3 * @brief ダンジョンフロアの部屋生成処理 / make rooms. Used by generate.c when creating dungeons.
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen. \n
12 * Room building routines.\n
18 * 4 -- large room with features\n
19 * 5 -- monster nests\n
21 * 7 -- simple vaults\n
22 * 8 -- greater vaults\n
23 * 9 -- fractal caves\n
24 * 10 -- random vaults\n
25 * 11 -- circular rooms\n
27 * 13 -- trapped monster pits\n
28 * 14 -- trapped room\n
30 * 16 -- underground arcade\n
32 * Some functions are used to determine if the given monster\n
33 * is appropriate for inclusion in a monster nest or monster pit or\n
36 * None of the pits/nests are allowed to include "unique" monsters.\n
47 *[from SAngband (originally from OAngband)]\n
49 * Table of values that control how many times each type of room will\n
50 * appear. Each type of room has its own row, and each column\n
51 * corresponds to dungeon levels 0, 10, 20, and so on. The final\n
52 * value is the minimum depth the room can appear at. -LM-\n
54 * Level 101 and below use the values for level 100.\n
56 * Rooms with lots of monsters or loot may not be generated if the\n
57 * object or monster lists are already nearly full. Rooms will not\n
58 * appear above their minimum depth. Tiny levels will not have space\n
59 * for all the rooms you ask for.\n
61 static room_info_type room_info_normal[ROOM_T_MAX] =
64 /* 0 10 20 30 40 50 60 70 80 90 100 min limit */
66 {{999,900,800,700,600,500,400,300,200,100, 0}, 0}, /*NORMAL */
67 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 1}, /*OVERLAP */
68 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*CROSS */
69 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*INNER_F */
70 {{ 0, 1, 1, 1, 2, 3, 5, 6, 8, 10, 13}, 10}, /*NEST */
71 {{ 0, 1, 1, 2, 3, 4, 6, 8, 10, 13, 16}, 10}, /*PIT */
72 {{ 0, 1, 1, 1, 2, 2, 3, 5, 6, 8, 10}, 10}, /*LESSER_V */
73 {{ 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4}, 20}, /*GREATER_V*/
74 {{ 0,100,200,300,400,500,600,700,800,900,999}, 10}, /*FRACAVE */
75 {{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2}, 10}, /*RANDOM_V */
76 {{ 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40}, 3}, /*OVAL */
77 {{ 1, 6, 12, 18, 24, 30, 36, 42, 48, 54, 60}, 10}, /*CRYPT */
78 {{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP_PIT */
79 {{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP */
80 {{ 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2}, 40}, /*GLASS */
81 {{ 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3}, 1}, /*ARCADE */
85 /*! 部屋の生成処理順 / Build rooms in descending order of difficulty. */
86 static byte room_build_order[ROOM_T_MAX] = {
106 * @brief 鍵のかかったドアを配置する
107 * @param y 配置したいフロアのY座標
108 * @param x 配置したいフロアのX座標
111 static void place_locked_door(int y, int x)
113 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
115 place_floor_bold(y, x);
119 set_cave_feat(y, x, feat_locked_door_random((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
120 cave[y][x].info &= ~(CAVE_FLOOR);
121 delete_monster(y, x);
127 * @param y 配置したいフロアのY座標
128 * @param x 配置したいフロアのX座標
129 * @param type #DOOR_DEFAULT / #DOOR_DOOR / #DOOR_GLASS_DOOR / #DOOR_CURTAIN のいずれか
132 static void place_secret_door(int y, int x, int type)
134 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
136 place_floor_bold(y, x);
140 cave_type *c_ptr = &cave[y][x];
142 if (type == DOOR_DEFAULT)
144 type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
145 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
146 ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
149 /* Create secret door */
150 place_closed_door(y, x, type);
152 if (type != DOOR_CURTAIN)
154 /* Hide by inner wall because this is used in rooms only */
155 c_ptr->mimic = feat_wall_inner;
157 /* Floor type terrain cannot hide a door */
158 if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat))
160 if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY))
162 c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)];
168 c_ptr->info &= ~(CAVE_FLOOR);
169 delete_monster(y, x);
174 * @brief 1マスだけの部屋を作成し、上下左右いずれか一つに隠しドアを配置する。
175 * @param y0 配置したい中心のY座標
176 * @param x0 配置したい中心のX座標
178 * This funtion makes a very small room centred at (x0, y0)
179 * This is used in crypts, and random elemental vaults.
181 * Note - this should be used only on allocated regions
182 * within another room.
184 static void build_small_room(int x0, int y0)
188 for (y = y0 - 1; y <= y0 + 1; y++)
190 place_inner_bold(y, x0 - 1);
191 place_inner_bold(y, x0 + 1);
194 for (x = x0 - 1; x <= x0 + 1; x++)
196 place_inner_bold(y0 - 1, x);
197 place_inner_bold(y0 + 1, x);
200 /* Place a secret door on one side */
203 case 0: place_secret_door(y0, x0 - 1, DOOR_DEFAULT); break;
204 case 1: place_secret_door(y0, x0 + 1, DOOR_DEFAULT); break;
205 case 2: place_secret_door(y0 - 1, x0, DOOR_DEFAULT); break;
206 case 3: place_secret_door(y0 + 1, x0, DOOR_DEFAULT); break;
209 /* Clear mimic type */
210 cave[y0][x0].mimic = 0;
212 /* Add inner open space */
213 place_floor_bold(y0, x0);
218 * 指定範囲に通路が通っていることを確認した上で床で埋める
219 * This function tunnels around a room if it will cut off part of a cave system.
226 static void check_room_boundary(int x1, int y1, int x2, int y2)
229 bool old_is_floor, new_is_floor;
235 old_is_floor = get_is_floor(x1 - 1, y1);
238 * Count the number of floor-wall boundaries around the room
239 * Note: diagonal squares are ignored since the player can move diagonally
240 * to bypass these if needed.
243 /* Above the top boundary */
244 for (x = x1; x <= x2; x++)
246 new_is_floor = get_is_floor(x, y1 - 1);
248 /* Increment counter if they are different */
249 if (new_is_floor != old_is_floor) count++;
251 old_is_floor = new_is_floor;
255 for (y = y1; y <= y2; y++)
257 new_is_floor = get_is_floor(x2 + 1, y);
259 /* increment counter if they are different */
260 if (new_is_floor != old_is_floor) count++;
262 old_is_floor = new_is_floor;
265 /* Bottom boundary */
266 for (x = x2; x >= x1; x--)
268 new_is_floor = get_is_floor(x, y2 + 1);
270 /* increment counter if they are different */
271 if (new_is_floor != old_is_floor) count++;
273 old_is_floor = new_is_floor;
277 for (y = y2; y >= y1; y--)
279 new_is_floor = get_is_floor(x1 - 1, y);
281 /* increment counter if they are different */
282 if (new_is_floor != old_is_floor) count++;
284 old_is_floor = new_is_floor;
287 /* If all the same, or only one connection exit. */
288 if (count <= 2) return;
291 /* Tunnel around the room so to prevent problems with caves */
292 for (y = y1; y <= y2; y++)
294 for (x = x1; x <= x2; x++)
304 * find_space()の予備処理として部屋の生成が可能かを判定する /
305 * Helper function for find_space(). Is this a good location?
306 * @param blocks_high 範囲の高さ
307 * @param blocks_wide 範囲の幅
308 * @param block_y 範囲の上端
309 * @param block_x 範囲の左端
312 static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int block_x)
314 int by1, bx1, by2, bx2, by, bx;
316 /* Itty-bitty rooms must shift about within their rectangle */
319 if ((blocks_wide == 2) && (block_x % 3) == 2)
323 /* Rooms with width divisible by 3 must be fitted to a rectangle. */
324 else if ((blocks_wide % 3) == 0)
326 /* Must be aligned to the left edge of a 11x33 rectangle. */
327 if ((block_x % 3) != 0)
332 * Big rooms that do not have a width divisible by 3 must be
333 * aligned towards the edge of the dungeon closest to them.
337 /* Shift towards left edge of dungeon. */
338 if (block_x + (blocks_wide / 2) <= dun->col_rooms / 2)
340 if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
342 if ((block_x % 3) == 1)
346 /* Shift toward right edge of dungeon. */
349 if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
351 if ((block_x % 3) == 1)
359 by2 = block_y + blocks_high;
360 bx2 = block_x + blocks_wide;
362 /* Never run off the screen */
363 if ((by1 < 0) || (by2 > dun->row_rooms)) return FALSE;
364 if ((bx1 < 0) || (bx2 > dun->col_rooms)) return FALSE;
366 /* Verify available space */
367 for (by = by1; by < by2; by++)
369 for (bx = bx1; bx < bx2; bx++)
371 if (dun->room_map[by][bx])
378 /* This location is okay */
384 * @brief 部屋生成が可能なスペースを確保する / Find a good spot for the next room. -LM-
385 * @param y 部屋の生成が可能な中心Y座標を返す参照ポインタ
386 * @param x 部屋の生成が可能な中心X座標を返す参照ポインタ
387 * @param height 確保したい領域の高さ
388 * @param width 確保したい領域の幅
389 * @return 所定の範囲が確保できた場合TRUEを返す
391 * Find and allocate a free space in the dungeon large enough to hold\n
392 * the room calling this function.\n
394 * We allocate space in 11x11 blocks, but want to make sure that rooms\n
395 * align neatly on the standard screen. Therefore, we make them use\n
396 * blocks in few 11x33 rectangles as possible.\n
398 * Be careful to include the edges of the room in height and width!\n
400 * Return TRUE and values for the center of the room if all went well.\n
401 * Otherwise, return FALSE.\n
403 static bool find_space(int *y, int *x, int height, int width)
405 int candidates, pick;
406 int by, bx, by1, bx1, by2, bx2;
407 int block_y = 0, block_x = 0;
410 /* Find out how many blocks we need. */
411 int blocks_high = 1 + ((height - 1) / BLOCK_HGT);
412 int blocks_wide = 1 + ((width - 1) / BLOCK_WID);
414 /* There are no way to allocate such huge space */
415 if (dun->row_rooms < blocks_high) return FALSE;
416 if (dun->col_rooms < blocks_wide) return FALSE;
421 /* Count the number of valid places */
422 for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
424 for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
426 if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
428 /* Find a valid place */
441 if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
443 /* Choose a random one */
444 pick = randint1(candidates);
447 /* NO_CAVE dungeon (Castle) */
450 /* Always choose the center one */
451 pick = candidates/2 + 1;
454 /* Pick up the choosen location */
455 for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
457 for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
459 if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
463 /* This one is picked? */
474 by2 = block_y + blocks_high;
475 bx2 = block_x + blocks_wide;
478 * It is *extremely* important that the following calculation
479 * be *exactly* correct to prevent memory errors
482 /* Acquire the location of the room */
483 (*y) = ((by1 + by2) * BLOCK_HGT) / 2;
484 (*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
486 /* Save the room location */
487 if (dun->cent_n < CENT_MAX)
489 dun->cent[dun->cent_n].y = *y;
490 dun->cent[dun->cent_n].x = *x;
494 /* Reserve some blocks. */
495 for (by = by1; by < by2; by++)
497 for (bx = bx1; bx < bx2; bx++)
499 dun->room_map[by][bx] = TRUE;
505 * Hack- See if room will cut off a cavern.
507 * If so, fix by tunneling outside the room in such a
508 * way as to connect the caves.
510 check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
519 * @brief タイプ1の部屋…通常可変長方形の部屋を生成する / Type 1 -- normal rectangular rooms
522 static bool build_type1(void)
524 int y, x, y2, x2, yval, xval;
525 int y1, x1, xsize, ysize;
531 bool curtain = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
532 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 48 : 512);
534 /* Pick a room size */
543 /* Find and reserve some space in the dungeon. Get center of room. */
544 if (!find_space(&yval, &xval, ysize + 2, xsize + 2))
546 /* Limit to the minimum room size, and retry */
555 /* Find and reserve some space in the dungeon. Get center of room. */
556 if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
559 /* Choose lite or dark */
560 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
563 /* Get corner values */
564 y1 = yval - ysize / 2;
565 x1 = xval - xsize / 2;
566 y2 = yval + (ysize - 1) / 2;
567 x2 = xval + (xsize - 1) / 2;
570 /* Place a full floor under the room */
571 for (y = y1 - 1; y <= y2 + 1; y++)
573 for (x = x1 - 1; x <= x2 + 1; x++)
576 place_floor_grid(c_ptr);
577 c_ptr->info |= (CAVE_ROOM);
578 if (light) c_ptr->info |= (CAVE_GLOW);
582 /* Walls around the room */
583 for (y = y1 - 1; y <= y2 + 1; y++)
585 c_ptr = &cave[y][x1 - 1];
586 place_outer_grid(c_ptr);
587 c_ptr = &cave[y][x2 + 1];
588 place_outer_grid(c_ptr);
590 for (x = x1 - 1; x <= x2 + 1; x++)
592 c_ptr = &cave[y1 - 1][x];
593 place_outer_grid(c_ptr);
594 c_ptr = &cave[y2 + 1][x];
595 place_outer_grid(c_ptr);
599 /* Hack -- Occasional curtained room */
600 if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2))
602 for (y = y1; y <= y2; y++)
604 c_ptr = &cave[y][x1];
605 c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
606 c_ptr->info &= ~(CAVE_MASK);
607 c_ptr = &cave[y][x2];
608 c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
609 c_ptr->info &= ~(CAVE_MASK);
611 for (x = x1; x <= x2; x++)
613 c_ptr = &cave[y1][x];
614 c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
615 c_ptr->info &= ~(CAVE_MASK);
616 c_ptr = &cave[y2][x];
617 c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
618 c_ptr->info &= ~(CAVE_MASK);
623 /* Hack -- Occasional pillar room */
626 for (y = y1; y <= y2; y += 2)
628 for (x = x1; x <= x2; x += 2)
631 place_inner_grid(c_ptr);
636 /* Hack -- Occasional room with four pillars */
637 else if (one_in_(20))
639 if ((y1 + 4 < y2) && (x1 + 4 < x2))
641 c_ptr = &cave[y1 + 1][x1 + 1];
642 place_inner_grid(c_ptr);
644 c_ptr = &cave[y1 + 1][x2 - 1];
645 place_inner_grid(c_ptr);
647 c_ptr = &cave[y2 - 1][x1 + 1];
648 place_inner_grid(c_ptr);
650 c_ptr = &cave[y2 - 1][x2 - 1];
651 place_inner_grid(c_ptr);
655 /* Hack -- Occasional ragged-edge room */
656 else if (one_in_(50))
658 for (y = y1 + 2; y <= y2 - 2; y += 2)
660 c_ptr = &cave[y][x1];
661 place_inner_grid(c_ptr);
662 c_ptr = &cave[y][x2];
663 place_inner_grid(c_ptr);
665 for (x = x1 + 2; x <= x2 - 2; x += 2)
667 c_ptr = &cave[y1][x];
668 place_inner_grid(c_ptr);
669 c_ptr = &cave[y2][x];
670 place_inner_grid(c_ptr);
673 /* Hack -- Occasional divided room */
674 else if (one_in_(50))
676 bool curtain2 = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
677 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 2 : 128);
679 if (randint1(100) < 50)
681 /* Horizontal wall */
682 for (x = x1; x <= x2; x++)
684 place_inner_bold(yval, x);
685 if (curtain2) cave[yval][x].feat = feat_door[DOOR_CURTAIN].closed;
688 /* Prevent edge of wall from being tunneled */
689 place_solid_bold(yval, x1 - 1);
690 place_solid_bold(yval, x2 + 1);
695 for (y = y1; y <= y2; y++)
697 place_inner_bold(y, xval);
698 if (curtain2) cave[y][xval].feat = feat_door[DOOR_CURTAIN].closed;
701 /* Prevent edge of wall from being tunneled */
702 place_solid_bold(y1 - 1, xval);
703 place_solid_bold(y2 + 1, xval);
706 place_random_door(yval, xval, TRUE);
707 if (curtain2) cave[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;
714 * @brief タイプ2の部屋…二重長方形の部屋を生成する / Type 2 -- Overlapping rectangular rooms
717 static bool build_type2(void)
719 int y, x, xval, yval;
720 int y1a, x1a, y2a, x2a;
721 int y1b, x1b, y2b, x2b;
725 /* Find and reserve some space in the dungeon. Get center of room. */
726 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
728 /* Choose lite or dark */
729 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
731 /* Determine extents of the first room */
732 y1a = yval - randint1(4);
733 y2a = yval + randint1(3);
734 x1a = xval - randint1(11);
735 x2a = xval + randint1(10);
737 /* Determine extents of the second room */
738 y1b = yval - randint1(3);
739 y2b = yval + randint1(4);
740 x1b = xval - randint1(10);
741 x2b = xval + randint1(11);
744 /* Place a full floor for room "a" */
745 for (y = y1a - 1; y <= y2a + 1; y++)
747 for (x = x1a - 1; x <= x2a + 1; x++)
750 place_floor_grid(c_ptr);
751 c_ptr->info |= (CAVE_ROOM);
752 if (light) c_ptr->info |= (CAVE_GLOW);
756 /* Place a full floor for room "b" */
757 for (y = y1b - 1; y <= y2b + 1; y++)
759 for (x = x1b - 1; x <= x2b + 1; x++)
762 place_floor_grid(c_ptr);
763 c_ptr->info |= (CAVE_ROOM);
764 if (light) c_ptr->info |= (CAVE_GLOW);
769 /* Place the walls around room "a" */
770 for (y = y1a - 1; y <= y2a + 1; y++)
772 c_ptr = &cave[y][x1a - 1];
773 place_outer_grid(c_ptr);
774 c_ptr = &cave[y][x2a + 1];
775 place_outer_grid(c_ptr);
777 for (x = x1a - 1; x <= x2a + 1; x++)
779 c_ptr = &cave[y1a - 1][x];
780 place_outer_grid(c_ptr);
781 c_ptr = &cave[y2a + 1][x];
782 place_outer_grid(c_ptr);
785 /* Place the walls around room "b" */
786 for (y = y1b - 1; y <= y2b + 1; y++)
788 c_ptr = &cave[y][x1b - 1];
789 place_outer_grid(c_ptr);
790 c_ptr = &cave[y][x2b + 1];
791 place_outer_grid(c_ptr);
793 for (x = x1b - 1; x <= x2b + 1; x++)
795 c_ptr = &cave[y1b - 1][x];
796 place_outer_grid(c_ptr);
797 c_ptr = &cave[y2b + 1][x];
798 place_outer_grid(c_ptr);
803 /* Replace the floor for room "a" */
804 for (y = y1a; y <= y2a; y++)
806 for (x = x1a; x <= x2a; x++)
809 place_floor_grid(c_ptr);
813 /* Replace the floor for room "b" */
814 for (y = y1b; y <= y2b; y++)
816 for (x = x1b; x <= x2b; x++)
819 place_floor_grid(c_ptr);
829 * @brief タイプ2の部屋…十字型の部屋を生成する / Type 3 -- Cross shaped rooms
832 * Builds a room at a row, column coordinate\n
834 * Room "a" runs north/south, and Room "b" runs east/east\n
835 * So the "central pillar" runs from x1a, y1b to x2a, y2b.\n
837 * Note that currently, the "center" is always 3x3, but I think that\n
838 * the code below will work (with "bounds checking") for 5x5, or even\n
839 * for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.\n
841 static bool build_type3(void)
843 int y, x, dy, dx, wy, wx;
844 int y1a, x1a, y2a, x2a;
845 int y1b, x1b, y2b, x2b;
851 /* Find and reserve some space in the dungeon. Get center of room. */
852 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
855 /* Choose lite or dark */
856 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
858 /* For now, always 3x3 */
861 /* Pick max vertical size (at most 4) */
862 dy = rand_range(3, 4);
864 /* Pick max horizontal size (at most 15) */
865 dx = rand_range(3, 11);
868 /* Determine extents of the north/south room */
874 /* Determine extents of the east/west room */
881 /* Place a full floor for room "a" */
882 for (y = y1a - 1; y <= y2a + 1; y++)
884 for (x = x1a - 1; x <= x2a + 1; x++)
887 place_floor_grid(c_ptr);
888 c_ptr->info |= (CAVE_ROOM);
889 if (light) c_ptr->info |= (CAVE_GLOW);
893 /* Place a full floor for room "b" */
894 for (y = y1b - 1; y <= y2b + 1; y++)
896 for (x = x1b - 1; x <= x2b + 1; x++)
899 place_floor_grid(c_ptr);
900 c_ptr->info |= (CAVE_ROOM);
901 if (light) c_ptr->info |= (CAVE_GLOW);
906 /* Place the walls around room "a" */
907 for (y = y1a - 1; y <= y2a + 1; y++)
909 c_ptr = &cave[y][x1a - 1];
910 place_outer_grid(c_ptr);
911 c_ptr = &cave[y][x2a + 1];
912 place_outer_grid(c_ptr);
914 for (x = x1a - 1; x <= x2a + 1; x++)
916 c_ptr = &cave[y1a - 1][x];
917 place_outer_grid(c_ptr);
918 c_ptr = &cave[y2a + 1][x];
919 place_outer_grid(c_ptr);
922 /* Place the walls around room "b" */
923 for (y = y1b - 1; y <= y2b + 1; y++)
925 c_ptr = &cave[y][x1b - 1];
926 place_outer_grid(c_ptr);
927 c_ptr = &cave[y][x2b + 1];
928 place_outer_grid(c_ptr);
930 for (x = x1b - 1; x <= x2b + 1; x++)
932 c_ptr = &cave[y1b - 1][x];
933 place_outer_grid(c_ptr);
934 c_ptr = &cave[y2b + 1][x];
935 place_outer_grid(c_ptr);
939 /* Replace the floor for room "a" */
940 for (y = y1a; y <= y2a; y++)
942 for (x = x1a; x <= x2a; x++)
945 place_floor_grid(c_ptr);
949 /* Replace the floor for room "b" */
950 for (y = y1b; y <= y2b; y++)
952 for (x = x1b; x <= x2b; x++)
955 place_floor_grid(c_ptr);
961 /* Special features (3/4) */
964 /* Large solid middle pillar */
967 for (y = y1b; y <= y2b; y++)
969 for (x = x1a; x <= x2a; x++)
972 place_inner_grid(c_ptr);
978 /* Inner treasure vault */
981 /* Build the vault */
982 for (y = y1b; y <= y2b; y++)
984 c_ptr = &cave[y][x1a];
985 place_inner_grid(c_ptr);
986 c_ptr = &cave[y][x2a];
987 place_inner_grid(c_ptr);
989 for (x = x1a; x <= x2a; x++)
991 c_ptr = &cave[y1b][x];
992 place_inner_grid(c_ptr);
993 c_ptr = &cave[y2b][x];
994 place_inner_grid(c_ptr);
997 /* Place a secret door on the inner room */
1000 case 0: place_secret_door(y1b, xval, DOOR_DEFAULT); break;
1001 case 1: place_secret_door(y2b, xval, DOOR_DEFAULT); break;
1002 case 2: place_secret_door(yval, x1a, DOOR_DEFAULT); break;
1003 case 3: place_secret_door(yval, x2a, DOOR_DEFAULT); break;
1006 /* Place a treasure in the vault */
1007 place_object(yval, xval, 0L);
1009 /* Let's guard the treasure well */
1010 vault_monsters(yval, xval, randint0(2) + 3);
1012 /* Traps naturally */
1013 vault_traps(yval, xval, 4, 4, randint0(3) + 2);
1018 /* Something else */
1021 /* Occasionally pinch the center shut */
1024 /* Pinch the east/west sides */
1025 for (y = y1b; y <= y2b; y++)
1027 if (y == yval) continue;
1028 c_ptr = &cave[y][x1a - 1];
1029 place_inner_grid(c_ptr);
1030 c_ptr = &cave[y][x2a + 1];
1031 place_inner_grid(c_ptr);
1034 /* Pinch the north/south sides */
1035 for (x = x1a; x <= x2a; x++)
1037 if (x == xval) continue;
1038 c_ptr = &cave[y1b - 1][x];
1039 place_inner_grid(c_ptr);
1040 c_ptr = &cave[y2b + 1][x];
1041 place_inner_grid(c_ptr);
1044 /* Sometimes shut using secret doors */
1047 int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
1048 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
1049 ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
1051 place_secret_door(yval, x1a - 1, door_type);
1052 place_secret_door(yval, x2a + 1, door_type);
1053 place_secret_door(y1b - 1, xval, door_type);
1054 place_secret_door(y2b + 1, xval, door_type);
1058 /* Occasionally put a "plus" in the center */
1059 else if (one_in_(3))
1061 c_ptr = &cave[yval][xval];
1062 place_inner_grid(c_ptr);
1063 c_ptr = &cave[y1b][xval];
1064 place_inner_grid(c_ptr);
1065 c_ptr = &cave[y2b][xval];
1066 place_inner_grid(c_ptr);
1067 c_ptr = &cave[yval][x1a];
1068 place_inner_grid(c_ptr);
1069 c_ptr = &cave[yval][x2a];
1070 place_inner_grid(c_ptr);
1073 /* Occasionally put a pillar in the center */
1074 else if (one_in_(3))
1076 c_ptr = &cave[yval][xval];
1077 place_inner_grid(c_ptr);
1089 * @brief タイプ4の部屋…固定サイズの二重構造部屋を生成する / Type 4 -- Large room with inner features
1092 * Possible sub-types:\n
1093 * 1 - Just an inner room with one door\n
1094 * 2 - An inner room within an inner room\n
1095 * 3 - An inner room with pillar(s)\n
1096 * 4 - Inner room has a maze\n
1097 * 5 - A set of four inner rooms\n
1099 static bool build_type4(void)
1102 int y2, x2, tmp, yval, xval;
1107 /* Find and reserve some space in the dungeon. Get center of room. */
1108 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
1110 /* Choose lite or dark */
1111 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
1119 /* Place a full floor under the room */
1120 for (y = y1 - 1; y <= y2 + 1; y++)
1122 for (x = x1 - 1; x <= x2 + 1; x++)
1124 c_ptr = &cave[y][x];
1125 place_floor_grid(c_ptr);
1126 c_ptr->info |= (CAVE_ROOM);
1127 if (light) c_ptr->info |= (CAVE_GLOW);
1132 for (y = y1 - 1; y <= y2 + 1; y++)
1134 c_ptr = &cave[y][x1 - 1];
1135 place_outer_grid(c_ptr);
1136 c_ptr = &cave[y][x2 + 1];
1137 place_outer_grid(c_ptr);
1139 for (x = x1 - 1; x <= x2 + 1; x++)
1141 c_ptr = &cave[y1 - 1][x];
1142 place_outer_grid(c_ptr);
1143 c_ptr = &cave[y2 + 1][x];
1144 place_outer_grid(c_ptr);
1148 /* The inner room */
1154 /* The inner walls */
1155 for (y = y1 - 1; y <= y2 + 1; y++)
1157 c_ptr = &cave[y][x1 - 1];
1158 place_inner_grid(c_ptr);
1159 c_ptr = &cave[y][x2 + 1];
1160 place_inner_grid(c_ptr);
1162 for (x = x1 - 1; x <= x2 + 1; x++)
1164 c_ptr = &cave[y1 - 1][x];
1165 place_inner_grid(c_ptr);
1166 c_ptr = &cave[y2 + 1][x];
1167 place_inner_grid(c_ptr);
1171 /* Inner room variations */
1172 switch (randint1(5))
1174 /* Just an inner room with a monster */
1177 /* Place a secret door */
1178 switch (randint1(4))
1180 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
1181 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
1182 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
1183 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
1186 /* Place a monster in the room */
1187 vault_monsters(yval, xval, 1);
1192 /* Treasure Vault (with a door) */
1195 /* Place a secret door */
1196 switch (randint1(4))
1198 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
1199 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
1200 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
1201 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
1204 /* Place another inner room */
1205 for (y = yval - 1; y <= yval + 1; y++)
1207 for (x = xval - 1; x <= xval + 1; x++)
1209 if ((x == xval) && (y == yval)) continue;
1210 c_ptr = &cave[y][x];
1211 place_inner_grid(c_ptr);
1215 /* Place a locked door on the inner room */
1216 switch (randint1(4))
1218 case 1: place_locked_door(yval - 1, xval); break;
1219 case 2: place_locked_door(yval + 1, xval); break;
1220 case 3: place_locked_door(yval, xval - 1); break;
1221 case 4: place_locked_door(yval, xval + 1); break;
1224 /* Monsters to guard the "treasure" */
1225 vault_monsters(yval, xval, randint1(3) + 2);
1228 if (randint0(100) < 80)
1230 place_object(yval, xval, 0L);
1236 place_random_stairs(yval, xval);
1239 /* Traps to protect the treasure */
1240 vault_traps(yval, xval, 4, 10, 2 + randint1(3));
1245 /* Inner pillar(s). */
1248 /* Place a secret door */
1249 switch (randint1(4))
1251 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
1252 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
1253 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
1254 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
1257 /* Large Inner Pillar */
1258 for (y = yval - 1; y <= yval + 1; y++)
1260 for (x = xval - 1; x <= xval + 1; x++)
1262 c_ptr = &cave[y][x];
1263 place_inner_grid(c_ptr);
1267 /* Occasionally, two more Large Inner Pillars */
1271 for (y = yval - 1; y <= yval + 1; y++)
1273 for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)
1275 c_ptr = &cave[y][x];
1276 place_inner_grid(c_ptr);
1278 for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)
1280 c_ptr = &cave[y][x];
1281 place_inner_grid(c_ptr);
1286 /* Occasionally, some Inner rooms */
1289 int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
1290 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
1291 ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
1293 /* Long horizontal walls */
1294 for (x = xval - 5; x <= xval + 5; x++)
1296 c_ptr = &cave[yval - 1][x];
1297 place_inner_grid(c_ptr);
1298 c_ptr = &cave[yval + 1][x];
1299 place_inner_grid(c_ptr);
1302 /* Close off the left/right edges */
1303 c_ptr = &cave[yval][xval - 5];
1304 place_inner_grid(c_ptr);
1305 c_ptr = &cave[yval][xval + 5];
1306 place_inner_grid(c_ptr);
1308 /* Secret doors (random top/bottom) */
1309 place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type);
1310 place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type);
1313 vault_monsters(yval, xval - 2, randint1(2));
1314 vault_monsters(yval, xval + 2, randint1(2));
1317 if (one_in_(3)) place_object(yval, xval - 2, 0L);
1318 if (one_in_(3)) place_object(yval, xval + 2, 0L);
1327 /* Place a secret door */
1328 switch (randint1(4))
1330 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
1331 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
1332 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
1333 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
1336 /* Maze (really a checkerboard) */
1337 for (y = y1; y <= y2; y++)
1339 for (x = x1; x <= x2; x++)
1343 c_ptr = &cave[y][x];
1344 place_inner_grid(c_ptr);
1349 /* Monsters just love mazes. */
1350 vault_monsters(yval, xval - 5, randint1(3));
1351 vault_monsters(yval, xval + 5, randint1(3));
1353 /* Traps make them entertaining. */
1354 vault_traps(yval, xval - 3, 2, 8, randint1(3));
1355 vault_traps(yval, xval + 3, 2, 8, randint1(3));
1357 /* Mazes should have some treasure too. */
1358 vault_objects(yval, xval, 3);
1363 /* Four small rooms. */
1366 int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
1367 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
1368 ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
1371 for (y = y1; y <= y2; y++)
1373 c_ptr = &cave[y][xval];
1374 place_inner_grid(c_ptr);
1376 for (x = x1; x <= x2; x++)
1378 c_ptr = &cave[yval][x];
1379 place_inner_grid(c_ptr);
1382 /* Doors into the rooms */
1383 if (randint0(100) < 50)
1385 int i = randint1(10);
1386 place_secret_door(y1 - 1, xval - i, door_type);
1387 place_secret_door(y1 - 1, xval + i, door_type);
1388 place_secret_door(y2 + 1, xval - i, door_type);
1389 place_secret_door(y2 + 1, xval + i, door_type);
1393 int i = randint1(3);
1394 place_secret_door(yval + i, x1 - 1, door_type);
1395 place_secret_door(yval - i, x1 - 1, door_type);
1396 place_secret_door(yval + i, x2 + 1, door_type);
1397 place_secret_door(yval - i, x2 + 1, door_type);
1400 /* Treasure, centered at the center of the cross */
1401 vault_objects(yval, xval, 2 + randint1(2));
1403 /* Gotta have some monsters. */
1404 vault_monsters(yval + 1, xval - 4, randint1(4));
1405 vault_monsters(yval + 1, xval + 4, randint1(4));
1406 vault_monsters(yval - 1, xval - 4, randint1(4));
1407 vault_monsters(yval - 1, xval + 4, randint1(4));
1419 * vaultに配置可能なモンスターの条件を指定するマクロ / Monster validation macro
1421 * Line 1 -- forbid town monsters
1422 * Line 2 -- forbid uniques
1423 * Line 3 -- forbid aquatic monsters
1425 #define vault_monster_okay(I) \
1426 (mon_hook_dungeon(I) && \
1427 !(r_info[I].flags1 & RF1_UNIQUE) && \
1428 !(r_info[I].flags7 & RF7_UNIQUE2) && \
1429 !(r_info[I].flagsr & RFR_RES_ALL) && \
1430 !(r_info[I].flags7 & RF7_AQUATIC))
1433 /*! 通常pit生成時のモンスターの構成条件ID / Race index for "monster pit (clone)" */
1434 static int vault_aux_race;
1436 /*! 単一シンボルpit生成時の指定シンボル / Race index for "monster pit (symbol clone)" */
1437 static char vault_aux_char;
1439 /*! ブレス属性に基づくドラゴンpit生成時条件マスク / Breath mask for "monster pit (dragon)" */
1440 static u32b vault_aux_dragon_mask4;
1444 * @brief モンスターがVault生成の最低必要条件を満たしているかを返す /
1445 * Helper monster selection function
1446 * @param r_idx 確認したいモンスター種族ID
1447 * @return Vault生成の最低必要条件を満たしているならTRUEを返す。
1449 static bool vault_aux_simple(int r_idx)
1452 return (vault_monster_okay(r_idx));
1457 * @brief モンスターがゼリーnestの生成必要条件を満たしているかを返す /
1458 * Helper function for "monster nest (jelly)"
1459 * @param r_idx 確認したいモンスター種族ID
1460 * @return 生成必要条件を満たしているならTRUEを返す。
1462 static bool vault_aux_jelly(int r_idx)
1464 monster_race *r_ptr = &r_info[r_idx];
1466 /* Validate the monster */
1467 if (!vault_monster_okay(r_idx)) return (FALSE);
1469 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1471 /* Also decline evil jellies (like death molds and shoggoths) */
1472 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
1474 /* Require icky thing, jelly, mold, or mushroom */
1475 if (!my_strchr("ijm,", r_ptr->d_char)) return (FALSE);
1482 * @brief モンスターが動物nestの生成必要条件を満たしているかを返す /
1483 * Helper function for "monster nest (animal)"
1484 * @param r_idx 確認したいモンスター種族ID
1485 * @return 生成必要条件を満たしているならTRUEを返す。
1487 static bool vault_aux_animal(int r_idx)
1489 monster_race *r_ptr = &r_info[r_idx];
1491 /* Validate the monster */
1492 if (!vault_monster_okay(r_idx)) return (FALSE);
1494 /* Require "animal" flag */
1495 if (!(r_ptr->flags3 & (RF3_ANIMAL))) return (FALSE);
1503 * @brief モンスターがアンデッドnestの生成必要条件を満たしているかを返す /
1504 * Helper function for "monster nest (undead)"
1505 * @param r_idx 確認したいモンスター種族ID
1506 * @return 生成必要条件を満たしているならTRUEを返す。
1508 static bool vault_aux_undead(int r_idx)
1510 monster_race *r_ptr = &r_info[r_idx];
1512 /* Validate the monster */
1513 if (!vault_monster_okay(r_idx)) return (FALSE);
1515 /* Require Undead */
1516 if (!(r_ptr->flags3 & (RF3_UNDEAD))) return (FALSE);
1523 * @brief モンスターが聖堂nestの生成必要条件を満たしているかを返す /
1524 * Helper function for "monster nest (chapel)"
1525 * @param r_idx 確認したいモンスター種族ID
1526 * @return 生成必要条件を満たしているならTRUEを返す。
1528 static bool vault_aux_chapel_g(int r_idx)
1530 static int chapel_list[] = {
1531 MON_NOV_PRIEST, MON_NOV_PALADIN, MON_NOV_PRIEST_G, MON_NOV_PALADIN_G,
1532 MON_PRIEST, MON_JADE_MONK, MON_IVORY_MONK, MON_ULTRA_PALADIN,
1533 MON_EBONY_MONK, MON_W_KNIGHT, MON_KNI_TEMPLAR, MON_PALADIN,
1538 monster_race *r_ptr = &r_info[r_idx];
1540 /* Validate the monster */
1541 if (!vault_monster_okay(r_idx)) return (FALSE);
1543 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
1544 if ((r_idx == MON_A_GOLD) || (r_idx == MON_A_SILVER)) return (FALSE);
1546 /* Require "priest" or Angel */
1548 if (r_ptr->d_char == 'A') return TRUE;
1550 for (i = 0; chapel_list[i]; i++)
1551 if (r_idx == chapel_list[i]) return TRUE;
1557 * @brief モンスターが犬小屋nestの生成必要条件を満たしているかを返す /
1558 * Helper function for "monster nest (kennel)"
1559 * @param r_idx 確認したいモンスター種族ID
1560 * @return 生成必要条件を満たしているならTRUEを返す。
1562 static bool vault_aux_kennel(int r_idx)
1564 monster_race *r_ptr = &r_info[r_idx];
1566 /* Validate the monster */
1567 if (!vault_monster_okay(r_idx)) return (FALSE);
1569 /* Require a Zephyr Hound or a dog */
1570 if (!my_strchr("CZ", r_ptr->d_char)) return (FALSE);
1577 * @brief モンスターがミミックnestの生成必要条件を満たしているかを返す /
1578 * Helper function for "monster nest (mimic)"
1579 * @param r_idx 確認したいモンスター種族ID
1580 * @return 生成必要条件を満たしているならTRUEを返す。
1582 static bool vault_aux_mimic(int r_idx)
1584 monster_race *r_ptr = &r_info[r_idx];
1586 /* Validate the monster */
1587 if (!vault_monster_okay(r_idx)) return (FALSE);
1590 if (!my_strchr("!$&(/=?[\\|", r_ptr->d_char)) return (FALSE);
1597 * @brief モンスターが単一クローンnestの生成必要条件を満たしているかを返す /
1598 * Helper function for "monster nest (clone)"
1599 * @param r_idx 確認したいモンスター種族ID
1600 * @return 生成必要条件を満たしているならTRUEを返す。
1602 static bool vault_aux_clone(int r_idx)
1604 /* Validate the monster */
1605 if (!vault_monster_okay(r_idx)) return (FALSE);
1607 return (r_idx == vault_aux_race);
1612 * @brief モンスターが邪悪属性シンボルクローンnestの生成必要条件を満たしているかを返す /
1613 * Helper function for "monster nest (symbol clone)"
1614 * @param r_idx 確認したいモンスター種族ID
1615 * @return 生成必要条件を満たしているならTRUEを返す。
1617 static bool vault_aux_symbol_e(int r_idx)
1619 monster_race *r_ptr = &r_info[r_idx];
1621 /* Validate the monster */
1622 if (!vault_monster_okay(r_idx)) return (FALSE);
1624 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1626 if (r_ptr->flags3 & (RF3_GOOD)) return (FALSE);
1628 /* Decline incorrect symbol */
1629 if (r_ptr->d_char != vault_aux_char) return (FALSE);
1637 * @brief モンスターが善良属性シンボルクローンnestの生成必要条件を満たしているかを返す /
1638 * Helper function for "monster nest (symbol clone)"
1639 * @param r_idx 確認したいモンスター種族ID
1640 * @return 生成必要条件を満たしているならTRUEを返す。
1642 static bool vault_aux_symbol_g(int r_idx)
1644 monster_race *r_ptr = &r_info[r_idx];
1646 /* Validate the monster */
1647 if (!vault_monster_okay(r_idx)) return (FALSE);
1649 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1651 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
1653 /* Decline incorrect symbol */
1654 if (r_ptr->d_char != vault_aux_char) return (FALSE);
1662 * @brief モンスターがオークpitの生成必要条件を満たしているかを返す /
1663 * Helper function for "monster pit (orc)"
1664 * @param r_idx 確認したいモンスター種族ID
1665 * @return 生成必要条件を満たしているならTRUEを返す。
1667 static bool vault_aux_orc(int r_idx)
1669 monster_race *r_ptr = &r_info[r_idx];
1671 /* Validate the monster */
1672 if (!vault_monster_okay(r_idx)) return (FALSE);
1675 if (!(r_ptr->flags3 & RF3_ORC)) return (FALSE);
1677 /* Decline undead */
1678 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1686 * @brief モンスターがトロルpitの生成必要条件を満たしているかを返す /
1687 * Helper function for "monster pit (troll)"
1688 * @param r_idx 確認したいモンスター種族ID
1689 * @return 生成必要条件を満たしているならTRUEを返す。
1691 static bool vault_aux_troll(int r_idx)
1693 monster_race *r_ptr = &r_info[r_idx];
1695 /* Validate the monster */
1696 if (!vault_monster_okay(r_idx)) return (FALSE);
1699 if (!(r_ptr->flags3 & RF3_TROLL)) return (FALSE);
1701 /* Decline undead */
1702 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1710 * @brief モンスターが巨人pitの生成必要条件を満たしているかを返す /
1711 * Helper function for "monster pit (giant)"
1712 * @param r_idx 確認したいモンスター種族ID
1713 * @return 生成必要条件を満たしているならTRUEを返す。
1715 static bool vault_aux_giant(int r_idx)
1717 monster_race *r_ptr = &r_info[r_idx];
1719 /* Validate the monster */
1720 if (!vault_monster_okay(r_idx)) return (FALSE);
1723 if (!(r_ptr->flags3 & RF3_GIANT)) return (FALSE);
1725 if (r_ptr->flags3 & RF3_GOOD) return (FALSE);
1727 /* Decline undead */
1728 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1736 * @brief モンスターがドラゴンpitの生成必要条件を満たしているかを返す /
1737 * Helper function for "monster pit (dragon)"
1738 * @param r_idx 確認したいモンスター種族ID
1739 * @return 生成必要条件を満たしているならTRUEを返す。
1741 static bool vault_aux_dragon(int r_idx)
1743 monster_race *r_ptr = &r_info[r_idx];
1745 /* Validate the monster */
1746 if (!vault_monster_okay(r_idx)) return (FALSE);
1748 /* Require dragon */
1749 if (!(r_ptr->flags3 & RF3_DRAGON)) return (FALSE);
1751 /* Hack -- Require correct "breath attack" */
1752 if (r_ptr->flags4 != vault_aux_dragon_mask4) return (FALSE);
1754 /* Decline undead */
1755 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1763 * @brief モンスターが悪魔pitの生成必要条件を満たしているかを返す /
1764 * Helper function for "monster pit (demon)"
1765 * @param r_idx 確認したいモンスター種族ID
1766 * @return 生成必要条件を満たしているならTRUEを返す。
1768 static bool vault_aux_demon(int r_idx)
1770 monster_race *r_ptr = &r_info[r_idx];
1772 /* Validate the monster */
1773 if (!vault_monster_okay(r_idx)) return (FALSE);
1775 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1778 if (!(r_ptr->flags3 & RF3_DEMON)) return (FALSE);
1786 * @brief モンスターが狂気pitの生成必要条件を満たしているかを返す /
1787 * Helper function for "monster pit (lovecraftian)"
1788 * @param r_idx 確認したいモンスター種族ID
1789 * @return 生成必要条件を満たしているならTRUEを返す。
1791 static bool vault_aux_cthulhu(int r_idx)
1793 monster_race *r_ptr = &r_info[r_idx];
1795 /* Validate the monster */
1796 if (!vault_monster_okay(r_idx)) return (FALSE);
1798 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1800 /* Require eldritch horror */
1801 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
1809 * @brief pit/nestの基準となる単種モンスターを決める /
1812 static void vault_prep_clone(void)
1814 /* Apply the monster restriction */
1815 get_mon_num_prep(vault_aux_simple, NULL);
1817 /* Pick a race to clone */
1818 vault_aux_race = get_mon_num(dun_level + 10);
1820 /* Remove the monster restriction */
1821 get_mon_num_prep(NULL, NULL);
1826 * @brief pit/nestの基準となるモンスターシンボルを決める /
1829 static void vault_prep_symbol(void)
1833 /* Apply the monster restriction */
1834 get_mon_num_prep(vault_aux_simple, NULL);
1836 /* Pick a race to clone */
1837 r_idx = get_mon_num(dun_level + 10);
1839 /* Remove the monster restriction */
1840 get_mon_num_prep(NULL, NULL);
1842 /* Extract the symbol */
1843 vault_aux_char = r_info[r_idx].d_char;
1847 * @brief pit/nestの基準となるドラゴンの種類を決める /
1850 static void vault_prep_dragon(void)
1852 /* Pick dragon type */
1853 switch (randint0(6))
1858 /* Restrict dragon breath type */
1859 vault_aux_dragon_mask4 = RF4_BR_ACID;
1868 /* Restrict dragon breath type */
1869 vault_aux_dragon_mask4 = RF4_BR_ELEC;
1878 /* Restrict dragon breath type */
1879 vault_aux_dragon_mask4 = RF4_BR_FIRE;
1888 /* Restrict dragon breath type */
1889 vault_aux_dragon_mask4 = RF4_BR_COLD;
1898 /* Restrict dragon breath type */
1899 vault_aux_dragon_mask4 = RF4_BR_POIS;
1908 /* Restrict dragon breath type */
1909 vault_aux_dragon_mask4 = (RF4_BR_ACID | RF4_BR_ELEC |
1910 RF4_BR_FIRE | RF4_BR_COLD |
1921 * @brief モンスターがダークエルフpitの生成必要条件を満たしているかを返す /
1922 * Helper function for "monster pit (dark elf)"
1923 * @param r_idx 確認したいモンスター種族ID
1924 * @return 生成必要条件を満たしているならTRUEを返す。
1926 static bool vault_aux_dark_elf(int r_idx)
1929 static int dark_elf_list[] =
1931 MON_D_ELF, MON_D_ELF_MAGE, MON_D_ELF_WARRIOR, MON_D_ELF_PRIEST,
1932 MON_D_ELF_LORD, MON_D_ELF_WARLOCK, MON_D_ELF_DRUID, MON_NIGHTBLADE,
1933 MON_D_ELF_SORC, MON_D_ELF_SHADE, 0,
1936 /* Validate the monster */
1937 if (!vault_monster_okay(r_idx)) return FALSE;
1939 /* Require dark elves */
1940 for (i = 0; dark_elf_list[i]; i++)
1941 if (r_idx == dark_elf_list[i]) return TRUE;
1947 /*! pit/nest型情報のtypedef */
1948 typedef struct vault_aux_type vault_aux_type;
1950 /*! pit/nest型情報の構造体定義 */
1951 struct vault_aux_type
1954 bool (*hook_func)(int r_idx);
1955 void (*prep_func)(void);
1961 * @brief ダンジョン毎に指定されたピット配列を基準にランダムなpit/nestタイプを決める
1962 * @param l_ptr 選択されたpit/nest情報を返す参照ポインタ
1963 * @param allow_flag_mask 生成が許されるpit/nestのビット配列
1964 * @return 選択されたpit/nestのID、選択失敗した場合-1を返す。
1966 static int pick_vault_type(vault_aux_type *l_ptr, s16b allow_flag_mask)
1968 int tmp, total, count;
1970 vault_aux_type *n_ptr;
1972 /* Calculate the total possibilities */
1973 for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
1976 if (!n_ptr->name) break;
1978 /* Ignore excessive depth */
1979 if (n_ptr->level > dun_level) continue;
1981 /* Not matched with pit/nest flag */
1982 if (!(allow_flag_mask & (1L << count))) continue;
1984 /* Count this possibility */
1985 total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
1988 /* Pick a random type */
1989 tmp = randint0(total);
1991 /* Find this type */
1992 for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
1995 if (!n_ptr->name) break;
1997 /* Ignore excessive depth */
1998 if (n_ptr->level > dun_level) continue;
2000 /* Not matched with pit/nest flag */
2001 if (!(allow_flag_mask & (1L << count))) continue;
2003 /* Count this possibility */
2004 total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
2006 /* Found the type */
2007 if (tmp < total) break;
2010 return n_ptr->name ? count : -1;
2014 static vault_aux_type nest_types[] =
2017 {"クローン", vault_aux_clone, vault_prep_clone, 5, 3},
2018 {"ゼリー", vault_aux_jelly, NULL, 5, 6},
2019 {"シンボル(善)", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
2020 {"シンボル(悪)", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
2021 {"ミミック", vault_aux_mimic, NULL, 30, 4},
2022 {"狂気", vault_aux_cthulhu, NULL, 70, 2},
2023 {"犬小屋", vault_aux_kennel, NULL, 45, 4},
2024 {"動物園", vault_aux_animal, NULL, 35, 5},
2025 {"教会", vault_aux_chapel_g, NULL, 75, 4},
2026 {"アンデッド", vault_aux_undead, NULL, 75, 5},
2027 {NULL, NULL, NULL, 0, 0},
2029 {"clone", vault_aux_clone, vault_prep_clone, 5, 3},
2030 {"jelly", vault_aux_jelly, NULL, 5, 6},
2031 {"symbol good", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
2032 {"symbol evil", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
2033 {"mimic", vault_aux_mimic, NULL, 30, 4},
2034 {"lovecraftian", vault_aux_cthulhu, NULL, 70, 2},
2035 {"kennel", vault_aux_kennel, NULL, 45, 4},
2036 {"animal", vault_aux_animal, NULL, 35, 5},
2037 {"chapel", vault_aux_chapel_g, NULL, 75, 4},
2038 {"undead", vault_aux_undead, NULL, 75, 5},
2039 {NULL, NULL, NULL, 0, 0},
2044 static vault_aux_type pit_types[] =
2047 {"オーク", vault_aux_orc, NULL, 5, 6},
2048 {"トロル", vault_aux_troll, NULL, 20, 6},
2049 {"ジャイアント", vault_aux_giant, NULL, 50, 6},
2050 {"狂気", vault_aux_cthulhu, NULL, 80, 2},
2051 {"シンボル(善)", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
2052 {"シンボル(悪)", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
2053 {"教会", vault_aux_chapel_g, NULL, 65, 2},
2054 {"ドラゴン", vault_aux_dragon, vault_prep_dragon, 70, 6},
2055 {"デーモン", vault_aux_demon, NULL, 80, 6},
2056 {"ダークエルフ", vault_aux_dark_elf, NULL, 45, 4},
2057 {NULL, NULL, NULL, 0, 0},
2059 {"orc", vault_aux_orc, NULL, 5, 6},
2060 {"troll", vault_aux_troll, NULL, 20, 6},
2061 {"giant", vault_aux_giant, NULL, 50, 6},
2062 {"lovecraftian", vault_aux_cthulhu, NULL, 80, 2},
2063 {"symbol good", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
2064 {"symbol evil", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
2065 {"chapel", vault_aux_chapel_g, NULL, 65, 2},
2066 {"dragon", vault_aux_dragon, vault_prep_dragon, 70, 6},
2067 {"demon", vault_aux_demon, NULL, 80, 6},
2068 {"dark elf", vault_aux_dark_elf, NULL, 45, 4},
2069 {NULL, NULL, NULL, 0, 0},
2074 /*! nestのID定義 / Nest types code */
2075 #define NEST_TYPE_CLONE 0
2076 #define NEST_TYPE_JELLY 1
2077 #define NEST_TYPE_SYMBOL_GOOD 2
2078 #define NEST_TYPE_SYMBOL_EVIL 3
2079 #define NEST_TYPE_MIMIC 4
2080 #define NEST_TYPE_LOVECRAFTIAN 5
2081 #define NEST_TYPE_KENNEL 6
2082 #define NEST_TYPE_ANIMAL 7
2083 #define NEST_TYPE_CHAPEL 8
2084 #define NEST_TYPE_UNDEAD 9
2086 /*! pitのID定義 / Pit types code */
2087 #define PIT_TYPE_ORC 0
2088 #define PIT_TYPE_TROLL 1
2089 #define PIT_TYPE_GIANT 2
2090 #define PIT_TYPE_LOVECRAFTIAN 3
2091 #define PIT_TYPE_SYMBOL_GOOD 4
2092 #define PIT_TYPE_SYMBOL_EVIL 5
2093 #define PIT_TYPE_CHAPEL 6
2094 #define PIT_TYPE_DRAGON 7
2095 #define PIT_TYPE_DEMON 8
2096 #define PIT_TYPE_DARK_ELF 9
2100 * @brief デバッグ時に生成されたpit/nestの型を出力する処理
2101 * @param type pit/nestの型ID
2102 * @param nest TRUEならばnest、FALSEならばpit
2103 * @return デバッグ表示文字列の参照ポインタ
2105 * Hack -- Get the string describing subtype of pit/nest
2106 * Determined in prepare function (some pit/nest only)
2108 static cptr pit_subtype_string(int type, bool nest)
2110 static char inner_buf[256] = "";
2112 inner_buf[0] = '\0'; /* Init string */
2114 if (nest) /* Nests */
2118 case NEST_TYPE_CLONE:
2119 sprintf(inner_buf, "(%s)", r_name + r_info[vault_aux_race].name);
2121 case NEST_TYPE_SYMBOL_GOOD:
2122 case NEST_TYPE_SYMBOL_EVIL:
2123 sprintf(inner_buf, "(%c)", vault_aux_char);
2131 case PIT_TYPE_SYMBOL_GOOD:
2132 case PIT_TYPE_SYMBOL_EVIL:
2133 sprintf(inner_buf, "(%c)", vault_aux_char);
2135 case PIT_TYPE_DRAGON:
2136 switch (vault_aux_dragon_mask4)
2139 case RF4_BR_ACID: strcpy(inner_buf, "(酸)"); break;
2140 case RF4_BR_ELEC: strcpy(inner_buf, "(稲妻)"); break;
2141 case RF4_BR_FIRE: strcpy(inner_buf, "(火炎)"); break;
2142 case RF4_BR_COLD: strcpy(inner_buf, "(冷気)"); break;
2143 case RF4_BR_POIS: strcpy(inner_buf, "(毒)"); break;
2144 case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
2145 strcpy(inner_buf, "(万色)"); break;
2146 default: strcpy(inner_buf, "(未定義)"); break;
2148 case RF4_BR_ACID: strcpy(inner_buf, "(acid)"); break;
2149 case RF4_BR_ELEC: strcpy(inner_buf, "(lightning)"); break;
2150 case RF4_BR_FIRE: strcpy(inner_buf, "(fire)"); break;
2151 case RF4_BR_COLD: strcpy(inner_buf, "(frost)"); break;
2152 case RF4_BR_POIS: strcpy(inner_buf, "(poison)"); break;
2153 case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
2154 strcpy(inner_buf, "(multi-hued)"); break;
2155 default: strcpy(inner_buf, "(undefined)"); break;
2166 /*! デバッグ時にnestのモンスター情報を確認するための構造体 / A struct for nest monster information with cheat_hear */
2176 *! @brief nestのモンスターリストをソートするための関数 /
2177 * Comp function for sorting nest monster information
2178 * @param u ソート処理対象配列ポインタ
2180 * @param a 比較対象参照ID1
2181 * @param b 比較対象参照ID2
2183 static bool ang_sort_comp_nest_mon_info(vptr u, vptr v, int a, int b)
2185 nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
2186 int w1 = nest_mon_info[a].r_idx;
2187 int w2 = nest_mon_info[b].r_idx;
2188 monster_race *r1_ptr = &r_info[w1];
2189 monster_race *r2_ptr = &r_info[w2];
2195 /* Extract used info */
2196 z1 = nest_mon_info[a].used;
2197 z2 = nest_mon_info[b].used;
2199 /* Compare used status */
2200 if (z1 < z2) return FALSE;
2201 if (z1 > z2) return TRUE;
2203 /* Compare levels */
2204 if (r1_ptr->level < r2_ptr->level) return TRUE;
2205 if (r1_ptr->level > r2_ptr->level) return FALSE;
2207 /* Compare experience */
2208 if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
2209 if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
2211 /* Compare indexes */
2216 * @brief nestのモンスターリストをスワップするための関数 /
2217 * Swap function for sorting nest monster information
2218 * @param u スワップ処理対象配列ポインタ
2220 * @param a スワップ対象参照ID1
2221 * @param b スワップ対象参照ID2
2223 static void ang_sort_swap_nest_mon_info(vptr u, vptr v, int a, int b)
2225 nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
2226 nest_mon_info_type holder;
2232 holder = nest_mon_info[a];
2233 nest_mon_info[a] = nest_mon_info[b];
2234 nest_mon_info[b] = holder;
2238 #define NUM_NEST_MON_TYPE 64 /*!<nestの種別数 */
2242 * @brief タイプ5の部屋…nestを生成する / Type 5 -- Monster nests
2245 * A monster nest is a "big" room, with an "inner" room, containing\n
2246 * a "collection" of monsters of a given type strewn about the room.\n
2248 * The monsters are chosen from a set of 64 randomly selected monster\n
2249 * races, to allow the nest creation to fail instead of having "holes".\n
2251 * Note the use of the "get_mon_num_prep()" function, and the special\n
2252 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
2253 * allocation table" in such a way as to optimize the selection of\n
2254 * "appropriate" non-unique monsters for the nest.\n
2256 * Note that the "get_mon_num()" function may (rarely) fail, in which\n
2257 * case the nest will be empty.\n
2259 * Note that "monster nests" will never contain "unique" monsters.\n
2261 static bool build_type5(void)
2263 int y, x, y1, x1, y2, x2, xval, yval;
2265 nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
2271 int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest);
2272 vault_aux_type *n_ptr;
2274 /* No type available */
2275 if (cur_nest_type < 0) return FALSE;
2277 n_ptr = &nest_types[cur_nest_type];
2279 /* Process a preparation function if necessary */
2280 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
2282 /* Prepare allocation table */
2283 get_mon_num_prep(n_ptr->hook_func, NULL);
2285 align.sub_align = SUB_ALIGN_NEUTRAL;
2287 /* Pick some monster types */
2288 for (i = 0; i < NUM_NEST_MON_TYPE; i++)
2290 int r_idx = 0, attempts = 100;
2291 monster_race *r_ptr = NULL;
2295 /* Get a (hard) monster type */
2296 r_idx = get_mon_num(dun_level + 11);
2297 r_ptr = &r_info[r_idx];
2299 /* Decline incorrect alignment */
2300 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
2302 /* Accept this monster */
2306 /* Notice failure */
2307 if (!r_idx || !attempts) return FALSE;
2309 /* Note the alignment */
2310 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
2311 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
2313 nest_mon_info[i].r_idx = r_idx;
2314 nest_mon_info[i].used = FALSE;
2317 /* Find and reserve some space in the dungeon. Get center of room. */
2318 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
2326 /* Place the floor area */
2327 for (y = y1 - 1; y <= y2 + 1; y++)
2329 for (x = x1 - 1; x <= x2 + 1; x++)
2331 c_ptr = &cave[y][x];
2332 place_floor_grid(c_ptr);
2333 c_ptr->info |= (CAVE_ROOM);
2337 /* Place the outer walls */
2338 for (y = y1 - 1; y <= y2 + 1; y++)
2340 c_ptr = &cave[y][x1 - 1];
2341 place_outer_grid(c_ptr);
2342 c_ptr = &cave[y][x2 + 1];
2343 place_outer_grid(c_ptr);
2345 for (x = x1 - 1; x <= x2 + 1; x++)
2347 c_ptr = &cave[y1 - 1][x];
2348 place_outer_grid(c_ptr);
2349 c_ptr = &cave[y2 + 1][x];
2350 place_outer_grid(c_ptr);
2354 /* Advance to the center room */
2360 /* The inner walls */
2361 for (y = y1 - 1; y <= y2 + 1; y++)
2363 c_ptr = &cave[y][x1 - 1];
2364 place_inner_grid(c_ptr);
2365 c_ptr = &cave[y][x2 + 1];
2366 place_inner_grid(c_ptr);
2369 for (x = x1 - 1; x <= x2 + 1; x++)
2371 c_ptr = &cave[y1 - 1][x];
2372 place_inner_grid(c_ptr);
2373 c_ptr = &cave[y2 + 1][x];
2374 place_inner_grid(c_ptr);
2376 for (y = y1; y <= y2; y++)
2378 for (x = x1; x <= x2; x++)
2380 add_cave_info(y, x, CAVE_ICKY);
2384 /* Place a secret door */
2385 switch (randint1(4))
2387 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
2388 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
2389 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
2390 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
2397 msg_format(_("モンスター部屋(nest)(%s%s)", "Monster nest (%s%s)"), n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
2400 /* Place some monsters */
2401 for (y = yval - 2; y <= yval + 2; y++)
2403 for (x = xval - 9; x <= xval + 9; x++)
2407 i = randint0(NUM_NEST_MON_TYPE);
2408 r_idx = nest_mon_info[i].r_idx;
2410 /* Place that "random" monster (no groups) */
2411 (void)place_monster_aux(0, y, x, r_idx, 0L);
2413 nest_mon_info[i].used = TRUE;
2417 if (cheat_room && cheat_hear)
2419 ang_sort_comp = ang_sort_comp_nest_mon_info;
2420 ang_sort_swap = ang_sort_swap_nest_mon_info;
2421 ang_sort(nest_mon_info, NULL, NUM_NEST_MON_TYPE);
2423 /* Dump the entries (prevent multi-printing) */
2424 for (i = 0; i < NUM_NEST_MON_TYPE; i++)
2426 if (!nest_mon_info[i].used) break;
2427 for (; i < NUM_NEST_MON_TYPE - 1; i++)
2429 if (nest_mon_info[i].r_idx != nest_mon_info[i + 1].r_idx) break;
2430 if (!nest_mon_info[i + 1].used) break;
2432 msg_print(r_name + r_info[nest_mon_info[i].r_idx].name);
2441 * @brief タイプ6の部屋…pitを生成する / Type 6 -- Monster pits
2444 * A monster pit is a "big" room, with an "inner" room, containing\n
2445 * a "collection" of monsters of a given type organized in the room.\n
2447 * The inside room in a monster pit appears as shown below, where the\n
2448 * actual monsters in each location depend on the type of the pit\n
2450 * XXXXXXXXXXXXXXXXXXXXX\n
2451 * X0000000000000000000X\n
2452 * X0112233455543322110X\n
2453 * X0112233467643322110X\n
2454 * X0112233455543322110X\n
2455 * X0000000000000000000X\n
2456 * XXXXXXXXXXXXXXXXXXXXX\n
2458 * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
2459 * to request 16 "appropriate" monsters, sorting them by level, and using\n
2460 * the "even" entries in this sorted list for the contents of the pit.\n
2462 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
2463 * which is handled by requiring a specific "breath" attack for all of the\n
2464 * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
2465 * be present in many of the dragon pits, if they have the proper breath.\n
2467 * Note the use of the "get_mon_num_prep()" function, and the special\n
2468 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
2469 * allocation table" in such a way as to optimize the selection of\n
2470 * "appropriate" non-unique monsters for the pit.\n
2472 * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
2473 * the pit will be empty.\n
2475 * Note that "monster pits" will never contain "unique" monsters.\n
2477 static bool build_type6(void)
2479 int y, x, y1, x1, y2, x2, xval, yval;
2488 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
2489 vault_aux_type *n_ptr;
2491 /* No type available */
2492 if (cur_pit_type < 0) return FALSE;
2494 n_ptr = &pit_types[cur_pit_type];
2496 /* Process a preparation function if necessary */
2497 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
2499 /* Prepare allocation table */
2500 get_mon_num_prep(n_ptr->hook_func, NULL);
2502 align.sub_align = SUB_ALIGN_NEUTRAL;
2504 /* Pick some monster types */
2505 for (i = 0; i < 16; i++)
2507 int r_idx = 0, attempts = 100;
2508 monster_race *r_ptr = NULL;
2512 /* Get a (hard) monster type */
2513 r_idx = get_mon_num(dun_level + 11);
2514 r_ptr = &r_info[r_idx];
2516 /* Decline incorrect alignment */
2517 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
2519 /* Accept this monster */
2523 /* Notice failure */
2524 if (!r_idx || !attempts) return FALSE;
2526 /* Note the alignment */
2527 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
2528 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
2533 /* Find and reserve some space in the dungeon. Get center of room. */
2534 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
2542 /* Place the floor area */
2543 for (y = y1 - 1; y <= y2 + 1; y++)
2545 for (x = x1 - 1; x <= x2 + 1; x++)
2547 c_ptr = &cave[y][x];
2548 place_floor_grid(c_ptr);
2549 c_ptr->info |= (CAVE_ROOM);
2553 /* Place the outer walls */
2554 for (y = y1 - 1; y <= y2 + 1; y++)
2556 c_ptr = &cave[y][x1 - 1];
2557 place_outer_grid(c_ptr);
2558 c_ptr = &cave[y][x2 + 1];
2559 place_outer_grid(c_ptr);
2561 for (x = x1 - 1; x <= x2 + 1; x++)
2563 c_ptr = &cave[y1 - 1][x];
2564 place_outer_grid(c_ptr);
2565 c_ptr = &cave[y2 + 1][x];
2566 place_outer_grid(c_ptr);
2569 /* Advance to the center room */
2575 /* The inner walls */
2576 for (y = y1 - 1; y <= y2 + 1; y++)
2578 c_ptr = &cave[y][x1 - 1];
2579 place_inner_grid(c_ptr);
2580 c_ptr = &cave[y][x2 + 1];
2581 place_inner_grid(c_ptr);
2583 for (x = x1 - 1; x <= x2 + 1; x++)
2585 c_ptr = &cave[y1 - 1][x];
2586 place_inner_grid(c_ptr);
2587 c_ptr = &cave[y2 + 1][x];
2588 place_inner_grid(c_ptr);
2590 for (y = y1; y <= y2; y++)
2592 for (x = x1; x <= x2; x++)
2594 add_cave_info(y, x, CAVE_ICKY);
2598 /* Place a secret door */
2599 switch (randint1(4))
2601 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
2602 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
2603 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
2604 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
2607 /* Sort the entries */
2608 for (i = 0; i < 16 - 1; i++)
2610 /* Sort the entries */
2611 for (j = 0; j < 16 - 1; j++)
2616 int p1 = r_info[what[i1]].level;
2617 int p2 = r_info[what[i2]].level;
2623 what[i1] = what[i2];
2633 msg_format(_("モンスター部屋(pit)(%s%s)", "Monster pit (%s%s)"), n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
2636 /* Select the entries */
2637 for (i = 0; i < 8; i++)
2639 /* Every other entry */
2640 what[i] = what[i * 2];
2645 msg_print(r_name + r_info[what[i]].name);
2649 /* Top and bottom rows */
2650 for (x = xval - 9; x <= xval + 9; x++)
2652 place_monster_aux(0, yval - 2, x, what[0], PM_NO_KAGE);
2653 place_monster_aux(0, yval + 2, x, what[0], PM_NO_KAGE);
2656 /* Middle columns */
2657 for (y = yval - 1; y <= yval + 1; y++)
2659 place_monster_aux(0, y, xval - 9, what[0], PM_NO_KAGE);
2660 place_monster_aux(0, y, xval + 9, what[0], PM_NO_KAGE);
2662 place_monster_aux(0, y, xval - 8, what[1], PM_NO_KAGE);
2663 place_monster_aux(0, y, xval + 8, what[1], PM_NO_KAGE);
2665 place_monster_aux(0, y, xval - 7, what[1], PM_NO_KAGE);
2666 place_monster_aux(0, y, xval + 7, what[1], PM_NO_KAGE);
2668 place_monster_aux(0, y, xval - 6, what[2], PM_NO_KAGE);
2669 place_monster_aux(0, y, xval + 6, what[2], PM_NO_KAGE);
2671 place_monster_aux(0, y, xval - 5, what[2], PM_NO_KAGE);
2672 place_monster_aux(0, y, xval + 5, what[2], PM_NO_KAGE);
2674 place_monster_aux(0, y, xval - 4, what[3], PM_NO_KAGE);
2675 place_monster_aux(0, y, xval + 4, what[3], PM_NO_KAGE);
2677 place_monster_aux(0, y, xval - 3, what[3], PM_NO_KAGE);
2678 place_monster_aux(0, y, xval + 3, what[3], PM_NO_KAGE);
2680 place_monster_aux(0, y, xval - 2, what[4], PM_NO_KAGE);
2681 place_monster_aux(0, y, xval + 2, what[4], PM_NO_KAGE);
2684 /* Above/Below the center monster */
2685 for (x = xval - 1; x <= xval + 1; x++)
2687 place_monster_aux(0, yval + 1, x, what[5], PM_NO_KAGE);
2688 place_monster_aux(0, yval - 1, x, what[5], PM_NO_KAGE);
2691 /* Next to the center monster */
2692 place_monster_aux(0, yval, xval + 1, what[6], PM_NO_KAGE);
2693 place_monster_aux(0, yval, xval - 1, what[6], PM_NO_KAGE);
2695 /* Center monster */
2696 place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE);
2703 * @brief Vault地形を回転、上下左右反転するための座標変換を返す / coordinate translation code
2704 * @param x 変換したい点のX座標参照ポインタ
2705 * @param y 変換したい点のY座標参照ポインタ
2706 * @param xoffset Vault生成時の基準X座標
2707 * @param yoffset Vault生成時の基準Y座標
2708 * @param transno 処理ID
2711 static void coord_trans(int *x, int *y, int xoffset, int yoffset, int transno)
2717 * transno specifies what transformation is required. (0-7)
2718 * The lower two bits indicate by how much the vault is rotated,
2719 * and the upper bit indicates a reflection.
2720 * This is done by using rotation matrices... however since
2721 * these are mostly zeros for rotations by 90 degrees this can
2722 * be expressed simply in terms of swapping and inverting the
2723 * x and y coordinates.
2725 for (i = 0; i < transno % 4; i++)
2727 /* rotate by 90 degrees */
2735 /* Reflect depending on status of 3rd bit. */
2739 /* Add offsets so vault stays in the first quadrant */
2745 * @brief Vaultをフロアに配置する / Hack -- fill in "vault" rooms
2746 * @param yval 生成基準Y座標
2747 * @param xval 生成基準X座標
2748 * @param ymax VaultのYサイズ
2749 * @param xmax VaultのXサイズ
2750 * @param data Vaultのデータ文字列
2751 * @param xoffset 変換基準X座標
2752 * @param yoffset 変換基準Y座標
2753 * @param transno 変換ID
2756 static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
2757 int xoffset, int yoffset, int transno)
2759 int dx, dy, x, y, i, j;
2766 /* Place dungeon features and objects */
2767 for (t = data, dy = 0; dy < ymax; dy++)
2769 for (dx = 0; dx < xmax; dx++, t++)
2771 /* prevent loop counter from being overwritten */
2776 coord_trans(&i, &j, xoffset, yoffset, transno);
2778 /* Extract the location */
2779 if (transno % 2 == 0)
2781 /* no swap of x/y */
2782 x = xval - (xmax / 2) + i;
2783 y = yval - (ymax / 2) + j;
2788 x = xval - (ymax / 2) + i;
2789 y = yval - (xmax / 2) + j;
2792 /* Hack -- skip "non-grids" */
2793 if (*t == ' ') continue;
2795 /* Access the grid */
2796 c_ptr = &cave[y][x];
2798 /* Lay down a floor */
2799 place_floor_grid(c_ptr);
2801 /* Remove any mimic */
2804 /* Part of a vault */
2805 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
2807 /* Analyze the grid */
2810 /* Granite wall (outer) */
2812 place_outer_noperm_grid(c_ptr);
2815 /* Granite wall (inner) */
2817 place_inner_grid(c_ptr);
2820 /* Glass wall (inner) */
2822 place_inner_grid(c_ptr);
2823 c_ptr->feat = feat_glass_wall;
2826 /* Permanent wall (inner) */
2828 place_inner_perm_grid(c_ptr);
2831 /* Permanent glass wall (inner) */
2833 place_inner_perm_grid(c_ptr);
2834 c_ptr->feat = feat_permanent_glass_wall;
2839 if (randint0(100) < 75)
2841 place_object(y, x, 0L);
2851 place_secret_door(y, x, DOOR_DEFAULT);
2854 /* Secret glass doors */
2856 place_secret_door(y, x, DOOR_GLASS_DOOR);
2857 if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
2862 place_secret_door(y, x, DOOR_CURTAIN);
2870 /* Black market in a dungeon */
2872 set_cave_feat(y, x, feat_black_market);
2873 store_init(NO_TOWN, STORE_BLACK);
2878 set_cave_feat(y, x, feat_pattern_start);
2882 set_cave_feat(y, x, feat_pattern_1);
2886 set_cave_feat(y, x, feat_pattern_2);
2890 set_cave_feat(y, x, feat_pattern_3);
2894 set_cave_feat(y, x, feat_pattern_4);
2898 set_cave_feat(y, x, feat_pattern_end);
2902 set_cave_feat(y, x, feat_pattern_exit);
2906 /* Reward for Pattern walk */
2907 object_level = base_level + 12;
2908 place_object(y, x, AM_GOOD | AM_GREAT);
2909 object_level = base_level;
2916 /* Place dungeon monsters and objects */
2917 for (t = data, dy = 0; dy < ymax; dy++)
2919 for (dx = 0; dx < xmax; dx++, t++)
2921 /* prevent loop counter from being overwritten */
2926 coord_trans(&i, &j, xoffset, yoffset, transno);
2928 /* Extract the location */
2929 if (transno % 2 == 0)
2931 /* no swap of x/y */
2932 x = xval - (xmax / 2) + i;
2933 y = yval - (ymax / 2) + j;
2938 x = xval - (ymax / 2) + i;
2939 y = yval - (xmax / 2) + j;
2942 /* Hack -- skip "non-grids" */
2943 if (*t == ' ') continue;
2945 /* Analyze the symbol */
2951 monster_level = base_level + 5;
2952 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
2953 monster_level = base_level;
2957 /* Meaner monster */
2960 monster_level = base_level + 11;
2961 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
2962 monster_level = base_level;
2966 /* Meaner monster, plus treasure */
2969 monster_level = base_level + 9;
2970 place_monster(y, x, PM_ALLOW_SLEEP);
2971 monster_level = base_level;
2972 object_level = base_level + 7;
2973 place_object(y, x, AM_GOOD);
2974 object_level = base_level;
2978 /* Nasty monster and treasure */
2981 monster_level = base_level + 40;
2982 place_monster(y, x, PM_ALLOW_SLEEP);
2983 monster_level = base_level;
2984 object_level = base_level + 20;
2985 place_object(y, x, AM_GOOD | AM_GREAT);
2986 object_level = base_level;
2990 /* Monster and/or object */
2993 if (randint0(100) < 50)
2995 monster_level = base_level + 3;
2996 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
2997 monster_level = base_level;
2999 if (randint0(100) < 50)
3001 object_level = base_level + 7;
3002 place_object(y, x, 0L);
3003 object_level = base_level;
3015 * @brief タイプ7の部屋…v_info.txtより小型vaultを生成する / Type 7 -- simple vaults (see "v_info.txt")
3018 static bool build_type7(void)
3020 vault_type *v_ptr = NULL;
3024 int xoffset, yoffset;
3027 /* Pick a lesser vault */
3028 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
3030 /* Access a random vault record */
3031 v_ptr = &v_info[randint0(max_v_idx)];
3033 /* Accept the first lesser vault */
3034 if (v_ptr->typ == 7) break;
3037 /* No lesser vault found */
3038 if (dummy >= SAFE_MAX_ATTEMPTS)
3042 msg_print(_("警告!小さな地下室を配置できません!", "Warning! Could not place lesser vault!"));
3047 /* pick type of transformation (0-7) */
3048 transno = randint0(8);
3050 /* calculate offsets */
3054 /* Some huge vault cannot be ratated to fit in the dungeon */
3055 if (x+2 > cur_hgt-2)
3057 /* Forbid 90 or 270 degree ratation */
3061 coord_trans(&x, &y, 0, 0, transno);
3081 /* Find and reserve some space in the dungeon. Get center of room. */
3082 if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
3089 if (cheat_room) msg_format(_("小さな地下室(%s)", "Lesser vault (%s)"), v_name + v_ptr->name);
3091 /* Hack -- Build the vault */
3092 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
3093 v_text + v_ptr->text, xoffset, yoffset, transno);
3099 * @brief タイプ8の部屋…v_info.txtより大型vaultを生成する / Type 8 -- greater vaults (see "v_info.txt")
3102 static bool build_type8(void)
3109 int xoffset, yoffset;
3111 /* Pick a greater vault */
3112 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
3114 /* Access a random vault record */
3115 v_ptr = &v_info[randint0(max_v_idx)];
3117 /* Accept the first greater vault */
3118 if (v_ptr->typ == 8) break;
3121 /* No greater vault found */
3122 if (dummy >= SAFE_MAX_ATTEMPTS)
3126 msg_print(_("警告!巨大な地下室を配置できません!", "Warning! Could not place greater vault!"));
3131 /* pick type of transformation (0-7) */
3132 transno = randint0(8);
3134 /* calculate offsets */
3138 /* Some huge vault cannot be ratated to fit in the dungeon */
3139 if (x+2 > cur_hgt-2)
3141 /* Forbid 90 or 270 degree ratation */
3145 coord_trans(&x, &y, 0, 0, transno);
3166 * Try to allocate space for room. If fails, exit
3168 * Hack -- Prepare a bit larger space (+2, +2) to
3169 * prevent generation of vaults with no-entrance.
3171 /* Find and reserve some space in the dungeon. Get center of room. */
3172 if (!find_space(&yval, &xval, abs(y) + 2, abs(x) + 2)) return FALSE;
3175 v_ptr = &v_info[76 + randint1(3)];
3179 if (cheat_room) msg_format(_("巨大な地下室(%s)", "Greater vault (%s)"), v_name + v_ptr->name);
3181 /* Hack -- Build the vault */
3182 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
3183 v_text + v_ptr->text, xoffset, yoffset, transno);
3189 * Structure to hold all "fill" data
3192 typedef struct fill_data_type fill_data_type;
3194 struct fill_data_type
3207 /* features to fill with */
3216 /* number of filled squares */
3220 static fill_data_type fill_data;
3223 /* Store routine for the fractal cave generator */
3224 /* this routine probably should be an inline function or a macro. */
3225 static void store_height(int x, int y, int val)
3227 /* if on boundary set val > cutoff so walls are not as square */
3228 if (((x == fill_data.xmin) || (y == fill_data.ymin) ||
3229 (x == fill_data.xmax) || (y == fill_data.ymax)) &&
3230 (val <= fill_data.c1)) val = fill_data.c1 + 1;
3232 /* store the value in height-map format */
3233 cave[y][x].feat = val;
3240 * Explanation of the plasma fractal algorithm:
3242 * A grid of points is created with the properties of a 'height-map'
3243 * This is done by making the corners of the grid have a random value.
3244 * The grid is then subdivided into one with twice the resolution.
3245 * The new points midway between two 'known' points can be calculated
3246 * by taking the average value of the 'known' ones and randomly adding
3247 * or subtracting an amount proportional to the distance between those
3248 * points. The final 'middle' points of the grid are then calculated
3249 * by averaging all four of the originally 'known' corner points. An
3250 * random amount is added or subtracted from this to get a value of the
3251 * height at that point. The scaling factor here is adjusted to the
3252 * slightly larger distance diagonally as compared to orthogonally.
3254 * This is then repeated recursively to fill an entire 'height-map'
3255 * A rectangular map is done the same way, except there are different
3256 * scaling factors along the x and y directions.
3258 * A hack to change the amount of correlation between points is done using
3259 * the grd variable. If the current step size is greater than grd then
3260 * the point will be random, otherwise it will be calculated by the
3261 * above algorithm. This makes a maximum distance at which two points on
3262 * the height map can affect each other.
3264 * How fractal caves are made:
3266 * When the map is complete, a cut-off value is used to create a cave.
3267 * Heights below this value are "floor", and heights above are "wall".
3268 * This also can be used to create lakes, by adding more height levels
3269 * representing shallow and deep water/ lava etc.
3271 * The grd variable affects the width of passages.
3272 * The roug variable affects the roughness of those passages
3274 * The tricky part is making sure the created cave is connected. This
3275 * is done by 'filling' from the inside and only keeping the 'filled'
3276 * floor. Walls bounding the 'filled' floor are also kept. Everything
3277 * else is converted to the normal _extra_.
3282 * Note that this uses the cave.feat array in a very hackish way
3283 * the values are first set to zero, and then each array location
3284 * is used as a "heightmap"
3285 * The heightmap then needs to be converted back into the "feat" format.
3287 * grd=level at which fractal turns on. smaller gives more mazelike caves
3288 * roug=roughness level. 16=normal. higher values make things more convoluted
3289 * small values are good for smooth walls.
3290 * size=length of the side of the square cave system.
3292 static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug, int cutoff)
3294 int xhsize, yhsize, xsize, ysize, maxsize;
3297 * fixed point variables- these are stored as 256 x normal value
3298 * this gives 8 binary places of fractional part + 8 places of normal part
3301 u16b xstep, xhstep, ystep, yhstep;
3302 u16b xstep2, xhstep2, ystep2, yhstep2;
3303 u16b i, j, ii, jj, diagsize, xxsize, yysize;
3305 /* Cache for speed */
3306 u16b xm, xp, ym, yp;
3308 /* redefine size so can change the value if out of range */
3312 /* Paranoia about size of the system of caves */
3313 if (xsize > 254) xsize = 254;
3314 if (xsize < 4) xsize = 4;
3315 if (ysize > 254) ysize = 254;
3316 if (ysize < 4) ysize = 4;
3318 /* get offsets to middle of array */
3322 /* fix rounding problem */
3326 /* get limits of region */
3327 fill_data.xmin = x0 - xhsize;
3328 fill_data.ymin = y0 - yhsize;
3329 fill_data.xmax = x0 + xhsize;
3330 fill_data.ymax = y0 + yhsize;
3332 /* Store cutoff in global for quick access */
3333 fill_data.c1 = cutoff;
3336 * Scale factor for middle points:
3337 * About sqrt(2) * 256 - correct for a square lattice
3338 * approximately correct for everything else.
3342 /* maximum of xsize and ysize */
3343 maxsize = (xsize > ysize) ? xsize : ysize;
3345 /* Clear the section */
3346 for (i = 0; i <= xsize; i++)
3348 for (j = 0; j <= ysize; j++)
3350 /* -1 is a flag for "not done yet" */
3351 cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
3352 /* Clear icky flag because may be redoing the cave */
3353 cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
3357 /* Boundaries are walls */
3358 cave[fill_data.ymin][fill_data.xmin].feat = maxsize;
3359 cave[fill_data.ymax][fill_data.xmin].feat = maxsize;
3360 cave[fill_data.ymin][fill_data.xmax].feat = maxsize;
3361 cave[fill_data.ymax][fill_data.xmax].feat = maxsize;
3363 /* Set the middle square to be an open area. */
3364 cave[y0][x0].feat = 0;
3366 /* Initialize the step sizes */
3367 xstep = xhstep = xsize * 256;
3368 ystep = yhstep = ysize * 256;
3369 xxsize = xsize * 256;
3370 yysize = ysize * 256;
3373 * Fill in the rectangle with fractal height data -
3374 * like the 'plasma fractal' in fractint.
3376 while ((xhstep > 256) || (yhstep > 256))
3378 /* Halve the step sizes */
3384 /* cache well used values */
3385 xstep2 = xstep / 256;
3386 ystep2 = ystep / 256;
3388 xhstep2 = xhstep / 256;
3389 yhstep2 = yhstep / 256;
3391 /* middle top to bottom. */
3392 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
3394 for (j = 0; j <= yysize; j += ystep)
3396 /* cache often used values */
3397 ii = i / 256 + fill_data.xmin;
3398 jj = j / 256 + fill_data.ymin;
3401 if (cave[jj][ii].feat == -1)
3405 /* If greater than 'grid' level then is random */
3406 store_height(ii, jj, randint1(maxsize));
3410 /* Average of left and right points +random bit */
3411 store_height(ii, jj,
3412 (cave[jj][fill_data.xmin + (i - xhstep) / 256].feat
3413 + cave[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2
3414 + (randint1(xstep2) - xhstep2) * roug / 16);
3421 /* middle left to right. */
3422 for (j = yhstep; j <= yysize - yhstep; j += ystep)
3424 for (i = 0; i <= xxsize; i += xstep)
3426 /* cache often used values */
3427 ii = i / 256 + fill_data.xmin;
3428 jj = j / 256 + fill_data.ymin;
3431 if (cave[jj][ii].feat == -1)
3435 /* If greater than 'grid' level then is random */
3436 store_height(ii, jj, randint1(maxsize));
3440 /* Average of up and down points +random bit */
3441 store_height(ii, jj,
3442 (cave[fill_data.ymin + (j - yhstep) / 256][ii].feat
3443 + cave[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2
3444 + (randint1(ystep2) - yhstep2) * roug / 16);
3451 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
3453 for (j = yhstep; j <= yysize - yhstep; j += ystep)
3455 /* cache often used values */
3456 ii = i / 256 + fill_data.xmin;
3457 jj = j / 256 + fill_data.ymin;
3460 if (cave[jj][ii].feat == -1)
3464 /* If greater than 'grid' level then is random */
3465 store_height(ii, jj, randint1(maxsize));
3469 /* Cache reused values. */
3470 xm = fill_data.xmin + (i - xhstep) / 256;
3471 xp = fill_data.xmin + (i + xhstep) / 256;
3472 ym = fill_data.ymin + (j - yhstep) / 256;
3473 yp = fill_data.ymin + (j + yhstep) / 256;
3476 * Average over all four corners + scale by diagsize to
3477 * reduce the effect of the square grid on the shape of the fractal
3479 store_height(ii, jj,
3480 (cave[ym][xm].feat + cave[yp][xm].feat
3481 + cave[ym][xp].feat + cave[yp][xp].feat) / 4
3482 + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
3491 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)
3494 * function used to convert from height-map back to the
3495 * normal angband cave format
3497 if (cave[y][x].info & CAVE_ICKY)
3504 /* Show that have looked at this square */
3505 cave[y][x].info|= (CAVE_ICKY);
3507 /* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */
3508 if (cave[y][x].feat <= c1)
3510 /* 25% of the time use the other tile : it looks better this way */
3511 if (randint1(100) < 75)
3513 cave[y][x].feat = feat1;
3514 cave[y][x].info &= ~(CAVE_MASK);
3515 cave[y][x].info |= info1;
3520 cave[y][x].feat = feat2;
3521 cave[y][x].info &= ~(CAVE_MASK);
3522 cave[y][x].info |= info2;
3526 else if (cave[y][x].feat <= c2)
3528 /* 25% of the time use the other tile : it looks better this way */
3529 if (randint1(100) < 75)
3531 cave[y][x].feat = feat2;
3532 cave[y][x].info &= ~(CAVE_MASK);
3533 cave[y][x].info |= info2;
3538 cave[y][x].feat = feat1;
3539 cave[y][x].info &= ~(CAVE_MASK);
3540 cave[y][x].info |= info1;
3544 else if (cave[y][x].feat <= c3)
3546 cave[y][x].feat = feat3;
3547 cave[y][x].info &= ~(CAVE_MASK);
3548 cave[y][x].info |= info3;
3551 /* if greater than cutoff then is a wall */
3554 place_outer_bold(y, x);
3564 * Quick and nasty fill routine used to find the connected region
3565 * of floor in the middle of the cave
3567 static void cave_fill(byte y, byte x)
3576 /*** Start Grid ***/
3578 /* Enqueue that entry */
3583 /* Now process the queue */
3584 while (flow_head != flow_tail)
3586 /* Extract the next entry */
3587 ty = temp_y[flow_head];
3588 tx = temp_x[flow_head];
3590 /* Forget that entry */
3591 if (++flow_head == TEMP_MAX) flow_head = 0;
3593 /* Add the "children" */
3594 for (d = 0; d < 8; d++)
3596 int old_head = flow_tail;
3598 /* Child location */
3599 j = ty + ddy_ddd[d];
3600 i = tx + ddx_ddd[d];
3602 /* Paranoia Don't leave the cave */
3603 if (!in_bounds(j, i))
3605 /* affect boundary */
3606 cave[j][i].info |= CAVE_ICKY;
3610 /* If within bounds */
3611 else if ((i > fill_data.xmin) && (i < fill_data.xmax)
3612 && (j > fill_data.ymin) && (j < fill_data.ymax))
3614 /* If not a wall or floor done before */
3615 if (hack_isnt_wall(j, i,
3616 fill_data.c1, fill_data.c2, fill_data.c3,
3617 fill_data.feat1, fill_data.feat2, fill_data.feat3,
3618 fill_data.info1, fill_data.info2, fill_data.info3))
3620 /* Enqueue that entry */
3621 temp_y[flow_tail] = j;
3622 temp_x[flow_tail] = i;
3624 /* Advance the queue */
3625 if (++flow_tail == TEMP_MAX) flow_tail = 0;
3627 /* Hack -- Overflow by forgetting new entry */
3628 if (flow_tail == flow_head)
3630 flow_tail = old_head;
3634 /* keep tally of size of cave system */
3635 (fill_data.amount)++;
3641 /* affect boundary */
3642 cave[j][i].info |= CAVE_ICKY;
3649 static bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, bool light, bool room)
3651 int x, y, i, xhsize, yhsize;
3653 /* offsets to middle from corner */
3659 * select region connected to center of cave system
3660 * this gets rid of alot of isolated one-sqaures that
3661 * can make teleport traps instadeaths...
3665 fill_data.c1 = cutoff;
3669 /* features to fill with */
3670 fill_data.feat1 = floor_type[randint0(100)];
3671 fill_data.feat2 = floor_type[randint0(100)];
3672 fill_data.feat3 = floor_type[randint0(100)];
3674 fill_data.info1 = CAVE_FLOOR;
3675 fill_data.info2 = CAVE_FLOOR;
3676 fill_data.info3 = CAVE_FLOOR;
3678 /* number of filled squares */
3679 fill_data.amount = 0;
3681 cave_fill((byte)y0, (byte)x0);
3683 /* if tally too small, try again */
3684 if (fill_data.amount < 10)
3686 /* too small - clear area and try again later */
3687 for (x = 0; x <= xsize; ++x)
3689 for (y = 0; y <= ysize; ++y)
3691 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
3692 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
3699 * Do boundarys-check to see if they are next to a filled region
3700 * If not then they are set to normal granite
3701 * If so then they are marked as room walls.
3703 for (i = 0; i <= xsize; ++i)
3706 if ((cave[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
3708 /* Next to a 'filled' region? - set to be room walls */
3709 place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
3710 if (light) cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
3711 cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
3712 place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
3716 /* set to be normal granite */
3717 place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
3720 /* bottom boundary */
3721 if ((cave[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
3723 /* Next to a 'filled' region? - set to be room walls */
3724 place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
3725 if (light) cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW);
3726 cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_ROOM);
3727 place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
3731 /* set to be normal granite */
3732 place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
3735 /* clear the icky flag-don't need it any more */
3736 cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
3737 cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
3740 /* Do the left and right boundaries minus the corners (done above) */
3741 for (i = 1; i < ysize; ++i)
3744 if ((cave[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
3747 place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
3748 if (light) cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
3749 cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
3750 place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
3755 place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
3757 /* right boundary */
3758 if ((cave[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
3761 place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
3762 if (light) cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
3763 cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
3764 place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
3769 place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
3772 /* clear icky flag -done with it */
3773 cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
3774 cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
3778 /* Do the rest: convert back to the normal format */
3779 for (x = 1; x < xsize; ++x)
3781 for (y = 1; y < ysize; ++y)
3783 if (is_floor_bold(y0 + y - yhsize, x0 + x - xhsize) &&
3784 (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
3786 /* Clear the icky flag in the filled region */
3787 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
3789 /* Set appropriate flags */
3790 if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
3791 if (room) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
3793 else if (is_outer_bold(y0 + y - yhsize, x0 + x - xhsize) &&
3794 (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
3797 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
3798 if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
3801 cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
3806 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
3807 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
3812 /* Clear the unconnected regions */
3813 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
3814 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
3820 * XXX XXX XXX There is a slight problem when tunnels pierce the caves:
3821 * Extra doors appear inside the system. (Its not very noticeable though.)
3822 * This can be removed by "filling" from the outside in. This allows a separation
3823 * from _outer_ with _inner_. (Internal walls are _outer_ instead.)
3824 * The extra effort for what seems to be only a minor thing (even non-existant if you
3825 * think of the caves not as normal rooms, but as holes in the dungeon), doesn't seem
3834 * @brief タイプ9の部屋…フラクタルカーブによる洞窟生成 / Type 9 -- Driver routine to create fractal cave system
3837 static bool build_type9(void)
3839 int grd, roug, cutoff, xsize, ysize, y0, x0;
3841 bool done, light, room;
3843 /* get size: note 'Evenness'*/
3844 xsize = randint1(22) * 2 + 6;
3845 ysize = randint1(15) * 2 + 6;
3847 /* Find and reserve some space in the dungeon. Get center of room. */
3848 if (!find_space(&y0, &x0, ysize + 1, xsize + 1))
3850 /* Limit to the minimum room size, and retry */
3854 /* Find and reserve some space in the dungeon. Get center of room. */
3855 if (!find_space(&y0, &x0, ysize + 1, xsize + 1))
3861 return build_type1();
3865 light = done = FALSE;
3868 if ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
3872 /* Note: size must be even or there are rounding problems
3873 * This causes the tunnels not to connect properly to the room */
3875 /* testing values for these parameters feel free to adjust */
3876 grd = 1 << (randint0(4));
3878 /* want average of about 16 */
3879 roug = randint1(8) * randint1(4);
3882 cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
3883 randint1(xsize / 4) + randint1(ysize / 4);
3886 generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
3888 /* Convert to normal format + clean up */
3889 done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
3895 #ifdef ALLOW_CAVERNS_AND_LAKES
3897 * Builds a cave system in the center of the dungeon.
3899 void build_cavern(void)
3901 int grd, roug, cutoff, xsize, ysize, x0, y0;
3904 light = done = FALSE;
3905 if ((dun_level <= randint1(50)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
3907 /* Make a cave the size of the dungeon */
3908 xsize = cur_wid - 1;
3909 ysize = cur_hgt - 1;
3913 /* Paranoia: make size even */
3919 /* testing values for these parameters: feel free to adjust */
3920 grd = randint1(4) + 4;
3922 /* want average of about 16 */
3923 roug = randint1(8) * randint1(4);
3929 generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
3931 /* Convert to normal format+ clean up */
3932 done = generate_fracave(y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
3936 static bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2, int c3, int type)
3938 int x, y, i, xhsize, yhsize;
3939 int feat1, feat2, feat3;
3941 /* offsets to middle from corner */
3945 /* Get features based on type */
3948 case LAKE_T_LAVA: /* Lava */
3949 feat1 = feat_deep_lava;
3950 feat2 = feat_shallow_lava;
3951 feat3 = floor_type[randint0(100)];
3953 case LAKE_T_WATER: /* Water */
3954 feat1 = feat_deep_water;
3955 feat2 = feat_shallow_water;
3956 feat3 = floor_type[randint0(100)];
3958 case LAKE_T_CAVE: /* Collapsed cave */
3959 feat1 = floor_type[randint0(100)];
3960 feat2 = floor_type[randint0(100)];
3961 feat3 = feat_rubble;
3963 case LAKE_T_EARTH_VAULT: /* Earth vault */
3964 feat1 = feat_rubble;
3965 feat2 = floor_type[randint0(100)];
3966 feat3 = feat_rubble;
3968 case LAKE_T_AIR_VAULT: /* Air vault */
3973 case LAKE_T_WATER_VAULT: /* Water vault */
3974 feat1 = feat_shallow_water;
3975 feat2 = feat_deep_water;
3976 feat3 = feat_shallow_water;
3978 case LAKE_T_FIRE_VAULT: /* Fire Vault */
3979 feat1 = feat_shallow_lava;
3980 feat2 = feat_deep_lava;
3981 feat3 = feat_shallow_lava;
3985 default: return FALSE;
3989 * select region connected to center of cave system
3990 * this gets rid of alot of isolated one-sqaures that
3991 * can make teleport traps instadeaths...
3999 /* features to fill with */
4000 fill_data.feat1 = feat1;
4001 fill_data.feat2 = feat2;
4002 fill_data.feat3 = feat3;
4004 fill_data.info1 = 0;
4005 fill_data.info2 = 0;
4006 fill_data.info3 = 0;
4008 /* number of filled squares */
4009 fill_data.amount = 0;
4011 /* select region connected to center of cave system
4012 * this gets rid of alot of isolated one-sqaures that
4013 * can make teleport traps instadeaths... */
4014 cave_fill((byte)y0, (byte)x0);
4016 /* if tally too small, try again */
4017 if (fill_data.amount < 10)
4019 /* too small -clear area and try again later */
4020 for (x = 0; x <= xsize; ++x)
4022 for (y = 0; y <= ysize; ++y)
4024 place_floor_bold(y0 + y - yhsize, x0 + x - xhsize);
4025 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
4031 /* Do boundarys- set to normal granite */
4032 for (i = 0; i <= xsize; ++i)
4034 place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
4035 place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
4037 /* clear the icky flag-don't need it any more */
4038 cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
4039 cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
4042 /* Do the left and right boundaries minus the corners (done above) */
4044 for (i = 1; i < ysize; ++i)
4046 place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
4047 place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
4049 /* clear icky flag -done with it */
4050 cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
4051 cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
4055 /* Do the rest: convert back to the normal format */
4056 for (x = 1; x < xsize; ++x)
4058 for (y = 1; y < ysize; ++y)
4060 /* Fill unconnected regions with granite */
4061 if ((!(cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
4062 is_outer_bold(y0 + y - yhsize, x0 + x - xhsize))
4063 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
4065 /* turn off icky flag (no longer needed.) */
4066 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
4069 if (cave_have_flag_bold(y0 + y - yhsize, x0 + x - xhsize, FF_LAVA))
4071 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
4081 * makes a lake/collapsed cave system in the center of the dungeon
4083 void build_lake(int type)
4085 int grd, roug, xsize, ysize, x0, y0;
4089 /* paranoia - exit if lake type out of range. */
4090 if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT))
4092 msg_format("Invalid lake type (%d)", type);
4096 /* Make the size of the dungeon */
4097 xsize = cur_wid - 1;
4098 ysize = cur_hgt - 1;
4102 /* Paranoia: make size even */
4108 /* testing values for these parameters: feel free to adjust */
4109 grd = randint1(3) + 4;
4111 /* want average of about 16 */
4112 roug = randint1(8) * randint1(4);
4114 /* Make up size of various componants */
4118 /* Deep water/lava */
4119 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
4121 /* Shallow boundary */
4125 generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3);
4127 /* Convert to normal format+ clean up */
4128 done = generate_lake(y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type);
4131 #endif /* ALLOW_CAVERNS_AND_LAKES */
4135 * Routine used by the random vault creators to add a door to a location
4136 * Note that range checking has to be done in the calling routine.
4138 * The doors must be INSIDE the allocated region.
4140 static void add_door(int x, int y)
4142 /* Need to have a wall in the center square */
4143 if (!is_outer_bold(y, x)) return;
4150 * where x=don't care
4154 if (is_floor_bold(y-1,x) && is_floor_bold(y+1,x) &&
4155 (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
4158 place_secret_door(y, x, DOOR_DEFAULT);
4160 /* set boundarys so don't get wide doors */
4161 place_solid_bold(y, x - 1);
4162 place_solid_bold(y, x + 1);
4171 * where x = don't care
4174 if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) &&
4175 is_floor_bold(y,x-1) && is_floor_bold(y,x+1))
4178 place_secret_door(y, x, DOOR_DEFAULT);
4180 /* set boundarys so don't get wide doors */
4181 place_solid_bold(y - 1, x);
4182 place_solid_bold(y + 1, x);
4188 * Routine that fills the empty areas of a room with treasure and monsters.
4190 static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
4192 int x, y, cx, cy, size;
4195 /* center of room:*/
4199 /* Rough measure of size of vault= sum of lengths of sides */
4200 size = abs(x2 - x1) + abs(y2 - y1);
4202 for (x = x1; x <= x2; x++)
4204 for (y = y1; y <= y2; y++)
4206 /* Thing added based on distance to center of vault
4207 * Difficulty is 1-easy to 10-hard */
4208 value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty;
4210 /* hack- empty square part of the time */
4211 if ((randint1(100) - difficulty * 3) > 50) value = 20;
4213 /* if floor, shallow water and lava */
4214 if (is_floor_bold(y, x) ||
4215 (cave_have_flag_bold(y, x, FF_PLACE) && cave_have_flag_bold(y, x, FF_DROP)))
4217 /* The smaller 'value' is, the better the stuff */
4220 /* Meanest monster + treasure */
4221 monster_level = base_level + 40;
4222 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
4223 monster_level = base_level;
4224 object_level = base_level + 20;
4225 place_object(y, x, AM_GOOD);
4226 object_level = base_level;
4230 /* Mean monster +treasure */
4231 monster_level = base_level + 20;
4232 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
4233 monster_level = base_level;
4234 object_level = base_level + 10;
4235 place_object(y, x, AM_GOOD);
4236 object_level = base_level;
4238 else if (value < 10)
4241 monster_level = base_level + 9;
4242 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
4243 monster_level = base_level;
4245 else if (value < 17)
4247 /* Intentional Blank space */
4250 * (Want some of the vault to be empty
4251 * so have room for group monsters.
4252 * This is used in the hack above to lower
4253 * the density of stuff in the vault.)
4256 else if (value < 23)
4258 /* Object or trap */
4259 if (randint0(100) < 25)
4261 place_object(y, x, 0L);
4268 else if (value < 30)
4270 /* Monster and trap */
4271 monster_level = base_level + 5;
4272 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
4273 monster_level = base_level;
4276 else if (value < 40)
4278 /* Monster or object */
4279 if (randint0(100) < 50)
4281 monster_level = base_level + 3;
4282 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
4283 monster_level = base_level;
4285 if (randint0(100) < 50)
4287 object_level = base_level + 7;
4288 place_object(y, x, 0L);
4289 object_level = base_level;
4292 else if (value < 50)
4301 /* 20% monster, 40% trap, 20% object, 20% blank space */
4302 if (randint0(100) < 20)
4304 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
4306 else if (randint0(100) < 50)
4310 else if (randint0(100) < 50)
4312 place_object(y, x, 0L);
4323 * This function creates a random vault that looks like a collection of bubbles.
4324 * It works by getting a set of coordinates that represent the center of each
4325 * bubble. The entire room is made by seeing which bubble center is closest. If
4326 * two centers are equidistant then the square is a wall, otherwise it is a floor.
4327 * The only exception is for squares really near a center, these are always floor.
4328 * (It looks better than without this check.)
4330 * Note: If two centers are on the same point then this algorithm will create a
4331 * blank bubble filled with walls. - This is prevented from happening.
4333 static void build_bubble_vault(int x0, int y0, int xsize, int ysize)
4335 #define BUBBLENUM 10 /* number of bubbles */
4337 /* array of center points of bubbles */
4338 coord center[BUBBLENUM];
4341 u16b min1, min2, temp;
4344 /* Offset from center to top left hand corner */
4345 int xhsize = xsize / 2;
4346 int yhsize = ysize / 2;
4349 if (cheat_room) msg_print("Bubble Vault");
4351 /* Allocate center of bubbles */
4352 center[0].x = (byte)randint1(xsize - 3) + 1;
4353 center[0].y = (byte)randint1(ysize - 3) + 1;
4355 for (i = 1; i < BUBBLENUM; i++)
4359 /* get center and check to see if it is unique */
4364 x = randint1(xsize - 3) + 1;
4365 y = randint1(ysize - 3) + 1;
4367 for (j = 0; j < i; j++)
4369 /* rough test to see if there is an overlap */
4370 if ((x == center[j].x) && (y == center[j].y)) done = FALSE;
4379 /* Top and bottom boundaries */
4380 for (i = 0; i < xsize; i++)
4382 int side_x = x0 - xhsize + i;
4384 place_outer_noperm_bold(y0 - yhsize + 0, side_x);
4385 cave[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
4386 place_outer_noperm_bold(y0 - yhsize + ysize - 1, side_x);
4387 cave[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
4390 /* Left and right boundaries */
4391 for (i = 1; i < ysize - 1; i++)
4393 int side_y = y0 - yhsize + i;
4395 place_outer_noperm_bold(side_y, x0 - xhsize + 0);
4396 cave[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
4397 place_outer_noperm_bold(side_y, x0 - xhsize + xsize - 1);
4398 cave[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
4401 /* Fill in middle with bubbles */
4402 for (x = 1; x < xsize - 1; x++)
4404 for (y = 1; y < ysize - 1; y++)
4406 /* Get distances to two closest centers */
4409 min1 = distance(x, y, center[0].x, center[0].y);
4410 min2 = distance(x, y, center[1].x, center[1].y);
4414 /* swap if in wrong order */
4421 for (i = 2; i < BUBBLENUM; i++)
4423 temp = distance(x, y, center[i].x, center[i].y);
4431 else if (temp < min2)
4433 /* second smallest */
4437 if (((min2 - min1) <= 2) && (!(min1 < 3)))
4439 /* Boundary at midpoint+ not at inner region of bubble */
4440 place_outer_noperm_bold(y0 - yhsize + y, x0 - xhsize + x);
4444 /* middle of a bubble */
4445 place_floor_bold(y0 - yhsize + y, x0 - xhsize + x);
4448 /* clean up rest of flags */
4449 cave[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
4453 /* Try to add some random doors */
4454 for (i = 0; i < 500; i++)
4456 x = randint1(xsize - 3) - xhsize + x0 + 1;
4457 y = randint1(ysize - 3) - yhsize + y0 + 1;
4461 /* Fill with monsters and treasure, low difficulty */
4462 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
4467 * Overlay a rectangular room given its bounds
4468 * This routine is used by build_room_vault
4469 * The area inside the walls is not touched:
4470 * only granite is removed- normal walls stay
4472 static void build_room(int x1, int x2, int y1, int y2)
4474 int x, y, i, xsize, ysize, temp;
4476 /* Check if rectangle has no width */
4477 if ((x1 == x2) || (y1 == y2)) return;
4482 /* Swap boundaries if in wrong order */
4490 /* Swap boundaries if in wrong order */
4496 /* get total widths */
4501 /* Top and bottom boundaries */
4502 for (i = 0; i <= xsize; i++)
4504 place_outer_noperm_bold(y1, x1 + i);
4505 cave[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
4506 place_outer_noperm_bold(y2, x1 + i);
4507 cave[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
4510 /* Left and right boundaries */
4511 for (i = 1; i < ysize; i++)
4513 place_outer_noperm_bold(y1 + i, x1);
4514 cave[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY);
4515 place_outer_noperm_bold(y1 + i, x2);
4516 cave[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY);
4520 for (x = 1; x < xsize; x++)
4522 for (y = 1; y < ysize; y++)
4524 if (is_extra_bold(y1+y, x1+x))
4526 /* clear the untouched region */
4527 place_floor_bold(y1 + y, x1 + x);
4528 cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
4532 /* make it a room- but don't touch */
4533 cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
4540 /* Create a random vault that looks like a collection of overlapping rooms */
4542 static void build_room_vault(int x0, int y0, int xsize, int ysize)
4544 int i, x1, x2, y1, y2, xhsize, yhsize;
4546 /* get offset from center */
4550 if (cheat_room) msg_print("Room Vault");
4552 /* fill area so don't get problems with arena levels */
4553 for (x1 = 0; x1 < xsize; x1++)
4555 int x = x0 - xhsize + x1;
4557 for (y1 = 0; y1 < ysize; y1++)
4559 int y = y0 - yhsize + y1;
4561 place_extra_bold(y, x);
4562 cave[y][x].info &= (~CAVE_ICKY);
4566 /* add ten random rooms */
4567 for (i = 0; i < 10; i++)
4569 x1 = randint1(xhsize) * 2 + x0 - xhsize;
4570 x2 = randint1(xhsize) * 2 + x0 - xhsize;
4571 y1 = randint1(yhsize) * 2 + y0 - yhsize;
4572 y2 = randint1(yhsize) * 2 + y0 - yhsize;
4573 build_room(x1, x2, y1, y2);
4576 /* Add some random doors */
4577 for (i = 0; i < 500; i++)
4579 x1 = randint1(xsize - 3) - xhsize + x0 + 1;
4580 y1 = randint1(ysize - 3) - yhsize + y0 + 1;
4584 /* Fill with monsters and treasure, high difficulty */
4585 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
4589 /* Create a random vault out of a fractal cave */
4590 static void build_cave_vault(int x0, int y0, int xsiz, int ysiz)
4592 int grd, roug, cutoff, xhsize, yhsize, xsize, ysize, x, y;
4593 bool done, light, room;
4595 /* round to make sizes even */
4601 if (cheat_room) msg_print("Cave Vault");
4603 light = done = FALSE;
4608 /* testing values for these parameters feel free to adjust */
4609 grd = 1 << randint0(4);
4611 /* want average of about 16 */
4612 roug = randint1(8) * randint1(4);
4615 cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
4616 randint1(xsize / 4) + randint1(ysize / 4);
4619 generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
4621 /* Convert to normal format+ clean up */
4622 done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
4625 /* Set icky flag because is a vault */
4626 for (x = 0; x <= xsize; x++)
4628 for (y = 0; y <= ysize; y++)
4630 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
4634 /* Fill with monsters and treasure, low difficulty */
4635 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
4639 * maze vault -- rectangular labyrinthine rooms
4641 * maze vault uses two routines:
4642 * r_visit - a recursive routine that builds the labyrinth
4643 * build_maze_vault - a driver routine that calls r_visit and adds
4644 * monsters, traps and treasure
4646 * The labyrinth is built by creating a spanning tree of a graph.
4647 * The graph vertices are at
4648 * (x, y) = (2j + x1, 2k + y1) j = 0,...,m-1 k = 0,...,n-1
4649 * and the edges are the vertical and horizontal nearest neighbors.
4651 * The spanning tree is created by performing a suitably randomized
4652 * depth-first traversal of the graph. The only adjustable parameter
4653 * is the randint0(3) below; it governs the relative density of
4654 * twists and turns in the labyrinth: smaller number, more twists.
4656 static void r_visit(int y1, int x1, int y2, int x2,
4657 int node, int dir, int *visited)
4659 int i, j, m, n, temp, x, y, adj[4];
4661 /* dimensions of vertex array */
4662 m = (x2 - x1) / 2 + 1;
4663 n = (y2 - y1) / 2 + 1;
4665 /* mark node visited and set it to a floor */
4667 x = 2 * (node % m) + x1;
4668 y = 2 * (node / m) + y1;
4669 place_floor_bold(y, x);
4671 /* setup order of adjacent node visits */
4674 /* pick a random ordering */
4675 for (i = 0; i < 4; i++)
4677 for (i = 0; i < 4; i++)
4688 /* pick a random ordering with dir first */
4690 for (i = 1; i < 4; i++)
4692 for (i = 1; i < 4; i++)
4694 j = 1 + randint0(3);
4701 for (i = 0; i < 4; i++)
4706 /* (0,+) - check for bottom boundary */
4707 if ((node / m < n - 1) && (visited[node + m] == 0))
4709 place_floor_bold(y + 1, x);
4710 r_visit(y1, x1, y2, x2, node + m, dir, visited);
4714 /* (0,-) - check for top boundary */
4715 if ((node / m > 0) && (visited[node - m] == 0))
4717 place_floor_bold(y - 1, x);
4718 r_visit(y1, x1, y2, x2, node - m, dir, visited);
4722 /* (+,0) - check for right boundary */
4723 if ((node % m < m - 1) && (visited[node + 1] == 0))
4725 place_floor_bold(y, x + 1);
4726 r_visit(y1, x1, y2, x2, node + 1, dir, visited);
4730 /* (-,0) - check for left boundary */
4731 if ((node % m > 0) && (visited[node - 1] == 0))
4733 place_floor_bold(y, x - 1);
4734 r_visit(y1, x1, y2, x2, node - 1, dir, visited);
4741 void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
4745 int m, n, num_vertices, *visited;
4750 if (cheat_room && is_vault) msg_print("Maze Vault");
4752 /* Choose lite or dark */
4753 light = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
4755 /* Pick a random room size - randomized by calling routine */
4764 /* generate the room */
4765 for (y = y1 - 1; y <= y2 + 1; y++)
4767 for (x = x1 - 1; x <= x2 + 1; x++)
4769 c_ptr = &cave[y][x];
4770 c_ptr->info |= CAVE_ROOM;
4771 if (is_vault) c_ptr->info |= CAVE_ICKY;
4772 if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1))
4774 place_outer_grid(c_ptr);
4778 place_extra_grid(c_ptr);
4782 place_inner_grid(c_ptr);
4784 if (light) c_ptr->info |= (CAVE_GLOW);
4788 /* dimensions of vertex array */
4791 num_vertices = m * n;
4793 /* initialize array of visited vertices */
4794 C_MAKE(visited, num_vertices, int);
4796 /* traverse the graph to create a spaning tree, pick a random root */
4797 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
4799 /* Fill with monsters and treasure, low difficulty */
4800 if (is_vault) fill_treasure(x1, x2, y1, y2, randint1(5));
4802 C_KILL(visited, num_vertices, int);
4806 /* Build a "mini" checkerboard vault
4808 * This is done by making a permanent wall maze and setting
4809 * the diagonal sqaures of the checker board to be granite.
4810 * The vault has two entrances on opposite sides to guarantee
4811 * a way to get in even if the vault abuts a side of the dungeon.
4813 static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
4816 int y1, x1, y2, x2, y, x, total;
4817 int m, n, num_vertices;
4820 if (cheat_room) msg_print("Mini Checker Board Vault");
4822 /* Pick a random room size */
4832 /* generate the room */
4833 for (x = x1 - 2; x <= x2 + 2; x++)
4835 if (!in_bounds(y1-2,x)) break;
4837 cave[y1-2][x].info |= (CAVE_ROOM | CAVE_ICKY);
4839 place_outer_noperm_bold(y1-2, x);
4842 for (x = x1 - 2; x <= x2 + 2; x++)
4844 if (!in_bounds(y2+2,x)) break;
4846 cave[y2+2][x].info |= (CAVE_ROOM | CAVE_ICKY);
4848 place_outer_noperm_bold(y2+2, x);
4851 for (y = y1 - 2; y <= y2 + 2; y++)
4853 if (!in_bounds(y,x1-2)) break;
4855 cave[y][x1-2].info |= (CAVE_ROOM | CAVE_ICKY);
4857 place_outer_noperm_bold(y, x1-2);
4860 for (y = y1 - 2; y <= y2 + 2; y++)
4862 if (!in_bounds(y,x2+2)) break;
4864 cave[y][x2+2].info |= (CAVE_ROOM | CAVE_ICKY);
4866 place_outer_noperm_bold(y, x2+2);
4869 for (y = y1 - 1; y <= y2 + 1; y++)
4871 for (x = x1 - 1; x <= x2 + 1; x++)
4873 cave_type *c_ptr = &cave[y][x];
4875 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
4877 /* Permanent walls */
4878 place_inner_perm_grid(c_ptr);
4883 /* dimensions of vertex array */
4886 num_vertices = m * n;
4888 /* initialize array of visited vertices */
4889 C_MAKE(visited, num_vertices, int);
4891 /* traverse the graph to create a spannng tree, pick a random root */
4892 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
4894 /* Make it look like a checker board vault */
4895 for (x = x1; x <= x2; x++)
4897 for (y = y1; y <= y2; y++)
4899 total = x - x1 + y - y1;
4900 /* If total is odd- and is a floor then make a wall */
4901 if ((total % 2 == 1) && is_floor_bold(y, x))
4903 place_inner_bold(y, x);
4908 /* Make a couple of entrances */
4911 /* left and right */
4912 y = randint1(dy) + dy / 2;
4913 place_inner_bold(y1 + y, x1 - 1);
4914 place_inner_bold(y1 + y, x2 + 1);
4918 /* top and bottom */
4919 x = randint1(dx) + dx / 2;
4920 place_inner_bold(y1 - 1, x1 + x);
4921 place_inner_bold(y2 + 1, x1 + x);
4924 /* Fill with monsters and treasure, highest difficulty */
4925 fill_treasure(x1, x2, y1, y2, 10);
4927 C_KILL(visited, num_vertices, int);
4931 /* Build a town/ castle by using a recursive algorithm.
4932 * Basically divide each region in a probalistic way to create
4933 * smaller regions. When the regions get too small stop.
4935 * The power variable is a measure of how well defended a region is.
4936 * This alters the possible choices.
4938 static void build_recursive_room(int x1, int y1, int x2, int y2, int power)
4944 /* Temp variables */
4950 if ((power < 3) && (xsize > 12) && (ysize > 12))
4952 /* Need outside wall +keep */
4959 /* Make rooms + subdivide */
4960 if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8))
4966 choice = randint1(2) + 1;
4971 /* Mostly subdivide */
4972 choice = randint1(3) + 1;
4976 /* Based on the choice made above, do something */
4984 /* top and bottom */
4985 for (x = x1; x <= x2; x++)
4987 place_outer_bold(y1, x);
4988 place_outer_bold(y2, x);
4991 /* left and right */
4992 for (y = y1 + 1; y < y2; y++)
4994 place_outer_bold(y, x1);
4995 place_outer_bold(y, x2);
4998 /* Make a couple of entrances */
5001 /* left and right */
5002 y = randint1(ysize) + y1;
5003 place_floor_bold(y, x1);
5004 place_floor_bold(y, x2);
5008 /* top and bottom */
5009 x = randint1(xsize) + x1;
5010 place_floor_bold(y1, x);
5011 place_floor_bold(y2, x);
5014 /* Select size of keep */
5015 t1 = randint1(ysize / 3) + y1;
5016 t2 = y2 - randint1(ysize / 3);
5017 t3 = randint1(xsize / 3) + x1;
5018 t4 = x2 - randint1(xsize / 3);
5020 /* Do outside areas */
5022 /* Above and below keep */
5023 build_recursive_room(x1 + 1, y1 + 1, x2 - 1, t1, power + 1);
5024 build_recursive_room(x1 + 1, t2, x2 - 1, y2, power + 1);
5026 /* Left and right of keep */
5027 build_recursive_room(x1 + 1, t1 + 1, t3, t2 - 1, power + 3);
5028 build_recursive_room(t4, t1 + 1, x2 - 1, t2 - 1, power + 3);
5030 /* Make the keep itself: */
5043 /* Try to build a room */
5044 if ((xsize < 3) || (ysize < 3))
5046 for (y = y1; y < y2; y++)
5048 for (x = x1; x < x2; x++)
5050 place_inner_bold(y, x);
5058 /* Make outside walls */
5059 /* top and bottom */
5060 for (x = x1 + 1; x <= x2 - 1; x++)
5062 place_inner_bold(y1 + 1, x);
5063 place_inner_bold(y2 - 1, x);
5066 /* left and right */
5067 for (y = y1 + 1; y <= y2 - 1; y++)
5069 place_inner_bold(y, x1 + 1);
5070 place_inner_bold(y, x2 - 1);
5074 y = randint1(ysize - 3) + y1 + 1;
5079 place_floor_bold(y, x1 + 1);
5084 place_floor_bold(y, x2 - 1);
5087 /* Build the room */
5088 build_recursive_room(x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
5093 /* Try and divide vertically */
5097 for (y = y1; y < y2; y++)
5099 for (x = x1; x < x2; x++)
5101 place_inner_bold(y, x);
5107 t1 = randint1(xsize - 2) + x1 + 1;
5108 build_recursive_room(x1, y1, t1, y2, power - 2);
5109 build_recursive_room(t1 + 1, y1, x2, y2, power - 2);
5114 /* Try and divide horizontally */
5118 for (y = y1; y < y2; y++)
5120 for (x = x1; x < x2; x++)
5122 place_inner_bold(y, x);
5128 t1 = randint1(ysize - 2) + y1 + 1;
5129 build_recursive_room(x1, y1, x2, t1, power - 2);
5130 build_recursive_room(x1, t1 + 1, x2, y2, power - 2);
5137 /* Build a castle */
5139 /* Driver routine: clear the region and call the recursive
5142 *This makes a vault that looks like a castle/ city in the dungeon.
5144 static void build_castle_vault(int x0, int y0, int xsize, int ysize)
5150 /* Pick a random room size */
5159 if (cheat_room) msg_print("Castle Vault");
5161 /* generate the room */
5162 for (y = y1 - 1; y <= y2 + 1; y++)
5164 for (x = x1 - 1; x <= x2 + 1; x++)
5166 cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
5167 /* Make everything a floor */
5168 place_floor_bold(y, x);
5172 /* Make the castle */
5173 build_recursive_room(x1, y1, x2, y2, randint1(5));
5175 /* Fill with monsters and treasure, low difficulty */
5176 fill_treasure(x1, x2, y1, y2, randint1(3));
5181 * Add outer wall to a floored region
5182 * Note: no range checking is done so must be inside dungeon
5183 * This routine also stomps on doors
5185 static void add_outer_wall(int x, int y, int light, int x1, int y1, int x2, int y2)
5188 feature_type *f_ptr;
5191 if (!in_bounds(y, x)) return;
5193 c_ptr = &cave[y][x];
5195 /* hack- check to see if square has been visited before
5196 * if so, then exit (use room flag to do this) */
5197 if (c_ptr->info & CAVE_ROOM) return;
5200 c_ptr->info |= CAVE_ROOM;
5202 f_ptr = &f_info[c_ptr->feat];
5204 if (is_floor_bold(y, x))
5206 for (i = -1; i <= 1; i++)
5208 for (j = -1; j <= 1; j++)
5210 if ((x + i >= x1) && (x + i <= x2) &&
5211 (y + j >= y1) && (y + j <= y2))
5213 add_outer_wall(x + i, y + j, light, x1, y1, x2, y2);
5214 if (light) c_ptr->info |= CAVE_GLOW;
5219 else if (is_extra_bold(y, x))
5221 /* Set bounding walls */
5222 place_outer_bold(y, x);
5223 if (light) c_ptr->info |= CAVE_GLOW;
5225 else if (permanent_wall(f_ptr))
5227 /* Set bounding walls */
5228 if (light) c_ptr->info |= CAVE_GLOW;
5234 * Hacked distance formula - gives the 'wrong' answer.
5235 * Used to build crypts
5237 static int dist2(int x1, int y1, int x2, int y2,
5238 int h1, int h2, int h3, int h4)
5244 /* Basically this works by taking the normal pythagorean formula
5245 * and using an expansion to express this in a way without the
5246 * square root. This approximate formula is then perturbed to give
5247 * the distorted results. (I found this by making a mistake when I was
5248 * trying to fix the circular rooms.)
5251 /* h1-h4 are constants that describe the metric */
5252 if (dx >= 2 * dy) return (dx + (dy * h1) / h2);
5253 if (dy >= 2 * dx) return (dy + (dx * h1) / h2);
5254 return (((dx + dy) * 128) / 181 +
5255 (dx * dx / (dy * h3) + dy * dy / (dx * h3)) * h4);
5256 /* 128/181 is approx. 1/sqrt(2) */
5261 * Build target vault.
5262 * This is made by two concentric "crypts" with perpendicular
5263 * walls creating the cross-hairs.
5265 static void build_target_vault(int x0, int y0, int xsize, int ysize)
5269 /* Make a random metric */
5271 h1 = randint1(32) - 16;
5274 h4 = randint1(32) - 16;
5276 if (cheat_room) msg_print("Target Vault");
5278 /* work out outer radius */
5289 for (x = x0 - rad; x <= x0 + rad; x++)
5291 for (y = y0 - rad; y <= y0 + rad; y++)
5293 /* clear room flag */
5294 cave[y][x].info &= ~(CAVE_ROOM);
5296 /* Vault - so is "icky" */
5297 cave[y][x].info |= CAVE_ICKY;
5299 if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
5301 /* inside- so is floor */
5302 place_floor_bold(y, x);
5306 /* make granite outside so arena works */
5307 place_extra_bold(y, x);
5310 /* proper boundary for arena */
5311 if (((y + rad) == y0) || ((y - rad) == y0) ||
5312 ((x + rad) == x0) || ((x - rad) == x0))
5314 place_extra_bold(y, x);
5319 /* Find visible outer walls and set to be FEAT_OUTER */
5320 add_outer_wall(x0, y0, FALSE, x0 - rad - 1, y0 - rad - 1,
5321 x0 + rad + 1, y0 + rad + 1);
5323 /* Add inner wall */
5324 for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)
5326 for (y = y0 - rad / 2; y <= y0 + rad / 2; y++)
5328 if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
5330 /* Make an internal wall */
5331 place_inner_bold(y, x);
5336 /* Add perpendicular walls */
5337 for (x = x0 - rad; x <= x0 + rad; x++)
5339 place_inner_bold(y0, x);
5342 for (y = y0 - rad; y <= y0 + rad; y++)
5344 place_inner_bold(y, x0);
5347 /* Make inner vault */
5348 for (y = y0 - 1; y <= y0 + 1; y++)
5350 place_inner_bold(y, x0 - 1);
5351 place_inner_bold(y, x0 + 1);
5353 for (x = x0 - 1; x <= x0 + 1; x++)
5355 place_inner_bold(y0 - 1, x);
5356 place_inner_bold(y0 + 1, x);
5359 place_floor_bold(y0, x0);
5362 /* Add doors to vault */
5363 /* get two distances so can place doors relative to centre */
5364 x = (rad - 2) / 4 + 1;
5367 add_door(x0 + x, y0);
5368 add_door(x0 + y, y0);
5369 add_door(x0 - x, y0);
5370 add_door(x0 - y, y0);
5371 add_door(x0, y0 + x);
5372 add_door(x0, y0 + y);
5373 add_door(x0, y0 - x);
5374 add_door(x0, y0 - y);
5376 /* Fill with stuff - medium difficulty */
5377 fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
5381 #ifdef ALLOW_CAVERNS_AND_LAKES
5383 * This routine uses a modified version of the lake code to make a
5384 * distribution of some terrain type over the vault. This type
5385 * depends on the dungeon depth.
5387 * Miniture rooms are then scattered across the vault.
5389 static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz)
5394 int xsize, ysize, xhsize, yhsize, x, y, i;
5398 if (cheat_room) msg_print("Elemental Vault");
5400 /* round to make sizes even */
5408 /* Earth vault (Rubble) */
5409 type = LAKE_T_EARTH_VAULT;
5411 else if (dun_level < 50)
5413 /* Air vault (Trees) */
5414 type = LAKE_T_AIR_VAULT;
5416 else if (dun_level < 75)
5418 /* Water vault (shallow water) */
5419 type = LAKE_T_WATER_VAULT;
5423 /* Fire vault (shallow lava) */
5424 type = LAKE_T_FIRE_VAULT;
5429 /* testing values for these parameters: feel free to adjust */
5430 grd = 1 << (randint0(3));
5432 /* want average of about 16 */
5433 roug = randint1(8) * randint1(4);
5435 /* Make up size of various componants */
5439 /* Deep water/lava */
5440 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
5442 /* Shallow boundary */
5446 generate_hmap(y0, x0, xsize, ysize, grd, roug, c3);
5448 /* Convert to normal format+ clean up */
5449 done = generate_lake(y0, x0, xsize, ysize, c1, c2, c3, type);
5452 /* Set icky flag because is a vault */
5453 for (x = 0; x <= xsize; x++)
5455 for (y = 0; y <= ysize; y++)
5457 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
5461 /* make a few rooms in the vault */
5462 for (i = 1; i <= (xsize * ysize) / 50; i++)
5464 build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2,
5465 y0 + randint0(ysize - 4) - ysize / 2 + 2);
5468 /* Fill with monsters and treasure, low difficulty */
5469 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,
5470 y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
5472 #endif /* ALLOW_CAVERNS_AND_LAKES */
5476 * @brief タイプ10の部屋…ランダム生成vault / Type 10 -- Random vaults
5479 static bool build_type10(void)
5481 int y0, x0, xsize, ysize, vtype;
5484 /* big enough to look good, small enough to be fairly common. */
5485 xsize = randint1(22) + 22;
5486 ysize = randint1(11) + 11;
5488 /* Find and reserve some space in the dungeon. Get center of room. */
5489 if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
5491 /* Select type of vault */
5492 #ifdef ALLOW_CAVERNS_AND_LAKES
5495 vtype = randint1(15);
5497 while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
5498 ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
5499 #else /* ALLOW_CAVERNS_AND_LAKES */
5502 vtype = randint1(7);
5504 while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
5505 ((vtype == 1) || (vtype == 3)));
5506 #endif /* ALLOW_CAVERNS_AND_LAKES */
5510 /* Build an appropriate room */
5511 case 1: case 9: build_bubble_vault(x0, y0, xsize, ysize); break;
5512 case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break;
5513 case 3: case 11: build_cave_vault(x0, y0, xsize, ysize); break;
5514 case 4: case 12: build_maze_vault(x0, y0, xsize, ysize, TRUE); break;
5515 case 5: case 13: build_mini_c_vault(x0, y0, xsize, ysize); break;
5516 case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break;
5517 case 7: case 15: build_target_vault(x0, y0, xsize, ysize); break;
5518 #ifdef ALLOW_CAVERNS_AND_LAKES
5519 case 8: build_elemental_vault(x0, y0, xsize, ysize); break;
5520 #endif /* ALLOW_CAVERNS_AND_LAKES */
5521 /* I know how to add a few more... give me some time. */
5524 default: return FALSE;
5532 * @brief タイプ11の部屋…円形部屋の生成 / Type 11 -- Build an vertical oval room.
5535 * For every grid in the possible square, check the distance.\n
5536 * If it's less than the radius, make it a room square.\n
5538 * When done fill from the inside to find the walls,\n
5540 static bool build_type11(void)
5542 int rad, x, y, x0, y0;
5545 /* Occasional light */
5546 if ((randint1(dun_level) <= 15) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
5550 /* Find and reserve some space in the dungeon. Get center of room. */
5551 if (!find_space(&y0, &x0, rad * 2 + 1, rad * 2 + 1)) return FALSE;
5553 /* Make circular floor */
5554 for (x = x0 - rad; x <= x0 + rad; x++)
5556 for (y = y0 - rad; y <= y0 + rad; y++)
5558 if (distance(y0, x0, y, x) <= rad - 1)
5560 /* inside- so is floor */
5561 place_floor_bold(y, x);
5563 else if (distance(y0, x0, y, x) <= rad + 1)
5565 /* make granite outside so arena works */
5566 place_extra_bold(y, x);
5571 /* Find visible outer walls and set to be FEAT_OUTER */
5572 add_outer_wall(x0, y0, light, x0 - rad, y0 - rad, x0 + rad, y0 + rad);
5579 * @brief タイプ12の部屋…ドーム型部屋の生成 / Type 12 -- Build crypt room.
5582 * For every grid in the possible square, check the (fake) distance.\n
5583 * If it's less than the radius, make it a room square.\n
5585 * When done fill from the inside to find the walls,\n
5587 static bool build_type12(void)
5589 int rad, x, y, x0, y0;
5591 bool emptyflag = TRUE;
5593 /* Make a random metric */
5595 h1 = randint1(32) - 16;
5598 h4 = randint1(32) - 16;
5600 /* Occasional light */
5601 if ((randint1(dun_level) <= 5) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
5605 /* Find and reserve some space in the dungeon. Get center of room. */
5606 if (!find_space(&y0, &x0, rad * 2 + 3, rad * 2 + 3)) return FALSE;
5609 for (x = x0 - rad; x <= x0 + rad; x++)
5611 for (y = y0 - rad; y <= y0 + rad; y++)
5613 /* clear room flag */
5614 cave[y][x].info &= ~(CAVE_ROOM);
5616 if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
5618 /* inside - so is floor */
5619 place_floor_bold(y, x);
5621 else if (distance(y0, x0, y, x) < 3)
5623 place_floor_bold(y, x);
5627 /* make granite outside so arena works */
5628 place_extra_bold(y, x);
5631 /* proper boundary for arena */
5632 if (((y + rad) == y0) || ((y - rad) == y0) ||
5633 ((x + rad) == x0) || ((x - rad) == x0))
5635 place_extra_bold(y, x);
5640 /* Find visible outer walls and set to be FEAT_OUTER */
5641 add_outer_wall(x0, y0, light, x0 - rad - 1, y0 - rad - 1,
5642 x0 + rad + 1, y0 + rad + 1);
5644 /* Check to see if there is room for an inner vault */
5645 for (x = x0 - 2; x <= x0 + 2; x++)
5647 for (y = y0 - 2; y <= y0 + 2; y++)
5649 if (!is_floor_bold(y, x))
5651 /* Wall in the way */
5657 if (emptyflag && one_in_(2))
5659 /* Build the vault */
5660 build_small_room(x0, y0);
5662 /* Place a treasure in the vault */
5663 place_object(y0, x0, 0L);
5665 /* Let's guard the treasure well */
5666 vault_monsters(y0, x0, randint0(2) + 3);
5668 /* Traps naturally */
5669 vault_traps(y0, x0, 4, 4, randint0(3) + 2);
5677 * Helper function for "trapped monster pit"
5679 static bool vault_aux_trapped_pit(int r_idx)
5681 monster_race *r_ptr = &r_info[r_idx];
5683 /* Validate the monster */
5684 if (!vault_monster_okay(r_idx)) return (FALSE);
5686 /* No wall passing monster */
5687 if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return (FALSE);
5695 * @brief タイプ13の部屋…トラップpitの生成 / Type 13 -- Trapped monster pits
5698 * A trapped monster pit is a "big" room with a straight corridor in\n
5699 * which wall opening traps are placed, and with two "inner" rooms\n
5700 * containing a "collection" of monsters of a given type organized in\n
5703 * The trapped monster pit appears as shown below, where the actual\n
5704 * monsters in each location depend on the type of the pit\n
5706 * XXXXXXXXXXXXXXXXXXXXXXXXX\n
5708 * XXXXXXXXXXXXXXXXXXXXXXX X\n
5709 * XXXXX001123454321100XXX X\n
5710 * XXX0012234567654322100X X\n
5711 * XXXXXXXXXXXXXXXXXXXXXXX X\n
5713 * X XXXXXXXXXXXXXXXXXXXXXXX\n
5714 * X X0012234567654322100XXX\n
5715 * X XXX001123454321100XXXXX\n
5716 * X XXXXXXXXXXXXXXXXXXXXXXX\n
5718 * XXXXXXXXXXXXXXXXXXXXXXXXX\n
5720 * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
5721 * to request 16 "appropriate" monsters, sorting them by level, and using\n
5722 * the "even" entries in this sorted list for the contents of the pit.\n
5724 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
5725 * which is handled by requiring a specific "breath" attack for all of the\n
5726 * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
5727 * be present in many of the dragon pits, if they have the proper breath.\n
5729 * Note the use of the "get_mon_num_prep()" function, and the special\n
5730 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
5731 * allocation table" in such a way as to optimize the selection of\n
5732 * "appropriate" non-unique monsters for the pit.\n
5734 * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
5735 * the pit will be empty.\n
5737 * Note that "monster pits" will never contain "unique" monsters.\n
5739 static bool build_type13(void)
5741 static int placing[][3] = {
5742 {-2, -9, 0}, {-2, -8, 0}, {-3, -7, 0}, {-3, -6, 0},
5743 {+2, -9, 0}, {+2, -8, 0}, {+3, -7, 0}, {+3, -6, 0},
5744 {-2, +9, 0}, {-2, +8, 0}, {-3, +7, 0}, {-3, +6, 0},
5745 {+2, +9, 0}, {+2, +8, 0}, {+3, +7, 0}, {+3, +6, 0},
5746 {-2, -7, 1}, {-3, -5, 1}, {-3, -4, 1},
5747 {+2, -7, 1}, {+3, -5, 1}, {+3, -4, 1},
5748 {-2, +7, 1}, {-3, +5, 1}, {-3, +4, 1},
5749 {+2, +7, 1}, {+3, +5, 1}, {+3, +4, 1},
5750 {-2, -6, 2}, {-2, -5, 2}, {-3, -3, 2},
5751 {+2, -6, 2}, {+2, -5, 2}, {+3, -3, 2},
5752 {-2, +6, 2}, {-2, +5, 2}, {-3, +3, 2},
5753 {+2, +6, 2}, {+2, +5, 2}, {+3, +3, 2},
5754 {-2, -4, 3}, {-3, -2, 3},
5755 {+2, -4, 3}, {+3, -2, 3},
5756 {-2, +4, 3}, {-3, +2, 3},
5757 {+2, +4, 3}, {+3, +2, 3},
5758 {-2, -3, 4}, {-3, -1, 4},
5759 {+2, -3, 4}, {+3, -1, 4},
5760 {-2, +3, 4}, {-3, +1, 4},
5761 {+2, +3, 4}, {+3, +1, 4},
5762 {-2, -2, 5}, {-3, 0, 5}, {-2, +2, 5},
5763 {+2, -2, 5}, {+3, 0, 5}, {+2, +2, 5},
5764 {-2, -1, 6}, {-2, +1, 6},
5765 {+2, -1, 6}, {+2, +1, 6},
5766 {-2, 0, 7}, {+2, 0, 7},
5770 int y, x, y1, x1, y2, x2, xval, yval;
5779 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
5780 vault_aux_type *n_ptr;
5782 /* Only in Angband */
5783 if (dungeon_type != DUNGEON_ANGBAND) return FALSE;
5785 /* No type available */
5786 if (cur_pit_type < 0) return FALSE;
5788 n_ptr = &pit_types[cur_pit_type];
5790 /* Process a preparation function if necessary */
5791 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
5793 /* Prepare allocation table */
5794 get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
5796 align.sub_align = SUB_ALIGN_NEUTRAL;
5798 /* Pick some monster types */
5799 for (i = 0; i < 16; i++)
5801 int r_idx = 0, attempts = 100;
5802 monster_race *r_ptr = NULL;
5806 /* Get a (hard) monster type */
5807 r_idx = get_mon_num(dun_level + 0);
5808 r_ptr = &r_info[r_idx];
5810 /* Decline incorrect alignment */
5811 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
5813 /* Accept this monster */
5817 /* Notice failure */
5818 if (!r_idx || !attempts) return FALSE;
5820 /* Note the alignment */
5821 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
5822 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
5827 /* Find and reserve some space in the dungeon. Get center of room. */
5828 if (!find_space(&yval, &xval, 13, 25)) return FALSE;
5836 /* Fill with inner walls */
5837 for (y = y1 - 1; y <= y2 + 1; y++)
5839 for (x = x1 - 1; x <= x2 + 1; x++)
5841 c_ptr = &cave[y][x];
5842 place_inner_grid(c_ptr);
5843 c_ptr->info |= (CAVE_ROOM);
5847 /* Place the floor area 1 */
5848 for (x = x1 + 3; x <= x2 - 3; x++)
5850 c_ptr = &cave[yval-2][x];
5851 place_floor_grid(c_ptr);
5852 add_cave_info(yval-2, x, CAVE_ICKY);
5854 c_ptr = &cave[yval+2][x];
5855 place_floor_grid(c_ptr);
5856 add_cave_info(yval+2, x, CAVE_ICKY);
5859 /* Place the floor area 2 */
5860 for (x = x1 + 5; x <= x2 - 5; x++)
5862 c_ptr = &cave[yval-3][x];
5863 place_floor_grid(c_ptr);
5864 add_cave_info(yval-3, x, CAVE_ICKY);
5866 c_ptr = &cave[yval+3][x];
5867 place_floor_grid(c_ptr);
5868 add_cave_info(yval+3, x, CAVE_ICKY);
5872 for (x = x1; x <= x2; x++)
5874 c_ptr = &cave[yval][x];
5875 place_floor_grid(c_ptr);
5876 c_ptr = &cave[y1][x];
5877 place_floor_grid(c_ptr);
5878 c_ptr = &cave[y2][x];
5879 place_floor_grid(c_ptr);
5882 /* Place the outer walls */
5883 for (y = y1 - 1; y <= y2 + 1; y++)
5885 c_ptr = &cave[y][x1 - 1];
5886 place_outer_grid(c_ptr);
5887 c_ptr = &cave[y][x2 + 1];
5888 place_outer_grid(c_ptr);
5890 for (x = x1 - 1; x <= x2 + 1; x++)
5892 c_ptr = &cave[y1 - 1][x];
5893 place_outer_grid(c_ptr);
5894 c_ptr = &cave[y2 + 1][x];
5895 place_outer_grid(c_ptr);
5898 /* Random corridor */
5901 for (y = y1; y <= yval; y++)
5903 place_floor_bold(y, x2);
5904 place_solid_bold(y, x1-1);
5906 for (y = yval; y <= y2 + 1; y++)
5908 place_floor_bold(y, x1);
5909 place_solid_bold(y, x2+1);
5914 for (y = yval; y <= y2 + 1; y++)
5916 place_floor_bold(y, x1);
5917 place_solid_bold(y, x2+1);
5919 for (y = y1; y <= yval; y++)
5921 place_floor_bold(y, x2);
5922 place_solid_bold(y, x1-1);
5926 /* Place the wall open trap */
5927 cave[yval][xval].mimic = cave[yval][xval].feat;
5928 cave[yval][xval].feat = feat_trap_open;
5930 /* Sort the entries */
5931 for (i = 0; i < 16 - 1; i++)
5933 /* Sort the entries */
5934 for (j = 0; j < 16 - 1; j++)
5939 int p1 = r_info[what[i1]].level;
5940 int p2 = r_info[what[i2]].level;
5946 what[i1] = what[i2];
5956 msg_format(_("%s%sの罠ピット", "Trapped monster pit (%s%s)"), n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
5959 /* Select the entries */
5960 for (i = 0; i < 8; i++)
5962 /* Every other entry */
5963 what[i] = what[i * 2];
5968 msg_print(r_name + r_info[what[i]].name);
5972 for (i = 0; placing[i][2] >= 0; i++)
5974 y = yval + placing[i][0];
5975 x = xval + placing[i][1];
5976 place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
5984 * @brief タイプ14の部屋…特殊トラップ部屋の生成 / Type 14 -- trapped rooms
5987 * A special trap is placed at center of the room
5989 static bool build_type14(void)
5991 int y, x, y2, x2, yval, xval;
5992 int y1, x1, xsize, ysize;
5999 /* Pick a room size */
6005 xsize = x1 + x2 + 1;
6006 ysize = y1 + y2 + 1;
6008 /* Find and reserve some space in the dungeon. Get center of room. */
6009 if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
6011 /* Choose lite or dark */
6012 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
6015 /* Get corner values */
6016 y1 = yval - ysize / 2;
6017 x1 = xval - xsize / 2;
6018 y2 = yval + (ysize - 1) / 2;
6019 x2 = xval + (xsize - 1) / 2;
6022 /* Place a full floor under the room */
6023 for (y = y1 - 1; y <= y2 + 1; y++)
6025 for (x = x1 - 1; x <= x2 + 1; x++)
6027 c_ptr = &cave[y][x];
6028 place_floor_grid(c_ptr);
6029 c_ptr->info |= (CAVE_ROOM);
6030 if (light) c_ptr->info |= (CAVE_GLOW);
6034 /* Walls around the room */
6035 for (y = y1 - 1; y <= y2 + 1; y++)
6037 c_ptr = &cave[y][x1 - 1];
6038 place_outer_grid(c_ptr);
6039 c_ptr = &cave[y][x2 + 1];
6040 place_outer_grid(c_ptr);
6042 for (x = x1 - 1; x <= x2 + 1; x++)
6044 c_ptr = &cave[y1 - 1][x];
6045 place_outer_grid(c_ptr);
6046 c_ptr = &cave[y2 + 1][x];
6047 place_outer_grid(c_ptr);
6050 if (dun_level < 30 + randint1(30))
6051 trap = feat_trap_piranha;
6053 trap = feat_trap_armageddon;
6055 /* Place a special trap */
6056 c_ptr = &cave[rand_spread(yval, ysize/4)][rand_spread(xval, xsize/4)];
6057 c_ptr->mimic = c_ptr->feat;
6063 msg_format(_("%sの部屋", "Room of %s"), f_name + f_info[trap].name);
6071 * Helper function for "glass room"
6073 static bool vault_aux_lite(int r_idx)
6075 monster_race *r_ptr = &r_info[r_idx];
6077 /* Validate the monster */
6078 if (!vault_monster_okay(r_idx)) return FALSE;
6080 /* Require lite attack */
6081 if (!(r_ptr->flags4 & RF4_BR_LITE) && !(r_ptr->a_ability_flags1 & RF5_BA_LITE)) return FALSE;
6083 /* No wall passing monsters */
6084 if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return FALSE;
6086 /* No disintegrating monsters */
6087 if (r_ptr->flags4 & RF4_BR_DISI) return FALSE;
6093 * Helper function for "glass room"
6095 static bool vault_aux_shards(int r_idx)
6097 monster_race *r_ptr = &r_info[r_idx];
6099 /* Validate the monster */
6100 if (!vault_monster_okay(r_idx)) return FALSE;
6102 /* Require shards breath attack */
6103 if (!(r_ptr->flags4 & RF4_BR_SHAR)) return FALSE;
6109 * Hack -- determine if a template is potion
6111 static bool kind_is_potion(int k_idx)
6113 return k_info[k_idx].tval == TV_POTION;
6117 * @brief タイプ15の部屋…ガラス部屋の生成 / Type 15 -- glass rooms
6120 static bool build_type15(void)
6122 int y, x, y2, x2, yval, xval;
6123 int y1, x1, xsize, ysize;
6128 /* Pick a room size */
6129 xsize = rand_range(9, 13);
6130 ysize = rand_range(9, 13);
6132 /* Find and reserve some space in the dungeon. Get center of room. */
6133 if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
6135 /* Choose lite or dark */
6136 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
6138 /* Get corner values */
6139 y1 = yval - ysize / 2;
6140 x1 = xval - xsize / 2;
6141 y2 = yval + (ysize - 1) / 2;
6142 x2 = xval + (xsize - 1) / 2;
6144 /* Place a full floor under the room */
6145 for (y = y1 - 1; y <= y2 + 1; y++)
6147 for (x = x1 - 1; x <= x2 + 1; x++)
6149 c_ptr = &cave[y][x];
6150 place_floor_grid(c_ptr);
6151 c_ptr->feat = feat_glass_floor;
6152 c_ptr->info |= (CAVE_ROOM);
6153 if (light) c_ptr->info |= (CAVE_GLOW);
6157 /* Walls around the room */
6158 for (y = y1 - 1; y <= y2 + 1; y++)
6160 c_ptr = &cave[y][x1 - 1];
6161 place_outer_grid(c_ptr);
6162 c_ptr->feat = feat_glass_wall;
6163 c_ptr = &cave[y][x2 + 1];
6164 place_outer_grid(c_ptr);
6165 c_ptr->feat = feat_glass_wall;
6167 for (x = x1 - 1; x <= x2 + 1; x++)
6169 c_ptr = &cave[y1 - 1][x];
6170 place_outer_grid(c_ptr);
6171 c_ptr->feat = feat_glass_wall;
6172 c_ptr = &cave[y2 + 1][x];
6173 place_outer_grid(c_ptr);
6174 c_ptr->feat = feat_glass_wall;
6177 switch (randint1(3))
6179 case 1: /* 4 lite breathers + potion */
6183 /* Prepare allocation table */
6184 get_mon_num_prep(vault_aux_lite, NULL);
6186 /* Place fixed lite berathers */
6187 for (dir1 = 4; dir1 < 8; dir1++)
6189 int r_idx = get_mon_num(dun_level);
6191 y = yval + 2 * ddy_ddd[dir1];
6192 x = xval + 2 * ddx_ddd[dir1];
6193 if (r_idx) place_monster_aux(0, y, x, r_idx, PM_ALLOW_SLEEP);
6195 /* Walls around the breather */
6196 for (dir2 = 0; dir2 < 8; dir2++)
6198 c_ptr = &cave[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
6199 place_inner_grid(c_ptr);
6200 c_ptr->feat = feat_glass_wall;
6204 /* Walls around the potion */
6205 for (dir1 = 0; dir1 < 4; dir1++)
6207 y = yval + 2 * ddy_ddd[dir1];
6208 x = xval + 2 * ddx_ddd[dir1];
6209 c_ptr = &cave[y][x];
6210 place_inner_perm_grid(c_ptr);
6211 c_ptr->feat = feat_permanent_glass_wall;
6212 cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
6217 y = yval + 2 * ddy_ddd[dir1];
6218 x = xval + 2 * ddx_ddd[dir1];
6219 place_secret_door(y, x, DOOR_GLASS_DOOR);
6220 c_ptr = &cave[y][x];
6221 if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
6223 /* Place a potion */
6224 get_obj_num_hook = kind_is_potion;
6225 place_object(yval, xval, AM_NO_FIXED_ART);
6226 cave[yval][xval].info |= (CAVE_ICKY);
6230 case 2: /* 1 lite breather + random object */
6235 c_ptr = &cave[y1 + 1][x1 + 1];
6236 place_inner_grid(c_ptr);
6237 c_ptr->feat = feat_glass_wall;
6239 c_ptr = &cave[y1 + 1][x2 - 1];
6240 place_inner_grid(c_ptr);
6241 c_ptr->feat = feat_glass_wall;
6243 c_ptr = &cave[y2 - 1][x1 + 1];
6244 place_inner_grid(c_ptr);
6245 c_ptr->feat = feat_glass_wall;
6247 c_ptr = &cave[y2 - 1][x2 - 1];
6248 place_inner_grid(c_ptr);
6249 c_ptr->feat = feat_glass_wall;
6251 /* Prepare allocation table */
6252 get_mon_num_prep(vault_aux_lite, NULL);
6254 r_idx = get_mon_num(dun_level);
6255 if (r_idx) place_monster_aux(0, yval, xval, r_idx, 0L);
6257 /* Walls around the breather */
6258 for (dir1 = 0; dir1 < 8; dir1++)
6260 c_ptr = &cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
6261 place_inner_grid(c_ptr);
6262 c_ptr->feat = feat_glass_wall;
6265 /* Curtains around the breather */
6266 for (y = yval - 1; y <= yval + 1; y++)
6268 place_closed_door(y, xval - 2, DOOR_CURTAIN);
6269 place_closed_door(y, xval + 2, DOOR_CURTAIN);
6271 for (x = xval - 1; x <= xval + 1; x++)
6273 place_closed_door(yval - 2, x, DOOR_CURTAIN);
6274 place_closed_door(yval + 2, x, DOOR_CURTAIN);
6277 /* Place an object */
6278 place_object(yval, xval, AM_NO_FIXED_ART);
6279 cave[yval][xval].info |= (CAVE_ICKY);
6283 case 3: /* 4 shards breathers + 2 potions */
6287 /* Walls around the potion */
6288 for (y = yval - 2; y <= yval + 2; y++)
6290 c_ptr = &cave[y][xval - 3];
6291 place_inner_grid(c_ptr);
6292 c_ptr->feat = feat_glass_wall;
6293 c_ptr = &cave[y][xval + 3];
6294 place_inner_grid(c_ptr);
6295 c_ptr->feat = feat_glass_wall;
6297 for (x = xval - 2; x <= xval + 2; x++)
6299 c_ptr = &cave[yval - 3][x];
6300 place_inner_grid(c_ptr);
6301 c_ptr->feat = feat_glass_wall;
6302 c_ptr = &cave[yval + 3][x];
6303 place_inner_grid(c_ptr);
6304 c_ptr->feat = feat_glass_wall;
6306 for (dir1 = 4; dir1 < 8; dir1++)
6308 c_ptr = &cave[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
6309 place_inner_grid(c_ptr);
6310 c_ptr->feat = feat_glass_wall;
6313 /* Prepare allocation table */
6314 get_mon_num_prep(vault_aux_shards, NULL);
6316 /* Place shard berathers */
6317 for (dir1 = 4; dir1 < 8; dir1++)
6319 int r_idx = get_mon_num(dun_level);
6321 y = yval + ddy_ddd[dir1];
6322 x = xval + ddx_ddd[dir1];
6323 if (r_idx) place_monster_aux(0, y, x, r_idx, 0L);
6326 /* Place two potions */
6329 get_obj_num_hook = kind_is_potion;
6330 place_object(yval, xval - 1, AM_NO_FIXED_ART);
6331 get_obj_num_hook = kind_is_potion;
6332 place_object(yval, xval + 1, AM_NO_FIXED_ART);
6336 get_obj_num_hook = kind_is_potion;
6337 place_object(yval - 1, xval, AM_NO_FIXED_ART);
6338 get_obj_num_hook = kind_is_potion;
6339 place_object(yval + 1, xval, AM_NO_FIXED_ART);
6342 for (y = yval - 2; y <= yval + 2; y++)
6343 for (x = xval - 2; x <= xval + 2; x++)
6344 cave[y][x].info |= (CAVE_ICKY);
6353 msg_print(_("ガラスの部屋", "Glass room"));
6360 /* Create a new floor room with optional light */
6361 void generate_room_floor(int y1, int x1, int y2, int x2, int light)
6367 for (y = y1; y <= y2; y++)
6369 for (x = x1; x <= x2; x++)
6372 c_ptr = &cave[y][x];
6373 place_floor_grid(c_ptr);
6374 c_ptr->info |= (CAVE_ROOM);
6375 if (light) c_ptr->info |= (CAVE_GLOW);
6380 void generate_fill_perm_bold(int y1, int x1, int y2, int x2)
6384 for (y = y1; y <= y2; y++)
6386 for (x = x1; x <= x2; x++)
6389 place_inner_perm_bold(y, x);
6394 /* Minimum & maximum town size */
6395 #define MIN_TOWN_WID ((MAX_WID / 3) / 2)
6396 #define MIN_TOWN_HGT ((MAX_HGT / 3) / 2)
6397 #define MAX_TOWN_WID ((MAX_WID / 3) * 2 / 3)
6398 #define MAX_TOWN_HGT ((MAX_HGT / 3) * 2 / 3)
6400 /* Struct for build underground buildings */
6403 int y0, x0; /* North-west corner (relative) */
6404 int y1, x1; /* South-east corner (relative) */
6408 ugbldg_type *ugbldg;
6411 * Precalculate buildings' location of underground arcade
6413 static bool precalc_ugarcade(int town_hgt, int town_wid, int n)
6415 int i, y, x, center_y, center_x, tmp, attempt = 10000;
6416 int max_bldg_hgt = 3 * town_hgt / MAX_TOWN_HGT;
6417 int max_bldg_wid = 5 * town_wid / MAX_TOWN_WID;
6418 ugbldg_type *cur_ugbldg;
6419 bool **ugarcade_used, abort;
6421 /* Allocate "ugarcade_used" array (2-dimension) */
6422 C_MAKE(ugarcade_used, town_hgt, bool *);
6423 C_MAKE(*ugarcade_used, town_hgt * town_wid, bool);
6424 for (y = 1; y < town_hgt; y++) ugarcade_used[y] = *ugarcade_used + y * town_wid;
6426 /* Calculate building locations */
6427 for (i = 0; i < n; i++)
6429 cur_ugbldg = &ugbldg[i];
6430 (void)WIPE(cur_ugbldg, ugbldg_type);
6434 /* Find the "center" of the store */
6435 center_y = rand_range(2, town_hgt - 3);
6436 center_x = rand_range(2, town_wid - 3);
6438 /* Determine the store boundaries */
6439 tmp = center_y - randint1(max_bldg_hgt);
6440 cur_ugbldg->y0 = MAX(tmp, 1);
6441 tmp = center_x - randint1(max_bldg_wid);
6442 cur_ugbldg->x0 = MAX(tmp, 1);
6443 tmp = center_y + randint1(max_bldg_hgt);
6444 cur_ugbldg->y1 = MIN(tmp, town_hgt - 2);
6445 tmp = center_x + randint1(max_bldg_wid);
6446 cur_ugbldg->x1 = MIN(tmp, town_wid - 2);
6448 /* Scan this building's area */
6449 for (abort = FALSE, y = cur_ugbldg->y0; (y <= cur_ugbldg->y1) && !abort; y++)
6451 for (x = cur_ugbldg->x0; x <= cur_ugbldg->x1; x++)
6453 if (ugarcade_used[y][x])
6463 while (abort && attempt); /* Accept this building if no overlapping */
6465 /* Failed to generate underground arcade */
6466 if (!attempt) break;
6469 * Mark to ugarcade_used[][] as "used"
6470 * Note: Building-adjacent grids are included for preventing
6471 * connected bulidings.
6473 for (y = cur_ugbldg->y0 - 1; y <= cur_ugbldg->y1 + 1; y++)
6475 for (x = cur_ugbldg->x0 - 1; x <= cur_ugbldg->x1 + 1; x++)
6477 ugarcade_used[y][x] = TRUE;
6482 /* Free "ugarcade_used" array (2-dimension) */
6483 C_KILL(*ugarcade_used, town_hgt * town_wid, bool);
6484 C_KILL(ugarcade_used, town_hgt, bool *);
6486 /* If i < n, generation is not allowed */
6491 * @brief タイプ16の部屋…地下都市生成のサブルーチン / Actually create buildings
6493 * @param ltcy 生成基準Y座標
6494 * @param ltcx 生成基準X座標
6495 * @param stotes[] 生成する店舗のリスト
6498 * Note: ltcy and ltcx indicate "left top corner".
6500 static void build_stores(int ltcy, int ltcx, int stores[], int n)
6503 ugbldg_type *cur_ugbldg;
6505 for (i = 0; i < n; i++)
6507 cur_ugbldg = &ugbldg[i];
6509 /* Generate new room */
6510 generate_room_floor(
6511 ltcy + cur_ugbldg->y0 - 2, ltcx + cur_ugbldg->x0 - 2,
6512 ltcy + cur_ugbldg->y1 + 2, ltcx + cur_ugbldg->x1 + 2,
6516 for (i = 0; i < n; i++)
6518 cur_ugbldg = &ugbldg[i];
6520 /* Build an invulnerable rectangular building */
6521 generate_fill_perm_bold(
6522 ltcy + cur_ugbldg->y0, ltcx + cur_ugbldg->x0,
6523 ltcy + cur_ugbldg->y1, ltcx + cur_ugbldg->x1);
6525 /* Pick a door direction (S,N,E,W) */
6526 switch (randint0(4))
6531 x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
6537 x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
6542 y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
6548 y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
6553 for (j = 0; j < max_f_idx; j++)
6555 if (have_flag(f_info[j].flags, FF_STORE))
6557 if (f_info[j].subtype == stores[i]) break;
6561 /* Clear previous contents, add a store door */
6564 cave_set_feat(ltcy + y, ltcx + x, j);
6567 store_init(NO_TOWN, stores[i]);
6574 * @brief タイプ16の部屋…地下都市の生成 / Type 16 -- Underground Arcade
6577 * Town logic flow for generation of new town\n
6578 * Originally from Vanilla 3.0.3\n
6580 * We start with a fully wiped cave of normal floors.\n
6582 * Note that town_gen_hack() plays games with the R.N.G.\n
6584 * This function does NOT do anything about the owners of the stores,\n
6585 * nor the contents thereof. It only handles the physical layout.\n
6587 static bool build_type16(void)
6591 STORE_GENERAL, STORE_ARMOURY, STORE_WEAPON, STORE_TEMPLE,
6592 STORE_ALCHEMIST, STORE_MAGIC, STORE_BLACK, STORE_BOOK,
6594 int n = sizeof stores / sizeof (int);
6595 int i, y, x, y1, x1, yval, xval;
6596 int town_hgt = rand_range(MIN_TOWN_HGT, MAX_TOWN_HGT);
6597 int town_wid = rand_range(MIN_TOWN_WID, MAX_TOWN_WID);
6598 bool prevent_bm = FALSE;
6600 /* Hack -- If already exist black market, prevent building */
6601 for (y = 0; (y < cur_hgt) && !prevent_bm; y++)
6603 for (x = 0; x < cur_wid; x++)
6605 if (cave[y][x].feat == FF_STORE)
6607 prevent_bm = (f_info[cave[y][x].feat].subtype == STORE_BLACK);
6612 for (i = 0; i < n; i++)
6614 if ((stores[i] == STORE_BLACK) && prevent_bm) stores[i] = stores[--n];
6616 if (!n) return FALSE;
6618 /* Allocate buildings array */
6619 C_MAKE(ugbldg, n, ugbldg_type);
6621 /* If cannot build stores, abort */
6622 if (!precalc_ugarcade(town_hgt, town_wid, n))
6624 /* Free buildings array */
6625 C_KILL(ugbldg, n, ugbldg_type);
6629 /* Find and reserve some space in the dungeon. Get center of room. */
6630 if (!find_space(&yval, &xval, town_hgt + 4, town_wid + 4))
6632 /* Free buildings array */
6633 C_KILL(ugbldg, n, ugbldg_type);
6637 /* Get top left corner */
6638 y1 = yval - (town_hgt / 2);
6639 x1 = xval - (town_wid / 2);
6641 /* Generate new room */
6642 generate_room_floor(
6643 y1 + town_hgt / 3, x1 + town_wid / 3,
6644 y1 + town_hgt * 2 / 3, x1 + town_wid * 2 / 3, FALSE);
6647 build_stores(y1, x1, stores, n);
6649 if (cheat_room) msg_print(_("地下街", "Underground Arcade"));
6651 /* Free buildings array */
6652 C_KILL(ugbldg, n, ugbldg_type);
6659 * @brief 与えられた部屋型IDに応じて部屋の生成処理分岐を行い結果を返す / Attempt to build a room of the given type at the given block
6661 * @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation.
6662 * @return 部屋の精製に成功した場合 TRUE を返す。
6664 static bool room_build(int typ)
6669 /* Build an appropriate room */
6670 case ROOM_T_NORMAL: return build_type1();
6671 case ROOM_T_OVERLAP: return build_type2();
6672 case ROOM_T_CROSS: return build_type3();
6673 case ROOM_T_INNER_FEAT: return build_type4();
6674 case ROOM_T_NEST: return build_type5();
6675 case ROOM_T_PIT: return build_type6();
6676 case ROOM_T_LESSER_VAULT: return build_type7();
6677 case ROOM_T_GREATER_VAULT: return build_type8();
6678 case ROOM_T_FRACAVE: return build_type9();
6679 case ROOM_T_RANDOM_VAULT: return build_type10();
6680 case ROOM_T_OVAL: return build_type11();
6681 case ROOM_T_CRYPT: return build_type12();
6682 case ROOM_T_TRAP_PIT: return build_type13();
6683 case ROOM_T_TRAP: return build_type14();
6684 case ROOM_T_GLASS: return build_type15();
6685 case ROOM_T_ARCADE: return build_type16();
6693 * @brief 指定した部屋の生成確率を別の部屋に加算し、指定した部屋の生成率を0にする
6694 * @param dst 確率を移す先の部屋種ID
6695 * @param src 確率を与える元の部屋種ID
6697 #define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
6700 * @brief 部屋生成処理のメインルーチン(Sangbandを経由してOangbandからの実装を引用) / Generate rooms in dungeon. Build bigger rooms at first. [from SAngband (originally from OAngband)]
6701 * @return 部屋生成に成功した場合 TRUE を返す。
6703 bool generate_rooms(void)
6709 int prob_list[ROOM_T_MAX];
6710 int rooms_built = 0;
6711 int area_size = 100 * (cur_hgt*cur_wid) / (MAX_HGT*MAX_WID);
6712 int level_index = MIN(10, div_round(dun_level, 10));
6714 /* Number of each type of room on this level */
6715 s16b room_num[ROOM_T_MAX];
6717 /* Limit number of rooms */
6718 int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
6720 /* Assume normal cave */
6721 room_info_type *room_info_ptr = room_info_normal;
6724 * Initialize probability list.
6726 for (i = 0; i < ROOM_T_MAX; i++)
6728 /* No rooms allowed above their minimum depth. */
6729 if (dun_level < room_info_ptr[i].min_level)
6735 prob_list[i] = room_info_ptr[i].prob[level_index];
6740 * XXX -- Various dungeon types and options.
6743 /*! @details ダンジョンにBEGINNER、CHAMELEON、SMALLESTいずれのフラグもなく、かつ「常に通常でない部屋を生成する」フラグがONならば、GRATER_VAULTのみを生成対象とする。 / Ironman sees only Greater Vaults */
6744 if (ironman_rooms && !((d_info[dungeon_type].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST))))
6746 for (i = 0; i < ROOM_T_MAX; i++)
6748 if (i == ROOM_T_GREATER_VAULT) prob_list[i] = 1;
6749 else prob_list[i] = 0;
6753 /*! @details ダンジョンにNO_VAULTフラグがあるならば、LESSER_VAULT / GREATER_VAULT/ RANDOM_VAULTを除外 / Forbidden vaults */
6754 else if (d_info[dungeon_type].flags1 & DF1_NO_VAULT)
6756 prob_list[ROOM_T_LESSER_VAULT] = 0;
6757 prob_list[ROOM_T_GREATER_VAULT] = 0;
6758 prob_list[ROOM_T_RANDOM_VAULT] = 0;
6761 /*! @details ダンジョンにNO_CAVEフラグがある場合、FRACAVEの生成枠がNORMALに与えられる。CRIPT、OVALの生成枠がINNER_Fに与えられる。/ NO_CAVE dungeon (Castle)*/
6762 if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
6764 MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE);
6765 MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_CRYPT);
6766 MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL);
6769 /*! @details ダンジョンにCAVEフラグがある場合、NORMALの生成枠がFRACAVEに与えられる。/ CAVE dungeon (Orc cave etc.) */
6770 else if (d_info[dungeon_type].flags1 & DF1_CAVE)
6772 MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL);
6775 /*! @details ダンジョンの基本地形が最初から渓谷かアリーナ型の場合 FRACAVE は生成から除外。 / No caves when a (random) cavern exists: they look bad */
6776 else if (dun->cavern || dun->empty_level)
6778 prob_list[ROOM_T_FRACAVE] = 0;
6781 /*! @details ダンジョンに最初からGLASS_ROOMフラグがある場合、GLASS を生成から除外。/ Forbidden glass rooms */
6782 if (!(d_info[dungeon_type].flags1 & DF1_GLASS_ROOM))
6784 prob_list[ROOM_T_GLASS] = 0;
6787 /*! @details ARCADEは同フラグがダンジョンにないと生成されない。 / Forbidden glass rooms */
6788 if (!(d_info[dungeon_type].flags1 & DF1_ARCADE))
6790 prob_list[ROOM_T_ARCADE] = 0;
6794 * Initialize number of rooms,
6795 * And calcurate total probability.
6797 for (total_prob = 0, i = 0; i < ROOM_T_MAX; i++)
6800 total_prob += prob_list[i];
6804 * Prepare the number of rooms, of all types, we should build
6807 for (i = dun_rooms; i > 0; i--)
6810 int rand = randint0(total_prob);
6812 /* Get room_type randomly */
6813 for (room_type = 0; room_type < ROOM_T_MAX; room_type++)
6815 if (rand < prob_list[room_type]) break;
6816 else rand -= prob_list[room_type];
6820 if (room_type >= ROOM_T_MAX) room_type = ROOM_T_NORMAL;
6822 /* Increase the number of rooms of that type we should build. */
6823 room_num[room_type]++;
6829 case ROOM_T_LESSER_VAULT:
6830 case ROOM_T_TRAP_PIT:
6838 case ROOM_T_GREATER_VAULT:
6839 case ROOM_T_RANDOM_VAULT:
6848 * Build each type of room one by one until we cannot build any more.
6849 * [from SAngband (originally from OAngband)]
6853 /* Assume no remaining rooms */
6856 for (i = 0; i < ROOM_T_MAX; i++)
6858 /* What type of room are we building now? */
6859 int room_type = room_build_order[i];
6861 /* Go next if none available */
6862 if (!room_num[room_type]) continue;
6864 /* Use up one unit */
6865 room_num[room_type]--;
6867 /* Build the room. */
6868 if (room_build(room_type))
6870 /* Increase the room built count. */
6873 /* Mark as there was some remaining rooms */
6880 case ROOM_T_TRAP_PIT:
6882 /* Avoid too many monsters */
6885 room_num[ROOM_T_PIT] = 0;
6886 room_num[ROOM_T_NEST] = 0;
6887 room_num[ROOM_T_TRAP_PIT] = 0;
6893 /* Avoid double-town */
6894 room_num[ROOM_T_ARCADE] = 0;
6900 /* End loop if no room remain */
6904 if (rooms_built < 2) return FALSE; /*! @details 部屋生成数が2未満の場合生成失敗を返す */
6908 msg_format(_("部屋数: %d", "Number of Rooms: %d"), rooms_built);