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static void | recursive_river (int x1, int y1, int x2, int y2, int feat1, int feat2, int width) |
| 再帰フラクタルアルゴリズムによりダンジョン内に川を配置する / Recursive fractal algorithm to place water through the dungeon. [詳細]
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void | add_river (int feat1, int feat2) |
| ランダムに川/溶岩流をダンジョンに配置する / Places water /lava through dungeon. [詳細]
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void | build_streamer (int feat, int chance) |
| ダンジョンの壁部にストリーマー(地質の変化)を与える / Places "streamers" of rock through dungeon [詳細]
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void | place_trees (int x, int y) |
| ダンジョンの指定位置近辺に森林を配置する / Places "streamers" of rock through dungeon [詳細]
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void | destroy_level (void) |
| ダンジョンに*破壊*済み地形ランダムに施す / Build a destroyed level [詳細]
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ダンジョン生成に利用する関数群 / Used by dungeon generation.
- 日付
- 2014/07/15
- 作者
Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
This software may be copied and distributed for educational, research,
and not for profit purposes provided that this copyright and statement
are included in all such copies. Other copyrights may also apply.
Purpose: This file holds all the functions that are applied to a level after the rest has been generated, ie streams and level destruction.
void build_streamer |
( |
int |
feat, |
|
|
int |
chance |
|
) |
| |
ダンジョンの壁部にストリーマー(地質の変化)を与える / Places "streamers" of rock through dungeon
- 引数
-
feat | ストリーマー地形ID |
chance | 生成密度 |
- 戻り値
- なし
Note that their are actually six different terrain features used
to represent streamers. Three each of magma and quartz, one for
basic vein, one with hidden gold, and one with known gold. The
hidden gold types are currently unused.