3 * @brief ¥À¥ó¥¸¥ç¥ó¥Õ¥í¥¢¤ÎÉô²°À¸À®½èÍý / make rooms. Used by generate.c when creating dungeons.
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen. \n
12 * Room building routines.\n
18 * 4 -- large room with features\n
19 * 5 -- monster nests\n
21 * 7 -- simple vaults\n
22 * 8 -- greater vaults\n
23 * 9 -- fractal caves\n
24 * 10 -- random vaults\n
25 * 11 -- circular rooms\n
27 * 13 -- trapped monster pits\n
28 * 14 -- trapped room\n
30 * 16 -- underground arcade\n
32 * Some functions are used to determine if the given monster\n
33 * is appropriate for inclusion in a monster nest or monster pit or\n
36 * None of the pits/nests are allowed to include "unique" monsters.\n
46 * ³ÆÉô²°¥¿¥¤¥×¤ÎÀ¸À®ÈæÄêµÁ
47 *[from SAngband (originally from OAngband)]\n
49 * Table of values that control how many times each type of room will\n
50 * appear. Each type of room has its own row, and each column\n
51 * corresponds to dungeon levels 0, 10, 20, and so on. The final\n
52 * value is the minimum depth the room can appear at. -LM-\n
54 * Level 101 and below use the values for level 100.\n
56 * Rooms with lots of monsters or loot may not be generated if the\n
57 * object or monster lists are already nearly full. Rooms will not\n
58 * appear above their minimum depth. Tiny levels will not have space\n
59 * for all the rooms you ask for.\n
61 static room_info_type room_info_normal[ROOM_T_MAX] =
64 /* 0 10 20 30 40 50 60 70 80 90 100 min limit */
66 {{999,900,800,700,600,500,400,300,200,100, 0}, 0}, /*NORMAL */
67 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 1}, /*OVERLAP */
68 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*CROSS */
69 {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /*INNER_F */
70 {{ 0, 1, 1, 1, 2, 3, 5, 6, 8, 10, 13}, 10}, /*NEST */
71 {{ 0, 1, 1, 2, 3, 4, 6, 8, 10, 13, 16}, 10}, /*PIT */
72 {{ 0, 1, 1, 1, 2, 2, 3, 5, 6, 8, 10}, 10}, /*LESSER_V */
73 {{ 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4}, 20}, /*GREATER_V*/
74 {{ 0,100,200,300,400,500,600,700,800,900,999}, 10}, /*FRACAVE */
75 {{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2}, 10}, /*RANDOM_V */
76 {{ 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40}, 3}, /*OVAL */
77 {{ 1, 6, 12, 18, 24, 30, 36, 42, 48, 54, 60}, 10}, /*CRYPT */
78 {{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP_PIT */
79 {{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP */
80 {{ 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2}, 40}, /*GLASS */
81 {{ 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3}, 1}, /*ARCADE */
85 /*! Éô²°¤ÎÀ¸À®½èÍý½ç / Build rooms in descending order of difficulty. */
86 static byte room_build_order[ROOM_T_MAX] = {
106 * @brief ¸°¤Î¤«¤«¤Ã¤¿¥É¥¢¤òÇÛÃÖ¤¹¤ë
107 * @param y ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎYºÂɸ
108 * @param x ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎXºÂɸ
111 static void place_locked_door(int y, int x)
113 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
115 place_floor_bold(y, x);
119 set_cave_feat(y, x, feat_locked_door_random((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
120 cave[y][x].info &= ~(CAVE_FLOOR);
121 delete_monster(y, x);
126 * @brief ±£¤·¥É¥¢¤òÇÛÃÖ¤¹¤ë
127 * @param y ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎYºÂɸ
128 * @param x ÇÛÃÖ¤·¤¿¤¤¥Õ¥í¥¢¤ÎXºÂɸ
129 * @param type #DOOR_DEFAULT / #DOOR_DOOR / #DOOR_GLASS_DOOR / #DOOR_CURTAIN ¤Î¤¤¤º¤ì¤«
132 static void place_secret_door(int y, int x, int type)
134 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
136 place_floor_bold(y, x);
140 cave_type *c_ptr = &cave[y][x];
142 if (type == DOOR_DEFAULT)
144 type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
145 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
146 ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
149 /* Create secret door */
150 place_closed_door(y, x, type);
152 if (type != DOOR_CURTAIN)
154 /* Hide by inner wall because this is used in rooms only */
155 c_ptr->mimic = feat_wall_inner;
157 /* Floor type terrain cannot hide a door */
158 if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat))
160 if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY))
162 c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)];
168 c_ptr->info &= ~(CAVE_FLOOR);
169 delete_monster(y, x);
174 * @brief 1¥Þ¥¹¤À¤±¤ÎÉô²°¤òºîÀ®¤·¡¢¾å²¼º¸±¦¤¤¤º¤ì¤«°ì¤Ä¤Ë±£¤·¥É¥¢¤òÇÛÃÖ¤¹¤ë¡£
175 * @param y0 ÇÛÃÖ¤·¤¿¤¤Ãæ¿´¤ÎYºÂɸ
176 * @param x0 ÇÛÃÖ¤·¤¿¤¤Ãæ¿´¤ÎXºÂɸ
178 * This funtion makes a very small room centred at (x0, y0)
179 * This is used in crypts, and random elemental vaults.
181 * Note - this should be used only on allocated regions
182 * within another room.
184 static void build_small_room(int x0, int y0)
188 for (y = y0 - 1; y <= y0 + 1; y++)
190 place_inner_bold(y, x0 - 1);
191 place_inner_bold(y, x0 + 1);
194 for (x = x0 - 1; x <= x0 + 1; x++)
196 place_inner_bold(y0 - 1, x);
197 place_inner_bold(y0 + 1, x);
200 /* Place a secret door on one side */
203 case 0: place_secret_door(y0, x0 - 1, DOOR_DEFAULT); break;
204 case 1: place_secret_door(y0, x0 + 1, DOOR_DEFAULT); break;
205 case 2: place_secret_door(y0 - 1, x0, DOOR_DEFAULT); break;
206 case 3: place_secret_door(y0 + 1, x0, DOOR_DEFAULT); break;
209 /* Clear mimic type */
210 cave[y0][x0].mimic = 0;
212 /* Add inner open space */
213 place_floor_bold(y0, x0);
218 * »ØÄêÈϰϤËÄÌÏ©¤¬Ä̤äƤ¤¤ë¤³¤È¤ò³Îǧ¤·¤¿¾å¤Ç¾²¤ÇËä¤á¤ë
219 * This function tunnels around a room if it will cut off part of a cave system.
220 * @param x1 ÈϰϤκ¸Ã¼
221 * @param y1 ÈϰϤξåü
222 * @param x2 ÈϰϤα¦Ã¼
223 * @param y2 ÈϰϤβ¼Ã¼
226 static void check_room_boundary(int x1, int y1, int x2, int y2)
229 bool old_is_floor, new_is_floor;
235 old_is_floor = get_is_floor(x1 - 1, y1);
238 * Count the number of floor-wall boundaries around the room
239 * Note: diagonal squares are ignored since the player can move diagonally
240 * to bypass these if needed.
243 /* Above the top boundary */
244 for (x = x1; x <= x2; x++)
246 new_is_floor = get_is_floor(x, y1 - 1);
248 /* Increment counter if they are different */
249 if (new_is_floor != old_is_floor) count++;
251 old_is_floor = new_is_floor;
255 for (y = y1; y <= y2; y++)
257 new_is_floor = get_is_floor(x2 + 1, y);
259 /* increment counter if they are different */
260 if (new_is_floor != old_is_floor) count++;
262 old_is_floor = new_is_floor;
265 /* Bottom boundary */
266 for (x = x2; x >= x1; x--)
268 new_is_floor = get_is_floor(x, y2 + 1);
270 /* increment counter if they are different */
271 if (new_is_floor != old_is_floor) count++;
273 old_is_floor = new_is_floor;
277 for (y = y2; y >= y1; y--)
279 new_is_floor = get_is_floor(x1 - 1, y);
281 /* increment counter if they are different */
282 if (new_is_floor != old_is_floor) count++;
284 old_is_floor = new_is_floor;
287 /* If all the same, or only one connection exit. */
288 if (count <= 2) return;
291 /* Tunnel around the room so to prevent problems with caves */
292 for (y = y1; y <= y2; y++)
294 for (x = x1; x <= x2; x++)
304 * find_space()¤ÎͽÈ÷½èÍý¤È¤·¤ÆÉô²°¤ÎÀ¸À®¤¬²Äǽ¤«¤òȽÄꤹ¤ë /
305 * Helper function for find_space(). Is this a good location?
306 * @param block_high ÈϰϤι⤵
307 * @param block_wide ÈϰϤÎÉý
308 * @param block_y ÈϰϤξåü
309 * @param block_x ÈϰϤκ¸Ã¼
312 static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int block_x)
314 int by1, bx1, by2, bx2, by, bx;
316 /* Itty-bitty rooms must shift about within their rectangle */
319 if ((blocks_wide == 2) && (block_x % 3) == 2)
323 /* Rooms with width divisible by 3 must be fitted to a rectangle. */
324 else if ((blocks_wide % 3) == 0)
326 /* Must be aligned to the left edge of a 11x33 rectangle. */
327 if ((block_x % 3) != 0)
332 * Big rooms that do not have a width divisible by 3 must be
333 * aligned towards the edge of the dungeon closest to them.
337 /* Shift towards left edge of dungeon. */
338 if (block_x + (blocks_wide / 2) <= dun->col_rooms / 2)
340 if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
342 if ((block_x % 3) == 1)
346 /* Shift toward right edge of dungeon. */
349 if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
351 if ((block_x % 3) == 1)
359 by2 = block_y + blocks_high;
360 bx2 = block_x + blocks_wide;
362 /* Never run off the screen */
363 if ((by1 < 0) || (by2 > dun->row_rooms)) return FALSE;
364 if ((bx1 < 0) || (bx2 > dun->col_rooms)) return FALSE;
366 /* Verify available space */
367 for (by = by1; by < by2; by++)
369 for (bx = bx1; bx < bx2; bx++)
371 if (dun->room_map[by][bx])
378 /* This location is okay */
384 * @brief Éô²°À¸À®¤¬²Äǽ¤Ê¥¹¥Ú¡¼¥¹¤ò³ÎÊݤ¹¤ë / Find a good spot for the next room. -LM-
385 * @param y Éô²°¤ÎÀ¸À®¤¬²Äǽ¤ÊÃæ¿´YºÂɸ¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
386 * @param x Éô²°¤ÎÀ¸À®¤¬²Äǽ¤ÊÃæ¿´XºÂɸ¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
387 * @param height ³ÎÊݤ·¤¿¤¤Îΰè¤Î¹â¤µ
388 * @param width ³ÎÊݤ·¤¿¤¤Îΰè¤ÎÉý
389 * @return ½êÄê¤ÎÈϰϤ¬³ÎÊݤǤ¤¿¾ì¹çTRUE¤òÊÖ¤¹
391 * Find and allocate a free space in the dungeon large enough to hold\n
392 * the room calling this function.\n
394 * We allocate space in 11x11 blocks, but want to make sure that rooms\n
395 * align neatly on the standard screen. Therefore, we make them use\n
396 * blocks in few 11x33 rectangles as possible.\n
398 * Be careful to include the edges of the room in height and width!\n
400 * Return TRUE and values for the center of the room if all went well.\n
401 * Otherwise, return FALSE.\n
403 static bool find_space(int *y, int *x, int height, int width)
405 int candidates, pick;
406 int by, bx, by1, bx1, by2, bx2;
407 int block_y = 0, block_x = 0;
410 /* Find out how many blocks we need. */
411 int blocks_high = 1 + ((height - 1) / BLOCK_HGT);
412 int blocks_wide = 1 + ((width - 1) / BLOCK_WID);
414 /* There are no way to allocate such huge space */
415 if (dun->row_rooms < blocks_high) return FALSE;
416 if (dun->col_rooms < blocks_wide) return FALSE;
421 /* Count the number of valid places */
422 for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
424 for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
426 if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
428 /* Find a valid place */
441 if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
443 /* Choose a random one */
444 pick = randint1(candidates);
447 /* NO_CAVE dungeon (Castle) */
450 /* Always choose the center one */
451 pick = candidates/2 + 1;
454 /* Pick up the choosen location */
455 for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
457 for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
459 if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
463 /* This one is picked? */
474 by2 = block_y + blocks_high;
475 bx2 = block_x + blocks_wide;
478 * It is *extremely* important that the following calculation
479 * be *exactly* correct to prevent memory errors
482 /* Acquire the location of the room */
483 (*y) = ((by1 + by2) * BLOCK_HGT) / 2;
484 (*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
486 /* Save the room location */
487 if (dun->cent_n < CENT_MAX)
489 dun->cent[dun->cent_n].y = *y;
490 dun->cent[dun->cent_n].x = *x;
494 /* Reserve some blocks. */
495 for (by = by1; by < by2; by++)
497 for (bx = bx1; bx < bx2; bx++)
499 dun->room_map[by][bx] = TRUE;
505 * Hack- See if room will cut off a cavern.
507 * If so, fix by tunneling outside the room in such a
508 * way as to connect the caves.
510 check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
519 * @brief ¥¿¥¤¥×1¤ÎÉô²°¡ÄÄ̾ï²ÄÊÑĹÊý·Á¤ÎÉô²°¤òÀ¸À®¤¹¤ë / Type 1 -- normal rectangular rooms
522 static bool build_type1(void)
524 int y, x, y2, x2, yval, xval;
525 int y1, x1, xsize, ysize;
531 bool curtain = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
532 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 48 : 512);
534 /* Pick a room size */
543 /* Find and reserve some space in the dungeon. Get center of room. */
544 if (!find_space(&yval, &xval, ysize + 2, xsize + 2))
546 /* Limit to the minimum room size, and retry */
555 /* Find and reserve some space in the dungeon. Get center of room. */
556 if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
559 /* Choose lite or dark */
560 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
563 /* Get corner values */
564 y1 = yval - ysize / 2;
565 x1 = xval - xsize / 2;
566 y2 = yval + (ysize - 1) / 2;
567 x2 = xval + (xsize - 1) / 2;
570 /* Place a full floor under the room */
571 for (y = y1 - 1; y <= y2 + 1; y++)
573 for (x = x1 - 1; x <= x2 + 1; x++)
576 place_floor_grid(c_ptr);
577 c_ptr->info |= (CAVE_ROOM);
578 if (light) c_ptr->info |= (CAVE_GLOW);
582 /* Walls around the room */
583 for (y = y1 - 1; y <= y2 + 1; y++)
585 c_ptr = &cave[y][x1 - 1];
586 place_outer_grid(c_ptr);
587 c_ptr = &cave[y][x2 + 1];
588 place_outer_grid(c_ptr);
590 for (x = x1 - 1; x <= x2 + 1; x++)
592 c_ptr = &cave[y1 - 1][x];
593 place_outer_grid(c_ptr);
594 c_ptr = &cave[y2 + 1][x];
595 place_outer_grid(c_ptr);
599 /* Hack -- Occasional curtained room */
600 if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2))
602 for (y = y1; y <= y2; y++)
604 c_ptr = &cave[y][x1];
605 c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
606 c_ptr->info &= ~(CAVE_MASK);
607 c_ptr = &cave[y][x2];
608 c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
609 c_ptr->info &= ~(CAVE_MASK);
611 for (x = x1; x <= x2; x++)
613 c_ptr = &cave[y1][x];
614 c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
615 c_ptr->info &= ~(CAVE_MASK);
616 c_ptr = &cave[y2][x];
617 c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
618 c_ptr->info &= ~(CAVE_MASK);
623 /* Hack -- Occasional pillar room */
626 for (y = y1; y <= y2; y += 2)
628 for (x = x1; x <= x2; x += 2)
631 place_inner_grid(c_ptr);
636 /* Hack -- Occasional room with four pillars */
637 else if (one_in_(20))
639 if ((y1 + 4 < y2) && (x1 + 4 < x2))
641 c_ptr = &cave[y1 + 1][x1 + 1];
642 place_inner_grid(c_ptr);
644 c_ptr = &cave[y1 + 1][x2 - 1];
645 place_inner_grid(c_ptr);
647 c_ptr = &cave[y2 - 1][x1 + 1];
648 place_inner_grid(c_ptr);
650 c_ptr = &cave[y2 - 1][x2 - 1];
651 place_inner_grid(c_ptr);
655 /* Hack -- Occasional ragged-edge room */
656 else if (one_in_(50))
658 for (y = y1 + 2; y <= y2 - 2; y += 2)
660 c_ptr = &cave[y][x1];
661 place_inner_grid(c_ptr);
662 c_ptr = &cave[y][x2];
663 place_inner_grid(c_ptr);
665 for (x = x1 + 2; x <= x2 - 2; x += 2)
667 c_ptr = &cave[y1][x];
668 place_inner_grid(c_ptr);
669 c_ptr = &cave[y2][x];
670 place_inner_grid(c_ptr);
673 /* Hack -- Occasional divided room */
674 else if (one_in_(50))
676 bool curtain2 = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
677 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 2 : 128);
679 if (randint1(100) < 50)
681 /* Horizontal wall */
682 for (x = x1; x <= x2; x++)
684 place_inner_bold(yval, x);
685 if (curtain2) cave[yval][x].feat = feat_door[DOOR_CURTAIN].closed;
688 /* Prevent edge of wall from being tunneled */
689 place_solid_bold(yval, x1 - 1);
690 place_solid_bold(yval, x2 + 1);
695 for (y = y1; y <= y2; y++)
697 place_inner_bold(y, xval);
698 if (curtain2) cave[y][xval].feat = feat_door[DOOR_CURTAIN].closed;
701 /* Prevent edge of wall from being tunneled */
702 place_solid_bold(y1 - 1, xval);
703 place_solid_bold(y2 + 1, xval);
706 place_random_door(yval, xval, TRUE);
707 if (curtain2) cave[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;
714 * @brief ¥¿¥¤¥×2¤ÎÉô²°¡ÄÆó½ÅĹÊý·Á¤ÎÉô²°¤òÀ¸À®¤¹¤ë / Type 2 -- Overlapping rectangular rooms
717 static bool build_type2(void)
719 int y, x, xval, yval;
720 int y1a, x1a, y2a, x2a;
721 int y1b, x1b, y2b, x2b;
725 /* Find and reserve some space in the dungeon. Get center of room. */
726 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
728 /* Choose lite or dark */
729 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
731 /* Determine extents of the first room */
732 y1a = yval - randint1(4);
733 y2a = yval + randint1(3);
734 x1a = xval - randint1(11);
735 x2a = xval + randint1(10);
737 /* Determine extents of the second room */
738 y1b = yval - randint1(3);
739 y2b = yval + randint1(4);
740 x1b = xval - randint1(10);
741 x2b = xval + randint1(11);
744 /* Place a full floor for room "a" */
745 for (y = y1a - 1; y <= y2a + 1; y++)
747 for (x = x1a - 1; x <= x2a + 1; x++)
750 place_floor_grid(c_ptr);
751 c_ptr->info |= (CAVE_ROOM);
752 if (light) c_ptr->info |= (CAVE_GLOW);
756 /* Place a full floor for room "b" */
757 for (y = y1b - 1; y <= y2b + 1; y++)
759 for (x = x1b - 1; x <= x2b + 1; x++)
762 place_floor_grid(c_ptr);
763 c_ptr->info |= (CAVE_ROOM);
764 if (light) c_ptr->info |= (CAVE_GLOW);
769 /* Place the walls around room "a" */
770 for (y = y1a - 1; y <= y2a + 1; y++)
772 c_ptr = &cave[y][x1a - 1];
773 place_outer_grid(c_ptr);
774 c_ptr = &cave[y][x2a + 1];
775 place_outer_grid(c_ptr);
777 for (x = x1a - 1; x <= x2a + 1; x++)
779 c_ptr = &cave[y1a - 1][x];
780 place_outer_grid(c_ptr);
781 c_ptr = &cave[y2a + 1][x];
782 place_outer_grid(c_ptr);
785 /* Place the walls around room "b" */
786 for (y = y1b - 1; y <= y2b + 1; y++)
788 c_ptr = &cave[y][x1b - 1];
789 place_outer_grid(c_ptr);
790 c_ptr = &cave[y][x2b + 1];
791 place_outer_grid(c_ptr);
793 for (x = x1b - 1; x <= x2b + 1; x++)
795 c_ptr = &cave[y1b - 1][x];
796 place_outer_grid(c_ptr);
797 c_ptr = &cave[y2b + 1][x];
798 place_outer_grid(c_ptr);
803 /* Replace the floor for room "a" */
804 for (y = y1a; y <= y2a; y++)
806 for (x = x1a; x <= x2a; x++)
809 place_floor_grid(c_ptr);
813 /* Replace the floor for room "b" */
814 for (y = y1b; y <= y2b; y++)
816 for (x = x1b; x <= x2b; x++)
819 place_floor_grid(c_ptr);
829 * @brief ¥¿¥¤¥×2¤ÎÉô²°¡Ä½½»ú·¿¤ÎÉô²°¤òÀ¸À®¤¹¤ë / Type 3 -- Cross shaped rooms
832 * Builds a room at a row, column coordinate\n
834 * Room "a" runs north/south, and Room "b" runs east/east\n
835 * So the "central pillar" runs from x1a, y1b to x2a, y2b.\n
837 * Note that currently, the "center" is always 3x3, but I think that\n
838 * the code below will work (with "bounds checking") for 5x5, or even\n
839 * for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.\n
841 static bool build_type3(void)
843 int y, x, dy, dx, wy, wx;
844 int y1a, x1a, y2a, x2a;
845 int y1b, x1b, y2b, x2b;
851 /* Find and reserve some space in the dungeon. Get center of room. */
852 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
855 /* Choose lite or dark */
856 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
858 /* For now, always 3x3 */
861 /* Pick max vertical size (at most 4) */
862 dy = rand_range(3, 4);
864 /* Pick max horizontal size (at most 15) */
865 dx = rand_range(3, 11);
868 /* Determine extents of the north/south room */
874 /* Determine extents of the east/west room */
881 /* Place a full floor for room "a" */
882 for (y = y1a - 1; y <= y2a + 1; y++)
884 for (x = x1a - 1; x <= x2a + 1; x++)
887 place_floor_grid(c_ptr);
888 c_ptr->info |= (CAVE_ROOM);
889 if (light) c_ptr->info |= (CAVE_GLOW);
893 /* Place a full floor for room "b" */
894 for (y = y1b - 1; y <= y2b + 1; y++)
896 for (x = x1b - 1; x <= x2b + 1; x++)
899 place_floor_grid(c_ptr);
900 c_ptr->info |= (CAVE_ROOM);
901 if (light) c_ptr->info |= (CAVE_GLOW);
906 /* Place the walls around room "a" */
907 for (y = y1a - 1; y <= y2a + 1; y++)
909 c_ptr = &cave[y][x1a - 1];
910 place_outer_grid(c_ptr);
911 c_ptr = &cave[y][x2a + 1];
912 place_outer_grid(c_ptr);
914 for (x = x1a - 1; x <= x2a + 1; x++)
916 c_ptr = &cave[y1a - 1][x];
917 place_outer_grid(c_ptr);
918 c_ptr = &cave[y2a + 1][x];
919 place_outer_grid(c_ptr);
922 /* Place the walls around room "b" */
923 for (y = y1b - 1; y <= y2b + 1; y++)
925 c_ptr = &cave[y][x1b - 1];
926 place_outer_grid(c_ptr);
927 c_ptr = &cave[y][x2b + 1];
928 place_outer_grid(c_ptr);
930 for (x = x1b - 1; x <= x2b + 1; x++)
932 c_ptr = &cave[y1b - 1][x];
933 place_outer_grid(c_ptr);
934 c_ptr = &cave[y2b + 1][x];
935 place_outer_grid(c_ptr);
939 /* Replace the floor for room "a" */
940 for (y = y1a; y <= y2a; y++)
942 for (x = x1a; x <= x2a; x++)
945 place_floor_grid(c_ptr);
949 /* Replace the floor for room "b" */
950 for (y = y1b; y <= y2b; y++)
952 for (x = x1b; x <= x2b; x++)
955 place_floor_grid(c_ptr);
961 /* Special features (3/4) */
964 /* Large solid middle pillar */
967 for (y = y1b; y <= y2b; y++)
969 for (x = x1a; x <= x2a; x++)
972 place_inner_grid(c_ptr);
978 /* Inner treasure vault */
981 /* Build the vault */
982 for (y = y1b; y <= y2b; y++)
984 c_ptr = &cave[y][x1a];
985 place_inner_grid(c_ptr);
986 c_ptr = &cave[y][x2a];
987 place_inner_grid(c_ptr);
989 for (x = x1a; x <= x2a; x++)
991 c_ptr = &cave[y1b][x];
992 place_inner_grid(c_ptr);
993 c_ptr = &cave[y2b][x];
994 place_inner_grid(c_ptr);
997 /* Place a secret door on the inner room */
1000 case 0: place_secret_door(y1b, xval, DOOR_DEFAULT); break;
1001 case 1: place_secret_door(y2b, xval, DOOR_DEFAULT); break;
1002 case 2: place_secret_door(yval, x1a, DOOR_DEFAULT); break;
1003 case 3: place_secret_door(yval, x2a, DOOR_DEFAULT); break;
1006 /* Place a treasure in the vault */
1007 place_object(yval, xval, 0L);
1009 /* Let's guard the treasure well */
1010 vault_monsters(yval, xval, randint0(2) + 3);
1012 /* Traps naturally */
1013 vault_traps(yval, xval, 4, 4, randint0(3) + 2);
1018 /* Something else */
1021 /* Occasionally pinch the center shut */
1024 /* Pinch the east/west sides */
1025 for (y = y1b; y <= y2b; y++)
1027 if (y == yval) continue;
1028 c_ptr = &cave[y][x1a - 1];
1029 place_inner_grid(c_ptr);
1030 c_ptr = &cave[y][x2a + 1];
1031 place_inner_grid(c_ptr);
1034 /* Pinch the north/south sides */
1035 for (x = x1a; x <= x2a; x++)
1037 if (x == xval) continue;
1038 c_ptr = &cave[y1b - 1][x];
1039 place_inner_grid(c_ptr);
1040 c_ptr = &cave[y2b + 1][x];
1041 place_inner_grid(c_ptr);
1044 /* Sometimes shut using secret doors */
1047 int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
1048 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
1049 ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
1051 place_secret_door(yval, x1a - 1, door_type);
1052 place_secret_door(yval, x2a + 1, door_type);
1053 place_secret_door(y1b - 1, xval, door_type);
1054 place_secret_door(y2b + 1, xval, door_type);
1058 /* Occasionally put a "plus" in the center */
1059 else if (one_in_(3))
1061 c_ptr = &cave[yval][xval];
1062 place_inner_grid(c_ptr);
1063 c_ptr = &cave[y1b][xval];
1064 place_inner_grid(c_ptr);
1065 c_ptr = &cave[y2b][xval];
1066 place_inner_grid(c_ptr);
1067 c_ptr = &cave[yval][x1a];
1068 place_inner_grid(c_ptr);
1069 c_ptr = &cave[yval][x2a];
1070 place_inner_grid(c_ptr);
1073 /* Occasionally put a pillar in the center */
1074 else if (one_in_(3))
1076 c_ptr = &cave[yval][xval];
1077 place_inner_grid(c_ptr);
1089 * @brief ¥¿¥¤¥×4¤ÎÉô²°¡Ä¸ÇÄꥵ¥¤¥º¤ÎÆó½Å¹½Â¤Éô²°¤òÀ¸À®¤¹¤ë / Type 4 -- Large room with inner features
1092 * Possible sub-types:\n
1093 * 1 - Just an inner room with one door\n
1094 * 2 - An inner room within an inner room\n
1095 * 3 - An inner room with pillar(s)\n
1096 * 4 - Inner room has a maze\n
1097 * 5 - A set of four inner rooms\n
1099 static bool build_type4(void)
1102 int y2, x2, tmp, yval, xval;
1107 /* Find and reserve some space in the dungeon. Get center of room. */
1108 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
1110 /* Choose lite or dark */
1111 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
1119 /* Place a full floor under the room */
1120 for (y = y1 - 1; y <= y2 + 1; y++)
1122 for (x = x1 - 1; x <= x2 + 1; x++)
1124 c_ptr = &cave[y][x];
1125 place_floor_grid(c_ptr);
1126 c_ptr->info |= (CAVE_ROOM);
1127 if (light) c_ptr->info |= (CAVE_GLOW);
1132 for (y = y1 - 1; y <= y2 + 1; y++)
1134 c_ptr = &cave[y][x1 - 1];
1135 place_outer_grid(c_ptr);
1136 c_ptr = &cave[y][x2 + 1];
1137 place_outer_grid(c_ptr);
1139 for (x = x1 - 1; x <= x2 + 1; x++)
1141 c_ptr = &cave[y1 - 1][x];
1142 place_outer_grid(c_ptr);
1143 c_ptr = &cave[y2 + 1][x];
1144 place_outer_grid(c_ptr);
1148 /* The inner room */
1154 /* The inner walls */
1155 for (y = y1 - 1; y <= y2 + 1; y++)
1157 c_ptr = &cave[y][x1 - 1];
1158 place_inner_grid(c_ptr);
1159 c_ptr = &cave[y][x2 + 1];
1160 place_inner_grid(c_ptr);
1162 for (x = x1 - 1; x <= x2 + 1; x++)
1164 c_ptr = &cave[y1 - 1][x];
1165 place_inner_grid(c_ptr);
1166 c_ptr = &cave[y2 + 1][x];
1167 place_inner_grid(c_ptr);
1171 /* Inner room variations */
1172 switch (randint1(5))
1174 /* Just an inner room with a monster */
1177 /* Place a secret door */
1178 switch (randint1(4))
1180 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
1181 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
1182 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
1183 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
1186 /* Place a monster in the room */
1187 vault_monsters(yval, xval, 1);
1192 /* Treasure Vault (with a door) */
1195 /* Place a secret door */
1196 switch (randint1(4))
1198 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
1199 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
1200 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
1201 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
1204 /* Place another inner room */
1205 for (y = yval - 1; y <= yval + 1; y++)
1207 for (x = xval - 1; x <= xval + 1; x++)
1209 if ((x == xval) && (y == yval)) continue;
1210 c_ptr = &cave[y][x];
1211 place_inner_grid(c_ptr);
1215 /* Place a locked door on the inner room */
1216 switch (randint1(4))
1218 case 1: place_locked_door(yval - 1, xval); break;
1219 case 2: place_locked_door(yval + 1, xval); break;
1220 case 3: place_locked_door(yval, xval - 1); break;
1221 case 4: place_locked_door(yval, xval + 1); break;
1224 /* Monsters to guard the "treasure" */
1225 vault_monsters(yval, xval, randint1(3) + 2);
1228 if (randint0(100) < 80)
1230 place_object(yval, xval, 0L);
1236 place_random_stairs(yval, xval);
1239 /* Traps to protect the treasure */
1240 vault_traps(yval, xval, 4, 10, 2 + randint1(3));
1245 /* Inner pillar(s). */
1248 /* Place a secret door */
1249 switch (randint1(4))
1251 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
1252 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
1253 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
1254 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
1257 /* Large Inner Pillar */
1258 for (y = yval - 1; y <= yval + 1; y++)
1260 for (x = xval - 1; x <= xval + 1; x++)
1262 c_ptr = &cave[y][x];
1263 place_inner_grid(c_ptr);
1267 /* Occasionally, two more Large Inner Pillars */
1271 for (y = yval - 1; y <= yval + 1; y++)
1273 for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)
1275 c_ptr = &cave[y][x];
1276 place_inner_grid(c_ptr);
1278 for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)
1280 c_ptr = &cave[y][x];
1281 place_inner_grid(c_ptr);
1286 /* Occasionally, some Inner rooms */
1289 int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
1290 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
1291 ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
1293 /* Long horizontal walls */
1294 for (x = xval - 5; x <= xval + 5; x++)
1296 c_ptr = &cave[yval - 1][x];
1297 place_inner_grid(c_ptr);
1298 c_ptr = &cave[yval + 1][x];
1299 place_inner_grid(c_ptr);
1302 /* Close off the left/right edges */
1303 c_ptr = &cave[yval][xval - 5];
1304 place_inner_grid(c_ptr);
1305 c_ptr = &cave[yval][xval + 5];
1306 place_inner_grid(c_ptr);
1308 /* Secret doors (random top/bottom) */
1309 place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type);
1310 place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type);
1313 vault_monsters(yval, xval - 2, randint1(2));
1314 vault_monsters(yval, xval + 2, randint1(2));
1317 if (one_in_(3)) place_object(yval, xval - 2, 0L);
1318 if (one_in_(3)) place_object(yval, xval + 2, 0L);
1327 /* Place a secret door */
1328 switch (randint1(4))
1330 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
1331 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
1332 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
1333 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
1336 /* Maze (really a checkerboard) */
1337 for (y = y1; y <= y2; y++)
1339 for (x = x1; x <= x2; x++)
1343 c_ptr = &cave[y][x];
1344 place_inner_grid(c_ptr);
1349 /* Monsters just love mazes. */
1350 vault_monsters(yval, xval - 5, randint1(3));
1351 vault_monsters(yval, xval + 5, randint1(3));
1353 /* Traps make them entertaining. */
1354 vault_traps(yval, xval - 3, 2, 8, randint1(3));
1355 vault_traps(yval, xval + 3, 2, 8, randint1(3));
1357 /* Mazes should have some treasure too. */
1358 vault_objects(yval, xval, 3);
1363 /* Four small rooms. */
1366 int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
1367 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
1368 ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
1371 for (y = y1; y <= y2; y++)
1373 c_ptr = &cave[y][xval];
1374 place_inner_grid(c_ptr);
1376 for (x = x1; x <= x2; x++)
1378 c_ptr = &cave[yval][x];
1379 place_inner_grid(c_ptr);
1382 /* Doors into the rooms */
1383 if (randint0(100) < 50)
1385 int i = randint1(10);
1386 place_secret_door(y1 - 1, xval - i, door_type);
1387 place_secret_door(y1 - 1, xval + i, door_type);
1388 place_secret_door(y2 + 1, xval - i, door_type);
1389 place_secret_door(y2 + 1, xval + i, door_type);
1393 int i = randint1(3);
1394 place_secret_door(yval + i, x1 - 1, door_type);
1395 place_secret_door(yval - i, x1 - 1, door_type);
1396 place_secret_door(yval + i, x2 + 1, door_type);
1397 place_secret_door(yval - i, x2 + 1, door_type);
1400 /* Treasure, centered at the center of the cross */
1401 vault_objects(yval, xval, 2 + randint1(2));
1403 /* Gotta have some monsters. */
1404 vault_monsters(yval + 1, xval - 4, randint1(4));
1405 vault_monsters(yval + 1, xval + 4, randint1(4));
1406 vault_monsters(yval - 1, xval - 4, randint1(4));
1407 vault_monsters(yval - 1, xval + 4, randint1(4));
1419 * vault¤ËÇÛÃÖ²Äǽ¤Ê¥â¥ó¥¹¥¿¡¼¤Î¾ò·ï¤ò»ØÄꤹ¤ë¥Þ¥¯¥í / Monster validation macro
1421 * Line 1 -- forbid town monsters
1422 * Line 2 -- forbid uniques
1423 * Line 3 -- forbid aquatic monsters
1425 #define vault_monster_okay(I) \
1426 (mon_hook_dungeon(I) && \
1427 !(r_info[I].flags1 & RF1_UNIQUE) && \
1428 !(r_info[I].flags7 & RF7_UNIQUE2) && \
1429 !(r_info[I].flagsr & RFR_RES_ALL) && \
1430 !(r_info[I].flags7 & RF7_AQUATIC))
1433 /*! Ä̾ïpitÀ¸À®»þ¤Î¥â¥ó¥¹¥¿¡¼¤Î¹½À®¾ò·ïID / Race index for "monster pit (clone)" */
1434 static int vault_aux_race;
1436 /*! ñ°ì¥·¥ó¥Ü¥ëpitÀ¸À®»þ¤Î»ØÄꥷ¥ó¥Ü¥ë / Race index for "monster pit (symbol clone)" */
1437 static char vault_aux_char;
1439 /*! ¥Ö¥ì¥¹Â°À¤Ë´ð¤Å¤¯¥É¥é¥´¥ópitÀ¸À®»þ¾ò·ï¥Þ¥¹¥¯ / Breath mask for "monster pit (dragon)" */
1440 static u32b vault_aux_dragon_mask4;
1444 * @brief ¥â¥ó¥¹¥¿¡¼¤¬VaultÀ¸À®¤ÎºÇÄãɬÍ×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤«¤òÊÖ¤¹ /
1445 * Helper monster selection function
1446 * @param r_idx ³Îǧ¤·¤¿¤¤¥â¥ó¥¹¥¿¡¼¼ï²ID
1447 * @return VaultÀ¸À®¤ÎºÇÄãɬÍ×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
1449 static bool vault_aux_simple(int r_idx)
1452 return (vault_monster_okay(r_idx));
1457 * @brief ¥â¥ó¥¹¥¿¡¼¤¬¥¼¥ê¡¼nest¤ÎÀ¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤«¤òÊÖ¤¹ /
1458 * Helper function for "monster nest (jelly)"
1459 * @param r_idx ³Îǧ¤·¤¿¤¤¥â¥ó¥¹¥¿¡¼¼ï²ID
1460 * @return À¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
1462 static bool vault_aux_jelly(int r_idx)
1464 monster_race *r_ptr = &r_info[r_idx];
1466 /* Validate the monster */
1467 if (!vault_monster_okay(r_idx)) return (FALSE);
1469 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1471 /* Also decline evil jellies (like death molds and shoggoths) */
1472 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
1474 /* Require icky thing, jelly, mold, or mushroom */
1475 if (!my_strchr("ijm,", r_ptr->d_char)) return (FALSE);
1482 * @brief ¥â¥ó¥¹¥¿¡¼¤¬Æ°Êªnest¤ÎÀ¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤«¤òÊÖ¤¹ /
1483 * Helper function for "monster nest (animal)"
1484 * @param r_idx ³Îǧ¤·¤¿¤¤¥â¥ó¥¹¥¿¡¼¼ï²ID
1485 * @return À¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
1487 static bool vault_aux_animal(int r_idx)
1489 monster_race *r_ptr = &r_info[r_idx];
1491 /* Validate the monster */
1492 if (!vault_monster_okay(r_idx)) return (FALSE);
1494 /* Require "animal" flag */
1495 if (!(r_ptr->flags3 & (RF3_ANIMAL))) return (FALSE);
1503 * @brief ¥â¥ó¥¹¥¿¡¼¤¬¥¢¥ó¥Ç¥Ã¥Énest¤ÎÀ¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤«¤òÊÖ¤¹ /
1504 * Helper function for "monster nest (undead)"
1505 * @param r_idx ³Îǧ¤·¤¿¤¤¥â¥ó¥¹¥¿¡¼¼ï²ID
1506 * @return À¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
1508 static bool vault_aux_undead(int r_idx)
1510 monster_race *r_ptr = &r_info[r_idx];
1512 /* Validate the monster */
1513 if (!vault_monster_okay(r_idx)) return (FALSE);
1515 /* Require Undead */
1516 if (!(r_ptr->flags3 & (RF3_UNDEAD))) return (FALSE);
1523 * @brief ¥â¥ó¥¹¥¿¡¼¤¬À»Æ²nest¤ÎÀ¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤«¤òÊÖ¤¹ /
1524 * Helper function for "monster nest (chapel)"
1525 * @param r_idx ³Îǧ¤·¤¿¤¤¥â¥ó¥¹¥¿¡¼¼ï²ID
1526 * @return À¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
1528 static bool vault_aux_chapel_g(int r_idx)
1530 static int chapel_list[] = {
1531 MON_NOV_PRIEST, MON_NOV_PALADIN, MON_NOV_PRIEST_G, MON_NOV_PALADIN_G,
1532 MON_PRIEST, MON_JADE_MONK, MON_IVORY_MONK, MON_ULTRA_PALADIN,
1533 MON_EBONY_MONK, MON_W_KNIGHT, MON_KNI_TEMPLAR, MON_PALADIN,
1538 monster_race *r_ptr = &r_info[r_idx];
1540 /* Validate the monster */
1541 if (!vault_monster_okay(r_idx)) return (FALSE);
1543 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
1544 if ((r_idx == MON_A_GOLD) || (r_idx == MON_A_SILVER)) return (FALSE);
1546 /* Require "priest" or Angel */
1548 if (r_ptr->d_char == 'A') return TRUE;
1550 for (i = 0; chapel_list[i]; i++)
1551 if (r_idx == chapel_list[i]) return TRUE;
1557 * @brief ¥â¥ó¥¹¥¿¡¼¤¬¸¤¾®²°nest¤ÎÀ¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤«¤òÊÖ¤¹ /
1558 * Helper function for "monster nest (kennel)"
1559 * @param r_idx ³Îǧ¤·¤¿¤¤¥â¥ó¥¹¥¿¡¼¼ï²ID
1560 * @return À¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
1562 static bool vault_aux_kennel(int r_idx)
1564 monster_race *r_ptr = &r_info[r_idx];
1566 /* Validate the monster */
1567 if (!vault_monster_okay(r_idx)) return (FALSE);
1569 /* Require a Zephyr Hound or a dog */
1570 if (!my_strchr("CZ", r_ptr->d_char)) return (FALSE);
1577 * @brief ¥â¥ó¥¹¥¿¡¼¤¬¥ß¥ß¥Ã¥¯nest¤ÎÀ¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤«¤òÊÖ¤¹ /
1578 * Helper function for "monster nest (mimic)"
1579 * @param r_idx ³Îǧ¤·¤¿¤¤¥â¥ó¥¹¥¿¡¼¼ï²ID
1580 * @return À¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
1582 static bool vault_aux_mimic(int r_idx)
1584 monster_race *r_ptr = &r_info[r_idx];
1586 /* Validate the monster */
1587 if (!vault_monster_okay(r_idx)) return (FALSE);
1590 if (!my_strchr("!$&(/=?[\\|", r_ptr->d_char)) return (FALSE);
1597 * @brief ¥â¥ó¥¹¥¿¡¼¤¬Ã±°ì¥¯¥í¡¼¥ónest¤ÎÀ¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤«¤òÊÖ¤¹ /
1598 * Helper function for "monster nest (clone)"
1599 * @param r_idx ³Îǧ¤·¤¿¤¤¥â¥ó¥¹¥¿¡¼¼ï²ID
1600 * @return À¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
1602 static bool vault_aux_clone(int r_idx)
1604 /* Validate the monster */
1605 if (!vault_monster_okay(r_idx)) return (FALSE);
1607 return (r_idx == vault_aux_race);
1612 * @brief ¥â¥ó¥¹¥¿¡¼¤¬¼Ù°Â°À¥·¥ó¥Ü¥ë¥¯¥í¡¼¥ónest¤ÎÀ¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤«¤òÊÖ¤¹ /
1613 * Helper function for "monster nest (symbol clone)"
1614 * @param r_idx ³Îǧ¤·¤¿¤¤¥â¥ó¥¹¥¿¡¼¼ï²ID
1615 * @return À¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
1617 static bool vault_aux_symbol_e(int r_idx)
1619 monster_race *r_ptr = &r_info[r_idx];
1621 /* Validate the monster */
1622 if (!vault_monster_okay(r_idx)) return (FALSE);
1624 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1626 if (r_ptr->flags3 & (RF3_GOOD)) return (FALSE);
1628 /* Decline incorrect symbol */
1629 if (r_ptr->d_char != vault_aux_char) return (FALSE);
1637 * @brief ¥â¥ó¥¹¥¿¡¼¤¬Á±ÎÉ°À¥·¥ó¥Ü¥ë¥¯¥í¡¼¥ónest¤ÎÀ¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤«¤òÊÖ¤¹ /
1638 * Helper function for "monster nest (symbol clone)"
1639 * @param r_idx ³Îǧ¤·¤¿¤¤¥â¥ó¥¹¥¿¡¼¼ï²ID
1640 * @return À¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
1642 static bool vault_aux_symbol_g(int r_idx)
1644 monster_race *r_ptr = &r_info[r_idx];
1646 /* Validate the monster */
1647 if (!vault_monster_okay(r_idx)) return (FALSE);
1649 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1651 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
1653 /* Decline incorrect symbol */
1654 if (r_ptr->d_char != vault_aux_char) return (FALSE);
1662 * @brief ¥â¥ó¥¹¥¿¡¼¤¬¥ª¡¼¥¯pit¤ÎÀ¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤«¤òÊÖ¤¹ /
1663 * Helper function for "monster pit (orc)"
1664 * @param r_idx ³Îǧ¤·¤¿¤¤¥â¥ó¥¹¥¿¡¼¼ï²ID
1665 * @return À¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
1667 static bool vault_aux_orc(int r_idx)
1669 monster_race *r_ptr = &r_info[r_idx];
1671 /* Validate the monster */
1672 if (!vault_monster_okay(r_idx)) return (FALSE);
1675 if (!(r_ptr->flags3 & RF3_ORC)) return (FALSE);
1677 /* Decline undead */
1678 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1686 * @brief ¥â¥ó¥¹¥¿¡¼¤¬¥È¥í¥ëpit¤ÎÀ¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤«¤òÊÖ¤¹ /
1687 * Helper function for "monster pit (troll)"
1688 * @param r_idx ³Îǧ¤·¤¿¤¤¥â¥ó¥¹¥¿¡¼¼ï²ID
1689 * @return À¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
1691 static bool vault_aux_troll(int r_idx)
1693 monster_race *r_ptr = &r_info[r_idx];
1695 /* Validate the monster */
1696 if (!vault_monster_okay(r_idx)) return (FALSE);
1699 if (!(r_ptr->flags3 & RF3_TROLL)) return (FALSE);
1701 /* Decline undead */
1702 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1710 * @brief ¥â¥ó¥¹¥¿¡¼¤¬µð¿Ípit¤ÎÀ¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤«¤òÊÖ¤¹ /
1711 * Helper function for "monster pit (giant)"
1712 * @param r_idx ³Îǧ¤·¤¿¤¤¥â¥ó¥¹¥¿¡¼¼ï²ID
1713 * @return À¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
1715 static bool vault_aux_giant(int r_idx)
1717 monster_race *r_ptr = &r_info[r_idx];
1719 /* Validate the monster */
1720 if (!vault_monster_okay(r_idx)) return (FALSE);
1723 if (!(r_ptr->flags3 & RF3_GIANT)) return (FALSE);
1725 if (r_ptr->flags3 & RF3_GOOD) return (FALSE);
1727 /* Decline undead */
1728 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1736 * @brief ¥â¥ó¥¹¥¿¡¼¤¬¥É¥é¥´¥ópit¤ÎÀ¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤«¤òÊÖ¤¹ /
1737 * Helper function for "monster pit (dragon)"
1738 * @param r_idx ³Îǧ¤·¤¿¤¤¥â¥ó¥¹¥¿¡¼¼ï²ID
1739 * @return À¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
1741 static bool vault_aux_dragon(int r_idx)
1743 monster_race *r_ptr = &r_info[r_idx];
1745 /* Validate the monster */
1746 if (!vault_monster_okay(r_idx)) return (FALSE);
1748 /* Require dragon */
1749 if (!(r_ptr->flags3 & RF3_DRAGON)) return (FALSE);
1751 /* Hack -- Require correct "breath attack" */
1752 if (r_ptr->flags4 != vault_aux_dragon_mask4) return (FALSE);
1754 /* Decline undead */
1755 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
1763 * @brief ¥â¥ó¥¹¥¿¡¼¤¬°Ëâpit¤ÎÀ¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤«¤òÊÖ¤¹ /
1764 * Helper function for "monster pit (demon)"
1765 * @param r_idx ³Îǧ¤·¤¿¤¤¥â¥ó¥¹¥¿¡¼¼ï²ID
1766 * @return À¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
1768 static bool vault_aux_demon(int r_idx)
1770 monster_race *r_ptr = &r_info[r_idx];
1772 /* Validate the monster */
1773 if (!vault_monster_okay(r_idx)) return (FALSE);
1775 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1778 if (!(r_ptr->flags3 & RF3_DEMON)) return (FALSE);
1786 * @brief ¥â¥ó¥¹¥¿¡¼¤¬¶¸µ¤pit¤ÎÀ¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤«¤òÊÖ¤¹ /
1787 * Helper function for "monster pit (lovecraftian)"
1788 * @param r_idx ³Îǧ¤·¤¿¤¤¥â¥ó¥¹¥¿¡¼¼ï²ID
1789 * @return À¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
1791 static bool vault_aux_cthulhu(int r_idx)
1793 monster_race *r_ptr = &r_info[r_idx];
1795 /* Validate the monster */
1796 if (!vault_monster_okay(r_idx)) return (FALSE);
1798 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
1800 /* Require eldritch horror */
1801 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
1809 * @brief pit/nest¤Î´ð½à¤È¤Ê¤ëñ¼ï¥â¥ó¥¹¥¿¡¼¤ò·è¤á¤ë /
1812 static void vault_prep_clone(void)
1814 /* Apply the monster restriction */
1815 get_mon_num_prep(vault_aux_simple, NULL);
1817 /* Pick a race to clone */
1818 vault_aux_race = get_mon_num(dun_level + 10);
1820 /* Remove the monster restriction */
1821 get_mon_num_prep(NULL, NULL);
1826 * @brief pit/nest¤Î´ð½à¤È¤Ê¤ë¥â¥ó¥¹¥¿¡¼¥·¥ó¥Ü¥ë¤ò·è¤á¤ë /
1829 static void vault_prep_symbol(void)
1833 /* Apply the monster restriction */
1834 get_mon_num_prep(vault_aux_simple, NULL);
1836 /* Pick a race to clone */
1837 r_idx = get_mon_num(dun_level + 10);
1839 /* Remove the monster restriction */
1840 get_mon_num_prep(NULL, NULL);
1842 /* Extract the symbol */
1843 vault_aux_char = r_info[r_idx].d_char;
1847 * @brief pit/nest¤Î´ð½à¤È¤Ê¤ë¥É¥é¥´¥ó¤Î¼ïÎà¤ò·è¤á¤ë /
1850 static void vault_prep_dragon(void)
1852 /* Pick dragon type */
1853 switch (randint0(6))
1858 /* Restrict dragon breath type */
1859 vault_aux_dragon_mask4 = RF4_BR_ACID;
1868 /* Restrict dragon breath type */
1869 vault_aux_dragon_mask4 = RF4_BR_ELEC;
1878 /* Restrict dragon breath type */
1879 vault_aux_dragon_mask4 = RF4_BR_FIRE;
1888 /* Restrict dragon breath type */
1889 vault_aux_dragon_mask4 = RF4_BR_COLD;
1898 /* Restrict dragon breath type */
1899 vault_aux_dragon_mask4 = RF4_BR_POIS;
1908 /* Restrict dragon breath type */
1909 vault_aux_dragon_mask4 = (RF4_BR_ACID | RF4_BR_ELEC |
1910 RF4_BR_FIRE | RF4_BR_COLD |
1921 * @brief ¥â¥ó¥¹¥¿¡¼¤¬¥À¡¼¥¯¥¨¥ë¥Õpit¤ÎÀ¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤«¤òÊÖ¤¹ /
1922 * Helper function for "monster pit (dark elf)"
1923 * @param r_idx ³Îǧ¤·¤¿¤¤¥â¥ó¥¹¥¿¡¼¼ï²ID
1924 * @return À¸À®É¬Í×¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹¡£
1926 static bool vault_aux_dark_elf(int r_idx)
1929 static int dark_elf_list[] =
1931 MON_D_ELF, MON_D_ELF_MAGE, MON_D_ELF_WARRIOR, MON_D_ELF_PRIEST,
1932 MON_D_ELF_LORD, MON_D_ELF_WARLOCK, MON_D_ELF_DRUID, MON_NIGHTBLADE,
1933 MON_D_ELF_SORC, MON_D_ELF_SHADE, 0,
1936 /* Validate the monster */
1937 if (!vault_monster_okay(r_idx)) return FALSE;
1939 /* Require dark elves */
1940 for (i = 0; dark_elf_list[i]; i++)
1941 if (r_idx == dark_elf_list[i]) return TRUE;
1947 /*! pit/nest·¿¾ðÊó¤Îtypedef */
1948 typedef struct vault_aux_type vault_aux_type;
1950 /*! pit/nest·¿¾ðÊó¤Î¹½Â¤ÂÎÄêµÁ */
1951 struct vault_aux_type
1954 bool (*hook_func)(int r_idx);
1955 void (*prep_func)(void);
1961 * @brief ¥À¥ó¥¸¥ç¥óËè¤Ë»ØÄꤵ¤ì¤¿¥Ô¥Ã¥ÈÇÛÎó¤ò´ð½à¤Ë¥é¥ó¥À¥à¤Êpit/nest¥¿¥¤¥×¤ò·è¤á¤ë
1962 * @param l_ptr ÁªÂò¤µ¤ì¤¿pit/nest¾ðÊó¤òÊÖ¤¹»²¾È¥Ý¥¤¥ó¥¿
1963 * @param allow_flag_mask À¸À®¤¬µö¤µ¤ì¤ëpit/nest¤Î¥Ó¥Ã¥ÈÇÛÎó
1964 * @return ÁªÂò¤µ¤ì¤¿pit/nest¤ÎID¡¢ÁªÂò¼ºÇÔ¤·¤¿¾ì¹ç-1¤òÊÖ¤¹¡£
1966 static int pick_vault_type(vault_aux_type *l_ptr, s16b allow_flag_mask)
1968 int tmp, total, count;
1970 vault_aux_type *n_ptr;
1972 /* Calculate the total possibilities */
1973 for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
1976 if (!n_ptr->name) break;
1978 /* Ignore excessive depth */
1979 if (n_ptr->level > dun_level) continue;
1981 /* Not matched with pit/nest flag */
1982 if (!(allow_flag_mask & (1L << count))) continue;
1984 /* Count this possibility */
1985 total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
1988 /* Pick a random type */
1989 tmp = randint0(total);
1991 /* Find this type */
1992 for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
1995 if (!n_ptr->name) break;
1997 /* Ignore excessive depth */
1998 if (n_ptr->level > dun_level) continue;
2000 /* Not matched with pit/nest flag */
2001 if (!(allow_flag_mask & (1L << count))) continue;
2003 /* Count this possibility */
2004 total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
2006 /* Found the type */
2007 if (tmp < total) break;
2010 return n_ptr->name ? count : -1;
2013 /*!nest¾ðÊó¥Æ¡¼¥Ö¥ë*/
2014 static vault_aux_type nest_types[] =
2017 {"¥¯¥í¡¼¥ó", vault_aux_clone, vault_prep_clone, 5, 3},
2018 {"¥¼¥ê¡¼", vault_aux_jelly, NULL, 5, 6},
2019 {"¥·¥ó¥Ü¥ë(Á±)", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
2020 {"¥·¥ó¥Ü¥ë(°)", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
2021 {"¥ß¥ß¥Ã¥¯", vault_aux_mimic, NULL, 30, 4},
2022 {"¶¸µ¤", vault_aux_cthulhu, NULL, 70, 2},
2023 {"¸¤¾®²°", vault_aux_kennel, NULL, 45, 4},
2024 {"ưʪ±à", vault_aux_animal, NULL, 35, 5},
2025 {"¶µ²ñ", vault_aux_chapel_g, NULL, 75, 4},
2026 {"¥¢¥ó¥Ç¥Ã¥É", vault_aux_undead, NULL, 75, 5},
2027 {NULL, NULL, NULL, 0, 0},
2029 {"clone", vault_aux_clone, vault_prep_clone, 5, 3},
2030 {"jelly", vault_aux_jelly, NULL, 5, 6},
2031 {"symbol good", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
2032 {"symbol evil", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
2033 {"mimic", vault_aux_mimic, NULL, 30, 4},
2034 {"lovecraftian", vault_aux_cthulhu, NULL, 70, 2},
2035 {"kennel", vault_aux_kennel, NULL, 45, 4},
2036 {"animal", vault_aux_animal, NULL, 35, 5},
2037 {"chapel", vault_aux_chapel_g, NULL, 75, 4},
2038 {"undead", vault_aux_undead, NULL, 75, 5},
2039 {NULL, NULL, NULL, 0, 0},
2043 /*!pit¾ðÊó¥Æ¡¼¥Ö¥ë*/
2044 static vault_aux_type pit_types[] =
2047 {"¥ª¡¼¥¯", vault_aux_orc, NULL, 5, 6},
2048 {"¥È¥í¥ë", vault_aux_troll, NULL, 20, 6},
2049 {"¥¸¥ã¥¤¥¢¥ó¥È", vault_aux_giant, NULL, 50, 6},
2050 {"¶¸µ¤", vault_aux_cthulhu, NULL, 80, 2},
2051 {"¥·¥ó¥Ü¥ë(Á±)", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
2052 {"¥·¥ó¥Ü¥ë(°)", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
2053 {"¶µ²ñ", vault_aux_chapel_g, NULL, 65, 2},
2054 {"¥É¥é¥´¥ó", vault_aux_dragon, vault_prep_dragon, 70, 6},
2055 {"¥Ç¡¼¥â¥ó", vault_aux_demon, NULL, 80, 6},
2056 {"¥À¡¼¥¯¥¨¥ë¥Õ", vault_aux_dark_elf, NULL, 45, 4},
2057 {NULL, NULL, NULL, 0, 0},
2059 {"orc", vault_aux_orc, NULL, 5, 6},
2060 {"troll", vault_aux_troll, NULL, 20, 6},
2061 {"giant", vault_aux_giant, NULL, 50, 6},
2062 {"lovecraftian", vault_aux_cthulhu, NULL, 80, 2},
2063 {"symbol good", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
2064 {"symbol evil", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
2065 {"chapel", vault_aux_chapel_g, NULL, 65, 2},
2066 {"dragon", vault_aux_dragon, vault_prep_dragon, 70, 6},
2067 {"demon", vault_aux_demon, NULL, 80, 6},
2068 {"dark elf", vault_aux_dark_elf, NULL, 45, 4},
2069 {NULL, NULL, NULL, 0, 0},
2074 /*! nest¤ÎIDÄêµÁ / Nest types code */
2075 #define NEST_TYPE_CLONE 0
2076 #define NEST_TYPE_JELLY 1
2077 #define NEST_TYPE_SYMBOL_GOOD 2
2078 #define NEST_TYPE_SYMBOL_EVIL 3
2079 #define NEST_TYPE_MIMIC 4
2080 #define NEST_TYPE_LOVECRAFTIAN 5
2081 #define NEST_TYPE_KENNEL 6
2082 #define NEST_TYPE_ANIMAL 7
2083 #define NEST_TYPE_CHAPEL 8
2084 #define NEST_TYPE_UNDEAD 9
2086 /*! pit¤ÎIDÄêµÁ / Pit types code */
2087 #define PIT_TYPE_ORC 0
2088 #define PIT_TYPE_TROLL 1
2089 #define PIT_TYPE_GIANT 2
2090 #define PIT_TYPE_LOVECRAFTIAN 3
2091 #define PIT_TYPE_SYMBOL_GOOD 4
2092 #define PIT_TYPE_SYMBOL_EVIL 5
2093 #define PIT_TYPE_CHAPEL 6
2094 #define PIT_TYPE_DRAGON 7
2095 #define PIT_TYPE_DEMON 8
2096 #define PIT_TYPE_DARK_ELF 9
2100 * @brief ¥Ç¥Ð¥Ã¥°»þ¤ËÀ¸À®¤µ¤ì¤¿pit/nest¤Î·¿¤ò½ÐÎϤ¹¤ë½èÍý
2101 * @param type pit/nest¤Î·¿ID
2102 * @param nest TRUE¤Ê¤é¤Ðnest¡¢FALSE¤Ê¤é¤Ðpit
2103 * @return ¥Ç¥Ð¥Ã¥°É½¼¨Ê¸»úÎó¤Î»²¾È¥Ý¥¤¥ó¥¿
2105 * Hack -- Get the string describing subtype of pit/nest
2106 * Determined in prepare function (some pit/nest only)
2108 static cptr pit_subtype_string(int type, bool nest)
2110 static char inner_buf[256] = "";
2112 inner_buf[0] = '\0'; /* Init string */
2114 if (nest) /* Nests */
2118 case NEST_TYPE_CLONE:
2119 sprintf(inner_buf, "(%s)", r_name + r_info[vault_aux_race].name);
2121 case NEST_TYPE_SYMBOL_GOOD:
2122 case NEST_TYPE_SYMBOL_EVIL:
2123 sprintf(inner_buf, "(%c)", vault_aux_char);
2131 case PIT_TYPE_SYMBOL_GOOD:
2132 case PIT_TYPE_SYMBOL_EVIL:
2133 sprintf(inner_buf, "(%c)", vault_aux_char);
2135 case PIT_TYPE_DRAGON:
2136 switch (vault_aux_dragon_mask4)
2139 case RF4_BR_ACID: strcpy(inner_buf, "(»À)"); break;
2140 case RF4_BR_ELEC: strcpy(inner_buf, "(°ðºÊ)"); break;
2141 case RF4_BR_FIRE: strcpy(inner_buf, "(²Ð±ê)"); break;
2142 case RF4_BR_COLD: strcpy(inner_buf, "(Î䵤)"); break;
2143 case RF4_BR_POIS: strcpy(inner_buf, "(ÆÇ)"); break;
2144 case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
2145 strcpy(inner_buf, "(Ëü¿§)"); break;
2146 default: strcpy(inner_buf, "(̤ÄêµÁ)"); break;
2148 case RF4_BR_ACID: strcpy(inner_buf, "(acid)"); break;
2149 case RF4_BR_ELEC: strcpy(inner_buf, "(lightning)"); break;
2150 case RF4_BR_FIRE: strcpy(inner_buf, "(fire)"); break;
2151 case RF4_BR_COLD: strcpy(inner_buf, "(frost)"); break;
2152 case RF4_BR_POIS: strcpy(inner_buf, "(poison)"); break;
2153 case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
2154 strcpy(inner_buf, "(multi-hued)"); break;
2155 default: strcpy(inner_buf, "(undefined)"); break;
2166 /*! ¥Ç¥Ð¥Ã¥°»þ¤Ënest¤Î¥â¥ó¥¹¥¿¡¼¾ðÊó¤ò³Îǧ¤¹¤ë¤¿¤á¤Î¹½Â¤ÂÎ / A struct for nest monster information with cheat_hear */
2176 *! @brief nest¤Î¥â¥ó¥¹¥¿¡¼¥ê¥¹¥È¤ò¥½¡¼¥È¤¹¤ë¤¿¤á¤Î´Ø¿ô /
2177 * Comp function for sorting nest monster information
2178 * @param u ¥½¡¼¥È½èÍýÂоÝÇÛÎó¥Ý¥¤¥ó¥¿
2180 * @param a Èæ³ÓÂоݻ²¾ÈID1
2181 * @param b Èæ³ÓÂоݻ²¾ÈID2
2183 static bool ang_sort_comp_nest_mon_info(vptr u, vptr v, int a, int b)
2185 nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
2186 int w1 = nest_mon_info[a].r_idx;
2187 int w2 = nest_mon_info[b].r_idx;
2188 monster_race *r1_ptr = &r_info[w1];
2189 monster_race *r2_ptr = &r_info[w2];
2195 /* Extract used info */
2196 z1 = nest_mon_info[a].used;
2197 z2 = nest_mon_info[b].used;
2199 /* Compare used status */
2200 if (z1 < z2) return FALSE;
2201 if (z1 > z2) return TRUE;
2203 /* Compare levels */
2204 if (r1_ptr->level < r2_ptr->level) return TRUE;
2205 if (r1_ptr->level > r2_ptr->level) return FALSE;
2207 /* Compare experience */
2208 if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
2209 if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
2211 /* Compare indexes */
2216 * @brief nest¤Î¥â¥ó¥¹¥¿¡¼¥ê¥¹¥È¤ò¥¹¥ï¥Ã¥×¤¹¤ë¤¿¤á¤Î´Ø¿ô /
2217 * Swap function for sorting nest monster information
2218 * @param u ¥¹¥ï¥Ã¥×½èÍýÂоÝÇÛÎó¥Ý¥¤¥ó¥¿
2220 * @param a ¥¹¥ï¥Ã¥×Âоݻ²¾ÈID1
2221 * @param b ¥¹¥ï¥Ã¥×Âоݻ²¾ÈID2
2223 static void ang_sort_swap_nest_mon_info(vptr u, vptr v, int a, int b)
2225 nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
2226 nest_mon_info_type holder;
2232 holder = nest_mon_info[a];
2233 nest_mon_info[a] = nest_mon_info[b];
2234 nest_mon_info[b] = holder;
2238 #define NUM_NEST_MON_TYPE 64 /*!<nest¤Î¼ïÊÌ¿ô */
2242 * @brief ¥¿¥¤¥×5¤ÎÉô²°¡Änest¤òÀ¸À®¤¹¤ë / Type 5 -- Monster nests
2245 * A monster nest is a "big" room, with an "inner" room, containing\n
2246 * a "collection" of monsters of a given type strewn about the room.\n
2248 * The monsters are chosen from a set of 64 randomly selected monster\n
2249 * races, to allow the nest creation to fail instead of having "holes".\n
2251 * Note the use of the "get_mon_num_prep()" function, and the special\n
2252 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
2253 * allocation table" in such a way as to optimize the selection of\n
2254 * "appropriate" non-unique monsters for the nest.\n
2256 * Note that the "get_mon_num()" function may (rarely) fail, in which\n
2257 * case the nest will be empty.\n
2259 * Note that "monster nests" will never contain "unique" monsters.\n
2261 static bool build_type5(void)
2263 int y, x, y1, x1, y2, x2, xval, yval;
2265 nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
2271 int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest);
2272 vault_aux_type *n_ptr;
2274 /* No type available */
2275 if (cur_nest_type < 0) return FALSE;
2277 n_ptr = &nest_types[cur_nest_type];
2279 /* Process a preparation function if necessary */
2280 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
2282 /* Prepare allocation table */
2283 get_mon_num_prep(n_ptr->hook_func, NULL);
2285 align.sub_align = SUB_ALIGN_NEUTRAL;
2287 /* Pick some monster types */
2288 for (i = 0; i < NUM_NEST_MON_TYPE; i++)
2290 int r_idx = 0, attempts = 100;
2291 monster_race *r_ptr = NULL;
2295 /* Get a (hard) monster type */
2296 r_idx = get_mon_num(dun_level + 11);
2297 r_ptr = &r_info[r_idx];
2299 /* Decline incorrect alignment */
2300 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
2302 /* Accept this monster */
2306 /* Notice failure */
2307 if (!r_idx || !attempts) return FALSE;
2309 /* Note the alignment */
2310 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
2311 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
2313 nest_mon_info[i].r_idx = r_idx;
2314 nest_mon_info[i].used = FALSE;
2317 /* Find and reserve some space in the dungeon. Get center of room. */
2318 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
2326 /* Place the floor area */
2327 for (y = y1 - 1; y <= y2 + 1; y++)
2329 for (x = x1 - 1; x <= x2 + 1; x++)
2331 c_ptr = &cave[y][x];
2332 place_floor_grid(c_ptr);
2333 c_ptr->info |= (CAVE_ROOM);
2337 /* Place the outer walls */
2338 for (y = y1 - 1; y <= y2 + 1; y++)
2340 c_ptr = &cave[y][x1 - 1];
2341 place_outer_grid(c_ptr);
2342 c_ptr = &cave[y][x2 + 1];
2343 place_outer_grid(c_ptr);
2345 for (x = x1 - 1; x <= x2 + 1; x++)
2347 c_ptr = &cave[y1 - 1][x];
2348 place_outer_grid(c_ptr);
2349 c_ptr = &cave[y2 + 1][x];
2350 place_outer_grid(c_ptr);
2354 /* Advance to the center room */
2360 /* The inner walls */
2361 for (y = y1 - 1; y <= y2 + 1; y++)
2363 c_ptr = &cave[y][x1 - 1];
2364 place_inner_grid(c_ptr);
2365 c_ptr = &cave[y][x2 + 1];
2366 place_inner_grid(c_ptr);
2369 for (x = x1 - 1; x <= x2 + 1; x++)
2371 c_ptr = &cave[y1 - 1][x];
2372 place_inner_grid(c_ptr);
2373 c_ptr = &cave[y2 + 1][x];
2374 place_inner_grid(c_ptr);
2376 for (y = y1; y <= y2; y++)
2378 for (x = x1; x <= x2; x++)
2380 add_cave_info(y, x, CAVE_ICKY);
2384 /* Place a secret door */
2385 switch (randint1(4))
2387 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
2388 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
2389 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
2390 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
2398 msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(nest)(%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
2400 msg_format("Monster nest (%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
2404 /* Place some monsters */
2405 for (y = yval - 2; y <= yval + 2; y++)
2407 for (x = xval - 9; x <= xval + 9; x++)
2411 i = randint0(NUM_NEST_MON_TYPE);
2412 r_idx = nest_mon_info[i].r_idx;
2414 /* Place that "random" monster (no groups) */
2415 (void)place_monster_aux(0, y, x, r_idx, 0L);
2417 nest_mon_info[i].used = TRUE;
2421 if (cheat_room && cheat_hear)
2423 ang_sort_comp = ang_sort_comp_nest_mon_info;
2424 ang_sort_swap = ang_sort_swap_nest_mon_info;
2425 ang_sort(nest_mon_info, NULL, NUM_NEST_MON_TYPE);
2427 /* Dump the entries (prevent multi-printing) */
2428 for (i = 0; i < NUM_NEST_MON_TYPE; i++)
2430 if (!nest_mon_info[i].used) break;
2431 for (; i < NUM_NEST_MON_TYPE - 1; i++)
2433 if (nest_mon_info[i].r_idx != nest_mon_info[i + 1].r_idx) break;
2434 if (!nest_mon_info[i + 1].used) break;
2436 msg_print(r_name + r_info[nest_mon_info[i].r_idx].name);
2445 * @brief ¥¿¥¤¥×6¤ÎÉô²°¡Äpit¤òÀ¸À®¤¹¤ë / Type 6 -- Monster pits
2448 * A monster pit is a "big" room, with an "inner" room, containing\n
2449 * a "collection" of monsters of a given type organized in the room.\n
2451 * The inside room in a monster pit appears as shown below, where the\n
2452 * actual monsters in each location depend on the type of the pit\n
2454 * #####################\n
2455 * #0000000000000000000#\n
2456 * #0112233455543322110#\n
2457 * #0112233467643322110#\n
2458 * #0112233455543322110#\n
2459 * #0000000000000000000#\n
2460 * #####################\n
2462 * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
2463 * to request 16 "appropriate" monsters, sorting them by level, and using\n
2464 * the "even" entries in this sorted list for the contents of the pit.\n
2466 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
2467 * which is handled by requiring a specific "breath" attack for all of the\n
2468 * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
2469 * be present in many of the dragon pits, if they have the proper breath.\n
2471 * Note the use of the "get_mon_num_prep()" function, and the special\n
2472 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
2473 * allocation table" in such a way as to optimize the selection of\n
2474 * "appropriate" non-unique monsters for the pit.\n
2476 * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
2477 * the pit will be empty.\n
2479 * Note that "monster pits" will never contain "unique" monsters.\n
2481 static bool build_type6(void)
2483 int y, x, y1, x1, y2, x2, xval, yval;
2492 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
2493 vault_aux_type *n_ptr;
2495 /* No type available */
2496 if (cur_pit_type < 0) return FALSE;
2498 n_ptr = &pit_types[cur_pit_type];
2500 /* Process a preparation function if necessary */
2501 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
2503 /* Prepare allocation table */
2504 get_mon_num_prep(n_ptr->hook_func, NULL);
2506 align.sub_align = SUB_ALIGN_NEUTRAL;
2508 /* Pick some monster types */
2509 for (i = 0; i < 16; i++)
2511 int r_idx = 0, attempts = 100;
2512 monster_race *r_ptr = NULL;
2516 /* Get a (hard) monster type */
2517 r_idx = get_mon_num(dun_level + 11);
2518 r_ptr = &r_info[r_idx];
2520 /* Decline incorrect alignment */
2521 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
2523 /* Accept this monster */
2527 /* Notice failure */
2528 if (!r_idx || !attempts) return FALSE;
2530 /* Note the alignment */
2531 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
2532 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
2537 /* Find and reserve some space in the dungeon. Get center of room. */
2538 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
2546 /* Place the floor area */
2547 for (y = y1 - 1; y <= y2 + 1; y++)
2549 for (x = x1 - 1; x <= x2 + 1; x++)
2551 c_ptr = &cave[y][x];
2552 place_floor_grid(c_ptr);
2553 c_ptr->info |= (CAVE_ROOM);
2557 /* Place the outer walls */
2558 for (y = y1 - 1; y <= y2 + 1; y++)
2560 c_ptr = &cave[y][x1 - 1];
2561 place_outer_grid(c_ptr);
2562 c_ptr = &cave[y][x2 + 1];
2563 place_outer_grid(c_ptr);
2565 for (x = x1 - 1; x <= x2 + 1; x++)
2567 c_ptr = &cave[y1 - 1][x];
2568 place_outer_grid(c_ptr);
2569 c_ptr = &cave[y2 + 1][x];
2570 place_outer_grid(c_ptr);
2573 /* Advance to the center room */
2579 /* The inner walls */
2580 for (y = y1 - 1; y <= y2 + 1; y++)
2582 c_ptr = &cave[y][x1 - 1];
2583 place_inner_grid(c_ptr);
2584 c_ptr = &cave[y][x2 + 1];
2585 place_inner_grid(c_ptr);
2587 for (x = x1 - 1; x <= x2 + 1; x++)
2589 c_ptr = &cave[y1 - 1][x];
2590 place_inner_grid(c_ptr);
2591 c_ptr = &cave[y2 + 1][x];
2592 place_inner_grid(c_ptr);
2594 for (y = y1; y <= y2; y++)
2596 for (x = x1; x <= x2; x++)
2598 add_cave_info(y, x, CAVE_ICKY);
2602 /* Place a secret door */
2603 switch (randint1(4))
2605 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
2606 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
2607 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
2608 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
2611 /* Sort the entries */
2612 for (i = 0; i < 16 - 1; i++)
2614 /* Sort the entries */
2615 for (j = 0; j < 16 - 1; j++)
2620 int p1 = r_info[what[i1]].level;
2621 int p2 = r_info[what[i2]].level;
2627 what[i1] = what[i2];
2638 msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(pit)(%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
2640 msg_format("Monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
2644 /* Select the entries */
2645 for (i = 0; i < 8; i++)
2647 /* Every other entry */
2648 what[i] = what[i * 2];
2653 msg_print(r_name + r_info[what[i]].name);
2657 /* Top and bottom rows */
2658 for (x = xval - 9; x <= xval + 9; x++)
2660 place_monster_aux(0, yval - 2, x, what[0], PM_NO_KAGE);
2661 place_monster_aux(0, yval + 2, x, what[0], PM_NO_KAGE);
2664 /* Middle columns */
2665 for (y = yval - 1; y <= yval + 1; y++)
2667 place_monster_aux(0, y, xval - 9, what[0], PM_NO_KAGE);
2668 place_monster_aux(0, y, xval + 9, what[0], PM_NO_KAGE);
2670 place_monster_aux(0, y, xval - 8, what[1], PM_NO_KAGE);
2671 place_monster_aux(0, y, xval + 8, what[1], PM_NO_KAGE);
2673 place_monster_aux(0, y, xval - 7, what[1], PM_NO_KAGE);
2674 place_monster_aux(0, y, xval + 7, what[1], PM_NO_KAGE);
2676 place_monster_aux(0, y, xval - 6, what[2], PM_NO_KAGE);
2677 place_monster_aux(0, y, xval + 6, what[2], PM_NO_KAGE);
2679 place_monster_aux(0, y, xval - 5, what[2], PM_NO_KAGE);
2680 place_monster_aux(0, y, xval + 5, what[2], PM_NO_KAGE);
2682 place_monster_aux(0, y, xval - 4, what[3], PM_NO_KAGE);
2683 place_monster_aux(0, y, xval + 4, what[3], PM_NO_KAGE);
2685 place_monster_aux(0, y, xval - 3, what[3], PM_NO_KAGE);
2686 place_monster_aux(0, y, xval + 3, what[3], PM_NO_KAGE);
2688 place_monster_aux(0, y, xval - 2, what[4], PM_NO_KAGE);
2689 place_monster_aux(0, y, xval + 2, what[4], PM_NO_KAGE);
2692 /* Above/Below the center monster */
2693 for (x = xval - 1; x <= xval + 1; x++)
2695 place_monster_aux(0, yval + 1, x, what[5], PM_NO_KAGE);
2696 place_monster_aux(0, yval - 1, x, what[5], PM_NO_KAGE);
2699 /* Next to the center monster */
2700 place_monster_aux(0, yval, xval + 1, what[6], PM_NO_KAGE);
2701 place_monster_aux(0, yval, xval - 1, what[6], PM_NO_KAGE);
2703 /* Center monster */
2704 place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE);
2711 * @brief VaultÃÏ·Á¤ò²óž¡¢¾å²¼º¸±¦È¿Å¾¤¹¤ë¤¿¤á¤ÎºÂɸÊÑ´¹¤òÊÖ¤¹ / coordinate translation code
2712 * @param x ÊÑ´¹¤·¤¿¤¤ÅÀ¤ÎXºÂɸ»²¾È¥Ý¥¤¥ó¥¿
2713 * @param y ÊÑ´¹¤·¤¿¤¤ÅÀ¤ÎYºÂɸ»²¾È¥Ý¥¤¥ó¥¿
2714 * @param xoffset VaultÀ¸À®»þ¤Î´ð½àXºÂɸ
2715 * @param yoffset VaultÀ¸À®»þ¤Î´ð½àYºÂɸ
2716 * @param transno ½èÍýID
2719 static void coord_trans(int *x, int *y, int xoffset, int yoffset, int transno)
2725 * transno specifies what transformation is required. (0-7)
2726 * The lower two bits indicate by how much the vault is rotated,
2727 * and the upper bit indicates a reflection.
2728 * This is done by using rotation matrices... however since
2729 * these are mostly zeros for rotations by 90 degrees this can
2730 * be expressed simply in terms of swapping and inverting the
2731 * x and y coordinates.
2733 for (i = 0; i < transno % 4; i++)
2735 /* rotate by 90 degrees */
2743 /* Reflect depending on status of 3rd bit. */
2747 /* Add offsets so vault stays in the first quadrant */
2753 * @brief Vault¤ò¥Õ¥í¥¢¤ËÇÛÃÖ¤¹¤ë / Hack -- fill in "vault" rooms
2754 * @param yval À¸À®´ð½àYºÂɸ
2755 * @param xval À¸À®´ð½àXºÂɸ
2756 * @param ymax Vault¤ÎY¥µ¥¤¥º
2757 * @param xmax Vault¤ÎX¥µ¥¤¥º
2758 * @param data Vault¤Î¥Ç¡¼¥¿Ê¸»úÎó
2759 * @param xoffset ÊÑ´¹´ð½àXºÂɸ
2760 * @param yoffset ÊÑ´¹´ð½àYºÂɸ
2761 * @param transno ÊÑ´¹ID
2764 static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
2765 int xoffset, int yoffset, int transno)
2767 int dx, dy, x, y, i, j;
2774 /* Place dungeon features and objects */
2775 for (t = data, dy = 0; dy < ymax; dy++)
2777 for (dx = 0; dx < xmax; dx++, t++)
2779 /* prevent loop counter from being overwritten */
2784 coord_trans(&i, &j, xoffset, yoffset, transno);
2786 /* Extract the location */
2787 if (transno % 2 == 0)
2789 /* no swap of x/y */
2790 x = xval - (xmax / 2) + i;
2791 y = yval - (ymax / 2) + j;
2796 x = xval - (ymax / 2) + i;
2797 y = yval - (xmax / 2) + j;
2800 /* Hack -- skip "non-grids" */
2801 if (*t == ' ') continue;
2803 /* Access the grid */
2804 c_ptr = &cave[y][x];
2806 /* Lay down a floor */
2807 place_floor_grid(c_ptr);
2809 /* Remove any mimic */
2812 /* Part of a vault */
2813 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
2815 /* Analyze the grid */
2818 /* Granite wall (outer) */
2820 place_outer_noperm_grid(c_ptr);
2823 /* Granite wall (inner) */
2825 place_inner_grid(c_ptr);
2828 /* Glass wall (inner) */
2830 place_inner_grid(c_ptr);
2831 c_ptr->feat = feat_glass_wall;
2834 /* Permanent wall (inner) */
2836 place_inner_perm_grid(c_ptr);
2839 /* Permanent glass wall (inner) */
2841 place_inner_perm_grid(c_ptr);
2842 c_ptr->feat = feat_permanent_glass_wall;
2847 if (randint0(100) < 75)
2849 place_object(y, x, 0L);
2859 place_secret_door(y, x, DOOR_DEFAULT);
2862 /* Secret glass doors */
2864 place_secret_door(y, x, DOOR_GLASS_DOOR);
2865 if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
2870 place_secret_door(y, x, DOOR_CURTAIN);
2878 /* Black market in a dungeon */
2880 set_cave_feat(y, x, feat_black_market);
2881 store_init(NO_TOWN, STORE_BLACK);
2886 set_cave_feat(y, x, feat_pattern_start);
2890 set_cave_feat(y, x, feat_pattern_1);
2894 set_cave_feat(y, x, feat_pattern_2);
2898 set_cave_feat(y, x, feat_pattern_3);
2902 set_cave_feat(y, x, feat_pattern_4);
2906 set_cave_feat(y, x, feat_pattern_end);
2910 set_cave_feat(y, x, feat_pattern_exit);
2914 /* Reward for Pattern walk */
2915 object_level = base_level + 12;
2916 place_object(y, x, AM_GOOD | AM_GREAT);
2917 object_level = base_level;
2924 /* Place dungeon monsters and objects */
2925 for (t = data, dy = 0; dy < ymax; dy++)
2927 for (dx = 0; dx < xmax; dx++, t++)
2929 /* prevent loop counter from being overwritten */
2934 coord_trans(&i, &j, xoffset, yoffset, transno);
2936 /* Extract the location */
2937 if (transno % 2 == 0)
2939 /* no swap of x/y */
2940 x = xval - (xmax / 2) + i;
2941 y = yval - (ymax / 2) + j;
2946 x = xval - (ymax / 2) + i;
2947 y = yval - (xmax / 2) + j;
2950 /* Hack -- skip "non-grids" */
2951 if (*t == ' ') continue;
2953 /* Analyze the symbol */
2959 monster_level = base_level + 5;
2960 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
2961 monster_level = base_level;
2965 /* Meaner monster */
2968 monster_level = base_level + 11;
2969 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
2970 monster_level = base_level;
2974 /* Meaner monster, plus treasure */
2977 monster_level = base_level + 9;
2978 place_monster(y, x, PM_ALLOW_SLEEP);
2979 monster_level = base_level;
2980 object_level = base_level + 7;
2981 place_object(y, x, AM_GOOD);
2982 object_level = base_level;
2986 /* Nasty monster and treasure */
2989 monster_level = base_level + 40;
2990 place_monster(y, x, PM_ALLOW_SLEEP);
2991 monster_level = base_level;
2992 object_level = base_level + 20;
2993 place_object(y, x, AM_GOOD | AM_GREAT);
2994 object_level = base_level;
2998 /* Monster and/or object */
3001 if (randint0(100) < 50)
3003 monster_level = base_level + 3;
3004 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
3005 monster_level = base_level;
3007 if (randint0(100) < 50)
3009 object_level = base_level + 7;
3010 place_object(y, x, 0L);
3011 object_level = base_level;
3023 * @brief ¥¿¥¤¥×7¤ÎÉô²°¡Äv_info.txt¤è¤ê¾®·¿vault¤òÀ¸À®¤¹¤ë / Type 7 -- simple vaults (see "v_info.txt")
3026 static bool build_type7(void)
3032 int xoffset, yoffset;
3035 /* Pick a lesser vault */
3036 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
3038 /* Access a random vault record */
3039 v_ptr = &v_info[randint0(max_v_idx)];
3041 /* Accept the first lesser vault */
3042 if (v_ptr->typ == 7) break;
3045 /* No lesser vault found */
3046 if (dummy >= SAFE_MAX_ATTEMPTS)
3051 msg_print("·Ù¹ð¡ª¾®¤µ¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
3053 msg_print("Warning! Could not place lesser vault!");
3059 /* pick type of transformation (0-7) */
3060 transno = randint0(8);
3062 /* calculate offsets */
3066 /* Some huge vault cannot be ratated to fit in the dungeon */
3067 if (x+2 > cur_hgt-2)
3069 /* Forbid 90 or 270 degree ratation */
3073 coord_trans(&x, &y, 0, 0, transno);
3093 /* Find and reserve some space in the dungeon. Get center of room. */
3094 if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
3102 if (cheat_room) msg_format("¾®¤µ¤ÊÃϲ¼¼¼(%s)", v_name + v_ptr->name);
3104 if (cheat_room) msg_format("Lesser vault (%s)", v_name + v_ptr->name);
3107 /* Hack -- Build the vault */
3108 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
3109 v_text + v_ptr->text, xoffset, yoffset, transno);
3115 * @brief ¥¿¥¤¥×8¤ÎÉô²°¡Äv_info.txt¤è¤êÂç·¿vault¤òÀ¸À®¤¹¤ë / Type 8 -- greater vaults (see "v_info.txt")
3118 static bool build_type8(void)
3125 int xoffset, yoffset;
3127 /* Pick a greater vault */
3128 for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
3130 /* Access a random vault record */
3131 v_ptr = &v_info[randint0(max_v_idx)];
3133 /* Accept the first greater vault */
3134 if (v_ptr->typ == 8) break;
3137 /* No greater vault found */
3138 if (dummy >= SAFE_MAX_ATTEMPTS)
3143 msg_print("·Ù¹ð¡ªµðÂç¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
3145 msg_print("Warning! Could not place greater vault!");
3151 /* pick type of transformation (0-7) */
3152 transno = randint0(8);
3154 /* calculate offsets */
3158 /* Some huge vault cannot be ratated to fit in the dungeon */
3159 if (x+2 > cur_hgt-2)
3161 /* Forbid 90 or 270 degree ratation */
3165 coord_trans(&x, &y, 0, 0, transno);
3186 * Try to allocate space for room. If fails, exit
3188 * Hack -- Prepare a bit larger space (+2, +2) to
3189 * prevent generation of vaults with no-entrance.
3191 /* Find and reserve some space in the dungeon. Get center of room. */
3192 if (!find_space(&yval, &xval, abs(y) + 2, abs(x) + 2)) return FALSE;
3195 v_ptr = &v_info[76 + randint1(3)];
3200 if (cheat_room) msg_format("µðÂç¤ÊÃϲ¼¼¼(%s)", v_name + v_ptr->name);
3202 if (cheat_room) msg_format("Greater vault (%s)", v_name + v_ptr->name);
3205 /* Hack -- Build the vault */
3206 build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
3207 v_text + v_ptr->text, xoffset, yoffset, transno);
3213 * Structure to hold all "fill" data
3216 typedef struct fill_data_type fill_data_type;
3218 struct fill_data_type
3231 /* features to fill with */
3240 /* number of filled squares */
3244 static fill_data_type fill_data;
3247 /* Store routine for the fractal cave generator */
3248 /* this routine probably should be an inline function or a macro. */
3249 static void store_height(int x, int y, int val)
3251 /* if on boundary set val > cutoff so walls are not as square */
3252 if (((x == fill_data.xmin) || (y == fill_data.ymin) ||
3253 (x == fill_data.xmax) || (y == fill_data.ymax)) &&
3254 (val <= fill_data.c1)) val = fill_data.c1 + 1;
3256 /* store the value in height-map format */
3257 cave[y][x].feat = val;
3264 * Explanation of the plasma fractal algorithm:
3266 * A grid of points is created with the properties of a 'height-map'
3267 * This is done by making the corners of the grid have a random value.
3268 * The grid is then subdivided into one with twice the resolution.
3269 * The new points midway between two 'known' points can be calculated
3270 * by taking the average value of the 'known' ones and randomly adding
3271 * or subtracting an amount proportional to the distance between those
3272 * points. The final 'middle' points of the grid are then calculated
3273 * by averaging all four of the originally 'known' corner points. An
3274 * random amount is added or subtracted from this to get a value of the
3275 * height at that point. The scaling factor here is adjusted to the
3276 * slightly larger distance diagonally as compared to orthogonally.
3278 * This is then repeated recursively to fill an entire 'height-map'
3279 * A rectangular map is done the same way, except there are different
3280 * scaling factors along the x and y directions.
3282 * A hack to change the amount of correlation between points is done using
3283 * the grd variable. If the current step size is greater than grd then
3284 * the point will be random, otherwise it will be calculated by the
3285 * above algorithm. This makes a maximum distance at which two points on
3286 * the height map can affect each other.
3288 * How fractal caves are made:
3290 * When the map is complete, a cut-off value is used to create a cave.
3291 * Heights below this value are "floor", and heights above are "wall".
3292 * This also can be used to create lakes, by adding more height levels
3293 * representing shallow and deep water/ lava etc.
3295 * The grd variable affects the width of passages.
3296 * The roug variable affects the roughness of those passages
3298 * The tricky part is making sure the created cave is connected. This
3299 * is done by 'filling' from the inside and only keeping the 'filled'
3300 * floor. Walls bounding the 'filled' floor are also kept. Everything
3301 * else is converted to the normal _extra_.
3306 * Note that this uses the cave.feat array in a very hackish way
3307 * the values are first set to zero, and then each array location
3308 * is used as a "heightmap"
3309 * The heightmap then needs to be converted back into the "feat" format.
3311 * grd=level at which fractal turns on. smaller gives more mazelike caves
3312 * roug=roughness level. 16=normal. higher values make things more convoluted
3313 * small values are good for smooth walls.
3314 * size=length of the side of the square cave system.
3316 static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug, int cutoff)
3318 int xhsize, yhsize, xsize, ysize, maxsize;
3321 * fixed point variables- these are stored as 256 x normal value
3322 * this gives 8 binary places of fractional part + 8 places of normal part
3325 u16b xstep, xhstep, ystep, yhstep;
3326 u16b xstep2, xhstep2, ystep2, yhstep2;
3327 u16b i, j, ii, jj, diagsize, xxsize, yysize;
3329 /* Cache for speed */
3330 u16b xm, xp, ym, yp;
3332 /* redefine size so can change the value if out of range */
3336 /* Paranoia about size of the system of caves */
3337 if (xsize > 254) xsize = 254;
3338 if (xsize < 4) xsize = 4;
3339 if (ysize > 254) ysize = 254;
3340 if (ysize < 4) ysize = 4;
3342 /* get offsets to middle of array */
3346 /* fix rounding problem */
3350 /* get limits of region */
3351 fill_data.xmin = x0 - xhsize;
3352 fill_data.ymin = y0 - yhsize;
3353 fill_data.xmax = x0 + xhsize;
3354 fill_data.ymax = y0 + yhsize;
3356 /* Store cutoff in global for quick access */
3357 fill_data.c1 = cutoff;
3360 * Scale factor for middle points:
3361 * About sqrt(2) * 256 - correct for a square lattice
3362 * approximately correct for everything else.
3366 /* maximum of xsize and ysize */
3367 maxsize = (xsize > ysize) ? xsize : ysize;
3369 /* Clear the section */
3370 for (i = 0; i <= xsize; i++)
3372 for (j = 0; j <= ysize; j++)
3374 /* -1 is a flag for "not done yet" */
3375 cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
3376 /* Clear icky flag because may be redoing the cave */
3377 cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
3381 /* Boundaries are walls */
3382 cave[fill_data.ymin][fill_data.xmin].feat = maxsize;
3383 cave[fill_data.ymax][fill_data.xmin].feat = maxsize;
3384 cave[fill_data.ymin][fill_data.xmax].feat = maxsize;
3385 cave[fill_data.ymax][fill_data.xmax].feat = maxsize;
3387 /* Set the middle square to be an open area. */
3388 cave[y0][x0].feat = 0;
3390 /* Initialize the step sizes */
3391 xstep = xhstep = xsize * 256;
3392 ystep = yhstep = ysize * 256;
3393 xxsize = xsize * 256;
3394 yysize = ysize * 256;
3397 * Fill in the rectangle with fractal height data -
3398 * like the 'plasma fractal' in fractint.
3400 while ((xhstep > 256) || (yhstep > 256))
3402 /* Halve the step sizes */
3408 /* cache well used values */
3409 xstep2 = xstep / 256;
3410 ystep2 = ystep / 256;
3412 xhstep2 = xhstep / 256;
3413 yhstep2 = yhstep / 256;
3415 /* middle top to bottom. */
3416 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
3418 for (j = 0; j <= yysize; j += ystep)
3420 /* cache often used values */
3421 ii = i / 256 + fill_data.xmin;
3422 jj = j / 256 + fill_data.ymin;
3425 if (cave[jj][ii].feat == -1)
3429 /* If greater than 'grid' level then is random */
3430 store_height(ii, jj, randint1(maxsize));
3434 /* Average of left and right points +random bit */
3435 store_height(ii, jj,
3436 (cave[jj][fill_data.xmin + (i - xhstep) / 256].feat
3437 + cave[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2
3438 + (randint1(xstep2) - xhstep2) * roug / 16);
3445 /* middle left to right. */
3446 for (j = yhstep; j <= yysize - yhstep; j += ystep)
3448 for (i = 0; i <= xxsize; i += xstep)
3450 /* cache often used values */
3451 ii = i / 256 + fill_data.xmin;
3452 jj = j / 256 + fill_data.ymin;
3455 if (cave[jj][ii].feat == -1)
3459 /* If greater than 'grid' level then is random */
3460 store_height(ii, jj, randint1(maxsize));
3464 /* Average of up and down points +random bit */
3465 store_height(ii, jj,
3466 (cave[fill_data.ymin + (j - yhstep) / 256][ii].feat
3467 + cave[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2
3468 + (randint1(ystep2) - yhstep2) * roug / 16);
3475 for (i = xhstep; i <= xxsize - xhstep; i += xstep)
3477 for (j = yhstep; j <= yysize - yhstep; j += ystep)
3479 /* cache often used values */
3480 ii = i / 256 + fill_data.xmin;
3481 jj = j / 256 + fill_data.ymin;
3484 if (cave[jj][ii].feat == -1)
3488 /* If greater than 'grid' level then is random */
3489 store_height(ii, jj, randint1(maxsize));
3493 /* Cache reused values. */
3494 xm = fill_data.xmin + (i - xhstep) / 256;
3495 xp = fill_data.xmin + (i + xhstep) / 256;
3496 ym = fill_data.ymin + (j - yhstep) / 256;
3497 yp = fill_data.ymin + (j + yhstep) / 256;
3500 * Average over all four corners + scale by diagsize to
3501 * reduce the effect of the square grid on the shape of the fractal
3503 store_height(ii, jj,
3504 (cave[ym][xm].feat + cave[yp][xm].feat
3505 + cave[ym][xp].feat + cave[yp][xp].feat) / 4
3506 + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
3515 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)
3518 * function used to convert from height-map back to the
3519 * normal angband cave format
3521 if (cave[y][x].info & CAVE_ICKY)
3528 /* Show that have looked at this square */
3529 cave[y][x].info|= (CAVE_ICKY);
3531 /* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */
3532 if (cave[y][x].feat <= c1)
3534 /* 25% of the time use the other tile : it looks better this way */
3535 if (randint1(100) < 75)
3537 cave[y][x].feat = feat1;
3538 cave[y][x].info &= ~(CAVE_MASK);
3539 cave[y][x].info |= info1;
3544 cave[y][x].feat = feat2;
3545 cave[y][x].info &= ~(CAVE_MASK);
3546 cave[y][x].info |= info2;
3550 else if (cave[y][x].feat <= c2)
3552 /* 25% of the time use the other tile : it looks better this way */
3553 if (randint1(100) < 75)
3555 cave[y][x].feat = feat2;
3556 cave[y][x].info &= ~(CAVE_MASK);
3557 cave[y][x].info |= info2;
3562 cave[y][x].feat = feat1;
3563 cave[y][x].info &= ~(CAVE_MASK);
3564 cave[y][x].info |= info1;
3568 else if (cave[y][x].feat <= c3)
3570 cave[y][x].feat = feat3;
3571 cave[y][x].info &= ~(CAVE_MASK);
3572 cave[y][x].info |= info3;
3575 /* if greater than cutoff then is a wall */
3578 place_outer_bold(y, x);
3588 * Quick and nasty fill routine used to find the connected region
3589 * of floor in the middle of the cave
3591 static void cave_fill(byte y, byte x)
3600 /*** Start Grid ***/
3602 /* Enqueue that entry */
3607 /* Now process the queue */
3608 while (flow_head != flow_tail)
3610 /* Extract the next entry */
3611 ty = temp_y[flow_head];
3612 tx = temp_x[flow_head];
3614 /* Forget that entry */
3615 if (++flow_head == TEMP_MAX) flow_head = 0;
3617 /* Add the "children" */
3618 for (d = 0; d < 8; d++)
3620 int old_head = flow_tail;
3622 /* Child location */
3623 j = ty + ddy_ddd[d];
3624 i = tx + ddx_ddd[d];
3626 /* Paranoia Don't leave the cave */
3627 if (!in_bounds(j, i))
3629 /* affect boundary */
3630 cave[j][i].info |= CAVE_ICKY;
3634 /* If within bounds */
3635 else if ((i > fill_data.xmin) && (i < fill_data.xmax)
3636 && (j > fill_data.ymin) && (j < fill_data.ymax))
3638 /* If not a wall or floor done before */
3639 if (hack_isnt_wall(j, i,
3640 fill_data.c1, fill_data.c2, fill_data.c3,
3641 fill_data.feat1, fill_data.feat2, fill_data.feat3,
3642 fill_data.info1, fill_data.info2, fill_data.info3))
3644 /* Enqueue that entry */
3645 temp_y[flow_tail] = j;
3646 temp_x[flow_tail] = i;
3648 /* Advance the queue */
3649 if (++flow_tail == TEMP_MAX) flow_tail = 0;
3651 /* Hack -- Overflow by forgetting new entry */
3652 if (flow_tail == flow_head)
3654 flow_tail = old_head;
3658 /* keep tally of size of cave system */
3659 (fill_data.amount)++;
3665 /* affect boundary */
3666 cave[j][i].info |= CAVE_ICKY;
3673 static bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, bool light, bool room)
3675 int x, y, i, xhsize, yhsize;
3677 /* offsets to middle from corner */
3683 * select region connected to center of cave system
3684 * this gets rid of alot of isolated one-sqaures that
3685 * can make teleport traps instadeaths...
3689 fill_data.c1 = cutoff;
3693 /* features to fill with */
3694 fill_data.feat1 = floor_type[randint0(100)];
3695 fill_data.feat2 = floor_type[randint0(100)];
3696 fill_data.feat3 = floor_type[randint0(100)];
3698 fill_data.info1 = CAVE_FLOOR;
3699 fill_data.info2 = CAVE_FLOOR;
3700 fill_data.info3 = CAVE_FLOOR;
3702 /* number of filled squares */
3703 fill_data.amount = 0;
3705 cave_fill((byte)y0, (byte)x0);
3707 /* if tally too small, try again */
3708 if (fill_data.amount < 10)
3710 /* too small - clear area and try again later */
3711 for (x = 0; x <= xsize; ++x)
3713 for (y = 0; y <= ysize; ++y)
3715 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
3716 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
3723 * Do boundarys-check to see if they are next to a filled region
3724 * If not then they are set to normal granite
3725 * If so then they are marked as room walls.
3727 for (i = 0; i <= xsize; ++i)
3730 if ((cave[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
3732 /* Next to a 'filled' region? - set to be room walls */
3733 place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
3734 if (light) cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
3735 cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
3736 place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
3740 /* set to be normal granite */
3741 place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
3744 /* bottom boundary */
3745 if ((cave[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
3747 /* Next to a 'filled' region? - set to be room walls */
3748 place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
3749 if (light) cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW);
3750 cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_ROOM);
3751 place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
3755 /* set to be normal granite */
3756 place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
3759 /* clear the icky flag-don't need it any more */
3760 cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
3761 cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
3764 /* Do the left and right boundaries minus the corners (done above) */
3765 for (i = 1; i < ysize; ++i)
3768 if ((cave[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
3771 place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
3772 if (light) cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
3773 cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
3774 place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
3779 place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
3781 /* right boundary */
3782 if ((cave[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
3785 place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
3786 if (light) cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
3787 cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
3788 place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
3793 place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
3796 /* clear icky flag -done with it */
3797 cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
3798 cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
3802 /* Do the rest: convert back to the normal format */
3803 for (x = 1; x < xsize; ++x)
3805 for (y = 1; y < ysize; ++y)
3807 if (is_floor_bold(y0 + y - yhsize, x0 + x - xhsize) &&
3808 (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
3810 /* Clear the icky flag in the filled region */
3811 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
3813 /* Set appropriate flags */
3814 if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
3815 if (room) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
3817 else if (is_outer_bold(y0 + y - yhsize, x0 + x - xhsize) &&
3818 (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
3821 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
3822 if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
3825 cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
3830 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
3831 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
3836 /* Clear the unconnected regions */
3837 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
3838 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
3844 * XXX XXX XXX There is a slight problem when tunnels pierce the caves:
3845 * Extra doors appear inside the system. (Its not very noticeable though.)
3846 * This can be removed by "filling" from the outside in. This allows a separation
3847 * from _outer_ with _inner_. (Internal walls are _outer_ instead.)
3848 * The extra effort for what seems to be only a minor thing (even non-existant if you
3849 * think of the caves not as normal rooms, but as holes in the dungeon), doesn't seem
3858 * Driver routine to create fractal cave system
3860 static bool build_type9(void)
3862 int grd, roug, cutoff, xsize, ysize, y0, x0;
3864 bool done, light, room;
3866 /* get size: note 'Evenness'*/
3867 xsize = randint1(22) * 2 + 6;
3868 ysize = randint1(15) * 2 + 6;
3870 /* Find and reserve some space in the dungeon. Get center of room. */
3871 if (!find_space(&y0, &x0, ysize + 1, xsize + 1))
3873 /* Limit to the minimum room size, and retry */
3877 /* Find and reserve some space in the dungeon. Get center of room. */
3878 if (!find_space(&y0, &x0, ysize + 1, xsize + 1))
3884 return build_type1();
3888 light = done = FALSE;
3891 if ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
3895 /* Note: size must be even or there are rounding problems
3896 * This causes the tunnels not to connect properly to the room */
3898 /* testing values for these parameters feel free to adjust */
3899 grd = 1 << (randint0(4));
3901 /* want average of about 16 */
3902 roug = randint1(8) * randint1(4);
3905 cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
3906 randint1(xsize / 4) + randint1(ysize / 4);
3909 generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
3911 /* Convert to normal format + clean up */
3912 done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
3918 #ifdef ALLOW_CAVERNS_AND_LAKES
3920 * Builds a cave system in the center of the dungeon.
3922 void build_cavern(void)
3924 int grd, roug, cutoff, xsize, ysize, x0, y0;
3927 light = done = FALSE;
3928 if ((dun_level <= randint1(50)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
3930 /* Make a cave the size of the dungeon */
3931 xsize = cur_wid - 1;
3932 ysize = cur_hgt - 1;
3936 /* Paranoia: make size even */
3942 /* testing values for these parameters: feel free to adjust */
3943 grd = randint1(4) + 4;
3945 /* want average of about 16 */
3946 roug = randint1(8) * randint1(4);
3952 generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
3954 /* Convert to normal format+ clean up */
3955 done = generate_fracave(y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
3959 static bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2, int c3, int type)
3961 int x, y, i, xhsize, yhsize;
3962 int feat1, feat2, feat3;
3964 /* offsets to middle from corner */
3968 /* Get features based on type */
3971 case LAKE_T_LAVA: /* Lava */
3972 feat1 = feat_deep_lava;
3973 feat2 = feat_shallow_lava;
3974 feat3 = floor_type[randint0(100)];
3976 case LAKE_T_WATER: /* Water */
3977 feat1 = feat_deep_water;
3978 feat2 = feat_shallow_water;
3979 feat3 = floor_type[randint0(100)];
3981 case LAKE_T_CAVE: /* Collapsed cave */
3982 feat1 = floor_type[randint0(100)];
3983 feat2 = floor_type[randint0(100)];
3984 feat3 = feat_rubble;
3986 case LAKE_T_EARTH_VAULT: /* Earth vault */
3987 feat1 = feat_rubble;
3988 feat2 = floor_type[randint0(100)];
3989 feat3 = feat_rubble;
3991 case LAKE_T_AIR_VAULT: /* Air vault */
3996 case LAKE_T_WATER_VAULT: /* Water vault */
3997 feat1 = feat_shallow_water;
3998 feat2 = feat_deep_water;
3999 feat3 = feat_shallow_water;
4001 case LAKE_T_FIRE_VAULT: /* Fire Vault */
4002 feat1 = feat_shallow_lava;
4003 feat2 = feat_deep_lava;
4004 feat3 = feat_shallow_lava;
4008 default: return FALSE;
4012 * select region connected to center of cave system
4013 * this gets rid of alot of isolated one-sqaures that
4014 * can make teleport traps instadeaths...
4022 /* features to fill with */
4023 fill_data.feat1 = feat1;
4024 fill_data.feat2 = feat2;
4025 fill_data.feat3 = feat3;
4027 fill_data.info1 = 0;
4028 fill_data.info2 = 0;
4029 fill_data.info3 = 0;
4031 /* number of filled squares */
4032 fill_data.amount = 0;
4034 /* select region connected to center of cave system
4035 * this gets rid of alot of isolated one-sqaures that
4036 * can make teleport traps instadeaths... */
4037 cave_fill((byte)y0, (byte)x0);
4039 /* if tally too small, try again */
4040 if (fill_data.amount < 10)
4042 /* too small -clear area and try again later */
4043 for (x = 0; x <= xsize; ++x)
4045 for (y = 0; y <= ysize; ++y)
4047 place_floor_bold(y0 + y - yhsize, x0 + x - xhsize);
4048 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
4054 /* Do boundarys- set to normal granite */
4055 for (i = 0; i <= xsize; ++i)
4057 place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
4058 place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
4060 /* clear the icky flag-don't need it any more */
4061 cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
4062 cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
4065 /* Do the left and right boundaries minus the corners (done above) */
4067 for (i = 1; i < ysize; ++i)
4069 place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
4070 place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
4072 /* clear icky flag -done with it */
4073 cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
4074 cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
4078 /* Do the rest: convert back to the normal format */
4079 for (x = 1; x < xsize; ++x)
4081 for (y = 1; y < ysize; ++y)
4083 /* Fill unconnected regions with granite */
4084 if ((!(cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
4085 is_outer_bold(y0 + y - yhsize, x0 + x - xhsize))
4086 place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
4088 /* turn off icky flag (no longer needed.) */
4089 cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
4092 if (cave_have_flag_bold(y0 + y - yhsize, x0 + x - xhsize, FF_LAVA))
4094 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
4104 * makes a lake/collapsed cave system in the center of the dungeon
4106 void build_lake(int type)
4108 int grd, roug, xsize, ysize, x0, y0;
4112 /* paranoia - exit if lake type out of range. */
4113 if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT))
4115 msg_format("Invalid lake type (%d)", type);
4119 /* Make the size of the dungeon */
4120 xsize = cur_wid - 1;
4121 ysize = cur_hgt - 1;
4125 /* Paranoia: make size even */
4131 /* testing values for these parameters: feel free to adjust */
4132 grd = randint1(3) + 4;
4134 /* want average of about 16 */
4135 roug = randint1(8) * randint1(4);
4137 /* Make up size of various componants */
4141 /* Deep water/lava */
4142 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
4144 /* Shallow boundary */
4148 generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3);
4150 /* Convert to normal format+ clean up */
4151 done = generate_lake(y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type);
4154 #endif /* ALLOW_CAVERNS_AND_LAKES */
4158 * Routine used by the random vault creators to add a door to a location
4159 * Note that range checking has to be done in the calling routine.
4161 * The doors must be INSIDE the allocated region.
4163 static void add_door(int x, int y)
4165 /* Need to have a wall in the center square */
4166 if (!is_outer_bold(y, x)) return;
4173 * where x=don't care
4177 if (is_floor_bold(y-1,x) && is_floor_bold(y+1,x) &&
4178 (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
4181 place_secret_door(y, x, DOOR_DEFAULT);
4183 /* set boundarys so don't get wide doors */
4184 place_solid_bold(y, x - 1);
4185 place_solid_bold(y, x + 1);
4194 * where x = don't care
4197 if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) &&
4198 is_floor_bold(y,x-1) && is_floor_bold(y,x+1))
4201 place_secret_door(y, x, DOOR_DEFAULT);
4203 /* set boundarys so don't get wide doors */
4204 place_solid_bold(y - 1, x);
4205 place_solid_bold(y + 1, x);
4211 * Routine that fills the empty areas of a room with treasure and monsters.
4213 static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
4215 int x, y, cx, cy, size;
4218 /* center of room:*/
4222 /* Rough measure of size of vault= sum of lengths of sides */
4223 size = abs(x2 - x1) + abs(y2 - y1);
4225 for (x = x1; x <= x2; x++)
4227 for (y = y1; y <= y2; y++)
4229 /* Thing added based on distance to center of vault
4230 * Difficulty is 1-easy to 10-hard */
4231 value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty;
4233 /* hack- empty square part of the time */
4234 if ((randint1(100) - difficulty * 3) > 50) value = 20;
4236 /* if floor, shallow water and lava */
4237 if (is_floor_bold(y, x) ||
4238 (cave_have_flag_bold(y, x, FF_PLACE) && cave_have_flag_bold(y, x, FF_DROP)))
4240 /* The smaller 'value' is, the better the stuff */
4243 /* Meanest monster + treasure */
4244 monster_level = base_level + 40;
4245 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
4246 monster_level = base_level;
4247 object_level = base_level + 20;
4248 place_object(y, x, AM_GOOD);
4249 object_level = base_level;
4253 /* Mean monster +treasure */
4254 monster_level = base_level + 20;
4255 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
4256 monster_level = base_level;
4257 object_level = base_level + 10;
4258 place_object(y, x, AM_GOOD);
4259 object_level = base_level;
4261 else if (value < 10)
4264 monster_level = base_level + 9;
4265 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
4266 monster_level = base_level;
4268 else if (value < 17)
4270 /* Intentional Blank space */
4273 * (Want some of the vault to be empty
4274 * so have room for group monsters.
4275 * This is used in the hack above to lower
4276 * the density of stuff in the vault.)
4279 else if (value < 23)
4281 /* Object or trap */
4282 if (randint0(100) < 25)
4284 place_object(y, x, 0L);
4291 else if (value < 30)
4293 /* Monster and trap */
4294 monster_level = base_level + 5;
4295 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
4296 monster_level = base_level;
4299 else if (value < 40)
4301 /* Monster or object */
4302 if (randint0(100) < 50)
4304 monster_level = base_level + 3;
4305 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
4306 monster_level = base_level;
4308 if (randint0(100) < 50)
4310 object_level = base_level + 7;
4311 place_object(y, x, 0L);
4312 object_level = base_level;
4315 else if (value < 50)
4324 /* 20% monster, 40% trap, 20% object, 20% blank space */
4325 if (randint0(100) < 20)
4327 place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
4329 else if (randint0(100) < 50)
4333 else if (randint0(100) < 50)
4335 place_object(y, x, 0L);
4346 * This function creates a random vault that looks like a collection of bubbles.
4347 * It works by getting a set of coordinates that represent the center of each
4348 * bubble. The entire room is made by seeing which bubble center is closest. If
4349 * two centers are equidistant then the square is a wall, otherwise it is a floor.
4350 * The only exception is for squares really near a center, these are always floor.
4351 * (It looks better than without this check.)
4353 * Note: If two centers are on the same point then this algorithm will create a
4354 * blank bubble filled with walls. - This is prevented from happening.
4356 static void build_bubble_vault(int x0, int y0, int xsize, int ysize)
4358 #define BUBBLENUM 10 /* number of bubbles */
4360 /* array of center points of bubbles */
4361 coord center[BUBBLENUM];
4364 u16b min1, min2, temp;
4367 /* Offset from center to top left hand corner */
4368 int xhsize = xsize / 2;
4369 int yhsize = ysize / 2;
4372 if (cheat_room) msg_print("Bubble Vault");
4374 /* Allocate center of bubbles */
4375 center[0].x = (byte)randint1(xsize - 3) + 1;
4376 center[0].y = (byte)randint1(ysize - 3) + 1;
4378 for (i = 1; i < BUBBLENUM; i++)
4382 /* get center and check to see if it is unique */
4387 x = randint1(xsize - 3) + 1;
4388 y = randint1(ysize - 3) + 1;
4390 for (j = 0; j < i; j++)
4392 /* rough test to see if there is an overlap */
4393 if ((x == center[j].x) && (y == center[j].y)) done = FALSE;
4402 /* Top and bottom boundaries */
4403 for (i = 0; i < xsize; i++)
4405 int x = x0 - xhsize + i;
4407 place_outer_noperm_bold(y0 - yhsize + 0, x);
4408 cave[y0 - yhsize + 0][x].info |= (CAVE_ROOM | CAVE_ICKY);
4409 place_outer_noperm_bold(y0 - yhsize + ysize - 1, x);
4410 cave[y0 - yhsize + ysize - 1][x].info |= (CAVE_ROOM | CAVE_ICKY);
4413 /* Left and right boundaries */
4414 for (i = 1; i < ysize - 1; i++)
4416 int y = y0 - yhsize + i;
4418 place_outer_noperm_bold(y, x0 - xhsize + 0);
4419 cave[y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
4420 place_outer_noperm_bold(y, x0 - xhsize + xsize - 1);
4421 cave[y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
4424 /* Fill in middle with bubbles */
4425 for (x = 1; x < xsize - 1; x++)
4427 for (y = 1; y < ysize - 1; y++)
4429 /* Get distances to two closest centers */
4432 min1 = distance(x, y, center[0].x, center[0].y);
4433 min2 = distance(x, y, center[1].x, center[1].y);
4437 /* swap if in wrong order */
4444 for (i = 2; i < BUBBLENUM; i++)
4446 temp = distance(x, y, center[i].x, center[i].y);
4454 else if (temp < min2)
4456 /* second smallest */
4460 if (((min2 - min1) <= 2) && (!(min1 < 3)))
4462 /* Boundary at midpoint+ not at inner region of bubble */
4463 place_outer_noperm_bold(y0 - yhsize + y, x0 - xhsize + x);
4467 /* middle of a bubble */
4468 place_floor_bold(y0 - yhsize + y, x0 - xhsize + x);
4471 /* clean up rest of flags */
4472 cave[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
4476 /* Try to add some random doors */
4477 for (i = 0; i < 500; i++)
4479 x = randint1(xsize - 3) - xhsize + x0 + 1;
4480 y = randint1(ysize - 3) - yhsize + y0 + 1;
4484 /* Fill with monsters and treasure, low difficulty */
4485 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
4490 * Overlay a rectangular room given its bounds
4491 * This routine is used by build_room_vault
4492 * The area inside the walls is not touched:
4493 * only granite is removed- normal walls stay
4495 static void build_room(int x1, int x2, int y1, int y2)
4497 int x, y, i, xsize, ysize, temp;
4499 /* Check if rectangle has no width */
4500 if ((x1 == x2) || (y1 == y2)) return;
4505 /* Swap boundaries if in wrong order */
4513 /* Swap boundaries if in wrong order */
4519 /* get total widths */
4524 /* Top and bottom boundaries */
4525 for (i = 0; i <= xsize; i++)
4527 place_outer_noperm_bold(y1, x1 + i);
4528 cave[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
4529 place_outer_noperm_bold(y2, x1 + i);
4530 cave[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
4533 /* Left and right boundaries */
4534 for (i = 1; i < ysize; i++)
4536 place_outer_noperm_bold(y1 + i, x1);
4537 cave[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY);
4538 place_outer_noperm_bold(y1 + i, x2);
4539 cave[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY);
4543 for (x = 1; x < xsize; x++)
4545 for (y = 1; y < ysize; y++)
4547 if (is_extra_bold(y1+y, x1+x))
4549 /* clear the untouched region */
4550 place_floor_bold(y1 + y, x1 + x);
4551 cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
4555 /* make it a room- but don't touch */
4556 cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
4563 /* Create a random vault that looks like a collection of overlapping rooms */
4565 static void build_room_vault(int x0, int y0, int xsize, int ysize)
4567 int i, x1, x2, y1, y2, xhsize, yhsize;
4569 /* get offset from center */
4573 if (cheat_room) msg_print("Room Vault");
4575 /* fill area so don't get problems with arena levels */
4576 for (x1 = 0; x1 < xsize; x1++)
4578 int x = x0 - xhsize + x1;
4580 for (y1 = 0; y1 < ysize; y1++)
4582 int y = y0 - yhsize + y1;
4584 place_extra_bold(y, x);
4585 cave[y][x].info &= (~CAVE_ICKY);
4589 /* add ten random rooms */
4590 for (i = 0; i < 10; i++)
4592 x1 = randint1(xhsize) * 2 + x0 - xhsize;
4593 x2 = randint1(xhsize) * 2 + x0 - xhsize;
4594 y1 = randint1(yhsize) * 2 + y0 - yhsize;
4595 y2 = randint1(yhsize) * 2 + y0 - yhsize;
4596 build_room(x1, x2, y1, y2);
4599 /* Add some random doors */
4600 for (i = 0; i < 500; i++)
4602 x1 = randint1(xsize - 3) - xhsize + x0 + 1;
4603 y1 = randint1(ysize - 3) - yhsize + y0 + 1;
4607 /* Fill with monsters and treasure, high difficulty */
4608 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
4612 /* Create a random vault out of a fractal cave */
4613 static void build_cave_vault(int x0, int y0, int xsiz, int ysiz)
4615 int grd, roug, cutoff, xhsize, yhsize, xsize, ysize, x, y;
4616 bool done, light, room;
4618 /* round to make sizes even */
4624 if (cheat_room) msg_print("Cave Vault");
4626 light = done = FALSE;
4631 /* testing values for these parameters feel free to adjust */
4632 grd = 1 << randint0(4);
4634 /* want average of about 16 */
4635 roug = randint1(8) * randint1(4);
4638 cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
4639 randint1(xsize / 4) + randint1(ysize / 4);
4642 generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
4644 /* Convert to normal format+ clean up */
4645 done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
4648 /* Set icky flag because is a vault */
4649 for (x = 0; x <= xsize; x++)
4651 for (y = 0; y <= ysize; y++)
4653 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
4657 /* Fill with monsters and treasure, low difficulty */
4658 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
4662 * maze vault -- rectangular labyrinthine rooms
4664 * maze vault uses two routines:
4665 * r_visit - a recursive routine that builds the labyrinth
4666 * build_maze_vault - a driver routine that calls r_visit and adds
4667 * monsters, traps and treasure
4669 * The labyrinth is built by creating a spanning tree of a graph.
4670 * The graph vertices are at
4671 * (x, y) = (2j + x1, 2k + y1) j = 0,...,m-1 k = 0,...,n-1
4672 * and the edges are the vertical and horizontal nearest neighbors.
4674 * The spanning tree is created by performing a suitably randomized
4675 * depth-first traversal of the graph. The only adjustable parameter
4676 * is the randint0(3) below; it governs the relative density of
4677 * twists and turns in the labyrinth: smaller number, more twists.
4679 static void r_visit(int y1, int x1, int y2, int x2,
4680 int node, int dir, int *visited)
4682 int i, j, m, n, temp, x, y, adj[4];
4684 /* dimensions of vertex array */
4685 m = (x2 - x1) / 2 + 1;
4686 n = (y2 - y1) / 2 + 1;
4688 /* mark node visited and set it to a floor */
4690 x = 2 * (node % m) + x1;
4691 y = 2 * (node / m) + y1;
4692 place_floor_bold(y, x);
4694 /* setup order of adjacent node visits */
4697 /* pick a random ordering */
4698 for (i = 0; i < 4; i++)
4700 for (i = 0; i < 4; i++)
4711 /* pick a random ordering with dir first */
4713 for (i = 1; i < 4; i++)
4715 for (i = 1; i < 4; i++)
4717 j = 1 + randint0(3);
4724 for (i = 0; i < 4; i++)
4729 /* (0,+) - check for bottom boundary */
4730 if ((node / m < n - 1) && (visited[node + m] == 0))
4732 place_floor_bold(y + 1, x);
4733 r_visit(y1, x1, y2, x2, node + m, dir, visited);
4737 /* (0,-) - check for top boundary */
4738 if ((node / m > 0) && (visited[node - m] == 0))
4740 place_floor_bold(y - 1, x);
4741 r_visit(y1, x1, y2, x2, node - m, dir, visited);
4745 /* (+,0) - check for right boundary */
4746 if ((node % m < m - 1) && (visited[node + 1] == 0))
4748 place_floor_bold(y, x + 1);
4749 r_visit(y1, x1, y2, x2, node + 1, dir, visited);
4753 /* (-,0) - check for left boundary */
4754 if ((node % m > 0) && (visited[node - 1] == 0))
4756 place_floor_bold(y, x - 1);
4757 r_visit(y1, x1, y2, x2, node - 1, dir, visited);
4764 void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
4768 int m, n, num_vertices, *visited;
4773 if (cheat_room && is_vault) msg_print("Maze Vault");
4775 /* Choose lite or dark */
4776 light = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
4778 /* Pick a random room size - randomized by calling routine */
4787 /* generate the room */
4788 for (y = y1 - 1; y <= y2 + 1; y++)
4790 for (x = x1 - 1; x <= x2 + 1; x++)
4792 c_ptr = &cave[y][x];
4793 c_ptr->info |= CAVE_ROOM;
4794 if (is_vault) c_ptr->info |= CAVE_ICKY;
4795 if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1))
4797 place_outer_grid(c_ptr);
4801 place_extra_grid(c_ptr);
4805 place_inner_grid(c_ptr);
4807 if (light) c_ptr->info |= (CAVE_GLOW);
4811 /* dimensions of vertex array */
4814 num_vertices = m * n;
4816 /* initialize array of visited vertices */
4817 C_MAKE(visited, num_vertices, int);
4819 /* traverse the graph to create a spaning tree, pick a random root */
4820 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
4822 /* Fill with monsters and treasure, low difficulty */
4823 if (is_vault) fill_treasure(x1, x2, y1, y2, randint1(5));
4825 C_KILL(visited, num_vertices, int);
4829 /* Build a "mini" checkerboard vault
4831 * This is done by making a permanent wall maze and setting
4832 * the diagonal sqaures of the checker board to be granite.
4833 * The vault has two entrances on opposite sides to guarantee
4834 * a way to get in even if the vault abuts a side of the dungeon.
4836 static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
4839 int y1, x1, y2, x2, y, x, total;
4840 int m, n, num_vertices;
4843 if (cheat_room) msg_print("Mini Checker Board Vault");
4845 /* Pick a random room size */
4855 /* generate the room */
4856 for (x = x1 - 2; x <= x2 + 2; x++)
4858 if (!in_bounds(y1-2,x)) break;
4860 cave[y1-2][x].info |= (CAVE_ROOM | CAVE_ICKY);
4862 place_outer_noperm_bold(y1-2, x);
4865 for (x = x1 - 2; x <= x2 + 2; x++)
4867 if (!in_bounds(y2+2,x)) break;
4869 cave[y2+2][x].info |= (CAVE_ROOM | CAVE_ICKY);
4871 place_outer_noperm_bold(y2+2, x);
4874 for (y = y1 - 2; y <= y2 + 2; y++)
4876 if (!in_bounds(y,x1-2)) break;
4878 cave[y][x1-2].info |= (CAVE_ROOM | CAVE_ICKY);
4880 place_outer_noperm_bold(y, x1-2);
4883 for (y = y1 - 2; y <= y2 + 2; y++)
4885 if (!in_bounds(y,x2+2)) break;
4887 cave[y][x2+2].info |= (CAVE_ROOM | CAVE_ICKY);
4889 place_outer_noperm_bold(y, x2+2);
4892 for (y = y1 - 1; y <= y2 + 1; y++)
4894 for (x = x1 - 1; x <= x2 + 1; x++)
4896 cave_type *c_ptr = &cave[y][x];
4898 c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
4900 /* Permanent walls */
4901 place_inner_perm_grid(c_ptr);
4906 /* dimensions of vertex array */
4909 num_vertices = m * n;
4911 /* initialize array of visited vertices */
4912 C_MAKE(visited, num_vertices, int);
4914 /* traverse the graph to create a spannng tree, pick a random root */
4915 r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
4917 /* Make it look like a checker board vault */
4918 for (x = x1; x <= x2; x++)
4920 for (y = y1; y <= y2; y++)
4922 total = x - x1 + y - y1;
4923 /* If total is odd- and is a floor then make a wall */
4924 if ((total % 2 == 1) && is_floor_bold(y, x))
4926 place_inner_bold(y, x);
4931 /* Make a couple of entrances */
4934 /* left and right */
4935 y = randint1(dy) + dy / 2;
4936 place_inner_bold(y1 + y, x1 - 1);
4937 place_inner_bold(y1 + y, x2 + 1);
4941 /* top and bottom */
4942 x = randint1(dx) + dx / 2;
4943 place_inner_bold(y1 - 1, x1 + x);
4944 place_inner_bold(y2 + 1, x1 + x);
4947 /* Fill with monsters and treasure, highest difficulty */
4948 fill_treasure(x1, x2, y1, y2, 10);
4950 C_KILL(visited, num_vertices, int);
4954 /* Build a town/ castle by using a recursive algorithm.
4955 * Basically divide each region in a probalistic way to create
4956 * smaller regions. When the regions get too small stop.
4958 * The power variable is a measure of how well defended a region is.
4959 * This alters the possible choices.
4961 static void build_recursive_room(int x1, int y1, int x2, int y2, int power)
4967 /* Temp variables */
4973 if ((power < 3) && (xsize > 12) && (ysize > 12))
4975 /* Need outside wall +keep */
4982 /* Make rooms + subdivide */
4983 if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8))
4989 choice = randint1(2) + 1;
4994 /* Mostly subdivide */
4995 choice = randint1(3) + 1;
4999 /* Based on the choice made above, do something */
5007 /* top and bottom */
5008 for (x = x1; x <= x2; x++)
5010 place_outer_bold(y1, x);
5011 place_outer_bold(y2, x);
5014 /* left and right */
5015 for (y = y1 + 1; y < y2; y++)
5017 place_outer_bold(y, x1);
5018 place_outer_bold(y, x2);
5021 /* Make a couple of entrances */
5024 /* left and right */
5025 y = randint1(ysize) + y1;
5026 place_floor_bold(y, x1);
5027 place_floor_bold(y, x2);
5031 /* top and bottom */
5032 x = randint1(xsize) + x1;
5033 place_floor_bold(y1, x);
5034 place_floor_bold(y2, x);
5037 /* Select size of keep */
5038 t1 = randint1(ysize / 3) + y1;
5039 t2 = y2 - randint1(ysize / 3);
5040 t3 = randint1(xsize / 3) + x1;
5041 t4 = x2 - randint1(xsize / 3);
5043 /* Do outside areas */
5045 /* Above and below keep */
5046 build_recursive_room(x1 + 1, y1 + 1, x2 - 1, t1, power + 1);
5047 build_recursive_room(x1 + 1, t2, x2 - 1, y2, power + 1);
5049 /* Left and right of keep */
5050 build_recursive_room(x1 + 1, t1 + 1, t3, t2 - 1, power + 3);
5051 build_recursive_room(t4, t1 + 1, x2 - 1, t2 - 1, power + 3);
5053 /* Make the keep itself: */
5066 /* Try to build a room */
5067 if ((xsize < 3) || (ysize < 3))
5069 for (y = y1; y < y2; y++)
5071 for (x = x1; x < x2; x++)
5073 place_inner_bold(y, x);
5081 /* Make outside walls */
5082 /* top and bottom */
5083 for (x = x1 + 1; x <= x2 - 1; x++)
5085 place_inner_bold(y1 + 1, x);
5086 place_inner_bold(y2 - 1, x);
5089 /* left and right */
5090 for (y = y1 + 1; y <= y2 - 1; y++)
5092 place_inner_bold(y, x1 + 1);
5093 place_inner_bold(y, x2 - 1);
5097 y = randint1(ysize - 3) + y1 + 1;
5102 place_floor_bold(y, x1 + 1);
5107 place_floor_bold(y, x2 - 1);
5110 /* Build the room */
5111 build_recursive_room(x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
5116 /* Try and divide vertically */
5120 for (y = y1; y < y2; y++)
5122 for (x = x1; x < x2; x++)
5124 place_inner_bold(y, x);
5130 t1 = randint1(xsize - 2) + x1 + 1;
5131 build_recursive_room(x1, y1, t1, y2, power - 2);
5132 build_recursive_room(t1 + 1, y1, x2, y2, power - 2);
5137 /* Try and divide horizontally */
5141 for (y = y1; y < y2; y++)
5143 for (x = x1; x < x2; x++)
5145 place_inner_bold(y, x);
5151 t1 = randint1(ysize - 2) + y1 + 1;
5152 build_recursive_room(x1, y1, x2, t1, power - 2);
5153 build_recursive_room(x1, t1 + 1, x2, y2, power - 2);
5160 /* Build a castle */
5162 /* Driver routine: clear the region and call the recursive
5165 *This makes a vault that looks like a castle/ city in the dungeon.
5167 static void build_castle_vault(int x0, int y0, int xsize, int ysize)
5173 /* Pick a random room size */
5182 if (cheat_room) msg_print("Castle Vault");
5184 /* generate the room */
5185 for (y = y1 - 1; y <= y2 + 1; y++)
5187 for (x = x1 - 1; x <= x2 + 1; x++)
5189 cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
5190 /* Make everything a floor */
5191 place_floor_bold(y, x);
5195 /* Make the castle */
5196 build_recursive_room(x1, y1, x2, y2, randint1(5));
5198 /* Fill with monsters and treasure, low difficulty */
5199 fill_treasure(x1, x2, y1, y2, randint1(3));
5204 * Add outer wall to a floored region
5205 * Note: no range checking is done so must be inside dungeon
5206 * This routine also stomps on doors
5208 static void add_outer_wall(int x, int y, int light, int x1, int y1, int x2, int y2)
5211 feature_type *f_ptr;
5214 if (!in_bounds(y, x)) return;
5216 c_ptr = &cave[y][x];
5218 /* hack- check to see if square has been visited before
5219 * if so, then exit (use room flag to do this) */
5220 if (c_ptr->info & CAVE_ROOM) return;
5223 c_ptr->info |= CAVE_ROOM;
5225 f_ptr = &f_info[c_ptr->feat];
5227 if (is_floor_bold(y, x))
5229 for (i = -1; i <= 1; i++)
5231 for (j = -1; j <= 1; j++)
5233 if ((x + i >= x1) && (x + i <= x2) &&
5234 (y + j >= y1) && (y + j <= y2))
5236 add_outer_wall(x + i, y + j, light, x1, y1, x2, y2);
5237 if (light) c_ptr->info |= CAVE_GLOW;
5242 else if (is_extra_bold(y, x))
5244 /* Set bounding walls */
5245 place_outer_bold(y, x);
5246 if (light) c_ptr->info |= CAVE_GLOW;
5248 else if (permanent_wall(f_ptr))
5250 /* Set bounding walls */
5251 if (light) c_ptr->info |= CAVE_GLOW;
5257 * Hacked distance formula - gives the 'wrong' answer.
5258 * Used to build crypts
5260 static int dist2(int x1, int y1, int x2, int y2,
5261 int h1, int h2, int h3, int h4)
5267 /* Basically this works by taking the normal pythagorean formula
5268 * and using an expansion to express this in a way without the
5269 * square root. This approximate formula is then perturbed to give
5270 * the distorted results. (I found this by making a mistake when I was
5271 * trying to fix the circular rooms.)
5274 /* h1-h4 are constants that describe the metric */
5275 if (dx >= 2 * dy) return (dx + (dy * h1) / h2);
5276 if (dy >= 2 * dx) return (dy + (dx * h1) / h2);
5277 return (((dx + dy) * 128) / 181 +
5278 (dx * dx / (dy * h3) + dy * dy / (dx * h3)) * h4);
5279 /* 128/181 is approx. 1/sqrt(2) */
5284 * Build target vault.
5285 * This is made by two concentric "crypts" with perpendicular
5286 * walls creating the cross-hairs.
5288 static void build_target_vault(int x0, int y0, int xsize, int ysize)
5292 /* Make a random metric */
5294 h1 = randint1(32) - 16;
5297 h4 = randint1(32) - 16;
5299 if (cheat_room) msg_print("Target Vault");
5301 /* work out outer radius */
5312 for (x = x0 - rad; x <= x0 + rad; x++)
5314 for (y = y0 - rad; y <= y0 + rad; y++)
5316 /* clear room flag */
5317 cave[y][x].info &= ~(CAVE_ROOM);
5319 /* Vault - so is "icky" */
5320 cave[y][x].info |= CAVE_ICKY;
5322 if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
5324 /* inside- so is floor */
5325 place_floor_bold(y, x);
5329 /* make granite outside so arena works */
5330 place_extra_bold(y, x);
5333 /* proper boundary for arena */
5334 if (((y + rad) == y0) || ((y - rad) == y0) ||
5335 ((x + rad) == x0) || ((x - rad) == x0))
5337 place_extra_bold(y, x);
5342 /* Find visible outer walls and set to be FEAT_OUTER */
5343 add_outer_wall(x0, y0, FALSE, x0 - rad - 1, y0 - rad - 1,
5344 x0 + rad + 1, y0 + rad + 1);
5346 /* Add inner wall */
5347 for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)
5349 for (y = y0 - rad / 2; y <= y0 + rad / 2; y++)
5351 if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
5353 /* Make an internal wall */
5354 place_inner_bold(y, x);
5359 /* Add perpendicular walls */
5360 for (x = x0 - rad; x <= x0 + rad; x++)
5362 place_inner_bold(y0, x);
5365 for (y = y0 - rad; y <= y0 + rad; y++)
5367 place_inner_bold(y, x0);
5370 /* Make inner vault */
5371 for (y = y0 - 1; y <= y0 + 1; y++)
5373 place_inner_bold(y, x0 - 1);
5374 place_inner_bold(y, x0 + 1);
5376 for (x = x0 - 1; x <= x0 + 1; x++)
5378 place_inner_bold(y0 - 1, x);
5379 place_inner_bold(y0 + 1, x);
5382 place_floor_bold(y0, x0);
5385 /* Add doors to vault */
5386 /* get two distances so can place doors relative to centre */
5387 x = (rad - 2) / 4 + 1;
5390 add_door(x0 + x, y0);
5391 add_door(x0 + y, y0);
5392 add_door(x0 - x, y0);
5393 add_door(x0 - y, y0);
5394 add_door(x0, y0 + x);
5395 add_door(x0, y0 + y);
5396 add_door(x0, y0 - x);
5397 add_door(x0, y0 - y);
5399 /* Fill with stuff - medium difficulty */
5400 fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
5404 #ifdef ALLOW_CAVERNS_AND_LAKES
5406 * This routine uses a modified version of the lake code to make a
5407 * distribution of some terrain type over the vault. This type
5408 * depends on the dungeon depth.
5410 * Miniture rooms are then scattered across the vault.
5412 static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz)
5417 int xsize, ysize, xhsize, yhsize, x, y, i;
5421 if (cheat_room) msg_print("Elemental Vault");
5423 /* round to make sizes even */
5431 /* Earth vault (Rubble) */
5432 type = LAKE_T_EARTH_VAULT;
5434 else if (dun_level < 50)
5436 /* Air vault (Trees) */
5437 type = LAKE_T_AIR_VAULT;
5439 else if (dun_level < 75)
5441 /* Water vault (shallow water) */
5442 type = LAKE_T_WATER_VAULT;
5446 /* Fire vault (shallow lava) */
5447 type = LAKE_T_FIRE_VAULT;
5452 /* testing values for these parameters: feel free to adjust */
5453 grd = 1 << (randint0(3));
5455 /* want average of about 16 */
5456 roug = randint1(8) * randint1(4);
5458 /* Make up size of various componants */
5462 /* Deep water/lava */
5463 c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
5465 /* Shallow boundary */
5469 generate_hmap(y0, x0, xsize, ysize, grd, roug, c3);
5471 /* Convert to normal format+ clean up */
5472 done = generate_lake(y0, x0, xsize, ysize, c1, c2, c3, type);
5475 /* Set icky flag because is a vault */
5476 for (x = 0; x <= xsize; x++)
5478 for (y = 0; y <= ysize; y++)
5480 cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
5484 /* make a few rooms in the vault */
5485 for (i = 1; i <= (xsize * ysize) / 50; i++)
5487 build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2,
5488 y0 + randint0(ysize - 4) - ysize / 2 + 2);
5491 /* Fill with monsters and treasure, low difficulty */
5492 fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,
5493 y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
5495 #endif /* ALLOW_CAVERNS_AND_LAKES */
5501 static bool build_type10(void)
5503 int y0, x0, xsize, ysize, vtype;
5506 /* big enough to look good, small enough to be fairly common. */
5507 xsize = randint1(22) + 22;
5508 ysize = randint1(11) + 11;
5510 /* Find and reserve some space in the dungeon. Get center of room. */
5511 if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
5513 /* Select type of vault */
5514 #ifdef ALLOW_CAVERNS_AND_LAKES
5517 vtype = randint1(15);
5519 while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
5520 ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
5521 #else /* ALLOW_CAVERNS_AND_LAKES */
5524 vtype = randint1(7);
5526 while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
5527 ((vtype == 1) || (vtype == 3)));
5528 #endif /* ALLOW_CAVERNS_AND_LAKES */
5532 /* Build an appropriate room */
5533 case 1: case 9: build_bubble_vault(x0, y0, xsize, ysize); break;
5534 case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break;
5535 case 3: case 11: build_cave_vault(x0, y0, xsize, ysize); break;
5536 case 4: case 12: build_maze_vault(x0, y0, xsize, ysize, TRUE); break;
5537 case 5: case 13: build_mini_c_vault(x0, y0, xsize, ysize); break;
5538 case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break;
5539 case 7: case 15: build_target_vault(x0, y0, xsize, ysize); break;
5540 #ifdef ALLOW_CAVERNS_AND_LAKES
5541 case 8: build_elemental_vault(x0, y0, xsize, ysize); break;
5542 #endif /* ALLOW_CAVERNS_AND_LAKES */
5543 /* I know how to add a few more... give me some time. */
5546 default: return FALSE;
5554 * Build an vertical oval room.
5555 * For every grid in the possible square, check the distance.
5556 * If it's less than the radius, make it a room square.
5558 * When done fill from the inside to find the walls,
5560 static bool build_type11(void)
5562 int rad, x, y, x0, y0;
5565 /* Occasional light */
5566 if ((randint1(dun_level) <= 15) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
5570 /* Find and reserve some space in the dungeon. Get center of room. */
5571 if (!find_space(&y0, &x0, rad * 2 + 1, rad * 2 + 1)) return FALSE;
5573 /* Make circular floor */
5574 for (x = x0 - rad; x <= x0 + rad; x++)
5576 for (y = y0 - rad; y <= y0 + rad; y++)
5578 if (distance(y0, x0, y, x) <= rad - 1)
5580 /* inside- so is floor */
5581 place_floor_bold(y, x);
5583 else if (distance(y0, x0, y, x) <= rad + 1)
5585 /* make granite outside so arena works */
5586 place_extra_bold(y, x);
5591 /* Find visible outer walls and set to be FEAT_OUTER */
5592 add_outer_wall(x0, y0, light, x0 - rad, y0 - rad, x0 + rad, y0 + rad);
5600 * For every grid in the possible square, check the (fake) distance.
5601 * If it's less than the radius, make it a room square.
5603 * When done fill from the inside to find the walls,
5605 static bool build_type12(void)
5607 int rad, x, y, x0, y0;
5609 bool emptyflag = TRUE;
5611 /* Make a random metric */
5613 h1 = randint1(32) - 16;
5616 h4 = randint1(32) - 16;
5618 /* Occasional light */
5619 if ((randint1(dun_level) <= 5) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
5623 /* Find and reserve some space in the dungeon. Get center of room. */
5624 if (!find_space(&y0, &x0, rad * 2 + 3, rad * 2 + 3)) return FALSE;
5627 for (x = x0 - rad; x <= x0 + rad; x++)
5629 for (y = y0 - rad; y <= y0 + rad; y++)
5631 /* clear room flag */
5632 cave[y][x].info &= ~(CAVE_ROOM);
5634 if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
5636 /* inside - so is floor */
5637 place_floor_bold(y, x);
5639 else if (distance(y0, x0, y, x) < 3)
5641 place_floor_bold(y, x);
5645 /* make granite outside so arena works */
5646 place_extra_bold(y, x);
5649 /* proper boundary for arena */
5650 if (((y + rad) == y0) || ((y - rad) == y0) ||
5651 ((x + rad) == x0) || ((x - rad) == x0))
5653 place_extra_bold(y, x);
5658 /* Find visible outer walls and set to be FEAT_OUTER */
5659 add_outer_wall(x0, y0, light, x0 - rad - 1, y0 - rad - 1,
5660 x0 + rad + 1, y0 + rad + 1);
5662 /* Check to see if there is room for an inner vault */
5663 for (x = x0 - 2; x <= x0 + 2; x++)
5665 for (y = y0 - 2; y <= y0 + 2; y++)
5667 if (!is_floor_bold(y, x))
5669 /* Wall in the way */
5675 if (emptyflag && one_in_(2))
5677 /* Build the vault */
5678 build_small_room(x0, y0);
5680 /* Place a treasure in the vault */
5681 place_object(y0, x0, 0L);
5683 /* Let's guard the treasure well */
5684 vault_monsters(y0, x0, randint0(2) + 3);
5686 /* Traps naturally */
5687 vault_traps(y0, x0, 4, 4, randint0(3) + 2);
5695 * Helper function for "trapped monster pit"
5697 static bool vault_aux_trapped_pit(int r_idx)
5699 monster_race *r_ptr = &r_info[r_idx];
5701 /* Validate the monster */
5702 if (!vault_monster_okay(r_idx)) return (FALSE);
5704 /* No wall passing monster */
5705 if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return (FALSE);
5713 * Type 13 -- Trapped monster pits
5715 * A trapped monster pit is a "big" room with a straight corridor in
5716 * which wall opening traps are placed, and with two "inner" rooms
5717 * containing a "collection" of monsters of a given type organized in
5720 * The trapped monster pit appears as shown below, where the actual
5721 * monsters in each location depend on the type of the pit
5723 * #########################
5725 * ####################### #
5726 * #####001123454321100### #
5727 * ###0012234567654322100# #
5728 * ####################### #
5730 * # #######################
5731 * # #0012234567654322100###
5732 * # ###001123454321100#####
5733 * # #######################
5735 * #########################
5737 * Note that the monsters in the pit are now chosen by using "get_mon_num()"
5738 * to request 16 "appropriate" monsters, sorting them by level, and using
5739 * the "even" entries in this sorted list for the contents of the pit.
5741 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",
5742 * which is handled by requiring a specific "breath" attack for all of the
5743 * dragons. This may include "multi-hued" breath. Note that "wyrms" may
5744 * be present in many of the dragon pits, if they have the proper breath.
5746 * Note the use of the "get_mon_num_prep()" function, and the special
5747 * "get_mon_num_hook()" restriction function, to prepare the "monster
5748 * allocation table" in such a way as to optimize the selection of
5749 * "appropriate" non-unique monsters for the pit.
5751 * Note that the "get_mon_num()" function may (rarely) fail, in which case
5752 * the pit will be empty.
5754 * Note that "monster pits" will never contain "unique" monsters.
5756 static bool build_type13(void)
5758 static int placing[][3] = {
5759 {-2, -9, 0}, {-2, -8, 0}, {-3, -7, 0}, {-3, -6, 0},
5760 {+2, -9, 0}, {+2, -8, 0}, {+3, -7, 0}, {+3, -6, 0},
5761 {-2, +9, 0}, {-2, +8, 0}, {-3, +7, 0}, {-3, +6, 0},
5762 {+2, +9, 0}, {+2, +8, 0}, {+3, +7, 0}, {+3, +6, 0},
5763 {-2, -7, 1}, {-3, -5, 1}, {-3, -4, 1},
5764 {+2, -7, 1}, {+3, -5, 1}, {+3, -4, 1},
5765 {-2, +7, 1}, {-3, +5, 1}, {-3, +4, 1},
5766 {+2, +7, 1}, {+3, +5, 1}, {+3, +4, 1},
5767 {-2, -6, 2}, {-2, -5, 2}, {-3, -3, 2},
5768 {+2, -6, 2}, {+2, -5, 2}, {+3, -3, 2},
5769 {-2, +6, 2}, {-2, +5, 2}, {-3, +3, 2},
5770 {+2, +6, 2}, {+2, +5, 2}, {+3, +3, 2},
5771 {-2, -4, 3}, {-3, -2, 3},
5772 {+2, -4, 3}, {+3, -2, 3},
5773 {-2, +4, 3}, {-3, +2, 3},
5774 {+2, +4, 3}, {+3, +2, 3},
5775 {-2, -3, 4}, {-3, -1, 4},
5776 {+2, -3, 4}, {+3, -1, 4},
5777 {-2, +3, 4}, {-3, +1, 4},
5778 {+2, +3, 4}, {+3, +1, 4},
5779 {-2, -2, 5}, {-3, 0, 5}, {-2, +2, 5},
5780 {+2, -2, 5}, {+3, 0, 5}, {+2, +2, 5},
5781 {-2, -1, 6}, {-2, +1, 6},
5782 {+2, -1, 6}, {+2, +1, 6},
5783 {-2, 0, 7}, {+2, 0, 7},
5787 int y, x, y1, x1, y2, x2, xval, yval;
5796 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
5797 vault_aux_type *n_ptr;
5799 /* Only in Angband */
5800 if (dungeon_type != DUNGEON_ANGBAND) return FALSE;
5802 /* No type available */
5803 if (cur_pit_type < 0) return FALSE;
5805 n_ptr = &pit_types[cur_pit_type];
5807 /* Process a preparation function if necessary */
5808 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
5810 /* Prepare allocation table */
5811 get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
5813 align.sub_align = SUB_ALIGN_NEUTRAL;
5815 /* Pick some monster types */
5816 for (i = 0; i < 16; i++)
5818 int r_idx = 0, attempts = 100;
5819 monster_race *r_ptr = NULL;
5823 /* Get a (hard) monster type */
5824 r_idx = get_mon_num(dun_level + 0);
5825 r_ptr = &r_info[r_idx];
5827 /* Decline incorrect alignment */
5828 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
5830 /* Accept this monster */
5834 /* Notice failure */
5835 if (!r_idx || !attempts) return FALSE;
5837 /* Note the alignment */
5838 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
5839 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
5844 /* Find and reserve some space in the dungeon. Get center of room. */
5845 if (!find_space(&yval, &xval, 13, 25)) return FALSE;
5853 /* Fill with inner walls */
5854 for (y = y1 - 1; y <= y2 + 1; y++)
5856 for (x = x1 - 1; x <= x2 + 1; x++)
5858 c_ptr = &cave[y][x];
5859 place_inner_grid(c_ptr);
5860 c_ptr->info |= (CAVE_ROOM);
5864 /* Place the floor area 1 */
5865 for (x = x1 + 3; x <= x2 - 3; x++)
5867 c_ptr = &cave[yval-2][x];
5868 place_floor_grid(c_ptr);
5869 add_cave_info(yval-2, x, CAVE_ICKY);
5871 c_ptr = &cave[yval+2][x];
5872 place_floor_grid(c_ptr);
5873 add_cave_info(yval+2, x, CAVE_ICKY);
5876 /* Place the floor area 2 */
5877 for (x = x1 + 5; x <= x2 - 5; x++)
5879 c_ptr = &cave[yval-3][x];
5880 place_floor_grid(c_ptr);
5881 add_cave_info(yval-3, x, CAVE_ICKY);
5883 c_ptr = &cave[yval+3][x];
5884 place_floor_grid(c_ptr);
5885 add_cave_info(yval+3, x, CAVE_ICKY);
5889 for (x = x1; x <= x2; x++)
5891 c_ptr = &cave[yval][x];
5892 place_floor_grid(c_ptr);
5893 c_ptr = &cave[y1][x];
5894 place_floor_grid(c_ptr);
5895 c_ptr = &cave[y2][x];
5896 place_floor_grid(c_ptr);
5899 /* Place the outer walls */
5900 for (y = y1 - 1; y <= y2 + 1; y++)
5902 c_ptr = &cave[y][x1 - 1];
5903 place_outer_grid(c_ptr);
5904 c_ptr = &cave[y][x2 + 1];
5905 place_outer_grid(c_ptr);
5907 for (x = x1 - 1; x <= x2 + 1; x++)
5909 c_ptr = &cave[y1 - 1][x];
5910 place_outer_grid(c_ptr);
5911 c_ptr = &cave[y2 + 1][x];
5912 place_outer_grid(c_ptr);
5915 /* Random corridor */
5918 for (y = y1; y <= yval; y++)
5920 place_floor_bold(y, x2);
5921 place_solid_bold(y, x1-1);
5923 for (y = yval; y <= y2 + 1; y++)
5925 place_floor_bold(y, x1);
5926 place_solid_bold(y, x2+1);
5931 for (y = yval; y <= y2 + 1; y++)
5933 place_floor_bold(y, x1);
5934 place_solid_bold(y, x2+1);
5936 for (y = y1; y <= yval; y++)
5938 place_floor_bold(y, x2);
5939 place_solid_bold(y, x1-1);
5943 /* Place the wall open trap */
5944 cave[yval][xval].mimic = cave[yval][xval].feat;
5945 cave[yval][xval].feat = feat_trap_open;
5947 /* Sort the entries */
5948 for (i = 0; i < 16 - 1; i++)
5950 /* Sort the entries */
5951 for (j = 0; j < 16 - 1; j++)
5956 int p1 = r_info[what[i1]].level;
5957 int p2 = r_info[what[i2]].level;
5963 what[i1] = what[i2];
5974 msg_format("%s%s¤Î櫥ԥåÈ", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
5976 msg_format("Trapped monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
5980 /* Select the entries */
5981 for (i = 0; i < 8; i++)
5983 /* Every other entry */
5984 what[i] = what[i * 2];
5989 msg_print(r_name + r_info[what[i]].name);
5993 for (i = 0; placing[i][2] >= 0; i++)
5995 y = yval + placing[i][0];
5996 x = xval + placing[i][1];
5997 place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
6005 * Type 14 -- trapped rooms
6007 * A special trap is placed at center of the room
6009 static bool build_type14(void)
6011 int y, x, y2, x2, yval, xval;
6012 int y1, x1, xsize, ysize;
6019 /* Pick a room size */
6025 xsize = x1 + x2 + 1;
6026 ysize = y1 + y2 + 1;
6028 /* Find and reserve some space in the dungeon. Get center of room. */
6029 if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
6031 /* Choose lite or dark */
6032 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
6035 /* Get corner values */
6036 y1 = yval - ysize / 2;
6037 x1 = xval - xsize / 2;
6038 y2 = yval + (ysize - 1) / 2;
6039 x2 = xval + (xsize - 1) / 2;
6042 /* Place a full floor under the room */
6043 for (y = y1 - 1; y <= y2 + 1; y++)
6045 for (x = x1 - 1; x <= x2 + 1; x++)
6047 c_ptr = &cave[y][x];
6048 place_floor_grid(c_ptr);
6049 c_ptr->info |= (CAVE_ROOM);
6050 if (light) c_ptr->info |= (CAVE_GLOW);
6054 /* Walls around the room */
6055 for (y = y1 - 1; y <= y2 + 1; y++)
6057 c_ptr = &cave[y][x1 - 1];
6058 place_outer_grid(c_ptr);
6059 c_ptr = &cave[y][x2 + 1];
6060 place_outer_grid(c_ptr);
6062 for (x = x1 - 1; x <= x2 + 1; x++)
6064 c_ptr = &cave[y1 - 1][x];
6065 place_outer_grid(c_ptr);
6066 c_ptr = &cave[y2 + 1][x];
6067 place_outer_grid(c_ptr);
6070 if (dun_level < 30 + randint1(30))
6071 trap = feat_trap_piranha;
6073 trap = feat_trap_armageddon;
6075 /* Place a special trap */
6076 c_ptr = &cave[rand_spread(yval, ysize/4)][rand_spread(xval, xsize/4)];
6077 c_ptr->mimic = c_ptr->feat;
6084 msg_format("%s¤ÎÉô²°", f_name + f_info[trap].name);
6086 msg_format("Room of %s", f_name + f_info[trap].name);
6095 * Helper function for "glass room"
6097 static bool vault_aux_lite(int r_idx)
6099 monster_race *r_ptr = &r_info[r_idx];
6101 /* Validate the monster */
6102 if (!vault_monster_okay(r_idx)) return FALSE;
6104 /* Require lite attack */
6105 if (!(r_ptr->flags4 & RF4_BR_LITE) && !(r_ptr->flags5 & RF5_BA_LITE)) return FALSE;
6107 /* No wall passing monsters */
6108 if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return FALSE;
6110 /* No disintegrating monsters */
6111 if (r_ptr->flags4 & RF4_BR_DISI) return FALSE;
6117 * Helper function for "glass room"
6119 static bool vault_aux_shards(int r_idx)
6121 monster_race *r_ptr = &r_info[r_idx];
6123 /* Validate the monster */
6124 if (!vault_monster_okay(r_idx)) return FALSE;
6126 /* Require shards breath attack */
6127 if (!(r_ptr->flags4 & RF4_BR_SHAR)) return FALSE;
6133 * Hack -- determine if a template is potion
6135 static bool kind_is_potion(int k_idx)
6137 return k_info[k_idx].tval == TV_POTION;
6141 * Type 15 -- glass rooms
6143 static bool build_type15(void)
6145 int y, x, y2, x2, yval, xval;
6146 int y1, x1, xsize, ysize;
6151 /* Pick a room size */
6152 xsize = rand_range(9, 13);
6153 ysize = rand_range(9, 13);
6155 /* Find and reserve some space in the dungeon. Get center of room. */
6156 if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
6158 /* Choose lite or dark */
6159 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
6161 /* Get corner values */
6162 y1 = yval - ysize / 2;
6163 x1 = xval - xsize / 2;
6164 y2 = yval + (ysize - 1) / 2;
6165 x2 = xval + (xsize - 1) / 2;
6167 /* Place a full floor under the room */
6168 for (y = y1 - 1; y <= y2 + 1; y++)
6170 for (x = x1 - 1; x <= x2 + 1; x++)
6172 c_ptr = &cave[y][x];
6173 place_floor_grid(c_ptr);
6174 c_ptr->feat = feat_glass_floor;
6175 c_ptr->info |= (CAVE_ROOM);
6176 if (light) c_ptr->info |= (CAVE_GLOW);
6180 /* Walls around the room */
6181 for (y = y1 - 1; y <= y2 + 1; y++)
6183 c_ptr = &cave[y][x1 - 1];
6184 place_outer_grid(c_ptr);
6185 c_ptr->feat = feat_glass_wall;
6186 c_ptr = &cave[y][x2 + 1];
6187 place_outer_grid(c_ptr);
6188 c_ptr->feat = feat_glass_wall;
6190 for (x = x1 - 1; x <= x2 + 1; x++)
6192 c_ptr = &cave[y1 - 1][x];
6193 place_outer_grid(c_ptr);
6194 c_ptr->feat = feat_glass_wall;
6195 c_ptr = &cave[y2 + 1][x];
6196 place_outer_grid(c_ptr);
6197 c_ptr->feat = feat_glass_wall;
6200 switch (randint1(3))
6202 case 1: /* 4 lite breathers + potion */
6206 /* Prepare allocation table */
6207 get_mon_num_prep(vault_aux_lite, NULL);
6209 /* Place fixed lite berathers */
6210 for (dir1 = 4; dir1 < 8; dir1++)
6212 int r_idx = get_mon_num(dun_level);
6214 y = yval + 2 * ddy_ddd[dir1];
6215 x = xval + 2 * ddx_ddd[dir1];
6216 if (r_idx) place_monster_aux(0, y, x, r_idx, PM_ALLOW_SLEEP);
6218 /* Walls around the breather */
6219 for (dir2 = 0; dir2 < 8; dir2++)
6221 c_ptr = &cave[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
6222 place_inner_grid(c_ptr);
6223 c_ptr->feat = feat_glass_wall;
6227 /* Walls around the potion */
6228 for (dir1 = 0; dir1 < 4; dir1++)
6230 y = yval + 2 * ddy_ddd[dir1];
6231 x = xval + 2 * ddx_ddd[dir1];
6232 c_ptr = &cave[y][x];
6233 place_inner_perm_grid(c_ptr);
6234 c_ptr->feat = feat_permanent_glass_wall;
6235 cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
6240 y = yval + 2 * ddy_ddd[dir1];
6241 x = xval + 2 * ddx_ddd[dir1];
6242 place_secret_door(y, x, DOOR_GLASS_DOOR);
6243 c_ptr = &cave[y][x];
6244 if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
6246 /* Place a potion */
6247 get_obj_num_hook = kind_is_potion;
6248 place_object(yval, xval, AM_NO_FIXED_ART);
6249 cave[yval][xval].info |= (CAVE_ICKY);
6253 case 2: /* 1 lite breather + random object */
6258 c_ptr = &cave[y1 + 1][x1 + 1];
6259 place_inner_grid(c_ptr);
6260 c_ptr->feat = feat_glass_wall;
6262 c_ptr = &cave[y1 + 1][x2 - 1];
6263 place_inner_grid(c_ptr);
6264 c_ptr->feat = feat_glass_wall;
6266 c_ptr = &cave[y2 - 1][x1 + 1];
6267 place_inner_grid(c_ptr);
6268 c_ptr->feat = feat_glass_wall;
6270 c_ptr = &cave[y2 - 1][x2 - 1];
6271 place_inner_grid(c_ptr);
6272 c_ptr->feat = feat_glass_wall;
6274 /* Prepare allocation table */
6275 get_mon_num_prep(vault_aux_lite, NULL);
6277 r_idx = get_mon_num(dun_level);
6278 if (r_idx) place_monster_aux(0, yval, xval, r_idx, 0L);
6280 /* Walls around the breather */
6281 for (dir1 = 0; dir1 < 8; dir1++)
6283 c_ptr = &cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
6284 place_inner_grid(c_ptr);
6285 c_ptr->feat = feat_glass_wall;
6288 /* Curtains around the breather */
6289 for (y = yval - 1; y <= yval + 1; y++)
6291 place_closed_door(y, xval - 2, DOOR_CURTAIN);
6292 place_closed_door(y, xval + 2, DOOR_CURTAIN);
6294 for (x = xval - 1; x <= xval + 1; x++)
6296 place_closed_door(yval - 2, x, DOOR_CURTAIN);
6297 place_closed_door(yval + 2, x, DOOR_CURTAIN);
6300 /* Place an object */
6301 place_object(yval, xval, AM_NO_FIXED_ART);
6302 cave[yval][xval].info |= (CAVE_ICKY);
6306 case 3: /* 4 shards breathers + 2 potions */
6310 /* Walls around the potion */
6311 for (y = yval - 2; y <= yval + 2; y++)
6313 c_ptr = &cave[y][xval - 3];
6314 place_inner_grid(c_ptr);
6315 c_ptr->feat = feat_glass_wall;
6316 c_ptr = &cave[y][xval + 3];
6317 place_inner_grid(c_ptr);
6318 c_ptr->feat = feat_glass_wall;
6320 for (x = xval - 2; x <= xval + 2; x++)
6322 c_ptr = &cave[yval - 3][x];
6323 place_inner_grid(c_ptr);
6324 c_ptr->feat = feat_glass_wall;
6325 c_ptr = &cave[yval + 3][x];
6326 place_inner_grid(c_ptr);
6327 c_ptr->feat = feat_glass_wall;
6329 for (dir1 = 4; dir1 < 8; dir1++)
6331 c_ptr = &cave[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
6332 place_inner_grid(c_ptr);
6333 c_ptr->feat = feat_glass_wall;
6336 /* Prepare allocation table */
6337 get_mon_num_prep(vault_aux_shards, NULL);
6339 /* Place shard berathers */
6340 for (dir1 = 4; dir1 < 8; dir1++)
6342 int r_idx = get_mon_num(dun_level);
6344 y = yval + ddy_ddd[dir1];
6345 x = xval + ddx_ddd[dir1];
6346 if (r_idx) place_monster_aux(0, y, x, r_idx, 0L);
6349 /* Place two potions */
6352 get_obj_num_hook = kind_is_potion;
6353 place_object(yval, xval - 1, AM_NO_FIXED_ART);
6354 get_obj_num_hook = kind_is_potion;
6355 place_object(yval, xval + 1, AM_NO_FIXED_ART);
6359 get_obj_num_hook = kind_is_potion;
6360 place_object(yval - 1, xval, AM_NO_FIXED_ART);
6361 get_obj_num_hook = kind_is_potion;
6362 place_object(yval + 1, xval, AM_NO_FIXED_ART);
6365 for (y = yval - 2; y <= yval + 2; y++)
6366 for (x = xval - 2; x <= xval + 2; x++)
6367 cave[y][x].info |= (CAVE_ICKY);
6377 msg_print("¥¬¥é¥¹¤ÎÉô²°");
6379 msg_print("Glass room");
6387 /* Create a new floor room with optional light */
6388 void generate_room_floor(int y1, int x1, int y2, int x2, int light)
6394 for (y = y1; y <= y2; y++)
6396 for (x = x1; x <= x2; x++)
6399 c_ptr = &cave[y][x];
6400 place_floor_grid(c_ptr);
6401 c_ptr->info |= (CAVE_ROOM);
6402 if (light) c_ptr->info |= (CAVE_GLOW);
6407 void generate_fill_perm_bold(int y1, int x1, int y2, int x2)
6411 for (y = y1; y <= y2; y++)
6413 for (x = x1; x <= x2; x++)
6416 place_inner_perm_bold(y, x);
6421 /* Minimum & maximum town size */
6422 #define MIN_TOWN_WID ((MAX_WID / 3) / 2)
6423 #define MIN_TOWN_HGT ((MAX_HGT / 3) / 2)
6424 #define MAX_TOWN_WID ((MAX_WID / 3) * 2 / 3)
6425 #define MAX_TOWN_HGT ((MAX_HGT / 3) * 2 / 3)
6427 /* Struct for build underground buildings */
6430 int y0, x0; /* North-west corner (relative) */
6431 int y1, x1; /* South-east corner (relative) */
6435 ugbldg_type *ugbldg;
6438 * Precalculate buildings' location of underground arcade
6440 static bool precalc_ugarcade(int town_hgt, int town_wid, int n)
6442 int i, y, x, center_y, center_x, tmp, attempt = 10000;
6443 int max_bldg_hgt = 3 * town_hgt / MAX_TOWN_HGT;
6444 int max_bldg_wid = 5 * town_wid / MAX_TOWN_WID;
6445 ugbldg_type *cur_ugbldg;
6446 bool **ugarcade_used, abort;
6448 /* Allocate "ugarcade_used" array (2-dimension) */
6449 C_MAKE(ugarcade_used, town_hgt, bool *);
6450 C_MAKE(*ugarcade_used, town_hgt * town_wid, bool);
6451 for (y = 1; y < town_hgt; y++) ugarcade_used[y] = *ugarcade_used + y * town_wid;
6453 /* Calculate building locations */
6454 for (i = 0; i < n; i++)
6456 cur_ugbldg = &ugbldg[i];
6457 (void)WIPE(cur_ugbldg, ugbldg_type);
6461 /* Find the "center" of the store */
6462 center_y = rand_range(2, town_hgt - 3);
6463 center_x = rand_range(2, town_wid - 3);
6465 /* Determine the store boundaries */
6466 tmp = center_y - randint1(max_bldg_hgt);
6467 cur_ugbldg->y0 = MAX(tmp, 1);
6468 tmp = center_x - randint1(max_bldg_wid);
6469 cur_ugbldg->x0 = MAX(tmp, 1);
6470 tmp = center_y + randint1(max_bldg_hgt);
6471 cur_ugbldg->y1 = MIN(tmp, town_hgt - 2);
6472 tmp = center_x + randint1(max_bldg_wid);
6473 cur_ugbldg->x1 = MIN(tmp, town_wid - 2);
6475 /* Scan this building's area */
6476 for (abort = FALSE, y = cur_ugbldg->y0; (y <= cur_ugbldg->y1) && !abort; y++)
6478 for (x = cur_ugbldg->x0; x <= cur_ugbldg->x1; x++)
6480 if (ugarcade_used[y][x])
6490 while (abort && attempt); /* Accept this building if no overlapping */
6492 /* Failed to generate underground arcade */
6493 if (!attempt) break;
6496 * Mark to ugarcade_used[][] as "used"
6497 * Note: Building-adjacent grids are included for preventing
6498 * connected bulidings.
6500 for (y = cur_ugbldg->y0 - 1; y <= cur_ugbldg->y1 + 1; y++)
6502 for (x = cur_ugbldg->x0 - 1; x <= cur_ugbldg->x1 + 1; x++)
6504 ugarcade_used[y][x] = TRUE;
6509 /* Free "ugarcade_used" array (2-dimension) */
6510 C_KILL(*ugarcade_used, town_hgt * town_wid, bool);
6511 C_KILL(ugarcade_used, town_hgt, bool *);
6513 /* If i < n, generation is not allowed */
6518 * Actually create buildings
6519 * Note: ltcy and ltcx indicate "left top corner".
6521 static void build_stores(int ltcy, int ltcx, int stores[], int n)
6524 ugbldg_type *cur_ugbldg;
6526 for (i = 0; i < n; i++)
6528 cur_ugbldg = &ugbldg[i];
6530 /* Generate new room */
6531 generate_room_floor(
6532 ltcy + cur_ugbldg->y0 - 2, ltcx + cur_ugbldg->x0 - 2,
6533 ltcy + cur_ugbldg->y1 + 2, ltcx + cur_ugbldg->x1 + 2,
6537 for (i = 0; i < n; i++)
6539 cur_ugbldg = &ugbldg[i];
6541 /* Build an invulnerable rectangular building */
6542 generate_fill_perm_bold(
6543 ltcy + cur_ugbldg->y0, ltcx + cur_ugbldg->x0,
6544 ltcy + cur_ugbldg->y1, ltcx + cur_ugbldg->x1);
6546 /* Pick a door direction (S,N,E,W) */
6547 switch (randint0(4))
6552 x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
6558 x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
6563 y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
6569 y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
6574 for (j = 0; j < max_f_idx; j++)
6576 if (have_flag(f_info[j].flags, FF_STORE))
6578 if (f_info[j].subtype == stores[i]) break;
6582 /* Clear previous contents, add a store door */
6585 cave_set_feat(ltcy + y, ltcx + x, j);
6588 store_init(NO_TOWN, stores[i]);
6595 * Type 16 -- Underground Arcade
6597 * Town logic flow for generation of new town
6598 * Originally from Vanilla 3.0.3
6600 * We start with a fully wiped cave of normal floors.
6602 * Note that town_gen_hack() plays games with the R.N.G.
6604 * This function does NOT do anything about the owners of the stores,
6605 * nor the contents thereof. It only handles the physical layout.
6607 static bool build_type16(void)
6611 STORE_GENERAL, STORE_ARMOURY, STORE_WEAPON, STORE_TEMPLE,
6612 STORE_ALCHEMIST, STORE_MAGIC, STORE_BLACK, STORE_BOOK,
6614 int n = sizeof stores / sizeof (int);
6615 int i, y, x, y1, x1, yval, xval;
6616 int town_hgt = rand_range(MIN_TOWN_HGT, MAX_TOWN_HGT);
6617 int town_wid = rand_range(MIN_TOWN_WID, MAX_TOWN_WID);
6618 bool prevent_bm = FALSE;
6620 /* Hack -- If already exist black market, prevent building */
6621 for (y = 0; (y < cur_hgt) && !prevent_bm; y++)
6623 for (x = 0; x < cur_wid; x++)
6625 if (cave[y][x].feat == FF_STORE)
6627 prevent_bm = (f_info[cave[y][x].feat].subtype == STORE_BLACK);
6632 for (i = 0; i < n; i++)
6634 if ((stores[i] == STORE_BLACK) && prevent_bm) stores[i] = stores[--n];
6636 if (!n) return FALSE;
6638 /* Allocate buildings array */
6639 C_MAKE(ugbldg, n, ugbldg_type);
6641 /* If cannot build stores, abort */
6642 if (!precalc_ugarcade(town_hgt, town_wid, n))
6644 /* Free buildings array */
6645 C_KILL(ugbldg, n, ugbldg_type);
6649 /* Find and reserve some space in the dungeon. Get center of room. */
6650 if (!find_space(&yval, &xval, town_hgt + 4, town_wid + 4))
6652 /* Free buildings array */
6653 C_KILL(ugbldg, n, ugbldg_type);
6657 /* Get top left corner */
6658 y1 = yval - (town_hgt / 2);
6659 x1 = xval - (town_wid / 2);
6661 /* Generate new room */
6662 generate_room_floor(
6663 y1 + town_hgt / 3, x1 + town_wid / 3,
6664 y1 + town_hgt * 2 / 3, x1 + town_wid * 2 / 3, FALSE);
6667 build_stores(y1, x1, stores, n);
6670 if (cheat_room) msg_print("Ãϲ¼³¹");
6672 if (cheat_room) msg_print("Underground Arcade");
6675 /* Free buildings array */
6676 C_KILL(ugbldg, n, ugbldg_type);
6683 * Attempt to build a room of the given type at the given block
6685 * Note that we restrict the number of "crowded" rooms to reduce
6686 * the chance of overflowing the monster list during level creation.
6688 static bool room_build(int typ)
6693 /* Build an appropriate room */
6694 case ROOM_T_NORMAL: return build_type1();
6695 case ROOM_T_OVERLAP: return build_type2();
6696 case ROOM_T_CROSS: return build_type3();
6697 case ROOM_T_INNER_FEAT: return build_type4();
6698 case ROOM_T_NEST: return build_type5();
6699 case ROOM_T_PIT: return build_type6();
6700 case ROOM_T_LESSER_VAULT: return build_type7();
6701 case ROOM_T_GREATER_VAULT: return build_type8();
6702 case ROOM_T_FRACAVE: return build_type9();
6703 case ROOM_T_RANDOM_VAULT: return build_type10();
6704 case ROOM_T_OVAL: return build_type11();
6705 case ROOM_T_CRYPT: return build_type12();
6706 case ROOM_T_TRAP_PIT: return build_type13();
6707 case ROOM_T_TRAP: return build_type14();
6708 case ROOM_T_GLASS: return build_type15();
6709 case ROOM_T_ARCADE: return build_type16();
6717 #define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
6720 * [from SAngband (originally from OAngband)]
6722 * Generate rooms in dungeon. Build bigger rooms at first.
6724 bool generate_rooms(void)
6730 int prob_list[ROOM_T_MAX];
6731 int rooms_built = 0;
6732 int area_size = 100 * (cur_hgt*cur_wid) / (MAX_HGT*MAX_WID);
6733 int level_index = MIN(10, div_round(dun_level, 10));
6735 /* Number of each type of room on this level */
6736 s16b room_num[ROOM_T_MAX];
6738 /* Limit number of rooms */
6739 int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
6741 /* Assume normal cave */
6742 room_info_type *room_info_ptr = room_info_normal;
6745 * Initialize probability list.
6747 for (i = 0; i < ROOM_T_MAX; i++)
6749 /* No rooms allowed above their minimum depth. */
6750 if (dun_level < room_info_ptr[i].min_level)
6756 prob_list[i] = room_info_ptr[i].prob[level_index];
6761 * XXX -- Various dungeon types and options.
6764 /* Ironman sees only Greater Vaults */
6765 if (ironman_rooms && !((d_info[dungeon_type].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST))))
6767 for (i = 0; i < ROOM_T_MAX; i++)
6769 if (i == ROOM_T_GREATER_VAULT) prob_list[i] = 1;
6770 else prob_list[i] = 0;
6774 /* Forbidden vaults */
6775 else if (d_info[dungeon_type].flags1 & DF1_NO_VAULT)
6777 prob_list[ROOM_T_LESSER_VAULT] = 0;
6778 prob_list[ROOM_T_GREATER_VAULT] = 0;
6779 prob_list[ROOM_T_RANDOM_VAULT] = 0;
6783 /* NO_CAVE dungeon (Castle)*/
6784 if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
6786 MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE);
6787 MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_CRYPT);
6788 MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL);
6791 /* CAVE dungeon (Orc cave etc.) */
6792 else if (d_info[dungeon_type].flags1 & DF1_CAVE)
6794 MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL);
6797 /* No caves when a (random) cavern exists: they look bad */
6798 else if (dun->cavern || dun->empty_level)
6800 prob_list[ROOM_T_FRACAVE] = 0;
6803 /* Forbidden glass rooms */
6804 if (!(d_info[dungeon_type].flags1 & DF1_GLASS_ROOM))
6806 prob_list[ROOM_T_GLASS] = 0;
6809 if (!(d_info[dungeon_type].flags1 & DF1_ARCADE))
6811 prob_list[ROOM_T_ARCADE] = 0;
6815 * Initialize number of rooms,
6816 * And calcurate total probability.
6818 for (total_prob = 0, i = 0; i < ROOM_T_MAX; i++)
6821 total_prob += prob_list[i];
6825 * Prepare the number of rooms, of all types, we should build
6828 for (i = dun_rooms; i > 0; i--)
6831 int rand = randint0(total_prob);
6833 /* Get room_type randomly */
6834 for (room_type = 0; room_type < ROOM_T_MAX; room_type++)
6836 if (rand < prob_list[room_type]) break;
6837 else rand -= prob_list[room_type];
6841 if (room_type >= ROOM_T_MAX) room_type = ROOM_T_NORMAL;
6843 /* Increase the number of rooms of that type we should build. */
6844 room_num[room_type]++;
6850 case ROOM_T_LESSER_VAULT:
6851 case ROOM_T_TRAP_PIT:
6859 case ROOM_T_GREATER_VAULT:
6860 case ROOM_T_RANDOM_VAULT:
6869 * Build each type of room one by one until we cannot build any more.
6870 * [from SAngband (originally from OAngband)]
6874 /* Assume no remaining rooms */
6877 for (i = 0; i < ROOM_T_MAX; i++)
6879 /* What type of room are we building now? */
6880 int room_type = room_build_order[i];
6882 /* Go next if none available */
6883 if (!room_num[room_type]) continue;
6885 /* Use up one unit */
6886 room_num[room_type]--;
6888 /* Build the room. */
6889 if (room_build(room_type))
6891 /* Increase the room built count. */
6894 /* Mark as there was some remaining rooms */
6901 case ROOM_T_TRAP_PIT:
6903 /* Avoid too many monsters */
6906 room_num[ROOM_T_PIT] = 0;
6907 room_num[ROOM_T_NEST] = 0;
6908 room_num[ROOM_T_TRAP_PIT] = 0;
6914 /* Avoid double-town */
6915 room_num[ROOM_T_ARCADE] = 0;
6921 /* End loop if no room remain */
6925 if (rooms_built < 2) return FALSE;
6930 msg_format("Éô²°¿ô: %d", rooms_built);
6932 msg_format("Number of Rooms: %d", rooms_built);