*/
/*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
*
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
+ * This software may be copied and distributed for educational, research,
+ * and not for profit purposes provided that this copyright and statement
+ * are included in all such copies. Other copyrights may also apply.
*/
#include "angband.h"
if (dy != 0)
{
/* perturbation perpendicular to path */
- changex = randint(abs(dy)) * 2 - abs(dy);
+ changex = randint1(abs(dy)) * 2 - abs(dy);
}
else
{
if (dx != 0)
{
/* perturbation perpendicular to path */
- changey = randint(abs(dx)) * 2 - abs(dx);
+ changey = randint1(abs(dx)) * 2 - abs(dx);
}
else
{
recursive_river(x1 + dx + changex, y1 + dy + changey, x2, y2, feat1, feat2, width);
/* Split the river some of the time - junctions look cool */
- if ((randint(DUN_WAT_CHG) == 1) && (width > 0))
+ if (one_in_(DUN_WAT_CHG) && (width > 0))
{
recursive_river(x1 + dx + changex, y1 + dy + changey,
- x1 + 8 * (dx + changex), y1 + 8 * (dy + changey),
- feat1, feat2, width - 1);
+ x1 + 8 * (dx + changex), y1 + 8 * (dy + changey),
+ feat1, feat2, width - 1);
}
}
else
{
for (tx = x - width - 1; tx <= x + width + 1; tx++)
{
- if (!in_bounds(ty, tx)) continue;
+ if (!in_bounds2(ty, tx)) continue;
c_ptr = &cave[ty][tx];
else
c_ptr->feat = feat1;
+ /* Clear garbage of hidden trap or door */
+ c_ptr->mimic = 0;
+
/* Lava terrain glows */
if ((feat1 == FEAT_DEEP_LAVA) || (feat1 == FEAT_SHAL_LAVA))
{
- c_ptr->info |= CAVE_GLOW;
+ if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) c_ptr->info |= CAVE_GLOW;
}
/* Hack -- don't teleport here */
/* Hack -- Choose starting point */
- y2 = randint(cur_hgt / 2 - 2) + cur_hgt / 2;
- x2 = randint(cur_wid / 2 - 2) + cur_wid / 2;
+ y2 = randint1(cur_hgt / 2 - 2) + cur_hgt / 2;
+ x2 = randint1(cur_wid / 2 - 2) + cur_wid / 2;
/* Hack -- Choose ending point somewhere on boundary */
- switch(randint(4))
+ switch(randint1(4))
{
case 1:
{
/* top boundary */
- x1 = randint(cur_wid-2)+1;
+ x1 = randint1(cur_wid-2)+1;
y1 = 1;
break;
}
{
/* left boundary */
x1 = 1;
- y1 = randint(cur_hgt-2)+1;
+ y1 = randint1(cur_hgt-2)+1;
break;
}
case 3:
{
/* right boundary */
x1 = cur_wid-1;
- y1 = randint(cur_hgt-2)+1;
+ y1 = randint1(cur_hgt-2)+1;
break;
}
case 4:
{
/* bottom boundary */
- x1 = randint(cur_wid-2)+1;
+ x1 = randint1(cur_wid-2)+1;
y1 = cur_hgt-1;
break;
}
}
- wid = randint(DUN_WAT_RNG);
+ wid = randint1(DUN_WAT_RNG);
recursive_river(x1, y1, x2, y2, feat1, feat2, wid);
/* Hack - Save the location as a "room" */
cave_type *c_ptr;
/* Hack -- Choose starting point */
- y = rand_spread(cur_hgt / 2, 10);
- x = rand_spread(cur_wid / 2, 15);
+ y = rand_spread(cur_hgt / 2, cur_hgt / 6);
+ x = rand_spread(cur_wid / 2, cur_wid / 6);
/* Choose a random compass direction */
- dir = ddd[rand_int(8)];
+ dir = ddd[randint0(8)];
/* Place streamer into dungeon */
while (dummy < SAFE_MAX_ATTEMPTS)
{
ty = rand_spread(y, d);
tx = rand_spread(x, d);
- if (!in_bounds(ty, tx)) continue;
+ if (!in_bounds2(ty, tx)) continue;
break;
}
if ((feat >= FEAT_MAGMA) && (feat <= FEAT_WALL_SOLID))
{
if (!is_extra_grid(c_ptr) && !is_inner_grid(c_ptr) && !is_outer_grid(c_ptr) && !is_solid_grid(c_ptr)) continue;
- if ((c_ptr->feat >= FEAT_DOOR_HEAD) && (c_ptr->feat <= FEAT_SECRET)) continue;
+ if (is_closed_door(c_ptr->feat)) continue;
if ((feat == FEAT_MAGMA) || (feat == FEAT_QUARTZ)) treasure = TRUE;
}
else
/* Clear previous contents, add proper vein type */
c_ptr->feat = feat;
- /* Hack -- Add some (known) treasure */
- if (treasure && (rand_int(chance) == 0)) c_ptr->feat += 0x04;
+ /* Paranoia: Clear mimic field */
+ c_ptr->mimic = 0;
+
+ /* Hack -- Add some known treasure */
+ if (treasure && one_in_(chance))
+ c_ptr->feat += (FEAT_MAGMA_K - FEAT_MAGMA);
+
+ /* Hack -- Add some hidden treasure */
+ else if (treasure && one_in_(chance/4))
+ c_ptr->feat += (FEAT_MAGMA_H - FEAT_MAGMA);
}
if (dummy >= SAFE_MAX_ATTEMPTS)
c_ptr = &cave[j][i];
if (c_ptr->info & CAVE_ICKY) continue;
- if (c_ptr->info & CAVE_TRAP) continue;
if (c_ptr->o_idx) continue;
/* Want square to be in the circle and accessable. */
* Clear previous contents, add feature
* The border mainly gets trees, while the center gets rubble
*/
- if ((distance(j, i, y, x) > 1) || (randint(100) < 25))
+ if ((distance(j, i, y, x) > 1) || (randint1(100) < 25))
{
- if (randint(100) < 75)
+ if (randint1(100) < 75)
cave[j][i].feat = FEAT_TREES;
}
else
cave[j][i].feat = FEAT_RUBBLE;
}
+ /* Clear garbage of hidden trap or door */
+ c_ptr->mimic = 0;
+
/* Light area since is open above */
- cave[j][i].info |= (CAVE_GLOW | CAVE_ROOM);
+ if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[j][i].info |= (CAVE_GLOW | CAVE_ROOM);
}
}
}
/* No up stairs in ironman mode */
- if (!ironman_downward && (randint(3) == 1))
+ if (!ironman_downward && one_in_(3))
{
/* up stair */
cave[y][x].feat = FEAT_LESS;
*/
void destroy_level(void)
{
- int y1, x1, y, x, k, t, n;
-
- cave_type *c_ptr;
+ int y1, x1, n;
/* Note destroyed levels */
#ifdef JP
-if (cheat_room) msg_print("Ç˲õ¤µ¤ì¤¿³¬");
+ if (cheat_room) msg_print("Ç˲õ¤µ¤ì¤¿³¬");
#else
if (cheat_room) msg_print("Destroyed Level");
#endif
-
/* Drop a few epi-centers (usually about two) */
- for (n = 0; n < randint(5); n++)
+ for (n = 0; n < randint1(5); n++)
{
/* Pick an epi-center */
x1 = rand_range(5, cur_wid - 1 - 5);
y1 = rand_range(5, cur_hgt - 1 - 5);
- /* Big area of affect */
- for (y = (y1 - 15); y <= (y1 + 15); y++)
- {
- for (x = (x1 - 15); x <= (x1 + 15); x++)
- {
- /* Skip illegal grids */
- if (!in_bounds(y, x)) continue;
-
- /* Extract the distance */
- k = distance(y1, x1, y, x);
-
- /* Stay in the circle of death */
- if (k >= 16) continue;
-
- /* Delete the monster (if any) */
- delete_monster(y, x);
-
- /* Access the grid */
- c_ptr = &cave[y][x];
-
- /* Destroy valid grids */
- if (cave_valid_grid(c_ptr))
- {
- /* Delete objects */
- delete_object(y, x);
-
- /* Wall (or floor) type */
- t = rand_int(200);
-
- /* Granite */
- if (t < 20)
- {
- /* Create granite wall */
- place_extra_grid(c_ptr);
- }
-
- /* Quartz */
- else if (t < 70)
- {
- /* Create quartz vein */
- c_ptr->feat = FEAT_QUARTZ;
- }
-
- /* Magma */
- else if (t < 100)
- {
- /* Create magma vein */
- c_ptr->feat = FEAT_MAGMA;
- }
-
- /* Floor */
- else
- {
- /* Create floor */
- place_floor_grid(c_ptr);
- }
-
- /* No longer part of a room or vault */
- c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
- /* No longer illuminated or known */
- c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW);
- }
- }
- }
+ (void)destroy_area(y1, x1, 15, TRUE);
}
}