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[hengband/hengband.git] / src / generate.c
1 /* File: generate.c */
2
3 /* Purpose: Dungeon generation */
4
5 /*
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
7  *
8  * This software may be copied and distributed for educational, research, and
9  * not for profit purposes provided that this copyright and statement are
10  * included in all such copies.
11  */
12
13 /*
14  * Note that Level generation is *not* an important bottleneck,
15  * though it can be annoyingly slow on older machines...  Thus
16  * we emphasize "simplicity" and "correctness" over "speed".
17  *
18  * This entire file is only needed for generating levels.
19  * This may allow smart compilers to only load it when needed.
20  *
21  * Consider the "v_info.txt" file for vault generation.
22  *
23  * In this file, we use the "special" granite and perma-wall sub-types,
24  * where "basic" is normal, "inner" is inside a room, "outer" is the
25  * outer wall of a room, and "solid" is the outer wall of the dungeon
26  * or any walls that may not be pierced by corridors.  Thus the only
27  * wall type that may be pierced by a corridor is the "outer granite"
28  * type.  The "basic granite" type yields the "actual" corridors.
29  *
30  * Note that we use the special "solid" granite wall type to prevent
31  * multiple corridors from piercing a wall in two adjacent locations,
32  * which would be messy, and we use the special "outer" granite wall
33  * to indicate which walls "surround" rooms, and may thus be "pierced"
34  * by corridors entering or leaving the room.
35  *
36  * Note that a tunnel which attempts to leave a room near the "edge"
37  * of the dungeon in a direction toward that edge will cause "silly"
38  * wall piercings, but will have no permanently incorrect effects,
39  * as long as the tunnel can *eventually* exit from another side.
40  * And note that the wall may not come back into the room by the
41  * hole it left through, so it must bend to the left or right and
42  * then optionally re-enter the room (at least 2 grids away).  This
43  * is not a problem since every room that is large enough to block
44  * the passage of tunnels is also large enough to allow the tunnel
45  * to pierce the room itself several times.
46  *
47  * Note that no two corridors may enter a room through adjacent grids,
48  * they must either share an entryway or else use entryways at least
49  * two grids apart.  This prevents "large" (or "silly") doorways.
50  *
51  * To create rooms in the dungeon, we first divide the dungeon up
52  * into "blocks" of 11x11 grids each, and require that all rooms
53  * occupy a rectangular group of blocks.  As long as each room type
54  * reserves a sufficient number of blocks, the room building routines
55  * will not need to check bounds.  Note that most of the normal rooms
56  * actually only use 23x11 grids, and so reserve 33x11 grids.
57  *
58  * Note that the use of 11x11 blocks (instead of the old 33x11 blocks)
59  * allows more variability in the horizontal placement of rooms, and
60  * at the same time has the disadvantage that some rooms (two thirds
61  * of the normal rooms) may be "split" by panel boundaries.  This can
62  * induce a situation where a player is in a room and part of the room
63  * is off the screen.  It may be annoying enough to go back to 33x11
64  * blocks to prevent this visual situation.
65  *
66  * Note that the dungeon generation routines are much different (2.7.5)
67  * and perhaps "DUN_ROOMS" should be less than 50.
68  *
69  * XXX XXX XXX Note that it is possible to create a room which is only
70  * connected to itself, because the "tunnel generation" code allows a
71  * tunnel to leave a room, wander around, and then re-enter the room.
72  *
73  * XXX XXX XXX Note that it is possible to create a set of rooms which
74  * are only connected to other rooms in that set, since there is nothing
75  * explicit in the code to prevent this from happening.  But this is less
76  * likely than the "isolated room" problem, because each room attempts to
77  * connect to another room, in a giant cycle, thus requiring at least two
78  * bizarre occurances to create an isolated section of the dungeon.
79  *
80  * Note that (2.7.9) monster pits have been split into monster "nests"
81  * and monster "pits".  The "nests" have a collection of monsters of a
82  * given type strewn randomly around the room (jelly, animal, or undead),
83  * while the "pits" have a collection of monsters of a given type placed
84  * around the room in an organized manner (orc, troll, giant, dragon, or
85  * demon).  Note that both "nests" and "pits" are now "level dependant",
86  * and both make 16 "expensive" calls to the "get_mon_num()" function.
87  *
88  * Note that the cave grid flags changed in a rather drastic manner
89  * for Angband 2.8.0 (and 2.7.9+), in particular, dungeon terrain
90  * features, such as doors and stairs and traps and rubble and walls,
91  * are all handled as a set of 64 possible "terrain features", and
92  * not as "fake" objects (440-479) as in pre-2.8.0 versions.
93  *
94  * The 64 new "dungeon features" will also be used for "visual display"
95  * but we must be careful not to allow, for example, the user to display
96  * hidden traps in a different way from floors, or secret doors in a way
97  * different from granite walls, or even permanent granite in a different
98  * way from granite.  XXX XXX XXX
99  */
100
101 #include "angband.h"
102 #include "generate.h"
103 #include "grid.h"
104 #include "rooms.h"
105 #include "streams.h"
106
107 int dun_rooms;
108
109 int dun_tun_rnd;
110 int dun_tun_chg;
111 int dun_tun_con;
112 int dun_tun_pen;
113 int dun_tun_jct;
114
115
116 /*
117  * Dungeon generation data -- see "cave_gen()"
118  */
119 dun_data *dun;
120
121 /*
122  * Places some staircases near walls
123  */
124 static bool alloc_stairs(int feat, int num, int walls)
125 {
126         int         y, x, i, j, flag;
127         int         more_num = 0;
128         cave_type   *c_ptr;
129
130         if (feat == FEAT_LESS)
131         {
132                 /* No up stairs in town or in ironman mode */
133                 if (ironman_downward || !dun_level) return TRUE;
134
135                 if (dun_level > d_info[dungeon_type].mindepth)
136                         more_num = (randint(num+1))/2;
137         }
138         else if (feat == FEAT_MORE)
139         {
140                 /* No downstairs on quest levels */
141                 if ((dun_level > 1) && quest_number(dun_level)) return TRUE;
142
143                 /* No downstairs at the bottom */
144                 if (dun_level >= d_info[dungeon_type].maxdepth) return TRUE;
145
146                 if ((dun_level < d_info[dungeon_type].maxdepth-1) && !quest_number(dun_level+1))
147                         more_num = (randint(num)+1)/2;
148         }
149
150         /* Place "num" stairs */
151         for (i = 0; i < num; i++)
152         {
153                 /* Place some stairs */
154                 for (flag = FALSE; !flag; )
155                 {
156                         /* Try several times, then decrease "walls" */
157                         for (j = 0; !flag && j <= 3000; j++)
158                         {
159                                 /* Pick a random grid */
160                                 y = randint(cur_hgt-2);
161                                 x = randint(cur_wid-2);
162
163                                 /* Access the grid */
164                                 c_ptr = &cave[y][x];
165
166                                 /* Require "naked" floor grid */
167                                 if (!is_floor_grid(c_ptr) || pattern_tile(y,x) || c_ptr->o_idx || c_ptr->m_idx) continue;
168
169                                 /* Require a certain number of adjacent walls */
170                                 if (next_to_walls(y, x) < walls) continue;
171
172                                 /* Clear previous contents, add stairs */
173                                 if (i < more_num) c_ptr->feat = feat+0x07;
174                                 else c_ptr->feat = feat;
175
176                                 /* All done */
177                                 flag = TRUE;
178                         }
179
180                         if (!flag) return FALSE;
181                         /* Require fewer walls */
182                         if (walls) walls--;
183                 }
184         }
185         return TRUE;
186 }
187
188
189 /*
190  * Allocates some objects (using "place" and "type")
191  */
192 static void alloc_object(int set, int typ, int num)
193 {
194         int y = 0, x = 0, k;
195         int dummy = 0;
196         cave_type *c_ptr;
197
198         /* Place some objects */
199         for (k = 0; k < num; k++)
200         {
201                 /* Pick a "legal" spot */
202                 while (dummy < SAFE_MAX_ATTEMPTS)
203                 {
204                         bool room;
205
206                         dummy++;
207
208                         /* Location */
209                         y = rand_int(cur_hgt);
210                         x = rand_int(cur_wid);
211
212                         c_ptr = &cave[y][x];
213
214                         /* Require "naked" floor grid */
215                         if (!is_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
216
217                         /* Check for "room" */
218                         room = (cave[y][x].info & CAVE_ROOM) ? TRUE : FALSE;
219
220                         /* Require corridor? */
221                         if ((set == ALLOC_SET_CORR) && room) continue;
222
223                         /* Require room? */
224                         if ((set == ALLOC_SET_ROOM) && !room) continue;
225
226                         /* Accept it */
227                         break;
228                 }
229
230                 if (dummy >= SAFE_MAX_ATTEMPTS)
231                 {
232                         if (cheat_room)
233                         {
234 #ifdef JP
235 msg_print("·Ù¹ð¡ª¥¢¥¤¥Æ¥à¤òÇÛÃ֤Ǥ­¤Þ¤»¤ó¡ª");
236 #else
237                                 msg_print("Warning! Could not place object!");
238 #endif
239
240                         }
241                         return;
242                 }
243
244
245                 /* Place something */
246                 switch (typ)
247                 {
248                         case ALLOC_TYP_RUBBLE:
249                         {
250                                 place_rubble(y, x);
251                                 cave[y][x].info &= ~(CAVE_FLOOR);
252                                 break;
253                         }
254
255                         case ALLOC_TYP_TRAP:
256                         {
257                                 place_trap(y, x);
258                                 cave[y][x].info &= ~(CAVE_FLOOR);
259                                 break;
260                         }
261
262                         case ALLOC_TYP_GOLD:
263                         {
264                                 place_gold(y, x);
265                                 break;
266                         }
267
268                         case ALLOC_TYP_OBJECT:
269                         {
270                                 place_object(y, x, FALSE, FALSE);
271                                 break;
272                         }
273                 }
274         }
275 }
276
277
278 /*
279  * Count the number of "corridor" grids adjacent to the given grid.
280  *
281  * Note -- Assumes "in_bounds(y1, x1)"
282  *
283  * XXX XXX This routine currently only counts actual "empty floor"
284  * grids which are not in rooms.  We might want to also count stairs,
285  * open doors, closed doors, etc.
286  */
287 static int next_to_corr(int y1, int x1)
288 {
289         int i, y, x, k = 0;
290
291         cave_type *c_ptr;
292
293         /* Scan adjacent grids */
294         for (i = 0; i < 4; i++)
295         {
296                 /* Extract the location */
297                 y = y1 + ddy_ddd[i];
298                 x = x1 + ddx_ddd[i];
299
300                 /* Access the grid */
301                 c_ptr = &cave[y][x];
302
303                 /* Skip non floors */
304                 if (!cave_floor_grid(c_ptr)) continue;
305
306                 /* Skip non "empty floor" grids */
307                 if (!is_floor_grid(c_ptr))
308                         continue;
309
310                 /* Skip grids inside rooms */
311                 if (c_ptr->info & (CAVE_ROOM)) continue;
312
313                 /* Count these grids */
314                 k++;
315         }
316
317         /* Return the number of corridors */
318         return (k);
319 }
320
321
322 /*
323  * Determine if the given location is "between" two walls,
324  * and "next to" two corridor spaces.  XXX XXX XXX
325  *
326  * Assumes "in_bounds(y, x)"
327  */
328 static bool possible_doorway(int y, int x)
329 {
330         /* Count the adjacent corridors */
331         if (next_to_corr(y, x) >= 2)
332         {
333                 /* Check Vertical */
334                 if ((cave[y-1][x].feat >= FEAT_MAGMA) &&
335                     (cave[y+1][x].feat >= FEAT_MAGMA))
336                 {
337                         return (TRUE);
338                 }
339
340                 /* Check Horizontal */
341                 if ((cave[y][x-1].feat >= FEAT_MAGMA) &&
342                     (cave[y][x+1].feat >= FEAT_MAGMA))
343                 {
344                         return (TRUE);
345                 }
346         }
347
348         /* No doorway */
349         return (FALSE);
350 }
351
352
353 /*
354  * Places door at y, x position if at least 2 walls found
355  */
356 static void try_door(int y, int x)
357 {
358         /* Paranoia */
359         if (!in_bounds(y, x)) return;
360
361         /* Ignore walls */
362         if (cave[y][x].feat >= FEAT_MAGMA) return;
363
364         /* Ignore room grids */
365         if (cave[y][x].info & (CAVE_ROOM)) return;
366
367         /* Occasional door (if allowed) */
368         if ((rand_int(100) < dun_tun_jct) && possible_doorway(y, x) && !(d_info[dungeon_type].flags1 & DF1_NO_DOORS))
369         {
370                 /* Place a door */
371                 place_random_door(y, x);
372         }
373 }
374
375
376
377 /*
378  * Generate a new dungeon level
379  *
380  * Note that "dun_body" adds about 4000 bytes of memory to the stack.
381  */
382 static bool cave_gen(void)
383 {
384         int i, j, k, y, x, y1, x1;
385
386         int max_vault_ok = 2;
387
388         int feat1 = 0, feat2 = 0;
389
390         cave_type *c_ptr;
391
392         bool destroyed = FALSE;
393         bool empty_level = FALSE;
394         bool cavern = FALSE;
395         int laketype = 0;
396
397
398         dun_data dun_body;
399
400         /* Fill the arrays of floors and walls in the good proportions */
401         for (i = 0; i < 100; i++)
402         {
403                 int lim1, lim2, lim3;
404
405                 lim1 = d_info[dungeon_type].floor_percent1;
406                 lim2 = lim1 + d_info[dungeon_type].floor_percent2;
407                 lim3 = lim2 + d_info[dungeon_type].floor_percent3;
408
409                 if (i < lim1)
410                         floor_type[i] = d_info[dungeon_type].floor1;
411                 else if (i < lim2)
412                         floor_type[i] = d_info[dungeon_type].floor2;
413                 else if (i < lim3)
414                         floor_type[i] = d_info[dungeon_type].floor3;
415
416                 lim1 = d_info[dungeon_type].fill_percent1;
417                 lim2 = lim1 + d_info[dungeon_type].fill_percent2;
418                 lim3 = lim2 + d_info[dungeon_type].fill_percent3;
419                 if (i < lim1)
420                         fill_type[i] = d_info[dungeon_type].fill_type1;
421                 else if (i < lim2)
422                         fill_type[i] = d_info[dungeon_type].fill_type2;
423                 else if (i < lim3)
424                         fill_type[i] = d_info[dungeon_type].fill_type3;
425         }
426
427         /* Prepare allocation table */
428         get_mon_num_prep(get_monster_hook(), NULL);
429
430         feat_wall_outer = d_info[dungeon_type].outer_wall;
431         feat_wall_inner = d_info[dungeon_type].inner_wall;
432         feat_wall_solid = d_info[dungeon_type].outer_wall;
433
434         /* Global data */
435         dun = &dun_body;
436
437         if (!max_panel_rows) max_vault_ok--;
438         if (!max_panel_cols) max_vault_ok--;
439
440         /* Randomize the dungeon creation values */
441         dun_rooms = rand_range(DUN_ROOMS_MIN, DUN_ROOMS_MAX);
442         dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
443         dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
444         dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
445         dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
446         dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);
447
448         /* Empty arena levels */
449         if (ironman_empty_levels || ((d_info[dungeon_type].flags1 & DF1_ARENA) && (empty_levels && (randint(EMPTY_LEVEL) == 1))))
450         {
451                 empty_level = TRUE;
452
453                 if (cheat_room)
454 #ifdef JP
455 msg_print("¥¢¥ê¡¼¥Ê¥ì¥Ù¥ë");
456 #else
457                         msg_print("Arena level.");
458 #endif
459
460         }
461
462
463         /* Hack -- Start with basic granite */
464         for (y = 0; y < cur_hgt; y++)
465         {
466                 for (x = 0; x < cur_wid; x++)
467                 {
468                         cave_type *c_ptr = &cave[y][x];
469
470                         if (empty_level)
471                         {
472                                 place_floor_grid(c_ptr);
473                         }
474                         else
475                         {
476                           /* Create granite wall */
477                                 place_extra_grid(c_ptr);
478                         }
479                 }
480         }
481
482 #ifdef ALLOW_CAVERNS_AND_LAKES
483         /* Possible "destroyed" level */
484         if ((dun_level > 30) && (rand_int(DUN_DEST*2) == 0) && (small_levels) && (d_info[dungeon_type].flags1 & DF1_DESTROY))
485         {
486                 destroyed = TRUE;
487
488                 /* extra rubble around the place looks cool */
489                 build_lake(3+rand_int(2));
490         }
491
492         /* Make a lake some of the time */
493         if ((rand_int(LAKE_LEVEL) == 0) && !empty_level && !destroyed &&
494             (d_info[dungeon_type].flags1 & DF1_LAKE_MASK))
495         {
496                 int count = 0;
497                 if (d_info[dungeon_type].flags1 & DF1_LAKE_WATER) count += 3;
498                 if (d_info[dungeon_type].flags1 & DF1_LAKE_LAVA) count += 3;
499                 if (d_info[dungeon_type].flags1 & DF1_LAKE_RUBBLE) count += 3;
500                 if (d_info[dungeon_type].flags1 & DF1_LAKE_TREE) count += 3;
501
502                 if (d_info[dungeon_type].flags1 & DF1_LAKE_LAVA)
503                 {
504                         /* Lake of Lava */
505                         if ((dun_level > 80) && (rand_int(count) < 2)) laketype = 1;
506                         count -= 2;
507
508                         /* Lake of Lava2 */
509                         if (!laketype && (dun_level > 80) && one_in_(count)) laketype = 7;
510                         count --;
511                 }
512
513                 if ((d_info[dungeon_type].flags1 & DF1_LAKE_WATER) && !laketype)
514                 {
515                         /* Lake of Water */
516                         if ((dun_level > 50) && rand_int(count) < 2) laketype = 2;
517                         count -= 2;
518
519                         /* Lake of Water2 */
520                         if (!laketype && (dun_level > 50) && one_in_(count)) laketype = 6;
521                         count --;
522                 }
523
524                 if ((d_info[dungeon_type].flags1 & DF1_LAKE_RUBBLE) && !laketype)
525                 {
526                         /* Lake of rubble */
527                         if ((dun_level > 35) && (rand_int(count) < 2)) laketype = 3;
528                         count -= 2;
529
530                         /* Lake of rubble2 */
531                         if (!laketype && (dun_level > 35) && one_in_(count)) laketype = 4;
532                         count --;
533                 }
534
535                 /* Lake of tree */
536                 if ((dun_level > 5) && (d_info[dungeon_type].flags1 & DF1_LAKE_TREE) && !laketype) laketype = 5;
537
538                 if (laketype != 0)
539                 {
540                         if (cheat_room)
541 #ifdef JP
542 msg_print("¸Ð¤òÀ¸À®¡£");
543 #else
544                                 msg_print("Lake on the level.");
545 #endif
546
547                         build_lake(laketype);
548                 }
549         }
550
551         if ((dun_level > DUN_CAVERN) && !empty_level &&
552             (d_info[dungeon_type].flags1 & DF1_CAVERN) &&
553             (laketype == 0) && !destroyed && (randint(1000) < dun_level))
554         {
555                 cavern = TRUE;
556
557                 /* make a large fractal cave in the middle of the dungeon */
558
559                 if (cheat_room)
560 #ifdef JP
561 msg_print("ƶ·¢¤òÀ¸À®¡£");
562 #else
563                         msg_print("Cavern on level.");
564 #endif
565
566
567                 build_cavern();
568         }
569 #endif /* ALLOW_CAVERNS_AND_LAKES */
570
571         /* Hack -- No destroyed "quest" levels */
572         if (quest_number(dun_level)) destroyed = FALSE;
573
574         /* Actual maximum number of rooms on this level */
575         dun->row_rooms = cur_hgt / BLOCK_HGT;
576         dun->col_rooms = cur_wid / BLOCK_WID;
577
578         /* Initialize the room table */
579         for (y = 0; y < dun->row_rooms; y++)
580         {
581                 for (x = 0; x < dun->col_rooms; x++)
582                 {
583                         dun->room_map[y][x] = FALSE;
584                 }
585         }
586
587
588         /* No "crowded" rooms yet */
589         dun->crowded = 0;
590
591
592         /* No rooms yet */
593         dun->cent_n = 0;
594
595         
596         /* Build some rooms */
597         if (!(d_info[dungeon_type].flags1 & DF1_MAZE))
598         {
599         for (i = 0; i < dun_rooms; i++)
600         {
601                 bool force_rooms = (ironman_rooms && !((d_info[dungeon_type].flags1 & DF1_BEGINNER) || (d_info[dungeon_type].flags1 & DF1_CHAMELEON)));
602
603                 /* Pick a block for the room */
604                 y = rand_int(dun->row_rooms);
605                 x = rand_int(dun->col_rooms);
606
607                 /* Align dungeon rooms */
608                 if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
609                 {
610                         /* Slide some rooms right */
611                         if ((x % 3) == 0) x++;
612
613                         /* Slide some rooms left */
614                         if ((x % 3) == 2) x--;
615                 }
616
617                 /* Attempt an "unusual" room */
618                 if (force_rooms || (rand_int(DUN_UNUSUAL) < dun_level))
619                 {
620                         /* Roll for room type */
621                         while(1)
622                         {
623                                 k = (force_rooms ? 0 : rand_int(100));
624                                 if (force_rooms) break;
625                                 if ((d_info[dungeon_type].flags1 & DF1_NO_VAULT) && (k < 14)) continue;
626                                 break;
627                         }
628
629                         /* Attempt a very unusual room */
630                         if (force_rooms || (rand_int(DUN_UNUSUAL) < dun_level))
631                         {
632 #ifdef FORCE_V_IDX
633                                 if (room_build(y, x, 8)) continue;
634 #else
635                                 /* Type 8 -- Greater vault (4%) */
636                                 if (k < 4)
637                                 {
638                                         if (max_vault_ok > 1)
639                                         {
640                                                 if (room_build(y, x, 8)) continue;
641                                         }
642                                         else
643                                         {
644 #ifdef JP
645 if (cheat_room) msg_print("µðÂç¤ÊÃϲ¼¼¼¤òµÑ²¼¤·¤Þ¤¹¡£");
646 #else
647                                                 if (cheat_room) msg_print("Refusing a greater vault.");
648 #endif
649
650                                         }
651                                 }
652
653                                 /* Type 7 -- Lesser vault (6%) */
654                                 if (k < 10)
655                                 {
656                                         if (max_vault_ok > 0)
657                                         {
658                                                 if (room_build(y, x, 7)) continue;
659                                         }
660                                         else
661                                         {
662 #ifdef JP
663 if (cheat_room) msg_print("¾®¤µ¤ÊÃϲ¼¼¼¤òµÑ²¼¤·¤Þ¤¹¡£");
664 #else
665                                                 if (cheat_room) msg_print("Refusing a lesser vault.");
666 #endif
667
668                                         }
669                                 }
670
671
672                                 /* Type 10 -- Random vault (4%) */
673                                 if ((k < 14) && room_build(y, x, 10)) continue;
674
675                                 /* Type 5 -- Monster nest (8%) */
676                                 if ((k < 22) && room_build(y, x, 5)) continue;
677
678                                 /* Type 6 -- Monster pit (10%) */
679                                 if ((k < 32) && room_build(y, x, 6)) continue;
680 #endif
681
682                         }
683
684                         /* Type 2 -- Overlapping (25%) */
685                         if ((k < 25) && room_build(y, x, 2)) continue;
686
687                         /* Type 3 -- Cross room (25%) */
688                         if ((k < 50) && room_build(y, x, 3)) continue;
689
690                         if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
691                         {
692                                 if (room_build(y, x, 4)) continue;
693                         }
694                         else
695                         {
696                                 /* Type 4 -- Large room (25%) */
697                                 if ((k < 75) && room_build(y, x, 4)) continue;
698
699                                 /* Type 11 -- Circular (10%) */
700                                 if ((k < 85) && room_build(y, x, 11)) continue;
701
702                                 /* Type 12 -- Crypt (15%) */
703                                 if ((k < 100) && room_build(y, x, 12)) continue;
704                         }
705                 }
706
707                 /* The deeper you are, the more cavelike the rooms are */
708                 k = randint(100);
709
710                 /* No caves when a cavern exists: they look bad */
711                 if (((k < dun_level) || (d_info[dungeon_type].flags1 & DF1_CAVE)) && (!cavern) && (!empty_level) && (laketype == 0) && !(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
712                 {
713                         /* Type 9 -- Fractal cave */
714                         if (room_build(y, x, 9)) continue;
715                 }
716                 else
717                         /* Attempt a "trivial" room */
718
719                   if (room_build(y, x, 1)) continue;
720                 continue;
721         }
722
723         /* Make a hole in the dungeon roof sometimes at level 1 */
724         if ((dun_level == 1) && terrain_streams)
725         {
726                 while (randint(DUN_MOS_DEN) == 1)
727                 {
728                         place_trees(randint(cur_wid - 2), randint(cur_hgt - 2));
729                 }
730         }
731
732         /* Destroy the level if necessary */
733         if (destroyed) destroy_level();
734
735         /* Hack -- Add some rivers */
736         if ((randint(3) == 1) && (randint(dun_level) > 5) && terrain_streams)
737         {
738                 /* Choose water or lava */
739                 if ((randint(MAX_DEPTH * 2) - 1 > dun_level) && (d_info[dungeon_type].flags1 & DF1_WATER_RIVER))
740                 {
741                         feat1 = FEAT_DEEP_WATER;
742                         feat2 = FEAT_SHAL_WATER;
743                 }
744                 else if  (d_info[dungeon_type].flags1 & DF1_LAVA_RIVER)
745                 {
746                         feat1 = FEAT_DEEP_LAVA;
747                         feat2 = FEAT_SHAL_LAVA;
748                 }
749                 else feat1 = 0;
750
751
752                 /* Only add river if matches lake type or if have no lake at all */
753                 if ((((laketype == 1) && (feat1 == FEAT_DEEP_LAVA)) ||
754                     ((laketype == 2) && (feat1 == FEAT_DEEP_WATER)) ||
755                      (laketype == 0)) && feat1)
756                 {
757                         add_river(feat1, feat2);
758                 }
759         }
760         }
761
762         /* Special boundary walls -- Top */
763         for (x = 0; x < cur_wid; x++)
764         {
765                 cave_type *c_ptr = &cave[0][x];
766
767                 /* Clear previous contents, add "solid" perma-wall */
768                 c_ptr->feat = FEAT_PERM_SOLID;
769                 c_ptr->info &= ~(CAVE_MASK);
770         }
771
772         /* Special boundary walls -- Bottom */
773         for (x = 0; x < cur_wid; x++)
774         {
775                 cave_type *c_ptr = &cave[cur_hgt-1][x];
776
777                 /* Clear previous contents, add "solid" perma-wall */
778                 c_ptr->feat = FEAT_PERM_SOLID;
779                 c_ptr->info &= ~(CAVE_MASK);
780         }
781
782         /* Special boundary walls -- Left */
783         for (y = 0; y < cur_hgt; y++)
784         {
785                 cave_type *c_ptr = &cave[y][0];
786
787                 /* Clear previous contents, add "solid" perma-wall */
788                 c_ptr->feat = FEAT_PERM_SOLID;
789                 c_ptr->info &= ~(CAVE_MASK);
790         }
791
792         /* Special boundary walls -- Right */
793         for (y = 0; y < cur_hgt; y++)
794         {
795                 cave_type *c_ptr = &cave[y][cur_wid-1];
796
797                 /* Clear previous contents, add "solid" perma-wall */
798                 c_ptr->feat = FEAT_PERM_SOLID;
799                 c_ptr->info &= ~(CAVE_MASK);
800         }
801
802
803         if (d_info[dungeon_type].flags1 & DF1_MAZE)
804         {
805                 build_maze_vault(cur_wid/2-1, cur_hgt/2-1, cur_wid-4, cur_hgt-4, FALSE);
806
807                 /* Place 3 or 4 down stairs near some walls */
808                 if (!alloc_stairs(FEAT_MORE, rand_range(2, 3), 3)) return FALSE;
809
810                 /* Place 1 or 2 up stairs near some walls */
811                 if (!alloc_stairs(FEAT_LESS, 1, 3)) return FALSE;
812         }
813         else
814         {
815         /* Hack -- Scramble the room order */
816         for (i = 0; i < dun->cent_n; i++)
817         {
818                 int pick1 = rand_int(dun->cent_n);
819                 int pick2 = rand_int(dun->cent_n);
820                 y1 = dun->cent[pick1].y;
821                 x1 = dun->cent[pick1].x;
822                 dun->cent[pick1].y = dun->cent[pick2].y;
823                 dun->cent[pick1].x = dun->cent[pick2].x;
824                 dun->cent[pick2].y = y1;
825                 dun->cent[pick2].x = x1;
826         }
827
828         /* Start with no tunnel doors */
829         dun->door_n = 0;
830
831         /* Hack -- connect the first room to the last room */
832         y = dun->cent[dun->cent_n-1].y;
833         x = dun->cent[dun->cent_n-1].x;
834
835         /* Connect all the rooms together */
836         for (i = 0; i < dun->cent_n; i++)
837         {
838
839                 /* Reset the arrays */
840                 dun->tunn_n = 0;
841                 dun->wall_n = 0;
842
843                 /* Connect the room to the previous room */
844                 if (randint(dun_level) > d_info[dungeon_type].tunnel_percent)
845                 {
846                         /* make cave-like tunnel */
847                         build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
848                 }
849                 else
850                 {
851                         /* make normal tunnel */
852                         build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x);
853                 }
854
855                 /* Turn the tunnel into corridor */
856                 for (j = 0; j < dun->tunn_n; j++)
857                 {
858                         /* Access the grid */
859                         y = dun->tunn[j].y;
860                         x = dun->tunn[j].x;
861
862                         /* Access the grid */
863                         c_ptr = &cave[y][x];
864
865                         /* Clear previous contents (if not a lake), add a floor */
866                         if ((c_ptr->feat < FEAT_DEEP_WATER) ||
867                             (c_ptr->feat > FEAT_SHAL_LAVA))
868                         {
869                                 place_floor_grid(c_ptr);
870                         }
871                 }
872
873                 /* Apply the piercings that we found */
874                 for (j = 0; j < dun->wall_n; j++)
875                 {
876                         /* Access the grid */
877                         y = dun->wall[j].y;
878                         x = dun->wall[j].x;
879
880                         /* Access the grid */
881                         c_ptr = &cave[y][x];
882
883                         /* Clear previous contents, add up floor */
884                         place_floor_grid(c_ptr);
885
886                         /* Occasional doorway */
887                         if ((rand_int(100) < dun_tun_pen) && !(d_info[dungeon_type].flags1 & DF1_NO_DOORS))
888                         {
889                                 /* Place a random door */
890                                 place_random_door(y, x);
891                         }
892                 }
893
894                 /* Remember the "previous" room */
895                 y = dun->cent[i].y;
896                 x = dun->cent[i].x;
897         }
898
899         /* Place intersection doors      */
900         for (i = 0; i < dun->door_n; i++)
901         {
902                 /* Extract junction location */
903                 y = dun->door[i].y;
904                 x = dun->door[i].x;
905
906                 /* Try placing doors */
907                 try_door(y, x - 1);
908                 try_door(y, x + 1);
909                 try_door(y - 1, x);
910                 try_door(y + 1, x);
911         }
912
913         /* Place 3 or 4 down stairs near some walls */
914         if (!alloc_stairs(FEAT_MORE, rand_range(3, 4), 3)) return FALSE;
915
916         /* Place 1 or 2 up stairs near some walls */
917         if (!alloc_stairs(FEAT_LESS, rand_range(1, 2), 3)) return FALSE;
918
919         }
920
921         if (!laketype)
922         {
923                 if (d_info[dungeon_type].stream1)
924                 {
925                         /* Hack -- Add some magma streamers */
926                         for (i = 0; i < DUN_STR_MAG; i++)
927                         {
928                                 build_streamer(d_info[dungeon_type].stream1, DUN_STR_MC);
929                         }
930                 }
931
932                 if (d_info[dungeon_type].stream2)
933                 {
934                         /* Hack -- Add some quartz streamers */
935                         for (i = 0; i < DUN_STR_QUA; i++)
936                         {
937                                 build_streamer(d_info[dungeon_type].stream2, DUN_STR_QC);
938                         }
939                 }
940         }
941
942         /* Handle the quest monster placements */
943         for (i = 0; i < max_quests; i++)
944         {
945                 if ((quest[i].status == QUEST_STATUS_TAKEN) &&
946                     ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
947                     (quest[i].type == QUEST_TYPE_RANDOM)) &&
948                     (quest[i].level == dun_level) && (dungeon_type == quest[i].dungeon) &&
949                         !(quest[i].flags & QUEST_FLAG_PRESET))
950                 {
951                         monster_race *r_ptr = &r_info[quest[i].r_idx];
952
953                         /* Hack -- "unique" monsters must be "unique" */
954                         if ((r_ptr->flags1 & RF1_UNIQUE) &&
955                             (r_ptr->cur_num >= r_ptr->max_num))
956                         {
957                                 /* The unique is already dead */
958                                 quest[i].status = QUEST_STATUS_FINISHED;
959                         }
960                         else
961                         {
962                                 bool group;
963
964                                 for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++)
965                                 {
966                                         for (k = 0; k < SAFE_MAX_ATTEMPTS; k++)
967                                         {
968                                                 /* Find an empty grid */
969                                                 while (TRUE)
970                                                 {
971                                                         y = rand_int(cur_hgt);
972                                                         x = rand_int(cur_wid);
973
974                                                         /* Access the grid */
975                                                         c_ptr = &cave[y][x];
976
977                                                         if (!is_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
978                                                         if (distance(y, x, py, px) < 10) continue;
979                                                         else break;
980                                                 }
981
982                                                 if (r_ptr->flags1 & RF1_FRIENDS)
983                                                         group = FALSE;
984                                                 else
985                                                         group = TRUE;
986
987                                                 /* Try to place the monster */
988                                                 if (place_monster_aux(y, x, quest[i].r_idx, FALSE, group, FALSE, FALSE, TRUE, TRUE))
989                                                 {
990                                                         /* Success */
991                                                         break;
992                                                 }
993                                                 else
994                                                 {
995                                                         /* Failure - Try again */
996                                                         continue;
997                                                 }
998                                         }
999                                 }
1000                         }
1001                 }
1002         }
1003
1004
1005         /* Basic "amount" */
1006         k = (dun_level / 3);
1007         if (k > 10) k = 10;
1008         if (k < 2) k = 2;
1009
1010         /* Pick a base number of monsters */
1011         i = d_info[dungeon_type].min_m_alloc_level;
1012
1013         /* To make small levels a bit more playable */
1014         if (cur_hgt < MAX_HGT || cur_wid < MAX_WID)
1015         {
1016                 int small_tester = i;
1017
1018                 i = (i * cur_hgt) / MAX_HGT;
1019                 i = (i * cur_wid) / MAX_WID;
1020                 i += 1;
1021
1022                 if (i > small_tester) i = small_tester;
1023                 else if (cheat_hear)
1024                 {
1025 #ifdef JP
1026 msg_format("¥â¥ó¥¹¥¿¡¼¿ô´ðËÜÃͤò %d ¤«¤é %d ¤Ë¸º¤é¤·¤Þ¤¹", small_tester, i);
1027 #else
1028                         msg_format("Reduced monsters base from %d to %d", small_tester, i);
1029 #endif
1030
1031                 }
1032         }
1033
1034         i += randint(8);
1035
1036         /* Put some monsters in the dungeon */
1037         for (i = i + k; i > 0; i--)
1038         {
1039                 (void)alloc_monster(0, TRUE);
1040         }
1041
1042         /* Place some traps in the dungeon */
1043         alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint(k));
1044
1045         /* Put some rubble in corridors */
1046         alloc_object(ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint(k));
1047
1048         /* Put some objects in rooms */
1049         alloc_object(ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
1050
1051         /* Put some objects/gold in the dungeon */
1052         alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
1053         alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));
1054
1055         /* Put an Artifact and Artifact Guardian is requested */
1056         if(d_info[dungeon_type].final_guardian && (d_info[dungeon_type].maxdepth == dun_level))
1057         {
1058                 int oy;
1059                 int ox;
1060                 int try = 4000;
1061
1062                 /* Find a good position */
1063                 while(try)
1064                 {
1065                         /* Get a random spot */
1066                         oy = randint(cur_hgt - 4) + 2;
1067                         ox = randint(cur_wid - 4) + 2;
1068
1069                         /* Is it a good spot ? */
1070                         if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[d_info[dungeon_type].final_guardian]))
1071                         {
1072                                 /* Place the guardian */
1073                                 if (place_monster_aux(oy, ox, d_info[dungeon_type].final_guardian, FALSE, TRUE, FALSE, FALSE, TRUE, TRUE)) break;
1074                         }
1075                         /* One less try */
1076                         try--;
1077                 }
1078         }
1079
1080         if ((empty_level && ((randint(DARK_EMPTY) != 1) || (randint(100) > dun_level))) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
1081         {
1082                 /* Lite the cave */
1083                 for (y = 0; y < cur_hgt; y++)
1084                 {
1085                         for (x = 0; x < cur_wid; x++)
1086                         {
1087                                 cave[y][x].info |= (CAVE_GLOW);
1088                         }
1089                 }
1090         }
1091
1092         /* Determine the character location */
1093         if (!new_player_spot())
1094                 return FALSE;
1095
1096         return TRUE;
1097 }
1098
1099
1100 /*
1101  * Builds the arena after it is entered -KMW-
1102  */
1103 static void build_arena(void)
1104 {
1105         int yval, y_height, y_depth, xval, x_left, x_right;
1106         register int i, j;
1107
1108         yval = SCREEN_HGT / 2;
1109         xval = SCREEN_WID / 2;
1110         y_height = yval - 10 + SCREEN_HGT;
1111         y_depth = yval + 10 + SCREEN_HGT;
1112         x_left = xval - 32 + SCREEN_WID;
1113         x_right = xval + 32 + SCREEN_WID;
1114
1115         for (i = y_height; i <= y_height + 5; i++)
1116                 for (j = x_left; j <= x_right; j++)
1117                 {
1118                         cave[i][j].feat = FEAT_PERM_EXTRA;
1119                         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1120                 }
1121         for (i = y_depth; i >= y_depth - 5; i--)
1122                 for (j = x_left; j <= x_right; j++)
1123                 {
1124                         cave[i][j].feat = FEAT_PERM_EXTRA;
1125                         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1126                 }
1127         for (j = x_left; j <= x_left + 17; j++)
1128                 for (i = y_height; i <= y_depth; i++)
1129                 {
1130                         cave[i][j].feat = FEAT_PERM_EXTRA;
1131                         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1132                 }
1133         for (j = x_right; j >= x_right - 17; j--)
1134                 for (i = y_height; i <= y_depth; i++)
1135                 {
1136                         cave[i][j].feat = FEAT_PERM_EXTRA;
1137                         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1138                 }
1139
1140         cave[y_height+6][x_left+18].feat = FEAT_PERM_EXTRA;
1141         cave[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1142         cave[y_depth-6][x_left+18].feat = FEAT_PERM_EXTRA;
1143         cave[y_depth-6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1144         cave[y_height+6][x_right-18].feat = FEAT_PERM_EXTRA;
1145         cave[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1146         cave[y_depth-6][x_right-18].feat = FEAT_PERM_EXTRA;
1147         cave[y_depth-6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1148
1149         i = y_height + 5;
1150         j = xval + SCREEN_WID;
1151         cave[i][j].feat = FEAT_BLDG_HEAD + 2;
1152         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1153         player_place(i + 1, j);
1154 }
1155
1156
1157 /*
1158  * Town logic flow for generation of arena -KMW-
1159  */
1160 static void arena_gen(void)
1161 {
1162         int y, x;
1163         int qy = SCREEN_HGT;
1164         int qx = SCREEN_WID;
1165         bool daytime;
1166
1167         /* Day time */
1168         if ((turn % (20L * TOWN_DAWN)) < ((20L * TOWN_DAWN) / 2))
1169                 daytime = TRUE;
1170
1171         /* Night time */
1172         else
1173                 daytime = FALSE;
1174
1175         /* Start with solid walls */
1176         for (y = 0; y < MAX_HGT; y++)
1177         {
1178                 for (x = 0; x < MAX_WID; x++)
1179                 {
1180                         /* Create "solid" perma-wall */
1181                         cave[y][x].feat = FEAT_PERM_SOLID;
1182
1183                         /* Illuminate and memorize the walls */
1184                         cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1185                 }
1186         }
1187
1188         /* Then place some floors */
1189         for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1190         {
1191                 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1192                 {
1193                         /* Create empty floor */
1194                         cave[y][x].feat = FEAT_FLOOR;
1195                 }
1196         }
1197
1198         build_arena();
1199
1200         place_monster_aux(py + 5, px, arena_monsters[p_ptr->arena_number],
1201             FALSE, FALSE, FALSE, FALSE, TRUE, TRUE);
1202 }
1203
1204
1205
1206 /*
1207  * Builds the arena after it is entered -KMW-
1208  */
1209 static void build_battle(void)
1210 {
1211         int yval, y_height, y_depth, xval, x_left, x_right;
1212         register int i, j;
1213
1214         yval = SCREEN_HGT / 2;
1215         xval = SCREEN_WID / 2;
1216         y_height = yval - 10 + SCREEN_HGT;
1217         y_depth = yval + 10 + SCREEN_HGT;
1218         x_left = xval - 32 + SCREEN_WID;
1219         x_right = xval + 32 + SCREEN_WID;
1220
1221         for (i = y_height; i <= y_height + 5; i++)
1222                 for (j = x_left; j <= x_right; j++)
1223                 {
1224                         cave[i][j].feat = FEAT_PERM_EXTRA;
1225                         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1226                 }
1227         for (i = y_depth; i >= y_depth - 3; i--)
1228                 for (j = x_left; j <= x_right; j++)
1229                 {
1230                         cave[i][j].feat = FEAT_PERM_EXTRA;
1231                         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1232                 }
1233         for (j = x_left; j <= x_left + 17; j++)
1234                 for (i = y_height; i <= y_depth; i++)
1235                 {
1236                         cave[i][j].feat = FEAT_PERM_EXTRA;
1237                         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1238                 }
1239         for (j = x_right; j >= x_right - 17; j--)
1240                 for (i = y_height; i <= y_depth; i++)
1241                 {
1242                         cave[i][j].feat = FEAT_PERM_EXTRA;
1243                         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1244                 }
1245
1246         cave[y_height+6][x_left+18].feat = FEAT_PERM_EXTRA;
1247         cave[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1248         cave[y_depth-4][x_left+18].feat = FEAT_PERM_EXTRA;
1249         cave[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1250         cave[y_height+6][x_right-18].feat = FEAT_PERM_EXTRA;
1251         cave[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1252         cave[y_depth-4][x_right-18].feat = FEAT_PERM_EXTRA;
1253         cave[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1254
1255         i = y_height + 4;
1256         j = xval + SCREEN_WID;
1257         cave[i][j].feat = FEAT_BLDG_HEAD + 3;
1258         cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1259         player_place(i, j);
1260 }
1261
1262
1263 /*
1264  * Town logic flow for generation of arena -KMW-
1265  */
1266 static void battle_gen(void)
1267 {
1268         int y, x, i;
1269         int qy = SCREEN_HGT;
1270         int qx = SCREEN_WID;
1271
1272         /* Start with solid walls */
1273         for (y = 0; y < MAX_HGT; y++)
1274         {
1275                 for (x = 0; x < MAX_WID; x++)
1276                 {
1277                         /* Create "solid" perma-wall */
1278                         cave[y][x].feat = FEAT_PERM_SOLID;
1279
1280                         /* Illuminate and memorize the walls */
1281                         cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1282                 }
1283         }
1284
1285         /* Then place some floors */
1286         for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1287         {
1288                 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1289                 {
1290                         /* Create empty floor */
1291                         cave[y][x].feat = FEAT_FLOOR;
1292                 }
1293         }
1294
1295         build_battle();
1296
1297         for(i=0;i<4;i++)
1298         {
1299                 place_monster_aux(py + 5 + (i/2)*4, px - 2 + (i%2)*4, battle_mon[i],
1300                                   FALSE, FALSE, FALSE, FALSE, TRUE, TRUE);
1301                 set_friendly(&m_list[cave[py+5+(i/2)*4][px-2+(i%2)*4].m_idx]);
1302         }
1303         for(i = 1; i < m_max; i++)
1304         {
1305                 monster_type *m_ptr = &m_list[i];
1306
1307                 if (!m_ptr->r_idx) continue;
1308
1309                 /* Hack -- Detect monster */
1310                 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
1311
1312                 /* Update the monster */
1313                 update_mon(i, FALSE);
1314         }
1315 }
1316
1317
1318 /*
1319  * Generate a quest level
1320  */
1321 static void quest_gen(void)
1322 {
1323         int x, y;
1324
1325
1326         /* Start with perm walls */
1327         for (y = 0; y < cur_hgt; y++)
1328         {
1329                 for (x = 0; x < cur_wid; x++)
1330                 {
1331                         cave[y][x].feat = FEAT_PERM_SOLID;
1332                 }
1333         }
1334
1335         /* Set the quest level */
1336         base_level = quest[p_ptr->inside_quest].level;
1337         dun_level = base_level;
1338         object_level = base_level;
1339         monster_level = base_level;
1340
1341         if (record_stair) do_cmd_write_nikki(NIKKI_TO_QUEST, p_ptr->inside_quest, NULL);
1342
1343         /* Prepare allocation table */
1344         get_mon_num_prep(get_monster_hook(), NULL);
1345
1346         init_flags = INIT_CREATE_DUNGEON | INIT_ASSIGN;
1347
1348 process_dungeon_file("q_info_j.txt", 0, 0, MAX_HGT, MAX_WID);
1349 }
1350
1351 /* Make a real level */
1352 static bool level_gen(cptr *why)
1353 {
1354         int level_height, level_width;
1355
1356         if ((always_small_levels || ironman_small_levels ||
1357             ((randint(SMALL_LEVEL) == 1) && small_levels) ||
1358              (d_info[dungeon_type].flags1 & DF1_BEGINNER) ||
1359             (d_info[dungeon_type].flags1 & DF1_SMALLEST)) &&
1360             !(d_info[dungeon_type].flags1 & DF1_BIG))
1361         {
1362                 if (cheat_room)
1363 #ifdef JP
1364 msg_print("¾®¤µ¤Ê¥Õ¥í¥¢");
1365 #else
1366                   msg_print("A 'small' dungeon level.");
1367 #endif
1368
1369
1370                 if (d_info[dungeon_type].flags1 & DF1_SMALLEST)
1371                 {
1372                         level_height = 1;
1373                         level_width = 1;
1374                 }
1375                 else if (d_info[dungeon_type].flags1 & DF1_BEGINNER)
1376                 {
1377                         level_height = 2;
1378                         level_width = 2;
1379                 }
1380                 else
1381                 {
1382                         do
1383                         {
1384                                 level_height = randint(MAX_HGT/SCREEN_HGT);
1385                                 level_width = randint(MAX_WID/SCREEN_WID);
1386                         }
1387                         while ((level_height == MAX_HGT/SCREEN_HGT) &&
1388                                    (level_width == MAX_WID/SCREEN_WID));
1389                 }
1390
1391                 cur_hgt = level_height * SCREEN_HGT;
1392                 cur_wid = level_width * SCREEN_WID;
1393
1394                 /* Determine number of panels */
1395                 max_panel_rows = level_height * 2 - 2;
1396                 max_panel_cols = level_width * 2 - 2;
1397
1398                 /* Assume illegal panel */
1399                 panel_row = max_panel_rows;
1400                 panel_col = max_panel_cols;
1401
1402                 if (cheat_room)
1403                   msg_format("X:%d, Y:%d.", max_panel_cols, max_panel_rows);
1404         }
1405         else
1406         {
1407                 /* Big dungeon */
1408                 cur_hgt = MAX_HGT;
1409                 cur_wid = MAX_WID;
1410
1411                 /* Determine number of panels */
1412                 max_panel_rows = (cur_hgt / SCREEN_HGT) * 2 - 2;
1413                 max_panel_cols = (cur_wid / SCREEN_WID) * 2 - 2;
1414
1415                 /* Assume illegal panel */
1416                 panel_row = max_panel_rows;
1417                 panel_col = max_panel_cols;
1418         }
1419
1420         /* Make a dungeon */
1421         if (!cave_gen())
1422         {
1423 #ifdef JP
1424 *why = "¥À¥ó¥¸¥ç¥óÀ¸À®¤Ë¼ºÇÔ";
1425 #else
1426                 *why = "could not place player";
1427 #endif
1428
1429                 return FALSE;
1430         }
1431         else return TRUE;
1432 }
1433
1434 static byte extract_feeling(void)
1435 {
1436         /* Hack -- no feeling in the town */
1437         if (!dun_level) return 0;
1438
1439         /* Hack -- Have a special feeling sometimes */
1440         if (good_item_flag && !preserve_mode) return 1;
1441
1442         if (rating > 100) return 2;
1443         if (rating > 80) return 3;
1444         if (rating > 60) return 4;
1445         if (rating > 40) return 5;
1446         if (rating > 30) return 6;
1447         if (rating > 20) return 7;
1448         if (rating > 10) return 8;
1449         if (rating > 0) return 9;
1450
1451         if((turn - old_turn) > 100000L)
1452                 chg_virtue(V_PATIENCE, 1);
1453
1454         return 10;
1455 }
1456
1457
1458 static void place_pet(void)
1459 {
1460         int i, max_num;
1461
1462         if (p_ptr->wild_mode)
1463                 max_num = 1;
1464         else
1465                 max_num = 21;
1466
1467         for (i = 0; i < max_num; i++)
1468         {
1469                 int cy, cx, m_idx;
1470
1471                 if (!(party_mon[i].r_idx)) continue;
1472
1473
1474                 if (i == 0)
1475                 {
1476                         m_idx = m_pop();
1477                         p_ptr->riding = m_idx;
1478                         if (m_idx)
1479                         {
1480                                 cy = py;
1481                                 cx = px;
1482                         }
1483                 }
1484                 else
1485                 {
1486                         int j, d;
1487
1488                         for(d = 1; d < 6; d++)
1489                         {
1490                                 for(j = 1000; j > 0; j--)
1491                                 {
1492                                         scatter(&cy, &cx, py, px, d, 0);
1493                                         if ((cave_floor_bold(cy, cx) || (cave[cy][cx].feat == FEAT_TREES)) && !cave[cy][cx].m_idx && !((cy == py) && (cx == px))) break;
1494                                 }
1495                                 if (j) break;
1496                         }
1497                         if (d == 6 || p_ptr->inside_arena || p_ptr->inside_battle)
1498                                 m_idx = 0;
1499                         else
1500                                 m_idx = m_pop();
1501                 }
1502                 
1503                 if (m_idx)
1504                 {
1505                         monster_type *m_ptr = &m_list[m_idx];
1506                         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1507                         
1508                         cave[cy][cx].m_idx = m_idx;
1509                         m_ptr->r_idx = party_mon[i].r_idx;
1510                         m_ptr->fy = cy;
1511                         m_ptr->fx = cx;
1512                         m_ptr->cdis = party_mon[i].cdis;
1513                         m_ptr->mflag = party_mon[i].mflag;
1514                         m_ptr->mflag2 = party_mon[i].mflag2;
1515                         m_ptr->ml = TRUE;
1516                         m_ptr->hp = party_mon[i].hp;
1517                         m_ptr->maxhp = party_mon[i].maxhp;
1518                         m_ptr->max_maxhp = party_mon[i].max_maxhp;
1519                         m_ptr->mspeed = party_mon[i].mspeed;
1520                         m_ptr->fast = party_mon[i].fast;
1521                         m_ptr->slow = party_mon[i].slow;
1522                         m_ptr->stunned = party_mon[i].stunned;
1523                         m_ptr->confused = party_mon[i].confused;
1524                         m_ptr->monfear = party_mon[i].monfear;
1525                         m_ptr->invulner = party_mon[i].invulner;
1526                         m_ptr->smart = party_mon[i].smart;
1527                         m_ptr->csleep = 0;
1528                         m_ptr->nickname = party_mon[i].nickname;
1529                         m_ptr->energy = party_mon[i].energy;
1530                         m_ptr->exp = party_mon[i].exp;
1531                         set_pet(m_ptr);
1532                         
1533                         if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
1534                         {
1535                                 /* Monster is still being nice */
1536                                 m_ptr->mflag |= (MFLAG_NICE);
1537                                 
1538                                 /* Must repair monsters */
1539                                 repair_monsters = TRUE;
1540                         }
1541                         
1542                         /* Update the monster */
1543                         update_mon(m_idx, TRUE);
1544                         lite_spot(cy, cx);
1545                         
1546                         r_ptr->cur_num++;
1547                         
1548                         /* Hack -- Count the number of "reproducers" */
1549                         if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
1550                         
1551                         /* Hack -- Notice new multi-hued monsters */
1552                         if (r_ptr->flags1 & RF1_ATTR_MULTI) shimmer_monsters = TRUE;
1553                 }
1554                 else
1555                 {
1556                         char m_name[80];
1557                         
1558                         monster_desc(m_name, &party_mon[i], 0);
1559 #ifdef JP
1560                         msg_format("%s¤È¤Ï¤°¤ì¤Æ¤·¤Þ¤Ã¤¿¡£", m_name);
1561 #else
1562                         msg_format("You have lost sight of %s.", m_name);
1563 #endif
1564                         if (record_named_pet && party_mon[i].nickname)
1565                         {
1566                                 monster_desc(m_name, &party_mon[i], 0x08);
1567                                 do_cmd_write_nikki(NIKKI_NAMED_PET, 5, m_name);
1568                         }
1569                 }
1570         }
1571 }
1572
1573 /*
1574  * Generates a random dungeon level                     -RAK-
1575  *
1576  * Hack -- regenerate any "overflow" levels
1577  *
1578  * Hack -- allow auto-scumming via a gameplay option.
1579  */
1580 void generate_cave(void)
1581 {
1582         int y, x, num;
1583         int i;
1584
1585         /* The dungeon is not ready */
1586         character_dungeon = FALSE;
1587
1588         /* Generate */
1589         for (num = 0; TRUE; num++)
1590         {
1591                 bool okay = TRUE;
1592
1593                 cptr why = NULL;
1594
1595
1596                 /* XXX XXX XXX XXX */
1597                 o_max = 1;
1598                 m_max = 1;
1599
1600                 /* Start with a blank cave */
1601                 for (y = 0; y < MAX_HGT; y++)
1602                 {
1603                         for (x = 0; x < MAX_WID; x++)
1604                         {
1605                                 /* No flags */
1606                                 cave[y][x].info = 0;
1607
1608                                 /* No features */
1609                                 cave[y][x].feat = 0;
1610
1611                                 /* No objects */
1612                                 cave[y][x].o_idx = 0;
1613
1614                                 /* No monsters */
1615                                 cave[y][x].m_idx = 0;
1616
1617                                 /* No mimic */
1618                                 cave[y][x].mimic = 0;
1619
1620                                 /* No flow */
1621                                 cave[y][x].cost = 0;
1622                                 cave[y][x].dist = 0;
1623                                 cave[y][x].when = 0;
1624                         }
1625                 }
1626
1627                 /* Mega-Hack -- no player yet */
1628                 px = py = 0;
1629
1630                 /* Mega-Hack -- no panel yet */
1631                 panel_row_min = 0;
1632                 panel_row_max = 0;
1633                 panel_col_min = 0;
1634                 panel_col_max = 0;
1635
1636                 /* Set the base level */
1637                 base_level = dun_level;
1638
1639                 /* Reset the monster generation level */
1640                 monster_level = base_level;
1641
1642                 /* Reset the object generation level */
1643                 object_level = base_level;
1644
1645                 /* Nothing special here yet */
1646                 good_item_flag = FALSE;
1647
1648                 /* Nothing good here yet */
1649                 rating = 0;
1650
1651                 if ((d_info[dungeon_type].fill_type1 == FEAT_MAGMA_K) || (d_info[dungeon_type].fill_type2 == FEAT_MAGMA_K) || (d_info[dungeon_type].fill_type3 == FEAT_MAGMA_K)) rating += 40;
1652
1653                 ambush_flag = FALSE;
1654
1655                 /* Fill the arrays of floors and walls in the good proportions */
1656                 for (i = 0; i < 100; i++)
1657                 {
1658                         int lim1, lim2, lim3;
1659
1660                         lim1 = d_info[0].floor_percent1;
1661                         lim2 = lim1 + d_info[0].floor_percent2;
1662                         lim3 = lim2 + d_info[0].floor_percent3;
1663
1664                         if (i < lim1)
1665                                 floor_type[i] = d_info[0].floor1;
1666                         else if (i < lim2)
1667                                 floor_type[i] = d_info[0].floor2;
1668                         else if (i < lim3)
1669                                 floor_type[i] = d_info[0].floor3;
1670
1671                         lim1 = d_info[0].fill_percent1;
1672                         lim2 = lim1 + d_info[0].fill_percent2;
1673                         lim3 = lim2 + d_info[0].fill_percent3;
1674                         if (i < lim1)
1675                                 fill_type[i] = d_info[0].fill_type1;
1676                         else if (i < lim2)
1677                                 fill_type[i] = d_info[0].fill_type2;
1678                         else if (i < lim3)
1679                                 fill_type[i] = d_info[0].fill_type3;
1680                 }
1681
1682                 /* Build the arena -KMW- */
1683                 if (p_ptr->inside_arena)
1684                 {
1685                                 /* Small arena */
1686                         arena_gen();
1687                 }
1688
1689                 /* Build the battle -KMW- */
1690                 else if (p_ptr->inside_battle)
1691                 {
1692                                 /* Small arena */
1693                         battle_gen();
1694                 }
1695
1696                 else if (p_ptr->inside_quest)
1697                 {
1698                         quest_gen();
1699                 }
1700
1701                 /* Build the town */
1702                 else if (!dun_level)
1703                 {
1704                                 /* Make the wilderness */
1705                         if (p_ptr->wild_mode) wilderness_gen_small();
1706                         else wilderness_gen();
1707                 }
1708
1709                 /* Build a real level */
1710                 else
1711                 {
1712                         okay = level_gen(&why);
1713                 }
1714
1715                 /* Extract the feeling */
1716                 feeling = extract_feeling();
1717
1718                 /* Prevent object over-flow */
1719                 if (o_max >= max_o_idx)
1720                 {
1721                         /* Message */
1722 #ifdef JP
1723 why = "¥¢¥¤¥Æ¥à¤¬Â¿¤¹¤®¤ë";
1724 #else
1725                         why = "too many objects";
1726 #endif
1727
1728
1729                         /* Message */
1730                         okay = FALSE;
1731                 }
1732                 /* Prevent monster over-flow */
1733                 else if (m_max >= max_m_idx)
1734                 {
1735                         /* Message */
1736 #ifdef JP
1737 why = "¥â¥ó¥¹¥¿¡¼¤¬Â¿¤¹¤®¤ë";
1738 #else
1739                         why = "too many monsters";
1740 #endif
1741
1742
1743                         /* Message */
1744                         okay = FALSE;
1745                 }
1746
1747                 /* Mega-Hack -- "auto-scum" */
1748                 else if ((auto_scum || ironman_autoscum) && (num < 100) &&
1749                                  !p_ptr->inside_quest && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1750                 {
1751                         /* Require "goodness" */
1752                         if ((feeling > 9) ||
1753                             ((dun_level >= 7) && (feeling > 8)) ||
1754                             ((dun_level >= 15) && (feeling > 7)) ||
1755                             ((dun_level >= 35) && (feeling > 6)) ||
1756                             ((dun_level >= 70) && (feeling > 5)))
1757                         {
1758                                 /* Give message to cheaters */
1759                                 if (cheat_room || cheat_hear ||
1760                                     cheat_peek || cheat_xtra)
1761                                 {
1762                                         /* Message */
1763 #ifdef JP
1764 why = "Âà¶þ¤Ê³¬";
1765 #else
1766                                         why = "boring level";
1767 #endif
1768
1769                                 }
1770
1771                                 /* Try again */
1772                                 okay = FALSE;
1773                         }
1774                 }
1775
1776                 /* Accept */
1777                 if (okay) break;
1778
1779                 /* Message */
1780 #ifdef JP
1781 if (why) msg_format("À¸À®¤ä¤êľ¤·(%s)", why);
1782 #else
1783                 if (why) msg_format("Generation restarted (%s)", why);
1784 #endif
1785
1786
1787                 /* Wipe the objects */
1788                 wipe_o_list();
1789
1790                 /* Wipe the monsters */
1791                 wipe_m_list();
1792         }
1793
1794         for (y = 1; y < cur_hgt - 1; y++)
1795         {
1796                 for (x = 1; x < cur_wid - 1; x++)
1797                 {
1798                         if ((cave[y][x].feat == FEAT_DEEP_LAVA))
1799                         {
1800                                 int i;
1801                                 for (i = 0; i < 9; i++)
1802                                 {
1803                                         cave[y+ddy_ddd[i]][x+ddx_ddd[i]].info |= CAVE_GLOW;
1804                                 }
1805                         }
1806                 }
1807         }
1808
1809         place_pet();
1810
1811         /* The dungeon is ready */
1812         character_dungeon = TRUE;
1813
1814         if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) wiz_lite(TRUE, (bool)(p_ptr->pclass == CLASS_NINJA));
1815
1816         /* Remember when this level was "created" */
1817         old_turn = turn;
1818 }