#include "feature.h"
#include "floor.h"
#include "floor-generate.h"
-#include "dungeon.h"
+#include "dungeon/dungeon.h"
#include "grid.h"
#include "rooms.h"
#include "rooms-city.h"
#include "rooms-fractal.h"
#include "rooms-normal.h"
-#include "rooms-pitnest.h"
+#include "room/rooms-pit-nest.h"
#include "rooms-special.h"
#include "rooms-trap.h"
#include "rooms-vault.h"
#include "monster.h"
-/*!
- * 各部屋タイプの生成比定義
- *[from SAngband (originally from OAngband)]\n
- *\n
- * Table of values that control how many times each type of room will\n
- * appear. Each type of room has its own row, and each column\n
- * corresponds to dungeon levels 0, 10, 20, and so on. The final\n
- * value is the minimum depth the room can appear at. -LM-\n
- *\n
- * Level 101 and below use the values for level 100.\n
- *\n
- * Rooms with lots of monsters or loot may not be generated if the\n
- * object or monster lists are already nearly full. Rooms will not\n
- * appear above their minimum depth. Tiny levels will not have space\n
- * for all the rooms you ask for.\n
- */
-
-#if 1
+ /*!
+ * 各部屋タイプの生成比定義
+ *[from SAngband (originally from OAngband)]\n
+ *\n
+ * Table of values that control how many times each type of room will\n
+ * appear. Each type of room has its own row, and each column\n
+ * corresponds to dungeon levels 0, 10, 20, and so on. The final\n
+ * value is the minimum depth the room can appear at. -LM-\n
+ *\n
+ * Level 101 and below use the values for level 100.\n
+ *\n
+ * Rooms with lots of monsters or loot may not be generated if the\n
+ * object or monster lists are already nearly full. Rooms will not\n
+ * appear above their minimum depth. Tiny levels will not have space\n
+ * for all the rooms you ask for.\n
+ */
static room_info_type room_info_normal[ROOM_T_MAX] =
{
{{ 1, 8, 16, 24, 32, 40, 48, 56, 64, 72, 80}, 1}, /*FIX */
};
-#endif
-
-#if 0
-static room_info_type room_info_normal[ROOM_T_MAX] =
-{
-/*デバッグ用配列*/
-{ {999, 900, 800, 700, 600, 500, 400, 300, 200, 100, 0}, 0}, /*NORMAL */
-{ { 1, 10, 20, 30, 40, 50, 60, 70, 80, 90, 0}, 1 }, /*OVERLAP */
-{ { 1, 10, 20, 30, 40, 50, 60, 70, 80, 90, 0}, 3 }, /*CROSS */
-{ { 1, 10, 20, 30, 40, 50, 60, 70, 80, 90, 0}, 3 }, /*INNER_F */
-{ { 0, 1, 1, 1, 2, 3, 5, 6, 8, 10, 0}, 10 }, /*NEST */
-{ { 0, 1, 1, 2, 3, 4, 6, 8, 10, 13, 0}, 10 }, /*PIT */
-{ { 0, 1, 1, 1, 2, 2, 3, 5, 6, 8, 0}, 10 }, /*LESSER_V */
-{ { 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 0}, 20 }, /*GREATER_V*/
-{ { 0,100,200,300,400,500,600,700,800,900, 0}, 10 }, /*FRACAVE */
-{ { 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0}, 10 }, /*RANDOM_V */
-{ { 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 0}, 3 }, /*OVAL */
-{ { 1, 6, 12, 18, 24, 30, 36, 42, 48, 54, 0}, 10 }, /*CRYPT */
-{ { 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 0}, 20 }, /*TRAP_PIT */
-{ { 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 0}, 20 }, /*TRAP */
-{ { 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 0}, 40 }, /*GLASS */
-{ { 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 0}, 1 }, /*ARCADE */
-{ { 20, 40, 60, 80,100,100,100,100,100,100,100}, 1 }, /*FIX */
-};
-
-#endif
-
-
-
/*! 部屋の生成処理順 / Build rooms in descending order of difficulty. */
static byte room_build_order[ROOM_T_MAX] = {
ROOM_T_GREATER_VAULT,
/*!
* @brief 1マスだけの部屋を作成し、上下左右いずれか一つに隠しドアを配置する。
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param y0 配置したい中心のY座標
* @param x0 配置したい中心のX座標
* @details
* Note - this should be used only on allocated regions
* within another room.
*/
-void build_small_room(POSITION x0, POSITION y0)
+void build_small_room(player_type *player_ptr, POSITION x0, POSITION y0)
{
POSITION x, y;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
for (y = y0 - 1; y <= y0 + 1; y++)
{
- place_inner_bold(y, x0 - 1);
- place_inner_bold(y, x0 + 1);
+ place_bold(player_ptr, y, x0 - 1, GB_INNER);
+ place_bold(player_ptr, y, x0 + 1, GB_INNER);
}
for (x = x0 - 1; x <= x0 + 1; x++)
{
- place_inner_bold(y0 - 1, x);
- place_inner_bold(y0 + 1, x);
+ place_bold(player_ptr, y0 - 1, x, GB_INNER);
+ place_bold(player_ptr, y0 + 1, x, GB_INNER);
}
/* Place a secret door on one side */
switch (randint0(4))
{
- case 0: place_secret_door(p_ptr->current_floor_ptr, y0, x0 - 1, DOOR_DEFAULT); break;
- case 1: place_secret_door(p_ptr->current_floor_ptr, y0, x0 + 1, DOOR_DEFAULT); break;
- case 2: place_secret_door(p_ptr->current_floor_ptr, y0 - 1, x0, DOOR_DEFAULT); break;
- case 3: place_secret_door(p_ptr->current_floor_ptr, y0 + 1, x0, DOOR_DEFAULT); break;
+ case 0: place_secret_door(player_ptr, y0, x0 - 1, DOOR_DEFAULT); break;
+ case 1: place_secret_door(player_ptr, y0, x0 + 1, DOOR_DEFAULT); break;
+ case 2: place_secret_door(player_ptr, y0 - 1, x0, DOOR_DEFAULT); break;
+ case 3: place_secret_door(player_ptr, y0 + 1, x0, DOOR_DEFAULT); break;
}
/* Clear mimic type */
- p_ptr->current_floor_ptr->grid_array[y0][x0].mimic = 0;
+ floor_ptr->grid_array[y0][x0].mimic = 0;
/* Add inner open space */
- place_floor_bold(y0, x0);
+ place_bold(player_ptr, y0, x0, GB_FLOOR);
}
/*!
* @brief
* 指定範囲に通路が通っていることを確認した上で床で埋める
- * This function tunnels around a room if it will cut off part of a p_ptr->current_floor_ptr->grid_array system.
+ * This function tunnels around a room if it will cut off part of a grid system.
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param x1 範囲の左端
* @param y1 範囲の上端
* @param x2 範囲の右端
* @param y2 範囲の下端
* @return なし
*/
-static void check_room_boundary(POSITION x1, POSITION y1, POSITION x2, POSITION y2)
+static void check_room_boundary(player_type *player_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2)
{
int count;
POSITION x, y;
bool old_is_floor, new_is_floor;
count = 0;
- old_is_floor = get_is_floor(x1 - 1, y1);
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ old_is_floor = get_is_floor(floor_ptr, x1 - 1, y1);
/*
* Count the number of floor-wall boundaries around the room
* to bypass these if needed.
*/
- /* Above the top boundary */
+ /* Above the top boundary */
for (x = x1; x <= x2; x++)
{
- new_is_floor = get_is_floor(x, y1 - 1);
+ new_is_floor = get_is_floor(floor_ptr, x, y1 - 1);
/* Increment counter if they are different */
if (new_is_floor != old_is_floor) count++;
/* Right boundary */
for (y = y1; y <= y2; y++)
{
- new_is_floor = get_is_floor(x2 + 1, y);
+ new_is_floor = get_is_floor(floor_ptr, x2 + 1, y);
/* increment counter if they are different */
if (new_is_floor != old_is_floor) count++;
/* Bottom boundary */
for (x = x2; x >= x1; x--)
{
- new_is_floor = get_is_floor(x, y2 + 1);
+ new_is_floor = get_is_floor(floor_ptr, x, y2 + 1);
/* increment counter if they are different */
if (new_is_floor != old_is_floor) count++;
/* Left boundary */
for (y = y2; y >= y1; y--)
{
- new_is_floor = get_is_floor(x1 - 1, y);
+ new_is_floor = get_is_floor(floor_ptr, x1 - 1, y);
/* increment counter if they are different */
if (new_is_floor != old_is_floor) count++;
{
for (x = x1; x <= x2; x++)
{
- set_floor(x, y);
+ set_floor(player_ptr, x, y);
}
}
}
/* Never run off the screen */
if ((by1 < 0) || (by2 > dun->row_rooms)) return FALSE;
if ((bx1 < 0) || (bx2 > dun->col_rooms)) return FALSE;
-
+
/* Verify available space */
for (by = by1; by < by2; by++)
{
/*!
* @brief 部屋生成が可能なスペースを確保する / Find a good spot for the next room. -LM-
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param y 部屋の生成が可能な中心Y座標を返す参照ポインタ
* @param x 部屋の生成が可能な中心X座標を返す参照ポインタ
* @param height 確保したい領域の高さ
* Return TRUE and values for the center of the room if all went well.\n
* Otherwise, return FALSE.\n
*/
-bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width)
+bool find_space(player_type *player_ptr, POSITION *y, POSITION *x, POSITION height, POSITION width)
{
int candidates, pick;
POSITION by, bx, by1, bx1, by2, bx2;
}
/* Normal dungeon */
- if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE))
+ if (!(d_info[player_ptr->current_floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE))
{
/* Choose a random one */
pick = randint1(candidates);
else
{
/* Always choose the center one */
- pick = candidates/2 + 1;
+ pick = candidates / 2 + 1;
}
/* Pick up the choosen location */
* be *exactly* correct to prevent memory errors
*/
- /* Acquire the location of the room */
+ /* Acquire the location of the room */
(*y) = ((by1 + by2) * BLOCK_HGT) / 2;
(*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
/* Save the room location */
if (dun->cent_n < CENT_MAX)
{
- dun->cent[dun->cent_n].y = (byte_hack)*y;
- dun->cent[dun->cent_n].x = (byte_hack)*x;
+ dun->cent[dun->cent_n].y = (byte)*y;
+ dun->cent[dun->cent_n].x = (byte)*x;
dun->cent_n++;
}
* If so, fix by tunneling outside the room in such a
* way as to connect the caves.
*/
- check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
+ check_room_boundary(player_ptr, *x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
/* Success. */
return TRUE;
*
* How fractal caves are made:
*
-* When the map is complete, a cut-off value is used to create a p_ptr->current_floor_ptr->grid_array.
+* When the map is complete, a cut-off value is used to create a floor.
* Heights below this value are "floor", and heights above are "wall".
* This also can be used to create lakes, by adding more height levels
* representing shallow and deep water/ lava etc.
* The grd variable affects the width of passages.
* The roug variable affects the roughness of those passages
*
-* The tricky part is making sure the created p_ptr->current_floor_ptr->grid_array is connected. This
+* The tricky part is making sure the created floor is connected. This
* is done by 'filling' from the inside and only keeping the 'filled'
* floor. Walls bounding the 'filled' floor are also kept. Everything
* else is converted to the normal _extra_.
*/
-/*
- * Note that this uses the p_ptr->current_floor_ptr->grid_array.feat array in a very hackish way
- * the values are first set to zero, and then each array location
- * is used as a "heightmap"
- * The heightmap then needs to be converted back into the "feat" format.
- *
- * grd=level at which fractal turns on. smaller gives more mazelike caves
- * roug=roughness level. 16=normal. higher values make things more convoluted
- * small values are good for smooth walls.
- * size=length of the side of the square p_ptr->current_floor_ptr->grid_array system.
- */
+ /*
+ * Note that this uses the floor array in a very hackish way
+ * the values are first set to zero, and then each array location
+ * is used as a "heightmap"
+ * The heightmap then needs to be converted back into the "feat" format.
+ *
+ * grd=level at which fractal turns on. smaller gives more mazelike caves
+ * roug=roughness level. 16=normal. higher values make things more convoluted
+ * small values are good for smooth walls.
+ * size=length of the side of the square grid system.
+ */
void generate_hmap(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsiz, POSITION ysiz, int grd, int roug, int cutoff)
{
POSITION xhsize, yhsize, xsize, ysize, maxsize;
POSITION xstep, xhstep, ystep, yhstep;
POSITION xstep2, xhstep2, ystep2, yhstep2;
POSITION i, j, ii, jj, diagsize, xxsize, yysize;
-
+
/* Cache for speed */
POSITION xm, xp, ym, yp;
/* Average of left and right points +random bit */
store_height(floor_ptr, ii, jj,
(floor_ptr->grid_array[jj][fill_data.xmin + (i - xhstep) / 256].feat
- + floor_ptr->grid_array[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2
- + (randint1(xstep2) - xhstep2) * roug / 16);
+ + floor_ptr->grid_array[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2
+ + (randint1(xstep2) - xhstep2) * roug / 16);
}
}
}
/* Average of up and down points +random bit */
store_height(floor_ptr, ii, jj,
(floor_ptr->grid_array[fill_data.ymin + (j - yhstep) / 256][ii].feat
- + floor_ptr->grid_array[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2
+ + floor_ptr->grid_array[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2
+ (randint1(ystep2) - yhstep2) * roug / 16);
}
}
ym = fill_data.ymin + (j - yhstep) / 256;
yp = fill_data.ymin + (j + yhstep) / 256;
- /*
+ /*
* Average over all four corners + scale by diagsize to
* reduce the effect of the square grid on the shape of the fractal
*/
store_height(floor_ptr, ii, jj,
(floor_ptr->grid_array[ym][xm].feat + floor_ptr->grid_array[yp][xm].feat
- + floor_ptr->grid_array[ym][xp].feat + floor_ptr->grid_array[yp][xp].feat) / 4
+ + floor_ptr->grid_array[ym][xp].feat + floor_ptr->grid_array[yp][xp].feat) / 4
+ (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
}
}
}
-static bool hack_isnt_wall(floor_type *floor_ptr, POSITION y, POSITION x, int c1, int c2, int c3, FEAT_IDX feat1, FEAT_IDX feat2, FEAT_IDX feat3, BIT_FLAGS info1, BIT_FLAGS info2, BIT_FLAGS info3)
+static bool hack_isnt_wall(player_type *player_ptr, POSITION y, POSITION x, int c1, int c2, int c3, FEAT_IDX feat1, FEAT_IDX feat2, FEAT_IDX feat3, BIT_FLAGS info1, BIT_FLAGS info2, BIT_FLAGS info3)
{
/*
* function used to convert from height-map back to the
* normal angband floor_ptr->grid_array format
*/
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
if (floor_ptr->grid_array[y][x].info & CAVE_ICKY)
{
/* already done */
else
{
/* Show that have looked at this square */
- floor_ptr->grid_array[y][x].info|= (CAVE_ICKY);
+ floor_ptr->grid_array[y][x].info |= (CAVE_ICKY);
/* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */
if (floor_ptr->grid_array[y][x].feat <= c1)
/* if greater than cutoff then is a wall */
else
{
- place_outer_bold(y, x);
+ place_bold(player_ptr, y, x, GB_OUTER);
return FALSE;
}
}
/*
* Quick and nasty fill routine used to find the connected region
- * of floor in the middle of the p_ptr->current_floor_ptr->grid_array
+ * of floor in the middle of the grids
*/
-static void cave_fill(POSITION y, POSITION x)
+static void cave_fill(player_type *player_ptr, POSITION y, POSITION x)
{
int i, j, d;
POSITION ty, tx;
tmp_pos.x[0] = x;
/* Now process the queue */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
while (flow_head != flow_tail)
{
/* Extract the next entry */
j = ty + ddy_ddd[d];
i = tx + ddx_ddd[d];
- /* Paranoia Don't leave the p_ptr->current_floor_ptr->grid_array */
- if (!in_bounds(p_ptr->current_floor_ptr, j, i))
+ /* Paranoia Don't leave the floor_ptr->grid_array */
+ if (!in_bounds(floor_ptr, j, i))
{
/* affect boundary */
- p_ptr->current_floor_ptr->grid_array[j][i].info |= CAVE_ICKY;
-/* return; */
+ floor_ptr->grid_array[j][i].info |= CAVE_ICKY;
+ /* return; */
}
/* If within bounds */
&& (j > fill_data.ymin) && (j < fill_data.ymax))
{
/* If not a wall or floor done before */
- if (hack_isnt_wall(p_ptr->current_floor_ptr, j, i,
+ if (hack_isnt_wall(player_ptr, j, i,
fill_data.c1, fill_data.c2, fill_data.c3,
fill_data.feat1, fill_data.feat2, fill_data.feat3,
fill_data.info1, fill_data.info2, fill_data.info3))
{
/* Enqueue that entry */
- tmp_pos.y[flow_tail] = (byte_hack)j;
- tmp_pos.x[flow_tail] = (byte_hack)i;
+ tmp_pos.y[flow_tail] = (byte)j;
+ tmp_pos.x[flow_tail] = (byte)i;
/* Advance the queue */
if (++flow_tail == TEMP_MAX) flow_tail = 0;
}
else
{
- /* keep tally of size of p_ptr->current_floor_ptr->grid_array system */
+ /* keep tally of size of floor_ptr->grid_array system */
(fill_data.amount)++;
}
}
else
{
/* affect boundary */
- p_ptr->current_floor_ptr->grid_array[j][i].info |= CAVE_ICKY;
+ floor_ptr->grid_array[j][i].info |= CAVE_ICKY;
}
}
}
}
-bool generate_fracave(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int cutoff, bool light, bool room)
+bool generate_fracave(player_type *player_ptr, POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int cutoff, bool light, bool room)
{
POSITION x, y, xhsize, yhsize;
int i;
* can make teleport traps instadeaths...
*/
- /* cutoffs */
+ /* cutoffs */
fill_data.c1 = cutoff;
fill_data.c2 = 0;
fill_data.c3 = 0;
/* number of filled squares */
fill_data.amount = 0;
- cave_fill((byte)y0, (byte)x0);
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ cave_fill(player_ptr, (byte)y0, (byte)x0);
/* if tally too small, try again */
if (fill_data.amount < 10)
{
for (y = 0; y <= ysize; ++y)
{
- place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
+ place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, GB_EXTRA);
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
}
}
if ((floor_ptr->grid_array[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
{
/* Next to a 'filled' region? - set to be room walls */
- place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
+ place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, GB_OUTER);
if (light) floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
- place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
+ place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, GB_OUTER);
}
else
{
/* set to be normal granite */
- place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
+ place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, GB_EXTRA);
}
/* bottom boundary */
if ((floor_ptr->grid_array[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
{
/* Next to a 'filled' region? - set to be room walls */
- place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
- if (light) floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW);
- floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_ROOM);
- place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
+ place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, GB_OUTER);
+ if (light) floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
+ floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
+ place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, GB_OUTER);
}
else
{
/* set to be normal granite */
- place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
+ place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, GB_EXTRA);
}
/* clear the icky flag-don't need it any more */
if ((floor_ptr->grid_array[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
{
/* room boundary */
- place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, GB_OUTER);
if (light) floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
- place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, GB_OUTER);
}
else
{
/* outside room */
- place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, GB_EXTRA);
}
/* right boundary */
if ((floor_ptr->grid_array[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
{
/* room boundary */
- place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, GB_OUTER);
if (light) floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
- place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, GB_OUTER);
}
else
{
/* outside room */
- place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, GB_EXTRA);
}
/* clear icky flag -done with it */
for (y = 1; y < ysize; ++y)
{
if (is_floor_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize) &&
- (floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
+ (floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
{
/* Clear the icky flag in the filled region */
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
if (room) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
}
else if (is_outer_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize) &&
- (floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
+ (floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
{
/* Walls */
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
else
{
- place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
+ place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, GB_EXTRA);
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
}
}
else
{
/* Clear the unconnected regions */
- place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
+ place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, GB_EXTRA);
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
}
}
}
-#ifdef ALLOW_CAVERNS_AND_LAKES
/*
* Builds a cave system in the center of the dungeon.
*/
-void build_cavern(floor_type *floor_ptr)
+void build_cavern(player_type *player_ptr)
{
int grd, roug, cutoff;
POSITION xsize, ysize, x0, y0;
bool done, light;
light = done = FALSE;
- if ((floor_ptr->dun_level <= randint1(50)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ if ((floor_ptr->dun_level <= randint1(50)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
/* Make a cave the size of the dungeon */
xsize = floor_ptr->width - 1;
/* about size/2 */
cutoff = xsize / 2;
- /* make it */
+ /* make it */
generate_hmap(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
/* Convert to normal format+ clean up */
- done = generate_fracave(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
+ done = generate_fracave(player_ptr, y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
}
}
-bool generate_lake(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int c1, int c2, int c3, int type)
+
+bool generate_lake(player_type *player_ptr, POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int c1, int c2, int c3, int type)
{
POSITION x, y, xhsize, yhsize;
int i;
* can make teleport traps instadeaths...
*/
- /* cutoffs */
+ /* cutoffs */
fill_data.c1 = c1;
fill_data.c2 = c2;
fill_data.c3 = c3;
/* select region connected to center of floor_ptr->grid_array system
* this gets rid of alot of isolated one-sqaures that
* can make teleport traps instadeaths... */
- cave_fill((byte)y0, (byte)x0);
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ cave_fill(player_ptr, (byte)y0, (byte)x0);
/* if tally too small, try again */
if (fill_data.amount < 10)
{
for (y = 0; y <= ysize; ++y)
{
- place_floor_bold(y0 + y - yhsize, x0 + x - xhsize);
+ place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, GB_FLOOR);
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
}
}
/* Do boundarys- set to normal granite */
for (i = 0; i <= xsize; ++i)
{
- place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
- place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
+ place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, GB_EXTRA);
+ place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, GB_EXTRA);
/* clear the icky flag-don't need it any more */
floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
for (i = 1; i < ysize; ++i)
{
- place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
- place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, GB_EXTRA);
+ place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, GB_EXTRA);
/* clear icky flag -done with it */
floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
/* Fill unconnected regions with granite */
if ((!(floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
is_outer_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize))
- place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
+ place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, GB_EXTRA);
- /* current_world_ptr->game_turn off icky flag (no longer needed.) */
+ /* turn off icky flag (no longer needed.) */
floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
/* Light lava */
- if (cave_have_flag_bold(y0 + y - yhsize, x0 + x - xhsize, FF_LAVA))
+ if (cave_have_flag_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize, FF_LAVA))
{
- if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
+ if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
}
}
}
/*
- * makes a lake/collapsed p_ptr->current_floor_ptr->grid_array system in the center of the dungeon
+ * makes a lake/collapsed floor in the center of the dungeon
*/
-void build_lake(floor_type *floor_ptr, int type)
+void build_lake(player_type *player_ptr, int type)
{
int grd, roug, xsize, ysize, x0, y0;
bool done = FALSE;
}
/* Make the size of the dungeon */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
xsize = floor_ptr->width - 1;
ysize = floor_ptr->height - 1;
x0 = xsize / 2;
generate_hmap(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3);
/* Convert to normal format+ clean up */
- done = generate_lake(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type);
+ done = generate_lake(player_ptr, y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type);
}
}
-#endif /* ALLOW_CAVERNS_AND_LAKES */
-
/*
* Routine that fills the empty areas of a room with treasure and monsters.
*/
-void fill_treasure(floor_type *floor_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2, int difficulty)
+void fill_treasure(player_type *player_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2, int difficulty)
{
POSITION x, y, cx, cy, size;
s32b value;
/* Rough measure of size of vault= sum of lengths of sides */
size = abs(x2 - x1) + abs(y2 - y1);
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
for (x = x1; x <= x2; x++)
{
for (y = y1; y <= y2; y++)
/* hack- empty square part of the time */
if ((randint1(100) - difficulty * 3) > 50) value = 20;
- /* if floor, shallow water and lava */
- if (is_floor_bold(p_ptr->current_floor_ptr, y, x) ||
- (cave_have_flag_bold(y, x, FF_PLACE) && cave_have_flag_bold(y, x, FF_DROP)))
+ /* if floor, shallow water and lava */
+ if (is_floor_bold(floor_ptr, y, x) ||
+ (cave_have_flag_bold(floor_ptr, y, x, FF_PLACE) && cave_have_flag_bold(floor_ptr, y, x, FF_DROP)))
{
/* The smaller 'value' is, the better the stuff */
if (value < 0)
{
/* Meanest monster + treasure */
floor_ptr->monster_level = floor_ptr->base_level + 40;
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+ place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
floor_ptr->monster_level = floor_ptr->base_level;
floor_ptr->object_level = floor_ptr->base_level + 20;
- place_object(y, x, AM_GOOD);
+ place_object(player_ptr, y, x, AM_GOOD);
floor_ptr->object_level = floor_ptr->base_level;
}
else if (value < 5)
{
/* Mean monster +treasure */
floor_ptr->monster_level = floor_ptr->base_level + 20;
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+ place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
floor_ptr->monster_level = floor_ptr->base_level;
floor_ptr->object_level = floor_ptr->base_level + 10;
- place_object(y, x, AM_GOOD);
+ place_object(player_ptr, y, x, AM_GOOD);
floor_ptr->object_level = floor_ptr->base_level;
}
else if (value < 10)
{
floor_ptr->monster_level = floor_ptr->base_level + 9;
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+ place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
floor_ptr->monster_level = floor_ptr->base_level;
}
else if (value < 17)
/* Object or trap */
if (randint0(100) < 25)
{
- place_object(y, x, 0L);
+ place_object(player_ptr, y, x, 0L);
}
else
{
- place_trap(y, x);
+ place_trap(player_ptr, y, x);
}
}
else if (value < 30)
{
/* Monster and trap */
floor_ptr->monster_level = floor_ptr->base_level + 5;
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+ place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
floor_ptr->monster_level = floor_ptr->base_level;
- place_trap(y, x);
+ place_trap(player_ptr, y, x);
}
else if (value < 40)
{
if (randint0(100) < 50)
{
floor_ptr->monster_level = floor_ptr->base_level + 3;
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+ place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
floor_ptr->monster_level = floor_ptr->base_level;
}
if (randint0(100) < 50)
{
floor_ptr->object_level = floor_ptr->base_level + 7;
- place_object(y, x, 0L);
+ place_object(player_ptr, y, x, 0L);
floor_ptr->object_level = floor_ptr->base_level;
}
}
else if (value < 50)
{
/* Trap */
- place_trap(y, x);
+ place_trap(player_ptr, y, x);
}
else
{
/* 20% monster, 40% trap, 20% object, 20% blank space */
if (randint0(100) < 20)
{
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+ place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
}
else if (randint0(100) < 50)
{
- place_trap(y, x);
+ place_trap(player_ptr, y, x);
}
else if (randint0(100) < 50)
{
- place_object(y, x, 0L);
+ place_object(player_ptr, y, x, 0L);
}
}
}
-
/*
* Overlay a rectangular room given its bounds
* This routine is used by build_room_vault
* The area inside the walls is not touched:
* only granite is removed- normal walls stay
*/
-void build_room(floor_type *floor_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2)
+void build_room(player_type *player_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2)
{
POSITION x, y, xsize, ysize;
int i, temp;
/* Top and bottom boundaries */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
for (i = 0; i <= xsize; i++)
{
- place_outer_noperm_bold(y1, x1 + i);
+ place_bold(player_ptr, y1, x1 + i, GB_OUTER_NOPERM);
floor_ptr->grid_array[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(y2, x1 + i);
+ place_bold(player_ptr, y2, x1 + i, GB_OUTER_NOPERM);
floor_ptr->grid_array[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
}
/* Left and right boundaries */
for (i = 1; i < ysize; i++)
{
- place_outer_noperm_bold(y1 + i, x1);
- floor_ptr->grid_array[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(y1 + i, x2);
- floor_ptr->grid_array[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY);
+ place_bold(player_ptr, y1 + i, x1, GB_OUTER_NOPERM);
+ floor_ptr->grid_array[y1 + i][x1].info |= (CAVE_ROOM | CAVE_ICKY);
+ place_bold(player_ptr, y1 + i, x2, GB_OUTER_NOPERM);
+ floor_ptr->grid_array[y1 + i][x2].info |= (CAVE_ROOM | CAVE_ICKY);
}
/* Middle */
{
for (y = 1; y < ysize; y++)
{
- if (is_extra_bold(floor_ptr, y1+y, x1+x))
+ if (is_extra_bold(floor_ptr, y1 + y, x1 + x))
{
/* clear the untouched region */
- place_floor_bold(y1 + y, x1 + x);
+ place_bold(player_ptr, y1 + y, x1 + x, GB_FLOOR);
floor_ptr->grid_array[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
}
else
* is the randint0(3) below; it governs the relative density of
* twists and turns in the labyrinth: smaller number, more twists.
*/
-void r_visit(POSITION y1, POSITION x1, POSITION y2, POSITION x2, int node, DIRECTION dir, int *visited)
+void r_visit(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int node, DIRECTION dir, int *visited)
{
int i, j, m, n, temp, x, y, adj[4];
visited[node] = 1;
x = 2 * (node % m) + x1;
y = 2 * (node / m) + y1;
- place_floor_bold(y, x);
+ place_bold(player_ptr, y, x, GB_FLOOR);
/* setup order of adjacent node visits */
if (one_in_(3))
{
switch (adj[i])
{
- case 0:
- /* (0,+) - check for bottom boundary */
- if ((node / m < n - 1) && (visited[node + m] == 0))
- {
- place_floor_bold(y + 1, x);
- r_visit(y1, x1, y2, x2, node + m, dir, visited);
- }
- break;
- case 1:
- /* (0,-) - check for top boundary */
- if ((node / m > 0) && (visited[node - m] == 0))
- {
- place_floor_bold(y - 1, x);
- r_visit(y1, x1, y2, x2, node - m, dir, visited);
- }
- break;
- case 2:
- /* (+,0) - check for right boundary */
- if ((node % m < m - 1) && (visited[node + 1] == 0))
- {
- place_floor_bold(y, x + 1);
- r_visit(y1, x1, y2, x2, node + 1, dir, visited);
- }
- break;
- case 3:
- /* (-,0) - check for left boundary */
- if ((node % m > 0) && (visited[node - 1] == 0))
- {
- place_floor_bold(y, x - 1);
- r_visit(y1, x1, y2, x2, node - 1, dir, visited);
- }
+ case 0:
+ /* (0,+) - check for bottom boundary */
+ if ((node / m < n - 1) && (visited[node + m] == 0))
+ {
+ place_bold(player_ptr, y + 1, x, GB_FLOOR);
+ r_visit(player_ptr, y1, x1, y2, x2, node + m, dir, visited);
+ }
+ break;
+ case 1:
+ /* (0,-) - check for top boundary */
+ if ((node / m > 0) && (visited[node - m] == 0))
+ {
+ place_bold(player_ptr, y - 1, x, GB_FLOOR);
+ r_visit(player_ptr, y1, x1, y2, x2, node - m, dir, visited);
+ }
+ break;
+ case 2:
+ /* (+,0) - check for right boundary */
+ if ((node % m < m - 1) && (visited[node + 1] == 0))
+ {
+ place_bold(player_ptr, y, x + 1, GB_FLOOR);
+ r_visit(player_ptr, y1, x1, y2, x2, node + 1, dir, visited);
+ }
+ break;
+ case 3:
+ /* (-,0) - check for left boundary */
+ if ((node % m > 0) && (visited[node - 1] == 0))
+ {
+ place_bold(player_ptr, y, x - 1, GB_FLOOR);
+ r_visit(player_ptr, y1, x1, y2, x2, node - 1, dir, visited);
+ }
} /* end switch */
}
}
-void build_maze_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize, bool is_vault)
+void build_maze_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize, bool is_vault)
{
POSITION y, x, dy, dx;
POSITION y1, x1, y2, x2;
msg_print_wizard(CHEAT_DUNGEON, _("迷路ランダムVaultを生成しました。", "Maze Vault."));
/* Choose lite or dark */
- light = ((p_ptr->current_floor_ptr->dun_level <= randint1(25)) && is_vault && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ light = ((floor_ptr->dun_level <= randint1(25)) && is_vault && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
/* Pick a random room size - randomized by calling routine */
dy = ysize / 2 - 1;
{
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
+ g_ptr = &floor_ptr->grid_array[y][x];
g_ptr->info |= CAVE_ROOM;
if (is_vault) g_ptr->info |= CAVE_ICKY;
if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1))
{
- place_outer_grid(g_ptr);
+ place_grid(player_ptr, g_ptr, GB_OUTER);
}
else if (!is_vault)
{
- place_extra_grid(g_ptr);
+ place_grid(player_ptr, g_ptr, GB_EXTRA);
}
else
{
- place_inner_grid(g_ptr);
+ place_grid(player_ptr, g_ptr, GB_INNER);
}
if (light) g_ptr->info |= (CAVE_GLOW);
}
C_MAKE(visited, num_vertices, int);
/* traverse the graph to create a spaning tree, pick a random root */
- r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
+ r_visit(player_ptr, y1, x1, y2, x2, randint0(num_vertices), 0, visited);
/* Fill with monsters and treasure, low difficulty */
- if (is_vault) fill_treasure(p_ptr->current_floor_ptr, x1, x2, y1, y2, randint1(5));
+ if (is_vault) fill_treasure(player_ptr, x1, x2, y1, y2, randint1(5));
C_KILL(visited, num_vertices, int);
}
* The power variable is a measure of how well defended a region is.
* This alters the possible choices.
*/
-void build_recursive_room(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int power)
+void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int power)
{
POSITION xsize, ysize;
POSITION x, y;
}
/* Based on the choice made above, do something */
-
switch (choice)
{
- case 1:
+ case 1:
+ {
+ /* Outer walls */
+
+ /* top and bottom */
+ for (x = x1; x <= x2; x++)
{
- /* Outer walls */
+ place_bold(player_ptr, y1, x, GB_OUTER);
+ place_bold(player_ptr, y2, x, GB_OUTER);
+ }
- /* top and bottom */
- for (x = x1; x <= x2; x++)
- {
- place_outer_bold(y1, x);
- place_outer_bold(y2, x);
- }
+ /* left and right */
+ for (y = y1 + 1; y < y2; y++)
+ {
+ place_bold(player_ptr, y, x1, GB_OUTER);
+ place_bold(player_ptr, y, x2, GB_OUTER);
+ }
+ /* Make a couple of entrances */
+ if (one_in_(2))
+ {
/* left and right */
- for (y = y1 + 1; y < y2; y++)
- {
- place_outer_bold(y, x1);
- place_outer_bold(y, x2);
- }
-
- /* Make a couple of entrances */
- if (one_in_(2))
- {
- /* left and right */
- y = randint1(ysize) + y1;
- place_floor_bold(y, x1);
- place_floor_bold(y, x2);
- }
- else
- {
- /* top and bottom */
- x = randint1(xsize) + x1;
- place_floor_bold(y1, x);
- place_floor_bold(y2, x);
- }
+ y = randint1(ysize) + y1;
+ place_bold(player_ptr, y, x1, GB_FLOOR);
+ place_bold(player_ptr, y, x2, GB_FLOOR);
+ }
+ else
+ {
+ /* top and bottom */
+ x = randint1(xsize) + x1;
+ place_bold(player_ptr, y1, x, GB_FLOOR);
+ place_bold(player_ptr, y2, x, GB_FLOOR);
+ }
- /* Select size of keep */
- t1 = randint1(ysize / 3) + y1;
- t2 = y2 - randint1(ysize / 3);
- t3 = randint1(xsize / 3) + x1;
- t4 = x2 - randint1(xsize / 3);
+ /* Select size of keep */
+ t1 = randint1(ysize / 3) + y1;
+ t2 = y2 - randint1(ysize / 3);
+ t3 = randint1(xsize / 3) + x1;
+ t4 = x2 - randint1(xsize / 3);
- /* Do outside areas */
+ /* Do outside areas */
- /* Above and below keep */
- build_recursive_room(floor_ptr, x1 + 1, y1 + 1, x2 - 1, t1, power + 1);
- build_recursive_room(floor_ptr, x1 + 1, t2, x2 - 1, y2, power + 1);
+ /* Above and below keep */
+ build_recursive_room(player_ptr, x1 + 1, y1 + 1, x2 - 1, t1, power + 1);
+ build_recursive_room(player_ptr, x1 + 1, t2, x2 - 1, y2, power + 1);
- /* Left and right of keep */
- build_recursive_room(floor_ptr, x1 + 1, t1 + 1, t3, t2 - 1, power + 3);
- build_recursive_room(floor_ptr, t4, t1 + 1, x2 - 1, t2 - 1, power + 3);
+ /* Left and right of keep */
+ build_recursive_room(player_ptr, x1 + 1, t1 + 1, t3, t2 - 1, power + 3);
+ build_recursive_room(player_ptr, t4, t1 + 1, x2 - 1, t2 - 1, power + 3);
- /* Make the keep itself: */
- x1 = t3;
- x2 = t4;
- y1 = t1;
- y2 = t2;
- xsize = x2 - x1;
- ysize = y2 - y1;
- power += 2;
+ /* Make the keep itself: */
+ x1 = t3;
+ x2 = t4;
+ y1 = t1;
+ y2 = t2;
+ xsize = x2 - x1;
+ ysize = y2 - y1;
+ power += 2;
+ }
+ /* Fall through */
- /* Fall through */
- }
- case 4:
+ case 4:
+ {
+ /* Try to build a room */
+ if ((xsize < 3) || (ysize < 3))
{
- /* Try to build a room */
- if ((xsize < 3) || (ysize < 3))
+ for (y = y1; y < y2; y++)
{
- for (y = y1; y < y2; y++)
+ for (x = x1; x < x2; x++)
{
- for (x = x1; x < x2; x++)
- {
- place_inner_bold(y, x);
- }
+ place_bold(player_ptr, y, x, GB_INNER);
}
-
- /* Too small */
- return;
}
- /* Make outside walls */
- /* top and bottom */
- for (x = x1 + 1; x <= x2 - 1; x++)
- {
- place_inner_bold(y1 + 1, x);
- place_inner_bold(y2 - 1, x);
- }
+ /* Too small */
+ return;
+ }
- /* left and right */
- for (y = y1 + 1; y <= y2 - 1; y++)
- {
- place_inner_bold(y, x1 + 1);
- place_inner_bold(y, x2 - 1);
- }
+ /* Make outside walls */
+ /* top and bottom */
+ for (x = x1 + 1; x <= x2 - 1; x++)
+ {
+ place_bold(player_ptr, y1 + 1, x, GB_INNER);
+ place_bold(player_ptr, y2 - 1, x, GB_INNER);
+ }
- /* Make a door */
- y = randint1(ysize - 3) + y1 + 1;
+ /* left and right */
+ for (y = y1 + 1; y <= y2 - 1; y++)
+ {
+ place_bold(player_ptr, y, x1 + 1, GB_INNER);
+ place_bold(player_ptr, y, x2 - 1, GB_INNER);
+ }
- if (one_in_(2))
- {
- /* left */
- place_floor_bold(y, x1 + 1);
- }
- else
- {
- /* right */
- place_floor_bold(y, x2 - 1);
- }
+ /* Make a door */
+ y = randint1(ysize - 3) + y1 + 1;
- /* Build the room */
- build_recursive_room(floor_ptr, x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
- break;
+ if (one_in_(2))
+ {
+ /* left */
+ place_bold(player_ptr, y, x1 + 1, GB_FLOOR);
}
- case 2:
+ else
{
- /* Try and divide vertically */
- if (xsize < 3)
+ /* right */
+ place_bold(player_ptr, y, x2 - 1, GB_FLOOR);
+ }
+
+ /* Build the room */
+ build_recursive_room(player_ptr, x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
+ break;
+ }
+ case 2:
+ {
+ /* Try and divide vertically */
+ if (xsize < 3)
+ {
+ /* Too small */
+ for (y = y1; y < y2; y++)
{
- /* Too small */
- for (y = y1; y < y2; y++)
+ for (x = x1; x < x2; x++)
{
- for (x = x1; x < x2; x++)
- {
- place_inner_bold(y, x);
- }
+ place_bold(player_ptr, y, x, GB_INNER);
}
- return;
}
-
- t1 = randint1(xsize - 2) + x1 + 1;
- build_recursive_room(floor_ptr, x1, y1, t1, y2, power - 2);
- build_recursive_room(floor_ptr, t1 + 1, y1, x2, y2, power - 2);
- break;
+ return;
}
- case 3:
+
+ t1 = randint1(xsize - 2) + x1 + 1;
+ build_recursive_room(player_ptr, x1, y1, t1, y2, power - 2);
+ build_recursive_room(player_ptr, t1 + 1, y1, x2, y2, power - 2);
+ break;
+ }
+ case 3:
+ {
+ /* Try and divide horizontally */
+ if (ysize < 3)
{
- /* Try and divide horizontally */
- if (ysize < 3)
+ /* Too small */
+ for (y = y1; y < y2; y++)
{
- /* Too small */
- for (y = y1; y < y2; y++)
+ for (x = x1; x < x2; x++)
{
- for (x = x1; x < x2; x++)
- {
- place_inner_bold(y, x);
- }
+ place_bold(player_ptr, y, x, GB_INNER);
}
- return;
}
-
- t1 = randint1(ysize - 2) + y1 + 1;
- build_recursive_room(floor_ptr, x1, y1, x2, t1, power - 2);
- build_recursive_room(floor_ptr, x1, t1 + 1, x2, y2, power - 2);
- break;
+ return;
}
+
+ t1 = randint1(ysize - 2) + y1 + 1;
+ build_recursive_room(player_ptr, x1, y1, x2, t1, power - 2);
+ build_recursive_room(player_ptr, x1, t1 + 1, x2, y2, power - 2);
+ break;
+ }
}
}
* Note: no range checking is done so must be inside dungeon
* This routine also stomps on doors
*/
-void add_outer_wall(POSITION x, POSITION y, int light, POSITION x1, POSITION y1, POSITION x2, POSITION y2)
+void add_outer_wall(player_type *player_ptr, POSITION x, POSITION y, int light, POSITION x1, POSITION y1, POSITION x2, POSITION y2)
{
grid_type *g_ptr;
feature_type *f_ptr;
int i, j;
- if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ if (!in_bounds(floor_ptr, y, x)) return;
- g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
+ g_ptr = &floor_ptr->grid_array[y][x];
/* hack- check to see if square has been visited before
* if so, then exit (use room flag to do this) */
f_ptr = &f_info[g_ptr->feat];
- if (is_floor_bold(p_ptr->current_floor_ptr, y, x))
+ if (is_floor_bold(floor_ptr, y, x))
{
for (i = -1; i <= 1; i++)
{
for (j = -1; j <= 1; j++)
{
- if ((x + i >= x1) && (x + i <= x2) &&
- (y + j >= y1) && (y + j <= y2))
+ if ((x + i >= x1) && (x + i <= x2) && (y + j >= y1) && (y + j <= y2))
{
- add_outer_wall(x + i, y + j, light, x1, y1, x2, y2);
+ add_outer_wall(player_ptr, x + i, y + j, light, x1, y1, x2, y2);
if (light) g_ptr->info |= CAVE_GLOW;
}
}
}
}
- else if (is_extra_bold(p_ptr->current_floor_ptr, y, x))
+ else if (is_extra_bold(floor_ptr, y, x))
{
/* Set bounding walls */
- place_outer_bold(y, x);
+ place_bold(player_ptr, y, x, GB_OUTER);
if (light) g_ptr->info |= CAVE_GLOW;
}
else if (permanent_wall(f_ptr))
* trying to fix the circular rooms.)
*/
- /* h1-h4 are constants that describe the metric */
+ /* h1-h4 are constants that describe the metric */
if (dx >= 2 * dy) return (dx + (dy * h1) / h2);
if (dy >= 2 * dx) return (dy + (dx * h1) / h2);
return (((dx + dy) * 128) / 181 +
/* Create a new floor room with optional light */
-void generate_room_floor(POSITION y1, POSITION x1, POSITION y2, POSITION x2, int light)
+void generate_room_floor(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int light)
{
POSITION y, x;
-
+
grid_type *g_ptr;
for (y = y1; y <= y2; y++)
for (x = x1; x <= x2; x++)
{
/* Point to grid */
- g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
- place_floor_grid(g_ptr);
+ g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
+ place_grid(player_ptr, g_ptr, GB_FLOOR);
g_ptr->info |= (CAVE_ROOM);
if (light) g_ptr->info |= (CAVE_GLOW);
}
}
}
-void generate_fill_perm_bold(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
+void generate_fill_perm_bold(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
{
POSITION y, x;
for (x = x1; x <= x2; x++)
{
/* Point to grid */
- place_inner_perm_bold(y, x);
+ place_bold(player_ptr, y, x, GB_INNER_PERM);
}
}
}
/*!
* @brief 与えられた部屋型IDに応じて部屋の生成処理分岐を行い結果を返す / Attempt to build a room of the given type at the given block
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param type 部屋型ID
* @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation.
- * @return é\83¨å±\8bã\81®ç²¾è£½に成功した場合 TRUE を返す。
+ * @return é\83¨å±\8bã\81®ç\94\9fæ\88\90に成功した場合 TRUE を返す。
*/
-static bool room_build(floor_type *floor_ptr, EFFECT_ID typ)
+static bool room_build(player_type *player_ptr, EFFECT_ID typ)
{
- /* Build a room */
switch (typ)
{
- /* Build an appropriate room */
- case ROOM_T_NORMAL: return build_type1(floor_ptr);
- case ROOM_T_OVERLAP: return build_type2(floor_ptr);
- case ROOM_T_CROSS: return build_type3(floor_ptr);
- case ROOM_T_INNER_FEAT: return build_type4(floor_ptr);
- case ROOM_T_NEST: return build_type5(floor_ptr);
- case ROOM_T_PIT: return build_type6(floor_ptr);
- case ROOM_T_LESSER_VAULT: return build_type7(floor_ptr);
- case ROOM_T_GREATER_VAULT: return build_type8(floor_ptr);
- case ROOM_T_FRACAVE: return build_type9(floor_ptr);
- case ROOM_T_RANDOM_VAULT: return build_type10(floor_ptr);
- case ROOM_T_OVAL: return build_type11(floor_ptr);
- case ROOM_T_CRYPT: return build_type12(floor_ptr);
- case ROOM_T_TRAP_PIT: return build_type13(floor_ptr);
- case ROOM_T_TRAP: return build_type14(floor_ptr);
- case ROOM_T_GLASS: return build_type15(floor_ptr);
- case ROOM_T_ARCADE: return build_type16(floor_ptr);
- case ROOM_T_FIXED: return build_type17(floor_ptr);
+ /* Build an appropriate room */
+ case ROOM_T_NORMAL: return build_type1(player_ptr);
+ case ROOM_T_OVERLAP: return build_type2(player_ptr);
+ case ROOM_T_CROSS: return build_type3(player_ptr);
+ case ROOM_T_INNER_FEAT: return build_type4(player_ptr);
+ case ROOM_T_NEST: return build_type5(player_ptr);
+ case ROOM_T_PIT: return build_type6(player_ptr);
+ case ROOM_T_LESSER_VAULT: return build_type7(player_ptr);
+ case ROOM_T_GREATER_VAULT: return build_type8(player_ptr);
+ case ROOM_T_FRACAVE: return build_type9(player_ptr);
+ case ROOM_T_RANDOM_VAULT: return build_type10(player_ptr);
+ case ROOM_T_OVAL: return build_type11(player_ptr);
+ case ROOM_T_CRYPT: return build_type12(player_ptr);
+ case ROOM_T_TRAP_PIT: return build_type13(player_ptr);
+ case ROOM_T_TRAP: return build_type14(player_ptr);
+ case ROOM_T_GLASS: return build_type15(player_ptr);
+ case ROOM_T_ARCADE: return build_type16(player_ptr);
+ case ROOM_T_FIXED: return build_type17(player_ptr);
}
return FALSE;
}
*/
#define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
-/*!
- * @brief 部屋生成処理のメインルーチン(Sangbandを経由してOangbandからの実装を引用) / Generate rooms in dungeon. Build bigger rooms at first. [from SAngband (originally from OAngband)]
- * @return 部屋生成に成功した場合 TRUE を返す。
- */
-bool generate_rooms(floor_type *floor_ptr)
+ /*!
+ * @brief 部屋生成処理のメインルーチン(Sangbandを経由してOangbandからの実装を引用) / Generate rooms in dungeon. Build bigger rooms at first. [from SAngband (originally from OAngband)]
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @return 部屋生成に成功した場合 TRUE を返す。
+ */
+bool generate_rooms(player_type *player_ptr)
{
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
int i;
bool remain;
int crowded = 0;
* XXX -- Various dungeon types and options.
*/
- /*! @details ダンジョンにBEGINNER、CHAMELEON、SMALLESTいずれのフラグもなく、
- * かつ「常に通常でない部屋を生成する」フラグがONならば、
- * GRATER_VAULTのみを生成対象とする。 / Ironman sees only Greater Vaults */
- if (ironman_rooms && !((d_info[p_ptr->dungeon_idx].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST))))
+ /*! @details ダンジョンにBEGINNER、CHAMELEON、SMALLESTいずれのフラグもなく、
+ * かつ「常に通常でない部屋を生成する」フラグがONならば、
+ * GRATER_VAULTのみを生成対象とする。 / Ironman sees only Greater Vaults */
+ if (ironman_rooms && !((d_info[floor_ptr->dungeon_idx].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST))))
{
for (i = 0; i < ROOM_T_MAX; i++)
{
}
/*! @details ダンジョンにNO_VAULTフラグがあるならば、LESSER_VAULT / GREATER_VAULT/ RANDOM_VAULTを除外 / Forbidden vaults */
- else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_VAULT)
+ else if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_VAULT)
{
prob_list[ROOM_T_LESSER_VAULT] = 0;
prob_list[ROOM_T_GREATER_VAULT] = 0;
}
/*! @details ダンジョンにBEGINNERフラグがあるならば、FIXED_ROOMを除外 / Forbidden vaults */
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER)
+ if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_BEGINNER)
{
prob_list[ROOM_T_FIXED] = 0;
}
/*! @details ダンジョンにNO_CAVEフラグがある場合、FRACAVEの生成枠がNORMALに与えられる。CRIPT、OVALの生成枠がINNER_Fに与えられる。/ NO_CAVE dungeon (Castle)*/
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE)
+ if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE)
{
MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE);
MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_CRYPT);
}
/*! @details ダンジョンにCAVEフラグがある場合、NORMALの生成枠がFRACAVEに与えられる。/ CAVE dungeon (Orc floor_ptr->grid_array etc.) */
- else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_CAVE)
+ else if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_CAVE)
{
MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL);
}
}
/*! @details ダンジョンに最初からGLASS_ROOMフラグがある場合、GLASS を生成から除外。/ Forbidden glass rooms */
- if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_ROOM))
+ if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_ROOM))
{
prob_list[ROOM_T_GLASS] = 0;
}
/*! @details ARCADEは同フラグがダンジョンにないと生成されない。 / Forbidden glass rooms */
- if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_ARCADE))
+ if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_ARCADE))
{
prob_list[ROOM_T_ARCADE] = 0;
}
room_num[room_type]--;
/* Build the room. */
- if (room_build(floor_ptr, room_type))
+ if (room_build(player_ptr, room_type))
{
/* Increase the room built count. */
rooms_built++;