Beispiel #1
0
void
mkmap(lev_init *init_lev)
{
    schar	bg_typ = init_lev->bg,
            fg_typ = init_lev->fg;
    boolean smooth = init_lev->smoothed,
            join = init_lev->joined;
    xchar   lit = init_lev->lit,
            walled = init_lev->walled;
    int i;

    if(lit < 0)
        lit = (rnd(1+abs(depth(&u.uz))) < 11 && rn2(77)) ? 1 : 0;

    new_locations = (char *)alloc((WIDTH+1) * HEIGHT);

    if (bg_typ < MAX_TYPE)
        init_map(bg_typ);
    init_fill(bg_typ, fg_typ);

    for(i = 0; i < N_P1_ITER; i++)
        pass_one(bg_typ, fg_typ);

    for(i = 0; i < N_P2_ITER; i++)
        pass_two(bg_typ, fg_typ);

    if(smooth)
        for(i = 0; i < N_P3_ITER; i++)
            pass_three(bg_typ, fg_typ);

    if(join)
        join_map(bg_typ, fg_typ);

    finish_map(fg_typ, bg_typ, (boolean)lit, (boolean)walled);
    /* a walled, joined level is cavernous, not mazelike -dlc
     *
     * also, caverns have a defined "inside" and "outside"; the outside
     * doesn't _have_ to be stone, say, for hell.  so if the player
     * defined a maze filler originally, go ahead and backfill the
     * background in with that filler - DSR */
    if (walled && join && (init_lev->filling > -1)) {
        level.flags.is_maze_lev = FALSE;
        level.flags.is_cavernous_lev = TRUE;
        backfill(bg_typ,init_lev->filling);
    }
    free(new_locations);
}
void
mkmap(struct level *lev, lev_init *init_lev)
{
    schar bg_typ = init_lev->bg, fg_typ = init_lev->fg;
    boolean smooth = init_lev->smoothed, join = init_lev->joined;
    xchar lit = init_lev->lit, walled = init_lev->walled;
    int i;

    if (lit < 0)
        lit = (mklev_rn2(1 + abs(depth(&u.uz)), lev) < 10 &&
               mklev_rn2(77, lev)) ? 1 : 0;

    new_locations = malloc((WIDTH + 1) * HEIGHT);

    init_map(lev, bg_typ);
    init_fill(lev, bg_typ, fg_typ);

    for (i = 0; i < N_P1_ITER; i++)
        pass_one(lev, bg_typ, fg_typ);

    for (i = 0; i < N_P2_ITER; i++)
        pass_two(lev, bg_typ, fg_typ);

    if (smooth)
        for (i = 0; i < N_P3_ITER; i++)
            pass_three(lev, bg_typ, fg_typ);

    if (join)
        join_map(lev, bg_typ, fg_typ);

    finish_map(lev, fg_typ, bg_typ, (boolean) lit, (boolean) walled);
    /* a walled, joined level is cavernous, not mazelike -dlc */
    if (walled && join) {
        lev->flags.is_maze_lev = FALSE;
        lev->flags.is_cavernous_lev = TRUE;
    }
    free(new_locations);
}