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 (py == y && px == 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, FALSE, FALSE);
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);
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 * Generate a new dungeon level
471 * Note that "dun_body" adds about 4000 bytes of memory to the stack.
473 static bool cave_gen(void)
475 int i, j, k, y, x, y1, x1;
477 int max_vault_ok = 2;
479 int feat1 = 0, feat2 = 0;
483 bool destroyed = FALSE;
484 bool empty_level = FALSE;
491 /* Fill the arrays of floors and walls in the good proportions */
492 set_floor_and_wall(dungeon_type);
495 /* Prepare allocation table */
496 get_mon_num_prep(get_monster_hook(), NULL);
498 feat_wall_outer = d_info[dungeon_type].outer_wall;
499 feat_wall_inner = d_info[dungeon_type].inner_wall;
500 feat_wall_solid = d_info[dungeon_type].outer_wall;
505 if (cur_hgt <= SCREEN_HGT / 2 - 2) max_vault_ok--;
506 if (cur_wid <= SCREEN_WID / 2 - 2) max_vault_ok--;
508 /* Randomize the dungeon creation values */
509 dun_rooms = rand_range(DUN_ROOMS_MIN, DUN_ROOMS_MAX);
510 dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
511 dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
512 dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
513 dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
514 dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);
516 /* Empty arena levels */
517 if (ironman_empty_levels || ((d_info[dungeon_type].flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
523 msg_print("¥¢¥ê¡¼¥Ê¥ì¥Ù¥ë");
525 msg_print("Arena level.");
531 /* Hack -- Start with basic granite */
532 for (y = 0; y < cur_hgt; y++)
534 for (x = 0; x < cur_wid; x++)
536 cave_type *c_ptr = &cave[y][x];
540 place_floor_grid(c_ptr);
544 /* Create granite wall */
545 place_extra_grid(c_ptr);
550 /* Hack -- boundary walls and mimics are set later */
551 for (y = 0; y < cur_hgt; y++) cave[y][0].feat = cave[y][cur_wid - 1].feat = FEAT_NONE;
552 for (x = 0; x < cur_wid; x++) cave[0][x].feat = cave[cur_hgt - 1][x].feat = FEAT_NONE;
554 #ifdef ALLOW_CAVERNS_AND_LAKES
555 /* Possible "destroyed" level */
556 if ((dun_level > 30) && one_in_(DUN_DEST*2) && (small_levels) && (d_info[dungeon_type].flags1 & DF1_DESTROY))
560 /* extra rubble around the place looks cool */
561 build_lake(3+randint0(2));
564 /* Make a lake some of the time */
565 if (one_in_(LAKE_LEVEL) && !empty_level && !destroyed &&
566 (d_info[dungeon_type].flags1 & DF1_LAKE_MASK))
569 if (d_info[dungeon_type].flags1 & DF1_LAKE_WATER) count += 3;
570 if (d_info[dungeon_type].flags1 & DF1_LAKE_LAVA) count += 3;
571 if (d_info[dungeon_type].flags1 & DF1_LAKE_RUBBLE) count += 3;
572 if (d_info[dungeon_type].flags1 & DF1_LAKE_TREE) count += 3;
574 if (d_info[dungeon_type].flags1 & DF1_LAKE_LAVA)
577 if ((dun_level > 80) && (randint0(count) < 2)) laketype = 1;
581 if (!laketype && (dun_level > 80) && one_in_(count)) laketype = 7;
585 if ((d_info[dungeon_type].flags1 & DF1_LAKE_WATER) && !laketype)
588 if ((dun_level > 50) && randint0(count) < 2) laketype = 2;
592 if (!laketype && (dun_level > 50) && one_in_(count)) laketype = 6;
596 if ((d_info[dungeon_type].flags1 & DF1_LAKE_RUBBLE) && !laketype)
599 if ((dun_level > 35) && (randint0(count) < 2)) laketype = 3;
602 /* Lake of rubble2 */
603 if (!laketype && (dun_level > 35) && one_in_(count)) laketype = 4;
608 if ((dun_level > 5) && (d_info[dungeon_type].flags1 & DF1_LAKE_TREE) && !laketype) laketype = 5;
614 msg_print("¸Ð¤òÀ¸À®¡£");
616 msg_print("Lake on the level.");
619 build_lake(laketype);
623 if ((dun_level > DUN_CAVERN) && !empty_level &&
624 (d_info[dungeon_type].flags1 & DF1_CAVERN) &&
625 (laketype == 0) && !destroyed && (randint1(1000) < dun_level))
629 /* make a large fractal cave in the middle of the dungeon */
633 msg_print("ƶ·¢¤òÀ¸À®¡£");
635 msg_print("Cavern on level.");
641 #endif /* ALLOW_CAVERNS_AND_LAKES */
643 /* Hack -- No destroyed "quest" levels */
644 if (quest_number(dun_level)) destroyed = FALSE;
646 /* Actual maximum number of rooms on this level */
647 dun->row_rooms = cur_hgt / BLOCK_HGT;
648 dun->col_rooms = cur_wid / BLOCK_WID;
650 /* Initialize the room table */
651 for (y = 0; y < dun->row_rooms; y++)
653 for (x = 0; x < dun->col_rooms; x++)
655 dun->room_map[y][x] = FALSE;
660 /* No "crowded" rooms yet */
668 /* Build some rooms */
669 if (!(d_info[dungeon_type].flags1 & DF1_MAZE))
671 for (i = 0; i < dun_rooms; i++)
673 bool force_rooms = (ironman_rooms && !((d_info[dungeon_type].flags1 & DF1_BEGINNER) || (d_info[dungeon_type].flags1 & DF1_CHAMELEON)));
675 /* Pick a block for the room */
676 y = randint0(dun->row_rooms);
677 x = randint0(dun->col_rooms);
679 /* Align dungeon rooms */
680 if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
682 /* Slide some rooms right */
683 if ((x % 3) == 0) x++;
685 /* Slide some rooms left */
686 if ((x % 3) == 2) x--;
689 /* Attempt an "unusual" room */
690 if (force_rooms || (randint0(DUN_UNUSUAL) < dun_level))
692 /* Roll for room type */
695 k = (force_rooms ? 0 : randint0(100));
696 if (force_rooms) break;
697 if ((d_info[dungeon_type].flags1 & DF1_NO_VAULT) && (k < 14)) continue;
701 /* Attempt a very unusual room */
702 if (force_rooms || (randint0(DUN_UNUSUAL) < dun_level))
705 if (room_build(y, x, 8)) continue;
707 /* Type 8 -- Greater vault (4%) */
710 if (max_vault_ok > 1)
712 if (room_build(y, x, 8)) continue;
717 if (cheat_room) msg_print("µðÂç¤ÊÃϲ¼¼¼¤òµÑ²¼¤·¤Þ¤¹¡£");
719 if (cheat_room) msg_print("Refusing a greater vault.");
725 /* Type 7 -- Lesser vault (6%) */
728 if (max_vault_ok > 0)
730 if (room_build(y, x, 7)) continue;
735 if (cheat_room) msg_print("¾®¤µ¤ÊÃϲ¼¼¼¤òµÑ²¼¤·¤Þ¤¹¡£");
737 if (cheat_room) msg_print("Refusing a lesser vault.");
744 /* Type 10 -- Random vault (4%) */
745 if ((k < 14) && room_build(y, x, 10)) continue;
747 /* Type 5 -- Monster nest (8%) */
748 if ((k < 22) && room_build(y, x, 5)) continue;
750 /* Type 6 -- Monster pit (10%) */
751 if ((k < 32) && room_build(y, x, 6)) continue;
753 /* Type 13 -- Trapped monster pit (5%) */
754 if ((k < 37) && room_build(y, x, 13)) continue;
756 /* Type 14 -- Trapped room (5%) */
757 if ((k < 42) && room_build(y, x, 14)) continue;
762 /* Type 2 -- Overlapping (25%) */
763 if ((k < 25) && room_build(y, x, 2)) continue;
765 /* Type 3 -- Cross room (25%) */
766 if ((k < 50) && room_build(y, x, 3)) continue;
768 if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
770 if (room_build(y, x, 4)) continue;
774 /* Type 4 -- Large room (25%) */
775 if ((k < 75) && room_build(y, x, 4)) continue;
777 /* Type 11 -- Circular (10%) */
778 if ((k < 85) && room_build(y, x, 11)) continue;
780 /* Type 12 -- Crypt (15%) */
781 if ((k < 100) && room_build(y, x, 12)) continue;
785 /* The deeper you are, the more cavelike the rooms are */
788 /* No caves when a cavern exists: they look bad */
789 if (((k < dun_level) || (d_info[dungeon_type].flags1 & DF1_CAVE)) && (!cavern) && (!empty_level) && (laketype == 0) && !(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
791 /* Type 9 -- Fractal cave */
792 if (room_build(y, x, 9)) continue;
795 /* Attempt a "trivial" room */
797 if (room_build(y, x, 1)) continue;
801 /* Make a hole in the dungeon roof sometimes at level 1 */
804 while (one_in_(DUN_MOS_DEN))
806 place_trees(randint1(cur_wid - 2), randint1(cur_hgt - 2));
810 /* Destroy the level if necessary */
811 if (destroyed) destroy_level();
813 /* Hack -- Add some rivers */
814 if (one_in_(3) && (randint1(dun_level) > 5))
816 /* Choose water or lava */
817 if ((randint1(MAX_DEPTH * 2) - 1 > dun_level) && (d_info[dungeon_type].flags1 & DF1_WATER_RIVER))
819 feat1 = FEAT_DEEP_WATER;
820 feat2 = FEAT_SHAL_WATER;
822 else if (d_info[dungeon_type].flags1 & DF1_LAVA_RIVER)
824 feat1 = FEAT_DEEP_LAVA;
825 feat2 = FEAT_SHAL_LAVA;
830 /* Only add river if matches lake type or if have no lake at all */
831 if ((((laketype == 1) && (feat1 == FEAT_DEEP_LAVA)) ||
832 ((laketype == 2) && (feat1 == FEAT_DEEP_WATER)) ||
833 (laketype == 0)) && feat1)
835 add_river(feat1, feat2);
840 /* Special boundary walls -- Top and bottom */
841 for (x = 0; x < cur_wid; x++)
843 cave_type *c_ptr = &cave[0][x]; /* Top */
845 /* Clear previous contents */
846 if (c_ptr->feat == FEAT_NONE) c_ptr->feat = fill_type[randint0(100)];
847 c_ptr->info &= ~(CAVE_MASK);
849 c_ptr = &cave[cur_hgt - 1][x]; /* Bottom */
851 /* Clear previous contents */
852 if (c_ptr->feat == FEAT_NONE) c_ptr->feat = fill_type[randint0(100)];
853 c_ptr->info &= ~(CAVE_MASK);
856 /* Special boundary walls -- Left and right */
857 for (y = 1; y < (cur_hgt - 1); y++)
859 cave_type *c_ptr = &cave[y][0]; /* Left */
861 /* Clear previous contents */
862 if (c_ptr->feat == FEAT_NONE) c_ptr->feat = fill_type[randint0(100)];
863 c_ptr->info &= ~(CAVE_MASK);
865 c_ptr = &cave[y][cur_wid - 1]; /* Right */
867 /* Clear previous contents */
868 if (c_ptr->feat == FEAT_NONE) c_ptr->feat = fill_type[randint0(100)];
869 c_ptr->info &= ~(CAVE_MASK);
873 if (d_info[dungeon_type].flags1 & DF1_MAZE)
875 build_maze_vault(cur_wid/2-1, cur_hgt/2-1, cur_wid-4, cur_hgt-4, FALSE);
877 /* Place 3 or 4 down stairs near some walls */
878 if (!alloc_stairs(FEAT_MORE, rand_range(2, 3), 3)) return FALSE;
880 /* Place 1 or 2 up stairs near some walls */
881 if (!alloc_stairs(FEAT_LESS, 1, 3)) return FALSE;
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++)
909 /* Reset the arrays */
913 /* Connect the room to the previous room */
914 if (randint1(dun_level) > d_info[dungeon_type].tunnel_percent)
916 /* make cave-like tunnel */
917 build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
921 /* make normal tunnel */
922 build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x);
925 /* Turn the tunnel into corridor */
926 for (j = 0; j < dun->tunn_n; j++)
928 /* Access the grid */
932 /* Access the grid */
935 /* Clear previous contents (if not a lake), add a floor */
936 if ((c_ptr->feat < FEAT_DEEP_WATER) ||
937 (c_ptr->feat > FEAT_SHAL_LAVA))
939 /* Clear mimic type */
942 place_floor_grid(c_ptr);
946 /* Apply the piercings that we found */
947 for (j = 0; j < dun->wall_n; j++)
949 /* Access the grid */
953 /* Access the grid */
956 /* Clear mimic type */
959 /* Clear previous contents, add up floor */
960 place_floor_grid(c_ptr);
962 /* Occasional doorway */
963 if ((randint0(100) < dun_tun_pen) && !(d_info[dungeon_type].flags1 & DF1_NO_DOORS))
965 /* Place a random door */
966 place_random_door(y, x);
970 /* Remember the "previous" room */
975 /* Place intersection doors */
976 for (i = 0; i < dun->door_n; i++)
978 /* Extract junction location */
982 /* Try placing doors */
989 /* Place 3 or 4 down stairs near some walls */
990 if (!alloc_stairs(FEAT_MORE, rand_range(3, 4), 3)) return FALSE;
992 /* Place 1 or 2 up stairs near some walls */
993 if (!alloc_stairs(FEAT_LESS, rand_range(1, 2), 3)) return FALSE;
999 if (d_info[dungeon_type].stream2)
1001 /* Hack -- Add some quartz streamers */
1002 for (i = 0; i < DUN_STR_QUA; i++)
1004 build_streamer(d_info[dungeon_type].stream2, DUN_STR_QC);
1008 if (d_info[dungeon_type].stream1)
1010 /* Hack -- Add some magma streamers */
1011 for (i = 0; i < DUN_STR_MAG; i++)
1013 build_streamer(d_info[dungeon_type].stream1, DUN_STR_MC);
1018 /* Special boundary walls -- Top and bottom */
1019 for (x = 0; x < cur_wid; x++)
1021 cave_type *c_ptr = &cave[0][x];
1023 /* Set boundary mimic and add "solid" perma-wall */
1024 c_ptr->mimic = f_info[c_ptr->feat].mimic;
1025 c_ptr->feat = FEAT_PERM_SOLID;
1027 c_ptr = &cave[cur_hgt - 1][x];
1029 /* Set boundary mimic and add "solid" perma-wall */
1030 c_ptr->mimic = f_info[c_ptr->feat].mimic;
1031 c_ptr->feat = FEAT_PERM_SOLID;
1034 /* Special boundary walls -- Left and right */
1035 for (y = 1; y < (cur_hgt - 1); y++)
1037 cave_type *c_ptr = &cave[y][0];
1039 /* Set boundary mimic and add "solid" perma-wall */
1040 c_ptr->mimic = f_info[c_ptr->feat].mimic;
1041 c_ptr->feat = FEAT_PERM_SOLID;
1043 c_ptr = &cave[y][cur_wid - 1];
1045 /* Set boundary mimic and add "solid" perma-wall */
1046 c_ptr->mimic = f_info[c_ptr->feat].mimic;
1047 c_ptr->feat = FEAT_PERM_SOLID;
1050 /* Determine the character location */
1051 if (!new_player_spot()) return FALSE;
1053 place_quest_monsters();
1055 /* Basic "amount" */
1056 k = (dun_level / 3);
1060 /* Pick a base number of monsters */
1061 i = d_info[dungeon_type].min_m_alloc_level;
1063 /* To make small levels a bit more playable */
1064 if (cur_hgt < MAX_HGT || cur_wid < MAX_WID)
1066 int small_tester = i;
1068 i = (i * cur_hgt) / MAX_HGT;
1069 i = (i * cur_wid) / MAX_WID;
1072 if (i > small_tester) i = small_tester;
1073 else if (cheat_hear)
1076 msg_format("¥â¥ó¥¹¥¿¡¼¿ô´ðËÜÃͤò %d ¤«¤é %d ¤Ë¸º¤é¤·¤Þ¤¹", small_tester, i);
1078 msg_format("Reduced monsters base from %d to %d", small_tester, i);
1086 /* Put some monsters in the dungeon */
1087 for (i = i + k; i > 0; i--)
1089 (void)alloc_monster(0, PM_ALLOW_SLEEP);
1092 /* Place some traps in the dungeon */
1093 alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));
1095 /* Put some rubble in corridors */
1096 alloc_object(ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
1098 /* Mega Hack -- No object at first level of deeper dungeon */
1099 if (p_ptr->enter_dungeon && dun_level > 1)
1101 /* No stair scum! */
1105 /* Put some objects in rooms */
1106 alloc_object(ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
1108 /* Put some objects/gold in the dungeon */
1109 alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
1110 alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));
1113 /* Put an Artifact and Artifact Guardian is requested */
1114 if(d_info[dungeon_type].final_guardian && (d_info[dungeon_type].maxdepth == dun_level))
1120 /* Find a good position */
1123 /* Get a random spot */
1124 oy = randint1(cur_hgt - 4) + 2;
1125 ox = randint1(cur_wid - 4) + 2;
1127 /* Is it a good spot ? */
1128 if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[d_info[dungeon_type].final_guardian]))
1130 /* Place the guardian */
1131 if (place_monster_aux(0, oy, ox, d_info[dungeon_type].final_guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) break;
1138 if ((empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > dun_level))) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1141 for (y = 0; y < cur_hgt; y++)
1143 for (x = 0; x < cur_wid; x++)
1145 cave[y][x].info |= (CAVE_GLOW);
1155 * Builds the arena after it is entered -KMW-
1157 static void build_arena(void)
1159 int yval, y_height, y_depth, xval, x_left, x_right;
1162 yval = SCREEN_HGT / 2;
1163 xval = SCREEN_WID / 2;
1164 y_height = yval - 10;
1165 y_depth = yval + 10;
1167 x_right = xval + 32;
1169 for (i = y_height; i <= y_height + 5; i++)
1170 for (j = x_left; j <= x_right; j++)
1172 cave[i][j].feat = FEAT_PERM_EXTRA;
1173 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1175 for (i = y_depth; i >= y_depth - 5; i--)
1176 for (j = x_left; j <= x_right; j++)
1178 cave[i][j].feat = FEAT_PERM_EXTRA;
1179 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1181 for (j = x_left; j <= x_left + 17; j++)
1182 for (i = y_height; i <= y_depth; i++)
1184 cave[i][j].feat = FEAT_PERM_EXTRA;
1185 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1187 for (j = x_right; j >= x_right - 17; j--)
1188 for (i = y_height; i <= y_depth; i++)
1190 cave[i][j].feat = FEAT_PERM_EXTRA;
1191 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1194 cave[y_height+6][x_left+18].feat = FEAT_PERM_EXTRA;
1195 cave[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1196 cave[y_depth-6][x_left+18].feat = FEAT_PERM_EXTRA;
1197 cave[y_depth-6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1198 cave[y_height+6][x_right-18].feat = FEAT_PERM_EXTRA;
1199 cave[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1200 cave[y_depth-6][x_right-18].feat = FEAT_PERM_EXTRA;
1201 cave[y_depth-6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1205 cave[i][j].feat = FEAT_BLDG_HEAD + 2;
1206 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1207 player_place(i + 1, j);
1212 * Town logic flow for generation of arena -KMW-
1214 static void arena_gen(void)
1221 cur_hgt = SCREEN_HGT;
1222 cur_wid = SCREEN_WID;
1224 /* Start with solid walls */
1225 for (y = 0; y < MAX_HGT; y++)
1227 for (x = 0; x < MAX_WID; x++)
1229 /* Create "solid" perma-wall */
1230 cave[y][x].feat = FEAT_PERM_SOLID;
1232 /* Illuminate and memorize the walls */
1233 cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1237 /* Then place some floors */
1238 for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1240 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1242 /* Create empty floor */
1243 cave[y][x].feat = FEAT_FLOOR;
1249 place_monster_aux(0, py + 5, px, arena_info[p_ptr->arena_number].r_idx,
1250 (PM_NO_KAGE | PM_NO_PET));
1256 * Builds the arena after it is entered -KMW-
1258 static void build_battle(void)
1260 int yval, y_height, y_depth, xval, x_left, x_right;
1263 yval = SCREEN_HGT / 2;
1264 xval = SCREEN_WID / 2;
1265 y_height = yval - 10;
1266 y_depth = yval + 10;
1268 x_right = xval + 32;
1270 for (i = y_height; i <= y_height + 5; i++)
1271 for (j = x_left; j <= x_right; j++)
1273 cave[i][j].feat = FEAT_PERM_EXTRA;
1274 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1276 for (i = y_depth; i >= y_depth - 3; i--)
1277 for (j = x_left; j <= x_right; j++)
1279 cave[i][j].feat = FEAT_PERM_EXTRA;
1280 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1282 for (j = x_left; j <= x_left + 17; j++)
1283 for (i = y_height; i <= y_depth; i++)
1285 cave[i][j].feat = FEAT_PERM_EXTRA;
1286 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1288 for (j = x_right; j >= x_right - 17; j--)
1289 for (i = y_height; i <= y_depth; i++)
1291 cave[i][j].feat = FEAT_PERM_EXTRA;
1292 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1295 cave[y_height+6][x_left+18].feat = FEAT_PERM_EXTRA;
1296 cave[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1297 cave[y_depth-4][x_left+18].feat = FEAT_PERM_EXTRA;
1298 cave[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1299 cave[y_height+6][x_right-18].feat = FEAT_PERM_EXTRA;
1300 cave[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1301 cave[y_depth-4][x_right-18].feat = FEAT_PERM_EXTRA;
1302 cave[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1306 cave[i][j].feat = FEAT_BLDG_HEAD + 3;
1307 cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1313 * Town logic flow for generation of arena -KMW-
1315 static void battle_gen(void)
1321 /* Start with solid walls */
1322 for (y = 0; y < MAX_HGT; y++)
1324 for (x = 0; x < MAX_WID; x++)
1326 /* Create "solid" perma-wall */
1327 cave[y][x].feat = FEAT_PERM_SOLID;
1329 /* Illuminate and memorize the walls */
1330 cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1334 /* Then place some floors */
1335 for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1337 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1339 /* Create empty floor */
1340 cave[y][x].feat = FEAT_FLOOR;
1348 place_monster_aux(0, py + 5 + (i/2)*4, px - 2 + (i%2)*4, battle_mon[i],
1349 (PM_NO_KAGE | PM_NO_PET));
1350 set_friendly(&m_list[cave[py+5+(i/2)*4][px-2+(i%2)*4].m_idx]);
1352 for(i = 1; i < m_max; i++)
1354 monster_type *m_ptr = &m_list[i];
1356 if (!m_ptr->r_idx) continue;
1358 /* Hack -- Detect monster */
1359 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
1361 /* Update the monster */
1362 update_mon(i, FALSE);
1368 * Generate a quest level
1370 static void quest_gen(void)
1375 /* Start with perm walls */
1376 for (y = 0; y < cur_hgt; y++)
1378 for (x = 0; x < cur_wid; x++)
1380 cave[y][x].feat = FEAT_PERM_SOLID;
1384 /* Set the quest level */
1385 base_level = quest[p_ptr->inside_quest].level;
1386 dun_level = base_level;
1387 object_level = base_level;
1388 monster_level = base_level;
1390 if (record_stair) do_cmd_write_nikki(NIKKI_TO_QUEST, p_ptr->inside_quest, NULL);
1392 /* Prepare allocation table */
1393 get_mon_num_prep(get_monster_hook(), NULL);
1395 init_flags = INIT_CREATE_DUNGEON | INIT_ASSIGN;
1397 process_dungeon_file("q_info.txt", 0, 0, MAX_HGT, MAX_WID);
1400 /* Make a real level */
1401 static bool level_gen(cptr *why)
1403 int level_height, level_width;
1405 if ((always_small_levels || ironman_small_levels ||
1406 (one_in_(SMALL_LEVEL) && small_levels) ||
1407 (d_info[dungeon_type].flags1 & DF1_BEGINNER) ||
1408 (d_info[dungeon_type].flags1 & DF1_SMALLEST)) &&
1409 !(d_info[dungeon_type].flags1 & DF1_BIG))
1413 msg_print("¾®¤µ¤Ê¥Õ¥í¥¢");
1415 msg_print("A 'small' dungeon level.");
1419 if (d_info[dungeon_type].flags1 & DF1_SMALLEST)
1424 else if (d_info[dungeon_type].flags1 & DF1_BEGINNER)
1433 level_height = randint1(MAX_HGT/SCREEN_HGT);
1434 level_width = randint1(MAX_WID/SCREEN_WID);
1436 while ((level_height == MAX_HGT/SCREEN_HGT) &&
1437 (level_width == MAX_WID/SCREEN_WID));
1440 cur_hgt = level_height * SCREEN_HGT;
1441 cur_wid = level_width * SCREEN_WID;
1443 /* Assume illegal panel */
1444 panel_row_min = cur_hgt;
1445 panel_col_min = cur_wid;
1448 msg_format("X:%d, Y:%d.", cur_hgt, cur_wid);
1456 /* Assume illegal panel */
1457 panel_row_min = cur_hgt;
1458 panel_col_min = cur_wid;
1461 /* Make a dungeon */
1465 *why = "¥À¥ó¥¸¥ç¥óÀ¸À®¤Ë¼ºÇÔ";
1467 *why = "could not place player";
1475 static byte extract_feeling(void)
1477 /* Hack -- no feeling in the town */
1478 if (!dun_level) return 0;
1480 /* Hack -- Have a special feeling sometimes */
1481 if (good_item_flag && !preserve_mode) return 1;
1483 if (rating > 100) return 2;
1484 if (rating > 80) return 3;
1485 if (rating > 60) return 4;
1486 if (rating > 40) return 5;
1487 if (rating > 30) return 6;
1488 if (rating > 20) return 7;
1489 if (rating > 10) return 8;
1490 if (rating > 0) return 9;
1492 if((turn - old_turn) > TURNS_PER_TICK * TOWN_DAWN /2)
1493 chg_virtue(V_PATIENCE, 1);
1500 * Wipe all unnecessary flags after cave generation
1502 static void wipe_generate_cave_flags(void)
1506 for (y = 0; y < cur_hgt; y++)
1508 for (x = 0; x < cur_wid; x++)
1510 /* Wipe unused flags */
1511 cave[y][x].info &= ~(CAVE_MASK);
1517 for (y = 1; y < cur_hgt - 1; y++)
1519 for (x = 1; x < cur_wid - 1; x++)
1521 /* There might be trap */
1522 cave[y][x].info |= CAVE_UNSAFE;
1530 * Clear and empty the cave
1532 void clear_cave(void)
1536 /* Very simplified version of wipe_o_list() */
1537 C_WIPE(o_list, o_max, object_type);
1541 /* Very simplified version of wipe_m_list() */
1542 for (i = 1; i < max_r_idx; i++)
1543 r_info[i].cur_num = 0;
1544 C_WIPE(m_list, m_max, monster_type);
1549 /* Start with a blank cave */
1550 for (y = 0; y < MAX_HGT; y++)
1552 for (x = 0; x < MAX_WID; x++)
1554 cave_type *c_ptr = &cave[y][x];
1581 /* Mega-Hack -- no player yet */
1584 /* Set the base level */
1585 base_level = dun_level;
1587 /* Reset the monster generation level */
1588 monster_level = base_level;
1590 /* Reset the object generation level */
1591 object_level = base_level;
1593 /* Nothing special here yet */
1594 good_item_flag = FALSE;
1596 /* Nothing good here yet */
1599 /* Fill the arrays of floors and walls in the good proportions */
1600 set_floor_and_wall(0);
1605 * Generates a random dungeon level -RAK-
1607 * Hack -- regenerate any "overflow" levels
1609 * Hack -- allow auto-scumming via a gameplay option.
1611 void generate_cave(void)
1616 for (num = 0; TRUE; num++)
1622 /* Clear and empty the cave */
1625 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;
1627 /* Build the arena -KMW- */
1628 if (p_ptr->inside_arena)
1634 /* Build the battle -KMW- */
1635 else if (p_ptr->inside_battle)
1641 else if (p_ptr->inside_quest)
1646 /* Build the town */
1647 else if (!dun_level)
1649 /* Make the wilderness */
1650 if (p_ptr->wild_mode) wilderness_gen_small();
1651 else wilderness_gen();
1654 /* Build a real level */
1657 okay = level_gen(&why);
1660 /* Extract the feeling */
1661 feeling = extract_feeling();
1663 /* Prevent object over-flow */
1664 if (o_max >= max_o_idx)
1668 why = "¥¢¥¤¥Æ¥à¤¬Â¿¤¹¤®¤ë";
1670 why = "too many objects";
1677 /* Prevent monster over-flow */
1678 else if (m_max >= max_m_idx)
1682 why = "¥â¥ó¥¹¥¿¡¼¤¬Â¿¤¹¤®¤ë";
1684 why = "too many monsters";
1692 /* Mega-Hack -- "auto-scum" */
1693 else if ((auto_scum || ironman_autoscum) && (num < 100) &&
1694 !p_ptr->inside_quest &&
1695 !(d_info[dungeon_type].flags1 & DF1_BEGINNER) &&
1696 !p_ptr->enter_dungeon)
1698 /* Require "goodness" */
1699 if ((feeling > 9) ||
1700 ((dun_level >= 7) && (feeling > 8)) ||
1701 ((dun_level >= 15) && (feeling > 7)) ||
1702 ((dun_level >= 35) && (feeling > 6)) ||
1703 ((dun_level >= 70) && (feeling > 5)))
1705 /* Give message to cheaters */
1706 if (cheat_room || cheat_hear ||
1707 cheat_peek || cheat_xtra)
1713 why = "boring level";
1728 if (why) msg_format("À¸À®¤ä¤êľ¤·(%s)", why);
1730 if (why) msg_format("Generation restarted (%s)", why);
1734 /* Wipe the objects */
1737 /* Wipe the monsters */
1741 /* Glow deep lava */
1745 p_ptr->enter_dungeon = FALSE;
1747 wipe_generate_cave_flags();