1 #include "angband.h"
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2 #include "generate.h"
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9 * This function creates a random vault that looks like a collection of bubbles.
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10 * It works by getting a set of coordinates that represent the center of each
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11 * bubble. The entire room is made by seeing which bubble center is closest. If
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12 * two centers are equidistant then the square is a wall, otherwise it is a floor.
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13 * The only exception is for squares really near a center, these are always floor.
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14 * (It looks better than without this check.)
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16 * Note: If two centers are on the same point then this algorithm will create a
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17 * blank bubble filled with walls. - This is prevented from happening.
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19 static void build_bubble_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
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21 #define BUBBLENUM 10 /* number of bubbles */
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23 /* array of center points of bubbles */
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24 coord center[BUBBLENUM];
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27 POSITION x = 0, y = 0;
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28 u16b min1, min2, temp;
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31 /* Offset from center to top left hand corner */
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32 POSITION xhsize = xsize / 2;
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33 POSITION yhsize = ysize / 2;
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35 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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37 /* Allocate center of bubbles */
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38 center[0].x = (byte)randint1(xsize - 3) + 1;
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39 center[0].y = (byte)randint1(ysize - 3) + 1;
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41 for (i = 1; i < BUBBLENUM; i++)
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45 /* get center and check to see if it is unique */
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50 x = randint1(xsize - 3) + 1;
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51 y = randint1(ysize - 3) + 1;
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53 for (j = 0; j < i; j++)
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55 /* rough test to see if there is an overlap */
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56 if ((x == center[j].x) && (y == center[j].y)) done = FALSE;
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65 /* Top and bottom boundaries */
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66 for (i = 0; i < xsize; i++)
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68 int side_x = x0 - xhsize + i;
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70 place_outer_noperm_bold(y0 - yhsize + 0, side_x);
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71 cave[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
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72 place_outer_noperm_bold(y0 - yhsize + ysize - 1, side_x);
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73 cave[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
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76 /* Left and right boundaries */
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77 for (i = 1; i < ysize - 1; i++)
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79 int side_y = y0 - yhsize + i;
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81 place_outer_noperm_bold(side_y, x0 - xhsize + 0);
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82 cave[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
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83 place_outer_noperm_bold(side_y, x0 - xhsize + xsize - 1);
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84 cave[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
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87 /* Fill in middle with bubbles */
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88 for (x = 1; x < xsize - 1; x++)
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90 for (y = 1; y < ysize - 1; y++)
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92 /* Get distances to two closest centers */
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94 min1 = (u16b)distance(x, y, center[0].x, center[0].y);
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95 min2 = (u16b)distance(x, y, center[1].x, center[1].y);
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99 /* swap if in wrong order */
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105 /* Scan the rest */
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106 for (i = 2; i < BUBBLENUM; i++)
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108 temp = (u16b)distance(x, y, center[i].x, center[i].y);
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116 else if (temp < min2)
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118 /* second smallest */
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122 if (((min2 - min1) <= 2) && (!(min1 < 3)))
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124 /* Boundary at midpoint+ not at inner region of bubble */
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125 place_outer_noperm_bold(y0 - yhsize + y, x0 - xhsize + x);
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129 /* middle of a bubble */
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130 place_floor_bold(y0 - yhsize + y, x0 - xhsize + x);
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133 /* clean up rest of flags */
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134 cave[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
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138 /* Try to add some random doors */
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139 for (i = 0; i < 500; i++)
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141 x = randint1(xsize - 3) - xhsize + x0 + 1;
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142 y = randint1(ysize - 3) - yhsize + y0 + 1;
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146 /* Fill with monsters and treasure, low difficulty */
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147 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
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150 /* Create a random vault that looks like a collection of overlapping rooms */
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151 static void build_room_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
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153 POSITION x1, x2, y1, y2, xhsize, yhsize;
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156 /* get offset from center */
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157 xhsize = xsize / 2;
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158 yhsize = ysize / 2;
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160 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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162 /* fill area so don't get problems with arena levels */
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163 for (x1 = 0; x1 < xsize; x1++)
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165 POSITION x = x0 - xhsize + x1;
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167 for (y1 = 0; y1 < ysize; y1++)
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169 POSITION y = y0 - yhsize + y1;
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171 place_extra_bold(y, x);
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172 cave[y][x].info &= (~CAVE_ICKY);
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176 /* add ten random rooms */
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177 for (i = 0; i < 10; i++)
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179 x1 = randint1(xhsize) * 2 + x0 - xhsize;
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180 x2 = randint1(xhsize) * 2 + x0 - xhsize;
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181 y1 = randint1(yhsize) * 2 + y0 - yhsize;
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182 y2 = randint1(yhsize) * 2 + y0 - yhsize;
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183 build_room(x1, x2, y1, y2);
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186 /* Add some random doors */
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187 for (i = 0; i < 500; i++)
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189 x1 = randint1(xsize - 3) - xhsize + x0 + 1;
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190 y1 = randint1(ysize - 3) - yhsize + y0 + 1;
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194 /* Fill with monsters and treasure, high difficulty */
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195 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
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199 /* Create a random vault out of a fractal cave */
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200 static void build_cave_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
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202 int grd, roug, cutoff;
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203 bool done, light, room;
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204 POSITION xhsize, yhsize, xsize, ysize, x, y;
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206 /* round to make sizes even */
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209 xsize = xhsize * 2;
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210 ysize = yhsize * 2;
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212 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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214 light = done = FALSE;
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219 /* testing values for these parameters feel free to adjust */
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220 grd = 1 << randint0(4);
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222 /* want average of about 16 */
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223 roug = randint1(8) * randint1(4);
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226 cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
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227 randint1(xsize / 4) + randint1(ysize / 4);
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230 generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
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232 /* Convert to normal format+ clean up */
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233 done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
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236 /* Set icky flag because is a vault */
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237 for (x = 0; x <= xsize; x++)
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239 for (y = 0; y <= ysize; y++)
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241 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
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245 /* Fill with monsters and treasure, low difficulty */
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246 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
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252 * @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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253 * @param x 変換したい点のX座標参照ポインタ
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254 * @param y 変換したい点のY座標参照ポインタ
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255 * @param xoffset Vault生成時の基準X座標
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256 * @param yoffset Vault生成時の基準Y座標
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257 * @param transno 処理ID
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260 static void coord_trans(POSITION *x, POSITION *y, POSITION xoffset, POSITION yoffset, int transno)
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266 * transno specifies what transformation is required. (0-7)
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267 * The lower two bits indicate by how much the vault is rotated,
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268 * and the upper bit indicates a reflection.
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269 * This is done by using rotation matrices... however since
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270 * these are mostly zeros for rotations by 90 degrees this can
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271 * be expressed simply in terms of swapping and inverting the
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272 * x and y coordinates.
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274 for (i = 0; i < transno % 4; i++)
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276 /* rotate by 90 degrees */
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284 /* Reflect depending on status of 3rd bit. */
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288 /* Add offsets so vault stays in the first quadrant */
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295 * @brief Vaultをフロアに配置する / Hack -- fill in "vault" rooms
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296 * @param yval 生成基準Y座標
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297 * @param xval 生成基準X座標
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298 * @param ymax VaultのYサイズ
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299 * @param xmax VaultのXサイズ
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300 * @param data Vaultのデータ文字列
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301 * @param xoffset 変換基準X座標
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302 * @param yoffset 変換基準Y座標
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303 * @param transno 変換ID
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306 static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xmax, cptr data,
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307 POSITION xoffset, POSITION yoffset, int transno)
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309 POSITION dx, dy, x, y, i, j;
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313 /* Place dungeon features and objects */
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314 for (t = data, dy = 0; dy < ymax; dy++)
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316 for (dx = 0; dx < xmax; dx++, t++)
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318 /* prevent loop counter from being overwritten */
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322 /* Flip / rotate */
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323 coord_trans(&i, &j, xoffset, yoffset, transno);
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325 /* Extract the location */
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326 if (transno % 2 == 0)
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328 /* no swap of x/y */
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329 x = xval - (xmax / 2) + i;
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330 y = yval - (ymax / 2) + j;
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335 x = xval - (ymax / 2) + i;
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336 y = yval - (xmax / 2) + j;
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339 /* Hack -- skip "non-grids" */
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340 if (*t == ' ') continue;
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341 c_ptr = &cave[y][x];
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343 /* Lay down a floor */
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344 place_floor_grid(c_ptr);
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346 /* Remove any mimic */
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349 /* Part of a vault */
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350 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
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352 /* Analyze the grid */
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355 /* Granite wall (outer) */
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357 place_outer_noperm_grid(c_ptr);
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360 /* Granite wall (inner) */
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362 place_inner_grid(c_ptr);
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365 /* Glass wall (inner) */
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367 place_inner_grid(c_ptr);
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368 c_ptr->feat = feat_glass_wall;
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371 /* Permanent wall (inner) */
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373 place_inner_perm_grid(c_ptr);
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376 /* Permanent glass wall (inner) */
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378 place_inner_perm_grid(c_ptr);
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379 c_ptr->feat = feat_permanent_glass_wall;
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382 /* Treasure/trap */
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384 if (randint0(100) < 75)
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386 place_object(y, x, 0L);
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396 place_secret_door(y, x, DOOR_DEFAULT);
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399 /* Secret glass doors */
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401 place_secret_door(y, x, DOOR_GLASS_DOOR);
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402 if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
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407 place_secret_door(y, x, DOOR_CURTAIN);
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415 /* Black market in a dungeon */
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417 set_cave_feat(y, x, feat_black_market);
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418 store_init(NO_TOWN, STORE_BLACK);
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423 set_cave_feat(y, x, feat_pattern_start);
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427 set_cave_feat(y, x, feat_pattern_1);
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431 set_cave_feat(y, x, feat_pattern_2);
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435 set_cave_feat(y, x, feat_pattern_3);
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439 set_cave_feat(y, x, feat_pattern_4);
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443 set_cave_feat(y, x, feat_pattern_end);
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447 set_cave_feat(y, x, feat_pattern_exit);
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451 /* Reward for Pattern walk */
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452 object_level = base_level + 12;
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453 place_object(y, x, AM_GOOD | AM_GREAT);
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454 object_level = base_level;
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458 set_cave_feat(y, x, feat_shallow_water);
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462 set_cave_feat(y, x, feat_deep_water);
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466 set_cave_feat(y, x, feat_shallow_lava);
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470 set_cave_feat(y, x, feat_deep_lava);
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478 /* Place dungeon monsters and objects */
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479 for (t = data, dy = 0; dy < ymax; dy++)
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481 for (dx = 0; dx < xmax; dx++, t++)
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483 /* prevent loop counter from being overwritten */
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487 /* Flip / rotate */
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488 coord_trans(&i, &j, xoffset, yoffset, transno);
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490 /* Extract the location */
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491 if (transno % 2 == 0)
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493 /* no swap of x/y */
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494 x = xval - (xmax / 2) + i;
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495 y = yval - (ymax / 2) + j;
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500 x = xval - (ymax / 2) + i;
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501 y = yval - (xmax / 2) + j;
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504 /* Hack -- skip "non-grids" */
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505 if (*t == ' ') continue;
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507 /* Analyze the symbol */
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513 monster_level = base_level + 5;
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514 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
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515 monster_level = base_level;
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519 /* Meaner monster */
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522 monster_level = base_level + 11;
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523 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
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524 monster_level = base_level;
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528 /* Meaner monster, plus treasure */
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531 monster_level = base_level + 9;
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532 place_monster(y, x, PM_ALLOW_SLEEP);
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533 monster_level = base_level;
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534 object_level = base_level + 7;
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535 place_object(y, x, AM_GOOD);
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536 object_level = base_level;
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540 /* Nasty monster and treasure */
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543 monster_level = base_level + 40;
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544 place_monster(y, x, PM_ALLOW_SLEEP);
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545 monster_level = base_level;
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546 object_level = base_level + 20;
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547 place_object(y, x, AM_GOOD | AM_GREAT);
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548 object_level = base_level;
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552 /* Monster and/or object */
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555 if (randint0(100) < 50)
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557 monster_level = base_level + 3;
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558 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
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559 monster_level = base_level;
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561 if (randint0(100) < 50)
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563 object_level = base_level + 7;
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564 place_object(y, x, 0L);
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565 object_level = base_level;
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578 * @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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581 bool build_type7(void)
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583 vault_type *v_ptr = NULL;
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586 POSITION xval, yval;
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587 POSITION xoffset, yoffset;
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590 /* Pick a lesser vault */
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591 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
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593 /* Access a random vault record */
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594 v_ptr = &v_info[randint0(max_v_idx)];
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596 /* Accept the first lesser vault */
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597 if (v_ptr->typ == 7) break;
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600 /* No lesser vault found */
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601 if (dummy >= SAFE_MAX_ATTEMPTS)
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603 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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607 /* pick type of transformation (0-7) */
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608 transno = randint0(8);
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610 /* calculate offsets */
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614 /* Some huge vault cannot be ratated to fit in the dungeon */
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615 if (x + 2 > cur_hgt - 2)
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617 /* Forbid 90 or 270 degree ratation */
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621 coord_trans(&x, &y, 0, 0, transno);
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641 /* Find and reserve some space in the dungeon. Get center of room. */
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642 if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
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645 v_ptr = &v_info[2];
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648 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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650 /* Hack -- Build the vault */
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651 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
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652 v_text + v_ptr->text, xoffset, yoffset, transno);
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658 * @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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661 bool build_type8(void)
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665 POSITION xval, yval;
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668 POSITION xoffset, yoffset;
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670 /* Pick a greater vault */
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671 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
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673 /* Access a random vault record */
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674 v_ptr = &v_info[randint0(max_v_idx)];
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676 /* Accept the first greater vault */
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677 if (v_ptr->typ == 8) break;
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680 /* No greater vault found */
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681 if (dummy >= SAFE_MAX_ATTEMPTS)
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683 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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687 /* pick type of transformation (0-7) */
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688 transno = randint0(8);
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690 /* calculate offsets */
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694 /* Some huge vault cannot be ratated to fit in the dungeon */
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695 if (x + 2 > cur_hgt - 2)
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697 /* Forbid 90 or 270 degree ratation */
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701 coord_trans(&x, &y, 0, 0, transno);
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722 * Try to allocate space for room. If fails, exit
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724 * Hack -- Prepare a bit larger space (+2, +2) to
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725 * prevent generation of vaults with no-entrance.
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727 /* Find and reserve some space in the dungeon. Get center of room. */
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728 if (!find_space(&yval, &xval, (POSITION)(abs(y) + 2), (POSITION)(abs(x) + 2))) return FALSE;
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731 v_ptr = &v_info[76 + randint1(3)];
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734 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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736 /* Hack -- Build the vault */
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737 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
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738 v_text + v_ptr->text, xoffset, yoffset, transno);
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745 * Build target vault.
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746 * This is made by two concentric "crypts" with perpendicular
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747 * walls creating the cross-hairs.
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749 static void build_target_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
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751 POSITION rad, x, y;
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753 /* Make a random metric */
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754 POSITION h1, h2, h3, h4;
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755 h1 = randint1(32) - 16;
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758 h4 = randint1(32) - 16;
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760 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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762 /* work out outer radius */
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773 for (x = x0 - rad; x <= x0 + rad; x++)
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775 for (y = y0 - rad; y <= y0 + rad; y++)
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777 /* clear room flag */
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778 cave[y][x].info &= ~(CAVE_ROOM);
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780 /* Vault - so is "icky" */
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781 cave[y][x].info |= CAVE_ICKY;
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783 if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
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785 /* inside- so is floor */
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786 place_floor_bold(y, x);
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790 /* make granite outside so arena works */
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791 place_extra_bold(y, x);
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794 /* proper boundary for arena */
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795 if (((y + rad) == y0) || ((y - rad) == y0) ||
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796 ((x + rad) == x0) || ((x - rad) == x0))
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798 place_extra_bold(y, x);
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803 /* Find visible outer walls and set to be FEAT_OUTER */
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804 add_outer_wall(x0, y0, FALSE, x0 - rad - 1, y0 - rad - 1,
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805 x0 + rad + 1, y0 + rad + 1);
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807 /* Add inner wall */
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808 for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)
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810 for (y = y0 - rad / 2; y <= y0 + rad / 2; y++)
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812 if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
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814 /* Make an internal wall */
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815 place_inner_bold(y, x);
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820 /* Add perpendicular walls */
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821 for (x = x0 - rad; x <= x0 + rad; x++)
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823 place_inner_bold(y0, x);
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826 for (y = y0 - rad; y <= y0 + rad; y++)
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828 place_inner_bold(y, x0);
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831 /* Make inner vault */
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832 for (y = y0 - 1; y <= y0 + 1; y++)
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834 place_inner_bold(y, x0 - 1);
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835 place_inner_bold(y, x0 + 1);
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837 for (x = x0 - 1; x <= x0 + 1; x++)
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839 place_inner_bold(y0 - 1, x);
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840 place_inner_bold(y0 + 1, x);
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843 place_floor_bold(y0, x0);
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846 /* Add doors to vault */
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847 /* get two distances so can place doors relative to centre */
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848 x = (rad - 2) / 4 + 1;
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851 add_door(x0 + x, y0);
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852 add_door(x0 + y, y0);
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853 add_door(x0 - x, y0);
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854 add_door(x0 - y, y0);
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855 add_door(x0, y0 + x);
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856 add_door(x0, y0 + y);
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857 add_door(x0, y0 - x);
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858 add_door(x0, y0 - y);
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860 /* Fill with stuff - medium difficulty */
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861 fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
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865 #ifdef ALLOW_CAVERNS_AND_LAKES
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867 * This routine uses a modified version of the lake code to make a
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868 * distribution of some terrain type over the vault. This type
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869 * depends on the dungeon depth.
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871 * Miniture rooms are then scattered across the vault.
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873 static void build_elemental_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
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878 POSITION xsize, ysize, xhsize, yhsize, x, y;
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882 msg_print_wizard(CHEAT_DUNGEON, _("精霊界ランダムVaultを生成しました。", "Elemental Vault"));
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884 /* round to make sizes even */
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887 xsize = xhsize * 2;
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888 ysize = yhsize * 2;
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890 if (dun_level < 25)
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892 /* Earth vault (Rubble) */
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893 type = LAKE_T_EARTH_VAULT;
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895 else if (dun_level < 50)
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897 /* Air vault (Trees) */
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898 type = LAKE_T_AIR_VAULT;
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900 else if (dun_level < 75)
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902 /* Water vault (shallow water) */
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903 type = LAKE_T_WATER_VAULT;
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907 /* Fire vault (shallow lava) */
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908 type = LAKE_T_FIRE_VAULT;
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913 /* testing values for these parameters: feel free to adjust */
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914 grd = 1 << (randint0(3));
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916 /* want average of about 16 */
\r
917 roug = randint1(8) * randint1(4);
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919 /* Make up size of various componants */
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921 c3 = 2 * xsize / 3;
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923 /* Deep water/lava */
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924 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
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926 /* Shallow boundary */
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927 c2 = (c1 + c3) / 2;
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930 generate_hmap(y0, x0, xsize, ysize, grd, roug, c3);
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932 /* Convert to normal format+ clean up */
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933 done = generate_lake(y0, x0, xsize, ysize, c1, c2, c3, type);
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936 /* Set icky flag because is a vault */
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937 for (x = 0; x <= xsize; x++)
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939 for (y = 0; y <= ysize; y++)
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941 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
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945 /* make a few rooms in the vault */
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946 for (i = 1; i <= (xsize * ysize) / 50; i++)
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948 build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2,
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949 y0 + randint0(ysize - 4) - ysize / 2 + 2);
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952 /* Fill with monsters and treasure, low difficulty */
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953 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,
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954 y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
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956 #endif /* ALLOW_CAVERNS_AND_LAKES */
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959 /* Build a "mini" checkerboard vault
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961 * This is done by making a permanent wall maze and setting
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962 * the diagonal sqaures of the checker board to be granite.
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963 * The vault has two entrances on opposite sides to guarantee
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964 * a way to get in even if the vault abuts a side of the dungeon.
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966 static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
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969 POSITION y1, x1, y2, x2, y, x, total;
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970 int m, n, num_vertices;
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973 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."));
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975 /* Pick a random room size */
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976 dy = ysize / 2 - 1;
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977 dx = xsize / 2 - 1;
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985 /* generate the room */
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986 for (x = x1 - 2; x <= x2 + 2; x++)
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988 if (!in_bounds(y1 - 2, x)) break;
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990 cave[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
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992 place_outer_noperm_bold(y1 - 2, x);
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995 for (x = x1 - 2; x <= x2 + 2; x++)
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997 if (!in_bounds(y2 + 2, x)) break;
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999 cave[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
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1001 place_outer_noperm_bold(y2 + 2, x);
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1004 for (y = y1 - 2; y <= y2 + 2; y++)
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1006 if (!in_bounds(y, x1 - 2)) break;
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1008 cave[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);
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1010 place_outer_noperm_bold(y, x1 - 2);
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1013 for (y = y1 - 2; y <= y2 + 2; y++)
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1015 if (!in_bounds(y, x2 + 2)) break;
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1017 cave[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
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1019 place_outer_noperm_bold(y, x2 + 2);
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1022 for (y = y1 - 1; y <= y2 + 1; y++)
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1024 for (x = x1 - 1; x <= x2 + 1; x++)
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1026 cave_type *c_ptr = &cave[y][x];
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1028 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
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1030 /* Permanent walls */
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1031 place_inner_perm_grid(c_ptr);
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1036 /* dimensions of vertex array */
\r
1039 num_vertices = m * n;
\r
1041 /* initialize array of visited vertices */
\r
1042 C_MAKE(visited, num_vertices, int);
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1044 /* traverse the graph to create a spannng tree, pick a random root */
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1045 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
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1047 /* Make it look like a checker board vault */
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1048 for (x = x1; x <= x2; x++)
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1050 for (y = y1; y <= y2; y++)
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1052 total = x - x1 + y - y1;
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1053 /* If total is odd- and is a floor then make a wall */
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1054 if ((total % 2 == 1) && is_floor_bold(y, x))
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1056 place_inner_bold(y, x);
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1061 /* Make a couple of entrances */
\r
1064 /* left and right */
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1065 y = randint1(dy) + dy / 2;
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1066 place_inner_bold(y1 + y, x1 - 1);
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1067 place_inner_bold(y1 + y, x2 + 1);
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1071 /* top and bottom */
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1072 x = randint1(dx) + dx / 2;
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1073 place_inner_bold(y1 - 1, x1 + x);
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1074 place_inner_bold(y2 + 1, x1 + x);
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1077 /* Fill with monsters and treasure, highest difficulty */
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1078 fill_treasure(x1, x2, y1, y2, 10);
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1080 C_KILL(visited, num_vertices, int);
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1083 /* Build a castle */
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1084 /* Driver routine: clear the region and call the recursive
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1087 *This makes a vault that looks like a castle/ city in the dungeon.
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1089 static void build_castle_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
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1092 POSITION y1, x1, y2, x2;
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1095 /* Pick a random room size */
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1096 dy = ysize / 2 - 1;
\r
1097 dx = xsize / 2 - 1;
\r
1104 msg_print_wizard(CHEAT_DUNGEON, _("城型ランダムVaultを生成しました。", "Castle Vault"));
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1106 /* generate the room */
\r
1107 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1109 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1111 cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
1112 /* Make everything a floor */
\r
1113 place_floor_bold(y, x);
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1117 /* Make the castle */
\r
1118 build_recursive_room(x1, y1, x2, y2, randint1(5));
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1120 /* Fill with monsters and treasure, low difficulty */
\r
1121 fill_treasure(x1, x2, y1, y2, randint1(3));
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1127 * @brief タイプ10の部屋…ランダム生成vault / Type 10 -- Random vaults
\r
1130 bool build_type10(void)
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1132 POSITION y0, x0, xsize, ysize, vtype;
\r
1134 /* big enough to look good, small enough to be fairly common. */
\r
1135 xsize = randint1(22) + 22;
\r
1136 ysize = randint1(11) + 11;
\r
1138 /* Find and reserve some space in the dungeon. Get center of room. */
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1139 if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
\r
1141 /* Select type of vault */
\r
1142 #ifdef ALLOW_CAVERNS_AND_LAKES
\r
1145 vtype = randint1(15);
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1146 } while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
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1147 ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
\r
1148 #else /* ALLOW_CAVERNS_AND_LAKES */
\r
1151 vtype = randint1(7);
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1152 } while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
\r
1153 ((vtype == 1) || (vtype == 3)));
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1154 #endif /* ALLOW_CAVERNS_AND_LAKES */
\r
1158 /* Build an appropriate room */
\r
1159 case 1: case 9: build_bubble_vault(x0, y0, xsize, ysize); break;
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1160 case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break;
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1161 case 3: case 11: build_cave_vault(x0, y0, xsize, ysize); break;
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1162 case 4: case 12: build_maze_vault(x0, y0, xsize, ysize, TRUE); break;
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1163 case 5: case 13: build_mini_c_vault(x0, y0, xsize, ysize); break;
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1164 case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break;
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1165 case 7: case 15: build_target_vault(x0, y0, xsize, ysize); break;
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1166 #ifdef ALLOW_CAVERNS_AND_LAKES
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1167 case 8: build_elemental_vault(x0, y0, xsize, ysize); break;
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1168 #endif /* ALLOW_CAVERNS_AND_LAKES */
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1169 /* I know how to add a few more... give me some time. */
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1172 default: return FALSE;
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1180 * @brief タイプ16の部屋…v_info.txtより固定特殊部屋を生成する / Type 16 -- fixed special room (see "v_info.txt")
\r
1183 bool build_type17(void)
\r
1185 vault_type *v_ptr = NULL;
\r
1188 POSITION xval, yval;
\r
1189 POSITION xoffset, yoffset;
\r
1192 /* Pick a lesser vault */
\r
1193 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
\r
1195 /* Access a random vault record */
\r
1196 v_ptr = &v_info[randint0(max_v_idx)];
\r
1198 /* Accept the first lesser vault */
\r
1199 if (v_ptr->typ == 16) break;
\r
1202 /* No lesser vault found */
\r
1203 if (dummy >= SAFE_MAX_ATTEMPTS)
\r
1205 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
1209 /* pick type of transformation (0-7) */
\r
1210 transno = randint0(8);
\r
1212 /* calculate offsets */
\r
1216 /* Some huge vault cannot be ratated to fit in the dungeon */
\r
1217 if (x + 2 > cur_hgt - 2)
\r
1219 /* Forbid 90 or 270 degree ratation */
\r
1223 coord_trans(&x, &y, 0, 0, transno);
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1243 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1244 if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
\r
1246 #ifdef FORCE_V_IDX
\r
1247 v_ptr = &v_info[2];
\r
1250 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
1252 /* Hack -- Build the vault */
\r
1253 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
\r
1254 v_text + v_ptr->text, xoffset, yoffset, transno);
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