4 #include "generate.h"
\r
7 * This function creates a random vault that looks like a collection of bubbles.
\r
8 * It works by getting a set of coordinates that represent the center of each
\r
9 * bubble. The entire room is made by seeing which bubble center is closest. If
\r
10 * two centers are equidistant then the square is a wall, otherwise it is a floor.
\r
11 * The only exception is for squares really near a center, these are always floor.
\r
12 * (It looks better than without this check.)
\r
14 * Note: If two centers are on the same point then this algorithm will create a
\r
15 * blank bubble filled with walls. - This is prevented from happening.
\r
17 static void build_bubble_vault(int x0, int y0, int xsize, int ysize)
\r
19 #define BUBBLENUM 10 /* number of bubbles */
\r
21 /* array of center points of bubbles */
\r
22 coord center[BUBBLENUM];
\r
25 u16b min1, min2, temp;
\r
28 /* Offset from center to top left hand corner */
\r
29 int xhsize = xsize / 2;
\r
30 int yhsize = ysize / 2;
\r
32 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
34 /* Allocate center of bubbles */
\r
35 center[0].x = (byte)randint1(xsize - 3) + 1;
\r
36 center[0].y = (byte)randint1(ysize - 3) + 1;
\r
38 for (i = 1; i < BUBBLENUM; i++)
\r
42 /* get center and check to see if it is unique */
\r
47 x = randint1(xsize - 3) + 1;
\r
48 y = randint1(ysize - 3) + 1;
\r
50 for (j = 0; j < i; j++)
\r
52 /* rough test to see if there is an overlap */
\r
53 if ((x == center[j].x) && (y == center[j].y)) done = FALSE;
\r
57 center[i].x = (byte_hack)x;
\r
58 center[i].y = (byte_hack)y;
\r
62 /* Top and bottom boundaries */
\r
63 for (i = 0; i < xsize; i++)
\r
65 int side_x = x0 - xhsize + i;
\r
67 place_outer_noperm_bold(y0 - yhsize + 0, side_x);
\r
68 cave[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
69 place_outer_noperm_bold(y0 - yhsize + ysize - 1, side_x);
\r
70 cave[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
73 /* Left and right boundaries */
\r
74 for (i = 1; i < ysize - 1; i++)
\r
76 int side_y = y0 - yhsize + i;
\r
78 place_outer_noperm_bold(side_y, x0 - xhsize + 0);
\r
79 cave[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
\r
80 place_outer_noperm_bold(side_y, x0 - xhsize + xsize - 1);
\r
81 cave[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
\r
84 /* Fill in middle with bubbles */
\r
85 for (x = 1; x < xsize - 1; x++)
\r
87 for (y = 1; y < ysize - 1; y++)
\r
89 /* Get distances to two closest centers */
\r
92 min1 = (u16b)distance(x, y, center[0].x, center[0].y);
\r
93 min2 = (u16b)distance(x, y, center[1].x, center[1].y);
\r
97 /* swap if in wrong order */
\r
103 /* Scan the rest */
\r
104 for (i = 2; i < BUBBLENUM; i++)
\r
106 temp = (u16b)distance(x, y, center[i].x, center[i].y);
\r
114 else if (temp < min2)
\r
116 /* second smallest */
\r
120 if (((min2 - min1) <= 2) && (!(min1 < 3)))
\r
122 /* Boundary at midpoint+ not at inner region of bubble */
\r
123 place_outer_noperm_bold(y0 - yhsize + y, x0 - xhsize + x);
\r
127 /* middle of a bubble */
\r
128 place_floor_bold(y0 - yhsize + y, x0 - xhsize + x);
\r
131 /* clean up rest of flags */
\r
132 cave[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
136 /* Try to add some random doors */
\r
137 for (i = 0; i < 500; i++)
\r
139 x = randint1(xsize - 3) - xhsize + x0 + 1;
\r
140 y = randint1(ysize - 3) - yhsize + y0 + 1;
\r
144 /* Fill with monsters and treasure, low difficulty */
\r
145 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
\r
148 /* Create a random vault that looks like a collection of overlapping rooms */
\r
149 static void build_room_vault(int x0, int y0, int xsize, int ysize)
\r
151 int i, x1, x2, y1, y2, xhsize, yhsize;
\r
153 /* get offset from center */
\r
154 xhsize = xsize / 2;
\r
155 yhsize = ysize / 2;
\r
157 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
159 /* fill area so don't get problems with arena levels */
\r
160 for (x1 = 0; x1 < xsize; x1++)
\r
162 int x = x0 - xhsize + x1;
\r
164 for (y1 = 0; y1 < ysize; y1++)
\r
166 int y = y0 - yhsize + y1;
\r
168 place_extra_bold(y, x);
\r
169 cave[y][x].info &= (~CAVE_ICKY);
\r
173 /* add ten random rooms */
\r
174 for (i = 0; i < 10; i++)
\r
176 x1 = randint1(xhsize) * 2 + x0 - xhsize;
\r
177 x2 = randint1(xhsize) * 2 + x0 - xhsize;
\r
178 y1 = randint1(yhsize) * 2 + y0 - yhsize;
\r
179 y2 = randint1(yhsize) * 2 + y0 - yhsize;
\r
180 build_room(x1, x2, y1, y2);
\r
183 /* Add some random doors */
\r
184 for (i = 0; i < 500; i++)
\r
186 x1 = randint1(xsize - 3) - xhsize + x0 + 1;
\r
187 y1 = randint1(ysize - 3) - yhsize + y0 + 1;
\r
191 /* Fill with monsters and treasure, high difficulty */
\r
192 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
\r
196 /* Create a random vault out of a fractal cave */
\r
197 static void build_cave_vault(int x0, int y0, int xsiz, int ysiz)
\r
199 int grd, roug, cutoff, xhsize, yhsize, xsize, ysize, x, y;
\r
200 bool done, light, room;
\r
202 /* round to make sizes even */
\r
205 xsize = xhsize * 2;
\r
206 ysize = yhsize * 2;
\r
208 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
210 light = done = FALSE;
\r
215 /* testing values for these parameters feel free to adjust */
\r
216 grd = 1 << randint0(4);
\r
218 /* want average of about 16 */
\r
219 roug = randint1(8) * randint1(4);
\r
222 cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
\r
223 randint1(xsize / 4) + randint1(ysize / 4);
\r
226 generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
\r
228 /* Convert to normal format+ clean up */
\r
229 done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
\r
232 /* Set icky flag because is a vault */
\r
233 for (x = 0; x <= xsize; x++)
\r
235 for (y = 0; y <= ysize; y++)
\r
237 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
\r
241 /* Fill with monsters and treasure, low difficulty */
\r
242 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
\r
248 * @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
249 * @param x
\95Ï
\8a·
\82µ
\82½
\82¢
\93_
\82ÌX
\8dÀ
\95W
\8eQ
\8fÆ
\83|
\83C
\83\93\83^
\r
250 * @param y
\95Ï
\8a·
\82µ
\82½
\82¢
\93_
\82ÌY
\8dÀ
\95W
\8eQ
\8fÆ
\83|
\83C
\83\93\83^
\r
251 * @param xoffset Vault
\90¶
\90¬
\8e\9e\82Ì
\8aî
\8f\80X
\8dÀ
\95W
\r
252 * @param yoffset Vault
\90¶
\90¬
\8e\9e\82Ì
\8aî
\8f\80Y
\8dÀ
\95W
\r
253 * @param transno
\8f\88\97\9dID
\r
256 static void coord_trans(POSITION *x, POSITION *y, POSITION xoffset, POSITION yoffset, int transno)
\r
262 * transno specifies what transformation is required. (0-7)
\r
263 * The lower two bits indicate by how much the vault is rotated,
\r
264 * and the upper bit indicates a reflection.
\r
265 * This is done by using rotation matrices... however since
\r
266 * these are mostly zeros for rotations by 90 degrees this can
\r
267 * be expressed simply in terms of swapping and inverting the
\r
268 * x and y coordinates.
\r
270 for (i = 0; i < transno % 4; i++)
\r
272 /* rotate by 90 degrees */
\r
280 /* Reflect depending on status of 3rd bit. */
\r
284 /* Add offsets so vault stays in the first quadrant */
\r
291 * @brief Vault
\82ð
\83t
\83\8d\83A
\82É
\94z
\92u
\82·
\82é / Hack -- fill in "vault" rooms
\r
292 * @param yval
\90¶
\90¬
\8aî
\8f\80Y
\8dÀ
\95W
\r
293 * @param xval
\90¶
\90¬
\8aî
\8f\80X
\8dÀ
\95W
\r
294 * @param ymax Vault
\82ÌY
\83T
\83C
\83Y
\r
295 * @param xmax Vault
\82ÌX
\83T
\83C
\83Y
\r
296 * @param data Vault
\82Ì
\83f
\81[
\83^
\95¶
\8e\9a\97ñ
\r
297 * @param xoffset
\95Ï
\8a·
\8aî
\8f\80X
\8dÀ
\95W
\r
298 * @param yoffset
\95Ï
\8a·
\8aî
\8f\80Y
\8dÀ
\95W
\r
299 * @param transno
\95Ï
\8a·ID
\r
302 static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xmax, cptr data,
\r
303 POSITION xoffset, POSITION yoffset, int transno)
\r
305 POSITION dx, dy, x, y, i, j;
\r
309 /* Place dungeon features and objects */
\r
310 for (t = data, dy = 0; dy < ymax; dy++)
\r
312 for (dx = 0; dx < xmax; dx++, t++)
\r
314 /* prevent loop counter from being overwritten */
\r
318 /* Flip / rotate */
\r
319 coord_trans(&i, &j, xoffset, yoffset, transno);
\r
321 /* Extract the location */
\r
322 if (transno % 2 == 0)
\r
324 /* no swap of x/y */
\r
325 x = xval - (xmax / 2) + i;
\r
326 y = yval - (ymax / 2) + j;
\r
331 x = xval - (ymax / 2) + i;
\r
332 y = yval - (xmax / 2) + j;
\r
335 /* Hack -- skip "non-grids" */
\r
336 if (*t == ' ') continue;
\r
338 /* Access the grid */
\r
339 c_ptr = &cave[y][x];
\r
341 /* Lay down a floor */
\r
342 place_floor_grid(c_ptr);
\r
344 /* Remove any mimic */
\r
347 /* Part of a vault */
\r
348 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
\r
350 /* Analyze the grid */
\r
353 /* Granite wall (outer) */
\r
355 place_outer_noperm_grid(c_ptr);
\r
358 /* Granite wall (inner) */
\r
360 place_inner_grid(c_ptr);
\r
363 /* Glass wall (inner) */
\r
365 place_inner_grid(c_ptr);
\r
366 c_ptr->feat = feat_glass_wall;
\r
369 /* Permanent wall (inner) */
\r
371 place_inner_perm_grid(c_ptr);
\r
374 /* Permanent glass wall (inner) */
\r
376 place_inner_perm_grid(c_ptr);
\r
377 c_ptr->feat = feat_permanent_glass_wall;
\r
380 /* Treasure/trap */
\r
382 if (randint0(100) < 75)
\r
384 place_object(y, x, 0L);
\r
394 place_secret_door(y, x, DOOR_DEFAULT);
\r
397 /* Secret glass doors */
\r
399 place_secret_door(y, x, DOOR_GLASS_DOOR);
\r
400 if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
\r
405 place_secret_door(y, x, DOOR_CURTAIN);
\r
413 /* Black market in a dungeon */
\r
415 set_cave_feat(y, x, feat_black_market);
\r
416 store_init(NO_TOWN, STORE_BLACK);
\r
421 set_cave_feat(y, x, feat_pattern_start);
\r
425 set_cave_feat(y, x, feat_pattern_1);
\r
429 set_cave_feat(y, x, feat_pattern_2);
\r
433 set_cave_feat(y, x, feat_pattern_3);
\r
437 set_cave_feat(y, x, feat_pattern_4);
\r
441 set_cave_feat(y, x, feat_pattern_end);
\r
445 set_cave_feat(y, x, feat_pattern_exit);
\r
449 /* Reward for Pattern walk */
\r
450 object_level = base_level + 12;
\r
451 place_object(y, x, AM_GOOD | AM_GREAT);
\r
452 object_level = base_level;
\r
459 /* Place dungeon monsters and objects */
\r
460 for (t = data, dy = 0; dy < ymax; dy++)
\r
462 for (dx = 0; dx < xmax; dx++, t++)
\r
464 /* prevent loop counter from being overwritten */
\r
468 /* Flip / rotate */
\r
469 coord_trans(&i, &j, xoffset, yoffset, transno);
\r
471 /* Extract the location */
\r
472 if (transno % 2 == 0)
\r
474 /* no swap of x/y */
\r
475 x = xval - (xmax / 2) + i;
\r
476 y = yval - (ymax / 2) + j;
\r
481 x = xval - (ymax / 2) + i;
\r
482 y = yval - (xmax / 2) + j;
\r
485 /* Hack -- skip "non-grids" */
\r
486 if (*t == ' ') continue;
\r
488 /* Analyze the symbol */
\r
494 monster_level = base_level + 5;
\r
495 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
\r
496 monster_level = base_level;
\r
500 /* Meaner monster */
\r
503 monster_level = base_level + 11;
\r
504 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
\r
505 monster_level = base_level;
\r
509 /* Meaner monster, plus treasure */
\r
512 monster_level = base_level + 9;
\r
513 place_monster(y, x, PM_ALLOW_SLEEP);
\r
514 monster_level = base_level;
\r
515 object_level = base_level + 7;
\r
516 place_object(y, x, AM_GOOD);
\r
517 object_level = base_level;
\r
521 /* Nasty monster and treasure */
\r
524 monster_level = base_level + 40;
\r
525 place_monster(y, x, PM_ALLOW_SLEEP);
\r
526 monster_level = base_level;
\r
527 object_level = base_level + 20;
\r
528 place_object(y, x, AM_GOOD | AM_GREAT);
\r
529 object_level = base_level;
\r
533 /* Monster and/or object */
\r
536 if (randint0(100) < 50)
\r
538 monster_level = base_level + 3;
\r
539 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
\r
540 monster_level = base_level;
\r
542 if (randint0(100) < 50)
\r
544 object_level = base_level + 7;
\r
545 place_object(y, x, 0L);
\r
546 object_level = base_level;
\r
559 * @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
562 bool build_type7(void)
\r
564 vault_type *v_ptr = NULL;
\r
567 POSITION xval, yval;
\r
568 POSITION xoffset, yoffset;
\r
571 /* Pick a lesser vault */
\r
572 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
\r
574 /* Access a random vault record */
\r
575 v_ptr = &v_info[randint0(max_v_idx)];
\r
577 /* Accept the first lesser vault */
\r
578 if (v_ptr->typ == 7) break;
\r
581 /* No lesser vault found */
\r
582 if (dummy >= SAFE_MAX_ATTEMPTS)
\r
584 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
588 /* pick type of transformation (0-7) */
\r
589 transno = randint0(8);
\r
591 /* calculate offsets */
\r
595 /* Some huge vault cannot be ratated to fit in the dungeon */
\r
596 if (x + 2 > cur_hgt - 2)
\r
598 /* Forbid 90 or 270 degree ratation */
\r
602 coord_trans(&x, &y, 0, 0, transno);
\r
622 /* Find and reserve some space in the dungeon. Get center of room. */
\r
623 if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
\r
626 v_ptr = &v_info[2];
\r
630 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
632 /* Hack -- Build the vault */
\r
633 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
\r
634 v_text + v_ptr->text, xoffset, yoffset, transno);
\r
640 * @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
643 bool build_type8(void)
\r
647 POSITION xval, yval;
\r
650 int xoffset, yoffset;
\r
652 /* Pick a greater vault */
\r
653 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
\r
655 /* Access a random vault record */
\r
656 v_ptr = &v_info[randint0(max_v_idx)];
\r
658 /* Accept the first greater vault */
\r
659 if (v_ptr->typ == 8) break;
\r
662 /* No greater vault found */
\r
663 if (dummy >= SAFE_MAX_ATTEMPTS)
\r
665 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
669 /* pick type of transformation (0-7) */
\r
670 transno = randint0(8);
\r
672 /* calculate offsets */
\r
676 /* Some huge vault cannot be ratated to fit in the dungeon */
\r
677 if (x + 2 > cur_hgt - 2)
\r
679 /* Forbid 90 or 270 degree ratation */
\r
683 coord_trans(&x, &y, 0, 0, transno);
\r
704 * Try to allocate space for room. If fails, exit
\r
706 * Hack -- Prepare a bit larger space (+2, +2) to
\r
707 * prevent generation of vaults with no-entrance.
\r
709 /* Find and reserve some space in the dungeon. Get center of room. */
\r
710 if (!find_space(&yval, &xval, (POSITION)(abs(y) + 2), (POSITION)(abs(x) + 2))) return FALSE;
\r
713 v_ptr = &v_info[76 + randint1(3)];
\r
716 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
718 /* Hack -- Build the vault */
\r
719 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
\r
720 v_text + v_ptr->text, xoffset, yoffset, transno);
\r
727 * Build target vault.
\r
728 * This is made by two concentric "crypts" with perpendicular
\r
729 * walls creating the cross-hairs.
\r
731 static void build_target_vault(int x0, int y0, int xsize, int ysize)
\r
735 /* Make a random metric */
\r
736 int h1, h2, h3, h4;
\r
737 h1 = randint1(32) - 16;
\r
740 h4 = randint1(32) - 16;
\r
742 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
744 /* work out outer radius */
\r
755 for (x = x0 - rad; x <= x0 + rad; x++)
\r
757 for (y = y0 - rad; y <= y0 + rad; y++)
\r
759 /* clear room flag */
\r
760 cave[y][x].info &= ~(CAVE_ROOM);
\r
762 /* Vault - so is "icky" */
\r
763 cave[y][x].info |= CAVE_ICKY;
\r
765 if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
\r
767 /* inside- so is floor */
\r
768 place_floor_bold(y, x);
\r
772 /* make granite outside so arena works */
\r
773 place_extra_bold(y, x);
\r
776 /* proper boundary for arena */
\r
777 if (((y + rad) == y0) || ((y - rad) == y0) ||
\r
778 ((x + rad) == x0) || ((x - rad) == x0))
\r
780 place_extra_bold(y, x);
\r
785 /* Find visible outer walls and set to be FEAT_OUTER */
\r
786 add_outer_wall(x0, y0, FALSE, x0 - rad - 1, y0 - rad - 1,
\r
787 x0 + rad + 1, y0 + rad + 1);
\r
789 /* Add inner wall */
\r
790 for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)
\r
792 for (y = y0 - rad / 2; y <= y0 + rad / 2; y++)
\r
794 if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
\r
796 /* Make an internal wall */
\r
797 place_inner_bold(y, x);
\r
802 /* Add perpendicular walls */
\r
803 for (x = x0 - rad; x <= x0 + rad; x++)
\r
805 place_inner_bold(y0, x);
\r
808 for (y = y0 - rad; y <= y0 + rad; y++)
\r
810 place_inner_bold(y, x0);
\r
813 /* Make inner vault */
\r
814 for (y = y0 - 1; y <= y0 + 1; y++)
\r
816 place_inner_bold(y, x0 - 1);
\r
817 place_inner_bold(y, x0 + 1);
\r
819 for (x = x0 - 1; x <= x0 + 1; x++)
\r
821 place_inner_bold(y0 - 1, x);
\r
822 place_inner_bold(y0 + 1, x);
\r
825 place_floor_bold(y0, x0);
\r
828 /* Add doors to vault */
\r
829 /* get two distances so can place doors relative to centre */
\r
830 x = (rad - 2) / 4 + 1;
\r
833 add_door(x0 + x, y0);
\r
834 add_door(x0 + y, y0);
\r
835 add_door(x0 - x, y0);
\r
836 add_door(x0 - y, y0);
\r
837 add_door(x0, y0 + x);
\r
838 add_door(x0, y0 + y);
\r
839 add_door(x0, y0 - x);
\r
840 add_door(x0, y0 - y);
\r
842 /* Fill with stuff - medium difficulty */
\r
843 fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
\r
847 #ifdef ALLOW_CAVERNS_AND_LAKES
\r
849 * This routine uses a modified version of the lake code to make a
\r
850 * distribution of some terrain type over the vault. This type
\r
851 * depends on the dungeon depth.
\r
853 * Miniture rooms are then scattered across the vault.
\r
855 static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz)
\r
860 int xsize, ysize, xhsize, yhsize, x, y, i;
\r
863 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
865 /* round to make sizes even */
\r
868 xsize = xhsize * 2;
\r
869 ysize = yhsize * 2;
\r
871 if (dun_level < 25)
\r
873 /* Earth vault (Rubble) */
\r
874 type = LAKE_T_EARTH_VAULT;
\r
876 else if (dun_level < 50)
\r
878 /* Air vault (Trees) */
\r
879 type = LAKE_T_AIR_VAULT;
\r
881 else if (dun_level < 75)
\r
883 /* Water vault (shallow water) */
\r
884 type = LAKE_T_WATER_VAULT;
\r
888 /* Fire vault (shallow lava) */
\r
889 type = LAKE_T_FIRE_VAULT;
\r
894 /* testing values for these parameters: feel free to adjust */
\r
895 grd = 1 << (randint0(3));
\r
897 /* want average of about 16 */
\r
898 roug = randint1(8) * randint1(4);
\r
900 /* Make up size of various componants */
\r
902 c3 = 2 * xsize / 3;
\r
904 /* Deep water/lava */
\r
905 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
\r
907 /* Shallow boundary */
\r
908 c2 = (c1 + c3) / 2;
\r
911 generate_hmap(y0, x0, xsize, ysize, grd, roug, c3);
\r
913 /* Convert to normal format+ clean up */
\r
914 done = generate_lake(y0, x0, xsize, ysize, c1, c2, c3, type);
\r
917 /* Set icky flag because is a vault */
\r
918 for (x = 0; x <= xsize; x++)
\r
920 for (y = 0; y <= ysize; y++)
\r
922 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
\r
926 /* make a few rooms in the vault */
\r
927 for (i = 1; i <= (xsize * ysize) / 50; i++)
\r
929 build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2,
\r
930 y0 + randint0(ysize - 4) - ysize / 2 + 2);
\r
933 /* Fill with monsters and treasure, low difficulty */
\r
934 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,
\r
935 y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
\r
937 #endif /* ALLOW_CAVERNS_AND_LAKES */
\r
940 /* Build a "mini" checkerboard vault
\r
942 * This is done by making a permanent wall maze and setting
\r
943 * the diagonal sqaures of the checker board to be granite.
\r
944 * The vault has two entrances on opposite sides to guarantee
\r
945 * a way to get in even if the vault abuts a side of the dungeon.
\r
947 static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
\r
950 int y1, x1, y2, x2, y, x, total;
\r
951 int m, n, num_vertices;
\r
954 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
956 /* Pick a random room size */
\r
957 dy = ysize / 2 - 1;
\r
958 dx = xsize / 2 - 1;
\r
966 /* generate the room */
\r
967 for (x = x1 - 2; x <= x2 + 2; x++)
\r
969 if (!in_bounds(y1 - 2, x)) break;
\r
971 cave[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
973 place_outer_noperm_bold(y1 - 2, x);
\r
976 for (x = x1 - 2; x <= x2 + 2; x++)
\r
978 if (!in_bounds(y2 + 2, x)) break;
\r
980 cave[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
982 place_outer_noperm_bold(y2 + 2, x);
\r
985 for (y = y1 - 2; y <= y2 + 2; y++)
\r
987 if (!in_bounds(y, x1 - 2)) break;
\r
989 cave[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);
\r
991 place_outer_noperm_bold(y, x1 - 2);
\r
994 for (y = y1 - 2; y <= y2 + 2; y++)
\r
996 if (!in_bounds(y, x2 + 2)) break;
\r
998 cave[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
\r
1000 place_outer_noperm_bold(y, x2 + 2);
\r
1003 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1005 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1007 cave_type *c_ptr = &cave[y][x];
\r
1009 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
\r
1011 /* Permanent walls */
\r
1012 place_inner_perm_grid(c_ptr);
\r
1017 /* dimensions of vertex array */
\r
1020 num_vertices = m * n;
\r
1022 /* initialize array of visited vertices */
\r
1023 C_MAKE(visited, num_vertices, int);
\r
1025 /* traverse the graph to create a spannng tree, pick a random root */
\r
1026 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
\r
1028 /* Make it look like a checker board vault */
\r
1029 for (x = x1; x <= x2; x++)
\r
1031 for (y = y1; y <= y2; y++)
\r
1033 total = x - x1 + y - y1;
\r
1034 /* If total is odd- and is a floor then make a wall */
\r
1035 if ((total % 2 == 1) && is_floor_bold(y, x))
\r
1037 place_inner_bold(y, x);
\r
1042 /* Make a couple of entrances */
\r
1045 /* left and right */
\r
1046 y = randint1(dy) + dy / 2;
\r
1047 place_inner_bold(y1 + y, x1 - 1);
\r
1048 place_inner_bold(y1 + y, x2 + 1);
\r
1052 /* top and bottom */
\r
1053 x = randint1(dx) + dx / 2;
\r
1054 place_inner_bold(y1 - 1, x1 + x);
\r
1055 place_inner_bold(y2 + 1, x1 + x);
\r
1058 /* Fill with monsters and treasure, highest difficulty */
\r
1059 fill_treasure(x1, x2, y1, y2, 10);
\r
1061 C_KILL(visited, num_vertices, int);
\r
1064 /* Build a castle */
\r
1065 /* Driver routine: clear the region and call the recursive
\r
1068 *This makes a vault that looks like a castle/ city in the dungeon.
\r
1070 static void build_castle_vault(int x0, int y0, int xsize, int ysize)
\r
1073 int y1, x1, y2, x2;
\r
1076 /* Pick a random room size */
\r
1077 dy = ysize / 2 - 1;
\r
1078 dx = xsize / 2 - 1;
\r
1085 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
1087 /* generate the room */
\r
1088 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1090 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1092 cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
\r
1093 /* Make everything a floor */
\r
1094 place_floor_bold(y, x);
\r
1098 /* Make the castle */
\r
1099 build_recursive_room(x1, y1, x2, y2, randint1(5));
\r
1101 /* Fill with monsters and treasure, low difficulty */
\r
1102 fill_treasure(x1, x2, y1, y2, randint1(3));
\r
1108 * @brief
\83^
\83C
\83v10
\82Ì
\95\94\89®
\81c
\83\89\83\93\83_
\83\80\90¶
\90¬vault / Type 10 -- Random vaults
\r
1109 * @return
\82È
\82µ
\r
1111 bool build_type10(void)
\r
1113 POSITION y0, x0, xsize, ysize, vtype;
\r
1116 /* big enough to look good, small enough to be fairly common. */
\r
1117 xsize = randint1(22) + 22;
\r
1118 ysize = randint1(11) + 11;
\r
1120 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1121 if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
\r
1123 /* Select type of vault */
\r
1124 #ifdef ALLOW_CAVERNS_AND_LAKES
\r
1127 vtype = randint1(15);
\r
1128 } while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
\r
1129 ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
\r
1130 #else /* ALLOW_CAVERNS_AND_LAKES */
\r
1133 vtype = randint1(7);
\r
1134 } while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
\r
1135 ((vtype == 1) || (vtype == 3)));
\r
1136 #endif /* ALLOW_CAVERNS_AND_LAKES */
\r
1140 /* Build an appropriate room */
\r
1141 case 1: case 9: build_bubble_vault(x0, y0, xsize, ysize); break;
\r
1142 case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break;
\r
1143 case 3: case 11: build_cave_vault(x0, y0, xsize, ysize); break;
\r
1144 case 4: case 12: build_maze_vault(x0, y0, xsize, ysize, TRUE); break;
\r
1145 case 5: case 13: build_mini_c_vault(x0, y0, xsize, ysize); break;
\r
1146 case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break;
\r
1147 case 7: case 15: build_target_vault(x0, y0, xsize, ysize); break;
\r
1148 #ifdef ALLOW_CAVERNS_AND_LAKES
\r
1149 case 8: build_elemental_vault(x0, y0, xsize, ysize); break;
\r
1150 #endif /* ALLOW_CAVERNS_AND_LAKES */
\r
1151 /* I know how to add a few more... give me some time. */
\r
1154 default: return FALSE;
\r