*/
#include "angband.h"
-#include "generate.h"
+#include "util.h"
+
+#include "feature.h"
+#include "floor.h"
+#include "floor-generate.h"
+#include "dungeon.h"
#include "grid.h"
#include "rooms.h"
#include "trap.h"
+#include "monster.h"
+
/*!
* 各部屋タイプの生成比定義
* appear above their minimum depth. Tiny levels will not have space\n
* for all the rooms you ask for.\n
*/
+
+#if 1
+
static room_info_type room_info_normal[ROOM_T_MAX] =
{
/* Depth */
/* 0 10 20 30 40 50 60 70 80 90 100 min limit */
-
{{999,900,800,700,600,500,400,300,200,100, 0}, 0}, /*NORMAL */
{{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 1}, /*OVERLAP */
{{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*CROSS */
{{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP */
{{ 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2}, 40}, /*GLASS */
{{ 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3}, 1}, /*ARCADE */
+ {{ 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_TRAP,
ROOM_T_GLASS,
ROOM_T_INNER_FEAT,
+ ROOM_T_FIXED,
ROOM_T_OVAL,
ROOM_T_CRYPT,
ROOM_T_OVERLAP,
/*!
* @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 floor_ptr 配置するフロアの参照ポインタ
* @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(int x0, int y0)
+void build_small_room(floor_type *floor_ptr, POSITION x0, POSITION y0)
{
- int x, y;
+ POSITION x, y;
for (y = y0 - 1; y <= y0 + 1; y++)
{
- place_inner_bold(y, x0 - 1);
- place_inner_bold(y, x0 + 1);
+ place_inner_bold(floor_ptr, y, x0 - 1);
+ place_inner_bold(floor_ptr, y, x0 + 1);
}
for (x = x0 - 1; x <= x0 + 1; x++)
{
- place_inner_bold(y0 - 1, x);
- place_inner_bold(y0 + 1, x);
+ place_inner_bold(floor_ptr, y0 - 1, x);
+ place_inner_bold(floor_ptr, y0 + 1, x);
}
/* Place a secret door on one side */
switch (randint0(4))
{
- case 0: place_secret_door(y0, x0 - 1, DOOR_DEFAULT); break;
- case 1: place_secret_door(y0, x0 + 1, DOOR_DEFAULT); break;
- case 2: place_secret_door(y0 - 1, x0, DOOR_DEFAULT); break;
- case 3: place_secret_door(y0 + 1, x0, DOOR_DEFAULT); break;
+ case 0: place_secret_door(floor_ptr, y0, x0 - 1, DOOR_DEFAULT); break;
+ case 1: place_secret_door(floor_ptr, y0, x0 + 1, DOOR_DEFAULT); break;
+ case 2: place_secret_door(floor_ptr, y0 - 1, x0, DOOR_DEFAULT); break;
+ case 3: place_secret_door(floor_ptr, y0 + 1, x0, DOOR_DEFAULT); break;
}
/* Clear mimic type */
- cave[y0][x0].mimic = 0;
+ floor_ptr->grid_array[y0][x0].mimic = 0;
/* Add inner open space */
- place_floor_bold(y0, x0);
+ place_floor_bold(floor_ptr, y0, x0);
}
/*!
* @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 cave system.
+ * This function tunnels around a room if it will cut off part of a p_ptr->current_floor_ptr->grid_array system.
* @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(int x1, int y1, int x2, int y2)
+static void check_room_boundary(POSITION x1, POSITION y1, POSITION x2, POSITION y2)
{
- int count, x, y;
+ int count;
+ POSITION x, y;
bool old_is_floor, new_is_floor;
-
-
- /* Initialize */
count = 0;
old_is_floor = get_is_floor(x1 - 1, y1);
* @param block_x 範囲の左端
* @return なし
*/
-static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int block_x)
+static bool find_space_aux(POSITION blocks_high, POSITION blocks_wide, POSITION block_y, POSITION block_x)
{
- int by1, bx1, by2, bx2, by, bx;
+ POSITION by1, bx1, by2, bx2, by, bx;
/* Itty-bitty rooms must shift about within their rectangle */
if (blocks_wide < 3)
}
/* Extract blocks */
- by1 = block_y + 0;
- bx1 = block_x + 0;
+ by1 = block_y;
+ bx1 = block_x;
by2 = block_y + blocks_high;
bx2 = block_x + blocks_wide;
bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width)
{
int candidates, pick;
- int by, bx, by1, bx1, by2, bx2;
- int block_y = 0, block_x = 0;
-
+ POSITION by, bx, by1, bx1, by2, bx2;
+ POSITION block_y = 0, block_x = 0;
/* Find out how many blocks we need. */
- int blocks_high = 1 + ((height - 1) / BLOCK_HGT);
- int blocks_wide = 1 + ((width - 1) / BLOCK_WID);
+ POSITION blocks_high = 1 + ((height - 1) / BLOCK_HGT);
+ POSITION blocks_wide = 1 + ((width - 1) / BLOCK_WID);
/* There are no way to allocate such huge space */
if (dun->row_rooms < blocks_high) return FALSE;
}
/* Normal dungeon */
- if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
+ if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE))
{
/* Choose a random one */
pick = randint1(candidates);
}
/* Extract blocks */
- by1 = block_y + 0;
- bx1 = block_x + 0;
+ by1 = block_y;
+ bx1 = block_x;
by2 = block_y + blocks_high;
bx2 = block_x + blocks_wide;
}
}
-
/*
* Hack- See if room will cut off a cavern.
*
*/
check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
-
/* Success. */
return TRUE;
}
-
-
/*
* Structure to hold all "fill" data
*/
struct fill_data_type
{
/* area size */
- int xmin;
- int ymin;
- int xmax;
- int ymax;
+ POSITION xmin;
+ POSITION ymin;
+ POSITION xmax;
+ POSITION ymax;
/* cutoffs */
int c1;
int c3;
/* features to fill with */
- int feat1;
- int feat2;
- int feat3;
+ FEAT_IDX feat1;
+ FEAT_IDX feat2;
+ FEAT_IDX feat3;
int info1;
int info2;
static fill_data_type fill_data;
-/* Store routine for the fractal cave generator */
+/* Store routine for the fractal floor generator */
/* this routine probably should be an inline function or a macro. */
-static void store_height(int x, int y, int val)
+static void store_height(floor_type *floor_ptr, POSITION x, POSITION y, FEAT_IDX val)
{
/* if on boundary set val > cutoff so walls are not as square */
if (((x == fill_data.xmin) || (y == fill_data.ymin) ||
- (x == fill_data.xmax) || (y == fill_data.ymax)) &&
- (val <= fill_data.c1)) val = fill_data.c1 + 1;
+ (x == fill_data.xmax) || (y == fill_data.ymax)) &&
+ (val <= fill_data.c1)) val = fill_data.c1 + 1;
/* store the value in height-map format */
- cave[y][x].feat = (s16b)val;
+ floor_ptr->grid_array[y][x].feat = val;
return;
}
*
* How fractal caves are made:
*
-* When the map is complete, a cut-off value is used to create a cave.
+* When the map is complete, a cut-off value is used to create a p_ptr->current_floor_ptr->grid_array.
* 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 cave is connected. This
+* The tricky part is making sure the created p_ptr->current_floor_ptr->grid_array 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 cave.feat array in a very hackish way
+ * 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 cave system.
+ * size=length of the side of the square p_ptr->current_floor_ptr->grid_array system.
*/
-void generate_hmap(POSITION y0, POSITION x0, POSITION xsiz, POSITION ysiz, int grd, int roug, int cutoff)
+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;
* this gives 8 binary places of fractional part + 8 places of normal part
*/
- u16b xstep, xhstep, ystep, yhstep;
- u16b xstep2, xhstep2, ystep2, yhstep2;
- u16b i, j, ii, jj, diagsize, xxsize, yysize;
+ POSITION xstep, xhstep, ystep, yhstep;
+ POSITION xstep2, xhstep2, ystep2, yhstep2;
+ POSITION i, j, ii, jj, diagsize, xxsize, yysize;
/* Cache for speed */
- u16b xm, xp, ym, yp;
+ POSITION xm, xp, ym, yp;
/* redefine size so can change the value if out of range */
xsize = xsiz;
for (j = 0; j <= ysize; j++)
{
/* -1 is a flag for "not done yet" */
- cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
- /* Clear icky flag because may be redoing the cave */
- cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
+ floor_ptr->grid_array[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
+ /* Clear icky flag because may be redoing the floor_ptr->grid_array */
+ floor_ptr->grid_array[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
}
}
/* Boundaries are walls */
- cave[fill_data.ymin][fill_data.xmin].feat = (s16b)maxsize;
- cave[fill_data.ymax][fill_data.xmin].feat = (s16b)maxsize;
- cave[fill_data.ymin][fill_data.xmax].feat = (s16b)maxsize;
- cave[fill_data.ymax][fill_data.xmax].feat = (s16b)maxsize;
+ floor_ptr->grid_array[fill_data.ymin][fill_data.xmin].feat = (s16b)maxsize;
+ floor_ptr->grid_array[fill_data.ymax][fill_data.xmin].feat = (s16b)maxsize;
+ floor_ptr->grid_array[fill_data.ymin][fill_data.xmax].feat = (s16b)maxsize;
+ floor_ptr->grid_array[fill_data.ymax][fill_data.xmax].feat = (s16b)maxsize;
/* Set the middle square to be an open area. */
- cave[y0][x0].feat = 0;
+ floor_ptr->grid_array[y0][x0].feat = 0;
/* Initialize the step sizes */
xstep = xhstep = xsize * 256;
jj = j / 256 + fill_data.ymin;
/* Test square */
- if (cave[jj][ii].feat == -1)
+ if (floor_ptr->grid_array[jj][ii].feat == -1)
{
if (xhstep2 > grd)
{
/* If greater than 'grid' level then is random */
- store_height(ii, jj, randint1(maxsize));
+ store_height(floor_ptr, ii, jj, randint1(maxsize));
}
else
{
/* Average of left and right points +random bit */
- store_height(ii, jj,
- (cave[jj][fill_data.xmin + (i - xhstep) / 256].feat
- + cave[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2
+ 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);
}
}
jj = j / 256 + fill_data.ymin;
/* Test square */
- if (cave[jj][ii].feat == -1)
+ if (floor_ptr->grid_array[jj][ii].feat == -1)
{
if (xhstep2 > grd)
{
/* If greater than 'grid' level then is random */
- store_height(ii, jj, randint1(maxsize));
+ store_height(floor_ptr, ii, jj, randint1(maxsize));
}
else
{
/* Average of up and down points +random bit */
- store_height(ii, jj,
- (cave[fill_data.ymin + (j - yhstep) / 256][ii].feat
- + cave[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2
+ 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
+ (randint1(ystep2) - yhstep2) * roug / 16);
}
}
jj = j / 256 + fill_data.ymin;
/* Test square */
- if (cave[jj][ii].feat == -1)
+ if (floor_ptr->grid_array[jj][ii].feat == -1)
{
if (xhstep2 > grd)
{
/* If greater than 'grid' level then is random */
- store_height(ii, jj, randint1(maxsize));
+ store_height(floor_ptr, ii, jj, randint1(maxsize));
}
else
{
* Average over all four corners + scale by diagsize to
* reduce the effect of the square grid on the shape of the fractal
*/
- store_height(ii, jj,
- (cave[ym][xm].feat + cave[yp][xm].feat
- + cave[ym][xp].feat + cave[yp][xp].feat) / 4
+ 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
+ (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
}
}
}
-static bool hack_isnt_wall(int y, int x, int c1, int c2, int c3, int feat1, int feat2, int feat3, int info1, int info2, int info3)
+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)
{
/*
* function used to convert from height-map back to the
- * normal angband cave format
+ * normal angband floor_ptr->grid_array format
*/
- if (cave[y][x].info & CAVE_ICKY)
+ if (floor_ptr->grid_array[y][x].info & CAVE_ICKY)
{
/* already done */
return FALSE;
else
{
/* Show that have looked at this square */
- cave[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 (cave[y][x].feat <= c1)
+ if (floor_ptr->grid_array[y][x].feat <= c1)
{
/* 25% of the time use the other tile : it looks better this way */
if (randint1(100) < 75)
{
- cave[y][x].feat = (s16b)feat1;
- cave[y][x].info &= ~(CAVE_MASK);
- cave[y][x].info |= info1;
+ floor_ptr->grid_array[y][x].feat = feat1;
+ floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
+ floor_ptr->grid_array[y][x].info |= info1;
return TRUE;
}
else
{
- cave[y][x].feat = (s16b)feat2;
- cave[y][x].info &= ~(CAVE_MASK);
- cave[y][x].info |= info2;
+ floor_ptr->grid_array[y][x].feat = feat2;
+ floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
+ floor_ptr->grid_array[y][x].info |= info2;
return TRUE;
}
}
- else if (cave[y][x].feat <= c2)
+ else if (floor_ptr->grid_array[y][x].feat <= c2)
{
/* 25% of the time use the other tile : it looks better this way */
if (randint1(100) < 75)
{
- cave[y][x].feat = (s16b)feat2;
- cave[y][x].info &= ~(CAVE_MASK);
- cave[y][x].info |= info2;
+ floor_ptr->grid_array[y][x].feat = feat2;
+ floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
+ floor_ptr->grid_array[y][x].info |= info2;
return TRUE;
}
else
{
- cave[y][x].feat = (s16b)feat1;
- cave[y][x].info &= ~(CAVE_MASK);
- cave[y][x].info |= info1;
+ floor_ptr->grid_array[y][x].feat = feat1;
+ floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
+ floor_ptr->grid_array[y][x].info |= info1;
return TRUE;
}
}
- else if (cave[y][x].feat <= c3)
+ else if (floor_ptr->grid_array[y][x].feat <= c3)
{
- cave[y][x].feat = (s16b)feat3;
- cave[y][x].info &= ~(CAVE_MASK);
- cave[y][x].info |= info3;
+ floor_ptr->grid_array[y][x].feat = feat3;
+ floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
+ floor_ptr->grid_array[y][x].info |= info3;
return TRUE;
}
/* if greater than cutoff then is a wall */
else
{
- place_outer_bold(y, x);
+ place_outer_bold(floor_ptr, y, x);
return FALSE;
}
}
/*
* Quick and nasty fill routine used to find the connected region
- * of floor in the middle of the cave
+ * of floor in the middle of the grids
*/
-static void cave_fill(POSITION y, POSITION x)
+static void cave_fill(floor_type *floor_ptr, POSITION y, POSITION x)
{
int i, j, d;
- int ty, tx;
+ POSITION ty, tx;
int flow_tail = 1;
int flow_head = 0;
/*** Start Grid ***/
/* Enqueue that entry */
- temp_y[0] = y;
- temp_x[0] = x;
-
+ tmp_pos.y[0] = y;
+ tmp_pos.x[0] = x;
/* Now process the queue */
while (flow_head != flow_tail)
{
/* Extract the next entry */
- ty = temp_y[flow_head];
- tx = temp_x[flow_head];
+ ty = tmp_pos.y[flow_head];
+ tx = tmp_pos.x[flow_head];
/* Forget that entry */
if (++flow_head == TEMP_MAX) flow_head = 0;
j = ty + ddy_ddd[d];
i = tx + ddx_ddd[d];
- /* Paranoia Don't leave the cave */
- if (!in_bounds(j, i))
+ /* Paranoia Don't leave the floor_ptr->grid_array */
+ if (!in_bounds(floor_ptr, j, i))
{
/* affect boundary */
- cave[j][i].info |= CAVE_ICKY;
+ floor_ptr->grid_array[j][i].info |= CAVE_ICKY;
/* return; */
}
&& (j > fill_data.ymin) && (j < fill_data.ymax))
{
/* If not a wall or floor done before */
- if (hack_isnt_wall(j, i,
+ if (hack_isnt_wall(floor_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 */
- temp_y[flow_tail] = (byte_hack)j;
- temp_x[flow_tail] = (byte_hack)i;
+ tmp_pos.y[flow_tail] = (byte_hack)j;
+ tmp_pos.x[flow_tail] = (byte_hack)i;
/* Advance the queue */
if (++flow_tail == TEMP_MAX) flow_tail = 0;
}
else
{
- /* keep tally of size of cave system */
+ /* keep tally of size of floor_ptr->grid_array system */
(fill_data.amount)++;
}
}
else
{
/* affect boundary */
- cave[j][i].info |= CAVE_ICKY;
+ floor_ptr->grid_array[j][i].info |= CAVE_ICKY;
}
}
}
}
-bool generate_fracave(POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int cutoff, bool light, bool room)
+bool generate_fracave(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int cutoff, bool light, bool room)
{
POSITION x, y, xhsize, yhsize;
int i;
/*
- * select region connected to center of cave system
+ * 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...
*/
fill_data.c3 = 0;
/* features to fill with */
- fill_data.feat1 = floor_type[randint0(100)];
- fill_data.feat2 = floor_type[randint0(100)];
- fill_data.feat3 = floor_type[randint0(100)];
+ fill_data.feat1 = feat_ground_type[randint0(100)];
+ fill_data.feat2 = feat_ground_type[randint0(100)];
+ fill_data.feat3 = feat_ground_type[randint0(100)];
fill_data.info1 = CAVE_FLOOR;
fill_data.info2 = CAVE_FLOOR;
/* number of filled squares */
fill_data.amount = 0;
- cave_fill((byte)y0, (byte)x0);
+ cave_fill(floor_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);
- cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
+ place_extra_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize);
+ floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
}
}
return FALSE;
for (i = 0; i <= xsize; ++i)
{
/* top boundary */
- if ((cave[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (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);
- if (light) cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
- cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
- place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
+ place_outer_bold(floor_ptr, y0 + 0 - yhsize, x0 + i - xhsize);
+ 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(floor_ptr, y0 + 0 - yhsize, x0 + i - xhsize);
}
else
{
/* set to be normal granite */
- place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
+ place_extra_bold(floor_ptr, y0 + 0 - yhsize, x0 + i - xhsize);
}
/* bottom boundary */
- if ((cave[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
+ 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) cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW);
- cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_ROOM);
- place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
+ place_outer_bold(floor_ptr, 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(floor_ptr, y0 + ysize - yhsize, x0 + i - xhsize);
}
else
{
/* set to be normal granite */
- place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
+ place_extra_bold(floor_ptr, y0 + ysize - yhsize, x0 + i - xhsize);
}
/* clear the icky flag-don't need it any more */
- cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
- cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
+ floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
+ floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
}
/* Do the left and right boundaries minus the corners (done above) */
for (i = 1; i < ysize; ++i)
{
/* left boundary */
- if ((cave[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
+ 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);
- if (light) cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
- cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
- place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
+ place_outer_bold(floor_ptr, y0 + i - yhsize, x0 + 0 - xhsize);
+ 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(floor_ptr, y0 + i - yhsize, x0 + 0 - xhsize);
}
else
{
/* outside room */
- place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
+ place_extra_bold(floor_ptr, y0 + i - yhsize, x0 + 0 - xhsize);
}
/* right boundary */
- if ((cave[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
+ 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);
- if (light) cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
- cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
- place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
+ place_outer_bold(floor_ptr, y0 + i - yhsize, x0 + xsize - xhsize);
+ 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(floor_ptr, y0 + i - yhsize, x0 + xsize - xhsize);
}
else
{
/* outside room */
- place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
+ place_extra_bold(floor_ptr, y0 + i - yhsize, x0 + xsize - xhsize);
}
/* clear icky flag -done with it */
- cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
- cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
+ floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
+ floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
}
{
for (y = 1; y < ysize; ++y)
{
- if (is_floor_bold(y0 + y - yhsize, x0 + x - xhsize) &&
- (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
+ 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))
{
/* Clear the icky flag in the filled region */
- cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
+ floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
/* Set appropriate flags */
- if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
- if (room) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
+ if (light) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
+ if (room) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
}
- else if (is_outer_bold(y0 + y - yhsize, x0 + x - xhsize) &&
- (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
+ 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))
{
/* Walls */
- cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
- if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
+ floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
+ if (light) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
if (room)
{
- cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
+ floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
}
else
{
- place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
- cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
+ place_extra_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize);
+ 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);
- cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
+ place_extra_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize);
+ floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
}
}
}
/*
- * XXX XXX XXX There is a slight problem when tunnels pierce the caves:
+ * There is a slight problem when tunnels pierce the caves:
* Extra doors appear inside the system. (Its not very noticeable though.)
* This can be removed by "filling" from the outside in. This allows a separation
* from _outer_ with _inner_. (Internal walls are _outer_ instead.)
/*
* Builds a cave system in the center of the dungeon.
*/
-void build_cavern(void)
+void build_cavern(floor_type *floor_ptr)
{
- int grd, roug, cutoff, xsize, ysize, x0, y0;
+ int grd, roug, cutoff;
+ POSITION xsize, ysize, x0, y0;
bool done, light;
light = done = FALSE;
- if ((dun_level <= randint1(50)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
+ if ((floor_ptr->dun_level <= randint1(50)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
/* Make a cave the size of the dungeon */
- xsize = cur_wid - 1;
- ysize = cur_hgt - 1;
+ xsize = floor_ptr->width - 1;
+ ysize = floor_ptr->height - 1;
x0 = xsize / 2;
y0 = ysize / 2;
cutoff = xsize / 2;
/* make it */
- generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
+ generate_hmap(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
/* Convert to normal format+ clean up */
- done = generate_fracave(y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
+ done = generate_fracave(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
}
}
-bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2, int c3, int type)
+bool generate_lake(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int c1, int c2, int c3, int type)
{
- int x, y, i, xhsize, yhsize;
- int feat1, feat2, feat3;
+ POSITION x, y, xhsize, yhsize;
+ int i;
+ FEAT_IDX feat1, feat2, feat3;
/* offsets to middle from corner */
xhsize = xsize / 2;
case LAKE_T_LAVA: /* Lava */
feat1 = feat_deep_lava;
feat2 = feat_shallow_lava;
- feat3 = floor_type[randint0(100)];
+ feat3 = feat_ground_type[randint0(100)];
break;
case LAKE_T_WATER: /* Water */
feat1 = feat_deep_water;
feat2 = feat_shallow_water;
- feat3 = floor_type[randint0(100)];
+ feat3 = feat_ground_type[randint0(100)];
break;
- case LAKE_T_CAVE: /* Collapsed cave */
- feat1 = floor_type[randint0(100)];
- feat2 = floor_type[randint0(100)];
+ case LAKE_T_CAVE: /* Collapsed floor_ptr->grid_array */
+ feat1 = feat_ground_type[randint0(100)];
+ feat2 = feat_ground_type[randint0(100)];
feat3 = feat_rubble;
break;
case LAKE_T_EARTH_VAULT: /* Earth vault */
feat1 = feat_rubble;
- feat2 = floor_type[randint0(100)];
+ feat2 = feat_ground_type[randint0(100)];
feat3 = feat_rubble;
break;
case LAKE_T_AIR_VAULT: /* Air vault */
feat2 = feat_deep_lava;
feat3 = feat_shallow_lava;
break;
-
- /* Paranoia */
default: return FALSE;
}
/*
- * select region connected to center of cave system
+ * 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...
*/
/* number of filled squares */
fill_data.amount = 0;
- /* select region connected to center of cave system
+ /* 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);
+ cave_fill(floor_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);
- cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
+ place_floor_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize);
+ floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
}
}
return FALSE;
/* 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_extra_bold(floor_ptr, y0 + 0 - yhsize, x0 + i - xhsize);
+ place_extra_bold(floor_ptr, y0 + ysize - yhsize, x0 + i - xhsize);
/* clear the icky flag-don't need it any more */
- cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
- cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
+ floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
+ floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
}
/* Do the left and right boundaries minus the corners (done above) */
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_extra_bold(floor_ptr, y0 + i - yhsize, x0 + 0 - xhsize);
+ place_extra_bold(floor_ptr, y0 + i - yhsize, x0 + xsize - xhsize);
/* clear icky flag -done with it */
- cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
- cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
+ floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
+ floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
}
for (y = 1; y < ysize; ++y)
{
/* Fill unconnected regions with granite */
- if ((!(cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
- is_outer_bold(y0 + y - yhsize, x0 + x - xhsize))
- place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
+ 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(floor_ptr, y0 + y - yhsize, x0 + x - xhsize);
/* turn off icky flag (no longer needed.) */
- cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
+ 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 (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
+ if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
}
}
}
/*
- * makes a lake/collapsed cave system in the center of the dungeon
+ * makes a lake/collapsed p_ptr->current_floor_ptr->grid_array system in the center of the dungeon
*/
-void build_lake(int type)
+void build_lake(floor_type *floor_ptr, int type)
{
int grd, roug, xsize, ysize, x0, y0;
bool done = FALSE;
}
/* Make the size of the dungeon */
- xsize = cur_wid - 1;
- ysize = cur_hgt - 1;
+ xsize = floor_ptr->width - 1;
+ ysize = floor_ptr->height - 1;
x0 = xsize / 2;
y0 = ysize / 2;
c2 = (c1 + c3) / 2;
/* make it */
- generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3);
+ generate_hmap(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3);
/* Convert to normal format+ clean up */
- done = generate_lake(y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type);
+ done = generate_lake(floor_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(int x1, int x2, int y1, int y2, int difficulty)
+void fill_treasure(floor_type *floor_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2, int difficulty)
{
- int x, y, cx, cy, size;
+ POSITION x, y, cx, cy, size;
s32b value;
/* center of room:*/
if ((randint1(100) - difficulty * 3) > 50) value = 20;
/* if floor, shallow water and lava */
- if (is_floor_bold(y, x) ||
+ 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)))
{
/* The smaller 'value' is, the better the stuff */
if (value < 0)
{
/* Meanest monster + treasure */
- monster_level = base_level + 40;
+ floor_ptr->monster_level = floor_ptr->base_level + 40;
place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = base_level;
- object_level = base_level + 20;
+ floor_ptr->monster_level = floor_ptr->base_level;
+ floor_ptr->object_level = floor_ptr->base_level + 20;
place_object(y, x, AM_GOOD);
- object_level = base_level;
+ floor_ptr->object_level = floor_ptr->base_level;
}
else if (value < 5)
{
/* Mean monster +treasure */
- monster_level = base_level + 20;
+ floor_ptr->monster_level = floor_ptr->base_level + 20;
place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = base_level;
- object_level = base_level + 10;
+ floor_ptr->monster_level = floor_ptr->base_level;
+ floor_ptr->object_level = floor_ptr->base_level + 10;
place_object(y, x, AM_GOOD);
- object_level = base_level;
+ floor_ptr->object_level = floor_ptr->base_level;
}
else if (value < 10)
{
- /* Monster */
- monster_level = base_level + 9;
+ floor_ptr->monster_level = floor_ptr->base_level + 9;
place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = base_level;
+ floor_ptr->monster_level = floor_ptr->base_level;
}
else if (value < 17)
{
}
else
{
- place_trap(y, x);
+ place_trap(floor_ptr, y, x);
}
}
else if (value < 30)
{
/* Monster and trap */
- monster_level = base_level + 5;
+ floor_ptr->monster_level = floor_ptr->base_level + 5;
place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = base_level;
- place_trap(y, x);
+ floor_ptr->monster_level = floor_ptr->base_level;
+ place_trap(floor_ptr, y, x);
}
else if (value < 40)
{
/* Monster or object */
if (randint0(100) < 50)
{
- monster_level = base_level + 3;
+ floor_ptr->monster_level = floor_ptr->base_level + 3;
place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = base_level;
+ floor_ptr->monster_level = floor_ptr->base_level;
}
if (randint0(100) < 50)
{
- object_level = base_level + 7;
+ floor_ptr->object_level = floor_ptr->base_level + 7;
place_object(y, x, 0L);
- object_level = base_level;
+ floor_ptr->object_level = floor_ptr->base_level;
}
}
else if (value < 50)
{
/* Trap */
- place_trap(y, x);
+ place_trap(floor_ptr, y, x);
}
else
{
}
else if (randint0(100) < 50)
{
- place_trap(y, x);
+ place_trap(floor_ptr, y, x);
}
else if (randint0(100) < 50)
{
* The area inside the walls is not touched:
* only granite is removed- normal walls stay
*/
-void build_room(int x1, int x2, int y1, int y2)
+void build_room(floor_type *floor_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2)
{
- int x, y, i, xsize, ysize, temp;
+ POSITION x, y, xsize, ysize;
+ int i, temp;
/* Check if rectangle has no width */
if ((x1 == x2) || (y1 == y2)) return;
- /* initialize */
if (x1 > x2)
{
/* Swap boundaries if in wrong order */
/* Top and bottom boundaries */
for (i = 0; i <= xsize; i++)
{
- place_outer_noperm_bold(y1, x1 + i);
- cave[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(y2, x1 + i);
- cave[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(floor_ptr, y1, x1 + i);
+ floor_ptr->grid_array[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(floor_ptr, y2, x1 + i);
+ 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);
- cave[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(y1 + i, x2);
- cave[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(floor_ptr, y1 + i, x1);
+ floor_ptr->grid_array[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(floor_ptr, y1 + i, x2);
+ floor_ptr->grid_array[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY);
}
/* Middle */
{
for (y = 1; y < ysize; y++)
{
- if (is_extra_bold(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);
- cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
+ place_floor_bold(floor_ptr, y1 + y, x1 + x);
+ floor_ptr->grid_array[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
}
else
{
/* make it a room- but don't touch */
- cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
+ floor_ptr->grid_array[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
}
}
}
* is the randint0(3) below; it governs the relative density of
* twists and turns in the labyrinth: smaller number, more twists.
*/
-void r_visit(int y1, int x1, int y2, int x2, int node, int dir, int *visited)
+void r_visit(floor_type *floor_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_floor_bold(floor_ptr, y, x);
/* setup order of adjacent node visits */
if (one_in_(3))
/* (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);
+ place_floor_bold(floor_ptr, y + 1, x);
+ r_visit(floor_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_floor_bold(y - 1, x);
- r_visit(y1, x1, y2, x2, node - m, dir, visited);
+ place_floor_bold(floor_ptr, y - 1, x);
+ r_visit(floor_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_floor_bold(y, x + 1);
- r_visit(y1, x1, y2, x2, node + 1, dir, visited);
+ place_floor_bold(floor_ptr, y, x + 1);
+ r_visit(floor_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_floor_bold(y, x - 1);
- r_visit(y1, x1, y2, x2, node - 1, dir, visited);
+ place_floor_bold(floor_ptr, y, x - 1);
+ r_visit(floor_ptr, y1, x1, y2, x2, node - 1, dir, visited);
}
} /* end switch */
}
}
-void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
+void build_maze_vault(floor_type *floor_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize, bool is_vault)
{
- int y, x, dy, dx;
- int y1, x1, y2, x2;
+ POSITION y, x, dy, dx;
+ POSITION y1, x1, y2, x2;
int m, n, num_vertices, *visited;
bool light;
- cave_type *c_ptr;
+ grid_type *g_ptr;
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 = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
+ light = ((floor_ptr->dun_level <= randint1(25)) && is_vault && !(d_info[p_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++)
{
- c_ptr = &cave[y][x];
- c_ptr->info |= CAVE_ROOM;
- if (is_vault) c_ptr->info |= CAVE_ICKY;
+ 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(c_ptr);
+ place_outer_grid(g_ptr);
}
else if (!is_vault)
{
- place_extra_grid(c_ptr);
+ place_extra_grid(g_ptr);
}
else
{
- place_inner_grid(c_ptr);
+ place_inner_grid(g_ptr);
}
- if (light) c_ptr->info |= (CAVE_GLOW);
+ 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(floor_ptr, y1, x1, y2, x2, randint0(num_vertices), 0, visited);
/* Fill with monsters and treasure, low difficulty */
- if (is_vault) fill_treasure(x1, x2, y1, y2, randint1(5));
+ if (is_vault) fill_treasure(floor_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(int x1, int y1, int x2, int y2, int power)
+void build_recursive_room(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int power)
{
- int xsize, ysize;
- int x, y;
+ POSITION xsize, ysize;
+ POSITION x, y;
int choice;
/* Temp variables */
/* top and bottom */
for (x = x1; x <= x2; x++)
{
- place_outer_bold(y1, x);
- place_outer_bold(y2, x);
+ place_outer_bold(floor_ptr, y1, x);
+ place_outer_bold(floor_ptr, y2, x);
}
/* left and right */
for (y = y1 + 1; y < y2; y++)
{
- place_outer_bold(y, x1);
- place_outer_bold(y, x2);
+ place_outer_bold(floor_ptr, y, x1);
+ place_outer_bold(floor_ptr, y, x2);
}
/* Make a couple of entrances */
{
/* left and right */
y = randint1(ysize) + y1;
- place_floor_bold(y, x1);
- place_floor_bold(y, x2);
+ place_floor_bold(floor_ptr, y, x1);
+ place_floor_bold(floor_ptr, y, x2);
}
else
{
/* top and bottom */
x = randint1(xsize) + x1;
- place_floor_bold(y1, x);
- place_floor_bold(y2, x);
+ place_floor_bold(floor_ptr, y1, x);
+ place_floor_bold(floor_ptr, y2, x);
}
/* Select size of keep */
/* Do outside areas */
/* Above and below keep */
- build_recursive_room(x1 + 1, y1 + 1, x2 - 1, t1, power + 1);
- build_recursive_room(x1 + 1, t2, x2 - 1, y2, power + 1);
+ 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);
/* Left and right of keep */
- build_recursive_room(x1 + 1, t1 + 1, t3, t2 - 1, power + 3);
- build_recursive_room(t4, t1 + 1, x2 - 1, t2 - 1, power + 3);
+ 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);
/* Make the keep itself: */
x1 = t3;
{
for (x = x1; x < x2; x++)
{
- place_inner_bold(y, x);
+ place_inner_bold(floor_ptr, y, x);
}
}
/* top and bottom */
for (x = x1 + 1; x <= x2 - 1; x++)
{
- place_inner_bold(y1 + 1, x);
- place_inner_bold(y2 - 1, x);
+ place_inner_bold(floor_ptr, y1 + 1, x);
+ place_inner_bold(floor_ptr, y2 - 1, x);
}
/* left and right */
for (y = y1 + 1; y <= y2 - 1; y++)
{
- place_inner_bold(y, x1 + 1);
- place_inner_bold(y, x2 - 1);
+ place_inner_bold(floor_ptr, y, x1 + 1);
+ place_inner_bold(floor_ptr, y, x2 - 1);
}
/* Make a door */
if (one_in_(2))
{
/* left */
- place_floor_bold(y, x1 + 1);
+ place_floor_bold(floor_ptr, y, x1 + 1);
}
else
{
/* right */
- place_floor_bold(y, x2 - 1);
+ place_floor_bold(floor_ptr, y, x2 - 1);
}
/* Build the room */
- build_recursive_room(x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
+ build_recursive_room(floor_ptr, x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
break;
}
case 2:
{
for (x = x1; x < x2; x++)
{
- place_inner_bold(y, x);
+ place_inner_bold(floor_ptr, y, x);
}
}
return;
}
t1 = randint1(xsize - 2) + x1 + 1;
- build_recursive_room(x1, y1, t1, y2, power - 2);
- build_recursive_room(t1 + 1, y1, x2, y2, power - 2);
+ build_recursive_room(floor_ptr, x1, y1, t1, y2, power - 2);
+ build_recursive_room(floor_ptr, t1 + 1, y1, x2, y2, power - 2);
break;
}
case 3:
{
for (x = x1; x < x2; x++)
{
- place_inner_bold(y, x);
+ place_inner_bold(floor_ptr, y, x);
}
}
return;
}
t1 = randint1(ysize - 2) + y1 + 1;
- build_recursive_room(x1, y1, x2, t1, power - 2);
- build_recursive_room(x1, t1 + 1, x2, y2, power - 2);
+ build_recursive_room(floor_ptr, x1, y1, x2, t1, power - 2);
+ build_recursive_room(floor_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(int x, int y, int light, int x1, int y1, int x2, int y2)
+void add_outer_wall(POSITION x, POSITION y, int light, POSITION x1, POSITION y1, POSITION x2, POSITION y2)
{
- cave_type *c_ptr;
+ grid_type *g_ptr;
feature_type *f_ptr;
int i, j;
- if (!in_bounds(y, x)) return;
+ if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return;
- c_ptr = &cave[y][x];
+ g_ptr = &p_ptr->current_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) */
- if (c_ptr->info & CAVE_ROOM) return;
+ if (g_ptr->info & CAVE_ROOM) return;
/* set room flag */
- c_ptr->info |= CAVE_ROOM;
+ g_ptr->info |= CAVE_ROOM;
- f_ptr = &f_info[c_ptr->feat];
+ f_ptr = &f_info[g_ptr->feat];
- if (is_floor_bold(y, x))
+ if (is_floor_bold(p_ptr->current_floor_ptr, y, x))
{
for (i = -1; i <= 1; i++)
{
(y + j >= y1) && (y + j <= y2))
{
add_outer_wall(x + i, y + j, light, x1, y1, x2, y2);
- if (light) c_ptr->info |= CAVE_GLOW;
+ if (light) g_ptr->info |= CAVE_GLOW;
}
}
}
}
- else if (is_extra_bold(y, x))
+ else if (is_extra_bold(p_ptr->current_floor_ptr, y, x))
{
/* Set bounding walls */
- place_outer_bold(y, x);
- if (light) c_ptr->info |= CAVE_GLOW;
+ place_outer_bold(p_ptr->current_floor_ptr, y, x);
+ if (light) g_ptr->info |= CAVE_GLOW;
}
else if (permanent_wall(f_ptr))
{
/* Set bounding walls */
- if (light) c_ptr->info |= CAVE_GLOW;
+ if (light) g_ptr->info |= CAVE_GLOW;
}
}
* Hacked distance formula - gives the 'wrong' answer.
* Used to build crypts
*/
-int dist2(int x1, int y1, int x2, int y2, int h1, int h2, int h3, int h4)
+POSITION dist2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, POSITION h1, POSITION h2, POSITION h3, POSITION h4)
{
- int dx, dy;
+ POSITION dx, dy;
dx = abs(x2 - x1);
dy = abs(y2 - y1);
/* Create a new floor room with optional light */
-void generate_room_floor(int y1, int x1, int y2, int x2, int light)
+void generate_room_floor(POSITION y1, POSITION x1, POSITION y2, POSITION x2, int light)
{
- int y, x;
+ POSITION y, x;
- cave_type *c_ptr;
+ grid_type *g_ptr;
for (y = y1; y <= y2; y++)
{
for (x = x1; x <= x2; x++)
{
/* Point to grid */
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
+ g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
+ place_floor_grid(g_ptr);
+ g_ptr->info |= (CAVE_ROOM);
+ if (light) g_ptr->info |= (CAVE_GLOW);
}
}
}
-void generate_fill_perm_bold(int y1, int x1, int y2, int x2)
+void generate_fill_perm_bold(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
{
- int y, x;
+ POSITION y, x;
for (y = y1; y <= y2; y++)
{
for (x = x1; x <= x2; x++)
{
/* Point to grid */
- place_inner_perm_bold(y, x);
+ place_inner_perm_bold(p_ptr->current_floor_ptr ,y, x);
}
}
}
* @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation.
* @return 部屋の精製に成功した場合 TRUE を返す。
*/
-static bool room_build(int typ)
+static bool room_build(floor_type *floor_ptr, EFFECT_ID typ)
{
/* Build a room */
switch (typ)
{
/* Build an appropriate room */
- case ROOM_T_NORMAL: return build_type1();
- case ROOM_T_OVERLAP: return build_type2();
- case ROOM_T_CROSS: return build_type3();
- case ROOM_T_INNER_FEAT: return build_type4();
- case ROOM_T_NEST: return build_type5();
- case ROOM_T_PIT: return build_type6();
- case ROOM_T_LESSER_VAULT: return build_type7();
- case ROOM_T_GREATER_VAULT: return build_type8();
- case ROOM_T_FRACAVE: return build_type9();
- case ROOM_T_RANDOM_VAULT: return build_type10();
- case ROOM_T_OVAL: return build_type11();
- case ROOM_T_CRYPT: return build_type12();
- case ROOM_T_TRAP_PIT: return build_type13();
- case ROOM_T_TRAP: return build_type14();
- case ROOM_T_GLASS: return build_type15();
- case ROOM_T_ARCADE: return build_type16();
- }
-
- /* Paranoia */
+ 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);
+ }
return FALSE;
}
* @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(void)
+bool generate_rooms(floor_type *floor_ptr)
{
int i;
bool remain;
int total_prob;
int prob_list[ROOM_T_MAX];
int rooms_built = 0;
- int area_size = 100 * (cur_hgt*cur_wid) / (MAX_HGT*MAX_WID);
- int level_index = MIN(10, div_round(dun_level, 10));
+ int area_size = 100 * (floor_ptr->height*floor_ptr->width) / (MAX_HGT*MAX_WID);
+ int level_index = MIN(10, div_round(floor_ptr->dun_level, 10));
/* Number of each type of room on this level */
s16b room_num[ROOM_T_MAX];
/* Limit number of rooms */
int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
- /* Assume normal cave */
+ /* Assume normal floor_ptr->grid_array */
room_info_type *room_info_ptr = room_info_normal;
/*
for (i = 0; i < ROOM_T_MAX; i++)
{
/* No rooms allowed above their minimum depth. */
- if (dun_level < room_info_ptr[i].min_level)
+ if (floor_ptr->dun_level < room_info_ptr[i].min_level)
{
prob_list[i] = 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[dungeon_type].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[p_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[dungeon_type].flags1 & DF1_NO_VAULT)
+ else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_VAULT)
{
prob_list[ROOM_T_LESSER_VAULT] = 0;
prob_list[ROOM_T_GREATER_VAULT] = 0;
prob_list[ROOM_T_RANDOM_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)
+ {
+ 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[dungeon_type].flags1 & DF1_NO_CAVE)
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE)
{
MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE);
MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_CRYPT);
MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL);
}
- /*! @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 cave etc.) */
- else if (d_info[dungeon_type].flags1 & DF1_CAVE)
+ /*! @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)
{
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[dungeon_type].flags1 & DF1_GLASS_ROOM))
+ if (!(d_info[p_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[dungeon_type].flags1 & DF1_ARCADE))
+ if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_ARCADE))
{
prob_list[ROOM_T_ARCADE] = 0;
}
if (rand < prob_list[room_type]) break;
else rand -= prob_list[room_type];
}
-
- /* Paranoia */
if (room_type >= ROOM_T_MAX) room_type = ROOM_T_NORMAL;
/* Increase the number of rooms of that type we should build. */
room_num[room_type]--;
/* Build the room. */
- if (room_build(room_type))
+ if (room_build(floor_ptr, room_type))
{
/* Increase the room built count. */
rooms_built++;