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authorBardur Arantsson <bardur@scientician.net>2015-03-07 16:55:42 +0100
committerBardur Arantsson <bardur@scientician.net>2015-03-07 16:55:42 +0100
commit45fac786776f6664727daf160919f22313061017 (patch)
tree48c27ccd3e323f24b22cc38059d0b0465b21bb68 /src/defines.h
parent8153d8af2716359c43913fdd93691450d3a625af (diff)
Convert cave-related macros from defines.h into functions
Diffstat (limited to 'src/defines.h')
-rw-r--r--src/defines.h176
1 files changed, 0 insertions, 176 deletions
diff --git a/src/defines.h b/src/defines.h
index c032151f..a7eddd0d 100644
--- a/src/defines.h
+++ b/src/defines.h
@@ -3451,182 +3451,6 @@
-/*
- * Determine if a "legal" grid is a "floor" grid
- *
- * Line 1 -- forbid doors, rubble, seams, walls
- *
- * Note that the terrain features are split by a one bit test
- * into those features which block line of sight and those that
- * do not, allowing an extremely fast single bit check below.
- *
- * Add in the fact that some new terrain (water & lava) do NOT block sight
- * -KMW-
- */
-#define cave_floor_bold(Y,X) \
- ((f_info[cave[Y][X].feat].flags1 & FF1_FLOOR) && \
- (cave[Y][X].feat != FEAT_MON_TRAP))
-
-
-/*
- * Determine if a "legal" grid is floor without the REMEMBER flag set
- * Sometimes called "boring" grid
- */
-#define cave_plain_floor_bold(Y,X) \
- ((f_info[cave[Y][X].feat].flags1 & FF1_FLOOR) && \
- !(f_info[cave[Y][X].feat].flags1 & FF1_REMEMBER))
-
-
-/*
- * Determine if a "legal" grid isn't a "blocking line of sight" grid
- *
- * Line 1 -- forbid doors, rubble, seams, walls
- *
- * Note that the terrain features are split by a one bit test
- * into those features which block line of sight and those that
- * do not, allowing an extremely fast single bit check below.
- *
- * Add in the fact that some new terrain (water & lava) do NOT block sight
- * -KMW-
- */
-#define cave_sight_bold(Y,X) \
- (!(f_info[cave[Y][X].feat].flags1 & FF1_NO_VISION))
-
-
-/*
- * Determine if a "legal" grid is a "clean" floor grid
- *
- * Line 1 -- forbid non-floors
- * Line 2 -- forbid deep water -KMW-
- * Line 3 -- forbid deep lava -KMW-
- * Line 4 -- forbid normal objects
- */
-#define cave_clean_bold(Y,X) \
- ((f_info[cave[Y][X].feat].flags1 & FF1_FLOOR) && \
- (cave[Y][X].feat != FEAT_MON_TRAP) && \
- (cave[Y][X].o_idx == 0) && \
- !(f_info[cave[Y][X].feat].flags1 & FF1_PERMANENT))
-
-
-/*
- * Determine if a "legal" grid is an "empty" floor grid
- *
- * Line 1 -- forbid doors, rubble, seams, walls
- * Line 2 -- forbid normal monsters
- * Line 3 -- forbid the player
- */
-#define cave_empty_bold(Y,X) \
- (cave_floor_bold(Y,X) && \
- !(cave[Y][X].m_idx) && \
- !(((Y) == p_ptr->py) && ((X) == p_ptr->px)))
-
-
-/*
- * Determine if a "legal" grid is an "naked" floor grid
- *
- * Line 1 -- forbid non-floors, non-shallow water & lava -KMW-
- * Line 2 -- forbid normal objects
- * Line 3 -- forbid player/monsters
- */
-#define cave_naked_bold(Y,X) \
- ((f_info[cave[Y][X].feat].flags1 & FF1_FLOOR) && \
- (cave[Y][X].feat != FEAT_MON_TRAP) && \
- !(f_info[cave[Y][X].feat].flags1 & FF1_PERMANENT) && \
- (cave[Y][X].o_idx == 0) && \
- (cave[Y][X].m_idx == 0))
-
-#define cave_naked_bold2(Y,X) \
- ((f_info[cave[Y][X].feat].flags1 & FF1_FLOOR) && \
- (cave[Y][X].feat != FEAT_MON_TRAP) && \
- (cave[Y][X].o_idx == 0) && \
- (cave[Y][X].m_idx == 0))
-
-
-
-/*
- * Determine if a "legal" grid is "permanent"
- *
- * Line 1 -- perma-walls
- * Line 2-3 -- stairs
- * Line 4-5 -- building doors -KMW-
- * Line 6-7 -- shop doors
- */
-#define cave_perma_bold(Y,X) \
- (f_info[cave[Y][X].feat].flags1 & FF1_PERMANENT)
-
-
-/*
- * Grid based version of "cave_floor_bold()"
- */
-#define cave_floor_grid(C) \
- ((f_info[(C)->feat].flags1 & FF1_FLOOR) && ((C)->feat != FEAT_MON_TRAP))
-
-
-/*
- * Grid based version of "cave_plain_floor_bold()"
- */
-#define cave_plain_floor_grid(C) \
- ((f_info[(C)->feat].flags1 & FF1_FLOOR) && \
- !(f_info[(C)->feat].flags1 & FF1_REMEMBER))
-
-
-/*
- * Grid based version of "cave_clean_bold()"
- */
-#define cave_clean_grid(C) \
- ((f_info[(C)->feat].flags1 & FF1_FLOOR) && ((C)->feat != FEAT_MON_TRAP) && \
- (!(C)->o_idx))
-
-/*
- * Grid based version of "cave_sight_bold()"
- */
-#define cave_sight_grid(C) \
- (!(f_info[(C)->feat].flags1 & FF1_NO_VISION))
-
-/*
- * Grid based version of "cave_empty_bold()"
- */
-#define cave_empty_grid(C) \
- (cave_floor_grid(C) && \
- !((C)->m_idx) && \
- !((C) == &cave[p_ptr->py][p_ptr->px]))
-
-/*
- * Grid based version of "cave_empty_bold()"
- */
-#define cave_naked_grid(C) \
- ((f_info[(C)->feat].flags1 & FF1_FLOOR) && ((C)->feat != FEAT_MON_TRAP) && \
- !((C)->o_idx) && \
- !((C)->m_idx) && \
- !((C) == &cave[p_ptr->py][p_ptr->px]))
-
-
-/*
- * Grid based version of "cave_perma_bold()"
- */
-#define cave_perma_grid(C) \
- (f_info[(C)->feat].flags1 & FF1_PERMANENT)
-
-
-
-/*
- * Determine if a "legal" grid is within "los" of the player
- *
- * Note the use of comparison to zero to force a "boolean" result
- */
-#define player_has_los_bold(Y,X) \
- ((cave[Y][X].info & (CAVE_VIEW)) != 0)
-
-
-
-/*
- * Determine if a "legal" grid can be "seen" by the player
- *
- * Note the use of comparison to zero to force a "boolean" result
- */
-#define player_can_see_bold(Y,X) \
- ((cave[Y][X].info & (CAVE_SEEN)) != 0)
-
/*** Color constants ***/