{{ 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 */
};
ROOM_T_PIT,
ROOM_T_NEST,
ROOM_T_TRAP,
+ ROOM_T_GLASS,
ROOM_T_INNER_FEAT,
ROOM_T_OVAL,
ROOM_T_CRYPT,
}
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)
+static 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);
}
}
/* 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 */
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--)
cave_type *c_ptr;
+ bool curtain = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
+ one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 48 : 512);
+
/* Pick a room size */
y1 = randint1(4);
x1 = randint1(11);
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;
+ if (!find_space(&yval, &xval, ysize + 2, xsize + 2))
+ {
+ /* Limit to the minimum room size, and retry */
+ y1 = 1;
+ x1 = 1;
+ y2 = 1;
+ x2 = 1;
+
+ xsize = x1 + x2 + 1;
+ ysize = y1 + y2 + 1;
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
+ }
/* Choose lite or dark */
light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
}
+ /* Hack -- Occasional curtained room */
+ if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2))
+ {
+ for (y = y1; y <= y2; y++)
+ {
+ c_ptr = &cave[y][x1];
+ c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+ c_ptr->info &= ~(CAVE_MASK);
+ c_ptr = &cave[y][x2];
+ c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+ c_ptr->info &= ~(CAVE_MASK);
+ }
+ for (x = x1; x <= x2; x++)
+ {
+ c_ptr = &cave[y1][x];
+ c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+ c_ptr->info &= ~(CAVE_MASK);
+ c_ptr = &cave[y2][x];
+ c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+ c_ptr->info &= ~(CAVE_MASK);
+ }
+ }
+
+
/* Hack -- Occasional pillar room */
if (one_in_(20))
{
/* Hack -- Occasional divided room */
else if (one_in_(50))
{
+ bool curtain2 = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
+ one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 2 : 128);
+
if (randint1(100) < 50)
{
/* Horizontal wall */
for (x = x1; x <= x2; x++)
{
place_inner_bold(yval, x);
+ if (curtain2) cave[yval][x].feat = feat_door[DOOR_CURTAIN].closed;
}
/* Prevent edge of wall from being tunneled */
for (y = y1; y <= y2; y++)
{
place_inner_bold(y, xval);
+ if (curtain2) cave[y][xval].feat = feat_door[DOOR_CURTAIN].closed;
}
/* Prevent edge of wall from being tunneled */
}
place_random_door(yval, xval, TRUE);
+ if (curtain2) cave[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;
}
return TRUE;
/* 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;
+ case 0: place_secret_door(y1b, xval, DOOR_DEFAULT); break;
+ case 1: place_secret_door(y2b, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(yval, x1a, DOOR_DEFAULT); break;
+ case 3: place_secret_door(yval, x2a, DOOR_DEFAULT); break;
}
/* Place a treasure in the vault */
/* 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);
+ int door_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);
+
+ place_secret_door(yval, x1a - 1, door_type);
+ place_secret_door(yval, x2a + 1, door_type);
+ place_secret_door(y1b - 1, xval, door_type);
+ place_secret_door(y2b + 1, xval, door_type);
}
}
/* 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;
+ case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
}
/* Place a monster in the room */
/* 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;
+ case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
}
/* Place another inner room */
/* 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;
+ case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
}
/* Large Inner Pillar */
/* Occasionally, some Inner rooms */
if (one_in_(3))
{
+ int door_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);
+
/* Long horizontal walls */
for (x = xval - 5; x <= xval + 5; x++)
{
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);
+ place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type);
+ place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type);
/* Monsters */
vault_monsters(yval, xval - 2, randint1(2));
/* 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;
+ case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
}
/* Maze (really a checkerboard) */
/* Four small rooms. */
case 5:
{
+ int door_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);
+
/* Inner "cross" */
for (y = y1; y <= y2; y++)
{
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);
+ place_secret_door(y1 - 1, xval - i, door_type);
+ place_secret_door(y1 - 1, xval + i, door_type);
+ place_secret_door(y2 + 1, xval - i, door_type);
+ place_secret_door(y2 + 1, xval + i, door_type);
}
else
{
int i = randint1(3);
- place_secret_door(yval + i, x1 - 1);
- place_secret_door(yval - i, x1 - 1);
- place_secret_door(yval + i, x2 + 1);
- place_secret_door(yval - i, x2 + 1);
+ place_secret_door(yval + i, x1 - 1, door_type);
+ place_secret_door(yval - i, x1 - 1, door_type);
+ place_secret_door(yval + i, x2 + 1, door_type);
+ place_secret_door(yval - i, x2 + 1, door_type);
}
/* Treasure, centered at the center of the cross */
if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
/* Require icky thing, jelly, mold, or mushroom */
- if (!strchr("ijm,", r_ptr->d_char)) return (FALSE);
+ if (!my_strchr("ijm,", r_ptr->d_char)) return (FALSE);
/* Okay */
return (TRUE);
if (!vault_monster_okay(r_idx)) return (FALSE);
/* Require a Zephyr Hound or a dog */
- if (!strchr("CZ", r_ptr->d_char)) return (FALSE);
+ if (!my_strchr("CZ", r_ptr->d_char)) return (FALSE);
/* Okay */
return (TRUE);
/* Validate the monster */
if (!vault_monster_okay(r_idx)) return (FALSE);
-
+
/* Require mimic */
- if (!strchr("!|$?=", r_ptr->d_char)) return (FALSE);
+ if (!my_strchr("!$&(/=?[\\|", r_ptr->d_char)) return (FALSE);
/* Okay */
return (TRUE);
* "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.
+ * case the nest will be empty.
*
* Note that "monster nests" will never contain "unique" monsters.
*/
int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest);
vault_aux_type *n_ptr;
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
-
/* No type available */
- if (cur_nest_type < 0)
- {
- return FALSE;
- }
+ 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 + 11);
+ 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;
}
}
-
/* 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;
- }
-
-
- /* 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;
+ case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
}
/* Describe */
#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++)
{
* "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.
+ * the pit will be empty.
*
* Note that "monster pits" will never contain "unique" monsters.
*/
int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
vault_aux_type *n_ptr;
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
-
/* No type available */
- if (cur_pit_type < 0)
- {
- return FALSE;
- }
+ 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 + 11);
+ 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;
/* 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;
- }
-
-
- /* 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;
+ case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
}
/* Sort the entries */
}
}
- /* 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_inner_grid(c_ptr);
break;
+ /* Glass wall (inner) */
+ case '$':
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ break;
+
/* Permanent wall (inner) */
case 'X':
- c_ptr->feat = FEAT_PERM_INNER;
- c_ptr->info &= ~(CAVE_MASK);
- c_ptr->info |= CAVE_INNER;
+ place_inner_perm_grid(c_ptr);
+ break;
+
+ /* Permanent glass wall (inner) */
+ case 'Y':
+ place_inner_perm_grid(c_ptr);
+ c_ptr->feat = feat_permanent_glass_wall;
break;
/* Treasure/trap */
/* Secret doors */
case '+':
- place_secret_door(y, x);
+ place_secret_door(y, x, DOOR_DEFAULT);
+ break;
+
+ /* Secret glass doors */
+ case '-':
+ place_secret_door(y, x, DOOR_GLASS_DOOR);
+ if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
+ break;
+
+ /* Curtains */
+ case '\'':
+ place_secret_door(y, x, DOOR_CURTAIN);
break;
/* Trap */
/* Black market in a dungeon */
case 'S':
- set_cave_feat(y, x, FEAT_SHOP_HEAD + STORE_BLACK);
+ set_cave_feat(y, x, feat_black_market);
store_init(NO_TOWN, STORE_BLACK);
break;
-
+
/* The Pattern */
case 'p':
- set_cave_feat(y, x, FEAT_PATTERN_START);
+ set_cave_feat(y, x, feat_pattern_start);
break;
-
+
case 'a':
- set_cave_feat(y, x, FEAT_PATTERN_1);
+ set_cave_feat(y, x, feat_pattern_1);
break;
-
+
case 'b':
- set_cave_feat(y, x, FEAT_PATTERN_2);
+ set_cave_feat(y, x, feat_pattern_2);
break;
-
+
case 'c':
- set_cave_feat(y, x, FEAT_PATTERN_3);
+ set_cave_feat(y, x, feat_pattern_3);
break;
-
+
case 'd':
- set_cave_feat(y, x, FEAT_PATTERN_4);
+ set_cave_feat(y, x, feat_pattern_4);
break;
-
+
case 'P':
- set_cave_feat(y, x, FEAT_PATTERN_END);
+ set_cave_feat(y, x, feat_pattern_end);
break;
-
+
case 'B':
- set_cave_feat(y, x, FEAT_PATTERN_XTRA1);
+ set_cave_feat(y, x, feat_pattern_exit);
break;
case 'A':
*/
static bool build_type7(void)
{
- vault_type *v_ptr = NULL;
- int dummy = 0;
+ vault_type *v_ptr;
+ int dummy;
int x, y;
int xval, yval;
int xoffset, yoffset;
int transno;
/* Pick a lesser vault */
- while (dummy < SAFE_MAX_ATTEMPTS)
+ for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
{
- dummy++;
-
/* Access a random vault record */
v_ptr = &v_info[randint0(max_v_idx)];
}
/* No lesser vault found */
- if (!v_ptr) return FALSE;
+ 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);
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
- if (dummy >= SAFE_MAX_ATTEMPTS)
- {
- if (cheat_room)
- {
+ /* Message */
#ifdef JP
-msg_print("·Ù¹ð¡ª¾®¤µ¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
+ if (cheat_room) msg_format("¾®¤µ¤ÊÃϲ¼¼¼(%s)", v_name + v_ptr->name);
#else
- msg_print("Warning! Could not place lesser vault!");
+ if (cheat_room) msg_format("Lesser vault (%s)", v_name + v_ptr->name);
#endif
- }
- return FALSE;
- }
-
-
-#ifdef FORCE_V_IDX
- v_ptr = &v_info[2];
-#endif
-
- /* Message */
- if (cheat_room) msg_format("%s", v_name + v_ptr->name);
-
- /* 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);
*/
static bool build_type8(void)
{
- vault_type *v_ptr = NULL;
- int dummy = 0;
+ vault_type *v_ptr;
+ int dummy;
int xval, yval;
int x, y;
int transno;
int xoffset, yoffset;
/* Pick a greater vault */
- while (dummy < SAFE_MAX_ATTEMPTS)
+ for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
{
- dummy++;
-
/* Access a random vault record */
v_ptr = &v_info[randint0(max_v_idx)];
}
/* No greater vault found */
- if (!v_ptr) return FALSE;
+ 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);
/* 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;
-
- 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;
- }
-
-
#ifdef FORCE_V_IDX
v_ptr = &v_info[76 + randint1(3)];
#endif
/* Message */
- if (cheat_room) msg_format("%s", v_name + v_ptr->name);
-
- /* 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;
- }
+#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
/* Hack -- Build the vault */
build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
* 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.
+* else is converted to the normal _extra_.
*/
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);
}
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
else if (cave[y][x].feat <= c3)
{
cave[y][x].feat = feat3;
+ cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info3;
return TRUE;
}
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.
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)
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);
}
}
* 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)
+static 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;
}
}
/* 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)
/*
- * Type 12 -- Trapped monster pits
+ * Type 13 -- 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
* "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.
+ * the pit will be empty.
*
* Note that "monster pits" will never contain "unique" monsters.
*/
vault_aux_type *n_ptr;
/* Only in Angband */
- if (dungeon_type != 1) return FALSE;
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 13, 25)) return FALSE;
+ if (dungeon_type != DUNGEON_ANGBAND) return FALSE;
/* No type available */
if (cur_pit_type < 0) return FALSE;
/* 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++)
+ {
+ 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 + 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;
+ }
+
+ /* 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, 13, 25)) return FALSE;
+
/* Large room */
y1 = yval - 5;
y2 = yval + 5;
/* Place the wall open trap */
cave[yval][xval].mimic = cave[yval][xval].feat;
- cave[yval][xval].feat = FEAT_TRAP_OPEN;
-
- /* 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++)
- {
- 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 + 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;
- }
-
- /* 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;
- }
+ cave[yval][xval].feat = feat_trap_open;
/* Sort the entries */
for (i = 0; i < 16 - 1; i++)
}
}
- /* 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;
- }
-
-
for (i = 0; placing[i][2] >= 0; i++)
{
y = yval + placing[i][0];
bool light;
cave_type *c_ptr;
- byte trap;
+ s16b trap;
/* Pick a room size */
y1 = randint1(4);
}
if (dun_level < 30 + randint1(30))
- trap = FEAT_TRAP_PIRANHA;
+ trap = feat_trap_piranha;
else
- trap = FEAT_TRAP_ARMAGEDDON;
+ trap = feat_trap_armageddon;
/* Place a special trap */
c_ptr = &cave[rand_spread(yval, ysize/4)][rand_spread(xval, xsize/4)];
/*
+ * Helper function for "glass room"
+ */
+static bool vault_aux_lite(int r_idx)
+{
+ monster_race *r_ptr = &r_info[r_idx];
+
+ /* Validate the monster */
+ if (!vault_monster_okay(r_idx)) return FALSE;
+
+ /* Require lite attack */
+ if (!(r_ptr->flags4 & RF4_BR_LITE) && !(r_ptr->flags5 & 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(int 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(int k_idx)
+{
+ return k_info[k_idx].tval == TV_POTION;
+}
+
+/*
+ * Type 15 -- glass rooms
+ */
+static bool build_type15(void)
+{
+ int y, x, y2, x2, yval, xval;
+ int y1, x1, xsize, ysize;
+ bool light;
+
+ cave_type *c_ptr;
+
+ /* 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(&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;
+
+ /* 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->feat = feat_glass_floor;
+ c_ptr->info |= (CAVE_ROOM);
+ if (light) c_ptr->info |= (CAVE_GLOW);
+ }
+ }
+
+ /* Walls around the room */
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ c_ptr = &cave[y][x1 - 1];
+ place_outer_grid(c_ptr);
+ c_ptr->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++)
+ {
+ int 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 */
+ {
+ int r_idx, 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++)
+ {
+ int 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);
+ }
+
+ /* Place two potions */
+ if (one_in_(2))
+ {
+ 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
+ {
+ 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);
+ }
+
+ for (y = yval - 2; y <= yval + 2; y++)
+ for (x = xval - 2; x <= xval + 2; x++)
+ cave[y][x].info |= (CAVE_ICKY);
+
+ }
+ break;
+ }
+
+ /* Message */
+ if (cheat_room)
+ {
+#ifdef JP
+ msg_print("¥¬¥é¥¹¤ÎÉô²°");
+#else
+ msg_print("Glass room");
+#endif
+ }
+
+ 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.
*/
-bool room_build(int typ)
+static bool room_build(int typ)
{
/* Build a room */
switch (typ)
{
/* Build an appropriate room */
- case ROOM_T_NORMAL: build_type1(); break;
- case ROOM_T_OVERLAP: build_type2(); break;
- case ROOM_T_CROSS: build_type3(); break;
- case ROOM_T_INNER_FEAT: build_type4(); break;
- case ROOM_T_NEST: build_type5(); break;
- case ROOM_T_PIT: build_type6(); break;
- case ROOM_T_LESSER_VAULT: build_type7(); break;
- case ROOM_T_GREATER_VAULT: build_type8(); break;
- case ROOM_T_FRACAVE: build_type9(); break;
- case ROOM_T_RANDOM_VAULT: build_type10(); break;
- case ROOM_T_OVAL: build_type11(); break;
- case ROOM_T_CRYPT: build_type12(); break;
- case ROOM_T_TRAP_PIT: build_type13(); break;
- case ROOM_T_TRAP: build_type14(); break;
-
- /* Paranoia */
- default: return FALSE;
+ case ROOM_T_NORMAL: return build_type1();
+ case ROOM_T_OVERLAP: return build_type2();
+ case ROOM_T_CROSS: return build_type3();
+ case ROOM_T_INNER_FEAT: return build_type4();
+ case ROOM_T_NEST: return build_type5();
+ case ROOM_T_PIT: return build_type6();
+ case ROOM_T_LESSER_VAULT: return build_type7();
+ case ROOM_T_GREATER_VAULT: return build_type8();
+ case ROOM_T_FRACAVE: return build_type9();
+ case ROOM_T_RANDOM_VAULT: return build_type10();
+ case ROOM_T_OVAL: return build_type11();
+ 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();
}
- return TRUE;
+ /* Paranoia */
+ return FALSE;
}
*
* Generate rooms in dungeon. Build bigger rooms at first.
*/
-void generate_rooms(void)
+bool generate_rooms(void)
{
int i;
bool remain;
int area_size = 100 * (cur_hgt*cur_wid) / (MAX_HGT*MAX_WID);
int level_index = MIN(10, div_round(dun_level, 10));
- /* Number of each type of room on this level */
- s16b room_num[ROOM_T_MAX];
+ /* Number of each type of room on this level */
+ s16b room_num[ROOM_T_MAX];
/* Limit number of rooms */
- int dun_rooms = rand_range(DUN_ROOMS_MIN, DUN_ROOMS_MAX * area_size / 100);
+ int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
/* Assume normal cave */
room_info_type *room_info_ptr = room_info_normal;
-
/*
* Initialize probability list.
*/
*/
/* Ironman sees only Greater Vaults */
- if (ironman_rooms && !((d_info[dungeon_type].flags1 & (DF1_BEGINNER | DF1_CHAMELEON))))
+ if (ironman_rooms && !((d_info[dungeon_type].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST))))
{
for (i = 0; i < ROOM_T_MAX; i++)
{
prob_list[ROOM_T_FRACAVE] = 0;
}
+ /* Forbidden glass rooms */
+ if (!(d_info[dungeon_type].flags1 & DF1_GLASS_ROOM))
+ {
+ prob_list[ROOM_T_GLASS] = 0;
+ }
+
/*
* Initialize number of rooms,
case ROOM_T_PIT:
case ROOM_T_LESSER_VAULT:
case ROOM_T_TRAP_PIT:
+ case ROOM_T_GLASS:
/* Large room */
i -= 2;
}
}
}
-
- /* Stop building this type on failure. */
- else
- {
- room_num[room_type] = 0;
- }
}
/* End loop if no room remain */
if (!remain) break;
}
-}
+ if (rooms_built < 1) return FALSE;
+ if (cheat_room)
+ {
+#ifdef JP
+ msg_format("Éô²°¿ô: %d", rooms_built);
+#else
+ msg_format("Number of Rooms: %d", rooms_built);
+#endif
+ }
+ return TRUE;
+}