-#include "angband.h"\r
+#include "angband.h"\r
+#include "generate.h"\r
#include "grid.h"\r
#include "rooms.h"\r
-#include "generate.h"\r
+#include "store.h"\r
+#include "trap.h"\r
+#include "monster.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\92n\8c`\82ð\89ñ\93]\81A\8fã\89º\8d¶\89E\94½\93]\82·\82é\82½\82ß\82Ì\8dÀ\95W\95Ï\8a·\82ð\95Ô\82· / coordinate translation code\r
-* @param x \95Ï\8a·\82µ\82½\82¢\93_\82ÌX\8dÀ\95W\8eQ\8fÆ\83|\83C\83\93\83^\r
-* @param y \95Ï\8a·\82µ\82½\82¢\93_\82ÌY\8dÀ\95W\8eQ\8fÆ\83|\83C\83\93\83^\r
-* @param xoffset Vault\90¶\90¬\8e\9e\82Ì\8aî\8f\80X\8dÀ\95W\r
-* @param yoffset Vault\90¶\90¬\8e\9e\82Ì\8aî\8f\80Y\8dÀ\95W\r
-* @param transno \8f\88\97\9dID\r
-* @return \82È\82µ\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
\r
\r
/*!\r
-* @brief Vault\82ð\83t\83\8d\83A\82É\94z\92u\82·\82é / Hack -- fill in "vault" rooms\r
-* @param yval \90¶\90¬\8aî\8f\80Y\8dÀ\95W\r
-* @param xval \90¶\90¬\8aî\8f\80X\8dÀ\95W\r
-* @param ymax Vault\82ÌY\83T\83C\83Y\r
-* @param xmax Vault\82ÌX\83T\83C\83Y\r
-* @param data Vault\82Ì\83f\81[\83^\95¶\8e\9a\97ñ\r
-* @param xoffset \95Ï\8a·\8aî\8f\80X\8dÀ\95W\r
-* @param yoffset \95Ï\8a·\8aî\8f\80Y\8dÀ\95W\r
-* @param transno \95Ï\8a·ID\r
-* @return \82È\82µ\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
+static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xmax, concptr data,\r
POSITION xoffset, POSITION yoffset, int transno)\r
{\r
POSITION dx, dy, x, y, i, j;\r
- cptr t;\r
+ concptr t;\r
cave_type *c_ptr;\r
\r
/* Place dungeon features and objects */\r
\r
/* Hack -- skip "non-grids" */\r
if (*t == ' ') continue;\r
-\r
- /* Access the grid */\r
c_ptr = &cave[y][x];\r
\r
/* Lay down a floor */\r
}\r
break;\r
\r
+ /* Treasure */\r
+ case '[':\r
+ place_object(y, x, 0L);\r
+ break;\r
+\r
+ /* Tree */\r
+ case ':':\r
+ c_ptr->feat = feat_tree;\r
+ break;\r
+\r
/* Secret doors */\r
case '+':\r
place_secret_door(y, x, DOOR_DEFAULT);\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
+ case 'f':\r
+ set_cave_feat(y, x, feat_shallow_acid_puddle);\r
+ break;\r
+\r
+ case 'F':\r
+ set_cave_feat(y, x, feat_deep_acid_puddle);\r
+ break;\r
+\r
+ case 'g':\r
+ set_cave_feat(y, x, feat_shallow_poisonous_puddle);\r
+ break;\r
+\r
+ case 'G':\r
+ set_cave_feat(y, x, feat_deep_poisonous_puddle);\r
+ break;\r
+\r
+ case 'h':\r
+ set_cave_feat(y, x, feat_cold_zone);\r
+ break;\r
+\r
+ case 'H':\r
+ set_cave_feat(y, x, feat_heavy_cold_zone);\r
+ break;\r
+\r
+ case 'i':\r
+ set_cave_feat(y, x, feat_electrical_zone);\r
+ break;\r
+\r
+ case 'I':\r
+ set_cave_feat(y, x, feat_heavy_electrical_zone);\r
+ break;\r
+\r
}\r
}\r
}\r
\r
\r
/*!\r
-* @brief \83^\83C\83v7\82Ì\95\94\89®\81cv_info.txt\82æ\82è\8f¬\8c^vault\82ð\90¶\90¬\82·\82é / Type 7 -- simple vaults (see "v_info.txt")\r
-* @return \82È\82µ\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
/* No lesser vault found */\r
if (dummy >= SAFE_MAX_ATTEMPTS)\r
{\r
- msg_print_wizard(CHEAT_DUNGEON, _("\8f¬\8c^\8cÅ\92èVault\82ð\94z\92u\82Å\82«\82Ü\82¹\82ñ\82Å\82µ\82½\81B", "Could not place lesser vault."));\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
v_ptr = &v_info[2];\r
#endif\r
\r
- /* Message */\r
- msg_format_wizard(CHEAT_DUNGEON, _("\8f¬\8c^Vault(%s)\82ð\90¶\90¬\82µ\82Ü\82µ\82½\81B", "Lesser vault (%s)."), v_name + v_ptr->name);\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
}\r
\r
/*!\r
-* @brief \83^\83C\83v8\82Ì\95\94\89®\81cv_info.txt\82æ\82è\91å\8c^vault\82ð\90¶\90¬\82·\82é / Type 8 -- greater vaults (see "v_info.txt")\r
-* @return \82È\82µ\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
POSITION xval, yval;\r
POSITION x, y;\r
int transno;\r
- int xoffset, yoffset;\r
+ POSITION xoffset, yoffset;\r
\r
/* Pick a greater vault */\r
for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)\r
/* No greater vault found */\r
if (dummy >= SAFE_MAX_ATTEMPTS)\r
{\r
- msg_print_wizard(CHEAT_DUNGEON, _("\91å\8c^\8cÅ\92èVault\82ð\94z\92u\82Å\82«\82Ü\82¹\82ñ\82Å\82µ\82½\81B", "Could not place greater vault."));\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
v_ptr = &v_info[76 + randint1(3)];\r
#endif\r
\r
- msg_format_wizard(CHEAT_DUNGEON, _("\91å\8c^\8cÅ\92èVault(%s)\82ð\90¶\90¬\82µ\82Ü\82µ\82½\81B", "Greater vault (%s)."), v_name + v_ptr->name);\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
\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")\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 special fix room. */\r
+ if (v_ptr->typ == 17) 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