/*
- * Array of minimum room depths
+ * [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.
*/
-static s16b roomdep[] =
+static room_info_type room_info_normal[ROOM_T_MAX] =
{
- 0, /* 0 = Nothing */
- 1, /* 1 = Simple (33x11) */
- 1, /* 2 = Overlapping (33x11) */
- 3, /* 3 = Crossed (33x11) */
- 3, /* 4 = Large (33x11) */
- 10, /* 5 = Monster nest (33x11) */
- 10, /* 6 = Monster pit (33x11) */
- 10, /* 7 = Lesser vault (33x22) */
- 20, /* 8 = Greater vault (66x44) */
- 5, /* 9 = Fractal cave (42x24) */
- 10, /* 10 = Random vault (44x22) */
- 3, /* 11 = Circular rooms (22x22) */
- 10, /* 12 = Crypts (22x22) */
- 20, /* 13 = Trapped monster pit */
- 20, /* 14 = Piranha/Armageddon trap room */
+ /* Depth */
+ /* 0 10 20 30 40 50 60 70 80 90 100 min limit */
+
+ {{999,900,800,700,600,500,400,300,200,100, 0}, 0}, /*NORMAL */
+ {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 1}, /*OVERLAP */
+ {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*CROSS */
+ {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*INNER_F */
+ {{ 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, 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, 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 */
+};
+
+
+/* Build rooms in descending order of difficulty. */
+static byte room_build_order[ROOM_T_MAX] = {
+ ROOM_T_GREATER_VAULT,
+ 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_OVERLAP,
+ ROOM_T_CROSS,
+ ROOM_T_FRACAVE,
+ ROOM_T_NORMAL,
};
}
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 (!(c_ptr->mimic & 0x20))
+ 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 */
/*
- * This function is used to allocate the space needed by a room in the room_map
- * array.
- * x, y represent the size of the room (0...x-1) by (0...y-1).
- * crowded is used to denote a monset nest.
- * by0, bx0 are the positions in the room_map array given to the build_type'x'
- * function.
- * xx, yy are the returned center of the allocated room in coordinates for
- * cave.feat and cave.info etc.
+ * Helper function for find_space().
+ *
+ * Is this a good location?
*/
-static bool room_alloc(int x, int y, bool crowded, int by0, int bx0, int *xx, int *yy)
+static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int block_x)
{
- int temp, bx1, bx2, by1, by2, by, bx;
+ int by1, bx1, by2, bx2, by, bx;
+
+ /* Itty-bitty rooms must shift about within their rectangle */
+ if (blocks_wide < 3)
+ {
+ if ((blocks_wide == 2) && (block_x % 3) == 2)
+ return FALSE;
+ }
+
+ /* Rooms with width divisible by 3 must be fitted to a rectangle. */
+ else if ((blocks_wide % 3) == 0)
+ {
+ /* Must be aligned to the left edge of a 11x33 rectangle. */
+ if ((block_x % 3) != 0)
+ return FALSE;
+ }
+
+ /*
+ * Big rooms that do not have a width divisible by 3 must be
+ * aligned towards the edge of the dungeon closest to them.
+ */
+ else
+ {
+ /* Shift towards left edge of dungeon. */
+ if (block_x + (blocks_wide / 2) <= dun->col_rooms / 2)
+ {
+ if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
+ return FALSE;
+ if ((block_x % 3) == 1)
+ return FALSE;
+ }
- /* Calculate number of room_map squares to allocate */
+ /* Shift toward right edge of dungeon. */
+ else
+ {
+ if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
+ return FALSE;
+ if ((block_x % 3) == 1)
+ return FALSE;
+ }
+ }
- /* temp is total number along width */
- temp = ((x - 1) / BLOCK_WID) + 1;
+ /* Extract blocks */
+ by1 = block_y + 0;
+ bx1 = block_x + 0;
+ by2 = block_y + blocks_high;
+ bx2 = block_x + blocks_wide;
+
+ /* Never run off the screen */
+ if ((by1 < 0) || (by2 > dun->row_rooms)) return FALSE;
+ if ((bx1 < 0) || (bx2 > dun->col_rooms)) return FALSE;
+
+ /* Verify available space */
+ for (by = by1; by < by2; by++)
+ {
+ for (bx = bx1; bx < bx2; bx++)
+ {
+ if (dun->room_map[by][bx])
+ {
+ return FALSE;
+ }
+ }
+ }
- /* bx2 = ending block */
- bx2 = temp / 2 + bx0;
+ /* This location is okay */
+ return TRUE;
+}
- /* bx1 = starting block (Note: rounding taken care of here.) */
- bx1 = bx2 + 1 - temp;
- /* temp is total number along height */
- temp = ((y - 1) / BLOCK_HGT) + 1;
+/*
+ * 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)
+{
+ int candidates, pick;
+ int by, bx, by1, bx1, by2, bx2;
+ int block_y = 0, block_x = 0;
- /* by2 = ending block */
- by2 = temp / 2 + by0;
- /* by1 = starting block */
- by1 = by2 + 1 - temp;
+ /* Find out how many blocks we need. */
+ int blocks_high = 1 + ((height - 1) / BLOCK_HGT);
+ int blocks_wide = 1 + ((width - 1) / BLOCK_WID);
+ /* There are no way to allocate such huge space */
+ if (dun->row_rooms < blocks_high) return FALSE;
+ if (dun->col_rooms < blocks_wide) return FALSE;
- /* Never run off the screen */
- if ((by1 < 0) || (by2 >= dun->row_rooms)) return (FALSE);
- if ((bx1 < 0) || (bx2 >= dun->col_rooms)) return (FALSE);
+ /* Initiallize */
+ candidates = 0;
- /* Verify open space */
- for (by = by1; by <= by2; by++)
+ /* Count the number of valid places */
+ for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
{
- for (bx = bx1; bx <= bx2; bx++)
+ for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
{
- if (dun->room_map[by][bx]) return (FALSE);
+ if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
+ {
+ /* Find a valid place */
+ candidates++;
+ }
}
}
- /* It is *extremely* important that the following calculation */
- /* be *exactly* correct to prevent memory errors XXX XXX XXX */
+ /* No place! */
+ if (!candidates)
+ {
+ return FALSE;
+ }
+
+ /* Normal dungeon */
+ if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
+ {
+ /* Choose a random one */
+ pick = randint1(candidates);
+ }
- /* Acquire the location of the room */
- *yy = ((by1 + by2 + 1) * BLOCK_HGT) / 2;
- *xx = ((bx1 + bx2 + 1) * BLOCK_WID) / 2;
+ /* 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--)
+ {
+ 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))
+ {
+ pick--;
+
+ /* This one is picked? */
+ if (!pick) break;
+ }
+ }
+
+ if (!pick) break;
+ }
+
+ /* Extract blocks */
+ by1 = block_y + 0;
+ bx1 = block_x + 0;
+ by2 = block_y + blocks_high;
+ bx2 = block_x + blocks_wide;
+
+ /*
+ * It is *extremely* important that the following calculation
+ * be *exactly* correct to prevent memory errors
+ */
+ /* Acquire the location of the room */
+ (*y) = ((by1 + by2) * BLOCK_HGT) / 2;
+ (*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
/* Save the room location */
if (dun->cent_n < CENT_MAX)
{
- dun->cent[dun->cent_n].y = *yy;
- dun->cent[dun->cent_n].x = *xx;
+ dun->cent[dun->cent_n].y = *y;
+ dun->cent[dun->cent_n].x = *x;
dun->cent_n++;
}
- /* Reserve some blocks */
- for (by = by1; by <= by2; by++)
+ /* Reserve some blocks. */
+ for (by = by1; by < by2; by++)
{
- for (bx = bx1; bx <= bx2; bx++)
+ for (bx = bx1; bx < bx2; bx++)
{
dun->room_map[by][bx] = TRUE;
}
}
- /* Count "crowded" rooms */
- if (crowded) dun->crowded++;
/*
* Hack- See if room will cut off a cavern.
- * If so, fix by tunneling outside the room in such a way as to connect the caves.
+ *
+ * If so, fix by tunneling outside the room in such a
+ * way as to connect the caves.
*/
- check_room_boundary(*xx - x / 2 - 1, *yy - y / 2 - 1,
- *xx + (x - 1) / 2 + 1, *yy + (y - 1) / 2 + 1);
+ check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
- /* Success */
- return (TRUE);
+
+ /* Success. */
+ return TRUE;
}
+
+
/*
* Room building routines.
*
/*
* Type 1 -- normal rectangular rooms
*/
-static void build_type1(int by0, int bx0)
+static bool build_type1(void)
{
int y, x, y2, x2, yval, xval;
int y1, x1, xsize, ysize;
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);
xsize = x1 + x2 + 1;
ysize = y1 + y2 + 1;
- /* Try to allocate space for room. If fails, exit */
- if (!room_alloc(xsize + 2, ysize + 2, FALSE, by0, bx0, &xval, &yval)) return;
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, ysize + 2, xsize + 2))
+ {
+ /* Limit to the minimum room size, and retry */
+ y1 = 1;
+ x1 = 1;
+ y2 = 1;
+ x2 = 1;
+
+ xsize = x1 + x2 + 1;
+ ysize = y1 + y2 + 1;
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
+ }
/* Choose lite or dark */
light = ((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;
}
/*
* Type 2 -- Overlapping rectangular rooms
*/
-static void build_type2(int by0, int bx0)
+static bool build_type2(void)
{
int y, x, xval, yval;
int y1a, x1a, y2a, x2a;
bool light;
cave_type *c_ptr;
-
- /* Try to allocate space for room. If fails, exit */
- if (!room_alloc(25, 11, FALSE, by0, bx0, &xval, &yval)) return;
+ /* 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));
place_floor_grid(c_ptr);
}
}
+
+ return TRUE;
}
* 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 void build_type3(int by0, int bx0)
+static bool build_type3(void)
{
int y, x, dy, dx, wy, wx;
int y1a, x1a, y2a, x2a;
cave_type *c_ptr;
- /* Try to allocate space for room. */
- if (!room_alloc(25, 11, FALSE, by0, bx0, &xval, &yval)) return;
+ /* 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));
/* 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);
}
}
break;
}
}
+
+ return TRUE;
}
* 4 - Inner room has a maze
* 5 - A set of four inner rooms
*/
-static void build_type4(int by0, int bx0)
+static bool build_type4(void)
{
int y, x, y1, x1;
int y2, x2, tmp, yval, xval;
cave_type *c_ptr;
- /* Try to allocate space for room. */
- if (!room_alloc(25, 11, FALSE, by0, bx0, &xval, &yval)) return;
+ /* 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));
/* 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 */
break;
}
}
+
+ return TRUE;
}
* Line 3 -- forbid aquatic monsters
*/
#define vault_monster_okay(I) \
- (monster_dungeon(I) && \
+ (mon_hook_dungeon(I) && \
!(r_info[I].flags1 & RF1_UNIQUE) && \
!(r_info[I].flags7 & RF7_UNIQUE2) && \
- !(r_info[I].flags3 & RF3_RES_ALL) && \
+ !(r_info[I].flagsr & RFR_RES_ALL) && \
!(r_info[I].flags7 & RF7_AQUATIC))
/* Validate the monster */
if (!vault_monster_okay(r_idx)) return (FALSE);
- if (r_ptr->flags2 & (RF2_KILL_BODY)) 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);
+ 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);
/* Validate the monster */
if (!vault_monster_okay(r_idx)) return (FALSE);
- if (r_ptr->flags2 & (RF2_KILL_BODY)) 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);
/* Validate the monster */
if (!vault_monster_okay(r_idx)) return (FALSE);
- if (r_ptr->flags2 & (RF2_KILL_BODY)) 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);
/* Validate the monster */
if (!vault_monster_okay(r_idx)) return (FALSE);
- if (r_ptr->flags2 & (RF2_KILL_BODY)) 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);
/* Validate the monster */
if (!vault_monster_okay(r_idx)) return (FALSE);
- if (r_ptr->flags2 & (RF2_KILL_BODY)) 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);
return n_ptr->name ? count : -1;
}
-static void build_type6(int by0, int bx0, bool nest);
-static void build_type5(int by0, int bx0, bool nest);
-
static vault_aux_type nest_types[] =
{
#ifdef JP
* "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.
*/
-static void build_type5(int by0, int bx0, bool pit)
+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];
- int align = 0;
+ 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;
- /* Try to allocate space for room. */
- if (!room_alloc(25, 11, TRUE, by0, bx0, &xval, &yval)) return;
-
/* No type available */
- if (cur_nest_type < 0)
- {
- if (pit) return;
- else
- {
- build_type6(by0, bx0, TRUE);
- return;
- }
- }
+ 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);
-
- /* Pick some monster types */
- for (i = 0; i < NUM_NEST_MON_TYPE; i++)
- {
- int r_idx = 0, attempts = 100;
-
- while (attempts--)
- {
- /* Get a (hard) monster type */
- r_idx = get_mon_num(dun_level + 10);
-
- /* Decline incorrect alignment */
- if (((align < 0) && (r_info[r_idx].flags3 & RF3_GOOD)) ||
- ((align > 0) && (r_info[r_idx].flags3 & RF3_EVIL)))
- {
- continue;
- }
-
- /* Accept this monster */
- break;
- }
-
- /* Notice failure */
- if (!r_idx || !attempts) return;
-
- /* Note the alignment */
- if (r_info[r_idx].flags3 & RF3_GOOD) align++;
- else if (r_info[r_idx].flags3 & RF3_EVIL) align--;
-
- 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++)
{
msg_print(r_name + r_info[nest_mon_info[i].r_idx].name);
}
}
+
+ return TRUE;
}
* "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.
*/
-static void build_type6(int by0, int bx0, bool nest)
+static bool build_type6(void)
{
int y, x, y1, x1, y2, x2, xval, yval;
int i, j;
int what[16];
- int align = 0;
+ 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;
- /* Try to allocate space for room. */
- if (!room_alloc(25, 11, TRUE, by0, bx0, &xval, &yval)) return;
-
/* No type available */
- if (cur_pit_type < 0)
- {
- if (nest) return;
- else
- {
- build_type5(by0, bx0, TRUE);
- return;
- }
- }
+ 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);
-
- /* Pick some monster types */
- for (i = 0; i < 16; i++)
- {
- int r_idx = 0, attempts = 100;
-
- while (attempts--)
- {
- /* Get a (hard) monster type */
- r_idx = get_mon_num(dun_level + 10);
-
- /* Decline incorrect alignment */
- if (((align < 0) && (r_info[r_idx].flags3 & RF3_GOOD)) ||
- ((align > 0) && (r_info[r_idx].flags3 & RF3_EVIL)))
- {
- continue;
- }
-
- /* Accept this monster */
- break;
- }
-
- /* Notice failure */
- if (!r_idx || !attempts) return;
-
- /* Note the alignment */
- if (r_info[r_idx].flags3 & RF3_GOOD) align++;
- else if (r_info[r_idx].flags3 & RF3_EVIL) align--;
-
- 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++)
+ /* 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);
/* Center monster */
place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE);
+
+ return TRUE;
}
* be expressed simply in terms of swapping and inverting the
* x and y coordinates.
*/
- for (i = 0; i <= transno % 4; i++)
+ for (i = 0; i < transno % 4; i++)
{
/* rotate by 90 degrees */
temp = *x;
coord_trans(&i, &j, xoffset, yoffset, transno);
/* Extract the location */
- if (transno%2)
+ if (transno % 2 == 0)
{
/* no swap of x/y */
x = xval - (xmax / 2) + i;
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':
coord_trans(&i, &j, xoffset, yoffset, transno);
/* Extract the location */
- if (transno % 2)
+ if (transno % 2 == 0)
{
/* no swap of x/y */
x = xval - (xmax / 2) + i;
/*
* Type 7 -- simple vaults (see "v_info.txt")
*/
-static void build_type7(int by0, int bx0)
+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;
+ 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);
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)
yoffset = 0;
}
- /* Try to allocate space for room. */
- if (!room_alloc(abs(x), abs(y), FALSE, by0, bx0, &xval, &yval)) return;
-
- 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;
- }
-
+ /* 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 */
- 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("¾®¤µ¤ÊÃϲ¼¼¼(%s)", v_name + v_ptr->name);
+#else
+ if (cheat_room) msg_format("Lesser vault (%s)", v_name + v_ptr->name);
+#endif
/* 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 void build_type8(int by0, int bx0)
+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;
+ 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);
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)
* Hack -- Prepare a bit larger space (+2, +2) to
* prevent generation of vaults with no-entrance.
*/
- if (!room_alloc(abs(x) + 2, abs(y) + 2, FALSE, by0, bx0, &xval, &yval)) return;
-
- 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;
- }
-
+ /* 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 */
- 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,
v_text + v_ptr->text, xoffset, yoffset, transno);
+
+ return TRUE;
}
/*
* 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.
/*
* Driver routine to create fractal cave system
*/
-static void build_type9(int by0, int bx0)
+static bool build_type9(void)
{
int grd, roug, cutoff, xsize, ysize, y0, x0;
xsize = randint1(22) * 2 + 6;
ysize = randint1(15) * 2 + 6;
- /* Try to allocate space for room. If fails, exit */
- if (!room_alloc(xsize + 1, ysize + 1, FALSE, by0, bx0, &x0, &y0)) return;
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ 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;
/* Convert to normal format + clean up */
done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
}
+
+ return TRUE;
}
#ifdef ALLOW_CAVERNS_AND_LAKES
/* Get features based on type */
switch (type)
{
- case GEN_LAKE_TYPE_LAVA: /* Lava */
- feat1 = FEAT_DEEP_LAVA;
- feat2 = FEAT_SHAL_LAVA;
+ case LAKE_T_LAVA: /* Lava */
+ feat1 = feat_deep_lava;
+ feat2 = feat_shallow_lava;
feat3 = floor_type[randint0(100)];
break;
- case GEN_LAKE_TYPE_WATER: /* Water */
- feat1 = FEAT_DEEP_WATER;
- feat2 = FEAT_SHAL_WATER;
+ case LAKE_T_WATER: /* Water */
+ feat1 = feat_deep_water;
+ feat2 = feat_shallow_water;
feat3 = floor_type[randint0(100)];
break;
- case GEN_LAKE_TYPE_CAVE: /* Collapsed cave */
+ case LAKE_T_CAVE: /* Collapsed cave */
feat1 = floor_type[randint0(100)];
feat2 = floor_type[randint0(100)];
- feat3 = FEAT_RUBBLE;
+ feat3 = feat_rubble;
break;
- case GEN_LAKE_TYPE_EARTH_VAULT: /* Earth vault */
- feat1 = FEAT_RUBBLE;
+ case LAKE_T_EARTH_VAULT: /* Earth vault */
+ feat1 = feat_rubble;
feat2 = floor_type[randint0(100)];
- feat3 = FEAT_RUBBLE;
+ feat3 = feat_rubble;
break;
- case GEN_LAKE_TYPE_AIR_VAULT: /* Air vault */
- feat1 = FEAT_GRASS;
- feat2 = FEAT_TREES;
- feat3 = FEAT_GRASS;
+ case LAKE_T_AIR_VAULT: /* Air vault */
+ feat1 = feat_grass;
+ feat2 = feat_tree;
+ feat3 = feat_grass;
break;
- case GEN_LAKE_TYPE_WATER_VAULT: /* Water vault */
- feat1 = FEAT_SHAL_WATER;
- feat2 = FEAT_DEEP_WATER;
- feat3 = FEAT_SHAL_WATER;
+ case LAKE_T_WATER_VAULT: /* Water vault */
+ feat1 = feat_shallow_water;
+ feat2 = feat_deep_water;
+ feat3 = feat_shallow_water;
break;
- case GEN_LAKE_TYPE_FIRE_VAULT: /* Fire Vault */
- feat1 = FEAT_SHAL_LAVA;
- feat2 = FEAT_DEEP_LAVA;
- feat3 = FEAT_SHAL_LAVA;
+ case LAKE_T_FIRE_VAULT: /* Fire Vault */
+ 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;
}
int c1, c2, c3;
/* paranoia - exit if lake type out of range. */
- if ((type < GEN_LAKE_TYPE_LAVA) || (type > GEN_LAKE_TYPE_FIRE_VAULT))
+ if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT))
{
msg_format("Invalid lake type (%d)", type);
return;
(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)
* a way to get in even if the vault abuts a side of the dungeon.
*/
static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
- {
+{
int dy, dx;
int y1, x1, y2, x2, y, x, total;
int m, n, num_vertices;
cave[y1-2][x].info |= (CAVE_ROOM | CAVE_ICKY);
- place_extra_noperm_bold(y1-2, x);
+ place_outer_noperm_bold(y1-2, x);
}
for (x = x1 - 2; x <= x2 + 2; x++)
cave[y2+2][x].info |= (CAVE_ROOM | CAVE_ICKY);
- place_extra_noperm_bold(y2+2, x);
+ place_outer_noperm_bold(y2+2, x);
}
for (y = y1 - 2; y <= y2 + 2; y++)
cave[y][x1-2].info |= (CAVE_ROOM | CAVE_ICKY);
- place_extra_noperm_bold(y, x1-2);
+ place_outer_noperm_bold(y, x1-2);
}
for (y = y1 - 2; y <= y2 + 2; y++)
cave[y][x2+2].info |= (CAVE_ROOM | CAVE_ICKY);
- place_extra_noperm_bold(y, x2+2);
+ place_outer_noperm_bold(y, x2+2);
}
for (y = y1 - 1; y <= y2 + 1; y++)
{
for (x = x1 - 1; x <= x2 + 1; x++)
{
- cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
+ cave_type *c_ptr = &cave[y][x];
+
+ c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
/* Permanent walls */
- cave[y][x].feat = FEAT_PERM_INNER;
+ place_inner_perm_grid(c_ptr);
}
}
{
/* left and right */
y = randint1(dy) + dy / 2;
- place_outer_noperm_bold(y1 + y, x1 - 1);
- place_outer_noperm_bold(y1 + y, x2 + 1);
+ place_inner_bold(y1 + y, x1 - 1);
+ place_inner_bold(y1 + y, x2 + 1);
}
else
{
/* top and bottom */
x = randint1(dx) + dx / 2;
- place_outer_noperm_bold(y1 - 1, x1 + x);
- place_outer_noperm_bold(y2 + 1, x1 + x);
+ place_inner_bold(y1 - 1, x1 + x);
+ place_inner_bold(y2 + 1, x1 + x);
}
/* Fill with monsters and treasure, highest difficulty */
* 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;
}
}
if (dun_level < 25)
{
/* Earth vault (Rubble) */
- type = GEN_LAKE_TYPE_EARTH_VAULT;
+ type = LAKE_T_EARTH_VAULT;
}
else if (dun_level < 50)
{
/* Air vault (Trees) */
- type = GEN_LAKE_TYPE_AIR_VAULT;
+ type = LAKE_T_AIR_VAULT;
}
else if (dun_level < 75)
{
/* Water vault (shallow water) */
- type = GEN_LAKE_TYPE_WATER_VAULT;
+ type = LAKE_T_WATER_VAULT;
}
else
{
/* Fire vault (shallow lava) */
- type = GEN_LAKE_TYPE_FIRE_VAULT;
+ type = LAKE_T_FIRE_VAULT;
}
while (!done)
/*
* Random vaults
*/
-static void build_type10(int by0, int bx0)
+static bool build_type10(void)
{
int y0, x0, xsize, ysize, vtype;
xsize = randint1(22) + 22;
ysize = randint1(11) + 11;
- /* Allocate in room_map. If will not fit, exit */
- if (!room_alloc(xsize + 1, ysize + 1, FALSE, by0, bx0, &x0, &y0)) return;
-
- /* 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;
- }
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
/* Select type of vault */
#ifdef ALLOW_CAVERNS_AND_LAKES
- 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)
/* I know how to add a few more... give me some time. */
/* Paranoia */
- default: return;
+ default: return FALSE;
}
+
+ return TRUE;
}
*
* When done fill from the inside to find the walls,
*/
-static void build_type11(int by0, int bx0)
+static bool build_type11(void)
{
int rad, x, y, x0, y0;
int light = FALSE;
rad = randint0(9);
- /* Allocate in room_map. If will not fit, exit */
- if (!room_alloc(rad * 2 + 1, rad * 2 + 1, FALSE, by0, bx0, &x0, &y0)) return;
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&y0, &x0, rad * 2 + 1, rad * 2 + 1)) return FALSE;
/* Make circular floor */
for (x = x0 - rad; x <= x0 + rad; x++)
/* Find visible outer walls and set to be FEAT_OUTER */
add_outer_wall(x0, y0, light, x0 - rad, y0 - rad, x0 + rad, y0 + rad);
+
+ return TRUE;
}
*
* When done fill from the inside to find the walls,
*/
-static void build_type12(int by0, int bx0)
- {
+static bool build_type12(void)
+{
int rad, x, y, x0, y0;
int light = FALSE;
bool emptyflag = TRUE;
rad = randint1(9);
- /* Allocate in room_map. If will not fit, exit */
- if (!room_alloc(rad * 2 + 3, rad * 2 + 3, FALSE, by0, bx0, &x0, &y0)) return;
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&y0, &x0, rad * 2 + 3, rad * 2 + 3)) return FALSE;
/* Make floor */
for (x = x0 - rad; x <= x0 + rad; x++)
/* Traps naturally */
vault_traps(y0, x0, 4, 4, randint0(3) + 2);
}
+
+ return TRUE;
}
/*
- * 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.
*/
-static void build_type13(int by0, int bx0)
+static bool build_type13(void)
{
static int placing[][3] = {
{-2, -9, 0}, {-2, -8, 0}, {-3, -7, 0}, {-3, -6, 0},
int what[16];
- int align = 0;
+ monster_type align;
cave_type *c_ptr;
vault_aux_type *n_ptr;
/* Only in Angband */
- if (dungeon_type != 1) return;
-
- /* Try to allocate space for room. */
- if (!room_alloc(25, 13, TRUE, by0, bx0, &xval, &yval)) return;
+ if (dungeon_type != DUNGEON_ANGBAND) return FALSE;
/* No type available */
- if (cur_pit_type < 0) return;
+ 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, 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);
-
- /* Pick some monster types */
- for (i = 0; i < 16; i++)
- {
- int r_idx = 0, attempts = 100;
-
- while (attempts--)
- {
- /* Get a (hard) monster type */
- r_idx = get_mon_num(dun_level + 0);
-
- /* Decline incorrect alignment */
- if (((align < 0) && (r_info[r_idx].flags3 & RF3_GOOD)) ||
- ((align > 0) && (r_info[r_idx].flags3 & RF3_EVIL)))
- {
- continue;
- }
-
- /* Accept this monster */
- break;
- }
-
- /* Notice failure */
- if (!r_idx || !attempts) return;
-
- /* Note the alignment */
- if (r_info[r_idx].flags3 & RF3_GOOD) align++;
- else if (r_info[r_idx].flags3 & RF3_EVIL) align--;
-
- 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];
x = xval + placing[i][1];
place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
}
+
+ return TRUE;
}
*
* A special trap is placed at center of the room
*/
-static void build_type14(int by0, int bx0)
+static bool build_type14(void)
{
int y, x, y2, x2, yval, xval;
int y1, x1, xsize, ysize;
bool light;
cave_type *c_ptr;
- byte trap;
+ s16b trap;
/* Pick a room size */
y1 = randint1(4);
xsize = x1 + x2 + 1;
ysize = y1 + y2 + 1;
- /* Try to allocate space for room. If fails, exit */
- if (!room_alloc(xsize + 2, ysize + 2, FALSE, by0, bx0, &xval, &yval)) return;
+ /* 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));
}
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)];
msg_format("Room of %s", f_name + f_info[trap].name);
#endif
}
+
+ return TRUE;
+}
+
+
+/*
+ * 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;
}
* 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 by0, int bx0, int typ)
+static bool room_build(int typ)
{
- /* Restrict level */
- if ((dun_level < roomdep[typ]) && !ironman_rooms) return FALSE;
-
- /* Restrict "crowded" rooms */
- if ((dun->crowded >= 2) && ((typ == ROOM_BUILD_TYPE_NEST) ||
- (typ == ROOM_BUILD_TYPE_PIT) || (typ == ROOM_BUILD_TYPE_TRAP_PIT))) return FALSE;
-
/* Build a room */
switch (typ)
{
/* Build an appropriate room */
- case ROOM_BUILD_TYPE_NORMAL: build_type1(by0, bx0); break;
- case ROOM_BUILD_TYPE_OVERLAP: build_type2(by0, bx0); break;
- case ROOM_BUILD_TYPE_CROSS: build_type3(by0, bx0); break;
- case ROOM_BUILD_TYPE_INNER_FEAT: build_type4(by0, bx0); break;
- case ROOM_BUILD_TYPE_NEST: build_type5(by0, bx0, FALSE); break;
- case ROOM_BUILD_TYPE_PIT: build_type6(by0, bx0, FALSE); break;
- case ROOM_BUILD_TYPE_LESSER_VAULT: build_type7(by0, bx0); break;
- case ROOM_BUILD_TYPE_GREATER_VAULT: build_type8(by0, bx0); break;
- case ROOM_BUILD_TYPE_FRACAVE: build_type9(by0, bx0); break;
- case ROOM_BUILD_TYPE_RANDOM_VAULT: build_type10(by0, bx0); break;
- case ROOM_BUILD_TYPE_OVAL: build_type11(by0, bx0); break;
- case ROOM_BUILD_TYPE_CRYPT: build_type12(by0, bx0); break;
- case ROOM_BUILD_TYPE_TRAP_PIT: build_type13(by0, bx0); break;
- case ROOM_BUILD_TYPE_TRAP: build_type14(by0, bx0); break;
+ 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();
+ }
/* Paranoia */
- default: return FALSE;
+ return FALSE;
+}
+
+
+#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.
+ */
+bool generate_rooms(void)
+{
+ int i;
+ bool remain;
+ int crowded = 0;
+ int total_prob;
+ int prob_list[ROOM_T_MAX];
+ int rooms_built = 0;
+ 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];
+
+ /* Limit number of rooms */
+ int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
+
+ /* Assume normal cave */
+ room_info_type *room_info_ptr = room_info_normal;
+
+ /*
+ * Initialize probability list.
+ */
+ for (i = 0; i < ROOM_T_MAX; i++)
+ {
+ /* No rooms allowed above their minimum depth. */
+ if (dun_level < room_info_ptr[i].min_level)
+ {
+ prob_list[i] = 0;
+ }
+ else
+ {
+ prob_list[i] = room_info_ptr[i].prob[level_index];
+ }
+ }
+
+ /*
+ * XXX -- Various dungeon types and options.
+ */
+
+ /* 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++)
+ {
+ if (i == ROOM_T_GREATER_VAULT) prob_list[i] = 1;
+ else prob_list[i] = 0;
+ }
+ }
+
+ /* Forbidden vaults */
+ else if (d_info[dungeon_type].flags1 & DF1_NO_VAULT)
+ {
+ prob_list[ROOM_T_LESSER_VAULT] = 0;
+ prob_list[ROOM_T_GREATER_VAULT] = 0;
+ prob_list[ROOM_T_RANDOM_VAULT] = 0;
+ }
+
+
+ /* 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_CRYPT);
+ MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL);
+ }
+
+ /* 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 */
+ else if (dun->cavern || dun->empty_level)
+ {
+ 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,
+ * And calcurate total probability.
+ */
+ for (total_prob = 0, i = 0; i < ROOM_T_MAX; i++)
+ {
+ room_num[i] = 0;
+ total_prob += prob_list[i];
+ }
+
+ /*
+ * Prepare the number of rooms, of all types, we should build
+ * on this level.
+ */
+ for (i = dun_rooms; i > 0; i--)
+ {
+ int room_type;
+ int rand = randint0(total_prob);
+
+ /* Get room_type randomly */
+ for (room_type = 0; room_type < ROOM_T_MAX; room_type++)
+ {
+ if (rand < prob_list[room_type]) break;
+ else rand -= prob_list[room_type];
+ }
+
+ /* Paranoia */
+ if (room_type >= ROOM_T_MAX) room_type = ROOM_T_NORMAL;
+
+ /* Increase the number of rooms of that type we should build. */
+ room_num[room_type]++;
+
+ switch (room_type)
+ {
+ case ROOM_T_NEST:
+ case ROOM_T_PIT:
+ case ROOM_T_LESSER_VAULT:
+ case ROOM_T_TRAP_PIT:
+ case ROOM_T_GLASS:
+
+ /* Large room */
+ i -= 2;
+ break;
+
+ case ROOM_T_GREATER_VAULT:
+ case ROOM_T_RANDOM_VAULT:
+
+ /* Largest room */
+ i -= 3;
+ break;
+ }
+ }
+
+ /*
+ * Build each type of room one by one until we cannot build any more.
+ * [from SAngband (originally from OAngband)]
+ */
+ while (TRUE)
+ {
+ /* Assume no remaining rooms */
+ remain = FALSE;
+
+ for (i = 0; i < ROOM_T_MAX; i++)
+ {
+ /* What type of room are we building now? */
+ int room_type = room_build_order[i];
+
+ /* Go next if none available */
+ if (!room_num[room_type]) continue;
+
+ /* Use up one unit */
+ room_num[room_type]--;
+
+ /* Build the room. */
+ if (room_build(room_type))
+ {
+ /* Increase the room built count. */
+ rooms_built++;
+
+ /* Mark as there was some remaining rooms */
+ remain = TRUE;
+
+ switch (room_type)
+ {
+ case ROOM_T_PIT:
+ case ROOM_T_NEST:
+ case ROOM_T_TRAP_PIT:
+
+ /* Avoid too many monsters */
+ if (++crowded >= 2)
+ {
+ room_num[ROOM_T_PIT] = 0;
+ room_num[ROOM_T_NEST] = 0;
+ room_num[ROOM_T_TRAP_PIT] = 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;