3 * Purpose: make rooms. Used by generate.c when creating dungeons.
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
9 * This software may be copied and distributed for educational, research,
10 * and not for profit purposes provided that this copyright and statement
11 * are included in all such copies. Other copyrights may also apply.
21 * [from SAngband (originally from OAngband)]
23 * Table of values that control how many times each type of room will
24 * appear. Each type of room has its own row, and each column
25 * corresponds to dungeon levels 0, 10, 20, and so on. The final
26 * value is the minimum depth the room can appear at. -LM-
28 * Level 101 and below use the values for level 100.
30 * Rooms with lots of monsters or loot may not be generated if the
31 * object or monster lists are already nearly full. Rooms will not
32 * appear above their minimum depth. Tiny levels will not have space
33 * for all the rooms you ask for.
35 static room_info_type room_info_normal[ROOM_T_MAX] =
38 /* 0 10 20 30 40 50 60 70 80 90 100 min limit */
40 {{999,900,800,700,600,500,400,300,200,100, 0}, 0}, /*NORMAL */
41 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 1}, /*OVERLAP */
42 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*CROSS */
43 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*INNER_F */
44 {{ 0, 1, 1, 1, 2, 3, 5, 6, 8, 10, 13}, 10}, /*NEST */
45 {{ 0, 1, 1, 2, 3, 4, 6, 8, 10, 13, 16}, 10}, /*PIT */
46 {{ 0, 1, 1, 1, 2, 2, 3, 5, 6, 8, 10}, 10}, /*LESSER_V */
47 {{ 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4}, 20}, /*GREATER_V*/
48 {{ 0,100,200,300,400,500,600,700,800,900,999}, 10}, /*FRACAVE */
49 {{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2}, 10}, /*RANDOM_V */
50 {{ 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40}, 3}, /*OVAL */
51 {{ 1, 6, 12, 18, 24, 30, 36, 42, 48, 54, 60}, 10}, /*CRYPT */
52 {{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP_PIT */
53 {{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP */
57 /* Build rooms in descending order of difficulty. */
58 static byte room_build_order[ROOM_T_MAX] = {
76 static void place_locked_door(int y, int x)
78 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
80 place_floor_bold(y, x);
84 set_cave_feat(y, x, FEAT_DOOR_HEAD+randint1(7));
85 cave[y][x].info &= ~(CAVE_FLOOR);
89 static void place_secret_door(int y, int x)
91 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
93 place_floor_bold(y, x);
97 cave_type *c_ptr = &cave[y][x];
99 /* Create secret door */
100 place_closed_door(y, x);
102 /* Hide by inner wall because this is used in rooms only */
103 c_ptr->mimic = feat_wall_inner;
105 /* Floor type terrain cannot hide a door */
106 if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat))
108 if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE)) c_ptr->feat = c_ptr->mimic;
112 c_ptr->info &= ~(CAVE_FLOOR);
117 * This funtion makes a very small room centred at (x0, y0)
118 * This is used in crypts, and random elemental vaults.
120 * Note - this should be used only on allocated regions
121 * within another room.
123 static void build_small_room(int x0, int y0)
127 for (y = y0 - 1; y <= y0 + 1; y++)
129 place_inner_bold(y, x0 - 1);
130 place_inner_bold(y, x0 + 1);
133 for (x = x0 - 1; x <= x0 + 1; x++)
135 place_inner_bold(y0 - 1, x);
136 place_inner_bold(y0 + 1, x);
139 /* Place a secret door on one side */
142 case 0: place_secret_door(y0, x0 - 1); break;
143 case 1: place_secret_door(y0, x0 + 1); break;
144 case 2: place_secret_door(y0 - 1, x0); break;
145 case 3: place_secret_door(y0 + 1, x0); break;
148 /* Clear mimic type */
149 cave[y0][x0].mimic = 0;
151 /* Add inner open space */
152 place_floor_bold(y0, x0);
157 * This function tunnels around a room if
158 * it will cut off part of a cave system.
160 static void check_room_boundary(int x1, int y1, int x2, int y2)
163 bool old_is_floor, new_is_floor;
169 old_is_floor = get_is_floor(x1 - 1, y1);
172 * Count the number of floor-wall boundaries around the room
173 * Note: diagonal squares are ignored since the player can move diagonally
174 * to bypass these if needed.
177 /* Above the top boundary */
178 for (x = x1; x <= x2; x++)
180 new_is_floor = get_is_floor(x, y1 - 1);
182 /* Increment counter if they are different */
183 if (new_is_floor != old_is_floor) count++;
185 old_is_floor = new_is_floor;
189 for (y = y1; y <= y2; y++)
191 new_is_floor = get_is_floor(x2 + 1, y);
193 /* increment counter if they are different */
194 if (new_is_floor != old_is_floor) count++;
196 old_is_floor = new_is_floor;
199 /* Bottom boundary */
200 for (x = x2; x >= x1; x--)
202 new_is_floor = get_is_floor(x, y2 + 1);
204 /* increment counter if they are different */
205 if (new_is_floor != old_is_floor) count++;
207 old_is_floor = new_is_floor;
211 for (y = y2; y >= y1; y--)
213 new_is_floor = get_is_floor(x1 - 1, y);
215 /* increment counter if they are different */
216 if (new_is_floor != old_is_floor) count++;
218 old_is_floor = new_is_floor;
221 /* If all the same, or only one connection exit. */
222 if (count <= 2) return;
225 /* Tunnel around the room so to prevent problems with caves */
226 for (y = y1; y <= y2; y++)
228 for (x = x1; x <= x2; x++)
237 * Helper function for find_space().
239 * Is this a good location?
241 static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int block_x)
243 int by1, bx1, by2, bx2, by, bx;
245 /* Itty-bitty rooms must shift about within their rectangle */
248 if ((blocks_wide == 2) && (block_x % 3) == 2)
252 /* Rooms with width divisible by 3 must be fitted to a rectangle. */
253 else if ((blocks_wide % 3) == 0)
255 /* Must be aligned to the left edge of a 11x33 rectangle. */
256 if ((block_x % 3) != 0)
261 * Big rooms that do not have a width divisible by 3 must be
262 * aligned towards the edge of the dungeon closest to them.
266 /* Shift towards left edge of dungeon. */
267 if (block_x + (blocks_wide / 2) <= dun->col_rooms / 2)
269 if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
271 if ((block_x % 3) == 1)
275 /* Shift toward right edge of dungeon. */
278 if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
280 if ((block_x % 3) == 1)
288 by2 = block_y + blocks_high;
289 bx2 = block_x + blocks_wide;
291 /* Never run off the screen */
292 if ((by1 < 0) || (by2 > dun->row_rooms)) return FALSE;
293 if ((bx1 < 0) || (bx2 > dun->col_rooms)) return FALSE;
295 /* Verify available space */
296 for (by = by1; by < by2; by++)
298 for (bx = bx1; bx < bx2; bx++)
300 if (dun->room_map[by][bx])
307 /* This location is okay */
313 * Find a good spot for the next room. -LM-
315 * Find and allocate a free space in the dungeon large enough to hold
316 * the room calling this function.
318 * We allocate space in 11x11 blocks, but want to make sure that rooms
319 * align neatly on the standard screen. Therefore, we make them use
320 * blocks in few 11x33 rectangles as possible.
322 * Be careful to include the edges of the room in height and width!
324 * Return TRUE and values for the center of the room if all went well.
325 * Otherwise, return FALSE.
327 static bool find_space(int *y, int *x, int height, int width)
329 int candidates, pick;
330 int by, bx, by1, bx1, by2, bx2;
331 int block_y = 0, block_x = 0;
334 /* Find out how many blocks we need. */
335 int blocks_high = 1 + ((height - 1) / BLOCK_HGT);
336 int blocks_wide = 1 + ((width - 1) / BLOCK_WID);
338 /* There are no way to allocate such huge space */
339 if (dun->row_rooms < blocks_high) return FALSE;
340 if (dun->col_rooms < blocks_wide) return FALSE;
343 /* Sometimes, little rooms like to have more space. */
344 if (blocks_wide == 2)
346 if (one_in_(3)) blocks_wide = 3;
348 else if (blocks_wide == 1)
350 if (one_in_(2)) blocks_wide = rand_range(2, 3);
357 /* Count the number of varid places */
358 for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
360 for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
362 if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
364 /* Find a varid place */
377 if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
379 /* Choose a random one */
380 pick = randint1(candidates);
383 /* NO_CAVE dungeon (Castle) */
386 /* Always choose the center one */
387 pick = candidates/2 + 1;
390 /* Pick up the choosen location */
391 for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
393 for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
395 if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
399 /* This one is picked? */
410 by2 = block_y + blocks_high;
411 bx2 = block_x + blocks_wide;
414 * It is *extremely* important that the following calculation
415 * be *exactly* correct to prevent memory errors
418 /* Acquire the location of the room */
419 (*y) = ((by1 + by2) * BLOCK_HGT) / 2;
420 (*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
422 /* Save the room location */
423 if (dun->cent_n < CENT_MAX)
425 dun->cent[dun->cent_n].y = *y;
426 dun->cent[dun->cent_n].x = *x;
430 /* Reserve some blocks. */
431 for (by = by1; by < by2; by++)
433 for (bx = bx1; bx < bx2; bx++)
435 dun->room_map[by][bx] = TRUE;
441 * Hack- See if room will cut off a cavern.
443 * If so, fix by tunneling outside the room in such a
444 * way as to connect the caves.
446 check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
456 * Room building routines.
462 * 4 -- large room with features
466 * 8 -- greater vaults
468 * 10 -- random vaults
469 * 11 -- circular rooms
471 * 13 -- trapped monster pits
477 * Type 1 -- normal rectangular rooms
479 static bool build_type1(void)
481 int y, x, y2, x2, yval, xval;
482 int y1, x1, xsize, ysize;
488 /* Pick a room size */
497 /* Find and reserve some space in the dungeon. Get center of room. */
498 if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
500 /* Choose lite or dark */
501 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
504 /* Get corner values */
505 y1 = yval - ysize / 2;
506 x1 = xval - xsize / 2;
507 y2 = yval + (ysize - 1) / 2;
508 x2 = xval + (xsize - 1) / 2;
511 /* Place a full floor under the room */
512 for (y = y1 - 1; y <= y2 + 1; y++)
514 for (x = x1 - 1; x <= x2 + 1; x++)
517 place_floor_grid(c_ptr);
518 c_ptr->info |= (CAVE_ROOM);
519 if (light) c_ptr->info |= (CAVE_GLOW);
523 /* Walls around the room */
524 for (y = y1 - 1; y <= y2 + 1; y++)
526 c_ptr = &cave[y][x1 - 1];
527 place_outer_grid(c_ptr);
528 c_ptr = &cave[y][x2 + 1];
529 place_outer_grid(c_ptr);
531 for (x = x1 - 1; x <= x2 + 1; x++)
533 c_ptr = &cave[y1 - 1][x];
534 place_outer_grid(c_ptr);
535 c_ptr = &cave[y2 + 1][x];
536 place_outer_grid(c_ptr);
540 /* Hack -- Occasional pillar room */
543 for (y = y1; y <= y2; y += 2)
545 for (x = x1; x <= x2; x += 2)
548 place_inner_grid(c_ptr);
553 /* Hack -- Occasional room with four pillars */
554 else if (one_in_(20))
556 if ((y1 + 4 < y2) && (x1 + 4 < x2))
558 c_ptr = &cave[y1 + 1][x1 + 1];
559 place_inner_grid(c_ptr);
561 c_ptr = &cave[y1 + 1][x2 - 1];
562 place_inner_grid(c_ptr);
564 c_ptr = &cave[y2 - 1][x1 + 1];
565 place_inner_grid(c_ptr);
567 c_ptr = &cave[y2 - 1][x2 - 1];
568 place_inner_grid(c_ptr);
572 /* Hack -- Occasional ragged-edge room */
573 else if (one_in_(50))
575 for (y = y1 + 2; y <= y2 - 2; y += 2)
577 c_ptr = &cave[y][x1];
578 place_inner_grid(c_ptr);
579 c_ptr = &cave[y][x2];
580 place_inner_grid(c_ptr);
582 for (x = x1 + 2; x <= x2 - 2; x += 2)
584 c_ptr = &cave[y1][x];
585 place_inner_grid(c_ptr);
586 c_ptr = &cave[y2][x];
587 place_inner_grid(c_ptr);
590 /* Hack -- Occasional divided room */
591 else if (one_in_(50))
593 if (randint1(100) < 50)
595 /* Horizontal wall */
596 for (x = x1; x <= x2; x++)
598 place_inner_bold(yval, x);
601 /* Prevent edge of wall from being tunneled */
602 place_solid_bold(yval, x1 - 1);
603 place_solid_bold(yval, x2 + 1);
608 for (y = y1; y <= y2; y++)
610 place_inner_bold(y, xval);
613 /* Prevent edge of wall from being tunneled */
614 place_solid_bold(y1 - 1, xval);
615 place_solid_bold(y2 + 1, xval);
618 place_random_door(yval, xval, TRUE);
626 * Type 2 -- Overlapping rectangular rooms
628 static bool build_type2(void)
630 int y, x, xval, yval;
631 int y1a, x1a, y2a, x2a;
632 int y1b, x1b, y2b, x2b;
636 /* Find and reserve some space in the dungeon. Get center of room. */
637 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
639 /* Choose lite or dark */
640 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
642 /* Determine extents of the first room */
643 y1a = yval - randint1(4);
644 y2a = yval + randint1(3);
645 x1a = xval - randint1(11);
646 x2a = xval + randint1(10);
648 /* Determine extents of the second room */
649 y1b = yval - randint1(3);
650 y2b = yval + randint1(4);
651 x1b = xval - randint1(10);
652 x2b = xval + randint1(11);
655 /* Place a full floor for room "a" */
656 for (y = y1a - 1; y <= y2a + 1; y++)
658 for (x = x1a - 1; x <= x2a + 1; x++)
661 place_floor_grid(c_ptr);
662 c_ptr->info |= (CAVE_ROOM);
663 if (light) c_ptr->info |= (CAVE_GLOW);
667 /* Place a full floor for room "b" */
668 for (y = y1b - 1; y <= y2b + 1; y++)
670 for (x = x1b - 1; x <= x2b + 1; x++)
673 place_floor_grid(c_ptr);
674 c_ptr->info |= (CAVE_ROOM);
675 if (light) c_ptr->info |= (CAVE_GLOW);
680 /* Place the walls around room "a" */
681 for (y = y1a - 1; y <= y2a + 1; y++)
683 c_ptr = &cave[y][x1a - 1];
684 place_outer_grid(c_ptr);
685 c_ptr = &cave[y][x2a + 1];
686 place_outer_grid(c_ptr);
688 for (x = x1a - 1; x <= x2a + 1; x++)
690 c_ptr = &cave[y1a - 1][x];
691 place_outer_grid(c_ptr);
692 c_ptr = &cave[y2a + 1][x];
693 place_outer_grid(c_ptr);
696 /* Place the walls around room "b" */
697 for (y = y1b - 1; y <= y2b + 1; y++)
699 c_ptr = &cave[y][x1b - 1];
700 place_outer_grid(c_ptr);
701 c_ptr = &cave[y][x2b + 1];
702 place_outer_grid(c_ptr);
704 for (x = x1b - 1; x <= x2b + 1; x++)
706 c_ptr = &cave[y1b - 1][x];
707 place_outer_grid(c_ptr);
708 c_ptr = &cave[y2b + 1][x];
709 place_outer_grid(c_ptr);
714 /* Replace the floor for room "a" */
715 for (y = y1a; y <= y2a; y++)
717 for (x = x1a; x <= x2a; x++)
720 place_floor_grid(c_ptr);
724 /* Replace the floor for room "b" */
725 for (y = y1b; y <= y2b; y++)
727 for (x = x1b; x <= x2b; x++)
730 place_floor_grid(c_ptr);
740 * Type 3 -- Cross shaped rooms
742 * Builds a room at a row, column coordinate
744 * Room "a" runs north/south, and Room "b" runs east/east
745 * So the "central pillar" runs from x1a, y1b to x2a, y2b.
747 * Note that currently, the "center" is always 3x3, but I think that
748 * the code below will work (with "bounds checking") for 5x5, or even
749 * for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.
751 static bool build_type3(void)
753 int y, x, dy, dx, wy, wx;
754 int y1a, x1a, y2a, x2a;
755 int y1b, x1b, y2b, x2b;
761 /* Find and reserve some space in the dungeon. Get center of room. */
762 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
765 /* Choose lite or dark */
766 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
768 /* For now, always 3x3 */
771 /* Pick max vertical size (at most 4) */
772 dy = rand_range(3, 4);
774 /* Pick max horizontal size (at most 15) */
775 dx = rand_range(3, 11);
778 /* Determine extents of the north/south room */
784 /* Determine extents of the east/west room */
791 /* Place a full floor for room "a" */
792 for (y = y1a - 1; y <= y2a + 1; y++)
794 for (x = x1a - 1; x <= x2a + 1; x++)
797 place_floor_grid(c_ptr);
798 c_ptr->info |= (CAVE_ROOM);
799 if (light) c_ptr->info |= (CAVE_GLOW);
803 /* Place a full floor for room "b" */
804 for (y = y1b - 1; y <= y2b + 1; y++)
806 for (x = x1b - 1; x <= x2b + 1; x++)
809 place_floor_grid(c_ptr);
810 c_ptr->info |= (CAVE_ROOM);
811 if (light) c_ptr->info |= (CAVE_GLOW);
816 /* Place the walls around room "a" */
817 for (y = y1a - 1; y <= y2a + 1; y++)
819 c_ptr = &cave[y][x1a - 1];
820 place_outer_grid(c_ptr);
821 c_ptr = &cave[y][x2a + 1];
822 place_outer_grid(c_ptr);
824 for (x = x1a - 1; x <= x2a + 1; x++)
826 c_ptr = &cave[y1a - 1][x];
827 place_outer_grid(c_ptr);
828 c_ptr = &cave[y2a + 1][x];
829 place_outer_grid(c_ptr);
832 /* Place the walls around room "b" */
833 for (y = y1b - 1; y <= y2b + 1; y++)
835 c_ptr = &cave[y][x1b - 1];
836 place_outer_grid(c_ptr);
837 c_ptr = &cave[y][x2b + 1];
838 place_outer_grid(c_ptr);
840 for (x = x1b - 1; x <= x2b + 1; x++)
842 c_ptr = &cave[y1b - 1][x];
843 place_outer_grid(c_ptr);
844 c_ptr = &cave[y2b + 1][x];
845 place_outer_grid(c_ptr);
849 /* Replace the floor for room "a" */
850 for (y = y1a; y <= y2a; y++)
852 for (x = x1a; x <= x2a; x++)
855 place_floor_grid(c_ptr);
859 /* Replace the floor for room "b" */
860 for (y = y1b; y <= y2b; y++)
862 for (x = x1b; x <= x2b; x++)
865 place_floor_grid(c_ptr);
871 /* Special features (3/4) */
874 /* Large solid middle pillar */
877 for (y = y1b; y <= y2b; y++)
879 for (x = x1a; x <= x2a; x++)
882 place_inner_grid(c_ptr);
888 /* Inner treasure vault */
891 /* Build the vault */
892 for (y = y1b; y <= y2b; y++)
894 c_ptr = &cave[y][x1a];
895 place_inner_grid(c_ptr);
896 c_ptr = &cave[y][x2a];
897 place_inner_grid(c_ptr);
899 for (x = x1a; x <= x2a; x++)
901 c_ptr = &cave[y1b][x];
902 place_inner_grid(c_ptr);
903 c_ptr = &cave[y2b][x];
904 place_inner_grid(c_ptr);
907 /* Place a secret door on the inner room */
910 case 0: place_secret_door(y1b, xval); break;
911 case 1: place_secret_door(y2b, xval); break;
912 case 2: place_secret_door(yval, x1a); break;
913 case 3: place_secret_door(yval, x2a); break;
916 /* Place a treasure in the vault */
917 place_object(yval, xval, 0L);
919 /* Let's guard the treasure well */
920 vault_monsters(yval, xval, randint0(2) + 3);
922 /* Traps naturally */
923 vault_traps(yval, xval, 4, 4, randint0(3) + 2);
931 /* Occasionally pinch the center shut */
934 /* Pinch the east/west sides */
935 for (y = y1b; y <= y2b; y++)
937 if (y == yval) continue;
938 c_ptr = &cave[y][x1a - 1];
939 place_inner_grid(c_ptr);
940 c_ptr = &cave[y][x2a + 1];
941 place_inner_grid(c_ptr);
944 /* Pinch the north/south sides */
945 for (x = x1a; x <= x2a; x++)
947 if (x == xval) continue;
948 c_ptr = &cave[y1b - 1][x];
949 place_inner_grid(c_ptr);
950 c_ptr = &cave[y2b + 1][x];
951 place_inner_grid(c_ptr);
954 /* Sometimes shut using secret doors */
957 place_secret_door(yval, x1a - 1);
958 place_secret_door(yval, x2a + 1);
959 place_secret_door(y1b - 1, xval);
960 place_secret_door(y2b + 1, xval);
964 /* Occasionally put a "plus" in the center */
967 c_ptr = &cave[yval][xval];
968 place_inner_grid(c_ptr);
969 c_ptr = &cave[y1b][xval];
970 place_inner_grid(c_ptr);
971 c_ptr = &cave[y2b][xval];
972 place_inner_grid(c_ptr);
973 c_ptr = &cave[yval][x1a];
974 place_inner_grid(c_ptr);
975 c_ptr = &cave[yval][x2a];
976 place_inner_grid(c_ptr);
979 /* Occasionally put a pillar in the center */
982 c_ptr = &cave[yval][xval];
983 place_inner_grid(c_ptr);
995 * Type 4 -- Large room with inner features
997 * Possible sub-types:
998 * 1 - Just an inner room with one door
999 * 2 - An inner room within an inner room
1000 * 3 - An inner room with pillar(s)
1001 * 4 - Inner room has a maze
1002 * 5 - A set of four inner rooms
1004 static bool build_type4(void)
1007 int y2, x2, tmp, yval, xval;
1012 /* Find and reserve some space in the dungeon. Get center of room. */
1013 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
1015 /* Choose lite or dark */
1016 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
1024 /* Place a full floor under the room */
1025 for (y = y1 - 1; y <= y2 + 1; y++)
1027 for (x = x1 - 1; x <= x2 + 1; x++)
1029 c_ptr = &cave[y][x];
1030 place_floor_grid(c_ptr);
1031 c_ptr->info |= (CAVE_ROOM);
1032 if (light) c_ptr->info |= (CAVE_GLOW);
1037 for (y = y1 - 1; y <= y2 + 1; y++)
1039 c_ptr = &cave[y][x1 - 1];
1040 place_outer_grid(c_ptr);
1041 c_ptr = &cave[y][x2 + 1];
1042 place_outer_grid(c_ptr);
1044 for (x = x1 - 1; x <= x2 + 1; x++)
1046 c_ptr = &cave[y1 - 1][x];
1047 place_outer_grid(c_ptr);
1048 c_ptr = &cave[y2 + 1][x];
1049 place_outer_grid(c_ptr);
1053 /* The inner room */
1059 /* The inner walls */
1060 for (y = y1 - 1; y <= y2 + 1; y++)
1062 c_ptr = &cave[y][x1 - 1];
1063 place_inner_grid(c_ptr);
1064 c_ptr = &cave[y][x2 + 1];
1065 place_inner_grid(c_ptr);
1067 for (x = x1 - 1; x <= x2 + 1; x++)
1069 c_ptr = &cave[y1 - 1][x];
1070 place_inner_grid(c_ptr);
1071 c_ptr = &cave[y2 + 1][x];
1072 place_inner_grid(c_ptr);
1076 /* Inner room variations */
1077 switch (randint1(5))
1079 /* Just an inner room with a monster */
1082 /* Place a secret door */
1083 switch (randint1(4))
1085 case 1: place_secret_door(y1 - 1, xval); break;
1086 case 2: place_secret_door(y2 + 1, xval); break;
1087 case 3: place_secret_door(yval, x1 - 1); break;
1088 case 4: place_secret_door(yval, x2 + 1); break;
1091 /* Place a monster in the room */
1092 vault_monsters(yval, xval, 1);
1097 /* Treasure Vault (with a door) */
1100 /* Place a secret door */
1101 switch (randint1(4))
1103 case 1: place_secret_door(y1 - 1, xval); break;
1104 case 2: place_secret_door(y2 + 1, xval); break;
1105 case 3: place_secret_door(yval, x1 - 1); break;
1106 case 4: place_secret_door(yval, x2 + 1); break;
1109 /* Place another inner room */
1110 for (y = yval - 1; y <= yval + 1; y++)
1112 for (x = xval - 1; x <= xval + 1; x++)
1114 if ((x == xval) && (y == yval)) continue;
1115 c_ptr = &cave[y][x];
1116 place_inner_grid(c_ptr);
1120 /* Place a locked door on the inner room */
1121 switch (randint1(4))
1123 case 1: place_locked_door(yval - 1, xval); break;
1124 case 2: place_locked_door(yval + 1, xval); break;
1125 case 3: place_locked_door(yval, xval - 1); break;
1126 case 4: place_locked_door(yval, xval + 1); break;
1129 /* Monsters to guard the "treasure" */
1130 vault_monsters(yval, xval, randint1(3) + 2);
1133 if (randint0(100) < 80)
1135 place_object(yval, xval, 0L);
1141 place_random_stairs(yval, xval);
1144 /* Traps to protect the treasure */
1145 vault_traps(yval, xval, 4, 10, 2 + randint1(3));
1150 /* Inner pillar(s). */
1153 /* Place a secret door */
1154 switch (randint1(4))
1156 case 1: place_secret_door(y1 - 1, xval); break;
1157 case 2: place_secret_door(y2 + 1, xval); break;
1158 case 3: place_secret_door(yval, x1 - 1); break;
1159 case 4: place_secret_door(yval, x2 + 1); break;
1162 /* Large Inner Pillar */
1163 for (y = yval - 1; y <= yval + 1; y++)
1165 for (x = xval - 1; x <= xval + 1; x++)
1167 c_ptr = &cave[y][x];
1168 place_inner_grid(c_ptr);
1172 /* Occasionally, two more Large Inner Pillars */
1176 for (y = yval - 1; y <= yval + 1; y++)
1178 for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)
1180 c_ptr = &cave[y][x];
1181 place_inner_grid(c_ptr);
1183 for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)
1185 c_ptr = &cave[y][x];
1186 place_inner_grid(c_ptr);
1191 /* Occasionally, some Inner rooms */
1194 /* Long horizontal walls */
1195 for (x = xval - 5; x <= xval + 5; x++)
1197 c_ptr = &cave[yval - 1][x];
1198 place_inner_grid(c_ptr);
1199 c_ptr = &cave[yval + 1][x];
1200 place_inner_grid(c_ptr);
1203 /* Close off the left/right edges */
1204 c_ptr = &cave[yval][xval - 5];
1205 place_inner_grid(c_ptr);
1206 c_ptr = &cave[yval][xval + 5];
1207 place_inner_grid(c_ptr);
1209 /* Secret doors (random top/bottom) */
1210 place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3);
1211 place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3);
1214 vault_monsters(yval, xval - 2, randint1(2));
1215 vault_monsters(yval, xval + 2, randint1(2));
1218 if (one_in_(3)) place_object(yval, xval - 2, 0L);
1219 if (one_in_(3)) place_object(yval, xval + 2, 0L);
1228 /* Place a secret door */
1229 switch (randint1(4))
1231 case 1: place_secret_door(y1 - 1, xval); break;
1232 case 2: place_secret_door(y2 + 1, xval); break;
1233 case 3: place_secret_door(yval, x1 - 1); break;
1234 case 4: place_secret_door(yval, x2 + 1); break;
1237 /* Maze (really a checkerboard) */
1238 for (y = y1; y <= y2; y++)
1240 for (x = x1; x <= x2; x++)
1244 c_ptr = &cave[y][x];
1245 place_inner_grid(c_ptr);
1250 /* Monsters just love mazes. */
1251 vault_monsters(yval, xval - 5, randint1(3));
1252 vault_monsters(yval, xval + 5, randint1(3));
1254 /* Traps make them entertaining. */
1255 vault_traps(yval, xval - 3, 2, 8, randint1(3));
1256 vault_traps(yval, xval + 3, 2, 8, randint1(3));
1258 /* Mazes should have some treasure too. */
1259 vault_objects(yval, xval, 3);
1264 /* Four small rooms. */
1268 for (y = y1; y <= y2; y++)
1270 c_ptr = &cave[y][xval];
1271 place_inner_grid(c_ptr);
1273 for (x = x1; x <= x2; x++)
1275 c_ptr = &cave[yval][x];
1276 place_inner_grid(c_ptr);
1279 /* Doors into the rooms */
1280 if (randint0(100) < 50)
1282 int i = randint1(10);
1283 place_secret_door(y1 - 1, xval - i);
1284 place_secret_door(y1 - 1, xval + i);
1285 place_secret_door(y2 + 1, xval - i);
1286 place_secret_door(y2 + 1, xval + i);
1290 int i = randint1(3);
1291 place_secret_door(yval + i, x1 - 1);
1292 place_secret_door(yval - i, x1 - 1);
1293 place_secret_door(yval + i, x2 + 1);
1294 place_secret_door(yval - i, x2 + 1);
1297 /* Treasure, centered at the center of the cross */
1298 vault_objects(yval, xval, 2 + randint1(2));
1300 /* Gotta have some monsters. */
1301 vault_monsters(yval + 1, xval - 4, randint1(4));
1302 vault_monsters(yval + 1, xval + 4, randint1(4));
1303 vault_monsters(yval - 1, xval - 4, randint1(4));
1304 vault_monsters(yval - 1, xval + 4, randint1(4));
1315 * The following functions are used to determine if the given monster
1316 * is appropriate for inclusion in a monster nest or monster pit or
1319 * None of the pits/nests are allowed to include "unique" monsters.
1324 * Monster validation macro
1326 * Line 1 -- forbid town monsters
1327 * Line 2 -- forbid uniques
1328 * Line 3 -- forbid aquatic monsters
1330 #define vault_monster_okay(I) \
1331 (mon_hook_dungeon(I) && \
1332 !(r_info[I].flags1 & RF1_UNIQUE) && \
1333 !(r_info[I].flags7 & RF7_UNIQUE2) && \
1334 !(r_info[I].flagsr & RFR_RES_ALL) && \
1335 !(r_info[I].flags7 & RF7_AQUATIC))
1338 /* Race index for "monster pit (clone)" */
1339 static int vault_aux_race;
1341 /* Race index for "monster pit (symbol clone)" */
1342 static char vault_aux_char;
1344 /* Breath mask for "monster pit (dragon)" */
1345 static u32b vault_aux_dragon_mask4;
1349 * Helper monster selection function
1351 static bool vault_aux_simple(int r_idx)
1354 return (vault_monster_okay(r_idx));
1359 * Helper function for "monster nest (jelly)"
1361 static bool vault_aux_jelly(int r_idx)
1363 monster_race *r_ptr = &r_info[r_idx];
1365 /* Validate the monster */
1366 if (!vault_monster_okay(r_idx)) return (FALSE);
1368 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1370 /* Also decline evil jellies (like death molds and shoggoths) */
1371 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
1373 /* Require icky thing, jelly, mold, or mushroom */
1374 if (!my_strchr("ijm,", r_ptr->d_char)) return (FALSE);
1382 * Helper function for "monster nest (animal)"
1384 static bool vault_aux_animal(int r_idx)
1386 monster_race *r_ptr = &r_info[r_idx];
1388 /* Validate the monster */
1389 if (!vault_monster_okay(r_idx)) return (FALSE);
1391 /* Require "animal" flag */
1392 if (!(r_ptr->flags3 & (RF3_ANIMAL))) return (FALSE);
1400 * Helper function for "monster nest (undead)"
1402 static bool vault_aux_undead(int r_idx)
1404 monster_race *r_ptr = &r_info[r_idx];
1406 /* Validate the monster */
1407 if (!vault_monster_okay(r_idx)) return (FALSE);
1409 /* Require Undead */
1410 if (!(r_ptr->flags3 & (RF3_UNDEAD))) return (FALSE);
1418 * Helper function for "monster nest (chapel)"
1420 static bool vault_aux_chapel_g(int r_idx)
1422 static int chapel_list[] = {
1423 MON_NOV_PRIEST, MON_NOV_PALADIN, MON_NOV_PRIEST_G, MON_NOV_PALADIN_G,
1424 MON_PRIEST, MON_JADE_MONK, MON_IVORY_MONK, MON_ULTRA_PALADIN,
1425 MON_EBONY_MONK, MON_W_KNIGHT, MON_KNI_TEMPLAR, MON_PALADIN,
1430 monster_race *r_ptr = &r_info[r_idx];
1432 /* Validate the monster */
1433 if (!vault_monster_okay(r_idx)) return (FALSE);
1435 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
1436 if ((r_idx == MON_A_GOLD) || (r_idx == MON_A_SILVER)) return (FALSE);
1438 /* Require "priest" or Angel */
1440 if (r_ptr->d_char == 'A') return TRUE;
1442 for (i = 0; chapel_list[i]; i++)
1443 if (r_idx == chapel_list[i]) return TRUE;
1450 * Helper function for "monster nest (kennel)"
1452 static bool vault_aux_kennel(int r_idx)
1454 monster_race *r_ptr = &r_info[r_idx];
1456 /* Validate the monster */
1457 if (!vault_monster_okay(r_idx)) return (FALSE);
1459 /* Require a Zephyr Hound or a dog */
1460 if (!my_strchr("CZ", r_ptr->d_char)) return (FALSE);
1468 * Helper function for "monster nest (mimic)"
1470 static bool vault_aux_mimic(int r_idx)
1472 monster_race *r_ptr = &r_info[r_idx];
1474 /* Validate the monster */
1475 if (!vault_monster_okay(r_idx)) return (FALSE);
1478 if (!my_strchr("!$&(/=?[\\|", r_ptr->d_char)) return (FALSE);
1485 * Helper function for "monster nest (clone)"
1487 static bool vault_aux_clone(int r_idx)
1489 /* Validate the monster */
1490 if (!vault_monster_okay(r_idx)) return (FALSE);
1492 return (r_idx == vault_aux_race);
1497 * Helper function for "monster nest (symbol clone)"
1499 static bool vault_aux_symbol_e(int r_idx)
1501 monster_race *r_ptr = &r_info[r_idx];
1503 /* Validate the monster */
1504 if (!vault_monster_okay(r_idx)) return (FALSE);
1506 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1508 if (r_ptr->flags3 & (RF3_GOOD)) return (FALSE);
1510 /* Decline incorrect symbol */
1511 if (r_ptr->d_char != vault_aux_char) return (FALSE);
1519 * Helper function for "monster nest (symbol clone)"
1521 static bool vault_aux_symbol_g(int r_idx)
1523 monster_race *r_ptr = &r_info[r_idx];
1525 /* Validate the monster */
1526 if (!vault_monster_okay(r_idx)) return (FALSE);
1528 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1530 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
1532 /* Decline incorrect symbol */
1533 if (r_ptr->d_char != vault_aux_char) return (FALSE);
1541 * Helper function for "monster pit (orc)"
1543 static bool vault_aux_orc(int r_idx)
1545 monster_race *r_ptr = &r_info[r_idx];
1547 /* Validate the monster */
1548 if (!vault_monster_okay(r_idx)) return (FALSE);
1551 if (!(r_ptr->flags3 & RF3_ORC)) return (FALSE);
1553 /* Decline undead */
1554 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1562 * Helper function for "monster pit (troll)"
1564 static bool vault_aux_troll(int r_idx)
1566 monster_race *r_ptr = &r_info[r_idx];
1568 /* Validate the monster */
1569 if (!vault_monster_okay(r_idx)) return (FALSE);
1572 if (!(r_ptr->flags3 & RF3_TROLL)) return (FALSE);
1574 /* Decline undead */
1575 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1583 * Helper function for "monster pit (giant)"
1585 static bool vault_aux_giant(int r_idx)
1587 monster_race *r_ptr = &r_info[r_idx];
1589 /* Validate the monster */
1590 if (!vault_monster_okay(r_idx)) return (FALSE);
1593 if (!(r_ptr->flags3 & RF3_GIANT)) return (FALSE);
1595 if (r_ptr->flags3 & RF3_GOOD) return (FALSE);
1597 /* Decline undead */
1598 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1606 * Helper function for "monster pit (dragon)"
1608 static bool vault_aux_dragon(int r_idx)
1610 monster_race *r_ptr = &r_info[r_idx];
1612 /* Validate the monster */
1613 if (!vault_monster_okay(r_idx)) return (FALSE);
1615 /* Require dragon */
1616 if (!(r_ptr->flags3 & RF3_DRAGON)) return (FALSE);
1618 /* Hack -- Require correct "breath attack" */
1619 if (r_ptr->flags4 != vault_aux_dragon_mask4) return (FALSE);
1621 /* Decline undead */
1622 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1630 * Helper function for "monster pit (demon)"
1632 static bool vault_aux_demon(int r_idx)
1634 monster_race *r_ptr = &r_info[r_idx];
1636 /* Validate the monster */
1637 if (!vault_monster_okay(r_idx)) return (FALSE);
1639 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1642 if (!(r_ptr->flags3 & RF3_DEMON)) return (FALSE);
1650 * Helper function for "monster pit (lovecraftian)"
1652 static bool vault_aux_cthulhu(int r_idx)
1654 monster_race *r_ptr = &r_info[r_idx];
1656 /* Validate the monster */
1657 if (!vault_monster_okay(r_idx)) return (FALSE);
1659 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1661 /* Require eldritch horror */
1662 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
1670 * Helper function for "monster pit (clone)"
1672 static void vault_prep_clone(void)
1674 /* Apply the monster restriction */
1675 get_mon_num_prep(vault_aux_simple, NULL);
1677 /* Pick a race to clone */
1678 vault_aux_race = get_mon_num(dun_level + 10);
1680 /* Remove the monster restriction */
1681 get_mon_num_prep(NULL, NULL);
1686 * Helper function for "monster pit (symbol clone)"
1688 static void vault_prep_symbol(void)
1692 /* Apply the monster restriction */
1693 get_mon_num_prep(vault_aux_simple, NULL);
1695 /* Pick a race to clone */
1696 r_idx = get_mon_num(dun_level + 10);
1698 /* Remove the monster restriction */
1699 get_mon_num_prep(NULL, NULL);
1701 /* Extract the symbol */
1702 vault_aux_char = r_info[r_idx].d_char;
1707 * Helper function for "monster pit (dragon)"
1709 static void vault_prep_dragon(void)
1711 /* Pick dragon type */
1712 switch (randint0(6))
1717 /* Restrict dragon breath type */
1718 vault_aux_dragon_mask4 = RF4_BR_ACID;
1727 /* Restrict dragon breath type */
1728 vault_aux_dragon_mask4 = RF4_BR_ELEC;
1737 /* Restrict dragon breath type */
1738 vault_aux_dragon_mask4 = RF4_BR_FIRE;
1747 /* Restrict dragon breath type */
1748 vault_aux_dragon_mask4 = RF4_BR_COLD;
1757 /* Restrict dragon breath type */
1758 vault_aux_dragon_mask4 = RF4_BR_POIS;
1767 /* Restrict dragon breath type */
1768 vault_aux_dragon_mask4 = (RF4_BR_ACID | RF4_BR_ELEC |
1769 RF4_BR_FIRE | RF4_BR_COLD |
1780 * Helper function for "monster pit (dark elf)"
1782 static bool vault_aux_dark_elf(int r_idx)
1785 static int dark_elf_list[] =
1787 MON_D_ELF, MON_D_ELF_MAGE, MON_D_ELF_WARRIOR, MON_D_ELF_PRIEST,
1788 MON_D_ELF_LORD, MON_D_ELF_WARLOCK, MON_D_ELF_DRUID, MON_NIGHTBLADE,
1789 MON_D_ELF_SORC, MON_D_ELF_SHADE, 0,
1792 /* Validate the monster */
1793 if (!vault_monster_okay(r_idx)) return FALSE;
1795 /* Require dark elves */
1796 for (i = 0; dark_elf_list[i]; i++)
1797 if (r_idx == dark_elf_list[i]) return TRUE;
1804 typedef struct vault_aux_type vault_aux_type;
1807 struct vault_aux_type
1810 bool (*hook_func)(int r_idx);
1811 void (*prep_func)(void);
1817 static int pick_vault_type(vault_aux_type *l_ptr, s16b allow_flag_mask)
1819 int tmp, total, count;
1821 vault_aux_type *n_ptr;
1823 /* Calculate the total possibilities */
1824 for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
1827 if (!n_ptr->name) break;
1829 /* Ignore excessive depth */
1830 if (n_ptr->level > dun_level) continue;
1832 /* Not matched with pit/nest flag */
1833 if (!(allow_flag_mask & (1L << count))) continue;
1835 /* Count this possibility */
1836 total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
1839 /* Pick a random type */
1840 tmp = randint0(total);
1842 /* Find this type */
1843 for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
1846 if (!n_ptr->name) break;
1848 /* Ignore excessive depth */
1849 if (n_ptr->level > dun_level) continue;
1851 /* Not matched with pit/nest flag */
1852 if (!(allow_flag_mask & (1L << count))) continue;
1854 /* Count this possibility */
1855 total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
1857 /* Found the type */
1858 if (tmp < total) break;
1861 return n_ptr->name ? count : -1;
1864 static vault_aux_type nest_types[] =
1867 {"¥¯¥í¡¼¥ó", vault_aux_clone, vault_prep_clone, 5, 3},
1868 {"¥¼¥ê¡¼", vault_aux_jelly, NULL, 5, 6},
1869 {"¥·¥ó¥Ü¥ë(Á±)", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
1870 {"¥·¥ó¥Ü¥ë(°)", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
1871 {"¥ß¥ß¥Ã¥¯", vault_aux_mimic, NULL, 30, 4},
1872 {"¶¸µ¤", vault_aux_cthulhu, NULL, 70, 2},
1873 {"¸¤¾®²°", vault_aux_kennel, NULL, 45, 4},
1874 {"ưʪ±à", vault_aux_animal, NULL, 35, 5},
1875 {"¶µ²ñ", vault_aux_chapel_g, NULL, 75, 4},
1876 {"¥¢¥ó¥Ç¥Ã¥É", vault_aux_undead, NULL, 75, 5},
1877 {NULL, NULL, NULL, 0, 0},
1879 {"clone", vault_aux_clone, vault_prep_clone, 5, 3},
1880 {"jelly", vault_aux_jelly, NULL, 5, 6},
1881 {"symbol good", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
1882 {"symbol evil", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
1883 {"mimic", vault_aux_mimic, NULL, 30, 4},
1884 {"lovecraftian", vault_aux_cthulhu, NULL, 70, 2},
1885 {"kennel", vault_aux_kennel, NULL, 45, 4},
1886 {"animal", vault_aux_animal, NULL, 35, 5},
1887 {"chapel", vault_aux_chapel_g, NULL, 75, 4},
1888 {"undead", vault_aux_undead, NULL, 75, 5},
1889 {NULL, NULL, NULL, 0, 0},
1893 static vault_aux_type pit_types[] =
1896 {"¥ª¡¼¥¯", vault_aux_orc, NULL, 5, 6},
1897 {"¥È¥í¥ë", vault_aux_troll, NULL, 20, 6},
1898 {"¥¸¥ã¥¤¥¢¥ó¥È", vault_aux_giant, NULL, 50, 6},
1899 {"¶¸µ¤", vault_aux_cthulhu, NULL, 80, 2},
1900 {"¥·¥ó¥Ü¥ë(Á±)", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
1901 {"¥·¥ó¥Ü¥ë(°)", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
1902 {"¶µ²ñ", vault_aux_chapel_g, NULL, 65, 2},
1903 {"¥É¥é¥´¥ó", vault_aux_dragon, vault_prep_dragon, 70, 6},
1904 {"¥Ç¡¼¥â¥ó", vault_aux_demon, NULL, 80, 6},
1905 {"¥À¡¼¥¯¥¨¥ë¥Õ", vault_aux_dark_elf, NULL, 45, 4},
1906 {NULL, NULL, NULL, 0, 0},
1908 {"orc", vault_aux_orc, NULL, 5, 6},
1909 {"troll", vault_aux_troll, NULL, 20, 6},
1910 {"giant", vault_aux_giant, NULL, 50, 6},
1911 {"lovecraftian", vault_aux_cthulhu, NULL, 80, 2},
1912 {"symbol good", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
1913 {"symbol evil", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
1914 {"chapel", vault_aux_chapel_g, NULL, 65, 2},
1915 {"dragon", vault_aux_dragon, vault_prep_dragon, 70, 6},
1916 {"demon", vault_aux_demon, NULL, 80, 6},
1917 {"dark elf", vault_aux_dark_elf, NULL, 45, 4},
1918 {NULL, NULL, NULL, 0, 0},
1923 /* Nest types code */
1924 #define NEST_TYPE_CLONE 0
1925 #define NEST_TYPE_JELLY 1
1926 #define NEST_TYPE_SYMBOL_GOOD 2
1927 #define NEST_TYPE_SYMBOL_EVIL 3
1928 #define NEST_TYPE_MIMIC 4
1929 #define NEST_TYPE_LOVECRAFTIAN 5
1930 #define NEST_TYPE_KENNEL 6
1931 #define NEST_TYPE_ANIMAL 7
1932 #define NEST_TYPE_CHAPEL 8
1933 #define NEST_TYPE_UNDEAD 9
1935 /* Pit types code */
1936 #define PIT_TYPE_ORC 0
1937 #define PIT_TYPE_TROLL 1
1938 #define PIT_TYPE_GIANT 2
1939 #define PIT_TYPE_LOVECRAFTIAN 3
1940 #define PIT_TYPE_SYMBOL_GOOD 4
1941 #define PIT_TYPE_SYMBOL_EVIL 5
1942 #define PIT_TYPE_CHAPEL 6
1943 #define PIT_TYPE_DRAGON 7
1944 #define PIT_TYPE_DEMON 8
1945 #define PIT_TYPE_DARK_ELF 9
1949 * Hack -- Get the string describing subtype of pit/nest
1950 * Determined in prepare function (some pit/nest only)
1952 static cptr pit_subtype_string(int type, bool nest)
1954 static char inner_buf[256] = "";
1956 inner_buf[0] = '\0'; /* Init string */
1958 if (nest) /* Nests */
1962 case NEST_TYPE_CLONE:
1963 sprintf(inner_buf, "(%s)", r_name + r_info[vault_aux_race].name);
1965 case NEST_TYPE_SYMBOL_GOOD:
1966 case NEST_TYPE_SYMBOL_EVIL:
1967 sprintf(inner_buf, "(%c)", vault_aux_char);
1975 case PIT_TYPE_SYMBOL_GOOD:
1976 case PIT_TYPE_SYMBOL_EVIL:
1977 sprintf(inner_buf, "(%c)", vault_aux_char);
1979 case PIT_TYPE_DRAGON:
1980 switch (vault_aux_dragon_mask4)
1983 case RF4_BR_ACID: strcpy(inner_buf, "(»À)"); break;
1984 case RF4_BR_ELEC: strcpy(inner_buf, "(°ðºÊ)"); break;
1985 case RF4_BR_FIRE: strcpy(inner_buf, "(²Ð±ê)"); break;
1986 case RF4_BR_COLD: strcpy(inner_buf, "(Î䵤)"); break;
1987 case RF4_BR_POIS: strcpy(inner_buf, "(ÆÇ)"); break;
1988 case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
1989 strcpy(inner_buf, "(Ëü¿§)"); break;
1990 default: strcpy(inner_buf, "(̤ÄêµÁ)"); break;
1992 case RF4_BR_ACID: strcpy(inner_buf, "(acid)"); break;
1993 case RF4_BR_ELEC: strcpy(inner_buf, "(lightning)"); break;
1994 case RF4_BR_FIRE: strcpy(inner_buf, "(fire)"); break;
1995 case RF4_BR_COLD: strcpy(inner_buf, "(frost)"); break;
1996 case RF4_BR_POIS: strcpy(inner_buf, "(poison)"); break;
1997 case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
1998 strcpy(inner_buf, "(multi-hued)"); break;
1999 default: strcpy(inner_buf, "(undefined)"); break;
2010 /* A struct for nest monster information with cheat_hear */
2020 * Comp function for sorting nest monster information
2022 static bool ang_sort_comp_nest_mon_info(vptr u, vptr v, int a, int b)
2024 nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
2025 int w1 = nest_mon_info[a].r_idx;
2026 int w2 = nest_mon_info[b].r_idx;
2027 monster_race *r1_ptr = &r_info[w1];
2028 monster_race *r2_ptr = &r_info[w2];
2034 /* Extract used info */
2035 z1 = nest_mon_info[a].used;
2036 z2 = nest_mon_info[b].used;
2038 /* Compare used status */
2039 if (z1 < z2) return FALSE;
2040 if (z1 > z2) return TRUE;
2042 /* Compare levels */
2043 if (r1_ptr->level < r2_ptr->level) return TRUE;
2044 if (r1_ptr->level > r2_ptr->level) return FALSE;
2046 /* Compare experience */
2047 if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
2048 if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
2050 /* Compare indexes */
2056 * Swap function for sorting nest monster information
2058 static void ang_sort_swap_nest_mon_info(vptr u, vptr v, int a, int b)
2060 nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
2061 nest_mon_info_type holder;
2067 holder = nest_mon_info[a];
2068 nest_mon_info[a] = nest_mon_info[b];
2069 nest_mon_info[b] = holder;
2073 #define NUM_NEST_MON_TYPE 64
2076 * Type 5 -- Monster nests
2078 * A monster nest is a "big" room, with an "inner" room, containing
2079 * a "collection" of monsters of a given type strewn about the room.
2081 * The monsters are chosen from a set of 64 randomly selected monster
2082 * races, to allow the nest creation to fail instead of having "holes".
2084 * Note the use of the "get_mon_num_prep()" function, and the special
2085 * "get_mon_num_hook()" restriction function, to prepare the "monster
2086 * allocation table" in such a way as to optimize the selection of
2087 * "appropriate" non-unique monsters for the nest.
2089 * Note that the "get_mon_num()" function may (rarely) fail, in which
2090 * case the nest will be empty, and will not affect the level rating.
2092 * Note that "monster nests" will never contain "unique" monsters.
2094 static bool build_type5(void)
2096 int y, x, y1, x1, y2, x2, xval, yval;
2098 nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
2104 int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest);
2105 vault_aux_type *n_ptr;
2107 /* No type available */
2108 if (cur_nest_type < 0) return FALSE;
2110 n_ptr = &nest_types[cur_nest_type];
2112 /* Process a preparation function if necessary */
2113 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
2115 /* Prepare allocation table */
2116 get_mon_num_prep(n_ptr->hook_func, NULL);
2118 align.sub_align = SUB_ALIGN_NEUTRAL;
2120 /* Pick some monster types */
2121 for (i = 0; i < NUM_NEST_MON_TYPE; i++)
2123 int r_idx = 0, attempts = 100;
2124 monster_race *r_ptr = NULL;
2128 /* Get a (hard) monster type */
2129 r_idx = get_mon_num(dun_level + 11);
2130 r_ptr = &r_info[r_idx];
2132 /* Decline incorrect alignment */
2133 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
2135 /* Accept this monster */
2139 /* Notice failure */
2140 if (!r_idx || !attempts) return FALSE;
2142 /* Note the alignment */
2143 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
2144 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
2146 nest_mon_info[i].r_idx = r_idx;
2147 nest_mon_info[i].used = FALSE;
2150 /* Find and reserve some space in the dungeon. Get center of room. */
2151 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
2159 /* Place the floor area */
2160 for (y = y1 - 1; y <= y2 + 1; y++)
2162 for (x = x1 - 1; x <= x2 + 1; x++)
2164 c_ptr = &cave[y][x];
2165 place_floor_grid(c_ptr);
2166 c_ptr->info |= (CAVE_ROOM);
2170 /* Place the outer walls */
2171 for (y = y1 - 1; y <= y2 + 1; y++)
2173 c_ptr = &cave[y][x1 - 1];
2174 place_outer_grid(c_ptr);
2175 c_ptr = &cave[y][x2 + 1];
2176 place_outer_grid(c_ptr);
2178 for (x = x1 - 1; x <= x2 + 1; x++)
2180 c_ptr = &cave[y1 - 1][x];
2181 place_outer_grid(c_ptr);
2182 c_ptr = &cave[y2 + 1][x];
2183 place_outer_grid(c_ptr);
2187 /* Advance to the center room */
2193 /* The inner walls */
2194 for (y = y1 - 1; y <= y2 + 1; y++)
2196 c_ptr = &cave[y][x1 - 1];
2197 place_inner_grid(c_ptr);
2198 c_ptr = &cave[y][x2 + 1];
2199 place_inner_grid(c_ptr);
2202 for (x = x1 - 1; x <= x2 + 1; x++)
2204 c_ptr = &cave[y1 - 1][x];
2205 place_inner_grid(c_ptr);
2206 c_ptr = &cave[y2 + 1][x];
2207 place_inner_grid(c_ptr);
2209 for (y = y1; y <= y2; y++)
2211 for (x = x1; x <= x2; x++)
2213 add_cave_info(y, x, CAVE_ICKY);
2217 /* Place a secret door */
2218 switch (randint1(4))
2220 case 1: place_secret_door(y1 - 1, xval); break;
2221 case 2: place_secret_door(y2 + 1, xval); break;
2222 case 3: place_secret_door(yval, x1 - 1); break;
2223 case 4: place_secret_door(yval, x2 + 1); break;
2231 msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(nest)(%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
2233 msg_format("Monster nest (%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
2237 /* Increase the level rating */
2240 /* (Sometimes) Cause a "special feeling" (for "Monster Nests") */
2241 if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
2243 good_item_flag = TRUE;
2246 /* Place some monsters */
2247 for (y = yval - 2; y <= yval + 2; y++)
2249 for (x = xval - 9; x <= xval + 9; x++)
2253 i = randint0(NUM_NEST_MON_TYPE);
2254 r_idx = nest_mon_info[i].r_idx;
2256 /* Place that "random" monster (no groups) */
2257 (void)place_monster_aux(0, y, x, r_idx, 0L);
2259 nest_mon_info[i].used = TRUE;
2263 if (cheat_room && cheat_hear)
2265 ang_sort_comp = ang_sort_comp_nest_mon_info;
2266 ang_sort_swap = ang_sort_swap_nest_mon_info;
2267 ang_sort(nest_mon_info, NULL, NUM_NEST_MON_TYPE);
2269 /* Dump the entries (prevent multi-printing) */
2270 for (i = 0; i < NUM_NEST_MON_TYPE; i++)
2272 if (!nest_mon_info[i].used) break;
2273 for (; i < NUM_NEST_MON_TYPE - 1; i++)
2275 if (nest_mon_info[i].r_idx != nest_mon_info[i + 1].r_idx) break;
2276 if (!nest_mon_info[i + 1].used) break;
2278 msg_print(r_name + r_info[nest_mon_info[i].r_idx].name);
2287 * Type 6 -- Monster pits
2289 * A monster pit is a "big" room, with an "inner" room, containing
2290 * a "collection" of monsters of a given type organized in the room.
2292 * The inside room in a monster pit appears as shown below, where the
2293 * actual monsters in each location depend on the type of the pit
2295 * #####################
2296 * #0000000000000000000#
2297 * #0112233455543322110#
2298 * #0112233467643322110#
2299 * #0112233455543322110#
2300 * #0000000000000000000#
2301 * #####################
2303 * Note that the monsters in the pit are now chosen by using "get_mon_num()"
2304 * to request 16 "appropriate" monsters, sorting them by level, and using
2305 * the "even" entries in this sorted list for the contents of the pit.
2307 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",
2308 * which is handled by requiring a specific "breath" attack for all of the
2309 * dragons. This may include "multi-hued" breath. Note that "wyrms" may
2310 * be present in many of the dragon pits, if they have the proper breath.
2312 * Note the use of the "get_mon_num_prep()" function, and the special
2313 * "get_mon_num_hook()" restriction function, to prepare the "monster
2314 * allocation table" in such a way as to optimize the selection of
2315 * "appropriate" non-unique monsters for the pit.
2317 * Note that the "get_mon_num()" function may (rarely) fail, in which case
2318 * the pit will be empty, and will not effect the level rating.
2320 * Note that "monster pits" will never contain "unique" monsters.
2322 static bool build_type6(void)
2324 int y, x, y1, x1, y2, x2, xval, yval;
2333 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
2334 vault_aux_type *n_ptr;
2336 /* No type available */
2337 if (cur_pit_type < 0) return FALSE;
2339 n_ptr = &pit_types[cur_pit_type];
2341 /* Process a preparation function if necessary */
2342 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
2344 /* Prepare allocation table */
2345 get_mon_num_prep(n_ptr->hook_func, NULL);
2347 align.sub_align = SUB_ALIGN_NEUTRAL;
2349 /* Pick some monster types */
2350 for (i = 0; i < 16; i++)
2352 int r_idx = 0, attempts = 100;
2353 monster_race *r_ptr = NULL;
2357 /* Get a (hard) monster type */
2358 r_idx = get_mon_num(dun_level + 11);
2359 r_ptr = &r_info[r_idx];
2361 /* Decline incorrect alignment */
2362 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
2364 /* Accept this monster */
2368 /* Notice failure */
2369 if (!r_idx || !attempts) return FALSE;
2371 /* Note the alignment */
2372 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
2373 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
2378 /* Find and reserve some space in the dungeon. Get center of room. */
2379 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
2387 /* Place the floor area */
2388 for (y = y1 - 1; y <= y2 + 1; y++)
2390 for (x = x1 - 1; x <= x2 + 1; x++)
2392 c_ptr = &cave[y][x];
2393 place_floor_grid(c_ptr);
2394 c_ptr->info |= (CAVE_ROOM);
2398 /* Place the outer walls */
2399 for (y = y1 - 1; y <= y2 + 1; y++)
2401 c_ptr = &cave[y][x1 - 1];
2402 place_outer_grid(c_ptr);
2403 c_ptr = &cave[y][x2 + 1];
2404 place_outer_grid(c_ptr);
2406 for (x = x1 - 1; x <= x2 + 1; x++)
2408 c_ptr = &cave[y1 - 1][x];
2409 place_outer_grid(c_ptr);
2410 c_ptr = &cave[y2 + 1][x];
2411 place_outer_grid(c_ptr);
2414 /* Advance to the center room */
2420 /* The inner walls */
2421 for (y = y1 - 1; y <= y2 + 1; y++)
2423 c_ptr = &cave[y][x1 - 1];
2424 place_inner_grid(c_ptr);
2425 c_ptr = &cave[y][x2 + 1];
2426 place_inner_grid(c_ptr);
2428 for (x = x1 - 1; x <= x2 + 1; x++)
2430 c_ptr = &cave[y1 - 1][x];
2431 place_inner_grid(c_ptr);
2432 c_ptr = &cave[y2 + 1][x];
2433 place_inner_grid(c_ptr);
2435 for (y = y1; y <= y2; y++)
2437 for (x = x1; x <= x2; x++)
2439 add_cave_info(y, x, CAVE_ICKY);
2443 /* Place a secret door */
2444 switch (randint1(4))
2446 case 1: place_secret_door(y1 - 1, xval); break;
2447 case 2: place_secret_door(y2 + 1, xval); break;
2448 case 3: place_secret_door(yval, x1 - 1); break;
2449 case 4: place_secret_door(yval, x2 + 1); break;
2452 /* Sort the entries */
2453 for (i = 0; i < 16 - 1; i++)
2455 /* Sort the entries */
2456 for (j = 0; j < 16 - 1; j++)
2461 int p1 = r_info[what[i1]].level;
2462 int p2 = r_info[what[i2]].level;
2468 what[i1] = what[i2];
2479 msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(pit)(%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
2481 msg_format("Monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
2485 /* Select the entries */
2486 for (i = 0; i < 8; i++)
2488 /* Every other entry */
2489 what[i] = what[i * 2];
2494 msg_print(r_name + r_info[what[i]].name);
2498 /* Increase the level rating */
2501 /* (Sometimes) Cause a "special feeling" (for "Monster Pits") */
2502 if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
2504 good_item_flag = TRUE;
2507 /* Top and bottom rows */
2508 for (x = xval - 9; x <= xval + 9; x++)
2510 place_monster_aux(0, yval - 2, x, what[0], PM_NO_KAGE);
2511 place_monster_aux(0, yval + 2, x, what[0], PM_NO_KAGE);
2514 /* Middle columns */
2515 for (y = yval - 1; y <= yval + 1; y++)
2517 place_monster_aux(0, y, xval - 9, what[0], PM_NO_KAGE);
2518 place_monster_aux(0, y, xval + 9, what[0], PM_NO_KAGE);
2520 place_monster_aux(0, y, xval - 8, what[1], PM_NO_KAGE);
2521 place_monster_aux(0, y, xval + 8, what[1], PM_NO_KAGE);
2523 place_monster_aux(0, y, xval - 7, what[1], PM_NO_KAGE);
2524 place_monster_aux(0, y, xval + 7, what[1], PM_NO_KAGE);
2526 place_monster_aux(0, y, xval - 6, what[2], PM_NO_KAGE);
2527 place_monster_aux(0, y, xval + 6, what[2], PM_NO_KAGE);
2529 place_monster_aux(0, y, xval - 5, what[2], PM_NO_KAGE);
2530 place_monster_aux(0, y, xval + 5, what[2], PM_NO_KAGE);
2532 place_monster_aux(0, y, xval - 4, what[3], PM_NO_KAGE);
2533 place_monster_aux(0, y, xval + 4, what[3], PM_NO_KAGE);
2535 place_monster_aux(0, y, xval - 3, what[3], PM_NO_KAGE);
2536 place_monster_aux(0, y, xval + 3, what[3], PM_NO_KAGE);
2538 place_monster_aux(0, y, xval - 2, what[4], PM_NO_KAGE);
2539 place_monster_aux(0, y, xval + 2, what[4], PM_NO_KAGE);
2542 /* Above/Below the center monster */
2543 for (x = xval - 1; x <= xval + 1; x++)
2545 place_monster_aux(0, yval + 1, x, what[5], PM_NO_KAGE);
2546 place_monster_aux(0, yval - 1, x, what[5], PM_NO_KAGE);
2549 /* Next to the center monster */
2550 place_monster_aux(0, yval, xval + 1, what[6], PM_NO_KAGE);
2551 place_monster_aux(0, yval, xval - 1, what[6], PM_NO_KAGE);
2553 /* Center monster */
2554 place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE);
2560 /* coordinate translation code */
2561 static void coord_trans(int *x, int *y, int xoffset, int yoffset, int transno)
2567 * transno specifies what transformation is required. (0-7)
2568 * The lower two bits indicate by how much the vault is rotated,
2569 * and the upper bit indicates a reflection.
2570 * This is done by using rotation matrices... however since
2571 * these are mostly zeros for rotations by 90 degrees this can
2572 * be expressed simply in terms of swapping and inverting the
2573 * x and y coordinates.
2575 for (i = 0; i < transno % 4; i++)
2577 /* rotate by 90 degrees */
2585 /* Reflect depending on status of 3rd bit. */
2589 /* Add offsets so vault stays in the first quadrant */
2596 * Hack -- fill in "vault" rooms
2598 static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
2599 int xoffset, int yoffset, int transno)
2601 int dx, dy, x, y, i, j;
2608 /* Place dungeon features and objects */
2609 for (t = data, dy = 0; dy < ymax; dy++)
2611 for (dx = 0; dx < xmax; dx++, t++)
2613 /* prevent loop counter from being overwritten */
2618 coord_trans(&i, &j, xoffset, yoffset, transno);
2620 /* Extract the location */
2621 if (transno % 2 == 0)
2623 /* no swap of x/y */
2624 x = xval - (xmax / 2) + i;
2625 y = yval - (ymax / 2) + j;
2630 x = xval - (ymax / 2) + i;
2631 y = yval - (xmax / 2) + j;
2634 /* Hack -- skip "non-grids" */
2635 if (*t == ' ') continue;
2637 /* Access the grid */
2638 c_ptr = &cave[y][x];
2640 /* Lay down a floor */
2641 place_floor_grid(c_ptr);
2643 /* Remove any mimic */
2646 /* Part of a vault */
2647 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
2649 /* Analyze the grid */
2652 /* Granite wall (outer) */
2654 place_outer_noperm_grid(c_ptr);
2657 /* Granite wall (inner) */
2659 place_inner_grid(c_ptr);
2662 /* Permanent wall (inner) */
2664 place_inner_perm_grid(c_ptr);
2669 if (randint0(100) < 75)
2671 place_object(y, x, 0L);
2681 place_secret_door(y, x);
2689 /* Black market in a dungeon */
2691 set_cave_feat(y, x, FEAT_SHOP_HEAD + STORE_BLACK);
2692 store_init(NO_TOWN, STORE_BLACK);
2697 set_cave_feat(y, x, FEAT_PATTERN_START);
2701 set_cave_feat(y, x, FEAT_PATTERN_1);
2705 set_cave_feat(y, x, FEAT_PATTERN_2);
2709 set_cave_feat(y, x, FEAT_PATTERN_3);
2713 set_cave_feat(y, x, FEAT_PATTERN_4);
2717 set_cave_feat(y, x, FEAT_PATTERN_END);
2721 set_cave_feat(y, x, FEAT_PATTERN_XTRA1);
2725 /* Reward for Pattern walk */
2726 object_level = base_level + 12;
2727 place_object(y, x, AM_GOOD | AM_GREAT);
2728 object_level = base_level;
2735 /* Place dungeon monsters and objects */
2736 for (t = data, dy = 0; dy < ymax; dy++)
2738 for (dx = 0; dx < xmax; dx++, t++)
2740 /* prevent loop counter from being overwritten */
2745 coord_trans(&i, &j, xoffset, yoffset, transno);
2747 /* Extract the location */
2748 if (transno % 2 == 0)
2750 /* no swap of x/y */
2751 x = xval - (xmax / 2) + i;
2752 y = yval - (ymax / 2) + j;
2757 x = xval - (ymax / 2) + i;
2758 y = yval - (xmax / 2) + j;
2761 /* Hack -- skip "non-grids" */
2762 if (*t == ' ') continue;
2764 /* Analyze the symbol */
2770 monster_level = base_level + 5;
2771 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
2772 monster_level = base_level;
2776 /* Meaner monster */
2779 monster_level = base_level + 11;
2780 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
2781 monster_level = base_level;
2785 /* Meaner monster, plus treasure */
2788 monster_level = base_level + 9;
2789 place_monster(y, x, PM_ALLOW_SLEEP);
2790 monster_level = base_level;
2791 object_level = base_level + 7;
2792 place_object(y, x, AM_GOOD);
2793 object_level = base_level;
2797 /* Nasty monster and treasure */
2800 monster_level = base_level + 40;
2801 place_monster(y, x, PM_ALLOW_SLEEP);
2802 monster_level = base_level;
2803 object_level = base_level + 20;
2804 place_object(y, x, AM_GOOD | AM_GREAT);
2805 object_level = base_level;
2809 /* Monster and/or object */
2812 if (randint0(100) < 50)
2814 monster_level = base_level + 3;
2815 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
2816 monster_level = base_level;
2818 if (randint0(100) < 50)
2820 object_level = base_level + 7;
2821 place_object(y, x, 0L);
2822 object_level = base_level;
2834 * Type 7 -- simple vaults (see "v_info.txt")
2836 static bool build_type7(void)
2842 int xoffset, yoffset;
2845 /* Pick a lesser vault */
2846 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
2848 /* Access a random vault record */
2849 v_ptr = &v_info[randint0(max_v_idx)];
2851 /* Accept the first lesser vault */
2852 if (v_ptr->typ == 7) break;
2855 /* No lesser vault found */
2856 if (dummy >= SAFE_MAX_ATTEMPTS)
2861 msg_print("·Ù¹ð¡ª¾®¤µ¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
2863 msg_print("Warning! Could not place lesser vault!");
2869 /* pick type of transformation (0-7) */
2870 transno = randint0(8);
2872 /* calculate offsets */
2876 /* Some huge vault cannot be ratated to fit in the dungeon */
2877 if (x+2 > cur_hgt-2)
2879 /* Forbid 90 or 270 degree ratation */
2883 coord_trans(&x, &y, 0, 0, transno);
2903 /* Find and reserve some space in the dungeon. Get center of room. */
2904 if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
2912 if (cheat_room) msg_format("¾®¤µ¤ÊÃϲ¼¼¼(%s)", v_name + v_ptr->name);
2914 if (cheat_room) msg_format("Lesser vault (%s)", v_name + v_ptr->name);
2917 /* Boost the rating */
2918 rating += v_ptr->rat;
2920 /* (Sometimes) Cause a special feeling */
2921 if ((dun_level <= 50) ||
2922 (randint1((dun_level - 40) * (dun_level - 40) + 50) < 400))
2924 good_item_flag = TRUE;
2927 /* Hack -- Build the vault */
2928 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
2929 v_text + v_ptr->text, xoffset, yoffset, transno);
2936 * Type 8 -- greater vaults (see "v_info.txt")
2938 static bool build_type8(void)
2945 int xoffset, yoffset;
2947 /* Pick a greater vault */
2948 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
2950 /* Access a random vault record */
2951 v_ptr = &v_info[randint0(max_v_idx)];
2953 /* Accept the first greater vault */
2954 if (v_ptr->typ == 8) break;
2957 /* No greater vault found */
2958 if (dummy >= SAFE_MAX_ATTEMPTS)
2963 msg_print("·Ù¹ð¡ªµðÂç¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
2965 msg_print("Warning! Could not place greater vault!");
2971 /* pick type of transformation (0-7) */
2972 transno = randint0(8);
2974 /* calculate offsets */
2978 /* Some huge vault cannot be ratated to fit in the dungeon */
2979 if (x+2 > cur_hgt-2)
2981 /* Forbid 90 or 270 degree ratation */
2985 coord_trans(&x, &y, 0, 0, transno);
3006 * Try to allocate space for room. If fails, exit
3008 * Hack -- Prepare a bit larger space (+2, +2) to
3009 * prevent generation of vaults with no-entrance.
3011 /* Find and reserve some space in the dungeon. Get center of room. */
3012 if (!find_space(&yval, &xval, abs(y) + 2, abs(x) + 2)) return FALSE;
3015 v_ptr = &v_info[76 + randint1(3)];
3020 if (cheat_room) msg_format("µðÂç¤ÊÃϲ¼¼¼(%s)", v_name + v_ptr->name);
3022 if (cheat_room) msg_format("Greater vault (%s)", v_name + v_ptr->name);
3025 /* Boost the rating */
3026 rating += v_ptr->rat;
3028 /* (Sometimes) Cause a special feeling */
3029 if ((dun_level <= 50) ||
3030 (randint1((dun_level - 40) * (dun_level - 40) + 50) < 400))
3032 good_item_flag = TRUE;
3035 /* Hack -- Build the vault */
3036 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
3037 v_text + v_ptr->text, xoffset, yoffset, transno);
3043 * Structure to hold all "fill" data
3046 typedef struct fill_data_type fill_data_type;
3048 struct fill_data_type
3061 /* features to fill with */
3070 /* number of filled squares */
3074 static fill_data_type fill_data;
3077 /* Store routine for the fractal cave generator */
3078 /* this routine probably should be an inline function or a macro. */
3079 static void store_height(int x, int y, int val)
3081 /* if on boundary set val > cutoff so walls are not as square */
3082 if (((x == fill_data.xmin) || (y == fill_data.ymin) ||
3083 (x == fill_data.xmax) || (y == fill_data.ymax)) &&
3084 (val <= fill_data.c1)) val = fill_data.c1 + 1;
3086 /* store the value in height-map format */
3087 cave[y][x].feat = val;
3094 * Explanation of the plasma fractal algorithm:
3096 * A grid of points is created with the properties of a 'height-map'
3097 * This is done by making the corners of the grid have a random value.
3098 * The grid is then subdivided into one with twice the resolution.
3099 * The new points midway between two 'known' points can be calculated
3100 * by taking the average value of the 'known' ones and randomly adding
3101 * or subtracting an amount proportional to the distance between those
3102 * points. The final 'middle' points of the grid are then calculated
3103 * by averaging all four of the originally 'known' corner points. An
3104 * random amount is added or subtracted from this to get a value of the
3105 * height at that point. The scaling factor here is adjusted to the
3106 * slightly larger distance diagonally as compared to orthogonally.
3108 * This is then repeated recursively to fill an entire 'height-map'
3109 * A rectangular map is done the same way, except there are different
3110 * scaling factors along the x and y directions.
3112 * A hack to change the amount of correlation between points is done using
3113 * the grd variable. If the current step size is greater than grd then
3114 * the point will be random, otherwise it will be calculated by the
3115 * above algorithm. This makes a maximum distance at which two points on
3116 * the height map can affect each other.
3118 * How fractal caves are made:
3120 * When the map is complete, a cut-off value is used to create a cave.
3121 * Heights below this value are "floor", and heights above are "wall".
3122 * This also can be used to create lakes, by adding more height levels
3123 * representing shallow and deep water/ lava etc.
3125 * The grd variable affects the width of passages.
3126 * The roug variable affects the roughness of those passages
3128 * The tricky part is making sure the created cave is connected. This
3129 * is done by 'filling' from the inside and only keeping the 'filled'
3130 * floor. Walls bounding the 'filled' floor are also kept. Everything
3131 * else is converted to the normal _extra_.
3136 * Note that this uses the cave.feat array in a very hackish way
3137 * the values are first set to zero, and then each array location
3138 * is used as a "heightmap"
3139 * The heightmap then needs to be converted back into the "feat" format.
3141 * grd=level at which fractal turns on. smaller gives more mazelike caves
3142 * roug=roughness level. 16=normal. higher values make things more convoluted
3143 * small values are good for smooth walls.
3144 * size=length of the side of the square cave system.
3146 static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug, int cutoff)
3148 int xhsize, yhsize, xsize, ysize, maxsize;
3151 * fixed point variables- these are stored as 256 x normal value
3152 * this gives 8 binary places of fractional part + 8 places of normal part
3155 u16b xstep, xhstep, ystep, yhstep;
3156 u16b xstep2, xhstep2, ystep2, yhstep2;
3157 u16b i, j, ii, jj, diagsize, xxsize, yysize;
3159 /* Cache for speed */
3160 u16b xm, xp, ym, yp;
3162 /* redefine size so can change the value if out of range */
3166 /* Paranoia about size of the system of caves */
3167 if (xsize > 254) xsize = 254;
3168 if (xsize < 4) xsize = 4;
3169 if (ysize > 254) ysize = 254;
3170 if (ysize < 4) ysize = 4;
3172 /* get offsets to middle of array */
3176 /* fix rounding problem */
3180 /* get limits of region */
3181 fill_data.xmin = x0 - xhsize;
3182 fill_data.ymin = y0 - yhsize;
3183 fill_data.xmax = x0 + xhsize;
3184 fill_data.ymax = y0 + yhsize;
3186 /* Store cutoff in global for quick access */
3187 fill_data.c1 = cutoff;
3190 * Scale factor for middle points:
3191 * About sqrt(2) * 256 - correct for a square lattice
3192 * approximately correct for everything else.
3196 /* maximum of xsize and ysize */
3197 maxsize = (xsize > ysize) ? xsize : ysize;
3199 /* Clear the section */
3200 for (i = 0; i <= xsize; i++)
3202 for (j = 0; j <= ysize; j++)
3204 /* -1 is a flag for "not done yet" */
3205 cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
3206 /* Clear icky flag because may be redoing the cave */
3207 cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
3211 /* Boundaries are walls */
3212 cave[fill_data.ymin][fill_data.xmin].feat = maxsize;
3213 cave[fill_data.ymax][fill_data.xmin].feat = maxsize;
3214 cave[fill_data.ymin][fill_data.xmax].feat = maxsize;
3215 cave[fill_data.ymax][fill_data.xmax].feat = maxsize;
3217 /* Set the middle square to be an open area. */
3218 cave[y0][x0].feat = 0;
3220 /* Initialize the step sizes */
3221 xstep = xhstep = xsize * 256;
3222 ystep = yhstep = ysize * 256;
3223 xxsize = xsize * 256;
3224 yysize = ysize * 256;
3227 * Fill in the rectangle with fractal height data -
3228 * like the 'plasma fractal' in fractint.
3230 while ((xhstep > 256) || (yhstep > 256))
3232 /* Halve the step sizes */
3238 /* cache well used values */
3239 xstep2 = xstep / 256;
3240 ystep2 = ystep / 256;
3242 xhstep2 = xhstep / 256;
3243 yhstep2 = yhstep / 256;
3245 /* middle top to bottom. */
3246 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
3248 for (j = 0; j <= yysize; j += ystep)
3250 /* cache often used values */
3251 ii = i / 256 + fill_data.xmin;
3252 jj = j / 256 + fill_data.ymin;
3255 if (cave[jj][ii].feat == -1)
3259 /* If greater than 'grid' level then is random */
3260 store_height(ii, jj, randint1(maxsize));
3264 /* Average of left and right points +random bit */
3265 store_height(ii, jj,
3266 (cave[jj][fill_data.xmin + (i - xhstep) / 256].feat
3267 + cave[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2
3268 + (randint1(xstep2) - xhstep2) * roug / 16);
3275 /* middle left to right. */
3276 for (j = yhstep; j <= yysize - yhstep; j += ystep)
3278 for (i = 0; i <= xxsize; i += xstep)
3280 /* cache often used values */
3281 ii = i / 256 + fill_data.xmin;
3282 jj = j / 256 + fill_data.ymin;
3285 if (cave[jj][ii].feat == -1)
3289 /* If greater than 'grid' level then is random */
3290 store_height(ii, jj, randint1(maxsize));
3294 /* Average of up and down points +random bit */
3295 store_height(ii, jj,
3296 (cave[fill_data.ymin + (j - yhstep) / 256][ii].feat
3297 + cave[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2
3298 + (randint1(ystep2) - yhstep2) * roug / 16);
3305 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
3307 for (j = yhstep; j <= yysize - yhstep; j += ystep)
3309 /* cache often used values */
3310 ii = i / 256 + fill_data.xmin;
3311 jj = j / 256 + fill_data.ymin;
3314 if (cave[jj][ii].feat == -1)
3318 /* If greater than 'grid' level then is random */
3319 store_height(ii, jj, randint1(maxsize));
3323 /* Cache reused values. */
3324 xm = fill_data.xmin + (i - xhstep) / 256;
3325 xp = fill_data.xmin + (i + xhstep) / 256;
3326 ym = fill_data.ymin + (j - yhstep) / 256;
3327 yp = fill_data.ymin + (j + yhstep) / 256;
3330 * Average over all four corners + scale by diagsize to
3331 * reduce the effect of the square grid on the shape of the fractal
3333 store_height(ii, jj,
3334 (cave[ym][xm].feat + cave[yp][xm].feat
3335 + cave[ym][xp].feat + cave[yp][xp].feat) / 4
3336 + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
3345 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)
3348 * function used to convert from height-map back to the
3349 * normal angband cave format
3351 if (cave[y][x].info & CAVE_ICKY)
3358 /* Show that have looked at this square */
3359 cave[y][x].info|= (CAVE_ICKY);
3361 /* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */
3362 if (cave[y][x].feat <= c1)
3364 /* 25% of the time use the other tile : it looks better this way */
3365 if (randint1(100) < 75)
3367 cave[y][x].feat = feat1;
3368 cave[y][x].info &= ~(CAVE_MASK);
3369 cave[y][x].info |= info1;
3374 cave[y][x].feat = feat2;
3375 cave[y][x].info &= ~(CAVE_MASK);
3376 cave[y][x].info |= info2;
3380 else if (cave[y][x].feat <= c2)
3382 /* 25% of the time use the other tile : it looks better this way */
3383 if (randint1(100) < 75)
3385 cave[y][x].feat = feat2;
3386 cave[y][x].info &= ~(CAVE_MASK);
3387 cave[y][x].info |= info2;
3392 cave[y][x].feat = feat1;
3393 cave[y][x].info &= ~(CAVE_MASK);
3394 cave[y][x].info |= info1;
3398 else if (cave[y][x].feat <= c3)
3400 cave[y][x].feat = feat3;
3401 cave[y][x].info |= info3;
3404 /* if greater than cutoff then is a wall */
3407 place_outer_bold(y, x);
3417 * Quick and nasty fill routine used to find the connected region
3418 * of floor in the middle of the cave
3420 static void cave_fill(byte y, byte x)
3429 /*** Start Grid ***/
3431 /* Enqueue that entry */
3436 /* Now process the queue */
3437 while (flow_head != flow_tail)
3439 /* Extract the next entry */
3440 ty = temp_y[flow_head];
3441 tx = temp_x[flow_head];
3443 /* Forget that entry */
3444 if (++flow_head == TEMP_MAX) flow_head = 0;
3446 /* Add the "children" */
3447 for (d = 0; d < 8; d++)
3449 int old_head = flow_tail;
3451 /* Child location */
3452 j = ty + ddy_ddd[d];
3453 i = tx + ddx_ddd[d];
3455 /* Paranoia Don't leave the cave */
3456 if (!in_bounds(j, i))
3458 /* affect boundary */
3459 cave[j][i].info |= CAVE_ICKY;
3463 /* If within bounds */
3464 else if ((i > fill_data.xmin) && (i < fill_data.xmax)
3465 && (j > fill_data.ymin) && (j < fill_data.ymax))
3467 /* If not a wall or floor done before */
3468 if (hack_isnt_wall(j, i,
3469 fill_data.c1, fill_data.c2, fill_data.c3,
3470 fill_data.feat1, fill_data.feat2, fill_data.feat3,
3471 fill_data.info1, fill_data.info2, fill_data.info3))
3473 /* Enqueue that entry */
3474 temp_y[flow_tail] = j;
3475 temp_x[flow_tail] = i;
3477 /* Advance the queue */
3478 if (++flow_tail == TEMP_MAX) flow_tail = 0;
3480 /* Hack -- Overflow by forgetting new entry */
3481 if (flow_tail == flow_head)
3483 flow_tail = old_head;
3487 /* keep tally of size of cave system */
3488 (fill_data.amount)++;
3494 /* affect boundary */
3495 cave[j][i].info |= CAVE_ICKY;
3502 static bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, bool light, bool room)
3504 int x, y, i, xhsize, yhsize;
3506 /* offsets to middle from corner */
3512 * select region connected to center of cave system
3513 * this gets rid of alot of isolated one-sqaures that
3514 * can make teleport traps instadeaths...
3518 fill_data.c1 = cutoff;
3522 /* features to fill with */
3523 fill_data.feat1 = floor_type[randint0(100)];
3524 fill_data.feat2 = floor_type[randint0(100)];
3525 fill_data.feat3 = floor_type[randint0(100)];
3527 fill_data.info1 = CAVE_FLOOR;
3528 fill_data.info2 = CAVE_FLOOR;
3529 fill_data.info3 = CAVE_FLOOR;
3531 /* number of filled squares */
3532 fill_data.amount = 0;
3534 cave_fill((byte)y0, (byte)x0);
3536 /* if tally too small, try again */
3537 if (fill_data.amount < 10)
3539 /* too small - clear area and try again later */
3540 for (x = 0; x <= xsize; ++x)
3542 for (y = 0; y <= ysize; ++y)
3544 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
3545 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
3552 * Do boundarys-check to see if they are next to a filled region
3553 * If not then they are set to normal granite
3554 * If so then they are marked as room walls.
3556 for (i = 0; i <= xsize; ++i)
3559 if ((cave[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
3561 /* Next to a 'filled' region? - set to be room walls */
3562 place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
3563 if (light) cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
3564 cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
3565 place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
3569 /* set to be normal granite */
3570 place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
3573 /* bottom boundary */
3574 if ((cave[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
3576 /* Next to a 'filled' region? - set to be room walls */
3577 place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
3578 if (light) cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW);
3579 cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_ROOM);
3580 place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
3584 /* set to be normal granite */
3585 place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
3588 /* clear the icky flag-don't need it any more */
3589 cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
3590 cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
3593 /* Do the left and right boundaries minus the corners (done above) */
3594 for (i = 1; i < ysize; ++i)
3597 if ((cave[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
3600 place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
3601 if (light) cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
3602 cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
3603 place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
3608 place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
3610 /* right boundary */
3611 if ((cave[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
3614 place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
3615 if (light) cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
3616 cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
3617 place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
3622 place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
3625 /* clear icky flag -done with it */
3626 cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
3627 cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
3631 /* Do the rest: convert back to the normal format */
3632 for (x = 1; x < xsize; ++x)
3634 for (y = 1; y < ysize; ++y)
3636 if (is_floor_bold(y0 + y - yhsize, x0 + x - xhsize) &&
3637 (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
3639 /* Clear the icky flag in the filled region */
3640 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
3642 /* Set appropriate flags */
3643 if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
3644 if (room) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
3646 else if (is_outer_bold(y0 + y - yhsize, x0 + x - xhsize) &&
3647 (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
3650 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
3651 if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
3654 cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
3659 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
3660 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
3665 /* Clear the unconnected regions */
3666 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
3667 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
3673 * XXX XXX XXX There is a slight problem when tunnels pierce the caves:
3674 * Extra doors appear inside the system. (Its not very noticeable though.)
3675 * This can be removed by "filling" from the outside in. This allows a separation
3676 * from _outer_ with _inner_. (Internal walls are _outer_ instead.)
3677 * The extra effort for what seems to be only a minor thing (even non-existant if you
3678 * think of the caves not as normal rooms, but as holes in the dungeon), doesn't seem
3687 * Driver routine to create fractal cave system
3689 static bool build_type9(void)
3691 int grd, roug, cutoff, xsize, ysize, y0, x0;
3693 bool done, light, room;
3695 /* get size: note 'Evenness'*/
3696 xsize = randint1(22) * 2 + 6;
3697 ysize = randint1(15) * 2 + 6;
3699 /* Find and reserve some space in the dungeon. Get center of room. */
3700 if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
3702 light = done = FALSE;
3705 if ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
3709 /* Note: size must be even or there are rounding problems
3710 * This causes the tunnels not to connect properly to the room */
3712 /* testing values for these parameters feel free to adjust */
3713 grd = 1 << (randint0(4));
3715 /* want average of about 16 */
3716 roug = randint1(8) * randint1(4);
3719 cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
3720 randint1(xsize / 4) + randint1(ysize / 4);
3723 generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
3725 /* Convert to normal format + clean up */
3726 done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
3732 #ifdef ALLOW_CAVERNS_AND_LAKES
3734 * Builds a cave system in the center of the dungeon.
3736 void build_cavern(void)
3738 int grd, roug, cutoff, xsize, ysize, x0, y0;
3741 light = done = FALSE;
3742 if ((dun_level <= randint1(50)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
3744 /* Make a cave the size of the dungeon */
3745 xsize = cur_wid - 1;
3746 ysize = cur_hgt - 1;
3750 /* Paranoia: make size even */
3756 /* testing values for these parameters: feel free to adjust */
3757 grd = randint1(4) + 4;
3759 /* want average of about 16 */
3760 roug = randint1(8) * randint1(4);
3766 generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
3768 /* Convert to normal format+ clean up */
3769 done = generate_fracave(y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
3773 static bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2, int c3, int type)
3775 int x, y, i, xhsize, yhsize;
3776 int feat1, feat2, feat3;
3778 /* offsets to middle from corner */
3782 /* Get features based on type */
3785 case LAKE_T_LAVA: /* Lava */
3786 feat1 = FEAT_DEEP_LAVA;
3787 feat2 = FEAT_SHAL_LAVA;
3788 feat3 = floor_type[randint0(100)];
3790 case LAKE_T_WATER: /* Water */
3791 feat1 = FEAT_DEEP_WATER;
3792 feat2 = FEAT_SHAL_WATER;
3793 feat3 = floor_type[randint0(100)];
3795 case LAKE_T_CAVE: /* Collapsed cave */
3796 feat1 = floor_type[randint0(100)];
3797 feat2 = floor_type[randint0(100)];
3798 feat3 = FEAT_RUBBLE;
3800 case LAKE_T_EARTH_VAULT: /* Earth vault */
3801 feat1 = FEAT_RUBBLE;
3802 feat2 = floor_type[randint0(100)];
3803 feat3 = FEAT_RUBBLE;
3805 case LAKE_T_AIR_VAULT: /* Air vault */
3810 case LAKE_T_WATER_VAULT: /* Water vault */
3811 feat1 = FEAT_SHAL_WATER;
3812 feat2 = FEAT_DEEP_WATER;
3813 feat3 = FEAT_SHAL_WATER;
3815 case LAKE_T_FIRE_VAULT: /* Fire Vault */
3816 feat1 = FEAT_SHAL_LAVA;
3817 feat2 = FEAT_DEEP_LAVA;
3818 feat3 = FEAT_SHAL_LAVA;
3822 default: return FALSE;
3826 * select region connected to center of cave system
3827 * this gets rid of alot of isolated one-sqaures that
3828 * can make teleport traps instadeaths...
3836 /* features to fill with */
3837 fill_data.feat1 = feat1;
3838 fill_data.feat2 = feat2;
3839 fill_data.feat3 = feat3;
3841 fill_data.info1 = 0;
3842 fill_data.info2 = 0;
3843 fill_data.info3 = 0;
3845 /* number of filled squares */
3846 fill_data.amount = 0;
3848 /* select region connected to center of cave system
3849 * this gets rid of alot of isolated one-sqaures that
3850 * can make teleport traps instadeaths... */
3851 cave_fill((byte)y0, (byte)x0);
3853 /* if tally too small, try again */
3854 if (fill_data.amount < 10)
3856 /* too small -clear area and try again later */
3857 for (x = 0; x <= xsize; ++x)
3859 for (y = 0; y <= ysize; ++y)
3861 place_floor_bold(y0 + y - yhsize, x0 + x - xhsize);
3862 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
3868 /* Do boundarys- set to normal granite */
3869 for (i = 0; i <= xsize; ++i)
3871 place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
3872 place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
3874 /* clear the icky flag-don't need it any more */
3875 cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
3876 cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
3879 /* Do the left and right boundaries minus the corners (done above) */
3881 for (i = 1; i < ysize; ++i)
3883 place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
3884 place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
3886 /* clear icky flag -done with it */
3887 cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
3888 cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
3892 /* Do the rest: convert back to the normal format */
3893 for (x = 1; x < xsize; ++x)
3895 for (y = 1; y < ysize; ++y)
3897 /* Fill unconnected regions with granite */
3898 if ((!(cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
3899 is_outer_bold(y0 + y - yhsize, x0 + x - xhsize))
3900 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
3902 /* turn off icky flag (no longer needed.) */
3903 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
3906 if (have_flag(f_flags_bold(y0 + y - yhsize, x0 + x - xhsize), FF_LAVA))
3908 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
3918 * makes a lake/collapsed cave system in the center of the dungeon
3920 void build_lake(int type)
3922 int grd, roug, xsize, ysize, x0, y0;
3926 /* paranoia - exit if lake type out of range. */
3927 if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT))
3929 msg_format("Invalid lake type (%d)", type);
3933 /* Make the size of the dungeon */
3934 xsize = cur_wid - 1;
3935 ysize = cur_hgt - 1;
3939 /* Paranoia: make size even */
3945 /* testing values for these parameters: feel free to adjust */
3946 grd = randint1(3) + 4;
3948 /* want average of about 16 */
3949 roug = randint1(8) * randint1(4);
3951 /* Make up size of various componants */
3955 /* Deep water/lava */
3956 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
3958 /* Shallow boundary */
3962 generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3);
3964 /* Convert to normal format+ clean up */
3965 done = generate_lake(y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type);
3968 #endif /* ALLOW_CAVERNS_AND_LAKES */
3972 * Routine used by the random vault creators to add a door to a location
3973 * Note that range checking has to be done in the calling routine.
3975 * The doors must be INSIDE the allocated region.
3977 static void add_door(int x, int y)
3979 /* Need to have a wall in the center square */
3980 if (!is_outer_bold(y, x)) return;
3987 * where x=don't care
3991 if (is_floor_bold(y-1,x) && is_floor_bold(y+1,x) &&
3992 (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
3995 place_secret_door(y, x);
3997 /* set boundarys so don't get wide doors */
3998 place_solid_bold(y, x - 1);
3999 place_solid_bold(y, x + 1);
4008 * where x = don't care
4011 if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) &&
4012 is_floor_bold(y,x-1) && is_floor_bold(y,x+1))
4015 place_secret_door(y, x);
4017 /* set boundarys so don't get wide doors */
4018 place_solid_bold(y - 1, x);
4019 place_solid_bold(y + 1, x);
4025 * Routine that fills the empty areas of a room with treasure and monsters.
4027 static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
4029 int x, y, cx, cy, size;
4032 /* center of room:*/
4036 /* Rough measure of size of vault= sum of lengths of sides */
4037 size = abs(x2 - x1) + abs(y2 - y1);
4039 for (x = x1; x <= x2; x++)
4041 for (y = y1; y <= y2; y++)
4043 /* Thing added based on distance to center of vault
4044 * Difficulty is 1-easy to 10-hard */
4045 value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty;
4047 /* hack- empty square part of the time */
4048 if ((randint1(100) - difficulty * 3) > 50) value = 20;
4050 /* if floor, shallow water and lava */
4051 if (is_floor_bold(y, x) ||
4052 (have_flag(f_flags_bold(y, x), FF_PLACE) && have_flag(f_flags_bold(y, x), FF_DROP)))
4054 /* The smaller 'value' is, the better the stuff */
4057 /* Meanest monster + treasure */
4058 monster_level = base_level + 40;
4059 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
4060 monster_level = base_level;
4061 object_level = base_level + 20;
4062 place_object(y, x, AM_GOOD);
4063 object_level = base_level;
4067 /* Mean monster +treasure */
4068 monster_level = base_level + 20;
4069 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
4070 monster_level = base_level;
4071 object_level = base_level + 10;
4072 place_object(y, x, AM_GOOD);
4073 object_level = base_level;
4075 else if (value < 10)
4078 monster_level = base_level + 9;
4079 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
4080 monster_level = base_level;
4082 else if (value < 17)
4084 /* Intentional Blank space */
4087 * (Want some of the vault to be empty
4088 * so have room for group monsters.
4089 * This is used in the hack above to lower
4090 * the density of stuff in the vault.)
4093 else if (value < 23)
4095 /* Object or trap */
4096 if (randint0(100) < 25)
4098 place_object(y, x, 0L);
4105 else if (value < 30)
4107 /* Monster and trap */
4108 monster_level = base_level + 5;
4109 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
4110 monster_level = base_level;
4113 else if (value < 40)
4115 /* Monster or object */
4116 if (randint0(100) < 50)
4118 monster_level = base_level + 3;
4119 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
4120 monster_level = base_level;
4122 if (randint0(100) < 50)
4124 object_level = base_level + 7;
4125 place_object(y, x, 0L);
4126 object_level = base_level;
4129 else if (value < 50)
4138 /* 20% monster, 40% trap, 20% object, 20% blank space */
4139 if (randint0(100) < 20)
4141 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
4143 else if (randint0(100) < 50)
4147 else if (randint0(100) < 50)
4149 place_object(y, x, 0L);
4160 * This function creates a random vault that looks like a collection of bubbles.
4161 * It works by getting a set of coordinates that represent the center of each
4162 * bubble. The entire room is made by seeing which bubble center is closest. If
4163 * two centers are equidistant then the square is a wall, otherwise it is a floor.
4164 * The only exception is for squares really near a center, these are always floor.
4165 * (It looks better than without this check.)
4167 * Note: If two centers are on the same point then this algorithm will create a
4168 * blank bubble filled with walls. - This is prevented from happening.
4170 static void build_bubble_vault(int x0, int y0, int xsize, int ysize)
4172 #define BUBBLENUM 10 /* number of bubbles */
4174 /* array of center points of bubbles */
4175 coord center[BUBBLENUM];
4178 u16b min1, min2, temp;
4181 /* Offset from center to top left hand corner */
4182 int xhsize = xsize / 2;
4183 int yhsize = ysize / 2;
4186 if (cheat_room) msg_print("Bubble Vault");
4188 /* Allocate center of bubbles */
4189 center[0].x = randint1(xsize - 3) + 1;
4190 center[0].y = randint1(ysize - 3) + 1;
4192 for (i = 1; i < BUBBLENUM; i++)
4196 /* get center and check to see if it is unique */
4201 x = randint1(xsize - 3) + 1;
4202 y = randint1(ysize - 3) + 1;
4204 for (j = 0; j < i; j++)
4206 /* rough test to see if there is an overlap */
4207 if ((x == center[j].x) && (y == center[j].y)) done = FALSE;
4216 /* Top and bottom boundaries */
4217 for (i = 0; i < xsize; i++)
4219 int x = x0 - xhsize + i;
4221 place_outer_noperm_bold(y0 - yhsize + 0, x);
4222 cave[y0 - yhsize + 0][x].info |= (CAVE_ROOM | CAVE_ICKY);
4223 place_outer_noperm_bold(y0 - yhsize + ysize - 1, x);
4224 cave[y0 - yhsize + ysize - 1][x].info |= (CAVE_ROOM | CAVE_ICKY);
4227 /* Left and right boundaries */
4228 for (i = 1; i < ysize - 1; i++)
4230 int y = y0 - yhsize + i;
4232 place_outer_noperm_bold(y, x0 - xhsize + 0);
4233 cave[y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
4234 place_outer_noperm_bold(y, x0 - xhsize + xsize - 1);
4235 cave[y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
4238 /* Fill in middle with bubbles */
4239 for (x = 1; x < xsize - 1; x++)
4241 for (y = 1; y < ysize - 1; y++)
4243 /* Get distances to two closest centers */
4246 min1 = distance(x, y, center[0].x, center[0].y);
4247 min2 = distance(x, y, center[1].x, center[1].y);
4251 /* swap if in wrong order */
4258 for (i = 2; i < BUBBLENUM; i++)
4260 temp = distance(x, y, center[i].x, center[i].y);
4268 else if (temp < min2)
4270 /* second smallest */
4274 if (((min2 - min1) <= 2) && (!(min1 < 3)))
4276 /* Boundary at midpoint+ not at inner region of bubble */
4277 place_outer_noperm_bold(y0 - yhsize + y, x0 - xhsize + x);
4281 /* middle of a bubble */
4282 place_floor_bold(y0 - yhsize + y, x0 - xhsize + x);
4285 /* clean up rest of flags */
4286 cave[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
4290 /* Try to add some random doors */
4291 for (i = 0; i < 500; i++)
4293 x = randint1(xsize - 3) - xhsize + x0 + 1;
4294 y = randint1(ysize - 3) - yhsize + y0 + 1;
4298 /* Fill with monsters and treasure, low difficulty */
4299 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
4304 * Overlay a rectangular room given its bounds
4305 * This routine is used by build_room_vault
4306 * The area inside the walls is not touched:
4307 * only granite is removed- normal walls stay
4309 static void build_room(int x1, int x2, int y1, int y2)
4311 int x, y, i, xsize, ysize, temp;
4313 /* Check if rectangle has no width */
4314 if ((x1 == x2) || (y1 == y2)) return;
4319 /* Swap boundaries if in wrong order */
4327 /* Swap boundaries if in wrong order */
4333 /* get total widths */
4338 /* Top and bottom boundaries */
4339 for (i = 0; i <= xsize; i++)
4341 place_outer_noperm_bold(y1, x1 + i);
4342 cave[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
4343 place_outer_noperm_bold(y2, x1 + i);
4344 cave[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
4347 /* Left and right boundaries */
4348 for (i = 1; i < ysize; i++)
4350 place_outer_noperm_bold(y1 + i, x1);
4351 cave[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY);
4352 place_outer_noperm_bold(y1 + i, x2);
4353 cave[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY);
4357 for (x = 1; x < xsize; x++)
4359 for (y = 1; y < ysize; y++)
4361 if (is_extra_bold(y1+y, x1+x))
4363 /* clear the untouched region */
4364 place_floor_bold(y1 + y, x1 + x);
4365 cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
4369 /* make it a room- but don't touch */
4370 cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
4377 /* Create a random vault that looks like a collection of overlapping rooms */
4379 static void build_room_vault(int x0, int y0, int xsize, int ysize)
4381 int i, x1, x2, y1, y2, xhsize, yhsize;
4383 /* get offset from center */
4387 if (cheat_room) msg_print("Room Vault");
4389 /* fill area so don't get problems with arena levels */
4390 for (x1 = 0; x1 < xsize; x1++)
4392 int x = x0 - xhsize + x1;
4394 for (y1 = 0; y1 < ysize; y1++)
4396 int y = y0 - yhsize + y1;
4398 place_extra_bold(y, x);
4399 cave[y][x].info &= (~CAVE_ICKY);
4403 /* add ten random rooms */
4404 for (i = 0; i < 10; i++)
4406 x1 = randint1(xhsize) * 2 + x0 - xhsize;
4407 x2 = randint1(xhsize) * 2 + x0 - xhsize;
4408 y1 = randint1(yhsize) * 2 + y0 - yhsize;
4409 y2 = randint1(yhsize) * 2 + y0 - yhsize;
4410 build_room(x1, x2, y1, y2);
4413 /* Add some random doors */
4414 for (i = 0; i < 500; i++)
4416 x1 = randint1(xsize - 3) - xhsize + x0 + 1;
4417 y1 = randint1(ysize - 3) - yhsize + y0 + 1;
4421 /* Fill with monsters and treasure, high difficulty */
4422 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
4426 /* Create a random vault out of a fractal cave */
4427 static void build_cave_vault(int x0, int y0, int xsiz, int ysiz)
4429 int grd, roug, cutoff, xhsize, yhsize, xsize, ysize, x, y;
4430 bool done, light, room;
4432 /* round to make sizes even */
4438 if (cheat_room) msg_print("Cave Vault");
4440 light = done = FALSE;
4445 /* testing values for these parameters feel free to adjust */
4446 grd = 1 << randint0(4);
4448 /* want average of about 16 */
4449 roug = randint1(8) * randint1(4);
4452 cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
4453 randint1(xsize / 4) + randint1(ysize / 4);
4456 generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
4458 /* Convert to normal format+ clean up */
4459 done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
4462 /* Set icky flag because is a vault */
4463 for (x = 0; x <= xsize; x++)
4465 for (y = 0; y <= ysize; y++)
4467 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
4471 /* Fill with monsters and treasure, low difficulty */
4472 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
4476 * maze vault -- rectangular labyrinthine rooms
4478 * maze vault uses two routines:
4479 * r_visit - a recursive routine that builds the labyrinth
4480 * build_maze_vault - a driver routine that calls r_visit and adds
4481 * monsters, traps and treasure
4483 * The labyrinth is built by creating a spanning tree of a graph.
4484 * The graph vertices are at
4485 * (x, y) = (2j + x1, 2k + y1) j = 0,...,m-1 k = 0,...,n-1
4486 * and the edges are the vertical and horizontal nearest neighbors.
4488 * The spanning tree is created by performing a suitably randomized
4489 * depth-first traversal of the graph. The only adjustable parameter
4490 * is the randint0(3) below; it governs the relative density of
4491 * twists and turns in the labyrinth: smaller number, more twists.
4493 static void r_visit(int y1, int x1, int y2, int x2,
4494 int node, int dir, int *visited)
4496 int i, j, m, n, temp, x, y, adj[4];
4498 /* dimensions of vertex array */
4499 m = (x2 - x1) / 2 + 1;
4500 n = (y2 - y1) / 2 + 1;
4502 /* mark node visited and set it to a floor */
4504 x = 2 * (node % m) + x1;
4505 y = 2 * (node / m) + y1;
4506 place_floor_bold(y, x);
4508 /* setup order of adjacent node visits */
4511 /* pick a random ordering */
4512 for (i = 0; i < 4; i++)
4514 for (i = 0; i < 4; i++)
4525 /* pick a random ordering with dir first */
4527 for (i = 1; i < 4; i++)
4529 for (i = 1; i < 4; i++)
4531 j = 1 + randint0(3);
4538 for (i = 0; i < 4; i++)
4543 /* (0,+) - check for bottom boundary */
4544 if ((node / m < n - 1) && (visited[node + m] == 0))
4546 place_floor_bold(y + 1, x);
4547 r_visit(y1, x1, y2, x2, node + m, dir, visited);
4551 /* (0,-) - check for top boundary */
4552 if ((node / m > 0) && (visited[node - m] == 0))
4554 place_floor_bold(y - 1, x);
4555 r_visit(y1, x1, y2, x2, node - m, dir, visited);
4559 /* (+,0) - check for right boundary */
4560 if ((node % m < m - 1) && (visited[node + 1] == 0))
4562 place_floor_bold(y, x + 1);
4563 r_visit(y1, x1, y2, x2, node + 1, dir, visited);
4567 /* (-,0) - check for left boundary */
4568 if ((node % m > 0) && (visited[node - 1] == 0))
4570 place_floor_bold(y, x - 1);
4571 r_visit(y1, x1, y2, x2, node - 1, dir, visited);
4578 void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
4582 int m, n, num_vertices, *visited;
4587 if (cheat_room && is_vault) msg_print("Maze Vault");
4589 /* Choose lite or dark */
4590 light = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
4592 /* Pick a random room size - randomized by calling routine */
4601 /* generate the room */
4602 for (y = y1 - 1; y <= y2 + 1; y++)
4604 for (x = x1 - 1; x <= x2 + 1; x++)
4606 c_ptr = &cave[y][x];
4607 c_ptr->info |= CAVE_ROOM;
4608 if (is_vault) c_ptr->info |= CAVE_ICKY;
4609 if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1))
4611 place_outer_grid(c_ptr);
4615 place_extra_grid(c_ptr);
4619 place_inner_grid(c_ptr);
4621 if (light) c_ptr->info |= (CAVE_GLOW);
4625 /* dimensions of vertex array */
4628 num_vertices = m * n;
4630 /* initialize array of visited vertices */
4631 C_MAKE(visited, num_vertices, int);
4633 /* traverse the graph to create a spaning tree, pick a random root */
4634 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
4636 /* Fill with monsters and treasure, low difficulty */
4637 if (is_vault) fill_treasure(x1, x2, y1, y2, randint1(5));
4639 C_KILL(visited, num_vertices, int);
4643 /* Build a "mini" checkerboard vault
4645 * This is done by making a permanent wall maze and setting
4646 * the diagonal sqaures of the checker board to be granite.
4647 * The vault has two entrances on opposite sides to guarantee
4648 * a way to get in even if the vault abuts a side of the dungeon.
4650 static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
4653 int y1, x1, y2, x2, y, x, total;
4654 int m, n, num_vertices;
4657 if (cheat_room) msg_print("Mini Checker Board Vault");
4659 /* Pick a random room size */
4669 /* generate the room */
4670 for (x = x1 - 2; x <= x2 + 2; x++)
4672 if (!in_bounds(y1-2,x)) break;
4674 cave[y1-2][x].info |= (CAVE_ROOM | CAVE_ICKY);
4676 place_outer_noperm_bold(y1-2, x);
4679 for (x = x1 - 2; x <= x2 + 2; x++)
4681 if (!in_bounds(y2+2,x)) break;
4683 cave[y2+2][x].info |= (CAVE_ROOM | CAVE_ICKY);
4685 place_outer_noperm_bold(y2+2, x);
4688 for (y = y1 - 2; y <= y2 + 2; y++)
4690 if (!in_bounds(y,x1-2)) break;
4692 cave[y][x1-2].info |= (CAVE_ROOM | CAVE_ICKY);
4694 place_outer_noperm_bold(y, x1-2);
4697 for (y = y1 - 2; y <= y2 + 2; y++)
4699 if (!in_bounds(y,x2+2)) break;
4701 cave[y][x2+2].info |= (CAVE_ROOM | CAVE_ICKY);
4703 place_outer_noperm_bold(y, x2+2);
4706 for (y = y1 - 1; y <= y2 + 1; y++)
4708 for (x = x1 - 1; x <= x2 + 1; x++)
4710 cave_type *c_ptr = &cave[y][x];
4712 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
4714 /* Permanent walls */
4715 place_inner_perm_grid(c_ptr);
4720 /* dimensions of vertex array */
4723 num_vertices = m * n;
4725 /* initialize array of visited vertices */
4726 C_MAKE(visited, num_vertices, int);
4728 /* traverse the graph to create a spannng tree, pick a random root */
4729 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
4731 /* Make it look like a checker board vault */
4732 for (x = x1; x <= x2; x++)
4734 for (y = y1; y <= y2; y++)
4736 total = x - x1 + y - y1;
4737 /* If total is odd- and is a floor then make a wall */
4738 if ((total % 2 == 1) && is_floor_bold(y, x))
4740 place_inner_bold(y, x);
4745 /* Make a couple of entrances */
4748 /* left and right */
4749 y = randint1(dy) + dy / 2;
4750 place_inner_bold(y1 + y, x1 - 1);
4751 place_inner_bold(y1 + y, x2 + 1);
4755 /* top and bottom */
4756 x = randint1(dx) + dx / 2;
4757 place_inner_bold(y1 - 1, x1 + x);
4758 place_inner_bold(y2 + 1, x1 + x);
4761 /* Fill with monsters and treasure, highest difficulty */
4762 fill_treasure(x1, x2, y1, y2, 10);
4764 C_KILL(visited, num_vertices, int);
4768 /* Build a town/ castle by using a recursive algorithm.
4769 * Basically divide each region in a probalistic way to create
4770 * smaller regions. When the regions get too small stop.
4772 * The power variable is a measure of how well defended a region is.
4773 * This alters the possible choices.
4775 static void build_recursive_room(int x1, int y1, int x2, int y2, int power)
4781 /* Temp variables */
4787 if ((power < 3) && (xsize > 12) && (ysize > 12))
4789 /* Need outside wall +keep */
4796 /* Make rooms + subdivide */
4797 if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8))
4803 choice = randint1(2) + 1;
4808 /* Mostly subdivide */
4809 choice = randint1(3) + 1;
4813 /* Based on the choice made above, do something */
4821 /* top and bottom */
4822 for (x = x1; x <= x2; x++)
4824 place_outer_bold(y1, x);
4825 place_outer_bold(y2, x);
4828 /* left and right */
4829 for (y = y1 + 1; y < y2; y++)
4831 place_outer_bold(y, x1);
4832 place_outer_bold(y, x2);
4835 /* Make a couple of entrances */
4838 /* left and right */
4839 y = randint1(ysize) + y1;
4840 place_floor_bold(y, x1);
4841 place_floor_bold(y, x2);
4845 /* top and bottom */
4846 x = randint1(xsize) + x1;
4847 place_floor_bold(y1, x);
4848 place_floor_bold(y2, x);
4851 /* Select size of keep */
4852 t1 = randint1(ysize / 3) + y1;
4853 t2 = y2 - randint1(ysize / 3);
4854 t3 = randint1(xsize / 3) + x1;
4855 t4 = x2 - randint1(xsize / 3);
4857 /* Do outside areas */
4859 /* Above and below keep */
4860 build_recursive_room(x1 + 1, y1 + 1, x2 - 1, t1, power + 1);
4861 build_recursive_room(x1 + 1, t2, x2 - 1, y2, power + 1);
4863 /* Left and right of keep */
4864 build_recursive_room(x1 + 1, t1 + 1, t3, t2 - 1, power + 3);
4865 build_recursive_room(t4, t1 + 1, x2 - 1, t2 - 1, power + 3);
4867 /* Make the keep itself: */
4880 /* Try to build a room */
4881 if ((xsize < 3) || (ysize < 3))
4883 for (y = y1; y < y2; y++)
4885 for (x = x1; x < x2; x++)
4887 place_inner_bold(y, x);
4895 /* Make outside walls */
4896 /* top and bottom */
4897 for (x = x1 + 1; x <= x2 - 1; x++)
4899 place_inner_bold(y1 + 1, x);
4900 place_inner_bold(y2 - 1, x);
4903 /* left and right */
4904 for (y = y1 + 1; y <= y2 - 1; y++)
4906 place_inner_bold(y, x1 + 1);
4907 place_inner_bold(y, x2 - 1);
4911 y = randint1(ysize - 3) + y1 + 1;
4916 place_floor_bold(y, x1 + 1);
4921 place_floor_bold(y, x2 - 1);
4924 /* Build the room */
4925 build_recursive_room(x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
4930 /* Try and divide vertically */
4934 for (y = y1; y < y2; y++)
4936 for (x = x1; x < x2; x++)
4938 place_inner_bold(y, x);
4944 t1 = randint1(xsize - 2) + x1 + 1;
4945 build_recursive_room(x1, y1, t1, y2, power - 2);
4946 build_recursive_room(t1 + 1, y1, x2, y2, power - 2);
4951 /* Try and divide horizontally */
4955 for (y = y1; y < y2; y++)
4957 for (x = x1; x < x2; x++)
4959 place_inner_bold(y, x);
4965 t1 = randint1(ysize - 2) + y1 + 1;
4966 build_recursive_room(x1, y1, x2, t1, power - 2);
4967 build_recursive_room(x1, t1 + 1, x2, y2, power - 2);
4974 /* Build a castle */
4976 /* Driver routine: clear the region and call the recursive
4979 *This makes a vault that looks like a castle/ city in the dungeon.
4981 static void build_castle_vault(int x0, int y0, int xsize, int ysize)
4987 /* Pick a random room size */
4996 if (cheat_room) msg_print("Castle Vault");
4998 /* generate the room */
4999 for (y = y1 - 1; y <= y2 + 1; y++)
5001 for (x = x1 - 1; x <= x2 + 1; x++)
5003 cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
5004 /* Make everything a floor */
5005 place_floor_bold(y, x);
5009 /* Make the castle */
5010 build_recursive_room(x1, y1, x2, y2, randint1(5));
5012 /* Fill with monsters and treasure, low difficulty */
5013 fill_treasure(x1, x2, y1, y2, randint1(3));
5018 * Add outer wall to a floored region
5019 * Note: no range checking is done so must be inside dungeon
5020 * This routine also stomps on doors
5022 static void add_outer_wall(int x, int y, int light, int x1, int y1, int x2, int y2)
5025 feature_type *f_ptr;
5028 if (!in_bounds(y, x)) return;
5030 c_ptr = &cave[y][x];
5032 /* hack- check to see if square has been visited before
5033 * if so, then exit (use room flag to do this) */
5034 if (c_ptr->info & CAVE_ROOM) return;
5037 c_ptr->info |= CAVE_ROOM;
5039 f_ptr = &f_info[c_ptr->feat];
5041 if (is_floor_bold(y, x))
5043 for (i = -1; i <= 1; i++)
5045 for (j = -1; j <= 1; j++)
5047 if ((x + i >= x1) && (x + i <= x2) &&
5048 (y + j >= y1) && (y + j <= y2))
5050 add_outer_wall(x + i, y + j, light, x1, y1, x2, y2);
5051 if (light) c_ptr->info |= CAVE_GLOW;
5056 else if (is_extra_bold(y, x))
5058 /* Set bounding walls */
5059 place_outer_bold(y, x);
5060 if (light) c_ptr->info |= CAVE_GLOW;
5062 else if (have_flag(f_ptr->flags, FF_WALL) && have_flag(f_ptr->flags, FF_PERMANENT))
5064 /* Set bounding walls */
5065 if (light) c_ptr->info |= CAVE_GLOW;
5071 * Hacked distance formula - gives the 'wrong' answer.
5072 * Used to build crypts
5074 static int dist2(int x1, int y1, int x2, int y2,
5075 int h1, int h2, int h3, int h4)
5081 /* Basically this works by taking the normal pythagorean formula
5082 * and using an expansion to express this in a way without the
5083 * square root. This approximate formula is then perturbed to give
5084 * the distorted results. (I found this by making a mistake when I was
5085 * trying to fix the circular rooms.)
5088 /* h1-h4 are constants that describe the metric */
5089 if (dx >= 2 * dy) return (dx + (dy * h1) / h2);
5090 if (dy >= 2 * dx) return (dy + (dx * h1) / h2);
5091 return (((dx + dy) * 128) / 181 +
5092 (dx * dx / (dy * h3) + dy * dy / (dx * h3)) * h4);
5093 /* 128/181 is approx. 1/sqrt(2) */
5098 * Build target vault.
5099 * This is made by two concentric "crypts" with perpendicular
5100 * walls creating the cross-hairs.
5102 static void build_target_vault(int x0, int y0, int xsize, int ysize)
5106 /* Make a random metric */
5108 h1 = randint1(32) - 16;
5111 h4 = randint1(32) - 16;
5113 if (cheat_room) msg_print("Target Vault");
5115 /* work out outer radius */
5126 for (x = x0 - rad; x <= x0 + rad; x++)
5128 for (y = y0 - rad; y <= y0 + rad; y++)
5130 /* clear room flag */
5131 cave[y][x].info &= ~(CAVE_ROOM);
5133 /* Vault - so is "icky" */
5134 cave[y][x].info |= CAVE_ICKY;
5136 if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
5138 /* inside- so is floor */
5139 place_floor_bold(y, x);
5143 /* make granite outside so arena works */
5144 place_extra_bold(y, x);
5147 /* proper boundary for arena */
5148 if (((y + rad) == y0) || ((y - rad) == y0) ||
5149 ((x + rad) == x0) || ((x - rad) == x0))
5151 place_extra_bold(y, x);
5156 /* Find visible outer walls and set to be FEAT_OUTER */
5157 add_outer_wall(x0, y0, FALSE, x0 - rad - 1, y0 - rad - 1,
5158 x0 + rad + 1, y0 + rad + 1);
5160 /* Add inner wall */
5161 for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)
5163 for (y = y0 - rad / 2; y <= y0 + rad / 2; y++)
5165 if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
5167 /* Make an internal wall */
5168 place_inner_bold(y, x);
5173 /* Add perpendicular walls */
5174 for (x = x0 - rad; x <= x0 + rad; x++)
5176 place_inner_bold(y0, x);
5179 for (y = y0 - rad; y <= y0 + rad; y++)
5181 place_inner_bold(y, x0);
5184 /* Make inner vault */
5185 for (y = y0 - 1; y <= y0 + 1; y++)
5187 place_inner_bold(y, x0 - 1);
5188 place_inner_bold(y, x0 + 1);
5190 for (x = x0 - 1; x <= x0 + 1; x++)
5192 place_inner_bold(y0 - 1, x);
5193 place_inner_bold(y0 + 1, x);
5196 place_floor_bold(y0, x0);
5199 /* Add doors to vault */
5200 /* get two distances so can place doors relative to centre */
5201 x = (rad - 2) / 4 + 1;
5204 add_door(x0 + x, y0);
5205 add_door(x0 + y, y0);
5206 add_door(x0 - x, y0);
5207 add_door(x0 - y, y0);
5208 add_door(x0, y0 + x);
5209 add_door(x0, y0 + y);
5210 add_door(x0, y0 - x);
5211 add_door(x0, y0 - y);
5213 /* Fill with stuff - medium difficulty */
5214 fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
5218 #ifdef ALLOW_CAVERNS_AND_LAKES
5220 * This routine uses a modified version of the lake code to make a
5221 * distribution of some terrain type over the vault. This type
5222 * depends on the dungeon depth.
5224 * Miniture rooms are then scattered across the vault.
5226 static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz)
5231 int xsize, ysize, xhsize, yhsize, x, y, i;
5235 if (cheat_room) msg_print("Elemental Vault");
5237 /* round to make sizes even */
5245 /* Earth vault (Rubble) */
5246 type = LAKE_T_EARTH_VAULT;
5248 else if (dun_level < 50)
5250 /* Air vault (Trees) */
5251 type = LAKE_T_AIR_VAULT;
5253 else if (dun_level < 75)
5255 /* Water vault (shallow water) */
5256 type = LAKE_T_WATER_VAULT;
5260 /* Fire vault (shallow lava) */
5261 type = LAKE_T_FIRE_VAULT;
5266 /* testing values for these parameters: feel free to adjust */
5267 grd = 1 << (randint0(3));
5269 /* want average of about 16 */
5270 roug = randint1(8) * randint1(4);
5272 /* Make up size of various componants */
5276 /* Deep water/lava */
5277 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
5279 /* Shallow boundary */
5283 generate_hmap(y0, x0, xsize, ysize, grd, roug, c3);
5285 /* Convert to normal format+ clean up */
5286 done = generate_lake(y0, x0, xsize, ysize, c1, c2, c3, type);
5289 /* Set icky flag because is a vault */
5290 for (x = 0; x <= xsize; x++)
5292 for (y = 0; y <= ysize; y++)
5294 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
5298 /* make a few rooms in the vault */
5299 for (i = 1; i <= (xsize * ysize) / 50; i++)
5301 build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2,
5302 y0 + randint0(ysize - 4) - ysize / 2 + 2);
5305 /* Fill with monsters and treasure, low difficulty */
5306 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,
5307 y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
5309 #endif /* ALLOW_CAVERNS_AND_LAKES */
5315 static bool build_type10(void)
5317 int y0, x0, xsize, ysize, vtype;
5320 /* big enough to look good, small enough to be fairly common. */
5321 xsize = randint1(22) + 22;
5322 ysize = randint1(11) + 11;
5324 /* Find and reserve some space in the dungeon. Get center of room. */
5325 if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
5327 /* Boost the rating- higher than lesser vaults and lower than greater vaults */
5330 /* (Sometimes) Cause a special feeling */
5331 if ((dun_level <= 50) ||
5332 (randint1((dun_level - 40) * (dun_level - 40) + 1) < 400))
5334 good_item_flag = TRUE;
5337 /* Select type of vault */
5338 #ifdef ALLOW_CAVERNS_AND_LAKES
5339 vtype = randint1(15);
5340 #else /* ALLOW_CAVERNS_AND_LAKES */
5341 vtype = randint1(7);
5342 #endif /* ALLOW_CAVERNS_AND_LAKES */
5346 /* Build an appropriate room */
5347 case 1: case 9: build_bubble_vault(x0, y0, xsize, ysize); break;
5348 case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break;
5349 case 3: case 11: build_cave_vault(x0, y0, xsize, ysize); break;
5350 case 4: case 12: build_maze_vault(x0, y0, xsize, ysize, TRUE); break;
5351 case 5: case 13: build_mini_c_vault(x0, y0, xsize, ysize); break;
5352 case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break;
5353 case 7: case 15: build_target_vault(x0, y0, xsize, ysize); break;
5354 #ifdef ALLOW_CAVERNS_AND_LAKES
5355 case 8: build_elemental_vault(x0, y0, xsize, ysize); break;
5356 #endif /* ALLOW_CAVERNS_AND_LAKES */
5357 /* I know how to add a few more... give me some time. */
5360 default: return FALSE;
5368 * Build an vertical oval room.
5369 * For every grid in the possible square, check the distance.
5370 * If it's less than the radius, make it a room square.
5372 * When done fill from the inside to find the walls,
5374 static bool build_type11(void)
5376 int rad, x, y, x0, y0;
5379 /* Occasional light */
5380 if ((randint1(dun_level) <= 15) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
5384 /* Find and reserve some space in the dungeon. Get center of room. */
5385 if (!find_space(&y0, &x0, rad * 2 + 1, rad * 2 + 1)) return FALSE;
5387 /* Make circular floor */
5388 for (x = x0 - rad; x <= x0 + rad; x++)
5390 for (y = y0 - rad; y <= y0 + rad; y++)
5392 if (distance(y0, x0, y, x) <= rad - 1)
5394 /* inside- so is floor */
5395 place_floor_bold(y, x);
5397 else if (distance(y0, x0, y, x) <= rad + 1)
5399 /* make granite outside so arena works */
5400 place_extra_bold(y, x);
5405 /* Find visible outer walls and set to be FEAT_OUTER */
5406 add_outer_wall(x0, y0, light, x0 - rad, y0 - rad, x0 + rad, y0 + rad);
5414 * For every grid in the possible square, check the (fake) distance.
5415 * If it's less than the radius, make it a room square.
5417 * When done fill from the inside to find the walls,
5419 static bool build_type12(void)
5421 int rad, x, y, x0, y0;
5423 bool emptyflag = TRUE;
5425 /* Make a random metric */
5427 h1 = randint1(32) - 16;
5430 h4 = randint1(32) - 16;
5432 /* Occasional light */
5433 if ((randint1(dun_level) <= 5) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
5437 /* Find and reserve some space in the dungeon. Get center of room. */
5438 if (!find_space(&y0, &x0, rad * 2 + 3, rad * 2 + 3)) return FALSE;
5441 for (x = x0 - rad; x <= x0 + rad; x++)
5443 for (y = y0 - rad; y <= y0 + rad; y++)
5445 /* clear room flag */
5446 cave[y][x].info &= ~(CAVE_ROOM);
5448 if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
5450 /* inside - so is floor */
5451 place_floor_bold(y, x);
5453 else if (distance(y0, x0, y, x) < 3)
5455 place_floor_bold(y, x);
5459 /* make granite outside so arena works */
5460 place_extra_bold(y, x);
5463 /* proper boundary for arena */
5464 if (((y + rad) == y0) || ((y - rad) == y0) ||
5465 ((x + rad) == x0) || ((x - rad) == x0))
5467 place_extra_bold(y, x);
5472 /* Find visible outer walls and set to be FEAT_OUTER */
5473 add_outer_wall(x0, y0, light, x0 - rad - 1, y0 - rad - 1,
5474 x0 + rad + 1, y0 + rad + 1);
5476 /* Check to see if there is room for an inner vault */
5477 for (x = x0 - 2; x <= x0 + 2; x++)
5479 for (y = y0 - 2; y <= y0 + 2; y++)
5481 if (!is_floor_bold(y, x))
5483 /* Wall in the way */
5489 if (emptyflag && one_in_(2))
5491 /* Build the vault */
5492 build_small_room(x0, y0);
5494 /* Place a treasure in the vault */
5495 place_object(y0, x0, 0L);
5497 /* Let's guard the treasure well */
5498 vault_monsters(y0, x0, randint0(2) + 3);
5500 /* Traps naturally */
5501 vault_traps(y0, x0, 4, 4, randint0(3) + 2);
5509 * Helper function for "trapped monster pit"
5511 static bool vault_aux_trapped_pit(int r_idx)
5513 monster_race *r_ptr = &r_info[r_idx];
5515 /* Validate the monster */
5516 if (!vault_monster_okay(r_idx)) return (FALSE);
5518 /* No wall passing monster */
5519 if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return (FALSE);
5527 * Type 12 -- Trapped monster pits
5529 * A trapped monster pit is a "big" room with a straight corridor in
5530 * which wall opening traps are placed, and with two "inner" rooms
5531 * containing a "collection" of monsters of a given type organized in
5534 * The trapped monster pit appears as shown below, where the actual
5535 * monsters in each location depend on the type of the pit
5537 * #########################
5539 * ####################### #
5540 * #####001123454321100### #
5541 * ###0012234567654322100# #
5542 * ####################### #
5544 * # #######################
5545 * # #0012234567654322100###
5546 * # ###001123454321100#####
5547 * # #######################
5549 * #########################
5551 * Note that the monsters in the pit are now chosen by using "get_mon_num()"
5552 * to request 16 "appropriate" monsters, sorting them by level, and using
5553 * the "even" entries in this sorted list for the contents of the pit.
5555 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",
5556 * which is handled by requiring a specific "breath" attack for all of the
5557 * dragons. This may include "multi-hued" breath. Note that "wyrms" may
5558 * be present in many of the dragon pits, if they have the proper breath.
5560 * Note the use of the "get_mon_num_prep()" function, and the special
5561 * "get_mon_num_hook()" restriction function, to prepare the "monster
5562 * allocation table" in such a way as to optimize the selection of
5563 * "appropriate" non-unique monsters for the pit.
5565 * Note that the "get_mon_num()" function may (rarely) fail, in which case
5566 * the pit will be empty, and will not effect the level rating.
5568 * Note that "monster pits" will never contain "unique" monsters.
5570 static bool build_type13(void)
5572 static int placing[][3] = {
5573 {-2, -9, 0}, {-2, -8, 0}, {-3, -7, 0}, {-3, -6, 0},
5574 {+2, -9, 0}, {+2, -8, 0}, {+3, -7, 0}, {+3, -6, 0},
5575 {-2, +9, 0}, {-2, +8, 0}, {-3, +7, 0}, {-3, +6, 0},
5576 {+2, +9, 0}, {+2, +8, 0}, {+3, +7, 0}, {+3, +6, 0},
5577 {-2, -7, 1}, {-3, -5, 1}, {-3, -4, 1},
5578 {+2, -7, 1}, {+3, -5, 1}, {+3, -4, 1},
5579 {-2, +7, 1}, {-3, +5, 1}, {-3, +4, 1},
5580 {+2, +7, 1}, {+3, +5, 1}, {+3, +4, 1},
5581 {-2, -6, 2}, {-2, -5, 2}, {-3, -3, 2},
5582 {+2, -6, 2}, {+2, -5, 2}, {+3, -3, 2},
5583 {-2, +6, 2}, {-2, +5, 2}, {-3, +3, 2},
5584 {+2, +6, 2}, {+2, +5, 2}, {+3, +3, 2},
5585 {-2, -4, 3}, {-3, -2, 3},
5586 {+2, -4, 3}, {+3, -2, 3},
5587 {-2, +4, 3}, {-3, +2, 3},
5588 {+2, +4, 3}, {+3, +2, 3},
5589 {-2, -3, 4}, {-3, -1, 4},
5590 {+2, -3, 4}, {+3, -1, 4},
5591 {-2, +3, 4}, {-3, +1, 4},
5592 {+2, +3, 4}, {+3, +1, 4},
5593 {-2, -2, 5}, {-3, 0, 5}, {-2, +2, 5},
5594 {+2, -2, 5}, {+3, 0, 5}, {+2, +2, 5},
5595 {-2, -1, 6}, {-2, +1, 6},
5596 {+2, -1, 6}, {+2, +1, 6},
5597 {-2, 0, 7}, {+2, 0, 7},
5601 int y, x, y1, x1, y2, x2, xval, yval;
5610 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
5611 vault_aux_type *n_ptr;
5613 /* Only in Angband */
5614 if (dungeon_type != DUNGEON_ANGBAND) return FALSE;
5616 /* No type available */
5617 if (cur_pit_type < 0) return FALSE;
5619 n_ptr = &pit_types[cur_pit_type];
5621 /* Process a preparation function if necessary */
5622 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
5624 /* Prepare allocation table */
5625 get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
5627 align.sub_align = SUB_ALIGN_NEUTRAL;
5629 /* Pick some monster types */
5630 for (i = 0; i < 16; i++)
5632 int r_idx = 0, attempts = 100;
5633 monster_race *r_ptr = NULL;
5637 /* Get a (hard) monster type */
5638 r_idx = get_mon_num(dun_level + 0);
5639 r_ptr = &r_info[r_idx];
5641 /* Decline incorrect alignment */
5642 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
5644 /* Accept this monster */
5648 /* Notice failure */
5649 if (!r_idx || !attempts) return FALSE;
5651 /* Note the alignment */
5652 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
5653 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
5658 /* Find and reserve some space in the dungeon. Get center of room. */
5659 if (!find_space(&yval, &xval, 13, 25)) return FALSE;
5667 /* Fill with inner walls */
5668 for (y = y1 - 1; y <= y2 + 1; y++)
5670 for (x = x1 - 1; x <= x2 + 1; x++)
5672 c_ptr = &cave[y][x];
5673 place_inner_grid(c_ptr);
5674 c_ptr->info |= (CAVE_ROOM);
5678 /* Place the floor area 1 */
5679 for (x = x1 + 3; x <= x2 - 3; x++)
5681 c_ptr = &cave[yval-2][x];
5682 place_floor_grid(c_ptr);
5683 add_cave_info(yval-2, x, CAVE_ICKY);
5685 c_ptr = &cave[yval+2][x];
5686 place_floor_grid(c_ptr);
5687 add_cave_info(yval+2, x, CAVE_ICKY);
5690 /* Place the floor area 2 */
5691 for (x = x1 + 5; x <= x2 - 5; x++)
5693 c_ptr = &cave[yval-3][x];
5694 place_floor_grid(c_ptr);
5695 add_cave_info(yval-3, x, CAVE_ICKY);
5697 c_ptr = &cave[yval+3][x];
5698 place_floor_grid(c_ptr);
5699 add_cave_info(yval+3, x, CAVE_ICKY);
5703 for (x = x1; x <= x2; x++)
5705 c_ptr = &cave[yval][x];
5706 place_floor_grid(c_ptr);
5707 c_ptr = &cave[y1][x];
5708 place_floor_grid(c_ptr);
5709 c_ptr = &cave[y2][x];
5710 place_floor_grid(c_ptr);
5713 /* Place the outer walls */
5714 for (y = y1 - 1; y <= y2 + 1; y++)
5716 c_ptr = &cave[y][x1 - 1];
5717 place_outer_grid(c_ptr);
5718 c_ptr = &cave[y][x2 + 1];
5719 place_outer_grid(c_ptr);
5721 for (x = x1 - 1; x <= x2 + 1; x++)
5723 c_ptr = &cave[y1 - 1][x];
5724 place_outer_grid(c_ptr);
5725 c_ptr = &cave[y2 + 1][x];
5726 place_outer_grid(c_ptr);
5729 /* Random corridor */
5732 for (y = y1; y <= yval; y++)
5734 place_floor_bold(y, x2);
5735 place_solid_bold(y, x1-1);
5737 for (y = yval; y <= y2 + 1; y++)
5739 place_floor_bold(y, x1);
5740 place_solid_bold(y, x2+1);
5745 for (y = yval; y <= y2 + 1; y++)
5747 place_floor_bold(y, x1);
5748 place_solid_bold(y, x2+1);
5750 for (y = y1; y <= yval; y++)
5752 place_floor_bold(y, x2);
5753 place_solid_bold(y, x1-1);
5757 /* Place the wall open trap */
5758 cave[yval][xval].mimic = cave[yval][xval].feat;
5759 cave[yval][xval].feat = FEAT_TRAP_OPEN;
5761 /* Sort the entries */
5762 for (i = 0; i < 16 - 1; i++)
5764 /* Sort the entries */
5765 for (j = 0; j < 16 - 1; j++)
5770 int p1 = r_info[what[i1]].level;
5771 int p2 = r_info[what[i2]].level;
5777 what[i1] = what[i2];
5788 msg_format("%s%s¤Î櫥ԥåÈ", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
5790 msg_format("Trapped monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
5794 /* Select the entries */
5795 for (i = 0; i < 8; i++)
5797 /* Every other entry */
5798 what[i] = what[i * 2];
5803 msg_print(r_name + r_info[what[i]].name);
5807 /* Increase the level rating */
5810 /* (Sometimes) Cause a "special feeling" (for "Monster Pits") */
5811 if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
5813 good_item_flag = TRUE;
5816 for (i = 0; placing[i][2] >= 0; i++)
5818 y = yval + placing[i][0];
5819 x = xval + placing[i][1];
5820 place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
5828 * Type 14 -- trapped rooms
5830 * A special trap is placed at center of the room
5832 static bool build_type14(void)
5834 int y, x, y2, x2, yval, xval;
5835 int y1, x1, xsize, ysize;
5842 /* Pick a room size */
5848 xsize = x1 + x2 + 1;
5849 ysize = y1 + y2 + 1;
5851 /* Find and reserve some space in the dungeon. Get center of room. */
5852 if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
5854 /* Choose lite or dark */
5855 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
5858 /* Get corner values */
5859 y1 = yval - ysize / 2;
5860 x1 = xval - xsize / 2;
5861 y2 = yval + (ysize - 1) / 2;
5862 x2 = xval + (xsize - 1) / 2;
5865 /* Place a full floor under the room */
5866 for (y = y1 - 1; y <= y2 + 1; y++)
5868 for (x = x1 - 1; x <= x2 + 1; x++)
5870 c_ptr = &cave[y][x];
5871 place_floor_grid(c_ptr);
5872 c_ptr->info |= (CAVE_ROOM);
5873 if (light) c_ptr->info |= (CAVE_GLOW);
5877 /* Walls around the room */
5878 for (y = y1 - 1; y <= y2 + 1; y++)
5880 c_ptr = &cave[y][x1 - 1];
5881 place_outer_grid(c_ptr);
5882 c_ptr = &cave[y][x2 + 1];
5883 place_outer_grid(c_ptr);
5885 for (x = x1 - 1; x <= x2 + 1; x++)
5887 c_ptr = &cave[y1 - 1][x];
5888 place_outer_grid(c_ptr);
5889 c_ptr = &cave[y2 + 1][x];
5890 place_outer_grid(c_ptr);
5893 if (dun_level < 30 + randint1(30))
5894 trap = FEAT_TRAP_PIRANHA;
5896 trap = FEAT_TRAP_ARMAGEDDON;
5898 /* Place a special trap */
5899 c_ptr = &cave[rand_spread(yval, ysize/4)][rand_spread(xval, xsize/4)];
5900 c_ptr->mimic = c_ptr->feat;
5907 msg_format("%s¤ÎÉô²°", f_name + f_info[trap].name);
5909 msg_format("Room of %s", f_name + f_info[trap].name);
5918 * Attempt to build a room of the given type at the given block
5920 * Note that we restrict the number of "crowded" rooms to reduce
5921 * the chance of overflowing the monster list during level creation.
5923 bool room_build(int typ)
5928 /* Build an appropriate room */
5929 case ROOM_T_NORMAL: return build_type1();
5930 case ROOM_T_OVERLAP: return build_type2();
5931 case ROOM_T_CROSS: return build_type3();
5932 case ROOM_T_INNER_FEAT: return build_type4();
5933 case ROOM_T_NEST: return build_type5();
5934 case ROOM_T_PIT: return build_type6();
5935 case ROOM_T_LESSER_VAULT: return build_type7();
5936 case ROOM_T_GREATER_VAULT: return build_type8();
5937 case ROOM_T_FRACAVE: return build_type9();
5938 case ROOM_T_RANDOM_VAULT: return build_type10();
5939 case ROOM_T_OVAL: return build_type11();
5940 case ROOM_T_CRYPT: return build_type12();
5941 case ROOM_T_TRAP_PIT: return build_type13();
5942 case ROOM_T_TRAP: return build_type14();
5950 #define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
5953 * [from SAngband (originally from OAngband)]
5955 * Generate rooms in dungeon. Build bigger rooms at first.
5957 void generate_rooms(void)
5963 int prob_list[ROOM_T_MAX];
5964 int rooms_built = 0;
5965 int area_size = 100 * (cur_hgt*cur_wid) / (MAX_HGT*MAX_WID);
5966 int level_index = MIN(10, div_round(dun_level, 10));
5968 /* Number of each type of room on this level */
5969 s16b room_num[ROOM_T_MAX];
5971 /* Limit number of rooms */
5972 int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
5974 /* Assume normal cave */
5975 room_info_type *room_info_ptr = room_info_normal;
5979 * Initialize probability list.
5981 for (i = 0; i < ROOM_T_MAX; i++)
5983 /* No rooms allowed above their minimum depth. */
5984 if (dun_level < room_info_ptr[i].min_level)
5990 prob_list[i] = room_info_ptr[i].prob[level_index];
5995 * XXX -- Various dungeon types and options.
5998 /* Ironman sees only Greater Vaults */
5999 if (ironman_rooms && !((d_info[dungeon_type].flags1 & (DF1_BEGINNER | DF1_CHAMELEON))))
6001 for (i = 0; i < ROOM_T_MAX; i++)
6003 if (i == ROOM_T_GREATER_VAULT) prob_list[i] = 1;
6004 else prob_list[i] = 0;
6008 /* Forbidden vaults */
6009 else if (d_info[dungeon_type].flags1 & DF1_NO_VAULT)
6011 prob_list[ROOM_T_LESSER_VAULT] = 0;
6012 prob_list[ROOM_T_GREATER_VAULT] = 0;
6013 prob_list[ROOM_T_RANDOM_VAULT] = 0;
6017 /* NO_CAVE dungeon (Castle)*/
6018 if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
6020 MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE);
6021 MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_CRYPT);
6022 MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL);
6025 /* CAVE dungeon (Orc cave etc.) */
6026 else if (d_info[dungeon_type].flags1 & DF1_CAVE)
6028 MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL);
6031 /* No caves when a (random) cavern exists: they look bad */
6032 else if (dun->cavern || dun->empty_level)
6034 prob_list[ROOM_T_FRACAVE] = 0;
6039 * Initialize number of rooms,
6040 * And calcurate total probability.
6042 for (total_prob = 0, i = 0; i < ROOM_T_MAX; i++)
6045 total_prob += prob_list[i];
6049 * Prepare the number of rooms, of all types, we should build
6052 for (i = dun_rooms; i > 0; i--)
6055 int rand = randint0(total_prob);
6057 /* Get room_type randomly */
6058 for (room_type = 0; room_type < ROOM_T_MAX; room_type++)
6060 if (rand < prob_list[room_type]) break;
6061 else rand -= prob_list[room_type];
6065 if (room_type >= ROOM_T_MAX) room_type = ROOM_T_NORMAL;
6067 /* Increase the number of rooms of that type we should build. */
6068 room_num[room_type]++;
6074 case ROOM_T_LESSER_VAULT:
6075 case ROOM_T_TRAP_PIT:
6081 case ROOM_T_GREATER_VAULT:
6082 case ROOM_T_RANDOM_VAULT:
6091 * Build each type of room one by one until we cannot build any more.
6092 * [from SAngband (originally from OAngband)]
6096 /* Assume no remaining rooms */
6099 for (i = 0; i < ROOM_T_MAX; i++)
6101 /* What type of room are we building now? */
6102 int room_type = room_build_order[i];
6104 /* Go next if none available */
6105 if (!room_num[room_type]) continue;
6107 /* Use up one unit */
6108 room_num[room_type]--;
6110 /* Build the room. */
6111 if (room_build(room_type))
6113 /* Increase the room built count. */
6116 /* Mark as there was some remaining rooms */
6123 case ROOM_T_TRAP_PIT:
6125 /* Avoid too many monsters */
6128 room_num[ROOM_T_PIT] = 0;
6129 room_num[ROOM_T_NEST] = 0;
6130 room_num[ROOM_T_TRAP_PIT] = 0;
6135 /* Stop building this type on failure. */
6138 room_num[room_type] = 0;
6142 /* End loop if no room remain */
6149 msg_format("Éô²°¿ô: %d", rooms_built);
6151 msg_format("Number of Rooms: %d", rooms_built);