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[Refactor] #38997 rooms-normal.c 内関数に floor_type * 引数を追加.
[hengband/hengband.git] / src / rooms-normal.c
1 #include "angband.h"
2 #include "grid.h"
3 #include "trap.h"
4
5 #include "floor.h"
6 #include "dungeon.h"
7 #include "rooms.h"
8
9
10 /*!
11 * @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
12 * @return なし
13 */
14 bool build_type1(floor_type *floor_ptr)
15 {
16         POSITION y, x, y2, x2, yval, xval;
17         POSITION y1, x1, xsize, ysize;
18
19         bool light;
20
21         grid_type *g_ptr;
22
23         bool curtain = (d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
24                 one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 48 : 512);
25
26         /* Pick a room size */
27         y1 = randint1(4);
28         x1 = randint1(11);
29         y2 = randint1(3);
30         x2 = randint1(11);
31
32         xsize = x1 + x2 + 1;
33         ysize = y1 + y2 + 1;
34
35         /* Find and reserve some space in the dungeon.  Get center of room. */
36         if (!find_space(&yval, &xval, ysize + 2, xsize + 2))
37         {
38                 /* Limit to the minimum room size, and retry */
39                 y1 = 1;
40                 x1 = 1;
41                 y2 = 1;
42                 x2 = 1;
43
44                 xsize = x1 + x2 + 1;
45                 ysize = y1 + y2 + 1;
46
47                 /* Find and reserve some space in the dungeon.  Get center of room. */
48                 if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
49         }
50
51         /* Choose lite or dark */
52         light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
53
54
55         /* Get corner values */
56         y1 = yval - ysize / 2;
57         x1 = xval - xsize / 2;
58         y2 = yval + (ysize - 1) / 2;
59         x2 = xval + (xsize - 1) / 2;
60
61
62         /* Place a full floor under the room */
63         for (y = y1 - 1; y <= y2 + 1; y++)
64         {
65                 for (x = x1 - 1; x <= x2 + 1; x++)
66                 {
67                         g_ptr = &floor_ptr->grid_array[y][x];
68                         place_floor_grid(g_ptr);
69                         g_ptr->info |= (CAVE_ROOM);
70                         if (light) g_ptr->info |= (CAVE_GLOW);
71                 }
72         }
73
74         /* Walls around the room */
75         for (y = y1 - 1; y <= y2 + 1; y++)
76         {
77                 g_ptr = &floor_ptr->grid_array[y][x1 - 1];
78                 place_outer_grid(g_ptr);
79                 g_ptr = &floor_ptr->grid_array[y][x2 + 1];
80                 place_outer_grid(g_ptr);
81         }
82         for (x = x1 - 1; x <= x2 + 1; x++)
83         {
84                 g_ptr = &floor_ptr->grid_array[y1 - 1][x];
85                 place_outer_grid(g_ptr);
86                 g_ptr = &floor_ptr->grid_array[y2 + 1][x];
87                 place_outer_grid(g_ptr);
88         }
89
90
91         /* Hack -- Occasional curtained room */
92         if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2))
93         {
94                 for (y = y1; y <= y2; y++)
95                 {
96                         g_ptr = &floor_ptr->grid_array[y][x1];
97                         g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
98                         g_ptr->info &= ~(CAVE_MASK);
99                         g_ptr = &floor_ptr->grid_array[y][x2];
100                         g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
101                         g_ptr->info &= ~(CAVE_MASK);
102                 }
103                 for (x = x1; x <= x2; x++)
104                 {
105                         g_ptr = &floor_ptr->grid_array[y1][x];
106                         g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
107                         g_ptr->info &= ~(CAVE_MASK);
108                         g_ptr = &floor_ptr->grid_array[y2][x];
109                         g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
110                         g_ptr->info &= ~(CAVE_MASK);
111                 }
112         }
113
114
115         /* Hack -- Occasional pillar room */
116         if (one_in_(20))
117         {
118                 for (y = y1; y <= y2; y += 2)
119                 {
120                         for (x = x1; x <= x2; x += 2)
121                         {
122                                 g_ptr = &floor_ptr->grid_array[y][x];
123                                 place_inner_grid(g_ptr);
124                         }
125                 }
126         }
127
128         /* Hack -- Occasional room with four pillars */
129         else if (one_in_(20))
130         {
131                 if ((y1 + 4 < y2) && (x1 + 4 < x2))
132                 {
133                         g_ptr = &floor_ptr->grid_array[y1 + 1][x1 + 1];
134                         place_inner_grid(g_ptr);
135
136                         g_ptr = &floor_ptr->grid_array[y1 + 1][x2 - 1];
137                         place_inner_grid(g_ptr);
138
139                         g_ptr = &floor_ptr->grid_array[y2 - 1][x1 + 1];
140                         place_inner_grid(g_ptr);
141
142                         g_ptr = &floor_ptr->grid_array[y2 - 1][x2 - 1];
143                         place_inner_grid(g_ptr);
144                 }
145         }
146
147         /* Hack -- Occasional ragged-edge room */
148         else if (one_in_(50))
149         {
150                 for (y = y1 + 2; y <= y2 - 2; y += 2)
151                 {
152                         g_ptr = &floor_ptr->grid_array[y][x1];
153                         place_inner_grid(g_ptr);
154                         g_ptr = &floor_ptr->grid_array[y][x2];
155                         place_inner_grid(g_ptr);
156                 }
157                 for (x = x1 + 2; x <= x2 - 2; x += 2)
158                 {
159                         g_ptr = &floor_ptr->grid_array[y1][x];
160                         place_inner_grid(g_ptr);
161                         g_ptr = &floor_ptr->grid_array[y2][x];
162                         place_inner_grid(g_ptr);
163                 }
164         }
165         /* Hack -- Occasional divided room */
166         else if (one_in_(50))
167         {
168                 bool curtain2 = (d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
169                         one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 2 : 128);
170
171                 if (randint1(100) < 50)
172                 {
173                         /* Horizontal wall */
174                         for (x = x1; x <= x2; x++)
175                         {
176                                 place_inner_bold(yval, x);
177                                 if (curtain2) floor_ptr->grid_array[yval][x].feat = feat_door[DOOR_CURTAIN].closed;
178                         }
179
180                         /* Prevent edge of wall from being tunneled */
181                         place_solid_bold(yval, x1 - 1);
182                         place_solid_bold(yval, x2 + 1);
183                 }
184                 else
185                 {
186                         /* Vertical wall */
187                         for (y = y1; y <= y2; y++)
188                         {
189                                 place_inner_bold(y, xval);
190                                 if (curtain2) floor_ptr->grid_array[y][xval].feat = feat_door[DOOR_CURTAIN].closed;
191                         }
192
193                         /* Prevent edge of wall from being tunneled */
194                         place_solid_bold(y1 - 1, xval);
195                         place_solid_bold(y2 + 1, xval);
196                 }
197
198                 place_random_door(yval, xval, TRUE);
199                 if (curtain2) floor_ptr->grid_array[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;
200         }
201
202         return TRUE;
203 }
204
205 /*!
206 * @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
207 * @return なし
208 */
209 bool build_type2(floor_type *floor_ptr)
210 {
211         POSITION        y, x, xval, yval;
212         POSITION        y1a, x1a, y2a, x2a;
213         POSITION        y1b, x1b, y2b, x2b;
214         bool            light;
215         grid_type   *g_ptr;
216
217         /* Find and reserve some space in the dungeon.  Get center of room. */
218         if (!find_space(&yval, &xval, 11, 25)) return FALSE;
219
220         /* Choose lite or dark */
221         light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
222
223         /* Determine extents of the first room */
224         y1a = yval - randint1(4);
225         y2a = yval + randint1(3);
226         x1a = xval - randint1(11);
227         x2a = xval + randint1(10);
228
229         /* Determine extents of the second room */
230         y1b = yval - randint1(3);
231         y2b = yval + randint1(4);
232         x1b = xval - randint1(10);
233         x2b = xval + randint1(11);
234
235
236         /* Place a full floor for room "a" */
237         for (y = y1a - 1; y <= y2a + 1; y++)
238         {
239                 for (x = x1a - 1; x <= x2a + 1; x++)
240                 {
241                         g_ptr = &floor_ptr->grid_array[y][x];
242                         place_floor_grid(g_ptr);
243                         g_ptr->info |= (CAVE_ROOM);
244                         if (light) g_ptr->info |= (CAVE_GLOW);
245                 }
246         }
247
248         /* Place a full floor for room "b" */
249         for (y = y1b - 1; y <= y2b + 1; y++)
250         {
251                 for (x = x1b - 1; x <= x2b + 1; x++)
252                 {
253                         g_ptr = &floor_ptr->grid_array[y][x];
254                         place_floor_grid(g_ptr);
255                         g_ptr->info |= (CAVE_ROOM);
256                         if (light) g_ptr->info |= (CAVE_GLOW);
257                 }
258         }
259
260
261         /* Place the walls around room "a" */
262         for (y = y1a - 1; y <= y2a + 1; y++)
263         {
264                 g_ptr = &floor_ptr->grid_array[y][x1a - 1];
265                 place_outer_grid(g_ptr);
266                 g_ptr = &floor_ptr->grid_array[y][x2a + 1];
267                 place_outer_grid(g_ptr);
268         }
269         for (x = x1a - 1; x <= x2a + 1; x++)
270         {
271                 g_ptr = &floor_ptr->grid_array[y1a - 1][x];
272                 place_outer_grid(g_ptr);
273                 g_ptr = &floor_ptr->grid_array[y2a + 1][x];
274                 place_outer_grid(g_ptr);
275         }
276
277         /* Place the walls around room "b" */
278         for (y = y1b - 1; y <= y2b + 1; y++)
279         {
280                 g_ptr = &floor_ptr->grid_array[y][x1b - 1];
281                 place_outer_grid(g_ptr);
282                 g_ptr = &floor_ptr->grid_array[y][x2b + 1];
283                 place_outer_grid(g_ptr);
284         }
285         for (x = x1b - 1; x <= x2b + 1; x++)
286         {
287                 g_ptr = &floor_ptr->grid_array[y1b - 1][x];
288                 place_outer_grid(g_ptr);
289                 g_ptr = &floor_ptr->grid_array[y2b + 1][x];
290                 place_outer_grid(g_ptr);
291         }
292
293
294
295         /* Replace the floor for room "a" */
296         for (y = y1a; y <= y2a; y++)
297         {
298                 for (x = x1a; x <= x2a; x++)
299                 {
300                         g_ptr = &floor_ptr->grid_array[y][x];
301                         place_floor_grid(g_ptr);
302                 }
303         }
304
305         /* Replace the floor for room "b" */
306         for (y = y1b; y <= y2b; y++)
307         {
308                 for (x = x1b; x <= x2b; x++)
309                 {
310                         g_ptr = &floor_ptr->grid_array[y][x];
311                         place_floor_grid(g_ptr);
312                 }
313         }
314
315         return TRUE;
316 }
317
318 /*!
319 * @brief タイプ3の部屋…十字型の部屋を生成する / Type 3 -- Cross shaped rooms
320 * @return なし
321 * @details
322 * Builds a room at a row, column coordinate\n
323 *\n
324 * Room "a" runs north/south, and Room "b" runs east/east\n
325 * So the "central pillar" runs from x1a, y1b to x2a, y2b.\n
326 *\n
327 * Note that currently, the "center" is always 3x3, but I think that\n
328 * the code below will work (with "bounds checking") for 5x5, or even\n
329 * for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.\n
330 */
331 bool build_type3(floor_type *floor_ptr)
332 {
333         POSITION y, x, dy, dx, wy, wx;
334         POSITION y1a, x1a, y2a, x2a;
335         POSITION y1b, x1b, y2b, x2b;
336         POSITION yval, xval;
337         bool light;
338         grid_type *g_ptr;
339
340
341         /* Find and reserve some space in the dungeon.  Get center of room. */
342         if (!find_space(&yval, &xval, 11, 25)) return FALSE;
343
344
345         /* Choose lite or dark */
346         light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
347
348         /* For now, always 3x3 */
349         wx = wy = 1;
350
351         /* Pick max vertical size (at most 4) */
352         dy = rand_range(3, 4);
353
354         /* Pick max horizontal size (at most 15) */
355         dx = rand_range(3, 11);
356
357
358         /* Determine extents of the north/south room */
359         y1a = yval - dy;
360         y2a = yval + dy;
361         x1a = xval - wx;
362         x2a = xval + wx;
363
364         /* Determine extents of the east/west room */
365         y1b = yval - wy;
366         y2b = yval + wy;
367         x1b = xval - dx;
368         x2b = xval + dx;
369
370
371         /* Place a full floor for room "a" */
372         for (y = y1a - 1; y <= y2a + 1; y++)
373         {
374                 for (x = x1a - 1; x <= x2a + 1; x++)
375                 {
376                         g_ptr = &floor_ptr->grid_array[y][x];
377                         place_floor_grid(g_ptr);
378                         g_ptr->info |= (CAVE_ROOM);
379                         if (light) g_ptr->info |= (CAVE_GLOW);
380                 }
381         }
382
383         /* Place a full floor for room "b" */
384         for (y = y1b - 1; y <= y2b + 1; y++)
385         {
386                 for (x = x1b - 1; x <= x2b + 1; x++)
387                 {
388                         g_ptr = &floor_ptr->grid_array[y][x];
389                         place_floor_grid(g_ptr);
390                         g_ptr->info |= (CAVE_ROOM);
391                         if (light) g_ptr->info |= (CAVE_GLOW);
392                 }
393         }
394
395
396         /* Place the walls around room "a" */
397         for (y = y1a - 1; y <= y2a + 1; y++)
398         {
399                 g_ptr = &floor_ptr->grid_array[y][x1a - 1];
400                 place_outer_grid(g_ptr);
401                 g_ptr = &floor_ptr->grid_array[y][x2a + 1];
402                 place_outer_grid(g_ptr);
403         }
404         for (x = x1a - 1; x <= x2a + 1; x++)
405         {
406                 g_ptr = &floor_ptr->grid_array[y1a - 1][x];
407                 place_outer_grid(g_ptr);
408                 g_ptr = &floor_ptr->grid_array[y2a + 1][x];
409                 place_outer_grid(g_ptr);
410         }
411
412         /* Place the walls around room "b" */
413         for (y = y1b - 1; y <= y2b + 1; y++)
414         {
415                 g_ptr = &floor_ptr->grid_array[y][x1b - 1];
416                 place_outer_grid(g_ptr);
417                 g_ptr = &floor_ptr->grid_array[y][x2b + 1];
418                 place_outer_grid(g_ptr);
419         }
420         for (x = x1b - 1; x <= x2b + 1; x++)
421         {
422                 g_ptr = &floor_ptr->grid_array[y1b - 1][x];
423                 place_outer_grid(g_ptr);
424                 g_ptr = &floor_ptr->grid_array[y2b + 1][x];
425                 place_outer_grid(g_ptr);
426         }
427
428
429         /* Replace the floor for room "a" */
430         for (y = y1a; y <= y2a; y++)
431         {
432                 for (x = x1a; x <= x2a; x++)
433                 {
434                         g_ptr = &floor_ptr->grid_array[y][x];
435                         place_floor_grid(g_ptr);
436                 }
437         }
438
439         /* Replace the floor for room "b" */
440         for (y = y1b; y <= y2b; y++)
441         {
442                 for (x = x1b; x <= x2b; x++)
443                 {
444                         g_ptr = &floor_ptr->grid_array[y][x];
445                         place_floor_grid(g_ptr);
446                 }
447         }
448
449
450
451         /* Special features (3/4) */
452         switch (randint0(4))
453         {
454                 /* Large solid middle pillar */
455         case 1:
456         {
457                 for (y = y1b; y <= y2b; y++)
458                 {
459                         for (x = x1a; x <= x2a; x++)
460                         {
461                                 g_ptr = &floor_ptr->grid_array[y][x];
462                                 place_inner_grid(g_ptr);
463                         }
464                 }
465                 break;
466         }
467
468         /* Inner treasure vault */
469         case 2:
470         {
471                 /* Build the vault */
472                 for (y = y1b; y <= y2b; y++)
473                 {
474                         g_ptr = &floor_ptr->grid_array[y][x1a];
475                         place_inner_grid(g_ptr);
476                         g_ptr = &floor_ptr->grid_array[y][x2a];
477                         place_inner_grid(g_ptr);
478                 }
479                 for (x = x1a; x <= x2a; x++)
480                 {
481                         g_ptr = &floor_ptr->grid_array[y1b][x];
482                         place_inner_grid(g_ptr);
483                         g_ptr = &floor_ptr->grid_array[y2b][x];
484                         place_inner_grid(g_ptr);
485                 }
486
487                 /* Place a secret door on the inner room */
488                 switch (randint0(4))
489                 {
490                 case 0: place_secret_door(y1b, xval, DOOR_DEFAULT); break;
491                 case 1: place_secret_door(y2b, xval, DOOR_DEFAULT); break;
492                 case 2: place_secret_door(yval, x1a, DOOR_DEFAULT); break;
493                 case 3: place_secret_door(yval, x2a, DOOR_DEFAULT); break;
494                 }
495
496                 /* Place a treasure in the vault */
497                 place_object(yval, xval, 0L);
498
499                 /* Let's guard the treasure well */
500                 vault_monsters(yval, xval, randint0(2) + 3);
501
502                 /* Traps naturally */
503                 vault_traps(yval, xval, 4, 4, randint0(3) + 2);
504
505                 break;
506         }
507
508         /* Something else */
509         case 3:
510         {
511                 /* Occasionally pinch the center shut */
512                 if (one_in_(3))
513                 {
514                         /* Pinch the east/west sides */
515                         for (y = y1b; y <= y2b; y++)
516                         {
517                                 if (y == yval) continue;
518                                 g_ptr = &floor_ptr->grid_array[y][x1a - 1];
519                                 place_inner_grid(g_ptr);
520                                 g_ptr = &floor_ptr->grid_array[y][x2a + 1];
521                                 place_inner_grid(g_ptr);
522                         }
523
524                         /* Pinch the north/south sides */
525                         for (x = x1a; x <= x2a; x++)
526                         {
527                                 if (x == xval) continue;
528                                 g_ptr = &floor_ptr->grid_array[y1b - 1][x];
529                                 place_inner_grid(g_ptr);
530                                 g_ptr = &floor_ptr->grid_array[y2b + 1][x];
531                                 place_inner_grid(g_ptr);
532                         }
533
534                         /* Sometimes shut using secret doors */
535                         if (one_in_(3))
536                         {
537                                 int door_type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
538                                         one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
539                                         ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
540
541                                 place_secret_door(yval, x1a - 1, door_type);
542                                 place_secret_door(yval, x2a + 1, door_type);
543                                 place_secret_door(y1b - 1, xval, door_type);
544                                 place_secret_door(y2b + 1, xval, door_type);
545                         }
546                 }
547
548                 /* Occasionally put a "plus" in the center */
549                 else if (one_in_(3))
550                 {
551                         g_ptr = &floor_ptr->grid_array[yval][xval];
552                         place_inner_grid(g_ptr);
553                         g_ptr = &floor_ptr->grid_array[y1b][xval];
554                         place_inner_grid(g_ptr);
555                         g_ptr = &floor_ptr->grid_array[y2b][xval];
556                         place_inner_grid(g_ptr);
557                         g_ptr = &floor_ptr->grid_array[yval][x1a];
558                         place_inner_grid(g_ptr);
559                         g_ptr = &floor_ptr->grid_array[yval][x2a];
560                         place_inner_grid(g_ptr);
561                 }
562
563                 /* Occasionally put a pillar in the center */
564                 else if (one_in_(3))
565                 {
566                         g_ptr = &floor_ptr->grid_array[yval][xval];
567                         place_inner_grid(g_ptr);
568                 }
569
570                 break;
571         }
572         }
573
574         return TRUE;
575 }
576
577 /*!
578 * @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
579 * @return なし
580 * @details
581 * Possible sub-types:\n
582 *       1 - Just an inner room with one door\n
583 *       2 - An inner room within an inner room\n
584 *       3 - An inner room with pillar(s)\n
585 *       4 - Inner room has a maze\n
586 *       5 - A set of four inner rooms\n
587 */
588 bool build_type4(floor_type *floor_ptr)
589 {
590         POSITION y, x, y1, x1;
591         POSITION y2, x2, tmp, yval, xval;
592         bool light;
593         grid_type *g_ptr;
594
595
596         /* Find and reserve some space in the dungeon.  Get center of room. */
597         if (!find_space(&yval, &xval, 11, 25)) return FALSE;
598
599         /* Choose lite or dark */
600         light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
601
602         /* Large room */
603         y1 = yval - 4;
604         y2 = yval + 4;
605         x1 = xval - 11;
606         x2 = xval + 11;
607
608         /* Place a full floor under the room */
609         for (y = y1 - 1; y <= y2 + 1; y++)
610         {
611                 for (x = x1 - 1; x <= x2 + 1; x++)
612                 {
613                         g_ptr = &floor_ptr->grid_array[y][x];
614                         place_floor_grid(g_ptr);
615                         g_ptr->info |= (CAVE_ROOM);
616                         if (light) g_ptr->info |= (CAVE_GLOW);
617                 }
618         }
619
620         /* Outer Walls */
621         for (y = y1 - 1; y <= y2 + 1; y++)
622         {
623                 g_ptr = &floor_ptr->grid_array[y][x1 - 1];
624                 place_outer_grid(g_ptr);
625                 g_ptr = &floor_ptr->grid_array[y][x2 + 1];
626                 place_outer_grid(g_ptr);
627         }
628         for (x = x1 - 1; x <= x2 + 1; x++)
629         {
630                 g_ptr = &floor_ptr->grid_array[y1 - 1][x];
631                 place_outer_grid(g_ptr);
632                 g_ptr = &floor_ptr->grid_array[y2 + 1][x];
633                 place_outer_grid(g_ptr);
634         }
635
636
637         /* The inner room */
638         y1 = y1 + 2;
639         y2 = y2 - 2;
640         x1 = x1 + 2;
641         x2 = x2 - 2;
642
643         /* The inner walls */
644         for (y = y1 - 1; y <= y2 + 1; y++)
645         {
646                 g_ptr = &floor_ptr->grid_array[y][x1 - 1];
647                 place_inner_grid(g_ptr);
648                 g_ptr = &floor_ptr->grid_array[y][x2 + 1];
649                 place_inner_grid(g_ptr);
650         }
651         for (x = x1 - 1; x <= x2 + 1; x++)
652         {
653                 g_ptr = &floor_ptr->grid_array[y1 - 1][x];
654                 place_inner_grid(g_ptr);
655                 g_ptr = &floor_ptr->grid_array[y2 + 1][x];
656                 place_inner_grid(g_ptr);
657         }
658
659
660         /* Inner room variations */
661         switch (randint1(5))
662         {
663                         /* Just an inner room with a monster */
664                 case 1:
665                 {
666                         /* Place a secret door */
667                         switch (randint1(4))
668                         {
669                         case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
670                         case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
671                         case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
672                         case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
673                         }
674
675                         /* Place a monster in the room */
676                         vault_monsters(yval, xval, 1);
677
678                         break;
679                 }
680
681                 /* Treasure Vault (with a door) */
682                 case 2:
683                 {
684                         /* Place a secret door */
685                         switch (randint1(4))
686                         {
687                         case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
688                         case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
689                         case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
690                         case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
691                         }
692
693                         /* Place another inner room */
694                         for (y = yval - 1; y <= yval + 1; y++)
695                         {
696                                 for (x = xval - 1; x <= xval + 1; x++)
697                                 {
698                                         if ((x == xval) && (y == yval)) continue;
699                                         g_ptr = &floor_ptr->grid_array[y][x];
700                                         place_inner_grid(g_ptr);
701                                 }
702                         }
703
704                         /* Place a locked door on the inner room */
705                         switch (randint1(4))
706                         {
707                         case 1: place_locked_door(yval - 1, xval); break;
708                         case 2: place_locked_door(yval + 1, xval); break;
709                         case 3: place_locked_door(yval, xval - 1); break;
710                         case 4: place_locked_door(yval, xval + 1); break;
711                         }
712
713                         /* Monsters to guard the "treasure" */
714                         vault_monsters(yval, xval, randint1(3) + 2);
715
716                         /* Object (80%) */
717                         if (randint0(100) < 80)
718                         {
719                                 place_object(yval, xval, 0L);
720                         }
721
722                         /* Stairs (20%) */
723                         else
724                         {
725                                 place_random_stairs(yval, xval);
726                         }
727
728                         /* Traps to protect the treasure */
729                         vault_traps(yval, xval, 4, 10, 2 + randint1(3));
730
731                         break;
732                 }
733
734                 /* Inner pillar(s). */
735                 case 3:
736                 {
737                         /* Place a secret door */
738                         switch (randint1(4))
739                         {
740                         case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
741                         case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
742                         case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
743                         case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
744                         }
745
746                         /* Large Inner Pillar */
747                         for (y = yval - 1; y <= yval + 1; y++)
748                         {
749                                 for (x = xval - 1; x <= xval + 1; x++)
750                                 {
751                                         g_ptr = &floor_ptr->grid_array[y][x];
752                                         place_inner_grid(g_ptr);
753                                 }
754                         }
755
756                         /* Occasionally, two more Large Inner Pillars */
757                         if (one_in_(2))
758                         {
759                                 tmp = randint1(2);
760                                 for (y = yval - 1; y <= yval + 1; y++)
761                                 {
762                                         for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)
763                                         {
764                                                 g_ptr = &floor_ptr->grid_array[y][x];
765                                                 place_inner_grid(g_ptr);
766                                         }
767                                         for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)
768                                         {
769                                                 g_ptr = &floor_ptr->grid_array[y][x];
770                                                 place_inner_grid(g_ptr);
771                                         }
772                                 }
773                         }
774
775                         /* Occasionally, some Inner rooms */
776                         if (one_in_(3))
777                         {
778                                 int door_type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
779                                         one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
780                                         ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
781
782                                 /* Long horizontal walls */
783                                 for (x = xval - 5; x <= xval + 5; x++)
784                                 {
785                                         g_ptr = &floor_ptr->grid_array[yval - 1][x];
786                                         place_inner_grid(g_ptr);
787                                         g_ptr = &floor_ptr->grid_array[yval + 1][x];
788                                         place_inner_grid(g_ptr);
789                                 }
790
791                                 /* Close off the left/right edges */
792                                 g_ptr = &floor_ptr->grid_array[yval][xval - 5];
793                                 place_inner_grid(g_ptr);
794                                 g_ptr = &floor_ptr->grid_array[yval][xval + 5];
795                                 place_inner_grid(g_ptr);
796
797                                 /* Secret doors (random top/bottom) */
798                                 place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type);
799                                 place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type);
800
801                                 /* Monsters */
802                                 vault_monsters(yval, xval - 2, randint1(2));
803                                 vault_monsters(yval, xval + 2, randint1(2));
804
805                                 /* Objects */
806                                 if (one_in_(3)) place_object(yval, xval - 2, 0L);
807                                 if (one_in_(3)) place_object(yval, xval + 2, 0L);
808                         }
809
810                         break;
811                 }
812
813                 /* Maze inside. */
814                 case 4:
815                 {
816                         /* Place a secret door */
817                         switch (randint1(4))
818                         {
819                         case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
820                         case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
821                         case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
822                         case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
823                         }
824
825                         /* Maze (really a checkerboard) */
826                         for (y = y1; y <= y2; y++)
827                         {
828                                 for (x = x1; x <= x2; x++)
829                                 {
830                                         if (0x1 & (x + y))
831                                         {
832                                                 g_ptr = &floor_ptr->grid_array[y][x];
833                                                 place_inner_grid(g_ptr);
834                                         }
835                                 }
836                         }
837
838                         /* Monsters just love mazes. */
839                         vault_monsters(yval, xval - 5, randint1(3));
840                         vault_monsters(yval, xval + 5, randint1(3));
841
842                         /* Traps make them entertaining. */
843                         vault_traps(yval, xval - 3, 2, 8, randint1(3));
844                         vault_traps(yval, xval + 3, 2, 8, randint1(3));
845
846                         /* Mazes should have some treasure too. */
847                         vault_objects(yval, xval, 3);
848
849                         break;
850                 }
851
852                 /* Four small rooms. */
853                 case 5:
854                 {
855                         int door_type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
856                                 one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
857                                 ((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
858
859                         /* Inner "cross" */
860                         for (y = y1; y <= y2; y++)
861                         {
862                                 g_ptr = &floor_ptr->grid_array[y][xval];
863                                 place_inner_grid(g_ptr);
864                         }
865                         for (x = x1; x <= x2; x++)
866                         {
867                                 g_ptr = &floor_ptr->grid_array[yval][x];
868                                 place_inner_grid(g_ptr);
869                         }
870
871                         /* Doors into the rooms */
872                         if (randint0(100) < 50)
873                         {
874                                 int i = randint1(10);
875                                 place_secret_door(y1 - 1, xval - i, door_type);
876                                 place_secret_door(y1 - 1, xval + i, door_type);
877                                 place_secret_door(y2 + 1, xval - i, door_type);
878                                 place_secret_door(y2 + 1, xval + i, door_type);
879                         }
880                         else
881                         {
882                                 int i = randint1(3);
883                                 place_secret_door(yval + i, x1 - 1, door_type);
884                                 place_secret_door(yval - i, x1 - 1, door_type);
885                                 place_secret_door(yval + i, x2 + 1, door_type);
886                                 place_secret_door(yval - i, x2 + 1, door_type);
887                         }
888
889                         /* Treasure, centered at the center of the cross */
890                         vault_objects(yval, xval, 2 + randint1(2));
891
892                         /* Gotta have some monsters. */
893                         vault_monsters(yval + 1, xval - 4, randint1(4));
894                         vault_monsters(yval + 1, xval + 4, randint1(4));
895                         vault_monsters(yval - 1, xval - 4, randint1(4));
896                         vault_monsters(yval - 1, xval + 4, randint1(4));
897
898                         break;
899                 }
900         }
901
902         return TRUE;
903 }
904
905
906 /*!
907 * @brief タイプ11の部屋…円形部屋の生成 / Type 11 -- Build an vertical oval room.
908 * @return なし
909 * @details
910 * For every grid in the possible square, check the distance.\n
911 * If it's less than the radius, make it a room square.\n
912 *\n
913 * When done fill from the inside to find the walls,\n
914 */
915 bool build_type11(floor_type *floor_ptr)
916 {
917         POSITION rad, x, y, x0, y0;
918         int light = FALSE;
919
920         /* Occasional light */
921         if ((randint1(floor_ptr->dun_level) <= 15) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
922
923         rad = randint0(9);
924
925         /* Find and reserve some space in the dungeon.  Get center of room. */
926         if (!find_space(&y0, &x0, rad * 2 + 1, rad * 2 + 1)) return FALSE;
927
928         /* Make circular floor */
929         for (x = x0 - rad; x <= x0 + rad; x++)
930         {
931                 for (y = y0 - rad; y <= y0 + rad; y++)
932                 {
933                         if (distance(y0, x0, y, x) <= rad - 1)
934                         {
935                                 /* inside- so is floor */
936                                 place_floor_bold(y, x);
937                         }
938                         else if (distance(y0, x0, y, x) <= rad + 1)
939                         {
940                                 /* make granite outside so arena works */
941                                 place_extra_bold(y, x);
942                         }
943                 }
944         }
945
946         /* Find visible outer walls and set to be FEAT_OUTER */
947         add_outer_wall(x0, y0, light, x0 - rad, y0 - rad, x0 + rad, y0 + rad);
948
949         return TRUE;
950 }
951
952
953 /*!
954 * @brief タイプ12の部屋…ドーム型部屋の生成 / Type 12 -- Build crypt room.
955 * @return なし
956 * @details
957 * For every grid in the possible square, check the (fake) distance.\n
958 * If it's less than the radius, make it a room square.\n
959 *\n
960 * When done fill from the inside to find the walls,\n
961 */
962 bool build_type12(floor_type *floor_ptr)
963 {
964         POSITION rad, x, y, x0, y0;
965         int light = FALSE;
966         bool emptyflag = TRUE;
967
968         /* Make a random metric */
969         POSITION h1, h2, h3, h4;
970         h1 = randint1(32) - 16;
971         h2 = randint1(16);
972         h3 = randint1(32);
973         h4 = randint1(32) - 16;
974
975         /* Occasional light */
976         if ((randint1(floor_ptr->dun_level) <= 5) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
977
978         rad = randint1(9);
979
980         /* Find and reserve some space in the dungeon.  Get center of room. */
981         if (!find_space(&y0, &x0, rad * 2 + 3, rad * 2 + 3)) return FALSE;
982
983         /* Make floor */
984         for (x = x0 - rad; x <= x0 + rad; x++)
985         {
986                 for (y = y0 - rad; y <= y0 + rad; y++)
987                 {
988                         /* clear room flag */
989                         floor_ptr->grid_array[y][x].info &= ~(CAVE_ROOM);
990
991                         if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
992                         {
993                                 /* inside - so is floor */
994                                 place_floor_bold(y, x);
995                         }
996                         else if (distance(y0, x0, y, x) < 3)
997                         {
998                                 place_floor_bold(y, x);
999                         }
1000                         else
1001                         {
1002                                 /* make granite outside so arena works */
1003                                 place_extra_bold(y, x);
1004                         }
1005
1006                         /* proper boundary for arena */
1007                         if (((y + rad) == y0) || ((y - rad) == y0) ||
1008                                 ((x + rad) == x0) || ((x - rad) == x0))
1009                         {
1010                                 place_extra_bold(y, x);
1011                         }
1012                 }
1013         }
1014
1015         /* Find visible outer walls and set to be FEAT_OUTER */
1016         add_outer_wall(x0, y0, light, x0 - rad - 1, y0 - rad - 1,
1017                 x0 + rad + 1, y0 + rad + 1);
1018
1019         /* Check to see if there is room for an inner vault */
1020         for (x = x0 - 2; x <= x0 + 2; x++)
1021         {
1022                 for (y = y0 - 2; y <= y0 + 2; y++)
1023                 {
1024                         if (!is_floor_bold(y, x))
1025                         {
1026                                 /* Wall in the way */
1027                                 emptyflag = FALSE;
1028                         }
1029                 }
1030         }
1031
1032         if (emptyflag && one_in_(2))
1033         {
1034                 /* Build the vault */
1035                 build_small_room(x0, y0);
1036
1037                 /* Place a treasure in the vault */
1038                 place_object(y0, x0, 0L);
1039
1040                 /* Let's guard the treasure well */
1041                 vault_monsters(y0, x0, randint0(2) + 3);
1042
1043                 /* Traps naturally */
1044                 vault_traps(y0, x0, 4, 4, randint0(3) + 2);
1045         }
1046
1047         return TRUE;
1048 }
1049