-#include "angband.h"\r
-#include "grid.h"\r
-#include "rooms.h"\r
-\r
-/*!\r
-* @brief \83^\83C\83v1\82Ì\95\94\89®\81c\92Ê\8fí\89Â\95Ï\92·\95û\8c`\82Ì\95\94\89®\82ð\90¶\90¬\82·\82é / Type 1 -- normal rectangular rooms\r
-* @return \82È\82µ\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[dungeon_type].flags1 & DF1_CURTAIN) &&\r
- one_in_((d_info[dungeon_type].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[dungeon_type].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[dungeon_type].flags1 & DF1_CURTAIN) &&\r
- one_in_((d_info[dungeon_type].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 \83^\83C\83v2\82Ì\95\94\89®\81c\93ñ\8fd\92·\95û\8c`\82Ì\95\94\89®\82ð\90¶\90¬\82·\82é / Type 2 -- Overlapping rectangular rooms\r
-* @return \82È\82µ\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[dungeon_type].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 \83^\83C\83v3\82Ì\95\94\89®\81c\8f\\8e\9a\8c^\82Ì\95\94\89®\82ð\90¶\90¬\82·\82é / Type 3 -- Cross shaped rooms\r
-* @return \82È\82µ\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[dungeon_type].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[dungeon_type].flags1 & DF1_CURTAIN) &&\r
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
- ((d_info[dungeon_type].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 \83^\83C\83v4\82Ì\95\94\89®\81c\8cÅ\92è\83T\83C\83Y\82Ì\93ñ\8fd\8d\\91¢\95\94\89®\82ð\90¶\90¬\82·\82é / Type 4 -- Large room with inner features\r
-* @return \82È\82µ\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[dungeon_type].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[dungeon_type].flags1 & DF1_CURTAIN) &&\r
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
- ((d_info[dungeon_type].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[dungeon_type].flags1 & DF1_CURTAIN) &&\r
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
- ((d_info[dungeon_type].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 \83^\83C\83v11\82Ì\95\94\89®\81c\89~\8c`\95\94\89®\82Ì\90¶\90¬ / Type 11 -- Build an vertical oval room.\r
-* @return \82È\82µ\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[dungeon_type].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 \83^\83C\83v12\82Ì\95\94\89®\81c\83h\81[\83\80\8c^\95\94\89®\82Ì\90¶\90¬ / Type 12 -- Build crypt room.\r
-* @return \82È\82µ\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
- int 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[dungeon_type].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 *g_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 = ((current_floor_ptr->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++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ place_floor_grid(g_ptr);
+ g_ptr->info |= (CAVE_ROOM);
+ if (light) g_ptr->info |= (CAVE_GLOW);
+ }
+ }
+
+ /* Walls around the room */
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x1 - 1];
+ place_outer_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y][x2 + 1];
+ place_outer_grid(g_ptr);
+ }
+ for (x = x1 - 1; x <= x2 + 1; x++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y1 - 1][x];
+ place_outer_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y2 + 1][x];
+ place_outer_grid(g_ptr);
+ }
+
+
+ /* Hack -- Occasional curtained room */
+ if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2))
+ {
+ for (y = y1; y <= y2; y++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x1];
+ g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+ g_ptr->info &= ~(CAVE_MASK);
+ g_ptr = ¤t_floor_ptr->grid_array[y][x2];
+ g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+ g_ptr->info &= ~(CAVE_MASK);
+ }
+ for (x = x1; x <= x2; x++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y1][x];
+ g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+ g_ptr->info &= ~(CAVE_MASK);
+ g_ptr = ¤t_floor_ptr->grid_array[y2][x];
+ g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+ g_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)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ place_inner_grid(g_ptr);
+ }
+ }
+ }
+
+ /* Hack -- Occasional room with four pillars */
+ else if (one_in_(20))
+ {
+ if ((y1 + 4 < y2) && (x1 + 4 < x2))
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y1 + 1][x1 + 1];
+ place_inner_grid(g_ptr);
+
+ g_ptr = ¤t_floor_ptr->grid_array[y1 + 1][x2 - 1];
+ place_inner_grid(g_ptr);
+
+ g_ptr = ¤t_floor_ptr->grid_array[y2 - 1][x1 + 1];
+ place_inner_grid(g_ptr);
+
+ g_ptr = ¤t_floor_ptr->grid_array[y2 - 1][x2 - 1];
+ place_inner_grid(g_ptr);
+ }
+ }
+
+ /* Hack -- Occasional ragged-edge room */
+ else if (one_in_(50))
+ {
+ for (y = y1 + 2; y <= y2 - 2; y += 2)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x1];
+ place_inner_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y][x2];
+ place_inner_grid(g_ptr);
+ }
+ for (x = x1 + 2; x <= x2 - 2; x += 2)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y1][x];
+ place_inner_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y2][x];
+ place_inner_grid(g_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) current_floor_ptr->grid_array[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) current_floor_ptr->grid_array[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) current_floor_ptr->grid_array[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 *g_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 = ((current_floor_ptr->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++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ place_floor_grid(g_ptr);
+ g_ptr->info |= (CAVE_ROOM);
+ if (light) g_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++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ place_floor_grid(g_ptr);
+ g_ptr->info |= (CAVE_ROOM);
+ if (light) g_ptr->info |= (CAVE_GLOW);
+ }
+ }
+
+
+ /* Place the walls around room "a" */
+ for (y = y1a - 1; y <= y2a + 1; y++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x1a - 1];
+ place_outer_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y][x2a + 1];
+ place_outer_grid(g_ptr);
+ }
+ for (x = x1a - 1; x <= x2a + 1; x++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y1a - 1][x];
+ place_outer_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y2a + 1][x];
+ place_outer_grid(g_ptr);
+ }
+
+ /* Place the walls around room "b" */
+ for (y = y1b - 1; y <= y2b + 1; y++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x1b - 1];
+ place_outer_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y][x2b + 1];
+ place_outer_grid(g_ptr);
+ }
+ for (x = x1b - 1; x <= x2b + 1; x++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y1b - 1][x];
+ place_outer_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y2b + 1][x];
+ place_outer_grid(g_ptr);
+ }
+
+
+
+ /* Replace the floor for room "a" */
+ for (y = y1a; y <= y2a; y++)
+ {
+ for (x = x1a; x <= x2a; x++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ place_floor_grid(g_ptr);
+ }
+ }
+
+ /* Replace the floor for room "b" */
+ for (y = y1b; y <= y2b; y++)
+ {
+ for (x = x1b; x <= x2b; x++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ place_floor_grid(g_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 *g_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 = ((current_floor_ptr->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++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ place_floor_grid(g_ptr);
+ g_ptr->info |= (CAVE_ROOM);
+ if (light) g_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++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ place_floor_grid(g_ptr);
+ g_ptr->info |= (CAVE_ROOM);
+ if (light) g_ptr->info |= (CAVE_GLOW);
+ }
+ }
+
+
+ /* Place the walls around room "a" */
+ for (y = y1a - 1; y <= y2a + 1; y++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x1a - 1];
+ place_outer_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y][x2a + 1];
+ place_outer_grid(g_ptr);
+ }
+ for (x = x1a - 1; x <= x2a + 1; x++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y1a - 1][x];
+ place_outer_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y2a + 1][x];
+ place_outer_grid(g_ptr);
+ }
+
+ /* Place the walls around room "b" */
+ for (y = y1b - 1; y <= y2b + 1; y++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x1b - 1];
+ place_outer_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y][x2b + 1];
+ place_outer_grid(g_ptr);
+ }
+ for (x = x1b - 1; x <= x2b + 1; x++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y1b - 1][x];
+ place_outer_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y2b + 1][x];
+ place_outer_grid(g_ptr);
+ }
+
+
+ /* Replace the floor for room "a" */
+ for (y = y1a; y <= y2a; y++)
+ {
+ for (x = x1a; x <= x2a; x++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ place_floor_grid(g_ptr);
+ }
+ }
+
+ /* Replace the floor for room "b" */
+ for (y = y1b; y <= y2b; y++)
+ {
+ for (x = x1b; x <= x2b; x++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ place_floor_grid(g_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++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ place_inner_grid(g_ptr);
+ }
+ }
+ break;
+ }
+
+ /* Inner treasure vault */
+ case 2:
+ {
+ /* Build the vault */
+ for (y = y1b; y <= y2b; y++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x1a];
+ place_inner_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y][x2a];
+ place_inner_grid(g_ptr);
+ }
+ for (x = x1a; x <= x2a; x++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y1b][x];
+ place_inner_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y2b][x];
+ place_inner_grid(g_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;
+ g_ptr = ¤t_floor_ptr->grid_array[y][x1a - 1];
+ place_inner_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y][x2a + 1];
+ place_inner_grid(g_ptr);
+ }
+
+ /* Pinch the north/south sides */
+ for (x = x1a; x <= x2a; x++)
+ {
+ if (x == xval) continue;
+ g_ptr = ¤t_floor_ptr->grid_array[y1b - 1][x];
+ place_inner_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y2b + 1][x];
+ place_inner_grid(g_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))
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[yval][xval];
+ place_inner_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y1b][xval];
+ place_inner_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y2b][xval];
+ place_inner_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[yval][x1a];
+ place_inner_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[yval][x2a];
+ place_inner_grid(g_ptr);
+ }
+
+ /* Occasionally put a pillar in the center */
+ else if (one_in_(3))
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[yval][xval];
+ place_inner_grid(g_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 *g_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 = ((current_floor_ptr->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++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ place_floor_grid(g_ptr);
+ g_ptr->info |= (CAVE_ROOM);
+ if (light) g_ptr->info |= (CAVE_GLOW);
+ }
+ }
+
+ /* Outer Walls */
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x1 - 1];
+ place_outer_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y][x2 + 1];
+ place_outer_grid(g_ptr);
+ }
+ for (x = x1 - 1; x <= x2 + 1; x++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y1 - 1][x];
+ place_outer_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y2 + 1][x];
+ place_outer_grid(g_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++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x1 - 1];
+ place_inner_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y][x2 + 1];
+ place_inner_grid(g_ptr);
+ }
+ for (x = x1 - 1; x <= x2 + 1; x++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y1 - 1][x];
+ place_inner_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[y2 + 1][x];
+ place_inner_grid(g_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;
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ place_inner_grid(g_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++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ place_inner_grid(g_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++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ place_inner_grid(g_ptr);
+ }
+ for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ place_inner_grid(g_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++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[yval - 1][x];
+ place_inner_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[yval + 1][x];
+ place_inner_grid(g_ptr);
+ }
+
+ /* Close off the left/right edges */
+ g_ptr = ¤t_floor_ptr->grid_array[yval][xval - 5];
+ place_inner_grid(g_ptr);
+ g_ptr = ¤t_floor_ptr->grid_array[yval][xval + 5];
+ place_inner_grid(g_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))
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ place_inner_grid(g_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++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[y][xval];
+ place_inner_grid(g_ptr);
+ }
+ for (x = x1; x <= x2; x++)
+ {
+ g_ptr = ¤t_floor_ptr->grid_array[yval][x];
+ place_inner_grid(g_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(current_floor_ptr->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(current_floor_ptr->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 */
+ current_floor_ptr->grid_array[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;
+}
+