*/
static int next_to_walls(int y, int x)
{
- int k = 0;
+ int k = 0;
- if (cave_have_flag_bold(y + 1, x, FF_WALL)) k++;
- if (cave_have_flag_bold(y - 1, x, FF_WALL)) k++;
- if (cave_have_flag_bold(y, x + 1, FF_WALL)) k++;
- if (cave_have_flag_bold(y, x - 1, FF_WALL)) k++;
+ 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++;
return (k);
}
/*
+ * Helper function for alloc_stairs().
+ *
+ * Is this a good location for stairs?
+ */
+static bool alloc_stairs_aux(int y, int x, int walls)
+{
+ /* Access the grid */
+ cave_type *c_ptr = &cave[y][x];
+
+ /* Require "naked" floor grid */
+ if (!is_floor_grid(c_ptr)) return FALSE;
+ if (pattern_tile(y, x)) return FALSE;
+ if (c_ptr->o_idx || c_ptr->m_idx) return FALSE;
+
+ /* Require a certain number of adjacent walls */
+ if (next_to_walls(y, x) < walls) return FALSE;
+
+ return TRUE;
+}
+
+
+/*
* Places some staircases near walls
*/
static bool alloc_stairs(int feat, int num, int walls)
{
- int y, x, i, j, flag;
- int shaft_num = 0;
- cave_type *c_ptr;
+ int i;
+ int shaft_num = 0;
feature_type *f_ptr = &f_info[feat];
else return FALSE;
- /* There very few walls in an arena level */
- if (dun->empty_level) walls = 1;
-
/* Place "num" stairs */
for (i = 0; i < num; i++)
{
- /* Try several times */
- for (flag = FALSE; !flag && (walls >= 0); walls--)
+ while (TRUE)
{
- /* Try several times, then decrease "walls" */
- for (j = 0; j <= 3000; j++)
+ int y = 0, x = 0;
+ cave_type *c_ptr;
+
+ int candidates = 0;
+ int pick;
+
+ for (y = 1; y < cur_hgt - 1; y++)
{
- /* Pick a random grid */
- y = randint1(cur_hgt-2);
- x = randint1(cur_wid-2);
+ for (x = 1; x < cur_wid - 1; x++)
+ {
+ if (alloc_stairs_aux(y, x, walls))
+ {
+ /* A valid space found */
+ candidates++;
+ }
+ }
+ }
- /* Access the grid */
- c_ptr = &cave[y][x];
+ /* No valid place! */
+ if (!candidates)
+ {
+ /* There are exactly no place! */
+ if (walls <= 0) return FALSE;
- /* Require "naked" floor grid */
- if (!is_floor_grid(c_ptr) || pattern_tile(y,x) || c_ptr->o_idx || c_ptr->m_idx) continue;
+ /* Decrease walls limit, and try again */
+ walls--;
+ continue;
+ }
- /* Require a certain number of adjacent walls */
- if (next_to_walls(y, x) < walls) continue;
+ /* Choose a random one */
+ pick = randint1(candidates);
- /* Clear possible garbage of hidden trap */
- c_ptr->mimic = 0;
+ for (y = 1; y < cur_hgt - 1; y++)
+ {
+ for (x = 1; x < cur_wid - 1; x++)
+ {
+ if (alloc_stairs_aux(y, x, walls))
+ {
+ pick--;
- /* Clear previous contents, add stairs */
- c_ptr->feat = (i < shaft_num) ? feat_state(feat, FF_SHAFT) : feat;
+ /* Is this a picked one? */
+ if (!pick) break;
+ }
+ }
- /* All done */
- flag = TRUE;
- break;
+ if (!pick) break;
}
- /* Require fewer walls */
- }
+ /* Access the grid */
+ c_ptr = &cave[y][x];
+
+ /* Clear possible garbage of hidden trap */
+ c_ptr->mimic = 0;
- if (!flag) return FALSE;
+ /* Clear previous contents, add stairs */
+ c_ptr->feat = (i < shaft_num) ? feat_state(feat, FF_SHAFT) : feat;
+
+ /* No longer "FLOOR" */
+ c_ptr->info &= ~(CAVE_FLOOR);
+
+ /* Success */
+ break;
+ }
}
return TRUE;
}
/* Place quest monsters */
-void place_quest_monsters(void)
+bool place_quest_monsters(void)
{
int i;
monster_race *r_ptr;
u32b mode;
int j;
-
+
if (quest[i].status != QUEST_STATUS_TAKEN ||
(quest[i].type != QUEST_TYPE_KILL_LEVEL &&
quest[i].type != QUEST_TYPE_RANDOM) ||
/* Find an empty grid */
for (l = SAFE_MAX_ATTEMPTS; l > 0; l--)
{
+ cave_type *c_ptr;
+ feature_type *f_ptr;
+
y = randint0(cur_hgt);
x = randint0(cur_wid);
+ c_ptr = &cave[y][x];
+ f_ptr = &f_info[c_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, py, px) < 10) continue;
+ if (c_ptr->info & CAVE_ICKY) continue;
else break;
}
/* Failed to place */
- if (!l) break;
+ if (!l) return FALSE;
/* Try to place the monster */
if (place_monster_aux(0, y, x, quest[i].r_idx, mode))
continue;
}
}
+
+ /* Failed to place */
+ if (k == SAFE_MAX_ATTEMPTS) return FALSE;
}
}
+
+ return TRUE;
}
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.
*/
/* 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;
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++)
{
}
/* 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)
/* Determine the character location */
if (!new_player_spot()) return FALSE;
- place_quest_monsters();
+ if (!place_quest_monsters()) return FALSE;
/* Basic "amount" */
k = (dun_level / 3);
object_level = base_level;
/* Put the Guardian */
- (void)alloc_guardian();
+ if (!alloc_guardian(TRUE)) return FALSE;
if (dun->empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > dun_level)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
{
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;
}
}
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);
}
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;
}
}
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++)
{
panel_col_min = cur_wid;
if (cheat_room)
- msg_format("X:%d, Y:%d.", cur_hgt, cur_wid);
+ msg_format("X:%d, Y:%d.", cur_wid, cur_hgt);
}
else
{
else return TRUE;
}
-static byte extract_feeling(void)
-{
- /* Hack -- no feeling in the town */
- if (!dun_level) return 0;
-
- /* Hack -- Have a special feeling sometimes */
- if (good_item_flag && !preserve_mode) return 1;
-
- if (rating > 100) return 2;
- if (rating > 80) return 3;
- if (rating > 60) return 4;
- if (rating > 40) return 5;
- if (rating > 30) return 6;
- if (rating > 20) return 7;
- if (rating > 10) return 8;
- if (rating > 0) return 9;
-
- if((turn - old_turn) > TURNS_PER_TICK * TOWN_DAWN /2)
- chg_virtue(V_PATIENCE, 1);
-
- return 10;
-}
-
/*
* Wipe all unnecessary flags after cave generation
*/
-static void wipe_generate_cave_flags(void)
+void wipe_generate_cave_flags(void)
{
int x, y;
C_WIPE(m_list, m_max, monster_type);
m_max = 1;
m_cnt = 0;
+ for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0;
/* Pre-calc cur_num of pets in party_mon[] */
precalc_cur_num_of_pet();
/* Reset the object generation level */
object_level = base_level;
-
- /* Nothing special here yet */
- good_item_flag = FALSE;
-
- /* Nothing good here yet */
- rating = 0;
}
*/
void generate_cave(void)
{
- int num, i;
+ int num;
/* Fill the arrays of floors and walls in the good proportions */
set_floor_and_wall(dungeon_type);
/* Clear and empty the cave */
clear_cave();
- for (i = 0; i < DUNGEON_FEAT_PROB_NUM; i++)
- {
- if (have_flag(f_info[d_info[dungeon_type].fill[i].feat].flags, FF_HAS_GOLD))
- {
- rating += 40;
- break;
- }
- }
-
/* Build the arena -KMW- */
if (p_ptr->inside_arena)
{
okay = level_gen(&why);
}
- /* Extract the feeling */
- feeling = extract_feeling();
/* Prevent object over-flow */
if (o_max >= max_o_idx)