4 #include "generate.h"
\r
8 * This function creates a random vault that looks like a collection of bubbles.
\r
9 * It works by getting a set of coordinates that represent the center of each
\r
10 * bubble. The entire room is made by seeing which bubble center is closest. If
\r
11 * two centers are equidistant then the square is a wall, otherwise it is a floor.
\r
12 * The only exception is for squares really near a center, these are always floor.
\r
13 * (It looks better than without this check.)
\r
15 * Note: If two centers are on the same point then this algorithm will create a
\r
16 * blank bubble filled with walls. - This is prevented from happening.
\r
18 static void build_bubble_vault(int x0, int y0, int xsize, int ysize)
\r
20 #define BUBBLENUM 10 /* number of bubbles */
\r
22 /* array of center points of bubbles */
\r
23 coord center[BUBBLENUM];
\r
26 u16b min1, min2, temp;
\r
29 /* Offset from center to top left hand corner */
\r
30 int xhsize = xsize / 2;
\r
31 int yhsize = ysize / 2;
\r
33 msg_print_wizard(CHEAT_DUNGEON, _("
\96A
\8c^
\83\89\83\93\83_
\83\80Vault
\82ð
\90¶
\90¬
\82µ
\82Ü
\82µ
\82½
\81B", "Room Vault."));
\r
35 /* Allocate center of bubbles */
\r
36 center[0].x = (byte)randint1(xsize - 3) + 1;
\r
37 center[0].y = (byte)randint1(ysize - 3) + 1;
\r
39 for (i = 1; i < BUBBLENUM; i++)
\r
43 /* get center and check to see if it is unique */
\r
48 x = randint1(xsize - 3) + 1;
\r
49 y = randint1(ysize - 3) + 1;
\r
51 for (j = 0; j < i; j++)
\r
53 /* rough test to see if there is an overlap */
\r
54 if ((x == center[j].x) && (y == center[j].y)) done = FALSE;
\r
58 center[i].x = (byte_hack)x;
\r
59 center[i].y = (byte_hack)y;
\r
63 /* Top and bottom boundaries */
\r
64 for (i = 0; i < xsize; i++)
\r
66 int side_x = x0 - xhsize + i;
\r
68 place_outer_noperm_bold(y0 - yhsize + 0, side_x);
\r
69 cave[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
70 place_outer_noperm_bold(y0 - yhsize + ysize - 1, side_x);
\r
71 cave[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
74 /* Left and right boundaries */
\r
75 for (i = 1; i < ysize - 1; i++)
\r
77 int side_y = y0 - yhsize + i;
\r
79 place_outer_noperm_bold(side_y, x0 - xhsize + 0);
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80 cave[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
\r
81 place_outer_noperm_bold(side_y, x0 - xhsize + xsize - 1);
\r
82 cave[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
\r
85 /* Fill in middle with bubbles */
\r
86 for (x = 1; x < xsize - 1; x++)
\r
88 for (y = 1; y < ysize - 1; y++)
\r
90 /* Get distances to two closest centers */
\r
93 min1 = (u16b)distance(x, y, center[0].x, center[0].y);
\r
94 min2 = (u16b)distance(x, y, center[1].x, center[1].y);
\r
98 /* swap if in wrong order */
\r
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)))
\r
123 /* Boundary at midpoint+ not at inner region of bubble */
\r
124 place_outer_noperm_bold(y0 - yhsize + y, x0 - xhsize + x);
\r
128 /* middle of a bubble */
\r
129 place_floor_bold(y0 - yhsize + y, x0 - xhsize + x);
\r
132 /* clean up rest of flags */
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133 cave[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
137 /* Try to add some random doors */
\r
138 for (i = 0; i < 500; i++)
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140 x = randint1(xsize - 3) - xhsize + x0 + 1;
\r
141 y = randint1(ysize - 3) - yhsize + y0 + 1;
\r
145 /* Fill with monsters and treasure, low difficulty */
\r
146 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
\r
149 /* Create a random vault that looks like a collection of overlapping rooms */
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150 static void build_room_vault(int x0, int y0, int xsize, int ysize)
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152 int i, x1, x2, y1, y2, xhsize, yhsize;
\r
154 /* get offset from center */
\r
155 xhsize = xsize / 2;
\r
156 yhsize = ysize / 2;
\r
158 msg_print_wizard(CHEAT_DUNGEON, _("
\95\94\89®
\8c^
\83\89\83\93\83_
\83\80Vault
\82ð
\90¶
\90¬
\82µ
\82Ü
\82µ
\82½
\81B", "Room Vault."));
\r
160 /* fill area so don't get problems with arena levels */
\r
161 for (x1 = 0; x1 < xsize; x1++)
\r
163 int x = x0 - xhsize + x1;
\r
165 for (y1 = 0; y1 < ysize; y1++)
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167 int y = y0 - yhsize + y1;
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169 place_extra_bold(y, x);
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170 cave[y][x].info &= (~CAVE_ICKY);
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174 /* add ten random rooms */
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175 for (i = 0; i < 10; i++)
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177 x1 = randint1(xhsize) * 2 + x0 - xhsize;
\r
178 x2 = randint1(xhsize) * 2 + x0 - xhsize;
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179 y1 = randint1(yhsize) * 2 + y0 - yhsize;
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180 y2 = randint1(yhsize) * 2 + y0 - yhsize;
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181 build_room(x1, x2, y1, y2);
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184 /* Add some random doors */
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185 for (i = 0; i < 500; i++)
\r
187 x1 = randint1(xsize - 3) - xhsize + x0 + 1;
\r
188 y1 = randint1(ysize - 3) - yhsize + y0 + 1;
\r
192 /* Fill with monsters and treasure, high difficulty */
\r
193 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
\r
197 /* Create a random vault out of a fractal cave */
\r
198 static void build_cave_vault(int x0, int y0, int xsiz, int ysiz)
\r
200 int grd, roug, cutoff, xhsize, yhsize, xsize, ysize, x, y;
\r
201 bool done, light, room;
\r
203 /* round to make sizes even */
\r
206 xsize = xhsize * 2;
\r
207 ysize = yhsize * 2;
\r
209 msg_print_wizard(CHEAT_DUNGEON, _("
\93´
\8c\8a\83\89\83\93\83_
\83\80Vault
\82ð
\90¶
\90¬
\82µ
\82Ü
\82µ
\82½
\81B", "Cave Vault."));
\r
211 light = done = FALSE;
\r
216 /* testing values for these parameters feel free to adjust */
\r
217 grd = 1 << randint0(4);
\r
219 /* want average of about 16 */
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220 roug = randint1(8) * randint1(4);
\r
223 cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
\r
224 randint1(xsize / 4) + randint1(ysize / 4);
\r
227 generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
\r
229 /* Convert to normal format+ clean up */
\r
230 done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
\r
233 /* Set icky flag because is a vault */
\r
234 for (x = 0; x <= xsize; x++)
\r
236 for (y = 0; y <= ysize; y++)
\r
238 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
\r
242 /* Fill with monsters and treasure, low difficulty */
\r
243 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
\r
249 * @brief Vault
\92n
\8c`
\82ð
\89ñ
\93]
\81A
\8fã
\89º
\8d¶
\89E
\94½
\93]
\82·
\82é
\82½
\82ß
\82Ì
\8dÀ
\95W
\95Ï
\8a·
\82ð
\95Ô
\82· / coordinate translation code
\r
250 * @param x
\95Ï
\8a·
\82µ
\82½
\82¢
\93_
\82ÌX
\8dÀ
\95W
\8eQ
\8fÆ
\83|
\83C
\83\93\83^
\r
251 * @param y
\95Ï
\8a·
\82µ
\82½
\82¢
\93_
\82ÌY
\8dÀ
\95W
\8eQ
\8fÆ
\83|
\83C
\83\93\83^
\r
252 * @param xoffset Vault
\90¶
\90¬
\8e\9e\82Ì
\8aî
\8f\80X
\8dÀ
\95W
\r
253 * @param yoffset Vault
\90¶
\90¬
\8e\9e\82Ì
\8aî
\8f\80Y
\8dÀ
\95W
\r
254 * @param transno
\8f\88\97\9dID
\r
257 static void coord_trans(POSITION *x, POSITION *y, POSITION xoffset, POSITION yoffset, int transno)
\r
263 * transno specifies what transformation is required. (0-7)
\r
264 * The lower two bits indicate by how much the vault is rotated,
\r
265 * and the upper bit indicates a reflection.
\r
266 * This is done by using rotation matrices... however since
\r
267 * these are mostly zeros for rotations by 90 degrees this can
\r
268 * be expressed simply in terms of swapping and inverting the
\r
269 * x and y coordinates.
\r
271 for (i = 0; i < transno % 4; i++)
\r
273 /* rotate by 90 degrees */
\r
281 /* Reflect depending on status of 3rd bit. */
\r
285 /* Add offsets so vault stays in the first quadrant */
\r
292 * @brief Vault
\82ð
\83t
\83\8d\83A
\82É
\94z
\92u
\82·
\82é / Hack -- fill in "vault" rooms
\r
293 * @param yval
\90¶
\90¬
\8aî
\8f\80Y
\8dÀ
\95W
\r
294 * @param xval
\90¶
\90¬
\8aî
\8f\80X
\8dÀ
\95W
\r
295 * @param ymax Vault
\82ÌY
\83T
\83C
\83Y
\r
296 * @param xmax Vault
\82ÌX
\83T
\83C
\83Y
\r
297 * @param data Vault
\82Ì
\83f
\81[
\83^
\95¶
\8e\9a\97ñ
\r
298 * @param xoffset
\95Ï
\8a·
\8aî
\8f\80X
\8dÀ
\95W
\r
299 * @param yoffset
\95Ï
\8a·
\8aî
\8f\80Y
\8dÀ
\95W
\r
300 * @param transno
\95Ï
\8a·ID
\r
303 static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xmax, cptr data,
\r
304 POSITION xoffset, POSITION yoffset, int transno)
\r
306 POSITION dx, dy, x, y, i, j;
\r
310 /* Place dungeon features and objects */
\r
311 for (t = data, dy = 0; dy < ymax; dy++)
\r
313 for (dx = 0; dx < xmax; dx++, t++)
\r
315 /* prevent loop counter from being overwritten */
\r
319 /* Flip / rotate */
\r
320 coord_trans(&i, &j, xoffset, yoffset, transno);
\r
322 /* Extract the location */
\r
323 if (transno % 2 == 0)
\r
325 /* no swap of x/y */
\r
326 x = xval - (xmax / 2) + i;
\r
327 y = yval - (ymax / 2) + j;
\r
332 x = xval - (ymax / 2) + i;
\r
333 y = yval - (xmax / 2) + j;
\r
336 /* Hack -- skip "non-grids" */
\r
337 if (*t == ' ') continue;
\r
339 /* Access the grid */
\r
340 c_ptr = &cave[y][x];
\r
342 /* Lay down a floor */
\r
343 place_floor_grid(c_ptr);
\r
345 /* Remove any mimic */
\r
348 /* Part of a vault */
\r
349 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
\r
351 /* Analyze the grid */
\r
354 /* Granite wall (outer) */
\r
356 place_outer_noperm_grid(c_ptr);
\r
359 /* Granite wall (inner) */
\r
361 place_inner_grid(c_ptr);
\r
364 /* Glass wall (inner) */
\r
366 place_inner_grid(c_ptr);
\r
367 c_ptr->feat = feat_glass_wall;
\r
370 /* Permanent wall (inner) */
\r
372 place_inner_perm_grid(c_ptr);
\r
375 /* Permanent glass wall (inner) */
\r
377 place_inner_perm_grid(c_ptr);
\r
378 c_ptr->feat = feat_permanent_glass_wall;
\r
381 /* Treasure/trap */
\r
383 if (randint0(100) < 75)
\r
385 place_object(y, x, 0L);
\r
395 place_secret_door(y, x, DOOR_DEFAULT);
\r
398 /* Secret glass doors */
\r
400 place_secret_door(y, x, DOOR_GLASS_DOOR);
\r
401 if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
\r
406 place_secret_door(y, x, DOOR_CURTAIN);
\r
414 /* Black market in a dungeon */
\r
416 set_cave_feat(y, x, feat_black_market);
\r
417 store_init(NO_TOWN, STORE_BLACK);
\r
422 set_cave_feat(y, x, feat_pattern_start);
\r
426 set_cave_feat(y, x, feat_pattern_1);
\r
430 set_cave_feat(y, x, feat_pattern_2);
\r
434 set_cave_feat(y, x, feat_pattern_3);
\r
438 set_cave_feat(y, x, feat_pattern_4);
\r
442 set_cave_feat(y, x, feat_pattern_end);
\r
446 set_cave_feat(y, x, feat_pattern_exit);
\r
450 /* Reward for Pattern walk */
\r
451 object_level = base_level + 12;
\r
452 place_object(y, x, AM_GOOD | AM_GREAT);
\r
453 object_level = base_level;
\r
457 set_cave_feat(y, x, feat_shallow_water);
\r
461 set_cave_feat(y, x, feat_deep_water);
\r
465 set_cave_feat(y, x, feat_shallow_lava);
\r
469 set_cave_feat(y, x, feat_deep_lava);
\r
477 /* Place dungeon monsters and objects */
\r
478 for (t = data, dy = 0; dy < ymax; dy++)
\r
480 for (dx = 0; dx < xmax; dx++, t++)
\r
482 /* prevent loop counter from being overwritten */
\r
486 /* Flip / rotate */
\r
487 coord_trans(&i, &j, xoffset, yoffset, transno);
\r
489 /* Extract the location */
\r
490 if (transno % 2 == 0)
\r
492 /* no swap of x/y */
\r
493 x = xval - (xmax / 2) + i;
\r
494 y = yval - (ymax / 2) + j;
\r
499 x = xval - (ymax / 2) + i;
\r
500 y = yval - (xmax / 2) + j;
\r
503 /* Hack -- skip "non-grids" */
\r
504 if (*t == ' ') continue;
\r
506 /* Analyze the symbol */
\r
512 monster_level = base_level + 5;
\r
513 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
\r
514 monster_level = base_level;
\r
518 /* Meaner monster */
\r
521 monster_level = base_level + 11;
\r
522 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
\r
523 monster_level = base_level;
\r
527 /* Meaner monster, plus treasure */
\r
530 monster_level = base_level + 9;
\r
531 place_monster(y, x, PM_ALLOW_SLEEP);
\r
532 monster_level = base_level;
\r
533 object_level = base_level + 7;
\r
534 place_object(y, x, AM_GOOD);
\r
535 object_level = base_level;
\r
539 /* Nasty monster and treasure */
\r
542 monster_level = base_level + 40;
\r
543 place_monster(y, x, PM_ALLOW_SLEEP);
\r
544 monster_level = base_level;
\r
545 object_level = base_level + 20;
\r
546 place_object(y, x, AM_GOOD | AM_GREAT);
\r
547 object_level = base_level;
\r
551 /* Monster and/or object */
\r
554 if (randint0(100) < 50)
\r
556 monster_level = base_level + 3;
\r
557 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
\r
558 monster_level = base_level;
\r
560 if (randint0(100) < 50)
\r
562 object_level = base_level + 7;
\r
563 place_object(y, x, 0L);
\r
564 object_level = base_level;
\r
577 * @brief
\83^
\83C
\83v7
\82Ì
\95\94\89®
\81cv_info.txt
\82æ
\82è
\8f¬
\8c^vault
\82ð
\90¶
\90¬
\82·
\82é / Type 7 -- simple vaults (see "v_info.txt")
\r
580 bool build_type7(void)
\r
582 vault_type *v_ptr = NULL;
\r
585 POSITION xval, yval;
\r
586 POSITION xoffset, yoffset;
\r
589 /* Pick a lesser vault */
\r
590 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
\r
592 /* Access a random vault record */
\r
593 v_ptr = &v_info[randint0(max_v_idx)];
\r
595 /* Accept the first lesser vault */
\r
596 if (v_ptr->typ == 7) break;
\r
599 /* No lesser vault found */
\r
600 if (dummy >= SAFE_MAX_ATTEMPTS)
\r
602 msg_print_wizard(CHEAT_DUNGEON, _("
\8f¬
\8c^
\8cÅ
\92èVault
\82ð
\94z
\92u
\82Å
\82«
\82Ü
\82¹
\82ñ
\82Å
\82µ
\82½
\81B", "Could not place lesser vault."));
\r
606 /* pick type of transformation (0-7) */
\r
607 transno = randint0(8);
\r
609 /* calculate offsets */
\r
613 /* Some huge vault cannot be ratated to fit in the dungeon */
\r
614 if (x + 2 > cur_hgt - 2)
\r
616 /* Forbid 90 or 270 degree ratation */
\r
620 coord_trans(&x, &y, 0, 0, transno);
\r
640 /* Find and reserve some space in the dungeon. Get center of room. */
\r
641 if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
\r
644 v_ptr = &v_info[2];
\r
648 msg_format_wizard(CHEAT_DUNGEON, _("
\8f¬
\8c^Vault(%s)
\82ð
\90¶
\90¬
\82µ
\82Ü
\82µ
\82½
\81B", "Lesser vault (%s)."), v_name + v_ptr->name);
\r
650 /* Hack -- Build the vault */
\r
651 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
\r
652 v_text + v_ptr->text, xoffset, yoffset, transno);
\r
658 * @brief
\83^
\83C
\83v8
\82Ì
\95\94\89®
\81cv_info.txt
\82æ
\82è
\91å
\8c^vault
\82ð
\90¶
\90¬
\82·
\82é / Type 8 -- greater vaults (see "v_info.txt")
\r
661 bool build_type8(void)
\r
665 POSITION xval, yval;
\r
668 int xoffset, yoffset;
\r
670 /* Pick a greater vault */
\r
671 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
\r
673 /* Access a random vault record */
\r
674 v_ptr = &v_info[randint0(max_v_idx)];
\r
676 /* Accept the first greater vault */
\r
677 if (v_ptr->typ == 8) break;
\r
680 /* No greater vault found */
\r
681 if (dummy >= SAFE_MAX_ATTEMPTS)
\r
683 msg_print_wizard(CHEAT_DUNGEON, _("
\91å
\8c^
\8cÅ
\92èVault
\82ð
\94z
\92u
\82Å
\82«
\82Ü
\82¹
\82ñ
\82Å
\82µ
\82½
\81B", "Could not place greater vault."));
\r
687 /* pick type of transformation (0-7) */
\r
688 transno = randint0(8);
\r
690 /* calculate offsets */
\r
694 /* Some huge vault cannot be ratated to fit in the dungeon */
\r
695 if (x + 2 > cur_hgt - 2)
\r
697 /* Forbid 90 or 270 degree ratation */
\r
701 coord_trans(&x, &y, 0, 0, transno);
\r
722 * Try to allocate space for room. If fails, exit
\r
724 * Hack -- Prepare a bit larger space (+2, +2) to
\r
725 * prevent generation of vaults with no-entrance.
\r
727 /* Find and reserve some space in the dungeon. Get center of room. */
\r
728 if (!find_space(&yval, &xval, (POSITION)(abs(y) + 2), (POSITION)(abs(x) + 2))) return FALSE;
\r
731 v_ptr = &v_info[76 + randint1(3)];
\r
734 msg_format_wizard(CHEAT_DUNGEON, _("
\91å
\8c^
\8cÅ
\92èVault(%s)
\82ð
\90¶
\90¬
\82µ
\82Ü
\82µ
\82½
\81B", "Greater vault (%s)."), v_name + v_ptr->name);
\r
736 /* Hack -- Build the vault */
\r
737 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
\r
738 v_text + v_ptr->text, xoffset, yoffset, transno);
\r
745 * Build target vault.
\r
746 * This is made by two concentric "crypts" with perpendicular
\r
747 * walls creating the cross-hairs.
\r
749 static void build_target_vault(int x0, int y0, int xsize, int ysize)
\r
753 /* Make a random metric */
\r
754 int h1, h2, h3, h4;
\r
755 h1 = randint1(32) - 16;
\r
758 h4 = randint1(32) - 16;
\r
760 msg_print_wizard(CHEAT_DUNGEON, _("
\91Î
\8fÌ
\8c`
\83\89\83\93\83_
\83\80Vault
\82ð
\90¶
\90¬
\82µ
\82Ü
\82µ
\82½
\81B", "Elemental Vault"));
\r
762 /* work out outer radius */
\r
773 for (x = x0 - rad; x <= x0 + rad; x++)
\r
775 for (y = y0 - rad; y <= y0 + rad; y++)
\r
777 /* clear room flag */
\r
778 cave[y][x].info &= ~(CAVE_ROOM);
\r
780 /* Vault - so is "icky" */
\r
781 cave[y][x].info |= CAVE_ICKY;
\r
783 if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
\r
785 /* inside- so is floor */
\r
786 place_floor_bold(y, x);
\r
790 /* make granite outside so arena works */
\r
791 place_extra_bold(y, x);
\r
794 /* proper boundary for arena */
\r
795 if (((y + rad) == y0) || ((y - rad) == y0) ||
\r
796 ((x + rad) == x0) || ((x - rad) == x0))
\r
798 place_extra_bold(y, x);
\r
803 /* Find visible outer walls and set to be FEAT_OUTER */
\r
804 add_outer_wall(x0, y0, FALSE, x0 - rad - 1, y0 - rad - 1,
\r
805 x0 + rad + 1, y0 + rad + 1);
\r
807 /* Add inner wall */
\r
808 for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)
\r
810 for (y = y0 - rad / 2; y <= y0 + rad / 2; y++)
\r
812 if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
\r
814 /* Make an internal wall */
\r
815 place_inner_bold(y, x);
\r
820 /* Add perpendicular walls */
\r
821 for (x = x0 - rad; x <= x0 + rad; x++)
\r
823 place_inner_bold(y0, x);
\r
826 for (y = y0 - rad; y <= y0 + rad; y++)
\r
828 place_inner_bold(y, x0);
\r
831 /* Make inner vault */
\r
832 for (y = y0 - 1; y <= y0 + 1; y++)
\r
834 place_inner_bold(y, x0 - 1);
\r
835 place_inner_bold(y, x0 + 1);
\r
837 for (x = x0 - 1; x <= x0 + 1; x++)
\r
839 place_inner_bold(y0 - 1, x);
\r
840 place_inner_bold(y0 + 1, x);
\r
843 place_floor_bold(y0, x0);
\r
846 /* Add doors to vault */
\r
847 /* get two distances so can place doors relative to centre */
\r
848 x = (rad - 2) / 4 + 1;
\r
851 add_door(x0 + x, y0);
\r
852 add_door(x0 + y, y0);
\r
853 add_door(x0 - x, y0);
\r
854 add_door(x0 - y, y0);
\r
855 add_door(x0, y0 + x);
\r
856 add_door(x0, y0 + y);
\r
857 add_door(x0, y0 - x);
\r
858 add_door(x0, y0 - y);
\r
860 /* Fill with stuff - medium difficulty */
\r
861 fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
\r
865 #ifdef ALLOW_CAVERNS_AND_LAKES
\r
867 * This routine uses a modified version of the lake code to make a
\r
868 * distribution of some terrain type over the vault. This type
\r
869 * depends on the dungeon depth.
\r
871 * Miniture rooms are then scattered across the vault.
\r
873 static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz)
\r
878 int xsize, ysize, xhsize, yhsize, x, y, i;
\r
881 msg_print_wizard(CHEAT_DUNGEON, _("
\90¸
\97ì
\8aE
\83\89\83\93\83_
\83\80Vault
\82ð
\90¶
\90¬
\82µ
\82Ü
\82µ
\82½
\81B", "Elemental Vault"));
\r
883 /* round to make sizes even */
\r
886 xsize = xhsize * 2;
\r
887 ysize = yhsize * 2;
\r
889 if (dun_level < 25)
\r
891 /* Earth vault (Rubble) */
\r
892 type = LAKE_T_EARTH_VAULT;
\r
894 else if (dun_level < 50)
\r
896 /* Air vault (Trees) */
\r
897 type = LAKE_T_AIR_VAULT;
\r
899 else if (dun_level < 75)
\r
901 /* Water vault (shallow water) */
\r
902 type = LAKE_T_WATER_VAULT;
\r
906 /* Fire vault (shallow lava) */
\r
907 type = LAKE_T_FIRE_VAULT;
\r
912 /* testing values for these parameters: feel free to adjust */
\r
913 grd = 1 << (randint0(3));
\r
915 /* want average of about 16 */
\r
916 roug = randint1(8) * randint1(4);
\r
918 /* Make up size of various componants */
\r
920 c3 = 2 * xsize / 3;
\r
922 /* Deep water/lava */
\r
923 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
\r
925 /* Shallow boundary */
\r
926 c2 = (c1 + c3) / 2;
\r
929 generate_hmap(y0, x0, xsize, ysize, grd, roug, c3);
\r
931 /* Convert to normal format+ clean up */
\r
932 done = generate_lake(y0, x0, xsize, ysize, c1, c2, c3, type);
\r
935 /* Set icky flag because is a vault */
\r
936 for (x = 0; x <= xsize; x++)
\r
938 for (y = 0; y <= ysize; y++)
\r
940 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
\r
944 /* make a few rooms in the vault */
\r
945 for (i = 1; i <= (xsize * ysize) / 50; i++)
\r
947 build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2,
\r
948 y0 + randint0(ysize - 4) - ysize / 2 + 2);
\r
951 /* Fill with monsters and treasure, low difficulty */
\r
952 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,
\r
953 y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
\r
955 #endif /* ALLOW_CAVERNS_AND_LAKES */
\r
958 /* Build a "mini" checkerboard vault
\r
960 * This is done by making a permanent wall maze and setting
\r
961 * the diagonal sqaures of the checker board to be granite.
\r
962 * The vault has two entrances on opposite sides to guarantee
\r
963 * a way to get in even if the vault abuts a side of the dungeon.
\r
965 static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
\r
968 int y1, x1, y2, x2, y, x, total;
\r
969 int m, n, num_vertices;
\r
972 msg_print_wizard(CHEAT_DUNGEON, _("
\8f¬
\8c^
\83`
\83F
\83b
\83J
\81[
\83\89\83\93\83_
\83\80Vault
\82ð
\90¶
\90¬
\82µ
\82Ü
\82µ
\82½
\81B", "Mini Checker Board Vault."));
\r
974 /* Pick a random room size */
\r
975 dy = ysize / 2 - 1;
\r
976 dx = xsize / 2 - 1;
\r
984 /* generate the room */
\r
985 for (x = x1 - 2; x <= x2 + 2; x++)
\r
987 if (!in_bounds(y1 - 2, x)) break;
\r
989 cave[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
991 place_outer_noperm_bold(y1 - 2, x);
\r
994 for (x = x1 - 2; x <= x2 + 2; x++)
\r
996 if (!in_bounds(y2 + 2, x)) break;
\r
998 cave[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
1000 place_outer_noperm_bold(y2 + 2, x);
\r
1003 for (y = y1 - 2; y <= y2 + 2; y++)
\r
1005 if (!in_bounds(y, x1 - 2)) break;
\r
1007 cave[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);
\r
1009 place_outer_noperm_bold(y, x1 - 2);
\r
1012 for (y = y1 - 2; y <= y2 + 2; y++)
\r
1014 if (!in_bounds(y, x2 + 2)) break;
\r
1016 cave[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
\r
1018 place_outer_noperm_bold(y, x2 + 2);
\r
1021 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1023 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1025 cave_type *c_ptr = &cave[y][x];
\r
1027 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
\r
1029 /* Permanent walls */
\r
1030 place_inner_perm_grid(c_ptr);
\r
1035 /* dimensions of vertex array */
\r
1038 num_vertices = m * n;
\r
1040 /* initialize array of visited vertices */
\r
1041 C_MAKE(visited, num_vertices, int);
\r
1043 /* traverse the graph to create a spannng tree, pick a random root */
\r
1044 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
\r
1046 /* Make it look like a checker board vault */
\r
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);
\r
1066 place_inner_bold(y1 + y, x2 + 1);
\r
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);
\r
1076 /* Fill with monsters and treasure, highest difficulty */
\r
1077 fill_treasure(x1, x2, y1, y2, 10);
\r
1079 C_KILL(visited, num_vertices, int);
\r
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.
\r
1088 static void build_castle_vault(int x0, int y0, int xsize, int ysize)
\r
1091 int y1, x1, y2, x2;
\r
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, _("
\8fé
\8c^
\83\89\83\93\83_
\83\80Vault
\82ð
\90¶
\90¬
\82µ
\82Ü
\82µ
\82½
\81B", "Castle Vault"));
\r
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));
\r
1119 /* Fill with monsters and treasure, low difficulty */
\r
1120 fill_treasure(x1, x2, y1, y2, randint1(3));
\r
1126 * @brief
\83^
\83C
\83v10
\82Ì
\95\94\89®
\81c
\83\89\83\93\83_
\83\80\90¶
\90¬vault / Type 10 -- Random vaults
\r
1127 * @return
\82È
\82µ
\r
1129 bool build_type10(void)
\r
1131 POSITION y0, x0, xsize, ysize, vtype;
\r
1134 /* big enough to look good, small enough to be fairly common. */
\r
1135 xsize = randint1(22) + 22;
\r
1136 ysize = randint1(11) + 11;
\r
1138 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1139 if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
\r
1141 /* Select type of vault */
\r
1142 #ifdef ALLOW_CAVERNS_AND_LAKES
\r
1145 vtype = randint1(15);
\r
1146 } while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
\r
1147 ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
\r
1148 #else /* ALLOW_CAVERNS_AND_LAKES */
\r
1151 vtype = randint1(7);
\r
1152 } while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
\r
1153 ((vtype == 1) || (vtype == 3)));
\r
1154 #endif /* ALLOW_CAVERNS_AND_LAKES */
\r
1158 /* Build an appropriate room */
\r
1159 case 1: case 9: build_bubble_vault(x0, y0, xsize, ysize); break;
\r
1160 case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break;
\r
1161 case 3: case 11: build_cave_vault(x0, y0, xsize, ysize); break;
\r
1162 case 4: case 12: build_maze_vault(x0, y0, xsize, ysize, TRUE); break;
\r
1163 case 5: case 13: build_mini_c_vault(x0, y0, xsize, ysize); break;
\r
1164 case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break;
\r
1165 case 7: case 15: build_target_vault(x0, y0, xsize, ysize); break;
\r
1166 #ifdef ALLOW_CAVERNS_AND_LAKES
\r
1167 case 8: build_elemental_vault(x0, y0, xsize, ysize); break;
\r
1168 #endif /* ALLOW_CAVERNS_AND_LAKES */
\r
1169 /* I know how to add a few more... give me some time. */
\r
1172 default: return FALSE;
\r
1180 * @brief
\83^
\83C
\83v16
\82Ì
\95\94\89®
\81cv_info.txt
\82æ
\82è
\8cÅ
\92è
\93Á
\8eê
\95\94\89®
\82ð
\90¶
\90¬
\82·
\82é / Type 16 -- fixed special room (see "v_info.txt")
\r
1181 * @return
\82È
\82µ
\r
1183 bool build_type17(void)
\r
1185 vault_type *v_ptr = NULL;
\r
1188 POSITION xval, yval;
\r
1189 POSITION xoffset, yoffset;
\r
1192 /* Pick a lesser vault */
\r
1193 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
\r
1195 /* Access a random vault record */
\r
1196 v_ptr = &v_info[randint0(max_v_idx)];
\r
1198 /* Accept the first lesser vault */
\r
1199 if (v_ptr->typ == 16) break;
\r
1202 /* No lesser vault found */
\r
1203 if (dummy >= SAFE_MAX_ATTEMPTS)
\r
1205 msg_print_wizard(CHEAT_DUNGEON, _("
\8cÅ
\92è
\93Á
\8eê
\95\94\89®
\82ð
\94z
\92u
\82Å
\82«
\82Ü
\82¹
\82ñ
\82Å
\82µ
\82½
\81B", "Could not place fixed special room."));
\r
1209 /* pick type of transformation (0-7) */
\r
1210 transno = randint0(8);
\r
1212 /* calculate offsets */
\r
1216 /* Some huge vault cannot be ratated to fit in the dungeon */
\r
1217 if (x + 2 > cur_hgt - 2)
\r
1219 /* Forbid 90 or 270 degree ratation */
\r
1223 coord_trans(&x, &y, 0, 0, transno);
\r
1243 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1244 if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
\r
1246 #ifdef FORCE_V_IDX
\r
1247 v_ptr = &v_info[2];
\r
1251 msg_format_wizard(CHEAT_DUNGEON, _("
\93Á
\8eê
\8cÅ
\92è
\95\94\89®(%s)
\82ð
\90¶
\90¬
\82µ
\82Ü
\82µ
\82½
\81B", "Special Fix room (%s)."), v_name + v_ptr->name);
\r
1253 /* Hack -- Build the vault */
\r
1254 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
\r
1255 v_text + v_ptr->text, xoffset, yoffset, transno);
\r