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 (c_ptr->m_idx) continue;
40 if (!have_flag(f_flags_grid(c_ptr), FF_MOVE)) continue;
41 if (!player_can_enter(c_ptr->feat, 0)) continue;
42 if (!in_bounds(y, x)) continue;
44 /* Refuse to start on anti-teleport grids */
45 if (c_ptr->info & (CAVE_ICKY)) continue;
51 if (max_attempts < 1) /* Should be -1, actually if we failed... */
54 /* Save the new player grid */
63 * Place an up/down staircase at given location
65 void place_random_stairs(int y, int x)
67 bool up_stairs = TRUE;
68 bool down_stairs = TRUE;
73 if (!is_floor_grid(c_ptr) || c_ptr->o_idx) return;
84 if (dun_level >= d_info[dungeon_type].maxdepth)
88 if (quest_number(dun_level) && (dun_level > 1))
91 /* We can't place both */
92 if (down_stairs && up_stairs)
94 /* Choose a staircase randomly */
95 if (randint0(100) < 50)
101 /* Place the stairs */
103 place_up_stairs(y, x);
104 else if (down_stairs)
105 place_down_stairs(y, x);
110 * Place a random type of door at the given location
112 void place_random_door(int y, int x, bool room)
115 cave_type *c_ptr = &cave[y][x];
117 /* Initialize mimic info */
120 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
122 place_floor_bold(y, x);
126 /* Choose an object */
127 tmp = randint0(1000);
129 /* Open doors (300/1000) */
132 /* Create open door */
133 set_cave_feat(y, x, FEAT_OPEN);
136 /* Broken doors (100/1000) */
139 /* Create broken door */
140 set_cave_feat(y, x, FEAT_BROKEN);
143 /* Secret doors (200/1000) */
146 /* Create secret door */
147 place_closed_door(y, x);
149 /* Hide. If on the edge of room, use outer wall. */
150 c_ptr->mimic = room ? feat_wall_outer : fill_type[randint0(100)];
152 /* Floor type terrain cannot hide a door */
153 if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat))
155 if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE)) c_ptr->feat = c_ptr->mimic;
160 /* Closed, locked, or stuck doors (400/1000) */
161 else place_closed_door(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)
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;
546 /* Save the starting location */
550 /* Start out in the correct direction */
551 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
553 /* Keep going until done (or bored) */
554 while ((row1 != row2) || (col1 != col2))
556 /* Mega-Hack -- Paranoia -- prevent infinite loops */
557 if (main_loop_count++ > 2000) break;
559 /* Allow bends in the tunnel */
560 if (randint0(100) < dun_tun_chg)
562 /* Acquire the correct direction */
563 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
565 /* Random direction */
566 if (randint0(100) < dun_tun_rnd)
568 rand_dir(&row_dir, &col_dir);
572 /* Get the next location */
573 tmp_row = row1 + row_dir;
574 tmp_col = col1 + col_dir;
577 /* Extremely Important -- do not leave the dungeon */
578 while (!in_bounds(tmp_row, tmp_col))
580 /* Acquire the correct direction */
581 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
583 /* Random direction */
584 if (randint0(100) < dun_tun_rnd)
586 rand_dir(&row_dir, &col_dir);
589 /* Get the next location */
590 tmp_row = row1 + row_dir;
591 tmp_col = col1 + col_dir;
595 /* Access the location */
596 c_ptr = &cave[tmp_row][tmp_col];
597 f_ptr = &f_info[c_ptr->feat];
599 if (permanent_wall(f_ptr))
601 /* Avoid the edge of vaults */
602 if (is_inner_grid(c_ptr)) continue;
605 /* Avoid "solid" walls */
606 if (is_solid_grid(c_ptr)) continue;
608 /* Pierce "outer" walls of rooms */
609 if (is_outer_grid(c_ptr))
611 feature_type *ff_ptr;
613 /* Acquire the "next" location */
614 y = tmp_row + row_dir;
615 x = tmp_col + col_dir;
617 ff_ptr = &f_info[cave[y][x].feat];
619 /* Hack -- Avoid outer/solid walls */
620 if (is_outer_bold(y, x)) continue;
621 if (is_solid_bold(y, x)) continue;
623 /* Accept this location */
627 /* Save the wall location */
628 if (dun->wall_n < WALL_MAX)
630 dun->wall[dun->wall_n].y = row1;
631 dun->wall[dun->wall_n].x = col1;
635 /* Forbid re-entry near this piercing */
636 for (y = row1 - 1; y <= row1 + 1; y++)
638 for (x = col1 - 1; x <= col1 + 1; x++)
640 /* Convert adjacent "outer" walls as "solid" walls */
641 if (is_outer_bold(y, x))
643 /* Change the wall to a "solid" wall */
644 place_solid_noperm_bold(y, x);
650 /* Travel quickly through rooms */
651 else if (c_ptr->info & (CAVE_ROOM))
653 /* Accept the location */
658 /* Tunnel through all other walls */
659 else if (is_extra_grid(c_ptr) || is_inner_grid(c_ptr) || is_solid_grid(c_ptr))
661 /* Accept this location */
665 /* Save the tunnel location */
666 if (dun->tunn_n < TUNN_MAX)
668 dun->tunn[dun->tunn_n].y = row1;
669 dun->tunn[dun->tunn_n].x = col1;
673 /* Allow door in next grid */
677 /* Handle corridor intersections or overlaps */
680 /* Accept the location */
684 /* Collect legal door locations */
687 /* Save the door location */
688 if (dun->door_n < DOOR_MAX)
690 dun->door[dun->door_n].y = row1;
691 dun->door[dun->door_n].x = col1;
695 /* No door in next grid */
699 /* Hack -- allow pre-emptive tunnel termination */
700 if (randint0(100) >= dun_tun_con)
702 /* Distance between row1 and start_row */
703 tmp_row = row1 - start_row;
704 if (tmp_row < 0) tmp_row = (-tmp_row);
706 /* Distance between col1 and start_col */
707 tmp_col = col1 - start_col;
708 if (tmp_col < 0) tmp_col = (-tmp_col);
710 /* Terminate the tunnel */
711 if ((tmp_row > 10) || (tmp_col > 10)) break;
719 * This routine adds the square to the tunnel
720 * It also checks for SOLID walls - and returns a nearby
721 * non-SOLID square in (x,y) so that a simple avoiding
722 * routine can be used. The returned boolean value reflects
723 * whether or not this routine hit a SOLID wall.
725 * "affectwall" toggles whether or not this new square affects
726 * the boundaries of rooms. - This is used by the catacomb
729 static bool set_tunnel(int *x, int *y, bool affectwall)
731 int feat, i, j, dx, dy;
733 cave_type *c_ptr = &cave[*y][*x];
736 if (!in_bounds(*y, *x)) return TRUE;
739 f_ptr = &f_info[feat];
741 if (is_inner_grid(c_ptr))
746 if (is_extra_bold(*y,*x))
748 /* Save the tunnel location */
749 if (dun->tunn_n < TUNN_MAX)
751 dun->tunn[dun->tunn_n].y = *y;
752 dun->tunn[dun->tunn_n].x = *x;
759 if (is_floor_bold(*y, *x))
761 /* Don't do anything */
765 if (is_outer_grid(c_ptr) && affectwall)
767 /* Save the wall location */
768 if (dun->wall_n < WALL_MAX)
770 dun->wall[dun->wall_n].y = *y;
771 dun->wall[dun->wall_n].x = *x;
775 /* Forbid re-entry near this piercing */
776 for (j = *y - 1; j <= *y + 1; j++)
778 for (i = *x - 1; i <= *x + 1; i++)
780 /* Convert adjacent "outer" walls as "solid" walls */
781 if (is_outer_bold(j, i))
783 /* Change the wall to a "solid" wall */
784 place_solid_noperm_bold(j, i);
789 /* Clear mimic type */
790 cave[*y][*x].mimic = 0;
792 place_floor_bold(*y, *x);
797 if (is_solid_grid(c_ptr) && affectwall)
799 /* cannot place tunnel here - use a square to the side */
801 /* find usable square and return value in (x,y) */
807 while ((i > 0) && is_solid_bold(*y + dy, *x + dx))
809 dy = randint0(3) - 1;
810 dx = randint0(3) - 1;
812 if (!in_bounds(*y + dy, *x + dx))
823 /* Failed for some reason: hack - ignore the solidness */
824 place_outer_grid(c_ptr);
829 /* Give new, acceptable coordinate. */
841 * This routine creates the catacomb-like tunnels by removing extra rock.
842 * Note that this routine is only called on "even" squares - so it gives
843 * a natural checkerboard pattern.
845 static void create_cata_tunnel(int x, int y)
852 set_tunnel(&x1, &y1, FALSE);
856 set_tunnel(&x1, &y1, FALSE);
860 set_tunnel(&x1, &y1, FALSE);
864 set_tunnel(&x1, &y1, FALSE);
869 * This routine does the bulk of the work in creating the new types of tunnels.
870 * It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)
871 * It doesn't need to add any complexity - straight lines are fine.
872 * The SOLID walls are avoided by a recursive algorithm which tries random ways
873 * around the obstical until it works. The number of itterations is counted, and it
874 * this gets too large the routine exits. This should stop any crashes - but may leave
875 * small gaps in the tunnel where there are too many SOLID walls.
877 * Type 1 tunnels are extremely simple - straight line from A to B. This is only used
878 * as a part of the dodge SOLID walls algorithm.
880 * Type 2 tunnels are made of two straight lines at right angles. When this is used with
881 * short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.
883 * Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.
884 * This, when used with longer line segments gives the "catacomb-like" tunnels seen near
887 static void short_seg_hack(int x1, int y1, int x2, int y2, int type, int count, bool *fail)
892 /* Check for early exit */
893 if (!(*fail)) return;
895 length = distance(x1, y1, x2, y2);
899 if ((type == 1) && (length != 0))
902 for (i = 0; i <= length; i++)
904 x = x1 + i * (x2 - x1) / length;
905 y = y1 + i * (y2 - y1) / length;
906 if (!set_tunnel(&x, &y, TRUE))
910 /* This isn't working - probably have an infinite loop */
915 /* solid wall - so try to go around */
916 short_seg_hack(x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
917 short_seg_hack(x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
921 else if ((type == 2) || (type == 3))
925 for (i = x1; i <= x2; i++)
929 if (!set_tunnel(&x, &y, TRUE))
931 /* solid wall - so try to go around */
932 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
933 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
935 if ((type == 3) && ((x + y) % 2))
937 create_cata_tunnel(i, y1);
943 for (i = x2; i <= x1; i++)
947 if (!set_tunnel(&x, &y, TRUE))
949 /* solid wall - so try to go around */
950 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
951 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
953 if ((type == 3) && ((x + y) % 2))
955 create_cata_tunnel(i, y1);
962 for (i = y1; i <= y2; i++)
966 if (!set_tunnel(&x, &y, TRUE))
968 /* solid wall - so try to go around */
969 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
970 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
972 if ((type == 3) && ((x + y) % 2))
974 create_cata_tunnel(x2, i);
980 for (i = y2; i <= y1; i++)
984 if (!set_tunnel(&x, &y, TRUE))
986 /* solid wall - so try to go around */
987 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
988 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
990 if ((type == 3) && ((x + y) % 2))
992 create_cata_tunnel(x2, i);
1001 * This routine maps a path from (x1, y1) to (x2, y2) avoiding SOLID walls.
1002 * Permanent rock is ignored in this path finding- sometimes there is no
1003 * path around anyway -so there will be a crash if we try to find one.
1004 * This routine is much like the river creation routine in Zangband.
1005 * It works by dividing a line segment into two. The segments are divided
1006 * until they are less than "cutoff" - when the corresponding routine from
1007 * "short_seg_hack" is called.
1008 * Note it is VERY important that the "stop if hit another passage" logic
1009 * stays as is. Without this the dungeon turns into Swiss Cheese...
1011 bool build_tunnel2(int x1, int y1, int x2, int y2, int type, int cutoff)
1014 int changex, changey;
1017 bool retval, firstsuccede;
1020 length = distance(x1, y1, x2, y2);
1022 if (length > cutoff)
1025 * Divide path in half and call routine twice.
1030 /* perturbation perpendicular to path */
1031 changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
1033 /* perturbation perpendicular to path */
1034 changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
1036 /* Work out "mid" ponit */
1037 x3 = x1 + dx + changex;
1038 y3 = y1 + dy + changey;
1040 /* See if in bounds - if not - do not perturb point */
1041 if (!in_bounds(y3, x3))
1047 c_ptr = &cave[y3][x3];
1048 if (is_solid_grid(c_ptr))
1050 /* move midpoint a bit to avoid problem. */
1056 while ((i > 0) && is_solid_bold(y3 + dy, x3 + dx))
1058 dy = randint0(3) - 1;
1059 dx = randint0(3) - 1;
1060 if (!in_bounds(y3 + dy, x3 + dx))
1070 /* Failed for some reason: hack - ignore the solidness */
1071 place_outer_bold(y3, x3);
1077 c_ptr = &cave[y3][x3];
1080 if (is_floor_grid(c_ptr))
1082 if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
1084 if ((cave[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
1086 /* do second half only if works + if have hit a room */
1087 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
1091 /* have hit another tunnel - make a set of doors here */
1094 /* Save the door location */
1095 if (dun->door_n < DOOR_MAX)
1097 dun->door[dun->door_n].y = y3;
1098 dun->door[dun->door_n].x = x3;
1102 firstsuccede = TRUE;
1106 /* false- didn't work all the way */
1108 firstsuccede = FALSE;
1113 /* tunnel through walls */
1114 if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
1116 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
1117 firstsuccede = TRUE;
1121 /* false- didn't work all the way */
1123 firstsuccede = FALSE;
1128 /* only do this if the first half has worked */
1129 set_tunnel(&x3, &y3, TRUE);
1131 /* return value calculated above */
1136 /* Do a short segment */
1138 short_seg_hack(x1, y1, x2, y2, type, 0, &retval);
1140 /* Hack - ignore return value so avoid infinite loops */