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 */
95 /*! 部屋の生成処理順 / Build rooms in descending order of difficulty. */
96 static byte room_build_order[ROOM_T_MAX] = {
116 * @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。
117 * @param y0 配置したい中心のY座標
118 * @param x0 配置したい中心のX座標
120 * This funtion makes a very small room centred at (x0, y0)
121 * This is used in crypts, and random elemental vaults.
123 * Note - this should be used only on allocated regions
124 * within another room.
126 void build_small_room(int x0, int y0)
130 for (y = y0 - 1; y <= y0 + 1; y++)
132 place_inner_bold(y, x0 - 1);
133 place_inner_bold(y, x0 + 1);
136 for (x = x0 - 1; x <= x0 + 1; x++)
138 place_inner_bold(y0 - 1, x);
139 place_inner_bold(y0 + 1, x);
142 /* Place a secret door on one side */
145 case 0: place_secret_door(y0, x0 - 1, DOOR_DEFAULT); break;
146 case 1: place_secret_door(y0, x0 + 1, DOOR_DEFAULT); break;
147 case 2: place_secret_door(y0 - 1, x0, DOOR_DEFAULT); break;
148 case 3: place_secret_door(y0 + 1, x0, DOOR_DEFAULT); break;
151 /* Clear mimic type */
152 cave[y0][x0].mimic = 0;
154 /* Add inner open space */
155 place_floor_bold(y0, x0);
160 * 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
161 * This function tunnels around a room if it will cut off part of a cave system.
168 static void check_room_boundary(int x1, int y1, int x2, int y2)
171 bool old_is_floor, new_is_floor;
177 old_is_floor = get_is_floor(x1 - 1, y1);
180 * Count the number of floor-wall boundaries around the room
181 * Note: diagonal squares are ignored since the player can move diagonally
182 * to bypass these if needed.
185 /* Above the top boundary */
186 for (x = x1; x <= x2; x++)
188 new_is_floor = get_is_floor(x, y1 - 1);
190 /* Increment counter if they are different */
191 if (new_is_floor != old_is_floor) count++;
193 old_is_floor = new_is_floor;
197 for (y = y1; y <= y2; y++)
199 new_is_floor = get_is_floor(x2 + 1, y);
201 /* increment counter if they are different */
202 if (new_is_floor != old_is_floor) count++;
204 old_is_floor = new_is_floor;
207 /* Bottom boundary */
208 for (x = x2; x >= x1; x--)
210 new_is_floor = get_is_floor(x, y2 + 1);
212 /* increment counter if they are different */
213 if (new_is_floor != old_is_floor) count++;
215 old_is_floor = new_is_floor;
219 for (y = y2; y >= y1; y--)
221 new_is_floor = get_is_floor(x1 - 1, y);
223 /* increment counter if they are different */
224 if (new_is_floor != old_is_floor) count++;
226 old_is_floor = new_is_floor;
229 /* If all the same, or only one connection exit. */
230 if (count <= 2) return;
233 /* Tunnel around the room so to prevent problems with caves */
234 for (y = y1; y <= y2; y++)
236 for (x = x1; x <= x2; x++)
246 * find_space()の予備処理として部屋の生成が可能かを判定する /
247 * Helper function for find_space(). Is this a good location?
248 * @param blocks_high 範囲の高さ
249 * @param blocks_wide 範囲の幅
250 * @param block_y 範囲の上端
251 * @param block_x 範囲の左端
254 static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int block_x)
256 int by1, bx1, by2, bx2, by, bx;
258 /* Itty-bitty rooms must shift about within their rectangle */
261 if ((blocks_wide == 2) && (block_x % 3) == 2)
265 /* Rooms with width divisible by 3 must be fitted to a rectangle. */
266 else if ((blocks_wide % 3) == 0)
268 /* Must be aligned to the left edge of a 11x33 rectangle. */
269 if ((block_x % 3) != 0)
274 * Big rooms that do not have a width divisible by 3 must be
275 * aligned towards the edge of the dungeon closest to them.
279 /* Shift towards left edge of dungeon. */
280 if (block_x + (blocks_wide / 2) <= dun->col_rooms / 2)
282 if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
284 if ((block_x % 3) == 1)
288 /* Shift toward right edge of dungeon. */
291 if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
293 if ((block_x % 3) == 1)
301 by2 = block_y + blocks_high;
302 bx2 = block_x + blocks_wide;
304 /* Never run off the screen */
305 if ((by1 < 0) || (by2 > dun->row_rooms)) return FALSE;
306 if ((bx1 < 0) || (bx2 > dun->col_rooms)) return FALSE;
308 /* Verify available space */
309 for (by = by1; by < by2; by++)
311 for (bx = bx1; bx < bx2; bx++)
313 if (dun->room_map[by][bx])
320 /* This location is okay */
326 * @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-
327 * @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
328 * @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
329 * @param height 確保したい領域の高さ
330 * @param width 確保したい領域の幅
331 * @return 所定の範囲が確保できた場合TRUEを返す
333 * Find and allocate a free space in the dungeon large enough to hold\n
334 * the room calling this function.\n
336 * We allocate space in 11x11 blocks, but want to make sure that rooms\n
337 * align neatly on the standard screen. Therefore, we make them use\n
338 * blocks in few 11x33 rectangles as possible.\n
340 * Be careful to include the edges of the room in height and width!\n
342 * Return TRUE and values for the center of the room if all went well.\n
343 * Otherwise, return FALSE.\n
345 bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width)
347 int candidates, pick;
348 int by, bx, by1, bx1, by2, bx2;
349 int block_y = 0, block_x = 0;
352 /* Find out how many blocks we need. */
353 int blocks_high = 1 + ((height - 1) / BLOCK_HGT);
354 int blocks_wide = 1 + ((width - 1) / BLOCK_WID);
356 /* There are no way to allocate such huge space */
357 if (dun->row_rooms < blocks_high) return FALSE;
358 if (dun->col_rooms < blocks_wide) return FALSE;
363 /* Count the number of valid places */
364 for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
366 for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
368 if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
370 /* Find a valid place */
383 if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
385 /* Choose a random one */
386 pick = randint1(candidates);
389 /* NO_CAVE dungeon (Castle) */
392 /* Always choose the center one */
393 pick = candidates/2 + 1;
396 /* Pick up the choosen location */
397 for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
399 for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
401 if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
405 /* This one is picked? */
416 by2 = block_y + blocks_high;
417 bx2 = block_x + blocks_wide;
420 * It is *extremely* important that the following calculation
421 * be *exactly* correct to prevent memory errors
424 /* Acquire the location of the room */
425 (*y) = ((by1 + by2) * BLOCK_HGT) / 2;
426 (*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
428 /* Save the room location */
429 if (dun->cent_n < CENT_MAX)
431 dun->cent[dun->cent_n].y = (byte_hack)*y;
432 dun->cent[dun->cent_n].x = (byte_hack)*x;
436 /* Reserve some blocks. */
437 for (by = by1; by < by2; by++)
439 for (bx = bx1; bx < bx2; bx++)
441 dun->room_map[by][bx] = TRUE;
447 * Hack- See if room will cut off a cavern.
449 * If so, fix by tunneling outside the room in such a
450 * way as to connect the caves.
452 check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
463 * Structure to hold all "fill" data
466 typedef struct fill_data_type fill_data_type;
468 struct fill_data_type
481 /* features to fill with */
490 /* number of filled squares */
494 static fill_data_type fill_data;
497 /* Store routine for the fractal cave generator */
498 /* this routine probably should be an inline function or a macro. */
499 static void store_height(int x, int y, int val)
501 /* if on boundary set val > cutoff so walls are not as square */
502 if (((x == fill_data.xmin) || (y == fill_data.ymin) ||
503 (x == fill_data.xmax) || (y == fill_data.ymax)) &&
504 (val <= fill_data.c1)) val = fill_data.c1 + 1;
506 /* store the value in height-map format */
507 cave[y][x].feat = (s16b)val;
514 * Explanation of the plasma fractal algorithm:
516 * A grid of points is created with the properties of a 'height-map'
517 * This is done by making the corners of the grid have a random value.
518 * The grid is then subdivided into one with twice the resolution.
519 * The new points midway between two 'known' points can be calculated
520 * by taking the average value of the 'known' ones and randomly adding
521 * or subtracting an amount proportional to the distance between those
522 * points. The final 'middle' points of the grid are then calculated
523 * by averaging all four of the originally 'known' corner points. An
524 * random amount is added or subtracted from this to get a value of the
525 * height at that point. The scaling factor here is adjusted to the
526 * slightly larger distance diagonally as compared to orthogonally.
528 * This is then repeated recursively to fill an entire 'height-map'
529 * A rectangular map is done the same way, except there are different
530 * scaling factors along the x and y directions.
532 * A hack to change the amount of correlation between points is done using
533 * the grd variable. If the current step size is greater than grd then
534 * the point will be random, otherwise it will be calculated by the
535 * above algorithm. This makes a maximum distance at which two points on
536 * the height map can affect each other.
538 * How fractal caves are made:
540 * When the map is complete, a cut-off value is used to create a cave.
541 * Heights below this value are "floor", and heights above are "wall".
542 * This also can be used to create lakes, by adding more height levels
543 * representing shallow and deep water/ lava etc.
545 * The grd variable affects the width of passages.
546 * The roug variable affects the roughness of those passages
548 * The tricky part is making sure the created cave is connected. This
549 * is done by 'filling' from the inside and only keeping the 'filled'
550 * floor. Walls bounding the 'filled' floor are also kept. Everything
551 * else is converted to the normal _extra_.
556 * Note that this uses the cave.feat array in a very hackish way
557 * the values are first set to zero, and then each array location
558 * is used as a "heightmap"
559 * The heightmap then needs to be converted back into the "feat" format.
561 * grd=level at which fractal turns on. smaller gives more mazelike caves
562 * roug=roughness level. 16=normal. higher values make things more convoluted
563 * small values are good for smooth walls.
564 * size=length of the side of the square cave system.
566 void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug, int cutoff)
568 int xhsize, yhsize, xsize, ysize, maxsize;
571 * fixed point variables- these are stored as 256 x normal value
572 * this gives 8 binary places of fractional part + 8 places of normal part
575 u16b xstep, xhstep, ystep, yhstep;
576 u16b xstep2, xhstep2, ystep2, yhstep2;
577 u16b i, j, ii, jj, diagsize, xxsize, yysize;
579 /* Cache for speed */
582 /* redefine size so can change the value if out of range */
586 /* Paranoia about size of the system of caves */
587 if (xsize > 254) xsize = 254;
588 if (xsize < 4) xsize = 4;
589 if (ysize > 254) ysize = 254;
590 if (ysize < 4) ysize = 4;
592 /* get offsets to middle of array */
596 /* fix rounding problem */
600 /* get limits of region */
601 fill_data.xmin = x0 - xhsize;
602 fill_data.ymin = y0 - yhsize;
603 fill_data.xmax = x0 + xhsize;
604 fill_data.ymax = y0 + yhsize;
606 /* Store cutoff in global for quick access */
607 fill_data.c1 = cutoff;
610 * Scale factor for middle points:
611 * About sqrt(2) * 256 - correct for a square lattice
612 * approximately correct for everything else.
616 /* maximum of xsize and ysize */
617 maxsize = (xsize > ysize) ? xsize : ysize;
619 /* Clear the section */
620 for (i = 0; i <= xsize; i++)
622 for (j = 0; j <= ysize; j++)
624 /* -1 is a flag for "not done yet" */
625 cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
626 /* Clear icky flag because may be redoing the cave */
627 cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
631 /* Boundaries are walls */
632 cave[fill_data.ymin][fill_data.xmin].feat = (s16b)maxsize;
633 cave[fill_data.ymax][fill_data.xmin].feat = (s16b)maxsize;
634 cave[fill_data.ymin][fill_data.xmax].feat = (s16b)maxsize;
635 cave[fill_data.ymax][fill_data.xmax].feat = (s16b)maxsize;
637 /* Set the middle square to be an open area. */
638 cave[y0][x0].feat = 0;
640 /* Initialize the step sizes */
641 xstep = xhstep = xsize * 256;
642 ystep = yhstep = ysize * 256;
643 xxsize = xsize * 256;
644 yysize = ysize * 256;
647 * Fill in the rectangle with fractal height data -
648 * like the 'plasma fractal' in fractint.
650 while ((xhstep > 256) || (yhstep > 256))
652 /* Halve the step sizes */
658 /* cache well used values */
659 xstep2 = xstep / 256;
660 ystep2 = ystep / 256;
662 xhstep2 = xhstep / 256;
663 yhstep2 = yhstep / 256;
665 /* middle top to bottom. */
666 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
668 for (j = 0; j <= yysize; j += ystep)
670 /* cache often used values */
671 ii = i / 256 + fill_data.xmin;
672 jj = j / 256 + fill_data.ymin;
675 if (cave[jj][ii].feat == -1)
679 /* If greater than 'grid' level then is random */
680 store_height(ii, jj, randint1(maxsize));
684 /* Average of left and right points +random bit */
686 (cave[jj][fill_data.xmin + (i - xhstep) / 256].feat
687 + cave[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2
688 + (randint1(xstep2) - xhstep2) * roug / 16);
695 /* middle left to right. */
696 for (j = yhstep; j <= yysize - yhstep; j += ystep)
698 for (i = 0; i <= xxsize; i += xstep)
700 /* cache often used values */
701 ii = i / 256 + fill_data.xmin;
702 jj = j / 256 + fill_data.ymin;
705 if (cave[jj][ii].feat == -1)
709 /* If greater than 'grid' level then is random */
710 store_height(ii, jj, randint1(maxsize));
714 /* Average of up and down points +random bit */
716 (cave[fill_data.ymin + (j - yhstep) / 256][ii].feat
717 + cave[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2
718 + (randint1(ystep2) - yhstep2) * roug / 16);
725 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
727 for (j = yhstep; j <= yysize - yhstep; j += ystep)
729 /* cache often used values */
730 ii = i / 256 + fill_data.xmin;
731 jj = j / 256 + fill_data.ymin;
734 if (cave[jj][ii].feat == -1)
738 /* If greater than 'grid' level then is random */
739 store_height(ii, jj, randint1(maxsize));
743 /* Cache reused values. */
744 xm = fill_data.xmin + (i - xhstep) / 256;
745 xp = fill_data.xmin + (i + xhstep) / 256;
746 ym = fill_data.ymin + (j - yhstep) / 256;
747 yp = fill_data.ymin + (j + yhstep) / 256;
750 * Average over all four corners + scale by diagsize to
751 * reduce the effect of the square grid on the shape of the fractal
754 (cave[ym][xm].feat + cave[yp][xm].feat
755 + cave[ym][xp].feat + cave[yp][xp].feat) / 4
756 + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
765 static bool hack_isnt_wall(int y, int x, int c1, int c2, int c3, int feat1, int feat2, int feat3, int info1, int info2, int info3)
768 * function used to convert from height-map back to the
769 * normal angband cave format
771 if (cave[y][x].info & CAVE_ICKY)
778 /* Show that have looked at this square */
779 cave[y][x].info|= (CAVE_ICKY);
781 /* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */
782 if (cave[y][x].feat <= c1)
784 /* 25% of the time use the other tile : it looks better this way */
785 if (randint1(100) < 75)
787 cave[y][x].feat = (s16b)feat1;
788 cave[y][x].info &= ~(CAVE_MASK);
789 cave[y][x].info |= info1;
794 cave[y][x].feat = (s16b)feat2;
795 cave[y][x].info &= ~(CAVE_MASK);
796 cave[y][x].info |= info2;
800 else if (cave[y][x].feat <= c2)
802 /* 25% of the time use the other tile : it looks better this way */
803 if (randint1(100) < 75)
805 cave[y][x].feat = (s16b)feat2;
806 cave[y][x].info &= ~(CAVE_MASK);
807 cave[y][x].info |= info2;
812 cave[y][x].feat = (s16b)feat1;
813 cave[y][x].info &= ~(CAVE_MASK);
814 cave[y][x].info |= info1;
818 else if (cave[y][x].feat <= c3)
820 cave[y][x].feat = (s16b)feat3;
821 cave[y][x].info &= ~(CAVE_MASK);
822 cave[y][x].info |= info3;
825 /* if greater than cutoff then is a wall */
828 place_outer_bold(y, x);
838 * Quick and nasty fill routine used to find the connected region
839 * of floor in the middle of the cave
841 static void cave_fill(POSITION y, POSITION x)
852 /* Enqueue that entry */
857 /* Now process the queue */
858 while (flow_head != flow_tail)
860 /* Extract the next entry */
861 ty = temp_y[flow_head];
862 tx = temp_x[flow_head];
864 /* Forget that entry */
865 if (++flow_head == TEMP_MAX) flow_head = 0;
867 /* Add the "children" */
868 for (d = 0; d < 8; d++)
870 int old_head = flow_tail;
876 /* Paranoia Don't leave the cave */
877 if (!in_bounds(j, i))
879 /* affect boundary */
880 cave[j][i].info |= CAVE_ICKY;
884 /* If within bounds */
885 else if ((i > fill_data.xmin) && (i < fill_data.xmax)
886 && (j > fill_data.ymin) && (j < fill_data.ymax))
888 /* If not a wall or floor done before */
889 if (hack_isnt_wall(j, i,
890 fill_data.c1, fill_data.c2, fill_data.c3,
891 fill_data.feat1, fill_data.feat2, fill_data.feat3,
892 fill_data.info1, fill_data.info2, fill_data.info3))
894 /* Enqueue that entry */
895 temp_y[flow_tail] = (byte_hack)j;
896 temp_x[flow_tail] = (byte_hack)i;
898 /* Advance the queue */
899 if (++flow_tail == TEMP_MAX) flow_tail = 0;
901 /* Hack -- Overflow by forgetting new entry */
902 if (flow_tail == flow_head)
904 flow_tail = old_head;
908 /* keep tally of size of cave system */
909 (fill_data.amount)++;
915 /* affect boundary */
916 cave[j][i].info |= CAVE_ICKY;
923 bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, bool light, bool room)
925 int x, y, i, xhsize, yhsize;
927 /* offsets to middle from corner */
933 * select region connected to center of cave system
934 * this gets rid of alot of isolated one-sqaures that
935 * can make teleport traps instadeaths...
939 fill_data.c1 = cutoff;
943 /* features to fill with */
944 fill_data.feat1 = floor_type[randint0(100)];
945 fill_data.feat2 = floor_type[randint0(100)];
946 fill_data.feat3 = floor_type[randint0(100)];
948 fill_data.info1 = CAVE_FLOOR;
949 fill_data.info2 = CAVE_FLOOR;
950 fill_data.info3 = CAVE_FLOOR;
952 /* number of filled squares */
953 fill_data.amount = 0;
955 cave_fill((byte)y0, (byte)x0);
957 /* if tally too small, try again */
958 if (fill_data.amount < 10)
960 /* too small - clear area and try again later */
961 for (x = 0; x <= xsize; ++x)
963 for (y = 0; y <= ysize; ++y)
965 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
966 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
973 * Do boundarys-check to see if they are next to a filled region
974 * If not then they are set to normal granite
975 * If so then they are marked as room walls.
977 for (i = 0; i <= xsize; ++i)
980 if ((cave[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
982 /* Next to a 'filled' region? - set to be room walls */
983 place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
984 if (light) cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
985 cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
986 place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
990 /* set to be normal granite */
991 place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
994 /* bottom boundary */
995 if ((cave[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
997 /* Next to a 'filled' region? - set to be room walls */
998 place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
999 if (light) cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW);
1000 cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_ROOM);
1001 place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
1005 /* set to be normal granite */
1006 place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
1009 /* clear the icky flag-don't need it any more */
1010 cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1011 cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1014 /* Do the left and right boundaries minus the corners (done above) */
1015 for (i = 1; i < ysize; ++i)
1018 if ((cave[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
1021 place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
1022 if (light) cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
1023 cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
1024 place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
1029 place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
1031 /* right boundary */
1032 if ((cave[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
1035 place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
1036 if (light) cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
1037 cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
1038 place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
1043 place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
1046 /* clear icky flag -done with it */
1047 cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
1048 cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
1052 /* Do the rest: convert back to the normal format */
1053 for (x = 1; x < xsize; ++x)
1055 for (y = 1; y < ysize; ++y)
1057 if (is_floor_bold(y0 + y - yhsize, x0 + x - xhsize) &&
1058 (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
1060 /* Clear the icky flag in the filled region */
1061 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
1063 /* Set appropriate flags */
1064 if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
1065 if (room) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
1067 else if (is_outer_bold(y0 + y - yhsize, x0 + x - xhsize) &&
1068 (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
1071 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
1072 if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
1075 cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
1080 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
1081 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
1086 /* Clear the unconnected regions */
1087 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
1088 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
1094 * XXX XXX XXX There is a slight problem when tunnels pierce the caves:
1095 * Extra doors appear inside the system. (Its not very noticeable though.)
1096 * This can be removed by "filling" from the outside in. This allows a separation
1097 * from _outer_ with _inner_. (Internal walls are _outer_ instead.)
1098 * The extra effort for what seems to be only a minor thing (even non-existant if you
1099 * think of the caves not as normal rooms, but as holes in the dungeon), doesn't seem
1107 #ifdef ALLOW_CAVERNS_AND_LAKES
1109 * Builds a cave system in the center of the dungeon.
1111 void build_cavern(void)
1113 int grd, roug, cutoff, xsize, ysize, x0, y0;
1116 light = done = FALSE;
1117 if ((dun_level <= randint1(50)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
1119 /* Make a cave the size of the dungeon */
1120 xsize = cur_wid - 1;
1121 ysize = cur_hgt - 1;
1125 /* Paranoia: make size even */
1131 /* testing values for these parameters: feel free to adjust */
1132 grd = randint1(4) + 4;
1134 /* want average of about 16 */
1135 roug = randint1(8) * randint1(4);
1141 generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
1143 /* Convert to normal format+ clean up */
1144 done = generate_fracave(y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
1148 bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2, int c3, int type)
1150 int x, y, i, xhsize, yhsize;
1151 int feat1, feat2, feat3;
1153 /* offsets to middle from corner */
1157 /* Get features based on type */
1160 case LAKE_T_LAVA: /* Lava */
1161 feat1 = feat_deep_lava;
1162 feat2 = feat_shallow_lava;
1163 feat3 = floor_type[randint0(100)];
1165 case LAKE_T_WATER: /* Water */
1166 feat1 = feat_deep_water;
1167 feat2 = feat_shallow_water;
1168 feat3 = floor_type[randint0(100)];
1170 case LAKE_T_CAVE: /* Collapsed cave */
1171 feat1 = floor_type[randint0(100)];
1172 feat2 = floor_type[randint0(100)];
1173 feat3 = feat_rubble;
1175 case LAKE_T_EARTH_VAULT: /* Earth vault */
1176 feat1 = feat_rubble;
1177 feat2 = floor_type[randint0(100)];
1178 feat3 = feat_rubble;
1180 case LAKE_T_AIR_VAULT: /* Air vault */
1185 case LAKE_T_WATER_VAULT: /* Water vault */
1186 feat1 = feat_shallow_water;
1187 feat2 = feat_deep_water;
1188 feat3 = feat_shallow_water;
1190 case LAKE_T_FIRE_VAULT: /* Fire Vault */
1191 feat1 = feat_shallow_lava;
1192 feat2 = feat_deep_lava;
1193 feat3 = feat_shallow_lava;
1197 default: return FALSE;
1201 * select region connected to center of cave system
1202 * this gets rid of alot of isolated one-sqaures that
1203 * can make teleport traps instadeaths...
1211 /* features to fill with */
1212 fill_data.feat1 = feat1;
1213 fill_data.feat2 = feat2;
1214 fill_data.feat3 = feat3;
1216 fill_data.info1 = 0;
1217 fill_data.info2 = 0;
1218 fill_data.info3 = 0;
1220 /* number of filled squares */
1221 fill_data.amount = 0;
1223 /* select region connected to center of cave system
1224 * this gets rid of alot of isolated one-sqaures that
1225 * can make teleport traps instadeaths... */
1226 cave_fill((byte)y0, (byte)x0);
1228 /* if tally too small, try again */
1229 if (fill_data.amount < 10)
1231 /* too small -clear area and try again later */
1232 for (x = 0; x <= xsize; ++x)
1234 for (y = 0; y <= ysize; ++y)
1236 place_floor_bold(y0 + y - yhsize, x0 + x - xhsize);
1237 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
1243 /* Do boundarys- set to normal granite */
1244 for (i = 0; i <= xsize; ++i)
1246 place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
1247 place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
1249 /* clear the icky flag-don't need it any more */
1250 cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1251 cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1254 /* Do the left and right boundaries minus the corners (done above) */
1256 for (i = 1; i < ysize; ++i)
1258 place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
1259 place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
1261 /* clear icky flag -done with it */
1262 cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
1263 cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
1267 /* Do the rest: convert back to the normal format */
1268 for (x = 1; x < xsize; ++x)
1270 for (y = 1; y < ysize; ++y)
1272 /* Fill unconnected regions with granite */
1273 if ((!(cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
1274 is_outer_bold(y0 + y - yhsize, x0 + x - xhsize))
1275 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
1277 /* turn off icky flag (no longer needed.) */
1278 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
1281 if (cave_have_flag_bold(y0 + y - yhsize, x0 + x - xhsize, FF_LAVA))
1283 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
1293 * makes a lake/collapsed cave system in the center of the dungeon
1295 void build_lake(int type)
1297 int grd, roug, xsize, ysize, x0, y0;
1301 /* paranoia - exit if lake type out of range. */
1302 if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT))
1304 msg_format("Invalid lake type (%d)", type);
1308 /* Make the size of the dungeon */
1309 xsize = cur_wid - 1;
1310 ysize = cur_hgt - 1;
1314 /* Paranoia: make size even */
1320 /* testing values for these parameters: feel free to adjust */
1321 grd = randint1(3) + 4;
1323 /* want average of about 16 */
1324 roug = randint1(8) * randint1(4);
1326 /* Make up size of various componants */
1330 /* Deep water/lava */
1331 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
1333 /* Shallow boundary */
1337 generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3);
1339 /* Convert to normal format+ clean up */
1340 done = generate_lake(y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type);
1343 #endif /* ALLOW_CAVERNS_AND_LAKES */
1348 * Routine that fills the empty areas of a room with treasure and monsters.
1350 void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
1352 int x, y, cx, cy, size;
1355 /* center of room:*/
1359 /* Rough measure of size of vault= sum of lengths of sides */
1360 size = abs(x2 - x1) + abs(y2 - y1);
1362 for (x = x1; x <= x2; x++)
1364 for (y = y1; y <= y2; y++)
1366 /* Thing added based on distance to center of vault
1367 * Difficulty is 1-easy to 10-hard */
1368 value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty;
1370 /* hack- empty square part of the time */
1371 if ((randint1(100) - difficulty * 3) > 50) value = 20;
1373 /* if floor, shallow water and lava */
1374 if (is_floor_bold(y, x) ||
1375 (cave_have_flag_bold(y, x, FF_PLACE) && cave_have_flag_bold(y, x, FF_DROP)))
1377 /* The smaller 'value' is, the better the stuff */
1380 /* Meanest monster + treasure */
1381 monster_level = base_level + 40;
1382 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1383 monster_level = base_level;
1384 object_level = base_level + 20;
1385 place_object(y, x, AM_GOOD);
1386 object_level = base_level;
1390 /* Mean monster +treasure */
1391 monster_level = base_level + 20;
1392 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1393 monster_level = base_level;
1394 object_level = base_level + 10;
1395 place_object(y, x, AM_GOOD);
1396 object_level = base_level;
1398 else if (value < 10)
1401 monster_level = base_level + 9;
1402 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1403 monster_level = base_level;
1405 else if (value < 17)
1407 /* Intentional Blank space */
1410 * (Want some of the vault to be empty
1411 * so have room for group monsters.
1412 * This is used in the hack above to lower
1413 * the density of stuff in the vault.)
1416 else if (value < 23)
1418 /* Object or trap */
1419 if (randint0(100) < 25)
1421 place_object(y, x, 0L);
1428 else if (value < 30)
1430 /* Monster and trap */
1431 monster_level = base_level + 5;
1432 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1433 monster_level = base_level;
1436 else if (value < 40)
1438 /* Monster or object */
1439 if (randint0(100) < 50)
1441 monster_level = base_level + 3;
1442 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1443 monster_level = base_level;
1445 if (randint0(100) < 50)
1447 object_level = base_level + 7;
1448 place_object(y, x, 0L);
1449 object_level = base_level;
1452 else if (value < 50)
1461 /* 20% monster, 40% trap, 20% object, 20% blank space */
1462 if (randint0(100) < 20)
1464 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1466 else if (randint0(100) < 50)
1470 else if (randint0(100) < 50)
1472 place_object(y, x, 0L);
1484 * Overlay a rectangular room given its bounds
1485 * This routine is used by build_room_vault
1486 * The area inside the walls is not touched:
1487 * only granite is removed- normal walls stay
1489 void build_room(int x1, int x2, int y1, int y2)
1491 int x, y, i, xsize, ysize, temp;
1493 /* Check if rectangle has no width */
1494 if ((x1 == x2) || (y1 == y2)) return;
1499 /* Swap boundaries if in wrong order */
1507 /* Swap boundaries if in wrong order */
1513 /* get total widths */
1518 /* Top and bottom boundaries */
1519 for (i = 0; i <= xsize; i++)
1521 place_outer_noperm_bold(y1, x1 + i);
1522 cave[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
1523 place_outer_noperm_bold(y2, x1 + i);
1524 cave[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
1527 /* Left and right boundaries */
1528 for (i = 1; i < ysize; i++)
1530 place_outer_noperm_bold(y1 + i, x1);
1531 cave[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY);
1532 place_outer_noperm_bold(y1 + i, x2);
1533 cave[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY);
1537 for (x = 1; x < xsize; x++)
1539 for (y = 1; y < ysize; y++)
1541 if (is_extra_bold(y1+y, x1+x))
1543 /* clear the untouched region */
1544 place_floor_bold(y1 + y, x1 + x);
1545 cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
1549 /* make it a room- but don't touch */
1550 cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
1559 * maze vault -- rectangular labyrinthine rooms
1561 * maze vault uses two routines:
1562 * r_visit - a recursive routine that builds the labyrinth
1563 * build_maze_vault - a driver routine that calls r_visit and adds
1564 * monsters, traps and treasure
1566 * The labyrinth is built by creating a spanning tree of a graph.
1567 * The graph vertices are at
1568 * (x, y) = (2j + x1, 2k + y1) j = 0,...,m-1 k = 0,...,n-1
1569 * and the edges are the vertical and horizontal nearest neighbors.
1571 * The spanning tree is created by performing a suitably randomized
1572 * depth-first traversal of the graph. The only adjustable parameter
1573 * is the randint0(3) below; it governs the relative density of
1574 * twists and turns in the labyrinth: smaller number, more twists.
1576 void r_visit(int y1, int x1, int y2, int x2, int node, int dir, int *visited)
1578 int i, j, m, n, temp, x, y, adj[4];
1580 /* dimensions of vertex array */
1581 m = (x2 - x1) / 2 + 1;
1582 n = (y2 - y1) / 2 + 1;
1584 /* mark node visited and set it to a floor */
1586 x = 2 * (node % m) + x1;
1587 y = 2 * (node / m) + y1;
1588 place_floor_bold(y, x);
1590 /* setup order of adjacent node visits */
1593 /* pick a random ordering */
1594 for (i = 0; i < 4; i++)
1596 for (i = 0; i < 4; i++)
1607 /* pick a random ordering with dir first */
1609 for (i = 1; i < 4; i++)
1611 for (i = 1; i < 4; i++)
1613 j = 1 + randint0(3);
1620 for (i = 0; i < 4; i++)
1625 /* (0,+) - check for bottom boundary */
1626 if ((node / m < n - 1) && (visited[node + m] == 0))
1628 place_floor_bold(y + 1, x);
1629 r_visit(y1, x1, y2, x2, node + m, dir, visited);
1633 /* (0,-) - check for top boundary */
1634 if ((node / m > 0) && (visited[node - m] == 0))
1636 place_floor_bold(y - 1, x);
1637 r_visit(y1, x1, y2, x2, node - m, dir, visited);
1641 /* (+,0) - check for right boundary */
1642 if ((node % m < m - 1) && (visited[node + 1] == 0))
1644 place_floor_bold(y, x + 1);
1645 r_visit(y1, x1, y2, x2, node + 1, dir, visited);
1649 /* (-,0) - check for left boundary */
1650 if ((node % m > 0) && (visited[node - 1] == 0))
1652 place_floor_bold(y, x - 1);
1653 r_visit(y1, x1, y2, x2, node - 1, dir, visited);
1660 void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
1664 int m, n, num_vertices, *visited;
1668 msg_print_wizard(CHEAT_DUNGEON, _("迷路ランダムVaultを生成しました。", "Maze Vault."));
1670 /* Choose lite or dark */
1671 light = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
1673 /* Pick a random room size - randomized by calling routine */
1682 /* generate the room */
1683 for (y = y1 - 1; y <= y2 + 1; y++)
1685 for (x = x1 - 1; x <= x2 + 1; x++)
1687 c_ptr = &cave[y][x];
1688 c_ptr->info |= CAVE_ROOM;
1689 if (is_vault) c_ptr->info |= CAVE_ICKY;
1690 if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1))
1692 place_outer_grid(c_ptr);
1696 place_extra_grid(c_ptr);
1700 place_inner_grid(c_ptr);
1702 if (light) c_ptr->info |= (CAVE_GLOW);
1706 /* dimensions of vertex array */
1709 num_vertices = m * n;
1711 /* initialize array of visited vertices */
1712 C_MAKE(visited, num_vertices, int);
1714 /* traverse the graph to create a spaning tree, pick a random root */
1715 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
1717 /* Fill with monsters and treasure, low difficulty */
1718 if (is_vault) fill_treasure(x1, x2, y1, y2, randint1(5));
1720 C_KILL(visited, num_vertices, int);
1724 /* Build a town/ castle by using a recursive algorithm.
1725 * Basically divide each region in a probalistic way to create
1726 * smaller regions. When the regions get too small stop.
1728 * The power variable is a measure of how well defended a region is.
1729 * This alters the possible choices.
1731 void build_recursive_room(int x1, int y1, int x2, int y2, int power)
1737 /* Temp variables */
1743 if ((power < 3) && (xsize > 12) && (ysize > 12))
1745 /* Need outside wall +keep */
1752 /* Make rooms + subdivide */
1753 if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8))
1759 choice = randint1(2) + 1;
1764 /* Mostly subdivide */
1765 choice = randint1(3) + 1;
1769 /* Based on the choice made above, do something */
1777 /* top and bottom */
1778 for (x = x1; x <= x2; x++)
1780 place_outer_bold(y1, x);
1781 place_outer_bold(y2, x);
1784 /* left and right */
1785 for (y = y1 + 1; y < y2; y++)
1787 place_outer_bold(y, x1);
1788 place_outer_bold(y, x2);
1791 /* Make a couple of entrances */
1794 /* left and right */
1795 y = randint1(ysize) + y1;
1796 place_floor_bold(y, x1);
1797 place_floor_bold(y, x2);
1801 /* top and bottom */
1802 x = randint1(xsize) + x1;
1803 place_floor_bold(y1, x);
1804 place_floor_bold(y2, x);
1807 /* Select size of keep */
1808 t1 = randint1(ysize / 3) + y1;
1809 t2 = y2 - randint1(ysize / 3);
1810 t3 = randint1(xsize / 3) + x1;
1811 t4 = x2 - randint1(xsize / 3);
1813 /* Do outside areas */
1815 /* Above and below keep */
1816 build_recursive_room(x1 + 1, y1 + 1, x2 - 1, t1, power + 1);
1817 build_recursive_room(x1 + 1, t2, x2 - 1, y2, power + 1);
1819 /* Left and right of keep */
1820 build_recursive_room(x1 + 1, t1 + 1, t3, t2 - 1, power + 3);
1821 build_recursive_room(t4, t1 + 1, x2 - 1, t2 - 1, power + 3);
1823 /* Make the keep itself: */
1836 /* Try to build a room */
1837 if ((xsize < 3) || (ysize < 3))
1839 for (y = y1; y < y2; y++)
1841 for (x = x1; x < x2; x++)
1843 place_inner_bold(y, x);
1851 /* Make outside walls */
1852 /* top and bottom */
1853 for (x = x1 + 1; x <= x2 - 1; x++)
1855 place_inner_bold(y1 + 1, x);
1856 place_inner_bold(y2 - 1, x);
1859 /* left and right */
1860 for (y = y1 + 1; y <= y2 - 1; y++)
1862 place_inner_bold(y, x1 + 1);
1863 place_inner_bold(y, x2 - 1);
1867 y = randint1(ysize - 3) + y1 + 1;
1872 place_floor_bold(y, x1 + 1);
1877 place_floor_bold(y, x2 - 1);
1880 /* Build the room */
1881 build_recursive_room(x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
1886 /* Try and divide vertically */
1890 for (y = y1; y < y2; y++)
1892 for (x = x1; x < x2; x++)
1894 place_inner_bold(y, x);
1900 t1 = randint1(xsize - 2) + x1 + 1;
1901 build_recursive_room(x1, y1, t1, y2, power - 2);
1902 build_recursive_room(t1 + 1, y1, x2, y2, power - 2);
1907 /* Try and divide horizontally */
1911 for (y = y1; y < y2; y++)
1913 for (x = x1; x < x2; x++)
1915 place_inner_bold(y, x);
1921 t1 = randint1(ysize - 2) + y1 + 1;
1922 build_recursive_room(x1, y1, x2, t1, power - 2);
1923 build_recursive_room(x1, t1 + 1, x2, y2, power - 2);
1931 * Add outer wall to a floored region
1932 * Note: no range checking is done so must be inside dungeon
1933 * This routine also stomps on doors
1935 void add_outer_wall(int x, int y, int light, int x1, int y1, int x2, int y2)
1938 feature_type *f_ptr;
1941 if (!in_bounds(y, x)) return;
1943 c_ptr = &cave[y][x];
1945 /* hack- check to see if square has been visited before
1946 * if so, then exit (use room flag to do this) */
1947 if (c_ptr->info & CAVE_ROOM) return;
1950 c_ptr->info |= CAVE_ROOM;
1952 f_ptr = &f_info[c_ptr->feat];
1954 if (is_floor_bold(y, x))
1956 for (i = -1; i <= 1; i++)
1958 for (j = -1; j <= 1; j++)
1960 if ((x + i >= x1) && (x + i <= x2) &&
1961 (y + j >= y1) && (y + j <= y2))
1963 add_outer_wall(x + i, y + j, light, x1, y1, x2, y2);
1964 if (light) c_ptr->info |= CAVE_GLOW;
1969 else if (is_extra_bold(y, x))
1971 /* Set bounding walls */
1972 place_outer_bold(y, x);
1973 if (light) c_ptr->info |= CAVE_GLOW;
1975 else if (permanent_wall(f_ptr))
1977 /* Set bounding walls */
1978 if (light) c_ptr->info |= CAVE_GLOW;
1984 * Hacked distance formula - gives the 'wrong' answer.
1985 * Used to build crypts
1987 int dist2(int x1, int y1, int x2, int y2, int h1, int h2, int h3, int h4)
1993 /* Basically this works by taking the normal pythagorean formula
1994 * and using an expansion to express this in a way without the
1995 * square root. This approximate formula is then perturbed to give
1996 * the distorted results. (I found this by making a mistake when I was
1997 * trying to fix the circular rooms.)
2000 /* h1-h4 are constants that describe the metric */
2001 if (dx >= 2 * dy) return (dx + (dy * h1) / h2);
2002 if (dy >= 2 * dx) return (dy + (dx * h1) / h2);
2003 return (((dx + dy) * 128) / 181 +
2004 (dx * dx / (dy * h3) + dy * dy / (dx * h3)) * h4);
2005 /* 128/181 is approx. 1/sqrt(2) */
2011 /* Create a new floor room with optional light */
2012 void generate_room_floor(int y1, int x1, int y2, int x2, int light)
2018 for (y = y1; y <= y2; y++)
2020 for (x = x1; x <= x2; x++)
2023 c_ptr = &cave[y][x];
2024 place_floor_grid(c_ptr);
2025 c_ptr->info |= (CAVE_ROOM);
2026 if (light) c_ptr->info |= (CAVE_GLOW);
2031 void generate_fill_perm_bold(int y1, int x1, int y2, int x2)
2035 for (y = y1; y <= y2; y++)
2037 for (x = x1; x <= x2; x++)
2040 place_inner_perm_bold(y, x);
2047 * @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
2049 * @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation.
2050 * @return 部屋の精製に成功した場合 TRUE を返す。
2052 static bool room_build(int typ)
2057 /* Build an appropriate room */
2058 case ROOM_T_NORMAL: return build_type1();
2059 case ROOM_T_OVERLAP: return build_type2();
2060 case ROOM_T_CROSS: return build_type3();
2061 case ROOM_T_INNER_FEAT: return build_type4();
2062 case ROOM_T_NEST: return build_type5();
2063 case ROOM_T_PIT: return build_type6();
2064 case ROOM_T_LESSER_VAULT: return build_type7();
2065 case ROOM_T_GREATER_VAULT: return build_type8();
2066 case ROOM_T_FRACAVE: return build_type9();
2067 case ROOM_T_RANDOM_VAULT: return build_type10();
2068 case ROOM_T_OVAL: return build_type11();
2069 case ROOM_T_CRYPT: return build_type12();
2070 case ROOM_T_TRAP_PIT: return build_type13();
2071 case ROOM_T_TRAP: return build_type14();
2072 case ROOM_T_GLASS: return build_type15();
2073 case ROOM_T_ARCADE: return build_type16();
2081 * @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
2082 * @param dst 確率を移す先の部屋種ID
2083 * @param src 確率を与える元の部屋種ID
2085 #define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
2088 * @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)]
2089 * @return 部屋生成に成功した場合 TRUE を返す。
2091 bool generate_rooms(void)
2097 int prob_list[ROOM_T_MAX];
2098 int rooms_built = 0;
2099 int area_size = 100 * (cur_hgt*cur_wid) / (MAX_HGT*MAX_WID);
2100 int level_index = MIN(10, div_round(dun_level, 10));
2102 /* Number of each type of room on this level */
2103 s16b room_num[ROOM_T_MAX];
2105 /* Limit number of rooms */
2106 int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
2108 /* Assume normal cave */
2109 room_info_type *room_info_ptr = room_info_normal;
2112 * Initialize probability list.
2114 for (i = 0; i < ROOM_T_MAX; i++)
2116 /* No rooms allowed above their minimum depth. */
2117 if (dun_level < room_info_ptr[i].min_level)
2123 prob_list[i] = room_info_ptr[i].prob[level_index];
2128 * XXX -- Various dungeon types and options.
2131 /*! @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 */
2132 if (ironman_rooms && !((d_info[dungeon_type].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST))))
2134 for (i = 0; i < ROOM_T_MAX; i++)
2136 if (i == ROOM_T_GREATER_VAULT) prob_list[i] = 1;
2137 else prob_list[i] = 0;
2141 /*! @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 */
2142 else if (d_info[dungeon_type].flags1 & DF1_NO_VAULT)
2144 prob_list[ROOM_T_LESSER_VAULT] = 0;
2145 prob_list[ROOM_T_GREATER_VAULT] = 0;
2146 prob_list[ROOM_T_RANDOM_VAULT] = 0;
2149 /*! @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)*/
2150 if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
2152 MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE);
2153 MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_CRYPT);
2154 MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL);
2157 /*! @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.) */
2158 else if (d_info[dungeon_type].flags1 & DF1_CAVE)
2160 MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL);
2163 /*! @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 */
2164 else if (dun->cavern || dun->empty_level)
2166 prob_list[ROOM_T_FRACAVE] = 0;
2169 /*! @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 */
2170 if (!(d_info[dungeon_type].flags1 & DF1_GLASS_ROOM))
2172 prob_list[ROOM_T_GLASS] = 0;
2175 /*! @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 */
2176 if (!(d_info[dungeon_type].flags1 & DF1_ARCADE))
2178 prob_list[ROOM_T_ARCADE] = 0;
2182 * Initialize number of rooms,
2183 * And calcurate total probability.
2185 for (total_prob = 0, i = 0; i < ROOM_T_MAX; i++)
2188 total_prob += prob_list[i];
2192 * Prepare the number of rooms, of all types, we should build
2195 for (i = dun_rooms; i > 0; i--)
2198 int rand = randint0(total_prob);
2200 /* Get room_type randomly */
2201 for (room_type = 0; room_type < ROOM_T_MAX; room_type++)
2203 if (rand < prob_list[room_type]) break;
2204 else rand -= prob_list[room_type];
2208 if (room_type >= ROOM_T_MAX) room_type = ROOM_T_NORMAL;
2210 /* Increase the number of rooms of that type we should build. */
2211 room_num[room_type]++;
2217 case ROOM_T_LESSER_VAULT:
2218 case ROOM_T_TRAP_PIT:
2226 case ROOM_T_GREATER_VAULT:
2227 case ROOM_T_RANDOM_VAULT:
2236 * Build each type of room one by one until we cannot build any more.
2237 * [from SAngband (originally from OAngband)]
2241 /* Assume no remaining rooms */
2244 for (i = 0; i < ROOM_T_MAX; i++)
2246 /* What type of room are we building now? */
2247 int room_type = room_build_order[i];
2249 /* Go next if none available */
2250 if (!room_num[room_type]) continue;
2252 /* Use up one unit */
2253 room_num[room_type]--;
2255 /* Build the room. */
2256 if (room_build(room_type))
2258 /* Increase the room built count. */
2261 /* Mark as there was some remaining rooms */
2268 case ROOM_T_TRAP_PIT:
2270 /* Avoid too many monsters */
2273 room_num[ROOM_T_PIT] = 0;
2274 room_num[ROOM_T_NEST] = 0;
2275 room_num[ROOM_T_TRAP_PIT] = 0;
2281 /* Avoid double-town */
2282 room_num[ROOM_T_ARCADE] = 0;
2288 /* End loop if no room remain */
2292 /*! @details 部屋生成数が2未満の場合生成失敗を返す */
2293 if (rooms_built < 2)
2295 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);
2299 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);