1 #include "angband.h"
\r
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(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
\r
20 #define BUBBLENUM 10 /* number of bubbles */
\r
22 /* array of center points of bubbles */
\r
23 coord center[BUBBLENUM];
\r
27 u16b min1, min2, temp;
\r
30 /* Offset from center to top left hand corner */
\r
31 POSITION xhsize = xsize / 2;
\r
32 POSITION yhsize = ysize / 2;
\r
34 msg_print_wizard(CHEAT_DUNGEON, _("泡型ランダムVaultを生成しました。", "Room Vault."));
\r
36 /* Allocate center of bubbles */
\r
37 center[0].x = (byte)randint1(xsize - 3) + 1;
\r
38 center[0].y = (byte)randint1(ysize - 3) + 1;
\r
40 for (i = 1; i < BUBBLENUM; i++)
\r
44 /* get center and check to see if it is unique */
\r
49 x = randint1(xsize - 3) + 1;
\r
50 y = randint1(ysize - 3) + 1;
\r
52 for (j = 0; j < i; j++)
\r
54 /* rough test to see if there is an overlap */
\r
55 if ((x == center[j].x) && (y == center[j].y)) done = FALSE;
\r
59 center[i].x = (byte_hack)x;
\r
60 center[i].y = (byte_hack)y;
\r
64 /* Top and bottom boundaries */
\r
65 for (i = 0; i < xsize; i++)
\r
67 int side_x = x0 - xhsize + i;
\r
69 place_outer_noperm_bold(y0 - yhsize + 0, side_x);
\r
70 cave[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
71 place_outer_noperm_bold(y0 - yhsize + ysize - 1, side_x);
\r
72 cave[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
75 /* Left and right boundaries */
\r
76 for (i = 1; i < ysize - 1; i++)
\r
78 int side_y = y0 - yhsize + i;
\r
80 place_outer_noperm_bold(side_y, x0 - xhsize + 0);
\r
81 cave[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
\r
82 place_outer_noperm_bold(side_y, x0 - xhsize + xsize - 1);
\r
83 cave[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
\r
86 /* Fill in middle with bubbles */
\r
87 for (x = 1; x < xsize - 1; x++)
\r
89 for (y = 1; y < ysize - 1; y++)
\r
91 /* 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 */
\r
105 for (i = 2; i < BUBBLENUM; i++)
\r
107 temp = (u16b)distance(x, y, center[i].x, center[i].y);
\r
115 else if (temp < min2)
\r
117 /* second smallest */
\r
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 */
\r
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++)
\r
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 */
\r
150 static void build_room_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
\r
152 POSITION x1, x2, y1, y2, xhsize, yhsize;
\r
155 /* get offset from center */
\r
156 xhsize = xsize / 2;
\r
157 yhsize = ysize / 2;
\r
159 msg_print_wizard(CHEAT_DUNGEON, _("部屋型ランダムVaultを生成しました。", "Room Vault."));
\r
161 /* fill area so don't get problems with arena levels */
\r
162 for (x1 = 0; x1 < xsize; x1++)
\r
164 POSITION x = x0 - xhsize + x1;
\r
166 for (y1 = 0; y1 < ysize; y1++)
\r
168 POSITION y = y0 - yhsize + y1;
\r
170 place_extra_bold(y, x);
\r
171 cave[y][x].info &= (~CAVE_ICKY);
\r
175 /* add ten random rooms */
\r
176 for (i = 0; i < 10; i++)
\r
178 x1 = randint1(xhsize) * 2 + x0 - xhsize;
\r
179 x2 = randint1(xhsize) * 2 + x0 - xhsize;
\r
180 y1 = randint1(yhsize) * 2 + y0 - yhsize;
\r
181 y2 = randint1(yhsize) * 2 + y0 - yhsize;
\r
182 build_room(x1, x2, y1, y2);
\r
185 /* Add some random doors */
\r
186 for (i = 0; i < 500; i++)
\r
188 x1 = randint1(xsize - 3) - xhsize + x0 + 1;
\r
189 y1 = randint1(ysize - 3) - yhsize + y0 + 1;
\r
193 /* Fill with monsters and treasure, high difficulty */
\r
194 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
\r
198 /* Create a random vault out of a fractal cave */
\r
199 static void build_cave_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
\r
201 int grd, roug, cutoff;
\r
202 bool done, light, room;
\r
203 POSITION xhsize, yhsize, xsize, ysize, x, y;
\r
205 /* round to make sizes even */
\r
208 xsize = xhsize * 2;
\r
209 ysize = yhsize * 2;
\r
211 msg_print_wizard(CHEAT_DUNGEON, _("洞穴ランダムVaultを生成しました。", "Cave Vault."));
\r
213 light = done = FALSE;
\r
218 /* testing values for these parameters feel free to adjust */
\r
219 grd = 1 << randint0(4);
\r
221 /* want average of about 16 */
\r
222 roug = randint1(8) * randint1(4);
\r
225 cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
\r
226 randint1(xsize / 4) + randint1(ysize / 4);
\r
229 generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
\r
231 /* Convert to normal format+ clean up */
\r
232 done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
\r
235 /* Set icky flag because is a vault */
\r
236 for (x = 0; x <= xsize; x++)
\r
238 for (y = 0; y <= ysize; y++)
\r
240 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
\r
244 /* Fill with monsters and treasure, low difficulty */
\r
245 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
\r
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
\r
252 * @param x 変換したい点のX座標参照ポインタ
\r
253 * @param y 変換したい点のY座標参照ポインタ
\r
254 * @param xoffset Vault生成時の基準X座標
\r
255 * @param yoffset Vault生成時の基準Y座標
\r
256 * @param transno 処理ID
\r
259 static void coord_trans(POSITION *x, POSITION *y, POSITION xoffset, POSITION yoffset, int transno)
\r
265 * transno specifies what transformation is required. (0-7)
\r
266 * The lower two bits indicate by how much the vault is rotated,
\r
267 * and the upper bit indicates a reflection.
\r
268 * This is done by using rotation matrices... however since
\r
269 * these are mostly zeros for rotations by 90 degrees this can
\r
270 * be expressed simply in terms of swapping and inverting the
\r
271 * x and y coordinates.
\r
273 for (i = 0; i < transno % 4; i++)
\r
275 /* rotate by 90 degrees */
\r
283 /* Reflect depending on status of 3rd bit. */
\r
287 /* Add offsets so vault stays in the first quadrant */
\r
294 * @brief Vaultをフロアに配置する / Hack -- fill in "vault" rooms
\r
295 * @param yval 生成基準Y座標
\r
296 * @param xval 生成基準X座標
\r
297 * @param ymax VaultのYサイズ
\r
298 * @param xmax VaultのXサイズ
\r
299 * @param data Vaultのデータ文字列
\r
300 * @param xoffset 変換基準X座標
\r
301 * @param yoffset 変換基準Y座標
\r
302 * @param transno 変換ID
\r
305 static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xmax, cptr data,
\r
306 POSITION xoffset, POSITION yoffset, int transno)
\r
308 POSITION dx, dy, x, y, i, j;
\r
312 /* Place dungeon features and objects */
\r
313 for (t = data, dy = 0; dy < ymax; dy++)
\r
315 for (dx = 0; dx < xmax; dx++, t++)
\r
317 /* prevent loop counter from being overwritten */
\r
321 /* Flip / rotate */
\r
322 coord_trans(&i, &j, xoffset, yoffset, transno);
\r
324 /* Extract the location */
\r
325 if (transno % 2 == 0)
\r
327 /* no swap of x/y */
\r
328 x = xval - (xmax / 2) + i;
\r
329 y = yval - (ymax / 2) + j;
\r
334 x = xval - (ymax / 2) + i;
\r
335 y = yval - (xmax / 2) + j;
\r
338 /* Hack -- skip "non-grids" */
\r
339 if (*t == ' ') continue;
\r
341 /* Access the grid */
\r
342 c_ptr = &cave[y][x];
\r
344 /* Lay down a floor */
\r
345 place_floor_grid(c_ptr);
\r
347 /* Remove any mimic */
\r
350 /* Part of a vault */
\r
351 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
\r
353 /* Analyze the grid */
\r
356 /* Granite wall (outer) */
\r
358 place_outer_noperm_grid(c_ptr);
\r
361 /* Granite wall (inner) */
\r
363 place_inner_grid(c_ptr);
\r
366 /* Glass wall (inner) */
\r
368 place_inner_grid(c_ptr);
\r
369 c_ptr->feat = feat_glass_wall;
\r
372 /* Permanent wall (inner) */
\r
374 place_inner_perm_grid(c_ptr);
\r
377 /* Permanent glass wall (inner) */
\r
379 place_inner_perm_grid(c_ptr);
\r
380 c_ptr->feat = feat_permanent_glass_wall;
\r
383 /* Treasure/trap */
\r
385 if (randint0(100) < 75)
\r
387 place_object(y, x, 0L);
\r
397 place_secret_door(y, x, DOOR_DEFAULT);
\r
400 /* Secret glass doors */
\r
402 place_secret_door(y, x, DOOR_GLASS_DOOR);
\r
403 if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
\r
408 place_secret_door(y, x, DOOR_CURTAIN);
\r
416 /* Black market in a dungeon */
\r
418 set_cave_feat(y, x, feat_black_market);
\r
419 store_init(NO_TOWN, STORE_BLACK);
\r
424 set_cave_feat(y, x, feat_pattern_start);
\r
428 set_cave_feat(y, x, feat_pattern_1);
\r
432 set_cave_feat(y, x, feat_pattern_2);
\r
436 set_cave_feat(y, x, feat_pattern_3);
\r
440 set_cave_feat(y, x, feat_pattern_4);
\r
444 set_cave_feat(y, x, feat_pattern_end);
\r
448 set_cave_feat(y, x, feat_pattern_exit);
\r
452 /* Reward for Pattern walk */
\r
453 object_level = base_level + 12;
\r
454 place_object(y, x, AM_GOOD | AM_GREAT);
\r
455 object_level = base_level;
\r
459 set_cave_feat(y, x, feat_shallow_water);
\r
463 set_cave_feat(y, x, feat_deep_water);
\r
467 set_cave_feat(y, x, feat_shallow_lava);
\r
471 set_cave_feat(y, x, feat_deep_lava);
\r
479 /* Place dungeon monsters and objects */
\r
480 for (t = data, dy = 0; dy < ymax; dy++)
\r
482 for (dx = 0; dx < xmax; dx++, t++)
\r
484 /* prevent loop counter from being overwritten */
\r
488 /* Flip / rotate */
\r
489 coord_trans(&i, &j, xoffset, yoffset, transno);
\r
491 /* Extract the location */
\r
492 if (transno % 2 == 0)
\r
494 /* no swap of x/y */
\r
495 x = xval - (xmax / 2) + i;
\r
496 y = yval - (ymax / 2) + j;
\r
501 x = xval - (ymax / 2) + i;
\r
502 y = yval - (xmax / 2) + j;
\r
505 /* Hack -- skip "non-grids" */
\r
506 if (*t == ' ') continue;
\r
508 /* Analyze the symbol */
\r
514 monster_level = base_level + 5;
\r
515 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
\r
516 monster_level = base_level;
\r
520 /* Meaner monster */
\r
523 monster_level = base_level + 11;
\r
524 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
\r
525 monster_level = base_level;
\r
529 /* Meaner monster, plus treasure */
\r
532 monster_level = base_level + 9;
\r
533 place_monster(y, x, PM_ALLOW_SLEEP);
\r
534 monster_level = base_level;
\r
535 object_level = base_level + 7;
\r
536 place_object(y, x, AM_GOOD);
\r
537 object_level = base_level;
\r
541 /* Nasty monster and treasure */
\r
544 monster_level = base_level + 40;
\r
545 place_monster(y, x, PM_ALLOW_SLEEP);
\r
546 monster_level = base_level;
\r
547 object_level = base_level + 20;
\r
548 place_object(y, x, AM_GOOD | AM_GREAT);
\r
549 object_level = base_level;
\r
553 /* Monster and/or object */
\r
556 if (randint0(100) < 50)
\r
558 monster_level = base_level + 3;
\r
559 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
\r
560 monster_level = base_level;
\r
562 if (randint0(100) < 50)
\r
564 object_level = base_level + 7;
\r
565 place_object(y, x, 0L);
\r
566 object_level = base_level;
\r
579 * @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")
\r
582 bool build_type7(void)
\r
584 vault_type *v_ptr = NULL;
\r
587 POSITION xval, yval;
\r
588 POSITION xoffset, yoffset;
\r
591 /* Pick a lesser vault */
\r
592 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
\r
594 /* Access a random vault record */
\r
595 v_ptr = &v_info[randint0(max_v_idx)];
\r
597 /* Accept the first lesser vault */
\r
598 if (v_ptr->typ == 7) break;
\r
601 /* No lesser vault found */
\r
602 if (dummy >= SAFE_MAX_ATTEMPTS)
\r
604 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."));
\r
608 /* pick type of transformation (0-7) */
\r
609 transno = randint0(8);
\r
611 /* calculate offsets */
\r
615 /* Some huge vault cannot be ratated to fit in the dungeon */
\r
616 if (x + 2 > cur_hgt - 2)
\r
618 /* Forbid 90 or 270 degree ratation */
\r
622 coord_trans(&x, &y, 0, 0, transno);
\r
642 /* Find and reserve some space in the dungeon. Get center of room. */
\r
643 if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
\r
646 v_ptr = &v_info[2];
\r
649 msg_format_wizard(CHEAT_DUNGEON, _("小型Vault(%s)を生成しました。", "Lesser vault (%s)."), v_name + v_ptr->name);
\r
651 /* Hack -- Build the vault */
\r
652 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
\r
653 v_text + v_ptr->text, xoffset, yoffset, transno);
\r
659 * @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")
\r
662 bool build_type8(void)
\r
666 POSITION xval, yval;
\r
669 POSITION xoffset, yoffset;
\r
671 /* Pick a greater vault */
\r
672 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
\r
674 /* Access a random vault record */
\r
675 v_ptr = &v_info[randint0(max_v_idx)];
\r
677 /* Accept the first greater vault */
\r
678 if (v_ptr->typ == 8) break;
\r
681 /* No greater vault found */
\r
682 if (dummy >= SAFE_MAX_ATTEMPTS)
\r
684 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."));
\r
688 /* pick type of transformation (0-7) */
\r
689 transno = randint0(8);
\r
691 /* calculate offsets */
\r
695 /* Some huge vault cannot be ratated to fit in the dungeon */
\r
696 if (x + 2 > cur_hgt - 2)
\r
698 /* Forbid 90 or 270 degree ratation */
\r
702 coord_trans(&x, &y, 0, 0, transno);
\r
723 * Try to allocate space for room. If fails, exit
\r
725 * Hack -- Prepare a bit larger space (+2, +2) to
\r
726 * prevent generation of vaults with no-entrance.
\r
728 /* Find and reserve some space in the dungeon. Get center of room. */
\r
729 if (!find_space(&yval, &xval, (POSITION)(abs(y) + 2), (POSITION)(abs(x) + 2))) return FALSE;
\r
732 v_ptr = &v_info[76 + randint1(3)];
\r
735 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);
\r
737 /* Hack -- Build the vault */
\r
738 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
\r
739 v_text + v_ptr->text, xoffset, yoffset, transno);
\r
746 * Build target vault.
\r
747 * This is made by two concentric "crypts" with perpendicular
\r
748 * walls creating the cross-hairs.
\r
750 static void build_target_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
\r
752 POSITION rad, x, y;
\r
754 /* Make a random metric */
\r
755 POSITION h1, h2, h3, h4;
\r
756 h1 = randint1(32) - 16;
\r
759 h4 = randint1(32) - 16;
\r
761 msg_print_wizard(CHEAT_DUNGEON, _("対称形ランダムVaultを生成しました。", "Elemental Vault"));
\r
763 /* work out outer radius */
\r
774 for (x = x0 - rad; x <= x0 + rad; x++)
\r
776 for (y = y0 - rad; y <= y0 + rad; y++)
\r
778 /* clear room flag */
\r
779 cave[y][x].info &= ~(CAVE_ROOM);
\r
781 /* Vault - so is "icky" */
\r
782 cave[y][x].info |= CAVE_ICKY;
\r
784 if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
\r
786 /* inside- so is floor */
\r
787 place_floor_bold(y, x);
\r
791 /* make granite outside so arena works */
\r
792 place_extra_bold(y, x);
\r
795 /* proper boundary for arena */
\r
796 if (((y + rad) == y0) || ((y - rad) == y0) ||
\r
797 ((x + rad) == x0) || ((x - rad) == x0))
\r
799 place_extra_bold(y, x);
\r
804 /* Find visible outer walls and set to be FEAT_OUTER */
\r
805 add_outer_wall(x0, y0, FALSE, x0 - rad - 1, y0 - rad - 1,
\r
806 x0 + rad + 1, y0 + rad + 1);
\r
808 /* Add inner wall */
\r
809 for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)
\r
811 for (y = y0 - rad / 2; y <= y0 + rad / 2; y++)
\r
813 if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
\r
815 /* Make an internal wall */
\r
816 place_inner_bold(y, x);
\r
821 /* Add perpendicular walls */
\r
822 for (x = x0 - rad; x <= x0 + rad; x++)
\r
824 place_inner_bold(y0, x);
\r
827 for (y = y0 - rad; y <= y0 + rad; y++)
\r
829 place_inner_bold(y, x0);
\r
832 /* Make inner vault */
\r
833 for (y = y0 - 1; y <= y0 + 1; y++)
\r
835 place_inner_bold(y, x0 - 1);
\r
836 place_inner_bold(y, x0 + 1);
\r
838 for (x = x0 - 1; x <= x0 + 1; x++)
\r
840 place_inner_bold(y0 - 1, x);
\r
841 place_inner_bold(y0 + 1, x);
\r
844 place_floor_bold(y0, x0);
\r
847 /* Add doors to vault */
\r
848 /* get two distances so can place doors relative to centre */
\r
849 x = (rad - 2) / 4 + 1;
\r
852 add_door(x0 + x, y0);
\r
853 add_door(x0 + y, y0);
\r
854 add_door(x0 - x, y0);
\r
855 add_door(x0 - y, y0);
\r
856 add_door(x0, y0 + x);
\r
857 add_door(x0, y0 + y);
\r
858 add_door(x0, y0 - x);
\r
859 add_door(x0, y0 - y);
\r
861 /* Fill with stuff - medium difficulty */
\r
862 fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
\r
866 #ifdef ALLOW_CAVERNS_AND_LAKES
\r
868 * This routine uses a modified version of the lake code to make a
\r
869 * distribution of some terrain type over the vault. This type
\r
870 * depends on the dungeon depth.
\r
872 * Miniture rooms are then scattered across the vault.
\r
874 static void build_elemental_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
\r
879 POSITION xsize, ysize, xhsize, yhsize, x, y;
\r
883 msg_print_wizard(CHEAT_DUNGEON, _("精霊界ランダムVaultを生成しました。", "Elemental Vault"));
\r
885 /* round to make sizes even */
\r
888 xsize = xhsize * 2;
\r
889 ysize = yhsize * 2;
\r
891 if (dun_level < 25)
\r
893 /* Earth vault (Rubble) */
\r
894 type = LAKE_T_EARTH_VAULT;
\r
896 else if (dun_level < 50)
\r
898 /* Air vault (Trees) */
\r
899 type = LAKE_T_AIR_VAULT;
\r
901 else if (dun_level < 75)
\r
903 /* Water vault (shallow water) */
\r
904 type = LAKE_T_WATER_VAULT;
\r
908 /* Fire vault (shallow lava) */
\r
909 type = LAKE_T_FIRE_VAULT;
\r
914 /* testing values for these parameters: feel free to adjust */
\r
915 grd = 1 << (randint0(3));
\r
917 /* want average of about 16 */
\r
918 roug = randint1(8) * randint1(4);
\r
920 /* Make up size of various componants */
\r
922 c3 = 2 * xsize / 3;
\r
924 /* Deep water/lava */
\r
925 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
\r
927 /* Shallow boundary */
\r
928 c2 = (c1 + c3) / 2;
\r
931 generate_hmap(y0, x0, xsize, ysize, grd, roug, c3);
\r
933 /* Convert to normal format+ clean up */
\r
934 done = generate_lake(y0, x0, xsize, ysize, c1, c2, c3, type);
\r
937 /* Set icky flag because is a vault */
\r
938 for (x = 0; x <= xsize; x++)
\r
940 for (y = 0; y <= ysize; y++)
\r
942 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
\r
946 /* make a few rooms in the vault */
\r
947 for (i = 1; i <= (xsize * ysize) / 50; i++)
\r
949 build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2,
\r
950 y0 + randint0(ysize - 4) - ysize / 2 + 2);
\r
953 /* Fill with monsters and treasure, low difficulty */
\r
954 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,
\r
955 y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
\r
957 #endif /* ALLOW_CAVERNS_AND_LAKES */
\r
960 /* Build a "mini" checkerboard vault
\r
962 * This is done by making a permanent wall maze and setting
\r
963 * the diagonal sqaures of the checker board to be granite.
\r
964 * The vault has two entrances on opposite sides to guarantee
\r
965 * a way to get in even if the vault abuts a side of the dungeon.
\r
967 static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
\r
970 POSITION y1, x1, y2, x2, y, x, total;
\r
971 int m, n, num_vertices;
\r
974 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."));
\r
976 /* Pick a random room size */
\r
977 dy = ysize / 2 - 1;
\r
978 dx = xsize / 2 - 1;
\r
986 /* generate the room */
\r
987 for (x = x1 - 2; x <= x2 + 2; x++)
\r
989 if (!in_bounds(y1 - 2, x)) break;
\r
991 cave[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
993 place_outer_noperm_bold(y1 - 2, x);
\r
996 for (x = x1 - 2; x <= x2 + 2; x++)
\r
998 if (!in_bounds(y2 + 2, x)) break;
\r
1000 cave[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
1002 place_outer_noperm_bold(y2 + 2, x);
\r
1005 for (y = y1 - 2; y <= y2 + 2; y++)
\r
1007 if (!in_bounds(y, x1 - 2)) break;
\r
1009 cave[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);
\r
1011 place_outer_noperm_bold(y, x1 - 2);
\r
1014 for (y = y1 - 2; y <= y2 + 2; y++)
\r
1016 if (!in_bounds(y, x2 + 2)) break;
\r
1018 cave[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
\r
1020 place_outer_noperm_bold(y, x2 + 2);
\r
1023 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1025 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1027 cave_type *c_ptr = &cave[y][x];
\r
1029 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
\r
1031 /* Permanent walls */
\r
1032 place_inner_perm_grid(c_ptr);
\r
1037 /* dimensions of vertex array */
\r
1040 num_vertices = m * n;
\r
1042 /* initialize array of visited vertices */
\r
1043 C_MAKE(visited, num_vertices, int);
\r
1045 /* traverse the graph to create a spannng tree, pick a random root */
\r
1046 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
\r
1048 /* Make it look like a checker board vault */
\r
1049 for (x = x1; x <= x2; x++)
\r
1051 for (y = y1; y <= y2; y++)
\r
1053 total = x - x1 + y - y1;
\r
1054 /* If total is odd- and is a floor then make a wall */
\r
1055 if ((total % 2 == 1) && is_floor_bold(y, x))
\r
1057 place_inner_bold(y, x);
\r
1062 /* Make a couple of entrances */
\r
1065 /* left and right */
\r
1066 y = randint1(dy) + dy / 2;
\r
1067 place_inner_bold(y1 + y, x1 - 1);
\r
1068 place_inner_bold(y1 + y, x2 + 1);
\r
1072 /* top and bottom */
\r
1073 x = randint1(dx) + dx / 2;
\r
1074 place_inner_bold(y1 - 1, x1 + x);
\r
1075 place_inner_bold(y2 + 1, x1 + x);
\r
1078 /* Fill with monsters and treasure, highest difficulty */
\r
1079 fill_treasure(x1, x2, y1, y2, 10);
\r
1081 C_KILL(visited, num_vertices, int);
\r
1084 /* Build a castle */
\r
1085 /* Driver routine: clear the region and call the recursive
\r
1088 *This makes a vault that looks like a castle/ city in the dungeon.
\r
1090 static void build_castle_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
\r
1093 POSITION y1, x1, y2, x2;
\r
1096 /* Pick a random room size */
\r
1097 dy = ysize / 2 - 1;
\r
1098 dx = xsize / 2 - 1;
\r
1105 msg_print_wizard(CHEAT_DUNGEON, _("城型ランダムVaultを生成しました。", "Castle Vault"));
\r
1107 /* generate the room */
\r
1108 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1110 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1112 cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
1113 /* Make everything a floor */
\r
1114 place_floor_bold(y, x);
\r
1118 /* Make the castle */
\r
1119 build_recursive_room(x1, y1, x2, y2, randint1(5));
\r
1121 /* Fill with monsters and treasure, low difficulty */
\r
1122 fill_treasure(x1, x2, y1, y2, randint1(3));
\r
1128 * @brief タイプ10の部屋…ランダム生成vault / Type 10 -- Random vaults
\r
1131 bool build_type10(void)
\r
1133 POSITION y0, x0, xsize, ysize, vtype;
\r
1135 /* big enough to look good, small enough to be fairly common. */
\r
1136 xsize = randint1(22) + 22;
\r
1137 ysize = randint1(11) + 11;
\r
1139 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1140 if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
\r
1142 /* Select type of vault */
\r
1143 #ifdef ALLOW_CAVERNS_AND_LAKES
\r
1146 vtype = randint1(15);
\r
1147 } while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
\r
1148 ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
\r
1149 #else /* ALLOW_CAVERNS_AND_LAKES */
\r
1152 vtype = randint1(7);
\r
1153 } while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
\r
1154 ((vtype == 1) || (vtype == 3)));
\r
1155 #endif /* ALLOW_CAVERNS_AND_LAKES */
\r
1159 /* Build an appropriate room */
\r
1160 case 1: case 9: build_bubble_vault(x0, y0, xsize, ysize); break;
\r
1161 case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break;
\r
1162 case 3: case 11: build_cave_vault(x0, y0, xsize, ysize); break;
\r
1163 case 4: case 12: build_maze_vault(x0, y0, xsize, ysize, TRUE); break;
\r
1164 case 5: case 13: build_mini_c_vault(x0, y0, xsize, ysize); break;
\r
1165 case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break;
\r
1166 case 7: case 15: build_target_vault(x0, y0, xsize, ysize); break;
\r
1167 #ifdef ALLOW_CAVERNS_AND_LAKES
\r
1168 case 8: build_elemental_vault(x0, y0, xsize, ysize); break;
\r
1169 #endif /* ALLOW_CAVERNS_AND_LAKES */
\r
1170 /* I know how to add a few more... give me some time. */
\r
1173 default: return FALSE;
\r
1181 * @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
1184 bool build_type17(void)
\r
1186 vault_type *v_ptr = NULL;
\r
1189 POSITION xval, yval;
\r
1190 POSITION xoffset, yoffset;
\r
1193 /* Pick a lesser vault */
\r
1194 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
\r
1196 /* Access a random vault record */
\r
1197 v_ptr = &v_info[randint0(max_v_idx)];
\r
1199 /* Accept the first lesser vault */
\r
1200 if (v_ptr->typ == 16) break;
\r
1203 /* No lesser vault found */
\r
1204 if (dummy >= SAFE_MAX_ATTEMPTS)
\r
1206 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
1210 /* pick type of transformation (0-7) */
\r
1211 transno = randint0(8);
\r
1213 /* calculate offsets */
\r
1217 /* Some huge vault cannot be ratated to fit in the dungeon */
\r
1218 if (x + 2 > cur_hgt - 2)
\r
1220 /* Forbid 90 or 270 degree ratation */
\r
1224 coord_trans(&x, &y, 0, 0, transno);
\r
1244 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1245 if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
\r
1247 #ifdef FORCE_V_IDX
\r
1248 v_ptr = &v_info[2];
\r
1251 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
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