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闘技場で死亡しているユニークに手番が回った場合、不戦勝にする処理を実装。
[hengband/hengband.git] / src / generate.c
index 3d2a4c2..bf75742 100644 (file)
@@ -1,15 +1,15 @@
 /* File: generate.c */
 
-/* Purpose: Dungeon generation */
-
 /*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
  *
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
+ * This software may be copied and distributed for educational, research,
+ * and not for profit purposes provided that this copyright and statement
+ * are included in all such copies.  Other copyrights may also apply.
  */
 
+/* Purpose: Dungeon generation */
+
 /*
  * Note that Level generation is *not* an important bottleneck,
  * though it can be annoyingly slow on older machines...  Thus
 #include "rooms.h"
 #include "streams.h"
 
-int dun_rooms;
-
 int dun_tun_rnd;
 int dun_tun_chg;
 int dun_tun_con;
@@ -118,24 +116,68 @@ int dun_tun_jct;
  */
 dun_data *dun;
 
+
+/*
+ * Count the number of walls adjacent to the given grid.
+ *
+ * Note -- Assumes "in_bounds(y, x)"
+ *
+ * We count only granite walls and permanent walls.
+ */
+static int next_to_walls(int y, int x)
+{
+       int k = 0;
+
+       if (in_bounds(y + 1, x) && is_extra_bold(y + 1, x)) k++;
+       if (in_bounds(y - 1, x) && is_extra_bold(y - 1, x)) k++;
+       if (in_bounds(y, x + 1) && is_extra_bold(y, x + 1)) k++;
+       if (in_bounds(y, x - 1) && is_extra_bold(y, x - 1)) k++;
+
+       return (k);
+}
+
+
+/*
+ *  Helper function for alloc_stairs().
+ *
+ *  Is this a good location for stairs?
+ */
+static bool alloc_stairs_aux(int y, int x, int walls)
+{
+       /* Access the grid */
+       cave_type *c_ptr = &cave[y][x];
+
+       /* Require "naked" floor grid */
+       if (!is_floor_grid(c_ptr)) return FALSE;
+       if (pattern_tile(y, x)) return FALSE;
+       if (c_ptr->o_idx || c_ptr->m_idx) return FALSE;
+
+       /* Require a certain number of adjacent walls */
+       if (next_to_walls(y, x) < walls) return FALSE;
+
+       return TRUE;
+}
+
+
 /*
  * Places some staircases near walls
  */
 static bool alloc_stairs(int feat, int num, int walls)
 {
-       int         y, x, i, j, flag;
-       int         more_num = 0;
-       cave_type   *c_ptr;
+       int i;
+       int shaft_num = 0;
+
+       feature_type *f_ptr = &f_info[feat];
 
-       if (feat == FEAT_LESS)
+       if (have_flag(f_ptr->flags, FF_LESS))
        {
                /* No up stairs in town or in ironman mode */
                if (ironman_downward || !dun_level) return TRUE;
 
                if (dun_level > d_info[dungeon_type].mindepth)
-                       more_num = (randint1(num+1))/2;
+                       shaft_num = (randint1(num+1))/2;
        }
-       else if (feat == FEAT_MORE)
+       else if (have_flag(f_ptr->flags, FF_MORE))
        {
                int q_idx = quest_number(dun_level);
 
@@ -153,45 +195,80 @@ static bool alloc_stairs(int feat, int num, int walls)
                if (dun_level >= d_info[dungeon_type].maxdepth) return TRUE;
 
                if ((dun_level < d_info[dungeon_type].maxdepth-1) && !quest_number(dun_level+1))
-                       more_num = (randint1(num)+1)/2;
+                       shaft_num = (randint1(num)+1)/2;
        }
 
+       /* Paranoia */
+       else return FALSE;
+
+
        /* Place "num" stairs */
        for (i = 0; i < num; i++)
        {
-               /* Place some stairs */
-               for (flag = FALSE; !flag; )
+               while (TRUE)
                {
-                       /* Try several times, then decrease "walls" */
-                       for (j = 0; !flag && j <= 3000; j++)
+                       int y = 0, x = 0;
+                       cave_type *c_ptr;
+
+                       int candidates = 0;
+                       int pick;
+
+                       for (y = 1; y < cur_hgt - 1; y++)
                        {
-                               /* Pick a random grid */
-                               y = randint1(cur_hgt-2);
-                               x = randint1(cur_wid-2);
+                               for (x = 1; x < cur_wid - 1; x++)
+                               {
+                                       if (alloc_stairs_aux(y, x, walls))
+                                       {
+                                               /* A valid space found */
+                                               candidates++;
+                                       }
+                               }
+                       }
 
-                               /* Access the grid */
-                               c_ptr = &cave[y][x];
+                       /* No valid place! */
+                       if (!candidates)
+                       {
+                               /* There are exactly no place! */
+                               if (walls <= 0) return FALSE;
 
-                               /* Require "naked" floor grid */
-                               if (!is_floor_grid(c_ptr) || pattern_tile(y,x) || c_ptr->o_idx || c_ptr->m_idx) continue;
+                               /* Decrease walls limit, and try again */
+                               walls--;
+                               continue;
+                       }
 
-                               /* Require a certain number of adjacent walls */
-                               if (next_to_walls(y, x) < walls) continue;
+                       /* Choose a random one */
+                       pick = randint1(candidates);
 
-                               /* Clear possible garbage of hidden trap */
-                               c_ptr->mimic = 0;
+                       for (y = 1; y < cur_hgt - 1; y++)
+                       {
+                               for (x = 1; x < cur_wid - 1; x++)
+                               {
+                                       if (alloc_stairs_aux(y, x, walls))
+                                       {
+                                               pick--;
 
-                               /* Clear previous contents, add stairs */
-                               if (i < more_num) c_ptr->feat = feat+0x07;
-                               else c_ptr->feat = feat;
+                                               /* Is this a picked one? */
+                                               if (!pick) break;
+                                       }
+                               }
 
-                               /* All done */
-                               flag = TRUE;
+                               if (!pick) break;
                        }
 
-                       if (!flag) return FALSE;
-                       /* Require fewer walls */
-                       if (walls) walls--;
+                       /* Access the grid */
+                       c_ptr = &cave[y][x];
+
+                       /* Clear possible garbage of hidden trap */
+                       c_ptr->mimic = 0;
+
+                       /* Clear previous contents, add stairs */
+                       c_ptr->feat = (i < shaft_num) ? feat_state(feat, FF_SHAFT) : feat;
+
+                       /* No longer "FLOOR" */
+                       c_ptr->info &= ~(CAVE_FLOOR);
+
+                       /* Success */
+                       break;
                }
        }
        return TRUE;
@@ -207,6 +284,9 @@ static void alloc_object(int set, int typ, int num)
        int dummy = 0;
        cave_type *c_ptr;
 
+       /* A small level has few objects. */
+       num = num * cur_hgt * cur_wid / (MAX_HGT*MAX_WID) +1;
+
        /* Place some objects */
        for (k = 0; k < num; k++)
        {
@@ -226,6 +306,9 @@ static void alloc_object(int set, int typ, int num)
                        /* Require "naked" floor grid */
                        if (!is_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
 
+                       /* Avoid player location */
+                       if (player_bold(y, x)) continue;
+
                        /* Check for "room" */
                        room = (cave[y][x].info & CAVE_ROOM) ? TRUE : FALSE;
 
@@ -279,7 +362,7 @@ msg_print("
 
                        case ALLOC_TYP_OBJECT:
                        {
-                               place_object(y, x, FALSE, FALSE);
+                               place_object(y, x, 0L);
                                break;
                        }
                }
@@ -313,7 +396,7 @@ static int next_to_corr(int y1, int x1)
                c_ptr = &cave[y][x];
 
                /* Skip non floors */
-               if (!cave_floor_grid(c_ptr)) continue;
+               if (cave_have_flag_grid(c_ptr, FF_WALL)) continue;
 
                /* Skip non "empty floor" grids */
                if (!is_floor_grid(c_ptr))
@@ -343,15 +426,15 @@ static bool possible_doorway(int y, int x)
        if (next_to_corr(y, x) >= 2)
        {
                /* Check Vertical */
-               if ((cave[y-1][x].feat >= FEAT_MAGMA) &&
-                   (cave[y+1][x].feat >= FEAT_MAGMA))
+               if (cave_have_flag_bold(y - 1, x, FF_WALL) &&
+                   cave_have_flag_bold(y + 1, x, FF_WALL))
                {
                        return (TRUE);
                }
 
                /* Check Horizontal */
-               if ((cave[y][x-1].feat >= FEAT_MAGMA) &&
-                   (cave[y][x+1].feat >= FEAT_MAGMA))
+               if (cave_have_flag_bold(y, x - 1, FF_WALL) &&
+                   cave_have_flag_bold(y, x + 1, FF_WALL))
                {
                        return (TRUE);
                }
@@ -371,7 +454,7 @@ static void try_door(int y, int x)
        if (!in_bounds(y, x)) return;
 
        /* Ignore walls */
-       if (!cave_floor_bold(y, x)) return;
+       if (cave_have_flag_bold(y, x, FF_WALL)) return;
 
        /* Ignore room grids */
        if (cave[y][x].info & (CAVE_ROOM)) return;
@@ -380,129 +463,145 @@ static void try_door(int y, int x)
        if ((randint0(100) < dun_tun_jct) && possible_doorway(y, x) && !(d_info[dungeon_type].flags1 & DF1_NO_DOORS))
        {
                /* Place a door */
-               place_random_door(y, x);
+               place_random_door(y, x, FALSE);
        }
 }
 
 
-
-/*
- * Generate a new dungeon level
- *
- * Note that "dun_body" adds about 4000 bytes of memory to the stack.
- */
-static bool cave_gen(void)
+/* Place quest monsters */
+bool place_quest_monsters(void)
 {
-       int i, j, k, y, x, y1, x1;
-
-       int max_vault_ok = 2;
+       int i;
 
-       int feat1 = 0, feat2 = 0;
+       /* Handle the quest monster placements */
+       for (i = 0; i < max_quests; i++)
+       {
+               monster_race *r_ptr;
+               u32b mode;
+               int j;
+
+               if (quest[i].status != QUEST_STATUS_TAKEN ||
+                   (quest[i].type != QUEST_TYPE_KILL_LEVEL &&
+                    quest[i].type != QUEST_TYPE_RANDOM) ||
+                   quest[i].level != dun_level ||
+                   dungeon_type != quest[i].dungeon ||
+                   (quest[i].flags & QUEST_FLAG_PRESET))
+               {
+                       /* Ignore it */
+                       continue;
+               }
 
-       cave_type *c_ptr;
+               r_ptr = &r_info[quest[i].r_idx];
 
-       bool destroyed = FALSE;
-       bool empty_level = FALSE;
-       bool cavern = FALSE;
-       int laketype = 0;
+               /* Hack -- "unique" monsters must be "unique" */
+               if ((r_ptr->flags1 & RF1_UNIQUE) &&
+                   (r_ptr->cur_num >= r_ptr->max_num)) continue;
 
+               mode = (PM_NO_KAGE | PM_NO_PET);
 
-       dun_data dun_body;
+               if (!(r_ptr->flags1 & RF1_FRIENDS))
+                       mode |= PM_ALLOW_GROUP;
 
-       /* Fill the arrays of floors and walls in the good proportions */
-       for (i = 0; i < 100; i++)
-       {
-               int lim1, lim2, lim3;
-
-               lim1 = d_info[dungeon_type].floor_percent1;
-               lim2 = lim1 + d_info[dungeon_type].floor_percent2;
-               lim3 = lim2 + d_info[dungeon_type].floor_percent3;
-
-               if (i < lim1)
-                       floor_type[i] = d_info[dungeon_type].floor1;
-               else if (i < lim2)
-                       floor_type[i] = d_info[dungeon_type].floor2;
-               else if (i < lim3)
-                       floor_type[i] = d_info[dungeon_type].floor3;
-
-               lim1 = d_info[dungeon_type].fill_percent1;
-               lim2 = lim1 + d_info[dungeon_type].fill_percent2;
-               lim3 = lim2 + d_info[dungeon_type].fill_percent3;
-               if (i < lim1)
-                       fill_type[i] = d_info[dungeon_type].fill_type1;
-               else if (i < lim2)
-                       fill_type[i] = d_info[dungeon_type].fill_type2;
-               else if (i < lim3)
-                       fill_type[i] = d_info[dungeon_type].fill_type3;
-       }
+               for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++)
+               {
+                       int k;
 
-       /* Prepare allocation table */
-       get_mon_num_prep(get_monster_hook(), NULL);
+                       for (k = 0; k < SAFE_MAX_ATTEMPTS; k++)
+                       {
+                               int x, y;
+                               int l;
 
-       feat_wall_outer = d_info[dungeon_type].outer_wall;
-       feat_wall_inner = d_info[dungeon_type].inner_wall;
-       feat_wall_solid = d_info[dungeon_type].outer_wall;
+                               /* Find an empty grid */
+                               for (l = SAFE_MAX_ATTEMPTS; l > 0; l--)
+                               {
+                                       cave_type    *c_ptr;
+                                       feature_type *f_ptr;
 
-       /* Global data */
-       dun = &dun_body;
+                                       y = randint0(cur_hgt);
+                                       x = randint0(cur_wid);
 
-       if (cur_hgt <= SCREEN_HGT / 2 - 2) max_vault_ok--;
-       if (cur_wid <= SCREEN_WID / 2 - 2) max_vault_ok--;
+                                       c_ptr = &cave[y][x];
+                                       f_ptr = &f_info[c_ptr->feat];
 
-       /* Randomize the dungeon creation values */
-       dun_rooms = rand_range(DUN_ROOMS_MIN, DUN_ROOMS_MAX);
-       dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
-       dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
-       dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
-       dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
-       dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);
+                                       if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) continue;
+                                       if (!monster_can_enter(y, x, r_ptr, 0)) continue;
+                                       if (distance(y, x, py, px) < 10) continue;
+                                       if (c_ptr->info & CAVE_ICKY) continue;
+                                       else break;
+                               }
 
-       /* Empty arena levels */
-       if (ironman_empty_levels || ((d_info[dungeon_type].flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
-       {
-               empty_level = TRUE;
+                               /* Failed to place */
+                               if (!l) return FALSE;
 
-               if (cheat_room)
-#ifdef JP
-msg_print("¥¢¥ê¡¼¥Ê¥ì¥Ù¥ë");
-#else
-                       msg_print("Arena level.");
-#endif
+                               /* Try to place the monster */
+                               if (place_monster_aux(0, y, x, quest[i].r_idx, mode))
+                               {
+                                       /* Success */
+                                       break;
+                               }
+                               else
+                               {
+                                       /* Failure - Try again */
+                                       continue;
+                               }
+                       }
 
+                       /* Failed to place */
+                       if (k == SAFE_MAX_ATTEMPTS) return FALSE;
+               }
        }
 
+       return TRUE;
+}
 
-       /* Hack -- Start with basic granite */
-       for (y = 0; y < cur_hgt; y++)
+
+/*
+ * Set boundary mimic and add "solid" perma-wall
+ */
+static void set_bound_perm_wall(cave_type *c_ptr)
+{
+       if (bound_walls_perm)
        {
-               for (x = 0; x < cur_wid; x++)
-               {
-                       cave_type *c_ptr = &cave[y][x];
+               /* Clear boundary mimic */
+               c_ptr->mimic = 0;
+       }
+       else
+       {
+               feature_type *f_ptr = &f_info[c_ptr->feat];
 
-                       if (empty_level)
-                       {
-                               place_floor_grid(c_ptr);
-                       }
-                       else
-                       {
-                         /* Create granite wall */
-                               place_extra_grid(c_ptr);
-                       }
-               }
+               /* Hack -- Decline boundary walls with known treasure  */
+               if ((have_flag(f_ptr->flags, FF_HAS_GOLD) || have_flag(f_ptr->flags, FF_HAS_ITEM)) &&
+                   !have_flag(f_ptr->flags, FF_SECRET))
+                       c_ptr->feat = feat_state(c_ptr->feat, FF_ENSECRET);
+
+               /* Set boundary mimic */
+               c_ptr->mimic = c_ptr->feat;
        }
 
+       /* Add "solid" perma-wall */
+       place_solid_perm_grid(c_ptr);
+}
+
+
+/*
+ * Generate various caverns and lakes
+ *
+ * There were moved from cave_gen().
+ */
+static void gen_caverns_and_lakes(void)
+{
 #ifdef ALLOW_CAVERNS_AND_LAKES
        /* Possible "destroyed" level */
        if ((dun_level > 30) && one_in_(DUN_DEST*2) && (small_levels) && (d_info[dungeon_type].flags1 & DF1_DESTROY))
        {
-               destroyed = TRUE;
+               dun->destroyed = TRUE;
 
                /* extra rubble around the place looks cool */
-               build_lake(3+randint0(2));
+               build_lake(one_in_(2) ? LAKE_T_CAVE : LAKE_T_EARTH_VAULT);
        }
 
        /* Make a lake some of the time */
-       if (one_in_(LAKE_LEVEL) && !empty_level && !destroyed &&
+       if (one_in_(LAKE_LEVEL) && !dun->empty_level && !dun->destroyed &&
            (d_info[dungeon_type].flags1 & DF1_LAKE_MASK))
        {
                int count = 0;
@@ -514,74 +613,108 @@ msg_print("
                if (d_info[dungeon_type].flags1 & DF1_LAKE_LAVA)
                {
                        /* Lake of Lava */
-                       if ((dun_level > 80) && (randint0(count) < 2)) laketype = 1;
+                       if ((dun_level > 80) && (randint0(count) < 2)) dun->laketype = LAKE_T_LAVA;
                        count -= 2;
 
                        /* Lake of Lava2 */
-                       if (!laketype && (dun_level > 80) && one_in_(count)) laketype = 7;
-                       count --;
+                       if (!dun->laketype && (dun_level > 80) && one_in_(count)) dun->laketype = LAKE_T_FIRE_VAULT;
+                       count--;
                }
 
-               if ((d_info[dungeon_type].flags1 & DF1_LAKE_WATER) && !laketype)
+               if ((d_info[dungeon_type].flags1 & DF1_LAKE_WATER) && !dun->laketype)
                {
                        /* Lake of Water */
-                       if ((dun_level > 50) && randint0(count) < 2) laketype = 2;
+                       if ((dun_level > 50) && randint0(count) < 2) dun->laketype = LAKE_T_WATER;
                        count -= 2;
 
                        /* Lake of Water2 */
-                       if (!laketype && (dun_level > 50) && one_in_(count)) laketype = 6;
-                       count --;
+                       if (!dun->laketype && (dun_level > 50) && one_in_(count)) dun->laketype = LAKE_T_WATER_VAULT;
+                       count--;
                }
 
-               if ((d_info[dungeon_type].flags1 & DF1_LAKE_RUBBLE) && !laketype)
+               if ((d_info[dungeon_type].flags1 & DF1_LAKE_RUBBLE) && !dun->laketype)
                {
                        /* Lake of rubble */
-                       if ((dun_level > 35) && (randint0(count) < 2)) laketype = 3;
+                       if ((dun_level > 35) && (randint0(count) < 2)) dun->laketype = LAKE_T_CAVE;
                        count -= 2;
 
                        /* Lake of rubble2 */
-                       if (!laketype && (dun_level > 35) && one_in_(count)) laketype = 4;
-                       count --;
+                       if (!dun->laketype && (dun_level > 35) && one_in_(count)) dun->laketype = LAKE_T_EARTH_VAULT;
+                       count--;
                }
 
                /* Lake of tree */
-               if ((dun_level > 5) && (d_info[dungeon_type].flags1 & DF1_LAKE_TREE) && !laketype) laketype = 5;
+               if ((dun_level > 5) && (d_info[dungeon_type].flags1 & DF1_LAKE_TREE) && !dun->laketype) dun->laketype = LAKE_T_AIR_VAULT;
 
-               if (laketype != 0)
+               if (dun->laketype)
                {
                        if (cheat_room)
 #ifdef JP
-msg_print("¸Ð¤òÀ¸À®¡£");
+                               msg_print("¸Ð¤òÀ¸À®¡£");
 #else
                                msg_print("Lake on the level.");
 #endif
 
-                       build_lake(laketype);
+                       build_lake(dun->laketype);
                }
        }
 
-       if ((dun_level > DUN_CAVERN) && !empty_level &&
+       if ((dun_level > DUN_CAVERN) && !dun->empty_level &&
            (d_info[dungeon_type].flags1 & DF1_CAVERN) &&
-           (laketype == 0) && !destroyed && (randint1(1000) < dun_level))
+           !dun->laketype && !dun->destroyed && (randint1(1000) < dun_level))
        {
-               cavern = TRUE;
+               dun->cavern = TRUE;
 
                /* make a large fractal cave in the middle of the dungeon */
 
                if (cheat_room)
 #ifdef JP
-msg_print("ƶ·¢¤òÀ¸À®¡£");
+                       msg_print("ƶ·¢¤òÀ¸À®¡£");
 #else
                        msg_print("Cavern on level.");
 #endif
 
-
                build_cavern();
        }
 #endif /* ALLOW_CAVERNS_AND_LAKES */
 
        /* Hack -- No destroyed "quest" levels */
-       if (quest_number(dun_level)) destroyed = FALSE;
+       if (quest_number(dun_level)) dun->destroyed = FALSE;
+}
+
+
+
+/*
+ * Generate a new dungeon level
+ *
+ * Note that "dun_body" adds about 4000 bytes of memory to the stack.
+ */
+static bool cave_gen(void)
+{
+       int i, k, y, x;
+
+       dun_data dun_body;
+
+       /* Global data */
+       dun = &dun_body;
+
+       dun->destroyed = FALSE;
+       dun->empty_level = FALSE;
+       dun->cavern = FALSE;
+       dun->laketype = 0;
+
+       /* Fill the arrays of floors and walls in the good proportions */
+       set_floor_and_wall(dungeon_type);
+
+       /* Prepare allocation table */
+       get_mon_num_prep(get_monster_hook(), NULL);
+
+       /* Randomize the dungeon creation values */
+       dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
+       dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
+       dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
+       dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
+       dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);
 
        /* Actual maximum number of rooms on this level */
        dun->row_rooms = cur_hgt / BLOCK_HGT;
@@ -596,357 +729,253 @@ msg_print("ƶ
                }
        }
 
-
-       /* No "crowded" rooms yet */
-       dun->crowded = 0;
-
-
        /* No rooms yet */
        dun->cent_n = 0;
 
-       
-       /* Build some rooms */
-       if (!(d_info[dungeon_type].flags1 & DF1_MAZE))
-       {
-       for (i = 0; i < dun_rooms; i++)
+       /* Empty arena levels */
+       if (ironman_empty_levels || ((d_info[dungeon_type].flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
        {
-               bool force_rooms = (ironman_rooms && !((d_info[dungeon_type].flags1 & DF1_BEGINNER) || (d_info[dungeon_type].flags1 & DF1_CHAMELEON)));
-
-               /* Pick a block for the room */
-               y = randint0(dun->row_rooms);
-               x = randint0(dun->col_rooms);
-
-               /* Align dungeon rooms */
-               if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
-               {
-                       /* Slide some rooms right */
-                       if ((x % 3) == 0) x++;
-
-                       /* Slide some rooms left */
-                       if ((x % 3) == 2) x--;
-               }
-
-               /* Attempt an "unusual" room */
-               if (force_rooms || (randint0(DUN_UNUSUAL) < dun_level))
-               {
-                       /* Roll for room type */
-                       while(1)
-                       {
-                               k = (force_rooms ? 0 : randint0(100));
-                               if (force_rooms) break;
-                               if ((d_info[dungeon_type].flags1 & DF1_NO_VAULT) && (k < 14)) continue;
-                               break;
-                       }
-
-                       /* Attempt a very unusual room */
-                       if (force_rooms || (randint0(DUN_UNUSUAL) < dun_level))
-                       {
-#ifdef FORCE_V_IDX
-                               if (room_build(y, x, 8)) continue;
-#else
-                               /* Type 8 -- Greater vault (4%) */
-                               if (k < 4)
-                               {
-                                       if (max_vault_ok > 1)
-                                       {
-                                               if (room_build(y, x, 8)) continue;
-                                       }
-                                       else
-                                       {
-#ifdef JP
-if (cheat_room) msg_print("µðÂç¤ÊÃϲ¼¼¼¤òµÑ²¼¤·¤Þ¤¹¡£");
-#else
-                                               if (cheat_room) msg_print("Refusing a greater vault.");
-#endif
-
-                                       }
-                               }
+               dun->empty_level = TRUE;
 
-                               /* Type 7 -- Lesser vault (6%) */
-                               if (k < 10)
-                               {
-                                       if (max_vault_ok > 0)
-                                       {
-                                               if (room_build(y, x, 7)) continue;
-                                       }
-                                       else
-                                       {
+               if (cheat_room)
 #ifdef JP
-if (cheat_room) msg_print("¾®¤µ¤ÊÃϲ¼¼¼¤òµÑ²¼¤·¤Þ¤¹¡£");
+                       msg_print("¥¢¥ê¡¼¥Ê¥ì¥Ù¥ë");
 #else
-                                               if (cheat_room) msg_print("Refusing a lesser vault.");
-#endif
-
-                                       }
-                               }
-
-
-                               /* Type 10 -- Random vault (4%) */
-                               if ((k < 14) && room_build(y, x, 10)) continue;
-
-                               /* Type 5 -- Monster nest (8%) */
-                               if ((k < 22) && room_build(y, x, 5)) continue;
-
-                               /* Type 6 -- Monster pit (10%) */
-                               if ((k < 32) && room_build(y, x, 6)) continue;
-
-                               /* Type 13 -- Trapped monster pit (5%) */
-                               if ((k < 37) && room_build(y, x, 13)) continue;
-
-                               /* Type 14 -- Trapped room (5%) */
-                               if ((k < 42) && room_build(y, x, 14)) continue;
+                       msg_print("Arena level.");
 #endif
+       }
 
-                       }
-
-                       /* Type 2 -- Overlapping (25%) */
-                       if ((k < 25) && room_build(y, x, 2)) continue;
-
-                       /* Type 3 -- Cross room (25%) */
-                       if ((k < 50) && room_build(y, x, 3)) continue;
-
-                       if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
-                       {
-                               if (room_build(y, x, 4)) continue;
-                       }
-                       else
+       if (dun->empty_level)
+       {
+               /* Start with floors */
+               for (y = 0; y < cur_hgt; y++)
+               {
+                       for (x = 0; x < cur_wid; x++)
                        {
-                               /* Type 4 -- Large room (25%) */
-                               if ((k < 75) && room_build(y, x, 4)) continue;
-
-                               /* Type 11 -- Circular (10%) */
-                               if ((k < 85) && room_build(y, x, 11)) continue;
-
-                               /* Type 12 -- Crypt (15%) */
-                               if ((k < 100) && room_build(y, x, 12)) continue;
+                               place_floor_bold(y, x);
                        }
                }
 
-               /* The deeper you are, the more cavelike the rooms are */
-               k = randint1(100);
-
-               /* No caves when a cavern exists: they look bad */
-               if (((k < dun_level) || (d_info[dungeon_type].flags1 & DF1_CAVE)) && (!cavern) && (!empty_level) && (laketype == 0) && !(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
+               /* Special boundary walls -- Top and bottom */
+               for (x = 0; x < cur_wid; x++)
                {
-                       /* Type 9 -- Fractal cave */
-                       if (room_build(y, x, 9)) continue;
+                       place_extra_bold(0, x);
+                       place_extra_bold(cur_hgt - 1, x);
                }
-               else
-                       /* Attempt a "trivial" room */
-
-                 if (room_build(y, x, 1)) continue;
-               continue;
-       }
 
-       /* Make a hole in the dungeon roof sometimes at level 1 */
-       if (dun_level == 1)
-       {
-               while (one_in_(DUN_MOS_DEN))
+               /* Special boundary walls -- Left and right */
+               for (y = 1; y < (cur_hgt - 1); y++)
                {
-                       place_trees(randint1(cur_wid - 2), randint1(cur_hgt - 2));
+                       place_extra_bold(y, 0);
+                       place_extra_bold(y, cur_wid - 1);
                }
        }
-
-       /* Destroy the level if necessary */
-       if (destroyed) destroy_level();
-
-       /* Hack -- Add some rivers */
-       if (one_in_(3) && (randint1(dun_level) > 5))
+       else
        {
-               /* Choose water or lava */
-               if ((randint1(MAX_DEPTH * 2) - 1 > dun_level) && (d_info[dungeon_type].flags1 & DF1_WATER_RIVER))
-               {
-                       feat1 = FEAT_DEEP_WATER;
-                       feat2 = FEAT_SHAL_WATER;
-               }
-               else if  (d_info[dungeon_type].flags1 & DF1_LAVA_RIVER)
-               {
-                       feat1 = FEAT_DEEP_LAVA;
-                       feat2 = FEAT_SHAL_LAVA;
-               }
-               else feat1 = 0;
-
-
-               /* Only add river if matches lake type or if have no lake at all */
-               if ((((laketype == 1) && (feat1 == FEAT_DEEP_LAVA)) ||
-                   ((laketype == 2) && (feat1 == FEAT_DEEP_WATER)) ||
-                    (laketype == 0)) && feat1)
+               /* Start with walls */
+               for (y = 0; y < cur_hgt; y++)
                {
-                       add_river(feat1, feat2);
+                       for (x = 0; x < cur_wid; x++)
+                       {
+                               place_extra_bold(y, x);
+                       }
                }
        }
-       }
-
-       /* Special boundary walls -- Top */
-       for (x = 0; x < cur_wid; x++)
-       {
-               cave_type *c_ptr = &cave[0][x];
-
-               /* Clear previous contents, add "solid" perma-wall */
-               c_ptr->feat = FEAT_PERM_SOLID;
-               c_ptr->info &= ~(CAVE_MASK);
-       }
-
-       /* Special boundary walls -- Bottom */
-       for (x = 0; x < cur_wid; x++)
-       {
-               cave_type *c_ptr = &cave[cur_hgt-1][x];
-
-               /* Clear previous contents, add "solid" perma-wall */
-               c_ptr->feat = FEAT_PERM_SOLID;
-               c_ptr->info &= ~(CAVE_MASK);
-       }
-
-       /* Special boundary walls -- Left */
-       for (y = 0; y < cur_hgt; y++)
-       {
-               cave_type *c_ptr = &cave[y][0];
-
-               /* Clear previous contents, add "solid" perma-wall */
-               c_ptr->feat = FEAT_PERM_SOLID;
-               c_ptr->info &= ~(CAVE_MASK);
-       }
 
-       /* Special boundary walls -- Right */
-       for (y = 0; y < cur_hgt; y++)
-       {
-               cave_type *c_ptr = &cave[y][cur_wid-1];
 
-               /* Clear previous contents, add "solid" perma-wall */
-               c_ptr->feat = FEAT_PERM_SOLID;
-               c_ptr->info &= ~(CAVE_MASK);
-       }
+       /* Generate various caverns and lakes */
+       gen_caverns_and_lakes();
 
 
+       /* Build maze */
        if (d_info[dungeon_type].flags1 & DF1_MAZE)
        {
                build_maze_vault(cur_wid/2-1, cur_hgt/2-1, cur_wid-4, cur_hgt-4, FALSE);
 
                /* Place 3 or 4 down stairs near some walls */
-               if (!alloc_stairs(FEAT_MORE, rand_range(2, 3), 3)) return FALSE;
+               if (!alloc_stairs(feat_down_stair, rand_range(2, 3), 3)) return FALSE;
 
                /* Place 1 or 2 up stairs near some walls */
-               if (!alloc_stairs(FEAT_LESS, 1, 3)) return FALSE;
+               if (!alloc_stairs(feat_up_stair, 1, 3)) return FALSE;
        }
+
+       /* Build some rooms */
        else
        {
-       /* Hack -- Scramble the room order */
-       for (i = 0; i < dun->cent_n; i++)
-       {
-               int pick1 = randint0(dun->cent_n);
-               int pick2 = randint0(dun->cent_n);
-               y1 = dun->cent[pick1].y;
-               x1 = dun->cent[pick1].x;
-               dun->cent[pick1].y = dun->cent[pick2].y;
-               dun->cent[pick1].x = dun->cent[pick2].x;
-               dun->cent[pick2].y = y1;
-               dun->cent[pick2].x = x1;
-       }
-
-       /* Start with no tunnel doors */
-       dun->door_n = 0;
+               int tunnel_fail_count = 0;
 
-       /* Hack -- connect the first room to the last room */
-       y = dun->cent[dun->cent_n-1].y;
-       x = dun->cent[dun->cent_n-1].x;
+               /*
+                * Build each type of room in turn until we cannot build any more.
+                */
+               if (!generate_rooms()) return FALSE;
 
-       /* Connect all the rooms together */
-       for (i = 0; i < dun->cent_n; i++)
-       {
-
-               /* Reset the arrays */
-               dun->tunn_n = 0;
-               dun->wall_n = 0;
 
-               /* Connect the room to the previous room */
-               if (randint1(dun_level) > d_info[dungeon_type].tunnel_percent)
+               /* Make a hole in the dungeon roof sometimes at level 1 */
+               if (dun_level == 1)
                {
-                       /* make cave-like tunnel */
-                       build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
-               }
-               else
-               {
-                       /* make normal tunnel */
-                       build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x);
+                       while (one_in_(DUN_MOS_DEN))
+                       {
+                               place_trees(randint1(cur_wid - 2), randint1(cur_hgt - 2));
+                       }
                }
 
-               /* Turn the tunnel into corridor */
-               for (j = 0; j < dun->tunn_n; j++)
+               /* Destroy the level if necessary */
+               if (dun->destroyed) destroy_level();
+
+               /* Hack -- Add some rivers */
+               if (one_in_(3) && (randint1(dun_level) > 5))
                {
-                       /* Access the grid */
-                       y = dun->tunn[j].y;
-                       x = dun->tunn[j].x;
+                       int feat1 = 0, feat2 = 0;
 
-                       /* Access the grid */
-                       c_ptr = &cave[y][x];
+                       /* Choose water or lava */
+                       if ((randint1(MAX_DEPTH * 2) - 1 > dun_level) && (d_info[dungeon_type].flags1 & DF1_WATER_RIVER))
+                       {
+                               feat1 = feat_deep_water;
+                               feat2 = feat_shallow_water;
+                       }
+                       else if  (d_info[dungeon_type].flags1 & DF1_LAVA_RIVER)
+                       {
+                               feat1 = feat_deep_lava;
+                               feat2 = feat_shallow_lava;
+                       }
+                       else feat1 = 0;
 
-                       /* Clear previous contents (if not a lake), add a floor */
-                       if ((c_ptr->feat < FEAT_DEEP_WATER) ||
-                           (c_ptr->feat > FEAT_SHAL_LAVA))
+                       if (feat1)
                        {
-                               place_floor_grid(c_ptr);
+                               feature_type *f_ptr = &f_info[feat1];
+
+                               /* Only add river if matches lake type or if have no lake at all */
+                               if (((dun->laketype == LAKE_T_LAVA) && have_flag(f_ptr->flags, FF_LAVA)) ||
+                                   ((dun->laketype == LAKE_T_WATER) && have_flag(f_ptr->flags, FF_WATER)) ||
+                                    !dun->laketype)
+                               {
+                                       add_river(feat1, feat2);
+                               }
                        }
                }
 
-               /* Apply the piercings that we found */
-               for (j = 0; j < dun->wall_n; j++)
+               /* Hack -- Scramble the room order */
+               for (i = 0; i < dun->cent_n; i++)
                {
-                       /* Access the grid */
-                       y = dun->wall[j].y;
-                       x = dun->wall[j].x;
+                       int ty, tx;
+                       int pick = rand_range(0, i);
+
+                       ty = dun->cent[i].y;
+                       tx = dun->cent[i].x;
+                       dun->cent[i].y = dun->cent[pick].y;
+                       dun->cent[i].x = dun->cent[pick].x;
+                       dun->cent[pick].y = ty;
+                       dun->cent[pick].x = tx;
+               }
 
-                       /* Access the grid */
-                       c_ptr = &cave[y][x];
+               /* Start with no tunnel doors */
+               dun->door_n = 0;
 
-                       /* Clear previous contents, add up floor */
-                       place_floor_grid(c_ptr);
+               /* Hack -- connect the first room to the last room */
+               y = dun->cent[dun->cent_n-1].y;
+               x = dun->cent[dun->cent_n-1].x;
 
-                       /* Occasional doorway */
-                       if ((randint0(100) < dun_tun_pen) && !(d_info[dungeon_type].flags1 & DF1_NO_DOORS))
+               /* Connect all the rooms together */
+               for (i = 0; i < dun->cent_n; i++)
+               {
+                       int j;
+
+                       /* Reset the arrays */
+                       dun->tunn_n = 0;
+                       dun->wall_n = 0;
+
+                       /* Connect the room to the previous room */
+                       if (randint1(dun_level) > d_info[dungeon_type].tunnel_percent)
                        {
-                               /* Place a random door */
-                               place_random_door(y, x);
+                               /* make cave-like tunnel */
+                               (void)build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
+                       }
+                       else
+                       {
+                               /* make normal tunnel */
+                               if (!build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x)) tunnel_fail_count++;
                        }
-               }
 
-               /* Remember the "previous" room */
-               y = dun->cent[i].y;
-               x = dun->cent[i].x;
-       }
+                       if (tunnel_fail_count >= 2) return FALSE;
 
-       /* Place intersection doors      */
-       for (i = 0; i < dun->door_n; i++)
-       {
-               /* Extract junction location */
-               y = dun->door[i].y;
-               x = dun->door[i].x;
-
-               /* Try placing doors */
-               try_door(y, x - 1);
-               try_door(y, x + 1);
-               try_door(y - 1, x);
-               try_door(y + 1, x);
-       }
+                       /* Turn the tunnel into corridor */
+                       for (j = 0; j < dun->tunn_n; j++)
+                       {
+                               cave_type *c_ptr;
+                               feature_type *f_ptr;
 
-       /* Place 3 or 4 down stairs near some walls */
-       if (!alloc_stairs(FEAT_MORE, rand_range(3, 4), 3)) return FALSE;
+                               /* Access the grid */
+                               y = dun->tunn[j].y;
+                               x = dun->tunn[j].x;
 
-       /* Place 1 or 2 up stairs near some walls */
-       if (!alloc_stairs(FEAT_LESS, rand_range(1, 2), 3)) return FALSE;
+                               /* Access the grid */
+                               c_ptr = &cave[y][x];
+                               f_ptr = &f_info[c_ptr->feat];
 
-       }
+                               /* Clear previous contents (if not a lake), add a floor */
+                               if (!have_flag(f_ptr->flags, FF_MOVE) || (!have_flag(f_ptr->flags, FF_WATER) && !have_flag(f_ptr->flags, FF_LAVA)))
+                               {
+                                       /* Clear mimic type */
+                                       c_ptr->mimic = 0;
 
-       if (!laketype)
-       {
-               if (d_info[dungeon_type].stream1)
-               {
-                       /* Hack -- Add some magma streamers */
-                       for (i = 0; i < DUN_STR_MAG; i++)
+                                       place_floor_grid(c_ptr);
+                               }
+                       }
+
+                       /* Apply the piercings that we found */
+                       for (j = 0; j < dun->wall_n; j++)
                        {
-                               build_streamer(d_info[dungeon_type].stream1, DUN_STR_MC);
+                               cave_type *c_ptr;
+
+                               /* Access the grid */
+                               y = dun->wall[j].y;
+                               x = dun->wall[j].x;
+
+                               /* Access the grid */
+                               c_ptr = &cave[y][x];
+
+                               /* Clear mimic type */
+                               c_ptr->mimic = 0;
+
+                               /* Clear previous contents, add up floor */
+                               place_floor_grid(c_ptr);
+
+                               /* Occasional doorway */
+                               if ((randint0(100) < dun_tun_pen) && !(d_info[dungeon_type].flags1 & DF1_NO_DOORS))
+                               {
+                                       /* Place a random door */
+                                       place_random_door(y, x, TRUE);
+                               }
                        }
+
+                       /* Remember the "previous" room */
+                       y = dun->cent[i].y;
+                       x = dun->cent[i].x;
+               }
+
+               /* Place intersection doors */
+               for (i = 0; i < dun->door_n; i++)
+               {
+                       /* Extract junction location */
+                       y = dun->door[i].y;
+                       x = dun->door[i].x;
+
+                       /* Try placing doors */
+                       try_door(y, x - 1);
+                       try_door(y, x + 1);
+                       try_door(y - 1, x);
+                       try_door(y + 1, x);
                }
 
+               /* Place 3 or 4 down stairs near some walls */
+               if (!alloc_stairs(feat_down_stair, rand_range(3, 4), 3)) return FALSE;
+
+               /* Place 1 or 2 up stairs near some walls */
+               if (!alloc_stairs(feat_up_stair, rand_range(1, 2), 3)) return FALSE;
+       }
+
+       if (!dun->laketype)
+       {
                if (d_info[dungeon_type].stream2)
                {
                        /* Hack -- Add some quartz streamers */
@@ -955,67 +984,35 @@ if (cheat_room) msg_print("
                                build_streamer(d_info[dungeon_type].stream2, DUN_STR_QC);
                        }
                }
-       }
 
-       /* Handle the quest monster placements */
-       for (i = 0; i < max_quests; i++)
-       {
-               if ((quest[i].status == QUEST_STATUS_TAKEN) &&
-                   ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
-                   (quest[i].type == QUEST_TYPE_RANDOM)) &&
-                   (quest[i].level == dun_level) && (dungeon_type == quest[i].dungeon) &&
-                       !(quest[i].flags & QUEST_FLAG_PRESET))
+               if (d_info[dungeon_type].stream1)
                {
-                       monster_race *r_ptr = &r_info[quest[i].r_idx];
-
-                       /* Hack -- "unique" monsters must be "unique" */
-                       if ((r_ptr->flags1 & RF1_UNIQUE) &&
-                           (r_ptr->cur_num >= r_ptr->max_num))
-                       {
-                               /* The unique is already dead */
-                       }
-                       else
+                       /* Hack -- Add some magma streamers */
+                       for (i = 0; i < DUN_STR_MAG; i++)
                        {
-                               u32b mode = (PM_NO_KAGE | PM_NO_PET);
-
-                               for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++)
-                               {
-                                       for (k = 0; k < SAFE_MAX_ATTEMPTS; k++)
-                                       {
-                                               /* Find an empty grid */
-                                               while (TRUE)
-                                               {
-                                                       y = randint0(cur_hgt);
-                                                       x = randint0(cur_wid);
-
-                                                       /* Access the grid */
-                                                       c_ptr = &cave[y][x];
-
-                                                       if (!is_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
-                                                       if (distance(y, x, py, px) < 10) continue;
-                                                       else break;
-                                               }
-
-                                               if (!(r_ptr->flags1 & RF1_FRIENDS))
-                                                       mode |= PM_ALLOW_GROUP;
-
-                                               /* Try to place the monster */
-                                               if (place_monster_aux(0, y, x, quest[i].r_idx, mode))
-                                               {
-                                                       /* Success */
-                                                       break;
-                                               }
-                                               else
-                                               {
-                                                       /* Failure - Try again */
-                                                       continue;
-                                               }
-                                       }
-                               }
+                               build_streamer(d_info[dungeon_type].stream1, DUN_STR_MC);
                        }
                }
        }
 
+       /* Special boundary walls -- Top and bottom */
+       for (x = 0; x < cur_wid; x++)
+       {
+               set_bound_perm_wall(&cave[0][x]);
+               set_bound_perm_wall(&cave[cur_hgt - 1][x]);
+       }
+
+       /* Special boundary walls -- Left and right */
+       for (y = 1; y < (cur_hgt - 1); y++)
+       {
+               set_bound_perm_wall(&cave[y][0]);
+               set_bound_perm_wall(&cave[y][cur_wid - 1]);
+       }
+
+       /* Determine the character location */
+       if (!new_player_spot()) return FALSE;
+
+       if (!place_quest_monsters()) return FALSE;
 
        /* Basic "amount" */
        k = (dun_level / 3);
@@ -1051,14 +1048,21 @@ msg_format("
        /* Put some monsters in the dungeon */
        for (i = i + k; i > 0; i--)
        {
-               (void)alloc_monster(0, TRUE);
+               (void)alloc_monster(0, PM_ALLOW_SLEEP);
        }
 
        /* Place some traps in the dungeon */
        alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));
 
-       /* Put some rubble in corridors */
-       alloc_object(ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
+       /* Put some rubble in corridors (except NO_CAVE dungeon (Castle)) */
+       if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE)) alloc_object(ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
+
+       /* Mega Hack -- No object at first level of deeper dungeon */
+       if (p_ptr->enter_dungeon && dun_level > 1)
+       {
+               /* No stair scum! */
+               object_level = 1;
+       }
 
        /* Put some objects in rooms */
        alloc_object(ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
@@ -1067,32 +1071,13 @@ msg_format("
        alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
        alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));
 
-       /* Put an Artifact and Artifact Guardian is requested */
-       if(d_info[dungeon_type].final_guardian && (d_info[dungeon_type].maxdepth == dun_level))
-       {
-               int oy;
-               int ox;
-               int try = 4000;
-
-               /* Find a good position */
-               while(try)
-               {
-                       /* Get a random spot */
-                       oy = randint1(cur_hgt - 4) + 2;
-                       ox = randint1(cur_wid - 4) + 2;
+       /* Set back to default */
+       object_level = base_level;
 
-                       /* Is it a good spot ? */
-                       if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[d_info[dungeon_type].final_guardian]))
-                       {
-                               /* Place the guardian */
-                               if (place_monster_aux(0, oy, ox, d_info[dungeon_type].final_guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) break;
-                       }
-                       /* One less try */
-                       try--;
-               }
-       }
+       /* Put the Guardian */
+       if (!alloc_guardian(TRUE)) return FALSE;
 
-       if ((empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > dun_level))) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
+       if (dun->empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > dun_level)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
        {
                /* Lite the cave */
                for (y = 0; y < cur_hgt; y++)
@@ -1104,10 +1089,6 @@ msg_format("
                }
        }
 
-       /* Determine the character location */
-       if (!new_player_spot())
-               return FALSE;
-
        return TRUE;
 }
 
@@ -1130,42 +1111,42 @@ static void build_arena(void)
        for (i = y_height; i <= y_height + 5; i++)
                for (j = x_left; j <= x_right; j++)
                {
-                       cave[i][j].feat = FEAT_PERM_EXTRA;
+                       place_extra_perm_bold(i, j);
                        cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
                }
        for (i = y_depth; i >= y_depth - 5; i--)
                for (j = x_left; j <= x_right; j++)
                {
-                       cave[i][j].feat = FEAT_PERM_EXTRA;
+                       place_extra_perm_bold(i, j);
                        cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
                }
        for (j = x_left; j <= x_left + 17; j++)
                for (i = y_height; i <= y_depth; i++)
                {
-                       cave[i][j].feat = FEAT_PERM_EXTRA;
+                       place_extra_perm_bold(i, j);
                        cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
                }
        for (j = x_right; j >= x_right - 17; j--)
                for (i = y_height; i <= y_depth; i++)
                {
-                       cave[i][j].feat = FEAT_PERM_EXTRA;
+                       place_extra_perm_bold(i, j);
                        cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
                }
 
-       cave[y_height+6][x_left+18].feat = FEAT_PERM_EXTRA;
+       place_extra_perm_bold(y_height+6, x_left+18);
        cave[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
-       cave[y_depth-6][x_left+18].feat = FEAT_PERM_EXTRA;
+       place_extra_perm_bold(y_depth-6, x_left+18);
        cave[y_depth-6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
-       cave[y_height+6][x_right-18].feat = FEAT_PERM_EXTRA;
+       place_extra_perm_bold(y_height+6, x_right-18);
        cave[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
-       cave[y_depth-6][x_right-18].feat = FEAT_PERM_EXTRA;
+       place_extra_perm_bold(y_depth-6, x_right-18);
        cave[y_depth-6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
 
        i = y_height + 5;
        j = xval;
-       cave[i][j].feat = FEAT_BLDG_HEAD + 2;
+       cave[i][j].feat = f_tag_to_index("ARENA_GATE");
        cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
-       player_place(i + 1, j);
+       player_place(i, j);
 }
 
 
@@ -1188,7 +1169,7 @@ static void arena_gen(void)
                for (x = 0; x < MAX_WID; x++)
                {
                        /* Create "solid" perma-wall */
-                       cave[y][x].feat = FEAT_PERM_SOLID;
+                       place_solid_perm_bold(y, x);
 
                        /* Illuminate and memorize the walls */
                        cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
@@ -1201,14 +1182,23 @@ static void arena_gen(void)
                for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
                {
                        /* Create empty floor */
-                       cave[y][x].feat = FEAT_FLOOR;
+                       cave[y][x].feat = feat_floor;
                }
        }
 
        build_arena();
 
-       place_monster_aux(0, py + 5, px, arena_monsters[p_ptr->arena_number],
-           (PM_NO_KAGE | PM_NO_PET));
+       if(!place_monster_aux(0, py + 5, px, arena_info[p_ptr->arena_number].r_idx, (PM_NO_KAGE | PM_NO_PET)))
+       {
+               p_ptr->exit_bldg = TRUE;
+               p_ptr->arena_number++;
+#ifdef JP
+               msg_print("Áê¼ê¤Ï·ç¾ì¤·¤¿¡£¤¢¤Ê¤¿¤ÎÉÔÀᄀ¤À¡£");
+#else
+               msg_print("The enemy is unable appear. You won by default.");
+#endif
+       }
+
 }
 
 
@@ -1231,40 +1221,46 @@ static void build_battle(void)
        for (i = y_height; i <= y_height + 5; i++)
                for (j = x_left; j <= x_right; j++)
                {
-                       cave[i][j].feat = FEAT_PERM_EXTRA;
+                       place_extra_perm_bold(i, j);
                        cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
                }
        for (i = y_depth; i >= y_depth - 3; i--)
                for (j = x_left; j <= x_right; j++)
                {
-                       cave[i][j].feat = FEAT_PERM_EXTRA;
+                       place_extra_perm_bold(i, j);
                        cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
                }
        for (j = x_left; j <= x_left + 17; j++)
                for (i = y_height; i <= y_depth; i++)
                {
-                       cave[i][j].feat = FEAT_PERM_EXTRA;
+                       place_extra_perm_bold(i, j);
                        cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
                }
        for (j = x_right; j >= x_right - 17; j--)
                for (i = y_height; i <= y_depth; i++)
                {
-                       cave[i][j].feat = FEAT_PERM_EXTRA;
+                       place_extra_perm_bold(i, j);
                        cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
                }
 
-       cave[y_height+6][x_left+18].feat = FEAT_PERM_EXTRA;
+       place_extra_perm_bold(y_height+6, x_left+18);
        cave[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
-       cave[y_depth-4][x_left+18].feat = FEAT_PERM_EXTRA;
+       place_extra_perm_bold(y_depth-4, x_left+18);
        cave[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
-       cave[y_height+6][x_right-18].feat = FEAT_PERM_EXTRA;
+       place_extra_perm_bold(y_height+6, x_right-18);
        cave[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
-       cave[y_depth-4][x_right-18].feat = FEAT_PERM_EXTRA;
+       place_extra_perm_bold(y_depth-4, x_right-18);
        cave[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
 
-       i = y_height + 4;
+       for (i = y_height + 1; i <= y_height + 5; i++)
+               for (j = x_left + 20 + 2 * (y_height + 5 - i); j <= x_right - 20 - 2 * (y_height + 5 - i); j++)
+               {
+                       cave[i][j].feat = feat_permanent_glass_wall;
+               }
+
+       i = y_height + 1;
        j = xval;
-       cave[i][j].feat = FEAT_BLDG_HEAD + 3;
+       cave[i][j].feat = f_tag_to_index("BUILDING_3");
        cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
        player_place(i, j);
 }
@@ -1285,7 +1281,7 @@ static void battle_gen(void)
                for (x = 0; x < MAX_WID; x++)
                {
                        /* Create "solid" perma-wall */
-                       cave[y][x].feat = FEAT_PERM_SOLID;
+                       place_solid_perm_bold(y, x);
 
                        /* Illuminate and memorize the walls */
                        cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
@@ -1298,7 +1294,7 @@ static void battle_gen(void)
                for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
                {
                        /* Create empty floor */
-                       cave[y][x].feat = FEAT_FLOOR;
+                       cave[y][x].feat = feat_floor;
                }
        }
 
@@ -1306,9 +1302,9 @@ static void battle_gen(void)
 
        for(i=0;i<4;i++)
        {
-               place_monster_aux(0, py + 5 + (i/2)*4, px - 2 + (i%2)*4, battle_mon[i],
+               place_monster_aux(0, py + 8 + (i/2)*4, px - 2 + (i%2)*4, battle_mon[i],
                                  (PM_NO_KAGE | PM_NO_PET));
-               set_friendly(&m_list[cave[py+5+(i/2)*4][px-2+(i%2)*4].m_idx]);
+               set_friendly(&m_list[cave[py+8+(i/2)*4][px-2+(i%2)*4].m_idx]);
        }
        for(i = 1; i < m_max; i++)
        {
@@ -1317,7 +1313,7 @@ static void battle_gen(void)
                if (!m_ptr->r_idx) continue;
 
                /* Hack -- Detect monster */
-               m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
+               m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
 
                /* Update the monster */
                update_mon(i, FALSE);
@@ -1338,7 +1334,7 @@ static void quest_gen(void)
        {
                for (x = 0; x < cur_wid; x++)
                {
-                       cave[y][x].feat = FEAT_PERM_SOLID;
+                       place_solid_perm_bold(y, x);
                }
        }
 
@@ -1353,9 +1349,9 @@ static void quest_gen(void)
        /* Prepare allocation table */
        get_mon_num_prep(get_monster_hook(), NULL);
 
-       init_flags = INIT_CREATE_DUNGEON | INIT_ASSIGN;
+       init_flags = INIT_CREATE_DUNGEON;
 
-process_dungeon_file("q_info_j.txt", 0, 0, MAX_HGT, MAX_WID);
+       process_dungeon_file("q_info.txt", 0, 0, MAX_HGT, MAX_WID);
 }
 
 /* Make a real level */
@@ -1371,12 +1367,11 @@ static bool level_gen(cptr *why)
        {
                if (cheat_room)
 #ifdef JP
-msg_print("¾®¤µ¤Ê¥Õ¥í¥¢");
+                       msg_print("¾®¤µ¤Ê¥Õ¥í¥¢");
 #else
-                 msg_print("A 'small' dungeon level.");
+                       msg_print("A 'small' dungeon level.");
 #endif
 
-
                if (d_info[dungeon_type].flags1 & DF1_SMALLEST)
                {
                        level_height = 1;
@@ -1406,7 +1401,7 @@ msg_print("
                panel_col_min = cur_wid;
 
                if (cheat_room)
-                 msg_format("X:%d, Y:%d.", cur_hgt, cur_wid);
+                 msg_format("X:%d, Y:%d.", cur_wid, cur_hgt);
        }
        else
        {
@@ -1433,154 +1428,11 @@ msg_print("
        else return TRUE;
 }
 
-static byte extract_feeling(void)
-{
-       /* Hack -- no feeling in the town */
-       if (!dun_level) return 0;
-
-       /* Hack -- Have a special feeling sometimes */
-       if (good_item_flag && !preserve_mode) return 1;
-
-       if (rating > 100) return 2;
-       if (rating > 80) return 3;
-       if (rating > 60) return 4;
-       if (rating > 40) return 5;
-       if (rating > 30) return 6;
-       if (rating > 20) return 7;
-       if (rating > 10) return 8;
-       if (rating > 0) return 9;
-
-       if((turn - old_turn) > TURNS_PER_TICK * TOWN_DAWN /2)
-               chg_virtue(V_PATIENCE, 1);
-
-       return 10;
-}
-
-
-static void place_pet(void)
-{
-       int i, max_num;
-
-       if (p_ptr->wild_mode)
-               max_num = 1;
-       else
-               max_num = 21;
-
-       for (i = 0; i < max_num; i++)
-       {
-               int cy, cx, m_idx;
-
-               if (!(party_mon[i].r_idx)) continue;
-
-
-               if (i == 0)
-               {
-                       m_idx = m_pop();
-                       p_ptr->riding = m_idx;
-                       if (m_idx)
-                       {
-                               cy = py;
-                               cx = px;
-                       }
-               }
-               else
-               {
-                       int j, d;
-
-                       for(d = 1; d < 6; d++)
-                       {
-                               for(j = 1000; j > 0; j--)
-                               {
-                                       scatter(&cy, &cx, py, px, d, 0);
-                                       if ((cave_floor_bold(cy, cx) || (cave[cy][cx].feat == FEAT_TREES)) && !cave[cy][cx].m_idx && !((cy == py) && (cx == px))) break;
-                               }
-                               if (j) break;
-                       }
-                       if (d == 6 || p_ptr->inside_arena || p_ptr->inside_battle)
-                               m_idx = 0;
-                       else
-                               m_idx = m_pop();
-               }
-               
-               if (m_idx)
-               {
-                       monster_type *m_ptr = &m_list[m_idx];
-                       monster_race *r_ptr;
-                       
-                       cave[cy][cx].m_idx = m_idx;
-
-                       m_ptr->r_idx = party_mon[i].r_idx;
-                       r_ptr = &r_info[m_ptr->r_idx];
-
-                       m_ptr->ap_r_idx = party_mon[i].ap_r_idx;
-                       m_ptr->sub_align = party_mon[i].sub_align;
-                       m_ptr->fy = cy;
-                       m_ptr->fx = cx;
-                       m_ptr->cdis = party_mon[i].cdis;
-                       m_ptr->mflag = party_mon[i].mflag;
-                       m_ptr->mflag2 = party_mon[i].mflag2;
-                       m_ptr->ml = TRUE;
-                       m_ptr->hp = party_mon[i].hp;
-                       m_ptr->maxhp = party_mon[i].maxhp;
-                       m_ptr->max_maxhp = party_mon[i].max_maxhp;
-                       m_ptr->mspeed = party_mon[i].mspeed;
-                       m_ptr->fast = party_mon[i].fast;
-                       m_ptr->slow = party_mon[i].slow;
-                       m_ptr->stunned = party_mon[i].stunned;
-                       m_ptr->confused = party_mon[i].confused;
-                       m_ptr->monfear = party_mon[i].monfear;
-                       m_ptr->invulner = party_mon[i].invulner;
-                       m_ptr->smart = party_mon[i].smart;
-                       m_ptr->csleep = 0;
-                       m_ptr->nickname = party_mon[i].nickname;
-                       m_ptr->energy_need = party_mon[i].energy_need;
-                       m_ptr->exp = party_mon[i].exp;
-                       set_pet(m_ptr);
-
-                       if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
-                       {
-                               /* Monster is still being nice */
-                               m_ptr->mflag |= (MFLAG_NICE);
-                               
-                               /* Must repair monsters */
-                               repair_monsters = TRUE;
-                       }
-                       
-                       /* Update the monster */
-                       update_mon(m_idx, TRUE);
-                       lite_spot(cy, cx);
-                       
-                       r_ptr->cur_num++;
-                       
-                       /* Hack -- Count the number of "reproducers" */
-                       if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
-                       
-                       /* Hack -- Notice new multi-hued monsters */
-                       if (r_ptr->flags1 & RF1_ATTR_MULTI) shimmer_monsters = TRUE;
-               }
-               else
-               {
-                       char m_name[80];
-                       
-                       monster_desc(m_name, &party_mon[i], 0);
-#ifdef JP
-                       msg_format("%s¤È¤Ï¤°¤ì¤Æ¤·¤Þ¤Ã¤¿¡£", m_name);
-#else
-                       msg_format("You have lost sight of %s.", m_name);
-#endif
-                       if (record_named_pet && party_mon[i].nickname)
-                       {
-                               monster_desc(m_name, &party_mon[i], 0x08);
-                               do_cmd_write_nikki(NIKKI_NAMED_PET, 5, m_name);
-                       }
-               }
-       }
-}
 
 /*
  * Wipe all unnecessary flags after cave generation
  */
-static void wipe_generate_cave_flags(void)
+void wipe_generate_cave_flags(void)
 {
        int x, y;
 
@@ -1606,129 +1458,110 @@ static void wipe_generate_cave_flags(void)
        }
 }
 
+
 /*
- * Generates a random dungeon level                    -RAK-
- *
- * Hack -- regenerate any "overflow" levels
- *
- * Hack -- allow auto-scumming via a gameplay option.
+ *  Clear and empty the cave
  */
-void generate_cave(void)
+void clear_cave(void)
 {
-       int y, x, num;
-       int i;
+       int x, y, i;
 
-       /* The dungeon is not ready */
-       character_dungeon = FALSE;
+       /* Very simplified version of wipe_o_list() */
+       C_WIPE(o_list, o_max, object_type);
+       o_max = 1;
+       o_cnt = 0;
 
-       /* No longer in the trap detecteded region */
-       p_ptr->dtrap = FALSE;
+       /* Very simplified version of wipe_m_list() */
+       for (i = 1; i < max_r_idx; i++)
+               r_info[i].cur_num = 0;
+       C_WIPE(m_list, m_max, monster_type);
+       m_max = 1;
+       m_cnt = 0;
+       for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0;
 
-       /* Generate */
-       for (num = 0; TRUE; num++)
-       {
-               bool okay = TRUE;
+       /* Pre-calc cur_num of pets in party_mon[] */
+       precalc_cur_num_of_pet();
 
-               cptr why = NULL;
 
+       /* Start with a blank cave */
+       for (y = 0; y < MAX_HGT; y++)
+       {
+               for (x = 0; x < MAX_WID; x++)
+               {
+                       cave_type *c_ptr = &cave[y][x];
 
-               /* XXX XXX XXX XXX */
-               o_max = 1;
-               m_max = 1;
+                       /* No flags */
+                       c_ptr->info = 0;
 
-               /* Start with a blank cave */
-               for (y = 0; y < MAX_HGT; y++)
-               {
-                       for (x = 0; x < MAX_WID; x++)
-                       {
-                               /* No flags */
-                               cave[y][x].info = 0;
+                       /* No features */
+                       c_ptr->feat = 0;
 
-                               /* No features */
-                               cave[y][x].feat = 0;
+                       /* No objects */
+                       c_ptr->o_idx = 0;
 
-                               /* No objects */
-                               cave[y][x].o_idx = 0;
+                       /* No monsters */
+                       c_ptr->m_idx = 0;
 
-                               /* No monsters */
-                               cave[y][x].m_idx = 0;
+                       /* No special */
+                       c_ptr->special = 0;
 
-                               /* No mimic */
-                               cave[y][x].mimic = 0;
+                       /* No mimic */
+                       c_ptr->mimic = 0;
 
-                               /* No flow */
-                               cave[y][x].cost = 0;
-                               cave[y][x].dist = 0;
-                               cave[y][x].when = 0;
-                       }
+                       /* No flow */
+                       c_ptr->cost = 0;
+                       c_ptr->dist = 0;
+                       c_ptr->when = 0;
                }
+       }
 
-               /* Mega-Hack -- no player yet */
-               px = py = 0;
+       /* Mega-Hack -- no player yet */
+       px = py = 0;
 
-               /* Mega-Hack -- no panel yet */
-               panel_row_min = 0;
-               panel_row_max = 0;
-               panel_col_min = 0;
-               panel_col_max = 0;
+       /* Set the base level */
+       base_level = dun_level;
 
-               /* Set the base level */
-               base_level = dun_level;
+       /* Reset the monster generation level */
+       monster_level = base_level;
 
-               /* Reset the monster generation level */
-               monster_level = base_level;
+       /* Reset the object generation level */
+       object_level = base_level;
+}
 
-               /* Reset the object generation level */
-               object_level = base_level;
 
-               /* Nothing special here yet */
-               good_item_flag = FALSE;
+/*
+ * Generates a random dungeon level                    -RAK-
+ *
+ * Hack -- regenerate any "overflow" levels
+ */
+void generate_cave(void)
+{
+       int num;
 
-               /* Nothing good here yet */
-               rating = 0;
+       /* Fill the arrays of floors and walls in the good proportions */
+       set_floor_and_wall(dungeon_type);
 
-               if ((d_info[dungeon_type].fill_type1 == FEAT_MAGMA_K) || (d_info[dungeon_type].fill_type2 == FEAT_MAGMA_K) || (d_info[dungeon_type].fill_type3 == FEAT_MAGMA_K)) rating += 40;
+       /* Generate */
+       for (num = 0; TRUE; num++)
+       {
+               bool okay = TRUE;
 
-               ambush_flag = FALSE;
+               cptr why = NULL;
 
-               /* Fill the arrays of floors and walls in the good proportions */
-               for (i = 0; i < 100; i++)
-               {
-                       int lim1, lim2, lim3;
-
-                       lim1 = d_info[0].floor_percent1;
-                       lim2 = lim1 + d_info[0].floor_percent2;
-                       lim3 = lim2 + d_info[0].floor_percent3;
-
-                       if (i < lim1)
-                               floor_type[i] = d_info[0].floor1;
-                       else if (i < lim2)
-                               floor_type[i] = d_info[0].floor2;
-                       else if (i < lim3)
-                               floor_type[i] = d_info[0].floor3;
-
-                       lim1 = d_info[0].fill_percent1;
-                       lim2 = lim1 + d_info[0].fill_percent2;
-                       lim3 = lim2 + d_info[0].fill_percent3;
-                       if (i < lim1)
-                               fill_type[i] = d_info[0].fill_type1;
-                       else if (i < lim2)
-                               fill_type[i] = d_info[0].fill_type2;
-                       else if (i < lim3)
-                               fill_type[i] = d_info[0].fill_type3;
-               }
+               /* Clear and empty the cave */
+               clear_cave();
 
                /* Build the arena -KMW- */
                if (p_ptr->inside_arena)
                {
-                               /* Small arena */
+                       /* Small arena */
                        arena_gen();
                }
 
                /* Build the battle -KMW- */
                else if (p_ptr->inside_battle)
                {
-                               /* Small arena */
+                       /* Small arena */
                        battle_gen();
                }
 
@@ -1740,7 +1573,7 @@ void generate_cave(void)
                /* Build the town */
                else if (!dun_level)
                {
-                               /* Make the wilderness */
+                       /* Make the wilderness */
                        if (p_ptr->wild_mode) wilderness_gen_small();
                        else wilderness_gen();
                }
@@ -1751,8 +1584,6 @@ void generate_cave(void)
                        okay = level_gen(&why);
                }
 
-               /* Extract the feeling */
-               feeling = extract_feeling();
 
                /* Prevent object over-flow */
                if (o_max >= max_o_idx)
@@ -1783,35 +1614,6 @@ why = "
                        okay = FALSE;
                }
 
-               /* Mega-Hack -- "auto-scum" */
-               else if ((auto_scum || ironman_autoscum) && (num < 100) &&
-                                !p_ptr->inside_quest && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
-               {
-                       /* Require "goodness" */
-                       if ((feeling > 9) ||
-                           ((dun_level >= 7) && (feeling > 8)) ||
-                           ((dun_level >= 15) && (feeling > 7)) ||
-                           ((dun_level >= 35) && (feeling > 6)) ||
-                           ((dun_level >= 70) && (feeling > 5)))
-                       {
-                               /* Give message to cheaters */
-                               if (cheat_room || cheat_hear ||
-                                   cheat_peek || cheat_xtra)
-                               {
-                                       /* Message */
-#ifdef JP
-why = "Âà¶þ¤Ê³¬";
-#else
-                                       why = "boring level";
-#endif
-
-                               }
-
-                               /* Try again */
-                               okay = FALSE;
-                       }
-               }
-
                /* Accept */
                if (okay) break;
 
@@ -1830,30 +1632,11 @@ if (why) msg_format("
                wipe_m_list();
        }
 
-       for (y = 1; y < cur_hgt - 1; y++)
-       {
-               for (x = 1; x < cur_wid - 1; x++)
-               {
-                       if ((cave[y][x].feat == FEAT_DEEP_LAVA))
-                       {
-                               int i;
-                               for (i = 0; i < 9; i++)
-                               {
-                                       cave[y+ddy_ddd[i]][x+ddx_ddd[i]].info |= CAVE_GLOW;
-                               }
-                       }
-               }
-       }
-
-       wipe_generate_cave_flags();
+       /* Glow deep lava and building entrances */
+       glow_deep_lava_and_bldg();
 
-       place_pet();
+       /* Reset flag */
+       p_ptr->enter_dungeon = FALSE;
 
-       /* The dungeon is ready */
-       character_dungeon = TRUE;
-
-       if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) wiz_lite(TRUE, (bool)(p_ptr->pclass == CLASS_NINJA));
-
-       /* Remember when this level was "created" */
-       old_turn = turn;
+       wipe_generate_cave_flags();
 }