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
74 static room_info_type room_info_normal[ROOM_T_MAX] =
77 /* 0 10 20 30 40 50 60 70 80 90 100 min limit */
79 {{999,900,800,700,600,500,400,300,200,100, 0}, 0}, /*NORMAL */
80 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 1}, /*OVERLAP */
81 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*CROSS */
82 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*INNER_F */
83 {{ 0, 1, 1, 1, 2, 3, 5, 6, 8, 10, 13}, 10}, /*NEST */
84 {{ 0, 1, 1, 2, 3, 4, 6, 8, 10, 13, 16}, 10}, /*PIT */
85 {{ 0, 1, 1, 1, 2, 2, 3, 5, 6, 8, 10}, 10}, /*LESSER_V */
86 {{ 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4}, 20}, /*GREATER_V*/
87 {{ 0,100,200,300,400,500,600,700,800,900,999}, 10}, /*FRACAVE */
88 {{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2}, 10}, /*RANDOM_V */
89 {{ 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40}, 3}, /*OVAL */
90 {{ 1, 6, 12, 18, 24, 30, 36, 42, 48, 54, 60}, 10}, /*CRYPT */
91 {{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP_PIT */
92 {{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP */
93 {{ 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2}, 40}, /*GLASS */
94 {{ 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3}, 1}, /*ARCADE */
95 {{ 20, 40, 60, 80,100,100,100,100,100,100,100}, 1}, /*FIX */
101 static room_info_type room_info_normal[ROOM_T_MAX] =
104 { {999, 900, 800, 700, 600, 500, 400, 300, 200, 100, 0}, 0}, /*NORMAL */
105 { { 1, 10, 20, 30, 40, 50, 60, 70, 80, 90, 0}, 1 }, /*OVERLAP */
106 { { 1, 10, 20, 30, 40, 50, 60, 70, 80, 90, 0}, 3 }, /*CROSS */
107 { { 1, 10, 20, 30, 40, 50, 60, 70, 80, 90, 0}, 3 }, /*INNER_F */
108 { { 0, 1, 1, 1, 2, 3, 5, 6, 8, 10, 0}, 10 }, /*NEST */
109 { { 0, 1, 1, 2, 3, 4, 6, 8, 10, 13, 0}, 10 }, /*PIT */
110 { { 0, 1, 1, 1, 2, 2, 3, 5, 6, 8, 0}, 10 }, /*LESSER_V */
111 { { 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 0}, 20 }, /*GREATER_V*/
112 { { 0,100,200,300,400,500,600,700,800,900, 0}, 10 }, /*FRACAVE */
113 { { 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0}, 10 }, /*RANDOM_V */
114 { { 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 0}, 3 }, /*OVAL */
115 { { 1, 6, 12, 18, 24, 30, 36, 42, 48, 54, 0}, 10 }, /*CRYPT */
116 { { 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 0}, 20 }, /*TRAP_PIT */
117 { { 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 0}, 20 }, /*TRAP */
118 { { 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 0}, 40 }, /*GLASS */
119 { { 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 0}, 1 }, /*ARCADE */
120 { { 20, 40, 60, 80,100,100,100,100,100,100,100}, 1 }, /*FIX */
127 /*! 部屋の生成処理順 / Build rooms in descending order of difficulty. */
128 static byte room_build_order[ROOM_T_MAX] = {
129 ROOM_T_GREATER_VAULT,
149 * @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。
150 * @param y0 配置したい中心のY座標
151 * @param x0 配置したい中心のX座標
153 * This funtion makes a very small room centred at (x0, y0)
154 * This is used in crypts, and random elemental vaults.
156 * Note - this should be used only on allocated regions
157 * within another room.
159 void build_small_room(POSITION x0, POSITION y0)
163 for (y = y0 - 1; y <= y0 + 1; y++)
165 place_inner_bold(y, x0 - 1);
166 place_inner_bold(y, x0 + 1);
169 for (x = x0 - 1; x <= x0 + 1; x++)
171 place_inner_bold(y0 - 1, x);
172 place_inner_bold(y0 + 1, x);
175 /* Place a secret door on one side */
178 case 0: place_secret_door(y0, x0 - 1, DOOR_DEFAULT); break;
179 case 1: place_secret_door(y0, x0 + 1, DOOR_DEFAULT); break;
180 case 2: place_secret_door(y0 - 1, x0, DOOR_DEFAULT); break;
181 case 3: place_secret_door(y0 + 1, x0, DOOR_DEFAULT); break;
184 /* Clear mimic type */
185 cave[y0][x0].mimic = 0;
187 /* Add inner open space */
188 place_floor_bold(y0, x0);
193 * 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
194 * This function tunnels around a room if it will cut off part of a cave system.
201 static void check_room_boundary(POSITION x1, POSITION y1, POSITION x2, POSITION y2)
205 bool old_is_floor, new_is_floor;
208 old_is_floor = get_is_floor(x1 - 1, y1);
211 * Count the number of floor-wall boundaries around the room
212 * Note: diagonal squares are ignored since the player can move diagonally
213 * to bypass these if needed.
216 /* Above the top boundary */
217 for (x = x1; x <= x2; x++)
219 new_is_floor = get_is_floor(x, y1 - 1);
221 /* Increment counter if they are different */
222 if (new_is_floor != old_is_floor) count++;
224 old_is_floor = new_is_floor;
228 for (y = y1; y <= y2; y++)
230 new_is_floor = get_is_floor(x2 + 1, y);
232 /* increment counter if they are different */
233 if (new_is_floor != old_is_floor) count++;
235 old_is_floor = new_is_floor;
238 /* Bottom boundary */
239 for (x = x2; x >= x1; x--)
241 new_is_floor = get_is_floor(x, y2 + 1);
243 /* increment counter if they are different */
244 if (new_is_floor != old_is_floor) count++;
246 old_is_floor = new_is_floor;
250 for (y = y2; y >= y1; y--)
252 new_is_floor = get_is_floor(x1 - 1, y);
254 /* increment counter if they are different */
255 if (new_is_floor != old_is_floor) count++;
257 old_is_floor = new_is_floor;
260 /* If all the same, or only one connection exit. */
261 if (count <= 2) return;
264 /* Tunnel around the room so to prevent problems with caves */
265 for (y = y1; y <= y2; y++)
267 for (x = x1; x <= x2; x++)
277 * find_space()の予備処理として部屋の生成が可能かを判定する /
278 * Helper function for find_space(). Is this a good location?
279 * @param blocks_high 範囲の高さ
280 * @param blocks_wide 範囲の幅
281 * @param block_y 範囲の上端
282 * @param block_x 範囲の左端
285 static bool find_space_aux(POSITION blocks_high, POSITION blocks_wide, POSITION block_y, POSITION block_x)
287 POSITION by1, bx1, by2, bx2, by, bx;
289 /* Itty-bitty rooms must shift about within their rectangle */
292 if ((blocks_wide == 2) && (block_x % 3) == 2)
296 /* Rooms with width divisible by 3 must be fitted to a rectangle. */
297 else if ((blocks_wide % 3) == 0)
299 /* Must be aligned to the left edge of a 11x33 rectangle. */
300 if ((block_x % 3) != 0)
305 * Big rooms that do not have a width divisible by 3 must be
306 * aligned towards the edge of the dungeon closest to them.
310 /* Shift towards left edge of dungeon. */
311 if (block_x + (blocks_wide / 2) <= dun->col_rooms / 2)
313 if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
315 if ((block_x % 3) == 1)
319 /* Shift toward right edge of dungeon. */
322 if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
324 if ((block_x % 3) == 1)
332 by2 = block_y + blocks_high;
333 bx2 = block_x + blocks_wide;
335 /* Never run off the screen */
336 if ((by1 < 0) || (by2 > dun->row_rooms)) return FALSE;
337 if ((bx1 < 0) || (bx2 > dun->col_rooms)) return FALSE;
339 /* Verify available space */
340 for (by = by1; by < by2; by++)
342 for (bx = bx1; bx < bx2; bx++)
344 if (dun->room_map[by][bx])
351 /* This location is okay */
357 * @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-
358 * @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
359 * @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
360 * @param height 確保したい領域の高さ
361 * @param width 確保したい領域の幅
362 * @return 所定の範囲が確保できた場合TRUEを返す
364 * Find and allocate a free space in the dungeon large enough to hold\n
365 * the room calling this function.\n
367 * We allocate space in 11x11 blocks, but want to make sure that rooms\n
368 * align neatly on the standard screen. Therefore, we make them use\n
369 * blocks in few 11x33 rectangles as possible.\n
371 * Be careful to include the edges of the room in height and width!\n
373 * Return TRUE and values for the center of the room if all went well.\n
374 * Otherwise, return FALSE.\n
376 bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width)
378 int candidates, pick;
379 POSITION by, bx, by1, bx1, by2, bx2;
380 POSITION block_y = 0, block_x = 0;
382 /* Find out how many blocks we need. */
383 POSITION blocks_high = 1 + ((height - 1) / BLOCK_HGT);
384 POSITION blocks_wide = 1 + ((width - 1) / BLOCK_WID);
386 /* There are no way to allocate such huge space */
387 if (dun->row_rooms < blocks_high) return FALSE;
388 if (dun->col_rooms < blocks_wide) return FALSE;
393 /* Count the number of valid places */
394 for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
396 for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
398 if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
400 /* Find a valid place */
413 if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
415 /* Choose a random one */
416 pick = randint1(candidates);
419 /* NO_CAVE dungeon (Castle) */
422 /* Always choose the center one */
423 pick = candidates/2 + 1;
426 /* Pick up the choosen location */
427 for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
429 for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
431 if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
435 /* This one is picked? */
446 by2 = block_y + blocks_high;
447 bx2 = block_x + blocks_wide;
450 * It is *extremely* important that the following calculation
451 * be *exactly* correct to prevent memory errors
454 /* Acquire the location of the room */
455 (*y) = ((by1 + by2) * BLOCK_HGT) / 2;
456 (*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
458 /* Save the room location */
459 if (dun->cent_n < CENT_MAX)
461 dun->cent[dun->cent_n].y = (byte_hack)*y;
462 dun->cent[dun->cent_n].x = (byte_hack)*x;
466 /* Reserve some blocks. */
467 for (by = by1; by < by2; by++)
469 for (bx = bx1; bx < bx2; bx++)
471 dun->room_map[by][bx] = TRUE;
476 * Hack- See if room will cut off a cavern.
478 * If so, fix by tunneling outside the room in such a
479 * way as to connect the caves.
481 check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
489 * Structure to hold all "fill" data
492 typedef struct fill_data_type fill_data_type;
494 struct fill_data_type
507 /* features to fill with */
516 /* number of filled squares */
520 static fill_data_type fill_data;
523 /* Store routine for the fractal cave generator */
524 /* this routine probably should be an inline function or a macro. */
525 static void store_height(POSITION x, POSITION y, FEAT_IDX val)
527 /* if on boundary set val > cutoff so walls are not as square */
528 if (((x == fill_data.xmin) || (y == fill_data.ymin) ||
529 (x == fill_data.xmax) || (y == fill_data.ymax)) &&
530 (val <= fill_data.c1)) val = fill_data.c1 + 1;
532 /* store the value in height-map format */
533 cave[y][x].feat = val;
540 * Explanation of the plasma fractal algorithm:
542 * A grid of points is created with the properties of a 'height-map'
543 * This is done by making the corners of the grid have a random value.
544 * The grid is then subdivided into one with twice the resolution.
545 * The new points midway between two 'known' points can be calculated
546 * by taking the average value of the 'known' ones and randomly adding
547 * or subtracting an amount proportional to the distance between those
548 * points. The final 'middle' points of the grid are then calculated
549 * by averaging all four of the originally 'known' corner points. An
550 * random amount is added or subtracted from this to get a value of the
551 * height at that point. The scaling factor here is adjusted to the
552 * slightly larger distance diagonally as compared to orthogonally.
554 * This is then repeated recursively to fill an entire 'height-map'
555 * A rectangular map is done the same way, except there are different
556 * scaling factors along the x and y directions.
558 * A hack to change the amount of correlation between points is done using
559 * the grd variable. If the current step size is greater than grd then
560 * the point will be random, otherwise it will be calculated by the
561 * above algorithm. This makes a maximum distance at which two points on
562 * the height map can affect each other.
564 * How fractal caves are made:
566 * When the map is complete, a cut-off value is used to create a cave.
567 * Heights below this value are "floor", and heights above are "wall".
568 * This also can be used to create lakes, by adding more height levels
569 * representing shallow and deep water/ lava etc.
571 * The grd variable affects the width of passages.
572 * The roug variable affects the roughness of those passages
574 * The tricky part is making sure the created cave is connected. This
575 * is done by 'filling' from the inside and only keeping the 'filled'
576 * floor. Walls bounding the 'filled' floor are also kept. Everything
577 * else is converted to the normal _extra_.
582 * Note that this uses the cave.feat array in a very hackish way
583 * the values are first set to zero, and then each array location
584 * is used as a "heightmap"
585 * The heightmap then needs to be converted back into the "feat" format.
587 * grd=level at which fractal turns on. smaller gives more mazelike caves
588 * roug=roughness level. 16=normal. higher values make things more convoluted
589 * small values are good for smooth walls.
590 * size=length of the side of the square cave system.
592 void generate_hmap(POSITION y0, POSITION x0, POSITION xsiz, POSITION ysiz, int grd, int roug, int cutoff)
594 POSITION xhsize, yhsize, xsize, ysize, maxsize;
597 * fixed point variables- these are stored as 256 x normal value
598 * this gives 8 binary places of fractional part + 8 places of normal part
601 u16b xstep, xhstep, ystep, yhstep;
602 u16b xstep2, xhstep2, ystep2, yhstep2;
603 u16b i, j, ii, jj, diagsize, xxsize, yysize;
605 /* Cache for speed */
608 /* redefine size so can change the value if out of range */
612 /* Paranoia about size of the system of caves */
613 if (xsize > 254) xsize = 254;
614 if (xsize < 4) xsize = 4;
615 if (ysize > 254) ysize = 254;
616 if (ysize < 4) ysize = 4;
618 /* get offsets to middle of array */
622 /* fix rounding problem */
626 /* get limits of region */
627 fill_data.xmin = x0 - xhsize;
628 fill_data.ymin = y0 - yhsize;
629 fill_data.xmax = x0 + xhsize;
630 fill_data.ymax = y0 + yhsize;
632 /* Store cutoff in global for quick access */
633 fill_data.c1 = cutoff;
636 * Scale factor for middle points:
637 * About sqrt(2) * 256 - correct for a square lattice
638 * approximately correct for everything else.
642 /* maximum of xsize and ysize */
643 maxsize = (xsize > ysize) ? xsize : ysize;
645 /* Clear the section */
646 for (i = 0; i <= xsize; i++)
648 for (j = 0; j <= ysize; j++)
650 /* -1 is a flag for "not done yet" */
651 cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
652 /* Clear icky flag because may be redoing the cave */
653 cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
657 /* Boundaries are walls */
658 cave[fill_data.ymin][fill_data.xmin].feat = (s16b)maxsize;
659 cave[fill_data.ymax][fill_data.xmin].feat = (s16b)maxsize;
660 cave[fill_data.ymin][fill_data.xmax].feat = (s16b)maxsize;
661 cave[fill_data.ymax][fill_data.xmax].feat = (s16b)maxsize;
663 /* Set the middle square to be an open area. */
664 cave[y0][x0].feat = 0;
666 /* Initialize the step sizes */
667 xstep = xhstep = xsize * 256;
668 ystep = yhstep = ysize * 256;
669 xxsize = xsize * 256;
670 yysize = ysize * 256;
673 * Fill in the rectangle with fractal height data -
674 * like the 'plasma fractal' in fractint.
676 while ((xhstep > 256) || (yhstep > 256))
678 /* Halve the step sizes */
684 /* cache well used values */
685 xstep2 = xstep / 256;
686 ystep2 = ystep / 256;
688 xhstep2 = xhstep / 256;
689 yhstep2 = yhstep / 256;
691 /* middle top to bottom. */
692 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
694 for (j = 0; j <= yysize; j += ystep)
696 /* cache often used values */
697 ii = i / 256 + fill_data.xmin;
698 jj = j / 256 + fill_data.ymin;
701 if (cave[jj][ii].feat == -1)
705 /* If greater than 'grid' level then is random */
706 store_height(ii, jj, randint1(maxsize));
710 /* Average of left and right points +random bit */
712 (cave[jj][fill_data.xmin + (i - xhstep) / 256].feat
713 + cave[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2
714 + (randint1(xstep2) - xhstep2) * roug / 16);
721 /* middle left to right. */
722 for (j = yhstep; j <= yysize - yhstep; j += ystep)
724 for (i = 0; i <= xxsize; i += xstep)
726 /* cache often used values */
727 ii = i / 256 + fill_data.xmin;
728 jj = j / 256 + fill_data.ymin;
731 if (cave[jj][ii].feat == -1)
735 /* If greater than 'grid' level then is random */
736 store_height(ii, jj, randint1(maxsize));
740 /* Average of up and down points +random bit */
742 (cave[fill_data.ymin + (j - yhstep) / 256][ii].feat
743 + cave[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2
744 + (randint1(ystep2) - yhstep2) * roug / 16);
751 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
753 for (j = yhstep; j <= yysize - yhstep; j += ystep)
755 /* cache often used values */
756 ii = i / 256 + fill_data.xmin;
757 jj = j / 256 + fill_data.ymin;
760 if (cave[jj][ii].feat == -1)
764 /* If greater than 'grid' level then is random */
765 store_height(ii, jj, randint1(maxsize));
769 /* Cache reused values. */
770 xm = fill_data.xmin + (i - xhstep) / 256;
771 xp = fill_data.xmin + (i + xhstep) / 256;
772 ym = fill_data.ymin + (j - yhstep) / 256;
773 yp = fill_data.ymin + (j + yhstep) / 256;
776 * Average over all four corners + scale by diagsize to
777 * reduce the effect of the square grid on the shape of the fractal
780 (cave[ym][xm].feat + cave[yp][xm].feat
781 + cave[ym][xp].feat + cave[yp][xp].feat) / 4
782 + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
791 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)
794 * function used to convert from height-map back to the
795 * normal angband cave format
797 if (cave[y][x].info & CAVE_ICKY)
804 /* Show that have looked at this square */
805 cave[y][x].info|= (CAVE_ICKY);
807 /* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */
808 if (cave[y][x].feat <= c1)
810 /* 25% of the time use the other tile : it looks better this way */
811 if (randint1(100) < 75)
813 cave[y][x].feat = (s16b)feat1;
814 cave[y][x].info &= ~(CAVE_MASK);
815 cave[y][x].info |= info1;
820 cave[y][x].feat = (s16b)feat2;
821 cave[y][x].info &= ~(CAVE_MASK);
822 cave[y][x].info |= info2;
826 else if (cave[y][x].feat <= c2)
828 /* 25% of the time use the other tile : it looks better this way */
829 if (randint1(100) < 75)
831 cave[y][x].feat = (s16b)feat2;
832 cave[y][x].info &= ~(CAVE_MASK);
833 cave[y][x].info |= info2;
838 cave[y][x].feat = (s16b)feat1;
839 cave[y][x].info &= ~(CAVE_MASK);
840 cave[y][x].info |= info1;
844 else if (cave[y][x].feat <= c3)
846 cave[y][x].feat = (s16b)feat3;
847 cave[y][x].info &= ~(CAVE_MASK);
848 cave[y][x].info |= info3;
851 /* if greater than cutoff then is a wall */
854 place_outer_bold(y, x);
864 * Quick and nasty fill routine used to find the connected region
865 * of floor in the middle of the cave
867 static void cave_fill(POSITION y, POSITION x)
878 /* Enqueue that entry */
883 /* Now process the queue */
884 while (flow_head != flow_tail)
886 /* Extract the next entry */
887 ty = temp_y[flow_head];
888 tx = temp_x[flow_head];
890 /* Forget that entry */
891 if (++flow_head == TEMP_MAX) flow_head = 0;
893 /* Add the "children" */
894 for (d = 0; d < 8; d++)
896 int old_head = flow_tail;
902 /* Paranoia Don't leave the cave */
903 if (!in_bounds(j, i))
905 /* affect boundary */
906 cave[j][i].info |= CAVE_ICKY;
910 /* If within bounds */
911 else if ((i > fill_data.xmin) && (i < fill_data.xmax)
912 && (j > fill_data.ymin) && (j < fill_data.ymax))
914 /* If not a wall or floor done before */
915 if (hack_isnt_wall(j, i,
916 fill_data.c1, fill_data.c2, fill_data.c3,
917 fill_data.feat1, fill_data.feat2, fill_data.feat3,
918 fill_data.info1, fill_data.info2, fill_data.info3))
920 /* Enqueue that entry */
921 temp_y[flow_tail] = (byte_hack)j;
922 temp_x[flow_tail] = (byte_hack)i;
924 /* Advance the queue */
925 if (++flow_tail == TEMP_MAX) flow_tail = 0;
927 /* Hack -- Overflow by forgetting new entry */
928 if (flow_tail == flow_head)
930 flow_tail = old_head;
934 /* keep tally of size of cave system */
935 (fill_data.amount)++;
941 /* affect boundary */
942 cave[j][i].info |= CAVE_ICKY;
949 bool generate_fracave(POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int cutoff, bool light, bool room)
951 POSITION x, y, xhsize, yhsize;
954 /* offsets to middle from corner */
960 * select region connected to center of cave system
961 * this gets rid of alot of isolated one-sqaures that
962 * can make teleport traps instadeaths...
966 fill_data.c1 = cutoff;
970 /* features to fill with */
971 fill_data.feat1 = floor_type[randint0(100)];
972 fill_data.feat2 = floor_type[randint0(100)];
973 fill_data.feat3 = floor_type[randint0(100)];
975 fill_data.info1 = CAVE_FLOOR;
976 fill_data.info2 = CAVE_FLOOR;
977 fill_data.info3 = CAVE_FLOOR;
979 /* number of filled squares */
980 fill_data.amount = 0;
982 cave_fill((byte)y0, (byte)x0);
984 /* if tally too small, try again */
985 if (fill_data.amount < 10)
987 /* too small - clear area and try again later */
988 for (x = 0; x <= xsize; ++x)
990 for (y = 0; y <= ysize; ++y)
992 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
993 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
1000 * Do boundarys-check to see if they are next to a filled region
1001 * If not then they are set to normal granite
1002 * If so then they are marked as room walls.
1004 for (i = 0; i <= xsize; ++i)
1007 if ((cave[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
1009 /* Next to a 'filled' region? - set to be room walls */
1010 place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
1011 if (light) cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
1012 cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
1013 place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
1017 /* set to be normal granite */
1018 place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
1021 /* bottom boundary */
1022 if ((cave[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
1024 /* Next to a 'filled' region? - set to be room walls */
1025 place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
1026 if (light) cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW);
1027 cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_ROOM);
1028 place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
1032 /* set to be normal granite */
1033 place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
1036 /* clear the icky flag-don't need it any more */
1037 cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1038 cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1041 /* Do the left and right boundaries minus the corners (done above) */
1042 for (i = 1; i < ysize; ++i)
1045 if ((cave[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
1048 place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
1049 if (light) cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
1050 cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
1051 place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
1056 place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
1058 /* right boundary */
1059 if ((cave[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
1062 place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
1063 if (light) cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
1064 cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
1065 place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
1070 place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
1073 /* clear icky flag -done with it */
1074 cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
1075 cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
1079 /* Do the rest: convert back to the normal format */
1080 for (x = 1; x < xsize; ++x)
1082 for (y = 1; y < ysize; ++y)
1084 if (is_floor_bold(y0 + y - yhsize, x0 + x - xhsize) &&
1085 (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
1087 /* Clear the icky flag in the filled region */
1088 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
1090 /* Set appropriate flags */
1091 if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
1092 if (room) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
1094 else if (is_outer_bold(y0 + y - yhsize, x0 + x - xhsize) &&
1095 (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
1098 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
1099 if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
1102 cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
1107 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
1108 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
1113 /* Clear the unconnected regions */
1114 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
1115 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
1121 * There is a slight problem when tunnels pierce the caves:
1122 * Extra doors appear inside the system. (Its not very noticeable though.)
1123 * This can be removed by "filling" from the outside in. This allows a separation
1124 * from _outer_ with _inner_. (Internal walls are _outer_ instead.)
1125 * The extra effort for what seems to be only a minor thing (even non-existant if you
1126 * think of the caves not as normal rooms, but as holes in the dungeon), doesn't seem
1134 #ifdef ALLOW_CAVERNS_AND_LAKES
1136 * Builds a cave system in the center of the dungeon.
1138 void build_cavern(void)
1140 int grd, roug, cutoff, xsize, ysize, x0, y0;
1143 light = done = FALSE;
1144 if ((dun_level <= randint1(50)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
1146 /* Make a cave the size of the dungeon */
1147 xsize = cur_wid - 1;
1148 ysize = cur_hgt - 1;
1152 /* Paranoia: make size even */
1158 /* testing values for these parameters: feel free to adjust */
1159 grd = randint1(4) + 4;
1161 /* want average of about 16 */
1162 roug = randint1(8) * randint1(4);
1168 generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
1170 /* Convert to normal format+ clean up */
1171 done = generate_fracave(y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
1175 bool generate_lake(POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int c1, int c2, int c3, int type)
1177 POSITION x, y, xhsize, yhsize;
1179 FEAT_IDX feat1, feat2, feat3;
1181 /* offsets to middle from corner */
1185 /* Get features based on type */
1188 case LAKE_T_LAVA: /* Lava */
1189 feat1 = feat_deep_lava;
1190 feat2 = feat_shallow_lava;
1191 feat3 = floor_type[randint0(100)];
1193 case LAKE_T_WATER: /* Water */
1194 feat1 = feat_deep_water;
1195 feat2 = feat_shallow_water;
1196 feat3 = floor_type[randint0(100)];
1198 case LAKE_T_CAVE: /* Collapsed cave */
1199 feat1 = floor_type[randint0(100)];
1200 feat2 = floor_type[randint0(100)];
1201 feat3 = feat_rubble;
1203 case LAKE_T_EARTH_VAULT: /* Earth vault */
1204 feat1 = feat_rubble;
1205 feat2 = floor_type[randint0(100)];
1206 feat3 = feat_rubble;
1208 case LAKE_T_AIR_VAULT: /* Air vault */
1213 case LAKE_T_WATER_VAULT: /* Water vault */
1214 feat1 = feat_shallow_water;
1215 feat2 = feat_deep_water;
1216 feat3 = feat_shallow_water;
1218 case LAKE_T_FIRE_VAULT: /* Fire Vault */
1219 feat1 = feat_shallow_lava;
1220 feat2 = feat_deep_lava;
1221 feat3 = feat_shallow_lava;
1225 default: return FALSE;
1229 * select region connected to center of cave system
1230 * this gets rid of alot of isolated one-sqaures that
1231 * can make teleport traps instadeaths...
1239 /* features to fill with */
1240 fill_data.feat1 = feat1;
1241 fill_data.feat2 = feat2;
1242 fill_data.feat3 = feat3;
1244 fill_data.info1 = 0;
1245 fill_data.info2 = 0;
1246 fill_data.info3 = 0;
1248 /* number of filled squares */
1249 fill_data.amount = 0;
1251 /* select region connected to center of cave system
1252 * this gets rid of alot of isolated one-sqaures that
1253 * can make teleport traps instadeaths... */
1254 cave_fill((byte)y0, (byte)x0);
1256 /* if tally too small, try again */
1257 if (fill_data.amount < 10)
1259 /* too small -clear area and try again later */
1260 for (x = 0; x <= xsize; ++x)
1262 for (y = 0; y <= ysize; ++y)
1264 place_floor_bold(y0 + y - yhsize, x0 + x - xhsize);
1265 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
1271 /* Do boundarys- set to normal granite */
1272 for (i = 0; i <= xsize; ++i)
1274 place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
1275 place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
1277 /* clear the icky flag-don't need it any more */
1278 cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1279 cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1282 /* Do the left and right boundaries minus the corners (done above) */
1284 for (i = 1; i < ysize; ++i)
1286 place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
1287 place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
1289 /* clear icky flag -done with it */
1290 cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
1291 cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
1295 /* Do the rest: convert back to the normal format */
1296 for (x = 1; x < xsize; ++x)
1298 for (y = 1; y < ysize; ++y)
1300 /* Fill unconnected regions with granite */
1301 if ((!(cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
1302 is_outer_bold(y0 + y - yhsize, x0 + x - xhsize))
1303 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
1305 /* turn off icky flag (no longer needed.) */
1306 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
1309 if (cave_have_flag_bold(y0 + y - yhsize, x0 + x - xhsize, FF_LAVA))
1311 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
1321 * makes a lake/collapsed cave system in the center of the dungeon
1323 void build_lake(int type)
1325 int grd, roug, xsize, ysize, x0, y0;
1329 /* paranoia - exit if lake type out of range. */
1330 if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT))
1332 msg_format("Invalid lake type (%d)", type);
1336 /* Make the size of the dungeon */
1337 xsize = cur_wid - 1;
1338 ysize = cur_hgt - 1;
1342 /* Paranoia: make size even */
1348 /* testing values for these parameters: feel free to adjust */
1349 grd = randint1(3) + 4;
1351 /* want average of about 16 */
1352 roug = randint1(8) * randint1(4);
1354 /* Make up size of various componants */
1358 /* Deep water/lava */
1359 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
1361 /* Shallow boundary */
1365 generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3);
1367 /* Convert to normal format+ clean up */
1368 done = generate_lake(y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type);
1371 #endif /* ALLOW_CAVERNS_AND_LAKES */
1376 * Routine that fills the empty areas of a room with treasure and monsters.
1378 void fill_treasure(POSITION x1, POSITION x2, POSITION y1, POSITION y2, int difficulty)
1380 POSITION x, y, cx, cy, size;
1383 /* center of room:*/
1387 /* Rough measure of size of vault= sum of lengths of sides */
1388 size = abs(x2 - x1) + abs(y2 - y1);
1390 for (x = x1; x <= x2; x++)
1392 for (y = y1; y <= y2; y++)
1394 /* Thing added based on distance to center of vault
1395 * Difficulty is 1-easy to 10-hard */
1396 value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty;
1398 /* hack- empty square part of the time */
1399 if ((randint1(100) - difficulty * 3) > 50) value = 20;
1401 /* if floor, shallow water and lava */
1402 if (is_floor_bold(y, x) ||
1403 (cave_have_flag_bold(y, x, FF_PLACE) && cave_have_flag_bold(y, x, FF_DROP)))
1405 /* The smaller 'value' is, the better the stuff */
1408 /* Meanest monster + treasure */
1409 monster_level = base_level + 40;
1410 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1411 monster_level = base_level;
1412 object_level = base_level + 20;
1413 place_object(y, x, AM_GOOD);
1414 object_level = base_level;
1418 /* Mean monster +treasure */
1419 monster_level = base_level + 20;
1420 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1421 monster_level = base_level;
1422 object_level = base_level + 10;
1423 place_object(y, x, AM_GOOD);
1424 object_level = base_level;
1426 else if (value < 10)
1429 monster_level = base_level + 9;
1430 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1431 monster_level = base_level;
1433 else if (value < 17)
1435 /* Intentional Blank space */
1438 * (Want some of the vault to be empty
1439 * so have room for group monsters.
1440 * This is used in the hack above to lower
1441 * the density of stuff in the vault.)
1444 else if (value < 23)
1446 /* Object or trap */
1447 if (randint0(100) < 25)
1449 place_object(y, x, 0L);
1456 else if (value < 30)
1458 /* Monster and trap */
1459 monster_level = base_level + 5;
1460 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1461 monster_level = base_level;
1464 else if (value < 40)
1466 /* Monster or object */
1467 if (randint0(100) < 50)
1469 monster_level = base_level + 3;
1470 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1471 monster_level = base_level;
1473 if (randint0(100) < 50)
1475 object_level = base_level + 7;
1476 place_object(y, x, 0L);
1477 object_level = base_level;
1480 else if (value < 50)
1489 /* 20% monster, 40% trap, 20% object, 20% blank space */
1490 if (randint0(100) < 20)
1492 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1494 else if (randint0(100) < 50)
1498 else if (randint0(100) < 50)
1500 place_object(y, x, 0L);
1512 * Overlay a rectangular room given its bounds
1513 * This routine is used by build_room_vault
1514 * The area inside the walls is not touched:
1515 * only granite is removed- normal walls stay
1517 void build_room(POSITION x1, POSITION x2, POSITION y1, POSITION y2)
1519 POSITION x, y, xsize, ysize;
1522 /* Check if rectangle has no width */
1523 if ((x1 == x2) || (y1 == y2)) return;
1527 /* Swap boundaries if in wrong order */
1535 /* Swap boundaries if in wrong order */
1541 /* get total widths */
1546 /* Top and bottom boundaries */
1547 for (i = 0; i <= xsize; i++)
1549 place_outer_noperm_bold(y1, x1 + i);
1550 cave[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
1551 place_outer_noperm_bold(y2, x1 + i);
1552 cave[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
1555 /* Left and right boundaries */
1556 for (i = 1; i < ysize; i++)
1558 place_outer_noperm_bold(y1 + i, x1);
1559 cave[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY);
1560 place_outer_noperm_bold(y1 + i, x2);
1561 cave[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY);
1565 for (x = 1; x < xsize; x++)
1567 for (y = 1; y < ysize; y++)
1569 if (is_extra_bold(y1+y, x1+x))
1571 /* clear the untouched region */
1572 place_floor_bold(y1 + y, x1 + x);
1573 cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
1577 /* make it a room- but don't touch */
1578 cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
1587 * maze vault -- rectangular labyrinthine rooms
1589 * maze vault uses two routines:
1590 * r_visit - a recursive routine that builds the labyrinth
1591 * build_maze_vault - a driver routine that calls r_visit and adds
1592 * monsters, traps and treasure
1594 * The labyrinth is built by creating a spanning tree of a graph.
1595 * The graph vertices are at
1596 * (x, y) = (2j + x1, 2k + y1) j = 0,...,m-1 k = 0,...,n-1
1597 * and the edges are the vertical and horizontal nearest neighbors.
1599 * The spanning tree is created by performing a suitably randomized
1600 * depth-first traversal of the graph. The only adjustable parameter
1601 * is the randint0(3) below; it governs the relative density of
1602 * twists and turns in the labyrinth: smaller number, more twists.
1604 void r_visit(POSITION y1, POSITION x1, POSITION y2, POSITION x2, int node, DIRECTION dir, int *visited)
1606 int i, j, m, n, temp, x, y, adj[4];
1608 /* dimensions of vertex array */
1609 m = (x2 - x1) / 2 + 1;
1610 n = (y2 - y1) / 2 + 1;
1612 /* mark node visited and set it to a floor */
1614 x = 2 * (node % m) + x1;
1615 y = 2 * (node / m) + y1;
1616 place_floor_bold(y, x);
1618 /* setup order of adjacent node visits */
1621 /* pick a random ordering */
1622 for (i = 0; i < 4; i++)
1624 for (i = 0; i < 4; i++)
1635 /* pick a random ordering with dir first */
1637 for (i = 1; i < 4; i++)
1639 for (i = 1; i < 4; i++)
1641 j = 1 + randint0(3);
1648 for (i = 0; i < 4; i++)
1653 /* (0,+) - check for bottom boundary */
1654 if ((node / m < n - 1) && (visited[node + m] == 0))
1656 place_floor_bold(y + 1, x);
1657 r_visit(y1, x1, y2, x2, node + m, dir, visited);
1661 /* (0,-) - check for top boundary */
1662 if ((node / m > 0) && (visited[node - m] == 0))
1664 place_floor_bold(y - 1, x);
1665 r_visit(y1, x1, y2, x2, node - m, dir, visited);
1669 /* (+,0) - check for right boundary */
1670 if ((node % m < m - 1) && (visited[node + 1] == 0))
1672 place_floor_bold(y, x + 1);
1673 r_visit(y1, x1, y2, x2, node + 1, dir, visited);
1677 /* (-,0) - check for left boundary */
1678 if ((node % m > 0) && (visited[node - 1] == 0))
1680 place_floor_bold(y, x - 1);
1681 r_visit(y1, x1, y2, x2, node - 1, dir, visited);
1688 void build_maze_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize, bool is_vault)
1690 POSITION y, x, dy, dx;
1691 POSITION y1, x1, y2, x2;
1692 int m, n, num_vertices, *visited;
1696 msg_print_wizard(CHEAT_DUNGEON, _("迷路ランダムVaultを生成しました。", "Maze Vault."));
1698 /* Choose lite or dark */
1699 light = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
1701 /* Pick a random room size - randomized by calling routine */
1710 /* generate the room */
1711 for (y = y1 - 1; y <= y2 + 1; y++)
1713 for (x = x1 - 1; x <= x2 + 1; x++)
1715 c_ptr = &cave[y][x];
1716 c_ptr->info |= CAVE_ROOM;
1717 if (is_vault) c_ptr->info |= CAVE_ICKY;
1718 if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1))
1720 place_outer_grid(c_ptr);
1724 place_extra_grid(c_ptr);
1728 place_inner_grid(c_ptr);
1730 if (light) c_ptr->info |= (CAVE_GLOW);
1734 /* dimensions of vertex array */
1737 num_vertices = m * n;
1739 /* initialize array of visited vertices */
1740 C_MAKE(visited, num_vertices, int);
1742 /* traverse the graph to create a spaning tree, pick a random root */
1743 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
1745 /* Fill with monsters and treasure, low difficulty */
1746 if (is_vault) fill_treasure(x1, x2, y1, y2, randint1(5));
1748 C_KILL(visited, num_vertices, int);
1752 /* Build a town/ castle by using a recursive algorithm.
1753 * Basically divide each region in a probalistic way to create
1754 * smaller regions. When the regions get too small stop.
1756 * The power variable is a measure of how well defended a region is.
1757 * This alters the possible choices.
1759 void build_recursive_room(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int power)
1761 POSITION xsize, ysize;
1765 /* Temp variables */
1771 if ((power < 3) && (xsize > 12) && (ysize > 12))
1773 /* Need outside wall +keep */
1780 /* Make rooms + subdivide */
1781 if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8))
1787 choice = randint1(2) + 1;
1792 /* Mostly subdivide */
1793 choice = randint1(3) + 1;
1797 /* Based on the choice made above, do something */
1805 /* top and bottom */
1806 for (x = x1; x <= x2; x++)
1808 place_outer_bold(y1, x);
1809 place_outer_bold(y2, x);
1812 /* left and right */
1813 for (y = y1 + 1; y < y2; y++)
1815 place_outer_bold(y, x1);
1816 place_outer_bold(y, x2);
1819 /* Make a couple of entrances */
1822 /* left and right */
1823 y = randint1(ysize) + y1;
1824 place_floor_bold(y, x1);
1825 place_floor_bold(y, x2);
1829 /* top and bottom */
1830 x = randint1(xsize) + x1;
1831 place_floor_bold(y1, x);
1832 place_floor_bold(y2, x);
1835 /* Select size of keep */
1836 t1 = randint1(ysize / 3) + y1;
1837 t2 = y2 - randint1(ysize / 3);
1838 t3 = randint1(xsize / 3) + x1;
1839 t4 = x2 - randint1(xsize / 3);
1841 /* Do outside areas */
1843 /* Above and below keep */
1844 build_recursive_room(x1 + 1, y1 + 1, x2 - 1, t1, power + 1);
1845 build_recursive_room(x1 + 1, t2, x2 - 1, y2, power + 1);
1847 /* Left and right of keep */
1848 build_recursive_room(x1 + 1, t1 + 1, t3, t2 - 1, power + 3);
1849 build_recursive_room(t4, t1 + 1, x2 - 1, t2 - 1, power + 3);
1851 /* Make the keep itself: */
1864 /* Try to build a room */
1865 if ((xsize < 3) || (ysize < 3))
1867 for (y = y1; y < y2; y++)
1869 for (x = x1; x < x2; x++)
1871 place_inner_bold(y, x);
1879 /* Make outside walls */
1880 /* top and bottom */
1881 for (x = x1 + 1; x <= x2 - 1; x++)
1883 place_inner_bold(y1 + 1, x);
1884 place_inner_bold(y2 - 1, x);
1887 /* left and right */
1888 for (y = y1 + 1; y <= y2 - 1; y++)
1890 place_inner_bold(y, x1 + 1);
1891 place_inner_bold(y, x2 - 1);
1895 y = randint1(ysize - 3) + y1 + 1;
1900 place_floor_bold(y, x1 + 1);
1905 place_floor_bold(y, x2 - 1);
1908 /* Build the room */
1909 build_recursive_room(x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
1914 /* Try and divide vertically */
1918 for (y = y1; y < y2; y++)
1920 for (x = x1; x < x2; x++)
1922 place_inner_bold(y, x);
1928 t1 = randint1(xsize - 2) + x1 + 1;
1929 build_recursive_room(x1, y1, t1, y2, power - 2);
1930 build_recursive_room(t1 + 1, y1, x2, y2, power - 2);
1935 /* Try and divide horizontally */
1939 for (y = y1; y < y2; y++)
1941 for (x = x1; x < x2; x++)
1943 place_inner_bold(y, x);
1949 t1 = randint1(ysize - 2) + y1 + 1;
1950 build_recursive_room(x1, y1, x2, t1, power - 2);
1951 build_recursive_room(x1, t1 + 1, x2, y2, power - 2);
1959 * Add outer wall to a floored region
1960 * Note: no range checking is done so must be inside dungeon
1961 * This routine also stomps on doors
1963 void add_outer_wall(POSITION x, POSITION y, int light, POSITION x1, POSITION y1, POSITION x2, POSITION y2)
1966 feature_type *f_ptr;
1969 if (!in_bounds(y, x)) return;
1971 c_ptr = &cave[y][x];
1973 /* hack- check to see if square has been visited before
1974 * if so, then exit (use room flag to do this) */
1975 if (c_ptr->info & CAVE_ROOM) return;
1978 c_ptr->info |= CAVE_ROOM;
1980 f_ptr = &f_info[c_ptr->feat];
1982 if (is_floor_bold(y, x))
1984 for (i = -1; i <= 1; i++)
1986 for (j = -1; j <= 1; j++)
1988 if ((x + i >= x1) && (x + i <= x2) &&
1989 (y + j >= y1) && (y + j <= y2))
1991 add_outer_wall(x + i, y + j, light, x1, y1, x2, y2);
1992 if (light) c_ptr->info |= CAVE_GLOW;
1997 else if (is_extra_bold(y, x))
1999 /* Set bounding walls */
2000 place_outer_bold(y, x);
2001 if (light) c_ptr->info |= CAVE_GLOW;
2003 else if (permanent_wall(f_ptr))
2005 /* Set bounding walls */
2006 if (light) c_ptr->info |= CAVE_GLOW;
2012 * Hacked distance formula - gives the 'wrong' answer.
2013 * Used to build crypts
2015 POSITION dist2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, POSITION h1, POSITION h2, POSITION h3, POSITION h4)
2021 /* Basically this works by taking the normal pythagorean formula
2022 * and using an expansion to express this in a way without the
2023 * square root. This approximate formula is then perturbed to give
2024 * the distorted results. (I found this by making a mistake when I was
2025 * trying to fix the circular rooms.)
2028 /* h1-h4 are constants that describe the metric */
2029 if (dx >= 2 * dy) return (dx + (dy * h1) / h2);
2030 if (dy >= 2 * dx) return (dy + (dx * h1) / h2);
2031 return (((dx + dy) * 128) / 181 +
2032 (dx * dx / (dy * h3) + dy * dy / (dx * h3)) * h4);
2033 /* 128/181 is approx. 1/sqrt(2) */
2039 /* Create a new floor room with optional light */
2040 void generate_room_floor(POSITION y1, POSITION x1, POSITION y2, POSITION x2, int light)
2046 for (y = y1; y <= y2; y++)
2048 for (x = x1; x <= x2; x++)
2051 c_ptr = &cave[y][x];
2052 place_floor_grid(c_ptr);
2053 c_ptr->info |= (CAVE_ROOM);
2054 if (light) c_ptr->info |= (CAVE_GLOW);
2059 void generate_fill_perm_bold(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
2063 for (y = y1; y <= y2; y++)
2065 for (x = x1; x <= x2; x++)
2068 place_inner_perm_bold(y, x);
2075 * @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
2077 * @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation.
2078 * @return 部屋の精製に成功した場合 TRUE を返す。
2080 static bool room_build(EFFECT_ID typ)
2085 /* Build an appropriate room */
2086 case ROOM_T_NORMAL: return build_type1();
2087 case ROOM_T_OVERLAP: return build_type2();
2088 case ROOM_T_CROSS: return build_type3();
2089 case ROOM_T_INNER_FEAT: return build_type4();
2090 case ROOM_T_NEST: return build_type5();
2091 case ROOM_T_PIT: return build_type6();
2092 case ROOM_T_LESSER_VAULT: return build_type7();
2093 case ROOM_T_GREATER_VAULT: return build_type8();
2094 case ROOM_T_FRACAVE: return build_type9();
2095 case ROOM_T_RANDOM_VAULT: return build_type10();
2096 case ROOM_T_OVAL: return build_type11();
2097 case ROOM_T_CRYPT: return build_type12();
2098 case ROOM_T_TRAP_PIT: return build_type13();
2099 case ROOM_T_TRAP: return build_type14();
2100 case ROOM_T_GLASS: return build_type15();
2101 case ROOM_T_ARCADE: return build_type16();
2102 case ROOM_T_FIXED: return build_type17();
2110 * @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
2111 * @param dst 確率を移す先の部屋種ID
2112 * @param src 確率を与える元の部屋種ID
2114 #define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
2117 * @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)]
2118 * @return 部屋生成に成功した場合 TRUE を返す。
2120 bool generate_rooms(void)
2126 int prob_list[ROOM_T_MAX];
2127 int rooms_built = 0;
2128 int area_size = 100 * (cur_hgt*cur_wid) / (MAX_HGT*MAX_WID);
2129 int level_index = MIN(10, div_round(dun_level, 10));
2131 /* Number of each type of room on this level */
2132 s16b room_num[ROOM_T_MAX];
2134 /* Limit number of rooms */
2135 int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
2137 /* Assume normal cave */
2138 room_info_type *room_info_ptr = room_info_normal;
2141 * Initialize probability list.
2143 for (i = 0; i < ROOM_T_MAX; i++)
2145 /* No rooms allowed above their minimum depth. */
2146 if (dun_level < room_info_ptr[i].min_level)
2152 prob_list[i] = room_info_ptr[i].prob[level_index];
2157 * XXX -- Various dungeon types and options.
2160 /*! @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 */
2161 if (ironman_rooms && !((d_info[dungeon_type].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST))))
2163 for (i = 0; i < ROOM_T_MAX; i++)
2165 if (i == ROOM_T_GREATER_VAULT) prob_list[i] = 1;
2166 else prob_list[i] = 0;
2170 /*! @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 */
2171 else if (d_info[dungeon_type].flags1 & DF1_NO_VAULT)
2173 prob_list[ROOM_T_LESSER_VAULT] = 0;
2174 prob_list[ROOM_T_GREATER_VAULT] = 0;
2175 prob_list[ROOM_T_RANDOM_VAULT] = 0;
2178 /*! @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)*/
2179 if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
2181 MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE);
2182 MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_CRYPT);
2183 MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL);
2186 /*! @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.) */
2187 else if (d_info[dungeon_type].flags1 & DF1_CAVE)
2189 MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL);
2192 /*! @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 */
2193 else if (dun->cavern || dun->empty_level)
2195 prob_list[ROOM_T_FRACAVE] = 0;
2198 /*! @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 */
2199 if (!(d_info[dungeon_type].flags1 & DF1_GLASS_ROOM))
2201 prob_list[ROOM_T_GLASS] = 0;
2204 /*! @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 */
2205 if (!(d_info[dungeon_type].flags1 & DF1_ARCADE))
2207 prob_list[ROOM_T_ARCADE] = 0;
2211 * Initialize number of rooms,
2212 * And calcurate total probability.
2214 for (total_prob = 0, i = 0; i < ROOM_T_MAX; i++)
2217 total_prob += prob_list[i];
2221 * Prepare the number of rooms, of all types, we should build
2224 for (i = dun_rooms; i > 0; i--)
2227 int rand = randint0(total_prob);
2229 /* Get room_type randomly */
2230 for (room_type = 0; room_type < ROOM_T_MAX; room_type++)
2232 if (rand < prob_list[room_type]) break;
2233 else rand -= prob_list[room_type];
2237 if (room_type >= ROOM_T_MAX) room_type = ROOM_T_NORMAL;
2239 /* Increase the number of rooms of that type we should build. */
2240 room_num[room_type]++;
2246 case ROOM_T_LESSER_VAULT:
2247 case ROOM_T_TRAP_PIT:
2255 case ROOM_T_GREATER_VAULT:
2256 case ROOM_T_RANDOM_VAULT:
2265 * Build each type of room one by one until we cannot build any more.
2266 * [from SAngband (originally from OAngband)]
2270 /* Assume no remaining rooms */
2273 for (i = 0; i < ROOM_T_MAX; i++)
2275 /* What type of room are we building now? */
2276 int room_type = room_build_order[i];
2278 /* Go next if none available */
2279 if (!room_num[room_type]) continue;
2281 /* Use up one unit */
2282 room_num[room_type]--;
2284 /* Build the room. */
2285 if (room_build(room_type))
2287 /* Increase the room built count. */
2290 /* Mark as there was some remaining rooms */
2297 case ROOM_T_TRAP_PIT:
2299 /* Avoid too many monsters */
2302 room_num[ROOM_T_PIT] = 0;
2303 room_num[ROOM_T_NEST] = 0;
2304 room_num[ROOM_T_TRAP_PIT] = 0;
2310 /* Avoid double-town */
2311 room_num[ROOM_T_ARCADE] = 0;
2317 /* End loop if no room remain */
2321 /*! @details 部屋生成数が2未満の場合生成失敗を返す */
2322 if (rooms_built < 2)
2324 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);
2328 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);