X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fgenerate.c;h=a5a542f0e9b5e2151d9c99735957fcf3a8f579e7;hb=15ae930ffc4b21073900c46ce6d8aca3be3be4f9;hp=00af8b7bd206c01c918e3fb3594f3f34152bf4b6;hpb=fda98d8a4e02ce3466dcddd27aecbf1dc29b1a5e;p=hengband%2Fhengband.git diff --git a/src/generate.c b/src/generate.c index 00af8b7bd..a5a542f0e 100644 --- a/src/generate.c +++ b/src/generate.c @@ -793,15 +793,17 @@ static bool cave_gen(void) build_maze_vault(cur_wid/2-1, cur_hgt/2-1, cur_wid-4, cur_hgt-4, FALSE); /* Place 3 or 4 down stairs near some walls */ - if (!alloc_stairs(FEAT_MORE, rand_range(2, 3), 3)) return FALSE; + if (!alloc_stairs(feat_down_stair, rand_range(2, 3), 3)) return FALSE; /* Place 1 or 2 up stairs near some walls */ - if (!alloc_stairs(FEAT_LESS, 1, 3)) return FALSE; + if (!alloc_stairs(feat_up_stair, 1, 3)) return FALSE; } /* Build some rooms */ else { + int tunnel_fail_count = 0; + /* * Build each type of room in turn until we cannot build any more. */ @@ -828,13 +830,13 @@ static bool cave_gen(void) /* Choose water or lava */ if ((randint1(MAX_DEPTH * 2) - 1 > dun_level) && (d_info[dungeon_type].flags1 & DF1_WATER_RIVER)) { - feat1 = FEAT_DEEP_WATER; - feat2 = FEAT_SHAL_WATER; + feat1 = feat_deep_water; + feat2 = feat_shallow_water; } else if (d_info[dungeon_type].flags1 & DF1_LAVA_RIVER) { - feat1 = FEAT_DEEP_LAVA; - feat2 = FEAT_SHAL_LAVA; + feat1 = feat_deep_lava; + feat2 = feat_shallow_lava; } else feat1 = 0; @@ -886,14 +888,16 @@ static bool cave_gen(void) if (randint1(dun_level) > d_info[dungeon_type].tunnel_percent) { /* make cave-like tunnel */ - build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2); + (void)build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2); } else { /* make normal tunnel */ - build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x); + if (!build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x)) tunnel_fail_count++; } + if (tunnel_fail_count >= 2) return FALSE; + /* Turn the tunnel into corridor */ for (j = 0; j < dun->tunn_n; j++) { @@ -964,10 +968,10 @@ static bool cave_gen(void) } /* Place 3 or 4 down stairs near some walls */ - if (!alloc_stairs(FEAT_MORE, rand_range(3, 4), 3)) return FALSE; + if (!alloc_stairs(feat_down_stair, rand_range(3, 4), 3)) return FALSE; /* Place 1 or 2 up stairs near some walls */ - if (!alloc_stairs(FEAT_LESS, rand_range(1, 2), 3)) return FALSE; + if (!alloc_stairs(feat_up_stair, rand_range(1, 2), 3)) return FALSE; } if (!dun->laketype) @@ -1178,7 +1182,7 @@ static void arena_gen(void) for (x = qx + 1; x < qx + SCREEN_WID - 1; x++) { /* Create empty floor */ - cave[y][x].feat = FEAT_FLOOR; + cave[y][x].feat = feat_floor; } } @@ -1239,9 +1243,15 @@ static void build_battle(void) place_extra_perm_bold(y_depth-4, x_right-18); cave[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK); - i = y_height + 4; + for (i = y_height + 1; i <= y_height + 5; i++) + for (j = x_left + 20 + 2 * (y_height + 5 - i); j <= x_right - 20 - 2 * (y_height + 5 - i); j++) + { + cave[i][j].feat = feat_permanent_glass_wall; + } + + i = y_height + 1; j = xval; - cave[i][j].feat = FEAT_BLDG_HEAD + 3; + cave[i][j].feat = f_tag_to_index("BUILDING_3"); cave[i][j].info |= (CAVE_GLOW | CAVE_MARK); player_place(i, j); } @@ -1275,7 +1285,7 @@ static void battle_gen(void) for (x = qx + 1; x < qx + SCREEN_WID - 1; x++) { /* Create empty floor */ - cave[y][x].feat = FEAT_FLOOR; + cave[y][x].feat = feat_floor; } } @@ -1283,9 +1293,9 @@ static void battle_gen(void) for(i=0;i<4;i++) { - place_monster_aux(0, py + 5 + (i/2)*4, px - 2 + (i%2)*4, battle_mon[i], + place_monster_aux(0, py + 8 + (i/2)*4, px - 2 + (i%2)*4, battle_mon[i], (PM_NO_KAGE | PM_NO_PET)); - set_friendly(&m_list[cave[py+5+(i/2)*4][px-2+(i%2)*4].m_idx]); + set_friendly(&m_list[cave[py+8+(i/2)*4][px-2+(i%2)*4].m_idx]); } for(i = 1; i < m_max; i++) { @@ -1413,7 +1423,7 @@ static bool level_gen(cptr *why) /* * Wipe all unnecessary flags after cave generation */ -static void wipe_generate_cave_flags(void) +void wipe_generate_cave_flags(void) { int x, y;