-#include "angband.h"\r
-#include "generate.h"\r
-#include "grid.h"\r
-#include "rooms.h"\r
-#include "store.h"\r
-#include "trap.h"\r
-\r
-/*\r
-* This function creates a random vault that looks like a collection of bubbles.\r
-* It works by getting a set of coordinates that represent the center of each\r
-* bubble. The entire room is made by seeing which bubble center is closest. If\r
-* two centers are equidistant then the square is a wall, otherwise it is a floor.\r
-* The only exception is for squares really near a center, these are always floor.\r
-* (It looks better than without this check.)\r
-*\r
-* Note: If two centers are on the same point then this algorithm will create a\r
-* blank bubble filled with walls. - This is prevented from happening.\r
-*/\r
-static void build_bubble_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)\r
-{\r
-#define BUBBLENUM 10 /* number of bubbles */\r
-\r
- /* array of center points of bubbles */\r
- coord center[BUBBLENUM];\r
-\r
- int i, j;\r
- POSITION x = 0, y = 0;\r
- u16b min1, min2, temp;\r
- bool done;\r
-\r
- /* Offset from center to top left hand corner */\r
- POSITION xhsize = xsize / 2;\r
- POSITION yhsize = ysize / 2;\r
-\r
- msg_print_wizard(CHEAT_DUNGEON, _("泡型ランダムVaultを生成しました。", "Room Vault."));\r
-\r
- /* Allocate center of bubbles */\r
- center[0].x = (byte)randint1(xsize - 3) + 1;\r
- center[0].y = (byte)randint1(ysize - 3) + 1;\r
-\r
- for (i = 1; i < BUBBLENUM; i++)\r
- {\r
- done = FALSE;\r
-\r
- /* get center and check to see if it is unique */\r
- while (!done)\r
- {\r
- done = TRUE;\r
-\r
- x = randint1(xsize - 3) + 1;\r
- y = randint1(ysize - 3) + 1;\r
-\r
- for (j = 0; j < i; j++)\r
- {\r
- /* rough test to see if there is an overlap */\r
- if ((x == center[j].x) && (y == center[j].y)) done = FALSE;\r
- }\r
- }\r
-\r
- center[i].x = x;\r
- center[i].y = y;\r
- }\r
-\r
-\r
- /* Top and bottom boundaries */\r
- for (i = 0; i < xsize; i++)\r
- {\r
- int side_x = x0 - xhsize + i;\r
-\r
- place_outer_noperm_bold(y0 - yhsize + 0, side_x);\r
- cave[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);\r
- place_outer_noperm_bold(y0 - yhsize + ysize - 1, side_x);\r
- cave[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);\r
- }\r
-\r
- /* Left and right boundaries */\r
- for (i = 1; i < ysize - 1; i++)\r
- {\r
- int side_y = y0 - yhsize + i;\r
-\r
- place_outer_noperm_bold(side_y, x0 - xhsize + 0);\r
- cave[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);\r
- place_outer_noperm_bold(side_y, x0 - xhsize + xsize - 1);\r
- cave[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);\r
- }\r
-\r
- /* Fill in middle with bubbles */\r
- for (x = 1; x < xsize - 1; x++)\r
- {\r
- for (y = 1; y < ysize - 1; y++)\r
- {\r
- /* Get distances to two closest centers */\r
-\r
- min1 = (u16b)distance(x, y, center[0].x, center[0].y);\r
- min2 = (u16b)distance(x, y, center[1].x, center[1].y);\r
-\r
- if (min1 > min2)\r
- {\r
- /* swap if in wrong order */\r
- temp = min1;\r
- min1 = min2;\r
- min2 = temp;\r
- }\r
-\r
- /* Scan the rest */\r
- for (i = 2; i < BUBBLENUM; i++)\r
- {\r
- temp = (u16b)distance(x, y, center[i].x, center[i].y);\r
-\r
- if (temp < min1)\r
- {\r
- /* smallest */\r
- min2 = min1;\r
- min1 = temp;\r
- }\r
- else if (temp < min2)\r
- {\r
- /* second smallest */\r
- min2 = temp;\r
- }\r
- }\r
- if (((min2 - min1) <= 2) && (!(min1 < 3)))\r
- {\r
- /* Boundary at midpoint+ not at inner region of bubble */\r
- place_outer_noperm_bold(y0 - yhsize + y, x0 - xhsize + x);\r
- }\r
- else\r
- {\r
- /* middle of a bubble */\r
- place_floor_bold(y0 - yhsize + y, x0 - xhsize + x);\r
- }\r
-\r
- /* clean up rest of flags */\r
- cave[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);\r
- }\r
- }\r
-\r
- /* Try to add some random doors */\r
- for (i = 0; i < 500; i++)\r
- {\r
- x = randint1(xsize - 3) - xhsize + x0 + 1;\r
- y = randint1(ysize - 3) - yhsize + y0 + 1;\r
- add_door(x, y);\r
- }\r
-\r
- /* Fill with monsters and treasure, low difficulty */\r
- fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));\r
-}\r
-\r
-/* Create a random vault that looks like a collection of overlapping rooms */\r
-static void build_room_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)\r
-{\r
- POSITION x1, x2, y1, y2, xhsize, yhsize;\r
- int i;\r
-\r
- /* get offset from center */\r
- xhsize = xsize / 2;\r
- yhsize = ysize / 2;\r
-\r
- msg_print_wizard(CHEAT_DUNGEON, _("部屋型ランダムVaultを生成しました。", "Room Vault."));\r
-\r
- /* fill area so don't get problems with arena levels */\r
- for (x1 = 0; x1 < xsize; x1++)\r
- {\r
- POSITION x = x0 - xhsize + x1;\r
-\r
- for (y1 = 0; y1 < ysize; y1++)\r
- {\r
- POSITION y = y0 - yhsize + y1;\r
-\r
- place_extra_bold(y, x);\r
- cave[y][x].info &= (~CAVE_ICKY);\r
- }\r
- }\r
-\r
- /* add ten random rooms */\r
- for (i = 0; i < 10; i++)\r
- {\r
- x1 = randint1(xhsize) * 2 + x0 - xhsize;\r
- x2 = randint1(xhsize) * 2 + x0 - xhsize;\r
- y1 = randint1(yhsize) * 2 + y0 - yhsize;\r
- y2 = randint1(yhsize) * 2 + y0 - yhsize;\r
- build_room(x1, x2, y1, y2);\r
- }\r
-\r
- /* Add some random doors */\r
- for (i = 0; i < 500; i++)\r
- {\r
- x1 = randint1(xsize - 3) - xhsize + x0 + 1;\r
- y1 = randint1(ysize - 3) - yhsize + y0 + 1;\r
- add_door(x1, y1);\r
- }\r
-\r
- /* Fill with monsters and treasure, high difficulty */\r
- fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);\r
-}\r
-\r
-\r
-/* Create a random vault out of a fractal cave */\r
-static void build_cave_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)\r
-{\r
- int grd, roug, cutoff;\r
- bool done, light, room;\r
- POSITION xhsize, yhsize, xsize, ysize, x, y;\r
-\r
- /* round to make sizes even */\r
- xhsize = xsiz / 2;\r
- yhsize = ysiz / 2;\r
- xsize = xhsize * 2;\r
- ysize = yhsize * 2;\r
-\r
- msg_print_wizard(CHEAT_DUNGEON, _("洞穴ランダムVaultを生成しました。", "Cave Vault."));\r
-\r
- light = done = FALSE;\r
- room = TRUE;\r
-\r
- while (!done)\r
- {\r
- /* testing values for these parameters feel free to adjust */\r
- grd = 1 << randint0(4);\r
-\r
- /* want average of about 16 */\r
- roug = randint1(8) * randint1(4);\r
-\r
- /* about size/2 */\r
- cutoff = randint1(xsize / 4) + randint1(ysize / 4) +\r
- randint1(xsize / 4) + randint1(ysize / 4);\r
-\r
- /* make it */\r
- generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);\r
-\r
- /* Convert to normal format+ clean up */\r
- done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);\r
- }\r
-\r
- /* Set icky flag because is a vault */\r
- for (x = 0; x <= xsize; x++)\r
- {\r
- for (y = 0; y <= ysize; y++)\r
- {\r
- cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;\r
- }\r
- }\r
-\r
- /* Fill with monsters and treasure, low difficulty */\r
- fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));\r
-}\r
-\r
-\r
-\r
-/*!\r
-* @brief Vault地形を回転、上下左右反転するための座標変換を返す / coordinate translation code\r
-* @param x 変換したい点のX座標参照ポインタ\r
-* @param y 変換したい点のY座標参照ポインタ\r
-* @param xoffset Vault生成時の基準X座標\r
-* @param yoffset Vault生成時の基準Y座標\r
-* @param transno 処理ID\r
-* @return なし\r
-*/\r
-static void coord_trans(POSITION *x, POSITION *y, POSITION xoffset, POSITION yoffset, int transno)\r
-{\r
- int i;\r
- int temp;\r
-\r
- /*\r
- * transno specifies what transformation is required. (0-7)\r
- * The lower two bits indicate by how much the vault is rotated,\r
- * and the upper bit indicates a reflection.\r
- * This is done by using rotation matrices... however since\r
- * these are mostly zeros for rotations by 90 degrees this can\r
- * be expressed simply in terms of swapping and inverting the\r
- * x and y coordinates.\r
- */\r
- for (i = 0; i < transno % 4; i++)\r
- {\r
- /* rotate by 90 degrees */\r
- temp = *x;\r
- *x = -(*y);\r
- *y = temp;\r
- }\r
-\r
- if (transno / 4)\r
- {\r
- /* Reflect depending on status of 3rd bit. */\r
- *x = -(*x);\r
- }\r
-\r
- /* Add offsets so vault stays in the first quadrant */\r
- *x += xoffset;\r
- *y += yoffset;\r
-}\r
-\r
-\r
-/*!\r
-* @brief Vaultをフロアに配置する / Hack -- fill in "vault" rooms\r
-* @param yval 生成基準Y座標\r
-* @param xval 生成基準X座標\r
-* @param ymax VaultのYサイズ\r
-* @param xmax VaultのXサイズ\r
-* @param data Vaultのデータ文字列\r
-* @param xoffset 変換基準X座標\r
-* @param yoffset 変換基準Y座標\r
-* @param transno 変換ID\r
-* @return なし\r
-*/\r
-static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xmax, cptr data,\r
- POSITION xoffset, POSITION yoffset, int transno)\r
-{\r
- POSITION dx, dy, x, y, i, j;\r
- cptr t;\r
- cave_type *c_ptr;\r
-\r
- /* Place dungeon features and objects */\r
- for (t = data, dy = 0; dy < ymax; dy++)\r
- {\r
- for (dx = 0; dx < xmax; dx++, t++)\r
- {\r
- /* prevent loop counter from being overwritten */\r
- i = dx;\r
- j = dy;\r
-\r
- /* Flip / rotate */\r
- coord_trans(&i, &j, xoffset, yoffset, transno);\r
-\r
- /* Extract the location */\r
- if (transno % 2 == 0)\r
- {\r
- /* no swap of x/y */\r
- x = xval - (xmax / 2) + i;\r
- y = yval - (ymax / 2) + j;\r
- }\r
- else\r
- {\r
- /* swap of x/y */\r
- x = xval - (ymax / 2) + i;\r
- y = yval - (xmax / 2) + j;\r
- }\r
-\r
- /* Hack -- skip "non-grids" */\r
- if (*t == ' ') continue;\r
- c_ptr = &cave[y][x];\r
-\r
- /* Lay down a floor */\r
- place_floor_grid(c_ptr);\r
-\r
- /* Remove any mimic */\r
- c_ptr->mimic = 0;\r
-\r
- /* Part of a vault */\r
- c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);\r
-\r
- /* Analyze the grid */\r
- switch (*t)\r
- {\r
- /* Granite wall (outer) */\r
- case '%':\r
- place_outer_noperm_grid(c_ptr);\r
- break;\r
-\r
- /* Granite wall (inner) */\r
- case '#':\r
- place_inner_grid(c_ptr);\r
- break;\r
-\r
- /* Glass wall (inner) */\r
- case '$':\r
- place_inner_grid(c_ptr);\r
- c_ptr->feat = feat_glass_wall;\r
- break;\r
-\r
- /* Permanent wall (inner) */\r
- case 'X':\r
- place_inner_perm_grid(c_ptr);\r
- break;\r
-\r
- /* Permanent glass wall (inner) */\r
- case 'Y':\r
- place_inner_perm_grid(c_ptr);\r
- c_ptr->feat = feat_permanent_glass_wall;\r
- break;\r
-\r
- /* Treasure/trap */\r
- case '*':\r
- if (randint0(100) < 75)\r
- {\r
- place_object(y, x, 0L);\r
- }\r
- else\r
- {\r
- place_trap(y, x);\r
- }\r
- break;\r
-\r
- /* Secret doors */\r
- case '+':\r
- place_secret_door(y, x, DOOR_DEFAULT);\r
- break;\r
-\r
- /* Secret glass doors */\r
- case '-':\r
- place_secret_door(y, x, DOOR_GLASS_DOOR);\r
- if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;\r
- break;\r
-\r
- /* Curtains */\r
- case '\'':\r
- place_secret_door(y, x, DOOR_CURTAIN);\r
- break;\r
-\r
- /* Trap */\r
- case '^':\r
- place_trap(y, x);\r
- break;\r
-\r
- /* Black market in a dungeon */\r
- case 'S':\r
- set_cave_feat(y, x, feat_black_market);\r
- store_init(NO_TOWN, STORE_BLACK);\r
- break;\r
-\r
- /* The Pattern */\r
- case 'p':\r
- set_cave_feat(y, x, feat_pattern_start);\r
- break;\r
-\r
- case 'a':\r
- set_cave_feat(y, x, feat_pattern_1);\r
- break;\r
-\r
- case 'b':\r
- set_cave_feat(y, x, feat_pattern_2);\r
- break;\r
-\r
- case 'c':\r
- set_cave_feat(y, x, feat_pattern_3);\r
- break;\r
-\r
- case 'd':\r
- set_cave_feat(y, x, feat_pattern_4);\r
- break;\r
-\r
- case 'P':\r
- set_cave_feat(y, x, feat_pattern_end);\r
- break;\r
-\r
- case 'B':\r
- set_cave_feat(y, x, feat_pattern_exit);\r
- break;\r
-\r
- case 'A':\r
- /* Reward for Pattern walk */\r
- object_level = base_level + 12;\r
- place_object(y, x, AM_GOOD | AM_GREAT);\r
- object_level = base_level;\r
- break;\r
-\r
- case '~':\r
- set_cave_feat(y, x, feat_shallow_water);\r
- break;\r
-\r
- case '=':\r
- set_cave_feat(y, x, feat_deep_water);\r
- break;\r
-\r
- case 'v':\r
- set_cave_feat(y, x, feat_shallow_lava);\r
- break;\r
-\r
- case 'w':\r
- set_cave_feat(y, x, feat_deep_lava);\r
- break;\r
-\r
- }\r
- }\r
- }\r
-\r
-\r
- /* Place dungeon monsters and objects */\r
- for (t = data, dy = 0; dy < ymax; dy++)\r
- {\r
- for (dx = 0; dx < xmax; dx++, t++)\r
- {\r
- /* prevent loop counter from being overwritten */\r
- i = dx;\r
- j = dy;\r
-\r
- /* Flip / rotate */\r
- coord_trans(&i, &j, xoffset, yoffset, transno);\r
-\r
- /* Extract the location */\r
- if (transno % 2 == 0)\r
- {\r
- /* no swap of x/y */\r
- x = xval - (xmax / 2) + i;\r
- y = yval - (ymax / 2) + j;\r
- }\r
- else\r
- {\r
- /* swap of x/y */\r
- x = xval - (ymax / 2) + i;\r
- y = yval - (xmax / 2) + j;\r
- }\r
-\r
- /* Hack -- skip "non-grids" */\r
- if (*t == ' ') continue;\r
-\r
- /* Analyze the symbol */\r
- switch (*t)\r
- {\r
- /* Monster */\r
- case '&':\r
- {\r
- monster_level = base_level + 5;\r
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));\r
- monster_level = base_level;\r
- break;\r
- }\r
-\r
- /* Meaner monster */\r
- case '@':\r
- {\r
- monster_level = base_level + 11;\r
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));\r
- monster_level = base_level;\r
- break;\r
- }\r
-\r
- /* Meaner monster, plus treasure */\r
- case '9':\r
- {\r
- monster_level = base_level + 9;\r
- place_monster(y, x, PM_ALLOW_SLEEP);\r
- monster_level = base_level;\r
- object_level = base_level + 7;\r
- place_object(y, x, AM_GOOD);\r
- object_level = base_level;\r
- break;\r
- }\r
-\r
- /* Nasty monster and treasure */\r
- case '8':\r
- {\r
- monster_level = base_level + 40;\r
- place_monster(y, x, PM_ALLOW_SLEEP);\r
- monster_level = base_level;\r
- object_level = base_level + 20;\r
- place_object(y, x, AM_GOOD | AM_GREAT);\r
- object_level = base_level;\r
- break;\r
- }\r
-\r
- /* Monster and/or object */\r
- case ',':\r
- {\r
- if (randint0(100) < 50)\r
- {\r
- monster_level = base_level + 3;\r
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));\r
- monster_level = base_level;\r
- }\r
- if (randint0(100) < 50)\r
- {\r
- object_level = base_level + 7;\r
- place_object(y, x, 0L);\r
- object_level = base_level;\r
- }\r
- break;\r
- }\r
-\r
- }\r
- }\r
- }\r
-}\r
-\r
-\r
-\r
-/*!\r
-* @brief タイプ7の部屋…v_info.txtより小型vaultを生成する / Type 7 -- simple vaults (see "v_info.txt")\r
-* @return なし\r
-*/\r
-bool build_type7(void)\r
-{\r
- vault_type *v_ptr = NULL;\r
- int dummy;\r
- POSITION x, y;\r
- POSITION xval, yval;\r
- POSITION xoffset, yoffset;\r
- int transno;\r
-\r
- /* Pick a lesser vault */\r
- for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)\r
- {\r
- /* Access a random vault record */\r
- v_ptr = &v_info[randint0(max_v_idx)];\r
-\r
- /* Accept the first lesser vault */\r
- if (v_ptr->typ == 7) break;\r
- }\r
-\r
- /* No lesser vault found */\r
- if (dummy >= SAFE_MAX_ATTEMPTS)\r
- {\r
- msg_print_wizard(CHEAT_DUNGEON, _("小型固定Vaultを配置できませんでした。", "Could not place lesser vault."));\r
- return FALSE;\r
- }\r
-\r
- /* pick type of transformation (0-7) */\r
- transno = randint0(8);\r
-\r
- /* calculate offsets */\r
- x = v_ptr->wid;\r
- y = v_ptr->hgt;\r
-\r
- /* Some huge vault cannot be ratated to fit in the dungeon */\r
- if (x + 2 > cur_hgt - 2)\r
- {\r
- /* Forbid 90 or 270 degree ratation */\r
- transno &= ~1;\r
- }\r
-\r
- coord_trans(&x, &y, 0, 0, transno);\r
-\r
- if (x < 0)\r
- {\r
- xoffset = -x - 1;\r
- }\r
- else\r
- {\r
- xoffset = 0;\r
- }\r
-\r
- if (y < 0)\r
- {\r
- yoffset = -y - 1;\r
- }\r
- else\r
- {\r
- yoffset = 0;\r
- }\r
-\r
- /* Find and reserve some space in the dungeon. Get center of room. */\r
- if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;\r
-\r
-#ifdef FORCE_V_IDX\r
- v_ptr = &v_info[2];\r
-#endif\r
-\r
- msg_format_wizard(CHEAT_DUNGEON, _("小型Vault(%s)を生成しました。", "Lesser vault (%s)."), v_name + v_ptr->name);\r
-\r
- /* Hack -- Build the vault */\r
- build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,\r
- v_text + v_ptr->text, xoffset, yoffset, transno);\r
-\r
- return TRUE;\r
-}\r
-\r
-/*!\r
-* @brief タイプ8の部屋…v_info.txtより大型vaultを生成する / Type 8 -- greater vaults (see "v_info.txt")\r
-* @return なし\r
-*/\r
-bool build_type8(void)\r
-{\r
- vault_type *v_ptr;\r
- int dummy;\r
- POSITION xval, yval;\r
- POSITION x, y;\r
- int transno;\r
- POSITION xoffset, yoffset;\r
-\r
- /* Pick a greater vault */\r
- for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)\r
- {\r
- /* Access a random vault record */\r
- v_ptr = &v_info[randint0(max_v_idx)];\r
-\r
- /* Accept the first greater vault */\r
- if (v_ptr->typ == 8) break;\r
- }\r
-\r
- /* No greater vault found */\r
- if (dummy >= SAFE_MAX_ATTEMPTS)\r
- {\r
- msg_print_wizard(CHEAT_DUNGEON, _("大型固定Vaultを配置できませんでした。", "Could not place greater vault."));\r
- return FALSE;\r
- }\r
-\r
- /* pick type of transformation (0-7) */\r
- transno = randint0(8);\r
-\r
- /* calculate offsets */\r
- x = v_ptr->wid;\r
- y = v_ptr->hgt;\r
-\r
- /* Some huge vault cannot be ratated to fit in the dungeon */\r
- if (x + 2 > cur_hgt - 2)\r
- {\r
- /* Forbid 90 or 270 degree ratation */\r
- transno &= ~1;\r
- }\r
-\r
- coord_trans(&x, &y, 0, 0, transno);\r
-\r
- if (x < 0)\r
- {\r
- xoffset = -x - 1;\r
- }\r
- else\r
- {\r
- xoffset = 0;\r
- }\r
-\r
- if (y < 0)\r
- {\r
- yoffset = -y - 1;\r
- }\r
- else\r
- {\r
- yoffset = 0;\r
- }\r
-\r
- /*\r
- * Try to allocate space for room. If fails, exit\r
- *\r
- * Hack -- Prepare a bit larger space (+2, +2) to\r
- * prevent generation of vaults with no-entrance.\r
- */\r
- /* Find and reserve some space in the dungeon. Get center of room. */\r
- if (!find_space(&yval, &xval, (POSITION)(abs(y) + 2), (POSITION)(abs(x) + 2))) return FALSE;\r
-\r
-#ifdef FORCE_V_IDX\r
- v_ptr = &v_info[76 + randint1(3)];\r
-#endif\r
-\r
- msg_format_wizard(CHEAT_DUNGEON, _("大型固定Vault(%s)を生成しました。", "Greater vault (%s)."), v_name + v_ptr->name);\r
-\r
- /* Hack -- Build the vault */\r
- build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,\r
- v_text + v_ptr->text, xoffset, yoffset, transno);\r
-\r
- return TRUE;\r
-}\r
-\r
-\r
-/*\r
-* Build target vault.\r
-* This is made by two concentric "crypts" with perpendicular\r
-* walls creating the cross-hairs.\r
-*/\r
-static void build_target_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)\r
-{\r
- POSITION rad, x, y;\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
- msg_print_wizard(CHEAT_DUNGEON, _("対称形ランダムVaultを生成しました。", "Elemental Vault"));\r
-\r
- /* work out outer radius */\r
- if (xsize > ysize)\r
- {\r
- rad = ysize / 2;\r
- }\r
- else\r
- {\r
- rad = xsize / 2;\r
- }\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
- /* Vault - so is "icky" */\r
- cave[y][x].info |= CAVE_ICKY;\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\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, FALSE, x0 - rad - 1, y0 - rad - 1,\r
- x0 + rad + 1, y0 + rad + 1);\r
-\r
- /* Add inner wall */\r
- for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)\r
- {\r
- for (y = y0 - rad / 2; y <= y0 + rad / 2; y++)\r
- {\r
- if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)\r
- {\r
- /* Make an internal wall */\r
- place_inner_bold(y, x);\r
- }\r
- }\r
- }\r
-\r
- /* Add perpendicular walls */\r
- for (x = x0 - rad; x <= x0 + rad; x++)\r
- {\r
- place_inner_bold(y0, x);\r
- }\r
-\r
- for (y = y0 - rad; y <= y0 + rad; y++)\r
- {\r
- place_inner_bold(y, x0);\r
- }\r
-\r
- /* Make inner vault */\r
- for (y = y0 - 1; y <= y0 + 1; y++)\r
- {\r
- place_inner_bold(y, x0 - 1);\r
- place_inner_bold(y, x0 + 1);\r
- }\r
- for (x = x0 - 1; x <= x0 + 1; x++)\r
- {\r
- place_inner_bold(y0 - 1, x);\r
- place_inner_bold(y0 + 1, x);\r
- }\r
-\r
- place_floor_bold(y0, x0);\r
-\r
-\r
- /* Add doors to vault */\r
- /* get two distances so can place doors relative to centre */\r
- x = (rad - 2) / 4 + 1;\r
- y = rad / 2 + x;\r
-\r
- add_door(x0 + x, y0);\r
- add_door(x0 + y, y0);\r
- add_door(x0 - x, y0);\r
- add_door(x0 - y, y0);\r
- add_door(x0, y0 + x);\r
- add_door(x0, y0 + y);\r
- add_door(x0, y0 - x);\r
- add_door(x0, y0 - y);\r
-\r
- /* Fill with stuff - medium difficulty */\r
- fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);\r
-}\r
-\r
-\r
-#ifdef ALLOW_CAVERNS_AND_LAKES\r
-/*\r
-* This routine uses a modified version of the lake code to make a\r
-* distribution of some terrain type over the vault. This type\r
-* depends on the dungeon depth.\r
-*\r
-* Miniture rooms are then scattered across the vault.\r
-*/\r
-static void build_elemental_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)\r
-{\r
- int grd, roug;\r
- int c1, c2, c3;\r
- bool done = FALSE;\r
- POSITION xsize, ysize, xhsize, yhsize, x, y;\r
- int i;\r
- int type;\r
-\r
- msg_print_wizard(CHEAT_DUNGEON, _("精霊界ランダムVaultを生成しました。", "Elemental Vault"));\r
-\r
- /* round to make sizes even */\r
- xhsize = xsiz / 2;\r
- yhsize = ysiz / 2;\r
- xsize = xhsize * 2;\r
- ysize = yhsize * 2;\r
-\r
- if (dun_level < 25)\r
- {\r
- /* Earth vault (Rubble) */\r
- type = LAKE_T_EARTH_VAULT;\r
- }\r
- else if (dun_level < 50)\r
- {\r
- /* Air vault (Trees) */\r
- type = LAKE_T_AIR_VAULT;\r
- }\r
- else if (dun_level < 75)\r
- {\r
- /* Water vault (shallow water) */\r
- type = LAKE_T_WATER_VAULT;\r
- }\r
- else\r
- {\r
- /* Fire vault (shallow lava) */\r
- type = LAKE_T_FIRE_VAULT;\r
- }\r
-\r
- while (!done)\r
- {\r
- /* testing values for these parameters: feel free to adjust */\r
- grd = 1 << (randint0(3));\r
-\r
- /* want average of about 16 */\r
- roug = randint1(8) * randint1(4);\r
-\r
- /* Make up size of various componants */\r
- /* Floor */\r
- c3 = 2 * xsize / 3;\r
-\r
- /* Deep water/lava */\r
- c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;\r
-\r
- /* Shallow boundary */\r
- c2 = (c1 + c3) / 2;\r
-\r
- /* make it */\r
- generate_hmap(y0, x0, xsize, ysize, grd, roug, c3);\r
-\r
- /* Convert to normal format+ clean up */\r
- done = generate_lake(y0, x0, xsize, ysize, c1, c2, c3, type);\r
- }\r
-\r
- /* Set icky flag because is a vault */\r
- for (x = 0; x <= xsize; x++)\r
- {\r
- for (y = 0; y <= ysize; y++)\r
- {\r
- cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;\r
- }\r
- }\r
-\r
- /* make a few rooms in the vault */\r
- for (i = 1; i <= (xsize * ysize) / 50; i++)\r
- {\r
- build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2,\r
- y0 + randint0(ysize - 4) - ysize / 2 + 2);\r
- }\r
-\r
- /* Fill with monsters and treasure, low difficulty */\r
- fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,\r
- y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));\r
-}\r
-#endif /* ALLOW_CAVERNS_AND_LAKES */\r
-\r
-\r
-/* Build a "mini" checkerboard vault\r
-*\r
-* This is done by making a permanent wall maze and setting\r
-* the diagonal sqaures of the checker board to be granite.\r
-* The vault has two entrances on opposite sides to guarantee\r
-* a way to get in even if the vault abuts a side of the dungeon.\r
-*/\r
-static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)\r
-{\r
- POSITION dy, dx;\r
- POSITION y1, x1, y2, x2, y, x, total;\r
- int m, n, num_vertices;\r
- int *visited;\r
-\r
- msg_print_wizard(CHEAT_DUNGEON, _("小型チェッカーランダムVaultを生成しました。", "Mini Checker Board Vault."));\r
-\r
- /* Pick a random room size */\r
- dy = ysize / 2 - 1;\r
- dx = xsize / 2 - 1;\r
-\r
- y1 = y0 - dy;\r
- x1 = x0 - dx;\r
- y2 = y0 + dy;\r
- x2 = x0 + dx;\r
-\r
-\r
- /* generate the room */\r
- for (x = x1 - 2; x <= x2 + 2; x++)\r
- {\r
- if (!in_bounds(y1 - 2, x)) break;\r
-\r
- cave[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);\r
-\r
- place_outer_noperm_bold(y1 - 2, x);\r
- }\r
-\r
- for (x = x1 - 2; x <= x2 + 2; x++)\r
- {\r
- if (!in_bounds(y2 + 2, x)) break;\r
-\r
- cave[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);\r
-\r
- place_outer_noperm_bold(y2 + 2, x);\r
- }\r
-\r
- for (y = y1 - 2; y <= y2 + 2; y++)\r
- {\r
- if (!in_bounds(y, x1 - 2)) break;\r
-\r
- cave[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);\r
-\r
- place_outer_noperm_bold(y, x1 - 2);\r
- }\r
-\r
- for (y = y1 - 2; y <= y2 + 2; y++)\r
- {\r
- if (!in_bounds(y, x2 + 2)) break;\r
-\r
- cave[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);\r
-\r
- place_outer_noperm_bold(y, x2 + 2);\r
- }\r
-\r
- for (y = y1 - 1; y <= y2 + 1; y++)\r
- {\r
- for (x = x1 - 1; x <= x2 + 1; x++)\r
- {\r
- cave_type *c_ptr = &cave[y][x];\r
-\r
- c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);\r
-\r
- /* Permanent walls */\r
- place_inner_perm_grid(c_ptr);\r
- }\r
- }\r
-\r
-\r
- /* dimensions of vertex array */\r
- m = dx + 1;\r
- n = dy + 1;\r
- num_vertices = m * n;\r
-\r
- /* initialize array of visited vertices */\r
- C_MAKE(visited, num_vertices, int);\r
-\r
- /* traverse the graph to create a spannng tree, pick a random root */\r
- r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);\r
-\r
- /* Make it look like a checker board vault */\r
- for (x = x1; x <= x2; x++)\r
- {\r
- for (y = y1; y <= y2; y++)\r
- {\r
- total = x - x1 + y - y1;\r
- /* If total is odd- and is a floor then make a wall */\r
- if ((total % 2 == 1) && is_floor_bold(y, x))\r
- {\r
- place_inner_bold(y, x);\r
- }\r
- }\r
- }\r
-\r
- /* Make a couple of entrances */\r
- if (one_in_(2))\r
- {\r
- /* left and right */\r
- y = randint1(dy) + dy / 2;\r
- place_inner_bold(y1 + y, x1 - 1);\r
- place_inner_bold(y1 + y, x2 + 1);\r
- }\r
- else\r
- {\r
- /* top and bottom */\r
- x = randint1(dx) + dx / 2;\r
- place_inner_bold(y1 - 1, x1 + x);\r
- place_inner_bold(y2 + 1, x1 + x);\r
- }\r
-\r
- /* Fill with monsters and treasure, highest difficulty */\r
- fill_treasure(x1, x2, y1, y2, 10);\r
-\r
- C_KILL(visited, num_vertices, int);\r
-}\r
-\r
-/* Build a castle */\r
-/* Driver routine: clear the region and call the recursive\r
-* room routine.\r
-*\r
-*This makes a vault that looks like a castle/ city in the dungeon.\r
-*/\r
-static void build_castle_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)\r
-{\r
- POSITION dy, dx;\r
- POSITION y1, x1, y2, x2;\r
- POSITION y, x;\r
-\r
- /* Pick a random room size */\r
- dy = ysize / 2 - 1;\r
- dx = xsize / 2 - 1;\r
-\r
- y1 = y0 - dy;\r
- x1 = x0 - dx;\r
- y2 = y0 + dy;\r
- x2 = x0 + dx;\r
-\r
- msg_print_wizard(CHEAT_DUNGEON, _("城型ランダムVaultを生成しました。", "Castle Vault"));\r
-\r
- /* generate the room */\r
- for (y = y1 - 1; y <= y2 + 1; y++)\r
- {\r
- for (x = x1 - 1; x <= x2 + 1; x++)\r
- {\r
- cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);\r
- /* Make everything a floor */\r
- place_floor_bold(y, x);\r
- }\r
- }\r
-\r
- /* Make the castle */\r
- build_recursive_room(x1, y1, x2, y2, randint1(5));\r
-\r
- /* Fill with monsters and treasure, low difficulty */\r
- fill_treasure(x1, x2, y1, y2, randint1(3));\r
-}\r
-\r
-\r
-\r
-/*!\r
-* @brief タイプ10の部屋…ランダム生成vault / Type 10 -- Random vaults\r
-* @return なし\r
-*/\r
-bool build_type10(void)\r
-{\r
- POSITION y0, x0, xsize, ysize, vtype;\r
-\r
- /* big enough to look good, small enough to be fairly common. */\r
- xsize = randint1(22) + 22;\r
- ysize = randint1(11) + 11;\r
-\r
- /* Find and reserve some space in the dungeon. Get center of room. */\r
- if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;\r
-\r
- /* Select type of vault */\r
-#ifdef ALLOW_CAVERNS_AND_LAKES\r
- do\r
- {\r
- vtype = randint1(15);\r
- } while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&\r
- ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));\r
-#else /* ALLOW_CAVERNS_AND_LAKES */\r
- do\r
- {\r
- vtype = randint1(7);\r
- } while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&\r
- ((vtype == 1) || (vtype == 3)));\r
-#endif /* ALLOW_CAVERNS_AND_LAKES */\r
-\r
- switch (vtype)\r
- {\r
- /* Build an appropriate room */\r
- case 1: case 9: build_bubble_vault(x0, y0, xsize, ysize); break;\r
- case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break;\r
- case 3: case 11: build_cave_vault(x0, y0, xsize, ysize); break;\r
- case 4: case 12: build_maze_vault(x0, y0, xsize, ysize, TRUE); break;\r
- case 5: case 13: build_mini_c_vault(x0, y0, xsize, ysize); break;\r
- case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break;\r
- case 7: case 15: build_target_vault(x0, y0, xsize, ysize); break;\r
-#ifdef ALLOW_CAVERNS_AND_LAKES\r
- case 8: build_elemental_vault(x0, y0, xsize, ysize); break;\r
-#endif /* ALLOW_CAVERNS_AND_LAKES */\r
- /* I know how to add a few more... give me some time. */\r
-\r
- /* Paranoia */\r
- default: return FALSE;\r
- }\r
-\r
- return TRUE;\r
-}\r
-\r
-\r
-/*!\r
-* @brief タイプ16の部屋…v_info.txtより固定特殊部屋を生成する / Type 16 -- fixed special room (see "v_info.txt")\r
-* @return なし\r
-*/\r
-bool build_type17(void)\r
-{\r
- vault_type *v_ptr = NULL;\r
- int dummy;\r
- POSITION x, y;\r
- POSITION xval, yval;\r
- POSITION xoffset, yoffset;\r
- int transno;\r
-\r
- /* Pick a lesser vault */\r
- for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)\r
- {\r
- /* Access a random vault record */\r
- v_ptr = &v_info[randint0(max_v_idx)];\r
-\r
- /* Accept the first lesser vault */\r
- if (v_ptr->typ == 16) break;\r
- }\r
-\r
- /* No lesser vault found */\r
- if (dummy >= SAFE_MAX_ATTEMPTS)\r
- {\r
- msg_print_wizard(CHEAT_DUNGEON, _("固定特殊部屋を配置できませんでした。", "Could not place fixed special room."));\r
- return FALSE;\r
- }\r
-\r
- /* pick type of transformation (0-7) */\r
- transno = randint0(8);\r
-\r
- /* calculate offsets */\r
- x = v_ptr->wid;\r
- y = v_ptr->hgt;\r
-\r
- /* Some huge vault cannot be ratated to fit in the dungeon */\r
- if (x + 2 > cur_hgt - 2)\r
- {\r
- /* Forbid 90 or 270 degree ratation */\r
- transno &= ~1;\r
- }\r
-\r
- coord_trans(&x, &y, 0, 0, transno);\r
-\r
- if (x < 0)\r
- {\r
- xoffset = -x - 1;\r
- }\r
- else\r
- {\r
- xoffset = 0;\r
- }\r
-\r
- if (y < 0)\r
- {\r
- yoffset = -y - 1;\r
- }\r
- else\r
- {\r
- yoffset = 0;\r
- }\r
-\r
- /* Find and reserve some space in the dungeon. Get center of room. */\r
- if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;\r
-\r
-#ifdef FORCE_V_IDX\r
- v_ptr = &v_info[2];\r
-#endif\r
-\r
- msg_format_wizard(CHEAT_DUNGEON, _("特殊固定部屋(%s)を生成しました。", "Special Fix room (%s)."), v_name + v_ptr->name);\r
-\r
- /* Hack -- Build the vault */\r
- build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,\r
- v_text + v_ptr->text, xoffset, yoffset, transno);\r
-\r
- return TRUE;\r
-}\r
-\r
+#include "angband.h"
+#include "generate.h"
+#include "grid.h"
+#include "rooms.h"
+#include "store.h"
+#include "trap.h"
+#include "monster.h"
+
+/*
+* This function creates a random vault that looks like a collection of bubbles.
+* It works by getting a set of coordinates that represent the center of each
+* bubble. The entire room is made by seeing which bubble center is closest. If
+* two centers are equidistant then the square is a wall, otherwise it is a floor.
+* The only exception is for squares really near a center, these are always floor.
+* (It looks better than without this check.)
+*
+* Note: If two centers are on the same point then this algorithm will create a
+* blank bubble filled with walls. - This is prevented from happening.
+*/
+static void build_bubble_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
+{
+#define BUBBLENUM 10 /* number of bubbles */
+
+ /* array of center points of bubbles */
+ coord center[BUBBLENUM];
+
+ int i, j;
+ POSITION x = 0, y = 0;
+ u16b min1, min2, temp;
+ bool done;
+
+ /* Offset from center to top left hand corner */
+ POSITION xhsize = xsize / 2;
+ POSITION yhsize = ysize / 2;
+
+ msg_print_wizard(CHEAT_DUNGEON, _("泡型ランダムVaultを生成しました。", "Room Vault."));
+
+ /* Allocate center of bubbles */
+ center[0].x = (byte)randint1(xsize - 3) + 1;
+ center[0].y = (byte)randint1(ysize - 3) + 1;
+
+ for (i = 1; i < BUBBLENUM; i++)
+ {
+ done = FALSE;
+
+ /* get center and check to see if it is unique */
+ while (!done)
+ {
+ done = TRUE;
+
+ x = randint1(xsize - 3) + 1;
+ y = randint1(ysize - 3) + 1;
+
+ for (j = 0; j < i; j++)
+ {
+ /* rough test to see if there is an overlap */
+ if ((x == center[j].x) && (y == center[j].y)) done = FALSE;
+ }
+ }
+
+ center[i].x = x;
+ center[i].y = y;
+ }
+
+
+ /* Top and bottom boundaries */
+ for (i = 0; i < xsize; i++)
+ {
+ int side_x = x0 - xhsize + i;
+
+ place_outer_noperm_bold(y0 - yhsize + 0, side_x);
+ grid_array[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(y0 - yhsize + ysize - 1, side_x);
+ grid_array[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
+ }
+
+ /* Left and right boundaries */
+ for (i = 1; i < ysize - 1; i++)
+ {
+ int side_y = y0 - yhsize + i;
+
+ place_outer_noperm_bold(side_y, x0 - xhsize + 0);
+ grid_array[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(side_y, x0 - xhsize + xsize - 1);
+ grid_array[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
+ }
+
+ /* Fill in middle with bubbles */
+ for (x = 1; x < xsize - 1; x++)
+ {
+ for (y = 1; y < ysize - 1; y++)
+ {
+ /* Get distances to two closest centers */
+
+ min1 = (u16b)distance(x, y, center[0].x, center[0].y);
+ min2 = (u16b)distance(x, y, center[1].x, center[1].y);
+
+ if (min1 > min2)
+ {
+ /* swap if in wrong order */
+ temp = min1;
+ min1 = min2;
+ min2 = temp;
+ }
+
+ /* Scan the rest */
+ for (i = 2; i < BUBBLENUM; i++)
+ {
+ temp = (u16b)distance(x, y, center[i].x, center[i].y);
+
+ if (temp < min1)
+ {
+ /* smallest */
+ min2 = min1;
+ min1 = temp;
+ }
+ else if (temp < min2)
+ {
+ /* second smallest */
+ min2 = temp;
+ }
+ }
+ if (((min2 - min1) <= 2) && (!(min1 < 3)))
+ {
+ /* Boundary at midpoint+ not at inner region of bubble */
+ place_outer_noperm_bold(y0 - yhsize + y, x0 - xhsize + x);
+ }
+ else
+ {
+ /* middle of a bubble */
+ place_floor_bold(y0 - yhsize + y, x0 - xhsize + x);
+ }
+
+ /* clean up rest of flags */
+ grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
+ }
+ }
+
+ /* Try to add some random doors */
+ for (i = 0; i < 500; i++)
+ {
+ x = randint1(xsize - 3) - xhsize + x0 + 1;
+ y = randint1(ysize - 3) - yhsize + y0 + 1;
+ add_door(x, y);
+ }
+
+ /* Fill with monsters and treasure, low difficulty */
+ fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
+}
+
+/* Create a random vault that looks like a collection of overlapping rooms */
+static void build_room_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
+{
+ POSITION x1, x2, y1, y2, xhsize, yhsize;
+ int i;
+
+ /* get offset from center */
+ xhsize = xsize / 2;
+ yhsize = ysize / 2;
+
+ msg_print_wizard(CHEAT_DUNGEON, _("部屋型ランダムVaultを生成しました。", "Room Vault."));
+
+ /* fill area so don't get problems with arena levels */
+ for (x1 = 0; x1 < xsize; x1++)
+ {
+ POSITION x = x0 - xhsize + x1;
+
+ for (y1 = 0; y1 < ysize; y1++)
+ {
+ POSITION y = y0 - yhsize + y1;
+
+ place_extra_bold(y, x);
+ grid_array[y][x].info &= (~CAVE_ICKY);
+ }
+ }
+
+ /* add ten random rooms */
+ for (i = 0; i < 10; i++)
+ {
+ x1 = randint1(xhsize) * 2 + x0 - xhsize;
+ x2 = randint1(xhsize) * 2 + x0 - xhsize;
+ y1 = randint1(yhsize) * 2 + y0 - yhsize;
+ y2 = randint1(yhsize) * 2 + y0 - yhsize;
+ build_room(x1, x2, y1, y2);
+ }
+
+ /* Add some random doors */
+ for (i = 0; i < 500; i++)
+ {
+ x1 = randint1(xsize - 3) - xhsize + x0 + 1;
+ y1 = randint1(ysize - 3) - yhsize + y0 + 1;
+ add_door(x1, y1);
+ }
+
+ /* Fill with monsters and treasure, high difficulty */
+ fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
+}
+
+
+/* Create a random vault out of a fractal grid_array */
+static void build_cave_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
+{
+ int grd, roug, cutoff;
+ bool done, light, room;
+ POSITION xhsize, yhsize, xsize, ysize, x, y;
+
+ /* round to make sizes even */
+ xhsize = xsiz / 2;
+ yhsize = ysiz / 2;
+ xsize = xhsize * 2;
+ ysize = yhsize * 2;
+
+ msg_print_wizard(CHEAT_DUNGEON, _("洞穴ランダムVaultを生成しました。", "Cave Vault."));
+
+ light = done = FALSE;
+ room = TRUE;
+
+ while (!done)
+ {
+ /* testing values for these parameters feel free to adjust */
+ grd = 1 << randint0(4);
+
+ /* want average of about 16 */
+ roug = randint1(8) * randint1(4);
+
+ /* about size/2 */
+ cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
+ randint1(xsize / 4) + randint1(ysize / 4);
+
+ /* make it */
+ generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
+
+ /* Convert to normal format+ clean up */
+ done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
+ }
+
+ /* Set icky flag because is a vault */
+ for (x = 0; x <= xsize; x++)
+ {
+ for (y = 0; y <= ysize; y++)
+ {
+ grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
+ }
+ }
+
+ /* Fill with monsters and treasure, low difficulty */
+ fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
+}
+
+
+
+/*!
+* @brief Vault地形を回転、上下左右反転するための座標変換を返す / coordinate translation code
+* @param x 変換したい点のX座標参照ポインタ
+* @param y 変換したい点のY座標参照ポインタ
+* @param xoffset Vault生成時の基準X座標
+* @param yoffset Vault生成時の基準Y座標
+* @param transno 処理ID
+* @return なし
+*/
+static void coord_trans(POSITION *x, POSITION *y, POSITION xoffset, POSITION yoffset, int transno)
+{
+ int i;
+ int temp;
+
+ /*
+ * transno specifies what transformation is required. (0-7)
+ * The lower two bits indicate by how much the vault is rotated,
+ * and the upper bit indicates a reflection.
+ * This is done by using rotation matrices... however since
+ * these are mostly zeros for rotations by 90 degrees this can
+ * be expressed simply in terms of swapping and inverting the
+ * x and y coordinates.
+ */
+ for (i = 0; i < transno % 4; i++)
+ {
+ /* rotate by 90 degrees */
+ temp = *x;
+ *x = -(*y);
+ *y = temp;
+ }
+
+ if (transno / 4)
+ {
+ /* Reflect depending on status of 3rd bit. */
+ *x = -(*x);
+ }
+
+ /* Add offsets so vault stays in the first quadrant */
+ *x += xoffset;
+ *y += yoffset;
+}
+
+
+/*!
+* @brief Vaultをフロアに配置する / Hack -- fill in "vault" rooms
+* @param yval 生成基準Y座標
+* @param xval 生成基準X座標
+* @param ymax VaultのYサイズ
+* @param xmax VaultのXサイズ
+* @param data Vaultのデータ文字列
+* @param xoffset 変換基準X座標
+* @param yoffset 変換基準Y座標
+* @param transno 変換ID
+* @return なし
+*/
+static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xmax, concptr data,
+ POSITION xoffset, POSITION yoffset, int transno)
+{
+ POSITION dx, dy, x, y, i, j;
+ concptr t;
+ grid_type *g_ptr;
+
+ /* Place dungeon features and objects */
+ for (t = data, dy = 0; dy < ymax; dy++)
+ {
+ for (dx = 0; dx < xmax; dx++, t++)
+ {
+ /* prevent loop counter from being overwritten */
+ i = dx;
+ j = dy;
+
+ /* Flip / rotate */
+ coord_trans(&i, &j, xoffset, yoffset, transno);
+
+ /* Extract the location */
+ if (transno % 2 == 0)
+ {
+ /* no swap of x/y */
+ x = xval - (xmax / 2) + i;
+ y = yval - (ymax / 2) + j;
+ }
+ else
+ {
+ /* swap of x/y */
+ x = xval - (ymax / 2) + i;
+ y = yval - (xmax / 2) + j;
+ }
+
+ /* Hack -- skip "non-grids" */
+ if (*t == ' ') continue;
+ g_ptr = &grid_array[y][x];
+
+ /* Lay down a floor */
+ place_floor_grid(g_ptr);
+
+ /* Remove any mimic */
+ g_ptr->mimic = 0;
+
+ /* Part of a vault */
+ g_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
+
+ /* Analyze the grid */
+ switch (*t)
+ {
+ /* Granite wall (outer) */
+ case '%':
+ place_outer_noperm_grid(g_ptr);
+ break;
+
+ /* Granite wall (inner) */
+ case '#':
+ place_inner_grid(g_ptr);
+ break;
+
+ /* Glass wall (inner) */
+ case '$':
+ place_inner_grid(g_ptr);
+ g_ptr->feat = feat_glass_wall;
+ break;
+
+ /* Permanent wall (inner) */
+ case 'X':
+ place_inner_perm_grid(g_ptr);
+ break;
+
+ /* Permanent glass wall (inner) */
+ case 'Y':
+ place_inner_perm_grid(g_ptr);
+ g_ptr->feat = feat_permanent_glass_wall;
+ break;
+
+ /* Treasure/trap */
+ case '*':
+ if (randint0(100) < 75)
+ {
+ place_object(y, x, 0L);
+ }
+ else
+ {
+ place_trap(y, x);
+ }
+ break;
+
+ /* Treasure */
+ case '[':
+ place_object(y, x, 0L);
+ break;
+
+ /* Tree */
+ case ':':
+ g_ptr->feat = feat_tree;
+ break;
+
+ /* Secret doors */
+ case '+':
+ place_secret_door(y, x, DOOR_DEFAULT);
+ break;
+
+ /* Secret glass doors */
+ case '-':
+ place_secret_door(y, x, DOOR_GLASS_DOOR);
+ if (is_closed_door(g_ptr->feat)) g_ptr->mimic = feat_glass_wall;
+ break;
+
+ /* Curtains */
+ case '\'':
+ place_secret_door(y, x, DOOR_CURTAIN);
+ break;
+
+ /* Trap */
+ case '^':
+ place_trap(y, x);
+ break;
+
+ /* Black market in a dungeon */
+ case 'S':
+ set_cave_feat(y, x, feat_black_market);
+ store_init(NO_TOWN, STORE_BLACK);
+ break;
+
+ /* The Pattern */
+ case 'p':
+ set_cave_feat(y, x, feat_pattern_start);
+ break;
+
+ case 'a':
+ set_cave_feat(y, x, feat_pattern_1);
+ break;
+
+ case 'b':
+ set_cave_feat(y, x, feat_pattern_2);
+ break;
+
+ case 'c':
+ set_cave_feat(y, x, feat_pattern_3);
+ break;
+
+ case 'd':
+ set_cave_feat(y, x, feat_pattern_4);
+ break;
+
+ case 'P':
+ set_cave_feat(y, x, feat_pattern_end);
+ break;
+
+ case 'B':
+ set_cave_feat(y, x, feat_pattern_exit);
+ break;
+
+ case 'A':
+ /* Reward for Pattern walk */
+ object_level = base_level + 12;
+ place_object(y, x, AM_GOOD | AM_GREAT);
+ object_level = base_level;
+ break;
+
+ case '~':
+ set_cave_feat(y, x, feat_shallow_water);
+ break;
+
+ case '=':
+ set_cave_feat(y, x, feat_deep_water);
+ break;
+
+ case 'v':
+ set_cave_feat(y, x, feat_shallow_lava);
+ break;
+
+ case 'w':
+ set_cave_feat(y, x, feat_deep_lava);
+ break;
+
+ case 'f':
+ set_cave_feat(y, x, feat_shallow_acid_puddle);
+ break;
+
+ case 'F':
+ set_cave_feat(y, x, feat_deep_acid_puddle);
+ break;
+
+ case 'g':
+ set_cave_feat(y, x, feat_shallow_poisonous_puddle);
+ break;
+
+ case 'G':
+ set_cave_feat(y, x, feat_deep_poisonous_puddle);
+ break;
+
+ case 'h':
+ set_cave_feat(y, x, feat_cold_zone);
+ break;
+
+ case 'H':
+ set_cave_feat(y, x, feat_heavy_cold_zone);
+ break;
+
+ case 'i':
+ set_cave_feat(y, x, feat_electrical_zone);
+ break;
+
+ case 'I':
+ set_cave_feat(y, x, feat_heavy_electrical_zone);
+ break;
+
+ }
+ }
+ }
+
+
+ /* Place dungeon monsters and objects */
+ for (t = data, dy = 0; dy < ymax; dy++)
+ {
+ for (dx = 0; dx < xmax; dx++, t++)
+ {
+ /* prevent loop counter from being overwritten */
+ i = dx;
+ j = dy;
+
+ /* Flip / rotate */
+ coord_trans(&i, &j, xoffset, yoffset, transno);
+
+ /* Extract the location */
+ if (transno % 2 == 0)
+ {
+ /* no swap of x/y */
+ x = xval - (xmax / 2) + i;
+ y = yval - (ymax / 2) + j;
+ }
+ else
+ {
+ /* swap of x/y */
+ x = xval - (ymax / 2) + i;
+ y = yval - (xmax / 2) + j;
+ }
+
+ /* Hack -- skip "non-grids" */
+ if (*t == ' ') continue;
+
+ /* Analyze the symbol */
+ switch (*t)
+ {
+ /* Monster */
+ case '&':
+ {
+ monster_level = base_level + 5;
+ place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+ monster_level = base_level;
+ break;
+ }
+
+ /* Meaner monster */
+ case '@':
+ {
+ monster_level = base_level + 11;
+ place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+ monster_level = base_level;
+ break;
+ }
+
+ /* Meaner monster, plus treasure */
+ case '9':
+ {
+ monster_level = base_level + 9;
+ place_monster(y, x, PM_ALLOW_SLEEP);
+ monster_level = base_level;
+ object_level = base_level + 7;
+ place_object(y, x, AM_GOOD);
+ object_level = base_level;
+ break;
+ }
+
+ /* Nasty monster and treasure */
+ case '8':
+ {
+ monster_level = base_level + 40;
+ place_monster(y, x, PM_ALLOW_SLEEP);
+ monster_level = base_level;
+ object_level = base_level + 20;
+ place_object(y, x, AM_GOOD | AM_GREAT);
+ object_level = base_level;
+ break;
+ }
+
+ /* Monster and/or object */
+ case ',':
+ {
+ if (randint0(100) < 50)
+ {
+ monster_level = base_level + 3;
+ place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+ monster_level = base_level;
+ }
+ if (randint0(100) < 50)
+ {
+ object_level = base_level + 7;
+ place_object(y, x, 0L);
+ object_level = base_level;
+ }
+ break;
+ }
+
+ }
+ }
+ }
+}
+
+
+
+/*!
+* @brief タイプ7の部屋…v_info.txtより小型vaultを生成する / Type 7 -- simple vaults (see "v_info.txt")
+* @return なし
+*/
+bool build_type7(void)
+{
+ vault_type *v_ptr = NULL;
+ int dummy;
+ POSITION x, y;
+ POSITION xval, yval;
+ POSITION xoffset, yoffset;
+ int transno;
+
+ /* Pick a lesser vault */
+ for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
+ {
+ /* Access a random vault record */
+ v_ptr = &v_info[randint0(max_v_idx)];
+
+ /* Accept the first lesser vault */
+ if (v_ptr->typ == 7) break;
+ }
+
+ /* No lesser vault found */
+ if (dummy >= SAFE_MAX_ATTEMPTS)
+ {
+ msg_print_wizard(CHEAT_DUNGEON, _("小型固定Vaultを配置できませんでした。", "Could not place lesser vault."));
+ return FALSE;
+ }
+
+ /* pick type of transformation (0-7) */
+ transno = randint0(8);
+
+ /* calculate offsets */
+ x = v_ptr->wid;
+ y = v_ptr->hgt;
+
+ /* Some huge vault cannot be ratated to fit in the dungeon */
+ if (x + 2 > cur_hgt - 2)
+ {
+ /* Forbid 90 or 270 degree ratation */
+ transno &= ~1;
+ }
+
+ coord_trans(&x, &y, 0, 0, transno);
+
+ if (x < 0)
+ {
+ xoffset = -x - 1;
+ }
+ else
+ {
+ xoffset = 0;
+ }
+
+ if (y < 0)
+ {
+ yoffset = -y - 1;
+ }
+ else
+ {
+ yoffset = 0;
+ }
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
+
+#ifdef FORCE_V_IDX
+ v_ptr = &v_info[2];
+#endif
+
+ msg_format_wizard(CHEAT_DUNGEON, _("小型Vault(%s)を生成しました。", "Lesser vault (%s)."), v_name + v_ptr->name);
+
+ /* Hack -- Build the vault */
+ build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
+ v_text + v_ptr->text, xoffset, yoffset, transno);
+
+ return TRUE;
+}
+
+/*!
+* @brief タイプ8の部屋…v_info.txtより大型vaultを生成する / Type 8 -- greater vaults (see "v_info.txt")
+* @return なし
+*/
+bool build_type8(void)
+{
+ vault_type *v_ptr;
+ int dummy;
+ POSITION xval, yval;
+ POSITION x, y;
+ int transno;
+ POSITION xoffset, yoffset;
+
+ /* Pick a greater vault */
+ for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
+ {
+ /* Access a random vault record */
+ v_ptr = &v_info[randint0(max_v_idx)];
+
+ /* Accept the first greater vault */
+ if (v_ptr->typ == 8) break;
+ }
+
+ /* No greater vault found */
+ if (dummy >= SAFE_MAX_ATTEMPTS)
+ {
+ msg_print_wizard(CHEAT_DUNGEON, _("大型固定Vaultを配置できませんでした。", "Could not place greater vault."));
+ return FALSE;
+ }
+
+ /* pick type of transformation (0-7) */
+ transno = randint0(8);
+
+ /* calculate offsets */
+ x = v_ptr->wid;
+ y = v_ptr->hgt;
+
+ /* Some huge vault cannot be ratated to fit in the dungeon */
+ if (x + 2 > cur_hgt - 2)
+ {
+ /* Forbid 90 or 270 degree ratation */
+ transno &= ~1;
+ }
+
+ coord_trans(&x, &y, 0, 0, transno);
+
+ if (x < 0)
+ {
+ xoffset = -x - 1;
+ }
+ else
+ {
+ xoffset = 0;
+ }
+
+ if (y < 0)
+ {
+ yoffset = -y - 1;
+ }
+ else
+ {
+ yoffset = 0;
+ }
+
+ /*
+ * Try to allocate space for room. If fails, exit
+ *
+ * Hack -- Prepare a bit larger space (+2, +2) to
+ * prevent generation of vaults with no-entrance.
+ */
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, (POSITION)(abs(y) + 2), (POSITION)(abs(x) + 2))) return FALSE;
+
+#ifdef FORCE_V_IDX
+ v_ptr = &v_info[76 + randint1(3)];
+#endif
+
+ msg_format_wizard(CHEAT_DUNGEON, _("大型固定Vault(%s)を生成しました。", "Greater vault (%s)."), v_name + v_ptr->name);
+
+ /* Hack -- Build the vault */
+ build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
+ v_text + v_ptr->text, xoffset, yoffset, transno);
+
+ return TRUE;
+}
+
+
+/*
+* Build target vault.
+* This is made by two concentric "crypts" with perpendicular
+* walls creating the cross-hairs.
+*/
+static void build_target_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
+{
+ POSITION rad, x, y;
+
+ /* Make a random metric */
+ POSITION h1, h2, h3, h4;
+ h1 = randint1(32) - 16;
+ h2 = randint1(16);
+ h3 = randint1(32);
+ h4 = randint1(32) - 16;
+
+ msg_print_wizard(CHEAT_DUNGEON, _("対称形ランダムVaultを生成しました。", "Elemental Vault"));
+
+ /* work out outer radius */
+ if (xsize > ysize)
+ {
+ rad = ysize / 2;
+ }
+ else
+ {
+ rad = xsize / 2;
+ }
+
+ /* Make floor */
+ for (x = x0 - rad; x <= x0 + rad; x++)
+ {
+ for (y = y0 - rad; y <= y0 + rad; y++)
+ {
+ /* clear room flag */
+ grid_array[y][x].info &= ~(CAVE_ROOM);
+
+ /* Vault - so is "icky" */
+ grid_array[y][x].info |= CAVE_ICKY;
+
+ if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
+ {
+ /* inside- so is floor */
+ 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, FALSE, x0 - rad - 1, y0 - rad - 1,
+ x0 + rad + 1, y0 + rad + 1);
+
+ /* Add inner wall */
+ for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)
+ {
+ for (y = y0 - rad / 2; y <= y0 + rad / 2; y++)
+ {
+ if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
+ {
+ /* Make an internal wall */
+ place_inner_bold(y, x);
+ }
+ }
+ }
+
+ /* Add perpendicular walls */
+ for (x = x0 - rad; x <= x0 + rad; x++)
+ {
+ place_inner_bold(y0, x);
+ }
+
+ for (y = y0 - rad; y <= y0 + rad; y++)
+ {
+ place_inner_bold(y, x0);
+ }
+
+ /* Make inner vault */
+ for (y = y0 - 1; y <= y0 + 1; y++)
+ {
+ place_inner_bold(y, x0 - 1);
+ place_inner_bold(y, x0 + 1);
+ }
+ for (x = x0 - 1; x <= x0 + 1; x++)
+ {
+ place_inner_bold(y0 - 1, x);
+ place_inner_bold(y0 + 1, x);
+ }
+
+ place_floor_bold(y0, x0);
+
+
+ /* Add doors to vault */
+ /* get two distances so can place doors relative to centre */
+ x = (rad - 2) / 4 + 1;
+ y = rad / 2 + x;
+
+ add_door(x0 + x, y0);
+ add_door(x0 + y, y0);
+ add_door(x0 - x, y0);
+ add_door(x0 - y, y0);
+ add_door(x0, y0 + x);
+ add_door(x0, y0 + y);
+ add_door(x0, y0 - x);
+ add_door(x0, y0 - y);
+
+ /* Fill with stuff - medium difficulty */
+ fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
+}
+
+
+#ifdef ALLOW_CAVERNS_AND_LAKES
+/*
+* This routine uses a modified version of the lake code to make a
+* distribution of some terrain type over the vault. This type
+* depends on the dungeon depth.
+*
+* Miniture rooms are then scattered across the vault.
+*/
+static void build_elemental_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
+{
+ int grd, roug;
+ int c1, c2, c3;
+ bool done = FALSE;
+ POSITION xsize, ysize, xhsize, yhsize, x, y;
+ int i;
+ int type;
+
+ msg_print_wizard(CHEAT_DUNGEON, _("精霊界ランダムVaultを生成しました。", "Elemental Vault"));
+
+ /* round to make sizes even */
+ xhsize = xsiz / 2;
+ yhsize = ysiz / 2;
+ xsize = xhsize * 2;
+ ysize = yhsize * 2;
+
+ if (dun_level < 25)
+ {
+ /* Earth vault (Rubble) */
+ type = LAKE_T_EARTH_VAULT;
+ }
+ else if (dun_level < 50)
+ {
+ /* Air vault (Trees) */
+ type = LAKE_T_AIR_VAULT;
+ }
+ else if (dun_level < 75)
+ {
+ /* Water vault (shallow water) */
+ type = LAKE_T_WATER_VAULT;
+ }
+ else
+ {
+ /* Fire vault (shallow lava) */
+ type = LAKE_T_FIRE_VAULT;
+ }
+
+ while (!done)
+ {
+ /* testing values for these parameters: feel free to adjust */
+ grd = 1 << (randint0(3));
+
+ /* want average of about 16 */
+ roug = randint1(8) * randint1(4);
+
+ /* Make up size of various componants */
+ /* Floor */
+ c3 = 2 * xsize / 3;
+
+ /* Deep water/lava */
+ c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
+
+ /* Shallow boundary */
+ c2 = (c1 + c3) / 2;
+
+ /* make it */
+ generate_hmap(y0, x0, xsize, ysize, grd, roug, c3);
+
+ /* Convert to normal format+ clean up */
+ done = generate_lake(y0, x0, xsize, ysize, c1, c2, c3, type);
+ }
+
+ /* Set icky flag because is a vault */
+ for (x = 0; x <= xsize; x++)
+ {
+ for (y = 0; y <= ysize; y++)
+ {
+ grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
+ }
+ }
+
+ /* make a few rooms in the vault */
+ for (i = 1; i <= (xsize * ysize) / 50; i++)
+ {
+ build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2,
+ y0 + randint0(ysize - 4) - ysize / 2 + 2);
+ }
+
+ /* Fill with monsters and treasure, low difficulty */
+ fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,
+ y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
+}
+#endif /* ALLOW_CAVERNS_AND_LAKES */
+
+
+/* Build a "mini" checkerboard vault
+*
+* This is done by making a permanent wall maze and setting
+* the diagonal sqaures of the checker board to be granite.
+* The vault has two entrances on opposite sides to guarantee
+* a way to get in even if the vault abuts a side of the dungeon.
+*/
+static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
+{
+ POSITION dy, dx;
+ POSITION y1, x1, y2, x2, y, x, total;
+ int m, n, num_vertices;
+ int *visited;
+
+ msg_print_wizard(CHEAT_DUNGEON, _("小型チェッカーランダムVaultを生成しました。", "Mini Checker Board Vault."));
+
+ /* Pick a random room size */
+ dy = ysize / 2 - 1;
+ dx = xsize / 2 - 1;
+
+ y1 = y0 - dy;
+ x1 = x0 - dx;
+ y2 = y0 + dy;
+ x2 = x0 + dx;
+
+
+ /* generate the room */
+ for (x = x1 - 2; x <= x2 + 2; x++)
+ {
+ if (!in_bounds(y1 - 2, x)) break;
+
+ grid_array[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
+
+ place_outer_noperm_bold(y1 - 2, x);
+ }
+
+ for (x = x1 - 2; x <= x2 + 2; x++)
+ {
+ if (!in_bounds(y2 + 2, x)) break;
+
+ grid_array[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
+
+ place_outer_noperm_bold(y2 + 2, x);
+ }
+
+ for (y = y1 - 2; y <= y2 + 2; y++)
+ {
+ if (!in_bounds(y, x1 - 2)) break;
+
+ grid_array[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);
+
+ place_outer_noperm_bold(y, x1 - 2);
+ }
+
+ for (y = y1 - 2; y <= y2 + 2; y++)
+ {
+ if (!in_bounds(y, x2 + 2)) break;
+
+ grid_array[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
+
+ place_outer_noperm_bold(y, x2 + 2);
+ }
+
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ for (x = x1 - 1; x <= x2 + 1; x++)
+ {
+ grid_type *g_ptr = &grid_array[y][x];
+
+ g_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
+
+ /* Permanent walls */
+ place_inner_perm_grid(g_ptr);
+ }
+ }
+
+
+ /* dimensions of vertex array */
+ m = dx + 1;
+ n = dy + 1;
+ num_vertices = m * n;
+
+ /* initialize array of visited vertices */
+ C_MAKE(visited, num_vertices, int);
+
+ /* traverse the graph to create a spannng tree, pick a random root */
+ r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
+
+ /* Make it look like a checker board vault */
+ for (x = x1; x <= x2; x++)
+ {
+ for (y = y1; y <= y2; y++)
+ {
+ total = x - x1 + y - y1;
+ /* If total is odd- and is a floor then make a wall */
+ if ((total % 2 == 1) && is_floor_bold(y, x))
+ {
+ place_inner_bold(y, x);
+ }
+ }
+ }
+
+ /* Make a couple of entrances */
+ if (one_in_(2))
+ {
+ /* left and right */
+ y = randint1(dy) + dy / 2;
+ place_inner_bold(y1 + y, x1 - 1);
+ place_inner_bold(y1 + y, x2 + 1);
+ }
+ else
+ {
+ /* top and bottom */
+ x = randint1(dx) + dx / 2;
+ place_inner_bold(y1 - 1, x1 + x);
+ place_inner_bold(y2 + 1, x1 + x);
+ }
+
+ /* Fill with monsters and treasure, highest difficulty */
+ fill_treasure(x1, x2, y1, y2, 10);
+
+ C_KILL(visited, num_vertices, int);
+}
+
+/* Build a castle */
+/* Driver routine: clear the region and call the recursive
+* room routine.
+*
+*This makes a vault that looks like a castle/ city in the dungeon.
+*/
+static void build_castle_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
+{
+ POSITION dy, dx;
+ POSITION y1, x1, y2, x2;
+ POSITION y, x;
+
+ /* Pick a random room size */
+ dy = ysize / 2 - 1;
+ dx = xsize / 2 - 1;
+
+ y1 = y0 - dy;
+ x1 = x0 - dx;
+ y2 = y0 + dy;
+ x2 = x0 + dx;
+
+ msg_print_wizard(CHEAT_DUNGEON, _("城型ランダムVaultを生成しました。", "Castle Vault"));
+
+ /* generate the room */
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ for (x = x1 - 1; x <= x2 + 1; x++)
+ {
+ grid_array[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
+ /* Make everything a floor */
+ place_floor_bold(y, x);
+ }
+ }
+
+ /* Make the castle */
+ build_recursive_room(x1, y1, x2, y2, randint1(5));
+
+ /* Fill with monsters and treasure, low difficulty */
+ fill_treasure(x1, x2, y1, y2, randint1(3));
+}
+
+
+
+/*!
+* @brief タイプ10の部屋…ランダム生成vault / Type 10 -- Random vaults
+* @return なし
+*/
+bool build_type10(void)
+{
+ POSITION y0, x0, xsize, ysize, vtype;
+
+ /* big enough to look good, small enough to be fairly common. */
+ xsize = randint1(22) + 22;
+ ysize = randint1(11) + 11;
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
+
+ /* Select type of vault */
+#ifdef ALLOW_CAVERNS_AND_LAKES
+ do
+ {
+ vtype = randint1(15);
+ } while ((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) &&
+ ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
+#else /* ALLOW_CAVERNS_AND_LAKES */
+ do
+ {
+ vtype = randint1(7);
+ } while ((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) &&
+ ((vtype == 1) || (vtype == 3)));
+#endif /* ALLOW_CAVERNS_AND_LAKES */
+
+ switch (vtype)
+ {
+ /* Build an appropriate room */
+ case 1: case 9: build_bubble_vault(x0, y0, xsize, ysize); break;
+ case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break;
+ case 3: case 11: build_cave_vault(x0, y0, xsize, ysize); break;
+ case 4: case 12: build_maze_vault(x0, y0, xsize, ysize, TRUE); break;
+ case 5: case 13: build_mini_c_vault(x0, y0, xsize, ysize); break;
+ case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break;
+ case 7: case 15: build_target_vault(x0, y0, xsize, ysize); break;
+#ifdef ALLOW_CAVERNS_AND_LAKES
+ case 8: build_elemental_vault(x0, y0, xsize, ysize); break;
+#endif /* ALLOW_CAVERNS_AND_LAKES */
+ /* I know how to add a few more... give me some time. */
+
+ /* Paranoia */
+ default: return FALSE;
+ }
+
+ return TRUE;
+}
+
+
+/*!
+* @brief タイプ17の部屋…v_info.txtより固定特殊部屋を生成する / Type 17 -- fixed special room (see "v_info.txt")
+* @return なし
+*/
+bool build_type17(void)
+{
+ vault_type *v_ptr = NULL;
+ int dummy;
+ POSITION x, y;
+ POSITION xval, yval;
+ POSITION xoffset, yoffset;
+ int transno;
+
+ /* Pick a lesser vault */
+ for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
+ {
+ /* Access a random vault record */
+ v_ptr = &v_info[randint0(max_v_idx)];
+
+ /* Accept the special fix room. */
+ if (v_ptr->typ == 17) break;
+ }
+
+ /* No lesser vault found */
+ if (dummy >= SAFE_MAX_ATTEMPTS)
+ {
+ msg_print_wizard(CHEAT_DUNGEON, _("固定特殊部屋を配置できませんでした。", "Could not place fixed special room."));
+ return FALSE;
+ }
+
+ /* pick type of transformation (0-7) */
+ transno = randint0(8);
+
+ /* calculate offsets */
+ x = v_ptr->wid;
+ y = v_ptr->hgt;
+
+ /* Some huge vault cannot be ratated to fit in the dungeon */
+ if (x + 2 > cur_hgt - 2)
+ {
+ /* Forbid 90 or 270 degree ratation */
+ transno &= ~1;
+ }
+
+ coord_trans(&x, &y, 0, 0, transno);
+
+ if (x < 0)
+ {
+ xoffset = -x - 1;
+ }
+ else
+ {
+ xoffset = 0;
+ }
+
+ if (y < 0)
+ {
+ yoffset = -y - 1;
+ }
+ else
+ {
+ yoffset = 0;
+ }
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
+
+#ifdef FORCE_V_IDX
+ v_ptr = &v_info[2];
+#endif
+
+ msg_format_wizard(CHEAT_DUNGEON, _("特殊固定部屋(%s)を生成しました。", "Special Fix room (%s)."), v_name + v_ptr->name);
+
+ /* Hack -- Build the vault */
+ build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
+ v_text + v_ptr->text, xoffset, yoffset, transno);
+
+ return TRUE;
+}
+