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bound_walls_perm無効時に, 隠しではない財宝の鉱脈がダンジョンの外壁に
[hengbandforosx/hengbandosx.git] / src / generate.c
index 0165665..daa2e1a 100644 (file)
@@ -227,7 +227,7 @@ static void alloc_object(int set, int typ, int num)
                        if (!is_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
 
                        /* Avoid player location */
-                       if (py == y && px == x) continue;
+                       if (player_bold(y, x)) continue;
 
                        /* Check for "room" */
                        room = (cave[y][x].info & CAVE_ROOM) ? TRUE : FALSE;
@@ -282,7 +282,7 @@ msg_print("
 
                        case ALLOC_TYP_OBJECT:
                        {
-                               place_object(y, x, FALSE, FALSE);
+                               place_object(y, x, 0L);
                                break;
                        }
                }
@@ -466,6 +466,31 @@ void place_quest_monsters(void)
 
 
 /*
+ * Set boundary mimic and add "solid" perma-wall
+ */
+static void set_bound_perm_wall(cave_type *c_ptr)
+{
+       if (bound_walls_perm)
+       {
+               /* Clear boundary mimic */
+               c_ptr->mimic = 0;
+       }
+       else
+       {
+               /* Hack -- Decline boundary walls with known treasure  */
+               if ((c_ptr->feat == FEAT_MAGMA_K) || (c_ptr->feat == FEAT_QUARTZ_K))
+                       c_ptr->feat -= (FEAT_MAGMA_K - FEAT_MAGMA);
+
+               /* Set boundary mimic */
+               c_ptr->mimic = f_info[c_ptr->feat].mimic;
+       }
+
+       /* Add "solid" perma-wall */
+       c_ptr->feat = FEAT_PERM_SOLID;
+}
+
+
+/*
  * Generate a new dungeon level
  *
  * Note that "dun_body" adds about 4000 bytes of memory to the stack.
@@ -513,6 +538,25 @@ static bool cave_gen(void)
        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;
+       dun->col_rooms = cur_wid / BLOCK_WID;
+
+       /* Initialize the room table */
+       for (y = 0; y < dun->row_rooms; y++)
+       {
+               for (x = 0; x < dun->col_rooms; x++)
+               {
+                       dun->room_map[y][x] = FALSE;
+               }
+       }
+
+       /* No "crowded" rooms yet */
+       dun->crowded = 0;
+
+       /* No rooms yet */
+       dun->cent_n = 0;
+
        /* Empty arena levels */
        if (ironman_empty_levels || ((d_info[dungeon_type].flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
        {
@@ -520,29 +564,45 @@ static bool cave_gen(void)
 
                if (cheat_room)
 #ifdef JP
-msg_print("¥¢¥ê¡¼¥Ê¥ì¥Ù¥ë");
+                       msg_print("¥¢¥ê¡¼¥Ê¥ì¥Ù¥ë");
 #else
                        msg_print("Arena level.");
 #endif
-
        }
 
-
-       /* Hack -- Start with basic granite */
-       for (y = 0; y < cur_hgt; y++)
+       if (empty_level)
        {
-               for (x = 0; x < cur_wid; x++)
+               /* Start with floors */
+               for (y = 0; y < cur_hgt; y++)
                {
-                       cave_type *c_ptr = &cave[y][x];
-
-                       if (empty_level)
+                       for (x = 0; x < cur_wid; x++)
                        {
-                               place_floor_grid(c_ptr);
+                               place_floor_bold(y, x);
                        }
-                       else
+               }
+
+               /* Special boundary walls -- Top and bottom */
+               for (x = 0; x < cur_wid; x++)
+               {
+                       place_extra_bold(0, x);
+                       place_extra_bold(cur_hgt - 1, x);
+               }
+
+               /* Special boundary walls -- Left and right */
+               for (y = 1; y < (cur_hgt - 1); y++)
+               {
+                       place_extra_bold(y, 0);
+                       place_extra_bold(y, cur_wid - 1);
+               }
+       }
+       else
+       {
+               /* Start with walls */
+               for (y = 0; y < cur_hgt; y++)
+               {
+                       for (x = 0; x < cur_wid; x++)
                        {
-                         /* Create granite wall */
-                               place_extra_grid(c_ptr);
+                               place_extra_bold(y, x);
                        }
                }
        }
@@ -554,7 +614,7 @@ msg_print("
                destroyed = TRUE;
 
                /* extra rubble around the place looks cool */
-               build_lake(3+randint0(2));
+               build_lake(one_in_(2) ? GEN_LAKE_TYPE_CAVE : GEN_LAKE_TYPE_EARTH_VAULT);
        }
 
        /* Make a lake some of the time */
@@ -570,44 +630,44 @@ 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)) laketype = GEN_LAKE_TYPE_LAVA;
                        count -= 2;
 
                        /* Lake of Lava2 */
-                       if (!laketype && (dun_level > 80) && one_in_(count)) laketype = 7;
-                       count --;
+                       if (!laketype && (dun_level > 80) && one_in_(count)) laketype = GEN_LAKE_TYPE_FIRE_VAULT;
+                       count--;
                }
 
                if ((d_info[dungeon_type].flags1 & DF1_LAKE_WATER) && !laketype)
                {
                        /* Lake of Water */
-                       if ((dun_level > 50) && randint0(count) < 2) laketype = 2;
+                       if ((dun_level > 50) && randint0(count) < 2) laketype = GEN_LAKE_TYPE_WATER;
                        count -= 2;
 
                        /* Lake of Water2 */
-                       if (!laketype && (dun_level > 50) && one_in_(count)) laketype = 6;
-                       count --;
+                       if (!laketype && (dun_level > 50) && one_in_(count)) laketype = GEN_LAKE_TYPE_WATER_VAULT;
+                       count--;
                }
 
                if ((d_info[dungeon_type].flags1 & DF1_LAKE_RUBBLE) && !laketype)
                {
                        /* Lake of rubble */
-                       if ((dun_level > 35) && (randint0(count) < 2)) laketype = 3;
+                       if ((dun_level > 35) && (randint0(count) < 2)) laketype = GEN_LAKE_TYPE_CAVE;
                        count -= 2;
 
                        /* Lake of rubble2 */
-                       if (!laketype && (dun_level > 35) && one_in_(count)) laketype = 4;
-                       count --;
+                       if (!laketype && (dun_level > 35) && one_in_(count)) laketype = GEN_LAKE_TYPE_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) && !laketype) laketype = GEN_LAKE_TYPE_AIR_VAULT;
 
-               if (laketype != 0)
+               if (laketype)
                {
                        if (cheat_room)
 #ifdef JP
-msg_print("¸Ð¤òÀ¸À®¡£");
+                               msg_print("¸Ð¤òÀ¸À®¡£");
 #else
                                msg_print("Lake on the level.");
 #endif
@@ -618,7 +678,7 @@ msg_print("
 
        if ((dun_level > DUN_CAVERN) && !empty_level &&
            (d_info[dungeon_type].flags1 & DF1_CAVERN) &&
-           (laketype == 0) && !destroyed && (randint1(1000) < dun_level))
+           !laketype && !destroyed && (randint1(1000) < dun_level))
        {
                cavern = TRUE;
 
@@ -626,12 +686,11 @@ msg_print("
 
                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 */
@@ -639,339 +698,298 @@ msg_print("ƶ
        /* Hack -- No destroyed "quest" levels */
        if (quest_number(dun_level)) destroyed = FALSE;
 
-       /* Actual maximum number of rooms on this level */
-       dun->row_rooms = cur_hgt / BLOCK_HGT;
-       dun->col_rooms = cur_wid / BLOCK_WID;
-
-       /* Initialize the room table */
-       for (y = 0; y < dun->row_rooms; y++)
+       /* Build maze */
+       if (d_info[dungeon_type].flags1 & DF1_MAZE)
        {
-               for (x = 0; x < dun->col_rooms; x++)
-               {
-                       dun->room_map[y][x] = FALSE;
-               }
-       }
-
-
-       /* No "crowded" rooms yet */
-       dun->crowded = 0;
+               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;
 
-       /* No rooms yet */
-       dun->cent_n = 0;
+               /* Place 1 or 2 up stairs near some walls */
+               if (!alloc_stairs(FEAT_LESS, 1, 3)) return FALSE;
+       }
 
-       
        /* Build some rooms */
-       if (!(d_info[dungeon_type].flags1 & DF1_MAZE))
-       {
-       for (i = 0; i < dun_rooms; i++)
+       else
        {
-               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)
+               for (i = 0; i < dun_rooms; i++)
                {
-                       /* Slide some rooms right */
-                       if ((x % 3) == 0) x++;
+                       bool force_rooms = (ironman_rooms && !((d_info[dungeon_type].flags1 & DF1_BEGINNER) || (d_info[dungeon_type].flags1 & DF1_CHAMELEON)));
 
-                       /* Slide some rooms left */
-                       if ((x % 3) == 2) x--;
-               }
+                       /* Pick a block for the room */
+                       y = randint0(dun->row_rooms);
+                       x = randint0(dun->col_rooms);
 
-               /* Attempt an "unusual" room */
-               if (force_rooms || (randint0(DUN_UNUSUAL) < dun_level))
-               {
-                       /* Roll for room type */
-                       while(1)
+                       /* Align dungeon rooms */
+                       if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
                        {
-                               k = (force_rooms ? 0 : randint0(100));
-                               if (force_rooms) break;
-                               if ((d_info[dungeon_type].flags1 & DF1_NO_VAULT) && (k < 14)) continue;
-                               break;
+                               /* Slide some rooms right */
+                               if ((x % 3) == 0) x++;
+
+                               /* Slide some rooms left */
+                               if ((x % 3) == 2) x--;
                        }
 
-                       /* Attempt a very unusual room */
+                       /* 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;
+                                       if (room_build(y, x, ROOM_BUILD_TYPE_GREATER_VAULT)) continue;
 #else
-                               /* Type 8 -- Greater vault (4%) */
-                               if (k < 4)
-                               {
-                                       if (max_vault_ok > 1)
-                                       {
-                                               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, ROOM_BUILD_TYPE_GREATER_VAULT)) continue;
+                                               }
+                                               else
+                                               {
 #ifdef JP
-if (cheat_room) msg_print("µðÂç¤ÊÃϲ¼¼¼¤òµÑ²¼¤·¤Þ¤¹¡£");
+                                                       if (cheat_room) msg_print("µðÂç¤ÊÃϲ¼¼¼¤òµÑ²¼¤·¤Þ¤¹¡£");
 #else
-                                               if (cheat_room) msg_print("Refusing a greater vault.");
+                                                       if (cheat_room) msg_print("Refusing a greater vault.");
 #endif
-
+                                               }
                                        }
-                               }
 
-                               /* Type 7 -- Lesser vault (6%) */
-                               if (k < 10)
-                               {
-                                       if (max_vault_ok > 0)
-                                       {
-                                               if (room_build(y, x, 7)) continue;
-                                       }
-                                       else
+                                       /* Type 7 -- Lesser vault (6%) */
+                                       if (k < 10)
                                        {
+                                               if (max_vault_ok > 0)
+                                               {
+                                                       if (room_build(y, x, ROOM_BUILD_TYPE_LESSER_VAULT)) continue;
+                                               }
+                                               else
+                                               {
 #ifdef JP
-if (cheat_room) msg_print("¾®¤µ¤ÊÃϲ¼¼¼¤òµÑ²¼¤·¤Þ¤¹¡£");
+                                                       if (cheat_room) msg_print("¾®¤µ¤ÊÃϲ¼¼¼¤òµÑ²¼¤·¤Þ¤¹¡£");
 #else
-                                               if (cheat_room) msg_print("Refusing a lesser vault.");
+                                                       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 10 -- Random vault (4%) */
+                                       if ((k < 14) && room_build(y, x, ROOM_BUILD_TYPE_RANDOM_VAULT)) continue;
 
-                               /* Type 5 -- Monster nest (8%) */
-                               if ((k < 22) && room_build(y, x, 5)) continue;
+                                       /* Type 5 -- Monster nest (8%) */
+                                       if ((k < 22) && room_build(y, x, ROOM_BUILD_TYPE_NEST)) continue;
 
-                               /* Type 6 -- Monster pit (10%) */
-                               if ((k < 32) && room_build(y, x, 6)) continue;
+                                       /* Type 6 -- Monster pit (10%) */
+                                       if ((k < 32) && room_build(y, x, ROOM_BUILD_TYPE_PIT)) continue;
 
-                               /* Type 13 -- Trapped monster pit (5%) */
-                               if ((k < 37) && room_build(y, x, 13)) continue;
+                                       /* Type 13 -- Trapped monster pit (5%) */
+                                       if ((k < 37) && room_build(y, x, ROOM_BUILD_TYPE_TRAP_PIT)) continue;
 
-                               /* Type 14 -- Trapped room (5%) */
-                               if ((k < 42) && room_build(y, x, 14)) continue;
+                                       /* Type 14 -- Trapped room (5%) */
+                                       if ((k < 42) && room_build(y, x, ROOM_BUILD_TYPE_TRAP)) continue;
 #endif
+                               }
 
-                       }
+                               /* Type 2 -- Overlapping (25%) */
+                               if ((k < 25) && room_build(y, x, ROOM_BUILD_TYPE_OVERLAP)) continue;
+
+                               /* Type 3 -- Cross room (25%) */
+                               if ((k < 50) && room_build(y, x, ROOM_BUILD_TYPE_CROSS)) continue;
+
+                               if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
+                               {
+                                       if (room_build(y, x, ROOM_BUILD_TYPE_INNER_FEAT)) continue;
+                               }
+                               else
+                               {
+                                       /* Type 4 -- Large room (25%) */
+                                       if ((k < 75) && room_build(y, x, ROOM_BUILD_TYPE_INNER_FEAT)) continue;
 
-                       /* Type 2 -- Overlapping (25%) */
-                       if ((k < 25) && room_build(y, x, 2)) continue;
+                                       /* Type 11 -- Circular (10%) */
+                                       if ((k < 85) && room_build(y, x, ROOM_BUILD_TYPE_OVAL)) continue;
 
-                       /* Type 3 -- Cross room (25%) */
-                       if ((k < 50) && room_build(y, x, 3)) continue;
+                                       /* Type 12 -- Crypt (15%) */
+                                       if ((k < 100) && room_build(y, x, ROOM_BUILD_TYPE_CRYPT)) continue;
+                               }
+                       }
 
-                       if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
+                       /* 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
+                           && !(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
                        {
-                               if (room_build(y, x, 4)) continue;
+                               /* Type 9 -- Fractal cave */
+                               if (room_build(y, x, ROOM_BUILD_TYPE_FRACAVE)) continue;
                        }
                        else
                        {
-                               /* 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;
+                               /* Attempt a "trivial" room */
+                               if (room_build(y, x, ROOM_BUILD_TYPE_NORMAL)) continue;
                        }
-               }
 
-               /* The deeper you are, the more cavelike the rooms are */
-               k = randint1(100);
+                       continue;
+               }
 
-               /* 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))
+               /* Make a hole in the dungeon roof sometimes at level 1 */
+               if (dun_level == 1)
                {
-                       /* Type 9 -- Fractal cave */
-                       if (room_build(y, x, 9)) continue;
+                       while (one_in_(DUN_MOS_DEN))
+                       {
+                               place_trees(randint1(cur_wid - 2), randint1(cur_hgt - 2));
+                       }
                }
-               else
-                       /* Attempt a "trivial" room */
 
-                 if (room_build(y, x, 1)) continue;
-               continue;
-       }
+               /* Destroy the level if necessary */
+               if (destroyed) destroy_level();
 
-       /* Make a hole in the dungeon roof sometimes at level 1 */
-       if (dun_level == 1)
-       {
-               while (one_in_(DUN_MOS_DEN))
+               /* Hack -- Add some rivers */
+               if (one_in_(3) && (randint1(dun_level) > 5))
                {
-                       place_trees(randint1(cur_wid - 2), randint1(cur_hgt - 2));
-               }
-       }
+                       /* 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;
 
-       /* Destroy the level if necessary */
-       if (destroyed) destroy_level();
 
-       /* Hack -- Add some rivers */
-       if (one_in_(3) && (randint1(dun_level) > 5))
-       {
-               /* 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;
+                       /* Only add river if matches lake type or if have no lake at all */
+                       if ((((laketype == GEN_LAKE_TYPE_LAVA) && (feat1 == FEAT_DEEP_LAVA)) ||
+                            ((laketype == GEN_LAKE_TYPE_WATER) && (feat1 == FEAT_DEEP_WATER)) ||
+                             !laketype) && feat1)
+                       {
+                               add_river(feat1, feat2);
+                       }
                }
-               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)
+               /* Hack -- Scramble the room order */
+               for (i = 0; i < dun->cent_n; i++)
                {
-                       add_river(feat1, feat2);
+                       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;
                }
-       }
-       }
 
-#if 0
-       /* Reset flags from boundary walls -- Top and bottom */
-       for (x = 0; x < cur_wid; x++)
-       {
-               cave[0][x].info &= ~(CAVE_MASK);
-               cave[cur_hgt - 1][x].info &= ~(CAVE_MASK);
-       }
+               /* Start with no tunnel doors */
+               dun->door_n = 0;
 
-       /* Reset flags from boundary walls -- Left and right */
-       for (y = 1; y < (cur_hgt - 1); y++)
-       {
-               cave[y][0].info &= ~(CAVE_MASK);
-               cave[y][cur_wid - 1].info &= ~(CAVE_MASK);
-       }
-#endif
-
-
-       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);
+               /* 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;
 
-               /* Place 3 or 4 down stairs near some walls */
-               if (!alloc_stairs(FEAT_MORE, 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;
-       }
-       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;
-       }
+               /* Connect all the rooms together */
+               for (i = 0; i < dun->cent_n; i++)
+               {
+                       /* Reset the arrays */
+                       dun->tunn_n = 0;
+                       dun->wall_n = 0;
 
-       /* Start with no tunnel doors */
-       dun->door_n = 0;
+                       /* Connect the room to the previous room */
+                       if (randint1(dun_level) > d_info[dungeon_type].tunnel_percent)
+                       {
+                               /* 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);
+                       }
 
-       /* 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;
+                       /* Turn the tunnel into corridor */
+                       for (j = 0; j < dun->tunn_n; j++)
+                       {
+                               /* Access the grid */
+                               y = dun->tunn[j].y;
+                               x = dun->tunn[j].x;
 
-       /* Connect all the rooms together */
-       for (i = 0; i < dun->cent_n; i++)
-       {
+                               /* Access the grid */
+                               c_ptr = &cave[y][x];
 
-               /* Reset the arrays */
-               dun->tunn_n = 0;
-               dun->wall_n = 0;
+                               /* Clear previous contents (if not a lake), add a floor */
+                               if ((c_ptr->feat < FEAT_DEEP_WATER) ||
+                                   (c_ptr->feat > FEAT_SHAL_LAVA))
+                               {
+                                       /* Clear mimic type */
+                                       c_ptr->mimic = 0;
 
-               /* Connect the room to the previous room */
-               if (randint1(dun_level) > d_info[dungeon_type].tunnel_percent)
-               {
-                       /* 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);
-               }
+                                       place_floor_grid(c_ptr);
+                               }
+                       }
 
-               /* Turn the tunnel into corridor */
-               for (j = 0; j < dun->tunn_n; j++)
-               {
-                       /* Access the grid */
-                       y = dun->tunn[j].y;
-                       x = dun->tunn[j].x;
+                       /* Apply the piercings that we found */
+                       for (j = 0; j < dun->wall_n; j++)
+                       {
+                               /* Access the grid */
+                               y = dun->wall[j].y;
+                               x = dun->wall[j].x;
 
-                       /* Access the grid */
-                       c_ptr = &cave[y][x];
+                               /* Access the grid */
+                               c_ptr = &cave[y][x];
 
-                       /* Clear previous contents (if not a lake), add a floor */
-                       if ((c_ptr->feat < FEAT_DEEP_WATER) ||
-                           (c_ptr->feat > FEAT_SHAL_LAVA))
-                       {
                                /* 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;
                }
 
-               /* Apply the piercings that we found */
-               for (j = 0; j < dun->wall_n; j++)
+               /* Place intersection doors */
+               for (i = 0; i < dun->door_n; i++)
                {
-                       /* 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);
-                       }
+                       /* 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);
                }
 
-               /* 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_MORE, rand_range(3, 4), 3)) return FALSE;
-
-       /* Place 1 or 2 up stairs near some walls */
-       if (!alloc_stairs(FEAT_LESS, rand_range(1, 2), 3)) return FALSE;
+               /* Place 3 or 4 down stairs near some walls */
+               if (!alloc_stairs(FEAT_MORE, rand_range(3, 4), 3)) return FALSE;
 
+               /* Place 1 or 2 up stairs near some walls */
+               if (!alloc_stairs(FEAT_LESS, rand_range(1, 2), 3)) return FALSE;
        }
 
        if (!laketype)
@@ -998,33 +1016,15 @@ if (cheat_room) msg_print("
        /* Special boundary walls -- Top and bottom */
        for (x = 0; x < cur_wid; x++)
        {
-               cave_type *c_ptr = &cave[0][x];
-
-               /* Set boundary mimic and add "solid" perma-wall */
-               c_ptr->mimic = f_info[c_ptr->feat].mimic;
-               c_ptr->feat = FEAT_PERM_SOLID;
-
-               c_ptr = &cave[cur_hgt - 1][x];
-
-               /* Set boundary mimic and add "solid" perma-wall */
-               c_ptr->mimic = f_info[c_ptr->feat].mimic;
-               c_ptr->feat = FEAT_PERM_SOLID;
+               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++)
        {
-               cave_type *c_ptr = &cave[y][0];
-
-               /* Set boundary mimic and add "solid" perma-wall */
-               c_ptr->mimic = f_info[c_ptr->feat].mimic;
-               c_ptr->feat = FEAT_PERM_SOLID;
-
-               c_ptr = &cave[y][cur_wid - 1];
-
-               /* Set boundary mimic and add "solid" perma-wall */
-               c_ptr->mimic = f_info[c_ptr->feat].mimic;
-               c_ptr->feat = FEAT_PERM_SOLID;
+               set_bound_perm_wall(&cave[y][0]);
+               set_bound_perm_wall(&cave[y][cur_wid - 1]);
        }
 
        /* Determine the character location */
@@ -1090,32 +1090,10 @@ msg_format("
                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;
-
-                       /* 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 */
+       (void)alloc_guardian();
 
-       if ((empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > dun_level))) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
+       if (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++)
@@ -1524,6 +1502,7 @@ void clear_cave(void)
        C_WIPE(m_list, m_max, monster_type);
        m_max = 1;
        m_cnt = 0;
+       precalc_cur_num_of_pet();
 
 
        /* Start with a blank cave */
@@ -1575,9 +1554,6 @@ void clear_cave(void)
 
        /* Nothing good here yet */
        rating = 0;
-
-       /* Fill the arrays of floors and walls in the good proportions */
-       set_floor_and_wall(0);
 }
 
 
@@ -1592,6 +1568,9 @@ void generate_cave(void)
 {
        int num;
 
+       /* Fill the arrays of floors and walls in the good proportions */
+       set_floor_and_wall(dungeon_type);
+
        /* Generate */
        for (num = 0; TRUE; num++)
        {
@@ -1607,14 +1586,14 @@ void generate_cave(void)
                /* 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();
                }
 
@@ -1626,7 +1605,7 @@ 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();
                }
@@ -1718,8 +1697,8 @@ if (why) msg_format("
                wipe_m_list();
        }
 
-       /* Glow deep lava */
-       glow_deep_lava();
+       /* Glow deep lava and building entrances */
+       glow_deep_lava_and_bldg();
 
        /* Reset flag */
        p_ptr->enter_dungeon = FALSE;