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[Refactor] #40570 Reshaped rooms.c automatically
authorHourier <hourier@users.sourceforge.jp>
Thu, 23 Jul 2020 13:18:46 +0000 (22:18 +0900)
committerHourier <hourier@users.sourceforge.jp>
Thu, 23 Jul 2020 13:18:46 +0000 (22:18 +0900)
src/room/rooms.c

index c5b0275..f0a8ca9 100644 (file)
 #include "view/display-messages.h"
 #include "wizard/wizard-messages.h"
 
- /*!
-  * 各部屋タイプの生成比定義
-  *[from SAngband (originally from OAngband)]\n
-  *\n
-  * Table of values that control how many times each type of room will\n
-  * appear.  Each type of room has its own row, and each column\n
-  * corresponds to dungeon levels 0, 10, 20, and so on.  The final\n
-  * value is the minimum depth the room can appear at.  -LM-\n
-  *\n
-  * Level 101 and below use the values for level 100.\n
-  *\n
-  * Rooms with lots of monsters or loot may not be generated if the\n
-  * object or monster lists are already nearly full.  Rooms will not\n
-  * appear above their minimum depth.  Tiny levels will not have space\n
-  * for all the rooms you ask for.\n
-  */
-
-static room_info_type room_info_normal[ROOM_T_MAX] =
-{
-       /* Depth */
-       /*  0  10  20  30  40  50  60  70  80  90 100  min limit */
-       {{999,900,800,700,600,500,400,300,200,100,  0},  0}, /*NORMAL   */
-       {{  1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100},  1}, /*OVERLAP  */
-       {{  1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100},  3}, /*CROSS    */
-       {{  1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100},  3}, /*INNER_F  */
-       {{  0,  1,  1,  1,  2,  3,  5,  6,  8, 10, 13}, 10}, /*NEST     */
-       {{  0,  1,  1,  2,  3,  4,  6,  8, 10, 13, 16}, 10}, /*PIT      */
-       {{  0,  1,  1,  1,  2,  2,  3,  5,  6,  8, 10}, 10}, /*LESSER_V */
-       {{  0,  0,  1,  1,  1,  2,  2,  2,  3,  3,  4}, 20}, /*GREATER_V*/
-       {{  0,100,200,300,400,500,600,700,800,900,999}, 10}, /*FRACAVE  */
-       {{  0,  1,  1,  1,  1,  1,  1,  1,  1,  2,  2}, 10}, /*RANDOM_V */
-       {{  0,  4,  8, 12, 16, 20, 24, 28, 32, 36, 40},  3}, /*OVAL     */
-       {{  1,  6, 12, 18, 24, 30, 36, 42, 48, 54, 60}, 10}, /*CRYPT    */
-       {{  0,  0,  1,  1,  1,  2,  3,  4,  5,  6,  8}, 20}, /*TRAP_PIT */
-       {{  0,  0,  1,  1,  1,  2,  3,  4,  5,  6,  8}, 20}, /*TRAP     */
-       {{  0,  0,  0,  0,  1,  1,  1,  2,  2,  2,  2}, 40}, /*GLASS    */
-       {{  1,  1,  1,  1,  1,  1,  1,  2,  2,  3,  3},  1}, /*ARCADE   */
-       {{  1,  8, 16, 24, 32, 40, 48, 56, 64, 72, 80},  1}, /*FIX      */
+/*!
+ * 各部屋タイプの生成比定義
+ *[from SAngband (originally from OAngband)]\n
+ *\n
+ * Table of values that control how many times each type of room will\n
+ * appear.  Each type of room has its own row, and each column\n
+ * corresponds to dungeon levels 0, 10, 20, and so on.  The final\n
+ * value is the minimum depth the room can appear at.  -LM-\n
+ *\n
+ * Level 101 and below use the values for level 100.\n
+ *\n
+ * Rooms with lots of monsters or loot may not be generated if the\n
+ * object or monster lists are already nearly full.  Rooms will not\n
+ * appear above their minimum depth.  Tiny levels will not have space\n
+ * for all the rooms you ask for.\n
+ */
+
+static room_info_type room_info_normal[ROOM_T_MAX] = {
+    /* Depth */
+    /*  0  10  20  30  40  50  60  70  80  90 100  min limit */
+    { { 999, 900, 800, 700, 600, 500, 400, 300, 200, 100, 0 }, 0 }, /*NORMAL   */
+    { { 1, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100 }, 1 }, /*OVERLAP  */
+    { { 1, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100 }, 3 }, /*CROSS    */
+    { { 1, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100 }, 3 }, /*INNER_F  */
+    { { 0, 1, 1, 1, 2, 3, 5, 6, 8, 10, 13 }, 10 }, /*NEST     */
+    { { 0, 1, 1, 2, 3, 4, 6, 8, 10, 13, 16 }, 10 }, /*PIT      */
+    { { 0, 1, 1, 1, 2, 2, 3, 5, 6, 8, 10 }, 10 }, /*LESSER_V */
+    { { 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4 }, 20 }, /*GREATER_V*/
+    { { 0, 100, 200, 300, 400, 500, 600, 700, 800, 900, 999 }, 10 }, /*FRACAVE  */
+    { { 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2 }, 10 }, /*RANDOM_V */
+    { { 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40 }, 3 }, /*OVAL     */
+    { { 1, 6, 12, 18, 24, 30, 36, 42, 48, 54, 60 }, 10 }, /*CRYPT    */
+    { { 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8 }, 20 }, /*TRAP_PIT */
+    { { 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8 }, 20 }, /*TRAP     */
+    { { 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2 }, 40 }, /*GLASS    */
+    { { 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3 }, 1 }, /*ARCADE   */
+    { { 1, 8, 16, 24, 32, 40, 48, 56, 64, 72, 80 }, 1 }, /*FIX      */
 };
 
 /*! 部屋の生成処理順 / Build rooms in descending order of difficulty. */
 static byte room_build_order[ROOM_T_MAX] = {
-       ROOM_T_GREATER_VAULT,
-       ROOM_T_ARCADE,
-       ROOM_T_RANDOM_VAULT,
-       ROOM_T_LESSER_VAULT,
-       ROOM_T_TRAP_PIT,
-       ROOM_T_PIT,
-       ROOM_T_NEST,
-       ROOM_T_TRAP,
-       ROOM_T_GLASS,
-       ROOM_T_INNER_FEAT,
-       ROOM_T_FIXED,
-       ROOM_T_OVAL,
-       ROOM_T_CRYPT,
-       ROOM_T_OVERLAP,
-       ROOM_T_CROSS,
-       ROOM_T_FRACAVE,
-       ROOM_T_NORMAL,
+    ROOM_T_GREATER_VAULT,
+    ROOM_T_ARCADE,
+    ROOM_T_RANDOM_VAULT,
+    ROOM_T_LESSER_VAULT,
+    ROOM_T_TRAP_PIT,
+    ROOM_T_PIT,
+    ROOM_T_NEST,
+    ROOM_T_TRAP,
+    ROOM_T_GLASS,
+    ROOM_T_INNER_FEAT,
+    ROOM_T_FIXED,
+    ROOM_T_OVAL,
+    ROOM_T_CRYPT,
+    ROOM_T_OVERLAP,
+    ROOM_T_CROSS,
+    ROOM_T_FRACAVE,
+    ROOM_T_NORMAL,
 };
 
 /*!
@@ -137,35 +136,40 @@ static byte room_build_order[ROOM_T_MAX] = {
  */
 void build_small_room(player_type *player_ptr, POSITION x0, POSITION y0)
 {
-       POSITION x, y;
-
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       for (y = y0 - 1; y <= y0 + 1; y++)
-       {
-               place_bold(player_ptr, y, x0 - 1, GB_INNER);
-               place_bold(player_ptr, y, x0 + 1, GB_INNER);
-       }
-
-       for (x = x0 - 1; x <= x0 + 1; x++)
-       {
-               place_bold(player_ptr, y0 - 1, x, GB_INNER);
-               place_bold(player_ptr, y0 + 1, x, GB_INNER);
-       }
-
-       /* Place a secret door on one side */
-       switch (randint0(4))
-       {
-       case 0: place_secret_door(player_ptr, y0, x0 - 1, DOOR_DEFAULT); break;
-       case 1: place_secret_door(player_ptr, y0, x0 + 1, DOOR_DEFAULT); break;
-       case 2: place_secret_door(player_ptr, y0 - 1, x0, DOOR_DEFAULT); break;
-       case 3: place_secret_door(player_ptr, y0 + 1, x0, DOOR_DEFAULT); break;
-       }
-
-       /* Clear mimic type */
-       floor_ptr->grid_array[y0][x0].mimic = 0;
-
-       /* Add inner open space */
-       place_bold(player_ptr, y0, x0, GB_FLOOR);
+    POSITION x, y;
+
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    for (y = y0 - 1; y <= y0 + 1; y++) {
+        place_bold(player_ptr, y, x0 - 1, GB_INNER);
+        place_bold(player_ptr, y, x0 + 1, GB_INNER);
+    }
+
+    for (x = x0 - 1; x <= x0 + 1; x++) {
+        place_bold(player_ptr, y0 - 1, x, GB_INNER);
+        place_bold(player_ptr, y0 + 1, x, GB_INNER);
+    }
+
+    /* Place a secret door on one side */
+    switch (randint0(4)) {
+    case 0:
+        place_secret_door(player_ptr, y0, x0 - 1, DOOR_DEFAULT);
+        break;
+    case 1:
+        place_secret_door(player_ptr, y0, x0 + 1, DOOR_DEFAULT);
+        break;
+    case 2:
+        place_secret_door(player_ptr, y0 - 1, x0, DOOR_DEFAULT);
+        break;
+    case 3:
+        place_secret_door(player_ptr, y0 + 1, x0, DOOR_DEFAULT);
+        break;
+    }
+
+    /* Clear mimic type */
+    floor_ptr->grid_array[y0][x0].mimic = 0;
+
+    /* Add inner open space */
+    place_bold(player_ptr, y0, x0, GB_FLOOR);
 }
 
 /*!
@@ -181,79 +185,76 @@ void build_small_room(player_type *player_ptr, POSITION x0, POSITION y0)
  */
 static void check_room_boundary(player_type *player_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2)
 {
-       int count;
-       POSITION x, y;
-       bool old_is_floor, new_is_floor;
-       count = 0;
-
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       old_is_floor = get_is_floor(floor_ptr, x1 - 1, y1);
-
-       /*
-        * Count the number of floor-wall boundaries around the room
-        * Note: diagonal squares are ignored since the player can move diagonally
-        * to bypass these if needed.
-        */
-
-        /* Above the top boundary */
-       for (x = x1; x <= x2; x++)
-       {
-               new_is_floor = get_is_floor(floor_ptr, x, y1 - 1);
-
-               /* Increment counter if they are different */
-               if (new_is_floor != old_is_floor) count++;
-
-               old_is_floor = new_is_floor;
-       }
-
-       /* Right boundary */
-       for (y = y1; y <= y2; y++)
-       {
-               new_is_floor = get_is_floor(floor_ptr, x2 + 1, y);
-
-               /* increment counter if they are different */
-               if (new_is_floor != old_is_floor) count++;
-
-               old_is_floor = new_is_floor;
-       }
-
-       /* Bottom boundary */
-       for (x = x2; x >= x1; x--)
-       {
-               new_is_floor = get_is_floor(floor_ptr, x, y2 + 1);
-
-               /* increment counter if they are different */
-               if (new_is_floor != old_is_floor) count++;
-
-               old_is_floor = new_is_floor;
-       }
-
-       /* Left boundary */
-       for (y = y2; y >= y1; y--)
-       {
-               new_is_floor = get_is_floor(floor_ptr, x1 - 1, y);
-
-               /* increment counter if they are different */
-               if (new_is_floor != old_is_floor) count++;
-
-               old_is_floor = new_is_floor;
-       }
-
-       /* If all the same, or only one connection exit. */
-       if (count <= 2) return;
-
-
-       /* Tunnel around the room so to prevent problems with caves */
-       for (y = y1; y <= y2; y++)
-       {
-               for (x = x1; x <= x2; x++)
-               {
-                       set_floor(player_ptr, x, y);
-               }
-       }
+    int count;
+    POSITION x, y;
+    bool old_is_floor, new_is_floor;
+    count = 0;
+
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    old_is_floor = get_is_floor(floor_ptr, x1 - 1, y1);
+
+    /*
+     * Count the number of floor-wall boundaries around the room
+     * Note: diagonal squares are ignored since the player can move diagonally
+     * to bypass these if needed.
+     */
+
+    /* Above the top boundary */
+    for (x = x1; x <= x2; x++) {
+        new_is_floor = get_is_floor(floor_ptr, x, y1 - 1);
+
+        /* Increment counter if they are different */
+        if (new_is_floor != old_is_floor)
+            count++;
+
+        old_is_floor = new_is_floor;
+    }
+
+    /* Right boundary */
+    for (y = y1; y <= y2; y++) {
+        new_is_floor = get_is_floor(floor_ptr, x2 + 1, y);
+
+        /* increment counter if they are different */
+        if (new_is_floor != old_is_floor)
+            count++;
+
+        old_is_floor = new_is_floor;
+    }
+
+    /* Bottom boundary */
+    for (x = x2; x >= x1; x--) {
+        new_is_floor = get_is_floor(floor_ptr, x, y2 + 1);
+
+        /* increment counter if they are different */
+        if (new_is_floor != old_is_floor)
+            count++;
+
+        old_is_floor = new_is_floor;
+    }
+
+    /* Left boundary */
+    for (y = y2; y >= y1; y--) {
+        new_is_floor = get_is_floor(floor_ptr, x1 - 1, y);
+
+        /* increment counter if they are different */
+        if (new_is_floor != old_is_floor)
+            count++;
+
+        old_is_floor = new_is_floor;
+    }
+
+    /* If all the same, or only one connection exit. */
+    if (count <= 2)
+        return;
+
+    /* Tunnel around the room so to prevent problems with caves */
+    for (y = y1; y <= y2; y++) {
+        for (x = x1; x <= x2; x++) {
+            set_floor(player_ptr, x, y);
+        }
+    }
 }
 
-
 /*!
  * @brief
  * find_space()の予備処理として部屋の生成が可能かを判定する /
@@ -266,75 +267,68 @@ static void check_room_boundary(player_type *player_ptr, POSITION x1, POSITION y
  */
 static bool find_space_aux(POSITION blocks_high, POSITION blocks_wide, POSITION block_y, POSITION block_x)
 {
-       POSITION by1, bx1, by2, bx2, by, bx;
-
-       /* Itty-bitty rooms must shift about within their rectangle */
-       if (blocks_wide < 3)
-       {
-               if ((blocks_wide == 2) && (block_x % 3) == 2)
-                       return FALSE;
-       }
-
-       /* Rooms with width divisible by 3 must be fitted to a rectangle. */
-       else if ((blocks_wide % 3) == 0)
-       {
-               /* Must be aligned to the left edge of a 11x33 rectangle. */
-               if ((block_x % 3) != 0)
-                       return FALSE;
-       }
-
-       /*
-        * Big rooms that do not have a width divisible by 3 must be
-        * aligned towards the edge of the dungeon closest to them.
-        */
-       else
-       {
-               /* Shift towards left edge of dungeon. */
-               if (block_x + (blocks_wide / 2) <= dun->col_rooms / 2)
-               {
-                       if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
-                               return FALSE;
-                       if ((block_x % 3) == 1)
-                               return FALSE;
-               }
-
-               /* Shift toward right edge of dungeon. */
-               else
-               {
-                       if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
-                               return FALSE;
-                       if ((block_x % 3) == 1)
-                               return FALSE;
-               }
-       }
-
-       /* Extract blocks */
-       by1 = block_y;
-       bx1 = block_x;
-       by2 = block_y + blocks_high;
-       bx2 = block_x + blocks_wide;
-
-       /* Never run off the screen */
-       if ((by1 < 0) || (by2 > dun->row_rooms)) return FALSE;
-       if ((bx1 < 0) || (bx2 > dun->col_rooms)) return FALSE;
-
-       /* Verify available space */
-       for (by = by1; by < by2; by++)
-       {
-               for (bx = bx1; bx < bx2; bx++)
-               {
-                       if (dun->room_map[by][bx])
-                       {
-                               return FALSE;
-                       }
-               }
-       }
-
-       /* This location is okay */
-       return TRUE;
+    POSITION by1, bx1, by2, bx2, by, bx;
+
+    /* Itty-bitty rooms must shift about within their rectangle */
+    if (blocks_wide < 3) {
+        if ((blocks_wide == 2) && (block_x % 3) == 2)
+            return FALSE;
+    }
+
+    /* Rooms with width divisible by 3 must be fitted to a rectangle. */
+    else if ((blocks_wide % 3) == 0) {
+        /* Must be aligned to the left edge of a 11x33 rectangle. */
+        if ((block_x % 3) != 0)
+            return FALSE;
+    }
+
+    /*
+     * Big rooms that do not have a width divisible by 3 must be
+     * aligned towards the edge of the dungeon closest to them.
+     */
+    else {
+        /* Shift towards left edge of dungeon. */
+        if (block_x + (blocks_wide / 2) <= dun->col_rooms / 2) {
+            if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
+                return FALSE;
+            if ((block_x % 3) == 1)
+                return FALSE;
+        }
+
+        /* Shift toward right edge of dungeon. */
+        else {
+            if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
+                return FALSE;
+            if ((block_x % 3) == 1)
+                return FALSE;
+        }
+    }
+
+    /* Extract blocks */
+    by1 = block_y;
+    bx1 = block_x;
+    by2 = block_y + blocks_high;
+    bx2 = block_x + blocks_wide;
+
+    /* Never run off the screen */
+    if ((by1 < 0) || (by2 > dun->row_rooms))
+        return FALSE;
+    if ((bx1 < 0) || (bx2 > dun->col_rooms))
+        return FALSE;
+
+    /* Verify available space */
+    for (by = by1; by < by2; by++) {
+        for (bx = bx1; bx < bx2; bx++) {
+            if (dun->room_map[by][bx]) {
+                return FALSE;
+            }
+        }
+    }
+
+    /* This location is okay */
+    return TRUE;
 }
 
-
 /*!
  * @brief 部屋生成が可能なスペースを確保する / Find a good spot for the next room.  -LM-
  * @param player_ptr プレーヤーへの参照ポインタ
@@ -358,1140 +352,1010 @@ static bool find_space_aux(POSITION blocks_high, POSITION blocks_wide, POSITION
  */
 bool find_space(player_type *player_ptr, POSITION *y, POSITION *x, POSITION height, POSITION width)
 {
-       int candidates, pick;
-       POSITION by, bx, by1, bx1, by2, bx2;
-       POSITION block_y = 0, block_x = 0;
-
-       /* Find out how many blocks we need. */
-       POSITION blocks_high = 1 + ((height - 1) / BLOCK_HGT);
-       POSITION blocks_wide = 1 + ((width - 1) / BLOCK_WID);
-
-       /* There are no way to allocate such huge space */
-       if (dun->row_rooms < blocks_high) return FALSE;
-       if (dun->col_rooms < blocks_wide) return FALSE;
-
-       /* Initiallize */
-       candidates = 0;
-
-       /* Count the number of valid places */
-       for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
-       {
-               for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
-               {
-                       if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
-                       {
-                               /* Find a valid place */
-                               candidates++;
-                       }
-               }
-       }
-
-       /* No place! */
-       if (!candidates)
-       {
-               return FALSE;
-       }
-
-       /* Normal dungeon */
-       if (!(d_info[player_ptr->current_floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE))
-       {
-               /* Choose a random one */
-               pick = randint1(candidates);
-       }
-
-       /* NO_CAVE dungeon (Castle) */
-       else
-       {
-               /* Always choose the center one */
-               pick = candidates / 2 + 1;
-       }
-
-       /* Pick up the choosen location */
-       for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
-       {
-               for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
-               {
-                       if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
-                       {
-                               pick--;
-
-                               /* This one is picked? */
-                               if (!pick) break;
-                       }
-               }
-
-               if (!pick) break;
-       }
-
-       /* Extract blocks */
-       by1 = block_y;
-       bx1 = block_x;
-       by2 = block_y + blocks_high;
-       bx2 = block_x + blocks_wide;
-
-       /*
-        * It is *extremely* important that the following calculation
-        * be *exactly* correct to prevent memory errors
-        */
-
-        /* Acquire the location of the room */
-       (*y) = ((by1 + by2) * BLOCK_HGT) / 2;
-       (*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
-
-       /* Save the room location */
-       if (dun->cent_n < CENT_MAX)
-       {
-               dun->cent[dun->cent_n].y = (byte)*y;
-               dun->cent[dun->cent_n].x = (byte)*x;
-               dun->cent_n++;
-       }
-
-       /* Reserve some blocks. */
-       for (by = by1; by < by2; by++)
-       {
-               for (bx = bx1; bx < bx2; bx++)
-               {
-                       dun->room_map[by][bx] = TRUE;
-               }
-       }
-
-       /*
-        * Hack- See if room will cut off a cavern.
-        *
-        * If so, fix by tunneling outside the room in such a
-        * way as to connect the caves.
-        */
-       check_room_boundary(player_ptr, *x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
-
-       /* Success. */
-       return TRUE;
+    int candidates, pick;
+    POSITION by, bx, by1, bx1, by2, bx2;
+    POSITION block_y = 0, block_x = 0;
+
+    /* Find out how many blocks we need. */
+    POSITION blocks_high = 1 + ((height - 1) / BLOCK_HGT);
+    POSITION blocks_wide = 1 + ((width - 1) / BLOCK_WID);
+
+    /* There are no way to allocate such huge space */
+    if (dun->row_rooms < blocks_high)
+        return FALSE;
+    if (dun->col_rooms < blocks_wide)
+        return FALSE;
+
+    /* Initiallize */
+    candidates = 0;
+
+    /* Count the number of valid places */
+    for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--) {
+        for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--) {
+            if (find_space_aux(blocks_high, blocks_wide, block_y, block_x)) {
+                /* Find a valid place */
+                candidates++;
+            }
+        }
+    }
+
+    /* No place! */
+    if (!candidates) {
+        return FALSE;
+    }
+
+    /* Normal dungeon */
+    if (!(d_info[player_ptr->current_floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE)) {
+        /* Choose a random one */
+        pick = randint1(candidates);
+    }
+
+    /* NO_CAVE dungeon (Castle) */
+    else {
+        /* Always choose the center one */
+        pick = candidates / 2 + 1;
+    }
+
+    /* Pick up the choosen location */
+    for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--) {
+        for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--) {
+            if (find_space_aux(blocks_high, blocks_wide, block_y, block_x)) {
+                pick--;
+
+                /* This one is picked? */
+                if (!pick)
+                    break;
+            }
+        }
+
+        if (!pick)
+            break;
+    }
+
+    /* Extract blocks */
+    by1 = block_y;
+    bx1 = block_x;
+    by2 = block_y + blocks_high;
+    bx2 = block_x + blocks_wide;
+
+    /*
+     * It is *extremely* important that the following calculation
+     * be *exactly* correct to prevent memory errors
+     */
+
+    /* Acquire the location of the room */
+    (*y) = ((by1 + by2) * BLOCK_HGT) / 2;
+    (*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
+
+    /* Save the room location */
+    if (dun->cent_n < CENT_MAX) {
+        dun->cent[dun->cent_n].y = (byte)*y;
+        dun->cent[dun->cent_n].x = (byte)*x;
+        dun->cent_n++;
+    }
+
+    /* Reserve some blocks. */
+    for (by = by1; by < by2; by++) {
+        for (bx = bx1; bx < bx2; bx++) {
+            dun->room_map[by][bx] = TRUE;
+        }
+    }
+
+    /*
+     * Hack- See if room will cut off a cavern.
+     *
+     * If so, fix by tunneling outside the room in such a
+     * way as to connect the caves.
+     */
+    check_room_boundary(player_ptr, *x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
+
+    /* Success. */
+    return TRUE;
 }
 
-
 /*
  * Structure to hold all "fill" data
  */
 
 typedef struct fill_data_type fill_data_type;
 
-struct fill_data_type
-{
-       /* area size */
-       POSITION xmin;
-       POSITION ymin;
-       POSITION xmax;
-       POSITION ymax;
-
-       /* cutoffs */
-       int c1;
-       int c2;
-       int c3;
-
-       /* features to fill with */
-       FEAT_IDX feat1;
-       FEAT_IDX feat2;
-       FEAT_IDX feat3;
-
-       int info1;
-       int info2;
-       int info3;
-
-       /* number of filled squares */
-       int amount;
+struct fill_data_type {
+    /* area size */
+    POSITION xmin;
+    POSITION ymin;
+    POSITION xmax;
+    POSITION ymax;
+
+    /* cutoffs */
+    int c1;
+    int c2;
+    int c3;
+
+    /* features to fill with */
+    FEAT_IDX feat1;
+    FEAT_IDX feat2;
+    FEAT_IDX feat3;
+
+    int info1;
+    int info2;
+    int info3;
+
+    /* number of filled squares */
+    int amount;
 };
 
 static fill_data_type fill_data;
 
-
 /* Store routine for the fractal floor generator */
 /* this routine probably should be an inline function or a macro. */
 static void store_height(floor_type *floor_ptr, POSITION x, POSITION y, FEAT_IDX val)
 {
-       /* if on boundary set val > cutoff so walls are not as square */
-       if (((x == fill_data.xmin) || (y == fill_data.ymin) ||
-               (x == fill_data.xmax) || (y == fill_data.ymax)) &&
-               (val <= fill_data.c1)) val = fill_data.c1 + 1;
+    /* if on boundary set val > cutoff so walls are not as square */
+    if (((x == fill_data.xmin) || (y == fill_data.ymin) || (x == fill_data.xmax) || (y == fill_data.ymax)) && (val <= fill_data.c1))
+        val = fill_data.c1 + 1;
 
-       /* store the value in height-map format */
-       floor_ptr->grid_array[y][x].feat = val;
+    /* store the value in height-map format */
+    floor_ptr->grid_array[y][x].feat = val;
 
-       return;
+    return;
 }
 
-
 /*
-* Explanation of the plasma fractal algorithm:
-*
-* A grid of points is created with the properties of a 'height-map'
-* This is done by making the corners of the grid have a random value.
-* The grid is then subdivided into one with twice the resolution.
-* The new points midway between two 'known' points can be calculated
-* by taking the average value of the 'known' ones and randomly adding
-* or subtracting an amount proportional to the distance between those
-* points.  The final 'middle' points of the grid are then calculated
-* by averaging all four of the originally 'known' corner points.  An
-* random amount is added or subtracted from this to get a value of the
-* height at that point.  The scaling factor here is adjusted to the
-* slightly larger distance diagonally as compared to orthogonally.
-*
-* This is then repeated recursively to fill an entire 'height-map'
-* A rectangular map is done the same way, except there are different
-* scaling factors along the x and y directions.
-*
-* A hack to change the amount of correlation between points is done using
-* the grd variable.  If the current step size is greater than grd then
-* the point will be random, otherwise it will be calculated by the
-* above algorithm.  This makes a maximum distance at which two points on
-* the height map can affect each other.
-*
-* How fractal caves are made:
-*
-* When the map is complete, a cut-off value is used to create a floor.
-* Heights below this value are "floor", and heights above are "wall".
-* This also can be used to create lakes, by adding more height levels
-* representing shallow and deep water/ lava etc.
-*
-* The grd variable affects the width of passages.
-* The roug variable affects the roughness of those passages
-*
-* The tricky part is making sure the created floor is connected.  This
-* is done by 'filling' from the inside and only keeping the 'filled'
-* floor.  Walls bounding the 'filled' floor are also kept.  Everything
-* else is converted to the normal _extra_.
+ * Explanation of the plasma fractal algorithm:
+ *
+ * A grid of points is created with the properties of a 'height-map'
+ * This is done by making the corners of the grid have a random value.
+ * The grid is then subdivided into one with twice the resolution.
+ * The new points midway between two 'known' points can be calculated
+ * by taking the average value of the 'known' ones and randomly adding
+ * or subtracting an amount proportional to the distance between those
+ * points.  The final 'middle' points of the grid are then calculated
+ * by averaging all four of the originally 'known' corner points.  An
+ * random amount is added or subtracted from this to get a value of the
+ * height at that point.  The scaling factor here is adjusted to the
+ * slightly larger distance diagonally as compared to orthogonally.
+ *
+ * This is then repeated recursively to fill an entire 'height-map'
+ * A rectangular map is done the same way, except there are different
+ * scaling factors along the x and y directions.
+ *
+ * A hack to change the amount of correlation between points is done using
+ * the grd variable.  If the current step size is greater than grd then
+ * the point will be random, otherwise it will be calculated by the
+ * above algorithm.  This makes a maximum distance at which two points on
+ * the height map can affect each other.
+ *
+ * How fractal caves are made:
+ *
+ * When the map is complete, a cut-off value is used to create a floor.
+ * Heights below this value are "floor", and heights above are "wall".
+ * This also can be used to create lakes, by adding more height levels
+ * representing shallow and deep water/ lava etc.
+ *
+ * The grd variable affects the width of passages.
+ * The roug variable affects the roughness of those passages
+ *
+ * The tricky part is making sure the created floor is connected.  This
+ * is done by 'filling' from the inside and only keeping the 'filled'
+ * floor.  Walls bounding the 'filled' floor are also kept.  Everything
+ * else is converted to the normal _extra_.
  */
 
-
- /*
-  *  Note that this uses the floor array in a very hackish way
-  *  the values are first set to zero, and then each array location
-  *  is used as a "heightmap"
-  *  The heightmap then needs to be converted back into the "feat" format.
-  *
-  *  grd=level at which fractal turns on.  smaller gives more mazelike caves
-  *  roug=roughness level.  16=normal.  higher values make things more convoluted
-  *    small values are good for smooth walls.
-  *  size=length of the side of the square grid system.
-  */
+/*
+ *  Note that this uses the floor array in a very hackish way
+ *  the values are first set to zero, and then each array location
+ *  is used as a "heightmap"
+ *  The heightmap then needs to be converted back into the "feat" format.
+ *
+ *  grd=level at which fractal turns on.  smaller gives more mazelike caves
+ *  roug=roughness level.  16=normal.  higher values make things more convoluted
+ *    small values are good for smooth walls.
+ *  size=length of the side of the square grid system.
+ */
 void generate_hmap(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsiz, POSITION ysiz, int grd, int roug, int cutoff)
 {
-       POSITION xhsize, yhsize, xsize, ysize, maxsize;
-
-       /*
-        * fixed point variables- these are stored as 256 x normal value
-        * this gives 8 binary places of fractional part + 8 places of normal part
-        */
-
-       POSITION xstep, xhstep, ystep, yhstep;
-       POSITION xstep2, xhstep2, ystep2, yhstep2;
-       POSITION i, j, ii, jj, diagsize, xxsize, yysize;
-
-       /* Cache for speed */
-       POSITION xm, xp, ym, yp;
-
-       /* redefine size so can change the value if out of range */
-       xsize = xsiz;
-       ysize = ysiz;
-
-       /* Paranoia about size of the system of caves */
-       if (xsize > 254) xsize = 254;
-       if (xsize < 4) xsize = 4;
-       if (ysize > 254) ysize = 254;
-       if (ysize < 4) ysize = 4;
-
-       /* get offsets to middle of array */
-       xhsize = xsize / 2;
-       yhsize = ysize / 2;
-
-       /* fix rounding problem */
-       xsize = xhsize * 2;
-       ysize = yhsize * 2;
-
-       /* get limits of region */
-       fill_data.xmin = x0 - xhsize;
-       fill_data.ymin = y0 - yhsize;
-       fill_data.xmax = x0 + xhsize;
-       fill_data.ymax = y0 + yhsize;
-
-       /* Store cutoff in global for quick access */
-       fill_data.c1 = cutoff;
-
-       /*
-       * Scale factor for middle points:
-       * About sqrt(2) * 256 - correct for a square lattice
-       * approximately correct for everything else.
-        */
-       diagsize = 362;
-
-       /* maximum of xsize and ysize */
-       maxsize = (xsize > ysize) ? xsize : ysize;
-
-       /* Clear the section */
-       for (i = 0; i <= xsize; i++)
-       {
-               for (j = 0; j <= ysize; j++)
-               {
-                       /* -1 is a flag for "not done yet" */
-                       floor_ptr->grid_array[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
-                       /* Clear icky flag because may be redoing the floor_ptr->grid_array */
-                       floor_ptr->grid_array[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
-               }
-       }
-
-       /* Boundaries are walls */
-       floor_ptr->grid_array[fill_data.ymin][fill_data.xmin].feat = (s16b)maxsize;
-       floor_ptr->grid_array[fill_data.ymax][fill_data.xmin].feat = (s16b)maxsize;
-       floor_ptr->grid_array[fill_data.ymin][fill_data.xmax].feat = (s16b)maxsize;
-       floor_ptr->grid_array[fill_data.ymax][fill_data.xmax].feat = (s16b)maxsize;
-
-       /* Set the middle square to be an open area. */
-       floor_ptr->grid_array[y0][x0].feat = 0;
-
-       /* Initialize the step sizes */
-       xstep = xhstep = xsize * 256;
-       ystep = yhstep = ysize * 256;
-       xxsize = xsize * 256;
-       yysize = ysize * 256;
-
-       /*
-        * Fill in the rectangle with fractal height data -
-        * like the 'plasma fractal' in fractint.
-        */
-       while ((xhstep > 256) || (yhstep > 256))
-       {
-               /* Halve the step sizes */
-               xstep = xhstep;
-               xhstep /= 2;
-               ystep = yhstep;
-               yhstep /= 2;
-
-               /* cache well used values */
-               xstep2 = xstep / 256;
-               ystep2 = ystep / 256;
-
-               xhstep2 = xhstep / 256;
-               yhstep2 = yhstep / 256;
-
-               /* middle top to bottom. */
-               for (i = xhstep; i <= xxsize - xhstep; i += xstep)
-               {
-                       for (j = 0; j <= yysize; j += ystep)
-                       {
-                               /* cache often used values */
-                               ii = i / 256 + fill_data.xmin;
-                               jj = j / 256 + fill_data.ymin;
-
-                               /* Test square */
-                               if (floor_ptr->grid_array[jj][ii].feat == -1)
-                               {
-                                       if (xhstep2 > grd)
-                                       {
-                                               /* If greater than 'grid' level then is random */
-                                               store_height(floor_ptr, ii, jj, randint1(maxsize));
-                                       }
-                                       else
-                                       {
-                                               /* Average of left and right points +random bit */
-                                               store_height(floor_ptr, ii, jj,
-                                                       (floor_ptr->grid_array[jj][fill_data.xmin + (i - xhstep) / 256].feat
-                                                               + floor_ptr->grid_array[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2
-                                                       + (randint1(xstep2) - xhstep2) * roug / 16);
-                                       }
-                               }
-                       }
-               }
-
-
-               /* middle left to right. */
-               for (j = yhstep; j <= yysize - yhstep; j += ystep)
-               {
-                       for (i = 0; i <= xxsize; i += xstep)
-                       {
-                               /* cache often used values */
-                               ii = i / 256 + fill_data.xmin;
-                               jj = j / 256 + fill_data.ymin;
-
-                               /* Test square */
-                               if (floor_ptr->grid_array[jj][ii].feat == -1)
-                               {
-                                       if (xhstep2 > grd)
-                                       {
-                                               /* If greater than 'grid' level then is random */
-                                               store_height(floor_ptr, ii, jj, randint1(maxsize));
-                                       }
-                                       else
-                                       {
-                                               /* Average of up and down points +random bit */
-                                               store_height(floor_ptr, ii, jj,
-                                                       (floor_ptr->grid_array[fill_data.ymin + (j - yhstep) / 256][ii].feat
-                                                               + floor_ptr->grid_array[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2
-                                                       + (randint1(ystep2) - yhstep2) * roug / 16);
-                                       }
-                               }
-                       }
-               }
-
-               /* center. */
-               for (i = xhstep; i <= xxsize - xhstep; i += xstep)
-               {
-                       for (j = yhstep; j <= yysize - yhstep; j += ystep)
-                       {
-                               /* cache often used values */
-                               ii = i / 256 + fill_data.xmin;
-                               jj = j / 256 + fill_data.ymin;
-
-                               /* Test square */
-                               if (floor_ptr->grid_array[jj][ii].feat == -1)
-                               {
-                                       if (xhstep2 > grd)
-                                       {
-                                               /* If greater than 'grid' level then is random */
-                                               store_height(floor_ptr, ii, jj, randint1(maxsize));
-                                       }
-                                       else
-                                       {
-                                               /* Cache reused values. */
-                                               xm = fill_data.xmin + (i - xhstep) / 256;
-                                               xp = fill_data.xmin + (i + xhstep) / 256;
-                                               ym = fill_data.ymin + (j - yhstep) / 256;
-                                               yp = fill_data.ymin + (j + yhstep) / 256;
-
-                                               /*
-                                                * Average over all four corners + scale by diagsize to
-                                                * reduce the effect of the square grid on the shape of the fractal
-                                                */
-                                               store_height(floor_ptr, ii, jj,
-                                                       (floor_ptr->grid_array[ym][xm].feat + floor_ptr->grid_array[yp][xm].feat
-                                                               + floor_ptr->grid_array[ym][xp].feat + floor_ptr->grid_array[yp][xp].feat) / 4
-                                                       + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
-                                       }
-                               }
-                       }
-               }
-       }
+    POSITION xhsize, yhsize, xsize, ysize, maxsize;
+
+    /*
+     * fixed point variables- these are stored as 256 x normal value
+     * this gives 8 binary places of fractional part + 8 places of normal part
+     */
+
+    POSITION xstep, xhstep, ystep, yhstep;
+    POSITION xstep2, xhstep2, ystep2, yhstep2;
+    POSITION i, j, ii, jj, diagsize, xxsize, yysize;
+
+    /* Cache for speed */
+    POSITION xm, xp, ym, yp;
+
+    /* redefine size so can change the value if out of range */
+    xsize = xsiz;
+    ysize = ysiz;
+
+    /* Paranoia about size of the system of caves */
+    if (xsize > 254)
+        xsize = 254;
+    if (xsize < 4)
+        xsize = 4;
+    if (ysize > 254)
+        ysize = 254;
+    if (ysize < 4)
+        ysize = 4;
+
+    /* get offsets to middle of array */
+    xhsize = xsize / 2;
+    yhsize = ysize / 2;
+
+    /* fix rounding problem */
+    xsize = xhsize * 2;
+    ysize = yhsize * 2;
+
+    /* get limits of region */
+    fill_data.xmin = x0 - xhsize;
+    fill_data.ymin = y0 - yhsize;
+    fill_data.xmax = x0 + xhsize;
+    fill_data.ymax = y0 + yhsize;
+
+    /* Store cutoff in global for quick access */
+    fill_data.c1 = cutoff;
+
+    /*
+     * Scale factor for middle points:
+     * About sqrt(2) * 256 - correct for a square lattice
+     * approximately correct for everything else.
+     */
+    diagsize = 362;
+
+    /* maximum of xsize and ysize */
+    maxsize = (xsize > ysize) ? xsize : ysize;
+
+    /* Clear the section */
+    for (i = 0; i <= xsize; i++) {
+        for (j = 0; j <= ysize; j++) {
+            /* -1 is a flag for "not done yet" */
+            floor_ptr->grid_array[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
+            /* Clear icky flag because may be redoing the floor_ptr->grid_array */
+            floor_ptr->grid_array[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
+        }
+    }
+
+    /* Boundaries are walls */
+    floor_ptr->grid_array[fill_data.ymin][fill_data.xmin].feat = (s16b)maxsize;
+    floor_ptr->grid_array[fill_data.ymax][fill_data.xmin].feat = (s16b)maxsize;
+    floor_ptr->grid_array[fill_data.ymin][fill_data.xmax].feat = (s16b)maxsize;
+    floor_ptr->grid_array[fill_data.ymax][fill_data.xmax].feat = (s16b)maxsize;
+
+    /* Set the middle square to be an open area. */
+    floor_ptr->grid_array[y0][x0].feat = 0;
+
+    /* Initialize the step sizes */
+    xstep = xhstep = xsize * 256;
+    ystep = yhstep = ysize * 256;
+    xxsize = xsize * 256;
+    yysize = ysize * 256;
+
+    /*
+     * Fill in the rectangle with fractal height data -
+     * like the 'plasma fractal' in fractint.
+     */
+    while ((xhstep > 256) || (yhstep > 256)) {
+        /* Halve the step sizes */
+        xstep = xhstep;
+        xhstep /= 2;
+        ystep = yhstep;
+        yhstep /= 2;
+
+        /* cache well used values */
+        xstep2 = xstep / 256;
+        ystep2 = ystep / 256;
+
+        xhstep2 = xhstep / 256;
+        yhstep2 = yhstep / 256;
+
+        /* middle top to bottom. */
+        for (i = xhstep; i <= xxsize - xhstep; i += xstep) {
+            for (j = 0; j <= yysize; j += ystep) {
+                /* cache often used values */
+                ii = i / 256 + fill_data.xmin;
+                jj = j / 256 + fill_data.ymin;
+
+                /* Test square */
+                if (floor_ptr->grid_array[jj][ii].feat == -1) {
+                    if (xhstep2 > grd) {
+                        /* If greater than 'grid' level then is random */
+                        store_height(floor_ptr, ii, jj, randint1(maxsize));
+                    } else {
+                        /* Average of left and right points +random bit */
+                        store_height(floor_ptr, ii, jj,
+                            (floor_ptr->grid_array[jj][fill_data.xmin + (i - xhstep) / 256].feat
+                                + floor_ptr->grid_array[jj][fill_data.xmin + (i + xhstep) / 256].feat)
+                                    / 2
+                                + (randint1(xstep2) - xhstep2) * roug / 16);
+                    }
+                }
+            }
+        }
+
+        /* middle left to right. */
+        for (j = yhstep; j <= yysize - yhstep; j += ystep) {
+            for (i = 0; i <= xxsize; i += xstep) {
+                /* cache often used values */
+                ii = i / 256 + fill_data.xmin;
+                jj = j / 256 + fill_data.ymin;
+
+                /* Test square */
+                if (floor_ptr->grid_array[jj][ii].feat == -1) {
+                    if (xhstep2 > grd) {
+                        /* If greater than 'grid' level then is random */
+                        store_height(floor_ptr, ii, jj, randint1(maxsize));
+                    } else {
+                        /* Average of up and down points +random bit */
+                        store_height(floor_ptr, ii, jj,
+                            (floor_ptr->grid_array[fill_data.ymin + (j - yhstep) / 256][ii].feat
+                                + floor_ptr->grid_array[fill_data.ymin + (j + yhstep) / 256][ii].feat)
+                                    / 2
+                                + (randint1(ystep2) - yhstep2) * roug / 16);
+                    }
+                }
+            }
+        }
+
+        /* center. */
+        for (i = xhstep; i <= xxsize - xhstep; i += xstep) {
+            for (j = yhstep; j <= yysize - yhstep; j += ystep) {
+                /* cache often used values */
+                ii = i / 256 + fill_data.xmin;
+                jj = j / 256 + fill_data.ymin;
+
+                /* Test square */
+                if (floor_ptr->grid_array[jj][ii].feat == -1) {
+                    if (xhstep2 > grd) {
+                        /* If greater than 'grid' level then is random */
+                        store_height(floor_ptr, ii, jj, randint1(maxsize));
+                    } else {
+                        /* Cache reused values. */
+                        xm = fill_data.xmin + (i - xhstep) / 256;
+                        xp = fill_data.xmin + (i + xhstep) / 256;
+                        ym = fill_data.ymin + (j - yhstep) / 256;
+                        yp = fill_data.ymin + (j + yhstep) / 256;
+
+                        /*
+                         * Average over all four corners + scale by diagsize to
+                         * reduce the effect of the square grid on the shape of the fractal
+                         */
+                        store_height(floor_ptr, ii, jj,
+                            (floor_ptr->grid_array[ym][xm].feat + floor_ptr->grid_array[yp][xm].feat + floor_ptr->grid_array[ym][xp].feat
+                                + floor_ptr->grid_array[yp][xp].feat)
+                                    / 4
+                                + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
+                    }
+                }
+            }
+        }
+    }
 }
 
-
-static bool hack_isnt_wall(player_type *player_ptr, POSITION y, POSITION x, int c1, int c2, int c3, FEAT_IDX feat1, FEAT_IDX feat2, FEAT_IDX feat3, BIT_FLAGS info1, BIT_FLAGS info2, BIT_FLAGS info3)
+static bool hack_isnt_wall(player_type *player_ptr, POSITION y, POSITION x, int c1, int c2, int c3, FEAT_IDX feat1, FEAT_IDX feat2, FEAT_IDX feat3,
+    BIT_FLAGS info1, BIT_FLAGS info2, BIT_FLAGS info3)
 {
-       /*
-        * function used to convert from height-map back to the
-        *  normal angband floor_ptr->grid_array format
-        */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (floor_ptr->grid_array[y][x].info & CAVE_ICKY)
-       {
-               /* already done */
-               return FALSE;
-       }
-       else
-       {
-               /* Show that have looked at this square */
-               floor_ptr->grid_array[y][x].info |= (CAVE_ICKY);
-
-               /* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */
-               if (floor_ptr->grid_array[y][x].feat <= c1)
-               {
-                       /* 25% of the time use the other tile : it looks better this way */
-                       if (randint1(100) < 75)
-                       {
-                               floor_ptr->grid_array[y][x].feat = feat1;
-                               floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
-                               floor_ptr->grid_array[y][x].info |= info1;
-                               return TRUE;
-                       }
-                       else
-                       {
-                               floor_ptr->grid_array[y][x].feat = feat2;
-                               floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
-                               floor_ptr->grid_array[y][x].info |= info2;
-                               return TRUE;
-                       }
-               }
-               else if (floor_ptr->grid_array[y][x].feat <= c2)
-               {
-                       /* 25% of the time use the other tile : it looks better this way */
-                       if (randint1(100) < 75)
-                       {
-                               floor_ptr->grid_array[y][x].feat = feat2;
-                               floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
-                               floor_ptr->grid_array[y][x].info |= info2;
-                               return TRUE;
-                       }
-                       else
-                       {
-                               floor_ptr->grid_array[y][x].feat = feat1;
-                               floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
-                               floor_ptr->grid_array[y][x].info |= info1;
-                               return TRUE;
-                       }
-               }
-               else if (floor_ptr->grid_array[y][x].feat <= c3)
-               {
-                       floor_ptr->grid_array[y][x].feat = feat3;
-                       floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
-                       floor_ptr->grid_array[y][x].info |= info3;
-                       return TRUE;
-               }
-               /* if greater than cutoff then is a wall */
-               else
-               {
-                       place_bold(player_ptr, y, x, GB_OUTER);
-                       return FALSE;
-               }
-       }
+    /*
+     * function used to convert from height-map back to the
+     *  normal angband floor_ptr->grid_array format
+     */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    if (floor_ptr->grid_array[y][x].info & CAVE_ICKY) {
+        /* already done */
+        return FALSE;
+    } else {
+        /* Show that have looked at this square */
+        floor_ptr->grid_array[y][x].info |= (CAVE_ICKY);
+
+        /* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */
+        if (floor_ptr->grid_array[y][x].feat <= c1) {
+            /* 25% of the time use the other tile : it looks better this way */
+            if (randint1(100) < 75) {
+                floor_ptr->grid_array[y][x].feat = feat1;
+                floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
+                floor_ptr->grid_array[y][x].info |= info1;
+                return TRUE;
+            } else {
+                floor_ptr->grid_array[y][x].feat = feat2;
+                floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
+                floor_ptr->grid_array[y][x].info |= info2;
+                return TRUE;
+            }
+        } else if (floor_ptr->grid_array[y][x].feat <= c2) {
+            /* 25% of the time use the other tile : it looks better this way */
+            if (randint1(100) < 75) {
+                floor_ptr->grid_array[y][x].feat = feat2;
+                floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
+                floor_ptr->grid_array[y][x].info |= info2;
+                return TRUE;
+            } else {
+                floor_ptr->grid_array[y][x].feat = feat1;
+                floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
+                floor_ptr->grid_array[y][x].info |= info1;
+                return TRUE;
+            }
+        } else if (floor_ptr->grid_array[y][x].feat <= c3) {
+            floor_ptr->grid_array[y][x].feat = feat3;
+            floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
+            floor_ptr->grid_array[y][x].info |= info3;
+            return TRUE;
+        }
+        /* if greater than cutoff then is a wall */
+        else {
+            place_bold(player_ptr, y, x, GB_OUTER);
+            return FALSE;
+        }
+    }
 }
 
-
-
-
 /*
  * Quick and nasty fill routine used to find the connected region
  * of floor in the middle of the grids
  */
 static void cave_fill(player_type *player_ptr, POSITION y, POSITION x)
 {
-       int i, j, d;
-       POSITION ty, tx;
-
-       int flow_tail_room = 1;
-       int flow_head_room = 0;
-
-
-       /*** Start Grid ***/
-
-       /* Enqueue that entry */
-       tmp_pos.y[0] = y;
-       tmp_pos.x[0] = x;
-
-       /* Now process the queue */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       while (flow_head_room != flow_tail_room)
-       {
-               /* Extract the next entry */
-               ty = tmp_pos.y[flow_head_room];
-               tx = tmp_pos.x[flow_head_room];
-
-               /* Forget that entry */
-               if (++flow_head_room == TEMP_MAX) flow_head_room = 0;
-
-               /* Add the "children" */
-               for (d = 0; d < 8; d++)
-               {
-                       int old_head = flow_tail_room;
-
-                       /* Child location */
-                       j = ty + ddy_ddd[d];
-                       i = tx + ddx_ddd[d];
-
-                       /* Paranoia Don't leave the floor_ptr->grid_array */
-                       if (!in_bounds(floor_ptr, j, i))
-                       {
-                               /* affect boundary */
-                               floor_ptr->grid_array[j][i].info |= CAVE_ICKY;
-                               /*                              return; */
-                       }
-
-                       /* If within bounds */
-                       else if ((i > fill_data.xmin) && (i < fill_data.xmax)
-                               && (j > fill_data.ymin) && (j < fill_data.ymax))
-                       {
-                               /* If not a wall or floor done before */
-                               if (hack_isnt_wall(player_ptr, j, i,
-                                       fill_data.c1, fill_data.c2, fill_data.c3,
-                                       fill_data.feat1, fill_data.feat2, fill_data.feat3,
-                                       fill_data.info1, fill_data.info2, fill_data.info3))
-                               {
-                                       /* Enqueue that entry */
-                                       tmp_pos.y[flow_tail_room] = (byte)j;
-                                       tmp_pos.x[flow_tail_room] = (byte)i;
-
-                                       /* Advance the queue */
-                                       if (++flow_tail_room == TEMP_MAX) flow_tail_room = 0;
-
-                                       /* Hack -- Overflow by forgetting new entry */
-                                       if (flow_tail_room == flow_head_room)
-                                       {
-                                               flow_tail_room = old_head;
-                                       }
-                                       else
-                                       {
-                                               /* keep tally of size of floor_ptr->grid_array system */
-                                               (fill_data.amount)++;
-                                       }
-                               }
-                       }
-                       else
-                       {
-                               /* affect boundary */
-                               floor_ptr->grid_array[j][i].info |= CAVE_ICKY;
-                       }
-               }
-       }
+    int i, j, d;
+    POSITION ty, tx;
+
+    int flow_tail_room = 1;
+    int flow_head_room = 0;
+
+    /*** Start Grid ***/
+
+    /* Enqueue that entry */
+    tmp_pos.y[0] = y;
+    tmp_pos.x[0] = x;
+
+    /* Now process the queue */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    while (flow_head_room != flow_tail_room) {
+        /* Extract the next entry */
+        ty = tmp_pos.y[flow_head_room];
+        tx = tmp_pos.x[flow_head_room];
+
+        /* Forget that entry */
+        if (++flow_head_room == TEMP_MAX)
+            flow_head_room = 0;
+
+        /* Add the "children" */
+        for (d = 0; d < 8; d++) {
+            int old_head = flow_tail_room;
+
+            /* Child location */
+            j = ty + ddy_ddd[d];
+            i = tx + ddx_ddd[d];
+
+            /* Paranoia Don't leave the floor_ptr->grid_array */
+            if (!in_bounds(floor_ptr, j, i)) {
+                /* affect boundary */
+                floor_ptr->grid_array[j][i].info |= CAVE_ICKY;
+                /*                             return; */
+            }
+
+            /* If within bounds */
+            else if ((i > fill_data.xmin) && (i < fill_data.xmax) && (j > fill_data.ymin) && (j < fill_data.ymax)) {
+                /* If not a wall or floor done before */
+                if (hack_isnt_wall(player_ptr, j, i, fill_data.c1, fill_data.c2, fill_data.c3, fill_data.feat1, fill_data.feat2, fill_data.feat3,
+                        fill_data.info1, fill_data.info2, fill_data.info3)) {
+                    /* Enqueue that entry */
+                    tmp_pos.y[flow_tail_room] = (byte)j;
+                    tmp_pos.x[flow_tail_room] = (byte)i;
+
+                    /* Advance the queue */
+                    if (++flow_tail_room == TEMP_MAX)
+                        flow_tail_room = 0;
+
+                    /* Hack -- Overflow by forgetting new entry */
+                    if (flow_tail_room == flow_head_room) {
+                        flow_tail_room = old_head;
+                    } else {
+                        /* keep tally of size of floor_ptr->grid_array system */
+                        (fill_data.amount)++;
+                    }
+                }
+            } else {
+                /* affect boundary */
+                floor_ptr->grid_array[j][i].info |= CAVE_ICKY;
+            }
+        }
+    }
 }
 
-
 bool generate_fracave(player_type *player_ptr, POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int cutoff, bool light, bool room)
 {
-       POSITION x, y, xhsize, yhsize;
-       int i;
-
-       /* offsets to middle from corner */
-       xhsize = xsize / 2;
-       yhsize = ysize / 2;
-
-
-       /*
-        * select region connected to center of floor_ptr->grid_array system
-        * this gets rid of alot of isolated one-sqaures that
-        * can make teleport traps instadeaths...
-        */
-
-        /* cutoffs */
-       fill_data.c1 = cutoff;
-       fill_data.c2 = 0;
-       fill_data.c3 = 0;
-
-       /* features to fill with */
-       fill_data.feat1 = feat_ground_type[randint0(100)];
-       fill_data.feat2 = feat_ground_type[randint0(100)];
-       fill_data.feat3 = feat_ground_type[randint0(100)];
-
-       fill_data.info1 = CAVE_FLOOR;
-       fill_data.info2 = CAVE_FLOOR;
-       fill_data.info3 = CAVE_FLOOR;
-
-       /* number of filled squares */
-       fill_data.amount = 0;
-
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       cave_fill(player_ptr, (byte)y0, (byte)x0);
-
-       /* if tally too small, try again */
-       if (fill_data.amount < 10)
-       {
-               /* too small - clear area and try again later */
-               for (x = 0; x <= xsize; ++x)
-               {
-                       for (y = 0; y <= ysize; ++y)
-                       {
-                               place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, GB_EXTRA);
-                               floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
-                       }
-               }
-               return FALSE;
-       }
-
-       /*
-        * Do boundarys-check to see if they are next to a filled region
-        * If not then they are set to normal granite
-        * If so then they are marked as room walls.
-        */
-       for (i = 0; i <= xsize; ++i)
-       {
-               /* top boundary */
-               if ((floor_ptr->grid_array[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
-               {
-                       /* Next to a 'filled' region? - set to be room walls */
-                       place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, GB_OUTER);
-                       if (light) floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
-                       floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
-                       place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, GB_OUTER);
-               }
-               else
-               {
-                       /* set to be normal granite */
-                       place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, GB_EXTRA);
-               }
-
-               /* bottom boundary */
-               if ((floor_ptr->grid_array[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
-               {
-                       /* Next to a 'filled' region? - set to be room walls */
-                       place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, GB_OUTER);
-                       if (light) floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
-                       floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
-                       place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, GB_OUTER);
-               }
-               else
-               {
-                       /* set to be normal granite */
-                       place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, GB_EXTRA);
-               }
-
-               /* clear the icky flag-don't need it any more */
-               floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
-               floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
-       }
-
-       /* Do the left and right boundaries minus the corners (done above) */
-       for (i = 1; i < ysize; ++i)
-       {
-               /* left boundary */
-               if ((floor_ptr->grid_array[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
-               {
-                       /* room boundary */
-                       place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, GB_OUTER);
-                       if (light) floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
-                       floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
-                       place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, GB_OUTER);
-               }
-               else
-               {
-                       /* outside room */
-                       place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, GB_EXTRA);
-               }
-               /* right boundary */
-               if ((floor_ptr->grid_array[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
-               {
-                       /* room boundary */
-                       place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, GB_OUTER);
-                       if (light) floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
-                       floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
-                       place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, GB_OUTER);
-               }
-               else
-               {
-                       /* outside room */
-                       place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, GB_EXTRA);
-               }
-
-               /* clear icky flag -done with it */
-               floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
-               floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
-       }
-
-
-       /* Do the rest: convert back to the normal format */
-       for (x = 1; x < xsize; ++x)
-       {
-               for (y = 1; y < ysize; ++y)
-               {
-                       if (is_floor_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize) &&
-                               (floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
-                       {
-                               /* Clear the icky flag in the filled region */
-                               floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
-
-                               /* Set appropriate flags */
-                               if (light) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
-                               if (room) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
-                       }
-                       else if (is_outer_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize) &&
-                               (floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
-                       {
-                               /* Walls */
-                               floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
-                               if (light) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
-                               if (room)
-                               {
-                                       floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
-                               }
-                               else
-                               {
-
-                                       place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, GB_EXTRA);
-                                       floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
-                               }
-                       }
-                       else
-                       {
-                               /* Clear the unconnected regions */
-                               place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, GB_EXTRA);
-                               floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
-                       }
-               }
-       }
-
-       /*
-        * There is a slight problem when tunnels pierce the caves:
-        * Extra doors appear inside the system.  (Its not very noticeable though.)
-        * This can be removed by "filling" from the outside in.  This allows a separation
-        * from _outer_ with _inner_.  (Internal walls are  _outer_ instead.)
-        * The extra effort for what seems to be only a minor thing (even non-existant if you
-        * think of the caves not as normal rooms, but as holes in the dungeon), doesn't seem
-        * worth it.
-        */
-
-       return TRUE;
+    POSITION x, y, xhsize, yhsize;
+    int i;
+
+    /* offsets to middle from corner */
+    xhsize = xsize / 2;
+    yhsize = ysize / 2;
+
+    /*
+     * select region connected to center of floor_ptr->grid_array system
+     * this gets rid of alot of isolated one-sqaures that
+     * can make teleport traps instadeaths...
+     */
+
+    /* cutoffs */
+    fill_data.c1 = cutoff;
+    fill_data.c2 = 0;
+    fill_data.c3 = 0;
+
+    /* features to fill with */
+    fill_data.feat1 = feat_ground_type[randint0(100)];
+    fill_data.feat2 = feat_ground_type[randint0(100)];
+    fill_data.feat3 = feat_ground_type[randint0(100)];
+
+    fill_data.info1 = CAVE_FLOOR;
+    fill_data.info2 = CAVE_FLOOR;
+    fill_data.info3 = CAVE_FLOOR;
+
+    /* number of filled squares */
+    fill_data.amount = 0;
+
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    cave_fill(player_ptr, (byte)y0, (byte)x0);
+
+    /* if tally too small, try again */
+    if (fill_data.amount < 10) {
+        /* too small - clear area and try again later */
+        for (x = 0; x <= xsize; ++x) {
+            for (y = 0; y <= ysize; ++y) {
+                place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, GB_EXTRA);
+                floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
+            }
+        }
+        return FALSE;
+    }
+
+    /*
+     * Do boundarys-check to see if they are next to a filled region
+     * If not then they are set to normal granite
+     * If so then they are marked as room walls.
+     */
+    for (i = 0; i <= xsize; ++i) {
+        /* top boundary */
+        if ((floor_ptr->grid_array[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room)) {
+            /* Next to a 'filled' region? - set to be room walls */
+            place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, GB_OUTER);
+            if (light)
+                floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
+            floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
+            place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, GB_OUTER);
+        } else {
+            /* set to be normal granite */
+            place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, GB_EXTRA);
+        }
+
+        /* bottom boundary */
+        if ((floor_ptr->grid_array[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room)) {
+            /* Next to a 'filled' region? - set to be room walls */
+            place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, GB_OUTER);
+            if (light)
+                floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
+            floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
+            place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, GB_OUTER);
+        } else {
+            /* set to be normal granite */
+            place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, GB_EXTRA);
+        }
+
+        /* clear the icky flag-don't need it any more */
+        floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
+        floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
+    }
+
+    /* Do the left and right boundaries minus the corners (done above) */
+    for (i = 1; i < ysize; ++i) {
+        /* left boundary */
+        if ((floor_ptr->grid_array[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room) {
+            /* room boundary */
+            place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, GB_OUTER);
+            if (light)
+                floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
+            floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
+            place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, GB_OUTER);
+        } else {
+            /* outside room */
+            place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, GB_EXTRA);
+        }
+        /* right boundary */
+        if ((floor_ptr->grid_array[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room) {
+            /* room boundary */
+            place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, GB_OUTER);
+            if (light)
+                floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
+            floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
+            place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, GB_OUTER);
+        } else {
+            /* outside room */
+            place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, GB_EXTRA);
+        }
+
+        /* clear icky flag -done with it */
+        floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
+        floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
+    }
+
+    /* Do the rest: convert back to the normal format */
+    for (x = 1; x < xsize; ++x) {
+        for (y = 1; y < ysize; ++y) {
+            if (is_floor_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize) && (floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) {
+                /* Clear the icky flag in the filled region */
+                floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
+
+                /* Set appropriate flags */
+                if (light)
+                    floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
+                if (room)
+                    floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
+            } else if (is_outer_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize)
+                && (floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) {
+                /* Walls */
+                floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
+                if (light)
+                    floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
+                if (room) {
+                    floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
+                } else {
+
+                    place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, GB_EXTRA);
+                    floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
+                }
+            } else {
+                /* Clear the unconnected regions */
+                place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, GB_EXTRA);
+                floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
+            }
+        }
+    }
+
+    /*
+     * There is a slight problem when tunnels pierce the caves:
+     * Extra doors appear inside the system.  (Its not very noticeable though.)
+     * This can be removed by "filling" from the outside in.  This allows a separation
+     * from _outer_ with _inner_.  (Internal walls are  _outer_ instead.)
+     * The extra effort for what seems to be only a minor thing (even non-existant if you
+     * think of the caves not as normal rooms, but as holes in the dungeon), doesn't seem
+     * worth it.
+     */
+
+    return TRUE;
 }
 
-
 /*
  * Builds a cave system in the center of the dungeon.
  */
 void build_cavern(player_type *player_ptr)
 {
-       int grd, roug, cutoff;
-       POSITION xsize, ysize, x0, y0;
-       bool done, light;
+    int grd, roug, cutoff;
+    POSITION xsize, ysize, x0, y0;
+    bool done, light;
 
-       light = done = FALSE;
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if ((floor_ptr->dun_level <= randint1(50)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
+    light = done = FALSE;
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    if ((floor_ptr->dun_level <= randint1(50)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
+        light = TRUE;
 
-       /* Make a cave the size of the dungeon */
-       xsize = floor_ptr->width - 1;
-       ysize = floor_ptr->height - 1;
-       x0 = xsize / 2;
-       y0 = ysize / 2;
+    /* Make a cave the size of the dungeon */
+    xsize = floor_ptr->width - 1;
+    ysize = floor_ptr->height - 1;
+    x0 = xsize / 2;
+    y0 = ysize / 2;
 
-       /* Paranoia: make size even */
-       xsize = x0 * 2;
-       ysize = y0 * 2;
+    /* Paranoia: make size even */
+    xsize = x0 * 2;
+    ysize = y0 * 2;
 
-       while (!done)
-       {
-               /* testing values for these parameters: feel free to adjust */
-               grd = randint1(4) + 4;
+    while (!done) {
+        /* testing values for these parameters: feel free to adjust */
+        grd = randint1(4) + 4;
 
-               /* want average of about 16 */
-               roug = randint1(8) * randint1(4);
+        /* want average of about 16 */
+        roug = randint1(8) * randint1(4);
 
-               /* about size/2 */
-               cutoff = xsize / 2;
+        /* about size/2 */
+        cutoff = xsize / 2;
 
-               /* make it */
-               generate_hmap(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
+        /* make it */
+        generate_hmap(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
 
-               /* Convert to normal format+ clean up */
-               done = generate_fracave(player_ptr, y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
-       }
+        /* Convert to normal format+ clean up */
+        done = generate_fracave(player_ptr, y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
+    }
 }
 
-
 bool generate_lake(player_type *player_ptr, POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int c1, int c2, int c3, int type)
 {
-       POSITION x, y, xhsize, yhsize;
-       int i;
-       FEAT_IDX feat1, feat2, feat3;
-
-       /* offsets to middle from corner */
-       xhsize = xsize / 2;
-       yhsize = ysize / 2;
-
-       /* Get features based on type */
-       switch (type)
-       {
-       case LAKE_T_LAVA: /* Lava */
-               feat1 = feat_deep_lava;
-               feat2 = feat_shallow_lava;
-               feat3 = feat_ground_type[randint0(100)];
-               break;
-       case LAKE_T_WATER: /* Water */
-               feat1 = feat_deep_water;
-               feat2 = feat_shallow_water;
-               feat3 = feat_ground_type[randint0(100)];
-               break;
-       case LAKE_T_CAVE: /* Collapsed floor_ptr->grid_array */
-               feat1 = feat_ground_type[randint0(100)];
-               feat2 = feat_ground_type[randint0(100)];
-               feat3 = feat_rubble;
-               break;
-       case LAKE_T_EARTH_VAULT: /* Earth vault */
-               feat1 = feat_rubble;
-               feat2 = feat_ground_type[randint0(100)];
-               feat3 = feat_rubble;
-               break;
-       case LAKE_T_AIR_VAULT: /* Air vault */
-               feat1 = feat_grass;
-               feat2 = feat_tree;
-               feat3 = feat_grass;
-               break;
-       case LAKE_T_WATER_VAULT: /* Water vault */
-               feat1 = feat_shallow_water;
-               feat2 = feat_deep_water;
-               feat3 = feat_shallow_water;
-               break;
-       case LAKE_T_FIRE_VAULT: /* Fire Vault */
-               feat1 = feat_shallow_lava;
-               feat2 = feat_deep_lava;
-               feat3 = feat_shallow_lava;
-               break;
-       default: return FALSE;
-       }
-
-       /*
-        * select region connected to center of floor_ptr->grid_array system
-        * this gets rid of alot of isolated one-sqaures that
-        * can make teleport traps instadeaths...
-        */
-
-        /* cutoffs */
-       fill_data.c1 = c1;
-       fill_data.c2 = c2;
-       fill_data.c3 = c3;
-
-       /* features to fill with */
-       fill_data.feat1 = feat1;
-       fill_data.feat2 = feat2;
-       fill_data.feat3 = feat3;
-
-       fill_data.info1 = 0;
-       fill_data.info2 = 0;
-       fill_data.info3 = 0;
-
-       /* number of filled squares */
-       fill_data.amount = 0;
-
-       /* select region connected to center of floor_ptr->grid_array system
-       * this gets rid of alot of isolated one-sqaures that
-       * can make teleport traps instadeaths... */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       cave_fill(player_ptr, (byte)y0, (byte)x0);
-
-       /* if tally too small, try again */
-       if (fill_data.amount < 10)
-       {
-               /* too small -clear area and try again later */
-               for (x = 0; x <= xsize; ++x)
-               {
-                       for (y = 0; y <= ysize; ++y)
-                       {
-                               place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, GB_FLOOR);
-                               floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
-                       }
-               }
-               return FALSE;
-       }
-
-       /* Do boundarys- set to normal granite */
-       for (i = 0; i <= xsize; ++i)
-       {
-               place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, GB_EXTRA);
-               place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, GB_EXTRA);
-
-               /* clear the icky flag-don't need it any more */
-               floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
-               floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
-       }
-
-       /* Do the left and right boundaries minus the corners (done above) */
-
-       for (i = 1; i < ysize; ++i)
-       {
-               place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, GB_EXTRA);
-               place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, GB_EXTRA);
-
-               /* clear icky flag -done with it */
-               floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
-               floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
-       }
-
-
-       /* Do the rest: convert back to the normal format */
-       for (x = 1; x < xsize; ++x)
-       {
-               for (y = 1; y < ysize; ++y)
-               {
-                       /* Fill unconnected regions with granite */
-                       if ((!(floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
-                               is_outer_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize))
-                               place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, GB_EXTRA);
-
-                       /* turn off icky flag (no longer needed.) */
-                       floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
-
-                       /* Light lava */
-                       if (cave_have_flag_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize, FF_LAVA))
-                       {
-                               if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
-                       }
-               }
-       }
-
-       return TRUE;
+    POSITION x, y, xhsize, yhsize;
+    int i;
+    FEAT_IDX feat1, feat2, feat3;
+
+    /* offsets to middle from corner */
+    xhsize = xsize / 2;
+    yhsize = ysize / 2;
+
+    /* Get features based on type */
+    switch (type) {
+    case LAKE_T_LAVA: /* Lava */
+        feat1 = feat_deep_lava;
+        feat2 = feat_shallow_lava;
+        feat3 = feat_ground_type[randint0(100)];
+        break;
+    case LAKE_T_WATER: /* Water */
+        feat1 = feat_deep_water;
+        feat2 = feat_shallow_water;
+        feat3 = feat_ground_type[randint0(100)];
+        break;
+    case LAKE_T_CAVE: /* Collapsed floor_ptr->grid_array */
+        feat1 = feat_ground_type[randint0(100)];
+        feat2 = feat_ground_type[randint0(100)];
+        feat3 = feat_rubble;
+        break;
+    case LAKE_T_EARTH_VAULT: /* Earth vault */
+        feat1 = feat_rubble;
+        feat2 = feat_ground_type[randint0(100)];
+        feat3 = feat_rubble;
+        break;
+    case LAKE_T_AIR_VAULT: /* Air vault */
+        feat1 = feat_grass;
+        feat2 = feat_tree;
+        feat3 = feat_grass;
+        break;
+    case LAKE_T_WATER_VAULT: /* Water vault */
+        feat1 = feat_shallow_water;
+        feat2 = feat_deep_water;
+        feat3 = feat_shallow_water;
+        break;
+    case LAKE_T_FIRE_VAULT: /* Fire Vault */
+        feat1 = feat_shallow_lava;
+        feat2 = feat_deep_lava;
+        feat3 = feat_shallow_lava;
+        break;
+    default:
+        return FALSE;
+    }
+
+    /*
+     * select region connected to center of floor_ptr->grid_array system
+     * this gets rid of alot of isolated one-sqaures that
+     * can make teleport traps instadeaths...
+     */
+
+    /* cutoffs */
+    fill_data.c1 = c1;
+    fill_data.c2 = c2;
+    fill_data.c3 = c3;
+
+    /* features to fill with */
+    fill_data.feat1 = feat1;
+    fill_data.feat2 = feat2;
+    fill_data.feat3 = feat3;
+
+    fill_data.info1 = 0;
+    fill_data.info2 = 0;
+    fill_data.info3 = 0;
+
+    /* number of filled squares */
+    fill_data.amount = 0;
+
+    /* select region connected to center of floor_ptr->grid_array system
+     * this gets rid of alot of isolated one-sqaures that
+     * can make teleport traps instadeaths... */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    cave_fill(player_ptr, (byte)y0, (byte)x0);
+
+    /* if tally too small, try again */
+    if (fill_data.amount < 10) {
+        /* too small -clear area and try again later */
+        for (x = 0; x <= xsize; ++x) {
+            for (y = 0; y <= ysize; ++y) {
+                place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, GB_FLOOR);
+                floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
+            }
+        }
+        return FALSE;
+    }
+
+    /* Do boundarys- set to normal granite */
+    for (i = 0; i <= xsize; ++i) {
+        place_bold(player_ptr, y0 + 0 - yhsize, x0 + i - xhsize, GB_EXTRA);
+        place_bold(player_ptr, y0 + ysize - yhsize, x0 + i - xhsize, GB_EXTRA);
+
+        /* clear the icky flag-don't need it any more */
+        floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
+        floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
+    }
+
+    /* Do the left and right boundaries minus the corners (done above) */
+
+    for (i = 1; i < ysize; ++i) {
+        place_bold(player_ptr, y0 + i - yhsize, x0 + 0 - xhsize, GB_EXTRA);
+        place_bold(player_ptr, y0 + i - yhsize, x0 + xsize - xhsize, GB_EXTRA);
+
+        /* clear icky flag -done with it */
+        floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
+        floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
+    }
+
+    /* Do the rest: convert back to the normal format */
+    for (x = 1; x < xsize; ++x) {
+        for (y = 1; y < ysize; ++y) {
+            /* Fill unconnected regions with granite */
+            if ((!(floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) || is_outer_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize))
+                place_bold(player_ptr, y0 + y - yhsize, x0 + x - xhsize, GB_EXTRA);
+
+            /* turn off icky flag (no longer needed.) */
+            floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
+
+            /* Light lava */
+            if (cave_have_flag_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize, FF_LAVA)) {
+                if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
+                    floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
+            }
+        }
+    }
+
+    return TRUE;
 }
 
-
 /*
  * makes a lake/collapsed floor in the center of the dungeon
  */
 void build_lake(player_type *player_ptr, int type)
 {
-       int grd, roug, xsize, ysize, x0, y0;
-       bool done = FALSE;
-       int c1, c2, c3;
-
-       /* paranoia - exit if lake type out of range. */
-       if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT))
-       {
-               msg_format("Invalid lake type (%d)", type);
-               return;
-       }
-
-       /* Make the size of the dungeon */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       xsize = floor_ptr->width - 1;
-       ysize = floor_ptr->height - 1;
-       x0 = xsize / 2;
-       y0 = ysize / 2;
-
-       /* Paranoia: make size even */
-       xsize = x0 * 2;
-       ysize = y0 * 2;
-
-       while (!done)
-       {
-               /* testing values for these parameters: feel free to adjust */
-               grd = randint1(3) + 4;
-
-               /* want average of about 16 */
-               roug = randint1(8) * randint1(4);
-
-               /* Make up size of various componants */
-               /* Floor */
-               c3 = 3 * xsize / 4;
-
-               /* Deep water/lava */
-               c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
-
-               /* Shallow boundary */
-               c2 = (c1 + c3) / 2;
-
-               /* make it */
-               generate_hmap(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3);
-
-               /* Convert to normal format+ clean up */
-               done = generate_lake(player_ptr, y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type);
-       }
+    int grd, roug, xsize, ysize, x0, y0;
+    bool done = FALSE;
+    int c1, c2, c3;
+
+    /* paranoia - exit if lake type out of range. */
+    if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT)) {
+        msg_format("Invalid lake type (%d)", type);
+        return;
+    }
+
+    /* Make the size of the dungeon */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    xsize = floor_ptr->width - 1;
+    ysize = floor_ptr->height - 1;
+    x0 = xsize / 2;
+    y0 = ysize / 2;
+
+    /* Paranoia: make size even */
+    xsize = x0 * 2;
+    ysize = y0 * 2;
+
+    while (!done) {
+        /* testing values for these parameters: feel free to adjust */
+        grd = randint1(3) + 4;
+
+        /* want average of about 16 */
+        roug = randint1(8) * randint1(4);
+
+        /* Make up size of various componants */
+        /* Floor */
+        c3 = 3 * xsize / 4;
+
+        /* Deep water/lava */
+        c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
+
+        /* Shallow boundary */
+        c2 = (c1 + c3) / 2;
+
+        /* make it */
+        generate_hmap(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3);
+
+        /* Convert to normal format+ clean up */
+        done = generate_lake(player_ptr, y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type);
+    }
 }
 
-
 /*
  * Routine that fills the empty areas of a room with treasure and monsters.
  */
 void fill_treasure(player_type *player_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2, int difficulty)
 {
-       POSITION x, y, cx, cy, size;
-       s32b value;
-
-       /* center of room:*/
-       cx = (x1 + x2) / 2;
-       cy = (y1 + y2) / 2;
-
-       /* Rough measure of size of vault= sum of lengths of sides */
-       size = abs(x2 - x1) + abs(y2 - y1);
-
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       for (x = x1; x <= x2; x++)
-       {
-               for (y = y1; y <= y2; y++)
-               {
-                       /* Thing added based on distance to center of vault
-                        * Difficulty is 1-easy to 10-hard */
-                       value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty;
-
-                       /* hack- empty square part of the time */
-                       if ((randint1(100) - difficulty * 3) > 50) value = 20;
-
-                       /* if floor, shallow water and lava */
-                       if (is_floor_bold(floor_ptr, y, x) ||
-                               (cave_have_flag_bold(floor_ptr, y, x, FF_PLACE) && cave_have_flag_bold(floor_ptr, y, x, FF_DROP)))
-                       {
-                               /* The smaller 'value' is, the better the stuff */
-                               if (value < 0)
-                               {
-                                       /* Meanest monster + treasure */
-                                       floor_ptr->monster_level = floor_ptr->base_level + 40;
-                                       place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       floor_ptr->monster_level = floor_ptr->base_level;
-                                       floor_ptr->object_level = floor_ptr->base_level + 20;
-                                       place_object(player_ptr, y, x, AM_GOOD);
-                                       floor_ptr->object_level = floor_ptr->base_level;
-                               }
-                               else if (value < 5)
-                               {
-                                       /* Mean monster +treasure */
-                                       floor_ptr->monster_level = floor_ptr->base_level + 20;
-                                       place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       floor_ptr->monster_level = floor_ptr->base_level;
-                                       floor_ptr->object_level = floor_ptr->base_level + 10;
-                                       place_object(player_ptr, y, x, AM_GOOD);
-                                       floor_ptr->object_level = floor_ptr->base_level;
-                               }
-                               else if (value < 10)
-                               {
-                                       floor_ptr->monster_level = floor_ptr->base_level + 9;
-                                       place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       floor_ptr->monster_level = floor_ptr->base_level;
-                               }
-                               else if (value < 17)
-                               {
-                                       /* Intentional Blank space */
-
-                                       /*
-                                        * (Want some of the vault to be empty
-                                        * so have room for group monsters.
-                                        * This is used in the hack above to lower
-                                        * the density of stuff in the vault.)
-                                        */
-                               }
-                               else if (value < 23)
-                               {
-                                       /* Object or trap */
-                                       if (randint0(100) < 25)
-                                       {
-                                               place_object(player_ptr, y, x, 0L);
-                                       }
-                                       else
-                                       {
-                                               place_trap(player_ptr, y, x);
-                                       }
-                               }
-                               else if (value < 30)
-                               {
-                                       /* Monster and trap */
-                                       floor_ptr->monster_level = floor_ptr->base_level + 5;
-                                       place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       floor_ptr->monster_level = floor_ptr->base_level;
-                                       place_trap(player_ptr, y, x);
-                               }
-                               else if (value < 40)
-                               {
-                                       /* Monster or object */
-                                       if (randint0(100) < 50)
-                                       {
-                                               floor_ptr->monster_level = floor_ptr->base_level + 3;
-                                               place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                               floor_ptr->monster_level = floor_ptr->base_level;
-                                       }
-                                       if (randint0(100) < 50)
-                                       {
-                                               floor_ptr->object_level = floor_ptr->base_level + 7;
-                                               place_object(player_ptr, y, x, 0L);
-                                               floor_ptr->object_level = floor_ptr->base_level;
-                                       }
-                               }
-                               else if (value < 50)
-                               {
-                                       /* Trap */
-                                       place_trap(player_ptr, y, x);
-                               }
-                               else
-                               {
-                                       /* Various Stuff */
-
-                                       /* 20% monster, 40% trap, 20% object, 20% blank space */
-                                       if (randint0(100) < 20)
-                                       {
-                                               place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       }
-                                       else if (randint0(100) < 50)
-                                       {
-                                               place_trap(player_ptr, y, x);
-                                       }
-                                       else if (randint0(100) < 50)
-                                       {
-                                               place_object(player_ptr, y, x, 0L);
-                                       }
-                               }
-
-                       }
-               }
-       }
+    POSITION x, y, cx, cy, size;
+    s32b value;
+
+    /* center of room:*/
+    cx = (x1 + x2) / 2;
+    cy = (y1 + y2) / 2;
+
+    /* Rough measure of size of vault= sum of lengths of sides */
+    size = abs(x2 - x1) + abs(y2 - y1);
+
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    for (x = x1; x <= x2; x++) {
+        for (y = y1; y <= y2; y++) {
+            /* Thing added based on distance to center of vault
+             * Difficulty is 1-easy to 10-hard */
+            value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty;
+
+            /* hack- empty square part of the time */
+            if ((randint1(100) - difficulty * 3) > 50)
+                value = 20;
+
+            /* if floor, shallow water and lava */
+            if (is_floor_bold(floor_ptr, y, x) || (cave_have_flag_bold(floor_ptr, y, x, FF_PLACE) && cave_have_flag_bold(floor_ptr, y, x, FF_DROP))) {
+                /* The smaller 'value' is, the better the stuff */
+                if (value < 0) {
+                    /* Meanest monster + treasure */
+                    floor_ptr->monster_level = floor_ptr->base_level + 40;
+                    place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+                    floor_ptr->monster_level = floor_ptr->base_level;
+                    floor_ptr->object_level = floor_ptr->base_level + 20;
+                    place_object(player_ptr, y, x, AM_GOOD);
+                    floor_ptr->object_level = floor_ptr->base_level;
+                } else if (value < 5) {
+                    /* Mean monster +treasure */
+                    floor_ptr->monster_level = floor_ptr->base_level + 20;
+                    place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+                    floor_ptr->monster_level = floor_ptr->base_level;
+                    floor_ptr->object_level = floor_ptr->base_level + 10;
+                    place_object(player_ptr, y, x, AM_GOOD);
+                    floor_ptr->object_level = floor_ptr->base_level;
+                } else if (value < 10) {
+                    floor_ptr->monster_level = floor_ptr->base_level + 9;
+                    place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+                    floor_ptr->monster_level = floor_ptr->base_level;
+                } else if (value < 17) {
+                    /* Intentional Blank space */
+
+                    /*
+                     * (Want some of the vault to be empty
+                     * so have room for group monsters.
+                     * This is used in the hack above to lower
+                     * the density of stuff in the vault.)
+                     */
+                } else if (value < 23) {
+                    /* Object or trap */
+                    if (randint0(100) < 25) {
+                        place_object(player_ptr, y, x, 0L);
+                    } else {
+                        place_trap(player_ptr, y, x);
+                    }
+                } else if (value < 30) {
+                    /* Monster and trap */
+                    floor_ptr->monster_level = floor_ptr->base_level + 5;
+                    place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+                    floor_ptr->monster_level = floor_ptr->base_level;
+                    place_trap(player_ptr, y, x);
+                } else if (value < 40) {
+                    /* Monster or object */
+                    if (randint0(100) < 50) {
+                        floor_ptr->monster_level = floor_ptr->base_level + 3;
+                        place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+                        floor_ptr->monster_level = floor_ptr->base_level;
+                    }
+                    if (randint0(100) < 50) {
+                        floor_ptr->object_level = floor_ptr->base_level + 7;
+                        place_object(player_ptr, y, x, 0L);
+                        floor_ptr->object_level = floor_ptr->base_level;
+                    }
+                } else if (value < 50) {
+                    /* Trap */
+                    place_trap(player_ptr, y, x);
+                } else {
+                    /* Various Stuff */
+
+                    /* 20% monster, 40% trap, 20% object, 20% blank space */
+                    if (randint0(100) < 20) {
+                        place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+                    } else if (randint0(100) < 50) {
+                        place_trap(player_ptr, y, x);
+                    } else if (randint0(100) < 50) {
+                        place_object(player_ptr, y, x, 0L);
+                    }
+                }
+            }
+        }
+    }
 }
 
-
 /*
  * Overlay a rectangular room given its bounds
  * This routine is used by build_room_vault
@@ -1500,74 +1364,63 @@ void fill_treasure(player_type *player_ptr, POSITION x1, POSITION x2, POSITION y
  */
 void build_room(player_type *player_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2)
 {
-       POSITION x, y, xsize, ysize;
-       int i, temp;
-
-       /* Check if rectangle has no width */
-       if ((x1 == x2) || (y1 == y2)) return;
-
-       if (x1 > x2)
-       {
-               /* Swap boundaries if in wrong order */
-               temp = x1;
-               x1 = x2;
-               x2 = temp;
-       }
-
-       if (y1 > y2)
-       {
-               /* Swap boundaries if in wrong order */
-               temp = y1;
-               y1 = y2;
-               y2 = temp;
-       }
-
-       /* get total widths */
-       xsize = x2 - x1;
-       ysize = y2 - y1;
-
-
-       /* Top and bottom boundaries */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       for (i = 0; i <= xsize; i++)
-       {
-               place_bold(player_ptr, y1, x1 + i, GB_OUTER_NOPERM);
-               floor_ptr->grid_array[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
-               place_bold(player_ptr, y2, x1 + i, GB_OUTER_NOPERM);
-               floor_ptr->grid_array[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
-       }
-
-       /* Left and right boundaries */
-       for (i = 1; i < ysize; i++)
-       {
-               place_bold(player_ptr, y1 + i, x1, GB_OUTER_NOPERM);
-               floor_ptr->grid_array[y1 + i][x1].info |= (CAVE_ROOM | CAVE_ICKY);
-               place_bold(player_ptr, y1 + i, x2, GB_OUTER_NOPERM);
-               floor_ptr->grid_array[y1 + i][x2].info |= (CAVE_ROOM | CAVE_ICKY);
-       }
-
-       /* Middle */
-       for (x = 1; x < xsize; x++)
-       {
-               for (y = 1; y < ysize; y++)
-               {
-                       if (is_extra_bold(floor_ptr, y1 + y, x1 + x))
-                       {
-                               /* clear the untouched region */
-                               place_bold(player_ptr, y1 + y, x1 + x, GB_FLOOR);
-                               floor_ptr->grid_array[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
-                       }
-                       else
-                       {
-                               /* make it a room- but don't touch */
-                               floor_ptr->grid_array[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
-                       }
-               }
-       }
+    POSITION x, y, xsize, ysize;
+    int i, temp;
+
+    /* Check if rectangle has no width */
+    if ((x1 == x2) || (y1 == y2))
+        return;
+
+    if (x1 > x2) {
+        /* Swap boundaries if in wrong order */
+        temp = x1;
+        x1 = x2;
+        x2 = temp;
+    }
+
+    if (y1 > y2) {
+        /* Swap boundaries if in wrong order */
+        temp = y1;
+        y1 = y2;
+        y2 = temp;
+    }
+
+    /* get total widths */
+    xsize = x2 - x1;
+    ysize = y2 - y1;
+
+    /* Top and bottom boundaries */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    for (i = 0; i <= xsize; i++) {
+        place_bold(player_ptr, y1, x1 + i, GB_OUTER_NOPERM);
+        floor_ptr->grid_array[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
+        place_bold(player_ptr, y2, x1 + i, GB_OUTER_NOPERM);
+        floor_ptr->grid_array[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
+    }
+
+    /* Left and right boundaries */
+    for (i = 1; i < ysize; i++) {
+        place_bold(player_ptr, y1 + i, x1, GB_OUTER_NOPERM);
+        floor_ptr->grid_array[y1 + i][x1].info |= (CAVE_ROOM | CAVE_ICKY);
+        place_bold(player_ptr, y1 + i, x2, GB_OUTER_NOPERM);
+        floor_ptr->grid_array[y1 + i][x2].info |= (CAVE_ROOM | CAVE_ICKY);
+    }
+
+    /* Middle */
+    for (x = 1; x < xsize; x++) {
+        for (y = 1; y < ysize; y++) {
+            if (is_extra_bold(floor_ptr, y1 + y, x1 + x)) {
+                /* clear the untouched region */
+                place_bold(player_ptr, y1 + y, x1 + x, GB_FLOOR);
+                floor_ptr->grid_array[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
+            } else {
+                /* make it a room- but don't touch */
+                floor_ptr->grid_array[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
+            }
+        }
+    }
 }
 
-
-
 /*
  * maze vault -- rectangular labyrinthine rooms
  *
@@ -1588,153 +1441,136 @@ void build_room(player_type *player_ptr, POSITION x1, POSITION x2, POSITION y1,
  */
 void r_visit(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int node, DIRECTION dir, int *visited)
 {
-       int i, j, m, n, temp, x, y, adj[4];
-
-       /* dimensions of vertex array */
-       m = (x2 - x1) / 2 + 1;
-       n = (y2 - y1) / 2 + 1;
-
-       /* mark node visited and set it to a floor */
-       visited[node] = 1;
-       x = 2 * (node % m) + x1;
-       y = 2 * (node / m) + y1;
-       place_bold(player_ptr, y, x, GB_FLOOR);
-
-       /* setup order of adjacent node visits */
-       if (one_in_(3))
-       {
-               /* pick a random ordering */
-               for (i = 0; i < 4; i++)
-                       adj[i] = i;
-               for (i = 0; i < 4; i++)
-               {
-                       j = randint0(4);
-                       temp = adj[i];
-                       adj[i] = adj[j];
-                       adj[j] = temp;
-               }
-               dir = adj[0];
-       }
-       else
-       {
-               /* pick a random ordering with dir first */
-               adj[0] = dir;
-               for (i = 1; i < 4; i++)
-                       adj[i] = i;
-               for (i = 1; i < 4; i++)
-               {
-                       j = 1 + randint0(3);
-                       temp = adj[i];
-                       adj[i] = adj[j];
-                       adj[j] = temp;
-               }
-       }
-
-       for (i = 0; i < 4; i++)
-       {
-               switch (adj[i])
-               {
-               case 0:
-                       /* (0,+) - check for bottom boundary */
-                       if ((node / m < n - 1) && (visited[node + m] == 0))
-                       {
-                               place_bold(player_ptr, y + 1, x, GB_FLOOR);
-                               r_visit(player_ptr, y1, x1, y2, x2, node + m, dir, visited);
-                       }
-                       break;
-               case 1:
-                       /* (0,-) - check for top boundary */
-                       if ((node / m > 0) && (visited[node - m] == 0))
-                       {
-                               place_bold(player_ptr, y - 1, x, GB_FLOOR);
-                               r_visit(player_ptr, y1, x1, y2, x2, node - m, dir, visited);
-                       }
-                       break;
-               case 2:
-                       /* (+,0) - check for right boundary */
-                       if ((node % m < m - 1) && (visited[node + 1] == 0))
-                       {
-                               place_bold(player_ptr, y, x + 1, GB_FLOOR);
-                               r_visit(player_ptr, y1, x1, y2, x2, node + 1, dir, visited);
-                       }
-                       break;
-               case 3:
-                       /* (-,0) - check for left boundary */
-                       if ((node % m > 0) && (visited[node - 1] == 0))
-                       {
-                               place_bold(player_ptr, y, x - 1, GB_FLOOR);
-                               r_visit(player_ptr, y1, x1, y2, x2, node - 1, dir, visited);
-                       }
-               } /* end switch */
-       }
+    int i, j, m, n, temp, x, y, adj[4];
+
+    /* dimensions of vertex array */
+    m = (x2 - x1) / 2 + 1;
+    n = (y2 - y1) / 2 + 1;
+
+    /* mark node visited and set it to a floor */
+    visited[node] = 1;
+    x = 2 * (node % m) + x1;
+    y = 2 * (node / m) + y1;
+    place_bold(player_ptr, y, x, GB_FLOOR);
+
+    /* setup order of adjacent node visits */
+    if (one_in_(3)) {
+        /* pick a random ordering */
+        for (i = 0; i < 4; i++)
+            adj[i] = i;
+        for (i = 0; i < 4; i++) {
+            j = randint0(4);
+            temp = adj[i];
+            adj[i] = adj[j];
+            adj[j] = temp;
+        }
+        dir = adj[0];
+    } else {
+        /* pick a random ordering with dir first */
+        adj[0] = dir;
+        for (i = 1; i < 4; i++)
+            adj[i] = i;
+        for (i = 1; i < 4; i++) {
+            j = 1 + randint0(3);
+            temp = adj[i];
+            adj[i] = adj[j];
+            adj[j] = temp;
+        }
+    }
+
+    for (i = 0; i < 4; i++) {
+        switch (adj[i]) {
+        case 0:
+            /* (0,+) - check for bottom boundary */
+            if ((node / m < n - 1) && (visited[node + m] == 0)) {
+                place_bold(player_ptr, y + 1, x, GB_FLOOR);
+                r_visit(player_ptr, y1, x1, y2, x2, node + m, dir, visited);
+            }
+            break;
+        case 1:
+            /* (0,-) - check for top boundary */
+            if ((node / m > 0) && (visited[node - m] == 0)) {
+                place_bold(player_ptr, y - 1, x, GB_FLOOR);
+                r_visit(player_ptr, y1, x1, y2, x2, node - m, dir, visited);
+            }
+            break;
+        case 2:
+            /* (+,0) - check for right boundary */
+            if ((node % m < m - 1) && (visited[node + 1] == 0)) {
+                place_bold(player_ptr, y, x + 1, GB_FLOOR);
+                r_visit(player_ptr, y1, x1, y2, x2, node + 1, dir, visited);
+            }
+            break;
+        case 3:
+            /* (-,0) - check for left boundary */
+            if ((node % m > 0) && (visited[node - 1] == 0)) {
+                place_bold(player_ptr, y, x - 1, GB_FLOOR);
+                r_visit(player_ptr, y1, x1, y2, x2, node - 1, dir, visited);
+            }
+        } /* end switch */
+    }
 }
 
-
 void build_maze_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize, bool is_vault)
 {
-       POSITION y, x, dy, dx;
-       POSITION y1, x1, y2, x2;
-       int m, n, num_vertices, *visited;
-       bool light;
-       grid_type *g_ptr;
-
-       msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("迷路ランダムVaultを生成しました。", "Maze Vault."));
-
-       /* Choose lite or dark */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       light = ((floor_ptr->dun_level <= randint1(25)) && is_vault && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
-
-       /* Pick a random room size - randomized by calling routine */
-       dy = ysize / 2 - 1;
-       dx = xsize / 2 - 1;
-
-       y1 = y0 - dy;
-       x1 = x0 - dx;
-       y2 = y0 + dy;
-       x2 = x0 + dx;
-
-       /* generate the room */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               for (x = x1 - 1; x <= x2 + 1; x++)
-               {
-                       g_ptr = &floor_ptr->grid_array[y][x];
-                       g_ptr->info |= CAVE_ROOM;
-                       if (is_vault) g_ptr->info |= CAVE_ICKY;
-                       if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1))
-                       {
-                               place_grid(player_ptr, g_ptr, GB_OUTER);
-                       }
-                       else if (!is_vault)
-                       {
-                               place_grid(player_ptr, g_ptr, GB_EXTRA);
-                       }
-                       else
-                       {
-                               place_grid(player_ptr, g_ptr, GB_INNER);
-                       }
-                       if (light) g_ptr->info |= (CAVE_GLOW);
-               }
-       }
-
-       /* dimensions of vertex array */
-       m = dx + 1;
-       n = dy + 1;
-       num_vertices = m * n;
-
-       /* initialize array of visited vertices */
-       C_MAKE(visited, num_vertices, int);
-
-       /* traverse the graph to create a spaning tree, pick a random root */
-       r_visit(player_ptr, y1, x1, y2, x2, randint0(num_vertices), 0, visited);
-
-       /* Fill with monsters and treasure, low difficulty */
-       if (is_vault) fill_treasure(player_ptr, x1, x2, y1, y2, randint1(5));
-
-       C_KILL(visited, num_vertices, int);
+    POSITION y, x, dy, dx;
+    POSITION y1, x1, y2, x2;
+    int m, n, num_vertices, *visited;
+    bool light;
+    grid_type *g_ptr;
+
+    msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("迷路ランダムVaultを生成しました。", "Maze Vault."));
+
+    /* Choose lite or dark */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    light = ((floor_ptr->dun_level <= randint1(25)) && is_vault && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
+
+    /* Pick a random room size - randomized by calling routine */
+    dy = ysize / 2 - 1;
+    dx = xsize / 2 - 1;
+
+    y1 = y0 - dy;
+    x1 = x0 - dx;
+    y2 = y0 + dy;
+    x2 = x0 + dx;
+
+    /* generate the room */
+    for (y = y1 - 1; y <= y2 + 1; y++) {
+        for (x = x1 - 1; x <= x2 + 1; x++) {
+            g_ptr = &floor_ptr->grid_array[y][x];
+            g_ptr->info |= CAVE_ROOM;
+            if (is_vault)
+                g_ptr->info |= CAVE_ICKY;
+            if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1)) {
+                place_grid(player_ptr, g_ptr, GB_OUTER);
+            } else if (!is_vault) {
+                place_grid(player_ptr, g_ptr, GB_EXTRA);
+            } else {
+                place_grid(player_ptr, g_ptr, GB_INNER);
+            }
+            if (light)
+                g_ptr->info |= (CAVE_GLOW);
+        }
+    }
+
+    /* dimensions of vertex array */
+    m = dx + 1;
+    n = dy + 1;
+    num_vertices = m * n;
+
+    /* initialize array of visited vertices */
+    C_MAKE(visited, num_vertices, int);
+
+    /* traverse the graph to create a spaning tree, pick a random root */
+    r_visit(player_ptr, y1, x1, y2, x2, randint0(num_vertices), 0, visited);
+
+    /* Fill with monsters and treasure, low difficulty */
+    if (is_vault)
+        fill_treasure(player_ptr, x1, x2, y1, y2, randint1(5));
+
+    C_KILL(visited, num_vertices, int);
 }
 
-
 /* Build a town/ castle by using a recursive algorithm.
  * Basically divide each region in a probalistic way to create
  * smaller regions.  When the regions get too small stop.
@@ -1744,202 +1580,168 @@ void build_maze_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITIO
  */
 void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int power)
 {
-       POSITION xsize, ysize;
-       POSITION x, y;
-       int choice;
-
-       /* Temp variables */
-       int t1, t2, t3, t4;
-
-       xsize = x2 - x1;
-       ysize = y2 - y1;
-
-       if ((power < 3) && (xsize > 12) && (ysize > 12))
-       {
-               /* Need outside wall +keep */
-               choice = 1;
-       }
-       else
-       {
-               if (power < 10)
-               {
-                       /* Make rooms + subdivide */
-                       if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8))
-                       {
-                               choice = 4;
-                       }
-                       else
-                       {
-                               choice = randint1(2) + 1;
-                       }
-               }
-               else
-               {
-                       /* Mostly subdivide */
-                       choice = randint1(3) + 1;
-               }
-       }
-
-       /* Based on the choice made above, do something */
-       switch (choice)
-       {
-       case 1:
-       {
-               /* Outer walls */
-
-               /* top and bottom */
-               for (x = x1; x <= x2; x++)
-               {
-                       place_bold(player_ptr, y1, x, GB_OUTER);
-                       place_bold(player_ptr, y2, x, GB_OUTER);
-               }
-
-               /* left and right */
-               for (y = y1 + 1; y < y2; y++)
-               {
-                       place_bold(player_ptr, y, x1, GB_OUTER);
-                       place_bold(player_ptr, y, x2, GB_OUTER);
-               }
-
-               /* Make a couple of entrances */
-               if (one_in_(2))
-               {
-                       /* left and right */
-                       y = randint1(ysize) + y1;
-                       place_bold(player_ptr, y, x1, GB_FLOOR);
-                       place_bold(player_ptr, y, x2, GB_FLOOR);
-               }
-               else
-               {
-                       /* top and bottom */
-                       x = randint1(xsize) + x1;
-                       place_bold(player_ptr, y1, x, GB_FLOOR);
-                       place_bold(player_ptr, y2, x, GB_FLOOR);
-               }
-
-               /* Select size of keep */
-               t1 = randint1(ysize / 3) + y1;
-               t2 = y2 - randint1(ysize / 3);
-               t3 = randint1(xsize / 3) + x1;
-               t4 = x2 - randint1(xsize / 3);
-
-               /* Do outside areas */
-
-               /* Above and below keep */
-               build_recursive_room(player_ptr, x1 + 1, y1 + 1, x2 - 1, t1, power + 1);
-               build_recursive_room(player_ptr, x1 + 1, t2, x2 - 1, y2, power + 1);
-
-               /* Left and right of keep */
-               build_recursive_room(player_ptr, x1 + 1, t1 + 1, t3, t2 - 1, power + 3);
-               build_recursive_room(player_ptr, t4, t1 + 1, x2 - 1, t2 - 1, power + 3);
-
-               /* Make the keep itself: */
-               x1 = t3;
-               x2 = t4;
-               y1 = t1;
-               y2 = t2;
-               xsize = x2 - x1;
-               ysize = y2 - y1;
-               power += 2;
-       }
-               /* Fall through */
-
-       case 4:
-       {
-               /* Try to build a room */
-               if ((xsize < 3) || (ysize < 3))
-               {
-                       for (y = y1; y < y2; y++)
-                       {
-                               for (x = x1; x < x2; x++)
-                               {
-                                       place_bold(player_ptr, y, x, GB_INNER);
-                               }
-                       }
-
-                       /* Too small */
-                       return;
-               }
-
-               /* Make outside walls */
-               /* top and bottom */
-               for (x = x1 + 1; x <= x2 - 1; x++)
-               {
-                       place_bold(player_ptr, y1 + 1, x, GB_INNER);
-                       place_bold(player_ptr, y2 - 1, x, GB_INNER);
-               }
-
-               /* left and right */
-               for (y = y1 + 1; y <= y2 - 1; y++)
-               {
-                       place_bold(player_ptr, y, x1 + 1, GB_INNER);
-                       place_bold(player_ptr, y, x2 - 1, GB_INNER);
-               }
-
-               /* Make a door */
-               y = randint1(ysize - 3) + y1 + 1;
-
-               if (one_in_(2))
-               {
-                       /* left */
-                       place_bold(player_ptr, y, x1 + 1, GB_FLOOR);
-               }
-               else
-               {
-                       /* right */
-                       place_bold(player_ptr, y, x2 - 1, GB_FLOOR);
-               }
-
-               /* Build the room */
-               build_recursive_room(player_ptr, x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
-               break;
-       }
-       case 2:
-       {
-               /* Try and divide vertically */
-               if (xsize < 3)
-               {
-                       /* Too small */
-                       for (y = y1; y < y2; y++)
-                       {
-                               for (x = x1; x < x2; x++)
-                               {
-                                       place_bold(player_ptr, y, x, GB_INNER);
-                               }
-                       }
-                       return;
-               }
-
-               t1 = randint1(xsize - 2) + x1 + 1;
-               build_recursive_room(player_ptr, x1, y1, t1, y2, power - 2);
-               build_recursive_room(player_ptr, t1 + 1, y1, x2, y2, power - 2);
-               break;
-       }
-       case 3:
-       {
-               /* Try and divide horizontally */
-               if (ysize < 3)
-               {
-                       /* Too small */
-                       for (y = y1; y < y2; y++)
-                       {
-                               for (x = x1; x < x2; x++)
-                               {
-                                       place_bold(player_ptr, y, x, GB_INNER);
-                               }
-                       }
-                       return;
-               }
-
-               t1 = randint1(ysize - 2) + y1 + 1;
-               build_recursive_room(player_ptr, x1, y1, x2, t1, power - 2);
-               build_recursive_room(player_ptr, x1, t1 + 1, x2, y2, power - 2);
-               break;
-       }
-       }
+    POSITION xsize, ysize;
+    POSITION x, y;
+    int choice;
+
+    /* Temp variables */
+    int t1, t2, t3, t4;
+
+    xsize = x2 - x1;
+    ysize = y2 - y1;
+
+    if ((power < 3) && (xsize > 12) && (ysize > 12)) {
+        /* Need outside wall +keep */
+        choice = 1;
+    } else {
+        if (power < 10) {
+            /* Make rooms + subdivide */
+            if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8)) {
+                choice = 4;
+            } else {
+                choice = randint1(2) + 1;
+            }
+        } else {
+            /* Mostly subdivide */
+            choice = randint1(3) + 1;
+        }
+    }
+
+    /* Based on the choice made above, do something */
+    switch (choice) {
+    case 1: {
+        /* Outer walls */
+
+        /* top and bottom */
+        for (x = x1; x <= x2; x++) {
+            place_bold(player_ptr, y1, x, GB_OUTER);
+            place_bold(player_ptr, y2, x, GB_OUTER);
+        }
+
+        /* left and right */
+        for (y = y1 + 1; y < y2; y++) {
+            place_bold(player_ptr, y, x1, GB_OUTER);
+            place_bold(player_ptr, y, x2, GB_OUTER);
+        }
+
+        /* Make a couple of entrances */
+        if (one_in_(2)) {
+            /* left and right */
+            y = randint1(ysize) + y1;
+            place_bold(player_ptr, y, x1, GB_FLOOR);
+            place_bold(player_ptr, y, x2, GB_FLOOR);
+        } else {
+            /* top and bottom */
+            x = randint1(xsize) + x1;
+            place_bold(player_ptr, y1, x, GB_FLOOR);
+            place_bold(player_ptr, y2, x, GB_FLOOR);
+        }
+
+        /* Select size of keep */
+        t1 = randint1(ysize / 3) + y1;
+        t2 = y2 - randint1(ysize / 3);
+        t3 = randint1(xsize / 3) + x1;
+        t4 = x2 - randint1(xsize / 3);
+
+        /* Do outside areas */
+
+        /* Above and below keep */
+        build_recursive_room(player_ptr, x1 + 1, y1 + 1, x2 - 1, t1, power + 1);
+        build_recursive_room(player_ptr, x1 + 1, t2, x2 - 1, y2, power + 1);
+
+        /* Left and right of keep */
+        build_recursive_room(player_ptr, x1 + 1, t1 + 1, t3, t2 - 1, power + 3);
+        build_recursive_room(player_ptr, t4, t1 + 1, x2 - 1, t2 - 1, power + 3);
+
+        /* Make the keep itself: */
+        x1 = t3;
+        x2 = t4;
+        y1 = t1;
+        y2 = t2;
+        xsize = x2 - x1;
+        ysize = y2 - y1;
+        power += 2;
+    }
+        /* Fall through */
+
+    case 4: {
+        /* Try to build a room */
+        if ((xsize < 3) || (ysize < 3)) {
+            for (y = y1; y < y2; y++) {
+                for (x = x1; x < x2; x++) {
+                    place_bold(player_ptr, y, x, GB_INNER);
+                }
+            }
+
+            /* Too small */
+            return;
+        }
+
+        /* Make outside walls */
+        /* top and bottom */
+        for (x = x1 + 1; x <= x2 - 1; x++) {
+            place_bold(player_ptr, y1 + 1, x, GB_INNER);
+            place_bold(player_ptr, y2 - 1, x, GB_INNER);
+        }
+
+        /* left and right */
+        for (y = y1 + 1; y <= y2 - 1; y++) {
+            place_bold(player_ptr, y, x1 + 1, GB_INNER);
+            place_bold(player_ptr, y, x2 - 1, GB_INNER);
+        }
+
+        /* Make a door */
+        y = randint1(ysize - 3) + y1 + 1;
+
+        if (one_in_(2)) {
+            /* left */
+            place_bold(player_ptr, y, x1 + 1, GB_FLOOR);
+        } else {
+            /* right */
+            place_bold(player_ptr, y, x2 - 1, GB_FLOOR);
+        }
+
+        /* Build the room */
+        build_recursive_room(player_ptr, x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
+        break;
+    }
+    case 2: {
+        /* Try and divide vertically */
+        if (xsize < 3) {
+            /* Too small */
+            for (y = y1; y < y2; y++) {
+                for (x = x1; x < x2; x++) {
+                    place_bold(player_ptr, y, x, GB_INNER);
+                }
+            }
+            return;
+        }
+
+        t1 = randint1(xsize - 2) + x1 + 1;
+        build_recursive_room(player_ptr, x1, y1, t1, y2, power - 2);
+        build_recursive_room(player_ptr, t1 + 1, y1, x2, y2, power - 2);
+        break;
+    }
+    case 3: {
+        /* Try and divide horizontally */
+        if (ysize < 3) {
+            /* Too small */
+            for (y = y1; y < y2; y++) {
+                for (x = x1; x < x2; x++) {
+                    place_bold(player_ptr, y, x, GB_INNER);
+                }
+            }
+            return;
+        }
+
+        t1 = randint1(ysize - 2) + y1 + 1;
+        build_recursive_room(player_ptr, x1, y1, x2, t1, power - 2);
+        build_recursive_room(player_ptr, x1, t1 + 1, x2, y2, power - 2);
+        break;
+    }
+    }
 }
 
-
 /*
  * Add outer wall to a floored region
  * Note: no range checking is done so must be inside dungeon
@@ -1947,115 +1749,105 @@ void build_recursive_room(player_type *player_ptr, POSITION x1, POSITION y1, POS
  */
 void add_outer_wall(player_type *player_ptr, POSITION x, POSITION y, int light, POSITION x1, POSITION y1, POSITION x2, POSITION y2)
 {
-       grid_type *g_ptr;
-       feature_type *f_ptr;
-       int i, j;
-
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (!in_bounds(floor_ptr, y, x)) return;
-
-       g_ptr = &floor_ptr->grid_array[y][x];
-
-       /* hack- check to see if square has been visited before
-       * if so, then exit (use room flag to do this) */
-       if (g_ptr->info & CAVE_ROOM) return;
-
-       /* set room flag */
-       g_ptr->info |= CAVE_ROOM;
-
-       f_ptr = &f_info[g_ptr->feat];
-
-       if (is_floor_bold(floor_ptr, y, x))
-       {
-               for (i = -1; i <= 1; i++)
-               {
-                       for (j = -1; j <= 1; j++)
-                       {
-                               if ((x + i >= x1) && (x + i <= x2) && (y + j >= y1) && (y + j <= y2))
-                               {
-                                       add_outer_wall(player_ptr, x + i, y + j, light, x1, y1, x2, y2);
-                                       if (light) g_ptr->info |= CAVE_GLOW;
-                               }
-                       }
-               }
-       }
-       else if (is_extra_bold(floor_ptr, y, x))
-       {
-               /* Set bounding walls */
-               place_bold(player_ptr, y, x, GB_OUTER);
-               if (light) g_ptr->info |= CAVE_GLOW;
-       }
-       else if (permanent_wall(f_ptr))
-       {
-               /* Set bounding walls */
-               if (light) g_ptr->info |= CAVE_GLOW;
-       }
+    grid_type *g_ptr;
+    feature_type *f_ptr;
+    int i, j;
+
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    if (!in_bounds(floor_ptr, y, x))
+        return;
+
+    g_ptr = &floor_ptr->grid_array[y][x];
+
+    /* hack- check to see if square has been visited before
+     * if so, then exit (use room flag to do this) */
+    if (g_ptr->info & CAVE_ROOM)
+        return;
+
+    /* set room flag */
+    g_ptr->info |= CAVE_ROOM;
+
+    f_ptr = &f_info[g_ptr->feat];
+
+    if (is_floor_bold(floor_ptr, y, x)) {
+        for (i = -1; i <= 1; i++) {
+            for (j = -1; j <= 1; j++) {
+                if ((x + i >= x1) && (x + i <= x2) && (y + j >= y1) && (y + j <= y2)) {
+                    add_outer_wall(player_ptr, x + i, y + j, light, x1, y1, x2, y2);
+                    if (light)
+                        g_ptr->info |= CAVE_GLOW;
+                }
+            }
+        }
+    } else if (is_extra_bold(floor_ptr, y, x)) {
+        /* Set bounding walls */
+        place_bold(player_ptr, y, x, GB_OUTER);
+        if (light)
+            g_ptr->info |= CAVE_GLOW;
+    } else if (permanent_wall(f_ptr)) {
+        /* Set bounding walls */
+        if (light)
+            g_ptr->info |= CAVE_GLOW;
+    }
 }
 
-
 /*
  * Hacked distance formula - gives the 'wrong' answer.
  * Used to build crypts
  */
 POSITION dist2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, POSITION h1, POSITION h2, POSITION h3, POSITION h4)
 {
-       POSITION dx, dy;
-       dx = abs(x2 - x1);
-       dy = abs(y2 - y1);
-
-       /* Basically this works by taking the normal pythagorean formula
-        * and using an expansion to express this in a way without the
-        * square root.  This approximate formula is then perturbed to give
-        * the distorted results.  (I found this by making a mistake when I was
-        * trying to fix the circular rooms.)
-        */
-
-        /* h1-h4 are constants that describe the metric */
-       if (dx >= 2 * dy) return (dx + (dy * h1) / h2);
-       if (dy >= 2 * dx) return (dy + (dx * h1) / h2);
-       return (((dx + dy) * 128) / 181 +
-               (dx * dx / (dy * h3) + dy * dy / (dx * h3)) * h4);
-       /* 128/181 is approx. 1/sqrt(2) */
+    POSITION dx, dy;
+    dx = abs(x2 - x1);
+    dy = abs(y2 - y1);
+
+    /* Basically this works by taking the normal pythagorean formula
+     * and using an expansion to express this in a way without the
+     * square root.  This approximate formula is then perturbed to give
+     * the distorted results.  (I found this by making a mistake when I was
+     * trying to fix the circular rooms.)
+     */
+
+    /* h1-h4 are constants that describe the metric */
+    if (dx >= 2 * dy)
+        return (dx + (dy * h1) / h2);
+    if (dy >= 2 * dx)
+        return (dy + (dx * h1) / h2);
+    return (((dx + dy) * 128) / 181 + (dx * dx / (dy * h3) + dy * dy / (dx * h3)) * h4);
+    /* 128/181 is approx. 1/sqrt(2) */
 }
 
-
-
-
 /* Create a new floor room with optional light */
 void generate_room_floor(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int light)
 {
-       POSITION y, x;
-
-       grid_type *g_ptr;
-
-       for (y = y1; y <= y2; y++)
-       {
-               for (x = x1; x <= x2; x++)
-               {
-                       /* Point to grid */
-                       g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
-                       place_grid(player_ptr, g_ptr, GB_FLOOR);
-                       g_ptr->info |= (CAVE_ROOM);
-                       if (light) g_ptr->info |= (CAVE_GLOW);
-               }
-       }
+    POSITION y, x;
+
+    grid_type *g_ptr;
+
+    for (y = y1; y <= y2; y++) {
+        for (x = x1; x <= x2; x++) {
+            /* Point to grid */
+            g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
+            place_grid(player_ptr, g_ptr, GB_FLOOR);
+            g_ptr->info |= (CAVE_ROOM);
+            if (light)
+                g_ptr->info |= (CAVE_GLOW);
+        }
+    }
 }
 
 void generate_fill_perm_bold(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
 {
-       POSITION y, x;
-
-       for (y = y1; y <= y2; y++)
-       {
-               for (x = x1; x <= x2; x++)
-               {
-                       /* Point to grid */
-                       place_bold(player_ptr, y, x, GB_INNER_PERM);
-               }
-       }
+    POSITION y, x;
+
+    for (y = y1; y <= y2; y++) {
+        for (x = x1; x <= x2; x++) {
+            /* Point to grid */
+            place_bold(player_ptr, y, x, GB_INNER_PERM);
+        }
+    }
 }
 
-
 /*!
  * @brief 与えられた部屋型IDに応じて部屋の生成処理分岐を行い結果を返す / Attempt to build a room of the given type at the given block
  * @param player_ptr プレーヤーへの参照ポインタ
@@ -2065,28 +1857,44 @@ void generate_fill_perm_bold(player_type *player_ptr, POSITION y1, POSITION x1,
  */
 static bool room_build(player_type *player_ptr, EFFECT_ID typ)
 {
-       switch (typ)
-       {
-               /* Build an appropriate room */
-       case ROOM_T_NORMAL:        return build_type1(player_ptr);
-       case ROOM_T_OVERLAP:       return build_type2(player_ptr);
-       case ROOM_T_CROSS:         return build_type3(player_ptr);
-       case ROOM_T_INNER_FEAT:    return build_type4(player_ptr);
-       case ROOM_T_NEST:          return build_type5(player_ptr);
-       case ROOM_T_PIT:           return build_type6(player_ptr);
-       case ROOM_T_LESSER_VAULT:  return build_type7(player_ptr);
-       case ROOM_T_GREATER_VAULT: return build_type8(player_ptr);
-       case ROOM_T_FRACAVE:       return build_type9(player_ptr);
-       case ROOM_T_RANDOM_VAULT:  return build_type10(player_ptr);
-       case ROOM_T_OVAL:          return build_type11(player_ptr);
-       case ROOM_T_CRYPT:         return build_type12(player_ptr);
-       case ROOM_T_TRAP_PIT:      return build_type13(player_ptr);
-       case ROOM_T_TRAP:          return build_type14(player_ptr);
-       case ROOM_T_GLASS:         return build_type15(player_ptr);
-       case ROOM_T_ARCADE:        return build_type16(player_ptr);
-       case ROOM_T_FIXED:         return build_type17(player_ptr);
-       }
-       return FALSE;
+    switch (typ) {
+        /* Build an appropriate room */
+    case ROOM_T_NORMAL:
+        return build_type1(player_ptr);
+    case ROOM_T_OVERLAP:
+        return build_type2(player_ptr);
+    case ROOM_T_CROSS:
+        return build_type3(player_ptr);
+    case ROOM_T_INNER_FEAT:
+        return build_type4(player_ptr);
+    case ROOM_T_NEST:
+        return build_type5(player_ptr);
+    case ROOM_T_PIT:
+        return build_type6(player_ptr);
+    case ROOM_T_LESSER_VAULT:
+        return build_type7(player_ptr);
+    case ROOM_T_GREATER_VAULT:
+        return build_type8(player_ptr);
+    case ROOM_T_FRACAVE:
+        return build_type9(player_ptr);
+    case ROOM_T_RANDOM_VAULT:
+        return build_type10(player_ptr);
+    case ROOM_T_OVAL:
+        return build_type11(player_ptr);
+    case ROOM_T_CRYPT:
+        return build_type12(player_ptr);
+    case ROOM_T_TRAP_PIT:
+        return build_type13(player_ptr);
+    case ROOM_T_TRAP:
+        return build_type14(player_ptr);
+    case ROOM_T_GLASS:
+        return build_type15(player_ptr);
+    case ROOM_T_ARCADE:
+        return build_type16(player_ptr);
+    case ROOM_T_FIXED:
+        return build_type17(player_ptr);
+    }
+    return FALSE;
 }
 
 /*!
@@ -2094,228 +1902,214 @@ static bool room_build(player_type *player_ptr, EFFECT_ID typ)
  * @param dst 確率を移す先の部屋種ID
  * @param src 確率を与える元の部屋種ID
  */
-#define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0) 
+#define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
 
- /*!
-  * @brief 部屋生成処理のメインルーチン(Sangbandを経由してOangbandからの実装を引用) / Generate rooms in dungeon.  Build bigger rooms at first. [from SAngband (originally from OAngband)]
-  * @param player_ptr プレーヤーへの参照ポインタ
-  * @return 部屋生成に成功した場合 TRUE を返す。
-  */
+/*!
+ * @brief 部屋生成処理のメインルーチン(Sangbandを経由してOangbandからの実装を引用) / Generate rooms in dungeon.  Build bigger rooms at first. [from SAngband
+ * (originally from OAngband)]
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @return 部屋生成に成功した場合 TRUE を返す。
+ */
 bool generate_rooms(player_type *player_ptr)
 {
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       int i;
-       bool remain;
-       int crowded = 0;
-       int total_prob;
-       int prob_list[ROOM_T_MAX];
-       int rooms_built = 0;
-       int area_size = 100 * (floor_ptr->height*floor_ptr->width) / (MAX_HGT*MAX_WID);
-       int level_index = MIN(10, div_round(floor_ptr->dun_level, 10));
-
-       /* Number of each type of room on this level */
-       s16b room_num[ROOM_T_MAX];
-
-       /* Limit number of rooms */
-       int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
-
-       /* Assume normal floor_ptr->grid_array */
-       room_info_type *room_info_ptr = room_info_normal;
-
-       /*
-        * Initialize probability list.
-        */
-       for (i = 0; i < ROOM_T_MAX; i++)
-       {
-               /* No rooms allowed above their minimum depth. */
-               if (floor_ptr->dun_level < room_info_ptr[i].min_level)
-               {
-                       prob_list[i] = 0;
-               }
-               else
-               {
-                       prob_list[i] = room_info_ptr[i].prob[level_index];
-               }
-       }
-
-       /*
-        * XXX -- Various dungeon types and options.
-        */
-
-        /*! @details ダンジョンにBEGINNER、CHAMELEON、SMALLESTいずれのフラグもなく、
-         * かつ「常に通常でない部屋を生成する」フラグがONならば、
-         * GRATER_VAULTのみを生成対象とする。 / Ironman sees only Greater Vaults */
-       if (ironman_rooms && !((d_info[floor_ptr->dungeon_idx].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST))))
-       {
-               for (i = 0; i < ROOM_T_MAX; i++)
-               {
-                       if (i == ROOM_T_GREATER_VAULT) prob_list[i] = 1;
-                       else prob_list[i] = 0;
-               }
-       }
-
-       /*! @details ダンジョンにNO_VAULTフラグがあるならば、LESSER_VAULT / GREATER_VAULT/ RANDOM_VAULTを除外 / Forbidden vaults */
-       else if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_VAULT)
-       {
-               prob_list[ROOM_T_LESSER_VAULT] = 0;
-               prob_list[ROOM_T_GREATER_VAULT] = 0;
-               prob_list[ROOM_T_RANDOM_VAULT] = 0;
-       }
-
-       /*! @details ダンジョンにBEGINNERフラグがあるならば、FIXED_ROOMを除外 / Forbidden vaults */
-       if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_BEGINNER)
-       {
-               prob_list[ROOM_T_FIXED] = 0;
-       }
-
-       /*! @details ダンジョンにNO_CAVEフラグがある場合、FRACAVEの生成枠がNORMALに与えられる。CRIPT、OVALの生成枠がINNER_Fに与えられる。/ NO_CAVE dungeon (Castle)*/
-       if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE)
-       {
-               MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE);
-               MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_CRYPT);
-               MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL);
-       }
-
-       /*! @details ダンジョンにCAVEフラグがある場合、NORMALの生成枠がFRACAVEに与えられる。/ CAVE dungeon (Orc floor_ptr->grid_array etc.) */
-       else if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_CAVE)
-       {
-               MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL);
-       }
-
-       /*! @details ダンジョンの基本地形が最初から渓谷かアリーナ型の場合 FRACAVE は生成から除外。 /  No caves when a (random) cavern exists: they look bad */
-       else if (dun->cavern || dun->empty_level)
-       {
-               prob_list[ROOM_T_FRACAVE] = 0;
-       }
-
-       /*! @details ダンジョンに最初からGLASS_ROOMフラグがある場合、GLASS を生成から除外。/ Forbidden glass rooms */
-       if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_ROOM))
-       {
-               prob_list[ROOM_T_GLASS] = 0;
-       }
-
-       /*! @details ARCADEは同フラグがダンジョンにないと生成されない。 / Forbidden glass rooms */
-       if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_ARCADE))
-       {
-               prob_list[ROOM_T_ARCADE] = 0;
-       }
-
-       /*
-        * Initialize number of rooms,
-        * And calcurate total probability.
-        */
-       for (total_prob = 0, i = 0; i < ROOM_T_MAX; i++)
-       {
-               room_num[i] = 0;
-               total_prob += prob_list[i];
-       }
-
-       /*
-        * Prepare the number of rooms, of all types, we should build
-        * on this level.
-        */
-       for (i = dun_rooms; i > 0; i--)
-       {
-               int room_type;
-               int rand = randint0(total_prob);
-
-               /* Get room_type randomly */
-               for (room_type = 0; room_type < ROOM_T_MAX; room_type++)
-               {
-                       if (rand < prob_list[room_type]) break;
-                       else rand -= prob_list[room_type];
-               }
-               if (room_type >= ROOM_T_MAX) room_type = ROOM_T_NORMAL;
-
-               /* Increase the number of rooms of that type we should build. */
-               room_num[room_type]++;
-
-               switch (room_type)
-               {
-               case ROOM_T_NEST:
-               case ROOM_T_PIT:
-               case ROOM_T_LESSER_VAULT:
-               case ROOM_T_TRAP_PIT:
-               case ROOM_T_GLASS:
-               case ROOM_T_ARCADE:
-
-                       /* Large room */
-                       i -= 2;
-                       break;
-
-               case ROOM_T_GREATER_VAULT:
-               case ROOM_T_RANDOM_VAULT:
-
-                       /* Largest room */
-                       i -= 3;
-                       break;
-               }
-       }
-
-       /*
-        * Build each type of room one by one until we cannot build any more.
-        * [from SAngband (originally from OAngband)]
-        */
-       while (TRUE)
-       {
-               /* Assume no remaining rooms */
-               remain = FALSE;
-
-               for (i = 0; i < ROOM_T_MAX; i++)
-               {
-                       /* What type of room are we building now? */
-                       int room_type = room_build_order[i];
-
-                       /* Go next if none available */
-                       if (!room_num[room_type]) continue;
-
-                       /* Use up one unit */
-                       room_num[room_type]--;
-
-                       /* Build the room. */
-                       if (room_build(player_ptr, room_type))
-                       {
-                               /* Increase the room built count. */
-                               rooms_built++;
-
-                               /* Mark as there was some remaining rooms */
-                               remain = TRUE;
-
-                               switch (room_type)
-                               {
-                               case ROOM_T_PIT:
-                               case ROOM_T_NEST:
-                               case ROOM_T_TRAP_PIT:
-
-                                       /* Avoid too many monsters */
-                                       if (++crowded >= 2)
-                                       {
-                                               room_num[ROOM_T_PIT] = 0;
-                                               room_num[ROOM_T_NEST] = 0;
-                                               room_num[ROOM_T_TRAP_PIT] = 0;
-                                       }
-                                       break;
-
-                               case ROOM_T_ARCADE:
-
-                                       /* Avoid double-town */
-                                       room_num[ROOM_T_ARCADE] = 0;
-                                       break;
-                               }
-                       }
-               }
-
-               /* End loop if no room remain */
-               if (!remain) break;
-       }
-
-       /*! @details 部屋生成数が2未満の場合生成失敗を返す */
-       if (rooms_built < 2)
-       {
-               msg_format_wizard(player_ptr, CHEAT_DUNGEON, _("部屋数が2未満でした。生成を再試行します。", "Number of rooms was under 2. Retry."), rooms_built);
-               return FALSE;
-       }
-
-       msg_format_wizard(player_ptr, CHEAT_DUNGEON, _("このダンジョンの部屋数は %d です。", "Number of Rooms: %d"), rooms_built);
-       return TRUE;
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    int i;
+    bool remain;
+    int crowded = 0;
+    int total_prob;
+    int prob_list[ROOM_T_MAX];
+    int rooms_built = 0;
+    int area_size = 100 * (floor_ptr->height * floor_ptr->width) / (MAX_HGT * MAX_WID);
+    int level_index = MIN(10, div_round(floor_ptr->dun_level, 10));
+
+    /* Number of each type of room on this level */
+    s16b room_num[ROOM_T_MAX];
+
+    /* Limit number of rooms */
+    int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
+
+    /* Assume normal floor_ptr->grid_array */
+    room_info_type *room_info_ptr = room_info_normal;
+
+    /*
+     * Initialize probability list.
+     */
+    for (i = 0; i < ROOM_T_MAX; i++) {
+        /* No rooms allowed above their minimum depth. */
+        if (floor_ptr->dun_level < room_info_ptr[i].min_level) {
+            prob_list[i] = 0;
+        } else {
+            prob_list[i] = room_info_ptr[i].prob[level_index];
+        }
+    }
+
+    /*
+     * XXX -- Various dungeon types and options.
+     */
+
+    /*! @details ダンジョンにBEGINNER、CHAMELEON、SMALLESTいずれのフラグもなく、
+     * かつ「常に通常でない部屋を生成する」フラグがONならば、
+     * GRATER_VAULTのみを生成対象とする。 / Ironman sees only Greater Vaults */
+    if (ironman_rooms && !((d_info[floor_ptr->dungeon_idx].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST)))) {
+        for (i = 0; i < ROOM_T_MAX; i++) {
+            if (i == ROOM_T_GREATER_VAULT)
+                prob_list[i] = 1;
+            else
+                prob_list[i] = 0;
+        }
+    }
+
+    /*! @details ダンジョンにNO_VAULTフラグがあるならば、LESSER_VAULT / GREATER_VAULT/ RANDOM_VAULTを除外 / Forbidden vaults */
+    else if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_VAULT) {
+        prob_list[ROOM_T_LESSER_VAULT] = 0;
+        prob_list[ROOM_T_GREATER_VAULT] = 0;
+        prob_list[ROOM_T_RANDOM_VAULT] = 0;
+    }
+
+    /*! @details ダンジョンにBEGINNERフラグがあるならば、FIXED_ROOMを除外 / Forbidden vaults */
+    if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_BEGINNER) {
+        prob_list[ROOM_T_FIXED] = 0;
+    }
+
+    /*! @details ダンジョンにNO_CAVEフラグがある場合、FRACAVEの生成枠がNORMALに与えられる。CRIPT、OVALの生成枠がINNER_Fに与えられる。/ NO_CAVE dungeon
+     * (Castle)*/
+    if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) {
+        MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE);
+        MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_CRYPT);
+        MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL);
+    }
+
+    /*! @details ダンジョンにCAVEフラグがある場合、NORMALの生成枠がFRACAVEに与えられる。/ CAVE dungeon (Orc floor_ptr->grid_array etc.) */
+    else if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_CAVE) {
+        MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL);
+    }
+
+    /*! @details ダンジョンの基本地形が最初から渓谷かアリーナ型の場合 FRACAVE は生成から除外。 /  No caves when a (random) cavern exists: they look bad */
+    else if (dun->cavern || dun->empty_level) {
+        prob_list[ROOM_T_FRACAVE] = 0;
+    }
+
+    /*! @details ダンジョンに最初からGLASS_ROOMフラグがある場合、GLASS を生成から除外。/ Forbidden glass rooms */
+    if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_ROOM)) {
+        prob_list[ROOM_T_GLASS] = 0;
+    }
+
+    /*! @details ARCADEは同フラグがダンジョンにないと生成されない。 / Forbidden glass rooms */
+    if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_ARCADE)) {
+        prob_list[ROOM_T_ARCADE] = 0;
+    }
+
+    /*
+     * Initialize number of rooms,
+     * And calcurate total probability.
+     */
+    for (total_prob = 0, i = 0; i < ROOM_T_MAX; i++) {
+        room_num[i] = 0;
+        total_prob += prob_list[i];
+    }
+
+    /*
+     * Prepare the number of rooms, of all types, we should build
+     * on this level.
+     */
+    for (i = dun_rooms; i > 0; i--) {
+        int room_type;
+        int rand = randint0(total_prob);
+
+        /* Get room_type randomly */
+        for (room_type = 0; room_type < ROOM_T_MAX; room_type++) {
+            if (rand < prob_list[room_type])
+                break;
+            else
+                rand -= prob_list[room_type];
+        }
+        if (room_type >= ROOM_T_MAX)
+            room_type = ROOM_T_NORMAL;
+
+        /* Increase the number of rooms of that type we should build. */
+        room_num[room_type]++;
+
+        switch (room_type) {
+        case ROOM_T_NEST:
+        case ROOM_T_PIT:
+        case ROOM_T_LESSER_VAULT:
+        case ROOM_T_TRAP_PIT:
+        case ROOM_T_GLASS:
+        case ROOM_T_ARCADE:
+
+            /* Large room */
+            i -= 2;
+            break;
+
+        case ROOM_T_GREATER_VAULT:
+        case ROOM_T_RANDOM_VAULT:
+
+            /* Largest room */
+            i -= 3;
+            break;
+        }
+    }
+
+    /*
+     * Build each type of room one by one until we cannot build any more.
+     * [from SAngband (originally from OAngband)]
+     */
+    while (TRUE) {
+        /* Assume no remaining rooms */
+        remain = FALSE;
+
+        for (i = 0; i < ROOM_T_MAX; i++) {
+            /* What type of room are we building now? */
+            int room_type = room_build_order[i];
+
+            /* Go next if none available */
+            if (!room_num[room_type])
+                continue;
+
+            /* Use up one unit */
+            room_num[room_type]--;
+
+            /* Build the room. */
+            if (room_build(player_ptr, room_type)) {
+                /* Increase the room built count. */
+                rooms_built++;
+
+                /* Mark as there was some remaining rooms */
+                remain = TRUE;
+
+                switch (room_type) {
+                case ROOM_T_PIT:
+                case ROOM_T_NEST:
+                case ROOM_T_TRAP_PIT:
+
+                    /* Avoid too many monsters */
+                    if (++crowded >= 2) {
+                        room_num[ROOM_T_PIT] = 0;
+                        room_num[ROOM_T_NEST] = 0;
+                        room_num[ROOM_T_TRAP_PIT] = 0;
+                    }
+                    break;
+
+                case ROOM_T_ARCADE:
+
+                    /* Avoid double-town */
+                    room_num[ROOM_T_ARCADE] = 0;
+                    break;
+                }
+            }
+        }
+
+        /* End loop if no room remain */
+        if (!remain)
+            break;
+    }
+
+    /*! @details 部屋生成数が2未満の場合生成失敗を返す */
+    if (rooms_built < 2) {
+        msg_format_wizard(player_ptr, CHEAT_DUNGEON, _("部屋数が2未満でした。生成を再試行します。", "Number of rooms was under 2. Retry."), rooms_built);
+        return FALSE;
+    }
+
+    msg_format_wizard(player_ptr, CHEAT_DUNGEON, _("このダンジョンの部屋数は %d です。", "Number of Rooms: %d"), rooms_built);
+    return TRUE;
 }