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;
42 if (!have_flag(f_flags_grid(c_ptr), FF_MOVE)) continue;
43 if (!have_flag(f_flags_grid(c_ptr), FF_TELEPORTABLE)) continue;
45 if (!player_can_enter(c_ptr->feat, 0)) continue;
46 if (!in_bounds(y, x)) continue;
48 /* Refuse to start on anti-teleport grids */
49 if (c_ptr->info & (CAVE_ICKY)) continue;
55 if (max_attempts < 1) /* Should be -1, actually if we failed... */
58 /* Save the new player grid */
67 * Place an up/down staircase at given location
69 void place_random_stairs(int y, int x)
71 bool up_stairs = TRUE;
72 bool down_stairs = TRUE;
77 if (!is_floor_grid(c_ptr) || c_ptr->o_idx) return;
88 if (dun_level >= d_info[dungeon_type].maxdepth)
92 if (quest_number(dun_level) && (dun_level > 1))
95 /* We can't place both */
96 if (down_stairs && up_stairs)
98 /* Choose a staircase randomly */
99 if (randint0(100) < 50)
105 /* Place the stairs */
107 place_up_stairs(y, x);
108 else if (down_stairs)
109 place_down_stairs(y, x);
114 * Place a random type of door at the given location
116 void place_random_door(int y, int x, bool room)
119 cave_type *c_ptr = &cave[y][x];
121 /* Initialize mimic info */
124 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
126 place_floor_bold(y, x);
130 /* Choose an object */
131 tmp = randint0(1000);
133 /* Open doors (300/1000) */
136 /* Create open door */
137 set_cave_feat(y, x, FEAT_OPEN);
140 /* Broken doors (100/1000) */
143 /* Create broken door */
144 set_cave_feat(y, x, FEAT_BROKEN);
147 /* Secret doors (200/1000) */
150 /* Create secret door */
151 place_closed_door(y, x);
153 /* Hide. If on the edge of room, use outer wall. */
154 c_ptr->mimic = room ? feat_wall_outer : fill_type[randint0(100)];
156 /* Floor type terrain cannot hide a door */
157 if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat))
159 if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY))
161 c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)];
167 /* Closed, locked, or stuck doors (400/1000) */
168 else place_closed_door(y, x);
173 * Place a random type of normal door at the given location.
175 void place_closed_door(int y, int x)
179 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
181 place_floor_bold(y, x);
185 /* Choose an object */
188 /* Closed doors (300/400) */
191 /* Create closed door */
192 cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x00);
195 /* Locked doors (99/400) */
198 /* Create locked door */
199 cave_set_feat(y, x, FEAT_DOOR_HEAD + randint1(7));
202 /* Stuck doors (1/400) */
205 /* Create jammed door */
206 cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x08 + randint0(8));
209 /* Now it is not floor */
210 cave[y][x].info &= ~(CAVE_MASK);
215 * Make an empty square floor, for the middle of rooms
217 void place_floor(int x1, int x2, int y1, int y2, bool light)
221 /* Place a full floor under the room */
222 for (y = y1 - 1; y <= y2 + 1; y++)
224 for (x = x1 - 1; x <= x2 + 1; x++)
226 place_floor_bold(y, x);
227 add_cave_info(y, x, CAVE_ROOM);
228 if (light) add_cave_info(y, x, CAVE_GLOW);
235 * Make an empty square room, only floor and wall grids
237 void place_room(int x1, int x2, int y1, int y2, bool light)
241 place_floor(x1, x2, y1, y2, light);
243 /* Walls around the room */
244 for (y = y1 - 1; y <= y2 + 1; y++)
246 place_outer_bold(y, x1 - 1);
247 place_outer_bold(y, x2 + 1);
249 for (x = x1 - 1; x <= x2 + 1; x++)
251 place_outer_bold(y1 - 1, x);
252 place_outer_bold(y2 + 1, x);
258 * Create up to "num" objects near the given coordinates
259 * Only really called by some of the "vault" routines.
261 void vault_objects(int y, int x, int num)
264 int i = 0, j = y, k = x;
269 /* Attempt to place 'num' objects */
270 for (; num > 0; --num)
272 /* Try up to 11 spots looking for empty space */
273 for (i = 0; i < 11; ++i)
275 /* Pick a random location */
276 while (dummy < SAFE_MAX_ATTEMPTS)
278 j = rand_spread(y, 2);
279 k = rand_spread(x, 3);
281 if (!in_bounds(j, k)) continue;
286 if (dummy >= SAFE_MAX_ATTEMPTS)
291 msg_print("·Ù¹ð¡ªÃϲ¼¼¼¤Î¥¢¥¤¥Æ¥à¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
293 msg_print("Warning! Could not place vault object!");
300 /* Require "clean" floor space */
302 if (!is_floor_grid(c_ptr) || c_ptr->o_idx) continue;
305 if (randint0(100) < 75)
307 place_object(j, k, 0L);
316 /* Placement accomplished */
324 * Place a trap with a given displacement of point
326 void vault_trap_aux(int y, int x, int yd, int xd)
328 int count = 0, y1 = y, x1 = x;
334 for (count = 0; count <= 5; count++)
337 while (dummy < SAFE_MAX_ATTEMPTS)
339 y1 = rand_spread(y, yd);
340 x1 = rand_spread(x, xd);
342 if (!in_bounds(y1, x1)) continue;
346 if (dummy >= SAFE_MAX_ATTEMPTS)
351 msg_print("·Ù¹ð¡ªÃϲ¼¼¼¤Î¥È¥é¥Ã¥×¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
353 msg_print("Warning! Could not place vault trap!");
359 /* Require "naked" floor grids */
360 c_ptr = &cave[y1][x1];
361 if (!is_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
373 * Place some traps with a given displacement of given location
375 void vault_traps(int y, int x, int yd, int xd, int num)
379 for (i = 0; i < num; i++)
381 vault_trap_aux(y, x, yd, xd);
387 * Hack -- Place some sleeping monsters near the given location
389 void vault_monsters(int y1, int x1, int num)
394 /* Try to summon "num" monsters "near" the given location */
395 for (k = 0; k < num; k++)
397 /* Try nine locations */
398 for (i = 0; i < 9; i++)
402 /* Pick a nearby location */
403 scatter(&y, &x, y1, x1, d, 0);
405 /* Require "empty" floor grids */
407 if (!cave_empty_grid(c_ptr)) continue;
409 /* Place the monster (allow groups) */
410 monster_level = base_level + 2;
411 (void)place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
412 monster_level = base_level;
419 * Always picks a correct direction
421 void correct_dir(int *rdir, int *cdir, int y1, int x1, int y2, int x2)
423 /* Extract vertical and horizontal directions */
424 *rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
425 *cdir = (x1 == x2) ? 0 : (x1 < x2) ? 1 : -1;
427 /* Never move diagonally */
430 if (randint0(100) < 50)
439 * Pick a random direction
441 void rand_dir(int *rdir, int *cdir)
443 /* Pick a random direction */
446 /* Extract the dy/dx components */
452 /* Function that sees if a square is a floor. (Includes range checking.) */
453 bool get_is_floor(int x, int y)
455 if (!in_bounds(y, x))
461 /* Do the real check */
462 if (is_floor_bold(y, x)) return (TRUE);
468 /* Set a square to be floor. (Includes range checking.) */
469 void set_floor(int x, int y)
471 if (!in_bounds(y, x))
477 if (cave[y][x].info & CAVE_ROOM)
479 /* A room border don't touch. */
483 /* Set to be floor if is a wall (don't touch lakes). */
484 if (is_extra_bold(y, x))
485 place_floor_bold(y, x);
491 * Constructs a tunnel between two points
493 * This function must be called BEFORE any streamers are created,
494 * since we use the special "granite wall" sub-types to keep track
495 * of legal places for corridors to pierce rooms.
497 * We use "door_flag" to prevent excessive construction of doors
498 * along overlapping corridors.
500 * We queue the tunnel grids to prevent door creation along a corridor
501 * which intersects itself.
503 * We queue the wall piercing grids to prevent a corridor from leaving
504 * a room and then coming back in through the same entrance.
506 * We "pierce" grids which are "outer" walls of rooms, and when we
507 * do so, we change all adjacent "outer" walls of rooms into "solid"
508 * walls so that no two corridors may use adjacent grids for exits.
510 * The "solid" wall check prevents corridors from "chopping" the
511 * corners of rooms off, as well as "silly" door placement, and
512 * "excessively wide" room entrances.
516 * inner -- inner room walls
517 * outer -- outer room walls
518 * solid -- solid room walls
520 void build_tunnel(int row1, int col1, int row2, int col2)
523 int tmp_row, tmp_col;
524 int row_dir, col_dir;
525 int start_row, start_col;
526 int main_loop_count = 0;
528 bool door_flag = FALSE;
533 /* Save the starting location */
537 /* Start out in the correct direction */
538 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
540 /* Keep going until done (or bored) */
541 while ((row1 != row2) || (col1 != col2))
543 /* Mega-Hack -- Paranoia -- prevent infinite loops */
544 if (main_loop_count++ > 2000) break;
546 /* Allow bends in the tunnel */
547 if (randint0(100) < dun_tun_chg)
549 /* Acquire the correct direction */
550 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
552 /* Random direction */
553 if (randint0(100) < dun_tun_rnd)
555 rand_dir(&row_dir, &col_dir);
559 /* Get the next location */
560 tmp_row = row1 + row_dir;
561 tmp_col = col1 + col_dir;
564 /* Extremely Important -- do not leave the dungeon */
565 while (!in_bounds(tmp_row, tmp_col))
567 /* Acquire the correct direction */
568 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
570 /* Random direction */
571 if (randint0(100) < dun_tun_rnd)
573 rand_dir(&row_dir, &col_dir);
576 /* Get the next location */
577 tmp_row = row1 + row_dir;
578 tmp_col = col1 + col_dir;
582 /* Access the location */
583 c_ptr = &cave[tmp_row][tmp_col];
584 f_ptr = &f_info[c_ptr->feat];
586 if (permanent_wall(f_ptr))
588 /* Avoid the edge of vaults */
589 if (is_inner_grid(c_ptr)) continue;
592 /* Avoid "solid" walls */
593 if (is_solid_grid(c_ptr)) continue;
595 /* Pierce "outer" walls of rooms */
596 if (is_outer_grid(c_ptr))
598 feature_type *ff_ptr;
600 /* Acquire the "next" location */
601 y = tmp_row + row_dir;
602 x = tmp_col + col_dir;
604 ff_ptr = &f_info[cave[y][x].feat];
606 /* Hack -- Avoid outer/solid walls */
607 if (is_outer_bold(y, x)) continue;
608 if (is_solid_bold(y, x)) continue;
610 /* Accept this location */
614 /* Save the wall location */
615 if (dun->wall_n < WALL_MAX)
617 dun->wall[dun->wall_n].y = row1;
618 dun->wall[dun->wall_n].x = col1;
622 /* Forbid re-entry near this piercing */
623 for (y = row1 - 1; y <= row1 + 1; y++)
625 for (x = col1 - 1; x <= col1 + 1; x++)
627 /* Convert adjacent "outer" walls as "solid" walls */
628 if (is_outer_bold(y, x))
630 /* Change the wall to a "solid" wall */
631 place_solid_noperm_bold(y, x);
637 /* Travel quickly through rooms */
638 else if (c_ptr->info & (CAVE_ROOM))
640 /* Accept the location */
645 /* Tunnel through all other walls */
646 else if (is_extra_grid(c_ptr) || is_inner_grid(c_ptr) || is_solid_grid(c_ptr))
648 /* Accept this location */
652 /* Save the tunnel location */
653 if (dun->tunn_n < TUNN_MAX)
655 dun->tunn[dun->tunn_n].y = row1;
656 dun->tunn[dun->tunn_n].x = col1;
660 /* Allow door in next grid */
664 /* Handle corridor intersections or overlaps */
667 /* Accept the location */
671 /* Collect legal door locations */
674 /* Save the door location */
675 if (dun->door_n < DOOR_MAX)
677 dun->door[dun->door_n].y = row1;
678 dun->door[dun->door_n].x = col1;
682 /* No door in next grid */
686 /* Hack -- allow pre-emptive tunnel termination */
687 if (randint0(100) >= dun_tun_con)
689 /* Distance between row1 and start_row */
690 tmp_row = row1 - start_row;
691 if (tmp_row < 0) tmp_row = (-tmp_row);
693 /* Distance between col1 and start_col */
694 tmp_col = col1 - start_col;
695 if (tmp_col < 0) tmp_col = (-tmp_col);
697 /* Terminate the tunnel */
698 if ((tmp_row > 10) || (tmp_col > 10)) break;
706 * This routine adds the square to the tunnel
707 * It also checks for SOLID walls - and returns a nearby
708 * non-SOLID square in (x,y) so that a simple avoiding
709 * routine can be used. The returned boolean value reflects
710 * whether or not this routine hit a SOLID wall.
712 * "affectwall" toggles whether or not this new square affects
713 * the boundaries of rooms. - This is used by the catacomb
716 static bool set_tunnel(int *x, int *y, bool affectwall)
718 int feat, i, j, dx, dy;
720 cave_type *c_ptr = &cave[*y][*x];
723 if (!in_bounds(*y, *x)) return TRUE;
726 f_ptr = &f_info[feat];
728 if (is_inner_grid(c_ptr))
733 if (is_extra_bold(*y,*x))
735 /* Save the tunnel location */
736 if (dun->tunn_n < TUNN_MAX)
738 dun->tunn[dun->tunn_n].y = *y;
739 dun->tunn[dun->tunn_n].x = *x;
746 if (is_floor_bold(*y, *x))
748 /* Don't do anything */
752 if (is_outer_grid(c_ptr) && affectwall)
754 /* Save the wall location */
755 if (dun->wall_n < WALL_MAX)
757 dun->wall[dun->wall_n].y = *y;
758 dun->wall[dun->wall_n].x = *x;
762 /* Forbid re-entry near this piercing */
763 for (j = *y - 1; j <= *y + 1; j++)
765 for (i = *x - 1; i <= *x + 1; i++)
767 /* Convert adjacent "outer" walls as "solid" walls */
768 if (is_outer_bold(j, i))
770 /* Change the wall to a "solid" wall */
771 place_solid_noperm_bold(j, i);
776 /* Clear mimic type */
777 cave[*y][*x].mimic = 0;
779 place_floor_bold(*y, *x);
784 if (is_solid_grid(c_ptr) && affectwall)
786 /* cannot place tunnel here - use a square to the side */
788 /* find usable square and return value in (x,y) */
794 while ((i > 0) && is_solid_bold(*y + dy, *x + dx))
796 dy = randint0(3) - 1;
797 dx = randint0(3) - 1;
799 if (!in_bounds(*y + dy, *x + dx))
810 /* Failed for some reason: hack - ignore the solidness */
811 place_outer_grid(c_ptr);
816 /* Give new, acceptable coordinate. */
828 * This routine creates the catacomb-like tunnels by removing extra rock.
829 * Note that this routine is only called on "even" squares - so it gives
830 * a natural checkerboard pattern.
832 static void create_cata_tunnel(int x, int y)
839 set_tunnel(&x1, &y1, FALSE);
843 set_tunnel(&x1, &y1, FALSE);
847 set_tunnel(&x1, &y1, FALSE);
851 set_tunnel(&x1, &y1, FALSE);
856 * This routine does the bulk of the work in creating the new types of tunnels.
857 * It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)
858 * It doesn't need to add any complexity - straight lines are fine.
859 * The SOLID walls are avoided by a recursive algorithm which tries random ways
860 * around the obstical until it works. The number of itterations is counted, and it
861 * this gets too large the routine exits. This should stop any crashes - but may leave
862 * small gaps in the tunnel where there are too many SOLID walls.
864 * Type 1 tunnels are extremely simple - straight line from A to B. This is only used
865 * as a part of the dodge SOLID walls algorithm.
867 * Type 2 tunnels are made of two straight lines at right angles. When this is used with
868 * short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.
870 * Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.
871 * This, when used with longer line segments gives the "catacomb-like" tunnels seen near
874 static void short_seg_hack(int x1, int y1, int x2, int y2, int type, int count, bool *fail)
879 /* Check for early exit */
880 if (!(*fail)) return;
882 length = distance(x1, y1, x2, y2);
886 if ((type == 1) && (length != 0))
889 for (i = 0; i <= length; i++)
891 x = x1 + i * (x2 - x1) / length;
892 y = y1 + i * (y2 - y1) / length;
893 if (!set_tunnel(&x, &y, TRUE))
897 /* This isn't working - probably have an infinite loop */
902 /* solid wall - so try to go around */
903 short_seg_hack(x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
904 short_seg_hack(x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
908 else if ((type == 2) || (type == 3))
912 for (i = x1; i <= x2; i++)
916 if (!set_tunnel(&x, &y, TRUE))
918 /* solid wall - so try to go around */
919 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
920 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
922 if ((type == 3) && ((x + y) % 2))
924 create_cata_tunnel(i, y1);
930 for (i = x2; i <= x1; i++)
934 if (!set_tunnel(&x, &y, TRUE))
936 /* solid wall - so try to go around */
937 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
938 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
940 if ((type == 3) && ((x + y) % 2))
942 create_cata_tunnel(i, y1);
949 for (i = y1; i <= y2; i++)
953 if (!set_tunnel(&x, &y, TRUE))
955 /* solid wall - so try to go around */
956 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
957 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
959 if ((type == 3) && ((x + y) % 2))
961 create_cata_tunnel(x2, i);
967 for (i = y2; i <= y1; i++)
971 if (!set_tunnel(&x, &y, TRUE))
973 /* solid wall - so try to go around */
974 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
975 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
977 if ((type == 3) && ((x + y) % 2))
979 create_cata_tunnel(x2, i);
988 * This routine maps a path from (x1, y1) to (x2, y2) avoiding SOLID walls.
989 * Permanent rock is ignored in this path finding- sometimes there is no
990 * path around anyway -so there will be a crash if we try to find one.
991 * This routine is much like the river creation routine in Zangband.
992 * It works by dividing a line segment into two. The segments are divided
993 * until they are less than "cutoff" - when the corresponding routine from
994 * "short_seg_hack" is called.
995 * Note it is VERY important that the "stop if hit another passage" logic
996 * stays as is. Without this the dungeon turns into Swiss Cheese...
998 bool build_tunnel2(int x1, int y1, int x2, int y2, int type, int cutoff)
1001 int changex, changey;
1004 bool retval, firstsuccede;
1007 length = distance(x1, y1, x2, y2);
1009 if (length > cutoff)
1012 * Divide path in half and call routine twice.
1017 /* perturbation perpendicular to path */
1018 changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
1020 /* perturbation perpendicular to path */
1021 changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
1023 /* Work out "mid" ponit */
1024 x3 = x1 + dx + changex;
1025 y3 = y1 + dy + changey;
1027 /* See if in bounds - if not - do not perturb point */
1028 if (!in_bounds(y3, x3))
1034 c_ptr = &cave[y3][x3];
1035 if (is_solid_grid(c_ptr))
1037 /* move midpoint a bit to avoid problem. */
1043 while ((i > 0) && is_solid_bold(y3 + dy, x3 + dx))
1045 dy = randint0(3) - 1;
1046 dx = randint0(3) - 1;
1047 if (!in_bounds(y3 + dy, x3 + dx))
1057 /* Failed for some reason: hack - ignore the solidness */
1058 place_outer_bold(y3, x3);
1064 c_ptr = &cave[y3][x3];
1067 if (is_floor_grid(c_ptr))
1069 if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
1071 if ((cave[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
1073 /* do second half only if works + if have hit a room */
1074 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
1078 /* have hit another tunnel - make a set of doors here */
1081 /* Save the door location */
1082 if (dun->door_n < DOOR_MAX)
1084 dun->door[dun->door_n].y = y3;
1085 dun->door[dun->door_n].x = x3;
1089 firstsuccede = TRUE;
1093 /* false- didn't work all the way */
1095 firstsuccede = FALSE;
1100 /* tunnel through walls */
1101 if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
1103 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
1104 firstsuccede = TRUE;
1108 /* false- didn't work all the way */
1110 firstsuccede = FALSE;
1115 /* only do this if the first half has worked */
1116 set_tunnel(&x3, &y3, TRUE);
1118 /* return value calculated above */
1123 /* Do a short segment */
1125 short_seg_hack(x1, y1, x2, y2, type, 0, &retval);
1127 /* Hack - ignore return value so avoid infinite loops */