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[Refactor] #37353 cave_type 構造体を grid_type に改名。 / Rename cave_type structure to grid_...
[hengbandforosx/hengbandosx.git] / src / rooms-normal.c
index 2c4703d..5c7ad41 100644 (file)
-#include "angband.h"\r
-#include "grid.h"\r
-#include "trap.h"\r
-\r
-#include "rooms.h"\r
-\r
-\r
-/*!\r
-* @brief タイプ1の部屋…通常可変長方形の部屋を生成する / Type 1 -- normal rectangular rooms\r
-* @return なし\r
-*/\r
-bool build_type1(void)\r
-{\r
-       POSITION y, x, y2, x2, yval, xval;\r
-       POSITION y1, x1, xsize, ysize;\r
-\r
-       bool light;\r
-\r
-       cave_type *c_ptr;\r
-\r
-       bool curtain = (d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&\r
-               one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 48 : 512);\r
-\r
-       /* Pick a room size */\r
-       y1 = randint1(4);\r
-       x1 = randint1(11);\r
-       y2 = randint1(3);\r
-       x2 = randint1(11);\r
-\r
-       xsize = x1 + x2 + 1;\r
-       ysize = y1 + y2 + 1;\r
-\r
-       /* Find and reserve some space in the dungeon.  Get center of room. */\r
-       if (!find_space(&yval, &xval, ysize + 2, xsize + 2))\r
-       {\r
-               /* Limit to the minimum room size, and retry */\r
-               y1 = 1;\r
-               x1 = 1;\r
-               y2 = 1;\r
-               x2 = 1;\r
-\r
-               xsize = x1 + x2 + 1;\r
-               ysize = y1 + y2 + 1;\r
-\r
-               /* Find and reserve some space in the dungeon.  Get center of room. */\r
-               if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;\r
-       }\r
-\r
-       /* Choose lite or dark */\r
-       light = ((dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));\r
-\r
-\r
-       /* Get corner values */\r
-       y1 = yval - ysize / 2;\r
-       x1 = xval - xsize / 2;\r
-       y2 = yval + (ysize - 1) / 2;\r
-       x2 = xval + (xsize - 1) / 2;\r
-\r
-\r
-       /* Place a full floor under the room */\r
-       for (y = y1 - 1; y <= y2 + 1; y++)\r
-       {\r
-               for (x = x1 - 1; x <= x2 + 1; x++)\r
-               {\r
-                       c_ptr = &cave[y][x];\r
-                       place_floor_grid(c_ptr);\r
-                       c_ptr->info |= (CAVE_ROOM);\r
-                       if (light) c_ptr->info |= (CAVE_GLOW);\r
-               }\r
-       }\r
-\r
-       /* Walls around the room */\r
-       for (y = y1 - 1; y <= y2 + 1; y++)\r
-       {\r
-               c_ptr = &cave[y][x1 - 1];\r
-               place_outer_grid(c_ptr);\r
-               c_ptr = &cave[y][x2 + 1];\r
-               place_outer_grid(c_ptr);\r
-       }\r
-       for (x = x1 - 1; x <= x2 + 1; x++)\r
-       {\r
-               c_ptr = &cave[y1 - 1][x];\r
-               place_outer_grid(c_ptr);\r
-               c_ptr = &cave[y2 + 1][x];\r
-               place_outer_grid(c_ptr);\r
-       }\r
-\r
-\r
-       /* Hack -- Occasional curtained room */\r
-       if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2))\r
-       {\r
-               for (y = y1; y <= y2; y++)\r
-               {\r
-                       c_ptr = &cave[y][x1];\r
-                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;\r
-                       c_ptr->info &= ~(CAVE_MASK);\r
-                       c_ptr = &cave[y][x2];\r
-                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;\r
-                       c_ptr->info &= ~(CAVE_MASK);\r
-               }\r
-               for (x = x1; x <= x2; x++)\r
-               {\r
-                       c_ptr = &cave[y1][x];\r
-                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;\r
-                       c_ptr->info &= ~(CAVE_MASK);\r
-                       c_ptr = &cave[y2][x];\r
-                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;\r
-                       c_ptr->info &= ~(CAVE_MASK);\r
-               }\r
-       }\r
-\r
-\r
-       /* Hack -- Occasional pillar room */\r
-       if (one_in_(20))\r
-       {\r
-               for (y = y1; y <= y2; y += 2)\r
-               {\r
-                       for (x = x1; x <= x2; x += 2)\r
-                       {\r
-                               c_ptr = &cave[y][x];\r
-                               place_inner_grid(c_ptr);\r
-                       }\r
-               }\r
-       }\r
-\r
-       /* Hack -- Occasional room with four pillars */\r
-       else if (one_in_(20))\r
-       {\r
-               if ((y1 + 4 < y2) && (x1 + 4 < x2))\r
-               {\r
-                       c_ptr = &cave[y1 + 1][x1 + 1];\r
-                       place_inner_grid(c_ptr);\r
-\r
-                       c_ptr = &cave[y1 + 1][x2 - 1];\r
-                       place_inner_grid(c_ptr);\r
-\r
-                       c_ptr = &cave[y2 - 1][x1 + 1];\r
-                       place_inner_grid(c_ptr);\r
-\r
-                       c_ptr = &cave[y2 - 1][x2 - 1];\r
-                       place_inner_grid(c_ptr);\r
-               }\r
-       }\r
-\r
-       /* Hack -- Occasional ragged-edge room */\r
-       else if (one_in_(50))\r
-       {\r
-               for (y = y1 + 2; y <= y2 - 2; y += 2)\r
-               {\r
-                       c_ptr = &cave[y][x1];\r
-                       place_inner_grid(c_ptr);\r
-                       c_ptr = &cave[y][x2];\r
-                       place_inner_grid(c_ptr);\r
-               }\r
-               for (x = x1 + 2; x <= x2 - 2; x += 2)\r
-               {\r
-                       c_ptr = &cave[y1][x];\r
-                       place_inner_grid(c_ptr);\r
-                       c_ptr = &cave[y2][x];\r
-                       place_inner_grid(c_ptr);\r
-               }\r
-       }\r
-       /* Hack -- Occasional divided room */\r
-       else if (one_in_(50))\r
-       {\r
-               bool curtain2 = (d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&\r
-                       one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 2 : 128);\r
-\r
-               if (randint1(100) < 50)\r
-               {\r
-                       /* Horizontal wall */\r
-                       for (x = x1; x <= x2; x++)\r
-                       {\r
-                               place_inner_bold(yval, x);\r
-                               if (curtain2) cave[yval][x].feat = feat_door[DOOR_CURTAIN].closed;\r
-                       }\r
-\r
-                       /* Prevent edge of wall from being tunneled */\r
-                       place_solid_bold(yval, x1 - 1);\r
-                       place_solid_bold(yval, x2 + 1);\r
-               }\r
-               else\r
-               {\r
-                       /* Vertical wall */\r
-                       for (y = y1; y <= y2; y++)\r
-                       {\r
-                               place_inner_bold(y, xval);\r
-                               if (curtain2) cave[y][xval].feat = feat_door[DOOR_CURTAIN].closed;\r
-                       }\r
-\r
-                       /* Prevent edge of wall from being tunneled */\r
-                       place_solid_bold(y1 - 1, xval);\r
-                       place_solid_bold(y2 + 1, xval);\r
-               }\r
-\r
-               place_random_door(yval, xval, TRUE);\r
-               if (curtain2) cave[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;\r
-       }\r
-\r
-       return TRUE;\r
-}\r
-\r
-/*!\r
-* @brief タイプ2の部屋…二重長方形の部屋を生成する / Type 2 -- Overlapping rectangular rooms\r
-* @return なし\r
-*/\r
-bool build_type2(void)\r
-{\r
-       POSITION        y, x, xval, yval;\r
-       POSITION        y1a, x1a, y2a, x2a;\r
-       POSITION        y1b, x1b, y2b, x2b;\r
-       bool            light;\r
-       cave_type   *c_ptr;\r
-\r
-       /* Find and reserve some space in the dungeon.  Get center of room. */\r
-       if (!find_space(&yval, &xval, 11, 25)) return FALSE;\r
-\r
-       /* Choose lite or dark */\r
-       light = ((dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));\r
-\r
-       /* Determine extents of the first room */\r
-       y1a = yval - randint1(4);\r
-       y2a = yval + randint1(3);\r
-       x1a = xval - randint1(11);\r
-       x2a = xval + randint1(10);\r
-\r
-       /* Determine extents of the second room */\r
-       y1b = yval - randint1(3);\r
-       y2b = yval + randint1(4);\r
-       x1b = xval - randint1(10);\r
-       x2b = xval + randint1(11);\r
-\r
-\r
-       /* Place a full floor for room "a" */\r
-       for (y = y1a - 1; y <= y2a + 1; y++)\r
-       {\r
-               for (x = x1a - 1; x <= x2a + 1; x++)\r
-               {\r
-                       c_ptr = &cave[y][x];\r
-                       place_floor_grid(c_ptr);\r
-                       c_ptr->info |= (CAVE_ROOM);\r
-                       if (light) c_ptr->info |= (CAVE_GLOW);\r
-               }\r
-       }\r
-\r
-       /* Place a full floor for room "b" */\r
-       for (y = y1b - 1; y <= y2b + 1; y++)\r
-       {\r
-               for (x = x1b - 1; x <= x2b + 1; x++)\r
-               {\r
-                       c_ptr = &cave[y][x];\r
-                       place_floor_grid(c_ptr);\r
-                       c_ptr->info |= (CAVE_ROOM);\r
-                       if (light) c_ptr->info |= (CAVE_GLOW);\r
-               }\r
-       }\r
-\r
-\r
-       /* Place the walls around room "a" */\r
-       for (y = y1a - 1; y <= y2a + 1; y++)\r
-       {\r
-               c_ptr = &cave[y][x1a - 1];\r
-               place_outer_grid(c_ptr);\r
-               c_ptr = &cave[y][x2a + 1];\r
-               place_outer_grid(c_ptr);\r
-       }\r
-       for (x = x1a - 1; x <= x2a + 1; x++)\r
-       {\r
-               c_ptr = &cave[y1a - 1][x];\r
-               place_outer_grid(c_ptr);\r
-               c_ptr = &cave[y2a + 1][x];\r
-               place_outer_grid(c_ptr);\r
-       }\r
-\r
-       /* Place the walls around room "b" */\r
-       for (y = y1b - 1; y <= y2b + 1; y++)\r
-       {\r
-               c_ptr = &cave[y][x1b - 1];\r
-               place_outer_grid(c_ptr);\r
-               c_ptr = &cave[y][x2b + 1];\r
-               place_outer_grid(c_ptr);\r
-       }\r
-       for (x = x1b - 1; x <= x2b + 1; x++)\r
-       {\r
-               c_ptr = &cave[y1b - 1][x];\r
-               place_outer_grid(c_ptr);\r
-               c_ptr = &cave[y2b + 1][x];\r
-               place_outer_grid(c_ptr);\r
-       }\r
-\r
-\r
-\r
-       /* Replace the floor for room "a" */\r
-       for (y = y1a; y <= y2a; y++)\r
-       {\r
-               for (x = x1a; x <= x2a; x++)\r
-               {\r
-                       c_ptr = &cave[y][x];\r
-                       place_floor_grid(c_ptr);\r
-               }\r
-       }\r
-\r
-       /* Replace the floor for room "b" */\r
-       for (y = y1b; y <= y2b; y++)\r
-       {\r
-               for (x = x1b; x <= x2b; x++)\r
-               {\r
-                       c_ptr = &cave[y][x];\r
-                       place_floor_grid(c_ptr);\r
-               }\r
-       }\r
-\r
-       return TRUE;\r
-}\r
-\r
-/*!\r
-* @brief タイプ3の部屋…十字型の部屋を生成する / Type 3 -- Cross shaped rooms\r
-* @return なし\r
-* @details\r
-* Builds a room at a row, column coordinate\n\r
-*\n\r
-* Room "a" runs north/south, and Room "b" runs east/east\n\r
-* So the "central pillar" runs from x1a, y1b to x2a, y2b.\n\r
-*\n\r
-* Note that currently, the "center" is always 3x3, but I think that\n\r
-* the code below will work (with "bounds checking") for 5x5, or even\n\r
-* for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.\n\r
-*/\r
-bool build_type3(void)\r
-{\r
-       POSITION y, x, dy, dx, wy, wx;\r
-       POSITION y1a, x1a, y2a, x2a;\r
-       POSITION y1b, x1b, y2b, x2b;\r
-       POSITION yval, xval;\r
-       bool light;\r
-       cave_type *c_ptr;\r
-\r
-\r
-       /* Find and reserve some space in the dungeon.  Get center of room. */\r
-       if (!find_space(&yval, &xval, 11, 25)) return FALSE;\r
-\r
-\r
-       /* Choose lite or dark */\r
-       light = ((dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));\r
-\r
-       /* For now, always 3x3 */\r
-       wx = wy = 1;\r
-\r
-       /* Pick max vertical size (at most 4) */\r
-       dy = rand_range(3, 4);\r
-\r
-       /* Pick max horizontal size (at most 15) */\r
-       dx = rand_range(3, 11);\r
-\r
-\r
-       /* Determine extents of the north/south room */\r
-       y1a = yval - dy;\r
-       y2a = yval + dy;\r
-       x1a = xval - wx;\r
-       x2a = xval + wx;\r
-\r
-       /* Determine extents of the east/west room */\r
-       y1b = yval - wy;\r
-       y2b = yval + wy;\r
-       x1b = xval - dx;\r
-       x2b = xval + dx;\r
-\r
-\r
-       /* Place a full floor for room "a" */\r
-       for (y = y1a - 1; y <= y2a + 1; y++)\r
-       {\r
-               for (x = x1a - 1; x <= x2a + 1; x++)\r
-               {\r
-                       c_ptr = &cave[y][x];\r
-                       place_floor_grid(c_ptr);\r
-                       c_ptr->info |= (CAVE_ROOM);\r
-                       if (light) c_ptr->info |= (CAVE_GLOW);\r
-               }\r
-       }\r
-\r
-       /* Place a full floor for room "b" */\r
-       for (y = y1b - 1; y <= y2b + 1; y++)\r
-       {\r
-               for (x = x1b - 1; x <= x2b + 1; x++)\r
-               {\r
-                       c_ptr = &cave[y][x];\r
-                       place_floor_grid(c_ptr);\r
-                       c_ptr->info |= (CAVE_ROOM);\r
-                       if (light) c_ptr->info |= (CAVE_GLOW);\r
-               }\r
-       }\r
-\r
-\r
-       /* Place the walls around room "a" */\r
-       for (y = y1a - 1; y <= y2a + 1; y++)\r
-       {\r
-               c_ptr = &cave[y][x1a - 1];\r
-               place_outer_grid(c_ptr);\r
-               c_ptr = &cave[y][x2a + 1];\r
-               place_outer_grid(c_ptr);\r
-       }\r
-       for (x = x1a - 1; x <= x2a + 1; x++)\r
-       {\r
-               c_ptr = &cave[y1a - 1][x];\r
-               place_outer_grid(c_ptr);\r
-               c_ptr = &cave[y2a + 1][x];\r
-               place_outer_grid(c_ptr);\r
-       }\r
-\r
-       /* Place the walls around room "b" */\r
-       for (y = y1b - 1; y <= y2b + 1; y++)\r
-       {\r
-               c_ptr = &cave[y][x1b - 1];\r
-               place_outer_grid(c_ptr);\r
-               c_ptr = &cave[y][x2b + 1];\r
-               place_outer_grid(c_ptr);\r
-       }\r
-       for (x = x1b - 1; x <= x2b + 1; x++)\r
-       {\r
-               c_ptr = &cave[y1b - 1][x];\r
-               place_outer_grid(c_ptr);\r
-               c_ptr = &cave[y2b + 1][x];\r
-               place_outer_grid(c_ptr);\r
-       }\r
-\r
-\r
-       /* Replace the floor for room "a" */\r
-       for (y = y1a; y <= y2a; y++)\r
-       {\r
-               for (x = x1a; x <= x2a; x++)\r
-               {\r
-                       c_ptr = &cave[y][x];\r
-                       place_floor_grid(c_ptr);\r
-               }\r
-       }\r
-\r
-       /* Replace the floor for room "b" */\r
-       for (y = y1b; y <= y2b; y++)\r
-       {\r
-               for (x = x1b; x <= x2b; x++)\r
-               {\r
-                       c_ptr = &cave[y][x];\r
-                       place_floor_grid(c_ptr);\r
-               }\r
-       }\r
-\r
-\r
-\r
-       /* Special features (3/4) */\r
-       switch (randint0(4))\r
-       {\r
-               /* Large solid middle pillar */\r
-       case 1:\r
-       {\r
-               for (y = y1b; y <= y2b; y++)\r
-               {\r
-                       for (x = x1a; x <= x2a; x++)\r
-                       {\r
-                               c_ptr = &cave[y][x];\r
-                               place_inner_grid(c_ptr);\r
-                       }\r
-               }\r
-               break;\r
-       }\r
-\r
-       /* Inner treasure vault */\r
-       case 2:\r
-       {\r
-               /* Build the vault */\r
-               for (y = y1b; y <= y2b; y++)\r
-               {\r
-                       c_ptr = &cave[y][x1a];\r
-                       place_inner_grid(c_ptr);\r
-                       c_ptr = &cave[y][x2a];\r
-                       place_inner_grid(c_ptr);\r
-               }\r
-               for (x = x1a; x <= x2a; x++)\r
-               {\r
-                       c_ptr = &cave[y1b][x];\r
-                       place_inner_grid(c_ptr);\r
-                       c_ptr = &cave[y2b][x];\r
-                       place_inner_grid(c_ptr);\r
-               }\r
-\r
-               /* Place a secret door on the inner room */\r
-               switch (randint0(4))\r
-               {\r
-               case 0: place_secret_door(y1b, xval, DOOR_DEFAULT); break;\r
-               case 1: place_secret_door(y2b, xval, DOOR_DEFAULT); break;\r
-               case 2: place_secret_door(yval, x1a, DOOR_DEFAULT); break;\r
-               case 3: place_secret_door(yval, x2a, DOOR_DEFAULT); break;\r
-               }\r
-\r
-               /* Place a treasure in the vault */\r
-               place_object(yval, xval, 0L);\r
-\r
-               /* Let's guard the treasure well */\r
-               vault_monsters(yval, xval, randint0(2) + 3);\r
-\r
-               /* Traps naturally */\r
-               vault_traps(yval, xval, 4, 4, randint0(3) + 2);\r
-\r
-               break;\r
-       }\r
-\r
-       /* Something else */\r
-       case 3:\r
-       {\r
-               /* Occasionally pinch the center shut */\r
-               if (one_in_(3))\r
-               {\r
-                       /* Pinch the east/west sides */\r
-                       for (y = y1b; y <= y2b; y++)\r
-                       {\r
-                               if (y == yval) continue;\r
-                               c_ptr = &cave[y][x1a - 1];\r
-                               place_inner_grid(c_ptr);\r
-                               c_ptr = &cave[y][x2a + 1];\r
-                               place_inner_grid(c_ptr);\r
-                       }\r
-\r
-                       /* Pinch the north/south sides */\r
-                       for (x = x1a; x <= x2a; x++)\r
-                       {\r
-                               if (x == xval) continue;\r
-                               c_ptr = &cave[y1b - 1][x];\r
-                               place_inner_grid(c_ptr);\r
-                               c_ptr = &cave[y2b + 1][x];\r
-                               place_inner_grid(c_ptr);\r
-                       }\r
-\r
-                       /* Sometimes shut using secret doors */\r
-                       if (one_in_(3))\r
-                       {\r
-                               int door_type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&\r
-                                       one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
-                                       ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);\r
-\r
-                               place_secret_door(yval, x1a - 1, door_type);\r
-                               place_secret_door(yval, x2a + 1, door_type);\r
-                               place_secret_door(y1b - 1, xval, door_type);\r
-                               place_secret_door(y2b + 1, xval, door_type);\r
-                       }\r
-               }\r
-\r
-               /* Occasionally put a "plus" in the center */\r
-               else if (one_in_(3))\r
-               {\r
-                       c_ptr = &cave[yval][xval];\r
-                       place_inner_grid(c_ptr);\r
-                       c_ptr = &cave[y1b][xval];\r
-                       place_inner_grid(c_ptr);\r
-                       c_ptr = &cave[y2b][xval];\r
-                       place_inner_grid(c_ptr);\r
-                       c_ptr = &cave[yval][x1a];\r
-                       place_inner_grid(c_ptr);\r
-                       c_ptr = &cave[yval][x2a];\r
-                       place_inner_grid(c_ptr);\r
-               }\r
-\r
-               /* Occasionally put a pillar in the center */\r
-               else if (one_in_(3))\r
-               {\r
-                       c_ptr = &cave[yval][xval];\r
-                       place_inner_grid(c_ptr);\r
-               }\r
-\r
-               break;\r
-       }\r
-       }\r
-\r
-       return TRUE;\r
-}\r
-\r
-/*!\r
-* @brief タイプ4の部屋…固定サイズの二重構造部屋を生成する / Type 4 -- Large room with inner features\r
-* @return なし\r
-* @details\r
-* Possible sub-types:\n\r
-*      1 - Just an inner room with one door\n\r
-*      2 - An inner room within an inner room\n\r
-*      3 - An inner room with pillar(s)\n\r
-*      4 - Inner room has a maze\n\r
-*      5 - A set of four inner rooms\n\r
-*/\r
-bool build_type4(void)\r
-{\r
-       POSITION y, x, y1, x1;\r
-       POSITION y2, x2, tmp, yval, xval;\r
-       bool light;\r
-       cave_type *c_ptr;\r
-\r
-\r
-       /* Find and reserve some space in the dungeon.  Get center of room. */\r
-       if (!find_space(&yval, &xval, 11, 25)) return FALSE;\r
-\r
-       /* Choose lite or dark */\r
-       light = ((dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));\r
-\r
-       /* Large room */\r
-       y1 = yval - 4;\r
-       y2 = yval + 4;\r
-       x1 = xval - 11;\r
-       x2 = xval + 11;\r
-\r
-       /* Place a full floor under the room */\r
-       for (y = y1 - 1; y <= y2 + 1; y++)\r
-       {\r
-               for (x = x1 - 1; x <= x2 + 1; x++)\r
-               {\r
-                       c_ptr = &cave[y][x];\r
-                       place_floor_grid(c_ptr);\r
-                       c_ptr->info |= (CAVE_ROOM);\r
-                       if (light) c_ptr->info |= (CAVE_GLOW);\r
-               }\r
-       }\r
-\r
-       /* Outer Walls */\r
-       for (y = y1 - 1; y <= y2 + 1; y++)\r
-       {\r
-               c_ptr = &cave[y][x1 - 1];\r
-               place_outer_grid(c_ptr);\r
-               c_ptr = &cave[y][x2 + 1];\r
-               place_outer_grid(c_ptr);\r
-       }\r
-       for (x = x1 - 1; x <= x2 + 1; x++)\r
-       {\r
-               c_ptr = &cave[y1 - 1][x];\r
-               place_outer_grid(c_ptr);\r
-               c_ptr = &cave[y2 + 1][x];\r
-               place_outer_grid(c_ptr);\r
-       }\r
-\r
-\r
-       /* The inner room */\r
-       y1 = y1 + 2;\r
-       y2 = y2 - 2;\r
-       x1 = x1 + 2;\r
-       x2 = x2 - 2;\r
-\r
-       /* The inner walls */\r
-       for (y = y1 - 1; y <= y2 + 1; y++)\r
-       {\r
-               c_ptr = &cave[y][x1 - 1];\r
-               place_inner_grid(c_ptr);\r
-               c_ptr = &cave[y][x2 + 1];\r
-               place_inner_grid(c_ptr);\r
-       }\r
-       for (x = x1 - 1; x <= x2 + 1; x++)\r
-       {\r
-               c_ptr = &cave[y1 - 1][x];\r
-               place_inner_grid(c_ptr);\r
-               c_ptr = &cave[y2 + 1][x];\r
-               place_inner_grid(c_ptr);\r
-       }\r
-\r
-\r
-       /* Inner room variations */\r
-       switch (randint1(5))\r
-       {\r
-                       /* Just an inner room with a monster */\r
-               case 1:\r
-               {\r
-                       /* Place a secret door */\r
-                       switch (randint1(4))\r
-                       {\r
-                       case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
-                       case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
-                       case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
-                       case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
-                       }\r
-\r
-                       /* Place a monster in the room */\r
-                       vault_monsters(yval, xval, 1);\r
-\r
-                       break;\r
-               }\r
-\r
-               /* Treasure Vault (with a door) */\r
-               case 2:\r
-               {\r
-                       /* Place a secret door */\r
-                       switch (randint1(4))\r
-                       {\r
-                       case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
-                       case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
-                       case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
-                       case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
-                       }\r
-\r
-                       /* Place another inner room */\r
-                       for (y = yval - 1; y <= yval + 1; y++)\r
-                       {\r
-                               for (x = xval - 1; x <= xval + 1; x++)\r
-                               {\r
-                                       if ((x == xval) && (y == yval)) continue;\r
-                                       c_ptr = &cave[y][x];\r
-                                       place_inner_grid(c_ptr);\r
-                               }\r
-                       }\r
-\r
-                       /* Place a locked door on the inner room */\r
-                       switch (randint1(4))\r
-                       {\r
-                       case 1: place_locked_door(yval - 1, xval); break;\r
-                       case 2: place_locked_door(yval + 1, xval); break;\r
-                       case 3: place_locked_door(yval, xval - 1); break;\r
-                       case 4: place_locked_door(yval, xval + 1); break;\r
-                       }\r
-\r
-                       /* Monsters to guard the "treasure" */\r
-                       vault_monsters(yval, xval, randint1(3) + 2);\r
-\r
-                       /* Object (80%) */\r
-                       if (randint0(100) < 80)\r
-                       {\r
-                               place_object(yval, xval, 0L);\r
-                       }\r
-\r
-                       /* Stairs (20%) */\r
-                       else\r
-                       {\r
-                               place_random_stairs(yval, xval);\r
-                       }\r
-\r
-                       /* Traps to protect the treasure */\r
-                       vault_traps(yval, xval, 4, 10, 2 + randint1(3));\r
-\r
-                       break;\r
-               }\r
-\r
-               /* Inner pillar(s). */\r
-               case 3:\r
-               {\r
-                       /* Place a secret door */\r
-                       switch (randint1(4))\r
-                       {\r
-                       case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
-                       case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
-                       case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
-                       case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
-                       }\r
-\r
-                       /* Large Inner Pillar */\r
-                       for (y = yval - 1; y <= yval + 1; y++)\r
-                       {\r
-                               for (x = xval - 1; x <= xval + 1; x++)\r
-                               {\r
-                                       c_ptr = &cave[y][x];\r
-                                       place_inner_grid(c_ptr);\r
-                               }\r
-                       }\r
-\r
-                       /* Occasionally, two more Large Inner Pillars */\r
-                       if (one_in_(2))\r
-                       {\r
-                               tmp = randint1(2);\r
-                               for (y = yval - 1; y <= yval + 1; y++)\r
-                               {\r
-                                       for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)\r
-                                       {\r
-                                               c_ptr = &cave[y][x];\r
-                                               place_inner_grid(c_ptr);\r
-                                       }\r
-                                       for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)\r
-                                       {\r
-                                               c_ptr = &cave[y][x];\r
-                                               place_inner_grid(c_ptr);\r
-                                       }\r
-                               }\r
-                       }\r
-\r
-                       /* Occasionally, some Inner rooms */\r
-                       if (one_in_(3))\r
-                       {\r
-                               int door_type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&\r
-                                       one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
-                                       ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);\r
-\r
-                               /* Long horizontal walls */\r
-                               for (x = xval - 5; x <= xval + 5; x++)\r
-                               {\r
-                                       c_ptr = &cave[yval - 1][x];\r
-                                       place_inner_grid(c_ptr);\r
-                                       c_ptr = &cave[yval + 1][x];\r
-                                       place_inner_grid(c_ptr);\r
-                               }\r
-\r
-                               /* Close off the left/right edges */\r
-                               c_ptr = &cave[yval][xval - 5];\r
-                               place_inner_grid(c_ptr);\r
-                               c_ptr = &cave[yval][xval + 5];\r
-                               place_inner_grid(c_ptr);\r
-\r
-                               /* Secret doors (random top/bottom) */\r
-                               place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type);\r
-                               place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type);\r
-\r
-                               /* Monsters */\r
-                               vault_monsters(yval, xval - 2, randint1(2));\r
-                               vault_monsters(yval, xval + 2, randint1(2));\r
-\r
-                               /* Objects */\r
-                               if (one_in_(3)) place_object(yval, xval - 2, 0L);\r
-                               if (one_in_(3)) place_object(yval, xval + 2, 0L);\r
-                       }\r
-\r
-                       break;\r
-               }\r
-\r
-               /* Maze inside. */\r
-               case 4:\r
-               {\r
-                       /* Place a secret door */\r
-                       switch (randint1(4))\r
-                       {\r
-                       case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
-                       case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
-                       case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
-                       case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
-                       }\r
-\r
-                       /* Maze (really a checkerboard) */\r
-                       for (y = y1; y <= y2; y++)\r
-                       {\r
-                               for (x = x1; x <= x2; x++)\r
-                               {\r
-                                       if (0x1 & (x + y))\r
-                                       {\r
-                                               c_ptr = &cave[y][x];\r
-                                               place_inner_grid(c_ptr);\r
-                                       }\r
-                               }\r
-                       }\r
-\r
-                       /* Monsters just love mazes. */\r
-                       vault_monsters(yval, xval - 5, randint1(3));\r
-                       vault_monsters(yval, xval + 5, randint1(3));\r
-\r
-                       /* Traps make them entertaining. */\r
-                       vault_traps(yval, xval - 3, 2, 8, randint1(3));\r
-                       vault_traps(yval, xval + 3, 2, 8, randint1(3));\r
-\r
-                       /* Mazes should have some treasure too. */\r
-                       vault_objects(yval, xval, 3);\r
-\r
-                       break;\r
-               }\r
-\r
-               /* Four small rooms. */\r
-               case 5:\r
-               {\r
-                       int door_type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&\r
-                               one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
-                               ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);\r
-\r
-                       /* Inner "cross" */\r
-                       for (y = y1; y <= y2; y++)\r
-                       {\r
-                               c_ptr = &cave[y][xval];\r
-                               place_inner_grid(c_ptr);\r
-                       }\r
-                       for (x = x1; x <= x2; x++)\r
-                       {\r
-                               c_ptr = &cave[yval][x];\r
-                               place_inner_grid(c_ptr);\r
-                       }\r
-\r
-                       /* Doors into the rooms */\r
-                       if (randint0(100) < 50)\r
-                       {\r
-                               int i = randint1(10);\r
-                               place_secret_door(y1 - 1, xval - i, door_type);\r
-                               place_secret_door(y1 - 1, xval + i, door_type);\r
-                               place_secret_door(y2 + 1, xval - i, door_type);\r
-                               place_secret_door(y2 + 1, xval + i, door_type);\r
-                       }\r
-                       else\r
-                       {\r
-                               int i = randint1(3);\r
-                               place_secret_door(yval + i, x1 - 1, door_type);\r
-                               place_secret_door(yval - i, x1 - 1, door_type);\r
-                               place_secret_door(yval + i, x2 + 1, door_type);\r
-                               place_secret_door(yval - i, x2 + 1, door_type);\r
-                       }\r
-\r
-                       /* Treasure, centered at the center of the cross */\r
-                       vault_objects(yval, xval, 2 + randint1(2));\r
-\r
-                       /* Gotta have some monsters. */\r
-                       vault_monsters(yval + 1, xval - 4, randint1(4));\r
-                       vault_monsters(yval + 1, xval + 4, randint1(4));\r
-                       vault_monsters(yval - 1, xval - 4, randint1(4));\r
-                       vault_monsters(yval - 1, xval + 4, randint1(4));\r
-\r
-                       break;\r
-               }\r
-       }\r
-\r
-       return TRUE;\r
-}\r
-\r
-\r
-/*!\r
-* @brief タイプ11の部屋…円形部屋の生成 / Type 11 -- Build an vertical oval room.\r
-* @return なし\r
-* @details\r
-* For every grid in the possible square, check the distance.\n\r
-* If it's less than the radius, make it a room square.\n\r
-*\n\r
-* When done fill from the inside to find the walls,\n\r
-*/\r
-bool build_type11(void)\r
-{\r
-       POSITION rad, x, y, x0, y0;\r
-       int light = FALSE;\r
-\r
-       /* Occasional light */\r
-       if ((randint1(dun_level) <= 15) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;\r
-\r
-       rad = randint0(9);\r
-\r
-       /* Find and reserve some space in the dungeon.  Get center of room. */\r
-       if (!find_space(&y0, &x0, rad * 2 + 1, rad * 2 + 1)) return FALSE;\r
-\r
-       /* Make circular floor */\r
-       for (x = x0 - rad; x <= x0 + rad; x++)\r
-       {\r
-               for (y = y0 - rad; y <= y0 + rad; y++)\r
-               {\r
-                       if (distance(y0, x0, y, x) <= rad - 1)\r
-                       {\r
-                               /* inside- so is floor */\r
-                               place_floor_bold(y, x);\r
-                       }\r
-                       else if (distance(y0, x0, y, x) <= rad + 1)\r
-                       {\r
-                               /* make granite outside so arena works */\r
-                               place_extra_bold(y, x);\r
-                       }\r
-               }\r
-       }\r
-\r
-       /* Find visible outer walls and set to be FEAT_OUTER */\r
-       add_outer_wall(x0, y0, light, x0 - rad, y0 - rad, x0 + rad, y0 + rad);\r
-\r
-       return TRUE;\r
-}\r
-\r
-\r
-/*!\r
-* @brief タイプ12の部屋…ドーム型部屋の生成 / Type 12 -- Build crypt room.\r
-* @return なし\r
-* @details\r
-* For every grid in the possible square, check the (fake) distance.\n\r
-* If it's less than the radius, make it a room square.\n\r
-*\n\r
-* When done fill from the inside to find the walls,\n\r
-*/\r
-bool build_type12(void)\r
-{\r
-       POSITION rad, x, y, x0, y0;\r
-       int light = FALSE;\r
-       bool emptyflag = TRUE;\r
-\r
-       /* Make a random metric */\r
-       POSITION h1, h2, h3, h4;\r
-       h1 = randint1(32) - 16;\r
-       h2 = randint1(16);\r
-       h3 = randint1(32);\r
-       h4 = randint1(32) - 16;\r
-\r
-       /* Occasional light */\r
-       if ((randint1(dun_level) <= 5) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;\r
-\r
-       rad = randint1(9);\r
-\r
-       /* Find and reserve some space in the dungeon.  Get center of room. */\r
-       if (!find_space(&y0, &x0, rad * 2 + 3, rad * 2 + 3)) return FALSE;\r
-\r
-       /* Make floor */\r
-       for (x = x0 - rad; x <= x0 + rad; x++)\r
-       {\r
-               for (y = y0 - rad; y <= y0 + rad; y++)\r
-               {\r
-                       /* clear room flag */\r
-                       cave[y][x].info &= ~(CAVE_ROOM);\r
-\r
-                       if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)\r
-                       {\r
-                               /* inside - so is floor */\r
-                               place_floor_bold(y, x);\r
-                       }\r
-                       else if (distance(y0, x0, y, x) < 3)\r
-                       {\r
-                               place_floor_bold(y, x);\r
-                       }\r
-                       else\r
-                       {\r
-                               /* make granite outside so arena works */\r
-                               place_extra_bold(y, x);\r
-                       }\r
-\r
-                       /* proper boundary for arena */\r
-                       if (((y + rad) == y0) || ((y - rad) == y0) ||\r
-                               ((x + rad) == x0) || ((x - rad) == x0))\r
-                       {\r
-                               place_extra_bold(y, x);\r
-                       }\r
-               }\r
-       }\r
-\r
-       /* Find visible outer walls and set to be FEAT_OUTER */\r
-       add_outer_wall(x0, y0, light, x0 - rad - 1, y0 - rad - 1,\r
-               x0 + rad + 1, y0 + rad + 1);\r
-\r
-       /* Check to see if there is room for an inner vault */\r
-       for (x = x0 - 2; x <= x0 + 2; x++)\r
-       {\r
-               for (y = y0 - 2; y <= y0 + 2; y++)\r
-               {\r
-                       if (!is_floor_bold(y, x))\r
-                       {\r
-                               /* Wall in the way */\r
-                               emptyflag = FALSE;\r
-                       }\r
-               }\r
-       }\r
-\r
-       if (emptyflag && one_in_(2))\r
-       {\r
-               /* Build the vault */\r
-               build_small_room(x0, y0);\r
-\r
-               /* Place a treasure in the vault */\r
-               place_object(y0, x0, 0L);\r
-\r
-               /* Let's guard the treasure well */\r
-               vault_monsters(y0, x0, randint0(2) + 3);\r
-\r
-               /* Traps naturally */\r
-               vault_traps(y0, x0, 4, 4, randint0(3) + 2);\r
-       }\r
-\r
-       return TRUE;\r
-}\r
-\r
+#include "angband.h"
+#include "grid.h"
+#include "trap.h"
+
+#include "rooms.h"
+
+
+/*!
+* @brief タイプ1の部屋…通常可変長方形の部屋を生成する / Type 1 -- normal rectangular rooms
+* @return なし
+*/
+bool build_type1(void)
+{
+       POSITION y, x, y2, x2, yval, xval;
+       POSITION y1, x1, xsize, ysize;
+
+       bool light;
+
+       grid_type *c_ptr;
+
+       bool curtain = (d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
+               one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 48 : 512);
+
+       /* Pick a room size */
+       y1 = randint1(4);
+       x1 = randint1(11);
+       y2 = randint1(3);
+       x2 = randint1(11);
+
+       xsize = x1 + x2 + 1;
+       ysize = y1 + y2 + 1;
+
+       /* Find and reserve some space in the dungeon.  Get center of room. */
+       if (!find_space(&yval, &xval, ysize + 2, xsize + 2))
+       {
+               /* Limit to the minimum room size, and retry */
+               y1 = 1;
+               x1 = 1;
+               y2 = 1;
+               x2 = 1;
+
+               xsize = x1 + x2 + 1;
+               ysize = y1 + y2 + 1;
+
+               /* Find and reserve some space in the dungeon.  Get center of room. */
+               if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
+       }
+
+       /* Choose lite or dark */
+       light = ((dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
+
+
+       /* Get corner values */
+       y1 = yval - ysize / 2;
+       x1 = xval - xsize / 2;
+       y2 = yval + (ysize - 1) / 2;
+       x2 = xval + (xsize - 1) / 2;
+
+
+       /* Place a full floor under the room */
+       for (y = y1 - 1; y <= y2 + 1; y++)
+       {
+               for (x = x1 - 1; x <= x2 + 1; x++)
+               {
+                       c_ptr = &cave[y][x];
+                       place_floor_grid(c_ptr);
+                       c_ptr->info |= (CAVE_ROOM);
+                       if (light) c_ptr->info |= (CAVE_GLOW);
+               }
+       }
+
+       /* Walls around the room */
+       for (y = y1 - 1; y <= y2 + 1; y++)
+       {
+               c_ptr = &cave[y][x1 - 1];
+               place_outer_grid(c_ptr);
+               c_ptr = &cave[y][x2 + 1];
+               place_outer_grid(c_ptr);
+       }
+       for (x = x1 - 1; x <= x2 + 1; x++)
+       {
+               c_ptr = &cave[y1 - 1][x];
+               place_outer_grid(c_ptr);
+               c_ptr = &cave[y2 + 1][x];
+               place_outer_grid(c_ptr);
+       }
+
+
+       /* Hack -- Occasional curtained room */
+       if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2))
+       {
+               for (y = y1; y <= y2; y++)
+               {
+                       c_ptr = &cave[y][x1];
+                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+                       c_ptr->info &= ~(CAVE_MASK);
+                       c_ptr = &cave[y][x2];
+                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+                       c_ptr->info &= ~(CAVE_MASK);
+               }
+               for (x = x1; x <= x2; x++)
+               {
+                       c_ptr = &cave[y1][x];
+                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+                       c_ptr->info &= ~(CAVE_MASK);
+                       c_ptr = &cave[y2][x];
+                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+                       c_ptr->info &= ~(CAVE_MASK);
+               }
+       }
+
+
+       /* Hack -- Occasional pillar room */
+       if (one_in_(20))
+       {
+               for (y = y1; y <= y2; y += 2)
+               {
+                       for (x = x1; x <= x2; x += 2)
+                       {
+                               c_ptr = &cave[y][x];
+                               place_inner_grid(c_ptr);
+                       }
+               }
+       }
+
+       /* Hack -- Occasional room with four pillars */
+       else if (one_in_(20))
+       {
+               if ((y1 + 4 < y2) && (x1 + 4 < x2))
+               {
+                       c_ptr = &cave[y1 + 1][x1 + 1];
+                       place_inner_grid(c_ptr);
+
+                       c_ptr = &cave[y1 + 1][x2 - 1];
+                       place_inner_grid(c_ptr);
+
+                       c_ptr = &cave[y2 - 1][x1 + 1];
+                       place_inner_grid(c_ptr);
+
+                       c_ptr = &cave[y2 - 1][x2 - 1];
+                       place_inner_grid(c_ptr);
+               }
+       }
+
+       /* Hack -- Occasional ragged-edge room */
+       else if (one_in_(50))
+       {
+               for (y = y1 + 2; y <= y2 - 2; y += 2)
+               {
+                       c_ptr = &cave[y][x1];
+                       place_inner_grid(c_ptr);
+                       c_ptr = &cave[y][x2];
+                       place_inner_grid(c_ptr);
+               }
+               for (x = x1 + 2; x <= x2 - 2; x += 2)
+               {
+                       c_ptr = &cave[y1][x];
+                       place_inner_grid(c_ptr);
+                       c_ptr = &cave[y2][x];
+                       place_inner_grid(c_ptr);
+               }
+       }
+       /* Hack -- Occasional divided room */
+       else if (one_in_(50))
+       {
+               bool curtain2 = (d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
+                       one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 2 : 128);
+
+               if (randint1(100) < 50)
+               {
+                       /* Horizontal wall */
+                       for (x = x1; x <= x2; x++)
+                       {
+                               place_inner_bold(yval, x);
+                               if (curtain2) cave[yval][x].feat = feat_door[DOOR_CURTAIN].closed;
+                       }
+
+                       /* Prevent edge of wall from being tunneled */
+                       place_solid_bold(yval, x1 - 1);
+                       place_solid_bold(yval, x2 + 1);
+               }
+               else
+               {
+                       /* Vertical wall */
+                       for (y = y1; y <= y2; y++)
+                       {
+                               place_inner_bold(y, xval);
+                               if (curtain2) cave[y][xval].feat = feat_door[DOOR_CURTAIN].closed;
+                       }
+
+                       /* Prevent edge of wall from being tunneled */
+                       place_solid_bold(y1 - 1, xval);
+                       place_solid_bold(y2 + 1, xval);
+               }
+
+               place_random_door(yval, xval, TRUE);
+               if (curtain2) cave[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;
+       }
+
+       return TRUE;
+}
+
+/*!
+* @brief タイプ2の部屋…二重長方形の部屋を生成する / Type 2 -- Overlapping rectangular rooms
+* @return なし
+*/
+bool build_type2(void)
+{
+       POSITION        y, x, xval, yval;
+       POSITION        y1a, x1a, y2a, x2a;
+       POSITION        y1b, x1b, y2b, x2b;
+       bool            light;
+       grid_type   *c_ptr;
+
+       /* Find and reserve some space in the dungeon.  Get center of room. */
+       if (!find_space(&yval, &xval, 11, 25)) return FALSE;
+
+       /* Choose lite or dark */
+       light = ((dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
+
+       /* Determine extents of the first room */
+       y1a = yval - randint1(4);
+       y2a = yval + randint1(3);
+       x1a = xval - randint1(11);
+       x2a = xval + randint1(10);
+
+       /* Determine extents of the second room */
+       y1b = yval - randint1(3);
+       y2b = yval + randint1(4);
+       x1b = xval - randint1(10);
+       x2b = xval + randint1(11);
+
+
+       /* Place a full floor for room "a" */
+       for (y = y1a - 1; y <= y2a + 1; y++)
+       {
+               for (x = x1a - 1; x <= x2a + 1; x++)
+               {
+                       c_ptr = &cave[y][x];
+                       place_floor_grid(c_ptr);
+                       c_ptr->info |= (CAVE_ROOM);
+                       if (light) c_ptr->info |= (CAVE_GLOW);
+               }
+       }
+
+       /* Place a full floor for room "b" */
+       for (y = y1b - 1; y <= y2b + 1; y++)
+       {
+               for (x = x1b - 1; x <= x2b + 1; x++)
+               {
+                       c_ptr = &cave[y][x];
+                       place_floor_grid(c_ptr);
+                       c_ptr->info |= (CAVE_ROOM);
+                       if (light) c_ptr->info |= (CAVE_GLOW);
+               }
+       }
+
+
+       /* Place the walls around room "a" */
+       for (y = y1a - 1; y <= y2a + 1; y++)
+       {
+               c_ptr = &cave[y][x1a - 1];
+               place_outer_grid(c_ptr);
+               c_ptr = &cave[y][x2a + 1];
+               place_outer_grid(c_ptr);
+       }
+       for (x = x1a - 1; x <= x2a + 1; x++)
+       {
+               c_ptr = &cave[y1a - 1][x];
+               place_outer_grid(c_ptr);
+               c_ptr = &cave[y2a + 1][x];
+               place_outer_grid(c_ptr);
+       }
+
+       /* Place the walls around room "b" */
+       for (y = y1b - 1; y <= y2b + 1; y++)
+       {
+               c_ptr = &cave[y][x1b - 1];
+               place_outer_grid(c_ptr);
+               c_ptr = &cave[y][x2b + 1];
+               place_outer_grid(c_ptr);
+       }
+       for (x = x1b - 1; x <= x2b + 1; x++)
+       {
+               c_ptr = &cave[y1b - 1][x];
+               place_outer_grid(c_ptr);
+               c_ptr = &cave[y2b + 1][x];
+               place_outer_grid(c_ptr);
+       }
+
+
+
+       /* Replace the floor for room "a" */
+       for (y = y1a; y <= y2a; y++)
+       {
+               for (x = x1a; x <= x2a; x++)
+               {
+                       c_ptr = &cave[y][x];
+                       place_floor_grid(c_ptr);
+               }
+       }
+
+       /* Replace the floor for room "b" */
+       for (y = y1b; y <= y2b; y++)
+       {
+               for (x = x1b; x <= x2b; x++)
+               {
+                       c_ptr = &cave[y][x];
+                       place_floor_grid(c_ptr);
+               }
+       }
+
+       return TRUE;
+}
+
+/*!
+* @brief タイプ3の部屋…十字型の部屋を生成する / Type 3 -- Cross shaped rooms
+* @return なし
+* @details
+* Builds a room at a row, column coordinate\n
+*\n
+* Room "a" runs north/south, and Room "b" runs east/east\n
+* So the "central pillar" runs from x1a, y1b to x2a, y2b.\n
+*\n
+* Note that currently, the "center" is always 3x3, but I think that\n
+* the code below will work (with "bounds checking") for 5x5, or even\n
+* for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.\n
+*/
+bool build_type3(void)
+{
+       POSITION y, x, dy, dx, wy, wx;
+       POSITION y1a, x1a, y2a, x2a;
+       POSITION y1b, x1b, y2b, x2b;
+       POSITION yval, xval;
+       bool light;
+       grid_type *c_ptr;
+
+
+       /* Find and reserve some space in the dungeon.  Get center of room. */
+       if (!find_space(&yval, &xval, 11, 25)) return FALSE;
+
+
+       /* Choose lite or dark */
+       light = ((dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
+
+       /* For now, always 3x3 */
+       wx = wy = 1;
+
+       /* Pick max vertical size (at most 4) */
+       dy = rand_range(3, 4);
+
+       /* Pick max horizontal size (at most 15) */
+       dx = rand_range(3, 11);
+
+
+       /* Determine extents of the north/south room */
+       y1a = yval - dy;
+       y2a = yval + dy;
+       x1a = xval - wx;
+       x2a = xval + wx;
+
+       /* Determine extents of the east/west room */
+       y1b = yval - wy;
+       y2b = yval + wy;
+       x1b = xval - dx;
+       x2b = xval + dx;
+
+
+       /* Place a full floor for room "a" */
+       for (y = y1a - 1; y <= y2a + 1; y++)
+       {
+               for (x = x1a - 1; x <= x2a + 1; x++)
+               {
+                       c_ptr = &cave[y][x];
+                       place_floor_grid(c_ptr);
+                       c_ptr->info |= (CAVE_ROOM);
+                       if (light) c_ptr->info |= (CAVE_GLOW);
+               }
+       }
+
+       /* Place a full floor for room "b" */
+       for (y = y1b - 1; y <= y2b + 1; y++)
+       {
+               for (x = x1b - 1; x <= x2b + 1; x++)
+               {
+                       c_ptr = &cave[y][x];
+                       place_floor_grid(c_ptr);
+                       c_ptr->info |= (CAVE_ROOM);
+                       if (light) c_ptr->info |= (CAVE_GLOW);
+               }
+       }
+
+
+       /* Place the walls around room "a" */
+       for (y = y1a - 1; y <= y2a + 1; y++)
+       {
+               c_ptr = &cave[y][x1a - 1];
+               place_outer_grid(c_ptr);
+               c_ptr = &cave[y][x2a + 1];
+               place_outer_grid(c_ptr);
+       }
+       for (x = x1a - 1; x <= x2a + 1; x++)
+       {
+               c_ptr = &cave[y1a - 1][x];
+               place_outer_grid(c_ptr);
+               c_ptr = &cave[y2a + 1][x];
+               place_outer_grid(c_ptr);
+       }
+
+       /* Place the walls around room "b" */
+       for (y = y1b - 1; y <= y2b + 1; y++)
+       {
+               c_ptr = &cave[y][x1b - 1];
+               place_outer_grid(c_ptr);
+               c_ptr = &cave[y][x2b + 1];
+               place_outer_grid(c_ptr);
+       }
+       for (x = x1b - 1; x <= x2b + 1; x++)
+       {
+               c_ptr = &cave[y1b - 1][x];
+               place_outer_grid(c_ptr);
+               c_ptr = &cave[y2b + 1][x];
+               place_outer_grid(c_ptr);
+       }
+
+
+       /* Replace the floor for room "a" */
+       for (y = y1a; y <= y2a; y++)
+       {
+               for (x = x1a; x <= x2a; x++)
+               {
+                       c_ptr = &cave[y][x];
+                       place_floor_grid(c_ptr);
+               }
+       }
+
+       /* Replace the floor for room "b" */
+       for (y = y1b; y <= y2b; y++)
+       {
+               for (x = x1b; x <= x2b; x++)
+               {
+                       c_ptr = &cave[y][x];
+                       place_floor_grid(c_ptr);
+               }
+       }
+
+
+
+       /* Special features (3/4) */
+       switch (randint0(4))
+       {
+               /* Large solid middle pillar */
+       case 1:
+       {
+               for (y = y1b; y <= y2b; y++)
+               {
+                       for (x = x1a; x <= x2a; x++)
+                       {
+                               c_ptr = &cave[y][x];
+                               place_inner_grid(c_ptr);
+                       }
+               }
+               break;
+       }
+
+       /* Inner treasure vault */
+       case 2:
+       {
+               /* Build the vault */
+               for (y = y1b; y <= y2b; y++)
+               {
+                       c_ptr = &cave[y][x1a];
+                       place_inner_grid(c_ptr);
+                       c_ptr = &cave[y][x2a];
+                       place_inner_grid(c_ptr);
+               }
+               for (x = x1a; x <= x2a; x++)
+               {
+                       c_ptr = &cave[y1b][x];
+                       place_inner_grid(c_ptr);
+                       c_ptr = &cave[y2b][x];
+                       place_inner_grid(c_ptr);
+               }
+
+               /* Place a secret door on the inner room */
+               switch (randint0(4))
+               {
+               case 0: place_secret_door(y1b, xval, DOOR_DEFAULT); break;
+               case 1: place_secret_door(y2b, xval, DOOR_DEFAULT); break;
+               case 2: place_secret_door(yval, x1a, DOOR_DEFAULT); break;
+               case 3: place_secret_door(yval, x2a, DOOR_DEFAULT); break;
+               }
+
+               /* Place a treasure in the vault */
+               place_object(yval, xval, 0L);
+
+               /* Let's guard the treasure well */
+               vault_monsters(yval, xval, randint0(2) + 3);
+
+               /* Traps naturally */
+               vault_traps(yval, xval, 4, 4, randint0(3) + 2);
+
+               break;
+       }
+
+       /* Something else */
+       case 3:
+       {
+               /* Occasionally pinch the center shut */
+               if (one_in_(3))
+               {
+                       /* Pinch the east/west sides */
+                       for (y = y1b; y <= y2b; y++)
+                       {
+                               if (y == yval) continue;
+                               c_ptr = &cave[y][x1a - 1];
+                               place_inner_grid(c_ptr);
+                               c_ptr = &cave[y][x2a + 1];
+                               place_inner_grid(c_ptr);
+                       }
+
+                       /* Pinch the north/south sides */
+                       for (x = x1a; x <= x2a; x++)
+                       {
+                               if (x == xval) continue;
+                               c_ptr = &cave[y1b - 1][x];
+                               place_inner_grid(c_ptr);
+                               c_ptr = &cave[y2b + 1][x];
+                               place_inner_grid(c_ptr);
+                       }
+
+                       /* Sometimes shut using secret doors */
+                       if (one_in_(3))
+                       {
+                               int door_type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
+                                       one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
+                                       ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+
+                               place_secret_door(yval, x1a - 1, door_type);
+                               place_secret_door(yval, x2a + 1, door_type);
+                               place_secret_door(y1b - 1, xval, door_type);
+                               place_secret_door(y2b + 1, xval, door_type);
+                       }
+               }
+
+               /* Occasionally put a "plus" in the center */
+               else if (one_in_(3))
+               {
+                       c_ptr = &cave[yval][xval];
+                       place_inner_grid(c_ptr);
+                       c_ptr = &cave[y1b][xval];
+                       place_inner_grid(c_ptr);
+                       c_ptr = &cave[y2b][xval];
+                       place_inner_grid(c_ptr);
+                       c_ptr = &cave[yval][x1a];
+                       place_inner_grid(c_ptr);
+                       c_ptr = &cave[yval][x2a];
+                       place_inner_grid(c_ptr);
+               }
+
+               /* Occasionally put a pillar in the center */
+               else if (one_in_(3))
+               {
+                       c_ptr = &cave[yval][xval];
+                       place_inner_grid(c_ptr);
+               }
+
+               break;
+       }
+       }
+
+       return TRUE;
+}
+
+/*!
+* @brief タイプ4の部屋…固定サイズの二重構造部屋を生成する / Type 4 -- Large room with inner features
+* @return なし
+* @details
+* Possible sub-types:\n
+*      1 - Just an inner room with one door\n
+*      2 - An inner room within an inner room\n
+*      3 - An inner room with pillar(s)\n
+*      4 - Inner room has a maze\n
+*      5 - A set of four inner rooms\n
+*/
+bool build_type4(void)
+{
+       POSITION y, x, y1, x1;
+       POSITION y2, x2, tmp, yval, xval;
+       bool light;
+       grid_type *c_ptr;
+
+
+       /* Find and reserve some space in the dungeon.  Get center of room. */
+       if (!find_space(&yval, &xval, 11, 25)) return FALSE;
+
+       /* Choose lite or dark */
+       light = ((dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
+
+       /* Large room */
+       y1 = yval - 4;
+       y2 = yval + 4;
+       x1 = xval - 11;
+       x2 = xval + 11;
+
+       /* Place a full floor under the room */
+       for (y = y1 - 1; y <= y2 + 1; y++)
+       {
+               for (x = x1 - 1; x <= x2 + 1; x++)
+               {
+                       c_ptr = &cave[y][x];
+                       place_floor_grid(c_ptr);
+                       c_ptr->info |= (CAVE_ROOM);
+                       if (light) c_ptr->info |= (CAVE_GLOW);
+               }
+       }
+
+       /* Outer Walls */
+       for (y = y1 - 1; y <= y2 + 1; y++)
+       {
+               c_ptr = &cave[y][x1 - 1];
+               place_outer_grid(c_ptr);
+               c_ptr = &cave[y][x2 + 1];
+               place_outer_grid(c_ptr);
+       }
+       for (x = x1 - 1; x <= x2 + 1; x++)
+       {
+               c_ptr = &cave[y1 - 1][x];
+               place_outer_grid(c_ptr);
+               c_ptr = &cave[y2 + 1][x];
+               place_outer_grid(c_ptr);
+       }
+
+
+       /* The inner room */
+       y1 = y1 + 2;
+       y2 = y2 - 2;
+       x1 = x1 + 2;
+       x2 = x2 - 2;
+
+       /* The inner walls */
+       for (y = y1 - 1; y <= y2 + 1; y++)
+       {
+               c_ptr = &cave[y][x1 - 1];
+               place_inner_grid(c_ptr);
+               c_ptr = &cave[y][x2 + 1];
+               place_inner_grid(c_ptr);
+       }
+       for (x = x1 - 1; x <= x2 + 1; x++)
+       {
+               c_ptr = &cave[y1 - 1][x];
+               place_inner_grid(c_ptr);
+               c_ptr = &cave[y2 + 1][x];
+               place_inner_grid(c_ptr);
+       }
+
+
+       /* Inner room variations */
+       switch (randint1(5))
+       {
+                       /* Just an inner room with a monster */
+               case 1:
+               {
+                       /* Place a secret door */
+                       switch (randint1(4))
+                       {
+                       case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+                       case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+                       case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+                       case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
+                       }
+
+                       /* Place a monster in the room */
+                       vault_monsters(yval, xval, 1);
+
+                       break;
+               }
+
+               /* Treasure Vault (with a door) */
+               case 2:
+               {
+                       /* Place a secret door */
+                       switch (randint1(4))
+                       {
+                       case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+                       case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+                       case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+                       case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
+                       }
+
+                       /* Place another inner room */
+                       for (y = yval - 1; y <= yval + 1; y++)
+                       {
+                               for (x = xval - 1; x <= xval + 1; x++)
+                               {
+                                       if ((x == xval) && (y == yval)) continue;
+                                       c_ptr = &cave[y][x];
+                                       place_inner_grid(c_ptr);
+                               }
+                       }
+
+                       /* Place a locked door on the inner room */
+                       switch (randint1(4))
+                       {
+                       case 1: place_locked_door(yval - 1, xval); break;
+                       case 2: place_locked_door(yval + 1, xval); break;
+                       case 3: place_locked_door(yval, xval - 1); break;
+                       case 4: place_locked_door(yval, xval + 1); break;
+                       }
+
+                       /* Monsters to guard the "treasure" */
+                       vault_monsters(yval, xval, randint1(3) + 2);
+
+                       /* Object (80%) */
+                       if (randint0(100) < 80)
+                       {
+                               place_object(yval, xval, 0L);
+                       }
+
+                       /* Stairs (20%) */
+                       else
+                       {
+                               place_random_stairs(yval, xval);
+                       }
+
+                       /* Traps to protect the treasure */
+                       vault_traps(yval, xval, 4, 10, 2 + randint1(3));
+
+                       break;
+               }
+
+               /* Inner pillar(s). */
+               case 3:
+               {
+                       /* Place a secret door */
+                       switch (randint1(4))
+                       {
+                       case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+                       case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+                       case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+                       case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
+                       }
+
+                       /* Large Inner Pillar */
+                       for (y = yval - 1; y <= yval + 1; y++)
+                       {
+                               for (x = xval - 1; x <= xval + 1; x++)
+                               {
+                                       c_ptr = &cave[y][x];
+                                       place_inner_grid(c_ptr);
+                               }
+                       }
+
+                       /* Occasionally, two more Large Inner Pillars */
+                       if (one_in_(2))
+                       {
+                               tmp = randint1(2);
+                               for (y = yval - 1; y <= yval + 1; y++)
+                               {
+                                       for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)
+                                       {
+                                               c_ptr = &cave[y][x];
+                                               place_inner_grid(c_ptr);
+                                       }
+                                       for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)
+                                       {
+                                               c_ptr = &cave[y][x];
+                                               place_inner_grid(c_ptr);
+                                       }
+                               }
+                       }
+
+                       /* Occasionally, some Inner rooms */
+                       if (one_in_(3))
+                       {
+                               int door_type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
+                                       one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
+                                       ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+
+                               /* Long horizontal walls */
+                               for (x = xval - 5; x <= xval + 5; x++)
+                               {
+                                       c_ptr = &cave[yval - 1][x];
+                                       place_inner_grid(c_ptr);
+                                       c_ptr = &cave[yval + 1][x];
+                                       place_inner_grid(c_ptr);
+                               }
+
+                               /* Close off the left/right edges */
+                               c_ptr = &cave[yval][xval - 5];
+                               place_inner_grid(c_ptr);
+                               c_ptr = &cave[yval][xval + 5];
+                               place_inner_grid(c_ptr);
+
+                               /* Secret doors (random top/bottom) */
+                               place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type);
+                               place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type);
+
+                               /* Monsters */
+                               vault_monsters(yval, xval - 2, randint1(2));
+                               vault_monsters(yval, xval + 2, randint1(2));
+
+                               /* Objects */
+                               if (one_in_(3)) place_object(yval, xval - 2, 0L);
+                               if (one_in_(3)) place_object(yval, xval + 2, 0L);
+                       }
+
+                       break;
+               }
+
+               /* Maze inside. */
+               case 4:
+               {
+                       /* Place a secret door */
+                       switch (randint1(4))
+                       {
+                       case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+                       case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+                       case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+                       case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
+                       }
+
+                       /* Maze (really a checkerboard) */
+                       for (y = y1; y <= y2; y++)
+                       {
+                               for (x = x1; x <= x2; x++)
+                               {
+                                       if (0x1 & (x + y))
+                                       {
+                                               c_ptr = &cave[y][x];
+                                               place_inner_grid(c_ptr);
+                                       }
+                               }
+                       }
+
+                       /* Monsters just love mazes. */
+                       vault_monsters(yval, xval - 5, randint1(3));
+                       vault_monsters(yval, xval + 5, randint1(3));
+
+                       /* Traps make them entertaining. */
+                       vault_traps(yval, xval - 3, 2, 8, randint1(3));
+                       vault_traps(yval, xval + 3, 2, 8, randint1(3));
+
+                       /* Mazes should have some treasure too. */
+                       vault_objects(yval, xval, 3);
+
+                       break;
+               }
+
+               /* Four small rooms. */
+               case 5:
+               {
+                       int door_type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
+                               one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
+                               ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+
+                       /* Inner "cross" */
+                       for (y = y1; y <= y2; y++)
+                       {
+                               c_ptr = &cave[y][xval];
+                               place_inner_grid(c_ptr);
+                       }
+                       for (x = x1; x <= x2; x++)
+                       {
+                               c_ptr = &cave[yval][x];
+                               place_inner_grid(c_ptr);
+                       }
+
+                       /* Doors into the rooms */
+                       if (randint0(100) < 50)
+                       {
+                               int i = randint1(10);
+                               place_secret_door(y1 - 1, xval - i, door_type);
+                               place_secret_door(y1 - 1, xval + i, door_type);
+                               place_secret_door(y2 + 1, xval - i, door_type);
+                               place_secret_door(y2 + 1, xval + i, door_type);
+                       }
+                       else
+                       {
+                               int i = randint1(3);
+                               place_secret_door(yval + i, x1 - 1, door_type);
+                               place_secret_door(yval - i, x1 - 1, door_type);
+                               place_secret_door(yval + i, x2 + 1, door_type);
+                               place_secret_door(yval - i, x2 + 1, door_type);
+                       }
+
+                       /* Treasure, centered at the center of the cross */
+                       vault_objects(yval, xval, 2 + randint1(2));
+
+                       /* Gotta have some monsters. */
+                       vault_monsters(yval + 1, xval - 4, randint1(4));
+                       vault_monsters(yval + 1, xval + 4, randint1(4));
+                       vault_monsters(yval - 1, xval - 4, randint1(4));
+                       vault_monsters(yval - 1, xval + 4, randint1(4));
+
+                       break;
+               }
+       }
+
+       return TRUE;
+}
+
+
+/*!
+* @brief タイプ11の部屋…円形部屋の生成 / Type 11 -- Build an vertical oval room.
+* @return なし
+* @details
+* For every grid in the possible square, check the distance.\n
+* If it's less than the radius, make it a room square.\n
+*\n
+* When done fill from the inside to find the walls,\n
+*/
+bool build_type11(void)
+{
+       POSITION rad, x, y, x0, y0;
+       int light = FALSE;
+
+       /* Occasional light */
+       if ((randint1(dun_level) <= 15) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
+
+       rad = randint0(9);
+
+       /* Find and reserve some space in the dungeon.  Get center of room. */
+       if (!find_space(&y0, &x0, rad * 2 + 1, rad * 2 + 1)) return FALSE;
+
+       /* Make circular floor */
+       for (x = x0 - rad; x <= x0 + rad; x++)
+       {
+               for (y = y0 - rad; y <= y0 + rad; y++)
+               {
+                       if (distance(y0, x0, y, x) <= rad - 1)
+                       {
+                               /* inside- so is floor */
+                               place_floor_bold(y, x);
+                       }
+                       else if (distance(y0, x0, y, x) <= rad + 1)
+                       {
+                               /* make granite outside so arena works */
+                               place_extra_bold(y, x);
+                       }
+               }
+       }
+
+       /* Find visible outer walls and set to be FEAT_OUTER */
+       add_outer_wall(x0, y0, light, x0 - rad, y0 - rad, x0 + rad, y0 + rad);
+
+       return TRUE;
+}
+
+
+/*!
+* @brief タイプ12の部屋…ドーム型部屋の生成 / Type 12 -- Build crypt room.
+* @return なし
+* @details
+* For every grid in the possible square, check the (fake) distance.\n
+* If it's less than the radius, make it a room square.\n
+*\n
+* When done fill from the inside to find the walls,\n
+*/
+bool build_type12(void)
+{
+       POSITION rad, x, y, x0, y0;
+       int light = FALSE;
+       bool emptyflag = TRUE;
+
+       /* Make a random metric */
+       POSITION h1, h2, h3, h4;
+       h1 = randint1(32) - 16;
+       h2 = randint1(16);
+       h3 = randint1(32);
+       h4 = randint1(32) - 16;
+
+       /* Occasional light */
+       if ((randint1(dun_level) <= 5) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
+
+       rad = randint1(9);
+
+       /* Find and reserve some space in the dungeon.  Get center of room. */
+       if (!find_space(&y0, &x0, rad * 2 + 3, rad * 2 + 3)) return FALSE;
+
+       /* Make floor */
+       for (x = x0 - rad; x <= x0 + rad; x++)
+       {
+               for (y = y0 - rad; y <= y0 + rad; y++)
+               {
+                       /* clear room flag */
+                       cave[y][x].info &= ~(CAVE_ROOM);
+
+                       if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
+                       {
+                               /* inside - so is floor */
+                               place_floor_bold(y, x);
+                       }
+                       else if (distance(y0, x0, y, x) < 3)
+                       {
+                               place_floor_bold(y, x);
+                       }
+                       else
+                       {
+                               /* make granite outside so arena works */
+                               place_extra_bold(y, x);
+                       }
+
+                       /* proper boundary for arena */
+                       if (((y + rad) == y0) || ((y - rad) == y0) ||
+                               ((x + rad) == x0) || ((x - rad) == x0))
+                       {
+                               place_extra_bold(y, x);
+                       }
+               }
+       }
+
+       /* Find visible outer walls and set to be FEAT_OUTER */
+       add_outer_wall(x0, y0, light, x0 - rad - 1, y0 - rad - 1,
+               x0 + rad + 1, y0 + rad + 1);
+
+       /* Check to see if there is room for an inner vault */
+       for (x = x0 - 2; x <= x0 + 2; x++)
+       {
+               for (y = y0 - 2; y <= y0 + 2; y++)
+               {
+                       if (!is_floor_bold(y, x))
+                       {
+                               /* Wall in the way */
+                               emptyflag = FALSE;
+                       }
+               }
+       }
+
+       if (emptyflag && one_in_(2))
+       {
+               /* Build the vault */
+               build_small_room(x0, y0);
+
+               /* Place a treasure in the vault */
+               place_object(y0, x0, 0L);
+
+               /* Let's guard the treasure well */
+               vault_monsters(y0, x0, randint0(2) + 3);
+
+               /* Traps naturally */
+               vault_traps(y0, x0, 4, 4, randint0(3) + 2);
+       }
+
+       return TRUE;
+}
+