3 * Purpose: low-level dungeon creation primitives
7 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
9 * This software may be copied and distributed for educational, research, and
10 * not for profit purposes provided that this copyright and statement are
11 * included in all such copies.
20 * Returns random co-ordinates for player/monster/object
22 bool new_player_spot(void)
25 int max_attempts = 5000;
29 /* Place the player */
30 while (max_attempts--)
32 /* Pick a legal spot */
33 y = rand_range(1, cur_hgt - 2);
34 x = rand_range(1, cur_wid - 2);
38 /* Must be a "naked" floor grid */
39 if (!cave_clean_bold(y, x) || c_ptr->m_idx) continue;
40 if (!in_bounds(y,x)) continue;
42 /* Refuse to start on anti-teleport grids */
43 if (c_ptr->info & (CAVE_ICKY)) continue;
49 if (max_attempts < 1) /* Should be -1, actually if we failed... */
52 /* Save the new player grid */
61 * Place an up/down staircase at given location
63 void place_random_stairs(int y, int x)
65 bool up_stairs = TRUE;
66 bool down_stairs = TRUE;
71 if (!is_floor_grid(c_ptr) || c_ptr->o_idx) return;
82 if (dun_level >= d_info[dungeon_type].maxdepth)
86 if (quest_number(dun_level) && (dun_level > 1))
89 /* We can't place both */
90 if (down_stairs && up_stairs)
92 /* Choose a staircase randomly */
93 if (randint0(100) < 50)
99 /* Place the stairs */
101 place_up_stairs(y, x);
102 else if (down_stairs)
103 place_down_stairs(y, x);
108 * Place a random type of door at the given location
110 void place_random_door(int y, int x)
113 cave_type *c_ptr = &cave[y][x];
115 /* Initialize mimic info */
118 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
120 place_floor_bold(y, x);
124 /* Choose an object */
125 tmp = randint0(1000);
127 /* Open doors (300/1000) */
130 /* Create open door */
131 set_cave_feat(y, x, FEAT_OPEN);
134 /* Broken doors (100/1000) */
137 /* Create broken door */
138 set_cave_feat(y, x, FEAT_BROKEN);
141 /* Secret doors (200/1000) */
144 /* Create secret door */
145 place_closed_door(y, x);
148 c_ptr->mimic = fill_type[randint0(100)];
151 /* Closed, locked, or stuck doors (400/1000) */
152 else place_closed_door(y, x);
157 * Place a random type of normal door at the given location.
159 void place_closed_door(int y, int x)
163 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
165 place_floor_bold(y, x);
169 /* Choose an object */
172 /* Closed doors (300/400) */
175 /* Create closed door */
176 cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x00);
179 /* Locked doors (99/400) */
182 /* Create locked door */
183 cave_set_feat(y, x, FEAT_DOOR_HEAD + randint1(7));
186 /* Stuck doors (1/400) */
189 /* Create jammed door */
190 cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x08 + randint0(8));
196 * Make an empty square floor, for the middle of rooms
198 void place_floor(int x1, int x2, int y1, int y2, bool light)
202 /* Place a full floor under the room */
203 for (y = y1 - 1; y <= y2 + 1; y++)
205 for (x = x1 - 1; x <= x2 + 1; x++)
207 place_floor_bold(y, x);
208 add_cave_info(y, x, CAVE_ROOM);
209 if (light) add_cave_info(y, x, CAVE_GLOW);
216 * Make an empty square room, only floor and wall grids
218 void place_room(int x1, int x2, int y1, int y2, bool light)
222 place_floor(x1, x2, y1, y2, light);
224 /* Walls around the room */
225 for (y = y1 - 1; y <= y2 + 1; y++)
227 place_outer_bold(y, x1 - 1);
228 place_outer_bold(y, x2 + 1);
230 for (x = x1 - 1; x <= x2 + 1; x++)
232 place_outer_bold(y1 - 1, x);
233 place_outer_bold(y2 + 1, x);
239 * Create up to "num" objects near the given coordinates
240 * Only really called by some of the "vault" routines.
242 void vault_objects(int y, int x, int num)
245 int i = 0, j = y, k = x;
250 /* Attempt to place 'num' objects */
251 for (; num > 0; --num)
253 /* Try up to 11 spots looking for empty space */
254 for (i = 0; i < 11; ++i)
256 /* Pick a random location */
257 while (dummy < SAFE_MAX_ATTEMPTS)
259 j = rand_spread(y, 2);
260 k = rand_spread(x, 3);
262 if (!in_bounds(j, k)) continue;
267 if (dummy >= SAFE_MAX_ATTEMPTS)
272 msg_print("·Ù¹ð¡ªÃϲ¼¼¼¤Î¥¢¥¤¥Æ¥à¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
274 msg_print("Warning! Could not place vault object!");
281 /* Require "clean" floor space */
283 if (!is_floor_grid(c_ptr) || c_ptr->o_idx) continue;
286 if (randint0(100) < 75)
288 place_object(j, k, FALSE, FALSE);
297 /* Placement accomplished */
305 * Place a trap with a given displacement of point
307 void vault_trap_aux(int y, int x, int yd, int xd)
309 int count = 0, y1 = y, x1 = x;
315 for (count = 0; count <= 5; count++)
318 while (dummy < SAFE_MAX_ATTEMPTS)
320 y1 = rand_spread(y, yd);
321 x1 = rand_spread(x, xd);
323 if (!in_bounds(y1, x1)) continue;
327 if (dummy >= SAFE_MAX_ATTEMPTS)
332 msg_print("·Ù¹ð¡ªÃϲ¼¼¼¤Î¥È¥é¥Ã¥×¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
334 msg_print("Warning! Could not place vault trap!");
340 /* Require "naked" floor grids */
341 c_ptr = &cave[y1][x1];
342 if (!is_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
354 * Place some traps with a given displacement of given location
356 void vault_traps(int y, int x, int yd, int xd, int num)
360 for (i = 0; i < num; i++)
362 vault_trap_aux(y, x, yd, xd);
368 * Hack -- Place some sleeping monsters near the given location
370 void vault_monsters(int y1, int x1, int num)
375 /* Try to summon "num" monsters "near" the given location */
376 for (k = 0; k < num; k++)
378 /* Try nine locations */
379 for (i = 0; i < 9; i++)
383 /* Pick a nearby location */
384 scatter(&y, &x, y1, x1, d, 0);
386 /* Require "empty" floor grids */
388 if (!cave_empty_grid(c_ptr)) continue;
390 /* Place the monster (allow groups) */
391 monster_level = base_level + 2;
392 (void)place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
393 monster_level = base_level;
400 * Count the number of walls adjacent to the given grid.
402 * Note -- Assumes "in_bounds(y, x)"
404 * We count only granite walls and permanent walls.
406 int next_to_walls(int y, int x)
410 if (cave_floor_grid(&cave[y + 1][x])) k++;
411 if (cave_floor_grid(&cave[y - 1][x])) k++;
412 if (cave_floor_grid(&cave[y][x + 1])) k++;
413 if (cave_floor_grid(&cave[y][x - 1])) k++;
420 * Always picks a correct direction
422 void correct_dir(int *rdir, int *cdir, int y1, int x1, int y2, int x2)
424 /* Extract vertical and horizontal directions */
425 *rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
426 *cdir = (x1 == x2) ? 0 : (x1 < x2) ? 1 : -1;
428 /* Never move diagonally */
431 if (randint0(100) < 50)
441 * Pick a random direction
443 void rand_dir(int *rdir, int *cdir)
445 /* Pick a random direction */
448 /* Extract the dy/dx components */
454 /* Function that sees if a square is a floor. (Includes range checking.) */
455 bool get_is_floor(int x, int y)
457 if (!in_bounds(y, x))
463 /* Do the real check */
464 if (is_floor_bold(y, x)) return (TRUE);
470 /* Set a square to be floor. (Includes range checking.) */
471 void set_floor(int x, int y)
473 if (!in_bounds(y, x))
479 if (cave[y][x].info & CAVE_ROOM)
481 /* A room border don't touch. */
485 /* Set to be floor if is a wall (don't touch lakes). */
486 if (is_extra_bold(y, x))
487 place_floor_bold(y, x);
493 * Constructs a tunnel between two points
495 * This function must be called BEFORE any streamers are created,
496 * since we use the special "granite wall" sub-types to keep track
497 * of legal places for corridors to pierce rooms.
499 * We use "door_flag" to prevent excessive construction of doors
500 * along overlapping corridors.
502 * We queue the tunnel grids to prevent door creation along a corridor
503 * which intersects itself.
505 * We queue the wall piercing grids to prevent a corridor from leaving
506 * a room and then coming back in through the same entrance.
508 * We "pierce" grids which are "outer" walls of rooms, and when we
509 * do so, we change all adjacent "outer" walls of rooms into "solid"
510 * walls so that no two corridors may use adjacent grids for exits.
512 * The "solid" wall check prevents corridors from "chopping" the
513 * corners of rooms off, as well as "silly" door placement, and
514 * "excessively wide" room entrances.
516 * Useful "feat" values:
517 * FEAT_WALL_EXTRA -- granite walls
518 * FEAT_WALL_INNER -- inner room walls
519 * FEAT_WALL_OUTER -- outer room walls
520 * FEAT_WALL_SOLID -- solid room walls
521 * FEAT_PERM_EXTRA -- shop walls (perma)
522 * FEAT_PERM_INNER -- inner room walls (perma)
523 * FEAT_PERM_OUTER -- outer room walls (perma)
524 * FEAT_PERM_SOLID -- dungeon border (perma)
526 void build_tunnel(int row1, int col1, int row2, int col2)
529 int tmp_row, tmp_col;
530 int row_dir, col_dir;
531 int start_row, start_col;
532 int main_loop_count = 0;
534 bool door_flag = FALSE;
538 /* Save the starting location */
542 /* Start out in the correct direction */
543 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
545 /* Keep going until done (or bored) */
546 while ((row1 != row2) || (col1 != col2))
548 /* Mega-Hack -- Paranoia -- prevent infinite loops */
549 if (main_loop_count++ > 2000) break;
551 /* Allow bends in the tunnel */
552 if (randint0(100) < dun_tun_chg)
554 /* Acquire the correct direction */
555 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
557 /* Random direction */
558 if (randint0(100) < dun_tun_rnd)
560 rand_dir(&row_dir, &col_dir);
564 /* Get the next location */
565 tmp_row = row1 + row_dir;
566 tmp_col = col1 + col_dir;
569 /* Extremely Important -- do not leave the dungeon */
570 while (!in_bounds(tmp_row, tmp_col))
572 /* Acquire the correct direction */
573 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
575 /* Random direction */
576 if (randint0(100) < dun_tun_rnd)
578 rand_dir(&row_dir, &col_dir);
581 /* Get the next location */
582 tmp_row = row1 + row_dir;
583 tmp_col = col1 + col_dir;
587 /* Access the location */
588 c_ptr = &cave[tmp_row][tmp_col];
591 /* Avoid the edge of the dungeon */
592 if (c_ptr->feat == FEAT_PERM_SOLID) continue;
594 /* Avoid the edge of vaults */
595 if (c_ptr->feat == FEAT_PERM_OUTER) continue;
597 /* Avoid "solid" granite walls */
598 if (is_solid_grid(c_ptr)) continue;
600 /* Pierce "outer" walls of rooms */
601 if (is_outer_grid(c_ptr))
603 /* Acquire the "next" location */
604 y = tmp_row + row_dir;
605 x = tmp_col + col_dir;
607 /* Hack -- Avoid outer/solid permanent walls */
608 if (cave[y][x].feat == FEAT_PERM_SOLID) continue;
609 if (cave[y][x].feat == FEAT_PERM_OUTER) continue;
611 /* Hack -- Avoid outer/solid granite walls */
612 if (is_outer_bold(y, x)) continue;
613 if (is_solid_bold(y, x)) continue;
615 /* Accept this location */
619 /* Save the wall location */
620 if (dun->wall_n < WALL_MAX)
622 dun->wall[dun->wall_n].y = row1;
623 dun->wall[dun->wall_n].x = col1;
627 /* Forbid re-entry near this piercing */
628 for (y = row1 - 1; y <= row1 + 1; y++)
630 for (x = col1 - 1; x <= col1 + 1; x++)
632 /* Convert adjacent "outer" walls as "solid" walls */
633 if (is_outer_bold(y, x))
635 /* Change the wall to a "solid" wall */
636 place_solid_noperm_bold(y, x);
642 /* Travel quickly through rooms */
643 else if (c_ptr->info & (CAVE_ROOM))
645 /* Accept the location */
650 /* Tunnel through all other walls */
651 else if (is_extra_grid(c_ptr) || is_inner_grid(c_ptr) || is_solid_grid(c_ptr))
653 /* Accept this location */
657 /* Save the tunnel location */
658 if (dun->tunn_n < TUNN_MAX)
660 dun->tunn[dun->tunn_n].y = row1;
661 dun->tunn[dun->tunn_n].x = col1;
665 /* Allow door in next grid */
669 /* Handle corridor intersections or overlaps */
672 /* Accept the location */
676 /* Collect legal door locations */
679 /* Save the door location */
680 if (dun->door_n < DOOR_MAX)
682 dun->door[dun->door_n].y = row1;
683 dun->door[dun->door_n].x = col1;
687 /* No door in next grid */
691 /* Hack -- allow pre-emptive tunnel termination */
692 if (randint0(100) >= dun_tun_con)
694 /* Distance between row1 and start_row */
695 tmp_row = row1 - start_row;
696 if (tmp_row < 0) tmp_row = (-tmp_row);
698 /* Distance between col1 and start_col */
699 tmp_col = col1 - start_col;
700 if (tmp_col < 0) tmp_col = (-tmp_col);
702 /* Terminate the tunnel */
703 if ((tmp_row > 10) || (tmp_col > 10)) break;
711 * This routine adds the square to the tunnel
712 * It also checks for SOLID walls - and returns a nearby
713 * non-SOLID square in (x,y) so that a simple avoiding
714 * routine can be used. The returned boolean value reflects
715 * whether or not this routine hit a SOLID wall.
717 * "affectwall" toggles whether or not this new square affects
718 * the boundaries of rooms. - This is used by the catacomb
721 static bool set_tunnel(int *x, int *y, bool affectwall)
723 int feat, i, j, dx, dy;
725 cave_type *c_ptr = &cave[*y][*x];
727 if (!in_bounds(*y, *x)) return TRUE;
731 if ((feat == FEAT_PERM_OUTER) ||
732 (feat == FEAT_PERM_INNER) ||
733 is_inner_grid(c_ptr))
736 * Ignore permanent walls - sometimes cannot tunnel around them anyway
737 * so don't try - it just complicates things unnecessarily.
742 if (is_extra_bold(*y,*x))
744 /* Save the tunnel location */
745 if (dun->tunn_n < TUNN_MAX)
747 dun->tunn[dun->tunn_n].y = *y;
748 dun->tunn[dun->tunn_n].x = *x;
755 if (is_floor_bold(*y, *x))
757 /* Don't do anything */
761 if (is_outer_grid(c_ptr) && affectwall)
763 /* Save the wall location */
764 if (dun->wall_n < WALL_MAX)
766 dun->wall[dun->wall_n].y = *y;
767 dun->wall[dun->wall_n].x = *x;
771 /* Forbid re-entry near this piercing */
772 for (j = *y - 1; j <= *y + 1; j++)
774 for (i = *x - 1; i <= *x + 1; i++)
776 /* Convert adjacent "outer" walls as "solid" walls */
777 if (is_outer_bold(j, i))
779 /* Change the wall to a "solid" wall */
780 place_solid_noperm_bold(j, i);
784 place_floor_bold(*y, *x);
789 if (is_solid_grid(c_ptr) && affectwall)
791 /* cannot place tunnel here - use a square to the side */
793 /* find usable square and return value in (x,y) */
799 while ((i > 0) && is_solid_bold(*y + dy, *x + dx))
801 dy = randint0(3) - 1;
802 dx = randint0(3) - 1;
804 if (!in_bounds(*y + dy, *x + dx))
815 /* Failed for some reason: hack - ignore the solidness */
816 place_outer_grid(c_ptr);
821 /* Give new, acceptable coordinate. */
833 * This routine creates the catacomb-like tunnels by removing extra rock.
834 * Note that this routine is only called on "even" squares - so it gives
835 * a natural checkerboard pattern.
837 static void create_cata_tunnel(int x, int y)
844 set_tunnel(&x1, &y1, FALSE);
848 set_tunnel(&x1, &y1, FALSE);
852 set_tunnel(&x1, &y1, FALSE);
856 set_tunnel(&x1, &y1, FALSE);
861 * This routine does the bulk of the work in creating the new types of tunnels.
862 * It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)
863 * It doesn't need to add any complexity - straight lines are fine.
864 * The SOLID walls are avoided by a recursive algorithm which tries random ways
865 * around the obstical until it works. The number of itterations is counted, and it
866 * this gets too large the routine exits. This should stop any crashes - but may leave
867 * small gaps in the tunnel where there are too many SOLID walls.
869 * Type 1 tunnels are extremely simple - straight line from A to B. This is only used
870 * as a part of the dodge SOLID walls algorithm.
872 * Type 2 tunnels are made of two straight lines at right angles. When this is used with
873 * short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.
875 * Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.
876 * This, when used with longer line segments gives the "catacomb-like" tunnels seen near
879 static void short_seg_hack(int x1, int y1, int x2, int y2, int type, int count, bool *fail)
884 /* Check for early exit */
885 if (!(*fail)) return;
887 length = distance(x1, y1, x2, y2);
891 if ((type == 1) && (length != 0))
894 for (i = 0; i <= length; i++)
896 x = x1 + i * (x2 - x1) / length;
897 y = y1 + i * (y2 - y1) / length;
898 if (!set_tunnel(&x, &y, TRUE))
902 /* This isn't working - probably have an infinite loop */
907 /* solid wall - so try to go around */
908 short_seg_hack(x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
909 short_seg_hack(x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
913 else if ((type == 2) || (type == 3))
917 for (i = x1; i <= x2; i++)
921 if (!set_tunnel(&x, &y, TRUE))
923 /* solid wall - so try to go around */
924 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
925 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
927 if ((type == 3) && ((x + y) % 2))
929 create_cata_tunnel(i, y1);
935 for (i = x2; i <= x1; i++)
939 if (!set_tunnel(&x, &y, TRUE))
941 /* solid wall - so try to go around */
942 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
943 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
945 if ((type == 3) && ((x + y) % 2))
947 create_cata_tunnel(i, y1);
954 for (i = y1; i <= y2; i++)
958 if (!set_tunnel(&x, &y, TRUE))
960 /* solid wall - so try to go around */
961 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
962 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
964 if ((type == 3) && ((x + y) % 2))
966 create_cata_tunnel(x2, i);
972 for (i = y2; i <= y1; i++)
976 if (!set_tunnel(&x, &y, TRUE))
978 /* solid wall - so try to go around */
979 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
980 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
982 if ((type == 3) && ((x + y) % 2))
984 create_cata_tunnel(x2, i);
993 * This routine maps a path from (x1, y1) to (x2, y2) avoiding SOLID walls.
994 * Permanent rock is ignored in this path finding- sometimes there is no
995 * path around anyway -so there will be a crash if we try to find one.
996 * This routine is much like the river creation routine in Zangband.
997 * It works by dividing a line segment into two. The segments are divided
998 * until they are less than "cutoff" - when the corresponding routine from
999 * "short_seg_hack" is called.
1000 * Note it is VERY important that the "stop if hit another passage" logic
1001 * stays as is. Without this the dungeon turns into Swiss Cheese...
1003 bool build_tunnel2(int x1, int y1, int x2, int y2, int type, int cutoff)
1006 int changex, changey;
1010 bool retval, firstsuccede;
1013 length = distance(x1, y1, x2, y2);
1015 if (length > cutoff)
1018 * Divide path in half and call routine twice.
1023 /* perturbation perpendicular to path */
1024 changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
1026 /* perturbation perpendicular to path */
1027 changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
1029 /* Work out "mid" ponit */
1030 x3 = x1 + dx + changex;
1031 y3 = y1 + dy + changey;
1033 /* See if in bounds - if not - do not perturb point */
1034 if (!in_bounds(y3, x3))
1039 /* cache midvalue */
1040 c_ptr = &cave[y3][x3];
1041 midval = cave[y3][x3].feat;
1042 if (is_solid_grid(c_ptr))
1044 /* move midpoint a bit to avoid problem. */
1050 while ((i > 0) && is_solid_bold(y3 + dy, x3 + dx))
1052 dy = randint0(3) - 1;
1053 dx = randint0(3) - 1;
1054 if (!in_bounds(y3 + dy, x3 + dx))
1064 /* Failed for some reason: hack - ignore the solidness */
1065 place_outer_bold(y3, x3);
1071 c_ptr = &cave[y3][x3];
1072 midval = cave[y3][x3].feat;
1075 if (is_floor_grid(c_ptr))
1077 if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
1079 if ((cave[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
1081 /* do second half only if works + if have hit a room */
1082 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
1086 /* have hit another tunnel - make a set of doors here */
1089 /* Save the door location */
1090 if (dun->door_n < DOOR_MAX)
1092 dun->door[dun->door_n].y = y3;
1093 dun->door[dun->door_n].x = x3;
1097 firstsuccede = TRUE;
1101 /* false- didn't work all the way */
1103 firstsuccede = FALSE;
1108 /* tunnel through walls */
1109 if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
1111 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
1112 firstsuccede = TRUE;
1116 /* false- didn't work all the way */
1118 firstsuccede = FALSE;
1123 /* only do this if the first half has worked */
1124 set_tunnel(&x3, &y3, TRUE);
1126 /* return value calculated above */
1131 /* Do a short segment */
1133 short_seg_hack(x1, y1, x2, y2, type, 0, &retval);
1135 /* Hack - ignore return value so avoid infinite loops */