3 * @brief ダンジョンフロアの部屋生成処理 / make rooms. Used by generate.c when creating dungeons.
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen. \n
12 * Room building routines.\n
18 * 4 -- large room with features\n
19 * 5 -- monster nests\n
21 * 7 -- simple vaults\n
22 * 8 -- greater vaults\n
23 * 9 -- fractal caves\n
24 * 10 -- random vaults\n
25 * 11 -- circular rooms\n
27 * 13 -- trapped monster pits\n
28 * 14 -- trapped room\n
30 * 16 -- underground arcade\n
32 * Some functions are used to determine if the given monster\n
33 * is appropriate for inclusion in a monster nest or monster pit or\n
36 * None of the pits/nests are allowed to include "unique" monsters.\n
44 #include "rooms-city.h"
45 #include "rooms-fractal.h"
46 #include "rooms-normal.h"
47 #include "rooms-pitnest.h"
48 #include "rooms-special.h"
49 #include "rooms-trap.h"
50 #include "rooms-vault.h"
55 *[from SAngband (originally from OAngband)]\n
57 * Table of values that control how many times each type of room will\n
58 * appear. Each type of room has its own row, and each column\n
59 * corresponds to dungeon levels 0, 10, 20, and so on. The final\n
60 * value is the minimum depth the room can appear at. -LM-\n
62 * Level 101 and below use the values for level 100.\n
64 * Rooms with lots of monsters or loot may not be generated if the\n
65 * object or monster lists are already nearly full. Rooms will not\n
66 * appear above their minimum depth. Tiny levels will not have space\n
67 * for all the rooms you ask for.\n
69 static room_info_type room_info_normal[ROOM_T_MAX] =
72 /* 0 10 20 30 40 50 60 70 80 90 100 min limit */
74 {{999,900,800,700,600,500,400,300,200,100, 0}, 0}, /*NORMAL */
75 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 1}, /*OVERLAP */
76 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*CROSS */
77 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*INNER_F */
78 {{ 0, 1, 1, 1, 2, 3, 5, 6, 8, 10, 13}, 10}, /*NEST */
79 {{ 0, 1, 1, 2, 3, 4, 6, 8, 10, 13, 16}, 10}, /*PIT */
80 {{ 0, 1, 1, 1, 2, 2, 3, 5, 6, 8, 10}, 10}, /*LESSER_V */
81 {{ 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4}, 20}, /*GREATER_V*/
82 {{ 0,100,200,300,400,500,600,700,800,900,999}, 10}, /*FRACAVE */
83 {{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2}, 10}, /*RANDOM_V */
84 {{ 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40}, 3}, /*OVAL */
85 {{ 1, 6, 12, 18, 24, 30, 36, 42, 48, 54, 60}, 10}, /*CRYPT */
86 {{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP_PIT */
87 {{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP */
88 {{ 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2}, 40}, /*GLASS */
89 {{ 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3}, 1}, /*ARCADE */
93 /*! 部屋の生成処理順 / Build rooms in descending order of difficulty. */
94 static byte room_build_order[ROOM_T_MAX] = {
114 * @brief 1マスだけの部屋を作成し、上下左右いずれか一つに隠しドアを配置する。
115 * @param y0 配置したい中心のY座標
116 * @param x0 配置したい中心のX座標
118 * This funtion makes a very small room centred at (x0, y0)
119 * This is used in crypts, and random elemental vaults.
121 * Note - this should be used only on allocated regions
122 * within another room.
124 void build_small_room(int x0, int y0)
128 for (y = y0 - 1; y <= y0 + 1; y++)
130 place_inner_bold(y, x0 - 1);
131 place_inner_bold(y, x0 + 1);
134 for (x = x0 - 1; x <= x0 + 1; x++)
136 place_inner_bold(y0 - 1, x);
137 place_inner_bold(y0 + 1, x);
140 /* Place a secret door on one side */
143 case 0: place_secret_door(y0, x0 - 1, DOOR_DEFAULT); break;
144 case 1: place_secret_door(y0, x0 + 1, DOOR_DEFAULT); break;
145 case 2: place_secret_door(y0 - 1, x0, DOOR_DEFAULT); break;
146 case 3: place_secret_door(y0 + 1, x0, DOOR_DEFAULT); break;
149 /* Clear mimic type */
150 cave[y0][x0].mimic = 0;
152 /* Add inner open space */
153 place_floor_bold(y0, x0);
158 * 指定範囲に通路が通っていることを確認した上で床で埋める
159 * This function tunnels around a room if it will cut off part of a cave system.
166 static void check_room_boundary(int x1, int y1, int x2, int y2)
169 bool old_is_floor, new_is_floor;
175 old_is_floor = get_is_floor(x1 - 1, y1);
178 * Count the number of floor-wall boundaries around the room
179 * Note: diagonal squares are ignored since the player can move diagonally
180 * to bypass these if needed.
183 /* Above the top boundary */
184 for (x = x1; x <= x2; x++)
186 new_is_floor = get_is_floor(x, y1 - 1);
188 /* Increment counter if they are different */
189 if (new_is_floor != old_is_floor) count++;
191 old_is_floor = new_is_floor;
195 for (y = y1; y <= y2; y++)
197 new_is_floor = get_is_floor(x2 + 1, y);
199 /* increment counter if they are different */
200 if (new_is_floor != old_is_floor) count++;
202 old_is_floor = new_is_floor;
205 /* Bottom boundary */
206 for (x = x2; x >= x1; x--)
208 new_is_floor = get_is_floor(x, y2 + 1);
210 /* increment counter if they are different */
211 if (new_is_floor != old_is_floor) count++;
213 old_is_floor = new_is_floor;
217 for (y = y2; y >= y1; y--)
219 new_is_floor = get_is_floor(x1 - 1, y);
221 /* increment counter if they are different */
222 if (new_is_floor != old_is_floor) count++;
224 old_is_floor = new_is_floor;
227 /* If all the same, or only one connection exit. */
228 if (count <= 2) return;
231 /* Tunnel around the room so to prevent problems with caves */
232 for (y = y1; y <= y2; y++)
234 for (x = x1; x <= x2; x++)
244 * find_space()の予備処理として部屋の生成が可能かを判定する /
245 * Helper function for find_space(). Is this a good location?
246 * @param blocks_high 範囲の高さ
247 * @param blocks_wide 範囲の幅
248 * @param block_y 範囲の上端
249 * @param block_x 範囲の左端
252 static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int block_x)
254 int by1, bx1, by2, bx2, by, bx;
256 /* Itty-bitty rooms must shift about within their rectangle */
259 if ((blocks_wide == 2) && (block_x % 3) == 2)
263 /* Rooms with width divisible by 3 must be fitted to a rectangle. */
264 else if ((blocks_wide % 3) == 0)
266 /* Must be aligned to the left edge of a 11x33 rectangle. */
267 if ((block_x % 3) != 0)
272 * Big rooms that do not have a width divisible by 3 must be
273 * aligned towards the edge of the dungeon closest to them.
277 /* Shift towards left edge of dungeon. */
278 if (block_x + (blocks_wide / 2) <= dun->col_rooms / 2)
280 if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
282 if ((block_x % 3) == 1)
286 /* Shift toward right edge of dungeon. */
289 if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
291 if ((block_x % 3) == 1)
299 by2 = block_y + blocks_high;
300 bx2 = block_x + blocks_wide;
302 /* Never run off the screen */
303 if ((by1 < 0) || (by2 > dun->row_rooms)) return FALSE;
304 if ((bx1 < 0) || (bx2 > dun->col_rooms)) return FALSE;
306 /* Verify available space */
307 for (by = by1; by < by2; by++)
309 for (bx = bx1; bx < bx2; bx++)
311 if (dun->room_map[by][bx])
318 /* This location is okay */
324 * @brief 部屋生成が可能なスペースを確保する / Find a good spot for the next room. -LM-
325 * @param y 部屋の生成が可能な中心Y座標を返す参照ポインタ
326 * @param x 部屋の生成が可能な中心X座標を返す参照ポインタ
327 * @param height 確保したい領域の高さ
328 * @param width 確保したい領域の幅
329 * @return 所定の範囲が確保できた場合TRUEを返す
331 * Find and allocate a free space in the dungeon large enough to hold\n
332 * the room calling this function.\n
334 * We allocate space in 11x11 blocks, but want to make sure that rooms\n
335 * align neatly on the standard screen. Therefore, we make them use\n
336 * blocks in few 11x33 rectangles as possible.\n
338 * Be careful to include the edges of the room in height and width!\n
340 * Return TRUE and values for the center of the room if all went well.\n
341 * Otherwise, return FALSE.\n
343 bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width)
345 int candidates, pick;
346 int by, bx, by1, bx1, by2, bx2;
347 int block_y = 0, block_x = 0;
350 /* Find out how many blocks we need. */
351 int blocks_high = 1 + ((height - 1) / BLOCK_HGT);
352 int blocks_wide = 1 + ((width - 1) / BLOCK_WID);
354 /* There are no way to allocate such huge space */
355 if (dun->row_rooms < blocks_high) return FALSE;
356 if (dun->col_rooms < blocks_wide) return FALSE;
361 /* Count the number of valid places */
362 for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
364 for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
366 if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
368 /* Find a valid place */
381 if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
383 /* Choose a random one */
384 pick = randint1(candidates);
387 /* NO_CAVE dungeon (Castle) */
390 /* Always choose the center one */
391 pick = candidates/2 + 1;
394 /* Pick up the choosen location */
395 for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
397 for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
399 if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
403 /* This one is picked? */
414 by2 = block_y + blocks_high;
415 bx2 = block_x + blocks_wide;
418 * It is *extremely* important that the following calculation
419 * be *exactly* correct to prevent memory errors
422 /* Acquire the location of the room */
423 (*y) = ((by1 + by2) * BLOCK_HGT) / 2;
424 (*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
426 /* Save the room location */
427 if (dun->cent_n < CENT_MAX)
429 dun->cent[dun->cent_n].y = (byte_hack)*y;
430 dun->cent[dun->cent_n].x = (byte_hack)*x;
434 /* Reserve some blocks. */
435 for (by = by1; by < by2; by++)
437 for (bx = bx1; bx < bx2; bx++)
439 dun->room_map[by][bx] = TRUE;
445 * Hack- See if room will cut off a cavern.
447 * If so, fix by tunneling outside the room in such a
448 * way as to connect the caves.
450 check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
461 * Structure to hold all "fill" data
464 typedef struct fill_data_type fill_data_type;
466 struct fill_data_type
479 /* features to fill with */
488 /* number of filled squares */
492 static fill_data_type fill_data;
495 /* Store routine for the fractal cave generator */
496 /* this routine probably should be an inline function or a macro. */
497 static void store_height(int x, int y, int val)
499 /* if on boundary set val > cutoff so walls are not as square */
500 if (((x == fill_data.xmin) || (y == fill_data.ymin) ||
501 (x == fill_data.xmax) || (y == fill_data.ymax)) &&
502 (val <= fill_data.c1)) val = fill_data.c1 + 1;
504 /* store the value in height-map format */
505 cave[y][x].feat = (s16b)val;
512 * Explanation of the plasma fractal algorithm:
514 * A grid of points is created with the properties of a 'height-map'
515 * This is done by making the corners of the grid have a random value.
516 * The grid is then subdivided into one with twice the resolution.
517 * The new points midway between two 'known' points can be calculated
518 * by taking the average value of the 'known' ones and randomly adding
519 * or subtracting an amount proportional to the distance between those
520 * points. The final 'middle' points of the grid are then calculated
521 * by averaging all four of the originally 'known' corner points. An
522 * random amount is added or subtracted from this to get a value of the
523 * height at that point. The scaling factor here is adjusted to the
524 * slightly larger distance diagonally as compared to orthogonally.
526 * This is then repeated recursively to fill an entire 'height-map'
527 * A rectangular map is done the same way, except there are different
528 * scaling factors along the x and y directions.
530 * A hack to change the amount of correlation between points is done using
531 * the grd variable. If the current step size is greater than grd then
532 * the point will be random, otherwise it will be calculated by the
533 * above algorithm. This makes a maximum distance at which two points on
534 * the height map can affect each other.
536 * How fractal caves are made:
538 * When the map is complete, a cut-off value is used to create a cave.
539 * Heights below this value are "floor", and heights above are "wall".
540 * This also can be used to create lakes, by adding more height levels
541 * representing shallow and deep water/ lava etc.
543 * The grd variable affects the width of passages.
544 * The roug variable affects the roughness of those passages
546 * The tricky part is making sure the created cave is connected. This
547 * is done by 'filling' from the inside and only keeping the 'filled'
548 * floor. Walls bounding the 'filled' floor are also kept. Everything
549 * else is converted to the normal _extra_.
554 * Note that this uses the cave.feat array in a very hackish way
555 * the values are first set to zero, and then each array location
556 * is used as a "heightmap"
557 * The heightmap then needs to be converted back into the "feat" format.
559 * grd=level at which fractal turns on. smaller gives more mazelike caves
560 * roug=roughness level. 16=normal. higher values make things more convoluted
561 * small values are good for smooth walls.
562 * size=length of the side of the square cave system.
564 void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug, int cutoff)
566 int xhsize, yhsize, xsize, ysize, maxsize;
569 * fixed point variables- these are stored as 256 x normal value
570 * this gives 8 binary places of fractional part + 8 places of normal part
573 u16b xstep, xhstep, ystep, yhstep;
574 u16b xstep2, xhstep2, ystep2, yhstep2;
575 u16b i, j, ii, jj, diagsize, xxsize, yysize;
577 /* Cache for speed */
580 /* redefine size so can change the value if out of range */
584 /* Paranoia about size of the system of caves */
585 if (xsize > 254) xsize = 254;
586 if (xsize < 4) xsize = 4;
587 if (ysize > 254) ysize = 254;
588 if (ysize < 4) ysize = 4;
590 /* get offsets to middle of array */
594 /* fix rounding problem */
598 /* get limits of region */
599 fill_data.xmin = x0 - xhsize;
600 fill_data.ymin = y0 - yhsize;
601 fill_data.xmax = x0 + xhsize;
602 fill_data.ymax = y0 + yhsize;
604 /* Store cutoff in global for quick access */
605 fill_data.c1 = cutoff;
608 * Scale factor for middle points:
609 * About sqrt(2) * 256 - correct for a square lattice
610 * approximately correct for everything else.
614 /* maximum of xsize and ysize */
615 maxsize = (xsize > ysize) ? xsize : ysize;
617 /* Clear the section */
618 for (i = 0; i <= xsize; i++)
620 for (j = 0; j <= ysize; j++)
622 /* -1 is a flag for "not done yet" */
623 cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
624 /* Clear icky flag because may be redoing the cave */
625 cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
629 /* Boundaries are walls */
630 cave[fill_data.ymin][fill_data.xmin].feat = (s16b)maxsize;
631 cave[fill_data.ymax][fill_data.xmin].feat = (s16b)maxsize;
632 cave[fill_data.ymin][fill_data.xmax].feat = (s16b)maxsize;
633 cave[fill_data.ymax][fill_data.xmax].feat = (s16b)maxsize;
635 /* Set the middle square to be an open area. */
636 cave[y0][x0].feat = 0;
638 /* Initialize the step sizes */
639 xstep = xhstep = xsize * 256;
640 ystep = yhstep = ysize * 256;
641 xxsize = xsize * 256;
642 yysize = ysize * 256;
645 * Fill in the rectangle with fractal height data -
646 * like the 'plasma fractal' in fractint.
648 while ((xhstep > 256) || (yhstep > 256))
650 /* Halve the step sizes */
656 /* cache well used values */
657 xstep2 = xstep / 256;
658 ystep2 = ystep / 256;
660 xhstep2 = xhstep / 256;
661 yhstep2 = yhstep / 256;
663 /* middle top to bottom. */
664 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
666 for (j = 0; j <= yysize; j += ystep)
668 /* cache often used values */
669 ii = i / 256 + fill_data.xmin;
670 jj = j / 256 + fill_data.ymin;
673 if (cave[jj][ii].feat == -1)
677 /* If greater than 'grid' level then is random */
678 store_height(ii, jj, randint1(maxsize));
682 /* Average of left and right points +random bit */
684 (cave[jj][fill_data.xmin + (i - xhstep) / 256].feat
685 + cave[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2
686 + (randint1(xstep2) - xhstep2) * roug / 16);
693 /* middle left to right. */
694 for (j = yhstep; j <= yysize - yhstep; j += ystep)
696 for (i = 0; i <= xxsize; i += xstep)
698 /* cache often used values */
699 ii = i / 256 + fill_data.xmin;
700 jj = j / 256 + fill_data.ymin;
703 if (cave[jj][ii].feat == -1)
707 /* If greater than 'grid' level then is random */
708 store_height(ii, jj, randint1(maxsize));
712 /* Average of up and down points +random bit */
714 (cave[fill_data.ymin + (j - yhstep) / 256][ii].feat
715 + cave[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2
716 + (randint1(ystep2) - yhstep2) * roug / 16);
723 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
725 for (j = yhstep; j <= yysize - yhstep; j += ystep)
727 /* cache often used values */
728 ii = i / 256 + fill_data.xmin;
729 jj = j / 256 + fill_data.ymin;
732 if (cave[jj][ii].feat == -1)
736 /* If greater than 'grid' level then is random */
737 store_height(ii, jj, randint1(maxsize));
741 /* Cache reused values. */
742 xm = fill_data.xmin + (i - xhstep) / 256;
743 xp = fill_data.xmin + (i + xhstep) / 256;
744 ym = fill_data.ymin + (j - yhstep) / 256;
745 yp = fill_data.ymin + (j + yhstep) / 256;
748 * Average over all four corners + scale by diagsize to
749 * reduce the effect of the square grid on the shape of the fractal
752 (cave[ym][xm].feat + cave[yp][xm].feat
753 + cave[ym][xp].feat + cave[yp][xp].feat) / 4
754 + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
763 static bool hack_isnt_wall(int y, int x, int c1, int c2, int c3, int feat1, int feat2, int feat3, int info1, int info2, int info3)
766 * function used to convert from height-map back to the
767 * normal angband cave format
769 if (cave[y][x].info & CAVE_ICKY)
776 /* Show that have looked at this square */
777 cave[y][x].info|= (CAVE_ICKY);
779 /* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */
780 if (cave[y][x].feat <= c1)
782 /* 25% of the time use the other tile : it looks better this way */
783 if (randint1(100) < 75)
785 cave[y][x].feat = (s16b)feat1;
786 cave[y][x].info &= ~(CAVE_MASK);
787 cave[y][x].info |= info1;
792 cave[y][x].feat = (s16b)feat2;
793 cave[y][x].info &= ~(CAVE_MASK);
794 cave[y][x].info |= info2;
798 else if (cave[y][x].feat <= c2)
800 /* 25% of the time use the other tile : it looks better this way */
801 if (randint1(100) < 75)
803 cave[y][x].feat = (s16b)feat2;
804 cave[y][x].info &= ~(CAVE_MASK);
805 cave[y][x].info |= info2;
810 cave[y][x].feat = (s16b)feat1;
811 cave[y][x].info &= ~(CAVE_MASK);
812 cave[y][x].info |= info1;
816 else if (cave[y][x].feat <= c3)
818 cave[y][x].feat = (s16b)feat3;
819 cave[y][x].info &= ~(CAVE_MASK);
820 cave[y][x].info |= info3;
823 /* if greater than cutoff then is a wall */
826 place_outer_bold(y, x);
836 * Quick and nasty fill routine used to find the connected region
837 * of floor in the middle of the cave
839 static void cave_fill(POSITION y, POSITION x)
850 /* Enqueue that entry */
855 /* Now process the queue */
856 while (flow_head != flow_tail)
858 /* Extract the next entry */
859 ty = temp_y[flow_head];
860 tx = temp_x[flow_head];
862 /* Forget that entry */
863 if (++flow_head == TEMP_MAX) flow_head = 0;
865 /* Add the "children" */
866 for (d = 0; d < 8; d++)
868 int old_head = flow_tail;
874 /* Paranoia Don't leave the cave */
875 if (!in_bounds(j, i))
877 /* affect boundary */
878 cave[j][i].info |= CAVE_ICKY;
882 /* If within bounds */
883 else if ((i > fill_data.xmin) && (i < fill_data.xmax)
884 && (j > fill_data.ymin) && (j < fill_data.ymax))
886 /* If not a wall or floor done before */
887 if (hack_isnt_wall(j, i,
888 fill_data.c1, fill_data.c2, fill_data.c3,
889 fill_data.feat1, fill_data.feat2, fill_data.feat3,
890 fill_data.info1, fill_data.info2, fill_data.info3))
892 /* Enqueue that entry */
893 temp_y[flow_tail] = (byte_hack)j;
894 temp_x[flow_tail] = (byte_hack)i;
896 /* Advance the queue */
897 if (++flow_tail == TEMP_MAX) flow_tail = 0;
899 /* Hack -- Overflow by forgetting new entry */
900 if (flow_tail == flow_head)
902 flow_tail = old_head;
906 /* keep tally of size of cave system */
907 (fill_data.amount)++;
913 /* affect boundary */
914 cave[j][i].info |= CAVE_ICKY;
921 bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, bool light, bool room)
923 int x, y, i, xhsize, yhsize;
925 /* offsets to middle from corner */
931 * select region connected to center of cave system
932 * this gets rid of alot of isolated one-sqaures that
933 * can make teleport traps instadeaths...
937 fill_data.c1 = cutoff;
941 /* features to fill with */
942 fill_data.feat1 = floor_type[randint0(100)];
943 fill_data.feat2 = floor_type[randint0(100)];
944 fill_data.feat3 = floor_type[randint0(100)];
946 fill_data.info1 = CAVE_FLOOR;
947 fill_data.info2 = CAVE_FLOOR;
948 fill_data.info3 = CAVE_FLOOR;
950 /* number of filled squares */
951 fill_data.amount = 0;
953 cave_fill((byte)y0, (byte)x0);
955 /* if tally too small, try again */
956 if (fill_data.amount < 10)
958 /* too small - clear area and try again later */
959 for (x = 0; x <= xsize; ++x)
961 for (y = 0; y <= ysize; ++y)
963 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
964 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
971 * Do boundarys-check to see if they are next to a filled region
972 * If not then they are set to normal granite
973 * If so then they are marked as room walls.
975 for (i = 0; i <= xsize; ++i)
978 if ((cave[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
980 /* Next to a 'filled' region? - set to be room walls */
981 place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
982 if (light) cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
983 cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
984 place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
988 /* set to be normal granite */
989 place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
992 /* bottom boundary */
993 if ((cave[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
995 /* Next to a 'filled' region? - set to be room walls */
996 place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
997 if (light) cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW);
998 cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_ROOM);
999 place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
1003 /* set to be normal granite */
1004 place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
1007 /* clear the icky flag-don't need it any more */
1008 cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1009 cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1012 /* Do the left and right boundaries minus the corners (done above) */
1013 for (i = 1; i < ysize; ++i)
1016 if ((cave[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
1019 place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
1020 if (light) cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
1021 cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
1022 place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
1027 place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
1029 /* right boundary */
1030 if ((cave[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
1033 place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
1034 if (light) cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
1035 cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
1036 place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
1041 place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
1044 /* clear icky flag -done with it */
1045 cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
1046 cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
1050 /* Do the rest: convert back to the normal format */
1051 for (x = 1; x < xsize; ++x)
1053 for (y = 1; y < ysize; ++y)
1055 if (is_floor_bold(y0 + y - yhsize, x0 + x - xhsize) &&
1056 (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
1058 /* Clear the icky flag in the filled region */
1059 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
1061 /* Set appropriate flags */
1062 if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
1063 if (room) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
1065 else if (is_outer_bold(y0 + y - yhsize, x0 + x - xhsize) &&
1066 (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
1069 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
1070 if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
1073 cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
1078 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
1079 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
1084 /* Clear the unconnected regions */
1085 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
1086 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
1092 * XXX XXX XXX There is a slight problem when tunnels pierce the caves:
1093 * Extra doors appear inside the system. (Its not very noticeable though.)
1094 * This can be removed by "filling" from the outside in. This allows a separation
1095 * from _outer_ with _inner_. (Internal walls are _outer_ instead.)
1096 * The extra effort for what seems to be only a minor thing (even non-existant if you
1097 * think of the caves not as normal rooms, but as holes in the dungeon), doesn't seem
1105 #ifdef ALLOW_CAVERNS_AND_LAKES
1107 * Builds a cave system in the center of the dungeon.
1109 void build_cavern(void)
1111 int grd, roug, cutoff, xsize, ysize, x0, y0;
1114 light = done = FALSE;
1115 if ((dun_level <= randint1(50)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
1117 /* Make a cave the size of the dungeon */
1118 xsize = cur_wid - 1;
1119 ysize = cur_hgt - 1;
1123 /* Paranoia: make size even */
1129 /* testing values for these parameters: feel free to adjust */
1130 grd = randint1(4) + 4;
1132 /* want average of about 16 */
1133 roug = randint1(8) * randint1(4);
1139 generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
1141 /* Convert to normal format+ clean up */
1142 done = generate_fracave(y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
1146 bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2, int c3, int type)
1148 int x, y, i, xhsize, yhsize;
1149 int feat1, feat2, feat3;
1151 /* offsets to middle from corner */
1155 /* Get features based on type */
1158 case LAKE_T_LAVA: /* Lava */
1159 feat1 = feat_deep_lava;
1160 feat2 = feat_shallow_lava;
1161 feat3 = floor_type[randint0(100)];
1163 case LAKE_T_WATER: /* Water */
1164 feat1 = feat_deep_water;
1165 feat2 = feat_shallow_water;
1166 feat3 = floor_type[randint0(100)];
1168 case LAKE_T_CAVE: /* Collapsed cave */
1169 feat1 = floor_type[randint0(100)];
1170 feat2 = floor_type[randint0(100)];
1171 feat3 = feat_rubble;
1173 case LAKE_T_EARTH_VAULT: /* Earth vault */
1174 feat1 = feat_rubble;
1175 feat2 = floor_type[randint0(100)];
1176 feat3 = feat_rubble;
1178 case LAKE_T_AIR_VAULT: /* Air vault */
1183 case LAKE_T_WATER_VAULT: /* Water vault */
1184 feat1 = feat_shallow_water;
1185 feat2 = feat_deep_water;
1186 feat3 = feat_shallow_water;
1188 case LAKE_T_FIRE_VAULT: /* Fire Vault */
1189 feat1 = feat_shallow_lava;
1190 feat2 = feat_deep_lava;
1191 feat3 = feat_shallow_lava;
1195 default: return FALSE;
1199 * select region connected to center of cave system
1200 * this gets rid of alot of isolated one-sqaures that
1201 * can make teleport traps instadeaths...
1209 /* features to fill with */
1210 fill_data.feat1 = feat1;
1211 fill_data.feat2 = feat2;
1212 fill_data.feat3 = feat3;
1214 fill_data.info1 = 0;
1215 fill_data.info2 = 0;
1216 fill_data.info3 = 0;
1218 /* number of filled squares */
1219 fill_data.amount = 0;
1221 /* select region connected to center of cave system
1222 * this gets rid of alot of isolated one-sqaures that
1223 * can make teleport traps instadeaths... */
1224 cave_fill((byte)y0, (byte)x0);
1226 /* if tally too small, try again */
1227 if (fill_data.amount < 10)
1229 /* too small -clear area and try again later */
1230 for (x = 0; x <= xsize; ++x)
1232 for (y = 0; y <= ysize; ++y)
1234 place_floor_bold(y0 + y - yhsize, x0 + x - xhsize);
1235 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
1241 /* Do boundarys- set to normal granite */
1242 for (i = 0; i <= xsize; ++i)
1244 place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
1245 place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
1247 /* clear the icky flag-don't need it any more */
1248 cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1249 cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1252 /* Do the left and right boundaries minus the corners (done above) */
1254 for (i = 1; i < ysize; ++i)
1256 place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
1257 place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
1259 /* clear icky flag -done with it */
1260 cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
1261 cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
1265 /* Do the rest: convert back to the normal format */
1266 for (x = 1; x < xsize; ++x)
1268 for (y = 1; y < ysize; ++y)
1270 /* Fill unconnected regions with granite */
1271 if ((!(cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
1272 is_outer_bold(y0 + y - yhsize, x0 + x - xhsize))
1273 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
1275 /* turn off icky flag (no longer needed.) */
1276 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
1279 if (cave_have_flag_bold(y0 + y - yhsize, x0 + x - xhsize, FF_LAVA))
1281 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
1291 * makes a lake/collapsed cave system in the center of the dungeon
1293 void build_lake(int type)
1295 int grd, roug, xsize, ysize, x0, y0;
1299 /* paranoia - exit if lake type out of range. */
1300 if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT))
1302 msg_format("Invalid lake type (%d)", type);
1306 /* Make the size of the dungeon */
1307 xsize = cur_wid - 1;
1308 ysize = cur_hgt - 1;
1312 /* Paranoia: make size even */
1318 /* testing values for these parameters: feel free to adjust */
1319 grd = randint1(3) + 4;
1321 /* want average of about 16 */
1322 roug = randint1(8) * randint1(4);
1324 /* Make up size of various componants */
1328 /* Deep water/lava */
1329 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
1331 /* Shallow boundary */
1335 generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3);
1337 /* Convert to normal format+ clean up */
1338 done = generate_lake(y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type);
1341 #endif /* ALLOW_CAVERNS_AND_LAKES */
1346 * Routine that fills the empty areas of a room with treasure and monsters.
1348 void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
1350 int x, y, cx, cy, size;
1353 /* center of room:*/
1357 /* Rough measure of size of vault= sum of lengths of sides */
1358 size = abs(x2 - x1) + abs(y2 - y1);
1360 for (x = x1; x <= x2; x++)
1362 for (y = y1; y <= y2; y++)
1364 /* Thing added based on distance to center of vault
1365 * Difficulty is 1-easy to 10-hard */
1366 value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty;
1368 /* hack- empty square part of the time */
1369 if ((randint1(100) - difficulty * 3) > 50) value = 20;
1371 /* if floor, shallow water and lava */
1372 if (is_floor_bold(y, x) ||
1373 (cave_have_flag_bold(y, x, FF_PLACE) && cave_have_flag_bold(y, x, FF_DROP)))
1375 /* The smaller 'value' is, the better the stuff */
1378 /* Meanest monster + treasure */
1379 monster_level = base_level + 40;
1380 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1381 monster_level = base_level;
1382 object_level = base_level + 20;
1383 place_object(y, x, AM_GOOD);
1384 object_level = base_level;
1388 /* Mean monster +treasure */
1389 monster_level = base_level + 20;
1390 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1391 monster_level = base_level;
1392 object_level = base_level + 10;
1393 place_object(y, x, AM_GOOD);
1394 object_level = base_level;
1396 else if (value < 10)
1399 monster_level = base_level + 9;
1400 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1401 monster_level = base_level;
1403 else if (value < 17)
1405 /* Intentional Blank space */
1408 * (Want some of the vault to be empty
1409 * so have room for group monsters.
1410 * This is used in the hack above to lower
1411 * the density of stuff in the vault.)
1414 else if (value < 23)
1416 /* Object or trap */
1417 if (randint0(100) < 25)
1419 place_object(y, x, 0L);
1426 else if (value < 30)
1428 /* Monster and trap */
1429 monster_level = base_level + 5;
1430 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1431 monster_level = base_level;
1434 else if (value < 40)
1436 /* Monster or object */
1437 if (randint0(100) < 50)
1439 monster_level = base_level + 3;
1440 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1441 monster_level = base_level;
1443 if (randint0(100) < 50)
1445 object_level = base_level + 7;
1446 place_object(y, x, 0L);
1447 object_level = base_level;
1450 else if (value < 50)
1459 /* 20% monster, 40% trap, 20% object, 20% blank space */
1460 if (randint0(100) < 20)
1462 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1464 else if (randint0(100) < 50)
1468 else if (randint0(100) < 50)
1470 place_object(y, x, 0L);
1482 * Overlay a rectangular room given its bounds
1483 * This routine is used by build_room_vault
1484 * The area inside the walls is not touched:
1485 * only granite is removed- normal walls stay
1487 void build_room(int x1, int x2, int y1, int y2)
1489 int x, y, i, xsize, ysize, temp;
1491 /* Check if rectangle has no width */
1492 if ((x1 == x2) || (y1 == y2)) return;
1497 /* Swap boundaries if in wrong order */
1505 /* Swap boundaries if in wrong order */
1511 /* get total widths */
1516 /* Top and bottom boundaries */
1517 for (i = 0; i <= xsize; i++)
1519 place_outer_noperm_bold(y1, x1 + i);
1520 cave[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
1521 place_outer_noperm_bold(y2, x1 + i);
1522 cave[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
1525 /* Left and right boundaries */
1526 for (i = 1; i < ysize; i++)
1528 place_outer_noperm_bold(y1 + i, x1);
1529 cave[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY);
1530 place_outer_noperm_bold(y1 + i, x2);
1531 cave[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY);
1535 for (x = 1; x < xsize; x++)
1537 for (y = 1; y < ysize; y++)
1539 if (is_extra_bold(y1+y, x1+x))
1541 /* clear the untouched region */
1542 place_floor_bold(y1 + y, x1 + x);
1543 cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
1547 /* make it a room- but don't touch */
1548 cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
1557 * maze vault -- rectangular labyrinthine rooms
1559 * maze vault uses two routines:
1560 * r_visit - a recursive routine that builds the labyrinth
1561 * build_maze_vault - a driver routine that calls r_visit and adds
1562 * monsters, traps and treasure
1564 * The labyrinth is built by creating a spanning tree of a graph.
1565 * The graph vertices are at
1566 * (x, y) = (2j + x1, 2k + y1) j = 0,...,m-1 k = 0,...,n-1
1567 * and the edges are the vertical and horizontal nearest neighbors.
1569 * The spanning tree is created by performing a suitably randomized
1570 * depth-first traversal of the graph. The only adjustable parameter
1571 * is the randint0(3) below; it governs the relative density of
1572 * twists and turns in the labyrinth: smaller number, more twists.
1574 void r_visit(int y1, int x1, int y2, int x2, int node, int dir, int *visited)
1576 int i, j, m, n, temp, x, y, adj[4];
1578 /* dimensions of vertex array */
1579 m = (x2 - x1) / 2 + 1;
1580 n = (y2 - y1) / 2 + 1;
1582 /* mark node visited and set it to a floor */
1584 x = 2 * (node % m) + x1;
1585 y = 2 * (node / m) + y1;
1586 place_floor_bold(y, x);
1588 /* setup order of adjacent node visits */
1591 /* pick a random ordering */
1592 for (i = 0; i < 4; i++)
1594 for (i = 0; i < 4; i++)
1605 /* pick a random ordering with dir first */
1607 for (i = 1; i < 4; i++)
1609 for (i = 1; i < 4; i++)
1611 j = 1 + randint0(3);
1618 for (i = 0; i < 4; i++)
1623 /* (0,+) - check for bottom boundary */
1624 if ((node / m < n - 1) && (visited[node + m] == 0))
1626 place_floor_bold(y + 1, x);
1627 r_visit(y1, x1, y2, x2, node + m, dir, visited);
1631 /* (0,-) - check for top boundary */
1632 if ((node / m > 0) && (visited[node - m] == 0))
1634 place_floor_bold(y - 1, x);
1635 r_visit(y1, x1, y2, x2, node - m, dir, visited);
1639 /* (+,0) - check for right boundary */
1640 if ((node % m < m - 1) && (visited[node + 1] == 0))
1642 place_floor_bold(y, x + 1);
1643 r_visit(y1, x1, y2, x2, node + 1, dir, visited);
1647 /* (-,0) - check for left boundary */
1648 if ((node % m > 0) && (visited[node - 1] == 0))
1650 place_floor_bold(y, x - 1);
1651 r_visit(y1, x1, y2, x2, node - 1, dir, visited);
1658 void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
1662 int m, n, num_vertices, *visited;
1666 msg_print_wizard(CHEAT_DUNGEON, _("迷路ランダムVaultを生成しました。", "Maze Vault."));
1668 /* Choose lite or dark */
1669 light = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
1671 /* Pick a random room size - randomized by calling routine */
1680 /* generate the room */
1681 for (y = y1 - 1; y <= y2 + 1; y++)
1683 for (x = x1 - 1; x <= x2 + 1; x++)
1685 c_ptr = &cave[y][x];
1686 c_ptr->info |= CAVE_ROOM;
1687 if (is_vault) c_ptr->info |= CAVE_ICKY;
1688 if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1))
1690 place_outer_grid(c_ptr);
1694 place_extra_grid(c_ptr);
1698 place_inner_grid(c_ptr);
1700 if (light) c_ptr->info |= (CAVE_GLOW);
1704 /* dimensions of vertex array */
1707 num_vertices = m * n;
1709 /* initialize array of visited vertices */
1710 C_MAKE(visited, num_vertices, int);
1712 /* traverse the graph to create a spaning tree, pick a random root */
1713 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
1715 /* Fill with monsters and treasure, low difficulty */
1716 if (is_vault) fill_treasure(x1, x2, y1, y2, randint1(5));
1718 C_KILL(visited, num_vertices, int);
1722 /* Build a town/ castle by using a recursive algorithm.
1723 * Basically divide each region in a probalistic way to create
1724 * smaller regions. When the regions get too small stop.
1726 * The power variable is a measure of how well defended a region is.
1727 * This alters the possible choices.
1729 void build_recursive_room(int x1, int y1, int x2, int y2, int power)
1735 /* Temp variables */
1741 if ((power < 3) && (xsize > 12) && (ysize > 12))
1743 /* Need outside wall +keep */
1750 /* Make rooms + subdivide */
1751 if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8))
1757 choice = randint1(2) + 1;
1762 /* Mostly subdivide */
1763 choice = randint1(3) + 1;
1767 /* Based on the choice made above, do something */
1775 /* top and bottom */
1776 for (x = x1; x <= x2; x++)
1778 place_outer_bold(y1, x);
1779 place_outer_bold(y2, x);
1782 /* left and right */
1783 for (y = y1 + 1; y < y2; y++)
1785 place_outer_bold(y, x1);
1786 place_outer_bold(y, x2);
1789 /* Make a couple of entrances */
1792 /* left and right */
1793 y = randint1(ysize) + y1;
1794 place_floor_bold(y, x1);
1795 place_floor_bold(y, x2);
1799 /* top and bottom */
1800 x = randint1(xsize) + x1;
1801 place_floor_bold(y1, x);
1802 place_floor_bold(y2, x);
1805 /* Select size of keep */
1806 t1 = randint1(ysize / 3) + y1;
1807 t2 = y2 - randint1(ysize / 3);
1808 t3 = randint1(xsize / 3) + x1;
1809 t4 = x2 - randint1(xsize / 3);
1811 /* Do outside areas */
1813 /* Above and below keep */
1814 build_recursive_room(x1 + 1, y1 + 1, x2 - 1, t1, power + 1);
1815 build_recursive_room(x1 + 1, t2, x2 - 1, y2, power + 1);
1817 /* Left and right of keep */
1818 build_recursive_room(x1 + 1, t1 + 1, t3, t2 - 1, power + 3);
1819 build_recursive_room(t4, t1 + 1, x2 - 1, t2 - 1, power + 3);
1821 /* Make the keep itself: */
1834 /* Try to build a room */
1835 if ((xsize < 3) || (ysize < 3))
1837 for (y = y1; y < y2; y++)
1839 for (x = x1; x < x2; x++)
1841 place_inner_bold(y, x);
1849 /* Make outside walls */
1850 /* top and bottom */
1851 for (x = x1 + 1; x <= x2 - 1; x++)
1853 place_inner_bold(y1 + 1, x);
1854 place_inner_bold(y2 - 1, x);
1857 /* left and right */
1858 for (y = y1 + 1; y <= y2 - 1; y++)
1860 place_inner_bold(y, x1 + 1);
1861 place_inner_bold(y, x2 - 1);
1865 y = randint1(ysize - 3) + y1 + 1;
1870 place_floor_bold(y, x1 + 1);
1875 place_floor_bold(y, x2 - 1);
1878 /* Build the room */
1879 build_recursive_room(x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
1884 /* Try and divide vertically */
1888 for (y = y1; y < y2; y++)
1890 for (x = x1; x < x2; x++)
1892 place_inner_bold(y, x);
1898 t1 = randint1(xsize - 2) + x1 + 1;
1899 build_recursive_room(x1, y1, t1, y2, power - 2);
1900 build_recursive_room(t1 + 1, y1, x2, y2, power - 2);
1905 /* Try and divide horizontally */
1909 for (y = y1; y < y2; y++)
1911 for (x = x1; x < x2; x++)
1913 place_inner_bold(y, x);
1919 t1 = randint1(ysize - 2) + y1 + 1;
1920 build_recursive_room(x1, y1, x2, t1, power - 2);
1921 build_recursive_room(x1, t1 + 1, x2, y2, power - 2);
1929 * Add outer wall to a floored region
1930 * Note: no range checking is done so must be inside dungeon
1931 * This routine also stomps on doors
1933 void add_outer_wall(int x, int y, int light, int x1, int y1, int x2, int y2)
1936 feature_type *f_ptr;
1939 if (!in_bounds(y, x)) return;
1941 c_ptr = &cave[y][x];
1943 /* hack- check to see if square has been visited before
1944 * if so, then exit (use room flag to do this) */
1945 if (c_ptr->info & CAVE_ROOM) return;
1948 c_ptr->info |= CAVE_ROOM;
1950 f_ptr = &f_info[c_ptr->feat];
1952 if (is_floor_bold(y, x))
1954 for (i = -1; i <= 1; i++)
1956 for (j = -1; j <= 1; j++)
1958 if ((x + i >= x1) && (x + i <= x2) &&
1959 (y + j >= y1) && (y + j <= y2))
1961 add_outer_wall(x + i, y + j, light, x1, y1, x2, y2);
1962 if (light) c_ptr->info |= CAVE_GLOW;
1967 else if (is_extra_bold(y, x))
1969 /* Set bounding walls */
1970 place_outer_bold(y, x);
1971 if (light) c_ptr->info |= CAVE_GLOW;
1973 else if (permanent_wall(f_ptr))
1975 /* Set bounding walls */
1976 if (light) c_ptr->info |= CAVE_GLOW;
1982 * Hacked distance formula - gives the 'wrong' answer.
1983 * Used to build crypts
1985 int dist2(int x1, int y1, int x2, int y2, int h1, int h2, int h3, int h4)
1991 /* Basically this works by taking the normal pythagorean formula
1992 * and using an expansion to express this in a way without the
1993 * square root. This approximate formula is then perturbed to give
1994 * the distorted results. (I found this by making a mistake when I was
1995 * trying to fix the circular rooms.)
1998 /* h1-h4 are constants that describe the metric */
1999 if (dx >= 2 * dy) return (dx + (dy * h1) / h2);
2000 if (dy >= 2 * dx) return (dy + (dx * h1) / h2);
2001 return (((dx + dy) * 128) / 181 +
2002 (dx * dx / (dy * h3) + dy * dy / (dx * h3)) * h4);
2003 /* 128/181 is approx. 1/sqrt(2) */
2009 /* Create a new floor room with optional light */
2010 void generate_room_floor(int y1, int x1, int y2, int x2, int light)
2016 for (y = y1; y <= y2; y++)
2018 for (x = x1; x <= x2; x++)
2021 c_ptr = &cave[y][x];
2022 place_floor_grid(c_ptr);
2023 c_ptr->info |= (CAVE_ROOM);
2024 if (light) c_ptr->info |= (CAVE_GLOW);
2029 void generate_fill_perm_bold(int y1, int x1, int y2, int x2)
2033 for (y = y1; y <= y2; y++)
2035 for (x = x1; x <= x2; x++)
2038 place_inner_perm_bold(y, x);
2045 * @brief 与えられた部屋型IDに応じて部屋の生成処理分岐を行い結果を返す / Attempt to build a room of the given type at the given block
2047 * @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation.
2048 * @return 部屋の精製に成功した場合 TRUE を返す。
2050 static bool room_build(int typ)
2055 /* Build an appropriate room */
2056 case ROOM_T_NORMAL: return build_type1();
2057 case ROOM_T_OVERLAP: return build_type2();
2058 case ROOM_T_CROSS: return build_type3();
2059 case ROOM_T_INNER_FEAT: return build_type4();
2060 case ROOM_T_NEST: return build_type5();
2061 case ROOM_T_PIT: return build_type6();
2062 case ROOM_T_LESSER_VAULT: return build_type7();
2063 case ROOM_T_GREATER_VAULT: return build_type8();
2064 case ROOM_T_FRACAVE: return build_type9();
2065 case ROOM_T_RANDOM_VAULT: return build_type10();
2066 case ROOM_T_OVAL: return build_type11();
2067 case ROOM_T_CRYPT: return build_type12();
2068 case ROOM_T_TRAP_PIT: return build_type13();
2069 case ROOM_T_TRAP: return build_type14();
2070 case ROOM_T_GLASS: return build_type15();
2071 case ROOM_T_ARCADE: return build_type16();
2079 * @brief 指定した部屋の生成確率を別の部屋に加算し、指定した部屋の生成率を0にする
2080 * @param dst 確率を移す先の部屋種ID
2081 * @param src 確率を与える元の部屋種ID
2083 #define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
2086 * @brief 部屋生成処理のメインルーチン(Sangbandを経由してOangbandからの実装を引用) / Generate rooms in dungeon. Build bigger rooms at first. [from SAngband (originally from OAngband)]
2087 * @return 部屋生成に成功した場合 TRUE を返す。
2089 bool generate_rooms(void)
2095 int prob_list[ROOM_T_MAX];
2096 int rooms_built = 0;
2097 int area_size = 100 * (cur_hgt*cur_wid) / (MAX_HGT*MAX_WID);
2098 int level_index = MIN(10, div_round(dun_level, 10));
2100 /* Number of each type of room on this level */
2101 s16b room_num[ROOM_T_MAX];
2103 /* Limit number of rooms */
2104 int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
2106 /* Assume normal cave */
2107 room_info_type *room_info_ptr = room_info_normal;
2110 * Initialize probability list.
2112 for (i = 0; i < ROOM_T_MAX; i++)
2114 /* No rooms allowed above their minimum depth. */
2115 if (dun_level < room_info_ptr[i].min_level)
2121 prob_list[i] = room_info_ptr[i].prob[level_index];
2126 * XXX -- Various dungeon types and options.
2129 /*! @details ダンジョンにBEGINNER、CHAMELEON、SMALLESTいずれのフラグもなく、かつ「常に通常でない部屋を生成する」フラグがONならば、GRATER_VAULTのみを生成対象とする。 / Ironman sees only Greater Vaults */
2130 if (ironman_rooms && !((d_info[dungeon_type].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST))))
2132 for (i = 0; i < ROOM_T_MAX; i++)
2134 if (i == ROOM_T_GREATER_VAULT) prob_list[i] = 1;
2135 else prob_list[i] = 0;
2139 /*! @details ダンジョンにNO_VAULTフラグがあるならば、LESSER_VAULT / GREATER_VAULT/ RANDOM_VAULTを除外 / Forbidden vaults */
2140 else if (d_info[dungeon_type].flags1 & DF1_NO_VAULT)
2142 prob_list[ROOM_T_LESSER_VAULT] = 0;
2143 prob_list[ROOM_T_GREATER_VAULT] = 0;
2144 prob_list[ROOM_T_RANDOM_VAULT] = 0;
2147 /*! @details ダンジョンにNO_CAVEフラグがある場合、FRACAVEの生成枠がNORMALに与えられる。CRIPT、OVALの生成枠がINNER_Fに与えられる。/ NO_CAVE dungeon (Castle)*/
2148 if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
2150 MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE);
2151 MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_CRYPT);
2152 MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL);
2155 /*! @details ダンジョンにCAVEフラグがある場合、NORMALの生成枠がFRACAVEに与えられる。/ CAVE dungeon (Orc cave etc.) */
2156 else if (d_info[dungeon_type].flags1 & DF1_CAVE)
2158 MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL);
2161 /*! @details ダンジョンの基本地形が最初から渓谷かアリーナ型の場合 FRACAVE は生成から除外。 / No caves when a (random) cavern exists: they look bad */
2162 else if (dun->cavern || dun->empty_level)
2164 prob_list[ROOM_T_FRACAVE] = 0;
2167 /*! @details ダンジョンに最初からGLASS_ROOMフラグがある場合、GLASS を生成から除外。/ Forbidden glass rooms */
2168 if (!(d_info[dungeon_type].flags1 & DF1_GLASS_ROOM))
2170 prob_list[ROOM_T_GLASS] = 0;
2173 /*! @details ARCADEは同フラグがダンジョンにないと生成されない。 / Forbidden glass rooms */
2174 if (!(d_info[dungeon_type].flags1 & DF1_ARCADE))
2176 prob_list[ROOM_T_ARCADE] = 0;
2180 * Initialize number of rooms,
2181 * And calcurate total probability.
2183 for (total_prob = 0, i = 0; i < ROOM_T_MAX; i++)
2186 total_prob += prob_list[i];
2190 * Prepare the number of rooms, of all types, we should build
2193 for (i = dun_rooms; i > 0; i--)
2196 int rand = randint0(total_prob);
2198 /* Get room_type randomly */
2199 for (room_type = 0; room_type < ROOM_T_MAX; room_type++)
2201 if (rand < prob_list[room_type]) break;
2202 else rand -= prob_list[room_type];
2206 if (room_type >= ROOM_T_MAX) room_type = ROOM_T_NORMAL;
2208 /* Increase the number of rooms of that type we should build. */
2209 room_num[room_type]++;
2215 case ROOM_T_LESSER_VAULT:
2216 case ROOM_T_TRAP_PIT:
2224 case ROOM_T_GREATER_VAULT:
2225 case ROOM_T_RANDOM_VAULT:
2234 * Build each type of room one by one until we cannot build any more.
2235 * [from SAngband (originally from OAngband)]
2239 /* Assume no remaining rooms */
2242 for (i = 0; i < ROOM_T_MAX; i++)
2244 /* What type of room are we building now? */
2245 int room_type = room_build_order[i];
2247 /* Go next if none available */
2248 if (!room_num[room_type]) continue;
2250 /* Use up one unit */
2251 room_num[room_type]--;
2253 /* Build the room. */
2254 if (room_build(room_type))
2256 /* Increase the room built count. */
2259 /* Mark as there was some remaining rooms */
2266 case ROOM_T_TRAP_PIT:
2268 /* Avoid too many monsters */
2271 room_num[ROOM_T_PIT] = 0;
2272 room_num[ROOM_T_NEST] = 0;
2273 room_num[ROOM_T_TRAP_PIT] = 0;
2279 /* Avoid double-town */
2280 room_num[ROOM_T_ARCADE] = 0;
2286 /* End loop if no room remain */
2290 /*! @details 部屋生成数が2未満の場合生成失敗を返す */
2291 if (rooms_built < 2)
2293 msg_format_wizard(CHEAT_DUNGEON, _("部屋数が2未満でした。生成を再試行します。", "Number of rooms was under 2. Retry."), rooms_built);
2297 msg_format_wizard(CHEAT_DUNGEON, _("このダンジョンの部屋数は %d です。", "Number of Rooms: %d"), rooms_built);