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-rw-r--r--src/generate.cc253
1 files changed, 124 insertions, 129 deletions
diff --git a/src/generate.cc b/src/generate.cc
index 4d3b2bc8..0f24f7d2 100644
--- a/src/generate.cc
+++ b/src/generate.cc
@@ -7181,32 +7181,32 @@ bool_ level_generate_dungeon()
*/
static void replace_all_friends()
{
- int i;
-
- if (p_ptr->wild_mode) return;
+ if (p_ptr->wild_mode)
+ {
+ return;
+ }
/* Scan every saved pet */
- for (i = 0; i < max_m_idx; i++)
+ for (int i = 0; i < max_m_idx; i++)
{
if ((km_list[i].r_idx) && (km_list[i].status == MSTATUS_COMPANION))
{
- int y = p_ptr->py, x = p_ptr->px;
- cave_type *c_ptr;
- monster_type *m_ptr;
+ int y = p_ptr->py;
+ int x = p_ptr->px;
/* Find a suitable location */
get_pos_player(5, &y, &x);
- c_ptr = &cave[y][x];
+ cave_type *c_ptr = &cave[y][x];
/* Get a m_idx to use */
c_ptr->m_idx = m_pop();
- m_ptr = &m_list[c_ptr->m_idx];
+ monster_type *m_ptr = &m_list[c_ptr->m_idx];
/* Actualy place the monster */
m_list[c_ptr->m_idx] = km_list[i];
m_ptr->fy = y;
m_ptr->fx = x;
- m_ptr->hold_o_idx = 0;
+ m_ptr->hold_o_idxs.clear(); // Objects have been removed previously by caller
}
}
}
@@ -7504,6 +7504,87 @@ static void fill_level(bool_ use_floor, byte smooth)
}
+/**
+ * @brief double a grid tile. Used for the double-size dungeons
+ */
+static void supersize_grid_tile(int sy, int sx, int ty, int tx)
+{
+ /* Displacements for copied grid tiles */
+ constexpr std::size_t n_disp = 4;
+ int disp[n_disp][2] = {
+ { 0, 0 },
+ { 0, +1 },
+ { +1, 0 },
+ { +1, +1 }
+ };
+
+ /* Acquire the grid tile and monster */
+ cave_type *cc_ptr = &cave[sy][sx];
+ monster_type *m_ptr = &m_list[cc_ptr->m_idx];
+
+ /* Save the list of objects */
+ auto const object_idxs(cc_ptr->o_idxs);
+
+ /* Save the monster */
+ auto m_idx = cc_ptr->m_idx;
+
+ /* Create pointers to each of the target grid tiles */
+ cave_type *c_ptr[n_disp];
+ for (std::size_t i = 0; i < n_disp; i++)
+ {
+ c_ptr[i] = &cave[ty + disp[i][0]][tx + disp[i][1]];
+ }
+
+ /* Now we copy around the grid tiles. Objects and
+ monsters are "removed" for now. */
+ for (std::size_t i = 0; i < 4; i++)
+ {
+ c_ptr[i] = &cave[ty + disp[i][0]][tx + disp[i][1]];
+
+ /* Copy grid */
+ *c_ptr[i] = *cc_ptr;
+ c_ptr[i]->o_idxs.clear(); // ... except objects in the tile
+ c_ptr[i]->m_idx = 0; // ... except monsters in the tile
+
+ /* Void gates need special attention */
+ if (cc_ptr->feat == FEAT_BETWEEN)
+ {
+ int xxx = cc_ptr->special & 0xFF;
+ int yyy = cc_ptr->special >> 8;
+
+ xxx *= 2;
+ yyy *= 2;
+ xxx += disp[i][1];
+ yyy += disp[i][0];
+ c_ptr[i]->special = xxx + (yyy << 8);
+ }
+ }
+
+ /* Scatter objects randomly into the destination grid tiles */
+ for (auto const o_idx: object_idxs)
+ {
+ std::size_t i = static_cast<std::size_t>(rand_int(4));
+ /* Put object into grid tile */
+ c_ptr[i]->o_idxs.push_back(o_idx);
+ /* Give object its location */
+ object_type *o_ptr = &o_list[o_idx];
+ o_ptr->iy = ty + disp[i][0];
+ o_ptr->ix = tx + disp[i][1];
+ }
+
+ /* Scatter move monster randomly into one of the destination grid tiles */
+ if (m_idx != 0)
+ {
+ std::size_t i = static_cast<std::size_t>(rand_int(4));
+ /* Place monster into grid tile */
+ c_ptr[i]->m_idx = cc_ptr->m_idx;
+ /* Give the monster its location */
+ m_ptr->fy = ty + disp[i][0];
+ m_ptr->fx = tx + disp[i][1];
+ }
+}
+
+
/*
* Generate a new dungeon level
*
@@ -7511,7 +7592,6 @@ static void fill_level(bool_ use_floor, byte smooth)
*/
static bool_ cave_gen(void)
{
- int i, k, y, x, y1, x1, branch;
dungeon_info_type *d_ptr = &d_info[dungeon_type];
int max_vault_ok = 2;
@@ -7582,14 +7662,14 @@ static bool_ cave_gen(void)
/* Generate stairs */
{
/* Is there a dungeon branch ? */
- if ((branch = get_branch()))
+ if (int branch = get_branch())
{
/* Place 5 down stair some walls */
alloc_stairs(FEAT_MORE, 5, 3, branch);
}
/* Is there a father dungeon branch ? */
- if ((branch = get_fbranch()))
+ if (int branch = get_fbranch())
{
/* Place 1 down stair some walls */
alloc_stairs(FEAT_LESS, 5, 3, branch);
@@ -7617,7 +7697,7 @@ static bool_ cave_gen(void)
process_hooks_new(HOOK_GEN_LEVEL, NULL, NULL);
/* Basic "amount" */
- k = (dun_level / 3);
+ int k = (dun_level / 3);
if (k > 10) k = 10;
if (k < 2) k = 2;
@@ -7627,7 +7707,7 @@ static bool_ cave_gen(void)
/*
* Pick a base number of monsters
*/
- i = d_ptr->min_m_alloc_level;
+ int i = d_ptr->min_m_alloc_level;
/* To make small levels a bit more playable */
if ((cur_hgt < MAX_HGT) || (cur_wid < MAX_WID))
@@ -7655,7 +7735,7 @@ static bool_ cave_gen(void)
}
/* Check fates */
- for (i = 0; i < MAX_FATES; i++)
+ for (std::size_t i = 0; i < MAX_FATES; i++)
{
/* Ignore empty slots */
if (fates[i].fate == FATE_NONE) continue;
@@ -7788,8 +7868,8 @@ static bool_ cave_gen(void)
}
}
- /* Re scan the list to eliminate the inutile fate */
- for (i = 0; i < MAX_FATES; i++)
+ /* Re-scan the list to eliminate the inutile fate */
+ for (std::size_t i = 0; i < MAX_FATES; i++)
{
switch (fates[i].fate)
{
@@ -7921,13 +8001,11 @@ static bool_ cave_gen(void)
object_copy(o_ptr, q_ptr);
/* Build a stack */
- o_ptr->next_o_idx = m_list[m_idx].hold_o_idx;
-
o_ptr->held_m_idx = m_idx;
o_ptr->ix = 0;
o_ptr->iy = 0;
- m_list[m_idx].hold_o_idx = o_idx;
+ m_list[m_idx].hold_o_idxs.push_back(o_idx);
}
}
@@ -7973,13 +8051,11 @@ static bool_ cave_gen(void)
object_copy(o_ptr, q_ptr);
/* Build a stack */
- o_ptr->next_o_idx = m_list[m_idx].hold_o_idx;
-
o_ptr->held_m_idx = m_idx;
o_ptr->ix = 0;
o_ptr->iy = 0;
- m_list[m_idx].hold_o_idx = o_idx;
+ m_list[m_idx].hold_o_idxs.push_back(o_idx);
}
}
}
@@ -7990,64 +8066,24 @@ static bool_ cave_gen(void)
/* Now double the generated dungeon */
if (dungeon_flags1 & DF1_DOUBLE)
{
- /* We begin at the bottom-right corner and from there move
- * up/left (this way we don't need another array for the
- * dungeon data) */
- /* Note: we double the border permanent walls, too. It is
- * easier this way and I think it isn't too ugly */
- for (y = cur_hgt - 1, y1 = y * 2; y >= 0; y--, y1 -= 2)
- for (x = cur_wid - 1, x1 = x * 2; x >= 0; x--, x1 -= 2)
+ /*
+ * We begin at the bottom-right corner and move upwards
+ * to the left. This avoids the need for an extra copy of
+ * the cave array.
+ *
+ * We double the border permanent walls, too.
+ */
+ int y = cur_hgt - 1;
+ int y1 = y * 2;
+ for (; y >= 0; y--, y1 -= 2)
+ {
+ int x = cur_wid - 1;
+ int x1 = x * 2;
+ for (; x >= 0; x--, x1 -= 2)
{
- int disp[4][2] = {{0, 0}, {0, + 1}, { + 1, 0}, { + 1, + 1}};
-
- cave_type *c_ptr[4], *cc_ptr = &cave[y][x];
- object_type *o_ptr = &o_list[cc_ptr->o_idx];
- monster_type *m_ptr = &m_list[cc_ptr->m_idx];
-
- /*
- * Now we copy the generated data to the
- * appropriate grids
- */
- for (i = 0; i < 4; i++)
- {
- c_ptr[i] = &cave[y1 + disp[i][0]][x1 + disp[i][1]];
- *c_ptr[i] = *cc_ptr;
- c_ptr[i]->o_idx = 0;
- c_ptr[i]->m_idx = 0;
-
- if (cc_ptr->feat == FEAT_BETWEEN)
- {
- int xxx = cc_ptr->special & 0xFF;
- int yyy = cc_ptr->special >> 8;
-
- xxx *= 2;
- yyy *= 2;
- xxx += disp[i][1];
- yyy += disp[i][0];
- c_ptr[i]->special = xxx + (yyy << 8);
- }
- }
-
- /* Objects should be put only in 1 of the
- * new grids (otherwise we would segfault
- * a lot) ... */
- if (cc_ptr->o_idx != 0)
- {
- i = rand_int(4);
- c_ptr[i]->o_idx = cc_ptr->o_idx;
- o_ptr->iy = y1 + disp[i][0];
- o_ptr->ix = x1 + disp[i][1];
- }
-
- /* ..just like monsters */
- if (cc_ptr->m_idx != 0)
- {
- i = rand_int(4);
- c_ptr[i]->m_idx = cc_ptr->m_idx;
- m_ptr->fy = y1 + disp[i][0];
- m_ptr->fx = x1 + disp[i][1];
- }
+ supersize_grid_tile(y, x, y1, x1);
}
+ }
/* Set the width/height ... */
cur_wid *= 2;
@@ -8285,33 +8321,11 @@ void generate_cave(void)
{
for (x = 0; x < MAX_WID; x++)
{
- /* No flags */
- cave[y][x].info = 0;
+ /* Wipe */
+ cave[y][x].wipe();
/* No features */
cave_set_feat(y, x, FEAT_PERM_INNER);
-
- /* No objects */
- cave[y][x].o_idx = 0;
-
- /* No monsters */
- cave[y][x].m_idx = 0;
-
- /* No traps */
- cave[y][x].t_idx = 0;
-
- /* No mimic */
- cave[y][x].mimic = 0;
-
- /* No effects */
- cave[y][x].effect = 0;
-
- /* No inscription */
- cave[y][x].inscription = 0;
-
- /* No flow */
- cave[y][x].cost = 0;
- cave[y][x].when = 0;
}
}
@@ -8345,33 +8359,11 @@ void generate_cave(void)
{
for (x = 0; x < MAX_WID; x++)
{
- /* No flags */
- cave[y][x].info = 0;
+ /* Wipe */
+ cave[y][x].wipe();
/* No features */
cave_set_feat(y, x, FEAT_PERM_INNER);
-
- /* No objects */
- cave[y][x].o_idx = 0;
-
- /* No monsters */
- cave[y][x].m_idx = 0;
-
- /* No traps */
- cave[y][x].t_idx = 0;
-
- /* No mimic */
- cave[y][x].mimic = 0;
-
- /* No effect */
- cave[y][x].effect = 0;
-
- /* No inscription */
- cave[y][x].inscription = 0;
-
- /* No flow */
- cave[y][x].cost = 0;
- cave[y][x].when = 0;
}
}
@@ -8654,7 +8646,10 @@ void generate_cave(void)
}
/* Put the kept monsters -- DG */
- if (!p_ptr->wild_mode) replace_all_friends();
+ if (!p_ptr->wild_mode)
+ {
+ replace_all_friends();
+ }
/* Hack -- Clear used up fates */
for (i = 0; i < MAX_FATES; i++)