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) 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(Y, X) \ 141 set_cave_feat(p_ptr->current_floor_ptr, Y,X,feat_wall_type[randint0(100)]); \ 142 p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \ 143 add_cave_info(p_ptr->current_floor_ptr, 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(Y, X) \ 200 set_cave_feat(p_ptr->current_floor_ptr, Y,X,feat_permanent); \ 201 p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \ 202 add_cave_info(p_ptr->current_floor_ptr, 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(Y, X) \ 216 set_cave_feat(p_ptr->current_floor_ptr, Y,X,feat_wall_outer); \ 217 p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \ 218 add_cave_info(p_ptr->current_floor_ptr, 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(Y, X) \ 232 set_cave_feat(floor_ptr, Y,X,feat_permanent); \ 233 p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \ 234 add_cave_info(p_ptr->current_floor_ptr, 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(Y, X) \ 248 feature_type *_f_ptr = &f_info[feat_wall_outer]; \ 249 if (permanent_wall(_f_ptr)) set_cave_feat(p_ptr->current_floor_ptr, Y, X, (s16b)feat_state(feat_wall_outer, FF_UNPERM)); \ 250 else set_cave_feat(p_ptr->current_floor_ptr, Y,X,feat_wall_outer); \ 251 p_ptr->current_floor_ptr->grid_array[Y][X].info &= ~(CAVE_MASK); \ 252 add_cave_info(p_ptr->current_floor_ptr, 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); \ 324 #define CAVE_MARK 0x0001 325 #define CAVE_GLOW 0x0002 326 #define CAVE_ICKY 0x0004 327 #define CAVE_ROOM 0x0008 328 #define CAVE_LITE 0x0010 329 #define CAVE_VIEW 0x0020 330 #define CAVE_TEMP 0x0040 331 #define CAVE_XTRA 0x0080 332 #define CAVE_MNLT 0x0100 333 #define CAVE_MNDK 0x8000 336 #define CAVE_FLOOR 0x0200 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) 345 #define CAVE_KNOWN 0x0200 346 #define CAVE_NOTE 0x0400 347 #define CAVE_REDRAW 0x0800 348 #define CAVE_OBJECT 0x1000 349 #define CAVE_UNSAFE 0x2000 350 #define CAVE_IN_DETECT 0x4000 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 6 368 #define DOOR_DEFAULT -1 370 #define DOOR_GLASS_DOOR 1 371 #define DOOR_CURTAIN 2 373 #define MAX_DOOR_TYPES 3 399 #define feat_uses_special(F) (have_flag(f_info[(F)].flags, FF_SPECIAL)) 427 #define darkened_grid(C) \ 428 ((((C)->info & (CAVE_VIEW | CAVE_LITE | CAVE_MNLT | CAVE_MNDK)) == (CAVE_VIEW | CAVE_MNDK)) && \ 434 #define get_feat_mimic(C) \ 435 (f_info[(C)->mimic ? (C)->mimic : (C)->feat].mimic) 443 #define cave_lite_hack(F, Y,X) \ 445 if (!((F)->grid_array[Y][X].info & (CAVE_LITE))) \ 447 (F)->grid_array[Y][X].info |= (CAVE_LITE); \ 448 (F)->lite_y[p_ptr->current_floor_ptr->lite_n] = (Y); \ 449 (F)->lite_x[p_ptr->current_floor_ptr->lite_n++] = (X); \ 456 #define cave_note_and_redraw_later(C,Y,X) \ 458 (C)->info |= CAVE_NOTE; \ 459 cave_redraw_later((C), (Y), (X)); \ 465 #define cave_redraw_later(C,Y,X) \ 467 if (!((C)->info & CAVE_REDRAW)) \ 469 (C)->info |= CAVE_REDRAW; \ 470 p_ptr->current_floor_ptr->redraw_y[p_ptr->current_floor_ptr->redraw_n] = (Y); \ 471 p_ptr->current_floor_ptr->redraw_x[p_ptr->current_floor_ptr->redraw_n++] = (X); \ 481 #define cave_view_hack(C,Y,X) \ 483 if (!((C)->info & (CAVE_VIEW))){\ 484 (C)->info |= (CAVE_VIEW); \ 485 p_ptr->current_floor_ptr->view_y[p_ptr->current_floor_ptr->view_n] = (Y); \ 486 p_ptr->current_floor_ptr->view_x[p_ptr->current_floor_ptr->view_n] = (X); \ 487 p_ptr->current_floor_ptr->view_n++;}\ u16b occurrence
Definition: grid.h:79
s16b OBJECT_IDX
ゲーム中のアイテムID型を定義
Definition: h-type.h:140
FEAT_IDX feat
Definition: grid.h:76
bool is_glyph_grid(grid_type *g_ptr)
Definition: grid.c:1723
bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode)
指定されたマスにプレイヤーがテレポート可能かどうかを判定する。
Definition: grid.c:1782
s16b special
地形の特別な情報を保存する / Special p_ptr->current_floor_ptr->grid_array 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...
Definition: grid.h:61
void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat)
Definition: grid.c:1468
void cave_alter_feat(POSITION y, POSITION x, int action)
Definition: grid.c:1629
void map_info(POSITION y, POSITION x, TERM_COLOR *ap, SYMBOL_CODE *cp, TERM_COLOR *tap, SYMBOL_CODE *tcp)
Mコマンドによる縮小マップの表示を行う / Extract the attr/char to display at the given (legal) map location
Definition: view-mainwindow.c:2873
void try_door(POSITION y, POSITION x)
ドアの設置を試みる / Places door at y, x position if at least 2 walls found
Definition: grid.c:460
MONSTER_IDX m_idx
Definition: grid.h:54
BIT_FLAGS info
Definition: grid.h:50
bool new_player_spot(player_type *creature_ptr)
新規フロアに入りたてのプレイヤーをランダムな場所に配置する / Returns random co-ordinates for player/monster/object
Definition: grid.c:182
void update_flow(void)
Definition: grid.c:1373
FEAT_IDX feat_state(FEAT_IDX feat, int action)
Definition: grid.c:1609
BIT_FLAGS info
Definition: grid.h:75
bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, POSITION y, POSITION x, BIT_FLAGS mode)
指定されたマスがモンスターのテレポート可能先かどうかを判定する。
Definition: grid.c:1751
void place_floor(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
長方形の空洞を生成する / Make an empty square floor, for the middle of rooms
Definition: grid.c:487
void place_closed_door(POSITION y, POSITION x, int type)
所定の位置に各種の閉じたドアを配置する / Place a random type of normal door at the given location.
Definition: grid.c:329
FEAT_IDX feat
Definition: grid.h:52
FEAT_IDX mimic
Definition: grid.h:63
int TERM_LEN
コンソール表示座標の型定義
Definition: h-type.h:236
u32b BIT_FLAGS
32ビットのフラグ配列の型定義
Definition: h-type.h:225
unsigned short u16b
Definition: h-type.h:99
s32b POSITION
ゲーム中の座標型を定義
Definition: h-type.h:146
POSITION distance(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
2点間の距離をニュートン・ラプソン法で算出する / Distance between two points via Newton-Raphson technique
Definition: geometry.c:64
void print_rel(SYMBOL_CODE c, TERM_COLOR a, TERM_LEN y, TERM_LEN x)
Definition: grid.c:927
u16b BIT_FLAGS16
16ビットのフラグ配列の型定義
Definition: h-type.h:226
char SYMBOL_CODE
キャラの文字の型定義
Definition: h-type.h:238
bool get_is_floor(POSITION x, POSITION y)
指定のマスが床系地形であるかを返す / Function that sees if a square is a floor.
Definition: grid.c:663
bool check_local_illumination(POSITION y, POSITION x)
指定された座標のマスが現在照らされているかを返す。 / Check for "local" illumination
Definition: grid.c:769
bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode)
プレイヤーが地形踏破可能かを返す
Definition: grid.c:1838
void update_local_illumination(player_type *creature_ptr, POSITION y, POSITION x)
指定された座標の照明状態を更新する / Update "local" illumination
Definition: grid.c:821
void place_bound_perm_wall(grid_type *g_ptr)
マスにフロア端用の永久壁を配置する / Set boundary mimic and add "solid" perma-wall
Definition: grid.c:707
byte when
Definition: grid.h:67
void vault_trap_aux(POSITION y, POSITION x, POSITION yd, POSITION xd)
特殊な部屋向けに各種アイテムを配置する(vault_trapのサブセット) / Place a trap with a given displacement of point
Definition: grid.c:600
void note_spot(POSITION y, POSITION x)
Definition: grid.c:988
byte TERM_COLOR
テキスト表示色の型定義
Definition: h-type.h:237
FEAT_IDX conv_dungeon_feat(FEAT_IDX newfeat)
Definition: grid.c:1575
void vault_objects(POSITION y, POSITION x, int num)
特殊な部屋向けに各種アイテムを配置する / Create up to "num" objects near the given coordinates
Definition: grid.c:542
void place_room(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
長方形の部屋を生成する / Make an empty square room, only floor and wall grids
Definition: grid.c:513
s16b special
Definition: grid.h:78
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
bool is_explosive_rune_grid(grid_type *g_ptr)
Definition: grid.c:1735
bool player_can_see_bold(POSITION y, POSITION x)
指定された座標をプレイヤーが視覚に収められるかを返す。 / Can the player "see" the given grid in detail?
Definition: geometry.c:538
void remove_mirror(POSITION y, POSITION x)
Definition: grid.c:1685
bool no_lite(void)
指定された座標をプレイヤー収められていない状態かどうか / Returns true if the player's grid is dark
Definition: grid.c:919
void lite_spot(POSITION y, POSITION x)
Definition: grid.c:1079
Definition: player-status.h:86
bool is_mirror_grid(grid_type *g_ptr)
Definition: grid.c:1711
signed short s16b
Definition: h-type.h:98
void set_floor(POSITION x, POSITION y)
指定のマスを床地形に変える / Set a square to be floor.
Definition: grid.c:683
FEAT_IDX mimic
Definition: grid.h:77
byte cost
Definition: grid.h:65
byte dist
Definition: grid.h:66
void delayed_visual_update(void)
Definition: grid.c:1317
bool is_open(FEAT_IDX feat)
地形は開くものであって、かつ開かれているかを返す / Attempt to open the given chest at the given location
Definition: grid.c:1827
bool is_hidden_door(grid_type *g_ptr)
マスに隠されたドアがあるかの判定を行う。 / Return TRUE if the given grid is a hidden closed door
Definition: grid.c:751
OBJECT_IDX o_idx
Definition: grid.h:53
void vault_traps(POSITION y, POSITION x, POSITION yd, POSITION xd, int num)
特殊な部屋向けに各種アイテムを配置する(メインルーチン) / Place some traps with a given displacement of given location
Definition: grid.c:647
bool is_known_trap(grid_type *g_ptr)
マスに看破済みの罠があるかの判定を行う。 / Return TRUE if the given grid is a known trap
Definition: grid.c:736
s16b FEAT_IDX
ゲーム中の地形ID型を定義
Definition: h-type.h:115
void place_random_door(POSITION y, POSITION x, bool room)
所定の位置にさまざまな状態や種類のドアを配置する / Place a random type of door at the given location
Definition: grid.c:245