#include "grid.h"
#include "rooms.h"
+#include "rooms-city.h"
+#include "rooms-fractal.h"
+#include "rooms-normal.h"
+#include "rooms-pitnest.h"
+#include "rooms-special.h"
+#include "rooms-trap.h"
+#include "rooms-vault.h"
+
+#include "trap.h"
+
+#include "monster.h"
+
/*!
* 各部屋タイプの生成比定義
* appear above their minimum depth. Tiny levels will not have space\n
* for all the rooms you ask for.\n
*/
+
+#if 1
+
static room_info_type room_info_normal[ROOM_T_MAX] =
{
/* 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 */
{{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP */
{{ 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2}, 40}, /*GLASS */
{{ 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3}, 1}, /*ARCADE */
+ {{ 1, 8, 16, 24, 32, 40, 48, 56, 64, 72, 80}, 1}, /*FIX */
+};
+
+#endif
+
+#if 0
+static room_info_type room_info_normal[ROOM_T_MAX] =
+{
+/*デバッグ用配列*/
+{ {999, 900, 800, 700, 600, 500, 400, 300, 200, 100, 0}, 0}, /*NORMAL */
+{ { 1, 10, 20, 30, 40, 50, 60, 70, 80, 90, 0}, 1 }, /*OVERLAP */
+{ { 1, 10, 20, 30, 40, 50, 60, 70, 80, 90, 0}, 3 }, /*CROSS */
+{ { 1, 10, 20, 30, 40, 50, 60, 70, 80, 90, 0}, 3 }, /*INNER_F */
+{ { 0, 1, 1, 1, 2, 3, 5, 6, 8, 10, 0}, 10 }, /*NEST */
+{ { 0, 1, 1, 2, 3, 4, 6, 8, 10, 13, 0}, 10 }, /*PIT */
+{ { 0, 1, 1, 1, 2, 2, 3, 5, 6, 8, 0}, 10 }, /*LESSER_V */
+{ { 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 0}, 20 }, /*GREATER_V*/
+{ { 0,100,200,300,400,500,600,700,800,900, 0}, 10 }, /*FRACAVE */
+{ { 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0}, 10 }, /*RANDOM_V */
+{ { 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 0}, 3 }, /*OVAL */
+{ { 1, 6, 12, 18, 24, 30, 36, 42, 48, 54, 0}, 10 }, /*CRYPT */
+{ { 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 0}, 20 }, /*TRAP_PIT */
+{ { 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 0}, 20 }, /*TRAP */
+{ { 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 0}, 40 }, /*GLASS */
+{ { 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 0}, 1 }, /*ARCADE */
+{ { 20, 40, 60, 80,100,100,100,100,100,100,100}, 1 }, /*FIX */
};
+#endif
+
+
/*! 部屋の生成処理順 / Build rooms in descending order of difficulty. */
static byte room_build_order[ROOM_T_MAX] = {
ROOM_T_TRAP,
ROOM_T_GLASS,
ROOM_T_INNER_FEAT,
+ ROOM_T_FIXED,
ROOM_T_OVAL,
ROOM_T_CRYPT,
ROOM_T_OVERLAP,
};
/*!
- * @brief 鍵のかかったドアを配置する
- * @param y 配置したいフロアのY座標
- * @param x 配置したいフロアのX座標
- * @return なし
- */
-static void place_locked_door(int y, int x)
-{
- if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
- {
- place_floor_bold(y, x);
- }
- else
- {
- 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);
- }
-}
-
-/*!
- * @brief 隠しドアを配置する
- * @param y 配置したいフロアのY座標
- * @param x 配置したいフロアのX座標
- * @param type #DOOR_DEFAULT / #DOOR_DOOR / #DOOR_GLASS_DOOR / #DOOR_CURTAIN のいずれか
- * @return なし
- */
-static void place_secret_door(int y, int x, int type)
-{
- if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
- {
- place_floor_bold(y, x);
- }
- else
- {
- cave_type *c_ptr = &cave[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);
- }
-
- /* Create secret door */
- place_closed_door(y, x, type);
-
- if (type != DOOR_CURTAIN)
- {
- /* Hide by inner wall because this is used in rooms only */
- c_ptr->mimic = feat_wall_inner;
-
- /* Floor type terrain cannot hide a door */
- if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat))
- {
- if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY))
- {
- c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)];
- }
- c_ptr->mimic = 0;
- }
- }
-
- c_ptr->info &= ~(CAVE_FLOOR);
- delete_monster(y, x);
- }
-}
-
-/*!
* @brief 1マスだけの部屋を作成し、上下左右いずれか一つに隠しドアを配置する。
* @param y0 配置したい中心のY座標
* @param x0 配置したい中心のX座標
* Note - this should be used only on allocated regions
* within another room.
*/
-static void build_small_room(int x0, int y0)
+void build_small_room(POSITION x0, POSITION y0)
{
- int x, y;
+ POSITION x, y;
for (y = y0 - 1; y <= y0 + 1; y++)
{
* @param y2 範囲の下端
* @return なし
*/
-static void check_room_boundary(int x1, int y1, int x2, int y2)
+static void check_room_boundary(POSITION x1, POSITION y1, POSITION x2, POSITION y2)
{
- int count, x, y;
+ int count;
+ POSITION x, y;
bool old_is_floor, new_is_floor;
-
-
- /* Initialize */
count = 0;
old_is_floor = get_is_floor(x1 - 1, y1);
* @param block_x 範囲の左端
* @return なし
*/
-static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int block_x)
+static bool find_space_aux(POSITION blocks_high, POSITION blocks_wide, POSITION block_y, POSITION block_x)
{
- int by1, bx1, by2, bx2, by, bx;
+ POSITION by1, bx1, by2, bx2, by, bx;
/* Itty-bitty rooms must shift about within their rectangle */
if (blocks_wide < 3)
}
/* Extract blocks */
- by1 = block_y + 0;
- bx1 = block_x + 0;
+ by1 = block_y;
+ bx1 = block_x;
by2 = block_y + blocks_high;
bx2 = block_x + blocks_wide;
* Return TRUE and values for the center of the room if all went well.\n
* Otherwise, return FALSE.\n
*/
-static bool find_space(int *y, int *x, int height, int width)
+bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width)
{
int candidates, pick;
- int by, bx, by1, bx1, by2, bx2;
- int block_y = 0, block_x = 0;
-
+ POSITION by, bx, by1, bx1, by2, bx2;
+ POSITION block_y = 0, block_x = 0;
/* Find out how many blocks we need. */
- int blocks_high = 1 + ((height - 1) / BLOCK_HGT);
- int blocks_wide = 1 + ((width - 1) / BLOCK_WID);
+ POSITION blocks_high = 1 + ((height - 1) / BLOCK_HGT);
+ POSITION blocks_wide = 1 + ((width - 1) / BLOCK_WID);
/* There are no way to allocate such huge space */
if (dun->row_rooms < blocks_high) return FALSE;
}
/* Extract blocks */
- by1 = block_y + 0;
- bx1 = block_x + 0;
+ by1 = block_y;
+ bx1 = block_x;
by2 = block_y + blocks_high;
bx2 = block_x + blocks_wide;
/* Save the room location */
if (dun->cent_n < CENT_MAX)
{
- dun->cent[dun->cent_n].y = *y;
- dun->cent[dun->cent_n].x = *x;
+ dun->cent[dun->cent_n].y = (byte_hack)*y;
+ dun->cent[dun->cent_n].x = (byte_hack)*x;
dun->cent_n++;
}
}
}
-
/*
* Hack- See if room will cut off a cavern.
*
*/
check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
-
/* Success. */
return TRUE;
}
-/*!
- * @brief タイプ1の部屋…通常可変長方形の部屋を生成する / Type 1 -- normal rectangular rooms
- * @return なし
+/*
+ * Structure to hold all "fill" data
*/
-static bool build_type1(void)
+
+typedef struct fill_data_type fill_data_type;
+
+struct fill_data_type
{
- int y, x, y2, x2, yval, xval;
- int y1, x1, xsize, ysize;
+ /* area size */
+ POSITION xmin;
+ POSITION ymin;
+ POSITION xmax;
+ POSITION ymax;
- bool light;
+ /* cutoffs */
+ int c1;
+ int c2;
+ int c3;
- cave_type *c_ptr;
+ /* features to fill with */
+ FEAT_IDX feat1;
+ FEAT_IDX feat2;
+ FEAT_IDX feat3;
+
+ int info1;
+ int info2;
+ int info3;
- bool curtain = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 48 : 512);
+ /* number of filled squares */
+ int amount;
+};
- /* Pick a room size */
- y1 = randint1(4);
- x1 = randint1(11);
- y2 = randint1(3);
- x2 = randint1(11);
+static fill_data_type fill_data;
- 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))
- {
- /* Limit to the minimum room size, and retry */
- y1 = 1;
- x1 = 1;
- y2 = 1;
- x2 = 1;
+/* Store routine for the fractal cave generator */
+/* this routine probably should be an inline function or a macro. */
+static void store_height(POSITION x, POSITION y, FEAT_IDX val)
+{
+ /* if on boundary set val > cutoff so walls are not as square */
+ if (((x == fill_data.xmin) || (y == fill_data.ymin) ||
+ (x == fill_data.xmax) || (y == fill_data.ymax)) &&
+ (val <= fill_data.c1)) val = fill_data.c1 + 1;
- xsize = x1 + x2 + 1;
- ysize = y1 + y2 + 1;
+ /* store the value in height-map format */
+ cave[y][x].feat = val;
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
- }
+ return;
+}
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
+/*
+* Explanation of the plasma fractal algorithm:
+*
+* A grid of points is created with the properties of a 'height-map'
+* This is done by making the corners of the grid have a random value.
+* The grid is then subdivided into one with twice the resolution.
+* The new points midway between two 'known' points can be calculated
+* by taking the average value of the 'known' ones and randomly adding
+* or subtracting an amount proportional to the distance between those
+* points. The final 'middle' points of the grid are then calculated
+* by averaging all four of the originally 'known' corner points. An
+* random amount is added or subtracted from this to get a value of the
+* height at that point. The scaling factor here is adjusted to the
+* slightly larger distance diagonally as compared to orthogonally.
+*
+* This is then repeated recursively to fill an entire 'height-map'
+* A rectangular map is done the same way, except there are different
+* scaling factors along the x and y directions.
+*
+* A hack to change the amount of correlation between points is done using
+* the grd variable. If the current step size is greater than grd then
+* the point will be random, otherwise it will be calculated by the
+* above algorithm. This makes a maximum distance at which two points on
+* the height map can affect each other.
+*
+* How fractal caves are made:
+*
+* When the map is complete, a cut-off value is used to create a cave.
+* Heights below this value are "floor", and heights above are "wall".
+* This also can be used to create lakes, by adding more height levels
+* representing shallow and deep water/ lava etc.
+*
+* The grd variable affects the width of passages.
+* The roug variable affects the roughness of those passages
+*
+* The tricky part is making sure the created cave is connected. This
+* is done by 'filling' from the inside and only keeping the 'filled'
+* floor. Walls bounding the 'filled' floor are also kept. Everything
+* else is converted to the normal _extra_.
+ */
- /* Get corner values */
- y1 = yval - ysize / 2;
- x1 = xval - xsize / 2;
- y2 = yval + (ysize - 1) / 2;
- x2 = xval + (xsize - 1) / 2;
+/*
+ * Note that this uses the cave.feat array in a very hackish way
+ * the values are first set to zero, and then each array location
+ * is used as a "heightmap"
+ * The heightmap then needs to be converted back into the "feat" format.
+ *
+ * grd=level at which fractal turns on. smaller gives more mazelike caves
+ * roug=roughness level. 16=normal. higher values make things more convoluted
+ * small values are good for smooth walls.
+ * size=length of the side of the square cave system.
+ */
+void generate_hmap(POSITION y0, POSITION x0, POSITION xsiz, POSITION ysiz, int grd, int roug, int cutoff)
+{
+ POSITION xhsize, yhsize, xsize, ysize, maxsize;
- /* Place a full floor under the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
+ /*
+ * fixed point variables- these are stored as 256 x normal value
+ * this gives 8 binary places of fractional part + 8 places of normal part
+ */
- /* Walls around the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_outer_grid(c_ptr);
- }
+ POSITION xstep, xhstep, ystep, yhstep;
+ POSITION xstep2, xhstep2, ystep2, yhstep2;
+ POSITION i, j, ii, jj, diagsize, xxsize, yysize;
+
+ /* Cache for speed */
+ POSITION xm, xp, ym, yp;
+ /* redefine size so can change the value if out of range */
+ xsize = xsiz;
+ ysize = ysiz;
- /* 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);
- }
- }
+ /* Paranoia about size of the system of caves */
+ if (xsize > 254) xsize = 254;
+ if (xsize < 4) xsize = 4;
+ if (ysize > 254) ysize = 254;
+ if (ysize < 4) ysize = 4;
+ /* get offsets to middle of array */
+ xhsize = xsize / 2;
+ yhsize = ysize / 2;
- /* Hack -- Occasional pillar room */
- if (one_in_(20))
- {
- for (y = y1; y <= y2; y += 2)
- {
- for (x = x1; x <= x2; x += 2)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
- }
+ /* fix rounding problem */
+ xsize = xhsize * 2;
+ ysize = yhsize * 2;
- /* Hack -- Occasional room with four pillars */
- else if (one_in_(20))
- {
- if ((y1 + 4 < y2) && (x1 + 4 < x2))
- {
- c_ptr = &cave[y1 + 1][x1 + 1];
- place_inner_grid(c_ptr);
+ /* get limits of region */
+ fill_data.xmin = x0 - xhsize;
+ fill_data.ymin = y0 - yhsize;
+ fill_data.xmax = x0 + xhsize;
+ fill_data.ymax = y0 + yhsize;
- c_ptr = &cave[y1 + 1][x2 - 1];
- place_inner_grid(c_ptr);
+ /* Store cutoff in global for quick access */
+ fill_data.c1 = cutoff;
- c_ptr = &cave[y2 - 1][x1 + 1];
- place_inner_grid(c_ptr);
+ /*
+ * Scale factor for middle points:
+ * About sqrt(2) * 256 - correct for a square lattice
+ * approximately correct for everything else.
+ */
+ diagsize = 362;
- c_ptr = &cave[y2 - 1][x2 - 1];
- place_inner_grid(c_ptr);
- }
- }
+ /* maximum of xsize and ysize */
+ maxsize = (xsize > ysize) ? xsize : ysize;
- /* Hack -- Occasional ragged-edge room */
- else if (one_in_(50))
+ /* Clear the section */
+ for (i = 0; i <= xsize; i++)
{
- for (y = y1 + 2; y <= y2 - 2; y += 2)
- {
- c_ptr = &cave[y][x1];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2];
- place_inner_grid(c_ptr);
- }
- for (x = x1 + 2; x <= x2 - 2; x += 2)
+ for (j = 0; j <= ysize; j++)
{
- c_ptr = &cave[y1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2][x];
- place_inner_grid(c_ptr);
+ /* -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);
}
}
- /* 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 */
- place_solid_bold(yval, x1 - 1);
- place_solid_bold(yval, x2 + 1);
- }
- else
- {
- /* Vertical wall */
- for (y = y1; y <= y2; y++)
- {
- place_inner_bold(y, xval);
- if (curtain2) cave[y][xval].feat = feat_door[DOOR_CURTAIN].closed;
- }
+ /* Boundaries are walls */
+ cave[fill_data.ymin][fill_data.xmin].feat = (s16b)maxsize;
+ cave[fill_data.ymax][fill_data.xmin].feat = (s16b)maxsize;
+ cave[fill_data.ymin][fill_data.xmax].feat = (s16b)maxsize;
+ cave[fill_data.ymax][fill_data.xmax].feat = (s16b)maxsize;
- /* Prevent edge of wall from being tunneled */
- place_solid_bold(y1 - 1, xval);
- place_solid_bold(y2 + 1, xval);
- }
+ /* Set the middle square to be an open area. */
+ cave[y0][x0].feat = 0;
- place_random_door(yval, xval, TRUE);
- if (curtain2) cave[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;
- }
+ /* Initialize the step sizes */
+ xstep = xhstep = xsize * 256;
+ ystep = yhstep = ysize * 256;
+ xxsize = xsize * 256;
+ yysize = ysize * 256;
- return TRUE;
-}
+ /*
+ * Fill in the rectangle with fractal height data -
+ * like the 'plasma fractal' in fractint.
+ */
+ while ((xhstep > 256) || (yhstep > 256))
+ {
+ /* Halve the step sizes */
+ xstep = xhstep;
+ xhstep /= 2;
+ ystep = yhstep;
+ yhstep /= 2;
-/*!
- * @brief タイプ2の部屋…二重長方形の部屋を生成する / Type 2 -- Overlapping rectangular rooms
- * @return なし
- */
-static bool build_type2(void)
-{
- int y, x, xval, yval;
- int y1a, x1a, y2a, x2a;
- int y1b, x1b, y2b, x2b;
- bool light;
- cave_type *c_ptr;
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
-
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
- /* Determine extents of the first room */
- y1a = yval - randint1(4);
- y2a = yval + randint1(3);
- x1a = xval - randint1(11);
- x2a = xval + randint1(10);
-
- /* Determine extents of the second room */
- y1b = yval - randint1(3);
- y2b = yval + randint1(4);
- x1b = xval - randint1(10);
- x2b = xval + randint1(11);
-
-
- /* Place a full floor for room "a" */
- for (y = y1a - 1; y <= y2a + 1; y++)
- {
- for (x = x1a - 1; x <= x2a + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
- /* Place a full floor for room "b" */
- for (y = y1b - 1; y <= y2b + 1; y++)
- {
- for (x = x1b - 1; x <= x2b + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
-
- /* Place the walls around room "a" */
- for (y = y1a - 1; y <= y2a + 1; y++)
- {
- c_ptr = &cave[y][x1a - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2a + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1a - 1; x <= x2a + 1; x++)
- {
- c_ptr = &cave[y1a - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2a + 1][x];
- place_outer_grid(c_ptr);
- }
-
- /* Place the walls around room "b" */
- for (y = y1b - 1; y <= y2b + 1; y++)
- {
- c_ptr = &cave[y][x1b - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2b + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1b - 1; x <= x2b + 1; x++)
- {
- c_ptr = &cave[y1b - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2b + 1][x];
- place_outer_grid(c_ptr);
- }
-
-
-
- /* Replace the floor for room "a" */
- for (y = y1a; y <= y2a; y++)
- {
- for (x = x1a; x <= x2a; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- }
- }
-
- /* Replace the floor for room "b" */
- for (y = y1b; y <= y2b; y++)
- {
- for (x = x1b; x <= x2b; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- }
- }
-
- return TRUE;
-}
-
-
-
-/*!
- * @brief タイプ2の部屋…十字型の部屋を生成する / Type 3 -- Cross shaped rooms
- * @return なし
- * @details
- * Builds a room at a row, column coordinate\n
- *\n
- * Room "a" runs north/south, and Room "b" runs east/east\n
- * So the "central pillar" runs from x1a, y1b to x2a, y2b.\n
- *\n
- * Note that currently, the "center" is always 3x3, but I think that\n
- * the code below will work (with "bounds checking") for 5x5, or even\n
- * for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.\n
- */
-static bool build_type3(void)
-{
- int y, x, dy, dx, wy, wx;
- int y1a, x1a, y2a, x2a;
- int y1b, x1b, y2b, x2b;
- int yval, xval;
- bool light;
- cave_type *c_ptr;
-
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
-
-
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
- /* For now, always 3x3 */
- wx = wy = 1;
-
- /* Pick max vertical size (at most 4) */
- dy = rand_range(3, 4);
-
- /* Pick max horizontal size (at most 15) */
- dx = rand_range(3, 11);
-
-
- /* Determine extents of the north/south room */
- y1a = yval - dy;
- y2a = yval + dy;
- x1a = xval - wx;
- x2a = xval + wx;
-
- /* Determine extents of the east/west room */
- y1b = yval - wy;
- y2b = yval + wy;
- x1b = xval - dx;
- x2b = xval + dx;
-
-
- /* Place a full floor for room "a" */
- for (y = y1a - 1; y <= y2a + 1; y++)
- {
- for (x = x1a - 1; x <= x2a + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
- /* Place a full floor for room "b" */
- for (y = y1b - 1; y <= y2b + 1; y++)
- {
- for (x = x1b - 1; x <= x2b + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
-
- /* Place the walls around room "a" */
- for (y = y1a - 1; y <= y2a + 1; y++)
- {
- c_ptr = &cave[y][x1a - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2a + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1a - 1; x <= x2a + 1; x++)
- {
- c_ptr = &cave[y1a - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2a + 1][x];
- place_outer_grid(c_ptr);
- }
-
- /* Place the walls around room "b" */
- for (y = y1b - 1; y <= y2b + 1; y++)
- {
- c_ptr = &cave[y][x1b - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2b + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1b - 1; x <= x2b + 1; x++)
- {
- c_ptr = &cave[y1b - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2b + 1][x];
- place_outer_grid(c_ptr);
- }
-
-
- /* Replace the floor for room "a" */
- for (y = y1a; y <= y2a; y++)
- {
- for (x = x1a; x <= x2a; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- }
- }
-
- /* Replace the floor for room "b" */
- for (y = y1b; y <= y2b; y++)
- {
- for (x = x1b; x <= x2b; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- }
- }
-
-
-
- /* Special features (3/4) */
- switch (randint0(4))
- {
- /* Large solid middle pillar */
- case 1:
- {
- for (y = y1b; y <= y2b; y++)
- {
- for (x = x1a; x <= x2a; x++)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
- break;
- }
-
- /* Inner treasure vault */
- case 2:
- {
- /* Build the vault */
- for (y = y1b; y <= y2b; y++)
- {
- c_ptr = &cave[y][x1a];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2a];
- place_inner_grid(c_ptr);
- }
- for (x = x1a; x <= x2a; x++)
- {
- c_ptr = &cave[y1b][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2b][x];
- place_inner_grid(c_ptr);
- }
-
- /* Place a secret door on the inner room */
- switch (randint0(4))
- {
- case 0: place_secret_door(y1b, xval, 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 */
- place_object(yval, xval, 0L);
-
- /* Let's guard the treasure well */
- vault_monsters(yval, xval, randint0(2) + 3);
-
- /* Traps naturally */
- vault_traps(yval, xval, 4, 4, randint0(3) + 2);
-
- break;
- }
-
- /* Something else */
- case 3:
- {
- /* Occasionally pinch the center shut */
- if (one_in_(3))
- {
- /* Pinch the east/west sides */
- for (y = y1b; y <= y2b; y++)
- {
- if (y == yval) continue;
- c_ptr = &cave[y][x1a - 1];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2a + 1];
- place_inner_grid(c_ptr);
- }
-
- /* Pinch the north/south sides */
- for (x = x1a; x <= x2a; x++)
- {
- if (x == xval) continue;
- c_ptr = &cave[y1b - 1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2b + 1][x];
- place_inner_grid(c_ptr);
- }
-
- /* Sometimes shut using secret doors */
- if (one_in_(3))
- {
- 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);
- }
- }
-
- /* Occasionally put a "plus" in the center */
- else if (one_in_(3))
- {
- c_ptr = &cave[yval][xval];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y1b][xval];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2b][xval];
- place_inner_grid(c_ptr);
- c_ptr = &cave[yval][x1a];
- place_inner_grid(c_ptr);
- c_ptr = &cave[yval][x2a];
- place_inner_grid(c_ptr);
- }
-
- /* Occasionally put a pillar in the center */
- else if (one_in_(3))
- {
- c_ptr = &cave[yval][xval];
- place_inner_grid(c_ptr);
- }
-
- break;
- }
- }
-
- return TRUE;
-}
-
-
-/*!
- * @brief タイプ4の部屋…固定サイズの二重構造部屋を生成する / Type 4 -- Large room with inner features
- * @return なし
- * @details
- * Possible sub-types:\n
- * 1 - Just an inner room with one door\n
- * 2 - An inner room within an inner room\n
- * 3 - An inner room with pillar(s)\n
- * 4 - Inner room has a maze\n
- * 5 - A set of four inner rooms\n
- */
-static bool build_type4(void)
-{
- int y, x, y1, x1;
- int y2, x2, tmp, yval, xval;
- bool light;
- cave_type *c_ptr;
-
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
-
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
- /* Large room */
- y1 = yval - 4;
- y2 = yval + 4;
- x1 = xval - 11;
- x2 = xval + 11;
-
- /* Place a full floor under the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
- /* Outer Walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_outer_grid(c_ptr);
- }
-
-
- /* The inner room */
- y1 = y1 + 2;
- y2 = y2 - 2;
- x1 = x1 + 2;
- x2 = x2 - 2;
-
- /* The inner walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_inner_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_inner_grid(c_ptr);
- }
-
-
- /* Inner room variations */
- switch (randint1(5))
- {
- /* Just an inner room with a monster */
- case 1:
- {
- /* Place a secret door */
- switch (randint1(4))
- {
- case 1: place_secret_door(y1 - 1, xval, 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 */
- vault_monsters(yval, xval, 1);
-
- break;
- }
-
- /* Treasure Vault (with a door) */
- case 2:
- {
- /* Place a secret door */
- switch (randint1(4))
- {
- case 1: place_secret_door(y1 - 1, xval, 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 */
- for (y = yval - 1; y <= yval + 1; y++)
- {
- for (x = xval - 1; x <= xval + 1; x++)
- {
- if ((x == xval) && (y == yval)) continue;
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
-
- /* Place a locked door on the inner room */
- switch (randint1(4))
- {
- case 1: place_locked_door(yval - 1, xval); break;
- case 2: place_locked_door(yval + 1, xval); break;
- case 3: place_locked_door(yval, xval - 1); break;
- case 4: place_locked_door(yval, xval + 1); break;
- }
-
- /* Monsters to guard the "treasure" */
- vault_monsters(yval, xval, randint1(3) + 2);
-
- /* Object (80%) */
- if (randint0(100) < 80)
- {
- place_object(yval, xval, 0L);
- }
-
- /* Stairs (20%) */
- else
- {
- place_random_stairs(yval, xval);
- }
-
- /* Traps to protect the treasure */
- vault_traps(yval, xval, 4, 10, 2 + randint1(3));
-
- break;
- }
-
- /* Inner pillar(s). */
- case 3:
- {
- /* Place a secret door */
- switch (randint1(4))
- {
- case 1: place_secret_door(y1 - 1, xval, 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 */
- for (y = yval - 1; y <= yval + 1; y++)
- {
- for (x = xval - 1; x <= xval + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
-
- /* Occasionally, two more Large Inner Pillars */
- if (one_in_(2))
- {
- tmp = randint1(2);
- for (y = yval - 1; y <= yval + 1; y++)
- {
- for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
- }
-
- /* Occasionally, some Inner rooms */
- if (one_in_(3))
- {
- 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++)
- {
- c_ptr = &cave[yval - 1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[yval + 1][x];
- place_inner_grid(c_ptr);
- }
-
- /* Close off the left/right edges */
- c_ptr = &cave[yval][xval - 5];
- place_inner_grid(c_ptr);
- c_ptr = &cave[yval][xval + 5];
- place_inner_grid(c_ptr);
-
- /* Secret doors (random top/bottom) */
- place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type);
- place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type);
-
- /* Monsters */
- vault_monsters(yval, xval - 2, randint1(2));
- vault_monsters(yval, xval + 2, randint1(2));
-
- /* Objects */
- if (one_in_(3)) place_object(yval, xval - 2, 0L);
- if (one_in_(3)) place_object(yval, xval + 2, 0L);
- }
-
- break;
- }
-
- /* Maze inside. */
- case 4:
- {
- /* Place a secret door */
- switch (randint1(4))
- {
- case 1: place_secret_door(y1 - 1, xval, 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) */
- for (y = y1; y <= y2; y++)
- {
- for (x = x1; x <= x2; x++)
- {
- if (0x1 & (x + y))
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
- }
-
- /* Monsters just love mazes. */
- vault_monsters(yval, xval - 5, randint1(3));
- vault_monsters(yval, xval + 5, randint1(3));
-
- /* Traps make them entertaining. */
- vault_traps(yval, xval - 3, 2, 8, randint1(3));
- vault_traps(yval, xval + 3, 2, 8, randint1(3));
-
- /* Mazes should have some treasure too. */
- vault_objects(yval, xval, 3);
-
- break;
- }
-
- /* Four small rooms. */
- case 5:
- {
- 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++)
- {
- c_ptr = &cave[y][xval];
- place_inner_grid(c_ptr);
- }
- for (x = x1; x <= x2; x++)
- {
- c_ptr = &cave[yval][x];
- place_inner_grid(c_ptr);
- }
-
- /* Doors into the rooms */
- if (randint0(100) < 50)
- {
- int i = randint1(10);
- place_secret_door(y1 - 1, xval - i, 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, 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 */
- vault_objects(yval, xval, 2 + randint1(2));
-
- /* Gotta have some monsters. */
- vault_monsters(yval + 1, xval - 4, randint1(4));
- vault_monsters(yval + 1, xval + 4, randint1(4));
- vault_monsters(yval - 1, xval - 4, randint1(4));
- vault_monsters(yval - 1, xval + 4, randint1(4));
-
- break;
- }
- }
-
- return TRUE;
-}
-
-
-
-/*!
- * vaultに配置可能なモンスターの条件を指定するマクロ / Monster validation macro
- *
- * Line 1 -- forbid town monsters
- * Line 2 -- forbid uniques
- * Line 3 -- forbid aquatic monsters
- */
-#define vault_monster_okay(I) \
- (mon_hook_dungeon(I) && \
- !(r_info[I].flags1 & RF1_UNIQUE) && \
- !(r_info[I].flags7 & RF7_UNIQUE2) && \
- !(r_info[I].flagsr & RFR_RES_ALL) && \
- !(r_info[I].flags7 & RF7_AQUATIC))
-
-
-/*! 通常pit生成時のモンスターの構成条件ID / Race index for "monster pit (clone)" */
-static int vault_aux_race;
-
-/*! 単一シンボルpit生成時の指定シンボル / Race index for "monster pit (symbol clone)" */
-static char vault_aux_char;
-
-/*! ブレス属性に基づくドラゴンpit生成時条件マスク / Breath mask for "monster pit (dragon)" */
-static u32b vault_aux_dragon_mask4;
-
-
-/*!
- * @brief モンスターがVault生成の最低必要条件を満たしているかを返す /
- * Helper monster selection function
- * @param r_idx 確認したいモンスター種族ID
- * @return Vault生成の最低必要条件を満たしているならTRUEを返す。
- */
-static bool vault_aux_simple(int r_idx)
-{
- /* Okay */
- return (vault_monster_okay(r_idx));
-}
-
-
-/*!
- * @brief モンスターがゼリーnestの生成必要条件を満たしているかを返す /
- * Helper function for "monster nest (jelly)"
- * @param r_idx 確認したいモンスター種族ID
- * @return 生成必要条件を満たしているならTRUEを返す。
- */
-static bool vault_aux_jelly(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
-
- /* Also decline evil jellies (like death molds and shoggoths) */
- if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
-
- /* Require icky thing, jelly, mold, or mushroom */
- if (!my_strchr("ijm,", r_ptr->d_char)) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-/*!
- * @brief モンスターが動物nestの生成必要条件を満たしているかを返す /
- * Helper function for "monster nest (animal)"
- * @param r_idx 確認したいモンスター種族ID
- * @return 生成必要条件を満たしているならTRUEを返す。
- */
-static bool vault_aux_animal(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- /* Require "animal" flag */
- if (!(r_ptr->flags3 & (RF3_ANIMAL))) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*!
- * @brief モンスターがアンデッドnestの生成必要条件を満たしているかを返す /
- * Helper function for "monster nest (undead)"
- * @param r_idx 確認したいモンスター種族ID
- * @return 生成必要条件を満たしているならTRUEを返す。
- */
-static bool vault_aux_undead(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- /* Require Undead */
- if (!(r_ptr->flags3 & (RF3_UNDEAD))) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-/*!
- * @brief モンスターが聖堂nestの生成必要条件を満たしているかを返す /
- * Helper function for "monster nest (chapel)"
- * @param r_idx 確認したいモンスター種族ID
- * @return 生成必要条件を満たしているならTRUEを返す。
- */
-static bool vault_aux_chapel_g(int r_idx)
-{
- static int chapel_list[] = {
- MON_NOV_PRIEST, MON_NOV_PALADIN, MON_NOV_PRIEST_G, MON_NOV_PALADIN_G,
- MON_PRIEST, MON_JADE_MONK, MON_IVORY_MONK, MON_ULTRA_PALADIN,
- MON_EBONY_MONK, MON_W_KNIGHT, MON_KNI_TEMPLAR, MON_PALADIN,
- MON_TOPAZ_MONK, 0};
-
- int i;
-
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
- if ((r_idx == MON_A_GOLD) || (r_idx == MON_A_SILVER)) return (FALSE);
-
- /* Require "priest" or Angel */
-
- if (r_ptr->d_char == 'A') return TRUE;
-
- for (i = 0; chapel_list[i]; i++)
- if (r_idx == chapel_list[i]) return TRUE;
-
- return FALSE;
-}
-
-/*!
- * @brief モンスターが犬小屋nestの生成必要条件を満たしているかを返す /
- * Helper function for "monster nest (kennel)"
- * @param r_idx 確認したいモンスター種族ID
- * @return 生成必要条件を満たしているならTRUEを返す。
- */
-static bool vault_aux_kennel(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- /* Require a Zephyr Hound or a dog */
- if (!my_strchr("CZ", r_ptr->d_char)) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-/*!
- * @brief モンスターがミミックnestの生成必要条件を満たしているかを返す /
- * Helper function for "monster nest (mimic)"
- * @param r_idx 確認したいモンスター種族ID
- * @return 生成必要条件を満たしているならTRUEを返す。
- */
-static bool vault_aux_mimic(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- /* Require mimic */
- if (!my_strchr("!$&(/=?[\\|", r_ptr->d_char)) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-/*!
- * @brief モンスターが単一クローンnestの生成必要条件を満たしているかを返す /
- * Helper function for "monster nest (clone)"
- * @param r_idx 確認したいモンスター種族ID
- * @return 生成必要条件を満たしているならTRUEを返す。
- */
-static bool vault_aux_clone(int r_idx)
-{
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- return (r_idx == vault_aux_race);
-}
-
-
-/*!
- * @brief モンスターが邪悪属性シンボルクローンnestの生成必要条件を満たしているかを返す /
- * Helper function for "monster nest (symbol clone)"
- * @param r_idx 確認したいモンスター種族ID
- * @return 生成必要条件を満たしているならTRUEを返す。
- */
-static bool vault_aux_symbol_e(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
-
- if (r_ptr->flags3 & (RF3_GOOD)) return (FALSE);
-
- /* Decline incorrect symbol */
- if (r_ptr->d_char != vault_aux_char) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*!
- * @brief モンスターが善良属性シンボルクローンnestの生成必要条件を満たしているかを返す /
- * Helper function for "monster nest (symbol clone)"
- * @param r_idx 確認したいモンスター種族ID
- * @return 生成必要条件を満たしているならTRUEを返す。
- */
-static bool vault_aux_symbol_g(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
-
- if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
-
- /* Decline incorrect symbol */
- if (r_ptr->d_char != vault_aux_char) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*!
- * @brief モンスターがオークpitの生成必要条件を満たしているかを返す /
- * Helper function for "monster pit (orc)"
- * @param r_idx 確認したいモンスター種族ID
- * @return 生成必要条件を満たしているならTRUEを返す。
- */
-static bool vault_aux_orc(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- /* Require orc */
- if (!(r_ptr->flags3 & RF3_ORC)) return (FALSE);
-
- /* Decline undead */
- if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*!
- * @brief モンスターがトロルpitの生成必要条件を満たしているかを返す /
- * Helper function for "monster pit (troll)"
- * @param r_idx 確認したいモンスター種族ID
- * @return 生成必要条件を満たしているならTRUEを返す。
- */
-static bool vault_aux_troll(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- /* Require troll */
- if (!(r_ptr->flags3 & RF3_TROLL)) return (FALSE);
-
- /* Decline undead */
- if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*!
- * @brief モンスターが巨人pitの生成必要条件を満たしているかを返す /
- * Helper function for "monster pit (giant)"
- * @param r_idx 確認したいモンスター種族ID
- * @return 生成必要条件を満たしているならTRUEを返す。
- */
-static bool vault_aux_giant(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- /* Require giant */
- if (!(r_ptr->flags3 & RF3_GIANT)) return (FALSE);
-
- if (r_ptr->flags3 & RF3_GOOD) return (FALSE);
-
- /* Decline undead */
- if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*!
- * @brief モンスターがドラゴンpitの生成必要条件を満たしているかを返す /
- * Helper function for "monster pit (dragon)"
- * @param r_idx 確認したいモンスター種族ID
- * @return 生成必要条件を満たしているならTRUEを返す。
- */
-static bool vault_aux_dragon(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- /* Require dragon */
- if (!(r_ptr->flags3 & RF3_DRAGON)) return (FALSE);
-
- /* Hack -- Require correct "breath attack" */
- if (r_ptr->flags4 != vault_aux_dragon_mask4) return (FALSE);
-
- /* Decline undead */
- if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*!
- * @brief モンスターが悪魔pitの生成必要条件を満たしているかを返す /
- * Helper function for "monster pit (demon)"
- * @param r_idx 確認したいモンスター種族ID
- * @return 生成必要条件を満たしているならTRUEを返す。
- */
-static bool vault_aux_demon(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
-
- /* Require demon */
- if (!(r_ptr->flags3 & RF3_DEMON)) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*!
- * @brief モンスターが狂気pitの生成必要条件を満たしているかを返す /
- * Helper function for "monster pit (lovecraftian)"
- * @param r_idx 確認したいモンスター種族ID
- * @return 生成必要条件を満たしているならTRUEを返す。
- */
-static bool vault_aux_cthulhu(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
-
- if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
-
- /* Require eldritch horror */
- if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
-
- /* Okay */
- return (TRUE);
-}
-
-
-/*!
- * @brief pit/nestの基準となる単種モンスターを決める /
- * @return なし
- */
-static void vault_prep_clone(void)
-{
- /* Apply the monster restriction */
- get_mon_num_prep(vault_aux_simple, NULL);
-
- /* Pick a race to clone */
- vault_aux_race = get_mon_num(dun_level + 10);
-
- /* Remove the monster restriction */
- get_mon_num_prep(NULL, NULL);
-}
-
-
-/*!
- * @brief pit/nestの基準となるモンスターシンボルを決める /
- * @return なし
- */
-static void vault_prep_symbol(void)
-{
- int r_idx;
-
- /* Apply the monster restriction */
- get_mon_num_prep(vault_aux_simple, NULL);
-
- /* Pick a race to clone */
- r_idx = get_mon_num(dun_level + 10);
-
- /* Remove the monster restriction */
- get_mon_num_prep(NULL, NULL);
-
- /* Extract the symbol */
- vault_aux_char = r_info[r_idx].d_char;
-}
-
-/*!
- * @brief pit/nestの基準となるドラゴンの種類を決める /
- * @return なし
- */
-static void vault_prep_dragon(void)
-{
- /* Pick dragon type */
- switch (randint0(6))
- {
- /* Black */
- case 0:
- {
- /* Restrict dragon breath type */
- vault_aux_dragon_mask4 = RF4_BR_ACID;
-
- /* Done */
- break;
- }
-
- /* Blue */
- case 1:
- {
- /* Restrict dragon breath type */
- vault_aux_dragon_mask4 = RF4_BR_ELEC;
-
- /* Done */
- break;
- }
-
- /* Red */
- case 2:
- {
- /* Restrict dragon breath type */
- vault_aux_dragon_mask4 = RF4_BR_FIRE;
-
- /* Done */
- break;
- }
-
- /* White */
- case 3:
- {
- /* Restrict dragon breath type */
- vault_aux_dragon_mask4 = RF4_BR_COLD;
-
- /* Done */
- break;
- }
-
- /* Green */
- case 4:
- {
- /* Restrict dragon breath type */
- vault_aux_dragon_mask4 = RF4_BR_POIS;
-
- /* Done */
- break;
- }
-
- /* Multi-hued */
- default:
- {
- /* Restrict dragon breath type */
- vault_aux_dragon_mask4 = (RF4_BR_ACID | RF4_BR_ELEC |
- RF4_BR_FIRE | RF4_BR_COLD |
- RF4_BR_POIS);
-
- /* Done */
- break;
- }
- }
-}
-
-
-/*!
- * @brief モンスターがダークエルフpitの生成必要条件を満たしているかを返す /
- * Helper function for "monster pit (dark elf)"
- * @param r_idx 確認したいモンスター種族ID
- * @return 生成必要条件を満たしているならTRUEを返す。
- */
-static bool vault_aux_dark_elf(int r_idx)
-{
- int i;
- static int dark_elf_list[] =
- {
- MON_D_ELF, MON_D_ELF_MAGE, MON_D_ELF_WARRIOR, MON_D_ELF_PRIEST,
- MON_D_ELF_LORD, MON_D_ELF_WARLOCK, MON_D_ELF_DRUID, MON_NIGHTBLADE,
- MON_D_ELF_SORC, MON_D_ELF_SHADE, 0,
- };
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return FALSE;
-
- /* Require dark elves */
- for (i = 0; dark_elf_list[i]; i++)
- if (r_idx == dark_elf_list[i]) return TRUE;
-
- /* Assume not */
- return FALSE;
-}
-
-/*! pit/nest型情報のtypedef */
-typedef struct vault_aux_type vault_aux_type;
-
-/*! pit/nest型情報の構造体定義 */
-struct vault_aux_type
-{
- cptr name;
- bool (*hook_func)(int r_idx);
- void (*prep_func)(void);
- int level;
- int chance;
-};
-
-/*!
- * @brief ダンジョン毎に指定されたピット配列を基準にランダムなpit/nestタイプを決める
- * @param l_ptr 選択されたpit/nest情報を返す参照ポインタ
- * @param allow_flag_mask 生成が許されるpit/nestのビット配列
- * @return 選択されたpit/nestのID、選択失敗した場合-1を返す。
- */
-static int pick_vault_type(vault_aux_type *l_ptr, s16b allow_flag_mask)
-{
- int tmp, total, count;
-
- vault_aux_type *n_ptr;
-
- /* Calculate the total possibilities */
- for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
- {
- /* Note end */
- if (!n_ptr->name) break;
-
- /* Ignore excessive depth */
- if (n_ptr->level > dun_level) continue;
-
- /* Not matched with pit/nest flag */
- if (!(allow_flag_mask & (1L << count))) continue;
-
- /* Count this possibility */
- total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
- }
-
- /* Pick a random type */
- tmp = randint0(total);
-
- /* Find this type */
- for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
- {
- /* Note end */
- if (!n_ptr->name) break;
-
- /* Ignore excessive depth */
- if (n_ptr->level > dun_level) continue;
-
- /* Not matched with pit/nest flag */
- if (!(allow_flag_mask & (1L << count))) continue;
-
- /* Count this possibility */
- total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
-
- /* Found the type */
- if (tmp < total) break;
- }
-
- return n_ptr->name ? count : -1;
-}
-
-/*!nest情報テーブル*/
-static vault_aux_type nest_types[] =
-{
-#ifdef JP
- {"クローン", vault_aux_clone, vault_prep_clone, 5, 3},
- {"ゼリー", vault_aux_jelly, NULL, 5, 6},
- {"シンボル(善)", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
- {"シンボル(悪)", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
- {"ミミック", vault_aux_mimic, NULL, 30, 4},
- {"狂気", vault_aux_cthulhu, NULL, 70, 2},
- {"犬小屋", vault_aux_kennel, NULL, 45, 4},
- {"動物園", vault_aux_animal, NULL, 35, 5},
- {"教会", vault_aux_chapel_g, NULL, 75, 4},
- {"アンデッド", vault_aux_undead, NULL, 75, 5},
- {NULL, NULL, NULL, 0, 0},
-#else
- {"clone", vault_aux_clone, vault_prep_clone, 5, 3},
- {"jelly", vault_aux_jelly, NULL, 5, 6},
- {"symbol good", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
- {"symbol evil", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
- {"mimic", vault_aux_mimic, NULL, 30, 4},
- {"lovecraftian", vault_aux_cthulhu, NULL, 70, 2},
- {"kennel", vault_aux_kennel, NULL, 45, 4},
- {"animal", vault_aux_animal, NULL, 35, 5},
- {"chapel", vault_aux_chapel_g, NULL, 75, 4},
- {"undead", vault_aux_undead, NULL, 75, 5},
- {NULL, NULL, NULL, 0, 0},
-#endif
-};
-
-/*!pit情報テーブル*/
-static vault_aux_type pit_types[] =
-{
-#ifdef JP
- {"オーク", vault_aux_orc, NULL, 5, 6},
- {"トロル", vault_aux_troll, NULL, 20, 6},
- {"ジャイアント", vault_aux_giant, NULL, 50, 6},
- {"狂気", vault_aux_cthulhu, NULL, 80, 2},
- {"シンボル(善)", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
- {"シンボル(悪)", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
- {"教会", vault_aux_chapel_g, NULL, 65, 2},
- {"ドラゴン", vault_aux_dragon, vault_prep_dragon, 70, 6},
- {"デーモン", vault_aux_demon, NULL, 80, 6},
- {"ダークエルフ", vault_aux_dark_elf, NULL, 45, 4},
- {NULL, NULL, NULL, 0, 0},
-#else
- {"orc", vault_aux_orc, NULL, 5, 6},
- {"troll", vault_aux_troll, NULL, 20, 6},
- {"giant", vault_aux_giant, NULL, 50, 6},
- {"lovecraftian", vault_aux_cthulhu, NULL, 80, 2},
- {"symbol good", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
- {"symbol evil", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
- {"chapel", vault_aux_chapel_g, NULL, 65, 2},
- {"dragon", vault_aux_dragon, vault_prep_dragon, 70, 6},
- {"demon", vault_aux_demon, NULL, 80, 6},
- {"dark elf", vault_aux_dark_elf, NULL, 45, 4},
- {NULL, NULL, NULL, 0, 0},
-#endif
-};
-
-
-/*! nestのID定義 / Nest types code */
-#define NEST_TYPE_CLONE 0
-#define NEST_TYPE_JELLY 1
-#define NEST_TYPE_SYMBOL_GOOD 2
-#define NEST_TYPE_SYMBOL_EVIL 3
-#define NEST_TYPE_MIMIC 4
-#define NEST_TYPE_LOVECRAFTIAN 5
-#define NEST_TYPE_KENNEL 6
-#define NEST_TYPE_ANIMAL 7
-#define NEST_TYPE_CHAPEL 8
-#define NEST_TYPE_UNDEAD 9
-
-/*! pitのID定義 / Pit types code */
-#define PIT_TYPE_ORC 0
-#define PIT_TYPE_TROLL 1
-#define PIT_TYPE_GIANT 2
-#define PIT_TYPE_LOVECRAFTIAN 3
-#define PIT_TYPE_SYMBOL_GOOD 4
-#define PIT_TYPE_SYMBOL_EVIL 5
-#define PIT_TYPE_CHAPEL 6
-#define PIT_TYPE_DRAGON 7
-#define PIT_TYPE_DEMON 8
-#define PIT_TYPE_DARK_ELF 9
-
-
-/*!
- * @brief デバッグ時に生成されたpit/nestの型を出力する処理
- * @param type pit/nestの型ID
- * @param nest TRUEならばnest、FALSEならばpit
- * @return デバッグ表示文字列の参照ポインタ
- * @details
- * Hack -- Get the string describing subtype of pit/nest
- * Determined in prepare function (some pit/nest only)
- */
-static cptr pit_subtype_string(int type, bool nest)
-{
- static char inner_buf[256] = "";
-
- inner_buf[0] = '\0'; /* Init string */
-
- if (nest) /* Nests */
- {
- switch (type)
- {
- case NEST_TYPE_CLONE:
- sprintf(inner_buf, "(%s)", r_name + r_info[vault_aux_race].name);
- break;
- case NEST_TYPE_SYMBOL_GOOD:
- case NEST_TYPE_SYMBOL_EVIL:
- sprintf(inner_buf, "(%c)", vault_aux_char);
- break;
- }
- }
- else /* Pits */
- {
- switch (type)
- {
- case PIT_TYPE_SYMBOL_GOOD:
- case PIT_TYPE_SYMBOL_EVIL:
- sprintf(inner_buf, "(%c)", vault_aux_char);
- break;
- case PIT_TYPE_DRAGON:
- switch (vault_aux_dragon_mask4)
- {
-#ifdef JP
- case RF4_BR_ACID: strcpy(inner_buf, "(酸)"); break;
- case RF4_BR_ELEC: strcpy(inner_buf, "(稲妻)"); break;
- case RF4_BR_FIRE: strcpy(inner_buf, "(火炎)"); break;
- case RF4_BR_COLD: strcpy(inner_buf, "(冷気)"); break;
- case RF4_BR_POIS: strcpy(inner_buf, "(毒)"); break;
- case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
- strcpy(inner_buf, "(万色)"); break;
- default: strcpy(inner_buf, "(未定義)"); break;
-#else
- case RF4_BR_ACID: strcpy(inner_buf, "(acid)"); break;
- case RF4_BR_ELEC: strcpy(inner_buf, "(lightning)"); break;
- case RF4_BR_FIRE: strcpy(inner_buf, "(fire)"); break;
- case RF4_BR_COLD: strcpy(inner_buf, "(frost)"); break;
- case RF4_BR_POIS: strcpy(inner_buf, "(poison)"); break;
- case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
- strcpy(inner_buf, "(multi-hued)"); break;
- default: strcpy(inner_buf, "(undefined)"); break;
-#endif
- }
- break;
- }
- }
-
- return inner_buf;
-}
-
-
-/*! デバッグ時にnestのモンスター情報を確認するための構造体 / A struct for nest monster information with cheat_hear */
-typedef struct
-{
- s16b r_idx;
- bool used;
-}
-nest_mon_info_type;
-
-
-/*
- *! @brief nestのモンスターリストをソートするための関数 /
- * Comp function for sorting nest monster information
- * @param u ソート処理対象配列ポインタ
- * @param v 未使用
- * @param a 比較対象参照ID1
- * @param b 比較対象参照ID2
- */
-static bool ang_sort_comp_nest_mon_info(vptr u, vptr v, int a, int b)
-{
- nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
- int w1 = nest_mon_info[a].r_idx;
- int w2 = nest_mon_info[b].r_idx;
- monster_race *r1_ptr = &r_info[w1];
- monster_race *r2_ptr = &r_info[w2];
- int z1, z2;
-
- /* Unused */
- (void)v;
-
- /* Extract used info */
- z1 = nest_mon_info[a].used;
- z2 = nest_mon_info[b].used;
-
- /* Compare used status */
- if (z1 < z2) return FALSE;
- if (z1 > z2) return TRUE;
-
- /* Compare levels */
- if (r1_ptr->level < r2_ptr->level) return TRUE;
- if (r1_ptr->level > r2_ptr->level) return FALSE;
-
- /* Compare experience */
- if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
- if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
-
- /* Compare indexes */
- return w1 <= w2;
-}
-
-/*!
- * @brief nestのモンスターリストをスワップするための関数 /
- * Swap function for sorting nest monster information
- * @param u スワップ処理対象配列ポインタ
- * @param v 未使用
- * @param a スワップ対象参照ID1
- * @param b スワップ対象参照ID2
- */
-static void ang_sort_swap_nest_mon_info(vptr u, vptr v, int a, int b)
-{
- nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
- nest_mon_info_type holder;
-
- /* Unused */
- (void)v;
-
- /* Swap */
- holder = nest_mon_info[a];
- nest_mon_info[a] = nest_mon_info[b];
- nest_mon_info[b] = holder;
-}
-
-
-#define NUM_NEST_MON_TYPE 64 /*!<nestの種別数 */
-
-
-/*!
- * @brief タイプ5の部屋…nestを生成する / Type 5 -- Monster nests
- * @return なし
- * @details
- * A monster nest is a "big" room, with an "inner" room, containing\n
- * a "collection" of monsters of a given type strewn about the room.\n
- *\n
- * The monsters are chosen from a set of 64 randomly selected monster\n
- * races, to allow the nest creation to fail instead of having "holes".\n
- *\n
- * Note the use of the "get_mon_num_prep()" function, and the special\n
- * "get_mon_num_hook()" restriction function, to prepare the "monster\n
- * allocation table" in such a way as to optimize the selection of\n
- * "appropriate" non-unique monsters for the nest.\n
- *\n
- * Note that the "get_mon_num()" function may (rarely) fail, in which\n
- * case the nest will be empty.\n
- *\n
- * Note that "monster nests" will never contain "unique" monsters.\n
- */
-static bool build_type5(void)
-{
- int y, x, y1, x1, y2, x2, xval, yval;
- int i;
- nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
-
- monster_type align;
-
- cave_type *c_ptr;
-
- int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest);
- vault_aux_type *n_ptr;
-
- /* No type available */
- if (cur_nest_type < 0) return FALSE;
-
- n_ptr = &nest_types[cur_nest_type];
-
- /* Process a preparation function if necessary */
- if (n_ptr->prep_func) (*(n_ptr->prep_func))();
-
- /* Prepare allocation table */
- get_mon_num_prep(n_ptr->hook_func, NULL);
-
- align.sub_align = SUB_ALIGN_NEUTRAL;
-
- /* Pick some monster types */
- for (i = 0; i < NUM_NEST_MON_TYPE; i++)
- {
- int r_idx = 0, attempts = 100;
- monster_race *r_ptr = NULL;
-
- while (attempts--)
- {
- /* Get a (hard) monster type */
- r_idx = get_mon_num(dun_level + 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;
- x1 = xval - 11;
- x2 = xval + 11;
-
- /* Place the floor area */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- }
- }
-
- /* Place the outer walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_outer_grid(c_ptr);
- }
-
-
- /* Advance to the center room */
- y1 = y1 + 2;
- y2 = y2 - 2;
- x1 = x1 + 2;
- x2 = x2 - 2;
-
- /* The inner walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_inner_grid(c_ptr);
- }
-
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_inner_grid(c_ptr);
- }
- for (y = y1; y <= y2; y++)
- {
- for (x = x1; x <= x2; x++)
- {
- add_cave_info(y, x, CAVE_ICKY);
- }
- }
-
- /* Place a secret door */
- switch (randint1(4))
- {
- case 1: place_secret_door(y1 - 1, xval, 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 */
- if (cheat_room)
- {
- /* Room type */
-#ifdef JP
- msg_format("モンスター部屋(nest)(%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
-#else
- msg_format("Monster nest (%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
-#endif
- }
-
- /* Place some monsters */
- for (y = yval - 2; y <= yval + 2; y++)
- {
- for (x = xval - 9; x <= xval + 9; x++)
- {
- int r_idx;
-
- i = randint0(NUM_NEST_MON_TYPE);
- r_idx = nest_mon_info[i].r_idx;
-
- /* Place that "random" monster (no groups) */
- (void)place_monster_aux(0, y, x, r_idx, 0L);
-
- nest_mon_info[i].used = TRUE;
- }
- }
-
- if (cheat_room && cheat_hear)
- {
- ang_sort_comp = ang_sort_comp_nest_mon_info;
- ang_sort_swap = ang_sort_swap_nest_mon_info;
- ang_sort(nest_mon_info, NULL, NUM_NEST_MON_TYPE);
-
- /* Dump the entries (prevent multi-printing) */
- for (i = 0; i < NUM_NEST_MON_TYPE; i++)
- {
- if (!nest_mon_info[i].used) break;
- for (; i < NUM_NEST_MON_TYPE - 1; i++)
- {
- if (nest_mon_info[i].r_idx != nest_mon_info[i + 1].r_idx) break;
- if (!nest_mon_info[i + 1].used) break;
- }
- msg_print(r_name + r_info[nest_mon_info[i].r_idx].name);
- }
- }
-
- return TRUE;
-}
-
-
-/*!
- * @brief タイプ6の部屋…pitを生成する / Type 6 -- Monster pits
- * @return なし
- * @details
- * A monster pit is a "big" room, with an "inner" room, containing\n
- * a "collection" of monsters of a given type organized in the room.\n
- *\n
- * The inside room in a monster pit appears as shown below, where the\n
- * actual monsters in each location depend on the type of the pit\n
- *\n
- * XXXXXXXXXXXXXXXXXXXXX\n
- * X0000000000000000000X\n
- * X0112233455543322110X\n
- * X0112233467643322110X\n
- * X0112233455543322110X\n
- * X0000000000000000000X\n
- * XXXXXXXXXXXXXXXXXXXXX\n
- *\n
- * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
- * to request 16 "appropriate" monsters, sorting them by level, and using\n
- * the "even" entries in this sorted list for the contents of the pit.\n
- *\n
- * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
- * which is handled by requiring a specific "breath" attack for all of the\n
- * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
- * be present in many of the dragon pits, if they have the proper breath.\n
- *\n
- * Note the use of the "get_mon_num_prep()" function, and the special\n
- * "get_mon_num_hook()" restriction function, to prepare the "monster\n
- * allocation table" in such a way as to optimize the selection of\n
- * "appropriate" non-unique monsters for the pit.\n
- *\n
- * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
- * the pit will be empty.\n
- *\n
- * Note that "monster pits" will never contain "unique" monsters.\n
- */
-static bool build_type6(void)
-{
- int y, x, y1, x1, y2, x2, xval, yval;
- int i, j;
-
- int what[16];
-
- monster_type align;
-
- cave_type *c_ptr;
-
- int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
- vault_aux_type *n_ptr;
-
- /* No type available */
- if (cur_pit_type < 0) return FALSE;
-
- n_ptr = &pit_types[cur_pit_type];
-
- /* Process a preparation function if necessary */
- if (n_ptr->prep_func) (*(n_ptr->prep_func))();
-
- /* Prepare allocation table */
- get_mon_num_prep(n_ptr->hook_func, NULL);
-
- align.sub_align = SUB_ALIGN_NEUTRAL;
-
- /* Pick some monster types */
- for (i = 0; i < 16; i++)
- {
- int r_idx = 0, attempts = 100;
- monster_race *r_ptr = NULL;
-
- while (attempts--)
- {
- /* Get a (hard) monster type */
- r_idx = get_mon_num(dun_level + 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;
- x1 = xval - 11;
- x2 = xval + 11;
-
- /* Place the floor area */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- }
- }
-
- /* Place the outer walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_outer_grid(c_ptr);
- }
-
- /* Advance to the center room */
- y1 = y1 + 2;
- y2 = y2 - 2;
- x1 = x1 + 2;
- x2 = x2 - 2;
-
- /* The inner walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_inner_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_inner_grid(c_ptr);
- }
- for (y = y1; y <= y2; y++)
- {
- for (x = x1; x <= x2; x++)
- {
- add_cave_info(y, x, CAVE_ICKY);
- }
- }
-
- /* Place a secret door */
- switch (randint1(4))
- {
- case 1: place_secret_door(y1 - 1, xval, 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 */
- for (i = 0; i < 16 - 1; i++)
- {
- /* Sort the entries */
- for (j = 0; j < 16 - 1; j++)
- {
- int i1 = j;
- int i2 = j + 1;
-
- int p1 = r_info[what[i1]].level;
- int p2 = r_info[what[i2]].level;
-
- /* Bubble */
- if (p1 > p2)
- {
- int tmp = what[i1];
- what[i1] = what[i2];
- what[i2] = tmp;
- }
- }
- }
-
- /* Message */
- if (cheat_room)
- {
- /* Room type */
-#ifdef JP
- msg_format("モンスター部屋(pit)(%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#else
- msg_format("Monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#endif
- }
-
- /* Select the entries */
- for (i = 0; i < 8; i++)
- {
- /* Every other entry */
- what[i] = what[i * 2];
-
- if (cheat_hear)
- {
- /* Message */
- msg_print(r_name + r_info[what[i]].name);
- }
- }
-
- /* Top and bottom rows */
- for (x = xval - 9; x <= xval + 9; x++)
- {
- place_monster_aux(0, yval - 2, x, what[0], PM_NO_KAGE);
- place_monster_aux(0, yval + 2, x, what[0], PM_NO_KAGE);
- }
-
- /* Middle columns */
- for (y = yval - 1; y <= yval + 1; y++)
- {
- place_monster_aux(0, y, xval - 9, what[0], PM_NO_KAGE);
- place_monster_aux(0, y, xval + 9, what[0], PM_NO_KAGE);
-
- place_monster_aux(0, y, xval - 8, what[1], PM_NO_KAGE);
- place_monster_aux(0, y, xval + 8, what[1], PM_NO_KAGE);
-
- place_monster_aux(0, y, xval - 7, what[1], PM_NO_KAGE);
- place_monster_aux(0, y, xval + 7, what[1], PM_NO_KAGE);
-
- place_monster_aux(0, y, xval - 6, what[2], PM_NO_KAGE);
- place_monster_aux(0, y, xval + 6, what[2], PM_NO_KAGE);
-
- place_monster_aux(0, y, xval - 5, what[2], PM_NO_KAGE);
- place_monster_aux(0, y, xval + 5, what[2], PM_NO_KAGE);
-
- place_monster_aux(0, y, xval - 4, what[3], PM_NO_KAGE);
- place_monster_aux(0, y, xval + 4, what[3], PM_NO_KAGE);
-
- place_monster_aux(0, y, xval - 3, what[3], PM_NO_KAGE);
- place_monster_aux(0, y, xval + 3, what[3], PM_NO_KAGE);
-
- place_monster_aux(0, y, xval - 2, what[4], PM_NO_KAGE);
- place_monster_aux(0, y, xval + 2, what[4], PM_NO_KAGE);
- }
-
- /* Above/Below the center monster */
- for (x = xval - 1; x <= xval + 1; x++)
- {
- place_monster_aux(0, yval + 1, x, what[5], PM_NO_KAGE);
- place_monster_aux(0, yval - 1, x, what[5], PM_NO_KAGE);
- }
-
- /* Next to the center monster */
- place_monster_aux(0, yval, xval + 1, what[6], PM_NO_KAGE);
- place_monster_aux(0, yval, xval - 1, what[6], PM_NO_KAGE);
-
- /* Center monster */
- place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE);
-
- return TRUE;
-}
-
-
-/*!
- * @brief Vault地形を回転、上下左右反転するための座標変換を返す / coordinate translation code
- * @param x 変換したい点のX座標参照ポインタ
- * @param y 変換したい点のY座標参照ポインタ
- * @param xoffset Vault生成時の基準X座標
- * @param yoffset Vault生成時の基準Y座標
- * @param transno 処理ID
- * @return なし
- */
-static void coord_trans(int *x, int *y, int xoffset, int yoffset, int transno)
-{
- int i;
- int temp;
-
- /*
- * transno specifies what transformation is required. (0-7)
- * The lower two bits indicate by how much the vault is rotated,
- * and the upper bit indicates a reflection.
- * This is done by using rotation matrices... however since
- * these are mostly zeros for rotations by 90 degrees this can
- * be expressed simply in terms of swapping and inverting the
- * x and y coordinates.
- */
- for (i = 0; i < transno % 4; i++)
- {
- /* rotate by 90 degrees */
- temp = *x;
- *x = -(*y);
- *y = temp;
- }
-
- if (transno / 4)
- {
- /* Reflect depending on status of 3rd bit. */
- *x = -(*x);
- }
-
- /* Add offsets so vault stays in the first quadrant */
- *x += xoffset;
- *y += yoffset;
-}
-
-/*!
- * @brief Vaultをフロアに配置する / Hack -- fill in "vault" rooms
- * @param yval 生成基準Y座標
- * @param xval 生成基準X座標
- * @param ymax VaultのYサイズ
- * @param xmax VaultのXサイズ
- * @param data Vaultのデータ文字列
- * @param xoffset 変換基準X座標
- * @param yoffset 変換基準Y座標
- * @param transno 変換ID
- * @return なし
- */
-static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
- int xoffset, int yoffset, int transno)
-{
- int dx, dy, x, y, i, j;
-
- cptr t;
-
- cave_type *c_ptr;
-
-
- /* Place dungeon features and objects */
- for (t = data, dy = 0; dy < ymax; dy++)
- {
- for (dx = 0; dx < xmax; dx++, t++)
- {
- /* prevent loop counter from being overwritten */
- i = dx;
- j = dy;
-
- /* Flip / rotate */
- coord_trans(&i, &j, xoffset, yoffset, transno);
-
- /* Extract the location */
- if (transno % 2 == 0)
- {
- /* no swap of x/y */
- x = xval - (xmax / 2) + i;
- y = yval - (ymax / 2) + j;
- }
- else
- {
- /* swap of x/y */
- x = xval - (ymax / 2) + i;
- y = yval - (xmax / 2) + j;
- }
-
- /* Hack -- skip "non-grids" */
- if (*t == ' ') continue;
-
- /* Access the grid */
- c_ptr = &cave[y][x];
-
- /* Lay down a floor */
- place_floor_grid(c_ptr);
-
- /* Remove any mimic */
- c_ptr->mimic = 0;
-
- /* Part of a vault */
- c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
-
- /* Analyze the grid */
- switch (*t)
- {
- /* Granite wall (outer) */
- case '%':
- place_outer_noperm_grid(c_ptr);
- break;
-
- /* Granite wall (inner) */
- case '#':
- place_inner_grid(c_ptr);
- break;
-
- /* Glass wall (inner) */
- case '$':
- place_inner_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
- break;
-
- /* Permanent wall (inner) */
- case 'X':
- 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 */
- case '*':
- if (randint0(100) < 75)
- {
- place_object(y, x, 0L);
- }
- else
- {
- place_trap(y, x);
- }
- break;
-
- /* Secret doors */
- case '+':
- 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 */
- case '^':
- place_trap(y, x);
- break;
-
- /* Black market in a dungeon */
- case 'S':
- 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);
- break;
-
- case 'a':
- set_cave_feat(y, x, feat_pattern_1);
- break;
-
- case 'b':
- set_cave_feat(y, x, feat_pattern_2);
- break;
-
- case 'c':
- set_cave_feat(y, x, feat_pattern_3);
- break;
-
- case 'd':
- set_cave_feat(y, x, feat_pattern_4);
- break;
-
- case 'P':
- set_cave_feat(y, x, feat_pattern_end);
- break;
-
- case 'B':
- set_cave_feat(y, x, feat_pattern_exit);
- break;
-
- case 'A':
- /* Reward for Pattern walk */
- object_level = base_level + 12;
- place_object(y, x, AM_GOOD | AM_GREAT);
- object_level = base_level;
- break;
- }
- }
- }
-
-
- /* Place dungeon monsters and objects */
- for (t = data, dy = 0; dy < ymax; dy++)
- {
- for (dx = 0; dx < xmax; dx++, t++)
- {
- /* prevent loop counter from being overwritten */
- i = dx;
- j = dy;
-
- /* Flip / rotate */
- coord_trans(&i, &j, xoffset, yoffset, transno);
-
- /* Extract the location */
- if (transno % 2 == 0)
- {
- /* no swap of x/y */
- x = xval - (xmax / 2) + i;
- y = yval - (ymax / 2) + j;
- }
- else
- {
- /* swap of x/y */
- x = xval - (ymax / 2) + i;
- y = yval - (xmax / 2) + j;
- }
-
- /* Hack -- skip "non-grids" */
- if (*t == ' ') continue;
-
- /* Analyze the symbol */
- switch (*t)
- {
- /* Monster */
- case '&':
- {
- monster_level = base_level + 5;
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = base_level;
- break;
- }
-
- /* Meaner monster */
- case '@':
- {
- monster_level = base_level + 11;
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = base_level;
- break;
- }
-
- /* Meaner monster, plus treasure */
- case '9':
- {
- monster_level = base_level + 9;
- place_monster(y, x, PM_ALLOW_SLEEP);
- monster_level = base_level;
- object_level = base_level + 7;
- place_object(y, x, AM_GOOD);
- object_level = base_level;
- break;
- }
-
- /* Nasty monster and treasure */
- case '8':
- {
- monster_level = base_level + 40;
- place_monster(y, x, PM_ALLOW_SLEEP);
- monster_level = base_level;
- object_level = base_level + 20;
- place_object(y, x, AM_GOOD | AM_GREAT);
- object_level = base_level;
- break;
- }
-
- /* Monster and/or object */
- case ',':
- {
- if (randint0(100) < 50)
- {
- monster_level = base_level + 3;
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = base_level;
- }
- if (randint0(100) < 50)
- {
- object_level = base_level + 7;
- place_object(y, x, 0L);
- object_level = base_level;
- }
- break;
- }
-
- }
- }
- }
-}
-
-
-/*!
- * @brief タイプ7の部屋…v_info.txtより小型vaultを生成する / Type 7 -- simple vaults (see "v_info.txt")
- * @return なし
- */
-static bool build_type7(void)
-{
- vault_type *v_ptr;
- int dummy;
- int x, y;
- int xval, yval;
- int xoffset, yoffset;
- int transno;
-
- /* Pick a lesser vault */
- for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
- {
- /* Access a random vault record */
- v_ptr = &v_info[randint0(max_v_idx)];
-
- /* Accept the first lesser vault */
- if (v_ptr->typ == 7) break;
- }
-
- /* No lesser vault found */
- if (dummy >= SAFE_MAX_ATTEMPTS)
- {
- if (cheat_room)
- {
-#ifdef JP
- msg_print("警告!小さな地下室を配置できません!");
-#else
- msg_print("Warning! Could not place lesser vault!");
-#endif
- }
- return FALSE;
- }
-
- /* pick type of transformation (0-7) */
- transno = randint0(8);
-
- /* calculate offsets */
- x = v_ptr->wid;
- y = v_ptr->hgt;
-
- /* Some huge vault cannot be ratated to fit in the dungeon */
- if (x+2 > cur_hgt-2)
- {
- /* Forbid 90 or 270 degree ratation */
- transno &= ~1;
- }
-
- coord_trans(&x, &y, 0, 0, transno);
-
- if (x < 0)
- {
- xoffset = -x - 1;
- }
- else
- {
- xoffset = 0;
- }
-
- if (y < 0)
- {
- yoffset = -y - 1;
- }
- else
- {
- yoffset = 0;
- }
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
-
-#ifdef FORCE_V_IDX
- v_ptr = &v_info[2];
-#endif
-
- /* Message */
-#ifdef JP
- if (cheat_room) msg_format("小さな地下室(%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;
-}
-
-/*!
- * @brief タイプ8の部屋…v_info.txtより大型vaultを生成する / Type 8 -- greater vaults (see "v_info.txt")
- * @return なし
- */
-static bool build_type8(void)
-{
- vault_type *v_ptr;
- int dummy;
- int xval, yval;
- int x, y;
- int transno;
- int xoffset, yoffset;
-
- /* Pick a greater vault */
- for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
- {
- /* Access a random vault record */
- v_ptr = &v_info[randint0(max_v_idx)];
-
- /* Accept the first greater vault */
- if (v_ptr->typ == 8) break;
- }
-
- /* No greater vault found */
- if (dummy >= SAFE_MAX_ATTEMPTS)
- {
- if (cheat_room)
- {
-#ifdef JP
- msg_print("警告!巨大な地下室を配置できません!");
-#else
- msg_print("Warning! Could not place greater vault!");
-#endif
- }
- return FALSE;
- }
-
- /* pick type of transformation (0-7) */
- transno = randint0(8);
-
- /* calculate offsets */
- x = v_ptr->wid;
- y = v_ptr->hgt;
-
- /* Some huge vault cannot be ratated to fit in the dungeon */
- if (x+2 > cur_hgt-2)
- {
- /* Forbid 90 or 270 degree ratation */
- transno &= ~1;
- }
-
- coord_trans(&x, &y, 0, 0, transno);
-
- if (x < 0)
- {
- xoffset = - x - 1;
- }
- else
- {
- xoffset = 0;
- }
-
- if (y < 0)
- {
- yoffset = - y - 1;
- }
- else
- {
- yoffset = 0;
- }
-
- /*
- * Try to allocate space for room. If fails, exit
- *
- * Hack -- Prepare a bit larger space (+2, +2) to
- * prevent generation of vaults with no-entrance.
- */
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, abs(y) + 2, abs(x) + 2)) return FALSE;
-
-#ifdef FORCE_V_IDX
- v_ptr = &v_info[76 + randint1(3)];
-#endif
-
- /* Message */
-#ifdef JP
- if (cheat_room) msg_format("巨大な地下室(%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;
-}
-
-/*
- * Structure to hold all "fill" data
- */
-
-typedef struct fill_data_type fill_data_type;
-
-struct fill_data_type
-{
- /* area size */
- int xmin;
- int ymin;
- int xmax;
- int ymax;
-
- /* cutoffs */
- int c1;
- int c2;
- int c3;
-
- /* features to fill with */
- int feat1;
- int feat2;
- int feat3;
-
- int info1;
- int info2;
- int info3;
-
- /* number of filled squares */
- int amount;
-};
-
-static fill_data_type fill_data;
-
-
-/* Store routine for the fractal cave generator */
-/* this routine probably should be an inline function or a macro. */
-static void store_height(int x, int y, int val)
-{
- /* if on boundary set val > cutoff so walls are not as square */
- if (((x == fill_data.xmin) || (y == fill_data.ymin) ||
- (x == fill_data.xmax) || (y == fill_data.ymax)) &&
- (val <= fill_data.c1)) val = fill_data.c1 + 1;
-
- /* store the value in height-map format */
- cave[y][x].feat = val;
-
- return;
-}
-
-
-/*
-* Explanation of the plasma fractal algorithm:
-*
-* A grid of points is created with the properties of a 'height-map'
-* This is done by making the corners of the grid have a random value.
-* The grid is then subdivided into one with twice the resolution.
-* The new points midway between two 'known' points can be calculated
-* by taking the average value of the 'known' ones and randomly adding
-* or subtracting an amount proportional to the distance between those
-* points. The final 'middle' points of the grid are then calculated
-* by averaging all four of the originally 'known' corner points. An
-* random amount is added or subtracted from this to get a value of the
-* height at that point. The scaling factor here is adjusted to the
-* slightly larger distance diagonally as compared to orthogonally.
-*
-* This is then repeated recursively to fill an entire 'height-map'
-* A rectangular map is done the same way, except there are different
-* scaling factors along the x and y directions.
-*
-* A hack to change the amount of correlation between points is done using
-* the grd variable. If the current step size is greater than grd then
-* the point will be random, otherwise it will be calculated by the
-* above algorithm. This makes a maximum distance at which two points on
-* the height map can affect each other.
-*
-* How fractal caves are made:
-*
-* When the map is complete, a cut-off value is used to create a cave.
-* Heights below this value are "floor", and heights above are "wall".
-* This also can be used to create lakes, by adding more height levels
-* representing shallow and deep water/ lava etc.
-*
-* The grd variable affects the width of passages.
-* The roug variable affects the roughness of those passages
-*
-* The tricky part is making sure the created cave is connected. This
-* is done by 'filling' from the inside and only keeping the 'filled'
-* floor. Walls bounding the 'filled' floor are also kept. Everything
-* else is converted to the normal _extra_.
- */
-
-
-/*
- * Note that this uses the cave.feat array in a very hackish way
- * the values are first set to zero, and then each array location
- * is used as a "heightmap"
- * The heightmap then needs to be converted back into the "feat" format.
- *
- * grd=level at which fractal turns on. smaller gives more mazelike caves
- * roug=roughness level. 16=normal. higher values make things more convoluted
- * small values are good for smooth walls.
- * size=length of the side of the square cave system.
- */
-static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug, int cutoff)
-{
- int xhsize, yhsize, xsize, ysize, maxsize;
-
- /*
- * fixed point variables- these are stored as 256 x normal value
- * this gives 8 binary places of fractional part + 8 places of normal part
- */
-
- u16b xstep, xhstep, ystep, yhstep;
- u16b xstep2, xhstep2, ystep2, yhstep2;
- u16b i, j, ii, jj, diagsize, xxsize, yysize;
-
- /* Cache for speed */
- u16b xm, xp, ym, yp;
-
- /* redefine size so can change the value if out of range */
- xsize = xsiz;
- ysize = ysiz;
-
- /* Paranoia about size of the system of caves */
- if (xsize > 254) xsize = 254;
- if (xsize < 4) xsize = 4;
- if (ysize > 254) ysize = 254;
- if (ysize < 4) ysize = 4;
-
- /* get offsets to middle of array */
- xhsize = xsize / 2;
- yhsize = ysize / 2;
-
- /* fix rounding problem */
- xsize = xhsize * 2;
- ysize = yhsize * 2;
-
- /* get limits of region */
- fill_data.xmin = x0 - xhsize;
- 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
- * approximately correct for everything else.
- */
- diagsize = 362;
-
- /* maximum of xsize and ysize */
- maxsize = (xsize > ysize) ? xsize : ysize;
-
- /* Clear the section */
- for (i = 0; i <= xsize; i++)
- {
- for (j = 0; j <= ysize; j++)
- {
- /* -1 is a flag for "not done yet" */
- cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
- /* Clear icky flag because may be redoing the cave */
- cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
- }
- }
-
- /* Boundaries are walls */
- cave[fill_data.ymin][fill_data.xmin].feat = maxsize;
- cave[fill_data.ymax][fill_data.xmin].feat = maxsize;
- cave[fill_data.ymin][fill_data.xmax].feat = maxsize;
- cave[fill_data.ymax][fill_data.xmax].feat = maxsize;
-
- /* Set the middle square to be an open area. */
- cave[y0][x0].feat = 0;
-
- /* Initialize the step sizes */
- xstep = xhstep = xsize * 256;
- ystep = yhstep = ysize * 256;
- xxsize = xsize * 256;
- yysize = ysize * 256;
-
- /*
- * Fill in the rectangle with fractal height data -
- * like the 'plasma fractal' in fractint.
- */
- while ((xhstep > 256) || (yhstep > 256))
- {
- /* Halve the step sizes */
- xstep = xhstep;
- xhstep /= 2;
- ystep = yhstep;
- yhstep /= 2;
-
- /* cache well used values */
- xstep2 = xstep / 256;
- ystep2 = ystep / 256;
-
- xhstep2 = xhstep / 256;
- yhstep2 = yhstep / 256;
-
- /* middle top to bottom. */
- for (i = xhstep; i <= xxsize - xhstep; i += xstep)
- {
- for (j = 0; j <= yysize; j += ystep)
- {
- /* cache often used values */
- ii = i / 256 + fill_data.xmin;
- jj = j / 256 + fill_data.ymin;
-
- /* Test square */
- if (cave[jj][ii].feat == -1)
- {
- if (xhstep2 > grd)
- {
- /* If greater than 'grid' level then is random */
- store_height(ii, jj, randint1(maxsize));
- }
- else
- {
- /* Average of left and right points +random bit */
- store_height(ii, jj,
- (cave[jj][fill_data.xmin + (i - xhstep) / 256].feat
- + cave[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2
- + (randint1(xstep2) - xhstep2) * roug / 16);
- }
- }
- }
- }
-
-
- /* middle left to right. */
- for (j = yhstep; j <= yysize - yhstep; j += ystep)
- {
- for (i = 0; i <= xxsize; i += xstep)
- {
- /* cache often used values */
- ii = i / 256 + fill_data.xmin;
- jj = j / 256 + fill_data.ymin;
-
- /* Test square */
- if (cave[jj][ii].feat == -1)
- {
- if (xhstep2 > grd)
- {
- /* If greater than 'grid' level then is random */
- store_height(ii, jj, randint1(maxsize));
- }
- else
- {
- /* Average of up and down points +random bit */
- store_height(ii, jj,
- (cave[fill_data.ymin + (j - yhstep) / 256][ii].feat
- + cave[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2
- + (randint1(ystep2) - yhstep2) * roug / 16);
- }
- }
- }
- }
-
- /* center. */
- for (i = xhstep; i <= xxsize - xhstep; i += xstep)
- {
- for (j = yhstep; j <= yysize - yhstep; j += ystep)
- {
- /* cache often used values */
- ii = i / 256 + fill_data.xmin;
- jj = j / 256 + fill_data.ymin;
-
- /* Test square */
- if (cave[jj][ii].feat == -1)
- {
- if (xhstep2 > grd)
- {
- /* If greater than 'grid' level then is random */
- store_height(ii, jj, randint1(maxsize));
- }
- else
- {
- /* Cache reused values. */
- 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;
-
- /*
- * 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
- + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
- }
- }
- }
- }
- }
-}
-
-
-static bool hack_isnt_wall(int y, int x, int c1, int c2, int c3, int feat1, int feat2, int feat3, int info1, int info2, int info3)
-{
- /*
- * function used to convert from height-map back to the
- * normal angband cave format
- */
- if (cave[y][x].info & CAVE_ICKY)
- {
- /* already done */
- return FALSE;
- }
- else
- {
- /* Show that have looked at this square */
- cave[y][x].info|= (CAVE_ICKY);
-
- /* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */
- if (cave[y][x].feat <= c1)
- {
- /* 25% of the time use the other tile : it looks better this way */
- if (randint1(100) < 75)
- {
- cave[y][x].feat = feat1;
- cave[y][x].info &= ~(CAVE_MASK);
- cave[y][x].info |= info1;
- return TRUE;
- }
- else
- {
- cave[y][x].feat = feat2;
- cave[y][x].info &= ~(CAVE_MASK);
- cave[y][x].info |= info2;
- return TRUE;
- }
- }
- else if (cave[y][x].feat <= c2)
- {
- /* 25% of the time use the other tile : it looks better this way */
- if (randint1(100) < 75)
- {
- cave[y][x].feat = feat2;
- cave[y][x].info &= ~(CAVE_MASK);
- cave[y][x].info |= info2;
- return TRUE;
- }
- else
- {
- cave[y][x].feat = feat1;
- cave[y][x].info &= ~(CAVE_MASK);
- cave[y][x].info |= info1;
- return TRUE;
- }
- }
- else if (cave[y][x].feat <= c3)
- {
- cave[y][x].feat = feat3;
- cave[y][x].info &= ~(CAVE_MASK);
- cave[y][x].info |= info3;
- return TRUE;
- }
- /* if greater than cutoff then is a wall */
- else
- {
- place_outer_bold(y, x);
- return FALSE;
- }
- }
-}
-
-
-
-
-/*
- * Quick and nasty fill routine used to find the connected region
- * of floor in the middle of the cave
- */
-static void cave_fill(byte y, byte x)
-{
- int i, j, d;
- int ty, tx;
-
- int flow_tail = 1;
- int flow_head = 0;
-
-
- /*** Start Grid ***/
-
- /* Enqueue that entry */
- temp_y[0] = y;
- temp_x[0] = x;
-
-
- /* Now process the queue */
- while (flow_head != flow_tail)
- {
- /* Extract the next entry */
- ty = temp_y[flow_head];
- tx = temp_x[flow_head];
-
- /* Forget that entry */
- if (++flow_head == TEMP_MAX) flow_head = 0;
-
- /* Add the "children" */
- for (d = 0; d < 8; d++)
- {
- int old_head = flow_tail;
-
- /* Child location */
- j = ty + ddy_ddd[d];
- i = tx + ddx_ddd[d];
-
- /* Paranoia Don't leave the cave */
- if (!in_bounds(j, i))
- {
- /* affect boundary */
- cave[j][i].info |= CAVE_ICKY;
-/* return; */
- }
-
- /* If within bounds */
- else if ((i > fill_data.xmin) && (i < fill_data.xmax)
- && (j > fill_data.ymin) && (j < fill_data.ymax))
- {
- /* If not a wall or floor done before */
- if (hack_isnt_wall(j, i,
- fill_data.c1, fill_data.c2, fill_data.c3,
- fill_data.feat1, fill_data.feat2, fill_data.feat3,
- fill_data.info1, fill_data.info2, fill_data.info3))
- {
- /* Enqueue that entry */
- temp_y[flow_tail] = j;
- temp_x[flow_tail] = i;
-
- /* Advance the queue */
- if (++flow_tail == TEMP_MAX) flow_tail = 0;
-
- /* Hack -- Overflow by forgetting new entry */
- if (flow_tail == flow_head)
- {
- flow_tail = old_head;
- }
- else
- {
- /* keep tally of size of cave system */
- (fill_data.amount)++;
- }
- }
- }
- else
- {
- /* affect boundary */
- cave[j][i].info |= CAVE_ICKY;
- }
- }
- }
-}
-
-
-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;
- yhsize = ysize / 2;
-
-
- /*
- * select region connected to center of cave system
- * this gets rid of alot of isolated one-sqaures that
- * can make teleport traps instadeaths...
- */
-
- /* cutoffs */
- fill_data.c1 = cutoff;
- fill_data.c2 = 0;
- fill_data.c3 = 0;
-
- /* features to fill with */
- fill_data.feat1 = floor_type[randint0(100)];
- fill_data.feat2 = floor_type[randint0(100)];
- fill_data.feat3 = floor_type[randint0(100)];
-
- fill_data.info1 = CAVE_FLOOR;
- fill_data.info2 = CAVE_FLOOR;
- fill_data.info3 = CAVE_FLOOR;
-
- /* number of filled squares */
- fill_data.amount = 0;
-
- cave_fill((byte)y0, (byte)x0);
-
- /* if tally too small, try again */
- if (fill_data.amount < 10)
- {
- /* too small - clear area and try again later */
- for (x = 0; x <= xsize; ++x)
- {
- for (y = 0; y <= ysize; ++y)
- {
- place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
- cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
- }
- }
- return FALSE;
- }
-
- /*
- * Do boundarys-check to see if they are next to a filled region
- * If not then they are set to normal granite
- * If so then they are marked as room walls.
- */
- for (i = 0; i <= xsize; ++i)
- {
- /* top boundary */
- if ((cave[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
- {
- /* Next to a 'filled' region? - set to be room walls */
- place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
- if (light) cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
- cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
- place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
- }
- else
- {
- /* set to be normal granite */
- place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
- }
-
- /* bottom boundary */
- if ((cave[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
- {
- /* Next to a 'filled' region? - set to be room walls */
- place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
- if (light) cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW);
- cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_ROOM);
- place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
- }
- else
- {
- /* set to be normal granite */
- place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
- }
-
- /* clear the icky flag-don't need it any more */
- cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
- cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
- }
-
- /* Do the left and right boundaries minus the corners (done above) */
- for (i = 1; i < ysize; ++i)
- {
- /* left boundary */
- if ((cave[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
- {
- /* room boundary */
- place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
- if (light) cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
- cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
- place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
- }
- else
- {
- /* outside room */
- place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
- }
- /* right boundary */
- if ((cave[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
- {
- /* room boundary */
- place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
- if (light) cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
- cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
- place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
- }
- else
- {
- /* outside room */
- place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
- }
-
- /* clear icky flag -done with it */
- cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
- cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
- }
-
-
- /* Do the rest: convert back to the normal format */
- for (x = 1; x < xsize; ++x)
- {
- for (y = 1; y < ysize; ++y)
- {
- if (is_floor_bold(y0 + y - yhsize, x0 + x - xhsize) &&
- (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
- {
- /* Clear the icky flag in the filled region */
- cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
-
- /* Set appropriate flags */
- if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
- if (room) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
- }
- else if (is_outer_bold(y0 + y - yhsize, x0 + x - xhsize) &&
- (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
- {
- /* Walls */
- cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
- if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
- if (room)
- {
- cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
- }
- else
- {
-
- place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
- cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
- }
- }
- else
- {
- /* Clear the unconnected regions */
- place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
- cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
- }
- }
- }
-
- /*
- * 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 _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.
- */
-
- return TRUE;
-}
-
-
-/*!
- * @brief タイプ9の部屋…フラクタルカーブによる洞窟生成 / Type 9 -- Driver routine to create fractal cave system
- * @return なし
- */
-static bool build_type9(void)
-{
- int grd, roug, cutoff, xsize, ysize, y0, x0;
-
- bool done, light, room;
-
- /* get size: note 'Evenness'*/
- xsize = randint1(22) * 2 + 6;
- ysize = randint1(15) * 2 + 6;
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&y0, &x0, ysize + 1, xsize + 1))
- {
- /* 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;
-
- if ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
-
- while (!done)
- {
- /* Note: size must be even or there are rounding problems
- * This causes the tunnels not to connect properly to the room */
-
- /* testing values for these parameters feel free to adjust */
- grd = 1 << (randint0(4));
-
- /* want average of about 16 */
- roug = randint1(8) * randint1(4);
-
- /* about size/2 */
- cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
- randint1(xsize / 4) + randint1(ysize / 4);
-
- /* make it */
- generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
-
- /* Convert to normal format + clean up */
- done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
- }
-
- return TRUE;
-}
-
-#ifdef ALLOW_CAVERNS_AND_LAKES
-/*
- * Builds a cave system in the center of the dungeon.
- */
-void build_cavern(void)
-{
- int grd, roug, cutoff, xsize, ysize, x0, y0;
- bool done, light;
-
- light = done = FALSE;
- if ((dun_level <= randint1(50)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
-
- /* Make a cave the size of the dungeon */
- xsize = cur_wid - 1;
- ysize = cur_hgt - 1;
- x0 = xsize / 2;
- y0 = ysize / 2;
-
- /* Paranoia: make size even */
- xsize = x0 * 2;
- ysize = y0 * 2;
-
- while (!done)
- {
- /* testing values for these parameters: feel free to adjust */
- grd = randint1(4) + 4;
-
- /* want average of about 16 */
- roug = randint1(8) * randint1(4);
-
- /* about size/2 */
- cutoff = xsize / 2;
-
- /* make it */
- generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
-
- /* Convert to normal format+ clean up */
- done = generate_fracave(y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
- }
-}
-
-static bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2, int c3, int type)
-{
- int x, y, i, xhsize, yhsize;
- int feat1, feat2, feat3;
-
- /* offsets to middle from corner */
- xhsize = xsize / 2;
- yhsize = ysize / 2;
-
- /* Get features based on type */
- switch (type)
- {
- case LAKE_T_LAVA: /* Lava */
- feat1 = feat_deep_lava;
- feat2 = feat_shallow_lava;
- feat3 = floor_type[randint0(100)];
- break;
- case LAKE_T_WATER: /* Water */
- feat1 = feat_deep_water;
- feat2 = feat_shallow_water;
- feat3 = floor_type[randint0(100)];
- break;
- case LAKE_T_CAVE: /* Collapsed cave */
- feat1 = floor_type[randint0(100)];
- feat2 = floor_type[randint0(100)];
- feat3 = feat_rubble;
- break;
- case LAKE_T_EARTH_VAULT: /* Earth vault */
- feat1 = feat_rubble;
- feat2 = floor_type[randint0(100)];
- feat3 = feat_rubble;
- break;
- case LAKE_T_AIR_VAULT: /* Air vault */
- feat1 = feat_grass;
- feat2 = feat_tree;
- feat3 = feat_grass;
- break;
- case LAKE_T_WATER_VAULT: /* Water vault */
- feat1 = feat_shallow_water;
- feat2 = feat_deep_water;
- feat3 = feat_shallow_water;
- break;
- case LAKE_T_FIRE_VAULT: /* Fire Vault */
- feat1 = feat_shallow_lava;
- feat2 = feat_deep_lava;
- feat3 = feat_shallow_lava;
- break;
-
- /* Paranoia */
- default: return FALSE;
- }
-
- /*
- * select region connected to center of cave system
- * this gets rid of alot of isolated one-sqaures that
- * can make teleport traps instadeaths...
- */
-
- /* cutoffs */
- fill_data.c1 = c1;
- fill_data.c2 = c2;
- fill_data.c3 = c3;
-
- /* features to fill with */
- fill_data.feat1 = feat1;
- fill_data.feat2 = feat2;
- fill_data.feat3 = feat3;
-
- fill_data.info1 = 0;
- fill_data.info2 = 0;
- fill_data.info3 = 0;
-
- /* number of filled squares */
- fill_data.amount = 0;
-
- /* select region connected to center of cave system
- * this gets rid of alot of isolated one-sqaures that
- * can make teleport traps instadeaths... */
- cave_fill((byte)y0, (byte)x0);
-
- /* if tally too small, try again */
- if (fill_data.amount < 10)
- {
- /* too small -clear area and try again later */
- for (x = 0; x <= xsize; ++x)
- {
- for (y = 0; y <= ysize; ++y)
- {
- place_floor_bold(y0 + y - yhsize, x0 + x - xhsize);
- cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
- }
- }
- return FALSE;
- }
-
- /* Do boundarys- set to normal granite */
- for (i = 0; i <= xsize; ++i)
- {
- place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
- place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
-
- /* clear the icky flag-don't need it any more */
- cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
- cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
- }
-
- /* Do the left and right boundaries minus the corners (done above) */
-
- for (i = 1; i < ysize; ++i)
- {
- place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
- place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
-
- /* clear icky flag -done with it */
- cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
- cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
- }
-
-
- /* Do the rest: convert back to the normal format */
- for (x = 1; x < xsize; ++x)
- {
- for (y = 1; y < ysize; ++y)
- {
- /* Fill unconnected regions with granite */
- if ((!(cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
- is_outer_bold(y0 + y - yhsize, x0 + x - xhsize))
- place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
-
- /* turn off icky flag (no longer needed.) */
- cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
-
- /* 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;
- }
- }
- }
-
- return TRUE;
-}
-
-
-/*
- * makes a lake/collapsed cave system in the center of the dungeon
- */
-void build_lake(int type)
-{
- int grd, roug, xsize, ysize, x0, y0;
- bool done = FALSE;
- int c1, c2, c3;
-
- /* paranoia - exit if lake type out of range. */
- if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT))
- {
- msg_format("Invalid lake type (%d)", type);
- return;
- }
-
- /* Make the size of the dungeon */
- xsize = cur_wid - 1;
- ysize = cur_hgt - 1;
- x0 = xsize / 2;
- y0 = ysize / 2;
-
- /* Paranoia: make size even */
- xsize = x0 * 2;
- ysize = y0 * 2;
-
- while (!done)
- {
- /* testing values for these parameters: feel free to adjust */
- grd = randint1(3) + 4;
-
- /* want average of about 16 */
- roug = randint1(8) * randint1(4);
-
- /* Make up size of various componants */
- /* Floor */
- c3 = 3 * xsize / 4;
-
- /* Deep water/lava */
- c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
-
- /* Shallow boundary */
- c2 = (c1 + c3) / 2;
-
- /* make it */
- generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3);
-
- /* Convert to normal format+ clean up */
- done = generate_lake(y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type);
- }
-}
-#endif /* ALLOW_CAVERNS_AND_LAKES */
-
-
-/*
- * Routine used by the random vault creators to add a door to a location
- * Note that range checking has to be done in the calling routine.
- *
- * The doors must be INSIDE the allocated region.
- */
-static void add_door(int x, int y)
-{
- /* Need to have a wall in the center square */
- if (!is_outer_bold(y, x)) return;
-
- /* look at:
- * x#x
- * .#.
- * x#x
- *
- * where x=don't care
- * .=floor, #=wall
- */
-
- if (is_floor_bold(y-1,x) && is_floor_bold(y+1,x) &&
- (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
- {
- /* secret door */
- place_secret_door(y, x, DOOR_DEFAULT);
-
- /* set boundarys so don't get wide doors */
- place_solid_bold(y, x - 1);
- place_solid_bold(y, x + 1);
- }
-
-
- /* look at:
- * x#x
- * .#.
- * x#x
- *
- * where x = don't care
- * .=floor, #=wall
- */
- if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) &&
- is_floor_bold(y,x-1) && is_floor_bold(y,x+1))
- {
- /* secret door */
- place_secret_door(y, x, DOOR_DEFAULT);
-
- /* set boundarys so don't get wide doors */
- place_solid_bold(y - 1, x);
- place_solid_bold(y + 1, x);
- }
-}
-
-
-/*
- * Routine that fills the empty areas of a room with treasure and monsters.
- */
-static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
-{
- int x, y, cx, cy, size;
- s32b value;
-
- /* center of room:*/
- cx = (x1 + x2) / 2;
- cy = (y1 + y2) / 2;
-
- /* Rough measure of size of vault= sum of lengths of sides */
- size = abs(x2 - x1) + abs(y2 - y1);
-
- for (x = x1; x <= x2; x++)
- {
- for (y = y1; y <= y2; y++)
- {
- /* Thing added based on distance to center of vault
- * Difficulty is 1-easy to 10-hard */
- value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty;
-
- /* hack- empty square part of the time */
- if ((randint1(100) - difficulty * 3) > 50) value = 20;
-
- /* if floor, shallow water and lava */
- if (is_floor_bold(y, x) ||
- (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)
- {
- /* Meanest monster + treasure */
- monster_level = base_level + 40;
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = base_level;
- object_level = base_level + 20;
- place_object(y, x, AM_GOOD);
- object_level = base_level;
- }
- else if (value < 5)
- {
- /* Mean monster +treasure */
- monster_level = base_level + 20;
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = base_level;
- object_level = base_level + 10;
- place_object(y, x, AM_GOOD);
- object_level = base_level;
- }
- else if (value < 10)
- {
- /* Monster */
- monster_level = base_level + 9;
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = base_level;
- }
- else if (value < 17)
- {
- /* Intentional Blank space */
-
- /*
- * (Want some of the vault to be empty
- * so have room for group monsters.
- * This is used in the hack above to lower
- * the density of stuff in the vault.)
- */
- }
- else if (value < 23)
- {
- /* Object or trap */
- if (randint0(100) < 25)
- {
- place_object(y, x, 0L);
- }
- else
- {
- place_trap(y, x);
- }
- }
- else if (value < 30)
- {
- /* Monster and trap */
- monster_level = base_level + 5;
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = base_level;
- place_trap(y, x);
- }
- else if (value < 40)
- {
- /* Monster or object */
- if (randint0(100) < 50)
- {
- monster_level = base_level + 3;
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- monster_level = base_level;
- }
- if (randint0(100) < 50)
- {
- object_level = base_level + 7;
- place_object(y, x, 0L);
- object_level = base_level;
- }
- }
- else if (value < 50)
- {
- /* Trap */
- place_trap(y, x);
- }
- else
- {
- /* Various Stuff */
-
- /* 20% monster, 40% trap, 20% object, 20% blank space */
- if (randint0(100) < 20)
- {
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- }
- else if (randint0(100) < 50)
- {
- place_trap(y, x);
- }
- else if (randint0(100) < 50)
- {
- place_object(y, x, 0L);
- }
- }
-
- }
- }
- }
-}
-
-
-/*
- * This function creates a random vault that looks like a collection of bubbles.
- * It works by getting a set of coordinates that represent the center of each
- * bubble. The entire room is made by seeing which bubble center is closest. If
- * two centers are equidistant then the square is a wall, otherwise it is a floor.
- * The only exception is for squares really near a center, these are always floor.
- * (It looks better than without this check.)
- *
- * Note: If two centers are on the same point then this algorithm will create a
- * blank bubble filled with walls. - This is prevented from happening.
- */
-static void build_bubble_vault(int x0, int y0, int xsize, int ysize)
-{
- #define BUBBLENUM 10 /* number of bubbles */
-
- /* array of center points of bubbles */
- coord center[BUBBLENUM];
-
- int i, j, x, y;
- u16b min1, min2, temp;
- bool done;
-
- /* Offset from center to top left hand corner */
- int xhsize = xsize / 2;
- int yhsize = ysize / 2;
-
-
- if (cheat_room) msg_print("Bubble Vault");
-
- /* Allocate center of bubbles */
- center[0].x = (byte)randint1(xsize - 3) + 1;
- center[0].y = (byte)randint1(ysize - 3) + 1;
-
- for (i = 1; i < BUBBLENUM; i++)
- {
- done = FALSE;
-
- /* get center and check to see if it is unique */
- while (!done)
- {
- done = TRUE;
-
- x = randint1(xsize - 3) + 1;
- y = randint1(ysize - 3) + 1;
-
- for (j = 0; j < i; j++)
- {
- /* rough test to see if there is an overlap */
- if ((x == center[j].x) && (y == center[j].y)) done = FALSE;
- }
- }
-
- center[i].x = x;
- center[i].y = y;
- }
-
-
- /* Top and bottom boundaries */
- for (i = 0; i < xsize; i++)
- {
- int x = x0 - xhsize + i;
-
- place_outer_noperm_bold(y0 - yhsize + 0, x);
- cave[y0 - yhsize + 0][x].info |= (CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(y0 - yhsize + ysize - 1, x);
- cave[y0 - yhsize + ysize - 1][x].info |= (CAVE_ROOM | CAVE_ICKY);
- }
-
- /* Left and right boundaries */
- for (i = 1; i < ysize - 1; i++)
- {
- int y = y0 - yhsize + i;
-
- place_outer_noperm_bold(y, x0 - xhsize + 0);
- cave[y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(y, x0 - xhsize + xsize - 1);
- cave[y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
- }
-
- /* Fill in middle with bubbles */
- for (x = 1; x < xsize - 1; x++)
- {
- for (y = 1; y < ysize - 1; y++)
- {
- /* Get distances to two closest centers */
-
- /* initialize */
- min1 = distance(x, y, center[0].x, center[0].y);
- min2 = distance(x, y, center[1].x, center[1].y);
-
- if (min1 > min2)
- {
- /* swap if in wrong order */
- temp = min1;
- min1 = min2;
- min2 = temp;
- }
-
- /* Scan the rest */
- for (i = 2; i < BUBBLENUM; i++)
- {
- temp = distance(x, y, center[i].x, center[i].y);
-
- if (temp < min1)
- {
- /* smallest */
- min2 = min1;
- min1 = temp;
- }
- else if (temp < min2)
- {
- /* second smallest */
- min2 = temp;
- }
- }
- if (((min2 - min1) <= 2) && (!(min1 < 3)))
- {
- /* Boundary at midpoint+ not at inner region of bubble */
- place_outer_noperm_bold(y0 - yhsize + y, x0 - xhsize + x);
- }
- else
- {
- /* middle of a bubble */
- place_floor_bold(y0 - yhsize + y, x0 - xhsize + x);
- }
-
- /* clean up rest of flags */
- cave[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
- }
- }
-
- /* Try to add some random doors */
- for (i = 0; i < 500; i++)
- {
- x = randint1(xsize - 3) - xhsize + x0 + 1;
- y = randint1(ysize - 3) - yhsize + y0 + 1;
- add_door(x, y);
- }
-
- /* Fill with monsters and treasure, low difficulty */
- fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
-}
-
-
-/*
- * Overlay a rectangular room given its bounds
- * This routine is used by build_room_vault
- * The area inside the walls is not touched:
- * only granite is removed- normal walls stay
- */
-static void build_room(int x1, int x2, int y1, int y2)
-{
- int x, y, i, xsize, ysize, temp;
-
- /* Check if rectangle has no width */
- if ((x1 == x2) || (y1 == y2)) return;
-
- /* initialize */
- if (x1 > x2)
- {
- /* Swap boundaries if in wrong order */
- temp = x1;
- x1 = x2;
- x2 = temp;
- }
-
- if (y1 > y2)
- {
- /* Swap boundaries if in wrong order */
- temp = y1;
- y1 = y2;
- y2 = temp;
- }
-
- /* get total widths */
- xsize = x2 - x1;
- ysize = y2 - y1;
-
-
- /* Top and bottom boundaries */
- for (i = 0; i <= xsize; i++)
- {
- place_outer_noperm_bold(y1, x1 + i);
- cave[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(y2, x1 + i);
- cave[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
- }
-
- /* Left and right boundaries */
- for (i = 1; i < ysize; i++)
- {
- place_outer_noperm_bold(y1 + i, x1);
- cave[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(y1 + i, x2);
- cave[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY);
- }
-
- /* Middle */
- for (x = 1; x < xsize; x++)
- {
- for (y = 1; y < ysize; y++)
- {
- if (is_extra_bold(y1+y, x1+x))
- {
- /* clear the untouched region */
- place_floor_bold(y1 + y, x1 + x);
- cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
- }
- else
- {
- /* make it a room- but don't touch */
- cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
- }
- }
- }
-}
-
-
-/* Create a random vault that looks like a collection of overlapping rooms */
-
-static void build_room_vault(int x0, int y0, int xsize, int ysize)
-{
- int i, x1, x2, y1, y2, xhsize, yhsize;
-
- /* get offset from center */
- xhsize = xsize / 2;
- yhsize = ysize / 2;
-
- if (cheat_room) msg_print("Room Vault");
-
- /* fill area so don't get problems with arena levels */
- for (x1 = 0; x1 < xsize; x1++)
- {
- int x = x0 - xhsize + x1;
-
- for (y1 = 0; y1 < ysize; y1++)
- {
- int y = y0 - yhsize + y1;
-
- place_extra_bold(y, x);
- cave[y][x].info &= (~CAVE_ICKY);
- }
- }
-
- /* add ten random rooms */
- for (i = 0; i < 10; i++)
- {
- x1 = randint1(xhsize) * 2 + x0 - xhsize;
- x2 = randint1(xhsize) * 2 + x0 - xhsize;
- y1 = randint1(yhsize) * 2 + y0 - yhsize;
- y2 = randint1(yhsize) * 2 + y0 - yhsize;
- build_room(x1, x2, y1, y2);
- }
-
- /* Add some random doors */
- for (i = 0; i < 500; i++)
- {
- x1 = randint1(xsize - 3) - xhsize + x0 + 1;
- y1 = randint1(ysize - 3) - yhsize + y0 + 1;
- add_door(x1, y1);
- }
-
- /* Fill with monsters and treasure, high difficulty */
- fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
-}
-
-
-/* Create a random vault out of a fractal cave */
-static void build_cave_vault(int x0, int y0, int xsiz, int ysiz)
-{
- int grd, roug, cutoff, xhsize, yhsize, xsize, ysize, x, y;
- bool done, light, room;
-
- /* round to make sizes even */
- xhsize = xsiz / 2;
- yhsize = ysiz / 2;
- xsize = xhsize * 2;
- ysize = yhsize * 2;
-
- if (cheat_room) msg_print("Cave Vault");
-
- light = done = FALSE;
- room = TRUE;
-
- while (!done)
- {
- /* testing values for these parameters feel free to adjust */
- grd = 1 << randint0(4);
-
- /* want average of about 16 */
- roug = randint1(8) * randint1(4);
-
- /* about size/2 */
- cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
- randint1(xsize / 4) + randint1(ysize / 4);
-
- /* make it */
- generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
-
- /* Convert to normal format+ clean up */
- done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
- }
-
- /* Set icky flag because is a vault */
- for (x = 0; x <= xsize; x++)
- {
- for (y = 0; y <= ysize; y++)
- {
- cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
- }
- }
-
- /* Fill with monsters and treasure, low difficulty */
- fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
-}
-
-/*
- * maze vault -- rectangular labyrinthine rooms
- *
- * maze vault uses two routines:
- * r_visit - a recursive routine that builds the labyrinth
- * build_maze_vault - a driver routine that calls r_visit and adds
- * monsters, traps and treasure
- *
- * The labyrinth is built by creating a spanning tree of a graph.
- * The graph vertices are at
- * (x, y) = (2j + x1, 2k + y1) j = 0,...,m-1 k = 0,...,n-1
- * and the edges are the vertical and horizontal nearest neighbors.
- *
- * The spanning tree is created by performing a suitably randomized
- * depth-first traversal of the graph. The only adjustable parameter
- * is the randint0(3) below; it governs the relative density of
- * twists and turns in the labyrinth: smaller number, more twists.
- */
-static void r_visit(int y1, int x1, int y2, int x2,
- int node, int dir, int *visited)
-{
- int i, j, m, n, temp, x, y, adj[4];
-
- /* dimensions of vertex array */
- m = (x2 - x1) / 2 + 1;
- n = (y2 - y1) / 2 + 1;
-
- /* mark node visited and set it to a floor */
- visited[node] = 1;
- x = 2 * (node % m) + x1;
- y = 2 * (node / m) + y1;
- place_floor_bold(y, x);
-
- /* setup order of adjacent node visits */
- if (one_in_(3))
- {
- /* pick a random ordering */
- for (i = 0; i < 4; i++)
- adj[i] = i;
- for (i = 0; i < 4; i++)
- {
- j = randint0(4);
- temp = adj[i];
- adj[i] = adj[j];
- adj[j] = temp;
- }
- dir = adj[0];
- }
- else
- {
- /* pick a random ordering with dir first */
- adj[0] = dir;
- for (i = 1; i < 4; i++)
- adj[i] = i;
- for (i = 1; i < 4; i++)
- {
- j = 1 + randint0(3);
- temp = adj[i];
- adj[i] = adj[j];
- adj[j] = temp;
- }
- }
-
- for (i = 0; i < 4; i++)
- {
- switch (adj[i])
- {
- case 0:
- /* (0,+) - check for bottom boundary */
- if ((node / m < n - 1) && (visited[node + m] == 0))
- {
- place_floor_bold(y + 1, x);
- r_visit(y1, x1, y2, x2, node + m, dir, visited);
- }
- break;
- case 1:
- /* (0,-) - check for top boundary */
- if ((node / m > 0) && (visited[node - m] == 0))
- {
- place_floor_bold(y - 1, x);
- r_visit(y1, x1, y2, x2, node - m, dir, visited);
- }
- break;
- case 2:
- /* (+,0) - check for right boundary */
- if ((node % m < m - 1) && (visited[node + 1] == 0))
- {
- place_floor_bold(y, x + 1);
- r_visit(y1, x1, y2, x2, node + 1, dir, visited);
- }
- break;
- case 3:
- /* (-,0) - check for left boundary */
- if ((node % m > 0) && (visited[node - 1] == 0))
- {
- place_floor_bold(y, x - 1);
- r_visit(y1, x1, y2, x2, node - 1, dir, visited);
- }
- } /* end switch */
- }
-}
-
-
-void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
-{
- int y, x, dy, dx;
- int y1, x1, y2, x2;
- int m, n, num_vertices, *visited;
- bool light;
- cave_type *c_ptr;
-
-
- if (cheat_room && is_vault) msg_print("Maze Vault");
-
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
- /* Pick a random room size - randomized by calling routine */
- dy = ysize / 2 - 1;
- dx = xsize / 2 - 1;
-
- y1 = y0 - dy;
- x1 = x0 - dx;
- y2 = y0 + dy;
- x2 = x0 + dx;
-
- /* generate the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y][x];
- c_ptr->info |= CAVE_ROOM;
- if (is_vault) c_ptr->info |= CAVE_ICKY;
- if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1))
- {
- place_outer_grid(c_ptr);
- }
- else if (!is_vault)
- {
- place_extra_grid(c_ptr);
- }
- else
- {
- place_inner_grid(c_ptr);
- }
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
- /* dimensions of vertex array */
- m = dx + 1;
- n = dy + 1;
- num_vertices = m * n;
-
- /* initialize array of visited vertices */
- C_MAKE(visited, num_vertices, int);
-
- /* traverse the graph to create a spaning tree, pick a random root */
- r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
-
- /* Fill with monsters and treasure, low difficulty */
- if (is_vault) fill_treasure(x1, x2, y1, y2, randint1(5));
-
- C_KILL(visited, num_vertices, int);
-}
-
-
-/* Build a "mini" checkerboard vault
- *
- * This is done by making a permanent wall maze and setting
- * the diagonal sqaures of the checker board to be granite.
- * The vault has two entrances on opposite sides to guarantee
- * 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;
- int *visited;
-
- if (cheat_room) msg_print("Mini Checker Board Vault");
-
- /* Pick a random room size */
- dy = ysize / 2 - 1;
- dx = xsize / 2 - 1;
-
- y1 = y0 - dy;
- x1 = x0 - dx;
- y2 = y0 + dy;
- x2 = x0 + dx;
-
-
- /* generate the room */
- for (x = x1 - 2; x <= x2 + 2; x++)
- {
- if (!in_bounds(y1-2,x)) break;
-
- cave[y1-2][x].info |= (CAVE_ROOM | CAVE_ICKY);
-
- place_outer_noperm_bold(y1-2, x);
- }
-
- for (x = x1 - 2; x <= x2 + 2; x++)
- {
- if (!in_bounds(y2+2,x)) break;
-
- cave[y2+2][x].info |= (CAVE_ROOM | CAVE_ICKY);
-
- place_outer_noperm_bold(y2+2, x);
- }
-
- for (y = y1 - 2; y <= y2 + 2; y++)
- {
- if (!in_bounds(y,x1-2)) break;
-
- cave[y][x1-2].info |= (CAVE_ROOM | CAVE_ICKY);
-
- place_outer_noperm_bold(y, x1-2);
- }
-
- for (y = y1 - 2; y <= y2 + 2; y++)
- {
- if (!in_bounds(y,x2+2)) break;
-
- cave[y][x2+2].info |= (CAVE_ROOM | CAVE_ICKY);
-
- place_outer_noperm_bold(y, x2+2);
- }
-
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- cave_type *c_ptr = &cave[y][x];
-
- c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
-
- /* Permanent walls */
- place_inner_perm_grid(c_ptr);
- }
- }
-
-
- /* dimensions of vertex array */
- m = dx + 1;
- n = dy + 1;
- num_vertices = m * n;
-
- /* initialize array of visited vertices */
- C_MAKE(visited, num_vertices, int);
-
- /* traverse the graph to create a spannng tree, pick a random root */
- r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
-
- /* Make it look like a checker board vault */
- for (x = x1; x <= x2; x++)
- {
- for (y = y1; y <= y2; y++)
- {
- total = x - x1 + y - y1;
- /* If total is odd- and is a floor then make a wall */
- if ((total % 2 == 1) && is_floor_bold(y, x))
- {
- place_inner_bold(y, x);
- }
- }
- }
-
- /* Make a couple of entrances */
- if (one_in_(2))
- {
- /* left and right */
- y = randint1(dy) + dy / 2;
- place_inner_bold(y1 + y, x1 - 1);
- place_inner_bold(y1 + y, x2 + 1);
- }
- else
- {
- /* top and bottom */
- x = randint1(dx) + dx / 2;
- place_inner_bold(y1 - 1, x1 + x);
- place_inner_bold(y2 + 1, x1 + x);
- }
-
- /* Fill with monsters and treasure, highest difficulty */
- fill_treasure(x1, x2, y1, y2, 10);
-
- C_KILL(visited, num_vertices, int);
-}
-
-
-/* Build a town/ castle by using a recursive algorithm.
- * Basically divide each region in a probalistic way to create
- * smaller regions. When the regions get too small stop.
- *
- * The power variable is a measure of how well defended a region is.
- * This alters the possible choices.
- */
-static void build_recursive_room(int x1, int y1, int x2, int y2, int power)
-{
- int xsize, ysize;
- int x, y;
- int choice;
-
- /* Temp variables */
- int t1, t2, t3, t4;
-
- xsize = x2 - x1;
- ysize = y2 - y1;
-
- if ((power < 3) && (xsize > 12) && (ysize > 12))
- {
- /* Need outside wall +keep */
- choice = 1;
- }
- else
- {
- if (power < 10)
- {
- /* Make rooms + subdivide */
- if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8))
- {
- choice = 4;
- }
- else
- {
- choice = randint1(2) + 1;
- }
- }
- else
- {
- /* Mostly subdivide */
- choice = randint1(3) + 1;
- }
- }
+ /* cache well used values */
+ xstep2 = xstep / 256;
+ ystep2 = ystep / 256;
- /* Based on the choice made above, do something */
+ xhstep2 = xhstep / 256;
+ yhstep2 = yhstep / 256;
- switch (choice)
- {
- case 1:
+ /* middle top to bottom. */
+ for (i = xhstep; i <= xxsize - xhstep; i += xstep)
{
- /* Outer walls */
-
- /* top and bottom */
- for (x = x1; x <= x2; x++)
- {
- place_outer_bold(y1, x);
- place_outer_bold(y2, x);
- }
-
- /* left and right */
- for (y = y1 + 1; y < y2; y++)
- {
- place_outer_bold(y, x1);
- place_outer_bold(y, x2);
- }
-
- /* Make a couple of entrances */
- if (one_in_(2))
- {
- /* left and right */
- y = randint1(ysize) + y1;
- place_floor_bold(y, x1);
- place_floor_bold(y, x2);
- }
- else
+ for (j = 0; j <= yysize; j += ystep)
{
- /* top and bottom */
- x = randint1(xsize) + x1;
- place_floor_bold(y1, x);
- place_floor_bold(y2, x);
- }
-
- /* Select size of keep */
- t1 = randint1(ysize / 3) + y1;
- t2 = y2 - randint1(ysize / 3);
- t3 = randint1(xsize / 3) + x1;
- t4 = x2 - randint1(xsize / 3);
-
- /* Do outside areas */
-
- /* Above and below keep */
- build_recursive_room(x1 + 1, y1 + 1, x2 - 1, t1, power + 1);
- build_recursive_room(x1 + 1, t2, x2 - 1, y2, power + 1);
-
- /* Left and right of keep */
- build_recursive_room(x1 + 1, t1 + 1, t3, t2 - 1, power + 3);
- build_recursive_room(t4, t1 + 1, x2 - 1, t2 - 1, power + 3);
-
- /* Make the keep itself: */
- x1 = t3;
- x2 = t4;
- y1 = t1;
- y2 = t2;
- xsize = x2 - x1;
- ysize = y2 - y1;
- power += 2;
+ /* cache often used values */
+ ii = i / 256 + fill_data.xmin;
+ jj = j / 256 + fill_data.ymin;
- /* Fall through */
- }
- case 4:
- {
- /* Try to build a room */
- if ((xsize < 3) || (ysize < 3))
- {
- for (y = y1; y < y2; y++)
+ /* Test square */
+ if (cave[jj][ii].feat == -1)
{
- for (x = x1; x < x2; x++)
+ if (xhstep2 > grd)
{
- place_inner_bold(y, x);
+ /* If greater than 'grid' level then is random */
+ store_height(ii, jj, randint1(maxsize));
+ }
+ else
+ {
+ /* Average of left and right points +random bit */
+ store_height(ii, jj,
+ (cave[jj][fill_data.xmin + (i - xhstep) / 256].feat
+ + cave[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2
+ + (randint1(xstep2) - xhstep2) * roug / 16);
}
}
-
- /* Too small */
- return;
- }
-
- /* Make outside walls */
- /* top and bottom */
- for (x = x1 + 1; x <= x2 - 1; x++)
- {
- place_inner_bold(y1 + 1, x);
- place_inner_bold(y2 - 1, x);
- }
-
- /* left and right */
- for (y = y1 + 1; y <= y2 - 1; y++)
- {
- place_inner_bold(y, x1 + 1);
- place_inner_bold(y, x2 - 1);
}
+ }
- /* Make a door */
- y = randint1(ysize - 3) + y1 + 1;
-
- if (one_in_(2))
- {
- /* left */
- place_floor_bold(y, x1 + 1);
- }
- else
- {
- /* right */
- place_floor_bold(y, x2 - 1);
- }
- /* Build the room */
- build_recursive_room(x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
- break;
- }
- case 2:
+ /* middle left to right. */
+ for (j = yhstep; j <= yysize - yhstep; j += ystep)
{
- /* Try and divide vertically */
- if (xsize < 3)
+ for (i = 0; i <= xxsize; i += xstep)
{
- /* Too small */
- for (y = y1; y < y2; y++)
+ /* cache often used values */
+ ii = i / 256 + fill_data.xmin;
+ jj = j / 256 + fill_data.ymin;
+
+ /* Test square */
+ if (cave[jj][ii].feat == -1)
{
- for (x = x1; x < x2; x++)
+ if (xhstep2 > grd)
{
- place_inner_bold(y, x);
+ /* If greater than 'grid' level then is random */
+ store_height(ii, jj, randint1(maxsize));
+ }
+ else
+ {
+ /* Average of up and down points +random bit */
+ store_height(ii, jj,
+ (cave[fill_data.ymin + (j - yhstep) / 256][ii].feat
+ + cave[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2
+ + (randint1(ystep2) - yhstep2) * roug / 16);
}
}
- return;
}
-
- t1 = randint1(xsize - 2) + x1 + 1;
- build_recursive_room(x1, y1, t1, y2, power - 2);
- build_recursive_room(t1 + 1, y1, x2, y2, power - 2);
- break;
}
- case 3:
+
+ /* center. */
+ for (i = xhstep; i <= xxsize - xhstep; i += xstep)
{
- /* Try and divide horizontally */
- if (ysize < 3)
+ for (j = yhstep; j <= yysize - yhstep; j += ystep)
{
- /* Too small */
- for (y = y1; y < y2; y++)
+ /* cache often used values */
+ ii = i / 256 + fill_data.xmin;
+ jj = j / 256 + fill_data.ymin;
+
+ /* Test square */
+ if (cave[jj][ii].feat == -1)
{
- for (x = x1; x < x2; x++)
+ if (xhstep2 > grd)
{
- place_inner_bold(y, x);
+ /* If greater than 'grid' level then is random */
+ store_height(ii, jj, randint1(maxsize));
+ }
+ else
+ {
+ /* Cache reused values. */
+ 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;
+
+ /*
+ * 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
+ + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
}
}
- return;
}
-
- t1 = randint1(ysize - 2) + y1 + 1;
- build_recursive_room(x1, y1, x2, t1, power - 2);
- build_recursive_room(x1, t1 + 1, x2, y2, power - 2);
- break;
}
}
}
-/* Build a castle */
-
-/* Driver routine: clear the region and call the recursive
-* room routine.
-*
-*This makes a vault that looks like a castle/ city in the dungeon.
-*/
-static void build_castle_vault(int x0, int y0, int xsize, int ysize)
+static bool hack_isnt_wall(POSITION y, POSITION x, int c1, int c2, int c3, FEAT_IDX feat1, FEAT_IDX feat2, FEAT_IDX feat3, BIT_FLAGS info1, BIT_FLAGS info2, BIT_FLAGS info3)
{
- int dy, dx;
- int y1, x1, y2, x2;
- int y, x;
-
- /* Pick a random room size */
- dy = ysize / 2 - 1;
- dx = xsize / 2 - 1;
-
- y1 = y0 - dy;
- x1 = x0 - dx;
- y2 = y0 + dy;
- x2 = x0 + dx;
-
- if (cheat_room) msg_print("Castle Vault");
-
- /* generate the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
+ /*
+ * function used to convert from height-map back to the
+ * normal angband cave format
+ */
+ if (cave[y][x].info & CAVE_ICKY)
{
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
- /* Make everything a floor */
- place_floor_bold(y, x);
- }
+ /* already done */
+ return FALSE;
}
-
- /* Make the castle */
- build_recursive_room(x1, y1, x2, y2, randint1(5));
-
- /* Fill with monsters and treasure, low difficulty */
- fill_treasure(x1, x2, y1, y2, randint1(3));
-}
-
-
-/*
- * Add outer wall to a floored region
- * 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)
-{
- 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 (c_ptr->info & CAVE_ROOM) return;
-
- /* set room flag */
- c_ptr->info |= CAVE_ROOM;
-
- f_ptr = &f_info[c_ptr->feat];
-
- if (is_floor_bold(y, x))
+ else
{
- for (i = -1; i <= 1; i++)
+ /* Show that have looked at this square */
+ cave[y][x].info|= (CAVE_ICKY);
+
+ /* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */
+ if (cave[y][x].feat <= c1)
{
- for (j = -1; j <= 1; j++)
+ /* 25% of the time use the other tile : it looks better this way */
+ if (randint1(100) < 75)
{
- if ((x + i >= x1) && (x + i <= x2) &&
- (y + j >= y1) && (y + j <= y2))
- {
- add_outer_wall(x + i, y + j, light, x1, y1, x2, y2);
- if (light) c_ptr->info |= CAVE_GLOW;
- }
+ cave[y][x].feat = feat1;
+ cave[y][x].info &= ~(CAVE_MASK);
+ cave[y][x].info |= info1;
+ return TRUE;
+ }
+ else
+ {
+ cave[y][x].feat = feat2;
+ cave[y][x].info &= ~(CAVE_MASK);
+ cave[y][x].info |= info2;
+ return TRUE;
}
}
- }
- else if (is_extra_bold(y, x))
- {
- /* Set bounding walls */
- place_outer_bold(y, x);
- if (light) c_ptr->info |= CAVE_GLOW;
- }
- else if (permanent_wall(f_ptr))
- {
- /* Set bounding walls */
- if (light) c_ptr->info |= CAVE_GLOW;
- }
-}
-
-
-/*
- * Hacked distance formula - gives the 'wrong' answer.
- * Used to build crypts
- */
-static int dist2(int x1, int y1, int x2, int y2,
- int h1, int h2, int h3, int h4)
-{
- int dx, dy;
- dx = abs(x2 - x1);
- dy = abs(y2 - y1);
+ else if (cave[y][x].feat <= c2)
+ {
+ /* 25% of the time use the other tile : it looks better this way */
+ if (randint1(100) < 75)
+ {
+ cave[y][x].feat = feat2;
+ cave[y][x].info &= ~(CAVE_MASK);
+ cave[y][x].info |= info2;
+ return TRUE;
+ }
+ else
+ {
+ cave[y][x].feat = feat1;
+ cave[y][x].info &= ~(CAVE_MASK);
+ cave[y][x].info |= info1;
+ return TRUE;
+ }
+ }
+ else if (cave[y][x].feat <= c3)
+ {
+ cave[y][x].feat = feat3;
+ cave[y][x].info &= ~(CAVE_MASK);
+ cave[y][x].info |= info3;
+ return TRUE;
+ }
+ /* if greater than cutoff then is a wall */
+ else
+ {
+ place_outer_bold(y, x);
+ return FALSE;
+ }
+ }
+}
- /* Basically this works by taking the normal pythagorean formula
- * and using an expansion to express this in a way without the
- * square root. This approximate formula is then perturbed to give
- * the distorted results. (I found this by making a mistake when I was
- * trying to fix the circular rooms.)
- */
- /* h1-h4 are constants that describe the metric */
- if (dx >= 2 * dy) return (dx + (dy * h1) / h2);
- if (dy >= 2 * dx) return (dy + (dx * h1) / h2);
- return (((dx + dy) * 128) / 181 +
- (dx * dx / (dy * h3) + dy * dy / (dx * h3)) * h4);
- /* 128/181 is approx. 1/sqrt(2) */
-}
/*
- * Build target vault.
- * This is made by two concentric "crypts" with perpendicular
- * walls creating the cross-hairs.
+ * Quick and nasty fill routine used to find the connected region
+ * of floor in the middle of the cave
*/
-static void build_target_vault(int x0, int y0, int xsize, int ysize)
+static void cave_fill(POSITION y, POSITION x)
{
- int rad, x, y;
+ int i, j, d;
+ POSITION ty, tx;
- /* Make a random metric */
- int h1, h2, h3, h4;
- h1 = randint1(32) - 16;
- h2 = randint1(16);
- h3 = randint1(32);
- h4 = randint1(32) - 16;
+ int flow_tail = 1;
+ int flow_head = 0;
- if (cheat_room) msg_print("Target Vault");
- /* work out outer radius */
- if (xsize > ysize)
- {
- rad = ysize / 2;
- }
- else
- {
- rad = xsize / 2;
- }
+ /*** Start Grid ***/
+
+ /* Enqueue that entry */
+ temp_y[0] = y;
+ temp_x[0] = x;
- /* Make floor */
- for (x = x0 - rad; x <= x0 + rad; x++)
+ /* Now process the queue */
+ while (flow_head != flow_tail)
{
- for (y = y0 - rad; y <= y0 + rad; y++)
+ /* Extract the next entry */
+ ty = temp_y[flow_head];
+ tx = temp_x[flow_head];
+
+ /* Forget that entry */
+ if (++flow_head == TEMP_MAX) flow_head = 0;
+
+ /* Add the "children" */
+ for (d = 0; d < 8; d++)
{
- /* clear room flag */
- cave[y][x].info &= ~(CAVE_ROOM);
+ int old_head = flow_tail;
- /* Vault - so is "icky" */
- cave[y][x].info |= CAVE_ICKY;
+ /* Child location */
+ j = ty + ddy_ddd[d];
+ i = tx + ddx_ddd[d];
- if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
+ /* Paranoia Don't leave the cave */
+ if (!in_bounds(j, i))
{
- /* inside- so is floor */
- place_floor_bold(y, x);
+ /* affect boundary */
+ cave[j][i].info |= CAVE_ICKY;
+/* return; */
}
- else
+
+ /* If within bounds */
+ else if ((i > fill_data.xmin) && (i < fill_data.xmax)
+ && (j > fill_data.ymin) && (j < fill_data.ymax))
{
- /* make granite outside so arena works */
- place_extra_bold(y, x);
- }
+ /* If not a wall or floor done before */
+ if (hack_isnt_wall(j, i,
+ fill_data.c1, fill_data.c2, fill_data.c3,
+ fill_data.feat1, fill_data.feat2, fill_data.feat3,
+ fill_data.info1, fill_data.info2, fill_data.info3))
+ {
+ /* Enqueue that entry */
+ temp_y[flow_tail] = (byte_hack)j;
+ temp_x[flow_tail] = (byte_hack)i;
- /* proper boundary for arena */
- if (((y + rad) == y0) || ((y - rad) == y0) ||
- ((x + rad) == x0) || ((x - rad) == x0))
+ /* Advance the queue */
+ if (++flow_tail == TEMP_MAX) flow_tail = 0;
+
+ /* Hack -- Overflow by forgetting new entry */
+ if (flow_tail == flow_head)
+ {
+ flow_tail = old_head;
+ }
+ else
+ {
+ /* keep tally of size of cave system */
+ (fill_data.amount)++;
+ }
+ }
+ }
+ else
{
- place_extra_bold(y, x);
+ /* affect boundary */
+ cave[j][i].info |= CAVE_ICKY;
}
}
}
+}
+
+
+bool generate_fracave(POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int cutoff, bool light, bool room)
+{
+ POSITION x, y, xhsize, yhsize;
+ int i;
+
+ /* offsets to middle from corner */
+ xhsize = xsize / 2;
+ yhsize = ysize / 2;
+
+
+ /*
+ * select region connected to center of cave system
+ * this gets rid of alot of isolated one-sqaures that
+ * can make teleport traps instadeaths...
+ */
+
+ /* cutoffs */
+ fill_data.c1 = cutoff;
+ fill_data.c2 = 0;
+ fill_data.c3 = 0;
+
+ /* features to fill with */
+ fill_data.feat1 = floor_type[randint0(100)];
+ fill_data.feat2 = floor_type[randint0(100)];
+ fill_data.feat3 = floor_type[randint0(100)];
+
+ fill_data.info1 = CAVE_FLOOR;
+ fill_data.info2 = CAVE_FLOOR;
+ fill_data.info3 = CAVE_FLOOR;
- /* Find visible outer walls and set to be FEAT_OUTER */
- add_outer_wall(x0, y0, FALSE, x0 - rad - 1, y0 - rad - 1,
- x0 + rad + 1, y0 + rad + 1);
+ /* number of filled squares */
+ fill_data.amount = 0;
+
+ cave_fill((byte)y0, (byte)x0);
- /* Add inner wall */
- for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)
+ /* if tally too small, try again */
+ if (fill_data.amount < 10)
{
- for (y = y0 - rad / 2; y <= y0 + rad / 2; y++)
+ /* too small - clear area and try again later */
+ for (x = 0; x <= xsize; ++x)
{
- if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
+ for (y = 0; y <= ysize; ++y)
{
- /* Make an internal wall */
- place_inner_bold(y, x);
+ place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
+ cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
}
}
+ return FALSE;
}
- /* Add perpendicular walls */
- for (x = x0 - rad; x <= x0 + rad; x++)
+ /*
+ * Do boundarys-check to see if they are next to a filled region
+ * If not then they are set to normal granite
+ * If so then they are marked as room walls.
+ */
+ for (i = 0; i <= xsize; ++i)
{
- place_inner_bold(y0, x);
- }
+ /* top boundary */
+ if ((cave[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
+ {
+ /* Next to a 'filled' region? - set to be room walls */
+ place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
+ if (light) cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
+ cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
+ place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
+ }
+ else
+ {
+ /* set to be normal granite */
+ place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
+ }
- for (y = y0 - rad; y <= y0 + rad; y++)
- {
- place_inner_bold(y, x0);
- }
+ /* bottom boundary */
+ if ((cave[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
+ {
+ /* Next to a 'filled' region? - set to be room walls */
+ place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
+ if (light) cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW);
+ cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_ROOM);
+ place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
+ }
+ else
+ {
+ /* set to be normal granite */
+ place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
+ }
- /* Make inner vault */
- for (y = y0 - 1; y <= y0 + 1; y++)
- {
- place_inner_bold(y, x0 - 1);
- place_inner_bold(y, x0 + 1);
+ /* clear the icky flag-don't need it any more */
+ cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
+ cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
}
- for (x = x0 - 1; x <= x0 + 1; x++)
+
+ /* Do the left and right boundaries minus the corners (done above) */
+ for (i = 1; i < ysize; ++i)
{
- place_inner_bold(y0 - 1, x);
- place_inner_bold(y0 + 1, x);
+ /* left boundary */
+ if ((cave[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
+ {
+ /* room boundary */
+ place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
+ if (light) cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
+ cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
+ place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
+ }
+ else
+ {
+ /* outside room */
+ place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
+ }
+ /* right boundary */
+ if ((cave[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
+ {
+ /* room boundary */
+ place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
+ if (light) cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
+ cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
+ place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
+ }
+ else
+ {
+ /* outside room */
+ place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
+ }
+
+ /* clear icky flag -done with it */
+ cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
+ cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
}
- place_floor_bold(y0, x0);
+ /* Do the rest: convert back to the normal format */
+ for (x = 1; x < xsize; ++x)
+ {
+ for (y = 1; y < ysize; ++y)
+ {
+ if (is_floor_bold(y0 + y - yhsize, x0 + x - xhsize) &&
+ (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
+ {
+ /* Clear the icky flag in the filled region */
+ cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
+
+ /* Set appropriate flags */
+ if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
+ if (room) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
+ }
+ else if (is_outer_bold(y0 + y - yhsize, x0 + x - xhsize) &&
+ (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
+ {
+ /* Walls */
+ cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
+ if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
+ if (room)
+ {
+ cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
+ }
+ else
+ {
- /* Add doors to vault */
- /* get two distances so can place doors relative to centre */
- x = (rad - 2) / 4 + 1;
- y = rad / 2 + x;
+ place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
+ cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
+ }
+ }
+ else
+ {
+ /* Clear the unconnected regions */
+ place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
+ cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
+ }
+ }
+ }
- add_door(x0 + x, y0);
- add_door(x0 + y, y0);
- add_door(x0 - x, y0);
- add_door(x0 - y, y0);
- add_door(x0, y0 + x);
- add_door(x0, y0 + y);
- add_door(x0, y0 - x);
- add_door(x0, y0 - y);
+ /*
+ * 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 _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.
+ */
- /* Fill with stuff - medium difficulty */
- fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
+ return TRUE;
}
#ifdef ALLOW_CAVERNS_AND_LAKES
/*
- * This routine uses a modified version of the lake code to make a
- * distribution of some terrain type over the vault. This type
- * depends on the dungeon depth.
- *
- * Miniture rooms are then scattered across the vault.
+ * Builds a cave system in the center of the dungeon.
*/
-static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz)
+void build_cavern(void)
{
- int grd, roug;
- int c1, c2, c3;
- bool done = FALSE;
- int xsize, ysize, xhsize, yhsize, x, y, i;
- int type;
-
+ int grd, roug, cutoff;
+ POSITION xsize, ysize, x0, y0;
+ bool done, light;
- if (cheat_room) msg_print("Elemental Vault");
+ light = done = FALSE;
+ if ((dun_level <= randint1(50)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
- /* round to make sizes even */
- xhsize = xsiz / 2;
- yhsize = ysiz / 2;
- xsize = xhsize * 2;
- ysize = yhsize * 2;
+ /* Make a cave the size of the dungeon */
+ xsize = cur_wid - 1;
+ ysize = cur_hgt - 1;
+ x0 = xsize / 2;
+ y0 = ysize / 2;
- if (dun_level < 25)
- {
- /* Earth vault (Rubble) */
- type = LAKE_T_EARTH_VAULT;
- }
- else if (dun_level < 50)
- {
- /* Air vault (Trees) */
- type = LAKE_T_AIR_VAULT;
- }
- else if (dun_level < 75)
- {
- /* Water vault (shallow water) */
- type = LAKE_T_WATER_VAULT;
- }
- else
- {
- /* Fire vault (shallow lava) */
- type = LAKE_T_FIRE_VAULT;
- }
+ /* Paranoia: make size even */
+ xsize = x0 * 2;
+ ysize = y0 * 2;
while (!done)
{
/* testing values for these parameters: feel free to adjust */
- grd = 1 << (randint0(3));
+ grd = randint1(4) + 4;
/* want average of about 16 */
roug = randint1(8) * randint1(4);
- /* Make up size of various componants */
- /* Floor */
- c3 = 2 * xsize / 3;
-
- /* Deep water/lava */
- c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
-
- /* Shallow boundary */
- c2 = (c1 + c3) / 2;
+ /* about size/2 */
+ cutoff = xsize / 2;
- /* make it */
- generate_hmap(y0, x0, xsize, ysize, grd, roug, c3);
+ /* make it */
+ generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
/* Convert to normal format+ clean up */
- done = generate_lake(y0, x0, xsize, ysize, c1, c2, c3, type);
- }
-
- /* Set icky flag because is a vault */
- for (x = 0; x <= xsize; x++)
- {
- for (y = 0; y <= ysize; y++)
- {
- cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
- }
- }
-
- /* make a few rooms in the vault */
- for (i = 1; i <= (xsize * ysize) / 50; i++)
- {
- build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2,
- y0 + randint0(ysize - 4) - ysize / 2 + 2);
+ done = generate_fracave(y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
}
-
- /* Fill with monsters and treasure, low difficulty */
- fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,
- y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
}
-#endif /* ALLOW_CAVERNS_AND_LAKES */
-
-/*!
- * @brief タイプ10の部屋…ランダム生成vault / Type 10 -- Random vaults
- * @return なし
- */
-static bool build_type10(void)
+bool generate_lake(POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int c1, int c2, int c3, int type)
{
- int y0, x0, xsize, ysize, vtype;
-
- /* Get size */
- /* big enough to look good, small enough to be fairly common. */
- xsize = randint1(22) + 22;
- ysize = randint1(11) + 11;
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
+ POSITION x, y, xhsize, yhsize;
+ int i;
+ FEAT_IDX feat1, feat2, feat3;
- /* Select type of vault */
-#ifdef ALLOW_CAVERNS_AND_LAKES
- 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 */
- do
- {
- vtype = randint1(7);
- }
- while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
- ((vtype == 1) || (vtype == 3)));
-#endif /* ALLOW_CAVERNS_AND_LAKES */
+ /* offsets to middle from corner */
+ xhsize = xsize / 2;
+ yhsize = ysize / 2;
- switch (vtype)
+ /* Get features based on type */
+ switch (type)
{
- /* Build an appropriate room */
- case 1: case 9: build_bubble_vault(x0, y0, xsize, ysize); break;
- case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break;
- case 3: case 11: build_cave_vault(x0, y0, xsize, ysize); break;
- case 4: case 12: build_maze_vault(x0, y0, xsize, ysize, TRUE); break;
- case 5: case 13: build_mini_c_vault(x0, y0, xsize, ysize); break;
- case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break;
- case 7: case 15: build_target_vault(x0, y0, xsize, ysize); break;
-#ifdef ALLOW_CAVERNS_AND_LAKES
- case 8: build_elemental_vault(x0, y0, xsize, ysize); break;
-#endif /* ALLOW_CAVERNS_AND_LAKES */
- /* I know how to add a few more... give me some time. */
+ case LAKE_T_LAVA: /* Lava */
+ feat1 = feat_deep_lava;
+ feat2 = feat_shallow_lava;
+ feat3 = floor_type[randint0(100)];
+ break;
+ case LAKE_T_WATER: /* Water */
+ feat1 = feat_deep_water;
+ feat2 = feat_shallow_water;
+ feat3 = floor_type[randint0(100)];
+ break;
+ case LAKE_T_CAVE: /* Collapsed cave */
+ feat1 = floor_type[randint0(100)];
+ feat2 = floor_type[randint0(100)];
+ feat3 = feat_rubble;
+ break;
+ case LAKE_T_EARTH_VAULT: /* Earth vault */
+ feat1 = feat_rubble;
+ feat2 = floor_type[randint0(100)];
+ feat3 = feat_rubble;
+ break;
+ case LAKE_T_AIR_VAULT: /* Air vault */
+ feat1 = feat_grass;
+ feat2 = feat_tree;
+ feat3 = feat_grass;
+ break;
+ case LAKE_T_WATER_VAULT: /* Water vault */
+ feat1 = feat_shallow_water;
+ feat2 = feat_deep_water;
+ feat3 = feat_shallow_water;
+ break;
+ case LAKE_T_FIRE_VAULT: /* Fire Vault */
+ feat1 = feat_shallow_lava;
+ feat2 = feat_deep_lava;
+ feat3 = feat_shallow_lava;
+ break;
- /* Paranoia */
- default: return FALSE;
+ /* Paranoia */
+ default: return FALSE;
}
- return TRUE;
-}
+ /*
+ * select region connected to center of cave system
+ * this gets rid of alot of isolated one-sqaures that
+ * can make teleport traps instadeaths...
+ */
+ /* cutoffs */
+ fill_data.c1 = c1;
+ fill_data.c2 = c2;
+ fill_data.c3 = c3;
-/*!
- * @brief タイプ11の部屋…円形部屋の生成 / Type 11 -- Build an vertical oval room.
- * @return なし
- * @details
- * For every grid in the possible square, check the distance.\n
- * If it's less than the radius, make it a room square.\n
- *\n
- * When done fill from the inside to find the walls,\n
- */
-static bool build_type11(void)
-{
- int rad, x, y, x0, y0;
- int light = FALSE;
+ /* features to fill with */
+ fill_data.feat1 = feat1;
+ fill_data.feat2 = feat2;
+ fill_data.feat3 = feat3;
- /* Occasional light */
- if ((randint1(dun_level) <= 15) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
+ fill_data.info1 = 0;
+ fill_data.info2 = 0;
+ fill_data.info3 = 0;
- rad = randint0(9);
+ /* number of filled squares */
+ fill_data.amount = 0;
- /* 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;
+ /* select region connected to center of cave system
+ * this gets rid of alot of isolated one-sqaures that
+ * can make teleport traps instadeaths... */
+ cave_fill((byte)y0, (byte)x0);
- /* Make circular floor */
- for (x = x0 - rad; x <= x0 + rad; x++)
+ /* if tally too small, try again */
+ if (fill_data.amount < 10)
{
- for (y = y0 - rad; y <= y0 + rad; y++)
+ /* too small -clear area and try again later */
+ for (x = 0; x <= xsize; ++x)
{
- if (distance(y0, x0, y, x) <= rad - 1)
- {
- /* inside- so is floor */
- place_floor_bold(y, x);
- }
- else if (distance(y0, x0, y, x) <= rad + 1)
+ for (y = 0; y <= ysize; ++y)
{
- /* make granite outside so arena works */
- place_extra_bold(y, x);
+ place_floor_bold(y0 + y - yhsize, x0 + x - xhsize);
+ cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
}
}
+ return FALSE;
}
- /* 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;
-}
-
-
-/*!
- * @brief タイプ12の部屋…ドーム型部屋の生成 / Type 12 -- Build crypt room.
- * @return なし
- * @details
- * For every grid in the possible square, check the (fake) distance.\n
- * If it's less than the radius, make it a room square.\n
- *\n
- * When done fill from the inside to find the walls,\n
- */
-static bool build_type12(void)
-{
- int rad, x, y, x0, y0;
- int light = FALSE;
- bool emptyflag = TRUE;
-
- /* Make a random metric */
- int h1, h2, h3, h4;
- h1 = randint1(32) - 16;
- h2 = randint1(16);
- h3 = randint1(32);
- h4 = randint1(32) - 16;
-
- /* Occasional light */
- if ((randint1(dun_level) <= 5) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
+ /* Do boundarys- set to normal granite */
+ for (i = 0; i <= xsize; ++i)
+ {
+ place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
+ place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
- rad = randint1(9);
+ /* clear the icky flag-don't need it any more */
+ cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
+ cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
+ }
- /* 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;
+ /* Do the left and right boundaries minus the corners (done above) */
- /* Make floor */
- for (x = x0 - rad; x <= x0 + rad; x++)
+ for (i = 1; i < ysize; ++i)
{
- for (y = y0 - rad; y <= y0 + rad; y++)
- {
- /* clear room flag */
- cave[y][x].info &= ~(CAVE_ROOM);
-
- if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
- {
- /* inside - so is floor */
- place_floor_bold(y, x);
- }
- else if (distance(y0, x0, y, x) < 3)
- {
- place_floor_bold(y, x);
- }
- else
- {
- /* make granite outside so arena works */
- place_extra_bold(y, x);
- }
+ place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
+ place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
- /* proper boundary for arena */
- if (((y + rad) == y0) || ((y - rad) == y0) ||
- ((x + rad) == x0) || ((x - rad) == x0))
- {
- place_extra_bold(y, x);
- }
- }
+ /* clear icky flag -done with it */
+ cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
+ cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
}
- /* Find visible outer walls and set to be FEAT_OUTER */
- add_outer_wall(x0, y0, light, x0 - rad - 1, y0 - rad - 1,
- x0 + rad + 1, y0 + rad + 1);
- /* Check to see if there is room for an inner vault */
- for (x = x0 - 2; x <= x0 + 2; x++)
+ /* Do the rest: convert back to the normal format */
+ for (x = 1; x < xsize; ++x)
{
- for (y = y0 - 2; y <= y0 + 2; y++)
+ for (y = 1; y < ysize; ++y)
{
- if (!is_floor_bold(y, x))
+ /* Fill unconnected regions with granite */
+ if ((!(cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
+ is_outer_bold(y0 + y - yhsize, x0 + x - xhsize))
+ place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
+
+ /* turn off icky flag (no longer needed.) */
+ cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
+
+ /* Light lava */
+ if (cave_have_flag_bold(y0 + y - yhsize, x0 + x - xhsize, FF_LAVA))
{
- /* Wall in the way */
- emptyflag = FALSE;
+ if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
}
}
}
- if (emptyflag && one_in_(2))
- {
- /* Build the vault */
- build_small_room(x0, y0);
-
- /* Place a treasure in the vault */
- place_object(y0, x0, 0L);
-
- /* Let's guard the treasure well */
- vault_monsters(y0, x0, randint0(2) + 3);
-
- /* Traps naturally */
- vault_traps(y0, x0, 4, 4, randint0(3) + 2);
- }
-
return TRUE;
}
/*
- * Helper function for "trapped monster pit"
+ * makes a lake/collapsed cave system in the center of the dungeon
*/
-static bool vault_aux_trapped_pit(int r_idx)
+void build_lake(int type)
{
- monster_race *r_ptr = &r_info[r_idx];
+ int grd, roug, xsize, ysize, x0, y0;
+ bool done = FALSE;
+ int c1, c2, c3;
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return (FALSE);
+ /* paranoia - exit if lake type out of range. */
+ if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT))
+ {
+ msg_format("Invalid lake type (%d)", type);
+ return;
+ }
- /* No wall passing monster */
- if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return (FALSE);
+ /* Make the size of the dungeon */
+ xsize = cur_wid - 1;
+ ysize = cur_hgt - 1;
+ x0 = xsize / 2;
+ y0 = ysize / 2;
- /* Okay */
- return (TRUE);
-}
+ /* Paranoia: make size even */
+ xsize = x0 * 2;
+ ysize = y0 * 2;
+ while (!done)
+ {
+ /* testing values for these parameters: feel free to adjust */
+ grd = randint1(3) + 4;
-/*!
- * @brief タイプ13の部屋…トラップpitの生成 / Type 13 -- Trapped monster pits
- * @return なし
- * @details
- * A trapped monster pit is a "big" room with a straight corridor in\n
- * which wall opening traps are placed, and with two "inner" rooms\n
- * containing a "collection" of monsters of a given type organized in\n
- * the room.\n
- *\n
- * The trapped monster pit appears as shown below, where the actual\n
- * monsters in each location depend on the type of the pit\n
- *\n
- * XXXXXXXXXXXXXXXXXXXXXXXXX\n
- * X X\n
- * XXXXXXXXXXXXXXXXXXXXXXX X\n
- * XXXXX001123454321100XXX X\n
- * XXX0012234567654322100X X\n
- * XXXXXXXXXXXXXXXXXXXXXXX X\n
- * X ^ X\n
- * X XXXXXXXXXXXXXXXXXXXXXXX\n
- * X X0012234567654322100XXX\n
- * X XXX001123454321100XXXXX\n
- * X XXXXXXXXXXXXXXXXXXXXXXX\n
- * X X\n
- * XXXXXXXXXXXXXXXXXXXXXXXXX\n
- *\n
- * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
- * to request 16 "appropriate" monsters, sorting them by level, and using\n
- * the "even" entries in this sorted list for the contents of the pit.\n
- *\n
- * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
- * which is handled by requiring a specific "breath" attack for all of the\n
- * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
- * be present in many of the dragon pits, if they have the proper breath.\n
- *\n
- * Note the use of the "get_mon_num_prep()" function, and the special\n
- * "get_mon_num_hook()" restriction function, to prepare the "monster\n
- * allocation table" in such a way as to optimize the selection of\n
- * "appropriate" non-unique monsters for the pit.\n
- *\n
- * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
- * the pit will be empty.\n
- *\n
- * Note that "monster pits" will never contain "unique" monsters.\n
- */
-static bool build_type13(void)
-{
- static int placing[][3] = {
- {-2, -9, 0}, {-2, -8, 0}, {-3, -7, 0}, {-3, -6, 0},
- {+2, -9, 0}, {+2, -8, 0}, {+3, -7, 0}, {+3, -6, 0},
- {-2, +9, 0}, {-2, +8, 0}, {-3, +7, 0}, {-3, +6, 0},
- {+2, +9, 0}, {+2, +8, 0}, {+3, +7, 0}, {+3, +6, 0},
- {-2, -7, 1}, {-3, -5, 1}, {-3, -4, 1},
- {+2, -7, 1}, {+3, -5, 1}, {+3, -4, 1},
- {-2, +7, 1}, {-3, +5, 1}, {-3, +4, 1},
- {+2, +7, 1}, {+3, +5, 1}, {+3, +4, 1},
- {-2, -6, 2}, {-2, -5, 2}, {-3, -3, 2},
- {+2, -6, 2}, {+2, -5, 2}, {+3, -3, 2},
- {-2, +6, 2}, {-2, +5, 2}, {-3, +3, 2},
- {+2, +6, 2}, {+2, +5, 2}, {+3, +3, 2},
- {-2, -4, 3}, {-3, -2, 3},
- {+2, -4, 3}, {+3, -2, 3},
- {-2, +4, 3}, {-3, +2, 3},
- {+2, +4, 3}, {+3, +2, 3},
- {-2, -3, 4}, {-3, -1, 4},
- {+2, -3, 4}, {+3, -1, 4},
- {-2, +3, 4}, {-3, +1, 4},
- {+2, +3, 4}, {+3, +1, 4},
- {-2, -2, 5}, {-3, 0, 5}, {-2, +2, 5},
- {+2, -2, 5}, {+3, 0, 5}, {+2, +2, 5},
- {-2, -1, 6}, {-2, +1, 6},
- {+2, -1, 6}, {+2, +1, 6},
- {-2, 0, 7}, {+2, 0, 7},
- {0, 0, -1}
- };
-
- int y, x, y1, x1, y2, x2, xval, yval;
- int i, j;
+ /* want average of about 16 */
+ roug = randint1(8) * randint1(4);
- int what[16];
+ /* Make up size of various componants */
+ /* Floor */
+ c3 = 3 * xsize / 4;
- monster_type align;
+ /* Deep water/lava */
+ c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
- cave_type *c_ptr;
+ /* Shallow boundary */
+ c2 = (c1 + c3) / 2;
- int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
- vault_aux_type *n_ptr;
+ /* make it */
+ generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3);
- /* Only in Angband */
- if (dungeon_type != DUNGEON_ANGBAND) return FALSE;
+ /* Convert to normal format+ clean up */
+ done = generate_lake(y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type);
+ }
+}
+#endif /* ALLOW_CAVERNS_AND_LAKES */
- /* No type available */
- if (cur_pit_type < 0) return FALSE;
- n_ptr = &pit_types[cur_pit_type];
- /* Process a preparation function if necessary */
- if (n_ptr->prep_func) (*(n_ptr->prep_func))();
+/*
+ * Routine that fills the empty areas of a room with treasure and monsters.
+ */
+void fill_treasure(POSITION x1, POSITION x2, POSITION y1, POSITION y2, int difficulty)
+{
+ POSITION x, y, cx, cy, size;
+ s32b value;
- /* Prepare allocation table */
- get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
+ /* center of room:*/
+ cx = (x1 + x2) / 2;
+ cy = (y1 + y2) / 2;
- align.sub_align = SUB_ALIGN_NEUTRAL;
+ /* Rough measure of size of vault= sum of lengths of sides */
+ size = abs(x2 - x1) + abs(y2 - y1);
- /* Pick some monster types */
- for (i = 0; i < 16; i++)
+ for (x = x1; x <= x2; x++)
{
- int r_idx = 0, attempts = 100;
- monster_race *r_ptr = NULL;
-
- while (attempts--)
+ for (y = y1; y <= y2; y++)
{
- /* Get a (hard) monster type */
- r_idx = get_mon_num(dun_level + 0);
- r_ptr = &r_info[r_idx];
+ /* Thing added based on distance to center of vault
+ * Difficulty is 1-easy to 10-hard */
+ value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty;
- /* Decline incorrect alignment */
- if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
+ /* hack- empty square part of the time */
+ if ((randint1(100) - difficulty * 3) > 50) value = 20;
- /* Accept this monster */
- break;
- }
+ /* if floor, shallow water and lava */
+ if (is_floor_bold(y, x) ||
+ (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)
+ {
+ /* Meanest monster + treasure */
+ monster_level = base_level + 40;
+ place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+ monster_level = base_level;
+ object_level = base_level + 20;
+ place_object(y, x, AM_GOOD);
+ object_level = base_level;
+ }
+ else if (value < 5)
+ {
+ /* Mean monster +treasure */
+ monster_level = base_level + 20;
+ place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+ monster_level = base_level;
+ object_level = base_level + 10;
+ place_object(y, x, AM_GOOD);
+ object_level = base_level;
+ }
+ else if (value < 10)
+ {
+ /* Monster */
+ monster_level = base_level + 9;
+ place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+ monster_level = base_level;
+ }
+ else if (value < 17)
+ {
+ /* Intentional Blank space */
- /* Notice failure */
- if (!r_idx || !attempts) return FALSE;
+ /*
+ * (Want some of the vault to be empty
+ * so have room for group monsters.
+ * This is used in the hack above to lower
+ * the density of stuff in the vault.)
+ */
+ }
+ else if (value < 23)
+ {
+ /* Object or trap */
+ if (randint0(100) < 25)
+ {
+ place_object(y, x, 0L);
+ }
+ else
+ {
+ place_trap(y, x);
+ }
+ }
+ else if (value < 30)
+ {
+ /* Monster and trap */
+ monster_level = base_level + 5;
+ place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+ monster_level = base_level;
+ place_trap(y, x);
+ }
+ else if (value < 40)
+ {
+ /* Monster or object */
+ if (randint0(100) < 50)
+ {
+ monster_level = base_level + 3;
+ place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+ monster_level = base_level;
+ }
+ if (randint0(100) < 50)
+ {
+ object_level = base_level + 7;
+ place_object(y, x, 0L);
+ object_level = base_level;
+ }
+ }
+ else if (value < 50)
+ {
+ /* Trap */
+ place_trap(y, x);
+ }
+ else
+ {
+ /* Various Stuff */
- /* 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;
+ /* 20% monster, 40% trap, 20% object, 20% blank space */
+ if (randint0(100) < 20)
+ {
+ place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+ }
+ else if (randint0(100) < 50)
+ {
+ place_trap(y, x);
+ }
+ else if (randint0(100) < 50)
+ {
+ place_object(y, x, 0L);
+ }
+ }
- 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;
- x1 = xval - 11;
- x2 = xval + 11;
- /* Fill with inner walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
+/*
+ * Overlay a rectangular room given its bounds
+ * This routine is used by build_room_vault
+ * The area inside the walls is not touched:
+ * only granite is removed- normal walls stay
+ */
+void build_room(POSITION x1, POSITION x2, POSITION y1, POSITION y2)
+{
+ POSITION x, y, xsize, ysize;
+ int i, temp;
+
+ /* Check if rectangle has no width */
+ if ((x1 == x2) || (y1 == y2)) return;
+
+ if (x1 > x2)
{
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- }
+ /* Swap boundaries if in wrong order */
+ temp = x1;
+ x1 = x2;
+ x2 = temp;
}
- /* Place the floor area 1 */
- for (x = x1 + 3; x <= x2 - 3; x++)
+ if (y1 > y2)
{
- c_ptr = &cave[yval-2][x];
- place_floor_grid(c_ptr);
- add_cave_info(yval-2, x, CAVE_ICKY);
-
- c_ptr = &cave[yval+2][x];
- place_floor_grid(c_ptr);
- add_cave_info(yval+2, x, CAVE_ICKY);
+ /* Swap boundaries if in wrong order */
+ temp = y1;
+ y1 = y2;
+ y2 = temp;
}
- /* Place the floor area 2 */
- for (x = x1 + 5; x <= x2 - 5; x++)
- {
- c_ptr = &cave[yval-3][x];
- place_floor_grid(c_ptr);
- add_cave_info(yval-3, x, CAVE_ICKY);
+ /* get total widths */
+ xsize = x2 - x1;
+ ysize = y2 - y1;
- c_ptr = &cave[yval+3][x];
- place_floor_grid(c_ptr);
- add_cave_info(yval+3, x, CAVE_ICKY);
- }
- /* Corridor */
- for (x = x1; x <= x2; x++)
+ /* Top and bottom boundaries */
+ for (i = 0; i <= xsize; i++)
{
- c_ptr = &cave[yval][x];
- place_floor_grid(c_ptr);
- c_ptr = &cave[y1][x];
- place_floor_grid(c_ptr);
- c_ptr = &cave[y2][x];
- place_floor_grid(c_ptr);
+ place_outer_noperm_bold(y1, x1 + i);
+ cave[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(y2, x1 + i);
+ cave[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
}
- /* Place the outer walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
+ /* Left and right boundaries */
+ for (i = 1; i < ysize; i++)
{
- c_ptr = &cave[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_outer_grid(c_ptr);
+ place_outer_noperm_bold(y1 + i, x1);
+ cave[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(y1 + i, x2);
+ cave[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY);
}
- /* Random corridor */
- if (one_in_(2))
- {
- for (y = y1; y <= yval; y++)
- {
- place_floor_bold(y, x2);
- place_solid_bold(y, x1-1);
- }
- for (y = yval; y <= y2 + 1; y++)
- {
- place_floor_bold(y, x1);
- place_solid_bold(y, x2+1);
- }
- }
- else
+ /* Middle */
+ for (x = 1; x < xsize; x++)
{
- for (y = yval; y <= y2 + 1; y++)
- {
- place_floor_bold(y, x1);
- place_solid_bold(y, x2+1);
- }
- for (y = y1; y <= yval; y++)
+ for (y = 1; y < ysize; y++)
{
- place_floor_bold(y, x2);
- place_solid_bold(y, x1-1);
+ if (is_extra_bold(y1+y, x1+x))
+ {
+ /* clear the untouched region */
+ place_floor_bold(y1 + y, x1 + x);
+ cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
+ }
+ else
+ {
+ /* make it a room- but don't touch */
+ cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
+ }
}
}
+}
- /* Place the wall open trap */
- cave[yval][xval].mimic = cave[yval][xval].feat;
- cave[yval][xval].feat = feat_trap_open;
- /* Sort the entries */
- for (i = 0; i < 16 - 1; i++)
- {
- /* Sort the entries */
- for (j = 0; j < 16 - 1; j++)
- {
- int i1 = j;
- int i2 = j + 1;
- int p1 = r_info[what[i1]].level;
- int p2 = r_info[what[i2]].level;
+/*
+ * maze vault -- rectangular labyrinthine rooms
+ *
+ * maze vault uses two routines:
+ * r_visit - a recursive routine that builds the labyrinth
+ * build_maze_vault - a driver routine that calls r_visit and adds
+ * monsters, traps and treasure
+ *
+ * The labyrinth is built by creating a spanning tree of a graph.
+ * The graph vertices are at
+ * (x, y) = (2j + x1, 2k + y1) j = 0,...,m-1 k = 0,...,n-1
+ * and the edges are the vertical and horizontal nearest neighbors.
+ *
+ * The spanning tree is created by performing a suitably randomized
+ * depth-first traversal of the graph. The only adjustable parameter
+ * is the randint0(3) below; it governs the relative density of
+ * twists and turns in the labyrinth: smaller number, more twists.
+ */
+void r_visit(POSITION y1, POSITION x1, POSITION y2, POSITION x2, int node, DIRECTION dir, int *visited)
+{
+ int i, j, m, n, temp, x, y, adj[4];
+
+ /* dimensions of vertex array */
+ m = (x2 - x1) / 2 + 1;
+ n = (y2 - y1) / 2 + 1;
- /* Bubble */
- if (p1 > p2)
- {
- int tmp = what[i1];
- what[i1] = what[i2];
- what[i2] = tmp;
- }
- }
- }
+ /* mark node visited and set it to a floor */
+ visited[node] = 1;
+ x = 2 * (node % m) + x1;
+ y = 2 * (node / m) + y1;
+ place_floor_bold(y, x);
- /* Message */
- if (cheat_room)
+ /* setup order of adjacent node visits */
+ if (one_in_(3))
{
- /* Room type */
-#ifdef JP
- msg_format("%s%sの罠ピット", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#else
- msg_format("Trapped monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#endif
+ /* pick a random ordering */
+ for (i = 0; i < 4; i++)
+ adj[i] = i;
+ for (i = 0; i < 4; i++)
+ {
+ j = randint0(4);
+ temp = adj[i];
+ adj[i] = adj[j];
+ adj[j] = temp;
+ }
+ dir = adj[0];
}
-
- /* Select the entries */
- for (i = 0; i < 8; i++)
+ else
{
- /* Every other entry */
- what[i] = what[i * 2];
-
- if (cheat_hear)
+ /* pick a random ordering with dir first */
+ adj[0] = dir;
+ for (i = 1; i < 4; i++)
+ adj[i] = i;
+ for (i = 1; i < 4; i++)
{
- /* Message */
- msg_print(r_name + r_info[what[i]].name);
+ j = 1 + randint0(3);
+ temp = adj[i];
+ adj[i] = adj[j];
+ adj[j] = temp;
}
}
- for (i = 0; placing[i][2] >= 0; i++)
+ for (i = 0; i < 4; i++)
{
- y = yval + placing[i][0];
- x = xval + placing[i][1];
- place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
+ switch (adj[i])
+ {
+ case 0:
+ /* (0,+) - check for bottom boundary */
+ if ((node / m < n - 1) && (visited[node + m] == 0))
+ {
+ place_floor_bold(y + 1, x);
+ r_visit(y1, x1, y2, x2, node + m, dir, visited);
+ }
+ break;
+ case 1:
+ /* (0,-) - check for top boundary */
+ if ((node / m > 0) && (visited[node - m] == 0))
+ {
+ place_floor_bold(y - 1, x);
+ r_visit(y1, x1, y2, x2, node - m, dir, visited);
+ }
+ break;
+ case 2:
+ /* (+,0) - check for right boundary */
+ if ((node % m < m - 1) && (visited[node + 1] == 0))
+ {
+ place_floor_bold(y, x + 1);
+ r_visit(y1, x1, y2, x2, node + 1, dir, visited);
+ }
+ break;
+ case 3:
+ /* (-,0) - check for left boundary */
+ if ((node % m > 0) && (visited[node - 1] == 0))
+ {
+ place_floor_bold(y, x - 1);
+ r_visit(y1, x1, y2, x2, node - 1, dir, visited);
+ }
+ } /* end switch */
}
-
- return TRUE;
}
-/*!
- * @brief タイプ14の部屋…特殊トラップ部屋の生成 / Type 14 -- trapped rooms
- * @return なし
- * @details
- * A special trap is placed at center of the room
- */
-static bool build_type14(void)
+void build_maze_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize, bool is_vault)
{
- int y, x, y2, x2, yval, xval;
- int y1, x1, xsize, ysize;
-
+ POSITION y, x, dy, dx;
+ POSITION y1, x1, y2, x2;
+ int m, n, num_vertices, *visited;
bool light;
-
cave_type *c_ptr;
- s16b trap;
-
- /* Pick a room size */
- y1 = randint1(4);
- x1 = randint1(11);
- y2 = randint1(3);
- x2 = randint1(11);
- xsize = x1 + x2 + 1;
- ysize = y1 + y2 + 1;
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
+ msg_print_wizard(CHEAT_DUNGEON, _("迷路ランダムVaultを生成しました。", "Maze Vault."));
/* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
+ light = ((dun_level <= randint1(25)) && is_vault && !(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;
+ /* Pick a random room size - randomized by calling routine */
+ dy = ysize / 2 - 1;
+ dx = xsize / 2 - 1;
+ y1 = y0 - dy;
+ x1 = x0 - dx;
+ y2 = y0 + dy;
+ x2 = x0 + dx;
- /* Place a full floor under the room */
+ /* generate the room */
for (y = y1 - 1; y <= y2 + 1; y++)
{
for (x = x1 - 1; x <= x2 + 1; x++)
{
c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
+ c_ptr->info |= CAVE_ROOM;
+ if (is_vault) c_ptr->info |= CAVE_ICKY;
+ if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1))
+ {
+ place_outer_grid(c_ptr);
+ }
+ else if (!is_vault)
+ {
+ place_extra_grid(c_ptr);
+ }
+ else
+ {
+ place_inner_grid(c_ptr);
+ }
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 = &cave[y][x2 + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_outer_grid(c_ptr);
- }
-
- if (dun_level < 30 + randint1(30))
- trap = feat_trap_piranha;
- else
- trap = feat_trap_armageddon;
-
- /* Place a special trap */
- c_ptr = &cave[rand_spread(yval, ysize/4)][rand_spread(xval, xsize/4)];
- c_ptr->mimic = c_ptr->feat;
- c_ptr->feat = trap;
-
- /* Message */
- if (cheat_room)
- {
-#ifdef JP
- msg_format("%sの部屋", f_name + f_info[trap].name);
-#else
- 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;
-}
+ /* dimensions of vertex array */
+ m = dx + 1;
+ n = dy + 1;
+ num_vertices = m * n;
-/*
- * Helper function for "glass room"
- */
-static bool vault_aux_shards(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
+ /* initialize array of visited vertices */
+ C_MAKE(visited, num_vertices, int);
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return FALSE;
+ /* traverse the graph to create a spaning tree, pick a random root */
+ r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
- /* Require shards breath attack */
- if (!(r_ptr->flags4 & RF4_BR_SHAR)) return FALSE;
+ /* Fill with monsters and treasure, low difficulty */
+ if (is_vault) fill_treasure(x1, x2, y1, y2, randint1(5));
- return TRUE;
+ C_KILL(visited, num_vertices, int);
}
-/*
- * Hack -- determine if a template is potion
- */
-static bool kind_is_potion(int k_idx)
-{
- return k_info[k_idx].tval == TV_POTION;
-}
-/*!
- * @brief タイプ15の部屋…ガラス部屋の生成 / Type 15 -- glass rooms
- * @return なし
+/* Build a town/ castle by using a recursive algorithm.
+ * Basically divide each region in a probalistic way to create
+ * smaller regions. When the regions get too small stop.
+ *
+ * The power variable is a measure of how well defended a region is.
+ * This alters the possible choices.
*/
-static bool build_type15(void)
+void build_recursive_room(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int power)
{
- 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;
+ POSITION xsize, ysize;
+ POSITION x, y;
+ int choice;
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
+ /* Temp variables */
+ int t1, t2, t3, t4;
- /* Get corner values */
- y1 = yval - ysize / 2;
- x1 = xval - xsize / 2;
- y2 = yval + (ysize - 1) / 2;
- x2 = xval + (xsize - 1) / 2;
+ xsize = x2 - x1;
+ ysize = y2 - y1;
- /* Place a full floor under the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
+ if ((power < 3) && (xsize > 12) && (ysize > 12))
{
- for (x = x1 - 1; x <= x2 + 1; x++)
+ /* Need outside wall +keep */
+ choice = 1;
+ }
+ else
+ {
+ if (power < 10)
{
- 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);
+ /* Make rooms + subdivide */
+ if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8))
+ {
+ choice = 4;
+ }
+ else
+ {
+ choice = randint1(2) + 1;
+ }
+ }
+ else
+ {
+ /* Mostly subdivide */
+ choice = randint1(3) + 1;
}
}
- /* Walls around the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_outer_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
- c_ptr = &cave[y][x2 + 1];
- place_outer_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
- c_ptr = &cave[y2 + 1][x];
- place_outer_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
- }
+ /* Based on the choice made above, do something */
- switch (randint1(3))
+ switch (choice)
{
- case 1: /* 4 lite breathers + potion */
+ case 1:
{
- int dir1, dir2;
-
- /* Prepare allocation table */
- get_mon_num_prep(vault_aux_lite, NULL);
+ /* Outer walls */
- /* Place fixed lite berathers */
- for (dir1 = 4; dir1 < 8; dir1++)
+ /* top and bottom */
+ for (x = x1; x <= x2; x++)
{
- 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;
- }
+ place_outer_bold(y1, x);
+ place_outer_bold(y2, x);
}
- /* Walls around the potion */
- for (dir1 = 0; dir1 < 4; dir1++)
+ /* left and right */
+ for (y = y1 + 1; y < y2; y++)
{
- 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);
+ place_outer_bold(y, x1);
+ place_outer_bold(y, x2);
}
- /* 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;
+ /* Make a couple of entrances */
+ if (one_in_(2))
+ {
+ /* left and right */
+ y = randint1(ysize) + y1;
+ place_floor_bold(y, x1);
+ place_floor_bold(y, x2);
+ }
+ else
+ {
+ /* top and bottom */
+ x = randint1(xsize) + x1;
+ place_floor_bold(y1, x);
+ place_floor_bold(y2, x);
+ }
- c_ptr = &cave[y1 + 1][x2 - 1];
- place_inner_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
+ /* Select size of keep */
+ t1 = randint1(ysize / 3) + y1;
+ t2 = y2 - randint1(ysize / 3);
+ t3 = randint1(xsize / 3) + x1;
+ t4 = x2 - randint1(xsize / 3);
- c_ptr = &cave[y2 - 1][x1 + 1];
- place_inner_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
+ /* Do outside areas */
- c_ptr = &cave[y2 - 1][x2 - 1];
- place_inner_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
+ /* Above and below keep */
+ build_recursive_room(x1 + 1, y1 + 1, x2 - 1, t1, power + 1);
+ build_recursive_room(x1 + 1, t2, x2 - 1, y2, power + 1);
- /* Prepare allocation table */
- get_mon_num_prep(vault_aux_lite, NULL);
+ /* Left and right of keep */
+ build_recursive_room(x1 + 1, t1 + 1, t3, t2 - 1, power + 3);
+ build_recursive_room(t4, t1 + 1, x2 - 1, t2 - 1, power + 3);
- r_idx = get_mon_num(dun_level);
- if (r_idx) place_monster_aux(0, yval, xval, r_idx, 0L);
+ /* Make the keep itself: */
+ x1 = t3;
+ x2 = t4;
+ y1 = t1;
+ y2 = t2;
+ xsize = x2 - x1;
+ ysize = y2 - y1;
+ power += 2;
- /* Walls around the breather */
- for (dir1 = 0; dir1 < 8; dir1++)
+ /* Fall through */
+ }
+ case 4:
+ {
+ /* Try to build a room */
+ if ((xsize < 3) || (ysize < 3))
{
- c_ptr = &cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
- place_inner_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
+ for (y = y1; y < y2; y++)
+ {
+ for (x = x1; x < x2; x++)
+ {
+ place_inner_bold(y, x);
+ }
+ }
+
+ /* Too small */
+ return;
}
- /* Curtains around the breather */
- for (y = yval - 1; y <= yval + 1; y++)
+ /* Make outside walls */
+ /* top and bottom */
+ for (x = x1 + 1; x <= x2 - 1; x++)
{
- place_closed_door(y, xval - 2, DOOR_CURTAIN);
- place_closed_door(y, xval + 2, DOOR_CURTAIN);
+ place_inner_bold(y1 + 1, x);
+ place_inner_bold(y2 - 1, x);
}
- for (x = xval - 1; x <= xval + 1; x++)
+
+ /* left and right */
+ for (y = y1 + 1; y <= y2 - 1; y++)
{
- place_closed_door(yval - 2, x, DOOR_CURTAIN);
- place_closed_door(yval + 2, x, DOOR_CURTAIN);
+ place_inner_bold(y, x1 + 1);
+ place_inner_bold(y, x2 - 1);
}
- /* 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;
+ /* Make a door */
+ y = randint1(ysize - 3) + y1 + 1;
- /* 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++)
+ if (one_in_(2))
{
- 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;
+ /* left */
+ place_floor_bold(y, x1 + 1);
}
- for (dir1 = 4; dir1 < 8; dir1++)
+ else
{
- c_ptr = &cave[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
- place_inner_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
+ /* right */
+ place_floor_bold(y, x2 - 1);
}
- /* Prepare allocation table */
- get_mon_num_prep(vault_aux_shards, NULL);
-
- /* Place shard berathers */
- for (dir1 = 4; dir1 < 8; dir1++)
+ /* Build the room */
+ build_recursive_room(x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
+ break;
+ }
+ case 2:
+ {
+ /* Try and divide vertically */
+ if (xsize < 3)
{
- 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);
+ /* Too small */
+ for (y = y1; y < y2; y++)
+ {
+ for (x = x1; x < x2; x++)
+ {
+ place_inner_bold(y, x);
+ }
+ }
+ return;
}
- /* 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
+ t1 = randint1(xsize - 2) + x1 + 1;
+ build_recursive_room(x1, y1, t1, y2, power - 2);
+ build_recursive_room(t1 + 1, y1, x2, y2, power - 2);
+ break;
+ }
+ case 3:
+ {
+ /* Try and divide horizontally */
+ if (ysize < 3)
{
- 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);
+ /* Too small */
+ for (y = y1; y < y2; y++)
+ {
+ for (x = x1; x < x2; x++)
+ {
+ place_inner_bold(y, x);
+ }
+ }
+ return;
}
- for (y = yval - 2; y <= yval + 2; y++)
- for (x = xval - 2; x <= xval + 2; x++)
- cave[y][x].info |= (CAVE_ICKY);
-
+ t1 = randint1(ysize - 2) + y1 + 1;
+ build_recursive_room(x1, y1, x2, t1, power - 2);
+ build_recursive_room(x1, t1 + 1, x2, y2, power - 2);
+ break;
}
- break;
- }
-
- /* Message */
- if (cheat_room)
- {
-#ifdef JP
- msg_print("ガラスの部屋");
-#else
- msg_print("Glass room");
-#endif
}
-
- return TRUE;
}
-/* Create a new floor room with optional light */
-void generate_room_floor(int y1, int x1, int y2, int x2, int light)
+/*
+ * Add outer wall to a floored region
+ * Note: no range checking is done so must be inside dungeon
+ * This routine also stomps on doors
+ */
+void add_outer_wall(POSITION x, POSITION y, int light, POSITION x1, POSITION y1, POSITION x2, POSITION y2)
{
- int y, x;
-
cave_type *c_ptr;
+ feature_type *f_ptr;
+ int i, j;
- for (y = y1; y <= y2; y++)
- {
- for (x = x1; x <= x2; x++)
- {
- /* Point to grid */
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-}
-
-void generate_fill_perm_bold(int y1, int x1, int y2, int x2)
-{
- int y, x;
+ if (!in_bounds(y, x)) return;
- for (y = y1; y <= y2; y++)
- {
- for (x = x1; x <= x2; x++)
- {
- /* Point to grid */
- place_inner_perm_bold(y, x);
- }
- }
-}
+ c_ptr = &cave[y][x];
-/* Minimum & maximum town size */
-#define MIN_TOWN_WID ((MAX_WID / 3) / 2)
-#define MIN_TOWN_HGT ((MAX_HGT / 3) / 2)
-#define MAX_TOWN_WID ((MAX_WID / 3) * 2 / 3)
-#define MAX_TOWN_HGT ((MAX_HGT / 3) * 2 / 3)
+ /* hack- check to see if square has been visited before
+ * if so, then exit (use room flag to do this) */
+ if (c_ptr->info & CAVE_ROOM) return;
-/* Struct for build underground buildings */
-typedef struct
-{
- int y0, x0; /* North-west corner (relative) */
- int y1, x1; /* South-east corner (relative) */
-}
-ugbldg_type;
+ /* set room flag */
+ c_ptr->info |= CAVE_ROOM;
-ugbldg_type *ugbldg;
+ f_ptr = &f_info[c_ptr->feat];
-/*
- * Precalculate buildings' location of underground arcade
- */
-static bool precalc_ugarcade(int town_hgt, int town_wid, int n)
-{
- int i, y, x, center_y, center_x, tmp, attempt = 10000;
- int max_bldg_hgt = 3 * town_hgt / MAX_TOWN_HGT;
- int max_bldg_wid = 5 * town_wid / MAX_TOWN_WID;
- ugbldg_type *cur_ugbldg;
- bool **ugarcade_used, abort;
-
- /* Allocate "ugarcade_used" array (2-dimension) */
- C_MAKE(ugarcade_used, town_hgt, bool *);
- C_MAKE(*ugarcade_used, town_hgt * town_wid, bool);
- for (y = 1; y < town_hgt; y++) ugarcade_used[y] = *ugarcade_used + y * town_wid;
-
- /* Calculate building locations */
- for (i = 0; i < n; i++)
+ if (is_floor_bold(y, x))
{
- cur_ugbldg = &ugbldg[i];
- (void)WIPE(cur_ugbldg, ugbldg_type);
-
- do
+ for (i = -1; i <= 1; i++)
{
- /* Find the "center" of the store */
- center_y = rand_range(2, town_hgt - 3);
- center_x = rand_range(2, town_wid - 3);
-
- /* Determine the store boundaries */
- tmp = center_y - randint1(max_bldg_hgt);
- cur_ugbldg->y0 = MAX(tmp, 1);
- tmp = center_x - randint1(max_bldg_wid);
- cur_ugbldg->x0 = MAX(tmp, 1);
- tmp = center_y + randint1(max_bldg_hgt);
- cur_ugbldg->y1 = MIN(tmp, town_hgt - 2);
- tmp = center_x + randint1(max_bldg_wid);
- cur_ugbldg->x1 = MIN(tmp, town_wid - 2);
-
- /* Scan this building's area */
- for (abort = FALSE, y = cur_ugbldg->y0; (y <= cur_ugbldg->y1) && !abort; y++)
+ for (j = -1; j <= 1; j++)
{
- for (x = cur_ugbldg->x0; x <= cur_ugbldg->x1; x++)
+ if ((x + i >= x1) && (x + i <= x2) &&
+ (y + j >= y1) && (y + j <= y2))
{
- if (ugarcade_used[y][x])
- {
- abort = TRUE;
- break;
- }
+ add_outer_wall(x + i, y + j, light, x1, y1, x2, y2);
+ if (light) c_ptr->info |= CAVE_GLOW;
}
}
-
- attempt--;
- }
- while (abort && attempt); /* Accept this building if no overlapping */
-
- /* Failed to generate underground arcade */
- if (!attempt) break;
-
- /*
- * Mark to ugarcade_used[][] as "used"
- * Note: Building-adjacent grids are included for preventing
- * connected bulidings.
- */
- for (y = cur_ugbldg->y0 - 1; y <= cur_ugbldg->y1 + 1; y++)
- {
- for (x = cur_ugbldg->x0 - 1; x <= cur_ugbldg->x1 + 1; x++)
- {
- ugarcade_used[y][x] = TRUE;
- }
}
}
-
- /* Free "ugarcade_used" array (2-dimension) */
- C_KILL(*ugarcade_used, town_hgt * town_wid, bool);
- C_KILL(ugarcade_used, town_hgt, bool *);
-
- /* If i < n, generation is not allowed */
- return i == n;
+ else if (is_extra_bold(y, x))
+ {
+ /* Set bounding walls */
+ place_outer_bold(y, x);
+ if (light) c_ptr->info |= CAVE_GLOW;
+ }
+ else if (permanent_wall(f_ptr))
+ {
+ /* Set bounding walls */
+ if (light) c_ptr->info |= CAVE_GLOW;
+ }
}
+
/*
- * Actually create buildings
- * Note: ltcy and ltcx indicate "left top corner".
+ * Hacked distance formula - gives the 'wrong' answer.
+ * Used to build crypts
*/
-static void build_stores(int ltcy, int ltcx, int stores[], int n)
+POSITION dist2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, POSITION h1, POSITION h2, POSITION h3, POSITION h4)
{
- int i, j, y, x;
- ugbldg_type *cur_ugbldg;
-
- for (i = 0; i < n; i++)
- {
- cur_ugbldg = &ugbldg[i];
-
- /* Generate new room */
- generate_room_floor(
- ltcy + cur_ugbldg->y0 - 2, ltcx + cur_ugbldg->x0 - 2,
- ltcy + cur_ugbldg->y1 + 2, ltcx + cur_ugbldg->x1 + 2,
- FALSE);
- }
-
- for (i = 0; i < n; i++)
- {
- cur_ugbldg = &ugbldg[i];
+ POSITION dx, dy;
+ dx = abs(x2 - x1);
+ dy = abs(y2 - y1);
- /* Build an invulnerable rectangular building */
- generate_fill_perm_bold(
- ltcy + cur_ugbldg->y0, ltcx + cur_ugbldg->x0,
- ltcy + cur_ugbldg->y1, ltcx + cur_ugbldg->x1);
+ /* Basically this works by taking the normal pythagorean formula
+ * and using an expansion to express this in a way without the
+ * square root. This approximate formula is then perturbed to give
+ * the distorted results. (I found this by making a mistake when I was
+ * trying to fix the circular rooms.)
+ */
- /* Pick a door direction (S,N,E,W) */
- switch (randint0(4))
- {
- /* Bottom side */
- case 0:
- y = cur_ugbldg->y1;
- x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
- break;
+ /* h1-h4 are constants that describe the metric */
+ if (dx >= 2 * dy) return (dx + (dy * h1) / h2);
+ if (dy >= 2 * dx) return (dy + (dx * h1) / h2);
+ return (((dx + dy) * 128) / 181 +
+ (dx * dx / (dy * h3) + dy * dy / (dx * h3)) * h4);
+ /* 128/181 is approx. 1/sqrt(2) */
+}
- /* Top side */
- case 1:
- y = cur_ugbldg->y0;
- x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
- break;
- /* Right side */
- case 2:
- y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
- x = cur_ugbldg->x1;
- break;
- /* Left side */
- default:
- y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
- x = cur_ugbldg->x0;
- break;
- }
- for (j = 0; j < max_f_idx; j++)
- {
- if (have_flag(f_info[j].flags, FF_STORE))
- {
- if (f_info[j].subtype == stores[i]) break;
- }
- }
+/* Create a new floor room with optional light */
+void generate_room_floor(POSITION y1, POSITION x1, POSITION y2, POSITION x2, int light)
+{
+ POSITION y, x;
+
+ cave_type *c_ptr;
- /* Clear previous contents, add a store door */
- if (j < max_f_idx)
+ for (y = y1; y <= y2; y++)
+ {
+ for (x = x1; x <= x2; x++)
{
- cave_set_feat(ltcy + y, ltcx + x, j);
-
- /* Init store */
- store_init(NO_TOWN, stores[i]);
+ /* Point to grid */
+ c_ptr = &cave[y][x];
+ place_floor_grid(c_ptr);
+ c_ptr->info |= (CAVE_ROOM);
+ if (light) c_ptr->info |= (CAVE_GLOW);
}
}
}
-
-/*!
- * @brief タイプ16の部屋…地下都市の生成 / Type 16 -- Underground Arcade
- * @return なし
- * @details
- * Town logic flow for generation of new town\n
- * Originally from Vanilla 3.0.3\n
- *\n
- * We start with a fully wiped cave of normal floors.\n
- *\n
- * Note that town_gen_hack() plays games with the R.N.G.\n
- *\n
- * This function does NOT do anything about the owners of the stores,\n
- * nor the contents thereof. It only handles the physical layout.\n
- */
-static bool build_type16(void)
+void generate_fill_perm_bold(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
{
- int stores[] =
- {
- STORE_GENERAL, STORE_ARMOURY, STORE_WEAPON, STORE_TEMPLE,
- STORE_ALCHEMIST, STORE_MAGIC, STORE_BLACK, STORE_BOOK,
- };
- int n = sizeof stores / sizeof (int);
- int i, y, x, y1, x1, yval, xval;
- int town_hgt = rand_range(MIN_TOWN_HGT, MAX_TOWN_HGT);
- int town_wid = rand_range(MIN_TOWN_WID, MAX_TOWN_WID);
- bool prevent_bm = FALSE;
-
- /* Hack -- If already exist black market, prevent building */
- for (y = 0; (y < cur_hgt) && !prevent_bm; y++)
+ POSITION y, x;
+
+ for (y = y1; y <= y2; y++)
{
- for (x = 0; x < cur_wid; x++)
+ for (x = x1; x <= x2; x++)
{
- if (cave[y][x].feat == FF_STORE)
- {
- prevent_bm = (f_info[cave[y][x].feat].subtype == STORE_BLACK);
- break;
- }
+ /* Point to grid */
+ place_inner_perm_bold(y, x);
}
}
- for (i = 0; i < n; i++)
- {
- if ((stores[i] == STORE_BLACK) && prevent_bm) stores[i] = stores[--n];
- }
- if (!n) return FALSE;
-
- /* Allocate buildings array */
- C_MAKE(ugbldg, n, ugbldg_type);
-
- /* If cannot build stores, abort */
- if (!precalc_ugarcade(town_hgt, town_wid, n))
- {
- /* Free buildings array */
- C_KILL(ugbldg, n, ugbldg_type);
- return FALSE;
- }
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, town_hgt + 4, town_wid + 4))
- {
- /* Free buildings array */
- C_KILL(ugbldg, n, ugbldg_type);
- return FALSE;
- }
-
- /* Get top left corner */
- y1 = yval - (town_hgt / 2);
- x1 = xval - (town_wid / 2);
-
- /* Generate new room */
- generate_room_floor(
- y1 + town_hgt / 3, x1 + town_wid / 3,
- y1 + town_hgt * 2 / 3, x1 + town_wid * 2 / 3, FALSE);
-
- /* Build stores */
- build_stores(y1, x1, stores, n);
-
-#ifdef JP
- if (cheat_room) msg_print("地下街");
-#else
- if (cheat_room) msg_print("Underground Arcade");
-#endif
-
- /* Free buildings array */
- C_KILL(ugbldg, n, ugbldg_type);
-
- return TRUE;
}
-/*
- * Attempt to build a room of the given type at the given block
- *
- * Note that we restrict the number of "crowded" rooms to reduce
- * the chance of overflowing the monster list during level creation.
+/*!
+ * @brief 与えられた部屋型IDに応じて部屋の生成処理分岐を行い結果を返す / Attempt to build a room of the given type at the given block
+ * @param type 部屋型ID
+ * @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation.
+ * @return 部屋の精製に成功した場合 TRUE を返す。
*/
-static bool room_build(int typ)
+static bool room_build(EFFECT_ID typ)
{
/* Build a room */
switch (typ)
case ROOM_T_TRAP: return build_type14();
case ROOM_T_GLASS: return build_type15();
case ROOM_T_ARCADE: return build_type16();
+ case ROOM_T_FIXED: return build_type17();
}
/* Paranoia */
return FALSE;
}
+/*!
+ * @brief 指定した部屋の生成確率を別の部屋に加算し、指定した部屋の生成率を0にする
+ * @param dst 確率を移す先の部屋種ID
+ * @param src 確率を与える元の部屋種ID
+ */
+#define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
-#define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
-
-/*
- * [from SAngband (originally from OAngband)]
- *
- * Generate rooms in dungeon. Build bigger rooms at first.
+/*!
+ * @brief 部屋生成処理のメインルーチン(Sangbandを経由してOangbandからの実装を引用) / Generate rooms in dungeon. Build bigger rooms at first. [from SAngband (originally from OAngband)]
+ * @return 部屋生成に成功した場合 TRUE を返す。
*/
bool generate_rooms(void)
{
* XXX -- Various dungeon types and options.
*/
- /* Ironman sees only Greater Vaults */
+ /*! @details ダンジョンにBEGINNER、CHAMELEON、SMALLESTいずれのフラグもなく、
+ * かつ「常に通常でない部屋を生成する」フラグがONならば、
+ * GRATER_VAULTのみを生成対象とする。 / Ironman sees only Greater Vaults */
if (ironman_rooms && !((d_info[dungeon_type].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST))))
{
for (i = 0; i < ROOM_T_MAX; i++)
}
}
- /* Forbidden vaults */
+ /*! @details ダンジョンにNO_VAULTフラグがあるならば、LESSER_VAULT / GREATER_VAULT/ RANDOM_VAULTを除外 / Forbidden vaults */
else if (d_info[dungeon_type].flags1 & DF1_NO_VAULT)
{
prob_list[ROOM_T_LESSER_VAULT] = 0;
prob_list[ROOM_T_RANDOM_VAULT] = 0;
}
+ /*! @details ダンジョンにBEGINNERフラグがあるならば、FIXED_ROOMを除外 / Forbidden vaults */
+ if (d_info[dungeon_type].flags1 & DF1_BEGINNER)
+ {
+ prob_list[ROOM_T_FIXED] = 0;
+ }
- /* NO_CAVE dungeon (Castle)*/
+ /*! @details ダンジョンにNO_CAVEフラグがある場合、FRACAVEの生成枠がNORMALに与えられる。CRIPT、OVALの生成枠がINNER_Fに与えられる。/ NO_CAVE dungeon (Castle)*/
if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
{
MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE);
MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL);
}
- /* CAVE dungeon (Orc cave etc.) */
+ /*! @details ダンジョンにCAVEフラグがある場合、NORMALの生成枠がFRACAVEに与えられる。/ CAVE dungeon (Orc cave etc.) */
else if (d_info[dungeon_type].flags1 & DF1_CAVE)
{
MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL);
}
- /* No caves when a (random) cavern exists: they look bad */
+ /*! @details ダンジョンの基本地形が最初から渓谷かアリーナ型の場合 FRACAVE は生成から除外。 / No caves when a (random) cavern exists: they look bad */
else if (dun->cavern || dun->empty_level)
{
prob_list[ROOM_T_FRACAVE] = 0;
}
- /* Forbidden glass rooms */
+ /*! @details ダンジョンに最初からGLASS_ROOMフラグがある場合、GLASS を生成から除外。/ Forbidden glass rooms */
if (!(d_info[dungeon_type].flags1 & DF1_GLASS_ROOM))
{
prob_list[ROOM_T_GLASS] = 0;
}
+ /*! @details ARCADEは同フラグがダンジョンにないと生成されない。 / Forbidden glass rooms */
if (!(d_info[dungeon_type].flags1 & DF1_ARCADE))
{
prob_list[ROOM_T_ARCADE] = 0;
if (!remain) break;
}
- if (rooms_built < 2) return FALSE;
-
- if (cheat_room)
+ /*! @details 部屋生成数が2未満の場合生成失敗を返す */
+ if (rooms_built < 2)
{
-#ifdef JP
- msg_format("部屋数: %d", rooms_built);
-#else
- msg_format("Number of Rooms: %d", rooms_built);
-#endif
+ msg_format_wizard(CHEAT_DUNGEON, _("部屋数が2未満でした。生成を再試行します。", "Number of rooms was under 2. Retry."), rooms_built);
+ return FALSE;
}
+ msg_format_wizard(CHEAT_DUNGEON, _("このダンジョンの部屋数は %d です。", "Number of Rooms: %d"), rooms_built);
+
return TRUE;
}