*/
#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"
/*!
* @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(POSITION x0, POSITION y0)
+void build_small_room(floor_type *floor_ptr, POSITION x0, POSITION y0)
{
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 */
- 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_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 current_floor_ptr->grid_array 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
static fill_data_type fill_data;
-/* Store routine for the fractal current_floor_ptr->grid_array generator */
+/* Store routine for the fractal floor generator */
/* this routine probably should be an inline function or a macro. */
-static void store_height(POSITION x, POSITION y, FEAT_IDX 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) ||
(val <= fill_data.c1)) val = fill_data.c1 + 1;
/* store the value in height-map format */
- current_floor_ptr->grid_array[y][x].feat = 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 current_floor_ptr->grid_array.
+* 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 current_floor_ptr->grid_array 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 current_floor_ptr->grid_array.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 current_floor_ptr->grid_array 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;
for (j = 0; j <= ysize; j++)
{
/* -1 is a flag for "not done yet" */
- current_floor_ptr->grid_array[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
- /* Clear icky flag because may be redoing the current_floor_ptr->grid_array */
- current_floor_ptr->grid_array[(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 */
- current_floor_ptr->grid_array[fill_data.ymin][fill_data.xmin].feat = (s16b)maxsize;
- current_floor_ptr->grid_array[fill_data.ymax][fill_data.xmin].feat = (s16b)maxsize;
- current_floor_ptr->grid_array[fill_data.ymin][fill_data.xmax].feat = (s16b)maxsize;
- current_floor_ptr->grid_array[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. */
- current_floor_ptr->grid_array[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 (current_floor_ptr->grid_array[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,
- (current_floor_ptr->grid_array[jj][fill_data.xmin + (i - xhstep) / 256].feat
- + current_floor_ptr->grid_array[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 (current_floor_ptr->grid_array[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,
- (current_floor_ptr->grid_array[fill_data.ymin + (j - yhstep) / 256][ii].feat
- + current_floor_ptr->grid_array[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 (current_floor_ptr->grid_array[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,
- (current_floor_ptr->grid_array[ym][xm].feat + current_floor_ptr->grid_array[yp][xm].feat
- + current_floor_ptr->grid_array[ym][xp].feat + current_floor_ptr->grid_array[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(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(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 current_floor_ptr->grid_array format
+ * normal angband floor_ptr->grid_array format
*/
- if (current_floor_ptr->grid_array[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 */
- current_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 (current_floor_ptr->grid_array[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)
{
- current_floor_ptr->grid_array[y][x].feat = feat1;
- current_floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
- current_floor_ptr->grid_array[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
{
- current_floor_ptr->grid_array[y][x].feat = feat2;
- current_floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
- current_floor_ptr->grid_array[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 (current_floor_ptr->grid_array[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)
{
- current_floor_ptr->grid_array[y][x].feat = feat2;
- current_floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
- current_floor_ptr->grid_array[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
{
- current_floor_ptr->grid_array[y][x].feat = feat1;
- current_floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
- current_floor_ptr->grid_array[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 (current_floor_ptr->grid_array[y][x].feat <= c3)
+ else if (floor_ptr->grid_array[y][x].feat <= c3)
{
- current_floor_ptr->grid_array[y][x].feat = feat3;
- current_floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
- current_floor_ptr->grid_array[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 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(floor_type *floor_ptr, POSITION y, POSITION x)
{
int i, j, d;
POSITION ty, tx;
/*** 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 current_floor_ptr->grid_array */
- if (!in_bounds(j, i))
+ /* Paranoia Don't leave the floor_ptr->grid_array */
+ if (!in_bounds(floor_ptr, j, i))
{
/* affect boundary */
- current_floor_ptr->grid_array[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 current_floor_ptr->grid_array system */
+ /* keep tally of size of floor_ptr->grid_array system */
(fill_data.amount)++;
}
}
else
{
/* affect boundary */
- current_floor_ptr->grid_array[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 current_floor_ptr->grid_array 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;
- 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);
- current_floor_ptr->grid_array[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 ((current_floor_ptr->grid_array[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) current_floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
- current_floor_ptr->grid_array[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 ((current_floor_ptr->grid_array[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) current_floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW);
- current_floor_ptr->grid_array[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 */
- current_floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
- current_floor_ptr->grid_array[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 ((current_floor_ptr->grid_array[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) current_floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
- current_floor_ptr->grid_array[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 ((current_floor_ptr->grid_array[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) current_floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
- current_floor_ptr->grid_array[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 */
- current_floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
- current_floor_ptr->grid_array[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) &&
- (current_floor_ptr->grid_array[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 */
- current_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;
/* Set appropriate flags */
- if (light) current_floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
- if (room) current_floor_ptr->grid_array[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) &&
- (current_floor_ptr->grid_array[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 */
- current_floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
- if (light) current_floor_ptr->grid_array[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)
{
- current_floor_ptr->grid_array[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);
- current_floor_ptr->grid_array[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);
- current_floor_ptr->grid_array[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);
}
}
}
#ifdef ALLOW_CAVERNS_AND_LAKES
/*
- * Builds a current_floor_ptr->grid_array system in the center of the dungeon.
+ * 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;
POSITION xsize, ysize, x0, y0;
bool done, light;
light = done = FALSE;
- if ((current_floor_ptr->dun_level <= randint1(50)) && !(d_info[p_ptr->dungeon_idx].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 current_floor_ptr->grid_array the size of the dungeon */
- xsize = current_floor_ptr->width - 1;
- ysize = current_floor_ptr->height - 1;
+ /* Make a cave the size of the dungeon */
+ 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(POSITION y0, POSITION x0, POSITION xsize, POSITION 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)
{
POSITION x, y, xhsize, yhsize;
int i;
feat2 = feat_shallow_water;
feat3 = feat_ground_type[randint0(100)];
break;
- case LAKE_T_CAVE: /* Collapsed current_floor_ptr->grid_array */
+ case LAKE_T_CAVE: /* Collapsed floor_ptr->grid_array */
feat1 = feat_ground_type[randint0(100)];
feat2 = feat_ground_type[randint0(100)];
feat3 = feat_rubble;
feat2 = feat_deep_lava;
feat3 = feat_shallow_lava;
break;
-
- /* Paranoia */
default: return FALSE;
}
/*
- * select region connected to center of current_floor_ptr->grid_array 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 current_floor_ptr->grid_array 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);
- current_floor_ptr->grid_array[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 */
- current_floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
- current_floor_ptr->grid_array[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 */
- current_floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
- current_floor_ptr->grid_array[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 ((!(current_floor_ptr->grid_array[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.) */
- current_floor_ptr->grid_array[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[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) current_floor_ptr->grid_array[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 current_floor_ptr->grid_array 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 = current_floor_ptr->width - 1;
- ysize = current_floor_ptr->height - 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(POSITION x1, POSITION x2, POSITION y1, POSITION y2, int difficulty)
+void fill_treasure(floor_type *floor_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2, int difficulty)
{
POSITION x, y, cx, cy, size;
s32b value;
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 */
- current_floor_ptr->monster_level = current_floor_ptr->base_level + 40;
+ floor_ptr->monster_level = floor_ptr->base_level + 40;
place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- current_floor_ptr->monster_level = current_floor_ptr->base_level;
- current_floor_ptr->object_level = current_floor_ptr->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);
- current_floor_ptr->object_level = current_floor_ptr->base_level;
+ floor_ptr->object_level = floor_ptr->base_level;
}
else if (value < 5)
{
/* Mean monster +treasure */
- current_floor_ptr->monster_level = current_floor_ptr->base_level + 20;
+ floor_ptr->monster_level = floor_ptr->base_level + 20;
place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- current_floor_ptr->monster_level = current_floor_ptr->base_level;
- current_floor_ptr->object_level = current_floor_ptr->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);
- current_floor_ptr->object_level = current_floor_ptr->base_level;
+ floor_ptr->object_level = floor_ptr->base_level;
}
else if (value < 10)
{
- /* Monster */
- current_floor_ptr->monster_level = current_floor_ptr->base_level + 9;
+ floor_ptr->monster_level = floor_ptr->base_level + 9;
place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- current_floor_ptr->monster_level = current_floor_ptr->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 */
- current_floor_ptr->monster_level = current_floor_ptr->base_level + 5;
+ floor_ptr->monster_level = floor_ptr->base_level + 5;
place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- current_floor_ptr->monster_level = current_floor_ptr->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)
{
- current_floor_ptr->monster_level = current_floor_ptr->base_level + 3;
+ floor_ptr->monster_level = floor_ptr->base_level + 3;
place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- current_floor_ptr->monster_level = current_floor_ptr->base_level;
+ floor_ptr->monster_level = floor_ptr->base_level;
}
if (randint0(100) < 50)
{
- current_floor_ptr->object_level = current_floor_ptr->base_level + 7;
+ floor_ptr->object_level = floor_ptr->base_level + 7;
place_object(y, x, 0L);
- current_floor_ptr->object_level = current_floor_ptr->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(POSITION x1, POSITION x2, POSITION y1, POSITION y2)
+void build_room(floor_type *floor_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2)
{
POSITION x, y, xsize, ysize;
int i, temp;
/* Top and bottom boundaries */
for (i = 0; i <= xsize; i++)
{
- place_outer_noperm_bold(y1, x1 + i);
- current_floor_ptr->grid_array[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(y2, x1 + i);
- current_floor_ptr->grid_array[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);
- current_floor_ptr->grid_array[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(y1 + i, x2);
- current_floor_ptr->grid_array[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);
- current_floor_ptr->grid_array[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 */
- current_floor_ptr->grid_array[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(POSITION y1, POSITION x1, POSITION y2, POSITION x2, int node, DIRECTION 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(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize, bool is_vault)
+void build_maze_vault(floor_type *floor_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 = ((current_floor_ptr->dun_level <= randint1(25)) && is_vault && !(d_info[p_ptr->dungeon_idx].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++)
{
- g_ptr = ¤t_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))
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(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int power)
+void build_recursive_room(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int power)
{
POSITION xsize, ysize;
POSITION x, y;
/* 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;
}
}
feature_type *f_ptr;
int i, j;
- if (!in_bounds(y, x)) return;
+ if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return;
- g_ptr = ¤t_floor_ptr->grid_array[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) */
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++)
{
}
}
}
- 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);
+ place_outer_bold(p_ptr->current_floor_ptr, y, x);
if (light) g_ptr->info |= CAVE_GLOW;
}
else if (permanent_wall(f_ptr))
for (x = x1; x <= x2; x++)
{
/* Point to grid */
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ 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);
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(EFFECT_ID 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();
- case ROOM_T_FIXED: return build_type17();
- }
-
- /* 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 * (current_floor_ptr->height*current_floor_ptr->width) / (MAX_HGT*MAX_WID);
- int level_index = MIN(10, div_round(current_floor_ptr->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 current_floor_ptr->grid_array */
+ /* 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 (current_floor_ptr->dun_level < room_info_ptr[i].min_level)
+ if (floor_ptr->dun_level < room_info_ptr[i].min_level)
{
prob_list[i] = 0;
}
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 current_floor_ptr->grid_array etc.) */
+ /*! @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);
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++;