3 * Purpose: low-level dungeon creation primitives
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
9 * This software may be copied and distributed for educational, research,
10 * and not for profit purposes provided that this copyright and statement
11 * are included in all such copies. Other copyrights may also apply.
20 * Returns random co-ordinates for player/monster/object
22 bool new_player_spot(void)
25 int max_attempts = 5000;
29 /* Place the player */
30 while (max_attempts--)
32 /* Pick a legal spot */
33 y = rand_range(1, cur_hgt - 2);
34 x = rand_range(1, cur_wid - 2);
38 /* Must be a "naked" floor grid */
39 if (!cave_clean_bold(y, x) || c_ptr->m_idx) continue;
40 if (!in_bounds(y,x)) continue;
42 /* Refuse to start on anti-teleport grids */
43 if (c_ptr->info & (CAVE_ICKY)) continue;
49 if (max_attempts < 1) /* Should be -1, actually if we failed... */
52 /* Save the new player grid */
61 * Place an up/down staircase at given location
63 void place_random_stairs(int y, int x)
65 bool up_stairs = TRUE;
66 bool down_stairs = TRUE;
71 if (!is_floor_grid(c_ptr) || c_ptr->o_idx) return;
82 if (dun_level >= d_info[dungeon_type].maxdepth)
86 if (quest_number(dun_level) && (dun_level > 1))
89 /* We can't place both */
90 if (down_stairs && up_stairs)
92 /* Choose a staircase randomly */
93 if (randint0(100) < 50)
99 /* Place the stairs */
101 place_up_stairs(y, x);
102 else if (down_stairs)
103 place_down_stairs(y, x);
108 * Place a random type of door at the given location
110 void place_random_door(int y, int x, bool room)
113 cave_type *c_ptr = &cave[y][x];
115 /* Initialize mimic info */
118 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
120 place_floor_bold(y, x);
124 /* Choose an object */
125 tmp = randint0(1000);
127 /* Open doors (300/1000) */
130 /* Create open door */
131 set_cave_feat(y, x, FEAT_OPEN);
134 /* Broken doors (100/1000) */
137 /* Create broken door */
138 set_cave_feat(y, x, FEAT_BROKEN);
141 /* Secret doors (200/1000) */
144 /* Create secret door */
145 place_closed_door(y, x);
147 /* Hide. If on the edge of room, use outer wall. */
148 c_ptr->mimic = room ? feat_wall_outer : fill_type[randint0(100)];
150 /* Floor type terrain cannot hide a door */
151 if (feat_floor(c_ptr->mimic))
153 c_ptr->feat = c_ptr->mimic;
158 /* Closed, locked, or stuck doors (400/1000) */
159 else place_closed_door(y, x);
164 * Place a random type of normal door at the given location.
166 void place_closed_door(int y, int x)
170 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
172 place_floor_bold(y, x);
176 /* Choose an object */
179 /* Closed doors (300/400) */
182 /* Create closed door */
183 cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x00);
186 /* Locked doors (99/400) */
189 /* Create locked door */
190 cave_set_feat(y, x, FEAT_DOOR_HEAD + randint1(7));
193 /* Stuck doors (1/400) */
196 /* Create jammed door */
197 cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x08 + randint0(8));
200 /* Now it is not floor */
201 cave[y][x].info &= ~(CAVE_MASK);
206 * Make an empty square floor, for the middle of rooms
208 void place_floor(int x1, int x2, int y1, int y2, bool light)
212 /* Place a full floor under the room */
213 for (y = y1 - 1; y <= y2 + 1; y++)
215 for (x = x1 - 1; x <= x2 + 1; x++)
217 place_floor_bold(y, x);
218 add_cave_info(y, x, CAVE_ROOM);
219 if (light) add_cave_info(y, x, CAVE_GLOW);
226 * Make an empty square room, only floor and wall grids
228 void place_room(int x1, int x2, int y1, int y2, bool light)
232 place_floor(x1, x2, y1, y2, light);
234 /* Walls around the room */
235 for (y = y1 - 1; y <= y2 + 1; y++)
237 place_outer_bold(y, x1 - 1);
238 place_outer_bold(y, x2 + 1);
240 for (x = x1 - 1; x <= x2 + 1; x++)
242 place_outer_bold(y1 - 1, x);
243 place_outer_bold(y2 + 1, x);
249 * Create up to "num" objects near the given coordinates
250 * Only really called by some of the "vault" routines.
252 void vault_objects(int y, int x, int num)
255 int i = 0, j = y, k = x;
260 /* Attempt to place 'num' objects */
261 for (; num > 0; --num)
263 /* Try up to 11 spots looking for empty space */
264 for (i = 0; i < 11; ++i)
266 /* Pick a random location */
267 while (dummy < SAFE_MAX_ATTEMPTS)
269 j = rand_spread(y, 2);
270 k = rand_spread(x, 3);
272 if (!in_bounds(j, k)) continue;
277 if (dummy >= SAFE_MAX_ATTEMPTS)
282 msg_print("·Ù¹ð¡ªÃϲ¼¼¼¤Î¥¢¥¤¥Æ¥à¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
284 msg_print("Warning! Could not place vault object!");
291 /* Require "clean" floor space */
293 if (!is_floor_grid(c_ptr) || c_ptr->o_idx) continue;
296 if (randint0(100) < 75)
298 place_object(j, k, 0L);
307 /* Placement accomplished */
315 * Place a trap with a given displacement of point
317 void vault_trap_aux(int y, int x, int yd, int xd)
319 int count = 0, y1 = y, x1 = x;
325 for (count = 0; count <= 5; count++)
328 while (dummy < SAFE_MAX_ATTEMPTS)
330 y1 = rand_spread(y, yd);
331 x1 = rand_spread(x, xd);
333 if (!in_bounds(y1, x1)) continue;
337 if (dummy >= SAFE_MAX_ATTEMPTS)
342 msg_print("·Ù¹ð¡ªÃϲ¼¼¼¤Î¥È¥é¥Ã¥×¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
344 msg_print("Warning! Could not place vault trap!");
350 /* Require "naked" floor grids */
351 c_ptr = &cave[y1][x1];
352 if (!is_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
364 * Place some traps with a given displacement of given location
366 void vault_traps(int y, int x, int yd, int xd, int num)
370 for (i = 0; i < num; i++)
372 vault_trap_aux(y, x, yd, xd);
378 * Hack -- Place some sleeping monsters near the given location
380 void vault_monsters(int y1, int x1, int num)
385 /* Try to summon "num" monsters "near" the given location */
386 for (k = 0; k < num; k++)
388 /* Try nine locations */
389 for (i = 0; i < 9; i++)
393 /* Pick a nearby location */
394 scatter(&y, &x, y1, x1, d, 0);
396 /* Require "empty" floor grids */
398 if (!cave_empty_grid(c_ptr)) continue;
400 /* Place the monster (allow groups) */
401 monster_level = base_level + 2;
402 (void)place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
403 monster_level = base_level;
410 * Count the number of walls adjacent to the given grid.
412 * Note -- Assumes "in_bounds(y, x)"
414 * We count only granite walls and permanent walls.
416 int next_to_walls(int y, int x)
420 if (cave_floor_grid(&cave[y + 1][x])) k++;
421 if (cave_floor_grid(&cave[y - 1][x])) k++;
422 if (cave_floor_grid(&cave[y][x + 1])) k++;
423 if (cave_floor_grid(&cave[y][x - 1])) k++;
430 * Always picks a correct direction
432 void correct_dir(int *rdir, int *cdir, int y1, int x1, int y2, int x2)
434 /* Extract vertical and horizontal directions */
435 *rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
436 *cdir = (x1 == x2) ? 0 : (x1 < x2) ? 1 : -1;
438 /* Never move diagonally */
441 if (randint0(100) < 50)
451 * Pick a random direction
453 void rand_dir(int *rdir, int *cdir)
455 /* Pick a random direction */
458 /* Extract the dy/dx components */
464 /* Function that sees if a square is a floor. (Includes range checking.) */
465 bool get_is_floor(int x, int y)
467 if (!in_bounds(y, x))
473 /* Do the real check */
474 if (is_floor_bold(y, x)) return (TRUE);
480 /* Set a square to be floor. (Includes range checking.) */
481 void set_floor(int x, int y)
483 if (!in_bounds(y, x))
489 if (cave[y][x].info & CAVE_ROOM)
491 /* A room border don't touch. */
495 /* Set to be floor if is a wall (don't touch lakes). */
496 if (is_extra_bold(y, x))
497 place_floor_bold(y, x);
503 * Constructs a tunnel between two points
505 * This function must be called BEFORE any streamers are created,
506 * since we use the special "granite wall" sub-types to keep track
507 * of legal places for corridors to pierce rooms.
509 * We use "door_flag" to prevent excessive construction of doors
510 * along overlapping corridors.
512 * We queue the tunnel grids to prevent door creation along a corridor
513 * which intersects itself.
515 * We queue the wall piercing grids to prevent a corridor from leaving
516 * a room and then coming back in through the same entrance.
518 * We "pierce" grids which are "outer" walls of rooms, and when we
519 * do so, we change all adjacent "outer" walls of rooms into "solid"
520 * walls so that no two corridors may use adjacent grids for exits.
522 * The "solid" wall check prevents corridors from "chopping" the
523 * corners of rooms off, as well as "silly" door placement, and
524 * "excessively wide" room entrances.
526 * Useful "feat" values:
527 * FEAT_WALL_EXTRA -- granite walls
528 * FEAT_WALL_INNER -- inner room walls
529 * FEAT_WALL_OUTER -- outer room walls
530 * FEAT_WALL_SOLID -- solid room walls
531 * FEAT_PERM_EXTRA -- shop walls (perma)
532 * FEAT_PERM_INNER -- inner room walls (perma)
533 * FEAT_PERM_OUTER -- outer room walls (perma)
534 * FEAT_PERM_SOLID -- dungeon border (perma)
536 void build_tunnel(int row1, int col1, int row2, int col2)
539 int tmp_row, tmp_col;
540 int row_dir, col_dir;
541 int start_row, start_col;
542 int main_loop_count = 0;
544 bool door_flag = FALSE;
548 /* Save the starting location */
552 /* Start out in the correct direction */
553 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
555 /* Keep going until done (or bored) */
556 while ((row1 != row2) || (col1 != col2))
558 /* Mega-Hack -- Paranoia -- prevent infinite loops */
559 if (main_loop_count++ > 2000) break;
561 /* Allow bends in the tunnel */
562 if (randint0(100) < dun_tun_chg)
564 /* Acquire the correct direction */
565 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
567 /* Random direction */
568 if (randint0(100) < dun_tun_rnd)
570 rand_dir(&row_dir, &col_dir);
574 /* Get the next location */
575 tmp_row = row1 + row_dir;
576 tmp_col = col1 + col_dir;
579 /* Extremely Important -- do not leave the dungeon */
580 while (!in_bounds(tmp_row, tmp_col))
582 /* Acquire the correct direction */
583 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
585 /* Random direction */
586 if (randint0(100) < dun_tun_rnd)
588 rand_dir(&row_dir, &col_dir);
591 /* Get the next location */
592 tmp_row = row1 + row_dir;
593 tmp_col = col1 + col_dir;
597 /* Access the location */
598 c_ptr = &cave[tmp_row][tmp_col];
601 /* Avoid the edge of the dungeon */
602 if (c_ptr->feat == FEAT_PERM_SOLID) continue;
604 /* Avoid the edge of vaults */
605 if (c_ptr->feat == FEAT_PERM_OUTER) continue;
607 /* Avoid "solid" granite walls */
608 if (is_solid_grid(c_ptr)) continue;
610 /* Pierce "outer" walls of rooms */
611 if (is_outer_grid(c_ptr))
613 /* Acquire the "next" location */
614 y = tmp_row + row_dir;
615 x = tmp_col + col_dir;
617 /* Hack -- Avoid outer/solid permanent walls */
618 if (cave[y][x].feat == FEAT_PERM_SOLID) continue;
619 if (cave[y][x].feat == FEAT_PERM_OUTER) continue;
621 /* Hack -- Avoid outer/solid granite walls */
622 if (is_outer_bold(y, x)) continue;
623 if (is_solid_bold(y, x)) continue;
625 /* Accept this location */
629 /* Save the wall location */
630 if (dun->wall_n < WALL_MAX)
632 dun->wall[dun->wall_n].y = row1;
633 dun->wall[dun->wall_n].x = col1;
637 /* Forbid re-entry near this piercing */
638 for (y = row1 - 1; y <= row1 + 1; y++)
640 for (x = col1 - 1; x <= col1 + 1; x++)
642 /* Convert adjacent "outer" walls as "solid" walls */
643 if (is_outer_bold(y, x))
645 /* Change the wall to a "solid" wall */
646 place_solid_noperm_bold(y, x);
652 /* Travel quickly through rooms */
653 else if (c_ptr->info & (CAVE_ROOM))
655 /* Accept the location */
660 /* Tunnel through all other walls */
661 else if (is_extra_grid(c_ptr) || is_inner_grid(c_ptr) || is_solid_grid(c_ptr))
663 /* Accept this location */
667 /* Save the tunnel location */
668 if (dun->tunn_n < TUNN_MAX)
670 dun->tunn[dun->tunn_n].y = row1;
671 dun->tunn[dun->tunn_n].x = col1;
675 /* Allow door in next grid */
679 /* Handle corridor intersections or overlaps */
682 /* Accept the location */
686 /* Collect legal door locations */
689 /* Save the door location */
690 if (dun->door_n < DOOR_MAX)
692 dun->door[dun->door_n].y = row1;
693 dun->door[dun->door_n].x = col1;
697 /* No door in next grid */
701 /* Hack -- allow pre-emptive tunnel termination */
702 if (randint0(100) >= dun_tun_con)
704 /* Distance between row1 and start_row */
705 tmp_row = row1 - start_row;
706 if (tmp_row < 0) tmp_row = (-tmp_row);
708 /* Distance between col1 and start_col */
709 tmp_col = col1 - start_col;
710 if (tmp_col < 0) tmp_col = (-tmp_col);
712 /* Terminate the tunnel */
713 if ((tmp_row > 10) || (tmp_col > 10)) break;
721 * This routine adds the square to the tunnel
722 * It also checks for SOLID walls - and returns a nearby
723 * non-SOLID square in (x,y) so that a simple avoiding
724 * routine can be used. The returned boolean value reflects
725 * whether or not this routine hit a SOLID wall.
727 * "affectwall" toggles whether or not this new square affects
728 * the boundaries of rooms. - This is used by the catacomb
731 static bool set_tunnel(int *x, int *y, bool affectwall)
733 int feat, i, j, dx, dy;
735 cave_type *c_ptr = &cave[*y][*x];
737 if (!in_bounds(*y, *x)) return TRUE;
741 if ((feat == FEAT_PERM_OUTER) ||
742 (feat == FEAT_PERM_INNER) ||
743 is_inner_grid(c_ptr))
746 * Ignore permanent walls - sometimes cannot tunnel around them anyway
747 * so don't try - it just complicates things unnecessarily.
752 if (is_extra_bold(*y,*x))
754 /* Save the tunnel location */
755 if (dun->tunn_n < TUNN_MAX)
757 dun->tunn[dun->tunn_n].y = *y;
758 dun->tunn[dun->tunn_n].x = *x;
765 if (is_floor_bold(*y, *x))
767 /* Don't do anything */
771 if (is_outer_grid(c_ptr) && affectwall)
773 /* Save the wall location */
774 if (dun->wall_n < WALL_MAX)
776 dun->wall[dun->wall_n].y = *y;
777 dun->wall[dun->wall_n].x = *x;
781 /* Forbid re-entry near this piercing */
782 for (j = *y - 1; j <= *y + 1; j++)
784 for (i = *x - 1; i <= *x + 1; i++)
786 /* Convert adjacent "outer" walls as "solid" walls */
787 if (is_outer_bold(j, i))
789 /* Change the wall to a "solid" wall */
790 place_solid_noperm_bold(j, i);
795 /* Clear mimic type */
796 cave[*y][*x].mimic = 0;
798 place_floor_bold(*y, *x);
803 if (is_solid_grid(c_ptr) && affectwall)
805 /* cannot place tunnel here - use a square to the side */
807 /* find usable square and return value in (x,y) */
813 while ((i > 0) && is_solid_bold(*y + dy, *x + dx))
815 dy = randint0(3) - 1;
816 dx = randint0(3) - 1;
818 if (!in_bounds(*y + dy, *x + dx))
829 /* Failed for some reason: hack - ignore the solidness */
830 place_outer_grid(c_ptr);
835 /* Give new, acceptable coordinate. */
847 * This routine creates the catacomb-like tunnels by removing extra rock.
848 * Note that this routine is only called on "even" squares - so it gives
849 * a natural checkerboard pattern.
851 static void create_cata_tunnel(int x, int y)
858 set_tunnel(&x1, &y1, FALSE);
862 set_tunnel(&x1, &y1, FALSE);
866 set_tunnel(&x1, &y1, FALSE);
870 set_tunnel(&x1, &y1, FALSE);
875 * This routine does the bulk of the work in creating the new types of tunnels.
876 * It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)
877 * It doesn't need to add any complexity - straight lines are fine.
878 * The SOLID walls are avoided by a recursive algorithm which tries random ways
879 * around the obstical until it works. The number of itterations is counted, and it
880 * this gets too large the routine exits. This should stop any crashes - but may leave
881 * small gaps in the tunnel where there are too many SOLID walls.
883 * Type 1 tunnels are extremely simple - straight line from A to B. This is only used
884 * as a part of the dodge SOLID walls algorithm.
886 * Type 2 tunnels are made of two straight lines at right angles. When this is used with
887 * short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.
889 * Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.
890 * This, when used with longer line segments gives the "catacomb-like" tunnels seen near
893 static void short_seg_hack(int x1, int y1, int x2, int y2, int type, int count, bool *fail)
898 /* Check for early exit */
899 if (!(*fail)) return;
901 length = distance(x1, y1, x2, y2);
905 if ((type == 1) && (length != 0))
908 for (i = 0; i <= length; i++)
910 x = x1 + i * (x2 - x1) / length;
911 y = y1 + i * (y2 - y1) / length;
912 if (!set_tunnel(&x, &y, TRUE))
916 /* This isn't working - probably have an infinite loop */
921 /* solid wall - so try to go around */
922 short_seg_hack(x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
923 short_seg_hack(x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
927 else if ((type == 2) || (type == 3))
931 for (i = x1; i <= x2; i++)
935 if (!set_tunnel(&x, &y, TRUE))
937 /* solid wall - so try to go around */
938 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
939 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
941 if ((type == 3) && ((x + y) % 2))
943 create_cata_tunnel(i, y1);
949 for (i = x2; i <= x1; i++)
953 if (!set_tunnel(&x, &y, TRUE))
955 /* solid wall - so try to go around */
956 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
957 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
959 if ((type == 3) && ((x + y) % 2))
961 create_cata_tunnel(i, y1);
968 for (i = y1; i <= y2; i++)
972 if (!set_tunnel(&x, &y, TRUE))
974 /* solid wall - so try to go around */
975 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
976 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
978 if ((type == 3) && ((x + y) % 2))
980 create_cata_tunnel(x2, i);
986 for (i = y2; i <= y1; i++)
990 if (!set_tunnel(&x, &y, TRUE))
992 /* solid wall - so try to go around */
993 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
994 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
996 if ((type == 3) && ((x + y) % 2))
998 create_cata_tunnel(x2, i);
1007 * This routine maps a path from (x1, y1) to (x2, y2) avoiding SOLID walls.
1008 * Permanent rock is ignored in this path finding- sometimes there is no
1009 * path around anyway -so there will be a crash if we try to find one.
1010 * This routine is much like the river creation routine in Zangband.
1011 * It works by dividing a line segment into two. The segments are divided
1012 * until they are less than "cutoff" - when the corresponding routine from
1013 * "short_seg_hack" is called.
1014 * Note it is VERY important that the "stop if hit another passage" logic
1015 * stays as is. Without this the dungeon turns into Swiss Cheese...
1017 bool build_tunnel2(int x1, int y1, int x2, int y2, int type, int cutoff)
1020 int changex, changey;
1023 bool retval, firstsuccede;
1026 length = distance(x1, y1, x2, y2);
1028 if (length > cutoff)
1031 * Divide path in half and call routine twice.
1036 /* perturbation perpendicular to path */
1037 changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
1039 /* perturbation perpendicular to path */
1040 changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
1042 /* Work out "mid" ponit */
1043 x3 = x1 + dx + changex;
1044 y3 = y1 + dy + changey;
1046 /* See if in bounds - if not - do not perturb point */
1047 if (!in_bounds(y3, x3))
1053 c_ptr = &cave[y3][x3];
1054 if (is_solid_grid(c_ptr))
1056 /* move midpoint a bit to avoid problem. */
1062 while ((i > 0) && is_solid_bold(y3 + dy, x3 + dx))
1064 dy = randint0(3) - 1;
1065 dx = randint0(3) - 1;
1066 if (!in_bounds(y3 + dy, x3 + dx))
1076 /* Failed for some reason: hack - ignore the solidness */
1077 place_outer_bold(y3, x3);
1083 c_ptr = &cave[y3][x3];
1086 if (is_floor_grid(c_ptr))
1088 if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
1090 if ((cave[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
1092 /* do second half only if works + if have hit a room */
1093 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
1097 /* have hit another tunnel - make a set of doors here */
1100 /* Save the door location */
1101 if (dun->door_n < DOOR_MAX)
1103 dun->door[dun->door_n].y = y3;
1104 dun->door[dun->door_n].x = x3;
1108 firstsuccede = TRUE;
1112 /* false- didn't work all the way */
1114 firstsuccede = FALSE;
1119 /* tunnel through walls */
1120 if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
1122 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
1123 firstsuccede = TRUE;
1127 /* false- didn't work all the way */
1129 firstsuccede = FALSE;
1134 /* only do this if the first half has worked */
1135 set_tunnel(&x3, &y3, TRUE);
1137 /* return value calculated above */
1142 /* Do a short segment */
1144 short_seg_hack(x1, y1, x2, y2, type, 0, &retval);
1146 /* Hack - ignore return value so avoid infinite loops */