1 #include "angband.h"
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2 #include "generate.h"
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10 * This function creates a random vault that looks like a collection of bubbles.
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11 * It works by getting a set of coordinates that represent the center of each
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12 * bubble. The entire room is made by seeing which bubble center is closest. If
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13 * two centers are equidistant then the square is a wall, otherwise it is a floor.
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14 * The only exception is for squares really near a center, these are always floor.
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15 * (It looks better than without this check.)
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17 * Note: If two centers are on the same point then this algorithm will create a
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18 * blank bubble filled with walls. - This is prevented from happening.
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20 static void build_bubble_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
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22 #define BUBBLENUM 10 /* number of bubbles */
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24 /* array of center points of bubbles */
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25 coord center[BUBBLENUM];
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28 POSITION x = 0, y = 0;
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29 u16b min1, min2, temp;
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32 /* Offset from center to top left hand corner */
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33 POSITION xhsize = xsize / 2;
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34 POSITION yhsize = ysize / 2;
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36 msg_print_wizard(CHEAT_DUNGEON, _("泡型ランダムVaultを生成しました。", "Room Vault."));
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38 /* Allocate center of bubbles */
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39 center[0].x = (byte)randint1(xsize - 3) + 1;
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40 center[0].y = (byte)randint1(ysize - 3) + 1;
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42 for (i = 1; i < BUBBLENUM; i++)
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46 /* get center and check to see if it is unique */
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51 x = randint1(xsize - 3) + 1;
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52 y = randint1(ysize - 3) + 1;
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54 for (j = 0; j < i; j++)
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56 /* rough test to see if there is an overlap */
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57 if ((x == center[j].x) && (y == center[j].y)) done = FALSE;
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66 /* Top and bottom boundaries */
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67 for (i = 0; i < xsize; i++)
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69 int side_x = x0 - xhsize + i;
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71 place_outer_noperm_bold(y0 - yhsize + 0, side_x);
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72 cave[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
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73 place_outer_noperm_bold(y0 - yhsize + ysize - 1, side_x);
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74 cave[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
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77 /* Left and right boundaries */
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78 for (i = 1; i < ysize - 1; i++)
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80 int side_y = y0 - yhsize + i;
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82 place_outer_noperm_bold(side_y, x0 - xhsize + 0);
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83 cave[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
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84 place_outer_noperm_bold(side_y, x0 - xhsize + xsize - 1);
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85 cave[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
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88 /* Fill in middle with bubbles */
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89 for (x = 1; x < xsize - 1; x++)
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91 for (y = 1; y < ysize - 1; y++)
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93 /* Get distances to two closest centers */
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95 min1 = (u16b)distance(x, y, center[0].x, center[0].y);
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96 min2 = (u16b)distance(x, y, center[1].x, center[1].y);
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100 /* swap if in wrong order */
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106 /* Scan the rest */
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107 for (i = 2; i < BUBBLENUM; i++)
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109 temp = (u16b)distance(x, y, center[i].x, center[i].y);
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117 else if (temp < min2)
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119 /* second smallest */
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123 if (((min2 - min1) <= 2) && (!(min1 < 3)))
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125 /* Boundary at midpoint+ not at inner region of bubble */
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126 place_outer_noperm_bold(y0 - yhsize + y, x0 - xhsize + x);
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130 /* middle of a bubble */
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131 place_floor_bold(y0 - yhsize + y, x0 - xhsize + x);
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134 /* clean up rest of flags */
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135 cave[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
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139 /* Try to add some random doors */
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140 for (i = 0; i < 500; i++)
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142 x = randint1(xsize - 3) - xhsize + x0 + 1;
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143 y = randint1(ysize - 3) - yhsize + y0 + 1;
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147 /* Fill with monsters and treasure, low difficulty */
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148 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
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151 /* Create a random vault that looks like a collection of overlapping rooms */
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152 static void build_room_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
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154 POSITION x1, x2, y1, y2, xhsize, yhsize;
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157 /* get offset from center */
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158 xhsize = xsize / 2;
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159 yhsize = ysize / 2;
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161 msg_print_wizard(CHEAT_DUNGEON, _("部屋型ランダムVaultを生成しました。", "Room Vault."));
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163 /* fill area so don't get problems with arena levels */
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164 for (x1 = 0; x1 < xsize; x1++)
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166 POSITION x = x0 - xhsize + x1;
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168 for (y1 = 0; y1 < ysize; y1++)
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170 POSITION y = y0 - yhsize + y1;
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172 place_extra_bold(y, x);
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173 cave[y][x].info &= (~CAVE_ICKY);
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177 /* add ten random rooms */
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178 for (i = 0; i < 10; i++)
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180 x1 = randint1(xhsize) * 2 + x0 - xhsize;
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181 x2 = randint1(xhsize) * 2 + x0 - xhsize;
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182 y1 = randint1(yhsize) * 2 + y0 - yhsize;
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183 y2 = randint1(yhsize) * 2 + y0 - yhsize;
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184 build_room(x1, x2, y1, y2);
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187 /* Add some random doors */
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188 for (i = 0; i < 500; i++)
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190 x1 = randint1(xsize - 3) - xhsize + x0 + 1;
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191 y1 = randint1(ysize - 3) - yhsize + y0 + 1;
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195 /* Fill with monsters and treasure, high difficulty */
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196 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
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200 /* Create a random vault out of a fractal cave */
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201 static void build_cave_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
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203 int grd, roug, cutoff;
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204 bool done, light, room;
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205 POSITION xhsize, yhsize, xsize, ysize, x, y;
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207 /* round to make sizes even */
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210 xsize = xhsize * 2;
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211 ysize = yhsize * 2;
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213 msg_print_wizard(CHEAT_DUNGEON, _("洞穴ランダムVaultを生成しました。", "Cave Vault."));
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215 light = done = FALSE;
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220 /* testing values for these parameters feel free to adjust */
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221 grd = 1 << randint0(4);
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223 /* want average of about 16 */
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224 roug = randint1(8) * randint1(4);
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227 cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
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228 randint1(xsize / 4) + randint1(ysize / 4);
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231 generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
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233 /* Convert to normal format+ clean up */
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234 done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
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237 /* Set icky flag because is a vault */
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238 for (x = 0; x <= xsize; x++)
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240 for (y = 0; y <= ysize; y++)
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242 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
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246 /* Fill with monsters and treasure, low difficulty */
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247 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
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253 * @brief Vault地形を回転、上下左右反転するための座標変換を返す / coordinate translation code
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254 * @param x 変換したい点のX座標参照ポインタ
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255 * @param y 変換したい点のY座標参照ポインタ
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256 * @param xoffset Vault生成時の基準X座標
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257 * @param yoffset Vault生成時の基準Y座標
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258 * @param transno 処理ID
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261 static void coord_trans(POSITION *x, POSITION *y, POSITION xoffset, POSITION yoffset, int transno)
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267 * transno specifies what transformation is required. (0-7)
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268 * The lower two bits indicate by how much the vault is rotated,
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269 * and the upper bit indicates a reflection.
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270 * This is done by using rotation matrices... however since
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271 * these are mostly zeros for rotations by 90 degrees this can
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272 * be expressed simply in terms of swapping and inverting the
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273 * x and y coordinates.
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275 for (i = 0; i < transno % 4; i++)
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277 /* rotate by 90 degrees */
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285 /* Reflect depending on status of 3rd bit. */
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289 /* Add offsets so vault stays in the first quadrant */
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296 * @brief Vaultをフロアに配置する / Hack -- fill in "vault" rooms
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297 * @param yval 生成基準Y座標
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298 * @param xval 生成基準X座標
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299 * @param ymax VaultのYサイズ
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300 * @param xmax VaultのXサイズ
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301 * @param data Vaultのデータ文字列
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302 * @param xoffset 変換基準X座標
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303 * @param yoffset 変換基準Y座標
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304 * @param transno 変換ID
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307 static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xmax, concptr data,
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308 POSITION xoffset, POSITION yoffset, int transno)
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310 POSITION dx, dy, x, y, i, j;
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314 /* Place dungeon features and objects */
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315 for (t = data, dy = 0; dy < ymax; dy++)
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317 for (dx = 0; dx < xmax; dx++, t++)
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319 /* prevent loop counter from being overwritten */
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323 /* Flip / rotate */
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324 coord_trans(&i, &j, xoffset, yoffset, transno);
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326 /* Extract the location */
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327 if (transno % 2 == 0)
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329 /* no swap of x/y */
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330 x = xval - (xmax / 2) + i;
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331 y = yval - (ymax / 2) + j;
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336 x = xval - (ymax / 2) + i;
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337 y = yval - (xmax / 2) + j;
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340 /* Hack -- skip "non-grids" */
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341 if (*t == ' ') continue;
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342 c_ptr = &cave[y][x];
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344 /* Lay down a floor */
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345 place_floor_grid(c_ptr);
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347 /* Remove any mimic */
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350 /* Part of a vault */
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351 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
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353 /* Analyze the grid */
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356 /* Granite wall (outer) */
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358 place_outer_noperm_grid(c_ptr);
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361 /* Granite wall (inner) */
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363 place_inner_grid(c_ptr);
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366 /* Glass wall (inner) */
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368 place_inner_grid(c_ptr);
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369 c_ptr->feat = feat_glass_wall;
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372 /* Permanent wall (inner) */
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374 place_inner_perm_grid(c_ptr);
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377 /* Permanent glass wall (inner) */
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379 place_inner_perm_grid(c_ptr);
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380 c_ptr->feat = feat_permanent_glass_wall;
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383 /* Treasure/trap */
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385 if (randint0(100) < 75)
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387 place_object(y, x, 0L);
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397 place_object(y, x, 0L);
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402 c_ptr->feat = feat_tree;
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407 place_secret_door(y, x, DOOR_DEFAULT);
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410 /* Secret glass doors */
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412 place_secret_door(y, x, DOOR_GLASS_DOOR);
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413 if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
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418 place_secret_door(y, x, DOOR_CURTAIN);
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426 /* Black market in a dungeon */
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428 set_cave_feat(y, x, feat_black_market);
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429 store_init(NO_TOWN, STORE_BLACK);
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434 set_cave_feat(y, x, feat_pattern_start);
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438 set_cave_feat(y, x, feat_pattern_1);
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442 set_cave_feat(y, x, feat_pattern_2);
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446 set_cave_feat(y, x, feat_pattern_3);
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450 set_cave_feat(y, x, feat_pattern_4);
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454 set_cave_feat(y, x, feat_pattern_end);
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458 set_cave_feat(y, x, feat_pattern_exit);
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462 /* Reward for Pattern walk */
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463 object_level = base_level + 12;
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464 place_object(y, x, AM_GOOD | AM_GREAT);
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465 object_level = base_level;
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469 set_cave_feat(y, x, feat_shallow_water);
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473 set_cave_feat(y, x, feat_deep_water);
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477 set_cave_feat(y, x, feat_shallow_lava);
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481 set_cave_feat(y, x, feat_deep_lava);
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485 set_cave_feat(y, x, feat_shallow_acid_puddle);
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489 set_cave_feat(y, x, feat_deep_acid_puddle);
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493 set_cave_feat(y, x, feat_shallow_poisonous_puddle);
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497 set_cave_feat(y, x, feat_deep_poisonous_puddle);
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501 set_cave_feat(y, x, feat_cold_zone);
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505 set_cave_feat(y, x, feat_heavy_cold_zone);
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509 set_cave_feat(y, x, feat_electrical_zone);
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513 set_cave_feat(y, x, feat_heavy_electrical_zone);
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521 /* Place dungeon monsters and objects */
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522 for (t = data, dy = 0; dy < ymax; dy++)
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524 for (dx = 0; dx < xmax; dx++, t++)
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526 /* prevent loop counter from being overwritten */
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530 /* Flip / rotate */
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531 coord_trans(&i, &j, xoffset, yoffset, transno);
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533 /* Extract the location */
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534 if (transno % 2 == 0)
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536 /* no swap of x/y */
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537 x = xval - (xmax / 2) + i;
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538 y = yval - (ymax / 2) + j;
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543 x = xval - (ymax / 2) + i;
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544 y = yval - (xmax / 2) + j;
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547 /* Hack -- skip "non-grids" */
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548 if (*t == ' ') continue;
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550 /* Analyze the symbol */
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556 monster_level = base_level + 5;
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557 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
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558 monster_level = base_level;
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562 /* Meaner monster */
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565 monster_level = base_level + 11;
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566 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
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567 monster_level = base_level;
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571 /* Meaner monster, plus treasure */
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574 monster_level = base_level + 9;
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575 place_monster(y, x, PM_ALLOW_SLEEP);
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576 monster_level = base_level;
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577 object_level = base_level + 7;
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578 place_object(y, x, AM_GOOD);
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579 object_level = base_level;
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583 /* Nasty monster and treasure */
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586 monster_level = base_level + 40;
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587 place_monster(y, x, PM_ALLOW_SLEEP);
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588 monster_level = base_level;
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589 object_level = base_level + 20;
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590 place_object(y, x, AM_GOOD | AM_GREAT);
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591 object_level = base_level;
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595 /* Monster and/or object */
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598 if (randint0(100) < 50)
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600 monster_level = base_level + 3;
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601 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
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602 monster_level = base_level;
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604 if (randint0(100) < 50)
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606 object_level = base_level + 7;
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607 place_object(y, x, 0L);
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608 object_level = base_level;
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621 * @brief タイプ7の部屋…v_info.txtより小型vaultを生成する / Type 7 -- simple vaults (see "v_info.txt")
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624 bool build_type7(void)
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626 vault_type *v_ptr = NULL;
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629 POSITION xval, yval;
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630 POSITION xoffset, yoffset;
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633 /* Pick a lesser vault */
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634 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
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636 /* Access a random vault record */
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637 v_ptr = &v_info[randint0(max_v_idx)];
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639 /* Accept the first lesser vault */
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640 if (v_ptr->typ == 7) break;
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643 /* No lesser vault found */
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644 if (dummy >= SAFE_MAX_ATTEMPTS)
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646 msg_print_wizard(CHEAT_DUNGEON, _("小型固定Vaultを配置できませんでした。", "Could not place lesser vault."));
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650 /* pick type of transformation (0-7) */
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651 transno = randint0(8);
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653 /* calculate offsets */
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657 /* Some huge vault cannot be ratated to fit in the dungeon */
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658 if (x + 2 > cur_hgt - 2)
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660 /* Forbid 90 or 270 degree ratation */
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664 coord_trans(&x, &y, 0, 0, transno);
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684 /* Find and reserve some space in the dungeon. Get center of room. */
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685 if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
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688 v_ptr = &v_info[2];
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691 msg_format_wizard(CHEAT_DUNGEON, _("小型Vault(%s)を生成しました。", "Lesser vault (%s)."), v_name + v_ptr->name);
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693 /* Hack -- Build the vault */
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694 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
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695 v_text + v_ptr->text, xoffset, yoffset, transno);
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701 * @brief タイプ8の部屋…v_info.txtより大型vaultを生成する / Type 8 -- greater vaults (see "v_info.txt")
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704 bool build_type8(void)
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708 POSITION xval, yval;
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711 POSITION xoffset, yoffset;
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713 /* Pick a greater vault */
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714 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
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716 /* Access a random vault record */
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717 v_ptr = &v_info[randint0(max_v_idx)];
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719 /* Accept the first greater vault */
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720 if (v_ptr->typ == 8) break;
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723 /* No greater vault found */
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724 if (dummy >= SAFE_MAX_ATTEMPTS)
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726 msg_print_wizard(CHEAT_DUNGEON, _("大型固定Vaultを配置できませんでした。", "Could not place greater vault."));
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730 /* pick type of transformation (0-7) */
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731 transno = randint0(8);
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733 /* calculate offsets */
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737 /* Some huge vault cannot be ratated to fit in the dungeon */
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738 if (x + 2 > cur_hgt - 2)
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740 /* Forbid 90 or 270 degree ratation */
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744 coord_trans(&x, &y, 0, 0, transno);
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765 * Try to allocate space for room. If fails, exit
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767 * Hack -- Prepare a bit larger space (+2, +2) to
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768 * prevent generation of vaults with no-entrance.
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770 /* Find and reserve some space in the dungeon. Get center of room. */
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771 if (!find_space(&yval, &xval, (POSITION)(abs(y) + 2), (POSITION)(abs(x) + 2))) return FALSE;
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774 v_ptr = &v_info[76 + randint1(3)];
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777 msg_format_wizard(CHEAT_DUNGEON, _("大型固定Vault(%s)を生成しました。", "Greater vault (%s)."), v_name + v_ptr->name);
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779 /* Hack -- Build the vault */
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780 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
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781 v_text + v_ptr->text, xoffset, yoffset, transno);
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788 * Build target vault.
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789 * This is made by two concentric "crypts" with perpendicular
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790 * walls creating the cross-hairs.
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792 static void build_target_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
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794 POSITION rad, x, y;
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796 /* Make a random metric */
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797 POSITION h1, h2, h3, h4;
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798 h1 = randint1(32) - 16;
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801 h4 = randint1(32) - 16;
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803 msg_print_wizard(CHEAT_DUNGEON, _("対称形ランダムVaultを生成しました。", "Elemental Vault"));
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805 /* work out outer radius */
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816 for (x = x0 - rad; x <= x0 + rad; x++)
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818 for (y = y0 - rad; y <= y0 + rad; y++)
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820 /* clear room flag */
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821 cave[y][x].info &= ~(CAVE_ROOM);
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823 /* Vault - so is "icky" */
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824 cave[y][x].info |= CAVE_ICKY;
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826 if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
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828 /* inside- so is floor */
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829 place_floor_bold(y, x);
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833 /* make granite outside so arena works */
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834 place_extra_bold(y, x);
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837 /* proper boundary for arena */
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838 if (((y + rad) == y0) || ((y - rad) == y0) ||
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839 ((x + rad) == x0) || ((x - rad) == x0))
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841 place_extra_bold(y, x);
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846 /* Find visible outer walls and set to be FEAT_OUTER */
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847 add_outer_wall(x0, y0, FALSE, x0 - rad - 1, y0 - rad - 1,
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848 x0 + rad + 1, y0 + rad + 1);
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850 /* Add inner wall */
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851 for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)
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853 for (y = y0 - rad / 2; y <= y0 + rad / 2; y++)
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855 if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
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857 /* Make an internal wall */
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858 place_inner_bold(y, x);
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863 /* Add perpendicular walls */
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864 for (x = x0 - rad; x <= x0 + rad; x++)
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866 place_inner_bold(y0, x);
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869 for (y = y0 - rad; y <= y0 + rad; y++)
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871 place_inner_bold(y, x0);
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874 /* Make inner vault */
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875 for (y = y0 - 1; y <= y0 + 1; y++)
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877 place_inner_bold(y, x0 - 1);
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878 place_inner_bold(y, x0 + 1);
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880 for (x = x0 - 1; x <= x0 + 1; x++)
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882 place_inner_bold(y0 - 1, x);
\r
883 place_inner_bold(y0 + 1, x);
\r
886 place_floor_bold(y0, x0);
\r
889 /* Add doors to vault */
\r
890 /* get two distances so can place doors relative to centre */
\r
891 x = (rad - 2) / 4 + 1;
\r
894 add_door(x0 + x, y0);
\r
895 add_door(x0 + y, y0);
\r
896 add_door(x0 - x, y0);
\r
897 add_door(x0 - y, y0);
\r
898 add_door(x0, y0 + x);
\r
899 add_door(x0, y0 + y);
\r
900 add_door(x0, y0 - x);
\r
901 add_door(x0, y0 - y);
\r
903 /* Fill with stuff - medium difficulty */
\r
904 fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
\r
908 #ifdef ALLOW_CAVERNS_AND_LAKES
\r
910 * This routine uses a modified version of the lake code to make a
\r
911 * distribution of some terrain type over the vault. This type
\r
912 * depends on the dungeon depth.
\r
914 * Miniture rooms are then scattered across the vault.
\r
916 static void build_elemental_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
\r
921 POSITION xsize, ysize, xhsize, yhsize, x, y;
\r
925 msg_print_wizard(CHEAT_DUNGEON, _("精霊界ランダムVaultを生成しました。", "Elemental Vault"));
\r
927 /* round to make sizes even */
\r
930 xsize = xhsize * 2;
\r
931 ysize = yhsize * 2;
\r
933 if (dun_level < 25)
\r
935 /* Earth vault (Rubble) */
\r
936 type = LAKE_T_EARTH_VAULT;
\r
938 else if (dun_level < 50)
\r
940 /* Air vault (Trees) */
\r
941 type = LAKE_T_AIR_VAULT;
\r
943 else if (dun_level < 75)
\r
945 /* Water vault (shallow water) */
\r
946 type = LAKE_T_WATER_VAULT;
\r
950 /* Fire vault (shallow lava) */
\r
951 type = LAKE_T_FIRE_VAULT;
\r
956 /* testing values for these parameters: feel free to adjust */
\r
957 grd = 1 << (randint0(3));
\r
959 /* want average of about 16 */
\r
960 roug = randint1(8) * randint1(4);
\r
962 /* Make up size of various componants */
\r
964 c3 = 2 * xsize / 3;
\r
966 /* Deep water/lava */
\r
967 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
\r
969 /* Shallow boundary */
\r
970 c2 = (c1 + c3) / 2;
\r
973 generate_hmap(y0, x0, xsize, ysize, grd, roug, c3);
\r
975 /* Convert to normal format+ clean up */
\r
976 done = generate_lake(y0, x0, xsize, ysize, c1, c2, c3, type);
\r
979 /* Set icky flag because is a vault */
\r
980 for (x = 0; x <= xsize; x++)
\r
982 for (y = 0; y <= ysize; y++)
\r
984 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
\r
988 /* make a few rooms in the vault */
\r
989 for (i = 1; i <= (xsize * ysize) / 50; i++)
\r
991 build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2,
\r
992 y0 + randint0(ysize - 4) - ysize / 2 + 2);
\r
995 /* Fill with monsters and treasure, low difficulty */
\r
996 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,
\r
997 y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
\r
999 #endif /* ALLOW_CAVERNS_AND_LAKES */
\r
1002 /* Build a "mini" checkerboard vault
\r
1004 * This is done by making a permanent wall maze and setting
\r
1005 * the diagonal sqaures of the checker board to be granite.
\r
1006 * The vault has two entrances on opposite sides to guarantee
\r
1007 * a way to get in even if the vault abuts a side of the dungeon.
\r
1009 static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
\r
1012 POSITION y1, x1, y2, x2, y, x, total;
\r
1013 int m, n, num_vertices;
\r
1016 msg_print_wizard(CHEAT_DUNGEON, _("小型チェッカーランダムVaultを生成しました。", "Mini Checker Board Vault."));
\r
1018 /* Pick a random room size */
\r
1019 dy = ysize / 2 - 1;
\r
1020 dx = xsize / 2 - 1;
\r
1028 /* generate the room */
\r
1029 for (x = x1 - 2; x <= x2 + 2; x++)
\r
1031 if (!in_bounds(y1 - 2, x)) break;
\r
1033 cave[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
1035 place_outer_noperm_bold(y1 - 2, x);
\r
1038 for (x = x1 - 2; x <= x2 + 2; x++)
\r
1040 if (!in_bounds(y2 + 2, x)) break;
\r
1042 cave[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
1044 place_outer_noperm_bold(y2 + 2, x);
\r
1047 for (y = y1 - 2; y <= y2 + 2; y++)
\r
1049 if (!in_bounds(y, x1 - 2)) break;
\r
1051 cave[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);
\r
1053 place_outer_noperm_bold(y, x1 - 2);
\r
1056 for (y = y1 - 2; y <= y2 + 2; y++)
\r
1058 if (!in_bounds(y, x2 + 2)) break;
\r
1060 cave[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
\r
1062 place_outer_noperm_bold(y, x2 + 2);
\r
1065 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1067 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1069 cave_type *c_ptr = &cave[y][x];
\r
1071 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
\r
1073 /* Permanent walls */
\r
1074 place_inner_perm_grid(c_ptr);
\r
1079 /* dimensions of vertex array */
\r
1082 num_vertices = m * n;
\r
1084 /* initialize array of visited vertices */
\r
1085 C_MAKE(visited, num_vertices, int);
\r
1087 /* traverse the graph to create a spannng tree, pick a random root */
\r
1088 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
\r
1090 /* Make it look like a checker board vault */
\r
1091 for (x = x1; x <= x2; x++)
\r
1093 for (y = y1; y <= y2; y++)
\r
1095 total = x - x1 + y - y1;
\r
1096 /* If total is odd- and is a floor then make a wall */
\r
1097 if ((total % 2 == 1) && is_floor_bold(y, x))
\r
1099 place_inner_bold(y, x);
\r
1104 /* Make a couple of entrances */
\r
1107 /* left and right */
\r
1108 y = randint1(dy) + dy / 2;
\r
1109 place_inner_bold(y1 + y, x1 - 1);
\r
1110 place_inner_bold(y1 + y, x2 + 1);
\r
1114 /* top and bottom */
\r
1115 x = randint1(dx) + dx / 2;
\r
1116 place_inner_bold(y1 - 1, x1 + x);
\r
1117 place_inner_bold(y2 + 1, x1 + x);
\r
1120 /* Fill with monsters and treasure, highest difficulty */
\r
1121 fill_treasure(x1, x2, y1, y2, 10);
\r
1123 C_KILL(visited, num_vertices, int);
\r
1126 /* Build a castle */
\r
1127 /* Driver routine: clear the region and call the recursive
\r
1130 *This makes a vault that looks like a castle/ city in the dungeon.
\r
1132 static void build_castle_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
\r
1135 POSITION y1, x1, y2, x2;
\r
1138 /* Pick a random room size */
\r
1139 dy = ysize / 2 - 1;
\r
1140 dx = xsize / 2 - 1;
\r
1147 msg_print_wizard(CHEAT_DUNGEON, _("城型ランダムVaultを生成しました。", "Castle Vault"));
\r
1149 /* generate the room */
\r
1150 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1152 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1154 cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
1155 /* Make everything a floor */
\r
1156 place_floor_bold(y, x);
\r
1160 /* Make the castle */
\r
1161 build_recursive_room(x1, y1, x2, y2, randint1(5));
\r
1163 /* Fill with monsters and treasure, low difficulty */
\r
1164 fill_treasure(x1, x2, y1, y2, randint1(3));
\r
1170 * @brief タイプ10の部屋…ランダム生成vault / Type 10 -- Random vaults
\r
1173 bool build_type10(void)
\r
1175 POSITION y0, x0, xsize, ysize, vtype;
\r
1177 /* big enough to look good, small enough to be fairly common. */
\r
1178 xsize = randint1(22) + 22;
\r
1179 ysize = randint1(11) + 11;
\r
1181 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1182 if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
\r
1184 /* Select type of vault */
\r
1185 #ifdef ALLOW_CAVERNS_AND_LAKES
\r
1188 vtype = randint1(15);
\r
1189 } while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
\r
1190 ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
\r
1191 #else /* ALLOW_CAVERNS_AND_LAKES */
\r
1194 vtype = randint1(7);
\r
1195 } while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
\r
1196 ((vtype == 1) || (vtype == 3)));
\r
1197 #endif /* ALLOW_CAVERNS_AND_LAKES */
\r
1201 /* Build an appropriate room */
\r
1202 case 1: case 9: build_bubble_vault(x0, y0, xsize, ysize); break;
\r
1203 case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break;
\r
1204 case 3: case 11: build_cave_vault(x0, y0, xsize, ysize); break;
\r
1205 case 4: case 12: build_maze_vault(x0, y0, xsize, ysize, TRUE); break;
\r
1206 case 5: case 13: build_mini_c_vault(x0, y0, xsize, ysize); break;
\r
1207 case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break;
\r
1208 case 7: case 15: build_target_vault(x0, y0, xsize, ysize); break;
\r
1209 #ifdef ALLOW_CAVERNS_AND_LAKES
\r
1210 case 8: build_elemental_vault(x0, y0, xsize, ysize); break;
\r
1211 #endif /* ALLOW_CAVERNS_AND_LAKES */
\r
1212 /* I know how to add a few more... give me some time. */
\r
1215 default: return FALSE;
\r
1223 * @brief タイプ17の部屋…v_info.txtより固定特殊部屋を生成する / Type 17 -- fixed special room (see "v_info.txt")
\r
1226 bool build_type17(void)
\r
1228 vault_type *v_ptr = NULL;
\r
1231 POSITION xval, yval;
\r
1232 POSITION xoffset, yoffset;
\r
1235 /* Pick a lesser vault */
\r
1236 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
\r
1238 /* Access a random vault record */
\r
1239 v_ptr = &v_info[randint0(max_v_idx)];
\r
1241 /* Accept the special fix room. */
\r
1242 if (v_ptr->typ == 17) break;
\r
1245 /* No lesser vault found */
\r
1246 if (dummy >= SAFE_MAX_ATTEMPTS)
\r
1248 msg_print_wizard(CHEAT_DUNGEON, _("固定特殊部屋を配置できませんでした。", "Could not place fixed special room."));
\r
1252 /* pick type of transformation (0-7) */
\r
1253 transno = randint0(8);
\r
1255 /* calculate offsets */
\r
1259 /* Some huge vault cannot be ratated to fit in the dungeon */
\r
1260 if (x + 2 > cur_hgt - 2)
\r
1262 /* Forbid 90 or 270 degree ratation */
\r
1266 coord_trans(&x, &y, 0, 0, transno);
\r
1286 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1287 if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
\r
1289 #ifdef FORCE_V_IDX
\r
1290 v_ptr = &v_info[2];
\r
1293 msg_format_wizard(CHEAT_DUNGEON, _("特殊固定部屋(%s)を生成しました。", "Special Fix room (%s)."), v_name + v_ptr->name);
\r
1295 /* Hack -- Build the vault */
\r
1296 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
\r
1297 v_text + v_ptr->text, xoffset, yoffset, transno);
\r