#include "angband.h"
#include "util.h"
+#include "core.h"
#include "bldg.h"
+#include "cmd-dump.h"
#include "grid.h"
#include "rooms.h"
#include "dungeon.h"
#include "feature.h"
#include "spells.h"
+#include "world.h"
+#include "view-mainwindow.h"
+
int dun_tun_rnd;
int dun_tun_chg;
int dun_tun_con;
* @param y 基準のy座標
* @param x 基準のx座標
* @return 隣接する外壁の数
- * @note Assumes "in_bounds(y, x)"
+ * @note Assumes "in_bounds()"
* @details We count only granite walls and permanent walls.
*/
-static int next_to_walls(POSITION y, POSITION x)
+static int next_to_walls(floor_type* floor_ptr, POSITION y, POSITION x)
{
int k = 0;
- if (in_bounds(y + 1, x) && is_extra_bold(y + 1, x)) k++;
- if (in_bounds(y - 1, x) && is_extra_bold(y - 1, x)) k++;
- if (in_bounds(y, x + 1) && is_extra_bold(y, x + 1)) k++;
- if (in_bounds(y, x - 1) && is_extra_bold(y, x - 1)) k++;
+ if (in_bounds(floor_ptr, y + 1, x) && is_extra_bold(floor_ptr, y + 1, x)) k++;
+ if (in_bounds(floor_ptr, y - 1, x) && is_extra_bold(floor_ptr, y - 1, x)) k++;
+ if (in_bounds(floor_ptr, y, x + 1) && is_extra_bold(floor_ptr, y, x + 1)) k++;
+ if (in_bounds(floor_ptr, y, x - 1) && is_extra_bold(floor_ptr, y, x - 1)) k++;
return (k);
}
* @param walls 最低減隣接させたい外壁の数
* @return 階段を生成して問題がないならばTRUEを返す。
*/
-static bool alloc_stairs_aux(POSITION y, POSITION x, int walls)
+static bool alloc_stairs_aux(floor_type *floor_ptr, POSITION y, POSITION x, int walls)
{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr = &floor_ptr->grid_array[y][x];
/* Require "naked" floor grid */
if (!is_floor_grid(g_ptr)) return FALSE;
if (g_ptr->o_idx || g_ptr->m_idx) return FALSE;
/* Require a certain number of adjacent walls */
- if (next_to_walls(y, x) < walls) return FALSE;
+ if (next_to_walls(floor_ptr, y, x) < walls) return FALSE;
return TRUE;
}
* @param walls 最低減隣接させたい外壁の数
* @return 規定数通りに生成に成功したらTRUEを返す。
*/
-static bool alloc_stairs(FEAT_IDX feat, int num, int walls)
+static bool alloc_stairs(floor_type *floor_ptr, FEAT_IDX feat, int num, int walls)
{
int i;
int shaft_num = 0;
if (have_flag(f_ptr->flags, FF_LESS))
{
/* No up stairs in town or in ironman mode */
- if (ironman_downward || !current_floor_ptr->dun_level) return TRUE;
+ if (ironman_downward || !floor_ptr->dun_level) return TRUE;
- if (current_floor_ptr->dun_level > d_info[p_ptr->dungeon_idx].mindepth)
+ if (floor_ptr->dun_level > d_info[floor_ptr->dungeon_idx].mindepth)
shaft_num = (randint1(num+1))/2;
}
else if (have_flag(f_ptr->flags, FF_MORE))
{
- QUEST_IDX q_idx = quest_number(current_floor_ptr->dun_level);
+ QUEST_IDX q_idx = quest_number(floor_ptr->dun_level);
/* No downstairs on quest levels */
- if (current_floor_ptr->dun_level > 1 && q_idx)
+ if (floor_ptr->dun_level > 1 && q_idx)
{
monster_race *r_ptr = &r_info[quest[q_idx].r_idx];
}
/* No downstairs at the bottom */
- if (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) return TRUE;
+ if (floor_ptr->dun_level >= d_info[floor_ptr->dungeon_idx].maxdepth) return TRUE;
- if ((current_floor_ptr->dun_level < d_info[p_ptr->dungeon_idx].maxdepth-1) && !quest_number(current_floor_ptr->dun_level+1))
+ if ((floor_ptr->dun_level < d_info[floor_ptr->dungeon_idx].maxdepth-1) && !quest_number(floor_ptr->dun_level+1))
shaft_num = (randint1(num)+1)/2;
}
else return FALSE;
int candidates = 0;
int pick;
- for (y = 1; y < current_floor_ptr->height - 1; y++)
+ for (y = 1; y < floor_ptr->height - 1; y++)
{
- for (x = 1; x < current_floor_ptr->width - 1; x++)
+ for (x = 1; x < floor_ptr->width - 1; x++)
{
- if (alloc_stairs_aux(y, x, walls))
+ if (alloc_stairs_aux(floor_ptr, y, x, walls))
{
/* A valid space found */
candidates++;
/* Choose a random one */
pick = randint1(candidates);
- for (y = 1; y < current_floor_ptr->height - 1; y++)
+ for (y = 1; y < floor_ptr->height - 1; y++)
{
- for (x = 1; x < current_floor_ptr->width - 1; x++)
+ for (x = 1; x < floor_ptr->width - 1; x++)
{
- if (alloc_stairs_aux(y, x, walls))
+ if (alloc_stairs_aux(floor_ptr, y, x, walls))
{
pick--;
if (!pick) break;
}
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &floor_ptr->grid_array[y][x];
/* Clear possible garbage of hidden trap */
g_ptr->mimic = 0;
* @param num 配置したい数
* @return 規定数通りに生成に成功したらTRUEを返す。
*/
-static void alloc_object(int set, EFFECT_ID typ, int num)
+static void alloc_object(floor_type *floor_ptr, int set, EFFECT_ID typ, int num)
{
POSITION y = 0, x = 0;
int k;
grid_type *g_ptr;
/* A small level has few objects. */
- num = num * current_floor_ptr->height * current_floor_ptr->width / (MAX_HGT*MAX_WID) +1;
+ num = num * floor_ptr->height * floor_ptr->width / (MAX_HGT*MAX_WID) +1;
/* Place some objects */
for (k = 0; k < num; k++)
dummy++;
- y = randint0(current_floor_ptr->height);
- x = randint0(current_floor_ptr->width);
+ y = randint0(floor_ptr->height);
+ x = randint0(floor_ptr->width);
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &floor_ptr->grid_array[y][x];
/* Require "naked" floor grid */
if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
/* Avoid player location */
- if (player_bold(y, x)) continue;
+ if (player_bold(p_ptr, y, x)) continue;
/* Check for "room" */
- room = (current_floor_ptr->grid_array[y][x].info & CAVE_ROOM) ? TRUE : FALSE;
+ room = (floor_ptr->grid_array[y][x].info & CAVE_ROOM) ? TRUE : FALSE;
/* Require corridor? */
if ((set == ALLOC_SET_CORR) && room) continue;
{
case ALLOC_TYP_RUBBLE:
{
- place_rubble(y, x);
- current_floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
+ place_rubble(floor_ptr, y, x);
+ floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
break;
}
case ALLOC_TYP_TRAP:
{
- place_trap(y, x);
- current_floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
+ place_trap(floor_ptr, y, x);
+ floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
break;
}
case ALLOC_TYP_GOLD:
{
- place_gold(y, x);
+ place_gold(floor_ptr, y, x);
break;
}
case ALLOC_TYP_OBJECT:
{
- place_object(y, x, 0L);
+ place_object(floor_ptr, y, x, 0L);
break;
}
}
/*!
* @brief クエストに関わるモンスターの配置を行う / Place quest monsters
+ * @param floor_ptr 配置するフロアの参照ポインタ
+ * @param subject_ptr 近隣への即出現を避けるためのプレイヤークリーチャー参照ポインタ
* @return 成功したならばTRUEを返す
*/
-bool place_quest_monsters(void)
+bool place_quest_monsters(floor_type *floor_ptr, player_type *creature_ptr)
{
int i;
if (quest[i].status != QUEST_STATUS_TAKEN ||
(quest[i].type != QUEST_TYPE_KILL_LEVEL &&
quest[i].type != QUEST_TYPE_RANDOM) ||
- quest[i].level != current_floor_ptr->dun_level ||
- p_ptr->dungeon_idx != quest[i].dungeon ||
+ quest[i].level != floor_ptr->dun_level ||
+ creature_ptr->dungeon_idx != quest[i].dungeon ||
(quest[i].flags & QUEST_FLAG_PRESET))
{
/* Ignore it */
grid_type *g_ptr;
feature_type *f_ptr;
- y = randint0(current_floor_ptr->height);
- x = randint0(current_floor_ptr->width);
+ y = randint0(floor_ptr->height);
+ x = randint0(floor_ptr->width);
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &floor_ptr->grid_array[y][x];
f_ptr = &f_info[g_ptr->feat];
if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) continue;
if (!monster_can_enter(y, x, r_ptr, 0)) continue;
- if (distance(y, x, p_ptr->y, p_ptr->x) < 10) continue;
+ if (distance(y, x, creature_ptr->y, creature_ptr->x) < 10) continue;
if (g_ptr->info & CAVE_ICKY) continue;
else break;
}
* @details There were moved from cave_gen().
* @return なし
*/
-static void gen_caverns_and_lakes(void)
+static void gen_caverns_and_lakes(dungeon_type *dungeon_ptr, floor_type *floor_ptr)
{
#ifdef ALLOW_CAVERNS_AND_LAKES
/* Possible "destroyed" level */
- if ((current_floor_ptr->dun_level > 30) && one_in_(DUN_DEST*2) && (small_levels) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_DESTROY))
+ if ((floor_ptr->dun_level > 30) && one_in_(DUN_DEST*2) && (small_levels) && (dungeon_ptr->flags1 & DF1_DESTROY))
{
dun->destroyed = TRUE;
/* extra rubble around the place looks cool */
- build_lake(one_in_(2) ? LAKE_T_CAVE : LAKE_T_EARTH_VAULT);
+ build_lake(floor_ptr, one_in_(2) ? LAKE_T_CAVE : LAKE_T_EARTH_VAULT);
}
/* Make a lake some of the time */
if (one_in_(LAKE_LEVEL) && !dun->empty_level && !dun->destroyed &&
- (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_MASK))
+ (dungeon_ptr->flags1 & DF1_LAKE_MASK))
{
int count = 0;
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_WATER) count += 3;
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_LAVA) count += 3;
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_RUBBLE) count += 3;
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_TREE) count += 3;
+ if (dungeon_ptr->flags1 & DF1_LAKE_WATER) count += 3;
+ if (dungeon_ptr->flags1 & DF1_LAKE_LAVA) count += 3;
+ if (dungeon_ptr->flags1 & DF1_LAKE_RUBBLE) count += 3;
+ if (dungeon_ptr->flags1 & DF1_LAKE_TREE) count += 3;
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_LAVA)
+ if (dungeon_ptr->flags1 & DF1_LAKE_LAVA)
{
/* Lake of Lava */
- if ((current_floor_ptr->dun_level > 80) && (randint0(count) < 2)) dun->laketype = LAKE_T_LAVA;
+ if ((floor_ptr->dun_level > 80) && (randint0(count) < 2)) dun->laketype = LAKE_T_LAVA;
count -= 2;
/* Lake of Lava2 */
- if (!dun->laketype && (current_floor_ptr->dun_level > 80) && one_in_(count)) dun->laketype = LAKE_T_FIRE_VAULT;
+ if (!dun->laketype && (floor_ptr->dun_level > 80) && one_in_(count)) dun->laketype = LAKE_T_FIRE_VAULT;
count--;
}
- if ((d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_WATER) && !dun->laketype)
+ if ((dungeon_ptr->flags1 & DF1_LAKE_WATER) && !dun->laketype)
{
/* Lake of Water */
- if ((current_floor_ptr->dun_level > 50) && randint0(count) < 2) dun->laketype = LAKE_T_WATER;
+ if ((floor_ptr->dun_level > 50) && randint0(count) < 2) dun->laketype = LAKE_T_WATER;
count -= 2;
/* Lake of Water2 */
- if (!dun->laketype && (current_floor_ptr->dun_level > 50) && one_in_(count)) dun->laketype = LAKE_T_WATER_VAULT;
+ if (!dun->laketype && (floor_ptr->dun_level > 50) && one_in_(count)) dun->laketype = LAKE_T_WATER_VAULT;
count--;
}
- if ((d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_RUBBLE) && !dun->laketype)
+ if ((dungeon_ptr->flags1 & DF1_LAKE_RUBBLE) && !dun->laketype)
{
/* Lake of rubble */
- if ((current_floor_ptr->dun_level > 35) && (randint0(count) < 2)) dun->laketype = LAKE_T_CAVE;
+ if ((floor_ptr->dun_level > 35) && (randint0(count) < 2)) dun->laketype = LAKE_T_CAVE;
count -= 2;
/* Lake of rubble2 */
- if (!dun->laketype && (current_floor_ptr->dun_level > 35) && one_in_(count)) dun->laketype = LAKE_T_EARTH_VAULT;
+ if (!dun->laketype && (floor_ptr->dun_level > 35) && one_in_(count)) dun->laketype = LAKE_T_EARTH_VAULT;
count--;
}
/* Lake of tree */
- if ((current_floor_ptr->dun_level > 5) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_TREE) && !dun->laketype) dun->laketype = LAKE_T_AIR_VAULT;
+ if ((floor_ptr->dun_level > 5) && (dungeon_ptr->flags1 & DF1_LAKE_TREE) && !dun->laketype) dun->laketype = LAKE_T_AIR_VAULT;
if (dun->laketype)
{
msg_print_wizard(CHEAT_DUNGEON, _("湖を生成します。", "Lake on the level."));
- build_lake(dun->laketype);
+ build_lake(floor_ptr, dun->laketype);
}
}
- if ((current_floor_ptr->dun_level > DUN_CAVERN) && !dun->empty_level &&
- (d_info[p_ptr->dungeon_idx].flags1 & DF1_CAVERN) &&
- !dun->laketype && !dun->destroyed && (randint1(1000) < current_floor_ptr->dun_level))
+ if ((floor_ptr->dun_level > DUN_CAVERN) && !dun->empty_level &&
+ (dungeon_ptr->flags1 & DF1_CAVERN) &&
+ !dun->laketype && !dun->destroyed && (randint1(1000) < floor_ptr->dun_level))
{
dun->cavern = TRUE;
- /* make a large fractal current_floor_ptr->grid_array in the middle of the dungeon */
+ /* make a large fractal floor_ptr->grid_array in the middle of the dungeon */
msg_print_wizard(CHEAT_DUNGEON, _("洞窟を生成。", "Cavern on level."));
- build_cavern();
+ build_cavern(floor_ptr);
}
#endif /* ALLOW_CAVERNS_AND_LAKES */
/* Hack -- No destroyed "quest" levels */
- if (quest_number(current_floor_ptr->dun_level)) dun->destroyed = FALSE;
+ if (quest_number(floor_ptr->dun_level)) dun->destroyed = FALSE;
}
/*!
* @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(void)
+static bool cave_gen(player_type *player_ptr)
{
int i, k;
POSITION y, x;
dun_data dun_body;
- current_floor_ptr->lite_n = 0;
- current_floor_ptr->mon_lite_n = 0;
- current_floor_ptr->redraw_n = 0;
- current_floor_ptr->view_n = 0;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ dungeon_type* dungeon_ptr = &d_info[floor_ptr->dungeon_idx];
+
+ floor_ptr->lite_n = 0;
+ floor_ptr->mon_lite_n = 0;
+ floor_ptr->redraw_n = 0;
+ floor_ptr->view_n = 0;
/* Global data */
dun = &dun_body;
dun->laketype = 0;
/* Fill the arrays of floors and walls in the good proportions */
- set_floor_and_wall(p_ptr->dungeon_idx);
+ set_floor_and_wall(floor_ptr->dungeon_idx);
get_mon_num_prep(get_monster_hook(), NULL);
/* Randomize the dungeon creation values */
dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);
/* Actual maximum number of rooms on this level */
- dun->row_rooms = current_floor_ptr->height / BLOCK_HGT;
- dun->col_rooms = current_floor_ptr->width / BLOCK_WID;
+ dun->row_rooms = floor_ptr->height / BLOCK_HGT;
+ dun->col_rooms = floor_ptr->width / BLOCK_WID;
/* Initialize the room table */
for (y = 0; y < dun->row_rooms; y++)
dun->cent_n = 0;
/* Empty arena levels */
- if (ironman_empty_levels || ((d_info[p_ptr->dungeon_idx].flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
+ if (ironman_empty_levels || ((dungeon_ptr->flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
{
dun->empty_level = TRUE;
msg_print_wizard(CHEAT_DUNGEON, _("アリーナレベルを生成。", "Arena level."));
if (dun->empty_level)
{
/* Start with floors */
- for (y = 0; y < current_floor_ptr->height; y++)
+ for (y = 0; y < floor_ptr->height; y++)
{
- for (x = 0; x < current_floor_ptr->width; x++)
+ for (x = 0; x < floor_ptr->width; x++)
{
- place_floor_bold(y, x);
+ place_floor_bold(floor_ptr, y, x);
}
}
/* Special boundary walls -- Top and bottom */
- for (x = 0; x < current_floor_ptr->width; x++)
+ for (x = 0; x < floor_ptr->width; x++)
{
- place_extra_bold(0, x);
- place_extra_bold(current_floor_ptr->height - 1, x);
+ place_extra_bold(floor_ptr, 0, x);
+ place_extra_bold(floor_ptr, floor_ptr->height - 1, x);
}
/* Special boundary walls -- Left and right */
- for (y = 1; y < (current_floor_ptr->height - 1); y++)
+ for (y = 1; y < (floor_ptr->height - 1); y++)
{
- place_extra_bold(y, 0);
- place_extra_bold(y, current_floor_ptr->width - 1);
+ place_extra_bold(floor_ptr, y, 0);
+ place_extra_bold(floor_ptr, y, floor_ptr->width - 1);
}
}
else
{
/* Start with walls */
- for (y = 0; y < current_floor_ptr->height; y++)
+ for (y = 0; y < floor_ptr->height; y++)
{
- for (x = 0; x < current_floor_ptr->width; x++)
+ for (x = 0; x < floor_ptr->width; x++)
{
- place_extra_bold(y, x);
+ place_extra_bold(floor_ptr, y, x);
}
}
}
/* Generate various caverns and lakes */
- gen_caverns_and_lakes();
+ gen_caverns_and_lakes(dungeon_ptr, floor_ptr);
/* Build maze */
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_MAZE)
+ if (dungeon_ptr->flags1 & DF1_MAZE)
{
- build_maze_vault(current_floor_ptr->width/2-1, current_floor_ptr->height/2-1, current_floor_ptr->width-4, current_floor_ptr->height-4, FALSE);
+ build_maze_vault(floor_ptr, floor_ptr->width/2-1, floor_ptr->height/2-1, floor_ptr->width-4, floor_ptr->height-4, FALSE);
/* Place 3 or 4 down stairs near some walls */
- if (!alloc_stairs(feat_down_stair, rand_range(2, 3), 3)) return FALSE;
+ if (!alloc_stairs(floor_ptr, feat_down_stair, rand_range(2, 3), 3)) return FALSE;
/* Place 1 or 2 up stairs near some walls */
- if (!alloc_stairs(feat_up_stair, 1, 3)) return FALSE;
+ if (!alloc_stairs(floor_ptr, feat_up_stair, 1, 3)) return FALSE;
}
/* Build some rooms */
int tunnel_fail_count = 0;
/*
- * Build each type of room in current_world_ptr->game_turn until we cannot build any more.
+ * Build each type of room in turn until we cannot build any more.
*/
- if (!generate_rooms()) return FALSE;
+ if (!generate_rooms(floor_ptr)) return FALSE;
/* Make a hole in the dungeon roof sometimes at level 1 */
- if (current_floor_ptr->dun_level == 1)
+ if (floor_ptr->dun_level == 1)
{
while (one_in_(DUN_MOS_DEN))
{
- place_trees(randint1(current_floor_ptr->width - 2), randint1(current_floor_ptr->height - 2));
+ place_trees(floor_ptr, randint1(floor_ptr->width - 2), randint1(floor_ptr->height - 2));
}
}
/* Destroy the level if necessary */
- if (dun->destroyed) destroy_level();
+ if (dun->destroyed) destroy_level(player_ptr);
/* Hack -- Add some rivers */
- if (one_in_(3) && (randint1(current_floor_ptr->dun_level) > 5))
+ if (one_in_(3) && (randint1(floor_ptr->dun_level) > 5))
{
FEAT_IDX feat1 = 0, feat2 = 0;
/* Choose water mainly */
- if ((randint1(MAX_DEPTH * 2) - 1 > current_floor_ptr->dun_level) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_WATER_RIVER))
+ if ((randint1(MAX_DEPTH * 2) - 1 > floor_ptr->dun_level) && (dungeon_ptr->flags1 & DF1_WATER_RIVER))
{
feat1 = feat_deep_water;
feat2 = feat_shallow_water;
FEAT_IDX select_shallow_feat[10];
int select_id_max = 0, selected;
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAVA_RIVER)
+ if (dungeon_ptr->flags1 & DF1_LAVA_RIVER)
{
select_deep_feat[select_id_max] = feat_deep_lava;
select_shallow_feat[select_id_max] = feat_shallow_lava;
select_id_max++;
}
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_POISONOUS_RIVER)
+ if (dungeon_ptr->flags1 & DF1_POISONOUS_RIVER)
{
select_deep_feat[select_id_max] = feat_deep_poisonous_puddle;
select_shallow_feat[select_id_max] = feat_shallow_poisonous_puddle;
select_id_max++;
}
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_ACID_RIVER)
+ if (dungeon_ptr->flags1 & DF1_ACID_RIVER)
{
select_deep_feat[select_id_max] = feat_deep_acid_puddle;
select_shallow_feat[select_id_max] = feat_shallow_acid_puddle;
select_id_max++;
}
- selected = randint0(select_id_max);
- feat1 = select_deep_feat[selected];
- feat2 = select_shallow_feat[selected];
+ if (select_id_max > 0)
+ {
+ selected = randint0(select_id_max);
+ feat1 = select_deep_feat[selected];
+ feat2 = select_shallow_feat[selected];
+ }
+ else
+ {
+ feat1 = feat_deep_water;
+ feat2 = feat_shallow_water;
+ }
}
if (feat1)
((dun->laketype == LAKE_T_WATER) && have_flag(f_ptr->flags, FF_WATER)) ||
!dun->laketype)
{
- add_river(feat1, feat2);
+ add_river(floor_ptr, feat1, feat2);
}
}
}
dun->wall_n = 0;
/* Connect the room to the previous room */
- if (randint1(current_floor_ptr->dun_level) > d_info[p_ptr->dungeon_idx].tunnel_percent)
+ if (randint1(floor_ptr->dun_level) > dungeon_ptr->tunnel_percent)
{
/* make cavelike tunnel */
- (void)build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
+ (void)build_tunnel2(floor_ptr, dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
}
else
{
/* make normal tunnel */
- if (!build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x)) tunnel_fail_count++;
+ if (!build_tunnel(floor_ptr, dun->cent[i].y, dun->cent[i].x, y, x)) tunnel_fail_count++;
}
if (tunnel_fail_count >= 2) return FALSE;
feature_type *f_ptr;
y = dun->tunn[j].y;
x = dun->tunn[j].x;
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &floor_ptr->grid_array[y][x];
f_ptr = &f_info[g_ptr->feat];
/* Clear previous contents (if not a lake), add a floor */
grid_type *g_ptr;
y = dun->wall[j].y;
x = dun->wall[j].x;
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &floor_ptr->grid_array[y][x];
/* Clear mimic type */
g_ptr->mimic = 0;
place_floor_grid(g_ptr);
/* Occasional doorway */
- if ((randint0(100) < dun_tun_pen) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS))
+ if ((randint0(100) < dun_tun_pen) && !(dungeon_ptr->flags1 & DF1_NO_DOORS))
{
/* Place a random door */
- place_random_door(y, x, TRUE);
+ place_random_door(floor_ptr, y, x, TRUE);
}
}
x = dun->door[i].x;
/* Try placing doors */
- try_door(y, x - 1);
- try_door(y, x + 1);
- try_door(y - 1, x);
- try_door(y + 1, x);
+ try_door(floor_ptr, y, x - 1);
+ try_door(floor_ptr, y, x + 1);
+ try_door(floor_ptr, y - 1, x);
+ try_door(floor_ptr, y + 1, x);
}
/* Place 3 or 4 down stairs near some walls */
- if (!alloc_stairs(feat_down_stair, rand_range(3, 4), 3)) return FALSE;
+ if (!alloc_stairs(floor_ptr, feat_down_stair, rand_range(3, 4), 3)) return FALSE;
/* Place 1 or 2 up stairs near some walls */
- if (!alloc_stairs(feat_up_stair, rand_range(1, 2), 3)) return FALSE;
+ if (!alloc_stairs(floor_ptr, feat_up_stair, rand_range(1, 2), 3)) return FALSE;
}
if (!dun->laketype)
{
- if (d_info[p_ptr->dungeon_idx].stream2)
+ if (dungeon_ptr->stream2)
{
/* Hack -- Add some quartz streamers */
for (i = 0; i < DUN_STR_QUA; i++)
{
- build_streamer(d_info[p_ptr->dungeon_idx].stream2, DUN_STR_QC);
+ build_streamer(floor_ptr, dungeon_ptr->stream2, DUN_STR_QC);
}
}
- if (d_info[p_ptr->dungeon_idx].stream1)
+ if (dungeon_ptr->stream1)
{
/* Hack -- Add some magma streamers */
for (i = 0; i < DUN_STR_MAG; i++)
{
- build_streamer(d_info[p_ptr->dungeon_idx].stream1, DUN_STR_MC);
+ build_streamer(floor_ptr, dungeon_ptr->stream1, DUN_STR_MC);
}
}
}
/* Special boundary walls -- Top and bottom */
- for (x = 0; x < current_floor_ptr->width; x++)
+ for (x = 0; x < floor_ptr->width; x++)
{
- place_bound_perm_wall(¤t_floor_ptr->grid_array[0][x]);
- place_bound_perm_wall(¤t_floor_ptr->grid_array[current_floor_ptr->height - 1][x]);
+ place_bound_perm_wall(&floor_ptr->grid_array[0][x]);
+ place_bound_perm_wall(&floor_ptr->grid_array[floor_ptr->height - 1][x]);
}
/* Special boundary walls -- Left and right */
- for (y = 1; y < (current_floor_ptr->height - 1); y++)
+ for (y = 1; y < (floor_ptr->height - 1); y++)
{
- place_bound_perm_wall(¤t_floor_ptr->grid_array[y][0]);
- place_bound_perm_wall(¤t_floor_ptr->grid_array[y][current_floor_ptr->width - 1]);
+ place_bound_perm_wall(&floor_ptr->grid_array[y][0]);
+ place_bound_perm_wall(&floor_ptr->grid_array[y][floor_ptr->width - 1]);
}
/* Determine the character location */
- if (!new_player_spot()) return FALSE;
+ if (!new_player_spot(p_ptr)) return FALSE;
- if (!place_quest_monsters()) return FALSE;
+ if (!place_quest_monsters(floor_ptr, p_ptr)) return FALSE;
/* Basic "amount" */
- k = (current_floor_ptr->dun_level / 3);
+ k = (floor_ptr->dun_level / 3);
if (k > 10) k = 10;
if (k < 2) k = 2;
/* Pick a base number of monsters */
- i = d_info[p_ptr->dungeon_idx].min_m_alloc_level;
+ i = dungeon_ptr->min_m_alloc_level;
/* To make small levels a bit more playable */
- if (current_floor_ptr->height < MAX_HGT || current_floor_ptr->width < MAX_WID)
+ if (floor_ptr->height < MAX_HGT || floor_ptr->width < MAX_WID)
{
int small_tester = i;
- i = (i * current_floor_ptr->height) / MAX_HGT;
- i = (i * current_floor_ptr->width) / MAX_WID;
+ i = (i * floor_ptr->height) / MAX_HGT;
+ i = (i * floor_ptr->width) / MAX_WID;
i += 1;
if (i > small_tester) i = small_tester;
}
/* Place some traps in the dungeon */
- alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));
+ alloc_object(floor_ptr, ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));
/* Put some rubble in corridors (except NO_CAVE dungeon (Castle)) */
- if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE)) alloc_object(ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
+ if (!(dungeon_ptr->flags1 & DF1_NO_CAVE)) alloc_object(floor_ptr, ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
/* Mega Hack -- No object at first level of deeper dungeon */
- if (p_ptr->enter_dungeon && current_floor_ptr->dun_level > 1)
+ if (p_ptr->enter_dungeon && floor_ptr->dun_level > 1)
{
/* No stair scum! */
- current_floor_ptr->object_level = 1;
+ floor_ptr->object_level = 1;
}
/* Put some objects in rooms */
- alloc_object(ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
+ alloc_object(floor_ptr, ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
/* Put some objects/gold in the dungeon */
- alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
- alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));
+ alloc_object(floor_ptr, ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
+ alloc_object(floor_ptr, ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));
/* Set back to default */
- current_floor_ptr->object_level = current_floor_ptr->base_level;
+ floor_ptr->object_level = floor_ptr->base_level;
/* Put the Guardian */
if (!alloc_guardian(TRUE)) return FALSE;
- if (dun->empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > current_floor_ptr->dun_level)) && !(d_info[p_ptr->dungeon_idx].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 current_floor_ptr->grid_array */
- for (y = 0; y < current_floor_ptr->height; y++)
+ for (x = 0; x < floor_ptr->width; x++)
{
- for (x = 0; x < current_floor_ptr->width; x++)
- {
- current_floor_ptr->grid_array[y][x].info |= (CAVE_GLOW);
- }
+ floor_ptr->grid_array[y][x].info |= (CAVE_GLOW);
}
}
* @brief 闘技場用のアリーナ地形を作成する / Builds the arena after it is entered -KMW-
* @return なし
*/
-static void build_arena(void)
+static void build_arena(floor_type *floor_ptr, POSITION *start_y, POSITION *start_x)
{
POSITION yval, y_height, y_depth, xval, x_left, x_right;
- register int i, j;
+ POSITION i, j;
yval = SCREEN_HGT / 2;
xval = SCREEN_WID / 2;
for (i = y_height; i <= y_height + 5; i++)
for (j = x_left; j <= x_right; j++)
{
- place_extra_perm_bold(i, j);
- current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
+ place_extra_perm_bold(floor_ptr, i, j);
+ floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
for (i = y_depth; i >= y_depth - 5; i--)
for (j = x_left; j <= x_right; j++)
{
- place_extra_perm_bold(i, j);
- current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
+ place_extra_perm_bold(floor_ptr, i, j);
+ floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
for (j = x_left; j <= x_left + 17; j++)
for (i = y_height; i <= y_depth; i++)
{
- place_extra_perm_bold(i, j);
- current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
+ place_extra_perm_bold(floor_ptr, i, j);
+ floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
for (j = x_right; j >= x_right - 17; j--)
for (i = y_height; i <= y_depth; i++)
{
- place_extra_perm_bold(i, j);
- current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
+ place_extra_perm_bold(floor_ptr, i, j);
+ floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
- place_extra_perm_bold(y_height+6, x_left+18);
- current_floor_ptr->grid_array[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
- place_extra_perm_bold(y_depth-6, x_left+18);
- current_floor_ptr->grid_array[y_depth-6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
- place_extra_perm_bold(y_height+6, x_right-18);
- current_floor_ptr->grid_array[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
- place_extra_perm_bold(y_depth-6, x_right-18);
- current_floor_ptr->grid_array[y_depth-6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
+ place_extra_perm_bold(floor_ptr, y_height + 6, x_left + 18);
+ floor_ptr->grid_array[y_height + 6][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
+ place_extra_perm_bold(floor_ptr, y_depth - 6, x_left + 18);
+ floor_ptr->grid_array[y_depth - 6][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
+ place_extra_perm_bold(floor_ptr, y_height + 6, x_right - 18);
+ floor_ptr->grid_array[y_height + 6][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
+ place_extra_perm_bold(floor_ptr, y_depth - 6, x_right - 18);
+ floor_ptr->grid_array[y_depth - 6][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
- i = y_height + 5;
- j = xval;
- current_floor_ptr->grid_array[i][j].feat = f_tag_to_index("ARENA_GATE");
- current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- player_place(i, j);
+ *start_y = y_height + 5;
+ *start_x = xval;
+ floor_ptr->grid_array[*start_y][*start_x].feat = f_tag_to_index("ARENA_GATE");
+ floor_ptr->grid_array[*start_y][*start_x].info |= (CAVE_GLOW | CAVE_MARK);
}
/*!
* @brief 挑戦時闘技場への入場処理 / Town logic flow for generation of arena -KMW-
* @return なし
*/
-static void generate_challenge_arena(void)
+static void generate_challenge_arena(floor_type *floor_ptr, player_type *challanger_ptr)
{
POSITION y, x;
POSITION qy = 0;
POSITION qx = 0;
/* Smallest area */
- current_floor_ptr->height = SCREEN_HGT;
- current_floor_ptr->width = SCREEN_WID;
+ floor_ptr->height = SCREEN_HGT;
+ floor_ptr->width = SCREEN_WID;
/* Start with solid walls */
for (y = 0; y < MAX_HGT; y++)
for (x = 0; x < MAX_WID; x++)
{
/* Create "solid" perma-wall */
- place_solid_perm_bold(y, x);
+ place_solid_perm_bold(floor_ptr, y, x);
/* Illuminate and memorize the walls */
- current_floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
+ floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
}
}
for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
{
/* Create empty floor */
- current_floor_ptr->grid_array[y][x].feat = feat_floor;
+ floor_ptr->grid_array[y][x].feat = feat_floor;
}
}
- build_arena();
+ build_arena(floor_ptr, &y, &x);
+ player_place(challanger_ptr, y, x);
- if(!place_monster_aux(0, p_ptr->y + 5, p_ptr->x, arena_info[p_ptr->arena_number].r_idx, (PM_NO_KAGE | PM_NO_PET)))
+ if(!place_monster_aux(0, challanger_ptr->y + 5, challanger_ptr->x, arena_info[challanger_ptr->arena_number].r_idx, (PM_NO_KAGE | PM_NO_PET)))
{
- p_ptr->exit_bldg = TRUE;
- p_ptr->arena_number++;
+ challanger_ptr->exit_bldg = TRUE;
+ challanger_ptr->arena_number++;
msg_print(_("相手は欠場した。あなたの不戦勝だ。", "The enemy is unable appear. You won by default."));
}
* @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(void)
+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;
for (i = y_height; i <= y_height + 5; i++)
for (j = x_left; j <= x_right; j++)
{
- place_extra_perm_bold(i, j);
- current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
+ place_extra_perm_bold(floor_ptr, i, j);
+ floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
for (i = y_depth; i >= y_depth - 3; i--)
for (j = x_left; j <= x_right; j++)
{
- place_extra_perm_bold(i, j);
- current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
+ place_extra_perm_bold(floor_ptr, i, j);
+ floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
for (j = x_left; j <= x_left + 17; j++)
for (i = y_height; i <= y_depth; i++)
{
- place_extra_perm_bold(i, j);
- current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
+ place_extra_perm_bold(floor_ptr, i, j);
+ floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
for (j = x_right; j >= x_right - 17; j--)
for (i = y_height; i <= y_depth; i++)
{
- place_extra_perm_bold(i, j);
- current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
+ place_extra_perm_bold(floor_ptr, i, j);
+ floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
- place_extra_perm_bold(y_height+6, x_left+18);
- current_floor_ptr->grid_array[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
- place_extra_perm_bold(y_depth-4, x_left+18);
- current_floor_ptr->grid_array[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
- place_extra_perm_bold(y_height+6, x_right-18);
- current_floor_ptr->grid_array[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
- place_extra_perm_bold(y_depth-4, x_right-18);
- current_floor_ptr->grid_array[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
+ place_extra_perm_bold(floor_ptr, y_height+6, x_left+18);
+ floor_ptr->grid_array[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
+ place_extra_perm_bold(floor_ptr, y_depth-4, x_left+18);
+ floor_ptr->grid_array[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
+ place_extra_perm_bold(floor_ptr, y_height+6, x_right-18);
+ floor_ptr->grid_array[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
+ place_extra_perm_bold(floor_ptr, y_depth-4, x_right-18);
+ floor_ptr->grid_array[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
for (i = y_height + 1; i <= y_height + 5; i++)
for (j = x_left + 20 + 2 * (y_height + 5 - i); j <= x_right - 20 - 2 * (y_height + 5 - i); j++)
{
- current_floor_ptr->grid_array[i][j].feat = feat_permanent_glass_wall;
+ floor_ptr->grid_array[i][j].feat = feat_permanent_glass_wall;
}
i = y_height + 1;
j = xval;
- current_floor_ptr->grid_array[i][j].feat = f_tag_to_index("BUILDING_3");
- current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- player_place(i, j);
+ floor_ptr->grid_array[i][j].feat = f_tag_to_index("BUILDING_3");
+ floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
+
+ *y = i;
+ *x = j;
}
/*!
* @brief モンスター闘技場への導入処理 / Town logic flow for generation of arena -KMW-
* @return なし
*/
-static void generate_gambling_arena(void)
+static void generate_gambling_arena(floor_type *floor_ptr, player_type *creature_ptr)
{
POSITION y, x;
MONSTER_IDX i;
for (x = 0; x < MAX_WID; x++)
{
/* Create "solid" perma-wall */
- place_solid_perm_bold(y, x);
+ place_solid_perm_bold(floor_ptr, y, x);
/* Illuminate and memorize the walls */
- current_floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
+ floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
}
}
for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
{
/* Create empty floor */
- current_floor_ptr->grid_array[y][x].feat = feat_floor;
+ floor_ptr->grid_array[y][x].feat = feat_floor;
}
}
- build_battle();
+ build_battle(floor_ptr, &y, &x);
+
+ player_place(creature_ptr, y, x);
for(i = 0; i < 4; i++)
{
- place_monster_aux(0, p_ptr->y + 8 + (i/2)*4, p_ptr->x - 2 + (i%2)*4, battle_mon[i], (PM_NO_KAGE | PM_NO_PET));
- set_friendly(¤t_floor_ptr->m_list[current_floor_ptr->grid_array[p_ptr->y+8+(i/2)*4][p_ptr->x-2+(i%2)*4].m_idx]);
+ place_monster_aux(0, creature_ptr->y + 8 + (i/2)*4, creature_ptr->x - 2 + (i%2)*4, battle_mon[i], (PM_NO_KAGE | PM_NO_PET));
+ set_friendly(&floor_ptr->m_list[floor_ptr->grid_array[creature_ptr->y+8+(i/2)*4][creature_ptr->x-2+(i%2)*4].m_idx]);
}
- for(i = 1; i < m_max; i++)
+ for(i = 1; i < floor_ptr->m_max; i++)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
- update_monster(i, FALSE);
+ update_monster(p_ptr, i, FALSE);
}
}
/*!
* @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(void)
+static void generate_fixed_floor(player_type *player_ptr)
{
POSITION x, y;
/* Start with perm walls */
- for (y = 0; y < current_floor_ptr->height; y++)
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ for (y = 0; y < floor_ptr->height; y++)
{
- for (x = 0; x < current_floor_ptr->width; x++)
+ for (x = 0; x < floor_ptr->width; x++)
{
- place_solid_perm_bold(y, x);
+ place_solid_perm_bold(floor_ptr, y, x);
}
}
/* Set the quest level */
- current_floor_ptr->base_level = quest[p_ptr->inside_quest].level;
- current_floor_ptr->dun_level = current_floor_ptr->base_level;
- current_floor_ptr->object_level = current_floor_ptr->base_level;
- current_floor_ptr->monster_level = current_floor_ptr->base_level;
+ floor_ptr->base_level = quest[floor_ptr->inside_quest].level;
+ floor_ptr->dun_level = floor_ptr->base_level;
+ floor_ptr->object_level = floor_ptr->base_level;
+ floor_ptr->monster_level = floor_ptr->base_level;
- if (record_stair) do_cmd_write_nikki(NIKKI_TO_QUEST, p_ptr->inside_quest, NULL);
+ if (record_stair) exe_write_diary(p_ptr, NIKKI_TO_QUEST, floor_ptr->inside_quest, NULL);
get_mon_num_prep(get_monster_hook(), NULL);
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(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 ||
(one_in_(SMALL_LEVEL) && small_levels) ||
- (d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER) ||
- (d_info[p_ptr->dungeon_idx].flags1 & DF1_SMALLEST)) &&
- !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BIG))
+ (d_info[d_idx].flags1 & DF1_BEGINNER) ||
+ (d_info[d_idx].flags1 & DF1_SMALLEST)) &&
+ !(d_info[d_idx].flags1 & DF1_BIG))
{
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_SMALLEST)
+ int level_height, level_width;
+ if (d_info[d_idx].flags1 & DF1_SMALLEST)
{
level_height = 1;
level_width = 1;
}
- else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER)
+ else if (d_info[d_idx].flags1 & DF1_BEGINNER)
{
level_height = 2;
level_width = 2;
}
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));
}
- current_floor_ptr->height = level_height * SCREEN_HGT;
- current_floor_ptr->width = level_width * SCREEN_WID;
+ floor_ptr->height = level_height * SCREEN_HGT;
+ floor_ptr->width = level_width * SCREEN_WID;
/* Assume illegal panel */
- panel_row_min = current_floor_ptr->height;
- panel_col_min = current_floor_ptr->width;
+ panel_row_min = floor_ptr->height;
+ panel_col_min = floor_ptr->width;
msg_format_wizard(CHEAT_DUNGEON,
_("小さなフロア: X:%d, Y:%d", "A 'small' dungeon level: X:%d, Y:%d."),
- current_floor_ptr->width, current_floor_ptr->height);
+ floor_ptr->width, floor_ptr->height);
}
else
{
/* Big dungeon */
- current_floor_ptr->height = MAX_HGT;
- current_floor_ptr->width = MAX_WID;
+ floor_ptr->height = MAX_HGT;
+ floor_ptr->width = MAX_WID;
/* Assume illegal panel */
- panel_row_min = current_floor_ptr->height;
- panel_col_min = current_floor_ptr->width;
+ panel_row_min = floor_ptr->height;
+ panel_col_min = floor_ptr->width;
}
- /* Make a dungeon */
- if (!cave_gen())
+ floor_ptr->dungeon_idx = d_idx;
+ 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;
}
/*!
- * @brief フロアに存在する全マスの記憶状態を初期化する / Wipe all unnecessary flags after current_floor_ptr->grid_array generation
+ * @brief フロアに存在する全マスの記憶状態を初期化する / Wipe all unnecessary flags after grid_array generation
* @return なし
*/
-void wipe_generate_random_floor_flags(void)
+void wipe_generate_random_floor_flags(floor_type *floor_ptr)
{
POSITION x, y;
- for (y = 0; y < current_floor_ptr->height; y++)
+ for (y = 0; y < floor_ptr->height; y++)
{
- for (x = 0; x < current_floor_ptr->width; x++)
+ for (x = 0; x < floor_ptr->width; x++)
{
/* Wipe unused flags */
- current_floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
+ floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
}
}
- if (current_floor_ptr->dun_level)
+ if (floor_ptr->dun_level)
{
- for (y = 1; y < current_floor_ptr->height - 1; y++)
+ for (y = 1; y < floor_ptr->height - 1; y++)
{
- for (x = 1; x < current_floor_ptr->width - 1; x++)
+ for (x = 1; x < floor_ptr->width - 1; x++)
{
/* There might be trap */
- current_floor_ptr->grid_array[y][x].info |= CAVE_UNSAFE;
+ floor_ptr->grid_array[y][x].info |= CAVE_UNSAFE;
}
}
}
}
/*!
- * @brief フロアの全情報を初期化する / Clear and empty the current_floor_ptr->grid_array
+ * @brief フロアの全情報を初期化する / Clear and empty floor.
+ * @parama player_ptr プレーヤーへの参照ポインタ
* @return なし
*/
-void clear_cave(void)
+void clear_cave(player_type *player_ptr)
{
POSITION x, y;
int i;
/* Very simplified version of wipe_o_list() */
- (void)C_WIPE(current_floor_ptr->o_list, o_max, object_type);
- o_max = 1;
- o_cnt = 0;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ (void)C_WIPE(floor_ptr->o_list, floor_ptr->o_max, object_type);
+ floor_ptr->o_max = 1;
+ floor_ptr->o_cnt = 0;
/* Very simplified version of wipe_m_list() */
for (i = 1; i < max_r_idx; i++)
r_info[i].cur_num = 0;
- (void)C_WIPE(current_floor_ptr->m_list, m_max, monster_type);
- m_max = 1;
- m_cnt = 0;
- for (i = 0; i < MAX_MTIMED; i++) current_floor_ptr->mproc_max[i] = 0;
+ (void)C_WIPE(floor_ptr->m_list, floor_ptr->m_max, monster_type);
+ floor_ptr->m_max = 1;
+ floor_ptr->m_cnt = 0;
+ for (i = 0; i < MAX_MTIMED; i++) floor_ptr->mproc_max[i] = 0;
/* Pre-calc cur_num of pets in party_mon[] */
- precalc_cur_num_of_pet();
+ precalc_cur_num_of_pet(player_ptr);
- /* Start with a blank current_floor_ptr->grid_array */
+ /* Start with a blank floor_ptr->grid_array */
for (y = 0; y < MAX_HGT; y++)
{
for (x = 0; x < MAX_WID; x++)
{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr = &floor_ptr->grid_array[y][x];
g_ptr->info = 0;
g_ptr->feat = 0;
g_ptr->o_idx = 0;
}
}
- /* Mega-Hack -- no player yet */
- p_ptr->x = p_ptr->y = 0;
-
/* Set the base level */
- current_floor_ptr->base_level = current_floor_ptr->dun_level;
+ floor_ptr->base_level = floor_ptr->dun_level;
/* Reset the monster generation level */
- current_floor_ptr->monster_level = current_floor_ptr->base_level;
+ floor_ptr->monster_level = floor_ptr->base_level;
/* Reset the object generation level */
- current_floor_ptr->object_level = current_floor_ptr->base_level;
+ floor_ptr->object_level = floor_ptr->base_level;
}
/*!
* ダンジョンのランダムフロアを生成する / Generates a random dungeon level -RAK-
+ * @parama player_ptr プレーヤーへの参照ポインタ
* @return なし
* @note Hack -- regenerate any "overflow" levels
*/
-void generate_random_floor(void)
+void generate_floor(player_type *player_ptr)
{
int num;
/* Fill the arrays of floors and walls in the good proportions */
- set_floor_and_wall(p_ptr->dungeon_idx);
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ set_floor_and_wall(floor_ptr->dungeon_idx);
/* Generate */
for (num = 0; TRUE; num++)
{
bool okay = TRUE;
-
concptr why = NULL;
- /* Clear and empty the current_floor_ptr->grid_array */
- clear_cave();
+ clear_cave(player_ptr);
+
+ /* Mega-Hack -- no player yet */
+ player_ptr->x = player_ptr->y = 0;
- /* Build the arena -KMW- */
- if (p_ptr->inside_arena)
+ if (floor_ptr->inside_arena)
{
- /* Small arena */
- generate_challenge_arena();
+ generate_challenge_arena(floor_ptr, player_ptr);
}
- /* Build the battle -KMW- */
- else if (p_ptr->inside_battle)
+ else if (player_ptr->phase_out)
{
- /* Small arena */
- generate_gambling_arena();
+ generate_gambling_arena(floor_ptr, player_ptr);
}
- else if (p_ptr->inside_quest)
+ else if (floor_ptr->inside_quest)
{
- generate_fixed_floor();
+ generate_fixed_floor(player_ptr);
}
/* Build the town */
- else if (!current_floor_ptr->dun_level)
+ else if (!floor_ptr->dun_level)
{
/* Make the wilderness */
- if (p_ptr->wild_mode) wilderness_gen_small();
- else wilderness_gen();
+ if (player_ptr->wild_mode) wilderness_gen_small(player_ptr);
+ else wilderness_gen(player_ptr);
}
/* Build a real level */
else
{
- okay = level_gen(&why);
+ okay = level_gen(player_ptr, &why);
}
/* Prevent object over-flow */
- if (o_max >= current_floor_ptr->max_o_idx)
+ if (floor_ptr->o_max >= current_world_ptr->max_o_idx)
{
why = _("アイテムが多すぎる", "too many objects");
okay = FALSE;
}
/* Prevent monster over-flow */
- else if (m_max >= current_floor_ptr->max_m_idx)
+ else if (floor_ptr->m_max >= current_world_ptr->max_m_idx)
{
why = _("モンスターが多すぎる", "too many monsters");
okay = FALSE;
if (why) msg_format(_("生成やり直し(%s)", "Generation restarted (%s)"), why);
- wipe_o_list();
+ wipe_o_list(floor_ptr);
wipe_m_list();
}
/* Glow deep lava and building entrances */
- glow_deep_lava_and_bldg();
+ glow_deep_lava_and_bldg(floor_ptr);
/* Reset flag */
- p_ptr->enter_dungeon = FALSE;
+ player_ptr->enter_dungeon = FALSE;
- wipe_generate_random_floor_flags();
+ wipe_generate_random_floor_flags(floor_ptr);
}
/*!
* outer -- outer room walls\n
* solid -- solid room walls\n
*/
-bool build_tunnel(POSITION row1, POSITION col1, POSITION row2, POSITION col2)
+bool build_tunnel(floor_type *floor_ptr, POSITION row1, POSITION col1, POSITION row2, POSITION col2)
{
POSITION y, x;
POSITION tmp_row, tmp_col;
/* Extremely Important -- do not leave the dungeon */
- while (!in_bounds(tmp_row, tmp_col))
+ while (!in_bounds(floor_ptr, tmp_row, tmp_col))
{
/* Acquire the correct direction */
correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
tmp_col = col1 + col_dir;
}
- g_ptr = ¤t_floor_ptr->grid_array[tmp_row][tmp_col];
+ g_ptr = &floor_ptr->grid_array[tmp_row][tmp_col];
/* Avoid "solid" walls */
if (is_solid_grid(g_ptr)) continue;
x = tmp_col + col_dir;
/* Hack -- Avoid outer/solid walls */
- if (is_outer_bold(y, x)) continue;
- if (is_solid_bold(y, x)) continue;
+ if (is_outer_bold(floor_ptr, y, x)) continue;
+ if (is_solid_bold(floor_ptr, y, x)) continue;
/* Accept this location */
row1 = tmp_row;
for (x = col1 - 1; x <= col1 + 1; x++)
{
/* Convert adjacent "outer" walls as "solid" walls */
- if (is_outer_bold(y, x))
+ if (is_outer_bold(floor_ptr, y, x))
{
/* Change the wall to a "solid" wall */
- place_solid_noperm_bold(y, x);
+ place_solid_noperm_bold(floor_ptr, y, x);
}
}
}
* routine.\n
* @todo 特に詳細な処理の意味を調査すべし
*/
-static bool set_tunnel(POSITION *x, POSITION *y, bool affectwall)
+static bool set_tunnel(floor_type *floor_ptr, POSITION *x, POSITION *y, bool affectwall)
{
int i, j, dx, dy;
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[*y][*x];
+ grid_type *g_ptr = &floor_ptr->grid_array[*y][*x];
- if (!in_bounds(*y, *x)) return TRUE;
+ if (!in_bounds(floor_ptr, *y, *x)) return TRUE;
if (is_inner_grid(g_ptr))
{
return TRUE;
}
- if (is_extra_bold(*y, *x))
+ if (is_extra_bold(floor_ptr, *y, *x))
{
/* Save the tunnel location */
if (dun->tunn_n < TUNN_MAX)
else return FALSE;
}
- if (is_floor_bold(*y, *x))
+ if (is_floor_bold(floor_ptr, *y, *x))
{
/* Don't do anything */
return TRUE;
for (i = *x - 1; i <= *x + 1; i++)
{
/* Convert adjacent "outer" walls as "solid" walls */
- if (is_outer_bold(j, i))
+ if (is_outer_bold(floor_ptr, j, i))
{
/* Change the wall to a "solid" wall */
- place_solid_noperm_bold(j, i);
+ place_solid_noperm_bold(floor_ptr, j, i);
}
}
}
/* Clear mimic type */
- current_floor_ptr->grid_array[*y][*x].mimic = 0;
+ floor_ptr->grid_array[*y][*x].mimic = 0;
- place_floor_bold(*y, *x);
+ place_floor_bold(floor_ptr, *y, *x);
return TRUE;
}
dy = 0;
dx = 0;
- while ((i > 0) && is_solid_bold(*y + dy, *x + dx))
+ while ((i > 0) && is_solid_bold(floor_ptr, *y + dy, *x + dx))
{
dy = randint0(3) - 1;
dx = randint0(3) - 1;
- if (!in_bounds(*y + dy, *x + dx))
+ if (!in_bounds(floor_ptr, *y + dy, *x + dx))
{
dx = 0;
dy = 0;
* Note that this routine is only called on "even" squares - so it gives
* a natural checkerboard pattern.
*/
-static void create_cata_tunnel(POSITION x, POSITION y)
+static void create_cata_tunnel(floor_type *floor_ptr, POSITION x, POSITION y)
{
POSITION x1, y1;
/* Build tunnel */
x1 = x - 1;
y1 = y;
- set_tunnel(&x1, &y1, FALSE);
+ set_tunnel(floor_ptr, &x1, &y1, FALSE);
x1 = x + 1;
y1 = y;
- set_tunnel(&x1, &y1, FALSE);
+ set_tunnel(floor_ptr, &x1, &y1, FALSE);
x1 = x;
y1 = y - 1;
- set_tunnel(&x1, &y1, FALSE);
+ set_tunnel(floor_ptr, &x1, &y1, FALSE);
x1 = x;
y1 = y + 1;
- set_tunnel(&x1, &y1, FALSE);
+ set_tunnel(floor_ptr, &x1, &y1, FALSE);
}
* This, when used with longer line segments gives the "catacomb-like" tunnels seen near\n
* the surface.\n
*/
-static void short_seg_hack(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int count, bool *fail)
+static void short_seg_hack(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int count, bool *fail)
{
int i;
POSITION x, y;
{
x = x1 + i * (x2 - x1) / length;
y = y1 + i * (y2 - y1) / length;
- if (!set_tunnel(&x, &y, TRUE))
+ if (!set_tunnel(floor_ptr, &x, &y, TRUE))
{
if (count > 50)
{
}
/* solid wall - so try to go around */
- short_seg_hack(x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
- short_seg_hack(x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
+ short_seg_hack(floor_ptr, x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
+ short_seg_hack(floor_ptr, x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
}
}
}
{
x = i;
y = y1;
- if (!set_tunnel(&x, &y, TRUE))
+ if (!set_tunnel(floor_ptr, &x, &y, TRUE))
{
/* solid wall - so try to go around */
- short_seg_hack(x, y, i - 1, y1, 1, count, fail);
- short_seg_hack(x, y, i + 1, y1, 1, count, fail);
+ short_seg_hack(floor_ptr, x, y, i - 1, y1, 1, count, fail);
+ short_seg_hack(floor_ptr, x, y, i + 1, y1, 1, count, fail);
}
if ((type == 3) && ((x + y) % 2))
{
- create_cata_tunnel(i, y1);
+ create_cata_tunnel(floor_ptr, i, y1);
}
}
}
{
x = i;
y = y1;
- if (!set_tunnel(&x, &y, TRUE))
+ if (!set_tunnel(floor_ptr, &x, &y, TRUE))
{
/* solid wall - so try to go around */
- short_seg_hack(x, y, i - 1, y1, 1, count, fail);
- short_seg_hack(x, y, i + 1, y1, 1, count, fail);
+ short_seg_hack(floor_ptr, x, y, i - 1, y1, 1, count, fail);
+ short_seg_hack(floor_ptr, x, y, i + 1, y1, 1, count, fail);
}
if ((type == 3) && ((x + y) % 2))
{
- create_cata_tunnel(i, y1);
+ create_cata_tunnel(floor_ptr, i, y1);
}
}
{
x = x2;
y = i;
- if (!set_tunnel(&x, &y, TRUE))
+ if (!set_tunnel(floor_ptr, &x, &y, TRUE))
{
/* solid wall - so try to go around */
- short_seg_hack(x, y, x2, i - 1, 1, count, fail);
- short_seg_hack(x, y, x2, i + 1, 1, count, fail);
+ short_seg_hack(floor_ptr, x, y, x2, i - 1, 1, count, fail);
+ short_seg_hack(floor_ptr, x, y, x2, i + 1, 1, count, fail);
}
if ((type == 3) && ((x + y) % 2))
{
- create_cata_tunnel(x2, i);
+ create_cata_tunnel(floor_ptr, x2, i);
}
}
}
{
x = x2;
y = i;
- if (!set_tunnel(&x, &y, TRUE))
+ if (!set_tunnel(floor_ptr, &x, &y, TRUE))
{
/* solid wall - so try to go around */
- short_seg_hack(x, y, x2, i - 1, 1, count, fail);
- short_seg_hack(x, y, x2, i + 1, 1, count, fail);
+ short_seg_hack(floor_ptr, x, y, x2, i - 1, 1, count, fail);
+ short_seg_hack(floor_ptr, x, y, x2, i + 1, 1, count, fail);
}
if ((type == 3) && ((x + y) % 2))
{
- create_cata_tunnel(x2, i);
+ create_cata_tunnel(floor_ptr, x2, i);
}
}
}
* Note it is VERY important that the "stop if hit another passage" logic\n
* stays as is. Without this the dungeon turns into Swiss Cheese...\n
*/
-bool build_tunnel2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff)
+bool build_tunnel2(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff)
{
POSITION x3, y3, dx, dy;
POSITION changex, changey;
y3 = y1 + dy + changey;
/* See if in bounds - if not - do not perturb point */
- if (!in_bounds(y3, x3))
+ if (!in_bounds(floor_ptr, y3, x3))
{
x3 = (x1 + x2) / 2;
y3 = (y1 + y2) / 2;
}
/* cache g_ptr */
- g_ptr = ¤t_floor_ptr->grid_array[y3][x3];
+ g_ptr = &floor_ptr->grid_array[y3][x3];
if (is_solid_grid(g_ptr))
{
/* move midpoint a bit to avoid problem. */
dy = 0;
dx = 0;
- while ((i > 0) && is_solid_bold(y3 + dy, x3 + dx))
+ while ((i > 0) && is_solid_bold(floor_ptr, y3 + dy, x3 + dx))
{
dy = randint0(3) - 1;
dx = randint0(3) - 1;
- if (!in_bounds(y3 + dy, x3 + dx))
+ if (!in_bounds(floor_ptr, y3 + dy, x3 + dx))
{
dx = 0;
dy = 0;
if (i == 0)
{
/* Failed for some reason: hack - ignore the solidness */
- place_outer_bold(y3, x3);
+ place_outer_bold(floor_ptr, y3, x3);
dx = 0;
dy = 0;
}
y3 += dy;
x3 += dx;
- g_ptr = ¤t_floor_ptr->grid_array[y3][x3];
+ g_ptr = &floor_ptr->grid_array[y3][x3];
}
if (is_floor_grid(g_ptr))
{
- if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
+ if (build_tunnel2(floor_ptr, x1, y1, x3, y3, type, cutoff))
{
- if ((current_floor_ptr->grid_array[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
+ if ((floor_ptr->grid_array[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
{
/* do second half only if works + if have hit a room */
- retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
+ retval = build_tunnel2(floor_ptr, x3, y3, x2, y2, type, cutoff);
}
else
{
else
{
/* tunnel through walls */
- if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
+ if (build_tunnel2(floor_ptr, x1, y1, x3, y3, type, cutoff))
{
- retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
+ retval = build_tunnel2(floor_ptr, x3, y3, x2, y2, type, cutoff);
firstsuccede = TRUE;
}
else
if (firstsuccede)
{
/* only do this if the first half has worked */
- set_tunnel(&x3, &y3, TRUE);
+ set_tunnel(floor_ptr, &x3, &y3, TRUE);
}
/* return value calculated above */
return retval;
{
/* Do a short segment */
retval = TRUE;
- short_seg_hack(x1, y1, x2, y2, type, 0, &retval);
+ short_seg_hack(floor_ptr, x1, y1, x2, y2, type, 0, &retval);
/* Hack - ignore return value so avoid infinite loops */
return TRUE;