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 = 10000;
30 /* Place the player */
31 while (max_attempts--)
33 /* Pick a legal spot */
34 y = rand_range(1, cur_hgt - 2);
35 x = rand_range(1, cur_wid - 2);
39 /* Must be a "naked" floor grid */
40 if (c_ptr->m_idx) continue;
43 f_ptr = &f_info[c_ptr->feat];
45 if (max_attempts > 5000) /* Rule 1 */
47 if (!have_flag(f_ptr->flags, FF_FLOOR)) continue;
51 if (!have_flag(f_ptr->flags, FF_MOVE)) continue;
52 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) continue;
55 /* Refuse to start on anti-teleport grids in dungeon */
56 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) continue;
58 if (!player_can_enter(c_ptr->feat, 0)) continue;
59 if (!in_bounds(y, x)) continue;
61 /* Refuse to start on anti-teleport grids */
62 if (c_ptr->info & (CAVE_ICKY)) continue;
68 if (max_attempts < 1) /* Should be -1, actually if we failed... */
71 /* Save the new player grid */
80 * Place an up/down staircase at given location
82 void place_random_stairs(int y, int x)
84 bool up_stairs = TRUE;
85 bool down_stairs = TRUE;
90 if (!is_floor_grid(c_ptr) || c_ptr->o_idx) return;
101 if (dun_level >= d_info[dungeon_type].maxdepth)
105 if (quest_number(dun_level) && (dun_level > 1))
108 /* We can't place both */
109 if (down_stairs && up_stairs)
111 /* Choose a staircase randomly */
112 if (randint0(100) < 50)
118 /* Place the stairs */
120 place_up_stairs(y, x);
121 else if (down_stairs)
122 place_down_stairs(y, x);
127 * Place a random type of door at the given location
129 void place_random_door(int y, int x, bool room)
132 cave_type *c_ptr = &cave[y][x];
134 /* Initialize mimic info */
137 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
139 place_floor_bold(y, x);
143 /* Choose an object */
144 tmp = randint0(1000);
146 /* Open doors (300/1000) */
149 /* Create open door */
150 set_cave_feat(y, x, FEAT_OPEN);
153 /* Broken doors (100/1000) */
156 /* Create broken door */
157 set_cave_feat(y, x, FEAT_BROKEN);
160 /* Secret doors (200/1000) */
163 /* Create secret door */
164 place_closed_door(y, x);
166 /* Hide. If on the edge of room, use outer wall. */
167 c_ptr->mimic = room ? feat_wall_outer : fill_type[randint0(100)];
169 /* Floor type terrain cannot hide a door */
170 if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat))
172 if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY))
174 c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)];
180 /* Closed, locked, or stuck doors (400/1000) */
181 else place_closed_door(y, x);
186 * Place a random type of normal door at the given location.
188 void place_closed_door(int y, int x)
192 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
194 place_floor_bold(y, x);
198 /* Choose an object */
201 /* Closed doors (300/400) */
204 /* Create closed door */
205 cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x00);
208 /* Locked doors (99/400) */
211 /* Create locked door */
212 cave_set_feat(y, x, FEAT_DOOR_HEAD + randint1(7));
215 /* Stuck doors (1/400) */
218 /* Create jammed door */
219 cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x08 + randint0(8));
222 /* Now it is not floor */
223 cave[y][x].info &= ~(CAVE_MASK);
228 * Make an empty square floor, for the middle of rooms
230 void place_floor(int x1, int x2, int y1, int y2, bool light)
234 /* Place a full floor under the room */
235 for (y = y1 - 1; y <= y2 + 1; y++)
237 for (x = x1 - 1; x <= x2 + 1; x++)
239 place_floor_bold(y, x);
240 add_cave_info(y, x, CAVE_ROOM);
241 if (light) add_cave_info(y, x, CAVE_GLOW);
248 * Make an empty square room, only floor and wall grids
250 void place_room(int x1, int x2, int y1, int y2, bool light)
254 place_floor(x1, x2, y1, y2, light);
256 /* Walls around the room */
257 for (y = y1 - 1; y <= y2 + 1; y++)
259 place_outer_bold(y, x1 - 1);
260 place_outer_bold(y, x2 + 1);
262 for (x = x1 - 1; x <= x2 + 1; x++)
264 place_outer_bold(y1 - 1, x);
265 place_outer_bold(y2 + 1, x);
271 * Create up to "num" objects near the given coordinates
272 * Only really called by some of the "vault" routines.
274 void vault_objects(int y, int x, int num)
277 int i = 0, j = y, k = x;
282 /* Attempt to place 'num' objects */
283 for (; num > 0; --num)
285 /* Try up to 11 spots looking for empty space */
286 for (i = 0; i < 11; ++i)
288 /* Pick a random location */
289 while (dummy < SAFE_MAX_ATTEMPTS)
291 j = rand_spread(y, 2);
292 k = rand_spread(x, 3);
294 if (!in_bounds(j, k)) continue;
299 if (dummy >= SAFE_MAX_ATTEMPTS)
304 msg_print("·Ù¹ð¡ªÃϲ¼¼¼¤Î¥¢¥¤¥Æ¥à¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
306 msg_print("Warning! Could not place vault object!");
313 /* Require "clean" floor space */
315 if (!is_floor_grid(c_ptr) || c_ptr->o_idx) continue;
318 if (randint0(100) < 75)
320 place_object(j, k, 0L);
329 /* Placement accomplished */
337 * Place a trap with a given displacement of point
339 void vault_trap_aux(int y, int x, int yd, int xd)
341 int count = 0, y1 = y, x1 = x;
347 for (count = 0; count <= 5; count++)
350 while (dummy < SAFE_MAX_ATTEMPTS)
352 y1 = rand_spread(y, yd);
353 x1 = rand_spread(x, xd);
355 if (!in_bounds(y1, x1)) continue;
359 if (dummy >= SAFE_MAX_ATTEMPTS)
364 msg_print("·Ù¹ð¡ªÃϲ¼¼¼¤Î¥È¥é¥Ã¥×¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
366 msg_print("Warning! Could not place vault trap!");
372 /* Require "naked" floor grids */
373 c_ptr = &cave[y1][x1];
374 if (!is_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
386 * Place some traps with a given displacement of given location
388 void vault_traps(int y, int x, int yd, int xd, int num)
392 for (i = 0; i < num; i++)
394 vault_trap_aux(y, x, yd, xd);
400 * Hack -- Place some sleeping monsters near the given location
402 void vault_monsters(int y1, int x1, int num)
407 /* Try to summon "num" monsters "near" the given location */
408 for (k = 0; k < num; k++)
410 /* Try nine locations */
411 for (i = 0; i < 9; i++)
415 /* Pick a nearby location */
416 scatter(&y, &x, y1, x1, d, 0);
418 /* Require "empty" floor grids */
420 if (!cave_empty_grid(c_ptr)) continue;
422 /* Place the monster (allow groups) */
423 monster_level = base_level + 2;
424 (void)place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
425 monster_level = base_level;
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)
452 * Pick a random direction
454 void rand_dir(int *rdir, int *cdir)
456 /* Pick a random direction */
459 /* Extract the dy/dx components */
465 /* Function that sees if a square is a floor. (Includes range checking.) */
466 bool get_is_floor(int x, int y)
468 if (!in_bounds(y, x))
474 /* Do the real check */
475 if (is_floor_bold(y, x)) return (TRUE);
481 /* Set a square to be floor. (Includes range checking.) */
482 void set_floor(int x, int y)
484 if (!in_bounds(y, x))
490 if (cave[y][x].info & CAVE_ROOM)
492 /* A room border don't touch. */
496 /* Set to be floor if is a wall (don't touch lakes). */
497 if (is_extra_bold(y, x))
498 place_floor_bold(y, x);
504 * Constructs a tunnel between two points
506 * This function must be called BEFORE any streamers are created,
507 * since we use the special "granite wall" sub-types to keep track
508 * of legal places for corridors to pierce rooms.
510 * We use "door_flag" to prevent excessive construction of doors
511 * along overlapping corridors.
513 * We queue the tunnel grids to prevent door creation along a corridor
514 * which intersects itself.
516 * We queue the wall piercing grids to prevent a corridor from leaving
517 * a room and then coming back in through the same entrance.
519 * We "pierce" grids which are "outer" walls of rooms, and when we
520 * do so, we change all adjacent "outer" walls of rooms into "solid"
521 * walls so that no two corridors may use adjacent grids for exits.
523 * The "solid" wall check prevents corridors from "chopping" the
524 * corners of rooms off, as well as "silly" door placement, and
525 * "excessively wide" room entrances.
529 * inner -- inner room walls
530 * outer -- outer room walls
531 * solid -- solid room walls
533 void build_tunnel(int row1, int col1, int row2, int col2)
536 int tmp_row, tmp_col;
537 int row_dir, col_dir;
538 int start_row, start_col;
539 int main_loop_count = 0;
541 bool door_flag = FALSE;
545 /* Save the starting location */
549 /* Start out in the correct direction */
550 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
552 /* Keep going until done (or bored) */
553 while ((row1 != row2) || (col1 != col2))
555 /* Mega-Hack -- Paranoia -- prevent infinite loops */
556 if (main_loop_count++ > 2000) break;
558 /* Allow bends in the tunnel */
559 if (randint0(100) < dun_tun_chg)
561 /* Acquire the correct direction */
562 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
564 /* Random direction */
565 if (randint0(100) < dun_tun_rnd)
567 rand_dir(&row_dir, &col_dir);
571 /* Get the next location */
572 tmp_row = row1 + row_dir;
573 tmp_col = col1 + col_dir;
576 /* Extremely Important -- do not leave the dungeon */
577 while (!in_bounds(tmp_row, tmp_col))
579 /* Acquire the correct direction */
580 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
582 /* Random direction */
583 if (randint0(100) < dun_tun_rnd)
585 rand_dir(&row_dir, &col_dir);
588 /* Get the next location */
589 tmp_row = row1 + row_dir;
590 tmp_col = col1 + col_dir;
594 /* Access the location */
595 c_ptr = &cave[tmp_row][tmp_col];
597 if (permanent_wall(&f_info[c_ptr->feat]))
599 /* Avoid the edge of vaults */
600 if (is_inner_grid(c_ptr)) continue;
603 /* Avoid "solid" walls */
604 if (is_solid_grid(c_ptr)) continue;
606 /* Pierce "outer" walls of rooms */
607 if (is_outer_grid(c_ptr))
609 /* Acquire the "next" location */
610 y = tmp_row + row_dir;
611 x = tmp_col + col_dir;
613 /* Hack -- Avoid outer/solid walls */
614 if (is_outer_bold(y, x)) continue;
615 if (is_solid_bold(y, x)) continue;
617 /* Accept this location */
621 /* Save the wall location */
622 if (dun->wall_n < WALL_MAX)
624 dun->wall[dun->wall_n].y = row1;
625 dun->wall[dun->wall_n].x = col1;
629 /* Forbid re-entry near this piercing */
630 for (y = row1 - 1; y <= row1 + 1; y++)
632 for (x = col1 - 1; x <= col1 + 1; x++)
634 /* Convert adjacent "outer" walls as "solid" walls */
635 if (is_outer_bold(y, x))
637 /* Change the wall to a "solid" wall */
638 place_solid_noperm_bold(y, x);
644 /* Travel quickly through rooms */
645 else if (c_ptr->info & (CAVE_ROOM))
647 /* Accept the location */
652 /* Tunnel through all other walls */
653 else if (is_extra_grid(c_ptr) || is_inner_grid(c_ptr) || is_solid_grid(c_ptr))
655 /* Accept this location */
659 /* Save the tunnel location */
660 if (dun->tunn_n < TUNN_MAX)
662 dun->tunn[dun->tunn_n].y = row1;
663 dun->tunn[dun->tunn_n].x = col1;
667 /* Allow door in next grid */
671 /* Handle corridor intersections or overlaps */
674 /* Accept the location */
678 /* Collect legal door locations */
681 /* Save the door location */
682 if (dun->door_n < DOOR_MAX)
684 dun->door[dun->door_n].y = row1;
685 dun->door[dun->door_n].x = col1;
689 /* No door in next grid */
693 /* Hack -- allow pre-emptive tunnel termination */
694 if (randint0(100) >= dun_tun_con)
696 /* Distance between row1 and start_row */
697 tmp_row = row1 - start_row;
698 if (tmp_row < 0) tmp_row = (-tmp_row);
700 /* Distance between col1 and start_col */
701 tmp_col = col1 - start_col;
702 if (tmp_col < 0) tmp_col = (-tmp_col);
704 /* Terminate the tunnel */
705 if ((tmp_row > 10) || (tmp_col > 10)) break;
713 * This routine adds the square to the tunnel
714 * It also checks for SOLID walls - and returns a nearby
715 * non-SOLID square in (x,y) so that a simple avoiding
716 * routine can be used. The returned boolean value reflects
717 * whether or not this routine hit a SOLID wall.
719 * "affectwall" toggles whether or not this new square affects
720 * the boundaries of rooms. - This is used by the catacomb
723 static bool set_tunnel(int *x, int *y, bool affectwall)
727 cave_type *c_ptr = &cave[*y][*x];
729 if (!in_bounds(*y, *x)) return TRUE;
731 if (is_inner_grid(c_ptr))
736 if (is_extra_bold(*y,*x))
738 /* Save the tunnel location */
739 if (dun->tunn_n < TUNN_MAX)
741 dun->tunn[dun->tunn_n].y = *y;
742 dun->tunn[dun->tunn_n].x = *x;
749 if (is_floor_bold(*y, *x))
751 /* Don't do anything */
755 if (is_outer_grid(c_ptr) && affectwall)
757 /* Save the wall location */
758 if (dun->wall_n < WALL_MAX)
760 dun->wall[dun->wall_n].y = *y;
761 dun->wall[dun->wall_n].x = *x;
765 /* Forbid re-entry near this piercing */
766 for (j = *y - 1; j <= *y + 1; j++)
768 for (i = *x - 1; i <= *x + 1; i++)
770 /* Convert adjacent "outer" walls as "solid" walls */
771 if (is_outer_bold(j, i))
773 /* Change the wall to a "solid" wall */
774 place_solid_noperm_bold(j, i);
779 /* Clear mimic type */
780 cave[*y][*x].mimic = 0;
782 place_floor_bold(*y, *x);
787 if (is_solid_grid(c_ptr) && affectwall)
789 /* cannot place tunnel here - use a square to the side */
791 /* find usable square and return value in (x,y) */
797 while ((i > 0) && is_solid_bold(*y + dy, *x + dx))
799 dy = randint0(3) - 1;
800 dx = randint0(3) - 1;
802 if (!in_bounds(*y + dy, *x + dx))
813 /* Failed for some reason: hack - ignore the solidness */
814 place_outer_grid(c_ptr);
819 /* Give new, acceptable coordinate. */
831 * This routine creates the catacomb-like tunnels by removing extra rock.
832 * Note that this routine is only called on "even" squares - so it gives
833 * a natural checkerboard pattern.
835 static void create_cata_tunnel(int x, int y)
842 set_tunnel(&x1, &y1, FALSE);
846 set_tunnel(&x1, &y1, FALSE);
850 set_tunnel(&x1, &y1, FALSE);
854 set_tunnel(&x1, &y1, FALSE);
859 * This routine does the bulk of the work in creating the new types of tunnels.
860 * It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)
861 * It doesn't need to add any complexity - straight lines are fine.
862 * The SOLID walls are avoided by a recursive algorithm which tries random ways
863 * around the obstical until it works. The number of itterations is counted, and it
864 * this gets too large the routine exits. This should stop any crashes - but may leave
865 * small gaps in the tunnel where there are too many SOLID walls.
867 * Type 1 tunnels are extremely simple - straight line from A to B. This is only used
868 * as a part of the dodge SOLID walls algorithm.
870 * Type 2 tunnels are made of two straight lines at right angles. When this is used with
871 * short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.
873 * Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.
874 * This, when used with longer line segments gives the "catacomb-like" tunnels seen near
877 static void short_seg_hack(int x1, int y1, int x2, int y2, int type, int count, bool *fail)
882 /* Check for early exit */
883 if (!(*fail)) return;
885 length = distance(x1, y1, x2, y2);
889 if ((type == 1) && (length != 0))
892 for (i = 0; i <= length; i++)
894 x = x1 + i * (x2 - x1) / length;
895 y = y1 + i * (y2 - y1) / length;
896 if (!set_tunnel(&x, &y, TRUE))
900 /* This isn't working - probably have an infinite loop */
905 /* solid wall - so try to go around */
906 short_seg_hack(x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
907 short_seg_hack(x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
911 else if ((type == 2) || (type == 3))
915 for (i = x1; i <= x2; i++)
919 if (!set_tunnel(&x, &y, TRUE))
921 /* solid wall - so try to go around */
922 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
923 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
925 if ((type == 3) && ((x + y) % 2))
927 create_cata_tunnel(i, y1);
933 for (i = x2; i <= x1; 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);
952 for (i = y1; i <= y2; i++)
956 if (!set_tunnel(&x, &y, TRUE))
958 /* solid wall - so try to go around */
959 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
960 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
962 if ((type == 3) && ((x + y) % 2))
964 create_cata_tunnel(x2, i);
970 for (i = y2; i <= y1; 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);
991 * This routine maps a path from (x1, y1) to (x2, y2) avoiding SOLID walls.
992 * Permanent rock is ignored in this path finding- sometimes there is no
993 * path around anyway -so there will be a crash if we try to find one.
994 * This routine is much like the river creation routine in Zangband.
995 * It works by dividing a line segment into two. The segments are divided
996 * until they are less than "cutoff" - when the corresponding routine from
997 * "short_seg_hack" is called.
998 * Note it is VERY important that the "stop if hit another passage" logic
999 * stays as is. Without this the dungeon turns into Swiss Cheese...
1001 bool build_tunnel2(int x1, int y1, int x2, int y2, int type, int cutoff)
1004 int changex, changey;
1007 bool retval, firstsuccede;
1010 length = distance(x1, y1, x2, y2);
1012 if (length > cutoff)
1015 * Divide path in half and call routine twice.
1020 /* perturbation perpendicular to path */
1021 changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
1023 /* perturbation perpendicular to path */
1024 changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
1026 /* Work out "mid" ponit */
1027 x3 = x1 + dx + changex;
1028 y3 = y1 + dy + changey;
1030 /* See if in bounds - if not - do not perturb point */
1031 if (!in_bounds(y3, x3))
1037 c_ptr = &cave[y3][x3];
1038 if (is_solid_grid(c_ptr))
1040 /* move midpoint a bit to avoid problem. */
1046 while ((i > 0) && is_solid_bold(y3 + dy, x3 + dx))
1048 dy = randint0(3) - 1;
1049 dx = randint0(3) - 1;
1050 if (!in_bounds(y3 + dy, x3 + dx))
1060 /* Failed for some reason: hack - ignore the solidness */
1061 place_outer_bold(y3, x3);
1067 c_ptr = &cave[y3][x3];
1070 if (is_floor_grid(c_ptr))
1072 if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
1074 if ((cave[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
1076 /* do second half only if works + if have hit a room */
1077 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
1081 /* have hit another tunnel - make a set of doors here */
1084 /* Save the door location */
1085 if (dun->door_n < DOOR_MAX)
1087 dun->door[dun->door_n].y = y3;
1088 dun->door[dun->door_n].x = x3;
1092 firstsuccede = TRUE;
1096 /* false- didn't work all the way */
1098 firstsuccede = FALSE;
1103 /* tunnel through walls */
1104 if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
1106 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
1107 firstsuccede = TRUE;
1111 /* false- didn't work all the way */
1113 firstsuccede = FALSE;
1118 /* only do this if the first half has worked */
1119 set_tunnel(&x3, &y3, TRUE);
1121 /* return value calculated above */
1126 /* Do a short segment */
1128 short_seg_hack(x1, y1, x2, y2, type, 0, &retval);
1130 /* Hack - ignore return value so avoid infinite loops */