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[Refactor] #37353 一般的な部屋生成処理を rooms.c から rooms-normal.c/h へ分離。
authorDeskull <deskull@users.sourceforge.jp>
Mon, 10 Sep 2018 11:21:19 +0000 (20:21 +0900)
committerDeskull <deskull@users.sourceforge.jp>
Mon, 10 Sep 2018 11:21:19 +0000 (20:21 +0900)
Separate generation normal rooms from rooms.c to rooms-normal.c/h.

Hengband_vcs2015/Hengband/Hengband.vcxproj
Hengband_vcs2015/Hengband/Hengband.vcxproj.filters
src/rooms.c
src/rooms.h
src/rooms_normal.c [new file with mode: 0644]
src/rooms_normal.h [new file with mode: 0644]

index 400caf1..f85f119 100644 (file)
     <ClCompile Include="..\..\src\readdib.c" />\r
     <ClCompile Include="..\..\src\report.c" />\r
     <ClCompile Include="..\..\src\rooms.c" />\r
+    <ClCompile Include="..\..\src\rooms_normal.c" />\r
     <ClCompile Include="..\..\src\save.c" />\r
     <ClCompile Include="..\..\src\scores.c" />\r
     <ClCompile Include="..\..\src\selfinfo.c" />\r
     <ClInclude Include="..\..\src\mindtips.h" />\r
     <ClInclude Include="..\..\src\readdib.h" />\r
     <ClInclude Include="..\..\src\rooms.h" />\r
+    <ClInclude Include="..\..\src\rooms_normal.h" />\r
     <ClInclude Include="..\..\src\selfinfo.h" />\r
     <ClInclude Include="..\..\src\spells-summon.h" />\r
     <ClInclude Include="..\..\src\streams.h" />\r
index 5cda133..b53aa7a 100644 (file)
     <ClCompile Include="..\..\src\trap.c">\r
       <Filter>Source</Filter>\r
     </ClCompile>\r
+    <ClCompile Include="..\..\src\rooms_normal.c">\r
+      <Filter>Source</Filter>\r
+    </ClCompile>\r
   </ItemGroup>\r
   <ItemGroup>\r
     <ClInclude Include="..\..\src\angband.h">\r
     <ClInclude Include="..\..\src\trap.h">\r
       <Filter>Header</Filter>\r
     </ClInclude>\r
+    <ClInclude Include="..\..\src\rooms_normal.h">\r
+      <Filter>Header</Filter>\r
+    </ClInclude>\r
   </ItemGroup>\r
   <ItemGroup>\r
     <ResourceCompile Include="..\..\src\angband.rc" />\r
index 96b7c2c..c15244f 100644 (file)
@@ -41,6 +41,8 @@
 #include "grid.h"
 #include "rooms.h"
 
+#include "rooms_normal.h"
+
 
 /*!
  * 各部屋タイプの生成比定義
@@ -108,7 +110,7 @@ static byte room_build_order[ROOM_T_MAX] = {
  * @param x 配置したいフロアのX座標
  * @return なし
  */
-static void place_locked_door(int y, int x)
+void place_locked_door(int y, int x)
 {
        if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
        {
@@ -126,10 +128,10 @@ static void place_locked_door(int y, int x)
  * @brief 隠しドアを配置する
  * @param y 配置したいフロアのY座標
  * @param x 配置したいフロアのX座標
- * @param type #DOOR_DEFAULT / #DOOR_DOOR / #DOOR_GLASS_DOOR / #DOOR_CURTAIN のいずれか
+ * @param type DOOR_DEFAULT / DOOR_DOOR / DOOR_GLASS_DOOR / DOOR_CURTAIN のいずれか
  * @return なし
  */
-static void place_secret_door(int y, int x, int type)
+void place_secret_door(int y, int x, int type)
 {
        if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
        {
@@ -400,7 +402,7 @@ static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int bl
  * Return TRUE and values for the center of the room if all went well.\n
  * Otherwise, return FALSE.\n
  */
-static bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width)
+bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width)
 {
        int candidates, pick;
        int by, bx, by1, bx1, by2, bx2;
@@ -515,903 +517,7 @@ static bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width
 }
 
 
-/*!
- * @brief タイプ1の部屋…通常可変長方形の部屋を生成する / Type 1 -- normal rectangular rooms
- * @return なし
- */
-static bool build_type1(void)
-{
-       POSITION y, x, y2, x2, yval, xval;
-       POSITION y1, x1, xsize, ysize;
-
-       bool light;
-
-       cave_type *c_ptr;
-
-       bool curtain = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
-               one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 48 : 512);
-
-       /* Pick a room size */
-       y1 = 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))
-       {
-               /* Limit to the minimum room size, and retry */
-               y1 = 1;
-               x1 = 1;
-               y2 = 1;
-               x2 = 1;
-
-               xsize = x1 + x2 + 1;
-               ysize = y1 + y2 + 1;
-
-               /* Find and reserve some space in the dungeon.  Get center of room. */
-               if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
-       }
-
-       /* Choose lite or dark */
-       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
-
-       /* Get corner values */
-       y1 = yval - ysize / 2;
-       x1 = xval - xsize / 2;
-       y2 = yval + (ysize - 1) / 2;
-       x2 = xval + (xsize - 1) / 2;
-
-
-       /* Place a full floor under the room */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               for (x = x1 - 1; x <= x2 + 1; x++)
-               {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-                       c_ptr->info |= (CAVE_ROOM);
-                       if (light) c_ptr->info |= (CAVE_GLOW);
-               }
-       }
-
-       /* Walls around the room */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               c_ptr = &cave[y][x1 - 1];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y][x2 + 1];
-               place_outer_grid(c_ptr);
-       }
-       for (x = x1 - 1; x <= x2 + 1; x++)
-       {
-               c_ptr = &cave[y1 - 1][x];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y2 + 1][x];
-               place_outer_grid(c_ptr);
-       }
-
-
-       /* Hack -- Occasional curtained room */
-       if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2))
-       {
-               for (y = y1; y <= y2; y++)
-               {
-                       c_ptr = &cave[y][x1];
-                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
-                       c_ptr->info &= ~(CAVE_MASK);
-                       c_ptr = &cave[y][x2];
-                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
-                       c_ptr->info &= ~(CAVE_MASK);
-               }
-               for (x = x1; x <= x2; x++)
-               {
-                       c_ptr = &cave[y1][x];
-                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
-                       c_ptr->info &= ~(CAVE_MASK);
-                       c_ptr = &cave[y2][x];
-                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
-                       c_ptr->info &= ~(CAVE_MASK);
-               }
-       }
-
-
-       /* Hack -- Occasional pillar room */
-       if (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);
-                       }
-               }
-       }
-
-       /* 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);
-
-                       c_ptr = &cave[y1 + 1][x2 - 1];
-                       place_inner_grid(c_ptr);
-
-                       c_ptr = &cave[y2 - 1][x1 + 1];
-                       place_inner_grid(c_ptr);
-
-                       c_ptr = &cave[y2 - 1][x2 - 1];
-                       place_inner_grid(c_ptr);
-               }
-       }
-
-       /* Hack -- Occasional ragged-edge room */
-       else if (one_in_(50))
-       {
-               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)
-               {
-                       c_ptr = &cave[y1][x];
-                       place_inner_grid(c_ptr);
-                       c_ptr = &cave[y2][x];
-                       place_inner_grid(c_ptr);
-               }
-       }
-       /* 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;
-                       }
-
-                       /* Prevent edge of wall from being tunneled */
-                       place_solid_bold(y1 - 1, xval);
-                       place_solid_bold(y2 + 1, xval);
-               }
-
-               place_random_door(yval, xval, TRUE);
-               if (curtain2) cave[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;
-       }
-
-       return TRUE;
-}
-
-/*!
- * @brief タイプ2の部屋…二重長方形の部屋を生成する / Type 2 -- Overlapping rectangular rooms
- * @return なし
- */
-static bool build_type2(void)
-{
-       POSITION        y, x, xval, yval;
-       POSITION        y1a, x1a, y2a, x2a;
-       POSITION        y1b, x1b, y2b, x2b;
-       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;
-
-       /* Choose lite or dark */
-       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
-       /* Determine extents of the first room */
-       y1a = yval - randint1(4);
-       y2a = yval + randint1(3);
-       x1a = xval - randint1(11);
-       x2a = xval + randint1(10);
-
-       /* Determine extents of the second room */
-       y1b = yval - randint1(3);
-       y2b = yval + randint1(4);
-       x1b = xval - randint1(10);
-       x2b = xval + randint1(11);
-
-
-       /* 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);
-               }
-       }
-
-       /* 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);
-               }
-       }
-
-
-       /* 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);
-       }
-
-       /* 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);
-       }
-
-
-
-       /* Replace the floor for room "a" */
-       for (y = y1a; y <= y2a; y++)
-       {
-               for (x = x1a; x <= x2a; x++)
-               {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-               }
-       }
-
-       /* Replace the floor for room "b" */
-       for (y = y1b; y <= y2b; y++)
-       {
-               for (x = x1b; x <= x2b; x++)
-               {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-               }
-       }
-
-       return TRUE;
-}
-
-
-
-/*!
- * @brief タイプ2の部屋…十字型の部屋を生成する / Type 3 -- Cross shaped rooms
- * @return なし
- * @details
- * Builds a room at a row, column coordinate\n
- *\n
- * Room "a" runs north/south, and Room "b" runs east/east\n
- * So the "central pillar" runs from x1a, y1b to x2a, y2b.\n
- *\n
- * Note that currently, the "center" is always 3x3, but I think that\n
- * the code below will work (with "bounds checking") for 5x5, or even\n
- * for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.\n
- */
-static bool build_type3(void)
-{
-       POSITION y, x, dy, dx, wy, wx;
-       POSITION y1a, x1a, y2a, x2a;
-       POSITION y1b, x1b, y2b, x2b;
-       POSITION 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;
-
-
-       /* Choose lite or dark */
-       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
-       /* For now, always 3x3 */
-       wx = wy = 1;
-
-       /* Pick max vertical size (at most 4) */
-       dy = rand_range(3, 4);
 
-       /* Pick max horizontal size (at most 15) */
-       dx = rand_range(3, 11);
-
-
-       /* Determine extents of the north/south room */
-       y1a = yval - dy;
-       y2a = yval + dy;
-       x1a = xval - wx;
-       x2a = xval + wx;
-
-       /* Determine extents of the east/west room */
-       y1b = yval - wy;
-       y2b = yval + wy;
-       x1b = xval - dx;
-       x2b = xval + dx;
-
-
-       /* 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);
-               }
-       }
-
-       /* 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);
-               }
-       }
-
-
-       /* 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);
-       }
-
-       /* 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);
-       }
-
-
-       /* Replace the floor for room "a" */
-       for (y = y1a; y <= y2a; y++)
-       {
-               for (x = x1a; x <= x2a; x++)
-               {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-               }
-       }
-
-       /* Replace the floor for room "b" */
-       for (y = y1b; y <= y2b; y++)
-       {
-               for (x = x1b; x <= x2b; x++)
-               {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-               }
-       }
-
-
-
-       /* Special features (3/4) */
-       switch (randint0(4))
-       {
-               /* Large solid middle pillar */
-               case 1:
-               {
-                       for (y = y1b; y <= y2b; y++)
-                       {
-                               for (x = x1a; x <= x2a; x++)
-                               {
-                                       c_ptr = &cave[y][x];
-                                       place_inner_grid(c_ptr);
-                               }
-                       }
-                       break;
-               }
-
-               /* Inner treasure vault */
-               case 2:
-               {
-                       /* 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);
-
-                       /* Traps naturally */
-                       vault_traps(yval, xval, 4, 4, randint0(3) + 2);
-
-                       break;
-               }
-
-               /* Something else */
-               case 3:
-               {
-                       /* Occasionally pinch the center shut */
-                       if (one_in_(3))
-                       {
-                               /* 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);
-                               }
-
-                               /* Pinch the north/south sides */
-                               for (x = x1a; x <= x2a; x++)
-                               {
-                                       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);
-                               }
-
-                               /* Sometimes shut using secret doors */
-                               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);
-
-                                       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);
-                       }
-
-                       /* Occasionally put a pillar in the center */
-                       else if (one_in_(3))
-                       {
-                               c_ptr = &cave[yval][xval];
-                               place_inner_grid(c_ptr);
-                       }
-
-                       break;
-               }
-       }
-
-       return TRUE;
-}
-
-
-/*!
- * @brief タイプ4の部屋…固定サイズの二重構造部屋を生成する / Type 4 -- Large room with inner features
- * @return なし
- * @details
- * Possible sub-types:\n
- *     1 - Just an inner room with one door\n
- *     2 - An inner room within an inner room\n
- *     3 - An inner room with pillar(s)\n
- *     4 - Inner room has a maze\n
- *     5 - A set of four inner rooms\n
- */
-static bool build_type4(void)
-{
-       POSITION y, x, y1, x1;
-       POSITION 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;
-
-       /* Choose lite or dark */
-       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
-       /* Large room */
-       y1 = yval - 4;
-       y2 = yval + 4;
-       x1 = xval - 11;
-       x2 = xval + 11;
-
-       /* 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);
-               }
-       }
-
-       /* 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);
-       }
-
-
-       /* 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;
-}
 
 
 
index 0550b4c..51eeab2 100644 (file)
@@ -66,4 +66,8 @@ extern void build_cavern(void);
 
 extern bool generate_rooms(void);
 extern void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault);
+extern void place_secret_door(int y, int x, int type);
+extern void place_locked_door(int y, int x);
+extern bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width);
+
 
diff --git a/src/rooms_normal.c b/src/rooms_normal.c
new file mode 100644 (file)
index 0000000..52229d6
--- /dev/null
@@ -0,0 +1,898 @@
+#include "angband.h"\r
+#include "grid.h"\r
+#include "rooms.h"\r
+\r
+/*!\r
+* @brief \83^\83C\83v1\82Ì\95\94\89®\81c\92Ê\8fí\89Â\95Ï\92·\95û\8c`\82Ì\95\94\89®\82ð\90\90¬\82·\82é / Type 1 -- normal rectangular rooms\r
+* @return \82È\82µ\r
+*/\r
+bool build_type1(void)\r
+{\r
+       POSITION y, x, y2, x2, yval, xval;\r
+       POSITION y1, x1, xsize, ysize;\r
+\r
+       bool light;\r
+\r
+       cave_type *c_ptr;\r
+\r
+       bool curtain = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&\r
+               one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 48 : 512);\r
+\r
+       /* Pick a room size */\r
+       y1 = randint1(4);\r
+       x1 = randint1(11);\r
+       y2 = randint1(3);\r
+       x2 = randint1(11);\r
+\r
+       xsize = x1 + x2 + 1;\r
+       ysize = y1 + y2 + 1;\r
+\r
+       /* Find and reserve some space in the dungeon.  Get center of room. */\r
+       if (!find_space(&yval, &xval, ysize + 2, xsize + 2))\r
+       {\r
+               /* Limit to the minimum room size, and retry */\r
+               y1 = 1;\r
+               x1 = 1;\r
+               y2 = 1;\r
+               x2 = 1;\r
+\r
+               xsize = x1 + x2 + 1;\r
+               ysize = y1 + y2 + 1;\r
+\r
+               /* Find and reserve some space in the dungeon.  Get center of room. */\r
+               if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;\r
+       }\r
+\r
+       /* Choose lite or dark */\r
+       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));\r
+\r
+\r
+       /* Get corner values */\r
+       y1 = yval - ysize / 2;\r
+       x1 = xval - xsize / 2;\r
+       y2 = yval + (ysize - 1) / 2;\r
+       x2 = xval + (xsize - 1) / 2;\r
+\r
+\r
+       /* Place a full floor under the room */\r
+       for (y = y1 - 1; y <= y2 + 1; y++)\r
+       {\r
+               for (x = x1 - 1; x <= x2 + 1; x++)\r
+               {\r
+                       c_ptr = &cave[y][x];\r
+                       place_floor_grid(c_ptr);\r
+                       c_ptr->info |= (CAVE_ROOM);\r
+                       if (light) c_ptr->info |= (CAVE_GLOW);\r
+               }\r
+       }\r
+\r
+       /* Walls around the room */\r
+       for (y = y1 - 1; y <= y2 + 1; y++)\r
+       {\r
+               c_ptr = &cave[y][x1 - 1];\r
+               place_outer_grid(c_ptr);\r
+               c_ptr = &cave[y][x2 + 1];\r
+               place_outer_grid(c_ptr);\r
+       }\r
+       for (x = x1 - 1; x <= x2 + 1; x++)\r
+       {\r
+               c_ptr = &cave[y1 - 1][x];\r
+               place_outer_grid(c_ptr);\r
+               c_ptr = &cave[y2 + 1][x];\r
+               place_outer_grid(c_ptr);\r
+       }\r
+\r
+\r
+       /* Hack -- Occasional curtained room */\r
+       if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2))\r
+       {\r
+               for (y = y1; y <= y2; y++)\r
+               {\r
+                       c_ptr = &cave[y][x1];\r
+                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;\r
+                       c_ptr->info &= ~(CAVE_MASK);\r
+                       c_ptr = &cave[y][x2];\r
+                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;\r
+                       c_ptr->info &= ~(CAVE_MASK);\r
+               }\r
+               for (x = x1; x <= x2; x++)\r
+               {\r
+                       c_ptr = &cave[y1][x];\r
+                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;\r
+                       c_ptr->info &= ~(CAVE_MASK);\r
+                       c_ptr = &cave[y2][x];\r
+                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;\r
+                       c_ptr->info &= ~(CAVE_MASK);\r
+               }\r
+       }\r
+\r
+\r
+       /* Hack -- Occasional pillar room */\r
+       if (one_in_(20))\r
+       {\r
+               for (y = y1; y <= y2; y += 2)\r
+               {\r
+                       for (x = x1; x <= x2; x += 2)\r
+                       {\r
+                               c_ptr = &cave[y][x];\r
+                               place_inner_grid(c_ptr);\r
+                       }\r
+               }\r
+       }\r
+\r
+       /* Hack -- Occasional room with four pillars */\r
+       else if (one_in_(20))\r
+       {\r
+               if ((y1 + 4 < y2) && (x1 + 4 < x2))\r
+               {\r
+                       c_ptr = &cave[y1 + 1][x1 + 1];\r
+                       place_inner_grid(c_ptr);\r
+\r
+                       c_ptr = &cave[y1 + 1][x2 - 1];\r
+                       place_inner_grid(c_ptr);\r
+\r
+                       c_ptr = &cave[y2 - 1][x1 + 1];\r
+                       place_inner_grid(c_ptr);\r
+\r
+                       c_ptr = &cave[y2 - 1][x2 - 1];\r
+                       place_inner_grid(c_ptr);\r
+               }\r
+       }\r
+\r
+       /* Hack -- Occasional ragged-edge room */\r
+       else if (one_in_(50))\r
+       {\r
+               for (y = y1 + 2; y <= y2 - 2; y += 2)\r
+               {\r
+                       c_ptr = &cave[y][x1];\r
+                       place_inner_grid(c_ptr);\r
+                       c_ptr = &cave[y][x2];\r
+                       place_inner_grid(c_ptr);\r
+               }\r
+               for (x = x1 + 2; x <= x2 - 2; x += 2)\r
+               {\r
+                       c_ptr = &cave[y1][x];\r
+                       place_inner_grid(c_ptr);\r
+                       c_ptr = &cave[y2][x];\r
+                       place_inner_grid(c_ptr);\r
+               }\r
+       }\r
+       /* Hack -- Occasional divided room */\r
+       else if (one_in_(50))\r
+       {\r
+               bool curtain2 = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&\r
+                       one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 2 : 128);\r
+\r
+               if (randint1(100) < 50)\r
+               {\r
+                       /* Horizontal wall */\r
+                       for (x = x1; x <= x2; x++)\r
+                       {\r
+                               place_inner_bold(yval, x);\r
+                               if (curtain2) cave[yval][x].feat = feat_door[DOOR_CURTAIN].closed;\r
+                       }\r
+\r
+                       /* Prevent edge of wall from being tunneled */\r
+                       place_solid_bold(yval, x1 - 1);\r
+                       place_solid_bold(yval, x2 + 1);\r
+               }\r
+               else\r
+               {\r
+                       /* Vertical wall */\r
+                       for (y = y1; y <= y2; y++)\r
+                       {\r
+                               place_inner_bold(y, xval);\r
+                               if (curtain2) cave[y][xval].feat = feat_door[DOOR_CURTAIN].closed;\r
+                       }\r
+\r
+                       /* Prevent edge of wall from being tunneled */\r
+                       place_solid_bold(y1 - 1, xval);\r
+                       place_solid_bold(y2 + 1, xval);\r
+               }\r
+\r
+               place_random_door(yval, xval, TRUE);\r
+               if (curtain2) cave[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;\r
+       }\r
+\r
+       return TRUE;\r
+}\r
+\r
+/*!\r
+* @brief \83^\83C\83v2\82Ì\95\94\89®\81c\93ñ\8fd\92·\95û\8c`\82Ì\95\94\89®\82ð\90\90¬\82·\82é / Type 2 -- Overlapping rectangular rooms\r
+* @return \82È\82µ\r
+*/\r
+bool build_type2(void)\r
+{\r
+       POSITION        y, x, xval, yval;\r
+       POSITION        y1a, x1a, y2a, x2a;\r
+       POSITION        y1b, x1b, y2b, x2b;\r
+       bool            light;\r
+       cave_type   *c_ptr;\r
+\r
+       /* Find and reserve some space in the dungeon.  Get center of room. */\r
+       if (!find_space(&yval, &xval, 11, 25)) return FALSE;\r
+\r
+       /* Choose lite or dark */\r
+       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));\r
+\r
+       /* Determine extents of the first room */\r
+       y1a = yval - randint1(4);\r
+       y2a = yval + randint1(3);\r
+       x1a = xval - randint1(11);\r
+       x2a = xval + randint1(10);\r
+\r
+       /* Determine extents of the second room */\r
+       y1b = yval - randint1(3);\r
+       y2b = yval + randint1(4);\r
+       x1b = xval - randint1(10);\r
+       x2b = xval + randint1(11);\r
+\r
+\r
+       /* Place a full floor for room "a" */\r
+       for (y = y1a - 1; y <= y2a + 1; y++)\r
+       {\r
+               for (x = x1a - 1; x <= x2a + 1; x++)\r
+               {\r
+                       c_ptr = &cave[y][x];\r
+                       place_floor_grid(c_ptr);\r
+                       c_ptr->info |= (CAVE_ROOM);\r
+                       if (light) c_ptr->info |= (CAVE_GLOW);\r
+               }\r
+       }\r
+\r
+       /* Place a full floor for room "b" */\r
+       for (y = y1b - 1; y <= y2b + 1; y++)\r
+       {\r
+               for (x = x1b - 1; x <= x2b + 1; x++)\r
+               {\r
+                       c_ptr = &cave[y][x];\r
+                       place_floor_grid(c_ptr);\r
+                       c_ptr->info |= (CAVE_ROOM);\r
+                       if (light) c_ptr->info |= (CAVE_GLOW);\r
+               }\r
+       }\r
+\r
+\r
+       /* Place the walls around room "a" */\r
+       for (y = y1a - 1; y <= y2a + 1; y++)\r
+       {\r
+               c_ptr = &cave[y][x1a - 1];\r
+               place_outer_grid(c_ptr);\r
+               c_ptr = &cave[y][x2a + 1];\r
+               place_outer_grid(c_ptr);\r
+       }\r
+       for (x = x1a - 1; x <= x2a + 1; x++)\r
+       {\r
+               c_ptr = &cave[y1a - 1][x];\r
+               place_outer_grid(c_ptr);\r
+               c_ptr = &cave[y2a + 1][x];\r
+               place_outer_grid(c_ptr);\r
+       }\r
+\r
+       /* Place the walls around room "b" */\r
+       for (y = y1b - 1; y <= y2b + 1; y++)\r
+       {\r
+               c_ptr = &cave[y][x1b - 1];\r
+               place_outer_grid(c_ptr);\r
+               c_ptr = &cave[y][x2b + 1];\r
+               place_outer_grid(c_ptr);\r
+       }\r
+       for (x = x1b - 1; x <= x2b + 1; x++)\r
+       {\r
+               c_ptr = &cave[y1b - 1][x];\r
+               place_outer_grid(c_ptr);\r
+               c_ptr = &cave[y2b + 1][x];\r
+               place_outer_grid(c_ptr);\r
+       }\r
+\r
+\r
+\r
+       /* Replace the floor for room "a" */\r
+       for (y = y1a; y <= y2a; y++)\r
+       {\r
+               for (x = x1a; x <= x2a; x++)\r
+               {\r
+                       c_ptr = &cave[y][x];\r
+                       place_floor_grid(c_ptr);\r
+               }\r
+       }\r
+\r
+       /* Replace the floor for room "b" */\r
+       for (y = y1b; y <= y2b; y++)\r
+       {\r
+               for (x = x1b; x <= x2b; x++)\r
+               {\r
+                       c_ptr = &cave[y][x];\r
+                       place_floor_grid(c_ptr);\r
+               }\r
+       }\r
+\r
+       return TRUE;\r
+}\r
+\r
+/*!\r
+* @brief \83^\83C\83v3\82Ì\95\94\89®\81c\8f\\8e\9a\8c^\82Ì\95\94\89®\82ð\90\90¬\82·\82é / Type 3 -- Cross shaped rooms\r
+* @return \82È\82µ\r
+* @details\r
+* Builds a room at a row, column coordinate\n\r
+*\n\r
+* Room "a" runs north/south, and Room "b" runs east/east\n\r
+* So the "central pillar" runs from x1a, y1b to x2a, y2b.\n\r
+*\n\r
+* Note that currently, the "center" is always 3x3, but I think that\n\r
+* the code below will work (with "bounds checking") for 5x5, or even\n\r
+* for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.\n\r
+*/\r
+bool build_type3(void)\r
+{\r
+       POSITION y, x, dy, dx, wy, wx;\r
+       POSITION y1a, x1a, y2a, x2a;\r
+       POSITION y1b, x1b, y2b, x2b;\r
+       POSITION yval, xval;\r
+       bool            light;\r
+       cave_type   *c_ptr;\r
+\r
+\r
+       /* Find and reserve some space in the dungeon.  Get center of room. */\r
+       if (!find_space(&yval, &xval, 11, 25)) return FALSE;\r
+\r
+\r
+       /* Choose lite or dark */\r
+       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));\r
+\r
+       /* For now, always 3x3 */\r
+       wx = wy = 1;\r
+\r
+       /* Pick max vertical size (at most 4) */\r
+       dy = rand_range(3, 4);\r
+\r
+       /* Pick max horizontal size (at most 15) */\r
+       dx = rand_range(3, 11);\r
+\r
+\r
+       /* Determine extents of the north/south room */\r
+       y1a = yval - dy;\r
+       y2a = yval + dy;\r
+       x1a = xval - wx;\r
+       x2a = xval + wx;\r
+\r
+       /* Determine extents of the east/west room */\r
+       y1b = yval - wy;\r
+       y2b = yval + wy;\r
+       x1b = xval - dx;\r
+       x2b = xval + dx;\r
+\r
+\r
+       /* Place a full floor for room "a" */\r
+       for (y = y1a - 1; y <= y2a + 1; y++)\r
+       {\r
+               for (x = x1a - 1; x <= x2a + 1; x++)\r
+               {\r
+                       c_ptr = &cave[y][x];\r
+                       place_floor_grid(c_ptr);\r
+                       c_ptr->info |= (CAVE_ROOM);\r
+                       if (light) c_ptr->info |= (CAVE_GLOW);\r
+               }\r
+       }\r
+\r
+       /* Place a full floor for room "b" */\r
+       for (y = y1b - 1; y <= y2b + 1; y++)\r
+       {\r
+               for (x = x1b - 1; x <= x2b + 1; x++)\r
+               {\r
+                       c_ptr = &cave[y][x];\r
+                       place_floor_grid(c_ptr);\r
+                       c_ptr->info |= (CAVE_ROOM);\r
+                       if (light) c_ptr->info |= (CAVE_GLOW);\r
+               }\r
+       }\r
+\r
+\r
+       /* Place the walls around room "a" */\r
+       for (y = y1a - 1; y <= y2a + 1; y++)\r
+       {\r
+               c_ptr = &cave[y][x1a - 1];\r
+               place_outer_grid(c_ptr);\r
+               c_ptr = &cave[y][x2a + 1];\r
+               place_outer_grid(c_ptr);\r
+       }\r
+       for (x = x1a - 1; x <= x2a + 1; x++)\r
+       {\r
+               c_ptr = &cave[y1a - 1][x];\r
+               place_outer_grid(c_ptr);\r
+               c_ptr = &cave[y2a + 1][x];\r
+               place_outer_grid(c_ptr);\r
+       }\r
+\r
+       /* Place the walls around room "b" */\r
+       for (y = y1b - 1; y <= y2b + 1; y++)\r
+       {\r
+               c_ptr = &cave[y][x1b - 1];\r
+               place_outer_grid(c_ptr);\r
+               c_ptr = &cave[y][x2b + 1];\r
+               place_outer_grid(c_ptr);\r
+       }\r
+       for (x = x1b - 1; x <= x2b + 1; x++)\r
+       {\r
+               c_ptr = &cave[y1b - 1][x];\r
+               place_outer_grid(c_ptr);\r
+               c_ptr = &cave[y2b + 1][x];\r
+               place_outer_grid(c_ptr);\r
+       }\r
+\r
+\r
+       /* Replace the floor for room "a" */\r
+       for (y = y1a; y <= y2a; y++)\r
+       {\r
+               for (x = x1a; x <= x2a; x++)\r
+               {\r
+                       c_ptr = &cave[y][x];\r
+                       place_floor_grid(c_ptr);\r
+               }\r
+       }\r
+\r
+       /* Replace the floor for room "b" */\r
+       for (y = y1b; y <= y2b; y++)\r
+       {\r
+               for (x = x1b; x <= x2b; x++)\r
+               {\r
+                       c_ptr = &cave[y][x];\r
+                       place_floor_grid(c_ptr);\r
+               }\r
+       }\r
+\r
+\r
+\r
+       /* Special features (3/4) */\r
+       switch (randint0(4))\r
+       {\r
+               /* Large solid middle pillar */\r
+       case 1:\r
+       {\r
+               for (y = y1b; y <= y2b; y++)\r
+               {\r
+                       for (x = x1a; x <= x2a; x++)\r
+                       {\r
+                               c_ptr = &cave[y][x];\r
+                               place_inner_grid(c_ptr);\r
+                       }\r
+               }\r
+               break;\r
+       }\r
+\r
+       /* Inner treasure vault */\r
+       case 2:\r
+       {\r
+               /* Build the vault */\r
+               for (y = y1b; y <= y2b; y++)\r
+               {\r
+                       c_ptr = &cave[y][x1a];\r
+                       place_inner_grid(c_ptr);\r
+                       c_ptr = &cave[y][x2a];\r
+                       place_inner_grid(c_ptr);\r
+               }\r
+               for (x = x1a; x <= x2a; x++)\r
+               {\r
+                       c_ptr = &cave[y1b][x];\r
+                       place_inner_grid(c_ptr);\r
+                       c_ptr = &cave[y2b][x];\r
+                       place_inner_grid(c_ptr);\r
+               }\r
+\r
+               /* Place a secret door on the inner room */\r
+               switch (randint0(4))\r
+               {\r
+               case 0: place_secret_door(y1b, xval, DOOR_DEFAULT); break;\r
+               case 1: place_secret_door(y2b, xval, DOOR_DEFAULT); break;\r
+               case 2: place_secret_door(yval, x1a, DOOR_DEFAULT); break;\r
+               case 3: place_secret_door(yval, x2a, DOOR_DEFAULT); break;\r
+               }\r
+\r
+               /* Place a treasure in the vault */\r
+               place_object(yval, xval, 0L);\r
+\r
+               /* Let's guard the treasure well */\r
+               vault_monsters(yval, xval, randint0(2) + 3);\r
+\r
+               /* Traps naturally */\r
+               vault_traps(yval, xval, 4, 4, randint0(3) + 2);\r
+\r
+               break;\r
+       }\r
+\r
+       /* Something else */\r
+       case 3:\r
+       {\r
+               /* Occasionally pinch the center shut */\r
+               if (one_in_(3))\r
+               {\r
+                       /* Pinch the east/west sides */\r
+                       for (y = y1b; y <= y2b; y++)\r
+                       {\r
+                               if (y == yval) continue;\r
+                               c_ptr = &cave[y][x1a - 1];\r
+                               place_inner_grid(c_ptr);\r
+                               c_ptr = &cave[y][x2a + 1];\r
+                               place_inner_grid(c_ptr);\r
+                       }\r
+\r
+                       /* Pinch the north/south sides */\r
+                       for (x = x1a; x <= x2a; x++)\r
+                       {\r
+                               if (x == xval) continue;\r
+                               c_ptr = &cave[y1b - 1][x];\r
+                               place_inner_grid(c_ptr);\r
+                               c_ptr = &cave[y2b + 1][x];\r
+                               place_inner_grid(c_ptr);\r
+                       }\r
+\r
+                       /* Sometimes shut using secret doors */\r
+                       if (one_in_(3))\r
+                       {\r
+                               int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&\r
+                                       one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
+                                       ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);\r
+\r
+                               place_secret_door(yval, x1a - 1, door_type);\r
+                               place_secret_door(yval, x2a + 1, door_type);\r
+                               place_secret_door(y1b - 1, xval, door_type);\r
+                               place_secret_door(y2b + 1, xval, door_type);\r
+                       }\r
+               }\r
+\r
+               /* Occasionally put a "plus" in the center */\r
+               else if (one_in_(3))\r
+               {\r
+                       c_ptr = &cave[yval][xval];\r
+                       place_inner_grid(c_ptr);\r
+                       c_ptr = &cave[y1b][xval];\r
+                       place_inner_grid(c_ptr);\r
+                       c_ptr = &cave[y2b][xval];\r
+                       place_inner_grid(c_ptr);\r
+                       c_ptr = &cave[yval][x1a];\r
+                       place_inner_grid(c_ptr);\r
+                       c_ptr = &cave[yval][x2a];\r
+                       place_inner_grid(c_ptr);\r
+               }\r
+\r
+               /* Occasionally put a pillar in the center */\r
+               else if (one_in_(3))\r
+               {\r
+                       c_ptr = &cave[yval][xval];\r
+                       place_inner_grid(c_ptr);\r
+               }\r
+\r
+               break;\r
+       }\r
+       }\r
+\r
+       return TRUE;\r
+}\r
+\r
+/*!\r
+* @brief \83^\83C\83v4\82Ì\95\94\89®\81c\8cÅ\92è\83T\83C\83Y\82Ì\93ñ\8fd\8d\\91¢\95\94\89®\82ð\90\90¬\82·\82é / Type 4 -- Large room with inner features\r
+* @return \82È\82µ\r
+* @details\r
+* Possible sub-types:\n\r
+*      1 - Just an inner room with one door\n\r
+*      2 - An inner room within an inner room\n\r
+*      3 - An inner room with pillar(s)\n\r
+*      4 - Inner room has a maze\n\r
+*      5 - A set of four inner rooms\n\r
+*/\r
+bool build_type4(void)\r
+{\r
+       POSITION y, x, y1, x1;\r
+       POSITION y2, x2, tmp, yval, xval;\r
+       bool        light;\r
+       cave_type   *c_ptr;\r
+\r
+\r
+       /* Find and reserve some space in the dungeon.  Get center of room. */\r
+       if (!find_space(&yval, &xval, 11, 25)) return FALSE;\r
+\r
+       /* Choose lite or dark */\r
+       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));\r
+\r
+       /* Large room */\r
+       y1 = yval - 4;\r
+       y2 = yval + 4;\r
+       x1 = xval - 11;\r
+       x2 = xval + 11;\r
+\r
+       /* Place a full floor under the room */\r
+       for (y = y1 - 1; y <= y2 + 1; y++)\r
+       {\r
+               for (x = x1 - 1; x <= x2 + 1; x++)\r
+               {\r
+                       c_ptr = &cave[y][x];\r
+                       place_floor_grid(c_ptr);\r
+                       c_ptr->info |= (CAVE_ROOM);\r
+                       if (light) c_ptr->info |= (CAVE_GLOW);\r
+               }\r
+       }\r
+\r
+       /* Outer Walls */\r
+       for (y = y1 - 1; y <= y2 + 1; y++)\r
+       {\r
+               c_ptr = &cave[y][x1 - 1];\r
+               place_outer_grid(c_ptr);\r
+               c_ptr = &cave[y][x2 + 1];\r
+               place_outer_grid(c_ptr);\r
+       }\r
+       for (x = x1 - 1; x <= x2 + 1; x++)\r
+       {\r
+               c_ptr = &cave[y1 - 1][x];\r
+               place_outer_grid(c_ptr);\r
+               c_ptr = &cave[y2 + 1][x];\r
+               place_outer_grid(c_ptr);\r
+       }\r
+\r
+\r
+       /* The inner room */\r
+       y1 = y1 + 2;\r
+       y2 = y2 - 2;\r
+       x1 = x1 + 2;\r
+       x2 = x2 - 2;\r
+\r
+       /* The inner walls */\r
+       for (y = y1 - 1; y <= y2 + 1; y++)\r
+       {\r
+               c_ptr = &cave[y][x1 - 1];\r
+               place_inner_grid(c_ptr);\r
+               c_ptr = &cave[y][x2 + 1];\r
+               place_inner_grid(c_ptr);\r
+       }\r
+       for (x = x1 - 1; x <= x2 + 1; x++)\r
+       {\r
+               c_ptr = &cave[y1 - 1][x];\r
+               place_inner_grid(c_ptr);\r
+               c_ptr = &cave[y2 + 1][x];\r
+               place_inner_grid(c_ptr);\r
+       }\r
+\r
+\r
+       /* Inner room variations */\r
+       switch (randint1(5))\r
+       {\r
+               /* Just an inner room with a monster */\r
+       case 1:\r
+       {\r
+               /* Place a secret door */\r
+               switch (randint1(4))\r
+               {\r
+               case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
+               case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
+               case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
+               case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
+               }\r
+\r
+               /* Place a monster in the room */\r
+               vault_monsters(yval, xval, 1);\r
+\r
+               break;\r
+       }\r
+\r
+       /* Treasure Vault (with a door) */\r
+       case 2:\r
+       {\r
+               /* Place a secret door */\r
+               switch (randint1(4))\r
+               {\r
+               case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
+               case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
+               case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
+               case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
+               }\r
+\r
+               /* Place another inner room */\r
+               for (y = yval - 1; y <= yval + 1; y++)\r
+               {\r
+                       for (x = xval - 1; x <= xval + 1; x++)\r
+                       {\r
+                               if ((x == xval) && (y == yval)) continue;\r
+                               c_ptr = &cave[y][x];\r
+                               place_inner_grid(c_ptr);\r
+                       }\r
+               }\r
+\r
+               /* Place a locked door on the inner room */\r
+               switch (randint1(4))\r
+               {\r
+               case 1: place_locked_door(yval - 1, xval); break;\r
+               case 2: place_locked_door(yval + 1, xval); break;\r
+               case 3: place_locked_door(yval, xval - 1); break;\r
+               case 4: place_locked_door(yval, xval + 1); break;\r
+               }\r
+\r
+               /* Monsters to guard the "treasure" */\r
+               vault_monsters(yval, xval, randint1(3) + 2);\r
+\r
+               /* Object (80%) */\r
+               if (randint0(100) < 80)\r
+               {\r
+                       place_object(yval, xval, 0L);\r
+               }\r
+\r
+               /* Stairs (20%) */\r
+               else\r
+               {\r
+                       place_random_stairs(yval, xval);\r
+               }\r
+\r
+               /* Traps to protect the treasure */\r
+               vault_traps(yval, xval, 4, 10, 2 + randint1(3));\r
+\r
+               break;\r
+       }\r
+\r
+       /* Inner pillar(s). */\r
+       case 3:\r
+       {\r
+               /* Place a secret door */\r
+               switch (randint1(4))\r
+               {\r
+               case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
+               case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
+               case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
+               case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
+               }\r
+\r
+               /* Large Inner Pillar */\r
+               for (y = yval - 1; y <= yval + 1; y++)\r
+               {\r
+                       for (x = xval - 1; x <= xval + 1; x++)\r
+                       {\r
+                               c_ptr = &cave[y][x];\r
+                               place_inner_grid(c_ptr);\r
+                       }\r
+               }\r
+\r
+               /* Occasionally, two more Large Inner Pillars */\r
+               if (one_in_(2))\r
+               {\r
+                       tmp = randint1(2);\r
+                       for (y = yval - 1; y <= yval + 1; y++)\r
+                       {\r
+                               for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)\r
+                               {\r
+                                       c_ptr = &cave[y][x];\r
+                                       place_inner_grid(c_ptr);\r
+                               }\r
+                               for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)\r
+                               {\r
+                                       c_ptr = &cave[y][x];\r
+                                       place_inner_grid(c_ptr);\r
+                               }\r
+                       }\r
+               }\r
+\r
+               /* Occasionally, some Inner rooms */\r
+               if (one_in_(3))\r
+               {\r
+                       int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&\r
+                               one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
+                               ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);\r
+\r
+                       /* Long horizontal walls */\r
+                       for (x = xval - 5; x <= xval + 5; x++)\r
+                       {\r
+                               c_ptr = &cave[yval - 1][x];\r
+                               place_inner_grid(c_ptr);\r
+                               c_ptr = &cave[yval + 1][x];\r
+                               place_inner_grid(c_ptr);\r
+                       }\r
+\r
+                       /* Close off the left/right edges */\r
+                       c_ptr = &cave[yval][xval - 5];\r
+                       place_inner_grid(c_ptr);\r
+                       c_ptr = &cave[yval][xval + 5];\r
+                       place_inner_grid(c_ptr);\r
+\r
+                       /* Secret doors (random top/bottom) */\r
+                       place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type);\r
+                       place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type);\r
+\r
+                       /* Monsters */\r
+                       vault_monsters(yval, xval - 2, randint1(2));\r
+                       vault_monsters(yval, xval + 2, randint1(2));\r
+\r
+                       /* Objects */\r
+                       if (one_in_(3)) place_object(yval, xval - 2, 0L);\r
+                       if (one_in_(3)) place_object(yval, xval + 2, 0L);\r
+               }\r
+\r
+               break;\r
+       }\r
+\r
+       /* Maze inside. */\r
+       case 4:\r
+       {\r
+               /* Place a secret door */\r
+               switch (randint1(4))\r
+               {\r
+               case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
+               case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
+               case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
+               case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
+               }\r
+\r
+               /* Maze (really a checkerboard) */\r
+               for (y = y1; y <= y2; y++)\r
+               {\r
+                       for (x = x1; x <= x2; x++)\r
+                       {\r
+                               if (0x1 & (x + y))\r
+                               {\r
+                                       c_ptr = &cave[y][x];\r
+                                       place_inner_grid(c_ptr);\r
+                               }\r
+                       }\r
+               }\r
+\r
+               /* Monsters just love mazes. */\r
+               vault_monsters(yval, xval - 5, randint1(3));\r
+               vault_monsters(yval, xval + 5, randint1(3));\r
+\r
+               /* Traps make them entertaining. */\r
+               vault_traps(yval, xval - 3, 2, 8, randint1(3));\r
+               vault_traps(yval, xval + 3, 2, 8, randint1(3));\r
+\r
+               /* Mazes should have some treasure too. */\r
+               vault_objects(yval, xval, 3);\r
+\r
+               break;\r
+       }\r
+\r
+       /* Four small rooms. */\r
+       case 5:\r
+       {\r
+               int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&\r
+                       one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
+                       ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);\r
+\r
+               /* Inner "cross" */\r
+               for (y = y1; y <= y2; y++)\r
+               {\r
+                       c_ptr = &cave[y][xval];\r
+                       place_inner_grid(c_ptr);\r
+               }\r
+               for (x = x1; x <= x2; x++)\r
+               {\r
+                       c_ptr = &cave[yval][x];\r
+                       place_inner_grid(c_ptr);\r
+               }\r
+\r
+               /* Doors into the rooms */\r
+               if (randint0(100) < 50)\r
+               {\r
+                       int i = randint1(10);\r
+                       place_secret_door(y1 - 1, xval - i, door_type);\r
+                       place_secret_door(y1 - 1, xval + i, door_type);\r
+                       place_secret_door(y2 + 1, xval - i, door_type);\r
+                       place_secret_door(y2 + 1, xval + i, door_type);\r
+               }\r
+               else\r
+               {\r
+                       int i = randint1(3);\r
+                       place_secret_door(yval + i, x1 - 1, door_type);\r
+                       place_secret_door(yval - i, x1 - 1, door_type);\r
+                       place_secret_door(yval + i, x2 + 1, door_type);\r
+                       place_secret_door(yval - i, x2 + 1, door_type);\r
+               }\r
+\r
+               /* Treasure, centered at the center of the cross */\r
+               vault_objects(yval, xval, 2 + randint1(2));\r
+\r
+               /* Gotta have some monsters. */\r
+               vault_monsters(yval + 1, xval - 4, randint1(4));\r
+               vault_monsters(yval + 1, xval + 4, randint1(4));\r
+               vault_monsters(yval - 1, xval - 4, randint1(4));\r
+               vault_monsters(yval - 1, xval + 4, randint1(4));\r
+\r
+               break;\r
+       }\r
+       }\r
+\r
+       return TRUE;\r
+}
\ No newline at end of file
diff --git a/src/rooms_normal.h b/src/rooms_normal.h
new file mode 100644 (file)
index 0000000..41360f1
--- /dev/null
@@ -0,0 +1,4 @@
+extern bool build_type1(void);\r
+extern bool build_type2(void);\r
+extern bool build_type3(void);\r
+extern bool build_type4(void);\r