#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,
};
/*!
*/
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);
}
/*!
*/
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 /
*/
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
*/
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
*/
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
*
*/
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.
*/
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
*/
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
*/
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;
}
/*!
* @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;
}