*/
/*
- * 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"
/*
- * Array of minimum room depths
+ * [from SAngband (originally from OAngband)]
+ *
+ * Table of values that control how many times each type of room will
+ * appear. Each type of room has its own row, and each column
+ * corresponds to dungeon levels 0, 10, 20, and so on. The final
+ * value is the minimum depth the room can appear at. -LM-
+ *
+ * Level 101 and below use the values for level 100.
+ *
+ * Rooms with lots of monsters or loot may not be generated if the
+ * object or monster lists are already nearly full. Rooms will not
+ * appear above their minimum depth. Tiny levels will not have space
+ * for all the rooms you ask for.
*/
-static s16b roomdep[] =
+static room_info_type room_info_normal[ROOM_T_MAX] =
{
- 0, /* 0 = Nothing */
- 1, /* 1 = Simple (33x11) */
- 1, /* 2 = Overlapping (33x11) */
- 3, /* 3 = Crossed (33x11) */
- 3, /* 4 = Large (33x11) */
- 10, /* 5 = Monster nest (33x11) */
- 10, /* 6 = Monster pit (33x11) */
- 10, /* 7 = Lesser vault (33x22) */
- 20, /* 8 = Greater vault (66x44) */
- 5, /* 9 = Fractal cave (42x24) */
- 10, /* 10 = Random vault (44x22) */
- 3, /* 11 = Circular rooms (22x22) */
- 10, /* 12 = Crypts (22x22) */
+ /* Depth */
+ /* 0 10 20 30 40 50 60 70 80 90 100 min limit */
+
+ {{999,900,800,700,600,500,400,300,200,100, 0}, 0}, /*NORMAL */
+ {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 1}, /*OVERLAP */
+ {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*CROSS */
+ {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*INNER_F */
+ {{ 0, 1, 1, 1, 2, 3, 5, 6, 8, 10, 13}, 10}, /*NEST */
+ {{ 0, 1, 1, 2, 3, 4, 6, 8, 10, 13, 16}, 10}, /*PIT */
+ {{ 0, 1, 1, 1, 2, 2, 3, 5, 6, 8, 10}, 10}, /*LESSER_V */
+ {{ 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4}, 20}, /*GREATER_V*/
+ {{ 0,100,200,300,400,500,600,700,800,900,999}, 10}, /*FRACAVE */
+ {{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2}, 10}, /*RANDOM_V */
+ {{ 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40}, 3}, /*OVAL */
+ {{ 1, 6, 12, 18, 24, 30, 36, 42, 48, 54, 60}, 10}, /*CRYPT */
+ {{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP_PIT */
+ {{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP */
+ {{ 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2}, 40}, /*GLASS */
+ {{ 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,
+ ROOM_T_OVERLAP,
+ ROOM_T_CROSS,
+ ROOM_T_FRACAVE,
+ ROOM_T_NORMAL,
};
}
else
{
- set_cave_feat(y, x, FEAT_DOOR_HEAD+randint(7));
+ set_cave_feat(y, x, feat_locked_door_random((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
cave[y][x].info &= ~(CAVE_FLOOR);
+ delete_monster(y, x);
}
}
-static void place_secret_door(int y, int x)
+static void place_secret_door(int y, int x, int type)
{
if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
{
}
else
{
- set_cave_feat(y, x, FEAT_SECRET);
- cave[y][x].info &= ~(CAVE_FLOOR);
+ cave_type *c_ptr = &cave[y][x];
+
+ if (type == DOOR_DEFAULT)
+ {
+ type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
+ one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
+ ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+ }
+
+ /* Create secret door */
+ place_closed_door(y, x, type);
+
+ if (type != DOOR_CURTAIN)
+ {
+ /* Hide by inner wall because this is used in rooms only */
+ c_ptr->mimic = feat_wall_inner;
+
+ /* Floor type terrain cannot hide a door */
+ if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat))
+ {
+ if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY))
+ {
+ c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)];
+ }
+ c_ptr->mimic = 0;
+ }
+ }
+
+ c_ptr->info &= ~(CAVE_FLOOR);
+ delete_monster(y, x);
}
}
}
/* 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;
- case 2: place_secret_door(y0 - 1, x0); break;
- case 3: place_secret_door(y0 + 1, x0); break;
+ case 0: place_secret_door(y0, x0 - 1, DOOR_DEFAULT); break;
+ case 1: place_secret_door(y0, x0 + 1, DOOR_DEFAULT); break;
+ case 2: place_secret_door(y0 - 1, x0, DOOR_DEFAULT); break;
+ case 3: place_secret_door(y0 + 1, x0, DOOR_DEFAULT); break;
}
+ /* Clear mimic type */
+ cave[y0][x0].mimic = 0;
+
/* Add inner open space */
place_floor_bold(y0, x0);
}
/*
- * This function is used to allocate the space needed by a room in the room_map
- * array.
- * x, y represent the size of the room (0...x-1) by (0...y-1).
- * crowded is used to denote a monset nest.
- * by0, bx0 are the positions in the room_map array given to the build_type'x'
- * function.
- * xx, yy are the returned center of the allocated room in coordinates for
- * cave.feat and cave.info etc.
+ * Helper function for find_space().
+ *
+ * Is this a good location?
*/
-static bool room_alloc(int x, int y, bool crowded, int by0, int bx0, int *xx, int *yy)
+static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int block_x)
{
- int temp, bx1, bx2, by1, by2, by, bx;
+ int by1, bx1, by2, bx2, by, bx;
+
+ /* Itty-bitty rooms must shift about within their rectangle */
+ if (blocks_wide < 3)
+ {
+ if ((blocks_wide == 2) && (block_x % 3) == 2)
+ return FALSE;
+ }
+
+ /* Rooms with width divisible by 3 must be fitted to a rectangle. */
+ else if ((blocks_wide % 3) == 0)
+ {
+ /* Must be aligned to the left edge of a 11x33 rectangle. */
+ if ((block_x % 3) != 0)
+ return FALSE;
+ }
+
+ /*
+ * Big rooms that do not have a width divisible by 3 must be
+ * aligned towards the edge of the dungeon closest to them.
+ */
+ else
+ {
+ /* Shift towards left edge of dungeon. */
+ if (block_x + (blocks_wide / 2) <= dun->col_rooms / 2)
+ {
+ if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
+ return FALSE;
+ if ((block_x % 3) == 1)
+ return FALSE;
+ }
+
+ /* Shift toward right edge of dungeon. */
+ else
+ {
+ if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
+ return FALSE;
+ if ((block_x % 3) == 1)
+ return FALSE;
+ }
+ }
- /* Calculate number of room_map squares to allocate */
+ /* Extract blocks */
+ by1 = block_y + 0;
+ bx1 = block_x + 0;
+ by2 = block_y + blocks_high;
+ bx2 = block_x + blocks_wide;
+
+ /* Never run off the screen */
+ if ((by1 < 0) || (by2 > dun->row_rooms)) return FALSE;
+ if ((bx1 < 0) || (bx2 > dun->col_rooms)) return FALSE;
+
+ /* Verify available space */
+ for (by = by1; by < by2; by++)
+ {
+ for (bx = bx1; bx < bx2; bx++)
+ {
+ if (dun->room_map[by][bx])
+ {
+ return FALSE;
+ }
+ }
+ }
- /* temp is total number along width */
- temp = ((x - 1) / BLOCK_WID) + 1;
+ /* This location is okay */
+ return TRUE;
+}
- /* bx2 = ending block */
- bx2 = temp / 2 + bx0;
- /* bx1 = starting block (Note: rounding taken care of here.) */
- bx1 = bx2 + 1 - temp;
+/*
+ * Find a good spot for the next room. -LM-
+ *
+ * Find and allocate a free space in the dungeon large enough to hold
+ * the room calling this function.
+ *
+ * We allocate space in 11x11 blocks, but want to make sure that rooms
+ * align neatly on the standard screen. Therefore, we make them use
+ * blocks in few 11x33 rectangles as possible.
+ *
+ * Be careful to include the edges of the room in height and width!
+ *
+ * Return TRUE and values for the center of the room if all went well.
+ * Otherwise, return FALSE.
+ */
+static bool find_space(int *y, int *x, int height, int width)
+{
+ int candidates, pick;
+ int by, bx, by1, bx1, by2, bx2;
+ int block_y = 0, block_x = 0;
- /* temp is total number along height */
- temp = ((y - 1) / BLOCK_HGT) + 1;
- /* by2 = ending block */
- by2 = temp / 2 + by0;
+ /* Find out how many blocks we need. */
+ int blocks_high = 1 + ((height - 1) / BLOCK_HGT);
+ int blocks_wide = 1 + ((width - 1) / BLOCK_WID);
- /* by1 = starting block */
- by1 = by2 + 1 - temp;
+ /* There are no way to allocate such huge space */
+ if (dun->row_rooms < blocks_high) return FALSE;
+ if (dun->col_rooms < blocks_wide) return FALSE;
+ /* Initiallize */
+ candidates = 0;
- /* Never run off the screen */
- if ((by1 < 0) || (by2 >= dun->row_rooms)) return (FALSE);
- if ((bx1 < 0) || (bx2 >= dun->col_rooms)) return (FALSE);
+ /* 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 valid place */
+ candidates++;
+ }
+ }
+ }
+
+ /* No place! */
+ if (!candidates)
+ {
+ return FALSE;
+ }
+
+ /* Normal dungeon */
+ if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
+ {
+ /* Choose a random one */
+ pick = randint1(candidates);
+ }
+
+ /* NO_CAVE dungeon (Castle) */
+ else
+ {
+ /* Always choose the center one */
+ pick = candidates/2 + 1;
+ }
- /* Verify open space */
- for (by = by1; by <= by2; by++)
+ /* Pick up the choosen location */
+ for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
{
- for (bx = bx1; bx <= bx2; bx++)
+ for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
{
- if (dun->room_map[by][bx]) return (FALSE);
+ if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
+ {
+ pick--;
+
+ /* This one is picked? */
+ if (!pick) break;
+ }
}
+
+ if (!pick) break;
}
- /* It is *extremely* important that the following calculation */
- /* be *exactly* correct to prevent memory errors XXX XXX XXX */
+ /* Extract blocks */
+ by1 = block_y + 0;
+ bx1 = block_x + 0;
+ by2 = block_y + blocks_high;
+ bx2 = block_x + blocks_wide;
- /* Acquire the location of the room */
- *yy = ((by1 + by2 + 1) * BLOCK_HGT) / 2;
- *xx = ((bx1 + bx2 + 1) * BLOCK_WID) / 2;
+ /*
+ * It is *extremely* important that the following calculation
+ * be *exactly* correct to prevent memory errors
+ */
+ /* Acquire the location of the room */
+ (*y) = ((by1 + by2) * BLOCK_HGT) / 2;
+ (*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
/* Save the room location */
if (dun->cent_n < CENT_MAX)
{
- dun->cent[dun->cent_n].y = *yy;
- dun->cent[dun->cent_n].x = *xx;
+ dun->cent[dun->cent_n].y = *y;
+ dun->cent[dun->cent_n].x = *x;
dun->cent_n++;
}
- /* Reserve some blocks */
- for (by = by1; by <= by2; by++)
+ /* Reserve some blocks. */
+ for (by = by1; by < by2; by++)
{
- for (bx = bx1; bx <= bx2; bx++)
+ for (bx = bx1; bx < bx2; bx++)
{
dun->room_map[by][bx] = TRUE;
}
}
- /* Count "crowded" rooms */
- if (crowded) dun->crowded++;
/*
* Hack- See if room will cut off a cavern.
- * If so, fix by tunneling outside the room in such a way as to connect the caves.
+ *
+ * If so, fix by tunneling outside the room in such a
+ * way as to connect the caves.
*/
- check_room_boundary(*xx - x / 2 - 1, *yy - y / 2 - 1,
- *xx + (x - 1) / 2 + 1, *yy + (y - 1) / 2 + 1);
+ check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
- /* Success */
- return (TRUE);
+
+ /* Success. */
+ return TRUE;
}
+
+
/*
* Room building routines.
*
* 10 -- random vaults
* 11 -- circular rooms
* 12 -- crypts
+ * 13 -- trapped monster pits
+ * 14 -- trapped room
+ * 15 -- glass room
+ * 16 -- underground arcade
*/
/*
* Type 1 -- normal rectangular rooms
*/
-static void build_type1(int by0, int bx0)
+static bool build_type1(void)
{
int y, x, y2, x2, yval, xval;
int y1, x1, xsize, ysize;
cave_type *c_ptr;
+ bool curtain = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
+ one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 48 : 512);
+
/* Pick a room size */
- y1 = 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;
- /* Try to allocate space for room. If fails, exit */
- if (!room_alloc(xsize + 2, ysize + 2, FALSE, by0, bx0, &xval, &yval)) return;
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, ysize + 2, xsize + 2))
+ {
+ /* Limit to the minimum room size, and retry */
+ y1 = 1;
+ x1 = 1;
+ y2 = 1;
+ x2 = 1;
+
+ xsize = x1 + x2 + 1;
+ ysize = y1 + y2 + 1;
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
+ }
/* Choose lite or dark */
- light = ((dun_level <= randint(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
+ light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
/* Get corner values */
}
+ /* Hack -- Occasional curtained room */
+ if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2))
+ {
+ for (y = y1; y <= y2; y++)
+ {
+ c_ptr = &cave[y][x1];
+ c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+ c_ptr->info &= ~(CAVE_MASK);
+ c_ptr = &cave[y][x2];
+ c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+ c_ptr->info &= ~(CAVE_MASK);
+ }
+ for (x = x1; x <= x2; x++)
+ {
+ c_ptr = &cave[y1][x];
+ c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+ c_ptr->info &= ~(CAVE_MASK);
+ c_ptr = &cave[y2][x];
+ c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+ c_ptr->info &= ~(CAVE_MASK);
+ }
+ }
+
+
/* Hack -- Occasional pillar room */
- if (rand_int(20) == 0)
+ if (one_in_(20))
{
for (y = y1; y <= y2; y += 2)
{
}
/* Hack -- Occasional room with four pillars */
- else if (rand_int(20) == 0)
+ else if (one_in_(20))
{
if ((y1 + 4 < y2) && (x1 + 4 < x2))
{
}
/* 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)
{
}
}
/* Hack -- Occasional divided room */
- else if (rand_int(50) == 0)
+ else if (one_in_(50))
{
- if (randint(100) < 50)
+ bool curtain2 = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
+ one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 2 : 128);
+
+ if (randint1(100) < 50)
{
/* Horizontal wall */
for (x = x1; x <= x2; x++)
{
place_inner_bold(yval, x);
+ if (curtain2) cave[yval][x].feat = feat_door[DOOR_CURTAIN].closed;
}
/* Prevent edge of wall from being tunneled */
for (y = y1; y <= y2; y++)
{
place_inner_bold(y, xval);
+ if (curtain2) cave[y][xval].feat = feat_door[DOOR_CURTAIN].closed;
}
/* Prevent edge of wall from being tunneled */
place_solid_bold(y2 + 1, xval);
}
- place_random_door(yval, xval);
+ place_random_door(yval, xval, TRUE);
+ if (curtain2) cave[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;
}
+
+ return TRUE;
}
/*
* Type 2 -- Overlapping rectangular rooms
*/
-static void build_type2(int by0, int bx0)
+static bool build_type2(void)
{
int y, x, xval, yval;
int y1a, x1a, y2a, x2a;
bool light;
cave_type *c_ptr;
-
- /* Try to allocate space for room. If fails, exit */
- if (!room_alloc(25, 11, FALSE, by0, bx0, &xval, &yval)) return;
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, 11, 25)) return FALSE;
/* Choose lite or dark */
- light = ((dun_level <= 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" */
place_floor_grid(c_ptr);
}
}
+
+ return TRUE;
}
* the code below will work (with "bounds checking") for 5x5, or even
* for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.
*/
-static void build_type3(int by0, int bx0)
+static bool build_type3(void)
{
int y, x, dy, dx, wy, wx;
int y1a, x1a, y2a, x2a;
cave_type *c_ptr;
- /* Try to allocate space for room. */
- if (!room_alloc(25, 11, FALSE, by0, bx0, &xval, &yval)) return;
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, 11, 25)) return FALSE;
+
/* Choose lite or dark */
- light = ((dun_level <= 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;
/* Special features (3/4) */
- switch (rand_int(4))
+ switch (randint0(4))
{
/* Large solid middle pillar */
case 1:
}
/* 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;
- case 2: place_secret_door(yval, x1a); break;
- case 3: place_secret_door(yval, x2a); break;
+ case 0: place_secret_door(y1b, xval, DOOR_DEFAULT); break;
+ case 1: place_secret_door(y2b, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(yval, x1a, DOOR_DEFAULT); break;
+ case 3: place_secret_door(yval, x2a, DOOR_DEFAULT); break;
}
/* Place a treasure in the vault */
- 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;
}
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++)
}
/* 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);
- place_secret_door(y1b - 1, xval);
- place_secret_door(y2b + 1, xval);
+ int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
+ one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
+ ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+
+ place_secret_door(yval, x1a - 1, door_type);
+ place_secret_door(yval, x2a + 1, door_type);
+ place_secret_door(y1b - 1, xval, door_type);
+ place_secret_door(y2b + 1, xval, door_type);
}
}
/* 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);
}
/* 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);
break;
}
}
+
+ return TRUE;
}
* 4 - Inner room has a maze
* 5 - A set of four inner rooms
*/
-static void build_type4(int by0, int bx0)
+static bool build_type4(void)
{
int y, x, y1, x1;
int y2, x2, tmp, yval, xval;
cave_type *c_ptr;
- /* Try to allocate space for room. */
- if (!room_alloc(25, 11, FALSE, by0, bx0, &xval, &yval)) return;
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, 11, 25)) return FALSE;
/* Choose lite or dark */
- light = ((dun_level <= 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;
/* 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;
- case 3: place_secret_door(yval, x1 - 1); break;
- case 4: place_secret_door(yval, x2 + 1); break;
+ case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
}
/* Place a monster in the room */
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;
- case 3: place_secret_door(yval, x1 - 1); break;
- case 4: place_secret_door(yval, x2 + 1); break;
+ case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
}
/* Place another inner room */
}
/* Place a 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;
}
/* 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%) */
}
/* Traps to protect the treasure */
- vault_traps(yval, xval, 4, 10, 2 + randint(3));
+ vault_traps(yval, xval, 4, 10, 2 + randint1(3));
break;
}
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;
- case 3: place_secret_door(yval, x1 - 1); break;
- case 4: place_secret_door(yval, x2 + 1); break;
+ case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
}
/* Large Inner Pillar */
}
/* Occasionally, 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++)
}
/* Occasionally, some Inner rooms */
- if (rand_int(3) == 0)
+ if (one_in_(3))
{
+ int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
+ one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
+ ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+
/* Long horizontal walls */
for (x = xval - 5; x <= xval + 5; x++)
{
place_inner_grid(c_ptr);
/* Secret doors (random top/bottom) */
- place_secret_door(yval - 3 + (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, door_type);
+ place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type);
/* 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;
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;
- case 3: place_secret_door(yval, x1 - 1); break;
- case 4: place_secret_door(yval, x2 + 1); break;
+ case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
}
/* Maze (really a checkerboard) */
}
/* 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);
/* Four small rooms. */
case 5:
{
+ int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
+ one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
+ ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+
/* Inner "cross" */
for (y = y1; y <= y2; y++)
{
}
/* Doors into the rooms */
- if (rand_int(100) < 50)
+ if (randint0(100) < 50)
{
- int i = randint(10);
- place_secret_door(y1 - 1, xval - i);
- place_secret_door(y1 - 1, xval + i);
- place_secret_door(y2 + 1, xval - i);
- place_secret_door(y2 + 1, xval + i);
+ int i = randint1(10);
+ place_secret_door(y1 - 1, xval - i, door_type);
+ place_secret_door(y1 - 1, xval + i, door_type);
+ place_secret_door(y2 + 1, xval - i, door_type);
+ place_secret_door(y2 + 1, xval + i, door_type);
}
else
{
- int i = randint(3);
- place_secret_door(yval + i, x1 - 1);
- place_secret_door(yval - i, x1 - 1);
- place_secret_door(yval + i, x2 + 1);
- place_secret_door(yval - i, x2 + 1);
+ int i = randint1(3);
+ place_secret_door(yval + i, x1 - 1, door_type);
+ place_secret_door(yval - i, x1 - 1, door_type);
+ place_secret_door(yval + i, x2 + 1, door_type);
+ place_secret_door(yval - i, x2 + 1, door_type);
}
/* Treasure, centered at the center of the cross */
- vault_objects(yval, xval, 2 + 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;
}
}
+
+ return TRUE;
}
* Line 3 -- forbid aquatic monsters
*/
#define vault_monster_okay(I) \
- (monster_dungeon(I) && \
+ (mon_hook_dungeon(I) && \
!(r_info[I].flags1 & RF1_UNIQUE) && \
!(r_info[I].flags7 & RF7_UNIQUE2) && \
- !(r_info[I].flags3 & RF3_RES_ALL) && \
+ !(r_info[I].flagsr & RFR_RES_ALL) && \
!(r_info[I].flags7 & RF7_AQUATIC))
/* Validate the monster */
if (!vault_monster_okay(r_idx)) return (FALSE);
- if (r_ptr->flags2 & (RF2_KILL_BODY)) return (FALSE);
+ if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
/* Also decline evil jellies (like death molds and shoggoths) */
if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
/* Require icky thing, jelly, mold, or mushroom */
- if (!strchr("ijm,", r_ptr->d_char)) return (FALSE);
+ if (!my_strchr("ijm,", r_ptr->d_char)) return (FALSE);
/* Okay */
return (TRUE);
*/
static bool vault_aux_chapel_g(int r_idx)
{
+ static int chapel_list[] = {
+ MON_NOV_PRIEST, MON_NOV_PALADIN, MON_NOV_PRIEST_G, MON_NOV_PALADIN_G,
+ MON_PRIEST, MON_JADE_MONK, MON_IVORY_MONK, MON_ULTRA_PALADIN,
+ MON_EBONY_MONK, MON_W_KNIGHT, MON_KNI_TEMPLAR, MON_PALADIN,
+ MON_TOPAZ_MONK, 0};
+
+ int i;
+
monster_race *r_ptr = &r_info[r_idx];
/* Validate the monster */
if ((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;
}
if (!vault_monster_okay(r_idx)) return (FALSE);
/* Require a Zephyr Hound or a dog */
- if (!strchr("CZ", r_ptr->d_char)) return (FALSE);
+ if (!my_strchr("CZ", r_ptr->d_char)) return (FALSE);
/* Okay */
return (TRUE);
/* Validate the monster */
if (!vault_monster_okay(r_idx)) return (FALSE);
-
+
/* Require mimic */
- if (!strchr("!|$?=`", r_ptr->d_char)) return (FALSE);
+ if (!my_strchr("!$&(/=?[\\|", r_ptr->d_char)) return (FALSE);
/* Okay */
return (TRUE);
/* Validate the monster */
if (!vault_monster_okay(r_idx)) return (FALSE);
- if (r_ptr->flags2 & (RF2_KILL_BODY)) return (FALSE);
+ if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
if (r_ptr->flags3 & (RF3_GOOD)) return (FALSE);
/* Validate the monster */
if (!vault_monster_okay(r_idx)) return (FALSE);
- if (r_ptr->flags2 & (RF2_KILL_BODY)) return (FALSE);
+ if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
/* Validate the monster */
if (!vault_monster_okay(r_idx)) return (FALSE);
- if (r_ptr->flags2 & (RF2_KILL_BODY)) return (FALSE);
+ if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
/* Require demon */
if (!(r_ptr->flags3 & RF3_DEMON)) return (FALSE);
/* Validate the monster */
if (!vault_monster_okay(r_idx)) return (FALSE);
- if (r_ptr->flags2 & (RF2_KILL_BODY)) return (FALSE);
+ if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
/* Require eldritch horror */
if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
static void vault_prep_dragon(void)
{
/* Pick dragon type */
- switch (rand_int(6))
+ switch (randint0(6))
{
/* Black */
case 0:
}
-#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;
};
-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;
/* 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++)
/* 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);
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 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
*
* "appropriate" non-unique monsters for the nest.
*
* Note that the "get_mon_num()" function may (rarely) fail, in which
- * case the nest will be empty, and will not affect the level rating.
+ * case the nest will be empty.
*
* Note that "monster nests" will never contain "unique" monsters.
*/
-void build_type5(int by0, int bx0, bool pit)
+static bool build_type5(void)
{
int y, x, y1, x1, y2, x2, xval, yval;
int i;
- 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);
-
- /* Try to allocate space for room. */
- if (!room_alloc(25, 11, TRUE, by0, bx0, &xval, &yval)) return;
+ int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest);
+ vault_aux_type *n_ptr;
/* No type available */
- if (!n_ptr)
- {
- if (pit) return;
- else {build_type6(by0, bx0, TRUE);return;}
- }
+ if (cur_nest_type < 0) return FALSE;
+
+ n_ptr = &nest_types[cur_nest_type];
/* Process a preparation function if necessary */
if (n_ptr->prep_func) (*(n_ptr->prep_func))();
+ /* Prepare allocation table */
+ get_mon_num_prep(n_ptr->hook_func, NULL);
+
+ align.sub_align = SUB_ALIGN_NEUTRAL;
+
+ /* Pick some monster types */
+ for (i = 0; i < NUM_NEST_MON_TYPE; i++)
+ {
+ int r_idx = 0, attempts = 100;
+ monster_race *r_ptr = NULL;
+
+ while (attempts--)
+ {
+ /* Get a (hard) monster type */
+ r_idx = get_mon_num(dun_level + 11);
+ r_ptr = &r_info[r_idx];
+
+ /* Decline incorrect alignment */
+ if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
+
+ /* Accept this monster */
+ break;
+ }
+
+ /* Notice failure */
+ if (!r_idx || !attempts) return FALSE;
+
+ /* Note the alignment */
+ if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
+ if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
+
+ nest_mon_info[i].r_idx = r_idx;
+ nest_mon_info[i].used = FALSE;
+ }
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, 11, 25)) return FALSE;
+
/* Large room */
y1 = yval - 4;
y2 = yval + 4;
}
}
-
/* Place a secret door */
- switch (randint(4))
+ switch (randint1(4))
{
- case 1: place_secret_door(y1 - 1, xval); break;
- case 2: place_secret_door(y2 + 1, xval); break;
- case 3: place_secret_door(yval, x1 - 1); break;
- case 4: place_secret_door(yval, x2 + 1); break;
+ case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
}
+ /* Describe */
+ if (cheat_room)
+ {
+ /* Room type */
+#ifdef JP
+ 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%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
+#endif
+ }
- /* Prepare allocation table */
- get_mon_num_prep(n_ptr->hook_func, NULL);
-
- /* Pick some monster types */
- for (i = 0; i < 64; i++)
- {
- int r_idx = 0, attempts = 100;
+ /* Place some monsters */
+ for (y = yval - 2; y <= yval + 2; y++)
+ {
+ for (x = xval - 9; x <= xval + 9; x++)
+ {
+ int r_idx;
- while (attempts--)
- {
- /* Get a (hard) monster type */
- r_idx = get_mon_num(dun_level + 10);
+ i = randint0(NUM_NEST_MON_TYPE);
+ r_idx = nest_mon_info[i].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;
- }
+ /* Place that "random" monster (no groups) */
+ (void)place_monster_aux(0, y, x, r_idx, 0L);
- /* Accept this monster */
- break;
+ nest_mon_info[i].used = TRUE;
}
-
- /* Notice failure */
- if (!r_idx || !attempts) return;
-
- /* Note the alignment */
- if (r_info[r_idx].flags3 & RF3_GOOD) align++;
- else if (r_info[r_idx].flags3 & RF3_EVIL) align--;
-
- what[i] = r_idx;
- }
-
- /* Describe */
- if (cheat_room)
- {
- /* Room type */
-#ifdef JP
-msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(%s)", n_ptr->name);
-#else
- msg_format("Monster nest (%s)", n_ptr->name);
-#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 (cheat_room && cheat_hear)
{
- good_item_flag = TRUE;
- }
+ 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);
- /* Place some monsters */
- for (y = yval - 2; y <= yval + 2; y++)
- {
- for (x = xval - 9; x <= xval + 9; x++)
+ /* Dump the entries (prevent multi-printing) */
+ for (i = 0; i < NUM_NEST_MON_TYPE; i++)
{
- int r_idx = what[rand_int(64)];
-
- /* Place that "random" monster (no groups) */
- (void)place_monster_aux(y, x, r_idx, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE);
+ 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);
}
}
-}
-
-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
-};
+ return TRUE;
+}
/*
* "appropriate" non-unique monsters for the pit.
*
* Note that the "get_mon_num()" function may (rarely) fail, in which case
- * the pit will be empty, and will not effect the level rating.
+ * the pit will be empty.
*
* Note that "monster pits" will never contain "unique" monsters.
*/
-void build_type6(int by0, int bx0, bool nest)
+static bool build_type6(void)
{
int y, x, y1, x1, y2, x2, xval, yval;
int i, j;
int what[16];
- int align = 0;
+ monster_type align;
cave_type *c_ptr;
- vault_aux_type *n_ptr = pick_vault_type(pit_types, ROOM_PIT);
-
- /* Try to allocate space for room. */
- if (!room_alloc(25, 11, TRUE, by0, bx0, &xval, &yval)) return;
+ int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
+ vault_aux_type *n_ptr;
/* No type available */
- if (!n_ptr)
- {
- if (nest) return;
- else {build_type5(by0, bx0, TRUE);return;}
- }
+ if (cur_pit_type < 0) return FALSE;
+
+ n_ptr = &pit_types[cur_pit_type];
/* Process a preparation function if necessary */
if (n_ptr->prep_func) (*(n_ptr->prep_func))();
+ /* Prepare allocation table */
+ get_mon_num_prep(n_ptr->hook_func, NULL);
+
+ align.sub_align = SUB_ALIGN_NEUTRAL;
+
+ /* Pick some monster types */
+ for (i = 0; i < 16; i++)
+ {
+ int r_idx = 0, attempts = 100;
+ monster_race *r_ptr = NULL;
+
+ while (attempts--)
+ {
+ /* Get a (hard) monster type */
+ r_idx = get_mon_num(dun_level + 11);
+ r_ptr = &r_info[r_idx];
+
+ /* Decline incorrect alignment */
+ if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
+
+ /* Accept this monster */
+ break;
+ }
+
+ /* Notice failure */
+ if (!r_idx || !attempts) return FALSE;
+
+ /* Note the alignment */
+ if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
+ if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
+
+ what[i] = r_idx;
+ }
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, 11, 25)) return FALSE;
+
/* Large room */
y1 = yval - 4;
y2 = yval + 4;
}
/* Place a secret door */
- switch (randint(4))
- {
- case 1: place_secret_door(y1 - 1, xval); break;
- case 2: place_secret_door(y2 + 1, xval); break;
- case 3: place_secret_door(yval, x1 - 1); break;
- case 4: place_secret_door(yval, x2 + 1); break;
- }
-
-
- /* Prepare allocation table */
- get_mon_num_prep(n_ptr->hook_func, NULL);
-
- /* Pick some monster types */
- for (i = 0; i < 16; i++)
+ switch (randint1(4))
{
- int r_idx = 0, attempts = 100;
-
- while (attempts--)
- {
- /* Get a (hard) monster type */
- r_idx = get_mon_num(dun_level + 10);
-
- /* Decline incorrect alignment */
- if (((align < 0) && (r_info[r_idx].flags3 & RF3_GOOD)) ||
- ((align > 0) && (r_info[r_idx].flags3 & RF3_EVIL)))
- {
- continue;
- }
-
- /* Accept this monster */
- break;
- }
-
- /* Notice failure */
- if (!r_idx || !attempts) return;
-
- /* Note the alignment */
- if (r_info[r_idx].flags3 & RF3_GOOD) align++;
- else if (r_info[r_idx].flags3 & RF3_EVIL) align--;
-
- what[i] = r_idx;
+ case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
}
/* Sort the entries */
/* 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
}
}
}
- /* Increase the level rating */
- rating += 10;
-
- /* (Sometimes) Cause a "special feeling" (for "Monster Pits") */
- if ((dun_level <= 40) && (randint(dun_level * dun_level + 50) < 300))
- {
- good_item_flag = TRUE;
- }
-
/* 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);
+
+ return TRUE;
}
* be expressed simply in terms of swapping and inverting the
* x and y coordinates.
*/
- for (i = 0; i <= transno % 4; i++)
+ for (i = 0; i < transno % 4; i++)
{
/* rotate by 90 degrees */
temp = *x;
coord_trans(&i, &j, xoffset, yoffset, transno);
/* Extract the location */
- if (transno%2)
+ if (transno % 2 == 0)
{
/* no swap of x/y */
x = xval - (xmax / 2) + i;
/* 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);
place_inner_grid(c_ptr);
break;
+ /* Glass wall (inner) */
+ case '$':
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ break;
+
/* Permanent wall (inner) */
case 'X':
- c_ptr->feat = FEAT_PERM_INNER;
- c_ptr->info &= ~(CAVE_MASK);
- c_ptr->info |= CAVE_INNER;
+ place_inner_perm_grid(c_ptr);
+ break;
+
+ /* Permanent glass wall (inner) */
+ case 'Y':
+ place_inner_perm_grid(c_ptr);
+ c_ptr->feat = feat_permanent_glass_wall;
break;
/* Treasure/trap */
case '*':
- if (rand_int(100) < 75)
+ if (randint0(100) < 75)
{
- place_object(y, x, FALSE, FALSE);
+ place_object(y, x, 0L);
}
else
{
/* Secret doors */
case '+':
- place_secret_door(y, x);
+ place_secret_door(y, x, DOOR_DEFAULT);
+ break;
+
+ /* Secret glass doors */
+ case '-':
+ place_secret_door(y, x, DOOR_GLASS_DOOR);
+ if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
+ break;
+
+ /* Curtains */
+ case '\'':
+ place_secret_door(y, x, DOOR_CURTAIN);
break;
/* Trap */
case '^':
place_trap(y, x);
break;
+
+ /* Black market in a dungeon */
+ case 'S':
+ set_cave_feat(y, x, feat_black_market);
+ store_init(NO_TOWN, STORE_BLACK);
+ break;
+
+ /* The Pattern */
+ case 'p':
+ set_cave_feat(y, x, feat_pattern_start);
+ break;
+
+ case 'a':
+ set_cave_feat(y, x, feat_pattern_1);
+ break;
+
+ case 'b':
+ set_cave_feat(y, x, feat_pattern_2);
+ break;
+
+ case 'c':
+ set_cave_feat(y, x, feat_pattern_3);
+ break;
+
+ case 'd':
+ set_cave_feat(y, x, feat_pattern_4);
+ break;
+
+ case 'P':
+ set_cave_feat(y, x, feat_pattern_end);
+ break;
+
+ case 'B':
+ set_cave_feat(y, x, feat_pattern_exit);
+ break;
+
+ case 'A':
+ /* Reward for Pattern walk */
+ object_level = base_level + 12;
+ place_object(y, x, AM_GOOD | AM_GREAT);
+ object_level = base_level;
+ break;
}
}
}
coord_trans(&i, &j, xoffset, yoffset, transno);
/* Extract the location */
- if (transno % 2)
+ if (transno % 2 == 0)
{
/* no swap of x/y */
x = xval - (xmax / 2) + i;
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;
}
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;
}
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;
}
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;
}
/* 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;
}
}
}
/*
* Type 7 -- simple vaults (see "v_info.txt")
*/
-static void build_type7(int by0, int bx0)
+static bool build_type7(void)
{
- vault_type *v_ptr = NULL;
- int dummy = 0;
+ vault_type *v_ptr;
+ int dummy;
int x, y;
int xval, yval;
int xoffset, yoffset;
int transno;
/* Pick a lesser vault */
- while (dummy < SAFE_MAX_ATTEMPTS)
+ for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
{
- dummy++;
-
/* Access a random vault record */
- v_ptr = &v_info[rand_int(max_v_idx)];
+ v_ptr = &v_info[randint0(max_v_idx)];
/* Accept the first lesser vault */
if (v_ptr->typ == 7) break;
}
/* No lesser vault found */
- if (!v_ptr) return;
+ if (dummy >= SAFE_MAX_ATTEMPTS)
+ {
+ if (cheat_room)
+ {
+#ifdef JP
+ msg_print("·Ù¹ð¡ª¾®¤µ¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
+#else
+ msg_print("Warning! Could not place lesser vault!");
+#endif
+ }
+ return FALSE;
+ }
/* pick type of transformation (0-7) */
- transno = rand_int(8);
+ transno = randint0(8);
/* calculate offsets */
x = v_ptr->wid;
y = v_ptr->hgt;
+ /* Some huge vault cannot be ratated to fit in the dungeon */
+ if (x+2 > cur_hgt-2)
+ {
+ /* Forbid 90 or 270 degree ratation */
+ transno &= ~1;
+ }
+
coord_trans(&x, &y, 0, 0, transno);
if (x < 0)
yoffset = 0;
}
- /* Try to allocate space for room. */
- if (!room_alloc(abs(x), abs(y), FALSE, by0, bx0, &xval, &yval)) return;
-
- if (dummy >= SAFE_MAX_ATTEMPTS)
- {
- if (cheat_room)
- {
-#ifdef JP
-msg_print("·Ù¹ð¡ª¾®¤µ¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
-#else
- msg_print("Warning! Could not place lesser vault!");
-#endif
-
- }
- return;
- }
-
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
#ifdef FORCE_V_IDX
v_ptr = &v_info[2];
#endif
/* Message */
- if (cheat_room) msg_format("%s", v_name + v_ptr->name);
-
- /* Boost the rating */
- rating += v_ptr->rat;
-
- /* (Sometimes) Cause a special feeling */
- if ((dun_level <= 50) ||
- (randint((dun_level - 40) * (dun_level - 40) + 50) < 400))
- {
- good_item_flag = TRUE;
- }
+#ifdef JP
+ if (cheat_room) msg_format("¾®¤µ¤ÊÃϲ¼¼¼(%s)", v_name + v_ptr->name);
+#else
+ if (cheat_room) msg_format("Lesser vault (%s)", v_name + v_ptr->name);
+#endif
/* Hack -- Build the vault */
build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
- v_text + v_ptr->text, xoffset, yoffset, transno);
+ v_text + v_ptr->text, xoffset, yoffset, transno);
+
+ return TRUE;
}
/*
* Type 8 -- greater vaults (see "v_info.txt")
*/
-static void build_type8(int by0, int bx0)
+static bool build_type8(void)
{
- vault_type *v_ptr = NULL;
- int dummy = 0;
+ vault_type *v_ptr;
+ int dummy;
int xval, yval;
int x, y;
int transno;
int xoffset, yoffset;
/* Pick a greater vault */
- while (dummy < SAFE_MAX_ATTEMPTS)
+ for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
{
- dummy++;
-
/* Access a random vault record */
- v_ptr = &v_info[rand_int(max_v_idx)];
+ v_ptr = &v_info[randint0(max_v_idx)];
/* Accept the first greater vault */
if (v_ptr->typ == 8) break;
}
/* No greater vault found */
- if (!v_ptr) return;
+ if (dummy >= SAFE_MAX_ATTEMPTS)
+ {
+ if (cheat_room)
+ {
+#ifdef JP
+ msg_print("·Ù¹ð¡ªµðÂç¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
+#else
+ msg_print("Warning! Could not place greater vault!");
+#endif
+ }
+ return FALSE;
+ }
/* pick type of transformation (0-7) */
- transno = rand_int(8);
+ transno = randint0(8);
/* calculate offsets */
x = v_ptr->wid;
y = v_ptr->hgt;
+ /* Some huge vault cannot be ratated to fit in the dungeon */
+ if (x+2 > cur_hgt-2)
+ {
+ /* Forbid 90 or 270 degree ratation */
+ transno &= ~1;
+ }
+
coord_trans(&x, &y, 0, 0, transno);
if (x < 0)
yoffset = 0;
}
- /* Try to allocate space for room. If fails, exit */
- if (!room_alloc(abs(x), abs(y), FALSE, by0, bx0, &xval, &yval)) return;
-
- if (dummy >= SAFE_MAX_ATTEMPTS)
- {
- if (cheat_room)
- {
-#ifdef JP
-msg_print("·Ù¹ð¡ªµðÂç¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
-#else
- msg_print("Warning! Could not place greater vault!");
-#endif
-
- }
- 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.
+ */
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, abs(y) + 2, abs(x) + 2)) return FALSE;
#ifdef FORCE_V_IDX
- v_ptr = &v_info[76 + randint(3)];
+ v_ptr = &v_info[76 + randint1(3)];
#endif
/* Message */
- if (cheat_room) msg_format("%s", v_name + v_ptr->name);
-
- /* Boost the rating */
- rating += v_ptr->rat;
-
- /* (Sometimes) Cause a special feeling */
- if ((dun_level <= 50) ||
- (randint((dun_level - 40) * (dun_level - 40) + 50) < 400))
- {
- good_item_flag = TRUE;
- }
+#ifdef JP
+ if (cheat_room) msg_format("µðÂç¤ÊÃϲ¼¼¼(%s)", v_name + v_ptr->name);
+#else
+ if (cheat_room) msg_format("Greater vault (%s)", v_name + v_ptr->name);
+#endif
/* Hack -- Build the vault */
build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
- v_text + v_ptr->text, xoffset, yoffset, transno);
+ v_text + v_ptr->text, xoffset, yoffset, transno);
+
+ return TRUE;
}
/*
* The tricky part is making sure the created cave is connected. This
* is done by 'filling' from the inside and only keeping the 'filled'
* floor. Walls bounding the 'filled' floor are also kept. Everything
-* else is converted to the normal granite FEAT_WALL_EXTRA.
+* else is converted to the normal _extra_.
*/
fill_data.ymin = y0 - yhsize;
fill_data.xmax = x0 + xhsize;
fill_data.ymax = y0 + yhsize;
-
+
/* Store cutoff in global for quick access */
fill_data.c1 = cutoff;
-
+
/*
* Scale factor for middle points:
* About sqrt(2) * 256 - correct for a square lattice
{
for (j = 0; j <= ysize; j++)
{
- /* 255 is a flag for "not done yet" */
- cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = 255;
+ /* -1 is a flag for "not done yet" */
+ cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
/* Clear icky flag because may be redoing the cave */
cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
}
xhstep /= 2;
ystep = yhstep;
yhstep /= 2;
-
+
/* cache well used values */
xstep2 = xstep / 256;
ystep2 = ystep / 256;
-
+
xhstep2 = xhstep / 256;
yhstep2 = yhstep / 256;
/* cache often used values */
ii = i / 256 + fill_data.xmin;
jj = j / 256 + fill_data.ymin;
-
+
/* Test square */
- if (cave[jj][ii].feat == 255)
- {
+ if (cave[jj][ii].feat == -1)
+ {
if (xhstep2 > grd)
{
/* If greater than 'grid' level then is random */
- 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);
}
}
}
for (j = yhstep; j <= yysize - yhstep; j += ystep)
{
for (i = 0; i <= xxsize; i += xstep)
- {
+ {
/* cache often used values */
ii = i / 256 + fill_data.xmin;
jj = j / 256 + fill_data.ymin;
-
+
/* Test square */
- if (cave[jj][ii].feat == 255)
+ if (cave[jj][ii].feat == -1)
{
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);
}
}
}
{
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;
-
+
/* Test square */
- if (cave[jj][ii].feat == 255)
- {
+ if (cave[jj][ii].feat == -1)
+ {
if (xhstep2 > grd)
{
/* If greater than 'grid' level then is random */
- store_height(ii, jj, randint(maxsize));
+ store_height(ii, jj, randint1(maxsize));
}
- else
+ else
{
/* Cache reused values. */
xm = fill_data.xmin + (i - xhstep) / 256;
xp = fill_data.xmin + (i + xhstep) / 256;
ym = fill_data.ymin + (j - yhstep) / 256;
- yp = fill_data.ymin + (j + yhstep) / 256;
-
+ yp = fill_data.ymin + (j + yhstep) / 256;
+
/*
* Average over all four corners + scale by diagsize to
* reduce the effect of the square grid on the shape of the fractal
- */
+ */
store_height(ii, jj,
(cave[ym][xm].feat + cave[yp][xm].feat
+ cave[ym][xp].feat + cave[yp][xp].feat) / 4
- + (randint(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
+ + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
}
}
}
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);
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);
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;
}
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;
static bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, bool light, bool room)
{
int x, y, i, xhsize, yhsize;
-
/* offsets to middle from corner */
xhsize = xsize / 2;
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;
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);
* XXX XXX XXX There is a slight problem when tunnels pierce the caves:
* Extra doors appear inside the system. (Its not very noticeable though.)
* This can be removed by "filling" from the outside in. This allows a separation
- * from FEAT_WALL_OUTER with FEAT_WALL_INNER. (Internal walls are F.W.OUTER instead.)
+ * from _outer_ with _inner_. (Internal walls are _outer_ instead.)
* The extra effort for what seems to be only a minor thing (even non-existant if you
* think of the caves not as normal rooms, but as holes in the dungeon), doesn't seem
* worth it.
/*
* Driver routine to create fractal cave system
*/
-static void build_type9(int by0, int bx0)
+static bool build_type9(void)
{
int grd, roug, cutoff, xsize, ysize, y0, x0;
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;
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&y0, &x0, ysize + 1, xsize + 1))
+ {
+ /* Limit to the minimum room size, and retry */
+ xsize = 8;
+ ysize = 8;
- /* Try to allocate space for room. If fails, exit */
- if (!room_alloc(xsize + 1, ysize + 1, FALSE, by0, bx0, &x0, &y0)) return;
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&y0, &x0, ysize + 1, xsize + 1))
+ {
+ /*
+ * Still no space?!
+ * Try normal room
+ */
+ return build_type1();
+ }
+ }
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)
{
* 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);
/* Convert to normal format + clean up */
done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
}
+
+ return TRUE;
}
#ifdef ALLOW_CAVERNS_AND_LAKES
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;
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;
/* 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 LAKE_T_LAVA: /* Lava */
+ feat1 = feat_deep_lava;
+ feat2 = feat_shallow_lava;
+ feat3 = floor_type[randint0(100)];
+ break;
+ case LAKE_T_WATER: /* Water */
+ feat1 = feat_deep_water;
+ feat2 = feat_shallow_water;
+ feat3 = floor_type[randint0(100)];
+ break;
+ case LAKE_T_CAVE: /* Collapsed cave */
+ feat1 = floor_type[randint0(100)];
+ feat2 = floor_type[randint0(100)];
+ feat3 = feat_rubble;
+ break;
+ case LAKE_T_EARTH_VAULT: /* Earth vault */
+ feat1 = feat_rubble;
+ feat2 = floor_type[randint0(100)];
+ feat3 = feat_rubble;
+ break;
+ case LAKE_T_AIR_VAULT: /* Air vault */
+ feat1 = feat_grass;
+ feat2 = feat_tree;
+ feat3 = feat_grass;
+ break;
+ case LAKE_T_WATER_VAULT: /* Water vault */
+ feat1 = feat_shallow_water;
+ feat2 = feat_deep_water;
+ feat3 = feat_shallow_water;
+ break;
+ case LAKE_T_FIRE_VAULT: /* Fire Vault */
+ feat1 = feat_shallow_lava;
+ feat2 = feat_deep_lava;
+ feat3 = feat_shallow_lava;
+ break;
+
+ /* Paranoia */
+ default: return FALSE;
}
/*
* this gets rid of alot of isolated one-sqaures that
* can make teleport traps instadeaths...
*/
-
+
/* cutoffs */
fill_data.c1 = c1;
fill_data.c2 = c2;
/* turn off icky flag (no longer needed.) */
cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
- /* Light lava and trees */
- if ((cave[y0 + y - yhsize][x0 + x - xhsize].feat == FEAT_DEEP_LAVA) ||
- (cave[y0 + y - yhsize][x0 + x - xhsize].feat == FEAT_SHAL_LAVA))
+ /* Light lava */
+ if (cave_have_flag_bold(y0 + y - yhsize, x0 + x - xhsize, FF_LAVA))
{
- 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;
}
}
}
int c1, c2, c3;
/* paranoia - exit if lake type out of range. */
- if ((type < 1) || (type > 7))
+ if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT))
{
msg_format("Invalid lake type (%d)", type);
return;
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;
(is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
{
/* secret door */
- place_secret_door(y, x);
+ place_secret_door(y, x, DOOR_DEFAULT);
/* set boundarys so don't get wide doors */
place_solid_bold(y, x - 1);
is_floor_bold(y,x-1) && is_floor_bold(y,x+1))
{
/* secret door */
- place_secret_door(y, x);
+ place_secret_door(y, x, DOOR_DEFAULT);
/* set boundarys so don't get wide doors */
place_solid_bold(y - 1, x);
{
/* 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) ||
- (cave[y][x].feat == FEAT_SHAL_WATER) ||
- (cave[y][x].feat == FEAT_SHAL_LAVA))
+ (cave_have_flag_bold(y, x, FF_PLACE) && cave_have_flag_bold(y, x, FF_DROP)))
{
/* The smaller 'value' is, the better the stuff */
if (value < 0)
{
/* 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)
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
{
{
/* 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;
}
}
/* 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);
}
}
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 = (byte)randint1(xsize - 3) + 1;
+ center[0].y = (byte)randint1(ysize - 3) + 1;
for (i = 1; i < BUBBLENUM; i++)
{
{
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++)
{
else if (temp < min2)
{
/* second smallest */
- min2 = temp;
+ min2 = temp;
}
}
if (((min2 - min1) <= 2) && (!(min1 < 3)))
/* 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));
}
/* 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);
}
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);
}
/* 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));
}
/*
*
* 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];
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;
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;
{
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;
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;
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);
}
* a way to get in even if the vault abuts a side of the dungeon.
*/
static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
- {
- int dy, dx;
- int y1, x1, y2, x2, y, x, total;
- int 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 */
cave[y1-2][x].info |= (CAVE_ROOM | CAVE_ICKY);
- place_extra_noperm_bold(y1-2, x);
+ place_outer_noperm_bold(y1-2, x);
}
for (x = x1 - 2; x <= x2 + 2; x++)
cave[y2+2][x].info |= (CAVE_ROOM | CAVE_ICKY);
- place_extra_noperm_bold(y2+2, x);
+ place_outer_noperm_bold(y2+2, x);
}
for (y = y1 - 2; y <= y2 + 2; y++)
cave[y][x1-2].info |= (CAVE_ROOM | CAVE_ICKY);
- place_extra_noperm_bold(y, x1-2);
+ place_outer_noperm_bold(y, x1-2);
}
for (y = y1 - 2; y <= y2 + 2; y++)
cave[y][x2+2].info |= (CAVE_ROOM | CAVE_ICKY);
- place_extra_noperm_bold(y, x2+2);
+ place_outer_noperm_bold(y, x2+2);
}
for (y = y1 - 1; y <= y2 + 1; y++)
{
for (x = x1 - 1; x <= x2 + 1; x++)
{
- cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
+ cave_type *c_ptr = &cave[y][x];
+
+ c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
/* Permanent walls */
- cave[y][x].feat = FEAT_PERM_INNER;
+ place_inner_perm_grid(c_ptr);
}
}
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++)
}
/* Make a couple of entrances */
- if (randint(2) == 1)
+ if (one_in_(2))
{
/* left and right */
- y = randint(dy) + dy / 2;
- place_outer_noperm_bold(y1 + y, x1 - 1);
- place_outer_noperm_bold(y1 + y, x2 + 1);
+ y = randint1(dy) + dy / 2;
+ place_inner_bold(y1 + y, x1 - 1);
+ place_inner_bold(y1 + y, x2 + 1);
}
else
{
/* top and bottom */
- x = randint(dx) + dx / 2;
- place_outer_noperm_bold(y1 - 1, x1 + x);
- place_outer_noperm_bold(y2 + 1, x1 + x);
+ x = randint1(dx) + dx / 2;
+ place_inner_bold(y1 - 1, x1 + x);
+ place_inner_bold(y2 + 1, x1 + x);
}
/* Fill with monsters and treasure, highest difficulty */
fill_treasure(x1, x2, y1, y2, 10);
- /* rnfree(visited, num_vertices * sizeof(int)); */
- free(visited);
+ C_KILL(visited, num_vertices, int);
}
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;
}
}
}
/* 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 */
}
/* 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);
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;
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;
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");
}
/* 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));
}
* Note: no range checking is done so must be inside dungeon
* This routine also stomps on doors
*/
-static void add_outer_wall(int x, int y, int light,
- int x1, int y1, int x2, int y2)
+static void add_outer_wall(int x, int y, int light, int x1, int y1, int x2, int y2)
{
+ cave_type *c_ptr;
+ feature_type *f_ptr;
int i, j;
if (!in_bounds(y, x)) return;
+ c_ptr = &cave[y][x];
+
/* hack- check to see if square has been visited before
* if so, then exit (use room flag to do this) */
- if (cave[y][x].info & CAVE_ROOM) return;
+ if (c_ptr->info & CAVE_ROOM) return;
/* set room flag */
- cave[y][x].info |= CAVE_ROOM;
+ c_ptr->info |= CAVE_ROOM;
+
+ f_ptr = &f_info[c_ptr->feat];
if (is_floor_bold(y, x))
{
(y + j >= y1) && (y + j <= y2))
{
add_outer_wall(x + i, y + j, light, x1, y1, x2, y2);
- if (light) cave[y][x].info |= CAVE_GLOW;
+ if (light) c_ptr->info |= CAVE_GLOW;
}
}
}
{
/* Set bounding walls */
place_outer_bold(y, x);
- if (light == TRUE) cave[y][x].info |= CAVE_GLOW;
+ if (light) c_ptr->info |= CAVE_GLOW;
}
- else if (cave[y][x].feat == FEAT_PERM_OUTER)
+ else if (permanent_wall(f_ptr))
{
/* Set bounding walls */
- if (light == TRUE) cave[y][x].info |= CAVE_GLOW;
+ if (light) c_ptr->info |= CAVE_GLOW;
}
}
* 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);
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) */
}
/* 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");
/* 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++)
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);
}
if (dun_level < 25)
{
/* Earth vault (Rubble) */
- type = 4;
+ type = LAKE_T_EARTH_VAULT;
}
else if (dun_level < 50)
{
/* Air vault (Trees) */
- type = 5;
+ type = LAKE_T_AIR_VAULT;
}
else if (dun_level < 75)
{
/* Water vault (shallow water) */
- type = 6;
+ type = LAKE_T_WATER_VAULT;
}
else
{
/* Fire vault (shallow lava) */
- type = 7;
+ type = LAKE_T_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;
/* 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 */
/*
* Random vaults
*/
-static void build_type10(int by0, int bx0)
+static bool build_type10(void)
{
int y0, x0, xsize, ysize, vtype;
/* 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;
-
- /* Boost the rating- higher than lesser vaults and lower than greater vaults */
- rating += 10;
-
- /* (Sometimes) Cause a special feeling */
- if ((dun_level <= 50) ||
- (randint((dun_level - 40) * (dun_level - 40) + 1) < 400))
- {
- good_item_flag = TRUE;
- }
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
/* Select type of vault */
#ifdef ALLOW_CAVERNS_AND_LAKES
- vtype = randint(15);
+ do
+ {
+ vtype = randint1(15);
+ }
+ while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
+ ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
#else /* ALLOW_CAVERNS_AND_LAKES */
- vtype = randint(7);
+ do
+ {
+ vtype = randint1(7);
+ }
+ while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
+ ((vtype == 1) || (vtype == 3)));
#endif /* ALLOW_CAVERNS_AND_LAKES */
switch (vtype)
/* I know how to add a few more... give me some time. */
/* Paranoia */
- default: return;
+ default: return FALSE;
}
+
+ return TRUE;
}
*
* When done fill from the inside to find the walls,
*/
-static void build_type11(int by0, int bx0)
+static bool build_type11(void)
{
int rad, x, y, x0, y0;
int light = FALSE;
/* 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;
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&y0, &x0, rad * 2 + 1, rad * 2 + 1)) return FALSE;
/* Make circular floor */
for (x = x0 - rad; x <= x0 + rad; x++)
/* Find visible outer walls and set to be FEAT_OUTER */
add_outer_wall(x0, y0, light, x0 - rad, y0 - rad, x0 + rad, y0 + rad);
+
+ return TRUE;
}
*
* When done fill from the inside to find the walls,
*/
-static void build_type12(int by0, int bx0)
- {
+static bool build_type12(void)
+{
int rad, x, y, x0, y0;
int light = FALSE;
bool emptyflag = TRUE;
/* 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;
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&y0, &x0, rad * 2 + 3, rad * 2 + 3)) return FALSE;
/* Make floor */
for (x = x0 - rad; x <= x0 + rad; x++)
/* 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++)
}
}
- 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);
}
+
+ return TRUE;
}
/*
- * Attempt to build a room of the given type at the given block
+ * 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 13 -- Trapped monster pits
*
- * Note that we restrict the number of "crowded" rooms to reduce
- * the chance of overflowing the monster list during level creation.
+ * 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.
+ *
+ * Note that "monster pits" will never contain "unique" monsters.
*/
-bool room_build(int by0, int bx0, int typ)
+static bool build_type13(void)
{
- /* Restrict level */
- if ((dun_level < roomdep[typ]) && !ironman_rooms) return (FALSE);
+ 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;
- /* Restrict "crowded" rooms */
- if ((dun->crowded >= 2) && ((typ == 5) || (typ == 6))) return (FALSE);
+ int what[16];
- /* Build a room */
- switch (typ)
+ 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 != DUNGEON_ANGBAND) return FALSE;
+
+ /* No type available */
+ if (cur_pit_type < 0) return FALSE;
+
+ n_ptr = &pit_types[cur_pit_type];
+
+ /* Process a preparation function if necessary */
+ if (n_ptr->prep_func) (*(n_ptr->prep_func))();
+
+ /* Prepare allocation table */
+ get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
+
+ align.sub_align = SUB_ALIGN_NEUTRAL;
+
+ /* Pick some monster types */
+ for (i = 0; i < 16; i++)
{
- /* 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;
+ int r_idx = 0, attempts = 100;
+ monster_race *r_ptr = NULL;
- /* Paranoia */
- default: return (FALSE);
+ while (attempts--)
+ {
+ /* Get a (hard) monster type */
+ r_idx = get_mon_num(dun_level + 0);
+ r_ptr = &r_info[r_idx];
+
+ /* Decline incorrect alignment */
+ if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
+
+ /* Accept this monster */
+ break;
+ }
+
+ /* Notice failure */
+ if (!r_idx || !attempts) return FALSE;
+
+ /* Note the alignment */
+ if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
+ if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
+
+ what[i] = r_idx;
}
- return (TRUE);
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, 13, 25)) return FALSE;
+
+ /* Large room */
+ y1 = yval - 5;
+ y2 = yval + 5;
+ x1 = xval - 11;
+ x2 = xval + 11;
+
+ /* Fill with inner walls */
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ 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);
+ }
+ }
+
+ /* Place the wall open trap */
+ cave[yval][xval].mimic = cave[yval][xval].feat;
+ cave[yval][xval].feat = feat_trap_open;
+
+ /* Sort the entries */
+ for (i = 0; i < 16 - 1; i++)
+ {
+ /* Sort the entries */
+ for (j = 0; j < 16 - 1; j++)
+ {
+ int i1 = j;
+ int i2 = j + 1;
+
+ int p1 = r_info[what[i1]].level;
+ int p2 = r_info[what[i2]].level;
+
+ /* 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);
+ }
+ }
+
+ for (i = 0; placing[i][2] >= 0; i++)
+ {
+ y = yval + placing[i][0];
+ x = xval + placing[i][1];
+ place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
+ }
+
+ return TRUE;
+}
+
+
+/*
+ * Type 14 -- trapped rooms
+ *
+ * A special trap is placed at center of the room
+ */
+static bool build_type14(void)
+{
+ int y, x, y2, x2, yval, xval;
+ int y1, x1, xsize, ysize;
+
+ bool light;
+
+ cave_type *c_ptr;
+ s16b trap;
+
+ /* Pick a room size */
+ y1 = randint1(4);
+ x1 = randint1(11);
+ y2 = randint1(3);
+ x2 = randint1(11);
+
+ xsize = x1 + x2 + 1;
+ ysize = y1 + y2 + 1;
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
+
+ /* 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 = c_ptr->feat;
+ 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
+ }
+
+ return TRUE;
+}
+
+
+/*
+ * Helper function for "glass room"
+ */
+static bool vault_aux_lite(int r_idx)
+{
+ monster_race *r_ptr = &r_info[r_idx];
+
+ /* Validate the monster */
+ if (!vault_monster_okay(r_idx)) return FALSE;
+
+ /* Require lite attack */
+ if (!(r_ptr->flags4 & RF4_BR_LITE) && !(r_ptr->flags5 & RF5_BA_LITE)) return FALSE;
+
+ /* No wall passing monsters */
+ if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return FALSE;
+
+ /* No disintegrating monsters */
+ if (r_ptr->flags4 & RF4_BR_DISI) return FALSE;
+
+ return TRUE;
+}
+
+/*
+ * Helper function for "glass room"
+ */
+static bool vault_aux_shards(int r_idx)
+{
+ monster_race *r_ptr = &r_info[r_idx];
+
+ /* Validate the monster */
+ if (!vault_monster_okay(r_idx)) return FALSE;
+
+ /* Require shards breath attack */
+ if (!(r_ptr->flags4 & RF4_BR_SHAR)) return FALSE;
+
+ return TRUE;
+}
+
+/*
+ * Hack -- determine if a template is potion
+ */
+static bool kind_is_potion(int k_idx)
+{
+ return k_info[k_idx].tval == TV_POTION;
+}
+
+/*
+ * Type 15 -- glass rooms
+ */
+static bool build_type15(void)
+{
+ int y, x, y2, x2, yval, xval;
+ int y1, x1, xsize, ysize;
+ bool light;
+
+ cave_type *c_ptr;
+
+ /* Pick a room size */
+ xsize = rand_range(9, 13);
+ ysize = rand_range(9, 13);
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
+
+ /* Choose lite or dark */
+ light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
+
+ /* Get corner values */
+ y1 = yval - ysize / 2;
+ x1 = xval - xsize / 2;
+ y2 = yval + (ysize - 1) / 2;
+ x2 = xval + (xsize - 1) / 2;
+
+ /* Place a full floor under the room */
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ for (x = x1 - 1; x <= x2 + 1; x++)
+ {
+ c_ptr = &cave[y][x];
+ place_floor_grid(c_ptr);
+ c_ptr->feat = feat_glass_floor;
+ c_ptr->info |= (CAVE_ROOM);
+ if (light) c_ptr->info |= (CAVE_GLOW);
+ }
+ }
+
+ /* Walls around the room */
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ c_ptr = &cave[y][x1 - 1];
+ place_outer_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ c_ptr = &cave[y][x2 + 1];
+ place_outer_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ }
+ for (x = x1 - 1; x <= x2 + 1; x++)
+ {
+ c_ptr = &cave[y1 - 1][x];
+ place_outer_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ c_ptr = &cave[y2 + 1][x];
+ place_outer_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ }
+
+ switch (randint1(3))
+ {
+ case 1: /* 4 lite breathers + potion */
+ {
+ int dir1, dir2;
+
+ /* Prepare allocation table */
+ get_mon_num_prep(vault_aux_lite, NULL);
+
+ /* Place fixed lite berathers */
+ for (dir1 = 4; dir1 < 8; dir1++)
+ {
+ int r_idx = get_mon_num(dun_level);
+
+ y = yval + 2 * ddy_ddd[dir1];
+ x = xval + 2 * ddx_ddd[dir1];
+ if (r_idx) place_monster_aux(0, y, x, r_idx, PM_ALLOW_SLEEP);
+
+ /* Walls around the breather */
+ for (dir2 = 0; dir2 < 8; dir2++)
+ {
+ c_ptr = &cave[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ }
+ }
+
+ /* Walls around the potion */
+ for (dir1 = 0; dir1 < 4; dir1++)
+ {
+ y = yval + 2 * ddy_ddd[dir1];
+ x = xval + 2 * ddx_ddd[dir1];
+ c_ptr = &cave[y][x];
+ place_inner_perm_grid(c_ptr);
+ c_ptr->feat = feat_permanent_glass_wall;
+ cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
+ }
+
+ /* Glass door */
+ dir1 = randint0(4);
+ y = yval + 2 * ddy_ddd[dir1];
+ x = xval + 2 * ddx_ddd[dir1];
+ place_secret_door(y, x, DOOR_GLASS_DOOR);
+ c_ptr = &cave[y][x];
+ if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
+
+ /* Place a potion */
+ get_obj_num_hook = kind_is_potion;
+ place_object(yval, xval, AM_NO_FIXED_ART);
+ cave[yval][xval].info |= (CAVE_ICKY);
+ }
+ break;
+
+ case 2: /* 1 lite breather + random object */
+ {
+ int r_idx, dir1;
+
+ /* Pillars */
+ c_ptr = &cave[y1 + 1][x1 + 1];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+
+ c_ptr = &cave[y1 + 1][x2 - 1];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+
+ c_ptr = &cave[y2 - 1][x1 + 1];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+
+ c_ptr = &cave[y2 - 1][x2 - 1];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+
+ /* Prepare allocation table */
+ get_mon_num_prep(vault_aux_lite, NULL);
+
+ r_idx = get_mon_num(dun_level);
+ if (r_idx) place_monster_aux(0, yval, xval, r_idx, 0L);
+
+ /* Walls around the breather */
+ for (dir1 = 0; dir1 < 8; dir1++)
+ {
+ c_ptr = &cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ }
+
+ /* Curtains around the breather */
+ for (y = yval - 1; y <= yval + 1; y++)
+ {
+ place_closed_door(y, xval - 2, DOOR_CURTAIN);
+ place_closed_door(y, xval + 2, DOOR_CURTAIN);
+ }
+ for (x = xval - 1; x <= xval + 1; x++)
+ {
+ place_closed_door(yval - 2, x, DOOR_CURTAIN);
+ place_closed_door(yval + 2, x, DOOR_CURTAIN);
+ }
+
+ /* Place an object */
+ place_object(yval, xval, AM_NO_FIXED_ART);
+ cave[yval][xval].info |= (CAVE_ICKY);
+ }
+ break;
+
+ case 3: /* 4 shards breathers + 2 potions */
+ {
+ int dir1;
+
+ /* Walls around the potion */
+ for (y = yval - 2; y <= yval + 2; y++)
+ {
+ c_ptr = &cave[y][xval - 3];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ c_ptr = &cave[y][xval + 3];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ }
+ for (x = xval - 2; x <= xval + 2; x++)
+ {
+ c_ptr = &cave[yval - 3][x];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ c_ptr = &cave[yval + 3][x];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ }
+ for (dir1 = 4; dir1 < 8; dir1++)
+ {
+ c_ptr = &cave[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
+ place_inner_grid(c_ptr);
+ c_ptr->feat = feat_glass_wall;
+ }
+
+ /* Prepare allocation table */
+ get_mon_num_prep(vault_aux_shards, NULL);
+
+ /* Place shard berathers */
+ for (dir1 = 4; dir1 < 8; dir1++)
+ {
+ int r_idx = get_mon_num(dun_level);
+
+ y = yval + ddy_ddd[dir1];
+ x = xval + ddx_ddd[dir1];
+ if (r_idx) place_monster_aux(0, y, x, r_idx, 0L);
+ }
+
+ /* Place two potions */
+ if (one_in_(2))
+ {
+ get_obj_num_hook = kind_is_potion;
+ place_object(yval, xval - 1, AM_NO_FIXED_ART);
+ get_obj_num_hook = kind_is_potion;
+ place_object(yval, xval + 1, AM_NO_FIXED_ART);
+ }
+ else
+ {
+ get_obj_num_hook = kind_is_potion;
+ place_object(yval - 1, xval, AM_NO_FIXED_ART);
+ get_obj_num_hook = kind_is_potion;
+ place_object(yval + 1, xval, AM_NO_FIXED_ART);
+ }
+
+ for (y = yval - 2; y <= yval + 2; y++)
+ for (x = xval - 2; x <= xval + 2; x++)
+ cave[y][x].info |= (CAVE_ICKY);
+
+ }
+ break;
+ }
+
+ /* Message */
+ if (cheat_room)
+ {
+#ifdef JP
+ msg_print("¥¬¥é¥¹¤ÎÉô²°");
+#else
+ msg_print("Glass room");
+#endif
+ }
+
+ return TRUE;
+}
+
+
+/* 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, 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
+ * the chance of overflowing the monster list during level creation.
+ */
+static bool room_build(int typ)
+{
+ /* Build a room */
+ switch (typ)
+ {
+ /* Build an appropriate room */
+ case ROOM_T_NORMAL: return build_type1();
+ case ROOM_T_OVERLAP: return build_type2();
+ case ROOM_T_CROSS: return build_type3();
+ case ROOM_T_INNER_FEAT: return build_type4();
+ case ROOM_T_NEST: return build_type5();
+ case ROOM_T_PIT: return build_type6();
+ case ROOM_T_LESSER_VAULT: return build_type7();
+ case ROOM_T_GREATER_VAULT: return build_type8();
+ case ROOM_T_FRACAVE: return build_type9();
+ case ROOM_T_RANDOM_VAULT: return build_type10();
+ case ROOM_T_OVAL: return build_type11();
+ case ROOM_T_CRYPT: return build_type12();
+ case ROOM_T_TRAP_PIT: return build_type13();
+ case ROOM_T_TRAP: return build_type14();
+ case ROOM_T_GLASS: return build_type15();
+ case ROOM_T_ARCADE: return build_type16();
+ }
+
+ /* Paranoia */
+ return FALSE;
+}
+
+
+#define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
+
+/*
+ * [from SAngband (originally from OAngband)]
+ *
+ * Generate rooms in dungeon. Build bigger rooms at first.
+ */
+bool generate_rooms(void)
+{
+ int i;
+ bool remain;
+ int crowded = 0;
+ int total_prob;
+ int prob_list[ROOM_T_MAX];
+ int rooms_built = 0;
+ int area_size = 100 * (cur_hgt*cur_wid) / (MAX_HGT*MAX_WID);
+ int level_index = MIN(10, div_round(dun_level, 10));
+
+ /* Number of each type of room on this level */
+ s16b room_num[ROOM_T_MAX];
+
+ /* Limit number of rooms */
+ int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
+
+ /* Assume normal cave */
+ room_info_type *room_info_ptr = room_info_normal;
+
+ /*
+ * Initialize probability list.
+ */
+ for (i = 0; i < ROOM_T_MAX; i++)
+ {
+ /* No rooms allowed above their minimum depth. */
+ if (dun_level < room_info_ptr[i].min_level)
+ {
+ prob_list[i] = 0;
+ }
+ else
+ {
+ prob_list[i] = room_info_ptr[i].prob[level_index];
+ }
+ }
+
+ /*
+ * XXX -- Various dungeon types and options.
+ */
+
+ /* Ironman sees only Greater Vaults */
+ if (ironman_rooms && !((d_info[dungeon_type].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST))))
+ {
+ for (i = 0; i < ROOM_T_MAX; i++)
+ {
+ if (i == ROOM_T_GREATER_VAULT) prob_list[i] = 1;
+ else prob_list[i] = 0;
+ }
+ }
+
+ /* Forbidden vaults */
+ else if (d_info[dungeon_type].flags1 & DF1_NO_VAULT)
+ {
+ prob_list[ROOM_T_LESSER_VAULT] = 0;
+ prob_list[ROOM_T_GREATER_VAULT] = 0;
+ prob_list[ROOM_T_RANDOM_VAULT] = 0;
+ }
+
+
+ /* NO_CAVE dungeon (Castle)*/
+ if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
+ {
+ MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE);
+ MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_CRYPT);
+ MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL);
+ }
+
+ /* CAVE dungeon (Orc cave etc.) */
+ else if (d_info[dungeon_type].flags1 & DF1_CAVE)
+ {
+ MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL);
+ }
+
+ /* No caves when a (random) cavern exists: they look bad */
+ else if (dun->cavern || dun->empty_level)
+ {
+ prob_list[ROOM_T_FRACAVE] = 0;
+ }
+
+ /* Forbidden glass rooms */
+ if (!(d_info[dungeon_type].flags1 & DF1_GLASS_ROOM))
+ {
+ prob_list[ROOM_T_GLASS] = 0;
+ }
+
+ if (!(d_info[dungeon_type].flags1 & DF1_ARCADE))
+ {
+ prob_list[ROOM_T_ARCADE] = 0;
+ }
+
+ /*
+ * Initialize number of rooms,
+ * And calcurate total probability.
+ */
+ for (total_prob = 0, i = 0; i < ROOM_T_MAX; i++)
+ {
+ room_num[i] = 0;
+ total_prob += prob_list[i];
+ }
+
+ /*
+ * Prepare the number of rooms, of all types, we should build
+ * on this level.
+ */
+ for (i = dun_rooms; i > 0; i--)
+ {
+ int room_type;
+ int rand = randint0(total_prob);
+
+ /* Get room_type randomly */
+ for (room_type = 0; room_type < ROOM_T_MAX; room_type++)
+ {
+ if (rand < prob_list[room_type]) break;
+ else rand -= prob_list[room_type];
+ }
+
+ /* Paranoia */
+ if (room_type >= ROOM_T_MAX) room_type = ROOM_T_NORMAL;
+
+ /* Increase the number of rooms of that type we should build. */
+ room_num[room_type]++;
+
+ switch (room_type)
+ {
+ case ROOM_T_NEST:
+ case ROOM_T_PIT:
+ case ROOM_T_LESSER_VAULT:
+ case ROOM_T_TRAP_PIT:
+ case ROOM_T_GLASS:
+ case ROOM_T_ARCADE:
+
+ /* Large room */
+ i -= 2;
+ break;
+
+ case ROOM_T_GREATER_VAULT:
+ case ROOM_T_RANDOM_VAULT:
+
+ /* Largest room */
+ i -= 3;
+ break;
+ }
+ }
+
+ /*
+ * Build each type of room one by one until we cannot build any more.
+ * [from SAngband (originally from OAngband)]
+ */
+ while (TRUE)
+ {
+ /* Assume no remaining rooms */
+ remain = FALSE;
+
+ for (i = 0; i < ROOM_T_MAX; i++)
+ {
+ /* What type of room are we building now? */
+ int room_type = room_build_order[i];
+
+ /* Go next if none available */
+ if (!room_num[room_type]) continue;
+
+ /* Use up one unit */
+ room_num[room_type]--;
+
+ /* Build the room. */
+ if (room_build(room_type))
+ {
+ /* Increase the room built count. */
+ rooms_built++;
+
+ /* Mark as there was some remaining rooms */
+ remain = TRUE;
+
+ switch (room_type)
+ {
+ case ROOM_T_PIT:
+ case ROOM_T_NEST:
+ case ROOM_T_TRAP_PIT:
+
+ /* Avoid too many monsters */
+ if (++crowded >= 2)
+ {
+ room_num[ROOM_T_PIT] = 0;
+ room_num[ROOM_T_NEST] = 0;
+ room_num[ROOM_T_TRAP_PIT] = 0;
+ }
+ break;
+
+ case ROOM_T_ARCADE:
+
+ /* Avoid double-town */
+ room_num[ROOM_T_ARCADE] = 0;
+ break;
+ }
+ }
+ }
+
+ /* End loop if no room remain */
+ if (!remain) break;
+ }
+
+ if (rooms_built < 2) return FALSE;
+
+ if (cheat_room)
+ {
+#ifdef JP
+ msg_format("Éô²°¿ô: %d", rooms_built);
+#else
+ msg_format("Number of Rooms: %d", rooms_built);
+#endif
+ }
+
+ return TRUE;
}