3 * Purpose: low-level dungeon creation primitives
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
9 * This software may be copied and distributed for educational, research,
10 * and not for profit purposes provided that this copyright and statement
11 * are included in all such copies. Other copyrights may also apply.
20 * Returns random co-ordinates for player/monster/object
22 bool new_player_spot(void)
25 int max_attempts = 10000;
30 /* Place the player */
31 while (max_attempts--)
33 /* Pick a legal spot */
34 y = rand_range(1, cur_hgt - 2);
35 x = rand_range(1, cur_wid - 2);
39 /* Must be a "naked" floor grid */
40 if (c_ptr->m_idx) continue;
43 f_ptr = &f_info[c_ptr->feat];
45 if (max_attempts > 5000) /* Rule 1 */
47 if (!have_flag(f_ptr->flags, FF_FLOOR)) continue;
51 if (!have_flag(f_ptr->flags, FF_MOVE)) continue;
52 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) continue;
55 /* Refuse to start on anti-teleport grids in dungeon */
56 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) continue;
58 if (!player_can_enter(c_ptr->feat, 0)) continue;
59 if (!in_bounds(y, x)) continue;
61 /* Refuse to start on anti-teleport grids */
62 if (c_ptr->info & (CAVE_ICKY)) continue;
68 if (max_attempts < 1) /* Should be -1, actually if we failed... */
71 /* Save the new player grid */
80 * Place an up/down staircase at given location
82 void place_random_stairs(int y, int x)
84 bool up_stairs = TRUE;
85 bool down_stairs = TRUE;
90 if (!is_floor_grid(c_ptr) || c_ptr->o_idx) return;
101 if (dun_level >= d_info[dungeon_type].maxdepth)
105 if (quest_number(dun_level) && (dun_level > 1))
108 /* We can't place both */
109 if (down_stairs && up_stairs)
111 /* Choose a staircase randomly */
112 if (randint0(100) < 50)
118 /* Place the stairs */
120 place_up_stairs(y, x);
121 else if (down_stairs)
122 place_down_stairs(y, x);
127 * Place a random type of door at the given location
129 void place_random_door(int y, int x, bool room)
132 s16b feat = feat_none;
133 cave_type *c_ptr = &cave[y][x];
135 /* Initialize mimic info */
138 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
140 place_floor_bold(y, x);
144 type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
145 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
146 ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
148 /* Choose an object */
149 tmp = randint0(1000);
151 /* Open doors (300/1000) */
154 /* Create open door */
155 feat = feat_door[type].open;
158 /* Broken doors (100/1000) */
161 /* Create broken door */
162 feat = feat_door[type].broken;
165 /* Secret doors (200/1000) */
168 /* Create secret door */
169 place_closed_door(y, x, type);
171 if (type != DOOR_CURTAIN)
173 /* Hide. If on the edge of room, use outer wall. */
174 c_ptr->mimic = room ? feat_wall_outer : fill_type[randint0(100)];
176 /* Floor type terrain cannot hide a door */
177 if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat))
179 if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY))
181 c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)];
188 /* Closed, locked, or stuck doors (400/1000) */
189 else place_closed_door(y, x, type);
193 if (feat != feat_none)
195 set_cave_feat(y, x, feat);
199 place_floor_bold(y, x);
203 delete_monster(y, x);
208 * Place a random type of normal door at the given location.
210 void place_closed_door(int y, int x, int type)
213 s16b feat = feat_none;
215 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
217 place_floor_bold(y, x);
221 /* Choose an object */
224 /* Closed doors (300/400) */
227 /* Create closed door */
228 feat = feat_door[type].closed;
231 /* Locked doors (99/400) */
234 /* Create locked door */
235 feat = feat_locked_door_random(type);
238 /* Stuck doors (1/400) */
241 /* Create jammed door */
242 feat = feat_jammed_door_random(type);
245 if (feat != feat_none)
247 cave_set_feat(y, x, feat);
249 /* Now it is not floor */
250 cave[y][x].info &= ~(CAVE_MASK);
254 place_floor_bold(y, x);
260 * Make an empty square floor, for the middle of rooms
262 void place_floor(int x1, int x2, int y1, int y2, bool light)
266 /* Place a full floor under the room */
267 for (y = y1 - 1; y <= y2 + 1; y++)
269 for (x = x1 - 1; x <= x2 + 1; x++)
271 place_floor_bold(y, x);
272 add_cave_info(y, x, CAVE_ROOM);
273 if (light) add_cave_info(y, x, CAVE_GLOW);
280 * Make an empty square room, only floor and wall grids
282 void place_room(int x1, int x2, int y1, int y2, bool light)
286 place_floor(x1, x2, y1, y2, light);
288 /* Walls around the room */
289 for (y = y1 - 1; y <= y2 + 1; y++)
291 place_outer_bold(y, x1 - 1);
292 place_outer_bold(y, x2 + 1);
294 for (x = x1 - 1; x <= x2 + 1; x++)
296 place_outer_bold(y1 - 1, x);
297 place_outer_bold(y2 + 1, x);
303 * Create up to "num" objects near the given coordinates
304 * Only really called by some of the "vault" routines.
306 void vault_objects(int y, int x, int num)
309 int i = 0, j = y, k = x;
314 /* Attempt to place 'num' objects */
315 for (; num > 0; --num)
317 /* Try up to 11 spots looking for empty space */
318 for (i = 0; i < 11; ++i)
320 /* Pick a random location */
321 while (dummy < SAFE_MAX_ATTEMPTS)
323 j = rand_spread(y, 2);
324 k = rand_spread(x, 3);
326 if (!in_bounds(j, k)) continue;
331 if (dummy >= SAFE_MAX_ATTEMPTS)
336 msg_print("·Ù¹ð¡ªÃϲ¼¼¼¤Î¥¢¥¤¥Æ¥à¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
338 msg_print("Warning! Could not place vault object!");
345 /* Require "clean" floor space */
347 if (!is_floor_grid(c_ptr) || c_ptr->o_idx) continue;
350 if (randint0(100) < 75)
352 place_object(j, k, 0L);
361 /* Placement accomplished */
369 * Place a trap with a given displacement of point
371 void vault_trap_aux(int y, int x, int yd, int xd)
373 int count = 0, y1 = y, x1 = x;
379 for (count = 0; count <= 5; count++)
382 while (dummy < SAFE_MAX_ATTEMPTS)
384 y1 = rand_spread(y, yd);
385 x1 = rand_spread(x, xd);
387 if (!in_bounds(y1, x1)) continue;
391 if (dummy >= SAFE_MAX_ATTEMPTS)
396 msg_print("·Ù¹ð¡ªÃϲ¼¼¼¤Î¥È¥é¥Ã¥×¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
398 msg_print("Warning! Could not place vault trap!");
404 /* Require "naked" floor grids */
405 c_ptr = &cave[y1][x1];
406 if (!is_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
418 * Place some traps with a given displacement of given location
420 void vault_traps(int y, int x, int yd, int xd, int num)
424 for (i = 0; i < num; i++)
426 vault_trap_aux(y, x, yd, xd);
432 * Hack -- Place some sleeping monsters near the given location
434 void vault_monsters(int y1, int x1, int num)
439 /* Try to summon "num" monsters "near" the given location */
440 for (k = 0; k < num; k++)
442 /* Try nine locations */
443 for (i = 0; i < 9; i++)
447 /* Pick a nearby location */
448 scatter(&y, &x, y1, x1, d, 0);
450 /* Require "empty" floor grids */
452 if (!cave_empty_grid(c_ptr)) continue;
454 /* Place the monster (allow groups) */
455 monster_level = base_level + 2;
456 (void)place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
457 monster_level = base_level;
464 * Always picks a correct direction
466 void correct_dir(int *rdir, int *cdir, int y1, int x1, int y2, int x2)
468 /* Extract vertical and horizontal directions */
469 *rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
470 *cdir = (x1 == x2) ? 0 : (x1 < x2) ? 1 : -1;
472 /* Never move diagonally */
475 if (randint0(100) < 50)
484 * Pick a random direction
486 void rand_dir(int *rdir, int *cdir)
488 /* Pick a random direction */
491 /* Extract the dy/dx components */
497 /* Function that sees if a square is a floor. (Includes range checking.) */
498 bool get_is_floor(int x, int y)
500 if (!in_bounds(y, x))
506 /* Do the real check */
507 if (is_floor_bold(y, x)) return (TRUE);
513 /* Set a square to be floor. (Includes range checking.) */
514 void set_floor(int x, int y)
516 if (!in_bounds(y, x))
522 if (cave[y][x].info & CAVE_ROOM)
524 /* A room border don't touch. */
528 /* Set to be floor if is a wall (don't touch lakes). */
529 if (is_extra_bold(y, x))
530 place_floor_bold(y, x);
536 * Constructs a tunnel between two points
538 * This function must be called BEFORE any streamers are created,
539 * since we use the special "granite wall" sub-types to keep track
540 * of legal places for corridors to pierce rooms.
542 * We use "door_flag" to prevent excessive construction of doors
543 * along overlapping corridors.
545 * We queue the tunnel grids to prevent door creation along a corridor
546 * which intersects itself.
548 * We queue the wall piercing grids to prevent a corridor from leaving
549 * a room and then coming back in through the same entrance.
551 * We "pierce" grids which are "outer" walls of rooms, and when we
552 * do so, we change all adjacent "outer" walls of rooms into "solid"
553 * walls so that no two corridors may use adjacent grids for exits.
555 * The "solid" wall check prevents corridors from "chopping" the
556 * corners of rooms off, as well as "silly" door placement, and
557 * "excessively wide" room entrances.
561 * inner -- inner room walls
562 * outer -- outer room walls
563 * solid -- solid room walls
565 bool build_tunnel(int row1, int col1, int row2, int col2)
568 int tmp_row, tmp_col;
569 int row_dir, col_dir;
570 int start_row, start_col;
571 int main_loop_count = 0;
573 bool door_flag = FALSE;
577 /* Save the starting location */
581 /* Start out in the correct direction */
582 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
584 /* Keep going until done (or bored) */
585 while ((row1 != row2) || (col1 != col2))
587 /* Mega-Hack -- Paranoia -- prevent infinite loops */
588 if (main_loop_count++ > 2000) return FALSE;
590 /* Allow bends in the tunnel */
591 if (randint0(100) < dun_tun_chg)
593 /* Acquire the correct direction */
594 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
596 /* Random direction */
597 if (randint0(100) < dun_tun_rnd)
599 rand_dir(&row_dir, &col_dir);
603 /* Get the next location */
604 tmp_row = row1 + row_dir;
605 tmp_col = col1 + col_dir;
608 /* Extremely Important -- do not leave the dungeon */
609 while (!in_bounds(tmp_row, tmp_col))
611 /* Acquire the correct direction */
612 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
614 /* Random direction */
615 if (randint0(100) < dun_tun_rnd)
617 rand_dir(&row_dir, &col_dir);
620 /* Get the next location */
621 tmp_row = row1 + row_dir;
622 tmp_col = col1 + col_dir;
626 /* Access the location */
627 c_ptr = &cave[tmp_row][tmp_col];
629 /* Avoid "solid" walls */
630 if (is_solid_grid(c_ptr)) continue;
632 /* Pierce "outer" walls of rooms */
633 if (is_outer_grid(c_ptr))
635 /* Acquire the "next" location */
636 y = tmp_row + row_dir;
637 x = tmp_col + col_dir;
639 /* Hack -- Avoid outer/solid walls */
640 if (is_outer_bold(y, x)) continue;
641 if (is_solid_bold(y, x)) continue;
643 /* Accept this location */
647 /* Save the wall location */
648 if (dun->wall_n < WALL_MAX)
650 dun->wall[dun->wall_n].y = row1;
651 dun->wall[dun->wall_n].x = col1;
656 /* Forbid re-entry near this piercing */
657 for (y = row1 - 1; y <= row1 + 1; y++)
659 for (x = col1 - 1; x <= col1 + 1; x++)
661 /* Convert adjacent "outer" walls as "solid" walls */
662 if (is_outer_bold(y, x))
664 /* Change the wall to a "solid" wall */
665 place_solid_noperm_bold(y, x);
671 /* Travel quickly through rooms */
672 else if (c_ptr->info & (CAVE_ROOM))
674 /* Accept the location */
679 /* Tunnel through all other walls */
680 else if (is_extra_grid(c_ptr) || is_inner_grid(c_ptr) || is_solid_grid(c_ptr))
682 /* Accept this location */
686 /* Save the tunnel location */
687 if (dun->tunn_n < TUNN_MAX)
689 dun->tunn[dun->tunn_n].y = row1;
690 dun->tunn[dun->tunn_n].x = col1;
695 /* Allow door in next grid */
699 /* Handle corridor intersections or overlaps */
702 /* Accept the location */
706 /* Collect legal door locations */
709 /* Save the door location */
710 if (dun->door_n < DOOR_MAX)
712 dun->door[dun->door_n].y = row1;
713 dun->door[dun->door_n].x = col1;
718 /* No door in next grid */
722 /* Hack -- allow pre-emptive tunnel termination */
723 if (randint0(100) >= dun_tun_con)
725 /* Distance between row1 and start_row */
726 tmp_row = row1 - start_row;
727 if (tmp_row < 0) tmp_row = (-tmp_row);
729 /* Distance between col1 and start_col */
730 tmp_col = col1 - start_col;
731 if (tmp_col < 0) tmp_col = (-tmp_col);
733 /* Terminate the tunnel */
734 if ((tmp_row > 10) || (tmp_col > 10)) break;
744 * This routine adds the square to the tunnel
745 * It also checks for SOLID walls - and returns a nearby
746 * non-SOLID square in (x,y) so that a simple avoiding
747 * routine can be used. The returned boolean value reflects
748 * whether or not this routine hit a SOLID wall.
750 * "affectwall" toggles whether or not this new square affects
751 * the boundaries of rooms. - This is used by the catacomb
754 static bool set_tunnel(int *x, int *y, bool affectwall)
758 cave_type *c_ptr = &cave[*y][*x];
760 if (!in_bounds(*y, *x)) return TRUE;
762 if (is_inner_grid(c_ptr))
767 if (is_extra_bold(*y,*x))
769 /* Save the tunnel location */
770 if (dun->tunn_n < TUNN_MAX)
772 dun->tunn[dun->tunn_n].y = *y;
773 dun->tunn[dun->tunn_n].x = *x;
781 if (is_floor_bold(*y, *x))
783 /* Don't do anything */
787 if (is_outer_grid(c_ptr) && affectwall)
789 /* Save the wall location */
790 if (dun->wall_n < WALL_MAX)
792 dun->wall[dun->wall_n].y = *y;
793 dun->wall[dun->wall_n].x = *x;
798 /* Forbid re-entry near this piercing */
799 for (j = *y - 1; j <= *y + 1; j++)
801 for (i = *x - 1; i <= *x + 1; i++)
803 /* Convert adjacent "outer" walls as "solid" walls */
804 if (is_outer_bold(j, i))
806 /* Change the wall to a "solid" wall */
807 place_solid_noperm_bold(j, i);
812 /* Clear mimic type */
813 cave[*y][*x].mimic = 0;
815 place_floor_bold(*y, *x);
820 if (is_solid_grid(c_ptr) && affectwall)
822 /* cannot place tunnel here - use a square to the side */
824 /* find usable square and return value in (x,y) */
830 while ((i > 0) && is_solid_bold(*y + dy, *x + dx))
832 dy = randint0(3) - 1;
833 dx = randint0(3) - 1;
835 if (!in_bounds(*y + dy, *x + dx))
846 /* Failed for some reason: hack - ignore the solidness */
847 place_outer_grid(c_ptr);
852 /* Give new, acceptable coordinate. */
864 * This routine creates the catacomb-like tunnels by removing extra rock.
865 * Note that this routine is only called on "even" squares - so it gives
866 * a natural checkerboard pattern.
868 static void create_cata_tunnel(int x, int y)
875 set_tunnel(&x1, &y1, FALSE);
879 set_tunnel(&x1, &y1, FALSE);
883 set_tunnel(&x1, &y1, FALSE);
887 set_tunnel(&x1, &y1, FALSE);
892 * This routine does the bulk of the work in creating the new types of tunnels.
893 * It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)
894 * It doesn't need to add any complexity - straight lines are fine.
895 * The SOLID walls are avoided by a recursive algorithm which tries random ways
896 * around the obstical until it works. The number of itterations is counted, and it
897 * this gets too large the routine exits. This should stop any crashes - but may leave
898 * small gaps in the tunnel where there are too many SOLID walls.
900 * Type 1 tunnels are extremely simple - straight line from A to B. This is only used
901 * as a part of the dodge SOLID walls algorithm.
903 * Type 2 tunnels are made of two straight lines at right angles. When this is used with
904 * short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.
906 * Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.
907 * This, when used with longer line segments gives the "catacomb-like" tunnels seen near
910 static void short_seg_hack(int x1, int y1, int x2, int y2, int type, int count, bool *fail)
915 /* Check for early exit */
916 if (!(*fail)) return;
918 length = distance(x1, y1, x2, y2);
922 if ((type == 1) && (length != 0))
925 for (i = 0; i <= length; i++)
927 x = x1 + i * (x2 - x1) / length;
928 y = y1 + i * (y2 - y1) / length;
929 if (!set_tunnel(&x, &y, TRUE))
933 /* This isn't working - probably have an infinite loop */
938 /* solid wall - so try to go around */
939 short_seg_hack(x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
940 short_seg_hack(x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
944 else if ((type == 2) || (type == 3))
948 for (i = x1; i <= x2; i++)
952 if (!set_tunnel(&x, &y, TRUE))
954 /* solid wall - so try to go around */
955 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
956 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
958 if ((type == 3) && ((x + y) % 2))
960 create_cata_tunnel(i, y1);
966 for (i = x2; i <= x1; i++)
970 if (!set_tunnel(&x, &y, TRUE))
972 /* solid wall - so try to go around */
973 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
974 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
976 if ((type == 3) && ((x + y) % 2))
978 create_cata_tunnel(i, y1);
985 for (i = y1; i <= y2; i++)
989 if (!set_tunnel(&x, &y, TRUE))
991 /* solid wall - so try to go around */
992 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
993 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
995 if ((type == 3) && ((x + y) % 2))
997 create_cata_tunnel(x2, i);
1003 for (i = y2; i <= y1; i++)
1007 if (!set_tunnel(&x, &y, TRUE))
1009 /* solid wall - so try to go around */
1010 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
1011 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
1013 if ((type == 3) && ((x + y) % 2))
1015 create_cata_tunnel(x2, i);
1024 * This routine maps a path from (x1, y1) to (x2, y2) avoiding SOLID walls.
1025 * Permanent rock is ignored in this path finding- sometimes there is no
1026 * path around anyway -so there will be a crash if we try to find one.
1027 * This routine is much like the river creation routine in Zangband.
1028 * It works by dividing a line segment into two. The segments are divided
1029 * until they are less than "cutoff" - when the corresponding routine from
1030 * "short_seg_hack" is called.
1031 * Note it is VERY important that the "stop if hit another passage" logic
1032 * stays as is. Without this the dungeon turns into Swiss Cheese...
1034 bool build_tunnel2(int x1, int y1, int x2, int y2, int type, int cutoff)
1037 int changex, changey;
1040 bool retval, firstsuccede;
1043 length = distance(x1, y1, x2, y2);
1045 if (length > cutoff)
1048 * Divide path in half and call routine twice.
1053 /* perturbation perpendicular to path */
1054 changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
1056 /* perturbation perpendicular to path */
1057 changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
1059 /* Work out "mid" ponit */
1060 x3 = x1 + dx + changex;
1061 y3 = y1 + dy + changey;
1063 /* See if in bounds - if not - do not perturb point */
1064 if (!in_bounds(y3, x3))
1070 c_ptr = &cave[y3][x3];
1071 if (is_solid_grid(c_ptr))
1073 /* move midpoint a bit to avoid problem. */
1079 while ((i > 0) && is_solid_bold(y3 + dy, x3 + dx))
1081 dy = randint0(3) - 1;
1082 dx = randint0(3) - 1;
1083 if (!in_bounds(y3 + dy, x3 + dx))
1093 /* Failed for some reason: hack - ignore the solidness */
1094 place_outer_bold(y3, x3);
1100 c_ptr = &cave[y3][x3];
1103 if (is_floor_grid(c_ptr))
1105 if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
1107 if ((cave[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
1109 /* do second half only if works + if have hit a room */
1110 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
1114 /* have hit another tunnel - make a set of doors here */
1117 /* Save the door location */
1118 if (dun->door_n < DOOR_MAX)
1120 dun->door[dun->door_n].y = y3;
1121 dun->door[dun->door_n].x = x3;
1126 firstsuccede = TRUE;
1130 /* false- didn't work all the way */
1132 firstsuccede = FALSE;
1137 /* tunnel through walls */
1138 if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
1140 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
1141 firstsuccede = TRUE;
1145 /* false- didn't work all the way */
1147 firstsuccede = FALSE;
1152 /* only do this if the first half has worked */
1153 set_tunnel(&x3, &y3, TRUE);
1155 /* return value calculated above */
1160 /* Do a short segment */
1162 short_seg_hack(x1, y1, x2, y2, type, 0, &retval);
1164 /* Hack - ignore return value so avoid infinite loops */