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vaultの中等で階段がトラップと同じ場所に配置されて、トラップを発見したときに
[hengband/hengband.git] / src / generate.c
1 /* File: generate.c */
2
3 /* Purpose: Dungeon generation */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
12
13 /*
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".
17  *
18  * This entire file is only needed for generating levels.
19  * This may allow smart compilers to only load it when needed.
20  *
21  * Consider the "v_info.txt" file for vault generation.
22  *
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.
29  *
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.
35  *
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.
46  *
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.
50  *
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.
57  *
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.
65  *
66  * Note that the dungeon generation routines are much different (2.7.5)
67  * and perhaps "DUN_ROOMS" should be less than 50.
68  *
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.
72  *
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.
79  *
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.
87  *
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.
93  *
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
99  */
100
101 #include "angband.h"
102 #include "generate.h"
103 #include "grid.h"
104 #include "rooms.h"
105 #include "streams.h"
106
107 int dun_rooms;
108
109 int dun_tun_rnd;
110 int dun_tun_chg;
111 int dun_tun_con;
112 int dun_tun_pen;
113 int dun_tun_jct;
114
115
116 /*
117  * Dungeon generation data -- see "cave_gen()"
118  */
119 dun_data *dun;
120
121 /*
122  * Places some staircases near walls
123  */
124 static bool alloc_stairs(int feat, int num, int walls)
125 {
126         int         y, x, i, j, flag;
127         int         more_num = 0;
128         cave_type   *c_ptr;
129
130         if (feat == FEAT_LESS)
131         {
132                 /* No up stairs in town or in ironman mode */
133                 if (ironman_downward || !dun_level) return TRUE;
134
135                 if (dun_level > d_info[dungeon_type].mindepth)
136                         more_num = (randint1(num+1))/2;
137         }
138         else if (feat == FEAT_MORE)
139         {
140                 int q_idx = quest_number(dun_level);
141
142                 /* No downstairs on quest levels */
143                 if (dun_level > 1 && q_idx)
144                 {
145                         monster_race *r_ptr = &r_info[quest[q_idx].r_idx];
146
147                         /* The quest monster(s) is still alive? */
148                         if (!(r_ptr->flags1 & RF1_UNIQUE) || 0 < r_ptr->max_num)
149                                 return TRUE;
150                 }
151
152                 /* No downstairs at the bottom */
153                 if (dun_level >= d_info[dungeon_type].maxdepth) return TRUE;
154
155                 if ((dun_level < d_info[dungeon_type].maxdepth-1) && !quest_number(dun_level+1))
156                         more_num = (randint1(num)+1)/2;
157         }
158
159         /* Place "num" stairs */
160         for (i = 0; i < num; i++)
161         {
162                 /* Place some stairs */
163                 for (flag = FALSE; !flag; )
164                 {
165                         /* Try several times, then decrease "walls" */
166                         for (j = 0; !flag && j <= 3000; j++)
167                         {
168                                 /* Pick a random grid */
169                                 y = randint1(cur_hgt-2);
170                                 x = randint1(cur_wid-2);
171
172                                 /* Access the grid */
173                                 c_ptr = &cave[y][x];
174
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;
177
178                                 /* Require a certain number of adjacent walls */
179                                 if (next_to_walls(y, x) < walls) continue;
180
181                                 /* No hidden trap on stairs */
182                                 c_ptr->info &= ~CAVE_TRAP;
183
184                                 /* Clear previous contents, add stairs */
185                                 if (i < more_num) c_ptr->feat = feat+0x07;
186                                 else c_ptr->feat = feat;
187
188                                 /* All done */
189                                 flag = TRUE;
190                         }
191
192                         if (!flag) return FALSE;
193                         /* Require fewer walls */
194                         if (walls) walls--;
195                 }
196         }
197         return TRUE;
198 }
199
200
201 /*
202  * Allocates some objects (using "place" and "type")
203  */
204 static void alloc_object(int set, int typ, int num)
205 {
206         int y = 0, x = 0, k;
207         int dummy = 0;
208         cave_type *c_ptr;
209
210         /* Place some objects */
211         for (k = 0; k < num; k++)
212         {
213                 /* Pick a "legal" spot */
214                 while (dummy < SAFE_MAX_ATTEMPTS)
215                 {
216                         bool room;
217
218                         dummy++;
219
220                         /* Location */
221                         y = randint0(cur_hgt);
222                         x = randint0(cur_wid);
223
224                         c_ptr = &cave[y][x];
225
226                         /* Require "naked" floor grid */
227                         if (!is_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
228
229                         /* Check for "room" */
230                         room = (cave[y][x].info & CAVE_ROOM) ? TRUE : FALSE;
231
232                         /* Require corridor? */
233                         if ((set == ALLOC_SET_CORR) && room) continue;
234
235                         /* Require room? */
236                         if ((set == ALLOC_SET_ROOM) && !room) continue;
237
238                         /* Accept it */
239                         break;
240                 }
241
242                 if (dummy >= SAFE_MAX_ATTEMPTS)
243                 {
244                         if (cheat_room)
245                         {
246 #ifdef JP
247 msg_print("·Ù¹ð¡ª¥¢¥¤¥Æ¥à¤òÇÛÃ֤Ǥ­¤Þ¤»¤ó¡ª");
248 #else
249                                 msg_print("Warning! Could not place object!");
250 #endif
251
252                         }
253                         return;
254                 }
255
256
257                 /* Place something */
258                 switch (typ)
259                 {
260                         case ALLOC_TYP_RUBBLE:
261                         {
262                                 place_rubble(y, x);
263                                 cave[y][x].info &= ~(CAVE_FLOOR);
264                                 break;
265                         }
266
267                         case ALLOC_TYP_TRAP:
268                         {
269                                 place_trap(y, x);
270                                 cave[y][x].info &= ~(CAVE_FLOOR);
271                                 break;
272                         }
273
274                         case ALLOC_TYP_GOLD:
275                         {
276                                 place_gold(y, x);
277                                 break;
278                         }
279
280                         case ALLOC_TYP_OBJECT:
281                         {
282                                 place_object(y, x, FALSE, FALSE);
283                                 break;
284                         }
285                 }
286         }
287 }
288
289
290 /*
291  * Count the number of "corridor" grids adjacent to the given grid.
292  *
293  * Note -- Assumes "in_bounds(y1, x1)"
294  *
295  * XXX XXX This routine currently only counts actual "empty floor"
296  * grids which are not in rooms.  We might want to also count stairs,
297  * open doors, closed doors, etc.
298  */
299 static int next_to_corr(int y1, int x1)
300 {
301         int i, y, x, k = 0;
302
303         cave_type *c_ptr;
304
305         /* Scan adjacent grids */
306         for (i = 0; i < 4; i++)
307         {
308                 /* Extract the location */
309                 y = y1 + ddy_ddd[i];
310                 x = x1 + ddx_ddd[i];
311
312                 /* Access the grid */
313                 c_ptr = &cave[y][x];
314
315                 /* Skip non floors */
316                 if (!cave_floor_grid(c_ptr)) continue;
317
318                 /* Skip non "empty floor" grids */
319                 if (!is_floor_grid(c_ptr))
320                         continue;
321
322                 /* Skip grids inside rooms */
323                 if (c_ptr->info & (CAVE_ROOM)) continue;
324
325                 /* Count these grids */
326                 k++;
327         }
328
329         /* Return the number of corridors */
330         return (k);
331 }
332
333
334 /*
335  * Determine if the given location is "between" two walls,
336  * and "next to" two corridor spaces.  XXX XXX XXX
337  *
338  * Assumes "in_bounds(y, x)"
339  */
340 static bool possible_doorway(int y, int x)
341 {
342         /* Count the adjacent corridors */
343         if (next_to_corr(y, x) >= 2)
344         {
345                 /* Check Vertical */
346                 if ((cave[y-1][x].feat >= FEAT_MAGMA) &&
347                     (cave[y+1][x].feat >= FEAT_MAGMA))
348                 {
349                         return (TRUE);
350                 }
351
352                 /* Check Horizontal */
353                 if ((cave[y][x-1].feat >= FEAT_MAGMA) &&
354                     (cave[y][x+1].feat >= FEAT_MAGMA))
355                 {
356                         return (TRUE);
357                 }
358         }
359
360         /* No doorway */
361         return (FALSE);
362 }
363
364
365 /*
366  * Places door at y, x position if at least 2 walls found
367  */
368 static void try_door(int y, int x)
369 {
370         /* Paranoia */
371         if (!in_bounds(y, x)) return;
372
373         /* Ignore walls */
374         if (cave[y][x].feat >= FEAT_MAGMA) return;
375
376         /* Ignore room grids */
377         if (cave[y][x].info & (CAVE_ROOM)) return;
378
379         /* Occasional door (if allowed) */
380         if ((randint0(100) < dun_tun_jct) && possible_doorway(y, x) && !(d_info[dungeon_type].flags1 & DF1_NO_DOORS))
381         {
382                 /* Place a door */
383                 place_random_door(y, x);
384         }
385 }
386
387
388
389 /*
390  * Generate a new dungeon level
391  *
392  * Note that "dun_body" adds about 4000 bytes of memory to the stack.
393  */
394 static bool cave_gen(void)
395 {
396         int i, j, k, y, x, y1, x1;
397
398         int max_vault_ok = 2;
399
400         int feat1 = 0, feat2 = 0;
401
402         cave_type *c_ptr;
403
404         bool destroyed = FALSE;
405         bool empty_level = FALSE;
406         bool cavern = FALSE;
407         int laketype = 0;
408
409
410         dun_data dun_body;
411
412         /* Fill the arrays of floors and walls in the good proportions */
413         for (i = 0; i < 100; i++)
414         {
415                 int lim1, lim2, lim3;
416
417                 lim1 = d_info[dungeon_type].floor_percent1;
418                 lim2 = lim1 + d_info[dungeon_type].floor_percent2;
419                 lim3 = lim2 + d_info[dungeon_type].floor_percent3;
420
421                 if (i < lim1)
422                         floor_type[i] = d_info[dungeon_type].floor1;
423                 else if (i < lim2)
424                         floor_type[i] = d_info[dungeon_type].floor2;
425                 else if (i < lim3)
426                         floor_type[i] = d_info[dungeon_type].floor3;
427
428                 lim1 = d_info[dungeon_type].fill_percent1;
429                 lim2 = lim1 + d_info[dungeon_type].fill_percent2;
430                 lim3 = lim2 + d_info[dungeon_type].fill_percent3;
431                 if (i < lim1)
432                         fill_type[i] = d_info[dungeon_type].fill_type1;
433                 else if (i < lim2)
434                         fill_type[i] = d_info[dungeon_type].fill_type2;
435                 else if (i < lim3)
436                         fill_type[i] = d_info[dungeon_type].fill_type3;
437         }
438
439         /* Prepare allocation table */
440         get_mon_num_prep(get_monster_hook(), NULL);
441
442         feat_wall_outer = d_info[dungeon_type].outer_wall;
443         feat_wall_inner = d_info[dungeon_type].inner_wall;
444         feat_wall_solid = d_info[dungeon_type].outer_wall;
445
446         /* Global data */
447         dun = &dun_body;
448
449         if (cur_hgt <= SCREEN_HGT / 2 - 2) max_vault_ok--;
450         if (cur_wid <= SCREEN_WID / 2 - 2) max_vault_ok--;
451
452         /* Randomize the dungeon creation values */
453         dun_rooms = rand_range(DUN_ROOMS_MIN, DUN_ROOMS_MAX);
454         dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
455         dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
456         dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
457         dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
458         dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);
459
460         /* Empty arena levels */
461         if (ironman_empty_levels || ((d_info[dungeon_type].flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
462         {
463                 empty_level = TRUE;
464
465                 if (cheat_room)
466 #ifdef JP
467 msg_print("¥¢¥ê¡¼¥Ê¥ì¥Ù¥ë");
468 #else
469                         msg_print("Arena level.");
470 #endif
471
472         }
473
474
475         /* Hack -- Start with basic granite */
476         for (y = 0; y < cur_hgt; y++)
477         {
478                 for (x = 0; x < cur_wid; x++)
479                 {
480                         cave_type *c_ptr = &cave[y][x];
481
482                         if (empty_level)
483                         {
484                                 place_floor_grid(c_ptr);
485                         }
486                         else
487                         {
488                           /* Create granite wall */
489                                 place_extra_grid(c_ptr);
490                         }
491                 }
492         }
493
494 #ifdef ALLOW_CAVERNS_AND_LAKES
495         /* Possible "destroyed" level */
496         if ((dun_level > 30) && one_in_(DUN_DEST*2) && (small_levels) && (d_info[dungeon_type].flags1 & DF1_DESTROY))
497         {
498                 destroyed = TRUE;
499
500                 /* extra rubble around the place looks cool */
501                 build_lake(3+randint0(2));
502         }
503
504         /* Make a lake some of the time */
505         if (one_in_(LAKE_LEVEL) && !empty_level && !destroyed &&
506             (d_info[dungeon_type].flags1 & DF1_LAKE_MASK))
507         {
508                 int count = 0;
509                 if (d_info[dungeon_type].flags1 & DF1_LAKE_WATER) count += 3;
510                 if (d_info[dungeon_type].flags1 & DF1_LAKE_LAVA) count += 3;
511                 if (d_info[dungeon_type].flags1 & DF1_LAKE_RUBBLE) count += 3;
512                 if (d_info[dungeon_type].flags1 & DF1_LAKE_TREE) count += 3;
513
514                 if (d_info[dungeon_type].flags1 & DF1_LAKE_LAVA)
515                 {
516                         /* Lake of Lava */
517                         if ((dun_level > 80) && (randint0(count) < 2)) laketype = 1;
518                         count -= 2;
519
520                         /* Lake of Lava2 */
521                         if (!laketype && (dun_level > 80) && one_in_(count)) laketype = 7;
522                         count --;
523                 }
524
525                 if ((d_info[dungeon_type].flags1 & DF1_LAKE_WATER) && !laketype)
526                 {
527                         /* Lake of Water */
528                         if ((dun_level > 50) && randint0(count) < 2) laketype = 2;
529                         count -= 2;
530
531                         /* Lake of Water2 */
532                         if (!laketype && (dun_level > 50) && one_in_(count)) laketype = 6;
533                         count --;
534                 }
535
536                 if ((d_info[dungeon_type].flags1 & DF1_LAKE_RUBBLE) && !laketype)
537                 {
538                         /* Lake of rubble */
539                         if ((dun_level > 35) && (randint0(count) < 2)) laketype = 3;
540                         count -= 2;
541
542                         /* Lake of rubble2 */
543                         if (!laketype && (dun_level > 35) && one_in_(count)) laketype = 4;
544                         count --;
545                 }
546
547                 /* Lake of tree */
548                 if ((dun_level > 5) && (d_info[dungeon_type].flags1 & DF1_LAKE_TREE) && !laketype) laketype = 5;
549
550                 if (laketype != 0)
551                 {
552                         if (cheat_room)
553 #ifdef JP
554 msg_print("¸Ð¤òÀ¸À®¡£");
555 #else
556                                 msg_print("Lake on the level.");
557 #endif
558
559                         build_lake(laketype);
560                 }
561         }
562
563         if ((dun_level > DUN_CAVERN) && !empty_level &&
564             (d_info[dungeon_type].flags1 & DF1_CAVERN) &&
565             (laketype == 0) && !destroyed && (randint1(1000) < dun_level))
566         {
567                 cavern = TRUE;
568
569                 /* make a large fractal cave in the middle of the dungeon */
570
571                 if (cheat_room)
572 #ifdef JP
573 msg_print("ƶ·¢¤òÀ¸À®¡£");
574 #else
575                         msg_print("Cavern on level.");
576 #endif
577
578
579                 build_cavern();
580         }
581 #endif /* ALLOW_CAVERNS_AND_LAKES */
582
583         /* Hack -- No destroyed "quest" levels */
584         if (quest_number(dun_level)) destroyed = FALSE;
585
586         /* Actual maximum number of rooms on this level */
587         dun->row_rooms = cur_hgt / BLOCK_HGT;
588         dun->col_rooms = cur_wid / BLOCK_WID;
589
590         /* Initialize the room table */
591         for (y = 0; y < dun->row_rooms; y++)
592         {
593                 for (x = 0; x < dun->col_rooms; x++)
594                 {
595                         dun->room_map[y][x] = FALSE;
596                 }
597         }
598
599
600         /* No "crowded" rooms yet */
601         dun->crowded = 0;
602
603
604         /* No rooms yet */
605         dun->cent_n = 0;
606
607         
608         /* Build some rooms */
609         if (!(d_info[dungeon_type].flags1 & DF1_MAZE))
610         {
611         for (i = 0; i < dun_rooms; i++)
612         {
613                 bool force_rooms = (ironman_rooms && !((d_info[dungeon_type].flags1 & DF1_BEGINNER) || (d_info[dungeon_type].flags1 & DF1_CHAMELEON)));
614
615                 /* Pick a block for the room */
616                 y = randint0(dun->row_rooms);
617                 x = randint0(dun->col_rooms);
618
619                 /* Align dungeon rooms */
620                 if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
621                 {
622                         /* Slide some rooms right */
623                         if ((x % 3) == 0) x++;
624
625                         /* Slide some rooms left */
626                         if ((x % 3) == 2) x--;
627                 }
628
629                 /* Attempt an "unusual" room */
630                 if (force_rooms || (randint0(DUN_UNUSUAL) < dun_level))
631                 {
632                         /* Roll for room type */
633                         while(1)
634                         {
635                                 k = (force_rooms ? 0 : randint0(100));
636                                 if (force_rooms) break;
637                                 if ((d_info[dungeon_type].flags1 & DF1_NO_VAULT) && (k < 14)) continue;
638                                 break;
639                         }
640
641                         /* Attempt a very unusual room */
642                         if (force_rooms || (randint0(DUN_UNUSUAL) < dun_level))
643                         {
644 #ifdef FORCE_V_IDX
645                                 if (room_build(y, x, 8)) continue;
646 #else
647                                 /* Type 8 -- Greater vault (4%) */
648                                 if (k < 4)
649                                 {
650                                         if (max_vault_ok > 1)
651                                         {
652                                                 if (room_build(y, x, 8)) continue;
653                                         }
654                                         else
655                                         {
656 #ifdef JP
657 if (cheat_room) msg_print("µðÂç¤ÊÃϲ¼¼¼¤òµÑ²¼¤·¤Þ¤¹¡£");
658 #else
659                                                 if (cheat_room) msg_print("Refusing a greater vault.");
660 #endif
661
662                                         }
663                                 }
664
665                                 /* Type 7 -- Lesser vault (6%) */
666                                 if (k < 10)
667                                 {
668                                         if (max_vault_ok > 0)
669                                         {
670                                                 if (room_build(y, x, 7)) continue;
671                                         }
672                                         else
673                                         {
674 #ifdef JP
675 if (cheat_room) msg_print("¾®¤µ¤ÊÃϲ¼¼¼¤òµÑ²¼¤·¤Þ¤¹¡£");
676 #else
677                                                 if (cheat_room) msg_print("Refusing a lesser vault.");
678 #endif
679
680                                         }
681                                 }
682
683
684                                 /* Type 10 -- Random vault (4%) */
685                                 if ((k < 14) && room_build(y, x, 10)) continue;
686
687                                 /* Type 5 -- Monster nest (8%) */
688                                 if ((k < 22) && room_build(y, x, 5)) continue;
689
690                                 /* Type 6 -- Monster pit (10%) */
691                                 if ((k < 32) && room_build(y, x, 6)) continue;
692
693                                 /* Type 13 -- Trapped monster pit (5%) */
694                                 if ((k < 37) && room_build(y, x, 13)) continue;
695 #endif
696
697                         }
698
699                         /* Type 2 -- Overlapping (25%) */
700                         if ((k < 25) && room_build(y, x, 2)) continue;
701
702                         /* Type 3 -- Cross room (25%) */
703                         if ((k < 50) && room_build(y, x, 3)) continue;
704
705                         if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
706                         {
707                                 if (room_build(y, x, 4)) continue;
708                         }
709                         else
710                         {
711                                 /* Type 4 -- Large room (25%) */
712                                 if ((k < 75) && room_build(y, x, 4)) continue;
713
714                                 /* Type 11 -- Circular (10%) */
715                                 if ((k < 85) && room_build(y, x, 11)) continue;
716
717                                 /* Type 12 -- Crypt (15%) */
718                                 if ((k < 100) && room_build(y, x, 12)) continue;
719                         }
720                 }
721
722                 /* The deeper you are, the more cavelike the rooms are */
723                 k = randint1(100);
724
725                 /* No caves when a cavern exists: they look bad */
726                 if (((k < dun_level) || (d_info[dungeon_type].flags1 & DF1_CAVE)) && (!cavern) && (!empty_level) && (laketype == 0) && !(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
727                 {
728                         /* Type 9 -- Fractal cave */
729                         if (room_build(y, x, 9)) continue;
730                 }
731                 else
732                         /* Attempt a "trivial" room */
733
734                   if (room_build(y, x, 1)) continue;
735                 continue;
736         }
737
738         /* Make a hole in the dungeon roof sometimes at level 1 */
739         if ((dun_level == 1) && terrain_streams)
740         {
741                 while (one_in_(DUN_MOS_DEN))
742                 {
743                         place_trees(randint1(cur_wid - 2), randint1(cur_hgt - 2));
744                 }
745         }
746
747         /* Destroy the level if necessary */
748         if (destroyed) destroy_level();
749
750         /* Hack -- Add some rivers */
751         if (one_in_(3) && (randint1(dun_level) > 5) && terrain_streams)
752         {
753                 /* Choose water or lava */
754                 if ((randint1(MAX_DEPTH * 2) - 1 > dun_level) && (d_info[dungeon_type].flags1 & DF1_WATER_RIVER))
755                 {
756                         feat1 = FEAT_DEEP_WATER;
757                         feat2 = FEAT_SHAL_WATER;
758                 }
759                 else if  (d_info[dungeon_type].flags1 & DF1_LAVA_RIVER)
760                 {
761                         feat1 = FEAT_DEEP_LAVA;
762                         feat2 = FEAT_SHAL_LAVA;
763                 }
764                 else feat1 = 0;
765
766
767                 /* Only add river if matches lake type or if have no lake at all */
768                 if ((((laketype == 1) && (feat1 == FEAT_DEEP_LAVA)) ||
769                     ((laketype == 2) && (feat1 == FEAT_DEEP_WATER)) ||
770                      (laketype == 0)) && feat1)
771                 {
772                         add_river(feat1, feat2);
773                 }
774         }
775         }
776
777         /* Special boundary walls -- Top */
778         for (x = 0; x < cur_wid; x++)
779         {
780                 cave_type *c_ptr = &cave[0][x];
781
782                 /* Clear previous contents, add "solid" perma-wall */
783                 c_ptr->feat = FEAT_PERM_SOLID;
784                 c_ptr->info &= ~(CAVE_MASK);
785         }
786
787         /* Special boundary walls -- Bottom */
788         for (x = 0; x < cur_wid; x++)
789         {
790                 cave_type *c_ptr = &cave[cur_hgt-1][x];
791
792                 /* Clear previous contents, add "solid" perma-wall */
793                 c_ptr->feat = FEAT_PERM_SOLID;
794                 c_ptr->info &= ~(CAVE_MASK);
795         }
796
797         /* Special boundary walls -- Left */
798         for (y = 0; y < cur_hgt; y++)
799         {
800                 cave_type *c_ptr = &cave[y][0];
801
802                 /* Clear previous contents, add "solid" perma-wall */
803                 c_ptr->feat = FEAT_PERM_SOLID;
804                 c_ptr->info &= ~(CAVE_MASK);
805         }
806
807         /* Special boundary walls -- Right */
808         for (y = 0; y < cur_hgt; y++)
809         {
810                 cave_type *c_ptr = &cave[y][cur_wid-1];
811
812                 /* Clear previous contents, add "solid" perma-wall */
813                 c_ptr->feat = FEAT_PERM_SOLID;
814                 c_ptr->info &= ~(CAVE_MASK);
815         }
816
817
818         if (d_info[dungeon_type].flags1 & DF1_MAZE)
819         {
820                 build_maze_vault(cur_wid/2-1, cur_hgt/2-1, cur_wid-4, cur_hgt-4, FALSE);
821
822                 /* Place 3 or 4 down stairs near some walls */
823                 if (!alloc_stairs(FEAT_MORE, rand_range(2, 3), 3)) return FALSE;
824
825                 /* Place 1 or 2 up stairs near some walls */
826                 if (!alloc_stairs(FEAT_LESS, 1, 3)) return FALSE;
827         }
828         else
829         {
830         /* Hack -- Scramble the room order */
831         for (i = 0; i < dun->cent_n; i++)
832         {
833                 int pick1 = randint0(dun->cent_n);
834                 int pick2 = randint0(dun->cent_n);
835                 y1 = dun->cent[pick1].y;
836                 x1 = dun->cent[pick1].x;
837                 dun->cent[pick1].y = dun->cent[pick2].y;
838                 dun->cent[pick1].x = dun->cent[pick2].x;
839                 dun->cent[pick2].y = y1;
840                 dun->cent[pick2].x = x1;
841         }
842
843         /* Start with no tunnel doors */
844         dun->door_n = 0;
845
846         /* Hack -- connect the first room to the last room */
847         y = dun->cent[dun->cent_n-1].y;
848         x = dun->cent[dun->cent_n-1].x;
849
850         /* Connect all the rooms together */
851         for (i = 0; i < dun->cent_n; i++)
852         {
853
854                 /* Reset the arrays */
855                 dun->tunn_n = 0;
856                 dun->wall_n = 0;
857
858                 /* Connect the room to the previous room */
859                 if (randint1(dun_level) > d_info[dungeon_type].tunnel_percent)
860                 {
861                         /* make cave-like tunnel */
862                         build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
863                 }
864                 else
865                 {
866                         /* make normal tunnel */
867                         build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x);
868                 }
869
870                 /* Turn the tunnel into corridor */
871                 for (j = 0; j < dun->tunn_n; j++)
872                 {
873                         /* Access the grid */
874                         y = dun->tunn[j].y;
875                         x = dun->tunn[j].x;
876
877                         /* Access the grid */
878                         c_ptr = &cave[y][x];
879
880                         /* Clear previous contents (if not a lake), add a floor */
881                         if ((c_ptr->feat < FEAT_DEEP_WATER) ||
882                             (c_ptr->feat > FEAT_SHAL_LAVA))
883                         {
884                                 place_floor_grid(c_ptr);
885                         }
886                 }
887
888                 /* Apply the piercings that we found */
889                 for (j = 0; j < dun->wall_n; j++)
890                 {
891                         /* Access the grid */
892                         y = dun->wall[j].y;
893                         x = dun->wall[j].x;
894
895                         /* Access the grid */
896                         c_ptr = &cave[y][x];
897
898                         /* Clear previous contents, add up floor */
899                         place_floor_grid(c_ptr);
900
901                         /* Occasional doorway */
902                         if ((randint0(100) < dun_tun_pen) && !(d_info[dungeon_type].flags1 & DF1_NO_DOORS))
903                         {
904                                 /* Place a random door */
905                                 place_random_door(y, x);
906                         }
907                 }
908
909                 /* Remember the "previous" room */
910                 y = dun->cent[i].y;
911                 x = dun->cent[i].x;
912         }
913
914         /* Place intersection doors      */
915         for (i = 0; i < dun->door_n; i++)
916         {
917                 /* Extract junction location */
918                 y = dun->door[i].y;
919                 x = dun->door[i].x;
920
921                 /* Try placing doors */
922                 try_door(y, x - 1);
923                 try_door(y, x + 1);
924                 try_door(y - 1, x);
925                 try_door(y + 1, x);
926         }
927
928         /* Place 3 or 4 down stairs near some walls */
929         if (!alloc_stairs(FEAT_MORE, rand_range(3, 4), 3)) return FALSE;
930
931         /* Place 1 or 2 up stairs near some walls */
932         if (!alloc_stairs(FEAT_LESS, rand_range(1, 2), 3)) return FALSE;
933
934         }
935
936         if (!laketype)
937         {
938                 if (d_info[dungeon_type].stream1)
939                 {
940                         /* Hack -- Add some magma streamers */
941                         for (i = 0; i < DUN_STR_MAG; i++)
942                         {
943                                 build_streamer(d_info[dungeon_type].stream1, DUN_STR_MC);
944                         }
945                 }
946
947                 if (d_info[dungeon_type].stream2)
948                 {
949                         /* Hack -- Add some quartz streamers */
950                         for (i = 0; i < DUN_STR_QUA; i++)
951                         {
952                                 build_streamer(d_info[dungeon_type].stream2, DUN_STR_QC);
953                         }
954                 }
955         }
956
957         /* Handle the quest monster placements */
958         for (i = 0; i < max_quests; i++)
959         {
960                 if ((quest[i].status == QUEST_STATUS_TAKEN) &&
961                     ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
962                     (quest[i].type == QUEST_TYPE_RANDOM)) &&
963                     (quest[i].level == dun_level) && (dungeon_type == quest[i].dungeon) &&
964                         !(quest[i].flags & QUEST_FLAG_PRESET))
965                 {
966                         monster_race *r_ptr = &r_info[quest[i].r_idx];
967
968                         /* Hack -- "unique" monsters must be "unique" */
969                         if ((r_ptr->flags1 & RF1_UNIQUE) &&
970                             (r_ptr->cur_num >= r_ptr->max_num))
971                         {
972                                 /* The unique is already dead */
973                         }
974                         else
975                         {
976                                 u32b mode = (PM_NO_KAGE | PM_NO_PET);
977
978                                 for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++)
979                                 {
980                                         for (k = 0; k < SAFE_MAX_ATTEMPTS; k++)
981                                         {
982                                                 /* Find an empty grid */
983                                                 while (TRUE)
984                                                 {
985                                                         y = randint0(cur_hgt);
986                                                         x = randint0(cur_wid);
987
988                                                         /* Access the grid */
989                                                         c_ptr = &cave[y][x];
990
991                                                         if (!is_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
992                                                         if (distance(y, x, py, px) < 10) continue;
993                                                         else break;
994                                                 }
995
996                                                 if (!(r_ptr->flags1 & RF1_FRIENDS))
997                                                         mode |= PM_ALLOW_GROUP;
998
999                                                 /* Try to place the monster */
1000                                                 if (place_monster_aux(0, y, x, quest[i].r_idx, mode))
1001                                                 {
1002                                                         /* Success */
1003                                                         break;
1004                                                 }
1005                                                 else
1006                                                 {
1007                                                         /* Failure - Try again */
1008                                                         continue;
1009                                                 }
1010                                         }
1011                                 }
1012                         }
1013                 }
1014         }
1015
1016
1017         /* Basic "amount" */
1018         k = (dun_level / 3);
1019         if (k > 10) k = 10;
1020         if (k < 2) k = 2;
1021
1022         /* Pick a base number of monsters */
1023         i = d_info[dungeon_type].min_m_alloc_level;
1024
1025         /* To make small levels a bit more playable */
1026         if (cur_hgt < MAX_HGT || cur_wid < MAX_WID)
1027         {
1028                 int small_tester = i;
1029
1030                 i = (i * cur_hgt) / MAX_HGT;
1031                 i = (i * cur_wid) / MAX_WID;
1032                 i += 1;
1033
1034                 if (i > small_tester) i = small_tester;
1035                 else if (cheat_hear)
1036                 {
1037 #ifdef JP
1038 msg_format("¥â¥ó¥¹¥¿¡¼¿ô´ðËÜÃͤò %d ¤«¤é %d ¤Ë¸º¤é¤·¤Þ¤¹", small_tester, i);
1039 #else
1040                         msg_format("Reduced monsters base from %d to %d", small_tester, i);
1041 #endif
1042
1043                 }
1044         }
1045
1046         i += randint1(8);
1047
1048         /* Put some monsters in the dungeon */
1049         for (i = i + k; i > 0; i--)
1050         {
1051                 (void)alloc_monster(0, TRUE);
1052         }
1053
1054         /* Place some traps in the dungeon */
1055         alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));
1056
1057         /* Put some rubble in corridors */
1058         alloc_object(ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
1059
1060         /* Put some objects in rooms */
1061         alloc_object(ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
1062
1063         /* Put some objects/gold in the dungeon */
1064         alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
1065         alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));
1066
1067         /* Put an Artifact and Artifact Guardian is requested */
1068         if(d_info[dungeon_type].final_guardian && (d_info[dungeon_type].maxdepth == dun_level))
1069         {
1070                 int oy;
1071                 int ox;
1072                 int try = 4000;
1073
1074                 /* Find a good position */
1075                 while(try)
1076                 {
1077                         /* Get a random spot */
1078                         oy = randint1(cur_hgt - 4) + 2;
1079                         ox = randint1(cur_wid - 4) + 2;
1080
1081                         /* Is it a good spot ? */
1082                         if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[d_info[dungeon_type].final_guardian]))
1083                         {
1084                                 /* Place the guardian */
1085                                 if (place_monster_aux(0, oy, ox, d_info[dungeon_type].final_guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) break;
1086                         }
1087                         /* One less try */
1088                         try--;
1089                 }
1090         }
1091
1092         if ((empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > dun_level))) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1093         {
1094                 /* Lite the cave */
1095                 for (y = 0; y < cur_hgt; y++)
1096                 {
1097                         for (x = 0; x < cur_wid; x++)
1098                         {
1099                                 cave[y][x].info |= (CAVE_GLOW);
1100                         }
1101                 }
1102         }
1103
1104         /* Determine the character location */
1105         if (!new_player_spot())
1106                 return FALSE;
1107
1108         return TRUE;
1109 }
1110
1111
1112 /*
1113  * Builds the arena after it is entered -KMW-
1114  */
1115 static void build_arena(void)
1116 {
1117         int yval, y_height, y_depth, xval, x_left, x_right;
1118         register int i, j;
1119
1120         yval = SCREEN_HGT / 2;
1121         xval = SCREEN_WID / 2;
1122         y_height = yval - 10;
1123         y_depth = yval + 10;
1124         x_left = xval - 32;
1125         x_right = xval + 32;
1126
1127         for (i = y_height; i <= y_height + 5; i++)
1128                 for (j = x_left; j <= x_right; j++)
1129                 {
1130                         cave[i][j].feat = FEAT_PERM_EXTRA;
1131                         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1132                 }
1133         for (i = y_depth; i >= y_depth - 5; i--)
1134                 for (j = x_left; j <= x_right; j++)
1135                 {
1136                         cave[i][j].feat = FEAT_PERM_EXTRA;
1137                         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1138                 }
1139         for (j = x_left; j <= x_left + 17; j++)
1140                 for (i = y_height; i <= y_depth; i++)
1141                 {
1142                         cave[i][j].feat = FEAT_PERM_EXTRA;
1143                         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1144                 }
1145         for (j = x_right; j >= x_right - 17; j--)
1146                 for (i = y_height; i <= y_depth; i++)
1147                 {
1148                         cave[i][j].feat = FEAT_PERM_EXTRA;
1149                         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1150                 }
1151
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);
1160
1161         i = y_height + 5;
1162         j = xval;
1163         cave[i][j].feat = FEAT_BLDG_HEAD + 2;
1164         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1165         player_place(i + 1, j);
1166 }
1167
1168
1169 /*
1170  * Town logic flow for generation of arena -KMW-
1171  */
1172 static void arena_gen(void)
1173 {
1174         int y, x;
1175         int qy = 0;
1176         int qx = 0;
1177
1178         /* Smallest area */
1179         cur_hgt = SCREEN_HGT;
1180         cur_wid = SCREEN_WID;
1181
1182         /* Start with solid walls */
1183         for (y = 0; y < MAX_HGT; y++)
1184         {
1185                 for (x = 0; x < MAX_WID; x++)
1186                 {
1187                         /* Create "solid" perma-wall */
1188                         cave[y][x].feat = FEAT_PERM_SOLID;
1189
1190                         /* Illuminate and memorize the walls */
1191                         cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1192                 }
1193         }
1194
1195         /* Then place some floors */
1196         for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1197         {
1198                 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1199                 {
1200                         /* Create empty floor */
1201                         cave[y][x].feat = FEAT_FLOOR;
1202                 }
1203         }
1204
1205         build_arena();
1206
1207         place_monster_aux(0, py + 5, px, arena_monsters[p_ptr->arena_number],
1208             (PM_NO_KAGE | PM_NO_PET));
1209 }
1210
1211
1212
1213 /*
1214  * Builds the arena after it is entered -KMW-
1215  */
1216 static void build_battle(void)
1217 {
1218         int yval, y_height, y_depth, xval, x_left, x_right;
1219         register int i, j;
1220
1221         yval = SCREEN_HGT / 2;
1222         xval = SCREEN_WID / 2;
1223         y_height = yval - 10;
1224         y_depth = yval + 10;
1225         x_left = xval - 32;
1226         x_right = xval + 32;
1227
1228         for (i = y_height; i <= y_height + 5; i++)
1229                 for (j = x_left; j <= x_right; j++)
1230                 {
1231                         cave[i][j].feat = FEAT_PERM_EXTRA;
1232                         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1233                 }
1234         for (i = y_depth; i >= y_depth - 3; i--)
1235                 for (j = x_left; j <= x_right; j++)
1236                 {
1237                         cave[i][j].feat = FEAT_PERM_EXTRA;
1238                         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1239                 }
1240         for (j = x_left; j <= x_left + 17; j++)
1241                 for (i = y_height; i <= y_depth; i++)
1242                 {
1243                         cave[i][j].feat = FEAT_PERM_EXTRA;
1244                         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1245                 }
1246         for (j = x_right; j >= x_right - 17; j--)
1247                 for (i = y_height; i <= y_depth; i++)
1248                 {
1249                         cave[i][j].feat = FEAT_PERM_EXTRA;
1250                         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1251                 }
1252
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);
1261
1262         i = y_height + 4;
1263         j = xval;
1264         cave[i][j].feat = FEAT_BLDG_HEAD + 3;
1265         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1266         player_place(i, j);
1267 }
1268
1269
1270 /*
1271  * Town logic flow for generation of arena -KMW-
1272  */
1273 static void battle_gen(void)
1274 {
1275         int y, x, i;
1276         int qy = 0;
1277         int qx = 0;
1278
1279         /* Start with solid walls */
1280         for (y = 0; y < MAX_HGT; y++)
1281         {
1282                 for (x = 0; x < MAX_WID; x++)
1283                 {
1284                         /* Create "solid" perma-wall */
1285                         cave[y][x].feat = FEAT_PERM_SOLID;
1286
1287                         /* Illuminate and memorize the walls */
1288                         cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1289                 }
1290         }
1291
1292         /* Then place some floors */
1293         for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1294         {
1295                 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1296                 {
1297                         /* Create empty floor */
1298                         cave[y][x].feat = FEAT_FLOOR;
1299                 }
1300         }
1301
1302         build_battle();
1303
1304         for(i=0;i<4;i++)
1305         {
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]);
1309         }
1310         for(i = 1; i < m_max; i++)
1311         {
1312                 monster_type *m_ptr = &m_list[i];
1313
1314                 if (!m_ptr->r_idx) continue;
1315
1316                 /* Hack -- Detect monster */
1317                 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
1318
1319                 /* Update the monster */
1320                 update_mon(i, FALSE);
1321         }
1322 }
1323
1324
1325 /*
1326  * Generate a quest level
1327  */
1328 static void quest_gen(void)
1329 {
1330         int x, y;
1331
1332
1333         /* Start with perm walls */
1334         for (y = 0; y < cur_hgt; y++)
1335         {
1336                 for (x = 0; x < cur_wid; x++)
1337                 {
1338                         cave[y][x].feat = FEAT_PERM_SOLID;
1339                 }
1340         }
1341
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;
1347
1348         if (record_stair) do_cmd_write_nikki(NIKKI_TO_QUEST, p_ptr->inside_quest, NULL);
1349
1350         /* Prepare allocation table */
1351         get_mon_num_prep(get_monster_hook(), NULL);
1352
1353         init_flags = INIT_CREATE_DUNGEON | INIT_ASSIGN;
1354
1355 process_dungeon_file("q_info_j.txt", 0, 0, MAX_HGT, MAX_WID);
1356 }
1357
1358 /* Make a real level */
1359 static bool level_gen(cptr *why)
1360 {
1361         int level_height, level_width;
1362
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))
1368         {
1369                 if (cheat_room)
1370 #ifdef JP
1371 msg_print("¾®¤µ¤Ê¥Õ¥í¥¢");
1372 #else
1373                   msg_print("A 'small' dungeon level.");
1374 #endif
1375
1376
1377                 if (d_info[dungeon_type].flags1 & DF1_SMALLEST)
1378                 {
1379                         level_height = 1;
1380                         level_width = 1;
1381                 }
1382                 else if (d_info[dungeon_type].flags1 & DF1_BEGINNER)
1383                 {
1384                         level_height = 2;
1385                         level_width = 2;
1386                 }
1387                 else
1388                 {
1389                         do
1390                         {
1391                                 level_height = randint1(MAX_HGT/SCREEN_HGT);
1392                                 level_width = randint1(MAX_WID/SCREEN_WID);
1393                         }
1394                         while ((level_height == MAX_HGT/SCREEN_HGT) &&
1395                                    (level_width == MAX_WID/SCREEN_WID));
1396                 }
1397
1398                 cur_hgt = level_height * SCREEN_HGT;
1399                 cur_wid = level_width * SCREEN_WID;
1400
1401                 /* Assume illegal panel */
1402                 panel_row_min = cur_hgt;
1403                 panel_col_min = cur_wid;
1404
1405                 if (cheat_room)
1406                   msg_format("X:%d, Y:%d.", cur_hgt, cur_wid);
1407         }
1408         else
1409         {
1410                 /* Big dungeon */
1411                 cur_hgt = MAX_HGT;
1412                 cur_wid = MAX_WID;
1413
1414                 /* Assume illegal panel */
1415                 panel_row_min = cur_hgt;
1416                 panel_col_min = cur_wid;
1417         }
1418
1419         /* Make a dungeon */
1420         if (!cave_gen())
1421         {
1422 #ifdef JP
1423 *why = "¥À¥ó¥¸¥ç¥óÀ¸À®¤Ë¼ºÇÔ";
1424 #else
1425                 *why = "could not place player";
1426 #endif
1427
1428                 return FALSE;
1429         }
1430         else return TRUE;
1431 }
1432
1433 static byte extract_feeling(void)
1434 {
1435         /* Hack -- no feeling in the town */
1436         if (!dun_level) return 0;
1437
1438         /* Hack -- Have a special feeling sometimes */
1439         if (good_item_flag && !preserve_mode) return 1;
1440
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;
1449
1450         if((turn - old_turn) > TURNS_PER_TICK * TOWN_DAWN /2)
1451                 chg_virtue(V_PATIENCE, 1);
1452
1453         return 10;
1454 }
1455
1456
1457 static void place_pet(void)
1458 {
1459         int i, max_num;
1460
1461         if (p_ptr->wild_mode)
1462                 max_num = 1;
1463         else
1464                 max_num = 21;
1465
1466         for (i = 0; i < max_num; i++)
1467         {
1468                 int cy, cx, m_idx;
1469
1470                 if (!(party_mon[i].r_idx)) continue;
1471
1472
1473                 if (i == 0)
1474                 {
1475                         m_idx = m_pop();
1476                         p_ptr->riding = m_idx;
1477                         if (m_idx)
1478                         {
1479                                 cy = py;
1480                                 cx = px;
1481                         }
1482                 }
1483                 else
1484                 {
1485                         int j, d;
1486
1487                         for(d = 1; d < 6; d++)
1488                         {
1489                                 for(j = 1000; j > 0; j--)
1490                                 {
1491                                         scatter(&cy, &cx, py, px, d, 0);
1492                                         if ((cave_floor_bold(cy, cx) || (cave[cy][cx].feat == FEAT_TREES)) && !cave[cy][cx].m_idx && !((cy == py) && (cx == px))) break;
1493                                 }
1494                                 if (j) break;
1495                         }
1496                         if (d == 6 || p_ptr->inside_arena || p_ptr->inside_battle)
1497                                 m_idx = 0;
1498                         else
1499                                 m_idx = m_pop();
1500                 }
1501                 
1502                 if (m_idx)
1503                 {
1504                         monster_type *m_ptr = &m_list[m_idx];
1505                         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1506                         
1507                         cave[cy][cx].m_idx = m_idx;
1508                         m_ptr->r_idx = party_mon[i].r_idx;
1509                         m_ptr->ap_r_idx = party_mon[i].ap_r_idx;
1510                         m_ptr->sub_align = party_mon[i].sub_align;
1511                         m_ptr->fy = cy;
1512                         m_ptr->fx = cx;
1513                         m_ptr->cdis = party_mon[i].cdis;
1514                         m_ptr->mflag = party_mon[i].mflag;
1515                         m_ptr->mflag2 = party_mon[i].mflag2;
1516                         m_ptr->ml = TRUE;
1517                         m_ptr->hp = party_mon[i].hp;
1518                         m_ptr->maxhp = party_mon[i].maxhp;
1519                         m_ptr->max_maxhp = party_mon[i].max_maxhp;
1520                         m_ptr->mspeed = party_mon[i].mspeed;
1521                         m_ptr->fast = party_mon[i].fast;
1522                         m_ptr->slow = party_mon[i].slow;
1523                         m_ptr->stunned = party_mon[i].stunned;
1524                         m_ptr->confused = party_mon[i].confused;
1525                         m_ptr->monfear = party_mon[i].monfear;
1526                         m_ptr->invulner = party_mon[i].invulner;
1527                         m_ptr->smart = party_mon[i].smart;
1528                         m_ptr->csleep = 0;
1529                         m_ptr->nickname = party_mon[i].nickname;
1530                         m_ptr->energy_need = party_mon[i].energy_need;
1531                         m_ptr->exp = party_mon[i].exp;
1532                         set_pet(m_ptr);
1533
1534                         if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
1535                         {
1536                                 /* Monster is still being nice */
1537                                 m_ptr->mflag |= (MFLAG_NICE);
1538                                 
1539                                 /* Must repair monsters */
1540                                 repair_monsters = TRUE;
1541                         }
1542                         
1543                         /* Update the monster */
1544                         update_mon(m_idx, TRUE);
1545                         lite_spot(cy, cx);
1546                         
1547                         r_ptr->cur_num++;
1548                         
1549                         /* Hack -- Count the number of "reproducers" */
1550                         if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
1551                         
1552                         /* Hack -- Notice new multi-hued monsters */
1553                         if (r_ptr->flags1 & RF1_ATTR_MULTI) shimmer_monsters = TRUE;
1554                 }
1555                 else
1556                 {
1557                         char m_name[80];
1558                         
1559                         monster_desc(m_name, &party_mon[i], 0);
1560 #ifdef JP
1561                         msg_format("%s¤È¤Ï¤°¤ì¤Æ¤·¤Þ¤Ã¤¿¡£", m_name);
1562 #else
1563                         msg_format("You have lost sight of %s.", m_name);
1564 #endif
1565                         if (record_named_pet && party_mon[i].nickname)
1566                         {
1567                                 monster_desc(m_name, &party_mon[i], 0x08);
1568                                 do_cmd_write_nikki(NIKKI_NAMED_PET, 5, m_name);
1569                         }
1570                 }
1571         }
1572 }
1573
1574 /*
1575  * Wipe all unnecessary flags after cave generation
1576  */
1577 static void wipe_generate_cave_flags(void)
1578 {
1579         int x, y;
1580
1581         for (y = 0; y < cur_hgt; y++)
1582         {
1583                 for (x = 0; x < cur_wid; x++)
1584                 {
1585                         /* Wipe unused flags */
1586                         cave[y][x].info &= ~(CAVE_MASK);
1587                 }
1588         }
1589
1590         if (dun_level)
1591         {
1592                 for (y = 1; y < cur_hgt - 1; y++)
1593                 {
1594                         for (x = 1; x < cur_wid - 1; x++)
1595                         {
1596                                 /* There might be trap */
1597                                 cave[y][x].info |= CAVE_UNSAFE;
1598                         }
1599                 }
1600         }
1601 }
1602
1603 /*
1604  * Generates a random dungeon level                     -RAK-
1605  *
1606  * Hack -- regenerate any "overflow" levels
1607  *
1608  * Hack -- allow auto-scumming via a gameplay option.
1609  */
1610 void generate_cave(void)
1611 {
1612         int y, x, num;
1613         int i;
1614
1615         /* The dungeon is not ready */
1616         character_dungeon = FALSE;
1617
1618         /* No longer in the trap detecteded region */
1619         p_ptr->dtrap = FALSE;
1620
1621         /* Generate */
1622         for (num = 0; TRUE; num++)
1623         {
1624                 bool okay = TRUE;
1625
1626                 cptr why = NULL;
1627
1628
1629                 /* XXX XXX XXX XXX */
1630                 o_max = 1;
1631                 m_max = 1;
1632
1633                 /* Start with a blank cave */
1634                 for (y = 0; y < MAX_HGT; y++)
1635                 {
1636                         for (x = 0; x < MAX_WID; x++)
1637                         {
1638                                 /* No flags */
1639                                 cave[y][x].info = 0;
1640
1641                                 /* No features */
1642                                 cave[y][x].feat = 0;
1643
1644                                 /* No objects */
1645                                 cave[y][x].o_idx = 0;
1646
1647                                 /* No monsters */
1648                                 cave[y][x].m_idx = 0;
1649
1650                                 /* No mimic */
1651                                 cave[y][x].mimic = 0;
1652
1653                                 /* No flow */
1654                                 cave[y][x].cost = 0;
1655                                 cave[y][x].dist = 0;
1656                                 cave[y][x].when = 0;
1657                         }
1658                 }
1659
1660                 /* Mega-Hack -- no player yet */
1661                 px = py = 0;
1662
1663                 /* Mega-Hack -- no panel yet */
1664                 panel_row_min = 0;
1665                 panel_row_max = 0;
1666                 panel_col_min = 0;
1667                 panel_col_max = 0;
1668
1669                 /* Set the base level */
1670                 base_level = dun_level;
1671
1672                 /* Reset the monster generation level */
1673                 monster_level = base_level;
1674
1675                 /* Reset the object generation level */
1676                 object_level = base_level;
1677
1678                 /* Nothing special here yet */
1679                 good_item_flag = FALSE;
1680
1681                 /* Nothing good here yet */
1682                 rating = 0;
1683
1684                 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;
1685
1686                 ambush_flag = FALSE;
1687
1688                 /* Fill the arrays of floors and walls in the good proportions */
1689                 for (i = 0; i < 100; i++)
1690                 {
1691                         int lim1, lim2, lim3;
1692
1693                         lim1 = d_info[0].floor_percent1;
1694                         lim2 = lim1 + d_info[0].floor_percent2;
1695                         lim3 = lim2 + d_info[0].floor_percent3;
1696
1697                         if (i < lim1)
1698                                 floor_type[i] = d_info[0].floor1;
1699                         else if (i < lim2)
1700                                 floor_type[i] = d_info[0].floor2;
1701                         else if (i < lim3)
1702                                 floor_type[i] = d_info[0].floor3;
1703
1704                         lim1 = d_info[0].fill_percent1;
1705                         lim2 = lim1 + d_info[0].fill_percent2;
1706                         lim3 = lim2 + d_info[0].fill_percent3;
1707                         if (i < lim1)
1708                                 fill_type[i] = d_info[0].fill_type1;
1709                         else if (i < lim2)
1710                                 fill_type[i] = d_info[0].fill_type2;
1711                         else if (i < lim3)
1712                                 fill_type[i] = d_info[0].fill_type3;
1713                 }
1714
1715                 /* Build the arena -KMW- */
1716                 if (p_ptr->inside_arena)
1717                 {
1718                                 /* Small arena */
1719                         arena_gen();
1720                 }
1721
1722                 /* Build the battle -KMW- */
1723                 else if (p_ptr->inside_battle)
1724                 {
1725                                 /* Small arena */
1726                         battle_gen();
1727                 }
1728
1729                 else if (p_ptr->inside_quest)
1730                 {
1731                         quest_gen();
1732                 }
1733
1734                 /* Build the town */
1735                 else if (!dun_level)
1736                 {
1737                                 /* Make the wilderness */
1738                         if (p_ptr->wild_mode) wilderness_gen_small();
1739                         else wilderness_gen();
1740                 }
1741
1742                 /* Build a real level */
1743                 else
1744                 {
1745                         okay = level_gen(&why);
1746                 }
1747
1748                 /* Extract the feeling */
1749                 feeling = extract_feeling();
1750
1751                 /* Prevent object over-flow */
1752                 if (o_max >= max_o_idx)
1753                 {
1754                         /* Message */
1755 #ifdef JP
1756 why = "¥¢¥¤¥Æ¥à¤¬Â¿¤¹¤®¤ë";
1757 #else
1758                         why = "too many objects";
1759 #endif
1760
1761
1762                         /* Message */
1763                         okay = FALSE;
1764                 }
1765                 /* Prevent monster over-flow */
1766                 else if (m_max >= max_m_idx)
1767                 {
1768                         /* Message */
1769 #ifdef JP
1770 why = "¥â¥ó¥¹¥¿¡¼¤¬Â¿¤¹¤®¤ë";
1771 #else
1772                         why = "too many monsters";
1773 #endif
1774
1775
1776                         /* Message */
1777                         okay = FALSE;
1778                 }
1779
1780                 /* Mega-Hack -- "auto-scum" */
1781                 else if ((auto_scum || ironman_autoscum) && (num < 100) &&
1782                                  !p_ptr->inside_quest && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1783                 {
1784                         /* Require "goodness" */
1785                         if ((feeling > 9) ||
1786                             ((dun_level >= 7) && (feeling > 8)) ||
1787                             ((dun_level >= 15) && (feeling > 7)) ||
1788                             ((dun_level >= 35) && (feeling > 6)) ||
1789                             ((dun_level >= 70) && (feeling > 5)))
1790                         {
1791                                 /* Give message to cheaters */
1792                                 if (cheat_room || cheat_hear ||
1793                                     cheat_peek || cheat_xtra)
1794                                 {
1795                                         /* Message */
1796 #ifdef JP
1797 why = "Âà¶þ¤Ê³¬";
1798 #else
1799                                         why = "boring level";
1800 #endif
1801
1802                                 }
1803
1804                                 /* Try again */
1805                                 okay = FALSE;
1806                         }
1807                 }
1808
1809                 /* Accept */
1810                 if (okay) break;
1811
1812                 /* Message */
1813 #ifdef JP
1814 if (why) msg_format("À¸À®¤ä¤êľ¤·(%s)", why);
1815 #else
1816                 if (why) msg_format("Generation restarted (%s)", why);
1817 #endif
1818
1819
1820                 /* Wipe the objects */
1821                 wipe_o_list();
1822
1823                 /* Wipe the monsters */
1824                 wipe_m_list();
1825         }
1826
1827         for (y = 1; y < cur_hgt - 1; y++)
1828         {
1829                 for (x = 1; x < cur_wid - 1; x++)
1830                 {
1831                         if ((cave[y][x].feat == FEAT_DEEP_LAVA))
1832                         {
1833                                 int i;
1834                                 for (i = 0; i < 9; i++)
1835                                 {
1836                                         cave[y+ddy_ddd[i]][x+ddx_ddd[i]].info |= CAVE_GLOW;
1837                                 }
1838                         }
1839                 }
1840         }
1841
1842         wipe_generate_cave_flags();
1843
1844         place_pet();
1845
1846         /* The dungeon is ready */
1847         character_dungeon = TRUE;
1848
1849         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) wiz_lite(TRUE, (bool)(p_ptr->pclass == CLASS_NINJA));
1850
1851         /* Remember when this level was "created" */
1852         old_turn = turn;
1853 }