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 "floor-generate.h"
49 #include "rooms-city.h"
50 #include "rooms-fractal.h"
51 #include "rooms-normal.h"
52 #include "rooms-pitnest.h"
53 #include "rooms-special.h"
54 #include "rooms-trap.h"
55 #include "rooms-vault.h"
64 *[from SAngband (originally from OAngband)]\n
66 * Table of values that control how many times each type of room will\n
67 * appear. Each type of room has its own row, and each column\n
68 * corresponds to dungeon levels 0, 10, 20, and so on. The final\n
69 * value is the minimum depth the room can appear at. -LM-\n
71 * Level 101 and below use the values for level 100.\n
73 * Rooms with lots of monsters or loot may not be generated if the\n
74 * object or monster lists are already nearly full. Rooms will not\n
75 * appear above their minimum depth. Tiny levels will not have space\n
76 * for all the rooms you ask for.\n
79 static room_info_type room_info_normal[ROOM_T_MAX] =
82 /* 0 10 20 30 40 50 60 70 80 90 100 min limit */
83 {{999,900,800,700,600,500,400,300,200,100, 0}, 0}, /*NORMAL */
84 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 1}, /*OVERLAP */
85 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*CROSS */
86 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*INNER_F */
87 {{ 0, 1, 1, 1, 2, 3, 5, 6, 8, 10, 13}, 10}, /*NEST */
88 {{ 0, 1, 1, 2, 3, 4, 6, 8, 10, 13, 16}, 10}, /*PIT */
89 {{ 0, 1, 1, 1, 2, 2, 3, 5, 6, 8, 10}, 10}, /*LESSER_V */
90 {{ 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4}, 20}, /*GREATER_V*/
91 {{ 0,100,200,300,400,500,600,700,800,900,999}, 10}, /*FRACAVE */
92 {{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2}, 10}, /*RANDOM_V */
93 {{ 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40}, 3}, /*OVAL */
94 {{ 1, 6, 12, 18, 24, 30, 36, 42, 48, 54, 60}, 10}, /*CRYPT */
95 {{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP_PIT */
96 {{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP */
97 {{ 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2}, 40}, /*GLASS */
98 {{ 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3}, 1}, /*ARCADE */
99 {{ 1, 8, 16, 24, 32, 40, 48, 56, 64, 72, 80}, 1}, /*FIX */
102 /*! 部屋の生成処理順 / Build rooms in descending order of difficulty. */
103 static byte room_build_order[ROOM_T_MAX] = {
104 ROOM_T_GREATER_VAULT,
124 * @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。
125 * @param player_ptr プレーヤーへの参照ポインタ
126 * @param y0 配置したい中心のY座標
127 * @param x0 配置したい中心のX座標
129 * This funtion makes a very small room centred at (x0, y0)
130 * This is used in crypts, and random elemental vaults.
132 * Note - this should be used only on allocated regions
133 * within another room.
135 void build_small_room(player_type *player_ptr, POSITION x0, POSITION y0)
139 floor_type *floor_ptr = player_ptr->current_floor_ptr;
140 for (y = y0 - 1; y <= y0 + 1; y++)
142 place_inner_bold(floor_ptr, y, x0 - 1);
143 place_inner_bold(floor_ptr, y, x0 + 1);
146 for (x = x0 - 1; x <= x0 + 1; x++)
148 place_inner_bold(floor_ptr, y0 - 1, x);
149 place_inner_bold(floor_ptr, y0 + 1, x);
152 /* Place a secret door on one side */
155 case 0: place_secret_door(player_ptr, y0, x0 - 1, DOOR_DEFAULT); break;
156 case 1: place_secret_door(player_ptr, y0, x0 + 1, DOOR_DEFAULT); break;
157 case 2: place_secret_door(player_ptr, y0 - 1, x0, DOOR_DEFAULT); break;
158 case 3: place_secret_door(player_ptr, y0 + 1, x0, DOOR_DEFAULT); break;
161 /* Clear mimic type */
162 floor_ptr->grid_array[y0][x0].mimic = 0;
164 /* Add inner open space */
165 place_floor_bold(floor_ptr, y0, x0);
170 * 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
171 * This function tunnels around a room if it will cut off part of a grid system.
178 static void check_room_boundary(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2)
182 bool old_is_floor, new_is_floor;
185 old_is_floor = get_is_floor(floor_ptr, x1 - 1, y1);
188 * Count the number of floor-wall boundaries around the room
189 * Note: diagonal squares are ignored since the player can move diagonally
190 * to bypass these if needed.
193 /* Above the top boundary */
194 for (x = x1; x <= x2; x++)
196 new_is_floor = get_is_floor(floor_ptr, x, y1 - 1);
198 /* Increment counter if they are different */
199 if (new_is_floor != old_is_floor) count++;
201 old_is_floor = new_is_floor;
205 for (y = y1; y <= y2; y++)
207 new_is_floor = get_is_floor(floor_ptr, x2 + 1, y);
209 /* increment counter if they are different */
210 if (new_is_floor != old_is_floor) count++;
212 old_is_floor = new_is_floor;
215 /* Bottom boundary */
216 for (x = x2; x >= x1; x--)
218 new_is_floor = get_is_floor(floor_ptr, x, y2 + 1);
220 /* increment counter if they are different */
221 if (new_is_floor != old_is_floor) count++;
223 old_is_floor = new_is_floor;
227 for (y = y2; y >= y1; y--)
229 new_is_floor = get_is_floor(floor_ptr, x1 - 1, y);
231 /* increment counter if they are different */
232 if (new_is_floor != old_is_floor) count++;
234 old_is_floor = new_is_floor;
237 /* If all the same, or only one connection exit. */
238 if (count <= 2) return;
241 /* Tunnel around the room so to prevent problems with caves */
242 for (y = y1; y <= y2; y++)
244 for (x = x1; x <= x2; x++)
246 set_floor(floor_ptr, x, y);
254 * find_space()の予備処理として部屋の生成が可能かを判定する /
255 * Helper function for find_space(). Is this a good location?
256 * @param blocks_high 範囲の高さ
257 * @param blocks_wide 範囲の幅
258 * @param block_y 範囲の上端
259 * @param block_x 範囲の左端
262 static bool find_space_aux(POSITION blocks_high, POSITION blocks_wide, POSITION block_y, POSITION block_x)
264 POSITION by1, bx1, by2, bx2, by, bx;
266 /* Itty-bitty rooms must shift about within their rectangle */
269 if ((blocks_wide == 2) && (block_x % 3) == 2)
273 /* Rooms with width divisible by 3 must be fitted to a rectangle. */
274 else if ((blocks_wide % 3) == 0)
276 /* Must be aligned to the left edge of a 11x33 rectangle. */
277 if ((block_x % 3) != 0)
282 * Big rooms that do not have a width divisible by 3 must be
283 * aligned towards the edge of the dungeon closest to them.
287 /* Shift towards left edge of dungeon. */
288 if (block_x + (blocks_wide / 2) <= dun->col_rooms / 2)
290 if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
292 if ((block_x % 3) == 1)
296 /* Shift toward right edge of dungeon. */
299 if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
301 if ((block_x % 3) == 1)
309 by2 = block_y + blocks_high;
310 bx2 = block_x + blocks_wide;
312 /* Never run off the screen */
313 if ((by1 < 0) || (by2 > dun->row_rooms)) return FALSE;
314 if ((bx1 < 0) || (bx2 > dun->col_rooms)) return FALSE;
316 /* Verify available space */
317 for (by = by1; by < by2; by++)
319 for (bx = bx1; bx < bx2; bx++)
321 if (dun->room_map[by][bx])
328 /* This location is okay */
334 * @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-
335 * @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
336 * @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
337 * @param height 確保したい領域の高さ
338 * @param width 確保したい領域の幅
339 * @return 所定の範囲が確保できた場合TRUEを返す
341 * Find and allocate a free space in the dungeon large enough to hold\n
342 * the room calling this function.\n
344 * We allocate space in 11x11 blocks, but want to make sure that rooms\n
345 * align neatly on the standard screen. Therefore, we make them use\n
346 * blocks in few 11x33 rectangles as possible.\n
348 * Be careful to include the edges of the room in height and width!\n
350 * Return TRUE and values for the center of the room if all went well.\n
351 * Otherwise, return FALSE.\n
353 bool find_space(floor_type *floor_ptr, POSITION *y, POSITION *x, POSITION height, POSITION width)
355 int candidates, pick;
356 POSITION by, bx, by1, bx1, by2, bx2;
357 POSITION block_y = 0, block_x = 0;
359 /* Find out how many blocks we need. */
360 POSITION blocks_high = 1 + ((height - 1) / BLOCK_HGT);
361 POSITION blocks_wide = 1 + ((width - 1) / BLOCK_WID);
363 /* There are no way to allocate such huge space */
364 if (dun->row_rooms < blocks_high) return FALSE;
365 if (dun->col_rooms < blocks_wide) return FALSE;
370 /* Count the number of valid places */
371 for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
373 for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
375 if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
377 /* Find a valid place */
390 if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE))
392 /* Choose a random one */
393 pick = randint1(candidates);
396 /* NO_CAVE dungeon (Castle) */
399 /* Always choose the center one */
400 pick = candidates / 2 + 1;
403 /* Pick up the choosen location */
404 for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
406 for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
408 if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
412 /* This one is picked? */
423 by2 = block_y + blocks_high;
424 bx2 = block_x + blocks_wide;
427 * It is *extremely* important that the following calculation
428 * be *exactly* correct to prevent memory errors
431 /* Acquire the location of the room */
432 (*y) = ((by1 + by2) * BLOCK_HGT) / 2;
433 (*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
435 /* Save the room location */
436 if (dun->cent_n < CENT_MAX)
438 dun->cent[dun->cent_n].y = (byte_hack)*y;
439 dun->cent[dun->cent_n].x = (byte_hack)*x;
443 /* Reserve some blocks. */
444 for (by = by1; by < by2; by++)
446 for (bx = bx1; bx < bx2; bx++)
448 dun->room_map[by][bx] = TRUE;
453 * Hack- See if room will cut off a cavern.
455 * If so, fix by tunneling outside the room in such a
456 * way as to connect the caves.
458 check_room_boundary(floor_ptr, *x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
466 * Structure to hold all "fill" data
469 typedef struct fill_data_type fill_data_type;
471 struct fill_data_type
484 /* features to fill with */
493 /* number of filled squares */
497 static fill_data_type fill_data;
500 /* Store routine for the fractal floor generator */
501 /* this routine probably should be an inline function or a macro. */
502 static void store_height(floor_type *floor_ptr, POSITION x, POSITION y, FEAT_IDX val)
504 /* if on boundary set val > cutoff so walls are not as square */
505 if (((x == fill_data.xmin) || (y == fill_data.ymin) ||
506 (x == fill_data.xmax) || (y == fill_data.ymax)) &&
507 (val <= fill_data.c1)) val = fill_data.c1 + 1;
509 /* store the value in height-map format */
510 floor_ptr->grid_array[y][x].feat = val;
517 * Explanation of the plasma fractal algorithm:
519 * A grid of points is created with the properties of a 'height-map'
520 * This is done by making the corners of the grid have a random value.
521 * The grid is then subdivided into one with twice the resolution.
522 * The new points midway between two 'known' points can be calculated
523 * by taking the average value of the 'known' ones and randomly adding
524 * or subtracting an amount proportional to the distance between those
525 * points. The final 'middle' points of the grid are then calculated
526 * by averaging all four of the originally 'known' corner points. An
527 * random amount is added or subtracted from this to get a value of the
528 * height at that point. The scaling factor here is adjusted to the
529 * slightly larger distance diagonally as compared to orthogonally.
531 * This is then repeated recursively to fill an entire 'height-map'
532 * A rectangular map is done the same way, except there are different
533 * scaling factors along the x and y directions.
535 * A hack to change the amount of correlation between points is done using
536 * the grd variable. If the current step size is greater than grd then
537 * the point will be random, otherwise it will be calculated by the
538 * above algorithm. This makes a maximum distance at which two points on
539 * the height map can affect each other.
541 * How fractal caves are made:
543 * When the map is complete, a cut-off value is used to create a floor.
544 * Heights below this value are "floor", and heights above are "wall".
545 * This also can be used to create lakes, by adding more height levels
546 * representing shallow and deep water/ lava etc.
548 * The grd variable affects the width of passages.
549 * The roug variable affects the roughness of those passages
551 * The tricky part is making sure the created floor is connected. This
552 * is done by 'filling' from the inside and only keeping the 'filled'
553 * floor. Walls bounding the 'filled' floor are also kept. Everything
554 * else is converted to the normal _extra_.
559 * Note that this uses the floor array in a very hackish way
560 * the values are first set to zero, and then each array location
561 * is used as a "heightmap"
562 * The heightmap then needs to be converted back into the "feat" format.
564 * grd=level at which fractal turns on. smaller gives more mazelike caves
565 * roug=roughness level. 16=normal. higher values make things more convoluted
566 * small values are good for smooth walls.
567 * size=length of the side of the square grid system.
569 void generate_hmap(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsiz, POSITION ysiz, int grd, int roug, int cutoff)
571 POSITION xhsize, yhsize, xsize, ysize, maxsize;
574 * fixed point variables- these are stored as 256 x normal value
575 * this gives 8 binary places of fractional part + 8 places of normal part
578 POSITION xstep, xhstep, ystep, yhstep;
579 POSITION xstep2, xhstep2, ystep2, yhstep2;
580 POSITION i, j, ii, jj, diagsize, xxsize, yysize;
582 /* Cache for speed */
583 POSITION xm, xp, ym, yp;
585 /* redefine size so can change the value if out of range */
589 /* Paranoia about size of the system of caves */
590 if (xsize > 254) xsize = 254;
591 if (xsize < 4) xsize = 4;
592 if (ysize > 254) ysize = 254;
593 if (ysize < 4) ysize = 4;
595 /* get offsets to middle of array */
599 /* fix rounding problem */
603 /* get limits of region */
604 fill_data.xmin = x0 - xhsize;
605 fill_data.ymin = y0 - yhsize;
606 fill_data.xmax = x0 + xhsize;
607 fill_data.ymax = y0 + yhsize;
609 /* Store cutoff in global for quick access */
610 fill_data.c1 = cutoff;
613 * Scale factor for middle points:
614 * About sqrt(2) * 256 - correct for a square lattice
615 * approximately correct for everything else.
619 /* maximum of xsize and ysize */
620 maxsize = (xsize > ysize) ? xsize : ysize;
622 /* Clear the section */
623 for (i = 0; i <= xsize; i++)
625 for (j = 0; j <= ysize; j++)
627 /* -1 is a flag for "not done yet" */
628 floor_ptr->grid_array[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
629 /* Clear icky flag because may be redoing the floor_ptr->grid_array */
630 floor_ptr->grid_array[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
634 /* Boundaries are walls */
635 floor_ptr->grid_array[fill_data.ymin][fill_data.xmin].feat = (s16b)maxsize;
636 floor_ptr->grid_array[fill_data.ymax][fill_data.xmin].feat = (s16b)maxsize;
637 floor_ptr->grid_array[fill_data.ymin][fill_data.xmax].feat = (s16b)maxsize;
638 floor_ptr->grid_array[fill_data.ymax][fill_data.xmax].feat = (s16b)maxsize;
640 /* Set the middle square to be an open area. */
641 floor_ptr->grid_array[y0][x0].feat = 0;
643 /* Initialize the step sizes */
644 xstep = xhstep = xsize * 256;
645 ystep = yhstep = ysize * 256;
646 xxsize = xsize * 256;
647 yysize = ysize * 256;
650 * Fill in the rectangle with fractal height data -
651 * like the 'plasma fractal' in fractint.
653 while ((xhstep > 256) || (yhstep > 256))
655 /* Halve the step sizes */
661 /* cache well used values */
662 xstep2 = xstep / 256;
663 ystep2 = ystep / 256;
665 xhstep2 = xhstep / 256;
666 yhstep2 = yhstep / 256;
668 /* middle top to bottom. */
669 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
671 for (j = 0; j <= yysize; j += ystep)
673 /* cache often used values */
674 ii = i / 256 + fill_data.xmin;
675 jj = j / 256 + fill_data.ymin;
678 if (floor_ptr->grid_array[jj][ii].feat == -1)
682 /* If greater than 'grid' level then is random */
683 store_height(floor_ptr, ii, jj, randint1(maxsize));
687 /* Average of left and right points +random bit */
688 store_height(floor_ptr, ii, jj,
689 (floor_ptr->grid_array[jj][fill_data.xmin + (i - xhstep) / 256].feat
690 + floor_ptr->grid_array[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2
691 + (randint1(xstep2) - xhstep2) * roug / 16);
698 /* middle left to right. */
699 for (j = yhstep; j <= yysize - yhstep; j += ystep)
701 for (i = 0; i <= xxsize; i += xstep)
703 /* cache often used values */
704 ii = i / 256 + fill_data.xmin;
705 jj = j / 256 + fill_data.ymin;
708 if (floor_ptr->grid_array[jj][ii].feat == -1)
712 /* If greater than 'grid' level then is random */
713 store_height(floor_ptr, ii, jj, randint1(maxsize));
717 /* Average of up and down points +random bit */
718 store_height(floor_ptr, ii, jj,
719 (floor_ptr->grid_array[fill_data.ymin + (j - yhstep) / 256][ii].feat
720 + floor_ptr->grid_array[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2
721 + (randint1(ystep2) - yhstep2) * roug / 16);
728 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
730 for (j = yhstep; j <= yysize - yhstep; j += ystep)
732 /* cache often used values */
733 ii = i / 256 + fill_data.xmin;
734 jj = j / 256 + fill_data.ymin;
737 if (floor_ptr->grid_array[jj][ii].feat == -1)
741 /* If greater than 'grid' level then is random */
742 store_height(floor_ptr, ii, jj, randint1(maxsize));
746 /* Cache reused values. */
747 xm = fill_data.xmin + (i - xhstep) / 256;
748 xp = fill_data.xmin + (i + xhstep) / 256;
749 ym = fill_data.ymin + (j - yhstep) / 256;
750 yp = fill_data.ymin + (j + yhstep) / 256;
753 * Average over all four corners + scale by diagsize to
754 * reduce the effect of the square grid on the shape of the fractal
756 store_height(floor_ptr, ii, jj,
757 (floor_ptr->grid_array[ym][xm].feat + floor_ptr->grid_array[yp][xm].feat
758 + floor_ptr->grid_array[ym][xp].feat + floor_ptr->grid_array[yp][xp].feat) / 4
759 + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
768 static bool hack_isnt_wall(floor_type *floor_ptr, POSITION y, POSITION x, int c1, int c2, int c3, FEAT_IDX feat1, FEAT_IDX feat2, FEAT_IDX feat3, BIT_FLAGS info1, BIT_FLAGS info2, BIT_FLAGS info3)
771 * function used to convert from height-map back to the
772 * normal angband floor_ptr->grid_array format
774 if (floor_ptr->grid_array[y][x].info & CAVE_ICKY)
781 /* Show that have looked at this square */
782 floor_ptr->grid_array[y][x].info |= (CAVE_ICKY);
784 /* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */
785 if (floor_ptr->grid_array[y][x].feat <= c1)
787 /* 25% of the time use the other tile : it looks better this way */
788 if (randint1(100) < 75)
790 floor_ptr->grid_array[y][x].feat = feat1;
791 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
792 floor_ptr->grid_array[y][x].info |= info1;
797 floor_ptr->grid_array[y][x].feat = feat2;
798 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
799 floor_ptr->grid_array[y][x].info |= info2;
803 else if (floor_ptr->grid_array[y][x].feat <= c2)
805 /* 25% of the time use the other tile : it looks better this way */
806 if (randint1(100) < 75)
808 floor_ptr->grid_array[y][x].feat = feat2;
809 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
810 floor_ptr->grid_array[y][x].info |= info2;
815 floor_ptr->grid_array[y][x].feat = feat1;
816 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
817 floor_ptr->grid_array[y][x].info |= info1;
821 else if (floor_ptr->grid_array[y][x].feat <= c3)
823 floor_ptr->grid_array[y][x].feat = feat3;
824 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
825 floor_ptr->grid_array[y][x].info |= info3;
828 /* if greater than cutoff then is a wall */
831 place_outer_bold(floor_ptr, y, x);
841 * Quick and nasty fill routine used to find the connected region
842 * of floor in the middle of the grids
844 static void cave_fill(floor_type *floor_ptr, POSITION y, POSITION x)
855 /* Enqueue that entry */
859 /* Now process the queue */
860 while (flow_head != flow_tail)
862 /* Extract the next entry */
863 ty = tmp_pos.y[flow_head];
864 tx = tmp_pos.x[flow_head];
866 /* Forget that entry */
867 if (++flow_head == TEMP_MAX) flow_head = 0;
869 /* Add the "children" */
870 for (d = 0; d < 8; d++)
872 int old_head = flow_tail;
878 /* Paranoia Don't leave the floor_ptr->grid_array */
879 if (!in_bounds(floor_ptr, j, i))
881 /* affect boundary */
882 floor_ptr->grid_array[j][i].info |= CAVE_ICKY;
886 /* If within bounds */
887 else if ((i > fill_data.xmin) && (i < fill_data.xmax)
888 && (j > fill_data.ymin) && (j < fill_data.ymax))
890 /* If not a wall or floor done before */
891 if (hack_isnt_wall(floor_ptr, j, i,
892 fill_data.c1, fill_data.c2, fill_data.c3,
893 fill_data.feat1, fill_data.feat2, fill_data.feat3,
894 fill_data.info1, fill_data.info2, fill_data.info3))
896 /* Enqueue that entry */
897 tmp_pos.y[flow_tail] = (byte_hack)j;
898 tmp_pos.x[flow_tail] = (byte_hack)i;
900 /* Advance the queue */
901 if (++flow_tail == TEMP_MAX) flow_tail = 0;
903 /* Hack -- Overflow by forgetting new entry */
904 if (flow_tail == flow_head)
906 flow_tail = old_head;
910 /* keep tally of size of floor_ptr->grid_array system */
911 (fill_data.amount)++;
917 /* affect boundary */
918 floor_ptr->grid_array[j][i].info |= CAVE_ICKY;
925 bool generate_fracave(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int cutoff, bool light, bool room)
927 POSITION x, y, xhsize, yhsize;
930 /* offsets to middle from corner */
936 * select region connected to center of floor_ptr->grid_array system
937 * this gets rid of alot of isolated one-sqaures that
938 * can make teleport traps instadeaths...
942 fill_data.c1 = cutoff;
946 /* features to fill with */
947 fill_data.feat1 = feat_ground_type[randint0(100)];
948 fill_data.feat2 = feat_ground_type[randint0(100)];
949 fill_data.feat3 = feat_ground_type[randint0(100)];
951 fill_data.info1 = CAVE_FLOOR;
952 fill_data.info2 = CAVE_FLOOR;
953 fill_data.info3 = CAVE_FLOOR;
955 /* number of filled squares */
956 fill_data.amount = 0;
958 cave_fill(floor_ptr, (byte)y0, (byte)x0);
960 /* if tally too small, try again */
961 if (fill_data.amount < 10)
963 /* too small - clear area and try again later */
964 for (x = 0; x <= xsize; ++x)
966 for (y = 0; y <= ysize; ++y)
968 place_extra_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize);
969 floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
976 * Do boundarys-check to see if they are next to a filled region
977 * If not then they are set to normal granite
978 * If so then they are marked as room walls.
980 for (i = 0; i <= xsize; ++i)
983 if ((floor_ptr->grid_array[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
985 /* Next to a 'filled' region? - set to be room walls */
986 place_outer_bold(floor_ptr, y0 + 0 - yhsize, x0 + i - xhsize);
987 if (light) floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
988 floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
989 place_outer_bold(floor_ptr, y0 + 0 - yhsize, x0 + i - xhsize);
993 /* set to be normal granite */
994 place_extra_bold(floor_ptr, y0 + 0 - yhsize, x0 + i - xhsize);
997 /* bottom boundary */
998 if ((floor_ptr->grid_array[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
1000 /* Next to a 'filled' region? - set to be room walls */
1001 place_outer_bold(floor_ptr, y0 + ysize - yhsize, x0 + i - xhsize);
1002 if (light) floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
1003 floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
1004 place_outer_bold(floor_ptr, y0 + ysize - yhsize, x0 + i - xhsize);
1008 /* set to be normal granite */
1009 place_extra_bold(floor_ptr, y0 + ysize - yhsize, x0 + i - xhsize);
1012 /* clear the icky flag-don't need it any more */
1013 floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1014 floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1017 /* Do the left and right boundaries minus the corners (done above) */
1018 for (i = 1; i < ysize; ++i)
1021 if ((floor_ptr->grid_array[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
1024 place_outer_bold(floor_ptr, y0 + i - yhsize, x0 + 0 - xhsize);
1025 if (light) floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
1026 floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
1027 place_outer_bold(floor_ptr, y0 + i - yhsize, x0 + 0 - xhsize);
1032 place_extra_bold(floor_ptr, y0 + i - yhsize, x0 + 0 - xhsize);
1034 /* right boundary */
1035 if ((floor_ptr->grid_array[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
1038 place_outer_bold(floor_ptr, y0 + i - yhsize, x0 + xsize - xhsize);
1039 if (light) floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
1040 floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
1041 place_outer_bold(floor_ptr, y0 + i - yhsize, x0 + xsize - xhsize);
1046 place_extra_bold(floor_ptr, y0 + i - yhsize, x0 + xsize - xhsize);
1049 /* clear icky flag -done with it */
1050 floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
1051 floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
1055 /* Do the rest: convert back to the normal format */
1056 for (x = 1; x < xsize; ++x)
1058 for (y = 1; y < ysize; ++y)
1060 if (is_floor_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize) &&
1061 (floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
1063 /* Clear the icky flag in the filled region */
1064 floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
1066 /* Set appropriate flags */
1067 if (light) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
1068 if (room) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
1070 else if (is_outer_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize) &&
1071 (floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
1074 floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
1075 if (light) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
1078 floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
1083 place_extra_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize);
1084 floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
1089 /* Clear the unconnected regions */
1090 place_extra_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize);
1091 floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
1097 * There is a slight problem when tunnels pierce the caves:
1098 * Extra doors appear inside the system. (Its not very noticeable though.)
1099 * This can be removed by "filling" from the outside in. This allows a separation
1100 * from _outer_ with _inner_. (Internal walls are _outer_ instead.)
1101 * The extra effort for what seems to be only a minor thing (even non-existant if you
1102 * think of the caves not as normal rooms, but as holes in the dungeon), doesn't seem
1110 #ifdef ALLOW_CAVERNS_AND_LAKES
1112 * Builds a cave system in the center of the dungeon.
1114 void build_cavern(floor_type *floor_ptr)
1116 int grd, roug, cutoff;
1117 POSITION xsize, ysize, x0, y0;
1120 light = done = FALSE;
1121 if ((floor_ptr->dun_level <= randint1(50)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
1123 /* Make a cave the size of the dungeon */
1124 xsize = floor_ptr->width - 1;
1125 ysize = floor_ptr->height - 1;
1129 /* Paranoia: make size even */
1135 /* testing values for these parameters: feel free to adjust */
1136 grd = randint1(4) + 4;
1138 /* want average of about 16 */
1139 roug = randint1(8) * randint1(4);
1145 generate_hmap(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
1147 /* Convert to normal format+ clean up */
1148 done = generate_fracave(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
1152 bool generate_lake(floor_type *floor_ptr, POSITION y0, POSITION x0, POSITION xsize, POSITION ysize, int c1, int c2, int c3, int type)
1154 POSITION x, y, xhsize, yhsize;
1156 FEAT_IDX feat1, feat2, feat3;
1158 /* offsets to middle from corner */
1162 /* Get features based on type */
1165 case LAKE_T_LAVA: /* Lava */
1166 feat1 = feat_deep_lava;
1167 feat2 = feat_shallow_lava;
1168 feat3 = feat_ground_type[randint0(100)];
1170 case LAKE_T_WATER: /* Water */
1171 feat1 = feat_deep_water;
1172 feat2 = feat_shallow_water;
1173 feat3 = feat_ground_type[randint0(100)];
1175 case LAKE_T_CAVE: /* Collapsed floor_ptr->grid_array */
1176 feat1 = feat_ground_type[randint0(100)];
1177 feat2 = feat_ground_type[randint0(100)];
1178 feat3 = feat_rubble;
1180 case LAKE_T_EARTH_VAULT: /* Earth vault */
1181 feat1 = feat_rubble;
1182 feat2 = feat_ground_type[randint0(100)];
1183 feat3 = feat_rubble;
1185 case LAKE_T_AIR_VAULT: /* Air vault */
1190 case LAKE_T_WATER_VAULT: /* Water vault */
1191 feat1 = feat_shallow_water;
1192 feat2 = feat_deep_water;
1193 feat3 = feat_shallow_water;
1195 case LAKE_T_FIRE_VAULT: /* Fire Vault */
1196 feat1 = feat_shallow_lava;
1197 feat2 = feat_deep_lava;
1198 feat3 = feat_shallow_lava;
1200 default: return FALSE;
1204 * select region connected to center of floor_ptr->grid_array system
1205 * this gets rid of alot of isolated one-sqaures that
1206 * can make teleport traps instadeaths...
1214 /* features to fill with */
1215 fill_data.feat1 = feat1;
1216 fill_data.feat2 = feat2;
1217 fill_data.feat3 = feat3;
1219 fill_data.info1 = 0;
1220 fill_data.info2 = 0;
1221 fill_data.info3 = 0;
1223 /* number of filled squares */
1224 fill_data.amount = 0;
1226 /* select region connected to center of floor_ptr->grid_array system
1227 * this gets rid of alot of isolated one-sqaures that
1228 * can make teleport traps instadeaths... */
1229 cave_fill(floor_ptr, (byte)y0, (byte)x0);
1231 /* if tally too small, try again */
1232 if (fill_data.amount < 10)
1234 /* too small -clear area and try again later */
1235 for (x = 0; x <= xsize; ++x)
1237 for (y = 0; y <= ysize; ++y)
1239 place_floor_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize);
1240 floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
1246 /* Do boundarys- set to normal granite */
1247 for (i = 0; i <= xsize; ++i)
1249 place_extra_bold(floor_ptr, y0 + 0 - yhsize, x0 + i - xhsize);
1250 place_extra_bold(floor_ptr, y0 + ysize - yhsize, x0 + i - xhsize);
1252 /* clear the icky flag-don't need it any more */
1253 floor_ptr->grid_array[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1254 floor_ptr->grid_array[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
1257 /* Do the left and right boundaries minus the corners (done above) */
1259 for (i = 1; i < ysize; ++i)
1261 place_extra_bold(floor_ptr, y0 + i - yhsize, x0 + 0 - xhsize);
1262 place_extra_bold(floor_ptr, y0 + i - yhsize, x0 + xsize - xhsize);
1264 /* clear icky flag -done with it */
1265 floor_ptr->grid_array[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
1266 floor_ptr->grid_array[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
1270 /* Do the rest: convert back to the normal format */
1271 for (x = 1; x < xsize; ++x)
1273 for (y = 1; y < ysize; ++y)
1275 /* Fill unconnected regions with granite */
1276 if ((!(floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
1277 is_outer_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize))
1278 place_extra_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize);
1280 /* turn off icky flag (no longer needed.) */
1281 floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
1284 if (cave_have_flag_bold(floor_ptr, y0 + y - yhsize, x0 + x - xhsize, FF_LAVA))
1286 if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) floor_ptr->grid_array[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
1296 * makes a lake/collapsed floor in the center of the dungeon
1298 void build_lake(floor_type *floor_ptr, int type)
1300 int grd, roug, xsize, ysize, x0, y0;
1304 /* paranoia - exit if lake type out of range. */
1305 if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT))
1307 msg_format("Invalid lake type (%d)", type);
1311 /* Make the size of the dungeon */
1312 xsize = floor_ptr->width - 1;
1313 ysize = floor_ptr->height - 1;
1317 /* Paranoia: make size even */
1323 /* testing values for these parameters: feel free to adjust */
1324 grd = randint1(3) + 4;
1326 /* want average of about 16 */
1327 roug = randint1(8) * randint1(4);
1329 /* Make up size of various componants */
1333 /* Deep water/lava */
1334 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
1336 /* Shallow boundary */
1340 generate_hmap(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3);
1342 /* Convert to normal format+ clean up */
1343 done = generate_lake(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type);
1346 #endif /* ALLOW_CAVERNS_AND_LAKES */
1351 * Routine that fills the empty areas of a room with treasure and monsters.
1353 void fill_treasure(player_type *player_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2, int difficulty)
1355 POSITION x, y, cx, cy, size;
1358 /* center of room:*/
1362 /* Rough measure of size of vault= sum of lengths of sides */
1363 size = abs(x2 - x1) + abs(y2 - y1);
1365 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1366 for (x = x1; x <= x2; x++)
1368 for (y = y1; y <= y2; y++)
1370 /* Thing added based on distance to center of vault
1371 * Difficulty is 1-easy to 10-hard */
1372 value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty;
1374 /* hack- empty square part of the time */
1375 if ((randint1(100) - difficulty * 3) > 50) value = 20;
1377 /* if floor, shallow water and lava */
1378 if (is_floor_bold(floor_ptr, y, x) ||
1379 (cave_have_flag_bold(floor_ptr, y, x, FF_PLACE) && cave_have_flag_bold(floor_ptr, y, x, FF_DROP)))
1381 /* The smaller 'value' is, the better the stuff */
1384 /* Meanest monster + treasure */
1385 floor_ptr->monster_level = floor_ptr->base_level + 40;
1386 place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1387 floor_ptr->monster_level = floor_ptr->base_level;
1388 floor_ptr->object_level = floor_ptr->base_level + 20;
1389 place_object(player_ptr, y, x, AM_GOOD);
1390 floor_ptr->object_level = floor_ptr->base_level;
1394 /* Mean monster +treasure */
1395 floor_ptr->monster_level = floor_ptr->base_level + 20;
1396 place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1397 floor_ptr->monster_level = floor_ptr->base_level;
1398 floor_ptr->object_level = floor_ptr->base_level + 10;
1399 place_object(player_ptr, y, x, AM_GOOD);
1400 floor_ptr->object_level = floor_ptr->base_level;
1402 else if (value < 10)
1404 floor_ptr->monster_level = floor_ptr->base_level + 9;
1405 place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1406 floor_ptr->monster_level = floor_ptr->base_level;
1408 else if (value < 17)
1410 /* Intentional Blank space */
1413 * (Want some of the vault to be empty
1414 * so have room for group monsters.
1415 * This is used in the hack above to lower
1416 * the density of stuff in the vault.)
1419 else if (value < 23)
1421 /* Object or trap */
1422 if (randint0(100) < 25)
1424 place_object(player_ptr, y, x, 0L);
1428 place_trap(player_ptr, y, x);
1431 else if (value < 30)
1433 /* Monster and trap */
1434 floor_ptr->monster_level = floor_ptr->base_level + 5;
1435 place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1436 floor_ptr->monster_level = floor_ptr->base_level;
1437 place_trap(player_ptr, y, x);
1439 else if (value < 40)
1441 /* Monster or object */
1442 if (randint0(100) < 50)
1444 floor_ptr->monster_level = floor_ptr->base_level + 3;
1445 place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1446 floor_ptr->monster_level = floor_ptr->base_level;
1448 if (randint0(100) < 50)
1450 floor_ptr->object_level = floor_ptr->base_level + 7;
1451 place_object(player_ptr, y, x, 0L);
1452 floor_ptr->object_level = floor_ptr->base_level;
1455 else if (value < 50)
1458 place_trap(player_ptr, y, x);
1464 /* 20% monster, 40% trap, 20% object, 20% blank space */
1465 if (randint0(100) < 20)
1467 place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1469 else if (randint0(100) < 50)
1471 place_trap(player_ptr, y, x);
1473 else if (randint0(100) < 50)
1475 place_object(player_ptr, y, x, 0L);
1486 * Overlay a rectangular room given its bounds
1487 * This routine is used by build_room_vault
1488 * The area inside the walls is not touched:
1489 * only granite is removed- normal walls stay
1491 void build_room(floor_type *floor_ptr, POSITION x1, POSITION x2, POSITION y1, POSITION y2)
1493 POSITION x, y, xsize, ysize;
1496 /* Check if rectangle has no width */
1497 if ((x1 == x2) || (y1 == y2)) return;
1501 /* Swap boundaries if in wrong order */
1509 /* Swap boundaries if in wrong order */
1515 /* get total widths */
1520 /* Top and bottom boundaries */
1521 for (i = 0; i <= xsize; i++)
1523 place_outer_noperm_bold(floor_ptr, y1, x1 + i);
1524 floor_ptr->grid_array[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
1525 place_outer_noperm_bold(floor_ptr, y2, x1 + i);
1526 floor_ptr->grid_array[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
1529 /* Left and right boundaries */
1530 for (i = 1; i < ysize; i++)
1532 place_outer_noperm_bold(floor_ptr, y1 + i, x1);
1533 floor_ptr->grid_array[y1 + i][x1].info |= (CAVE_ROOM | CAVE_ICKY);
1534 place_outer_noperm_bold(floor_ptr, y1 + i, x2);
1535 floor_ptr->grid_array[y1 + i][x2].info |= (CAVE_ROOM | CAVE_ICKY);
1539 for (x = 1; x < xsize; x++)
1541 for (y = 1; y < ysize; y++)
1543 if (is_extra_bold(floor_ptr, y1 + y, x1 + x))
1545 /* clear the untouched region */
1546 place_floor_bold(floor_ptr, y1 + y, x1 + x);
1547 floor_ptr->grid_array[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
1551 /* make it a room- but don't touch */
1552 floor_ptr->grid_array[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
1561 * maze vault -- rectangular labyrinthine rooms
1563 * maze vault uses two routines:
1564 * r_visit - a recursive routine that builds the labyrinth
1565 * build_maze_vault - a driver routine that calls r_visit and adds
1566 * monsters, traps and treasure
1568 * The labyrinth is built by creating a spanning tree of a graph.
1569 * The graph vertices are at
1570 * (x, y) = (2j + x1, 2k + y1) j = 0,...,m-1 k = 0,...,n-1
1571 * and the edges are the vertical and horizontal nearest neighbors.
1573 * The spanning tree is created by performing a suitably randomized
1574 * depth-first traversal of the graph. The only adjustable parameter
1575 * is the randint0(3) below; it governs the relative density of
1576 * twists and turns in the labyrinth: smaller number, more twists.
1578 void r_visit(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int node, DIRECTION dir, int *visited)
1580 int i, j, m, n, temp, x, y, adj[4];
1582 /* dimensions of vertex array */
1583 m = (x2 - x1) / 2 + 1;
1584 n = (y2 - y1) / 2 + 1;
1586 /* mark node visited and set it to a floor */
1588 x = 2 * (node % m) + x1;
1589 y = 2 * (node / m) + y1;
1590 place_floor_bold(floor_ptr, y, x);
1592 /* setup order of adjacent node visits */
1595 /* pick a random ordering */
1596 for (i = 0; i < 4; i++)
1598 for (i = 0; i < 4; i++)
1609 /* pick a random ordering with dir first */
1611 for (i = 1; i < 4; i++)
1613 for (i = 1; i < 4; i++)
1615 j = 1 + randint0(3);
1622 for (i = 0; i < 4; i++)
1627 /* (0,+) - check for bottom boundary */
1628 if ((node / m < n - 1) && (visited[node + m] == 0))
1630 place_floor_bold(floor_ptr, y + 1, x);
1631 r_visit(floor_ptr, y1, x1, y2, x2, node + m, dir, visited);
1635 /* (0,-) - check for top boundary */
1636 if ((node / m > 0) && (visited[node - m] == 0))
1638 place_floor_bold(floor_ptr, y - 1, x);
1639 r_visit(floor_ptr, y1, x1, y2, x2, node - m, dir, visited);
1643 /* (+,0) - check for right boundary */
1644 if ((node % m < m - 1) && (visited[node + 1] == 0))
1646 place_floor_bold(floor_ptr, y, x + 1);
1647 r_visit(floor_ptr, y1, x1, y2, x2, node + 1, dir, visited);
1651 /* (-,0) - check for left boundary */
1652 if ((node % m > 0) && (visited[node - 1] == 0))
1654 place_floor_bold(floor_ptr, y, x - 1);
1655 r_visit(floor_ptr, y1, x1, y2, x2, node - 1, dir, visited);
1662 void build_maze_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize, bool is_vault)
1664 POSITION y, x, dy, dx;
1665 POSITION y1, x1, y2, x2;
1666 int m, n, num_vertices, *visited;
1670 msg_print_wizard(CHEAT_DUNGEON, _("迷路ランダムVaultを生成しました。", "Maze Vault."));
1672 /* Choose lite or dark */
1673 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1674 light = ((floor_ptr->dun_level <= randint1(25)) && is_vault && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
1676 /* Pick a random room size - randomized by calling routine */
1685 /* generate the room */
1686 for (y = y1 - 1; y <= y2 + 1; y++)
1688 for (x = x1 - 1; x <= x2 + 1; x++)
1690 g_ptr = &floor_ptr->grid_array[y][x];
1691 g_ptr->info |= CAVE_ROOM;
1692 if (is_vault) g_ptr->info |= CAVE_ICKY;
1693 if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1))
1695 place_outer_grid(g_ptr);
1699 place_extra_grid(g_ptr);
1703 place_inner_grid(g_ptr);
1705 if (light) g_ptr->info |= (CAVE_GLOW);
1709 /* dimensions of vertex array */
1712 num_vertices = m * n;
1714 /* initialize array of visited vertices */
1715 C_MAKE(visited, num_vertices, int);
1717 /* traverse the graph to create a spaning tree, pick a random root */
1718 r_visit(floor_ptr, y1, x1, y2, x2, randint0(num_vertices), 0, visited);
1720 /* Fill with monsters and treasure, low difficulty */
1721 if (is_vault) fill_treasure(player_ptr, x1, x2, y1, y2, randint1(5));
1723 C_KILL(visited, num_vertices, int);
1727 /* Build a town/ castle by using a recursive algorithm.
1728 * Basically divide each region in a probalistic way to create
1729 * smaller regions. When the regions get too small stop.
1731 * The power variable is a measure of how well defended a region is.
1732 * This alters the possible choices.
1734 void build_recursive_room(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int power)
1736 POSITION xsize, ysize;
1740 /* Temp variables */
1746 if ((power < 3) && (xsize > 12) && (ysize > 12))
1748 /* Need outside wall +keep */
1755 /* Make rooms + subdivide */
1756 if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8))
1762 choice = randint1(2) + 1;
1767 /* Mostly subdivide */
1768 choice = randint1(3) + 1;
1772 /* Based on the choice made above, do something */
1780 /* top and bottom */
1781 for (x = x1; x <= x2; x++)
1783 place_outer_bold(floor_ptr, y1, x);
1784 place_outer_bold(floor_ptr, y2, x);
1787 /* left and right */
1788 for (y = y1 + 1; y < y2; y++)
1790 place_outer_bold(floor_ptr, y, x1);
1791 place_outer_bold(floor_ptr, y, x2);
1794 /* Make a couple of entrances */
1797 /* left and right */
1798 y = randint1(ysize) + y1;
1799 place_floor_bold(floor_ptr, y, x1);
1800 place_floor_bold(floor_ptr, y, x2);
1804 /* top and bottom */
1805 x = randint1(xsize) + x1;
1806 place_floor_bold(floor_ptr, y1, x);
1807 place_floor_bold(floor_ptr, y2, x);
1810 /* Select size of keep */
1811 t1 = randint1(ysize / 3) + y1;
1812 t2 = y2 - randint1(ysize / 3);
1813 t3 = randint1(xsize / 3) + x1;
1814 t4 = x2 - randint1(xsize / 3);
1816 /* Do outside areas */
1818 /* Above and below keep */
1819 build_recursive_room(floor_ptr, x1 + 1, y1 + 1, x2 - 1, t1, power + 1);
1820 build_recursive_room(floor_ptr, x1 + 1, t2, x2 - 1, y2, power + 1);
1822 /* Left and right of keep */
1823 build_recursive_room(floor_ptr, x1 + 1, t1 + 1, t3, t2 - 1, power + 3);
1824 build_recursive_room(floor_ptr, t4, t1 + 1, x2 - 1, t2 - 1, power + 3);
1826 /* Make the keep itself: */
1839 /* Try to build a room */
1840 if ((xsize < 3) || (ysize < 3))
1842 for (y = y1; y < y2; y++)
1844 for (x = x1; x < x2; x++)
1846 place_inner_bold(floor_ptr, y, x);
1854 /* Make outside walls */
1855 /* top and bottom */
1856 for (x = x1 + 1; x <= x2 - 1; x++)
1858 place_inner_bold(floor_ptr, y1 + 1, x);
1859 place_inner_bold(floor_ptr, y2 - 1, x);
1862 /* left and right */
1863 for (y = y1 + 1; y <= y2 - 1; y++)
1865 place_inner_bold(floor_ptr, y, x1 + 1);
1866 place_inner_bold(floor_ptr, y, x2 - 1);
1870 y = randint1(ysize - 3) + y1 + 1;
1875 place_floor_bold(floor_ptr, y, x1 + 1);
1880 place_floor_bold(floor_ptr, y, x2 - 1);
1883 /* Build the room */
1884 build_recursive_room(floor_ptr, x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
1889 /* Try and divide vertically */
1893 for (y = y1; y < y2; y++)
1895 for (x = x1; x < x2; x++)
1897 place_inner_bold(floor_ptr, y, x);
1903 t1 = randint1(xsize - 2) + x1 + 1;
1904 build_recursive_room(floor_ptr, x1, y1, t1, y2, power - 2);
1905 build_recursive_room(floor_ptr, t1 + 1, y1, x2, y2, power - 2);
1910 /* Try and divide horizontally */
1914 for (y = y1; y < y2; y++)
1916 for (x = x1; x < x2; x++)
1918 place_inner_bold(floor_ptr, y, x);
1924 t1 = randint1(ysize - 2) + y1 + 1;
1925 build_recursive_room(floor_ptr, x1, y1, x2, t1, power - 2);
1926 build_recursive_room(floor_ptr, x1, t1 + 1, x2, y2, power - 2);
1934 * Add outer wall to a floored region
1935 * Note: no range checking is done so must be inside dungeon
1936 * This routine also stomps on doors
1938 void add_outer_wall(floor_type *floor_ptr, POSITION x, POSITION y, int light, POSITION x1, POSITION y1, POSITION x2, POSITION y2)
1941 feature_type *f_ptr;
1944 if (!in_bounds(floor_ptr, y, x)) return;
1946 g_ptr = &floor_ptr->grid_array[y][x];
1948 /* hack- check to see if square has been visited before
1949 * if so, then exit (use room flag to do this) */
1950 if (g_ptr->info & CAVE_ROOM) return;
1953 g_ptr->info |= CAVE_ROOM;
1955 f_ptr = &f_info[g_ptr->feat];
1957 if (is_floor_bold(floor_ptr, y, x))
1959 for (i = -1; i <= 1; i++)
1961 for (j = -1; j <= 1; j++)
1963 if ((x + i >= x1) && (x + i <= x2) && (y + j >= y1) && (y + j <= y2))
1965 add_outer_wall(floor_ptr, x + i, y + j, light, x1, y1, x2, y2);
1966 if (light) g_ptr->info |= CAVE_GLOW;
1971 else if (is_extra_bold(floor_ptr, y, x))
1973 /* Set bounding walls */
1974 place_outer_bold(floor_ptr, y, x);
1975 if (light) g_ptr->info |= CAVE_GLOW;
1977 else if (permanent_wall(f_ptr))
1979 /* Set bounding walls */
1980 if (light) g_ptr->info |= CAVE_GLOW;
1986 * Hacked distance formula - gives the 'wrong' answer.
1987 * Used to build crypts
1989 POSITION dist2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, POSITION h1, POSITION h2, POSITION h3, POSITION h4)
1995 /* Basically this works by taking the normal pythagorean formula
1996 * and using an expansion to express this in a way without the
1997 * square root. This approximate formula is then perturbed to give
1998 * the distorted results. (I found this by making a mistake when I was
1999 * trying to fix the circular rooms.)
2002 /* h1-h4 are constants that describe the metric */
2003 if (dx >= 2 * dy) return (dx + (dy * h1) / h2);
2004 if (dy >= 2 * dx) return (dy + (dx * h1) / h2);
2005 return (((dx + dy) * 128) / 181 +
2006 (dx * dx / (dy * h3) + dy * dy / (dx * h3)) * h4);
2007 /* 128/181 is approx. 1/sqrt(2) */
2013 /* Create a new floor room with optional light */
2014 void generate_room_floor(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int light)
2020 for (y = y1; y <= y2; y++)
2022 for (x = x1; x <= x2; x++)
2025 g_ptr = &floor_ptr->grid_array[y][x];
2026 place_floor_grid(g_ptr);
2027 g_ptr->info |= (CAVE_ROOM);
2028 if (light) g_ptr->info |= (CAVE_GLOW);
2033 void generate_fill_perm_bold(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
2037 for (y = y1; y <= y2; y++)
2039 for (x = x1; x <= x2; x++)
2042 place_inner_perm_bold(floor_ptr, y, x);
2049 * @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
2050 * @param player_ptr プレーヤーへの参照ポインタ
2052 * @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation.
2053 * @return 部屋の生成に成功した場合 TRUE を返す。
2055 static bool room_build(player_type *player_ptr, EFFECT_ID typ)
2057 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2060 /* Build an appropriate room */
2061 case ROOM_T_NORMAL: return build_type1(floor_ptr);
2062 case ROOM_T_OVERLAP: return build_type2(floor_ptr);
2063 case ROOM_T_CROSS: return build_type3(player_ptr);
2064 case ROOM_T_INNER_FEAT: return build_type4(player_ptr);
2065 case ROOM_T_NEST: return build_type5(player_ptr);
2066 case ROOM_T_PIT: return build_type6(player_ptr);
2067 case ROOM_T_LESSER_VAULT: return build_type7(player_ptr);
2068 case ROOM_T_GREATER_VAULT: return build_type8(player_ptr);
2069 case ROOM_T_FRACAVE: return build_type9(floor_ptr);
2070 case ROOM_T_RANDOM_VAULT: return build_type10(player_ptr);
2071 case ROOM_T_OVAL: return build_type11(floor_ptr);
2072 case ROOM_T_CRYPT: return build_type12(player_ptr);
2073 case ROOM_T_TRAP_PIT: return build_type13(player_ptr);
2074 case ROOM_T_TRAP: return build_type14(floor_ptr);
2075 case ROOM_T_GLASS: return build_type15(player_ptr);
2076 case ROOM_T_ARCADE: return build_type16(player_ptr);
2077 case ROOM_T_FIXED: return build_type17(player_ptr);
2083 * @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
2084 * @param dst 確率を移す先の部屋種ID
2085 * @param src 確率を与える元の部屋種ID
2087 #define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
2090 * @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)]
2091 * @param player_ptr プレーヤーへの参照ポインタ
2092 * @return 部屋生成に成功した場合 TRUE を返す。
2094 bool generate_rooms(player_type *player_ptr)
2096 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2101 int prob_list[ROOM_T_MAX];
2102 int rooms_built = 0;
2103 int area_size = 100 * (floor_ptr->height*floor_ptr->width) / (MAX_HGT*MAX_WID);
2104 int level_index = MIN(10, div_round(floor_ptr->dun_level, 10));
2106 /* Number of each type of room on this level */
2107 s16b room_num[ROOM_T_MAX];
2109 /* Limit number of rooms */
2110 int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
2112 /* Assume normal floor_ptr->grid_array */
2113 room_info_type *room_info_ptr = room_info_normal;
2116 * Initialize probability list.
2118 for (i = 0; i < ROOM_T_MAX; i++)
2120 /* No rooms allowed above their minimum depth. */
2121 if (floor_ptr->dun_level < room_info_ptr[i].min_level)
2127 prob_list[i] = room_info_ptr[i].prob[level_index];
2132 * XXX -- Various dungeon types and options.
2135 /*! @details ダンジョンにBEGINNER、CHAMELEON、SMALLESTいずれのフラグもなく、
2136 * かつ「常に通常でない部屋を生成する」フラグがONならば、
2137 * GRATER_VAULTのみを生成対象とする。 / Ironman sees only Greater Vaults */
2138 if (ironman_rooms && !((d_info[floor_ptr->dungeon_idx].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST))))
2140 for (i = 0; i < ROOM_T_MAX; i++)
2142 if (i == ROOM_T_GREATER_VAULT) prob_list[i] = 1;
2143 else prob_list[i] = 0;
2147 /*! @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 */
2148 else if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_VAULT)
2150 prob_list[ROOM_T_LESSER_VAULT] = 0;
2151 prob_list[ROOM_T_GREATER_VAULT] = 0;
2152 prob_list[ROOM_T_RANDOM_VAULT] = 0;
2155 /*! @details ダンジョンにBEGINNERフラグがあるならば、FIXED_ROOMを除外 / Forbidden vaults */
2156 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_BEGINNER)
2158 prob_list[ROOM_T_FIXED] = 0;
2161 /*! @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)*/
2162 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE)
2164 MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE);
2165 MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_CRYPT);
2166 MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL);
2169 /*! @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 floor_ptr->grid_array etc.) */
2170 else if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_CAVE)
2172 MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL);
2175 /*! @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 */
2176 else if (dun->cavern || dun->empty_level)
2178 prob_list[ROOM_T_FRACAVE] = 0;
2181 /*! @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 */
2182 if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_ROOM))
2184 prob_list[ROOM_T_GLASS] = 0;
2187 /*! @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 */
2188 if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_ARCADE))
2190 prob_list[ROOM_T_ARCADE] = 0;
2194 * Initialize number of rooms,
2195 * And calcurate total probability.
2197 for (total_prob = 0, i = 0; i < ROOM_T_MAX; i++)
2200 total_prob += prob_list[i];
2204 * Prepare the number of rooms, of all types, we should build
2207 for (i = dun_rooms; i > 0; i--)
2210 int rand = randint0(total_prob);
2212 /* Get room_type randomly */
2213 for (room_type = 0; room_type < ROOM_T_MAX; room_type++)
2215 if (rand < prob_list[room_type]) break;
2216 else rand -= prob_list[room_type];
2218 if (room_type >= ROOM_T_MAX) room_type = ROOM_T_NORMAL;
2220 /* Increase the number of rooms of that type we should build. */
2221 room_num[room_type]++;
2227 case ROOM_T_LESSER_VAULT:
2228 case ROOM_T_TRAP_PIT:
2236 case ROOM_T_GREATER_VAULT:
2237 case ROOM_T_RANDOM_VAULT:
2246 * Build each type of room one by one until we cannot build any more.
2247 * [from SAngband (originally from OAngband)]
2251 /* Assume no remaining rooms */
2254 for (i = 0; i < ROOM_T_MAX; i++)
2256 /* What type of room are we building now? */
2257 int room_type = room_build_order[i];
2259 /* Go next if none available */
2260 if (!room_num[room_type]) continue;
2262 /* Use up one unit */
2263 room_num[room_type]--;
2265 /* Build the room. */
2266 if (room_build(player_ptr, room_type))
2268 /* Increase the room built count. */
2271 /* Mark as there was some remaining rooms */
2278 case ROOM_T_TRAP_PIT:
2280 /* Avoid too many monsters */
2283 room_num[ROOM_T_PIT] = 0;
2284 room_num[ROOM_T_NEST] = 0;
2285 room_num[ROOM_T_TRAP_PIT] = 0;
2291 /* Avoid double-town */
2292 room_num[ROOM_T_ARCADE] = 0;
2298 /* End loop if no room remain */
2302 /*! @details 部屋生成数が2未満の場合生成失敗を返す */
2303 if (rooms_built < 2)
2305 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);
2309 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);