/*!
* @brief ダンジョン生成のメインルーチン / Generate a new dungeon level
* @details Note that "dun_body" adds about 4000 bytes of memory to the stack.
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return ダンジョン生成が全て無事に成功したらTRUEを返す。
*/
-static bool cave_gen(floor_type *floor_ptr)
+static bool cave_gen(player_type *player_ptr)
{
int i, k;
POSITION y, x;
dun_data dun_body;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
dungeon_type* dungeon_ptr = &d_info[floor_ptr->dungeon_idx];
floor_ptr->lite_n = 0;
}
/* Destroy the level if necessary */
- if (dun->destroyed) destroy_level(floor_ptr);
+ if (dun->destroyed) destroy_level(player_ptr);
/* Hack -- Add some rivers */
if (one_in_(3) && (randint1(floor_ptr->dun_level) > 5))
/* Put the Guardian */
if (!alloc_guardian(TRUE)) return FALSE;
- if (dun->empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > floor_ptr->dun_level)) && !(dungeon_ptr->flags1 & DF1_DARKNESS))
+ bool is_empty_or_dark = dun->empty_level;
+ is_empty_or_dark &= !one_in_(DARK_EMPTY) || (randint1(100) > floor_ptr->dun_level);
+ is_empty_or_dark &= !(dungeon_ptr->flags1 & DF1_DARKNESS);
+ if (!is_empty_or_dark) return TRUE;
+
+ /* Lite the floor_ptr->grid_array */
+ for (y = 0; y < floor_ptr->height; y++)
{
- /* Lite the floor_ptr->grid_array */
- for (y = 0; y < floor_ptr->height; y++)
+ for (x = 0; x < floor_ptr->width; x++)
{
- for (x = 0; x < floor_ptr->width; x++)
- {
- floor_ptr->grid_array[y][x].info |= (CAVE_GLOW);
- }
+ floor_ptr->grid_array[y][x].info |= (CAVE_GLOW);
}
}
* @brief モンスター闘技場のフロア生成 / Builds the arena after it is entered -KMW-
* @return なし
*/
-static void build_battle(floor_type *floor_ptr)
+static void build_battle(floor_type *floor_ptr, POSITION *y, POSITION *x)
{
POSITION yval, y_height, y_depth, xval, x_left, x_right;
register int i, j;
j = xval;
floor_ptr->grid_array[i][j].feat = f_tag_to_index("BUILDING_3");
floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- player_place(p_ptr, i, j);
+
+ *y = i;
+ *x = j;
}
/*!
}
}
- build_battle(floor_ptr);
+ build_battle(floor_ptr, &y, &x);
+
+ player_place(creature_ptr, y, x);
for(i = 0; i < 4; i++)
{
/*!
* @brief 固定マップクエストのフロア生成 / Generate a quest level
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return なし
*/
-static void generate_fixed_floor(floor_type *floor_ptr)
+static void generate_fixed_floor(player_type *player_ptr)
{
POSITION x, y;
/* Start with perm walls */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
for (y = 0; y < floor_ptr->height; y++)
{
for (x = 0; x < floor_ptr->width; x++)
init_flags = INIT_CREATE_DUNGEON;
- process_dungeon_file("q_info.txt", 0, 0, MAX_HGT, MAX_WID);
+ process_dungeon_file(player_ptr, "q_info.txt", 0, 0, MAX_HGT, MAX_WID);
}
/*!
* @brief ダンジョン時のランダムフロア生成 / Make a real level
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param concptr
* @return フロアの生成に成功したらTRUE
*/
-static bool level_gen(floor_type *floor_ptr, concptr *why)
+static bool level_gen(player_type *player_ptr, concptr *why)
{
- int level_height, level_width;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
DUNGEON_IDX d_idx = floor_ptr->dungeon_idx;
if ((always_small_levels || ironman_small_levels ||
(d_info[d_idx].flags1 & DF1_SMALLEST)) &&
!(d_info[d_idx].flags1 & DF1_BIG))
{
+ int level_height, level_width;
if (d_info[d_idx].flags1 & DF1_SMALLEST)
{
level_height = 1;
}
else
{
- do
+ level_height = randint1(MAX_HGT / SCREEN_HGT);
+ level_width = randint1(MAX_WID / SCREEN_WID);
+ bool is_first_level_area = TRUE;
+ bool is_max_area = (level_height == MAX_HGT / SCREEN_HGT) && (level_width == MAX_WID / SCREEN_WID);
+ while (is_first_level_area || is_max_area)
{
- level_height = randint1(MAX_HGT/SCREEN_HGT);
- level_width = randint1(MAX_WID/SCREEN_WID);
+ level_height = randint1(MAX_HGT / SCREEN_HGT);
+ level_width = randint1(MAX_WID / SCREEN_WID);
+ is_max_area = (level_height == MAX_HGT / SCREEN_HGT) && (level_width == MAX_WID / SCREEN_WID);
}
- while ((level_height == MAX_HGT/SCREEN_HGT) && (level_width == MAX_WID/SCREEN_WID));
}
floor_ptr->height = level_height * SCREEN_HGT;
panel_col_min = floor_ptr->width;
}
- /* Make a dungeon */
floor_ptr->dungeon_idx = d_idx;
- if (!cave_gen(floor_ptr))
+ if (!cave_gen(player_ptr))
{
*why = _("ダンジョン生成に失敗", "could not place player");
return FALSE;
}
+
else return TRUE;
}
clear_cave(player_ptr);
/* Mega-Hack -- no player yet */
- p_ptr->x = p_ptr->y = 0;
+ player_ptr->x = player_ptr->y = 0;
if (floor_ptr->inside_arena)
{
- generate_challenge_arena(floor_ptr, p_ptr);
+ generate_challenge_arena(floor_ptr, player_ptr);
}
- else if (p_ptr->phase_out)
+ else if (player_ptr->phase_out)
{
- generate_gambling_arena(floor_ptr, p_ptr);
+ generate_gambling_arena(floor_ptr, player_ptr);
}
else if (floor_ptr->inside_quest)
{
- generate_fixed_floor(floor_ptr);
+ generate_fixed_floor(player_ptr);
}
/* Build the town */
else if (!floor_ptr->dun_level)
{
/* Make the wilderness */
- if (p_ptr->wild_mode) wilderness_gen_small(p_ptr, floor_ptr);
- else wilderness_gen(p_ptr, floor_ptr);
+ if (player_ptr->wild_mode) wilderness_gen_small(player_ptr);
+ else wilderness_gen(player_ptr);
}
/* Build a real level */
else
{
- okay = level_gen(floor_ptr, &why);
+ okay = level_gen(player_ptr, &why);
}
glow_deep_lava_and_bldg(floor_ptr);
/* Reset flag */
- p_ptr->enter_dungeon = FALSE;
+ player_ptr->enter_dungeon = FALSE;
wipe_generate_random_floor_flags(floor_ptr);
}