* @brief タイプ9の部屋…フラクタルカーブによる洞窟生成 / Type 9 -- Driver routine to create fractal p_ptr->current_floor_ptr->grid_array system
* @return なし
*/
-bool build_type9(void)
+bool build_type9(floor_type *floor_ptr)
{
int grd, roug, cutoff;
POSITION xsize, ysize, y0, x0;
* Still no space?!
* Try normal room
*/
- return build_type1(p_ptr->current_floor_ptr);
+ return build_type1(floor_ptr);
}
}
light = done = FALSE;
room = TRUE;
- if ((p_ptr->current_floor_ptr->dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
+ if ((floor_ptr->dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
while (!done)
{
randint1(xsize / 4) + randint1(ysize / 4);
/* make it */
- generate_hmap(p_ptr->current_floor_ptr, y0, x0, xsize, ysize, grd, roug, cutoff);
+ generate_hmap(floor_ptr, y0, x0, xsize, ysize, grd, roug, cutoff);
/* Convert to normal format + clean up */
- done = generate_fracave(p_ptr->current_floor_ptr, y0, x0, xsize, ysize, cutoff, light, room);
+ done = generate_fracave(floor_ptr, y0, x0, xsize, ysize, cutoff, light, room);
}
return TRUE;
* is the randint0(3) below; it governs the relative density of
* twists and turns in the labyrinth: smaller number, more twists.
*/
-void r_visit(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int node, DIRECTION dir, int *visited)
+void r_visit(POSITION y1, POSITION x1, POSITION y2, POSITION x2, int node, DIRECTION dir, int *visited)
{
int i, j, m, n, temp, x, y, adj[4];