OSDN Git Service

6c488447e67302b0984c64db55bbc7fb2283b93b
[hengband/hengband.git] / src / rooms-normal.c
1 #include "angband.h"\r
2 #include "grid.h"\r
3 #include "trap.h"\r
4 \r
5 #include "rooms.h"\r
6 \r
7 \r
8 /*!\r
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\r
10 * @return なし\r
11 */\r
12 bool build_type1(void)\r
13 {\r
14         POSITION y, x, y2, x2, yval, xval;\r
15         POSITION y1, x1, xsize, ysize;\r
16 \r
17         bool light;\r
18 \r
19         cave_type *c_ptr;\r
20 \r
21         bool curtain = (d_info[dungeon_idx].flags1 & DF1_CURTAIN) &&\r
22                 one_in_((d_info[dungeon_idx].flags1 & DF1_NO_CAVE) ? 48 : 512);\r
23 \r
24         /* Pick a room size */\r
25         y1 = randint1(4);\r
26         x1 = randint1(11);\r
27         y2 = randint1(3);\r
28         x2 = randint1(11);\r
29 \r
30         xsize = x1 + x2 + 1;\r
31         ysize = y1 + y2 + 1;\r
32 \r
33         /* Find and reserve some space in the dungeon.  Get center of room. */\r
34         if (!find_space(&yval, &xval, ysize + 2, xsize + 2))\r
35         {\r
36                 /* Limit to the minimum room size, and retry */\r
37                 y1 = 1;\r
38                 x1 = 1;\r
39                 y2 = 1;\r
40                 x2 = 1;\r
41 \r
42                 xsize = x1 + x2 + 1;\r
43                 ysize = y1 + y2 + 1;\r
44 \r
45                 /* Find and reserve some space in the dungeon.  Get center of room. */\r
46                 if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;\r
47         }\r
48 \r
49         /* Choose lite or dark */\r
50         light = ((dun_level <= randint1(25)) && !(d_info[dungeon_idx].flags1 & DF1_DARKNESS));\r
51 \r
52 \r
53         /* Get corner values */\r
54         y1 = yval - ysize / 2;\r
55         x1 = xval - xsize / 2;\r
56         y2 = yval + (ysize - 1) / 2;\r
57         x2 = xval + (xsize - 1) / 2;\r
58 \r
59 \r
60         /* Place a full floor under the room */\r
61         for (y = y1 - 1; y <= y2 + 1; y++)\r
62         {\r
63                 for (x = x1 - 1; x <= x2 + 1; x++)\r
64                 {\r
65                         c_ptr = &cave[y][x];\r
66                         place_floor_grid(c_ptr);\r
67                         c_ptr->info |= (CAVE_ROOM);\r
68                         if (light) c_ptr->info |= (CAVE_GLOW);\r
69                 }\r
70         }\r
71 \r
72         /* Walls around the room */\r
73         for (y = y1 - 1; y <= y2 + 1; y++)\r
74         {\r
75                 c_ptr = &cave[y][x1 - 1];\r
76                 place_outer_grid(c_ptr);\r
77                 c_ptr = &cave[y][x2 + 1];\r
78                 place_outer_grid(c_ptr);\r
79         }\r
80         for (x = x1 - 1; x <= x2 + 1; x++)\r
81         {\r
82                 c_ptr = &cave[y1 - 1][x];\r
83                 place_outer_grid(c_ptr);\r
84                 c_ptr = &cave[y2 + 1][x];\r
85                 place_outer_grid(c_ptr);\r
86         }\r
87 \r
88 \r
89         /* Hack -- Occasional curtained room */\r
90         if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2))\r
91         {\r
92                 for (y = y1; y <= y2; y++)\r
93                 {\r
94                         c_ptr = &cave[y][x1];\r
95                         c_ptr->feat = feat_door[DOOR_CURTAIN].closed;\r
96                         c_ptr->info &= ~(CAVE_MASK);\r
97                         c_ptr = &cave[y][x2];\r
98                         c_ptr->feat = feat_door[DOOR_CURTAIN].closed;\r
99                         c_ptr->info &= ~(CAVE_MASK);\r
100                 }\r
101                 for (x = x1; x <= x2; x++)\r
102                 {\r
103                         c_ptr = &cave[y1][x];\r
104                         c_ptr->feat = feat_door[DOOR_CURTAIN].closed;\r
105                         c_ptr->info &= ~(CAVE_MASK);\r
106                         c_ptr = &cave[y2][x];\r
107                         c_ptr->feat = feat_door[DOOR_CURTAIN].closed;\r
108                         c_ptr->info &= ~(CAVE_MASK);\r
109                 }\r
110         }\r
111 \r
112 \r
113         /* Hack -- Occasional pillar room */\r
114         if (one_in_(20))\r
115         {\r
116                 for (y = y1; y <= y2; y += 2)\r
117                 {\r
118                         for (x = x1; x <= x2; x += 2)\r
119                         {\r
120                                 c_ptr = &cave[y][x];\r
121                                 place_inner_grid(c_ptr);\r
122                         }\r
123                 }\r
124         }\r
125 \r
126         /* Hack -- Occasional room with four pillars */\r
127         else if (one_in_(20))\r
128         {\r
129                 if ((y1 + 4 < y2) && (x1 + 4 < x2))\r
130                 {\r
131                         c_ptr = &cave[y1 + 1][x1 + 1];\r
132                         place_inner_grid(c_ptr);\r
133 \r
134                         c_ptr = &cave[y1 + 1][x2 - 1];\r
135                         place_inner_grid(c_ptr);\r
136 \r
137                         c_ptr = &cave[y2 - 1][x1 + 1];\r
138                         place_inner_grid(c_ptr);\r
139 \r
140                         c_ptr = &cave[y2 - 1][x2 - 1];\r
141                         place_inner_grid(c_ptr);\r
142                 }\r
143         }\r
144 \r
145         /* Hack -- Occasional ragged-edge room */\r
146         else if (one_in_(50))\r
147         {\r
148                 for (y = y1 + 2; y <= y2 - 2; y += 2)\r
149                 {\r
150                         c_ptr = &cave[y][x1];\r
151                         place_inner_grid(c_ptr);\r
152                         c_ptr = &cave[y][x2];\r
153                         place_inner_grid(c_ptr);\r
154                 }\r
155                 for (x = x1 + 2; x <= x2 - 2; x += 2)\r
156                 {\r
157                         c_ptr = &cave[y1][x];\r
158                         place_inner_grid(c_ptr);\r
159                         c_ptr = &cave[y2][x];\r
160                         place_inner_grid(c_ptr);\r
161                 }\r
162         }\r
163         /* Hack -- Occasional divided room */\r
164         else if (one_in_(50))\r
165         {\r
166                 bool curtain2 = (d_info[dungeon_idx].flags1 & DF1_CURTAIN) &&\r
167                         one_in_((d_info[dungeon_idx].flags1 & DF1_NO_CAVE) ? 2 : 128);\r
168 \r
169                 if (randint1(100) < 50)\r
170                 {\r
171                         /* Horizontal wall */\r
172                         for (x = x1; x <= x2; x++)\r
173                         {\r
174                                 place_inner_bold(yval, x);\r
175                                 if (curtain2) cave[yval][x].feat = feat_door[DOOR_CURTAIN].closed;\r
176                         }\r
177 \r
178                         /* Prevent edge of wall from being tunneled */\r
179                         place_solid_bold(yval, x1 - 1);\r
180                         place_solid_bold(yval, x2 + 1);\r
181                 }\r
182                 else\r
183                 {\r
184                         /* Vertical wall */\r
185                         for (y = y1; y <= y2; y++)\r
186                         {\r
187                                 place_inner_bold(y, xval);\r
188                                 if (curtain2) cave[y][xval].feat = feat_door[DOOR_CURTAIN].closed;\r
189                         }\r
190 \r
191                         /* Prevent edge of wall from being tunneled */\r
192                         place_solid_bold(y1 - 1, xval);\r
193                         place_solid_bold(y2 + 1, xval);\r
194                 }\r
195 \r
196                 place_random_door(yval, xval, TRUE);\r
197                 if (curtain2) cave[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;\r
198         }\r
199 \r
200         return TRUE;\r
201 }\r
202 \r
203 /*!\r
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\r
205 * @return なし\r
206 */\r
207 bool build_type2(void)\r
208 {\r
209         POSITION        y, x, xval, yval;\r
210         POSITION        y1a, x1a, y2a, x2a;\r
211         POSITION        y1b, x1b, y2b, x2b;\r
212         bool            light;\r
213         cave_type   *c_ptr;\r
214 \r
215         /* Find and reserve some space in the dungeon.  Get center of room. */\r
216         if (!find_space(&yval, &xval, 11, 25)) return FALSE;\r
217 \r
218         /* Choose lite or dark */\r
219         light = ((dun_level <= randint1(25)) && !(d_info[dungeon_idx].flags1 & DF1_DARKNESS));\r
220 \r
221         /* Determine extents of the first room */\r
222         y1a = yval - randint1(4);\r
223         y2a = yval + randint1(3);\r
224         x1a = xval - randint1(11);\r
225         x2a = xval + randint1(10);\r
226 \r
227         /* Determine extents of the second room */\r
228         y1b = yval - randint1(3);\r
229         y2b = yval + randint1(4);\r
230         x1b = xval - randint1(10);\r
231         x2b = xval + randint1(11);\r
232 \r
233 \r
234         /* Place a full floor for room "a" */\r
235         for (y = y1a - 1; y <= y2a + 1; y++)\r
236         {\r
237                 for (x = x1a - 1; x <= x2a + 1; x++)\r
238                 {\r
239                         c_ptr = &cave[y][x];\r
240                         place_floor_grid(c_ptr);\r
241                         c_ptr->info |= (CAVE_ROOM);\r
242                         if (light) c_ptr->info |= (CAVE_GLOW);\r
243                 }\r
244         }\r
245 \r
246         /* Place a full floor for room "b" */\r
247         for (y = y1b - 1; y <= y2b + 1; y++)\r
248         {\r
249                 for (x = x1b - 1; x <= x2b + 1; x++)\r
250                 {\r
251                         c_ptr = &cave[y][x];\r
252                         place_floor_grid(c_ptr);\r
253                         c_ptr->info |= (CAVE_ROOM);\r
254                         if (light) c_ptr->info |= (CAVE_GLOW);\r
255                 }\r
256         }\r
257 \r
258 \r
259         /* Place the walls around room "a" */\r
260         for (y = y1a - 1; y <= y2a + 1; y++)\r
261         {\r
262                 c_ptr = &cave[y][x1a - 1];\r
263                 place_outer_grid(c_ptr);\r
264                 c_ptr = &cave[y][x2a + 1];\r
265                 place_outer_grid(c_ptr);\r
266         }\r
267         for (x = x1a - 1; x <= x2a + 1; x++)\r
268         {\r
269                 c_ptr = &cave[y1a - 1][x];\r
270                 place_outer_grid(c_ptr);\r
271                 c_ptr = &cave[y2a + 1][x];\r
272                 place_outer_grid(c_ptr);\r
273         }\r
274 \r
275         /* Place the walls around room "b" */\r
276         for (y = y1b - 1; y <= y2b + 1; y++)\r
277         {\r
278                 c_ptr = &cave[y][x1b - 1];\r
279                 place_outer_grid(c_ptr);\r
280                 c_ptr = &cave[y][x2b + 1];\r
281                 place_outer_grid(c_ptr);\r
282         }\r
283         for (x = x1b - 1; x <= x2b + 1; x++)\r
284         {\r
285                 c_ptr = &cave[y1b - 1][x];\r
286                 place_outer_grid(c_ptr);\r
287                 c_ptr = &cave[y2b + 1][x];\r
288                 place_outer_grid(c_ptr);\r
289         }\r
290 \r
291 \r
292 \r
293         /* Replace the floor for room "a" */\r
294         for (y = y1a; y <= y2a; y++)\r
295         {\r
296                 for (x = x1a; x <= x2a; x++)\r
297                 {\r
298                         c_ptr = &cave[y][x];\r
299                         place_floor_grid(c_ptr);\r
300                 }\r
301         }\r
302 \r
303         /* Replace the floor for room "b" */\r
304         for (y = y1b; y <= y2b; y++)\r
305         {\r
306                 for (x = x1b; x <= x2b; x++)\r
307                 {\r
308                         c_ptr = &cave[y][x];\r
309                         place_floor_grid(c_ptr);\r
310                 }\r
311         }\r
312 \r
313         return TRUE;\r
314 }\r
315 \r
316 /*!\r
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\r
318 * @return なし\r
319 * @details\r
320 * Builds a room at a row, column coordinate\n\r
321 *\n\r
322 * Room "a" runs north/south, and Room "b" runs east/east\n\r
323 * So the "central pillar" runs from x1a, y1b to x2a, y2b.\n\r
324 *\n\r
325 * Note that currently, the "center" is always 3x3, but I think that\n\r
326 * the code below will work (with "bounds checking") for 5x5, or even\n\r
327 * for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.\n\r
328 */\r
329 bool build_type3(void)\r
330 {\r
331         POSITION y, x, dy, dx, wy, wx;\r
332         POSITION y1a, x1a, y2a, x2a;\r
333         POSITION y1b, x1b, y2b, x2b;\r
334         POSITION yval, xval;\r
335         bool light;\r
336         cave_type *c_ptr;\r
337 \r
338 \r
339         /* Find and reserve some space in the dungeon.  Get center of room. */\r
340         if (!find_space(&yval, &xval, 11, 25)) return FALSE;\r
341 \r
342 \r
343         /* Choose lite or dark */\r
344         light = ((dun_level <= randint1(25)) && !(d_info[dungeon_idx].flags1 & DF1_DARKNESS));\r
345 \r
346         /* For now, always 3x3 */\r
347         wx = wy = 1;\r
348 \r
349         /* Pick max vertical size (at most 4) */\r
350         dy = rand_range(3, 4);\r
351 \r
352         /* Pick max horizontal size (at most 15) */\r
353         dx = rand_range(3, 11);\r
354 \r
355 \r
356         /* Determine extents of the north/south room */\r
357         y1a = yval - dy;\r
358         y2a = yval + dy;\r
359         x1a = xval - wx;\r
360         x2a = xval + wx;\r
361 \r
362         /* Determine extents of the east/west room */\r
363         y1b = yval - wy;\r
364         y2b = yval + wy;\r
365         x1b = xval - dx;\r
366         x2b = xval + dx;\r
367 \r
368 \r
369         /* Place a full floor for room "a" */\r
370         for (y = y1a - 1; y <= y2a + 1; y++)\r
371         {\r
372                 for (x = x1a - 1; x <= x2a + 1; x++)\r
373                 {\r
374                         c_ptr = &cave[y][x];\r
375                         place_floor_grid(c_ptr);\r
376                         c_ptr->info |= (CAVE_ROOM);\r
377                         if (light) c_ptr->info |= (CAVE_GLOW);\r
378                 }\r
379         }\r
380 \r
381         /* Place a full floor for room "b" */\r
382         for (y = y1b - 1; y <= y2b + 1; y++)\r
383         {\r
384                 for (x = x1b - 1; x <= x2b + 1; x++)\r
385                 {\r
386                         c_ptr = &cave[y][x];\r
387                         place_floor_grid(c_ptr);\r
388                         c_ptr->info |= (CAVE_ROOM);\r
389                         if (light) c_ptr->info |= (CAVE_GLOW);\r
390                 }\r
391         }\r
392 \r
393 \r
394         /* Place the walls around room "a" */\r
395         for (y = y1a - 1; y <= y2a + 1; y++)\r
396         {\r
397                 c_ptr = &cave[y][x1a - 1];\r
398                 place_outer_grid(c_ptr);\r
399                 c_ptr = &cave[y][x2a + 1];\r
400                 place_outer_grid(c_ptr);\r
401         }\r
402         for (x = x1a - 1; x <= x2a + 1; x++)\r
403         {\r
404                 c_ptr = &cave[y1a - 1][x];\r
405                 place_outer_grid(c_ptr);\r
406                 c_ptr = &cave[y2a + 1][x];\r
407                 place_outer_grid(c_ptr);\r
408         }\r
409 \r
410         /* Place the walls around room "b" */\r
411         for (y = y1b - 1; y <= y2b + 1; y++)\r
412         {\r
413                 c_ptr = &cave[y][x1b - 1];\r
414                 place_outer_grid(c_ptr);\r
415                 c_ptr = &cave[y][x2b + 1];\r
416                 place_outer_grid(c_ptr);\r
417         }\r
418         for (x = x1b - 1; x <= x2b + 1; x++)\r
419         {\r
420                 c_ptr = &cave[y1b - 1][x];\r
421                 place_outer_grid(c_ptr);\r
422                 c_ptr = &cave[y2b + 1][x];\r
423                 place_outer_grid(c_ptr);\r
424         }\r
425 \r
426 \r
427         /* Replace the floor for room "a" */\r
428         for (y = y1a; y <= y2a; y++)\r
429         {\r
430                 for (x = x1a; x <= x2a; x++)\r
431                 {\r
432                         c_ptr = &cave[y][x];\r
433                         place_floor_grid(c_ptr);\r
434                 }\r
435         }\r
436 \r
437         /* Replace the floor for room "b" */\r
438         for (y = y1b; y <= y2b; y++)\r
439         {\r
440                 for (x = x1b; x <= x2b; x++)\r
441                 {\r
442                         c_ptr = &cave[y][x];\r
443                         place_floor_grid(c_ptr);\r
444                 }\r
445         }\r
446 \r
447 \r
448 \r
449         /* Special features (3/4) */\r
450         switch (randint0(4))\r
451         {\r
452                 /* Large solid middle pillar */\r
453         case 1:\r
454         {\r
455                 for (y = y1b; y <= y2b; y++)\r
456                 {\r
457                         for (x = x1a; x <= x2a; x++)\r
458                         {\r
459                                 c_ptr = &cave[y][x];\r
460                                 place_inner_grid(c_ptr);\r
461                         }\r
462                 }\r
463                 break;\r
464         }\r
465 \r
466         /* Inner treasure vault */\r
467         case 2:\r
468         {\r
469                 /* Build the vault */\r
470                 for (y = y1b; y <= y2b; y++)\r
471                 {\r
472                         c_ptr = &cave[y][x1a];\r
473                         place_inner_grid(c_ptr);\r
474                         c_ptr = &cave[y][x2a];\r
475                         place_inner_grid(c_ptr);\r
476                 }\r
477                 for (x = x1a; x <= x2a; x++)\r
478                 {\r
479                         c_ptr = &cave[y1b][x];\r
480                         place_inner_grid(c_ptr);\r
481                         c_ptr = &cave[y2b][x];\r
482                         place_inner_grid(c_ptr);\r
483                 }\r
484 \r
485                 /* Place a secret door on the inner room */\r
486                 switch (randint0(4))\r
487                 {\r
488                 case 0: place_secret_door(y1b, xval, DOOR_DEFAULT); break;\r
489                 case 1: place_secret_door(y2b, xval, DOOR_DEFAULT); break;\r
490                 case 2: place_secret_door(yval, x1a, DOOR_DEFAULT); break;\r
491                 case 3: place_secret_door(yval, x2a, DOOR_DEFAULT); break;\r
492                 }\r
493 \r
494                 /* Place a treasure in the vault */\r
495                 place_object(yval, xval, 0L);\r
496 \r
497                 /* Let's guard the treasure well */\r
498                 vault_monsters(yval, xval, randint0(2) + 3);\r
499 \r
500                 /* Traps naturally */\r
501                 vault_traps(yval, xval, 4, 4, randint0(3) + 2);\r
502 \r
503                 break;\r
504         }\r
505 \r
506         /* Something else */\r
507         case 3:\r
508         {\r
509                 /* Occasionally pinch the center shut */\r
510                 if (one_in_(3))\r
511                 {\r
512                         /* Pinch the east/west sides */\r
513                         for (y = y1b; y <= y2b; y++)\r
514                         {\r
515                                 if (y == yval) continue;\r
516                                 c_ptr = &cave[y][x1a - 1];\r
517                                 place_inner_grid(c_ptr);\r
518                                 c_ptr = &cave[y][x2a + 1];\r
519                                 place_inner_grid(c_ptr);\r
520                         }\r
521 \r
522                         /* Pinch the north/south sides */\r
523                         for (x = x1a; x <= x2a; x++)\r
524                         {\r
525                                 if (x == xval) continue;\r
526                                 c_ptr = &cave[y1b - 1][x];\r
527                                 place_inner_grid(c_ptr);\r
528                                 c_ptr = &cave[y2b + 1][x];\r
529                                 place_inner_grid(c_ptr);\r
530                         }\r
531 \r
532                         /* Sometimes shut using secret doors */\r
533                         if (one_in_(3))\r
534                         {\r
535                                 int door_type = ((d_info[dungeon_idx].flags1 & DF1_CURTAIN) &&\r
536                                         one_in_((d_info[dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :\r
537                                         ((d_info[dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);\r
538 \r
539                                 place_secret_door(yval, x1a - 1, door_type);\r
540                                 place_secret_door(yval, x2a + 1, door_type);\r
541                                 place_secret_door(y1b - 1, xval, door_type);\r
542                                 place_secret_door(y2b + 1, xval, door_type);\r
543                         }\r
544                 }\r
545 \r
546                 /* Occasionally put a "plus" in the center */\r
547                 else if (one_in_(3))\r
548                 {\r
549                         c_ptr = &cave[yval][xval];\r
550                         place_inner_grid(c_ptr);\r
551                         c_ptr = &cave[y1b][xval];\r
552                         place_inner_grid(c_ptr);\r
553                         c_ptr = &cave[y2b][xval];\r
554                         place_inner_grid(c_ptr);\r
555                         c_ptr = &cave[yval][x1a];\r
556                         place_inner_grid(c_ptr);\r
557                         c_ptr = &cave[yval][x2a];\r
558                         place_inner_grid(c_ptr);\r
559                 }\r
560 \r
561                 /* Occasionally put a pillar in the center */\r
562                 else if (one_in_(3))\r
563                 {\r
564                         c_ptr = &cave[yval][xval];\r
565                         place_inner_grid(c_ptr);\r
566                 }\r
567 \r
568                 break;\r
569         }\r
570         }\r
571 \r
572         return TRUE;\r
573 }\r
574 \r
575 /*!\r
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\r
577 * @return なし\r
578 * @details\r
579 * Possible sub-types:\n\r
580 *       1 - Just an inner room with one door\n\r
581 *       2 - An inner room within an inner room\n\r
582 *       3 - An inner room with pillar(s)\n\r
583 *       4 - Inner room has a maze\n\r
584 *       5 - A set of four inner rooms\n\r
585 */\r
586 bool build_type4(void)\r
587 {\r
588         POSITION y, x, y1, x1;\r
589         POSITION y2, x2, tmp, yval, xval;\r
590         bool light;\r
591         cave_type *c_ptr;\r
592 \r
593 \r
594         /* Find and reserve some space in the dungeon.  Get center of room. */\r
595         if (!find_space(&yval, &xval, 11, 25)) return FALSE;\r
596 \r
597         /* Choose lite or dark */\r
598         light = ((dun_level <= randint1(25)) && !(d_info[dungeon_idx].flags1 & DF1_DARKNESS));\r
599 \r
600         /* Large room */\r
601         y1 = yval - 4;\r
602         y2 = yval + 4;\r
603         x1 = xval - 11;\r
604         x2 = xval + 11;\r
605 \r
606         /* Place a full floor under the room */\r
607         for (y = y1 - 1; y <= y2 + 1; y++)\r
608         {\r
609                 for (x = x1 - 1; x <= x2 + 1; x++)\r
610                 {\r
611                         c_ptr = &cave[y][x];\r
612                         place_floor_grid(c_ptr);\r
613                         c_ptr->info |= (CAVE_ROOM);\r
614                         if (light) c_ptr->info |= (CAVE_GLOW);\r
615                 }\r
616         }\r
617 \r
618         /* Outer Walls */\r
619         for (y = y1 - 1; y <= y2 + 1; y++)\r
620         {\r
621                 c_ptr = &cave[y][x1 - 1];\r
622                 place_outer_grid(c_ptr);\r
623                 c_ptr = &cave[y][x2 + 1];\r
624                 place_outer_grid(c_ptr);\r
625         }\r
626         for (x = x1 - 1; x <= x2 + 1; x++)\r
627         {\r
628                 c_ptr = &cave[y1 - 1][x];\r
629                 place_outer_grid(c_ptr);\r
630                 c_ptr = &cave[y2 + 1][x];\r
631                 place_outer_grid(c_ptr);\r
632         }\r
633 \r
634 \r
635         /* The inner room */\r
636         y1 = y1 + 2;\r
637         y2 = y2 - 2;\r
638         x1 = x1 + 2;\r
639         x2 = x2 - 2;\r
640 \r
641         /* The inner walls */\r
642         for (y = y1 - 1; y <= y2 + 1; y++)\r
643         {\r
644                 c_ptr = &cave[y][x1 - 1];\r
645                 place_inner_grid(c_ptr);\r
646                 c_ptr = &cave[y][x2 + 1];\r
647                 place_inner_grid(c_ptr);\r
648         }\r
649         for (x = x1 - 1; x <= x2 + 1; x++)\r
650         {\r
651                 c_ptr = &cave[y1 - 1][x];\r
652                 place_inner_grid(c_ptr);\r
653                 c_ptr = &cave[y2 + 1][x];\r
654                 place_inner_grid(c_ptr);\r
655         }\r
656 \r
657 \r
658         /* Inner room variations */\r
659         switch (randint1(5))\r
660         {\r
661                         /* Just an inner room with a monster */\r
662                 case 1:\r
663                 {\r
664                         /* Place a secret door */\r
665                         switch (randint1(4))\r
666                         {\r
667                         case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
668                         case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
669                         case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
670                         case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
671                         }\r
672 \r
673                         /* Place a monster in the room */\r
674                         vault_monsters(yval, xval, 1);\r
675 \r
676                         break;\r
677                 }\r
678 \r
679                 /* Treasure Vault (with a door) */\r
680                 case 2:\r
681                 {\r
682                         /* Place a secret door */\r
683                         switch (randint1(4))\r
684                         {\r
685                         case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
686                         case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
687                         case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
688                         case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
689                         }\r
690 \r
691                         /* Place another inner room */\r
692                         for (y = yval - 1; y <= yval + 1; y++)\r
693                         {\r
694                                 for (x = xval - 1; x <= xval + 1; x++)\r
695                                 {\r
696                                         if ((x == xval) && (y == yval)) continue;\r
697                                         c_ptr = &cave[y][x];\r
698                                         place_inner_grid(c_ptr);\r
699                                 }\r
700                         }\r
701 \r
702                         /* Place a locked door on the inner room */\r
703                         switch (randint1(4))\r
704                         {\r
705                         case 1: place_locked_door(yval - 1, xval); break;\r
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
709                         }\r
710 \r
711                         /* Monsters to guard the "treasure" */\r
712                         vault_monsters(yval, xval, randint1(3) + 2);\r
713 \r
714                         /* Object (80%) */\r
715                         if (randint0(100) < 80)\r
716                         {\r
717                                 place_object(yval, xval, 0L);\r
718                         }\r
719 \r
720                         /* Stairs (20%) */\r
721                         else\r
722                         {\r
723                                 place_random_stairs(yval, xval);\r
724                         }\r
725 \r
726                         /* Traps to protect the treasure */\r
727                         vault_traps(yval, xval, 4, 10, 2 + randint1(3));\r
728 \r
729                         break;\r
730                 }\r
731 \r
732                 /* Inner pillar(s). */\r
733                 case 3:\r
734                 {\r
735                         /* Place a secret door */\r
736                         switch (randint1(4))\r
737                         {\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
742                         }\r
743 \r
744                         /* Large Inner Pillar */\r
745                         for (y = yval - 1; y <= yval + 1; y++)\r
746                         {\r
747                                 for (x = xval - 1; x <= xval + 1; x++)\r
748                                 {\r
749                                         c_ptr = &cave[y][x];\r
750                                         place_inner_grid(c_ptr);\r
751                                 }\r
752                         }\r
753 \r
754                         /* Occasionally, two more Large Inner Pillars */\r
755                         if (one_in_(2))\r
756                         {\r
757                                 tmp = randint1(2);\r
758                                 for (y = yval - 1; y <= yval + 1; y++)\r
759                                 {\r
760                                         for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)\r
761                                         {\r
762                                                 c_ptr = &cave[y][x];\r
763                                                 place_inner_grid(c_ptr);\r
764                                         }\r
765                                         for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)\r
766                                         {\r
767                                                 c_ptr = &cave[y][x];\r
768                                                 place_inner_grid(c_ptr);\r
769                                         }\r
770                                 }\r
771                         }\r
772 \r
773                         /* Occasionally, some Inner rooms */\r
774                         if (one_in_(3))\r
775                         {\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
779 \r
780                                 /* Long horizontal walls */\r
781                                 for (x = xval - 5; x <= xval + 5; x++)\r
782                                 {\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
787                                 }\r
788 \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
794 \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
798 \r
799                                 /* Monsters */\r
800                                 vault_monsters(yval, xval - 2, randint1(2));\r
801                                 vault_monsters(yval, xval + 2, randint1(2));\r
802 \r
803                                 /* Objects */\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
806                         }\r
807 \r
808                         break;\r
809                 }\r
810 \r
811                 /* Maze inside. */\r
812                 case 4:\r
813                 {\r
814                         /* Place a secret door */\r
815                         switch (randint1(4))\r
816                         {\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
821                         }\r
822 \r
823                         /* Maze (really a checkerboard) */\r
824                         for (y = y1; y <= y2; y++)\r
825                         {\r
826                                 for (x = x1; x <= x2; x++)\r
827                                 {\r
828                                         if (0x1 & (x + y))\r
829                                         {\r
830                                                 c_ptr = &cave[y][x];\r
831                                                 place_inner_grid(c_ptr);\r
832                                         }\r
833                                 }\r
834                         }\r
835 \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
839 \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
843 \r
844                         /* Mazes should have some treasure too. */\r
845                         vault_objects(yval, xval, 3);\r
846 \r
847                         break;\r
848                 }\r
849 \r
850                 /* Four small rooms. */\r
851                 case 5:\r
852                 {\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
856 \r
857                         /* Inner "cross" */\r
858                         for (y = y1; y <= y2; y++)\r
859                         {\r
860                                 c_ptr = &cave[y][xval];\r
861                                 place_inner_grid(c_ptr);\r
862                         }\r
863                         for (x = x1; x <= x2; x++)\r
864                         {\r
865                                 c_ptr = &cave[yval][x];\r
866                                 place_inner_grid(c_ptr);\r
867                         }\r
868 \r
869                         /* Doors into the rooms */\r
870                         if (randint0(100) < 50)\r
871                         {\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
877                         }\r
878                         else\r
879                         {\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
885                         }\r
886 \r
887                         /* Treasure, centered at the center of the cross */\r
888                         vault_objects(yval, xval, 2 + randint1(2));\r
889 \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
895 \r
896                         break;\r
897                 }\r
898         }\r
899 \r
900         return TRUE;\r
901 }\r
902 \r
903 \r
904 /*!\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
906 * @return なし\r
907 * @details\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
910 *\n\r
911 * When done fill from the inside to find the walls,\n\r
912 */\r
913 bool build_type11(void)\r
914 {\r
915         POSITION rad, x, y, x0, y0;\r
916         int light = FALSE;\r
917 \r
918         /* Occasional light */\r
919         if ((randint1(dun_level) <= 15) && !(d_info[dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;\r
920 \r
921         rad = randint0(9);\r
922 \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
925 \r
926         /* Make circular floor */\r
927         for (x = x0 - rad; x <= x0 + rad; x++)\r
928         {\r
929                 for (y = y0 - rad; y <= y0 + rad; y++)\r
930                 {\r
931                         if (distance(y0, x0, y, x) <= rad - 1)\r
932                         {\r
933                                 /* inside- so is floor */\r
934                                 place_floor_bold(y, x);\r
935                         }\r
936                         else if (distance(y0, x0, y, x) <= rad + 1)\r
937                         {\r
938                                 /* make granite outside so arena works */\r
939                                 place_extra_bold(y, x);\r
940                         }\r
941                 }\r
942         }\r
943 \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
946 \r
947         return TRUE;\r
948 }\r
949 \r
950 \r
951 /*!\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
953 * @return なし\r
954 * @details\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
957 *\n\r
958 * When done fill from the inside to find the walls,\n\r
959 */\r
960 bool build_type12(void)\r
961 {\r
962         POSITION rad, x, y, x0, y0;\r
963         int light = FALSE;\r
964         bool emptyflag = TRUE;\r
965 \r
966         /* Make a random metric */\r
967         POSITION h1, h2, h3, h4;\r
968         h1 = randint1(32) - 16;\r
969         h2 = randint1(16);\r
970         h3 = randint1(32);\r
971         h4 = randint1(32) - 16;\r
972 \r
973         /* Occasional light */\r
974         if ((randint1(dun_level) <= 5) && !(d_info[dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;\r
975 \r
976         rad = randint1(9);\r
977 \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
980 \r
981         /* Make floor */\r
982         for (x = x0 - rad; x <= x0 + rad; x++)\r
983         {\r
984                 for (y = y0 - rad; y <= y0 + rad; y++)\r
985                 {\r
986                         /* clear room flag */\r
987                         cave[y][x].info &= ~(CAVE_ROOM);\r
988 \r
989                         if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)\r
990                         {\r
991                                 /* inside - so is floor */\r
992                                 place_floor_bold(y, x);\r
993                         }\r
994                         else if (distance(y0, x0, y, x) < 3)\r
995                         {\r
996                                 place_floor_bold(y, x);\r
997                         }\r
998                         else\r
999                         {\r
1000                                 /* make granite outside so arena works */\r
1001                                 place_extra_bold(y, x);\r
1002                         }\r
1003 \r
1004                         /* proper boundary for arena */\r
1005                         if (((y + rad) == y0) || ((y - rad) == y0) ||\r
1006                                 ((x + rad) == x0) || ((x - rad) == x0))\r
1007                         {\r
1008                                 place_extra_bold(y, x);\r
1009                         }\r
1010                 }\r
1011         }\r
1012 \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
1016 \r
1017         /* Check to see if there is room for an inner vault */\r
1018         for (x = x0 - 2; x <= x0 + 2; x++)\r
1019         {\r
1020                 for (y = y0 - 2; y <= y0 + 2; y++)\r
1021                 {\r
1022                         if (!is_floor_bold(y, x))\r
1023                         {\r
1024                                 /* Wall in the way */\r
1025                                 emptyflag = FALSE;\r
1026                         }\r
1027                 }\r
1028         }\r
1029 \r
1030         if (emptyflag && one_in_(2))\r
1031         {\r
1032                 /* Build the vault */\r
1033                 build_small_room(x0, y0);\r
1034 \r
1035                 /* Place a treasure in the vault */\r
1036                 place_object(y0, x0, 0L);\r
1037 \r
1038                 /* Let's guard the treasure well */\r
1039                 vault_monsters(y0, x0, randint0(2) + 3);\r
1040 \r
1041                 /* Traps naturally */\r
1042                 vault_traps(y0, x0, 4, 4, randint0(3) + 2);\r
1043         }\r
1044 \r
1045         return TRUE;\r
1046 }\r
1047 \r