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[hengband/hengband.git] / src / rooms.c
index 86435d2..2e8f338 100644 (file)
 
 
 /*
- * 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,
 };
 
 
@@ -48,12 +83,13 @@ static void place_locked_door(int y, int x)
        }
        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)
        {
@@ -63,20 +99,34 @@ static void place_secret_door(int y, int x)
        {
                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);
        }
 }
 
@@ -106,10 +156,10 @@ static void build_small_room(int x0, int y0)
        /* 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 */
@@ -201,92 +251,212 @@ static void check_room_boundary(int x1, int y1, int x2, int y2)
 
 
 /*
- * 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.
  *
@@ -311,7 +481,7 @@ static bool room_alloc(int x, int y, bool crowded, int by0, int bx0, int *xx, in
 /*
  * 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;
@@ -320,6 +490,9 @@ static void build_type1(int by0, int bx0)
 
        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);
@@ -329,8 +502,21 @@ static void build_type1(int by0, int bx0)
        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));
@@ -372,6 +558,30 @@ static void build_type1(int by0, int bx0)
        }
 
 
+       /* 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))
        {
@@ -425,12 +635,16 @@ static void build_type1(int by0, int bx0)
        /* 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 */
@@ -443,6 +657,7 @@ static void build_type1(int by0, int bx0)
                        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 */
@@ -451,14 +666,17 @@ static void build_type1(int by0, int bx0)
                }
 
                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;
@@ -466,9 +684,8 @@ static void build_type2(int by0, int bx0)
        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));
@@ -564,6 +781,8 @@ static void build_type2(int by0, int bx0)
                        place_floor_grid(c_ptr);
                }
        }
+
+       return TRUE;
 }
 
 
@@ -580,7 +799,7 @@ static void build_type2(int by0, int bx0)
  * 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;
@@ -590,8 +809,9 @@ static void build_type3(int by0, int bx0)
        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));
@@ -738,10 +958,10 @@ static void build_type3(int by0, int bx0)
                        /* 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 */
@@ -785,10 +1005,14 @@ static void build_type3(int by0, int bx0)
                                /* 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);
                                }
                        }
 
@@ -817,6 +1041,8 @@ static void build_type3(int by0, int bx0)
                        break;
                }
        }
+
+       return TRUE;
 }
 
 
@@ -830,7 +1056,7 @@ static void build_type3(int by0, int bx0)
  *     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;
@@ -838,8 +1064,8 @@ static void build_type4(int by0, int bx0)
        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));
@@ -911,10 +1137,10 @@ static void build_type4(int by0, int bx0)
                        /* 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 */
@@ -929,10 +1155,10 @@ static void build_type4(int by0, int bx0)
                        /* 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 */
@@ -982,10 +1208,10 @@ static void build_type4(int by0, int bx0)
                        /* 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 */
@@ -1020,6 +1246,10 @@ static void build_type4(int by0, int bx0)
                        /* 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++)
                                {
@@ -1036,8 +1266,8 @@ static void build_type4(int by0, int bx0)
                                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));
@@ -1057,10 +1287,10 @@ static void build_type4(int by0, int bx0)
                        /* 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) */
@@ -1093,6 +1323,10 @@ static void build_type4(int by0, int bx0)
                /* 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++)
                        {
@@ -1109,18 +1343,18 @@ static void build_type4(int by0, int bx0)
                        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 */
@@ -1135,6 +1369,8 @@ static void build_type4(int by0, int bx0)
                        break;
                }
        }
+
+       return TRUE;
 }
 
 
@@ -1155,10 +1391,10 @@ static void build_type4(int by0, int bx0)
  * 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))
 
 
@@ -1192,13 +1428,13 @@ static bool vault_aux_jelly(int r_idx)
        /* 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);
@@ -1284,7 +1520,7 @@ static bool vault_aux_kennel(int r_idx)
        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);
@@ -1300,9 +1536,9 @@ static bool vault_aux_mimic(int r_idx)
 
        /* 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);
@@ -1330,7 +1566,7 @@ static bool vault_aux_symbol_e(int r_idx)
        /* 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);
 
@@ -1352,7 +1588,7 @@ static bool vault_aux_symbol_g(int r_idx)
        /* 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);
 
@@ -1463,7 +1699,7 @@ static bool vault_aux_demon(int r_idx)
        /* 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);
@@ -1483,7 +1719,7 @@ static bool vault_aux_cthulhu(int r_idx)
        /* 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);
@@ -1688,9 +1924,6 @@ static int pick_vault_type(vault_aux_type *l_ptr, s16b allow_flag_mask)
        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
@@ -1917,42 +2150,69 @@ static void ang_sort_swap_nest_mon_info(vptr u, vptr v, int a, int b)
  * "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;
@@ -2017,50 +2277,13 @@ static void build_type5(int by0, int bx0, bool pit)
                }
        }
 
-
        /* 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 */
@@ -2074,15 +2297,6 @@ static void build_type5(int by0, int bx0, bool pit)
 #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++)
        {
@@ -2118,6 +2332,8 @@ static void build_type5(int by0, int bx0, bool pit)
                        msg_print(r_name + r_info[nest_mon_info[i].r_idx].name);
                }
        }
+
+       return TRUE;
 }
 
 
@@ -2153,43 +2369,69 @@ static void build_type5(int by0, int bx0, bool pit)
  * "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;
@@ -2255,45 +2497,10 @@ static void build_type6(int by0, int bx0, bool nest)
        /* 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 */
@@ -2342,17 +2549,8 @@ static void build_type6(int by0, int bx0, bool nest)
                }
        }
 
-       /* 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);
@@ -2399,6 +2597,8 @@ static void build_type6(int by0, int bx0, bool nest)
 
        /* Center monster */
        place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE);
+
+       return TRUE;
 }
 
 
@@ -2417,7 +2617,7 @@ static void coord_trans(int *x, int *y, int xoffset, int yoffset, int transno)
         * 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;
@@ -2463,7 +2663,7 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
                        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;
@@ -2504,11 +2704,21 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
                                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 */
@@ -2525,7 +2735,18 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
 
                                /* 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 */
@@ -2535,43 +2756,43 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
 
                                /* 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':
                                /* Reward for Pattern walk */
                                object_level = base_level + 12;
-                               place_object(y, x, AM_GOOD);
+                               place_object(y, x, AM_GOOD | AM_GREAT);
                                object_level = base_level;
                                break;
                        }
@@ -2592,7 +2813,7 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
                        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;
@@ -2680,20 +2901,18 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
 /*
  * 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)];
 
@@ -2702,7 +2921,18 @@ static void build_type7(int by0, int bx0)
        }
 
        /* 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);
@@ -2711,6 +2941,13 @@ static void build_type7(int by0, int bx0)
        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)
@@ -2731,64 +2968,43 @@ static void build_type7(int by0, int bx0)
                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)];
 
@@ -2797,7 +3013,18 @@ static void build_type8(int by0, int bx0)
        }
 
        /* 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);
@@ -2806,6 +3033,13 @@ static void build_type8(int by0, int bx0)
        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)
@@ -2832,43 +3066,25 @@ static void build_type8(int by0, int bx0)
         * 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;
 }
 
 /*
@@ -2960,7 +3176,7 @@ static void store_height(int x, int y, int val)
 * 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_.
  */
 
 
@@ -3014,10 +3230,10 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
        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
@@ -3033,8 +3249,8 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
        {
                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);
                }
@@ -3066,11 +3282,11 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
                xhstep /= 2;
                ystep = yhstep;
                yhstep /= 2;
-               
+
                /* cache well used values */
                xstep2 = xstep / 256;
                ystep2 = ystep / 256;
-               
+
                xhstep2 = xhstep / 256;
                yhstep2 = yhstep / 256;
 
@@ -3082,10 +3298,10 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
                                /* 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 */
@@ -3112,9 +3328,9 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
                                /* 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)
                                        {
@@ -3141,10 +3357,10 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
                                /* 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 */
@@ -3156,12 +3372,12 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
                                                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
@@ -3230,6 +3446,7 @@ static bool hack_isnt_wall(int y, int x, int c1, int c2, int c3, int feat1, int
                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;
                }
@@ -3334,7 +3551,6 @@ static void cave_fill(byte y, byte x)
 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;
@@ -3506,7 +3722,7 @@ static bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, b
         * 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.
@@ -3519,7 +3735,7 @@ static bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, b
 /*
  * 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;
 
@@ -3529,8 +3745,23 @@ static void build_type9(int by0, int bx0)
        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;
@@ -3558,6 +3789,8 @@ static void build_type9(int by0, int bx0)
                /* Convert to normal format + clean up */
                done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
        }
+
+       return TRUE;
 }
 
 #ifdef ALLOW_CAVERNS_AND_LAKES
@@ -3613,40 +3846,40 @@ static bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2,
        /* 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 */
@@ -3733,9 +3966,8 @@ static bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2,
                        /* 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;
                        }
@@ -3756,7 +3988,7 @@ void build_lake(int type)
        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;
@@ -3824,7 +4056,7 @@ static void add_door(int x, int y)
            (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);
@@ -3844,7 +4076,7 @@ static void add_door(int x, int y)
            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);
@@ -3881,8 +4113,7 @@ static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
 
                         /* 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)
@@ -4481,7 +4712,7 @@ void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
  * 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;
@@ -4506,7 +4737,7 @@ static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
 
                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++)
@@ -4515,7 +4746,7 @@ static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
 
                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++)
@@ -4524,7 +4755,7 @@ static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
 
                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++)
@@ -4533,17 +4764,19 @@ static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
 
                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);
                }
        }
 
@@ -4578,15 +4811,15 @@ static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
        {
                /* 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 */
@@ -4850,19 +5083,24 @@ static void build_castle_vault(int x0, int y0, int xsize, int ysize)
  * 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))
        {
@@ -4874,7 +5112,7 @@ static void add_outer_wall(int x, int y, int light,
                                         (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;
                                }
                        }
                }
@@ -4883,12 +5121,12 @@ static void add_outer_wall(int x, int y, int light,
        {
                /* 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;
        }
 }
 
@@ -5069,22 +5307,22 @@ static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz)
        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)
@@ -5138,7 +5376,7 @@ static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz)
 /*
  * Random vaults
  */
-static void build_type10(int by0, int bx0)
+static bool build_type10(void)
 {
        int y0, x0, xsize, ysize, vtype;
 
@@ -5147,24 +5385,24 @@ static void build_type10(int by0, int bx0)
        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)
@@ -5183,8 +5421,10 @@ static void build_type10(int by0, int bx0)
                /* I know how to add a few more... give me some time. */
 
                /* Paranoia */
-               default: return;
+               default: return FALSE;
        }
+
+       return TRUE;
 }
 
 
@@ -5195,7 +5435,7 @@ static void build_type10(int by0, int bx0)
  *
  * 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;
@@ -5205,8 +5445,8 @@ static void build_type11(int by0, int bx0)
 
        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++)
@@ -5228,6 +5468,8 @@ static void build_type11(int by0, int bx0)
 
        /* 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;
 }
 
 
@@ -5238,8 +5480,8 @@ static void build_type11(int by0, int bx0)
  *
  * 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;
@@ -5256,8 +5498,8 @@ static void build_type12(int by0, int bx0)
 
        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++)
@@ -5322,6 +5564,8 @@ static void build_type12(int by0, int bx0)
                /* Traps naturally */
                vault_traps(y0, x0, 4, 4, randint0(3) + 2);
        }
+
+       return TRUE;
 }
 
 
@@ -5344,7 +5588,7 @@ static bool vault_aux_trapped_pit(int r_idx)
 
 
 /*
- * 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
@@ -5383,11 +5627,11 @@ static bool vault_aux_trapped_pit(int r_idx)
  * "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},
@@ -5423,7 +5667,7 @@ static void build_type13(int by0, int bx0)
 
        int what[16];
 
-       int align = 0;
+       monster_type align;
 
        cave_type *c_ptr;
 
@@ -5431,19 +5675,53 @@ static void build_type13(int by0, int bx0)
        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;
@@ -5542,41 +5820,7 @@ static void build_type13(int by0, int bx0)
 
        /* 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++)
@@ -5624,22 +5868,14 @@ static void build_type13(int by0, int bx0)
                }
        }
 
-       /* 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;
 }
 
 
@@ -5648,7 +5884,7 @@ static void build_type13(int by0, int bx0)
  *
  * 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;
@@ -5656,7 +5892,7 @@ static void build_type14(int by0, int bx0)
        bool light;
 
        cave_type *c_ptr;
-       byte trap;
+       s16b trap;
 
        /* Pick a room size */
        y1 = randint1(4);
@@ -5667,8 +5903,8 @@ static void build_type14(int by0, int bx0)
        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));
@@ -5710,9 +5946,9 @@ static void build_type14(int by0, int bx0)
        }
 
        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)];
@@ -5728,6 +5964,301 @@ static void build_type14(int by0, int bx0)
                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;
 }
 
 
@@ -5737,36 +6268,239 @@ static void build_type14(int by0, int bx0)
  * 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;