1 #include "angband.h"
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6 * @brief タイプ1の部屋…通常可変長方形の部屋を生成する / Type 1 -- normal rectangular rooms
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9 bool build_type1(void)
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11 POSITION y, x, y2, x2, yval, xval;
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12 POSITION y1, x1, xsize, ysize;
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18 bool curtain = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
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19 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 48 : 512);
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21 /* Pick a room size */
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27 xsize = x1 + x2 + 1;
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28 ysize = y1 + y2 + 1;
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30 /* Find and reserve some space in the dungeon. Get center of room. */
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31 if (!find_space(&yval, &xval, ysize + 2, xsize + 2))
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33 /* Limit to the minimum room size, and retry */
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39 xsize = x1 + x2 + 1;
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40 ysize = y1 + y2 + 1;
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42 /* Find and reserve some space in the dungeon. Get center of room. */
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43 if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
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46 /* Choose lite or dark */
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47 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
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50 /* Get corner values */
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51 y1 = yval - ysize / 2;
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52 x1 = xval - xsize / 2;
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53 y2 = yval + (ysize - 1) / 2;
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54 x2 = xval + (xsize - 1) / 2;
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57 /* Place a full floor under the room */
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58 for (y = y1 - 1; y <= y2 + 1; y++)
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60 for (x = x1 - 1; x <= x2 + 1; x++)
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62 c_ptr = &cave[y][x];
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63 place_floor_grid(c_ptr);
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64 c_ptr->info |= (CAVE_ROOM);
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65 if (light) c_ptr->info |= (CAVE_GLOW);
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69 /* Walls around the room */
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70 for (y = y1 - 1; y <= y2 + 1; y++)
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72 c_ptr = &cave[y][x1 - 1];
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73 place_outer_grid(c_ptr);
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74 c_ptr = &cave[y][x2 + 1];
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75 place_outer_grid(c_ptr);
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77 for (x = x1 - 1; x <= x2 + 1; x++)
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79 c_ptr = &cave[y1 - 1][x];
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80 place_outer_grid(c_ptr);
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81 c_ptr = &cave[y2 + 1][x];
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82 place_outer_grid(c_ptr);
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86 /* Hack -- Occasional curtained room */
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87 if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2))
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89 for (y = y1; y <= y2; y++)
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91 c_ptr = &cave[y][x1];
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92 c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
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93 c_ptr->info &= ~(CAVE_MASK);
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94 c_ptr = &cave[y][x2];
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95 c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
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96 c_ptr->info &= ~(CAVE_MASK);
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98 for (x = x1; x <= x2; x++)
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100 c_ptr = &cave[y1][x];
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101 c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
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102 c_ptr->info &= ~(CAVE_MASK);
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103 c_ptr = &cave[y2][x];
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104 c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
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105 c_ptr->info &= ~(CAVE_MASK);
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110 /* Hack -- Occasional pillar room */
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113 for (y = y1; y <= y2; y += 2)
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115 for (x = x1; x <= x2; x += 2)
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117 c_ptr = &cave[y][x];
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118 place_inner_grid(c_ptr);
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123 /* Hack -- Occasional room with four pillars */
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124 else if (one_in_(20))
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126 if ((y1 + 4 < y2) && (x1 + 4 < x2))
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128 c_ptr = &cave[y1 + 1][x1 + 1];
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129 place_inner_grid(c_ptr);
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131 c_ptr = &cave[y1 + 1][x2 - 1];
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132 place_inner_grid(c_ptr);
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134 c_ptr = &cave[y2 - 1][x1 + 1];
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135 place_inner_grid(c_ptr);
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137 c_ptr = &cave[y2 - 1][x2 - 1];
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138 place_inner_grid(c_ptr);
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142 /* Hack -- Occasional ragged-edge room */
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143 else if (one_in_(50))
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145 for (y = y1 + 2; y <= y2 - 2; y += 2)
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147 c_ptr = &cave[y][x1];
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148 place_inner_grid(c_ptr);
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149 c_ptr = &cave[y][x2];
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150 place_inner_grid(c_ptr);
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152 for (x = x1 + 2; x <= x2 - 2; x += 2)
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154 c_ptr = &cave[y1][x];
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155 place_inner_grid(c_ptr);
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156 c_ptr = &cave[y2][x];
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157 place_inner_grid(c_ptr);
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160 /* Hack -- Occasional divided room */
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161 else if (one_in_(50))
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163 bool curtain2 = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
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164 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 2 : 128);
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166 if (randint1(100) < 50)
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168 /* Horizontal wall */
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169 for (x = x1; x <= x2; x++)
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171 place_inner_bold(yval, x);
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172 if (curtain2) cave[yval][x].feat = feat_door[DOOR_CURTAIN].closed;
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175 /* Prevent edge of wall from being tunneled */
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176 place_solid_bold(yval, x1 - 1);
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177 place_solid_bold(yval, x2 + 1);
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181 /* Vertical wall */
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182 for (y = y1; y <= y2; y++)
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184 place_inner_bold(y, xval);
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185 if (curtain2) cave[y][xval].feat = feat_door[DOOR_CURTAIN].closed;
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188 /* Prevent edge of wall from being tunneled */
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189 place_solid_bold(y1 - 1, xval);
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190 place_solid_bold(y2 + 1, xval);
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193 place_random_door(yval, xval, TRUE);
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194 if (curtain2) cave[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;
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201 * @brief タイプ2の部屋…二重長方形の部屋を生成する / Type 2 -- Overlapping rectangular rooms
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204 bool build_type2(void)
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206 POSITION y, x, xval, yval;
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207 POSITION y1a, x1a, y2a, x2a;
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208 POSITION y1b, x1b, y2b, x2b;
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212 /* Find and reserve some space in the dungeon. Get center of room. */
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213 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
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215 /* Choose lite or dark */
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216 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
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218 /* Determine extents of the first room */
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219 y1a = yval - randint1(4);
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220 y2a = yval + randint1(3);
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221 x1a = xval - randint1(11);
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222 x2a = xval + randint1(10);
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224 /* Determine extents of the second room */
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225 y1b = yval - randint1(3);
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226 y2b = yval + randint1(4);
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227 x1b = xval - randint1(10);
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228 x2b = xval + randint1(11);
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231 /* Place a full floor for room "a" */
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232 for (y = y1a - 1; y <= y2a + 1; y++)
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234 for (x = x1a - 1; x <= x2a + 1; x++)
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236 c_ptr = &cave[y][x];
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237 place_floor_grid(c_ptr);
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238 c_ptr->info |= (CAVE_ROOM);
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239 if (light) c_ptr->info |= (CAVE_GLOW);
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243 /* Place a full floor for room "b" */
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244 for (y = y1b - 1; y <= y2b + 1; y++)
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246 for (x = x1b - 1; x <= x2b + 1; x++)
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248 c_ptr = &cave[y][x];
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249 place_floor_grid(c_ptr);
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250 c_ptr->info |= (CAVE_ROOM);
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251 if (light) c_ptr->info |= (CAVE_GLOW);
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256 /* Place the walls around room "a" */
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257 for (y = y1a - 1; y <= y2a + 1; y++)
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259 c_ptr = &cave[y][x1a - 1];
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260 place_outer_grid(c_ptr);
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261 c_ptr = &cave[y][x2a + 1];
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262 place_outer_grid(c_ptr);
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264 for (x = x1a - 1; x <= x2a + 1; x++)
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266 c_ptr = &cave[y1a - 1][x];
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267 place_outer_grid(c_ptr);
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268 c_ptr = &cave[y2a + 1][x];
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269 place_outer_grid(c_ptr);
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272 /* Place the walls around room "b" */
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273 for (y = y1b - 1; y <= y2b + 1; y++)
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275 c_ptr = &cave[y][x1b - 1];
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276 place_outer_grid(c_ptr);
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277 c_ptr = &cave[y][x2b + 1];
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278 place_outer_grid(c_ptr);
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280 for (x = x1b - 1; x <= x2b + 1; x++)
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282 c_ptr = &cave[y1b - 1][x];
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283 place_outer_grid(c_ptr);
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284 c_ptr = &cave[y2b + 1][x];
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285 place_outer_grid(c_ptr);
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290 /* Replace the floor for room "a" */
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291 for (y = y1a; y <= y2a; y++)
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293 for (x = x1a; x <= x2a; x++)
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295 c_ptr = &cave[y][x];
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296 place_floor_grid(c_ptr);
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300 /* Replace the floor for room "b" */
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301 for (y = y1b; y <= y2b; y++)
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303 for (x = x1b; x <= x2b; x++)
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305 c_ptr = &cave[y][x];
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306 place_floor_grid(c_ptr);
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314 * @brief タイプ3の部屋…十字型の部屋を生成する / Type 3 -- Cross shaped rooms
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317 * Builds a room at a row, column coordinate\n
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319 * Room "a" runs north/south, and Room "b" runs east/east\n
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320 * So the "central pillar" runs from x1a, y1b to x2a, y2b.\n
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322 * Note that currently, the "center" is always 3x3, but I think that\n
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323 * the code below will work (with "bounds checking") for 5x5, or even\n
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324 * for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.\n
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326 bool build_type3(void)
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328 POSITION y, x, dy, dx, wy, wx;
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329 POSITION y1a, x1a, y2a, x2a;
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330 POSITION y1b, x1b, y2b, x2b;
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331 POSITION yval, xval;
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336 /* Find and reserve some space in the dungeon. Get center of room. */
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337 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
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340 /* Choose lite or dark */
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341 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
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343 /* For now, always 3x3 */
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346 /* Pick max vertical size (at most 4) */
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347 dy = rand_range(3, 4);
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349 /* Pick max horizontal size (at most 15) */
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350 dx = rand_range(3, 11);
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353 /* Determine extents of the north/south room */
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359 /* Determine extents of the east/west room */
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366 /* Place a full floor for room "a" */
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367 for (y = y1a - 1; y <= y2a + 1; y++)
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369 for (x = x1a - 1; x <= x2a + 1; x++)
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371 c_ptr = &cave[y][x];
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372 place_floor_grid(c_ptr);
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373 c_ptr->info |= (CAVE_ROOM);
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374 if (light) c_ptr->info |= (CAVE_GLOW);
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378 /* Place a full floor for room "b" */
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379 for (y = y1b - 1; y <= y2b + 1; y++)
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381 for (x = x1b - 1; x <= x2b + 1; x++)
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383 c_ptr = &cave[y][x];
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384 place_floor_grid(c_ptr);
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385 c_ptr->info |= (CAVE_ROOM);
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386 if (light) c_ptr->info |= (CAVE_GLOW);
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391 /* Place the walls around room "a" */
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392 for (y = y1a - 1; y <= y2a + 1; y++)
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394 c_ptr = &cave[y][x1a - 1];
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395 place_outer_grid(c_ptr);
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396 c_ptr = &cave[y][x2a + 1];
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397 place_outer_grid(c_ptr);
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399 for (x = x1a - 1; x <= x2a + 1; x++)
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401 c_ptr = &cave[y1a - 1][x];
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402 place_outer_grid(c_ptr);
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403 c_ptr = &cave[y2a + 1][x];
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404 place_outer_grid(c_ptr);
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407 /* Place the walls around room "b" */
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408 for (y = y1b - 1; y <= y2b + 1; y++)
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410 c_ptr = &cave[y][x1b - 1];
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411 place_outer_grid(c_ptr);
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412 c_ptr = &cave[y][x2b + 1];
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413 place_outer_grid(c_ptr);
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415 for (x = x1b - 1; x <= x2b + 1; x++)
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417 c_ptr = &cave[y1b - 1][x];
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418 place_outer_grid(c_ptr);
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419 c_ptr = &cave[y2b + 1][x];
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420 place_outer_grid(c_ptr);
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424 /* Replace the floor for room "a" */
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425 for (y = y1a; y <= y2a; y++)
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427 for (x = x1a; x <= x2a; x++)
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429 c_ptr = &cave[y][x];
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430 place_floor_grid(c_ptr);
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434 /* Replace the floor for room "b" */
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435 for (y = y1b; y <= y2b; y++)
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437 for (x = x1b; x <= x2b; x++)
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439 c_ptr = &cave[y][x];
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440 place_floor_grid(c_ptr);
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446 /* Special features (3/4) */
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447 switch (randint0(4))
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449 /* Large solid middle pillar */
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452 for (y = y1b; y <= y2b; y++)
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454 for (x = x1a; x <= x2a; x++)
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456 c_ptr = &cave[y][x];
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457 place_inner_grid(c_ptr);
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463 /* Inner treasure vault */
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466 /* Build the vault */
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467 for (y = y1b; y <= y2b; y++)
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469 c_ptr = &cave[y][x1a];
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470 place_inner_grid(c_ptr);
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471 c_ptr = &cave[y][x2a];
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472 place_inner_grid(c_ptr);
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474 for (x = x1a; x <= x2a; x++)
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476 c_ptr = &cave[y1b][x];
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477 place_inner_grid(c_ptr);
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478 c_ptr = &cave[y2b][x];
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479 place_inner_grid(c_ptr);
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482 /* Place a secret door on the inner room */
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483 switch (randint0(4))
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485 case 0: place_secret_door(y1b, xval, DOOR_DEFAULT); break;
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486 case 1: place_secret_door(y2b, xval, DOOR_DEFAULT); break;
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487 case 2: place_secret_door(yval, x1a, DOOR_DEFAULT); break;
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488 case 3: place_secret_door(yval, x2a, DOOR_DEFAULT); break;
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491 /* Place a treasure in the vault */
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492 place_object(yval, xval, 0L);
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494 /* Let's guard the treasure well */
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495 vault_monsters(yval, xval, randint0(2) + 3);
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497 /* Traps naturally */
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498 vault_traps(yval, xval, 4, 4, randint0(3) + 2);
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503 /* Something else */
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506 /* Occasionally pinch the center shut */
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509 /* Pinch the east/west sides */
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510 for (y = y1b; y <= y2b; y++)
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512 if (y == yval) continue;
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513 c_ptr = &cave[y][x1a - 1];
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514 place_inner_grid(c_ptr);
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515 c_ptr = &cave[y][x2a + 1];
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516 place_inner_grid(c_ptr);
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519 /* Pinch the north/south sides */
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520 for (x = x1a; x <= x2a; x++)
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522 if (x == xval) continue;
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523 c_ptr = &cave[y1b - 1][x];
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524 place_inner_grid(c_ptr);
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525 c_ptr = &cave[y2b + 1][x];
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526 place_inner_grid(c_ptr);
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529 /* Sometimes shut using secret doors */
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532 int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
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533 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
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534 ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
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536 place_secret_door(yval, x1a - 1, door_type);
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537 place_secret_door(yval, x2a + 1, door_type);
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538 place_secret_door(y1b - 1, xval, door_type);
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539 place_secret_door(y2b + 1, xval, door_type);
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543 /* Occasionally put a "plus" in the center */
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544 else if (one_in_(3))
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546 c_ptr = &cave[yval][xval];
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547 place_inner_grid(c_ptr);
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548 c_ptr = &cave[y1b][xval];
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549 place_inner_grid(c_ptr);
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550 c_ptr = &cave[y2b][xval];
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551 place_inner_grid(c_ptr);
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552 c_ptr = &cave[yval][x1a];
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553 place_inner_grid(c_ptr);
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554 c_ptr = &cave[yval][x2a];
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555 place_inner_grid(c_ptr);
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558 /* Occasionally put a pillar in the center */
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559 else if (one_in_(3))
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561 c_ptr = &cave[yval][xval];
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562 place_inner_grid(c_ptr);
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573 * @brief タイプ4の部屋…固定サイズの二重構造部屋を生成する / Type 4 -- Large room with inner features
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576 * Possible sub-types:\n
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577 * 1 - Just an inner room with one door\n
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578 * 2 - An inner room within an inner room\n
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579 * 3 - An inner room with pillar(s)\n
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580 * 4 - Inner room has a maze\n
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581 * 5 - A set of four inner rooms\n
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583 bool build_type4(void)
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585 POSITION y, x, y1, x1;
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586 POSITION y2, x2, tmp, yval, xval;
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591 /* Find and reserve some space in the dungeon. Get center of room. */
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592 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
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594 /* Choose lite or dark */
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595 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
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603 /* Place a full floor under the room */
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604 for (y = y1 - 1; y <= y2 + 1; y++)
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606 for (x = x1 - 1; x <= x2 + 1; x++)
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608 c_ptr = &cave[y][x];
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609 place_floor_grid(c_ptr);
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610 c_ptr->info |= (CAVE_ROOM);
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611 if (light) c_ptr->info |= (CAVE_GLOW);
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616 for (y = y1 - 1; y <= y2 + 1; y++)
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618 c_ptr = &cave[y][x1 - 1];
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619 place_outer_grid(c_ptr);
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620 c_ptr = &cave[y][x2 + 1];
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621 place_outer_grid(c_ptr);
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623 for (x = x1 - 1; x <= x2 + 1; x++)
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625 c_ptr = &cave[y1 - 1][x];
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626 place_outer_grid(c_ptr);
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627 c_ptr = &cave[y2 + 1][x];
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628 place_outer_grid(c_ptr);
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632 /* The inner room */
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638 /* The inner walls */
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639 for (y = y1 - 1; y <= y2 + 1; y++)
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641 c_ptr = &cave[y][x1 - 1];
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642 place_inner_grid(c_ptr);
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643 c_ptr = &cave[y][x2 + 1];
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644 place_inner_grid(c_ptr);
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646 for (x = x1 - 1; x <= x2 + 1; x++)
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648 c_ptr = &cave[y1 - 1][x];
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649 place_inner_grid(c_ptr);
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650 c_ptr = &cave[y2 + 1][x];
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651 place_inner_grid(c_ptr);
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655 /* Inner room variations */
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656 switch (randint1(5))
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658 /* Just an inner room with a monster */
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661 /* Place a secret door */
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662 switch (randint1(4))
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664 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
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665 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
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666 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
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667 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
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670 /* Place a monster in the room */
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671 vault_monsters(yval, xval, 1);
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676 /* Treasure Vault (with a door) */
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679 /* Place a secret door */
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680 switch (randint1(4))
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682 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
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683 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
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684 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
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685 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
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688 /* Place another inner room */
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689 for (y = yval - 1; y <= yval + 1; y++)
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691 for (x = xval - 1; x <= xval + 1; x++)
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693 if ((x == xval) && (y == yval)) continue;
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694 c_ptr = &cave[y][x];
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695 place_inner_grid(c_ptr);
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699 /* Place a locked door on the inner room */
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700 switch (randint1(4))
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702 case 1: place_locked_door(yval - 1, xval); break;
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703 case 2: place_locked_door(yval + 1, xval); break;
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704 case 3: place_locked_door(yval, xval - 1); break;
\r
705 case 4: place_locked_door(yval, xval + 1); break;
\r
708 /* Monsters to guard the "treasure" */
\r
709 vault_monsters(yval, xval, randint1(3) + 2);
\r
712 if (randint0(100) < 80)
\r
714 place_object(yval, xval, 0L);
\r
720 place_random_stairs(yval, xval);
\r
723 /* Traps to protect the treasure */
\r
724 vault_traps(yval, xval, 4, 10, 2 + randint1(3));
\r
729 /* Inner pillar(s). */
\r
732 /* Place a secret door */
\r
733 switch (randint1(4))
\r
735 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
\r
736 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
\r
737 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
\r
738 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
\r
741 /* Large Inner Pillar */
\r
742 for (y = yval - 1; y <= yval + 1; y++)
\r
744 for (x = xval - 1; x <= xval + 1; x++)
\r
746 c_ptr = &cave[y][x];
\r
747 place_inner_grid(c_ptr);
\r
751 /* Occasionally, two more Large Inner Pillars */
\r
755 for (y = yval - 1; y <= yval + 1; y++)
\r
757 for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)
\r
759 c_ptr = &cave[y][x];
\r
760 place_inner_grid(c_ptr);
\r
762 for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)
\r
764 c_ptr = &cave[y][x];
\r
765 place_inner_grid(c_ptr);
\r
770 /* Occasionally, some Inner rooms */
\r
773 int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
\r
774 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
\r
775 ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
\r
777 /* Long horizontal walls */
\r
778 for (x = xval - 5; x <= xval + 5; x++)
\r
780 c_ptr = &cave[yval - 1][x];
\r
781 place_inner_grid(c_ptr);
\r
782 c_ptr = &cave[yval + 1][x];
\r
783 place_inner_grid(c_ptr);
\r
786 /* Close off the left/right edges */
\r
787 c_ptr = &cave[yval][xval - 5];
\r
788 place_inner_grid(c_ptr);
\r
789 c_ptr = &cave[yval][xval + 5];
\r
790 place_inner_grid(c_ptr);
\r
792 /* Secret doors (random top/bottom) */
\r
793 place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type);
\r
794 place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type);
\r
797 vault_monsters(yval, xval - 2, randint1(2));
\r
798 vault_monsters(yval, xval + 2, randint1(2));
\r
801 if (one_in_(3)) place_object(yval, xval - 2, 0L);
\r
802 if (one_in_(3)) place_object(yval, xval + 2, 0L);
\r
811 /* Place a secret door */
\r
812 switch (randint1(4))
\r
814 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
\r
815 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
\r
816 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
\r
817 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
\r
820 /* Maze (really a checkerboard) */
\r
821 for (y = y1; y <= y2; y++)
\r
823 for (x = x1; x <= x2; x++)
\r
827 c_ptr = &cave[y][x];
\r
828 place_inner_grid(c_ptr);
\r
833 /* Monsters just love mazes. */
\r
834 vault_monsters(yval, xval - 5, randint1(3));
\r
835 vault_monsters(yval, xval + 5, randint1(3));
\r
837 /* Traps make them entertaining. */
\r
838 vault_traps(yval, xval - 3, 2, 8, randint1(3));
\r
839 vault_traps(yval, xval + 3, 2, 8, randint1(3));
\r
841 /* Mazes should have some treasure too. */
\r
842 vault_objects(yval, xval, 3);
\r
847 /* Four small rooms. */
\r
850 int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
\r
851 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
\r
852 ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
\r
854 /* Inner "cross" */
\r
855 for (y = y1; y <= y2; y++)
\r
857 c_ptr = &cave[y][xval];
\r
858 place_inner_grid(c_ptr);
\r
860 for (x = x1; x <= x2; x++)
\r
862 c_ptr = &cave[yval][x];
\r
863 place_inner_grid(c_ptr);
\r
866 /* Doors into the rooms */
\r
867 if (randint0(100) < 50)
\r
869 int i = randint1(10);
\r
870 place_secret_door(y1 - 1, xval - i, door_type);
\r
871 place_secret_door(y1 - 1, xval + i, door_type);
\r
872 place_secret_door(y2 + 1, xval - i, door_type);
\r
873 place_secret_door(y2 + 1, xval + i, door_type);
\r
877 int i = randint1(3);
\r
878 place_secret_door(yval + i, x1 - 1, door_type);
\r
879 place_secret_door(yval - i, x1 - 1, door_type);
\r
880 place_secret_door(yval + i, x2 + 1, door_type);
\r
881 place_secret_door(yval - i, x2 + 1, door_type);
\r
884 /* Treasure, centered at the center of the cross */
\r
885 vault_objects(yval, xval, 2 + randint1(2));
\r
887 /* Gotta have some monsters. */
\r
888 vault_monsters(yval + 1, xval - 4, randint1(4));
\r
889 vault_monsters(yval + 1, xval + 4, randint1(4));
\r
890 vault_monsters(yval - 1, xval - 4, randint1(4));
\r
891 vault_monsters(yval - 1, xval + 4, randint1(4));
\r
902 * @brief タイプ11の部屋…円形部屋の生成 / Type 11 -- Build an vertical oval room.
\r
905 * For every grid in the possible square, check the distance.\n
\r
906 * If it's less than the radius, make it a room square.\n
\r
908 * When done fill from the inside to find the walls,\n
\r
910 bool build_type11(void)
\r
912 POSITION rad, x, y, x0, y0;
\r
915 /* Occasional light */
\r
916 if ((randint1(dun_level) <= 15) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
\r
920 /* Find and reserve some space in the dungeon. Get center of room. */
\r
921 if (!find_space(&y0, &x0, rad * 2 + 1, rad * 2 + 1)) return FALSE;
\r
923 /* Make circular floor */
\r
924 for (x = x0 - rad; x <= x0 + rad; x++)
\r
926 for (y = y0 - rad; y <= y0 + rad; y++)
\r
928 if (distance(y0, x0, y, x) <= rad - 1)
\r
930 /* inside- so is floor */
\r
931 place_floor_bold(y, x);
\r
933 else if (distance(y0, x0, y, x) <= rad + 1)
\r
935 /* make granite outside so arena works */
\r
936 place_extra_bold(y, x);
\r
941 /* Find visible outer walls and set to be FEAT_OUTER */
\r
942 add_outer_wall(x0, y0, light, x0 - rad, y0 - rad, x0 + rad, y0 + rad);
\r
949 * @brief タイプ12の部屋…ドーム型部屋の生成 / Type 12 -- Build crypt room.
\r
952 * For every grid in the possible square, check the (fake) distance.\n
\r
953 * If it's less than the radius, make it a room square.\n
\r
955 * When done fill from the inside to find the walls,\n
\r
957 bool build_type12(void)
\r
959 POSITION rad, x, y, x0, y0;
\r
961 bool emptyflag = TRUE;
\r
963 /* Make a random metric */
\r
964 int h1, h2, h3, h4;
\r
965 h1 = randint1(32) - 16;
\r
968 h4 = randint1(32) - 16;
\r
970 /* Occasional light */
\r
971 if ((randint1(dun_level) <= 5) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
\r
975 /* Find and reserve some space in the dungeon. Get center of room. */
\r
976 if (!find_space(&y0, &x0, rad * 2 + 3, rad * 2 + 3)) return FALSE;
\r
979 for (x = x0 - rad; x <= x0 + rad; x++)
\r
981 for (y = y0 - rad; y <= y0 + rad; y++)
\r
983 /* clear room flag */
\r
984 cave[y][x].info &= ~(CAVE_ROOM);
\r
986 if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
\r
988 /* inside - so is floor */
\r
989 place_floor_bold(y, x);
\r
991 else if (distance(y0, x0, y, x) < 3)
\r
993 place_floor_bold(y, x);
\r
997 /* make granite outside so arena works */
\r
998 place_extra_bold(y, x);
\r
1001 /* proper boundary for arena */
\r
1002 if (((y + rad) == y0) || ((y - rad) == y0) ||
\r
1003 ((x + rad) == x0) || ((x - rad) == x0))
\r
1005 place_extra_bold(y, x);
\r
1010 /* Find visible outer walls and set to be FEAT_OUTER */
\r
1011 add_outer_wall(x0, y0, light, x0 - rad - 1, y0 - rad - 1,
\r
1012 x0 + rad + 1, y0 + rad + 1);
\r
1014 /* Check to see if there is room for an inner vault */
\r
1015 for (x = x0 - 2; x <= x0 + 2; x++)
\r
1017 for (y = y0 - 2; y <= y0 + 2; y++)
\r
1019 if (!is_floor_bold(y, x))
\r
1021 /* Wall in the way */
\r
1022 emptyflag = FALSE;
\r
1027 if (emptyflag && one_in_(2))
\r
1029 /* Build the vault */
\r
1030 build_small_room(x0, y0);
\r
1032 /* Place a treasure in the vault */
\r
1033 place_object(y0, x0, 0L);
\r
1035 /* Let's guard the treasure well */
\r
1036 vault_monsters(y0, x0, randint0(2) + 3);
\r
1038 /* Traps naturally */
\r
1039 vault_traps(y0, x0, 4, 4, randint0(3) + 2);
\r