*/
#include "angband.h"
-#include "generate.h"
+#include "util.h"
+
+#include "artifact.h"
+#include "floor-generate.h"
+#include "dungeon.h"
+#include "floor.h"
#include "floor-streams.h"
#include "grid.h"
+#include "monster.h"
+#include "feature.h"
+#include "object-flavor.h"
+#include "object-hook.h"
+#include "spells.h"
+#include "spells-floor.h"
/*!
* @param width 基本幅
* @return なし
*/
-static void recursive_river(POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX feat1, FEAT_IDX feat2, POSITION width)
+static void recursive_river(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX feat1, FEAT_IDX feat2, POSITION width)
{
POSITION dx, dy, length, l, x, y;
POSITION changex, changey;
POSITION ty, tx;
bool done;
- cave_type *c_ptr;
+ grid_type *g_ptr;
length = distance(x1, y1, x2, y2);
changey = 0;
}
- if (!in_bounds(y1 + dy + changey, x1 + dx + changex))
+ if (!in_bounds(floor_ptr, y1 + dy + changey, x1 + dx + changex))
{
changex = 0;
changey = 0;
}
/* construct river out of two smaller ones */
- recursive_river(x1, y1, x1 + dx + changex, y1 + dy + changey, feat1, feat2, width);
- recursive_river(x1 + dx + changex, y1 + dy + changey, x2, y2, feat1, feat2, width);
+ recursive_river(floor_ptr, x1, y1, x1 + dx + changex, y1 + dy + changey, feat1, feat2, width);
+ recursive_river(floor_ptr, x1 + dx + changex, y1 + dy + changey, x2, y2, feat1, feat2, width);
/* Split the river some of the time - junctions look cool */
if (one_in_(DUN_WAT_CHG) && (width > 0))
{
- recursive_river(x1 + dx + changex, y1 + dy + changey,
+ recursive_river(floor_ptr, x1 + dx + changex, y1 + dy + changey,
x1 + 8 * (dx + changex), y1 + 8 * (dy + changey),
feat1, feat2, width - 1);
}
{
for (tx = x - width - 1; tx <= x + width + 1; tx++)
{
- if (!in_bounds2(ty, tx)) continue;
+ if (!in_bounds2(floor_ptr, ty, tx)) continue;
- c_ptr = &cave[ty][tx];
+ g_ptr = &floor_ptr->grid_array[ty][tx];
- if (c_ptr->feat == feat1) continue;
- if (c_ptr->feat == feat2) continue;
+ if (g_ptr->feat == feat1) continue;
+ if (g_ptr->feat == feat2) continue;
if (distance(ty, tx, y, x) > rand_spread(width, 1)) continue;
/* Do not convert permanent features */
- if (cave_perma_grid(c_ptr)) continue;
+ if (cave_perma_grid(g_ptr)) continue;
/*
* Clear previous contents, add feature
* The border mainly gets feat2, while the center gets feat1
*/
if (distance(ty, tx, y, x) > width)
- c_ptr->feat = feat2;
+ g_ptr->feat = feat2;
else
- c_ptr->feat = feat1;
+ g_ptr->feat = feat1;
/* Clear garbage of hidden trap or door */
- c_ptr->mimic = 0;
+ g_ptr->mimic = 0;
/* Lava terrain glows */
if (have_flag(f_info[feat1].flags, FF_LAVA))
{
- if (!(d_info[dungeon_idx].flags1 & DF1_DARKNESS)) c_ptr->info |= CAVE_GLOW;
+ if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) g_ptr->info |= CAVE_GLOW;
}
/* Hack -- don't teleport here */
- c_ptr->info |= CAVE_ICKY;
+ g_ptr->info |= CAVE_ICKY;
}
}
* @param feat2 境界部地形ID
* @return なし
*/
-void add_river(IDX feat1, IDX feat2)
+void add_river(floor_type *floor_ptr, FEAT_IDX feat1, FEAT_IDX feat2)
{
POSITION y2, x2;
POSITION y1 = 0, x1 = 0;
/* Hack -- Choose starting point */
- y2 = randint1(cur_hgt / 2 - 2) + cur_hgt / 2;
- x2 = randint1(cur_wid / 2 - 2) + cur_wid / 2;
+ y2 = randint1(floor_ptr->height / 2 - 2) + floor_ptr->height / 2;
+ x2 = randint1(floor_ptr->width / 2 - 2) + floor_ptr->width / 2;
/* Hack -- Choose ending point somewhere on boundary */
switch(randint1(4))
case 1:
{
/* top boundary */
- x1 = randint1(cur_wid-2)+1;
+ x1 = randint1(floor_ptr->width-2)+1;
y1 = 1;
break;
}
{
/* left boundary */
x1 = 1;
- y1 = randint1(cur_hgt-2)+1;
+ y1 = randint1(floor_ptr->height-2)+1;
break;
}
case 3:
{
/* right boundary */
- x1 = cur_wid-1;
- y1 = randint1(cur_hgt-2)+1;
+ x1 = floor_ptr->width-1;
+ y1 = randint1(floor_ptr->height-2)+1;
break;
}
case 4:
{
/* bottom boundary */
- x1 = randint1(cur_wid-2)+1;
- y1 = cur_hgt-1;
+ x1 = randint1(floor_ptr->width-2)+1;
+ y1 = floor_ptr->height-1;
break;
}
}
wid = randint1(DUN_WAT_RNG);
- recursive_river(x1, y1, x2, y2, feat1, feat2, wid);
+ recursive_river(floor_ptr, x1, y1, x2, y2, feat1, feat2, wid);
/* Hack - Save the location as a "room" */
if (dun->cent_n < CENT_MAX)
/*!
* @brief ダンジョンの壁部にストリーマー(地質の変化)を与える /
* Places "streamers" of rock through dungeon
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param feat ストリーマー地形ID
* @param chance 生成密度
* @return なし
* hidden gold types are currently unused.
* </pre>
*/
-void build_streamer(IDX feat, int chance)
+void build_streamer(player_type *player_ptr, FEAT_IDX feat, int chance)
{
- int i, tx, ty;
- int y, x, dir;
+ int i;
+ POSITION y, x, tx, ty;
+ DIRECTION dir;
int dummy = 0;
- cave_type *c_ptr;
+ grid_type *g_ptr;
feature_type *f_ptr;
feature_type *streamer_ptr = &f_info[feat];
bool streamer_may_have_gold = have_flag(streamer_ptr->flags, FF_MAY_HAVE_GOLD);
/* Hack -- Choose starting point */
- y = rand_spread(cur_hgt / 2, cur_hgt / 6);
- x = rand_spread(cur_wid / 2, cur_wid / 6);
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ y = rand_spread(floor_ptr->height / 2, floor_ptr->height / 6);
+ x = rand_spread(floor_ptr->width / 2, floor_ptr->width / 6);
/* Choose a random compass direction */
dir = randint0(8);
int d = DUN_STR_RNG;
/* Pick a nearby grid */
- while (1)
+ while (TRUE)
{
ty = rand_spread(y, d);
tx = rand_spread(x, d);
- if (!in_bounds2(ty, tx)) continue;
+ if (!in_bounds2(floor_ptr, ty, tx)) continue;
break;
}
- c_ptr = &cave[ty][tx];
- f_ptr = &f_info[c_ptr->feat];
+ g_ptr = &floor_ptr->grid_array[ty][tx];
+ f_ptr = &f_info[g_ptr->feat];
if (have_flag(f_ptr->flags, FF_MOVE) && (have_flag(f_ptr->flags, FF_WATER) || have_flag(f_ptr->flags, FF_LAVA)))
continue;
/* Only convert "granite" walls */
if (streamer_is_wall)
{
- if (!is_extra_grid(c_ptr) && !is_inner_grid(c_ptr) && !is_outer_grid(c_ptr) && !is_solid_grid(c_ptr)) continue;
- if (is_closed_door(c_ptr->feat)) continue;
+ if (!is_extra_grid(g_ptr) && !is_inner_grid(g_ptr) && !is_outer_grid(g_ptr) && !is_solid_grid(g_ptr)) continue;
+ if (is_closed_door(g_ptr->feat)) continue;
}
- if (c_ptr->m_idx && !(have_flag(streamer_ptr->flags, FF_PLACE) && monster_can_cross_terrain(feat, &r_info[m_list[c_ptr->m_idx].r_idx], 0)))
+ if (g_ptr->m_idx && !(have_flag(streamer_ptr->flags, FF_PLACE) && monster_can_cross_terrain(feat, &r_info[floor_ptr->m_list[g_ptr->m_idx].r_idx], 0)))
{
/* Delete the monster (if any) */
- delete_monster(ty, tx);
+ delete_monster(floor_ptr, ty, tx);
}
- if (c_ptr->o_idx && !have_flag(streamer_ptr->flags, FF_DROP))
+ if (g_ptr->o_idx && !have_flag(streamer_ptr->flags, FF_DROP))
{
OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Scan all objects in the grid */
- for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+ for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- object_type *o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
+ object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/* Hack -- Preserve unknown artifacts */
}
}
- delete_object(ty, tx);
+ delete_object(floor_ptr, ty, tx);
}
/* Clear previous contents, add proper vein type */
- c_ptr->feat = feat;
+ g_ptr->feat = feat;
/* Paranoia: Clear mimic field */
- c_ptr->mimic = 0;
+ g_ptr->mimic = 0;
if (streamer_may_have_gold)
{
/* Hack -- Add some known treasure */
if (one_in_(chance))
{
- cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD);
+ cave_alter_feat(player_ptr, ty, tx, FF_MAY_HAVE_GOLD);
}
/* Hack -- Add some hidden treasure */
else if (one_in_(chance / 4))
{
- cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD);
- cave_alter_feat(ty, tx, FF_ENSECRET);
+ cave_alter_feat(player_ptr, ty, tx, FF_MAY_HAVE_GOLD);
+ cave_alter_feat(player_ptr, ty, tx, FF_ENSECRET);
}
}
}
}
/* Quit before leaving the dungeon */
- if (!in_bounds(y, x)) break;
+ if (!in_bounds(floor_ptr, y, x)) break;
}
}
* This happens in real world lava tubes.
* </pre>
*/
-void place_trees(POSITION x, POSITION y)
+void place_trees(floor_type *floor_ptr, POSITION x, POSITION y)
{
int i, j;
- cave_type *c_ptr;
+ grid_type *g_ptr;
/* place trees/ rubble in ovalish distribution */
for (i = x - 3; i < x + 4; i++)
{
for (j = y - 3; j < y + 4; j++)
{
- if (!in_bounds(j, i)) continue;
- c_ptr = &cave[j][i];
+ if (!in_bounds(floor_ptr, j, i)) continue;
+ g_ptr = &floor_ptr->grid_array[j][i];
- if (c_ptr->info & CAVE_ICKY) continue;
- if (c_ptr->o_idx) continue;
+ if (g_ptr->info & CAVE_ICKY) continue;
+ if (g_ptr->o_idx) continue;
/* Want square to be in the circle and accessable. */
- if ((distance(j, i, y, x) < 4) && !cave_perma_grid(c_ptr))
+ if ((distance(j, i, y, x) < 4) && !cave_perma_grid(g_ptr))
{
/*
* Clear previous contents, add feature
if ((distance(j, i, y, x) > 1) || (randint1(100) < 25))
{
if (randint1(100) < 75)
- cave[j][i].feat = feat_tree;
+ floor_ptr->grid_array[j][i].feat = feat_tree;
}
else
{
- cave[j][i].feat = feat_rubble;
+ floor_ptr->grid_array[j][i].feat = feat_rubble;
}
/* Clear garbage of hidden trap or door */
- c_ptr->mimic = 0;
+ g_ptr->mimic = 0;
/* Light area since is open above */
- if (!(d_info[dungeon_idx].flags1 & DF1_DARKNESS)) cave[j][i].info |= (CAVE_GLOW | CAVE_ROOM);
+ if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_ROOM);
}
}
}
if (!ironman_downward && one_in_(3))
{
/* up stair */
- cave[y][x].feat = feat_up_stair;
+ floor_ptr->grid_array[y][x].feat = feat_up_stair;
}
}
* Build a destroyed level
* @return なし
*/
-void destroy_level(void)
+void destroy_level(player_type *player_ptr)
{
- POSITION y1, x1;
- int n;
-
- /* Note destroyed levels */
msg_print_wizard(CHEAT_DUNGEON, _("階に*破壊*の痕跡を生成しました。", "Destroyed Level."));
/* Drop a few epi-centers (usually about two) */
- for (n = 0; n < randint1(5); n++)
+ POSITION y1, x1;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ for (int n = 0; n < randint1(5); n++)
{
/* Pick an epi-center */
- x1 = rand_range(5, cur_wid - 1 - 5);
- y1 = rand_range(5, cur_hgt - 1 - 5);
+ x1 = rand_range(5, floor_ptr->width - 1 - 5);
+ y1 = rand_range(5, floor_ptr->height - 1 - 5);
- (void)destroy_area(y1, x1, 15, TRUE);
+ (void)destroy_area(player_ptr, y1, x1, 15, TRUE);
}
}