grid_type *g_ptr;
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- bool curtain = (d_info[floor_ptr->dungeon_idx].flags.has(DF::CURTAIN)) && one_in_(d_info[floor_ptr->dungeon_idx].flags.has(DF::NO_CAVE) ? 48 : 512);
+ bool curtain = (d_info[floor_ptr->dungeon_idx].flags.has(DungeonFeatureType::CURTAIN)) && one_in_(d_info[floor_ptr->dungeon_idx].flags.has(DungeonFeatureType::NO_CAVE) ? 48 : 512);
/* Pick a room size */
y1 = randint1(4);
}
/* Choose lite or dark */
- light = ((floor_ptr->dun_level <= randint1(25)) && d_info[floor_ptr->dungeon_idx].flags.has_not(DF::DARKNESS));
+ light = ((floor_ptr->dun_level <= randint1(25)) && d_info[floor_ptr->dungeon_idx].flags.has_not(DungeonFeatureType::DARKNESS));
/* Get corner values */
y1 = yval - ysize / 2;
}
/* Hack -- Occasional divided room */
else if (one_in_(50)) {
- bool curtain2 = (d_info[floor_ptr->dungeon_idx].flags.has(DF::CURTAIN)) && one_in_(d_info[floor_ptr->dungeon_idx].flags.has(DF::NO_CAVE) ? 2 : 128);
+ bool curtain2 = (d_info[floor_ptr->dungeon_idx].flags.has(DungeonFeatureType::CURTAIN)) && one_in_(d_info[floor_ptr->dungeon_idx].flags.has(DungeonFeatureType::NO_CAVE) ? 2 : 128);
if (randint1(100) < 50) {
/* Horizontal wall */
return false;
/* Choose lite or dark */
- light = ((floor_ptr->dun_level <= randint1(25)) && d_info[floor_ptr->dungeon_idx].flags.has_not(DF::DARKNESS));
+ light = ((floor_ptr->dun_level <= randint1(25)) && d_info[floor_ptr->dungeon_idx].flags.has_not(DungeonFeatureType::DARKNESS));
/* Determine extents of the first room */
y1a = yval - randint1(4);
return false;
/* Choose lite or dark */
- light = ((floor_ptr->dun_level <= randint1(25)) && d_info[floor_ptr->dungeon_idx].flags.has_not(DF::DARKNESS));
+ light = ((floor_ptr->dun_level <= randint1(25)) && d_info[floor_ptr->dungeon_idx].flags.has_not(DungeonFeatureType::DARKNESS));
/* For now, always 3x3 */
wx = wy = 1;
/* Sometimes shut using secret doors */
if (one_in_(3)) {
int door_type
- = (d_info[floor_ptr->dungeon_idx].flags.has(DF::CURTAIN) && one_in_(d_info[floor_ptr->dungeon_idx].flags.has(DF::NO_CAVE) ? 16 : 256))
+ = (d_info[floor_ptr->dungeon_idx].flags.has(DungeonFeatureType::CURTAIN) && one_in_(d_info[floor_ptr->dungeon_idx].flags.has(DungeonFeatureType::NO_CAVE) ? 16 : 256))
? DOOR_CURTAIN
- : (d_info[floor_ptr->dungeon_idx].flags.has(DF::GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+ : (d_info[floor_ptr->dungeon_idx].flags.has(DungeonFeatureType::GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
place_secret_door(player_ptr, yval, x1a - 1, door_type);
place_secret_door(player_ptr, yval, x2a + 1, door_type);
return false;
/* Choose lite or dark */
- light = ((floor_ptr->dun_level <= randint1(25)) && d_info[floor_ptr->dungeon_idx].flags.has_not(DF::DARKNESS));
+ light = ((floor_ptr->dun_level <= randint1(25)) && d_info[floor_ptr->dungeon_idx].flags.has_not(DungeonFeatureType::DARKNESS));
/* Large room */
y1 = yval - 4;
/* Occasionally, some Inner rooms */
if (one_in_(3)) {
- int door_type = (d_info[floor_ptr->dungeon_idx].flags.has(DF::CURTAIN) && one_in_(d_info[floor_ptr->dungeon_idx].flags.has(DF::NO_CAVE) ? 16 : 256))
+ int door_type = (d_info[floor_ptr->dungeon_idx].flags.has(DungeonFeatureType::CURTAIN) && one_in_(d_info[floor_ptr->dungeon_idx].flags.has(DungeonFeatureType::NO_CAVE) ? 16 : 256))
? DOOR_CURTAIN
- : (d_info[floor_ptr->dungeon_idx].flags.has(DF::GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+ : (d_info[floor_ptr->dungeon_idx].flags.has(DungeonFeatureType::GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
/* Long horizontal walls */
for (x = xval - 5; x <= xval + 5; x++) {
/* Four small rooms. */
case 5: {
- int door_type = (d_info[floor_ptr->dungeon_idx].flags.has(DF::CURTAIN) && one_in_(d_info[floor_ptr->dungeon_idx].flags.has(DF::NO_CAVE) ? 16 : 256))
+ int door_type = (d_info[floor_ptr->dungeon_idx].flags.has(DungeonFeatureType::CURTAIN) && one_in_(d_info[floor_ptr->dungeon_idx].flags.has(DungeonFeatureType::NO_CAVE) ? 16 : 256))
? DOOR_CURTAIN
- : (d_info[floor_ptr->dungeon_idx].flags.has(DF::GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+ : (d_info[floor_ptr->dungeon_idx].flags.has(DungeonFeatureType::GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
/* Inner "cross" */
for (y = y1; y <= y2; y++) {
/* Occasional light */
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if ((randint1(floor_ptr->dun_level) <= 15) && d_info[floor_ptr->dungeon_idx].flags.has_not(DF::DARKNESS))
+ if ((randint1(floor_ptr->dun_level) <= 15) && d_info[floor_ptr->dungeon_idx].flags.has_not(DungeonFeatureType::DARKNESS))
light = true;
rad = randint0(9);
/* Occasional light */
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if ((randint1(floor_ptr->dun_level) <= 5) && d_info[floor_ptr->dungeon_idx].flags.has_not(DF::DARKNESS))
+ if ((randint1(floor_ptr->dun_level) <= 5) && d_info[floor_ptr->dungeon_idx].flags.has_not(DungeonFeatureType::DARKNESS))
light = true;
rad = randint1(9);