDX o_max
Definition: floor.h:99
Definition: floor-save.h:8
#define VIEW_MAX
視界処理配列サイズ / Maximum size of the "view" array (see "p_ptr->current_floor_ptr->grid_array....
Definition: floor.h:74
#define MAX_HGT
表示上のダンジョンの最大垂直サイズ(SCREEN_HGTの3倍が望ましい) Maximum dungeon height in grids, must be a multiple of SCREEN_H...
Definition: floor.h:46
bool monster_noise
Definition: floor.h:125
#define MAX_SAVED_FLOORS
保存フロアの最大数 / Maximum number of saved floors.
Definition: floor-save.h:3
s16b DUNGEON_IDX
ゲーム中のダンジョンID型を定義
Definition: h-type.h:130
s32b GAME_TURN
ゲーム中のターンの型定義
Definition: h-type.h:219
POSITION_IDX redraw_n
Array of grids for delayed visual updating (see "p_ptr->current_floor_ptr->grid_array....
Definition: floor.h:121
saved_floor_type saved_floors[MAX_SAVED_FLOORS]
Definition: floor.c:20
ダンジョンの生成処理の基幹部分ヘッダーファイル
s16b MONSTER_IDX
ゲーム中のモンスター個体ID型を定義
Definition: h-type.h:129
POSITION width
Definition: floor.h:92
bool projectable(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
Definition: floor.c:550
void place_secret_door(floor_type *floor_ptr, POSITION y, POSITION x, int type)
隠しドアを配置する
Definition: floor.c:50
OBJECT_IDX o_cnt
Definition: floor.h:100
int project_length
投射の射程距離
Definition: spells.h:330
Definition: player-status.h:86
s16b POSITION_IDX
ゲーム中の座標リストID型
Definition: h-type.h:147
MONSTER_IDX m_cnt
Definition: floor.h:104
GAME_TURN generated_turn
Definition: floor.h:96
signed short s16b
Definition: h-type.h:98
#define LITE_MAX
プレイヤー用光源処理配列サイズ / Maximum size of the "lite" array (see "grid.c")
Definition: floor.h:59
Definition: grid.h:48
void update_smell(floor_type *floor_ptr, player_type *subject_ptr)
Definition: floor.c:109
void place_random_stairs(floor_type *floor_ptr, POSITION y, POSITION x)
所定の位置に上り階段か下り階段を配置する / Place an up/down staircase at given location
Definition: floor.c:252
POSITION_IDX view_n
Array of grids viewable to the player (see "grid_array")
Definition: floor.h:117
object_type * o_list
The array of dungeon items [current_world_ptr->max_o_idx]
Definition: floor.h:98