1 #include "angband.h"
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4 #include "generate.h"
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8 * This function creates a random vault that looks like a collection of bubbles.
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9 * It works by getting a set of coordinates that represent the center of each
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10 * bubble. The entire room is made by seeing which bubble center is closest. If
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11 * two centers are equidistant then the square is a wall, otherwise it is a floor.
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12 * The only exception is for squares really near a center, these are always floor.
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13 * (It looks better than without this check.)
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15 * Note: If two centers are on the same point then this algorithm will create a
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16 * blank bubble filled with walls. - This is prevented from happening.
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18 static void build_bubble_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
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20 #define BUBBLENUM 10 /* number of bubbles */
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22 /* array of center points of bubbles */
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23 coord center[BUBBLENUM];
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27 u16b min1, min2, temp;
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30 /* Offset from center to top left hand corner */
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31 POSITION xhsize = xsize / 2;
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32 POSITION yhsize = ysize / 2;
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34 msg_print_wizard(CHEAT_DUNGEON, _("泡型ランダムVaultを生成しました。", "Room Vault."));
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36 /* Allocate center of bubbles */
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37 center[0].x = (byte)randint1(xsize - 3) + 1;
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38 center[0].y = (byte)randint1(ysize - 3) + 1;
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40 for (i = 1; i < BUBBLENUM; i++)
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44 /* get center and check to see if it is unique */
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49 x = randint1(xsize - 3) + 1;
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50 y = randint1(ysize - 3) + 1;
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52 for (j = 0; j < i; j++)
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54 /* rough test to see if there is an overlap */
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55 if ((x == center[j].x) && (y == center[j].y)) done = FALSE;
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59 center[i].x = (byte_hack)x;
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60 center[i].y = (byte_hack)y;
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64 /* Top and bottom boundaries */
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65 for (i = 0; i < xsize; i++)
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67 int side_x = x0 - xhsize + i;
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69 place_outer_noperm_bold(y0 - yhsize + 0, side_x);
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70 cave[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
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71 place_outer_noperm_bold(y0 - yhsize + ysize - 1, side_x);
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72 cave[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
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75 /* Left and right boundaries */
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76 for (i = 1; i < ysize - 1; i++)
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78 int side_y = y0 - yhsize + i;
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80 place_outer_noperm_bold(side_y, x0 - xhsize + 0);
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81 cave[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
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82 place_outer_noperm_bold(side_y, x0 - xhsize + xsize - 1);
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83 cave[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
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86 /* Fill in middle with bubbles */
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87 for (x = 1; x < xsize - 1; x++)
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89 for (y = 1; y < ysize - 1; y++)
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91 /* Get distances to two closest centers */
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93 min1 = (u16b)distance(x, y, center[0].x, center[0].y);
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94 min2 = (u16b)distance(x, y, center[1].x, center[1].y);
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98 /* swap if in wrong order */
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104 /* Scan the rest */
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105 for (i = 2; i < BUBBLENUM; i++)
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107 temp = (u16b)distance(x, y, center[i].x, center[i].y);
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115 else if (temp < min2)
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117 /* second smallest */
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121 if (((min2 - min1) <= 2) && (!(min1 < 3)))
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123 /* Boundary at midpoint+ not at inner region of bubble */
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124 place_outer_noperm_bold(y0 - yhsize + y, x0 - xhsize + x);
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128 /* middle of a bubble */
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129 place_floor_bold(y0 - yhsize + y, x0 - xhsize + x);
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132 /* clean up rest of flags */
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133 cave[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
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137 /* Try to add some random doors */
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138 for (i = 0; i < 500; i++)
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140 x = randint1(xsize - 3) - xhsize + x0 + 1;
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141 y = randint1(ysize - 3) - yhsize + y0 + 1;
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145 /* Fill with monsters and treasure, low difficulty */
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146 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
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149 /* Create a random vault that looks like a collection of overlapping rooms */
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150 static void build_room_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
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152 POSITION x1, x2, y1, y2, xhsize, yhsize;
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155 /* get offset from center */
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156 xhsize = xsize / 2;
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157 yhsize = ysize / 2;
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159 msg_print_wizard(CHEAT_DUNGEON, _("部屋型ランダムVaultを生成しました。", "Room Vault."));
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161 /* fill area so don't get problems with arena levels */
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162 for (x1 = 0; x1 < xsize; x1++)
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164 POSITION x = x0 - xhsize + x1;
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166 for (y1 = 0; y1 < ysize; y1++)
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168 POSITION y = y0 - yhsize + y1;
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170 place_extra_bold(y, x);
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171 cave[y][x].info &= (~CAVE_ICKY);
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175 /* add ten random rooms */
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176 for (i = 0; i < 10; i++)
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178 x1 = randint1(xhsize) * 2 + x0 - xhsize;
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179 x2 = randint1(xhsize) * 2 + x0 - xhsize;
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180 y1 = randint1(yhsize) * 2 + y0 - yhsize;
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181 y2 = randint1(yhsize) * 2 + y0 - yhsize;
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182 build_room(x1, x2, y1, y2);
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185 /* Add some random doors */
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186 for (i = 0; i < 500; i++)
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188 x1 = randint1(xsize - 3) - xhsize + x0 + 1;
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189 y1 = randint1(ysize - 3) - yhsize + y0 + 1;
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193 /* Fill with monsters and treasure, high difficulty */
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194 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
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198 /* Create a random vault out of a fractal cave */
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199 static void build_cave_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
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201 int grd, roug, cutoff;
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202 bool done, light, room;
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203 POSITION xhsize, yhsize, xsize, ysize, x, y;
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205 /* round to make sizes even */
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208 xsize = xhsize * 2;
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209 ysize = yhsize * 2;
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211 msg_print_wizard(CHEAT_DUNGEON, _("洞穴ランダムVaultを生成しました。", "Cave Vault."));
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213 light = done = FALSE;
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218 /* testing values for these parameters feel free to adjust */
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219 grd = 1 << randint0(4);
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221 /* want average of about 16 */
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222 roug = randint1(8) * randint1(4);
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225 cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
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226 randint1(xsize / 4) + randint1(ysize / 4);
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229 generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
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231 /* Convert to normal format+ clean up */
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232 done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
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235 /* Set icky flag because is a vault */
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236 for (x = 0; x <= xsize; x++)
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238 for (y = 0; y <= ysize; y++)
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240 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
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244 /* Fill with monsters and treasure, low difficulty */
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245 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
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251 * @brief Vault地形を回転、上下左右反転するための座標変換を返す / coordinate translation code
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252 * @param x 変換したい点のX座標参照ポインタ
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253 * @param y 変換したい点のY座標参照ポインタ
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254 * @param xoffset Vault生成時の基準X座標
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255 * @param yoffset Vault生成時の基準Y座標
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256 * @param transno 処理ID
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259 static void coord_trans(POSITION *x, POSITION *y, POSITION xoffset, POSITION yoffset, int transno)
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265 * transno specifies what transformation is required. (0-7)
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266 * The lower two bits indicate by how much the vault is rotated,
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267 * and the upper bit indicates a reflection.
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268 * This is done by using rotation matrices... however since
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269 * these are mostly zeros for rotations by 90 degrees this can
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270 * be expressed simply in terms of swapping and inverting the
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271 * x and y coordinates.
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273 for (i = 0; i < transno % 4; i++)
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275 /* rotate by 90 degrees */
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283 /* Reflect depending on status of 3rd bit. */
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287 /* Add offsets so vault stays in the first quadrant */
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294 * @brief Vaultをフロアに配置する / Hack -- fill in "vault" rooms
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295 * @param yval 生成基準Y座標
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296 * @param xval 生成基準X座標
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297 * @param ymax VaultのYサイズ
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298 * @param xmax VaultのXサイズ
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299 * @param data Vaultのデータ文字列
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300 * @param xoffset 変換基準X座標
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301 * @param yoffset 変換基準Y座標
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302 * @param transno 変換ID
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305 static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xmax, cptr data,
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306 POSITION xoffset, POSITION yoffset, int transno)
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308 POSITION dx, dy, x, y, i, j;
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312 /* Place dungeon features and objects */
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313 for (t = data, dy = 0; dy < ymax; dy++)
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315 for (dx = 0; dx < xmax; dx++, t++)
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317 /* prevent loop counter from being overwritten */
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321 /* Flip / rotate */
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322 coord_trans(&i, &j, xoffset, yoffset, transno);
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324 /* Extract the location */
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325 if (transno % 2 == 0)
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327 /* no swap of x/y */
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328 x = xval - (xmax / 2) + i;
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329 y = yval - (ymax / 2) + j;
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334 x = xval - (ymax / 2) + i;
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335 y = yval - (xmax / 2) + j;
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338 /* Hack -- skip "non-grids" */
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339 if (*t == ' ') continue;
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340 c_ptr = &cave[y][x];
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342 /* Lay down a floor */
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343 place_floor_grid(c_ptr);
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345 /* Remove any mimic */
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348 /* Part of a vault */
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349 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
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351 /* Analyze the grid */
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354 /* Granite wall (outer) */
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356 place_outer_noperm_grid(c_ptr);
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359 /* Granite wall (inner) */
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361 place_inner_grid(c_ptr);
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364 /* Glass wall (inner) */
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366 place_inner_grid(c_ptr);
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367 c_ptr->feat = feat_glass_wall;
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370 /* Permanent wall (inner) */
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372 place_inner_perm_grid(c_ptr);
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375 /* Permanent glass wall (inner) */
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377 place_inner_perm_grid(c_ptr);
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378 c_ptr->feat = feat_permanent_glass_wall;
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381 /* Treasure/trap */
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383 if (randint0(100) < 75)
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385 place_object(y, x, 0L);
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395 place_secret_door(y, x, DOOR_DEFAULT);
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398 /* Secret glass doors */
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400 place_secret_door(y, x, DOOR_GLASS_DOOR);
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401 if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
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406 place_secret_door(y, x, DOOR_CURTAIN);
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414 /* Black market in a dungeon */
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416 set_cave_feat(y, x, feat_black_market);
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417 store_init(NO_TOWN, STORE_BLACK);
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422 set_cave_feat(y, x, feat_pattern_start);
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426 set_cave_feat(y, x, feat_pattern_1);
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430 set_cave_feat(y, x, feat_pattern_2);
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434 set_cave_feat(y, x, feat_pattern_3);
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438 set_cave_feat(y, x, feat_pattern_4);
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442 set_cave_feat(y, x, feat_pattern_end);
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446 set_cave_feat(y, x, feat_pattern_exit);
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450 /* Reward for Pattern walk */
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451 object_level = base_level + 12;
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452 place_object(y, x, AM_GOOD | AM_GREAT);
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453 object_level = base_level;
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457 set_cave_feat(y, x, feat_shallow_water);
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461 set_cave_feat(y, x, feat_deep_water);
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465 set_cave_feat(y, x, feat_shallow_lava);
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469 set_cave_feat(y, x, feat_deep_lava);
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477 /* Place dungeon monsters and objects */
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478 for (t = data, dy = 0; dy < ymax; dy++)
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480 for (dx = 0; dx < xmax; dx++, t++)
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482 /* prevent loop counter from being overwritten */
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486 /* Flip / rotate */
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487 coord_trans(&i, &j, xoffset, yoffset, transno);
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489 /* Extract the location */
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490 if (transno % 2 == 0)
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492 /* no swap of x/y */
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493 x = xval - (xmax / 2) + i;
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494 y = yval - (ymax / 2) + j;
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499 x = xval - (ymax / 2) + i;
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500 y = yval - (xmax / 2) + j;
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503 /* Hack -- skip "non-grids" */
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504 if (*t == ' ') continue;
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506 /* Analyze the symbol */
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512 monster_level = base_level + 5;
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513 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
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514 monster_level = base_level;
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518 /* Meaner monster */
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521 monster_level = base_level + 11;
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522 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
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523 monster_level = base_level;
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527 /* Meaner monster, plus treasure */
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530 monster_level = base_level + 9;
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531 place_monster(y, x, PM_ALLOW_SLEEP);
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532 monster_level = base_level;
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533 object_level = base_level + 7;
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534 place_object(y, x, AM_GOOD);
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535 object_level = base_level;
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539 /* Nasty monster and treasure */
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542 monster_level = base_level + 40;
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543 place_monster(y, x, PM_ALLOW_SLEEP);
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544 monster_level = base_level;
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545 object_level = base_level + 20;
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546 place_object(y, x, AM_GOOD | AM_GREAT);
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547 object_level = base_level;
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551 /* Monster and/or object */
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554 if (randint0(100) < 50)
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556 monster_level = base_level + 3;
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557 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
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558 monster_level = base_level;
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560 if (randint0(100) < 50)
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562 object_level = base_level + 7;
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563 place_object(y, x, 0L);
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564 object_level = base_level;
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577 * @brief タイプ7の部屋…v_info.txtより小型vaultを生成する / Type 7 -- simple vaults (see "v_info.txt")
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580 bool build_type7(void)
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582 vault_type *v_ptr = NULL;
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585 POSITION xval, yval;
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586 POSITION xoffset, yoffset;
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589 /* Pick a lesser vault */
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590 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
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592 /* Access a random vault record */
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593 v_ptr = &v_info[randint0(max_v_idx)];
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595 /* Accept the first lesser vault */
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596 if (v_ptr->typ == 7) break;
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599 /* No lesser vault found */
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600 if (dummy >= SAFE_MAX_ATTEMPTS)
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602 msg_print_wizard(CHEAT_DUNGEON, _("小型固定Vaultを配置できませんでした。", "Could not place lesser vault."));
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606 /* pick type of transformation (0-7) */
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607 transno = randint0(8);
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609 /* calculate offsets */
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613 /* Some huge vault cannot be ratated to fit in the dungeon */
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614 if (x + 2 > cur_hgt - 2)
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616 /* Forbid 90 or 270 degree ratation */
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620 coord_trans(&x, &y, 0, 0, transno);
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640 /* Find and reserve some space in the dungeon. Get center of room. */
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641 if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
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644 v_ptr = &v_info[2];
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647 msg_format_wizard(CHEAT_DUNGEON, _("小型Vault(%s)を生成しました。", "Lesser vault (%s)."), v_name + v_ptr->name);
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649 /* Hack -- Build the vault */
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650 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
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651 v_text + v_ptr->text, xoffset, yoffset, transno);
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657 * @brief タイプ8の部屋…v_info.txtより大型vaultを生成する / Type 8 -- greater vaults (see "v_info.txt")
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660 bool build_type8(void)
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664 POSITION xval, yval;
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667 POSITION xoffset, yoffset;
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669 /* Pick a greater vault */
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670 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
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672 /* Access a random vault record */
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673 v_ptr = &v_info[randint0(max_v_idx)];
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675 /* Accept the first greater vault */
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676 if (v_ptr->typ == 8) break;
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679 /* No greater vault found */
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680 if (dummy >= SAFE_MAX_ATTEMPTS)
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682 msg_print_wizard(CHEAT_DUNGEON, _("大型固定Vaultを配置できませんでした。", "Could not place greater vault."));
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686 /* pick type of transformation (0-7) */
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687 transno = randint0(8);
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689 /* calculate offsets */
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693 /* Some huge vault cannot be ratated to fit in the dungeon */
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694 if (x + 2 > cur_hgt - 2)
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696 /* Forbid 90 or 270 degree ratation */
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700 coord_trans(&x, &y, 0, 0, transno);
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721 * Try to allocate space for room. If fails, exit
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723 * Hack -- Prepare a bit larger space (+2, +2) to
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724 * prevent generation of vaults with no-entrance.
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726 /* Find and reserve some space in the dungeon. Get center of room. */
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727 if (!find_space(&yval, &xval, (POSITION)(abs(y) + 2), (POSITION)(abs(x) + 2))) return FALSE;
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730 v_ptr = &v_info[76 + randint1(3)];
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733 msg_format_wizard(CHEAT_DUNGEON, _("大型固定Vault(%s)を生成しました。", "Greater vault (%s)."), v_name + v_ptr->name);
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735 /* Hack -- Build the vault */
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736 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
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737 v_text + v_ptr->text, xoffset, yoffset, transno);
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744 * Build target vault.
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745 * This is made by two concentric "crypts" with perpendicular
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746 * walls creating the cross-hairs.
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748 static void build_target_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
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750 POSITION rad, x, y;
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752 /* Make a random metric */
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753 POSITION h1, h2, h3, h4;
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754 h1 = randint1(32) - 16;
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757 h4 = randint1(32) - 16;
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759 msg_print_wizard(CHEAT_DUNGEON, _("対称形ランダムVaultを生成しました。", "Elemental Vault"));
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761 /* work out outer radius */
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772 for (x = x0 - rad; x <= x0 + rad; x++)
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774 for (y = y0 - rad; y <= y0 + rad; y++)
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776 /* clear room flag */
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777 cave[y][x].info &= ~(CAVE_ROOM);
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779 /* Vault - so is "icky" */
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780 cave[y][x].info |= CAVE_ICKY;
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782 if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
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784 /* inside- so is floor */
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785 place_floor_bold(y, x);
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789 /* make granite outside so arena works */
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790 place_extra_bold(y, x);
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793 /* proper boundary for arena */
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794 if (((y + rad) == y0) || ((y - rad) == y0) ||
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795 ((x + rad) == x0) || ((x - rad) == x0))
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797 place_extra_bold(y, x);
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802 /* Find visible outer walls and set to be FEAT_OUTER */
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803 add_outer_wall(x0, y0, FALSE, x0 - rad - 1, y0 - rad - 1,
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804 x0 + rad + 1, y0 + rad + 1);
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806 /* Add inner wall */
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807 for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)
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809 for (y = y0 - rad / 2; y <= y0 + rad / 2; y++)
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811 if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
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813 /* Make an internal wall */
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814 place_inner_bold(y, x);
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819 /* Add perpendicular walls */
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820 for (x = x0 - rad; x <= x0 + rad; x++)
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822 place_inner_bold(y0, x);
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825 for (y = y0 - rad; y <= y0 + rad; y++)
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827 place_inner_bold(y, x0);
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830 /* Make inner vault */
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831 for (y = y0 - 1; y <= y0 + 1; y++)
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833 place_inner_bold(y, x0 - 1);
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834 place_inner_bold(y, x0 + 1);
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836 for (x = x0 - 1; x <= x0 + 1; x++)
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838 place_inner_bold(y0 - 1, x);
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839 place_inner_bold(y0 + 1, x);
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842 place_floor_bold(y0, x0);
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845 /* Add doors to vault */
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846 /* get two distances so can place doors relative to centre */
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847 x = (rad - 2) / 4 + 1;
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850 add_door(x0 + x, y0);
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851 add_door(x0 + y, y0);
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852 add_door(x0 - x, y0);
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853 add_door(x0 - y, y0);
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854 add_door(x0, y0 + x);
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855 add_door(x0, y0 + y);
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856 add_door(x0, y0 - x);
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857 add_door(x0, y0 - y);
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859 /* Fill with stuff - medium difficulty */
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860 fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
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864 #ifdef ALLOW_CAVERNS_AND_LAKES
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866 * This routine uses a modified version of the lake code to make a
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867 * distribution of some terrain type over the vault. This type
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868 * depends on the dungeon depth.
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870 * Miniture rooms are then scattered across the vault.
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872 static void build_elemental_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
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877 POSITION xsize, ysize, xhsize, yhsize, x, y;
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881 msg_print_wizard(CHEAT_DUNGEON, _("精霊界ランダムVaultを生成しました。", "Elemental Vault"));
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883 /* round to make sizes even */
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886 xsize = xhsize * 2;
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887 ysize = yhsize * 2;
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889 if (dun_level < 25)
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891 /* Earth vault (Rubble) */
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892 type = LAKE_T_EARTH_VAULT;
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894 else if (dun_level < 50)
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896 /* Air vault (Trees) */
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897 type = LAKE_T_AIR_VAULT;
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899 else if (dun_level < 75)
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901 /* Water vault (shallow water) */
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902 type = LAKE_T_WATER_VAULT;
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906 /* Fire vault (shallow lava) */
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907 type = LAKE_T_FIRE_VAULT;
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912 /* testing values for these parameters: feel free to adjust */
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913 grd = 1 << (randint0(3));
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915 /* want average of about 16 */
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916 roug = randint1(8) * randint1(4);
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918 /* Make up size of various componants */
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920 c3 = 2 * xsize / 3;
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922 /* Deep water/lava */
\r
923 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
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925 /* Shallow boundary */
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926 c2 = (c1 + c3) / 2;
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929 generate_hmap(y0, x0, xsize, ysize, grd, roug, c3);
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931 /* Convert to normal format+ clean up */
\r
932 done = generate_lake(y0, x0, xsize, ysize, c1, c2, c3, type);
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935 /* Set icky flag because is a vault */
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936 for (x = 0; x <= xsize; x++)
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938 for (y = 0; y <= ysize; y++)
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940 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
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944 /* make a few rooms in the vault */
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945 for (i = 1; i <= (xsize * ysize) / 50; i++)
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947 build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2,
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948 y0 + randint0(ysize - 4) - ysize / 2 + 2);
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951 /* Fill with monsters and treasure, low difficulty */
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952 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,
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953 y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
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955 #endif /* ALLOW_CAVERNS_AND_LAKES */
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958 /* Build a "mini" checkerboard vault
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960 * This is done by making a permanent wall maze and setting
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961 * the diagonal sqaures of the checker board to be granite.
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962 * The vault has two entrances on opposite sides to guarantee
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963 * a way to get in even if the vault abuts a side of the dungeon.
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965 static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
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968 POSITION y1, x1, y2, x2, y, x, total;
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969 int m, n, num_vertices;
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972 msg_print_wizard(CHEAT_DUNGEON, _("小型チェッカーランダムVaultを生成しました。", "Mini Checker Board Vault."));
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974 /* Pick a random room size */
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975 dy = ysize / 2 - 1;
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976 dx = xsize / 2 - 1;
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984 /* generate the room */
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985 for (x = x1 - 2; x <= x2 + 2; x++)
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987 if (!in_bounds(y1 - 2, x)) break;
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989 cave[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
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991 place_outer_noperm_bold(y1 - 2, x);
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994 for (x = x1 - 2; x <= x2 + 2; x++)
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996 if (!in_bounds(y2 + 2, x)) break;
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998 cave[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
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1000 place_outer_noperm_bold(y2 + 2, x);
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1003 for (y = y1 - 2; y <= y2 + 2; y++)
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1005 if (!in_bounds(y, x1 - 2)) break;
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1007 cave[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);
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1009 place_outer_noperm_bold(y, x1 - 2);
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1012 for (y = y1 - 2; y <= y2 + 2; y++)
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1014 if (!in_bounds(y, x2 + 2)) break;
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1016 cave[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
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1018 place_outer_noperm_bold(y, x2 + 2);
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1021 for (y = y1 - 1; y <= y2 + 1; y++)
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1023 for (x = x1 - 1; x <= x2 + 1; x++)
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1025 cave_type *c_ptr = &cave[y][x];
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1027 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
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1029 /* Permanent walls */
\r
1030 place_inner_perm_grid(c_ptr);
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1035 /* dimensions of vertex array */
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1038 num_vertices = m * n;
\r
1040 /* initialize array of visited vertices */
\r
1041 C_MAKE(visited, num_vertices, int);
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1043 /* traverse the graph to create a spannng tree, pick a random root */
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1044 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
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1046 /* Make it look like a checker board vault */
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1047 for (x = x1; x <= x2; x++)
\r
1049 for (y = y1; y <= y2; y++)
\r
1051 total = x - x1 + y - y1;
\r
1052 /* If total is odd- and is a floor then make a wall */
\r
1053 if ((total % 2 == 1) && is_floor_bold(y, x))
\r
1055 place_inner_bold(y, x);
\r
1060 /* Make a couple of entrances */
\r
1063 /* left and right */
\r
1064 y = randint1(dy) + dy / 2;
\r
1065 place_inner_bold(y1 + y, x1 - 1);
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1066 place_inner_bold(y1 + y, x2 + 1);
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1070 /* top and bottom */
\r
1071 x = randint1(dx) + dx / 2;
\r
1072 place_inner_bold(y1 - 1, x1 + x);
\r
1073 place_inner_bold(y2 + 1, x1 + x);
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1076 /* Fill with monsters and treasure, highest difficulty */
\r
1077 fill_treasure(x1, x2, y1, y2, 10);
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1079 C_KILL(visited, num_vertices, int);
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1082 /* Build a castle */
\r
1083 /* Driver routine: clear the region and call the recursive
\r
1086 *This makes a vault that looks like a castle/ city in the dungeon.
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1088 static void build_castle_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
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1091 POSITION y1, x1, y2, x2;
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1094 /* Pick a random room size */
\r
1095 dy = ysize / 2 - 1;
\r
1096 dx = xsize / 2 - 1;
\r
1103 msg_print_wizard(CHEAT_DUNGEON, _("城型ランダムVaultを生成しました。", "Castle Vault"));
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1105 /* generate the room */
\r
1106 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1108 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1110 cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
1111 /* Make everything a floor */
\r
1112 place_floor_bold(y, x);
\r
1116 /* Make the castle */
\r
1117 build_recursive_room(x1, y1, x2, y2, randint1(5));
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1119 /* Fill with monsters and treasure, low difficulty */
\r
1120 fill_treasure(x1, x2, y1, y2, randint1(3));
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1126 * @brief タイプ10の部屋…ランダム生成vault / Type 10 -- Random vaults
\r
1129 bool build_type10(void)
\r
1131 POSITION y0, x0, xsize, ysize, vtype;
\r
1133 /* big enough to look good, small enough to be fairly common. */
\r
1134 xsize = randint1(22) + 22;
\r
1135 ysize = randint1(11) + 11;
\r
1137 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1138 if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
\r
1140 /* Select type of vault */
\r
1141 #ifdef ALLOW_CAVERNS_AND_LAKES
\r
1144 vtype = randint1(15);
\r
1145 } while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
\r
1146 ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
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1147 #else /* ALLOW_CAVERNS_AND_LAKES */
\r
1150 vtype = randint1(7);
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1151 } while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
\r
1152 ((vtype == 1) || (vtype == 3)));
\r
1153 #endif /* ALLOW_CAVERNS_AND_LAKES */
\r
1157 /* Build an appropriate room */
\r
1158 case 1: case 9: build_bubble_vault(x0, y0, xsize, ysize); break;
\r
1159 case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break;
\r
1160 case 3: case 11: build_cave_vault(x0, y0, xsize, ysize); break;
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1161 case 4: case 12: build_maze_vault(x0, y0, xsize, ysize, TRUE); break;
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1162 case 5: case 13: build_mini_c_vault(x0, y0, xsize, ysize); break;
\r
1163 case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break;
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1164 case 7: case 15: build_target_vault(x0, y0, xsize, ysize); break;
\r
1165 #ifdef ALLOW_CAVERNS_AND_LAKES
\r
1166 case 8: build_elemental_vault(x0, y0, xsize, ysize); break;
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1167 #endif /* ALLOW_CAVERNS_AND_LAKES */
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1168 /* I know how to add a few more... give me some time. */
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1171 default: return FALSE;
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1179 * @brief タイプ16の部屋…v_info.txtより固定特殊部屋を生成する / Type 16 -- fixed special room (see "v_info.txt")
\r
1182 bool build_type17(void)
\r
1184 vault_type *v_ptr = NULL;
\r
1187 POSITION xval, yval;
\r
1188 POSITION xoffset, yoffset;
\r
1191 /* Pick a lesser vault */
\r
1192 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
\r
1194 /* Access a random vault record */
\r
1195 v_ptr = &v_info[randint0(max_v_idx)];
\r
1197 /* Accept the first lesser vault */
\r
1198 if (v_ptr->typ == 16) break;
\r
1201 /* No lesser vault found */
\r
1202 if (dummy >= SAFE_MAX_ATTEMPTS)
\r
1204 msg_print_wizard(CHEAT_DUNGEON, _("固定特殊部屋を配置できませんでした。", "Could not place fixed special room."));
\r
1208 /* pick type of transformation (0-7) */
\r
1209 transno = randint0(8);
\r
1211 /* calculate offsets */
\r
1215 /* Some huge vault cannot be ratated to fit in the dungeon */
\r
1216 if (x + 2 > cur_hgt - 2)
\r
1218 /* Forbid 90 or 270 degree ratation */
\r
1222 coord_trans(&x, &y, 0, 0, transno);
\r
1242 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1243 if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
\r
1245 #ifdef FORCE_V_IDX
\r
1246 v_ptr = &v_info[2];
\r
1249 msg_format_wizard(CHEAT_DUNGEON, _("特殊固定部屋(%s)を生成しました。", "Special Fix room (%s)."), v_name + v_ptr->name);
\r
1251 /* Hack -- Build the vault */
\r
1252 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
\r
1253 v_text + v_ptr->text, xoffset, yoffset, transno);
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