*
* How fractal caves are made:
*
-* When the map is complete, a cut-off value is used to create a p_ptr->current_floor_ptr->grid_array.
+* When the map is complete, a cut-off value is used to create a floor.
* 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 p_ptr->current_floor_ptr->grid_array is connected. This
+* The tricky part is making sure the created floor 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 p_ptr->current_floor_ptr->grid_array.feat array in a very hackish way
+ * Note that this uses the floor 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 p_ptr->current_floor_ptr->grid_array system.
+ * size=length of the side of the square grid system.
*/
void generate_hmap(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsiz, POSITION ysiz, int grd, int roug, int cutoff)
{
/*
- * makes a lake/collapsed p_ptr->current_floor_ptr->grid_array system in the center of the dungeon
+ * makes a lake/collapsed floor in the center of the dungeon
*/
void build_lake(floor_type *floor_ptr, int type)
{