-/*
- * File: rooms.c
- * Purpose: make rooms. Used by generate.c when creating dungeons.
- */
-
-/*
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies. Other copyrights may also apply.
+/*!
+ * @file rooms.c
+ * @brief ダンジョンフロアの部屋生成処理 / make rooms. Used by generate.c when creating dungeons.
+ * @date 2014/01/06
+ * @author
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
+ * This software may be copied and distributed for educational, research,\n
+ * and not for profit purposes provided that this copyright and statement\n
+ * are included in all such copies. Other copyrights may also apply.\n
+ * 2014 Deskull rearranged comment for Doxygen. \n
+ * @details
+ * Room building routines.\n
+ *\n
+ * Room types:\n
+ * 1 -- normal\n
+ * 2 -- overlapping\n
+ * 3 -- cross shaped\n
+ * 4 -- large room with features\n
+ * 5 -- monster nests\n
+ * 6 -- monster pits\n
+ * 7 -- simple vaults\n
+ * 8 -- greater vaults\n
+ * 9 -- fractal caves\n
+ * 10 -- random vaults\n
+ * 11 -- circular rooms\n
+ * 12 -- crypts\n
+ * 13 -- trapped monster pits\n
+ * 14 -- trapped room\n
+ * 15 -- glass room\n
+ * 16 -- underground arcade\n
+ *\n
+ * Some functions are used to determine if the given monster\n
+ * is appropriate for inclusion in a monster nest or monster pit or\n
+ * the given type.\n
+ *\n
+ * None of the pits/nests are allowed to include "unique" monsters.\n
*/
#include "angband.h"
#include "grid.h"
#include "rooms.h"
-
-/*
- * [from SAngband (originally from OAngband)]
- *
- * Table of values that control how many times each type of room will
- * appear. Each type of room has its own row, and each column
- * corresponds to dungeon levels 0, 10, 20, and so on. The final
- * value is the minimum depth the room can appear at. -LM-
- *
- * Level 101 and below use the values for level 100.
- *
- * Rooms with lots of monsters or loot may not be generated if the
- * object or monster lists are already nearly full. Rooms will not
- * appear above their minimum depth. Tiny levels will not have space
- * for all the rooms you ask for.
+#include "rooms-normal.h"
+#include "rooms-pitnest.h"
+#include "rooms-vault.h"
+
+
+/*!
+ * 各部屋タイプの生成比定義
+ *[from SAngband (originally from OAngband)]\n
+ *\n
+ * Table of values that control how many times each type of room will\n
+ * appear. Each type of room has its own row, and each column\n
+ * corresponds to dungeon levels 0, 10, 20, and so on. The final\n
+ * value is the minimum depth the room can appear at. -LM-\n
+ *\n
+ * Level 101 and below use the values for level 100.\n
+ *\n
+ * Rooms with lots of monsters or loot may not be generated if the\n
+ * object or monster lists are already nearly full. Rooms will not\n
+ * appear above their minimum depth. Tiny levels will not have space\n
+ * for all the rooms you ask for.\n
*/
static room_info_type room_info_normal[ROOM_T_MAX] =
{
{{ 0, 1, 1, 1, 2, 3, 5, 6, 8, 10, 13}, 10}, /*NEST */
{{ 0, 1, 1, 2, 3, 4, 6, 8, 10, 13, 16}, 10}, /*PIT */
{{ 0, 1, 1, 1, 2, 2, 3, 5, 6, 8, 10}, 10}, /*LESSER_V */
- {{ 0, 0, 1, 1, 1, 2, 2, 3, 4, 5, 6}, 20}, /*GREATER_V*/
+ {{ 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4}, 20}, /*GREATER_V*/
{{ 0,100,200,300,400,500,600,700,800,900,999}, 10}, /*FRACAVE */
- {{ 0, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3}, 10}, /*RANDOM_V */
+ {{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2}, 10}, /*RANDOM_V */
{{ 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40}, 3}, /*OVAL */
{{ 1, 6, 12, 18, 24, 30, 36, 42, 48, 54, 60}, 10}, /*CRYPT */
{{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP_PIT */
{{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP */
+ {{ 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2}, 40}, /*GLASS */
+ {{ 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3}, 1}, /*ARCADE */
};
-/* Build rooms in descending order of difficulty. */
+/*! 部屋の生成処理順 / Build rooms in descending order of difficulty. */
static byte room_build_order[ROOM_T_MAX] = {
ROOM_T_GREATER_VAULT,
+ ROOM_T_ARCADE,
ROOM_T_RANDOM_VAULT,
ROOM_T_LESSER_VAULT,
ROOM_T_TRAP_PIT,
ROOM_T_PIT,
ROOM_T_NEST,
ROOM_T_TRAP,
+ ROOM_T_GLASS,
ROOM_T_INNER_FEAT,
ROOM_T_OVAL,
ROOM_T_CRYPT,
ROOM_T_NORMAL,
};
-
-static void place_locked_door(int y, int x)
+/*!
+ * @brief 鍵のかかったドアを配置する
+ * @param y 配置したいフロアのY座標
+ * @param x 配置したいフロアのX座標
+ * @return なし
+ */
+void place_locked_door(int y, int x)
{
if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
{
}
else
{
- set_cave_feat(y, x, FEAT_DOOR_HEAD+randint1(7));
+ set_cave_feat(y, x, feat_locked_door_random((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
cave[y][x].info &= ~(CAVE_FLOOR);
+ delete_monster(y, x);
}
}
-static void place_secret_door(int y, int x)
+/*!
+ * @brief 隠しドアを配置する
+ * @param y 配置したいフロアのY座標
+ * @param x 配置したいフロアのX座標
+ * @param type DOOR_DEFAULT / DOOR_DOOR / DOOR_GLASS_DOOR / DOOR_CURTAIN のいずれか
+ * @return なし
+ */
+void place_secret_door(int y, int x, int type)
{
if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
{
{
cave_type *c_ptr = &cave[y][x];
- /* Create secret door */
- place_closed_door(y, x);
+ if (type == DOOR_DEFAULT)
+ {
+ type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
+ one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
+ ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+ }
- /* Hide by inner wall because this is used in rooms only */
- c_ptr->mimic = feat_wall_inner;
+ /* Create secret door */
+ place_closed_door(y, x, type);
- /* Floor type terrain cannot hide a door */
- if (feat_floor(c_ptr->mimic))
+ if (type != DOOR_CURTAIN)
{
- c_ptr->feat = c_ptr->mimic;
- c_ptr->mimic = 0;
+ /* Hide by inner wall because this is used in rooms only */
+ c_ptr->mimic = feat_wall_inner;
+
+ /* Floor type terrain cannot hide a door */
+ if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat))
+ {
+ if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY))
+ {
+ c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)];
+ }
+ c_ptr->mimic = 0;
+ }
}
c_ptr->info &= ~(CAVE_FLOOR);
+ delete_monster(y, x);
}
}
-/*
+/*!
+ * @brief 1マスだけの部屋を作成し、上下左右いずれか一つに隠しドアを配置する。
+ * @param y0 配置したい中心のY座標
+ * @param x0 配置したい中心のX座標
+ * @details
* This funtion makes a very small room centred at (x0, y0)
* This is used in crypts, and random elemental vaults.
*
* Note - this should be used only on allocated regions
* within another room.
*/
-static void build_small_room(int x0, int y0)
+void build_small_room(int x0, int y0)
{
int x, y;
/* Place a secret door on one side */
switch (randint0(4))
{
- case 0: place_secret_door(y0, x0 - 1); break;
- case 1: place_secret_door(y0, x0 + 1); break;
- case 2: place_secret_door(y0 - 1, x0); break;
- case 3: place_secret_door(y0 + 1, x0); break;
+ case 0: place_secret_door(y0, x0 - 1, DOOR_DEFAULT); break;
+ case 1: place_secret_door(y0, x0 + 1, DOOR_DEFAULT); break;
+ case 2: place_secret_door(y0 - 1, x0, DOOR_DEFAULT); break;
+ case 3: place_secret_door(y0 + 1, x0, DOOR_DEFAULT); break;
}
/* Clear mimic type */
place_floor_bold(y0, x0);
}
-
-/*
- * This function tunnels around a room if
- * it will cut off part of a cave system.
+/*!
+ * @brief
+ * 指定範囲に通路が通っていることを確認した上で床で埋める
+ * This function tunnels around a room if it will cut off part of a cave system.
+ * @param x1 範囲の左端
+ * @param y1 範囲の上端
+ * @param x2 範囲の右端
+ * @param y2 範囲の下端
+ * @return なし
*/
static void check_room_boundary(int x1, int y1, int x2, int y2)
{
}
-/*
- * Helper function for find_space().
- *
- * Is this a good location?
+/*!
+ * @brief
+ * find_space()の予備処理として部屋の生成が可能かを判定する /
+ * Helper function for find_space(). Is this a good location?
+ * @param blocks_high 範囲の高さ
+ * @param blocks_wide 範囲の幅
+ * @param block_y 範囲の上端
+ * @param block_x 範囲の左端
+ * @return なし
*/
static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int block_x)
{
}
-/*
- * Find a good spot for the next room. -LM-
- *
- * Find and allocate a free space in the dungeon large enough to hold
- * the room calling this function.
- *
- * We allocate space in 11x11 blocks, but want to make sure that rooms
- * align neatly on the standard screen. Therefore, we make them use
- * blocks in few 11x33 rectangles as possible.
- *
- * Be careful to include the edges of the room in height and width!
- *
- * Return TRUE and values for the center of the room if all went well.
- * Otherwise, return FALSE.
- */
-static bool find_space(int *y, int *x, int height, int width)
+/*!
+ * @brief 部屋生成が可能なスペースを確保する / Find a good spot for the next room. -LM-
+ * @param y 部屋の生成が可能な中心Y座標を返す参照ポインタ
+ * @param x 部屋の生成が可能な中心X座標を返す参照ポインタ
+ * @param height 確保したい領域の高さ
+ * @param width 確保したい領域の幅
+ * @return 所定の範囲が確保できた場合TRUEを返す
+ * @details
+ * Find and allocate a free space in the dungeon large enough to hold\n
+ * the room calling this function.\n
+ *\n
+ * We allocate space in 11x11 blocks, but want to make sure that rooms\n
+ * align neatly on the standard screen. Therefore, we make them use\n
+ * blocks in few 11x33 rectangles as possible.\n
+ *\n
+ * Be careful to include the edges of the room in height and width!\n
+ *\n
+ * Return TRUE and values for the center of the room if all went well.\n
+ * Otherwise, return FALSE.\n
+ */
+bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width)
{
int candidates, pick;
int by, bx, by1, bx1, by2, bx2;
if (dun->row_rooms < blocks_high) return FALSE;
if (dun->col_rooms < blocks_wide) return FALSE;
-#if 0
- /* Sometimes, little rooms like to have more space. */
- if (blocks_wide == 2)
- {
- if (one_in_(3)) blocks_wide = 3;
- }
- else if (blocks_wide == 1)
- {
- if (one_in_(2)) blocks_wide = rand_range(2, 3);
- }
-#endif
-
/* Initiallize */
candidates = 0;
- /* Count the number of varid places */
+ /* Count the number of valid places */
for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
{
for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
{
if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
{
- /* Find a varid place */
+ /* Find a valid place */
candidates++;
}
}
return FALSE;
}
- /* Choose a random one */
- pick = randint1(candidates);
+ /* Normal dungeon */
+ if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
+ {
+ /* Choose a random one */
+ pick = randint1(candidates);
+ }
+
+ /* NO_CAVE dungeon (Castle) */
+ else
+ {
+ /* Always choose the center one */
+ pick = candidates/2 + 1;
+ }
/* Pick up the choosen location */
for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
/* Save the room location */
if (dun->cent_n < CENT_MAX)
{
- dun->cent[dun->cent_n].y = *y;
- dun->cent[dun->cent_n].x = *x;
+ dun->cent[dun->cent_n].y = (byte_hack)*y;
+ dun->cent[dun->cent_n].x = (byte_hack)*x;
dun->cent_n++;
}
-/*
- * Room building routines.
- *
- * Room types:
- * 1 -- normal
- * 2 -- overlapping
- * 3 -- cross shaped
- * 4 -- large room with features
- * 5 -- monster nests
- * 6 -- monster pits
- * 7 -- simple vaults
- * 8 -- greater vaults
- * 9 -- fractal caves
- * 10 -- random vaults
- * 11 -- circular rooms
- * 12 -- crypts
- * 13 -- trapped monster pits
- * 14 -- trapped room
- */
-
-
-/*
- * Type 1 -- normal rectangular rooms
- */
-static bool build_type1(void)
-{
- int y, x, y2, x2, yval, xval;
- int y1, x1, xsize, ysize;
-
- bool light;
-
- cave_type *c_ptr;
-
- /* 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)) return FALSE;
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
- /* Get corner values */
- y1 = yval - ysize / 2;
- x1 = xval - xsize / 2;
- y2 = yval + (ysize - 1) / 2;
- x2 = xval + (xsize - 1) / 2;
+/*
+ * Structure to hold all "fill" data
+ */
- /* Place a full floor under the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
+typedef struct fill_data_type fill_data_type;
- /* Walls around the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_outer_grid(c_ptr);
- }
+struct fill_data_type
+{
+ /* area size */
+ int xmin;
+ int ymin;
+ int xmax;
+ int ymax;
+ /* cutoffs */
+ int c1;
+ int c2;
+ int c3;
- /* Hack -- Occasional pillar room */
- if (one_in_(20))
- {
- for (y = y1; y <= y2; y += 2)
- {
- for (x = x1; x <= x2; x += 2)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
- }
+ /* features to fill with */
+ int feat1;
+ int feat2;
+ int feat3;
- /* Hack -- Occasional room with four pillars */
- else if (one_in_(20))
- {
- if ((y1 + 4 < y2) && (x1 + 4 < x2))
- {
- c_ptr = &cave[y1 + 1][x1 + 1];
- place_inner_grid(c_ptr);
+ int info1;
+ int info2;
+ int info3;
- c_ptr = &cave[y1 + 1][x2 - 1];
- place_inner_grid(c_ptr);
+ /* number of filled squares */
+ int amount;
+};
- c_ptr = &cave[y2 - 1][x1 + 1];
- place_inner_grid(c_ptr);
+static fill_data_type fill_data;
- c_ptr = &cave[y2 - 1][x2 - 1];
- place_inner_grid(c_ptr);
- }
- }
- /* Hack -- Occasional ragged-edge room */
- else if (one_in_(50))
- {
- for (y = y1 + 2; y <= y2 - 2; y += 2)
- {
- c_ptr = &cave[y][x1];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2];
- place_inner_grid(c_ptr);
- }
- for (x = x1 + 2; x <= x2 - 2; x += 2)
- {
- c_ptr = &cave[y1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2][x];
- place_inner_grid(c_ptr);
- }
- }
- /* Hack -- Occasional divided room */
- else if (one_in_(50))
- {
- if (randint1(100) < 50)
- {
- /* Horizontal wall */
- for (x = x1; x <= x2; x++)
- {
- place_inner_bold(yval, x);
- }
+/* Store routine for the fractal cave generator */
+/* this routine probably should be an inline function or a macro. */
+static void store_height(int x, int y, int val)
+{
+ /* if on boundary set val > cutoff so walls are not as square */
+ if (((x == fill_data.xmin) || (y == fill_data.ymin) ||
+ (x == fill_data.xmax) || (y == fill_data.ymax)) &&
+ (val <= fill_data.c1)) val = fill_data.c1 + 1;
- /* 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);
- }
+ /* store the value in height-map format */
+ cave[y][x].feat = (s16b)val;
- /* Prevent edge of wall from being tunneled */
- place_solid_bold(y1 - 1, xval);
- place_solid_bold(y2 + 1, xval);
- }
+ return;
+}
- place_random_door(yval, xval, TRUE);
- }
- return TRUE;
-}
+/*
+* Explanation of the plasma fractal algorithm:
+*
+* A grid of points is created with the properties of a 'height-map'
+* This is done by making the corners of the grid have a random value.
+* The grid is then subdivided into one with twice the resolution.
+* The new points midway between two 'known' points can be calculated
+* by taking the average value of the 'known' ones and randomly adding
+* or subtracting an amount proportional to the distance between those
+* points. The final 'middle' points of the grid are then calculated
+* by averaging all four of the originally 'known' corner points. An
+* random amount is added or subtracted from this to get a value of the
+* height at that point. The scaling factor here is adjusted to the
+* slightly larger distance diagonally as compared to orthogonally.
+*
+* This is then repeated recursively to fill an entire 'height-map'
+* A rectangular map is done the same way, except there are different
+* scaling factors along the x and y directions.
+*
+* A hack to change the amount of correlation between points is done using
+* the grd variable. If the current step size is greater than grd then
+* the point will be random, otherwise it will be calculated by the
+* above algorithm. This makes a maximum distance at which two points on
+* the height map can affect each other.
+*
+* How fractal caves are made:
+*
+* When the map is complete, a cut-off value is used to create a cave.
+* Heights below this value are "floor", and heights above are "wall".
+* This also can be used to create lakes, by adding more height levels
+* representing shallow and deep water/ lava etc.
+*
+* The grd variable affects the width of passages.
+* The roug variable affects the roughness of those passages
+*
+* The tricky part is making sure the created cave is connected. This
+* is done by 'filling' from the inside and only keeping the 'filled'
+* floor. Walls bounding the 'filled' floor are also kept. Everything
+* else is converted to the normal _extra_.
+ */
/*
- * Type 2 -- Overlapping rectangular rooms
+ * Note that this uses the cave.feat array in a very hackish way
+ * the values are first set to zero, and then each array location
+ * is used as a "heightmap"
+ * The heightmap then needs to be converted back into the "feat" format.
+ *
+ * grd=level at which fractal turns on. smaller gives more mazelike caves
+ * roug=roughness level. 16=normal. higher values make things more convoluted
+ * small values are good for smooth walls.
+ * size=length of the side of the square cave system.
*/
-static bool build_type2(void)
+static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug, int cutoff)
{
- int y, x, xval, yval;
- int y1a, x1a, y2a, x2a;
- int y1b, x1b, y2b, x2b;
- bool light;
- cave_type *c_ptr;
+ int xhsize, yhsize, xsize, ysize, maxsize;
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
+ /*
+ * fixed point variables- these are stored as 256 x normal value
+ * this gives 8 binary places of fractional part + 8 places of normal part
+ */
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
+ u16b xstep, xhstep, ystep, yhstep;
+ u16b xstep2, xhstep2, ystep2, yhstep2;
+ u16b i, j, ii, jj, diagsize, xxsize, yysize;
+
+ /* Cache for speed */
+ u16b xm, xp, ym, yp;
- /* Determine extents of the first room */
- y1a = yval - randint1(4);
- y2a = yval + randint1(3);
- x1a = xval - randint1(11);
- x2a = xval + randint1(10);
+ /* redefine size so can change the value if out of range */
+ xsize = xsiz;
+ ysize = ysiz;
- /* Determine extents of the second room */
- y1b = yval - randint1(3);
- y2b = yval + randint1(4);
- x1b = xval - randint1(10);
- x2b = xval + randint1(11);
+ /* Paranoia about size of the system of caves */
+ if (xsize > 254) xsize = 254;
+ if (xsize < 4) xsize = 4;
+ if (ysize > 254) ysize = 254;
+ if (ysize < 4) ysize = 4;
-
- /* Place a full floor for room "a" */
- for (y = y1a - 1; y <= y2a + 1; y++)
- {
- for (x = x1a - 1; x <= x2a + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
- /* Place a full floor for room "b" */
- for (y = y1b - 1; y <= y2b + 1; y++)
- {
- for (x = x1b - 1; x <= x2b + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
-
- /* Place the walls around room "a" */
- for (y = y1a - 1; y <= y2a + 1; y++)
- {
- c_ptr = &cave[y][x1a - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2a + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1a - 1; x <= x2a + 1; x++)
- {
- c_ptr = &cave[y1a - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2a + 1][x];
- place_outer_grid(c_ptr);
- }
-
- /* Place the walls around room "b" */
- for (y = y1b - 1; y <= y2b + 1; y++)
- {
- c_ptr = &cave[y][x1b - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2b + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1b - 1; x <= x2b + 1; x++)
- {
- c_ptr = &cave[y1b - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2b + 1][x];
- place_outer_grid(c_ptr);
- }
-
-
-
- /* Replace the floor for room "a" */
- for (y = y1a; y <= y2a; y++)
- {
- for (x = x1a; x <= x2a; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- }
- }
-
- /* Replace the floor for room "b" */
- for (y = y1b; y <= y2b; y++)
- {
- for (x = x1b; x <= x2b; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- }
- }
-
- return TRUE;
-}
-
-
-
-/*
- * Type 3 -- Cross shaped rooms
- *
- * Builds a room at a row, column coordinate
- *
- * Room "a" runs north/south, and Room "b" runs east/east
- * So the "central pillar" runs from x1a, y1b to x2a, y2b.
- *
- * Note that currently, the "center" is always 3x3, but I think that
- * the code below will work (with "bounds checking") for 5x5, or even
- * for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.
- */
-static bool build_type3(void)
-{
- int y, x, dy, dx, wy, wx;
- int y1a, x1a, y2a, x2a;
- int y1b, x1b, y2b, x2b;
- int yval, xval;
- bool light;
- cave_type *c_ptr;
-
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
-
-
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
- /* For now, always 3x3 */
- wx = wy = 1;
-
- /* Pick max vertical size (at most 4) */
- dy = rand_range(3, 4);
-
- /* Pick max horizontal size (at most 15) */
- dx = rand_range(3, 11);
-
-
- /* Determine extents of the north/south room */
- y1a = yval - dy;
- y2a = yval + dy;
- x1a = xval - wx;
- x2a = xval + wx;
-
- /* Determine extents of the east/west room */
- y1b = yval - wy;
- y2b = yval + wy;
- x1b = xval - dx;
- x2b = xval + dx;
-
-
- /* Place a full floor for room "a" */
- for (y = y1a - 1; y <= y2a + 1; y++)
- {
- for (x = x1a - 1; x <= x2a + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
- /* Place a full floor for room "b" */
- for (y = y1b - 1; y <= y2b + 1; y++)
- {
- for (x = x1b - 1; x <= x2b + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
-
- /* Place the walls around room "a" */
- for (y = y1a - 1; y <= y2a + 1; y++)
- {
- c_ptr = &cave[y][x1a - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2a + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1a - 1; x <= x2a + 1; x++)
- {
- c_ptr = &cave[y1a - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2a + 1][x];
- place_outer_grid(c_ptr);
- }
-
- /* Place the walls around room "b" */
- for (y = y1b - 1; y <= y2b + 1; y++)
- {
- c_ptr = &cave[y][x1b - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2b + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1b - 1; x <= x2b + 1; x++)
- {
- c_ptr = &cave[y1b - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2b + 1][x];
- place_outer_grid(c_ptr);
- }
-
-
- /* Replace the floor for room "a" */
- for (y = y1a; y <= y2a; y++)
- {
- for (x = x1a; x <= x2a; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- }
- }
-
- /* Replace the floor for room "b" */
- for (y = y1b; y <= y2b; y++)
- {
- for (x = x1b; x <= x2b; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- }
- }
-
-
-
- /* Special features (3/4) */
- switch (randint0(4))
- {
- /* Large solid middle pillar */
- case 1:
- {
- for (y = y1b; y <= y2b; y++)
- {
- for (x = x1a; x <= x2a; x++)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
- break;
- }
-
- /* Inner treasure vault */
- case 2:
- {
- /* Build the vault */
- for (y = y1b; y <= y2b; y++)
- {
- c_ptr = &cave[y][x1a];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2a];
- place_inner_grid(c_ptr);
- }
- for (x = x1a; x <= x2a; x++)
- {
- c_ptr = &cave[y1b][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2b][x];
- place_inner_grid(c_ptr);
- }
-
- /* Place a secret door on the inner room */
- switch (randint0(4))
- {
- case 0: place_secret_door(y1b, xval); break;
- case 1: place_secret_door(y2b, xval); break;
- case 2: place_secret_door(yval, x1a); break;
- case 3: place_secret_door(yval, x2a); break;
- }
-
- /* Place a treasure in the vault */
- place_object(yval, xval, 0L);
-
- /* Let's guard the treasure well */
- vault_monsters(yval, xval, randint0(2) + 3);
-
- /* Traps naturally */
- vault_traps(yval, xval, 4, 4, randint0(3) + 2);
-
- break;
- }
-
- /* Something else */
- case 3:
- {
- /* Occasionally pinch the center shut */
- if (one_in_(3))
- {
- /* Pinch the east/west sides */
- for (y = y1b; y <= y2b; y++)
- {
- if (y == yval) continue;
- c_ptr = &cave[y][x1a - 1];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2a + 1];
- place_inner_grid(c_ptr);
- }
-
- /* Pinch the north/south sides */
- for (x = x1a; x <= x2a; x++)
- {
- if (x == xval) continue;
- c_ptr = &cave[y1b - 1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2b + 1][x];
- place_inner_grid(c_ptr);
- }
-
- /* Sometimes shut using secret doors */
- if (one_in_(3))
- {
- place_secret_door(yval, x1a - 1);
- place_secret_door(yval, x2a + 1);
- place_secret_door(y1b - 1, xval);
- place_secret_door(y2b + 1, xval);
- }
- }
-
- /* Occasionally put a "plus" in the center */
- else if (one_in_(3))
- {
- c_ptr = &cave[yval][xval];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y1b][xval];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2b][xval];
- place_inner_grid(c_ptr);
- c_ptr = &cave[yval][x1a];
- place_inner_grid(c_ptr);
- c_ptr = &cave[yval][x2a];
- place_inner_grid(c_ptr);
- }
-
- /* Occasionally put a pillar in the center */
- else if (one_in_(3))
- {
- c_ptr = &cave[yval][xval];
- place_inner_grid(c_ptr);
- }
-
- break;
- }
- }
-
- return TRUE;
-}
-
-
-/*
- * Type 4 -- Large room with inner features
- *
- * Possible sub-types:
- * 1 - Just an inner room with one door
- * 2 - An inner room within an inner room
- * 3 - An inner room with pillar(s)
- * 4 - Inner room has a maze
- * 5 - A set of four inner rooms
- */
-static bool build_type4(void)
-{
- int y, x, y1, x1;
- int y2, x2, tmp, yval, xval;
- bool light;
- cave_type *c_ptr;
-
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
-
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
- /* Large room */
- y1 = yval - 4;
- y2 = yval + 4;
- x1 = xval - 11;
- x2 = xval + 11;
-
- /* Place a full floor under the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
- /* Outer Walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_outer_grid(c_ptr);
- }
-
-
- /* The inner room */
- y1 = y1 + 2;
- y2 = y2 - 2;
- x1 = x1 + 2;
- x2 = x2 - 2;
-
- /* The inner walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_inner_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_inner_grid(c_ptr);
- }
-
-
- /* Inner room variations */
- switch (randint1(5))
- {
- /* Just an inner room with a monster */
- case 1:
- {
- /* Place a secret door */
- switch (randint1(4))
- {
- case 1: place_secret_door(y1 - 1, xval); break;
- case 2: place_secret_door(y2 + 1, xval); break;
- case 3: place_secret_door(yval, x1 - 1); break;
- case 4: place_secret_door(yval, x2 + 1); 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); break;
- case 2: place_secret_door(y2 + 1, xval); break;
- case 3: place_secret_door(yval, x1 - 1); break;
- case 4: place_secret_door(yval, x2 + 1); break;
- }
-
- /* Place another inner room */
- for (y = yval - 1; y <= yval + 1; y++)
- {
- for (x = xval - 1; x <= xval + 1; x++)
- {
- if ((x == xval) && (y == yval)) continue;
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
-
- /* Place a locked door on the inner room */
- switch (randint1(4))
- {
- case 1: place_locked_door(yval - 1, xval); break;
- case 2: place_locked_door(yval + 1, xval); break;
- case 3: place_locked_door(yval, xval - 1); break;
- case 4: place_locked_door(yval, xval + 1); break;
- }
-
- /* Monsters to guard the "treasure" */
- vault_monsters(yval, xval, randint1(3) + 2);
-
- /* Object (80%) */
- if (randint0(100) < 80)
- {
- place_object(yval, xval, 0L);
- }
-
- /* Stairs (20%) */
- else
- {
- place_random_stairs(yval, xval);
- }
-
- /* Traps to protect the treasure */
- vault_traps(yval, xval, 4, 10, 2 + randint1(3));
-
- break;
- }
-
- /* Inner pillar(s). */
- case 3:
- {
- /* Place a secret door */
- switch (randint1(4))
- {
- case 1: place_secret_door(y1 - 1, xval); break;
- case 2: place_secret_door(y2 + 1, xval); break;
- case 3: place_secret_door(yval, x1 - 1); break;
- case 4: place_secret_door(yval, x2 + 1); break;
- }
-
- /* Large Inner Pillar */
- for (y = yval - 1; y <= yval + 1; y++)
- {
- for (x = xval - 1; x <= xval + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
-
- /* Occasionally, two more Large Inner Pillars */
- if (one_in_(2))
- {
- tmp = randint1(2);
- for (y = yval - 1; y <= yval + 1; y++)
- {
- for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
- }
-
- /* Occasionally, some Inner rooms */
- if (one_in_(3))
- {
- /* Long horizontal walls */
- for (x = xval - 5; x <= xval + 5; x++)
- {
- c_ptr = &cave[yval - 1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[yval + 1][x];
- place_inner_grid(c_ptr);
- }
-
- /* Close off the left/right edges */
- c_ptr = &cave[yval][xval - 5];
- place_inner_grid(c_ptr);
- c_ptr = &cave[yval][xval + 5];
- place_inner_grid(c_ptr);
-
- /* Secret doors (random top/bottom) */
- place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3);
- place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3);
-
- /* 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); break;
- case 2: place_secret_door(y2 + 1, xval); break;
- case 3: place_secret_door(yval, x1 - 1); break;
- case 4: place_secret_door(yval, x2 + 1); break;
- }
-
- /* Maze (really a checkerboard) */
- for (y = y1; y <= y2; y++)
- {
- for (x = x1; x <= x2; x++)
- {
- if (0x1 & (x + y))
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
- }
-
- /* Monsters just love mazes. */
- vault_monsters(yval, xval - 5, randint1(3));
- vault_monsters(yval, xval + 5, randint1(3));
-
- /* Traps make them entertaining. */
- vault_traps(yval, xval - 3, 2, 8, randint1(3));
- vault_traps(yval, xval + 3, 2, 8, randint1(3));
-
- /* Mazes should have some treasure too. */
- vault_objects(yval, xval, 3);
-
- break;
- }
-
- /* Four small rooms. */
- case 5:
- {
- /* Inner "cross" */
- for (y = y1; y <= y2; y++)
- {
- c_ptr = &cave[y][xval];
- place_inner_grid(c_ptr);
- }
- for (x = x1; x <= x2; x++)
- {
- c_ptr = &cave[yval][x];
- place_inner_grid(c_ptr);
- }
-
- /* Doors into the rooms */
- if (randint0(100) < 50)
- {
- int i = randint1(10);
- place_secret_door(y1 - 1, xval - i);
- place_secret_door(y1 - 1, xval + i);
- place_secret_door(y2 + 1, xval - i);
- place_secret_door(y2 + 1, xval + i);
- }
- else
- {
- int i = randint1(3);
- place_secret_door(yval + i, x1 - 1);
- place_secret_door(yval - i, x1 - 1);
- place_secret_door(yval + i, x2 + 1);
- place_secret_door(yval - i, x2 + 1);
- }
-
- /* 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;
-}
-
-
-/*
- * The following functions are used to determine if the given monster
- * is appropriate for inclusion in a monster nest or monster pit or
- * the given type.
- *
- * None of the pits/nests are allowed to include "unique" monsters.
- */
-
-
-/*
- * Monster validation macro
- *
- * Line 1 -- forbid town monsters
- * Line 2 -- forbid uniques
- * Line 3 -- forbid aquatic monsters
- */
-#define vault_monster_okay(I) \
- (mon_hook_dungeon(I) && \
- !(r_info[I].flags1 & RF1_UNIQUE) && \
- !(r_info[I].flags7 & RF7_UNIQUE2) && \
- !(r_info[I].flagsr & RFR_RES_ALL) && \
- !(r_info[I].flags7 & RF7_AQUATIC))
-
-
-/* Race index for "monster pit (clone)" */
-static int vault_aux_race;
-
-/* Race index for "monster pit (symbol clone)" */
-static char vault_aux_char;
-
-/* Breath mask for "monster pit (dragon)" */
-static u32b vault_aux_dragon_mask4;
-
-
-/*
- * Helper monster selection function
- */
-static bool vault_aux_simple(int r_idx)
-{
- /* Okay */
- return (vault_monster_okay(r_idx));
-}
-
-
-/*
- * Helper function for "monster nest (jelly)"
- */
-static bool vault_aux_jelly(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
-
- /* Also decline evil jellies (like death molds and shoggoths) */
- if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
-
- /* Require icky thing, jelly, mold, or mushroom */
- if (!strchr("ijm,", r_ptr->d_char)) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*
- * Helper function for "monster nest (animal)"
- */
-static bool vault_aux_animal(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- /* Require "animal" flag */
- if (!(r_ptr->flags3 & (RF3_ANIMAL))) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*
- * Helper function for "monster nest (undead)"
- */
-static bool vault_aux_undead(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- /* Require Undead */
- if (!(r_ptr->flags3 & (RF3_UNDEAD))) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*
- * Helper function for "monster nest (chapel)"
- */
-static bool vault_aux_chapel_g(int r_idx)
-{
- static int chapel_list[] = {
- MON_NOV_PRIEST, MON_NOV_PALADIN, MON_NOV_PRIEST_G, MON_NOV_PALADIN_G,
- MON_PRIEST, MON_JADE_MONK, MON_IVORY_MONK, MON_ULTRA_PALADIN,
- MON_EBONY_MONK, MON_W_KNIGHT, MON_KNI_TEMPLAR, MON_PALADIN,
- MON_TOPAZ_MONK, 0};
-
- int i;
-
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
- if ((r_idx == MON_A_GOLD) || (r_idx == MON_A_SILVER)) return (FALSE);
-
- /* Require "priest" or Angel */
-
- if (r_ptr->d_char == 'A') return TRUE;
-
- for (i = 0; chapel_list[i]; i++)
- if (r_idx == chapel_list[i]) return TRUE;
-
- return FALSE;
-}
-
-
-/*
- * Helper function for "monster nest (kennel)"
- */
-static bool vault_aux_kennel(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- /* Require a Zephyr Hound or a dog */
- if (!strchr("CZ", r_ptr->d_char)) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*
- * Helper function for "monster nest (mimic)"
- */
-static bool vault_aux_mimic(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- /* Require mimic */
- if (!strchr("!|$?=", r_ptr->d_char)) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-/*
- * Helper function for "monster nest (clone)"
- */
-static bool vault_aux_clone(int r_idx)
-{
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- return (r_idx == vault_aux_race);
-}
-
-
-/*
- * Helper function for "monster nest (symbol clone)"
- */
-static bool vault_aux_symbol_e(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
-
- if (r_ptr->flags3 & (RF3_GOOD)) return (FALSE);
-
- /* Decline incorrect symbol */
- if (r_ptr->d_char != vault_aux_char) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*
- * Helper function for "monster nest (symbol clone)"
- */
-static bool vault_aux_symbol_g(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
-
- if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
-
- /* Decline incorrect symbol */
- if (r_ptr->d_char != vault_aux_char) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*
- * Helper function for "monster pit (orc)"
- */
-static bool vault_aux_orc(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- /* Require orc */
- if (!(r_ptr->flags3 & RF3_ORC)) return (FALSE);
-
- /* Decline undead */
- if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*
- * Helper function for "monster pit (troll)"
- */
-static bool vault_aux_troll(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- /* Require troll */
- if (!(r_ptr->flags3 & RF3_TROLL)) return (FALSE);
-
- /* Decline undead */
- if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*
- * Helper function for "monster pit (giant)"
- */
-static bool vault_aux_giant(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- /* Require giant */
- if (!(r_ptr->flags3 & RF3_GIANT)) return (FALSE);
-
- if (r_ptr->flags3 & RF3_GOOD) return (FALSE);
-
- /* Decline undead */
- if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*
- * Helper function for "monster pit (dragon)"
- */
-static bool vault_aux_dragon(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- /* Require dragon */
- if (!(r_ptr->flags3 & RF3_DRAGON)) return (FALSE);
-
- /* Hack -- Require correct "breath attack" */
- if (r_ptr->flags4 != vault_aux_dragon_mask4) return (FALSE);
-
- /* Decline undead */
- if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*
- * Helper function for "monster pit (demon)"
- */
-static bool vault_aux_demon(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
-
- /* Require demon */
- if (!(r_ptr->flags3 & RF3_DEMON)) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*
- * Helper function for "monster pit (lovecraftian)"
- */
-static bool vault_aux_cthulhu(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
-
- /* Require eldritch horror */
- if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*
- * Helper function for "monster pit (clone)"
- */
-static void vault_prep_clone(void)
-{
- /* Apply the monster restriction */
- get_mon_num_prep(vault_aux_simple, NULL);
-
- /* Pick a race to clone */
- vault_aux_race = get_mon_num(dun_level + 10);
-
- /* Remove the monster restriction */
- get_mon_num_prep(NULL, NULL);
-}
-
-
-/*
- * Helper function for "monster pit (symbol clone)"
- */
-static void vault_prep_symbol(void)
-{
- int r_idx;
-
- /* Apply the monster restriction */
- get_mon_num_prep(vault_aux_simple, NULL);
-
- /* Pick a race to clone */
- r_idx = get_mon_num(dun_level + 10);
-
- /* Remove the monster restriction */
- get_mon_num_prep(NULL, NULL);
-
- /* Extract the symbol */
- vault_aux_char = r_info[r_idx].d_char;
-}
-
-
-/*
- * Helper function for "monster pit (dragon)"
- */
-static void vault_prep_dragon(void)
-{
- /* Pick dragon type */
- switch (randint0(6))
- {
- /* Black */
- case 0:
- {
- /* Restrict dragon breath type */
- vault_aux_dragon_mask4 = RF4_BR_ACID;
-
- /* Done */
- break;
- }
-
- /* Blue */
- case 1:
- {
- /* Restrict dragon breath type */
- vault_aux_dragon_mask4 = RF4_BR_ELEC;
-
- /* Done */
- break;
- }
-
- /* Red */
- case 2:
- {
- /* Restrict dragon breath type */
- vault_aux_dragon_mask4 = RF4_BR_FIRE;
-
- /* Done */
- break;
- }
-
- /* White */
- case 3:
- {
- /* Restrict dragon breath type */
- vault_aux_dragon_mask4 = RF4_BR_COLD;
-
- /* Done */
- break;
- }
-
- /* Green */
- case 4:
- {
- /* Restrict dragon breath type */
- vault_aux_dragon_mask4 = RF4_BR_POIS;
-
- /* Done */
- break;
- }
-
- /* Multi-hued */
- default:
- {
- /* Restrict dragon breath type */
- vault_aux_dragon_mask4 = (RF4_BR_ACID | RF4_BR_ELEC |
- RF4_BR_FIRE | RF4_BR_COLD |
- RF4_BR_POIS);
-
- /* Done */
- break;
- }
- }
-}
-
-
-/*
- * Helper function for "monster pit (dark elf)"
- */
-static bool vault_aux_dark_elf(int r_idx)
-{
- int i;
- static int dark_elf_list[] =
- {
- MON_D_ELF, MON_D_ELF_MAGE, MON_D_ELF_WARRIOR, MON_D_ELF_PRIEST,
- MON_D_ELF_LORD, MON_D_ELF_WARLOCK, MON_D_ELF_DRUID, MON_NIGHTBLADE,
- MON_D_ELF_SORC, MON_D_ELF_SHADE, 0,
- };
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return FALSE;
-
- /* Require dark elves */
- for (i = 0; dark_elf_list[i]; i++)
- if (r_idx == dark_elf_list[i]) return TRUE;
-
- /* Assume not */
- return FALSE;
-}
-
-
-typedef struct vault_aux_type vault_aux_type;
-
-
-struct vault_aux_type
-{
- cptr name;
- bool (*hook_func)(int r_idx);
- void (*prep_func)(void);
- int level;
- int chance;
-};
-
-
-static int pick_vault_type(vault_aux_type *l_ptr, s16b allow_flag_mask)
-{
- int tmp, total, count;
-
- vault_aux_type *n_ptr;
-
- /* Calculate the total possibilities */
- for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
- {
- /* Note end */
- if (!n_ptr->name) break;
-
- /* Ignore excessive depth */
- if (n_ptr->level > dun_level) continue;
-
- /* Not matched with pit/nest flag */
- if (!(allow_flag_mask & (1L << count))) continue;
-
- /* Count this possibility */
- total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
- }
-
- /* Pick a random type */
- tmp = randint0(total);
-
- /* Find this type */
- for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
- {
- /* Note end */
- if (!n_ptr->name) break;
-
- /* Ignore excessive depth */
- if (n_ptr->level > dun_level) continue;
-
- /* Not matched with pit/nest flag */
- if (!(allow_flag_mask & (1L << count))) continue;
-
- /* Count this possibility */
- total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
-
- /* Found the type */
- if (tmp < total) break;
- }
-
- return n_ptr->name ? count : -1;
-}
-
-static vault_aux_type nest_types[] =
-{
-#ifdef JP
- {"¥¯¥í¡¼¥ó", vault_aux_clone, vault_prep_clone, 5, 3},
- {"¥¼¥ê¡¼", vault_aux_jelly, NULL, 5, 6},
- {"¥·¥ó¥Ü¥ë(Á±)", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
- {"¥·¥ó¥Ü¥ë(°)", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
- {"¥ß¥ß¥Ã¥¯", vault_aux_mimic, NULL, 30, 4},
- {"¶¸µ¤", vault_aux_cthulhu, NULL, 70, 2},
- {"¸¤¾®²°", vault_aux_kennel, NULL, 45, 4},
- {"ưʪ±à", vault_aux_animal, NULL, 35, 5},
- {"¶µ²ñ", vault_aux_chapel_g, NULL, 75, 4},
- {"¥¢¥ó¥Ç¥Ã¥É", vault_aux_undead, NULL, 75, 5},
- {NULL, NULL, NULL, 0, 0},
-#else
- {"clone", vault_aux_clone, vault_prep_clone, 5, 3},
- {"jelly", vault_aux_jelly, NULL, 5, 6},
- {"symbol good", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
- {"symbol evil", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
- {"mimic", vault_aux_mimic, NULL, 30, 4},
- {"lovecraftian", vault_aux_cthulhu, NULL, 70, 2},
- {"kennel", vault_aux_kennel, NULL, 45, 4},
- {"animal", vault_aux_animal, NULL, 35, 5},
- {"chapel", vault_aux_chapel_g, NULL, 75, 4},
- {"undead", vault_aux_undead, NULL, 75, 5},
- {NULL, NULL, NULL, 0, 0},
-#endif
-};
-
-static vault_aux_type pit_types[] =
-{
-#ifdef JP
- {"¥ª¡¼¥¯", vault_aux_orc, NULL, 5, 6},
- {"¥È¥í¥ë", vault_aux_troll, NULL, 20, 6},
- {"¥¸¥ã¥¤¥¢¥ó¥È", vault_aux_giant, NULL, 50, 6},
- {"¶¸µ¤", vault_aux_cthulhu, NULL, 80, 2},
- {"¥·¥ó¥Ü¥ë(Á±)", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
- {"¥·¥ó¥Ü¥ë(°)", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
- {"¶µ²ñ", vault_aux_chapel_g, NULL, 65, 2},
- {"¥É¥é¥´¥ó", vault_aux_dragon, vault_prep_dragon, 70, 6},
- {"¥Ç¡¼¥â¥ó", vault_aux_demon, NULL, 80, 6},
- {"¥À¡¼¥¯¥¨¥ë¥Õ", vault_aux_dark_elf, NULL, 45, 4},
- {NULL, NULL, NULL, 0, 0},
-#else
- {"orc", vault_aux_orc, NULL, 5, 6},
- {"troll", vault_aux_troll, NULL, 20, 6},
- {"giant", vault_aux_giant, NULL, 50, 6},
- {"lovecraftian", vault_aux_cthulhu, NULL, 80, 2},
- {"symbol good", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
- {"symbol evil", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
- {"chapel", vault_aux_chapel_g, NULL, 65, 2},
- {"dragon", vault_aux_dragon, vault_prep_dragon, 70, 6},
- {"demon", vault_aux_demon, NULL, 80, 6},
- {"dark elf", vault_aux_dark_elf, NULL, 45, 4},
- {NULL, NULL, NULL, 0, 0},
-#endif
-};
-
-
-/* Nest types code */
-#define NEST_TYPE_CLONE 0
-#define NEST_TYPE_JELLY 1
-#define NEST_TYPE_SYMBOL_GOOD 2
-#define NEST_TYPE_SYMBOL_EVIL 3
-#define NEST_TYPE_MIMIC 4
-#define NEST_TYPE_LOVECRAFTIAN 5
-#define NEST_TYPE_KENNEL 6
-#define NEST_TYPE_ANIMAL 7
-#define NEST_TYPE_CHAPEL 8
-#define NEST_TYPE_UNDEAD 9
-
-/* Pit types code */
-#define PIT_TYPE_ORC 0
-#define PIT_TYPE_TROLL 1
-#define PIT_TYPE_GIANT 2
-#define PIT_TYPE_LOVECRAFTIAN 3
-#define PIT_TYPE_SYMBOL_GOOD 4
-#define PIT_TYPE_SYMBOL_EVIL 5
-#define PIT_TYPE_CHAPEL 6
-#define PIT_TYPE_DRAGON 7
-#define PIT_TYPE_DEMON 8
-#define PIT_TYPE_DARK_ELF 9
-
-
-/*
- * Hack -- Get the string describing subtype of pit/nest
- * Determined in prepare function (some pit/nest only)
- */
-static cptr pit_subtype_string(int type, bool nest)
-{
- static char inner_buf[256] = "";
-
- inner_buf[0] = '\0'; /* Init string */
-
- if (nest) /* Nests */
- {
- switch (type)
- {
- case NEST_TYPE_CLONE:
- sprintf(inner_buf, "(%s)", r_name + r_info[vault_aux_race].name);
- break;
- case NEST_TYPE_SYMBOL_GOOD:
- case NEST_TYPE_SYMBOL_EVIL:
- sprintf(inner_buf, "(%c)", vault_aux_char);
- break;
- }
- }
- else /* Pits */
- {
- switch (type)
- {
- case PIT_TYPE_SYMBOL_GOOD:
- case PIT_TYPE_SYMBOL_EVIL:
- sprintf(inner_buf, "(%c)", vault_aux_char);
- break;
- case PIT_TYPE_DRAGON:
- switch (vault_aux_dragon_mask4)
- {
-#ifdef JP
- case RF4_BR_ACID: strcpy(inner_buf, "(»À)"); break;
- case RF4_BR_ELEC: strcpy(inner_buf, "(°ðºÊ)"); break;
- case RF4_BR_FIRE: strcpy(inner_buf, "(²Ð±ê)"); break;
- case RF4_BR_COLD: strcpy(inner_buf, "(Î䵤)"); break;
- case RF4_BR_POIS: strcpy(inner_buf, "(ÆÇ)"); break;
- case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
- strcpy(inner_buf, "(Ëü¿§)"); break;
- default: strcpy(inner_buf, "(̤ÄêµÁ)"); break;
-#else
- case RF4_BR_ACID: strcpy(inner_buf, "(acid)"); break;
- case RF4_BR_ELEC: strcpy(inner_buf, "(lightning)"); break;
- case RF4_BR_FIRE: strcpy(inner_buf, "(fire)"); break;
- case RF4_BR_COLD: strcpy(inner_buf, "(frost)"); break;
- case RF4_BR_POIS: strcpy(inner_buf, "(poison)"); break;
- case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
- strcpy(inner_buf, "(multi-hued)"); break;
- default: strcpy(inner_buf, "(undefined)"); break;
-#endif
- }
- break;
- }
- }
-
- return inner_buf;
-}
-
-
-/* A struct for nest monster information with cheat_hear */
-typedef struct
-{
- s16b r_idx;
- bool used;
-}
-nest_mon_info_type;
-
-
-/*
- * Comp function for sorting nest monster information
- */
-static bool ang_sort_comp_nest_mon_info(vptr u, vptr v, int a, int b)
-{
- nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
- int w1 = nest_mon_info[a].r_idx;
- int w2 = nest_mon_info[b].r_idx;
- monster_race *r1_ptr = &r_info[w1];
- monster_race *r2_ptr = &r_info[w2];
- int z1, z2;
-
- /* Unused */
- (void)v;
-
- /* Extract used info */
- z1 = nest_mon_info[a].used;
- z2 = nest_mon_info[b].used;
-
- /* Compare used status */
- if (z1 < z2) return FALSE;
- if (z1 > z2) return TRUE;
-
- /* Compare levels */
- if (r1_ptr->level < r2_ptr->level) return TRUE;
- if (r1_ptr->level > r2_ptr->level) return FALSE;
-
- /* Compare experience */
- if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
- if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
-
- /* Compare indexes */
- return w1 <= w2;
-}
-
-
-/*
- * Swap function for sorting nest monster information
- */
-static void ang_sort_swap_nest_mon_info(vptr u, vptr v, int a, int b)
-{
- nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
- nest_mon_info_type holder;
-
- /* Unused */
- (void)v;
-
- /* Swap */
- holder = nest_mon_info[a];
- nest_mon_info[a] = nest_mon_info[b];
- nest_mon_info[b] = holder;
-}
-
-
-#define NUM_NEST_MON_TYPE 64
-
-/*
- * Type 5 -- Monster nests
- *
- * A monster nest is a "big" room, with an "inner" room, containing
- * a "collection" of monsters of a given type strewn about the room.
- *
- * The monsters are chosen from a set of 64 randomly selected monster
- * races, to allow the nest creation to fail instead of having "holes".
- *
- * Note the use of the "get_mon_num_prep()" function, and the special
- * "get_mon_num_hook()" restriction function, to prepare the "monster
- * allocation table" in such a way as to optimize the selection of
- * "appropriate" non-unique monsters for the nest.
- *
- * Note that the "get_mon_num()" function may (rarely) fail, in which
- * case the nest will be empty, and will not affect the level rating.
- *
- * Note that "monster nests" will never contain "unique" monsters.
- */
-static bool build_type5(void)
-{
- int y, x, y1, x1, y2, x2, xval, yval;
- int i;
- nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
-
- monster_type align;
-
- cave_type *c_ptr;
-
- int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest);
- vault_aux_type *n_ptr;
-
- /* No type available */
- if (cur_nest_type < 0) return FALSE;
-
- n_ptr = &nest_types[cur_nest_type];
-
- /* Process a preparation function if necessary */
- if (n_ptr->prep_func) (*(n_ptr->prep_func))();
-
- /* Prepare allocation table */
- get_mon_num_prep(n_ptr->hook_func, NULL);
-
- align.sub_align = SUB_ALIGN_NEUTRAL;
-
- /* Pick some monster types */
- for (i = 0; i < NUM_NEST_MON_TYPE; i++)
- {
- int r_idx = 0, attempts = 100;
- monster_race *r_ptr = NULL;
-
- while (attempts--)
- {
- /* Get a (hard) monster type */
- r_idx = get_mon_num(dun_level + 10);
- r_ptr = &r_info[r_idx];
-
- /* Decline incorrect alignment */
- if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
-
- /* Accept this monster */
- break;
- }
-
- /* Notice failure */
- if (!r_idx || !attempts) return FALSE;
-
- /* Note the alignment */
- if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
- if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
-
- nest_mon_info[i].r_idx = r_idx;
- nest_mon_info[i].used = FALSE;
- }
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
-
- /* Large room */
- y1 = yval - 4;
- y2 = yval + 4;
- x1 = xval - 11;
- x2 = xval + 11;
-
- /* Place the floor area */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- }
- }
-
- /* Place the outer walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_outer_grid(c_ptr);
- }
-
-
- /* Advance to the center room */
- y1 = y1 + 2;
- y2 = y2 - 2;
- x1 = x1 + 2;
- x2 = x2 - 2;
-
- /* The inner walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_inner_grid(c_ptr);
- }
-
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_inner_grid(c_ptr);
- }
- for (y = y1; y <= y2; y++)
- {
- for (x = x1; x <= x2; x++)
- {
- add_cave_info(y, x, CAVE_ICKY);
- }
- }
-
- /* Place a secret door */
- switch (randint1(4))
- {
- case 1: place_secret_door(y1 - 1, xval); break;
- case 2: place_secret_door(y2 + 1, xval); break;
- case 3: place_secret_door(yval, x1 - 1); break;
- case 4: place_secret_door(yval, x2 + 1); break;
- }
-
- /* Describe */
- if (cheat_room)
- {
- /* Room type */
-#ifdef JP
- msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(nest)(%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
-#else
- msg_format("Monster nest (%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
-#endif
- }
-
- /* Increase the level rating */
- rating += 10;
-
- /* (Sometimes) Cause a "special feeling" (for "Monster Nests") */
- if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
- {
- good_item_flag = TRUE;
- }
-
- /* Place some monsters */
- for (y = yval - 2; y <= yval + 2; y++)
- {
- for (x = xval - 9; x <= xval + 9; x++)
- {
- int r_idx;
-
- i = randint0(NUM_NEST_MON_TYPE);
- r_idx = nest_mon_info[i].r_idx;
-
- /* Place that "random" monster (no groups) */
- (void)place_monster_aux(0, y, x, r_idx, 0L);
-
- nest_mon_info[i].used = TRUE;
- }
- }
-
- if (cheat_room && cheat_hear)
- {
- ang_sort_comp = ang_sort_comp_nest_mon_info;
- ang_sort_swap = ang_sort_swap_nest_mon_info;
- ang_sort(nest_mon_info, NULL, NUM_NEST_MON_TYPE);
-
- /* Dump the entries (prevent multi-printing) */
- for (i = 0; i < NUM_NEST_MON_TYPE; i++)
- {
- if (!nest_mon_info[i].used) break;
- for (; i < NUM_NEST_MON_TYPE - 1; i++)
- {
- if (nest_mon_info[i].r_idx != nest_mon_info[i + 1].r_idx) break;
- if (!nest_mon_info[i + 1].used) break;
- }
- msg_print(r_name + r_info[nest_mon_info[i].r_idx].name);
- }
- }
-
- return TRUE;
-}
-
-
-/*
- * Type 6 -- Monster pits
- *
- * A monster pit is a "big" room, with an "inner" room, containing
- * a "collection" of monsters of a given type organized in the room.
- *
- * The inside room in a monster pit appears as shown below, where the
- * actual monsters in each location depend on the type of the pit
- *
- * #####################
- * #0000000000000000000#
- * #0112233455543322110#
- * #0112233467643322110#
- * #0112233455543322110#
- * #0000000000000000000#
- * #####################
- *
- * Note that the monsters in the pit are now chosen by using "get_mon_num()"
- * to request 16 "appropriate" monsters, sorting them by level, and using
- * the "even" entries in this sorted list for the contents of the pit.
- *
- * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",
- * which is handled by requiring a specific "breath" attack for all of the
- * dragons. This may include "multi-hued" breath. Note that "wyrms" may
- * be present in many of the dragon pits, if they have the proper breath.
- *
- * Note the use of the "get_mon_num_prep()" function, and the special
- * "get_mon_num_hook()" restriction function, to prepare the "monster
- * allocation table" in such a way as to optimize the selection of
- * "appropriate" non-unique monsters for the pit.
- *
- * Note that the "get_mon_num()" function may (rarely) fail, in which case
- * the pit will be empty, and will not effect the level rating.
- *
- * Note that "monster pits" will never contain "unique" monsters.
- */
-static bool build_type6(void)
-{
- int y, x, y1, x1, y2, x2, xval, yval;
- int i, j;
-
- int what[16];
-
- monster_type align;
-
- cave_type *c_ptr;
-
- int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
- vault_aux_type *n_ptr;
-
- /* No type available */
- if (cur_pit_type < 0) return FALSE;
-
- n_ptr = &pit_types[cur_pit_type];
-
- /* Process a preparation function if necessary */
- if (n_ptr->prep_func) (*(n_ptr->prep_func))();
-
- /* Prepare allocation table */
- get_mon_num_prep(n_ptr->hook_func, NULL);
-
- align.sub_align = SUB_ALIGN_NEUTRAL;
-
- /* Pick some monster types */
- for (i = 0; i < 16; i++)
- {
- int r_idx = 0, attempts = 100;
- monster_race *r_ptr = NULL;
-
- while (attempts--)
- {
- /* Get a (hard) monster type */
- r_idx = get_mon_num(dun_level + 10);
- r_ptr = &r_info[r_idx];
-
- /* Decline incorrect alignment */
- if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
-
- /* Accept this monster */
- break;
- }
-
- /* Notice failure */
- if (!r_idx || !attempts) return FALSE;
-
- /* Note the alignment */
- if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
- if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
-
- what[i] = r_idx;
- }
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
-
- /* Large room */
- y1 = yval - 4;
- y2 = yval + 4;
- x1 = xval - 11;
- x2 = xval + 11;
-
- /* Place the floor area */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- }
- }
-
- /* Place the outer walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_outer_grid(c_ptr);
- }
-
- /* Advance to the center room */
- y1 = y1 + 2;
- y2 = y2 - 2;
- x1 = x1 + 2;
- x2 = x2 - 2;
-
- /* The inner walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_inner_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_inner_grid(c_ptr);
- }
- for (y = y1; y <= y2; y++)
- {
- for (x = x1; x <= x2; x++)
- {
- add_cave_info(y, x, CAVE_ICKY);
- }
- }
-
- /* Place a secret door */
- switch (randint1(4))
- {
- case 1: place_secret_door(y1 - 1, xval); break;
- case 2: place_secret_door(y2 + 1, xval); break;
- case 3: place_secret_door(yval, x1 - 1); break;
- case 4: place_secret_door(yval, x2 + 1); break;
- }
-
- /* Sort the entries */
- for (i = 0; i < 16 - 1; i++)
- {
- /* Sort the entries */
- for (j = 0; j < 16 - 1; j++)
- {
- int i1 = j;
- int i2 = j + 1;
-
- int p1 = r_info[what[i1]].level;
- int p2 = r_info[what[i2]].level;
-
- /* Bubble */
- if (p1 > p2)
- {
- int tmp = what[i1];
- what[i1] = what[i2];
- what[i2] = tmp;
- }
- }
- }
-
- /* Message */
- if (cheat_room)
- {
- /* Room type */
-#ifdef JP
- msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(pit)(%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#else
- msg_format("Monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#endif
- }
-
- /* Select the entries */
- for (i = 0; i < 8; i++)
- {
- /* Every other entry */
- what[i] = what[i * 2];
-
- if (cheat_hear)
- {
- /* Message */
- msg_print(r_name + r_info[what[i]].name);
- }
- }
-
- /* Increase the level rating */
- rating += 10;
-
- /* (Sometimes) Cause a "special feeling" (for "Monster Pits") */
- if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
- {
- good_item_flag = TRUE;
- }
-
- /* Top and bottom rows */
- for (x = xval - 9; x <= xval + 9; x++)
- {
- place_monster_aux(0, yval - 2, x, what[0], PM_NO_KAGE);
- place_monster_aux(0, yval + 2, x, what[0], PM_NO_KAGE);
- }
-
- /* Middle columns */
- for (y = yval - 1; y <= yval + 1; y++)
- {
- place_monster_aux(0, y, xval - 9, what[0], PM_NO_KAGE);
- place_monster_aux(0, y, xval + 9, what[0], PM_NO_KAGE);
-
- place_monster_aux(0, y, xval - 8, what[1], PM_NO_KAGE);
- place_monster_aux(0, y, xval + 8, what[1], PM_NO_KAGE);
-
- place_monster_aux(0, y, xval - 7, what[1], PM_NO_KAGE);
- place_monster_aux(0, y, xval + 7, what[1], PM_NO_KAGE);
-
- place_monster_aux(0, y, xval - 6, what[2], PM_NO_KAGE);
- place_monster_aux(0, y, xval + 6, what[2], PM_NO_KAGE);
-
- place_monster_aux(0, y, xval - 5, what[2], PM_NO_KAGE);
- place_monster_aux(0, y, xval + 5, what[2], PM_NO_KAGE);
-
- place_monster_aux(0, y, xval - 4, what[3], PM_NO_KAGE);
- place_monster_aux(0, y, xval + 4, what[3], PM_NO_KAGE);
-
- place_monster_aux(0, y, xval - 3, what[3], PM_NO_KAGE);
- place_monster_aux(0, y, xval + 3, what[3], PM_NO_KAGE);
-
- place_monster_aux(0, y, xval - 2, what[4], PM_NO_KAGE);
- place_monster_aux(0, y, xval + 2, what[4], PM_NO_KAGE);
- }
-
- /* Above/Below the center monster */
- for (x = xval - 1; x <= xval + 1; x++)
- {
- place_monster_aux(0, yval + 1, x, what[5], PM_NO_KAGE);
- place_monster_aux(0, yval - 1, x, what[5], PM_NO_KAGE);
- }
-
- /* Next to the center monster */
- place_monster_aux(0, yval, xval + 1, what[6], PM_NO_KAGE);
- place_monster_aux(0, yval, xval - 1, what[6], PM_NO_KAGE);
-
- /* Center monster */
- place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE);
-
- return TRUE;
-}
-
-
-/* coordinate translation code */
-static void coord_trans(int *x, int *y, int xoffset, int 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;
-}
-
-
-/*
- * Hack -- fill in "vault" rooms
- */
-static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
- int xoffset, int yoffset, int transno)
-{
- int dx, dy, x, y, i, j;
-
- cptr t;
-
- cave_type *c_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;
-
- /* Access the grid */
- c_ptr = &cave[y][x];
-
- /* Lay down a floor */
- place_floor_grid(c_ptr);
-
- /* Remove any mimic */
- c_ptr->mimic = 0;
-
- /* Part of a vault */
- c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
-
- /* Analyze the grid */
- switch (*t)
- {
- /* Granite wall (outer) */
- case '%':
- place_outer_noperm_grid(c_ptr);
- break;
-
- /* Granite wall (inner) */
- case '#':
- place_inner_grid(c_ptr);
- break;
-
- /* Permanent wall (inner) */
- case 'X':
- c_ptr->feat = FEAT_PERM_INNER;
- c_ptr->info &= ~(CAVE_MASK);
- c_ptr->info |= CAVE_INNER;
- break;
-
- /* Treasure/trap */
- case '*':
- if (randint0(100) < 75)
- {
- place_object(y, x, 0L);
- }
- else
- {
- place_trap(y, x);
- }
- break;
-
- /* Secret doors */
- case '+':
- place_secret_door(y, x);
- break;
-
- /* Trap */
- case '^':
- place_trap(y, x);
- break;
-
- /* Black market in a dungeon */
- case 'S':
- set_cave_feat(y, x, FEAT_SHOP_HEAD + STORE_BLACK);
- 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_XTRA1);
- 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;
- }
- }
- }
-
-
- /* 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;
- }
-
- }
- }
- }
-}
-
-
-/*
- * Type 7 -- simple vaults (see "v_info.txt")
- */
-static bool build_type7(void)
-{
- vault_type *v_ptr;
- int dummy;
- int x, y;
- int xval, yval;
- int 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)
- {
- if (cheat_room)
- {
-#ifdef JP
- msg_print("·Ù¹ð¡ª¾®¤µ¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
-#else
- msg_print("Warning! Could not place lesser vault!");
-#endif
- }
- 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
-
- /* Message */
-#ifdef JP
- if (cheat_room) msg_format("¾®¤µ¤ÊÃϲ¼¼¼(%s)", v_name + v_ptr->name);
-#else
- if (cheat_room) msg_format("Lesser vault (%s)", v_name + v_ptr->name);
-#endif
-
- /* Boost the rating */
- rating += v_ptr->rat;
-
- /* (Sometimes) Cause a special feeling */
- if ((dun_level <= 50) ||
- (randint1((dun_level - 40) * (dun_level - 40) + 50) < 400))
- {
- good_item_flag = TRUE;
- }
-
- /* Hack -- Build the vault */
- build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
- v_text + v_ptr->text, xoffset, yoffset, transno);
-
- return TRUE;
-}
-
-
-/*
- * Type 8 -- greater vaults (see "v_info.txt")
- */
-static bool build_type8(void)
-{
- vault_type *v_ptr;
- int dummy;
- int xval, yval;
- int x, y;
- int transno;
- int 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)
- {
- if (cheat_room)
- {
-#ifdef JP
- msg_print("·Ù¹ð¡ªµðÂç¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
-#else
- msg_print("Warning! Could not place greater vault!");
-#endif
- }
- 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, abs(y) + 2, abs(x) + 2)) return FALSE;
-
-#ifdef FORCE_V_IDX
- v_ptr = &v_info[76 + randint1(3)];
-#endif
-
- /* Message */
-#ifdef JP
- if (cheat_room) msg_format("µðÂç¤ÊÃϲ¼¼¼(%s)", v_name + v_ptr->name);
-#else
- if (cheat_room) msg_format("Greater vault (%s)", v_name + v_ptr->name);
-#endif
-
- /* Boost the rating */
- rating += v_ptr->rat;
-
- /* (Sometimes) Cause a special feeling */
- if ((dun_level <= 50) ||
- (randint1((dun_level - 40) * (dun_level - 40) + 50) < 400))
- {
- good_item_flag = TRUE;
- }
-
- /* Hack -- Build the vault */
- build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
- v_text + v_ptr->text, xoffset, yoffset, transno);
-
- return TRUE;
-}
-
-/*
- * Structure to hold all "fill" data
- */
-
-typedef struct fill_data_type fill_data_type;
-
-struct fill_data_type
-{
- /* area size */
- int xmin;
- int ymin;
- int xmax;
- int ymax;
-
- /* cutoffs */
- int c1;
- int c2;
- int c3;
-
- /* features to fill with */
- int feat1;
- int feat2;
- int feat3;
-
- int info1;
- int info2;
- int info3;
-
- /* number of filled squares */
- int amount;
-};
-
-static fill_data_type fill_data;
-
-
-/* Store routine for the fractal cave generator */
-/* this routine probably should be an inline function or a macro. */
-static void store_height(int x, int y, int val)
-{
- /* if on boundary set val > cutoff so walls are not as square */
- if (((x == fill_data.xmin) || (y == fill_data.ymin) ||
- (x == fill_data.xmax) || (y == fill_data.ymax)) &&
- (val <= fill_data.c1)) val = fill_data.c1 + 1;
-
- /* store the value in height-map format */
- cave[y][x].feat = val;
-
- return;
-}
-
-
-/*
-* Explanation of the plasma fractal algorithm:
-*
-* A grid of points is created with the properties of a 'height-map'
-* This is done by making the corners of the grid have a random value.
-* The grid is then subdivided into one with twice the resolution.
-* The new points midway between two 'known' points can be calculated
-* by taking the average value of the 'known' ones and randomly adding
-* or subtracting an amount proportional to the distance between those
-* points. The final 'middle' points of the grid are then calculated
-* by averaging all four of the originally 'known' corner points. An
-* random amount is added or subtracted from this to get a value of the
-* height at that point. The scaling factor here is adjusted to the
-* slightly larger distance diagonally as compared to orthogonally.
-*
-* This is then repeated recursively to fill an entire 'height-map'
-* A rectangular map is done the same way, except there are different
-* scaling factors along the x and y directions.
-*
-* A hack to change the amount of correlation between points is done using
-* the grd variable. If the current step size is greater than grd then
-* the point will be random, otherwise it will be calculated by the
-* above algorithm. This makes a maximum distance at which two points on
-* the height map can affect each other.
-*
-* How fractal caves are made:
-*
-* When the map is complete, a cut-off value is used to create a cave.
-* Heights below this value are "floor", and heights above are "wall".
-* This also can be used to create lakes, by adding more height levels
-* representing shallow and deep water/ lava etc.
-*
-* The grd variable affects the width of passages.
-* The roug variable affects the roughness of those passages
-*
-* The tricky part is making sure the created cave is connected. This
-* is done by 'filling' from the inside and only keeping the 'filled'
-* floor. Walls bounding the 'filled' floor are also kept. Everything
-* else is converted to the normal granite FEAT_WALL_EXTRA.
- */
-
-
-/*
- * Note that this uses the cave.feat array in a very hackish way
- * the values are first set to zero, and then each array location
- * is used as a "heightmap"
- * The heightmap then needs to be converted back into the "feat" format.
- *
- * grd=level at which fractal turns on. smaller gives more mazelike caves
- * roug=roughness level. 16=normal. higher values make things more convoluted
- * small values are good for smooth walls.
- * size=length of the side of the square cave system.
- */
-static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug, int cutoff)
-{
- int xhsize, yhsize, xsize, ysize, maxsize;
-
- /*
- * fixed point variables- these are stored as 256 x normal value
- * this gives 8 binary places of fractional part + 8 places of normal part
- */
-
- u16b xstep, xhstep, ystep, yhstep;
- u16b xstep2, xhstep2, ystep2, yhstep2;
- u16b i, j, ii, jj, diagsize, xxsize, yysize;
-
- /* Cache for speed */
- u16b xm, xp, ym, yp;
-
- /* redefine size so can change the value if out of range */
- xsize = xsiz;
- ysize = ysiz;
-
- /* Paranoia about size of the system of caves */
- if (xsize > 254) xsize = 254;
- if (xsize < 4) xsize = 4;
- if (ysize > 254) ysize = 254;
- if (ysize < 4) ysize = 4;
-
- /* get offsets to middle of array */
- xhsize = xsize / 2;
- yhsize = ysize / 2;
+ /* get offsets to middle of array */
+ xhsize = xsize / 2;
+ yhsize = ysize / 2;
/* fix rounding problem */
xsize = xhsize * 2;
fill_data.ymin = y0 - yhsize;
fill_data.xmax = x0 + xhsize;
fill_data.ymax = y0 + yhsize;
-
+
/* Store cutoff in global for quick access */
fill_data.c1 = cutoff;
-
+
/*
* Scale factor for middle points:
* About sqrt(2) * 256 - correct for a square lattice
{
for (j = 0; j <= ysize; j++)
{
- /* 255 is a flag for "not done yet" */
- cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = 255;
+ /* -1 is a flag for "not done yet" */
+ cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
/* Clear icky flag because may be redoing the cave */
cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
}
}
/* Boundaries are walls */
- cave[fill_data.ymin][fill_data.xmin].feat = maxsize;
- cave[fill_data.ymax][fill_data.xmin].feat = maxsize;
- cave[fill_data.ymin][fill_data.xmax].feat = maxsize;
- cave[fill_data.ymax][fill_data.xmax].feat = maxsize;
+ cave[fill_data.ymin][fill_data.xmin].feat = (s16b)maxsize;
+ cave[fill_data.ymax][fill_data.xmin].feat = (s16b)maxsize;
+ cave[fill_data.ymin][fill_data.xmax].feat = (s16b)maxsize;
+ cave[fill_data.ymax][fill_data.xmax].feat = (s16b)maxsize;
/* Set the middle square to be an open area. */
cave[y0][x0].feat = 0;
xhstep /= 2;
ystep = yhstep;
yhstep /= 2;
-
+
/* cache well used values */
xstep2 = xstep / 256;
ystep2 = ystep / 256;
-
+
xhstep2 = xhstep / 256;
yhstep2 = yhstep / 256;
/* cache often used values */
ii = i / 256 + fill_data.xmin;
jj = j / 256 + fill_data.ymin;
-
+
/* Test square */
- if (cave[jj][ii].feat == 255)
- {
+ if (cave[jj][ii].feat == -1)
+ {
if (xhstep2 > grd)
{
/* If greater than 'grid' level then is random */
/* cache often used values */
ii = i / 256 + fill_data.xmin;
jj = j / 256 + fill_data.ymin;
-
+
/* Test square */
- if (cave[jj][ii].feat == 255)
+ if (cave[jj][ii].feat == -1)
{
if (xhstep2 > grd)
{
/* cache often used values */
ii = i / 256 + fill_data.xmin;
jj = j / 256 + fill_data.ymin;
-
+
/* Test square */
- if (cave[jj][ii].feat == 255)
- {
+ if (cave[jj][ii].feat == -1)
+ {
if (xhstep2 > grd)
{
/* If greater than 'grid' level then is random */
xm = fill_data.xmin + (i - xhstep) / 256;
xp = fill_data.xmin + (i + xhstep) / 256;
ym = fill_data.ymin + (j - yhstep) / 256;
- yp = fill_data.ymin + (j + yhstep) / 256;
-
+ yp = fill_data.ymin + (j + yhstep) / 256;
+
/*
* Average over all four corners + scale by diagsize to
* reduce the effect of the square grid on the shape of the fractal
- */
+ */
store_height(ii, jj,
(cave[ym][xm].feat + cave[yp][xm].feat
+ cave[ym][xp].feat + cave[yp][xp].feat) / 4
/* 25% of the time use the other tile : it looks better this way */
if (randint1(100) < 75)
{
- cave[y][x].feat = feat1;
+ cave[y][x].feat = (s16b)feat1;
cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info1;
return TRUE;
}
else
{
- cave[y][x].feat = feat2;
+ cave[y][x].feat = (s16b)feat2;
cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info2;
return TRUE;
/* 25% of the time use the other tile : it looks better this way */
if (randint1(100) < 75)
{
- cave[y][x].feat = feat2;
+ cave[y][x].feat = (s16b)feat2;
cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info2;
return TRUE;
}
else
{
- cave[y][x].feat = feat1;
+ cave[y][x].feat = (s16b)feat1;
cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info1;
return TRUE;
}
else if (cave[y][x].feat <= c3)
{
- cave[y][x].feat = feat3;
+ cave[y][x].feat = (s16b)feat3;
+ cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info3;
return TRUE;
}
* Quick and nasty fill routine used to find the connected region
* of floor in the middle of the cave
*/
-static void cave_fill(byte y, byte x)
+static void cave_fill(POSITION y, POSITION x)
{
int i, j, d;
int ty, tx;
fill_data.info1, fill_data.info2, fill_data.info3))
{
/* Enqueue that entry */
- temp_y[flow_tail] = j;
- temp_x[flow_tail] = i;
+ temp_y[flow_tail] = (byte_hack)j;
+ temp_x[flow_tail] = (byte_hack)i;
/* Advance the queue */
if (++flow_tail == TEMP_MAX) flow_tail = 0;
static bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, bool light, bool room)
{
int x, y, i, xhsize, yhsize;
-
/* offsets to middle from corner */
xhsize = xsize / 2;
* XXX XXX XXX There is a slight problem when tunnels pierce the caves:
* Extra doors appear inside the system. (Its not very noticeable though.)
* This can be removed by "filling" from the outside in. This allows a separation
- * from FEAT_WALL_OUTER with FEAT_WALL_INNER. (Internal walls are F.W.OUTER instead.)
+ * from _outer_ with _inner_. (Internal walls are _outer_ instead.)
* The extra effort for what seems to be only a minor thing (even non-existant if you
* think of the caves not as normal rooms, but as holes in the dungeon), doesn't seem
* worth it.
}
-/*
- * Driver routine to create fractal cave system
+/*!
+ * @brief タイプ9の部屋…フラクタルカーブによる洞窟生成 / Type 9 -- Driver routine to create fractal cave system
+ * @return なし
*/
static bool build_type9(void)
{
- int grd, roug, cutoff, xsize, ysize, y0, x0;
+ int grd, roug, cutoff;
+ POSITION xsize, ysize, y0, x0;
bool done, light, room;
ysize = randint1(15) * 2 + 6;
/* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
+ if (!find_space(&y0, &x0, ysize + 1, xsize + 1))
+ {
+ /* Limit to the minimum room size, and retry */
+ xsize = 8;
+ ysize = 8;
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&y0, &x0, ysize + 1, xsize + 1))
+ {
+ /*
+ * Still no space?!
+ * Try normal room
+ */
+ return build_type1();
+ }
+ }
light = done = FALSE;
room = TRUE;
switch (type)
{
case LAKE_T_LAVA: /* Lava */
- feat1 = FEAT_DEEP_LAVA;
- feat2 = FEAT_SHAL_LAVA;
+ feat1 = feat_deep_lava;
+ feat2 = feat_shallow_lava;
feat3 = floor_type[randint0(100)];
break;
case LAKE_T_WATER: /* Water */
- feat1 = FEAT_DEEP_WATER;
- feat2 = FEAT_SHAL_WATER;
+ feat1 = feat_deep_water;
+ feat2 = feat_shallow_water;
feat3 = floor_type[randint0(100)];
break;
case LAKE_T_CAVE: /* Collapsed cave */
feat1 = floor_type[randint0(100)];
feat2 = floor_type[randint0(100)];
- feat3 = FEAT_RUBBLE;
+ feat3 = feat_rubble;
break;
case LAKE_T_EARTH_VAULT: /* Earth vault */
- feat1 = FEAT_RUBBLE;
+ feat1 = feat_rubble;
feat2 = floor_type[randint0(100)];
- feat3 = FEAT_RUBBLE;
+ feat3 = feat_rubble;
break;
case LAKE_T_AIR_VAULT: /* Air vault */
- feat1 = FEAT_GRASS;
- feat2 = FEAT_TREES;
- feat3 = FEAT_GRASS;
+ feat1 = feat_grass;
+ feat2 = feat_tree;
+ feat3 = feat_grass;
break;
case LAKE_T_WATER_VAULT: /* Water vault */
- feat1 = FEAT_SHAL_WATER;
- feat2 = FEAT_DEEP_WATER;
- feat3 = FEAT_SHAL_WATER;
+ feat1 = feat_shallow_water;
+ feat2 = feat_deep_water;
+ feat3 = feat_shallow_water;
break;
case LAKE_T_FIRE_VAULT: /* Fire Vault */
- feat1 = FEAT_SHAL_LAVA;
- feat2 = FEAT_DEEP_LAVA;
- feat3 = FEAT_SHAL_LAVA;
+ feat1 = feat_shallow_lava;
+ feat2 = feat_deep_lava;
+ feat3 = feat_shallow_lava;
break;
/* Paranoia */
/* turn off icky flag (no longer needed.) */
cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
- /* Light lava and trees */
- if ((cave[y0 + y - yhsize][x0 + x - xhsize].feat == FEAT_DEEP_LAVA) ||
- (cave[y0 + y - yhsize][x0 + x - xhsize].feat == FEAT_SHAL_LAVA))
+ /* Light lava */
+ if (cave_have_flag_bold(y0 + y - yhsize, x0 + x - xhsize, FF_LAVA))
{
if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
}
(is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
{
/* secret door */
- place_secret_door(y, x);
+ place_secret_door(y, x, DOOR_DEFAULT);
/* set boundarys so don't get wide doors */
place_solid_bold(y, x - 1);
is_floor_bold(y,x-1) && is_floor_bold(y,x+1))
{
/* secret door */
- place_secret_door(y, x);
+ place_secret_door(y, x, DOOR_DEFAULT);
/* set boundarys so don't get wide doors */
place_solid_bold(y - 1, x);
/* if floor, shallow water and lava */
if (is_floor_bold(y, x) ||
- (cave[y][x].feat == FEAT_SHAL_WATER) ||
- (cave[y][x].feat == FEAT_SHAL_LAVA))
+ (cave_have_flag_bold(y, x, FF_PLACE) && cave_have_flag_bold(y, x, FF_DROP)))
{
/* The smaller 'value' is, the better the stuff */
if (value < 0)
int xhsize = xsize / 2;
int yhsize = ysize / 2;
-
- if (cheat_room) msg_print("Bubble Vault");
+ 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 = randint1(xsize - 3) + 1;
- center[0].y = randint1(ysize - 3) + 1;
+ center[0].x = (byte)randint1(xsize - 3) + 1;
+ center[0].y = (byte)randint1(ysize - 3) + 1;
for (i = 1; i < BUBBLENUM; i++)
{
}
}
- center[i].x = x;
- center[i].y = y;
+ center[i].x = (byte_hack)x;
+ center[i].y = (byte_hack)y;
}
/* Top and bottom boundaries */
for (i = 0; i < xsize; i++)
{
- int x = x0 - xhsize + i;
+ int side_x = x0 - xhsize + i;
- place_outer_noperm_bold(y0 - yhsize + 0, x);
- cave[y0 - yhsize + 0][x].info |= (CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(y0 - yhsize + ysize - 1, x);
- cave[y0 - yhsize + ysize - 1][x].info |= (CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(y0 - yhsize + 0, side_x);
+ cave[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(y0 - yhsize + ysize - 1, side_x);
+ cave[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
}
/* Left and right boundaries */
for (i = 1; i < ysize - 1; i++)
{
- int y = y0 - yhsize + i;
+ int side_y = y0 - yhsize + i;
- place_outer_noperm_bold(y, x0 - xhsize + 0);
- cave[y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(y, x0 - xhsize + xsize - 1);
- cave[y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(side_y, x0 - xhsize + 0);
+ cave[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(side_y, x0 - xhsize + xsize - 1);
+ cave[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
}
/* Fill in middle with bubbles */
/* Get distances to two closest centers */
/* initialize */
- min1 = distance(x, y, center[0].x, center[0].y);
- min2 = distance(x, y, center[1].x, center[1].y);
+ 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)
{
/* Scan the rest */
for (i = 2; i < BUBBLENUM; i++)
{
- temp = distance(x, y, center[i].x, center[i].y);
+ temp = (u16b)distance(x, y, center[i].x, center[i].y);
if (temp < min1)
{
xhsize = xsize / 2;
yhsize = ysize / 2;
- if (cheat_room) msg_print("Room Vault");
+ 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++)
xsize = xhsize * 2;
ysize = yhsize * 2;
- if (cheat_room) msg_print("Cave Vault");
+ 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;
bool light;
cave_type *c_ptr;
-
- if (cheat_room && is_vault) msg_print("Maze Vault");
+ msg_print_wizard(CHEAT_DUNGEON, _("迷路ランダムVaultを生成しました。", "Maze Vault."));
/* Choose lite or dark */
light = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
int m, n, num_vertices;
int *visited;
- if (cheat_room) msg_print("Mini Checker Board Vault");
+ 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;
c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
/* Permanent walls */
- c_ptr->feat = FEAT_PERM_INNER;
- c_ptr->info &= ~(CAVE_MASK);
- c_ptr->info |= CAVE_INNER;
+ place_inner_perm_grid(c_ptr);
}
}
y2 = y0 + dy;
x2 = x0 + dx;
- if (cheat_room) msg_print("Castle Vault");
+ 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++)
* Note: no range checking is done so must be inside dungeon
* This routine also stomps on doors
*/
-static void add_outer_wall(int x, int y, int light,
- int x1, int y1, int x2, int y2)
+void add_outer_wall(int x, int y, int light, int x1, int y1, int x2, int y2)
{
+ cave_type *c_ptr;
+ feature_type *f_ptr;
int i, j;
if (!in_bounds(y, x)) return;
+ c_ptr = &cave[y][x];
+
/* hack- check to see if square has been visited before
* if so, then exit (use room flag to do this) */
- if (cave[y][x].info & CAVE_ROOM) return;
+ if (c_ptr->info & CAVE_ROOM) return;
/* set room flag */
- cave[y][x].info |= CAVE_ROOM;
+ c_ptr->info |= CAVE_ROOM;
+
+ f_ptr = &f_info[c_ptr->feat];
if (is_floor_bold(y, x))
{
(y + j >= y1) && (y + j <= y2))
{
add_outer_wall(x + i, y + j, light, x1, y1, x2, y2);
- if (light) cave[y][x].info |= CAVE_GLOW;
+ if (light) c_ptr->info |= CAVE_GLOW;
}
}
}
{
/* Set bounding walls */
place_outer_bold(y, x);
- if (light) cave[y][x].info |= CAVE_GLOW;
+ if (light) c_ptr->info |= CAVE_GLOW;
}
- else if (cave[y][x].feat == FEAT_PERM_OUTER)
+ else if (permanent_wall(f_ptr))
{
/* Set bounding walls */
- if (light) cave[y][x].info |= CAVE_GLOW;
+ if (light) c_ptr->info |= CAVE_GLOW;
}
}
* Hacked distance formula - gives the 'wrong' answer.
* Used to build crypts
*/
-static int dist2(int x1, int y1, int x2, int y2,
- int h1, int h2, int h3, int h4)
+int dist2(int x1, int y1, int x2, int y2, int h1, int h2, int h3, int h4)
{
int dx, dy;
dx = abs(x2 - x1);
h3 = randint1(32);
h4 = randint1(32) - 16;
- if (cheat_room) msg_print("Target Vault");
+ 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)
int xsize, ysize, xhsize, yhsize, x, y, i;
int type;
-
- if (cheat_room) msg_print("Elemental Vault");
+ 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;
#endif /* ALLOW_CAVERNS_AND_LAKES */
-/*
- * Random vaults
+/*!
+ * @brief タイプ10の部屋…ランダム生成vault / Type 10 -- Random vaults
+ * @return なし
*/
static bool build_type10(void)
{
- int y0, x0, xsize, ysize, vtype;
+ POSITION y0, x0, xsize, ysize, vtype;
/* Get size */
/* big enough to look good, small enough to be fairly common. */
/* Find and reserve some space in the dungeon. Get center of room. */
if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
- /* Boost the rating- higher than lesser vaults and lower than greater vaults */
- rating += 10;
-
- /* (Sometimes) Cause a special feeling */
- if ((dun_level <= 50) ||
- (randint1((dun_level - 40) * (dun_level - 40) + 1) < 400))
- {
- good_item_flag = TRUE;
- }
-
/* Select type of vault */
#ifdef ALLOW_CAVERNS_AND_LAKES
- vtype = randint1(15);
+ do
+ {
+ vtype = randint1(15);
+ }
+ while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
+ ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
#else /* ALLOW_CAVERNS_AND_LAKES */
- vtype = randint1(7);
+ do
+ {
+ vtype = randint1(7);
+ }
+ while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
+ ((vtype == 1) || (vtype == 3)));
#endif /* ALLOW_CAVERNS_AND_LAKES */
switch (vtype)
}
-/*
- * Build an vertical oval room.
- * For every grid in the possible square, check the distance.
- * If it's less than the radius, make it a room square.
- *
- * When done fill from the inside to find the walls,
+
+/*!
+ * @brief タイプ14の部屋…特殊トラップ部屋の生成 / Type 14 -- trapped rooms
+ * @return なし
+ * @details
+ * A special trap is placed at center of the room
*/
-static bool build_type11(void)
+static bool build_type14(void)
{
- int rad, x, y, x0, y0;
- int light = FALSE;
+ POSITION y, x, y2, x2, yval, xval;
+ POSITION y1, x1, xsize, ysize;
+
+ bool light;
- /* Occasional light */
- if ((randint1(dun_level) <= 15) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
+ cave_type *c_ptr;
+ s16b trap;
+
+ /* Pick a room size */
+ y1 = randint1(4);
+ x1 = randint1(11);
+ y2 = randint1(3);
+ x2 = randint1(11);
- rad = randint0(9);
+ xsize = x1 + x2 + 1;
+ ysize = y1 + y2 + 1;
/* 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;
+ if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
- /* Make circular floor */
- for (x = x0 - rad; x <= x0 + rad; x++)
+ /* Choose lite or dark */
+ light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].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 (y = y0 - rad; y <= y0 + rad; y++)
+ for (x = x1 - 1; x <= x2 + 1; x++)
{
- 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);
- }
+ c_ptr = &cave[y][x];
+ place_floor_grid(c_ptr);
+ c_ptr->info |= (CAVE_ROOM);
+ if (light) c_ptr->info |= (CAVE_GLOW);
}
}
- /* Find visible outer walls and set to be FEAT_OUTER */
- add_outer_wall(x0, y0, light, x0 - rad, y0 - rad, x0 + rad, y0 + rad);
+ /* Walls around the room */
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ c_ptr = &cave[y][x1 - 1];
+ place_outer_grid(c_ptr);
+ c_ptr = &cave[y][x2 + 1];
+ place_outer_grid(c_ptr);
+ }
+ for (x = x1 - 1; x <= x2 + 1; x++)
+ {
+ c_ptr = &cave[y1 - 1][x];
+ place_outer_grid(c_ptr);
+ c_ptr = &cave[y2 + 1][x];
+ place_outer_grid(c_ptr);
+ }
+
+ if (dun_level < 30 + randint1(30))
+ trap = feat_trap_piranha;
+ else
+ trap = feat_trap_armageddon;
+
+ /* Place a special trap */
+ c_ptr = &cave[rand_spread(yval, ysize/4)][rand_spread(xval, xsize/4)];
+ c_ptr->mimic = c_ptr->feat;
+ c_ptr->feat = trap;
+
+ msg_format_wizard(CHEAT_DUNGEON, _("%sの部屋が生成されました。", "Room of %s was generated."), f_name + f_info[trap].name);
return TRUE;
}
/*
- * Build crypt room.
- * For every grid in the possible square, check the (fake) distance.
- * If it's less than the radius, make it a room square.
- *
- * When done fill from the inside to find the walls,
+ * Helper function for "glass room"
*/
-static bool build_type12(void)
+static bool vault_aux_lite(MONRACE_IDX r_idx)
{
- int rad, x, y, x0, y0;
- int light = FALSE;
- bool emptyflag = TRUE;
+ monster_race *r_ptr = &r_info[r_idx];
- /* Make a random metric */
- int h1, h2, h3, h4;
- h1 = randint1(32) - 16;
- h2 = randint1(16);
- h3 = randint1(32);
- h4 = randint1(32) - 16;
+ /* Validate the monster */
+ if (!vault_monster_okay(r_idx)) return FALSE;
+
+ /* Require lite attack */
+ if (!(r_ptr->flags4 & RF4_BR_LITE) && !(r_ptr->a_ability_flags1 & RF5_BA_LITE)) return FALSE;
+
+ /* No wall passing monsters */
+ if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return FALSE;
+
+ /* No disintegrating monsters */
+ if (r_ptr->flags4 & RF4_BR_DISI) return FALSE;
+
+ return TRUE;
+}
+
+/*
+ * Helper function for "glass room"
+ */
+static bool vault_aux_shards(MONRACE_IDX r_idx)
+{
+ monster_race *r_ptr = &r_info[r_idx];
+
+ /* Validate the monster */
+ if (!vault_monster_okay(r_idx)) return FALSE;
+
+ /* Require shards breath attack */
+ if (!(r_ptr->flags4 & RF4_BR_SHAR)) return FALSE;
+
+ return TRUE;
+}
+
+/*
+ * Hack -- determine if a template is potion
+ */
+static bool kind_is_potion(KIND_OBJECT_IDX k_idx)
+{
+ return k_info[k_idx].tval == TV_POTION;
+}
- /* Occasional light */
- if ((randint1(dun_level) <= 5) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
+/*!
+ * @brief タイプ15の部屋…ガラス部屋の生成 / Type 15 -- glass rooms
+ * @return なし
+ */
+static bool build_type15(void)
+{
+ POSITION y, x, y2, x2, yval, xval;
+ POSITION y1, x1, xsize, ysize;
+ bool light;
+
+ cave_type *c_ptr;
- rad = randint1(9);
+ /* Pick a room size */
+ xsize = rand_range(9, 13);
+ ysize = rand_range(9, 13);
/* 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;
+ if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
- /* Make floor */
- for (x = x0 - rad; x <= x0 + rad; x++)
+ /* Choose lite or dark */
+ light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].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 (y = y0 - rad; y <= y0 + rad; y++)
+ for (x = x1 - 1; x <= x2 + 1; x++)
{
- /* clear room flag */
- cave[y][x].info &= ~(CAVE_ROOM);
+ c_ptr = &cave[y][x];
+ place_floor_grid(c_ptr);
+ c_ptr->feat = feat_glass_floor;
+ c_ptr->info |= (CAVE_ROOM);
+ if (light) c_ptr->info |= (CAVE_GLOW);
+ }
+ }
- if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
+ /* Walls around the room */
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ c_ptr = &cave[y][x1 - 1];
+ place_outer_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ c_ptr = &cave[y][x2 + 1];
+ place_outer_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ }
+ for (x = x1 - 1; x <= x2 + 1; x++)
+ {
+ c_ptr = &cave[y1 - 1][x];
+ place_outer_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ c_ptr = &cave[y2 + 1][x];
+ place_outer_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ }
+
+ switch (randint1(3))
+ {
+ case 1: /* 4 lite breathers + potion */
+ {
+ int dir1, dir2;
+
+ /* Prepare allocation table */
+ get_mon_num_prep(vault_aux_lite, NULL);
+
+ /* Place fixed lite berathers */
+ for (dir1 = 4; dir1 < 8; dir1++)
+ {
+ MONRACE_IDX r_idx = get_mon_num(dun_level);
+
+ y = yval + 2 * ddy_ddd[dir1];
+ x = xval + 2 * ddx_ddd[dir1];
+ if (r_idx) place_monster_aux(0, y, x, r_idx, PM_ALLOW_SLEEP);
+
+ /* Walls around the breather */
+ for (dir2 = 0; dir2 < 8; dir2++)
+ {
+ c_ptr = &cave[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ }
+ }
+
+ /* Walls around the potion */
+ for (dir1 = 0; dir1 < 4; dir1++)
+ {
+ y = yval + 2 * ddy_ddd[dir1];
+ x = xval + 2 * ddx_ddd[dir1];
+ c_ptr = &cave[y][x];
+ place_inner_perm_grid(c_ptr);
+ c_ptr->feat = feat_permanent_glass_wall;
+ cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
+ }
+
+ /* Glass door */
+ dir1 = randint0(4);
+ y = yval + 2 * ddy_ddd[dir1];
+ x = xval + 2 * ddx_ddd[dir1];
+ place_secret_door(y, x, DOOR_GLASS_DOOR);
+ c_ptr = &cave[y][x];
+ if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
+
+ /* Place a potion */
+ get_obj_num_hook = kind_is_potion;
+ place_object(yval, xval, AM_NO_FIXED_ART);
+ cave[yval][xval].info |= (CAVE_ICKY);
+ }
+ break;
+
+ case 2: /* 1 lite breather + random object */
+ {
+ MONRACE_IDX r_idx;
+ DIRECTION dir1;
+
+ /* Pillars */
+ c_ptr = &cave[y1 + 1][x1 + 1];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+
+ c_ptr = &cave[y1 + 1][x2 - 1];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+
+ c_ptr = &cave[y2 - 1][x1 + 1];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+
+ c_ptr = &cave[y2 - 1][x2 - 1];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+
+ /* Prepare allocation table */
+ get_mon_num_prep(vault_aux_lite, NULL);
+
+ r_idx = get_mon_num(dun_level);
+ if (r_idx) place_monster_aux(0, yval, xval, r_idx, 0L);
+
+ /* Walls around the breather */
+ for (dir1 = 0; dir1 < 8; dir1++)
+ {
+ c_ptr = &cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ }
+
+ /* Curtains around the breather */
+ for (y = yval - 1; y <= yval + 1; y++)
+ {
+ place_closed_door(y, xval - 2, DOOR_CURTAIN);
+ place_closed_door(y, xval + 2, DOOR_CURTAIN);
+ }
+ for (x = xval - 1; x <= xval + 1; x++)
+ {
+ place_closed_door(yval - 2, x, DOOR_CURTAIN);
+ place_closed_door(yval + 2, x, DOOR_CURTAIN);
+ }
+
+ /* Place an object */
+ place_object(yval, xval, AM_NO_FIXED_ART);
+ cave[yval][xval].info |= (CAVE_ICKY);
+ }
+ break;
+
+ case 3: /* 4 shards breathers + 2 potions */
+ {
+ int dir1;
+
+ /* Walls around the potion */
+ for (y = yval - 2; y <= yval + 2; y++)
+ {
+ c_ptr = &cave[y][xval - 3];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ c_ptr = &cave[y][xval + 3];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ }
+ for (x = xval - 2; x <= xval + 2; x++)
+ {
+ c_ptr = &cave[yval - 3][x];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ c_ptr = &cave[yval + 3][x];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ }
+ for (dir1 = 4; dir1 < 8; dir1++)
+ {
+ c_ptr = &cave[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ }
+
+ /* Prepare allocation table */
+ get_mon_num_prep(vault_aux_shards, NULL);
+
+ /* Place shard berathers */
+ for (dir1 = 4; dir1 < 8; dir1++)
{
- /* inside - so is floor */
- place_floor_bold(y, x);
+ MONRACE_IDX r_idx = get_mon_num(dun_level);
+
+ y = yval + ddy_ddd[dir1];
+ x = xval + ddx_ddd[dir1];
+ if (r_idx) place_monster_aux(0, y, x, r_idx, 0L);
}
- else if (distance(y0, x0, y, x) < 3)
+
+ /* Place two potions */
+ if (one_in_(2))
{
- place_floor_bold(y, x);
+ get_obj_num_hook = kind_is_potion;
+ place_object(yval, xval - 1, AM_NO_FIXED_ART);
+ get_obj_num_hook = kind_is_potion;
+ place_object(yval, xval + 1, AM_NO_FIXED_ART);
}
else
{
- /* make granite outside so arena works */
- place_extra_bold(y, x);
+ get_obj_num_hook = kind_is_potion;
+ place_object(yval - 1, xval, AM_NO_FIXED_ART);
+ get_obj_num_hook = kind_is_potion;
+ place_object(yval + 1, xval, AM_NO_FIXED_ART);
}
- /* proper boundary for arena */
- if (((y + rad) == y0) || ((y - rad) == y0) ||
- ((x + rad) == x0) || ((x - rad) == x0))
- {
- place_extra_bold(y, x);
- }
+ for (y = yval - 2; y <= yval + 2; y++)
+ for (x = xval - 2; x <= xval + 2; x++)
+ cave[y][x].info |= (CAVE_ICKY);
+
}
+ break;
}
- /* 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);
+ msg_print_wizard(CHEAT_DUNGEON, _("ガラスの部屋が生成されました。", "Glass room was generated."));
+
+ return TRUE;
+}
+
+
+/* Create a new floor room with optional light */
+void generate_room_floor(int y1, int x1, int y2, int x2, int light)
+{
+ int y, x;
+
+ cave_type *c_ptr;
- /* Check to see if there is room for an inner vault */
- for (x = x0 - 2; x <= x0 + 2; x++)
+ for (y = y1; y <= y2; y++)
{
- for (y = y0 - 2; y <= y0 + 2; y++)
+ for (x = x1; x <= x2; x++)
{
- if (!is_floor_bold(y, x))
- {
- /* Wall in the way */
- emptyflag = FALSE;
- }
+ /* Point to grid */
+ c_ptr = &cave[y][x];
+ place_floor_grid(c_ptr);
+ c_ptr->info |= (CAVE_ROOM);
+ if (light) c_ptr->info |= (CAVE_GLOW);
}
}
+}
- 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);
+void generate_fill_perm_bold(int y1, int x1, int y2, int x2)
+{
+ int y, x;
- /* Traps naturally */
- vault_traps(y0, x0, 4, 4, randint0(3) + 2);
+ for (y = y1; y <= y2; y++)
+ {
+ for (x = x1; x <= x2; x++)
+ {
+ /* Point to grid */
+ place_inner_perm_bold(y, x);
+ }
}
-
- return TRUE;
}
+/* Minimum & maximum town size */
+#define MIN_TOWN_WID ((MAX_WID / 3) / 2)
+#define MIN_TOWN_HGT ((MAX_HGT / 3) / 2)
+#define MAX_TOWN_WID ((MAX_WID / 3) * 2 / 3)
+#define MAX_TOWN_HGT ((MAX_HGT / 3) * 2 / 3)
-/*
- * Helper function for "trapped monster pit"
- */
-static bool vault_aux_trapped_pit(int r_idx)
+/* Struct for build underground buildings */
+typedef struct
{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- /* No wall passing monster */
- if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return (FALSE);
-
- /* Okay */
- return (TRUE);
+ int y0, x0; /* North-west corner (relative) */
+ int y1, x1; /* South-east corner (relative) */
}
+ugbldg_type;
+ugbldg_type *ugbldg;
/*
- * Type 12 -- Trapped monster pits
- *
- * A trapped monster pit is a "big" room with a straight corridor in
- * which wall opening traps are placed, and with two "inner" rooms
- * containing a "collection" of monsters of a given type organized in
- * the room.
- *
- * The trapped monster pit appears as shown below, where the actual
- * monsters in each location depend on the type of the pit
- *
- * #########################
- * # #
- * ####################### #
- * #####001123454321100### #
- * ###0012234567654322100# #
- * ####################### #
- * # ^ #
- * # #######################
- * # #0012234567654322100###
- * # ###001123454321100#####
- * # #######################
- * # #
- * #########################
- *
- * Note that the monsters in the pit are now chosen by using "get_mon_num()"
- * to request 16 "appropriate" monsters, sorting them by level, and using
- * the "even" entries in this sorted list for the contents of the pit.
- *
- * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",
- * which is handled by requiring a specific "breath" attack for all of the
- * dragons. This may include "multi-hued" breath. Note that "wyrms" may
- * be present in many of the dragon pits, if they have the proper breath.
- *
- * Note the use of the "get_mon_num_prep()" function, and the special
- * "get_mon_num_hook()" restriction function, to prepare the "monster
- * allocation table" in such a way as to optimize the selection of
- * "appropriate" non-unique monsters for the pit.
- *
- * Note that the "get_mon_num()" function may (rarely) fail, in which case
- * the pit will be empty, and will not effect the level rating.
- *
- * Note that "monster pits" will never contain "unique" monsters.
+ * Precalculate buildings' location of underground arcade
*/
-static bool build_type13(void)
+static bool precalc_ugarcade(int town_hgt, int town_wid, int n)
{
- static int placing[][3] = {
- {-2, -9, 0}, {-2, -8, 0}, {-3, -7, 0}, {-3, -6, 0},
- {+2, -9, 0}, {+2, -8, 0}, {+3, -7, 0}, {+3, -6, 0},
- {-2, +9, 0}, {-2, +8, 0}, {-3, +7, 0}, {-3, +6, 0},
- {+2, +9, 0}, {+2, +8, 0}, {+3, +7, 0}, {+3, +6, 0},
- {-2, -7, 1}, {-3, -5, 1}, {-3, -4, 1},
- {+2, -7, 1}, {+3, -5, 1}, {+3, -4, 1},
- {-2, +7, 1}, {-3, +5, 1}, {-3, +4, 1},
- {+2, +7, 1}, {+3, +5, 1}, {+3, +4, 1},
- {-2, -6, 2}, {-2, -5, 2}, {-3, -3, 2},
- {+2, -6, 2}, {+2, -5, 2}, {+3, -3, 2},
- {-2, +6, 2}, {-2, +5, 2}, {-3, +3, 2},
- {+2, +6, 2}, {+2, +5, 2}, {+3, +3, 2},
- {-2, -4, 3}, {-3, -2, 3},
- {+2, -4, 3}, {+3, -2, 3},
- {-2, +4, 3}, {-3, +2, 3},
- {+2, +4, 3}, {+3, +2, 3},
- {-2, -3, 4}, {-3, -1, 4},
- {+2, -3, 4}, {+3, -1, 4},
- {-2, +3, 4}, {-3, +1, 4},
- {+2, +3, 4}, {+3, +1, 4},
- {-2, -2, 5}, {-3, 0, 5}, {-2, +2, 5},
- {+2, -2, 5}, {+3, 0, 5}, {+2, +2, 5},
- {-2, -1, 6}, {-2, +1, 6},
- {+2, -1, 6}, {+2, +1, 6},
- {-2, 0, 7}, {+2, 0, 7},
- {0, 0, -1}
- };
+ int i, y, x, center_y, center_x, tmp, attempt = 10000;
+ int max_bldg_hgt = 3 * town_hgt / MAX_TOWN_HGT;
+ int max_bldg_wid = 5 * town_wid / MAX_TOWN_WID;
+ ugbldg_type *cur_ugbldg;
+ bool **ugarcade_used, abort;
- int y, x, y1, x1, y2, x2, xval, yval;
- int i, j;
-
- int what[16];
-
- monster_type align;
-
- cave_type *c_ptr;
-
- int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
- vault_aux_type *n_ptr;
-
- /* Only in Angband */
- if (dungeon_type != DUNGEON_ANGBAND) return FALSE;
-
- /* No type available */
- if (cur_pit_type < 0) return FALSE;
+ /* Allocate "ugarcade_used" array (2-dimension) */
+ C_MAKE(ugarcade_used, town_hgt, bool *);
+ C_MAKE(*ugarcade_used, town_hgt * town_wid, bool);
+ for (y = 1; y < town_hgt; y++) ugarcade_used[y] = *ugarcade_used + y * town_wid;
- n_ptr = &pit_types[cur_pit_type];
-
- /* Process a preparation function if necessary */
- if (n_ptr->prep_func) (*(n_ptr->prep_func))();
-
- /* Prepare allocation table */
- get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
-
- align.sub_align = SUB_ALIGN_NEUTRAL;
-
- /* Pick some monster types */
- for (i = 0; i < 16; i++)
+ /* Calculate building locations */
+ for (i = 0; i < n; i++)
{
- int r_idx = 0, attempts = 100;
- monster_race *r_ptr = NULL;
+ cur_ugbldg = &ugbldg[i];
+ (void)WIPE(cur_ugbldg, ugbldg_type);
- while (attempts--)
+ do
{
- /* Get a (hard) monster type */
- r_idx = get_mon_num(dun_level + 0);
- r_ptr = &r_info[r_idx];
-
- /* Decline incorrect alignment */
- if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
-
- /* Accept this monster */
- break;
- }
+ /* Find the "center" of the store */
+ center_y = rand_range(2, town_hgt - 3);
+ center_x = rand_range(2, town_wid - 3);
- /* Notice failure */
- if (!r_idx || !attempts) return FALSE;
+ /* Determine the store boundaries */
+ tmp = center_y - randint1(max_bldg_hgt);
+ cur_ugbldg->y0 = MAX(tmp, 1);
+ tmp = center_x - randint1(max_bldg_wid);
+ cur_ugbldg->x0 = MAX(tmp, 1);
+ tmp = center_y + randint1(max_bldg_hgt);
+ cur_ugbldg->y1 = MIN(tmp, town_hgt - 2);
+ tmp = center_x + randint1(max_bldg_wid);
+ cur_ugbldg->x1 = MIN(tmp, town_wid - 2);
- /* Note the alignment */
- if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
- if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
-
- what[i] = r_idx;
- }
+ /* Scan this building's area */
+ for (abort = FALSE, y = cur_ugbldg->y0; (y <= cur_ugbldg->y1) && !abort; y++)
+ {
+ for (x = cur_ugbldg->x0; x <= cur_ugbldg->x1; x++)
+ {
+ if (ugarcade_used[y][x])
+ {
+ abort = TRUE;
+ break;
+ }
+ }
+ }
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 13, 25)) return FALSE;
+ attempt--;
+ }
+ while (abort && attempt); /* Accept this building if no overlapping */
- /* Large room */
- y1 = yval - 5;
- y2 = yval + 5;
- x1 = xval - 11;
- x2 = xval + 11;
+ /* Failed to generate underground arcade */
+ if (!attempt) break;
- /* Fill with inner walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
+ /*
+ * Mark to ugarcade_used[][] as "used"
+ * Note: Building-adjacent grids are included for preventing
+ * connected bulidings.
+ */
+ for (y = cur_ugbldg->y0 - 1; y <= cur_ugbldg->y1 + 1; y++)
{
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
+ for (x = cur_ugbldg->x0 - 1; x <= cur_ugbldg->x1 + 1; x++)
+ {
+ ugarcade_used[y][x] = TRUE;
+ }
}
}
- /* Place the floor area 1 */
- for (x = x1 + 3; x <= x2 - 3; x++)
- {
- c_ptr = &cave[yval-2][x];
- place_floor_grid(c_ptr);
- add_cave_info(yval-2, x, CAVE_ICKY);
+ /* Free "ugarcade_used" array (2-dimension) */
+ C_KILL(*ugarcade_used, town_hgt * town_wid, bool);
+ C_KILL(ugarcade_used, town_hgt, bool *);
- c_ptr = &cave[yval+2][x];
- place_floor_grid(c_ptr);
- add_cave_info(yval+2, x, CAVE_ICKY);
- }
+ /* If i < n, generation is not allowed */
+ return i == n;
+}
+
+/*!
+ * @brief タイプ16の部屋…地下都市生成のサブルーチン / Actually create buildings
+ * @return なし
+ * @param ltcy 生成基準Y座標
+ * @param ltcx 生成基準X座標
+ * @param stotes[] 生成する店舗のリスト
+ * @param n 生成する店舗の数
+ * @note
+ * Note: ltcy and ltcx indicate "left top corner".
+ */
+static void build_stores(int ltcy, int ltcx, int stores[], int n)
+{
+ int i, y, x;
+ IDX j;
+ ugbldg_type *cur_ugbldg;
- /* Place the floor area 2 */
- for (x = x1 + 5; x <= x2 - 5; x++)
+ for (i = 0; i < n; i++)
{
- c_ptr = &cave[yval-3][x];
- place_floor_grid(c_ptr);
- add_cave_info(yval-3, x, CAVE_ICKY);
+ cur_ugbldg = &ugbldg[i];
- c_ptr = &cave[yval+3][x];
- place_floor_grid(c_ptr);
- add_cave_info(yval+3, x, CAVE_ICKY);
+ /* Generate new room */
+ generate_room_floor(
+ ltcy + cur_ugbldg->y0 - 2, ltcx + cur_ugbldg->x0 - 2,
+ ltcy + cur_ugbldg->y1 + 2, ltcx + cur_ugbldg->x1 + 2,
+ FALSE);
}
- /* Corridor */
- for (x = x1; x <= x2; x++)
+ for (i = 0; i < n; i++)
{
- c_ptr = &cave[yval][x];
- place_floor_grid(c_ptr);
- c_ptr = &cave[y1][x];
- place_floor_grid(c_ptr);
- c_ptr = &cave[y2][x];
- place_floor_grid(c_ptr);
- }
+ cur_ugbldg = &ugbldg[i];
- /* Place the outer walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_outer_grid(c_ptr);
- }
+ /* Build an invulnerable rectangular building */
+ generate_fill_perm_bold(
+ ltcy + cur_ugbldg->y0, ltcx + cur_ugbldg->x0,
+ ltcy + cur_ugbldg->y1, ltcx + cur_ugbldg->x1);
- /* Random corridor */
- if (one_in_(2))
- {
- for (y = y1; y <= yval; y++)
- {
- place_floor_bold(y, x2);
- place_solid_bold(y, x1-1);
- }
- for (y = yval; y <= y2 + 1; y++)
- {
- place_floor_bold(y, x1);
- place_solid_bold(y, x2+1);
- }
- }
- else
- {
- for (y = yval; y <= y2 + 1; y++)
- {
- place_floor_bold(y, x1);
- place_solid_bold(y, x2+1);
- }
- for (y = y1; y <= yval; y++)
+ /* Pick a door direction (S,N,E,W) */
+ switch (randint0(4))
{
- place_floor_bold(y, x2);
- place_solid_bold(y, x1-1);
- }
- }
+ /* Bottom side */
+ case 0:
+ y = cur_ugbldg->y1;
+ x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
+ break;
- /* Place the wall open trap */
- cave[yval][xval].mimic = cave[yval][xval].feat;
- cave[yval][xval].feat = FEAT_TRAP_OPEN;
+ /* Top side */
+ case 1:
+ y = cur_ugbldg->y0;
+ x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
+ break;
- /* Sort the entries */
- for (i = 0; i < 16 - 1; i++)
- {
- /* Sort the entries */
- for (j = 0; j < 16 - 1; j++)
- {
- int i1 = j;
- int i2 = j + 1;
+ /* Right side */
+ case 2:
+ y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
+ x = cur_ugbldg->x1;
+ break;
- int p1 = r_info[what[i1]].level;
- int p2 = r_info[what[i2]].level;
+ /* Left side */
+ default:
+ y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
+ x = cur_ugbldg->x0;
+ break;
+ }
- /* Bubble */
- if (p1 > p2)
+ for (j = 0; j < max_f_idx; j++)
+ {
+ if (have_flag(f_info[j].flags, FF_STORE))
{
- int tmp = what[i1];
- what[i1] = what[i2];
- what[i2] = tmp;
+ if (f_info[j].subtype == stores[i]) break;
}
}
- }
-
- /* Message */
- if (cheat_room)
- {
- /* Room type */
-#ifdef JP
- msg_format("%s%s¤Î櫥ԥåÈ", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#else
- msg_format("Trapped monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#endif
- }
-
- /* Select the entries */
- for (i = 0; i < 8; i++)
- {
- /* Every other entry */
- what[i] = what[i * 2];
- if (cheat_hear)
+ /* Clear previous contents, add a store door */
+ if (j < max_f_idx)
{
- /* Message */
- msg_print(r_name + r_info[what[i]].name);
- }
- }
-
- /* Increase the level rating */
- rating += 20;
-
- /* (Sometimes) Cause a "special feeling" (for "Monster Pits") */
- if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
- {
- good_item_flag = TRUE;
- }
+ cave_set_feat(ltcy + y, ltcx + x, j);
- for (i = 0; placing[i][2] >= 0; i++)
- {
- y = yval + placing[i][0];
- x = xval + placing[i][1];
- place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
+ /* Init store */
+ store_init(NO_TOWN, stores[i]);
+ }
}
-
- return TRUE;
}
-/*
- * Type 14 -- trapped rooms
- *
- * A special trap is placed at center of the room
+/*!
+ * @brief タイプ16の部屋…地下都市の生成 / Type 16 -- Underground Arcade
+ * @return なし
+ * @details
+ * Town logic flow for generation of new town\n
+ * Originally from Vanilla 3.0.3\n
+ *\n
+ * We start with a fully wiped cave of normal floors.\n
+ *\n
+ * Note that town_gen_hack() plays games with the R.N.G.\n
+ *\n
+ * This function does NOT do anything about the owners of the stores,\n
+ * nor the contents thereof. It only handles the physical layout.\n
*/
-static bool build_type14(void)
+static bool build_type16(void)
{
- int y, x, y2, x2, yval, xval;
- int y1, x1, xsize, ysize;
-
- bool light;
-
- cave_type *c_ptr;
- byte trap;
-
- /* 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)) return FALSE;
-
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
-
- /* Get corner values */
- y1 = yval - ysize / 2;
- x1 = xval - xsize / 2;
- y2 = yval + (ysize - 1) / 2;
- x2 = xval + (xsize - 1) / 2;
-
+ int stores[] =
+ {
+ STORE_GENERAL, STORE_ARMOURY, STORE_WEAPON, STORE_TEMPLE,
+ STORE_ALCHEMIST, STORE_MAGIC, STORE_BLACK, STORE_BOOK,
+ };
+ int n = sizeof stores / sizeof (int);
+ POSITION i, y, x, y1, x1, yval, xval;
+ int town_hgt = rand_range(MIN_TOWN_HGT, MAX_TOWN_HGT);
+ int town_wid = rand_range(MIN_TOWN_WID, MAX_TOWN_WID);
+ bool prevent_bm = FALSE;
- /* Place a full floor under the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
+ /* Hack -- If already exist black market, prevent building */
+ for (y = 0; (y < cur_hgt) && !prevent_bm; y++)
{
- for (x = x1 - 1; x <= x2 + 1; x++)
+ for (x = 0; x < cur_wid; x++)
{
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
+ if (cave[y][x].feat == FF_STORE)
+ {
+ prevent_bm = (f_info[cave[y][x].feat].subtype == STORE_BLACK);
+ break;
+ }
}
}
+ for (i = 0; i < n; i++)
+ {
+ if ((stores[i] == STORE_BLACK) && prevent_bm) stores[i] = stores[--n];
+ }
+ if (!n) return FALSE;
- /* Walls around the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
+ /* Allocate buildings array */
+ C_MAKE(ugbldg, n, ugbldg_type);
+
+ /* If cannot build stores, abort */
+ if (!precalc_ugarcade(town_hgt, town_wid, n))
{
- c_ptr = &cave[y][x1 - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_outer_grid(c_ptr);
+ /* Free buildings array */
+ C_KILL(ugbldg, n, ugbldg_type);
+ return FALSE;
}
- for (x = x1 - 1; x <= x2 + 1; x++)
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, town_hgt + 4, town_wid + 4))
{
- c_ptr = &cave[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_outer_grid(c_ptr);
+ /* Free buildings array */
+ C_KILL(ugbldg, n, ugbldg_type);
+ return FALSE;
}
- if (dun_level < 30 + randint1(30))
- trap = FEAT_TRAP_PIRANHA;
- else
- trap = FEAT_TRAP_ARMAGEDDON;
+ /* Get top left corner */
+ y1 = yval - (town_hgt / 2);
+ x1 = xval - (town_wid / 2);
- /* Place a special trap */
- c_ptr = &cave[rand_spread(yval, ysize/4)][rand_spread(xval, xsize/4)];
- c_ptr->mimic = c_ptr->feat;
- c_ptr->feat = trap;
+ /* Generate new room */
+ generate_room_floor(
+ y1 + town_hgt / 3, x1 + town_wid / 3,
+ y1 + town_hgt * 2 / 3, x1 + town_wid * 2 / 3, FALSE);
- /* Message */
- if (cheat_room)
- {
-#ifdef JP
- msg_format("%s¤ÎÉô²°", f_name + f_info[trap].name);
-#else
- msg_format("Room of %s", f_name + f_info[trap].name);
-#endif
- }
+ /* Build stores */
+ build_stores(y1, x1, stores, n);
+
+ msg_print_wizard(CHEAT_DUNGEON, _("地下街を生成しました", "Underground arcade was generated."));
+
+ /* Free buildings array */
+ C_KILL(ugbldg, n, ugbldg_type);
return TRUE;
}
-/*
- * Attempt to build a room of the given type at the given block
- *
- * Note that we restrict the number of "crowded" rooms to reduce
- * the chance of overflowing the monster list during level creation.
+/*!
+ * @brief 与えられた部屋型IDに応じて部屋の生成処理分岐を行い結果を返す / Attempt to build a room of the given type at the given block
+ * @param type 部屋型ID
+ * @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation.
+ * @return 部屋の精製に成功した場合 TRUE を返す。
*/
-bool room_build(int typ)
+static bool room_build(int typ)
{
/* Build a room */
switch (typ)
case ROOM_T_CRYPT: return build_type12();
case ROOM_T_TRAP_PIT: return build_type13();
case ROOM_T_TRAP: return build_type14();
+ case ROOM_T_GLASS: return build_type15();
+ case ROOM_T_ARCADE: return build_type16();
}
/* Paranoia */
return FALSE;
}
+/*!
+ * @brief 指定した部屋の生成確率を別の部屋に加算し、指定した部屋の生成率を0にする
+ * @param dst 確率を移す先の部屋種ID
+ * @param src 確率を与える元の部屋種ID
+ */
+#define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
-#define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
-
-/*
- * [from SAngband (originally from OAngband)]
- *
- * Generate rooms in dungeon. Build bigger rooms at first.
+/*!
+ * @brief 部屋生成処理のメインルーチン(Sangbandを経由してOangbandからの実装を引用) / Generate rooms in dungeon. Build bigger rooms at first. [from SAngband (originally from OAngband)]
+ * @return 部屋生成に成功した場合 TRUE を返す。
*/
-void generate_rooms(void)
+bool generate_rooms(void)
{
int i;
bool remain;
/* Assume normal cave */
room_info_type *room_info_ptr = room_info_normal;
-
/*
* Initialize probability list.
*/
* XXX -- Various dungeon types and options.
*/
- /* Ironman sees only Greater Vaults */
- if (ironman_rooms && !((d_info[dungeon_type].flags1 & (DF1_BEGINNER | DF1_CHAMELEON))))
+ /*! @details ダンジョンにBEGINNER、CHAMELEON、SMALLESTいずれのフラグもなく、かつ「常に通常でない部屋を生成する」フラグがONならば、GRATER_VAULTのみを生成対象とする。 / Ironman sees only Greater Vaults */
+ if (ironman_rooms && !((d_info[dungeon_type].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST))))
{
for (i = 0; i < ROOM_T_MAX; i++)
{
}
}
- /* Forbidden vaults */
+ /*! @details ダンジョンにNO_VAULTフラグがあるならば、LESSER_VAULT / GREATER_VAULT/ RANDOM_VAULTを除外 / Forbidden vaults */
else if (d_info[dungeon_type].flags1 & DF1_NO_VAULT)
{
prob_list[ROOM_T_LESSER_VAULT] = 0;
prob_list[ROOM_T_RANDOM_VAULT] = 0;
}
-
- /* NO_CAVE dungeon (Castle)*/
+ /*! @details ダンジョンにNO_CAVEフラグがある場合、FRACAVEの生成枠がNORMALに与えられる。CRIPT、OVALの生成枠がINNER_Fに与えられる。/ NO_CAVE dungeon (Castle)*/
if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
{
MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE);
MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL);
}
- /* CAVE dungeon (Orc cave etc.) */
+ /*! @details ダンジョンにCAVEフラグがある場合、NORMALの生成枠がFRACAVEに与えられる。/ CAVE dungeon (Orc cave etc.) */
else if (d_info[dungeon_type].flags1 & DF1_CAVE)
{
MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL);
}
- /* No caves when a (random) cavern exists: they look bad */
+ /*! @details ダンジョンの基本地形が最初から渓谷かアリーナ型の場合 FRACAVE は生成から除外。 / No caves when a (random) cavern exists: they look bad */
else if (dun->cavern || dun->empty_level)
{
prob_list[ROOM_T_FRACAVE] = 0;
}
+ /*! @details ダンジョンに最初からGLASS_ROOMフラグがある場合、GLASS を生成から除外。/ Forbidden glass rooms */
+ if (!(d_info[dungeon_type].flags1 & DF1_GLASS_ROOM))
+ {
+ prob_list[ROOM_T_GLASS] = 0;
+ }
+
+ /*! @details ARCADEは同フラグがダンジョンにないと生成されない。 / Forbidden glass rooms */
+ if (!(d_info[dungeon_type].flags1 & DF1_ARCADE))
+ {
+ prob_list[ROOM_T_ARCADE] = 0;
+ }
/*
* Initialize number of rooms,
case ROOM_T_PIT:
case ROOM_T_LESSER_VAULT:
case ROOM_T_TRAP_PIT:
+ case ROOM_T_GLASS:
+ case ROOM_T_ARCADE:
/* Large room */
i -= 2;
room_num[ROOM_T_NEST] = 0;
room_num[ROOM_T_TRAP_PIT] = 0;
}
- }
- }
+ break;
- /* Stop building this type on failure. */
- else
- {
- room_num[room_type] = 0;
+ case ROOM_T_ARCADE:
+
+ /* Avoid double-town */
+ room_num[ROOM_T_ARCADE] = 0;
+ break;
+ }
}
}
if (!remain) break;
}
- if (cheat_room)
+ /*! @details 部屋生成数が2未満の場合生成失敗を返す */
+ if (rooms_built < 2)
{
-#ifdef JP
- msg_format("Éô²°¿ô: %d", rooms_built);
-#else
- msg_format("Number of Rooms: %d", rooms_built);
-#endif
+ msg_format_wizard(CHEAT_DUNGEON, _("部屋数が2未満でした。生成を再試行します。", "Number of rooms was under 2. Retry."), rooms_built);
+ return FALSE;
}
+
+ msg_format_wizard(CHEAT_DUNGEON, _("このダンジョンの部屋数は %d です。", "Number of Rooms: %d"), rooms_built);
+
+ return TRUE;
}