+++ /dev/null
-#include "angband.h"
-#include "grid.h"
-#include "floor-generate.h"
-#include "rooms.h"
-#include "rooms-normal.h"
-#include "floor.h"
-#include "dungeon.h"
-
-/*!
-* @brief タイプ9の部屋…フラクタルカーブによる洞窟生成 / Type 9 -- Driver routine to create fractal grid
-* @return なし
-*/
-bool build_type9(floor_type *floor_ptr)
-{
- int grd, roug, cutoff;
- POSITION xsize, ysize, y0, x0;
-
- bool done, light, room;
-
- /* get size: note 'Evenness'*/
- xsize = randint1(22) * 2 + 6;
- ysize = randint1(15) * 2 + 6;
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(floor_ptr, &y0, &x0, ysize + 1, xsize + 1))
- {
- /* Limit to the minimum room size, and retry */
- xsize = 8;
- ysize = 8;
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(floor_ptr, &y0, &x0, ysize + 1, xsize + 1))
- {
- /*
- * Still no space?!
- * Try normal room
- */
- return build_type1(floor_ptr);
- }
- }
-
- light = done = FALSE;
- room = TRUE;
-
- if ((floor_ptr->dun_level <= randint1(25)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;
-
- while (!done)
- {
- /* Note: size must be even or there are rounding problems
- * This causes the tunnels not to connect properly to the room */
-
- /* testing values for these parameters feel free to adjust */
- grd = 1 << (randint0(4));
-
- /* want average of about 16 */
- roug = randint1(8) * randint1(4);
-
- /* about size/2 */
- cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
- randint1(xsize / 4) + randint1(ysize / 4);
-
- /* make it */
- generate_hmap(floor_ptr, y0, x0, xsize, ysize, grd, roug, cutoff);
-
- /* Convert to normal format + clean up */
- done = generate_fracave(floor_ptr, y0, x0, xsize, ysize, cutoff, light, room);
- }
-
- return TRUE;
-}