3 * Purpose: make rooms. Used by generate.c when creating dungeons.
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
9 * This software may be copied and distributed for educational, research,
10 * and not for profit purposes provided that this copyright and statement
11 * are included in all such copies. Other copyrights may also apply.
21 * Array of minimum room depths
23 static s16b roomdep[] =
26 1, /* 1 = Simple (33x11) */
27 1, /* 2 = Overlapping (33x11) */
28 3, /* 3 = Crossed (33x11) */
29 3, /* 4 = Large (33x11) */
30 10, /* 5 = Monster nest (33x11) */
31 10, /* 6 = Monster pit (33x11) */
32 10, /* 7 = Lesser vault (33x22) */
33 20, /* 8 = Greater vault (66x44) */
34 5, /* 9 = Fractal cave (42x24) */
35 10, /* 10 = Random vault (44x22) */
36 3, /* 11 = Circular rooms (22x22) */
37 10, /* 12 = Crypts (22x22) */
38 20, /* 13 = Trapped monster pit */
39 20, /* 14 = Piranha/Armageddon trap room */
43 static void place_locked_door(int y, int x)
45 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
47 place_floor_bold(y, x);
51 set_cave_feat(y, x, FEAT_DOOR_HEAD+randint1(7));
52 cave[y][x].info &= ~(CAVE_FLOOR);
56 static void place_secret_door(int y, int x)
58 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
60 place_floor_bold(y, x);
64 cave_type *c_ptr = &cave[y][x];
66 /* Create secret door */
67 place_closed_door(y, x);
69 /* Hide by inner wall because this is used in rooms only */
70 c_ptr->mimic = feat_wall_inner;
72 /* Floor type terrain cannot hide a door */
73 if (feat_floor(c_ptr->mimic))
75 c_ptr->feat = c_ptr->mimic;
79 c_ptr->info &= ~(CAVE_FLOOR);
84 * This funtion makes a very small room centred at (x0, y0)
85 * This is used in crypts, and random elemental vaults.
87 * Note - this should be used only on allocated regions
88 * within another room.
90 static void build_small_room(int x0, int y0)
94 for (y = y0 - 1; y <= y0 + 1; y++)
96 place_inner_bold(y, x0 - 1);
97 place_inner_bold(y, x0 + 1);
100 for (x = x0 - 1; x <= x0 + 1; x++)
102 place_inner_bold(y0 - 1, x);
103 place_inner_bold(y0 + 1, x);
106 /* Place a secret door on one side */
109 case 0: place_secret_door(y0, x0 - 1); break;
110 case 1: place_secret_door(y0, x0 + 1); break;
111 case 2: place_secret_door(y0 - 1, x0); break;
112 case 3: place_secret_door(y0 + 1, x0); break;
115 /* Clear mimic type */
116 cave[y0][x0].mimic = 0;
118 /* Add inner open space */
119 place_floor_bold(y0, x0);
124 * This function tunnels around a room if
125 * it will cut off part of a cave system.
127 static void check_room_boundary(int x1, int y1, int x2, int y2)
130 bool old_is_floor, new_is_floor;
136 old_is_floor = get_is_floor(x1 - 1, y1);
139 * Count the number of floor-wall boundaries around the room
140 * Note: diagonal squares are ignored since the player can move diagonally
141 * to bypass these if needed.
144 /* Above the top boundary */
145 for (x = x1; x <= x2; x++)
147 new_is_floor = get_is_floor(x, y1 - 1);
149 /* Increment counter if they are different */
150 if (new_is_floor != old_is_floor) count++;
152 old_is_floor = new_is_floor;
156 for (y = y1; y <= y2; y++)
158 new_is_floor = get_is_floor(x2 + 1, y);
160 /* increment counter if they are different */
161 if (new_is_floor != old_is_floor) count++;
163 old_is_floor = new_is_floor;
166 /* Bottom boundary */
167 for (x = x2; x >= x1; x--)
169 new_is_floor = get_is_floor(x, y2 + 1);
171 /* increment counter if they are different */
172 if (new_is_floor != old_is_floor) count++;
174 old_is_floor = new_is_floor;
178 for (y = y2; y >= y1; y--)
180 new_is_floor = get_is_floor(x1 - 1, y);
182 /* increment counter if they are different */
183 if (new_is_floor != old_is_floor) count++;
185 old_is_floor = new_is_floor;
188 /* If all the same, or only one connection exit. */
189 if (count <= 2) return;
192 /* Tunnel around the room so to prevent problems with caves */
193 for (y = y1; y <= y2; y++)
195 for (x = x1; x <= x2; x++)
204 * This function is used to allocate the space needed by a room in the room_map
206 * x, y represent the size of the room (0...x-1) by (0...y-1).
207 * crowded is used to denote a monset nest.
208 * by0, bx0 are the positions in the room_map array given to the build_type'x'
210 * xx, yy are the returned center of the allocated room in coordinates for
211 * cave.feat and cave.info etc.
213 static bool room_alloc(int x, int y, bool crowded, int by0, int bx0, int *xx, int *yy)
215 int temp, bx1, bx2, by1, by2, by, bx;
217 /* Calculate number of room_map squares to allocate */
219 /* temp is total number along width */
220 temp = ((x - 1) / BLOCK_WID) + 1;
222 /* bx2 = ending block */
223 bx2 = temp / 2 + bx0;
225 /* bx1 = starting block (Note: rounding taken care of here.) */
226 bx1 = bx2 + 1 - temp;
228 /* temp is total number along height */
229 temp = ((y - 1) / BLOCK_HGT) + 1;
231 /* by2 = ending block */
232 by2 = temp / 2 + by0;
234 /* by1 = starting block */
235 by1 = by2 + 1 - temp;
238 /* Never run off the screen */
239 if ((by1 < 0) || (by2 >= dun->row_rooms)) return (FALSE);
240 if ((bx1 < 0) || (bx2 >= dun->col_rooms)) return (FALSE);
242 /* Verify open space */
243 for (by = by1; by <= by2; by++)
245 for (bx = bx1; bx <= bx2; bx++)
247 if (dun->room_map[by][bx]) return (FALSE);
251 /* It is *extremely* important that the following calculation */
252 /* be *exactly* correct to prevent memory errors XXX XXX XXX */
254 /* Acquire the location of the room */
255 *yy = ((by1 + by2 + 1) * BLOCK_HGT) / 2;
256 *xx = ((bx1 + bx2 + 1) * BLOCK_WID) / 2;
259 /* Save the room location */
260 if (dun->cent_n < CENT_MAX)
262 dun->cent[dun->cent_n].y = *yy;
263 dun->cent[dun->cent_n].x = *xx;
267 /* Reserve some blocks */
268 for (by = by1; by <= by2; by++)
270 for (bx = bx1; bx <= bx2; bx++)
272 dun->room_map[by][bx] = TRUE;
276 /* Count "crowded" rooms */
277 if (crowded) dun->crowded++;
280 * Hack- See if room will cut off a cavern.
281 * If so, fix by tunneling outside the room in such a way as to connect the caves.
283 check_room_boundary(*xx - x / 2 - 1, *yy - y / 2 - 1,
284 *xx + (x - 1) / 2 + 1, *yy + (y - 1) / 2 + 1);
291 * Room building routines.
297 * 4 -- large room with features
301 * 8 -- greater vaults
303 * 10 -- random vaults
304 * 11 -- circular rooms
306 * 13 -- trapped monster pits
312 * Type 1 -- normal rectangular rooms
314 static void build_type1(int by0, int bx0)
316 int y, x, y2, x2, yval, xval;
317 int y1, x1, xsize, ysize;
323 /* Pick a room size */
332 /* Try to allocate space for room. If fails, exit */
333 if (!room_alloc(xsize + 2, ysize + 2, FALSE, by0, bx0, &xval, &yval)) return;
335 /* Choose lite or dark */
336 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
339 /* Get corner values */
340 y1 = yval - ysize / 2;
341 x1 = xval - xsize / 2;
342 y2 = yval + (ysize - 1) / 2;
343 x2 = xval + (xsize - 1) / 2;
346 /* Place a full floor under the room */
347 for (y = y1 - 1; y <= y2 + 1; y++)
349 for (x = x1 - 1; x <= x2 + 1; x++)
352 place_floor_grid(c_ptr);
353 c_ptr->info |= (CAVE_ROOM);
354 if (light) c_ptr->info |= (CAVE_GLOW);
358 /* Walls around the room */
359 for (y = y1 - 1; y <= y2 + 1; y++)
361 c_ptr = &cave[y][x1 - 1];
362 place_outer_grid(c_ptr);
363 c_ptr = &cave[y][x2 + 1];
364 place_outer_grid(c_ptr);
366 for (x = x1 - 1; x <= x2 + 1; x++)
368 c_ptr = &cave[y1 - 1][x];
369 place_outer_grid(c_ptr);
370 c_ptr = &cave[y2 + 1][x];
371 place_outer_grid(c_ptr);
375 /* Hack -- Occasional pillar room */
378 for (y = y1; y <= y2; y += 2)
380 for (x = x1; x <= x2; x += 2)
383 place_inner_grid(c_ptr);
388 /* Hack -- Occasional room with four pillars */
389 else if (one_in_(20))
391 if ((y1 + 4 < y2) && (x1 + 4 < x2))
393 c_ptr = &cave[y1 + 1][x1 + 1];
394 place_inner_grid(c_ptr);
396 c_ptr = &cave[y1 + 1][x2 - 1];
397 place_inner_grid(c_ptr);
399 c_ptr = &cave[y2 - 1][x1 + 1];
400 place_inner_grid(c_ptr);
402 c_ptr = &cave[y2 - 1][x2 - 1];
403 place_inner_grid(c_ptr);
407 /* Hack -- Occasional ragged-edge room */
408 else if (one_in_(50))
410 for (y = y1 + 2; y <= y2 - 2; y += 2)
412 c_ptr = &cave[y][x1];
413 place_inner_grid(c_ptr);
414 c_ptr = &cave[y][x2];
415 place_inner_grid(c_ptr);
417 for (x = x1 + 2; x <= x2 - 2; x += 2)
419 c_ptr = &cave[y1][x];
420 place_inner_grid(c_ptr);
421 c_ptr = &cave[y2][x];
422 place_inner_grid(c_ptr);
425 /* Hack -- Occasional divided room */
426 else if (one_in_(50))
428 if (randint1(100) < 50)
430 /* Horizontal wall */
431 for (x = x1; x <= x2; x++)
433 place_inner_bold(yval, x);
436 /* Prevent edge of wall from being tunneled */
437 place_solid_bold(yval, x1 - 1);
438 place_solid_bold(yval, x2 + 1);
443 for (y = y1; y <= y2; y++)
445 place_inner_bold(y, xval);
448 /* Prevent edge of wall from being tunneled */
449 place_solid_bold(y1 - 1, xval);
450 place_solid_bold(y2 + 1, xval);
453 place_random_door(yval, xval, TRUE);
459 * Type 2 -- Overlapping rectangular rooms
461 static void build_type2(int by0, int bx0)
463 int y, x, xval, yval;
464 int y1a, x1a, y2a, x2a;
465 int y1b, x1b, y2b, x2b;
470 /* Try to allocate space for room. If fails, exit */
471 if (!room_alloc(25, 11, FALSE, by0, bx0, &xval, &yval)) return;
473 /* Choose lite or dark */
474 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
476 /* Determine extents of the first room */
477 y1a = yval - randint1(4);
478 y2a = yval + randint1(3);
479 x1a = xval - randint1(11);
480 x2a = xval + randint1(10);
482 /* Determine extents of the second room */
483 y1b = yval - randint1(3);
484 y2b = yval + randint1(4);
485 x1b = xval - randint1(10);
486 x2b = xval + randint1(11);
489 /* Place a full floor for room "a" */
490 for (y = y1a - 1; y <= y2a + 1; y++)
492 for (x = x1a - 1; x <= x2a + 1; x++)
495 place_floor_grid(c_ptr);
496 c_ptr->info |= (CAVE_ROOM);
497 if (light) c_ptr->info |= (CAVE_GLOW);
501 /* Place a full floor for room "b" */
502 for (y = y1b - 1; y <= y2b + 1; y++)
504 for (x = x1b - 1; x <= x2b + 1; x++)
507 place_floor_grid(c_ptr);
508 c_ptr->info |= (CAVE_ROOM);
509 if (light) c_ptr->info |= (CAVE_GLOW);
514 /* Place the walls around room "a" */
515 for (y = y1a - 1; y <= y2a + 1; y++)
517 c_ptr = &cave[y][x1a - 1];
518 place_outer_grid(c_ptr);
519 c_ptr = &cave[y][x2a + 1];
520 place_outer_grid(c_ptr);
522 for (x = x1a - 1; x <= x2a + 1; x++)
524 c_ptr = &cave[y1a - 1][x];
525 place_outer_grid(c_ptr);
526 c_ptr = &cave[y2a + 1][x];
527 place_outer_grid(c_ptr);
530 /* Place the walls around room "b" */
531 for (y = y1b - 1; y <= y2b + 1; y++)
533 c_ptr = &cave[y][x1b - 1];
534 place_outer_grid(c_ptr);
535 c_ptr = &cave[y][x2b + 1];
536 place_outer_grid(c_ptr);
538 for (x = x1b - 1; x <= x2b + 1; x++)
540 c_ptr = &cave[y1b - 1][x];
541 place_outer_grid(c_ptr);
542 c_ptr = &cave[y2b + 1][x];
543 place_outer_grid(c_ptr);
548 /* Replace the floor for room "a" */
549 for (y = y1a; y <= y2a; y++)
551 for (x = x1a; x <= x2a; x++)
554 place_floor_grid(c_ptr);
558 /* Replace the floor for room "b" */
559 for (y = y1b; y <= y2b; y++)
561 for (x = x1b; x <= x2b; x++)
564 place_floor_grid(c_ptr);
572 * Type 3 -- Cross shaped rooms
574 * Builds a room at a row, column coordinate
576 * Room "a" runs north/south, and Room "b" runs east/east
577 * So the "central pillar" runs from x1a, y1b to x2a, y2b.
579 * Note that currently, the "center" is always 3x3, but I think that
580 * the code below will work (with "bounds checking") for 5x5, or even
581 * for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.
583 static void build_type3(int by0, int bx0)
585 int y, x, dy, dx, wy, wx;
586 int y1a, x1a, y2a, x2a;
587 int y1b, x1b, y2b, x2b;
593 /* Try to allocate space for room. */
594 if (!room_alloc(25, 11, FALSE, by0, bx0, &xval, &yval)) return;
596 /* Choose lite or dark */
597 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
599 /* For now, always 3x3 */
602 /* Pick max vertical size (at most 4) */
603 dy = rand_range(3, 4);
605 /* Pick max horizontal size (at most 15) */
606 dx = rand_range(3, 11);
609 /* Determine extents of the north/south room */
615 /* Determine extents of the east/west room */
622 /* Place a full floor for room "a" */
623 for (y = y1a - 1; y <= y2a + 1; y++)
625 for (x = x1a - 1; x <= x2a + 1; x++)
628 place_floor_grid(c_ptr);
629 c_ptr->info |= (CAVE_ROOM);
630 if (light) c_ptr->info |= (CAVE_GLOW);
634 /* Place a full floor for room "b" */
635 for (y = y1b - 1; y <= y2b + 1; y++)
637 for (x = x1b - 1; x <= x2b + 1; x++)
640 place_floor_grid(c_ptr);
641 c_ptr->info |= (CAVE_ROOM);
642 if (light) c_ptr->info |= (CAVE_GLOW);
647 /* Place the walls around room "a" */
648 for (y = y1a - 1; y <= y2a + 1; y++)
650 c_ptr = &cave[y][x1a - 1];
651 place_outer_grid(c_ptr);
652 c_ptr = &cave[y][x2a + 1];
653 place_outer_grid(c_ptr);
655 for (x = x1a - 1; x <= x2a + 1; x++)
657 c_ptr = &cave[y1a - 1][x];
658 place_outer_grid(c_ptr);
659 c_ptr = &cave[y2a + 1][x];
660 place_outer_grid(c_ptr);
663 /* Place the walls around room "b" */
664 for (y = y1b - 1; y <= y2b + 1; y++)
666 c_ptr = &cave[y][x1b - 1];
667 place_outer_grid(c_ptr);
668 c_ptr = &cave[y][x2b + 1];
669 place_outer_grid(c_ptr);
671 for (x = x1b - 1; x <= x2b + 1; x++)
673 c_ptr = &cave[y1b - 1][x];
674 place_outer_grid(c_ptr);
675 c_ptr = &cave[y2b + 1][x];
676 place_outer_grid(c_ptr);
680 /* Replace the floor for room "a" */
681 for (y = y1a; y <= y2a; y++)
683 for (x = x1a; x <= x2a; x++)
686 place_floor_grid(c_ptr);
690 /* Replace the floor for room "b" */
691 for (y = y1b; y <= y2b; y++)
693 for (x = x1b; x <= x2b; x++)
696 place_floor_grid(c_ptr);
702 /* Special features (3/4) */
705 /* Large solid middle pillar */
708 for (y = y1b; y <= y2b; y++)
710 for (x = x1a; x <= x2a; x++)
713 place_inner_grid(c_ptr);
719 /* Inner treasure vault */
722 /* Build the vault */
723 for (y = y1b; y <= y2b; y++)
725 c_ptr = &cave[y][x1a];
726 place_inner_grid(c_ptr);
727 c_ptr = &cave[y][x2a];
728 place_inner_grid(c_ptr);
730 for (x = x1a; x <= x2a; x++)
732 c_ptr = &cave[y1b][x];
733 place_inner_grid(c_ptr);
734 c_ptr = &cave[y2b][x];
735 place_inner_grid(c_ptr);
738 /* Place a secret door on the inner room */
741 case 0: place_secret_door(y1b, xval); break;
742 case 1: place_secret_door(y2b, xval); break;
743 case 2: place_secret_door(yval, x1a); break;
744 case 3: place_secret_door(yval, x2a); break;
747 /* Place a treasure in the vault */
748 place_object(yval, xval, 0L);
750 /* Let's guard the treasure well */
751 vault_monsters(yval, xval, randint0(2) + 3);
753 /* Traps naturally */
754 vault_traps(yval, xval, 4, 4, randint0(3) + 2);
762 /* Occasionally pinch the center shut */
765 /* Pinch the east/west sides */
766 for (y = y1b; y <= y2b; y++)
768 if (y == yval) continue;
769 c_ptr = &cave[y][x1a - 1];
770 place_inner_grid(c_ptr);
771 c_ptr = &cave[y][x2a + 1];
772 place_inner_grid(c_ptr);
775 /* Pinch the north/south sides */
776 for (x = x1a; x <= x2a; x++)
778 if (x == xval) continue;
779 c_ptr = &cave[y1b - 1][x];
780 place_inner_grid(c_ptr);
781 c_ptr = &cave[y2b + 1][x];
782 place_inner_grid(c_ptr);
785 /* Sometimes shut using secret doors */
788 place_secret_door(yval, x1a - 1);
789 place_secret_door(yval, x2a + 1);
790 place_secret_door(y1b - 1, xval);
791 place_secret_door(y2b + 1, xval);
795 /* Occasionally put a "plus" in the center */
798 c_ptr = &cave[yval][xval];
799 place_inner_grid(c_ptr);
800 c_ptr = &cave[y1b][xval];
801 place_inner_grid(c_ptr);
802 c_ptr = &cave[y2b][xval];
803 place_inner_grid(c_ptr);
804 c_ptr = &cave[yval][x1a];
805 place_inner_grid(c_ptr);
806 c_ptr = &cave[yval][x2a];
807 place_inner_grid(c_ptr);
810 /* Occasionally put a pillar in the center */
813 c_ptr = &cave[yval][xval];
814 place_inner_grid(c_ptr);
824 * Type 4 -- Large room with inner features
826 * Possible sub-types:
827 * 1 - Just an inner room with one door
828 * 2 - An inner room within an inner room
829 * 3 - An inner room with pillar(s)
830 * 4 - Inner room has a maze
831 * 5 - A set of four inner rooms
833 static void build_type4(int by0, int bx0)
836 int y2, x2, tmp, yval, xval;
841 /* Try to allocate space for room. */
842 if (!room_alloc(25, 11, FALSE, by0, bx0, &xval, &yval)) return;
844 /* Choose lite or dark */
845 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
853 /* Place a full floor under the room */
854 for (y = y1 - 1; y <= y2 + 1; y++)
856 for (x = x1 - 1; x <= x2 + 1; x++)
859 place_floor_grid(c_ptr);
860 c_ptr->info |= (CAVE_ROOM);
861 if (light) c_ptr->info |= (CAVE_GLOW);
866 for (y = y1 - 1; y <= y2 + 1; y++)
868 c_ptr = &cave[y][x1 - 1];
869 place_outer_grid(c_ptr);
870 c_ptr = &cave[y][x2 + 1];
871 place_outer_grid(c_ptr);
873 for (x = x1 - 1; x <= x2 + 1; x++)
875 c_ptr = &cave[y1 - 1][x];
876 place_outer_grid(c_ptr);
877 c_ptr = &cave[y2 + 1][x];
878 place_outer_grid(c_ptr);
888 /* The inner walls */
889 for (y = y1 - 1; y <= y2 + 1; y++)
891 c_ptr = &cave[y][x1 - 1];
892 place_inner_grid(c_ptr);
893 c_ptr = &cave[y][x2 + 1];
894 place_inner_grid(c_ptr);
896 for (x = x1 - 1; x <= x2 + 1; x++)
898 c_ptr = &cave[y1 - 1][x];
899 place_inner_grid(c_ptr);
900 c_ptr = &cave[y2 + 1][x];
901 place_inner_grid(c_ptr);
905 /* Inner room variations */
908 /* Just an inner room with a monster */
911 /* Place a secret door */
914 case 1: place_secret_door(y1 - 1, xval); break;
915 case 2: place_secret_door(y2 + 1, xval); break;
916 case 3: place_secret_door(yval, x1 - 1); break;
917 case 4: place_secret_door(yval, x2 + 1); break;
920 /* Place a monster in the room */
921 vault_monsters(yval, xval, 1);
926 /* Treasure Vault (with a door) */
929 /* Place a secret door */
932 case 1: place_secret_door(y1 - 1, xval); break;
933 case 2: place_secret_door(y2 + 1, xval); break;
934 case 3: place_secret_door(yval, x1 - 1); break;
935 case 4: place_secret_door(yval, x2 + 1); break;
938 /* Place another inner room */
939 for (y = yval - 1; y <= yval + 1; y++)
941 for (x = xval - 1; x <= xval + 1; x++)
943 if ((x == xval) && (y == yval)) continue;
945 place_inner_grid(c_ptr);
949 /* Place a locked door on the inner room */
952 case 1: place_locked_door(yval - 1, xval); break;
953 case 2: place_locked_door(yval + 1, xval); break;
954 case 3: place_locked_door(yval, xval - 1); break;
955 case 4: place_locked_door(yval, xval + 1); break;
958 /* Monsters to guard the "treasure" */
959 vault_monsters(yval, xval, randint1(3) + 2);
962 if (randint0(100) < 80)
964 place_object(yval, xval, 0L);
970 place_random_stairs(yval, xval);
973 /* Traps to protect the treasure */
974 vault_traps(yval, xval, 4, 10, 2 + randint1(3));
979 /* Inner pillar(s). */
982 /* Place a secret door */
985 case 1: place_secret_door(y1 - 1, xval); break;
986 case 2: place_secret_door(y2 + 1, xval); break;
987 case 3: place_secret_door(yval, x1 - 1); break;
988 case 4: place_secret_door(yval, x2 + 1); break;
991 /* Large Inner Pillar */
992 for (y = yval - 1; y <= yval + 1; y++)
994 for (x = xval - 1; x <= xval + 1; x++)
997 place_inner_grid(c_ptr);
1001 /* Occasionally, two more Large Inner Pillars */
1005 for (y = yval - 1; y <= yval + 1; y++)
1007 for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)
1009 c_ptr = &cave[y][x];
1010 place_inner_grid(c_ptr);
1012 for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)
1014 c_ptr = &cave[y][x];
1015 place_inner_grid(c_ptr);
1020 /* Occasionally, some Inner rooms */
1023 /* Long horizontal walls */
1024 for (x = xval - 5; x <= xval + 5; x++)
1026 c_ptr = &cave[yval - 1][x];
1027 place_inner_grid(c_ptr);
1028 c_ptr = &cave[yval + 1][x];
1029 place_inner_grid(c_ptr);
1032 /* Close off the left/right edges */
1033 c_ptr = &cave[yval][xval - 5];
1034 place_inner_grid(c_ptr);
1035 c_ptr = &cave[yval][xval + 5];
1036 place_inner_grid(c_ptr);
1038 /* Secret doors (random top/bottom) */
1039 place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3);
1040 place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3);
1043 vault_monsters(yval, xval - 2, randint1(2));
1044 vault_monsters(yval, xval + 2, randint1(2));
1047 if (one_in_(3)) place_object(yval, xval - 2, 0L);
1048 if (one_in_(3)) place_object(yval, xval + 2, 0L);
1057 /* Place a secret door */
1058 switch (randint1(4))
1060 case 1: place_secret_door(y1 - 1, xval); break;
1061 case 2: place_secret_door(y2 + 1, xval); break;
1062 case 3: place_secret_door(yval, x1 - 1); break;
1063 case 4: place_secret_door(yval, x2 + 1); break;
1066 /* Maze (really a checkerboard) */
1067 for (y = y1; y <= y2; y++)
1069 for (x = x1; x <= x2; x++)
1073 c_ptr = &cave[y][x];
1074 place_inner_grid(c_ptr);
1079 /* Monsters just love mazes. */
1080 vault_monsters(yval, xval - 5, randint1(3));
1081 vault_monsters(yval, xval + 5, randint1(3));
1083 /* Traps make them entertaining. */
1084 vault_traps(yval, xval - 3, 2, 8, randint1(3));
1085 vault_traps(yval, xval + 3, 2, 8, randint1(3));
1087 /* Mazes should have some treasure too. */
1088 vault_objects(yval, xval, 3);
1093 /* Four small rooms. */
1097 for (y = y1; y <= y2; y++)
1099 c_ptr = &cave[y][xval];
1100 place_inner_grid(c_ptr);
1102 for (x = x1; x <= x2; x++)
1104 c_ptr = &cave[yval][x];
1105 place_inner_grid(c_ptr);
1108 /* Doors into the rooms */
1109 if (randint0(100) < 50)
1111 int i = randint1(10);
1112 place_secret_door(y1 - 1, xval - i);
1113 place_secret_door(y1 - 1, xval + i);
1114 place_secret_door(y2 + 1, xval - i);
1115 place_secret_door(y2 + 1, xval + i);
1119 int i = randint1(3);
1120 place_secret_door(yval + i, x1 - 1);
1121 place_secret_door(yval - i, x1 - 1);
1122 place_secret_door(yval + i, x2 + 1);
1123 place_secret_door(yval - i, x2 + 1);
1126 /* Treasure, centered at the center of the cross */
1127 vault_objects(yval, xval, 2 + randint1(2));
1129 /* Gotta have some monsters. */
1130 vault_monsters(yval + 1, xval - 4, randint1(4));
1131 vault_monsters(yval + 1, xval + 4, randint1(4));
1132 vault_monsters(yval - 1, xval - 4, randint1(4));
1133 vault_monsters(yval - 1, xval + 4, randint1(4));
1142 * The following functions are used to determine if the given monster
1143 * is appropriate for inclusion in a monster nest or monster pit or
1146 * None of the pits/nests are allowed to include "unique" monsters.
1151 * Monster validation macro
1153 * Line 1 -- forbid town monsters
1154 * Line 2 -- forbid uniques
1155 * Line 3 -- forbid aquatic monsters
1157 #define vault_monster_okay(I) \
1158 (monster_dungeon(I) && \
1159 !(r_info[I].flags1 & RF1_UNIQUE) && \
1160 !(r_info[I].flags7 & RF7_UNIQUE2) && \
1161 !(r_info[I].flagsr & RFR_RES_ALL) && \
1162 !(r_info[I].flags7 & RF7_AQUATIC))
1165 /* Race index for "monster pit (clone)" */
1166 static int vault_aux_race;
1168 /* Race index for "monster pit (symbol clone)" */
1169 static char vault_aux_char;
1171 /* Breath mask for "monster pit (dragon)" */
1172 static u32b vault_aux_dragon_mask4;
1176 * Helper monster selection function
1178 static bool vault_aux_simple(int r_idx)
1181 return (vault_monster_okay(r_idx));
1186 * Helper function for "monster nest (jelly)"
1188 static bool vault_aux_jelly(int r_idx)
1190 monster_race *r_ptr = &r_info[r_idx];
1192 /* Validate the monster */
1193 if (!vault_monster_okay(r_idx)) return (FALSE);
1195 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1197 /* Also decline evil jellies (like death molds and shoggoths) */
1198 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
1200 /* Require icky thing, jelly, mold, or mushroom */
1201 if (!strchr("ijm,", r_ptr->d_char)) return (FALSE);
1209 * Helper function for "monster nest (animal)"
1211 static bool vault_aux_animal(int r_idx)
1213 monster_race *r_ptr = &r_info[r_idx];
1215 /* Validate the monster */
1216 if (!vault_monster_okay(r_idx)) return (FALSE);
1218 /* Require "animal" flag */
1219 if (!(r_ptr->flags3 & (RF3_ANIMAL))) return (FALSE);
1227 * Helper function for "monster nest (undead)"
1229 static bool vault_aux_undead(int r_idx)
1231 monster_race *r_ptr = &r_info[r_idx];
1233 /* Validate the monster */
1234 if (!vault_monster_okay(r_idx)) return (FALSE);
1236 /* Require Undead */
1237 if (!(r_ptr->flags3 & (RF3_UNDEAD))) return (FALSE);
1245 * Helper function for "monster nest (chapel)"
1247 static bool vault_aux_chapel_g(int r_idx)
1249 static int chapel_list[] = {
1250 MON_NOV_PRIEST, MON_NOV_PALADIN, MON_NOV_PRIEST_G, MON_NOV_PALADIN_G,
1251 MON_PRIEST, MON_JADE_MONK, MON_IVORY_MONK, MON_ULTRA_PALADIN,
1252 MON_EBONY_MONK, MON_W_KNIGHT, MON_KNI_TEMPLAR, MON_PALADIN,
1257 monster_race *r_ptr = &r_info[r_idx];
1259 /* Validate the monster */
1260 if (!vault_monster_okay(r_idx)) return (FALSE);
1262 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
1263 if ((r_idx == MON_A_GOLD) || (r_idx == MON_A_SILVER)) return (FALSE);
1265 /* Require "priest" or Angel */
1267 if (r_ptr->d_char == 'A') return TRUE;
1269 for (i = 0; chapel_list[i]; i++)
1270 if (r_idx == chapel_list[i]) return TRUE;
1277 * Helper function for "monster nest (kennel)"
1279 static bool vault_aux_kennel(int r_idx)
1281 monster_race *r_ptr = &r_info[r_idx];
1283 /* Validate the monster */
1284 if (!vault_monster_okay(r_idx)) return (FALSE);
1286 /* Require a Zephyr Hound or a dog */
1287 if (!strchr("CZ", r_ptr->d_char)) return (FALSE);
1295 * Helper function for "monster nest (mimic)"
1297 static bool vault_aux_mimic(int r_idx)
1299 monster_race *r_ptr = &r_info[r_idx];
1301 /* Validate the monster */
1302 if (!vault_monster_okay(r_idx)) return (FALSE);
1305 if (!strchr("!|$?=", r_ptr->d_char)) return (FALSE);
1312 * Helper function for "monster nest (clone)"
1314 static bool vault_aux_clone(int r_idx)
1316 /* Validate the monster */
1317 if (!vault_monster_okay(r_idx)) return (FALSE);
1319 return (r_idx == vault_aux_race);
1324 * Helper function for "monster nest (symbol clone)"
1326 static bool vault_aux_symbol_e(int r_idx)
1328 monster_race *r_ptr = &r_info[r_idx];
1330 /* Validate the monster */
1331 if (!vault_monster_okay(r_idx)) return (FALSE);
1333 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1335 if (r_ptr->flags3 & (RF3_GOOD)) return (FALSE);
1337 /* Decline incorrect symbol */
1338 if (r_ptr->d_char != vault_aux_char) return (FALSE);
1346 * Helper function for "monster nest (symbol clone)"
1348 static bool vault_aux_symbol_g(int r_idx)
1350 monster_race *r_ptr = &r_info[r_idx];
1352 /* Validate the monster */
1353 if (!vault_monster_okay(r_idx)) return (FALSE);
1355 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1357 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
1359 /* Decline incorrect symbol */
1360 if (r_ptr->d_char != vault_aux_char) return (FALSE);
1368 * Helper function for "monster pit (orc)"
1370 static bool vault_aux_orc(int r_idx)
1372 monster_race *r_ptr = &r_info[r_idx];
1374 /* Validate the monster */
1375 if (!vault_monster_okay(r_idx)) return (FALSE);
1378 if (!(r_ptr->flags3 & RF3_ORC)) return (FALSE);
1380 /* Decline undead */
1381 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1389 * Helper function for "monster pit (troll)"
1391 static bool vault_aux_troll(int r_idx)
1393 monster_race *r_ptr = &r_info[r_idx];
1395 /* Validate the monster */
1396 if (!vault_monster_okay(r_idx)) return (FALSE);
1399 if (!(r_ptr->flags3 & RF3_TROLL)) return (FALSE);
1401 /* Decline undead */
1402 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1410 * Helper function for "monster pit (giant)"
1412 static bool vault_aux_giant(int r_idx)
1414 monster_race *r_ptr = &r_info[r_idx];
1416 /* Validate the monster */
1417 if (!vault_monster_okay(r_idx)) return (FALSE);
1420 if (!(r_ptr->flags3 & RF3_GIANT)) return (FALSE);
1422 if (r_ptr->flags3 & RF3_GOOD) return (FALSE);
1424 /* Decline undead */
1425 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1433 * Helper function for "monster pit (dragon)"
1435 static bool vault_aux_dragon(int r_idx)
1437 monster_race *r_ptr = &r_info[r_idx];
1439 /* Validate the monster */
1440 if (!vault_monster_okay(r_idx)) return (FALSE);
1442 /* Require dragon */
1443 if (!(r_ptr->flags3 & RF3_DRAGON)) return (FALSE);
1445 /* Hack -- Require correct "breath attack" */
1446 if (r_ptr->flags4 != vault_aux_dragon_mask4) return (FALSE);
1448 /* Decline undead */
1449 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1457 * Helper function for "monster pit (demon)"
1459 static bool vault_aux_demon(int r_idx)
1461 monster_race *r_ptr = &r_info[r_idx];
1463 /* Validate the monster */
1464 if (!vault_monster_okay(r_idx)) return (FALSE);
1466 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1469 if (!(r_ptr->flags3 & RF3_DEMON)) return (FALSE);
1477 * Helper function for "monster pit (lovecraftian)"
1479 static bool vault_aux_cthulhu(int r_idx)
1481 monster_race *r_ptr = &r_info[r_idx];
1483 /* Validate the monster */
1484 if (!vault_monster_okay(r_idx)) return (FALSE);
1486 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1488 /* Require eldritch horror */
1489 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
1497 * Helper function for "monster pit (clone)"
1499 static void vault_prep_clone(void)
1501 /* Apply the monster restriction */
1502 get_mon_num_prep(vault_aux_simple, NULL);
1504 /* Pick a race to clone */
1505 vault_aux_race = get_mon_num(dun_level + 10);
1507 /* Remove the monster restriction */
1508 get_mon_num_prep(NULL, NULL);
1513 * Helper function for "monster pit (symbol clone)"
1515 static void vault_prep_symbol(void)
1519 /* Apply the monster restriction */
1520 get_mon_num_prep(vault_aux_simple, NULL);
1522 /* Pick a race to clone */
1523 r_idx = get_mon_num(dun_level + 10);
1525 /* Remove the monster restriction */
1526 get_mon_num_prep(NULL, NULL);
1528 /* Extract the symbol */
1529 vault_aux_char = r_info[r_idx].d_char;
1534 * Helper function for "monster pit (dragon)"
1536 static void vault_prep_dragon(void)
1538 /* Pick dragon type */
1539 switch (randint0(6))
1544 /* Restrict dragon breath type */
1545 vault_aux_dragon_mask4 = RF4_BR_ACID;
1554 /* Restrict dragon breath type */
1555 vault_aux_dragon_mask4 = RF4_BR_ELEC;
1564 /* Restrict dragon breath type */
1565 vault_aux_dragon_mask4 = RF4_BR_FIRE;
1574 /* Restrict dragon breath type */
1575 vault_aux_dragon_mask4 = RF4_BR_COLD;
1584 /* Restrict dragon breath type */
1585 vault_aux_dragon_mask4 = RF4_BR_POIS;
1594 /* Restrict dragon breath type */
1595 vault_aux_dragon_mask4 = (RF4_BR_ACID | RF4_BR_ELEC |
1596 RF4_BR_FIRE | RF4_BR_COLD |
1607 * Helper function for "monster pit (dark elf)"
1609 static bool vault_aux_dark_elf(int r_idx)
1612 static int dark_elf_list[] =
1614 MON_D_ELF, MON_D_ELF_MAGE, MON_D_ELF_WARRIOR, MON_D_ELF_PRIEST,
1615 MON_D_ELF_LORD, MON_D_ELF_WARLOCK, MON_D_ELF_DRUID, MON_NIGHTBLADE,
1616 MON_D_ELF_SORC, MON_D_ELF_SHADE, 0,
1619 /* Validate the monster */
1620 if (!vault_monster_okay(r_idx)) return FALSE;
1622 /* Require dark elves */
1623 for (i = 0; dark_elf_list[i]; i++)
1624 if (r_idx == dark_elf_list[i]) return TRUE;
1631 typedef struct vault_aux_type vault_aux_type;
1634 struct vault_aux_type
1637 bool (*hook_func)(int r_idx);
1638 void (*prep_func)(void);
1644 static int pick_vault_type(vault_aux_type *l_ptr, s16b allow_flag_mask)
1646 int tmp, total, count;
1648 vault_aux_type *n_ptr;
1650 /* Calculate the total possibilities */
1651 for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
1654 if (!n_ptr->name) break;
1656 /* Ignore excessive depth */
1657 if (n_ptr->level > dun_level) continue;
1659 /* Not matched with pit/nest flag */
1660 if (!(allow_flag_mask & (1L << count))) continue;
1662 /* Count this possibility */
1663 total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
1666 /* Pick a random type */
1667 tmp = randint0(total);
1669 /* Find this type */
1670 for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
1673 if (!n_ptr->name) break;
1675 /* Ignore excessive depth */
1676 if (n_ptr->level > dun_level) continue;
1678 /* Not matched with pit/nest flag */
1679 if (!(allow_flag_mask & (1L << count))) continue;
1681 /* Count this possibility */
1682 total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
1684 /* Found the type */
1685 if (tmp < total) break;
1688 return n_ptr->name ? count : -1;
1691 static void build_type6(int by0, int bx0, bool nest);
1692 static void build_type5(int by0, int bx0, bool nest);
1694 static vault_aux_type nest_types[] =
1697 {"¥¯¥í¡¼¥ó", vault_aux_clone, vault_prep_clone, 5, 3},
1698 {"¥¼¥ê¡¼", vault_aux_jelly, NULL, 5, 6},
1699 {"¥·¥ó¥Ü¥ë(Á±)", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
1700 {"¥·¥ó¥Ü¥ë(°)", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
1701 {"¥ß¥ß¥Ã¥¯", vault_aux_mimic, NULL, 30, 4},
1702 {"¶¸µ¤", vault_aux_cthulhu, NULL, 70, 2},
1703 {"¸¤¾®²°", vault_aux_kennel, NULL, 45, 4},
1704 {"ưʪ±à", vault_aux_animal, NULL, 35, 5},
1705 {"¶µ²ñ", vault_aux_chapel_g, NULL, 75, 4},
1706 {"¥¢¥ó¥Ç¥Ã¥É", vault_aux_undead, NULL, 75, 5},
1707 {NULL, NULL, NULL, 0, 0},
1709 {"clone", vault_aux_clone, vault_prep_clone, 5, 3},
1710 {"jelly", vault_aux_jelly, NULL, 5, 6},
1711 {"symbol good", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
1712 {"symbol evil", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
1713 {"mimic", vault_aux_mimic, NULL, 30, 4},
1714 {"lovecraftian", vault_aux_cthulhu, NULL, 70, 2},
1715 {"kennel", vault_aux_kennel, NULL, 45, 4},
1716 {"animal", vault_aux_animal, NULL, 35, 5},
1717 {"chapel", vault_aux_chapel_g, NULL, 75, 4},
1718 {"undead", vault_aux_undead, NULL, 75, 5},
1719 {NULL, NULL, NULL, 0, 0},
1723 static vault_aux_type pit_types[] =
1726 {"¥ª¡¼¥¯", vault_aux_orc, NULL, 5, 6},
1727 {"¥È¥í¥ë", vault_aux_troll, NULL, 20, 6},
1728 {"¥¸¥ã¥¤¥¢¥ó¥È", vault_aux_giant, NULL, 50, 6},
1729 {"¶¸µ¤", vault_aux_cthulhu, NULL, 80, 2},
1730 {"¥·¥ó¥Ü¥ë(Á±)", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
1731 {"¥·¥ó¥Ü¥ë(°)", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
1732 {"¶µ²ñ", vault_aux_chapel_g, NULL, 65, 2},
1733 {"¥É¥é¥´¥ó", vault_aux_dragon, vault_prep_dragon, 70, 6},
1734 {"¥Ç¡¼¥â¥ó", vault_aux_demon, NULL, 80, 6},
1735 {"¥À¡¼¥¯¥¨¥ë¥Õ", vault_aux_dark_elf, NULL, 45, 4},
1736 {NULL, NULL, NULL, 0, 0},
1738 {"orc", vault_aux_orc, NULL, 5, 6},
1739 {"troll", vault_aux_troll, NULL, 20, 6},
1740 {"giant", vault_aux_giant, NULL, 50, 6},
1741 {"lovecraftian", vault_aux_cthulhu, NULL, 80, 2},
1742 {"symbol good", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
1743 {"symbol evil", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
1744 {"chapel", vault_aux_chapel_g, NULL, 65, 2},
1745 {"dragon", vault_aux_dragon, vault_prep_dragon, 70, 6},
1746 {"demon", vault_aux_demon, NULL, 80, 6},
1747 {"dark elf", vault_aux_dark_elf, NULL, 45, 4},
1748 {NULL, NULL, NULL, 0, 0},
1753 /* Nest types code */
1754 #define NEST_TYPE_CLONE 0
1755 #define NEST_TYPE_JELLY 1
1756 #define NEST_TYPE_SYMBOL_GOOD 2
1757 #define NEST_TYPE_SYMBOL_EVIL 3
1758 #define NEST_TYPE_MIMIC 4
1759 #define NEST_TYPE_LOVECRAFTIAN 5
1760 #define NEST_TYPE_KENNEL 6
1761 #define NEST_TYPE_ANIMAL 7
1762 #define NEST_TYPE_CHAPEL 8
1763 #define NEST_TYPE_UNDEAD 9
1765 /* Pit types code */
1766 #define PIT_TYPE_ORC 0
1767 #define PIT_TYPE_TROLL 1
1768 #define PIT_TYPE_GIANT 2
1769 #define PIT_TYPE_LOVECRAFTIAN 3
1770 #define PIT_TYPE_SYMBOL_GOOD 4
1771 #define PIT_TYPE_SYMBOL_EVIL 5
1772 #define PIT_TYPE_CHAPEL 6
1773 #define PIT_TYPE_DRAGON 7
1774 #define PIT_TYPE_DEMON 8
1775 #define PIT_TYPE_DARK_ELF 9
1779 * Hack -- Get the string describing subtype of pit/nest
1780 * Determined in prepare function (some pit/nest only)
1782 static cptr pit_subtype_string(int type, bool nest)
1784 static char inner_buf[256] = "";
1786 inner_buf[0] = '\0'; /* Init string */
1788 if (nest) /* Nests */
1792 case NEST_TYPE_CLONE:
1793 sprintf(inner_buf, "(%s)", r_name + r_info[vault_aux_race].name);
1795 case NEST_TYPE_SYMBOL_GOOD:
1796 case NEST_TYPE_SYMBOL_EVIL:
1797 sprintf(inner_buf, "(%c)", vault_aux_char);
1805 case PIT_TYPE_SYMBOL_GOOD:
1806 case PIT_TYPE_SYMBOL_EVIL:
1807 sprintf(inner_buf, "(%c)", vault_aux_char);
1809 case PIT_TYPE_DRAGON:
1810 switch (vault_aux_dragon_mask4)
1813 case RF4_BR_ACID: strcpy(inner_buf, "(»À)"); break;
1814 case RF4_BR_ELEC: strcpy(inner_buf, "(°ðºÊ)"); break;
1815 case RF4_BR_FIRE: strcpy(inner_buf, "(²Ð±ê)"); break;
1816 case RF4_BR_COLD: strcpy(inner_buf, "(Î䵤)"); break;
1817 case RF4_BR_POIS: strcpy(inner_buf, "(ÆÇ)"); break;
1818 case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
1819 strcpy(inner_buf, "(Ëü¿§)"); break;
1820 default: strcpy(inner_buf, "(̤ÄêµÁ)"); break;
1822 case RF4_BR_ACID: strcpy(inner_buf, "(acid)"); break;
1823 case RF4_BR_ELEC: strcpy(inner_buf, "(lightning)"); break;
1824 case RF4_BR_FIRE: strcpy(inner_buf, "(fire)"); break;
1825 case RF4_BR_COLD: strcpy(inner_buf, "(frost)"); break;
1826 case RF4_BR_POIS: strcpy(inner_buf, "(poison)"); break;
1827 case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
1828 strcpy(inner_buf, "(multi-hued)"); break;
1829 default: strcpy(inner_buf, "(undefined)"); break;
1840 /* A struct for nest monster information with cheat_hear */
1850 * Comp function for sorting nest monster information
1852 static bool ang_sort_comp_nest_mon_info(vptr u, vptr v, int a, int b)
1854 nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
1855 int w1 = nest_mon_info[a].r_idx;
1856 int w2 = nest_mon_info[b].r_idx;
1857 monster_race *r1_ptr = &r_info[w1];
1858 monster_race *r2_ptr = &r_info[w2];
1864 /* Extract used info */
1865 z1 = nest_mon_info[a].used;
1866 z2 = nest_mon_info[b].used;
1868 /* Compare used status */
1869 if (z1 < z2) return FALSE;
1870 if (z1 > z2) return TRUE;
1872 /* Compare levels */
1873 if (r1_ptr->level < r2_ptr->level) return TRUE;
1874 if (r1_ptr->level > r2_ptr->level) return FALSE;
1876 /* Compare experience */
1877 if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
1878 if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
1880 /* Compare indexes */
1886 * Swap function for sorting nest monster information
1888 static void ang_sort_swap_nest_mon_info(vptr u, vptr v, int a, int b)
1890 nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
1891 nest_mon_info_type holder;
1897 holder = nest_mon_info[a];
1898 nest_mon_info[a] = nest_mon_info[b];
1899 nest_mon_info[b] = holder;
1903 #define NUM_NEST_MON_TYPE 64
1906 * Type 5 -- Monster nests
1908 * A monster nest is a "big" room, with an "inner" room, containing
1909 * a "collection" of monsters of a given type strewn about the room.
1911 * The monsters are chosen from a set of 64 randomly selected monster
1912 * races, to allow the nest creation to fail instead of having "holes".
1914 * Note the use of the "get_mon_num_prep()" function, and the special
1915 * "get_mon_num_hook()" restriction function, to prepare the "monster
1916 * allocation table" in such a way as to optimize the selection of
1917 * "appropriate" non-unique monsters for the nest.
1919 * Note that the "get_mon_num()" function may (rarely) fail, in which
1920 * case the nest will be empty, and will not affect the level rating.
1922 * Note that "monster nests" will never contain "unique" monsters.
1924 static void build_type5(int by0, int bx0, bool pit)
1926 int y, x, y1, x1, y2, x2, xval, yval;
1928 nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
1934 int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest);
1935 vault_aux_type *n_ptr;
1937 /* Try to allocate space for room. */
1938 if (!room_alloc(25, 11, TRUE, by0, bx0, &xval, &yval)) return;
1940 /* No type available */
1941 if (cur_nest_type < 0)
1946 build_type6(by0, bx0, TRUE);
1951 n_ptr = &nest_types[cur_nest_type];
1953 /* Process a preparation function if necessary */
1954 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
1962 /* Place the floor area */
1963 for (y = y1 - 1; y <= y2 + 1; y++)
1965 for (x = x1 - 1; x <= x2 + 1; x++)
1967 c_ptr = &cave[y][x];
1968 place_floor_grid(c_ptr);
1969 c_ptr->info |= (CAVE_ROOM);
1973 /* Place the outer walls */
1974 for (y = y1 - 1; y <= y2 + 1; y++)
1976 c_ptr = &cave[y][x1 - 1];
1977 place_outer_grid(c_ptr);
1978 c_ptr = &cave[y][x2 + 1];
1979 place_outer_grid(c_ptr);
1981 for (x = x1 - 1; x <= x2 + 1; x++)
1983 c_ptr = &cave[y1 - 1][x];
1984 place_outer_grid(c_ptr);
1985 c_ptr = &cave[y2 + 1][x];
1986 place_outer_grid(c_ptr);
1990 /* Advance to the center room */
1996 /* The inner walls */
1997 for (y = y1 - 1; y <= y2 + 1; y++)
1999 c_ptr = &cave[y][x1 - 1];
2000 place_inner_grid(c_ptr);
2001 c_ptr = &cave[y][x2 + 1];
2002 place_inner_grid(c_ptr);
2005 for (x = x1 - 1; x <= x2 + 1; x++)
2007 c_ptr = &cave[y1 - 1][x];
2008 place_inner_grid(c_ptr);
2009 c_ptr = &cave[y2 + 1][x];
2010 place_inner_grid(c_ptr);
2012 for (y = y1; y <= y2; y++)
2014 for (x = x1; x <= x2; x++)
2016 add_cave_info(y, x, CAVE_ICKY);
2021 /* Place a secret door */
2022 switch (randint1(4))
2024 case 1: place_secret_door(y1 - 1, xval); break;
2025 case 2: place_secret_door(y2 + 1, xval); break;
2026 case 3: place_secret_door(yval, x1 - 1); break;
2027 case 4: place_secret_door(yval, x2 + 1); break;
2031 /* Prepare allocation table */
2032 get_mon_num_prep(n_ptr->hook_func, NULL);
2034 align.sub_align = SUB_ALIGN_NEUTRAL;
2036 /* Pick some monster types */
2037 for (i = 0; i < NUM_NEST_MON_TYPE; i++)
2039 int r_idx = 0, attempts = 100;
2040 monster_race *r_ptr = NULL;
2044 /* Get a (hard) monster type */
2045 r_idx = get_mon_num(dun_level + 10);
2046 r_ptr = &r_info[r_idx];
2048 /* Decline incorrect alignment */
2049 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
2051 /* Accept this monster */
2055 /* Notice failure */
2056 if (!r_idx || !attempts) return;
2058 /* Note the alignment */
2059 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
2060 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
2062 nest_mon_info[i].r_idx = r_idx;
2063 nest_mon_info[i].used = FALSE;
2071 msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(nest)(%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
2073 msg_format("Monster nest (%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
2077 /* Increase the level rating */
2080 /* (Sometimes) Cause a "special feeling" (for "Monster Nests") */
2081 if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
2083 good_item_flag = TRUE;
2086 /* Place some monsters */
2087 for (y = yval - 2; y <= yval + 2; y++)
2089 for (x = xval - 9; x <= xval + 9; x++)
2093 i = randint0(NUM_NEST_MON_TYPE);
2094 r_idx = nest_mon_info[i].r_idx;
2096 /* Place that "random" monster (no groups) */
2097 (void)place_monster_aux(0, y, x, r_idx, 0L);
2099 nest_mon_info[i].used = TRUE;
2103 if (cheat_room && cheat_hear)
2105 ang_sort_comp = ang_sort_comp_nest_mon_info;
2106 ang_sort_swap = ang_sort_swap_nest_mon_info;
2107 ang_sort(nest_mon_info, NULL, NUM_NEST_MON_TYPE);
2109 /* Dump the entries (prevent multi-printing) */
2110 for (i = 0; i < NUM_NEST_MON_TYPE; i++)
2112 if (!nest_mon_info[i].used) break;
2113 for (; i < NUM_NEST_MON_TYPE - 1; i++)
2115 if (nest_mon_info[i].r_idx != nest_mon_info[i + 1].r_idx) break;
2116 if (!nest_mon_info[i + 1].used) break;
2118 msg_print(r_name + r_info[nest_mon_info[i].r_idx].name);
2125 * Type 6 -- Monster pits
2127 * A monster pit is a "big" room, with an "inner" room, containing
2128 * a "collection" of monsters of a given type organized in the room.
2130 * The inside room in a monster pit appears as shown below, where the
2131 * actual monsters in each location depend on the type of the pit
2133 * #####################
2134 * #0000000000000000000#
2135 * #0112233455543322110#
2136 * #0112233467643322110#
2137 * #0112233455543322110#
2138 * #0000000000000000000#
2139 * #####################
2141 * Note that the monsters in the pit are now chosen by using "get_mon_num()"
2142 * to request 16 "appropriate" monsters, sorting them by level, and using
2143 * the "even" entries in this sorted list for the contents of the pit.
2145 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",
2146 * which is handled by requiring a specific "breath" attack for all of the
2147 * dragons. This may include "multi-hued" breath. Note that "wyrms" may
2148 * be present in many of the dragon pits, if they have the proper breath.
2150 * Note the use of the "get_mon_num_prep()" function, and the special
2151 * "get_mon_num_hook()" restriction function, to prepare the "monster
2152 * allocation table" in such a way as to optimize the selection of
2153 * "appropriate" non-unique monsters for the pit.
2155 * Note that the "get_mon_num()" function may (rarely) fail, in which case
2156 * the pit will be empty, and will not effect the level rating.
2158 * Note that "monster pits" will never contain "unique" monsters.
2160 static void build_type6(int by0, int bx0, bool nest)
2162 int y, x, y1, x1, y2, x2, xval, yval;
2171 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
2172 vault_aux_type *n_ptr;
2174 /* Try to allocate space for room. */
2175 if (!room_alloc(25, 11, TRUE, by0, bx0, &xval, &yval)) return;
2177 /* No type available */
2178 if (cur_pit_type < 0)
2183 build_type5(by0, bx0, TRUE);
2188 n_ptr = &pit_types[cur_pit_type];
2190 /* Process a preparation function if necessary */
2191 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
2199 /* Place the floor area */
2200 for (y = y1 - 1; y <= y2 + 1; y++)
2202 for (x = x1 - 1; x <= x2 + 1; x++)
2204 c_ptr = &cave[y][x];
2205 place_floor_grid(c_ptr);
2206 c_ptr->info |= (CAVE_ROOM);
2210 /* Place the outer walls */
2211 for (y = y1 - 1; y <= y2 + 1; y++)
2213 c_ptr = &cave[y][x1 - 1];
2214 place_outer_grid(c_ptr);
2215 c_ptr = &cave[y][x2 + 1];
2216 place_outer_grid(c_ptr);
2218 for (x = x1 - 1; x <= x2 + 1; x++)
2220 c_ptr = &cave[y1 - 1][x];
2221 place_outer_grid(c_ptr);
2222 c_ptr = &cave[y2 + 1][x];
2223 place_outer_grid(c_ptr);
2226 /* Advance to the center room */
2232 /* The inner walls */
2233 for (y = y1 - 1; y <= y2 + 1; y++)
2235 c_ptr = &cave[y][x1 - 1];
2236 place_inner_grid(c_ptr);
2237 c_ptr = &cave[y][x2 + 1];
2238 place_inner_grid(c_ptr);
2240 for (x = x1 - 1; x <= x2 + 1; x++)
2242 c_ptr = &cave[y1 - 1][x];
2243 place_inner_grid(c_ptr);
2244 c_ptr = &cave[y2 + 1][x];
2245 place_inner_grid(c_ptr);
2247 for (y = y1; y <= y2; y++)
2249 for (x = x1; x <= x2; x++)
2251 add_cave_info(y, x, CAVE_ICKY);
2255 /* Place a secret door */
2256 switch (randint1(4))
2258 case 1: place_secret_door(y1 - 1, xval); break;
2259 case 2: place_secret_door(y2 + 1, xval); break;
2260 case 3: place_secret_door(yval, x1 - 1); break;
2261 case 4: place_secret_door(yval, x2 + 1); break;
2265 /* Prepare allocation table */
2266 get_mon_num_prep(n_ptr->hook_func, NULL);
2268 align.sub_align = SUB_ALIGN_NEUTRAL;
2270 /* Pick some monster types */
2271 for (i = 0; i < 16; i++)
2273 int r_idx = 0, attempts = 100;
2274 monster_race *r_ptr = NULL;
2278 /* Get a (hard) monster type */
2279 r_idx = get_mon_num(dun_level + 10);
2280 r_ptr = &r_info[r_idx];
2282 /* Decline incorrect alignment */
2283 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
2285 /* Accept this monster */
2289 /* Notice failure */
2290 if (!r_idx || !attempts) return;
2292 /* Note the alignment */
2293 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
2294 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
2299 /* Sort the entries */
2300 for (i = 0; i < 16 - 1; i++)
2302 /* Sort the entries */
2303 for (j = 0; j < 16 - 1; j++)
2308 int p1 = r_info[what[i1]].level;
2309 int p2 = r_info[what[i2]].level;
2315 what[i1] = what[i2];
2326 msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(pit)(%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
2328 msg_format("Monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
2332 /* Select the entries */
2333 for (i = 0; i < 8; i++)
2335 /* Every other entry */
2336 what[i] = what[i * 2];
2341 msg_print(r_name + r_info[what[i]].name);
2345 /* Increase the level rating */
2348 /* (Sometimes) Cause a "special feeling" (for "Monster Pits") */
2349 if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
2351 good_item_flag = TRUE;
2354 /* Top and bottom rows */
2355 for (x = xval - 9; x <= xval + 9; x++)
2357 place_monster_aux(0, yval - 2, x, what[0], PM_NO_KAGE);
2358 place_monster_aux(0, yval + 2, x, what[0], PM_NO_KAGE);
2361 /* Middle columns */
2362 for (y = yval - 1; y <= yval + 1; y++)
2364 place_monster_aux(0, y, xval - 9, what[0], PM_NO_KAGE);
2365 place_monster_aux(0, y, xval + 9, what[0], PM_NO_KAGE);
2367 place_monster_aux(0, y, xval - 8, what[1], PM_NO_KAGE);
2368 place_monster_aux(0, y, xval + 8, what[1], PM_NO_KAGE);
2370 place_monster_aux(0, y, xval - 7, what[1], PM_NO_KAGE);
2371 place_monster_aux(0, y, xval + 7, what[1], PM_NO_KAGE);
2373 place_monster_aux(0, y, xval - 6, what[2], PM_NO_KAGE);
2374 place_monster_aux(0, y, xval + 6, what[2], PM_NO_KAGE);
2376 place_monster_aux(0, y, xval - 5, what[2], PM_NO_KAGE);
2377 place_monster_aux(0, y, xval + 5, what[2], PM_NO_KAGE);
2379 place_monster_aux(0, y, xval - 4, what[3], PM_NO_KAGE);
2380 place_monster_aux(0, y, xval + 4, what[3], PM_NO_KAGE);
2382 place_monster_aux(0, y, xval - 3, what[3], PM_NO_KAGE);
2383 place_monster_aux(0, y, xval + 3, what[3], PM_NO_KAGE);
2385 place_monster_aux(0, y, xval - 2, what[4], PM_NO_KAGE);
2386 place_monster_aux(0, y, xval + 2, what[4], PM_NO_KAGE);
2389 /* Above/Below the center monster */
2390 for (x = xval - 1; x <= xval + 1; x++)
2392 place_monster_aux(0, yval + 1, x, what[5], PM_NO_KAGE);
2393 place_monster_aux(0, yval - 1, x, what[5], PM_NO_KAGE);
2396 /* Next to the center monster */
2397 place_monster_aux(0, yval, xval + 1, what[6], PM_NO_KAGE);
2398 place_monster_aux(0, yval, xval - 1, what[6], PM_NO_KAGE);
2400 /* Center monster */
2401 place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE);
2405 /* coordinate translation code */
2406 static void coord_trans(int *x, int *y, int xoffset, int yoffset, int transno)
2412 * transno specifies what transformation is required. (0-7)
2413 * The lower two bits indicate by how much the vault is rotated,
2414 * and the upper bit indicates a reflection.
2415 * This is done by using rotation matrices... however since
2416 * these are mostly zeros for rotations by 90 degrees this can
2417 * be expressed simply in terms of swapping and inverting the
2418 * x and y coordinates.
2420 for (i = 0; i <= transno % 4; i++)
2422 /* rotate by 90 degrees */
2430 /* Reflect depending on status of 3rd bit. */
2434 /* Add offsets so vault stays in the first quadrant */
2441 * Hack -- fill in "vault" rooms
2443 static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
2444 int xoffset, int yoffset, int transno)
2446 int dx, dy, x, y, i, j;
2453 /* Place dungeon features and objects */
2454 for (t = data, dy = 0; dy < ymax; dy++)
2456 for (dx = 0; dx < xmax; dx++, t++)
2458 /* prevent loop counter from being overwritten */
2463 coord_trans(&i, &j, xoffset, yoffset, transno);
2465 /* Extract the location */
2468 /* no swap of x/y */
2469 x = xval - (xmax / 2) + i;
2470 y = yval - (ymax / 2) + j;
2475 x = xval - (ymax / 2) + i;
2476 y = yval - (xmax / 2) + j;
2479 /* Hack -- skip "non-grids" */
2480 if (*t == ' ') continue;
2482 /* Access the grid */
2483 c_ptr = &cave[y][x];
2485 /* Lay down a floor */
2486 place_floor_grid(c_ptr);
2488 /* Remove any mimic */
2491 /* Part of a vault */
2492 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
2494 /* Analyze the grid */
2497 /* Granite wall (outer) */
2499 place_outer_noperm_grid(c_ptr);
2502 /* Granite wall (inner) */
2504 place_inner_grid(c_ptr);
2507 /* Permanent wall (inner) */
2509 c_ptr->feat = FEAT_PERM_INNER;
2510 c_ptr->info &= ~(CAVE_MASK);
2511 c_ptr->info |= CAVE_INNER;
2516 if (randint0(100) < 75)
2518 place_object(y, x, 0L);
2528 place_secret_door(y, x);
2536 /* Black market in a dungeon */
2538 set_cave_feat(y, x, FEAT_SHOP_HEAD + STORE_BLACK);
2539 store_init(NO_TOWN, STORE_BLACK);
2544 set_cave_feat(y, x, FEAT_PATTERN_START);
2548 set_cave_feat(y, x, FEAT_PATTERN_1);
2552 set_cave_feat(y, x, FEAT_PATTERN_2);
2556 set_cave_feat(y, x, FEAT_PATTERN_3);
2560 set_cave_feat(y, x, FEAT_PATTERN_4);
2564 set_cave_feat(y, x, FEAT_PATTERN_END);
2568 set_cave_feat(y, x, FEAT_PATTERN_XTRA1);
2572 /* Reward for Pattern walk */
2573 object_level = base_level + 12;
2574 place_object(y, x, AM_GOOD | AM_GREAT);
2575 object_level = base_level;
2582 /* Place dungeon monsters and objects */
2583 for (t = data, dy = 0; dy < ymax; dy++)
2585 for (dx = 0; dx < xmax; dx++, t++)
2587 /* prevent loop counter from being overwritten */
2592 coord_trans(&i, &j, xoffset, yoffset, transno);
2594 /* Extract the location */
2597 /* no swap of x/y */
2598 x = xval - (xmax / 2) + i;
2599 y = yval - (ymax / 2) + j;
2604 x = xval - (ymax / 2) + i;
2605 y = yval - (xmax / 2) + j;
2608 /* Hack -- skip "non-grids" */
2609 if (*t == ' ') continue;
2611 /* Analyze the symbol */
2617 monster_level = base_level + 5;
2618 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
2619 monster_level = base_level;
2623 /* Meaner monster */
2626 monster_level = base_level + 11;
2627 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
2628 monster_level = base_level;
2632 /* Meaner monster, plus treasure */
2635 monster_level = base_level + 9;
2636 place_monster(y, x, PM_ALLOW_SLEEP);
2637 monster_level = base_level;
2638 object_level = base_level + 7;
2639 place_object(y, x, AM_GOOD);
2640 object_level = base_level;
2644 /* Nasty monster and treasure */
2647 monster_level = base_level + 40;
2648 place_monster(y, x, PM_ALLOW_SLEEP);
2649 monster_level = base_level;
2650 object_level = base_level + 20;
2651 place_object(y, x, AM_GOOD | AM_GREAT);
2652 object_level = base_level;
2656 /* Monster and/or object */
2659 if (randint0(100) < 50)
2661 monster_level = base_level + 3;
2662 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
2663 monster_level = base_level;
2665 if (randint0(100) < 50)
2667 object_level = base_level + 7;
2668 place_object(y, x, 0L);
2669 object_level = base_level;
2681 * Type 7 -- simple vaults (see "v_info.txt")
2683 static void build_type7(int by0, int bx0)
2685 vault_type *v_ptr = NULL;
2689 int xoffset, yoffset;
2692 /* Pick a lesser vault */
2693 while (dummy < SAFE_MAX_ATTEMPTS)
2697 /* Access a random vault record */
2698 v_ptr = &v_info[randint0(max_v_idx)];
2700 /* Accept the first lesser vault */
2701 if (v_ptr->typ == 7) break;
2704 /* No lesser vault found */
2707 /* pick type of transformation (0-7) */
2708 transno = randint0(8);
2710 /* calculate offsets */
2714 coord_trans(&x, &y, 0, 0, transno);
2734 /* Try to allocate space for room. */
2735 if (!room_alloc(abs(x), abs(y), FALSE, by0, bx0, &xval, &yval)) return;
2737 if (dummy >= SAFE_MAX_ATTEMPTS)
2742 msg_print("·Ù¹ð¡ª¾®¤µ¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
2744 msg_print("Warning! Could not place lesser vault!");
2757 if (cheat_room) msg_format("%s", v_name + v_ptr->name);
2759 /* Boost the rating */
2760 rating += v_ptr->rat;
2762 /* (Sometimes) Cause a special feeling */
2763 if ((dun_level <= 50) ||
2764 (randint1((dun_level - 40) * (dun_level - 40) + 50) < 400))
2766 good_item_flag = TRUE;
2769 /* Hack -- Build the vault */
2770 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
2771 v_text + v_ptr->text, xoffset, yoffset, transno);
2776 * Type 8 -- greater vaults (see "v_info.txt")
2778 static void build_type8(int by0, int bx0)
2780 vault_type *v_ptr = NULL;
2785 int xoffset, yoffset;
2787 /* Pick a greater vault */
2788 while (dummy < SAFE_MAX_ATTEMPTS)
2792 /* Access a random vault record */
2793 v_ptr = &v_info[randint0(max_v_idx)];
2795 /* Accept the first greater vault */
2796 if (v_ptr->typ == 8) break;
2799 /* No greater vault found */
2802 /* pick type of transformation (0-7) */
2803 transno = randint0(8);
2805 /* calculate offsets */
2809 coord_trans(&x, &y, 0, 0, transno);
2830 * Try to allocate space for room. If fails, exit
2832 * Hack -- Prepare a bit larger space (+2, +2) to
2833 * prevent generation of vaults with no-entrance.
2835 if (!room_alloc(abs(x) + 2, abs(y) + 2, FALSE, by0, bx0, &xval, &yval)) return;
2837 if (dummy >= SAFE_MAX_ATTEMPTS)
2842 msg_print("·Ù¹ð¡ªµðÂç¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
2844 msg_print("Warning! Could not place greater vault!");
2853 v_ptr = &v_info[76 + randint1(3)];
2857 if (cheat_room) msg_format("%s", v_name + v_ptr->name);
2859 /* Boost the rating */
2860 rating += v_ptr->rat;
2862 /* (Sometimes) Cause a special feeling */
2863 if ((dun_level <= 50) ||
2864 (randint1((dun_level - 40) * (dun_level - 40) + 50) < 400))
2866 good_item_flag = TRUE;
2869 /* Hack -- Build the vault */
2870 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
2871 v_text + v_ptr->text, xoffset, yoffset, transno);
2875 * Structure to hold all "fill" data
2878 typedef struct fill_data_type fill_data_type;
2880 struct fill_data_type
2893 /* features to fill with */
2902 /* number of filled squares */
2906 static fill_data_type fill_data;
2909 /* Store routine for the fractal cave generator */
2910 /* this routine probably should be an inline function or a macro. */
2911 static void store_height(int x, int y, int val)
2913 /* if on boundary set val > cutoff so walls are not as square */
2914 if (((x == fill_data.xmin) || (y == fill_data.ymin) ||
2915 (x == fill_data.xmax) || (y == fill_data.ymax)) &&
2916 (val <= fill_data.c1)) val = fill_data.c1 + 1;
2918 /* store the value in height-map format */
2919 cave[y][x].feat = val;
2926 * Explanation of the plasma fractal algorithm:
2928 * A grid of points is created with the properties of a 'height-map'
2929 * This is done by making the corners of the grid have a random value.
2930 * The grid is then subdivided into one with twice the resolution.
2931 * The new points midway between two 'known' points can be calculated
2932 * by taking the average value of the 'known' ones and randomly adding
2933 * or subtracting an amount proportional to the distance between those
2934 * points. The final 'middle' points of the grid are then calculated
2935 * by averaging all four of the originally 'known' corner points. An
2936 * random amount is added or subtracted from this to get a value of the
2937 * height at that point. The scaling factor here is adjusted to the
2938 * slightly larger distance diagonally as compared to orthogonally.
2940 * This is then repeated recursively to fill an entire 'height-map'
2941 * A rectangular map is done the same way, except there are different
2942 * scaling factors along the x and y directions.
2944 * A hack to change the amount of correlation between points is done using
2945 * the grd variable. If the current step size is greater than grd then
2946 * the point will be random, otherwise it will be calculated by the
2947 * above algorithm. This makes a maximum distance at which two points on
2948 * the height map can affect each other.
2950 * How fractal caves are made:
2952 * When the map is complete, a cut-off value is used to create a cave.
2953 * Heights below this value are "floor", and heights above are "wall".
2954 * This also can be used to create lakes, by adding more height levels
2955 * representing shallow and deep water/ lava etc.
2957 * The grd variable affects the width of passages.
2958 * The roug variable affects the roughness of those passages
2960 * The tricky part is making sure the created cave is connected. This
2961 * is done by 'filling' from the inside and only keeping the 'filled'
2962 * floor. Walls bounding the 'filled' floor are also kept. Everything
2963 * else is converted to the normal granite FEAT_WALL_EXTRA.
2968 * Note that this uses the cave.feat array in a very hackish way
2969 * the values are first set to zero, and then each array location
2970 * is used as a "heightmap"
2971 * The heightmap then needs to be converted back into the "feat" format.
2973 * grd=level at which fractal turns on. smaller gives more mazelike caves
2974 * roug=roughness level. 16=normal. higher values make things more convoluted
2975 * small values are good for smooth walls.
2976 * size=length of the side of the square cave system.
2978 static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug, int cutoff)
2980 int xhsize, yhsize, xsize, ysize, maxsize;
2983 * fixed point variables- these are stored as 256 x normal value
2984 * this gives 8 binary places of fractional part + 8 places of normal part
2987 u16b xstep, xhstep, ystep, yhstep;
2988 u16b xstep2, xhstep2, ystep2, yhstep2;
2989 u16b i, j, ii, jj, diagsize, xxsize, yysize;
2991 /* Cache for speed */
2992 u16b xm, xp, ym, yp;
2994 /* redefine size so can change the value if out of range */
2998 /* Paranoia about size of the system of caves */
2999 if (xsize > 254) xsize = 254;
3000 if (xsize < 4) xsize = 4;
3001 if (ysize > 254) ysize = 254;
3002 if (ysize < 4) ysize = 4;
3004 /* get offsets to middle of array */
3008 /* fix rounding problem */
3012 /* get limits of region */
3013 fill_data.xmin = x0 - xhsize;
3014 fill_data.ymin = y0 - yhsize;
3015 fill_data.xmax = x0 + xhsize;
3016 fill_data.ymax = y0 + yhsize;
3018 /* Store cutoff in global for quick access */
3019 fill_data.c1 = cutoff;
3022 * Scale factor for middle points:
3023 * About sqrt(2) * 256 - correct for a square lattice
3024 * approximately correct for everything else.
3028 /* maximum of xsize and ysize */
3029 maxsize = (xsize > ysize) ? xsize : ysize;
3031 /* Clear the section */
3032 for (i = 0; i <= xsize; i++)
3034 for (j = 0; j <= ysize; j++)
3036 /* 255 is a flag for "not done yet" */
3037 cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = 255;
3038 /* Clear icky flag because may be redoing the cave */
3039 cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
3043 /* Boundaries are walls */
3044 cave[fill_data.ymin][fill_data.xmin].feat = maxsize;
3045 cave[fill_data.ymax][fill_data.xmin].feat = maxsize;
3046 cave[fill_data.ymin][fill_data.xmax].feat = maxsize;
3047 cave[fill_data.ymax][fill_data.xmax].feat = maxsize;
3049 /* Set the middle square to be an open area. */
3050 cave[y0][x0].feat = 0;
3052 /* Initialize the step sizes */
3053 xstep = xhstep = xsize * 256;
3054 ystep = yhstep = ysize * 256;
3055 xxsize = xsize * 256;
3056 yysize = ysize * 256;
3059 * Fill in the rectangle with fractal height data -
3060 * like the 'plasma fractal' in fractint.
3062 while ((xhstep > 256) || (yhstep > 256))
3064 /* Halve the step sizes */
3070 /* cache well used values */
3071 xstep2 = xstep / 256;
3072 ystep2 = ystep / 256;
3074 xhstep2 = xhstep / 256;
3075 yhstep2 = yhstep / 256;
3077 /* middle top to bottom. */
3078 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
3080 for (j = 0; j <= yysize; j += ystep)
3082 /* cache often used values */
3083 ii = i / 256 + fill_data.xmin;
3084 jj = j / 256 + fill_data.ymin;
3087 if (cave[jj][ii].feat == 255)
3091 /* If greater than 'grid' level then is random */
3092 store_height(ii, jj, randint1(maxsize));
3096 /* Average of left and right points +random bit */
3097 store_height(ii, jj,
3098 (cave[jj][fill_data.xmin + (i - xhstep) / 256].feat
3099 + cave[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2
3100 + (randint1(xstep2) - xhstep2) * roug / 16);
3107 /* middle left to right. */
3108 for (j = yhstep; j <= yysize - yhstep; j += ystep)
3110 for (i = 0; i <= xxsize; i += xstep)
3112 /* cache often used values */
3113 ii = i / 256 + fill_data.xmin;
3114 jj = j / 256 + fill_data.ymin;
3117 if (cave[jj][ii].feat == 255)
3121 /* If greater than 'grid' level then is random */
3122 store_height(ii, jj, randint1(maxsize));
3126 /* Average of up and down points +random bit */
3127 store_height(ii, jj,
3128 (cave[fill_data.ymin + (j - yhstep) / 256][ii].feat
3129 + cave[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2
3130 + (randint1(ystep2) - yhstep2) * roug / 16);
3137 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
3139 for (j = yhstep; j <= yysize - yhstep; j += ystep)
3141 /* cache often used values */
3142 ii = i / 256 + fill_data.xmin;
3143 jj = j / 256 + fill_data.ymin;
3146 if (cave[jj][ii].feat == 255)
3150 /* If greater than 'grid' level then is random */
3151 store_height(ii, jj, randint1(maxsize));
3155 /* Cache reused values. */
3156 xm = fill_data.xmin + (i - xhstep) / 256;
3157 xp = fill_data.xmin + (i + xhstep) / 256;
3158 ym = fill_data.ymin + (j - yhstep) / 256;
3159 yp = fill_data.ymin + (j + yhstep) / 256;
3162 * Average over all four corners + scale by diagsize to
3163 * reduce the effect of the square grid on the shape of the fractal
3165 store_height(ii, jj,
3166 (cave[ym][xm].feat + cave[yp][xm].feat
3167 + cave[ym][xp].feat + cave[yp][xp].feat) / 4
3168 + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
3177 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)
3180 * function used to convert from height-map back to the
3181 * normal angband cave format
3183 if (cave[y][x].info & CAVE_ICKY)
3190 /* Show that have looked at this square */
3191 cave[y][x].info|= (CAVE_ICKY);
3193 /* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */
3194 if (cave[y][x].feat <= c1)
3196 /* 25% of the time use the other tile : it looks better this way */
3197 if (randint1(100) < 75)
3199 cave[y][x].feat = feat1;
3200 cave[y][x].info &= ~(CAVE_MASK);
3201 cave[y][x].info |= info1;
3206 cave[y][x].feat = feat2;
3207 cave[y][x].info &= ~(CAVE_MASK);
3208 cave[y][x].info |= info2;
3212 else if (cave[y][x].feat <= c2)
3214 /* 25% of the time use the other tile : it looks better this way */
3215 if (randint1(100) < 75)
3217 cave[y][x].feat = feat2;
3218 cave[y][x].info &= ~(CAVE_MASK);
3219 cave[y][x].info |= info2;
3224 cave[y][x].feat = feat1;
3225 cave[y][x].info &= ~(CAVE_MASK);
3226 cave[y][x].info |= info1;
3230 else if (cave[y][x].feat <= c3)
3232 cave[y][x].feat = feat3;
3233 cave[y][x].info |= info3;
3236 /* if greater than cutoff then is a wall */
3239 place_outer_bold(y, x);
3249 * Quick and nasty fill routine used to find the connected region
3250 * of floor in the middle of the cave
3252 static void cave_fill(byte y, byte x)
3261 /*** Start Grid ***/
3263 /* Enqueue that entry */
3268 /* Now process the queue */
3269 while (flow_head != flow_tail)
3271 /* Extract the next entry */
3272 ty = temp_y[flow_head];
3273 tx = temp_x[flow_head];
3275 /* Forget that entry */
3276 if (++flow_head == TEMP_MAX) flow_head = 0;
3278 /* Add the "children" */
3279 for (d = 0; d < 8; d++)
3281 int old_head = flow_tail;
3283 /* Child location */
3284 j = ty + ddy_ddd[d];
3285 i = tx + ddx_ddd[d];
3287 /* Paranoia Don't leave the cave */
3288 if (!in_bounds(j, i))
3290 /* affect boundary */
3291 cave[j][i].info |= CAVE_ICKY;
3295 /* If within bounds */
3296 else if ((i > fill_data.xmin) && (i < fill_data.xmax)
3297 && (j > fill_data.ymin) && (j < fill_data.ymax))
3299 /* If not a wall or floor done before */
3300 if (hack_isnt_wall(j, i,
3301 fill_data.c1, fill_data.c2, fill_data.c3,
3302 fill_data.feat1, fill_data.feat2, fill_data.feat3,
3303 fill_data.info1, fill_data.info2, fill_data.info3))
3305 /* Enqueue that entry */
3306 temp_y[flow_tail] = j;
3307 temp_x[flow_tail] = i;
3309 /* Advance the queue */
3310 if (++flow_tail == TEMP_MAX) flow_tail = 0;
3312 /* Hack -- Overflow by forgetting new entry */
3313 if (flow_tail == flow_head)
3315 flow_tail = old_head;
3319 /* keep tally of size of cave system */
3320 (fill_data.amount)++;
3326 /* affect boundary */
3327 cave[j][i].info |= CAVE_ICKY;
3334 static bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, bool light, bool room)
3336 int x, y, i, xhsize, yhsize;
3339 /* offsets to middle from corner */
3345 * select region connected to center of cave system
3346 * this gets rid of alot of isolated one-sqaures that
3347 * can make teleport traps instadeaths...
3351 fill_data.c1 = cutoff;
3355 /* features to fill with */
3356 fill_data.feat1 = floor_type[randint0(100)];
3357 fill_data.feat2 = floor_type[randint0(100)];
3358 fill_data.feat3 = floor_type[randint0(100)];
3360 fill_data.info1 = CAVE_FLOOR;
3361 fill_data.info2 = CAVE_FLOOR;
3362 fill_data.info3 = CAVE_FLOOR;
3364 /* number of filled squares */
3365 fill_data.amount = 0;
3367 cave_fill((byte)y0, (byte)x0);
3369 /* if tally too small, try again */
3370 if (fill_data.amount < 10)
3372 /* too small - clear area and try again later */
3373 for (x = 0; x <= xsize; ++x)
3375 for (y = 0; y <= ysize; ++y)
3377 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
3378 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
3385 * Do boundarys-check to see if they are next to a filled region
3386 * If not then they are set to normal granite
3387 * If so then they are marked as room walls.
3389 for (i = 0; i <= xsize; ++i)
3392 if ((cave[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
3394 /* Next to a 'filled' region? - set to be room walls */
3395 place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
3396 if (light) cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
3397 cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
3398 place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
3402 /* set to be normal granite */
3403 place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
3406 /* bottom boundary */
3407 if ((cave[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
3409 /* Next to a 'filled' region? - set to be room walls */
3410 place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
3411 if (light) cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW);
3412 cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_ROOM);
3413 place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
3417 /* set to be normal granite */
3418 place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
3421 /* clear the icky flag-don't need it any more */
3422 cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
3423 cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
3426 /* Do the left and right boundaries minus the corners (done above) */
3427 for (i = 1; i < ysize; ++i)
3430 if ((cave[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
3433 place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
3434 if (light) cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
3435 cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
3436 place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
3441 place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
3443 /* right boundary */
3444 if ((cave[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
3447 place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
3448 if (light) cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
3449 cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
3450 place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
3455 place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
3458 /* clear icky flag -done with it */
3459 cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
3460 cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
3464 /* Do the rest: convert back to the normal format */
3465 for (x = 1; x < xsize; ++x)
3467 for (y = 1; y < ysize; ++y)
3469 if (is_floor_bold(y0 + y - yhsize, x0 + x - xhsize) &&
3470 (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
3472 /* Clear the icky flag in the filled region */
3473 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
3475 /* Set appropriate flags */
3476 if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
3477 if (room) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
3479 else if (is_outer_bold(y0 + y - yhsize, x0 + x - xhsize) &&
3480 (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
3483 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
3484 if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
3487 cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
3492 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
3493 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
3498 /* Clear the unconnected regions */
3499 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
3500 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
3506 * XXX XXX XXX There is a slight problem when tunnels pierce the caves:
3507 * Extra doors appear inside the system. (Its not very noticeable though.)
3508 * This can be removed by "filling" from the outside in. This allows a separation
3509 * from FEAT_WALL_OUTER with FEAT_WALL_INNER. (Internal walls are F.W.OUTER instead.)
3510 * The extra effort for what seems to be only a minor thing (even non-existant if you
3511 * think of the caves not as normal rooms, but as holes in the dungeon), doesn't seem
3520 * Driver routine to create fractal cave system
3522 static void build_type9(int by0, int bx0)
3524 int grd, roug, cutoff, xsize, ysize, y0, x0;
3526 bool done, light, room;
3528 /* get size: note 'Evenness'*/
3529 xsize = randint1(22) * 2 + 6;
3530 ysize = randint1(15) * 2 + 6;
3532 /* Try to allocate space for room. If fails, exit */
3533 if (!room_alloc(xsize + 1, ysize + 1, FALSE, by0, bx0, &x0, &y0)) return;
3535 light = done = FALSE;
3538 if ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
3542 /* Note: size must be even or there are rounding problems
3543 * This causes the tunnels not to connect properly to the room */
3545 /* testing values for these parameters feel free to adjust */
3546 grd = 1 << (randint0(4));
3548 /* want average of about 16 */
3549 roug = randint1(8) * randint1(4);
3552 cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
3553 randint1(xsize / 4) + randint1(ysize / 4);
3556 generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
3558 /* Convert to normal format + clean up */
3559 done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
3563 #ifdef ALLOW_CAVERNS_AND_LAKES
3565 * Builds a cave system in the center of the dungeon.
3567 void build_cavern(void)
3569 int grd, roug, cutoff, xsize, ysize, x0, y0;
3572 light = done = FALSE;
3573 if ((dun_level <= randint1(50)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
3575 /* Make a cave the size of the dungeon */
3576 xsize = cur_wid - 1;
3577 ysize = cur_hgt - 1;
3581 /* Paranoia: make size even */
3587 /* testing values for these parameters: feel free to adjust */
3588 grd = randint1(4) + 4;
3590 /* want average of about 16 */
3591 roug = randint1(8) * randint1(4);
3597 generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
3599 /* Convert to normal format+ clean up */
3600 done = generate_fracave(y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
3604 static bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2, int c3, int type)
3606 int x, y, i, xhsize, yhsize;
3607 int feat1, feat2, feat3;
3609 /* offsets to middle from corner */
3613 /* Get features based on type */
3616 case GEN_LAKE_TYPE_LAVA: /* Lava */
3617 feat1 = FEAT_DEEP_LAVA;
3618 feat2 = FEAT_SHAL_LAVA;
3619 feat3 = floor_type[randint0(100)];
3621 case GEN_LAKE_TYPE_WATER: /* Water */
3622 feat1 = FEAT_DEEP_WATER;
3623 feat2 = FEAT_SHAL_WATER;
3624 feat3 = floor_type[randint0(100)];
3626 case GEN_LAKE_TYPE_CAVE: /* Collapsed cave */
3627 feat1 = floor_type[randint0(100)];
3628 feat2 = floor_type[randint0(100)];
3629 feat3 = FEAT_RUBBLE;
3631 case GEN_LAKE_TYPE_EARTH_VAULT: /* Earth vault */
3632 feat1 = FEAT_RUBBLE;
3633 feat2 = floor_type[randint0(100)];
3634 feat3 = FEAT_RUBBLE;
3636 case GEN_LAKE_TYPE_AIR_VAULT: /* Air vault */
3641 case GEN_LAKE_TYPE_WATER_VAULT: /* Water vault */
3642 feat1 = FEAT_SHAL_WATER;
3643 feat2 = FEAT_DEEP_WATER;
3644 feat3 = FEAT_SHAL_WATER;
3646 case GEN_LAKE_TYPE_FIRE_VAULT: /* Fire Vault */
3647 feat1 = FEAT_SHAL_LAVA;
3648 feat2 = FEAT_DEEP_LAVA;
3649 feat3 = FEAT_SHAL_LAVA;
3653 default: return FALSE;
3657 * select region connected to center of cave system
3658 * this gets rid of alot of isolated one-sqaures that
3659 * can make teleport traps instadeaths...
3667 /* features to fill with */
3668 fill_data.feat1 = feat1;
3669 fill_data.feat2 = feat2;
3670 fill_data.feat3 = feat3;
3672 fill_data.info1 = 0;
3673 fill_data.info2 = 0;
3674 fill_data.info3 = 0;
3676 /* number of filled squares */
3677 fill_data.amount = 0;
3679 /* select region connected to center of cave system
3680 * this gets rid of alot of isolated one-sqaures that
3681 * can make teleport traps instadeaths... */
3682 cave_fill((byte)y0, (byte)x0);
3684 /* if tally too small, try again */
3685 if (fill_data.amount < 10)
3687 /* too small -clear area and try again later */
3688 for (x = 0; x <= xsize; ++x)
3690 for (y = 0; y <= ysize; ++y)
3692 place_floor_bold(y0 + y - yhsize, x0 + x - xhsize);
3693 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
3699 /* Do boundarys- set to normal granite */
3700 for (i = 0; i <= xsize; ++i)
3702 place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
3703 place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
3705 /* clear the icky flag-don't need it any more */
3706 cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
3707 cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
3710 /* Do the left and right boundaries minus the corners (done above) */
3712 for (i = 1; i < ysize; ++i)
3714 place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
3715 place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
3717 /* clear icky flag -done with it */
3718 cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
3719 cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
3723 /* Do the rest: convert back to the normal format */
3724 for (x = 1; x < xsize; ++x)
3726 for (y = 1; y < ysize; ++y)
3728 /* Fill unconnected regions with granite */
3729 if ((!(cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
3730 is_outer_bold(y0 + y - yhsize, x0 + x - xhsize))
3731 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
3733 /* turn off icky flag (no longer needed.) */
3734 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
3736 /* Light lava and trees */
3737 if ((cave[y0 + y - yhsize][x0 + x - xhsize].feat == FEAT_DEEP_LAVA) ||
3738 (cave[y0 + y - yhsize][x0 + x - xhsize].feat == FEAT_SHAL_LAVA))
3740 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
3750 * makes a lake/collapsed cave system in the center of the dungeon
3752 void build_lake(int type)
3754 int grd, roug, xsize, ysize, x0, y0;
3758 /* paranoia - exit if lake type out of range. */
3759 if ((type < GEN_LAKE_TYPE_LAVA) || (type > GEN_LAKE_TYPE_FIRE_VAULT))
3761 msg_format("Invalid lake type (%d)", type);
3765 /* Make the size of the dungeon */
3766 xsize = cur_wid - 1;
3767 ysize = cur_hgt - 1;
3771 /* Paranoia: make size even */
3777 /* testing values for these parameters: feel free to adjust */
3778 grd = randint1(3) + 4;
3780 /* want average of about 16 */
3781 roug = randint1(8) * randint1(4);
3783 /* Make up size of various componants */
3787 /* Deep water/lava */
3788 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
3790 /* Shallow boundary */
3794 generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3);
3796 /* Convert to normal format+ clean up */
3797 done = generate_lake(y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type);
3800 #endif /* ALLOW_CAVERNS_AND_LAKES */
3804 * Routine used by the random vault creators to add a door to a location
3805 * Note that range checking has to be done in the calling routine.
3807 * The doors must be INSIDE the allocated region.
3809 static void add_door(int x, int y)
3811 /* Need to have a wall in the center square */
3812 if (!is_outer_bold(y, x)) return;
3819 * where x=don't care
3823 if (is_floor_bold(y-1,x) && is_floor_bold(y+1,x) &&
3824 (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
3827 place_secret_door(y, x);
3829 /* set boundarys so don't get wide doors */
3830 place_solid_bold(y, x - 1);
3831 place_solid_bold(y, x + 1);
3840 * where x = don't care
3843 if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) &&
3844 is_floor_bold(y,x-1) && is_floor_bold(y,x+1))
3847 place_secret_door(y, x);
3849 /* set boundarys so don't get wide doors */
3850 place_solid_bold(y - 1, x);
3851 place_solid_bold(y + 1, x);
3857 * Routine that fills the empty areas of a room with treasure and monsters.
3859 static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
3861 int x, y, cx, cy, size;
3864 /* center of room:*/
3868 /* Rough measure of size of vault= sum of lengths of sides */
3869 size = abs(x2 - x1) + abs(y2 - y1);
3871 for (x = x1; x <= x2; x++)
3873 for (y = y1; y <= y2; y++)
3875 /* Thing added based on distance to center of vault
3876 * Difficulty is 1-easy to 10-hard */
3877 value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty;
3879 /* hack- empty square part of the time */
3880 if ((randint1(100) - difficulty * 3) > 50) value = 20;
3882 /* if floor, shallow water and lava */
3883 if (is_floor_bold(y, x) ||
3884 (cave[y][x].feat == FEAT_SHAL_WATER) ||
3885 (cave[y][x].feat == FEAT_SHAL_LAVA))
3887 /* The smaller 'value' is, the better the stuff */
3890 /* Meanest monster + treasure */
3891 monster_level = base_level + 40;
3892 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
3893 monster_level = base_level;
3894 object_level = base_level + 20;
3895 place_object(y, x, AM_GOOD);
3896 object_level = base_level;
3900 /* Mean monster +treasure */
3901 monster_level = base_level + 20;
3902 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
3903 monster_level = base_level;
3904 object_level = base_level + 10;
3905 place_object(y, x, AM_GOOD);
3906 object_level = base_level;
3908 else if (value < 10)
3911 monster_level = base_level + 9;
3912 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
3913 monster_level = base_level;
3915 else if (value < 17)
3917 /* Intentional Blank space */
3920 * (Want some of the vault to be empty
3921 * so have room for group monsters.
3922 * This is used in the hack above to lower
3923 * the density of stuff in the vault.)
3926 else if (value < 23)
3928 /* Object or trap */
3929 if (randint0(100) < 25)
3931 place_object(y, x, 0L);
3938 else if (value < 30)
3940 /* Monster and trap */
3941 monster_level = base_level + 5;
3942 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
3943 monster_level = base_level;
3946 else if (value < 40)
3948 /* Monster or object */
3949 if (randint0(100) < 50)
3951 monster_level = base_level + 3;
3952 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
3953 monster_level = base_level;
3955 if (randint0(100) < 50)
3957 object_level = base_level + 7;
3958 place_object(y, x, 0L);
3959 object_level = base_level;
3962 else if (value < 50)
3971 /* 20% monster, 40% trap, 20% object, 20% blank space */
3972 if (randint0(100) < 20)
3974 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
3976 else if (randint0(100) < 50)
3980 else if (randint0(100) < 50)
3982 place_object(y, x, 0L);
3993 * This function creates a random vault that looks like a collection of bubbles.
3994 * It works by getting a set of coordinates that represent the center of each
3995 * bubble. The entire room is made by seeing which bubble center is closest. If
3996 * two centers are equidistant then the square is a wall, otherwise it is a floor.
3997 * The only exception is for squares really near a center, these are always floor.
3998 * (It looks better than without this check.)
4000 * Note: If two centers are on the same point then this algorithm will create a
4001 * blank bubble filled with walls. - This is prevented from happening.
4003 static void build_bubble_vault(int x0, int y0, int xsize, int ysize)
4005 #define BUBBLENUM 10 /* number of bubbles */
4007 /* array of center points of bubbles */
4008 coord center[BUBBLENUM];
4011 u16b min1, min2, temp;
4014 /* Offset from center to top left hand corner */
4015 int xhsize = xsize / 2;
4016 int yhsize = ysize / 2;
4019 if (cheat_room) msg_print("Bubble Vault");
4021 /* Allocate center of bubbles */
4022 center[0].x = randint1(xsize - 3) + 1;
4023 center[0].y = randint1(ysize - 3) + 1;
4025 for (i = 1; i < BUBBLENUM; i++)
4029 /* get center and check to see if it is unique */
4034 x = randint1(xsize - 3) + 1;
4035 y = randint1(ysize - 3) + 1;
4037 for (j = 0; j < i; j++)
4039 /* rough test to see if there is an overlap */
4040 if ((x == center[j].x) && (y == center[j].y)) done = FALSE;
4049 /* Top and bottom boundaries */
4050 for (i = 0; i < xsize; i++)
4052 int x = x0 - xhsize + i;
4054 place_outer_noperm_bold(y0 - yhsize + 0, x);
4055 cave[y0 - yhsize + 0][x].info |= (CAVE_ROOM | CAVE_ICKY);
4056 place_outer_noperm_bold(y0 - yhsize + ysize - 1, x);
4057 cave[y0 - yhsize + ysize - 1][x].info |= (CAVE_ROOM | CAVE_ICKY);
4060 /* Left and right boundaries */
4061 for (i = 1; i < ysize - 1; i++)
4063 int y = y0 - yhsize + i;
4065 place_outer_noperm_bold(y, x0 - xhsize + 0);
4066 cave[y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
4067 place_outer_noperm_bold(y, x0 - xhsize + xsize - 1);
4068 cave[y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
4071 /* Fill in middle with bubbles */
4072 for (x = 1; x < xsize - 1; x++)
4074 for (y = 1; y < ysize - 1; y++)
4076 /* Get distances to two closest centers */
4079 min1 = distance(x, y, center[0].x, center[0].y);
4080 min2 = distance(x, y, center[1].x, center[1].y);
4084 /* swap if in wrong order */
4091 for (i = 2; i < BUBBLENUM; i++)
4093 temp = distance(x, y, center[i].x, center[i].y);
4101 else if (temp < min2)
4103 /* second smallest */
4107 if (((min2 - min1) <= 2) && (!(min1 < 3)))
4109 /* Boundary at midpoint+ not at inner region of bubble */
4110 place_outer_noperm_bold(y0 - yhsize + y, x0 - xhsize + x);
4114 /* middle of a bubble */
4115 place_floor_bold(y0 - yhsize + y, x0 - xhsize + x);
4118 /* clean up rest of flags */
4119 cave[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
4123 /* Try to add some random doors */
4124 for (i = 0; i < 500; i++)
4126 x = randint1(xsize - 3) - xhsize + x0 + 1;
4127 y = randint1(ysize - 3) - yhsize + y0 + 1;
4131 /* Fill with monsters and treasure, low difficulty */
4132 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
4137 * Overlay a rectangular room given its bounds
4138 * This routine is used by build_room_vault
4139 * The area inside the walls is not touched:
4140 * only granite is removed- normal walls stay
4142 static void build_room(int x1, int x2, int y1, int y2)
4144 int x, y, i, xsize, ysize, temp;
4146 /* Check if rectangle has no width */
4147 if ((x1 == x2) || (y1 == y2)) return;
4152 /* Swap boundaries if in wrong order */
4160 /* Swap boundaries if in wrong order */
4166 /* get total widths */
4171 /* Top and bottom boundaries */
4172 for (i = 0; i <= xsize; i++)
4174 place_outer_noperm_bold(y1, x1 + i);
4175 cave[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
4176 place_outer_noperm_bold(y2, x1 + i);
4177 cave[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
4180 /* Left and right boundaries */
4181 for (i = 1; i < ysize; i++)
4183 place_outer_noperm_bold(y1 + i, x1);
4184 cave[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY);
4185 place_outer_noperm_bold(y1 + i, x2);
4186 cave[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY);
4190 for (x = 1; x < xsize; x++)
4192 for (y = 1; y < ysize; y++)
4194 if (is_extra_bold(y1+y, x1+x))
4196 /* clear the untouched region */
4197 place_floor_bold(y1 + y, x1 + x);
4198 cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
4202 /* make it a room- but don't touch */
4203 cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
4210 /* Create a random vault that looks like a collection of overlapping rooms */
4212 static void build_room_vault(int x0, int y0, int xsize, int ysize)
4214 int i, x1, x2, y1, y2, xhsize, yhsize;
4216 /* get offset from center */
4220 if (cheat_room) msg_print("Room Vault");
4222 /* fill area so don't get problems with arena levels */
4223 for (x1 = 0; x1 < xsize; x1++)
4225 int x = x0 - xhsize + x1;
4227 for (y1 = 0; y1 < ysize; y1++)
4229 int y = y0 - yhsize + y1;
4231 place_extra_bold(y, x);
4232 cave[y][x].info &= (~CAVE_ICKY);
4236 /* add ten random rooms */
4237 for (i = 0; i < 10; i++)
4239 x1 = randint1(xhsize) * 2 + x0 - xhsize;
4240 x2 = randint1(xhsize) * 2 + x0 - xhsize;
4241 y1 = randint1(yhsize) * 2 + y0 - yhsize;
4242 y2 = randint1(yhsize) * 2 + y0 - yhsize;
4243 build_room(x1, x2, y1, y2);
4246 /* Add some random doors */
4247 for (i = 0; i < 500; i++)
4249 x1 = randint1(xsize - 3) - xhsize + x0 + 1;
4250 y1 = randint1(ysize - 3) - yhsize + y0 + 1;
4254 /* Fill with monsters and treasure, high difficulty */
4255 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
4259 /* Create a random vault out of a fractal cave */
4260 static void build_cave_vault(int x0, int y0, int xsiz, int ysiz)
4262 int grd, roug, cutoff, xhsize, yhsize, xsize, ysize, x, y;
4263 bool done, light, room;
4265 /* round to make sizes even */
4271 if (cheat_room) msg_print("Cave Vault");
4273 light = done = FALSE;
4278 /* testing values for these parameters feel free to adjust */
4279 grd = 1 << randint0(4);
4281 /* want average of about 16 */
4282 roug = randint1(8) * randint1(4);
4285 cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
4286 randint1(xsize / 4) + randint1(ysize / 4);
4289 generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
4291 /* Convert to normal format+ clean up */
4292 done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
4295 /* Set icky flag because is a vault */
4296 for (x = 0; x <= xsize; x++)
4298 for (y = 0; y <= ysize; y++)
4300 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
4304 /* Fill with monsters and treasure, low difficulty */
4305 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
4309 * maze vault -- rectangular labyrinthine rooms
4311 * maze vault uses two routines:
4312 * r_visit - a recursive routine that builds the labyrinth
4313 * build_maze_vault - a driver routine that calls r_visit and adds
4314 * monsters, traps and treasure
4316 * The labyrinth is built by creating a spanning tree of a graph.
4317 * The graph vertices are at
4318 * (x, y) = (2j + x1, 2k + y1) j = 0,...,m-1 k = 0,...,n-1
4319 * and the edges are the vertical and horizontal nearest neighbors.
4321 * The spanning tree is created by performing a suitably randomized
4322 * depth-first traversal of the graph. The only adjustable parameter
4323 * is the randint0(3) below; it governs the relative density of
4324 * twists and turns in the labyrinth: smaller number, more twists.
4326 static void r_visit(int y1, int x1, int y2, int x2,
4327 int node, int dir, int *visited)
4329 int i, j, m, n, temp, x, y, adj[4];
4331 /* dimensions of vertex array */
4332 m = (x2 - x1) / 2 + 1;
4333 n = (y2 - y1) / 2 + 1;
4335 /* mark node visited and set it to a floor */
4337 x = 2 * (node % m) + x1;
4338 y = 2 * (node / m) + y1;
4339 place_floor_bold(y, x);
4341 /* setup order of adjacent node visits */
4344 /* pick a random ordering */
4345 for (i = 0; i < 4; i++)
4347 for (i = 0; i < 4; i++)
4358 /* pick a random ordering with dir first */
4360 for (i = 1; i < 4; i++)
4362 for (i = 1; i < 4; i++)
4364 j = 1 + randint0(3);
4371 for (i = 0; i < 4; i++)
4376 /* (0,+) - check for bottom boundary */
4377 if ((node / m < n - 1) && (visited[node + m] == 0))
4379 place_floor_bold(y + 1, x);
4380 r_visit(y1, x1, y2, x2, node + m, dir, visited);
4384 /* (0,-) - check for top boundary */
4385 if ((node / m > 0) && (visited[node - m] == 0))
4387 place_floor_bold(y - 1, x);
4388 r_visit(y1, x1, y2, x2, node - m, dir, visited);
4392 /* (+,0) - check for right boundary */
4393 if ((node % m < m - 1) && (visited[node + 1] == 0))
4395 place_floor_bold(y, x + 1);
4396 r_visit(y1, x1, y2, x2, node + 1, dir, visited);
4400 /* (-,0) - check for left boundary */
4401 if ((node % m > 0) && (visited[node - 1] == 0))
4403 place_floor_bold(y, x - 1);
4404 r_visit(y1, x1, y2, x2, node - 1, dir, visited);
4411 void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
4415 int m, n, num_vertices, *visited;
4420 if (cheat_room && is_vault) msg_print("Maze Vault");
4422 /* Choose lite or dark */
4423 light = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
4425 /* Pick a random room size - randomized by calling routine */
4434 /* generate the room */
4435 for (y = y1 - 1; y <= y2 + 1; y++)
4437 for (x = x1 - 1; x <= x2 + 1; x++)
4439 c_ptr = &cave[y][x];
4440 c_ptr->info |= CAVE_ROOM;
4441 if (is_vault) c_ptr->info |= CAVE_ICKY;
4442 if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1))
4444 place_outer_grid(c_ptr);
4448 place_extra_grid(c_ptr);
4452 place_inner_grid(c_ptr);
4454 if (light) c_ptr->info |= (CAVE_GLOW);
4458 /* dimensions of vertex array */
4461 num_vertices = m * n;
4463 /* initialize array of visited vertices */
4464 C_MAKE(visited, num_vertices, int);
4466 /* traverse the graph to create a spaning tree, pick a random root */
4467 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
4469 /* Fill with monsters and treasure, low difficulty */
4470 if (is_vault) fill_treasure(x1, x2, y1, y2, randint1(5));
4472 C_KILL(visited, num_vertices, int);
4476 /* Build a "mini" checkerboard vault
4478 * This is done by making a permanent wall maze and setting
4479 * the diagonal sqaures of the checker board to be granite.
4480 * The vault has two entrances on opposite sides to guarantee
4481 * a way to get in even if the vault abuts a side of the dungeon.
4483 static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
4486 int y1, x1, y2, x2, y, x, total;
4487 int m, n, num_vertices;
4490 if (cheat_room) msg_print("Mini Checker Board Vault");
4492 /* Pick a random room size */
4502 /* generate the room */
4503 for (x = x1 - 2; x <= x2 + 2; x++)
4505 if (!in_bounds(y1-2,x)) break;
4507 cave[y1-2][x].info |= (CAVE_ROOM | CAVE_ICKY);
4509 place_extra_noperm_bold(y1-2, x);
4512 for (x = x1 - 2; x <= x2 + 2; x++)
4514 if (!in_bounds(y2+2,x)) break;
4516 cave[y2+2][x].info |= (CAVE_ROOM | CAVE_ICKY);
4518 place_extra_noperm_bold(y2+2, x);
4521 for (y = y1 - 2; y <= y2 + 2; y++)
4523 if (!in_bounds(y,x1-2)) break;
4525 cave[y][x1-2].info |= (CAVE_ROOM | CAVE_ICKY);
4527 place_extra_noperm_bold(y, x1-2);
4530 for (y = y1 - 2; y <= y2 + 2; y++)
4532 if (!in_bounds(y,x2+2)) break;
4534 cave[y][x2+2].info |= (CAVE_ROOM | CAVE_ICKY);
4536 place_extra_noperm_bold(y, x2+2);
4539 for (y = y1 - 1; y <= y2 + 1; y++)
4541 for (x = x1 - 1; x <= x2 + 1; x++)
4543 cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
4545 /* Permanent walls */
4546 cave[y][x].feat = FEAT_PERM_INNER;
4551 /* dimensions of vertex array */
4554 num_vertices = m * n;
4556 /* initialize array of visited vertices */
4557 C_MAKE(visited, num_vertices, int);
4559 /* traverse the graph to create a spannng tree, pick a random root */
4560 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
4562 /* Make it look like a checker board vault */
4563 for (x = x1; x <= x2; x++)
4565 for (y = y1; y <= y2; y++)
4567 total = x - x1 + y - y1;
4568 /* If total is odd- and is a floor then make a wall */
4569 if ((total % 2 == 1) && is_floor_bold(y, x))
4571 place_inner_bold(y, x);
4576 /* Make a couple of entrances */
4579 /* left and right */
4580 y = randint1(dy) + dy / 2;
4581 place_outer_noperm_bold(y1 + y, x1 - 1);
4582 place_outer_noperm_bold(y1 + y, x2 + 1);
4586 /* top and bottom */
4587 x = randint1(dx) + dx / 2;
4588 place_outer_noperm_bold(y1 - 1, x1 + x);
4589 place_outer_noperm_bold(y2 + 1, x1 + x);
4592 /* Fill with monsters and treasure, highest difficulty */
4593 fill_treasure(x1, x2, y1, y2, 10);
4595 C_KILL(visited, num_vertices, int);
4599 /* Build a town/ castle by using a recursive algorithm.
4600 * Basically divide each region in a probalistic way to create
4601 * smaller regions. When the regions get too small stop.
4603 * The power variable is a measure of how well defended a region is.
4604 * This alters the possible choices.
4606 static void build_recursive_room(int x1, int y1, int x2, int y2, int power)
4612 /* Temp variables */
4618 if ((power < 3) && (xsize > 12) && (ysize > 12))
4620 /* Need outside wall +keep */
4627 /* Make rooms + subdivide */
4628 if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8))
4634 choice = randint1(2) + 1;
4639 /* Mostly subdivide */
4640 choice = randint1(3) + 1;
4644 /* Based on the choice made above, do something */
4652 /* top and bottom */
4653 for (x = x1; x <= x2; x++)
4655 place_outer_bold(y1, x);
4656 place_outer_bold(y2, x);
4659 /* left and right */
4660 for (y = y1 + 1; y < y2; y++)
4662 place_outer_bold(y, x1);
4663 place_outer_bold(y, x2);
4666 /* Make a couple of entrances */
4669 /* left and right */
4670 y = randint1(ysize) + y1;
4671 place_floor_bold(y, x1);
4672 place_floor_bold(y, x2);
4676 /* top and bottom */
4677 x = randint1(xsize) + x1;
4678 place_floor_bold(y1, x);
4679 place_floor_bold(y2, x);
4682 /* Select size of keep */
4683 t1 = randint1(ysize / 3) + y1;
4684 t2 = y2 - randint1(ysize / 3);
4685 t3 = randint1(xsize / 3) + x1;
4686 t4 = x2 - randint1(xsize / 3);
4688 /* Do outside areas */
4690 /* Above and below keep */
4691 build_recursive_room(x1 + 1, y1 + 1, x2 - 1, t1, power + 1);
4692 build_recursive_room(x1 + 1, t2, x2 - 1, y2, power + 1);
4694 /* Left and right of keep */
4695 build_recursive_room(x1 + 1, t1 + 1, t3, t2 - 1, power + 3);
4696 build_recursive_room(t4, t1 + 1, x2 - 1, t2 - 1, power + 3);
4698 /* Make the keep itself: */
4711 /* Try to build a room */
4712 if ((xsize < 3) || (ysize < 3))
4714 for (y = y1; y < y2; y++)
4716 for (x = x1; x < x2; x++)
4718 place_inner_bold(y, x);
4726 /* Make outside walls */
4727 /* top and bottom */
4728 for (x = x1 + 1; x <= x2 - 1; x++)
4730 place_inner_bold(y1 + 1, x);
4731 place_inner_bold(y2 - 1, x);
4734 /* left and right */
4735 for (y = y1 + 1; y <= y2 - 1; y++)
4737 place_inner_bold(y, x1 + 1);
4738 place_inner_bold(y, x2 - 1);
4742 y = randint1(ysize - 3) + y1 + 1;
4747 place_floor_bold(y, x1 + 1);
4752 place_floor_bold(y, x2 - 1);
4755 /* Build the room */
4756 build_recursive_room(x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
4761 /* Try and divide vertically */
4765 for (y = y1; y < y2; y++)
4767 for (x = x1; x < x2; x++)
4769 place_inner_bold(y, x);
4775 t1 = randint1(xsize - 2) + x1 + 1;
4776 build_recursive_room(x1, y1, t1, y2, power - 2);
4777 build_recursive_room(t1 + 1, y1, x2, y2, power - 2);
4782 /* Try and divide horizontally */
4786 for (y = y1; y < y2; y++)
4788 for (x = x1; x < x2; x++)
4790 place_inner_bold(y, x);
4796 t1 = randint1(ysize - 2) + y1 + 1;
4797 build_recursive_room(x1, y1, x2, t1, power - 2);
4798 build_recursive_room(x1, t1 + 1, x2, y2, power - 2);
4805 /* Build a castle */
4807 /* Driver routine: clear the region and call the recursive
4810 *This makes a vault that looks like a castle/ city in the dungeon.
4812 static void build_castle_vault(int x0, int y0, int xsize, int ysize)
4818 /* Pick a random room size */
4827 if (cheat_room) msg_print("Castle Vault");
4829 /* generate the room */
4830 for (y = y1 - 1; y <= y2 + 1; y++)
4832 for (x = x1 - 1; x <= x2 + 1; x++)
4834 cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
4835 /* Make everything a floor */
4836 place_floor_bold(y, x);
4840 /* Make the castle */
4841 build_recursive_room(x1, y1, x2, y2, randint1(5));
4843 /* Fill with monsters and treasure, low difficulty */
4844 fill_treasure(x1, x2, y1, y2, randint1(3));
4849 * Add outer wall to a floored region
4850 * Note: no range checking is done so must be inside dungeon
4851 * This routine also stomps on doors
4853 static void add_outer_wall(int x, int y, int light,
4854 int x1, int y1, int x2, int y2)
4858 if (!in_bounds(y, x)) return;
4860 /* hack- check to see if square has been visited before
4861 * if so, then exit (use room flag to do this) */
4862 if (cave[y][x].info & CAVE_ROOM) return;
4865 cave[y][x].info |= CAVE_ROOM;
4867 if (is_floor_bold(y, x))
4869 for (i = -1; i <= 1; i++)
4871 for (j = -1; j <= 1; j++)
4873 if ((x + i >= x1) && (x + i <= x2) &&
4874 (y + j >= y1) && (y + j <= y2))
4876 add_outer_wall(x + i, y + j, light, x1, y1, x2, y2);
4877 if (light) cave[y][x].info |= CAVE_GLOW;
4882 else if (is_extra_bold(y, x))
4884 /* Set bounding walls */
4885 place_outer_bold(y, x);
4886 if (light) cave[y][x].info |= CAVE_GLOW;
4888 else if (cave[y][x].feat == FEAT_PERM_OUTER)
4890 /* Set bounding walls */
4891 if (light) cave[y][x].info |= CAVE_GLOW;
4897 * Hacked distance formula - gives the 'wrong' answer.
4898 * Used to build crypts
4900 static int dist2(int x1, int y1, int x2, int y2,
4901 int h1, int h2, int h3, int h4)
4907 /* Basically this works by taking the normal pythagorean formula
4908 * and using an expansion to express this in a way without the
4909 * square root. This approximate formula is then perturbed to give
4910 * the distorted results. (I found this by making a mistake when I was
4911 * trying to fix the circular rooms.)
4914 /* h1-h4 are constants that describe the metric */
4915 if (dx >= 2 * dy) return (dx + (dy * h1) / h2);
4916 if (dy >= 2 * dx) return (dy + (dx * h1) / h2);
4917 return (((dx + dy) * 128) / 181 +
4918 (dx * dx / (dy * h3) + dy * dy / (dx * h3)) * h4);
4919 /* 128/181 is approx. 1/sqrt(2) */
4924 * Build target vault.
4925 * This is made by two concentric "crypts" with perpendicular
4926 * walls creating the cross-hairs.
4928 static void build_target_vault(int x0, int y0, int xsize, int ysize)
4932 /* Make a random metric */
4934 h1 = randint1(32) - 16;
4937 h4 = randint1(32) - 16;
4939 if (cheat_room) msg_print("Target Vault");
4941 /* work out outer radius */
4952 for (x = x0 - rad; x <= x0 + rad; x++)
4954 for (y = y0 - rad; y <= y0 + rad; y++)
4956 /* clear room flag */
4957 cave[y][x].info &= ~(CAVE_ROOM);
4959 /* Vault - so is "icky" */
4960 cave[y][x].info |= CAVE_ICKY;
4962 if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
4964 /* inside- so is floor */
4965 place_floor_bold(y, x);
4969 /* make granite outside so arena works */
4970 place_extra_bold(y, x);
4973 /* proper boundary for arena */
4974 if (((y + rad) == y0) || ((y - rad) == y0) ||
4975 ((x + rad) == x0) || ((x - rad) == x0))
4977 place_extra_bold(y, x);
4982 /* Find visible outer walls and set to be FEAT_OUTER */
4983 add_outer_wall(x0, y0, FALSE, x0 - rad - 1, y0 - rad - 1,
4984 x0 + rad + 1, y0 + rad + 1);
4986 /* Add inner wall */
4987 for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)
4989 for (y = y0 - rad / 2; y <= y0 + rad / 2; y++)
4991 if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
4993 /* Make an internal wall */
4994 place_inner_bold(y, x);
4999 /* Add perpendicular walls */
5000 for (x = x0 - rad; x <= x0 + rad; x++)
5002 place_inner_bold(y0, x);
5005 for (y = y0 - rad; y <= y0 + rad; y++)
5007 place_inner_bold(y, x0);
5010 /* Make inner vault */
5011 for (y = y0 - 1; y <= y0 + 1; y++)
5013 place_inner_bold(y, x0 - 1);
5014 place_inner_bold(y, x0 + 1);
5016 for (x = x0 - 1; x <= x0 + 1; x++)
5018 place_inner_bold(y0 - 1, x);
5019 place_inner_bold(y0 + 1, x);
5022 place_floor_bold(y0, x0);
5025 /* Add doors to vault */
5026 /* get two distances so can place doors relative to centre */
5027 x = (rad - 2) / 4 + 1;
5030 add_door(x0 + x, y0);
5031 add_door(x0 + y, y0);
5032 add_door(x0 - x, y0);
5033 add_door(x0 - y, y0);
5034 add_door(x0, y0 + x);
5035 add_door(x0, y0 + y);
5036 add_door(x0, y0 - x);
5037 add_door(x0, y0 - y);
5039 /* Fill with stuff - medium difficulty */
5040 fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
5044 #ifdef ALLOW_CAVERNS_AND_LAKES
5046 * This routine uses a modified version of the lake code to make a
5047 * distribution of some terrain type over the vault. This type
5048 * depends on the dungeon depth.
5050 * Miniture rooms are then scattered across the vault.
5052 static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz)
5057 int xsize, ysize, xhsize, yhsize, x, y, i;
5061 if (cheat_room) msg_print("Elemental Vault");
5063 /* round to make sizes even */
5071 /* Earth vault (Rubble) */
5072 type = GEN_LAKE_TYPE_EARTH_VAULT;
5074 else if (dun_level < 50)
5076 /* Air vault (Trees) */
5077 type = GEN_LAKE_TYPE_AIR_VAULT;
5079 else if (dun_level < 75)
5081 /* Water vault (shallow water) */
5082 type = GEN_LAKE_TYPE_WATER_VAULT;
5086 /* Fire vault (shallow lava) */
5087 type = GEN_LAKE_TYPE_FIRE_VAULT;
5092 /* testing values for these parameters: feel free to adjust */
5093 grd = 1 << (randint0(3));
5095 /* want average of about 16 */
5096 roug = randint1(8) * randint1(4);
5098 /* Make up size of various componants */
5102 /* Deep water/lava */
5103 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
5105 /* Shallow boundary */
5109 generate_hmap(y0, x0, xsize, ysize, grd, roug, c3);
5111 /* Convert to normal format+ clean up */
5112 done = generate_lake(y0, x0, xsize, ysize, c1, c2, c3, type);
5115 /* Set icky flag because is a vault */
5116 for (x = 0; x <= xsize; x++)
5118 for (y = 0; y <= ysize; y++)
5120 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
5124 /* make a few rooms in the vault */
5125 for (i = 1; i <= (xsize * ysize) / 50; i++)
5127 build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2,
5128 y0 + randint0(ysize - 4) - ysize / 2 + 2);
5131 /* Fill with monsters and treasure, low difficulty */
5132 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,
5133 y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
5135 #endif /* ALLOW_CAVERNS_AND_LAKES */
5141 static void build_type10(int by0, int bx0)
5143 int y0, x0, xsize, ysize, vtype;
5146 /* big enough to look good, small enough to be fairly common. */
5147 xsize = randint1(22) + 22;
5148 ysize = randint1(11) + 11;
5150 /* Allocate in room_map. If will not fit, exit */
5151 if (!room_alloc(xsize + 1, ysize + 1, FALSE, by0, bx0, &x0, &y0)) return;
5153 /* Boost the rating- higher than lesser vaults and lower than greater vaults */
5156 /* (Sometimes) Cause a special feeling */
5157 if ((dun_level <= 50) ||
5158 (randint1((dun_level - 40) * (dun_level - 40) + 1) < 400))
5160 good_item_flag = TRUE;
5163 /* Select type of vault */
5164 #ifdef ALLOW_CAVERNS_AND_LAKES
5165 vtype = randint1(15);
5166 #else /* ALLOW_CAVERNS_AND_LAKES */
5167 vtype = randint1(7);
5168 #endif /* ALLOW_CAVERNS_AND_LAKES */
5172 /* Build an appropriate room */
5173 case 1: case 9: build_bubble_vault(x0, y0, xsize, ysize); break;
5174 case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break;
5175 case 3: case 11: build_cave_vault(x0, y0, xsize, ysize); break;
5176 case 4: case 12: build_maze_vault(x0, y0, xsize, ysize, TRUE); break;
5177 case 5: case 13: build_mini_c_vault(x0, y0, xsize, ysize); break;
5178 case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break;
5179 case 7: case 15: build_target_vault(x0, y0, xsize, ysize); break;
5180 #ifdef ALLOW_CAVERNS_AND_LAKES
5181 case 8: build_elemental_vault(x0, y0, xsize, ysize); break;
5182 #endif /* ALLOW_CAVERNS_AND_LAKES */
5183 /* I know how to add a few more... give me some time. */
5192 * Build an vertical oval room.
5193 * For every grid in the possible square, check the distance.
5194 * If it's less than the radius, make it a room square.
5196 * When done fill from the inside to find the walls,
5198 static void build_type11(int by0, int bx0)
5200 int rad, x, y, x0, y0;
5203 /* Occasional light */
5204 if ((randint1(dun_level) <= 15) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
5208 /* Allocate in room_map. If will not fit, exit */
5209 if (!room_alloc(rad * 2 + 1, rad * 2 + 1, FALSE, by0, bx0, &x0, &y0)) return;
5211 /* Make circular floor */
5212 for (x = x0 - rad; x <= x0 + rad; x++)
5214 for (y = y0 - rad; y <= y0 + rad; y++)
5216 if (distance(y0, x0, y, x) <= rad - 1)
5218 /* inside- so is floor */
5219 place_floor_bold(y, x);
5221 else if (distance(y0, x0, y, x) <= rad + 1)
5223 /* make granite outside so arena works */
5224 place_extra_bold(y, x);
5229 /* Find visible outer walls and set to be FEAT_OUTER */
5230 add_outer_wall(x0, y0, light, x0 - rad, y0 - rad, x0 + rad, y0 + rad);
5236 * For every grid in the possible square, check the (fake) distance.
5237 * If it's less than the radius, make it a room square.
5239 * When done fill from the inside to find the walls,
5241 static void build_type12(int by0, int bx0)
5243 int rad, x, y, x0, y0;
5245 bool emptyflag = TRUE;
5247 /* Make a random metric */
5249 h1 = randint1(32) - 16;
5252 h4 = randint1(32) - 16;
5254 /* Occasional light */
5255 if ((randint1(dun_level) <= 5) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
5259 /* Allocate in room_map. If will not fit, exit */
5260 if (!room_alloc(rad * 2 + 3, rad * 2 + 3, FALSE, by0, bx0, &x0, &y0)) return;
5263 for (x = x0 - rad; x <= x0 + rad; x++)
5265 for (y = y0 - rad; y <= y0 + rad; y++)
5267 /* clear room flag */
5268 cave[y][x].info &= ~(CAVE_ROOM);
5270 if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
5272 /* inside - so is floor */
5273 place_floor_bold(y, x);
5275 else if (distance(y0, x0, y, x) < 3)
5277 place_floor_bold(y, x);
5281 /* make granite outside so arena works */
5282 place_extra_bold(y, x);
5285 /* proper boundary for arena */
5286 if (((y + rad) == y0) || ((y - rad) == y0) ||
5287 ((x + rad) == x0) || ((x - rad) == x0))
5289 place_extra_bold(y, x);
5294 /* Find visible outer walls and set to be FEAT_OUTER */
5295 add_outer_wall(x0, y0, light, x0 - rad - 1, y0 - rad - 1,
5296 x0 + rad + 1, y0 + rad + 1);
5298 /* Check to see if there is room for an inner vault */
5299 for (x = x0 - 2; x <= x0 + 2; x++)
5301 for (y = y0 - 2; y <= y0 + 2; y++)
5303 if (!is_floor_bold(y, x))
5305 /* Wall in the way */
5311 if (emptyflag && one_in_(2))
5313 /* Build the vault */
5314 build_small_room(x0, y0);
5316 /* Place a treasure in the vault */
5317 place_object(y0, x0, 0L);
5319 /* Let's guard the treasure well */
5320 vault_monsters(y0, x0, randint0(2) + 3);
5322 /* Traps naturally */
5323 vault_traps(y0, x0, 4, 4, randint0(3) + 2);
5329 * Helper function for "trapped monster pit"
5331 static bool vault_aux_trapped_pit(int r_idx)
5333 monster_race *r_ptr = &r_info[r_idx];
5335 /* Validate the monster */
5336 if (!vault_monster_okay(r_idx)) return (FALSE);
5338 /* No wall passing monster */
5339 if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return (FALSE);
5347 * Type 12 -- Trapped monster pits
5349 * A trapped monster pit is a "big" room with a straight corridor in
5350 * which wall opening traps are placed, and with two "inner" rooms
5351 * containing a "collection" of monsters of a given type organized in
5354 * The trapped monster pit appears as shown below, where the actual
5355 * monsters in each location depend on the type of the pit
5357 * #########################
5359 * ####################### #
5360 * #####001123454321100### #
5361 * ###0012234567654322100# #
5362 * ####################### #
5364 * # #######################
5365 * # #0012234567654322100###
5366 * # ###001123454321100#####
5367 * # #######################
5369 * #########################
5371 * Note that the monsters in the pit are now chosen by using "get_mon_num()"
5372 * to request 16 "appropriate" monsters, sorting them by level, and using
5373 * the "even" entries in this sorted list for the contents of the pit.
5375 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",
5376 * which is handled by requiring a specific "breath" attack for all of the
5377 * dragons. This may include "multi-hued" breath. Note that "wyrms" may
5378 * be present in many of the dragon pits, if they have the proper breath.
5380 * Note the use of the "get_mon_num_prep()" function, and the special
5381 * "get_mon_num_hook()" restriction function, to prepare the "monster
5382 * allocation table" in such a way as to optimize the selection of
5383 * "appropriate" non-unique monsters for the pit.
5385 * Note that the "get_mon_num()" function may (rarely) fail, in which case
5386 * the pit will be empty, and will not effect the level rating.
5388 * Note that "monster pits" will never contain "unique" monsters.
5390 static void build_type13(int by0, int bx0)
5392 static int placing[][3] = {
5393 {-2, -9, 0}, {-2, -8, 0}, {-3, -7, 0}, {-3, -6, 0},
5394 {+2, -9, 0}, {+2, -8, 0}, {+3, -7, 0}, {+3, -6, 0},
5395 {-2, +9, 0}, {-2, +8, 0}, {-3, +7, 0}, {-3, +6, 0},
5396 {+2, +9, 0}, {+2, +8, 0}, {+3, +7, 0}, {+3, +6, 0},
5397 {-2, -7, 1}, {-3, -5, 1}, {-3, -4, 1},
5398 {+2, -7, 1}, {+3, -5, 1}, {+3, -4, 1},
5399 {-2, +7, 1}, {-3, +5, 1}, {-3, +4, 1},
5400 {+2, +7, 1}, {+3, +5, 1}, {+3, +4, 1},
5401 {-2, -6, 2}, {-2, -5, 2}, {-3, -3, 2},
5402 {+2, -6, 2}, {+2, -5, 2}, {+3, -3, 2},
5403 {-2, +6, 2}, {-2, +5, 2}, {-3, +3, 2},
5404 {+2, +6, 2}, {+2, +5, 2}, {+3, +3, 2},
5405 {-2, -4, 3}, {-3, -2, 3},
5406 {+2, -4, 3}, {+3, -2, 3},
5407 {-2, +4, 3}, {-3, +2, 3},
5408 {+2, +4, 3}, {+3, +2, 3},
5409 {-2, -3, 4}, {-3, -1, 4},
5410 {+2, -3, 4}, {+3, -1, 4},
5411 {-2, +3, 4}, {-3, +1, 4},
5412 {+2, +3, 4}, {+3, +1, 4},
5413 {-2, -2, 5}, {-3, 0, 5}, {-2, +2, 5},
5414 {+2, -2, 5}, {+3, 0, 5}, {+2, +2, 5},
5415 {-2, -1, 6}, {-2, +1, 6},
5416 {+2, -1, 6}, {+2, +1, 6},
5417 {-2, 0, 7}, {+2, 0, 7},
5421 int y, x, y1, x1, y2, x2, xval, yval;
5430 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
5431 vault_aux_type *n_ptr;
5433 /* Only in Angband */
5434 if (dungeon_type != 1) return;
5436 /* Try to allocate space for room. */
5437 if (!room_alloc(25, 13, TRUE, by0, bx0, &xval, &yval)) return;
5439 /* No type available */
5440 if (cur_pit_type < 0) return;
5442 n_ptr = &pit_types[cur_pit_type];
5444 /* Process a preparation function if necessary */
5445 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
5453 /* Fill with inner walls */
5454 for (y = y1 - 1; y <= y2 + 1; y++)
5456 for (x = x1 - 1; x <= x2 + 1; x++)
5458 c_ptr = &cave[y][x];
5459 place_inner_grid(c_ptr);
5460 c_ptr->info |= (CAVE_ROOM);
5464 /* Place the floor area 1 */
5465 for (x = x1 + 3; x <= x2 - 3; x++)
5467 c_ptr = &cave[yval-2][x];
5468 place_floor_grid(c_ptr);
5469 add_cave_info(yval-2, x, CAVE_ICKY);
5471 c_ptr = &cave[yval+2][x];
5472 place_floor_grid(c_ptr);
5473 add_cave_info(yval+2, x, CAVE_ICKY);
5476 /* Place the floor area 2 */
5477 for (x = x1 + 5; x <= x2 - 5; x++)
5479 c_ptr = &cave[yval-3][x];
5480 place_floor_grid(c_ptr);
5481 add_cave_info(yval-3, x, CAVE_ICKY);
5483 c_ptr = &cave[yval+3][x];
5484 place_floor_grid(c_ptr);
5485 add_cave_info(yval+3, x, CAVE_ICKY);
5489 for (x = x1; x <= x2; x++)
5491 c_ptr = &cave[yval][x];
5492 place_floor_grid(c_ptr);
5493 c_ptr = &cave[y1][x];
5494 place_floor_grid(c_ptr);
5495 c_ptr = &cave[y2][x];
5496 place_floor_grid(c_ptr);
5499 /* Place the outer walls */
5500 for (y = y1 - 1; y <= y2 + 1; y++)
5502 c_ptr = &cave[y][x1 - 1];
5503 place_outer_grid(c_ptr);
5504 c_ptr = &cave[y][x2 + 1];
5505 place_outer_grid(c_ptr);
5507 for (x = x1 - 1; x <= x2 + 1; x++)
5509 c_ptr = &cave[y1 - 1][x];
5510 place_outer_grid(c_ptr);
5511 c_ptr = &cave[y2 + 1][x];
5512 place_outer_grid(c_ptr);
5515 /* Random corridor */
5518 for (y = y1; y <= yval; y++)
5520 place_floor_bold(y, x2);
5521 place_solid_bold(y, x1-1);
5523 for (y = yval; y <= y2 + 1; y++)
5525 place_floor_bold(y, x1);
5526 place_solid_bold(y, x2+1);
5531 for (y = yval; y <= y2 + 1; y++)
5533 place_floor_bold(y, x1);
5534 place_solid_bold(y, x2+1);
5536 for (y = y1; y <= yval; y++)
5538 place_floor_bold(y, x2);
5539 place_solid_bold(y, x1-1);
5543 /* Place the wall open trap */
5544 cave[yval][xval].mimic = cave[yval][xval].feat;
5545 cave[yval][xval].feat = FEAT_TRAP_OPEN;
5547 /* Prepare allocation table */
5548 get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
5550 align.sub_align = SUB_ALIGN_NEUTRAL;
5552 /* Pick some monster types */
5553 for (i = 0; i < 16; i++)
5555 int r_idx = 0, attempts = 100;
5556 monster_race *r_ptr = NULL;
5560 /* Get a (hard) monster type */
5561 r_idx = get_mon_num(dun_level + 0);
5562 r_ptr = &r_info[r_idx];
5564 /* Decline incorrect alignment */
5565 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
5567 /* Accept this monster */
5571 /* Notice failure */
5572 if (!r_idx || !attempts) return;
5574 /* Note the alignment */
5575 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
5576 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
5581 /* Sort the entries */
5582 for (i = 0; i < 16 - 1; i++)
5584 /* Sort the entries */
5585 for (j = 0; j < 16 - 1; j++)
5590 int p1 = r_info[what[i1]].level;
5591 int p2 = r_info[what[i2]].level;
5597 what[i1] = what[i2];
5608 msg_format("%s%s¤Î櫥ԥåÈ", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
5610 msg_format("Trapped monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
5614 /* Select the entries */
5615 for (i = 0; i < 8; i++)
5617 /* Every other entry */
5618 what[i] = what[i * 2];
5623 msg_print(r_name + r_info[what[i]].name);
5627 /* Increase the level rating */
5630 /* (Sometimes) Cause a "special feeling" (for "Monster Pits") */
5631 if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
5633 good_item_flag = TRUE;
5637 for (i = 0; placing[i][2] >= 0; i++)
5639 y = yval + placing[i][0];
5640 x = xval + placing[i][1];
5641 place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
5647 * Type 14 -- trapped rooms
5649 * A special trap is placed at center of the room
5651 static void build_type14(int by0, int bx0)
5653 int y, x, y2, x2, yval, xval;
5654 int y1, x1, xsize, ysize;
5661 /* Pick a room size */
5667 xsize = x1 + x2 + 1;
5668 ysize = y1 + y2 + 1;
5670 /* Try to allocate space for room. If fails, exit */
5671 if (!room_alloc(xsize + 2, ysize + 2, FALSE, by0, bx0, &xval, &yval)) return;
5673 /* Choose lite or dark */
5674 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
5677 /* Get corner values */
5678 y1 = yval - ysize / 2;
5679 x1 = xval - xsize / 2;
5680 y2 = yval + (ysize - 1) / 2;
5681 x2 = xval + (xsize - 1) / 2;
5684 /* Place a full floor under the room */
5685 for (y = y1 - 1; y <= y2 + 1; y++)
5687 for (x = x1 - 1; x <= x2 + 1; x++)
5689 c_ptr = &cave[y][x];
5690 place_floor_grid(c_ptr);
5691 c_ptr->info |= (CAVE_ROOM);
5692 if (light) c_ptr->info |= (CAVE_GLOW);
5696 /* Walls around the room */
5697 for (y = y1 - 1; y <= y2 + 1; y++)
5699 c_ptr = &cave[y][x1 - 1];
5700 place_outer_grid(c_ptr);
5701 c_ptr = &cave[y][x2 + 1];
5702 place_outer_grid(c_ptr);
5704 for (x = x1 - 1; x <= x2 + 1; x++)
5706 c_ptr = &cave[y1 - 1][x];
5707 place_outer_grid(c_ptr);
5708 c_ptr = &cave[y2 + 1][x];
5709 place_outer_grid(c_ptr);
5712 if (dun_level < 30 + randint1(30))
5713 trap = FEAT_TRAP_PIRANHA;
5715 trap = FEAT_TRAP_ARMAGEDDON;
5717 /* Place a special trap */
5718 c_ptr = &cave[rand_spread(yval, ysize/4)][rand_spread(xval, xsize/4)];
5719 c_ptr->mimic = c_ptr->feat;
5726 msg_format("%s¤ÎÉô²°", f_name + f_info[trap].name);
5728 msg_format("Room of %s", f_name + f_info[trap].name);
5735 * Attempt to build a room of the given type at the given block
5737 * Note that we restrict the number of "crowded" rooms to reduce
5738 * the chance of overflowing the monster list during level creation.
5740 bool room_build(int by0, int bx0, int typ)
5742 /* Restrict level */
5743 if ((dun_level < roomdep[typ]) && !ironman_rooms) return FALSE;
5745 /* Restrict "crowded" rooms */
5746 if ((dun->crowded >= 2) && ((typ == ROOM_BUILD_TYPE_NEST) ||
5747 (typ == ROOM_BUILD_TYPE_PIT) || (typ == ROOM_BUILD_TYPE_TRAP_PIT))) return FALSE;
5752 /* Build an appropriate room */
5753 case ROOM_BUILD_TYPE_NORMAL: build_type1(by0, bx0); break;
5754 case ROOM_BUILD_TYPE_OVERLAP: build_type2(by0, bx0); break;
5755 case ROOM_BUILD_TYPE_CROSS: build_type3(by0, bx0); break;
5756 case ROOM_BUILD_TYPE_INNER_FEAT: build_type4(by0, bx0); break;
5757 case ROOM_BUILD_TYPE_NEST: build_type5(by0, bx0, FALSE); break;
5758 case ROOM_BUILD_TYPE_PIT: build_type6(by0, bx0, FALSE); break;
5759 case ROOM_BUILD_TYPE_LESSER_VAULT: build_type7(by0, bx0); break;
5760 case ROOM_BUILD_TYPE_GREATER_VAULT: build_type8(by0, bx0); break;
5761 case ROOM_BUILD_TYPE_FRACAVE: build_type9(by0, bx0); break;
5762 case ROOM_BUILD_TYPE_RANDOM_VAULT: build_type10(by0, bx0); break;
5763 case ROOM_BUILD_TYPE_OVAL: build_type11(by0, bx0); break;
5764 case ROOM_BUILD_TYPE_CRYPT: build_type12(by0, bx0); break;
5765 case ROOM_BUILD_TYPE_TRAP_PIT: build_type13(by0, bx0); break;
5766 case ROOM_BUILD_TYPE_TRAP: build_type14(by0, bx0); break;
5769 default: return FALSE;