#include "grid.h"
#include "rooms.h"
+#include "rooms-normal.h"
+
/*!
* 各部屋タイプの生成比定義
* @param x 配置したいフロアのX座標
* @return なし
*/
-static void place_locked_door(int y, int x)
+void place_locked_door(int y, int x)
{
if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
{
* @brief 隠しドアを配置する
* @param y 配置したいフロアのY座標
* @param x 配置したいフロアのX座標
- * @param type #DOOR_DEFAULT / #DOOR_DOOR / #DOOR_GLASS_DOOR / #DOOR_CURTAIN のいずれか
+ * @param type DOOR_DEFAULT / DOOR_DOOR / DOOR_GLASS_DOOR / DOOR_CURTAIN のいずれか
* @return なし
*/
-static void place_secret_door(int y, int x, int type)
+void place_secret_door(int y, int x, int type)
{
if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
{
/* Never run off the screen */
if ((by1 < 0) || (by2 > dun->row_rooms)) return FALSE;
- if ((bx1 < 0) || (bx2 > dun->col_rooms)) return FALSE;
-
- /* Verify available space */
- for (by = by1; by < by2; by++)
- {
- for (bx = bx1; bx < bx2; bx++)
- {
- if (dun->room_map[by][bx])
- {
- return FALSE;
- }
- }
- }
-
- /* This location is okay */
- return TRUE;
-}
-
-
-/*!
- * @brief 部屋生成が可能なスペースを確保する / Find a good spot for the next room. -LM-
- * @param y 部屋の生成が可能な中心Y座標を返す参照ポインタ
- * @param x 部屋の生成が可能な中心X座標を返す参照ポインタ
- * @param height 確保したい領域の高さ
- * @param width 確保したい領域の幅
- * @return 所定の範囲が確保できた場合TRUEを返す
- * @details
- * Find and allocate a free space in the dungeon large enough to hold\n
- * the room calling this function.\n
- *\n
- * We allocate space in 11x11 blocks, but want to make sure that rooms\n
- * align neatly on the standard screen. Therefore, we make them use\n
- * blocks in few 11x33 rectangles as possible.\n
- *\n
- * Be careful to include the edges of the room in height and width!\n
- *\n
- * Return TRUE and values for the center of the room if all went well.\n
- * Otherwise, return FALSE.\n
- */
-static bool find_space(int *y, int *x, int height, int width)
-{
- int candidates, pick;
- int by, bx, by1, bx1, by2, bx2;
- int 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);
-
- /* There are no way to allocate such huge space */
- if (dun->row_rooms < blocks_high) return FALSE;
- if (dun->col_rooms < blocks_wide) return FALSE;
-
- /* Initiallize */
- candidates = 0;
-
- /* Count the number of valid places */
- for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
- {
- for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
- {
- if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
- {
- /* Find a valid place */
- candidates++;
- }
- }
- }
-
- /* No place! */
- if (!candidates)
- {
- return FALSE;
- }
-
- /* Normal dungeon */
- if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
- {
- /* Choose a random one */
- pick = randint1(candidates);
- }
-
- /* NO_CAVE dungeon (Castle) */
- else
- {
- /* Always choose the center one */
- pick = candidates/2 + 1;
- }
-
- /* Pick up the choosen location */
- for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
- {
- for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
- {
- if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
- {
- pick--;
-
- /* This one is picked? */
- if (!pick) break;
- }
- }
-
- if (!pick) break;
- }
-
- /* Extract blocks */
- by1 = block_y + 0;
- bx1 = block_x + 0;
- by2 = block_y + blocks_high;
- bx2 = block_x + blocks_wide;
-
- /*
- * It is *extremely* important that the following calculation
- * be *exactly* correct to prevent memory errors
- */
-
- /* Acquire the location of the room */
- (*y) = ((by1 + by2) * BLOCK_HGT) / 2;
- (*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
-
- /* Save the room location */
- if (dun->cent_n < CENT_MAX)
- {
- dun->cent[dun->cent_n].y = *y;
- dun->cent[dun->cent_n].x = *x;
- dun->cent_n++;
- }
-
- /* Reserve some blocks. */
- for (by = by1; by < by2; by++)
- {
- for (bx = bx1; bx < bx2; bx++)
- {
- dun->room_map[by][bx] = TRUE;
- }
- }
-
-
- /*
- * Hack- See if room will cut off a cavern.
- *
- * If so, fix by tunneling outside the room in such a
- * way as to connect the caves.
- */
- check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
-
-
- /* Success. */
- return TRUE;
-}
-
-
-/*!
- * @brief タイプ1の部屋…通常可変長方形の部屋を生成する / Type 1 -- normal rectangular rooms
- * @return なし
- */
-static bool build_type1(void)
-{
- int y, x, y2, x2, yval, xval;
- int y1, x1, xsize, ysize;
-
- bool light;
-
- cave_type *c_ptr;
-
- bool curtain = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 48 : 512);
-
- /* Pick a room size */
- y1 = randint1(4);
- x1 = randint1(11);
- y2 = randint1(3);
- x2 = randint1(11);
-
- xsize = x1 + x2 + 1;
- ysize = y1 + y2 + 1;
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, ysize + 2, xsize + 2))
- {
- /* Limit to the minimum room size, and retry */
- y1 = 1;
- x1 = 1;
- y2 = 1;
- x2 = 1;
-
- xsize = x1 + x2 + 1;
- ysize = y1 + y2 + 1;
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
- }
-
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
-
- /* Get corner values */
- y1 = yval - ysize / 2;
- x1 = xval - xsize / 2;
- y2 = yval + (ysize - 1) / 2;
- x2 = xval + (xsize - 1) / 2;
-
-
- /* Place a full floor under the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
- /* Walls around the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_outer_grid(c_ptr);
- }
-
-
- /* Hack -- Occasional curtained room */
- if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2))
- {
- for (y = y1; y <= y2; y++)
- {
- c_ptr = &cave[y][x1];
- c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
- c_ptr->info &= ~(CAVE_MASK);
- c_ptr = &cave[y][x2];
- c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
- c_ptr->info &= ~(CAVE_MASK);
- }
- for (x = x1; x <= x2; x++)
- {
- c_ptr = &cave[y1][x];
- c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
- c_ptr->info &= ~(CAVE_MASK);
- c_ptr = &cave[y2][x];
- c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
- c_ptr->info &= ~(CAVE_MASK);
- }
- }
-
-
- /* Hack -- Occasional pillar room */
- if (one_in_(20))
- {
- for (y = y1; y <= y2; y += 2)
- {
- for (x = x1; x <= x2; x += 2)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
- }
-
- /* Hack -- Occasional room with four pillars */
- else if (one_in_(20))
- {
- if ((y1 + 4 < y2) && (x1 + 4 < x2))
- {
- c_ptr = &cave[y1 + 1][x1 + 1];
- place_inner_grid(c_ptr);
-
- c_ptr = &cave[y1 + 1][x2 - 1];
- place_inner_grid(c_ptr);
-
- c_ptr = &cave[y2 - 1][x1 + 1];
- place_inner_grid(c_ptr);
-
- c_ptr = &cave[y2 - 1][x2 - 1];
- place_inner_grid(c_ptr);
- }
- }
-
- /* Hack -- Occasional ragged-edge room */
- else if (one_in_(50))
- {
- for (y = y1 + 2; y <= y2 - 2; y += 2)
- {
- c_ptr = &cave[y][x1];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2];
- place_inner_grid(c_ptr);
- }
- for (x = x1 + 2; x <= x2 - 2; x += 2)
- {
- c_ptr = &cave[y1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2][x];
- place_inner_grid(c_ptr);
- }
- }
- /* Hack -- Occasional divided room */
- else if (one_in_(50))
- {
- bool curtain2 = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 2 : 128);
-
- if (randint1(100) < 50)
- {
- /* Horizontal wall */
- for (x = x1; x <= x2; x++)
- {
- place_inner_bold(yval, x);
- if (curtain2) cave[yval][x].feat = feat_door[DOOR_CURTAIN].closed;
- }
-
- /* Prevent edge of wall from being tunneled */
- place_solid_bold(yval, x1 - 1);
- place_solid_bold(yval, x2 + 1);
- }
- else
- {
- /* Vertical wall */
- for (y = y1; y <= y2; y++)
- {
- place_inner_bold(y, xval);
- if (curtain2) cave[y][xval].feat = feat_door[DOOR_CURTAIN].closed;
- }
-
- /* Prevent edge of wall from being tunneled */
- place_solid_bold(y1 - 1, xval);
- place_solid_bold(y2 + 1, xval);
- }
-
- place_random_door(yval, xval, TRUE);
- if (curtain2) cave[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;
- }
-
- return TRUE;
-}
-
-/*!
- * @brief タイプ2の部屋…二重長方形の部屋を生成する / Type 2 -- Overlapping rectangular rooms
- * @return なし
- */
-static bool build_type2(void)
-{
- int y, x, xval, yval;
- int y1a, x1a, y2a, x2a;
- int y1b, x1b, y2b, x2b;
- bool light;
- cave_type *c_ptr;
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
-
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
- /* Determine extents of the first room */
- y1a = yval - randint1(4);
- y2a = yval + randint1(3);
- x1a = xval - randint1(11);
- x2a = xval + randint1(10);
-
- /* Determine extents of the second room */
- y1b = yval - randint1(3);
- y2b = yval + randint1(4);
- x1b = xval - randint1(10);
- x2b = xval + randint1(11);
-
-
- /* Place a full floor for room "a" */
- for (y = y1a - 1; y <= y2a + 1; y++)
- {
- for (x = x1a - 1; x <= x2a + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
- /* Place a full floor for room "b" */
- for (y = y1b - 1; y <= y2b + 1; y++)
- {
- for (x = x1b - 1; x <= x2b + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
-
- /* Place the walls around room "a" */
- for (y = y1a - 1; y <= y2a + 1; y++)
- {
- c_ptr = &cave[y][x1a - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2a + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1a - 1; x <= x2a + 1; x++)
- {
- c_ptr = &cave[y1a - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2a + 1][x];
- place_outer_grid(c_ptr);
- }
-
- /* Place the walls around room "b" */
- for (y = y1b - 1; y <= y2b + 1; y++)
- {
- c_ptr = &cave[y][x1b - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2b + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1b - 1; x <= x2b + 1; x++)
- {
- c_ptr = &cave[y1b - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2b + 1][x];
- place_outer_grid(c_ptr);
- }
-
-
-
- /* Replace the floor for room "a" */
- for (y = y1a; y <= y2a; y++)
- {
- for (x = x1a; x <= x2a; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- }
- }
-
- /* Replace the floor for room "b" */
- for (y = y1b; y <= y2b; y++)
- {
- for (x = x1b; x <= x2b; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- }
- }
-
- return TRUE;
-}
-
-
-
-/*!
- * @brief タイプ2の部屋…十字型の部屋を生成する / Type 3 -- Cross shaped rooms
- * @return なし
- * @details
- * Builds a room at a row, column coordinate\n
- *\n
- * Room "a" runs north/south, and Room "b" runs east/east\n
- * So the "central pillar" runs from x1a, y1b to x2a, y2b.\n
- *\n
- * Note that currently, the "center" is always 3x3, but I think that\n
- * the code below will work (with "bounds checking") for 5x5, or even\n
- * for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.\n
- */
-static bool build_type3(void)
-{
- int y, x, dy, dx, wy, wx;
- int y1a, x1a, y2a, x2a;
- int y1b, x1b, y2b, x2b;
- int yval, xval;
- bool light;
- cave_type *c_ptr;
-
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
-
-
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
- /* For now, always 3x3 */
- wx = wy = 1;
-
- /* Pick max vertical size (at most 4) */
- dy = rand_range(3, 4);
-
- /* Pick max horizontal size (at most 15) */
- dx = rand_range(3, 11);
-
-
- /* Determine extents of the north/south room */
- y1a = yval - dy;
- y2a = yval + dy;
- x1a = xval - wx;
- x2a = xval + wx;
-
- /* Determine extents of the east/west room */
- y1b = yval - wy;
- y2b = yval + wy;
- x1b = xval - dx;
- x2b = xval + dx;
-
-
- /* Place a full floor for room "a" */
- for (y = y1a - 1; y <= y2a + 1; y++)
- {
- for (x = x1a - 1; x <= x2a + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
- /* Place a full floor for room "b" */
- for (y = y1b - 1; y <= y2b + 1; y++)
- {
- for (x = x1b - 1; x <= x2b + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
-
- /* Place the walls around room "a" */
- for (y = y1a - 1; y <= y2a + 1; y++)
- {
- c_ptr = &cave[y][x1a - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2a + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1a - 1; x <= x2a + 1; x++)
- {
- c_ptr = &cave[y1a - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2a + 1][x];
- place_outer_grid(c_ptr);
- }
-
- /* Place the walls around room "b" */
- for (y = y1b - 1; y <= y2b + 1; y++)
- {
- c_ptr = &cave[y][x1b - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2b + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1b - 1; x <= x2b + 1; x++)
- {
- c_ptr = &cave[y1b - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2b + 1][x];
- place_outer_grid(c_ptr);
- }
-
-
- /* Replace the floor for room "a" */
- for (y = y1a; y <= y2a; y++)
- {
- for (x = x1a; x <= x2a; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- }
- }
-
- /* Replace the floor for room "b" */
- for (y = y1b; y <= y2b; y++)
- {
- for (x = x1b; x <= x2b; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- }
- }
-
-
-
- /* Special features (3/4) */
- switch (randint0(4))
- {
- /* Large solid middle pillar */
- case 1:
- {
- for (y = y1b; y <= y2b; y++)
- {
- for (x = x1a; x <= x2a; x++)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
- break;
- }
-
- /* Inner treasure vault */
- case 2:
- {
- /* Build the vault */
- for (y = y1b; y <= y2b; y++)
- {
- c_ptr = &cave[y][x1a];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2a];
- place_inner_grid(c_ptr);
- }
- for (x = x1a; x <= x2a; x++)
- {
- c_ptr = &cave[y1b][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2b][x];
- place_inner_grid(c_ptr);
- }
-
- /* Place a secret door on the inner room */
- switch (randint0(4))
- {
- case 0: place_secret_door(y1b, xval, DOOR_DEFAULT); break;
- case 1: place_secret_door(y2b, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(yval, x1a, DOOR_DEFAULT); break;
- case 3: place_secret_door(yval, x2a, DOOR_DEFAULT); break;
- }
-
- /* Place a treasure in the vault */
- place_object(yval, xval, 0L);
-
- /* Let's guard the treasure well */
- vault_monsters(yval, xval, randint0(2) + 3);
-
- /* Traps naturally */
- vault_traps(yval, xval, 4, 4, randint0(3) + 2);
-
- break;
- }
-
- /* Something else */
- case 3:
- {
- /* Occasionally pinch the center shut */
- if (one_in_(3))
- {
- /* Pinch the east/west sides */
- for (y = y1b; y <= y2b; y++)
- {
- if (y == yval) continue;
- c_ptr = &cave[y][x1a - 1];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2a + 1];
- place_inner_grid(c_ptr);
- }
-
- /* Pinch the north/south sides */
- for (x = x1a; x <= x2a; x++)
- {
- if (x == xval) continue;
- c_ptr = &cave[y1b - 1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2b + 1][x];
- place_inner_grid(c_ptr);
- }
-
- /* Sometimes shut using secret doors */
- if (one_in_(3))
- {
- int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
- ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
-
- place_secret_door(yval, x1a - 1, door_type);
- place_secret_door(yval, x2a + 1, door_type);
- place_secret_door(y1b - 1, xval, door_type);
- place_secret_door(y2b + 1, xval, door_type);
- }
- }
-
- /* Occasionally put a "plus" in the center */
- else if (one_in_(3))
- {
- c_ptr = &cave[yval][xval];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y1b][xval];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2b][xval];
- place_inner_grid(c_ptr);
- c_ptr = &cave[yval][x1a];
- place_inner_grid(c_ptr);
- c_ptr = &cave[yval][x2a];
- place_inner_grid(c_ptr);
- }
-
- /* Occasionally put a pillar in the center */
- else if (one_in_(3))
+ if ((bx1 < 0) || (bx2 > dun->col_rooms)) return FALSE;
+
+ /* Verify available space */
+ for (by = by1; by < by2; by++)
+ {
+ for (bx = bx1; bx < bx2; bx++)
+ {
+ if (dun->room_map[by][bx])
{
- c_ptr = &cave[yval][xval];
- place_inner_grid(c_ptr);
+ return FALSE;
}
-
- break;
}
}
+ /* This location is okay */
return TRUE;
}
/*!
- * @brief タイプ4の部屋…固定サイズの二重構造部屋を生成する / Type 4 -- Large room with inner features
- * @return なし
+ * @brief 部屋生成が可能なスペースを確保する / Find a good spot for the next room. -LM-
+ * @param y 部屋の生成が可能な中心Y座標を返す参照ポインタ
+ * @param x 部屋の生成が可能な中心X座標を返す参照ポインタ
+ * @param height 確保したい領域の高さ
+ * @param width 確保したい領域の幅
+ * @return 所定の範囲が確保できた場合TRUEを返す
* @details
- * Possible sub-types:\n
- * 1 - Just an inner room with one door\n
- * 2 - An inner room within an inner room\n
- * 3 - An inner room with pillar(s)\n
- * 4 - Inner room has a maze\n
- * 5 - A set of four inner rooms\n
+ * Find and allocate a free space in the dungeon large enough to hold\n
+ * the room calling this function.\n
+ *\n
+ * We allocate space in 11x11 blocks, but want to make sure that rooms\n
+ * align neatly on the standard screen. Therefore, we make them use\n
+ * blocks in few 11x33 rectangles as possible.\n
+ *\n
+ * Be careful to include the edges of the room in height and width!\n
+ *\n
+ * Return TRUE and values for the center of the room if all went well.\n
+ * Otherwise, return FALSE.\n
*/
-static bool build_type4(void)
+bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width)
{
- int y, x, y1, x1;
- int y2, x2, tmp, yval, xval;
- bool light;
- cave_type *c_ptr;
+ int candidates, pick;
+ int by, bx, by1, bx1, by2, bx2;
+ int block_y = 0, block_x = 0;
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
+ /* Find out how many blocks we need. */
+ int blocks_high = 1 + ((height - 1) / BLOCK_HGT);
+ int blocks_wide = 1 + ((width - 1) / BLOCK_WID);
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
+ /* There are no way to allocate such huge space */
+ if (dun->row_rooms < blocks_high) return FALSE;
+ if (dun->col_rooms < blocks_wide) return FALSE;
- /* Large room */
- y1 = yval - 4;
- y2 = yval + 4;
- x1 = xval - 11;
- x2 = xval + 11;
+ /* Initiallize */
+ candidates = 0;
- /* Place a full floor under the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
+ /* Count the number of valid places */
+ for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
{
- for (x = x1 - 1; x <= x2 + 1; x++)
+ for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
{
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
+ if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
+ {
+ /* Find a valid place */
+ candidates++;
+ }
}
}
- /* Outer Walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
+ /* No place! */
+ if (!candidates)
{
- c_ptr = &cave[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_outer_grid(c_ptr);
+ return FALSE;
}
-
- /* The inner room */
- y1 = y1 + 2;
- y2 = y2 - 2;
- x1 = x1 + 2;
- x2 = x2 - 2;
-
- /* The inner walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
+ /* Normal dungeon */
+ if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
{
- c_ptr = &cave[y][x1 - 1];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_inner_grid(c_ptr);
+ /* Choose a random one */
+ pick = randint1(candidates);
}
- for (x = x1 - 1; x <= x2 + 1; x++)
+
+ /* NO_CAVE dungeon (Castle) */
+ else
{
- c_ptr = &cave[y1 - 1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_inner_grid(c_ptr);
+ /* Always choose the center one */
+ pick = candidates/2 + 1;
}
-
- /* Inner room variations */
- switch (randint1(5))
+ /* Pick up the choosen location */
+ for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
{
- /* Just an inner room with a monster */
- case 1:
- {
- /* Place a secret door */
- switch (randint1(4))
- {
- case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
- }
-
- /* Place a monster in the room */
- vault_monsters(yval, xval, 1);
-
- break;
- }
-
- /* Treasure Vault (with a door) */
- case 2:
+ for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
{
- /* Place a secret door */
- switch (randint1(4))
- {
- case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
- }
-
- /* Place another inner room */
- for (y = yval - 1; y <= yval + 1; y++)
- {
- for (x = xval - 1; x <= xval + 1; x++)
- {
- if ((x == xval) && (y == yval)) continue;
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
-
- /* Place a locked door on the inner room */
- switch (randint1(4))
- {
- case 1: place_locked_door(yval - 1, xval); break;
- case 2: place_locked_door(yval + 1, xval); break;
- case 3: place_locked_door(yval, xval - 1); break;
- case 4: place_locked_door(yval, xval + 1); break;
- }
-
- /* Monsters to guard the "treasure" */
- vault_monsters(yval, xval, randint1(3) + 2);
-
- /* Object (80%) */
- if (randint0(100) < 80)
+ if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
{
- place_object(yval, xval, 0L);
- }
+ pick--;
- /* Stairs (20%) */
- else
- {
- place_random_stairs(yval, xval);
+ /* This one is picked? */
+ if (!pick) break;
}
-
- /* Traps to protect the treasure */
- vault_traps(yval, xval, 4, 10, 2 + randint1(3));
-
- break;
}
- /* Inner pillar(s). */
- case 3:
- {
- /* Place a secret door */
- switch (randint1(4))
- {
- case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
- }
-
- /* Large Inner Pillar */
- for (y = yval - 1; y <= yval + 1; y++)
- {
- for (x = xval - 1; x <= xval + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
-
- /* Occasionally, two more Large Inner Pillars */
- if (one_in_(2))
- {
- tmp = randint1(2);
- for (y = yval - 1; y <= yval + 1; y++)
- {
- for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
- }
-
- /* Occasionally, some Inner rooms */
- if (one_in_(3))
- {
- int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
- ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
-
- /* Long horizontal walls */
- for (x = xval - 5; x <= xval + 5; x++)
- {
- c_ptr = &cave[yval - 1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[yval + 1][x];
- place_inner_grid(c_ptr);
- }
-
- /* Close off the left/right edges */
- c_ptr = &cave[yval][xval - 5];
- place_inner_grid(c_ptr);
- c_ptr = &cave[yval][xval + 5];
- place_inner_grid(c_ptr);
+ if (!pick) break;
+ }
- /* Secret doors (random top/bottom) */
- place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type);
- place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type);
+ /* Extract blocks */
+ by1 = block_y + 0;
+ bx1 = block_x + 0;
+ by2 = block_y + blocks_high;
+ bx2 = block_x + blocks_wide;
- /* Monsters */
- vault_monsters(yval, xval - 2, randint1(2));
- vault_monsters(yval, xval + 2, randint1(2));
+ /*
+ * It is *extremely* important that the following calculation
+ * be *exactly* correct to prevent memory errors
+ */
- /* Objects */
- if (one_in_(3)) place_object(yval, xval - 2, 0L);
- if (one_in_(3)) place_object(yval, xval + 2, 0L);
- }
+ /* Acquire the location of the room */
+ (*y) = ((by1 + by2) * BLOCK_HGT) / 2;
+ (*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
- break;
- }
+ /* Save the room location */
+ if (dun->cent_n < CENT_MAX)
+ {
+ dun->cent[dun->cent_n].y = (byte_hack)*y;
+ dun->cent[dun->cent_n].x = (byte_hack)*x;
+ dun->cent_n++;
+ }
- /* Maze inside. */
- case 4:
+ /* Reserve some blocks. */
+ for (by = by1; by < by2; by++)
+ {
+ for (bx = bx1; bx < bx2; bx++)
{
- /* Place a secret door */
- switch (randint1(4))
- {
- case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
- }
-
- /* Maze (really a checkerboard) */
- for (y = y1; y <= y2; y++)
- {
- for (x = x1; x <= x2; x++)
- {
- if (0x1 & (x + y))
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
- }
-
- /* Monsters just love mazes. */
- vault_monsters(yval, xval - 5, randint1(3));
- vault_monsters(yval, xval + 5, randint1(3));
-
- /* Traps make them entertaining. */
- vault_traps(yval, xval - 3, 2, 8, randint1(3));
- vault_traps(yval, xval + 3, 2, 8, randint1(3));
-
- /* Mazes should have some treasure too. */
- vault_objects(yval, xval, 3);
-
- break;
+ dun->room_map[by][bx] = TRUE;
}
+ }
- /* Four small rooms. */
- case 5:
- {
- int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
- ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
- /* Inner "cross" */
- for (y = y1; y <= y2; y++)
- {
- c_ptr = &cave[y][xval];
- place_inner_grid(c_ptr);
- }
- for (x = x1; x <= x2; x++)
- {
- c_ptr = &cave[yval][x];
- place_inner_grid(c_ptr);
- }
+ /*
+ * Hack- See if room will cut off a cavern.
+ *
+ * If so, fix by tunneling outside the room in such a
+ * way as to connect the caves.
+ */
+ check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
- /* Doors into the rooms */
- if (randint0(100) < 50)
- {
- int i = randint1(10);
- place_secret_door(y1 - 1, xval - i, door_type);
- place_secret_door(y1 - 1, xval + i, door_type);
- place_secret_door(y2 + 1, xval - i, door_type);
- place_secret_door(y2 + 1, xval + i, door_type);
- }
- else
- {
- int i = randint1(3);
- place_secret_door(yval + i, x1 - 1, door_type);
- place_secret_door(yval - i, x1 - 1, door_type);
- place_secret_door(yval + i, x2 + 1, door_type);
- place_secret_door(yval - i, x2 + 1, door_type);
- }
- /* Treasure, centered at the center of the cross */
- vault_objects(yval, xval, 2 + randint1(2));
+ /* Success. */
+ return TRUE;
+}
- /* Gotta have some monsters. */
- vault_monsters(yval + 1, xval - 4, randint1(4));
- vault_monsters(yval + 1, xval + 4, randint1(4));
- vault_monsters(yval - 1, xval - 4, randint1(4));
- vault_monsters(yval - 1, xval + 4, randint1(4));
- break;
- }
- }
- return TRUE;
-}
* @param r_idx 確認したいモンスター種族ID
* @return Vault生成の最低必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_simple(int r_idx)
+static bool vault_aux_simple(MONRACE_IDX r_idx)
{
/* Okay */
return (vault_monster_okay(r_idx));
* @param r_idx 確認したいモンスター種族ID
* @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_jelly(int r_idx)
+static bool vault_aux_jelly(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 確認したいモンスター種族ID
* @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_animal(int r_idx)
+static bool vault_aux_animal(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 確認したいモンスター種族ID
* @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_undead(int r_idx)
+static bool vault_aux_undead(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 確認したいモンスター種族ID
* @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_chapel_g(int r_idx)
+static bool vault_aux_chapel_g(MONRACE_IDX r_idx)
{
static int chapel_list[] = {
MON_NOV_PRIEST, MON_NOV_PALADIN, MON_NOV_PRIEST_G, MON_NOV_PALADIN_G,
* @param r_idx 確認したいモンスター種族ID
* @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_kennel(int r_idx)
+static bool vault_aux_kennel(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 確認したいモンスター種族ID
* @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_mimic(int r_idx)
+static bool vault_aux_mimic(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 確認したいモンスター種族ID
* @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_clone(int r_idx)
+static bool vault_aux_clone(MONRACE_IDX r_idx)
{
/* Validate the monster */
if (!vault_monster_okay(r_idx)) return (FALSE);
* @param r_idx 確認したいモンスター種族ID
* @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_symbol_e(int r_idx)
+static bool vault_aux_symbol_e(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 確認したいモンスター種族ID
* @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_symbol_g(int r_idx)
+static bool vault_aux_symbol_g(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 確認したいモンスター種族ID
* @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_orc(int r_idx)
+static bool vault_aux_orc(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 確認したいモンスター種族ID
* @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_troll(int r_idx)
+static bool vault_aux_troll(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 確認したいモンスター種族ID
* @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_giant(int r_idx)
+static bool vault_aux_giant(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 確認したいモンスター種族ID
* @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_dragon(int r_idx)
+static bool vault_aux_dragon(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 確認したいモンスター種族ID
* @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_demon(int r_idx)
+static bool vault_aux_demon(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 確認したいモンスター種族ID
* @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_cthulhu(int r_idx)
+static bool vault_aux_cthulhu(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
*/
static void vault_prep_symbol(void)
{
- int r_idx;
+ MONRACE_IDX r_idx;
/* Apply the monster restriction */
get_mon_num_prep(vault_aux_simple, NULL);
* @param r_idx 確認したいモンスター種族ID
* @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_dark_elf(int r_idx)
+static bool vault_aux_dark_elf(MONRACE_IDX r_idx)
{
int i;
static int dark_elf_list[] =
struct vault_aux_type
{
cptr name;
- bool (*hook_func)(int r_idx);
+ bool (*hook_func)(MONRACE_IDX r_idx);
void (*prep_func)(void);
int level;
int chance;
*/
static bool build_type5(void)
{
- int y, x, y1, x1, y2, x2, xval, yval;
+ POSITION y, x, y1, x1, y2, x2, xval, yval;
int i;
nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
/* Pick some monster types */
for (i = 0; i < NUM_NEST_MON_TYPE; i++)
{
- int r_idx = 0, attempts = 100;
+ MONRACE_IDX r_idx = 0;
+ int attempts = 100;
monster_race *r_ptr = NULL;
while (attempts--)
if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
- nest_mon_info[i].r_idx = r_idx;
+ nest_mon_info[i].r_idx = (s16b)r_idx;
nest_mon_info[i].used = FALSE;
}
{
for (x = xval - 9; x <= xval + 9; x++)
{
- int r_idx;
+ MONRACE_IDX r_idx;
i = randint0(NUM_NEST_MON_TYPE);
r_idx = nest_mon_info[i].r_idx;
*/
static bool build_type6(void)
{
- int y, x, y1, x1, y2, x2, xval, yval;
+ POSITION y, x, y1, x1, y2, x2, xval, yval;
int i, j;
- int what[16];
+ MONRACE_IDX what[16];
monster_type align;
/* Pick some monster types */
for (i = 0; i < 16; i++)
{
- int r_idx = 0, attempts = 100;
+ MONRACE_IDX r_idx = 0;
+ int attempts = 100;
monster_race *r_ptr = NULL;
while (attempts--)
/* Bubble */
if (p1 > p2)
{
- int tmp = what[i1];
+ MONRACE_IDX tmp = what[i1];
what[i1] = what[i2];
what[i2] = tmp;
}
* @param transno 処理ID
* @return なし
*/
-static void coord_trans(int *x, int *y, int xoffset, int yoffset, int transno)
+static void coord_trans(POSITION *x, POSITION *y, POSITION xoffset, POSITION yoffset, int transno)
{
int i;
int temp;
* @param transno 変換ID
* @return なし
*/
-static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
- int xoffset, int yoffset, int transno)
+static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xmax, cptr data,
+ POSITION xoffset, POSITION yoffset, int transno)
{
- int dx, dy, x, y, i, j;
-
+ POSITION dx, dy, x, y, i, j;
cptr t;
-
cave_type *c_ptr;
-
/* Place dungeon features and objects */
for (t = data, dy = 0; dy < ymax; dy++)
{
{
vault_type *v_ptr = NULL;
int dummy;
- int x, y;
- int xval, yval;
- int xoffset, yoffset;
+ POSITION x, y;
+ POSITION xval, yval;
+ POSITION xoffset, yoffset;
int transno;
/* Pick a lesser vault */
{
vault_type *v_ptr;
int dummy;
- int xval, yval;
- int x, y;
+ POSITION xval, yval;
+ POSITION x, y;
int transno;
int xoffset, yoffset;
* prevent generation of vaults with no-entrance.
*/
/* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, abs(y) + 2, abs(x) + 2)) return FALSE;
+ if (!find_space(&yval, &xval, (POSITION)(abs(y) + 2), (POSITION)(abs(x) + 2))) return FALSE;
#ifdef FORCE_V_IDX
v_ptr = &v_info[76 + randint1(3)];
(val <= fill_data.c1)) val = fill_data.c1 + 1;
/* store the value in height-map format */
- cave[y][x].feat = val;
+ cave[y][x].feat = (s16b)val;
return;
}
}
/* Boundaries are walls */
- cave[fill_data.ymin][fill_data.xmin].feat = maxsize;
- cave[fill_data.ymax][fill_data.xmin].feat = maxsize;
- cave[fill_data.ymin][fill_data.xmax].feat = maxsize;
- cave[fill_data.ymax][fill_data.xmax].feat = maxsize;
+ 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;
/* Set the middle square to be an open area. */
cave[y0][x0].feat = 0;
/* 25% of the time use the other tile : it looks better this way */
if (randint1(100) < 75)
{
- cave[y][x].feat = feat1;
+ cave[y][x].feat = (s16b)feat1;
cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info1;
return TRUE;
}
else
{
- cave[y][x].feat = feat2;
+ cave[y][x].feat = (s16b)feat2;
cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info2;
return TRUE;
/* 25% of the time use the other tile : it looks better this way */
if (randint1(100) < 75)
{
- cave[y][x].feat = feat2;
+ cave[y][x].feat = (s16b)feat2;
cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info2;
return TRUE;
}
else
{
- cave[y][x].feat = feat1;
+ cave[y][x].feat = (s16b)feat1;
cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info1;
return TRUE;
}
else if (cave[y][x].feat <= c3)
{
- cave[y][x].feat = feat3;
+ cave[y][x].feat = (s16b)feat3;
cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info3;
return TRUE;
* Quick and nasty fill routine used to find the connected region
* of floor in the middle of the cave
*/
-static void cave_fill(byte y, byte x)
+static void cave_fill(POSITION y, POSITION x)
{
int i, j, d;
int ty, tx;
fill_data.info1, fill_data.info2, fill_data.info3))
{
/* Enqueue that entry */
- temp_y[flow_tail] = j;
- temp_x[flow_tail] = i;
+ temp_y[flow_tail] = (byte_hack)j;
+ temp_x[flow_tail] = (byte_hack)i;
/* Advance the queue */
if (++flow_tail == TEMP_MAX) flow_tail = 0;
*/
static bool build_type9(void)
{
- int grd, roug, cutoff, xsize, ysize, y0, x0;
+ int grd, roug, cutoff;
+ POSITION xsize, ysize, y0, x0;
bool done, light, room;
}
}
- center[i].x = x;
- center[i].y = y;
+ center[i].x = (byte_hack)x;
+ center[i].y = (byte_hack)y;
}
/* Get distances to two closest centers */
/* initialize */
- min1 = distance(x, y, center[0].x, center[0].y);
- min2 = distance(x, y, center[1].x, center[1].y);
+ min1 = (u16b)distance(x, y, center[0].x, center[0].y);
+ min2 = (u16b)distance(x, y, center[1].x, center[1].y);
if (min1 > min2)
{
/* Scan the rest */
for (i = 2; i < BUBBLENUM; i++)
{
- temp = distance(x, y, center[i].x, center[i].y);
+ temp = (u16b)distance(x, y, center[i].x, center[i].y);
if (temp < min1)
{
*/
static bool build_type10(void)
{
- int y0, x0, xsize, ysize, vtype;
+ POSITION y0, x0, xsize, ysize, vtype;
/* Get size */
/* big enough to look good, small enough to be fairly common. */
*/
static bool build_type11(void)
{
- int rad, x, y, x0, y0;
+ POSITION rad, x, y, x0, y0;
int light = FALSE;
/* Occasional light */
*/
static bool build_type12(void)
{
- int rad, x, y, x0, y0;
+ POSITION rad, x, y, x0, y0;
int light = FALSE;
bool emptyflag = TRUE;
/*
* Helper function for "trapped monster pit"
*/
-static bool vault_aux_trapped_pit(int r_idx)
+static bool vault_aux_trapped_pit(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
{0, 0, -1}
};
- int y, x, y1, x1, y2, x2, xval, yval;
+ POSITION y, x, y1, x1, y2, x2, xval, yval;
int i, j;
- int what[16];
+ MONRACE_IDX what[16];
monster_type align;
/* Pick some monster types */
for (i = 0; i < 16; i++)
{
- int r_idx = 0, attempts = 100;
+ MONRACE_IDX r_idx = 0;
+ int attempts = 100;
monster_race *r_ptr = NULL;
while (attempts--)
/* Bubble */
if (p1 > p2)
{
- int tmp = what[i1];
+ MONRACE_IDX tmp = what[i1];
what[i1] = what[i2];
what[i2] = tmp;
}
}
}
- msg_format_wizard(CHEAT_DUNGEON, _("WIZ: %s%sの罠ピットが生成されました。", "WIZ: Trapped monster pit (%s%s)"),
+ msg_format_wizard(CHEAT_DUNGEON, _("%s%sの罠ピットが生成されました。", "Trapped monster pit (%s%s)"),
n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
/* Select the entries */
*/
static bool build_type14(void)
{
- int y, x, y2, x2, yval, xval;
- int y1, x1, xsize, ysize;
+ POSITION y, x, y2, x2, yval, xval;
+ POSITION y1, x1, xsize, ysize;
bool light;
c_ptr->mimic = c_ptr->feat;
c_ptr->feat = trap;
- msg_format_wizard(CHEAT_DUNGEON, _("WIZ: %sの部屋が生成されました。", "WIZ: Room of %s was generated."), f_name + f_info[trap].name);
+ msg_format_wizard(CHEAT_DUNGEON, _("%sの部屋が生成されました。", "Room of %s was generated."), f_name + f_info[trap].name);
return TRUE;
}
/*
* Helper function for "glass room"
*/
-static bool vault_aux_lite(int r_idx)
+static bool vault_aux_lite(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
/*
* Helper function for "glass room"
*/
-static bool vault_aux_shards(int r_idx)
+static bool vault_aux_shards(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
/*
* Hack -- determine if a template is potion
*/
-static bool kind_is_potion(int k_idx)
+static bool kind_is_potion(KIND_OBJECT_IDX k_idx)
{
return k_info[k_idx].tval == TV_POTION;
}
*/
static bool build_type15(void)
{
- int y, x, y2, x2, yval, xval;
- int y1, x1, xsize, ysize;
+ POSITION y, x, y2, x2, yval, xval;
+ POSITION y1, x1, xsize, ysize;
bool light;
cave_type *c_ptr;
/* Place fixed lite berathers */
for (dir1 = 4; dir1 < 8; dir1++)
{
- int r_idx = get_mon_num(dun_level);
+ MONRACE_IDX r_idx = get_mon_num(dun_level);
y = yval + 2 * ddy_ddd[dir1];
x = xval + 2 * ddx_ddd[dir1];
case 2: /* 1 lite breather + random object */
{
- int r_idx, dir1;
+ MONRACE_IDX r_idx;
+ DIRECTION dir1;
/* Pillars */
c_ptr = &cave[y1 + 1][x1 + 1];
/* Place shard berathers */
for (dir1 = 4; dir1 < 8; dir1++)
{
- int r_idx = get_mon_num(dun_level);
+ MONRACE_IDX r_idx = get_mon_num(dun_level);
y = yval + ddy_ddd[dir1];
x = xval + ddx_ddd[dir1];
*/
static void build_stores(int ltcy, int ltcx, int stores[], int n)
{
- int i, j, y, x;
+ int i, y, x;
+ IDX j;
ugbldg_type *cur_ugbldg;
for (i = 0; i < n; i++)
STORE_ALCHEMIST, STORE_MAGIC, STORE_BLACK, STORE_BOOK,
};
int n = sizeof stores / sizeof (int);
- int i, y, x, y1, x1, yval, xval;
+ POSITION i, y, x, y1, x1, yval, xval;
int town_hgt = rand_range(MIN_TOWN_HGT, MAX_TOWN_HGT);
int town_wid = rand_range(MIN_TOWN_WID, MAX_TOWN_WID);
bool prevent_bm = FALSE;