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Thrown torch's dice is changed
[hengband/hengband.git] / src / rooms.c
index d874114..a6f6b04 100644 (file)
@@ -51,18 +51,22 @@ static room_info_type room_info_normal[ROOM_T_MAX] =
        {{  1,  6, 12, 18, 24, 30, 36, 42, 48, 54, 60}, 10}, /*CRYPT    */
        {{  0,  0,  1,  1,  1,  2,  3,  4,  5,  6,  8}, 20}, /*TRAP_PIT */
        {{  0,  0,  1,  1,  1,  2,  3,  4,  5,  6,  8}, 20}, /*TRAP     */
+       {{  0,  0,  0,  0,  1,  1,  1,  2,  2,  2,  2}, 40}, /*GLASS    */
+       {{  1,  1,  1,  1,  1,  1,  1,  2,  2,  3,  3},  1}, /*ARCADE   */
 };
 
 
 /* Build rooms in descending order of difficulty. */
 static byte room_build_order[ROOM_T_MAX] = {
        ROOM_T_GREATER_VAULT,
+       ROOM_T_ARCADE,
        ROOM_T_RANDOM_VAULT,
        ROOM_T_LESSER_VAULT,
        ROOM_T_TRAP_PIT,
        ROOM_T_PIT,
        ROOM_T_NEST,
        ROOM_T_TRAP,
+       ROOM_T_GLASS,
        ROOM_T_INNER_FEAT,
        ROOM_T_OVAL,
        ROOM_T_CRYPT,
@@ -357,14 +361,14 @@ static bool find_space(int *y, int *x, int height, int width)
        /* Initiallize */
        candidates = 0;
 
-       /* Count the number of varid places */
+       /* Count the number of valid places */
        for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
        {
                for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
                {
                        if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
                        {
-                               /* Find a varid place */
+                               /* Find a valid place */
                                candidates++;
                        }
                }
@@ -473,6 +477,8 @@ static bool find_space(int *y, int *x, int height, int width)
  *  12 -- crypts
  *  13 -- trapped monster pits
  *  14 -- trapped room
+ *  15 -- glass room
+ *  16 -- underground arcade
  */
 
 
@@ -3444,6 +3450,7 @@ static bool hack_isnt_wall(int y, int x, int c1, int c2, int c3, int feat1, int
                else if (cave[y][x].feat <= c3)
                {
                        cave[y][x].feat = feat3;
+                       cave[y][x].info &= ~(CAVE_MASK);
                        cave[y][x].info |= info3;
                        return TRUE;
                }
@@ -4247,8 +4254,8 @@ 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 = randint1(xsize - 3) + 1;
-       center[0].y = randint1(ysize - 3) + 1;
+       center[0].x = (byte)randint1(xsize - 3) + 1;
+       center[0].y = (byte)randint1(ysize - 3) + 1;
 
        for (i = 1; i < BUBBLENUM; i++)
        {
@@ -5585,7 +5592,7 @@ static bool vault_aux_trapped_pit(int r_idx)
 
 
 /*
- * Type 12 -- Trapped monster pits
+ * Type 13 -- Trapped monster pits
  *
  * A trapped monster pit is a "big" room with a straight corridor in
  * which wall opening traps are placed, and with two "inner" rooms
@@ -5967,6 +5974,594 @@ static bool build_type14(void)
 
 
 /*
+ * Helper function for "glass room"
+ */
+static bool vault_aux_lite(int r_idx)
+{
+       monster_race *r_ptr = &r_info[r_idx];
+
+       /* Validate the monster */
+       if (!vault_monster_okay(r_idx)) return FALSE;
+
+       /* Require lite attack */
+       if (!(r_ptr->flags4 & RF4_BR_LITE) && !(r_ptr->flags5 & RF5_BA_LITE)) return FALSE;
+
+       /* No wall passing monsters */
+       if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return FALSE;
+
+       /* No disintegrating monsters */
+       if (r_ptr->flags4 & RF4_BR_DISI) return FALSE;
+
+       return TRUE;
+}
+
+/*
+ * Helper function for "glass room"
+ */
+static bool vault_aux_shards(int r_idx)
+{
+       monster_race *r_ptr = &r_info[r_idx];
+
+       /* Validate the monster */
+       if (!vault_monster_okay(r_idx)) return FALSE;
+
+       /* Require shards breath attack */
+       if (!(r_ptr->flags4 & RF4_BR_SHAR)) return FALSE;
+
+       return TRUE;
+}
+
+/*
+ * Hack -- determine if a template is potion
+ */
+static bool kind_is_potion(int k_idx)
+{
+       return k_info[k_idx].tval == TV_POTION;
+}
+
+/*
+ * Type 15 -- glass rooms
+ */
+static bool build_type15(void)
+{
+       int y, x, y2, x2, yval, xval;
+       int y1, x1, xsize, ysize;
+       bool light;
+
+       cave_type *c_ptr;
+
+       /* Pick a room size */
+       xsize = rand_range(9, 13);
+       ysize = rand_range(9, 13);
+
+       /* Find and reserve some space in the dungeon.  Get center of room. */
+       if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
+
+       /* Choose lite or dark */
+       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
+
+       /* Get corner values */
+       y1 = yval - ysize / 2;
+       x1 = xval - xsize / 2;
+       y2 = yval + (ysize - 1) / 2;
+       x2 = xval + (xsize - 1) / 2;
+
+       /* Place a full floor under the room */
+       for (y = y1 - 1; y <= y2 + 1; y++)
+       {
+               for (x = x1 - 1; x <= x2 + 1; x++)
+               {
+                       c_ptr = &cave[y][x];
+                       place_floor_grid(c_ptr);
+                       c_ptr->feat = feat_glass_floor;
+                       c_ptr->info |= (CAVE_ROOM);
+                       if (light) c_ptr->info |= (CAVE_GLOW);
+               }
+       }
+
+       /* Walls around the room */
+       for (y = y1 - 1; y <= y2 + 1; y++)
+       {
+               c_ptr = &cave[y][x1 - 1];
+               place_outer_grid(c_ptr);
+               c_ptr->feat = feat_glass_wall;
+               c_ptr = &cave[y][x2 + 1];
+               place_outer_grid(c_ptr);
+               c_ptr->feat = feat_glass_wall;
+       }
+       for (x = x1 - 1; x <= x2 + 1; x++)
+       {
+               c_ptr = &cave[y1 - 1][x];
+               place_outer_grid(c_ptr);
+               c_ptr->feat = feat_glass_wall;
+               c_ptr = &cave[y2 + 1][x];
+               place_outer_grid(c_ptr);
+               c_ptr->feat = feat_glass_wall;
+       }
+
+       switch (randint1(3))
+       {
+       case 1: /* 4 lite breathers + potion */
+               {
+                       int dir1, dir2;
+
+                       /* Prepare allocation table */
+                       get_mon_num_prep(vault_aux_lite, NULL);
+
+                       /* Place fixed lite berathers */
+                       for (dir1 = 4; dir1 < 8; dir1++)
+                       {
+                               int r_idx = get_mon_num(dun_level);
+
+                               y = yval + 2 * ddy_ddd[dir1];
+                               x = xval + 2 * ddx_ddd[dir1];
+                               if (r_idx) place_monster_aux(0, y, x, r_idx, PM_ALLOW_SLEEP);
+
+                               /* Walls around the breather */
+                               for (dir2 = 0; dir2 < 8; dir2++)
+                               {
+                                       c_ptr = &cave[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
+                                       place_inner_grid(c_ptr);
+                                       c_ptr->feat = feat_glass_wall;
+                               }
+                       }
+
+                       /* Walls around the potion */
+                       for (dir1 = 0; dir1 < 4; dir1++)
+                       {
+                               y = yval + 2 * ddy_ddd[dir1];
+                               x = xval + 2 * ddx_ddd[dir1];
+                               c_ptr = &cave[y][x];
+                               place_inner_perm_grid(c_ptr);
+                               c_ptr->feat = feat_permanent_glass_wall;
+                               cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
+                       }
+
+                       /* Glass door */
+                       dir1 = randint0(4);
+                       y = yval + 2 * ddy_ddd[dir1];
+                       x = xval + 2 * ddx_ddd[dir1];
+                       place_secret_door(y, x, DOOR_GLASS_DOOR);
+                       c_ptr = &cave[y][x];
+                       if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
+
+                       /* Place a potion */
+                       get_obj_num_hook = kind_is_potion;
+                       place_object(yval, xval, AM_NO_FIXED_ART);
+                       cave[yval][xval].info |= (CAVE_ICKY);
+               }
+               break;
+
+       case 2: /* 1 lite breather + random object */
+               {
+                       int r_idx, dir1;
+
+                       /* Pillars */
+                       c_ptr = &cave[y1 + 1][x1 + 1];
+                       place_inner_grid(c_ptr);
+                       c_ptr->feat = feat_glass_wall;
+
+                       c_ptr = &cave[y1 + 1][x2 - 1];
+                       place_inner_grid(c_ptr);
+                       c_ptr->feat = feat_glass_wall;
+
+                       c_ptr = &cave[y2 - 1][x1 + 1];
+                       place_inner_grid(c_ptr);
+                       c_ptr->feat = feat_glass_wall;
+
+                       c_ptr = &cave[y2 - 1][x2 - 1];
+                       place_inner_grid(c_ptr);
+                       c_ptr->feat = feat_glass_wall;
+
+                       /* Prepare allocation table */
+                       get_mon_num_prep(vault_aux_lite, NULL);
+
+                       r_idx = get_mon_num(dun_level);
+                       if (r_idx) place_monster_aux(0, yval, xval, r_idx, 0L);
+
+                       /* Walls around the breather */
+                       for (dir1 = 0; dir1 < 8; dir1++)
+                       {
+                               c_ptr = &cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
+                               place_inner_grid(c_ptr);
+                               c_ptr->feat = feat_glass_wall;
+                       }
+
+                       /* Curtains around the breather */
+                       for (y = yval - 1; y <= yval + 1; y++)
+                       {
+                               place_closed_door(y, xval - 2, DOOR_CURTAIN);
+                               place_closed_door(y, xval + 2, DOOR_CURTAIN);
+                       }
+                       for (x = xval - 1; x <= xval + 1; x++)
+                       {
+                               place_closed_door(yval - 2, x, DOOR_CURTAIN);
+                               place_closed_door(yval + 2, x, DOOR_CURTAIN);
+                       }
+
+                       /* Place an object */
+                       place_object(yval, xval, AM_NO_FIXED_ART);
+                       cave[yval][xval].info |= (CAVE_ICKY);
+               }
+               break;
+
+       case 3: /* 4 shards breathers + 2 potions */
+               {
+                       int dir1;
+
+                       /* Walls around the potion */
+                       for (y = yval - 2; y <= yval + 2; y++)
+                       {
+                               c_ptr = &cave[y][xval - 3];
+                               place_inner_grid(c_ptr);
+                               c_ptr->feat = feat_glass_wall;
+                               c_ptr = &cave[y][xval + 3];
+                               place_inner_grid(c_ptr);
+                               c_ptr->feat = feat_glass_wall;
+                       }
+                       for (x = xval - 2; x <= xval + 2; x++)
+                       {
+                               c_ptr = &cave[yval - 3][x];
+                               place_inner_grid(c_ptr);
+                               c_ptr->feat = feat_glass_wall;
+                               c_ptr = &cave[yval + 3][x];
+                               place_inner_grid(c_ptr);
+                               c_ptr->feat = feat_glass_wall;
+                       }
+                       for (dir1 = 4; dir1 < 8; dir1++)
+                       {
+                               c_ptr = &cave[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
+                               place_inner_grid(c_ptr);
+                               c_ptr->feat = feat_glass_wall;
+                       }
+
+                       /* Prepare allocation table */
+                       get_mon_num_prep(vault_aux_shards, NULL);
+
+                       /* Place shard berathers */
+                       for (dir1 = 4; dir1 < 8; dir1++)
+                       {
+                               int r_idx = get_mon_num(dun_level);
+
+                               y = yval + ddy_ddd[dir1];
+                               x = xval + ddx_ddd[dir1];
+                               if (r_idx) place_monster_aux(0, y, x, r_idx, 0L);
+                       }
+
+                       /* Place two potions */
+                       if (one_in_(2))
+                       {
+                               get_obj_num_hook = kind_is_potion;
+                               place_object(yval, xval - 1, AM_NO_FIXED_ART);
+                               get_obj_num_hook = kind_is_potion;
+                               place_object(yval, xval + 1, AM_NO_FIXED_ART);
+                       }
+                       else
+                       {
+                               get_obj_num_hook = kind_is_potion;
+                               place_object(yval - 1, xval, AM_NO_FIXED_ART);
+                               get_obj_num_hook = kind_is_potion;
+                               place_object(yval + 1, xval, AM_NO_FIXED_ART);
+                       }
+
+                       for (y = yval - 2; y <= yval + 2; y++)
+                               for (x = xval - 2; x <= xval + 2; x++)
+                                       cave[y][x].info |= (CAVE_ICKY);
+
+               }
+               break;
+       }
+
+       /* Message */
+       if (cheat_room)
+       {
+#ifdef JP
+               msg_print("¥¬¥é¥¹¤ÎÉô²°");
+#else
+               msg_print("Glass room");
+#endif
+       }
+
+       return TRUE;
+}
+
+
+/* Create a new floor room with optional light */
+void generate_room_floor(int y1, int x1, int y2, int x2, int light)
+{
+       int y, x;
+       
+       cave_type *c_ptr;
+
+       for (y = y1; y <= y2; y++)
+       {
+               for (x = x1; x <= x2; x++)
+               {
+                       /* Point to grid */
+                       c_ptr = &cave[y][x];
+                       place_floor_grid(c_ptr);
+                       c_ptr->info |= (CAVE_ROOM);
+                       if (light) c_ptr->info |= (CAVE_GLOW);
+               }
+       }
+}
+
+void generate_fill_perm_bold(int y1, int x1, int y2, int x2)
+{
+       int y, x;
+
+       for (y = y1; y <= y2; y++)
+       {
+               for (x = x1; x <= x2; x++)
+               {
+                       /* Point to grid */
+                       place_extra_perm_bold(y, x);
+               }
+       }
+}
+
+/* Minimum & maximum town size */
+#define MIN_TOWN_WID ((MAX_WID / 3) / 2)
+#define MIN_TOWN_HGT ((MAX_HGT / 3) / 2)
+#define MAX_TOWN_WID ((MAX_WID / 3) * 2 / 3)
+#define MAX_TOWN_HGT ((MAX_HGT / 3) * 2 / 3)
+
+/* Struct for build underground buildings */
+typedef struct
+{
+       int y0, x0; /* North-west corner (relative) */
+       int y1, x1; /* South-east corner (relative) */
+}
+ugbldg_type;
+
+ugbldg_type *ugbldg;
+
+/*
+ * Precalculate buildings' location of underground arcade
+ */
+static bool precalc_ugarcade(int town_hgt, int town_wid, int n)
+{
+       int i, y, x, center_y, center_x, tmp, attempt = 10000;
+       int max_bldg_hgt = 3 * town_hgt / MAX_TOWN_HGT;
+       int max_bldg_wid = 5 * town_wid / MAX_TOWN_WID;
+       ugbldg_type *cur_ugbldg;
+       bool **ugarcade_used, abort;
+
+       /* Allocate "ugarcade_used" array (2-dimension) */
+       C_MAKE(ugarcade_used, town_hgt, bool *);
+       C_MAKE(*ugarcade_used, town_hgt * town_wid, bool);
+       for (y = 1; y < town_hgt; y++) ugarcade_used[y] = *ugarcade_used + y * town_wid;
+
+       /* Calculate building locations */
+       for (i = 0; i < n; i++)
+       {
+               cur_ugbldg = &ugbldg[i];
+               (void)WIPE(cur_ugbldg, ugbldg_type);
+
+               do
+               {
+                       /* Find the "center" of the store */
+                       center_y = rand_range(2, town_hgt - 3);
+                       center_x = rand_range(2, town_wid - 3);
+
+                       /* Determine the store boundaries */
+                       tmp = center_y - randint1(max_bldg_hgt);
+                       cur_ugbldg->y0 = MAX(tmp, 1);
+                       tmp = center_x - randint1(max_bldg_wid);
+                       cur_ugbldg->x0 = MAX(tmp, 1);
+                       tmp = center_y + randint1(max_bldg_hgt);
+                       cur_ugbldg->y1 = MIN(tmp, town_hgt - 2);
+                       tmp = center_x + randint1(max_bldg_wid);
+                       cur_ugbldg->x1 = MIN(tmp, town_wid - 2);
+
+                       /* Scan this building's area */
+                       for (abort = FALSE, y = cur_ugbldg->y0; (y <= cur_ugbldg->y1) && !abort; y++)
+                       {
+                               for (x = cur_ugbldg->x0; x <= cur_ugbldg->x1; x++)
+                               {
+                                       if (ugarcade_used[y][x])
+                                       {
+                                               abort = TRUE;
+                                               break;
+                                       }
+                               }
+                       }
+
+                       attempt--;
+               }
+               while (abort && attempt); /* Accept this building if no overlapping */
+
+               /* Failed to generate underground arcade */
+               if (!attempt) break;
+
+               /*
+                * Mark to ugarcade_used[][] as "used"
+                * Note: Building-adjacent grids are included for preventing
+                * connected bulidings.
+                */
+               for (y = cur_ugbldg->y0 - 1; y <= cur_ugbldg->y1 + 1; y++)
+               {
+                       for (x = cur_ugbldg->x0 - 1; x <= cur_ugbldg->x1 + 1; x++)
+                       {
+                               ugarcade_used[y][x] = TRUE;
+                       }
+               }
+       }
+
+       /* Free "ugarcade_used" array (2-dimension) */
+       C_KILL(*ugarcade_used, town_hgt * town_wid, bool);
+       C_KILL(ugarcade_used, town_hgt, bool *);
+
+       /* If i < n, generation is not allowed */
+       return i == n;
+}
+
+/*
+ * Actually create buildings
+ * Note: ltcy and ltcx indicate "left top corner".
+ */
+static void build_stores(int ltcy, int ltcx, int stores[], int n)
+{
+       int i, j, y, x;
+       ugbldg_type *cur_ugbldg;
+
+       for (i = 0; i < n; i++)
+       {
+               cur_ugbldg = &ugbldg[i];
+
+               /* Generate new room */
+               generate_room_floor(
+                       ltcy + cur_ugbldg->y0 - 2, ltcx + cur_ugbldg->x0 - 2,
+                       ltcy + cur_ugbldg->y1 + 2, ltcx + cur_ugbldg->x1 + 2,
+                       FALSE);
+       }
+
+       for (i = 0; i < n; i++)
+       {
+               cur_ugbldg = &ugbldg[i];
+
+               /* Build an invulnerable rectangular building */
+               generate_fill_perm_bold(
+                       ltcy + cur_ugbldg->y0, ltcx + cur_ugbldg->x0,
+                       ltcy + cur_ugbldg->y1, ltcx + cur_ugbldg->x1);
+
+               /* Pick a door direction (S,N,E,W) */
+               switch (randint0(4))
+               {
+               /* Bottom side */
+               case 0:
+                       y = cur_ugbldg->y1;
+                       x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
+                       break;
+
+               /* Top side */
+               case 1:
+                       y = cur_ugbldg->y0;
+                       x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
+                       break;
+
+               /* Right side */
+               case 2:
+                       y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
+                       x = cur_ugbldg->x1;
+                       break;
+
+               /* Left side */
+               default:
+                       y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
+                       x = cur_ugbldg->x0;
+                       break;
+               }
+
+               for (j = 0; j < max_f_idx; j++)
+               {
+                       if (have_flag(f_info[j].flags, FF_STORE))
+                       {
+                               if (f_info[j].subtype == stores[i]) break;
+                       }
+               }
+
+               /* Clear previous contents, add a store door */
+               if (j < max_f_idx)
+               {
+                       cave_set_feat(ltcy + y, ltcx + x, j);
+
+                       /* Init store */
+                       store_init(NO_TOWN, stores[i]);
+               }
+       }
+}
+
+
+/*
+ * Type 16 -- Underground Arcade
+ *
+ * Town logic flow for generation of new town
+ * Originally from Vanilla 3.0.3
+ *
+ * We start with a fully wiped cave of normal floors.
+ *
+ * Note that town_gen_hack() plays games with the R.N.G.
+ *
+ * This function does NOT do anything about the owners of the stores,
+ * nor the contents thereof.  It only handles the physical layout.
+ */
+static bool build_type16(void)
+{
+       int stores[] =
+       {
+               STORE_GENERAL, STORE_ARMOURY, STORE_WEAPON, STORE_TEMPLE,
+               STORE_ALCHEMIST, STORE_MAGIC, STORE_BLACK, STORE_BOOK,
+       };
+       int n = sizeof stores / sizeof (int);
+       int i, y, x, y1, x1, yval, xval;
+       int town_hgt = rand_range(MIN_TOWN_HGT, MAX_TOWN_HGT);
+       int town_wid = rand_range(MIN_TOWN_WID, MAX_TOWN_WID);
+       bool prevent_bm = FALSE;
+
+       /* Hack -- If already exist black market, prevent building */
+       for (y = 0; (y < cur_hgt) && !prevent_bm; y++)
+       {
+               for (x = 0; x < cur_wid; x++)
+               {
+                       if (cave[y][x].feat == FF_STORE)
+                       {
+                               prevent_bm = (f_info[cave[y][x].feat].subtype == STORE_BLACK);
+                               break;
+                       }
+               }
+       }
+       for (i = 0; i < n; i++)
+       {
+               if ((stores[i] == STORE_BLACK) && prevent_bm) stores[i] = stores[--n];
+       }
+       if (!n) return FALSE;
+
+       /* Allocate buildings array */
+       C_MAKE(ugbldg, n, ugbldg_type);
+
+       /* If cannot build stores, abort */
+       if (!precalc_ugarcade(town_hgt, town_wid, n))
+       {
+               /* Free buildings array */
+               C_KILL(ugbldg, n, ugbldg_type);
+               return FALSE;
+       }
+
+       /* Find and reserve some space in the dungeon.  Get center of room. */
+       if (!find_space(&yval, &xval, town_hgt + 4, town_wid + 4))
+       {
+               /* Free buildings array */
+               C_KILL(ugbldg, n, ugbldg_type);
+               return FALSE;
+       }
+
+       /* Get top left corner */
+       y1 = yval - (town_hgt / 2);
+       x1 = xval - (town_wid / 2);
+
+       /* Generate new room */
+       generate_room_floor(
+               y1 + town_hgt / 3, x1 + town_wid / 3,
+               y1 + town_hgt * 2 / 3, x < x1 + town_wid * 2 / 3, FALSE);
+
+       /* Build stores */
+       build_stores(y1, x1, stores, n);
+
+#ifdef JP
+       if (cheat_room) msg_print("Ãϲ¼³¹");
+#else
+       if (cheat_room) msg_print("Underground Arcade");
+#endif
+
+       /* Free buildings array */
+       C_KILL(ugbldg, n, ugbldg_type);
+
+       return TRUE;
+}
+
+
+/*
  * Attempt to build a room of the given type at the given block
  *
  * Note that we restrict the number of "crowded" rooms to reduce
@@ -5992,6 +6587,8 @@ static bool room_build(int typ)
        case ROOM_T_CRYPT:         return build_type12();
        case ROOM_T_TRAP_PIT:      return build_type13();
        case ROOM_T_TRAP:          return build_type14();
+       case ROOM_T_GLASS:         return build_type15();
+       case ROOM_T_ARCADE:        return build_type16();
        }
 
        /* Paranoia */
@@ -6085,6 +6682,16 @@ bool generate_rooms(void)
                prob_list[ROOM_T_FRACAVE] = 0;
        }
 
+       /* Forbidden glass rooms */
+       if (!(d_info[dungeon_type].flags1 & DF1_GLASS_ROOM))
+       {
+               prob_list[ROOM_T_GLASS] = 0;
+       }
+
+       if (!(d_info[dungeon_type].flags1 & DF1_ARCADE))
+       {
+               prob_list[ROOM_T_ARCADE] = 0;
+       }
 
        /*
         * Initialize number of rooms,
@@ -6124,6 +6731,8 @@ bool generate_rooms(void)
                case ROOM_T_PIT:
                case ROOM_T_LESSER_VAULT:
                case ROOM_T_TRAP_PIT:
+               case ROOM_T_GLASS:
+               case ROOM_T_ARCADE:
 
                        /* Large room */
                        i -= 2;
@@ -6180,6 +6789,13 @@ bool generate_rooms(void)
                                                room_num[ROOM_T_NEST] = 0;
                                                room_num[ROOM_T_TRAP_PIT] = 0;
                                        }
+                                       break;
+
+                               case ROOM_T_ARCADE:
+
+                                       /* Avoid double-town */
+                                       room_num[ROOM_T_ARCADE] = 0;
+                                       break;
                                }
                        }
                }