4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Dungeon generation */
14 * Note that Level generation is *not* an important bottleneck,
15 * though it can be annoyingly slow on older machines... Thus
16 * we emphasize "simplicity" and "correctness" over "speed".
18 * This entire file is only needed for generating levels.
19 * This may allow smart compilers to only load it when needed.
21 * Consider the "v_info.txt" file for vault generation.
23 * In this file, we use the "special" granite and perma-wall sub-types,
24 * where "basic" is normal, "inner" is inside a room, "outer" is the
25 * outer wall of a room, and "solid" is the outer wall of the dungeon
26 * or any walls that may not be pierced by corridors. Thus the only
27 * wall type that may be pierced by a corridor is the "outer granite"
28 * type. The "basic granite" type yields the "actual" corridors.
30 * Note that we use the special "solid" granite wall type to prevent
31 * multiple corridors from piercing a wall in two adjacent locations,
32 * which would be messy, and we use the special "outer" granite wall
33 * to indicate which walls "surround" rooms, and may thus be "pierced"
34 * by corridors entering or leaving the room.
36 * Note that a tunnel which attempts to leave a room near the "edge"
37 * of the dungeon in a direction toward that edge will cause "silly"
38 * wall piercings, but will have no permanently incorrect effects,
39 * as long as the tunnel can *eventually* exit from another side.
40 * And note that the wall may not come back into the room by the
41 * hole it left through, so it must bend to the left or right and
42 * then optionally re-enter the room (at least 2 grids away). This
43 * is not a problem since every room that is large enough to block
44 * the passage of tunnels is also large enough to allow the tunnel
45 * to pierce the room itself several times.
47 * Note that no two corridors may enter a room through adjacent grids,
48 * they must either share an entryway or else use entryways at least
49 * two grids apart. This prevents "large" (or "silly") doorways.
51 * To create rooms in the dungeon, we first divide the dungeon up
52 * into "blocks" of 11x11 grids each, and require that all rooms
53 * occupy a rectangular group of blocks. As long as each room type
54 * reserves a sufficient number of blocks, the room building routines
55 * will not need to check bounds. Note that most of the normal rooms
56 * actually only use 23x11 grids, and so reserve 33x11 grids.
58 * Note that the use of 11x11 blocks (instead of the old 33x11 blocks)
59 * allows more variability in the horizontal placement of rooms, and
60 * at the same time has the disadvantage that some rooms (two thirds
61 * of the normal rooms) may be "split" by panel boundaries. This can
62 * induce a situation where a player is in a room and part of the room
63 * is off the screen. It may be annoying enough to go back to 33x11
64 * blocks to prevent this visual situation.
66 * Note that the dungeon generation routines are much different (2.7.5)
67 * and perhaps "DUN_ROOMS" should be less than 50.
69 * XXX XXX XXX Note that it is possible to create a room which is only
70 * connected to itself, because the "tunnel generation" code allows a
71 * tunnel to leave a room, wander around, and then re-enter the room.
73 * XXX XXX XXX Note that it is possible to create a set of rooms which
74 * are only connected to other rooms in that set, since there is nothing
75 * explicit in the code to prevent this from happening. But this is less
76 * likely than the "isolated room" problem, because each room attempts to
77 * connect to another room, in a giant cycle, thus requiring at least two
78 * bizarre occurances to create an isolated section of the dungeon.
80 * Note that (2.7.9) monster pits have been split into monster "nests"
81 * and monster "pits". The "nests" have a collection of monsters of a
82 * given type strewn randomly around the room (jelly, animal, or undead),
83 * while the "pits" have a collection of monsters of a given type placed
84 * around the room in an organized manner (orc, troll, giant, dragon, or
85 * demon). Note that both "nests" and "pits" are now "level dependant",
86 * and both make 16 "expensive" calls to the "get_mon_num()" function.
88 * Note that the cave grid flags changed in a rather drastic manner
89 * for Angband 2.8.0 (and 2.7.9+), in particular, dungeon terrain
90 * features, such as doors and stairs and traps and rubble and walls,
91 * are all handled as a set of 64 possible "terrain features", and
92 * not as "fake" objects (440-479) as in pre-2.8.0 versions.
94 * The 64 new "dungeon features" will also be used for "visual display"
95 * but we must be careful not to allow, for example, the user to display
96 * hidden traps in a different way from floors, or secret doors in a way
97 * different from granite walls, or even permanent granite in a different
98 * way from granite. XXX XXX XXX
102 #include "generate.h"
115 * Dungeon generation data -- see "cave_gen()"
121 * Places some staircases near walls
123 static bool alloc_stairs(int feat, int num, int walls)
125 int y, x, i, j, flag;
129 if (feat == FEAT_LESS)
131 /* No up stairs in town or in ironman mode */
132 if (ironman_downward || !dun_level) return TRUE;
134 if (dun_level > d_info[dungeon_type].mindepth)
135 more_num = (randint1(num+1))/2;
137 else if (feat == FEAT_MORE)
139 int q_idx = quest_number(dun_level);
141 /* No downstairs on quest levels */
142 if (dun_level > 1 && q_idx)
144 monster_race *r_ptr = &r_info[quest[q_idx].r_idx];
146 /* The quest monster(s) is still alive? */
147 if (!(r_ptr->flags1 & RF1_UNIQUE) || 0 < r_ptr->max_num)
151 /* No downstairs at the bottom */
152 if (dun_level >= d_info[dungeon_type].maxdepth) return TRUE;
154 if ((dun_level < d_info[dungeon_type].maxdepth-1) && !quest_number(dun_level+1))
155 more_num = (randint1(num)+1)/2;
158 /* Place "num" stairs */
159 for (i = 0; i < num; i++)
161 /* Place some stairs */
162 for (flag = FALSE; !flag; )
164 /* Try several times, then decrease "walls" */
165 for (j = 0; !flag && j <= 3000; j++)
167 /* Pick a random grid */
168 y = randint1(cur_hgt-2);
169 x = randint1(cur_wid-2);
171 /* Access the grid */
174 /* Require "naked" floor grid */
175 if (!is_floor_grid(c_ptr) || pattern_tile(y,x) || c_ptr->o_idx || c_ptr->m_idx) continue;
177 /* Require a certain number of adjacent walls */
178 if (next_to_walls(y, x) < walls) continue;
180 /* Clear possible garbage of hidden trap */
183 /* Clear previous contents, add stairs */
184 if (i < more_num) c_ptr->feat = feat+0x07;
185 else c_ptr->feat = feat;
191 if (!flag) return FALSE;
192 /* Require fewer walls */
201 * Allocates some objects (using "place" and "type")
203 static void alloc_object(int set, int typ, int num)
209 /* Place some objects */
210 for (k = 0; k < num; k++)
212 /* Pick a "legal" spot */
213 while (dummy < SAFE_MAX_ATTEMPTS)
220 y = randint0(cur_hgt);
221 x = randint0(cur_wid);
225 /* Require "naked" floor grid */
226 if (!is_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
228 /* Avoid player location */
229 if (player_bold(y, x)) continue;
231 /* Check for "room" */
232 room = (cave[y][x].info & CAVE_ROOM) ? TRUE : FALSE;
234 /* Require corridor? */
235 if ((set == ALLOC_SET_CORR) && room) continue;
238 if ((set == ALLOC_SET_ROOM) && !room) continue;
244 if (dummy >= SAFE_MAX_ATTEMPTS)
249 msg_print("·Ù¹ð¡ª¥¢¥¤¥Æ¥à¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
251 msg_print("Warning! Could not place object!");
259 /* Place something */
262 case ALLOC_TYP_RUBBLE:
265 cave[y][x].info &= ~(CAVE_FLOOR);
272 cave[y][x].info &= ~(CAVE_FLOOR);
282 case ALLOC_TYP_OBJECT:
284 place_object(y, x, 0L);
293 * Count the number of "corridor" grids adjacent to the given grid.
295 * Note -- Assumes "in_bounds(y1, x1)"
297 * XXX XXX This routine currently only counts actual "empty floor"
298 * grids which are not in rooms. We might want to also count stairs,
299 * open doors, closed doors, etc.
301 static int next_to_corr(int y1, int x1)
307 /* Scan adjacent grids */
308 for (i = 0; i < 4; i++)
310 /* Extract the location */
314 /* Access the grid */
317 /* Skip non floors */
318 if (!cave_floor_grid(c_ptr)) continue;
320 /* Skip non "empty floor" grids */
321 if (!is_floor_grid(c_ptr))
324 /* Skip grids inside rooms */
325 if (c_ptr->info & (CAVE_ROOM)) continue;
327 /* Count these grids */
331 /* Return the number of corridors */
337 * Determine if the given location is "between" two walls,
338 * and "next to" two corridor spaces. XXX XXX XXX
340 * Assumes "in_bounds(y, x)"
342 static bool possible_doorway(int y, int x)
344 /* Count the adjacent corridors */
345 if (next_to_corr(y, x) >= 2)
348 if ((cave[y-1][x].feat >= FEAT_MAGMA) &&
349 (cave[y+1][x].feat >= FEAT_MAGMA))
354 /* Check Horizontal */
355 if ((cave[y][x-1].feat >= FEAT_MAGMA) &&
356 (cave[y][x+1].feat >= FEAT_MAGMA))
368 * Places door at y, x position if at least 2 walls found
370 static void try_door(int y, int x)
373 if (!in_bounds(y, x)) return;
376 if (!cave_floor_bold(y, x)) return;
378 /* Ignore room grids */
379 if (cave[y][x].info & (CAVE_ROOM)) return;
381 /* Occasional door (if allowed) */
382 if ((randint0(100) < dun_tun_jct) && possible_doorway(y, x) && !(d_info[dungeon_type].flags1 & DF1_NO_DOORS))
385 place_random_door(y, x, FALSE);
390 /* Place quest monsters */
391 void place_quest_monsters(void)
395 /* Handle the quest monster placements */
396 for (i = 0; i < max_quests; i++)
402 if (quest[i].status != QUEST_STATUS_TAKEN ||
403 (quest[i].type != QUEST_TYPE_KILL_LEVEL &&
404 quest[i].type != QUEST_TYPE_RANDOM) ||
405 quest[i].level != dun_level ||
406 dungeon_type != quest[i].dungeon ||
407 (quest[i].flags & QUEST_FLAG_PRESET))
413 r_ptr = &r_info[quest[i].r_idx];
415 /* Hack -- "unique" monsters must be "unique" */
416 if ((r_ptr->flags1 & RF1_UNIQUE) &&
417 (r_ptr->cur_num >= r_ptr->max_num)) continue;
419 mode = (PM_NO_KAGE | PM_NO_PET);
421 if (!(r_ptr->flags1 & RF1_FRIENDS))
422 mode |= PM_ALLOW_GROUP;
424 for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++)
428 for (k = 0; k < SAFE_MAX_ATTEMPTS; k++)
433 /* Find an empty grid */
434 for (l = SAFE_MAX_ATTEMPTS; l > 0; l--)
438 y = randint0(cur_hgt);
439 x = randint0(cur_wid);
442 if (!cave_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
443 if (distance(y, x, py, px) < 10) continue;
447 /* Failed to place */
450 /* Try to place the monster */
451 if (place_monster_aux(0, y, x, quest[i].r_idx, mode))
458 /* Failure - Try again */
468 * Set boundary mimic and add "solid" perma-wall
470 static void set_bound_perm_wall(cave_type *c_ptr)
472 if (bound_walls_perm)
474 /* Clear boundary mimic */
479 /* Hack -- Decline boundary walls with known treasure */
480 if ((c_ptr->feat == FEAT_MAGMA_K) || (c_ptr->feat == FEAT_QUARTZ_K))
481 c_ptr->feat -= (FEAT_MAGMA_K - FEAT_MAGMA);
483 /* Set boundary mimic */
484 c_ptr->mimic = c_ptr->feat;
487 /* Add "solid" perma-wall */
488 c_ptr->feat = FEAT_PERM_SOLID;
493 * Generate various caverns and lakes
495 * There were moved from cave_gen().
497 static void gen_caverns_and_lakes(void)
499 #ifdef ALLOW_CAVERNS_AND_LAKES
500 /* Possible "destroyed" level */
501 if ((dun_level > 30) && one_in_(DUN_DEST*2) && (small_levels) && (d_info[dungeon_type].flags1 & DF1_DESTROY))
503 dun->destroyed = TRUE;
505 /* extra rubble around the place looks cool */
506 build_lake(one_in_(2) ? LAKE_T_CAVE : LAKE_T_EARTH_VAULT);
509 /* Make a lake some of the time */
510 if (one_in_(LAKE_LEVEL) && !dun->empty_level && !dun->destroyed &&
511 (d_info[dungeon_type].flags1 & DF1_LAKE_MASK))
514 if (d_info[dungeon_type].flags1 & DF1_LAKE_WATER) count += 3;
515 if (d_info[dungeon_type].flags1 & DF1_LAKE_LAVA) count += 3;
516 if (d_info[dungeon_type].flags1 & DF1_LAKE_RUBBLE) count += 3;
517 if (d_info[dungeon_type].flags1 & DF1_LAKE_TREE) count += 3;
519 if (d_info[dungeon_type].flags1 & DF1_LAKE_LAVA)
522 if ((dun_level > 80) && (randint0(count) < 2)) dun->laketype = LAKE_T_LAVA;
526 if (!dun->laketype && (dun_level > 80) && one_in_(count)) dun->laketype = LAKE_T_FIRE_VAULT;
530 if ((d_info[dungeon_type].flags1 & DF1_LAKE_WATER) && !dun->laketype)
533 if ((dun_level > 50) && randint0(count) < 2) dun->laketype = LAKE_T_WATER;
537 if (!dun->laketype && (dun_level > 50) && one_in_(count)) dun->laketype = LAKE_T_WATER_VAULT;
541 if ((d_info[dungeon_type].flags1 & DF1_LAKE_RUBBLE) && !dun->laketype)
544 if ((dun_level > 35) && (randint0(count) < 2)) dun->laketype = LAKE_T_CAVE;
547 /* Lake of rubble2 */
548 if (!dun->laketype && (dun_level > 35) && one_in_(count)) dun->laketype = LAKE_T_EARTH_VAULT;
553 if ((dun_level > 5) && (d_info[dungeon_type].flags1 & DF1_LAKE_TREE) && !dun->laketype) dun->laketype = LAKE_T_AIR_VAULT;
559 msg_print("¸Ð¤òÀ¸À®¡£");
561 msg_print("Lake on the level.");
564 build_lake(dun->laketype);
568 if ((dun_level > DUN_CAVERN) && !dun->empty_level &&
569 (d_info[dungeon_type].flags1 & DF1_CAVERN) &&
570 !dun->laketype && !dun->destroyed && (randint1(1000) < dun_level))
574 /* make a large fractal cave in the middle of the dungeon */
578 msg_print("ƶ·¢¤òÀ¸À®¡£");
580 msg_print("Cavern on level.");
585 #endif /* ALLOW_CAVERNS_AND_LAKES */
587 /* Hack -- No destroyed "quest" levels */
588 if (quest_number(dun_level)) dun->destroyed = FALSE;
594 * Generate a new dungeon level
596 * Note that "dun_body" adds about 4000 bytes of memory to the stack.
598 static bool cave_gen(void)
607 dun->destroyed = FALSE;
608 dun->empty_level = FALSE;
612 /* Fill the arrays of floors and walls in the good proportions */
613 set_floor_and_wall(dungeon_type);
616 /* Prepare allocation table */
617 get_mon_num_prep(get_monster_hook(), NULL);
619 feat_wall_outer = d_info[dungeon_type].outer_wall;
620 feat_wall_inner = d_info[dungeon_type].inner_wall;
621 feat_wall_solid = d_info[dungeon_type].outer_wall;
623 /* Randomize the dungeon creation values */
624 dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
625 dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
626 dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
627 dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
628 dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);
630 /* Actual maximum number of rooms on this level */
631 dun->row_rooms = cur_hgt / BLOCK_HGT;
632 dun->col_rooms = cur_wid / BLOCK_WID;
634 /* Initialize the room table */
635 for (y = 0; y < dun->row_rooms; y++)
637 for (x = 0; x < dun->col_rooms; x++)
639 dun->room_map[y][x] = FALSE;
646 /* Empty arena levels */
647 if (ironman_empty_levels || ((d_info[dungeon_type].flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
649 dun->empty_level = TRUE;
653 msg_print("¥¢¥ê¡¼¥Ê¥ì¥Ù¥ë");
655 msg_print("Arena level.");
659 if (dun->empty_level)
661 /* Start with floors */
662 for (y = 0; y < cur_hgt; y++)
664 for (x = 0; x < cur_wid; x++)
666 place_floor_bold(y, x);
670 /* Special boundary walls -- Top and bottom */
671 for (x = 0; x < cur_wid; x++)
673 place_extra_bold(0, x);
674 place_extra_bold(cur_hgt - 1, x);
677 /* Special boundary walls -- Left and right */
678 for (y = 1; y < (cur_hgt - 1); y++)
680 place_extra_bold(y, 0);
681 place_extra_bold(y, cur_wid - 1);
686 /* Start with walls */
687 for (y = 0; y < cur_hgt; y++)
689 for (x = 0; x < cur_wid; x++)
691 place_extra_bold(y, x);
697 /* Generate various caverns and lakes */
698 gen_caverns_and_lakes();
702 if (d_info[dungeon_type].flags1 & DF1_MAZE)
704 build_maze_vault(cur_wid/2-1, cur_hgt/2-1, cur_wid-4, cur_hgt-4, FALSE);
706 /* Place 3 or 4 down stairs near some walls */
707 if (!alloc_stairs(FEAT_MORE, rand_range(2, 3), 3)) return FALSE;
709 /* Place 1 or 2 up stairs near some walls */
710 if (!alloc_stairs(FEAT_LESS, 1, 3)) return FALSE;
713 /* Build some rooms */
717 * Build each type of room in turn until we cannot build any more.
722 /* Make a hole in the dungeon roof sometimes at level 1 */
725 while (one_in_(DUN_MOS_DEN))
727 place_trees(randint1(cur_wid - 2), randint1(cur_hgt - 2));
731 /* Destroy the level if necessary */
732 if (dun->destroyed) destroy_level();
734 /* Hack -- Add some rivers */
735 if (one_in_(3) && (randint1(dun_level) > 5))
737 int feat1 = 0, feat2 = 0;
739 /* Choose water or lava */
740 if ((randint1(MAX_DEPTH * 2) - 1 > dun_level) && (d_info[dungeon_type].flags1 & DF1_WATER_RIVER))
742 feat1 = FEAT_DEEP_WATER;
743 feat2 = FEAT_SHAL_WATER;
745 else if (d_info[dungeon_type].flags1 & DF1_LAVA_RIVER)
747 feat1 = FEAT_DEEP_LAVA;
748 feat2 = FEAT_SHAL_LAVA;
753 /* Only add river if matches lake type or if have no lake at all */
754 if ((((dun->laketype == LAKE_T_LAVA) && (feat1 == FEAT_DEEP_LAVA)) ||
755 ((dun->laketype == LAKE_T_WATER) && (feat1 == FEAT_DEEP_WATER)) ||
756 !dun->laketype) && feat1)
758 add_river(feat1, feat2);
762 /* Hack -- Scramble the room order */
763 for (i = 0; i < dun->cent_n; i++)
766 int pick = rand_range(0, i);
770 dun->cent[i].y = dun->cent[pick].y;
771 dun->cent[i].x = dun->cent[pick].x;
772 dun->cent[pick].y = ty;
773 dun->cent[pick].x = tx;
776 /* Start with no tunnel doors */
779 /* Hack -- connect the first room to the last room */
780 y = dun->cent[dun->cent_n-1].y;
781 x = dun->cent[dun->cent_n-1].x;
783 /* Connect all the rooms together */
784 for (i = 0; i < dun->cent_n; i++)
788 /* Reset the arrays */
792 /* Connect the room to the previous room */
793 if (randint1(dun_level) > d_info[dungeon_type].tunnel_percent)
795 /* make cave-like tunnel */
796 build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
800 /* make normal tunnel */
801 build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x);
804 /* Turn the tunnel into corridor */
805 for (j = 0; j < dun->tunn_n; j++)
809 /* Access the grid */
813 /* Access the grid */
816 /* Clear previous contents (if not a lake), add a floor */
817 if ((c_ptr->feat < FEAT_DEEP_WATER) ||
818 (c_ptr->feat > FEAT_SHAL_LAVA))
820 /* Clear mimic type */
823 place_floor_grid(c_ptr);
827 /* Apply the piercings that we found */
828 for (j = 0; j < dun->wall_n; j++)
832 /* Access the grid */
836 /* Access the grid */
839 /* Clear mimic type */
842 /* Clear previous contents, add up floor */
843 place_floor_grid(c_ptr);
845 /* Occasional doorway */
846 if ((randint0(100) < dun_tun_pen) && !(d_info[dungeon_type].flags1 & DF1_NO_DOORS))
848 /* Place a random door */
849 place_random_door(y, x, TRUE);
853 /* Remember the "previous" room */
858 /* Place intersection doors */
859 for (i = 0; i < dun->door_n; i++)
861 /* Extract junction location */
865 /* Try placing doors */
872 /* Place 3 or 4 down stairs near some walls */
873 if (!alloc_stairs(FEAT_MORE, rand_range(3, 4), 3)) return FALSE;
875 /* Place 1 or 2 up stairs near some walls */
876 if (!alloc_stairs(FEAT_LESS, rand_range(1, 2), 3)) return FALSE;
881 if (d_info[dungeon_type].stream2)
883 /* Hack -- Add some quartz streamers */
884 for (i = 0; i < DUN_STR_QUA; i++)
886 build_streamer(d_info[dungeon_type].stream2, DUN_STR_QC);
890 if (d_info[dungeon_type].stream1)
892 /* Hack -- Add some magma streamers */
893 for (i = 0; i < DUN_STR_MAG; i++)
895 build_streamer(d_info[dungeon_type].stream1, DUN_STR_MC);
900 /* Special boundary walls -- Top and bottom */
901 for (x = 0; x < cur_wid; x++)
903 set_bound_perm_wall(&cave[0][x]);
904 set_bound_perm_wall(&cave[cur_hgt - 1][x]);
907 /* Special boundary walls -- Left and right */
908 for (y = 1; y < (cur_hgt - 1); y++)
910 set_bound_perm_wall(&cave[y][0]);
911 set_bound_perm_wall(&cave[y][cur_wid - 1]);
914 /* Determine the character location */
915 if (!new_player_spot()) return FALSE;
917 place_quest_monsters();
924 /* Pick a base number of monsters */
925 i = d_info[dungeon_type].min_m_alloc_level;
927 /* To make small levels a bit more playable */
928 if (cur_hgt < MAX_HGT || cur_wid < MAX_WID)
930 int small_tester = i;
932 i = (i * cur_hgt) / MAX_HGT;
933 i = (i * cur_wid) / MAX_WID;
936 if (i > small_tester) i = small_tester;
940 msg_format("¥â¥ó¥¹¥¿¡¼¿ô´ðËÜÃͤò %d ¤«¤é %d ¤Ë¸º¤é¤·¤Þ¤¹", small_tester, i);
942 msg_format("Reduced monsters base from %d to %d", small_tester, i);
950 /* Put some monsters in the dungeon */
951 for (i = i + k; i > 0; i--)
953 (void)alloc_monster(0, PM_ALLOW_SLEEP);
956 /* Place some traps in the dungeon */
957 alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));
959 /* Put some rubble in corridors (except NO_CAVE dungeon (Castle)) */
960 if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE)) alloc_object(ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
962 /* Mega Hack -- No object at first level of deeper dungeon */
963 if (p_ptr->enter_dungeon && dun_level > 1)
969 /* Put some objects in rooms */
970 alloc_object(ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
972 /* Put some objects/gold in the dungeon */
973 alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
974 alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));
977 /* Put the Guardian */
978 (void)alloc_guardian();
980 if (dun->empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > dun_level)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
983 for (y = 0; y < cur_hgt; y++)
985 for (x = 0; x < cur_wid; x++)
987 cave[y][x].info |= (CAVE_GLOW);
997 * Builds the arena after it is entered -KMW-
999 static void build_arena(void)
1001 int yval, y_height, y_depth, xval, x_left, x_right;
1004 yval = SCREEN_HGT / 2;
1005 xval = SCREEN_WID / 2;
1006 y_height = yval - 10;
1007 y_depth = yval + 10;
1009 x_right = xval + 32;
1011 for (i = y_height; i <= y_height + 5; i++)
1012 for (j = x_left; j <= x_right; j++)
1014 cave[i][j].feat = FEAT_PERM_EXTRA;
1015 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1017 for (i = y_depth; i >= y_depth - 5; i--)
1018 for (j = x_left; j <= x_right; j++)
1020 cave[i][j].feat = FEAT_PERM_EXTRA;
1021 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1023 for (j = x_left; j <= x_left + 17; j++)
1024 for (i = y_height; i <= y_depth; i++)
1026 cave[i][j].feat = FEAT_PERM_EXTRA;
1027 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1029 for (j = x_right; j >= x_right - 17; j--)
1030 for (i = y_height; i <= y_depth; i++)
1032 cave[i][j].feat = FEAT_PERM_EXTRA;
1033 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1036 cave[y_height+6][x_left+18].feat = FEAT_PERM_EXTRA;
1037 cave[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1038 cave[y_depth-6][x_left+18].feat = FEAT_PERM_EXTRA;
1039 cave[y_depth-6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1040 cave[y_height+6][x_right-18].feat = FEAT_PERM_EXTRA;
1041 cave[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1042 cave[y_depth-6][x_right-18].feat = FEAT_PERM_EXTRA;
1043 cave[y_depth-6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1047 cave[i][j].feat = FEAT_BLDG_HEAD + 2;
1048 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1054 * Town logic flow for generation of arena -KMW-
1056 static void arena_gen(void)
1063 cur_hgt = SCREEN_HGT;
1064 cur_wid = SCREEN_WID;
1066 /* Start with solid walls */
1067 for (y = 0; y < MAX_HGT; y++)
1069 for (x = 0; x < MAX_WID; x++)
1071 /* Create "solid" perma-wall */
1072 cave[y][x].feat = FEAT_PERM_SOLID;
1074 /* Illuminate and memorize the walls */
1075 cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1079 /* Then place some floors */
1080 for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1082 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1084 /* Create empty floor */
1085 cave[y][x].feat = FEAT_FLOOR;
1091 place_monster_aux(0, py + 5, px, arena_info[p_ptr->arena_number].r_idx,
1092 (PM_NO_KAGE | PM_NO_PET));
1098 * Builds the arena after it is entered -KMW-
1100 static void build_battle(void)
1102 int yval, y_height, y_depth, xval, x_left, x_right;
1105 yval = SCREEN_HGT / 2;
1106 xval = SCREEN_WID / 2;
1107 y_height = yval - 10;
1108 y_depth = yval + 10;
1110 x_right = xval + 32;
1112 for (i = y_height; i <= y_height + 5; i++)
1113 for (j = x_left; j <= x_right; j++)
1115 cave[i][j].feat = FEAT_PERM_EXTRA;
1116 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1118 for (i = y_depth; i >= y_depth - 3; i--)
1119 for (j = x_left; j <= x_right; j++)
1121 cave[i][j].feat = FEAT_PERM_EXTRA;
1122 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1124 for (j = x_left; j <= x_left + 17; j++)
1125 for (i = y_height; i <= y_depth; i++)
1127 cave[i][j].feat = FEAT_PERM_EXTRA;
1128 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1130 for (j = x_right; j >= x_right - 17; j--)
1131 for (i = y_height; i <= y_depth; i++)
1133 cave[i][j].feat = FEAT_PERM_EXTRA;
1134 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1137 cave[y_height+6][x_left+18].feat = FEAT_PERM_EXTRA;
1138 cave[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1139 cave[y_depth-4][x_left+18].feat = FEAT_PERM_EXTRA;
1140 cave[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1141 cave[y_height+6][x_right-18].feat = FEAT_PERM_EXTRA;
1142 cave[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1143 cave[y_depth-4][x_right-18].feat = FEAT_PERM_EXTRA;
1144 cave[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1148 cave[i][j].feat = FEAT_BLDG_HEAD + 3;
1149 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1155 * Town logic flow for generation of arena -KMW-
1157 static void battle_gen(void)
1163 /* Start with solid walls */
1164 for (y = 0; y < MAX_HGT; y++)
1166 for (x = 0; x < MAX_WID; x++)
1168 /* Create "solid" perma-wall */
1169 cave[y][x].feat = FEAT_PERM_SOLID;
1171 /* Illuminate and memorize the walls */
1172 cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1176 /* Then place some floors */
1177 for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1179 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1181 /* Create empty floor */
1182 cave[y][x].feat = FEAT_FLOOR;
1190 place_monster_aux(0, py + 5 + (i/2)*4, px - 2 + (i%2)*4, battle_mon[i],
1191 (PM_NO_KAGE | PM_NO_PET));
1192 set_friendly(&m_list[cave[py+5+(i/2)*4][px-2+(i%2)*4].m_idx]);
1194 for(i = 1; i < m_max; i++)
1196 monster_type *m_ptr = &m_list[i];
1198 if (!m_ptr->r_idx) continue;
1200 /* Hack -- Detect monster */
1201 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
1203 /* Update the monster */
1204 update_mon(i, FALSE);
1210 * Generate a quest level
1212 static void quest_gen(void)
1217 /* Start with perm walls */
1218 for (y = 0; y < cur_hgt; y++)
1220 for (x = 0; x < cur_wid; x++)
1222 cave[y][x].feat = FEAT_PERM_SOLID;
1226 /* Set the quest level */
1227 base_level = quest[p_ptr->inside_quest].level;
1228 dun_level = base_level;
1229 object_level = base_level;
1230 monster_level = base_level;
1232 if (record_stair) do_cmd_write_nikki(NIKKI_TO_QUEST, p_ptr->inside_quest, NULL);
1234 /* Prepare allocation table */
1235 get_mon_num_prep(get_monster_hook(), NULL);
1237 init_flags = INIT_CREATE_DUNGEON | INIT_ASSIGN;
1239 process_dungeon_file("q_info.txt", 0, 0, MAX_HGT, MAX_WID);
1242 /* Make a real level */
1243 static bool level_gen(cptr *why)
1245 int level_height, level_width;
1247 if ((always_small_levels || ironman_small_levels ||
1248 (one_in_(SMALL_LEVEL) && small_levels) ||
1249 (d_info[dungeon_type].flags1 & DF1_BEGINNER) ||
1250 (d_info[dungeon_type].flags1 & DF1_SMALLEST)) &&
1251 !(d_info[dungeon_type].flags1 & DF1_BIG))
1255 msg_print("¾®¤µ¤Ê¥Õ¥í¥¢");
1257 msg_print("A 'small' dungeon level.");
1261 if (d_info[dungeon_type].flags1 & DF1_SMALLEST)
1266 else if (d_info[dungeon_type].flags1 & DF1_BEGINNER)
1275 level_height = randint1(MAX_HGT/SCREEN_HGT);
1276 level_width = randint1(MAX_WID/SCREEN_WID);
1278 while ((level_height == MAX_HGT/SCREEN_HGT) &&
1279 (level_width == MAX_WID/SCREEN_WID));
1282 cur_hgt = level_height * SCREEN_HGT;
1283 cur_wid = level_width * SCREEN_WID;
1285 /* Assume illegal panel */
1286 panel_row_min = cur_hgt;
1287 panel_col_min = cur_wid;
1290 msg_format("X:%d, Y:%d.", cur_hgt, cur_wid);
1298 /* Assume illegal panel */
1299 panel_row_min = cur_hgt;
1300 panel_col_min = cur_wid;
1303 /* Make a dungeon */
1307 *why = "¥À¥ó¥¸¥ç¥óÀ¸À®¤Ë¼ºÇÔ";
1309 *why = "could not place player";
1317 static byte extract_feeling(void)
1319 /* Hack -- no feeling in the town */
1320 if (!dun_level) return 0;
1322 /* Hack -- Have a special feeling sometimes */
1323 if (good_item_flag && !preserve_mode) return 1;
1325 if (rating > 100) return 2;
1326 if (rating > 80) return 3;
1327 if (rating > 60) return 4;
1328 if (rating > 40) return 5;
1329 if (rating > 30) return 6;
1330 if (rating > 20) return 7;
1331 if (rating > 10) return 8;
1332 if (rating > 0) return 9;
1334 if((turn - old_turn) > TURNS_PER_TICK * TOWN_DAWN /2)
1335 chg_virtue(V_PATIENCE, 1);
1342 * Wipe all unnecessary flags after cave generation
1344 static void wipe_generate_cave_flags(void)
1348 for (y = 0; y < cur_hgt; y++)
1350 for (x = 0; x < cur_wid; x++)
1352 /* Wipe unused flags */
1353 cave[y][x].info &= ~(CAVE_MASK);
1359 for (y = 1; y < cur_hgt - 1; y++)
1361 for (x = 1; x < cur_wid - 1; x++)
1363 /* There might be trap */
1364 cave[y][x].info |= CAVE_UNSAFE;
1372 * Clear and empty the cave
1374 void clear_cave(void)
1378 /* Very simplified version of wipe_o_list() */
1379 C_WIPE(o_list, o_max, object_type);
1383 /* Very simplified version of wipe_m_list() */
1384 for (i = 1; i < max_r_idx; i++)
1385 r_info[i].cur_num = 0;
1386 C_WIPE(m_list, m_max, monster_type);
1390 /* Pre-calc cur_num of pets in party_mon[] */
1391 precalc_cur_num_of_pet();
1394 /* Start with a blank cave */
1395 for (y = 0; y < MAX_HGT; y++)
1397 for (x = 0; x < MAX_WID; x++)
1399 cave_type *c_ptr = &cave[y][x];
1426 /* Mega-Hack -- no player yet */
1429 /* Set the base level */
1430 base_level = dun_level;
1432 /* Reset the monster generation level */
1433 monster_level = base_level;
1435 /* Reset the object generation level */
1436 object_level = base_level;
1438 /* Nothing special here yet */
1439 good_item_flag = FALSE;
1441 /* Nothing good here yet */
1447 * Generates a random dungeon level -RAK-
1449 * Hack -- regenerate any "overflow" levels
1451 * Hack -- allow auto-scumming via a gameplay option.
1453 void generate_cave(void)
1457 /* Fill the arrays of floors and walls in the good proportions */
1458 set_floor_and_wall(dungeon_type);
1461 for (num = 0; TRUE; num++)
1467 /* Clear and empty the cave */
1470 if ((d_info[dungeon_type].fill_type1 == FEAT_MAGMA_K) || (d_info[dungeon_type].fill_type2 == FEAT_MAGMA_K) || (d_info[dungeon_type].fill_type3 == FEAT_MAGMA_K)) rating += 40;
1472 /* Build the arena -KMW- */
1473 if (p_ptr->inside_arena)
1479 /* Build the battle -KMW- */
1480 else if (p_ptr->inside_battle)
1486 else if (p_ptr->inside_quest)
1491 /* Build the town */
1492 else if (!dun_level)
1494 /* Make the wilderness */
1495 if (p_ptr->wild_mode) wilderness_gen_small();
1496 else wilderness_gen();
1499 /* Build a real level */
1502 okay = level_gen(&why);
1505 /* Extract the feeling */
1506 feeling = extract_feeling();
1508 /* Prevent object over-flow */
1509 if (o_max >= max_o_idx)
1513 why = "¥¢¥¤¥Æ¥à¤¬Â¿¤¹¤®¤ë";
1515 why = "too many objects";
1522 /* Prevent monster over-flow */
1523 else if (m_max >= max_m_idx)
1527 why = "¥â¥ó¥¹¥¿¡¼¤¬Â¿¤¹¤®¤ë";
1529 why = "too many monsters";
1537 /* Mega-Hack -- "auto-scum" */
1538 else if ((auto_scum || ironman_autoscum) && (num < 100) &&
1539 !p_ptr->inside_quest &&
1540 !(d_info[dungeon_type].flags1 & DF1_BEGINNER) &&
1541 !p_ptr->enter_dungeon)
1543 /* Require "goodness" */
1544 if ((feeling > 9) ||
1545 ((dun_level >= 7) && (feeling > 8)) ||
1546 ((dun_level >= 15) && (feeling > 7)) ||
1547 ((dun_level >= 35) && (feeling > 6)) ||
1548 ((dun_level >= 70) && (feeling > 5)))
1550 /* Give message to cheaters */
1551 if (cheat_room || cheat_hear ||
1552 cheat_peek || cheat_xtra)
1558 why = "boring level";
1573 if (why) msg_format("À¸À®¤ä¤êľ¤·(%s)", why);
1575 if (why) msg_format("Generation restarted (%s)", why);
1579 /* Wipe the objects */
1582 /* Wipe the monsters */
1586 /* Glow deep lava and building entrances */
1587 glow_deep_lava_and_bldg();
1590 p_ptr->enter_dungeon = FALSE;
1592 wipe_generate_cave_flags();