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); }