X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Frooms.c;h=a3c6fb18e347e9201794700c7453c8caaa4a5990;hb=refs%2Fheads%2Fmaster;hp=58ce605e43bccdda9aa05bcea705b0b6e3c1b63b;hpb=a3d7bcc218eac8433e5af981c7f4d1a15cdecb23;p=hengband%2Fhengband.git diff --git a/src/rooms.c b/src/rooms.c deleted file mode 100644 index 58ce605e4..000000000 --- a/src/rooms.c +++ /dev/null @@ -1,2338 +0,0 @@ -/*! - * @file rooms.c - * @brief ダンジョンフロアの部屋生成処理 / make rooms. Used by generate.c when creating dungeons. - * @date 2014/01/06 - * @author - * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n - * This software may be copied and distributed for educational, research,\n - * and not for profit purposes provided that this copyright and statement\n - * are included in all such copies. Other copyrights may also apply.\n - * 2014 Deskull rearranged comment for Doxygen. \n - * @details - * Room building routines.\n - *\n - * Room types:\n - * 1 -- normal\n - * 2 -- overlapping\n - * 3 -- cross shaped\n - * 4 -- large room with features\n - * 5 -- monster nests\n - * 6 -- monster pits\n - * 7 -- simple vaults\n - * 8 -- greater vaults\n - * 9 -- fractal caves\n - * 10 -- random vaults\n - * 11 -- circular rooms\n - * 12 -- crypts\n - * 13 -- trapped monster pits\n - * 14 -- trapped room\n - * 15 -- glass room\n - * 16 -- underground arcade\n - *\n - * Some functions are used to determine if the given monster\n - * is appropriate for inclusion in a monster nest or monster pit or\n - * the given type.\n - *\n - * None of the pits/nests are allowed to include "unique" monsters.\n - */ - -#include "angband.h" -#include "util.h" - -#include "feature.h" -#include "floor.h" -#include "floor-generate.h" -#include "dungeon.h" -#include "grid.h" -#include "rooms.h" - -#include "rooms-city.h" -#include "rooms-fractal.h" -#include "rooms-normal.h" -#include "rooms-pitnest.h" -#include "rooms-special.h" -#include "rooms-trap.h" -#include "rooms-vault.h" - -#include "trap.h" - -#include "monster.h" - - -/*! - * 各部屋タイプの生成比定義 - *[from SAngband (originally from OAngband)]\n - *\n - * Table of values that control how many times each type of room will\n - * appear. Each type of room has its own row, and each column\n - * corresponds to dungeon levels 0, 10, 20, and so on. The final\n - * value is the minimum depth the room can appear at. -LM-\n - *\n - * Level 101 and below use the values for level 100.\n - *\n - * Rooms with lots of monsters or loot may not be generated if the\n - * object or monster lists are already nearly full. Rooms will not\n - * appear above their minimum depth. Tiny levels will not have space\n - * for all the rooms you ask for.\n - */ - -#if 1 - -static room_info_type room_info_normal[ROOM_T_MAX] = -{ - /* Depth */ - /* 0 10 20 30 40 50 60 70 80 90 100 min limit */ - {{999,900,800,700,600,500,400,300,200,100, 0}, 0}, /*NORMAL */ - {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 1}, /*OVERLAP */ - {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*CROSS */ - {{ 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 */ - {{ 1, 8, 16, 24, 32, 40, 48, 56, 64, 72, 80}, 1}, /*FIX */ -}; - -#endif - -#if 0 -static room_info_type room_info_normal[ROOM_T_MAX] = -{ -/*デバッグ用配列*/ -{ {999, 900, 800, 700, 600, 500, 400, 300, 200, 100, 0}, 0}, /*NORMAL */ -{ { 1, 10, 20, 30, 40, 50, 60, 70, 80, 90, 0}, 1 }, /*OVERLAP */ -{ { 1, 10, 20, 30, 40, 50, 60, 70, 80, 90, 0}, 3 }, /*CROSS */ -{ { 1, 10, 20, 30, 40, 50, 60, 70, 80, 90, 0}, 3 }, /*INNER_F */ -{ { 0, 1, 1, 1, 2, 3, 5, 6, 8, 10, 0}, 10 }, /*NEST */ -{ { 0, 1, 1, 2, 3, 4, 6, 8, 10, 13, 0}, 10 }, /*PIT */ -{ { 0, 1, 1, 1, 2, 2, 3, 5, 6, 8, 0}, 10 }, /*LESSER_V */ -{ { 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 0}, 20 }, /*GREATER_V*/ -{ { 0,100,200,300,400,500,600,700,800,900, 0}, 10 }, /*FRACAVE */ -{ { 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 0}, 10 }, /*RANDOM_V */ -{ { 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 0}, 3 }, /*OVAL */ -{ { 1, 6, 12, 18, 24, 30, 36, 42, 48, 54, 0}, 10 }, /*CRYPT */ -{ { 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 0}, 20 }, /*TRAP_PIT */ -{ { 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 0}, 20 }, /*TRAP */ -{ { 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 0}, 40 }, /*GLASS */ -{ { 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 0}, 1 }, /*ARCADE */ -{ { 20, 40, 60, 80,100,100,100,100,100,100,100}, 1 }, /*FIX */ -}; - -#endif - - - -/*! 部屋の生成処理順 / Build rooms in descending order of difficulty. */ -static byte room_build_order[ROOM_T_MAX] = { - ROOM_T_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_FIXED, - ROOM_T_OVAL, - ROOM_T_CRYPT, - ROOM_T_OVERLAP, - ROOM_T_CROSS, - ROOM_T_FRACAVE, - ROOM_T_NORMAL, -}; - -/*! - * @brief 1マスだけの部屋を作成し、上下左右いずれか一つに隠しドアを配置する。 - * @param floor_ptr 配置するフロアの参照ポインタ - * @param y0 配置したい中心のY座標 - * @param x0 配置したい中心のX座標 - * @details - * This funtion makes a very small room centred at (x0, y0) - * This is used in crypts, and random elemental vaults. - * - * Note - this should be used only on allocated regions - * within another room. - */ -void build_small_room(floor_type *floor_ptr, POSITION x0, POSITION y0) -{ - POSITION x, y; - - for (y = y0 - 1; y <= y0 + 1; y++) - { - place_inner_bold(floor_ptr, y, x0 - 1); - place_inner_bold(floor_ptr, y, x0 + 1); - } - - for (x = x0 - 1; x <= x0 + 1; x++) - { - place_inner_bold(floor_ptr, y0 - 1, x); - place_inner_bold(floor_ptr, y0 + 1, x); - } - - /* Place a secret door on one side */ - switch (randint0(4)) - { - case 0: place_secret_door(floor_ptr, y0, x0 - 1, DOOR_DEFAULT); break; - case 1: place_secret_door(floor_ptr, y0, x0 + 1, DOOR_DEFAULT); break; - case 2: place_secret_door(floor_ptr, y0 - 1, x0, DOOR_DEFAULT); break; - case 3: place_secret_door(floor_ptr, y0 + 1, x0, DOOR_DEFAULT); break; - } - - /* Clear mimic type */ - floor_ptr->grid_array[y0][x0].mimic = 0; - - /* Add inner open space */ - place_floor_bold(floor_ptr, y0, x0); -} - -/*! - * @brief - * 指定範囲に通路が通っていることを確認した上で床で埋める - * This function tunnels around a room if it will cut off part of a grid system. - * @param x1 範囲の左端 - * @param y1 範囲の上端 - * @param x2 範囲の右端 - * @param y2 範囲の下端 - * @return なし - */ -static void check_room_boundary(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2) -{ - int count; - POSITION x, y; - bool old_is_floor, new_is_floor; - count = 0; - - old_is_floor = get_is_floor(floor_ptr, x1 - 1, y1); - - /* - * Count the number of floor-wall boundaries around the room - * Note: diagonal squares are ignored since the player can move diagonally - * to bypass these if needed. - */ - - /* Above the top boundary */ - for (x = x1; x <= x2; x++) - { - new_is_floor = get_is_floor(floor_ptr, x, y1 - 1); - - /* Increment counter if they are different */ - if (new_is_floor != old_is_floor) count++; - - old_is_floor = new_is_floor; - } - - /* Right boundary */ - for (y = y1; y <= y2; y++) - { - new_is_floor = get_is_floor(floor_ptr, x2 + 1, y); - - /* increment counter if they are different */ - if (new_is_floor != old_is_floor) count++; - - old_is_floor = new_is_floor; - } - - /* Bottom boundary */ - for (x = x2; x >= x1; x--) - { - new_is_floor = get_is_floor(floor_ptr, x, y2 + 1); - - /* increment counter if they are different */ - if (new_is_floor != old_is_floor) count++; - - old_is_floor = new_is_floor; - } - - /* Left boundary */ - for (y = y2; y >= y1; y--) - { - new_is_floor = get_is_floor(floor_ptr, x1 - 1, y); - - /* increment counter if they are different */ - if (new_is_floor != old_is_floor) count++; - - old_is_floor = new_is_floor; - } - - /* If all the same, or only one connection exit. */ - if (count <= 2) return; - - - /* Tunnel around the room so to prevent problems with caves */ - for (y = y1; y <= y2; y++) - { - for (x = x1; x <= x2; x++) - { - set_floor(x, y); - } - } -} - - -/*! - * @brief - * find_space()の予備処理として部屋の生成が可能かを判定する / - * Helper function for find_space(). Is this a good location? - * @param blocks_high 範囲の高さ - * @param blocks_wide 範囲の幅 - * @param block_y 範囲の上端 - * @param block_x 範囲の左端 - * @return なし - */ -static bool find_space_aux(POSITION blocks_high, POSITION blocks_wide, POSITION block_y, POSITION block_x) -{ - POSITION 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; - } - } - - /* Extract blocks */ - by1 = block_y; - bx1 = block_x; - 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; - } - } - } - - /* This location is okay */ - return TRUE; -} - - -/*! - * @brief 部屋生成が可能なスペースを確保する / Find a good spot for the next room. -LM- - * @param y 部屋の生成が可能な中心Y座標を返す参照ポインタ - * @param x 部屋の生成が可能な中心X座標を返す参照ポインタ - * @param height 確保したい領域の高さ - * @param width 確保したい領域の幅 - * @return 所定の範囲が確保できた場合TRUEを返す - * @details - * Find and allocate a free space in the dungeon large enough to hold\n - * the room calling this function.\n - *\n - * We allocate space in 11x11 blocks, but want to make sure that rooms\n - * align neatly on the standard screen. Therefore, we make them use\n - * blocks in few 11x33 rectangles as possible.\n - *\n - * Be careful to include the edges of the room in height and width!\n - *\n - * Return TRUE and values for the center of the room if all went well.\n - * Otherwise, return FALSE.\n - */ -bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width) -{ - int candidates, pick; - POSITION by, bx, by1, bx1, by2, bx2; - POSITION block_y = 0, block_x = 0; - - /* Find out how many blocks we need. */ - POSITION blocks_high = 1 + ((height - 1) / BLOCK_HGT); - POSITION blocks_wide = 1 + ((width - 1) / BLOCK_WID); - - /* There are no way to allocate such huge space */ - if (dun->row_rooms < blocks_high) return FALSE; - if (dun->col_rooms < blocks_wide) return FALSE; - - /* Initiallize */ - candidates = 0; - - /* 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[p_ptr->dungeon_idx].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; - } - - /* Pick up the choosen location */ - for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--) - { - for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--) - { - if (find_space_aux(blocks_high, blocks_wide, block_y, block_x)) - { - pick--; - - /* This one is picked? */ - if (!pick) break; - } - } - - if (!pick) break; - } - - /* Extract blocks */ - by1 = block_y; - bx1 = block_x; - by2 = block_y + blocks_high; - bx2 = block_x + blocks_wide; - - /* - * It is *extremely* important that the following calculation - * be *exactly* correct to prevent memory errors - */ - - /* Acquire the location of the room */ - (*y) = ((by1 + by2) * BLOCK_HGT) / 2; - (*x) = ((bx1 + bx2) * BLOCK_WID) / 2; - - /* Save the room location */ - if (dun->cent_n < CENT_MAX) - { - dun->cent[dun->cent_n].y = (byte_hack)*y; - dun->cent[dun->cent_n].x = (byte_hack)*x; - dun->cent_n++; - } - - /* Reserve some blocks. */ - for (by = by1; by < by2; by++) - { - for (bx = bx1; bx < bx2; bx++) - { - dun->room_map[by][bx] = TRUE; - } - } - - /* - * 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. - */ - check_room_boundary(p_ptr->current_floor_ptr, *x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1); - - /* Success. */ - return TRUE; -} - - -/* - * Structure to hold all "fill" data - */ - -typedef struct fill_data_type fill_data_type; - -struct fill_data_type -{ - /* area size */ - POSITION xmin; - POSITION ymin; - POSITION xmax; - POSITION ymax; - - /* cutoffs */ - int c1; - int c2; - int c3; - - /* features to fill with */ - FEAT_IDX feat1; - FEAT_IDX feat2; - FEAT_IDX feat3; - - int info1; - int info2; - int info3; - - /* number of filled squares */ - int amount; -}; - -static fill_data_type fill_data; - - -/* Store routine for the fractal floor generator */ -/* this routine probably should be an inline function or a macro. */ -static void store_height(floor_type *floor_ptr, POSITION x, POSITION y, FEAT_IDX val) -{ - /* if on boundary set val > cutoff so walls are not as square */ - if (((x == fill_data.xmin) || (y == fill_data.ymin) || - (x == fill_data.xmax) || (y == fill_data.ymax)) && - (val <= fill_data.c1)) val = fill_data.c1 + 1; - - /* store the value in height-map format */ - floor_ptr->grid_array[y][x].feat = val; - - return; -} - - -/* -* Explanation of the plasma fractal algorithm: -* -* A grid of points is created with the properties of a 'height-map' -* This is done by making the corners of the grid have a random value. -* The grid is then subdivided into one with twice the resolution. -* The new points midway between two 'known' points can be calculated -* by taking the average value of the 'known' ones and randomly adding -* or subtracting an amount proportional to the distance between those -* points. The final 'middle' points of the grid are then calculated -* by averaging all four of the originally 'known' corner points. An -* random amount is added or subtracted from this to get a value of the -* height at that point. The scaling factor here is adjusted to the -* slightly larger distance diagonally as compared to orthogonally. -* -* This is then repeated recursively to fill an entire 'height-map' -* A rectangular map is done the same way, except there are different -* scaling factors along the x and y directions. -* -* A hack to change the amount of correlation between points is done using -* the grd variable. If the current step size is greater than grd then -* the point will be random, otherwise it will be calculated by the -* above algorithm. This makes a maximum distance at which two points on -* the height map can affect each other. -* -* How fractal caves are made: -* -* When the map is complete, a cut-off value is used to create a floor. -* Heights below this value are "floor", and heights above are "wall". -* This also can be used to create lakes, by adding more height levels -* representing shallow and deep water/ lava etc. -* -* The grd variable affects the width of passages. -* The roug variable affects the roughness of those passages -* -* The tricky part is making sure the created floor is connected. This -* is done by 'filling' from the inside and only keeping the 'filled' -* floor. Walls bounding the 'filled' floor are also kept. Everything -* else is converted to the normal _extra_. - */ - - -/* - * Note that this uses the floor array in a very hackish way - * the values are first set to zero, and then each array location - * is used as a "heightmap" - * The heightmap then needs to be converted back into the "feat" format. - * - * grd=level at which fractal turns on. smaller gives more mazelike caves - * roug=roughness level. 16=normal. higher values make things more convoluted - * small values are good for smooth walls. - * size=length of the side of the square grid system. - */ -void generate_hmap(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsiz, POSITION ysiz, int grd, int roug, int cutoff) -{ - POSITION xhsize, yhsize, xsize, ysize, maxsize; - - /* - * fixed point variables- these are stored as 256 x normal value - * this gives 8 binary places of fractional part + 8 places of normal part - */ - - POSITION xstep, xhstep, ystep, yhstep; - POSITION xstep2, xhstep2, ystep2, yhstep2; - POSITION i, j, ii, jj, diagsize, xxsize, yysize; - - /* Cache for speed */ - POSITION xm, xp, ym, yp; - - /* redefine size so can change the value if out of range */ - xsize = xsiz; - ysize = ysiz; - - /* Paranoia about size of the system of caves */ - if (xsize > 254) xsize = 254; - if (xsize < 4) xsize = 4; - if (ysize > 254) ysize = 254; - if (ysize < 4) ysize = 4; - - /* get offsets to middle of array */ - xhsize = xsize / 2; - yhsize = ysize / 2; - - /* fix rounding problem */ - xsize = xhsize * 2; - ysize = yhsize * 2; - - /* get limits of region */ - fill_data.xmin = x0 - xhsize; - fill_data.ymin = y0 - yhsize; - fill_data.xmax = x0 + xhsize; - fill_data.ymax = y0 + yhsize; - - /* Store cutoff in global for quick access */ - fill_data.c1 = cutoff; - - /* - * Scale factor for middle points: - * About sqrt(2) * 256 - correct for a square lattice - * approximately correct for everything else. - */ - diagsize = 362; - - /* maximum of xsize and ysize */ - maxsize = (xsize > ysize) ? xsize : ysize; - - /* Clear the section */ - for (i = 0; i <= xsize; i++) - { - for (j = 0; j <= ysize; j++) - { - /* -1 is a flag for "not done yet" */ - floor_ptr->grid_array[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1; - /* Clear icky flag because may be redoing the floor_ptr->grid_array */ - floor_ptr->grid_array[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY); - } - } - - /* Boundaries are walls */ - floor_ptr->grid_array[fill_data.ymin][fill_data.xmin].feat = (s16b)maxsize; - floor_ptr->grid_array[fill_data.ymax][fill_data.xmin].feat = (s16b)maxsize; - floor_ptr->grid_array[fill_data.ymin][fill_data.xmax].feat = (s16b)maxsize; - floor_ptr->grid_array[fill_data.ymax][fill_data.xmax].feat = (s16b)maxsize; - - /* Set the middle square to be an open area. */ - floor_ptr->grid_array[y0][x0].feat = 0; - - /* Initialize the step sizes */ - xstep = xhstep = xsize * 256; - ystep = yhstep = ysize * 256; - xxsize = xsize * 256; - yysize = ysize * 256; - - /* - * Fill in the rectangle with fractal height data - - * like the 'plasma fractal' in fractint. - */ - while ((xhstep > 256) || (yhstep > 256)) - { - /* Halve the step sizes */ - xstep = xhstep; - xhstep /= 2; - ystep = yhstep; - yhstep /= 2; - - /* cache well used values */ - xstep2 = xstep / 256; - ystep2 = ystep / 256; - - xhstep2 = xhstep / 256; - yhstep2 = yhstep / 256; - - /* middle top to bottom. */ - for (i = xhstep; i <= xxsize - xhstep; i += xstep) - { - for (j = 0; j <= yysize; j += ystep) - { - /* cache often used values */ - ii = i / 256 + fill_data.xmin; - jj = j / 256 + fill_data.ymin; - - /* Test square */ - if (floor_ptr->grid_array[jj][ii].feat == -1) - { - if (xhstep2 > grd) - { - /* If greater than 'grid' level then is random */ - store_height(floor_ptr, ii, jj, randint1(maxsize)); - } - else - { - /* Average of left and right points +random bit */ - store_height(floor_ptr, ii, jj, - (floor_ptr->grid_array[jj][fill_data.xmin + (i - xhstep) / 256].feat - + floor_ptr->grid_array[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2 - + (randint1(xstep2) - xhstep2) * roug / 16); - } - } - } - } - - - /* middle left to right. */ - for (j = yhstep; j <= yysize - yhstep; j += ystep) - { - for (i = 0; i <= xxsize; i += xstep) - { - /* cache often used values */ - ii = i / 256 + fill_data.xmin; - jj = j / 256 + fill_data.ymin; - - /* Test square */ - if (floor_ptr->grid_array[jj][ii].feat == -1) - { - if (xhstep2 > grd) - { - /* If greater than 'grid' level then is random */ - store_height(floor_ptr, ii, jj, randint1(maxsize)); - } - else - { - /* Average of up and down points +random bit */ - store_height(floor_ptr, ii, jj, - (floor_ptr->grid_array[fill_data.ymin + (j - yhstep) / 256][ii].feat - + floor_ptr->grid_array[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2 - + (randint1(ystep2) - yhstep2) * roug / 16); - } - } - } - } - - /* center. */ - for (i = xhstep; i <= xxsize - xhstep; i += xstep) - { - for (j = yhstep; j <= yysize - yhstep; j += ystep) - { - /* cache often used values */ - ii = i / 256 + fill_data.xmin; - jj = j / 256 + fill_data.ymin; - - /* Test square */ - if (floor_ptr->grid_array[jj][ii].feat == -1) - { - if (xhstep2 > grd) - { - /* If greater than 'grid' level then is random */ - store_height(floor_ptr, ii, jj, randint1(maxsize)); - } - else - { - /* Cache reused values. */ - xm = fill_data.xmin + (i - xhstep) / 256; - xp = fill_data.xmin + (i + xhstep) / 256; - ym = fill_data.ymin + (j - yhstep) / 256; - yp = fill_data.ymin + (j + yhstep) / 256; - - /* - * Average over all four corners + scale by diagsize to - * reduce the effect of the square grid on the shape of the fractal - */ - store_height(floor_ptr, ii, jj, - (floor_ptr->grid_array[ym][xm].feat + floor_ptr->grid_array[yp][xm].feat - + floor_ptr->grid_array[ym][xp].feat + floor_ptr->grid_array[yp][xp].feat) / 4 - + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug); - } - } - } - } - } -} - - -static bool hack_isnt_wall(floor_type *floor_ptr, POSITION y, POSITION x, int c1, int c2, int c3, FEAT_IDX feat1, FEAT_IDX feat2, FEAT_IDX feat3, BIT_FLAGS info1, BIT_FLAGS info2, BIT_FLAGS info3) -{ - /* - * function used to convert from height-map back to the - * normal angband floor_ptr->grid_array format - */ - if (floor_ptr->grid_array[y][x].info & CAVE_ICKY) - { - /* already done */ - return FALSE; - } - else - { - /* Show that have looked at this square */ - floor_ptr->grid_array[y][x].info|= (CAVE_ICKY); - - /* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */ - if (floor_ptr->grid_array[y][x].feat <= c1) - { - /* 25% of the time use the other tile : it looks better this way */ - if (randint1(100) < 75) - { - floor_ptr->grid_array[y][x].feat = feat1; - floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK); - floor_ptr->grid_array[y][x].info |= info1; - return TRUE; - } - else - { - floor_ptr->grid_array[y][x].feat = feat2; - floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK); - floor_ptr->grid_array[y][x].info |= info2; - return TRUE; - } - } - else if (floor_ptr->grid_array[y][x].feat <= c2) - { - /* 25% of the time use the other tile : it looks better this way */ - if (randint1(100) < 75) - { - floor_ptr->grid_array[y][x].feat = feat2; - floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK); - floor_ptr->grid_array[y][x].info |= info2; - return TRUE; - } - else - { - floor_ptr->grid_array[y][x].feat = feat1; - floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK); - floor_ptr->grid_array[y][x].info |= info1; - return TRUE; - } - } - else if (floor_ptr->grid_array[y][x].feat <= c3) - { - floor_ptr->grid_array[y][x].feat = feat3; - floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK); - floor_ptr->grid_array[y][x].info |= info3; - return TRUE; - } - /* if greater than cutoff then is a wall */ - else - { - place_outer_bold(floor_ptr, y, x); - return FALSE; - } - } -} - - - - -/* - * Quick and nasty fill routine used to find the connected region - * of floor in the middle of the grids - */ -static void cave_fill(floor_type *floor_ptr, POSITION y, POSITION x) -{ - int i, j, d; - POSITION ty, tx; - - int flow_tail = 1; - int flow_head = 0; - - - /*** Start Grid ***/ - - /* Enqueue that entry */ - tmp_pos.y[0] = y; - tmp_pos.x[0] = x; - - /* Now process the queue */ - while (flow_head != flow_tail) - { - /* Extract the next entry */ - ty = tmp_pos.y[flow_head]; - tx = tmp_pos.x[flow_head]; - - /* Forget that entry */ - if (++flow_head == TEMP_MAX) flow_head = 0; - - /* Add the "children" */ - for (d = 0; d < 8; d++) - { - int old_head = flow_tail; - - /* Child location */ - j = ty + ddy_ddd[d]; - i = tx + ddx_ddd[d]; - - /* Paranoia Don't leave the floor_ptr->grid_array */ - if (!in_bounds(floor_ptr, j, i)) - { - /* affect boundary */ - floor_ptr->grid_array[j][i].info |= CAVE_ICKY; -/* return; */ - } - - /* If within bounds */ - else if ((i > fill_data.xmin) && (i < fill_data.xmax) - && (j > fill_data.ymin) && (j < fill_data.ymax)) - { - /* If not a wall or floor done before */ - if (hack_isnt_wall(floor_ptr, j, i, - fill_data.c1, fill_data.c2, fill_data.c3, - fill_data.feat1, fill_data.feat2, fill_data.feat3, - fill_data.info1, fill_data.info2, fill_data.info3)) - { - /* Enqueue that entry */ - tmp_pos.y[flow_tail] = (byte_hack)j; - tmp_pos.x[flow_tail] = (byte_hack)i; - - /* Advance the queue */ - if (++flow_tail == TEMP_MAX) flow_tail = 0; - - /* Hack -- Overflow by forgetting new entry */ - if (flow_tail == flow_head) - { - flow_tail = old_head; - } - else - { - /* keep tally of size of floor_ptr->grid_array system */ - (fill_data.amount)++; - } - } - } - else - { - /* affect boundary */ - floor_ptr->grid_array[j][i].info |= CAVE_ICKY; - } - } - } -} - - -bool generate_fracave(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int cutoff, bool light, bool room) -{ - POSITION x, y, xhsize, yhsize; - int i; - - /* offsets to middle from corner */ - xhsize = xsize / 2; - yhsize = ysize / 2; - - - /* - * select region connected to center of floor_ptr->grid_array system - * this gets rid of alot of isolated one-sqaures that - * can make teleport traps instadeaths... - */ - - /* cutoffs */ - fill_data.c1 = cutoff; - fill_data.c2 = 0; - fill_data.c3 = 0; - - /* features to fill with */ - fill_data.feat1 = feat_ground_type[randint0(100)]; - fill_data.feat2 = feat_ground_type[randint0(100)]; - fill_data.feat3 = feat_ground_type[randint0(100)]; - - fill_data.info1 = CAVE_FLOOR; - fill_data.info2 = CAVE_FLOOR; - fill_data.info3 = CAVE_FLOOR; - - /* number of filled squares */ - fill_data.amount = 0; - - cave_fill(floor_ptr, (byte)y0, (byte)x0); - - /* if tally too small, try again */ - if (fill_data.amount < 10) - { - /* too small - clear area and try again later */ - for (x = 0; x <= xsize; ++x) - { - for (y = 0; y <= ysize; ++y) - { - place_extra_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize); - floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM); - } - } - return FALSE; - } - - /* - * Do boundarys-check to see if they are next to a filled region - * If not then they are set to normal granite - * If so then they are marked as room walls. - */ - for (i = 0; i <= xsize; ++i) - { - /* top boundary */ - if ((floor_ptr->grid_array[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room)) - { - /* Next to a 'filled' region? - set to be room walls */ - place_outer_bold(floor_ptr, y0 + 0 - yhsize, x0 + i - xhsize); - if (light) floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW); - floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM); - place_outer_bold(floor_ptr, y0 + 0 - yhsize, x0 + i - xhsize); - } - else - { - /* set to be normal granite */ - place_extra_bold(floor_ptr, y0 + 0 - yhsize, x0 + i - xhsize); - } - - /* bottom boundary */ - if ((floor_ptr->grid_array[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room)) - { - /* Next to a 'filled' region? - set to be room walls */ - place_outer_bold(floor_ptr, y0 + ysize - yhsize, x0 + i - xhsize); - if (light) floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW); - floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_ROOM); - place_outer_bold(floor_ptr, y0 + ysize - yhsize, x0 + i - xhsize); - } - else - { - /* set to be normal granite */ - place_extra_bold(floor_ptr, y0 + ysize - yhsize, x0 + i - xhsize); - } - - /* clear the icky flag-don't need it any more */ - floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY); - floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY); - } - - /* Do the left and right boundaries minus the corners (done above) */ - for (i = 1; i < ysize; ++i) - { - /* left boundary */ - if ((floor_ptr->grid_array[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room) - { - /* room boundary */ - place_outer_bold(floor_ptr, y0 + i - yhsize, x0 + 0 - xhsize); - if (light) floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW); - floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM); - place_outer_bold(floor_ptr, y0 + i - yhsize, x0 + 0 - xhsize); - } - else - { - /* outside room */ - place_extra_bold(floor_ptr, y0 + i - yhsize, x0 + 0 - xhsize); - } - /* right boundary */ - if ((floor_ptr->grid_array[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room) - { - /* room boundary */ - place_outer_bold(floor_ptr, y0 + i - yhsize, x0 + xsize - xhsize); - if (light) floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW); - floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM); - place_outer_bold(floor_ptr, y0 + i - yhsize, x0 + xsize - xhsize); - } - else - { - /* outside room */ - place_extra_bold(floor_ptr, y0 + i - yhsize, x0 + xsize - xhsize); - } - - /* clear icky flag -done with it */ - floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY); - floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY); - } - - - /* Do the rest: convert back to the normal format */ - for (x = 1; x < xsize; ++x) - { - for (y = 1; y < ysize; ++y) - { - if (is_floor_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize) && - (floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) - { - /* Clear the icky flag in the filled region */ - floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY; - - /* Set appropriate flags */ - if (light) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW); - if (room) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM); - } - else if (is_outer_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize) && - (floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) - { - /* Walls */ - floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY); - if (light) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW); - if (room) - { - floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM); - } - else - { - - place_extra_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize); - floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM); - } - } - else - { - /* Clear the unconnected regions */ - place_extra_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize); - floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM); - } - } - } - - /* - * There is a slight problem when tunnels pierce the caves: - * Extra doors appear inside the system. (Its not very noticeable though.) - * This can be removed by "filling" from the outside in. This allows a separation - * from _outer_ with _inner_. (Internal walls are _outer_ instead.) - * The extra effort for what seems to be only a minor thing (even non-existant if you - * think of the caves not as normal rooms, but as holes in the dungeon), doesn't seem - * worth it. - */ - - return TRUE; -} - - -#ifdef ALLOW_CAVERNS_AND_LAKES -/* - * Builds a cave system in the center of the dungeon. - */ -void build_cavern(floor_type *floor_ptr) -{ - int grd, roug, cutoff; - POSITION xsize, ysize, x0, y0; - bool done, light; - - light = done = FALSE; - if ((floor_ptr->dun_level <= randint1(50)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE; - - /* Make a cave the size of the dungeon */ - xsize = floor_ptr->width - 1; - ysize = floor_ptr->height - 1; - x0 = xsize / 2; - y0 = ysize / 2; - - /* Paranoia: make size even */ - xsize = x0 * 2; - ysize = y0 * 2; - - while (!done) - { - /* testing values for these parameters: feel free to adjust */ - grd = randint1(4) + 4; - - /* want average of about 16 */ - roug = randint1(8) * randint1(4); - - /* about size/2 */ - cutoff = xsize / 2; - - /* make it */ - generate_hmap(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff); - - /* Convert to normal format+ clean up */ - done = generate_fracave(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE); - } -} - -bool generate_lake(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int c1, int c2, int c3, int type) -{ - POSITION x, y, xhsize, yhsize; - int i; - FEAT_IDX feat1, feat2, feat3; - - /* offsets to middle from corner */ - xhsize = xsize / 2; - yhsize = ysize / 2; - - /* Get features based on type */ - switch (type) - { - case LAKE_T_LAVA: /* Lava */ - feat1 = feat_deep_lava; - feat2 = feat_shallow_lava; - feat3 = feat_ground_type[randint0(100)]; - break; - case LAKE_T_WATER: /* Water */ - feat1 = feat_deep_water; - feat2 = feat_shallow_water; - feat3 = feat_ground_type[randint0(100)]; - break; - case LAKE_T_CAVE: /* Collapsed floor_ptr->grid_array */ - feat1 = feat_ground_type[randint0(100)]; - feat2 = feat_ground_type[randint0(100)]; - feat3 = feat_rubble; - break; - case LAKE_T_EARTH_VAULT: /* Earth vault */ - feat1 = feat_rubble; - feat2 = feat_ground_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; - default: return FALSE; - } - - /* - * select region connected to center of floor_ptr->grid_array system - * this gets rid of alot of isolated one-sqaures that - * can make teleport traps instadeaths... - */ - - /* cutoffs */ - fill_data.c1 = c1; - fill_data.c2 = c2; - fill_data.c3 = c3; - - /* features to fill with */ - fill_data.feat1 = feat1; - fill_data.feat2 = feat2; - fill_data.feat3 = feat3; - - fill_data.info1 = 0; - fill_data.info2 = 0; - fill_data.info3 = 0; - - /* number of filled squares */ - fill_data.amount = 0; - - /* select region connected to center of floor_ptr->grid_array system - * this gets rid of alot of isolated one-sqaures that - * can make teleport traps instadeaths... */ - cave_fill(floor_ptr, (byte)y0, (byte)x0); - - /* if tally too small, try again */ - if (fill_data.amount < 10) - { - /* too small -clear area and try again later */ - for (x = 0; x <= xsize; ++x) - { - for (y = 0; y <= ysize; ++y) - { - place_floor_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize); - floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY); - } - } - return FALSE; - } - - /* Do boundarys- set to normal granite */ - for (i = 0; i <= xsize; ++i) - { - place_extra_bold(floor_ptr, y0 + 0 - yhsize, x0 + i - xhsize); - place_extra_bold(floor_ptr, y0 + ysize - yhsize, x0 + i - xhsize); - - /* clear the icky flag-don't need it any more */ - floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY); - floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY); - } - - /* Do the left and right boundaries minus the corners (done above) */ - - for (i = 1; i < ysize; ++i) - { - place_extra_bold(floor_ptr, y0 + i - yhsize, x0 + 0 - xhsize); - place_extra_bold(floor_ptr, y0 + i - yhsize, x0 + xsize - xhsize); - - /* clear icky flag -done with it */ - floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY); - floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY); - } - - - /* Do the rest: convert back to the normal format */ - for (x = 1; x < xsize; ++x) - { - for (y = 1; y < ysize; ++y) - { - /* Fill unconnected regions with granite */ - if ((!(floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) || - is_outer_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize)) - place_extra_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize); - - /* turn off icky flag (no longer needed.) */ - floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM); - - /* Light lava */ - if (cave_have_flag_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize, FF_LAVA)) - { - if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW; - } - } - } - - return TRUE; -} - - -/* - * makes a lake/collapsed floor in the center of the dungeon - */ -void build_lake(floor_type *floor_ptr, int type) -{ - int grd, roug, xsize, ysize, x0, y0; - bool done = FALSE; - int c1, c2, c3; - - /* paranoia - exit if lake type out of range. */ - if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT)) - { - msg_format("Invalid lake type (%d)", type); - return; - } - - /* Make the size of the dungeon */ - xsize = floor_ptr->width - 1; - ysize = floor_ptr->height - 1; - x0 = xsize / 2; - y0 = ysize / 2; - - /* Paranoia: make size even */ - xsize = x0 * 2; - ysize = y0 * 2; - - while (!done) - { - /* testing values for these parameters: feel free to adjust */ - grd = randint1(3) + 4; - - /* want average of about 16 */ - roug = randint1(8) * randint1(4); - - /* Make up size of various componants */ - /* Floor */ - c3 = 3 * xsize / 4; - - /* Deep water/lava */ - c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5; - - /* Shallow boundary */ - c2 = (c1 + c3) / 2; - - /* make it */ - generate_hmap(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3); - - /* Convert to normal format+ clean up */ - done = generate_lake(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type); - } -} -#endif /* ALLOW_CAVERNS_AND_LAKES */ - - - -/* - * Routine that fills the empty areas of a room with treasure and monsters. - */ -void fill_treasure(floor_type *floor_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2, int difficulty) -{ - POSITION x, y, cx, cy, size; - s32b value; - - /* center of room:*/ - cx = (x1 + x2) / 2; - cy = (y1 + y2) / 2; - - /* Rough measure of size of vault= sum of lengths of sides */ - size = abs(x2 - x1) + abs(y2 - y1); - - for (x = x1; x <= x2; x++) - { - for (y = y1; y <= y2; y++) - { - /* Thing added based on distance to center of vault - * Difficulty is 1-easy to 10-hard */ - value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty; - - /* hack- empty square part of the time */ - if ((randint1(100) - difficulty * 3) > 50) value = 20; - - /* if floor, shallow water and lava */ - if (is_floor_bold(floor_ptr, y, x) || - (cave_have_flag_bold(floor_ptr, y, x, FF_PLACE) && cave_have_flag_bold(floor_ptr, y, x, FF_DROP))) - { - /* The smaller 'value' is, the better the stuff */ - if (value < 0) - { - /* Meanest monster + treasure */ - floor_ptr->monster_level = floor_ptr->base_level + 40; - place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); - floor_ptr->monster_level = floor_ptr->base_level; - floor_ptr->object_level = floor_ptr->base_level + 20; - place_object(y, x, AM_GOOD); - floor_ptr->object_level = floor_ptr->base_level; - } - else if (value < 5) - { - /* Mean monster +treasure */ - floor_ptr->monster_level = floor_ptr->base_level + 20; - place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); - floor_ptr->monster_level = floor_ptr->base_level; - floor_ptr->object_level = floor_ptr->base_level + 10; - place_object(y, x, AM_GOOD); - floor_ptr->object_level = floor_ptr->base_level; - } - else if (value < 10) - { - floor_ptr->monster_level = floor_ptr->base_level + 9; - place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); - floor_ptr->monster_level = floor_ptr->base_level; - } - else if (value < 17) - { - /* Intentional Blank space */ - - /* - * (Want some of the vault to be empty - * so have room for group monsters. - * This is used in the hack above to lower - * the density of stuff in the vault.) - */ - } - else if (value < 23) - { - /* Object or trap */ - if (randint0(100) < 25) - { - place_object(y, x, 0L); - } - else - { - place_trap(floor_ptr, y, x); - } - } - else if (value < 30) - { - /* Monster and trap */ - floor_ptr->monster_level = floor_ptr->base_level + 5; - place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); - floor_ptr->monster_level = floor_ptr->base_level; - place_trap(floor_ptr, y, x); - } - else if (value < 40) - { - /* Monster or object */ - if (randint0(100) < 50) - { - floor_ptr->monster_level = floor_ptr->base_level + 3; - place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); - floor_ptr->monster_level = floor_ptr->base_level; - } - if (randint0(100) < 50) - { - floor_ptr->object_level = floor_ptr->base_level + 7; - place_object(y, x, 0L); - floor_ptr->object_level = floor_ptr->base_level; - } - } - else if (value < 50) - { - /* Trap */ - place_trap(floor_ptr, y, x); - } - else - { - /* Various Stuff */ - - /* 20% monster, 40% trap, 20% object, 20% blank space */ - if (randint0(100) < 20) - { - place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); - } - else if (randint0(100) < 50) - { - place_trap(floor_ptr, y, x); - } - else if (randint0(100) < 50) - { - place_object(y, x, 0L); - } - } - - } - } - } -} - - - -/* - * Overlay a rectangular room given its bounds - * This routine is used by build_room_vault - * The area inside the walls is not touched: - * only granite is removed- normal walls stay - */ -void build_room(floor_type *floor_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2) -{ - POSITION x, y, xsize, ysize; - int i, temp; - - /* Check if rectangle has no width */ - if ((x1 == x2) || (y1 == y2)) return; - - if (x1 > x2) - { - /* Swap boundaries if in wrong order */ - temp = x1; - x1 = x2; - x2 = temp; - } - - if (y1 > y2) - { - /* Swap boundaries if in wrong order */ - temp = y1; - y1 = y2; - y2 = temp; - } - - /* get total widths */ - xsize = x2 - x1; - ysize = y2 - y1; - - - /* Top and bottom boundaries */ - for (i = 0; i <= xsize; i++) - { - place_outer_noperm_bold(floor_ptr, y1, x1 + i); - floor_ptr->grid_array[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY); - place_outer_noperm_bold(floor_ptr, y2, x1 + i); - floor_ptr->grid_array[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY); - } - - /* Left and right boundaries */ - for (i = 1; i < ysize; i++) - { - place_outer_noperm_bold(floor_ptr, y1 + i, x1); - floor_ptr->grid_array[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY); - place_outer_noperm_bold(floor_ptr, y1 + i, x2); - floor_ptr->grid_array[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY); - } - - /* Middle */ - for (x = 1; x < xsize; x++) - { - for (y = 1; y < ysize; y++) - { - if (is_extra_bold(floor_ptr, y1+y, x1+x)) - { - /* clear the untouched region */ - place_floor_bold(floor_ptr, y1 + y, x1 + x); - floor_ptr->grid_array[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY); - } - else - { - /* make it a room- but don't touch */ - floor_ptr->grid_array[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY); - } - } - } -} - - - -/* - * maze vault -- rectangular labyrinthine rooms - * - * maze vault uses two routines: - * r_visit - a recursive routine that builds the labyrinth - * build_maze_vault - a driver routine that calls r_visit and adds - * monsters, traps and treasure - * - * The labyrinth is built by creating a spanning tree of a graph. - * The graph vertices are at - * (x, y) = (2j + x1, 2k + y1) j = 0,...,m-1 k = 0,...,n-1 - * and the edges are the vertical and horizontal nearest neighbors. - * - * The spanning tree is created by performing a suitably randomized - * depth-first traversal of the graph. The only adjustable parameter - * is the randint0(3) below; it governs the relative density of - * twists and turns in the labyrinth: smaller number, more twists. - */ -void r_visit(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int node, DIRECTION dir, int *visited) -{ - int i, j, m, n, temp, x, y, adj[4]; - - /* dimensions of vertex array */ - m = (x2 - x1) / 2 + 1; - n = (y2 - y1) / 2 + 1; - - /* mark node visited and set it to a floor */ - visited[node] = 1; - x = 2 * (node % m) + x1; - y = 2 * (node / m) + y1; - place_floor_bold(floor_ptr, y, x); - - /* setup order of adjacent node visits */ - if (one_in_(3)) - { - /* pick a random ordering */ - for (i = 0; i < 4; i++) - adj[i] = i; - for (i = 0; i < 4; i++) - { - j = randint0(4); - temp = adj[i]; - adj[i] = adj[j]; - adj[j] = temp; - } - dir = adj[0]; - } - else - { - /* pick a random ordering with dir first */ - adj[0] = dir; - for (i = 1; i < 4; i++) - adj[i] = i; - for (i = 1; i < 4; i++) - { - j = 1 + randint0(3); - temp = adj[i]; - adj[i] = adj[j]; - adj[j] = temp; - } - } - - for (i = 0; i < 4; i++) - { - switch (adj[i]) - { - case 0: - /* (0,+) - check for bottom boundary */ - if ((node / m < n - 1) && (visited[node + m] == 0)) - { - place_floor_bold(floor_ptr, y + 1, x); - r_visit(floor_ptr, y1, x1, y2, x2, node + m, dir, visited); - } - break; - case 1: - /* (0,-) - check for top boundary */ - if ((node / m > 0) && (visited[node - m] == 0)) - { - place_floor_bold(floor_ptr, y - 1, x); - r_visit(floor_ptr, y1, x1, y2, x2, node - m, dir, visited); - } - break; - case 2: - /* (+,0) - check for right boundary */ - if ((node % m < m - 1) && (visited[node + 1] == 0)) - { - place_floor_bold(floor_ptr, y, x + 1); - r_visit(floor_ptr, y1, x1, y2, x2, node + 1, dir, visited); - } - break; - case 3: - /* (-,0) - check for left boundary */ - if ((node % m > 0) && (visited[node - 1] == 0)) - { - place_floor_bold(floor_ptr, y, x - 1); - r_visit(floor_ptr, y1, x1, y2, x2, node - 1, dir, visited); - } - } /* end switch */ - } -} - - -void build_maze_vault(floor_type *floor_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize, bool is_vault) -{ - POSITION y, x, dy, dx; - POSITION y1, x1, y2, x2; - int m, n, num_vertices, *visited; - bool light; - grid_type *g_ptr; - - msg_print_wizard(CHEAT_DUNGEON, _("迷路ランダムVaultを生成しました。", "Maze Vault.")); - - /* Choose lite or dark */ - light = ((floor_ptr->dun_level <= randint1(25)) && is_vault && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)); - - /* Pick a random room size - randomized by calling routine */ - dy = ysize / 2 - 1; - dx = xsize / 2 - 1; - - y1 = y0 - dy; - x1 = x0 - dx; - y2 = y0 + dy; - x2 = x0 + dx; - - /* generate the room */ - for (y = y1 - 1; y <= y2 + 1; y++) - { - for (x = x1 - 1; x <= x2 + 1; x++) - { - g_ptr = &floor_ptr->grid_array[y][x]; - g_ptr->info |= CAVE_ROOM; - if (is_vault) g_ptr->info |= CAVE_ICKY; - if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1)) - { - place_outer_grid(g_ptr); - } - else if (!is_vault) - { - place_extra_grid(g_ptr); - } - else - { - place_inner_grid(g_ptr); - } - if (light) g_ptr->info |= (CAVE_GLOW); - } - } - - /* dimensions of vertex array */ - m = dx + 1; - n = dy + 1; - num_vertices = m * n; - - /* initialize array of visited vertices */ - C_MAKE(visited, num_vertices, int); - - /* traverse the graph to create a spaning tree, pick a random root */ - r_visit(floor_ptr, y1, x1, y2, x2, randint0(num_vertices), 0, visited); - - /* Fill with monsters and treasure, low difficulty */ - if (is_vault) fill_treasure(floor_ptr, x1, x2, y1, y2, randint1(5)); - - C_KILL(visited, num_vertices, int); -} - - -/* Build a town/ castle by using a recursive algorithm. - * Basically divide each region in a probalistic way to create - * smaller regions. When the regions get too small stop. - * - * The power variable is a measure of how well defended a region is. - * This alters the possible choices. - */ -void build_recursive_room(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int power) -{ - POSITION xsize, ysize; - POSITION x, y; - int choice; - - /* Temp variables */ - int t1, t2, t3, t4; - - xsize = x2 - x1; - ysize = y2 - y1; - - if ((power < 3) && (xsize > 12) && (ysize > 12)) - { - /* Need outside wall +keep */ - choice = 1; - } - else - { - if (power < 10) - { - /* Make rooms + subdivide */ - if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8)) - { - choice = 4; - } - else - { - choice = randint1(2) + 1; - } - } - else - { - /* Mostly subdivide */ - choice = randint1(3) + 1; - } - } - - /* Based on the choice made above, do something */ - - switch (choice) - { - case 1: - { - /* Outer walls */ - - /* top and bottom */ - for (x = x1; x <= x2; x++) - { - place_outer_bold(floor_ptr, y1, x); - place_outer_bold(floor_ptr, y2, x); - } - - /* left and right */ - for (y = y1 + 1; y < y2; y++) - { - place_outer_bold(floor_ptr, y, x1); - place_outer_bold(floor_ptr, y, x2); - } - - /* Make a couple of entrances */ - if (one_in_(2)) - { - /* left and right */ - y = randint1(ysize) + y1; - place_floor_bold(floor_ptr, y, x1); - place_floor_bold(floor_ptr, y, x2); - } - else - { - /* top and bottom */ - x = randint1(xsize) + x1; - place_floor_bold(floor_ptr, y1, x); - place_floor_bold(floor_ptr, y2, x); - } - - /* Select size of keep */ - t1 = randint1(ysize / 3) + y1; - t2 = y2 - randint1(ysize / 3); - t3 = randint1(xsize / 3) + x1; - t4 = x2 - randint1(xsize / 3); - - /* Do outside areas */ - - /* Above and below keep */ - build_recursive_room(floor_ptr, x1 + 1, y1 + 1, x2 - 1, t1, power + 1); - build_recursive_room(floor_ptr, x1 + 1, t2, x2 - 1, y2, power + 1); - - /* Left and right of keep */ - build_recursive_room(floor_ptr, x1 + 1, t1 + 1, t3, t2 - 1, power + 3); - build_recursive_room(floor_ptr, t4, t1 + 1, x2 - 1, t2 - 1, power + 3); - - /* Make the keep itself: */ - x1 = t3; - x2 = t4; - y1 = t1; - y2 = t2; - xsize = x2 - x1; - ysize = y2 - y1; - power += 2; - - /* Fall through */ - } - case 4: - { - /* Try to build a room */ - if ((xsize < 3) || (ysize < 3)) - { - for (y = y1; y < y2; y++) - { - for (x = x1; x < x2; x++) - { - place_inner_bold(floor_ptr, y, x); - } - } - - /* Too small */ - return; - } - - /* Make outside walls */ - /* top and bottom */ - for (x = x1 + 1; x <= x2 - 1; x++) - { - place_inner_bold(floor_ptr, y1 + 1, x); - place_inner_bold(floor_ptr, y2 - 1, x); - } - - /* left and right */ - for (y = y1 + 1; y <= y2 - 1; y++) - { - place_inner_bold(floor_ptr, y, x1 + 1); - place_inner_bold(floor_ptr, y, x2 - 1); - } - - /* Make a door */ - y = randint1(ysize - 3) + y1 + 1; - - if (one_in_(2)) - { - /* left */ - place_floor_bold(floor_ptr, y, x1 + 1); - } - else - { - /* right */ - place_floor_bold(floor_ptr, y, x2 - 1); - } - - /* Build the room */ - build_recursive_room(floor_ptr, x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3); - break; - } - case 2: - { - /* Try and divide vertically */ - if (xsize < 3) - { - /* Too small */ - for (y = y1; y < y2; y++) - { - for (x = x1; x < x2; x++) - { - place_inner_bold(floor_ptr, y, x); - } - } - return; - } - - t1 = randint1(xsize - 2) + x1 + 1; - build_recursive_room(floor_ptr, x1, y1, t1, y2, power - 2); - build_recursive_room(floor_ptr, t1 + 1, y1, x2, y2, power - 2); - break; - } - case 3: - { - /* Try and divide horizontally */ - if (ysize < 3) - { - /* Too small */ - for (y = y1; y < y2; y++) - { - for (x = x1; x < x2; x++) - { - place_inner_bold(floor_ptr, y, x); - } - } - return; - } - - t1 = randint1(ysize - 2) + y1 + 1; - build_recursive_room(floor_ptr, x1, y1, x2, t1, power - 2); - build_recursive_room(floor_ptr, x1, t1 + 1, x2, y2, power - 2); - break; - } - } -} - - -/* - * Add outer wall to a floored region - * Note: no range checking is done so must be inside dungeon - * This routine also stomps on doors - */ -void add_outer_wall(floor_type *floor_ptr, POSITION x, POSITION y, int light, POSITION x1, POSITION y1, POSITION x2, POSITION y2) -{ - grid_type *g_ptr; - feature_type *f_ptr; - int i, j; - - if (!in_bounds(floor_ptr, y, x)) return; - - g_ptr = &floor_ptr->grid_array[y][x]; - - /* hack- check to see if square has been visited before - * if so, then exit (use room flag to do this) */ - if (g_ptr->info & CAVE_ROOM) return; - - /* set room flag */ - g_ptr->info |= CAVE_ROOM; - - f_ptr = &f_info[g_ptr->feat]; - - if (is_floor_bold(floor_ptr, y, x)) - { - for (i = -1; i <= 1; i++) - { - for (j = -1; j <= 1; j++) - { - if ((x + i >= x1) && (x + i <= x2) && (y + j >= y1) && (y + j <= y2)) - { - add_outer_wall(floor_ptr, x + i, y + j, light, x1, y1, x2, y2); - if (light) g_ptr->info |= CAVE_GLOW; - } - } - } - } - else if (is_extra_bold(floor_ptr, y, x)) - { - /* Set bounding walls */ - place_outer_bold(floor_ptr, y, x); - if (light) g_ptr->info |= CAVE_GLOW; - } - else if (permanent_wall(f_ptr)) - { - /* Set bounding walls */ - if (light) g_ptr->info |= CAVE_GLOW; - } -} - - -/* - * Hacked distance formula - gives the 'wrong' answer. - * Used to build crypts - */ -POSITION dist2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, POSITION h1, POSITION h2, POSITION h3, POSITION h4) -{ - POSITION dx, dy; - dx = abs(x2 - x1); - dy = abs(y2 - y1); - - /* Basically this works by taking the normal pythagorean formula - * and using an expansion to express this in a way without the - * square root. This approximate formula is then perturbed to give - * the distorted results. (I found this by making a mistake when I was - * trying to fix the circular rooms.) - */ - - /* h1-h4 are constants that describe the metric */ - if (dx >= 2 * dy) return (dx + (dy * h1) / h2); - if (dy >= 2 * dx) return (dy + (dx * h1) / h2); - return (((dx + dy) * 128) / 181 + - (dx * dx / (dy * h3) + dy * dy / (dx * h3)) * h4); - /* 128/181 is approx. 1/sqrt(2) */ -} - - - - -/* Create a new floor room with optional light */ -void generate_room_floor(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int light) -{ - POSITION y, x; - - grid_type *g_ptr; - - for (y = y1; y <= y2; y++) - { - for (x = x1; x <= x2; x++) - { - /* Point to grid */ - g_ptr = &floor_ptr->grid_array[y][x]; - place_floor_grid(g_ptr); - g_ptr->info |= (CAVE_ROOM); - if (light) g_ptr->info |= (CAVE_GLOW); - } - } -} - -void generate_fill_perm_bold(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2) -{ - POSITION y, x; - - for (y = y1; y <= y2; y++) - { - for (x = x1; x <= x2; x++) - { - /* Point to grid */ - place_inner_perm_bold(floor_ptr ,y, x); - } - } -} - - -/*! - * @brief 与えられた部屋型IDに応じて部屋の生成処理分岐を行い結果を返す / Attempt to build a room of the given type at the given block - * @param type 部屋型ID - * @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation. - * @return 部屋の精製に成功した場合 TRUE を返す。 - */ -static bool room_build(floor_type *floor_ptr, EFFECT_ID typ) -{ - /* Build a room */ - switch (typ) - { - /* Build an appropriate room */ - case ROOM_T_NORMAL: return build_type1(floor_ptr); - case ROOM_T_OVERLAP: return build_type2(floor_ptr); - case ROOM_T_CROSS: return build_type3(floor_ptr); - case ROOM_T_INNER_FEAT: return build_type4(floor_ptr); - case ROOM_T_NEST: return build_type5(floor_ptr); - case ROOM_T_PIT: return build_type6(floor_ptr); - case ROOM_T_LESSER_VAULT: return build_type7(floor_ptr); - case ROOM_T_GREATER_VAULT: return build_type8(floor_ptr); - case ROOM_T_FRACAVE: return build_type9(floor_ptr); - case ROOM_T_RANDOM_VAULT: return build_type10(floor_ptr); - case ROOM_T_OVAL: return build_type11(floor_ptr); - case ROOM_T_CRYPT: return build_type12(floor_ptr); - case ROOM_T_TRAP_PIT: return build_type13(floor_ptr); - case ROOM_T_TRAP: return build_type14(floor_ptr); - case ROOM_T_GLASS: return build_type15(floor_ptr); - case ROOM_T_ARCADE: return build_type16(floor_ptr); - case ROOM_T_FIXED: return build_type17(floor_ptr); - } - return FALSE; -} - -/*! - * @brief 指定した部屋の生成確率を別の部屋に加算し、指定した部屋の生成率を0にする - * @param dst 確率を移す先の部屋種ID - * @param src 確率を与える元の部屋種ID - */ -#define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0) - -/*! - * @brief 部屋生成処理のメインルーチン(Sangbandを経由してOangbandからの実装を引用) / Generate rooms in dungeon. Build bigger rooms at first. [from SAngband (originally from OAngband)] - * @return 部屋生成に成功した場合 TRUE を返す。 - */ -bool generate_rooms(floor_type *floor_ptr) -{ - int i; - bool remain; - int crowded = 0; - int total_prob; - int prob_list[ROOM_T_MAX]; - int rooms_built = 0; - int area_size = 100 * (floor_ptr->height*floor_ptr->width) / (MAX_HGT*MAX_WID); - int level_index = MIN(10, div_round(floor_ptr->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 floor_ptr->grid_array */ - 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 (floor_ptr->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. - */ - - /*! @details ダンジョンにBEGINNER、CHAMELEON、SMALLESTいずれのフラグもなく、 - * かつ「常に通常でない部屋を生成する」フラグがONならば、 - * GRATER_VAULTのみを生成対象とする。 / Ironman sees only Greater Vaults */ - if (ironman_rooms && !((d_info[floor_ptr->dungeon_idx].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; - } - } - - /*! @details ダンジョンにNO_VAULTフラグがあるならば、LESSER_VAULT / GREATER_VAULT/ RANDOM_VAULTを除外 / Forbidden vaults */ - else if (d_info[floor_ptr->dungeon_idx].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; - } - - /*! @details ダンジョンにBEGINNERフラグがあるならば、FIXED_ROOMを除外 / Forbidden vaults */ - if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_BEGINNER) - { - prob_list[ROOM_T_FIXED] = 0; - } - - /*! @details ダンジョンにNO_CAVEフラグがある場合、FRACAVEの生成枠がNORMALに与えられる。CRIPT、OVALの生成枠がINNER_Fに与えられる。/ NO_CAVE dungeon (Castle)*/ - if (d_info[floor_ptr->dungeon_idx].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); - } - - /*! @details ダンジョンにCAVEフラグがある場合、NORMALの生成枠がFRACAVEに与えられる。/ CAVE dungeon (Orc floor_ptr->grid_array etc.) */ - else if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_CAVE) - { - MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL); - } - - /*! @details ダンジョンの基本地形が最初から渓谷かアリーナ型の場合 FRACAVE は生成から除外。 / No caves when a (random) cavern exists: they look bad */ - else if (dun->cavern || dun->empty_level) - { - prob_list[ROOM_T_FRACAVE] = 0; - } - - /*! @details ダンジョンに最初からGLASS_ROOMフラグがある場合、GLASS を生成から除外。/ Forbidden glass rooms */ - if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_ROOM)) - { - prob_list[ROOM_T_GLASS] = 0; - } - - /*! @details ARCADEは同フラグがダンジョンにないと生成されない。 / Forbidden glass rooms */ - if (!(d_info[floor_ptr->dungeon_idx].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]; - } - 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(floor_ptr, 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; - } - - /*! @details 部屋生成数が2未満の場合生成失敗を返す */ - if (rooms_built < 2) - { - msg_format_wizard(CHEAT_DUNGEON, _("部屋数が2未満でした。生成を再試行します。", "Number of rooms was under 2. Retry."), rooms_built); - return FALSE; - } - - msg_format_wizard(CHEAT_DUNGEON, _("このダンジョンの部屋数は %d です。", "Number of Rooms: %d"), rooms_built); - - return TRUE; -}