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);
161 delete_monster(y, x);
166 * Place a random type of normal door at the given location.
168 void place_closed_door(int y, int x)
172 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
174 place_floor_bold(y, x);
178 /* Choose an object */
181 /* Closed doors (300/400) */
184 /* Create closed door */
185 cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x00);
188 /* Locked doors (99/400) */
191 /* Create locked door */
192 cave_set_feat(y, x, FEAT_DOOR_HEAD + randint1(7));
195 /* Stuck doors (1/400) */
198 /* Create jammed door */
199 cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x08 + randint0(8));
202 /* Now it is not floor */
203 cave[y][x].info &= ~(CAVE_MASK);
208 * Make an empty square floor, for the middle of rooms
210 void place_floor(int x1, int x2, int y1, int y2, bool light)
214 /* Place a full floor under the room */
215 for (y = y1 - 1; y <= y2 + 1; y++)
217 for (x = x1 - 1; x <= x2 + 1; x++)
219 place_floor_bold(y, x);
220 add_cave_info(y, x, CAVE_ROOM);
221 if (light) add_cave_info(y, x, CAVE_GLOW);
228 * Make an empty square room, only floor and wall grids
230 void place_room(int x1, int x2, int y1, int y2, bool light)
234 place_floor(x1, x2, y1, y2, light);
236 /* Walls around the room */
237 for (y = y1 - 1; y <= y2 + 1; y++)
239 place_outer_bold(y, x1 - 1);
240 place_outer_bold(y, x2 + 1);
242 for (x = x1 - 1; x <= x2 + 1; x++)
244 place_outer_bold(y1 - 1, x);
245 place_outer_bold(y2 + 1, x);
251 * Create up to "num" objects near the given coordinates
252 * Only really called by some of the "vault" routines.
254 void vault_objects(int y, int x, int num)
257 int i = 0, j = y, k = x;
262 /* Attempt to place 'num' objects */
263 for (; num > 0; --num)
265 /* Try up to 11 spots looking for empty space */
266 for (i = 0; i < 11; ++i)
268 /* Pick a random location */
269 while (dummy < SAFE_MAX_ATTEMPTS)
271 j = rand_spread(y, 2);
272 k = rand_spread(x, 3);
274 if (!in_bounds(j, k)) continue;
279 if (dummy >= SAFE_MAX_ATTEMPTS)
284 msg_print("·Ù¹ð¡ªÃϲ¼¼¼¤Î¥¢¥¤¥Æ¥à¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
286 msg_print("Warning! Could not place vault object!");
293 /* Require "clean" floor space */
295 if (!is_floor_grid(c_ptr) || c_ptr->o_idx) continue;
298 if (randint0(100) < 75)
300 place_object(j, k, 0L);
309 /* Placement accomplished */
317 * Place a trap with a given displacement of point
319 void vault_trap_aux(int y, int x, int yd, int xd)
321 int count = 0, y1 = y, x1 = x;
327 for (count = 0; count <= 5; count++)
330 while (dummy < SAFE_MAX_ATTEMPTS)
332 y1 = rand_spread(y, yd);
333 x1 = rand_spread(x, xd);
335 if (!in_bounds(y1, x1)) continue;
339 if (dummy >= SAFE_MAX_ATTEMPTS)
344 msg_print("·Ù¹ð¡ªÃϲ¼¼¼¤Î¥È¥é¥Ã¥×¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
346 msg_print("Warning! Could not place vault trap!");
352 /* Require "naked" floor grids */
353 c_ptr = &cave[y1][x1];
354 if (!is_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
366 * Place some traps with a given displacement of given location
368 void vault_traps(int y, int x, int yd, int xd, int num)
372 for (i = 0; i < num; i++)
374 vault_trap_aux(y, x, yd, xd);
380 * Hack -- Place some sleeping monsters near the given location
382 void vault_monsters(int y1, int x1, int num)
387 /* Try to summon "num" monsters "near" the given location */
388 for (k = 0; k < num; k++)
390 /* Try nine locations */
391 for (i = 0; i < 9; i++)
395 /* Pick a nearby location */
396 scatter(&y, &x, y1, x1, d, 0);
398 /* Require "empty" floor grids */
400 if (!cave_empty_grid(c_ptr)) continue;
402 /* Place the monster (allow groups) */
403 monster_level = base_level + 2;
404 (void)place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
405 monster_level = base_level;
412 * Count the number of walls adjacent to the given grid.
414 * Note -- Assumes "in_bounds(y, x)"
416 * We count only granite walls and permanent walls.
418 int next_to_walls(int y, int x)
422 if (cave_floor_grid(&cave[y + 1][x])) k++;
423 if (cave_floor_grid(&cave[y - 1][x])) k++;
424 if (cave_floor_grid(&cave[y][x + 1])) k++;
425 if (cave_floor_grid(&cave[y][x - 1])) k++;
432 * Always picks a correct direction
434 void correct_dir(int *rdir, int *cdir, int y1, int x1, int y2, int x2)
436 /* Extract vertical and horizontal directions */
437 *rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
438 *cdir = (x1 == x2) ? 0 : (x1 < x2) ? 1 : -1;
440 /* Never move diagonally */
443 if (randint0(100) < 50)
453 * Pick a random direction
455 void rand_dir(int *rdir, int *cdir)
457 /* Pick a random direction */
460 /* Extract the dy/dx components */
466 /* Function that sees if a square is a floor. (Includes range checking.) */
467 bool get_is_floor(int x, int y)
469 if (!in_bounds(y, x))
475 /* Do the real check */
476 if (is_floor_bold(y, x)) return (TRUE);
482 /* Set a square to be floor. (Includes range checking.) */
483 void set_floor(int x, int y)
485 if (!in_bounds(y, x))
491 if (cave[y][x].info & CAVE_ROOM)
493 /* A room border don't touch. */
497 /* Set to be floor if is a wall (don't touch lakes). */
498 if (is_extra_bold(y, x))
499 place_floor_bold(y, x);
505 * Constructs a tunnel between two points
507 * This function must be called BEFORE any streamers are created,
508 * since we use the special "granite wall" sub-types to keep track
509 * of legal places for corridors to pierce rooms.
511 * We use "door_flag" to prevent excessive construction of doors
512 * along overlapping corridors.
514 * We queue the tunnel grids to prevent door creation along a corridor
515 * which intersects itself.
517 * We queue the wall piercing grids to prevent a corridor from leaving
518 * a room and then coming back in through the same entrance.
520 * We "pierce" grids which are "outer" walls of rooms, and when we
521 * do so, we change all adjacent "outer" walls of rooms into "solid"
522 * walls so that no two corridors may use adjacent grids for exits.
524 * The "solid" wall check prevents corridors from "chopping" the
525 * corners of rooms off, as well as "silly" door placement, and
526 * "excessively wide" room entrances.
528 * Useful "feat" values:
529 * FEAT_WALL_EXTRA -- granite walls
530 * FEAT_WALL_INNER -- inner room walls
531 * FEAT_WALL_OUTER -- outer room walls
532 * FEAT_WALL_SOLID -- solid room walls
533 * FEAT_PERM_EXTRA -- shop walls (perma)
534 * FEAT_PERM_INNER -- inner room walls (perma)
535 * FEAT_PERM_OUTER -- outer room walls (perma)
536 * FEAT_PERM_SOLID -- dungeon border (perma)
538 void build_tunnel(int row1, int col1, int row2, int col2)
541 int tmp_row, tmp_col;
542 int row_dir, col_dir;
543 int start_row, start_col;
544 int main_loop_count = 0;
546 bool door_flag = FALSE;
550 /* Save the starting location */
554 /* Start out in the correct direction */
555 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
557 /* Keep going until done (or bored) */
558 while ((row1 != row2) || (col1 != col2))
560 /* Mega-Hack -- Paranoia -- prevent infinite loops */
561 if (main_loop_count++ > 2000) break;
563 /* Allow bends in the tunnel */
564 if (randint0(100) < dun_tun_chg)
566 /* Acquire the correct direction */
567 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
569 /* Random direction */
570 if (randint0(100) < dun_tun_rnd)
572 rand_dir(&row_dir, &col_dir);
576 /* Get the next location */
577 tmp_row = row1 + row_dir;
578 tmp_col = col1 + col_dir;
581 /* Extremely Important -- do not leave the dungeon */
582 while (!in_bounds(tmp_row, tmp_col))
584 /* Acquire the correct direction */
585 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
587 /* Random direction */
588 if (randint0(100) < dun_tun_rnd)
590 rand_dir(&row_dir, &col_dir);
593 /* Get the next location */
594 tmp_row = row1 + row_dir;
595 tmp_col = col1 + col_dir;
599 /* Access the location */
600 c_ptr = &cave[tmp_row][tmp_col];
603 /* Avoid the edge of the dungeon */
604 if (c_ptr->feat == FEAT_PERM_SOLID) continue;
606 /* Avoid the edge of vaults */
607 if (c_ptr->feat == FEAT_PERM_OUTER) continue;
609 /* Avoid "solid" granite walls */
610 if (is_solid_grid(c_ptr)) continue;
612 /* Pierce "outer" walls of rooms */
613 if (is_outer_grid(c_ptr))
615 /* Acquire the "next" location */
616 y = tmp_row + row_dir;
617 x = tmp_col + col_dir;
619 /* Hack -- Avoid outer/solid permanent walls */
620 if (cave[y][x].feat == FEAT_PERM_SOLID) continue;
621 if (cave[y][x].feat == FEAT_PERM_OUTER) continue;
623 /* Hack -- Avoid outer/solid granite walls */
624 if (is_outer_bold(y, x)) continue;
625 if (is_solid_bold(y, x)) continue;
627 /* Accept this location */
631 /* Save the wall location */
632 if (dun->wall_n < WALL_MAX)
634 dun->wall[dun->wall_n].y = row1;
635 dun->wall[dun->wall_n].x = col1;
639 /* Forbid re-entry near this piercing */
640 for (y = row1 - 1; y <= row1 + 1; y++)
642 for (x = col1 - 1; x <= col1 + 1; x++)
644 /* Convert adjacent "outer" walls as "solid" walls */
645 if (is_outer_bold(y, x))
647 /* Change the wall to a "solid" wall */
648 place_solid_noperm_bold(y, x);
654 /* Travel quickly through rooms */
655 else if (c_ptr->info & (CAVE_ROOM))
657 /* Accept the location */
662 /* Tunnel through all other walls */
663 else if (is_extra_grid(c_ptr) || is_inner_grid(c_ptr) || is_solid_grid(c_ptr))
665 /* Accept this location */
669 /* Save the tunnel location */
670 if (dun->tunn_n < TUNN_MAX)
672 dun->tunn[dun->tunn_n].y = row1;
673 dun->tunn[dun->tunn_n].x = col1;
677 /* Allow door in next grid */
681 /* Handle corridor intersections or overlaps */
684 /* Accept the location */
688 /* Collect legal door locations */
691 /* Save the door location */
692 if (dun->door_n < DOOR_MAX)
694 dun->door[dun->door_n].y = row1;
695 dun->door[dun->door_n].x = col1;
699 /* No door in next grid */
703 /* Hack -- allow pre-emptive tunnel termination */
704 if (randint0(100) >= dun_tun_con)
706 /* Distance between row1 and start_row */
707 tmp_row = row1 - start_row;
708 if (tmp_row < 0) tmp_row = (-tmp_row);
710 /* Distance between col1 and start_col */
711 tmp_col = col1 - start_col;
712 if (tmp_col < 0) tmp_col = (-tmp_col);
714 /* Terminate the tunnel */
715 if ((tmp_row > 10) || (tmp_col > 10)) break;
723 * This routine adds the square to the tunnel
724 * It also checks for SOLID walls - and returns a nearby
725 * non-SOLID square in (x,y) so that a simple avoiding
726 * routine can be used. The returned boolean value reflects
727 * whether or not this routine hit a SOLID wall.
729 * "affectwall" toggles whether or not this new square affects
730 * the boundaries of rooms. - This is used by the catacomb
733 static bool set_tunnel(int *x, int *y, bool affectwall)
735 int feat, i, j, dx, dy;
737 cave_type *c_ptr = &cave[*y][*x];
739 if (!in_bounds(*y, *x)) return TRUE;
743 if ((feat == FEAT_PERM_OUTER) ||
744 (feat == FEAT_PERM_INNER) ||
745 is_inner_grid(c_ptr))
748 * Ignore permanent walls - sometimes cannot tunnel around them anyway
749 * so don't try - it just complicates things unnecessarily.
754 if (is_extra_bold(*y,*x))
756 /* Save the tunnel location */
757 if (dun->tunn_n < TUNN_MAX)
759 dun->tunn[dun->tunn_n].y = *y;
760 dun->tunn[dun->tunn_n].x = *x;
767 if (is_floor_bold(*y, *x))
769 /* Don't do anything */
773 if (is_outer_grid(c_ptr) && affectwall)
775 /* Save the wall location */
776 if (dun->wall_n < WALL_MAX)
778 dun->wall[dun->wall_n].y = *y;
779 dun->wall[dun->wall_n].x = *x;
783 /* Forbid re-entry near this piercing */
784 for (j = *y - 1; j <= *y + 1; j++)
786 for (i = *x - 1; i <= *x + 1; i++)
788 /* Convert adjacent "outer" walls as "solid" walls */
789 if (is_outer_bold(j, i))
791 /* Change the wall to a "solid" wall */
792 place_solid_noperm_bold(j, i);
797 /* Clear mimic type */
798 cave[*y][*x].mimic = 0;
800 place_floor_bold(*y, *x);
805 if (is_solid_grid(c_ptr) && affectwall)
807 /* cannot place tunnel here - use a square to the side */
809 /* find usable square and return value in (x,y) */
815 while ((i > 0) && is_solid_bold(*y + dy, *x + dx))
817 dy = randint0(3) - 1;
818 dx = randint0(3) - 1;
820 if (!in_bounds(*y + dy, *x + dx))
831 /* Failed for some reason: hack - ignore the solidness */
832 place_outer_grid(c_ptr);
837 /* Give new, acceptable coordinate. */
849 * This routine creates the catacomb-like tunnels by removing extra rock.
850 * Note that this routine is only called on "even" squares - so it gives
851 * a natural checkerboard pattern.
853 static void create_cata_tunnel(int x, int y)
860 set_tunnel(&x1, &y1, FALSE);
864 set_tunnel(&x1, &y1, FALSE);
868 set_tunnel(&x1, &y1, FALSE);
872 set_tunnel(&x1, &y1, FALSE);
877 * This routine does the bulk of the work in creating the new types of tunnels.
878 * It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)
879 * It doesn't need to add any complexity - straight lines are fine.
880 * The SOLID walls are avoided by a recursive algorithm which tries random ways
881 * around the obstical until it works. The number of itterations is counted, and it
882 * this gets too large the routine exits. This should stop any crashes - but may leave
883 * small gaps in the tunnel where there are too many SOLID walls.
885 * Type 1 tunnels are extremely simple - straight line from A to B. This is only used
886 * as a part of the dodge SOLID walls algorithm.
888 * Type 2 tunnels are made of two straight lines at right angles. When this is used with
889 * short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.
891 * Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.
892 * This, when used with longer line segments gives the "catacomb-like" tunnels seen near
895 static void short_seg_hack(int x1, int y1, int x2, int y2, int type, int count, bool *fail)
900 /* Check for early exit */
901 if (!(*fail)) return;
903 length = distance(x1, y1, x2, y2);
907 if ((type == 1) && (length != 0))
910 for (i = 0; i <= length; i++)
912 x = x1 + i * (x2 - x1) / length;
913 y = y1 + i * (y2 - y1) / length;
914 if (!set_tunnel(&x, &y, TRUE))
918 /* This isn't working - probably have an infinite loop */
923 /* solid wall - so try to go around */
924 short_seg_hack(x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
925 short_seg_hack(x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
929 else if ((type == 2) || (type == 3))
933 for (i = x1; i <= x2; i++)
937 if (!set_tunnel(&x, &y, TRUE))
939 /* solid wall - so try to go around */
940 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
941 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
943 if ((type == 3) && ((x + y) % 2))
945 create_cata_tunnel(i, y1);
951 for (i = x2; i <= x1; i++)
955 if (!set_tunnel(&x, &y, TRUE))
957 /* solid wall - so try to go around */
958 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
959 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
961 if ((type == 3) && ((x + y) % 2))
963 create_cata_tunnel(i, y1);
970 for (i = y1; i <= y2; i++)
974 if (!set_tunnel(&x, &y, TRUE))
976 /* solid wall - so try to go around */
977 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
978 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
980 if ((type == 3) && ((x + y) % 2))
982 create_cata_tunnel(x2, i);
988 for (i = y2; i <= y1; i++)
992 if (!set_tunnel(&x, &y, TRUE))
994 /* solid wall - so try to go around */
995 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
996 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
998 if ((type == 3) && ((x + y) % 2))
1000 create_cata_tunnel(x2, i);
1009 * This routine maps a path from (x1, y1) to (x2, y2) avoiding SOLID walls.
1010 * Permanent rock is ignored in this path finding- sometimes there is no
1011 * path around anyway -so there will be a crash if we try to find one.
1012 * This routine is much like the river creation routine in Zangband.
1013 * It works by dividing a line segment into two. The segments are divided
1014 * until they are less than "cutoff" - when the corresponding routine from
1015 * "short_seg_hack" is called.
1016 * Note it is VERY important that the "stop if hit another passage" logic
1017 * stays as is. Without this the dungeon turns into Swiss Cheese...
1019 bool build_tunnel2(int x1, int y1, int x2, int y2, int type, int cutoff)
1022 int changex, changey;
1025 bool retval, firstsuccede;
1028 length = distance(x1, y1, x2, y2);
1030 if (length > cutoff)
1033 * Divide path in half and call routine twice.
1038 /* perturbation perpendicular to path */
1039 changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
1041 /* perturbation perpendicular to path */
1042 changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
1044 /* Work out "mid" ponit */
1045 x3 = x1 + dx + changex;
1046 y3 = y1 + dy + changey;
1048 /* See if in bounds - if not - do not perturb point */
1049 if (!in_bounds(y3, x3))
1055 c_ptr = &cave[y3][x3];
1056 if (is_solid_grid(c_ptr))
1058 /* move midpoint a bit to avoid problem. */
1064 while ((i > 0) && is_solid_bold(y3 + dy, x3 + dx))
1066 dy = randint0(3) - 1;
1067 dx = randint0(3) - 1;
1068 if (!in_bounds(y3 + dy, x3 + dx))
1078 /* Failed for some reason: hack - ignore the solidness */
1079 place_outer_bold(y3, x3);
1085 c_ptr = &cave[y3][x3];
1088 if (is_floor_grid(c_ptr))
1090 if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
1092 if ((cave[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
1094 /* do second half only if works + if have hit a room */
1095 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
1099 /* have hit another tunnel - make a set of doors here */
1102 /* Save the door location */
1103 if (dun->door_n < DOOR_MAX)
1105 dun->door[dun->door_n].y = y3;
1106 dun->door[dun->door_n].x = x3;
1110 firstsuccede = TRUE;
1114 /* false- didn't work all the way */
1116 firstsuccede = FALSE;
1121 /* tunnel through walls */
1122 if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
1124 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
1125 firstsuccede = TRUE;
1129 /* false- didn't work all the way */
1131 firstsuccede = FALSE;
1136 /* only do this if the first half has worked */
1137 set_tunnel(&x3, &y3, TRUE);
1139 /* return value calculated above */
1144 /* Do a short segment */
1146 short_seg_hack(x1, y1, x2, y2, type, 0, &retval);
1148 /* Hack - ignore return value so avoid infinite loops */