OSDN Git Service

無双三段の途中で壁にぶつかる等して中断した時、MPを消費するように修正。
[hengband/hengband.git] / src / generate.c
index 00af8b7..a5a542f 100644 (file)
@@ -793,15 +793,17 @@ static bool cave_gen(void)
                build_maze_vault(cur_wid/2-1, cur_hgt/2-1, cur_wid-4, cur_hgt-4, FALSE);
 
                /* Place 3 or 4 down stairs near some walls */
-               if (!alloc_stairs(FEAT_MORE, rand_range(2, 3), 3)) return FALSE;
+               if (!alloc_stairs(feat_down_stair, rand_range(2, 3), 3)) return FALSE;
 
                /* Place 1 or 2 up stairs near some walls */
-               if (!alloc_stairs(FEAT_LESS, 1, 3)) return FALSE;
+               if (!alloc_stairs(feat_up_stair, 1, 3)) return FALSE;
        }
 
        /* Build some rooms */
        else
        {
+               int tunnel_fail_count = 0;
+
                /*
                 * Build each type of room in turn until we cannot build any more.
                 */
@@ -828,13 +830,13 @@ static bool cave_gen(void)
                        /* Choose water or lava */
                        if ((randint1(MAX_DEPTH * 2) - 1 > dun_level) && (d_info[dungeon_type].flags1 & DF1_WATER_RIVER))
                        {
-                               feat1 = FEAT_DEEP_WATER;
-                               feat2 = FEAT_SHAL_WATER;
+                               feat1 = feat_deep_water;
+                               feat2 = feat_shallow_water;
                        }
                        else if  (d_info[dungeon_type].flags1 & DF1_LAVA_RIVER)
                        {
-                               feat1 = FEAT_DEEP_LAVA;
-                               feat2 = FEAT_SHAL_LAVA;
+                               feat1 = feat_deep_lava;
+                               feat2 = feat_shallow_lava;
                        }
                        else feat1 = 0;
 
@@ -886,14 +888,16 @@ static bool cave_gen(void)
                        if (randint1(dun_level) > d_info[dungeon_type].tunnel_percent)
                        {
                                /* make cave-like tunnel */
-                               build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
+                               (void)build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
                        }
                        else
                        {
                                /* make normal tunnel */
-                               build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x);
+                               if (!build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x)) tunnel_fail_count++;
                        }
 
+                       if (tunnel_fail_count >= 2) return FALSE;
+
                        /* Turn the tunnel into corridor */
                        for (j = 0; j < dun->tunn_n; j++)
                        {
@@ -964,10 +968,10 @@ static bool cave_gen(void)
                }
 
                /* Place 3 or 4 down stairs near some walls */
-               if (!alloc_stairs(FEAT_MORE, rand_range(3, 4), 3)) return FALSE;
+               if (!alloc_stairs(feat_down_stair, rand_range(3, 4), 3)) return FALSE;
 
                /* Place 1 or 2 up stairs near some walls */
-               if (!alloc_stairs(FEAT_LESS, rand_range(1, 2), 3)) return FALSE;
+               if (!alloc_stairs(feat_up_stair, rand_range(1, 2), 3)) return FALSE;
        }
 
        if (!dun->laketype)
@@ -1178,7 +1182,7 @@ static void arena_gen(void)
                for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
                {
                        /* Create empty floor */
-                       cave[y][x].feat = FEAT_FLOOR;
+                       cave[y][x].feat = feat_floor;
                }
        }
 
@@ -1239,9 +1243,15 @@ static void build_battle(void)
        place_extra_perm_bold(y_depth-4, x_right-18);
        cave[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
 
-       i = y_height + 4;
+       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++)
+               {
+                       cave[i][j].feat = feat_permanent_glass_wall;
+               }
+
+       i = y_height + 1;
        j = xval;
-       cave[i][j].feat = FEAT_BLDG_HEAD + 3;
+       cave[i][j].feat = f_tag_to_index("BUILDING_3");
        cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
        player_place(i, j);
 }
@@ -1275,7 +1285,7 @@ static void battle_gen(void)
                for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
                {
                        /* Create empty floor */
-                       cave[y][x].feat = FEAT_FLOOR;
+                       cave[y][x].feat = feat_floor;
                }
        }
 
@@ -1283,9 +1293,9 @@ static void battle_gen(void)
 
        for(i=0;i<4;i++)
        {
-               place_monster_aux(0, py + 5 + (i/2)*4, px - 2 + (i%2)*4, battle_mon[i],
+               place_monster_aux(0, py + 8 + (i/2)*4, px - 2 + (i%2)*4, battle_mon[i],
                                  (PM_NO_KAGE | PM_NO_PET));
-               set_friendly(&m_list[cave[py+5+(i/2)*4][px-2+(i%2)*4].m_idx]);
+               set_friendly(&m_list[cave[py+8+(i/2)*4][px-2+(i%2)*4].m_idx]);
        }
        for(i = 1; i < m_max; i++)
        {
@@ -1413,7 +1423,7 @@ static bool level_gen(cptr *why)
 /*
  * Wipe all unnecessary flags after cave generation
  */
-static void wipe_generate_cave_flags(void)
+void wipe_generate_cave_flags(void)
 {
        int x, y;