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通常のセーブ/ロード時以外でc_ptr->mimicに0以外の値を代入する際に, 最
[hengband/hengband.git] / src / rooms.c
index c08817b..87c8aeb 100644 (file)
@@ -4,11 +4,11 @@
  */
 
 /*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
  *
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
+ * This software may be copied and distributed for educational, research,
+ * and not for profit purposes provided that this copyright and statement
+ * are included in all such copies.  Other copyrights may also apply.
  */
 
 #include "angband.h"
@@ -35,6 +35,8 @@ static s16b roomdep[] =
        10, /* 10 = Random vault (44x22) */
         3, /* 11 = Circular rooms (22x22) */
        10, /* 12 = Crypts (22x22) */
+       20, /* 13 = Trapped monster pit */
+       20, /* 14 = Piranha/Armageddon trap room */ 
 };
 
 
@@ -46,7 +48,7 @@ static void place_locked_door(int y, int x)
        }
        else
        {
-               set_cave_feat(y, x, FEAT_DOOR_HEAD+randint(7));
+               set_cave_feat(y, x, FEAT_DOOR_HEAD+randint1(7));
                cave[y][x].info &= ~(CAVE_FLOOR);
        }
 }
@@ -59,8 +61,22 @@ static void place_secret_door(int y, int x)
        }
        else
        {
-               set_cave_feat(y, x, FEAT_SECRET);
-               cave[y][x].info &= ~(CAVE_FLOOR);
+               cave_type *c_ptr = &cave[y][x];
+
+               /* Create secret door */
+               place_closed_door(y, x);
+
+               /* Hide by inner wall because this is used in rooms only */
+               c_ptr->mimic = f_info[feat_wall_inner].mimic;
+
+               /* Floor type terrain cannot hide a door */
+               if (feat_floor(c_ptr->mimic))
+               {
+                       c_ptr->feat = c_ptr->mimic;
+                       c_ptr->mimic = 0;
+               }
+
+               c_ptr->info &= ~(CAVE_FLOOR);
        }
 }
 
@@ -88,7 +104,7 @@ static void build_small_room(int x0, int y0)
        }
 
        /* Place a secret door on one side */
-       switch (rand_int(4))
+       switch (randint0(4))
        {
                case 0: place_secret_door(y0, x0 - 1); break;
                case 1: place_secret_door(y0, x0 + 1); break;
@@ -96,6 +112,9 @@ static void build_small_room(int x0, int y0)
                case 3: place_secret_door(y0 + 1, x0); break;
        }
 
+       /* Clear mimic type */
+       cave[y0][x0].mimic = 0;
+
        /* Add inner open space */
        place_floor_bold(y0, x0);
 }
@@ -262,7 +281,7 @@ static bool room_alloc(int x, int y, bool crowded, int by0, int bx0, int *xx, in
         * If so, fix by tunneling outside the room in such a way as to connect the caves.
         */
        check_room_boundary(*xx - x / 2 - 1, *yy - y / 2 - 1,
-                           *xx + (x - 1) / 2 + 1, *yy + (y - 1) / 2 + 1);
+                           *xx + (x - 1) / 2 + 1, *yy + (y - 1) / 2 + 1);
 
        /* Success */
        return (TRUE);
@@ -284,6 +303,8 @@ static bool room_alloc(int x, int y, bool crowded, int by0, int bx0, int *xx, in
  *  10 -- random vaults
  *  11 -- circular rooms
  *  12 -- crypts
+ *  13 -- trapped monster pits
+ *  14 -- trapped room
  */
 
 
@@ -300,10 +321,10 @@ static void build_type1(int by0, int bx0)
        cave_type *c_ptr;
 
        /* Pick a room size */
-       y1 = randint(4);
-       x1 = randint(11);
-       y2 = randint(3);
-       x2 = randint(11);
+       y1 = randint1(4);
+       x1 = randint1(11);
+       y2 = randint1(3);
+       x2 = randint1(11);
 
        xsize = x1 + x2 + 1;
        ysize = y1 + y2 + 1;
@@ -312,7 +333,7 @@ static void build_type1(int by0, int bx0)
        if (!room_alloc(xsize + 2, ysize + 2, FALSE, by0, bx0, &xval, &yval)) return;
 
        /* Choose lite or dark */
-       light = ((dun_level <= randint(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
+       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
 
 
        /* Get corner values */
@@ -352,7 +373,7 @@ static void build_type1(int by0, int bx0)
 
 
        /* Hack -- Occasional pillar room */
-       if (rand_int(20) == 0)
+       if (one_in_(20))
        {
                for (y = y1; y <= y2; y += 2)
                {
@@ -365,7 +386,7 @@ static void build_type1(int by0, int bx0)
        }
 
        /* Hack -- Occasional room with four pillars */
-       else if (rand_int(20) == 0)
+       else if (one_in_(20))
        {
                if ((y1 + 4 < y2) && (x1 + 4 < x2))
                {
@@ -384,7 +405,7 @@ static void build_type1(int by0, int bx0)
        }
 
        /* Hack -- Occasional ragged-edge room */
-       else if (rand_int(50) == 0)
+       else if (one_in_(50))
        {
                for (y = y1 + 2; y <= y2 - 2; y += 2)
                {
@@ -402,9 +423,9 @@ static void build_type1(int by0, int bx0)
                }
        }
        /* Hack -- Occasional divided room */
-       else if (rand_int(50) == 0)
+       else if (one_in_(50))
        {
-               if (randint(100) < 50)
+               if (randint1(100) < 50)
                {
                        /* Horizontal wall */
                        for (x = x1; x <= x2; x++)
@@ -429,7 +450,7 @@ static void build_type1(int by0, int bx0)
                        place_solid_bold(y2 + 1, xval);
                }
 
-               place_random_door(yval, xval);
+               place_random_door(yval, xval, TRUE);
        }
 }
 
@@ -450,19 +471,19 @@ static void build_type2(int by0, int bx0)
        if (!room_alloc(25, 11, FALSE, by0, bx0, &xval, &yval)) return;
 
        /* Choose lite or dark */
-       light = ((dun_level <= randint(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
+       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
 
        /* Determine extents of the first room */
-       y1a = yval - randint(4);
-       y2a = yval + randint(3);
-       x1a = xval - randint(11);
-       x2a = xval + randint(10);
+       y1a = yval - randint1(4);
+       y2a = yval + randint1(3);
+       x1a = xval - randint1(11);
+       x2a = xval + randint1(10);
 
        /* Determine extents of the second room */
-       y1b = yval - randint(3);
-       y2b = yval + randint(4);
-       x1b = xval - randint(10);
-       x2b = xval + randint(11);
+       y1b = yval - randint1(3);
+       y2b = yval + randint1(4);
+       x1b = xval - randint1(10);
+       x2b = xval + randint1(11);
 
 
        /* Place a full floor for room "a" */
@@ -573,7 +594,7 @@ static void build_type3(int by0, int bx0)
        if (!room_alloc(25, 11, FALSE, by0, bx0, &xval, &yval)) return;
 
        /* Choose lite or dark */
-       light = ((dun_level <= randint(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
+       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
 
        /* For now, always 3x3 */
        wx = wy = 1;
@@ -679,7 +700,7 @@ static void build_type3(int by0, int bx0)
 
 
        /* Special features (3/4) */
-       switch (rand_int(4))
+       switch (randint0(4))
        {
                /* Large solid middle pillar */
                case 1:
@@ -715,7 +736,7 @@ static void build_type3(int by0, int bx0)
                        }
 
                        /* Place a secret door on the inner room */
-                       switch (rand_int(4))
+                       switch (randint0(4))
                        {
                                case 0: place_secret_door(y1b, xval); break;
                                case 1: place_secret_door(y2b, xval); break;
@@ -724,13 +745,13 @@ static void build_type3(int by0, int bx0)
                        }
 
                        /* Place a treasure in the vault */
-                       place_object(yval, xval, FALSE, FALSE);
+                       place_object(yval, xval, 0L);
 
                        /* Let's guard the treasure well */
-                       vault_monsters(yval, xval, rand_int(2) + 3);
+                       vault_monsters(yval, xval, randint0(2) + 3);
 
                        /* Traps naturally */
-                       vault_traps(yval, xval, 4, 4, rand_int(3) + 2);
+                       vault_traps(yval, xval, 4, 4, randint0(3) + 2);
 
                        break;
                }
@@ -739,7 +760,7 @@ static void build_type3(int by0, int bx0)
                case 3:
                {
                        /* Occasionally pinch the center shut */
-                       if (rand_int(3) == 0)
+                       if (one_in_(3))
                        {
                                /* Pinch the east/west sides */
                                for (y = y1b; y <= y2b; y++)
@@ -762,7 +783,7 @@ static void build_type3(int by0, int bx0)
                                }
 
                                /* Sometimes shut using secret doors */
-                               if (rand_int(3) == 0)
+                               if (one_in_(3))
                                {
                                        place_secret_door(yval, x1a - 1);
                                        place_secret_door(yval, x2a + 1);
@@ -772,7 +793,7 @@ static void build_type3(int by0, int bx0)
                        }
 
                        /* Occasionally put a "plus" in the center */
-                       else if (rand_int(3) == 0)
+                       else if (one_in_(3))
                        {
                                c_ptr = &cave[yval][xval];
                                place_inner_grid(c_ptr);
@@ -787,7 +808,7 @@ static void build_type3(int by0, int bx0)
                        }
 
                        /* Occasionally put a pillar in the center */
-                       else if (rand_int(3) == 0)
+                       else if (one_in_(3))
                        {
                                c_ptr = &cave[yval][xval];
                                place_inner_grid(c_ptr);
@@ -821,7 +842,7 @@ static void build_type4(int by0, int bx0)
        if (!room_alloc(25, 11, FALSE, by0, bx0, &xval, &yval)) return;
 
        /* Choose lite or dark */
-       light = ((dun_level <= randint(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
+       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
 
        /* Large room */
        y1 = yval - 4;
@@ -882,13 +903,13 @@ static void build_type4(int by0, int bx0)
 
 
        /* Inner room variations */
-       switch (randint(5))
+       switch (randint1(5))
        {
                /* Just an inner room with a monster */
                case 1:
                {
                        /* Place a secret door */
-                       switch (randint(4))
+                       switch (randint1(4))
                        {
                                case 1: place_secret_door(y1 - 1, xval); break;
                                case 2: place_secret_door(y2 + 1, xval); break;
@@ -906,7 +927,7 @@ static void build_type4(int by0, int bx0)
                case 2:
                {
                        /* Place a secret door */
-                       switch (randint(4))
+                       switch (randint1(4))
                        {
                                case 1: place_secret_door(y1 - 1, xval); break;
                                case 2: place_secret_door(y2 + 1, xval); break;
@@ -926,7 +947,7 @@ static void build_type4(int by0, int bx0)
                        }
 
                        /* Place a locked door on the inner room */
-                       switch (randint(4))
+                       switch (randint1(4))
                        {
                                case 1: place_locked_door(yval - 1, xval); break;
                                case 2: place_locked_door(yval + 1, xval); break;
@@ -935,12 +956,12 @@ static void build_type4(int by0, int bx0)
                        }
 
                        /* Monsters to guard the "treasure" */
-                       vault_monsters(yval, xval, randint(3) + 2);
+                       vault_monsters(yval, xval, randint1(3) + 2);
 
                        /* Object (80%) */
-                       if (rand_int(100) < 80)
+                       if (randint0(100) < 80)
                        {
-                               place_object(yval, xval, FALSE, FALSE);
+                               place_object(yval, xval, 0L);
                        }
 
                        /* Stairs (20%) */
@@ -950,7 +971,7 @@ static void build_type4(int by0, int bx0)
                        }
 
                        /* Traps to protect the treasure */
-                       vault_traps(yval, xval, 4, 10, 2 + randint(3));
+                       vault_traps(yval, xval, 4, 10, 2 + randint1(3));
 
                        break;
                }
@@ -959,7 +980,7 @@ static void build_type4(int by0, int bx0)
                case 3:
                {
                        /* Place a secret door */
-                       switch (randint(4))
+                       switch (randint1(4))
                        {
                                case 1: place_secret_door(y1 - 1, xval); break;
                                case 2: place_secret_door(y2 + 1, xval); break;
@@ -978,9 +999,9 @@ static void build_type4(int by0, int bx0)
                        }
 
                        /* Occasionally, two more Large Inner Pillars */
-                       if (rand_int(2) == 0)
+                       if (one_in_(2))
                        {
-                               tmp = randint(2);
+                               tmp = randint1(2);
                                for (y = yval - 1; y <= yval + 1; y++)
                                {
                                        for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)
@@ -997,7 +1018,7 @@ static void build_type4(int by0, int bx0)
                        }
 
                        /* Occasionally, some Inner rooms */
-                       if (rand_int(3) == 0)
+                       if (one_in_(3))
                        {
                                /* Long horizontal walls */
                                for (x = xval - 5; x <= xval + 5; x++)
@@ -1015,16 +1036,16 @@ static void build_type4(int by0, int bx0)
                                place_inner_grid(c_ptr);
 
                                /* Secret doors (random top/bottom) */
-                               place_secret_door(yval - 3 + (randint(2) * 2), xval - 3);
-                               place_secret_door(yval - 3 + (randint(2) * 2), xval + 3);
+                               place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3);
+                               place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3);
 
                                /* Monsters */
-                               vault_monsters(yval, xval - 2, randint(2));
-                               vault_monsters(yval, xval + 2, randint(2));
+                               vault_monsters(yval, xval - 2, randint1(2));
+                               vault_monsters(yval, xval + 2, randint1(2));
 
                                /* Objects */
-                               if (rand_int(3) == 0) place_object(yval, xval - 2, FALSE, FALSE);
-                               if (rand_int(3) == 0) place_object(yval, xval + 2, FALSE, FALSE);
+                               if (one_in_(3)) place_object(yval, xval - 2, 0L);
+                               if (one_in_(3)) place_object(yval, xval + 2, 0L);
                        }
 
                        break;
@@ -1034,7 +1055,7 @@ static void build_type4(int by0, int bx0)
                case 4:
                {
                        /* Place a secret door */
-                       switch (randint(4))
+                       switch (randint1(4))
                        {
                                case 1: place_secret_door(y1 - 1, xval); break;
                                case 2: place_secret_door(y2 + 1, xval); break;
@@ -1056,12 +1077,12 @@ static void build_type4(int by0, int bx0)
                        }
 
                        /* Monsters just love mazes. */
-                       vault_monsters(yval, xval - 5, randint(3));
-                       vault_monsters(yval, xval + 5, randint(3));
+                       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, randint(3));
-                       vault_traps(yval, xval + 3, 2, 8, randint(3));
+                       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);
@@ -1085,9 +1106,9 @@ static void build_type4(int by0, int bx0)
                        }
 
                        /* Doors into the rooms */
-                       if (rand_int(100) < 50)
+                       if (randint0(100) < 50)
                        {
-                               int i = randint(10);
+                               int i = randint1(10);
                                place_secret_door(y1 - 1, xval - i);
                                place_secret_door(y1 - 1, xval + i);
                                place_secret_door(y2 + 1, xval - i);
@@ -1095,7 +1116,7 @@ static void build_type4(int by0, int bx0)
                        }
                        else
                        {
-                               int i = randint(3);
+                               int i = randint1(3);
                                place_secret_door(yval + i, x1 - 1);
                                place_secret_door(yval - i, x1 - 1);
                                place_secret_door(yval + i, x2 + 1);
@@ -1103,13 +1124,13 @@ static void build_type4(int by0, int bx0)
                        }
 
                        /* Treasure, centered at the center of the cross */
-                       vault_objects(yval, xval, 2 + randint(2));
+                       vault_objects(yval, xval, 2 + randint1(2));
 
                        /* Gotta have some monsters. */
-                       vault_monsters(yval + 1, xval - 4, randint(4));
-                       vault_monsters(yval + 1, xval + 4, randint(4));
-                       vault_monsters(yval - 1, xval - 4, randint(4));
-                       vault_monsters(yval - 1, xval + 4, randint(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));
+                       vault_monsters(yval - 1, xval + 4, randint1(4));
 
                        break;
                }
@@ -1137,7 +1158,7 @@ static void build_type4(int by0, int bx0)
        (monster_dungeon(I) && \
         !(r_info[I].flags1 & RF1_UNIQUE) && \
         !(r_info[I].flags7 & RF7_UNIQUE2) && \
-        !(r_info[I].flags3 & RF3_RES_ALL) && \
+        !(r_info[I].flagsr & RFR_RES_ALL) && \
         !(r_info[I].flags7 & RF7_AQUATIC))
 
 
@@ -1171,7 +1192,7 @@ static bool vault_aux_jelly(int r_idx)
        /* Validate the monster */
        if (!vault_monster_okay(r_idx)) return (FALSE);
 
-       if (r_ptr->flags2 & (RF2_KILL_BODY)) return (FALSE);
+       if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
 
        /* Also decline evil jellies (like death molds and shoggoths) */
        if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
@@ -1225,6 +1246,14 @@ static bool vault_aux_undead(int r_idx)
  */
 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 */
@@ -1234,29 +1263,13 @@ static bool vault_aux_chapel_g(int r_idx)
        if ((r_idx == MON_A_GOLD) || (r_idx == MON_A_SILVER)) return (FALSE);
 
        /* Require "priest" or Angel */
-       if (!((r_ptr->d_char == 'A') ||
-#ifdef JP
-strstr((r_name + r_ptr->E_name),"aladin") ||
-#else
-               strstr((r_name + r_ptr->name),"aladin") ||
-#endif
-#ifdef JP
-strstr((r_name + r_ptr->E_name),"Monk") ||
-#else
-               strstr((r_name + r_ptr->name),"Monk") ||
-#endif
-#ifdef JP
-strstr((r_name + r_ptr->E_name),"riest")))
-#else
-               strstr((r_name + r_ptr->name),"riest")))
-#endif
 
-       {
-               return (FALSE);
-       }
+       if (r_ptr->d_char == 'A') return TRUE;
 
-       /* Okay */
-       return (TRUE);
+       for (i = 0; chapel_list[i]; i++)
+               if (r_idx == chapel_list[i]) return TRUE;
+
+       return FALSE;
 }
 
 
@@ -1289,7 +1302,7 @@ static bool vault_aux_mimic(int r_idx)
        if (!vault_monster_okay(r_idx)) return (FALSE);
   
        /* Require mimic */
-       if (!strchr("!|$?=`", r_ptr->d_char)) return (FALSE);
+       if (!strchr("!|$?=", r_ptr->d_char)) return (FALSE);
 
        /* Okay */
        return (TRUE);
@@ -1317,7 +1330,7 @@ static bool vault_aux_symbol_e(int r_idx)
        /* Validate the monster */
        if (!vault_monster_okay(r_idx)) return (FALSE);
 
-       if (r_ptr->flags2 & (RF2_KILL_BODY)) return (FALSE);
+       if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
 
        if (r_ptr->flags3 & (RF3_GOOD)) return (FALSE);
 
@@ -1339,7 +1352,7 @@ static bool vault_aux_symbol_g(int r_idx)
        /* Validate the monster */
        if (!vault_monster_okay(r_idx)) return (FALSE);
 
-       if (r_ptr->flags2 & (RF2_KILL_BODY)) return (FALSE);
+       if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
 
        if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
 
@@ -1450,7 +1463,7 @@ static bool vault_aux_demon(int r_idx)
        /* Validate the monster */
        if (!vault_monster_okay(r_idx)) return (FALSE);
 
-       if (r_ptr->flags2 & (RF2_KILL_BODY)) return (FALSE);
+       if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
 
        /* Require demon */
        if (!(r_ptr->flags3 & RF3_DEMON)) return (FALSE);
@@ -1470,7 +1483,7 @@ static bool vault_aux_cthulhu(int r_idx)
        /* Validate the monster */
        if (!vault_monster_okay(r_idx)) return (FALSE);
 
-       if (r_ptr->flags2 & (RF2_KILL_BODY)) return (FALSE);
+       if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
 
        /* Require eldritch horror */
        if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
@@ -1523,7 +1536,7 @@ static void vault_prep_symbol(void)
 static void vault_prep_dragon(void)
 {
        /* Pick dragon type */
-       switch (rand_int(6))
+       switch (randint0(6))
        {
                /* Black */
                case 0:
@@ -1590,8 +1603,30 @@ static void vault_prep_dragon(void)
 }
 
 
-#define ROOM_PIT 0
-#define ROOM_NEST 1
+/*
+ * Helper function for "monster pit (dark elf)"
+ */
+static bool vault_aux_dark_elf(int r_idx)
+{
+       int i;
+       static int dark_elf_list[] =
+       {
+               MON_D_ELF, MON_D_ELF_MAGE, MON_D_ELF_WARRIOR, MON_D_ELF_PRIEST,
+               MON_D_ELF_LORD, MON_D_ELF_WARLOCK, MON_D_ELF_DRUID, MON_NIGHTBLADE,
+               MON_D_ELF_SORC, MON_D_ELF_SHADE, 0,
+       };
+
+       /* Validate the monster */
+       if (!vault_monster_okay(r_idx)) return FALSE;
+
+       /* Require dark elves */
+       for (i = 0; dark_elf_list[i]; i++)
+               if (r_idx == dark_elf_list[i]) return TRUE;
+
+       /* Assume not */
+       return FALSE;
+}
+
 
 typedef struct vault_aux_type vault_aux_type;
 
@@ -1606,7 +1641,7 @@ struct vault_aux_type
 };
 
 
-static vault_aux_type *pick_vault_type(vault_aux_type *l_ptr, int room)
+static int pick_vault_type(vault_aux_type *l_ptr, s16b allow_flag_mask)
 {
        int tmp, total, count;
 
@@ -1621,21 +1656,15 @@ static vault_aux_type *pick_vault_type(vault_aux_type *l_ptr, int room)
                /* Ignore excessive depth */
                if (n_ptr->level > dun_level) continue;
 
-               if (room == ROOM_PIT)
-               {
-                       if (!(d_info[dungeon_type].pit & (1L << count))) continue;
-               }
-               else if (room == ROOM_NEST)
-               {
-                       if(!(d_info[dungeon_type].nest & (1L << count))) 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 = rand_int(total);
+       tmp = randint0(total);
 
        /* Find this type */
        for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
@@ -1646,14 +1675,8 @@ static vault_aux_type *pick_vault_type(vault_aux_type *l_ptr, int room)
                /* Ignore excessive depth */
                if (n_ptr->level > dun_level) continue;
 
-               if (room == ROOM_PIT)
-               {
-                       if (!(d_info[dungeon_type].pit & (1L << count))) continue;
-               }
-               else if (room == ROOM_NEST)
-               {
-                       if(!(d_info[dungeon_type].nest & (1L << count))) 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);
@@ -1662,42 +1685,223 @@ static vault_aux_type *pick_vault_type(vault_aux_type *l_ptr, int room)
                if (tmp < total) break;
        }
 
-       return (n_ptr->name ? n_ptr : NULL);
+       return n_ptr->name ? count : -1;
 }
 
-void build_type6(int by0, int bx0, bool nest);
-void build_type5(int by0, int bx0, bool nest);
+static void build_type6(int by0, int bx0, bool nest);
+static void build_type5(int by0, int bx0, bool nest);
 
 static vault_aux_type nest_types[] =
 {
 #ifdef JP
-       {"¥¯¥í¡¼¥ó",    vault_aux_clone,        vault_prep_clone,       5,      3},
-       {"¥¼¥ê¡¼",      vault_aux_jelly,        NULL,                   5,      6},
-       {"¥·¥ó¥Ü¥ë(Á±)",vault_aux_symbol_g,     vault_prep_symbol,      25,     2},
-       {"¥·¥ó¥Ü¥ë(°­)",vault_aux_symbol_e,     vault_prep_symbol,      25,     2},
-       {"¥ß¥ß¥Ã¥¯",    vault_aux_mimic,        NULL,                   30,     4},
-       {"¶¸µ¤",        vault_aux_cthulhu,      NULL,                   70,     2},
-       {"¸¤¾®²°",      vault_aux_kennel,       NULL,                   45,     4},
-       {"ưʪ±à",      vault_aux_animal,       NULL,                   35,     5},
-       {"¶µ²ñ",        vault_aux_chapel_g,     NULL,                   75,     4},
-       {"¥¢¥ó¥Ç¥Ã¥É",  vault_aux_undead,       NULL,                   75,     5},
-       {NULL,          NULL,                   NULL,                   0,      0},
+       {"¥¯¥í¡¼¥ó",     vault_aux_clone,    vault_prep_clone,   5, 3},
+       {"¥¼¥ê¡¼",       vault_aux_jelly,    NULL,               5, 6},
+       {"¥·¥ó¥Ü¥ë(Á±)", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
+       {"¥·¥ó¥Ü¥ë(°­)", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
+       {"¥ß¥ß¥Ã¥¯",     vault_aux_mimic,    NULL,              30, 4},
+       {"¶¸µ¤",         vault_aux_cthulhu,  NULL,              70, 2},
+       {"¸¤¾®²°",       vault_aux_kennel,   NULL,              45, 4},
+       {"ưʪ±à",       vault_aux_animal,   NULL,              35, 5},
+       {"¶µ²ñ",         vault_aux_chapel_g, NULL,              75, 4},
+       {"¥¢¥ó¥Ç¥Ã¥É",   vault_aux_undead,   NULL,              75, 5},
+       {NULL,           NULL,               NULL,               0, 0},
+#else
+       {"clone",        vault_aux_clone,    vault_prep_clone,   5, 3},
+       {"jelly",        vault_aux_jelly,    NULL,               5, 6},
+       {"symbol good",  vault_aux_symbol_g, vault_prep_symbol, 25, 2},
+       {"symbol evil",  vault_aux_symbol_e, vault_prep_symbol, 25, 2},
+       {"mimic",        vault_aux_mimic,    NULL,              30, 4},
+       {"lovecraftian", vault_aux_cthulhu,  NULL,              70, 2},
+       {"kennel",       vault_aux_kennel,   NULL,              45, 4},
+       {"animal",       vault_aux_animal,   NULL,              35, 5},
+       {"chapel",       vault_aux_chapel_g, NULL,              75, 4},
+       {"undead",       vault_aux_undead,   NULL,              75, 5},
+       {NULL,           NULL,               NULL,               0, 0},
+#endif
+};
+
+static vault_aux_type pit_types[] =
+{
+#ifdef JP
+       {"¥ª¡¼¥¯",       vault_aux_orc,      NULL,               5, 6},
+       {"¥È¥í¥ë",       vault_aux_troll,    NULL,              20, 6},
+       {"¥¸¥ã¥¤¥¢¥ó¥È", vault_aux_giant,    NULL,              50, 6},
+       {"¶¸µ¤",         vault_aux_cthulhu,  NULL,              80, 2},
+       {"¥·¥ó¥Ü¥ë(Á±)", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
+       {"¥·¥ó¥Ü¥ë(°­)", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
+       {"¶µ²ñ",         vault_aux_chapel_g, NULL,              65, 2},
+       {"¥É¥é¥´¥ó",     vault_aux_dragon,   vault_prep_dragon, 70, 6},
+       {"¥Ç¡¼¥â¥ó",     vault_aux_demon,    NULL,              80, 6},
+       {"¥À¡¼¥¯¥¨¥ë¥Õ", vault_aux_dark_elf, NULL,              45, 4},
+       {NULL,           NULL,               NULL,               0, 0},
 #else
-       {"clone",       vault_aux_clone,        vault_prep_clone,       7,      3},
-       {"jelly",       vault_aux_jelly,        NULL,                   7,      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,                   45,     6},
-       {"lovecraftian",vault_aux_cthulhu,      NULL,                   80,     2},
-       {"kennel",      vault_aux_kennel,       NULL,                   50,     2},
-       {"animal",      vault_aux_animal,       NULL,                   50,     4},
-       {"chapel",      vault_aux_chapel_g,     NULL,                   90,     2},
-       {"undead",      vault_aux_undead,       NULL,                   90,     4},
-       {NULL,          NULL,                   NULL,                   0,      0},
+       {"orc",          vault_aux_orc,      NULL,               5, 6},
+       {"troll",        vault_aux_troll,    NULL,              20, 6},
+       {"giant",        vault_aux_giant,    NULL,              50, 6},
+       {"lovecraftian", vault_aux_cthulhu,  NULL,              80, 2},
+       {"symbol good",  vault_aux_symbol_g, vault_prep_symbol, 70, 1},
+       {"symbol evil",  vault_aux_symbol_e, vault_prep_symbol, 70, 1},
+       {"chapel",       vault_aux_chapel_g, NULL,              65, 2},
+       {"dragon",       vault_aux_dragon,   vault_prep_dragon, 70, 6},
+       {"demon",        vault_aux_demon,    NULL,              80, 6},
+       {"dark elf",     vault_aux_dark_elf, NULL,              45, 4},
+       {NULL,           NULL,               NULL,               0, 0},
 #endif
 };
 
 
+/* Nest types code */
+#define NEST_TYPE_CLONE        0
+#define NEST_TYPE_JELLY        1
+#define NEST_TYPE_SYMBOL_GOOD  2
+#define NEST_TYPE_SYMBOL_EVIL  3
+#define NEST_TYPE_MIMIC        4
+#define NEST_TYPE_LOVECRAFTIAN 5
+#define NEST_TYPE_KENNEL       6
+#define NEST_TYPE_ANIMAL       7
+#define NEST_TYPE_CHAPEL       8
+#define NEST_TYPE_UNDEAD       9
+
+/* Pit types code */
+#define PIT_TYPE_ORC           0
+#define PIT_TYPE_TROLL         1
+#define PIT_TYPE_GIANT         2
+#define PIT_TYPE_LOVECRAFTIAN  3
+#define PIT_TYPE_SYMBOL_GOOD   4
+#define PIT_TYPE_SYMBOL_EVIL   5
+#define PIT_TYPE_CHAPEL        6
+#define PIT_TYPE_DRAGON        7
+#define PIT_TYPE_DEMON         8
+#define PIT_TYPE_DARK_ELF      9
+
+
+/*
+ * Hack -- Get the string describing subtype of pit/nest
+ * Determined in prepare function (some pit/nest only)
+ */
+static cptr pit_subtype_string(int type, bool nest)
+{
+       static char inner_buf[256] = "";
+
+       inner_buf[0] = '\0'; /* Init string */
+
+       if (nest) /* Nests */
+       {
+               switch (type)
+               {
+               case NEST_TYPE_CLONE:
+                       sprintf(inner_buf, "(%s)", r_name + r_info[vault_aux_race].name);
+                       break;
+               case NEST_TYPE_SYMBOL_GOOD:
+               case NEST_TYPE_SYMBOL_EVIL:
+                       sprintf(inner_buf, "(%c)", vault_aux_char);
+                       break;
+               }
+       }
+       else /* Pits */
+       {
+               switch (type)
+               {
+               case PIT_TYPE_SYMBOL_GOOD:
+               case PIT_TYPE_SYMBOL_EVIL:
+                       sprintf(inner_buf, "(%c)", vault_aux_char);
+                       break;
+               case PIT_TYPE_DRAGON:
+                       switch (vault_aux_dragon_mask4)
+                       {
+#ifdef JP
+                       case RF4_BR_ACID: strcpy(inner_buf, "(»À)");   break;
+                       case RF4_BR_ELEC: strcpy(inner_buf, "(°ðºÊ)"); break;
+                       case RF4_BR_FIRE: strcpy(inner_buf, "(²Ð±ê)"); break;
+                       case RF4_BR_COLD: strcpy(inner_buf, "(Î䵤)"); break;
+                       case RF4_BR_POIS: strcpy(inner_buf, "(ÆÇ)");   break;
+                       case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
+                               strcpy(inner_buf, "(Ëü¿§)"); break;
+                       default: strcpy(inner_buf, "(̤ÄêµÁ)"); break;
+#else
+                       case RF4_BR_ACID: strcpy(inner_buf, "(acid)");      break;
+                       case RF4_BR_ELEC: strcpy(inner_buf, "(lightning)"); break;
+                       case RF4_BR_FIRE: strcpy(inner_buf, "(fire)");      break;
+                       case RF4_BR_COLD: strcpy(inner_buf, "(frost)");     break;
+                       case RF4_BR_POIS: strcpy(inner_buf, "(poison)");    break;
+                       case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
+                               strcpy(inner_buf, "(multi-hued)"); break;
+                       default: strcpy(inner_buf, "(undefined)"); break;
+#endif
+                       }
+                       break;
+               }
+       }
+
+       return inner_buf;
+}
+
+
+/* A struct for nest monster information with cheat_hear */
+typedef struct
+{
+       s16b r_idx;
+       bool used;
+}
+nest_mon_info_type;
+
+
+/*
+ * Comp function for sorting nest monster information
+ */
+static bool ang_sort_comp_nest_mon_info(vptr u, vptr v, int a, int b)
+{
+       nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
+       int w1 = nest_mon_info[a].r_idx;
+       int w2 = nest_mon_info[b].r_idx;
+       monster_race *r1_ptr = &r_info[w1];
+       monster_race *r2_ptr = &r_info[w2];
+       int z1, z2;
+
+       /* Unused */
+       (void)v;
+
+       /* Extract used info */
+       z1 = nest_mon_info[a].used;
+       z2 = nest_mon_info[b].used;
+
+       /* Compare used status */
+       if (z1 < z2) return FALSE;
+       if (z1 > z2) return TRUE;
+
+       /* Compare levels */
+       if (r1_ptr->level < r2_ptr->level) return TRUE;
+       if (r1_ptr->level > r2_ptr->level) return FALSE;
+
+       /* Compare experience */
+       if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
+       if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
+
+       /* Compare indexes */
+       return w1 <= w2;
+}
+
+
+/*
+ * Swap function for sorting nest monster information
+ */
+static void ang_sort_swap_nest_mon_info(vptr u, vptr v, int a, int b)
+{
+       nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
+       nest_mon_info_type holder;
+
+       /* Unused */
+       (void)v;
+
+       /* Swap */
+       holder = nest_mon_info[a];
+       nest_mon_info[a] = nest_mon_info[b];
+       nest_mon_info[b] = holder;
+}
+
+
+#define NUM_NEST_MON_TYPE 64
+
 /*
  * Type 5 -- Monster nests
  *
@@ -1717,28 +1921,35 @@ static vault_aux_type nest_types[] =
  *
  * Note that "monster nests" will never contain "unique" monsters.
  */
-void build_type5(int by0, int bx0, bool pit)
+static void build_type5(int by0, int bx0, bool pit)
 {
        int y, x, y1, x1, y2, x2, xval, yval;
        int i;
-       int what[64];
+       nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
 
-       int align = 0;
+       monster_type align;
 
        cave_type *c_ptr;
 
-       vault_aux_type *n_ptr = pick_vault_type(nest_types, ROOM_NEST);
+       int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest);
+       vault_aux_type *n_ptr;
 
        /* Try to allocate space for room. */
        if (!room_alloc(25, 11, TRUE, by0, bx0, &xval, &yval)) return;
 
        /* No type available */
-       if (!n_ptr)
+       if (cur_nest_type < 0)
        {
                if (pit) return;
-               else {build_type6(by0, bx0, TRUE);return;}
+               else
+               {
+                       build_type6(by0, bx0, TRUE);
+                       return;
+               }
        }
 
+       n_ptr = &nest_types[cur_nest_type];
+
        /* Process a preparation function if necessary */
        if (n_ptr->prep_func) (*(n_ptr->prep_func))();
 
@@ -1808,7 +2019,7 @@ void build_type5(int by0, int bx0, bool pit)
 
 
        /* Place a secret door */
-       switch (randint(4))
+       switch (randint1(4))
        {
                case 1: place_secret_door(y1 - 1, xval); break;
                case 2: place_secret_door(y2 + 1, xval); break;
@@ -1820,22 +2031,22 @@ void build_type5(int by0, int bx0, bool pit)
        /* 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 < 64; i++)
-       {
+       for (i = 0; i < NUM_NEST_MON_TYPE; i++)
+       {
                int r_idx = 0, attempts = 100;
+               monster_race *r_ptr = NULL;
 
                while (attempts--)
-               {
+               {
                        /* Get a (hard) monster type */
                        r_idx = get_mon_num(dun_level + 10);
+                       r_ptr = &r_info[r_idx];
 
                        /* Decline incorrect alignment */
-                       if (((align < 0) && (r_info[r_idx].flags3 & RF3_GOOD)) ||
-                                ((align > 0) && (r_info[r_idx].flags3 & RF3_EVIL)))
-                       {
-                               continue;
-                       }
+                       if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
 
                        /* Accept this monster */
                        break;
@@ -1845,10 +2056,11 @@ void build_type5(int by0, int bx0, bool pit)
                if (!r_idx || !attempts) return;
 
                /* Note the alignment */
-               if (r_info[r_idx].flags3 & RF3_GOOD) align++;
-               else if (r_info[r_idx].flags3 & RF3_EVIL) align--;
+               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;
+               nest_mon_info[i].r_idx = r_idx;
+               nest_mon_info[i].used = FALSE;
        }
 
        /* Describe */
@@ -1856,19 +2068,17 @@ void build_type5(int by0, int bx0, bool pit)
        {
                /* Room type */
 #ifdef JP
-msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(%s)", n_ptr->name);
+               msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(nest)(%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
 #else
-               msg_format("Monster nest (%s)", n_ptr->name);
+               msg_format("Monster nest (%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
 #endif
-
        }
 
-
        /* Increase the level rating */
        rating += 10;
 
        /* (Sometimes) Cause a "special feeling" (for "Monster Nests") */
-       if ((dun_level <= 40) && (randint(dun_level * dun_level + 50) < 300))
+       if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
        {
                good_item_flag = TRUE;
        }
@@ -1878,41 +2088,37 @@ msg_format("
        {
                for (x = xval - 9; x <= xval + 9; x++)
                {
-                       int r_idx = what[rand_int(64)];
+                       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(y, x, r_idx, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE);
+                       (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);
 
-static vault_aux_type pit_types[] =
-{
-#ifdef JP
-       {"¥ª¡¼¥¯",      vault_aux_orc,          NULL,                   5,      6},
-       {"¥È¥í¥ë",      vault_aux_troll,        NULL,                   20,     6},
-       {"¥¸¥ã¥¤¥¢¥ó¥È",vault_aux_giant,        NULL,                   50,     6},
-       {"¶¸µ¤",        vault_aux_cthulhu,      NULL,                   80,     2},
-       {"¥·¥ó¥Ü¥ë(Á±)",vault_aux_symbol_g,     vault_prep_symbol,      70,     1},
-       {"¥·¥ó¥Ü¥ë(°­)",vault_aux_symbol_e,     vault_prep_symbol,      70,     1},
-       {"¶µ²ñ",        vault_aux_chapel_g,     NULL,                   65,     2},
-       {"¥É¥é¥´¥ó",    vault_aux_dragon,       vault_prep_dragon,      70,     6},
-       {"¥Ç¡¼¥â¥ó",    vault_aux_demon,        NULL,                   80,     6},
-       {NULL,          NULL,                   NULL,                   0,      0},
-#else
-       {"orc",         vault_aux_orc,          NULL,                   7,      4},
-       {"troll",       vault_aux_troll,        NULL,                   35,     4},
-       {"giant",       vault_aux_giant,        NULL,                   70,     4},
-       {"lovecraftian",vault_aux_cthulhu,      NULL,                   90,     4},
-       {"symbol good",vault_aux_symbol_g,      vault_prep_symbol,      25,     2},
-       {"symbol evil",vault_aux_symbol_e,      vault_prep_symbol,      25,     2},
-       {"chapel",      vault_aux_chapel_g,     NULL,                   85,     1},
-       {"dragon",      vault_aux_dragon,       vault_prep_dragon,      80,     4},
-       {"demon",       vault_aux_demon,        NULL,                   90,     4},
-       {NULL,          NULL,                   NULL,                   0,      0},
-#endif
-};
+               /* 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);
+               }
+       }
+}
 
 
 /*
@@ -1951,29 +2157,36 @@ static vault_aux_type pit_types[] =
  *
  * Note that "monster pits" will never contain "unique" monsters.
  */
-void build_type6(int by0, int bx0, bool nest)
+static void build_type6(int by0, int bx0, bool nest)
 {
        int y, x, y1, x1, y2, x2, xval, yval;
        int i, j;
 
        int what[16];
 
-       int align = 0;
+       monster_type align;
 
        cave_type *c_ptr;
 
-       vault_aux_type *n_ptr = pick_vault_type(pit_types, ROOM_PIT);
+       int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
+       vault_aux_type *n_ptr;
 
        /* Try to allocate space for room. */
        if (!room_alloc(25, 11, TRUE, by0, bx0, &xval, &yval)) return;
 
        /* No type available */
-       if (!n_ptr)
+       if (cur_pit_type < 0)
        {
                if (nest) return;
-               else {build_type5(by0, bx0, TRUE);return;}
+               else
+               {
+                       build_type5(by0, bx0, TRUE);
+                       return;
+               }
        }
 
+       n_ptr = &pit_types[cur_pit_type];
+
        /* Process a preparation function if necessary */
        if (n_ptr->prep_func) (*(n_ptr->prep_func))();
 
@@ -2040,7 +2253,7 @@ void build_type6(int by0, int bx0, bool nest)
        }
 
        /* Place a secret door */
-       switch (randint(4))
+       switch (randint1(4))
        {
                case 1: place_secret_door(y1 - 1, xval); break;
                case 2: place_secret_door(y2 + 1, xval); break;
@@ -2052,22 +2265,22 @@ void build_type6(int by0, int bx0, bool nest)
        /* Prepare allocation table */
        get_mon_num_prep(n_ptr->hook_func, NULL);
 
+       align.sub_align = SUB_ALIGN_NEUTRAL;
+
        /* Pick some monster types */
        for (i = 0; i < 16; i++)
        {
                int r_idx = 0, attempts = 100;
+               monster_race *r_ptr = NULL;
 
                while (attempts--)
                {
                        /* Get a (hard) monster type */
                        r_idx = get_mon_num(dun_level + 10);
+                       r_ptr = &r_info[r_idx];
 
                        /* Decline incorrect alignment */
-                       if (((align < 0) && (r_info[r_idx].flags3 & RF3_GOOD)) ||
-                                ((align > 0) && (r_info[r_idx].flags3 & RF3_EVIL)))
-                       {
-                               continue;
-                       }
+                       if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
 
                        /* Accept this monster */
                        break;
@@ -2077,8 +2290,8 @@ void build_type6(int by0, int bx0, bool nest)
                if (!r_idx || !attempts) return;
 
                /* Note the alignment */
-               if (r_info[r_idx].flags3 & RF3_GOOD) align++;
-               else if (r_info[r_idx].flags3 & RF3_EVIL) align--;
+               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;
        }
@@ -2108,11 +2321,11 @@ void build_type6(int by0, int bx0, bool nest)
        /* Message */
        if (cheat_room)
        {
+               /* Room type */
 #ifdef JP
-msg_format("%s¤ÎÁã", n_ptr->name);
+               msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(pit)(%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
 #else
-               /* Room type */
-               msg_format("Monster pit (%s)", n_ptr->name);
+               msg_format("Monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
 #endif
        }
 
@@ -2133,7 +2346,7 @@ msg_format("%s
        rating += 10;
 
        /* (Sometimes) Cause a "special feeling" (for "Monster Pits") */
-       if ((dun_level <= 40) && (randint(dun_level * dun_level + 50) < 300))
+       if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
        {
                good_item_flag = TRUE;
        }
@@ -2141,51 +2354,51 @@ msg_format("%s
        /* Top and bottom rows */
        for (x = xval - 9; x <= xval + 9; x++)
        {
-               place_monster_aux(yval - 2, x, what[0], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
-               place_monster_aux(yval + 2, x, what[0], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
+               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(y, xval - 9, what[0], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
-               place_monster_aux(y, xval + 9, what[0], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
+               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(y, xval - 8, what[1], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
-               place_monster_aux(y, xval + 8, what[1], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
+               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(y, xval - 7, what[1], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
-               place_monster_aux(y, xval + 7, what[1], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
+               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(y, xval - 6, what[2], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
-               place_monster_aux(y, xval + 6, what[2], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
+               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(y, xval - 5, what[2], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
-               place_monster_aux(y, xval + 5, what[2], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
+               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(y, xval - 4, what[3], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
-               place_monster_aux(y, xval + 4, what[3], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
+               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(y, xval - 3, what[3], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
-               place_monster_aux(y, xval + 3, what[3], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
+               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(y, xval - 2, what[4], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
-               place_monster_aux(y, xval + 2, what[4], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
+               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(yval + 1, x, what[5], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
-               place_monster_aux(yval - 1, x, what[5], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
+               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(yval, xval + 1, what[6], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
-       place_monster_aux(yval, xval - 1, what[6], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
+       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(yval, xval, what[7], FALSE, FALSE, FALSE, FALSE, TRUE, FALSE);
+       place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE);
 }
 
 
@@ -2272,6 +2485,9 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
                        /* 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);
 
@@ -2297,9 +2513,9 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
 
                                /* Treasure/trap */
                        case '*':
-                               if (rand_int(100) < 75)
+                               if (randint0(100) < 75)
                                {
-                                       place_object(y, x, FALSE, FALSE);
+                                       place_object(y, x, 0L);
                                }
                                else
                                {
@@ -2316,6 +2532,48 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
                        case '^':
                                place_trap(y, x);
                                break;
+
+                               /* Black market in a dungeon */
+                       case 'S':
+                               set_cave_feat(y, x, FEAT_SHOP_HEAD + STORE_BLACK);
+                               store_init(NO_TOWN, STORE_BLACK);
+                               break;
+                               
+                               /* The Pattern */
+                       case 'p':
+                               set_cave_feat(y, x, FEAT_PATTERN_START);
+                               break;
+                               
+                       case 'a':
+                               set_cave_feat(y, x, FEAT_PATTERN_1);
+                               break;
+                               
+                       case 'b':
+                               set_cave_feat(y, x, FEAT_PATTERN_2);
+                               break;
+                               
+                       case 'c':
+                               set_cave_feat(y, x, FEAT_PATTERN_3);
+                               break;
+                               
+                       case 'd':
+                               set_cave_feat(y, x, FEAT_PATTERN_4);
+                               break;
+                               
+                       case 'P':
+                               set_cave_feat(y, x, FEAT_PATTERN_END);
+                               break;
+                               
+                       case 'B':
+                               set_cave_feat(y, x, FEAT_PATTERN_XTRA1);
+                               break;
+
+                       case 'A':
+                               /* Reward for Pattern walk */
+                               object_level = base_level + 12;
+                               place_object(y, x, AM_GOOD | AM_GREAT);
+                               object_level = base_level;
+                               break;
                        }
                }
        }
@@ -2357,7 +2615,7 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
                                case '&':
                                {
                                        monster_level = base_level + 5;
-                                       place_monster(y, x, TRUE, TRUE);
+                                       place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
                                        monster_level = base_level;
                                        break;
                                }
@@ -2366,7 +2624,7 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
                                case '@':
                                {
                                        monster_level = base_level + 11;
-                                       place_monster(y, x, TRUE, TRUE);
+                                       place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
                                        monster_level = base_level;
                                        break;
                                }
@@ -2375,10 +2633,10 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
                                case '9':
                                {
                                        monster_level = base_level + 9;
-                                       place_monster(y, x, TRUE, TRUE);
+                                       place_monster(y, x, PM_ALLOW_SLEEP);
                                        monster_level = base_level;
                                        object_level = base_level + 7;
-                                       place_object(y, x, TRUE, FALSE);
+                                       place_object(y, x, AM_GOOD);
                                        object_level = base_level;
                                        break;
                                }
@@ -2387,10 +2645,10 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
                                case '8':
                                {
                                        monster_level = base_level + 40;
-                                       place_monster(y, x, TRUE, TRUE);
+                                       place_monster(y, x, PM_ALLOW_SLEEP);
                                        monster_level = base_level;
                                        object_level = base_level + 20;
-                                       place_object(y, x, TRUE, TRUE);
+                                       place_object(y, x, AM_GOOD | AM_GREAT);
                                        object_level = base_level;
                                        break;
                                }
@@ -2398,61 +2656,21 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
                                /* Monster and/or object */
                                case ',':
                                {
-                                       if (rand_int(100) < 50)
+                                       if (randint0(100) < 50)
                                        {
                                                monster_level = base_level + 3;
-                                               place_monster(y, x, TRUE, TRUE);
+                                               place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
                                                monster_level = base_level;
                                        }
-                                       if (rand_int(100) < 50)
+                                       if (randint0(100) < 50)
                                        {
                                                object_level = base_level + 7;
-                                               place_object(y, x, FALSE, FALSE);
+                                               place_object(y, x, 0L);
                                                object_level = base_level;
                                        }
                                        break;
                                }
 
-                               case 'S':
-                                       cave_set_feat(y, x, FEAT_SHOP_HEAD + STORE_BLACK);
-                                       store_init(NO_TOWN, STORE_BLACK);
-                                       break;
-
-                               case 'p':
-                                       cave_set_feat(y, x, FEAT_PATTERN_START);
-                                       break;
-
-                               case 'a':
-                                       cave_set_feat(y, x, FEAT_PATTERN_1);
-                                       break;
-
-                               case 'b':
-                                       cave_set_feat(y, x, FEAT_PATTERN_2);
-                                       break;
-
-                               case 'c':
-                                       cave_set_feat(y, x, FEAT_PATTERN_3);
-                                       break;
-
-                               case 'd':
-                                       cave_set_feat(y, x, FEAT_PATTERN_4);
-                                       break;
-
-                               case 'P':
-                                       cave_set_feat(y, x, FEAT_PATTERN_END);
-                                       break;
-
-                               case 'B':
-                                       cave_set_feat(y, x, FEAT_PATTERN_XTRA1);
-                                       break;
-
-                               case 'A':
-                               {
-                                       object_level = base_level + 12;
-                                       place_object(y, x, TRUE, FALSE);
-                                       object_level = base_level;
-                               }
-                               break;
                        }
                }
        }
@@ -2477,7 +2695,7 @@ static void build_type7(int by0, int bx0)
                dummy++;
 
                /* Access a random vault record */
-               v_ptr = &v_info[rand_int(max_v_idx)];
+               v_ptr = &v_info[randint0(max_v_idx)];
 
                /* Accept the first lesser vault */
                if (v_ptr->typ == 7) break;
@@ -2487,7 +2705,7 @@ static void build_type7(int by0, int bx0)
        if (!v_ptr) return;
 
        /* pick type of transformation (0-7) */
-       transno = rand_int(8);
+       transno = randint0(8);
 
        /* calculate offsets */
        x = v_ptr->wid;
@@ -2543,14 +2761,14 @@ msg_print("
 
        /* (Sometimes) Cause a special feeling */
        if ((dun_level <= 50) ||
-               (randint((dun_level - 40) * (dun_level - 40) + 50) < 400))
+               (randint1((dun_level - 40) * (dun_level - 40) + 50) < 400))
        {
                good_item_flag = TRUE;
        }
 
        /* Hack -- Build the vault */
        build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
-                   v_text + v_ptr->text, xoffset, yoffset, transno);
+                   v_text + v_ptr->text, xoffset, yoffset, transno);
 }
 
 
@@ -2572,7 +2790,7 @@ static void build_type8(int by0, int bx0)
                dummy++;
 
                /* Access a random vault record */
-               v_ptr = &v_info[rand_int(max_v_idx)];
+               v_ptr = &v_info[randint0(max_v_idx)];
 
                /* Accept the first greater vault */
                if (v_ptr->typ == 8) break;
@@ -2582,7 +2800,7 @@ static void build_type8(int by0, int bx0)
        if (!v_ptr) return;
 
        /* pick type of transformation (0-7) */
-       transno = rand_int(8);
+       transno = randint0(8);
 
        /* calculate offsets */
        x = v_ptr->wid;
@@ -2608,8 +2826,13 @@ static void build_type8(int by0, int bx0)
                yoffset = 0;
        }
 
-       /* Try to allocate space for room.  If fails, exit */
-       if (!room_alloc(abs(x), abs(y), FALSE, by0, bx0, &xval, &yval)) return;
+       /*
+        * 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.
+        */
+       if (!room_alloc(abs(x) + 2, abs(y) + 2, FALSE, by0, bx0, &xval, &yval)) return;
 
        if (dummy >= SAFE_MAX_ATTEMPTS)
        {
@@ -2627,7 +2850,7 @@ msg_print("
 
 
 #ifdef FORCE_V_IDX
-       v_ptr = &v_info[76 + randint(3)];
+       v_ptr = &v_info[76 + randint1(3)];
 #endif
 
        /* Message */
@@ -2638,14 +2861,14 @@ msg_print("
 
        /* (Sometimes) Cause a special feeling */
        if ((dun_level <= 50) ||
-           (randint((dun_level - 40) * (dun_level - 40) + 50) < 400))
+           (randint1((dun_level - 40) * (dun_level - 40) + 50) < 400))
        {
                good_item_flag = TRUE;
        }
 
        /* Hack -- Build the vault */
        build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
-                   v_text + v_ptr->text, xoffset, yoffset, transno);
+                   v_text + v_ptr->text, xoffset, yoffset, transno);
 }
 
 /*
@@ -2866,15 +3089,15 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
                                        if (xhstep2 > grd)
                                        {
                                                /* If greater than 'grid' level then is random */
-                                               store_height(ii, jj, randint(maxsize));
+                                               store_height(ii, jj, randint1(maxsize));
                                        }
-                                       else
+                                       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
-                                                        + (randint(xstep2) - xhstep2) * roug / 16);
+                                                        + (randint1(xstep2) - xhstep2) * roug / 16);
                                        }
                                }
                        }
@@ -2885,7 +3108,7 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
                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;
@@ -2896,15 +3119,15 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
                                        if (xhstep2 > grd)
                                        {
                                                /* If greater than 'grid' level then is random */
-                                               store_height(ii, jj, randint(maxsize));
+                                               store_height(ii, jj, randint1(maxsize));
                                        }
-                                       else
+                                       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
-                                                       + (randint(ystep2) - yhstep2) * roug / 16);
+                                                       + (randint1(ystep2) - yhstep2) * roug / 16);
                                        }
                                }
                        }
@@ -2915,7 +3138,7 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
                {
                        for (j = yhstep; j <= yysize - yhstep; j += ystep)
                        {
-                               /* cache often used values */
+                               /* cache often used values */
                                ii = i / 256 + fill_data.xmin;
                                jj = j / 256 + fill_data.ymin;
                                
@@ -2925,9 +3148,9 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
                                        if (xhstep2 > grd)
                                        {
                                                /* If greater than 'grid' level then is random */
-                                               store_height(ii, jj, randint(maxsize));
+                                               store_height(ii, jj, randint1(maxsize));
                                        }
-                                       else
+                                       else
                                        {
                                                /* Cache reused values. */
                                                xm = fill_data.xmin + (i - xhstep) / 256;
@@ -2942,7 +3165,7 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
                                                store_height(ii, jj,
                                                        (cave[ym][xm].feat + cave[yp][xm].feat
                                                        + cave[ym][xp].feat + cave[yp][xp].feat) / 4
-                                                       + (randint(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
+                                                       + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
                                        }
                                }
                        }
@@ -2971,7 +3194,7 @@ static bool hack_isnt_wall(int y, int x, int c1, int c2, int c3, int feat1, int
                if (cave[y][x].feat <= c1)
                {
                        /* 25% of the time use the other tile : it looks better this way */
-                       if (randint(100) < 75)
+                       if (randint1(100) < 75)
                        {
                                cave[y][x].feat = feat1;
                                cave[y][x].info &= ~(CAVE_MASK);
@@ -2989,7 +3212,7 @@ static bool hack_isnt_wall(int y, int x, int c1, int c2, int c3, int feat1, int
                else if (cave[y][x].feat <= c2)
                {
                        /* 25% of the time use the other tile : it looks better this way */
-                       if (randint(100) < 75)
+                       if (randint1(100) < 75)
                        {
                                cave[y][x].feat = feat2;
                                cave[y][x].info &= ~(CAVE_MASK);
@@ -3078,7 +3301,7 @@ static void cave_fill(byte y, byte x)
                                        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;
@@ -3130,9 +3353,9 @@ static bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, b
        fill_data.c3 = 0;
 
        /* features to fill with */
-       fill_data.feat1 = floor_type[rand_int(100)];
-       fill_data.feat2 = floor_type[rand_int(100)];
-       fill_data.feat3 = floor_type[rand_int(100)];
+       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;
@@ -3254,7 +3477,7 @@ static bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, b
                                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))
+                                (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
                        {
                                /* Walls */
                                cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
@@ -3303,8 +3526,8 @@ static void build_type9(int by0, int bx0)
        bool done, light, room;
 
        /* get size: note 'Evenness'*/
-       xsize = randint(22) * 2 + 6;
-       ysize = randint(15) * 2 + 6;
+       xsize = randint1(22) * 2 + 6;
+       ysize = randint1(15) * 2 + 6;
 
        /* Try to allocate space for room.  If fails, exit */
        if (!room_alloc(xsize + 1, ysize + 1, FALSE, by0, bx0, &x0, &y0)) return;
@@ -3312,7 +3535,7 @@ static void build_type9(int by0, int bx0)
        light = done = FALSE;
        room = TRUE;
 
-       if ((dun_level <= randint(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
+       if ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
 
        while (!done)
        {
@@ -3320,14 +3543,14 @@ static void build_type9(int by0, int bx0)
                * This causes the tunnels not to connect properly to the room */
 
                /* testing values for these parameters feel free to adjust */
-               grd = 1 << (rand_int(4));
+               grd = 1 << (randint0(4));
 
                /* want average of about 16 */
-               roug = randint(8) * randint(4);
+               roug = randint1(8) * randint1(4);
 
                /* about size/2 */
-               cutoff = randint(xsize / 4) + randint(ysize / 4) +
-                        randint(xsize / 4) + randint(ysize / 4);
+               cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
+                        randint1(xsize / 4) + randint1(ysize / 4);
 
                /* make it */
                generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
@@ -3347,7 +3570,7 @@ void build_cavern(void)
        bool done, light;
 
        light = done = FALSE;
-       if ((dun_level <= randint(50)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
+       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;
@@ -3362,10 +3585,10 @@ void build_cavern(void)
        while (!done)
        {
                /* testing values for these parameters: feel free to adjust */
-               grd = randint(4) + 4;
+               grd = randint1(4) + 4;
 
                /* want average of about 16 */
-               roug = randint(8) * randint(4);
+               roug = randint1(8) * randint1(4);
 
                /* about size/2 */
                cutoff = xsize / 2;
@@ -3390,51 +3613,44 @@ static bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2,
        /* Get features based on type */
        switch (type)
        {
-               case 1: {
-                               /* Lava */
-                               feat1 = FEAT_DEEP_LAVA;
-                               feat2 = FEAT_SHAL_LAVA;
-                               feat3 = floor_type[rand_int(100)];
-                               }; break;
-               case 2:{
-                               /* Water */
-                               feat1 = FEAT_DEEP_WATER;
-                               feat2 = FEAT_SHAL_WATER;
-                               feat3 = floor_type[rand_int(100)];
-                               }; break;
-               case 3: {
-                               /* Collapsed cave */
-                               feat1 = floor_type[rand_int(100)];
-                               feat2 = floor_type[rand_int(100)];
-                               feat3 = FEAT_RUBBLE;
-                               }; break;
-               case 4: {
-                               /* Earth vault */
-                               feat1 = FEAT_RUBBLE;
-                               feat2 = floor_type[rand_int(100)];
-                               feat3 = FEAT_RUBBLE;
-                               }; break;
-               case 5: {
-                               /* Air vault */
-                               feat1 = FEAT_GRASS;
-                               feat2 = FEAT_TREES;
-                               feat3 = FEAT_GRASS;
-                               }; break;
-               case 6: {
-                               /* Water vault */
-                               feat1 = FEAT_SHAL_WATER;
-                               feat2 = FEAT_DEEP_WATER;
-                               feat3 = FEAT_SHAL_WATER;
-                               }; break;
-               case 7: {
-                               /* Fire Vault */
-                               feat1 = FEAT_SHAL_LAVA;
-                               feat2 = FEAT_DEEP_LAVA;
-                               feat3 = FEAT_SHAL_LAVA;
-                               }; break;
-
-               /* Paranoia */
-               default: return FALSE;
+       case GEN_LAKE_TYPE_LAVA: /* Lava */
+               feat1 = FEAT_DEEP_LAVA;
+               feat2 = FEAT_SHAL_LAVA;
+               feat3 = floor_type[randint0(100)];
+               break;
+       case GEN_LAKE_TYPE_WATER: /* Water */
+               feat1 = FEAT_DEEP_WATER;
+               feat2 = FEAT_SHAL_WATER;
+               feat3 = floor_type[randint0(100)];
+               break;
+       case GEN_LAKE_TYPE_CAVE: /* Collapsed cave */
+               feat1 = floor_type[randint0(100)];
+               feat2 = floor_type[randint0(100)];
+               feat3 = FEAT_RUBBLE;
+               break;
+       case GEN_LAKE_TYPE_EARTH_VAULT: /* Earth vault */
+               feat1 = FEAT_RUBBLE;
+               feat2 = floor_type[randint0(100)];
+               feat3 = FEAT_RUBBLE;
+               break;
+       case GEN_LAKE_TYPE_AIR_VAULT: /* Air vault */
+               feat1 = FEAT_GRASS;
+               feat2 = FEAT_TREES;
+               feat3 = FEAT_GRASS;
+               break;
+       case GEN_LAKE_TYPE_WATER_VAULT: /* Water vault */
+               feat1 = FEAT_SHAL_WATER;
+               feat2 = FEAT_DEEP_WATER;
+               feat3 = FEAT_SHAL_WATER;
+               break;
+       case GEN_LAKE_TYPE_FIRE_VAULT: /* Fire Vault */
+               feat1 = FEAT_SHAL_LAVA;
+               feat2 = FEAT_DEEP_LAVA;
+               feat3 = FEAT_SHAL_LAVA;
+               break;
+
+       /* Paranoia */
+       default: return FALSE;
        }
 
        /*
@@ -3442,7 +3658,7 @@ static bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2,
         * this gets rid of alot of isolated one-sqaures that
         * can make teleport traps instadeaths...
         */
-       
+
        /* cutoffs */
        fill_data.c1 = c1;
        fill_data.c2 = c2;
@@ -3521,7 +3737,7 @@ static bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2,
                        if ((cave[y0 + y - yhsize][x0 + x - xhsize].feat == FEAT_DEEP_LAVA) ||
                                (cave[y0 + y - yhsize][x0 + x - xhsize].feat == FEAT_SHAL_LAVA))
                        {
-                               cave[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
+                               if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
                        }
                }
        }
@@ -3540,7 +3756,7 @@ void build_lake(int type)
        int c1, c2, c3;
 
        /* paranoia - exit if lake type out of range. */
-       if ((type < 1) || (type > 7))
+       if ((type < GEN_LAKE_TYPE_LAVA) || (type > GEN_LAKE_TYPE_FIRE_VAULT))
        {
                msg_format("Invalid lake type (%d)", type);
                return;
@@ -3559,17 +3775,17 @@ void build_lake(int type)
        while (!done)
        {
                /* testing values for these parameters: feel free to adjust */
-               grd = randint(3) + 4;
+               grd = randint1(3) + 4;
 
                /* want average of about 16 */
-               roug = randint(8) * randint(4);
+               roug = randint1(8) * randint1(4);
 
                /* Make up size of various componants */
                /* Floor */
                c3 = 3 * xsize / 4;
 
                /* Deep water/lava */
-               c1 = rand_int(c3 / 2) + rand_int(c3 / 2) - 5;
+               c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
 
                /* Shallow boundary */
                c2 = (c1 + c3) / 2;
@@ -3658,10 +3874,10 @@ static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
                {
                        /* 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) + randint(10) - difficulty;
+                       value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty;
 
                        /* hack- empty square part of the time */
-                       if ((randint(100) - difficulty * 3) > 50) value = 20;
+                       if ((randint1(100) - difficulty * 3) > 50) value = 20;
 
                         /* if floor, shallow water and lava */
                        if (is_floor_bold(y, x) ||
@@ -3673,27 +3889,27 @@ static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
                                {
                                        /* Meanest monster + treasure */
                                        monster_level = base_level + 40;
-                                       place_monster(y, x, TRUE, TRUE);
+                                       place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
                                        monster_level = base_level;
                                        object_level = base_level + 20;
-                                       place_object(y, x, TRUE, FALSE);
+                                       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, TRUE, TRUE);
+                                       place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
                                        monster_level = base_level;
                                        object_level = base_level + 10;
-                                       place_object(y, x, TRUE, FALSE);
+                                       place_object(y, x, AM_GOOD);
                                        object_level = base_level;
                                }
                                else if (value < 10)
                                {
                                        /* Monster */
                                        monster_level = base_level + 9;
-                                       place_monster(y, x, TRUE, TRUE);
+                                       place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
                                        monster_level = base_level;
                                }
                                else if (value < 17)
@@ -3710,9 +3926,9 @@ static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
                                else if (value < 23)
                                {
                                        /* Object or trap */
-                                       if (rand_int(100) < 25)
+                                       if (randint0(100) < 25)
                                        {
-                                               place_object(y, x, FALSE, FALSE);
+                                               place_object(y, x, 0L);
                                        }
                                        else
                                        {
@@ -3723,23 +3939,23 @@ static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
                                {
                                        /* Monster and trap */
                                        monster_level = base_level + 5;
-                                       place_monster(y, x, TRUE, TRUE);
+                                       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 (rand_int(100) < 50)
+                                       if (randint0(100) < 50)
                                        {
                                                monster_level = base_level + 3;
-                                               place_monster(y, x, TRUE, TRUE);
+                                               place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
                                                monster_level = base_level;
                                        }
-                                       if (rand_int(100) < 50)
+                                       if (randint0(100) < 50)
                                        {
                                                object_level = base_level + 7;
-                                               place_object(y, x, FALSE, FALSE);
+                                               place_object(y, x, 0L);
                                                object_level = base_level;
                                        }
                                }
@@ -3753,17 +3969,17 @@ static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
                                        /* Various Stuff */
 
                                        /* 20% monster, 40% trap, 20% object, 20% blank space */
-                                       if (rand_int(100) < 20)
+                                       if (randint0(100) < 20)
                                        {
-                                               place_monster(y, x, TRUE, TRUE);
+                                               place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
                                        }
-                                       else if (rand_int(100) < 50)
+                                       else if (randint0(100) < 50)
                                        {
                                                place_trap(y, x);
                                        }
-                                       else if (rand_int(100) < 50)
+                                       else if (randint0(100) < 50)
                                        {
-                                               place_object(y, x, FALSE, FALSE);
+                                               place_object(y, x, 0L);
                                        }
                                }
 
@@ -3803,8 +4019,8 @@ static void build_bubble_vault(int x0, int y0, int xsize, int ysize)
        if (cheat_room) msg_print("Bubble Vault");
 
        /* Allocate center of bubbles */
-       center[0].x = randint(xsize - 3) + 1;
-       center[0].y = randint(ysize - 3) + 1;
+       center[0].x = randint1(xsize - 3) + 1;
+       center[0].y = randint1(ysize - 3) + 1;
 
        for (i = 1; i < BUBBLENUM; i++)
        {
@@ -3815,8 +4031,8 @@ static void build_bubble_vault(int x0, int y0, int xsize, int ysize)
                {
                        done = TRUE;
 
-                       x = randint(xsize - 3) + 1;
-                       y = randint(ysize - 3) + 1;
+                       x = randint1(xsize - 3) + 1;
+                       y = randint1(ysize - 3) + 1;
 
                        for (j = 0; j < i; j++)
                        {
@@ -3885,7 +4101,7 @@ static void build_bubble_vault(int x0, int y0, int xsize, int ysize)
                                else if (temp < min2)
                                {
                                        /* second smallest */
-                                       min2 = temp;
+                                       min2 = temp;
                                }
                        }
                        if (((min2 - min1) <= 2) && (!(min1 < 3)))
@@ -3907,13 +4123,13 @@ static void build_bubble_vault(int x0, int y0, int xsize, int ysize)
        /* Try to add some random doors */
        for (i = 0; i < 500; i++)
        {
-               x = randint(xsize - 3) - xhsize + x0 + 1;
-               y = randint(ysize - 3) - yhsize + y0 + 1;
+               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, randint(5));
+       fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
 }
 
 
@@ -4020,23 +4236,23 @@ static void build_room_vault(int x0, int y0, int xsize, int ysize)
        /* add ten random rooms */
        for (i = 0; i < 10; i++)
        {
-               x1 = randint(xhsize) * 2 + x0 - xhsize;
-               x2 = randint(xhsize) * 2 + x0 - xhsize;
-               y1 = randint(yhsize) * 2 + y0 - yhsize;
-               y2 = randint(yhsize) * 2 + y0 - yhsize;
+               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 = randint(xsize - 3) - xhsize + x0 + 1;
-               y1 = randint(ysize - 3) - yhsize + y0 + 1;
+               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, randint(5) + 5);
+       fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
 }
 
 
@@ -4060,14 +4276,14 @@ static void build_cave_vault(int x0, int y0, int xsiz, int ysiz)
        while (!done)
        {
                /* testing values for these parameters feel free to adjust */
-               grd = 1 << rand_int(4);
+               grd = 1 << randint0(4);
 
                /* want average of about 16 */
-               roug = randint(8) * randint(4);
+               roug = randint1(8) * randint1(4);
 
                /* about size/2 */
-               cutoff = randint(xsize / 4) + randint(ysize / 4) +
-                        randint(xsize / 4) + randint(ysize / 4);
+               cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
+                        randint1(xsize / 4) + randint1(ysize / 4);
 
                /* make it */
                generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
@@ -4086,7 +4302,7 @@ static void build_cave_vault(int x0, int y0, int xsiz, int ysiz)
        }
 
        /* Fill with monsters and treasure, low difficulty */
-       fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint(5));
+       fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
 }
 
 /*
@@ -4104,11 +4320,11 @@ static void build_cave_vault(int x0, int y0, int xsiz, int ysiz)
  *
  * The spanning tree is created by performing a suitably randomized
  * depth-first traversal of the graph. The only adjustable parameter
- * is the rand_int(3) below; it governs the relative density of
+ * 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 node, int dir, int *visited)
 {
        int i, j, m, n, temp, x, y, adj[4];
 
@@ -4123,14 +4339,14 @@ static void r_visit(int y1, int x1, int y2, int x2,
        place_floor_bold(y, x);
 
        /* setup order of adjacent node visits */
-       if (rand_int(3) == 0)
+       if (one_in_(3))
        {
                /* pick a random ordering */
                for (i = 0; i < 4; i++)
                        adj[i] = i;
                for (i = 0; i < 4; i++)
                {
-                       j = rand_int(4);
+                       j = randint0(4);
                        temp = adj[i];
                        adj[i] = adj[j];
                        adj[j] = temp;
@@ -4145,7 +4361,7 @@ static void r_visit(int y1, int x1, int y2, int x2,
                        adj[i] = i;
                for (i = 1; i < 4; i++)
                {
-                       j = 1 + rand_int(3);
+                       j = 1 + randint0(3);
                        temp = adj[i];
                        adj[i] = adj[j];
                        adj[j] = temp;
@@ -4196,7 +4412,7 @@ 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 i, m, n, num_vertices, *visited;
+       int m, n, num_vertices, *visited;
        bool light;
        cave_type *c_ptr;
 
@@ -4204,7 +4420,7 @@ void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
        if (cheat_room && is_vault) msg_print("Maze Vault");
 
        /* Choose lite or dark */
-       light = ((dun_level <= randint(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
+       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;
@@ -4245,18 +4461,15 @@ void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
        num_vertices = m * n;
 
        /* initialize array of visited vertices */
-       /* use ralloc here ? */
-       visited = (int *)malloc(num_vertices * sizeof(int));
-       for (i = 0; i < num_vertices; i++)
-               visited[i] = 0;
+       C_MAKE(visited, num_vertices, int);
 
        /* traverse the graph to create a spaning tree, pick a random root */
-       r_visit(y1, x1, y2, x2, rand_int(num_vertices), 0, visited);
+       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, randint(5));
+       if (is_vault) fill_treasure(x1, x2, y1, y2, randint1(5));
 
-       free(visited);
+       C_KILL(visited, num_vertices, int);
 }
 
 
@@ -4269,21 +4482,21 @@ void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
  */
 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 i, m, n, num_vertices;
+       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");
+       if (cheat_room) msg_print("Mini Checker Board Vault");
 
-       /* Pick a random room size */
+       /* 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;
+       x1 = x0 - dx;
+       y2 = y0 + dy;
+       x2 = x0 + dx;
 
 
        /* generate the room */
@@ -4341,13 +4554,10 @@ static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
        num_vertices = m * n;
 
        /* initialize array of visited vertices */
-       /* use ralloc here ? */
-       visited = (int *) malloc(num_vertices * sizeof(int));
-       for (i = 0; i < num_vertices; i++)
-               visited[i] = 0;
+       C_MAKE(visited, num_vertices, int);
 
        /* traverse the graph to create a spannng tree, pick a random root */
-       r_visit(y1, x1, y2, x2, rand_int(num_vertices), 0, visited);
+       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++)
@@ -4364,17 +4574,17 @@ static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
        }
 
        /* Make a couple of entrances */
-       if (randint(2) == 1)
+       if (one_in_(2))
        {
                /* left and right */
-               y = randint(dy) + dy / 2;
+               y = randint1(dy) + dy / 2;
                place_outer_noperm_bold(y1 + y, x1 - 1);
                place_outer_noperm_bold(y1 + y, x2 + 1);
        }
        else
        {
                /* top and bottom */
-               x = randint(dx) + dx / 2;
+               x = randint1(dx) + dx / 2;
                place_outer_noperm_bold(y1 - 1, x1 + x);
                place_outer_noperm_bold(y2 + 1, x1 + x);
        }
@@ -4382,8 +4592,7 @@ static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
        /* Fill with monsters and treasure, highest difficulty */
        fill_treasure(x1, x2, y1, y2, 10);
 
-       /* rnfree(visited, num_vertices * sizeof(int)); */
-       free(visited);
+       C_KILL(visited, num_vertices, int);
 }
 
 
@@ -4416,19 +4625,19 @@ static void build_recursive_room(int x1, int y1, int x2, int y2, int power)
                if (power < 10)
                {
                        /* Make rooms + subdivide */
-                       if ((randint(10) > 2) && (xsize < 8) && (ysize < 8))
+                       if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8))
                        {
                                choice = 4;
                        }
                        else
                        {
-                               choice = randint(2) + 1;
+                               choice = randint1(2) + 1;
                        }
                }
                else
                {
                        /* Mostly subdivide */
-                       choice = randint(3) + 1;
+                       choice = randint1(3) + 1;
                }
        }
 
@@ -4455,26 +4664,26 @@ static void build_recursive_room(int x1, int y1, int x2, int y2, int power)
                        }
 
                        /* Make a couple of entrances */
-                       if (randint(2) == 1)
+                       if (one_in_(2))
                        {
                                /* left and right */
-                               y = randint(ysize) + y1;
+                               y = randint1(ysize) + y1;
                                place_floor_bold(y, x1);
                                place_floor_bold(y, x2);
                        }
                        else
                        {
                                /* top and bottom */
-                               x = randint(xsize) + x1;
+                               x = randint1(xsize) + x1;
                                place_floor_bold(y1, x);
                                place_floor_bold(y2, x);
                        }
 
                        /* Select size of keep */
-                       t1 = randint(ysize / 3) + y1;
-                       t2 = y2 - randint(ysize / 3);
-                       t3 = randint(xsize / 3) + x1;
-                       t4 = x2 - randint(xsize / 3);
+                       t1 = randint1(ysize / 3) + y1;
+                       t2 = y2 - randint1(ysize / 3);
+                       t3 = randint1(xsize / 3) + x1;
+                       t4 = x2 - randint1(xsize / 3);
 
                        /* Do outside areas */
 
@@ -4530,9 +4739,9 @@ static void build_recursive_room(int x1, int y1, int x2, int y2, int power)
                        }
 
                        /* Make a door */
-                       y = randint(ysize - 3) + y1 + 1;
+                       y = randint1(ysize - 3) + y1 + 1;
 
-                       if (randint(2) == 1)
+                       if (one_in_(2))
                        {
                                /* left */
                                place_floor_bold(y, x1 + 1);
@@ -4563,7 +4772,7 @@ static void build_recursive_room(int x1, int y1, int x2, int y2, int power)
                                return;
                        }
 
-                       t1 = randint(xsize - 2) + x1 + 1;
+                       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;
@@ -4584,7 +4793,7 @@ static void build_recursive_room(int x1, int y1, int x2, int y2, int power)
                                return;
                        }
 
-                       t1 = randint(ysize - 2) + y1 + 1;
+                       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;
@@ -4611,9 +4820,9 @@ static void build_castle_vault(int x0, int y0, int xsize, int ysize)
        dx = xsize / 2 - 1;
 
        y1 = y0 - dy;
-       x1 = x0 - dx;
-       y2 = y0 + dy;
-       x2 = x0 + dx;
+       x1 = x0 - dx;
+       y2 = y0 + dy;
+       x2 = x0 + dx;
 
        if (cheat_room) msg_print("Castle Vault");
 
@@ -4629,10 +4838,10 @@ static void build_castle_vault(int x0, int y0, int xsize, int ysize)
        }
 
        /* Make the castle */
-       build_recursive_room(x1, y1, x2, y2, randint(5));
+       build_recursive_room(x1, y1, x2, y2, randint1(5));
 
        /* Fill with monsters and treasure, low difficulty */
-       fill_treasure(x1, x2, y1, y2, randint(3));
+       fill_treasure(x1, x2, y1, y2, randint1(3));
 }
 
 
@@ -4674,12 +4883,12 @@ static void add_outer_wall(int x, int y, int light,
        {
                /* Set bounding walls */
                place_outer_bold(y, x);
-               if (light == TRUE) cave[y][x].info |= CAVE_GLOW;
+               if (light) cave[y][x].info |= CAVE_GLOW;
        }
        else if (cave[y][x].feat == FEAT_PERM_OUTER)
        {
                /* Set bounding walls */
-               if (light == TRUE) cave[y][x].info |= CAVE_GLOW;
+               if (light) cave[y][x].info |= CAVE_GLOW;
        }
 }
 
@@ -4689,7 +4898,7 @@ static void add_outer_wall(int x, int y, int light,
  * Used to build crypts
  */
 static int dist2(int x1, int y1, int x2, int y2,
-                 int h1, int h2, int h3, int h4)
+                int h1, int h2, int h3, int h4)
 {
        int dx, dy;
        dx = abs(x2 - x1);
@@ -4706,7 +4915,7 @@ static int dist2(int x1, int y1, int x2, int y2,
        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);
+               (dx * dx / (dy * h3) + dy * dy / (dx * h3)) * h4);
        /* 128/181 is approx. 1/sqrt(2) */
 }
 
@@ -4722,10 +4931,10 @@ static void build_target_vault(int x0, int y0, int xsize, int ysize)
 
        /* Make a random metric */
        int h1, h2, h3, h4;
-       h1 = randint(32) - 16;
-       h2 = randint(16);
-       h3 = randint(32);
-       h4 = randint(32) - 16;
+       h1 = randint1(32) - 16;
+       h2 = randint1(16);
+       h3 = randint1(32);
+       h4 = randint1(32) - 16;
 
        if (cheat_room) msg_print("Target Vault");
 
@@ -4772,7 +4981,7 @@ static void build_target_vault(int x0, int y0, int xsize, int ysize)
 
        /* 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);
+                      x0 + rad + 1, y0 + rad + 1);
 
        /* Add inner wall */
        for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)
@@ -4828,7 +5037,7 @@ static void build_target_vault(int x0, int y0, int xsize, int ysize)
        add_door(x0, y0 - y);
 
        /* Fill with stuff - medium difficulty */
-       fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint(3) + 3);
+       fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
 }
 
 
@@ -4860,38 +5069,38 @@ static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz)
        if (dun_level < 25)
        {
                /* Earth vault  (Rubble) */
-               type = 4;
+               type = GEN_LAKE_TYPE_EARTH_VAULT;
        }
        else if (dun_level < 50)
        {
                /* Air vault (Trees) */
-               type = 5;
+               type = GEN_LAKE_TYPE_AIR_VAULT;
        }
        else if (dun_level < 75)
        {
                /* Water vault (shallow water) */
-               type = 6;
+               type = GEN_LAKE_TYPE_WATER_VAULT;
        }
        else
        {
                /* Fire vault (shallow lava) */
-               type = 7;
+               type = GEN_LAKE_TYPE_FIRE_VAULT;
        }
 
        while (!done)
        {
                /* testing values for these parameters: feel free to adjust */
-               grd = 1 << (rand_int(3));
+               grd = 1 << (randint0(3));
 
                /* want average of about 16 */
-               roug = randint(8) * randint(4);
+               roug = randint1(8) * randint1(4);
 
                /* Make up size of various componants */
                /* Floor */
                c3 = 2 * xsize / 3;
 
                /* Deep water/lava */
-               c1 = rand_int(c3 / 2) + rand_int(c3 / 2) - 5;
+               c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
 
                /* Shallow boundary */
                c2 = (c1 + c3) / 2;
@@ -4915,13 +5124,13 @@ static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz)
        /* make a few rooms in the vault */
        for (i = 1; i <= (xsize * ysize) / 50; i++)
        {
-               build_small_room(x0 + rand_int(xsize - 4) - xsize / 2 + 2,
-                                y0 + rand_int(ysize - 4) - ysize / 2 + 2);
+               build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2,
+                                y0 + randint0(ysize - 4) - ysize / 2 + 2);
        }
 
        /* Fill with monsters and treasure, low difficulty */
        fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,
-                     y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint(5));
+                     y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
 }
 #endif /* ALLOW_CAVERNS_AND_LAKES */
 
@@ -4935,8 +5144,8 @@ static void build_type10(int by0, int bx0)
 
        /* Get size */
        /* big enough to look good, small enough to be fairly common. */
-       xsize = randint(22) + 22;
-       ysize = randint(11) + 11;
+       xsize = randint1(22) + 22;
+       ysize = randint1(11) + 11;
 
        /* Allocate in room_map.  If will not fit, exit */
        if (!room_alloc(xsize + 1, ysize + 1, FALSE, by0, bx0, &x0, &y0)) return;
@@ -4946,16 +5155,16 @@ static void build_type10(int by0, int bx0)
 
        /* (Sometimes) Cause a special feeling */
        if ((dun_level <= 50) ||
-           (randint((dun_level - 40) * (dun_level - 40) + 1) < 400))
+           (randint1((dun_level - 40) * (dun_level - 40) + 1) < 400))
        {
                good_item_flag = TRUE;
        }
 
        /* Select type of vault */
 #ifdef ALLOW_CAVERNS_AND_LAKES
-       vtype = randint(15);
+       vtype = randint1(15);
 #else /* ALLOW_CAVERNS_AND_LAKES */
-       vtype = randint(7);
+       vtype = randint1(7);
 #endif /* ALLOW_CAVERNS_AND_LAKES */
 
        switch (vtype)
@@ -4992,9 +5201,9 @@ static void build_type11(int by0, int bx0)
        int light = FALSE;
 
        /* Occasional light */
-       if ((randint(dun_level) <= 15) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
+       if ((randint1(dun_level) <= 15) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
 
-       rad = rand_int(9);
+       rad = randint0(9);
 
        /* Allocate in room_map.  If will not fit, exit */
        if (!room_alloc(rad * 2 + 1, rad * 2 + 1, FALSE, by0, bx0, &x0, &y0)) return;
@@ -5037,15 +5246,15 @@ static void build_type12(int by0, int bx0)
 
        /* Make a random metric */
        int h1, h2, h3, h4;
-       h1 = randint(32) - 16;
-       h2 = randint(16);
-       h3 = randint(32);
-       h4 = randint(32) - 16;
+       h1 = randint1(32) - 16;
+       h2 = randint1(16);
+       h3 = randint1(32);
+       h4 = randint1(32) - 16;
 
        /* Occasional light */
-       if ((randint(dun_level) <= 5) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
+       if ((randint1(dun_level) <= 5) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
 
-       rad = randint(9);
+       rad = randint1(9);
 
        /* Allocate in room_map.  If will not fit, exit */
        if (!room_alloc(rad * 2 + 3, rad * 2 + 3, FALSE, by0, bx0, &x0, &y0)) return;
@@ -5084,7 +5293,7 @@ static void build_type12(int by0, int bx0)
 
        /* 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);
+                      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++)
@@ -5099,19 +5308,427 @@ static void build_type12(int by0, int bx0)
                }
        }
 
-       if (emptyflag && (randint(2) == 1))
+       if (emptyflag && one_in_(2))
        {
                /* Build the vault */
                build_small_room(x0, y0);
 
                /* Place a treasure in the vault */
-               place_object(y0, x0, FALSE, FALSE);
+               place_object(y0, x0, 0L);
 
                /* Let's guard the treasure well */
-               vault_monsters(y0, x0, rand_int(2) + 3);
+               vault_monsters(y0, x0, randint0(2) + 3);
 
                /* Traps naturally */
-               vault_traps(y0, x0, 4, 4, rand_int(3) + 2);
+               vault_traps(y0, x0, 4, 4, randint0(3) + 2);
+       }
+}
+
+
+/*
+ * Helper function for "trapped monster pit"
+ */
+static bool vault_aux_trapped_pit(int r_idx)
+{
+       monster_race *r_ptr = &r_info[r_idx];
+
+       /* Validate the monster */
+       if (!vault_monster_okay(r_idx)) return (FALSE);
+
+       /* No wall passing monster */
+       if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return (FALSE);
+
+       /* Okay */
+       return (TRUE);
+}
+
+
+/*
+ * Type 12 -- Trapped monster pits
+ *
+ * A trapped monster pit is a "big" room with a straight corridor in
+ * which wall opening traps are placed, and with two "inner" rooms
+ * containing a "collection" of monsters of a given type organized in
+ * the room.
+ *
+ * The trapped monster pit appears as shown below, where the actual
+ * monsters in each location depend on the type of the pit
+ *
+ *  #########################
+ *  #                       #
+ *  ####################### #
+ *  #####001123454321100### #
+ *  ###0012234567654322100# #
+ *  ####################### #
+ *  #           ^           #
+ *  # #######################
+ *  # #0012234567654322100###
+ *  # ###001123454321100#####
+ *  # #######################
+ *  #                       #
+ *  #########################
+ *
+ * Note that the monsters in the pit are now chosen by using "get_mon_num()"
+ * to request 16 "appropriate" monsters, sorting them by level, and using
+ * the "even" entries in this sorted list for the contents of the pit.
+ *
+ * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",
+ * which is handled by requiring a specific "breath" attack for all of the
+ * dragons.  This may include "multi-hued" breath.  Note that "wyrms" may
+ * be present in many of the dragon pits, if they have the proper breath.
+ *
+ * Note the use of the "get_mon_num_prep()" function, and the special
+ * "get_mon_num_hook()" restriction function, to prepare the "monster
+ * allocation table" in such a way as to optimize the selection of
+ * "appropriate" non-unique monsters for the pit.
+ *
+ * Note that the "get_mon_num()" function may (rarely) fail, in which case
+ * the pit will be empty, and will not effect the level rating.
+ *
+ * Note that "monster pits" will never contain "unique" monsters.
+ */
+static void build_type13(int by0, int bx0)
+{
+       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;
+
+       int what[16];
+
+       monster_type align;
+
+       cave_type *c_ptr;
+
+       int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
+       vault_aux_type *n_ptr;
+
+       /* Only in Angband */
+       if (dungeon_type != 1) return;
+
+       /* Try to allocate space for room. */
+       if (!room_alloc(25, 13, TRUE, by0, bx0, &xval, &yval)) return;
+
+       /* No type available */
+       if (cur_pit_type < 0) return;
+
+       n_ptr = &pit_types[cur_pit_type];
+
+       /* Process a preparation function if necessary */
+       if (n_ptr->prep_func) (*(n_ptr->prep_func))();
+
+       /* 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++)
+       {
+               for (x = x1 - 1; x <= x2 + 1; x++)
+               {
+                       c_ptr = &cave[y][x];
+                       place_inner_grid(c_ptr);
+                       c_ptr->info |= (CAVE_ROOM);
+               }
+       }
+
+       /* Place the floor area 1 */
+       for (x = x1 + 3; x <= x2 - 3; x++)
+       {
+               c_ptr = &cave[yval-2][x];
+               place_floor_grid(c_ptr);
+               add_cave_info(yval-2, x, CAVE_ICKY);
+
+               c_ptr = &cave[yval+2][x];
+               place_floor_grid(c_ptr);
+               add_cave_info(yval+2, x, CAVE_ICKY);
+       }
+
+       /* 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);
+
+               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++)
+       {
+               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 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);
+       }
+
+       /* Random corridor */
+       if (one_in_(2))
+       {
+               for (y = y1; y <= yval; y++)
+               {
+                       place_floor_bold(y, x2);
+                       place_solid_bold(y, x1-1);
+               }
+               for (y = yval; y <= y2 + 1; y++)
+               {
+                       place_floor_bold(y, x1);
+                       place_solid_bold(y, x2+1);
+               }
+       }
+       else
+       {
+               for (y = yval; y <= y2 + 1; y++)
+               {
+                       place_floor_bold(y, x1);
+                       place_solid_bold(y, x2+1);
+               }
+               for (y = y1; y <= yval; y++)
+               {
+                       place_floor_bold(y, x2);
+                       place_solid_bold(y, x1-1);
+               }
+       }
+
+       /* Pre-apply default mimic field */
+       cave[yval][xval].mimic = f_info[cave[yval][xval].feat].mimic;
+
+       /* Place the wall open trap */
+       cave[yval][xval].feat = FEAT_TRAP_OPEN;
+
+       /* Prepare allocation table */
+       get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
+
+       align.sub_align = SUB_ALIGN_NEUTRAL;
+
+       /* Pick some monster types */
+       for (i = 0; i < 16; i++)
+       {
+               int r_idx = 0, attempts = 100;
+               monster_race *r_ptr = NULL;
+
+               while (attempts--)
+               {
+                       /* Get a (hard) monster type */
+                       r_idx = get_mon_num(dun_level + 0);
+                       r_ptr = &r_info[r_idx];
+
+                       /* Decline incorrect alignment */
+                       if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
+
+                       /* Accept this monster */
+                       break;
+               }
+
+               /* Notice failure */
+               if (!r_idx || !attempts) return;
+
+               /* 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;
+       }
+
+       /* 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("%s%s¤Î櫥ԥåÈ", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
+#else
+               msg_format("Trapped monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
+#endif
+       }
+
+       /* Select the entries */
+       for (i = 0; i < 8; i++)
+       {
+               /* Every other entry */
+               what[i] = what[i * 2];
+
+               if (cheat_hear)
+               {
+                       /* Message */
+                       msg_print(r_name + r_info[what[i]].name);
+               }
+       }
+
+       /* Increase the level rating */
+       rating += 20;
+
+       /* (Sometimes) Cause a "special feeling" (for "Monster Pits") */
+       if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
+       {
+               good_item_flag = TRUE;
+       }
+
+
+       for (i = 0; placing[i][2] >= 0; i++)
+       {
+               y = yval + placing[i][0];
+               x = xval + placing[i][1];
+               place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
+       }
+}
+
+
+/*
+ * Type 14 -- trapped rooms
+ *
+ * A special trap is placed at center of the room
+ */
+static void build_type14(int by0, int bx0)
+{
+       int y, x, y2, x2, yval, xval;
+       int y1, x1, xsize, ysize;
+
+       bool light;
+
+       cave_type *c_ptr;
+       byte trap;
+
+       /* Pick a room size */
+       y1 = randint1(4);
+       x1 = randint1(11);
+       y2 = randint1(3);
+       x2 = randint1(11);
+
+       xsize = x1 + x2 + 1;
+       ysize = y1 + y2 + 1;
+
+       /* Try to allocate space for room.  If fails, exit */
+       if (!room_alloc(xsize + 2, ysize + 2, FALSE, by0, bx0, &xval, &yval)) return;
+
+       /* Choose lite or dark */
+       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
+
+
+       /* Get corner values */
+       y1 = yval - ysize / 2;
+       x1 = xval - xsize / 2;
+       y2 = yval + (ysize - 1) / 2;
+       x2 = xval + (xsize - 1) / 2;
+
+
+       /* Place a full floor under the room */
+       for (y = y1 - 1; y <= y2 + 1; y++)
+       {
+               for (x = x1 - 1; x <= x2 + 1; x++)
+               {
+                       c_ptr = &cave[y][x];
+                       place_floor_grid(c_ptr);
+                       c_ptr->info |= (CAVE_ROOM);
+                       if (light) c_ptr->info |= (CAVE_GLOW);
+               }
+       }
+
+       /* Walls around the room */
+       for (y = y1 - 1; y <= y2 + 1; y++)
+       {
+               c_ptr = &cave[y][x1 - 1];
+               place_outer_grid(c_ptr);
+               c_ptr = &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 = f_info[c_ptr->feat].mimic;
+       c_ptr->feat = trap;
+
+       /* Message */
+       if (cheat_room)
+       {
+#ifdef JP
+               msg_format("%s¤ÎÉô²°", f_name + f_info[trap].name);
+#else
+               msg_format("Room of %s", f_name + f_info[trap].name);
+#endif
        }
 }
 
@@ -5125,31 +5742,34 @@ static void build_type12(int by0, int bx0)
 bool room_build(int by0, int bx0, int typ)
 {
        /* Restrict level */
-       if ((dun_level < roomdep[typ]) && !ironman_rooms) return (FALSE);
+       if ((dun_level < roomdep[typ]) && !ironman_rooms) return FALSE;
 
        /* Restrict "crowded" rooms */
-       if ((dun->crowded >= 2) && ((typ == 5) || (typ == 6))) return (FALSE);
+       if ((dun->crowded >= 2) && ((typ == ROOM_BUILD_TYPE_NEST) ||
+               (typ == ROOM_BUILD_TYPE_PIT) || (typ == ROOM_BUILD_TYPE_TRAP_PIT))) return FALSE;
 
        /* Build a room */
        switch (typ)
        {
-               /* Build an appropriate room */
-               case 12: build_type12(by0, bx0); break;
-               case 11: build_type11(by0, bx0); break;
-               case 10: build_type10(by0, bx0); break;
-               case 9: build_type9(by0, bx0); break;
-               case 8: build_type8(by0, bx0); break;
-               case 7: build_type7(by0, bx0); break;
-               case 6: build_type6(by0, bx0, FALSE); break;
-               case 5: build_type5(by0, bx0, FALSE); break;
-               case 4: build_type4(by0, bx0); break;
-               case 3: build_type3(by0, bx0); break;
-               case 2: build_type2(by0, bx0); break;
-               case 1: build_type1(by0, bx0); break;
-
-               /* Paranoia */
-               default: return (FALSE);
+       /* Build an appropriate room */
+       case ROOM_BUILD_TYPE_NORMAL:        build_type1(by0, bx0); break;
+       case ROOM_BUILD_TYPE_OVERLAP:       build_type2(by0, bx0); break;
+       case ROOM_BUILD_TYPE_CROSS:         build_type3(by0, bx0); break;
+       case ROOM_BUILD_TYPE_INNER_FEAT:    build_type4(by0, bx0); break;
+       case ROOM_BUILD_TYPE_NEST:          build_type5(by0, bx0, FALSE); break;
+       case ROOM_BUILD_TYPE_PIT:           build_type6(by0, bx0, FALSE); break;
+       case ROOM_BUILD_TYPE_LESSER_VAULT:  build_type7(by0, bx0); break;
+       case ROOM_BUILD_TYPE_GREATER_VAULT: build_type8(by0, bx0); break;
+       case ROOM_BUILD_TYPE_FRACAVE:       build_type9(by0, bx0); break;
+       case ROOM_BUILD_TYPE_RANDOM_VAULT:  build_type10(by0, bx0); break;
+       case ROOM_BUILD_TYPE_OVAL:          build_type11(by0, bx0); break;
+       case ROOM_BUILD_TYPE_CRYPT:         build_type12(by0, bx0); break;
+       case ROOM_BUILD_TYPE_TRAP_PIT:      build_type13(by0, bx0); break;
+       case ROOM_BUILD_TYPE_TRAP:          build_type14(by0, bx0); break;
+
+       /* Paranoia */
+       default: return FALSE;
        }
 
-       return (TRUE);
+       return TRUE;
 }