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[Refactor] #40570 Separated door-definition.h from rooms.c/h
authorHourier <hourier@users.sourceforge.jp>
Fri, 24 Jul 2020 04:18:48 +0000 (13:18 +0900)
committerHourier <hourier@users.sourceforge.jp>
Fri, 24 Jul 2020 04:18:48 +0000 (13:18 +0900)
13 files changed:
Hengband/Hengband/Hengband.vcxproj
Hengband/Hengband/Hengband.vcxproj.filters
src/Makefile.am
src/effect/effect-feature.c
src/floor/floor.c
src/info-reader/feature-reader.c
src/room/door-definition.c [new file with mode: 0644]
src/room/door-definition.h [new file with mode: 0644]
src/room/room-generator.c
src/room/rooms-normal.c
src/room/rooms-vault.c
src/room/rooms.c
src/room/rooms.h

index eb873fe..6543dfd 100644 (file)
     <ClCompile Include="..\..\src\load\store-loader.c" />\r
     <ClCompile Include="..\..\src\load\world-loader.c" />\r
     <ClCompile Include="..\..\src\room\cave-filler.c" />\r
+    <ClCompile Include="..\..\src\room\door-definition.c" />\r
     <ClCompile Include="..\..\src\room\room-generator.c" />\r
     <ClCompile Include="..\..\src\room\room-info-table.c" />\r
     <ClCompile Include="..\..\src\room\rooms-maze-vault.c" />\r
     <ClInclude Include="..\..\src\load\store-loader.h" />\r
     <ClInclude Include="..\..\src\load\world-loader.h" />\r
     <ClInclude Include="..\..\src\room\cave-filler.h" />\r
+    <ClInclude Include="..\..\src\room\door-definition.h" />\r
     <ClInclude Include="..\..\src\room\lake-types.h" />\r
     <ClInclude Include="..\..\src\room\room-generator.h" />\r
     <ClInclude Include="..\..\src\room\room-info-table.h" />\r
index cd0a7f0..c426907 100644 (file)
     <ClCompile Include="..\..\src\room\space-finder.c">
       <Filter>room</Filter>
     </ClCompile>
+    <ClCompile Include="..\..\src\room\door-definition.c">
+      <Filter>room</Filter>
+    </ClCompile>
   </ItemGroup>
   <ItemGroup>
     <ClInclude Include="..\..\src\combat\shoot.h">
     <ClInclude Include="..\..\src\room\space-finder.h">
       <Filter>room</Filter>
     </ClInclude>
+    <ClInclude Include="..\..\src\room\door-definition.h">
+      <Filter>room</Filter>
+    </ClInclude>
   </ItemGroup>
   <ItemGroup>
     <None Include="..\..\src\wall.bmp" />
index 683dba1..f31d847 100644 (file)
@@ -603,6 +603,7 @@ hengband_SOURCES = \
        realm/realm-types.h \
        \
        room/cave-filler.c room/cave-filler.h \
+       room/door-definition.c room/door-definition.h \
        room/lake-types.h room/room-types.h \
        room/room-generator.c room/room-generator.h \
        room/room-info-table.c room/room-info-table.h \
index 4048c03..75edeac 100644 (file)
@@ -12,7 +12,7 @@
 #include "mind/mind-ninja.h"
 #include "monster/monster-update.h"
 #include "player/special-defense-types.h"
-#include "room/rooms.h"
+#include "room/door-definition.h"
 #include "spell/process-effect.h" // 暫定、後で消す.
 #include "spell/spell-types.h"
 #include "system/floor-type-definition.h"
index 1fce785..2c57e37 100644 (file)
@@ -28,7 +28,7 @@
 #include "object/object-kind.h"
 #include "perception/object-perception.h"
 #include "player/special-defense-types.h"
-#include "room/rooms.h"
+#include "room/door-definition.h"
 #include "system/artifact-type-definition.h"
 #include "system/floor-type-definition.h"
 #include "util/bit-flags-calculator.h"
index 47ed437..9762120 100644 (file)
@@ -5,7 +5,7 @@
 #include "grid/trap.h"
 #include "info-reader/feature-info-tokens-table.h"
 #include "info-reader/parse-error-types.h"
-#include "room/rooms.h"
+#include "room/door-definition.h"
 #include "term/gameterm.h"
 #include "util/bit-flags-calculator.h"
 #include "util/string-processor.h"
diff --git a/src/room/door-definition.c b/src/room/door-definition.c
new file mode 100644 (file)
index 0000000..b638b54
--- /dev/null
@@ -0,0 +1,3 @@
+#include "room/door-definition.h"
+
+door_type feat_door[MAX_DOOR_TYPES];
diff --git a/src/room/door-definition.h b/src/room/door-definition.h
new file mode 100644 (file)
index 0000000..f4bc909
--- /dev/null
@@ -0,0 +1,23 @@
+#pragma once
+
+#include "system/angband.h"
+
+#define DUN_ROOMS_MAX 40 /*!< 部屋生成処理の最大試行数 / Number of rooms to attempt (was 50) */
+
+/* Maximum locked/jammed doors */
+#define MAX_LJ_DOORS 8
+
+#define MAX_DOOR_TYPES 3
+
+/* A structure type for doors */
+typedef struct door_type {
+    FEAT_IDX open;
+    FEAT_IDX broken;
+    FEAT_IDX closed;
+    FEAT_IDX locked[MAX_LJ_DOORS];
+    FEAT_IDX num_locked;
+    FEAT_IDX jammed[MAX_LJ_DOORS];
+    FEAT_IDX num_jammed;
+} door_type;
+
+extern door_type feat_door[MAX_DOOR_TYPES];
index 4ecdf55..257b6d4 100644 (file)
@@ -4,6 +4,7 @@
 #include "game-option/birth-options.h"
 #include "game-option/cheat-types.h"
 #include "grid/grid.h"
+#include "room/door-definition.h"
 #include "room/room-info-table.h"
 #include "room/room-types.h"
 #include "room/rooms-city.h"
@@ -13,7 +14,6 @@
 #include "room/rooms-special.h"
 #include "room/rooms-trap.h"
 #include "room/rooms-vault.h"
-#include "room/rooms.h"
 #include "system/dungeon-data-definition.h"
 #include "system/floor-type-definition.h"
 #include "wizard/wizard-messages.h"
index 1e1f959..48798ca 100644 (file)
 #include "floor/floor.h"
 #include "grid/grid.h"
 #include "grid/trap.h"
-#include "room/rooms.h" // todo 相互依存.
+#include "room/door-definition.h"
+#include "room/rooms.h"
 #include "room/space-finder.h"
 #include "system/floor-type-definition.h"
 
 /*!
-* @brief タイプ1の部屋…通常可変長方形の部屋を生成する / Type 1 -- normal rectangular rooms
-* @param player_ptr プレーヤーへの参照ポインタ
-* @return なし
-*/
+ * @brief タイプ1の部屋…通常可変長方形の部屋を生成する / Type 1 -- normal rectangular rooms
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @return なし
+ */
 bool build_type1(player_type *player_ptr)
 {
-       POSITION y, x, y2, x2, yval, xval;
-       POSITION y1, x1, xsize, ysize;
-
-       bool light;
-
-       grid_type *g_ptr;
-
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       bool curtain = (d_info[floor_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
-               one_in_((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 48 : 512);
-
-       /* Pick a room size */
-       y1 = randint1(4);
-       x1 = randint1(11);
-       y2 = randint1(3);
-       x2 = randint1(11);
-
-       xsize = x1 + x2 + 1;
-       ysize = y1 + y2 + 1;
-
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(player_ptr, &yval, &xval, ysize + 2, xsize + 2))
-       {
-               /* Limit to the minimum room size, and retry */
-               y1 = 1;
-               x1 = 1;
-               y2 = 1;
-               x2 = 1;
-
-               xsize = x1 + x2 + 1;
-               ysize = y1 + y2 + 1;
-
-               /* Find and reserve some space in the dungeon.  Get center of room. */
-               if (!find_space(player_ptr, &yval, &xval, ysize + 2, xsize + 2)) return FALSE;
-       }
-
-       /* Choose lite or dark */
-       light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
-
-
-       /* Get corner values */
-       y1 = yval - ysize / 2;
-       x1 = xval - xsize / 2;
-       y2 = yval + (ysize - 1) / 2;
-       x2 = xval + (xsize - 1) / 2;
-
-
-       /* Place a full floor under the room */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               for (x = x1 - 1; x <= x2 + 1; x++)
-               {
-                       g_ptr = &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);
-               }
-       }
-
-       /* Walls around the room */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               g_ptr = &floor_ptr->grid_array[y][x1 - 1];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-               g_ptr = &floor_ptr->grid_array[y][x2 + 1];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-       }
-       for (x = x1 - 1; x <= x2 + 1; x++)
-       {
-               g_ptr = &floor_ptr->grid_array[y1 - 1][x];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-               g_ptr = &floor_ptr->grid_array[y2 + 1][x];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-       }
-
-
-       /* Hack -- Occasional curtained room */
-       if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2))
-       {
-               for (y = y1; y <= y2; y++)
-               {
-                       g_ptr = &floor_ptr->grid_array[y][x1];
-                       g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
-                       g_ptr->info &= ~(CAVE_MASK);
-                       g_ptr = &floor_ptr->grid_array[y][x2];
-                       g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
-                       g_ptr->info &= ~(CAVE_MASK);
-               }
-               for (x = x1; x <= x2; x++)
-               {
-                       g_ptr = &floor_ptr->grid_array[y1][x];
-                       g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
-                       g_ptr->info &= ~(CAVE_MASK);
-                       g_ptr = &floor_ptr->grid_array[y2][x];
-                       g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
-                       g_ptr->info &= ~(CAVE_MASK);
-               }
-       }
-
-
-       /* Hack -- Occasional pillar room */
-       if (one_in_(20))
-       {
-               for (y = y1; y <= y2; y += 2)
-               {
-                       for (x = x1; x <= x2; x += 2)
-                       {
-                               g_ptr = &floor_ptr->grid_array[y][x];
-                               place_grid(player_ptr, g_ptr, GB_INNER);
-                       }
-               }
-       }
-
-       /* Hack -- Occasional room with four pillars */
-       else if (one_in_(20))
-       {
-               if ((y1 + 4 < y2) && (x1 + 4 < x2))
-               {
-                       g_ptr = &floor_ptr->grid_array[y1 + 1][x1 + 1];
-                       place_grid(player_ptr, g_ptr, GB_INNER);
-
-                       g_ptr = &floor_ptr->grid_array[y1 + 1][x2 - 1];
-                       place_grid(player_ptr, g_ptr, GB_INNER);
-
-                       g_ptr = &floor_ptr->grid_array[y2 - 1][x1 + 1];
-                       place_grid(player_ptr, g_ptr, GB_INNER);
-
-                       g_ptr = &floor_ptr->grid_array[y2 - 1][x2 - 1];
-                       place_grid(player_ptr, g_ptr, GB_INNER);
-               }
-       }
-
-       /* Hack -- Occasional ragged-edge room */
-       else if (one_in_(50))
-       {
-               for (y = y1 + 2; y <= y2 - 2; y += 2)
-               {
-                       g_ptr = &floor_ptr->grid_array[y][x1];
-                       place_grid(player_ptr, g_ptr, GB_INNER);
-                       g_ptr = &floor_ptr->grid_array[y][x2];
-                       place_grid(player_ptr, g_ptr, GB_INNER);
-               }
-               for (x = x1 + 2; x <= x2 - 2; x += 2)
-               {
-                       g_ptr = &floor_ptr->grid_array[y1][x];
-                       place_grid(player_ptr, g_ptr, GB_INNER);
-                       g_ptr = &floor_ptr->grid_array[y2][x];
-                       place_grid(player_ptr, g_ptr, GB_INNER);
-               }
-       }
-       /* Hack -- Occasional divided room */
-       else if (one_in_(50))
-       {
-               bool curtain2 = (d_info[floor_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
-                       one_in_((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 2 : 128);
-
-               if (randint1(100) < 50)
-               {
-                       /* Horizontal wall */
-                       for (x = x1; x <= x2; x++)
-                       {
-                               place_bold(player_ptr, yval, x, GB_INNER);
-                               if (curtain2) floor_ptr->grid_array[yval][x].feat = feat_door[DOOR_CURTAIN].closed;
-                       }
-
-                       /* Prevent edge of wall from being tunneled */
-                       place_bold(player_ptr, yval, x1 - 1, GB_SOLID);
-                       place_bold(player_ptr, yval, x2 + 1, GB_SOLID);
-               }
-               else
-               {
-                       /* Vertical wall */
-                       for (y = y1; y <= y2; y++)
-                       {
-                               place_bold(player_ptr, y, xval, GB_INNER);
-                               if (curtain2) floor_ptr->grid_array[y][xval].feat = feat_door[DOOR_CURTAIN].closed;
-                       }
-
-                       /* Prevent edge of wall from being tunneled */
-                       place_bold(player_ptr, y1 - 1, xval, GB_SOLID);
-                       place_bold(player_ptr, y2 + 1, xval, GB_SOLID);
-               }
-
-               place_random_door(player_ptr, yval, xval, TRUE);
-               if (curtain2) floor_ptr->grid_array[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;
-       }
-
-       return TRUE;
+    POSITION y, x, y2, x2, yval, xval;
+    POSITION y1, x1, xsize, ysize;
+
+    bool light;
+
+    grid_type *g_ptr;
+
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    bool curtain = (d_info[floor_ptr->dungeon_idx].flags1 & DF1_CURTAIN) && one_in_((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 48 : 512);
+
+    /* Pick a room size */
+    y1 = randint1(4);
+    x1 = randint1(11);
+    y2 = randint1(3);
+    x2 = randint1(11);
+
+    xsize = x1 + x2 + 1;
+    ysize = y1 + y2 + 1;
+
+    /* Find and reserve some space in the dungeon.  Get center of room. */
+    if (!find_space(player_ptr, &yval, &xval, ysize + 2, xsize + 2)) {
+        /* Limit to the minimum room size, and retry */
+        y1 = 1;
+        x1 = 1;
+        y2 = 1;
+        x2 = 1;
+
+        xsize = x1 + x2 + 1;
+        ysize = y1 + y2 + 1;
+
+        /* Find and reserve some space in the dungeon.  Get center of room. */
+        if (!find_space(player_ptr, &yval, &xval, ysize + 2, xsize + 2))
+            return FALSE;
+    }
+
+    /* Choose lite or dark */
+    light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
+
+    /* Get corner values */
+    y1 = yval - ysize / 2;
+    x1 = xval - xsize / 2;
+    y2 = yval + (ysize - 1) / 2;
+    x2 = xval + (xsize - 1) / 2;
+
+    /* Place a full floor under the room */
+    for (y = y1 - 1; y <= y2 + 1; y++) {
+        for (x = x1 - 1; x <= x2 + 1; x++) {
+            g_ptr = &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);
+        }
+    }
+
+    /* Walls around the room */
+    for (y = y1 - 1; y <= y2 + 1; y++) {
+        g_ptr = &floor_ptr->grid_array[y][x1 - 1];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+        g_ptr = &floor_ptr->grid_array[y][x2 + 1];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+    }
+    for (x = x1 - 1; x <= x2 + 1; x++) {
+        g_ptr = &floor_ptr->grid_array[y1 - 1][x];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+        g_ptr = &floor_ptr->grid_array[y2 + 1][x];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+    }
+
+    /* Hack -- Occasional curtained room */
+    if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2)) {
+        for (y = y1; y <= y2; y++) {
+            g_ptr = &floor_ptr->grid_array[y][x1];
+            g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+            g_ptr->info &= ~(CAVE_MASK);
+            g_ptr = &floor_ptr->grid_array[y][x2];
+            g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+            g_ptr->info &= ~(CAVE_MASK);
+        }
+        for (x = x1; x <= x2; x++) {
+            g_ptr = &floor_ptr->grid_array[y1][x];
+            g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+            g_ptr->info &= ~(CAVE_MASK);
+            g_ptr = &floor_ptr->grid_array[y2][x];
+            g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+            g_ptr->info &= ~(CAVE_MASK);
+        }
+    }
+
+    /* Hack -- Occasional pillar room */
+    if (one_in_(20)) {
+        for (y = y1; y <= y2; y += 2) {
+            for (x = x1; x <= x2; x += 2) {
+                g_ptr = &floor_ptr->grid_array[y][x];
+                place_grid(player_ptr, g_ptr, GB_INNER);
+            }
+        }
+    }
+
+    /* Hack -- Occasional room with four pillars */
+    else if (one_in_(20)) {
+        if ((y1 + 4 < y2) && (x1 + 4 < x2)) {
+            g_ptr = &floor_ptr->grid_array[y1 + 1][x1 + 1];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+
+            g_ptr = &floor_ptr->grid_array[y1 + 1][x2 - 1];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+
+            g_ptr = &floor_ptr->grid_array[y2 - 1][x1 + 1];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+
+            g_ptr = &floor_ptr->grid_array[y2 - 1][x2 - 1];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+        }
+    }
+
+    /* Hack -- Occasional ragged-edge room */
+    else if (one_in_(50)) {
+        for (y = y1 + 2; y <= y2 - 2; y += 2) {
+            g_ptr = &floor_ptr->grid_array[y][x1];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+            g_ptr = &floor_ptr->grid_array[y][x2];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+        }
+        for (x = x1 + 2; x <= x2 - 2; x += 2) {
+            g_ptr = &floor_ptr->grid_array[y1][x];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+            g_ptr = &floor_ptr->grid_array[y2][x];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+        }
+    }
+    /* Hack -- Occasional divided room */
+    else if (one_in_(50)) {
+        bool curtain2 = (d_info[floor_ptr->dungeon_idx].flags1 & DF1_CURTAIN) && one_in_((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 2 : 128);
+
+        if (randint1(100) < 50) {
+            /* Horizontal wall */
+            for (x = x1; x <= x2; x++) {
+                place_bold(player_ptr, yval, x, GB_INNER);
+                if (curtain2)
+                    floor_ptr->grid_array[yval][x].feat = feat_door[DOOR_CURTAIN].closed;
+            }
+
+            /* Prevent edge of wall from being tunneled */
+            place_bold(player_ptr, yval, x1 - 1, GB_SOLID);
+            place_bold(player_ptr, yval, x2 + 1, GB_SOLID);
+        } else {
+            /* Vertical wall */
+            for (y = y1; y <= y2; y++) {
+                place_bold(player_ptr, y, xval, GB_INNER);
+                if (curtain2)
+                    floor_ptr->grid_array[y][xval].feat = feat_door[DOOR_CURTAIN].closed;
+            }
+
+            /* Prevent edge of wall from being tunneled */
+            place_bold(player_ptr, y1 - 1, xval, GB_SOLID);
+            place_bold(player_ptr, y2 + 1, xval, GB_SOLID);
+        }
+
+        place_random_door(player_ptr, yval, xval, TRUE);
+        if (curtain2)
+            floor_ptr->grid_array[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;
+    }
+
+    return TRUE;
 }
 
 /*!
-* @brief タイプ2の部屋…二重長方形の部屋を生成する / Type 2 -- Overlapping rectangular rooms
-* @param player_ptr プレーヤーへの参照ポインタ
-* @return なし
-*/
+ * @brief タイプ2の部屋…二重長方形の部屋を生成する / Type 2 -- Overlapping rectangular rooms
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @return なし
+ */
 bool build_type2(player_type *player_ptr)
 {
-       POSITION        y, x, xval, yval;
-       POSITION        y1a, x1a, y2a, x2a;
-       POSITION        y1b, x1b, y2b, x2b;
-       bool            light;
-       grid_type   *g_ptr;
-
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (!find_space(player_ptr, &yval, &xval, 11, 25)) return FALSE;
-
-       /* Choose lite or dark */
-       light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
-
-       /* Determine extents of the first room */
-       y1a = yval - randint1(4);
-       y2a = yval + randint1(3);
-       x1a = xval - randint1(11);
-       x2a = xval + randint1(10);
-
-       /* Determine extents of the second room */
-       y1b = yval - randint1(3);
-       y2b = yval + randint1(4);
-       x1b = xval - randint1(10);
-       x2b = xval + randint1(11);
-
-
-       /* Place a full floor for room "a" */
-       for (y = y1a - 1; y <= y2a + 1; y++)
-       {
-               for (x = x1a - 1; x <= x2a + 1; x++)
-               {
-                       g_ptr = &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);
-               }
-       }
-
-       /* Place a full floor for room "b" */
-       for (y = y1b - 1; y <= y2b + 1; y++)
-       {
-               for (x = x1b - 1; x <= x2b + 1; x++)
-               {
-                       g_ptr = &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);
-               }
-       }
-
-
-       /* Place the walls around room "a" */
-       for (y = y1a - 1; y <= y2a + 1; y++)
-       {
-               g_ptr = &floor_ptr->grid_array[y][x1a - 1];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-               g_ptr = &floor_ptr->grid_array[y][x2a + 1];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-       }
-       for (x = x1a - 1; x <= x2a + 1; x++)
-       {
-               g_ptr = &floor_ptr->grid_array[y1a - 1][x];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-               g_ptr = &floor_ptr->grid_array[y2a + 1][x];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-       }
-
-       /* Place the walls around room "b" */
-       for (y = y1b - 1; y <= y2b + 1; y++)
-       {
-               g_ptr = &floor_ptr->grid_array[y][x1b - 1];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-               g_ptr = &floor_ptr->grid_array[y][x2b + 1];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-       }
-       for (x = x1b - 1; x <= x2b + 1; x++)
-       {
-               g_ptr = &floor_ptr->grid_array[y1b - 1][x];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-               g_ptr = &floor_ptr->grid_array[y2b + 1][x];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-       }
-
-
-
-       /* Replace the floor for room "a" */
-       for (y = y1a; y <= y2a; y++)
-       {
-               for (x = x1a; x <= x2a; x++)
-               {
-                       g_ptr = &floor_ptr->grid_array[y][x];
-                       place_grid(player_ptr, g_ptr, GB_FLOOR);
-               }
-       }
-
-       /* Replace the floor for room "b" */
-       for (y = y1b; y <= y2b; y++)
-       {
-               for (x = x1b; x <= x2b; x++)
-               {
-                       g_ptr = &floor_ptr->grid_array[y][x];
-                       place_grid(player_ptr, g_ptr, GB_FLOOR);
-               }
-       }
-
-       return TRUE;
+    POSITION y, x, xval, yval;
+    POSITION y1a, x1a, y2a, x2a;
+    POSITION y1b, x1b, y2b, x2b;
+    bool light;
+    grid_type *g_ptr;
+
+    /* Find and reserve some space in the dungeon.  Get center of room. */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    if (!find_space(player_ptr, &yval, &xval, 11, 25))
+        return FALSE;
+
+    /* Choose lite or dark */
+    light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
+
+    /* Determine extents of the first room */
+    y1a = yval - randint1(4);
+    y2a = yval + randint1(3);
+    x1a = xval - randint1(11);
+    x2a = xval + randint1(10);
+
+    /* Determine extents of the second room */
+    y1b = yval - randint1(3);
+    y2b = yval + randint1(4);
+    x1b = xval - randint1(10);
+    x2b = xval + randint1(11);
+
+    /* Place a full floor for room "a" */
+    for (y = y1a - 1; y <= y2a + 1; y++) {
+        for (x = x1a - 1; x <= x2a + 1; x++) {
+            g_ptr = &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);
+        }
+    }
+
+    /* Place a full floor for room "b" */
+    for (y = y1b - 1; y <= y2b + 1; y++) {
+        for (x = x1b - 1; x <= x2b + 1; x++) {
+            g_ptr = &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);
+        }
+    }
+
+    /* Place the walls around room "a" */
+    for (y = y1a - 1; y <= y2a + 1; y++) {
+        g_ptr = &floor_ptr->grid_array[y][x1a - 1];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+        g_ptr = &floor_ptr->grid_array[y][x2a + 1];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+    }
+    for (x = x1a - 1; x <= x2a + 1; x++) {
+        g_ptr = &floor_ptr->grid_array[y1a - 1][x];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+        g_ptr = &floor_ptr->grid_array[y2a + 1][x];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+    }
+
+    /* Place the walls around room "b" */
+    for (y = y1b - 1; y <= y2b + 1; y++) {
+        g_ptr = &floor_ptr->grid_array[y][x1b - 1];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+        g_ptr = &floor_ptr->grid_array[y][x2b + 1];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+    }
+    for (x = x1b - 1; x <= x2b + 1; x++) {
+        g_ptr = &floor_ptr->grid_array[y1b - 1][x];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+        g_ptr = &floor_ptr->grid_array[y2b + 1][x];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+    }
+
+    /* Replace the floor for room "a" */
+    for (y = y1a; y <= y2a; y++) {
+        for (x = x1a; x <= x2a; x++) {
+            g_ptr = &floor_ptr->grid_array[y][x];
+            place_grid(player_ptr, g_ptr, GB_FLOOR);
+        }
+    }
+
+    /* Replace the floor for room "b" */
+    for (y = y1b; y <= y2b; y++) {
+        for (x = x1b; x <= x2b; x++) {
+            g_ptr = &floor_ptr->grid_array[y][x];
+            place_grid(player_ptr, g_ptr, GB_FLOOR);
+        }
+    }
+
+    return TRUE;
 }
 
 /*!
-* @brief タイプ3の部屋…十字型の部屋を生成する / Type 3 -- Cross shaped rooms
-* @param player_ptr プレーヤーへの参照ポインタ
-* @return なし
-* @details
-* Builds a room at a row, column coordinate\n
-*\n
-* Room "a" runs north/south, and Room "b" runs east/east\n
-* So the "central pillar" runs from x1a, y1b to x2a, y2b.\n
-*\n
-* Note that currently, the "center" is always 3x3, but I think that\n
-* the code below will work (with "bounds checking") for 5x5, or even\n
-* for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.\n
-*/
+ * @brief タイプ3の部屋…十字型の部屋を生成する / Type 3 -- Cross shaped rooms
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @return なし
+ * @details
+ * Builds a room at a row, column coordinate\n
+ *\n
+ * Room "a" runs north/south, and Room "b" runs east/east\n
+ * So the "central pillar" runs from x1a, y1b to x2a, y2b.\n
+ *\n
+ * Note that currently, the "center" is always 3x3, but I think that\n
+ * the code below will work (with "bounds checking") for 5x5, or even\n
+ * for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.\n
+ */
 bool build_type3(player_type *player_ptr)
 {
-       POSITION y, x, dy, dx, wy, wx;
-       POSITION y1a, x1a, y2a, x2a;
-       POSITION y1b, x1b, y2b, x2b;
-       POSITION yval, xval;
-       bool light;
-       grid_type *g_ptr;
-
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (!find_space(player_ptr, &yval, &xval, 11, 25)) return FALSE;
-
-
-       /* Choose lite or dark */
-       light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
-
-       /* For now, always 3x3 */
-       wx = wy = 1;
-
-       /* Pick max vertical size (at most 4) */
-       dy = rand_range(3, 4);
-
-       /* Pick max horizontal size (at most 15) */
-       dx = rand_range(3, 11);
-
-
-       /* Determine extents of the north/south room */
-       y1a = yval - dy;
-       y2a = yval + dy;
-       x1a = xval - wx;
-       x2a = xval + wx;
-
-       /* Determine extents of the east/west room */
-       y1b = yval - wy;
-       y2b = yval + wy;
-       x1b = xval - dx;
-       x2b = xval + dx;
-
-
-       /* Place a full floor for room "a" */
-       for (y = y1a - 1; y <= y2a + 1; y++)
-       {
-               for (x = x1a - 1; x <= x2a + 1; x++)
-               {
-                       g_ptr = &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);
-               }
-       }
-
-       /* Place a full floor for room "b" */
-       for (y = y1b - 1; y <= y2b + 1; y++)
-       {
-               for (x = x1b - 1; x <= x2b + 1; x++)
-               {
-                       g_ptr = &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);
-               }
-       }
-
-
-       /* Place the walls around room "a" */
-       for (y = y1a - 1; y <= y2a + 1; y++)
-       {
-               g_ptr = &floor_ptr->grid_array[y][x1a - 1];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-               g_ptr = &floor_ptr->grid_array[y][x2a + 1];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-       }
-       for (x = x1a - 1; x <= x2a + 1; x++)
-       {
-               g_ptr = &floor_ptr->grid_array[y1a - 1][x];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-               g_ptr = &floor_ptr->grid_array[y2a + 1][x];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-       }
-
-       /* Place the walls around room "b" */
-       for (y = y1b - 1; y <= y2b + 1; y++)
-       {
-               g_ptr = &floor_ptr->grid_array[y][x1b - 1];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-               g_ptr = &floor_ptr->grid_array[y][x2b + 1];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-       }
-       for (x = x1b - 1; x <= x2b + 1; x++)
-       {
-               g_ptr = &floor_ptr->grid_array[y1b - 1][x];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-               g_ptr = &floor_ptr->grid_array[y2b + 1][x];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-       }
-
-
-       /* Replace the floor for room "a" */
-       for (y = y1a; y <= y2a; y++)
-       {
-               for (x = x1a; x <= x2a; x++)
-               {
-                       g_ptr = &floor_ptr->grid_array[y][x];
-                       place_grid(player_ptr, g_ptr, GB_FLOOR);
-               }
-       }
-
-       /* Replace the floor for room "b" */
-       for (y = y1b; y <= y2b; y++)
-       {
-               for (x = x1b; x <= x2b; x++)
-               {
-                       g_ptr = &floor_ptr->grid_array[y][x];
-                       place_grid(player_ptr, g_ptr, GB_FLOOR);
-               }
-       }
-
-
-
-       /* Special features (3/4) */
-       switch (randint0(4))
-       {
-               /* Large solid middle pillar */
-       case 1:
-       {
-               for (y = y1b; y <= y2b; y++)
-               {
-                       for (x = x1a; x <= x2a; x++)
-                       {
-                               g_ptr = &floor_ptr->grid_array[y][x];
-                               place_grid(player_ptr, g_ptr, GB_INNER);
-                       }
-               }
-               break;
-       }
-
-       /* Inner treasure vault */
-       case 2:
-       {
-               /* Build the vault */
-               for (y = y1b; y <= y2b; y++)
-               {
-                       g_ptr = &floor_ptr->grid_array[y][x1a];
-                       place_grid(player_ptr, g_ptr, GB_INNER);
-                       g_ptr = &floor_ptr->grid_array[y][x2a];
-                       place_grid(player_ptr, g_ptr, GB_INNER);
-               }
-               for (x = x1a; x <= x2a; x++)
-               {
-                       g_ptr = &floor_ptr->grid_array[y1b][x];
-                       place_grid(player_ptr, g_ptr, GB_INNER);
-                       g_ptr = &floor_ptr->grid_array[y2b][x];
-                       place_grid(player_ptr, g_ptr, GB_INNER);
-               }
-
-               /* Place a secret door on the inner room */
-               switch (randint0(4))
-               {
-               case 0: place_secret_door(player_ptr, y1b, xval, DOOR_DEFAULT); break;
-               case 1: place_secret_door(player_ptr, y2b, xval, DOOR_DEFAULT); break;
-               case 2: place_secret_door(player_ptr, yval, x1a, DOOR_DEFAULT); break;
-               case 3: place_secret_door(player_ptr, yval, x2a, DOOR_DEFAULT); break;
-               }
-
-               /* Place a treasure in the vault */
-               place_object(player_ptr, yval, xval, 0L);
-
-               /* Let's guard the treasure well */
-               vault_monsters(player_ptr, yval, xval, randint0(2) + 3);
-
-               /* Traps naturally */
-               vault_traps(player_ptr, yval, xval, 4, 4, randint0(3) + 2);
-
-               break;
-       }
-
-       /* Something else */
-       case 3:
-       {
-               /* Occasionally pinch the center shut */
-               if (one_in_(3))
-               {
-                       /* Pinch the east/west sides */
-                       for (y = y1b; y <= y2b; y++)
-                       {
-                               if (y == yval) continue;
-                               g_ptr = &floor_ptr->grid_array[y][x1a - 1];
-                               place_grid(player_ptr, g_ptr, GB_INNER);
-                               g_ptr = &floor_ptr->grid_array[y][x2a + 1];
-                               place_grid(player_ptr, g_ptr, GB_INNER);
-                       }
-
-                       /* Pinch the north/south sides */
-                       for (x = x1a; x <= x2a; x++)
-                       {
-                               if (x == xval) continue;
-                               g_ptr = &floor_ptr->grid_array[y1b - 1][x];
-                               place_grid(player_ptr, g_ptr, GB_INNER);
-                               g_ptr = &floor_ptr->grid_array[y2b + 1][x];
-                               place_grid(player_ptr, g_ptr, GB_INNER);
-                       }
-
-                       /* Sometimes shut using secret doors */
-                       if (one_in_(3))
-                       {
-                               int door_type = ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
-                                       one_in_((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
-                                       ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
-
-                               place_secret_door(player_ptr, yval, x1a - 1, door_type);
-                               place_secret_door(player_ptr, yval, x2a + 1, door_type);
-                               place_secret_door(player_ptr, y1b - 1, xval, door_type);
-                               place_secret_door(player_ptr, y2b + 1, xval, door_type);
-                       }
-               }
-
-               /* Occasionally put a "plus" in the center */
-               else if (one_in_(3))
-               {
-                       g_ptr = &floor_ptr->grid_array[yval][xval];
-                       place_grid(player_ptr, g_ptr, GB_INNER);
-                       g_ptr = &floor_ptr->grid_array[y1b][xval];
-                       place_grid(player_ptr, g_ptr, GB_INNER);
-                       g_ptr = &floor_ptr->grid_array[y2b][xval];
-                       place_grid(player_ptr, g_ptr, GB_INNER);
-                       g_ptr = &floor_ptr->grid_array[yval][x1a];
-                       place_grid(player_ptr, g_ptr, GB_INNER);
-                       g_ptr = &floor_ptr->grid_array[yval][x2a];
-                       place_grid(player_ptr, g_ptr, GB_INNER);
-               }
-
-               /* Occasionally put a pillar in the center */
-               else if (one_in_(3))
-               {
-                       g_ptr = &floor_ptr->grid_array[yval][xval];
-                       place_grid(player_ptr, g_ptr, GB_INNER);
-               }
-
-               break;
-       }
-       }
-
-       return TRUE;
+    POSITION y, x, dy, dx, wy, wx;
+    POSITION y1a, x1a, y2a, x2a;
+    POSITION y1b, x1b, y2b, x2b;
+    POSITION yval, xval;
+    bool light;
+    grid_type *g_ptr;
+
+    /* Find and reserve some space in the dungeon.  Get center of room. */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    if (!find_space(player_ptr, &yval, &xval, 11, 25))
+        return FALSE;
+
+    /* Choose lite or dark */
+    light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
+
+    /* For now, always 3x3 */
+    wx = wy = 1;
+
+    /* Pick max vertical size (at most 4) */
+    dy = rand_range(3, 4);
+
+    /* Pick max horizontal size (at most 15) */
+    dx = rand_range(3, 11);
+
+    /* Determine extents of the north/south room */
+    y1a = yval - dy;
+    y2a = yval + dy;
+    x1a = xval - wx;
+    x2a = xval + wx;
+
+    /* Determine extents of the east/west room */
+    y1b = yval - wy;
+    y2b = yval + wy;
+    x1b = xval - dx;
+    x2b = xval + dx;
+
+    /* Place a full floor for room "a" */
+    for (y = y1a - 1; y <= y2a + 1; y++) {
+        for (x = x1a - 1; x <= x2a + 1; x++) {
+            g_ptr = &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);
+        }
+    }
+
+    /* Place a full floor for room "b" */
+    for (y = y1b - 1; y <= y2b + 1; y++) {
+        for (x = x1b - 1; x <= x2b + 1; x++) {
+            g_ptr = &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);
+        }
+    }
+
+    /* Place the walls around room "a" */
+    for (y = y1a - 1; y <= y2a + 1; y++) {
+        g_ptr = &floor_ptr->grid_array[y][x1a - 1];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+        g_ptr = &floor_ptr->grid_array[y][x2a + 1];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+    }
+    for (x = x1a - 1; x <= x2a + 1; x++) {
+        g_ptr = &floor_ptr->grid_array[y1a - 1][x];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+        g_ptr = &floor_ptr->grid_array[y2a + 1][x];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+    }
+
+    /* Place the walls around room "b" */
+    for (y = y1b - 1; y <= y2b + 1; y++) {
+        g_ptr = &floor_ptr->grid_array[y][x1b - 1];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+        g_ptr = &floor_ptr->grid_array[y][x2b + 1];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+    }
+    for (x = x1b - 1; x <= x2b + 1; x++) {
+        g_ptr = &floor_ptr->grid_array[y1b - 1][x];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+        g_ptr = &floor_ptr->grid_array[y2b + 1][x];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+    }
+
+    /* Replace the floor for room "a" */
+    for (y = y1a; y <= y2a; y++) {
+        for (x = x1a; x <= x2a; x++) {
+            g_ptr = &floor_ptr->grid_array[y][x];
+            place_grid(player_ptr, g_ptr, GB_FLOOR);
+        }
+    }
+
+    /* Replace the floor for room "b" */
+    for (y = y1b; y <= y2b; y++) {
+        for (x = x1b; x <= x2b; x++) {
+            g_ptr = &floor_ptr->grid_array[y][x];
+            place_grid(player_ptr, g_ptr, GB_FLOOR);
+        }
+    }
+
+    /* Special features (3/4) */
+    switch (randint0(4)) {
+        /* Large solid middle pillar */
+    case 1: {
+        for (y = y1b; y <= y2b; y++) {
+            for (x = x1a; x <= x2a; x++) {
+                g_ptr = &floor_ptr->grid_array[y][x];
+                place_grid(player_ptr, g_ptr, GB_INNER);
+            }
+        }
+        break;
+    }
+
+    /* Inner treasure vault */
+    case 2: {
+        /* Build the vault */
+        for (y = y1b; y <= y2b; y++) {
+            g_ptr = &floor_ptr->grid_array[y][x1a];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+            g_ptr = &floor_ptr->grid_array[y][x2a];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+        }
+        for (x = x1a; x <= x2a; x++) {
+            g_ptr = &floor_ptr->grid_array[y1b][x];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+            g_ptr = &floor_ptr->grid_array[y2b][x];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+        }
+
+        /* Place a secret door on the inner room */
+        switch (randint0(4)) {
+        case 0:
+            place_secret_door(player_ptr, y1b, xval, DOOR_DEFAULT);
+            break;
+        case 1:
+            place_secret_door(player_ptr, y2b, xval, DOOR_DEFAULT);
+            break;
+        case 2:
+            place_secret_door(player_ptr, yval, x1a, DOOR_DEFAULT);
+            break;
+        case 3:
+            place_secret_door(player_ptr, yval, x2a, DOOR_DEFAULT);
+            break;
+        }
+
+        /* Place a treasure in the vault */
+        place_object(player_ptr, yval, xval, 0L);
+
+        /* Let's guard the treasure well */
+        vault_monsters(player_ptr, yval, xval, randint0(2) + 3);
+
+        /* Traps naturally */
+        vault_traps(player_ptr, yval, xval, 4, 4, randint0(3) + 2);
+
+        break;
+    }
+
+    /* Something else */
+    case 3: {
+        /* Occasionally pinch the center shut */
+        if (one_in_(3)) {
+            /* Pinch the east/west sides */
+            for (y = y1b; y <= y2b; y++) {
+                if (y == yval)
+                    continue;
+                g_ptr = &floor_ptr->grid_array[y][x1a - 1];
+                place_grid(player_ptr, g_ptr, GB_INNER);
+                g_ptr = &floor_ptr->grid_array[y][x2a + 1];
+                place_grid(player_ptr, g_ptr, GB_INNER);
+            }
+
+            /* Pinch the north/south sides */
+            for (x = x1a; x <= x2a; x++) {
+                if (x == xval)
+                    continue;
+                g_ptr = &floor_ptr->grid_array[y1b - 1][x];
+                place_grid(player_ptr, g_ptr, GB_INNER);
+                g_ptr = &floor_ptr->grid_array[y2b + 1][x];
+                place_grid(player_ptr, g_ptr, GB_INNER);
+            }
+
+            /* Sometimes shut using secret doors */
+            if (one_in_(3)) {
+                int door_type
+                    = ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_CURTAIN) && one_in_((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256))
+                    ? DOOR_CURTAIN
+                    : ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+
+                place_secret_door(player_ptr, yval, x1a - 1, door_type);
+                place_secret_door(player_ptr, yval, x2a + 1, door_type);
+                place_secret_door(player_ptr, y1b - 1, xval, door_type);
+                place_secret_door(player_ptr, y2b + 1, xval, door_type);
+            }
+        }
+
+        /* Occasionally put a "plus" in the center */
+        else if (one_in_(3)) {
+            g_ptr = &floor_ptr->grid_array[yval][xval];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+            g_ptr = &floor_ptr->grid_array[y1b][xval];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+            g_ptr = &floor_ptr->grid_array[y2b][xval];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+            g_ptr = &floor_ptr->grid_array[yval][x1a];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+            g_ptr = &floor_ptr->grid_array[yval][x2a];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+        }
+
+        /* Occasionally put a pillar in the center */
+        else if (one_in_(3)) {
+            g_ptr = &floor_ptr->grid_array[yval][xval];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+        }
+
+        break;
+    }
+    }
+
+    return TRUE;
 }
 
 /*!
-* @brief タイプ4の部屋…固定サイズの二重構造部屋を生成する / Type 4 -- Large room with inner features
-* @param player_ptr プレーヤーへの参照ポインタ
-* @return なし
-* @details
-* Possible sub-types:\n
-     1 - Just an inner room with one door\n
-     2 - An inner room within an inner room\n
-     3 - An inner room with pillar(s)\n
-     4 - Inner room has a maze\n
-     5 - A set of four inner rooms\n
-*/
+ * @brief タイプ4の部屋…固定サイズの二重構造部屋を生成する / Type 4 -- Large room with inner features
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @return なし
+ * @details
+ * Possible sub-types:\n
+ *     1 - Just an inner room with one door\n
+ *     2 - An inner room within an inner room\n
+ *     3 - An inner room with pillar(s)\n
+ *     4 - Inner room has a maze\n
+ *     5 - A set of four inner rooms\n
+ */
 bool build_type4(player_type *player_ptr)
 {
-       POSITION y, x, y1, x1;
-       POSITION y2, x2, tmp, yval, xval;
-       bool light;
-       grid_type *g_ptr;
-
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (!find_space(player_ptr, &yval, &xval, 11, 25)) return FALSE;
-
-       /* Choose lite or dark */
-       light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
-
-       /* Large room */
-       y1 = yval - 4;
-       y2 = yval + 4;
-       x1 = xval - 11;
-       x2 = xval + 11;
-
-       /* Place a full floor under the room */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               for (x = x1 - 1; x <= x2 + 1; x++)
-               {
-                       g_ptr = &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);
-               }
-       }
-
-       /* Outer Walls */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               g_ptr = &floor_ptr->grid_array[y][x1 - 1];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-               g_ptr = &floor_ptr->grid_array[y][x2 + 1];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-       }
-       for (x = x1 - 1; x <= x2 + 1; x++)
-       {
-               g_ptr = &floor_ptr->grid_array[y1 - 1][x];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-               g_ptr = &floor_ptr->grid_array[y2 + 1][x];
-               place_grid(player_ptr, g_ptr, GB_OUTER);
-       }
-
-
-       /* The inner room */
-       y1 = y1 + 2;
-       y2 = y2 - 2;
-       x1 = x1 + 2;
-       x2 = x2 - 2;
-
-       /* The inner walls */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               g_ptr = &floor_ptr->grid_array[y][x1 - 1];
-               place_grid(player_ptr, g_ptr, GB_INNER);
-               g_ptr = &floor_ptr->grid_array[y][x2 + 1];
-               place_grid(player_ptr, g_ptr, GB_INNER);
-       }
-       for (x = x1 - 1; x <= x2 + 1; x++)
-       {
-               g_ptr = &floor_ptr->grid_array[y1 - 1][x];
-               place_grid(player_ptr, g_ptr, GB_INNER);
-               g_ptr = &floor_ptr->grid_array[y2 + 1][x];
-               place_grid(player_ptr, g_ptr, GB_INNER);
-       }
-
-
-       /* Inner room variations */
-       switch (randint1(5))
-       {
-                       /* Just an inner room with a monster */
-               case 1:
-               {
-                       /* Place a secret door */
-                       switch (randint1(4))
-                       {
-                       case 1: place_secret_door(player_ptr, y1 - 1, xval, DOOR_DEFAULT); break;
-                       case 2: place_secret_door(player_ptr, y2 + 1, xval, DOOR_DEFAULT); break;
-                       case 3: place_secret_door(player_ptr, yval, x1 - 1, DOOR_DEFAULT); break;
-                       case 4: place_secret_door(player_ptr, yval, x2 + 1, DOOR_DEFAULT); break;
-                       }
-
-                       /* Place a monster in the room */
-                       vault_monsters(player_ptr, yval, xval, 1);
-
-                       break;
-               }
-
-               /* Treasure Vault (with a door) */
-               case 2:
-               {
-                       /* Place a secret door */
-                       switch (randint1(4))
-                       {
-                       case 1: place_secret_door(player_ptr, y1 - 1, xval, DOOR_DEFAULT); break;
-                       case 2: place_secret_door(player_ptr, y2 + 1, xval, DOOR_DEFAULT); break;
-                       case 3: place_secret_door(player_ptr, yval, x1 - 1, DOOR_DEFAULT); break;
-                       case 4: place_secret_door(player_ptr, yval, x2 + 1, DOOR_DEFAULT); break;
-                       }
-
-                       /* Place another inner room */
-                       for (y = yval - 1; y <= yval + 1; y++)
-                       {
-                               for (x = xval - 1; x <= xval + 1; x++)
-                               {
-                                       if ((x == xval) && (y == yval)) continue;
-                                       g_ptr = &floor_ptr->grid_array[y][x];
-                                       place_grid(player_ptr, g_ptr, GB_INNER);
-                               }
-                       }
-
-                       /* Place a locked door on the inner room */
-                       switch (randint1(4))
-                       {
-                       case 1: place_locked_door(player_ptr, yval - 1, xval); break;
-                       case 2: place_locked_door(player_ptr, yval + 1, xval); break;
-                       case 3: place_locked_door(player_ptr, yval, xval - 1); break;
-                       case 4: place_locked_door(player_ptr, yval, xval + 1); break;
-                       }
-
-                       /* Monsters to guard the "treasure" */
-                       vault_monsters(player_ptr, yval, xval, randint1(3) + 2);
-
-                       /* Object (80%) */
-                       if (randint0(100) < 80)
-                       {
-                               place_object(player_ptr, yval, xval, 0L);
-                       }
-
-                       /* Stairs (20%) */
-                       else
-                       {
-                               place_random_stairs(player_ptr, yval, xval);
-                       }
-
-                       /* Traps to protect the treasure */
-                       vault_traps(player_ptr, yval, xval, 4, 10, 2 + randint1(3));
-
-                       break;
-               }
-
-               /* Inner pillar(s). */
-               case 3:
-               {
-                       /* Place a secret door */
-                       switch (randint1(4))
-                       {
-                       case 1: place_secret_door(player_ptr, y1 - 1, xval, DOOR_DEFAULT); break;
-                       case 2: place_secret_door(player_ptr, y2 + 1, xval, DOOR_DEFAULT); break;
-                       case 3: place_secret_door(player_ptr, yval, x1 - 1, DOOR_DEFAULT); break;
-                       case 4: place_secret_door(player_ptr, yval, x2 + 1, DOOR_DEFAULT); break;
-                       }
-
-                       /* Large Inner Pillar */
-                       for (y = yval - 1; y <= yval + 1; y++)
-                       {
-                               for (x = xval - 1; x <= xval + 1; x++)
-                               {
-                                       g_ptr = &floor_ptr->grid_array[y][x];
-                                       place_grid(player_ptr, g_ptr, GB_INNER);
-                               }
-                       }
-
-                       /* Occasionally, two more Large Inner Pillars */
-                       if (one_in_(2))
-                       {
-                               tmp = randint1(2);
-                               for (y = yval - 1; y <= yval + 1; y++)
-                               {
-                                       for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)
-                                       {
-                                               g_ptr = &floor_ptr->grid_array[y][x];
-                                               place_grid(player_ptr, g_ptr, GB_INNER);
-                                       }
-                                       for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)
-                                       {
-                                               g_ptr = &floor_ptr->grid_array[y][x];
-                                               place_grid(player_ptr, g_ptr, GB_INNER);
-                                       }
-                               }
-                       }
-
-                       /* Occasionally, some Inner rooms */
-                       if (one_in_(3))
-                       {
-                               int door_type = ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
-                                       one_in_((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
-                                       ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
-
-                               /* Long horizontal walls */
-                               for (x = xval - 5; x <= xval + 5; x++)
-                               {
-                                       g_ptr = &floor_ptr->grid_array[yval - 1][x];
-                                       place_grid(player_ptr, g_ptr, GB_INNER);
-                                       g_ptr = &floor_ptr->grid_array[yval + 1][x];
-                                       place_grid(player_ptr, g_ptr, GB_INNER);
-                               }
-
-                               /* Close off the left/right edges */
-                               g_ptr = &floor_ptr->grid_array[yval][xval - 5];
-                               place_grid(player_ptr, g_ptr, GB_INNER);
-                               g_ptr = &floor_ptr->grid_array[yval][xval + 5];
-                               place_grid(player_ptr, g_ptr, GB_INNER);
-
-                               /* Secret doors (random top/bottom) */
-                               place_secret_door(player_ptr, yval - 3 + (randint1(2) * 2), xval - 3, door_type);
-                               place_secret_door(player_ptr, yval - 3 + (randint1(2) * 2), xval + 3, door_type);
-
-                               /* Monsters */
-                               vault_monsters(player_ptr, yval, xval - 2, randint1(2));
-                               vault_monsters(player_ptr, yval, xval + 2, randint1(2));
-
-                               /* Objects */
-                               if (one_in_(3)) place_object(player_ptr, yval, xval - 2, 0L);
-                               if (one_in_(3)) place_object(player_ptr, yval, xval + 2, 0L);
-                       }
-
-                       break;
-               }
-
-               /* Maze inside. */
-               case 4:
-               {
-                       /* Place a secret door */
-                       switch (randint1(4))
-                       {
-                       case 1: place_secret_door(player_ptr, y1 - 1, xval, DOOR_DEFAULT); break;
-                       case 2: place_secret_door(player_ptr, y2 + 1, xval, DOOR_DEFAULT); break;
-                       case 3: place_secret_door(player_ptr, yval, x1 - 1, DOOR_DEFAULT); break;
-                       case 4: place_secret_door(player_ptr, yval, x2 + 1, DOOR_DEFAULT); break;
-                       }
-
-                       /* Maze (really a checkerboard) */
-                       for (y = y1; y <= y2; y++)
-                       {
-                               for (x = x1; x <= x2; x++)
-                               {
-                                       if (0x1 & (x + y))
-                                       {
-                                               g_ptr = &floor_ptr->grid_array[y][x];
-                                               place_grid(player_ptr, g_ptr, GB_INNER);
-                                       }
-                               }
-                       }
-
-                       /* Monsters just love mazes. */
-                       vault_monsters(player_ptr, yval, xval - 5, randint1(3));
-                       vault_monsters(player_ptr, yval, xval + 5, randint1(3));
-
-                       /* Traps make them entertaining. */
-                       vault_traps(player_ptr, yval, xval - 3, 2, 8, randint1(3));
-                       vault_traps(player_ptr, yval, xval + 3, 2, 8, randint1(3));
-
-                       /* Mazes should have some treasure too. */
-                       vault_objects(player_ptr, yval, xval, 3);
-
-                       break;
-               }
-
-               /* Four small rooms. */
-               case 5:
-               {
-                       int door_type = ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
-                               one_in_((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
-                               ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
-
-                       /* Inner "cross" */
-                       for (y = y1; y <= y2; y++)
-                       {
-                               g_ptr = &floor_ptr->grid_array[y][xval];
-                               place_grid(player_ptr, g_ptr, GB_INNER);
-                       }
-                       for (x = x1; x <= x2; x++)
-                       {
-                               g_ptr = &floor_ptr->grid_array[yval][x];
-                               place_grid(player_ptr, g_ptr, GB_INNER);
-                       }
-
-                       /* Doors into the rooms */
-                       if (randint0(100) < 50)
-                       {
-                               int i = randint1(10);
-                               place_secret_door(player_ptr, y1 - 1, xval - i, door_type);
-                               place_secret_door(player_ptr, y1 - 1, xval + i, door_type);
-                               place_secret_door(player_ptr, y2 + 1, xval - i, door_type);
-                               place_secret_door(player_ptr, y2 + 1, xval + i, door_type);
-                       }
-                       else
-                       {
-                               int i = randint1(3);
-                               place_secret_door(player_ptr, yval + i, x1 - 1, door_type);
-                               place_secret_door(player_ptr, yval - i, x1 - 1, door_type);
-                               place_secret_door(player_ptr, yval + i, x2 + 1, door_type);
-                               place_secret_door(player_ptr, yval - i, x2 + 1, door_type);
-                       }
-
-                       /* Treasure, centered at the center of the cross */
-                       vault_objects(player_ptr, yval, xval, 2 + randint1(2));
-
-                       /* Gotta have some monsters. */
-                       vault_monsters(player_ptr, yval + 1, xval - 4, randint1(4));
-                       vault_monsters(player_ptr, yval + 1, xval + 4, randint1(4));
-                       vault_monsters(player_ptr, yval - 1, xval - 4, randint1(4));
-                       vault_monsters(player_ptr, yval - 1, xval + 4, randint1(4));
-
-                       break;
-               }
-       }
-
-       return TRUE;
+    POSITION y, x, y1, x1;
+    POSITION y2, x2, tmp, yval, xval;
+    bool light;
+    grid_type *g_ptr;
+
+    /* Find and reserve some space in the dungeon.  Get center of room. */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    if (!find_space(player_ptr, &yval, &xval, 11, 25))
+        return FALSE;
+
+    /* Choose lite or dark */
+    light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
+
+    /* Large room */
+    y1 = yval - 4;
+    y2 = yval + 4;
+    x1 = xval - 11;
+    x2 = xval + 11;
+
+    /* Place a full floor under the room */
+    for (y = y1 - 1; y <= y2 + 1; y++) {
+        for (x = x1 - 1; x <= x2 + 1; x++) {
+            g_ptr = &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);
+        }
+    }
+
+    /* Outer Walls */
+    for (y = y1 - 1; y <= y2 + 1; y++) {
+        g_ptr = &floor_ptr->grid_array[y][x1 - 1];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+        g_ptr = &floor_ptr->grid_array[y][x2 + 1];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+    }
+    for (x = x1 - 1; x <= x2 + 1; x++) {
+        g_ptr = &floor_ptr->grid_array[y1 - 1][x];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+        g_ptr = &floor_ptr->grid_array[y2 + 1][x];
+        place_grid(player_ptr, g_ptr, GB_OUTER);
+    }
+
+    /* The inner room */
+    y1 = y1 + 2;
+    y2 = y2 - 2;
+    x1 = x1 + 2;
+    x2 = x2 - 2;
+
+    /* The inner walls */
+    for (y = y1 - 1; y <= y2 + 1; y++) {
+        g_ptr = &floor_ptr->grid_array[y][x1 - 1];
+        place_grid(player_ptr, g_ptr, GB_INNER);
+        g_ptr = &floor_ptr->grid_array[y][x2 + 1];
+        place_grid(player_ptr, g_ptr, GB_INNER);
+    }
+    for (x = x1 - 1; x <= x2 + 1; x++) {
+        g_ptr = &floor_ptr->grid_array[y1 - 1][x];
+        place_grid(player_ptr, g_ptr, GB_INNER);
+        g_ptr = &floor_ptr->grid_array[y2 + 1][x];
+        place_grid(player_ptr, g_ptr, GB_INNER);
+    }
+
+    /* Inner room variations */
+    switch (randint1(5)) {
+        /* Just an inner room with a monster */
+    case 1: {
+        /* Place a secret door */
+        switch (randint1(4)) {
+        case 1:
+            place_secret_door(player_ptr, y1 - 1, xval, DOOR_DEFAULT);
+            break;
+        case 2:
+            place_secret_door(player_ptr, y2 + 1, xval, DOOR_DEFAULT);
+            break;
+        case 3:
+            place_secret_door(player_ptr, yval, x1 - 1, DOOR_DEFAULT);
+            break;
+        case 4:
+            place_secret_door(player_ptr, yval, x2 + 1, DOOR_DEFAULT);
+            break;
+        }
+
+        /* Place a monster in the room */
+        vault_monsters(player_ptr, yval, xval, 1);
+
+        break;
+    }
+
+    /* Treasure Vault (with a door) */
+    case 2: {
+        /* Place a secret door */
+        switch (randint1(4)) {
+        case 1:
+            place_secret_door(player_ptr, y1 - 1, xval, DOOR_DEFAULT);
+            break;
+        case 2:
+            place_secret_door(player_ptr, y2 + 1, xval, DOOR_DEFAULT);
+            break;
+        case 3:
+            place_secret_door(player_ptr, yval, x1 - 1, DOOR_DEFAULT);
+            break;
+        case 4:
+            place_secret_door(player_ptr, yval, x2 + 1, DOOR_DEFAULT);
+            break;
+        }
+
+        /* Place another inner room */
+        for (y = yval - 1; y <= yval + 1; y++) {
+            for (x = xval - 1; x <= xval + 1; x++) {
+                if ((x == xval) && (y == yval))
+                    continue;
+                g_ptr = &floor_ptr->grid_array[y][x];
+                place_grid(player_ptr, g_ptr, GB_INNER);
+            }
+        }
+
+        /* Place a locked door on the inner room */
+        switch (randint1(4)) {
+        case 1:
+            place_locked_door(player_ptr, yval - 1, xval);
+            break;
+        case 2:
+            place_locked_door(player_ptr, yval + 1, xval);
+            break;
+        case 3:
+            place_locked_door(player_ptr, yval, xval - 1);
+            break;
+        case 4:
+            place_locked_door(player_ptr, yval, xval + 1);
+            break;
+        }
+
+        /* Monsters to guard the "treasure" */
+        vault_monsters(player_ptr, yval, xval, randint1(3) + 2);
+
+        /* Object (80%) */
+        if (randint0(100) < 80) {
+            place_object(player_ptr, yval, xval, 0L);
+        }
+
+        /* Stairs (20%) */
+        else {
+            place_random_stairs(player_ptr, yval, xval);
+        }
+
+        /* Traps to protect the treasure */
+        vault_traps(player_ptr, yval, xval, 4, 10, 2 + randint1(3));
+
+        break;
+    }
+
+    /* Inner pillar(s). */
+    case 3: {
+        /* Place a secret door */
+        switch (randint1(4)) {
+        case 1:
+            place_secret_door(player_ptr, y1 - 1, xval, DOOR_DEFAULT);
+            break;
+        case 2:
+            place_secret_door(player_ptr, y2 + 1, xval, DOOR_DEFAULT);
+            break;
+        case 3:
+            place_secret_door(player_ptr, yval, x1 - 1, DOOR_DEFAULT);
+            break;
+        case 4:
+            place_secret_door(player_ptr, yval, x2 + 1, DOOR_DEFAULT);
+            break;
+        }
+
+        /* Large Inner Pillar */
+        for (y = yval - 1; y <= yval + 1; y++) {
+            for (x = xval - 1; x <= xval + 1; x++) {
+                g_ptr = &floor_ptr->grid_array[y][x];
+                place_grid(player_ptr, g_ptr, GB_INNER);
+            }
+        }
+
+        /* Occasionally, two more Large Inner Pillars */
+        if (one_in_(2)) {
+            tmp = randint1(2);
+            for (y = yval - 1; y <= yval + 1; y++) {
+                for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++) {
+                    g_ptr = &floor_ptr->grid_array[y][x];
+                    place_grid(player_ptr, g_ptr, GB_INNER);
+                }
+                for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++) {
+                    g_ptr = &floor_ptr->grid_array[y][x];
+                    place_grid(player_ptr, g_ptr, GB_INNER);
+                }
+            }
+        }
+
+        /* Occasionally, some Inner rooms */
+        if (one_in_(3)) {
+            int door_type = ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_CURTAIN) && one_in_((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256))
+                ? DOOR_CURTAIN
+                : ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+
+            /* Long horizontal walls */
+            for (x = xval - 5; x <= xval + 5; x++) {
+                g_ptr = &floor_ptr->grid_array[yval - 1][x];
+                place_grid(player_ptr, g_ptr, GB_INNER);
+                g_ptr = &floor_ptr->grid_array[yval + 1][x];
+                place_grid(player_ptr, g_ptr, GB_INNER);
+            }
+
+            /* Close off the left/right edges */
+            g_ptr = &floor_ptr->grid_array[yval][xval - 5];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+            g_ptr = &floor_ptr->grid_array[yval][xval + 5];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+
+            /* Secret doors (random top/bottom) */
+            place_secret_door(player_ptr, yval - 3 + (randint1(2) * 2), xval - 3, door_type);
+            place_secret_door(player_ptr, yval - 3 + (randint1(2) * 2), xval + 3, door_type);
+
+            /* Monsters */
+            vault_monsters(player_ptr, yval, xval - 2, randint1(2));
+            vault_monsters(player_ptr, yval, xval + 2, randint1(2));
+
+            /* Objects */
+            if (one_in_(3))
+                place_object(player_ptr, yval, xval - 2, 0L);
+            if (one_in_(3))
+                place_object(player_ptr, yval, xval + 2, 0L);
+        }
+
+        break;
+    }
+
+    /* Maze inside. */
+    case 4: {
+        /* Place a secret door */
+        switch (randint1(4)) {
+        case 1:
+            place_secret_door(player_ptr, y1 - 1, xval, DOOR_DEFAULT);
+            break;
+        case 2:
+            place_secret_door(player_ptr, y2 + 1, xval, DOOR_DEFAULT);
+            break;
+        case 3:
+            place_secret_door(player_ptr, yval, x1 - 1, DOOR_DEFAULT);
+            break;
+        case 4:
+            place_secret_door(player_ptr, yval, x2 + 1, DOOR_DEFAULT);
+            break;
+        }
+
+        /* Maze (really a checkerboard) */
+        for (y = y1; y <= y2; y++) {
+            for (x = x1; x <= x2; x++) {
+                if (0x1 & (x + y)) {
+                    g_ptr = &floor_ptr->grid_array[y][x];
+                    place_grid(player_ptr, g_ptr, GB_INNER);
+                }
+            }
+        }
+
+        /* Monsters just love mazes. */
+        vault_monsters(player_ptr, yval, xval - 5, randint1(3));
+        vault_monsters(player_ptr, yval, xval + 5, randint1(3));
+
+        /* Traps make them entertaining. */
+        vault_traps(player_ptr, yval, xval - 3, 2, 8, randint1(3));
+        vault_traps(player_ptr, yval, xval + 3, 2, 8, randint1(3));
+
+        /* Mazes should have some treasure too. */
+        vault_objects(player_ptr, yval, xval, 3);
+
+        break;
+    }
+
+    /* Four small rooms. */
+    case 5: {
+        int door_type = ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_CURTAIN) && one_in_((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256))
+            ? DOOR_CURTAIN
+            : ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+
+        /* Inner "cross" */
+        for (y = y1; y <= y2; y++) {
+            g_ptr = &floor_ptr->grid_array[y][xval];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+        }
+        for (x = x1; x <= x2; x++) {
+            g_ptr = &floor_ptr->grid_array[yval][x];
+            place_grid(player_ptr, g_ptr, GB_INNER);
+        }
+
+        /* Doors into the rooms */
+        if (randint0(100) < 50) {
+            int i = randint1(10);
+            place_secret_door(player_ptr, y1 - 1, xval - i, door_type);
+            place_secret_door(player_ptr, y1 - 1, xval + i, door_type);
+            place_secret_door(player_ptr, y2 + 1, xval - i, door_type);
+            place_secret_door(player_ptr, y2 + 1, xval + i, door_type);
+        } else {
+            int i = randint1(3);
+            place_secret_door(player_ptr, yval + i, x1 - 1, door_type);
+            place_secret_door(player_ptr, yval - i, x1 - 1, door_type);
+            place_secret_door(player_ptr, yval + i, x2 + 1, door_type);
+            place_secret_door(player_ptr, yval - i, x2 + 1, door_type);
+        }
+
+        /* Treasure, centered at the center of the cross */
+        vault_objects(player_ptr, yval, xval, 2 + randint1(2));
+
+        /* Gotta have some monsters. */
+        vault_monsters(player_ptr, yval + 1, xval - 4, randint1(4));
+        vault_monsters(player_ptr, yval + 1, xval + 4, randint1(4));
+        vault_monsters(player_ptr, yval - 1, xval - 4, randint1(4));
+        vault_monsters(player_ptr, yval - 1, xval + 4, randint1(4));
+
+        break;
+    }
+    }
+
+    return TRUE;
 }
 
-
 /*!
-* @brief タイプ11の部屋…円形部屋の生成 / Type 11 -- Build an vertical oval room.
-* @param player_ptr プレーヤーへの参照ポインタ
-* @return なし
-* @details
-* For every grid in the possible square, check the distance.\n
-* If it's less than the radius, make it a room square.\n
-*\n
-* When done fill from the inside to find the walls,\n
-*/
+ * @brief タイプ11の部屋…円形部屋の生成 / Type 11 -- Build an vertical oval room.
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @return なし
+ * @details
+ * For every grid in the possible square, check the distance.\n
+ * If it's less than the radius, make it a room square.\n
+ *\n
+ * When done fill from the inside to find the walls,\n
+ */
 bool build_type11(player_type *player_ptr)
 {
-       POSITION rad, x, y, x0, y0;
-       int light = FALSE;
-
-       /* Occasional light */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if ((randint1(floor_ptr->dun_level) <= 15) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
-
-       rad = randint0(9);
-
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(player_ptr, &y0, &x0, rad * 2 + 1, rad * 2 + 1)) return FALSE;
-
-       /* Make circular floor */
-       for (x = x0 - rad; x <= x0 + rad; x++)
-       {
-               for (y = y0 - rad; y <= y0 + rad; y++)
-               {
-                       if (distance(y0, x0, y, x) <= rad - 1)
-                       {
-                               /* inside- so is floor */
-                               place_bold(player_ptr, y, x, GB_FLOOR);
-                       }
-                       else if (distance(y0, x0, y, x) <= rad + 1)
-                       {
-                               /* make granite outside so arena works */
-                               place_bold(player_ptr, y, x, GB_EXTRA);
-                       }
-               }
-       }
-
-       /* Find visible outer walls and set to be FEAT_OUTER */
-       add_outer_wall(player_ptr, x0, y0, light, x0 - rad, y0 - rad, x0 + rad, y0 + rad);
-
-       return TRUE;
+    POSITION rad, x, y, x0, y0;
+    int light = FALSE;
+
+    /* Occasional light */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    if ((randint1(floor_ptr->dun_level) <= 15) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
+        light = TRUE;
+
+    rad = randint0(9);
+
+    /* Find and reserve some space in the dungeon.  Get center of room. */
+    if (!find_space(player_ptr, &y0, &x0, rad * 2 + 1, rad * 2 + 1))
+        return FALSE;
+
+    /* Make circular floor */
+    for (x = x0 - rad; x <= x0 + rad; x++) {
+        for (y = y0 - rad; y <= y0 + rad; y++) {
+            if (distance(y0, x0, y, x) <= rad - 1) {
+                /* inside- so is floor */
+                place_bold(player_ptr, y, x, GB_FLOOR);
+            } else if (distance(y0, x0, y, x) <= rad + 1) {
+                /* make granite outside so arena works */
+                place_bold(player_ptr, y, x, GB_EXTRA);
+            }
+        }
+    }
+
+    /* Find visible outer walls and set to be FEAT_OUTER */
+    add_outer_wall(player_ptr, x0, y0, light, x0 - rad, y0 - rad, x0 + rad, y0 + rad);
+
+    return TRUE;
 }
 
-
 /*!
-* @brief タイプ12の部屋…ドーム型部屋の生成 / Type 12 -- Build crypt room.
-* @param player_ptr プレーヤーへの参照ポインタ
-* @return なし
-* @details
-* For every grid in the possible square, check the (fake) distance.\n
-* If it's less than the radius, make it a room square.\n
-*\n
-* When done fill from the inside to find the walls,\n
-*/
+ * @brief タイプ12の部屋…ドーム型部屋の生成 / Type 12 -- Build crypt room.
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @return なし
+ * @details
+ * For every grid in the possible square, check the (fake) distance.\n
+ * If it's less than the radius, make it a room square.\n
+ *\n
+ * When done fill from the inside to find the walls,\n
+ */
 bool build_type12(player_type *player_ptr)
 {
-       POSITION rad, x, y, x0, y0;
-       int light = FALSE;
-       bool emptyflag = TRUE;
-
-       /* Make a random metric */
-       POSITION h1, h2, h3, h4;
-       h1 = randint1(32) - 16;
-       h2 = randint1(16);
-       h3 = randint1(32);
-       h4 = randint1(32) - 16;
-
-       /* Occasional light */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if ((randint1(floor_ptr->dun_level) <= 5) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
-
-       rad = randint1(9);
-
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(player_ptr, &y0, &x0, rad * 2 + 3, rad * 2 + 3)) return FALSE;
-
-       /* Make floor */
-       for (x = x0 - rad; x <= x0 + rad; x++)
-       {
-               for (y = y0 - rad; y <= y0 + rad; y++)
-               {
-                       /* clear room flag */
-                       floor_ptr->grid_array[y][x].info &= ~(CAVE_ROOM);
-
-                       if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
-                       {
-                               /* inside - so is floor */
-                               place_bold(player_ptr, y, x, GB_FLOOR);
-                       }
-                       else if (distance(y0, x0, y, x) < 3)
-                       {
-                               place_bold(player_ptr, y, x, GB_FLOOR);
-                       }
-                       else
-                       {
-                               /* make granite outside so arena works */
-                               place_bold(player_ptr, y, x, GB_EXTRA);
-                       }
-
-                       /* proper boundary for arena */
-                       if (((y + rad) == y0) || ((y - rad) == y0) ||
-                               ((x + rad) == x0) || ((x - rad) == x0))
-                       {
-                               place_bold(player_ptr, y, x, GB_EXTRA);
-                       }
-               }
-       }
-
-       /* Find visible outer walls and set to be FEAT_OUTER */
-       add_outer_wall(player_ptr, x0, y0, light, x0 - rad - 1, y0 - rad - 1, x0 + rad + 1, y0 + rad + 1);
-
-       /* Check to see if there is room for an inner vault */
-       for (x = x0 - 2; x <= x0 + 2; x++)
-       {
-               for (y = y0 - 2; y <= y0 + 2; y++)
-               {
-                       if (!is_floor_bold(floor_ptr, y, x))
-                       {
-                               /* Wall in the way */
-                               emptyflag = FALSE;
-                       }
-               }
-       }
-
-       if (emptyflag && one_in_(2))
-       {
-               /* Build the vault */
-               build_small_room(player_ptr, x0, y0);
-
-               /* Place a treasure in the vault */
-               place_object(player_ptr, y0, x0, 0L);
-
-               /* Let's guard the treasure well */
-               vault_monsters(player_ptr, y0, x0, randint0(2) + 3);
-
-               /* Traps naturally */
-               vault_traps(player_ptr, y0, x0, 4, 4, randint0(3) + 2);
-       }
-
-       return TRUE;
+    POSITION rad, x, y, x0, y0;
+    int light = FALSE;
+    bool emptyflag = TRUE;
+
+    /* Make a random metric */
+    POSITION h1, h2, h3, h4;
+    h1 = randint1(32) - 16;
+    h2 = randint1(16);
+    h3 = randint1(32);
+    h4 = randint1(32) - 16;
+
+    /* Occasional light */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    if ((randint1(floor_ptr->dun_level) <= 5) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
+        light = TRUE;
+
+    rad = randint1(9);
+
+    /* Find and reserve some space in the dungeon.  Get center of room. */
+    if (!find_space(player_ptr, &y0, &x0, rad * 2 + 3, rad * 2 + 3))
+        return FALSE;
+
+    /* Make floor */
+    for (x = x0 - rad; x <= x0 + rad; x++) {
+        for (y = y0 - rad; y <= y0 + rad; y++) {
+            /* clear room flag */
+            floor_ptr->grid_array[y][x].info &= ~(CAVE_ROOM);
+
+            if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1) {
+                /* inside - so is floor */
+                place_bold(player_ptr, y, x, GB_FLOOR);
+            } else if (distance(y0, x0, y, x) < 3) {
+                place_bold(player_ptr, y, x, GB_FLOOR);
+            } else {
+                /* make granite outside so arena works */
+                place_bold(player_ptr, y, x, GB_EXTRA);
+            }
+
+            /* proper boundary for arena */
+            if (((y + rad) == y0) || ((y - rad) == y0) || ((x + rad) == x0) || ((x - rad) == x0)) {
+                place_bold(player_ptr, y, x, GB_EXTRA);
+            }
+        }
+    }
+
+    /* Find visible outer walls and set to be FEAT_OUTER */
+    add_outer_wall(player_ptr, x0, y0, light, x0 - rad - 1, y0 - rad - 1, x0 + rad + 1, y0 + rad + 1);
+
+    /* Check to see if there is room for an inner vault */
+    for (x = x0 - 2; x <= x0 + 2; x++) {
+        for (y = y0 - 2; y <= y0 + 2; y++) {
+            if (!is_floor_bold(floor_ptr, y, x)) {
+                /* Wall in the way */
+                emptyflag = FALSE;
+            }
+        }
+    }
+
+    if (emptyflag && one_in_(2)) {
+        /* Build the vault */
+        build_small_room(player_ptr, x0, y0);
+
+        /* Place a treasure in the vault */
+        place_object(player_ptr, y0, x0, 0L);
+
+        /* Let's guard the treasure well */
+        vault_monsters(player_ptr, y0, x0, randint0(2) + 3);
+
+        /* Traps naturally */
+        vault_traps(player_ptr, y0, x0, 4, 4, randint0(3) + 2);
+    }
+
+    return TRUE;
 }
index 75554d2..1c428fc 100644 (file)
@@ -21,7 +21,7 @@
 #include "room/cave-filler.h"
 #include "room/lake-types.h"
 #include "room/rooms-maze-vault.h"
-#include "room/rooms.h" // todo 相互依存.
+#include "room/rooms.h"
 #include "room/space-finder.h"
 #include "room/treasure-deployment.h"
 #include "store/store-util.h"
@@ -43,1274 +43,1173 @@ char *v_text;
 VAULT_IDX max_v_idx;
 
 /*
-* This function creates a random vault that looks like a collection of bubbles.
-* It works by getting a set of coordinates that represent the center of each
-* bubble.  The entire room is made by seeing which bubble center is closest. If
-* two centers are equidistant then the square is a wall, otherwise it is a floor.
-* The only exception is for squares really near a center, these are always floor.
-* (It looks better than without this check.)
-*
-* Note: If two centers are on the same point then this algorithm will create a
-*       blank bubble filled with walls. - This is prevented from happening.
-*/
+ * This function creates a random vault that looks like a collection of bubbles.
+ * It works by getting a set of coordinates that represent the center of each
+ * bubble.  The entire room is made by seeing which bubble center is closest. If
+ * two centers are equidistant then the square is a wall, otherwise it is a floor.
+ * The only exception is for squares really near a center, these are always floor.
+ * (It looks better than without this check.)
+ *
+ * Note: If two centers are on the same point then this algorithm will create a
+ *       blank bubble filled with walls. - This is prevented from happening.
+ */
 static void build_bubble_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
 {
-#define BUBBLENUM 10           /* number of bubbles */
-
-       /* array of center points of bubbles */
-       coord center[BUBBLENUM];
-
-       int i, j;
-       POSITION x = 0, y = 0;
-       u16b min1, min2, temp;
-       bool done;
-
-       /* Offset from center to top left hand corner */
-       POSITION xhsize = xsize / 2;
-       POSITION yhsize = ysize / 2;
-
-       msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("泡型ランダムVaultを生成しました。", "Room Vault."));
-
-       /* Allocate center of bubbles */
-       center[0].x = (byte)randint1(xsize - 3) + 1;
-       center[0].y = (byte)randint1(ysize - 3) + 1;
-
-       for (i = 1; i < BUBBLENUM; i++)
-       {
-               done = FALSE;
-
-               /* get center and check to see if it is unique */
-               while (!done)
-               {
-                       done = TRUE;
-
-                       x = randint1(xsize - 3) + 1;
-                       y = randint1(ysize - 3) + 1;
-
-                       for (j = 0; j < i; j++)
-                       {
-                               /* rough test to see if there is an overlap */
-                               if ((x == center[j].x) && (y == center[j].y)) done = FALSE;
-                       }
-               }
-
-               center[i].x = x;
-               center[i].y = y;
-       }
-
-       /* Top and bottom boundaries */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       for (i = 0; i < xsize; i++)
-       {
-               int side_x = x0 - xhsize + i;
-
-               place_bold(player_ptr, y0 - yhsize + 0, side_x, GB_OUTER_NOPERM);
-               floor_ptr->grid_array[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
-               place_bold(player_ptr, y0 - yhsize + ysize - 1, side_x, GB_OUTER_NOPERM);
-               floor_ptr->grid_array[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
-       }
-
-       /* Left and right boundaries */
-       for (i = 1; i < ysize - 1; i++)
-       {
-               int side_y = y0 - yhsize + i;
-
-               place_bold(player_ptr, side_y, x0 - xhsize + 0, GB_OUTER_NOPERM);
-               floor_ptr->grid_array[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
-               place_bold(player_ptr, side_y, x0 - xhsize + xsize - 1, GB_OUTER_NOPERM);
-               floor_ptr->grid_array[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
-       }
-
-       /* Fill in middle with bubbles */
-       for (x = 1; x < xsize - 1; x++)
-       {
-               for (y = 1; y < ysize - 1; y++)
-               {
-                       /* Get distances to two closest centers */
-
-                       min1 = (u16b)distance(x, y, center[0].x, center[0].y);
-                       min2 = (u16b)distance(x, y, center[1].x, center[1].y);
-
-                       if (min1 > min2)
-                       {
-                               /* swap if in wrong order */
-                               temp = min1;
-                               min1 = min2;
-                               min2 = temp;
-                       }
-
-                       /* Scan the rest */
-                       for (i = 2; i < BUBBLENUM; i++)
-                       {
-                               temp = (u16b)distance(x, y, center[i].x, center[i].y);
-
-                               if (temp < min1)
-                               {
-                                       /* smallest */
-                                       min2 = min1;
-                                       min1 = temp;
-                               }
-                               else if (temp < min2)
-                               {
-                                       /* second smallest */
-                                       min2 = temp;
-                               }
-                       }
-                       if (((min2 - min1) <= 2) && (!(min1 < 3)))
-                       {
-                               /* Boundary at midpoint+ not at inner region of bubble */
-                               place_bold(player_ptr, y0 - yhsize + y, x0 - xhsize + x, GB_OUTER_NOPERM);
-                       }
-                       else
-                       {
-                               /* middle of a bubble */
-                               place_bold(player_ptr, y0 - yhsize + y, x0 - xhsize + x, GB_FLOOR);
-                       }
-
-                       /* clean up rest of flags */
-                       floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
-               }
-       }
-
-       /* Try to add some random doors */
-       for (i = 0; i < 500; i++)
-       {
-               x = randint1(xsize - 3) - xhsize + x0 + 1;
-               y = randint1(ysize - 3) - yhsize + y0 + 1;
-               add_door(player_ptr, x, y);
-       }
-
-       /* Fill with monsters and treasure, low difficulty */
-       fill_treasure(player_ptr, x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
+#define BUBBLENUM 10 /* number of bubbles */
+
+    /* array of center points of bubbles */
+    coord center[BUBBLENUM];
+
+    int i, j;
+    POSITION x = 0, y = 0;
+    u16b min1, min2, temp;
+    bool done;
+
+    /* Offset from center to top left hand corner */
+    POSITION xhsize = xsize / 2;
+    POSITION yhsize = ysize / 2;
+
+    msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("泡型ランダムVaultを生成しました。", "Room Vault."));
+
+    /* Allocate center of bubbles */
+    center[0].x = (byte)randint1(xsize - 3) + 1;
+    center[0].y = (byte)randint1(ysize - 3) + 1;
+
+    for (i = 1; i < BUBBLENUM; i++) {
+        done = FALSE;
+
+        /* get center and check to see if it is unique */
+        while (!done) {
+            done = TRUE;
+
+            x = randint1(xsize - 3) + 1;
+            y = randint1(ysize - 3) + 1;
+
+            for (j = 0; j < i; j++) {
+                /* rough test to see if there is an overlap */
+                if ((x == center[j].x) && (y == center[j].y))
+                    done = FALSE;
+            }
+        }
+
+        center[i].x = x;
+        center[i].y = y;
+    }
+
+    /* Top and bottom boundaries */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    for (i = 0; i < xsize; i++) {
+        int side_x = x0 - xhsize + i;
+
+        place_bold(player_ptr, y0 - yhsize + 0, side_x, GB_OUTER_NOPERM);
+        floor_ptr->grid_array[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
+        place_bold(player_ptr, y0 - yhsize + ysize - 1, side_x, GB_OUTER_NOPERM);
+        floor_ptr->grid_array[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
+    }
+
+    /* Left and right boundaries */
+    for (i = 1; i < ysize - 1; i++) {
+        int side_y = y0 - yhsize + i;
+
+        place_bold(player_ptr, side_y, x0 - xhsize + 0, GB_OUTER_NOPERM);
+        floor_ptr->grid_array[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
+        place_bold(player_ptr, side_y, x0 - xhsize + xsize - 1, GB_OUTER_NOPERM);
+        floor_ptr->grid_array[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
+    }
+
+    /* Fill in middle with bubbles */
+    for (x = 1; x < xsize - 1; x++) {
+        for (y = 1; y < ysize - 1; y++) {
+            /* Get distances to two closest centers */
+
+            min1 = (u16b)distance(x, y, center[0].x, center[0].y);
+            min2 = (u16b)distance(x, y, center[1].x, center[1].y);
+
+            if (min1 > min2) {
+                /* swap if in wrong order */
+                temp = min1;
+                min1 = min2;
+                min2 = temp;
+            }
+
+            /* Scan the rest */
+            for (i = 2; i < BUBBLENUM; i++) {
+                temp = (u16b)distance(x, y, center[i].x, center[i].y);
+
+                if (temp < min1) {
+                    /* smallest */
+                    min2 = min1;
+                    min1 = temp;
+                } else if (temp < min2) {
+                    /* second smallest */
+                    min2 = temp;
+                }
+            }
+            if (((min2 - min1) <= 2) && (!(min1 < 3))) {
+                /* Boundary at midpoint+ not at inner region of bubble */
+                place_bold(player_ptr, y0 - yhsize + y, x0 - xhsize + x, GB_OUTER_NOPERM);
+            } else {
+                /* middle of a bubble */
+                place_bold(player_ptr, y0 - yhsize + y, x0 - xhsize + x, GB_FLOOR);
+            }
+
+            /* clean up rest of flags */
+            floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
+        }
+    }
+
+    /* Try to add some random doors */
+    for (i = 0; i < 500; i++) {
+        x = randint1(xsize - 3) - xhsize + x0 + 1;
+        y = randint1(ysize - 3) - yhsize + y0 + 1;
+        add_door(player_ptr, x, y);
+    }
+
+    /* Fill with monsters and treasure, low difficulty */
+    fill_treasure(player_ptr, x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
 }
 
 /* Create a random vault that looks like a collection of overlapping rooms */
 static void build_room_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
 {
-       POSITION x1, x2, y1, y2, xhsize, yhsize;
-       int i;
-
-       /* get offset from center */
-       xhsize = xsize / 2;
-       yhsize = ysize / 2;
-
-       msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("部屋型ランダムVaultを生成しました。", "Room Vault."));
-
-       /* fill area so don't get problems with arena levels */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       for (x1 = 0; x1 < xsize; x1++)
-       {
-               POSITION x = x0 - xhsize + x1;
-
-               for (y1 = 0; y1 < ysize; y1++)
-               {
-                       POSITION y = y0 - yhsize + y1;
-
-                       place_bold(player_ptr, y, x, GB_EXTRA);
-                       floor_ptr->grid_array[y][x].info &= (~CAVE_ICKY);
-               }
-       }
-
-       /* add ten random rooms */
-       for (i = 0; i < 10; i++)
-       {
-               x1 = randint1(xhsize) * 2 + x0 - xhsize;
-               x2 = randint1(xhsize) * 2 + x0 - xhsize;
-               y1 = randint1(yhsize) * 2 + y0 - yhsize;
-               y2 = randint1(yhsize) * 2 + y0 - yhsize;
-               build_room(player_ptr, x1, x2, y1, y2);
-       }
-
-       /* Add some random doors */
-       for (i = 0; i < 500; i++)
-       {
-               x1 = randint1(xsize - 3) - xhsize + x0 + 1;
-               y1 = randint1(ysize - 3) - yhsize + y0 + 1;
-               add_door(player_ptr, x1, y1);
-       }
-
-       /* Fill with monsters and treasure, high difficulty */
-       fill_treasure(player_ptr, x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
+    POSITION x1, x2, y1, y2, xhsize, yhsize;
+    int i;
+
+    /* get offset from center */
+    xhsize = xsize / 2;
+    yhsize = ysize / 2;
+
+    msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("部屋型ランダムVaultを生成しました。", "Room Vault."));
+
+    /* fill area so don't get problems with arena levels */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    for (x1 = 0; x1 < xsize; x1++) {
+        POSITION x = x0 - xhsize + x1;
+
+        for (y1 = 0; y1 < ysize; y1++) {
+            POSITION y = y0 - yhsize + y1;
+
+            place_bold(player_ptr, y, x, GB_EXTRA);
+            floor_ptr->grid_array[y][x].info &= (~CAVE_ICKY);
+        }
+    }
+
+    /* add ten random rooms */
+    for (i = 0; i < 10; i++) {
+        x1 = randint1(xhsize) * 2 + x0 - xhsize;
+        x2 = randint1(xhsize) * 2 + x0 - xhsize;
+        y1 = randint1(yhsize) * 2 + y0 - yhsize;
+        y2 = randint1(yhsize) * 2 + y0 - yhsize;
+        build_room(player_ptr, x1, x2, y1, y2);
+    }
+
+    /* Add some random doors */
+    for (i = 0; i < 500; i++) {
+        x1 = randint1(xsize - 3) - xhsize + x0 + 1;
+        y1 = randint1(ysize - 3) - yhsize + y0 + 1;
+        add_door(player_ptr, x1, y1);
+    }
+
+    /* Fill with monsters and treasure, high difficulty */
+    fill_treasure(player_ptr, x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
 }
 
-
 /* Create a random vault out of a fractal grid */
 static void build_cave_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
 {
-       int grd, roug, cutoff;
-       bool done, light, room;
-       POSITION xhsize, yhsize, xsize, ysize, x, y;
-
-       /* round to make sizes even */
-       xhsize = xsiz / 2;
-       yhsize = ysiz / 2;
-       xsize = xhsize * 2;
-       ysize = yhsize * 2;
-
-       msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("洞穴ランダムVaultを生成しました。", "Cave Vault."));
-
-       light = done = FALSE;
-       room = TRUE;
-
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       while (!done)
-       {
-               /* testing values for these parameters feel free to adjust */
-               grd = 1 << randint0(4);
-
-               /* want average of about 16 */
-               roug = randint1(8) * randint1(4);
-
-               /* about size/2 */
-               cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
-                       randint1(xsize / 4) + randint1(ysize / 4);
-
-               /* make it */
-               generate_hmap(floor_ptr, y0, x0, xsize, ysize, grd, roug, cutoff);
-
-               /* Convert to normal format+ clean up */
-               done = generate_fracave(player_ptr, y0, x0, xsize, ysize, cutoff, light, room);
-       }
-
-       /* Set icky flag because is a vault */
-       for (x = 0; x <= xsize; x++)
-       {
-               for (y = 0; y <= ysize; y++)
-               {
-                       floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
-               }
-       }
-
-       /* Fill with monsters and treasure, low difficulty */
-       fill_treasure(player_ptr, x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
-}
+    int grd, roug, cutoff;
+    bool done, light, room;
+    POSITION xhsize, yhsize, xsize, ysize, x, y;
+
+    /* round to make sizes even */
+    xhsize = xsiz / 2;
+    yhsize = ysiz / 2;
+    xsize = xhsize * 2;
+    ysize = yhsize * 2;
+
+    msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("洞穴ランダムVaultを生成しました。", "Cave Vault."));
+
+    light = done = FALSE;
+    room = TRUE;
+
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    while (!done) {
+        /* testing values for these parameters feel free to adjust */
+        grd = 1 << randint0(4);
+
+        /* want average of about 16 */
+        roug = randint1(8) * randint1(4);
 
+        /* about size/2 */
+        cutoff = randint1(xsize / 4) + randint1(ysize / 4) + randint1(xsize / 4) + randint1(ysize / 4);
+
+        /* make it */
+        generate_hmap(floor_ptr, y0, x0, xsize, ysize, grd, roug, cutoff);
+
+        /* Convert to normal format+ clean up */
+        done = generate_fracave(player_ptr, y0, x0, xsize, ysize, cutoff, light, room);
+    }
+
+    /* Set icky flag because is a vault */
+    for (x = 0; x <= xsize; x++) {
+        for (y = 0; y <= ysize; y++) {
+            floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
+        }
+    }
+
+    /* Fill with monsters and treasure, low difficulty */
+    fill_treasure(player_ptr, x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
+}
 
 /*!
-* @brief Vault地形を回転、上下左右反転するための座標変換を返す / coordinate translation code
-* @param x 変換したい点のX座標参照ポインタ
-* @param y 変換したい点のY座標参照ポインタ
-* @param xoffset Vault生成時の基準X座標
-* @param yoffset Vault生成時の基準Y座標
-* @param transno 処理ID
-* @return なし
-*/
+ * @brief Vault地形を回転、上下左右反転するための座標変換を返す / coordinate translation code
+ * @param x 変換したい点のX座標参照ポインタ
+ * @param y 変換したい点のY座標参照ポインタ
+ * @param xoffset Vault生成時の基準X座標
+ * @param yoffset Vault生成時の基準Y座標
+ * @param transno 処理ID
+ * @return なし
+ */
 static void coord_trans(POSITION *x, POSITION *y, POSITION xoffset, POSITION yoffset, int transno)
 {
-       int i;
-       int temp;
-
-       /*
-       * transno specifies what transformation is required. (0-7)
-       * The lower two bits indicate by how much the vault is rotated,
-       * and the upper bit indicates a reflection.
-       * This is done by using rotation matrices... however since
-       * these are mostly zeros for rotations by 90 degrees this can
-       * be expressed simply in terms of swapping and inverting the
-       * x and y coordinates.
-       */
-       for (i = 0; i < transno % 4; i++)
-       {
-               /* rotate by 90 degrees */
-               temp = *x;
-               *x = -(*y);
-               *y = temp;
-       }
-
-       if (transno / 4)
-       {
-               /* Reflect depending on status of 3rd bit. */
-               *x = -(*x);
-       }
-
-       /* Add offsets so vault stays in the first quadrant */
-       *x += xoffset;
-       *y += yoffset;
+    int i;
+    int temp;
+
+    /*
+     * transno specifies what transformation is required. (0-7)
+     * The lower two bits indicate by how much the vault is rotated,
+     * and the upper bit indicates a reflection.
+     * This is done by using rotation matrices... however since
+     * these are mostly zeros for rotations by 90 degrees this can
+     * be expressed simply in terms of swapping and inverting the
+     * x and y coordinates.
+     */
+    for (i = 0; i < transno % 4; i++) {
+        /* rotate by 90 degrees */
+        temp = *x;
+        *x = -(*y);
+        *y = temp;
+    }
+
+    if (transno / 4) {
+        /* Reflect depending on status of 3rd bit. */
+        *x = -(*x);
+    }
+
+    /* Add offsets so vault stays in the first quadrant */
+    *x += xoffset;
+    *y += yoffset;
 }
 
-
 /*!
-* @brief Vaultをフロアに配置する / Hack -- fill in "vault" rooms
-* @param player_ptr プレーヤーへの参照ポインタ
-* @param yval 生成基準Y座標
-* @param xval 生成基準X座標
-* @param ymax VaultのYサイズ
-* @param xmax VaultのXサイズ
-* @param data Vaultのデータ文字列
-* @param xoffset 変換基準X座標
-* @param yoffset 変換基準Y座標
-* @param transno 変換ID
-* @return なし
-*/
-static void build_vault(player_type *player_ptr, POSITION yval, POSITION xval, POSITION ymax, POSITION xmax, concptr data,
-       POSITION xoffset, POSITION yoffset, int transno)
+ * @brief Vaultをフロアに配置する / Hack -- fill in "vault" rooms
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param yval 生成基準Y座標
+ * @param xval 生成基準X座標
+ * @param ymax VaultのYサイズ
+ * @param xmax VaultのXサイズ
+ * @param data Vaultのデータ文字列
+ * @param xoffset 変換基準X座標
+ * @param yoffset 変換基準Y座標
+ * @param transno 変換ID
+ * @return なし
+ */
+static void build_vault(
+    player_type *player_ptr, POSITION yval, POSITION xval, POSITION ymax, POSITION xmax, concptr data, POSITION xoffset, POSITION yoffset, int transno)
 {
-       POSITION dx, dy, x, y, i, j;
-       concptr t;
-       grid_type *g_ptr;
-
-       /* Place dungeon features and objects */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       for (t = data, dy = 0; dy < ymax; dy++)
-       {
-               for (dx = 0; dx < xmax; dx++, t++)
-               {
-                       /* prevent loop counter from being overwritten */
-                       i = dx;
-                       j = dy;
-
-                       /* Flip / rotate */
-                       coord_trans(&i, &j, xoffset, yoffset, transno);
-
-                       if (transno % 2 == 0)
-                       {
-                               /* no swap of x/y */
-                               x = xval - (xmax / 2) + i;
-                               y = yval - (ymax / 2) + j;
-                       }
-                       else
-                       {
-                               /* swap of x/y */
-                               x = xval - (ymax / 2) + i;
-                               y = yval - (xmax / 2) + j;
-                       }
-
-                       /* Hack -- skip "non-grids" */
-                       if (*t == ' ') continue;
-                       g_ptr = &floor_ptr->grid_array[y][x];
-
-                       /* Lay down a floor */
-                       place_grid(player_ptr, g_ptr, GB_FLOOR);
-
-                       /* Remove any mimic */
-                       g_ptr->mimic = 0;
-
-                       /* Part of a vault */
-                       g_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
-
-                       /* Analyze the grid */
-                       switch (*t)
-                       {
-                               /* Granite wall (outer) */
-                       case '%':
-                               place_grid(player_ptr, g_ptr, GB_OUTER_NOPERM);
-                               break;
-
-                               /* Granite wall (inner) */
-                       case '#':
-                               place_grid(player_ptr, g_ptr, GB_INNER);
-                               break;
-
-                               /* Glass wall (inner) */
-                       case '$':
-                               place_grid(player_ptr, g_ptr, GB_INNER);
-                               g_ptr->feat = feat_glass_wall;
-                               break;
-
-                               /* Permanent wall (inner) */
-                       case 'X':
-                               place_grid(player_ptr, g_ptr, GB_INNER_PERM);
-                               break;
-
-                               /* Permanent glass wall (inner) */
-                       case 'Y':
-                               place_grid(player_ptr, g_ptr, GB_INNER_PERM);
-                               g_ptr->feat = feat_permanent_glass_wall;
-                               break;
-
-                               /* Treasure/trap */
-                       case '*':
-                               if (randint0(100) < 75)
-                               {
-                                       place_object(player_ptr, y, x, 0L);
-                               }
-                               else
-                               {
-                                       place_trap(player_ptr, y, x);
-                               }
-                               break;
-
-                               /* Treasure */
-                       case '[':
-                               place_object(player_ptr, y, x, 0L);
-                               break;
-
-                               /* Tree */
-                       case ':':
-                               g_ptr->feat = feat_tree;
-                               break;
-
-                               /* Secret doors */
-                       case '+':
-                               place_secret_door(player_ptr, y, x, DOOR_DEFAULT);
-                               break;
-
-                               /* Secret glass doors */
-                       case '-':
-                               place_secret_door(player_ptr, y, x, DOOR_GLASS_DOOR);
-                               if (is_closed_door(player_ptr, g_ptr->feat)) g_ptr->mimic = feat_glass_wall;
-                               break;
-
-                               /* Curtains */
-                       case '\'':
-                               place_secret_door(player_ptr, y, x, DOOR_CURTAIN);
-                               break;
-
-                               /* Trap */
-                       case '^':
-                               place_trap(player_ptr, y, x);
-                               break;
-
-                               /* Black market in a dungeon */
-                       case 'S':
-                               set_cave_feat(floor_ptr, y, x, feat_black_market);
-                               store_init(NO_TOWN, STORE_BLACK);
-                               break;
-
-                               /* The Pattern */
-                       case 'p':
-                               set_cave_feat(floor_ptr, y, x, feat_pattern_start);
-                               break;
-
-                       case 'a':
-                               set_cave_feat(floor_ptr, y, x, feat_pattern_1);
-                               break;
-
-                       case 'b':
-                               set_cave_feat(floor_ptr, y, x, feat_pattern_2);
-                               break;
-
-                       case 'c':
-                               set_cave_feat(floor_ptr, y, x, feat_pattern_3);
-                               break;
-
-                       case 'd':
-                               set_cave_feat(floor_ptr, y, x, feat_pattern_4);
-                               break;
-
-                       case 'P':
-                               set_cave_feat(floor_ptr, y, x, feat_pattern_end);
-                               break;
-
-                       case 'B':
-                               set_cave_feat(floor_ptr, y, x, feat_pattern_exit);
-                               break;
-
-                       case 'A':
-                               /* Reward for Pattern walk */
-                               floor_ptr->object_level = floor_ptr->base_level + 12;
-                               place_object(player_ptr, y, x, AM_GOOD | AM_GREAT);
-                               floor_ptr->object_level = floor_ptr->base_level;
-                               break;
-
-                       case '~':
-                               set_cave_feat(floor_ptr, y, x, feat_shallow_water);
-                               break;
-
-                       case '=':
-                               set_cave_feat(floor_ptr, y, x, feat_deep_water);
-                               break;
-
-                       case 'v':
-                               set_cave_feat(floor_ptr, y, x, feat_shallow_lava);
-                               break;
-
-                       case 'w':
-                               set_cave_feat(floor_ptr, y, x, feat_deep_lava);
-                               break;
-
-                       case 'f':
-                               set_cave_feat(floor_ptr, y, x, feat_shallow_acid_puddle);
-                               break;
-
-                       case 'F':
-                               set_cave_feat(floor_ptr, y, x, feat_deep_acid_puddle);
-                               break;
-
-                       case 'g':
-                               set_cave_feat(floor_ptr, y, x, feat_shallow_poisonous_puddle);
-                               break;
-
-                       case 'G':
-                               set_cave_feat(floor_ptr, y, x, feat_deep_poisonous_puddle);
-                               break;
-
-                       case 'h':
-                               set_cave_feat(floor_ptr, y, x, feat_cold_zone);
-                               break;
-
-                       case 'H':
-                               set_cave_feat(floor_ptr, y, x, feat_heavy_cold_zone);
-                               break;
-
-                       case 'i':
-                               set_cave_feat(floor_ptr, y, x, feat_electrical_zone);
-                               break;
-
-                       case 'I':
-                               set_cave_feat(floor_ptr, y, x, feat_heavy_electrical_zone);
-                               break;
-
-                       }
-               }
-       }
-
-
-       /* Place dungeon monsters and objects */
-       for (t = data, dy = 0; dy < ymax; dy++)
-       {
-               for (dx = 0; dx < xmax; dx++, t++)
-               {
-                       /* prevent loop counter from being overwritten */
-                       i = dx;
-                       j = dy;
-
-                       /* Flip / rotate */
-                       coord_trans(&i, &j, xoffset, yoffset, transno);
-
-                       if (transno % 2 == 0)
-                       {
-                               /* no swap of x/y */
-                               x = xval - (xmax / 2) + i;
-                               y = yval - (ymax / 2) + j;
-                       }
-                       else
-                       {
-                               /* swap of x/y */
-                               x = xval - (ymax / 2) + i;
-                               y = yval - (xmax / 2) + j;
-                       }
-
-                       /* Hack -- skip "non-grids" */
-                       if (*t == ' ') continue;
-
-                       /* Analyze the symbol */
-                       switch (*t)
-                       {
-                               case '&':
-                               {
-                                       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;
-                                       break;
-                               }
-
-                               /* Meaner monster */
-                               case '@':
-                               {
-                                       floor_ptr->monster_level = floor_ptr->base_level + 11;
-                                       place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       floor_ptr->monster_level = floor_ptr->base_level;
-                                       break;
-                               }
-
-                               /* Meaner monster, plus treasure */
-                               case '9':
-                               {
-                                       floor_ptr->monster_level = floor_ptr->base_level + 9;
-                                       place_monster(player_ptr, y, x, PM_ALLOW_SLEEP);
-                                       floor_ptr->monster_level = floor_ptr->base_level;
-                                       floor_ptr->object_level = floor_ptr->base_level + 7;
-                                       place_object(player_ptr, y, x, AM_GOOD);
-                                       floor_ptr->object_level = floor_ptr->base_level;
-                                       break;
-                               }
-
-                               /* Nasty monster and treasure */
-                               case '8':
-                               {
-                                       floor_ptr->monster_level = floor_ptr->base_level + 40;
-                                       place_monster(player_ptr, y, x, PM_ALLOW_SLEEP);
-                                       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 | AM_GREAT);
-                                       floor_ptr->object_level = floor_ptr->base_level;
-                                       break;
-                               }
-
-                               /* Monster and/or object */
-                               case ',':
-                               {
-                                       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;
-                                       }
-                                       break;
-                               }
-                       }
-               }
-       }
+    POSITION dx, dy, x, y, i, j;
+    concptr t;
+    grid_type *g_ptr;
+
+    /* Place dungeon features and objects */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    for (t = data, dy = 0; dy < ymax; dy++) {
+        for (dx = 0; dx < xmax; dx++, t++) {
+            /* prevent loop counter from being overwritten */
+            i = dx;
+            j = dy;
+
+            /* Flip / rotate */
+            coord_trans(&i, &j, xoffset, yoffset, transno);
+
+            if (transno % 2 == 0) {
+                /* no swap of x/y */
+                x = xval - (xmax / 2) + i;
+                y = yval - (ymax / 2) + j;
+            } else {
+                /* swap of x/y */
+                x = xval - (ymax / 2) + i;
+                y = yval - (xmax / 2) + j;
+            }
+
+            /* Hack -- skip "non-grids" */
+            if (*t == ' ')
+                continue;
+            g_ptr = &floor_ptr->grid_array[y][x];
+
+            /* Lay down a floor */
+            place_grid(player_ptr, g_ptr, GB_FLOOR);
+
+            /* Remove any mimic */
+            g_ptr->mimic = 0;
+
+            /* Part of a vault */
+            g_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
+
+            /* Analyze the grid */
+            switch (*t) {
+                /* Granite wall (outer) */
+            case '%':
+                place_grid(player_ptr, g_ptr, GB_OUTER_NOPERM);
+                break;
+
+                /* Granite wall (inner) */
+            case '#':
+                place_grid(player_ptr, g_ptr, GB_INNER);
+                break;
+
+                /* Glass wall (inner) */
+            case '$':
+                place_grid(player_ptr, g_ptr, GB_INNER);
+                g_ptr->feat = feat_glass_wall;
+                break;
+
+                /* Permanent wall (inner) */
+            case 'X':
+                place_grid(player_ptr, g_ptr, GB_INNER_PERM);
+                break;
+
+                /* Permanent glass wall (inner) */
+            case 'Y':
+                place_grid(player_ptr, g_ptr, GB_INNER_PERM);
+                g_ptr->feat = feat_permanent_glass_wall;
+                break;
+
+                /* Treasure/trap */
+            case '*':
+                if (randint0(100) < 75) {
+                    place_object(player_ptr, y, x, 0L);
+                } else {
+                    place_trap(player_ptr, y, x);
+                }
+                break;
+
+                /* Treasure */
+            case '[':
+                place_object(player_ptr, y, x, 0L);
+                break;
+
+                /* Tree */
+            case ':':
+                g_ptr->feat = feat_tree;
+                break;
+
+                /* Secret doors */
+            case '+':
+                place_secret_door(player_ptr, y, x, DOOR_DEFAULT);
+                break;
+
+                /* Secret glass doors */
+            case '-':
+                place_secret_door(player_ptr, y, x, DOOR_GLASS_DOOR);
+                if (is_closed_door(player_ptr, g_ptr->feat))
+                    g_ptr->mimic = feat_glass_wall;
+                break;
+
+                /* Curtains */
+            case '\'':
+                place_secret_door(player_ptr, y, x, DOOR_CURTAIN);
+                break;
+
+                /* Trap */
+            case '^':
+                place_trap(player_ptr, y, x);
+                break;
+
+                /* Black market in a dungeon */
+            case 'S':
+                set_cave_feat(floor_ptr, y, x, feat_black_market);
+                store_init(NO_TOWN, STORE_BLACK);
+                break;
+
+                /* The Pattern */
+            case 'p':
+                set_cave_feat(floor_ptr, y, x, feat_pattern_start);
+                break;
+
+            case 'a':
+                set_cave_feat(floor_ptr, y, x, feat_pattern_1);
+                break;
+
+            case 'b':
+                set_cave_feat(floor_ptr, y, x, feat_pattern_2);
+                break;
+
+            case 'c':
+                set_cave_feat(floor_ptr, y, x, feat_pattern_3);
+                break;
+
+            case 'd':
+                set_cave_feat(floor_ptr, y, x, feat_pattern_4);
+                break;
+
+            case 'P':
+                set_cave_feat(floor_ptr, y, x, feat_pattern_end);
+                break;
+
+            case 'B':
+                set_cave_feat(floor_ptr, y, x, feat_pattern_exit);
+                break;
+
+            case 'A':
+                /* Reward for Pattern walk */
+                floor_ptr->object_level = floor_ptr->base_level + 12;
+                place_object(player_ptr, y, x, AM_GOOD | AM_GREAT);
+                floor_ptr->object_level = floor_ptr->base_level;
+                break;
+
+            case '~':
+                set_cave_feat(floor_ptr, y, x, feat_shallow_water);
+                break;
+
+            case '=':
+                set_cave_feat(floor_ptr, y, x, feat_deep_water);
+                break;
+
+            case 'v':
+                set_cave_feat(floor_ptr, y, x, feat_shallow_lava);
+                break;
+
+            case 'w':
+                set_cave_feat(floor_ptr, y, x, feat_deep_lava);
+                break;
+
+            case 'f':
+                set_cave_feat(floor_ptr, y, x, feat_shallow_acid_puddle);
+                break;
+
+            case 'F':
+                set_cave_feat(floor_ptr, y, x, feat_deep_acid_puddle);
+                break;
+
+            case 'g':
+                set_cave_feat(floor_ptr, y, x, feat_shallow_poisonous_puddle);
+                break;
+
+            case 'G':
+                set_cave_feat(floor_ptr, y, x, feat_deep_poisonous_puddle);
+                break;
+
+            case 'h':
+                set_cave_feat(floor_ptr, y, x, feat_cold_zone);
+                break;
+
+            case 'H':
+                set_cave_feat(floor_ptr, y, x, feat_heavy_cold_zone);
+                break;
+
+            case 'i':
+                set_cave_feat(floor_ptr, y, x, feat_electrical_zone);
+                break;
+
+            case 'I':
+                set_cave_feat(floor_ptr, y, x, feat_heavy_electrical_zone);
+                break;
+            }
+        }
+    }
+
+    /* Place dungeon monsters and objects */
+    for (t = data, dy = 0; dy < ymax; dy++) {
+        for (dx = 0; dx < xmax; dx++, t++) {
+            /* prevent loop counter from being overwritten */
+            i = dx;
+            j = dy;
+
+            /* Flip / rotate */
+            coord_trans(&i, &j, xoffset, yoffset, transno);
+
+            if (transno % 2 == 0) {
+                /* no swap of x/y */
+                x = xval - (xmax / 2) + i;
+                y = yval - (ymax / 2) + j;
+            } else {
+                /* swap of x/y */
+                x = xval - (ymax / 2) + i;
+                y = yval - (xmax / 2) + j;
+            }
+
+            /* Hack -- skip "non-grids" */
+            if (*t == ' ')
+                continue;
+
+            /* Analyze the symbol */
+            switch (*t) {
+            case '&': {
+                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;
+                break;
+            }
+
+            /* Meaner monster */
+            case '@': {
+                floor_ptr->monster_level = floor_ptr->base_level + 11;
+                place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+                floor_ptr->monster_level = floor_ptr->base_level;
+                break;
+            }
+
+            /* Meaner monster, plus treasure */
+            case '9': {
+                floor_ptr->monster_level = floor_ptr->base_level + 9;
+                place_monster(player_ptr, y, x, PM_ALLOW_SLEEP);
+                floor_ptr->monster_level = floor_ptr->base_level;
+                floor_ptr->object_level = floor_ptr->base_level + 7;
+                place_object(player_ptr, y, x, AM_GOOD);
+                floor_ptr->object_level = floor_ptr->base_level;
+                break;
+            }
+
+            /* Nasty monster and treasure */
+            case '8': {
+                floor_ptr->monster_level = floor_ptr->base_level + 40;
+                place_monster(player_ptr, y, x, PM_ALLOW_SLEEP);
+                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 | AM_GREAT);
+                floor_ptr->object_level = floor_ptr->base_level;
+                break;
+            }
+
+            /* Monster and/or object */
+            case ',': {
+                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;
+                }
+                break;
+            }
+            }
+        }
+    }
 }
 
-
 /*!
-* @brief タイプ7の部屋…v_info.txtより小型vaultを生成する / Type 7 -- simple vaults (see "v_info.txt")
-* @return なし
-*/
+ * @brief タイプ7の部屋…v_info.txtより小型vaultを生成する / Type 7 -- simple vaults (see "v_info.txt")
+ * @return なし
+ */
 bool build_type7(player_type *player_ptr)
 {
-       vault_type *v_ptr = NULL;
-       int dummy;
-       POSITION x, y;
-       POSITION xval, yval;
-       POSITION xoffset, yoffset;
-       int transno;
-
-       /* Pick a lesser vault */
-       for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
-       {
-               /* Access a random vault record */
-               v_ptr = &v_info[randint0(max_v_idx)];
-
-               /* Accept the first lesser vault */
-               if (v_ptr->typ == 7) break;
-       }
-
-       /* No lesser vault found */
-       if (dummy >= SAFE_MAX_ATTEMPTS)
-       {
-               msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("小型固定Vaultを配置できませんでした。", "Could not place lesser vault."));
-               return FALSE;
-       }
-
-       /* pick type of transformation (0-7) */
-       transno = randint0(8);
-
-       /* calculate offsets */
-       x = v_ptr->wid;
-       y = v_ptr->hgt;
-
-       /* Some huge vault cannot be ratated to fit in the dungeon */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (x + 2 > floor_ptr->height - 2)
-       {
-               /* Forbid 90 or 270 degree ratation */
-               transno &= ~1;
-       }
-
-       coord_trans(&x, &y, 0, 0, transno);
-
-       if (x < 0)
-       {
-               xoffset = -x - 1;
-       }
-       else
-       {
-               xoffset = 0;
-       }
-
-       if (y < 0)
-       {
-               yoffset = -y - 1;
-       }
-       else
-       {
-               yoffset = 0;
-       }
-
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(player_ptr, &yval, &xval, abs(y), abs(x))) return FALSE;
-
-       msg_format_wizard(player_ptr, CHEAT_DUNGEON, _("小型Vault(%s)を生成しました。", "Lesser vault (%s)."), v_name + v_ptr->name);
-
-       /* Hack -- Build the vault */
-       build_vault(player_ptr, yval, xval, v_ptr->hgt, v_ptr->wid,
-               v_text + v_ptr->text, xoffset, yoffset, transno);
-
-       return TRUE;
+    vault_type *v_ptr = NULL;
+    int dummy;
+    POSITION x, y;
+    POSITION xval, yval;
+    POSITION xoffset, yoffset;
+    int transno;
+
+    /* Pick a lesser vault */
+    for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++) {
+        /* Access a random vault record */
+        v_ptr = &v_info[randint0(max_v_idx)];
+
+        /* Accept the first lesser vault */
+        if (v_ptr->typ == 7)
+            break;
+    }
+
+    /* No lesser vault found */
+    if (dummy >= SAFE_MAX_ATTEMPTS) {
+        msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("小型固定Vaultを配置できませんでした。", "Could not place lesser vault."));
+        return FALSE;
+    }
+
+    /* pick type of transformation (0-7) */
+    transno = randint0(8);
+
+    /* calculate offsets */
+    x = v_ptr->wid;
+    y = v_ptr->hgt;
+
+    /* Some huge vault cannot be ratated to fit in the dungeon */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    if (x + 2 > floor_ptr->height - 2) {
+        /* Forbid 90 or 270 degree ratation */
+        transno &= ~1;
+    }
+
+    coord_trans(&x, &y, 0, 0, transno);
+
+    if (x < 0) {
+        xoffset = -x - 1;
+    } else {
+        xoffset = 0;
+    }
+
+    if (y < 0) {
+        yoffset = -y - 1;
+    } else {
+        yoffset = 0;
+    }
+
+    /* Find and reserve some space in the dungeon.  Get center of room. */
+    if (!find_space(player_ptr, &yval, &xval, abs(y), abs(x)))
+        return FALSE;
+
+    msg_format_wizard(player_ptr, CHEAT_DUNGEON, _("小型Vault(%s)を生成しました。", "Lesser vault (%s)."), v_name + v_ptr->name);
+
+    /* Hack -- Build the vault */
+    build_vault(player_ptr, yval, xval, v_ptr->hgt, v_ptr->wid, v_text + v_ptr->text, xoffset, yoffset, transno);
+
+    return TRUE;
 }
 
-
 /*!
-* @brief タイプ8の部屋…v_info.txtより大型vaultを生成する / Type 8 -- greater vaults (see "v_info.txt")
-* @return なし
-*/
+ * @brief タイプ8の部屋…v_info.txtより大型vaultを生成する / Type 8 -- greater vaults (see "v_info.txt")
+ * @return なし
+ */
 bool build_type8(player_type *player_ptr)
 {
-       vault_type *v_ptr;
-       int dummy;
-       POSITION xval, yval;
-       POSITION x, y;
-       int transno;
-       POSITION xoffset, yoffset;
-
-       /* Pick a greater vault */
-       for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
-       {
-               /* Access a random vault record */
-               v_ptr = &v_info[randint0(max_v_idx)];
-
-               /* Accept the first greater vault */
-               if (v_ptr->typ == 8) break;
-       }
-
-       /* No greater vault found */
-       if (dummy >= SAFE_MAX_ATTEMPTS)
-       {
-               msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("大型固定Vaultを配置できませんでした。", "Could not place greater vault."));
-               return FALSE;
-       }
-
-       /* pick type of transformation (0-7) */
-       transno = randint0(8);
-
-       /* calculate offsets */
-       x = v_ptr->wid;
-       y = v_ptr->hgt;
-
-       /* Some huge vault cannot be ratated to fit in the dungeon */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (x + 2 > floor_ptr->height - 2)
-       {
-               /* Forbid 90 or 270 degree ratation */
-               transno &= ~1;
-       }
-
-       coord_trans(&x, &y, 0, 0, transno);
-
-       if (x < 0)
-       {
-               xoffset = -x - 1;
-       }
-       else
-       {
-               xoffset = 0;
-       }
-
-       if (y < 0)
-       {
-               yoffset = -y - 1;
-       }
-       else
-       {
-               yoffset = 0;
-       }
-
-       /*
-       * Try to allocate space for room.  If fails, exit
-       *
-       * Hack -- Prepare a bit larger space (+2, +2) to
-       * prevent generation of vaults with no-entrance.
-       */
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(player_ptr, &yval, &xval, (POSITION)(abs(y) + 2), (POSITION)(abs(x) + 2))) return FALSE;
-
-       msg_format_wizard(player_ptr, CHEAT_DUNGEON, _("大型固定Vault(%s)を生成しました。", "Greater vault (%s)."), v_name + v_ptr->name);
-
-       /* Hack -- Build the vault */
-       build_vault(player_ptr, yval, xval, v_ptr->hgt, v_ptr->wid,
-               v_text + v_ptr->text, xoffset, yoffset, transno);
-
-       return TRUE;
+    vault_type *v_ptr;
+    int dummy;
+    POSITION xval, yval;
+    POSITION x, y;
+    int transno;
+    POSITION xoffset, yoffset;
+
+    /* Pick a greater vault */
+    for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++) {
+        /* Access a random vault record */
+        v_ptr = &v_info[randint0(max_v_idx)];
+
+        /* Accept the first greater vault */
+        if (v_ptr->typ == 8)
+            break;
+    }
+
+    /* No greater vault found */
+    if (dummy >= SAFE_MAX_ATTEMPTS) {
+        msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("大型固定Vaultを配置できませんでした。", "Could not place greater vault."));
+        return FALSE;
+    }
+
+    /* pick type of transformation (0-7) */
+    transno = randint0(8);
+
+    /* calculate offsets */
+    x = v_ptr->wid;
+    y = v_ptr->hgt;
+
+    /* Some huge vault cannot be ratated to fit in the dungeon */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    if (x + 2 > floor_ptr->height - 2) {
+        /* Forbid 90 or 270 degree ratation */
+        transno &= ~1;
+    }
+
+    coord_trans(&x, &y, 0, 0, transno);
+
+    if (x < 0) {
+        xoffset = -x - 1;
+    } else {
+        xoffset = 0;
+    }
+
+    if (y < 0) {
+        yoffset = -y - 1;
+    } else {
+        yoffset = 0;
+    }
+
+    /*
+     * Try to allocate space for room.  If fails, exit
+     *
+     * Hack -- Prepare a bit larger space (+2, +2) to
+     * prevent generation of vaults with no-entrance.
+     */
+    /* Find and reserve some space in the dungeon.  Get center of room. */
+    if (!find_space(player_ptr, &yval, &xval, (POSITION)(abs(y) + 2), (POSITION)(abs(x) + 2)))
+        return FALSE;
+
+    msg_format_wizard(player_ptr, CHEAT_DUNGEON, _("大型固定Vault(%s)を生成しました。", "Greater vault (%s)."), v_name + v_ptr->name);
+
+    /* Hack -- Build the vault */
+    build_vault(player_ptr, yval, xval, v_ptr->hgt, v_ptr->wid, v_text + v_ptr->text, xoffset, yoffset, transno);
+
+    return TRUE;
 }
 
-
 /*
-* Build target vault.
-* This is made by two concentric "crypts" with perpendicular
-* walls creating the cross-hairs.
-*/
+ * Build target vault.
+ * This is made by two concentric "crypts" with perpendicular
+ * walls creating the cross-hairs.
+ */
 static void build_target_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
 {
-       POSITION rad, x, y;
-
-       /* Make a random metric */
-       POSITION h1, h2, h3, h4;
-       h1 = randint1(32) - 16;
-       h2 = randint1(16);
-       h3 = randint1(32);
-       h4 = randint1(32) - 16;
-
-       msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("対称形ランダムVaultを生成しました。", "Elemental Vault"));
-
-       /* work out outer radius */
-       if (xsize > ysize)
-       {
-               rad = ysize / 2;
-       }
-       else
-       {
-               rad = xsize / 2;
-       }
-
-       /* Make floor */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       for (x = x0 - rad; x <= x0 + rad; x++)
-       {
-               for (y = y0 - rad; y <= y0 + rad; y++)
-               {
-                       /* clear room flag */
-                       floor_ptr->grid_array[y][x].info &= ~(CAVE_ROOM);
-
-                       /* Vault - so is "icky" */
-                       floor_ptr->grid_array[y][x].info |= CAVE_ICKY;
-
-                       if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
-                       {
-                               /* inside- so is floor */
-                               place_bold(player_ptr, y, x, GB_FLOOR);
-                       }
-                       else
-                       {
-                               /* make granite outside so arena works */
-                               place_bold(player_ptr, y, x, GB_EXTRA);
-                       }
-
-                       /* proper boundary for arena */
-                       if (((y + rad) == y0) || ((y - rad) == y0) ||
-                               ((x + rad) == x0) || ((x - rad) == x0))
-                       {
-                               place_bold(player_ptr, y, x, GB_EXTRA);
-                       }
-               }
-       }
-
-       /* Find visible outer walls and set to be FEAT_OUTER */
-       add_outer_wall(player_ptr, x0, y0, FALSE, x0 - rad - 1, y0 - rad - 1, x0 + rad + 1, y0 + rad + 1);
-
-       /* Add inner wall */
-       for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)
-       {
-               for (y = y0 - rad / 2; y <= y0 + rad / 2; y++)
-               {
-                       if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
-                       {
-                               /* Make an internal wall */
-                               place_bold(player_ptr, y, x, GB_INNER);
-                       }
-               }
-       }
-
-       /* Add perpendicular walls */
-       for (x = x0 - rad; x <= x0 + rad; x++)
-       {
-               place_bold(player_ptr, y0, x, GB_INNER);
-       }
-
-       for (y = y0 - rad; y <= y0 + rad; y++)
-       {
-               place_bold(player_ptr, y, x0, GB_INNER);
-       }
-
-       /* Make inner vault */
-       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_bold(player_ptr, y0, x0, GB_FLOOR);
-
-
-       /* Add doors to vault */
-       /* get two distances so can place doors relative to centre */
-       x = (rad - 2) / 4 + 1;
-       y = rad / 2 + x;
-
-       add_door(player_ptr, x0 + x, y0);
-       add_door(player_ptr, x0 + y, y0);
-       add_door(player_ptr, x0 - x, y0);
-       add_door(player_ptr, x0 - y, y0);
-       add_door(player_ptr, x0, y0 + x);
-       add_door(player_ptr, x0, y0 + y);
-       add_door(player_ptr, x0, y0 - x);
-       add_door(player_ptr, x0, y0 - y);
-
-       /* Fill with stuff - medium difficulty */
-       fill_treasure(player_ptr, x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
+    POSITION rad, x, y;
+
+    /* Make a random metric */
+    POSITION h1, h2, h3, h4;
+    h1 = randint1(32) - 16;
+    h2 = randint1(16);
+    h3 = randint1(32);
+    h4 = randint1(32) - 16;
+
+    msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("対称形ランダムVaultを生成しました。", "Elemental Vault"));
+
+    /* work out outer radius */
+    if (xsize > ysize) {
+        rad = ysize / 2;
+    } else {
+        rad = xsize / 2;
+    }
+
+    /* Make floor */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    for (x = x0 - rad; x <= x0 + rad; x++) {
+        for (y = y0 - rad; y <= y0 + rad; y++) {
+            /* clear room flag */
+            floor_ptr->grid_array[y][x].info &= ~(CAVE_ROOM);
+
+            /* Vault - so is "icky" */
+            floor_ptr->grid_array[y][x].info |= CAVE_ICKY;
+
+            if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1) {
+                /* inside- so is floor */
+                place_bold(player_ptr, y, x, GB_FLOOR);
+            } else {
+                /* make granite outside so arena works */
+                place_bold(player_ptr, y, x, GB_EXTRA);
+            }
+
+            /* proper boundary for arena */
+            if (((y + rad) == y0) || ((y - rad) == y0) || ((x + rad) == x0) || ((x - rad) == x0)) {
+                place_bold(player_ptr, y, x, GB_EXTRA);
+            }
+        }
+    }
+
+    /* Find visible outer walls and set to be FEAT_OUTER */
+    add_outer_wall(player_ptr, x0, y0, FALSE, x0 - rad - 1, y0 - rad - 1, x0 + rad + 1, y0 + rad + 1);
+
+    /* Add inner wall */
+    for (x = x0 - rad / 2; x <= x0 + rad / 2; x++) {
+        for (y = y0 - rad / 2; y <= y0 + rad / 2; y++) {
+            if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2) {
+                /* Make an internal wall */
+                place_bold(player_ptr, y, x, GB_INNER);
+            }
+        }
+    }
+
+    /* Add perpendicular walls */
+    for (x = x0 - rad; x <= x0 + rad; x++) {
+        place_bold(player_ptr, y0, x, GB_INNER);
+    }
+
+    for (y = y0 - rad; y <= y0 + rad; y++) {
+        place_bold(player_ptr, y, x0, GB_INNER);
+    }
+
+    /* Make inner vault */
+    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_bold(player_ptr, y0, x0, GB_FLOOR);
+
+    /* Add doors to vault */
+    /* get two distances so can place doors relative to centre */
+    x = (rad - 2) / 4 + 1;
+    y = rad / 2 + x;
+
+    add_door(player_ptr, x0 + x, y0);
+    add_door(player_ptr, x0 + y, y0);
+    add_door(player_ptr, x0 - x, y0);
+    add_door(player_ptr, x0 - y, y0);
+    add_door(player_ptr, x0, y0 + x);
+    add_door(player_ptr, x0, y0 + y);
+    add_door(player_ptr, x0, y0 - x);
+    add_door(player_ptr, x0, y0 - y);
+
+    /* Fill with stuff - medium difficulty */
+    fill_treasure(player_ptr, x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
 }
 
-
 /*
-* This routine uses a modified version of the lake code to make a
-* distribution of some terrain type over the vault.  This type
-* depends on the dungeon depth.
-*
-* Miniture rooms are then scattered across the vault.
-*/
+ * This routine uses a modified version of the lake code to make a
+ * distribution of some terrain type over the vault.  This type
+ * depends on the dungeon depth.
+ *
+ * Miniture rooms are then scattered across the vault.
+ */
 static void build_elemental_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
 {
-       int grd, roug;
-       int c1, c2, c3;
-       bool done = FALSE;
-       POSITION xsize, ysize, xhsize, yhsize, x, y;
-       int i;
-       int type;
-
-       msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("精霊界ランダムVaultを生成しました。", "Elemental Vault"));
-
-       /* round to make sizes even */
-       xhsize = xsiz / 2;
-       yhsize = ysiz / 2;
-       xsize = xhsize * 2;
-       ysize = yhsize * 2;
-
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (floor_ptr->dun_level < 25)
-       {
-               /* Earth vault  (Rubble) */
-               type = LAKE_T_EARTH_VAULT;
-       }
-       else if (floor_ptr->dun_level < 50)
-       {
-               /* Air vault (Trees) */
-               type = LAKE_T_AIR_VAULT;
-       }
-       else if (floor_ptr->dun_level < 75)
-       {
-               /* Water vault (shallow water) */
-               type = LAKE_T_WATER_VAULT;
-       }
-       else
-       {
-               /* Fire vault (shallow lava) */
-               type = LAKE_T_FIRE_VAULT;
-       }
-
-       while (!done)
-       {
-               /* testing values for these parameters: feel free to adjust */
-               grd = 1 << (randint0(3));
-
-               /* want average of about 16 */
-               roug = randint1(8) * randint1(4);
-
-               /* Make up size of various componants */
-               /* Floor */
-               c3 = 2 * xsize / 3;
-
-               /* Deep water/lava */
-               c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
-
-               /* Shallow boundary */
-               c2 = (c1 + c3) / 2;
-
-               /* make it */
-               generate_hmap(floor_ptr, y0, x0, xsize, ysize, grd, roug, c3);
-
-               /* Convert to normal format+ clean up */
-               done = generate_lake(player_ptr, y0, x0, xsize, ysize, c1, c2, c3, type);
-       }
-
-       /* Set icky flag because is a vault */
-       for (x = 0; x <= xsize; x++)
-       {
-               for (y = 0; y <= ysize; y++)
-               {
-                       floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
-               }
-       }
-
-       /* make a few rooms in the vault */
-       for (i = 1; i <= (xsize * ysize) / 50; i++)
-       {
-               build_small_room(player_ptr, x0 + randint0(xsize - 4) - xsize / 2 + 2,
-                       y0 + randint0(ysize - 4) - ysize / 2 + 2);
-       }
-
-       /* Fill with monsters and treasure, low difficulty */
-       fill_treasure(player_ptr, x0 - xhsize + 1, x0 - xhsize + xsize - 1,
-               y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
+    int grd, roug;
+    int c1, c2, c3;
+    bool done = FALSE;
+    POSITION xsize, ysize, xhsize, yhsize, x, y;
+    int i;
+    int type;
+
+    msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("精霊界ランダムVaultを生成しました。", "Elemental Vault"));
+
+    /* round to make sizes even */
+    xhsize = xsiz / 2;
+    yhsize = ysiz / 2;
+    xsize = xhsize * 2;
+    ysize = yhsize * 2;
+
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    if (floor_ptr->dun_level < 25) {
+        /* Earth vault  (Rubble) */
+        type = LAKE_T_EARTH_VAULT;
+    } else if (floor_ptr->dun_level < 50) {
+        /* Air vault (Trees) */
+        type = LAKE_T_AIR_VAULT;
+    } else if (floor_ptr->dun_level < 75) {
+        /* Water vault (shallow water) */
+        type = LAKE_T_WATER_VAULT;
+    } else {
+        /* Fire vault (shallow lava) */
+        type = LAKE_T_FIRE_VAULT;
+    }
+
+    while (!done) {
+        /* testing values for these parameters: feel free to adjust */
+        grd = 1 << (randint0(3));
+
+        /* want average of about 16 */
+        roug = randint1(8) * randint1(4);
+
+        /* Make up size of various componants */
+        /* Floor */
+        c3 = 2 * xsize / 3;
+
+        /* Deep water/lava */
+        c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
+
+        /* Shallow boundary */
+        c2 = (c1 + c3) / 2;
+
+        /* make it */
+        generate_hmap(floor_ptr, y0, x0, xsize, ysize, grd, roug, c3);
+
+        /* Convert to normal format+ clean up */
+        done = generate_lake(player_ptr, y0, x0, xsize, ysize, c1, c2, c3, type);
+    }
+
+    /* Set icky flag because is a vault */
+    for (x = 0; x <= xsize; x++) {
+        for (y = 0; y <= ysize; y++) {
+            floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
+        }
+    }
+
+    /* make a few rooms in the vault */
+    for (i = 1; i <= (xsize * ysize) / 50; i++) {
+        build_small_room(player_ptr, x0 + randint0(xsize - 4) - xsize / 2 + 2, y0 + randint0(ysize - 4) - ysize / 2 + 2);
+    }
+
+    /* Fill with monsters and treasure, low difficulty */
+    fill_treasure(player_ptr, x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
 }
 
-
 /* Build a "mini" checkerboard vault
-*
-* This is done by making a permanent wall maze and setting
-* the diagonal sqaures of the checker board to be granite.
-* The vault has two entrances on opposite sides to guarantee
-* a way to get in even if the vault abuts a side of the dungeon.
-*/
+ *
+ * This is done by making a permanent wall maze and setting
+ * the diagonal sqaures of the checker board to be granite.
+ * The vault has two entrances on opposite sides to guarantee
+ * a way to get in even if the vault abuts a side of the dungeon.
+ */
 static void build_mini_c_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
 {
-       POSITION dy, dx;
-       POSITION y1, x1, y2, x2, y, x, total;
-       int m, n, num_vertices;
-       int *visited;
-
-       msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("小型チェッカーランダムVaultを生成しました。", "Mini Checker Board Vault."));
-
-       /* Pick a random room size */
-       dy = ysize / 2 - 1;
-       dx = xsize / 2 - 1;
-
-       y1 = y0 - dy;
-       x1 = x0 - dx;
-       y2 = y0 + dy;
-       x2 = x0 + dx;
-
-
-       /* generate the room */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       for (x = x1 - 2; x <= x2 + 2; x++)
-       {
-               if (!in_bounds(floor_ptr, y1 - 2, x)) break;
-
-               floor_ptr->grid_array[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
-
-               place_bold(player_ptr, y1 - 2, x, GB_OUTER_NOPERM);
-       }
-
-       for (x = x1 - 2; x <= x2 + 2; x++)
-       {
-               if (!in_bounds(floor_ptr, y2 + 2, x)) break;
-
-               floor_ptr->grid_array[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
-
-               place_bold(player_ptr, y2 + 2, x, GB_OUTER_NOPERM);
-       }
-
-       for (y = y1 - 2; y <= y2 + 2; y++)
-       {
-               if (!in_bounds(floor_ptr, y, x1 - 2)) break;
-
-               floor_ptr->grid_array[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);
-
-               place_bold(player_ptr, y, x1 - 2, GB_OUTER_NOPERM);
-       }
-
-       for (y = y1 - 2; y <= y2 + 2; y++)
-       {
-               if (!in_bounds(floor_ptr, y, x2 + 2)) break;
-
-               floor_ptr->grid_array[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
-
-               place_bold(player_ptr, y, x2 + 2, GB_OUTER_NOPERM);
-       }
-
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               for (x = x1 - 1; x <= x2 + 1; x++)
-               {
-                       grid_type *g_ptr = &floor_ptr->grid_array[y][x];
-
-                       g_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
-
-                       /* Permanent walls */
-                       place_grid(player_ptr, g_ptr, GB_INNER_PERM);
-               }
-       }
-
-
-       /* dimensions of vertex array */
-       m = dx + 1;
-       n = dy + 1;
-       num_vertices = m * n;
-
-       /* initialize array of visited vertices */
-       C_MAKE(visited, num_vertices, int);
-
-       /* traverse the graph to create a spannng tree, pick a random root */
-       r_visit(player_ptr, y1, x1, y2, x2, randint0(num_vertices), 0, visited);
-
-       /* Make it look like a checker board vault */
-       for (x = x1; x <= x2; x++)
-       {
-               for (y = y1; y <= y2; y++)
-               {
-                       total = x - x1 + y - y1;
-                       /* If total is odd- and is a floor then make a wall */
-                       if ((total % 2 == 1) && is_floor_bold(floor_ptr, y, x))
-                       {
-                               place_bold(player_ptr, y, x, GB_INNER);
-                       }
-               }
-       }
-
-       /* Make a couple of entrances */
-       if (one_in_(2))
-       {
-               /* left and right */
-               y = randint1(dy) + dy / 2;
-               place_bold(player_ptr, y1 + y, x1 - 1, GB_INNER);
-               place_bold(player_ptr, y1 + y, x2 + 1, GB_INNER);
-       }
-       else
-       {
-               /* top and bottom */
-               x = randint1(dx) + dx / 2;
-               place_bold(player_ptr, y1 - 1, x1 + x, GB_INNER);
-               place_bold(player_ptr, y2 + 1, x1 + x, GB_INNER);
-       }
-
-       /* Fill with monsters and treasure, highest difficulty */
-       fill_treasure(player_ptr, x1, x2, y1, y2, 10);
-
-       C_KILL(visited, num_vertices, int);
+    POSITION dy, dx;
+    POSITION y1, x1, y2, x2, y, x, total;
+    int m, n, num_vertices;
+    int *visited;
+
+    msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("小型チェッカーランダムVaultを生成しました。", "Mini Checker Board Vault."));
+
+    /* Pick a random room size */
+    dy = ysize / 2 - 1;
+    dx = xsize / 2 - 1;
+
+    y1 = y0 - dy;
+    x1 = x0 - dx;
+    y2 = y0 + dy;
+    x2 = x0 + dx;
+
+    /* generate the room */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    for (x = x1 - 2; x <= x2 + 2; x++) {
+        if (!in_bounds(floor_ptr, y1 - 2, x))
+            break;
+
+        floor_ptr->grid_array[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
+
+        place_bold(player_ptr, y1 - 2, x, GB_OUTER_NOPERM);
+    }
+
+    for (x = x1 - 2; x <= x2 + 2; x++) {
+        if (!in_bounds(floor_ptr, y2 + 2, x))
+            break;
+
+        floor_ptr->grid_array[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
+
+        place_bold(player_ptr, y2 + 2, x, GB_OUTER_NOPERM);
+    }
+
+    for (y = y1 - 2; y <= y2 + 2; y++) {
+        if (!in_bounds(floor_ptr, y, x1 - 2))
+            break;
+
+        floor_ptr->grid_array[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);
+
+        place_bold(player_ptr, y, x1 - 2, GB_OUTER_NOPERM);
+    }
+
+    for (y = y1 - 2; y <= y2 + 2; y++) {
+        if (!in_bounds(floor_ptr, y, x2 + 2))
+            break;
+
+        floor_ptr->grid_array[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
+
+        place_bold(player_ptr, y, x2 + 2, GB_OUTER_NOPERM);
+    }
+
+    for (y = y1 - 1; y <= y2 + 1; y++) {
+        for (x = x1 - 1; x <= x2 + 1; x++) {
+            grid_type *g_ptr = &floor_ptr->grid_array[y][x];
+
+            g_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
+
+            /* Permanent walls */
+            place_grid(player_ptr, g_ptr, GB_INNER_PERM);
+        }
+    }
+
+    /* dimensions of vertex array */
+    m = dx + 1;
+    n = dy + 1;
+    num_vertices = m * n;
+
+    /* initialize array of visited vertices */
+    C_MAKE(visited, num_vertices, int);
+
+    /* traverse the graph to create a spannng tree, pick a random root */
+    r_visit(player_ptr, y1, x1, y2, x2, randint0(num_vertices), 0, visited);
+
+    /* Make it look like a checker board vault */
+    for (x = x1; x <= x2; x++) {
+        for (y = y1; y <= y2; y++) {
+            total = x - x1 + y - y1;
+            /* If total is odd- and is a floor then make a wall */
+            if ((total % 2 == 1) && is_floor_bold(floor_ptr, y, x)) {
+                place_bold(player_ptr, y, x, GB_INNER);
+            }
+        }
+    }
+
+    /* Make a couple of entrances */
+    if (one_in_(2)) {
+        /* left and right */
+        y = randint1(dy) + dy / 2;
+        place_bold(player_ptr, y1 + y, x1 - 1, GB_INNER);
+        place_bold(player_ptr, y1 + y, x2 + 1, GB_INNER);
+    } else {
+        /* top and bottom */
+        x = randint1(dx) + dx / 2;
+        place_bold(player_ptr, y1 - 1, x1 + x, GB_INNER);
+        place_bold(player_ptr, y2 + 1, x1 + x, GB_INNER);
+    }
+
+    /* Fill with monsters and treasure, highest difficulty */
+    fill_treasure(player_ptr, x1, x2, y1, y2, 10);
+
+    C_KILL(visited, num_vertices, int);
 }
 
 /* Build a castle */
 /* Driver routine: clear the region and call the recursive
-* room routine.
-*
-*This makes a vault that looks like a castle/ city in the dungeon.
-*/
+ * room routine.
+ *
+ *This makes a vault that looks like a castle/ city in the dungeon.
+ */
 static void build_castle_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
 {
-       POSITION dy, dx;
-       POSITION y1, x1, y2, x2;
-       POSITION y, x;
-
-       /* Pick a random room size */
-       dy = ysize / 2 - 1;
-       dx = xsize / 2 - 1;
-
-       y1 = y0 - dy;
-       x1 = x0 - dx;
-       y2 = y0 + dy;
-       x2 = x0 + dx;
-
-       msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("城型ランダムVaultを生成しました。", "Castle Vault"));
-
-       /* generate the room */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               for (x = x1 - 1; x <= x2 + 1; x++)
-               {
-                       floor_ptr->grid_array[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
-                       /* Make everything a floor */
-                       place_bold(player_ptr, y, x, GB_FLOOR);
-               }
-       }
-
-       /* Make the castle */
-       build_recursive_room(player_ptr, x1, y1, x2, y2, randint1(5));
-
-       /* Fill with monsters and treasure, low difficulty */
-       fill_treasure(player_ptr, x1, x2, y1, y2, randint1(3));
+    POSITION dy, dx;
+    POSITION y1, x1, y2, x2;
+    POSITION y, x;
+
+    /* Pick a random room size */
+    dy = ysize / 2 - 1;
+    dx = xsize / 2 - 1;
+
+    y1 = y0 - dy;
+    x1 = x0 - dx;
+    y2 = y0 + dy;
+    x2 = x0 + dx;
+
+    msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("城型ランダムVaultを生成しました。", "Castle Vault"));
+
+    /* generate the room */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    for (y = y1 - 1; y <= y2 + 1; y++) {
+        for (x = x1 - 1; x <= x2 + 1; x++) {
+            floor_ptr->grid_array[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
+            /* Make everything a floor */
+            place_bold(player_ptr, y, x, GB_FLOOR);
+        }
+    }
+
+    /* Make the castle */
+    build_recursive_room(player_ptr, x1, y1, x2, y2, randint1(5));
+
+    /* Fill with monsters and treasure, low difficulty */
+    fill_treasure(player_ptr, x1, x2, y1, y2, randint1(3));
 }
 
-
 /*!
-* @brief タイプ10の部屋…ランダム生成vault / Type 10 -- Random vaults
-* @param player_ptr プレーヤーへの参照ポインタ
-* @return なし
-*/
+ * @brief タイプ10の部屋…ランダム生成vault / Type 10 -- Random vaults
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @return なし
+ */
 bool build_type10(player_type *player_ptr)
 {
-       POSITION y0, x0, xsize, ysize, vtype;
-
-       /* big enough to look good, small enough to be fairly common. */
-       xsize = randint1(22) + 22;
-       ysize = randint1(11) + 11;
-
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (!find_space(player_ptr, &y0, &x0, ysize + 1, xsize + 1)) return FALSE;
-
-       /* Select type of vault */
-       do
-       {
-               vtype = randint1(15);
-       } while ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) &&
-               ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
-
-       switch (vtype)
-       {
-               /* Build an appropriate room */
-       case 1: case  9: build_bubble_vault(player_ptr, x0, y0, xsize, ysize); break;
-       case 2: case 10: build_room_vault(player_ptr, x0, y0, xsize, ysize); break;
-       case 3: case 11: build_cave_vault(player_ptr, x0, y0, xsize, ysize); break;
-       case 4: case 12: build_maze_vault(player_ptr, x0, y0, xsize, ysize, TRUE); break;
-       case 5: case 13: build_mini_c_vault(player_ptr, x0, y0, xsize, ysize); break;
-       case 6: case 14: build_castle_vault(player_ptr, x0, y0, xsize, ysize); break;
-       case 7: case 15: build_target_vault(player_ptr, x0, y0, xsize, ysize); break;
-       case 8: build_elemental_vault(player_ptr, x0, y0, xsize, ysize); break;
-               /* I know how to add a few more... give me some time. */
-       default: return FALSE;
-       }
-
-       return TRUE;
+    POSITION y0, x0, xsize, ysize, vtype;
+
+    /* big enough to look good, small enough to be fairly common. */
+    xsize = randint1(22) + 22;
+    ysize = randint1(11) + 11;
+
+    /* Find and reserve some space in the dungeon.  Get center of room. */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    if (!find_space(player_ptr, &y0, &x0, ysize + 1, xsize + 1))
+        return FALSE;
+
+    /* Select type of vault */
+    do {
+        vtype = randint1(15);
+    } while ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) && ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
+
+    switch (vtype) {
+        /* Build an appropriate room */
+    case 1:
+    case 9:
+        build_bubble_vault(player_ptr, x0, y0, xsize, ysize);
+        break;
+    case 2:
+    case 10:
+        build_room_vault(player_ptr, x0, y0, xsize, ysize);
+        break;
+    case 3:
+    case 11:
+        build_cave_vault(player_ptr, x0, y0, xsize, ysize);
+        break;
+    case 4:
+    case 12:
+        build_maze_vault(player_ptr, x0, y0, xsize, ysize, TRUE);
+        break;
+    case 5:
+    case 13:
+        build_mini_c_vault(player_ptr, x0, y0, xsize, ysize);
+        break;
+    case 6:
+    case 14:
+        build_castle_vault(player_ptr, x0, y0, xsize, ysize);
+        break;
+    case 7:
+    case 15:
+        build_target_vault(player_ptr, x0, y0, xsize, ysize);
+        break;
+    case 8:
+        build_elemental_vault(player_ptr, x0, y0, xsize, ysize);
+        break;
+        /* I know how to add a few more... give me some time. */
+    default:
+        return FALSE;
+    }
+
+    return TRUE;
 }
 
-
 /*!
-* @brief タイプ17の部屋…v_info.txtより固定特殊部屋を生成する / Type 17 -- fixed special room (see "v_info.txt")
-* @return なし
-*/
+ * @brief タイプ17の部屋…v_info.txtより固定特殊部屋を生成する / Type 17 -- fixed special room (see "v_info.txt")
+ * @return なし
+ */
 bool build_type17(player_type *player_ptr)
 {
-       vault_type *v_ptr = NULL;
-       int dummy;
-       POSITION x, y;
-       POSITION xval, yval;
-       POSITION xoffset, yoffset;
-       int transno;
-
-       /* Pick a lesser vault */
-       for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
-       {
-               /* Access a random vault record */
-               v_ptr = &v_info[randint0(max_v_idx)];
-
-               /* Accept the special fix room. */
-               if (v_ptr->typ == 17) break;
-       }
-
-       /* No lesser vault found */
-       if (dummy >= SAFE_MAX_ATTEMPTS)
-       {
-            msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("固定特殊部屋を配置できませんでした。", "Could not place fixed special room."));
-               return FALSE;
-       }
-
-       /* pick type of transformation (0-7) */
-       transno = randint0(8);
-
-       /* calculate offsets */
-       x = v_ptr->wid;
-       y = v_ptr->hgt;
-
-       /* Some huge vault cannot be ratated to fit in the dungeon */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (x + 2 > floor_ptr->height - 2)
-       {
-               /* Forbid 90 or 270 degree ratation */
-               transno &= ~1;
-       }
-
-       coord_trans(&x, &y, 0, 0, transno);
-
-       if (x < 0)
-       {
-               xoffset = -x - 1;
-       }
-       else
-       {
-               xoffset = 0;
-       }
-
-       if (y < 0)
-       {
-               yoffset = -y - 1;
-       }
-       else
-       {
-               yoffset = 0;
-       }
-
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(player_ptr, &yval, &xval, abs(y), abs(x))) return FALSE;
-
-       msg_format_wizard(player_ptr, CHEAT_DUNGEON, _("特殊固定部屋(%s)を生成しました。", "Special Fix room (%s)."), v_name + v_ptr->name);
-
-       /* Hack -- Build the vault */
-       build_vault(player_ptr, yval, xval, v_ptr->hgt, v_ptr->wid,
-               v_text + v_ptr->text, xoffset, yoffset, transno);
-
-       return TRUE;
+    vault_type *v_ptr = NULL;
+    int dummy;
+    POSITION x, y;
+    POSITION xval, yval;
+    POSITION xoffset, yoffset;
+    int transno;
+
+    /* Pick a lesser vault */
+    for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++) {
+        /* Access a random vault record */
+        v_ptr = &v_info[randint0(max_v_idx)];
+
+        /* Accept the special fix room. */
+        if (v_ptr->typ == 17)
+            break;
+    }
+
+    /* No lesser vault found */
+    if (dummy >= SAFE_MAX_ATTEMPTS) {
+        msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("固定特殊部屋を配置できませんでした。", "Could not place fixed special room."));
+        return FALSE;
+    }
+
+    /* pick type of transformation (0-7) */
+    transno = randint0(8);
+
+    /* calculate offsets */
+    x = v_ptr->wid;
+    y = v_ptr->hgt;
+
+    /* Some huge vault cannot be ratated to fit in the dungeon */
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    if (x + 2 > floor_ptr->height - 2) {
+        /* Forbid 90 or 270 degree ratation */
+        transno &= ~1;
+    }
+
+    coord_trans(&x, &y, 0, 0, transno);
+
+    if (x < 0) {
+        xoffset = -x - 1;
+    } else {
+        xoffset = 0;
+    }
+
+    if (y < 0) {
+        yoffset = -y - 1;
+    } else {
+        yoffset = 0;
+    }
+
+    /* Find and reserve some space in the dungeon.  Get center of room. */
+    if (!find_space(player_ptr, &yval, &xval, abs(y), abs(x)))
+        return FALSE;
+
+    msg_format_wizard(player_ptr, CHEAT_DUNGEON, _("特殊固定部屋(%s)を生成しました。", "Special Fix room (%s)."), v_name + v_ptr->name);
+
+    /* Hack -- Build the vault */
+    build_vault(player_ptr, yval, xval, v_ptr->hgt, v_ptr->wid, v_text + v_ptr->text, xoffset, yoffset, transno);
+
+    return TRUE;
 }
index 31ef8bb..4025000 100644 (file)
 #include "room/room-info-table.h"
 #include "room/rooms-city.h"
 #include "room/rooms-fractal.h"
-#include "room/rooms-normal.h" // todo 相互依存.
 #include "room/rooms-pit-nest.h"
 #include "room/rooms-special.h"
 #include "room/rooms-trap.h"
-#include "room/rooms-vault.h" // todo 相互依存.
 #include "room/treasure-deployment.h"
 #include "system/dungeon-data-definition.h"
 #include "system/floor-type-definition.h"
@@ -67,8 +65,6 @@
 #include "view/display-messages.h"
 #include "wizard/wizard-messages.h"
 
-door_type feat_door[MAX_DOOR_TYPES];
-
 /*!
  * @brief 1マスだけの部屋を作成し、上下左右いずれか一つに隠しドアを配置する。
  * @param player_ptr プレーヤーへの参照ポインタ
index 34fc4b8..09a6bde 100644 (file)
@@ -2,26 +2,6 @@
 
 #include "system/angband.h"
 
-#define DUN_ROOMS_MAX 40 /*!< 部屋生成処理の最大試行数 / Number of rooms to attempt (was 50) */
-
-/* Maximum locked/jammed doors */
-#define MAX_LJ_DOORS 8
-
-#define MAX_DOOR_TYPES 3
-
-/* A structure type for doors */
-typedef struct door_type {
-    FEAT_IDX open;
-    FEAT_IDX broken;
-    FEAT_IDX closed;
-    FEAT_IDX locked[MAX_LJ_DOORS];
-    FEAT_IDX num_locked;
-    FEAT_IDX jammed[MAX_LJ_DOORS];
-    FEAT_IDX num_jammed;
-} door_type;
-
-extern door_type feat_door[MAX_DOOR_TYPES];
-
 void build_lake(player_type *player_ptr, int type);
 void build_cavern(player_type *player_ptr);
 void build_small_room(player_type *player_ptr, POSITION x0, POSITION y0);