#include "grid.h"
#include "rooms.h"
#include "floor-streams.h"
+#include "floor-generate.h"
#include "trap.h"
#include "monster.h"
#include "quest.h"
#include "player-status.h"
#include "wild.h"
+#include "monster-status.h"
int dun_tun_rnd;
int dun_tun_chg;
* @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(IDX feat, int num, int walls)
+static bool alloc_stairs(FEAT_IDX feat, int num, int walls)
{
int i;
int shaft_num = 0;
if ((current_floor_ptr->dun_level < d_info[p_ptr->dungeon_idx].maxdepth-1) && !quest_number(current_floor_ptr->dun_level+1))
shaft_num = (randint1(num)+1)/2;
}
-
- /* Paranoia */
else return FALSE;
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
update_monster(i, FALSE);
tmp_col = col1 + col_dir;
}
-
- /* Access the location */
g_ptr = ¤t_floor_ptr->grid_array[tmp_row][tmp_col];
/* Avoid "solid" walls */