3 * Purpose: make rooms. Used by generate.c when creating dungeons.
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
9 * This software may be copied and distributed for educational, research,
10 * and not for profit purposes provided that this copyright and statement
11 * are included in all such copies. Other copyrights may also apply.
21 * Array of minimum room depths
23 static s16b roomdep[] =
26 1, /* 1 = Simple (33x11) */
27 1, /* 2 = Overlapping (33x11) */
28 3, /* 3 = Crossed (33x11) */
29 3, /* 4 = Large (33x11) */
30 10, /* 5 = Monster nest (33x11) */
31 10, /* 6 = Monster pit (33x11) */
32 10, /* 7 = Lesser vault (33x22) */
33 20, /* 8 = Greater vault (66x44) */
34 5, /* 9 = Fractal cave (42x24) */
35 10, /* 10 = Random vault (44x22) */
36 3, /* 11 = Circular rooms (22x22) */
37 10, /* 12 = Crypts (22x22) */
38 20, /* 13 = Trapped monster pit */
39 20, /* 14 = Piranha/Armageddon trap room */
43 static void place_locked_door(int y, int x)
45 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
47 place_floor_bold(y, x);
51 set_cave_feat(y, x, FEAT_DOOR_HEAD+randint1(7));
52 cave[y][x].info &= ~(CAVE_FLOOR);
56 static void place_secret_door(int y, int x)
58 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
60 place_floor_bold(y, x);
64 cave_type *c_ptr = &cave[y][x];
66 /* Create secret door */
67 place_closed_door(y, x);
69 /* Hide by inner wall because this is used in rooms only */
70 c_ptr->mimic = feat_wall_inner;
72 /* Floor type terrain cannot hide a door */
73 if (!(c_ptr->mimic & 0x20))
75 c_ptr->feat = c_ptr->mimic;
79 c_ptr->info &= ~(CAVE_FLOOR);
84 * This funtion makes a very small room centred at (x0, y0)
85 * This is used in crypts, and random elemental vaults.
87 * Note - this should be used only on allocated regions
88 * within another room.
90 static void build_small_room(int x0, int y0)
94 for (y = y0 - 1; y <= y0 + 1; y++)
96 place_inner_bold(y, x0 - 1);
97 place_inner_bold(y, x0 + 1);
100 for (x = x0 - 1; x <= x0 + 1; x++)
102 place_inner_bold(y0 - 1, x);
103 place_inner_bold(y0 + 1, x);
106 /* Place a secret door on one side */
109 case 0: place_secret_door(y0, x0 - 1); break;
110 case 1: place_secret_door(y0, x0 + 1); break;
111 case 2: place_secret_door(y0 - 1, x0); break;
112 case 3: place_secret_door(y0 + 1, x0); break;
115 /* Clear mimic type */
116 cave[y0][x0].mimic = 0;
118 /* Add inner open space */
119 place_floor_bold(y0, x0);
124 * This function tunnels around a room if
125 * it will cut off part of a cave system.
127 static void check_room_boundary(int x1, int y1, int x2, int y2)
130 bool old_is_floor, new_is_floor;
136 old_is_floor = get_is_floor(x1 - 1, y1);
139 * Count the number of floor-wall boundaries around the room
140 * Note: diagonal squares are ignored since the player can move diagonally
141 * to bypass these if needed.
144 /* Above the top boundary */
145 for (x = x1; x <= x2; x++)
147 new_is_floor = get_is_floor(x, y1 - 1);
149 /* Increment counter if they are different */
150 if (new_is_floor != old_is_floor) count++;
152 old_is_floor = new_is_floor;
156 for (y = y1; y <= y2; y++)
158 new_is_floor = get_is_floor(x2 + 1, y);
160 /* increment counter if they are different */
161 if (new_is_floor != old_is_floor) count++;
163 old_is_floor = new_is_floor;
166 /* Bottom boundary */
167 for (x = x2; x >= x1; x--)
169 new_is_floor = get_is_floor(x, y2 + 1);
171 /* increment counter if they are different */
172 if (new_is_floor != old_is_floor) count++;
174 old_is_floor = new_is_floor;
178 for (y = y2; y >= y1; y--)
180 new_is_floor = get_is_floor(x1 - 1, y);
182 /* increment counter if they are different */
183 if (new_is_floor != old_is_floor) count++;
185 old_is_floor = new_is_floor;
188 /* If all the same, or only one connection exit. */
189 if (count <= 2) return;
192 /* Tunnel around the room so to prevent problems with caves */
193 for (y = y1; y <= y2; y++)
195 for (x = x1; x <= x2; x++)
204 * This function is used to allocate the space needed by a room in the room_map
206 * x, y represent the size of the room (0...x-1) by (0...y-1).
207 * crowded is used to denote a monset nest.
208 * by0, bx0 are the positions in the room_map array given to the build_type'x'
210 * xx, yy are the returned center of the allocated room in coordinates for
211 * cave.feat and cave.info etc.
213 static bool room_alloc(int x, int y, bool crowded, int by0, int bx0, int *xx, int *yy)
215 int temp, bx1, bx2, by1, by2, by, bx;
217 /* Calculate number of room_map squares to allocate */
219 /* temp is total number along width */
220 temp = ((x - 1) / BLOCK_WID) + 1;
222 /* bx2 = ending block */
223 bx2 = temp / 2 + bx0;
225 /* bx1 = starting block (Note: rounding taken care of here.) */
226 bx1 = bx2 + 1 - temp;
228 /* temp is total number along height */
229 temp = ((y - 1) / BLOCK_HGT) + 1;
231 /* by2 = ending block */
232 by2 = temp / 2 + by0;
234 /* by1 = starting block */
235 by1 = by2 + 1 - temp;
238 /* Never run off the screen */
239 if ((by1 < 0) || (by2 >= dun->row_rooms)) return (FALSE);
240 if ((bx1 < 0) || (bx2 >= dun->col_rooms)) return (FALSE);
242 /* Verify open space */
243 for (by = by1; by <= by2; by++)
245 for (bx = bx1; bx <= bx2; bx++)
247 if (dun->room_map[by][bx]) return (FALSE);
251 /* It is *extremely* important that the following calculation */
252 /* be *exactly* correct to prevent memory errors XXX XXX XXX */
254 /* Acquire the location of the room */
255 *yy = ((by1 + by2 + 1) * BLOCK_HGT) / 2;
256 *xx = ((bx1 + bx2 + 1) * BLOCK_WID) / 2;
259 /* Save the room location */
260 if (dun->cent_n < CENT_MAX)
262 dun->cent[dun->cent_n].y = *yy;
263 dun->cent[dun->cent_n].x = *xx;
267 /* Reserve some blocks */
268 for (by = by1; by <= by2; by++)
270 for (bx = bx1; bx <= bx2; bx++)
272 dun->room_map[by][bx] = TRUE;
276 /* Count "crowded" rooms */
277 if (crowded) dun->crowded++;
280 * Hack- See if room will cut off a cavern.
281 * If so, fix by tunneling outside the room in such a way as to connect the caves.
283 check_room_boundary(*xx - x / 2 - 1, *yy - y / 2 - 1,
284 *xx + (x - 1) / 2 + 1, *yy + (y - 1) / 2 + 1);
291 * Room building routines.
297 * 4 -- large room with features
301 * 8 -- greater vaults
303 * 10 -- random vaults
304 * 11 -- circular rooms
306 * 13 -- trapped monster pits
312 * Type 1 -- normal rectangular rooms
314 static void build_type1(int by0, int bx0)
316 int y, x, y2, x2, yval, xval;
317 int y1, x1, xsize, ysize;
323 /* Pick a room size */
332 /* Try to allocate space for room. If fails, exit */
333 if (!room_alloc(xsize + 2, ysize + 2, FALSE, by0, bx0, &xval, &yval)) return;
335 /* Choose lite or dark */
336 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
339 /* Get corner values */
340 y1 = yval - ysize / 2;
341 x1 = xval - xsize / 2;
342 y2 = yval + (ysize - 1) / 2;
343 x2 = xval + (xsize - 1) / 2;
346 /* Place a full floor under the room */
347 for (y = y1 - 1; y <= y2 + 1; y++)
349 for (x = x1 - 1; x <= x2 + 1; x++)
352 place_floor_grid(c_ptr);
353 c_ptr->info |= (CAVE_ROOM);
354 if (light) c_ptr->info |= (CAVE_GLOW);
358 /* Walls around the room */
359 for (y = y1 - 1; y <= y2 + 1; y++)
361 c_ptr = &cave[y][x1 - 1];
362 place_outer_grid(c_ptr);
363 c_ptr = &cave[y][x2 + 1];
364 place_outer_grid(c_ptr);
366 for (x = x1 - 1; x <= x2 + 1; x++)
368 c_ptr = &cave[y1 - 1][x];
369 place_outer_grid(c_ptr);
370 c_ptr = &cave[y2 + 1][x];
371 place_outer_grid(c_ptr);
375 /* Hack -- Occasional pillar room */
378 for (y = y1; y <= y2; y += 2)
380 for (x = x1; x <= x2; x += 2)
383 place_inner_grid(c_ptr);
388 /* Hack -- Occasional room with four pillars */
389 else if (one_in_(20))
391 if ((y1 + 4 < y2) && (x1 + 4 < x2))
393 c_ptr = &cave[y1 + 1][x1 + 1];
394 place_inner_grid(c_ptr);
396 c_ptr = &cave[y1 + 1][x2 - 1];
397 place_inner_grid(c_ptr);
399 c_ptr = &cave[y2 - 1][x1 + 1];
400 place_inner_grid(c_ptr);
402 c_ptr = &cave[y2 - 1][x2 - 1];
403 place_inner_grid(c_ptr);
407 /* Hack -- Occasional ragged-edge room */
408 else if (one_in_(50))
410 for (y = y1 + 2; y <= y2 - 2; y += 2)
412 c_ptr = &cave[y][x1];
413 place_inner_grid(c_ptr);
414 c_ptr = &cave[y][x2];
415 place_inner_grid(c_ptr);
417 for (x = x1 + 2; x <= x2 - 2; x += 2)
419 c_ptr = &cave[y1][x];
420 place_inner_grid(c_ptr);
421 c_ptr = &cave[y2][x];
422 place_inner_grid(c_ptr);
425 /* Hack -- Occasional divided room */
426 else if (one_in_(50))
428 if (randint1(100) < 50)
430 /* Horizontal wall */
431 for (x = x1; x <= x2; x++)
433 place_inner_bold(yval, x);
436 /* Prevent edge of wall from being tunneled */
437 place_solid_bold(yval, x1 - 1);
438 place_solid_bold(yval, x2 + 1);
443 for (y = y1; y <= y2; y++)
445 place_inner_bold(y, xval);
448 /* Prevent edge of wall from being tunneled */
449 place_solid_bold(y1 - 1, xval);
450 place_solid_bold(y2 + 1, xval);
453 place_random_door(yval, xval, TRUE);
459 * Type 2 -- Overlapping rectangular rooms
461 static void build_type2(int by0, int bx0)
463 int y, x, xval, yval;
464 int y1a, x1a, y2a, x2a;
465 int y1b, x1b, y2b, x2b;
470 /* Try to allocate space for room. If fails, exit */
471 if (!room_alloc(25, 11, FALSE, by0, bx0, &xval, &yval)) return;
473 /* Choose lite or dark */
474 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
476 /* Determine extents of the first room */
477 y1a = yval - randint1(4);
478 y2a = yval + randint1(3);
479 x1a = xval - randint1(11);
480 x2a = xval + randint1(10);
482 /* Determine extents of the second room */
483 y1b = yval - randint1(3);
484 y2b = yval + randint1(4);
485 x1b = xval - randint1(10);
486 x2b = xval + randint1(11);
489 /* Place a full floor for room "a" */
490 for (y = y1a - 1; y <= y2a + 1; y++)
492 for (x = x1a - 1; x <= x2a + 1; x++)
495 place_floor_grid(c_ptr);
496 c_ptr->info |= (CAVE_ROOM);
497 if (light) c_ptr->info |= (CAVE_GLOW);
501 /* Place a full floor for room "b" */
502 for (y = y1b - 1; y <= y2b + 1; y++)
504 for (x = x1b - 1; x <= x2b + 1; x++)
507 place_floor_grid(c_ptr);
508 c_ptr->info |= (CAVE_ROOM);
509 if (light) c_ptr->info |= (CAVE_GLOW);
514 /* Place the walls around room "a" */
515 for (y = y1a - 1; y <= y2a + 1; y++)
517 c_ptr = &cave[y][x1a - 1];
518 place_outer_grid(c_ptr);
519 c_ptr = &cave[y][x2a + 1];
520 place_outer_grid(c_ptr);
522 for (x = x1a - 1; x <= x2a + 1; x++)
524 c_ptr = &cave[y1a - 1][x];
525 place_outer_grid(c_ptr);
526 c_ptr = &cave[y2a + 1][x];
527 place_outer_grid(c_ptr);
530 /* Place the walls around room "b" */
531 for (y = y1b - 1; y <= y2b + 1; y++)
533 c_ptr = &cave[y][x1b - 1];
534 place_outer_grid(c_ptr);
535 c_ptr = &cave[y][x2b + 1];
536 place_outer_grid(c_ptr);
538 for (x = x1b - 1; x <= x2b + 1; x++)
540 c_ptr = &cave[y1b - 1][x];
541 place_outer_grid(c_ptr);
542 c_ptr = &cave[y2b + 1][x];
543 place_outer_grid(c_ptr);
548 /* Replace the floor for room "a" */
549 for (y = y1a; y <= y2a; y++)
551 for (x = x1a; x <= x2a; x++)
554 place_floor_grid(c_ptr);
558 /* Replace the floor for room "b" */
559 for (y = y1b; y <= y2b; y++)
561 for (x = x1b; x <= x2b; x++)
564 place_floor_grid(c_ptr);
572 * Type 3 -- Cross shaped rooms
574 * Builds a room at a row, column coordinate
576 * Room "a" runs north/south, and Room "b" runs east/east
577 * So the "central pillar" runs from x1a, y1b to x2a, y2b.
579 * Note that currently, the "center" is always 3x3, but I think that
580 * the code below will work (with "bounds checking") for 5x5, or even
581 * for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.
583 static void build_type3(int by0, int bx0)
585 int y, x, dy, dx, wy, wx;
586 int y1a, x1a, y2a, x2a;
587 int y1b, x1b, y2b, x2b;
593 /* Try to allocate space for room. */
594 if (!room_alloc(25, 11, FALSE, by0, bx0, &xval, &yval)) return;
596 /* Choose lite or dark */
597 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
599 /* For now, always 3x3 */
602 /* Pick max vertical size (at most 4) */
603 dy = rand_range(3, 4);
605 /* Pick max horizontal size (at most 15) */
606 dx = rand_range(3, 11);
609 /* Determine extents of the north/south room */
615 /* Determine extents of the east/west room */
622 /* Place a full floor for room "a" */
623 for (y = y1a - 1; y <= y2a + 1; y++)
625 for (x = x1a - 1; x <= x2a + 1; x++)
628 place_floor_grid(c_ptr);
629 c_ptr->info |= (CAVE_ROOM);
630 if (light) c_ptr->info |= (CAVE_GLOW);
634 /* Place a full floor for room "b" */
635 for (y = y1b - 1; y <= y2b + 1; y++)
637 for (x = x1b - 1; x <= x2b + 1; x++)
640 place_floor_grid(c_ptr);
641 c_ptr->info |= (CAVE_ROOM);
642 if (light) c_ptr->info |= (CAVE_GLOW);
647 /* Place the walls around room "a" */
648 for (y = y1a - 1; y <= y2a + 1; y++)
650 c_ptr = &cave[y][x1a - 1];
651 place_outer_grid(c_ptr);
652 c_ptr = &cave[y][x2a + 1];
653 place_outer_grid(c_ptr);
655 for (x = x1a - 1; x <= x2a + 1; x++)
657 c_ptr = &cave[y1a - 1][x];
658 place_outer_grid(c_ptr);
659 c_ptr = &cave[y2a + 1][x];
660 place_outer_grid(c_ptr);
663 /* Place the walls around room "b" */
664 for (y = y1b - 1; y <= y2b + 1; y++)
666 c_ptr = &cave[y][x1b - 1];
667 place_outer_grid(c_ptr);
668 c_ptr = &cave[y][x2b + 1];
669 place_outer_grid(c_ptr);
671 for (x = x1b - 1; x <= x2b + 1; x++)
673 c_ptr = &cave[y1b - 1][x];
674 place_outer_grid(c_ptr);
675 c_ptr = &cave[y2b + 1][x];
676 place_outer_grid(c_ptr);
680 /* Replace the floor for room "a" */
681 for (y = y1a; y <= y2a; y++)
683 for (x = x1a; x <= x2a; x++)
686 place_floor_grid(c_ptr);
690 /* Replace the floor for room "b" */
691 for (y = y1b; y <= y2b; y++)
693 for (x = x1b; x <= x2b; x++)
696 place_floor_grid(c_ptr);
702 /* Special features (3/4) */
705 /* Large solid middle pillar */
708 for (y = y1b; y <= y2b; y++)
710 for (x = x1a; x <= x2a; x++)
713 place_inner_grid(c_ptr);
719 /* Inner treasure vault */
722 /* Build the vault */
723 for (y = y1b; y <= y2b; y++)
725 c_ptr = &cave[y][x1a];
726 place_inner_grid(c_ptr);
727 c_ptr = &cave[y][x2a];
728 place_inner_grid(c_ptr);
730 for (x = x1a; x <= x2a; x++)
732 c_ptr = &cave[y1b][x];
733 place_inner_grid(c_ptr);
734 c_ptr = &cave[y2b][x];
735 place_inner_grid(c_ptr);
738 /* Place a secret door on the inner room */
741 case 0: place_secret_door(y1b, xval); break;
742 case 1: place_secret_door(y2b, xval); break;
743 case 2: place_secret_door(yval, x1a); break;
744 case 3: place_secret_door(yval, x2a); break;
747 /* Place a treasure in the vault */
748 place_object(yval, xval, FALSE, FALSE);
750 /* Let's guard the treasure well */
751 vault_monsters(yval, xval, randint0(2) + 3);
753 /* Traps naturally */
754 vault_traps(yval, xval, 4, 4, randint0(3) + 2);
762 /* Occasionally pinch the center shut */
765 /* Pinch the east/west sides */
766 for (y = y1b; y <= y2b; y++)
768 if (y == yval) continue;
769 c_ptr = &cave[y][x1a - 1];
770 place_inner_grid(c_ptr);
771 c_ptr = &cave[y][x2a + 1];
772 place_inner_grid(c_ptr);
775 /* Pinch the north/south sides */
776 for (x = x1a; x <= x2a; x++)
778 if (x == xval) continue;
779 c_ptr = &cave[y1b - 1][x];
780 place_inner_grid(c_ptr);
781 c_ptr = &cave[y2b + 1][x];
782 place_inner_grid(c_ptr);
785 /* Sometimes shut using secret doors */
788 place_secret_door(yval, x1a - 1);
789 place_secret_door(yval, x2a + 1);
790 place_secret_door(y1b - 1, xval);
791 place_secret_door(y2b + 1, xval);
795 /* Occasionally put a "plus" in the center */
798 c_ptr = &cave[yval][xval];
799 place_inner_grid(c_ptr);
800 c_ptr = &cave[y1b][xval];
801 place_inner_grid(c_ptr);
802 c_ptr = &cave[y2b][xval];
803 place_inner_grid(c_ptr);
804 c_ptr = &cave[yval][x1a];
805 place_inner_grid(c_ptr);
806 c_ptr = &cave[yval][x2a];
807 place_inner_grid(c_ptr);
810 /* Occasionally put a pillar in the center */
813 c_ptr = &cave[yval][xval];
814 place_inner_grid(c_ptr);
824 * Type 4 -- Large room with inner features
826 * Possible sub-types:
827 * 1 - Just an inner room with one door
828 * 2 - An inner room within an inner room
829 * 3 - An inner room with pillar(s)
830 * 4 - Inner room has a maze
831 * 5 - A set of four inner rooms
833 static void build_type4(int by0, int bx0)
836 int y2, x2, tmp, yval, xval;
841 /* Try to allocate space for room. */
842 if (!room_alloc(25, 11, FALSE, by0, bx0, &xval, &yval)) return;
844 /* Choose lite or dark */
845 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
853 /* Place a full floor under the room */
854 for (y = y1 - 1; y <= y2 + 1; y++)
856 for (x = x1 - 1; x <= x2 + 1; x++)
859 place_floor_grid(c_ptr);
860 c_ptr->info |= (CAVE_ROOM);
861 if (light) c_ptr->info |= (CAVE_GLOW);
866 for (y = y1 - 1; y <= y2 + 1; y++)
868 c_ptr = &cave[y][x1 - 1];
869 place_outer_grid(c_ptr);
870 c_ptr = &cave[y][x2 + 1];
871 place_outer_grid(c_ptr);
873 for (x = x1 - 1; x <= x2 + 1; x++)
875 c_ptr = &cave[y1 - 1][x];
876 place_outer_grid(c_ptr);
877 c_ptr = &cave[y2 + 1][x];
878 place_outer_grid(c_ptr);
888 /* The inner walls */
889 for (y = y1 - 1; y <= y2 + 1; y++)
891 c_ptr = &cave[y][x1 - 1];
892 place_inner_grid(c_ptr);
893 c_ptr = &cave[y][x2 + 1];
894 place_inner_grid(c_ptr);
896 for (x = x1 - 1; x <= x2 + 1; x++)
898 c_ptr = &cave[y1 - 1][x];
899 place_inner_grid(c_ptr);
900 c_ptr = &cave[y2 + 1][x];
901 place_inner_grid(c_ptr);
905 /* Inner room variations */
908 /* Just an inner room with a monster */
911 /* Place a secret door */
914 case 1: place_secret_door(y1 - 1, xval); break;
915 case 2: place_secret_door(y2 + 1, xval); break;
916 case 3: place_secret_door(yval, x1 - 1); break;
917 case 4: place_secret_door(yval, x2 + 1); break;
920 /* Place a monster in the room */
921 vault_monsters(yval, xval, 1);
926 /* Treasure Vault (with a door) */
929 /* Place a secret door */
932 case 1: place_secret_door(y1 - 1, xval); break;
933 case 2: place_secret_door(y2 + 1, xval); break;
934 case 3: place_secret_door(yval, x1 - 1); break;
935 case 4: place_secret_door(yval, x2 + 1); break;
938 /* Place another inner room */
939 for (y = yval - 1; y <= yval + 1; y++)
941 for (x = xval - 1; x <= xval + 1; x++)
943 if ((x == xval) && (y == yval)) continue;
945 place_inner_grid(c_ptr);
949 /* Place a locked door on the inner room */
952 case 1: place_locked_door(yval - 1, xval); break;
953 case 2: place_locked_door(yval + 1, xval); break;
954 case 3: place_locked_door(yval, xval - 1); break;
955 case 4: place_locked_door(yval, xval + 1); break;
958 /* Monsters to guard the "treasure" */
959 vault_monsters(yval, xval, randint1(3) + 2);
962 if (randint0(100) < 80)
964 place_object(yval, xval, FALSE, FALSE);
970 place_random_stairs(yval, xval);
973 /* Traps to protect the treasure */
974 vault_traps(yval, xval, 4, 10, 2 + randint1(3));
979 /* Inner pillar(s). */
982 /* Place a secret door */
985 case 1: place_secret_door(y1 - 1, xval); break;
986 case 2: place_secret_door(y2 + 1, xval); break;
987 case 3: place_secret_door(yval, x1 - 1); break;
988 case 4: place_secret_door(yval, x2 + 1); break;
991 /* Large Inner Pillar */
992 for (y = yval - 1; y <= yval + 1; y++)
994 for (x = xval - 1; x <= xval + 1; x++)
997 place_inner_grid(c_ptr);
1001 /* Occasionally, two more Large Inner Pillars */
1005 for (y = yval - 1; y <= yval + 1; y++)
1007 for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)
1009 c_ptr = &cave[y][x];
1010 place_inner_grid(c_ptr);
1012 for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)
1014 c_ptr = &cave[y][x];
1015 place_inner_grid(c_ptr);
1020 /* Occasionally, some Inner rooms */
1023 /* Long horizontal walls */
1024 for (x = xval - 5; x <= xval + 5; x++)
1026 c_ptr = &cave[yval - 1][x];
1027 place_inner_grid(c_ptr);
1028 c_ptr = &cave[yval + 1][x];
1029 place_inner_grid(c_ptr);
1032 /* Close off the left/right edges */
1033 c_ptr = &cave[yval][xval - 5];
1034 place_inner_grid(c_ptr);
1035 c_ptr = &cave[yval][xval + 5];
1036 place_inner_grid(c_ptr);
1038 /* Secret doors (random top/bottom) */
1039 place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3);
1040 place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3);
1043 vault_monsters(yval, xval - 2, randint1(2));
1044 vault_monsters(yval, xval + 2, randint1(2));
1047 if (one_in_(3)) place_object(yval, xval - 2, FALSE, FALSE);
1048 if (one_in_(3)) place_object(yval, xval + 2, FALSE, FALSE);
1057 /* Place a secret door */
1058 switch (randint1(4))
1060 case 1: place_secret_door(y1 - 1, xval); break;
1061 case 2: place_secret_door(y2 + 1, xval); break;
1062 case 3: place_secret_door(yval, x1 - 1); break;
1063 case 4: place_secret_door(yval, x2 + 1); break;
1066 /* Maze (really a checkerboard) */
1067 for (y = y1; y <= y2; y++)
1069 for (x = x1; x <= x2; x++)
1073 c_ptr = &cave[y][x];
1074 place_inner_grid(c_ptr);
1079 /* Monsters just love mazes. */
1080 vault_monsters(yval, xval - 5, randint1(3));
1081 vault_monsters(yval, xval + 5, randint1(3));
1083 /* Traps make them entertaining. */
1084 vault_traps(yval, xval - 3, 2, 8, randint1(3));
1085 vault_traps(yval, xval + 3, 2, 8, randint1(3));
1087 /* Mazes should have some treasure too. */
1088 vault_objects(yval, xval, 3);
1093 /* Four small rooms. */
1097 for (y = y1; y <= y2; y++)
1099 c_ptr = &cave[y][xval];
1100 place_inner_grid(c_ptr);
1102 for (x = x1; x <= x2; x++)
1104 c_ptr = &cave[yval][x];
1105 place_inner_grid(c_ptr);
1108 /* Doors into the rooms */
1109 if (randint0(100) < 50)
1111 int i = randint1(10);
1112 place_secret_door(y1 - 1, xval - i);
1113 place_secret_door(y1 - 1, xval + i);
1114 place_secret_door(y2 + 1, xval - i);
1115 place_secret_door(y2 + 1, xval + i);
1119 int i = randint1(3);
1120 place_secret_door(yval + i, x1 - 1);
1121 place_secret_door(yval - i, x1 - 1);
1122 place_secret_door(yval + i, x2 + 1);
1123 place_secret_door(yval - i, x2 + 1);
1126 /* Treasure, centered at the center of the cross */
1127 vault_objects(yval, xval, 2 + randint1(2));
1129 /* Gotta have some monsters. */
1130 vault_monsters(yval + 1, xval - 4, randint1(4));
1131 vault_monsters(yval + 1, xval + 4, randint1(4));
1132 vault_monsters(yval - 1, xval - 4, randint1(4));
1133 vault_monsters(yval - 1, xval + 4, randint1(4));
1142 * The following functions are used to determine if the given monster
1143 * is appropriate for inclusion in a monster nest or monster pit or
1146 * None of the pits/nests are allowed to include "unique" monsters.
1151 * Monster validation macro
1153 * Line 1 -- forbid town monsters
1154 * Line 2 -- forbid uniques
1155 * Line 3 -- forbid aquatic monsters
1157 #define vault_monster_okay(I) \
1158 (monster_dungeon(I) && \
1159 !(r_info[I].flags1 & RF1_UNIQUE) && \
1160 !(r_info[I].flags7 & RF7_UNIQUE2) && \
1161 !(r_info[I].flags3 & RF3_RES_ALL) && \
1162 !(r_info[I].flags7 & RF7_AQUATIC))
1165 /* Race index for "monster pit (clone)" */
1166 static int vault_aux_race;
1168 /* Race index for "monster pit (symbol clone)" */
1169 static char vault_aux_char;
1171 /* Breath mask for "monster pit (dragon)" */
1172 static u32b vault_aux_dragon_mask4;
1176 * Helper monster selection function
1178 static bool vault_aux_simple(int r_idx)
1181 return (vault_monster_okay(r_idx));
1186 * Helper function for "monster nest (jelly)"
1188 static bool vault_aux_jelly(int r_idx)
1190 monster_race *r_ptr = &r_info[r_idx];
1192 /* Validate the monster */
1193 if (!vault_monster_okay(r_idx)) return (FALSE);
1195 if (r_ptr->flags2 & (RF2_KILL_BODY)) return (FALSE);
1197 /* Also decline evil jellies (like death molds and shoggoths) */
1198 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
1200 /* Require icky thing, jelly, mold, or mushroom */
1201 if (!strchr("ijm,", r_ptr->d_char)) return (FALSE);
1209 * Helper function for "monster nest (animal)"
1211 static bool vault_aux_animal(int r_idx)
1213 monster_race *r_ptr = &r_info[r_idx];
1215 /* Validate the monster */
1216 if (!vault_monster_okay(r_idx)) return (FALSE);
1218 /* Require "animal" flag */
1219 if (!(r_ptr->flags3 & (RF3_ANIMAL))) return (FALSE);
1227 * Helper function for "monster nest (undead)"
1229 static bool vault_aux_undead(int r_idx)
1231 monster_race *r_ptr = &r_info[r_idx];
1233 /* Validate the monster */
1234 if (!vault_monster_okay(r_idx)) return (FALSE);
1236 /* Require Undead */
1237 if (!(r_ptr->flags3 & (RF3_UNDEAD))) return (FALSE);
1245 * Helper function for "monster nest (chapel)"
1247 static bool vault_aux_chapel_g(int r_idx)
1249 static int chapel_list[] = {
1250 MON_NOV_PRIEST, MON_NOV_PALADIN, MON_NOV_PRIEST_G, MON_NOV_PALADIN_G,
1251 MON_PRIEST, MON_JADE_MONK, MON_IVORY_MONK, MON_ULTRA_PALADIN,
1252 MON_EBONY_MONK, MON_W_KNIGHT, MON_KNI_TEMPLAR, MON_PALADIN,
1257 monster_race *r_ptr = &r_info[r_idx];
1259 /* Validate the monster */
1260 if (!vault_monster_okay(r_idx)) return (FALSE);
1262 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
1263 if ((r_idx == MON_A_GOLD) || (r_idx == MON_A_SILVER)) return (FALSE);
1265 /* Require "priest" or Angel */
1267 if (r_ptr->d_char == 'A') return TRUE;
1269 for (i = 0; chapel_list[i]; i++)
1270 if (r_idx == chapel_list[i]) return TRUE;
1277 * Helper function for "monster nest (kennel)"
1279 static bool vault_aux_kennel(int r_idx)
1281 monster_race *r_ptr = &r_info[r_idx];
1283 /* Validate the monster */
1284 if (!vault_monster_okay(r_idx)) return (FALSE);
1286 /* Require a Zephyr Hound or a dog */
1287 if (!strchr("CZ", r_ptr->d_char)) return (FALSE);
1295 * Helper function for "monster nest (mimic)"
1297 static bool vault_aux_mimic(int r_idx)
1299 monster_race *r_ptr = &r_info[r_idx];
1301 /* Validate the monster */
1302 if (!vault_monster_okay(r_idx)) return (FALSE);
1305 if (!strchr("!|$?=", r_ptr->d_char)) return (FALSE);
1312 * Helper function for "monster nest (clone)"
1314 static bool vault_aux_clone(int r_idx)
1316 /* Validate the monster */
1317 if (!vault_monster_okay(r_idx)) return (FALSE);
1319 return (r_idx == vault_aux_race);
1324 * Helper function for "monster nest (symbol clone)"
1326 static bool vault_aux_symbol_e(int r_idx)
1328 monster_race *r_ptr = &r_info[r_idx];
1330 /* Validate the monster */
1331 if (!vault_monster_okay(r_idx)) return (FALSE);
1333 if (r_ptr->flags2 & (RF2_KILL_BODY)) return (FALSE);
1335 if (r_ptr->flags3 & (RF3_GOOD)) return (FALSE);
1337 /* Decline incorrect symbol */
1338 if (r_ptr->d_char != vault_aux_char) return (FALSE);
1346 * Helper function for "monster nest (symbol clone)"
1348 static bool vault_aux_symbol_g(int r_idx)
1350 monster_race *r_ptr = &r_info[r_idx];
1352 /* Validate the monster */
1353 if (!vault_monster_okay(r_idx)) return (FALSE);
1355 if (r_ptr->flags2 & (RF2_KILL_BODY)) return (FALSE);
1357 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
1359 /* Decline incorrect symbol */
1360 if (r_ptr->d_char != vault_aux_char) return (FALSE);
1368 * Helper function for "monster pit (orc)"
1370 static bool vault_aux_orc(int r_idx)
1372 monster_race *r_ptr = &r_info[r_idx];
1374 /* Validate the monster */
1375 if (!vault_monster_okay(r_idx)) return (FALSE);
1378 if (!(r_ptr->flags3 & RF3_ORC)) return (FALSE);
1380 /* Decline undead */
1381 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1389 * Helper function for "monster pit (troll)"
1391 static bool vault_aux_troll(int r_idx)
1393 monster_race *r_ptr = &r_info[r_idx];
1395 /* Validate the monster */
1396 if (!vault_monster_okay(r_idx)) return (FALSE);
1399 if (!(r_ptr->flags3 & RF3_TROLL)) return (FALSE);
1401 /* Decline undead */
1402 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1410 * Helper function for "monster pit (giant)"
1412 static bool vault_aux_giant(int r_idx)
1414 monster_race *r_ptr = &r_info[r_idx];
1416 /* Validate the monster */
1417 if (!vault_monster_okay(r_idx)) return (FALSE);
1420 if (!(r_ptr->flags3 & RF3_GIANT)) return (FALSE);
1422 if (r_ptr->flags3 & RF3_GOOD) return (FALSE);
1424 /* Decline undead */
1425 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1433 * Helper function for "monster pit (dragon)"
1435 static bool vault_aux_dragon(int r_idx)
1437 monster_race *r_ptr = &r_info[r_idx];
1439 /* Validate the monster */
1440 if (!vault_monster_okay(r_idx)) return (FALSE);
1442 /* Require dragon */
1443 if (!(r_ptr->flags3 & RF3_DRAGON)) return (FALSE);
1445 /* Hack -- Require correct "breath attack" */
1446 if (r_ptr->flags4 != vault_aux_dragon_mask4) return (FALSE);
1448 /* Decline undead */
1449 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1457 * Helper function for "monster pit (demon)"
1459 static bool vault_aux_demon(int r_idx)
1461 monster_race *r_ptr = &r_info[r_idx];
1463 /* Validate the monster */
1464 if (!vault_monster_okay(r_idx)) return (FALSE);
1466 if (r_ptr->flags2 & (RF2_KILL_BODY)) return (FALSE);
1469 if (!(r_ptr->flags3 & RF3_DEMON)) return (FALSE);
1477 * Helper function for "monster pit (lovecraftian)"
1479 static bool vault_aux_cthulhu(int r_idx)
1481 monster_race *r_ptr = &r_info[r_idx];
1483 /* Validate the monster */
1484 if (!vault_monster_okay(r_idx)) return (FALSE);
1486 if (r_ptr->flags2 & (RF2_KILL_BODY)) return (FALSE);
1488 /* Require eldritch horror */
1489 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
1497 * Helper function for "monster pit (clone)"
1499 static void vault_prep_clone(void)
1501 /* Apply the monster restriction */
1502 get_mon_num_prep(vault_aux_simple, NULL);
1504 /* Pick a race to clone */
1505 vault_aux_race = get_mon_num(dun_level + 10);
1507 /* Remove the monster restriction */
1508 get_mon_num_prep(NULL, NULL);
1513 * Helper function for "monster pit (symbol clone)"
1515 static void vault_prep_symbol(void)
1519 /* Apply the monster restriction */
1520 get_mon_num_prep(vault_aux_simple, NULL);
1522 /* Pick a race to clone */
1523 r_idx = get_mon_num(dun_level + 10);
1525 /* Remove the monster restriction */
1526 get_mon_num_prep(NULL, NULL);
1528 /* Extract the symbol */
1529 vault_aux_char = r_info[r_idx].d_char;
1534 * Helper function for "monster pit (dragon)"
1536 static void vault_prep_dragon(void)
1538 /* Pick dragon type */
1539 switch (randint0(6))
1544 /* Restrict dragon breath type */
1545 vault_aux_dragon_mask4 = RF4_BR_ACID;
1554 /* Restrict dragon breath type */
1555 vault_aux_dragon_mask4 = RF4_BR_ELEC;
1564 /* Restrict dragon breath type */
1565 vault_aux_dragon_mask4 = RF4_BR_FIRE;
1574 /* Restrict dragon breath type */
1575 vault_aux_dragon_mask4 = RF4_BR_COLD;
1584 /* Restrict dragon breath type */
1585 vault_aux_dragon_mask4 = RF4_BR_POIS;
1594 /* Restrict dragon breath type */
1595 vault_aux_dragon_mask4 = (RF4_BR_ACID | RF4_BR_ELEC |
1596 RF4_BR_FIRE | RF4_BR_COLD |
1606 typedef struct vault_aux_type vault_aux_type;
1609 struct vault_aux_type
1612 bool (*hook_func)(int r_idx);
1613 void (*prep_func)(void);
1619 static int pick_vault_type(vault_aux_type *l_ptr, s16b allow_flag_mask)
1621 int tmp, total, count;
1623 vault_aux_type *n_ptr;
1625 /* Calculate the total possibilities */
1626 for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
1629 if (!n_ptr->name) break;
1631 /* Ignore excessive depth */
1632 if (n_ptr->level > dun_level) continue;
1634 /* Not matched with pit/nest flag */
1635 if (!(allow_flag_mask & (1L << count))) continue;
1637 /* Count this possibility */
1638 total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
1641 /* Pick a random type */
1642 tmp = randint0(total);
1644 /* Find this type */
1645 for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
1648 if (!n_ptr->name) break;
1650 /* Ignore excessive depth */
1651 if (n_ptr->level > dun_level) continue;
1653 /* Not matched with pit/nest flag */
1654 if (!(allow_flag_mask & (1L << count))) continue;
1656 /* Count this possibility */
1657 total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
1659 /* Found the type */
1660 if (tmp < total) break;
1663 return n_ptr->name ? count : -1;
1666 static void build_type6(int by0, int bx0, bool nest);
1667 static void build_type5(int by0, int bx0, bool nest);
1669 static vault_aux_type nest_types[] =
1672 {"¥¯¥í¡¼¥ó", vault_aux_clone, vault_prep_clone, 5, 3},
1673 {"¥¼¥ê¡¼", vault_aux_jelly, NULL, 5, 6},
1674 {"¥·¥ó¥Ü¥ë(Á±)",vault_aux_symbol_g, vault_prep_symbol, 25, 2},
1675 {"¥·¥ó¥Ü¥ë(°)",vault_aux_symbol_e, vault_prep_symbol, 25, 2},
1676 {"¥ß¥ß¥Ã¥¯", vault_aux_mimic, NULL, 30, 4},
1677 {"¶¸µ¤", vault_aux_cthulhu, NULL, 70, 2},
1678 {"¸¤¾®²°", vault_aux_kennel, NULL, 45, 4},
1679 {"ưʪ±à", vault_aux_animal, NULL, 35, 5},
1680 {"¶µ²ñ", vault_aux_chapel_g, NULL, 75, 4},
1681 {"¥¢¥ó¥Ç¥Ã¥É", vault_aux_undead, NULL, 75, 5},
1682 {NULL, NULL, NULL, 0, 0},
1684 {"clone", vault_aux_clone, vault_prep_clone, 5, 3},
1685 {"jelly", vault_aux_jelly, NULL, 5, 6},
1686 {"symbol good",vault_aux_symbol_g, vault_prep_symbol, 25, 2},
1687 {"symbol evil",vault_aux_symbol_e, vault_prep_symbol, 25, 2},
1688 {"mimic", vault_aux_mimic, NULL, 30, 4},
1689 {"lovecraftian",vault_aux_cthulhu, NULL, 70, 2},
1690 {"kennel", vault_aux_kennel, NULL, 45, 4},
1691 {"animal", vault_aux_animal, NULL, 35, 5},
1692 {"chapel", vault_aux_chapel_g, NULL, 75, 4},
1693 {"undead", vault_aux_undead, NULL, 75, 5},
1694 {NULL, NULL, NULL, 0, 0},
1698 static vault_aux_type pit_types[] =
1701 {"¥ª¡¼¥¯", vault_aux_orc, NULL, 5, 6},
1702 {"¥È¥í¥ë", vault_aux_troll, NULL, 20, 6},
1703 {"¥¸¥ã¥¤¥¢¥ó¥È",vault_aux_giant, NULL, 50, 6},
1704 {"¶¸µ¤", vault_aux_cthulhu, NULL, 80, 2},
1705 {"¥·¥ó¥Ü¥ë(Á±)",vault_aux_symbol_g, vault_prep_symbol, 70, 1},
1706 {"¥·¥ó¥Ü¥ë(°)",vault_aux_symbol_e, vault_prep_symbol, 70, 1},
1707 {"¶µ²ñ", vault_aux_chapel_g, NULL, 65, 2},
1708 {"¥É¥é¥´¥ó", vault_aux_dragon, vault_prep_dragon, 70, 6},
1709 {"¥Ç¡¼¥â¥ó", vault_aux_demon, NULL, 80, 6},
1710 {NULL, NULL, NULL, 0, 0},
1712 {"orc", vault_aux_orc, NULL, 5, 6},
1713 {"troll", vault_aux_troll, NULL, 20, 6},
1714 {"giant", vault_aux_giant, NULL, 50, 6},
1715 {"lovecraftian",vault_aux_cthulhu, NULL, 80, 2},
1716 {"symbol good",vault_aux_symbol_g, vault_prep_symbol, 70, 1},
1717 {"symbol evil",vault_aux_symbol_e, vault_prep_symbol, 70, 1},
1718 {"chapel", vault_aux_chapel_g, NULL, 65, 2},
1719 {"dragon", vault_aux_dragon, vault_prep_dragon, 70, 6},
1720 {"demon", vault_aux_demon, NULL, 80, 6},
1721 {NULL, NULL, NULL, 0, 0},
1726 /* Nest types code */
1727 #define NEST_TYPE_CLONE 0
1728 #define NEST_TYPE_JELLY 1
1729 #define NEST_TYPE_SYMBOL_GOOD 2
1730 #define NEST_TYPE_SYMBOL_EVIL 3
1731 #define NEST_TYPE_MIMIC 4
1732 #define NEST_TYPE_LOVECRAFTIAN 5
1733 #define NEST_TYPE_KENNEL 6
1734 #define NEST_TYPE_ANIMAL 7
1735 #define NEST_TYPE_CHAPEL 8
1736 #define NEST_TYPE_UNDEAD 9
1738 /* Pit types code */
1739 #define PIT_TYPE_ORC 0
1740 #define PIT_TYPE_TROLL 1
1741 #define PIT_TYPE_GIANT 2
1742 #define PIT_TYPE_LOVECRAFTIAN 3
1743 #define PIT_TYPE_SYMBOL_GOOD 4
1744 #define PIT_TYPE_SYMBOL_EVIL 5
1745 #define PIT_TYPE_CHAPEL 6
1746 #define PIT_TYPE_DRAGON 7
1747 #define PIT_TYPE_DEMON 8
1751 * Hack -- Get the string describing subtype of pit/nest
1752 * Determined in prepare function (some pit/nest only)
1754 static cptr pit_subtype_string(int type, bool nest)
1756 static char inner_buf[256] = "";
1758 inner_buf[0] = '\0'; /* Init string */
1760 if (nest) /* Nests */
1764 case NEST_TYPE_CLONE:
1765 sprintf(inner_buf, "(%s)", r_name + r_info[vault_aux_race].name);
1767 case NEST_TYPE_SYMBOL_GOOD:
1768 case NEST_TYPE_SYMBOL_EVIL:
1769 sprintf(inner_buf, "(%c)", vault_aux_char);
1777 case PIT_TYPE_SYMBOL_GOOD:
1778 case PIT_TYPE_SYMBOL_EVIL:
1779 sprintf(inner_buf, "(%c)", vault_aux_char);
1781 case PIT_TYPE_DRAGON:
1782 switch (vault_aux_dragon_mask4)
1785 case RF4_BR_ACID: strcpy(inner_buf, "(»À)"); break;
1786 case RF4_BR_ELEC: strcpy(inner_buf, "(°ðºÊ)"); break;
1787 case RF4_BR_FIRE: strcpy(inner_buf, "(²Ð±ê)"); break;
1788 case RF4_BR_COLD: strcpy(inner_buf, "(Î䵤)"); break;
1789 case RF4_BR_POIS: strcpy(inner_buf, "(ÆÇ)"); break;
1790 case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
1791 strcpy(inner_buf, "(Ëü¿§)"); break;
1792 default: strcpy(inner_buf, "(̤ÄêµÁ)"); break;
1794 case RF4_BR_ACID: strcpy(inner_buf, "(acid)"); break;
1795 case RF4_BR_ELEC: strcpy(inner_buf, "(lightning)"); break;
1796 case RF4_BR_FIRE: strcpy(inner_buf, "(fire)"); break;
1797 case RF4_BR_COLD: strcpy(inner_buf, "(frost)"); break;
1798 case RF4_BR_POIS: strcpy(inner_buf, "(poison)"); break;
1799 case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
1800 strcpy(inner_buf, "(multi-hued)"); break;
1801 default: strcpy(inner_buf, "(undefined)"); break;
1813 * Type 5 -- Monster nests
1815 * A monster nest is a "big" room, with an "inner" room, containing
1816 * a "collection" of monsters of a given type strewn about the room.
1818 * The monsters are chosen from a set of 64 randomly selected monster
1819 * races, to allow the nest creation to fail instead of having "holes".
1821 * Note the use of the "get_mon_num_prep()" function, and the special
1822 * "get_mon_num_hook()" restriction function, to prepare the "monster
1823 * allocation table" in such a way as to optimize the selection of
1824 * "appropriate" non-unique monsters for the nest.
1826 * Note that the "get_mon_num()" function may (rarely) fail, in which
1827 * case the nest will be empty, and will not affect the level rating.
1829 * Note that "monster nests" will never contain "unique" monsters.
1831 static void build_type5(int by0, int bx0, bool pit)
1833 int y, x, y1, x1, y2, x2, xval, yval;
1841 int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest);
1842 vault_aux_type *n_ptr;
1844 /* Try to allocate space for room. */
1845 if (!room_alloc(25, 11, TRUE, by0, bx0, &xval, &yval)) return;
1847 /* No type available */
1848 if (cur_nest_type < 0)
1853 build_type6(by0, bx0, TRUE);
1858 n_ptr = &nest_types[cur_nest_type];
1860 /* Process a preparation function if necessary */
1861 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
1869 /* Place the floor area */
1870 for (y = y1 - 1; y <= y2 + 1; y++)
1872 for (x = x1 - 1; x <= x2 + 1; x++)
1874 c_ptr = &cave[y][x];
1875 place_floor_grid(c_ptr);
1876 c_ptr->info |= (CAVE_ROOM);
1880 /* Place the outer walls */
1881 for (y = y1 - 1; y <= y2 + 1; y++)
1883 c_ptr = &cave[y][x1 - 1];
1884 place_outer_grid(c_ptr);
1885 c_ptr = &cave[y][x2 + 1];
1886 place_outer_grid(c_ptr);
1888 for (x = x1 - 1; x <= x2 + 1; x++)
1890 c_ptr = &cave[y1 - 1][x];
1891 place_outer_grid(c_ptr);
1892 c_ptr = &cave[y2 + 1][x];
1893 place_outer_grid(c_ptr);
1897 /* Advance to the center room */
1903 /* The inner walls */
1904 for (y = y1 - 1; y <= y2 + 1; y++)
1906 c_ptr = &cave[y][x1 - 1];
1907 place_inner_grid(c_ptr);
1908 c_ptr = &cave[y][x2 + 1];
1909 place_inner_grid(c_ptr);
1912 for (x = x1 - 1; x <= x2 + 1; x++)
1914 c_ptr = &cave[y1 - 1][x];
1915 place_inner_grid(c_ptr);
1916 c_ptr = &cave[y2 + 1][x];
1917 place_inner_grid(c_ptr);
1919 for (y = y1; y <= y2; y++)
1921 for (x = x1; x <= x2; x++)
1923 add_cave_info(y, x, CAVE_ICKY);
1928 /* Place a secret door */
1929 switch (randint1(4))
1931 case 1: place_secret_door(y1 - 1, xval); break;
1932 case 2: place_secret_door(y2 + 1, xval); break;
1933 case 3: place_secret_door(yval, x1 - 1); break;
1934 case 4: place_secret_door(yval, x2 + 1); break;
1938 /* Prepare allocation table */
1939 get_mon_num_prep(n_ptr->hook_func, NULL);
1941 /* Pick some monster types */
1942 for (i = 0; i < 64; i++)
1944 int r_idx = 0, attempts = 100;
1948 /* Get a (hard) monster type */
1949 r_idx = get_mon_num(dun_level + 10);
1951 /* Decline incorrect alignment */
1952 if (((align < 0) && (r_info[r_idx].flags3 & RF3_GOOD)) ||
1953 ((align > 0) && (r_info[r_idx].flags3 & RF3_EVIL)))
1958 /* Accept this monster */
1962 /* Notice failure */
1963 if (!r_idx || !attempts) return;
1965 /* Note the alignment */
1966 if (r_info[r_idx].flags3 & RF3_GOOD) align++;
1967 else if (r_info[r_idx].flags3 & RF3_EVIL) align--;
1977 msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(nest)(%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
1979 msg_format("Monster nest (%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
1983 /* Increase the level rating */
1986 /* (Sometimes) Cause a "special feeling" (for "Monster Nests") */
1987 if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
1989 good_item_flag = TRUE;
1992 /* Place some monsters */
1993 for (y = yval - 2; y <= yval + 2; y++)
1995 for (x = xval - 9; x <= xval + 9; x++)
1997 int r_idx = what[randint0(64)];
1999 /* Place that "random" monster (no groups) */
2000 (void)place_monster_aux(0, y, x, r_idx, 0L);
2007 * Type 6 -- Monster pits
2009 * A monster pit is a "big" room, with an "inner" room, containing
2010 * a "collection" of monsters of a given type organized in the room.
2012 * The inside room in a monster pit appears as shown below, where the
2013 * actual monsters in each location depend on the type of the pit
2015 * #####################
2016 * #0000000000000000000#
2017 * #0112233455543322110#
2018 * #0112233467643322110#
2019 * #0112233455543322110#
2020 * #0000000000000000000#
2021 * #####################
2023 * Note that the monsters in the pit are now chosen by using "get_mon_num()"
2024 * to request 16 "appropriate" monsters, sorting them by level, and using
2025 * the "even" entries in this sorted list for the contents of the pit.
2027 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",
2028 * which is handled by requiring a specific "breath" attack for all of the
2029 * dragons. This may include "multi-hued" breath. Note that "wyrms" may
2030 * be present in many of the dragon pits, if they have the proper breath.
2032 * Note the use of the "get_mon_num_prep()" function, and the special
2033 * "get_mon_num_hook()" restriction function, to prepare the "monster
2034 * allocation table" in such a way as to optimize the selection of
2035 * "appropriate" non-unique monsters for the pit.
2037 * Note that the "get_mon_num()" function may (rarely) fail, in which case
2038 * the pit will be empty, and will not effect the level rating.
2040 * Note that "monster pits" will never contain "unique" monsters.
2042 static void build_type6(int by0, int bx0, bool nest)
2044 int y, x, y1, x1, y2, x2, xval, yval;
2053 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
2054 vault_aux_type *n_ptr;
2056 /* Try to allocate space for room. */
2057 if (!room_alloc(25, 11, TRUE, by0, bx0, &xval, &yval)) return;
2059 /* No type available */
2060 if (cur_pit_type < 0)
2065 build_type5(by0, bx0, TRUE);
2070 n_ptr = &pit_types[cur_pit_type];
2072 /* Process a preparation function if necessary */
2073 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
2081 /* Place the floor area */
2082 for (y = y1 - 1; y <= y2 + 1; y++)
2084 for (x = x1 - 1; x <= x2 + 1; x++)
2086 c_ptr = &cave[y][x];
2087 place_floor_grid(c_ptr);
2088 c_ptr->info |= (CAVE_ROOM);
2092 /* Place the outer walls */
2093 for (y = y1 - 1; y <= y2 + 1; y++)
2095 c_ptr = &cave[y][x1 - 1];
2096 place_outer_grid(c_ptr);
2097 c_ptr = &cave[y][x2 + 1];
2098 place_outer_grid(c_ptr);
2100 for (x = x1 - 1; x <= x2 + 1; x++)
2102 c_ptr = &cave[y1 - 1][x];
2103 place_outer_grid(c_ptr);
2104 c_ptr = &cave[y2 + 1][x];
2105 place_outer_grid(c_ptr);
2108 /* Advance to the center room */
2114 /* The inner walls */
2115 for (y = y1 - 1; y <= y2 + 1; y++)
2117 c_ptr = &cave[y][x1 - 1];
2118 place_inner_grid(c_ptr);
2119 c_ptr = &cave[y][x2 + 1];
2120 place_inner_grid(c_ptr);
2122 for (x = x1 - 1; x <= x2 + 1; x++)
2124 c_ptr = &cave[y1 - 1][x];
2125 place_inner_grid(c_ptr);
2126 c_ptr = &cave[y2 + 1][x];
2127 place_inner_grid(c_ptr);
2129 for (y = y1; y <= y2; y++)
2131 for (x = x1; x <= x2; x++)
2133 add_cave_info(y, x, CAVE_ICKY);
2137 /* Place a secret door */
2138 switch (randint1(4))
2140 case 1: place_secret_door(y1 - 1, xval); break;
2141 case 2: place_secret_door(y2 + 1, xval); break;
2142 case 3: place_secret_door(yval, x1 - 1); break;
2143 case 4: place_secret_door(yval, x2 + 1); break;
2147 /* Prepare allocation table */
2148 get_mon_num_prep(n_ptr->hook_func, NULL);
2150 /* Pick some monster types */
2151 for (i = 0; i < 16; i++)
2153 int r_idx = 0, attempts = 100;
2157 /* Get a (hard) monster type */
2158 r_idx = get_mon_num(dun_level + 10);
2160 /* Decline incorrect alignment */
2161 if (((align < 0) && (r_info[r_idx].flags3 & RF3_GOOD)) ||
2162 ((align > 0) && (r_info[r_idx].flags3 & RF3_EVIL)))
2167 /* Accept this monster */
2171 /* Notice failure */
2172 if (!r_idx || !attempts) return;
2174 /* Note the alignment */
2175 if (r_info[r_idx].flags3 & RF3_GOOD) align++;
2176 else if (r_info[r_idx].flags3 & RF3_EVIL) align--;
2181 /* Sort the entries */
2182 for (i = 0; i < 16 - 1; i++)
2184 /* Sort the entries */
2185 for (j = 0; j < 16 - 1; j++)
2190 int p1 = r_info[what[i1]].level;
2191 int p2 = r_info[what[i2]].level;
2197 what[i1] = what[i2];
2208 msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(pit)(%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
2210 msg_format("Monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
2214 /* Select the entries */
2215 for (i = 0; i < 8; i++)
2217 /* Every other entry */
2218 what[i] = what[i * 2];
2223 msg_print(r_name + r_info[what[i]].name);
2227 /* Increase the level rating */
2230 /* (Sometimes) Cause a "special feeling" (for "Monster Pits") */
2231 if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
2233 good_item_flag = TRUE;
2236 /* Top and bottom rows */
2237 for (x = xval - 9; x <= xval + 9; x++)
2239 place_monster_aux(0, yval - 2, x, what[0], PM_NO_KAGE);
2240 place_monster_aux(0, yval + 2, x, what[0], PM_NO_KAGE);
2243 /* Middle columns */
2244 for (y = yval - 1; y <= yval + 1; y++)
2246 place_monster_aux(0, y, xval - 9, what[0], PM_NO_KAGE);
2247 place_monster_aux(0, y, xval + 9, what[0], PM_NO_KAGE);
2249 place_monster_aux(0, y, xval - 8, what[1], PM_NO_KAGE);
2250 place_monster_aux(0, y, xval + 8, what[1], PM_NO_KAGE);
2252 place_monster_aux(0, y, xval - 7, what[1], PM_NO_KAGE);
2253 place_monster_aux(0, y, xval + 7, what[1], PM_NO_KAGE);
2255 place_monster_aux(0, y, xval - 6, what[2], PM_NO_KAGE);
2256 place_monster_aux(0, y, xval + 6, what[2], PM_NO_KAGE);
2258 place_monster_aux(0, y, xval - 5, what[2], PM_NO_KAGE);
2259 place_monster_aux(0, y, xval + 5, what[2], PM_NO_KAGE);
2261 place_monster_aux(0, y, xval - 4, what[3], PM_NO_KAGE);
2262 place_monster_aux(0, y, xval + 4, what[3], PM_NO_KAGE);
2264 place_monster_aux(0, y, xval - 3, what[3], PM_NO_KAGE);
2265 place_monster_aux(0, y, xval + 3, what[3], PM_NO_KAGE);
2267 place_monster_aux(0, y, xval - 2, what[4], PM_NO_KAGE);
2268 place_monster_aux(0, y, xval + 2, what[4], PM_NO_KAGE);
2271 /* Above/Below the center monster */
2272 for (x = xval - 1; x <= xval + 1; x++)
2274 place_monster_aux(0, yval + 1, x, what[5], PM_NO_KAGE);
2275 place_monster_aux(0, yval - 1, x, what[5], PM_NO_KAGE);
2278 /* Next to the center monster */
2279 place_monster_aux(0, yval, xval + 1, what[6], PM_NO_KAGE);
2280 place_monster_aux(0, yval, xval - 1, what[6], PM_NO_KAGE);
2282 /* Center monster */
2283 place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE);
2287 /* coordinate translation code */
2288 static void coord_trans(int *x, int *y, int xoffset, int yoffset, int transno)
2294 * transno specifies what transformation is required. (0-7)
2295 * The lower two bits indicate by how much the vault is rotated,
2296 * and the upper bit indicates a reflection.
2297 * This is done by using rotation matrices... however since
2298 * these are mostly zeros for rotations by 90 degrees this can
2299 * be expressed simply in terms of swapping and inverting the
2300 * x and y coordinates.
2302 for (i = 0; i <= transno % 4; i++)
2304 /* rotate by 90 degrees */
2312 /* Reflect depending on status of 3rd bit. */
2316 /* Add offsets so vault stays in the first quadrant */
2323 * Hack -- fill in "vault" rooms
2325 static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
2326 int xoffset, int yoffset, int transno)
2328 int dx, dy, x, y, i, j;
2335 /* Place dungeon features and objects */
2336 for (t = data, dy = 0; dy < ymax; dy++)
2338 for (dx = 0; dx < xmax; dx++, t++)
2340 /* prevent loop counter from being overwritten */
2345 coord_trans(&i, &j, xoffset, yoffset, transno);
2347 /* Extract the location */
2350 /* no swap of x/y */
2351 x = xval - (xmax / 2) + i;
2352 y = yval - (ymax / 2) + j;
2357 x = xval - (ymax / 2) + i;
2358 y = yval - (xmax / 2) + j;
2361 /* Hack -- skip "non-grids" */
2362 if (*t == ' ') continue;
2364 /* Access the grid */
2365 c_ptr = &cave[y][x];
2367 /* Lay down a floor */
2368 place_floor_grid(c_ptr);
2370 /* Remove any mimic */
2373 /* Part of a vault */
2374 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
2376 /* Analyze the grid */
2379 /* Granite wall (outer) */
2381 place_outer_noperm_grid(c_ptr);
2384 /* Granite wall (inner) */
2386 place_inner_grid(c_ptr);
2389 /* Permanent wall (inner) */
2391 c_ptr->feat = FEAT_PERM_INNER;
2392 c_ptr->info &= ~(CAVE_MASK);
2393 c_ptr->info |= CAVE_INNER;
2398 if (randint0(100) < 75)
2400 place_object(y, x, FALSE, FALSE);
2410 place_secret_door(y, x);
2418 /* Black market in a dungeon */
2420 set_cave_feat(y, x, FEAT_SHOP_HEAD + STORE_BLACK);
2421 store_init(NO_TOWN, STORE_BLACK);
2426 set_cave_feat(y, x, FEAT_PATTERN_START);
2430 set_cave_feat(y, x, FEAT_PATTERN_1);
2434 set_cave_feat(y, x, FEAT_PATTERN_2);
2438 set_cave_feat(y, x, FEAT_PATTERN_3);
2442 set_cave_feat(y, x, FEAT_PATTERN_4);
2446 set_cave_feat(y, x, FEAT_PATTERN_END);
2450 set_cave_feat(y, x, FEAT_PATTERN_XTRA1);
2454 /* Reward for Pattern walk */
2455 object_level = base_level + 12;
2456 place_object(y, x, TRUE, FALSE);
2457 object_level = base_level;
2464 /* Place dungeon monsters and objects */
2465 for (t = data, dy = 0; dy < ymax; dy++)
2467 for (dx = 0; dx < xmax; dx++, t++)
2469 /* prevent loop counter from being overwritten */
2474 coord_trans(&i, &j, xoffset, yoffset, transno);
2476 /* Extract the location */
2479 /* no swap of x/y */
2480 x = xval - (xmax / 2) + i;
2481 y = yval - (ymax / 2) + j;
2486 x = xval - (ymax / 2) + i;
2487 y = yval - (xmax / 2) + j;
2490 /* Hack -- skip "non-grids" */
2491 if (*t == ' ') continue;
2493 /* Analyze the symbol */
2499 monster_level = base_level + 5;
2500 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
2501 monster_level = base_level;
2505 /* Meaner monster */
2508 monster_level = base_level + 11;
2509 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
2510 monster_level = base_level;
2514 /* Meaner monster, plus treasure */
2517 monster_level = base_level + 9;
2518 place_monster(y, x, PM_ALLOW_SLEEP);
2519 monster_level = base_level;
2520 object_level = base_level + 7;
2521 place_object(y, x, TRUE, FALSE);
2522 object_level = base_level;
2526 /* Nasty monster and treasure */
2529 monster_level = base_level + 40;
2530 place_monster(y, x, PM_ALLOW_SLEEP);
2531 monster_level = base_level;
2532 object_level = base_level + 20;
2533 place_object(y, x, TRUE, TRUE);
2534 object_level = base_level;
2538 /* Monster and/or object */
2541 if (randint0(100) < 50)
2543 monster_level = base_level + 3;
2544 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
2545 monster_level = base_level;
2547 if (randint0(100) < 50)
2549 object_level = base_level + 7;
2550 place_object(y, x, FALSE, FALSE);
2551 object_level = base_level;
2563 * Type 7 -- simple vaults (see "v_info.txt")
2565 static void build_type7(int by0, int bx0)
2567 vault_type *v_ptr = NULL;
2571 int xoffset, yoffset;
2574 /* Pick a lesser vault */
2575 while (dummy < SAFE_MAX_ATTEMPTS)
2579 /* Access a random vault record */
2580 v_ptr = &v_info[randint0(max_v_idx)];
2582 /* Accept the first lesser vault */
2583 if (v_ptr->typ == 7) break;
2586 /* No lesser vault found */
2589 /* pick type of transformation (0-7) */
2590 transno = randint0(8);
2592 /* calculate offsets */
2596 coord_trans(&x, &y, 0, 0, transno);
2616 /* Try to allocate space for room. */
2617 if (!room_alloc(abs(x), abs(y), FALSE, by0, bx0, &xval, &yval)) return;
2619 if (dummy >= SAFE_MAX_ATTEMPTS)
2624 msg_print("·Ù¹ð¡ª¾®¤µ¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
2626 msg_print("Warning! Could not place lesser vault!");
2639 if (cheat_room) msg_format("%s", v_name + v_ptr->name);
2641 /* Boost the rating */
2642 rating += v_ptr->rat;
2644 /* (Sometimes) Cause a special feeling */
2645 if ((dun_level <= 50) ||
2646 (randint1((dun_level - 40) * (dun_level - 40) + 50) < 400))
2648 good_item_flag = TRUE;
2651 /* Hack -- Build the vault */
2652 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
2653 v_text + v_ptr->text, xoffset, yoffset, transno);
2658 * Type 8 -- greater vaults (see "v_info.txt")
2660 static void build_type8(int by0, int bx0)
2662 vault_type *v_ptr = NULL;
2667 int xoffset, yoffset;
2669 /* Pick a greater vault */
2670 while (dummy < SAFE_MAX_ATTEMPTS)
2674 /* Access a random vault record */
2675 v_ptr = &v_info[randint0(max_v_idx)];
2677 /* Accept the first greater vault */
2678 if (v_ptr->typ == 8) break;
2681 /* No greater vault found */
2684 /* pick type of transformation (0-7) */
2685 transno = randint0(8);
2687 /* calculate offsets */
2691 coord_trans(&x, &y, 0, 0, transno);
2712 * Try to allocate space for room. If fails, exit
2714 * Hack -- Prepare a bit larger space (+2, +2) to
2715 * prevent generation of vaults with no-entrance.
2717 if (!room_alloc(abs(x) + 2, abs(y) + 2, FALSE, by0, bx0, &xval, &yval)) return;
2719 if (dummy >= SAFE_MAX_ATTEMPTS)
2724 msg_print("·Ù¹ð¡ªµðÂç¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
2726 msg_print("Warning! Could not place greater vault!");
2735 v_ptr = &v_info[76 + randint1(3)];
2739 if (cheat_room) msg_format("%s", v_name + v_ptr->name);
2741 /* Boost the rating */
2742 rating += v_ptr->rat;
2744 /* (Sometimes) Cause a special feeling */
2745 if ((dun_level <= 50) ||
2746 (randint1((dun_level - 40) * (dun_level - 40) + 50) < 400))
2748 good_item_flag = TRUE;
2751 /* Hack -- Build the vault */
2752 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
2753 v_text + v_ptr->text, xoffset, yoffset, transno);
2757 * Structure to hold all "fill" data
2760 typedef struct fill_data_type fill_data_type;
2762 struct fill_data_type
2775 /* features to fill with */
2784 /* number of filled squares */
2788 static fill_data_type fill_data;
2791 /* Store routine for the fractal cave generator */
2792 /* this routine probably should be an inline function or a macro. */
2793 static void store_height(int x, int y, int val)
2795 /* if on boundary set val > cutoff so walls are not as square */
2796 if (((x == fill_data.xmin) || (y == fill_data.ymin) ||
2797 (x == fill_data.xmax) || (y == fill_data.ymax)) &&
2798 (val <= fill_data.c1)) val = fill_data.c1 + 1;
2800 /* store the value in height-map format */
2801 cave[y][x].feat = val;
2808 * Explanation of the plasma fractal algorithm:
2810 * A grid of points is created with the properties of a 'height-map'
2811 * This is done by making the corners of the grid have a random value.
2812 * The grid is then subdivided into one with twice the resolution.
2813 * The new points midway between two 'known' points can be calculated
2814 * by taking the average value of the 'known' ones and randomly adding
2815 * or subtracting an amount proportional to the distance between those
2816 * points. The final 'middle' points of the grid are then calculated
2817 * by averaging all four of the originally 'known' corner points. An
2818 * random amount is added or subtracted from this to get a value of the
2819 * height at that point. The scaling factor here is adjusted to the
2820 * slightly larger distance diagonally as compared to orthogonally.
2822 * This is then repeated recursively to fill an entire 'height-map'
2823 * A rectangular map is done the same way, except there are different
2824 * scaling factors along the x and y directions.
2826 * A hack to change the amount of correlation between points is done using
2827 * the grd variable. If the current step size is greater than grd then
2828 * the point will be random, otherwise it will be calculated by the
2829 * above algorithm. This makes a maximum distance at which two points on
2830 * the height map can affect each other.
2832 * How fractal caves are made:
2834 * When the map is complete, a cut-off value is used to create a cave.
2835 * Heights below this value are "floor", and heights above are "wall".
2836 * This also can be used to create lakes, by adding more height levels
2837 * representing shallow and deep water/ lava etc.
2839 * The grd variable affects the width of passages.
2840 * The roug variable affects the roughness of those passages
2842 * The tricky part is making sure the created cave is connected. This
2843 * is done by 'filling' from the inside and only keeping the 'filled'
2844 * floor. Walls bounding the 'filled' floor are also kept. Everything
2845 * else is converted to the normal granite FEAT_WALL_EXTRA.
2850 * Note that this uses the cave.feat array in a very hackish way
2851 * the values are first set to zero, and then each array location
2852 * is used as a "heightmap"
2853 * The heightmap then needs to be converted back into the "feat" format.
2855 * grd=level at which fractal turns on. smaller gives more mazelike caves
2856 * roug=roughness level. 16=normal. higher values make things more convoluted
2857 * small values are good for smooth walls.
2858 * size=length of the side of the square cave system.
2860 static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug, int cutoff)
2862 int xhsize, yhsize, xsize, ysize, maxsize;
2865 * fixed point variables- these are stored as 256 x normal value
2866 * this gives 8 binary places of fractional part + 8 places of normal part
2869 u16b xstep, xhstep, ystep, yhstep;
2870 u16b xstep2, xhstep2, ystep2, yhstep2;
2871 u16b i, j, ii, jj, diagsize, xxsize, yysize;
2873 /* Cache for speed */
2874 u16b xm, xp, ym, yp;
2876 /* redefine size so can change the value if out of range */
2880 /* Paranoia about size of the system of caves */
2881 if (xsize > 254) xsize = 254;
2882 if (xsize < 4) xsize = 4;
2883 if (ysize > 254) ysize = 254;
2884 if (ysize < 4) ysize = 4;
2886 /* get offsets to middle of array */
2890 /* fix rounding problem */
2894 /* get limits of region */
2895 fill_data.xmin = x0 - xhsize;
2896 fill_data.ymin = y0 - yhsize;
2897 fill_data.xmax = x0 + xhsize;
2898 fill_data.ymax = y0 + yhsize;
2900 /* Store cutoff in global for quick access */
2901 fill_data.c1 = cutoff;
2904 * Scale factor for middle points:
2905 * About sqrt(2) * 256 - correct for a square lattice
2906 * approximately correct for everything else.
2910 /* maximum of xsize and ysize */
2911 maxsize = (xsize > ysize) ? xsize : ysize;
2913 /* Clear the section */
2914 for (i = 0; i <= xsize; i++)
2916 for (j = 0; j <= ysize; j++)
2918 /* 255 is a flag for "not done yet" */
2919 cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = 255;
2920 /* Clear icky flag because may be redoing the cave */
2921 cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
2925 /* Boundaries are walls */
2926 cave[fill_data.ymin][fill_data.xmin].feat = maxsize;
2927 cave[fill_data.ymax][fill_data.xmin].feat = maxsize;
2928 cave[fill_data.ymin][fill_data.xmax].feat = maxsize;
2929 cave[fill_data.ymax][fill_data.xmax].feat = maxsize;
2931 /* Set the middle square to be an open area. */
2932 cave[y0][x0].feat = 0;
2934 /* Initialize the step sizes */
2935 xstep = xhstep = xsize * 256;
2936 ystep = yhstep = ysize * 256;
2937 xxsize = xsize * 256;
2938 yysize = ysize * 256;
2941 * Fill in the rectangle with fractal height data -
2942 * like the 'plasma fractal' in fractint.
2944 while ((xhstep > 256) || (yhstep > 256))
2946 /* Halve the step sizes */
2952 /* cache well used values */
2953 xstep2 = xstep / 256;
2954 ystep2 = ystep / 256;
2956 xhstep2 = xhstep / 256;
2957 yhstep2 = yhstep / 256;
2959 /* middle top to bottom. */
2960 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
2962 for (j = 0; j <= yysize; j += ystep)
2964 /* cache often used values */
2965 ii = i / 256 + fill_data.xmin;
2966 jj = j / 256 + fill_data.ymin;
2969 if (cave[jj][ii].feat == 255)
2973 /* If greater than 'grid' level then is random */
2974 store_height(ii, jj, randint1(maxsize));
2978 /* Average of left and right points +random bit */
2979 store_height(ii, jj,
2980 (cave[jj][fill_data.xmin + (i - xhstep) / 256].feat
2981 + cave[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2
2982 + (randint1(xstep2) - xhstep2) * roug / 16);
2989 /* middle left to right. */
2990 for (j = yhstep; j <= yysize - yhstep; j += ystep)
2992 for (i = 0; i <= xxsize; i += xstep)
2994 /* cache often used values */
2995 ii = i / 256 + fill_data.xmin;
2996 jj = j / 256 + fill_data.ymin;
2999 if (cave[jj][ii].feat == 255)
3003 /* If greater than 'grid' level then is random */
3004 store_height(ii, jj, randint1(maxsize));
3008 /* Average of up and down points +random bit */
3009 store_height(ii, jj,
3010 (cave[fill_data.ymin + (j - yhstep) / 256][ii].feat
3011 + cave[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2
3012 + (randint1(ystep2) - yhstep2) * roug / 16);
3019 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
3021 for (j = yhstep; j <= yysize - yhstep; j += ystep)
3023 /* cache often used values */
3024 ii = i / 256 + fill_data.xmin;
3025 jj = j / 256 + fill_data.ymin;
3028 if (cave[jj][ii].feat == 255)
3032 /* If greater than 'grid' level then is random */
3033 store_height(ii, jj, randint1(maxsize));
3037 /* Cache reused values. */
3038 xm = fill_data.xmin + (i - xhstep) / 256;
3039 xp = fill_data.xmin + (i + xhstep) / 256;
3040 ym = fill_data.ymin + (j - yhstep) / 256;
3041 yp = fill_data.ymin + (j + yhstep) / 256;
3044 * Average over all four corners + scale by diagsize to
3045 * reduce the effect of the square grid on the shape of the fractal
3047 store_height(ii, jj,
3048 (cave[ym][xm].feat + cave[yp][xm].feat
3049 + cave[ym][xp].feat + cave[yp][xp].feat) / 4
3050 + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
3059 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)
3062 * function used to convert from height-map back to the
3063 * normal angband cave format
3065 if (cave[y][x].info & CAVE_ICKY)
3072 /* Show that have looked at this square */
3073 cave[y][x].info|= (CAVE_ICKY);
3075 /* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */
3076 if (cave[y][x].feat <= c1)
3078 /* 25% of the time use the other tile : it looks better this way */
3079 if (randint1(100) < 75)
3081 cave[y][x].feat = feat1;
3082 cave[y][x].info &= ~(CAVE_MASK);
3083 cave[y][x].info |= info1;
3088 cave[y][x].feat = feat2;
3089 cave[y][x].info &= ~(CAVE_MASK);
3090 cave[y][x].info |= info2;
3094 else if (cave[y][x].feat <= c2)
3096 /* 25% of the time use the other tile : it looks better this way */
3097 if (randint1(100) < 75)
3099 cave[y][x].feat = feat2;
3100 cave[y][x].info &= ~(CAVE_MASK);
3101 cave[y][x].info |= info2;
3106 cave[y][x].feat = feat1;
3107 cave[y][x].info &= ~(CAVE_MASK);
3108 cave[y][x].info |= info1;
3112 else if (cave[y][x].feat <= c3)
3114 cave[y][x].feat = feat3;
3115 cave[y][x].info |= info3;
3118 /* if greater than cutoff then is a wall */
3121 place_outer_bold(y, x);
3131 * Quick and nasty fill routine used to find the connected region
3132 * of floor in the middle of the cave
3134 static void cave_fill(byte y, byte x)
3143 /*** Start Grid ***/
3145 /* Enqueue that entry */
3150 /* Now process the queue */
3151 while (flow_head != flow_tail)
3153 /* Extract the next entry */
3154 ty = temp_y[flow_head];
3155 tx = temp_x[flow_head];
3157 /* Forget that entry */
3158 if (++flow_head == TEMP_MAX) flow_head = 0;
3160 /* Add the "children" */
3161 for (d = 0; d < 8; d++)
3163 int old_head = flow_tail;
3165 /* Child location */
3166 j = ty + ddy_ddd[d];
3167 i = tx + ddx_ddd[d];
3169 /* Paranoia Don't leave the cave */
3170 if (!in_bounds(j, i))
3172 /* affect boundary */
3173 cave[j][i].info |= CAVE_ICKY;
3177 /* If within bounds */
3178 else if ((i > fill_data.xmin) && (i < fill_data.xmax)
3179 && (j > fill_data.ymin) && (j < fill_data.ymax))
3181 /* If not a wall or floor done before */
3182 if (hack_isnt_wall(j, i,
3183 fill_data.c1, fill_data.c2, fill_data.c3,
3184 fill_data.feat1, fill_data.feat2, fill_data.feat3,
3185 fill_data.info1, fill_data.info2, fill_data.info3))
3187 /* Enqueue that entry */
3188 temp_y[flow_tail] = j;
3189 temp_x[flow_tail] = i;
3191 /* Advance the queue */
3192 if (++flow_tail == TEMP_MAX) flow_tail = 0;
3194 /* Hack -- Overflow by forgetting new entry */
3195 if (flow_tail == flow_head)
3197 flow_tail = old_head;
3201 /* keep tally of size of cave system */
3202 (fill_data.amount)++;
3208 /* affect boundary */
3209 cave[j][i].info |= CAVE_ICKY;
3216 static bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, bool light, bool room)
3218 int x, y, i, xhsize, yhsize;
3221 /* offsets to middle from corner */
3227 * select region connected to center of cave system
3228 * this gets rid of alot of isolated one-sqaures that
3229 * can make teleport traps instadeaths...
3233 fill_data.c1 = cutoff;
3237 /* features to fill with */
3238 fill_data.feat1 = floor_type[randint0(100)];
3239 fill_data.feat2 = floor_type[randint0(100)];
3240 fill_data.feat3 = floor_type[randint0(100)];
3242 fill_data.info1 = CAVE_FLOOR;
3243 fill_data.info2 = CAVE_FLOOR;
3244 fill_data.info3 = CAVE_FLOOR;
3246 /* number of filled squares */
3247 fill_data.amount = 0;
3249 cave_fill((byte)y0, (byte)x0);
3251 /* if tally too small, try again */
3252 if (fill_data.amount < 10)
3254 /* too small - clear area and try again later */
3255 for (x = 0; x <= xsize; ++x)
3257 for (y = 0; y <= ysize; ++y)
3259 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
3260 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
3267 * Do boundarys-check to see if they are next to a filled region
3268 * If not then they are set to normal granite
3269 * If so then they are marked as room walls.
3271 for (i = 0; i <= xsize; ++i)
3274 if ((cave[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
3276 /* Next to a 'filled' region? - set to be room walls */
3277 place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
3278 if (light) cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
3279 cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
3280 place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
3284 /* set to be normal granite */
3285 place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
3288 /* bottom boundary */
3289 if ((cave[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
3291 /* Next to a 'filled' region? - set to be room walls */
3292 place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
3293 if (light) cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW);
3294 cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_ROOM);
3295 place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
3299 /* set to be normal granite */
3300 place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
3303 /* clear the icky flag-don't need it any more */
3304 cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
3305 cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
3308 /* Do the left and right boundaries minus the corners (done above) */
3309 for (i = 1; i < ysize; ++i)
3312 if ((cave[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
3315 place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
3316 if (light) cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
3317 cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
3318 place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
3323 place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
3325 /* right boundary */
3326 if ((cave[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
3329 place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
3330 if (light) cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
3331 cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
3332 place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
3337 place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
3340 /* clear icky flag -done with it */
3341 cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
3342 cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
3346 /* Do the rest: convert back to the normal format */
3347 for (x = 1; x < xsize; ++x)
3349 for (y = 1; y < ysize; ++y)
3351 if (is_floor_bold(y0 + y - yhsize, x0 + x - xhsize) &&
3352 (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
3354 /* Clear the icky flag in the filled region */
3355 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
3357 /* Set appropriate flags */
3358 if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
3359 if (room) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
3361 else if (is_outer_bold(y0 + y - yhsize, x0 + x - xhsize) &&
3362 (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
3365 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
3366 if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
3369 cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
3374 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
3375 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
3380 /* Clear the unconnected regions */
3381 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
3382 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
3388 * XXX XXX XXX There is a slight problem when tunnels pierce the caves:
3389 * Extra doors appear inside the system. (Its not very noticeable though.)
3390 * This can be removed by "filling" from the outside in. This allows a separation
3391 * from FEAT_WALL_OUTER with FEAT_WALL_INNER. (Internal walls are F.W.OUTER instead.)
3392 * The extra effort for what seems to be only a minor thing (even non-existant if you
3393 * think of the caves not as normal rooms, but as holes in the dungeon), doesn't seem
3402 * Driver routine to create fractal cave system
3404 static void build_type9(int by0, int bx0)
3406 int grd, roug, cutoff, xsize, ysize, y0, x0;
3408 bool done, light, room;
3410 /* get size: note 'Evenness'*/
3411 xsize = randint1(22) * 2 + 6;
3412 ysize = randint1(15) * 2 + 6;
3414 /* Try to allocate space for room. If fails, exit */
3415 if (!room_alloc(xsize + 1, ysize + 1, FALSE, by0, bx0, &x0, &y0)) return;
3417 light = done = FALSE;
3420 if ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
3424 /* Note: size must be even or there are rounding problems
3425 * This causes the tunnels not to connect properly to the room */
3427 /* testing values for these parameters feel free to adjust */
3428 grd = 1 << (randint0(4));
3430 /* want average of about 16 */
3431 roug = randint1(8) * randint1(4);
3434 cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
3435 randint1(xsize / 4) + randint1(ysize / 4);
3438 generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
3440 /* Convert to normal format + clean up */
3441 done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
3445 #ifdef ALLOW_CAVERNS_AND_LAKES
3447 * Builds a cave system in the center of the dungeon.
3449 void build_cavern(void)
3451 int grd, roug, cutoff, xsize, ysize, x0, y0;
3454 light = done = FALSE;
3455 if ((dun_level <= randint1(50)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
3457 /* Make a cave the size of the dungeon */
3458 xsize = cur_wid - 1;
3459 ysize = cur_hgt - 1;
3463 /* Paranoia: make size even */
3469 /* testing values for these parameters: feel free to adjust */
3470 grd = randint1(4) + 4;
3472 /* want average of about 16 */
3473 roug = randint1(8) * randint1(4);
3479 generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
3481 /* Convert to normal format+ clean up */
3482 done = generate_fracave(y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
3486 static bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2, int c3, int type)
3488 int x, y, i, xhsize, yhsize;
3489 int feat1, feat2, feat3;
3491 /* offsets to middle from corner */
3495 /* Get features based on type */
3498 case GEN_LAKE_TYPE_LAVA: /* Lava */
3499 feat1 = FEAT_DEEP_LAVA;
3500 feat2 = FEAT_SHAL_LAVA;
3501 feat3 = floor_type[randint0(100)];
3503 case GEN_LAKE_TYPE_WATER: /* Water */
3504 feat1 = FEAT_DEEP_WATER;
3505 feat2 = FEAT_SHAL_WATER;
3506 feat3 = floor_type[randint0(100)];
3508 case GEN_LAKE_TYPE_CAVE: /* Collapsed cave */
3509 feat1 = floor_type[randint0(100)];
3510 feat2 = floor_type[randint0(100)];
3511 feat3 = FEAT_RUBBLE;
3513 case GEN_LAKE_TYPE_EARTH_VAULT: /* Earth vault */
3514 feat1 = FEAT_RUBBLE;
3515 feat2 = floor_type[randint0(100)];
3516 feat3 = FEAT_RUBBLE;
3518 case GEN_LAKE_TYPE_AIR_VAULT: /* Air vault */
3523 case GEN_LAKE_TYPE_WATER_VAULT: /* Water vault */
3524 feat1 = FEAT_SHAL_WATER;
3525 feat2 = FEAT_DEEP_WATER;
3526 feat3 = FEAT_SHAL_WATER;
3528 case GEN_LAKE_TYPE_FIRE_VAULT: /* Fire Vault */
3529 feat1 = FEAT_SHAL_LAVA;
3530 feat2 = FEAT_DEEP_LAVA;
3531 feat3 = FEAT_SHAL_LAVA;
3535 default: return FALSE;
3539 * select region connected to center of cave system
3540 * this gets rid of alot of isolated one-sqaures that
3541 * can make teleport traps instadeaths...
3549 /* features to fill with */
3550 fill_data.feat1 = feat1;
3551 fill_data.feat2 = feat2;
3552 fill_data.feat3 = feat3;
3554 fill_data.info1 = 0;
3555 fill_data.info2 = 0;
3556 fill_data.info3 = 0;
3558 /* number of filled squares */
3559 fill_data.amount = 0;
3561 /* select region connected to center of cave system
3562 * this gets rid of alot of isolated one-sqaures that
3563 * can make teleport traps instadeaths... */
3564 cave_fill((byte)y0, (byte)x0);
3566 /* if tally too small, try again */
3567 if (fill_data.amount < 10)
3569 /* too small -clear area and try again later */
3570 for (x = 0; x <= xsize; ++x)
3572 for (y = 0; y <= ysize; ++y)
3574 place_floor_bold(y0 + y - yhsize, x0 + x - xhsize);
3575 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
3581 /* Do boundarys- set to normal granite */
3582 for (i = 0; i <= xsize; ++i)
3584 place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
3585 place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
3587 /* clear the icky flag-don't need it any more */
3588 cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
3589 cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
3592 /* Do the left and right boundaries minus the corners (done above) */
3594 for (i = 1; i < ysize; ++i)
3596 place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
3597 place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
3599 /* clear icky flag -done with it */
3600 cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
3601 cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
3605 /* Do the rest: convert back to the normal format */
3606 for (x = 1; x < xsize; ++x)
3608 for (y = 1; y < ysize; ++y)
3610 /* Fill unconnected regions with granite */
3611 if ((!(cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
3612 is_outer_bold(y0 + y - yhsize, x0 + x - xhsize))
3613 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
3615 /* turn off icky flag (no longer needed.) */
3616 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
3618 /* Light lava and trees */
3619 if ((cave[y0 + y - yhsize][x0 + x - xhsize].feat == FEAT_DEEP_LAVA) ||
3620 (cave[y0 + y - yhsize][x0 + x - xhsize].feat == FEAT_SHAL_LAVA))
3622 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
3632 * makes a lake/collapsed cave system in the center of the dungeon
3634 void build_lake(int type)
3636 int grd, roug, xsize, ysize, x0, y0;
3640 /* paranoia - exit if lake type out of range. */
3641 if ((type < GEN_LAKE_TYPE_LAVA) || (type > GEN_LAKE_TYPE_FIRE_VAULT))
3643 msg_format("Invalid lake type (%d)", type);
3647 /* Make the size of the dungeon */
3648 xsize = cur_wid - 1;
3649 ysize = cur_hgt - 1;
3653 /* Paranoia: make size even */
3659 /* testing values for these parameters: feel free to adjust */
3660 grd = randint1(3) + 4;
3662 /* want average of about 16 */
3663 roug = randint1(8) * randint1(4);
3665 /* Make up size of various componants */
3669 /* Deep water/lava */
3670 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
3672 /* Shallow boundary */
3676 generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3);
3678 /* Convert to normal format+ clean up */
3679 done = generate_lake(y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type);
3682 #endif /* ALLOW_CAVERNS_AND_LAKES */
3686 * Routine used by the random vault creators to add a door to a location
3687 * Note that range checking has to be done in the calling routine.
3689 * The doors must be INSIDE the allocated region.
3691 static void add_door(int x, int y)
3693 /* Need to have a wall in the center square */
3694 if (!is_outer_bold(y, x)) return;
3701 * where x=don't care
3705 if (is_floor_bold(y-1,x) && is_floor_bold(y+1,x) &&
3706 (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
3709 place_secret_door(y, x);
3711 /* set boundarys so don't get wide doors */
3712 place_solid_bold(y, x - 1);
3713 place_solid_bold(y, x + 1);
3722 * where x = don't care
3725 if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) &&
3726 is_floor_bold(y,x-1) && is_floor_bold(y,x+1))
3729 place_secret_door(y, x);
3731 /* set boundarys so don't get wide doors */
3732 place_solid_bold(y - 1, x);
3733 place_solid_bold(y + 1, x);
3739 * Routine that fills the empty areas of a room with treasure and monsters.
3741 static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
3743 int x, y, cx, cy, size;
3746 /* center of room:*/
3750 /* Rough measure of size of vault= sum of lengths of sides */
3751 size = abs(x2 - x1) + abs(y2 - y1);
3753 for (x = x1; x <= x2; x++)
3755 for (y = y1; y <= y2; y++)
3757 /* Thing added based on distance to center of vault
3758 * Difficulty is 1-easy to 10-hard */
3759 value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty;
3761 /* hack- empty square part of the time */
3762 if ((randint1(100) - difficulty * 3) > 50) value = 20;
3764 /* if floor, shallow water and lava */
3765 if (is_floor_bold(y, x) ||
3766 (cave[y][x].feat == FEAT_SHAL_WATER) ||
3767 (cave[y][x].feat == FEAT_SHAL_LAVA))
3769 /* The smaller 'value' is, the better the stuff */
3772 /* Meanest monster + treasure */
3773 monster_level = base_level + 40;
3774 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
3775 monster_level = base_level;
3776 object_level = base_level + 20;
3777 place_object(y, x, TRUE, FALSE);
3778 object_level = base_level;
3782 /* Mean monster +treasure */
3783 monster_level = base_level + 20;
3784 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
3785 monster_level = base_level;
3786 object_level = base_level + 10;
3787 place_object(y, x, TRUE, FALSE);
3788 object_level = base_level;
3790 else if (value < 10)
3793 monster_level = base_level + 9;
3794 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
3795 monster_level = base_level;
3797 else if (value < 17)
3799 /* Intentional Blank space */
3802 * (Want some of the vault to be empty
3803 * so have room for group monsters.
3804 * This is used in the hack above to lower
3805 * the density of stuff in the vault.)
3808 else if (value < 23)
3810 /* Object or trap */
3811 if (randint0(100) < 25)
3813 place_object(y, x, FALSE, FALSE);
3820 else if (value < 30)
3822 /* Monster and trap */
3823 monster_level = base_level + 5;
3824 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
3825 monster_level = base_level;
3828 else if (value < 40)
3830 /* Monster or object */
3831 if (randint0(100) < 50)
3833 monster_level = base_level + 3;
3834 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
3835 monster_level = base_level;
3837 if (randint0(100) < 50)
3839 object_level = base_level + 7;
3840 place_object(y, x, FALSE, FALSE);
3841 object_level = base_level;
3844 else if (value < 50)
3853 /* 20% monster, 40% trap, 20% object, 20% blank space */
3854 if (randint0(100) < 20)
3856 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
3858 else if (randint0(100) < 50)
3862 else if (randint0(100) < 50)
3864 place_object(y, x, FALSE, FALSE);
3875 * This function creates a random vault that looks like a collection of bubbles.
3876 * It works by getting a set of coordinates that represent the center of each
3877 * bubble. The entire room is made by seeing which bubble center is closest. If
3878 * two centers are equidistant then the square is a wall, otherwise it is a floor.
3879 * The only exception is for squares really near a center, these are always floor.
3880 * (It looks better than without this check.)
3882 * Note: If two centers are on the same point then this algorithm will create a
3883 * blank bubble filled with walls. - This is prevented from happening.
3885 static void build_bubble_vault(int x0, int y0, int xsize, int ysize)
3887 #define BUBBLENUM 10 /* number of bubbles */
3889 /* array of center points of bubbles */
3890 coord center[BUBBLENUM];
3893 u16b min1, min2, temp;
3896 /* Offset from center to top left hand corner */
3897 int xhsize = xsize / 2;
3898 int yhsize = ysize / 2;
3901 if (cheat_room) msg_print("Bubble Vault");
3903 /* Allocate center of bubbles */
3904 center[0].x = randint1(xsize - 3) + 1;
3905 center[0].y = randint1(ysize - 3) + 1;
3907 for (i = 1; i < BUBBLENUM; i++)
3911 /* get center and check to see if it is unique */
3916 x = randint1(xsize - 3) + 1;
3917 y = randint1(ysize - 3) + 1;
3919 for (j = 0; j < i; j++)
3921 /* rough test to see if there is an overlap */
3922 if ((x == center[j].x) && (y == center[j].y)) done = FALSE;
3931 /* Top and bottom boundaries */
3932 for (i = 0; i < xsize; i++)
3934 int x = x0 - xhsize + i;
3936 place_outer_noperm_bold(y0 - yhsize + 0, x);
3937 cave[y0 - yhsize + 0][x].info |= (CAVE_ROOM | CAVE_ICKY);
3938 place_outer_noperm_bold(y0 - yhsize + ysize - 1, x);
3939 cave[y0 - yhsize + ysize - 1][x].info |= (CAVE_ROOM | CAVE_ICKY);
3942 /* Left and right boundaries */
3943 for (i = 1; i < ysize - 1; i++)
3945 int y = y0 - yhsize + i;
3947 place_outer_noperm_bold(y, x0 - xhsize + 0);
3948 cave[y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
3949 place_outer_noperm_bold(y, x0 - xhsize + xsize - 1);
3950 cave[y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
3953 /* Fill in middle with bubbles */
3954 for (x = 1; x < xsize - 1; x++)
3956 for (y = 1; y < ysize - 1; y++)
3958 /* Get distances to two closest centers */
3961 min1 = distance(x, y, center[0].x, center[0].y);
3962 min2 = distance(x, y, center[1].x, center[1].y);
3966 /* swap if in wrong order */
3973 for (i = 2; i < BUBBLENUM; i++)
3975 temp = distance(x, y, center[i].x, center[i].y);
3983 else if (temp < min2)
3985 /* second smallest */
3989 if (((min2 - min1) <= 2) && (!(min1 < 3)))
3991 /* Boundary at midpoint+ not at inner region of bubble */
3992 place_outer_noperm_bold(y0 - yhsize + y, x0 - xhsize + x);
3996 /* middle of a bubble */
3997 place_floor_bold(y0 - yhsize + y, x0 - xhsize + x);
4000 /* clean up rest of flags */
4001 cave[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
4005 /* Try to add some random doors */
4006 for (i = 0; i < 500; i++)
4008 x = randint1(xsize - 3) - xhsize + x0 + 1;
4009 y = randint1(ysize - 3) - yhsize + y0 + 1;
4013 /* Fill with monsters and treasure, low difficulty */
4014 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
4019 * Overlay a rectangular room given its bounds
4020 * This routine is used by build_room_vault
4021 * The area inside the walls is not touched:
4022 * only granite is removed- normal walls stay
4024 static void build_room(int x1, int x2, int y1, int y2)
4026 int x, y, i, xsize, ysize, temp;
4028 /* Check if rectangle has no width */
4029 if ((x1 == x2) || (y1 == y2)) return;
4034 /* Swap boundaries if in wrong order */
4042 /* Swap boundaries if in wrong order */
4048 /* get total widths */
4053 /* Top and bottom boundaries */
4054 for (i = 0; i <= xsize; i++)
4056 place_outer_noperm_bold(y1, x1 + i);
4057 cave[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
4058 place_outer_noperm_bold(y2, x1 + i);
4059 cave[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
4062 /* Left and right boundaries */
4063 for (i = 1; i < ysize; i++)
4065 place_outer_noperm_bold(y1 + i, x1);
4066 cave[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY);
4067 place_outer_noperm_bold(y1 + i, x2);
4068 cave[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY);
4072 for (x = 1; x < xsize; x++)
4074 for (y = 1; y < ysize; y++)
4076 if (is_extra_bold(y1+y, x1+x))
4078 /* clear the untouched region */
4079 place_floor_bold(y1 + y, x1 + x);
4080 cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
4084 /* make it a room- but don't touch */
4085 cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
4092 /* Create a random vault that looks like a collection of overlapping rooms */
4094 static void build_room_vault(int x0, int y0, int xsize, int ysize)
4096 int i, x1, x2, y1, y2, xhsize, yhsize;
4098 /* get offset from center */
4102 if (cheat_room) msg_print("Room Vault");
4104 /* fill area so don't get problems with arena levels */
4105 for (x1 = 0; x1 < xsize; x1++)
4107 int x = x0 - xhsize + x1;
4109 for (y1 = 0; y1 < ysize; y1++)
4111 int y = y0 - yhsize + y1;
4113 place_extra_bold(y, x);
4114 cave[y][x].info &= (~CAVE_ICKY);
4118 /* add ten random rooms */
4119 for (i = 0; i < 10; i++)
4121 x1 = randint1(xhsize) * 2 + x0 - xhsize;
4122 x2 = randint1(xhsize) * 2 + x0 - xhsize;
4123 y1 = randint1(yhsize) * 2 + y0 - yhsize;
4124 y2 = randint1(yhsize) * 2 + y0 - yhsize;
4125 build_room(x1, x2, y1, y2);
4128 /* Add some random doors */
4129 for (i = 0; i < 500; i++)
4131 x1 = randint1(xsize - 3) - xhsize + x0 + 1;
4132 y1 = randint1(ysize - 3) - yhsize + y0 + 1;
4136 /* Fill with monsters and treasure, high difficulty */
4137 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
4141 /* Create a random vault out of a fractal cave */
4142 static void build_cave_vault(int x0, int y0, int xsiz, int ysiz)
4144 int grd, roug, cutoff, xhsize, yhsize, xsize, ysize, x, y;
4145 bool done, light, room;
4147 /* round to make sizes even */
4153 if (cheat_room) msg_print("Cave Vault");
4155 light = done = FALSE;
4160 /* testing values for these parameters feel free to adjust */
4161 grd = 1 << randint0(4);
4163 /* want average of about 16 */
4164 roug = randint1(8) * randint1(4);
4167 cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
4168 randint1(xsize / 4) + randint1(ysize / 4);
4171 generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
4173 /* Convert to normal format+ clean up */
4174 done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
4177 /* Set icky flag because is a vault */
4178 for (x = 0; x <= xsize; x++)
4180 for (y = 0; y <= ysize; y++)
4182 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
4186 /* Fill with monsters and treasure, low difficulty */
4187 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
4191 * maze vault -- rectangular labyrinthine rooms
4193 * maze vault uses two routines:
4194 * r_visit - a recursive routine that builds the labyrinth
4195 * build_maze_vault - a driver routine that calls r_visit and adds
4196 * monsters, traps and treasure
4198 * The labyrinth is built by creating a spanning tree of a graph.
4199 * The graph vertices are at
4200 * (x, y) = (2j + x1, 2k + y1) j = 0,...,m-1 k = 0,...,n-1
4201 * and the edges are the vertical and horizontal nearest neighbors.
4203 * The spanning tree is created by performing a suitably randomized
4204 * depth-first traversal of the graph. The only adjustable parameter
4205 * is the randint0(3) below; it governs the relative density of
4206 * twists and turns in the labyrinth: smaller number, more twists.
4208 static void r_visit(int y1, int x1, int y2, int x2,
4209 int node, int dir, int *visited)
4211 int i, j, m, n, temp, x, y, adj[4];
4213 /* dimensions of vertex array */
4214 m = (x2 - x1) / 2 + 1;
4215 n = (y2 - y1) / 2 + 1;
4217 /* mark node visited and set it to a floor */
4219 x = 2 * (node % m) + x1;
4220 y = 2 * (node / m) + y1;
4221 place_floor_bold(y, x);
4223 /* setup order of adjacent node visits */
4226 /* pick a random ordering */
4227 for (i = 0; i < 4; i++)
4229 for (i = 0; i < 4; i++)
4240 /* pick a random ordering with dir first */
4242 for (i = 1; i < 4; i++)
4244 for (i = 1; i < 4; i++)
4246 j = 1 + randint0(3);
4253 for (i = 0; i < 4; i++)
4258 /* (0,+) - check for bottom boundary */
4259 if ((node / m < n - 1) && (visited[node + m] == 0))
4261 place_floor_bold(y + 1, x);
4262 r_visit(y1, x1, y2, x2, node + m, dir, visited);
4266 /* (0,-) - check for top boundary */
4267 if ((node / m > 0) && (visited[node - m] == 0))
4269 place_floor_bold(y - 1, x);
4270 r_visit(y1, x1, y2, x2, node - m, dir, visited);
4274 /* (+,0) - check for right boundary */
4275 if ((node % m < m - 1) && (visited[node + 1] == 0))
4277 place_floor_bold(y, x + 1);
4278 r_visit(y1, x1, y2, x2, node + 1, dir, visited);
4282 /* (-,0) - check for left boundary */
4283 if ((node % m > 0) && (visited[node - 1] == 0))
4285 place_floor_bold(y, x - 1);
4286 r_visit(y1, x1, y2, x2, node - 1, dir, visited);
4293 void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
4297 int m, n, num_vertices, *visited;
4302 if (cheat_room && is_vault) msg_print("Maze Vault");
4304 /* Choose lite or dark */
4305 light = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
4307 /* Pick a random room size - randomized by calling routine */
4316 /* generate the room */
4317 for (y = y1 - 1; y <= y2 + 1; y++)
4319 for (x = x1 - 1; x <= x2 + 1; x++)
4321 c_ptr = &cave[y][x];
4322 c_ptr->info |= CAVE_ROOM;
4323 if (is_vault) c_ptr->info |= CAVE_ICKY;
4324 if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1))
4326 place_outer_grid(c_ptr);
4330 place_extra_grid(c_ptr);
4334 place_inner_grid(c_ptr);
4336 if (light) c_ptr->info |= (CAVE_GLOW);
4340 /* dimensions of vertex array */
4343 num_vertices = m * n;
4345 /* initialize array of visited vertices */
4346 C_MAKE(visited, num_vertices, int);
4348 /* traverse the graph to create a spaning tree, pick a random root */
4349 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
4351 /* Fill with monsters and treasure, low difficulty */
4352 if (is_vault) fill_treasure(x1, x2, y1, y2, randint1(5));
4354 C_KILL(visited, num_vertices, int);
4358 /* Build a "mini" checkerboard vault
4360 * This is done by making a permanent wall maze and setting
4361 * the diagonal sqaures of the checker board to be granite.
4362 * The vault has two entrances on opposite sides to guarantee
4363 * a way to get in even if the vault abuts a side of the dungeon.
4365 static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
4368 int y1, x1, y2, x2, y, x, total;
4369 int m, n, num_vertices;
4372 if (cheat_room) msg_print("Mini Checker Board Vault");
4374 /* Pick a random room size */
4384 /* generate the room */
4385 for (x = x1 - 2; x <= x2 + 2; x++)
4387 if (!in_bounds(y1-2,x)) break;
4389 cave[y1-2][x].info |= (CAVE_ROOM | CAVE_ICKY);
4391 place_extra_noperm_bold(y1-2, x);
4394 for (x = x1 - 2; x <= x2 + 2; x++)
4396 if (!in_bounds(y2+2,x)) break;
4398 cave[y2+2][x].info |= (CAVE_ROOM | CAVE_ICKY);
4400 place_extra_noperm_bold(y2+2, x);
4403 for (y = y1 - 2; y <= y2 + 2; y++)
4405 if (!in_bounds(y,x1-2)) break;
4407 cave[y][x1-2].info |= (CAVE_ROOM | CAVE_ICKY);
4409 place_extra_noperm_bold(y, x1-2);
4412 for (y = y1 - 2; y <= y2 + 2; y++)
4414 if (!in_bounds(y,x2+2)) break;
4416 cave[y][x2+2].info |= (CAVE_ROOM | CAVE_ICKY);
4418 place_extra_noperm_bold(y, x2+2);
4421 for (y = y1 - 1; y <= y2 + 1; y++)
4423 for (x = x1 - 1; x <= x2 + 1; x++)
4425 cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
4427 /* Permanent walls */
4428 cave[y][x].feat = FEAT_PERM_INNER;
4433 /* dimensions of vertex array */
4436 num_vertices = m * n;
4438 /* initialize array of visited vertices */
4439 C_MAKE(visited, num_vertices, int);
4441 /* traverse the graph to create a spannng tree, pick a random root */
4442 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
4444 /* Make it look like a checker board vault */
4445 for (x = x1; x <= x2; x++)
4447 for (y = y1; y <= y2; y++)
4449 total = x - x1 + y - y1;
4450 /* If total is odd- and is a floor then make a wall */
4451 if ((total % 2 == 1) && is_floor_bold(y, x))
4453 place_inner_bold(y, x);
4458 /* Make a couple of entrances */
4461 /* left and right */
4462 y = randint1(dy) + dy / 2;
4463 place_outer_noperm_bold(y1 + y, x1 - 1);
4464 place_outer_noperm_bold(y1 + y, x2 + 1);
4468 /* top and bottom */
4469 x = randint1(dx) + dx / 2;
4470 place_outer_noperm_bold(y1 - 1, x1 + x);
4471 place_outer_noperm_bold(y2 + 1, x1 + x);
4474 /* Fill with monsters and treasure, highest difficulty */
4475 fill_treasure(x1, x2, y1, y2, 10);
4477 C_KILL(visited, num_vertices, int);
4481 /* Build a town/ castle by using a recursive algorithm.
4482 * Basically divide each region in a probalistic way to create
4483 * smaller regions. When the regions get too small stop.
4485 * The power variable is a measure of how well defended a region is.
4486 * This alters the possible choices.
4488 static void build_recursive_room(int x1, int y1, int x2, int y2, int power)
4494 /* Temp variables */
4500 if ((power < 3) && (xsize > 12) && (ysize > 12))
4502 /* Need outside wall +keep */
4509 /* Make rooms + subdivide */
4510 if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8))
4516 choice = randint1(2) + 1;
4521 /* Mostly subdivide */
4522 choice = randint1(3) + 1;
4526 /* Based on the choice made above, do something */
4534 /* top and bottom */
4535 for (x = x1; x <= x2; x++)
4537 place_outer_bold(y1, x);
4538 place_outer_bold(y2, x);
4541 /* left and right */
4542 for (y = y1 + 1; y < y2; y++)
4544 place_outer_bold(y, x1);
4545 place_outer_bold(y, x2);
4548 /* Make a couple of entrances */
4551 /* left and right */
4552 y = randint1(ysize) + y1;
4553 place_floor_bold(y, x1);
4554 place_floor_bold(y, x2);
4558 /* top and bottom */
4559 x = randint1(xsize) + x1;
4560 place_floor_bold(y1, x);
4561 place_floor_bold(y2, x);
4564 /* Select size of keep */
4565 t1 = randint1(ysize / 3) + y1;
4566 t2 = y2 - randint1(ysize / 3);
4567 t3 = randint1(xsize / 3) + x1;
4568 t4 = x2 - randint1(xsize / 3);
4570 /* Do outside areas */
4572 /* Above and below keep */
4573 build_recursive_room(x1 + 1, y1 + 1, x2 - 1, t1, power + 1);
4574 build_recursive_room(x1 + 1, t2, x2 - 1, y2, power + 1);
4576 /* Left and right of keep */
4577 build_recursive_room(x1 + 1, t1 + 1, t3, t2 - 1, power + 3);
4578 build_recursive_room(t4, t1 + 1, x2 - 1, t2 - 1, power + 3);
4580 /* Make the keep itself: */
4593 /* Try to build a room */
4594 if ((xsize < 3) || (ysize < 3))
4596 for (y = y1; y < y2; y++)
4598 for (x = x1; x < x2; x++)
4600 place_inner_bold(y, x);
4608 /* Make outside walls */
4609 /* top and bottom */
4610 for (x = x1 + 1; x <= x2 - 1; x++)
4612 place_inner_bold(y1 + 1, x);
4613 place_inner_bold(y2 - 1, x);
4616 /* left and right */
4617 for (y = y1 + 1; y <= y2 - 1; y++)
4619 place_inner_bold(y, x1 + 1);
4620 place_inner_bold(y, x2 - 1);
4624 y = randint1(ysize - 3) + y1 + 1;
4629 place_floor_bold(y, x1 + 1);
4634 place_floor_bold(y, x2 - 1);
4637 /* Build the room */
4638 build_recursive_room(x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
4643 /* Try and divide vertically */
4647 for (y = y1; y < y2; y++)
4649 for (x = x1; x < x2; x++)
4651 place_inner_bold(y, x);
4657 t1 = randint1(xsize - 2) + x1 + 1;
4658 build_recursive_room(x1, y1, t1, y2, power - 2);
4659 build_recursive_room(t1 + 1, y1, x2, y2, power - 2);
4664 /* Try and divide horizontally */
4668 for (y = y1; y < y2; y++)
4670 for (x = x1; x < x2; x++)
4672 place_inner_bold(y, x);
4678 t1 = randint1(ysize - 2) + y1 + 1;
4679 build_recursive_room(x1, y1, x2, t1, power - 2);
4680 build_recursive_room(x1, t1 + 1, x2, y2, power - 2);
4687 /* Build a castle */
4689 /* Driver routine: clear the region and call the recursive
4692 *This makes a vault that looks like a castle/ city in the dungeon.
4694 static void build_castle_vault(int x0, int y0, int xsize, int ysize)
4700 /* Pick a random room size */
4709 if (cheat_room) msg_print("Castle Vault");
4711 /* generate the room */
4712 for (y = y1 - 1; y <= y2 + 1; y++)
4714 for (x = x1 - 1; x <= x2 + 1; x++)
4716 cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
4717 /* Make everything a floor */
4718 place_floor_bold(y, x);
4722 /* Make the castle */
4723 build_recursive_room(x1, y1, x2, y2, randint1(5));
4725 /* Fill with monsters and treasure, low difficulty */
4726 fill_treasure(x1, x2, y1, y2, randint1(3));
4731 * Add outer wall to a floored region
4732 * Note: no range checking is done so must be inside dungeon
4733 * This routine also stomps on doors
4735 static void add_outer_wall(int x, int y, int light,
4736 int x1, int y1, int x2, int y2)
4740 if (!in_bounds(y, x)) return;
4742 /* hack- check to see if square has been visited before
4743 * if so, then exit (use room flag to do this) */
4744 if (cave[y][x].info & CAVE_ROOM) return;
4747 cave[y][x].info |= CAVE_ROOM;
4749 if (is_floor_bold(y, x))
4751 for (i = -1; i <= 1; i++)
4753 for (j = -1; j <= 1; j++)
4755 if ((x + i >= x1) && (x + i <= x2) &&
4756 (y + j >= y1) && (y + j <= y2))
4758 add_outer_wall(x + i, y + j, light, x1, y1, x2, y2);
4759 if (light) cave[y][x].info |= CAVE_GLOW;
4764 else if (is_extra_bold(y, x))
4766 /* Set bounding walls */
4767 place_outer_bold(y, x);
4768 if (light) cave[y][x].info |= CAVE_GLOW;
4770 else if (cave[y][x].feat == FEAT_PERM_OUTER)
4772 /* Set bounding walls */
4773 if (light) cave[y][x].info |= CAVE_GLOW;
4779 * Hacked distance formula - gives the 'wrong' answer.
4780 * Used to build crypts
4782 static int dist2(int x1, int y1, int x2, int y2,
4783 int h1, int h2, int h3, int h4)
4789 /* Basically this works by taking the normal pythagorean formula
4790 * and using an expansion to express this in a way without the
4791 * square root. This approximate formula is then perturbed to give
4792 * the distorted results. (I found this by making a mistake when I was
4793 * trying to fix the circular rooms.)
4796 /* h1-h4 are constants that describe the metric */
4797 if (dx >= 2 * dy) return (dx + (dy * h1) / h2);
4798 if (dy >= 2 * dx) return (dy + (dx * h1) / h2);
4799 return (((dx + dy) * 128) / 181 +
4800 (dx * dx / (dy * h3) + dy * dy / (dx * h3)) * h4);
4801 /* 128/181 is approx. 1/sqrt(2) */
4806 * Build target vault.
4807 * This is made by two concentric "crypts" with perpendicular
4808 * walls creating the cross-hairs.
4810 static void build_target_vault(int x0, int y0, int xsize, int ysize)
4814 /* Make a random metric */
4816 h1 = randint1(32) - 16;
4819 h4 = randint1(32) - 16;
4821 if (cheat_room) msg_print("Target Vault");
4823 /* work out outer radius */
4834 for (x = x0 - rad; x <= x0 + rad; x++)
4836 for (y = y0 - rad; y <= y0 + rad; y++)
4838 /* clear room flag */
4839 cave[y][x].info &= ~(CAVE_ROOM);
4841 /* Vault - so is "icky" */
4842 cave[y][x].info |= CAVE_ICKY;
4844 if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
4846 /* inside- so is floor */
4847 place_floor_bold(y, x);
4851 /* make granite outside so arena works */
4852 place_extra_bold(y, x);
4855 /* proper boundary for arena */
4856 if (((y + rad) == y0) || ((y - rad) == y0) ||
4857 ((x + rad) == x0) || ((x - rad) == x0))
4859 place_extra_bold(y, x);
4864 /* Find visible outer walls and set to be FEAT_OUTER */
4865 add_outer_wall(x0, y0, FALSE, x0 - rad - 1, y0 - rad - 1,
4866 x0 + rad + 1, y0 + rad + 1);
4868 /* Add inner wall */
4869 for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)
4871 for (y = y0 - rad / 2; y <= y0 + rad / 2; y++)
4873 if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
4875 /* Make an internal wall */
4876 place_inner_bold(y, x);
4881 /* Add perpendicular walls */
4882 for (x = x0 - rad; x <= x0 + rad; x++)
4884 place_inner_bold(y0, x);
4887 for (y = y0 - rad; y <= y0 + rad; y++)
4889 place_inner_bold(y, x0);
4892 /* Make inner vault */
4893 for (y = y0 - 1; y <= y0 + 1; y++)
4895 place_inner_bold(y, x0 - 1);
4896 place_inner_bold(y, x0 + 1);
4898 for (x = x0 - 1; x <= x0 + 1; x++)
4900 place_inner_bold(y0 - 1, x);
4901 place_inner_bold(y0 + 1, x);
4904 place_floor_bold(y0, x0);
4907 /* Add doors to vault */
4908 /* get two distances so can place doors relative to centre */
4909 x = (rad - 2) / 4 + 1;
4912 add_door(x0 + x, y0);
4913 add_door(x0 + y, y0);
4914 add_door(x0 - x, y0);
4915 add_door(x0 - y, y0);
4916 add_door(x0, y0 + x);
4917 add_door(x0, y0 + y);
4918 add_door(x0, y0 - x);
4919 add_door(x0, y0 - y);
4921 /* Fill with stuff - medium difficulty */
4922 fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
4926 #ifdef ALLOW_CAVERNS_AND_LAKES
4928 * This routine uses a modified version of the lake code to make a
4929 * distribution of some terrain type over the vault. This type
4930 * depends on the dungeon depth.
4932 * Miniture rooms are then scattered across the vault.
4934 static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz)
4939 int xsize, ysize, xhsize, yhsize, x, y, i;
4943 if (cheat_room) msg_print("Elemental Vault");
4945 /* round to make sizes even */
4953 /* Earth vault (Rubble) */
4954 type = GEN_LAKE_TYPE_EARTH_VAULT;
4956 else if (dun_level < 50)
4958 /* Air vault (Trees) */
4959 type = GEN_LAKE_TYPE_AIR_VAULT;
4961 else if (dun_level < 75)
4963 /* Water vault (shallow water) */
4964 type = GEN_LAKE_TYPE_WATER_VAULT;
4968 /* Fire vault (shallow lava) */
4969 type = GEN_LAKE_TYPE_FIRE_VAULT;
4974 /* testing values for these parameters: feel free to adjust */
4975 grd = 1 << (randint0(3));
4977 /* want average of about 16 */
4978 roug = randint1(8) * randint1(4);
4980 /* Make up size of various componants */
4984 /* Deep water/lava */
4985 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
4987 /* Shallow boundary */
4991 generate_hmap(y0, x0, xsize, ysize, grd, roug, c3);
4993 /* Convert to normal format+ clean up */
4994 done = generate_lake(y0, x0, xsize, ysize, c1, c2, c3, type);
4997 /* Set icky flag because is a vault */
4998 for (x = 0; x <= xsize; x++)
5000 for (y = 0; y <= ysize; y++)
5002 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
5006 /* make a few rooms in the vault */
5007 for (i = 1; i <= (xsize * ysize) / 50; i++)
5009 build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2,
5010 y0 + randint0(ysize - 4) - ysize / 2 + 2);
5013 /* Fill with monsters and treasure, low difficulty */
5014 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,
5015 y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
5017 #endif /* ALLOW_CAVERNS_AND_LAKES */
5023 static void build_type10(int by0, int bx0)
5025 int y0, x0, xsize, ysize, vtype;
5028 /* big enough to look good, small enough to be fairly common. */
5029 xsize = randint1(22) + 22;
5030 ysize = randint1(11) + 11;
5032 /* Allocate in room_map. If will not fit, exit */
5033 if (!room_alloc(xsize + 1, ysize + 1, FALSE, by0, bx0, &x0, &y0)) return;
5035 /* Boost the rating- higher than lesser vaults and lower than greater vaults */
5038 /* (Sometimes) Cause a special feeling */
5039 if ((dun_level <= 50) ||
5040 (randint1((dun_level - 40) * (dun_level - 40) + 1) < 400))
5042 good_item_flag = TRUE;
5045 /* Select type of vault */
5046 #ifdef ALLOW_CAVERNS_AND_LAKES
5047 vtype = randint1(15);
5048 #else /* ALLOW_CAVERNS_AND_LAKES */
5049 vtype = randint1(7);
5050 #endif /* ALLOW_CAVERNS_AND_LAKES */
5054 /* Build an appropriate room */
5055 case 1: case 9: build_bubble_vault(x0, y0, xsize, ysize); break;
5056 case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break;
5057 case 3: case 11: build_cave_vault(x0, y0, xsize, ysize); break;
5058 case 4: case 12: build_maze_vault(x0, y0, xsize, ysize, TRUE); break;
5059 case 5: case 13: build_mini_c_vault(x0, y0, xsize, ysize); break;
5060 case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break;
5061 case 7: case 15: build_target_vault(x0, y0, xsize, ysize); break;
5062 #ifdef ALLOW_CAVERNS_AND_LAKES
5063 case 8: build_elemental_vault(x0, y0, xsize, ysize); break;
5064 #endif /* ALLOW_CAVERNS_AND_LAKES */
5065 /* I know how to add a few more... give me some time. */
5074 * Build an vertical oval room.
5075 * For every grid in the possible square, check the distance.
5076 * If it's less than the radius, make it a room square.
5078 * When done fill from the inside to find the walls,
5080 static void build_type11(int by0, int bx0)
5082 int rad, x, y, x0, y0;
5085 /* Occasional light */
5086 if ((randint1(dun_level) <= 15) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
5090 /* Allocate in room_map. If will not fit, exit */
5091 if (!room_alloc(rad * 2 + 1, rad * 2 + 1, FALSE, by0, bx0, &x0, &y0)) return;
5093 /* Make circular floor */
5094 for (x = x0 - rad; x <= x0 + rad; x++)
5096 for (y = y0 - rad; y <= y0 + rad; y++)
5098 if (distance(y0, x0, y, x) <= rad - 1)
5100 /* inside- so is floor */
5101 place_floor_bold(y, x);
5103 else if (distance(y0, x0, y, x) <= rad + 1)
5105 /* make granite outside so arena works */
5106 place_extra_bold(y, x);
5111 /* Find visible outer walls and set to be FEAT_OUTER */
5112 add_outer_wall(x0, y0, light, x0 - rad, y0 - rad, x0 + rad, y0 + rad);
5118 * For every grid in the possible square, check the (fake) distance.
5119 * If it's less than the radius, make it a room square.
5121 * When done fill from the inside to find the walls,
5123 static void build_type12(int by0, int bx0)
5125 int rad, x, y, x0, y0;
5127 bool emptyflag = TRUE;
5129 /* Make a random metric */
5131 h1 = randint1(32) - 16;
5134 h4 = randint1(32) - 16;
5136 /* Occasional light */
5137 if ((randint1(dun_level) <= 5) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
5141 /* Allocate in room_map. If will not fit, exit */
5142 if (!room_alloc(rad * 2 + 3, rad * 2 + 3, FALSE, by0, bx0, &x0, &y0)) return;
5145 for (x = x0 - rad; x <= x0 + rad; x++)
5147 for (y = y0 - rad; y <= y0 + rad; y++)
5149 /* clear room flag */
5150 cave[y][x].info &= ~(CAVE_ROOM);
5152 if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
5154 /* inside - so is floor */
5155 place_floor_bold(y, x);
5157 else if (distance(y0, x0, y, x) < 3)
5159 place_floor_bold(y, x);
5163 /* make granite outside so arena works */
5164 place_extra_bold(y, x);
5167 /* proper boundary for arena */
5168 if (((y + rad) == y0) || ((y - rad) == y0) ||
5169 ((x + rad) == x0) || ((x - rad) == x0))
5171 place_extra_bold(y, x);
5176 /* Find visible outer walls and set to be FEAT_OUTER */
5177 add_outer_wall(x0, y0, light, x0 - rad - 1, y0 - rad - 1,
5178 x0 + rad + 1, y0 + rad + 1);
5180 /* Check to see if there is room for an inner vault */
5181 for (x = x0 - 2; x <= x0 + 2; x++)
5183 for (y = y0 - 2; y <= y0 + 2; y++)
5185 if (!is_floor_bold(y, x))
5187 /* Wall in the way */
5193 if (emptyflag && one_in_(2))
5195 /* Build the vault */
5196 build_small_room(x0, y0);
5198 /* Place a treasure in the vault */
5199 place_object(y0, x0, FALSE, FALSE);
5201 /* Let's guard the treasure well */
5202 vault_monsters(y0, x0, randint0(2) + 3);
5204 /* Traps naturally */
5205 vault_traps(y0, x0, 4, 4, randint0(3) + 2);
5211 * Helper function for "trapped monster pit"
5213 static bool vault_aux_trapped_pit(int r_idx)
5215 monster_race *r_ptr = &r_info[r_idx];
5217 /* Validate the monster */
5218 if (!vault_monster_okay(r_idx)) return (FALSE);
5220 /* No wall passing monster */
5221 if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return (FALSE);
5229 * Type 12 -- Trapped monster pits
5231 * A trapped monster pit is a "big" room with a straight corridor in
5232 * which wall opening traps are placed, and with two "inner" rooms
5233 * containing a "collection" of monsters of a given type organized in
5236 * The trapped monster pit appears as shown below, where the actual
5237 * monsters in each location depend on the type of the pit
5239 * #########################
5241 * ####################### #
5242 * #####001123454321100### #
5243 * ###0012234567654322100# #
5244 * ####################### #
5246 * # #######################
5247 * # #0012234567654322100###
5248 * # ###001123454321100#####
5249 * # #######################
5251 * #########################
5253 * Note that the monsters in the pit are now chosen by using "get_mon_num()"
5254 * to request 16 "appropriate" monsters, sorting them by level, and using
5255 * the "even" entries in this sorted list for the contents of the pit.
5257 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",
5258 * which is handled by requiring a specific "breath" attack for all of the
5259 * dragons. This may include "multi-hued" breath. Note that "wyrms" may
5260 * be present in many of the dragon pits, if they have the proper breath.
5262 * Note the use of the "get_mon_num_prep()" function, and the special
5263 * "get_mon_num_hook()" restriction function, to prepare the "monster
5264 * allocation table" in such a way as to optimize the selection of
5265 * "appropriate" non-unique monsters for the pit.
5267 * Note that the "get_mon_num()" function may (rarely) fail, in which case
5268 * the pit will be empty, and will not effect the level rating.
5270 * Note that "monster pits" will never contain "unique" monsters.
5272 static void build_type13(int by0, int bx0)
5274 static int placing[][3] = {
5275 {-2, -9, 0}, {-2, -8, 0}, {-3, -7, 0}, {-3, -6, 0},
5276 {+2, -9, 0}, {+2, -8, 0}, {+3, -7, 0}, {+3, -6, 0},
5277 {-2, +9, 0}, {-2, +8, 0}, {-3, +7, 0}, {-3, +6, 0},
5278 {+2, +9, 0}, {+2, +8, 0}, {+3, +7, 0}, {+3, +6, 0},
5279 {-2, -7, 1}, {-3, -5, 1}, {-3, -4, 1},
5280 {+2, -7, 1}, {+3, -5, 1}, {+3, -4, 1},
5281 {-2, +7, 1}, {-3, +5, 1}, {-3, +4, 1},
5282 {+2, +7, 1}, {+3, +5, 1}, {+3, +4, 1},
5283 {-2, -6, 2}, {-2, -5, 2}, {-3, -3, 2},
5284 {+2, -6, 2}, {+2, -5, 2}, {+3, -3, 2},
5285 {-2, +6, 2}, {-2, +5, 2}, {-3, +3, 2},
5286 {+2, +6, 2}, {+2, +5, 2}, {+3, +3, 2},
5287 {-2, -4, 3}, {-3, -2, 3},
5288 {+2, -4, 3}, {+3, -2, 3},
5289 {-2, +4, 3}, {-3, +2, 3},
5290 {+2, +4, 3}, {+3, +2, 3},
5291 {-2, -3, 4}, {-3, -1, 4},
5292 {+2, -3, 4}, {+3, -1, 4},
5293 {-2, +3, 4}, {-3, +1, 4},
5294 {+2, +3, 4}, {+3, +1, 4},
5295 {-2, -2, 5}, {-3, 0, 5}, {-2, +2, 5},
5296 {+2, -2, 5}, {+3, 0, 5}, {+2, +2, 5},
5297 {-2, -1, 6}, {-2, +1, 6},
5298 {+2, -1, 6}, {+2, +1, 6},
5299 {-2, 0, 7}, {+2, 0, 7},
5303 int y, x, y1, x1, y2, x2, xval, yval;
5312 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
5313 vault_aux_type *n_ptr;
5315 /* Only in Angband */
5316 if (dungeon_type != 1) return;
5318 /* Try to allocate space for room. */
5319 if (!room_alloc(25, 13, TRUE, by0, bx0, &xval, &yval)) return;
5321 /* No type available */
5322 if (cur_pit_type < 0) return;
5324 n_ptr = &pit_types[cur_pit_type];
5326 /* Process a preparation function if necessary */
5327 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
5335 /* Fill with inner walls */
5336 for (y = y1 - 1; y <= y2 + 1; y++)
5338 for (x = x1 - 1; x <= x2 + 1; x++)
5340 c_ptr = &cave[y][x];
5341 place_inner_grid(c_ptr);
5342 c_ptr->info |= (CAVE_ROOM);
5346 /* Place the floor area 1 */
5347 for (x = x1 + 3; x <= x2 - 3; x++)
5349 c_ptr = &cave[yval-2][x];
5350 place_floor_grid(c_ptr);
5351 add_cave_info(yval-2, x, CAVE_ICKY);
5353 c_ptr = &cave[yval+2][x];
5354 place_floor_grid(c_ptr);
5355 add_cave_info(yval+2, x, CAVE_ICKY);
5358 /* Place the floor area 2 */
5359 for (x = x1 + 5; x <= x2 - 5; x++)
5361 c_ptr = &cave[yval-3][x];
5362 place_floor_grid(c_ptr);
5363 add_cave_info(yval-3, x, CAVE_ICKY);
5365 c_ptr = &cave[yval+3][x];
5366 place_floor_grid(c_ptr);
5367 add_cave_info(yval+3, x, CAVE_ICKY);
5371 for (x = x1; x <= x2; x++)
5373 c_ptr = &cave[yval][x];
5374 place_floor_grid(c_ptr);
5375 c_ptr = &cave[y1][x];
5376 place_floor_grid(c_ptr);
5377 c_ptr = &cave[y2][x];
5378 place_floor_grid(c_ptr);
5381 /* Place the outer walls */
5382 for (y = y1 - 1; y <= y2 + 1; y++)
5384 c_ptr = &cave[y][x1 - 1];
5385 place_outer_grid(c_ptr);
5386 c_ptr = &cave[y][x2 + 1];
5387 place_outer_grid(c_ptr);
5389 for (x = x1 - 1; x <= x2 + 1; x++)
5391 c_ptr = &cave[y1 - 1][x];
5392 place_outer_grid(c_ptr);
5393 c_ptr = &cave[y2 + 1][x];
5394 place_outer_grid(c_ptr);
5397 /* Random corridor */
5400 for (y = y1; y <= yval; y++)
5402 place_floor_bold(y, x2);
5403 place_solid_bold(y, x1-1);
5405 for (y = yval; y <= y2 + 1; y++)
5407 place_floor_bold(y, x1);
5408 place_solid_bold(y, x2+1);
5413 for (y = yval; y <= y2 + 1; y++)
5415 place_floor_bold(y, x1);
5416 place_solid_bold(y, x2+1);
5418 for (y = y1; y <= yval; y++)
5420 place_floor_bold(y, x2);
5421 place_solid_bold(y, x1-1);
5425 /* Place the wall open trap */
5426 cave[yval][xval].mimic = cave[yval][xval].feat;
5427 cave[yval][xval].feat = FEAT_TRAP_OPEN;
5429 /* Prepare allocation table */
5430 get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
5432 /* Pick some monster types */
5433 for (i = 0; i < 16; i++)
5435 int r_idx = 0, attempts = 100;
5439 /* Get a (hard) monster type */
5440 r_idx = get_mon_num(dun_level + 0);
5442 /* Decline incorrect alignment */
5443 if (((align < 0) && (r_info[r_idx].flags3 & RF3_GOOD)) ||
5444 ((align > 0) && (r_info[r_idx].flags3 & RF3_EVIL)))
5449 /* Accept this monster */
5453 /* Notice failure */
5454 if (!r_idx || !attempts) return;
5456 /* Note the alignment */
5457 if (r_info[r_idx].flags3 & RF3_GOOD) align++;
5458 else if (r_info[r_idx].flags3 & RF3_EVIL) align--;
5463 /* Sort the entries */
5464 for (i = 0; i < 16 - 1; i++)
5466 /* Sort the entries */
5467 for (j = 0; j < 16 - 1; j++)
5472 int p1 = r_info[what[i1]].level;
5473 int p2 = r_info[what[i2]].level;
5479 what[i1] = what[i2];
5490 msg_format("%s%s¤Î櫥ԥåÈ", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
5492 msg_format("Trapped monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
5496 /* Select the entries */
5497 for (i = 0; i < 8; i++)
5499 /* Every other entry */
5500 what[i] = what[i * 2];
5505 msg_print(r_name + r_info[what[i]].name);
5509 /* Increase the level rating */
5512 /* (Sometimes) Cause a "special feeling" (for "Monster Pits") */
5513 if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
5515 good_item_flag = TRUE;
5519 for (i = 0; placing[i][2] >= 0; i++)
5521 y = yval + placing[i][0];
5522 x = xval + placing[i][1];
5523 place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
5529 * Type 14 -- trapped rooms
5531 * A special trap is placed at center of the room
5533 static void build_type14(int by0, int bx0)
5535 int y, x, y2, x2, yval, xval;
5536 int y1, x1, xsize, ysize;
5543 /* Pick a room size */
5549 xsize = x1 + x2 + 1;
5550 ysize = y1 + y2 + 1;
5552 /* Try to allocate space for room. If fails, exit */
5553 if (!room_alloc(xsize + 2, ysize + 2, FALSE, by0, bx0, &xval, &yval)) return;
5555 /* Choose lite or dark */
5556 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
5559 /* Get corner values */
5560 y1 = yval - ysize / 2;
5561 x1 = xval - xsize / 2;
5562 y2 = yval + (ysize - 1) / 2;
5563 x2 = xval + (xsize - 1) / 2;
5566 /* Place a full floor under the room */
5567 for (y = y1 - 1; y <= y2 + 1; y++)
5569 for (x = x1 - 1; x <= x2 + 1; x++)
5571 c_ptr = &cave[y][x];
5572 place_floor_grid(c_ptr);
5573 c_ptr->info |= (CAVE_ROOM);
5574 if (light) c_ptr->info |= (CAVE_GLOW);
5578 /* Walls around the room */
5579 for (y = y1 - 1; y <= y2 + 1; y++)
5581 c_ptr = &cave[y][x1 - 1];
5582 place_outer_grid(c_ptr);
5583 c_ptr = &cave[y][x2 + 1];
5584 place_outer_grid(c_ptr);
5586 for (x = x1 - 1; x <= x2 + 1; x++)
5588 c_ptr = &cave[y1 - 1][x];
5589 place_outer_grid(c_ptr);
5590 c_ptr = &cave[y2 + 1][x];
5591 place_outer_grid(c_ptr);
5594 if (dun_level < 30 + randint1(30))
5595 trap = FEAT_TRAP_PIRANHA;
5597 trap = FEAT_TRAP_ARMAGEDDON;
5599 /* Place a special trap */
5600 c_ptr = &cave[rand_spread(yval, ysize/4)][rand_spread(xval, xsize/4)];
5601 c_ptr->mimic = c_ptr->feat;
5608 msg_format("%s¤ÎÉô²°", f_name + f_info[trap].name);
5610 msg_format("Room of %s", f_name + f_info[trap].name);
5617 * Attempt to build a room of the given type at the given block
5619 * Note that we restrict the number of "crowded" rooms to reduce
5620 * the chance of overflowing the monster list during level creation.
5622 bool room_build(int by0, int bx0, int typ)
5624 /* Restrict level */
5625 if ((dun_level < roomdep[typ]) && !ironman_rooms) return FALSE;
5627 /* Restrict "crowded" rooms */
5628 if ((dun->crowded >= 2) && ((typ == ROOM_BUILD_TYPE_NEST) ||
5629 (typ == ROOM_BUILD_TYPE_PIT) || (typ == ROOM_BUILD_TYPE_TRAP_PIT))) return FALSE;
5634 /* Build an appropriate room */
5635 case ROOM_BUILD_TYPE_NORMAL: build_type1(by0, bx0); break;
5636 case ROOM_BUILD_TYPE_OVERLAP: build_type2(by0, bx0); break;
5637 case ROOM_BUILD_TYPE_CROSS: build_type3(by0, bx0); break;
5638 case ROOM_BUILD_TYPE_INNER_FEAT: build_type4(by0, bx0); break;
5639 case ROOM_BUILD_TYPE_NEST: build_type5(by0, bx0, FALSE); break;
5640 case ROOM_BUILD_TYPE_PIT: build_type6(by0, bx0, FALSE); break;
5641 case ROOM_BUILD_TYPE_LESSER_VAULT: build_type7(by0, bx0); break;
5642 case ROOM_BUILD_TYPE_GREATER_VAULT: build_type8(by0, bx0); break;
5643 case ROOM_BUILD_TYPE_FRACAVE: build_type9(by0, bx0); break;
5644 case ROOM_BUILD_TYPE_RANDOM_VAULT: build_type10(by0, bx0); break;
5645 case ROOM_BUILD_TYPE_OVAL: build_type11(by0, bx0); break;
5646 case ROOM_BUILD_TYPE_CRYPT: build_type12(by0, bx0); break;
5647 case ROOM_BUILD_TYPE_TRAP_PIT: build_type13(by0, bx0); break;
5648 case ROOM_BUILD_TYPE_TRAP: build_type14(by0, bx0); break;
5651 default: return FALSE;