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)
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++)
{
/*
* Wipe all unnecessary flags after cave generation
*/
-static void wipe_generate_cave_flags(void)
+void wipe_generate_cave_flags(void)
{
int x, y;