3 * @brief ダンジョンフロアの部屋生成処理 / make rooms. Used by generate.c when creating dungeons.
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen. \n
12 * Room building routines.\n
18 * 4 -- large room with features\n
19 * 5 -- monster nests\n
21 * 7 -- simple vaults\n
22 * 8 -- greater vaults\n
23 * 9 -- fractal caves\n
24 * 10 -- random vaults\n
25 * 11 -- circular rooms\n
27 * 13 -- trapped monster pits\n
28 * 14 -- trapped room\n
30 * 16 -- underground arcade\n
32 * Some functions are used to determine if the given monster\n
33 * is appropriate for inclusion in a monster nest or monster pit or\n
36 * None of the pits/nests are allowed to include "unique" monsters.\n
44 #include "rooms-city.h"
45 #include "rooms-fractal.h"
46 #include "rooms-normal.h"
47 #include "rooms-pitnest.h"
48 #include "rooms-special.h"
49 #include "rooms-trap.h"
50 #include "rooms-vault.h"
57 *[from SAngband (originally from OAngband)]\n
59 * Table of values that control how many times each type of room will\n
60 * appear. Each type of room has its own row, and each column\n
61 * corresponds to dungeon levels 0, 10, 20, and so on. The final\n
62 * value is the minimum depth the room can appear at. -LM-\n
64 * Level 101 and below use the values for level 100.\n
66 * Rooms with lots of monsters or loot may not be generated if the\n
67 * object or monster lists are already nearly full. Rooms will not\n
68 * appear above their minimum depth. Tiny levels will not have space\n
69 * for all the rooms you ask for.\n
71 static room_info_type room_info_normal[ROOM_T_MAX] =
74 /* 0 10 20 30 40 50 60 70 80 90 100 min limit */
76 {{999,900,800,700,600,500,400,300,200,100, 0}, 0}, /*NORMAL */
77 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 1}, /*OVERLAP */
78 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*CROSS */
79 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*INNER_F */
80 {{ 0, 1, 1, 1, 2, 3, 5, 6, 8, 10, 13}, 10}, /*NEST */
81 {{ 0, 1, 1, 2, 3, 4, 6, 8, 10, 13, 16}, 10}, /*PIT */
82 {{ 0, 1, 1, 1, 2, 2, 3, 5, 6, 8, 10}, 10}, /*LESSER_V */
83 {{ 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4}, 20}, /*GREATER_V*/
84 {{ 0,100,200,300,400,500,600,700,800,900,999}, 10}, /*FRACAVE */
85 {{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2}, 10}, /*RANDOM_V */
86 {{ 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40}, 3}, /*OVAL */
87 {{ 1, 6, 12, 18, 24, 30, 36, 42, 48, 54, 60}, 10}, /*CRYPT */
88 {{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP_PIT */
89 {{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP */
90 {{ 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2}, 40}, /*GLASS */
91 {{ 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3}, 1}, /*ARCADE */
92 {{ 20, 40, 60, 80,100,100,100,100,100,100,100}, 1}, /*FIX */
96 /*! 部屋の生成処理順 / Build rooms in descending order of difficulty. */
97 static byte room_build_order[ROOM_T_MAX] = {
118 * @brief 1マスだけの部屋を作成し、上下左右いずれか一つに隠しドアを配置する。
119 * @param y0 配置したい中心のY座標
120 * @param x0 配置したい中心のX座標
122 * This funtion makes a very small room centred at (x0, y0)
123 * This is used in crypts, and random elemental vaults.
125 * Note - this should be used only on allocated regions
126 * within another room.
128 void build_small_room(POSITION x0, POSITION y0)
132 for (y = y0 - 1; y <= y0 + 1; y++)
134 place_inner_bold(y, x0 - 1);
135 place_inner_bold(y, x0 + 1);
138 for (x = x0 - 1; x <= x0 + 1; x++)
140 place_inner_bold(y0 - 1, x);
141 place_inner_bold(y0 + 1, x);
144 /* Place a secret door on one side */
147 case 0: place_secret_door(y0, x0 - 1, DOOR_DEFAULT); break;
148 case 1: place_secret_door(y0, x0 + 1, DOOR_DEFAULT); break;
149 case 2: place_secret_door(y0 - 1, x0, DOOR_DEFAULT); break;
150 case 3: place_secret_door(y0 + 1, x0, DOOR_DEFAULT); break;
153 /* Clear mimic type */
154 cave[y0][x0].mimic = 0;
156 /* Add inner open space */
157 place_floor_bold(y0, x0);
162 * 指定範囲に通路が通っていることを確認した上で床で埋める
163 * This function tunnels around a room if it will cut off part of a cave system.
170 static void check_room_boundary(POSITION x1, POSITION y1, POSITION x2, POSITION y2)
174 bool old_is_floor, new_is_floor;
180 old_is_floor = get_is_floor(x1 - 1, y1);
183 * Count the number of floor-wall boundaries around the room
184 * Note: diagonal squares are ignored since the player can move diagonally
185 * to bypass these if needed.
188 /* Above the top boundary */
189 for (x = x1; x <= x2; x++)
191 new_is_floor = get_is_floor(x, y1 - 1);
193 /* Increment counter if they are different */
194 if (new_is_floor != old_is_floor) count++;
196 old_is_floor = new_is_floor;
200 for (y = y1; y <= y2; y++)
202 new_is_floor = get_is_floor(x2 + 1, y);
204 /* increment counter if they are different */
205 if (new_is_floor != old_is_floor) count++;
207 old_is_floor = new_is_floor;
210 /* Bottom boundary */
211 for (x = x2; x >= x1; x--)
213 new_is_floor = get_is_floor(x, y2 + 1);
215 /* increment counter if they are different */
216 if (new_is_floor != old_is_floor) count++;
218 old_is_floor = new_is_floor;
222 for (y = y2; y >= y1; y--)
224 new_is_floor = get_is_floor(x1 - 1, y);
226 /* increment counter if they are different */
227 if (new_is_floor != old_is_floor) count++;
229 old_is_floor = new_is_floor;
232 /* If all the same, or only one connection exit. */
233 if (count <= 2) return;
236 /* Tunnel around the room so to prevent problems with caves */
237 for (y = y1; y <= y2; y++)
239 for (x = x1; x <= x2; x++)
249 * find_space()の予備処理として部屋の生成が可能かを判定する /
250 * Helper function for find_space(). Is this a good location?
251 * @param blocks_high 範囲の高さ
252 * @param blocks_wide 範囲の幅
253 * @param block_y 範囲の上端
254 * @param block_x 範囲の左端
257 static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int block_x)
259 int by1, bx1, by2, bx2, by, bx;
261 /* Itty-bitty rooms must shift about within their rectangle */
264 if ((blocks_wide == 2) && (block_x % 3) == 2)
268 /* Rooms with width divisible by 3 must be fitted to a rectangle. */
269 else if ((blocks_wide % 3) == 0)
271 /* Must be aligned to the left edge of a 11x33 rectangle. */
272 if ((block_x % 3) != 0)
277 * Big rooms that do not have a width divisible by 3 must be
278 * aligned towards the edge of the dungeon closest to them.
282 /* Shift towards left edge of dungeon. */
283 if (block_x + (blocks_wide / 2) <= dun->col_rooms / 2)
285 if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
287 if ((block_x % 3) == 1)
291 /* Shift toward right edge of dungeon. */
294 if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
296 if ((block_x % 3) == 1)
304 by2 = block_y + blocks_high;
305 bx2 = block_x + blocks_wide;
307 /* Never run off the screen */
308 if ((by1 < 0) || (by2 > dun->row_rooms)) return FALSE;
309 if ((bx1 < 0) || (bx2 > dun->col_rooms)) return FALSE;
311 /* Verify available space */
312 for (by = by1; by < by2; by++)
314 for (bx = bx1; bx < bx2; bx++)
316 if (dun->room_map[by][bx])
323 /* This location is okay */
329 * @brief 部屋生成が可能なスペースを確保する / Find a good spot for the next room. -LM-
330 * @param y 部屋の生成が可能な中心Y座標を返す参照ポインタ
331 * @param x 部屋の生成が可能な中心X座標を返す参照ポインタ
332 * @param height 確保したい領域の高さ
333 * @param width 確保したい領域の幅
334 * @return 所定の範囲が確保できた場合TRUEを返す
336 * Find and allocate a free space in the dungeon large enough to hold\n
337 * the room calling this function.\n
339 * We allocate space in 11x11 blocks, but want to make sure that rooms\n
340 * align neatly on the standard screen. Therefore, we make them use\n
341 * blocks in few 11x33 rectangles as possible.\n
343 * Be careful to include the edges of the room in height and width!\n
345 * Return TRUE and values for the center of the room if all went well.\n
346 * Otherwise, return FALSE.\n
348 bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width)
350 int candidates, pick;
351 int by, bx, by1, bx1, by2, bx2;
352 int block_y = 0, block_x = 0;
355 /* Find out how many blocks we need. */
356 int blocks_high = 1 + ((height - 1) / BLOCK_HGT);
357 int blocks_wide = 1 + ((width - 1) / BLOCK_WID);
359 /* There are no way to allocate such huge space */
360 if (dun->row_rooms < blocks_high) return FALSE;
361 if (dun->col_rooms < blocks_wide) return FALSE;
366 /* Count the number of valid places */
367 for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
369 for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
371 if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
373 /* Find a valid place */
386 if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
388 /* Choose a random one */
389 pick = randint1(candidates);
392 /* NO_CAVE dungeon (Castle) */
395 /* Always choose the center one */
396 pick = candidates/2 + 1;
399 /* Pick up the choosen location */
400 for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
402 for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
404 if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
408 /* This one is picked? */
419 by2 = block_y + blocks_high;
420 bx2 = block_x + blocks_wide;
423 * It is *extremely* important that the following calculation
424 * be *exactly* correct to prevent memory errors
427 /* Acquire the location of the room */
428 (*y) = ((by1 + by2) * BLOCK_HGT) / 2;
429 (*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
431 /* Save the room location */
432 if (dun->cent_n < CENT_MAX)
434 dun->cent[dun->cent_n].y = (byte_hack)*y;
435 dun->cent[dun->cent_n].x = (byte_hack)*x;
439 /* Reserve some blocks. */
440 for (by = by1; by < by2; by++)
442 for (bx = bx1; bx < bx2; bx++)
444 dun->room_map[by][bx] = TRUE;
450 * Hack- See if room will cut off a cavern.
452 * If so, fix by tunneling outside the room in such a
453 * way as to connect the caves.
455 check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
466 * Structure to hold all "fill" data
469 typedef struct fill_data_type fill_data_type;
471 struct fill_data_type
484 /* features to fill with */
493 /* number of filled squares */
497 static fill_data_type fill_data;
500 /* Store routine for the fractal cave generator */
501 /* this routine probably should be an inline function or a macro. */
502 static void store_height(POSITION x, POSITION y, int val)
504 /* if on boundary set val > cutoff so walls are not as square */
505 if (((x == fill_data.xmin) || (y == fill_data.ymin) ||
506 (x == fill_data.xmax) || (y == fill_data.ymax)) &&
507 (val <= fill_data.c1)) val = fill_data.c1 + 1;
509 /* store the value in height-map format */
510 cave[y][x].feat = (s16b)val;
517 * Explanation of the plasma fractal algorithm:
519 * A grid of points is created with the properties of a 'height-map'
520 * This is done by making the corners of the grid have a random value.
521 * The grid is then subdivided into one with twice the resolution.
522 * The new points midway between two 'known' points can be calculated
523 * by taking the average value of the 'known' ones and randomly adding
524 * or subtracting an amount proportional to the distance between those
525 * points. The final 'middle' points of the grid are then calculated
526 * by averaging all four of the originally 'known' corner points. An
527 * random amount is added or subtracted from this to get a value of the
528 * height at that point. The scaling factor here is adjusted to the
529 * slightly larger distance diagonally as compared to orthogonally.
531 * This is then repeated recursively to fill an entire 'height-map'
532 * A rectangular map is done the same way, except there are different
533 * scaling factors along the x and y directions.
535 * A hack to change the amount of correlation between points is done using
536 * the grd variable. If the current step size is greater than grd then
537 * the point will be random, otherwise it will be calculated by the
538 * above algorithm. This makes a maximum distance at which two points on
539 * the height map can affect each other.
541 * How fractal caves are made:
543 * When the map is complete, a cut-off value is used to create a cave.
544 * Heights below this value are "floor", and heights above are "wall".
545 * This also can be used to create lakes, by adding more height levels
546 * representing shallow and deep water/ lava etc.
548 * The grd variable affects the width of passages.
549 * The roug variable affects the roughness of those passages
551 * The tricky part is making sure the created cave is connected. This
552 * is done by 'filling' from the inside and only keeping the 'filled'
553 * floor. Walls bounding the 'filled' floor are also kept. Everything
554 * else is converted to the normal _extra_.
559 * Note that this uses the cave.feat array in a very hackish way
560 * the values are first set to zero, and then each array location
561 * is used as a "heightmap"
562 * The heightmap then needs to be converted back into the "feat" format.
564 * grd=level at which fractal turns on. smaller gives more mazelike caves
565 * roug=roughness level. 16=normal. higher values make things more convoluted
566 * small values are good for smooth walls.
567 * size=length of the side of the square cave system.
569 void generate_hmap(POSITION y0, POSITION x0, POSITION xsiz, POSITION ysiz, int grd, int roug, int cutoff)
571 POSITION xhsize, yhsize, xsize, ysize, maxsize;
574 * fixed point variables- these are stored as 256 x normal value
575 * this gives 8 binary places of fractional part + 8 places of normal part
578 u16b xstep, xhstep, ystep, yhstep;
579 u16b xstep2, xhstep2, ystep2, yhstep2;
580 u16b i, j, ii, jj, diagsize, xxsize, yysize;
582 /* Cache for speed */
585 /* redefine size so can change the value if out of range */
589 /* Paranoia about size of the system of caves */
590 if (xsize > 254) xsize = 254;
591 if (xsize < 4) xsize = 4;
592 if (ysize > 254) ysize = 254;
593 if (ysize < 4) ysize = 4;
595 /* get offsets to middle of array */
599 /* fix rounding problem */
603 /* get limits of region */
604 fill_data.xmin = x0 - xhsize;
605 fill_data.ymin = y0 - yhsize;
606 fill_data.xmax = x0 + xhsize;
607 fill_data.ymax = y0 + yhsize;
609 /* Store cutoff in global for quick access */
610 fill_data.c1 = cutoff;
613 * Scale factor for middle points:
614 * About sqrt(2) * 256 - correct for a square lattice
615 * approximately correct for everything else.
619 /* maximum of xsize and ysize */
620 maxsize = (xsize > ysize) ? xsize : ysize;
622 /* Clear the section */
623 for (i = 0; i <= xsize; i++)
625 for (j = 0; j <= ysize; j++)
627 /* -1 is a flag for "not done yet" */
628 cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
629 /* Clear icky flag because may be redoing the cave */
630 cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
634 /* Boundaries are walls */
635 cave[fill_data.ymin][fill_data.xmin].feat = (s16b)maxsize;
636 cave[fill_data.ymax][fill_data.xmin].feat = (s16b)maxsize;
637 cave[fill_data.ymin][fill_data.xmax].feat = (s16b)maxsize;
638 cave[fill_data.ymax][fill_data.xmax].feat = (s16b)maxsize;
640 /* Set the middle square to be an open area. */
641 cave[y0][x0].feat = 0;
643 /* Initialize the step sizes */
644 xstep = xhstep = xsize * 256;
645 ystep = yhstep = ysize * 256;
646 xxsize = xsize * 256;
647 yysize = ysize * 256;
650 * Fill in the rectangle with fractal height data -
651 * like the 'plasma fractal' in fractint.
653 while ((xhstep > 256) || (yhstep > 256))
655 /* Halve the step sizes */
661 /* cache well used values */
662 xstep2 = xstep / 256;
663 ystep2 = ystep / 256;
665 xhstep2 = xhstep / 256;
666 yhstep2 = yhstep / 256;
668 /* middle top to bottom. */
669 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
671 for (j = 0; j <= yysize; j += ystep)
673 /* cache often used values */
674 ii = i / 256 + fill_data.xmin;
675 jj = j / 256 + fill_data.ymin;
678 if (cave[jj][ii].feat == -1)
682 /* If greater than 'grid' level then is random */
683 store_height(ii, jj, randint1(maxsize));
687 /* Average of left and right points +random bit */
689 (cave[jj][fill_data.xmin + (i - xhstep) / 256].feat
690 + cave[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2
691 + (randint1(xstep2) - xhstep2) * roug / 16);
698 /* middle left to right. */
699 for (j = yhstep; j <= yysize - yhstep; j += ystep)
701 for (i = 0; i <= xxsize; i += xstep)
703 /* cache often used values */
704 ii = i / 256 + fill_data.xmin;
705 jj = j / 256 + fill_data.ymin;
708 if (cave[jj][ii].feat == -1)
712 /* If greater than 'grid' level then is random */
713 store_height(ii, jj, randint1(maxsize));
717 /* Average of up and down points +random bit */
719 (cave[fill_data.ymin + (j - yhstep) / 256][ii].feat
720 + cave[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2
721 + (randint1(ystep2) - yhstep2) * roug / 16);
728 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
730 for (j = yhstep; j <= yysize - yhstep; j += ystep)
732 /* cache often used values */
733 ii = i / 256 + fill_data.xmin;
734 jj = j / 256 + fill_data.ymin;
737 if (cave[jj][ii].feat == -1)
741 /* If greater than 'grid' level then is random */
742 store_height(ii, jj, randint1(maxsize));
746 /* Cache reused values. */
747 xm = fill_data.xmin + (i - xhstep) / 256;
748 xp = fill_data.xmin + (i + xhstep) / 256;
749 ym = fill_data.ymin + (j - yhstep) / 256;
750 yp = fill_data.ymin + (j + yhstep) / 256;
753 * Average over all four corners + scale by diagsize to
754 * reduce the effect of the square grid on the shape of the fractal
757 (cave[ym][xm].feat + cave[yp][xm].feat
758 + cave[ym][xp].feat + cave[yp][xp].feat) / 4
759 + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
768 static bool hack_isnt_wall(POSITION y, POSITION x, int c1, int c2, int c3, int feat1, int feat2, int feat3, int info1, int info2, int info3)
771 * function used to convert from height-map back to the
772 * normal angband cave format
774 if (cave[y][x].info & CAVE_ICKY)
781 /* Show that have looked at this square */
782 cave[y][x].info|= (CAVE_ICKY);
784 /* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */
785 if (cave[y][x].feat <= c1)
787 /* 25% of the time use the other tile : it looks better this way */
788 if (randint1(100) < 75)
790 cave[y][x].feat = (s16b)feat1;
791 cave[y][x].info &= ~(CAVE_MASK);
792 cave[y][x].info |= info1;
797 cave[y][x].feat = (s16b)feat2;
798 cave[y][x].info &= ~(CAVE_MASK);
799 cave[y][x].info |= info2;
803 else if (cave[y][x].feat <= c2)
805 /* 25% of the time use the other tile : it looks better this way */
806 if (randint1(100) < 75)
808 cave[y][x].feat = (s16b)feat2;
809 cave[y][x].info &= ~(CAVE_MASK);
810 cave[y][x].info |= info2;
815 cave[y][x].feat = (s16b)feat1;
816 cave[y][x].info &= ~(CAVE_MASK);
817 cave[y][x].info |= info1;
821 else if (cave[y][x].feat <= c3)
823 cave[y][x].feat = (s16b)feat3;
824 cave[y][x].info &= ~(CAVE_MASK);
825 cave[y][x].info |= info3;
828 /* if greater than cutoff then is a wall */
831 place_outer_bold(y, x);
841 * Quick and nasty fill routine used to find the connected region
842 * of floor in the middle of the cave
844 static void cave_fill(POSITION y, POSITION x)
855 /* Enqueue that entry */
860 /* Now process the queue */
861 while (flow_head != flow_tail)
863 /* Extract the next entry */
864 ty = temp_y[flow_head];
865 tx = temp_x[flow_head];
867 /* Forget that entry */
868 if (++flow_head == TEMP_MAX) flow_head = 0;
870 /* Add the "children" */
871 for (d = 0; d < 8; d++)
873 int old_head = flow_tail;
879 /* Paranoia Don't leave the cave */
880 if (!in_bounds(j, i))
882 /* affect boundary */
883 cave[j][i].info |= CAVE_ICKY;
887 /* If within bounds */
888 else if ((i > fill_data.xmin) && (i < fill_data.xmax)
889 && (j > fill_data.ymin) && (j < fill_data.ymax))
891 /* If not a wall or floor done before */
892 if (hack_isnt_wall(j, i,
893 fill_data.c1, fill_data.c2, fill_data.c3,
894 fill_data.feat1, fill_data.feat2, fill_data.feat3,
895 fill_data.info1, fill_data.info2, fill_data.info3))
897 /* Enqueue that entry */
898 temp_y[flow_tail] = (byte_hack)j;
899 temp_x[flow_tail] = (byte_hack)i;
901 /* Advance the queue */
902 if (++flow_tail == TEMP_MAX) flow_tail = 0;
904 /* Hack -- Overflow by forgetting new entry */
905 if (flow_tail == flow_head)
907 flow_tail = old_head;
911 /* keep tally of size of cave system */
912 (fill_data.amount)++;
918 /* affect boundary */
919 cave[j][i].info |= CAVE_ICKY;
926 bool generate_fracave(POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int cutoff, bool light, bool room)
928 POSITION x, y, xhsize, yhsize;
931 /* offsets to middle from corner */
937 * select region connected to center of cave system
938 * this gets rid of alot of isolated one-sqaures that
939 * can make teleport traps instadeaths...
943 fill_data.c1 = cutoff;
947 /* features to fill with */
948 fill_data.feat1 = floor_type[randint0(100)];
949 fill_data.feat2 = floor_type[randint0(100)];
950 fill_data.feat3 = floor_type[randint0(100)];
952 fill_data.info1 = CAVE_FLOOR;
953 fill_data.info2 = CAVE_FLOOR;
954 fill_data.info3 = CAVE_FLOOR;
956 /* number of filled squares */
957 fill_data.amount = 0;
959 cave_fill((byte)y0, (byte)x0);
961 /* if tally too small, try again */
962 if (fill_data.amount < 10)
964 /* too small - clear area and try again later */
965 for (x = 0; x <= xsize; ++x)
967 for (y = 0; y <= ysize; ++y)
969 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
970 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
977 * Do boundarys-check to see if they are next to a filled region
978 * If not then they are set to normal granite
979 * If so then they are marked as room walls.
981 for (i = 0; i <= xsize; ++i)
984 if ((cave[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
986 /* Next to a 'filled' region? - set to be room walls */
987 place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
988 if (light) cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
989 cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
990 place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
994 /* set to be normal granite */
995 place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
998 /* bottom boundary */
999 if ((cave[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
1001 /* Next to a 'filled' region? - set to be room walls */
1002 place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
1003 if (light) cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW);
1004 cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_ROOM);
1005 place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
1009 /* set to be normal granite */
1010 place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
1013 /* clear the icky flag-don't need it any more */
1014 cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1015 cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1018 /* Do the left and right boundaries minus the corners (done above) */
1019 for (i = 1; i < ysize; ++i)
1022 if ((cave[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
1025 place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
1026 if (light) cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
1027 cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
1028 place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
1033 place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
1035 /* right boundary */
1036 if ((cave[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
1039 place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
1040 if (light) cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
1041 cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
1042 place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
1047 place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
1050 /* clear icky flag -done with it */
1051 cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
1052 cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
1056 /* Do the rest: convert back to the normal format */
1057 for (x = 1; x < xsize; ++x)
1059 for (y = 1; y < ysize; ++y)
1061 if (is_floor_bold(y0 + y - yhsize, x0 + x - xhsize) &&
1062 (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
1064 /* Clear the icky flag in the filled region */
1065 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
1067 /* Set appropriate flags */
1068 if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
1069 if (room) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
1071 else if (is_outer_bold(y0 + y - yhsize, x0 + x - xhsize) &&
1072 (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
1075 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
1076 if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
1079 cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
1084 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
1085 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
1090 /* Clear the unconnected regions */
1091 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
1092 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
1098 * XXX XXX XXX There is a slight problem when tunnels pierce the caves:
1099 * Extra doors appear inside the system. (Its not very noticeable though.)
1100 * This can be removed by "filling" from the outside in. This allows a separation
1101 * from _outer_ with _inner_. (Internal walls are _outer_ instead.)
1102 * The extra effort for what seems to be only a minor thing (even non-existant if you
1103 * think of the caves not as normal rooms, but as holes in the dungeon), doesn't seem
1111 #ifdef ALLOW_CAVERNS_AND_LAKES
1113 * Builds a cave system in the center of the dungeon.
1115 void build_cavern(void)
1117 int grd, roug, cutoff, xsize, ysize, x0, y0;
1120 light = done = FALSE;
1121 if ((dun_level <= randint1(50)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
1123 /* Make a cave the size of the dungeon */
1124 xsize = cur_wid - 1;
1125 ysize = cur_hgt - 1;
1129 /* Paranoia: make size even */
1135 /* testing values for these parameters: feel free to adjust */
1136 grd = randint1(4) + 4;
1138 /* want average of about 16 */
1139 roug = randint1(8) * randint1(4);
1145 generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
1147 /* Convert to normal format+ clean up */
1148 done = generate_fracave(y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
1152 bool generate_lake(POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int c1, int c2, int c3, int type)
1154 POSITION x, y, xhsize, yhsize;
1156 FEAT_IDX feat1, feat2, feat3;
1158 /* offsets to middle from corner */
1162 /* Get features based on type */
1165 case LAKE_T_LAVA: /* Lava */
1166 feat1 = feat_deep_lava;
1167 feat2 = feat_shallow_lava;
1168 feat3 = floor_type[randint0(100)];
1170 case LAKE_T_WATER: /* Water */
1171 feat1 = feat_deep_water;
1172 feat2 = feat_shallow_water;
1173 feat3 = floor_type[randint0(100)];
1175 case LAKE_T_CAVE: /* Collapsed cave */
1176 feat1 = floor_type[randint0(100)];
1177 feat2 = floor_type[randint0(100)];
1178 feat3 = feat_rubble;
1180 case LAKE_T_EARTH_VAULT: /* Earth vault */
1181 feat1 = feat_rubble;
1182 feat2 = floor_type[randint0(100)];
1183 feat3 = feat_rubble;
1185 case LAKE_T_AIR_VAULT: /* Air vault */
1190 case LAKE_T_WATER_VAULT: /* Water vault */
1191 feat1 = feat_shallow_water;
1192 feat2 = feat_deep_water;
1193 feat3 = feat_shallow_water;
1195 case LAKE_T_FIRE_VAULT: /* Fire Vault */
1196 feat1 = feat_shallow_lava;
1197 feat2 = feat_deep_lava;
1198 feat3 = feat_shallow_lava;
1202 default: return FALSE;
1206 * select region connected to center of cave system
1207 * this gets rid of alot of isolated one-sqaures that
1208 * can make teleport traps instadeaths...
1216 /* features to fill with */
1217 fill_data.feat1 = feat1;
1218 fill_data.feat2 = feat2;
1219 fill_data.feat3 = feat3;
1221 fill_data.info1 = 0;
1222 fill_data.info2 = 0;
1223 fill_data.info3 = 0;
1225 /* number of filled squares */
1226 fill_data.amount = 0;
1228 /* select region connected to center of cave system
1229 * this gets rid of alot of isolated one-sqaures that
1230 * can make teleport traps instadeaths... */
1231 cave_fill((byte)y0, (byte)x0);
1233 /* if tally too small, try again */
1234 if (fill_data.amount < 10)
1236 /* too small -clear area and try again later */
1237 for (x = 0; x <= xsize; ++x)
1239 for (y = 0; y <= ysize; ++y)
1241 place_floor_bold(y0 + y - yhsize, x0 + x - xhsize);
1242 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
1248 /* Do boundarys- set to normal granite */
1249 for (i = 0; i <= xsize; ++i)
1251 place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
1252 place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
1254 /* clear the icky flag-don't need it any more */
1255 cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1256 cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1259 /* Do the left and right boundaries minus the corners (done above) */
1261 for (i = 1; i < ysize; ++i)
1263 place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
1264 place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
1266 /* clear icky flag -done with it */
1267 cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
1268 cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
1272 /* Do the rest: convert back to the normal format */
1273 for (x = 1; x < xsize; ++x)
1275 for (y = 1; y < ysize; ++y)
1277 /* Fill unconnected regions with granite */
1278 if ((!(cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
1279 is_outer_bold(y0 + y - yhsize, x0 + x - xhsize))
1280 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
1282 /* turn off icky flag (no longer needed.) */
1283 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
1286 if (cave_have_flag_bold(y0 + y - yhsize, x0 + x - xhsize, FF_LAVA))
1288 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
1298 * makes a lake/collapsed cave system in the center of the dungeon
1300 void build_lake(int type)
1302 int grd, roug, xsize, ysize, x0, y0;
1306 /* paranoia - exit if lake type out of range. */
1307 if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT))
1309 msg_format("Invalid lake type (%d)", type);
1313 /* Make the size of the dungeon */
1314 xsize = cur_wid - 1;
1315 ysize = cur_hgt - 1;
1319 /* Paranoia: make size even */
1325 /* testing values for these parameters: feel free to adjust */
1326 grd = randint1(3) + 4;
1328 /* want average of about 16 */
1329 roug = randint1(8) * randint1(4);
1331 /* Make up size of various componants */
1335 /* Deep water/lava */
1336 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
1338 /* Shallow boundary */
1342 generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3);
1344 /* Convert to normal format+ clean up */
1345 done = generate_lake(y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type);
1348 #endif /* ALLOW_CAVERNS_AND_LAKES */
1353 * Routine that fills the empty areas of a room with treasure and monsters.
1355 void fill_treasure(POSITION x1, POSITION x2, POSITION y1, POSITION y2, int difficulty)
1357 POSITION x, y, cx, cy, size;
1360 /* center of room:*/
1364 /* Rough measure of size of vault= sum of lengths of sides */
1365 size = abs(x2 - x1) + abs(y2 - y1);
1367 for (x = x1; x <= x2; x++)
1369 for (y = y1; y <= y2; y++)
1371 /* Thing added based on distance to center of vault
1372 * Difficulty is 1-easy to 10-hard */
1373 value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty;
1375 /* hack- empty square part of the time */
1376 if ((randint1(100) - difficulty * 3) > 50) value = 20;
1378 /* if floor, shallow water and lava */
1379 if (is_floor_bold(y, x) ||
1380 (cave_have_flag_bold(y, x, FF_PLACE) && cave_have_flag_bold(y, x, FF_DROP)))
1382 /* The smaller 'value' is, the better the stuff */
1385 /* Meanest monster + treasure */
1386 monster_level = base_level + 40;
1387 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1388 monster_level = base_level;
1389 object_level = base_level + 20;
1390 place_object(y, x, AM_GOOD);
1391 object_level = base_level;
1395 /* Mean monster +treasure */
1396 monster_level = base_level + 20;
1397 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1398 monster_level = base_level;
1399 object_level = base_level + 10;
1400 place_object(y, x, AM_GOOD);
1401 object_level = base_level;
1403 else if (value < 10)
1406 monster_level = base_level + 9;
1407 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1408 monster_level = base_level;
1410 else if (value < 17)
1412 /* Intentional Blank space */
1415 * (Want some of the vault to be empty
1416 * so have room for group monsters.
1417 * This is used in the hack above to lower
1418 * the density of stuff in the vault.)
1421 else if (value < 23)
1423 /* Object or trap */
1424 if (randint0(100) < 25)
1426 place_object(y, x, 0L);
1433 else if (value < 30)
1435 /* Monster and trap */
1436 monster_level = base_level + 5;
1437 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1438 monster_level = base_level;
1441 else if (value < 40)
1443 /* Monster or object */
1444 if (randint0(100) < 50)
1446 monster_level = base_level + 3;
1447 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1448 monster_level = base_level;
1450 if (randint0(100) < 50)
1452 object_level = base_level + 7;
1453 place_object(y, x, 0L);
1454 object_level = base_level;
1457 else if (value < 50)
1466 /* 20% monster, 40% trap, 20% object, 20% blank space */
1467 if (randint0(100) < 20)
1469 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1471 else if (randint0(100) < 50)
1475 else if (randint0(100) < 50)
1477 place_object(y, x, 0L);
1489 * Overlay a rectangular room given its bounds
1490 * This routine is used by build_room_vault
1491 * The area inside the walls is not touched:
1492 * only granite is removed- normal walls stay
1494 void build_room(POSITION x1, POSITION x2, POSITION y1, POSITION y2)
1496 POSITION x, y, xsize, ysize;
1499 /* Check if rectangle has no width */
1500 if ((x1 == x2) || (y1 == y2)) return;
1505 /* Swap boundaries if in wrong order */
1513 /* Swap boundaries if in wrong order */
1519 /* get total widths */
1524 /* Top and bottom boundaries */
1525 for (i = 0; i <= xsize; i++)
1527 place_outer_noperm_bold(y1, x1 + i);
1528 cave[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
1529 place_outer_noperm_bold(y2, x1 + i);
1530 cave[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
1533 /* Left and right boundaries */
1534 for (i = 1; i < ysize; i++)
1536 place_outer_noperm_bold(y1 + i, x1);
1537 cave[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY);
1538 place_outer_noperm_bold(y1 + i, x2);
1539 cave[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY);
1543 for (x = 1; x < xsize; x++)
1545 for (y = 1; y < ysize; y++)
1547 if (is_extra_bold(y1+y, x1+x))
1549 /* clear the untouched region */
1550 place_floor_bold(y1 + y, x1 + x);
1551 cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
1555 /* make it a room- but don't touch */
1556 cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
1565 * maze vault -- rectangular labyrinthine rooms
1567 * maze vault uses two routines:
1568 * r_visit - a recursive routine that builds the labyrinth
1569 * build_maze_vault - a driver routine that calls r_visit and adds
1570 * monsters, traps and treasure
1572 * The labyrinth is built by creating a spanning tree of a graph.
1573 * The graph vertices are at
1574 * (x, y) = (2j + x1, 2k + y1) j = 0,...,m-1 k = 0,...,n-1
1575 * and the edges are the vertical and horizontal nearest neighbors.
1577 * The spanning tree is created by performing a suitably randomized
1578 * depth-first traversal of the graph. The only adjustable parameter
1579 * is the randint0(3) below; it governs the relative density of
1580 * twists and turns in the labyrinth: smaller number, more twists.
1582 void r_visit(POSITION y1, POSITION x1, POSITION y2, POSITION x2, int node, DIRECTION dir, int *visited)
1584 int i, j, m, n, temp, x, y, adj[4];
1586 /* dimensions of vertex array */
1587 m = (x2 - x1) / 2 + 1;
1588 n = (y2 - y1) / 2 + 1;
1590 /* mark node visited and set it to a floor */
1592 x = 2 * (node % m) + x1;
1593 y = 2 * (node / m) + y1;
1594 place_floor_bold(y, x);
1596 /* setup order of adjacent node visits */
1599 /* pick a random ordering */
1600 for (i = 0; i < 4; i++)
1602 for (i = 0; i < 4; i++)
1613 /* pick a random ordering with dir first */
1615 for (i = 1; i < 4; i++)
1617 for (i = 1; i < 4; i++)
1619 j = 1 + randint0(3);
1626 for (i = 0; i < 4; i++)
1631 /* (0,+) - check for bottom boundary */
1632 if ((node / m < n - 1) && (visited[node + m] == 0))
1634 place_floor_bold(y + 1, x);
1635 r_visit(y1, x1, y2, x2, node + m, dir, visited);
1639 /* (0,-) - check for top boundary */
1640 if ((node / m > 0) && (visited[node - m] == 0))
1642 place_floor_bold(y - 1, x);
1643 r_visit(y1, x1, y2, x2, node - m, dir, visited);
1647 /* (+,0) - check for right boundary */
1648 if ((node % m < m - 1) && (visited[node + 1] == 0))
1650 place_floor_bold(y, x + 1);
1651 r_visit(y1, x1, y2, x2, node + 1, dir, visited);
1655 /* (-,0) - check for left boundary */
1656 if ((node % m > 0) && (visited[node - 1] == 0))
1658 place_floor_bold(y, x - 1);
1659 r_visit(y1, x1, y2, x2, node - 1, dir, visited);
1666 void build_maze_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize, bool is_vault)
1668 POSITION y, x, dy, dx;
1669 POSITION y1, x1, y2, x2;
1670 int m, n, num_vertices, *visited;
1674 msg_print_wizard(CHEAT_DUNGEON, _("迷路ランダムVaultを生成しました。", "Maze Vault."));
1676 /* Choose lite or dark */
1677 light = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
1679 /* Pick a random room size - randomized by calling routine */
1688 /* generate the room */
1689 for (y = y1 - 1; y <= y2 + 1; y++)
1691 for (x = x1 - 1; x <= x2 + 1; x++)
1693 c_ptr = &cave[y][x];
1694 c_ptr->info |= CAVE_ROOM;
1695 if (is_vault) c_ptr->info |= CAVE_ICKY;
1696 if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1))
1698 place_outer_grid(c_ptr);
1702 place_extra_grid(c_ptr);
1706 place_inner_grid(c_ptr);
1708 if (light) c_ptr->info |= (CAVE_GLOW);
1712 /* dimensions of vertex array */
1715 num_vertices = m * n;
1717 /* initialize array of visited vertices */
1718 C_MAKE(visited, num_vertices, int);
1720 /* traverse the graph to create a spaning tree, pick a random root */
1721 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
1723 /* Fill with monsters and treasure, low difficulty */
1724 if (is_vault) fill_treasure(x1, x2, y1, y2, randint1(5));
1726 C_KILL(visited, num_vertices, int);
1730 /* Build a town/ castle by using a recursive algorithm.
1731 * Basically divide each region in a probalistic way to create
1732 * smaller regions. When the regions get too small stop.
1734 * The power variable is a measure of how well defended a region is.
1735 * This alters the possible choices.
1737 void build_recursive_room(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int power)
1739 POSITION xsize, ysize;
1743 /* Temp variables */
1749 if ((power < 3) && (xsize > 12) && (ysize > 12))
1751 /* Need outside wall +keep */
1758 /* Make rooms + subdivide */
1759 if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8))
1765 choice = randint1(2) + 1;
1770 /* Mostly subdivide */
1771 choice = randint1(3) + 1;
1775 /* Based on the choice made above, do something */
1783 /* top and bottom */
1784 for (x = x1; x <= x2; x++)
1786 place_outer_bold(y1, x);
1787 place_outer_bold(y2, x);
1790 /* left and right */
1791 for (y = y1 + 1; y < y2; y++)
1793 place_outer_bold(y, x1);
1794 place_outer_bold(y, x2);
1797 /* Make a couple of entrances */
1800 /* left and right */
1801 y = randint1(ysize) + y1;
1802 place_floor_bold(y, x1);
1803 place_floor_bold(y, x2);
1807 /* top and bottom */
1808 x = randint1(xsize) + x1;
1809 place_floor_bold(y1, x);
1810 place_floor_bold(y2, x);
1813 /* Select size of keep */
1814 t1 = randint1(ysize / 3) + y1;
1815 t2 = y2 - randint1(ysize / 3);
1816 t3 = randint1(xsize / 3) + x1;
1817 t4 = x2 - randint1(xsize / 3);
1819 /* Do outside areas */
1821 /* Above and below keep */
1822 build_recursive_room(x1 + 1, y1 + 1, x2 - 1, t1, power + 1);
1823 build_recursive_room(x1 + 1, t2, x2 - 1, y2, power + 1);
1825 /* Left and right of keep */
1826 build_recursive_room(x1 + 1, t1 + 1, t3, t2 - 1, power + 3);
1827 build_recursive_room(t4, t1 + 1, x2 - 1, t2 - 1, power + 3);
1829 /* Make the keep itself: */
1842 /* Try to build a room */
1843 if ((xsize < 3) || (ysize < 3))
1845 for (y = y1; y < y2; y++)
1847 for (x = x1; x < x2; x++)
1849 place_inner_bold(y, x);
1857 /* Make outside walls */
1858 /* top and bottom */
1859 for (x = x1 + 1; x <= x2 - 1; x++)
1861 place_inner_bold(y1 + 1, x);
1862 place_inner_bold(y2 - 1, x);
1865 /* left and right */
1866 for (y = y1 + 1; y <= y2 - 1; y++)
1868 place_inner_bold(y, x1 + 1);
1869 place_inner_bold(y, x2 - 1);
1873 y = randint1(ysize - 3) + y1 + 1;
1878 place_floor_bold(y, x1 + 1);
1883 place_floor_bold(y, x2 - 1);
1886 /* Build the room */
1887 build_recursive_room(x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
1892 /* Try and divide vertically */
1896 for (y = y1; y < y2; y++)
1898 for (x = x1; x < x2; x++)
1900 place_inner_bold(y, x);
1906 t1 = randint1(xsize - 2) + x1 + 1;
1907 build_recursive_room(x1, y1, t1, y2, power - 2);
1908 build_recursive_room(t1 + 1, y1, x2, y2, power - 2);
1913 /* Try and divide horizontally */
1917 for (y = y1; y < y2; y++)
1919 for (x = x1; x < x2; x++)
1921 place_inner_bold(y, x);
1927 t1 = randint1(ysize - 2) + y1 + 1;
1928 build_recursive_room(x1, y1, x2, t1, power - 2);
1929 build_recursive_room(x1, t1 + 1, x2, y2, power - 2);
1937 * Add outer wall to a floored region
1938 * Note: no range checking is done so must be inside dungeon
1939 * This routine also stomps on doors
1941 void add_outer_wall(POSITION x, POSITION y, int light, POSITION x1, POSITION y1, POSITION x2, POSITION y2)
1944 feature_type *f_ptr;
1947 if (!in_bounds(y, x)) return;
1949 c_ptr = &cave[y][x];
1951 /* hack- check to see if square has been visited before
1952 * if so, then exit (use room flag to do this) */
1953 if (c_ptr->info & CAVE_ROOM) return;
1956 c_ptr->info |= CAVE_ROOM;
1958 f_ptr = &f_info[c_ptr->feat];
1960 if (is_floor_bold(y, x))
1962 for (i = -1; i <= 1; i++)
1964 for (j = -1; j <= 1; j++)
1966 if ((x + i >= x1) && (x + i <= x2) &&
1967 (y + j >= y1) && (y + j <= y2))
1969 add_outer_wall(x + i, y + j, light, x1, y1, x2, y2);
1970 if (light) c_ptr->info |= CAVE_GLOW;
1975 else if (is_extra_bold(y, x))
1977 /* Set bounding walls */
1978 place_outer_bold(y, x);
1979 if (light) c_ptr->info |= CAVE_GLOW;
1981 else if (permanent_wall(f_ptr))
1983 /* Set bounding walls */
1984 if (light) c_ptr->info |= CAVE_GLOW;
1990 * Hacked distance formula - gives the 'wrong' answer.
1991 * Used to build crypts
1993 POSITION dist2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, POSITION h1, POSITION h2, POSITION h3, POSITION h4)
1999 /* Basically this works by taking the normal pythagorean formula
2000 * and using an expansion to express this in a way without the
2001 * square root. This approximate formula is then perturbed to give
2002 * the distorted results. (I found this by making a mistake when I was
2003 * trying to fix the circular rooms.)
2006 /* h1-h4 are constants that describe the metric */
2007 if (dx >= 2 * dy) return (dx + (dy * h1) / h2);
2008 if (dy >= 2 * dx) return (dy + (dx * h1) / h2);
2009 return (((dx + dy) * 128) / 181 +
2010 (dx * dx / (dy * h3) + dy * dy / (dx * h3)) * h4);
2011 /* 128/181 is approx. 1/sqrt(2) */
2017 /* Create a new floor room with optional light */
2018 void generate_room_floor(POSITION y1, POSITION x1, POSITION y2, POSITION x2, int light)
2024 for (y = y1; y <= y2; y++)
2026 for (x = x1; x <= x2; x++)
2029 c_ptr = &cave[y][x];
2030 place_floor_grid(c_ptr);
2031 c_ptr->info |= (CAVE_ROOM);
2032 if (light) c_ptr->info |= (CAVE_GLOW);
2037 void generate_fill_perm_bold(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
2041 for (y = y1; y <= y2; y++)
2043 for (x = x1; x <= x2; x++)
2046 place_inner_perm_bold(y, x);
2053 * @brief 与えられた部屋型IDに応じて部屋の生成処理分岐を行い結果を返す / Attempt to build a room of the given type at the given block
2055 * @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation.
2056 * @return 部屋の精製に成功した場合 TRUE を返す。
2058 static bool room_build(EFFECT_ID typ)
2063 /* Build an appropriate room */
2064 case ROOM_T_NORMAL: return build_type1();
2065 case ROOM_T_OVERLAP: return build_type2();
2066 case ROOM_T_CROSS: return build_type3();
2067 case ROOM_T_INNER_FEAT: return build_type4();
2068 case ROOM_T_NEST: return build_type5();
2069 case ROOM_T_PIT: return build_type6();
2070 case ROOM_T_LESSER_VAULT: return build_type7();
2071 case ROOM_T_GREATER_VAULT: return build_type8();
2072 case ROOM_T_FRACAVE: return build_type9();
2073 case ROOM_T_RANDOM_VAULT: return build_type10();
2074 case ROOM_T_OVAL: return build_type11();
2075 case ROOM_T_CRYPT: return build_type12();
2076 case ROOM_T_TRAP_PIT: return build_type13();
2077 case ROOM_T_TRAP: return build_type14();
2078 case ROOM_T_GLASS: return build_type15();
2079 case ROOM_T_ARCADE: return build_type16();
2080 case ROOM_T_FIXED: return build_type17();
2088 * @brief 指定した部屋の生成確率を別の部屋に加算し、指定した部屋の生成率を0にする
2089 * @param dst 確率を移す先の部屋種ID
2090 * @param src 確率を与える元の部屋種ID
2092 #define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
2095 * @brief 部屋生成処理のメインルーチン(Sangbandを経由してOangbandからの実装を引用) / Generate rooms in dungeon. Build bigger rooms at first. [from SAngband (originally from OAngband)]
2096 * @return 部屋生成に成功した場合 TRUE を返す。
2098 bool generate_rooms(void)
2104 int prob_list[ROOM_T_MAX];
2105 int rooms_built = 0;
2106 int area_size = 100 * (cur_hgt*cur_wid) / (MAX_HGT*MAX_WID);
2107 int level_index = MIN(10, div_round(dun_level, 10));
2109 /* Number of each type of room on this level */
2110 s16b room_num[ROOM_T_MAX];
2112 /* Limit number of rooms */
2113 int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
2115 /* Assume normal cave */
2116 room_info_type *room_info_ptr = room_info_normal;
2119 * Initialize probability list.
2121 for (i = 0; i < ROOM_T_MAX; i++)
2123 /* No rooms allowed above their minimum depth. */
2124 if (dun_level < room_info_ptr[i].min_level)
2130 prob_list[i] = room_info_ptr[i].prob[level_index];
2135 * XXX -- Various dungeon types and options.
2138 /*! @details ダンジョンにBEGINNER、CHAMELEON、SMALLESTいずれのフラグもなく、かつ「常に通常でない部屋を生成する」フラグがONならば、GRATER_VAULTのみを生成対象とする。 / Ironman sees only Greater Vaults */
2139 if (ironman_rooms && !((d_info[dungeon_type].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST))))
2141 for (i = 0; i < ROOM_T_MAX; i++)
2143 if (i == ROOM_T_GREATER_VAULT) prob_list[i] = 1;
2144 else prob_list[i] = 0;
2148 /*! @details ダンジョンにNO_VAULTフラグがあるならば、LESSER_VAULT / GREATER_VAULT/ RANDOM_VAULTを除外 / Forbidden vaults */
2149 else if (d_info[dungeon_type].flags1 & DF1_NO_VAULT)
2151 prob_list[ROOM_T_LESSER_VAULT] = 0;
2152 prob_list[ROOM_T_GREATER_VAULT] = 0;
2153 prob_list[ROOM_T_RANDOM_VAULT] = 0;
2156 /*! @details ダンジョンにNO_CAVEフラグがある場合、FRACAVEの生成枠がNORMALに与えられる。CRIPT、OVALの生成枠がINNER_Fに与えられる。/ NO_CAVE dungeon (Castle)*/
2157 if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
2159 MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE);
2160 MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_CRYPT);
2161 MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL);
2164 /*! @details ダンジョンにCAVEフラグがある場合、NORMALの生成枠がFRACAVEに与えられる。/ CAVE dungeon (Orc cave etc.) */
2165 else if (d_info[dungeon_type].flags1 & DF1_CAVE)
2167 MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL);
2170 /*! @details ダンジョンの基本地形が最初から渓谷かアリーナ型の場合 FRACAVE は生成から除外。 / No caves when a (random) cavern exists: they look bad */
2171 else if (dun->cavern || dun->empty_level)
2173 prob_list[ROOM_T_FRACAVE] = 0;
2176 /*! @details ダンジョンに最初からGLASS_ROOMフラグがある場合、GLASS を生成から除外。/ Forbidden glass rooms */
2177 if (!(d_info[dungeon_type].flags1 & DF1_GLASS_ROOM))
2179 prob_list[ROOM_T_GLASS] = 0;
2182 /*! @details ARCADEは同フラグがダンジョンにないと生成されない。 / Forbidden glass rooms */
2183 if (!(d_info[dungeon_type].flags1 & DF1_ARCADE))
2185 prob_list[ROOM_T_ARCADE] = 0;
2189 * Initialize number of rooms,
2190 * And calcurate total probability.
2192 for (total_prob = 0, i = 0; i < ROOM_T_MAX; i++)
2195 total_prob += prob_list[i];
2199 * Prepare the number of rooms, of all types, we should build
2202 for (i = dun_rooms; i > 0; i--)
2205 int rand = randint0(total_prob);
2207 /* Get room_type randomly */
2208 for (room_type = 0; room_type < ROOM_T_MAX; room_type++)
2210 if (rand < prob_list[room_type]) break;
2211 else rand -= prob_list[room_type];
2215 if (room_type >= ROOM_T_MAX) room_type = ROOM_T_NORMAL;
2217 /* Increase the number of rooms of that type we should build. */
2218 room_num[room_type]++;
2224 case ROOM_T_LESSER_VAULT:
2225 case ROOM_T_TRAP_PIT:
2233 case ROOM_T_GREATER_VAULT:
2234 case ROOM_T_RANDOM_VAULT:
2243 * Build each type of room one by one until we cannot build any more.
2244 * [from SAngband (originally from OAngband)]
2248 /* Assume no remaining rooms */
2251 for (i = 0; i < ROOM_T_MAX; i++)
2253 /* What type of room are we building now? */
2254 int room_type = room_build_order[i];
2256 /* Go next if none available */
2257 if (!room_num[room_type]) continue;
2259 /* Use up one unit */
2260 room_num[room_type]--;
2262 /* Build the room. */
2263 if (room_build(room_type))
2265 /* Increase the room built count. */
2268 /* Mark as there was some remaining rooms */
2275 case ROOM_T_TRAP_PIT:
2277 /* Avoid too many monsters */
2280 room_num[ROOM_T_PIT] = 0;
2281 room_num[ROOM_T_NEST] = 0;
2282 room_num[ROOM_T_TRAP_PIT] = 0;
2288 /* Avoid double-town */
2289 room_num[ROOM_T_ARCADE] = 0;
2295 /* End loop if no room remain */
2299 /*! @details 部屋生成数が2未満の場合生成失敗を返す */
2300 if (rooms_built < 2)
2302 msg_format_wizard(CHEAT_DUNGEON, _("部屋数が2未満でした。生成を再試行します。", "Number of rooms was under 2. Retry."), rooms_built);
2306 msg_format_wizard(CHEAT_DUNGEON, _("このダンジョンの部屋数は %d です。", "Number of Rooms: %d"), rooms_built);