X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Frooms.c;h=a53ac427099272a8f036185a0ae8c4a8fa94d19e;hb=eb2f15d1cfc313fda1f0578f2685246f3b76af4d;hp=024b6968aa2d5eba7ffdde4646d31ee85059f01f;hpb=06e5d5c6359cd70c8fa4091701cc9c194ad038b9;p=hengband%2Fhengband.git diff --git a/src/rooms.c b/src/rooms.c index 024b6968a..a53ac4270 100644 --- a/src/rooms.c +++ b/src/rooms.c @@ -1,14 +1,39 @@ -/* - * File: rooms.c - * Purpose: make rooms. Used by generate.c when creating dungeons. - */ - -/* - * 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. Other copyrights may also apply. +/*! + * @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" @@ -16,27 +41,40 @@ #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" -/* - * [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. +#include "trap.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 */ @@ -53,10 +91,39 @@ static room_info_type room_info_normal[ROOM_T_MAX] = {{ 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 */ + {{ 20, 40, 60, 80,100,100,100,100,100,100,100}, 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 + -/* Build rooms in descending order of difficulty. */ + +/*! 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, @@ -73,75 +140,24 @@ static byte room_build_order[ROOM_T_MAX] = { ROOM_T_OVERLAP, ROOM_T_CROSS, ROOM_T_FRACAVE, + ROOM_T_FIXED, ROOM_T_NORMAL, }; - -static void place_locked_door(int y, int x) -{ - if (d_info[dungeon_type].flags1 & DF1_NO_DOORS) - { - place_floor_bold(y, x); - } - else - { - set_cave_feat(y, x, feat_locked_door_random((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR)); - cave[y][x].info &= ~(CAVE_FLOOR); - delete_monster(y, x); - } -} - -static void place_secret_door(int y, int x, int type) -{ - if (d_info[dungeon_type].flags1 & DF1_NO_DOORS) - { - place_floor_bold(y, x); - } - else - { - cave_type *c_ptr = &cave[y][x]; - - if (type == DOOR_DEFAULT) - { - type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) && - one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN : - ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR); - } - - /* Create secret door */ - place_closed_door(y, x, type); - - if (type != DOOR_CURTAIN) - { - /* Hide by inner wall because this is used in rooms only */ - c_ptr->mimic = feat_wall_inner; - - /* Floor type terrain cannot hide a door */ - if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat)) - { - if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY)) - { - c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)]; - } - c_ptr->mimic = 0; - } - } - - c_ptr->info &= ~(CAVE_FLOOR); - delete_monster(y, x); - } -} - -/* +/*! + * @brief 1マスだけの部屋を作成し、上下左右いずれか一つに隠しドアを配置する。 + * @param y0 配置したい中心のY座標 + * @param x0 配置したい中心のX座標 + * @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. */ -static void build_small_room(int x0, int y0) +void build_small_room(POSITION x0, POSITION y0) { - int x, y; + POSITION x, y; for (y = y0 - 1; y <= y0 + 1; y++) { @@ -171,18 +187,21 @@ static void build_small_room(int x0, int y0) place_floor_bold(y0, x0); } - -/* - * This function tunnels around a room if - * it will cut off part of a cave system. +/*! + * @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 cave 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(int x1, int y1, int x2, int y2) +static void check_room_boundary(POSITION x1, POSITION y1, POSITION x2, POSITION y2) { - int count, x, y; + int count; + POSITION x, y; bool old_is_floor, new_is_floor; - - - /* Initialize */ count = 0; old_is_floor = get_is_floor(x1 - 1, y1); @@ -252,14 +271,19 @@ static void check_room_boundary(int x1, int y1, int x2, int y2) } -/* - * Helper function for find_space(). - * - * Is this a good location? +/*! + * @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(int blocks_high, int blocks_wide, int block_y, int block_x) +static bool find_space_aux(POSITION blocks_high, POSITION blocks_wide, POSITION block_y, POSITION block_x) { - int by1, bx1, by2, bx2, by, bx; + POSITION by1, bx1, by2, bx2, by, bx; /* Itty-bitty rooms must shift about within their rectangle */ if (blocks_wide < 3) @@ -302,8 +326,8 @@ static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int bl } /* Extract blocks */ - by1 = block_y + 0; - bx1 = block_x + 0; + by1 = block_y; + bx1 = block_x; by2 = block_y + blocks_high; bx2 = block_x + blocks_wide; @@ -328,31 +352,35 @@ static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int bl } -/* - * 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) +/*! + * @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; - int by, bx, by1, bx1, by2, bx2; - int block_y = 0, block_x = 0; - + POSITION by, bx, by1, bx1, by2, bx2; + POSITION block_y = 0, block_x = 0; /* Find out how many blocks we need. */ - int blocks_high = 1 + ((height - 1) / BLOCK_HGT); - int blocks_wide = 1 + ((width - 1) / BLOCK_WID); + POSITION blocks_high = 1 + ((height - 1) / BLOCK_HGT); + POSITION blocks_wide = 1 + ((width - 1) / BLOCK_WID); /* There are no way to allocate such huge space */ if (dun->row_rooms < blocks_high) return FALSE; @@ -412,8 +440,8 @@ static bool find_space(int *y, int *x, int height, int width) } /* Extract blocks */ - by1 = block_y + 0; - bx1 = block_x + 0; + by1 = block_y; + bx1 = block_x; by2 = block_y + blocks_high; bx2 = block_x + blocks_wide; @@ -429,8 +457,8 @@ static bool find_space(int *y, int *x, int height, int width) /* Save the room location */ if (dun->cent_n < CENT_MAX) { - dun->cent[dun->cent_n].y = *y; - dun->cent[dun->cent_n].x = *x; + dun->cent[dun->cent_n].y = (byte_hack)*y; + dun->cent[dun->cent_n].x = (byte_hack)*x; dun->cent_n++; } @@ -443,7 +471,6 @@ static bool find_space(int *y, int *x, int height, int width) } } - /* * Hack- See if room will cut off a cavern. * @@ -452,4894 +479,880 @@ static bool find_space(int *y, int *x, int height, int width) */ check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1); - /* Success. */ return TRUE; } - /* - * Room building routines. - * - * Room types: - * 1 -- normal - * 2 -- overlapping - * 3 -- cross shaped - * 4 -- large room with features - * 5 -- monster nests - * 6 -- monster pits - * 7 -- simple vaults - * 8 -- greater vaults - * 9 -- fractal caves - * 10 -- random vaults - * 11 -- circular rooms - * 12 -- crypts - * 13 -- trapped monster pits - * 14 -- trapped room - * 15 -- glass room - * 16 -- underground arcade + * Structure to hold all "fill" data */ +typedef struct fill_data_type fill_data_type; -/* - * Type 1 -- normal rectangular rooms - */ -static bool build_type1(void) +struct fill_data_type { - int y, x, y2, x2, yval, xval; - int y1, x1, xsize, ysize; + /* area size */ + POSITION xmin; + POSITION ymin; + POSITION xmax; + POSITION ymax; - bool light; + /* cutoffs */ + int c1; + int c2; + int c3; - cave_type *c_ptr; + /* features to fill with */ + FEAT_IDX feat1; + FEAT_IDX feat2; + FEAT_IDX feat3; + + int info1; + int info2; + int info3; - bool curtain = (d_info[dungeon_type].flags1 & DF1_CURTAIN) && - one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 48 : 512); + /* number of filled squares */ + int amount; +}; - /* Pick a room size */ - y1 = randint1(4); - x1 = randint1(11); - y2 = randint1(3); - x2 = randint1(11); +static fill_data_type fill_data; - xsize = x1 + x2 + 1; - ysize = y1 + y2 + 1; - /* Find and reserve some space in the dungeon. Get center of room. */ - if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) - { - /* Limit to the minimum room size, and retry */ - y1 = 1; - x1 = 1; - y2 = 1; - x2 = 1; +/* Store routine for the fractal cave generator */ +/* this routine probably should be an inline function or a macro. */ +static void store_height(POSITION x, POSITION y, FEAT_IDX val) +{ + /* if on boundary set val > cutoff so walls are not as square */ + if (((x == fill_data.xmin) || (y == fill_data.ymin) || + (x == fill_data.xmax) || (y == fill_data.ymax)) && + (val <= fill_data.c1)) val = fill_data.c1 + 1; - xsize = x1 + x2 + 1; - ysize = y1 + y2 + 1; + /* store the value in height-map format */ + cave[y][x].feat = val; - /* Find and reserve some space in the dungeon. Get center of room. */ - if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE; - } + return; +} - /* Choose lite or dark */ - light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)); +/* +* Explanation of the plasma fractal algorithm: +* +* A grid of points is created with the properties of a 'height-map' +* This is done by making the corners of the grid have a random value. +* The grid is then subdivided into one with twice the resolution. +* The new points midway between two 'known' points can be calculated +* by taking the average value of the 'known' ones and randomly adding +* or subtracting an amount proportional to the distance between those +* points. The final 'middle' points of the grid are then calculated +* by averaging all four of the originally 'known' corner points. An +* random amount is added or subtracted from this to get a value of the +* height at that point. The scaling factor here is adjusted to the +* slightly larger distance diagonally as compared to orthogonally. +* +* This is then repeated recursively to fill an entire 'height-map' +* A rectangular map is done the same way, except there are different +* scaling factors along the x and y directions. +* +* A hack to change the amount of correlation between points is done using +* the grd variable. If the current step size is greater than grd then +* the point will be random, otherwise it will be calculated by the +* above algorithm. This makes a maximum distance at which two points on +* the height map can affect each other. +* +* How fractal caves are made: +* +* When the map is complete, a cut-off value is used to create a cave. +* Heights below this value are "floor", and heights above are "wall". +* This also can be used to create lakes, by adding more height levels +* representing shallow and deep water/ lava etc. +* +* The grd variable affects the width of passages. +* The roug variable affects the roughness of those passages +* +* The tricky part is making sure the created cave is connected. This +* is done by 'filling' from the inside and only keeping the 'filled' +* floor. Walls bounding the 'filled' floor are also kept. Everything +* else is converted to the normal _extra_. + */ - /* Get corner values */ - y1 = yval - ysize / 2; - x1 = xval - xsize / 2; - y2 = yval + (ysize - 1) / 2; - x2 = xval + (xsize - 1) / 2; +/* + * Note that this uses the cave.feat array in a very hackish way + * the values are first set to zero, and then each array location + * is used as a "heightmap" + * The heightmap then needs to be converted back into the "feat" format. + * + * grd=level at which fractal turns on. smaller gives more mazelike caves + * roug=roughness level. 16=normal. higher values make things more convoluted + * small values are good for smooth walls. + * size=length of the side of the square cave system. + */ +void generate_hmap(POSITION y0, POSITION x0, POSITION xsiz, POSITION ysiz, int grd, int roug, int cutoff) +{ + POSITION xhsize, yhsize, xsize, ysize, maxsize; - /* Place a full floor under the room */ - for (y = y1 - 1; y <= y2 + 1; y++) - { - for (x = x1 - 1; x <= x2 + 1; x++) - { - c_ptr = &cave[y][x]; - place_floor_grid(c_ptr); - c_ptr->info |= (CAVE_ROOM); - if (light) c_ptr->info |= (CAVE_GLOW); - } - } + /* + * fixed point variables- these are stored as 256 x normal value + * this gives 8 binary places of fractional part + 8 places of normal part + */ - /* Walls around the room */ - for (y = y1 - 1; y <= y2 + 1; y++) - { - c_ptr = &cave[y][x1 - 1]; - place_outer_grid(c_ptr); - c_ptr = &cave[y][x2 + 1]; - place_outer_grid(c_ptr); - } - for (x = x1 - 1; x <= x2 + 1; x++) - { - c_ptr = &cave[y1 - 1][x]; - place_outer_grid(c_ptr); - c_ptr = &cave[y2 + 1][x]; - place_outer_grid(c_ptr); - } + POSITION xstep, xhstep, ystep, yhstep; + POSITION xstep2, xhstep2, ystep2, yhstep2; + POSITION i, j, ii, jj, diagsize, xxsize, yysize; + + /* Cache for speed */ + POSITION xm, xp, ym, yp; + /* redefine size so can change the value if out of range */ + xsize = xsiz; + ysize = ysiz; - /* Hack -- Occasional curtained room */ - if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2)) - { - for (y = y1; y <= y2; y++) - { - c_ptr = &cave[y][x1]; - c_ptr->feat = feat_door[DOOR_CURTAIN].closed; - c_ptr->info &= ~(CAVE_MASK); - c_ptr = &cave[y][x2]; - c_ptr->feat = feat_door[DOOR_CURTAIN].closed; - c_ptr->info &= ~(CAVE_MASK); - } - for (x = x1; x <= x2; x++) - { - c_ptr = &cave[y1][x]; - c_ptr->feat = feat_door[DOOR_CURTAIN].closed; - c_ptr->info &= ~(CAVE_MASK); - c_ptr = &cave[y2][x]; - c_ptr->feat = feat_door[DOOR_CURTAIN].closed; - c_ptr->info &= ~(CAVE_MASK); - } - } + /* Paranoia about size of the system of caves */ + if (xsize > 254) xsize = 254; + if (xsize < 4) xsize = 4; + if (ysize > 254) ysize = 254; + if (ysize < 4) ysize = 4; + /* get offsets to middle of array */ + xhsize = xsize / 2; + yhsize = ysize / 2; - /* Hack -- Occasional pillar room */ - if (one_in_(20)) - { - for (y = y1; y <= y2; y += 2) - { - for (x = x1; x <= x2; x += 2) - { - c_ptr = &cave[y][x]; - place_inner_grid(c_ptr); - } - } - } + /* fix rounding problem */ + xsize = xhsize * 2; + ysize = yhsize * 2; - /* Hack -- Occasional room with four pillars */ - else if (one_in_(20)) - { - if ((y1 + 4 < y2) && (x1 + 4 < x2)) - { - c_ptr = &cave[y1 + 1][x1 + 1]; - place_inner_grid(c_ptr); + /* get limits of region */ + fill_data.xmin = x0 - xhsize; + fill_data.ymin = y0 - yhsize; + fill_data.xmax = x0 + xhsize; + fill_data.ymax = y0 + yhsize; - c_ptr = &cave[y1 + 1][x2 - 1]; - place_inner_grid(c_ptr); + /* Store cutoff in global for quick access */ + fill_data.c1 = cutoff; - c_ptr = &cave[y2 - 1][x1 + 1]; - place_inner_grid(c_ptr); + /* + * Scale factor for middle points: + * About sqrt(2) * 256 - correct for a square lattice + * approximately correct for everything else. + */ + diagsize = 362; - c_ptr = &cave[y2 - 1][x2 - 1]; - place_inner_grid(c_ptr); - } - } + /* maximum of xsize and ysize */ + maxsize = (xsize > ysize) ? xsize : ysize; - /* Hack -- Occasional ragged-edge room */ - else if (one_in_(50)) + /* Clear the section */ + for (i = 0; i <= xsize; i++) { - for (y = y1 + 2; y <= y2 - 2; y += 2) - { - c_ptr = &cave[y][x1]; - place_inner_grid(c_ptr); - c_ptr = &cave[y][x2]; - place_inner_grid(c_ptr); - } - for (x = x1 + 2; x <= x2 - 2; x += 2) + for (j = 0; j <= ysize; j++) { - c_ptr = &cave[y1][x]; - place_inner_grid(c_ptr); - c_ptr = &cave[y2][x]; - place_inner_grid(c_ptr); + /* -1 is a flag for "not done yet" */ + cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1; + /* Clear icky flag because may be redoing the cave */ + cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY); } } - /* Hack -- Occasional divided room */ - else if (one_in_(50)) - { - bool curtain2 = (d_info[dungeon_type].flags1 & DF1_CURTAIN) && - one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 2 : 128); - - if (randint1(100) < 50) - { - /* Horizontal wall */ - for (x = x1; x <= x2; x++) - { - place_inner_bold(yval, x); - if (curtain2) cave[yval][x].feat = feat_door[DOOR_CURTAIN].closed; - } - /* Prevent edge of wall from being tunneled */ - place_solid_bold(yval, x1 - 1); - place_solid_bold(yval, x2 + 1); - } - else - { - /* Vertical wall */ - for (y = y1; y <= y2; y++) - { - place_inner_bold(y, xval); - if (curtain2) cave[y][xval].feat = feat_door[DOOR_CURTAIN].closed; - } + /* Boundaries are walls */ + cave[fill_data.ymin][fill_data.xmin].feat = (s16b)maxsize; + cave[fill_data.ymax][fill_data.xmin].feat = (s16b)maxsize; + cave[fill_data.ymin][fill_data.xmax].feat = (s16b)maxsize; + cave[fill_data.ymax][fill_data.xmax].feat = (s16b)maxsize; - /* Prevent edge of wall from being tunneled */ - place_solid_bold(y1 - 1, xval); - place_solid_bold(y2 + 1, xval); - } + /* Set the middle square to be an open area. */ + cave[y0][x0].feat = 0; - place_random_door(yval, xval, TRUE); - if (curtain2) cave[yval][xval].feat = feat_door[DOOR_CURTAIN].closed; - } + /* Initialize the step sizes */ + xstep = xhstep = xsize * 256; + ystep = yhstep = ysize * 256; + xxsize = xsize * 256; + yysize = ysize * 256; - return TRUE; -} - - -/* - * Type 2 -- Overlapping rectangular rooms - */ -static bool build_type2(void) -{ - int y, x, xval, yval; - int y1a, x1a, y2a, x2a; - int y1b, x1b, y2b, x2b; - bool light; - cave_type *c_ptr; + /* + * 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; - /* Find and reserve some space in the dungeon. Get center of room. */ - if (!find_space(&yval, &xval, 11, 25)) return FALSE; + /* cache well used values */ + xstep2 = xstep / 256; + ystep2 = ystep / 256; - /* Choose lite or dark */ - light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)); + xhstep2 = xhstep / 256; + yhstep2 = yhstep / 256; - /* Determine extents of the first room */ - y1a = yval - randint1(4); - y2a = yval + randint1(3); - x1a = xval - randint1(11); - x2a = xval + randint1(10); + /* 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; - /* Determine extents of the second room */ - y1b = yval - randint1(3); - y2b = yval + randint1(4); - x1b = xval - randint1(10); - x2b = xval + randint1(11); + /* Test square */ + if (cave[jj][ii].feat == -1) + { + if (xhstep2 > grd) + { + /* If greater than 'grid' level then is random */ + store_height(ii, jj, randint1(maxsize)); + } + else + { + /* Average of left and right points +random bit */ + store_height(ii, jj, + (cave[jj][fill_data.xmin + (i - xhstep) / 256].feat + + cave[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2 + + (randint1(xstep2) - xhstep2) * roug / 16); + } + } + } + } - /* Place a full floor for room "a" */ - for (y = y1a - 1; y <= y2a + 1; y++) - { - for (x = x1a - 1; x <= x2a + 1; x++) + /* middle left to right. */ + for (j = yhstep; j <= yysize - yhstep; j += ystep) { - c_ptr = &cave[y][x]; - place_floor_grid(c_ptr); - c_ptr->info |= (CAVE_ROOM); - if (light) c_ptr->info |= (CAVE_GLOW); + for (i = 0; i <= xxsize; i += xstep) + { + /* cache often used values */ + ii = i / 256 + fill_data.xmin; + jj = j / 256 + fill_data.ymin; + + /* Test square */ + if (cave[jj][ii].feat == -1) + { + if (xhstep2 > grd) + { + /* If greater than 'grid' level then is random */ + store_height(ii, jj, randint1(maxsize)); + } + else + { + /* Average of up and down points +random bit */ + store_height(ii, jj, + (cave[fill_data.ymin + (j - yhstep) / 256][ii].feat + + cave[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2 + + (randint1(ystep2) - yhstep2) * roug / 16); + } + } + } } - } - /* Place a full floor for room "b" */ - for (y = y1b - 1; y <= y2b + 1; y++) - { - for (x = x1b - 1; x <= x2b + 1; x++) + /* center. */ + for (i = xhstep; i <= xxsize - xhstep; i += xstep) { - c_ptr = &cave[y][x]; - place_floor_grid(c_ptr); - c_ptr->info |= (CAVE_ROOM); - if (light) c_ptr->info |= (CAVE_GLOW); - } - } + for (j = yhstep; j <= yysize - yhstep; j += ystep) + { + /* cache often used values */ + ii = i / 256 + fill_data.xmin; + jj = j / 256 + fill_data.ymin; + /* Test square */ + if (cave[jj][ii].feat == -1) + { + if (xhstep2 > grd) + { + /* If greater than 'grid' level then is random */ + store_height(ii, jj, randint1(maxsize)); + } + else + { + /* Cache reused values. */ + xm = fill_data.xmin + (i - xhstep) / 256; + xp = fill_data.xmin + (i + xhstep) / 256; + ym = fill_data.ymin + (j - yhstep) / 256; + yp = fill_data.ymin + (j + yhstep) / 256; - /* Place the walls around room "a" */ - for (y = y1a - 1; y <= y2a + 1; y++) - { - c_ptr = &cave[y][x1a - 1]; - place_outer_grid(c_ptr); - c_ptr = &cave[y][x2a + 1]; - place_outer_grid(c_ptr); - } - for (x = x1a - 1; x <= x2a + 1; x++) - { - c_ptr = &cave[y1a - 1][x]; - place_outer_grid(c_ptr); - c_ptr = &cave[y2a + 1][x]; - place_outer_grid(c_ptr); + /* + * Average over all four corners + scale by diagsize to + * reduce the effect of the square grid on the shape of the fractal + */ + store_height(ii, jj, + (cave[ym][xm].feat + cave[yp][xm].feat + + cave[ym][xp].feat + cave[yp][xp].feat) / 4 + + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug); + } + } + } + } } +} + - /* Place the walls around room "b" */ - for (y = y1b - 1; y <= y2b + 1; y++) +static bool hack_isnt_wall(POSITION y, POSITION x, int c1, int c2, int c3, FEAT_IDX feat1, FEAT_IDX feat2, FEAT_IDX feat3, BIT_FLAGS info1, BIT_FLAGS info2, BIT_FLAGS info3) +{ + /* + * function used to convert from height-map back to the + * normal angband cave format + */ + if (cave[y][x].info & CAVE_ICKY) { - c_ptr = &cave[y][x1b - 1]; - place_outer_grid(c_ptr); - c_ptr = &cave[y][x2b + 1]; - place_outer_grid(c_ptr); + /* already done */ + return FALSE; } - for (x = x1b - 1; x <= x2b + 1; x++) + else { - c_ptr = &cave[y1b - 1][x]; - place_outer_grid(c_ptr); - c_ptr = &cave[y2b + 1][x]; - place_outer_grid(c_ptr); - } - - + /* Show that have looked at this square */ + cave[y][x].info|= (CAVE_ICKY); - /* Replace the floor for room "a" */ - for (y = y1a; y <= y2a; y++) - { - for (x = x1a; x <= x2a; x++) + /* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */ + if (cave[y][x].feat <= c1) { - c_ptr = &cave[y][x]; - place_floor_grid(c_ptr); + /* 25% of the time use the other tile : it looks better this way */ + if (randint1(100) < 75) + { + cave[y][x].feat = feat1; + cave[y][x].info &= ~(CAVE_MASK); + cave[y][x].info |= info1; + return TRUE; + } + else + { + cave[y][x].feat = feat2; + cave[y][x].info &= ~(CAVE_MASK); + cave[y][x].info |= info2; + return TRUE; + } } - } - - /* Replace the floor for room "b" */ - for (y = y1b; y <= y2b; y++) - { - for (x = x1b; x <= x2b; x++) + else if (cave[y][x].feat <= c2) { - c_ptr = &cave[y][x]; - place_floor_grid(c_ptr); + /* 25% of the time use the other tile : it looks better this way */ + if (randint1(100) < 75) + { + cave[y][x].feat = feat2; + cave[y][x].info &= ~(CAVE_MASK); + cave[y][x].info |= info2; + return TRUE; + } + else + { + cave[y][x].feat = feat1; + cave[y][x].info &= ~(CAVE_MASK); + cave[y][x].info |= info1; + return TRUE; + } + } + else if (cave[y][x].feat <= c3) + { + cave[y][x].feat = feat3; + cave[y][x].info &= ~(CAVE_MASK); + cave[y][x].info |= info3; + return TRUE; + } + /* if greater than cutoff then is a wall */ + else + { + place_outer_bold(y, x); + return FALSE; } } - - return TRUE; } + /* - * Type 3 -- Cross shaped rooms - * - * Builds a room at a row, column coordinate - * - * Room "a" runs north/south, and Room "b" runs east/east - * So the "central pillar" runs from x1a, y1b to x2a, y2b. - * - * Note that currently, the "center" is always 3x3, but I think that - * 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. + * Quick and nasty fill routine used to find the connected region + * of floor in the middle of the cave */ -static bool build_type3(void) +static void cave_fill(POSITION y, POSITION x) { - int y, x, dy, dx, wy, wx; - int y1a, x1a, y2a, x2a; - int y1b, x1b, y2b, x2b; - int yval, xval; - bool light; - cave_type *c_ptr; - + int i, j, d; + POSITION ty, tx; - /* Find and reserve some space in the dungeon. Get center of room. */ - if (!find_space(&yval, &xval, 11, 25)) return FALSE; + int flow_tail = 1; + int flow_head = 0; - /* Choose lite or dark */ - light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)); + /*** Start Grid ***/ - /* For now, always 3x3 */ - wx = wy = 1; + /* Enqueue that entry */ + temp_y[0] = y; + temp_x[0] = x; - /* Pick max vertical size (at most 4) */ - dy = rand_range(3, 4); + /* Now process the queue */ + while (flow_head != flow_tail) + { + /* Extract the next entry */ + ty = temp_y[flow_head]; + tx = temp_x[flow_head]; - /* Pick max horizontal size (at most 15) */ - dx = rand_range(3, 11); + /* 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; - /* Determine extents of the north/south room */ - y1a = yval - dy; - y2a = yval + dy; - x1a = xval - wx; - x2a = xval + wx; + /* Child location */ + j = ty + ddy_ddd[d]; + i = tx + ddx_ddd[d]; - /* Determine extents of the east/west room */ - y1b = yval - wy; - y2b = yval + wy; - x1b = xval - dx; - x2b = xval + dx; + /* Paranoia Don't leave the cave */ + if (!in_bounds(j, i)) + { + /* affect boundary */ + cave[j][i].info |= CAVE_ICKY; +/* return; */ + } + /* If within bounds */ + else if ((i > fill_data.xmin) && (i < fill_data.xmax) + && (j > fill_data.ymin) && (j < fill_data.ymax)) + { + /* If not a wall or floor done before */ + if (hack_isnt_wall(j, i, + fill_data.c1, fill_data.c2, fill_data.c3, + fill_data.feat1, fill_data.feat2, fill_data.feat3, + fill_data.info1, fill_data.info2, fill_data.info3)) + { + /* Enqueue that entry */ + temp_y[flow_tail] = (byte_hack)j; + temp_x[flow_tail] = (byte_hack)i; - /* Place a full floor for room "a" */ - for (y = y1a - 1; y <= y2a + 1; y++) - { - for (x = x1a - 1; x <= x2a + 1; x++) - { - c_ptr = &cave[y][x]; - place_floor_grid(c_ptr); - c_ptr->info |= (CAVE_ROOM); - if (light) c_ptr->info |= (CAVE_GLOW); - } - } + /* Advance the queue */ + if (++flow_tail == TEMP_MAX) flow_tail = 0; - /* Place a full floor for room "b" */ - for (y = y1b - 1; y <= y2b + 1; y++) - { - for (x = x1b - 1; x <= x2b + 1; x++) - { - c_ptr = &cave[y][x]; - place_floor_grid(c_ptr); - c_ptr->info |= (CAVE_ROOM); - if (light) c_ptr->info |= (CAVE_GLOW); + /* Hack -- Overflow by forgetting new entry */ + if (flow_tail == flow_head) + { + flow_tail = old_head; + } + else + { + /* keep tally of size of cave system */ + (fill_data.amount)++; + } + } + } + else + { + /* affect boundary */ + cave[j][i].info |= CAVE_ICKY; + } } } +} - /* Place the walls around room "a" */ - for (y = y1a - 1; y <= y2a + 1; y++) - { - c_ptr = &cave[y][x1a - 1]; - place_outer_grid(c_ptr); - c_ptr = &cave[y][x2a + 1]; - place_outer_grid(c_ptr); - } - for (x = x1a - 1; x <= x2a + 1; x++) - { - c_ptr = &cave[y1a - 1][x]; - place_outer_grid(c_ptr); - c_ptr = &cave[y2a + 1][x]; - place_outer_grid(c_ptr); - } +bool generate_fracave(POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int cutoff, bool light, bool room) +{ + POSITION x, y, xhsize, yhsize; + int i; - /* Place the walls around room "b" */ - for (y = y1b - 1; y <= y2b + 1; y++) - { - c_ptr = &cave[y][x1b - 1]; - place_outer_grid(c_ptr); - c_ptr = &cave[y][x2b + 1]; - place_outer_grid(c_ptr); - } - for (x = x1b - 1; x <= x2b + 1; x++) - { - c_ptr = &cave[y1b - 1][x]; - place_outer_grid(c_ptr); - c_ptr = &cave[y2b + 1][x]; - place_outer_grid(c_ptr); - } + /* offsets to middle from corner */ + xhsize = xsize / 2; + yhsize = ysize / 2; + + + /* + * select region connected to center of cave system + * this gets rid of alot of isolated one-sqaures that + * can make teleport traps instadeaths... + */ + + /* cutoffs */ + fill_data.c1 = cutoff; + fill_data.c2 = 0; + fill_data.c3 = 0; + + /* features to fill with */ + fill_data.feat1 = floor_type[randint0(100)]; + fill_data.feat2 = floor_type[randint0(100)]; + fill_data.feat3 = floor_type[randint0(100)]; + + fill_data.info1 = CAVE_FLOOR; + fill_data.info2 = CAVE_FLOOR; + fill_data.info3 = CAVE_FLOOR; + + /* number of filled squares */ + fill_data.amount = 0; + cave_fill((byte)y0, (byte)x0); - /* Replace the floor for room "a" */ - for (y = y1a; y <= y2a; y++) + /* if tally too small, try again */ + if (fill_data.amount < 10) { - for (x = x1a; x <= x2a; x++) + /* too small - clear area and try again later */ + for (x = 0; x <= xsize; ++x) { - c_ptr = &cave[y][x]; - place_floor_grid(c_ptr); + for (y = 0; y <= ysize; ++y) + { + place_extra_bold(y0 + y - yhsize, x0 + x - xhsize); + cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM); + } } + return FALSE; } - /* Replace the floor for room "b" */ - for (y = y1b; y <= y2b; y++) + /* + * 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) { - for (x = x1b; x <= x2b; x++) + /* top boundary */ + if ((cave[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room)) { - c_ptr = &cave[y][x]; - place_floor_grid(c_ptr); + /* Next to a 'filled' region? - set to be room walls */ + place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize); + if (light) cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW); + cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM); + place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize); + } + else + { + /* set to be normal granite */ + place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize); } - } + /* bottom boundary */ + if ((cave[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room)) + { + /* Next to a 'filled' region? - set to be room walls */ + place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize); + if (light) cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW); + cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_ROOM); + place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize); + } + else + { + /* set to be normal granite */ + place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize); + } + /* clear the icky flag-don't need it any more */ + cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY); + cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY); + } - /* Special features (3/4) */ - switch (randint0(4)) + /* Do the left and right boundaries minus the corners (done above) */ + for (i = 1; i < ysize; ++i) { - /* Large solid middle pillar */ - case 1: + /* left boundary */ + if ((cave[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room) { - for (y = y1b; y <= y2b; y++) - { - for (x = x1a; x <= x2a; x++) - { - c_ptr = &cave[y][x]; - place_inner_grid(c_ptr); - } - } - break; + /* room boundary */ + place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize); + if (light) cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW); + cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM); + place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize); } - - /* Inner treasure vault */ - case 2: + else { - /* Build the vault */ - for (y = y1b; y <= y2b; y++) - { - c_ptr = &cave[y][x1a]; - place_inner_grid(c_ptr); - c_ptr = &cave[y][x2a]; - place_inner_grid(c_ptr); - } - for (x = x1a; x <= x2a; x++) - { - c_ptr = &cave[y1b][x]; - place_inner_grid(c_ptr); - c_ptr = &cave[y2b][x]; - place_inner_grid(c_ptr); - } - - /* Place a secret door on the inner room */ - switch (randint0(4)) - { - case 0: place_secret_door(y1b, xval, DOOR_DEFAULT); break; - case 1: place_secret_door(y2b, xval, DOOR_DEFAULT); break; - case 2: place_secret_door(yval, x1a, DOOR_DEFAULT); break; - case 3: place_secret_door(yval, x2a, DOOR_DEFAULT); break; - } - - /* Place a treasure in the vault */ - place_object(yval, xval, 0L); - - /* Let's guard the treasure well */ - vault_monsters(yval, xval, randint0(2) + 3); + /* outside room */ + place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize); + } + /* right boundary */ + if ((cave[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room) + { + /* room boundary */ + place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize); + if (light) cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW); + cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM); + place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize); + } + else + { + /* outside room */ + place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize); + } - /* Traps naturally */ - vault_traps(yval, xval, 4, 4, randint0(3) + 2); + /* clear icky flag -done with it */ + cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY); + cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY); + } - break; - } - /* Something else */ - case 3: + /* Do the rest: convert back to the normal format */ + for (x = 1; x < xsize; ++x) + { + for (y = 1; y < ysize; ++y) { - /* Occasionally pinch the center shut */ - if (one_in_(3)) + if (is_floor_bold(y0 + y - yhsize, x0 + x - xhsize) && + (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) { - /* Pinch the east/west sides */ - for (y = y1b; y <= y2b; y++) - { - if (y == yval) continue; - c_ptr = &cave[y][x1a - 1]; - place_inner_grid(c_ptr); - c_ptr = &cave[y][x2a + 1]; - place_inner_grid(c_ptr); - } + /* Clear the icky flag in the filled region */ + cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY; - /* Pinch the north/south sides */ - for (x = x1a; x <= x2a; x++) + /* Set appropriate flags */ + if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW); + if (room) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM); + } + else if (is_outer_bold(y0 + y - yhsize, x0 + x - xhsize) && + (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) + { + /* Walls */ + cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY); + if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW); + if (room) { - if (x == xval) continue; - c_ptr = &cave[y1b - 1][x]; - place_inner_grid(c_ptr); - c_ptr = &cave[y2b + 1][x]; - place_inner_grid(c_ptr); + cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM); } - - /* Sometimes shut using secret doors */ - if (one_in_(3)) + else { - int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) && - one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN : - ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR); - - place_secret_door(yval, x1a - 1, door_type); - place_secret_door(yval, x2a + 1, door_type); - place_secret_door(y1b - 1, xval, door_type); - place_secret_door(y2b + 1, xval, door_type); - } - } - /* Occasionally put a "plus" in the center */ - else if (one_in_(3)) - { - c_ptr = &cave[yval][xval]; - place_inner_grid(c_ptr); - c_ptr = &cave[y1b][xval]; - place_inner_grid(c_ptr); - c_ptr = &cave[y2b][xval]; - place_inner_grid(c_ptr); - c_ptr = &cave[yval][x1a]; - place_inner_grid(c_ptr); - c_ptr = &cave[yval][x2a]; - place_inner_grid(c_ptr); + place_extra_bold(y0 + y - yhsize, x0 + x - xhsize); + cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM); + } } - - /* Occasionally put a pillar in the center */ - else if (one_in_(3)) + else { - c_ptr = &cave[yval][xval]; - place_inner_grid(c_ptr); + /* Clear the unconnected regions */ + place_extra_bold(y0 + y - yhsize, x0 + x - xhsize); + cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM); } - - break; } } + /* + * 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 /* - * Type 4 -- Large room with inner features - * - * Possible sub-types: - * 1 - Just an inner room with one door - * 2 - An inner room within an inner room - * 3 - An inner room with pillar(s) - * 4 - Inner room has a maze - * 5 - A set of four inner rooms + * Builds a cave system in the center of the dungeon. */ -static bool build_type4(void) +void build_cavern(void) { - int y, x, y1, x1; - int y2, x2, tmp, yval, xval; - bool light; - cave_type *c_ptr; - - - /* Find and reserve some space in the dungeon. Get center of room. */ - if (!find_space(&yval, &xval, 11, 25)) return FALSE; + int grd, roug, cutoff; + POSITION xsize, ysize, x0, y0; + bool done, light; - /* Choose lite or dark */ - light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)); + light = done = FALSE; + if ((dun_level <= randint1(50)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE; - /* Large room */ - y1 = yval - 4; - y2 = yval + 4; - x1 = xval - 11; - x2 = xval + 11; + /* Make a cave the size of the dungeon */ + xsize = cur_wid - 1; + ysize = cur_hgt - 1; + x0 = xsize / 2; + y0 = ysize / 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); - } - } + /* Paranoia: make size even */ + xsize = x0 * 2; + ysize = y0 * 2; - /* 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++) + while (!done) { - c_ptr = &cave[y1 - 1][x]; - place_outer_grid(c_ptr); - c_ptr = &cave[y2 + 1][x]; - place_outer_grid(c_ptr); - } + /* testing values for these parameters: feel free to adjust */ + grd = randint1(4) + 4; + /* want average of about 16 */ + roug = randint1(8) * randint1(4); - /* The inner room */ - y1 = y1 + 2; - y2 = y2 - 2; - x1 = x1 + 2; - x2 = x2 - 2; - - /* The inner walls */ - for (y = y1 - 1; y <= y2 + 1; y++) - { - c_ptr = &cave[y][x1 - 1]; - place_inner_grid(c_ptr); - c_ptr = &cave[y][x2 + 1]; - place_inner_grid(c_ptr); - } - for (x = x1 - 1; x <= x2 + 1; x++) - { - c_ptr = &cave[y1 - 1][x]; - place_inner_grid(c_ptr); - c_ptr = &cave[y2 + 1][x]; - place_inner_grid(c_ptr); - } - - - /* Inner room variations */ - switch (randint1(5)) - { - /* Just an inner room with a monster */ - case 1: - { - /* Place a secret door */ - switch (randint1(4)) - { - case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break; - case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break; - case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break; - case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break; - } - - /* Place a monster in the room */ - vault_monsters(yval, xval, 1); - - break; - } - - /* Treasure Vault (with a door) */ - case 2: - { - /* Place a secret door */ - switch (randint1(4)) - { - case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break; - case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break; - case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break; - case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break; - } - - /* Place another inner room */ - for (y = yval - 1; y <= yval + 1; y++) - { - for (x = xval - 1; x <= xval + 1; x++) - { - if ((x == xval) && (y == yval)) continue; - c_ptr = &cave[y][x]; - place_inner_grid(c_ptr); - } - } - - /* Place a locked door on the inner room */ - switch (randint1(4)) - { - case 1: place_locked_door(yval - 1, xval); break; - case 2: place_locked_door(yval + 1, xval); break; - case 3: place_locked_door(yval, xval - 1); break; - case 4: place_locked_door(yval, xval + 1); break; - } - - /* Monsters to guard the "treasure" */ - vault_monsters(yval, xval, randint1(3) + 2); - - /* Object (80%) */ - if (randint0(100) < 80) - { - place_object(yval, xval, 0L); - } - - /* Stairs (20%) */ - else - { - place_random_stairs(yval, xval); - } - - /* Traps to protect the treasure */ - vault_traps(yval, xval, 4, 10, 2 + randint1(3)); - - break; - } - - /* Inner pillar(s). */ - case 3: - { - /* Place a secret door */ - switch (randint1(4)) - { - case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break; - case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break; - case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break; - case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break; - } - - /* Large Inner Pillar */ - for (y = yval - 1; y <= yval + 1; y++) - { - for (x = xval - 1; x <= xval + 1; x++) - { - c_ptr = &cave[y][x]; - place_inner_grid(c_ptr); - } - } - - /* Occasionally, two more Large Inner Pillars */ - if (one_in_(2)) - { - tmp = randint1(2); - for (y = yval - 1; y <= yval + 1; y++) - { - for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++) - { - c_ptr = &cave[y][x]; - place_inner_grid(c_ptr); - } - for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++) - { - c_ptr = &cave[y][x]; - place_inner_grid(c_ptr); - } - } - } - - /* Occasionally, some Inner rooms */ - if (one_in_(3)) - { - int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) && - one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN : - ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR); - - /* Long horizontal walls */ - for (x = xval - 5; x <= xval + 5; x++) - { - c_ptr = &cave[yval - 1][x]; - place_inner_grid(c_ptr); - c_ptr = &cave[yval + 1][x]; - place_inner_grid(c_ptr); - } - - /* Close off the left/right edges */ - c_ptr = &cave[yval][xval - 5]; - place_inner_grid(c_ptr); - c_ptr = &cave[yval][xval + 5]; - place_inner_grid(c_ptr); - - /* Secret doors (random top/bottom) */ - place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type); - place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type); - - /* Monsters */ - vault_monsters(yval, xval - 2, randint1(2)); - vault_monsters(yval, xval + 2, randint1(2)); - - /* Objects */ - if (one_in_(3)) place_object(yval, xval - 2, 0L); - if (one_in_(3)) place_object(yval, xval + 2, 0L); - } - - break; - } - - /* Maze inside. */ - case 4: - { - /* Place a secret door */ - switch (randint1(4)) - { - case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break; - case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break; - case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break; - case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break; - } - - /* Maze (really a checkerboard) */ - for (y = y1; y <= y2; y++) - { - for (x = x1; x <= x2; x++) - { - if (0x1 & (x + y)) - { - c_ptr = &cave[y][x]; - place_inner_grid(c_ptr); - } - } - } - - /* Monsters just love mazes. */ - vault_monsters(yval, xval - 5, randint1(3)); - vault_monsters(yval, xval + 5, randint1(3)); - - /* Traps make them entertaining. */ - vault_traps(yval, xval - 3, 2, 8, randint1(3)); - vault_traps(yval, xval + 3, 2, 8, randint1(3)); - - /* Mazes should have some treasure too. */ - vault_objects(yval, xval, 3); - - break; - } - - /* Four small rooms. */ - case 5: - { - int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) && - one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN : - ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR); - - /* Inner "cross" */ - for (y = y1; y <= y2; y++) - { - c_ptr = &cave[y][xval]; - place_inner_grid(c_ptr); - } - for (x = x1; x <= x2; x++) - { - c_ptr = &cave[yval][x]; - place_inner_grid(c_ptr); - } - - /* Doors into the rooms */ - if (randint0(100) < 50) - { - int i = randint1(10); - place_secret_door(y1 - 1, xval - i, door_type); - place_secret_door(y1 - 1, xval + i, door_type); - place_secret_door(y2 + 1, xval - i, door_type); - place_secret_door(y2 + 1, xval + i, door_type); - } - else - { - int i = randint1(3); - place_secret_door(yval + i, x1 - 1, door_type); - place_secret_door(yval - i, x1 - 1, door_type); - place_secret_door(yval + i, x2 + 1, door_type); - place_secret_door(yval - i, x2 + 1, door_type); - } - - /* Treasure, centered at the center of the cross */ - vault_objects(yval, xval, 2 + randint1(2)); - - /* Gotta have some monsters. */ - vault_monsters(yval + 1, xval - 4, randint1(4)); - vault_monsters(yval + 1, xval + 4, randint1(4)); - vault_monsters(yval - 1, xval - 4, randint1(4)); - vault_monsters(yval - 1, xval + 4, randint1(4)); - - break; - } - } - - return TRUE; -} - - -/* - * The following functions are used to determine if the given monster - * is appropriate for inclusion in a monster nest or monster pit or - * the given type. - * - * None of the pits/nests are allowed to include "unique" monsters. - */ - - -/* - * Monster validation macro - * - * Line 1 -- forbid town monsters - * Line 2 -- forbid uniques - * Line 3 -- forbid aquatic monsters - */ -#define vault_monster_okay(I) \ - (mon_hook_dungeon(I) && \ - !(r_info[I].flags1 & RF1_UNIQUE) && \ - !(r_info[I].flags7 & RF7_UNIQUE2) && \ - !(r_info[I].flagsr & RFR_RES_ALL) && \ - !(r_info[I].flags7 & RF7_AQUATIC)) - - -/* Race index for "monster pit (clone)" */ -static int vault_aux_race; - -/* Race index for "monster pit (symbol clone)" */ -static char vault_aux_char; - -/* Breath mask for "monster pit (dragon)" */ -static u32b vault_aux_dragon_mask4; - - -/* - * Helper monster selection function - */ -static bool vault_aux_simple(int r_idx) -{ - /* Okay */ - return (vault_monster_okay(r_idx)); -} - - -/* - * Helper function for "monster nest (jelly)" - */ -static bool vault_aux_jelly(int r_idx) -{ - monster_race *r_ptr = &r_info[r_idx]; - - /* Validate the monster */ - if (!vault_monster_okay(r_idx)) return (FALSE); - - if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE); - - /* Also decline evil jellies (like death molds and shoggoths) */ - if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE); - - /* Require icky thing, jelly, mold, or mushroom */ - if (!my_strchr("ijm,", r_ptr->d_char)) return (FALSE); - - /* Okay */ - return (TRUE); -} - - -/* - * Helper function for "monster nest (animal)" - */ -static bool vault_aux_animal(int r_idx) -{ - monster_race *r_ptr = &r_info[r_idx]; - - /* Validate the monster */ - if (!vault_monster_okay(r_idx)) return (FALSE); - - /* Require "animal" flag */ - if (!(r_ptr->flags3 & (RF3_ANIMAL))) return (FALSE); - - /* Okay */ - return (TRUE); -} - - -/* - * Helper function for "monster nest (undead)" - */ -static bool vault_aux_undead(int r_idx) -{ - monster_race *r_ptr = &r_info[r_idx]; - - /* Validate the monster */ - if (!vault_monster_okay(r_idx)) return (FALSE); - - /* Require Undead */ - if (!(r_ptr->flags3 & (RF3_UNDEAD))) return (FALSE); - - /* Okay */ - return (TRUE); -} - - -/* - * Helper function for "monster nest (chapel)" - */ -static bool vault_aux_chapel_g(int r_idx) -{ - static int chapel_list[] = { - MON_NOV_PRIEST, MON_NOV_PALADIN, MON_NOV_PRIEST_G, MON_NOV_PALADIN_G, - MON_PRIEST, MON_JADE_MONK, MON_IVORY_MONK, MON_ULTRA_PALADIN, - MON_EBONY_MONK, MON_W_KNIGHT, MON_KNI_TEMPLAR, MON_PALADIN, - MON_TOPAZ_MONK, 0}; - - int i; - - monster_race *r_ptr = &r_info[r_idx]; - - /* Validate the monster */ - if (!vault_monster_okay(r_idx)) return (FALSE); - - if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE); - if ((r_idx == MON_A_GOLD) || (r_idx == MON_A_SILVER)) return (FALSE); - - /* Require "priest" or Angel */ - - if (r_ptr->d_char == 'A') return TRUE; - - for (i = 0; chapel_list[i]; i++) - if (r_idx == chapel_list[i]) return TRUE; - - return FALSE; -} - - -/* - * Helper function for "monster nest (kennel)" - */ -static bool vault_aux_kennel(int r_idx) -{ - monster_race *r_ptr = &r_info[r_idx]; - - /* Validate the monster */ - if (!vault_monster_okay(r_idx)) return (FALSE); - - /* Require a Zephyr Hound or a dog */ - if (!my_strchr("CZ", r_ptr->d_char)) return (FALSE); - - /* Okay */ - return (TRUE); -} - - -/* - * Helper function for "monster nest (mimic)" - */ -static bool vault_aux_mimic(int r_idx) -{ - monster_race *r_ptr = &r_info[r_idx]; - - /* Validate the monster */ - if (!vault_monster_okay(r_idx)) return (FALSE); - - /* Require mimic */ - if (!my_strchr("!$&(/=?[\\|", r_ptr->d_char)) return (FALSE); - - /* Okay */ - return (TRUE); -} - -/* - * Helper function for "monster nest (clone)" - */ -static bool vault_aux_clone(int r_idx) -{ - /* Validate the monster */ - if (!vault_monster_okay(r_idx)) return (FALSE); - - return (r_idx == vault_aux_race); -} - - -/* - * Helper function for "monster nest (symbol clone)" - */ -static bool vault_aux_symbol_e(int r_idx) -{ - monster_race *r_ptr = &r_info[r_idx]; - - /* Validate the monster */ - if (!vault_monster_okay(r_idx)) return (FALSE); - - if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE); - - if (r_ptr->flags3 & (RF3_GOOD)) return (FALSE); - - /* Decline incorrect symbol */ - if (r_ptr->d_char != vault_aux_char) return (FALSE); - - /* Okay */ - return (TRUE); -} - - -/* - * Helper function for "monster nest (symbol clone)" - */ -static bool vault_aux_symbol_g(int r_idx) -{ - monster_race *r_ptr = &r_info[r_idx]; - - /* Validate the monster */ - if (!vault_monster_okay(r_idx)) return (FALSE); - - if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE); - - if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE); - - /* Decline incorrect symbol */ - if (r_ptr->d_char != vault_aux_char) return (FALSE); - - /* Okay */ - return (TRUE); -} - - -/* - * Helper function for "monster pit (orc)" - */ -static bool vault_aux_orc(int r_idx) -{ - monster_race *r_ptr = &r_info[r_idx]; - - /* Validate the monster */ - if (!vault_monster_okay(r_idx)) return (FALSE); - - /* Require orc */ - if (!(r_ptr->flags3 & RF3_ORC)) return (FALSE); - - /* Decline undead */ - if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE); - - /* Okay */ - return (TRUE); -} - - -/* - * Helper function for "monster pit (troll)" - */ -static bool vault_aux_troll(int r_idx) -{ - monster_race *r_ptr = &r_info[r_idx]; - - /* Validate the monster */ - if (!vault_monster_okay(r_idx)) return (FALSE); - - /* Require troll */ - if (!(r_ptr->flags3 & RF3_TROLL)) return (FALSE); - - /* Decline undead */ - if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE); - - /* Okay */ - return (TRUE); -} - - -/* - * Helper function for "monster pit (giant)" - */ -static bool vault_aux_giant(int r_idx) -{ - monster_race *r_ptr = &r_info[r_idx]; - - /* Validate the monster */ - if (!vault_monster_okay(r_idx)) return (FALSE); - - /* Require giant */ - if (!(r_ptr->flags3 & RF3_GIANT)) return (FALSE); - - if (r_ptr->flags3 & RF3_GOOD) return (FALSE); - - /* Decline undead */ - if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE); - - /* Okay */ - return (TRUE); -} - - -/* - * Helper function for "monster pit (dragon)" - */ -static bool vault_aux_dragon(int r_idx) -{ - monster_race *r_ptr = &r_info[r_idx]; - - /* Validate the monster */ - if (!vault_monster_okay(r_idx)) return (FALSE); - - /* Require dragon */ - if (!(r_ptr->flags3 & RF3_DRAGON)) return (FALSE); - - /* Hack -- Require correct "breath attack" */ - if (r_ptr->flags4 != vault_aux_dragon_mask4) return (FALSE); - - /* Decline undead */ - if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE); - - /* Okay */ - return (TRUE); -} - - -/* - * Helper function for "monster pit (demon)" - */ -static bool vault_aux_demon(int r_idx) -{ - monster_race *r_ptr = &r_info[r_idx]; - - /* Validate the monster */ - if (!vault_monster_okay(r_idx)) return (FALSE); - - if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE); - - /* Require demon */ - if (!(r_ptr->flags3 & RF3_DEMON)) return (FALSE); - - /* Okay */ - return (TRUE); -} - - -/* - * Helper function for "monster pit (lovecraftian)" - */ -static bool vault_aux_cthulhu(int r_idx) -{ - monster_race *r_ptr = &r_info[r_idx]; - - /* Validate the monster */ - if (!vault_monster_okay(r_idx)) return (FALSE); - - if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE); - - /* Require eldritch horror */ - if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE); - - /* Okay */ - return (TRUE); -} - - -/* - * Helper function for "monster pit (clone)" - */ -static void vault_prep_clone(void) -{ - /* Apply the monster restriction */ - get_mon_num_prep(vault_aux_simple, NULL); - - /* Pick a race to clone */ - vault_aux_race = get_mon_num(dun_level + 10); - - /* Remove the monster restriction */ - get_mon_num_prep(NULL, NULL); -} - - -/* - * Helper function for "monster pit (symbol clone)" - */ -static void vault_prep_symbol(void) -{ - int r_idx; - - /* Apply the monster restriction */ - get_mon_num_prep(vault_aux_simple, NULL); - - /* Pick a race to clone */ - r_idx = get_mon_num(dun_level + 10); - - /* Remove the monster restriction */ - get_mon_num_prep(NULL, NULL); - - /* Extract the symbol */ - vault_aux_char = r_info[r_idx].d_char; -} - - -/* - * Helper function for "monster pit (dragon)" - */ -static void vault_prep_dragon(void) -{ - /* Pick dragon type */ - switch (randint0(6)) - { - /* Black */ - case 0: - { - /* Restrict dragon breath type */ - vault_aux_dragon_mask4 = RF4_BR_ACID; - - /* Done */ - break; - } - - /* Blue */ - case 1: - { - /* Restrict dragon breath type */ - vault_aux_dragon_mask4 = RF4_BR_ELEC; - - /* Done */ - break; - } - - /* Red */ - case 2: - { - /* Restrict dragon breath type */ - vault_aux_dragon_mask4 = RF4_BR_FIRE; - - /* Done */ - break; - } - - /* White */ - case 3: - { - /* Restrict dragon breath type */ - vault_aux_dragon_mask4 = RF4_BR_COLD; - - /* Done */ - break; - } - - /* Green */ - case 4: - { - /* Restrict dragon breath type */ - vault_aux_dragon_mask4 = RF4_BR_POIS; - - /* Done */ - break; - } - - /* Multi-hued */ - default: - { - /* Restrict dragon breath type */ - vault_aux_dragon_mask4 = (RF4_BR_ACID | RF4_BR_ELEC | - RF4_BR_FIRE | RF4_BR_COLD | - RF4_BR_POIS); - - /* Done */ - break; - } - } -} - - -/* - * 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; - - -struct vault_aux_type -{ - cptr name; - bool (*hook_func)(int r_idx); - void (*prep_func)(void); - int level; - int chance; -}; - - -static int pick_vault_type(vault_aux_type *l_ptr, s16b allow_flag_mask) -{ - int tmp, total, count; - - vault_aux_type *n_ptr; - - /* Calculate the total possibilities */ - for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++) - { - /* Note end */ - if (!n_ptr->name) break; - - /* Ignore excessive depth */ - if (n_ptr->level > dun_level) continue; - - /* Not matched with pit/nest flag */ - if (!(allow_flag_mask & (1L << count))) continue; - - /* Count this possibility */ - total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5); - } - - /* Pick a random type */ - tmp = randint0(total); - - /* Find this type */ - for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++) - { - /* Note end */ - if (!n_ptr->name) break; - - /* Ignore excessive depth */ - if (n_ptr->level > dun_level) continue; - - /* Not matched with pit/nest flag */ - if (!(allow_flag_mask & (1L << count))) continue; - - /* Count this possibility */ - total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5); - - /* Found the type */ - if (tmp < total) break; - } - - return n_ptr->name ? count : -1; -} - -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}, -#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 - {"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 - * - * A monster nest is a "big" room, with an "inner" room, containing - * a "collection" of monsters of a given type strewn about the room. - * - * The monsters are chosen from a set of 64 randomly selected monster - * races, to allow the nest creation to fail instead of having "holes". - * - * 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 nest. - * - * Note that the "get_mon_num()" function may (rarely) fail, in which - * case the nest will be empty. - * - * Note that "monster nests" will never contain "unique" monsters. - */ -static bool build_type5(void) -{ - int y, x, y1, x1, y2, x2, xval, yval; - int i; - nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE]; - - monster_type align; - - cave_type *c_ptr; - - int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest); - vault_aux_type *n_ptr; - - /* No type available */ - if (cur_nest_type < 0) return FALSE; - - n_ptr = &nest_types[cur_nest_type]; - - /* Process a preparation function if necessary */ - if (n_ptr->prep_func) (*(n_ptr->prep_func))(); - - /* Prepare allocation table */ - get_mon_num_prep(n_ptr->hook_func, NULL); - - align.sub_align = SUB_ALIGN_NEUTRAL; - - /* Pick some monster types */ - for (i = 0; i < NUM_NEST_MON_TYPE; i++) - { - int r_idx = 0, attempts = 100; - monster_race *r_ptr = NULL; - - while (attempts--) - { - /* Get a (hard) monster type */ - r_idx = get_mon_num(dun_level + 11); - r_ptr = &r_info[r_idx]; - - /* Decline incorrect alignment */ - if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue; - - /* Accept this monster */ - break; - } - - /* Notice failure */ - if (!r_idx || !attempts) return FALSE; - - /* Note the alignment */ - if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL; - if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD; - - nest_mon_info[i].r_idx = r_idx; - nest_mon_info[i].used = FALSE; - } - - /* Find and reserve some space in the dungeon. Get center of room. */ - if (!find_space(&yval, &xval, 11, 25)) return FALSE; - - /* Large room */ - y1 = yval - 4; - y2 = yval + 4; - x1 = xval - 11; - x2 = xval + 11; - - /* Place the floor area */ - for (y = y1 - 1; y <= y2 + 1; y++) - { - for (x = x1 - 1; x <= x2 + 1; x++) - { - c_ptr = &cave[y][x]; - place_floor_grid(c_ptr); - c_ptr->info |= (CAVE_ROOM); - } - } - - /* Place the outer walls */ - for (y = y1 - 1; y <= y2 + 1; y++) - { - c_ptr = &cave[y][x1 - 1]; - place_outer_grid(c_ptr); - c_ptr = &cave[y][x2 + 1]; - place_outer_grid(c_ptr); - } - for (x = x1 - 1; x <= x2 + 1; x++) - { - c_ptr = &cave[y1 - 1][x]; - place_outer_grid(c_ptr); - c_ptr = &cave[y2 + 1][x]; - place_outer_grid(c_ptr); - } - - - /* Advance to the center room */ - y1 = y1 + 2; - y2 = y2 - 2; - x1 = x1 + 2; - x2 = x2 - 2; - - /* The inner walls */ - for (y = y1 - 1; y <= y2 + 1; y++) - { - c_ptr = &cave[y][x1 - 1]; - place_inner_grid(c_ptr); - c_ptr = &cave[y][x2 + 1]; - place_inner_grid(c_ptr); - } - - for (x = x1 - 1; x <= x2 + 1; x++) - { - c_ptr = &cave[y1 - 1][x]; - place_inner_grid(c_ptr); - c_ptr = &cave[y2 + 1][x]; - place_inner_grid(c_ptr); - } - for (y = y1; y <= y2; y++) - { - for (x = x1; x <= x2; x++) - { - add_cave_info(y, x, CAVE_ICKY); - } - } - - /* Place a secret door */ - switch (randint1(4)) - { - case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break; - case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break; - case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break; - case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break; - } - - /* Describe */ - if (cheat_room) - { - /* Room type */ -#ifdef JP - msg_format("¥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 - } - - /* Place some monsters */ - for (y = yval - 2; y <= yval + 2; y++) - { - for (x = xval - 9; x <= xval + 9; x++) - { - int r_idx; - - i = randint0(NUM_NEST_MON_TYPE); - r_idx = nest_mon_info[i].r_idx; - - /* Place that "random" monster (no groups) */ - (void)place_monster_aux(0, y, x, r_idx, 0L); - - nest_mon_info[i].used = TRUE; - } - } - - if (cheat_room && cheat_hear) - { - ang_sort_comp = ang_sort_comp_nest_mon_info; - ang_sort_swap = ang_sort_swap_nest_mon_info; - ang_sort(nest_mon_info, NULL, NUM_NEST_MON_TYPE); - - /* Dump the entries (prevent multi-printing) */ - for (i = 0; i < NUM_NEST_MON_TYPE; i++) - { - if (!nest_mon_info[i].used) break; - for (; i < NUM_NEST_MON_TYPE - 1; i++) - { - if (nest_mon_info[i].r_idx != nest_mon_info[i + 1].r_idx) break; - if (!nest_mon_info[i + 1].used) break; - } - msg_print(r_name + r_info[nest_mon_info[i].r_idx].name); - } - } - - return TRUE; -} - - -/* - * Type 6 -- Monster pits - * - * A monster pit is a "big" room, with an "inner" room, containing - * a "collection" of monsters of a given type organized in the room. - * - * The inside room in a monster pit appears as shown below, where the - * actual monsters in each location depend on the type of the pit - * - * ##################### - * #0000000000000000000# - * #0112233455543322110# - * #0112233467643322110# - * #0112233455543322110# - * #0000000000000000000# - * ##################### - * - * 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. - */ -static bool build_type6(void) -{ - int y, x, y1, x1, y2, x2, xval, yval; - int i, j; - - int what[16]; - - monster_type align; - - cave_type *c_ptr; - - int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit); - vault_aux_type *n_ptr; - - /* No type available */ - if (cur_pit_type < 0) return FALSE; - - n_ptr = &pit_types[cur_pit_type]; - - /* Process a preparation function if necessary */ - if (n_ptr->prep_func) (*(n_ptr->prep_func))(); - - /* Prepare allocation table */ - get_mon_num_prep(n_ptr->hook_func, NULL); - - align.sub_align = SUB_ALIGN_NEUTRAL; - - /* Pick some monster types */ - for (i = 0; i < 16; i++) - { - int r_idx = 0, attempts = 100; - monster_race *r_ptr = NULL; - - while (attempts--) - { - /* Get a (hard) monster type */ - r_idx = get_mon_num(dun_level + 11); - r_ptr = &r_info[r_idx]; - - /* Decline incorrect alignment */ - if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue; - - /* Accept this monster */ - break; - } - - /* Notice failure */ - if (!r_idx || !attempts) return FALSE; - - /* Note the alignment */ - if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL; - if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD; - - what[i] = r_idx; - } - - /* Find and reserve some space in the dungeon. Get center of room. */ - if (!find_space(&yval, &xval, 11, 25)) return FALSE; - - /* Large room */ - y1 = yval - 4; - y2 = yval + 4; - x1 = xval - 11; - x2 = xval + 11; - - /* Place the floor area */ - for (y = y1 - 1; y <= y2 + 1; y++) - { - for (x = x1 - 1; x <= x2 + 1; x++) - { - c_ptr = &cave[y][x]; - place_floor_grid(c_ptr); - c_ptr->info |= (CAVE_ROOM); - } - } - - /* Place the outer walls */ - for (y = y1 - 1; y <= y2 + 1; y++) - { - c_ptr = &cave[y][x1 - 1]; - place_outer_grid(c_ptr); - c_ptr = &cave[y][x2 + 1]; - place_outer_grid(c_ptr); - } - for (x = x1 - 1; x <= x2 + 1; x++) - { - c_ptr = &cave[y1 - 1][x]; - place_outer_grid(c_ptr); - c_ptr = &cave[y2 + 1][x]; - place_outer_grid(c_ptr); - } - - /* Advance to the center room */ - y1 = y1 + 2; - y2 = y2 - 2; - x1 = x1 + 2; - x2 = x2 - 2; - - /* The inner walls */ - for (y = y1 - 1; y <= y2 + 1; y++) - { - c_ptr = &cave[y][x1 - 1]; - place_inner_grid(c_ptr); - c_ptr = &cave[y][x2 + 1]; - place_inner_grid(c_ptr); - } - for (x = x1 - 1; x <= x2 + 1; x++) - { - c_ptr = &cave[y1 - 1][x]; - place_inner_grid(c_ptr); - c_ptr = &cave[y2 + 1][x]; - place_inner_grid(c_ptr); - } - for (y = y1; y <= y2; y++) - { - for (x = x1; x <= x2; x++) - { - add_cave_info(y, x, CAVE_ICKY); - } - } - - /* Place a secret door */ - switch (randint1(4)) - { - case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break; - case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break; - case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break; - case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break; - } - - /* Sort the entries */ - for (i = 0; i < 16 - 1; i++) - { - /* Sort the entries */ - for (j = 0; j < 16 - 1; j++) - { - int i1 = j; - int i2 = j + 1; - - int p1 = r_info[what[i1]].level; - int p2 = r_info[what[i2]].level; - - /* Bubble */ - if (p1 > p2) - { - int tmp = what[i1]; - what[i1] = what[i2]; - what[i2] = tmp; - } - } - } - - /* Message */ - if (cheat_room) - { - /* Room type */ -#ifdef JP - msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(pit)(%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE)); -#else - msg_format("Monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE)); -#endif - } - - /* Select the entries */ - for (i = 0; i < 8; i++) - { - /* Every other entry */ - what[i] = what[i * 2]; - - if (cheat_hear) - { - /* Message */ - msg_print(r_name + r_info[what[i]].name); - } - } - - /* Top and bottom rows */ - for (x = xval - 9; x <= xval + 9; x++) - { - place_monster_aux(0, yval - 2, x, what[0], PM_NO_KAGE); - place_monster_aux(0, yval + 2, x, what[0], PM_NO_KAGE); - } - - /* Middle columns */ - for (y = yval - 1; y <= yval + 1; y++) - { - place_monster_aux(0, y, xval - 9, what[0], PM_NO_KAGE); - place_monster_aux(0, y, xval + 9, what[0], PM_NO_KAGE); - - place_monster_aux(0, y, xval - 8, what[1], PM_NO_KAGE); - place_monster_aux(0, y, xval + 8, what[1], PM_NO_KAGE); - - place_monster_aux(0, y, xval - 7, what[1], PM_NO_KAGE); - place_monster_aux(0, y, xval + 7, what[1], PM_NO_KAGE); - - place_monster_aux(0, y, xval - 6, what[2], PM_NO_KAGE); - place_monster_aux(0, y, xval + 6, what[2], PM_NO_KAGE); - - place_monster_aux(0, y, xval - 5, what[2], PM_NO_KAGE); - place_monster_aux(0, y, xval + 5, what[2], PM_NO_KAGE); - - place_monster_aux(0, y, xval - 4, what[3], PM_NO_KAGE); - place_monster_aux(0, y, xval + 4, what[3], PM_NO_KAGE); - - place_monster_aux(0, y, xval - 3, what[3], PM_NO_KAGE); - place_monster_aux(0, y, xval + 3, what[3], PM_NO_KAGE); - - place_monster_aux(0, y, xval - 2, what[4], PM_NO_KAGE); - place_monster_aux(0, y, xval + 2, what[4], PM_NO_KAGE); - } - - /* Above/Below the center monster */ - for (x = xval - 1; x <= xval + 1; x++) - { - place_monster_aux(0, yval + 1, x, what[5], PM_NO_KAGE); - place_monster_aux(0, yval - 1, x, what[5], PM_NO_KAGE); - } - - /* Next to the center monster */ - place_monster_aux(0, yval, xval + 1, what[6], PM_NO_KAGE); - place_monster_aux(0, yval, xval - 1, what[6], PM_NO_KAGE); - - /* Center monster */ - place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE); - - return TRUE; -} - - -/* coordinate translation code */ -static void coord_trans(int *x, int *y, int xoffset, int yoffset, int transno) -{ - int i; - int temp; - - /* - * transno specifies what transformation is required. (0-7) - * The lower two bits indicate by how much the vault is rotated, - * and the upper bit indicates a reflection. - * This is done by using rotation matrices... however since - * these are mostly zeros for rotations by 90 degrees this can - * be expressed simply in terms of swapping and inverting the - * x and y coordinates. - */ - for (i = 0; i < transno % 4; i++) - { - /* rotate by 90 degrees */ - temp = *x; - *x = -(*y); - *y = temp; - } - - if (transno / 4) - { - /* Reflect depending on status of 3rd bit. */ - *x = -(*x); - } - - /* Add offsets so vault stays in the first quadrant */ - *x += xoffset; - *y += yoffset; -} - - -/* - * Hack -- fill in "vault" rooms - */ -static void build_vault(int yval, int xval, int ymax, int xmax, cptr data, - int xoffset, int yoffset, int transno) -{ - int dx, dy, x, y, i, j; - - cptr t; - - cave_type *c_ptr; - - - /* Place dungeon features and objects */ - for (t = data, dy = 0; dy < ymax; dy++) - { - for (dx = 0; dx < xmax; dx++, t++) - { - /* prevent loop counter from being overwritten */ - i = dx; - j = dy; - - /* Flip / rotate */ - coord_trans(&i, &j, xoffset, yoffset, transno); - - /* Extract the location */ - if (transno % 2 == 0) - { - /* no swap of x/y */ - x = xval - (xmax / 2) + i; - y = yval - (ymax / 2) + j; - } - else - { - /* swap of x/y */ - x = xval - (ymax / 2) + i; - y = yval - (xmax / 2) + j; - } - - /* Hack -- skip "non-grids" */ - if (*t == ' ') continue; - - /* Access the grid */ - c_ptr = &cave[y][x]; - - /* Lay down a floor */ - place_floor_grid(c_ptr); - - /* Remove any mimic */ - c_ptr->mimic = 0; - - /* Part of a vault */ - c_ptr->info |= (CAVE_ROOM | CAVE_ICKY); - - /* Analyze the grid */ - switch (*t) - { - /* Granite wall (outer) */ - case '%': - place_outer_noperm_grid(c_ptr); - break; - - /* Granite wall (inner) */ - case '#': - place_inner_grid(c_ptr); - break; - - /* Glass wall (inner) */ - case '$': - place_inner_grid(c_ptr); - c_ptr->feat = feat_glass_wall; - break; - - /* Permanent wall (inner) */ - case 'X': - place_inner_perm_grid(c_ptr); - break; - - /* Permanent glass wall (inner) */ - case 'Y': - place_inner_perm_grid(c_ptr); - c_ptr->feat = feat_permanent_glass_wall; - break; - - /* Treasure/trap */ - case '*': - if (randint0(100) < 75) - { - place_object(y, x, 0L); - } - else - { - place_trap(y, x); - } - break; - - /* Secret doors */ - case '+': - place_secret_door(y, x, DOOR_DEFAULT); - break; - - /* Secret glass doors */ - case '-': - place_secret_door(y, x, DOOR_GLASS_DOOR); - if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall; - break; - - /* Curtains */ - case '\'': - place_secret_door(y, x, DOOR_CURTAIN); - break; - - /* Trap */ - case '^': - place_trap(y, x); - break; - - /* Black market in a dungeon */ - case 'S': - set_cave_feat(y, x, feat_black_market); - store_init(NO_TOWN, STORE_BLACK); - break; - - /* The Pattern */ - case 'p': - set_cave_feat(y, x, feat_pattern_start); - break; - - case 'a': - set_cave_feat(y, x, feat_pattern_1); - break; - - case 'b': - set_cave_feat(y, x, feat_pattern_2); - break; - - case 'c': - set_cave_feat(y, x, feat_pattern_3); - break; - - case 'd': - set_cave_feat(y, x, feat_pattern_4); - break; - - case 'P': - set_cave_feat(y, x, feat_pattern_end); - break; - - case 'B': - set_cave_feat(y, x, feat_pattern_exit); - break; - - case 'A': - /* Reward for Pattern walk */ - object_level = base_level + 12; - place_object(y, x, AM_GOOD | AM_GREAT); - object_level = base_level; - break; - } - } - } - - - /* Place dungeon monsters and objects */ - for (t = data, dy = 0; dy < ymax; dy++) - { - for (dx = 0; dx < xmax; dx++, t++) - { - /* prevent loop counter from being overwritten */ - i = dx; - j = dy; - - /* Flip / rotate */ - coord_trans(&i, &j, xoffset, yoffset, transno); - - /* Extract the location */ - if (transno % 2 == 0) - { - /* no swap of x/y */ - x = xval - (xmax / 2) + i; - y = yval - (ymax / 2) + j; - } - else - { - /* swap of x/y */ - x = xval - (ymax / 2) + i; - y = yval - (xmax / 2) + j; - } - - /* Hack -- skip "non-grids" */ - if (*t == ' ') continue; - - /* Analyze the symbol */ - switch (*t) - { - /* Monster */ - case '&': - { - monster_level = base_level + 5; - place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); - monster_level = base_level; - break; - } - - /* Meaner monster */ - case '@': - { - monster_level = base_level + 11; - place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); - monster_level = base_level; - break; - } - - /* Meaner monster, plus treasure */ - case '9': - { - monster_level = base_level + 9; - place_monster(y, x, PM_ALLOW_SLEEP); - monster_level = base_level; - object_level = base_level + 7; - place_object(y, x, AM_GOOD); - object_level = base_level; - break; - } - - /* Nasty monster and treasure */ - case '8': - { - monster_level = base_level + 40; - place_monster(y, x, PM_ALLOW_SLEEP); - monster_level = base_level; - object_level = base_level + 20; - place_object(y, x, AM_GOOD | AM_GREAT); - object_level = base_level; - break; - } - - /* Monster and/or object */ - case ',': - { - if (randint0(100) < 50) - { - monster_level = base_level + 3; - place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); - monster_level = base_level; - } - if (randint0(100) < 50) - { - object_level = base_level + 7; - place_object(y, x, 0L); - object_level = base_level; - } - break; - } - - } - } - } -} - - -/* - * Type 7 -- simple vaults (see "v_info.txt") - */ -static bool build_type7(void) -{ - vault_type *v_ptr; - int dummy; - int x, y; - int xval, yval; - int xoffset, yoffset; - int transno; - - /* Pick a lesser vault */ - for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++) - { - /* Access a random vault record */ - v_ptr = &v_info[randint0(max_v_idx)]; - - /* Accept the first lesser vault */ - if (v_ptr->typ == 7) break; - } - - /* No lesser vault found */ - if (dummy >= SAFE_MAX_ATTEMPTS) - { - if (cheat_room) - { -#ifdef JP - msg_print("·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 = randint0(8); - - /* calculate offsets */ - x = v_ptr->wid; - y = v_ptr->hgt; - - /* Some huge vault cannot be ratated to fit in the dungeon */ - if (x+2 > cur_hgt-2) - { - /* Forbid 90 or 270 degree ratation */ - transno &= ~1; - } - - coord_trans(&x, &y, 0, 0, transno); - - if (x < 0) - { - xoffset = -x - 1; - } - else - { - xoffset = 0; - } - - if (y < 0) - { - yoffset = -y - 1; - } - else - { - yoffset = 0; - } - - /* Find and reserve some space in the dungeon. Get center of room. */ - if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE; - -#ifdef FORCE_V_IDX - v_ptr = &v_info[2]; -#endif - - /* Message */ -#ifdef JP - if (cheat_room) msg_format("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); - - return TRUE; -} - - -/* - * Type 8 -- greater vaults (see "v_info.txt") - */ -static bool build_type8(void) -{ - vault_type *v_ptr; - int dummy; - int xval, yval; - int x, y; - int transno; - int xoffset, yoffset; - - /* Pick a greater vault */ - for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++) - { - /* Access a random vault record */ - v_ptr = &v_info[randint0(max_v_idx)]; - - /* Accept the first greater vault */ - if (v_ptr->typ == 8) break; - } - - /* No greater vault found */ - if (dummy >= SAFE_MAX_ATTEMPTS) - { - if (cheat_room) - { -#ifdef JP - msg_print("·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 = randint0(8); - - /* calculate offsets */ - x = v_ptr->wid; - y = v_ptr->hgt; - - /* Some huge vault cannot be ratated to fit in the dungeon */ - if (x+2 > cur_hgt-2) - { - /* Forbid 90 or 270 degree ratation */ - transno &= ~1; - } - - coord_trans(&x, &y, 0, 0, transno); - - if (x < 0) - { - xoffset = - x - 1; - } - else - { - xoffset = 0; - } - - if (y < 0) - { - yoffset = - y - 1; - } - else - { - yoffset = 0; - } - - /* - * Try to allocate space for room. If fails, exit - * - * Hack -- Prepare a bit larger space (+2, +2) to - * prevent generation of vaults with no-entrance. - */ - /* Find and reserve some space in the dungeon. Get center of room. */ - if (!find_space(&yval, &xval, abs(y) + 2, abs(x) + 2)) return FALSE; - -#ifdef FORCE_V_IDX - v_ptr = &v_info[76 + randint1(3)]; -#endif - - /* Message */ -#ifdef JP - if (cheat_room) msg_format("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); - - return TRUE; -} - -/* - * Structure to hold all "fill" data - */ - -typedef struct fill_data_type fill_data_type; - -struct fill_data_type -{ - /* area size */ - int xmin; - int ymin; - int xmax; - int ymax; - - /* cutoffs */ - int c1; - int c2; - int c3; - - /* features to fill with */ - int feat1; - int feat2; - int feat3; - - int info1; - int info2; - int info3; - - /* number of filled squares */ - int amount; -}; - -static fill_data_type fill_data; - - -/* Store routine for the fractal cave generator */ -/* this routine probably should be an inline function or a macro. */ -static void store_height(int x, int y, int val) -{ - /* if on boundary set val > cutoff so walls are not as square */ - if (((x == fill_data.xmin) || (y == fill_data.ymin) || - (x == fill_data.xmax) || (y == fill_data.ymax)) && - (val <= fill_data.c1)) val = fill_data.c1 + 1; - - /* store the value in height-map format */ - cave[y][x].feat = val; - - return; -} - - -/* -* Explanation of the plasma fractal algorithm: -* -* A grid of points is created with the properties of a 'height-map' -* This is done by making the corners of the grid have a random value. -* The grid is then subdivided into one with twice the resolution. -* The new points midway between two 'known' points can be calculated -* by taking the average value of the 'known' ones and randomly adding -* or subtracting an amount proportional to the distance between those -* points. The final 'middle' points of the grid are then calculated -* by averaging all four of the originally 'known' corner points. An -* random amount is added or subtracted from this to get a value of the -* height at that point. The scaling factor here is adjusted to the -* slightly larger distance diagonally as compared to orthogonally. -* -* This is then repeated recursively to fill an entire 'height-map' -* A rectangular map is done the same way, except there are different -* scaling factors along the x and y directions. -* -* A hack to change the amount of correlation between points is done using -* the grd variable. If the current step size is greater than grd then -* the point will be random, otherwise it will be calculated by the -* above algorithm. This makes a maximum distance at which two points on -* the height map can affect each other. -* -* How fractal caves are made: -* -* When the map is complete, a cut-off value is used to create a cave. -* Heights below this value are "floor", and heights above are "wall". -* This also can be used to create lakes, by adding more height levels -* representing shallow and deep water/ lava etc. -* -* The grd variable affects the width of passages. -* The roug variable affects the roughness of those passages -* -* The tricky part is making sure the created cave is connected. This -* is done by 'filling' from the inside and only keeping the 'filled' -* floor. Walls bounding the 'filled' floor are also kept. Everything -* else is converted to the normal _extra_. - */ - - -/* - * Note that this uses the cave.feat array in a very hackish way - * the values are first set to zero, and then each array location - * is used as a "heightmap" - * The heightmap then needs to be converted back into the "feat" format. - * - * grd=level at which fractal turns on. smaller gives more mazelike caves - * roug=roughness level. 16=normal. higher values make things more convoluted - * small values are good for smooth walls. - * size=length of the side of the square cave system. - */ -static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug, int cutoff) -{ - int xhsize, yhsize, xsize, ysize, maxsize; - - /* - * fixed point variables- these are stored as 256 x normal value - * this gives 8 binary places of fractional part + 8 places of normal part - */ - - u16b xstep, xhstep, ystep, yhstep; - u16b xstep2, xhstep2, ystep2, yhstep2; - u16b i, j, ii, jj, diagsize, xxsize, yysize; - - /* Cache for speed */ - u16b xm, xp, ym, yp; - - /* redefine size so can change the value if out of range */ - xsize = xsiz; - ysize = ysiz; - - /* Paranoia about size of the system of caves */ - if (xsize > 254) xsize = 254; - if (xsize < 4) xsize = 4; - if (ysize > 254) ysize = 254; - if (ysize < 4) ysize = 4; - - /* get offsets to middle of array */ - xhsize = xsize / 2; - yhsize = ysize / 2; - - /* fix rounding problem */ - xsize = xhsize * 2; - ysize = yhsize * 2; - - /* get limits of region */ - fill_data.xmin = x0 - xhsize; - fill_data.ymin = y0 - yhsize; - fill_data.xmax = x0 + xhsize; - fill_data.ymax = y0 + yhsize; - - /* Store cutoff in global for quick access */ - fill_data.c1 = cutoff; - - /* - * Scale factor for middle points: - * About sqrt(2) * 256 - correct for a square lattice - * approximately correct for everything else. - */ - diagsize = 362; - - /* maximum of xsize and ysize */ - maxsize = (xsize > ysize) ? xsize : ysize; - - /* Clear the section */ - for (i = 0; i <= xsize; i++) - { - for (j = 0; j <= ysize; j++) - { - /* -1 is a flag for "not done yet" */ - cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1; - /* Clear icky flag because may be redoing the cave */ - cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY); - } - } - - /* Boundaries are walls */ - cave[fill_data.ymin][fill_data.xmin].feat = maxsize; - cave[fill_data.ymax][fill_data.xmin].feat = maxsize; - cave[fill_data.ymin][fill_data.xmax].feat = maxsize; - cave[fill_data.ymax][fill_data.xmax].feat = maxsize; - - /* Set the middle square to be an open area. */ - cave[y0][x0].feat = 0; - - /* Initialize the step sizes */ - xstep = xhstep = xsize * 256; - ystep = yhstep = ysize * 256; - xxsize = xsize * 256; - yysize = ysize * 256; - - /* - * Fill in the rectangle with fractal height data - - * like the 'plasma fractal' in fractint. - */ - while ((xhstep > 256) || (yhstep > 256)) - { - /* Halve the step sizes */ - xstep = xhstep; - xhstep /= 2; - ystep = yhstep; - yhstep /= 2; - - /* cache well used values */ - xstep2 = xstep / 256; - ystep2 = ystep / 256; - - xhstep2 = xhstep / 256; - yhstep2 = yhstep / 256; - - /* middle top to bottom. */ - for (i = xhstep; i <= xxsize - xhstep; i += xstep) - { - for (j = 0; j <= yysize; j += ystep) - { - /* cache often used values */ - ii = i / 256 + fill_data.xmin; - jj = j / 256 + fill_data.ymin; - - /* Test square */ - if (cave[jj][ii].feat == -1) - { - if (xhstep2 > grd) - { - /* If greater than 'grid' level then is random */ - store_height(ii, jj, randint1(maxsize)); - } - else - { - /* Average of left and right points +random bit */ - store_height(ii, jj, - (cave[jj][fill_data.xmin + (i - xhstep) / 256].feat - + cave[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2 - + (randint1(xstep2) - xhstep2) * roug / 16); - } - } - } - } - - - /* middle left to right. */ - for (j = yhstep; j <= yysize - yhstep; j += ystep) - { - for (i = 0; i <= xxsize; i += xstep) - { - /* cache often used values */ - ii = i / 256 + fill_data.xmin; - jj = j / 256 + fill_data.ymin; - - /* Test square */ - if (cave[jj][ii].feat == -1) - { - if (xhstep2 > grd) - { - /* If greater than 'grid' level then is random */ - store_height(ii, jj, randint1(maxsize)); - } - else - { - /* Average of up and down points +random bit */ - store_height(ii, jj, - (cave[fill_data.ymin + (j - yhstep) / 256][ii].feat - + cave[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2 - + (randint1(ystep2) - yhstep2) * roug / 16); - } - } - } - } - - /* center. */ - for (i = xhstep; i <= xxsize - xhstep; i += xstep) - { - for (j = yhstep; j <= yysize - yhstep; j += ystep) - { - /* cache often used values */ - ii = i / 256 + fill_data.xmin; - jj = j / 256 + fill_data.ymin; - - /* Test square */ - if (cave[jj][ii].feat == -1) - { - if (xhstep2 > grd) - { - /* If greater than 'grid' level then is random */ - store_height(ii, jj, randint1(maxsize)); - } - else - { - /* Cache reused values. */ - xm = fill_data.xmin + (i - xhstep) / 256; - xp = fill_data.xmin + (i + xhstep) / 256; - ym = fill_data.ymin + (j - yhstep) / 256; - yp = fill_data.ymin + (j + yhstep) / 256; - - /* - * Average over all four corners + scale by diagsize to - * reduce the effect of the square grid on the shape of the fractal - */ - store_height(ii, jj, - (cave[ym][xm].feat + cave[yp][xm].feat - + cave[ym][xp].feat + cave[yp][xp].feat) / 4 - + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug); - } - } - } - } - } -} - - -static bool hack_isnt_wall(int y, int x, int c1, int c2, int c3, int feat1, int feat2, int feat3, int info1, int info2, int info3) -{ - /* - * function used to convert from height-map back to the - * normal angband cave format - */ - if (cave[y][x].info & CAVE_ICKY) - { - /* already done */ - return FALSE; - } - else - { - /* Show that have looked at this square */ - cave[y][x].info|= (CAVE_ICKY); - - /* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */ - if (cave[y][x].feat <= c1) - { - /* 25% of the time use the other tile : it looks better this way */ - if (randint1(100) < 75) - { - cave[y][x].feat = feat1; - cave[y][x].info &= ~(CAVE_MASK); - cave[y][x].info |= info1; - return TRUE; - } - else - { - cave[y][x].feat = feat2; - cave[y][x].info &= ~(CAVE_MASK); - cave[y][x].info |= info2; - return TRUE; - } - } - else if (cave[y][x].feat <= c2) - { - /* 25% of the time use the other tile : it looks better this way */ - if (randint1(100) < 75) - { - cave[y][x].feat = feat2; - cave[y][x].info &= ~(CAVE_MASK); - cave[y][x].info |= info2; - return TRUE; - } - else - { - cave[y][x].feat = feat1; - cave[y][x].info &= ~(CAVE_MASK); - cave[y][x].info |= info1; - return TRUE; - } - } - else if (cave[y][x].feat <= c3) - { - cave[y][x].feat = feat3; - cave[y][x].info &= ~(CAVE_MASK); - cave[y][x].info |= info3; - return TRUE; - } - /* if greater than cutoff then is a wall */ - else - { - place_outer_bold(y, x); - return FALSE; - } - } -} - - - - -/* - * Quick and nasty fill routine used to find the connected region - * of floor in the middle of the cave - */ -static void cave_fill(byte y, byte x) -{ - int i, j, d; - int ty, tx; - - int flow_tail = 1; - int flow_head = 0; - - - /*** Start Grid ***/ - - /* Enqueue that entry */ - temp_y[0] = y; - temp_x[0] = x; - - - /* Now process the queue */ - while (flow_head != flow_tail) - { - /* Extract the next entry */ - ty = temp_y[flow_head]; - tx = temp_x[flow_head]; - - /* Forget that entry */ - if (++flow_head == TEMP_MAX) flow_head = 0; - - /* Add the "children" */ - for (d = 0; d < 8; d++) - { - int old_head = flow_tail; - - /* Child location */ - j = ty + ddy_ddd[d]; - i = tx + ddx_ddd[d]; - - /* Paranoia Don't leave the cave */ - if (!in_bounds(j, i)) - { - /* affect boundary */ - cave[j][i].info |= CAVE_ICKY; -/* return; */ - } - - /* If within bounds */ - else if ((i > fill_data.xmin) && (i < fill_data.xmax) - && (j > fill_data.ymin) && (j < fill_data.ymax)) - { - /* If not a wall or floor done before */ - if (hack_isnt_wall(j, i, - fill_data.c1, fill_data.c2, fill_data.c3, - fill_data.feat1, fill_data.feat2, fill_data.feat3, - fill_data.info1, fill_data.info2, fill_data.info3)) - { - /* Enqueue that entry */ - temp_y[flow_tail] = j; - temp_x[flow_tail] = i; - - /* Advance the queue */ - if (++flow_tail == TEMP_MAX) flow_tail = 0; - - /* Hack -- Overflow by forgetting new entry */ - if (flow_tail == flow_head) - { - flow_tail = old_head; - } - else - { - /* keep tally of size of cave system */ - (fill_data.amount)++; - } - } - } - else - { - /* affect boundary */ - cave[j][i].info |= CAVE_ICKY; - } - } - } -} - - -static bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, bool light, bool room) -{ - int x, y, i, xhsize, yhsize; - - /* offsets to middle from corner */ - xhsize = xsize / 2; - yhsize = ysize / 2; - - - /* - * select region connected to center of cave system - * this gets rid of alot of isolated one-sqaures that - * can make teleport traps instadeaths... - */ - - /* cutoffs */ - fill_data.c1 = cutoff; - fill_data.c2 = 0; - fill_data.c3 = 0; - - /* features to fill with */ - fill_data.feat1 = floor_type[randint0(100)]; - fill_data.feat2 = floor_type[randint0(100)]; - fill_data.feat3 = floor_type[randint0(100)]; - - fill_data.info1 = CAVE_FLOOR; - fill_data.info2 = CAVE_FLOOR; - fill_data.info3 = CAVE_FLOOR; - - /* number of filled squares */ - fill_data.amount = 0; - - cave_fill((byte)y0, (byte)x0); - - /* if tally too small, try again */ - if (fill_data.amount < 10) - { - /* too small - clear area and try again later */ - for (x = 0; x <= xsize; ++x) - { - for (y = 0; y <= ysize; ++y) - { - place_extra_bold(y0 + y - yhsize, x0 + x - xhsize); - cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM); - } - } - return FALSE; - } - - /* - * Do boundarys-check to see if they are next to a filled region - * If not then they are set to normal granite - * If so then they are marked as room walls. - */ - for (i = 0; i <= xsize; ++i) - { - /* top boundary */ - if ((cave[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room)) - { - /* Next to a 'filled' region? - set to be room walls */ - place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize); - if (light) cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW); - cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM); - place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize); - } - else - { - /* set to be normal granite */ - place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize); - } - - /* bottom boundary */ - if ((cave[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room)) - { - /* Next to a 'filled' region? - set to be room walls */ - place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize); - if (light) cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW); - cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_ROOM); - place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize); - } - else - { - /* set to be normal granite */ - place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize); - } - - /* clear the icky flag-don't need it any more */ - cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY); - cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY); - } - - /* Do the left and right boundaries minus the corners (done above) */ - for (i = 1; i < ysize; ++i) - { - /* left boundary */ - if ((cave[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room) - { - /* room boundary */ - place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize); - if (light) cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW); - cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM); - place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize); - } - else - { - /* outside room */ - place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize); - } - /* right boundary */ - if ((cave[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room) - { - /* room boundary */ - place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize); - if (light) cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW); - cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM); - place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize); - } - else - { - /* outside room */ - place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize); - } - - /* clear icky flag -done with it */ - cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY); - cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY); - } - - - /* Do the rest: convert back to the normal format */ - for (x = 1; x < xsize; ++x) - { - for (y = 1; y < ysize; ++y) - { - if (is_floor_bold(y0 + y - yhsize, x0 + x - xhsize) && - (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) - { - /* Clear the icky flag in the filled region */ - cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY; - - /* Set appropriate flags */ - if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW); - if (room) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM); - } - else if (is_outer_bold(y0 + y - yhsize, x0 + x - xhsize) && - (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) - { - /* Walls */ - cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY); - if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW); - if (room) - { - cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM); - } - else - { - - place_extra_bold(y0 + y - yhsize, x0 + x - xhsize); - cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM); - } - } - else - { - /* Clear the unconnected regions */ - place_extra_bold(y0 + y - yhsize, x0 + x - xhsize); - cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM); - } - } - } - - /* - * XXX XXX XXX There is a slight problem when tunnels pierce the caves: - * Extra doors appear inside the system. (Its not very noticeable though.) - * This can be removed by "filling" from the outside in. This allows a separation - * from _outer_ with _inner_. (Internal walls are _outer_ instead.) - * The extra effort for what seems to be only a minor thing (even non-existant if you - * think of the caves not as normal rooms, but as holes in the dungeon), doesn't seem - * worth it. - */ - - return TRUE; -} - - -/* - * Driver routine to create fractal cave system - */ -static bool build_type9(void) -{ - int grd, roug, cutoff, xsize, ysize, y0, x0; - - bool done, light, room; - - /* get size: note 'Evenness'*/ - xsize = randint1(22) * 2 + 6; - ysize = randint1(15) * 2 + 6; - - /* Find and reserve some space in the dungeon. Get center of room. */ - if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) - { - /* Limit to the minimum room size, and retry */ - xsize = 8; - ysize = 8; - - /* Find and reserve some space in the dungeon. Get center of room. */ - if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) - { - /* - * Still no space?! - * Try normal room - */ - return build_type1(); - } - } - - light = done = FALSE; - room = TRUE; - - if ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE; - - while (!done) - { - /* Note: size must be even or there are rounding problems - * This causes the tunnels not to connect properly to the room */ - - /* testing values for these parameters feel free to adjust */ - grd = 1 << (randint0(4)); - - /* want average of about 16 */ - roug = randint1(8) * randint1(4); - - /* about size/2 */ - cutoff = randint1(xsize / 4) + randint1(ysize / 4) + - randint1(xsize / 4) + randint1(ysize / 4); - - /* make it */ - generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff); - - /* Convert to normal format + clean up */ - done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room); - } - - return TRUE; -} - -#ifdef ALLOW_CAVERNS_AND_LAKES -/* - * Builds a cave system in the center of the dungeon. - */ -void build_cavern(void) -{ - int grd, roug, cutoff, xsize, ysize, x0, y0; - bool done, light; - - light = done = FALSE; - if ((dun_level <= randint1(50)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE; - - /* Make a cave the size of the dungeon */ - xsize = cur_wid - 1; - ysize = cur_hgt - 1; - x0 = xsize / 2; - y0 = ysize / 2; - - /* Paranoia: make size even */ - xsize = x0 * 2; - ysize = y0 * 2; - - while (!done) - { - /* testing values for these parameters: feel free to adjust */ - grd = randint1(4) + 4; - - /* want average of about 16 */ - roug = randint1(8) * randint1(4); - - /* about size/2 */ - cutoff = xsize / 2; - - /* make it */ - generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff); - - /* Convert to normal format+ clean up */ - done = generate_fracave(y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE); - } -} - -static bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2, int c3, int type) -{ - int x, y, i, xhsize, yhsize; - int feat1, feat2, feat3; - - /* offsets to middle from corner */ - xhsize = xsize / 2; - yhsize = ysize / 2; - - /* Get features based on type */ - switch (type) - { - case LAKE_T_LAVA: /* Lava */ - feat1 = feat_deep_lava; - feat2 = feat_shallow_lava; - feat3 = floor_type[randint0(100)]; - break; - case LAKE_T_WATER: /* Water */ - feat1 = feat_deep_water; - feat2 = feat_shallow_water; - feat3 = floor_type[randint0(100)]; - break; - case LAKE_T_CAVE: /* Collapsed cave */ - feat1 = floor_type[randint0(100)]; - feat2 = floor_type[randint0(100)]; - feat3 = feat_rubble; - break; - case LAKE_T_EARTH_VAULT: /* Earth vault */ - feat1 = feat_rubble; - feat2 = floor_type[randint0(100)]; - feat3 = feat_rubble; - break; - case LAKE_T_AIR_VAULT: /* Air vault */ - feat1 = feat_grass; - feat2 = feat_tree; - feat3 = feat_grass; - break; - case LAKE_T_WATER_VAULT: /* Water vault */ - feat1 = feat_shallow_water; - feat2 = feat_deep_water; - feat3 = feat_shallow_water; - break; - case LAKE_T_FIRE_VAULT: /* Fire Vault */ - feat1 = feat_shallow_lava; - feat2 = feat_deep_lava; - feat3 = feat_shallow_lava; - break; - - /* Paranoia */ - default: return FALSE; - } - - /* - * select region connected to center of cave system - * this gets rid of alot of isolated one-sqaures that - * can make teleport traps instadeaths... - */ - - /* cutoffs */ - fill_data.c1 = c1; - fill_data.c2 = c2; - fill_data.c3 = c3; - - /* features to fill with */ - fill_data.feat1 = feat1; - fill_data.feat2 = feat2; - fill_data.feat3 = feat3; - - fill_data.info1 = 0; - fill_data.info2 = 0; - fill_data.info3 = 0; - - /* number of filled squares */ - fill_data.amount = 0; - - /* select region connected to center of cave system - * this gets rid of alot of isolated one-sqaures that - * can make teleport traps instadeaths... */ - cave_fill((byte)y0, (byte)x0); - - /* if tally too small, try again */ - if (fill_data.amount < 10) - { - /* too small -clear area and try again later */ - for (x = 0; x <= xsize; ++x) - { - for (y = 0; y <= ysize; ++y) - { - place_floor_bold(y0 + y - yhsize, x0 + x - xhsize); - cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY); - } - } - return FALSE; - } - - /* Do boundarys- set to normal granite */ - for (i = 0; i <= xsize; ++i) - { - place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize); - place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize); - - /* clear the icky flag-don't need it any more */ - cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY); - cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY); - } - - /* Do the left and right boundaries minus the corners (done above) */ - - for (i = 1; i < ysize; ++i) - { - place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize); - place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize); - - /* clear icky flag -done with it */ - cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY); - cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY); - } - - - /* Do the rest: convert back to the normal format */ - for (x = 1; x < xsize; ++x) - { - for (y = 1; y < ysize; ++y) - { - /* Fill unconnected regions with granite */ - if ((!(cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) || - is_outer_bold(y0 + y - yhsize, x0 + x - xhsize)) - place_extra_bold(y0 + y - yhsize, x0 + x - xhsize); - - /* turn off icky flag (no longer needed.) */ - cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM); - - /* Light lava */ - if (cave_have_flag_bold(y0 + y - yhsize, x0 + x - xhsize, FF_LAVA)) - { - if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW; - } - } - } - - return TRUE; -} - - -/* - * makes a lake/collapsed cave system in the center of the dungeon - */ -void build_lake(int type) -{ - int grd, roug, xsize, ysize, x0, y0; - bool done = FALSE; - int c1, c2, c3; - - /* paranoia - exit if lake type out of range. */ - if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT)) - { - msg_format("Invalid lake type (%d)", type); - return; - } - - /* Make the size of the dungeon */ - xsize = cur_wid - 1; - ysize = cur_hgt - 1; - x0 = xsize / 2; - y0 = ysize / 2; - - /* Paranoia: make size even */ - xsize = x0 * 2; - ysize = y0 * 2; - - while (!done) - { - /* testing values for these parameters: feel free to adjust */ - grd = randint1(3) + 4; - - /* want average of about 16 */ - roug = randint1(8) * randint1(4); - - /* Make up size of various componants */ - /* Floor */ - c3 = 3 * xsize / 4; - - /* Deep water/lava */ - c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5; - - /* Shallow boundary */ - c2 = (c1 + c3) / 2; - - /* make it */ - generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3); - - /* Convert to normal format+ clean up */ - done = generate_lake(y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type); - } -} -#endif /* ALLOW_CAVERNS_AND_LAKES */ - - -/* - * Routine used by the random vault creators to add a door to a location - * Note that range checking has to be done in the calling routine. - * - * The doors must be INSIDE the allocated region. - */ -static void add_door(int x, int y) -{ - /* Need to have a wall in the center square */ - if (!is_outer_bold(y, x)) return; - - /* look at: - * x#x - * .#. - * x#x - * - * where x=don't care - * .=floor, #=wall - */ - - if (is_floor_bold(y-1,x) && is_floor_bold(y+1,x) && - (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1))) - { - /* secret door */ - place_secret_door(y, x, DOOR_DEFAULT); - - /* set boundarys so don't get wide doors */ - place_solid_bold(y, x - 1); - place_solid_bold(y, x + 1); - } - - - /* look at: - * x#x - * .#. - * x#x - * - * where x = don't care - * .=floor, #=wall - */ - if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) && - is_floor_bold(y,x-1) && is_floor_bold(y,x+1)) - { - /* secret door */ - place_secret_door(y, x, DOOR_DEFAULT); - - /* set boundarys so don't get wide doors */ - place_solid_bold(y - 1, x); - place_solid_bold(y + 1, x); - } -} - - -/* - * Routine that fills the empty areas of a room with treasure and monsters. - */ -static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty) -{ - int x, y, cx, cy, size; - s32b value; - - /* center of room:*/ - cx = (x1 + x2) / 2; - cy = (y1 + y2) / 2; - - /* Rough measure of size of vault= sum of lengths of sides */ - size = abs(x2 - x1) + abs(y2 - y1); - - for (x = x1; x <= x2; x++) - { - for (y = y1; y <= y2; y++) - { - /* Thing added based on distance to center of vault - * Difficulty is 1-easy to 10-hard */ - value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty; - - /* hack- empty square part of the time */ - if ((randint1(100) - difficulty * 3) > 50) value = 20; - - /* if floor, shallow water and lava */ - if (is_floor_bold(y, x) || - (cave_have_flag_bold(y, x, FF_PLACE) && cave_have_flag_bold(y, x, FF_DROP))) - { - /* The smaller 'value' is, the better the stuff */ - if (value < 0) - { - /* Meanest monster + treasure */ - monster_level = base_level + 40; - place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); - monster_level = base_level; - object_level = base_level + 20; - place_object(y, x, AM_GOOD); - object_level = base_level; - } - else if (value < 5) - { - /* Mean monster +treasure */ - monster_level = base_level + 20; - place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); - monster_level = base_level; - object_level = base_level + 10; - place_object(y, x, AM_GOOD); - object_level = base_level; - } - else if (value < 10) - { - /* Monster */ - monster_level = base_level + 9; - place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); - monster_level = base_level; - } - else if (value < 17) - { - /* Intentional Blank space */ - - /* - * (Want some of the vault to be empty - * so have room for group monsters. - * This is used in the hack above to lower - * the density of stuff in the vault.) - */ - } - else if (value < 23) - { - /* Object or trap */ - if (randint0(100) < 25) - { - place_object(y, x, 0L); - } - else - { - place_trap(y, x); - } - } - else if (value < 30) - { - /* Monster and trap */ - monster_level = base_level + 5; - place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); - monster_level = base_level; - place_trap(y, x); - } - else if (value < 40) - { - /* Monster or object */ - if (randint0(100) < 50) - { - monster_level = base_level + 3; - place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); - monster_level = base_level; - } - if (randint0(100) < 50) - { - object_level = base_level + 7; - place_object(y, x, 0L); - object_level = base_level; - } - } - else if (value < 50) - { - /* Trap */ - place_trap(y, x); - } - else - { - /* Various Stuff */ - - /* 20% monster, 40% trap, 20% object, 20% blank space */ - if (randint0(100) < 20) - { - place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); - } - else if (randint0(100) < 50) - { - place_trap(y, x); - } - else if (randint0(100) < 50) - { - place_object(y, x, 0L); - } - } - - } - } - } -} - - -/* - * This function creates a random vault that looks like a collection of bubbles. - * It works by getting a set of coordinates that represent the center of each - * bubble. The entire room is made by seeing which bubble center is closest. If - * two centers are equidistant then the square is a wall, otherwise it is a floor. - * The only exception is for squares really near a center, these are always floor. - * (It looks better than without this check.) - * - * Note: If two centers are on the same point then this algorithm will create a - * blank bubble filled with walls. - This is prevented from happening. - */ -static void build_bubble_vault(int x0, int y0, int xsize, int ysize) -{ - #define BUBBLENUM 10 /* number of bubbles */ - - /* array of center points of bubbles */ - coord center[BUBBLENUM]; - - int i, j, x, y; - u16b min1, min2, temp; - bool done; - - /* Offset from center to top left hand corner */ - int xhsize = xsize / 2; - int yhsize = ysize / 2; - - - if (cheat_room) msg_print("Bubble Vault"); - - /* Allocate center of bubbles */ - center[0].x = (byte)randint1(xsize - 3) + 1; - center[0].y = (byte)randint1(ysize - 3) + 1; - - for (i = 1; i < BUBBLENUM; i++) - { - done = FALSE; - - /* get center and check to see if it is unique */ - while (!done) - { - done = TRUE; - - x = randint1(xsize - 3) + 1; - y = randint1(ysize - 3) + 1; - - for (j = 0; j < i; j++) - { - /* rough test to see if there is an overlap */ - if ((x == center[j].x) && (y == center[j].y)) done = FALSE; - } - } - - center[i].x = x; - center[i].y = y; - } - - - /* Top and bottom boundaries */ - for (i = 0; i < xsize; i++) - { - int x = x0 - xhsize + i; - - place_outer_noperm_bold(y0 - yhsize + 0, x); - cave[y0 - yhsize + 0][x].info |= (CAVE_ROOM | CAVE_ICKY); - place_outer_noperm_bold(y0 - yhsize + ysize - 1, x); - cave[y0 - yhsize + ysize - 1][x].info |= (CAVE_ROOM | CAVE_ICKY); - } - - /* Left and right boundaries */ - for (i = 1; i < ysize - 1; i++) - { - int y = y0 - yhsize + i; - - place_outer_noperm_bold(y, x0 - xhsize + 0); - cave[y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY); - place_outer_noperm_bold(y, x0 - xhsize + xsize - 1); - cave[y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY); - } - - /* Fill in middle with bubbles */ - for (x = 1; x < xsize - 1; x++) - { - for (y = 1; y < ysize - 1; y++) - { - /* Get distances to two closest centers */ - - /* initialize */ - min1 = distance(x, y, center[0].x, center[0].y); - min2 = distance(x, y, center[1].x, center[1].y); - - if (min1 > min2) - { - /* swap if in wrong order */ - temp = min1; - min1 = min2; - min2 = temp; - } - - /* Scan the rest */ - for (i = 2; i < BUBBLENUM; i++) - { - temp = distance(x, y, center[i].x, center[i].y); - - if (temp < min1) - { - /* smallest */ - min2 = min1; - min1 = temp; - } - else if (temp < min2) - { - /* second smallest */ - min2 = temp; - } - } - if (((min2 - min1) <= 2) && (!(min1 < 3))) - { - /* Boundary at midpoint+ not at inner region of bubble */ - place_outer_noperm_bold(y0 - yhsize + y, x0 - xhsize + x); - } - else - { - /* middle of a bubble */ - place_floor_bold(y0 - yhsize + y, x0 - xhsize + x); - } - - /* clean up rest of flags */ - cave[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY); - } - } - - /* Try to add some random doors */ - for (i = 0; i < 500; i++) - { - x = randint1(xsize - 3) - xhsize + x0 + 1; - y = randint1(ysize - 3) - yhsize + y0 + 1; - add_door(x, y); - } - - /* Fill with monsters and treasure, low difficulty */ - fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5)); -} - - -/* - * Overlay a rectangular room given its bounds - * This routine is used by build_room_vault - * The area inside the walls is not touched: - * only granite is removed- normal walls stay - */ -static void build_room(int x1, int x2, int y1, int y2) -{ - int x, y, i, xsize, ysize, temp; - - /* Check if rectangle has no width */ - if ((x1 == x2) || (y1 == y2)) return; - - /* initialize */ - if (x1 > x2) - { - /* Swap boundaries if in wrong order */ - temp = x1; - x1 = x2; - x2 = temp; - } - - if (y1 > y2) - { - /* Swap boundaries if in wrong order */ - temp = y1; - y1 = y2; - y2 = temp; - } - - /* get total widths */ - xsize = x2 - x1; - ysize = y2 - y1; - - - /* Top and bottom boundaries */ - for (i = 0; i <= xsize; i++) - { - place_outer_noperm_bold(y1, x1 + i); - cave[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY); - place_outer_noperm_bold(y2, x1 + i); - cave[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY); - } - - /* Left and right boundaries */ - for (i = 1; i < ysize; i++) - { - place_outer_noperm_bold(y1 + i, x1); - cave[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY); - place_outer_noperm_bold(y1 + i, x2); - cave[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY); - } - - /* Middle */ - for (x = 1; x < xsize; x++) - { - for (y = 1; y < ysize; y++) - { - if (is_extra_bold(y1+y, x1+x)) - { - /* clear the untouched region */ - place_floor_bold(y1 + y, x1 + x); - cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY); - } - else - { - /* make it a room- but don't touch */ - cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY); - } - } - } -} - - -/* Create a random vault that looks like a collection of overlapping rooms */ - -static void build_room_vault(int x0, int y0, int xsize, int ysize) -{ - int i, x1, x2, y1, y2, xhsize, yhsize; - - /* get offset from center */ - xhsize = xsize / 2; - yhsize = ysize / 2; - - if (cheat_room) msg_print("Room Vault"); - - /* fill area so don't get problems with arena levels */ - for (x1 = 0; x1 < xsize; x1++) - { - int x = x0 - xhsize + x1; - - for (y1 = 0; y1 < ysize; y1++) - { - int y = y0 - yhsize + y1; - - place_extra_bold(y, x); - cave[y][x].info &= (~CAVE_ICKY); - } - } - - /* add ten random rooms */ - for (i = 0; i < 10; i++) - { - x1 = randint1(xhsize) * 2 + x0 - xhsize; - x2 = randint1(xhsize) * 2 + x0 - xhsize; - y1 = randint1(yhsize) * 2 + y0 - yhsize; - y2 = randint1(yhsize) * 2 + y0 - yhsize; - build_room(x1, x2, y1, y2); - } - - /* Add some random doors */ - for (i = 0; i < 500; i++) - { - x1 = randint1(xsize - 3) - xhsize + x0 + 1; - y1 = randint1(ysize - 3) - yhsize + y0 + 1; - add_door(x1, y1); - } - - /* Fill with monsters and treasure, high difficulty */ - fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5); -} - - -/* Create a random vault out of a fractal cave */ -static void build_cave_vault(int x0, int y0, int xsiz, int ysiz) -{ - int grd, roug, cutoff, xhsize, yhsize, xsize, ysize, x, y; - bool done, light, room; - - /* round to make sizes even */ - xhsize = xsiz / 2; - yhsize = ysiz / 2; - xsize = xhsize * 2; - ysize = yhsize * 2; - - if (cheat_room) msg_print("Cave Vault"); - - light = done = FALSE; - room = TRUE; - - while (!done) - { - /* testing values for these parameters feel free to adjust */ - grd = 1 << randint0(4); - - /* want average of about 16 */ - roug = randint1(8) * randint1(4); - - /* about size/2 */ - cutoff = randint1(xsize / 4) + randint1(ysize / 4) + - randint1(xsize / 4) + randint1(ysize / 4); - - /* make it */ - generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff); - - /* Convert to normal format+ clean up */ - done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room); - } - - /* Set icky flag because is a vault */ - for (x = 0; x <= xsize; x++) - { - for (y = 0; y <= ysize; y++) - { - cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY; - } - } - - /* Fill with monsters and treasure, low difficulty */ - fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5)); -} - -/* - * maze vault -- rectangular labyrinthine rooms - * - * maze vault uses two routines: - * r_visit - a recursive routine that builds the labyrinth - * build_maze_vault - a driver routine that calls r_visit and adds - * monsters, traps and treasure - * - * The labyrinth is built by creating a spanning tree of a graph. - * The graph vertices are at - * (x, y) = (2j + x1, 2k + y1) j = 0,...,m-1 k = 0,...,n-1 - * and the edges are the vertical and horizontal nearest neighbors. - * - * The spanning tree is created by performing a suitably randomized - * depth-first traversal of the graph. The only adjustable parameter - * is the randint0(3) below; it governs the relative density of - * twists and turns in the labyrinth: smaller number, more twists. - */ -static void r_visit(int y1, int x1, int y2, int x2, - int node, int dir, int *visited) -{ - int i, j, m, n, temp, x, y, adj[4]; - - /* dimensions of vertex array */ - m = (x2 - x1) / 2 + 1; - n = (y2 - y1) / 2 + 1; - - /* mark node visited and set it to a floor */ - visited[node] = 1; - x = 2 * (node % m) + x1; - y = 2 * (node / m) + y1; - place_floor_bold(y, x); - - /* setup order of adjacent node visits */ - if (one_in_(3)) - { - /* pick a random ordering */ - for (i = 0; i < 4; i++) - adj[i] = i; - for (i = 0; i < 4; i++) - { - j = randint0(4); - temp = adj[i]; - adj[i] = adj[j]; - adj[j] = temp; - } - dir = adj[0]; - } - else - { - /* pick a random ordering with dir first */ - adj[0] = dir; - for (i = 1; i < 4; i++) - adj[i] = i; - for (i = 1; i < 4; i++) - { - j = 1 + randint0(3); - temp = adj[i]; - adj[i] = adj[j]; - adj[j] = temp; - } - } - - for (i = 0; i < 4; i++) - { - switch (adj[i]) - { - case 0: - /* (0,+) - check for bottom boundary */ - if ((node / m < n - 1) && (visited[node + m] == 0)) - { - place_floor_bold(y + 1, x); - r_visit(y1, x1, y2, x2, node + m, dir, visited); - } - break; - case 1: - /* (0,-) - check for top boundary */ - if ((node / m > 0) && (visited[node - m] == 0)) - { - place_floor_bold(y - 1, x); - r_visit(y1, x1, y2, x2, node - m, dir, visited); - } - break; - case 2: - /* (+,0) - check for right boundary */ - if ((node % m < m - 1) && (visited[node + 1] == 0)) - { - place_floor_bold(y, x + 1); - r_visit(y1, x1, y2, x2, node + 1, dir, visited); - } - break; - case 3: - /* (-,0) - check for left boundary */ - if ((node % m > 0) && (visited[node - 1] == 0)) - { - place_floor_bold(y, x - 1); - r_visit(y1, x1, y2, x2, node - 1, dir, visited); - } - } /* end switch */ - } -} - - -void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault) -{ - int y, x, dy, dx; - int y1, x1, y2, x2; - int m, n, num_vertices, *visited; - bool light; - cave_type *c_ptr; - - - if (cheat_room && is_vault) msg_print("Maze Vault"); - - /* Choose lite or dark */ - light = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)); - - /* Pick a random room size - randomized by calling routine */ - dy = ysize / 2 - 1; - dx = xsize / 2 - 1; - - y1 = y0 - dy; - x1 = x0 - dx; - y2 = y0 + dy; - x2 = x0 + dx; - - /* generate the room */ - for (y = y1 - 1; y <= y2 + 1; y++) - { - for (x = x1 - 1; x <= x2 + 1; x++) - { - c_ptr = &cave[y][x]; - c_ptr->info |= CAVE_ROOM; - if (is_vault) c_ptr->info |= CAVE_ICKY; - if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1)) - { - place_outer_grid(c_ptr); - } - else if (!is_vault) - { - place_extra_grid(c_ptr); - } - else - { - place_inner_grid(c_ptr); - } - if (light) c_ptr->info |= (CAVE_GLOW); - } - } - - /* dimensions of vertex array */ - m = dx + 1; - n = dy + 1; - num_vertices = m * n; - - /* initialize array of visited vertices */ - C_MAKE(visited, num_vertices, int); - - /* traverse the graph to create a spaning tree, pick a random root */ - r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited); - - /* Fill with monsters and treasure, low difficulty */ - if (is_vault) fill_treasure(x1, x2, y1, y2, randint1(5)); - - C_KILL(visited, num_vertices, int); -} - - -/* Build a "mini" checkerboard vault - * - * This is done by making a permanent wall maze and setting - * the diagonal sqaures of the checker board to be granite. - * The vault has two entrances on opposite sides to guarantee - * a way to get in even if the vault abuts a side of the dungeon. - */ -static void build_mini_c_vault(int x0, int y0, int xsize, int ysize) -{ - int dy, dx; - int y1, x1, y2, x2, y, x, total; - int m, n, num_vertices; - int *visited; - - if (cheat_room) msg_print("Mini Checker Board Vault"); - - /* Pick a random room size */ - dy = ysize / 2 - 1; - dx = xsize / 2 - 1; - - y1 = y0 - dy; - x1 = x0 - dx; - y2 = y0 + dy; - x2 = x0 + dx; - - - /* generate the room */ - for (x = x1 - 2; x <= x2 + 2; x++) - { - if (!in_bounds(y1-2,x)) break; - - cave[y1-2][x].info |= (CAVE_ROOM | CAVE_ICKY); - - place_outer_noperm_bold(y1-2, x); - } - - for (x = x1 - 2; x <= x2 + 2; x++) - { - if (!in_bounds(y2+2,x)) break; - - cave[y2+2][x].info |= (CAVE_ROOM | CAVE_ICKY); - - place_outer_noperm_bold(y2+2, x); - } - - for (y = y1 - 2; y <= y2 + 2; y++) - { - if (!in_bounds(y,x1-2)) break; - - cave[y][x1-2].info |= (CAVE_ROOM | CAVE_ICKY); - - place_outer_noperm_bold(y, x1-2); - } - - for (y = y1 - 2; y <= y2 + 2; y++) - { - if (!in_bounds(y,x2+2)) break; - - cave[y][x2+2].info |= (CAVE_ROOM | CAVE_ICKY); - - place_outer_noperm_bold(y, x2+2); - } - - for (y = y1 - 1; y <= y2 + 1; y++) - { - for (x = x1 - 1; x <= x2 + 1; x++) - { - cave_type *c_ptr = &cave[y][x]; - - c_ptr->info |= (CAVE_ROOM | CAVE_ICKY); - - /* Permanent walls */ - place_inner_perm_grid(c_ptr); - } - } - - - /* dimensions of vertex array */ - m = dx + 1; - n = dy + 1; - num_vertices = m * n; - - /* initialize array of visited vertices */ - C_MAKE(visited, num_vertices, int); - - /* traverse the graph to create a spannng tree, pick a random root */ - r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited); - - /* Make it look like a checker board vault */ - for (x = x1; x <= x2; x++) - { - for (y = y1; y <= y2; y++) - { - total = x - x1 + y - y1; - /* If total is odd- and is a floor then make a wall */ - if ((total % 2 == 1) && is_floor_bold(y, x)) - { - place_inner_bold(y, x); - } - } - } - - /* Make a couple of entrances */ - if (one_in_(2)) - { - /* left and right */ - y = randint1(dy) + dy / 2; - place_inner_bold(y1 + y, x1 - 1); - place_inner_bold(y1 + y, x2 + 1); - } - else - { - /* top and bottom */ - x = randint1(dx) + dx / 2; - place_inner_bold(y1 - 1, x1 + x); - place_inner_bold(y2 + 1, x1 + x); - } - - /* Fill with monsters and treasure, highest difficulty */ - fill_treasure(x1, x2, y1, y2, 10); - - C_KILL(visited, num_vertices, int); -} - - -/* Build a town/ castle by using a recursive algorithm. - * Basically divide each region in a probalistic way to create - * smaller regions. When the regions get too small stop. - * - * The power variable is a measure of how well defended a region is. - * This alters the possible choices. - */ -static void build_recursive_room(int x1, int y1, int x2, int y2, int power) -{ - int xsize, ysize; - int x, y; - int choice; - - /* Temp variables */ - int t1, t2, t3, t4; - - xsize = x2 - x1; - ysize = y2 - y1; - - if ((power < 3) && (xsize > 12) && (ysize > 12)) - { - /* Need outside wall +keep */ - choice = 1; - } - else - { - if (power < 10) - { - /* Make rooms + subdivide */ - if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8)) - { - choice = 4; - } - else - { - choice = randint1(2) + 1; - } - } - else - { - /* Mostly subdivide */ - choice = randint1(3) + 1; - } - } - - /* 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(y1, x); - place_outer_bold(y2, x); - } - - /* left and right */ - for (y = y1 + 1; y < y2; y++) - { - place_outer_bold(y, x1); - place_outer_bold(y, x2); - } - - /* Make a couple of entrances */ - if (one_in_(2)) - { - /* left and right */ - y = randint1(ysize) + y1; - place_floor_bold(y, x1); - place_floor_bold(y, x2); - } - else - { - /* top and bottom */ - x = randint1(xsize) + x1; - place_floor_bold(y1, x); - place_floor_bold(y2, x); - } - - /* Select size of keep */ - t1 = randint1(ysize / 3) + y1; - t2 = y2 - randint1(ysize / 3); - t3 = randint1(xsize / 3) + x1; - t4 = x2 - randint1(xsize / 3); - - /* Do outside areas */ - - /* Above and below keep */ - build_recursive_room(x1 + 1, y1 + 1, x2 - 1, t1, power + 1); - build_recursive_room(x1 + 1, t2, x2 - 1, y2, power + 1); - - /* Left and right of keep */ - build_recursive_room(x1 + 1, t1 + 1, t3, t2 - 1, power + 3); - build_recursive_room(t4, t1 + 1, x2 - 1, t2 - 1, power + 3); - - /* Make the keep itself: */ - x1 = t3; - x2 = t4; - y1 = t1; - y2 = t2; - xsize = x2 - x1; - ysize = y2 - y1; - power += 2; - - /* 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(y, x); - } - } - - /* Too small */ - return; - } - - /* Make outside walls */ - /* top and bottom */ - for (x = x1 + 1; x <= x2 - 1; x++) - { - place_inner_bold(y1 + 1, x); - place_inner_bold(y2 - 1, x); - } - - /* left and right */ - for (y = y1 + 1; y <= y2 - 1; y++) - { - place_inner_bold(y, x1 + 1); - place_inner_bold(y, x2 - 1); - } - - /* Make a door */ - y = randint1(ysize - 3) + y1 + 1; - - if (one_in_(2)) - { - /* left */ - place_floor_bold(y, x1 + 1); - } - else - { - /* right */ - place_floor_bold(y, x2 - 1); - } - - /* Build the room */ - build_recursive_room(x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3); - break; - } - case 2: - { - /* Try and divide vertically */ - if (xsize < 3) - { - /* Too small */ - for (y = y1; y < y2; y++) - { - for (x = x1; x < x2; x++) - { - place_inner_bold(y, x); - } - } - return; - } - - t1 = randint1(xsize - 2) + x1 + 1; - build_recursive_room(x1, y1, t1, y2, power - 2); - build_recursive_room(t1 + 1, y1, x2, y2, power - 2); - break; - } - case 3: - { - /* Try and divide horizontally */ - if (ysize < 3) - { - /* Too small */ - for (y = y1; y < y2; y++) - { - for (x = x1; x < x2; x++) - { - place_inner_bold(y, x); - } - } - return; - } - - t1 = randint1(ysize - 2) + y1 + 1; - build_recursive_room(x1, y1, x2, t1, power - 2); - build_recursive_room(x1, t1 + 1, x2, y2, power - 2); - break; - } - } -} - - -/* Build a castle */ - -/* Driver routine: clear the region and call the recursive -* room routine. -* -*This makes a vault that looks like a castle/ city in the dungeon. -*/ -static void build_castle_vault(int x0, int y0, int xsize, int ysize) -{ - int dy, dx; - int y1, x1, y2, x2; - int y, x; - - /* Pick a random room size */ - dy = ysize / 2 - 1; - dx = xsize / 2 - 1; - - y1 = y0 - dy; - x1 = x0 - dx; - y2 = y0 + dy; - x2 = x0 + dx; + /* about size/2 */ + cutoff = xsize / 2; - if (cheat_room) msg_print("Castle Vault"); + /* make it */ + generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff); - /* generate the room */ - for (y = y1 - 1; y <= y2 + 1; y++) - { - for (x = x1 - 1; x <= x2 + 1; x++) - { - cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY); - /* Make everything a floor */ - place_floor_bold(y, x); - } + /* Convert to normal format+ clean up */ + done = generate_fracave(y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE); } - - /* Make the castle */ - build_recursive_room(x1, y1, x2, y2, randint1(5)); - - /* Fill with monsters and treasure, low difficulty */ - fill_treasure(x1, x2, y1, y2, randint1(3)); } - -/* - * Add outer wall to a floored region - * Note: no range checking is done so must be inside dungeon - * This routine also stomps on doors - */ -static void add_outer_wall(int x, int y, int light, int x1, int y1, int x2, int y2) +bool generate_lake(POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int c1, int c2, int c3, int type) { - cave_type *c_ptr; - feature_type *f_ptr; - int i, j; - - if (!in_bounds(y, x)) return; - - c_ptr = &cave[y][x]; - - /* hack- check to see if square has been visited before - * if so, then exit (use room flag to do this) */ - if (c_ptr->info & CAVE_ROOM) return; - - /* set room flag */ - c_ptr->info |= CAVE_ROOM; + POSITION x, y, xhsize, yhsize; + int i; + FEAT_IDX feat1, feat2, feat3; - f_ptr = &f_info[c_ptr->feat]; + /* offsets to middle from corner */ + xhsize = xsize / 2; + yhsize = ysize / 2; - if (is_floor_bold(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(x + i, y + j, light, x1, y1, x2, y2); - if (light) c_ptr->info |= CAVE_GLOW; - } - } - } - } - else if (is_extra_bold(y, x)) - { - /* Set bounding walls */ - place_outer_bold(y, x); - if (light) c_ptr->info |= CAVE_GLOW; - } - else if (permanent_wall(f_ptr)) + /* Get features based on type */ + switch (type) { - /* Set bounding walls */ - if (light) c_ptr->info |= CAVE_GLOW; - } -} - - -/* - * Hacked distance formula - gives the 'wrong' answer. - * Used to build crypts - */ -static int dist2(int x1, int y1, int x2, int y2, - int h1, int h2, int h3, int h4) -{ - int dx, dy; - dx = abs(x2 - x1); - dy = abs(y2 - y1); + 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; - /* 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.) - */ + /* Paranoia */ + default: return FALSE; + } - /* 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) */ -} + /* + * select region connected to center of cave system + * this gets rid of alot of isolated one-sqaures that + * can make teleport traps instadeaths... + */ + /* cutoffs */ + fill_data.c1 = c1; + fill_data.c2 = c2; + fill_data.c3 = c3; -/* - * Build target vault. - * This is made by two concentric "crypts" with perpendicular - * walls creating the cross-hairs. - */ -static void build_target_vault(int x0, int y0, int xsize, int ysize) -{ - int rad, x, y; + /* features to fill with */ + fill_data.feat1 = feat1; + fill_data.feat2 = feat2; + fill_data.feat3 = feat3; - /* Make a random metric */ - int h1, h2, h3, h4; - h1 = randint1(32) - 16; - h2 = randint1(16); - h3 = randint1(32); - h4 = randint1(32) - 16; + fill_data.info1 = 0; + fill_data.info2 = 0; + fill_data.info3 = 0; - if (cheat_room) msg_print("Target Vault"); + /* number of filled squares */ + fill_data.amount = 0; - /* work out outer radius */ - if (xsize > ysize) - { - rad = ysize / 2; - } - else - { - rad = xsize / 2; - } + /* select region connected to center of cave system + * this gets rid of alot of isolated one-sqaures that + * can make teleport traps instadeaths... */ + cave_fill((byte)y0, (byte)x0); - /* Make floor */ - for (x = x0 - rad; x <= x0 + rad; x++) + /* if tally too small, try again */ + if (fill_data.amount < 10) { - for (y = y0 - rad; y <= y0 + rad; y++) + /* too small -clear area and try again later */ + for (x = 0; x <= xsize; ++x) { - /* clear room flag */ - cave[y][x].info &= ~(CAVE_ROOM); - - /* Vault - so is "icky" */ - cave[y][x].info |= CAVE_ICKY; - - if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1) - { - /* inside- so is floor */ - place_floor_bold(y, x); - } - else - { - /* make granite outside so arena works */ - place_extra_bold(y, x); - } - - /* proper boundary for arena */ - if (((y + rad) == y0) || ((y - rad) == y0) || - ((x + rad) == x0) || ((x - rad) == x0)) + for (y = 0; y <= ysize; ++y) { - place_extra_bold(y, x); + place_floor_bold(y0 + y - yhsize, x0 + x - xhsize); + cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY); } } + return FALSE; } - /* Find visible outer walls and set to be FEAT_OUTER */ - add_outer_wall(x0, y0, FALSE, 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++) + /* Do boundarys- set to normal granite */ + for (i = 0; i <= xsize; ++i) { - for (y = y0 - rad / 2; y <= y0 + rad / 2; y++) - { - if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2) - { - /* Make an internal wall */ - place_inner_bold(y, x); - } - } - } + place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize); + place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize); - /* Add perpendicular walls */ - for (x = x0 - rad; x <= x0 + rad; x++) - { - place_inner_bold(y0, x); + /* clear the icky flag-don't need it any more */ + cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY); + cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY); } - for (y = y0 - rad; y <= y0 + rad; y++) - { - place_inner_bold(y, x0); - } + /* Do the left and right boundaries minus the corners (done above) */ - /* Make inner vault */ - for (y = y0 - 1; y <= y0 + 1; y++) - { - place_inner_bold(y, x0 - 1); - place_inner_bold(y, x0 + 1); - } - for (x = x0 - 1; x <= x0 + 1; x++) + for (i = 1; i < ysize; ++i) { - place_inner_bold(y0 - 1, x); - place_inner_bold(y0 + 1, x); + place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize); + place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize); + + /* clear icky flag -done with it */ + cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY); + cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY); } - place_floor_bold(y0, x0); + /* Do the rest: convert back to the normal format */ + for (x = 1; x < xsize; ++x) + { + for (y = 1; y < ysize; ++y) + { + /* Fill unconnected regions with granite */ + if ((!(cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) || + is_outer_bold(y0 + y - yhsize, x0 + x - xhsize)) + place_extra_bold(y0 + y - yhsize, x0 + x - xhsize); - /* Add doors to vault */ - /* get two distances so can place doors relative to centre */ - x = (rad - 2) / 4 + 1; - y = rad / 2 + x; + /* turn off icky flag (no longer needed.) */ + cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM); - add_door(x0 + x, y0); - add_door(x0 + y, y0); - add_door(x0 - x, y0); - add_door(x0 - y, y0); - add_door(x0, y0 + x); - add_door(x0, y0 + y); - add_door(x0, y0 - x); - add_door(x0, y0 - y); + /* Light lava */ + if (cave_have_flag_bold(y0 + y - yhsize, x0 + x - xhsize, FF_LAVA)) + { + if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW; + } + } + } - /* Fill with stuff - medium difficulty */ - fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3); + return TRUE; } -#ifdef ALLOW_CAVERNS_AND_LAKES /* - * This routine uses a modified version of the lake code to make a - * distribution of some terrain type over the vault. This type - * depends on the dungeon depth. - * - * Miniture rooms are then scattered across the vault. + * makes a lake/collapsed cave system in the center of the dungeon */ -static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz) +void build_lake(int type) { - int grd, roug; - int c1, c2, c3; + int grd, roug, xsize, ysize, x0, y0; bool done = FALSE; - int xsize, ysize, xhsize, yhsize, x, y, i; - int type; - - - if (cheat_room) msg_print("Elemental Vault"); - - /* round to make sizes even */ - xhsize = xsiz / 2; - yhsize = ysiz / 2; - xsize = xhsize * 2; - ysize = yhsize * 2; + int c1, c2, c3; - if (dun_level < 25) - { - /* Earth vault (Rubble) */ - type = LAKE_T_EARTH_VAULT; - } - else if (dun_level < 50) - { - /* Air vault (Trees) */ - type = LAKE_T_AIR_VAULT; - } - else if (dun_level < 75) - { - /* Water vault (shallow water) */ - type = LAKE_T_WATER_VAULT; - } - else + /* paranoia - exit if lake type out of range. */ + if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT)) { - /* Fire vault (shallow lava) */ - type = LAKE_T_FIRE_VAULT; + msg_format("Invalid lake type (%d)", type); + return; } + /* Make the size of the dungeon */ + xsize = cur_wid - 1; + ysize = cur_hgt - 1; + x0 = xsize / 2; + y0 = ysize / 2; + + /* Paranoia: make size even */ + xsize = x0 * 2; + ysize = y0 * 2; + while (!done) { /* testing values for these parameters: feel free to adjust */ - grd = 1 << (randint0(3)); + grd = randint1(3) + 4; /* want average of about 16 */ roug = randint1(8) * randint1(4); /* Make up size of various componants */ /* Floor */ - c3 = 2 * xsize / 3; + c3 = 3 * xsize / 4; /* Deep water/lava */ c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5; @@ -5348,1226 +1361,722 @@ static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz) c2 = (c1 + c3) / 2; /* make it */ - generate_hmap(y0, x0, xsize, ysize, grd, roug, c3); + generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3); + + /* Convert to normal format+ clean up */ + done = generate_lake(y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type); + } +} +#endif /* ALLOW_CAVERNS_AND_LAKES */ + + + +/* + * Routine that fills the empty areas of a room with treasure and monsters. + */ +void fill_treasure(POSITION x1, POSITION x2, POSITION y1, POSITION y2, int difficulty) +{ + POSITION x, y, cx, cy, size; + s32b value; + + /* center of room:*/ + cx = (x1 + x2) / 2; + cy = (y1 + y2) / 2; + + /* Rough measure of size of vault= sum of lengths of sides */ + size = abs(x2 - x1) + abs(y2 - y1); + + for (x = x1; x <= x2; x++) + { + for (y = y1; y <= y2; y++) + { + /* Thing added based on distance to center of vault + * Difficulty is 1-easy to 10-hard */ + value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty; + + /* hack- empty square part of the time */ + if ((randint1(100) - difficulty * 3) > 50) value = 20; + + /* if floor, shallow water and lava */ + if (is_floor_bold(y, x) || + (cave_have_flag_bold(y, x, FF_PLACE) && cave_have_flag_bold(y, x, FF_DROP))) + { + /* The smaller 'value' is, the better the stuff */ + if (value < 0) + { + /* Meanest monster + treasure */ + monster_level = base_level + 40; + place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); + monster_level = base_level; + object_level = base_level + 20; + place_object(y, x, AM_GOOD); + object_level = base_level; + } + else if (value < 5) + { + /* Mean monster +treasure */ + monster_level = base_level + 20; + place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); + monster_level = base_level; + object_level = base_level + 10; + place_object(y, x, AM_GOOD); + object_level = base_level; + } + else if (value < 10) + { + /* Monster */ + monster_level = base_level + 9; + place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); + monster_level = base_level; + } + else if (value < 17) + { + /* Intentional Blank space */ + + /* + * (Want some of the vault to be empty + * so have room for group monsters. + * This is used in the hack above to lower + * the density of stuff in the vault.) + */ + } + else if (value < 23) + { + /* Object or trap */ + if (randint0(100) < 25) + { + place_object(y, x, 0L); + } + else + { + place_trap(y, x); + } + } + else if (value < 30) + { + /* Monster and trap */ + monster_level = base_level + 5; + place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); + monster_level = base_level; + place_trap(y, x); + } + else if (value < 40) + { + /* Monster or object */ + if (randint0(100) < 50) + { + monster_level = base_level + 3; + place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); + monster_level = base_level; + } + if (randint0(100) < 50) + { + object_level = base_level + 7; + place_object(y, x, 0L); + object_level = base_level; + } + } + else if (value < 50) + { + /* Trap */ + place_trap(y, x); + } + else + { + /* Various Stuff */ - /* Convert to normal format+ clean up */ - done = generate_lake(y0, x0, xsize, ysize, c1, c2, c3, type); - } + /* 20% monster, 40% trap, 20% object, 20% blank space */ + if (randint0(100) < 20) + { + place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP)); + } + else if (randint0(100) < 50) + { + place_trap(y, x); + } + else if (randint0(100) < 50) + { + place_object(y, x, 0L); + } + } - /* Set icky flag because is a vault */ - for (x = 0; x <= xsize; x++) - { - for (y = 0; y <= ysize; y++) - { - cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY; + } } } - - /* make a few rooms in the vault */ - for (i = 1; i <= (xsize * ysize) / 50; i++) - { - build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2, - y0 + randint0(ysize - 4) - ysize / 2 + 2); - } - - /* Fill with monsters and treasure, low difficulty */ - fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, - y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5)); } -#endif /* ALLOW_CAVERNS_AND_LAKES */ + /* - * Random vaults + * Overlay a rectangular room given its bounds + * This routine is used by build_room_vault + * The area inside the walls is not touched: + * only granite is removed- normal walls stay */ -static bool build_type10(void) +void build_room(POSITION x1, POSITION x2, POSITION y1, POSITION y2) { - int y0, x0, xsize, ysize, vtype; + POSITION x, y, xsize, ysize; + int i, temp; - /* Get size */ - /* big enough to look good, small enough to be fairly common. */ - xsize = randint1(22) + 22; - ysize = randint1(11) + 11; - - /* Find and reserve some space in the dungeon. Get center of room. */ - if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE; + /* Check if rectangle has no width */ + if ((x1 == x2) || (y1 == y2)) return; - /* Select type of vault */ -#ifdef ALLOW_CAVERNS_AND_LAKES - do - { - vtype = randint1(15); - } - while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) && - ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11))); -#else /* ALLOW_CAVERNS_AND_LAKES */ - do + if (x1 > x2) { - vtype = randint1(7); + /* Swap boundaries if in wrong order */ + temp = x1; + x1 = x2; + x2 = temp; } - while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) && - ((vtype == 1) || (vtype == 3))); -#endif /* ALLOW_CAVERNS_AND_LAKES */ - switch (vtype) + if (y1 > y2) { - /* Build an appropriate room */ - case 1: case 9: build_bubble_vault(x0, y0, xsize, ysize); break; - case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break; - case 3: case 11: build_cave_vault(x0, y0, xsize, ysize); break; - case 4: case 12: build_maze_vault(x0, y0, xsize, ysize, TRUE); break; - case 5: case 13: build_mini_c_vault(x0, y0, xsize, ysize); break; - case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break; - case 7: case 15: build_target_vault(x0, y0, xsize, ysize); break; -#ifdef ALLOW_CAVERNS_AND_LAKES - case 8: build_elemental_vault(x0, y0, xsize, ysize); break; -#endif /* ALLOW_CAVERNS_AND_LAKES */ - /* I know how to add a few more... give me some time. */ - - /* Paranoia */ - default: return FALSE; + /* Swap boundaries if in wrong order */ + temp = y1; + y1 = y2; + y2 = temp; } - return TRUE; -} - - -/* - * Build an vertical oval room. - * For every grid in the possible square, check the distance. - * If it's less than the radius, make it a room square. - * - * When done fill from the inside to find the walls, - */ -static bool build_type11(void) -{ - int rad, x, y, x0, y0; - int light = FALSE; - - /* Occasional light */ - if ((randint1(dun_level) <= 15) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE; - - rad = randint0(9); + /* get total widths */ + xsize = x2 - x1; + ysize = y2 - y1; - /* 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++) + /* Top and bottom boundaries */ + for (i = 0; i <= xsize; i++) { - for (y = y0 - rad; y <= y0 + rad; y++) - { - if (distance(y0, x0, y, x) <= rad - 1) - { - /* inside- so is floor */ - place_floor_bold(y, x); - } - else if (distance(y0, x0, y, x) <= rad + 1) - { - /* make granite outside so arena works */ - place_extra_bold(y, x); - } - } + place_outer_noperm_bold(y1, x1 + i); + cave[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY); + place_outer_noperm_bold(y2, x1 + i); + cave[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY); } - /* 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; -} - - -/* - * Build crypt room. - * For every grid in the possible square, check the (fake) distance. - * If it's less than the radius, make it a room square. - * - * When done fill from the inside to find the walls, - */ -static bool build_type12(void) -{ - int rad, x, y, x0, y0; - int light = FALSE; - bool emptyflag = TRUE; - - /* Make a random metric */ - int h1, h2, h3, h4; - h1 = randint1(32) - 16; - h2 = randint1(16); - h3 = randint1(32); - h4 = randint1(32) - 16; - - /* Occasional light */ - if ((randint1(dun_level) <= 5) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE; - - rad = randint1(9); - - /* 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; + /* Left and right boundaries */ + for (i = 1; i < ysize; i++) + { + place_outer_noperm_bold(y1 + i, x1); + cave[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY); + place_outer_noperm_bold(y1 + i, x2); + cave[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY); + } - /* Make floor */ - for (x = x0 - rad; x <= x0 + rad; x++) + /* Middle */ + for (x = 1; x < xsize; x++) { - for (y = y0 - rad; y <= y0 + rad; y++) + for (y = 1; y < ysize; y++) { - /* clear room flag */ - cave[y][x].info &= ~(CAVE_ROOM); - - if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1) - { - /* inside - so is floor */ - place_floor_bold(y, x); - } - else if (distance(y0, x0, y, x) < 3) + if (is_extra_bold(y1+y, x1+x)) { - place_floor_bold(y, x); + /* clear the untouched region */ + place_floor_bold(y1 + y, x1 + x); + cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY); } else { - /* make granite outside so arena works */ - place_extra_bold(y, x); - } - - /* proper boundary for arena */ - if (((y + rad) == y0) || ((y - rad) == y0) || - ((x + rad) == x0) || ((x - rad) == x0)) - { - place_extra_bold(y, 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); - - /* Check to see if there is room for an inner vault */ - for (x = x0 - 2; x <= x0 + 2; x++) - { - for (y = y0 - 2; y <= y0 + 2; y++) - { - if (!is_floor_bold(y, x)) - { - /* Wall in the way */ - emptyflag = FALSE; + /* make it a room- but don't touch */ + cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY); } } } - - if (emptyflag && one_in_(2)) - { - /* Build the vault */ - build_small_room(x0, y0); - - /* Place a treasure in the vault */ - place_object(y0, x0, 0L); - - /* Let's guard the treasure well */ - vault_monsters(y0, x0, randint0(2) + 3); - - /* Traps naturally */ - vault_traps(y0, x0, 4, 4, randint0(3) + 2); - } - - return TRUE; } -/* - * Helper function for "trapped monster pit" - */ -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 - * - * 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. + * maze vault -- rectangular labyrinthine rooms * - * 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. + * 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 * - * Note that the "get_mon_num()" function may (rarely) fail, in which case - * the pit will be empty. + * 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. * - * Note that "monster pits" will never contain "unique" monsters. + * The spanning tree is created by performing a suitably randomized + * depth-first traversal of the graph. The only adjustable parameter + * is the randint0(3) below; it governs the relative density of + * twists and turns in the labyrinth: smaller number, more twists. */ -static bool build_type13(void) +void r_visit(POSITION y1, POSITION x1, POSITION y2, POSITION x2, int node, DIRECTION dir, int *visited) { - static int placing[][3] = { - {-2, -9, 0}, {-2, -8, 0}, {-3, -7, 0}, {-3, -6, 0}, - {+2, -9, 0}, {+2, -8, 0}, {+3, -7, 0}, {+3, -6, 0}, - {-2, +9, 0}, {-2, +8, 0}, {-3, +7, 0}, {-3, +6, 0}, - {+2, +9, 0}, {+2, +8, 0}, {+3, +7, 0}, {+3, +6, 0}, - {-2, -7, 1}, {-3, -5, 1}, {-3, -4, 1}, - {+2, -7, 1}, {+3, -5, 1}, {+3, -4, 1}, - {-2, +7, 1}, {-3, +5, 1}, {-3, +4, 1}, - {+2, +7, 1}, {+3, +5, 1}, {+3, +4, 1}, - {-2, -6, 2}, {-2, -5, 2}, {-3, -3, 2}, - {+2, -6, 2}, {+2, -5, 2}, {+3, -3, 2}, - {-2, +6, 2}, {-2, +5, 2}, {-3, +3, 2}, - {+2, +6, 2}, {+2, +5, 2}, {+3, +3, 2}, - {-2, -4, 3}, {-3, -2, 3}, - {+2, -4, 3}, {+3, -2, 3}, - {-2, +4, 3}, {-3, +2, 3}, - {+2, +4, 3}, {+3, +2, 3}, - {-2, -3, 4}, {-3, -1, 4}, - {+2, -3, 4}, {+3, -1, 4}, - {-2, +3, 4}, {-3, +1, 4}, - {+2, +3, 4}, {+3, +1, 4}, - {-2, -2, 5}, {-3, 0, 5}, {-2, +2, 5}, - {+2, -2, 5}, {+3, 0, 5}, {+2, +2, 5}, - {-2, -1, 6}, {-2, +1, 6}, - {+2, -1, 6}, {+2, +1, 6}, - {-2, 0, 7}, {+2, 0, 7}, - {0, 0, -1} - }; - - int y, x, y1, x1, y2, x2, xval, yval; - int i, j; - - int what[16]; - - monster_type align; - - cave_type *c_ptr; - - int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit); - vault_aux_type *n_ptr; - - /* Only in Angband */ - if (dungeon_type != 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++) - { - int r_idx = 0, attempts = 100; - monster_race *r_ptr = NULL; - - while (attempts--) - { - /* Get a (hard) monster type */ - r_idx = get_mon_num(dun_level + 0); - r_ptr = &r_info[r_idx]; - - /* Decline incorrect alignment */ - if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue; - - /* Accept this monster */ - break; - } - - /* Notice failure */ - if (!r_idx || !attempts) return 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, 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); - } + int i, j, m, n, temp, x, y, adj[4]; - /* 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); - } - } + /* dimensions of vertex array */ + m = (x2 - x1) / 2 + 1; + n = (y2 - y1) / 2 + 1; - /* Place the wall open trap */ - cave[yval][xval].mimic = cave[yval][xval].feat; - cave[yval][xval].feat = feat_trap_open; + /* mark node visited and set it to a floor */ + visited[node] = 1; + x = 2 * (node % m) + x1; + y = 2 * (node / m) + y1; + place_floor_bold(y, x); - /* Sort the entries */ - for (i = 0; i < 16 - 1; i++) + /* setup order of adjacent node visits */ + if (one_in_(3)) { - /* Sort the entries */ - for (j = 0; j < 16 - 1; j++) + /* pick a random ordering */ + for (i = 0; i < 4; i++) + adj[i] = i; + for (i = 0; i < 4; i++) { - 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; - } + j = randint0(4); + temp = adj[i]; + adj[i] = adj[j]; + adj[j] = temp; } + dir = adj[0]; } - - /* 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++) + else { - /* Every other entry */ - what[i] = what[i * 2]; - - if (cheat_hear) + /* pick a random ordering with dir first */ + adj[0] = dir; + for (i = 1; i < 4; i++) + adj[i] = i; + for (i = 1; i < 4; i++) { - /* Message */ - msg_print(r_name + r_info[what[i]].name); + j = 1 + randint0(3); + temp = adj[i]; + adj[i] = adj[j]; + adj[j] = temp; } } - for (i = 0; placing[i][2] >= 0; i++) + for (i = 0; i < 4; i++) { - y = yval + placing[i][0]; - x = xval + placing[i][1]; - place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE); + switch (adj[i]) + { + case 0: + /* (0,+) - check for bottom boundary */ + if ((node / m < n - 1) && (visited[node + m] == 0)) + { + place_floor_bold(y + 1, x); + r_visit(y1, x1, y2, x2, node + m, dir, visited); + } + break; + case 1: + /* (0,-) - check for top boundary */ + if ((node / m > 0) && (visited[node - m] == 0)) + { + place_floor_bold(y - 1, x); + r_visit(y1, x1, y2, x2, node - m, dir, visited); + } + break; + case 2: + /* (+,0) - check for right boundary */ + if ((node % m < m - 1) && (visited[node + 1] == 0)) + { + place_floor_bold(y, x + 1); + r_visit(y1, x1, y2, x2, node + 1, dir, visited); + } + break; + case 3: + /* (-,0) - check for left boundary */ + if ((node % m > 0) && (visited[node - 1] == 0)) + { + place_floor_bold(y, x - 1); + r_visit(y1, x1, y2, x2, node - 1, dir, visited); + } + } /* end switch */ } - - return TRUE; } -/* - * Type 14 -- trapped rooms - * - * A special trap is placed at center of the room - */ -static bool build_type14(void) +void build_maze_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize, bool is_vault) { - int y, x, y2, x2, yval, xval; - int y1, x1, xsize, ysize; - + POSITION y, x, dy, dx; + POSITION y1, x1, y2, x2; + int m, n, num_vertices, *visited; bool light; - cave_type *c_ptr; - s16b trap; - - /* Pick a room size */ - y1 = randint1(4); - x1 = randint1(11); - y2 = randint1(3); - x2 = randint1(11); - xsize = x1 + x2 + 1; - ysize = y1 + y2 + 1; - - /* Find and reserve some space in the dungeon. Get center of room. */ - if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE; + msg_print_wizard(CHEAT_DUNGEON, _("迷路ランダムVaultを生成しました。", "Maze Vault.")); /* Choose lite or dark */ - light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)); - + light = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)); - /* Get corner values */ - y1 = yval - ysize / 2; - x1 = xval - xsize / 2; - y2 = yval + (ysize - 1) / 2; - x2 = xval + (xsize - 1) / 2; + /* Pick a random room size - randomized by calling routine */ + dy = ysize / 2 - 1; + dx = xsize / 2 - 1; + y1 = y0 - dy; + x1 = x0 - dx; + y2 = y0 + dy; + x2 = x0 + dx; - /* Place a full floor under the room */ + /* generate the room */ for (y = y1 - 1; y <= y2 + 1; y++) { for (x = x1 - 1; x <= x2 + 1; x++) { c_ptr = &cave[y][x]; - place_floor_grid(c_ptr); - c_ptr->info |= (CAVE_ROOM); + c_ptr->info |= CAVE_ROOM; + if (is_vault) c_ptr->info |= CAVE_ICKY; + if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1)) + { + place_outer_grid(c_ptr); + } + else if (!is_vault) + { + place_extra_grid(c_ptr); + } + else + { + place_inner_grid(c_ptr); + } if (light) c_ptr->info |= (CAVE_GLOW); } } - /* Walls around the room */ - for (y = y1 - 1; y <= y2 + 1; y++) - { - c_ptr = &cave[y][x1 - 1]; - place_outer_grid(c_ptr); - c_ptr = &cave[y][x2 + 1]; - place_outer_grid(c_ptr); - } - for (x = x1 - 1; x <= x2 + 1; x++) - { - c_ptr = &cave[y1 - 1][x]; - place_outer_grid(c_ptr); - c_ptr = &cave[y2 + 1][x]; - place_outer_grid(c_ptr); - } - - if (dun_level < 30 + randint1(30)) - trap = feat_trap_piranha; - else - trap = feat_trap_armageddon; - - /* Place a special trap */ - c_ptr = &cave[rand_spread(yval, ysize/4)][rand_spread(xval, xsize/4)]; - c_ptr->mimic = c_ptr->feat; - c_ptr->feat = trap; - - /* Message */ - if (cheat_room) - { -#ifdef JP - msg_format("%s¤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; -} + /* dimensions of vertex array */ + m = dx + 1; + n = dy + 1; + num_vertices = m * n; -/* - * Helper function for "glass room" - */ -static bool vault_aux_shards(int r_idx) -{ - monster_race *r_ptr = &r_info[r_idx]; + /* initialize array of visited vertices */ + C_MAKE(visited, num_vertices, int); - /* Validate the monster */ - if (!vault_monster_okay(r_idx)) return FALSE; + /* traverse the graph to create a spaning tree, pick a random root */ + r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited); - /* Require shards breath attack */ - if (!(r_ptr->flags4 & RF4_BR_SHAR)) return FALSE; + /* Fill with monsters and treasure, low difficulty */ + if (is_vault) fill_treasure(x1, x2, y1, y2, randint1(5)); - return TRUE; + C_KILL(visited, num_vertices, int); } -/* - * Hack -- determine if a template is potion - */ -static bool kind_is_potion(int k_idx) -{ - return k_info[k_idx].tval == TV_POTION; -} -/* - * Type 15 -- glass rooms +/* Build a town/ castle by using a recursive algorithm. + * Basically divide each region in a probalistic way to create + * smaller regions. When the regions get too small stop. + * + * The power variable is a measure of how well defended a region is. + * This alters the possible choices. */ -static bool build_type15(void) +void build_recursive_room(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int power) { - int y, x, y2, x2, yval, xval; - int y1, x1, xsize, ysize; - bool light; - - cave_type *c_ptr; - - /* Pick a room size */ - xsize = rand_range(9, 13); - ysize = rand_range(9, 13); - - /* Find and reserve some space in the dungeon. Get center of room. */ - if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE; + POSITION xsize, ysize; + POSITION x, y; + int choice; - /* Choose lite or dark */ - light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)); + /* Temp variables */ + int t1, t2, t3, t4; - /* Get corner values */ - y1 = yval - ysize / 2; - x1 = xval - xsize / 2; - y2 = yval + (ysize - 1) / 2; - x2 = xval + (xsize - 1) / 2; + xsize = x2 - x1; + ysize = y2 - y1; - /* Place a full floor under the room */ - for (y = y1 - 1; y <= y2 + 1; y++) + if ((power < 3) && (xsize > 12) && (ysize > 12)) { - for (x = x1 - 1; x <= x2 + 1; x++) + /* Need outside wall +keep */ + choice = 1; + } + else + { + if (power < 10) { - c_ptr = &cave[y][x]; - place_floor_grid(c_ptr); - c_ptr->feat = feat_glass_floor; - c_ptr->info |= (CAVE_ROOM); - if (light) c_ptr->info |= (CAVE_GLOW); + /* Make rooms + subdivide */ + if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8)) + { + choice = 4; + } + else + { + choice = randint1(2) + 1; + } + } + else + { + /* Mostly subdivide */ + choice = randint1(3) + 1; } } - /* Walls around the room */ - for (y = y1 - 1; y <= y2 + 1; y++) - { - c_ptr = &cave[y][x1 - 1]; - place_outer_grid(c_ptr); - c_ptr->feat = feat_glass_wall; - c_ptr = &cave[y][x2 + 1]; - place_outer_grid(c_ptr); - c_ptr->feat = feat_glass_wall; - } - for (x = x1 - 1; x <= x2 + 1; x++) - { - c_ptr = &cave[y1 - 1][x]; - place_outer_grid(c_ptr); - c_ptr->feat = feat_glass_wall; - c_ptr = &cave[y2 + 1][x]; - place_outer_grid(c_ptr); - c_ptr->feat = feat_glass_wall; - } + /* Based on the choice made above, do something */ - switch (randint1(3)) + switch (choice) { - case 1: /* 4 lite breathers + potion */ + case 1: { - int dir1, dir2; - - /* Prepare allocation table */ - get_mon_num_prep(vault_aux_lite, NULL); + /* Outer walls */ - /* Place fixed lite berathers */ - for (dir1 = 4; dir1 < 8; dir1++) + /* top and bottom */ + for (x = x1; x <= x2; x++) { - int r_idx = get_mon_num(dun_level); - - y = yval + 2 * ddy_ddd[dir1]; - x = xval + 2 * ddx_ddd[dir1]; - if (r_idx) place_monster_aux(0, y, x, r_idx, PM_ALLOW_SLEEP); - - /* Walls around the breather */ - for (dir2 = 0; dir2 < 8; dir2++) - { - c_ptr = &cave[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]]; - place_inner_grid(c_ptr); - c_ptr->feat = feat_glass_wall; - } + place_outer_bold(y1, x); + place_outer_bold(y2, x); } - /* Walls around the potion */ - for (dir1 = 0; dir1 < 4; dir1++) + /* left and right */ + for (y = y1 + 1; y < y2; y++) { - y = yval + 2 * ddy_ddd[dir1]; - x = xval + 2 * ddx_ddd[dir1]; - c_ptr = &cave[y][x]; - place_inner_perm_grid(c_ptr); - c_ptr->feat = feat_permanent_glass_wall; - cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY); + place_outer_bold(y, x1); + place_outer_bold(y, x2); } - /* Glass door */ - dir1 = randint0(4); - y = yval + 2 * ddy_ddd[dir1]; - x = xval + 2 * ddx_ddd[dir1]; - place_secret_door(y, x, DOOR_GLASS_DOOR); - c_ptr = &cave[y][x]; - if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall; - - /* Place a potion */ - get_obj_num_hook = kind_is_potion; - place_object(yval, xval, AM_NO_FIXED_ART); - cave[yval][xval].info |= (CAVE_ICKY); - } - break; - - case 2: /* 1 lite breather + random object */ - { - int r_idx, dir1; + /* Make a couple of entrances */ + if (one_in_(2)) + { + /* left and right */ + y = randint1(ysize) + y1; + place_floor_bold(y, x1); + place_floor_bold(y, x2); + } + else + { + /* top and bottom */ + x = randint1(xsize) + x1; + place_floor_bold(y1, x); + place_floor_bold(y2, x); + } - /* Pillars */ - c_ptr = &cave[y1 + 1][x1 + 1]; - place_inner_grid(c_ptr); - c_ptr->feat = feat_glass_wall; + /* Select size of keep */ + t1 = randint1(ysize / 3) + y1; + t2 = y2 - randint1(ysize / 3); + t3 = randint1(xsize / 3) + x1; + t4 = x2 - randint1(xsize / 3); - c_ptr = &cave[y1 + 1][x2 - 1]; - place_inner_grid(c_ptr); - c_ptr->feat = feat_glass_wall; + /* Do outside areas */ - c_ptr = &cave[y2 - 1][x1 + 1]; - place_inner_grid(c_ptr); - c_ptr->feat = feat_glass_wall; + /* Above and below keep */ + build_recursive_room(x1 + 1, y1 + 1, x2 - 1, t1, power + 1); + build_recursive_room(x1 + 1, t2, x2 - 1, y2, power + 1); - c_ptr = &cave[y2 - 1][x2 - 1]; - place_inner_grid(c_ptr); - c_ptr->feat = feat_glass_wall; + /* Left and right of keep */ + build_recursive_room(x1 + 1, t1 + 1, t3, t2 - 1, power + 3); + build_recursive_room(t4, t1 + 1, x2 - 1, t2 - 1, power + 3); - /* Prepare allocation table */ - get_mon_num_prep(vault_aux_lite, NULL); + /* Make the keep itself: */ + x1 = t3; + x2 = t4; + y1 = t1; + y2 = t2; + xsize = x2 - x1; + ysize = y2 - y1; + power += 2; - r_idx = get_mon_num(dun_level); - if (r_idx) place_monster_aux(0, yval, xval, r_idx, 0L); + /* 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(y, x); + } + } - /* 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; + /* Too small */ + return; } - /* 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++) + /* Make outside walls */ + /* top and bottom */ + for (x = x1 + 1; x <= x2 - 1; x++) { - place_closed_door(yval - 2, x, DOOR_CURTAIN); - place_closed_door(yval + 2, x, DOOR_CURTAIN); + place_inner_bold(y1 + 1, x); + place_inner_bold(y2 - 1, x); } - /* 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++) + /* left and right */ + for (y = y1 + 1; y <= y2 - 1; y++) { - c_ptr = &cave[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]]; - place_inner_grid(c_ptr); - c_ptr->feat = feat_glass_wall; + place_inner_bold(y, x1 + 1); + place_inner_bold(y, x2 - 1); } - /* 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); - } + /* Make a door */ + y = randint1(ysize - 3) + y1 + 1; - /* 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); + /* left */ + place_floor_bold(y, x1 + 1); } 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); + /* right */ + place_floor_bold(y, x2 - 1); } - 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_inner_perm_bold(y, x); + /* Build the room */ + build_recursive_room(x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3); + break; } - } -} - -/* 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 + case 2: { - /* 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++) + /* Try and divide vertically */ + if (xsize < 3) { - for (x = cur_ugbldg->x0; x <= cur_ugbldg->x1; x++) + /* Too small */ + for (y = y1; y < y2; y++) { - if (ugarcade_used[y][x]) + for (x = x1; x < x2; x++) { - abort = TRUE; - break; + place_inner_bold(y, x); } } + return; } - attempt--; + 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; } - 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++) + case 3: { - for (x = cur_ugbldg->x0 - 1; x <= cur_ugbldg->x1 + 1; x++) + /* Try and divide horizontally */ + if (ysize < 3) { - ugarcade_used[y][x] = TRUE; + /* Too small */ + for (y = y1; y < y2; y++) + { + for (x = x1; x < x2; x++) + { + place_inner_bold(y, x); + } + } + return; } + + t1 = randint1(ysize - 2) + y1 + 1; + build_recursive_room(x1, y1, x2, t1, power - 2); + build_recursive_room(x1, t1 + 1, x2, y2, power - 2); + break; } } - - /* 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". + * Add outer wall to a floored region + * Note: no range checking is done so must be inside dungeon + * This routine also stomps on doors */ -static void build_stores(int ltcy, int ltcx, int stores[], int n) +void add_outer_wall(POSITION x, POSITION y, int light, POSITION x1, POSITION y1, POSITION x2, POSITION y2) { - 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]; + cave_type *c_ptr; + feature_type *f_ptr; + int i, j; - /* 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); + if (!in_bounds(y, x)) return; - /* 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; + c_ptr = &cave[y][x]; - /* Top side */ - case 1: - y = cur_ugbldg->y0; - x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1); - break; + /* hack- check to see if square has been visited before + * if so, then exit (use room flag to do this) */ + if (c_ptr->info & CAVE_ROOM) return; - /* Right side */ - case 2: - y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1); - x = cur_ugbldg->x1; - break; + /* set room flag */ + c_ptr->info |= CAVE_ROOM; - /* Left side */ - default: - y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1); - x = cur_ugbldg->x0; - break; - } + f_ptr = &f_info[c_ptr->feat]; - for (j = 0; j < max_f_idx; j++) + if (is_floor_bold(y, x)) + { + for (i = -1; i <= 1; i++) { - if (have_flag(f_info[j].flags, FF_STORE)) + for (j = -1; j <= 1; j++) { - if (f_info[j].subtype == stores[i]) break; + if ((x + i >= x1) && (x + i <= x2) && + (y + j >= y1) && (y + j <= y2)) + { + add_outer_wall(x + i, y + j, light, x1, y1, x2, y2); + if (light) c_ptr->info |= CAVE_GLOW; + } } } - - /* 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]); - } + } + else if (is_extra_bold(y, x)) + { + /* Set bounding walls */ + place_outer_bold(y, x); + if (light) c_ptr->info |= CAVE_GLOW; + } + else if (permanent_wall(f_ptr)) + { + /* Set bounding walls */ + if (light) c_ptr->info |= CAVE_GLOW; } } /* - * 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. + * Hacked distance formula - gives the 'wrong' answer. + * Used to build crypts */ -static bool build_type16(void) +POSITION dist2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, POSITION h1, POSITION h2, POSITION h3, POSITION h4) { - 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; + POSITION dx, dy; + dx = abs(x2 - x1); + dy = abs(y2 - y1); - /* Allocate buildings array */ - C_MAKE(ugbldg, n, ugbldg_type); + /* 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.) + */ - /* If cannot build stores, abort */ - if (!precalc_ugarcade(town_hgt, town_wid, n)) - { - /* Free buildings array */ - C_KILL(ugbldg, n, ugbldg_type); - return FALSE; - } + /* 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) */ +} - /* 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); +/* Create a new floor room with optional light */ +void generate_room_floor(POSITION y1, POSITION x1, POSITION y2, POSITION x2, int light) +{ + POSITION y, x; + + cave_type *c_ptr; -#ifdef JP - if (cheat_room) msg_print("Ãϲ¼³¹"); -#else - if (cheat_room) msg_print("Underground Arcade"); -#endif + 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); + } + } +} - /* Free buildings array */ - C_KILL(ugbldg, n, ugbldg_type); +void generate_fill_perm_bold(POSITION y1, POSITION x1, POSITION y2, POSITION x2) +{ + POSITION y, x; - return TRUE; + for (y = y1; y <= y2; y++) + { + for (x = x1; x <= x2; x++) + { + /* Point to grid */ + place_inner_perm_bold(y, x); + } + } } -/* - * Attempt to build a room of the given type at the given block - * - * Note that we restrict the number of "crowded" rooms to reduce - * the chance of overflowing the monster list during level creation. +/*! + * @brief 与えられた部屋型IDに応じて部屋の生成処理分岐を行い結果を返す / Attempt to build a room of the given type at the given block + * @param type 部屋型ID + * @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation. + * @return 部屋の精製に成功した場合 TRUE を返す。 */ -static bool room_build(int typ) +static bool room_build(EFFECT_ID typ) { /* Build a room */ switch (typ) @@ -6589,19 +2098,23 @@ static bool room_build(int typ) case ROOM_T_TRAP: return build_type14(); case ROOM_T_GLASS: return build_type15(); case ROOM_T_ARCADE: return build_type16(); + case ROOM_T_FIXED: return build_type17(); } /* Paranoia */ return FALSE; } +/*! + * @brief 指定した部屋の生成確率を別の部屋に加算し、指定した部屋の生成率を0にする + * @param dst 確率を移す先の部屋種ID + * @param src 確率を与える元の部屋種ID + */ +#define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0) -#define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0) - -/* - * [from SAngband (originally from OAngband)] - * - * Generate rooms in dungeon. Build bigger rooms at first. +/*! + * @brief 部屋生成処理のメインルーチン(Sangbandを経由してOangbandからの実装を引用) / Generate rooms in dungeon. Build bigger rooms at first. [from SAngband (originally from OAngband)] + * @return 部屋生成に成功した場合 TRUE を返す。 */ bool generate_rooms(void) { @@ -6643,7 +2156,7 @@ bool generate_rooms(void) * XXX -- Various dungeon types and options. */ - /* Ironman sees only Greater Vaults */ + /*! @details ダンジョンにBEGINNER、CHAMELEON、SMALLESTいずれのフラグもなく、かつ「常に通常でない部屋を生成する」フラグがONならば、GRATER_VAULTのみを生成対象とする。 / Ironman sees only Greater Vaults */ if (ironman_rooms && !((d_info[dungeon_type].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST)))) { for (i = 0; i < ROOM_T_MAX; i++) @@ -6653,7 +2166,7 @@ bool generate_rooms(void) } } - /* Forbidden vaults */ + /*! @details ダンジョンにNO_VAULTフラグがあるならば、LESSER_VAULT / GREATER_VAULT/ RANDOM_VAULTを除外 / Forbidden vaults */ else if (d_info[dungeon_type].flags1 & DF1_NO_VAULT) { prob_list[ROOM_T_LESSER_VAULT] = 0; @@ -6661,8 +2174,7 @@ bool generate_rooms(void) prob_list[ROOM_T_RANDOM_VAULT] = 0; } - - /* NO_CAVE dungeon (Castle)*/ + /*! @details ダンジョンにNO_CAVEフラグがある場合、FRACAVEの生成枠がNORMALに与えられる。CRIPT、OVALの生成枠がINNER_Fに与えられる。/ NO_CAVE dungeon (Castle)*/ if (d_info[dungeon_type].flags1 & DF1_NO_CAVE) { MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE); @@ -6670,24 +2182,25 @@ bool generate_rooms(void) MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL); } - /* CAVE dungeon (Orc cave etc.) */ + /*! @details ダンジョンにCAVEフラグがある場合、NORMALの生成枠がFRACAVEに与えられる。/ CAVE dungeon (Orc cave etc.) */ else if (d_info[dungeon_type].flags1 & DF1_CAVE) { MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL); } - /* No caves when a (random) cavern exists: they look bad */ + /*! @details ダンジョンの基本地形が最初から渓谷かアリーナ型の場合 FRACAVE は生成から除外。 / No caves when a (random) cavern exists: they look bad */ else if (dun->cavern || dun->empty_level) { prob_list[ROOM_T_FRACAVE] = 0; } - /* Forbidden glass rooms */ + /*! @details ダンジョンに最初からGLASS_ROOMフラグがある場合、GLASS を生成から除外。/ Forbidden glass rooms */ if (!(d_info[dungeon_type].flags1 & DF1_GLASS_ROOM)) { prob_list[ROOM_T_GLASS] = 0; } + /*! @details ARCADEは同フラグがダンジョンにないと生成されない。 / Forbidden glass rooms */ if (!(d_info[dungeon_type].flags1 & DF1_ARCADE)) { prob_list[ROOM_T_ARCADE] = 0; @@ -6804,16 +2317,14 @@ bool generate_rooms(void) if (!remain) break; } - if (rooms_built < 2) return FALSE; - - if (cheat_room) + /*! @details 部屋生成数が2未満の場合生成失敗を返す */ + if (rooms_built < 2) { -#ifdef JP - msg_format("Éô²°¿ô: %d", rooms_built); -#else - msg_format("Number of Rooms: %d", rooms_built); -#endif + msg_format_wizard(CHEAT_DUNGEON, _("部屋数が2未満でした。生成を再試行します。", "Number of rooms was under 2. Retry."), rooms_built); + return FALSE; } + msg_format_wizard(CHEAT_DUNGEON, _("このダンジョンの部屋数は %d です。", "Number of Rooms: %d"), rooms_built); + return TRUE; }