Separate generation normal rooms from rooms.c to rooms-normal.c/h.
<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
<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
#include "grid.h"
#include "rooms.h"
+#include "rooms_normal.h"
+
/*!
* 各部屋タイプの生成比定義
* @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)
{
* @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)
{
* 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;
}
-/*!
- * @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;
-}
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);
+
--- /dev/null
+#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
--- /dev/null
+extern bool build_type1(void);\r
+extern bool build_type2(void);\r
+extern bool build_type3(void);\r
+extern bool build_type4(void);\r