1 #include "angband.h"
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9 * @brief タイプ1の部屋…通常可変長方形の部屋を生成する / Type 1 -- normal rectangular rooms
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12 bool build_type1(void)
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14 POSITION y, x, y2, x2, yval, xval;
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15 POSITION y1, x1, xsize, ysize;
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21 bool curtain = (d_info[dungeon_idx].flags1 & DF1_CURTAIN) &&
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22 one_in_((d_info[dungeon_idx].flags1 & DF1_NO_CAVE) ? 48 : 512);
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24 /* Pick a room size */
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30 xsize = x1 + x2 + 1;
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31 ysize = y1 + y2 + 1;
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33 /* Find and reserve some space in the dungeon. Get center of room. */
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34 if (!find_space(&yval, &xval, ysize + 2, xsize + 2))
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36 /* Limit to the minimum room size, and retry */
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42 xsize = x1 + x2 + 1;
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43 ysize = y1 + y2 + 1;
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45 /* Find and reserve some space in the dungeon. Get center of room. */
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46 if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
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49 /* Choose lite or dark */
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50 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_idx].flags1 & DF1_DARKNESS));
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53 /* Get corner values */
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54 y1 = yval - ysize / 2;
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55 x1 = xval - xsize / 2;
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56 y2 = yval + (ysize - 1) / 2;
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57 x2 = xval + (xsize - 1) / 2;
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60 /* Place a full floor under the room */
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61 for (y = y1 - 1; y <= y2 + 1; y++)
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63 for (x = x1 - 1; x <= x2 + 1; x++)
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65 c_ptr = &cave[y][x];
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66 place_floor_grid(c_ptr);
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67 c_ptr->info |= (CAVE_ROOM);
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68 if (light) c_ptr->info |= (CAVE_GLOW);
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72 /* Walls around the room */
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73 for (y = y1 - 1; y <= y2 + 1; y++)
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75 c_ptr = &cave[y][x1 - 1];
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76 place_outer_grid(c_ptr);
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77 c_ptr = &cave[y][x2 + 1];
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78 place_outer_grid(c_ptr);
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80 for (x = x1 - 1; x <= x2 + 1; x++)
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82 c_ptr = &cave[y1 - 1][x];
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83 place_outer_grid(c_ptr);
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84 c_ptr = &cave[y2 + 1][x];
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85 place_outer_grid(c_ptr);
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89 /* Hack -- Occasional curtained room */
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90 if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2))
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92 for (y = y1; y <= y2; y++)
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94 c_ptr = &cave[y][x1];
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95 c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
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96 c_ptr->info &= ~(CAVE_MASK);
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97 c_ptr = &cave[y][x2];
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98 c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
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99 c_ptr->info &= ~(CAVE_MASK);
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101 for (x = x1; x <= x2; x++)
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103 c_ptr = &cave[y1][x];
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104 c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
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105 c_ptr->info &= ~(CAVE_MASK);
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106 c_ptr = &cave[y2][x];
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107 c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
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108 c_ptr->info &= ~(CAVE_MASK);
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113 /* Hack -- Occasional pillar room */
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116 for (y = y1; y <= y2; y += 2)
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118 for (x = x1; x <= x2; x += 2)
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120 c_ptr = &cave[y][x];
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121 place_inner_grid(c_ptr);
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126 /* Hack -- Occasional room with four pillars */
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127 else if (one_in_(20))
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129 if ((y1 + 4 < y2) && (x1 + 4 < x2))
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131 c_ptr = &cave[y1 + 1][x1 + 1];
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132 place_inner_grid(c_ptr);
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134 c_ptr = &cave[y1 + 1][x2 - 1];
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135 place_inner_grid(c_ptr);
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137 c_ptr = &cave[y2 - 1][x1 + 1];
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138 place_inner_grid(c_ptr);
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140 c_ptr = &cave[y2 - 1][x2 - 1];
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141 place_inner_grid(c_ptr);
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145 /* Hack -- Occasional ragged-edge room */
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146 else if (one_in_(50))
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148 for (y = y1 + 2; y <= y2 - 2; y += 2)
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150 c_ptr = &cave[y][x1];
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151 place_inner_grid(c_ptr);
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152 c_ptr = &cave[y][x2];
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153 place_inner_grid(c_ptr);
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155 for (x = x1 + 2; x <= x2 - 2; x += 2)
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157 c_ptr = &cave[y1][x];
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158 place_inner_grid(c_ptr);
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159 c_ptr = &cave[y2][x];
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160 place_inner_grid(c_ptr);
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163 /* Hack -- Occasional divided room */
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164 else if (one_in_(50))
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166 bool curtain2 = (d_info[dungeon_idx].flags1 & DF1_CURTAIN) &&
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167 one_in_((d_info[dungeon_idx].flags1 & DF1_NO_CAVE) ? 2 : 128);
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169 if (randint1(100) < 50)
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171 /* Horizontal wall */
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172 for (x = x1; x <= x2; x++)
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174 place_inner_bold(yval, x);
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175 if (curtain2) cave[yval][x].feat = feat_door[DOOR_CURTAIN].closed;
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178 /* Prevent edge of wall from being tunneled */
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179 place_solid_bold(yval, x1 - 1);
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180 place_solid_bold(yval, x2 + 1);
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184 /* Vertical wall */
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185 for (y = y1; y <= y2; y++)
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187 place_inner_bold(y, xval);
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188 if (curtain2) cave[y][xval].feat = feat_door[DOOR_CURTAIN].closed;
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191 /* Prevent edge of wall from being tunneled */
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192 place_solid_bold(y1 - 1, xval);
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193 place_solid_bold(y2 + 1, xval);
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196 place_random_door(yval, xval, TRUE);
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197 if (curtain2) cave[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;
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204 * @brief タイプ2の部屋…二重長方形の部屋を生成する / Type 2 -- Overlapping rectangular rooms
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207 bool build_type2(void)
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209 POSITION y, x, xval, yval;
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210 POSITION y1a, x1a, y2a, x2a;
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211 POSITION y1b, x1b, y2b, x2b;
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215 /* Find and reserve some space in the dungeon. Get center of room. */
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216 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
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218 /* Choose lite or dark */
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219 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_idx].flags1 & DF1_DARKNESS));
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221 /* Determine extents of the first room */
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222 y1a = yval - randint1(4);
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223 y2a = yval + randint1(3);
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224 x1a = xval - randint1(11);
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225 x2a = xval + randint1(10);
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227 /* Determine extents of the second room */
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228 y1b = yval - randint1(3);
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229 y2b = yval + randint1(4);
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230 x1b = xval - randint1(10);
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231 x2b = xval + randint1(11);
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234 /* Place a full floor for room "a" */
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235 for (y = y1a - 1; y <= y2a + 1; y++)
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237 for (x = x1a - 1; x <= x2a + 1; x++)
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239 c_ptr = &cave[y][x];
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240 place_floor_grid(c_ptr);
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241 c_ptr->info |= (CAVE_ROOM);
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242 if (light) c_ptr->info |= (CAVE_GLOW);
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246 /* Place a full floor for room "b" */
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247 for (y = y1b - 1; y <= y2b + 1; y++)
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249 for (x = x1b - 1; x <= x2b + 1; x++)
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251 c_ptr = &cave[y][x];
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252 place_floor_grid(c_ptr);
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253 c_ptr->info |= (CAVE_ROOM);
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254 if (light) c_ptr->info |= (CAVE_GLOW);
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259 /* Place the walls around room "a" */
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260 for (y = y1a - 1; y <= y2a + 1; y++)
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262 c_ptr = &cave[y][x1a - 1];
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263 place_outer_grid(c_ptr);
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264 c_ptr = &cave[y][x2a + 1];
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265 place_outer_grid(c_ptr);
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267 for (x = x1a - 1; x <= x2a + 1; x++)
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269 c_ptr = &cave[y1a - 1][x];
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270 place_outer_grid(c_ptr);
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271 c_ptr = &cave[y2a + 1][x];
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272 place_outer_grid(c_ptr);
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275 /* Place the walls around room "b" */
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276 for (y = y1b - 1; y <= y2b + 1; y++)
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278 c_ptr = &cave[y][x1b - 1];
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279 place_outer_grid(c_ptr);
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280 c_ptr = &cave[y][x2b + 1];
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281 place_outer_grid(c_ptr);
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283 for (x = x1b - 1; x <= x2b + 1; x++)
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285 c_ptr = &cave[y1b - 1][x];
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286 place_outer_grid(c_ptr);
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287 c_ptr = &cave[y2b + 1][x];
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288 place_outer_grid(c_ptr);
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293 /* Replace the floor for room "a" */
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294 for (y = y1a; y <= y2a; y++)
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296 for (x = x1a; x <= x2a; x++)
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298 c_ptr = &cave[y][x];
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299 place_floor_grid(c_ptr);
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303 /* Replace the floor for room "b" */
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304 for (y = y1b; y <= y2b; y++)
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306 for (x = x1b; x <= x2b; x++)
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308 c_ptr = &cave[y][x];
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309 place_floor_grid(c_ptr);
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317 * @brief タイプ3の部屋…十字型の部屋を生成する / Type 3 -- Cross shaped rooms
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320 * Builds a room at a row, column coordinate\n
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322 * Room "a" runs north/south, and Room "b" runs east/east\n
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323 * So the "central pillar" runs from x1a, y1b to x2a, y2b.\n
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325 * Note that currently, the "center" is always 3x3, but I think that\n
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326 * the code below will work (with "bounds checking") for 5x5, or even\n
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327 * for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.\n
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329 bool build_type3(void)
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331 POSITION y, x, dy, dx, wy, wx;
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332 POSITION y1a, x1a, y2a, x2a;
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333 POSITION y1b, x1b, y2b, x2b;
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334 POSITION yval, xval;
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339 /* Find and reserve some space in the dungeon. Get center of room. */
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340 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
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343 /* Choose lite or dark */
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344 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_idx].flags1 & DF1_DARKNESS));
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346 /* For now, always 3x3 */
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349 /* Pick max vertical size (at most 4) */
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350 dy = rand_range(3, 4);
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352 /* Pick max horizontal size (at most 15) */
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353 dx = rand_range(3, 11);
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356 /* Determine extents of the north/south room */
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362 /* Determine extents of the east/west room */
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369 /* Place a full floor for room "a" */
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370 for (y = y1a - 1; y <= y2a + 1; y++)
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372 for (x = x1a - 1; x <= x2a + 1; x++)
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374 c_ptr = &cave[y][x];
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375 place_floor_grid(c_ptr);
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376 c_ptr->info |= (CAVE_ROOM);
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377 if (light) c_ptr->info |= (CAVE_GLOW);
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381 /* Place a full floor for room "b" */
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382 for (y = y1b - 1; y <= y2b + 1; y++)
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384 for (x = x1b - 1; x <= x2b + 1; x++)
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386 c_ptr = &cave[y][x];
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387 place_floor_grid(c_ptr);
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388 c_ptr->info |= (CAVE_ROOM);
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389 if (light) c_ptr->info |= (CAVE_GLOW);
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394 /* Place the walls around room "a" */
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395 for (y = y1a - 1; y <= y2a + 1; y++)
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397 c_ptr = &cave[y][x1a - 1];
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398 place_outer_grid(c_ptr);
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399 c_ptr = &cave[y][x2a + 1];
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400 place_outer_grid(c_ptr);
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402 for (x = x1a - 1; x <= x2a + 1; x++)
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404 c_ptr = &cave[y1a - 1][x];
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405 place_outer_grid(c_ptr);
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406 c_ptr = &cave[y2a + 1][x];
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407 place_outer_grid(c_ptr);
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410 /* Place the walls around room "b" */
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411 for (y = y1b - 1; y <= y2b + 1; y++)
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413 c_ptr = &cave[y][x1b - 1];
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414 place_outer_grid(c_ptr);
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415 c_ptr = &cave[y][x2b + 1];
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416 place_outer_grid(c_ptr);
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418 for (x = x1b - 1; x <= x2b + 1; x++)
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420 c_ptr = &cave[y1b - 1][x];
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421 place_outer_grid(c_ptr);
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422 c_ptr = &cave[y2b + 1][x];
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423 place_outer_grid(c_ptr);
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427 /* Replace the floor for room "a" */
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428 for (y = y1a; y <= y2a; y++)
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430 for (x = x1a; x <= x2a; x++)
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432 c_ptr = &cave[y][x];
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433 place_floor_grid(c_ptr);
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437 /* Replace the floor for room "b" */
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438 for (y = y1b; y <= y2b; y++)
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440 for (x = x1b; x <= x2b; x++)
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442 c_ptr = &cave[y][x];
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443 place_floor_grid(c_ptr);
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449 /* Special features (3/4) */
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450 switch (randint0(4))
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452 /* Large solid middle pillar */
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455 for (y = y1b; y <= y2b; y++)
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457 for (x = x1a; x <= x2a; x++)
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459 c_ptr = &cave[y][x];
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460 place_inner_grid(c_ptr);
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466 /* Inner treasure vault */
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469 /* Build the vault */
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470 for (y = y1b; y <= y2b; y++)
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472 c_ptr = &cave[y][x1a];
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473 place_inner_grid(c_ptr);
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474 c_ptr = &cave[y][x2a];
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475 place_inner_grid(c_ptr);
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477 for (x = x1a; x <= x2a; x++)
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479 c_ptr = &cave[y1b][x];
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480 place_inner_grid(c_ptr);
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481 c_ptr = &cave[y2b][x];
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482 place_inner_grid(c_ptr);
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485 /* Place a secret door on the inner room */
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486 switch (randint0(4))
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488 case 0: place_secret_door(y1b, xval, DOOR_DEFAULT); break;
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489 case 1: place_secret_door(y2b, xval, DOOR_DEFAULT); break;
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490 case 2: place_secret_door(yval, x1a, DOOR_DEFAULT); break;
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491 case 3: place_secret_door(yval, x2a, DOOR_DEFAULT); break;
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494 /* Place a treasure in the vault */
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495 place_object(yval, xval, 0L);
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497 /* Let's guard the treasure well */
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498 vault_monsters(yval, xval, randint0(2) + 3);
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500 /* Traps naturally */
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501 vault_traps(yval, xval, 4, 4, randint0(3) + 2);
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506 /* Something else */
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509 /* Occasionally pinch the center shut */
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512 /* Pinch the east/west sides */
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513 for (y = y1b; y <= y2b; y++)
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515 if (y == yval) continue;
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516 c_ptr = &cave[y][x1a - 1];
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517 place_inner_grid(c_ptr);
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518 c_ptr = &cave[y][x2a + 1];
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519 place_inner_grid(c_ptr);
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522 /* Pinch the north/south sides */
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523 for (x = x1a; x <= x2a; x++)
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525 if (x == xval) continue;
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526 c_ptr = &cave[y1b - 1][x];
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527 place_inner_grid(c_ptr);
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528 c_ptr = &cave[y2b + 1][x];
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529 place_inner_grid(c_ptr);
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532 /* Sometimes shut using secret doors */
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535 int door_type = ((d_info[dungeon_idx].flags1 & DF1_CURTAIN) &&
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536 one_in_((d_info[dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
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537 ((d_info[dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
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539 place_secret_door(yval, x1a - 1, door_type);
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540 place_secret_door(yval, x2a + 1, door_type);
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541 place_secret_door(y1b - 1, xval, door_type);
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542 place_secret_door(y2b + 1, xval, door_type);
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546 /* Occasionally put a "plus" in the center */
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547 else if (one_in_(3))
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549 c_ptr = &cave[yval][xval];
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550 place_inner_grid(c_ptr);
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551 c_ptr = &cave[y1b][xval];
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552 place_inner_grid(c_ptr);
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553 c_ptr = &cave[y2b][xval];
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554 place_inner_grid(c_ptr);
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555 c_ptr = &cave[yval][x1a];
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556 place_inner_grid(c_ptr);
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557 c_ptr = &cave[yval][x2a];
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558 place_inner_grid(c_ptr);
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561 /* Occasionally put a pillar in the center */
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562 else if (one_in_(3))
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564 c_ptr = &cave[yval][xval];
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565 place_inner_grid(c_ptr);
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576 * @brief タイプ4の部屋…固定サイズの二重構造部屋を生成する / Type 4 -- Large room with inner features
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579 * Possible sub-types:\n
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580 * 1 - Just an inner room with one door\n
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581 * 2 - An inner room within an inner room\n
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582 * 3 - An inner room with pillar(s)\n
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583 * 4 - Inner room has a maze\n
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584 * 5 - A set of four inner rooms\n
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586 bool build_type4(void)
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588 POSITION y, x, y1, x1;
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589 POSITION y2, x2, tmp, yval, xval;
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594 /* Find and reserve some space in the dungeon. Get center of room. */
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595 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
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597 /* Choose lite or dark */
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598 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_idx].flags1 & DF1_DARKNESS));
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606 /* Place a full floor under the room */
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607 for (y = y1 - 1; y <= y2 + 1; y++)
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609 for (x = x1 - 1; x <= x2 + 1; x++)
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611 c_ptr = &cave[y][x];
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612 place_floor_grid(c_ptr);
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613 c_ptr->info |= (CAVE_ROOM);
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614 if (light) c_ptr->info |= (CAVE_GLOW);
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619 for (y = y1 - 1; y <= y2 + 1; y++)
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621 c_ptr = &cave[y][x1 - 1];
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622 place_outer_grid(c_ptr);
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623 c_ptr = &cave[y][x2 + 1];
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624 place_outer_grid(c_ptr);
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626 for (x = x1 - 1; x <= x2 + 1; x++)
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628 c_ptr = &cave[y1 - 1][x];
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629 place_outer_grid(c_ptr);
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630 c_ptr = &cave[y2 + 1][x];
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631 place_outer_grid(c_ptr);
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635 /* The inner room */
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641 /* The inner walls */
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642 for (y = y1 - 1; y <= y2 + 1; y++)
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644 c_ptr = &cave[y][x1 - 1];
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645 place_inner_grid(c_ptr);
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646 c_ptr = &cave[y][x2 + 1];
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647 place_inner_grid(c_ptr);
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649 for (x = x1 - 1; x <= x2 + 1; x++)
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651 c_ptr = &cave[y1 - 1][x];
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652 place_inner_grid(c_ptr);
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653 c_ptr = &cave[y2 + 1][x];
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654 place_inner_grid(c_ptr);
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658 /* Inner room variations */
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659 switch (randint1(5))
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661 /* Just an inner room with a monster */
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664 /* Place a secret door */
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665 switch (randint1(4))
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667 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
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668 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
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669 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
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670 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
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673 /* Place a monster in the room */
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674 vault_monsters(yval, xval, 1);
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679 /* Treasure Vault (with a door) */
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682 /* Place a secret door */
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683 switch (randint1(4))
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685 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
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686 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
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687 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
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688 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
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691 /* Place another inner room */
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692 for (y = yval - 1; y <= yval + 1; y++)
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694 for (x = xval - 1; x <= xval + 1; x++)
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696 if ((x == xval) && (y == yval)) continue;
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697 c_ptr = &cave[y][x];
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698 place_inner_grid(c_ptr);
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702 /* Place a locked door on the inner room */
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703 switch (randint1(4))
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705 case 1: place_locked_door(yval - 1, xval); break;
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706 case 2: place_locked_door(yval + 1, xval); break;
\r
707 case 3: place_locked_door(yval, xval - 1); break;
\r
708 case 4: place_locked_door(yval, xval + 1); break;
\r
711 /* Monsters to guard the "treasure" */
\r
712 vault_monsters(yval, xval, randint1(3) + 2);
\r
715 if (randint0(100) < 80)
\r
717 place_object(yval, xval, 0L);
\r
723 place_random_stairs(yval, xval);
\r
726 /* Traps to protect the treasure */
\r
727 vault_traps(yval, xval, 4, 10, 2 + randint1(3));
\r
732 /* Inner pillar(s). */
\r
735 /* Place a secret door */
\r
736 switch (randint1(4))
\r
738 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
\r
739 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
\r
740 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
\r
741 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
\r
744 /* Large Inner Pillar */
\r
745 for (y = yval - 1; y <= yval + 1; y++)
\r
747 for (x = xval - 1; x <= xval + 1; x++)
\r
749 c_ptr = &cave[y][x];
\r
750 place_inner_grid(c_ptr);
\r
754 /* Occasionally, two more Large Inner Pillars */
\r
758 for (y = yval - 1; y <= yval + 1; y++)
\r
760 for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)
\r
762 c_ptr = &cave[y][x];
\r
763 place_inner_grid(c_ptr);
\r
765 for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)
\r
767 c_ptr = &cave[y][x];
\r
768 place_inner_grid(c_ptr);
\r
773 /* Occasionally, some Inner rooms */
\r
776 int door_type = ((d_info[dungeon_idx].flags1 & DF1_CURTAIN) &&
\r
777 one_in_((d_info[dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
\r
778 ((d_info[dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
\r
780 /* Long horizontal walls */
\r
781 for (x = xval - 5; x <= xval + 5; x++)
\r
783 c_ptr = &cave[yval - 1][x];
\r
784 place_inner_grid(c_ptr);
\r
785 c_ptr = &cave[yval + 1][x];
\r
786 place_inner_grid(c_ptr);
\r
789 /* Close off the left/right edges */
\r
790 c_ptr = &cave[yval][xval - 5];
\r
791 place_inner_grid(c_ptr);
\r
792 c_ptr = &cave[yval][xval + 5];
\r
793 place_inner_grid(c_ptr);
\r
795 /* Secret doors (random top/bottom) */
\r
796 place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type);
\r
797 place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type);
\r
800 vault_monsters(yval, xval - 2, randint1(2));
\r
801 vault_monsters(yval, xval + 2, randint1(2));
\r
804 if (one_in_(3)) place_object(yval, xval - 2, 0L);
\r
805 if (one_in_(3)) place_object(yval, xval + 2, 0L);
\r
814 /* Place a secret door */
\r
815 switch (randint1(4))
\r
817 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
\r
818 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
\r
819 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
\r
820 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
\r
823 /* Maze (really a checkerboard) */
\r
824 for (y = y1; y <= y2; y++)
\r
826 for (x = x1; x <= x2; x++)
\r
830 c_ptr = &cave[y][x];
\r
831 place_inner_grid(c_ptr);
\r
836 /* Monsters just love mazes. */
\r
837 vault_monsters(yval, xval - 5, randint1(3));
\r
838 vault_monsters(yval, xval + 5, randint1(3));
\r
840 /* Traps make them entertaining. */
\r
841 vault_traps(yval, xval - 3, 2, 8, randint1(3));
\r
842 vault_traps(yval, xval + 3, 2, 8, randint1(3));
\r
844 /* Mazes should have some treasure too. */
\r
845 vault_objects(yval, xval, 3);
\r
850 /* Four small rooms. */
\r
853 int door_type = ((d_info[dungeon_idx].flags1 & DF1_CURTAIN) &&
\r
854 one_in_((d_info[dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
\r
855 ((d_info[dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
\r
857 /* Inner "cross" */
\r
858 for (y = y1; y <= y2; y++)
\r
860 c_ptr = &cave[y][xval];
\r
861 place_inner_grid(c_ptr);
\r
863 for (x = x1; x <= x2; x++)
\r
865 c_ptr = &cave[yval][x];
\r
866 place_inner_grid(c_ptr);
\r
869 /* Doors into the rooms */
\r
870 if (randint0(100) < 50)
\r
872 int i = randint1(10);
\r
873 place_secret_door(y1 - 1, xval - i, door_type);
\r
874 place_secret_door(y1 - 1, xval + i, door_type);
\r
875 place_secret_door(y2 + 1, xval - i, door_type);
\r
876 place_secret_door(y2 + 1, xval + i, door_type);
\r
880 int i = randint1(3);
\r
881 place_secret_door(yval + i, x1 - 1, door_type);
\r
882 place_secret_door(yval - i, x1 - 1, door_type);
\r
883 place_secret_door(yval + i, x2 + 1, door_type);
\r
884 place_secret_door(yval - i, x2 + 1, door_type);
\r
887 /* Treasure, centered at the center of the cross */
\r
888 vault_objects(yval, xval, 2 + randint1(2));
\r
890 /* Gotta have some monsters. */
\r
891 vault_monsters(yval + 1, xval - 4, randint1(4));
\r
892 vault_monsters(yval + 1, xval + 4, randint1(4));
\r
893 vault_monsters(yval - 1, xval - 4, randint1(4));
\r
894 vault_monsters(yval - 1, xval + 4, randint1(4));
\r
905 * @brief タイプ11の部屋…円形部屋の生成 / Type 11 -- Build an vertical oval room.
\r
908 * For every grid in the possible square, check the distance.\n
\r
909 * If it's less than the radius, make it a room square.\n
\r
911 * When done fill from the inside to find the walls,\n
\r
913 bool build_type11(void)
\r
915 POSITION rad, x, y, x0, y0;
\r
918 /* Occasional light */
\r
919 if ((randint1(dun_level) <= 15) && !(d_info[dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
\r
923 /* Find and reserve some space in the dungeon. Get center of room. */
\r
924 if (!find_space(&y0, &x0, rad * 2 + 1, rad * 2 + 1)) return FALSE;
\r
926 /* Make circular floor */
\r
927 for (x = x0 - rad; x <= x0 + rad; x++)
\r
929 for (y = y0 - rad; y <= y0 + rad; y++)
\r
931 if (distance(y0, x0, y, x) <= rad - 1)
\r
933 /* inside- so is floor */
\r
934 place_floor_bold(y, x);
\r
936 else if (distance(y0, x0, y, x) <= rad + 1)
\r
938 /* make granite outside so arena works */
\r
939 place_extra_bold(y, x);
\r
944 /* Find visible outer walls and set to be FEAT_OUTER */
\r
945 add_outer_wall(x0, y0, light, x0 - rad, y0 - rad, x0 + rad, y0 + rad);
\r
952 * @brief タイプ12の部屋…ドーム型部屋の生成 / Type 12 -- Build crypt room.
\r
955 * For every grid in the possible square, check the (fake) distance.\n
\r
956 * If it's less than the radius, make it a room square.\n
\r
958 * When done fill from the inside to find the walls,\n
\r
960 bool build_type12(void)
\r
962 POSITION rad, x, y, x0, y0;
\r
964 bool emptyflag = TRUE;
\r
966 /* Make a random metric */
\r
967 POSITION h1, h2, h3, h4;
\r
968 h1 = randint1(32) - 16;
\r
971 h4 = randint1(32) - 16;
\r
973 /* Occasional light */
\r
974 if ((randint1(dun_level) <= 5) && !(d_info[dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
\r
978 /* Find and reserve some space in the dungeon. Get center of room. */
\r
979 if (!find_space(&y0, &x0, rad * 2 + 3, rad * 2 + 3)) return FALSE;
\r
982 for (x = x0 - rad; x <= x0 + rad; x++)
\r
984 for (y = y0 - rad; y <= y0 + rad; y++)
\r
986 /* clear room flag */
\r
987 cave[y][x].info &= ~(CAVE_ROOM);
\r
989 if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
\r
991 /* inside - so is floor */
\r
992 place_floor_bold(y, x);
\r
994 else if (distance(y0, x0, y, x) < 3)
\r
996 place_floor_bold(y, x);
\r
1000 /* make granite outside so arena works */
\r
1001 place_extra_bold(y, x);
\r
1004 /* proper boundary for arena */
\r
1005 if (((y + rad) == y0) || ((y - rad) == y0) ||
\r
1006 ((x + rad) == x0) || ((x - rad) == x0))
\r
1008 place_extra_bold(y, x);
\r
1013 /* Find visible outer walls and set to be FEAT_OUTER */
\r
1014 add_outer_wall(x0, y0, light, x0 - rad - 1, y0 - rad - 1,
\r
1015 x0 + rad + 1, y0 + rad + 1);
\r
1017 /* Check to see if there is room for an inner vault */
\r
1018 for (x = x0 - 2; x <= x0 + 2; x++)
\r
1020 for (y = y0 - 2; y <= y0 + 2; y++)
\r
1022 if (!is_floor_bold(y, x))
\r
1024 /* Wall in the way */
\r
1025 emptyflag = FALSE;
\r
1030 if (emptyflag && one_in_(2))
\r
1032 /* Build the vault */
\r
1033 build_small_room(x0, y0);
\r
1035 /* Place a treasure in the vault */
\r
1036 place_object(y0, x0, 0L);
\r
1038 /* Let's guard the treasure well */
\r
1039 vault_monsters(y0, x0, randint0(2) + 3);
\r
1041 /* Traps naturally */
\r
1042 vault_traps(y0, x0, 4, 4, randint0(3) + 2);
\r