17 #define set_cave_feat(Y,X,F) (cave[(Y)][(X)].feat = (F))
18 #define add_cave_info(Y,X,I) (cave[(Y)][(X)].info |= (I))
29 #define place_rubble(Y,X) set_cave_feat(Y,X,feat_rubble)
37 #define place_up_stairs(Y,X) set_cave_feat(Y,X,feat_up_stair)
45 #define place_down_stairs(Y,X) set_cave_feat(Y,X,feat_down_stair)
53 #define is_floor_bold(Y,X) (cave[Y][X].info & CAVE_FLOOR)
54 #define is_extra_bold(Y,X) (cave[Y][X].info & CAVE_EXTRA)
56 #define is_inner_bold(Y,X) (cave[Y][X].info & CAVE_INNER)
57 #define is_outer_bold(Y,X) (cave[Y][X].info & CAVE_OUTER)
58 #define is_solid_bold(Y,X) (cave[Y][X].info & CAVE_SOLID)
60 #define is_floor_grid(C) ((C)->info & CAVE_FLOOR)
61 #define is_extra_grid(C) ((C)->info & CAVE_EXTRA)
62 #define is_inner_grid(C) ((C)->info & CAVE_INNER)
63 #define is_outer_grid(C) ((C)->info & CAVE_OUTER)
64 #define is_solid_grid(C) ((C)->info & CAVE_SOLID)
66 #define place_floor_bold(Y, X) \
68 set_cave_feat(Y,X,floor_type[randint0(100)]); \
69 cave[Y][X].info &= ~(CAVE_MASK); \
70 add_cave_info(Y,X,CAVE_FLOOR); \
71 delete_monster(Y, X); \
74 #define place_floor_grid(C) \
76 (C)->feat = floor_type[randint0(100)]; \
77 (C)->info &= ~(CAVE_MASK); \
78 (C)->info |= CAVE_FLOOR; \
79 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
82 #define place_extra_bold(Y, X) \
84 set_cave_feat(Y,X,fill_type[randint0(100)]); \
85 cave[Y][X].info &= ~(CAVE_MASK); \
86 add_cave_info(Y,X,CAVE_EXTRA); \
87 delete_monster(Y, X); \
90 #define place_extra_grid(C) \
92 (C)->feat = fill_type[randint0(100)]; \
93 (C)->info &= ~(CAVE_MASK); \
94 (C)->info |= CAVE_EXTRA; \
95 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
98 #define place_extra_perm_bold(Y, X) \
100 set_cave_feat(Y,X,feat_permanent); \
101 cave[Y][X].info &= ~(CAVE_MASK); \
102 add_cave_info(Y,X,CAVE_EXTRA); \
103 delete_monster(Y, X); \
106 #define place_extra_perm_grid(C) \
108 (C)->feat = feat_permanent; \
109 (C)->info &= ~(CAVE_MASK); \
110 (C)->info |= CAVE_EXTRA; \
111 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
114 #define place_extra_noperm_bold(Y, X) \
116 feature_type *_f_ptr; \
117 set_cave_feat(Y,X,fill_type[randint0(100)]); \
118 _f_ptr = &f_info[cave[Y][X].feat]; \
119 if (permanent_wall(_f_ptr)) cave[Y][X].feat = feat_state(cave[Y][X].feat, FF_UNPERM); \
120 cave[Y][X].info &= ~(CAVE_MASK); \
121 add_cave_info(Y,X,CAVE_EXTRA); \
122 delete_monster(Y, X); \
125 #define place_inner_bold(Y, X) \
127 set_cave_feat(Y,X,feat_wall_inner); \
128 cave[Y][X].info &= ~(CAVE_MASK); \
129 add_cave_info(Y,X,CAVE_INNER); \
130 delete_monster(Y, X); \
133 #define place_inner_grid(C) \
135 (C)->feat = feat_wall_inner; \
136 (C)->info &= ~(CAVE_MASK); \
137 (C)->info |= CAVE_INNER; \
138 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
141 #define place_inner_perm_bold(Y, X) \
143 set_cave_feat(Y,X,feat_permanent); \
144 cave[Y][X].info &= ~(CAVE_MASK); \
145 add_cave_info(Y,X,CAVE_INNER); \
146 delete_monster(Y, X); \
149 #define place_inner_perm_grid(C) \
151 (C)->feat = feat_permanent; \
152 (C)->info &= ~(CAVE_MASK); \
153 (C)->info |= CAVE_INNER; \
154 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
157 #define place_outer_bold(Y, X) \
159 set_cave_feat(Y,X,feat_wall_outer); \
160 cave[Y][X].info &= ~(CAVE_MASK); \
161 add_cave_info(Y,X,CAVE_OUTER); \
162 delete_monster(Y, X); \
165 #define place_outer_grid(C) \
167 (C)->feat = feat_wall_outer; \
168 (C)->info &= ~(CAVE_MASK); \
169 (C)->info |= CAVE_OUTER; \
170 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
173 #define place_outer_perm_bold(Y, X) \
175 set_cave_feat(Y,X,feat_permanent); \
176 cave[Y][X].info &= ~(CAVE_MASK); \
177 add_cave_info(Y,X,CAVE_OUTER); \
178 delete_monster(Y, X); \
181 #define place_outer_perm_grid(C) \
183 (C)->feat = feat_permanent; \
184 (C)->info &= ~(CAVE_MASK); \
185 (C)->info |= CAVE_OUTER; \
186 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
189 #define place_outer_noperm_bold(Y, X) \
191 feature_type *_f_ptr = &f_info[feat_wall_outer]; \
192 if (permanent_wall(_f_ptr)) set_cave_feat(Y, X, feat_state(feat_wall_outer, FF_UNPERM)); \
193 else set_cave_feat(Y,X,feat_wall_outer); \
194 cave[Y][X].info &= ~(CAVE_MASK); \
195 add_cave_info(Y,X,(CAVE_OUTER | CAVE_VAULT)); \
196 delete_monster(Y, X); \
199 #define place_outer_noperm_grid(C) \
201 feature_type *_f_ptr = &f_info[feat_wall_outer]; \
202 if (permanent_wall(_f_ptr)) (C)->feat = feat_state(feat_wall_outer, FF_UNPERM); \
203 else (C)->feat = feat_wall_outer; \
204 (C)->info &= ~(CAVE_MASK); \
205 (C)->info |= (CAVE_OUTER | CAVE_VAULT); \
206 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
209 #define place_solid_bold(Y, X) \
211 set_cave_feat(Y,X,feat_wall_solid); \
212 cave[Y][X].info &= ~(CAVE_MASK); \
213 add_cave_info(Y,X,CAVE_SOLID); \
214 delete_monster(Y, X); \
217 #define place_solid_grid(C) \
219 (C)->feat = feat_wall_solid; \
220 (C)->info &= ~(CAVE_MASK); \
221 (C)->info |= CAVE_SOLID; \
222 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
225 #define place_solid_perm_bold(Y, X) \
227 set_cave_feat(Y,X,feat_permanent); \
228 cave[Y][X].info &= ~(CAVE_MASK); \
229 add_cave_info(Y,X,CAVE_SOLID); \
230 delete_monster(Y, X); \
233 #define place_solid_perm_grid(C) \
235 (C)->feat = feat_permanent; \
236 (C)->info &= ~(CAVE_MASK); \
237 (C)->info |= CAVE_SOLID; \
238 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
241 #define place_solid_noperm_bold(Y, X) \
243 feature_type *_f_ptr = &f_info[feat_wall_solid]; \
244 if ((cave[Y][X].info & CAVE_VAULT) && permanent_wall(_f_ptr)) \
245 set_cave_feat(Y, X, feat_state(feat_wall_solid, FF_UNPERM)); \
246 else set_cave_feat(Y,X,feat_wall_solid); \
247 cave[Y][X].info &= ~(CAVE_MASK); \
248 add_cave_info(Y,X,CAVE_SOLID); \
249 delete_monster(Y, X); \
252 #define place_solid_noperm_grid(C) \
254 feature_type *_f_ptr = &f_info[feat_wall_solid]; \
255 if (((C)->info & CAVE_VAULT) && permanent_wall(_f_ptr)) \
256 (C)->feat = feat_state(feat_wall_solid, FF_UNPERM); \
257 else (C)->feat = feat_wall_solid; \
258 (C)->info &= ~(CAVE_MASK); \
259 (C)->info |= CAVE_SOLID; \
260 if ((C)->m_idx) delete_monster_idx((C)->m_idx); \
271 extern void place_floor(
int x1,
int x2,
int y1,
int y2,
bool light);
272 extern void place_room(
int x1,
int x2,
int y1,
int y2,
bool light);
276 extern void vault_traps(
int y,
int x,
int yd,
int xd,
int num);
278 extern void correct_dir(
int *rdir,
int *cdir,
int y1,
int x1,
int y2,
int x2);
280 extern void rand_dir(
int *rdir,
int *cdir);
285 extern bool build_tunnel(
int row1,
int col1,
int row2,
int col2);
286 extern bool build_tunnel2(
int x1,
int y1,
int x2,
int y2,
int type,
int cutoff);
void vault_objects(int y, int 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:334
void place_floor(int x1, int x2, int y1, int 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:279
void set_floor(int x, int y)
指定のマスを床地形に変える / Set a square to be floor.
Definition: grid.c:577
void correct_dir(int *rdir, int *cdir, int y1, int x1, int y2, int x2)
build_tunnel用に通路を掘るための方向を位置関係通りに決める / Always picks a correct direction
Definition: grid.c:519
void place_room(int x1, int x2, int y1, int 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:305
void rand_dir(int *rdir, int *cdir)
build_tunnel用に通路を掘るための方向をランダムに決める / Pick a random direction
Definition: grid.c:541
void place_random_stairs(int y, int 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: grid.c:88
void vault_trap_aux(int y, int x, int yd, int 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:405
bool new_player_spot(void)
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:24
void place_closed_door(int y, int 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:222
void vault_traps(int y, int x, int yd, int 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:461
bool get_is_floor(int x, int 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:557
void place_random_door(int y, int 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:138
bool build_tunnel2(int x1, int y1, int x2, int y2, int type, int cutoff)
特定の壁(永久壁など)を避けながら部屋間の通路を作成する / This routine maps a path from (x1, y1) to (x2, y2) avoiding SOLID wall...
Definition: grid.c:1118
bool build_tunnel(int row1, int col1, int row2, int col2)
部屋間のトンネルを生成する / Constructs a tunnel between two points
Definition: grid.c:632
void vault_monsters(int y1, int 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: grid.c:480