+++ /dev/null
-#include "angband.h"
-#include "floor-generate.h"
-#include "grid.h"
-#include "rooms.h"
-#include "store.h"
-#include "trap.h"
-#include "monster.h"
-#include "feature.h"
-#include "floor.h"
-
-/*
-* This function creates a random vault that looks like a collection of bubbles.
-* It works by getting a set of coordinates that represent the center of each
-* bubble. The entire room is made by seeing which bubble center is closest. If
-* two centers are equidistant then the square is a wall, otherwise it is a floor.
-* The only exception is for squares really near a center, these are always floor.
-* (It looks better than without this check.)
-*
-* Note: If two centers are on the same point then this algorithm will create a
-* blank bubble filled with walls. - This is prevented from happening.
-*/
-static void build_bubble_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
-{
-#define BUBBLENUM 10 /* number of bubbles */
-
- /* array of center points of bubbles */
- coord center[BUBBLENUM];
-
- int i, j;
- POSITION x = 0, y = 0;
- u16b min1, min2, temp;
- bool done;
-
- /* Offset from center to top left hand corner */
- POSITION xhsize = xsize / 2;
- POSITION yhsize = ysize / 2;
-
- msg_print_wizard(CHEAT_DUNGEON, _("泡型ランダムVaultを生成しました。", "Room Vault."));
-
- /* Allocate center of bubbles */
- center[0].x = (byte)randint1(xsize - 3) + 1;
- center[0].y = (byte)randint1(ysize - 3) + 1;
-
- for (i = 1; i < BUBBLENUM; i++)
- {
- done = FALSE;
-
- /* get center and check to see if it is unique */
- while (!done)
- {
- done = TRUE;
-
- x = randint1(xsize - 3) + 1;
- y = randint1(ysize - 3) + 1;
-
- for (j = 0; j < i; j++)
- {
- /* rough test to see if there is an overlap */
- if ((x == center[j].x) && (y == center[j].y)) done = FALSE;
- }
- }
-
- center[i].x = x;
- center[i].y = y;
- }
-
-
- /* Top and bottom boundaries */
- for (i = 0; i < xsize; i++)
- {
- int side_x = x0 - xhsize + i;
-
- place_outer_noperm_bold(y0 - yhsize + 0, side_x);
- current_floor_ptr->grid_array[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(y0 - yhsize + ysize - 1, side_x);
- current_floor_ptr->grid_array[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
- }
-
- /* Left and right boundaries */
- for (i = 1; i < ysize - 1; i++)
- {
- int side_y = y0 - yhsize + i;
-
- place_outer_noperm_bold(side_y, x0 - xhsize + 0);
- current_floor_ptr->grid_array[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(side_y, x0 - xhsize + xsize - 1);
- current_floor_ptr->grid_array[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
- }
-
- /* Fill in middle with bubbles */
- for (x = 1; x < xsize - 1; x++)
- {
- for (y = 1; y < ysize - 1; y++)
- {
- /* Get distances to two closest centers */
-
- min1 = (u16b)distance(x, y, center[0].x, center[0].y);
- min2 = (u16b)distance(x, y, center[1].x, center[1].y);
-
- if (min1 > min2)
- {
- /* swap if in wrong order */
- temp = min1;
- min1 = min2;
- min2 = temp;
- }
-
- /* Scan the rest */
- for (i = 2; i < BUBBLENUM; i++)
- {
- temp = (u16b)distance(x, y, center[i].x, center[i].y);
-
- if (temp < min1)
- {
- /* smallest */
- min2 = min1;
- min1 = temp;
- }
- else if (temp < min2)
- {
- /* second smallest */
- min2 = temp;
- }
- }
- if (((min2 - min1) <= 2) && (!(min1 < 3)))
- {
- /* Boundary at midpoint+ not at inner region of bubble */
- place_outer_noperm_bold(y0 - yhsize + y, x0 - xhsize + x);
- }
- else
- {
- /* middle of a bubble */
- place_floor_bold(y0 - yhsize + y, x0 - xhsize + x);
- }
-
- /* clean up rest of flags */
- current_floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
- }
- }
-
- /* Try to add some random doors */
- for (i = 0; i < 500; i++)
- {
- x = randint1(xsize - 3) - xhsize + x0 + 1;
- y = randint1(ysize - 3) - yhsize + y0 + 1;
- add_door(x, y);
- }
-
- /* Fill with monsters and treasure, low difficulty */
- fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
-}
-
-/* Create a random vault that looks like a collection of overlapping rooms */
-static void build_room_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
-{
- POSITION x1, x2, y1, y2, xhsize, yhsize;
- int i;
-
- /* get offset from center */
- xhsize = xsize / 2;
- yhsize = ysize / 2;
-
- msg_print_wizard(CHEAT_DUNGEON, _("部屋型ランダムVaultを生成しました。", "Room Vault."));
-
- /* fill area so don't get problems with arena levels */
- for (x1 = 0; x1 < xsize; x1++)
- {
- POSITION x = x0 - xhsize + x1;
-
- for (y1 = 0; y1 < ysize; y1++)
- {
- POSITION y = y0 - yhsize + y1;
-
- place_extra_bold(y, x);
- current_floor_ptr->grid_array[y][x].info &= (~CAVE_ICKY);
- }
- }
-
- /* add ten random rooms */
- for (i = 0; i < 10; i++)
- {
- x1 = randint1(xhsize) * 2 + x0 - xhsize;
- x2 = randint1(xhsize) * 2 + x0 - xhsize;
- y1 = randint1(yhsize) * 2 + y0 - yhsize;
- y2 = randint1(yhsize) * 2 + y0 - yhsize;
- build_room(x1, x2, y1, y2);
- }
-
- /* Add some random doors */
- for (i = 0; i < 500; i++)
- {
- x1 = randint1(xsize - 3) - xhsize + x0 + 1;
- y1 = randint1(ysize - 3) - yhsize + y0 + 1;
- add_door(x1, y1);
- }
-
- /* Fill with monsters and treasure, high difficulty */
- fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
-}
-
-
-/* Create a random vault out of a fractal current_floor_ptr->grid_array */
-static void build_cave_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
-{
- int grd, roug, cutoff;
- bool done, light, room;
- POSITION xhsize, yhsize, xsize, ysize, x, y;
-
- /* round to make sizes even */
- xhsize = xsiz / 2;
- yhsize = ysiz / 2;
- xsize = xhsize * 2;
- ysize = yhsize * 2;
-
- msg_print_wizard(CHEAT_DUNGEON, _("洞穴ランダムVaultを生成しました。", "Cave Vault."));
-
- light = done = FALSE;
- room = TRUE;
-
- while (!done)
- {
- /* 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(y0, x0, xsize, ysize, grd, roug, cutoff);
-
- /* Convert to normal format+ clean up */
- done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
- }
-
- /* Set icky flag because is a vault */
- for (x = 0; x <= xsize; x++)
- {
- for (y = 0; y <= ysize; y++)
- {
- current_floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
- }
- }
-
- /* Fill with monsters and treasure, low difficulty */
- fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
-}
-
-
-
-/*!
-* @brief Vault地形を回転、上下左右反転するための座標変換を返す / coordinate translation code
-* @param x 変換したい点のX座標参照ポインタ
-* @param y 変換したい点のY座標参照ポインタ
-* @param xoffset Vault生成時の基準X座標
-* @param yoffset Vault生成時の基準Y座標
-* @param transno 処理ID
-* @return なし
-*/
-static void coord_trans(POSITION *x, POSITION *y, POSITION xoffset, POSITION yoffset, int transno)
-{
- int i;
- int temp;
-
- /*
- * transno specifies what transformation is required. (0-7)
- * The lower two bits indicate by how much the vault is rotated,
- * and the upper bit indicates a reflection.
- * This is done by using rotation matrices... however since
- * these are mostly zeros for rotations by 90 degrees this can
- * be expressed simply in terms of swapping and inverting the
- * x and y coordinates.
- */
- for (i = 0; i < transno % 4; i++)
- {
- /* rotate by 90 degrees */
- temp = *x;
- *x = -(*y);
- *y = temp;
- }
-
- if (transno / 4)
- {
- /* Reflect depending on status of 3rd bit. */
- *x = -(*x);
- }
-
- /* Add offsets so vault stays in the first quadrant */
- *x += xoffset;
- *y += yoffset;
-}
-
-
-/*!
-* @brief Vaultをフロアに配置する / Hack -- fill in "vault" rooms
-* @param yval 生成基準Y座標
-* @param xval 生成基準X座標
-* @param ymax VaultのYサイズ
-* @param xmax VaultのXサイズ
-* @param data Vaultのデータ文字列
-* @param xoffset 変換基準X座標
-* @param yoffset 変換基準Y座標
-* @param transno 変換ID
-* @return なし
-*/
-static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xmax, concptr data,
- POSITION xoffset, POSITION yoffset, int transno)
-{
- POSITION dx, dy, x, y, i, j;
- concptr t;
- grid_type *g_ptr;
-
- /* Place dungeon features and objects */
- for (t = data, dy = 0; dy < ymax; dy++)
- {
- for (dx = 0; dx < xmax; dx++, t++)
- {
- /* prevent loop counter from being overwritten */
- i = dx;
- j = dy;
-
- /* Flip / rotate */
- coord_trans(&i, &j, xoffset, yoffset, transno);
-
- /* Extract the location */
- if (transno % 2 == 0)
- {
- /* no swap of x/y */
- x = xval - (xmax / 2) + i;
- y = yval - (ymax / 2) + j;
- }
- else
- {
- /* swap of x/y */
- x = xval - (ymax / 2) + i;
- y = yval - (xmax / 2) + j;
- }
-
- /* Hack -- skip "non-grids" */
- if (*t == ' ') continue;
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* Lay down a floor */
- place_floor_grid(g_ptr);
-
- /* Remove any mimic */
- g_ptr->mimic = 0;
-
- /* Part of a vault */
- g_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
-
- /* Analyze the grid */
- switch (*t)
- {
- /* Granite wall (outer) */
- case '%':
- place_outer_noperm_grid(g_ptr);
- break;
-
- /* Granite wall (inner) */
- case '#':
- place_inner_grid(g_ptr);
- break;
-
- /* Glass wall (inner) */
- case '$':
- place_inner_grid(g_ptr);
- g_ptr->feat = feat_glass_wall;
- break;
-
- /* Permanent wall (inner) */
- case 'X':
- place_inner_perm_grid(g_ptr);
- break;
-
- /* Permanent glass wall (inner) */
- case 'Y':
- place_inner_perm_grid(g_ptr);
- g_ptr->feat = feat_permanent_glass_wall;
- break;
-
- /* Treasure/trap */
- case '*':
- if (randint0(100) < 75)
- {
- place_object(y, x, 0L);
- }
- else
- {
- place_trap(y, x);
- }
- break;
-
- /* Treasure */
- case '[':
- place_object(y, x, 0L);
- break;
-
- /* Tree */
- case ':':
- g_ptr->feat = feat_tree;
- break;
-
- /* Secret doors */
- case '+':
- place_secret_door(y, x, DOOR_DEFAULT);
- break;
-
- /* Secret glass doors */
- case '-':
- place_secret_door(y, x, DOOR_GLASS_DOOR);
- if (is_closed_door(g_ptr->feat)) g_ptr->mimic = feat_glass_wall;
- break;
-
- /* Curtains */
- case '\'':
- place_secret_door(y, x, DOOR_CURTAIN);
- break;
-
- /* Trap */
- case '^':
- place_trap(y, x);
- break;
-
- /* Black market in a dungeon */
- case 'S':
- set_cave_feat(y, x, feat_black_market);
- store_init(NO_TOWN, STORE_BLACK);
- break;
-
- /* The Pattern */
- case 'p':
- set_cave_feat(y, x, feat_pattern_start);
- break;
-
- case 'a':
- set_cave_feat(y, x, feat_pattern_1);
- break;
-
- case 'b':
- set_cave_feat(y, x, feat_pattern_2);
- break;
-
- case 'c':
- set_cave_feat(y, x, feat_pattern_3);
- break;
-
- case 'd':
- set_cave_feat(y, x, feat_pattern_4);
- break;
-
- case 'P':
- set_cave_feat(y, x, feat_pattern_end);
- break;
-
- case 'B':
- set_cave_feat(y, x, feat_pattern_exit);
- break;
-
- case 'A':
- /* Reward for Pattern walk */
- current_floor_ptr->object_level = current_floor_ptr->base_level + 12;
- place_object(y, x, AM_GOOD | AM_GREAT);
- current_floor_ptr->object_level = current_floor_ptr->base_level;
- break;
-
- case '~':
- set_cave_feat(y, x, feat_shallow_water);
- break;
-
- case '=':
- set_cave_feat(y, x, feat_deep_water);
- break;
-
- case 'v':
- set_cave_feat(y, x, feat_shallow_lava);
- break;
-
- case 'w':
- set_cave_feat(y, x, feat_deep_lava);
- break;
-
- case 'f':
- set_cave_feat(y, x, feat_shallow_acid_puddle);
- break;
-
- case 'F':
- set_cave_feat(y, x, feat_deep_acid_puddle);
- break;
-
- case 'g':
- set_cave_feat(y, x, feat_shallow_poisonous_puddle);
- break;
-
- case 'G':
- set_cave_feat(y, x, feat_deep_poisonous_puddle);
- break;
-
- case 'h':
- set_cave_feat(y, x, feat_cold_zone);
- break;
-
- case 'H':
- set_cave_feat(y, x, feat_heavy_cold_zone);
- break;
-
- case 'i':
- set_cave_feat(y, x, feat_electrical_zone);
- break;
-
- case 'I':
- set_cave_feat(y, x, feat_heavy_electrical_zone);
- break;
-
- }
- }
- }
-
-
- /* Place dungeon monsters and objects */
- for (t = data, dy = 0; dy < ymax; dy++)
- {
- for (dx = 0; dx < xmax; dx++, t++)
- {
- /* prevent loop counter from being overwritten */
- i = dx;
- j = dy;
-
- /* Flip / rotate */
- coord_trans(&i, &j, xoffset, yoffset, transno);
-
- /* Extract the location */
- if (transno % 2 == 0)
- {
- /* no swap of x/y */
- x = xval - (xmax / 2) + i;
- y = yval - (ymax / 2) + j;
- }
- else
- {
- /* swap of x/y */
- x = xval - (ymax / 2) + i;
- y = yval - (xmax / 2) + j;
- }
-
- /* Hack -- skip "non-grids" */
- if (*t == ' ') continue;
-
- /* Analyze the symbol */
- switch (*t)
- {
- case '&':
- {
- current_floor_ptr->monster_level = current_floor_ptr->base_level + 5;
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- current_floor_ptr->monster_level = current_floor_ptr->base_level;
- break;
- }
-
- /* Meaner monster */
- case '@':
- {
- current_floor_ptr->monster_level = current_floor_ptr->base_level + 11;
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- current_floor_ptr->monster_level = current_floor_ptr->base_level;
- break;
- }
-
- /* Meaner monster, plus treasure */
- case '9':
- {
- current_floor_ptr->monster_level = current_floor_ptr->base_level + 9;
- place_monster(y, x, PM_ALLOW_SLEEP);
- current_floor_ptr->monster_level = current_floor_ptr->base_level;
- current_floor_ptr->object_level = current_floor_ptr->base_level + 7;
- place_object(y, x, AM_GOOD);
- current_floor_ptr->object_level = current_floor_ptr->base_level;
- break;
- }
-
- /* Nasty monster and treasure */
- case '8':
- {
- current_floor_ptr->monster_level = current_floor_ptr->base_level + 40;
- place_monster(y, x, PM_ALLOW_SLEEP);
- current_floor_ptr->monster_level = current_floor_ptr->base_level;
- current_floor_ptr->object_level = current_floor_ptr->base_level + 20;
- place_object(y, x, AM_GOOD | AM_GREAT);
- current_floor_ptr->object_level = current_floor_ptr->base_level;
- break;
- }
-
- /* Monster and/or object */
- case ',':
- {
- if (randint0(100) < 50)
- {
- current_floor_ptr->monster_level = current_floor_ptr->base_level + 3;
- place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
- current_floor_ptr->monster_level = current_floor_ptr->base_level;
- }
- if (randint0(100) < 50)
- {
- current_floor_ptr->object_level = current_floor_ptr->base_level + 7;
- place_object(y, x, 0L);
- current_floor_ptr->object_level = current_floor_ptr->base_level;
- }
- break;
- }
-
- }
- }
- }
-}
-
-
-
-/*!
-* @brief タイプ7の部屋…v_info.txtより小型vaultを生成する / Type 7 -- simple vaults (see "v_info.txt")
-* @return なし
-*/
-bool build_type7(void)
-{
- vault_type *v_ptr = NULL;
- int dummy;
- POSITION x, y;
- POSITION xval, yval;
- POSITION xoffset, yoffset;
- int transno;
-
- /* Pick a lesser vault */
- for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
- {
- /* Access a random vault record */
- v_ptr = &v_info[randint0(max_v_idx)];
-
- /* Accept the first lesser vault */
- if (v_ptr->typ == 7) break;
- }
-
- /* No lesser vault found */
- if (dummy >= SAFE_MAX_ATTEMPTS)
- {
- msg_print_wizard(CHEAT_DUNGEON, _("小型固定Vaultを配置できませんでした。", "Could not place lesser vault."));
- return FALSE;
- }
-
- /* pick type of transformation (0-7) */
- transno = randint0(8);
-
- /* calculate offsets */
- x = v_ptr->wid;
- y = v_ptr->hgt;
-
- /* Some huge vault cannot be ratated to fit in the dungeon */
- if (x + 2 > current_floor_ptr->height - 2)
- {
- /* Forbid 90 or 270 degree ratation */
- transno &= ~1;
- }
-
- coord_trans(&x, &y, 0, 0, transno);
-
- if (x < 0)
- {
- xoffset = -x - 1;
- }
- else
- {
- xoffset = 0;
- }
-
- if (y < 0)
- {
- yoffset = -y - 1;
- }
- else
- {
- yoffset = 0;
- }
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
-
-#ifdef FORCE_V_IDX
- v_ptr = &v_info[2];
-#endif
-
- msg_format_wizard(CHEAT_DUNGEON, _("小型Vault(%s)を生成しました。", "Lesser vault (%s)."), v_name + v_ptr->name);
-
- /* Hack -- Build the vault */
- build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
- v_text + v_ptr->text, xoffset, yoffset, transno);
-
- return TRUE;
-}
-
-/*!
-* @brief タイプ8の部屋…v_info.txtより大型vaultを生成する / Type 8 -- greater vaults (see "v_info.txt")
-* @return なし
-*/
-bool build_type8(void)
-{
- vault_type *v_ptr;
- int dummy;
- POSITION xval, yval;
- POSITION x, y;
- int transno;
- POSITION xoffset, yoffset;
-
- /* Pick a greater vault */
- for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
- {
- /* Access a random vault record */
- v_ptr = &v_info[randint0(max_v_idx)];
-
- /* Accept the first greater vault */
- if (v_ptr->typ == 8) break;
- }
-
- /* No greater vault found */
- if (dummy >= SAFE_MAX_ATTEMPTS)
- {
- msg_print_wizard(CHEAT_DUNGEON, _("大型固定Vaultを配置できませんでした。", "Could not place greater vault."));
- return FALSE;
- }
-
- /* pick type of transformation (0-7) */
- transno = randint0(8);
-
- /* calculate offsets */
- x = v_ptr->wid;
- y = v_ptr->hgt;
-
- /* Some huge vault cannot be ratated to fit in the dungeon */
- if (x + 2 > current_floor_ptr->height - 2)
- {
- /* Forbid 90 or 270 degree ratation */
- transno &= ~1;
- }
-
- coord_trans(&x, &y, 0, 0, transno);
-
- if (x < 0)
- {
- xoffset = -x - 1;
- }
- else
- {
- xoffset = 0;
- }
-
- if (y < 0)
- {
- yoffset = -y - 1;
- }
- else
- {
- yoffset = 0;
- }
-
- /*
- * Try to allocate space for room. If fails, exit
- *
- * Hack -- Prepare a bit larger space (+2, +2) to
- * prevent generation of vaults with no-entrance.
- */
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, (POSITION)(abs(y) + 2), (POSITION)(abs(x) + 2))) return FALSE;
-
-#ifdef FORCE_V_IDX
- v_ptr = &v_info[76 + randint1(3)];
-#endif
-
- msg_format_wizard(CHEAT_DUNGEON, _("大型固定Vault(%s)を生成しました。", "Greater vault (%s)."), v_name + v_ptr->name);
-
- /* Hack -- Build the vault */
- build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
- v_text + v_ptr->text, xoffset, yoffset, transno);
-
- return TRUE;
-}
-
-
-/*
-* Build target vault.
-* This is made by two concentric "crypts" with perpendicular
-* walls creating the cross-hairs.
-*/
-static void build_target_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
-{
- POSITION rad, x, y;
-
- /* Make a random metric */
- POSITION h1, h2, h3, h4;
- h1 = randint1(32) - 16;
- h2 = randint1(16);
- h3 = randint1(32);
- h4 = randint1(32) - 16;
-
- msg_print_wizard(CHEAT_DUNGEON, _("対称形ランダムVaultを生成しました。", "Elemental Vault"));
-
- /* work out outer radius */
- if (xsize > ysize)
- {
- rad = ysize / 2;
- }
- else
- {
- rad = xsize / 2;
- }
-
- /* Make floor */
- for (x = x0 - rad; x <= x0 + rad; x++)
- {
- for (y = y0 - rad; y <= y0 + rad; y++)
- {
- /* clear room flag */
- current_floor_ptr->grid_array[y][x].info &= ~(CAVE_ROOM);
-
- /* Vault - so is "icky" */
- current_floor_ptr->grid_array[y][x].info |= CAVE_ICKY;
-
- if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
- {
- /* inside- so is floor */
- place_floor_bold(y, x);
- }
- else
- {
- /* make granite outside so arena works */
- place_extra_bold(y, x);
- }
-
- /* proper boundary for arena */
- if (((y + rad) == y0) || ((y - rad) == y0) ||
- ((x + rad) == x0) || ((x - rad) == x0))
- {
- place_extra_bold(y, x);
- }
- }
- }
-
- /* Find visible outer walls and set to be FEAT_OUTER */
- add_outer_wall(x0, y0, FALSE, x0 - rad - 1, y0 - rad - 1,
- x0 + rad + 1, y0 + rad + 1);
-
- /* Add inner wall */
- for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)
- {
- for (y = y0 - rad / 2; y <= y0 + rad / 2; y++)
- {
- if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
- {
- /* Make an internal wall */
- place_inner_bold(y, x);
- }
- }
- }
-
- /* Add perpendicular walls */
- for (x = x0 - rad; x <= x0 + rad; x++)
- {
- place_inner_bold(y0, x);
- }
-
- for (y = y0 - rad; y <= y0 + rad; y++)
- {
- place_inner_bold(y, x0);
- }
-
- /* Make inner vault */
- for (y = y0 - 1; y <= y0 + 1; y++)
- {
- place_inner_bold(y, x0 - 1);
- place_inner_bold(y, x0 + 1);
- }
- for (x = x0 - 1; x <= x0 + 1; x++)
- {
- place_inner_bold(y0 - 1, x);
- place_inner_bold(y0 + 1, x);
- }
-
- place_floor_bold(y0, x0);
-
-
- /* Add doors to vault */
- /* get two distances so can place doors relative to centre */
- x = (rad - 2) / 4 + 1;
- y = rad / 2 + x;
-
- add_door(x0 + x, y0);
- add_door(x0 + y, y0);
- add_door(x0 - x, y0);
- add_door(x0 - y, y0);
- add_door(x0, y0 + x);
- add_door(x0, y0 + y);
- add_door(x0, y0 - x);
- add_door(x0, y0 - y);
-
- /* Fill with stuff - medium difficulty */
- fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
-}
-
-
-#ifdef ALLOW_CAVERNS_AND_LAKES
-/*
-* This routine uses a modified version of the lake code to make a
-* distribution of some terrain type over the vault. This type
-* depends on the dungeon depth.
-*
-* Miniture rooms are then scattered across the vault.
-*/
-static void build_elemental_vault(POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
-{
- int grd, roug;
- int c1, c2, c3;
- bool done = FALSE;
- POSITION xsize, ysize, xhsize, yhsize, x, y;
- int i;
- int type;
-
- msg_print_wizard(CHEAT_DUNGEON, _("精霊界ランダムVaultを生成しました。", "Elemental Vault"));
-
- /* round to make sizes even */
- xhsize = xsiz / 2;
- yhsize = ysiz / 2;
- xsize = xhsize * 2;
- ysize = yhsize * 2;
-
- if (current_floor_ptr->dun_level < 25)
- {
- /* Earth vault (Rubble) */
- type = LAKE_T_EARTH_VAULT;
- }
- else if (current_floor_ptr->dun_level < 50)
- {
- /* Air vault (Trees) */
- type = LAKE_T_AIR_VAULT;
- }
- else if (current_floor_ptr->dun_level < 75)
- {
- /* Water vault (shallow water) */
- type = LAKE_T_WATER_VAULT;
- }
- else
- {
- /* Fire vault (shallow lava) */
- type = LAKE_T_FIRE_VAULT;
- }
-
- while (!done)
- {
- /* testing values for these parameters: feel free to adjust */
- grd = 1 << (randint0(3));
-
- /* want average of about 16 */
- roug = randint1(8) * randint1(4);
-
- /* Make up size of various componants */
- /* Floor */
- c3 = 2 * xsize / 3;
-
- /* Deep water/lava */
- c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
-
- /* Shallow boundary */
- c2 = (c1 + c3) / 2;
-
- /* make it */
- generate_hmap(y0, x0, xsize, ysize, grd, roug, c3);
-
- /* Convert to normal format+ clean up */
- done = generate_lake(y0, x0, xsize, ysize, c1, c2, c3, type);
- }
-
- /* Set icky flag because is a vault */
- for (x = 0; x <= xsize; x++)
- {
- for (y = 0; y <= ysize; y++)
- {
- current_floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
- }
- }
-
- /* make a few rooms in the vault */
- for (i = 1; i <= (xsize * ysize) / 50; i++)
- {
- build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2,
- y0 + randint0(ysize - 4) - ysize / 2 + 2);
- }
-
- /* Fill with monsters and treasure, low difficulty */
- fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,
- y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
-}
-#endif /* ALLOW_CAVERNS_AND_LAKES */
-
-
-/* Build a "mini" checkerboard vault
-*
-* This is done by making a permanent wall maze and setting
-* the diagonal sqaures of the checker board to be granite.
-* The vault has two entrances on opposite sides to guarantee
-* a way to get in even if the vault abuts a side of the dungeon.
-*/
-static void build_mini_c_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
-{
- POSITION dy, dx;
- POSITION y1, x1, y2, x2, y, x, total;
- int m, n, num_vertices;
- int *visited;
-
- msg_print_wizard(CHEAT_DUNGEON, _("小型チェッカーランダムVaultを生成しました。", "Mini Checker Board Vault."));
-
- /* Pick a random room size */
- dy = ysize / 2 - 1;
- dx = xsize / 2 - 1;
-
- y1 = y0 - dy;
- x1 = x0 - dx;
- y2 = y0 + dy;
- x2 = x0 + dx;
-
-
- /* generate the room */
- for (x = x1 - 2; x <= x2 + 2; x++)
- {
- if (!in_bounds(y1 - 2, x)) break;
-
- current_floor_ptr->grid_array[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
-
- place_outer_noperm_bold(y1 - 2, x);
- }
-
- for (x = x1 - 2; x <= x2 + 2; x++)
- {
- if (!in_bounds(y2 + 2, x)) break;
-
- current_floor_ptr->grid_array[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
-
- place_outer_noperm_bold(y2 + 2, x);
- }
-
- for (y = y1 - 2; y <= y2 + 2; y++)
- {
- if (!in_bounds(y, x1 - 2)) break;
-
- current_floor_ptr->grid_array[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);
-
- place_outer_noperm_bold(y, x1 - 2);
- }
-
- for (y = y1 - 2; y <= y2 + 2; y++)
- {
- if (!in_bounds(y, x2 + 2)) break;
-
- current_floor_ptr->grid_array[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
-
- place_outer_noperm_bold(y, x2 + 2);
- }
-
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- g_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
-
- /* Permanent walls */
- place_inner_perm_grid(g_ptr);
- }
- }
-
-
- /* dimensions of vertex array */
- m = dx + 1;
- n = dy + 1;
- num_vertices = m * n;
-
- /* initialize array of visited vertices */
- C_MAKE(visited, num_vertices, int);
-
- /* traverse the graph to create a spannng tree, pick a random root */
- r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
-
- /* Make it look like a checker board vault */
- for (x = x1; x <= x2; x++)
- {
- for (y = y1; y <= y2; y++)
- {
- total = x - x1 + y - y1;
- /* If total is odd- and is a floor then make a wall */
- if ((total % 2 == 1) && is_floor_bold(y, x))
- {
- place_inner_bold(y, x);
- }
- }
- }
-
- /* Make a couple of entrances */
- if (one_in_(2))
- {
- /* left and right */
- y = randint1(dy) + dy / 2;
- place_inner_bold(y1 + y, x1 - 1);
- place_inner_bold(y1 + y, x2 + 1);
- }
- else
- {
- /* top and bottom */
- x = randint1(dx) + dx / 2;
- place_inner_bold(y1 - 1, x1 + x);
- place_inner_bold(y2 + 1, x1 + x);
- }
-
- /* Fill with monsters and treasure, highest difficulty */
- fill_treasure(x1, x2, y1, y2, 10);
-
- C_KILL(visited, num_vertices, int);
-}
-
-/* Build a castle */
-/* Driver routine: clear the region and call the recursive
-* room routine.
-*
-*This makes a vault that looks like a castle/ city in the dungeon.
-*/
-static void build_castle_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
-{
- POSITION dy, dx;
- POSITION y1, x1, y2, x2;
- POSITION y, x;
-
- /* Pick a random room size */
- dy = ysize / 2 - 1;
- dx = xsize / 2 - 1;
-
- y1 = y0 - dy;
- x1 = x0 - dx;
- y2 = y0 + dy;
- x2 = x0 + dx;
-
- msg_print_wizard(CHEAT_DUNGEON, _("城型ランダムVaultを生成しました。", "Castle Vault"));
-
- /* generate the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- current_floor_ptr->grid_array[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
- /* Make everything a floor */
- place_floor_bold(y, x);
- }
- }
-
- /* Make the castle */
- build_recursive_room(x1, y1, x2, y2, randint1(5));
-
- /* Fill with monsters and treasure, low difficulty */
- fill_treasure(x1, x2, y1, y2, randint1(3));
-}
-
-
-
-/*!
-* @brief タイプ10の部屋…ランダム生成vault / Type 10 -- Random vaults
-* @return なし
-*/
-bool build_type10(void)
-{
- POSITION y0, x0, xsize, ysize, vtype;
-
- /* big enough to look good, small enough to be fairly common. */
- xsize = randint1(22) + 22;
- ysize = randint1(11) + 11;
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
-
- /* Select type of vault */
-#ifdef ALLOW_CAVERNS_AND_LAKES
- do
- {
- vtype = randint1(15);
- } while ((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) &&
- ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
-#else /* ALLOW_CAVERNS_AND_LAKES */
- do
- {
- vtype = randint1(7);
- } while ((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) &&
- ((vtype == 1) || (vtype == 3)));
-#endif /* ALLOW_CAVERNS_AND_LAKES */
-
- switch (vtype)
- {
- /* Build an appropriate room */
- case 1: case 9: build_bubble_vault(x0, y0, xsize, ysize); break;
- case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break;
- case 3: case 11: build_cave_vault(x0, y0, xsize, ysize); break;
- case 4: case 12: build_maze_vault(x0, y0, xsize, ysize, TRUE); break;
- case 5: case 13: build_mini_c_vault(x0, y0, xsize, ysize); break;
- case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break;
- case 7: case 15: build_target_vault(x0, y0, xsize, ysize); break;
-#ifdef ALLOW_CAVERNS_AND_LAKES
- case 8: build_elemental_vault(x0, y0, xsize, ysize); break;
-#endif /* ALLOW_CAVERNS_AND_LAKES */
- /* I know how to add a few more... give me some time. */
- default: return FALSE;
- }
-
- return TRUE;
-}
-
-
-/*!
-* @brief タイプ17の部屋…v_info.txtより固定特殊部屋を生成する / Type 17 -- fixed special room (see "v_info.txt")
-* @return なし
-*/
-bool build_type17(void)
-{
- vault_type *v_ptr = NULL;
- int dummy;
- POSITION x, y;
- POSITION xval, yval;
- POSITION xoffset, yoffset;
- int transno;
-
- /* Pick a lesser vault */
- for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
- {
- /* Access a random vault record */
- v_ptr = &v_info[randint0(max_v_idx)];
-
- /* Accept the special fix room. */
- if (v_ptr->typ == 17) break;
- }
-
- /* No lesser vault found */
- if (dummy >= SAFE_MAX_ATTEMPTS)
- {
- msg_print_wizard(CHEAT_DUNGEON, _("固定特殊部屋を配置できませんでした。", "Could not place fixed special room."));
- return FALSE;
- }
-
- /* pick type of transformation (0-7) */
- transno = randint0(8);
-
- /* calculate offsets */
- x = v_ptr->wid;
- y = v_ptr->hgt;
-
- /* Some huge vault cannot be ratated to fit in the dungeon */
- if (x + 2 > current_floor_ptr->height - 2)
- {
- /* Forbid 90 or 270 degree ratation */
- transno &= ~1;
- }
-
- coord_trans(&x, &y, 0, 0, transno);
-
- if (x < 0)
- {
- xoffset = -x - 1;
- }
- else
- {
- xoffset = 0;
- }
-
- if (y < 0)
- {
- yoffset = -y - 1;
- }
- else
- {
- yoffset = 0;
- }
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
-
-#ifdef FORCE_V_IDX
- v_ptr = &v_info[2];
-#endif
-
- msg_format_wizard(CHEAT_DUNGEON, _("特殊固定部屋(%s)を生成しました。", "Special Fix room (%s)."), v_name + v_ptr->name);
-
- /* Hack -- Build the vault */
- build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
- v_text + v_ptr->text, xoffset, yoffset, transno);
-
- return TRUE;
-}
-