* @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(p_ptr->current_floor_ptr, y, x)"
+ * @note Assumes "in_bounds()"
* @details We count only granite walls and permanent walls.
*/
static int next_to_walls(floor_type* floor_ptr, POSITION y, POSITION x)
/*!
* @brief alloc_stairs()の補助として指定の位置に階段を生成できるかの判定を行う / Helper function for alloc_stairs(). Is this a good location for stairs?
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param y 基準のy座標
* @param x 基準のx座標
* @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(floor_type *floor_ptr, POSITION y, POSITION x, int walls)
+static bool alloc_stairs_aux(player_type *player_ptr, POSITION y, POSITION x, int walls)
{
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
grid_type *g_ptr = &floor_ptr->grid_array[y][x];
/* Require "naked" floor grid */
if (!is_floor_grid(g_ptr)) return FALSE;
- if (pattern_tile(y, x)) return FALSE;
+ if (pattern_tile(floor_ptr, y, x)) return FALSE;
if (g_ptr->o_idx || g_ptr->m_idx) return FALSE;
/* Require a certain number of adjacent walls */
/*!
* @brief 外壁に隣接させて階段を生成する / Places some staircases near walls
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @param feat 配置したい地形ID
* @param num 配置したい階段の数
* @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(floor_type *floor_ptr, FEAT_IDX feat, int num, int walls)
+static bool alloc_stairs(player_type *owner_ptr, FEAT_IDX feat, int num, int walls)
{
int i;
int shaft_num = 0;
feature_type *f_ptr = &f_info[feat];
+ floor_type *floor_ptr = owner_ptr->current_floor_ptr;
if (have_flag(f_ptr->flags, FF_LESS))
{
/* No up stairs in town or in ironman mode */
}
else if (have_flag(f_ptr->flags, FF_MORE))
{
- QUEST_IDX q_idx = quest_number(floor_ptr->dun_level);
+ QUEST_IDX q_idx = quest_number(owner_ptr, floor_ptr->dun_level);
/* No downstairs on quest levels */
if (floor_ptr->dun_level > 1 && q_idx)
/* No downstairs at the bottom */
if (floor_ptr->dun_level >= d_info[floor_ptr->dungeon_idx].maxdepth) return TRUE;
- if ((floor_ptr->dun_level < d_info[floor_ptr->dungeon_idx].maxdepth-1) && !quest_number(floor_ptr->dun_level+1))
+ if ((floor_ptr->dun_level < d_info[floor_ptr->dungeon_idx].maxdepth-1) && !quest_number(owner_ptr, floor_ptr->dun_level+1))
shaft_num = (randint1(num)+1)/2;
}
else return FALSE;
{
for (x = 1; x < floor_ptr->width - 1; x++)
{
- if (alloc_stairs_aux(floor_ptr, y, x, walls))
+ if (alloc_stairs_aux(owner_ptr, y, x, walls))
{
/* A valid space found */
candidates++;
{
for (x = 1; x < floor_ptr->width - 1; x++)
{
- if (alloc_stairs_aux(floor_ptr, y, x, walls))
+ if (alloc_stairs_aux(owner_ptr, y, x, walls))
{
pick--;
g_ptr->mimic = 0;
/* Clear previous contents, add stairs */
- g_ptr->feat = (i < shaft_num) ? feat_state(feat, FF_SHAFT) : feat;
+ g_ptr->feat = (i < shaft_num) ? feat_state(owner_ptr, feat, FF_SHAFT) : feat;
/* No longer "FLOOR" */
g_ptr->info &= ~(CAVE_FLOOR);
* @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(floor_type *floor_ptr, int set, EFFECT_ID typ, int num)
+static void alloc_object(player_type *owner_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. */
+ floor_type *floor_ptr = owner_ptr->current_floor_ptr;
num = num * floor_ptr->height * floor_ptr->width / (MAX_HGT*MAX_WID) +1;
/* Place some objects */
if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
/* Avoid player location */
- if (player_bold(p_ptr, y, x)) continue;
+ if (player_bold(owner_ptr, y, x)) continue;
/* Check for "room" */
room = (floor_ptr->grid_array[y][x].info & CAVE_ROOM) ? TRUE : FALSE;
case ALLOC_TYP_TRAP:
{
- place_trap(floor_ptr, y, x);
+ place_trap(owner_ptr, y, x);
floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
break;
}
case ALLOC_TYP_GOLD:
{
- place_gold(y, x);
+ place_gold(owner_ptr, y, x);
break;
}
case ALLOC_TYP_OBJECT:
{
- place_object(y, x, 0L);
+ place_object(owner_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
+ * @param creature_ptr プレーヤーへの参照ポインタ
* @return 成功したならばTRUEを返す
*/
-bool place_quest_monsters(floor_type *floor_ptr, player_type *creature_ptr)
+bool place_quest_monsters(player_type *creature_ptr)
{
int i;
/* Handle the quest monster placements */
+ floor_type *floor_ptr = creature_ptr->current_floor_ptr;
for (i = 0; i < max_q_idx; i++)
{
monster_race *r_ptr;
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 (!monster_can_enter(creature_ptr, y, x, r_ptr, 0)) continue;
if (distance(y, x, creature_ptr->y, creature_ptr->x) < 10) continue;
if (g_ptr->info & CAVE_ICKY) continue;
else break;
if (!l) return FALSE;
/* Try to place the monster */
- if (place_monster_aux(0, y, x, quest[i].r_idx, mode))
+ if (place_monster_aux(creature_ptr, 0, y, x, quest[i].r_idx, mode))
{
/* Success */
break;
* @details There were moved from cave_gen().
* @return なし
*/
-static void gen_caverns_and_lakes(dungeon_type *dungeon_ptr, floor_type *floor_ptr)
+static void gen_caverns_and_lakes(dungeon_type *dungeon_ptr, player_type *owner_ptr)
{
+ floor_type *floor_ptr = owner_ptr->current_floor_ptr;
#ifdef ALLOW_CAVERNS_AND_LAKES
/* Possible "destroyed" level */
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(floor_ptr, one_in_(2) ? LAKE_T_CAVE : LAKE_T_EARTH_VAULT);
+ build_lake(owner_ptr, one_in_(2) ? LAKE_T_CAVE : LAKE_T_EARTH_VAULT);
}
/* Make a lake some of the time */
if (dun->laketype)
{
msg_print_wizard(CHEAT_DUNGEON, _("湖を生成します。", "Lake on the level."));
- build_lake(floor_ptr, dun->laketype);
+ build_lake(owner_ptr, dun->laketype);
}
}
/* 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(floor_ptr);
+ build_cavern(owner_ptr);
}
#endif /* ALLOW_CAVERNS_AND_LAKES */
/* Hack -- No destroyed "quest" levels */
- if (quest_number(floor_ptr->dun_level)) dun->destroyed = FALSE;
+ if (quest_number(owner_ptr, 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(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;
dun->laketype = 0;
/* Fill the arrays of floors and walls in the good proportions */
- set_floor_and_wall(p_ptr->dungeon_idx);
- get_mon_num_prep(get_monster_hook(), NULL);
+ set_floor_and_wall(floor_ptr->dungeon_idx);
+ get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), NULL);
/* Randomize the dungeon creation values */
dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
{
for (x = 0; x < floor_ptr->width; x++)
{
- place_floor_bold(floor_ptr, y, x);
+ place_bold(player_ptr, y, x, gb_floor);
}
}
/* Special boundary walls -- Top and bottom */
for (x = 0; x < floor_ptr->width; x++)
{
- place_extra_bold(floor_ptr, 0, x);
- place_extra_bold(floor_ptr, floor_ptr->height - 1, x);
+ place_bold(player_ptr, 0, x, gb_extra);
+ place_bold(player_ptr, floor_ptr->height - 1, x, gb_extra);
}
/* Special boundary walls -- Left and right */
for (y = 1; y < (floor_ptr->height - 1); y++)
{
- place_extra_bold(floor_ptr, y, 0);
- place_extra_bold(floor_ptr, y, floor_ptr->width - 1);
+ place_bold(player_ptr, y, 0, gb_extra);
+ place_bold(player_ptr, y, floor_ptr->width - 1, gb_extra);
}
}
else
{
for (x = 0; x < floor_ptr->width; x++)
{
- place_extra_bold(floor_ptr, y, x);
+ place_bold(player_ptr, y, x, gb_extra);
}
}
}
/* Generate various caverns and lakes */
- gen_caverns_and_lakes(dungeon_ptr, floor_ptr);
+ gen_caverns_and_lakes(dungeon_ptr, player_ptr);
/* Build maze */
if (dungeon_ptr->flags1 & DF1_MAZE)
{
- build_maze_vault(floor_ptr, floor_ptr->width/2-1, floor_ptr->height/2-1, floor_ptr->width-4, floor_ptr->height-4, FALSE);
+ build_maze_vault(player_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(floor_ptr, feat_down_stair, rand_range(2, 3), 3)) return FALSE;
+ if (!alloc_stairs(player_ptr, feat_down_stair, rand_range(2, 3), 3)) return FALSE;
/* Place 1 or 2 up stairs near some walls */
- if (!alloc_stairs(floor_ptr, feat_up_stair, 1, 3)) return FALSE;
+ if (!alloc_stairs(player_ptr, feat_up_stair, 1, 3)) return FALSE;
}
/* Build some rooms */
/*
* Build each type of room in turn until we cannot build any more.
*/
- if (!generate_rooms(floor_ptr)) return FALSE;
+ if (!generate_rooms(player_ptr)) return FALSE;
/* Make a hole in the dungeon roof sometimes at level 1 */
{
while (one_in_(DUN_MOS_DEN))
{
- place_trees(floor_ptr, randint1(floor_ptr->width - 2), randint1(floor_ptr->height - 2));
+ place_trees(player_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(floor_ptr->dun_level) > 5))
if (randint1(floor_ptr->dun_level) > dungeon_ptr->tunnel_percent)
{
/* make cavelike tunnel */
- (void)build_tunnel2(floor_ptr, dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
+ (void)build_tunnel2(player_ptr, dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
}
else
{
/* make normal tunnel */
- if (!build_tunnel(floor_ptr, dun->cent[i].y, dun->cent[i].x, y, x)) tunnel_fail_count++;
+ if (!build_tunnel(player_ptr, dun->cent[i].y, dun->cent[i].x, y, x)) tunnel_fail_count++;
}
if (tunnel_fail_count >= 2) return FALSE;
/* Clear mimic type */
g_ptr->mimic = 0;
- place_floor_grid(g_ptr);
+ place_grid(player_ptr, g_ptr, gb_floor);
}
}
g_ptr->mimic = 0;
/* Clear previous contents, add up floor */
- place_floor_grid(g_ptr);
+ place_grid(player_ptr, g_ptr, gb_floor);
/* Occasional doorway */
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(player_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(player_ptr, y, x - 1);
+ try_door(player_ptr, y, x + 1);
+ try_door(player_ptr, y - 1, x);
+ try_door(player_ptr, y + 1, x);
}
/* Place 3 or 4 down stairs near some walls */
- if (!alloc_stairs(floor_ptr, feat_down_stair, rand_range(3, 4), 3)) return FALSE;
+ if (!alloc_stairs(player_ptr, feat_down_stair, rand_range(3, 4), 3)) return FALSE;
/* Place 1 or 2 up stairs near some walls */
- if (!alloc_stairs(floor_ptr, feat_up_stair, rand_range(1, 2), 3)) return FALSE;
+ if (!alloc_stairs(player_ptr, feat_up_stair, rand_range(1, 2), 3)) return FALSE;
}
if (!dun->laketype)
/* Hack -- Add some quartz streamers */
for (i = 0; i < DUN_STR_QUA; i++)
{
- build_streamer(floor_ptr, dungeon_ptr->stream2, DUN_STR_QC);
+ build_streamer(player_ptr, dungeon_ptr->stream2, DUN_STR_QC);
}
}
/* Hack -- Add some magma streamers */
for (i = 0; i < DUN_STR_MAG; i++)
{
- build_streamer(floor_ptr, dungeon_ptr->stream1, DUN_STR_MC);
+ build_streamer(player_ptr, dungeon_ptr->stream1, DUN_STR_MC);
}
}
}
/* Special boundary walls -- Top and bottom */
for (x = 0; x < floor_ptr->width; x++)
{
- place_bound_perm_wall(&floor_ptr->grid_array[0][x]);
- place_bound_perm_wall(&floor_ptr->grid_array[floor_ptr->height - 1][x]);
+ place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[0][x]);
+ place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[floor_ptr->height - 1][x]);
}
/* Special boundary walls -- Left and right */
for (y = 1; y < (floor_ptr->height - 1); y++)
{
- place_bound_perm_wall(&floor_ptr->grid_array[y][0]);
- place_bound_perm_wall(&floor_ptr->grid_array[y][floor_ptr->width - 1]);
+ place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[y][0]);
+ place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[y][floor_ptr->width - 1]);
}
/* Determine the character location */
- if (!new_player_spot(p_ptr)) return FALSE;
+ if (!new_player_spot(player_ptr)) return FALSE;
- if (!place_quest_monsters(floor_ptr, p_ptr)) return FALSE;
+ if (!place_quest_monsters(player_ptr)) return FALSE;
/* Basic "amount" */
k = (floor_ptr->dun_level / 3);
/* Put some monsters in the dungeon */
for (i = i + k; i > 0; i--)
{
- (void)alloc_monster(0, PM_ALLOW_SLEEP);
+ (void)alloc_monster(player_ptr, 0, PM_ALLOW_SLEEP);
}
/* Place some traps in the dungeon */
- alloc_object(floor_ptr, ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));
+ alloc_object(player_ptr, ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));
/* Put some rubble in corridors (except NO_CAVE dungeon (Castle)) */
- if (!(dungeon_ptr->flags1 & DF1_NO_CAVE)) alloc_object(floor_ptr, ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
+ if (!(dungeon_ptr->flags1 & DF1_NO_CAVE)) alloc_object(player_ptr, ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
/* Mega Hack -- No object at first level of deeper dungeon */
- if (p_ptr->enter_dungeon && floor_ptr->dun_level > 1)
+ if (player_ptr->enter_dungeon && floor_ptr->dun_level > 1)
{
/* No stair scum! */
floor_ptr->object_level = 1;
}
/* Put some objects in rooms */
- alloc_object(floor_ptr, ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
+ alloc_object(player_ptr, ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
/* Put some objects/gold in the dungeon */
- 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));
+ alloc_object(player_ptr, ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
+ alloc_object(player_ptr, ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));
/* Set back to default */
floor_ptr->object_level = floor_ptr->base_level;
/* Put the Guardian */
- if (!alloc_guardian(TRUE)) return FALSE;
+ if (!alloc_guardian(player_ptr, TRUE)) return FALSE;
+
+ 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;
- if (dun->empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > floor_ptr->dun_level)) && !(dungeon_ptr->flags1 & DF1_DARKNESS))
+ /* 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 闘技場用のアリーナ地形を作成する / Builds the arena after it is entered -KMW-
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return なし
*/
-static void build_arena(floor_type *floor_ptr)
+static void build_arena(player_type *player_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;
x_left = xval - 32;
x_right = xval + 32;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
for (i = y_height; i <= y_height + 5; i++)
for (j = x_left; j <= x_right; j++)
{
- place_extra_perm_bold(floor_ptr, i, j);
+ place_bold(player_ptr, i, j, gb_extra_perm);
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(floor_ptr, i, j);
+ place_bold(player_ptr, i, j, gb_extra_perm);
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(floor_ptr, i, j);
+ place_bold(player_ptr, i, j, gb_extra_perm);
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(floor_ptr, i, j);
+ place_bold(player_ptr, i, j, gb_extra_perm);
floor_ptr->grid_array[i][j].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);
+ place_bold(player_ptr, y_height + 6, x_left + 18, gb_extra_perm);
+ floor_ptr->grid_array[y_height + 6][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
+ place_bold(player_ptr, y_depth - 6, x_left + 18, gb_extra_perm);
+ floor_ptr->grid_array[y_depth - 6][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
+ place_bold(player_ptr, y_height + 6, x_right - 18, gb_extra_perm);
+ floor_ptr->grid_array[y_height + 6][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
+ place_bold(player_ptr, y_depth - 6, x_right - 18, gb_extra_perm);
+ floor_ptr->grid_array[y_depth - 6][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
- i = y_height + 5;
- j = xval;
- floor_ptr->grid_array[i][j].feat = f_tag_to_index("ARENA_GATE");
- floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- player_place(p_ptr, 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(floor_type *floor_ptr)
+static void generate_challenge_arena(player_type *challanger_ptr)
{
POSITION y, x;
POSITION qy = 0;
POSITION qx = 0;
/* Smallest area */
+ floor_type *floor_ptr = challanger_ptr->current_floor_ptr;
floor_ptr->height = SCREEN_HGT;
floor_ptr->width = SCREEN_WID;
for (x = 0; x < MAX_WID; x++)
{
/* Create "solid" perma-wall */
- place_solid_perm_bold(y, x);
+ place_bold(challanger_ptr, y, x, gb_solid_perm);
/* Illuminate and memorize the walls */
floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
}
}
- build_arena(floor_ptr);
+ build_arena(challanger_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(challanger_ptr, 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-
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return なし
*/
-static void build_battle(floor_type *floor_ptr)
+static void build_battle(player_type *player_ptr, POSITION *y, POSITION *x)
{
POSITION yval, y_height, y_depth, xval, x_left, x_right;
register int i, j;
x_left = xval - 32;
x_right = xval + 32;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
for (i = y_height; i <= y_height + 5; i++)
for (j = x_left; j <= x_right; j++)
{
- place_extra_perm_bold(floor_ptr, i, j);
+ place_bold(player_ptr, i, j, gb_extra_perm);
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(floor_ptr, i, j);
+ place_bold(player_ptr, i, j, gb_extra_perm);
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(floor_ptr, i, j);
+ place_bold(player_ptr, i, j, gb_extra_perm);
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(floor_ptr, i, j);
+ place_bold(player_ptr, i, j, gb_extra_perm);
floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
}
- place_extra_perm_bold(floor_ptr, y_height+6, x_left+18);
+ place_bold(player_ptr, y_height+6, x_left+18, gb_extra_perm);
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);
+ place_bold(player_ptr, y_depth-4, x_left+18, gb_extra_perm);
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);
+ place_bold(player_ptr, y_height+6, x_right-18, gb_extra_perm);
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);
+ place_bold(player_ptr, y_depth-4, x_right-18, gb_extra_perm);
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++)
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;
}
/*!
* @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(floor_type *floor_ptr, player_type *creature_ptr)
+static void generate_gambling_arena(player_type *creature_ptr)
{
POSITION y, x;
MONSTER_IDX i;
POSITION qx = 0;
/* Start with solid walls */
+ floor_type *floor_ptr = creature_ptr->current_floor_ptr;
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_bold(creature_ptr, y, x, gb_solid_perm);
/* Illuminate and memorize the walls */
floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
}
}
- build_battle(floor_ptr);
+ build_battle(creature_ptr, &y, &x);
+
+ player_place(creature_ptr, y, x);
for(i = 0; i < 4; i++)
{
- 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));
+ place_monster_aux(creature_ptr, 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 < floor_ptr->m_max; i++)
if (!monster_is_valid(m_ptr)) continue;
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
- update_monster(p_ptr, i, FALSE);
+ update_monster(creature_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(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++)
{
- place_solid_perm_bold(y, x);
+ place_bold(player_ptr, y, x, gb_solid_perm);
}
}
/* Set the quest level */
- floor_ptr->base_level = quest[p_ptr->current_floor_ptr->inside_quest].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) exe_write_diary(p_ptr, NIKKI_TO_QUEST, p_ptr->current_floor_ptr->inside_quest, NULL);
- get_mon_num_prep(get_monster_hook(), NULL);
+ if (record_stair) exe_write_diary(player_ptr, DIARY_TO_QUEST, floor_ptr->inside_quest, NULL);
+ get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), 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(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_first_level_area = FALSE;
+ 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;
}
/*!
- * @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 p_ptr->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(floor_type *floor_ptr)
}
/*!
- * @brief フロアの全情報を初期化する / Clear and empty the p_ptr->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(floor_type *floor_ptr)
+void clear_cave(player_type *player_ptr)
{
POSITION x, y;
int i;
/* Very simplified version of wipe_o_list() */
+ 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;
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 floor_ptr->grid_array */
}
}
- /* Mega-Hack -- no player yet */
- p_ptr->x = p_ptr->y = 0;
-
/* Set the base level */
floor_ptr->base_level = floor_ptr->dun_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_floor(floor_type *floor_ptr)
+void generate_floor(player_type *player_ptr)
{
int num;
/* Fill the arrays of floors and walls in the good proportions */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
set_floor_and_wall(floor_ptr->dungeon_idx);
/* Generate */
bool okay = TRUE;
concptr why = NULL;
- clear_cave(floor_ptr);
+ clear_cave(player_ptr);
- if (p_ptr->current_floor_ptr->inside_arena)
+ /* Mega-Hack -- no player yet */
+ player_ptr->x = player_ptr->y = 0;
+
+ if (floor_ptr->inside_arena)
{
- generate_challenge_arena(floor_ptr);
+ generate_challenge_arena(player_ptr);
}
- else if (p_ptr->phase_out)
+ else if (player_ptr->phase_out)
{
- generate_gambling_arena(floor_ptr, p_ptr);
+ generate_gambling_arena(player_ptr);
}
- else if (p_ptr->current_floor_ptr->inside_quest)
+ 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(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);
}
if (why) msg_format(_("生成やり直し(%s)", "Generation restarted (%s)"), why);
- wipe_o_list();
- wipe_m_list();
+ wipe_o_list(floor_ptr);
+ wipe_monsters_list(player_ptr);
}
- /* Glow deep lava and building entrances */
- glow_deep_lava_and_bldg(floor_ptr);
+ /* Glow deep lava and building entrances tempor */
+ glow_deep_lava_and_bldg(player_ptr);
/* Reset flag */
- p_ptr->enter_dungeon = FALSE;
+ player_ptr->enter_dungeon = FALSE;
wipe_generate_random_floor_flags(floor_ptr);
}
/*!
* @brief 部屋間のトンネルを生成する / Constructs a tunnel between two points
+* @param player_ptr プレーヤーへの参照ポインタ
* @param row1 始点Y座標
* @param col1 始点X座標
* @param row2 終点Y座標
* outer -- outer room walls\n
* solid -- solid room walls\n
*/
-bool build_tunnel(floor_type *floor_ptr, POSITION row1, POSITION col1, POSITION row2, POSITION col2)
+bool build_tunnel(player_type *player_ptr, POSITION row1, POSITION col1, POSITION row2, POSITION col2)
{
POSITION y, x;
POSITION tmp_row, tmp_col;
correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
/* Keep going until done (or bored) */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
while ((row1 != row2) || (col1 != col2))
{
/* Mega-Hack -- Paranoia -- prevent infinite loops */
if (is_outer_bold(floor_ptr, y, x))
{
/* Change the wall to a "solid" wall */
- place_solid_noperm_bold(y, x);
+ place_bold(player_ptr, y, x, gb_solid_noperm);
}
}
}
/*!
* @brief トンネル生成のための基準点を指定する。
+* @param player_ptr プレーヤーへの参照ポインタ
* @param x 基準点を指定するX座標の参照ポインタ、適時値が修正される。
* @param y 基準点を指定するY座標の参照ポインタ、適時値が修正される。
* @param affectwall (調査中)
* routine.\n
* @todo 特に詳細な処理の意味を調査すべし
*/
-static bool set_tunnel(floor_type *floor_ptr, POSITION *x, POSITION *y, bool affectwall)
+static bool set_tunnel(player_type *player_ptr, POSITION *x, POSITION *y, bool affectwall)
{
int i, j, dx, dy;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
grid_type *g_ptr = &floor_ptr->grid_array[*y][*x];
if (!in_bounds(floor_ptr, *y, *x)) return TRUE;
if (is_outer_bold(floor_ptr, j, i))
{
/* Change the wall to a "solid" wall */
- place_solid_noperm_bold(j, i);
+ place_bold(player_ptr, j, i, gb_solid_noperm);
}
}
}
/* Clear mimic type */
floor_ptr->grid_array[*y][*x].mimic = 0;
- place_floor_bold(floor_ptr, *y, *x);
+ place_bold(player_ptr, *y, *x, gb_floor);
return TRUE;
}
if (i == 0)
{
/* Failed for some reason: hack - ignore the solidness */
- place_outer_grid(g_ptr);
+ place_grid(player_ptr, g_ptr, gb_outer);
dx = 0;
dy = 0;
}
/*!
* @brief 外壁を削って「カタコンベ状」の通路を作成する / This routine creates the catacomb-like tunnels by removing extra rock.
+* @param player_ptr プレーヤーへの参照ポインタ
* @param x 基準点のX座標
* @param y 基準点のY座標
* @return なし
* Note that this routine is only called on "even" squares - so it gives
* a natural checkerboard pattern.
*/
-static void create_cata_tunnel(floor_type *floor_ptr, POSITION x, POSITION y)
+static void create_cata_tunnel(player_type *player_ptr, POSITION x, POSITION y)
{
POSITION x1, y1;
/* Build tunnel */
x1 = x - 1;
y1 = y;
- set_tunnel(floor_ptr, &x1, &y1, FALSE);
+ set_tunnel(player_ptr, &x1, &y1, FALSE);
x1 = x + 1;
y1 = y;
- set_tunnel(floor_ptr, &x1, &y1, FALSE);
+ set_tunnel(player_ptr, &x1, &y1, FALSE);
x1 = x;
y1 = y - 1;
- set_tunnel(floor_ptr, &x1, &y1, FALSE);
+ set_tunnel(player_ptr, &x1, &y1, FALSE);
x1 = x;
y1 = y + 1;
- set_tunnel(floor_ptr, &x1, &y1, FALSE);
+ set_tunnel(player_ptr, &x1, &y1, FALSE);
}
/*!
* @brief トンネル生成処理(詳細調査中)/ This routine does the bulk of the work in creating the new types of tunnels.
+* @param player_ptr プレーヤーへの参照ポインタ
* @return なし
* @todo 詳細用調査
* @details
* This, when used with longer line segments gives the "catacomb-like" tunnels seen near\n
* the surface.\n
*/
-static void short_seg_hack(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int count, bool *fail)
+static void short_seg_hack(player_type *player_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(floor_ptr, &x, &y, TRUE))
+ if (!set_tunnel(player_ptr, &x, &y, TRUE))
{
if (count > 50)
{
}
/* solid wall - so try to go around */
- 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);
+ short_seg_hack(player_ptr, x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
+ short_seg_hack(player_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(floor_ptr, &x, &y, TRUE))
+ if (!set_tunnel(player_ptr, &x, &y, TRUE))
{
/* solid wall - so try to go around */
- 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);
+ short_seg_hack(player_ptr, x, y, i - 1, y1, 1, count, fail);
+ short_seg_hack(player_ptr, x, y, i + 1, y1, 1, count, fail);
}
if ((type == 3) && ((x + y) % 2))
{
- create_cata_tunnel(floor_ptr, i, y1);
+ create_cata_tunnel(player_ptr, i, y1);
}
}
}
{
x = i;
y = y1;
- if (!set_tunnel(floor_ptr, &x, &y, TRUE))
+ if (!set_tunnel(player_ptr, &x, &y, TRUE))
{
/* solid wall - so try to go around */
- 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);
+ short_seg_hack(player_ptr, x, y, i - 1, y1, 1, count, fail);
+ short_seg_hack(player_ptr, x, y, i + 1, y1, 1, count, fail);
}
if ((type == 3) && ((x + y) % 2))
{
- create_cata_tunnel(floor_ptr, i, y1);
+ create_cata_tunnel(player_ptr, i, y1);
}
}
{
x = x2;
y = i;
- if (!set_tunnel(floor_ptr, &x, &y, TRUE))
+ if (!set_tunnel(player_ptr, &x, &y, TRUE))
{
/* solid wall - so try to go around */
- 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);
+ short_seg_hack(player_ptr, x, y, x2, i - 1, 1, count, fail);
+ short_seg_hack(player_ptr, x, y, x2, i + 1, 1, count, fail);
}
if ((type == 3) && ((x + y) % 2))
{
- create_cata_tunnel(floor_ptr, x2, i);
+ create_cata_tunnel(player_ptr, x2, i);
}
}
}
{
x = x2;
y = i;
- if (!set_tunnel(floor_ptr, &x, &y, TRUE))
+ if (!set_tunnel(player_ptr, &x, &y, TRUE))
{
/* solid wall - so try to go around */
- 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);
+ short_seg_hack(player_ptr, x, y, x2, i - 1, 1, count, fail);
+ short_seg_hack(player_ptr, x, y, x2, i + 1, 1, count, fail);
}
if ((type == 3) && ((x + y) % 2))
{
- create_cata_tunnel(floor_ptr, x2, i);
+ create_cata_tunnel(player_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(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff)
+bool build_tunnel2(player_type *player_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff)
{
POSITION x3, y3, dx, dy;
POSITION changex, changey;
grid_type *g_ptr;
length = distance(x1, y1, x2, y2);
-
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
if (length > cutoff)
{
/*
if (i == 0)
{
/* Failed for some reason: hack - ignore the solidness */
- place_outer_bold(floor_ptr, y3, x3);
+ place_bold(player_ptr, y3, x3, gb_outer);
dx = 0;
dy = 0;
}
if (is_floor_grid(g_ptr))
{
- if (build_tunnel2(floor_ptr, x1, y1, x3, y3, type, cutoff))
+ if (build_tunnel2(player_ptr, x1, y1, x3, y3, type, cutoff))
{
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(floor_ptr, x3, y3, x2, y2, type, cutoff);
+ retval = build_tunnel2(player_ptr, x3, y3, x2, y2, type, cutoff);
}
else
{
else
{
/* tunnel through walls */
- if (build_tunnel2(floor_ptr, x1, y1, x3, y3, type, cutoff))
+ if (build_tunnel2(player_ptr, x1, y1, x3, y3, type, cutoff))
{
- retval = build_tunnel2(floor_ptr, x3, y3, x2, y2, type, cutoff);
+ retval = build_tunnel2(player_ptr, x3, y3, x2, y2, type, cutoff);
firstsuccede = TRUE;
}
else
if (firstsuccede)
{
/* only do this if the first half has worked */
- set_tunnel(floor_ptr, &x3, &y3, TRUE);
+ set_tunnel(player_ptr, &x3, &y3, TRUE);
}
/* return value calculated above */
return retval;
{
/* Do a short segment */
retval = TRUE;
- short_seg_hack(floor_ptr, x1, y1, x2, y2, type, 0, &retval);
+ short_seg_hack(player_ptr, x1, y1, x2, y2, type, 0, &retval);
/* Hack - ignore return value so avoid infinite loops */
return TRUE;