}
/* Clear mimic type */
- current_floor->grid_array[y0][x0].mimic = 0;
+ current_floor_ptr->grid_array[y0][x0].mimic = 0;
/* Add inner open space */
place_floor_bold(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->grid_array system.
+ * This function tunnels around a room if it will cut off part of a 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->grid_array generator */
+/* Store routine for the fractal current_floor_ptr->grid_array generator */
/* this routine probably should be an inline function or a macro. */
static void store_height(POSITION x, POSITION y, FEAT_IDX val)
{
(val <= fill_data.c1)) val = fill_data.c1 + 1;
/* store the value in height-map format */
- current_floor->grid_array[y][x].feat = val;
+ current_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->grid_array.
+* When the map is complete, a cut-off value is used to create a 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->grid_array is connected. This
+* The tricky part is making sure the created 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->grid_array.feat array in a very hackish way
+ * Note that this uses the 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->grid_array system.
+ * size=length of the side of the square current_floor_ptr->grid_array system.
*/
void generate_hmap(POSITION y0, POSITION x0, POSITION xsiz, POSITION ysiz, int grd, int roug, int cutoff)
{
for (j = 0; j <= ysize; j++)
{
/* -1 is a flag for "not done yet" */
- current_floor->grid_array[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
- /* Clear icky flag because may be redoing the current_floor->grid_array */
- current_floor->grid_array[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
+ 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);
}
}
/* Boundaries are walls */
- current_floor->grid_array[fill_data.ymin][fill_data.xmin].feat = (s16b)maxsize;
- current_floor->grid_array[fill_data.ymax][fill_data.xmin].feat = (s16b)maxsize;
- current_floor->grid_array[fill_data.ymin][fill_data.xmax].feat = (s16b)maxsize;
- current_floor->grid_array[fill_data.ymax][fill_data.xmax].feat = (s16b)maxsize;
+ 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;
/* Set the middle square to be an open area. */
- current_floor->grid_array[y0][x0].feat = 0;
+ current_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->grid_array[jj][ii].feat == -1)
+ if (current_floor_ptr->grid_array[jj][ii].feat == -1)
{
if (xhstep2 > grd)
{
{
/* Average of left and right points +random bit */
store_height(ii, jj,
- (current_floor->grid_array[jj][fill_data.xmin + (i - xhstep) / 256].feat
- + current_floor->grid_array[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2
+ (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
+ (randint1(xstep2) - xhstep2) * roug / 16);
}
}
jj = j / 256 + fill_data.ymin;
/* Test square */
- if (current_floor->grid_array[jj][ii].feat == -1)
+ if (current_floor_ptr->grid_array[jj][ii].feat == -1)
{
if (xhstep2 > grd)
{
{
/* Average of up and down points +random bit */
store_height(ii, jj,
- (current_floor->grid_array[fill_data.ymin + (j - yhstep) / 256][ii].feat
- + current_floor->grid_array[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2
+ (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
+ (randint1(ystep2) - yhstep2) * roug / 16);
}
}
jj = j / 256 + fill_data.ymin;
/* Test square */
- if (current_floor->grid_array[jj][ii].feat == -1)
+ if (current_floor_ptr->grid_array[jj][ii].feat == -1)
{
if (xhstep2 > grd)
{
* reduce the effect of the square grid on the shape of the fractal
*/
store_height(ii, jj,
- (current_floor->grid_array[ym][xm].feat + current_floor->grid_array[yp][xm].feat
- + current_floor->grid_array[ym][xp].feat + current_floor->grid_array[yp][xp].feat) / 4
+ (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
+ (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
}
}
{
/*
* function used to convert from height-map back to the
- * normal angband current_floor->grid_array format
+ * normal angband current_floor_ptr->grid_array format
*/
- if (current_floor->grid_array[y][x].info & CAVE_ICKY)
+ if (current_floor_ptr->grid_array[y][x].info & CAVE_ICKY)
{
/* already done */
return FALSE;
else
{
/* Show that have looked at this square */
- current_floor->grid_array[y][x].info|= (CAVE_ICKY);
+ current_floor_ptr->grid_array[y][x].info|= (CAVE_ICKY);
/* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */
- if (current_floor->grid_array[y][x].feat <= c1)
+ if (current_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->grid_array[y][x].feat = feat1;
- current_floor->grid_array[y][x].info &= ~(CAVE_MASK);
- current_floor->grid_array[y][x].info |= info1;
+ 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;
return TRUE;
}
else
{
- current_floor->grid_array[y][x].feat = feat2;
- current_floor->grid_array[y][x].info &= ~(CAVE_MASK);
- current_floor->grid_array[y][x].info |= info2;
+ 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;
return TRUE;
}
}
- else if (current_floor->grid_array[y][x].feat <= c2)
+ else if (current_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->grid_array[y][x].feat = feat2;
- current_floor->grid_array[y][x].info &= ~(CAVE_MASK);
- current_floor->grid_array[y][x].info |= info2;
+ 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;
return TRUE;
}
else
{
- current_floor->grid_array[y][x].feat = feat1;
- current_floor->grid_array[y][x].info &= ~(CAVE_MASK);
- current_floor->grid_array[y][x].info |= info1;
+ 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;
return TRUE;
}
}
- else if (current_floor->grid_array[y][x].feat <= c3)
+ else if (current_floor_ptr->grid_array[y][x].feat <= c3)
{
- current_floor->grid_array[y][x].feat = feat3;
- current_floor->grid_array[y][x].info &= ~(CAVE_MASK);
- current_floor->grid_array[y][x].info |= info3;
+ 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;
return TRUE;
}
/* if greater than cutoff then is a wall */
/*
* Quick and nasty fill routine used to find the connected region
- * of floor in the middle of the current_floor->grid_array
+ * of floor in the middle of the current_floor_ptr->grid_array
*/
static void cave_fill(POSITION y, POSITION x)
{
j = ty + ddy_ddd[d];
i = tx + ddx_ddd[d];
- /* Paranoia Don't leave the current_floor->grid_array */
+ /* Paranoia Don't leave the current_floor_ptr->grid_array */
if (!in_bounds(j, i))
{
/* affect boundary */
- current_floor->grid_array[j][i].info |= CAVE_ICKY;
+ current_floor_ptr->grid_array[j][i].info |= CAVE_ICKY;
/* return; */
}
}
else
{
- /* keep tally of size of current_floor->grid_array system */
+ /* keep tally of size of current_floor_ptr->grid_array system */
(fill_data.amount)++;
}
}
else
{
/* affect boundary */
- current_floor->grid_array[j][i].info |= CAVE_ICKY;
+ current_floor_ptr->grid_array[j][i].info |= CAVE_ICKY;
}
}
}
/*
- * select region connected to center of current_floor->grid_array system
+ * select region connected to center of current_floor_ptr->grid_array system
* this gets rid of alot of isolated one-sqaures that
* can make teleport traps instadeaths...
*/
for (y = 0; y <= ysize; ++y)
{
place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
- current_floor->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
+ current_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->grid_array[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
+ if ((current_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->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
- current_floor->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
+ 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);
}
else
}
/* bottom boundary */
- if ((current_floor->grid_array[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
+ if ((current_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->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW);
- current_floor->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_ROOM);
+ 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);
}
else
}
/* clear the icky flag-don't need it any more */
- current_floor->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
- current_floor->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
+ 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);
}
/* Do the left and right boundaries minus the corners (done above) */
for (i = 1; i < ysize; ++i)
{
/* left boundary */
- if ((current_floor->grid_array[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
+ if ((current_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->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
- current_floor->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
+ 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);
}
else
place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
}
/* right boundary */
- if ((current_floor->grid_array[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
+ if ((current_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->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
- current_floor->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
+ 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);
}
else
}
/* clear icky flag -done with it */
- current_floor->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
- current_floor->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
+ 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);
}
for (y = 1; y < ysize; ++y)
{
if (is_floor_bold(y0 + y - yhsize, x0 + x - xhsize) &&
- (current_floor->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
+ (current_floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
{
/* Clear the icky flag in the filled region */
- current_floor->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
+ current_floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
/* Set appropriate flags */
- if (light) current_floor->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
- if (room) current_floor->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
+ 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);
}
else if (is_outer_bold(y0 + y - yhsize, x0 + x - xhsize) &&
- (current_floor->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
+ (current_floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
{
/* Walls */
- current_floor->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
- if (light) current_floor->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
+ 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);
if (room)
{
- current_floor->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
+ current_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->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
+ current_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->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
+ current_floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
}
}
}
#ifdef ALLOW_CAVERNS_AND_LAKES
/*
- * Builds a current_floor->grid_array system in the center of the dungeon.
+ * Builds a current_floor_ptr->grid_array system in the center of the dungeon.
*/
void build_cavern(void)
{
light = done = FALSE;
if ((dun_level <= randint1(50)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
- /* Make a current_floor->grid_array the size of the dungeon */
+ /* Make a current_floor_ptr->grid_array the size of the dungeon */
xsize = cur_wid - 1;
ysize = cur_hgt - 1;
x0 = xsize / 2;
feat2 = feat_shallow_water;
feat3 = feat_ground_type[randint0(100)];
break;
- case LAKE_T_CAVE: /* Collapsed current_floor->grid_array */
+ case LAKE_T_CAVE: /* Collapsed current_floor_ptr->grid_array */
feat1 = feat_ground_type[randint0(100)];
feat2 = feat_ground_type[randint0(100)];
feat3 = feat_rubble;
}
/*
- * select region connected to center of current_floor->grid_array system
+ * select region connected to center of current_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->grid_array system
+ /* select region connected to center of current_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);
for (y = 0; y <= ysize; ++y)
{
place_floor_bold(y0 + y - yhsize, x0 + x - xhsize);
- current_floor->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
+ current_floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
}
}
return FALSE;
place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
/* clear the icky flag-don't need it any more */
- current_floor->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
- current_floor->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
+ 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);
}
/* Do the left and right boundaries minus the corners (done above) */
place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
/* clear icky flag -done with it */
- current_floor->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
- current_floor->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
+ 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);
}
for (y = 1; y < ysize; ++y)
{
/* Fill unconnected regions with granite */
- if ((!(current_floor->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
+ 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);
/* turn off icky flag (no longer needed.) */
- current_floor->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
+ current_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->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
+ if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) current_floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
}
}
}
/*
- * makes a lake/collapsed current_floor->grid_array system in the center of the dungeon
+ * makes a lake/collapsed current_floor_ptr->grid_array system in the center of the dungeon
*/
void build_lake(int type)
{
if (value < 0)
{
/* Meanest monster + treasure */
- monster_level = current_floor->base_level + 40;
+ monster_level = current_floor_ptr->base_level + 40;
place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = current_floor->base_level;
- object_level = current_floor->base_level + 20;
+ monster_level = current_floor_ptr->base_level;
+ object_level = current_floor_ptr->base_level + 20;
place_object(y, x, AM_GOOD);
- object_level = current_floor->base_level;
+ object_level = current_floor_ptr->base_level;
}
else if (value < 5)
{
/* Mean monster +treasure */
- monster_level = current_floor->base_level + 20;
+ monster_level = current_floor_ptr->base_level + 20;
place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = current_floor->base_level;
- object_level = current_floor->base_level + 10;
+ monster_level = current_floor_ptr->base_level;
+ object_level = current_floor_ptr->base_level + 10;
place_object(y, x, AM_GOOD);
- object_level = current_floor->base_level;
+ object_level = current_floor_ptr->base_level;
}
else if (value < 10)
{
/* Monster */
- monster_level = current_floor->base_level + 9;
+ monster_level = current_floor_ptr->base_level + 9;
place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = current_floor->base_level;
+ monster_level = current_floor_ptr->base_level;
}
else if (value < 17)
{
else if (value < 30)
{
/* Monster and trap */
- monster_level = current_floor->base_level + 5;
+ monster_level = current_floor_ptr->base_level + 5;
place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = current_floor->base_level;
+ monster_level = current_floor_ptr->base_level;
place_trap(y, x);
}
else if (value < 40)
/* Monster or object */
if (randint0(100) < 50)
{
- monster_level = current_floor->base_level + 3;
+ monster_level = current_floor_ptr->base_level + 3;
place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = current_floor->base_level;
+ monster_level = current_floor_ptr->base_level;
}
if (randint0(100) < 50)
{
- object_level = current_floor->base_level + 7;
+ object_level = current_floor_ptr->base_level + 7;
place_object(y, x, 0L);
- object_level = current_floor->base_level;
+ object_level = current_floor_ptr->base_level;
}
}
else if (value < 50)
for (i = 0; i <= xsize; i++)
{
place_outer_noperm_bold(y1, x1 + i);
- current_floor->grid_array[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
+ current_floor_ptr->grid_array[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
place_outer_noperm_bold(y2, x1 + i);
- current_floor->grid_array[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
+ current_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->grid_array[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY);
+ current_floor_ptr->grid_array[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY);
place_outer_noperm_bold(y1 + i, x2);
- current_floor->grid_array[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY);
+ current_floor_ptr->grid_array[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY);
}
/* Middle */
{
/* clear the untouched region */
place_floor_bold(y1 + y, x1 + x);
- current_floor->grid_array[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
+ current_floor_ptr->grid_array[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
}
else
{
/* make it a room- but don't touch */
- current_floor->grid_array[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
+ current_floor_ptr->grid_array[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
}
}
}
{
for (x = x1 - 1; x <= x2 + 1; x++)
{
- g_ptr = ¤t_floor->grid_array[y][x];
+ g_ptr = ¤t_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))
if (!in_bounds(y, x)) return;
- g_ptr = ¤t_floor->grid_array[y][x];
+ g_ptr = ¤t_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) */
for (x = x1; x <= x2; x++)
{
/* Point to grid */
- g_ptr = ¤t_floor->grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
place_floor_grid(g_ptr);
g_ptr->info |= (CAVE_ROOM);
if (light) g_ptr->info |= (CAVE_GLOW);
/* Limit number of rooms */
int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
- /* Assume normal current_floor->grid_array */
+ /* Assume normal current_floor_ptr->grid_array */
room_info_type *room_info_ptr = room_info_normal;
/*
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->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 current_floor_ptr->grid_array etc.) */
else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_CAVE)
{
MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL);