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"
117 * Dungeon generation data -- see "cave_gen()"
122 * Places some staircases near walls
124 static bool alloc_stairs(int feat, int num, int walls)
126 int y, x, i, j, flag;
130 if (feat == FEAT_LESS)
132 /* No up stairs in town or in ironman mode */
133 if (ironman_downward || !dun_level) return TRUE;
135 if (dun_level > d_info[dungeon_type].mindepth)
136 more_num = (randint1(num+1))/2;
138 else if (feat == FEAT_MORE)
140 int q_idx = quest_number(dun_level);
142 /* No downstairs on quest levels */
143 if (dun_level > 1 && q_idx)
145 monster_race *r_ptr = &r_info[quest[q_idx].r_idx];
147 /* The quest monster(s) is still alive? */
148 if (!(r_ptr->flags1 & RF1_UNIQUE) || 0 < r_ptr->max_num)
152 /* No downstairs at the bottom */
153 if (dun_level >= d_info[dungeon_type].maxdepth) return TRUE;
155 if ((dun_level < d_info[dungeon_type].maxdepth-1) && !quest_number(dun_level+1))
156 more_num = (randint1(num)+1)/2;
159 /* Place "num" stairs */
160 for (i = 0; i < num; i++)
162 /* Place some stairs */
163 for (flag = FALSE; !flag; )
165 /* Try several times, then decrease "walls" */
166 for (j = 0; !flag && j <= 3000; j++)
168 /* Pick a random grid */
169 y = randint1(cur_hgt-2);
170 x = randint1(cur_wid-2);
172 /* Access the grid */
175 /* Require "naked" floor grid */
176 if (!is_floor_grid(c_ptr) || pattern_tile(y,x) || c_ptr->o_idx || c_ptr->m_idx) continue;
178 /* Require a certain number of adjacent walls */
179 if (next_to_walls(y, x) < walls) continue;
181 /* Clear possible garbage of hidden trap */
184 /* Clear previous contents, add stairs */
185 if (i < more_num) c_ptr->feat = feat+0x07;
186 else c_ptr->feat = feat;
192 if (!flag) return FALSE;
193 /* Require fewer walls */
202 * Allocates some objects (using "place" and "type")
204 static void alloc_object(int set, int typ, int num)
210 /* Place some objects */
211 for (k = 0; k < num; k++)
213 /* Pick a "legal" spot */
214 while (dummy < SAFE_MAX_ATTEMPTS)
221 y = randint0(cur_hgt);
222 x = randint0(cur_wid);
226 /* Require "naked" floor grid */
227 if (!is_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
229 /* Avoid player location */
230 if (player_bold(y, x)) continue;
232 /* Check for "room" */
233 room = (cave[y][x].info & CAVE_ROOM) ? TRUE : FALSE;
235 /* Require corridor? */
236 if ((set == ALLOC_SET_CORR) && room) continue;
239 if ((set == ALLOC_SET_ROOM) && !room) continue;
245 if (dummy >= SAFE_MAX_ATTEMPTS)
250 msg_print("·Ù¹ð¡ª¥¢¥¤¥Æ¥à¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
252 msg_print("Warning! Could not place object!");
260 /* Place something */
263 case ALLOC_TYP_RUBBLE:
266 cave[y][x].info &= ~(CAVE_FLOOR);
273 cave[y][x].info &= ~(CAVE_FLOOR);
283 case ALLOC_TYP_OBJECT:
285 place_object(y, x, 0L);
294 * Count the number of "corridor" grids adjacent to the given grid.
296 * Note -- Assumes "in_bounds(y1, x1)"
298 * XXX XXX This routine currently only counts actual "empty floor"
299 * grids which are not in rooms. We might want to also count stairs,
300 * open doors, closed doors, etc.
302 static int next_to_corr(int y1, int x1)
308 /* Scan adjacent grids */
309 for (i = 0; i < 4; i++)
311 /* Extract the location */
315 /* Access the grid */
318 /* Skip non floors */
319 if (!cave_floor_grid(c_ptr)) continue;
321 /* Skip non "empty floor" grids */
322 if (!is_floor_grid(c_ptr))
325 /* Skip grids inside rooms */
326 if (c_ptr->info & (CAVE_ROOM)) continue;
328 /* Count these grids */
332 /* Return the number of corridors */
338 * Determine if the given location is "between" two walls,
339 * and "next to" two corridor spaces. XXX XXX XXX
341 * Assumes "in_bounds(y, x)"
343 static bool possible_doorway(int y, int x)
345 /* Count the adjacent corridors */
346 if (next_to_corr(y, x) >= 2)
349 if ((cave[y-1][x].feat >= FEAT_MAGMA) &&
350 (cave[y+1][x].feat >= FEAT_MAGMA))
355 /* Check Horizontal */
356 if ((cave[y][x-1].feat >= FEAT_MAGMA) &&
357 (cave[y][x+1].feat >= FEAT_MAGMA))
369 * Places door at y, x position if at least 2 walls found
371 static void try_door(int y, int x)
374 if (!in_bounds(y, x)) return;
377 if (!cave_floor_bold(y, x)) return;
379 /* Ignore room grids */
380 if (cave[y][x].info & (CAVE_ROOM)) return;
382 /* Occasional door (if allowed) */
383 if ((randint0(100) < dun_tun_jct) && possible_doorway(y, x) && !(d_info[dungeon_type].flags1 & DF1_NO_DOORS))
386 place_random_door(y, x, FALSE);
391 /* Place quest monsters */
392 void place_quest_monsters(void)
396 /* Handle the quest monster placements */
397 for (i = 0; i < max_quests; i++)
403 if (quest[i].status != QUEST_STATUS_TAKEN ||
404 (quest[i].type != QUEST_TYPE_KILL_LEVEL &&
405 quest[i].type != QUEST_TYPE_RANDOM) ||
406 quest[i].level != dun_level ||
407 dungeon_type != quest[i].dungeon ||
408 (quest[i].flags & QUEST_FLAG_PRESET))
414 r_ptr = &r_info[quest[i].r_idx];
416 /* Hack -- "unique" monsters must be "unique" */
417 if ((r_ptr->flags1 & RF1_UNIQUE) &&
418 (r_ptr->cur_num >= r_ptr->max_num)) continue;
420 mode = (PM_NO_KAGE | PM_NO_PET);
422 if (!(r_ptr->flags1 & RF1_FRIENDS))
423 mode |= PM_ALLOW_GROUP;
425 for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++)
429 for (k = 0; k < SAFE_MAX_ATTEMPTS; k++)
434 /* Find an empty grid */
435 for (l = SAFE_MAX_ATTEMPTS; l > 0; l--)
439 y = randint0(cur_hgt);
440 x = randint0(cur_wid);
443 if (!cave_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
444 if (distance(y, x, py, px) < 10) continue;
448 /* Failed to place */
451 /* Try to place the monster */
452 if (place_monster_aux(0, y, x, quest[i].r_idx, mode))
459 /* Failure - Try again */
469 * Set boundary mimic and add "solid" perma-wall
471 static void set_bound_perm_wall(cave_type *c_ptr)
473 if (bound_walls_perm)
475 /* Clear boundary mimic */
480 /* Hack -- Decline boundary walls with known treasure */
481 if ((c_ptr->feat == FEAT_MAGMA_K) || (c_ptr->feat == FEAT_QUARTZ_K))
482 c_ptr->feat -= (FEAT_MAGMA_K - FEAT_MAGMA);
484 /* Set boundary mimic */
485 c_ptr->mimic = c_ptr->feat;
488 /* Add "solid" perma-wall */
489 c_ptr->feat = FEAT_PERM_SOLID;
494 * Generate a new dungeon level
496 * Note that "dun_body" adds about 4000 bytes of memory to the stack.
498 static bool cave_gen(void)
500 int i, j, k, y, x, y1, x1;
502 int max_vault_ok = 2;
504 int feat1 = 0, feat2 = 0;
508 bool destroyed = FALSE;
509 bool empty_level = FALSE;
516 /* Fill the arrays of floors and walls in the good proportions */
517 set_floor_and_wall(dungeon_type);
520 /* Prepare allocation table */
521 get_mon_num_prep(get_monster_hook(), NULL);
523 feat_wall_outer = d_info[dungeon_type].outer_wall;
524 feat_wall_inner = d_info[dungeon_type].inner_wall;
525 feat_wall_solid = d_info[dungeon_type].outer_wall;
530 if (cur_hgt <= SCREEN_HGT / 2 - 2) max_vault_ok--;
531 if (cur_wid <= SCREEN_WID / 2 - 2) max_vault_ok--;
533 /* Randomize the dungeon creation values */
534 dun_rooms = rand_range(DUN_ROOMS_MIN, DUN_ROOMS_MAX);
535 dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
536 dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
537 dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
538 dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
539 dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);
541 /* Actual maximum number of rooms on this level */
542 dun->row_rooms = cur_hgt / BLOCK_HGT;
543 dun->col_rooms = cur_wid / BLOCK_WID;
545 /* Initialize the room table */
546 for (y = 0; y < dun->row_rooms; y++)
548 for (x = 0; x < dun->col_rooms; x++)
550 dun->room_map[y][x] = FALSE;
554 /* No "crowded" rooms yet */
560 /* Empty arena levels */
561 if (ironman_empty_levels || ((d_info[dungeon_type].flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
567 msg_print("¥¢¥ê¡¼¥Ê¥ì¥Ù¥ë");
569 msg_print("Arena level.");
575 /* Start with floors */
576 for (y = 0; y < cur_hgt; y++)
578 for (x = 0; x < cur_wid; x++)
580 place_floor_bold(y, x);
584 /* Special boundary walls -- Top and bottom */
585 for (x = 0; x < cur_wid; x++)
587 place_extra_bold(0, x);
588 place_extra_bold(cur_hgt - 1, x);
591 /* Special boundary walls -- Left and right */
592 for (y = 1; y < (cur_hgt - 1); y++)
594 place_extra_bold(y, 0);
595 place_extra_bold(y, cur_wid - 1);
600 /* Start with walls */
601 for (y = 0; y < cur_hgt; y++)
603 for (x = 0; x < cur_wid; x++)
605 place_extra_bold(y, x);
610 #ifdef ALLOW_CAVERNS_AND_LAKES
611 /* Possible "destroyed" level */
612 if ((dun_level > 30) && one_in_(DUN_DEST*2) && (small_levels) && (d_info[dungeon_type].flags1 & DF1_DESTROY))
616 /* extra rubble around the place looks cool */
617 build_lake(one_in_(2) ? GEN_LAKE_TYPE_CAVE : GEN_LAKE_TYPE_EARTH_VAULT);
620 /* Make a lake some of the time */
621 if (one_in_(LAKE_LEVEL) && !empty_level && !destroyed &&
622 (d_info[dungeon_type].flags1 & DF1_LAKE_MASK))
625 if (d_info[dungeon_type].flags1 & DF1_LAKE_WATER) count += 3;
626 if (d_info[dungeon_type].flags1 & DF1_LAKE_LAVA) count += 3;
627 if (d_info[dungeon_type].flags1 & DF1_LAKE_RUBBLE) count += 3;
628 if (d_info[dungeon_type].flags1 & DF1_LAKE_TREE) count += 3;
630 if (d_info[dungeon_type].flags1 & DF1_LAKE_LAVA)
633 if ((dun_level > 80) && (randint0(count) < 2)) laketype = GEN_LAKE_TYPE_LAVA;
637 if (!laketype && (dun_level > 80) && one_in_(count)) laketype = GEN_LAKE_TYPE_FIRE_VAULT;
641 if ((d_info[dungeon_type].flags1 & DF1_LAKE_WATER) && !laketype)
644 if ((dun_level > 50) && randint0(count) < 2) laketype = GEN_LAKE_TYPE_WATER;
648 if (!laketype && (dun_level > 50) && one_in_(count)) laketype = GEN_LAKE_TYPE_WATER_VAULT;
652 if ((d_info[dungeon_type].flags1 & DF1_LAKE_RUBBLE) && !laketype)
655 if ((dun_level > 35) && (randint0(count) < 2)) laketype = GEN_LAKE_TYPE_CAVE;
658 /* Lake of rubble2 */
659 if (!laketype && (dun_level > 35) && one_in_(count)) laketype = GEN_LAKE_TYPE_EARTH_VAULT;
664 if ((dun_level > 5) && (d_info[dungeon_type].flags1 & DF1_LAKE_TREE) && !laketype) laketype = GEN_LAKE_TYPE_AIR_VAULT;
670 msg_print("¸Ð¤òÀ¸À®¡£");
672 msg_print("Lake on the level.");
675 build_lake(laketype);
679 if ((dun_level > DUN_CAVERN) && !empty_level &&
680 (d_info[dungeon_type].flags1 & DF1_CAVERN) &&
681 !laketype && !destroyed && (randint1(1000) < dun_level))
685 /* make a large fractal cave in the middle of the dungeon */
689 msg_print("ƶ·¢¤òÀ¸À®¡£");
691 msg_print("Cavern on level.");
696 #endif /* ALLOW_CAVERNS_AND_LAKES */
698 /* Hack -- No destroyed "quest" levels */
699 if (quest_number(dun_level)) destroyed = FALSE;
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 */
716 for (i = 0; i < dun_rooms; i++)
718 bool force_rooms = (ironman_rooms && !((d_info[dungeon_type].flags1 & DF1_BEGINNER) || (d_info[dungeon_type].flags1 & DF1_CHAMELEON)));
720 /* Pick a block for the room */
721 y = randint0(dun->row_rooms);
722 x = randint0(dun->col_rooms);
724 /* Align dungeon rooms */
725 if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
727 /* Slide some rooms right */
728 if ((x % 3) == 0) x++;
730 /* Slide some rooms left */
731 if ((x % 3) == 2) x--;
734 /* Attempt an "unusual" room */
735 if (force_rooms || (randint0(DUN_UNUSUAL) < dun_level))
737 /* Roll for room type */
740 k = (force_rooms ? 0 : randint0(100));
741 if (force_rooms) break;
742 if ((d_info[dungeon_type].flags1 & DF1_NO_VAULT) && (k < 14)) continue;
746 /* Attempt a very unusual room */
747 if (force_rooms || (randint0(DUN_UNUSUAL) < dun_level))
750 if (room_build(y, x, ROOM_BUILD_TYPE_GREATER_VAULT)) continue;
752 /* Type 8 -- Greater vault (4%) */
755 if (max_vault_ok > 1)
757 if (room_build(y, x, ROOM_BUILD_TYPE_GREATER_VAULT)) continue;
762 if (cheat_room) msg_print("µðÂç¤ÊÃϲ¼¼¼¤òµÑ²¼¤·¤Þ¤¹¡£");
764 if (cheat_room) msg_print("Refusing a greater vault.");
769 /* Type 7 -- Lesser vault (6%) */
772 if (max_vault_ok > 0)
774 if (room_build(y, x, ROOM_BUILD_TYPE_LESSER_VAULT)) continue;
779 if (cheat_room) msg_print("¾®¤µ¤ÊÃϲ¼¼¼¤òµÑ²¼¤·¤Þ¤¹¡£");
781 if (cheat_room) msg_print("Refusing a lesser vault.");
787 /* Type 10 -- Random vault (4%) */
788 if ((k < 14) && room_build(y, x, ROOM_BUILD_TYPE_RANDOM_VAULT)) continue;
790 /* Type 5 -- Monster nest (8%) */
791 if ((k < 22) && room_build(y, x, ROOM_BUILD_TYPE_NEST)) continue;
793 /* Type 6 -- Monster pit (10%) */
794 if ((k < 32) && room_build(y, x, ROOM_BUILD_TYPE_PIT)) continue;
796 /* Type 13 -- Trapped monster pit (5%) */
797 if ((k < 37) && room_build(y, x, ROOM_BUILD_TYPE_TRAP_PIT)) continue;
799 /* Type 14 -- Trapped room (5%) */
800 if ((k < 42) && room_build(y, x, ROOM_BUILD_TYPE_TRAP)) continue;
804 /* Type 2 -- Overlapping (25%) */
805 if ((k < 25) && room_build(y, x, ROOM_BUILD_TYPE_OVERLAP)) continue;
807 /* Type 3 -- Cross room (25%) */
808 if ((k < 50) && room_build(y, x, ROOM_BUILD_TYPE_CROSS)) continue;
810 if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
812 if (room_build(y, x, ROOM_BUILD_TYPE_INNER_FEAT)) continue;
816 /* Type 4 -- Large room (25%) */
817 if ((k < 75) && room_build(y, x, ROOM_BUILD_TYPE_INNER_FEAT)) continue;
819 /* Type 11 -- Circular (10%) */
820 if ((k < 85) && room_build(y, x, ROOM_BUILD_TYPE_OVAL)) continue;
822 /* Type 12 -- Crypt (15%) */
823 if ((k < 100) && room_build(y, x, ROOM_BUILD_TYPE_CRYPT)) continue;
827 /* The deeper you are, the more cavelike the rooms are */
830 /* No caves when a cavern exists: they look bad */
831 if (((k < dun_level) || (d_info[dungeon_type].flags1 & DF1_CAVE))
832 && !cavern && !empty_level && !laketype
833 && !(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
835 /* Type 9 -- Fractal cave */
836 if (room_build(y, x, ROOM_BUILD_TYPE_FRACAVE)) continue;
840 /* Attempt a "trivial" room */
841 if (room_build(y, x, ROOM_BUILD_TYPE_NORMAL)) continue;
847 /* Make a hole in the dungeon roof sometimes at level 1 */
850 while (one_in_(DUN_MOS_DEN))
852 place_trees(randint1(cur_wid - 2), randint1(cur_hgt - 2));
856 /* Destroy the level if necessary */
857 if (destroyed) destroy_level();
859 /* Hack -- Add some rivers */
860 if (one_in_(3) && (randint1(dun_level) > 5))
862 /* Choose water or lava */
863 if ((randint1(MAX_DEPTH * 2) - 1 > dun_level) && (d_info[dungeon_type].flags1 & DF1_WATER_RIVER))
865 feat1 = FEAT_DEEP_WATER;
866 feat2 = FEAT_SHAL_WATER;
868 else if (d_info[dungeon_type].flags1 & DF1_LAVA_RIVER)
870 feat1 = FEAT_DEEP_LAVA;
871 feat2 = FEAT_SHAL_LAVA;
876 /* Only add river if matches lake type or if have no lake at all */
877 if ((((laketype == GEN_LAKE_TYPE_LAVA) && (feat1 == FEAT_DEEP_LAVA)) ||
878 ((laketype == GEN_LAKE_TYPE_WATER) && (feat1 == FEAT_DEEP_WATER)) ||
881 add_river(feat1, feat2);
885 /* Hack -- Scramble the room order */
886 for (i = 0; i < dun->cent_n; i++)
888 int pick1 = randint0(dun->cent_n);
889 int pick2 = randint0(dun->cent_n);
890 y1 = dun->cent[pick1].y;
891 x1 = dun->cent[pick1].x;
892 dun->cent[pick1].y = dun->cent[pick2].y;
893 dun->cent[pick1].x = dun->cent[pick2].x;
894 dun->cent[pick2].y = y1;
895 dun->cent[pick2].x = x1;
898 /* Start with no tunnel doors */
901 /* Hack -- connect the first room to the last room */
902 y = dun->cent[dun->cent_n-1].y;
903 x = dun->cent[dun->cent_n-1].x;
905 /* Connect all the rooms together */
906 for (i = 0; i < dun->cent_n; i++)
908 /* Reset the arrays */
912 /* Connect the room to the previous room */
913 if (randint1(dun_level) > d_info[dungeon_type].tunnel_percent)
915 /* make cave-like tunnel */
916 build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
920 /* make normal tunnel */
921 build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x);
924 /* Turn the tunnel into corridor */
925 for (j = 0; j < dun->tunn_n; j++)
927 /* Access the grid */
931 /* Access the grid */
934 /* Clear previous contents (if not a lake), add a floor */
935 if ((c_ptr->feat < FEAT_DEEP_WATER) ||
936 (c_ptr->feat > FEAT_SHAL_LAVA))
938 /* Clear mimic type */
941 place_floor_grid(c_ptr);
945 /* Apply the piercings that we found */
946 for (j = 0; j < dun->wall_n; j++)
948 /* Access the grid */
952 /* Access the grid */
955 /* Clear mimic type */
958 /* Clear previous contents, add up floor */
959 place_floor_grid(c_ptr);
961 /* Occasional doorway */
962 if ((randint0(100) < dun_tun_pen) && !(d_info[dungeon_type].flags1 & DF1_NO_DOORS))
964 /* Place a random door */
965 place_random_door(y, x, TRUE);
969 /* Remember the "previous" room */
974 /* Place intersection doors */
975 for (i = 0; i < dun->door_n; i++)
977 /* Extract junction location */
981 /* Try placing doors */
988 /* Place 3 or 4 down stairs near some walls */
989 if (!alloc_stairs(FEAT_MORE, rand_range(3, 4), 3)) return FALSE;
991 /* Place 1 or 2 up stairs near some walls */
992 if (!alloc_stairs(FEAT_LESS, rand_range(1, 2), 3)) return FALSE;
997 if (d_info[dungeon_type].stream2)
999 /* Hack -- Add some quartz streamers */
1000 for (i = 0; i < DUN_STR_QUA; i++)
1002 build_streamer(d_info[dungeon_type].stream2, DUN_STR_QC);
1006 if (d_info[dungeon_type].stream1)
1008 /* Hack -- Add some magma streamers */
1009 for (i = 0; i < DUN_STR_MAG; i++)
1011 build_streamer(d_info[dungeon_type].stream1, DUN_STR_MC);
1016 /* Special boundary walls -- Top and bottom */
1017 for (x = 0; x < cur_wid; x++)
1019 set_bound_perm_wall(&cave[0][x]);
1020 set_bound_perm_wall(&cave[cur_hgt - 1][x]);
1023 /* Special boundary walls -- Left and right */
1024 for (y = 1; y < (cur_hgt - 1); y++)
1026 set_bound_perm_wall(&cave[y][0]);
1027 set_bound_perm_wall(&cave[y][cur_wid - 1]);
1030 /* Determine the character location */
1031 if (!new_player_spot()) return FALSE;
1033 place_quest_monsters();
1035 /* Basic "amount" */
1036 k = (dun_level / 3);
1040 /* Pick a base number of monsters */
1041 i = d_info[dungeon_type].min_m_alloc_level;
1043 /* To make small levels a bit more playable */
1044 if (cur_hgt < MAX_HGT || cur_wid < MAX_WID)
1046 int small_tester = i;
1048 i = (i * cur_hgt) / MAX_HGT;
1049 i = (i * cur_wid) / MAX_WID;
1052 if (i > small_tester) i = small_tester;
1053 else if (cheat_hear)
1056 msg_format("¥â¥ó¥¹¥¿¡¼¿ô´ðËÜÃͤò %d ¤«¤é %d ¤Ë¸º¤é¤·¤Þ¤¹", small_tester, i);
1058 msg_format("Reduced monsters base from %d to %d", small_tester, i);
1066 /* Put some monsters in the dungeon */
1067 for (i = i + k; i > 0; i--)
1069 (void)alloc_monster(0, PM_ALLOW_SLEEP);
1072 /* Place some traps in the dungeon */
1073 alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));
1075 /* Put some rubble in corridors */
1076 alloc_object(ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
1078 /* Mega Hack -- No object at first level of deeper dungeon */
1079 if (p_ptr->enter_dungeon && dun_level > 1)
1081 /* No stair scum! */
1085 /* Put some objects in rooms */
1086 alloc_object(ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
1088 /* Put some objects/gold in the dungeon */
1089 alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
1090 alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));
1093 /* Put the Guardian */
1094 (void)alloc_guardian();
1096 if (empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > dun_level)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1099 for (y = 0; y < cur_hgt; y++)
1101 for (x = 0; x < cur_wid; x++)
1103 cave[y][x].info |= (CAVE_GLOW);
1113 * Builds the arena after it is entered -KMW-
1115 static void build_arena(void)
1117 int yval, y_height, y_depth, xval, x_left, x_right;
1120 yval = SCREEN_HGT / 2;
1121 xval = SCREEN_WID / 2;
1122 y_height = yval - 10;
1123 y_depth = yval + 10;
1125 x_right = xval + 32;
1127 for (i = y_height; i <= y_height + 5; i++)
1128 for (j = x_left; j <= x_right; j++)
1130 cave[i][j].feat = FEAT_PERM_EXTRA;
1131 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1133 for (i = y_depth; i >= y_depth - 5; i--)
1134 for (j = x_left; j <= x_right; j++)
1136 cave[i][j].feat = FEAT_PERM_EXTRA;
1137 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1139 for (j = x_left; j <= x_left + 17; j++)
1140 for (i = y_height; i <= y_depth; i++)
1142 cave[i][j].feat = FEAT_PERM_EXTRA;
1143 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1145 for (j = x_right; j >= x_right - 17; j--)
1146 for (i = y_height; i <= y_depth; i++)
1148 cave[i][j].feat = FEAT_PERM_EXTRA;
1149 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1152 cave[y_height+6][x_left+18].feat = FEAT_PERM_EXTRA;
1153 cave[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1154 cave[y_depth-6][x_left+18].feat = FEAT_PERM_EXTRA;
1155 cave[y_depth-6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1156 cave[y_height+6][x_right-18].feat = FEAT_PERM_EXTRA;
1157 cave[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1158 cave[y_depth-6][x_right-18].feat = FEAT_PERM_EXTRA;
1159 cave[y_depth-6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1163 cave[i][j].feat = FEAT_BLDG_HEAD + 2;
1164 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1165 player_place(i + 1, j);
1170 * Town logic flow for generation of arena -KMW-
1172 static void arena_gen(void)
1179 cur_hgt = SCREEN_HGT;
1180 cur_wid = SCREEN_WID;
1182 /* Start with solid walls */
1183 for (y = 0; y < MAX_HGT; y++)
1185 for (x = 0; x < MAX_WID; x++)
1187 /* Create "solid" perma-wall */
1188 cave[y][x].feat = FEAT_PERM_SOLID;
1190 /* Illuminate and memorize the walls */
1191 cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1195 /* Then place some floors */
1196 for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1198 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1200 /* Create empty floor */
1201 cave[y][x].feat = FEAT_FLOOR;
1207 place_monster_aux(0, py + 5, px, arena_info[p_ptr->arena_number].r_idx,
1208 (PM_NO_KAGE | PM_NO_PET));
1214 * Builds the arena after it is entered -KMW-
1216 static void build_battle(void)
1218 int yval, y_height, y_depth, xval, x_left, x_right;
1221 yval = SCREEN_HGT / 2;
1222 xval = SCREEN_WID / 2;
1223 y_height = yval - 10;
1224 y_depth = yval + 10;
1226 x_right = xval + 32;
1228 for (i = y_height; i <= y_height + 5; i++)
1229 for (j = x_left; j <= x_right; j++)
1231 cave[i][j].feat = FEAT_PERM_EXTRA;
1232 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1234 for (i = y_depth; i >= y_depth - 3; i--)
1235 for (j = x_left; j <= x_right; j++)
1237 cave[i][j].feat = FEAT_PERM_EXTRA;
1238 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1240 for (j = x_left; j <= x_left + 17; j++)
1241 for (i = y_height; i <= y_depth; i++)
1243 cave[i][j].feat = FEAT_PERM_EXTRA;
1244 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1246 for (j = x_right; j >= x_right - 17; j--)
1247 for (i = y_height; i <= y_depth; i++)
1249 cave[i][j].feat = FEAT_PERM_EXTRA;
1250 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1253 cave[y_height+6][x_left+18].feat = FEAT_PERM_EXTRA;
1254 cave[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1255 cave[y_depth-4][x_left+18].feat = FEAT_PERM_EXTRA;
1256 cave[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1257 cave[y_height+6][x_right-18].feat = FEAT_PERM_EXTRA;
1258 cave[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1259 cave[y_depth-4][x_right-18].feat = FEAT_PERM_EXTRA;
1260 cave[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1264 cave[i][j].feat = FEAT_BLDG_HEAD + 3;
1265 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1271 * Town logic flow for generation of arena -KMW-
1273 static void battle_gen(void)
1279 /* Start with solid walls */
1280 for (y = 0; y < MAX_HGT; y++)
1282 for (x = 0; x < MAX_WID; x++)
1284 /* Create "solid" perma-wall */
1285 cave[y][x].feat = FEAT_PERM_SOLID;
1287 /* Illuminate and memorize the walls */
1288 cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1292 /* Then place some floors */
1293 for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1295 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1297 /* Create empty floor */
1298 cave[y][x].feat = FEAT_FLOOR;
1306 place_monster_aux(0, py + 5 + (i/2)*4, px - 2 + (i%2)*4, battle_mon[i],
1307 (PM_NO_KAGE | PM_NO_PET));
1308 set_friendly(&m_list[cave[py+5+(i/2)*4][px-2+(i%2)*4].m_idx]);
1310 for(i = 1; i < m_max; i++)
1312 monster_type *m_ptr = &m_list[i];
1314 if (!m_ptr->r_idx) continue;
1316 /* Hack -- Detect monster */
1317 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
1319 /* Update the monster */
1320 update_mon(i, FALSE);
1326 * Generate a quest level
1328 static void quest_gen(void)
1333 /* Start with perm walls */
1334 for (y = 0; y < cur_hgt; y++)
1336 for (x = 0; x < cur_wid; x++)
1338 cave[y][x].feat = FEAT_PERM_SOLID;
1342 /* Set the quest level */
1343 base_level = quest[p_ptr->inside_quest].level;
1344 dun_level = base_level;
1345 object_level = base_level;
1346 monster_level = base_level;
1348 if (record_stair) do_cmd_write_nikki(NIKKI_TO_QUEST, p_ptr->inside_quest, NULL);
1350 /* Prepare allocation table */
1351 get_mon_num_prep(get_monster_hook(), NULL);
1353 init_flags = INIT_CREATE_DUNGEON | INIT_ASSIGN;
1355 process_dungeon_file("q_info.txt", 0, 0, MAX_HGT, MAX_WID);
1358 /* Make a real level */
1359 static bool level_gen(cptr *why)
1361 int level_height, level_width;
1363 if ((always_small_levels || ironman_small_levels ||
1364 (one_in_(SMALL_LEVEL) && small_levels) ||
1365 (d_info[dungeon_type].flags1 & DF1_BEGINNER) ||
1366 (d_info[dungeon_type].flags1 & DF1_SMALLEST)) &&
1367 !(d_info[dungeon_type].flags1 & DF1_BIG))
1371 msg_print("¾®¤µ¤Ê¥Õ¥í¥¢");
1373 msg_print("A 'small' dungeon level.");
1377 if (d_info[dungeon_type].flags1 & DF1_SMALLEST)
1382 else if (d_info[dungeon_type].flags1 & DF1_BEGINNER)
1391 level_height = randint1(MAX_HGT/SCREEN_HGT);
1392 level_width = randint1(MAX_WID/SCREEN_WID);
1394 while ((level_height == MAX_HGT/SCREEN_HGT) &&
1395 (level_width == MAX_WID/SCREEN_WID));
1398 cur_hgt = level_height * SCREEN_HGT;
1399 cur_wid = level_width * SCREEN_WID;
1401 /* Assume illegal panel */
1402 panel_row_min = cur_hgt;
1403 panel_col_min = cur_wid;
1406 msg_format("X:%d, Y:%d.", cur_hgt, cur_wid);
1414 /* Assume illegal panel */
1415 panel_row_min = cur_hgt;
1416 panel_col_min = cur_wid;
1419 /* Make a dungeon */
1423 *why = "¥À¥ó¥¸¥ç¥óÀ¸À®¤Ë¼ºÇÔ";
1425 *why = "could not place player";
1433 static byte extract_feeling(void)
1435 /* Hack -- no feeling in the town */
1436 if (!dun_level) return 0;
1438 /* Hack -- Have a special feeling sometimes */
1439 if (good_item_flag && !preserve_mode) return 1;
1441 if (rating > 100) return 2;
1442 if (rating > 80) return 3;
1443 if (rating > 60) return 4;
1444 if (rating > 40) return 5;
1445 if (rating > 30) return 6;
1446 if (rating > 20) return 7;
1447 if (rating > 10) return 8;
1448 if (rating > 0) return 9;
1450 if((turn - old_turn) > TURNS_PER_TICK * TOWN_DAWN /2)
1451 chg_virtue(V_PATIENCE, 1);
1458 * Wipe all unnecessary flags after cave generation
1460 static void wipe_generate_cave_flags(void)
1464 for (y = 0; y < cur_hgt; y++)
1466 for (x = 0; x < cur_wid; x++)
1468 /* Wipe unused flags */
1469 cave[y][x].info &= ~(CAVE_MASK);
1475 for (y = 1; y < cur_hgt - 1; y++)
1477 for (x = 1; x < cur_wid - 1; x++)
1479 /* There might be trap */
1480 cave[y][x].info |= CAVE_UNSAFE;
1488 * Clear and empty the cave
1490 void clear_cave(void)
1494 /* Very simplified version of wipe_o_list() */
1495 C_WIPE(o_list, o_max, object_type);
1499 /* Very simplified version of wipe_m_list() */
1500 for (i = 1; i < max_r_idx; i++)
1501 r_info[i].cur_num = 0;
1502 C_WIPE(m_list, m_max, monster_type);
1505 precalc_cur_num_of_pet();
1508 /* Start with a blank cave */
1509 for (y = 0; y < MAX_HGT; y++)
1511 for (x = 0; x < MAX_WID; x++)
1513 cave_type *c_ptr = &cave[y][x];
1540 /* Mega-Hack -- no player yet */
1543 /* Set the base level */
1544 base_level = dun_level;
1546 /* Reset the monster generation level */
1547 monster_level = base_level;
1549 /* Reset the object generation level */
1550 object_level = base_level;
1552 /* Nothing special here yet */
1553 good_item_flag = FALSE;
1555 /* Nothing good here yet */
1561 * Generates a random dungeon level -RAK-
1563 * Hack -- regenerate any "overflow" levels
1565 * Hack -- allow auto-scumming via a gameplay option.
1567 void generate_cave(void)
1571 /* Fill the arrays of floors and walls in the good proportions */
1572 set_floor_and_wall(dungeon_type);
1575 for (num = 0; TRUE; num++)
1581 /* Clear and empty the cave */
1584 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;
1586 /* Build the arena -KMW- */
1587 if (p_ptr->inside_arena)
1593 /* Build the battle -KMW- */
1594 else if (p_ptr->inside_battle)
1600 else if (p_ptr->inside_quest)
1605 /* Build the town */
1606 else if (!dun_level)
1608 /* Make the wilderness */
1609 if (p_ptr->wild_mode) wilderness_gen_small();
1610 else wilderness_gen();
1613 /* Build a real level */
1616 okay = level_gen(&why);
1619 /* Extract the feeling */
1620 feeling = extract_feeling();
1622 /* Prevent object over-flow */
1623 if (o_max >= max_o_idx)
1627 why = "¥¢¥¤¥Æ¥à¤¬Â¿¤¹¤®¤ë";
1629 why = "too many objects";
1636 /* Prevent monster over-flow */
1637 else if (m_max >= max_m_idx)
1641 why = "¥â¥ó¥¹¥¿¡¼¤¬Â¿¤¹¤®¤ë";
1643 why = "too many monsters";
1651 /* Mega-Hack -- "auto-scum" */
1652 else if ((auto_scum || ironman_autoscum) && (num < 100) &&
1653 !p_ptr->inside_quest &&
1654 !(d_info[dungeon_type].flags1 & DF1_BEGINNER) &&
1655 !p_ptr->enter_dungeon)
1657 /* Require "goodness" */
1658 if ((feeling > 9) ||
1659 ((dun_level >= 7) && (feeling > 8)) ||
1660 ((dun_level >= 15) && (feeling > 7)) ||
1661 ((dun_level >= 35) && (feeling > 6)) ||
1662 ((dun_level >= 70) && (feeling > 5)))
1664 /* Give message to cheaters */
1665 if (cheat_room || cheat_hear ||
1666 cheat_peek || cheat_xtra)
1672 why = "boring level";
1687 if (why) msg_format("À¸À®¤ä¤êľ¤·(%s)", why);
1689 if (why) msg_format("Generation restarted (%s)", why);
1693 /* Wipe the objects */
1696 /* Wipe the monsters */
1700 /* Glow deep lava and building entrances */
1701 glow_deep_lava_and_bldg();
1704 p_ptr->enter_dungeon = FALSE;
1706 wipe_generate_cave_flags();