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[Refactor] #37353 room~room-vault間整理。 / Refactor between room and room-vault.
[hengband/hengband.git] / src / rooms.c
index ad2ab45..023017f 100644 (file)
@@ -1,14 +1,39 @@
-/*
- * File: rooms.c
- * Purpose: make rooms. Used by generate.c when creating dungeons.
- */
-
-/*
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies.  Other copyrights may also apply.
+/*!
+ * @file rooms.c
+ * @brief ダンジョンフロアの部屋生成処理 / make rooms. Used by generate.c when creating dungeons.
+ * @date 2014/01/06
+ * @author
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
+ * This software may be copied and distributed for educational, research,\n
+ * and not for profit purposes provided that this copyright and statement\n
+ * are included in all such copies.  Other copyrights may also apply.\n
+ * 2014 Deskull rearranged comment for Doxygen. \n
+ * @details
+ * Room building routines.\n
+ *\n
+ * Room types:\n
+ *   1 -- normal\n
+ *   2 -- overlapping\n
+ *   3 -- cross shaped\n
+ *   4 -- large room with features\n
+ *   5 -- monster nests\n
+ *   6 -- monster pits\n
+ *   7 -- simple vaults\n
+ *   8 -- greater vaults\n
+ *   9 -- fractal caves\n
+ *  10 -- random vaults\n
+ *  11 -- circular rooms\n
+ *  12 -- crypts\n
+ *  13 -- trapped monster pits\n
+ *  14 -- trapped room\n
+ *  15 -- glass room\n
+ *  16 -- underground arcade\n
+ *\n
+ * Some functions are used to determine if the given monster\n
+ * is appropriate for inclusion in a monster nest or monster pit or\n
+ * the given type.\n
+ *\n
+ * None of the pits/nests are allowed to include "unique" monsters.\n
  */
 
 #include "angband.h"
 #include "grid.h"
 #include "rooms.h"
 
-
-/*
- * [from SAngband (originally from OAngband)]
- *
- * Table of values that control how many times each type of room will
- * appear.  Each type of room has its own row, and each column
- * corresponds to dungeon levels 0, 10, 20, and so on.  The final
- * value is the minimum depth the room can appear at.  -LM-
- *
- * Level 101 and below use the values for level 100.
- *
- * Rooms with lots of monsters or loot may not be generated if the
- * object or monster lists are already nearly full.  Rooms will not
- * appear above their minimum depth.  Tiny levels will not have space
- * for all the rooms you ask for.
+#include "rooms-city.h"
+#include "rooms-fractal.h"
+#include "rooms-normal.h"
+#include "rooms-pitnest.h"
+#include "rooms-special.h"
+#include "rooms-trap.h"
+#include "rooms-vault.h"
+
+
+/*!
+ * 各部屋タイプの生成比定義
+ *[from SAngband (originally from OAngband)]\n
+ *\n
+ * Table of values that control how many times each type of room will\n
+ * appear.  Each type of room has its own row, and each column\n
+ * corresponds to dungeon levels 0, 10, 20, and so on.  The final\n
+ * value is the minimum depth the room can appear at.  -LM-\n
+ *\n
+ * Level 101 and below use the values for level 100.\n
+ *\n
+ * Rooms with lots of monsters or loot may not be generated if the\n
+ * object or monster lists are already nearly full.  Rooms will not\n
+ * appear above their minimum depth.  Tiny levels will not have space\n
+ * for all the rooms you ask for.\n
  */
 static room_info_type room_info_normal[ROOM_T_MAX] =
 {
@@ -51,18 +85,22 @@ static room_info_type room_info_normal[ROOM_T_MAX] =
        {{  1,  6, 12, 18, 24, 30, 36, 42, 48, 54, 60}, 10}, /*CRYPT    */
        {{  0,  0,  1,  1,  1,  2,  3,  4,  5,  6,  8}, 20}, /*TRAP_PIT */
        {{  0,  0,  1,  1,  1,  2,  3,  4,  5,  6,  8}, 20}, /*TRAP     */
+       {{  0,  0,  0,  0,  1,  1,  1,  2,  2,  2,  2}, 40}, /*GLASS    */
+       {{  1,  1,  1,  1,  1,  1,  1,  2,  2,  3,  3},  1}, /*ARCADE   */
 };
 
 
-/* Build rooms in descending order of difficulty. */
+/*! 部屋の生成処理順 / Build rooms in descending order of difficulty. */
 static byte room_build_order[ROOM_T_MAX] = {
        ROOM_T_GREATER_VAULT,
+       ROOM_T_ARCADE,
        ROOM_T_RANDOM_VAULT,
        ROOM_T_LESSER_VAULT,
        ROOM_T_TRAP_PIT,
        ROOM_T_PIT,
        ROOM_T_NEST,
        ROOM_T_TRAP,
+       ROOM_T_GLASS,
        ROOM_T_INNER_FEAT,
        ROOM_T_OVAL,
        ROOM_T_CRYPT,
@@ -72,8 +110,13 @@ static byte room_build_order[ROOM_T_MAX] = {
        ROOM_T_NORMAL,
 };
 
-
-static void place_locked_door(int y, int x)
+/*!
+ * @brief 鍵のかかったドアを配置する
+ * @param y 配置したいフロアのY座標
+ * @param x 配置したいフロアのX座標
+ * @return なし
+ */
+void place_locked_door(int y, int x)
 {
        if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
        {
@@ -81,12 +124,20 @@ static void place_locked_door(int y, int x)
        }
        else
        {
-               set_cave_feat(y, x, FEAT_DOOR_HEAD+randint1(7));
+               set_cave_feat(y, x, feat_locked_door_random((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
                cave[y][x].info &= ~(CAVE_FLOOR);
+               delete_monster(y, x);
        }
 }
 
-static void place_secret_door(int y, int x)
+/*!
+ * @brief 隠しドアを配置する
+ * @param y 配置したいフロアのY座標
+ * @param x 配置したいフロアのX座標
+ * @param type DOOR_DEFAULT / DOOR_DOOR / DOOR_GLASS_DOOR / DOOR_CURTAIN のいずれか
+ * @return なし
+ */
+void place_secret_door(int y, int x, int type)
 {
        if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
        {
@@ -96,34 +147,49 @@ static void place_secret_door(int y, int x)
        {
                cave_type *c_ptr = &cave[y][x];
 
-               /* Create secret door */
-               place_closed_door(y, x);
+               if (type == DOOR_DEFAULT)
+               {
+                       type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
+                               one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
+                               ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+               }
 
-               /* Hide by inner wall because this is used in rooms only */
-               c_ptr->mimic = feat_wall_inner;
+               /* Create secret door */
+               place_closed_door(y, x, type);
 
-               /* Floor type terrain cannot hide a door */
-               if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat))
+               if (type != DOOR_CURTAIN)
                {
-                       if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY))
+                       /* Hide by inner wall because this is used in rooms only */
+                       c_ptr->mimic = feat_wall_inner;
+
+                       /* Floor type terrain cannot hide a door */
+                       if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat))
                        {
-                               c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)];
+                               if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY))
+                               {
+                                       c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)];
+                               }
+                               c_ptr->mimic = 0;
                        }
-                       c_ptr->mimic = 0;
                }
 
                c_ptr->info &= ~(CAVE_FLOOR);
+               delete_monster(y, x);
        }
 }
 
-/*
+/*!
+ * @brief 1マスだけの部屋を作成し、上下左右いずれか一つに隠しドアを配置する。
+ * @param y0 配置したい中心のY座標
+ * @param x0 配置したい中心のX座標
+ * @details
  * This funtion makes a very small room centred at (x0, y0)
  * This is used in crypts, and random elemental vaults.
  *
  * Note - this should be used only on allocated regions
  * within another room.
  */
-static void build_small_room(int x0, int y0)
+void build_small_room(int x0, int y0)
 {
        int x, y;
 
@@ -142,10 +208,10 @@ static void build_small_room(int x0, int y0)
        /* Place a secret door on one side */
        switch (randint0(4))
        {
-               case 0: place_secret_door(y0, x0 - 1); break;
-               case 1: place_secret_door(y0, x0 + 1); break;
-               case 2: place_secret_door(y0 - 1, x0); break;
-               case 3: place_secret_door(y0 + 1, x0); break;
+               case 0: place_secret_door(y0, x0 - 1, DOOR_DEFAULT); break;
+               case 1: place_secret_door(y0, x0 + 1, DOOR_DEFAULT); break;
+               case 2: place_secret_door(y0 - 1, x0, DOOR_DEFAULT); break;
+               case 3: place_secret_door(y0 + 1, x0, DOOR_DEFAULT); break;
        }
 
        /* Clear mimic type */
@@ -155,10 +221,15 @@ static void build_small_room(int x0, int y0)
        place_floor_bold(y0, x0);
 }
 
-
-/*
- * This function tunnels around a room if
- * it will cut off part of a cave system.
+/*!
+ * @brief
+ * 指定範囲に通路が通っていることを確認した上で床で埋める
+ * This function tunnels around a room if it will cut off part of a cave system.
+ * @param x1 範囲の左端
+ * @param y1 範囲の上端
+ * @param x2 範囲の右端
+ * @param y2 範囲の下端
+ * @return なし
  */
 static void check_room_boundary(int x1, int y1, int x2, int y2)
 {
@@ -236,10 +307,15 @@ static void check_room_boundary(int x1, int y1, int x2, int y2)
 }
 
 
-/*
- *  Helper function for find_space().
- *
- *  Is this a good location?
+/*!
+ * @brief
+ * find_space()の予備処理として部屋の生成が可能かを判定する /
+ * Helper function for find_space(). Is this a good location?
+ * @param blocks_high 範囲の高さ
+ * @param blocks_wide 範囲の幅
+ * @param block_y 範囲の上端
+ * @param block_x 範囲の左端
+ * @return なし
  */
 static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int block_x)
 {
@@ -312,22 +388,27 @@ static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int bl
 }
 
 
-/*
- * Find a good spot for the next room.  -LM-
- *
- * Find and allocate a free space in the dungeon large enough to hold
- * the room calling this function.
- *
- * We allocate space in 11x11 blocks, but want to make sure that rooms
- * align neatly on the standard screen.  Therefore, we make them use
- * blocks in few 11x33 rectangles as possible.
- *
- * Be careful to include the edges of the room in height and width!
- *
- * Return TRUE and values for the center of the room if all went well.
- * Otherwise, return FALSE.
- */
-static bool find_space(int *y, int *x, int height, int width)
+/*!
+ * @brief 部屋生成が可能なスペースを確保する / Find a good spot for the next room.  -LM-
+ * @param y 部屋の生成が可能な中心Y座標を返す参照ポインタ
+ * @param x 部屋の生成が可能な中心X座標を返す参照ポインタ
+ * @param height 確保したい領域の高さ
+ * @param width 確保したい領域の幅
+ * @return 所定の範囲が確保できた場合TRUEを返す
+ * @details
+ * Find and allocate a free space in the dungeon large enough to hold\n
+ * the room calling this function.\n
+ *\n
+ * We allocate space in 11x11 blocks, but want to make sure that rooms\n
+ * align neatly on the standard screen.  Therefore, we make them use\n
+ * blocks in few 11x33 rectangles as possible.\n
+ *\n
+ * Be careful to include the edges of the room in height and width!\n
+ *\n
+ * Return TRUE and values for the center of the room if all went well.\n
+ * Otherwise, return FALSE.\n
+ */
+bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width)
 {
        int candidates, pick;
        int by, bx, by1, bx1, by2, bx2;
@@ -342,29 +423,17 @@ static bool find_space(int *y, int *x, int height, int width)
        if (dun->row_rooms < blocks_high) return FALSE;
        if (dun->col_rooms < blocks_wide) return FALSE;
 
-#if 0
-       /* Sometimes, little rooms like to have more space. */
-       if (blocks_wide == 2)
-       {
-               if (one_in_(3)) blocks_wide = 3;
-       }
-       else if (blocks_wide == 1)
-       {
-               if (one_in_(2)) blocks_wide = rand_range(2, 3);
-       }
-#endif
-
        /* Initiallize */
        candidates = 0;
 
-       /* Count the number of varid places */
+       /* Count the number of valid places */
        for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
        {
                for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
                {
                        if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
                        {
-                               /* Find a varid place */
+                               /* Find a valid place */
                                candidates++;
                        }
                }
@@ -425,8 +494,8 @@ static bool find_space(int *y, int *x, int height, int width)
        /* Save the room location */
        if (dun->cent_n < CENT_MAX)
        {
-               dun->cent[dun->cent_n].y = *y;
-               dun->cent[dun->cent_n].x = *x;
+               dun->cent[dun->cent_n].y = (byte_hack)*y;
+               dun->cent[dun->cent_n].x = (byte_hack)*x;
                dun->cent_n++;
        }
 
@@ -455,5475 +524,1650 @@ static bool find_space(int *y, int *x, int height, int width)
 
 
 
-/*
- * Room building routines.
- *
- * Room types:
- *   1 -- normal
- *   2 -- overlapping
- *   3 -- cross shaped
- *   4 -- large room with features
- *   5 -- monster nests
- *   6 -- monster pits
- *   7 -- simple vaults
- *   8 -- greater vaults
- *   9 -- fractal caves
- *  10 -- random vaults
- *  11 -- circular rooms
- *  12 -- crypts
- *  13 -- trapped monster pits
- *  14 -- trapped room
- */
-
 
 /*
- * Type 1 -- normal rectangular rooms
+ * Structure to hold all "fill" data
  */
-static bool build_type1(void)
-{
-       int y, x, y2, x2, yval, xval;
-       int y1, x1, xsize, ysize;
-
-       bool light;
-
-       cave_type *c_ptr;
-
-       /* Pick a room size */
-       y1 = randint1(4);
-       x1 = randint1(11);
-       y2 = randint1(3);
-       x2 = randint1(11);
-
-       xsize = x1 + x2 + 1;
-       ysize = y1 + y2 + 1;
 
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
+typedef struct fill_data_type fill_data_type;
 
-       /* Choose lite or dark */
-       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
+struct fill_data_type
+{
+       /* area size */
+       int xmin;
+       int ymin;
+       int xmax;
+       int ymax;
 
+       /* cutoffs */
+       int c1;
+       int c2;
+       int c3;
 
-       /* Get corner values */
-       y1 = yval - ysize / 2;
-       x1 = xval - xsize / 2;
-       y2 = yval + (ysize - 1) / 2;
-       x2 = xval + (xsize - 1) / 2;
+       /* features to fill with */
+       int feat1;
+       int feat2;
+       int feat3;
 
+       int info1;
+       int info2;
+       int info3;
 
-       /* Place a full floor under the room */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               for (x = x1 - 1; x <= x2 + 1; x++)
-               {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-                       c_ptr->info |= (CAVE_ROOM);
-                       if (light) c_ptr->info |= (CAVE_GLOW);
-               }
-       }
+       /* number of filled squares */
+       int amount;
+};
 
-       /* Walls around the room */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               c_ptr = &cave[y][x1 - 1];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y][x2 + 1];
-               place_outer_grid(c_ptr);
-       }
-       for (x = x1 - 1; x <= x2 + 1; x++)
-       {
-               c_ptr = &cave[y1 - 1][x];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y2 + 1][x];
-               place_outer_grid(c_ptr);
-       }
+static fill_data_type fill_data;
 
 
-       /* Hack -- Occasional pillar room */
-       if (one_in_(20))
-       {
-               for (y = y1; y <= y2; y += 2)
-               {
-                       for (x = x1; x <= x2; x += 2)
-                       {
-                               c_ptr = &cave[y][x];
-                               place_inner_grid(c_ptr);
-                       }
-               }
-       }
+/* Store routine for the fractal cave generator */
+/* this routine probably should be an inline function or a macro. */
+static void store_height(int x, int y, int val)
+{
+       /* if on boundary set val > cutoff so walls are not as square */
+       if (((x == fill_data.xmin) || (y == fill_data.ymin) ||
+            (x == fill_data.xmax) || (y == fill_data.ymax)) &&
+           (val <= fill_data.c1)) val = fill_data.c1 + 1;
 
-       /* Hack -- Occasional room with four pillars */
-       else if (one_in_(20))
-       {
-               if ((y1 + 4 < y2) && (x1 + 4 < x2))
-               {
-                       c_ptr = &cave[y1 + 1][x1 + 1];
-                       place_inner_grid(c_ptr);
+       /* store the value in height-map format */
+       cave[y][x].feat = (s16b)val;
 
-                       c_ptr = &cave[y1 + 1][x2 - 1];
-                       place_inner_grid(c_ptr);
+       return;
+}
 
-                       c_ptr = &cave[y2 - 1][x1 + 1];
-                       place_inner_grid(c_ptr);
 
-                       c_ptr = &cave[y2 - 1][x2 - 1];
-                       place_inner_grid(c_ptr);
-               }
-       }
+/*
+* Explanation of the plasma fractal algorithm:
+*
+* A grid of points is created with the properties of a 'height-map'
+* This is done by making the corners of the grid have a random value.
+* The grid is then subdivided into one with twice the resolution.
+* The new points midway between two 'known' points can be calculated
+* by taking the average value of the 'known' ones and randomly adding
+* or subtracting an amount proportional to the distance between those
+* points.  The final 'middle' points of the grid are then calculated
+* by averaging all four of the originally 'known' corner points.  An
+* random amount is added or subtracted from this to get a value of the
+* height at that point.  The scaling factor here is adjusted to the
+* slightly larger distance diagonally as compared to orthogonally.
+*
+* This is then repeated recursively to fill an entire 'height-map'
+* A rectangular map is done the same way, except there are different
+* scaling factors along the x and y directions.
+*
+* A hack to change the amount of correlation between points is done using
+* the grd variable.  If the current step size is greater than grd then
+* the point will be random, otherwise it will be calculated by the
+* above algorithm.  This makes a maximum distance at which two points on
+* the height map can affect each other.
+*
+* How fractal caves are made:
+*
+* When the map is complete, a cut-off value is used to create a cave.
+* Heights below this value are "floor", and heights above are "wall".
+* This also can be used to create lakes, by adding more height levels
+* representing shallow and deep water/ lava etc.
+*
+* The grd variable affects the width of passages.
+* The roug variable affects the roughness of those passages
+*
+* The tricky part is making sure the created cave is connected.  This
+* is done by 'filling' from the inside and only keeping the 'filled'
+* floor.  Walls bounding the 'filled' floor are also kept.  Everything
+* else is converted to the normal _extra_.
+ */
 
-       /* Hack -- Occasional ragged-edge room */
-       else if (one_in_(50))
-       {
-               for (y = y1 + 2; y <= y2 - 2; y += 2)
-               {
-                       c_ptr = &cave[y][x1];
-                       place_inner_grid(c_ptr);
-                       c_ptr = &cave[y][x2];
-                       place_inner_grid(c_ptr);
-               }
-               for (x = x1 + 2; x <= x2 - 2; x += 2)
-               {
-                       c_ptr = &cave[y1][x];
-                       place_inner_grid(c_ptr);
-                       c_ptr = &cave[y2][x];
-                       place_inner_grid(c_ptr);
-               }
-       }
-       /* Hack -- Occasional divided room */
-       else if (one_in_(50))
-       {
-               if (randint1(100) < 50)
-               {
-                       /* Horizontal wall */
-                       for (x = x1; x <= x2; x++)
-                       {
-                               place_inner_bold(yval, x);
-                       }
 
-                       /* Prevent edge of wall from being tunneled */
-                       place_solid_bold(yval, x1 - 1);
-                       place_solid_bold(yval, x2 + 1);
-               }
-               else
-               {
-                       /* Vertical wall */
-                       for (y = y1; y <= y2; y++)
-                       {
-                               place_inner_bold(y, xval);
-                       }
+/*
+ *  Note that this uses the cave.feat array in a very hackish way
+ *  the values are first set to zero, and then each array location
+ *  is used as a "heightmap"
+ *  The heightmap then needs to be converted back into the "feat" format.
+ *
+ *  grd=level at which fractal turns on.  smaller gives more mazelike caves
+ *  roug=roughness level.  16=normal.  higher values make things more convoluted
+ *    small values are good for smooth walls.
+ *  size=length of the side of the square cave system.
+ */
+void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug, int cutoff)
+{
+       int xhsize, yhsize, xsize, ysize, maxsize;
 
-                       /* Prevent edge of wall from being tunneled */
-                       place_solid_bold(y1 - 1, xval);
-                       place_solid_bold(y2 + 1, xval);
-               }
+       /*
+        * fixed point variables- these are stored as 256 x normal value
+        * this gives 8 binary places of fractional part + 8 places of normal part
+        */
 
-               place_random_door(yval, xval, TRUE);
-       }
+       u16b xstep, xhstep, ystep, yhstep;
+       u16b xstep2, xhstep2, ystep2, yhstep2;
+       u16b i, j, ii, jj, diagsize, xxsize, yysize;
+       
+       /* Cache for speed */
+       u16b xm, xp, ym, yp;
 
-       return TRUE;
-}
+       /* redefine size so can change the value if out of range */
+       xsize = xsiz;
+       ysize = ysiz;
 
+       /* Paranoia about size of the system of caves */
+       if (xsize > 254) xsize = 254;
+       if (xsize < 4) xsize = 4;
+       if (ysize > 254) ysize = 254;
+       if (ysize < 4) ysize = 4;
 
-/*
- * Type 2 -- Overlapping rectangular rooms
- */
-static bool build_type2(void)
-{
-       int                     y, x, xval, yval;
-       int                     y1a, x1a, y2a, x2a;
-       int                     y1b, x1b, y2b, x2b;
-       bool            light;
-       cave_type   *c_ptr;
+       /* get offsets to middle of array */
+       xhsize = xsize / 2;
+       yhsize = ysize / 2;
 
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(&yval, &xval, 11, 25)) return FALSE;
+       /* fix rounding problem */
+       xsize = xhsize * 2;
+       ysize = yhsize * 2;
 
-       /* Choose lite or dark */
-       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
+       /* get limits of region */
+       fill_data.xmin = x0 - xhsize;
+       fill_data.ymin = y0 - yhsize;
+       fill_data.xmax = x0 + xhsize;
+       fill_data.ymax = y0 + yhsize;
 
-       /* Determine extents of the first room */
-       y1a = yval - randint1(4);
-       y2a = yval + randint1(3);
-       x1a = xval - randint1(11);
-       x2a = xval + randint1(10);
+       /* Store cutoff in global for quick access */
+       fill_data.c1 = cutoff;
 
-       /* Determine extents of the second room */
-       y1b = yval - randint1(3);
-       y2b = yval + randint1(4);
-       x1b = xval - randint1(10);
-       x2b = xval + randint1(11);
+       /*
+       * Scale factor for middle points:
+       * About sqrt(2) * 256 - correct for a square lattice
+       * approximately correct for everything else.
+        */
+       diagsize = 362;
 
+       /* maximum of xsize and ysize */
+       maxsize = (xsize > ysize) ? xsize : ysize;
 
-       /* Place a full floor for room "a" */
-       for (y = y1a - 1; y <= y2a + 1; y++)
+       /* Clear the section */
+       for (i = 0; i <= xsize; i++)
        {
-               for (x = x1a - 1; x <= x2a + 1; x++)
+               for (j = 0; j <= ysize; j++)
                {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-                       c_ptr->info |= (CAVE_ROOM);
-                       if (light) c_ptr->info |= (CAVE_GLOW);
+                       /* -1 is a flag for "not done yet" */
+                       cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
+                       /* Clear icky flag because may be redoing the cave */
+                       cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
                }
        }
 
-       /* Place a full floor for room "b" */
-       for (y = y1b - 1; y <= y2b + 1; y++)
-       {
-               for (x = x1b - 1; x <= x2b + 1; x++)
-               {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-                       c_ptr->info |= (CAVE_ROOM);
-                       if (light) c_ptr->info |= (CAVE_GLOW);
-               }
-       }
+       /* Boundaries are walls */
+       cave[fill_data.ymin][fill_data.xmin].feat = (s16b)maxsize;
+       cave[fill_data.ymax][fill_data.xmin].feat = (s16b)maxsize;
+       cave[fill_data.ymin][fill_data.xmax].feat = (s16b)maxsize;
+       cave[fill_data.ymax][fill_data.xmax].feat = (s16b)maxsize;
 
+       /* Set the middle square to be an open area. */
+       cave[y0][x0].feat = 0;
 
-       /* Place the walls around room "a" */
-       for (y = y1a - 1; y <= y2a + 1; y++)
-       {
-               c_ptr = &cave[y][x1a - 1];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y][x2a + 1];
-               place_outer_grid(c_ptr);
-       }
-       for (x = x1a - 1; x <= x2a + 1; x++)
-       {
-               c_ptr = &cave[y1a - 1][x];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y2a + 1][x];
-               place_outer_grid(c_ptr);
-       }
+       /* Initialize the step sizes */
+       xstep = xhstep = xsize * 256;
+       ystep = yhstep = ysize * 256;
+       xxsize = xsize * 256;
+       yysize = ysize * 256;
 
-       /* Place the walls around room "b" */
-       for (y = y1b - 1; y <= y2b + 1; y++)
-       {
-               c_ptr = &cave[y][x1b - 1];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y][x2b + 1];
-               place_outer_grid(c_ptr);
-       }
-       for (x = x1b - 1; x <= x2b + 1; x++)
+       /*
+        * Fill in the rectangle with fractal height data -
+        * like the 'plasma fractal' in fractint.
+        */
+       while ((xhstep > 256) || (yhstep > 256))
        {
-               c_ptr = &cave[y1b - 1][x];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y2b + 1][x];
-               place_outer_grid(c_ptr);
-       }
+               /* Halve the step sizes */
+               xstep = xhstep;
+               xhstep /= 2;
+               ystep = yhstep;
+               yhstep /= 2;
 
+               /* cache well used values */
+               xstep2 = xstep / 256;
+               ystep2 = ystep / 256;
 
+               xhstep2 = xhstep / 256;
+               yhstep2 = yhstep / 256;
 
-       /* Replace the floor for room "a" */
-       for (y = y1a; y <= y2a; y++)
-       {
-               for (x = x1a; x <= x2a; x++)
+               /* middle top to bottom. */
+               for (i = xhstep; i <= xxsize - xhstep; i += xstep)
                {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-               }
-       }
+                       for (j = 0; j <= yysize; j += ystep)
+                       {
+                               /* cache often used values */
+                               ii = i / 256 + fill_data.xmin;
+                               jj = j / 256 + fill_data.ymin;
 
-       /* Replace the floor for room "b" */
-       for (y = y1b; y <= y2b; y++)
-       {
-               for (x = x1b; x <= x2b; x++)
-               {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
+                               /* Test square */
+                               if (cave[jj][ii].feat == -1)
+                               {
+                                       if (xhstep2 > grd)
+                                       {
+                                               /* If greater than 'grid' level then is random */
+                                               store_height(ii, jj, randint1(maxsize));
+                                       }
+                                       else
+                                       {
+                                               /* Average of left and right points +random bit */
+                                               store_height(ii, jj,
+                                                       (cave[jj][fill_data.xmin + (i - xhstep) / 256].feat
+                                                        + cave[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2
+                                                        + (randint1(xstep2) - xhstep2) * roug / 16);
+                                       }
+                               }
+                       }
                }
-       }
-
-       return TRUE;
-}
-
-
-
-/*
- * Type 3 -- Cross shaped rooms
- *
- * Builds a room at a row, column coordinate
- *
- * Room "a" runs north/south, and Room "b" runs east/east
- * So the "central pillar" runs from x1a, y1b to x2a, y2b.
- *
- * Note that currently, the "center" is always 3x3, but I think that
- * the code below will work (with "bounds checking") for 5x5, or even
- * for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.
- */
-static bool build_type3(void)
-{
-       int                     y, x, dy, dx, wy, wx;
-       int                     y1a, x1a, y2a, x2a;
-       int                     y1b, x1b, y2b, x2b;
-       int                     yval, xval;
-       bool            light;
-       cave_type   *c_ptr;
-
-
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(&yval, &xval, 11, 25)) return FALSE;
-
-
-       /* Choose lite or dark */
-       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
-       /* For now, always 3x3 */
-       wx = wy = 1;
-
-       /* Pick max vertical size (at most 4) */
-       dy = rand_range(3, 4);
 
-       /* Pick max horizontal size (at most 15) */
-       dx = rand_range(3, 11);
 
-
-       /* Determine extents of the north/south room */
-       y1a = yval - dy;
-       y2a = yval + dy;
-       x1a = xval - wx;
-       x2a = xval + wx;
-
-       /* Determine extents of the east/west room */
-       y1b = yval - wy;
-       y2b = yval + wy;
-       x1b = xval - dx;
-       x2b = xval + dx;
-
-
-       /* Place a full floor for room "a" */
-       for (y = y1a - 1; y <= y2a + 1; y++)
-       {
-               for (x = x1a - 1; x <= x2a + 1; x++)
+               /* middle left to right. */
+               for (j = yhstep; j <= yysize - yhstep; j += ystep)
                {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-                       c_ptr->info |= (CAVE_ROOM);
-                       if (light) c_ptr->info |= (CAVE_GLOW);
-               }
-       }
+                       for (i = 0; i <= xxsize; i += xstep)
+                       {
+                               /* cache often used values */
+                               ii = i / 256 + fill_data.xmin;
+                               jj = j / 256 + fill_data.ymin;
 
-       /* Place a full floor for room "b" */
-       for (y = y1b - 1; y <= y2b + 1; y++)
-       {
-               for (x = x1b - 1; x <= x2b + 1; x++)
-               {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-                       c_ptr->info |= (CAVE_ROOM);
-                       if (light) c_ptr->info |= (CAVE_GLOW);
+                               /* Test square */
+                               if (cave[jj][ii].feat == -1)
+                               {
+                                       if (xhstep2 > grd)
+                                       {
+                                               /* If greater than 'grid' level then is random */
+                                               store_height(ii, jj, randint1(maxsize));
+                                       }
+                                       else
+                                       {
+                                               /* Average of up and down points +random bit */
+                                               store_height(ii, jj,
+                                                       (cave[fill_data.ymin + (j - yhstep) / 256][ii].feat
+                                                       + cave[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2
+                                                       + (randint1(ystep2) - yhstep2) * roug / 16);
+                                       }
+                               }
+                       }
                }
-       }
 
+               /* center. */
+               for (i = xhstep; i <= xxsize - xhstep; i += xstep)
+               {
+                       for (j = yhstep; j <= yysize - yhstep; j += ystep)
+                       {
+                               /* cache often used values */
+                               ii = i / 256 + fill_data.xmin;
+                               jj = j / 256 + fill_data.ymin;
 
-       /* Place the walls around room "a" */
-       for (y = y1a - 1; y <= y2a + 1; y++)
-       {
-               c_ptr = &cave[y][x1a - 1];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y][x2a + 1];
-               place_outer_grid(c_ptr);
-       }
-       for (x = x1a - 1; x <= x2a + 1; x++)
-       {
-               c_ptr = &cave[y1a - 1][x];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y2a + 1][x];
-               place_outer_grid(c_ptr);
-       }
+                               /* Test square */
+                               if (cave[jj][ii].feat == -1)
+                               {
+                                       if (xhstep2 > grd)
+                                       {
+                                               /* If greater than 'grid' level then is random */
+                                               store_height(ii, jj, randint1(maxsize));
+                                       }
+                                       else
+                                       {
+                                               /* Cache reused values. */
+                                               xm = fill_data.xmin + (i - xhstep) / 256;
+                                               xp = fill_data.xmin + (i + xhstep) / 256;
+                                               ym = fill_data.ymin + (j - yhstep) / 256;
+                                               yp = fill_data.ymin + (j + yhstep) / 256;
 
-       /* Place the walls around room "b" */
-       for (y = y1b - 1; y <= y2b + 1; y++)
-       {
-               c_ptr = &cave[y][x1b - 1];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y][x2b + 1];
-               place_outer_grid(c_ptr);
-       }
-       for (x = x1b - 1; x <= x2b + 1; x++)
-       {
-               c_ptr = &cave[y1b - 1][x];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y2b + 1][x];
-               place_outer_grid(c_ptr);
+                                               /* 
+                                                * Average over all four corners + scale by diagsize to
+                                                * reduce the effect of the square grid on the shape of the fractal
+                                                */
+                                               store_height(ii, jj,
+                                                       (cave[ym][xm].feat + cave[yp][xm].feat
+                                                       + cave[ym][xp].feat + cave[yp][xp].feat) / 4
+                                                       + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
+                                       }
+                               }
+                       }
+               }
        }
+}
 
 
-       /* Replace the floor for room "a" */
-       for (y = y1a; y <= y2a; y++)
+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)
+{
+       /*
+        * function used to convert from height-map back to the
+        *  normal angband cave format
+        */
+       if (cave[y][x].info & CAVE_ICKY)
        {
-               for (x = x1a; x <= x2a; x++)
-               {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-               }
+               /* already done */
+               return FALSE;
        }
-
-       /* Replace the floor for room "b" */
-       for (y = y1b; y <= y2b; y++)
+       else
        {
-               for (x = x1b; x <= x2b; x++)
-               {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-               }
-       }
-
-
+               /* Show that have looked at this square */
+               cave[y][x].info|= (CAVE_ICKY);
 
-       /* Special features (3/4) */
-       switch (randint0(4))
-       {
-               /* Large solid middle pillar */
-               case 1:
+               /* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */
+               if (cave[y][x].feat <= c1)
                {
-                       for (y = y1b; y <= y2b; y++)
+                       /* 25% of the time use the other tile : it looks better this way */
+                       if (randint1(100) < 75)
                        {
-                               for (x = x1a; x <= x2a; x++)
-                               {
-                                       c_ptr = &cave[y][x];
-                                       place_inner_grid(c_ptr);
-                               }
+                               cave[y][x].feat = (s16b)feat1;
+                               cave[y][x].info &= ~(CAVE_MASK);
+                               cave[y][x].info |= info1;
+                               return TRUE;
                        }
-                       break;
-               }
-
-               /* Inner treasure vault */
-               case 2:
-               {
-                       /* Build the vault */
-                       for (y = y1b; y <= y2b; y++)
+                       else
                        {
-                               c_ptr = &cave[y][x1a];
-                               place_inner_grid(c_ptr);
-                               c_ptr = &cave[y][x2a];
-                               place_inner_grid(c_ptr);
+                               cave[y][x].feat = (s16b)feat2;
+                               cave[y][x].info &= ~(CAVE_MASK);
+                               cave[y][x].info |= info2;
+                               return TRUE;
                        }
-                       for (x = x1a; x <= x2a; x++)
+               }
+               else if (cave[y][x].feat <= c2)
+               {
+                       /* 25% of the time use the other tile : it looks better this way */
+                       if (randint1(100) < 75)
                        {
-                               c_ptr = &cave[y1b][x];
-                               place_inner_grid(c_ptr);
-                               c_ptr = &cave[y2b][x];
-                               place_inner_grid(c_ptr);
+                               cave[y][x].feat = (s16b)feat2;
+                               cave[y][x].info &= ~(CAVE_MASK);
+                               cave[y][x].info |= info2;
+                               return TRUE;
                        }
-
-                       /* Place a secret door on the inner room */
-                       switch (randint0(4))
+                       else
                        {
-                               case 0: place_secret_door(y1b, xval); break;
-                               case 1: place_secret_door(y2b, xval); break;
-                               case 2: place_secret_door(yval, x1a); break;
-                               case 3: place_secret_door(yval, x2a); break;
+                               cave[y][x].feat = (s16b)feat1;
+                               cave[y][x].info &= ~(CAVE_MASK);
+                               cave[y][x].info |= info1;
+                               return TRUE;
                        }
+               }
+               else if (cave[y][x].feat <= c3)
+               {
+                       cave[y][x].feat = (s16b)feat3;
+                       cave[y][x].info &= ~(CAVE_MASK);
+                       cave[y][x].info |= info3;
+                       return TRUE;
+               }
+               /* if greater than cutoff then is a wall */
+               else
+               {
+                       place_outer_bold(y, x);
+                       return FALSE;
+               }
+       }
+}
 
-                       /* Place a treasure in the vault */
-                       place_object(yval, xval, 0L);
 
-                       /* Let's guard the treasure well */
-                       vault_monsters(yval, xval, randint0(2) + 3);
 
-                       /* Traps naturally */
-                       vault_traps(yval, xval, 4, 4, randint0(3) + 2);
 
-                       break;
-               }
+/*
+ * Quick and nasty fill routine used to find the connected region
+ * of floor in the middle of the cave
+ */
+static void cave_fill(POSITION y, POSITION x)
+{
+       int i, j, d;
+       int ty, tx;
 
-               /* Something else */
-               case 3:
-               {
-                       /* Occasionally pinch the center shut */
-                       if (one_in_(3))
-                       {
-                               /* Pinch the east/west sides */
-                               for (y = y1b; y <= y2b; y++)
-                               {
-                                       if (y == yval) continue;
-                                       c_ptr = &cave[y][x1a - 1];
-                                       place_inner_grid(c_ptr);
-                                       c_ptr = &cave[y][x2a + 1];
-                                       place_inner_grid(c_ptr);
-                               }
+       int flow_tail = 1;
+       int flow_head = 0;
 
-                               /* Pinch the north/south sides */
-                               for (x = x1a; x <= x2a; x++)
-                               {
-                                       if (x == xval) continue;
-                                       c_ptr = &cave[y1b - 1][x];
-                                       place_inner_grid(c_ptr);
-                                       c_ptr = &cave[y2b + 1][x];
-                                       place_inner_grid(c_ptr);
-                               }
 
-                               /* Sometimes shut using secret doors */
-                               if (one_in_(3))
-                               {
-                                       place_secret_door(yval, x1a - 1);
-                                       place_secret_door(yval, x2a + 1);
-                                       place_secret_door(y1b - 1, xval);
-                                       place_secret_door(y2b + 1, xval);
-                               }
-                       }
+       /*** Start Grid ***/
 
-                       /* Occasionally put a "plus" in the center */
-                       else if (one_in_(3))
+       /* Enqueue that entry */
+       temp_y[0] = y;
+       temp_x[0] = x;
+
+
+       /* Now process the queue */
+       while (flow_head != flow_tail)
+       {
+               /* Extract the next entry */
+               ty = temp_y[flow_head];
+               tx = temp_x[flow_head];
+
+               /* Forget that entry */
+               if (++flow_head == TEMP_MAX) flow_head = 0;
+
+               /* Add the "children" */
+               for (d = 0; d < 8; d++)
+               {
+                       int old_head = flow_tail;
+
+                       /* Child location */
+                       j = ty + ddy_ddd[d];
+                       i = tx + ddx_ddd[d];
+
+                       /* Paranoia Don't leave the cave */
+                       if (!in_bounds(j, i))
                        {
-                               c_ptr = &cave[yval][xval];
-                               place_inner_grid(c_ptr);
-                               c_ptr = &cave[y1b][xval];
-                               place_inner_grid(c_ptr);
-                               c_ptr = &cave[y2b][xval];
-                               place_inner_grid(c_ptr);
-                               c_ptr = &cave[yval][x1a];
-                               place_inner_grid(c_ptr);
-                               c_ptr = &cave[yval][x2a];
-                               place_inner_grid(c_ptr);
+                               /* affect boundary */
+                               cave[j][i].info |= CAVE_ICKY;
+/*                             return; */
                        }
 
-                       /* Occasionally put a pillar in the center */
-                       else if (one_in_(3))
+                       /* If within bounds */
+                       else if ((i > fill_data.xmin) && (i < fill_data.xmax)
+                               && (j > fill_data.ymin) && (j < fill_data.ymax))
                        {
-                               c_ptr = &cave[yval][xval];
-                               place_inner_grid(c_ptr);
-                       }
+                               /* If not a wall or floor done before */
+                               if (hack_isnt_wall(j, i,
+                                       fill_data.c1, fill_data.c2, fill_data.c3,
+                                       fill_data.feat1, fill_data.feat2, fill_data.feat3,
+                                       fill_data.info1, fill_data.info2, fill_data.info3))
+                               {
+                                       /* Enqueue that entry */
+                                       temp_y[flow_tail] = (byte_hack)j;
+                                       temp_x[flow_tail] = (byte_hack)i;
 
-                       break;
+                                       /* Advance the queue */
+                                       if (++flow_tail == TEMP_MAX) flow_tail = 0;
+
+                                       /* Hack -- Overflow by forgetting new entry */
+                                       if (flow_tail == flow_head)
+                                       {
+                                               flow_tail = old_head;
+                                       }
+                                       else
+                                       {
+                                               /* keep tally of size of cave system */
+                                               (fill_data.amount)++;
+                                       }
+                               }
+                       }
+                       else
+                       {
+                               /* affect boundary */
+                               cave[j][i].info |= CAVE_ICKY;
+                       }
                }
        }
-
-       return TRUE;
 }
 
 
-/*
- * Type 4 -- Large room with inner features
- *
- * Possible sub-types:
- *     1 - Just an inner room with one door
- *     2 - An inner room within an inner room
- *     3 - An inner room with pillar(s)
- *     4 - Inner room has a maze
- *     5 - A set of four inner rooms
- */
-static bool build_type4(void)
+bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, bool light, bool room)
 {
-       int         y, x, y1, x1;
-       int         y2, x2, tmp, yval, xval;
-       bool        light;
-       cave_type   *c_ptr;
+       int x, y, i, xhsize, yhsize;
 
+       /* offsets to middle from corner */
+       xhsize = xsize / 2;
+       yhsize = ysize / 2;
 
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(&yval, &xval, 11, 25)) return FALSE;
 
-       /* Choose lite or dark */
-       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
+       /*
+        * select region connected to center of cave system
+        * this gets rid of alot of isolated one-sqaures that
+        * can make teleport traps instadeaths...
+        */
 
-       /* Large room */
-       y1 = yval - 4;
-       y2 = yval + 4;
-       x1 = xval - 11;
-       x2 = xval + 11;
+       /* cutoffs */
+       fill_data.c1 = cutoff;
+       fill_data.c2 = 0;
+       fill_data.c3 = 0;
 
-       /* Place a full floor under the room */
-       for (y = y1 - 1; y <= y2 + 1; y++)
+       /* features to fill with */
+       fill_data.feat1 = floor_type[randint0(100)];
+       fill_data.feat2 = floor_type[randint0(100)];
+       fill_data.feat3 = floor_type[randint0(100)];
+
+       fill_data.info1 = CAVE_FLOOR;
+       fill_data.info2 = CAVE_FLOOR;
+       fill_data.info3 = CAVE_FLOOR;
+
+       /* number of filled squares */
+       fill_data.amount = 0;
+
+       cave_fill((byte)y0, (byte)x0);
+
+       /* if tally too small, try again */
+       if (fill_data.amount < 10)
        {
-               for (x = x1 - 1; x <= x2 + 1; x++)
+               /* too small - clear area and try again later */
+               for (x = 0; x <= xsize; ++x)
                {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-                       c_ptr->info |= (CAVE_ROOM);
-                       if (light) c_ptr->info |= (CAVE_GLOW);
+                       for (y = 0; y <= ysize; ++y)
+                       {
+                               place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
+                               cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
+                       }
                }
+               return FALSE;
        }
 
-       /* Outer Walls */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               c_ptr = &cave[y][x1 - 1];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y][x2 + 1];
-               place_outer_grid(c_ptr);
-       }
-       for (x = x1 - 1; x <= x2 + 1; x++)
+       /*
+        * Do boundarys-check to see if they are next to a filled region
+        * If not then they are set to normal granite
+        * If so then they are marked as room walls.
+        */
+       for (i = 0; i <= xsize; ++i)
        {
-               c_ptr = &cave[y1 - 1][x];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y2 + 1][x];
-               place_outer_grid(c_ptr);
-       }
-
+               /* top boundary */
+               if ((cave[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
+               {
+                       /* Next to a 'filled' region? - set to be room walls */
+                       place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
+                       if (light) cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
+                       cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
+                       place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
+               }
+               else
+               {
+                       /* set to be normal granite */
+                       place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
+               }
 
-       /* The inner room */
-       y1 = y1 + 2;
-       y2 = y2 - 2;
-       x1 = x1 + 2;
-       x2 = x2 - 2;
+               /* bottom boundary */
+               if ((cave[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
+               {
+                       /* Next to a 'filled' region? - set to be room walls */
+                       place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
+                       if (light) cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW);
+                       cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_ROOM);
+                       place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
+               }
+               else
+               {
+                       /* set to be normal granite */
+                       place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
+               }
 
-       /* The inner walls */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               c_ptr = &cave[y][x1 - 1];
-               place_inner_grid(c_ptr);
-               c_ptr = &cave[y][x2 + 1];
-               place_inner_grid(c_ptr);
-       }
-       for (x = x1 - 1; x <= x2 + 1; x++)
-       {
-               c_ptr = &cave[y1 - 1][x];
-               place_inner_grid(c_ptr);
-               c_ptr = &cave[y2 + 1][x];
-               place_inner_grid(c_ptr);
+               /* clear the icky flag-don't need it any more */
+               cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
+               cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
        }
 
-
-       /* Inner room variations */
-       switch (randint1(5))
+       /* Do the left and right boundaries minus the corners (done above) */
+       for (i = 1; i < ysize; ++i)
        {
-               /* Just an inner room with a monster */
-               case 1:
+               /* left boundary */
+               if ((cave[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
                {
-                       /* Place a secret door */
-                       switch (randint1(4))
-                       {
-                               case 1: place_secret_door(y1 - 1, xval); break;
-                               case 2: place_secret_door(y2 + 1, xval); break;
-                               case 3: place_secret_door(yval, x1 - 1); break;
-                               case 4: place_secret_door(yval, x2 + 1); break;
-                       }
+                       /* room boundary */
+                       place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
+                       if (light) cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
+                       cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
+                       place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
+               }
+               else
+               {
+                       /* outside room */
+                       place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
+               }
+               /* right boundary */
+               if ((cave[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
+               {
+                       /* room boundary */
+                       place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
+                       if (light) cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
+                       cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
+                       place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
+               }
+               else
+               {
+                       /* outside room */
+                       place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
+               }
 
-                       /* Place a monster in the room */
-                       vault_monsters(yval, xval, 1);
+               /* clear icky flag -done with it */
+               cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
+               cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
+       }
 
-                       break;
-               }
 
-               /* Treasure Vault (with a door) */
-               case 2:
+       /* Do the rest: convert back to the normal format */
+       for (x = 1; x < xsize; ++x)
+       {
+               for (y = 1; y < ysize; ++y)
                {
-                       /* Place a secret door */
-                       switch (randint1(4))
+                       if (is_floor_bold(y0 + y - yhsize, x0 + x - xhsize) &&
+                           (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
                        {
-                               case 1: place_secret_door(y1 - 1, xval); break;
-                               case 2: place_secret_door(y2 + 1, xval); break;
-                               case 3: place_secret_door(yval, x1 - 1); break;
-                               case 4: place_secret_door(yval, x2 + 1); break;
-                       }
+                               /* Clear the icky flag in the filled region */
+                               cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
 
-                       /* Place another inner room */
-                       for (y = yval - 1; y <= yval + 1; y++)
+                               /* Set appropriate flags */
+                               if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
+                               if (room) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
+                       }
+                       else if (is_outer_bold(y0 + y - yhsize, x0 + x - xhsize) &&
+                                (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
                        {
-                               for (x = xval -  1; x <= xval + 1; x++)
+                               /* Walls */
+                               cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
+                               if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
+                               if (room)
                                {
-                                       if ((x == xval) && (y == yval)) continue;
-                                       c_ptr = &cave[y][x];
-                                       place_inner_grid(c_ptr);
+                                       cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
                                }
-                       }
-
-                       /* Place a locked door on the inner room */
-                       switch (randint1(4))
-                       {
-                               case 1: place_locked_door(yval - 1, xval); break;
-                               case 2: place_locked_door(yval + 1, xval); break;
-                               case 3: place_locked_door(yval, xval - 1); break;
-                               case 4: place_locked_door(yval, xval + 1); break;
-                       }
-
-                       /* Monsters to guard the "treasure" */
-                       vault_monsters(yval, xval, randint1(3) + 2);
+                               else
+                               {
 
-                       /* Object (80%) */
-                       if (randint0(100) < 80)
-                       {
-                               place_object(yval, xval, 0L);
+                                       place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
+                                       cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
+                               }
                        }
-
-                       /* Stairs (20%) */
                        else
                        {
-                               place_random_stairs(yval, xval);
+                               /* Clear the unconnected regions */
+                               place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
+                               cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
                        }
+               }
+       }
 
-                       /* Traps to protect the treasure */
-                       vault_traps(yval, xval, 4, 10, 2 + randint1(3));
+       /*
+        * XXX XXX XXX There is a slight problem when tunnels pierce the caves:
+        * Extra doors appear inside the system.  (Its not very noticeable though.)
+        * This can be removed by "filling" from the outside in.  This allows a separation
+        * from _outer_ with _inner_.  (Internal walls are  _outer_ instead.)
+        * The extra effort for what seems to be only a minor thing (even non-existant if you
+        * think of the caves not as normal rooms, but as holes in the dungeon), doesn't seem
+        * worth it.
+        */
 
-                       break;
-               }
+       return TRUE;
+}
 
-               /* Inner pillar(s). */
-               case 3:
-               {
-                       /* Place a secret door */
-                       switch (randint1(4))
-                       {
-                               case 1: place_secret_door(y1 - 1, xval); break;
-                               case 2: place_secret_door(y2 + 1, xval); break;
-                               case 3: place_secret_door(yval, x1 - 1); break;
-                               case 4: place_secret_door(yval, x2 + 1); break;
-                       }
 
-                       /* Large Inner Pillar */
-                       for (y = yval - 1; y <= yval + 1; y++)
-                       {
-                               for (x = xval - 1; x <= xval + 1; x++)
-                               {
-                               c_ptr = &cave[y][x];
-                               place_inner_grid(c_ptr);
-                               }
-                       }
+#ifdef ALLOW_CAVERNS_AND_LAKES
+/*
+ * Builds a cave system in the center of the dungeon.
+ */
+void build_cavern(void)
+{
+       int grd, roug, cutoff, xsize, ysize, x0, y0;
+       bool done, light;
 
-                       /* Occasionally, two more Large Inner Pillars */
-                       if (one_in_(2))
-                       {
-                               tmp = randint1(2);
-                               for (y = yval - 1; y <= yval + 1; y++)
-                               {
-                                       for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)
-                                       {
-                                       c_ptr = &cave[y][x];
-                                       place_inner_grid(c_ptr);
-                                       }
-                                       for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)
-                                       {
-                                       c_ptr = &cave[y][x];
-                                       place_inner_grid(c_ptr);
-                                       }
-                               }
-                       }
+       light = done = FALSE;
+       if ((dun_level <= randint1(50)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
 
-                       /* Occasionally, some Inner rooms */
-                       if (one_in_(3))
-                       {
-                               /* Long horizontal walls */
-                               for (x = xval - 5; x <= xval + 5; x++)
-                               {
-                               c_ptr = &cave[yval - 1][x];
-                               place_inner_grid(c_ptr);
-                               c_ptr = &cave[yval + 1][x];
-                               place_inner_grid(c_ptr);
-                               }
+       /* Make a cave the size of the dungeon */
+       xsize = cur_wid - 1;
+       ysize = cur_hgt - 1;
+       x0 = xsize / 2;
+       y0 = ysize / 2;
 
-                               /* Close off the left/right edges */
-                               c_ptr = &cave[yval][xval - 5];
-                               place_inner_grid(c_ptr);
-                               c_ptr = &cave[yval][xval + 5];
-                               place_inner_grid(c_ptr);
+       /* Paranoia: make size even */
+       xsize = x0 * 2;
+       ysize = y0 * 2;
 
-                               /* Secret doors (random top/bottom) */
-                               place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3);
-                               place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3);
+       while (!done)
+       {
+               /* testing values for these parameters: feel free to adjust */
+               grd = randint1(4) + 4;
 
-                               /* Monsters */
-                               vault_monsters(yval, xval - 2, randint1(2));
-                               vault_monsters(yval, xval + 2, randint1(2));
+               /* want average of about 16 */
+               roug = randint1(8) * randint1(4);
 
-                               /* Objects */
-                               if (one_in_(3)) place_object(yval, xval - 2, 0L);
-                               if (one_in_(3)) place_object(yval, xval + 2, 0L);
-                       }
+               /* about size/2 */
+               cutoff = xsize / 2;
 
-                       break;
-               }
+                /* make it */
+               generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
 
-               /* Maze inside. */
-               case 4:
-               {
-                       /* Place a secret door */
-                       switch (randint1(4))
-                       {
-                               case 1: place_secret_door(y1 - 1, xval); break;
-                               case 2: place_secret_door(y2 + 1, xval); break;
-                               case 3: place_secret_door(yval, x1 - 1); break;
-                               case 4: place_secret_door(yval, x2 + 1); break;
-                       }
+               /* Convert to normal format+ clean up */
+               done = generate_fracave(y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
+       }
+}
 
-                       /* Maze (really a checkerboard) */
-                       for (y = y1; y <= y2; y++)
-                       {
-                               for (x = x1; x <= x2; x++)
-                               {
-                                       if (0x1 & (x + y))
-                                       {
-                                               c_ptr = &cave[y][x];
-                                               place_inner_grid(c_ptr);
-                                       }
-                               }
-                       }
+bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2, int c3, int type)
+{
+       int x, y, i, xhsize, yhsize;
+       int feat1, feat2, feat3;
+
+       /* offsets to middle from corner */
+       xhsize = xsize / 2;
+       yhsize = ysize / 2;
 
-                       /* Monsters just love mazes. */
-                       vault_monsters(yval, xval - 5, randint1(3));
-                       vault_monsters(yval, xval + 5, randint1(3));
+       /* Get features based on type */
+       switch (type)
+       {
+       case LAKE_T_LAVA: /* Lava */
+               feat1 = feat_deep_lava;
+               feat2 = feat_shallow_lava;
+               feat3 = floor_type[randint0(100)];
+               break;
+       case LAKE_T_WATER: /* Water */
+               feat1 = feat_deep_water;
+               feat2 = feat_shallow_water;
+               feat3 = floor_type[randint0(100)];
+               break;
+       case LAKE_T_CAVE: /* Collapsed cave */
+               feat1 = floor_type[randint0(100)];
+               feat2 = floor_type[randint0(100)];
+               feat3 = feat_rubble;
+               break;
+       case LAKE_T_EARTH_VAULT: /* Earth vault */
+               feat1 = feat_rubble;
+               feat2 = floor_type[randint0(100)];
+               feat3 = feat_rubble;
+               break;
+       case LAKE_T_AIR_VAULT: /* Air vault */
+               feat1 = feat_grass;
+               feat2 = feat_tree;
+               feat3 = feat_grass;
+               break;
+       case LAKE_T_WATER_VAULT: /* Water vault */
+               feat1 = feat_shallow_water;
+               feat2 = feat_deep_water;
+               feat3 = feat_shallow_water;
+               break;
+       case LAKE_T_FIRE_VAULT: /* Fire Vault */
+               feat1 = feat_shallow_lava;
+               feat2 = feat_deep_lava;
+               feat3 = feat_shallow_lava;
+               break;
 
-                       /* Traps make them entertaining. */
-                       vault_traps(yval, xval - 3, 2, 8, randint1(3));
-                       vault_traps(yval, xval + 3, 2, 8, randint1(3));
+       /* Paranoia */
+       default: return FALSE;
+       }
 
-                       /* Mazes should have some treasure too. */
-                       vault_objects(yval, xval, 3);
+       /*
+        * select region connected to center of cave system
+        * this gets rid of alot of isolated one-sqaures that
+        * can make teleport traps instadeaths...
+        */
 
-                       break;
-               }
+       /* cutoffs */
+       fill_data.c1 = c1;
+       fill_data.c2 = c2;
+       fill_data.c3 = c3;
 
-               /* Four small rooms. */
-               case 5:
-               {
-                       /* Inner "cross" */
-                       for (y = y1; y <= y2; y++)
-                       {
-                               c_ptr = &cave[y][xval];
-                               place_inner_grid(c_ptr);
-                       }
-                       for (x = x1; x <= x2; x++)
-                       {
-                               c_ptr = &cave[yval][x];
-                               place_inner_grid(c_ptr);
-                       }
+       /* features to fill with */
+       fill_data.feat1 = feat1;
+       fill_data.feat2 = feat2;
+       fill_data.feat3 = feat3;
 
-                       /* Doors into the rooms */
-                       if (randint0(100) < 50)
-                       {
-                               int i = randint1(10);
-                               place_secret_door(y1 - 1, xval - i);
-                               place_secret_door(y1 - 1, xval + i);
-                               place_secret_door(y2 + 1, xval - i);
-                               place_secret_door(y2 + 1, xval + i);
-                       }
-                       else
-                       {
-                               int i = randint1(3);
-                               place_secret_door(yval + i, x1 - 1);
-                               place_secret_door(yval - i, x1 - 1);
-                               place_secret_door(yval + i, x2 + 1);
-                               place_secret_door(yval - i, x2 + 1);
-                       }
+       fill_data.info1 = 0;
+       fill_data.info2 = 0;
+       fill_data.info3 = 0;
 
-                       /* Treasure, centered at the center of the cross */
-                       vault_objects(yval, xval, 2 + randint1(2));
+       /* number of filled squares */
+       fill_data.amount = 0;
 
-                       /* Gotta have some monsters. */
-                       vault_monsters(yval + 1, xval - 4, randint1(4));
-                       vault_monsters(yval + 1, xval + 4, randint1(4));
-                       vault_monsters(yval - 1, xval - 4, randint1(4));
-                       vault_monsters(yval - 1, xval + 4, randint1(4));
+       /* select region connected to center of cave system
+       * this gets rid of alot of isolated one-sqaures that
+       * can make teleport traps instadeaths... */
+       cave_fill((byte)y0, (byte)x0);
 
-                       break;
+       /* if tally too small, try again */
+       if (fill_data.amount < 10)
+       {
+               /* too small -clear area and try again later */
+               for (x = 0; x <= xsize; ++x)
+               {
+                       for (y = 0; y <= ysize; ++y)
+                       {
+                               place_floor_bold(y0 + y - yhsize, x0 + x - xhsize);
+                               cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
+                       }
                }
+               return FALSE;
        }
 
-       return TRUE;
-}
-
+       /* Do boundarys- set to normal granite */
+       for (i = 0; i <= xsize; ++i)
+       {
+               place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
+               place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
 
-/*
- * The following functions are used to determine if the given monster
- * is appropriate for inclusion in a monster nest or monster pit or
- * the given type.
- *
- * None of the pits/nests are allowed to include "unique" monsters.
- */
+               /* clear the icky flag-don't need it any more */
+               cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
+               cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
+       }
 
+       /* Do the left and right boundaries minus the corners (done above) */
 
-/*
- * Monster validation macro
- *
- * Line 1 -- forbid town monsters
- * Line 2 -- forbid uniques
- * Line 3 -- forbid aquatic monsters
- */
-#define vault_monster_okay(I) \
-       (mon_hook_dungeon(I) && \
-        !(r_info[I].flags1 & RF1_UNIQUE) && \
-        !(r_info[I].flags7 & RF7_UNIQUE2) && \
-        !(r_info[I].flagsr & RFR_RES_ALL) && \
-        !(r_info[I].flags7 & RF7_AQUATIC))
+       for (i = 1; i < ysize; ++i)
+       {
+               place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
+               place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
 
+               /* clear icky flag -done with it */
+               cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
+               cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
+       }
 
-/* Race index for "monster pit (clone)" */
-static int vault_aux_race;
 
-/* Race index for "monster pit (symbol clone)" */
-static char vault_aux_char;
+       /* Do the rest: convert back to the normal format */
+       for (x = 1; x < xsize; ++x)
+       {
+               for (y = 1; y < ysize; ++y)
+               {
+                       /* Fill unconnected regions with granite */
+                       if ((!(cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
+                               is_outer_bold(y0 + y - yhsize, x0 + x - xhsize))
+                               place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
 
-/* Breath mask for "monster pit (dragon)" */
-static u32b vault_aux_dragon_mask4;
+                       /* turn off icky flag (no longer needed.) */
+                       cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
 
+                       /* Light lava */
+                       if (cave_have_flag_bold(y0 + y - yhsize, x0 + x - xhsize, FF_LAVA))
+                       {
+                               if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
+                       }
+               }
+       }
 
-/*
- * Helper monster selection function
- */
-static bool vault_aux_simple(int r_idx)
-{
-       /* Okay */
-       return (vault_monster_okay(r_idx));
+       return TRUE;
 }
 
 
 /*
- * Helper function for "monster nest (jelly)"
+ * makes a lake/collapsed cave system in the center of the dungeon
  */
-static bool vault_aux_jelly(int r_idx)
+void build_lake(int type)
 {
-       monster_race *r_ptr = &r_info[r_idx];
+       int grd, roug, xsize, ysize, x0, y0;
+       bool done = FALSE;
+       int c1, c2, c3;
 
-       /* Validate the monster */
-       if (!vault_monster_okay(r_idx)) return (FALSE);
+       /* paranoia - exit if lake type out of range. */
+       if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT))
+       {
+               msg_format("Invalid lake type (%d)", type);
+               return;
+       }
 
-       if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
+       /* Make the size of the dungeon */
+       xsize = cur_wid - 1;
+       ysize = cur_hgt - 1;
+       x0 = xsize / 2;
+       y0 = ysize / 2;
 
-       /* Also decline evil jellies (like death molds and shoggoths) */
-       if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
+       /* Paranoia: make size even */
+       xsize = x0 * 2;
+       ysize = y0 * 2;
 
-       /* Require icky thing, jelly, mold, or mushroom */
-       if (!my_strchr("ijm,", r_ptr->d_char)) return (FALSE);
+       while (!done)
+       {
+               /* testing values for these parameters: feel free to adjust */
+               grd = randint1(3) + 4;
 
-       /* Okay */
-       return (TRUE);
-}
+               /* want average of about 16 */
+               roug = randint1(8) * randint1(4);
 
+               /* Make up size of various componants */
+               /* Floor */
+               c3 = 3 * xsize / 4;
 
-/*
- * Helper function for "monster nest (animal)"
- */
-static bool vault_aux_animal(int r_idx)
-{
-       monster_race *r_ptr = &r_info[r_idx];
+               /* Deep water/lava */
+               c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
 
-       /* Validate the monster */
-       if (!vault_monster_okay(r_idx)) return (FALSE);
+               /* Shallow boundary */
+               c2 = (c1 + c3) / 2;
 
-       /* Require "animal" flag */
-       if (!(r_ptr->flags3 & (RF3_ANIMAL))) return (FALSE);
+               /* make it */
+               generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3);
 
-       /* Okay */
-       return (TRUE);
+               /* Convert to normal format+ clean up */
+               done = generate_lake(y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type);
+       }
 }
+#endif /* ALLOW_CAVERNS_AND_LAKES */
 
 
 /*
- * Helper function for "monster nest (undead)"
+ * Routine used by the random vault creators to add a door to a location
+ * Note that range checking has to be done in the calling routine.
+ *
+ * The doors must be INSIDE the allocated region.
  */
-static bool vault_aux_undead(int r_idx)
+void add_door(int x, int y)
 {
-       monster_race *r_ptr = &r_info[r_idx];
-
-       /* Validate the monster */
-       if (!vault_monster_okay(r_idx)) return (FALSE);
-
-       /* Require Undead */
-       if (!(r_ptr->flags3 & (RF3_UNDEAD))) return (FALSE);
+       /* Need to have a wall in the center square */
+       if (!is_outer_bold(y, x)) return;
 
-       /* Okay */
-       return (TRUE);
-}
+       /* look at:
+        *  x#x
+        *  .#.
+        *  x#x
+        *
+        *  where x=don't care
+        *  .=floor, #=wall
+        */
 
-
-/*
- * Helper function for "monster nest (chapel)"
- */
-static bool vault_aux_chapel_g(int r_idx)
-{
-       static int chapel_list[] = {
-               MON_NOV_PRIEST, MON_NOV_PALADIN, MON_NOV_PRIEST_G, MON_NOV_PALADIN_G, 
-               MON_PRIEST, MON_JADE_MONK, MON_IVORY_MONK, MON_ULTRA_PALADIN, 
-               MON_EBONY_MONK, MON_W_KNIGHT, MON_KNI_TEMPLAR, MON_PALADIN,
-               MON_TOPAZ_MONK, 0};
-
-       int i;
-
-       monster_race *r_ptr = &r_info[r_idx];
-
-       /* Validate the monster */
-       if (!vault_monster_okay(r_idx)) return (FALSE);
-
-       if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
-       if ((r_idx == MON_A_GOLD) || (r_idx == MON_A_SILVER)) return (FALSE);
-
-       /* Require "priest" or Angel */
-
-       if (r_ptr->d_char == 'A') return TRUE;
-
-       for (i = 0; chapel_list[i]; i++)
-               if (r_idx == chapel_list[i]) return TRUE;
-
-       return FALSE;
-}
-
-
-/*
- * Helper function for "monster nest (kennel)"
- */
-static bool vault_aux_kennel(int r_idx)
-{
-       monster_race *r_ptr = &r_info[r_idx];
-
-       /* Validate the monster */
-       if (!vault_monster_okay(r_idx)) return (FALSE);
-
-       /* Require a Zephyr Hound or a dog */
-       if (!my_strchr("CZ", r_ptr->d_char)) return (FALSE);
-  
-       /* Okay */
-       return (TRUE);
-}
-
-
-/*
- * Helper function for "monster nest (mimic)"
- */
-static bool vault_aux_mimic(int r_idx)
-{
-       monster_race *r_ptr = &r_info[r_idx];
-
-       /* Validate the monster */
-       if (!vault_monster_okay(r_idx)) return (FALSE);
-
-       /* Require mimic */
-       if (!my_strchr("!$&(/=?[\\|", r_ptr->d_char)) return (FALSE);
-
-       /* Okay */
-       return (TRUE);
-}
-
-/*
- * Helper function for "monster nest (clone)"
- */
-static bool vault_aux_clone(int r_idx)
-{
-       /* Validate the monster */
-       if (!vault_monster_okay(r_idx)) return (FALSE);
-
-       return (r_idx == vault_aux_race);
-}
-
-
-/*
- * Helper function for "monster nest (symbol clone)"
- */
-static bool vault_aux_symbol_e(int r_idx)
-{
-       monster_race *r_ptr = &r_info[r_idx];
-
-       /* Validate the monster */
-       if (!vault_monster_okay(r_idx)) return (FALSE);
-
-       if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
-
-       if (r_ptr->flags3 & (RF3_GOOD)) return (FALSE);
-
-       /* Decline incorrect symbol */
-       if (r_ptr->d_char != vault_aux_char) return (FALSE);
-
-       /* Okay */
-       return (TRUE);
-}
-
-
-/*
- * Helper function for "monster nest (symbol clone)"
- */
-static bool vault_aux_symbol_g(int r_idx)
-{
-       monster_race *r_ptr = &r_info[r_idx];
-
-       /* Validate the monster */
-       if (!vault_monster_okay(r_idx)) return (FALSE);
-
-       if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
-
-       if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
-
-       /* Decline incorrect symbol */
-       if (r_ptr->d_char != vault_aux_char) return (FALSE);
-
-       /* Okay */
-       return (TRUE);
-}
-
-
-/*
- * Helper function for "monster pit (orc)"
- */
-static bool vault_aux_orc(int r_idx)
-{
-       monster_race *r_ptr = &r_info[r_idx];
-
-       /* Validate the monster */
-       if (!vault_monster_okay(r_idx)) return (FALSE);
-
-       /* Require orc */
-       if (!(r_ptr->flags3 & RF3_ORC)) return (FALSE);
-
-       /* Decline undead */
-       if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
-
-       /* Okay */
-       return (TRUE);
-}
-
-
-/*
- * Helper function for "monster pit (troll)"
- */
-static bool vault_aux_troll(int r_idx)
-{
-       monster_race *r_ptr = &r_info[r_idx];
-
-       /* Validate the monster */
-       if (!vault_monster_okay(r_idx)) return (FALSE);
-
-       /* Require troll */
-       if (!(r_ptr->flags3 & RF3_TROLL)) return (FALSE);
-
-       /* Decline undead */
-       if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
-
-       /* Okay */
-       return (TRUE);
-}
-
-
-/*
- * Helper function for "monster pit (giant)"
- */
-static bool vault_aux_giant(int r_idx)
-{
-       monster_race *r_ptr = &r_info[r_idx];
-
-       /* Validate the monster */
-       if (!vault_monster_okay(r_idx)) return (FALSE);
-
-       /* Require giant */
-       if (!(r_ptr->flags3 & RF3_GIANT)) return (FALSE);
-
-       if (r_ptr->flags3 & RF3_GOOD) return (FALSE);
-
-       /* Decline undead */
-       if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
-
-       /* Okay */
-       return (TRUE);
-}
-
-
-/*
- * Helper function for "monster pit (dragon)"
- */
-static bool vault_aux_dragon(int r_idx)
-{
-       monster_race *r_ptr = &r_info[r_idx];
-
-       /* Validate the monster */
-       if (!vault_monster_okay(r_idx)) return (FALSE);
-
-       /* Require dragon */
-       if (!(r_ptr->flags3 & RF3_DRAGON)) return (FALSE);
-
-       /* Hack -- Require correct "breath attack" */
-       if (r_ptr->flags4 != vault_aux_dragon_mask4) return (FALSE);
-
-       /* Decline undead */
-       if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
-
-       /* Okay */
-       return (TRUE);
-}
-
-
-/*
- * Helper function for "monster pit (demon)"
- */
-static bool vault_aux_demon(int r_idx)
-{
-       monster_race *r_ptr = &r_info[r_idx];
-
-       /* Validate the monster */
-       if (!vault_monster_okay(r_idx)) return (FALSE);
-
-       if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
-
-       /* Require demon */
-       if (!(r_ptr->flags3 & RF3_DEMON)) return (FALSE);
-
-       /* Okay */
-       return (TRUE);
-}
-
-
-/*
- * Helper function for "monster pit (lovecraftian)"
- */
-static bool vault_aux_cthulhu(int r_idx)
-{
-       monster_race *r_ptr = &r_info[r_idx];
-
-       /* Validate the monster */
-       if (!vault_monster_okay(r_idx)) return (FALSE);
-
-       if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
-
-       /* Require eldritch horror */
-       if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
-
-       /* Okay */
-       return (TRUE);
-}
-
-
-/*
- * Helper function for "monster pit (clone)"
- */
-static void vault_prep_clone(void)
-{
-       /* Apply the monster restriction */
-       get_mon_num_prep(vault_aux_simple, NULL);
-
-       /* Pick a race to clone */
-       vault_aux_race = get_mon_num(dun_level + 10);
-
-       /* Remove the monster restriction */
-       get_mon_num_prep(NULL, NULL);
-}
-
-
-/*
- * Helper function for "monster pit (symbol clone)"
- */
-static void vault_prep_symbol(void)
-{
-       int r_idx;
-
-       /* Apply the monster restriction */
-       get_mon_num_prep(vault_aux_simple, NULL);
-
-       /* Pick a race to clone */
-       r_idx = get_mon_num(dun_level + 10);
-
-       /* Remove the monster restriction */
-       get_mon_num_prep(NULL, NULL);
-
-       /* Extract the symbol */
-       vault_aux_char = r_info[r_idx].d_char;
-}
-
-
-/*
- * Helper function for "monster pit (dragon)"
- */
-static void vault_prep_dragon(void)
-{
-       /* Pick dragon type */
-       switch (randint0(6))
-       {
-               /* Black */
-               case 0:
-               {
-                       /* Restrict dragon breath type */
-                       vault_aux_dragon_mask4 = RF4_BR_ACID;
-
-                       /* Done */
-                       break;
-               }
-
-               /* Blue */
-               case 1:
-               {
-                       /* Restrict dragon breath type */
-                       vault_aux_dragon_mask4 = RF4_BR_ELEC;
-
-                       /* Done */
-                       break;
-               }
-
-               /* Red */
-               case 2:
-               {
-                       /* Restrict dragon breath type */
-                       vault_aux_dragon_mask4 = RF4_BR_FIRE;
-
-                       /* Done */
-                       break;
-               }
-
-               /* White */
-               case 3:
-               {
-                       /* Restrict dragon breath type */
-                       vault_aux_dragon_mask4 = RF4_BR_COLD;
-
-                       /* Done */
-                       break;
-               }
-
-               /* Green */
-               case 4:
-               {
-                       /* Restrict dragon breath type */
-                       vault_aux_dragon_mask4 = RF4_BR_POIS;
-
-                       /* Done */
-                       break;
-               }
-
-               /* Multi-hued */
-               default:
-               {
-                       /* Restrict dragon breath type */
-                       vault_aux_dragon_mask4 = (RF4_BR_ACID | RF4_BR_ELEC |
-                                                                                         RF4_BR_FIRE | RF4_BR_COLD |
-                                                                                         RF4_BR_POIS);
-
-                       /* Done */
-                       break;
-               }
-       }
-}
-
-
-/*
- * Helper function for "monster pit (dark elf)"
- */
-static bool vault_aux_dark_elf(int r_idx)
-{
-       int i;
-       static int dark_elf_list[] =
-       {
-               MON_D_ELF, MON_D_ELF_MAGE, MON_D_ELF_WARRIOR, MON_D_ELF_PRIEST,
-               MON_D_ELF_LORD, MON_D_ELF_WARLOCK, MON_D_ELF_DRUID, MON_NIGHTBLADE,
-               MON_D_ELF_SORC, MON_D_ELF_SHADE, 0,
-       };
-
-       /* Validate the monster */
-       if (!vault_monster_okay(r_idx)) return FALSE;
-
-       /* Require dark elves */
-       for (i = 0; dark_elf_list[i]; i++)
-               if (r_idx == dark_elf_list[i]) return TRUE;
-
-       /* Assume not */
-       return FALSE;
-}
-
-
-typedef struct vault_aux_type vault_aux_type;
-
-
-struct vault_aux_type
-{
-       cptr name;
-       bool (*hook_func)(int r_idx);
-       void (*prep_func)(void);
-       int level;
-       int chance;
-};
-
-
-static int pick_vault_type(vault_aux_type *l_ptr, s16b allow_flag_mask)
-{
-       int tmp, total, count;
-
-       vault_aux_type *n_ptr;
-
-       /* Calculate the total possibilities */
-       for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
-       {
-               /* Note end */
-               if (!n_ptr->name) break;
-
-               /* Ignore excessive depth */
-               if (n_ptr->level > dun_level) continue;
-
-               /* Not matched with pit/nest flag */
-               if (!(allow_flag_mask & (1L << count))) continue;
-
-               /* Count this possibility */
-               total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
-       }
-
-       /* Pick a random type */
-       tmp = randint0(total);
-
-       /* Find this type */
-       for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
-       {
-               /* Note end */
-               if (!n_ptr->name) break;
-
-               /* Ignore excessive depth */
-               if (n_ptr->level > dun_level) continue;
-
-               /* Not matched with pit/nest flag */
-               if (!(allow_flag_mask & (1L << count))) continue;
-
-               /* Count this possibility */
-               total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
-
-               /* Found the type */
-               if (tmp < total) break;
-       }
-
-       return n_ptr->name ? count : -1;
-}
-
-static vault_aux_type nest_types[] =
-{
-#ifdef JP
-       {"¥¯¥í¡¼¥ó",     vault_aux_clone,    vault_prep_clone,   5, 3},
-       {"¥¼¥ê¡¼",       vault_aux_jelly,    NULL,               5, 6},
-       {"¥·¥ó¥Ü¥ë(Á±)", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
-       {"¥·¥ó¥Ü¥ë(°­)", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
-       {"¥ß¥ß¥Ã¥¯",     vault_aux_mimic,    NULL,              30, 4},
-       {"¶¸µ¤",         vault_aux_cthulhu,  NULL,              70, 2},
-       {"¸¤¾®²°",       vault_aux_kennel,   NULL,              45, 4},
-       {"ưʪ±à",       vault_aux_animal,   NULL,              35, 5},
-       {"¶µ²ñ",         vault_aux_chapel_g, NULL,              75, 4},
-       {"¥¢¥ó¥Ç¥Ã¥É",   vault_aux_undead,   NULL,              75, 5},
-       {NULL,           NULL,               NULL,               0, 0},
-#else
-       {"clone",        vault_aux_clone,    vault_prep_clone,   5, 3},
-       {"jelly",        vault_aux_jelly,    NULL,               5, 6},
-       {"symbol good",  vault_aux_symbol_g, vault_prep_symbol, 25, 2},
-       {"symbol evil",  vault_aux_symbol_e, vault_prep_symbol, 25, 2},
-       {"mimic",        vault_aux_mimic,    NULL,              30, 4},
-       {"lovecraftian", vault_aux_cthulhu,  NULL,              70, 2},
-       {"kennel",       vault_aux_kennel,   NULL,              45, 4},
-       {"animal",       vault_aux_animal,   NULL,              35, 5},
-       {"chapel",       vault_aux_chapel_g, NULL,              75, 4},
-       {"undead",       vault_aux_undead,   NULL,              75, 5},
-       {NULL,           NULL,               NULL,               0, 0},
-#endif
-};
-
-static vault_aux_type pit_types[] =
-{
-#ifdef JP
-       {"¥ª¡¼¥¯",       vault_aux_orc,      NULL,               5, 6},
-       {"¥È¥í¥ë",       vault_aux_troll,    NULL,              20, 6},
-       {"¥¸¥ã¥¤¥¢¥ó¥È", vault_aux_giant,    NULL,              50, 6},
-       {"¶¸µ¤",         vault_aux_cthulhu,  NULL,              80, 2},
-       {"¥·¥ó¥Ü¥ë(Á±)", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
-       {"¥·¥ó¥Ü¥ë(°­)", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
-       {"¶µ²ñ",         vault_aux_chapel_g, NULL,              65, 2},
-       {"¥É¥é¥´¥ó",     vault_aux_dragon,   vault_prep_dragon, 70, 6},
-       {"¥Ç¡¼¥â¥ó",     vault_aux_demon,    NULL,              80, 6},
-       {"¥À¡¼¥¯¥¨¥ë¥Õ", vault_aux_dark_elf, NULL,              45, 4},
-       {NULL,           NULL,               NULL,               0, 0},
-#else
-       {"orc",          vault_aux_orc,      NULL,               5, 6},
-       {"troll",        vault_aux_troll,    NULL,              20, 6},
-       {"giant",        vault_aux_giant,    NULL,              50, 6},
-       {"lovecraftian", vault_aux_cthulhu,  NULL,              80, 2},
-       {"symbol good",  vault_aux_symbol_g, vault_prep_symbol, 70, 1},
-       {"symbol evil",  vault_aux_symbol_e, vault_prep_symbol, 70, 1},
-       {"chapel",       vault_aux_chapel_g, NULL,              65, 2},
-       {"dragon",       vault_aux_dragon,   vault_prep_dragon, 70, 6},
-       {"demon",        vault_aux_demon,    NULL,              80, 6},
-       {"dark elf",     vault_aux_dark_elf, NULL,              45, 4},
-       {NULL,           NULL,               NULL,               0, 0},
-#endif
-};
-
-
-/* Nest types code */
-#define NEST_TYPE_CLONE        0
-#define NEST_TYPE_JELLY        1
-#define NEST_TYPE_SYMBOL_GOOD  2
-#define NEST_TYPE_SYMBOL_EVIL  3
-#define NEST_TYPE_MIMIC        4
-#define NEST_TYPE_LOVECRAFTIAN 5
-#define NEST_TYPE_KENNEL       6
-#define NEST_TYPE_ANIMAL       7
-#define NEST_TYPE_CHAPEL       8
-#define NEST_TYPE_UNDEAD       9
-
-/* Pit types code */
-#define PIT_TYPE_ORC           0
-#define PIT_TYPE_TROLL         1
-#define PIT_TYPE_GIANT         2
-#define PIT_TYPE_LOVECRAFTIAN  3
-#define PIT_TYPE_SYMBOL_GOOD   4
-#define PIT_TYPE_SYMBOL_EVIL   5
-#define PIT_TYPE_CHAPEL        6
-#define PIT_TYPE_DRAGON        7
-#define PIT_TYPE_DEMON         8
-#define PIT_TYPE_DARK_ELF      9
-
-
-/*
- * Hack -- Get the string describing subtype of pit/nest
- * Determined in prepare function (some pit/nest only)
- */
-static cptr pit_subtype_string(int type, bool nest)
-{
-       static char inner_buf[256] = "";
-
-       inner_buf[0] = '\0'; /* Init string */
-
-       if (nest) /* Nests */
-       {
-               switch (type)
-               {
-               case NEST_TYPE_CLONE:
-                       sprintf(inner_buf, "(%s)", r_name + r_info[vault_aux_race].name);
-                       break;
-               case NEST_TYPE_SYMBOL_GOOD:
-               case NEST_TYPE_SYMBOL_EVIL:
-                       sprintf(inner_buf, "(%c)", vault_aux_char);
-                       break;
-               }
-       }
-       else /* Pits */
-       {
-               switch (type)
-               {
-               case PIT_TYPE_SYMBOL_GOOD:
-               case PIT_TYPE_SYMBOL_EVIL:
-                       sprintf(inner_buf, "(%c)", vault_aux_char);
-                       break;
-               case PIT_TYPE_DRAGON:
-                       switch (vault_aux_dragon_mask4)
-                       {
-#ifdef JP
-                       case RF4_BR_ACID: strcpy(inner_buf, "(»À)");   break;
-                       case RF4_BR_ELEC: strcpy(inner_buf, "(°ðºÊ)"); break;
-                       case RF4_BR_FIRE: strcpy(inner_buf, "(²Ð±ê)"); break;
-                       case RF4_BR_COLD: strcpy(inner_buf, "(Î䵤)"); break;
-                       case RF4_BR_POIS: strcpy(inner_buf, "(ÆÇ)");   break;
-                       case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
-                               strcpy(inner_buf, "(Ëü¿§)"); break;
-                       default: strcpy(inner_buf, "(̤ÄêµÁ)"); break;
-#else
-                       case RF4_BR_ACID: strcpy(inner_buf, "(acid)");      break;
-                       case RF4_BR_ELEC: strcpy(inner_buf, "(lightning)"); break;
-                       case RF4_BR_FIRE: strcpy(inner_buf, "(fire)");      break;
-                       case RF4_BR_COLD: strcpy(inner_buf, "(frost)");     break;
-                       case RF4_BR_POIS: strcpy(inner_buf, "(poison)");    break;
-                       case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
-                               strcpy(inner_buf, "(multi-hued)"); break;
-                       default: strcpy(inner_buf, "(undefined)"); break;
-#endif
-                       }
-                       break;
-               }
-       }
-
-       return inner_buf;
-}
-
-
-/* A struct for nest monster information with cheat_hear */
-typedef struct
-{
-       s16b r_idx;
-       bool used;
-}
-nest_mon_info_type;
-
-
-/*
- * Comp function for sorting nest monster information
- */
-static bool ang_sort_comp_nest_mon_info(vptr u, vptr v, int a, int b)
-{
-       nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
-       int w1 = nest_mon_info[a].r_idx;
-       int w2 = nest_mon_info[b].r_idx;
-       monster_race *r1_ptr = &r_info[w1];
-       monster_race *r2_ptr = &r_info[w2];
-       int z1, z2;
-
-       /* Unused */
-       (void)v;
-
-       /* Extract used info */
-       z1 = nest_mon_info[a].used;
-       z2 = nest_mon_info[b].used;
-
-       /* Compare used status */
-       if (z1 < z2) return FALSE;
-       if (z1 > z2) return TRUE;
-
-       /* Compare levels */
-       if (r1_ptr->level < r2_ptr->level) return TRUE;
-       if (r1_ptr->level > r2_ptr->level) return FALSE;
-
-       /* Compare experience */
-       if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
-       if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
-
-       /* Compare indexes */
-       return w1 <= w2;
-}
-
-
-/*
- * Swap function for sorting nest monster information
- */
-static void ang_sort_swap_nest_mon_info(vptr u, vptr v, int a, int b)
-{
-       nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
-       nest_mon_info_type holder;
-
-       /* Unused */
-       (void)v;
-
-       /* Swap */
-       holder = nest_mon_info[a];
-       nest_mon_info[a] = nest_mon_info[b];
-       nest_mon_info[b] = holder;
-}
-
-
-#define NUM_NEST_MON_TYPE 64
-
-/*
- * Type 5 -- Monster nests
- *
- * A monster nest is a "big" room, with an "inner" room, containing
- * a "collection" of monsters of a given type strewn about the room.
- *
- * The monsters are chosen from a set of 64 randomly selected monster
- * races, to allow the nest creation to fail instead of having "holes".
- *
- * Note the use of the "get_mon_num_prep()" function, and the special
- * "get_mon_num_hook()" restriction function, to prepare the "monster
- * allocation table" in such a way as to optimize the selection of
- * "appropriate" non-unique monsters for the nest.
- *
- * Note that the "get_mon_num()" function may (rarely) fail, in which
- * case the nest will be empty, and will not affect the level rating.
- *
- * Note that "monster nests" will never contain "unique" monsters.
- */
-static bool build_type5(void)
-{
-       int y, x, y1, x1, y2, x2, xval, yval;
-       int i;
-       nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
-
-       monster_type align;
-
-       cave_type *c_ptr;
-
-       int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest);
-       vault_aux_type *n_ptr;
-
-       /* No type available */
-       if (cur_nest_type < 0) return FALSE;
-
-       n_ptr = &nest_types[cur_nest_type];
-
-       /* Process a preparation function if necessary */
-       if (n_ptr->prep_func) (*(n_ptr->prep_func))();
-
-       /* Prepare allocation table */
-       get_mon_num_prep(n_ptr->hook_func, NULL);
-
-       align.sub_align = SUB_ALIGN_NEUTRAL;
-
-       /* Pick some monster types */
-       for (i = 0; i < NUM_NEST_MON_TYPE; i++)
-       {
-               int r_idx = 0, attempts = 100;
-               monster_race *r_ptr = NULL;
-
-               while (attempts--)
-               {
-                       /* Get a (hard) monster type */
-                       r_idx = get_mon_num(dun_level + 11);
-                       r_ptr = &r_info[r_idx];
-
-                       /* Decline incorrect alignment */
-                       if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
-
-                       /* Accept this monster */
-                       break;
-               }
-
-               /* Notice failure */
-               if (!r_idx || !attempts) return FALSE;
-
-               /* Note the alignment */
-               if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
-               if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
-
-               nest_mon_info[i].r_idx = r_idx;
-               nest_mon_info[i].used = FALSE;
-       }
-
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(&yval, &xval, 11, 25)) return FALSE;
-
-       /* Large room */
-       y1 = yval - 4;
-       y2 = yval + 4;
-       x1 = xval - 11;
-       x2 = xval + 11;
-
-       /* Place the floor area */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               for (x = x1 - 1; x <= x2 + 1; x++)
-               {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-                       c_ptr->info |= (CAVE_ROOM);
-               }
-       }
-
-       /* Place the outer walls */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               c_ptr = &cave[y][x1 - 1];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y][x2 + 1];
-               place_outer_grid(c_ptr);
-       }
-       for (x = x1 - 1; x <= x2 + 1; x++)
-       {
-               c_ptr = &cave[y1 - 1][x];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y2 + 1][x];
-               place_outer_grid(c_ptr);
-       }
-
-
-       /* Advance to the center room */
-       y1 = y1 + 2;
-       y2 = y2 - 2;
-       x1 = x1 + 2;
-       x2 = x2 - 2;
-
-       /* The inner walls */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               c_ptr = &cave[y][x1 - 1];
-               place_inner_grid(c_ptr);
-               c_ptr = &cave[y][x2 + 1];
-               place_inner_grid(c_ptr);
-       }
-
-       for (x = x1 - 1; x <= x2 + 1; x++)
-       {
-               c_ptr = &cave[y1 - 1][x];
-               place_inner_grid(c_ptr);
-               c_ptr = &cave[y2 + 1][x];
-               place_inner_grid(c_ptr);
-       }
-       for (y = y1; y <= y2; y++)
-       {
-               for (x = x1; x <= x2; x++)
-               {
-                       add_cave_info(y, x, CAVE_ICKY);
-               }
-       }
-
-       /* Place a secret door */
-       switch (randint1(4))
-       {
-               case 1: place_secret_door(y1 - 1, xval); break;
-               case 2: place_secret_door(y2 + 1, xval); break;
-               case 3: place_secret_door(yval, x1 - 1); break;
-               case 4: place_secret_door(yval, x2 + 1); break;
-       }
-
-       /* Describe */
-       if (cheat_room)
-       {
-               /* Room type */
-#ifdef JP
-               msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(nest)(%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
-#else
-               msg_format("Monster nest (%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
-#endif
-       }
-
-       /* Increase the level rating */
-       rating += 10;
-
-       /* (Sometimes) Cause a "special feeling" (for "Monster Nests") */
-       if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
-       {
-               good_item_flag = TRUE;
-       }
-
-       /* Place some monsters */
-       for (y = yval - 2; y <= yval + 2; y++)
-       {
-               for (x = xval - 9; x <= xval + 9; x++)
-               {
-                       int r_idx;
-
-                       i = randint0(NUM_NEST_MON_TYPE);
-                       r_idx = nest_mon_info[i].r_idx;
-
-                       /* Place that "random" monster (no groups) */
-                       (void)place_monster_aux(0, y, x, r_idx, 0L);
-
-                       nest_mon_info[i].used = TRUE;
-               }
-       }
-
-       if (cheat_room && cheat_hear)
-       {
-               ang_sort_comp = ang_sort_comp_nest_mon_info;
-               ang_sort_swap = ang_sort_swap_nest_mon_info;
-               ang_sort(nest_mon_info, NULL, NUM_NEST_MON_TYPE);
-
-               /* Dump the entries (prevent multi-printing) */
-               for (i = 0; i < NUM_NEST_MON_TYPE; i++)
-               {
-                       if (!nest_mon_info[i].used) break;
-                       for (; i < NUM_NEST_MON_TYPE - 1; i++)
-                       {
-                               if (nest_mon_info[i].r_idx != nest_mon_info[i + 1].r_idx) break;
-                               if (!nest_mon_info[i + 1].used) break;
-                       }
-                       msg_print(r_name + r_info[nest_mon_info[i].r_idx].name);
-               }
-       }
-
-       return TRUE;
-}
-
-
-/*
- * Type 6 -- Monster pits
- *
- * A monster pit is a "big" room, with an "inner" room, containing
- * a "collection" of monsters of a given type organized in the room.
- *
- * The inside room in a monster pit appears as shown below, where the
- * actual monsters in each location depend on the type of the pit
- *
- *   #####################
- *   #0000000000000000000#
- *   #0112233455543322110#
- *   #0112233467643322110#
- *   #0112233455543322110#
- *   #0000000000000000000#
- *   #####################
- *
- * Note that the monsters in the pit are now chosen by using "get_mon_num()"
- * to request 16 "appropriate" monsters, sorting them by level, and using
- * the "even" entries in this sorted list for the contents of the pit.
- *
- * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",
- * which is handled by requiring a specific "breath" attack for all of the
- * dragons.  This may include "multi-hued" breath.  Note that "wyrms" may
- * be present in many of the dragon pits, if they have the proper breath.
- *
- * Note the use of the "get_mon_num_prep()" function, and the special
- * "get_mon_num_hook()" restriction function, to prepare the "monster
- * allocation table" in such a way as to optimize the selection of
- * "appropriate" non-unique monsters for the pit.
- *
- * Note that the "get_mon_num()" function may (rarely) fail, in which case
- * the pit will be empty, and will not effect the level rating.
- *
- * Note that "monster pits" will never contain "unique" monsters.
- */
-static bool build_type6(void)
-{
-       int y, x, y1, x1, y2, x2, xval, yval;
-       int i, j;
-
-       int what[16];
-
-       monster_type align;
-
-       cave_type *c_ptr;
-
-       int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
-       vault_aux_type *n_ptr;
-
-       /* No type available */
-       if (cur_pit_type < 0) return FALSE;
-
-       n_ptr = &pit_types[cur_pit_type];
-
-       /* Process a preparation function if necessary */
-       if (n_ptr->prep_func) (*(n_ptr->prep_func))();
-
-       /* Prepare allocation table */
-       get_mon_num_prep(n_ptr->hook_func, NULL);
-
-       align.sub_align = SUB_ALIGN_NEUTRAL;
-
-       /* Pick some monster types */
-       for (i = 0; i < 16; i++)
-       {
-               int r_idx = 0, attempts = 100;
-               monster_race *r_ptr = NULL;
-
-               while (attempts--)
-               {
-                       /* Get a (hard) monster type */
-                       r_idx = get_mon_num(dun_level + 11);
-                       r_ptr = &r_info[r_idx];
-
-                       /* Decline incorrect alignment */
-                       if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
-
-                       /* Accept this monster */
-                       break;
-               }
-
-               /* Notice failure */
-               if (!r_idx || !attempts) return FALSE;
-
-               /* Note the alignment */
-               if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
-               if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
-
-               what[i] = r_idx;
-       }
-
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(&yval, &xval, 11, 25)) return FALSE;
-
-       /* Large room */
-       y1 = yval - 4;
-       y2 = yval + 4;
-       x1 = xval - 11;
-       x2 = xval + 11;
-
-       /* Place the floor area */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               for (x = x1 - 1; x <= x2 + 1; x++)
-               {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-                       c_ptr->info |= (CAVE_ROOM);
-               }
-       }
-
-       /* Place the outer walls */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               c_ptr = &cave[y][x1 - 1];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y][x2 + 1];
-               place_outer_grid(c_ptr);
-       }
-       for (x = x1 - 1; x <= x2 + 1; x++)
-       {
-               c_ptr = &cave[y1 - 1][x];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y2 + 1][x];
-               place_outer_grid(c_ptr);
-       }
-
-       /* Advance to the center room */
-       y1 = y1 + 2;
-       y2 = y2 - 2;
-       x1 = x1 + 2;
-       x2 = x2 - 2;
-
-       /* The inner walls */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               c_ptr = &cave[y][x1 - 1];
-               place_inner_grid(c_ptr);
-               c_ptr = &cave[y][x2 + 1];
-               place_inner_grid(c_ptr);
-       }
-       for (x = x1 - 1; x <= x2 + 1; x++)
-       {
-               c_ptr = &cave[y1 - 1][x];
-               place_inner_grid(c_ptr);
-               c_ptr = &cave[y2 + 1][x];
-               place_inner_grid(c_ptr);
-       }
-       for (y = y1; y <= y2; y++)
-       {
-               for (x = x1; x <= x2; x++)
-               {
-                       add_cave_info(y, x, CAVE_ICKY);
-               }
-       }
-
-       /* Place a secret door */
-       switch (randint1(4))
-       {
-               case 1: place_secret_door(y1 - 1, xval); break;
-               case 2: place_secret_door(y2 + 1, xval); break;
-               case 3: place_secret_door(yval, x1 - 1); break;
-               case 4: place_secret_door(yval, x2 + 1); break;
-       }
-
-       /* Sort the entries */
-       for (i = 0; i < 16 - 1; i++)
-       {
-               /* Sort the entries */
-               for (j = 0; j < 16 - 1; j++)
-               {
-                       int i1 = j;
-                       int i2 = j + 1;
-
-                       int p1 = r_info[what[i1]].level;
-                       int p2 = r_info[what[i2]].level;
-
-                       /* Bubble */
-                       if (p1 > p2)
-                       {
-                               int tmp = what[i1];
-                               what[i1] = what[i2];
-                               what[i2] = tmp;
-                       }
-               }
-       }
-
-       /* Message */
-       if (cheat_room)
-       {
-               /* Room type */
-#ifdef JP
-               msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(pit)(%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#else
-               msg_format("Monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#endif
-       }
-
-       /* Select the entries */
-       for (i = 0; i < 8; i++)
-       {
-               /* Every other entry */
-               what[i] = what[i * 2];
-
-               if (cheat_hear)
-               {
-                       /* Message */
-                       msg_print(r_name + r_info[what[i]].name);
-               }
-       }
-
-       /* Increase the level rating */
-       rating += 10;
-
-       /* (Sometimes) Cause a "special feeling" (for "Monster Pits") */
-       if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
-       {
-               good_item_flag = TRUE;
-       }
-
-       /* Top and bottom rows */
-       for (x = xval - 9; x <= xval + 9; x++)
-       {
-               place_monster_aux(0, yval - 2, x, what[0], PM_NO_KAGE);
-               place_monster_aux(0, yval + 2, x, what[0], PM_NO_KAGE);
-       }
-
-       /* Middle columns */
-       for (y = yval - 1; y <= yval + 1; y++)
-       {
-               place_monster_aux(0, y, xval - 9, what[0], PM_NO_KAGE);
-               place_monster_aux(0, y, xval + 9, what[0], PM_NO_KAGE);
-
-               place_monster_aux(0, y, xval - 8, what[1], PM_NO_KAGE);
-               place_monster_aux(0, y, xval + 8, what[1], PM_NO_KAGE);
-
-               place_monster_aux(0, y, xval - 7, what[1], PM_NO_KAGE);
-               place_monster_aux(0, y, xval + 7, what[1], PM_NO_KAGE);
-
-               place_monster_aux(0, y, xval - 6, what[2], PM_NO_KAGE);
-               place_monster_aux(0, y, xval + 6, what[2], PM_NO_KAGE);
-
-               place_monster_aux(0, y, xval - 5, what[2], PM_NO_KAGE);
-               place_monster_aux(0, y, xval + 5, what[2], PM_NO_KAGE);
-
-               place_monster_aux(0, y, xval - 4, what[3], PM_NO_KAGE);
-               place_monster_aux(0, y, xval + 4, what[3], PM_NO_KAGE);
-
-               place_monster_aux(0, y, xval - 3, what[3], PM_NO_KAGE);
-               place_monster_aux(0, y, xval + 3, what[3], PM_NO_KAGE);
-
-               place_monster_aux(0, y, xval - 2, what[4], PM_NO_KAGE);
-               place_monster_aux(0, y, xval + 2, what[4], PM_NO_KAGE);
-       }
-
-       /* Above/Below the center monster */
-       for (x = xval - 1; x <= xval + 1; x++)
-       {
-               place_monster_aux(0, yval + 1, x, what[5], PM_NO_KAGE);
-               place_monster_aux(0, yval - 1, x, what[5], PM_NO_KAGE);
-       }
-
-       /* Next to the center monster */
-       place_monster_aux(0, yval, xval + 1, what[6], PM_NO_KAGE);
-       place_monster_aux(0, yval, xval - 1, what[6], PM_NO_KAGE);
-
-       /* Center monster */
-       place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE);
-
-       return TRUE;
-}
-
-
-/* coordinate translation code */
-static void coord_trans(int *x, int *y, int xoffset, int 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;
-}
-
-
-/*
- * Hack -- fill in "vault" rooms
- */
-static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
-               int xoffset, int yoffset, int transno)
-{
-       int dx, dy, x, y, i, j;
-
-       cptr t;
-
-       cave_type *c_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;
-
-                       /* Access the grid */
-                       c_ptr = &cave[y][x];
-
-                       /* Lay down a floor */
-                       place_floor_grid(c_ptr);
-
-                       /* Remove any mimic */
-                       c_ptr->mimic = 0;
-
-                       /* Part of a vault */
-                       c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
-
-                       /* Analyze the grid */
-                       switch (*t)
-                       {
-                               /* Granite wall (outer) */
-                       case '%':
-                               place_outer_noperm_grid(c_ptr);
-                               break;
-
-                               /* Granite wall (inner) */
-                       case '#':
-                               place_inner_grid(c_ptr);
-                               break;
-
-                               /* Permanent wall (inner) */
-                       case 'X':
-                               place_inner_perm_grid(c_ptr);
-                               break;
-
-                               /* Treasure/trap */
-                       case '*':
-                               if (randint0(100) < 75)
-                               {
-                                       place_object(y, x, 0L);
-                               }
-                               else
-                               {
-                                       place_trap(y, x);
-                               }
-                               break;
-
-                               /* Secret doors */
-                       case '+':
-                               place_secret_door(y, x);
-                               break;
-
-                               /* Trap */
-                       case '^':
-                               place_trap(y, x);
-                               break;
-
-                               /* Black market in a dungeon */
-                       case 'S':
-                               set_cave_feat(y, x, FEAT_SHOP_HEAD + STORE_BLACK);
-                               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_XTRA1);
-                               break;
-
-                       case 'A':
-                               /* Reward for Pattern walk */
-                               object_level = base_level + 12;
-                               place_object(y, x, AM_GOOD | AM_GREAT);
-                               object_level = base_level;
-                               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)
-                       {
-                               /* Monster */
-                               case '&':
-                               {
-                                       monster_level = base_level + 5;
-                                       place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       monster_level = base_level;
-                                       break;
-                               }
-
-                               /* Meaner monster */
-                               case '@':
-                               {
-                                       monster_level = base_level + 11;
-                                       place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       monster_level = base_level;
-                                       break;
-                               }
-
-                               /* Meaner monster, plus treasure */
-                               case '9':
-                               {
-                                       monster_level = base_level + 9;
-                                       place_monster(y, x, PM_ALLOW_SLEEP);
-                                       monster_level = base_level;
-                                       object_level = base_level + 7;
-                                       place_object(y, x, AM_GOOD);
-                                       object_level = base_level;
-                                       break;
-                               }
-
-                               /* Nasty monster and treasure */
-                               case '8':
-                               {
-                                       monster_level = base_level + 40;
-                                       place_monster(y, x, PM_ALLOW_SLEEP);
-                                       monster_level = base_level;
-                                       object_level = base_level + 20;
-                                       place_object(y, x, AM_GOOD | AM_GREAT);
-                                       object_level = base_level;
-                                       break;
-                               }
-
-                               /* Monster and/or object */
-                               case ',':
-                               {
-                                       if (randint0(100) < 50)
-                                       {
-                                               monster_level = base_level + 3;
-                                               place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                               monster_level = base_level;
-                                       }
-                                       if (randint0(100) < 50)
-                                       {
-                                               object_level = base_level + 7;
-                                               place_object(y, x, 0L);
-                                               object_level = base_level;
-                                       }
-                                       break;
-                               }
-
-                       }
-               }
-       }
-}
-
-
-/*
- * Type 7 -- simple vaults (see "v_info.txt")
- */
-static bool build_type7(void)
-{
-       vault_type *v_ptr;
-       int dummy;
-       int x, y;
-       int xval, yval;
-       int 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)
-       {
-               if (cheat_room)
-               {
-#ifdef JP
-                       msg_print("·Ù¹ð¡ª¾®¤µ¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ­¤Þ¤»¤ó¡ª");
-#else
-                       msg_print("Warning! Could not place lesser vault!");
-#endif
-               }
-               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 > cur_hgt-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
-
-       /* Message */
-#ifdef JP
-       if (cheat_room) msg_format("¾®¤µ¤ÊÃϲ¼¼¼(%s)", v_name + v_ptr->name);
-#else
-       if (cheat_room) msg_format("Lesser vault (%s)", v_name + v_ptr->name);
-#endif
-
-       /* Boost the rating */
-       rating += v_ptr->rat;
-
-       /* (Sometimes) Cause a special feeling */
-       if ((dun_level <= 50) ||
-               (randint1((dun_level - 40) * (dun_level - 40) + 50) < 400))
-       {
-               good_item_flag = TRUE;
-       }
-
-       /* Hack -- Build the vault */
-       build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
-                   v_text + v_ptr->text, xoffset, yoffset, transno);
-
-       return TRUE;
-}
-
-
-/*
- * Type 8 -- greater vaults (see "v_info.txt")
- */
-static bool build_type8(void)
-{
-       vault_type *v_ptr;
-       int dummy;
-       int xval, yval;
-       int x, y;
-       int transno;
-       int 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)
-       {
-               if (cheat_room)
-               {
-#ifdef JP
-                       msg_print("·Ù¹ð¡ªµðÂç¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ­¤Þ¤»¤ó¡ª");
-#else
-                       msg_print("Warning! Could not place greater vault!");
-#endif
-               }
-               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 > cur_hgt-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, abs(y) + 2, abs(x) + 2)) return FALSE;
-
-#ifdef FORCE_V_IDX
-       v_ptr = &v_info[76 + randint1(3)];
-#endif
-
-       /* Message */
-#ifdef JP
-       if (cheat_room) msg_format("µðÂç¤ÊÃϲ¼¼¼(%s)", v_name + v_ptr->name);
-#else
-       if (cheat_room) msg_format("Greater vault (%s)", v_name + v_ptr->name);
-#endif
-
-       /* Boost the rating */
-       rating += v_ptr->rat;
-
-       /* (Sometimes) Cause a special feeling */
-       if ((dun_level <= 50) ||
-           (randint1((dun_level - 40) * (dun_level - 40) + 50) < 400))
-       {
-               good_item_flag = TRUE;
-       }
-
-       /* Hack -- Build the vault */
-       build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
-                   v_text + v_ptr->text, xoffset, yoffset, transno);
-
-       return TRUE;
-}
-
-/*
- * Structure to hold all "fill" data
- */
-
-typedef struct fill_data_type fill_data_type;
-
-struct fill_data_type
-{
-       /* area size */
-       int xmin;
-       int ymin;
-       int xmax;
-       int ymax;
-
-       /* cutoffs */
-       int c1;
-       int c2;
-       int c3;
-
-       /* features to fill with */
-       int feat1;
-       int feat2;
-       int feat3;
-
-       int info1;
-       int info2;
-       int info3;
-
-       /* number of filled squares */
-       int amount;
-};
-
-static fill_data_type fill_data;
-
-
-/* Store routine for the fractal cave generator */
-/* this routine probably should be an inline function or a macro. */
-static void store_height(int x, int y, int val)
-{
-       /* if on boundary set val > cutoff so walls are not as square */
-       if (((x == fill_data.xmin) || (y == fill_data.ymin) ||
-            (x == fill_data.xmax) || (y == fill_data.ymax)) &&
-           (val <= fill_data.c1)) val = fill_data.c1 + 1;
-
-       /* store the value in height-map format */
-       cave[y][x].feat = val;
-
-       return;
-}
-
-
-/*
-* Explanation of the plasma fractal algorithm:
-*
-* A grid of points is created with the properties of a 'height-map'
-* This is done by making the corners of the grid have a random value.
-* The grid is then subdivided into one with twice the resolution.
-* The new points midway between two 'known' points can be calculated
-* by taking the average value of the 'known' ones and randomly adding
-* or subtracting an amount proportional to the distance between those
-* points.  The final 'middle' points of the grid are then calculated
-* by averaging all four of the originally 'known' corner points.  An
-* random amount is added or subtracted from this to get a value of the
-* height at that point.  The scaling factor here is adjusted to the
-* slightly larger distance diagonally as compared to orthogonally.
-*
-* This is then repeated recursively to fill an entire 'height-map'
-* A rectangular map is done the same way, except there are different
-* scaling factors along the x and y directions.
-*
-* A hack to change the amount of correlation between points is done using
-* the grd variable.  If the current step size is greater than grd then
-* the point will be random, otherwise it will be calculated by the
-* above algorithm.  This makes a maximum distance at which two points on
-* the height map can affect each other.
-*
-* How fractal caves are made:
-*
-* When the map is complete, a cut-off value is used to create a cave.
-* Heights below this value are "floor", and heights above are "wall".
-* This also can be used to create lakes, by adding more height levels
-* representing shallow and deep water/ lava etc.
-*
-* The grd variable affects the width of passages.
-* The roug variable affects the roughness of those passages
-*
-* The tricky part is making sure the created cave is connected.  This
-* is done by 'filling' from the inside and only keeping the 'filled'
-* floor.  Walls bounding the 'filled' floor are also kept.  Everything
-* else is converted to the normal _extra_.
- */
-
-
-/*
- *  Note that this uses the cave.feat array in a very hackish way
- *  the values are first set to zero, and then each array location
- *  is used as a "heightmap"
- *  The heightmap then needs to be converted back into the "feat" format.
- *
- *  grd=level at which fractal turns on.  smaller gives more mazelike caves
- *  roug=roughness level.  16=normal.  higher values make things more convoluted
- *    small values are good for smooth walls.
- *  size=length of the side of the square cave system.
- */
-static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug, int cutoff)
-{
-       int xhsize, yhsize, xsize, ysize, maxsize;
-
-       /*
-        * fixed point variables- these are stored as 256 x normal value
-        * this gives 8 binary places of fractional part + 8 places of normal part
-        */
-
-       u16b xstep, xhstep, ystep, yhstep;
-       u16b xstep2, xhstep2, ystep2, yhstep2;
-       u16b i, j, ii, jj, diagsize, xxsize, yysize;
-       
-       /* Cache for speed */
-       u16b xm, xp, ym, yp;
-
-       /* redefine size so can change the value if out of range */
-       xsize = xsiz;
-       ysize = ysiz;
-
-       /* Paranoia about size of the system of caves */
-       if (xsize > 254) xsize = 254;
-       if (xsize < 4) xsize = 4;
-       if (ysize > 254) ysize = 254;
-       if (ysize < 4) ysize = 4;
-
-       /* get offsets to middle of array */
-       xhsize = xsize / 2;
-       yhsize = ysize / 2;
-
-       /* fix rounding problem */
-       xsize = xhsize * 2;
-       ysize = yhsize * 2;
-
-       /* get limits of region */
-       fill_data.xmin = x0 - xhsize;
-       fill_data.ymin = y0 - yhsize;
-       fill_data.xmax = x0 + xhsize;
-       fill_data.ymax = y0 + yhsize;
-
-       /* Store cutoff in global for quick access */
-       fill_data.c1 = cutoff;
-
-       /*
-       * Scale factor for middle points:
-       * About sqrt(2) * 256 - correct for a square lattice
-       * approximately correct for everything else.
-        */
-       diagsize = 362;
-
-       /* maximum of xsize and ysize */
-       maxsize = (xsize > ysize) ? xsize : ysize;
-
-       /* Clear the section */
-       for (i = 0; i <= xsize; i++)
-       {
-               for (j = 0; j <= ysize; j++)
-               {
-                       /* -1 is a flag for "not done yet" */
-                       cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
-                       /* Clear icky flag because may be redoing the cave */
-                       cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
-               }
-       }
-
-       /* Boundaries are walls */
-       cave[fill_data.ymin][fill_data.xmin].feat = maxsize;
-       cave[fill_data.ymax][fill_data.xmin].feat = maxsize;
-       cave[fill_data.ymin][fill_data.xmax].feat = maxsize;
-       cave[fill_data.ymax][fill_data.xmax].feat = maxsize;
-
-       /* Set the middle square to be an open area. */
-       cave[y0][x0].feat = 0;
-
-       /* Initialize the step sizes */
-       xstep = xhstep = xsize * 256;
-       ystep = yhstep = ysize * 256;
-       xxsize = xsize * 256;
-       yysize = ysize * 256;
-
-       /*
-        * Fill in the rectangle with fractal height data -
-        * like the 'plasma fractal' in fractint.
-        */
-       while ((xhstep > 256) || (yhstep > 256))
-       {
-               /* Halve the step sizes */
-               xstep = xhstep;
-               xhstep /= 2;
-               ystep = yhstep;
-               yhstep /= 2;
-
-               /* cache well used values */
-               xstep2 = xstep / 256;
-               ystep2 = ystep / 256;
-
-               xhstep2 = xhstep / 256;
-               yhstep2 = yhstep / 256;
-
-               /* middle top to bottom. */
-               for (i = xhstep; i <= xxsize - xhstep; i += xstep)
-               {
-                       for (j = 0; j <= yysize; j += ystep)
-                       {
-                               /* cache often used values */
-                               ii = i / 256 + fill_data.xmin;
-                               jj = j / 256 + fill_data.ymin;
-
-                               /* Test square */
-                               if (cave[jj][ii].feat == -1)
-                               {
-                                       if (xhstep2 > grd)
-                                       {
-                                               /* If greater than 'grid' level then is random */
-                                               store_height(ii, jj, randint1(maxsize));
-                                       }
-                                       else
-                                       {
-                                               /* Average of left and right points +random bit */
-                                               store_height(ii, jj,
-                                                       (cave[jj][fill_data.xmin + (i - xhstep) / 256].feat
-                                                        + cave[jj][fill_data.xmin + (i + xhstep) / 256].feat) / 2
-                                                        + (randint1(xstep2) - xhstep2) * roug / 16);
-                                       }
-                               }
-                       }
-               }
-
-
-               /* middle left to right. */
-               for (j = yhstep; j <= yysize - yhstep; j += ystep)
-               {
-                       for (i = 0; i <= xxsize; i += xstep)
-                       {
-                               /* cache often used values */
-                               ii = i / 256 + fill_data.xmin;
-                               jj = j / 256 + fill_data.ymin;
-
-                               /* Test square */
-                               if (cave[jj][ii].feat == -1)
-                               {
-                                       if (xhstep2 > grd)
-                                       {
-                                               /* If greater than 'grid' level then is random */
-                                               store_height(ii, jj, randint1(maxsize));
-                                       }
-                                       else
-                                       {
-                                               /* Average of up and down points +random bit */
-                                               store_height(ii, jj,
-                                                       (cave[fill_data.ymin + (j - yhstep) / 256][ii].feat
-                                                       + cave[fill_data.ymin + (j + yhstep) / 256][ii].feat) / 2
-                                                       + (randint1(ystep2) - yhstep2) * roug / 16);
-                                       }
-                               }
-                       }
-               }
-
-               /* center. */
-               for (i = xhstep; i <= xxsize - xhstep; i += xstep)
-               {
-                       for (j = yhstep; j <= yysize - yhstep; j += ystep)
-                       {
-                               /* cache often used values */
-                               ii = i / 256 + fill_data.xmin;
-                               jj = j / 256 + fill_data.ymin;
-
-                               /* Test square */
-                               if (cave[jj][ii].feat == -1)
-                               {
-                                       if (xhstep2 > grd)
-                                       {
-                                               /* If greater than 'grid' level then is random */
-                                               store_height(ii, jj, randint1(maxsize));
-                                       }
-                                       else
-                                       {
-                                               /* Cache reused values. */
-                                               xm = fill_data.xmin + (i - xhstep) / 256;
-                                               xp = fill_data.xmin + (i + xhstep) / 256;
-                                               ym = fill_data.ymin + (j - yhstep) / 256;
-                                               yp = fill_data.ymin + (j + yhstep) / 256;
-
-                                               /* 
-                                                * Average over all four corners + scale by diagsize to
-                                                * reduce the effect of the square grid on the shape of the fractal
-                                                */
-                                               store_height(ii, jj,
-                                                       (cave[ym][xm].feat + cave[yp][xm].feat
-                                                       + cave[ym][xp].feat + cave[yp][xp].feat) / 4
-                                                       + (randint1(xstep2) - xhstep2) * (diagsize / 16) / 256 * roug);
-                                       }
-                               }
-                       }
-               }
-       }
-}
-
-
-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)
-{
-       /*
-        * function used to convert from height-map back to the
-        *  normal angband cave format
-        */
-       if (cave[y][x].info & CAVE_ICKY)
-       {
-               /* already done */
-               return FALSE;
-       }
-       else
-       {
-               /* Show that have looked at this square */
-               cave[y][x].info|= (CAVE_ICKY);
-
-               /* Use cutoffs c1-c3 to allocate regions of floor /water/ lava etc. */
-               if (cave[y][x].feat <= c1)
-               {
-                       /* 25% of the time use the other tile : it looks better this way */
-                       if (randint1(100) < 75)
-                       {
-                               cave[y][x].feat = feat1;
-                               cave[y][x].info &= ~(CAVE_MASK);
-                               cave[y][x].info |= info1;
-                               return TRUE;
-                       }
-                       else
-                       {
-                               cave[y][x].feat = feat2;
-                               cave[y][x].info &= ~(CAVE_MASK);
-                               cave[y][x].info |= info2;
-                               return TRUE;
-                       }
-               }
-               else if (cave[y][x].feat <= c2)
-               {
-                       /* 25% of the time use the other tile : it looks better this way */
-                       if (randint1(100) < 75)
-                       {
-                               cave[y][x].feat = feat2;
-                               cave[y][x].info &= ~(CAVE_MASK);
-                               cave[y][x].info |= info2;
-                               return TRUE;
-                       }
-                       else
-                       {
-                               cave[y][x].feat = feat1;
-                               cave[y][x].info &= ~(CAVE_MASK);
-                               cave[y][x].info |= info1;
-                               return TRUE;
-                       }
-               }
-               else if (cave[y][x].feat <= c3)
-               {
-                       cave[y][x].feat = feat3;
-                       cave[y][x].info |= info3;
-                       return TRUE;
-               }
-               /* if greater than cutoff then is a wall */
-               else
-               {
-                       place_outer_bold(y, x);
-                       return FALSE;
-               }
-       }
-}
-
-
-
-
-/*
- * Quick and nasty fill routine used to find the connected region
- * of floor in the middle of the cave
- */
-static void cave_fill(byte y, byte x)
-{
-       int i, j, d;
-       int ty, tx;
-
-       int flow_tail = 1;
-       int flow_head = 0;
-
-
-       /*** Start Grid ***/
-
-       /* Enqueue that entry */
-       temp_y[0] = y;
-       temp_x[0] = x;
-
-
-       /* Now process the queue */
-       while (flow_head != flow_tail)
-       {
-               /* Extract the next entry */
-               ty = temp_y[flow_head];
-               tx = temp_x[flow_head];
-
-               /* Forget that entry */
-               if (++flow_head == TEMP_MAX) flow_head = 0;
-
-               /* Add the "children" */
-               for (d = 0; d < 8; d++)
-               {
-                       int old_head = flow_tail;
-
-                       /* Child location */
-                       j = ty + ddy_ddd[d];
-                       i = tx + ddx_ddd[d];
-
-                       /* Paranoia Don't leave the cave */
-                       if (!in_bounds(j, i))
-                       {
-                               /* affect boundary */
-                               cave[j][i].info |= CAVE_ICKY;
-/*                             return; */
-                       }
-
-                       /* If within bounds */
-                       else if ((i > fill_data.xmin) && (i < fill_data.xmax)
-                               && (j > fill_data.ymin) && (j < fill_data.ymax))
-                       {
-                               /* If not a wall or floor done before */
-                               if (hack_isnt_wall(j, i,
-                                       fill_data.c1, fill_data.c2, fill_data.c3,
-                                       fill_data.feat1, fill_data.feat2, fill_data.feat3,
-                                       fill_data.info1, fill_data.info2, fill_data.info3))
-                               {
-                                       /* Enqueue that entry */
-                                       temp_y[flow_tail] = j;
-                                       temp_x[flow_tail] = i;
-
-                                       /* Advance the queue */
-                                       if (++flow_tail == TEMP_MAX) flow_tail = 0;
-
-                                       /* Hack -- Overflow by forgetting new entry */
-                                       if (flow_tail == flow_head)
-                                       {
-                                               flow_tail = old_head;
-                                       }
-                                       else
-                                       {
-                                               /* keep tally of size of cave system */
-                                               (fill_data.amount)++;
-                                       }
-                               }
-                       }
-                       else
-                       {
-                               /* affect boundary */
-                               cave[j][i].info |= CAVE_ICKY;
-                       }
-               }
-       }
-}
-
-
-static bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, bool light, bool room)
-{
-       int x, y, i, xhsize, yhsize;
-
-       /* offsets to middle from corner */
-       xhsize = xsize / 2;
-       yhsize = ysize / 2;
-
-
-       /*
-        * select region connected to center of cave system
-        * this gets rid of alot of isolated one-sqaures that
-        * can make teleport traps instadeaths...
-        */
-
-       /* cutoffs */
-       fill_data.c1 = cutoff;
-       fill_data.c2 = 0;
-       fill_data.c3 = 0;
-
-       /* features to fill with */
-       fill_data.feat1 = floor_type[randint0(100)];
-       fill_data.feat2 = floor_type[randint0(100)];
-       fill_data.feat3 = floor_type[randint0(100)];
-
-       fill_data.info1 = CAVE_FLOOR;
-       fill_data.info2 = CAVE_FLOOR;
-       fill_data.info3 = CAVE_FLOOR;
-
-       /* number of filled squares */
-       fill_data.amount = 0;
-
-       cave_fill((byte)y0, (byte)x0);
-
-       /* if tally too small, try again */
-       if (fill_data.amount < 10)
-       {
-               /* too small - clear area and try again later */
-               for (x = 0; x <= xsize; ++x)
-               {
-                       for (y = 0; y <= ysize; ++y)
-                       {
-                               place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
-                               cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
-                       }
-               }
-               return FALSE;
-       }
-
-       /*
-        * Do boundarys-check to see if they are next to a filled region
-        * If not then they are set to normal granite
-        * If so then they are marked as room walls.
-        */
-       for (i = 0; i <= xsize; ++i)
-       {
-               /* top boundary */
-               if ((cave[0 + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
-               {
-                       /* Next to a 'filled' region? - set to be room walls */
-                       place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
-                       if (light) cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_GLOW);
-                       cave[y0 + 0 - yhsize][x0 + i - xhsize].info |= (CAVE_ROOM);
-                       place_outer_bold(y0 + 0 - yhsize, x0 + i - xhsize);
-               }
-               else
-               {
-                       /* set to be normal granite */
-                       place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
-               }
-
-               /* bottom boundary */
-               if ((cave[ysize + y0 - yhsize][i + x0 - xhsize].info & CAVE_ICKY) && (room))
-               {
-                       /* Next to a 'filled' region? - set to be room walls */
-                       place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
-                       if (light) cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_GLOW);
-                       cave[y0 + ysize - yhsize][x0 + i - xhsize].info|=(CAVE_ROOM);
-                       place_outer_bold(y0 + ysize - yhsize, x0 + i - xhsize);
-               }
-               else
-               {
-                       /* set to be normal granite */
-                       place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
-               }
-
-               /* clear the icky flag-don't need it any more */
-               cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
-               cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
-       }
-
-       /* Do the left and right boundaries minus the corners (done above) */
-       for (i = 1; i < ysize; ++i)
-       {
-               /* left boundary */
-               if ((cave[i + y0 - yhsize][0 + x0 - xhsize].info & CAVE_ICKY) && room)
-               {
-                       /* room boundary */
-                       place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
-                       if (light) cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_GLOW);
-                       cave[y0 + i - yhsize][x0 + 0 - xhsize].info |= (CAVE_ROOM);
-                       place_outer_bold(y0 + i - yhsize, x0 + 0 - xhsize);
-               }
-               else
-               {
-                       /* outside room */
-                       place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
-               }
-               /* right boundary */
-               if ((cave[i + y0 - yhsize][xsize + x0 - xhsize].info & CAVE_ICKY) && room)
-               {
-                       /* room boundary */
-                       place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
-                       if (light) cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_GLOW);
-                       cave[y0 + i - yhsize][x0 + xsize - xhsize].info |= (CAVE_ROOM);
-                       place_outer_bold(y0 + i - yhsize, x0 + xsize - xhsize);
-               }
-               else
-               {
-                       /* outside room */
-                       place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
-               }
-
-               /* clear icky flag -done with it */
-               cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
-               cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
-       }
-
-
-       /* Do the rest: convert back to the normal format */
-       for (x = 1; x < xsize; ++x)
-       {
-               for (y = 1; y < ysize; ++y)
-               {
-                       if (is_floor_bold(y0 + y - yhsize, x0 + x - xhsize) &&
-                           (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
-                       {
-                               /* Clear the icky flag in the filled region */
-                               cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~CAVE_ICKY;
-
-                               /* Set appropriate flags */
-                               if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
-                               if (room) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
-                       }
-                       else if (is_outer_bold(y0 + y - yhsize, x0 + x - xhsize) &&
-                                (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
-                       {
-                               /* Walls */
-                               cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
-                               if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
-                               if (room)
-                               {
-                                       cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
-                               }
-                               else
-                               {
-
-                                       place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
-                                       cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ROOM);
-                               }
-                       }
-                       else
-                       {
-                               /* Clear the unconnected regions */
-                               place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
-                               cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
-                       }
-               }
-       }
-
-       /*
-        * XXX XXX XXX There is a slight problem when tunnels pierce the caves:
-        * Extra doors appear inside the system.  (Its not very noticeable though.)
-        * This can be removed by "filling" from the outside in.  This allows a separation
-        * from _outer_ with _inner_.  (Internal walls are  _outer_ instead.)
-        * The extra effort for what seems to be only a minor thing (even non-existant if you
-        * think of the caves not as normal rooms, but as holes in the dungeon), doesn't seem
-        * worth it.
-        */
-
-       return TRUE;
-}
-
-
-/*
- * Driver routine to create fractal cave system
- */
-static bool build_type9(void)
-{
-       int grd, roug, cutoff, 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(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
-
-       light = done = FALSE;
-       room = TRUE;
-
-       if ((dun_level <= randint1(25)) && !(d_info[dungeon_type].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(y0, x0, xsize, ysize, grd, roug, cutoff);
-
-               /* Convert to normal format + clean up */
-               done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
-       }
-
-       return TRUE;
-}
-
-#ifdef ALLOW_CAVERNS_AND_LAKES
-/*
- * Builds a cave system in the center of the dungeon.
- */
-void build_cavern(void)
-{
-       int grd, roug, cutoff, xsize, ysize, x0, y0;
-       bool done, light;
-
-       light = done = FALSE;
-       if ((dun_level <= randint1(50)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
-
-       /* Make a cave the size of the dungeon */
-       xsize = cur_wid - 1;
-       ysize = cur_hgt - 1;
-       x0 = xsize / 2;
-       y0 = ysize / 2;
-
-       /* Paranoia: make size even */
-       xsize = x0 * 2;
-       ysize = y0 * 2;
-
-       while (!done)
-       {
-               /* testing values for these parameters: feel free to adjust */
-               grd = randint1(4) + 4;
-
-               /* want average of about 16 */
-               roug = randint1(8) * randint1(4);
-
-               /* about size/2 */
-               cutoff = xsize / 2;
-
-                /* make it */
-               generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
-
-               /* Convert to normal format+ clean up */
-               done = generate_fracave(y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
-       }
-}
-
-static bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2, int c3, int type)
-{
-       int x, y, i, xhsize, yhsize;
-       int feat1, feat2, feat3;
-
-       /* offsets to middle from corner */
-       xhsize = xsize / 2;
-       yhsize = ysize / 2;
-
-       /* Get features based on type */
-       switch (type)
-       {
-       case LAKE_T_LAVA: /* Lava */
-               feat1 = FEAT_DEEP_LAVA;
-               feat2 = FEAT_SHAL_LAVA;
-               feat3 = floor_type[randint0(100)];
-               break;
-       case LAKE_T_WATER: /* Water */
-               feat1 = FEAT_DEEP_WATER;
-               feat2 = FEAT_SHAL_WATER;
-               feat3 = floor_type[randint0(100)];
-               break;
-       case LAKE_T_CAVE: /* Collapsed cave */
-               feat1 = floor_type[randint0(100)];
-               feat2 = floor_type[randint0(100)];
-               feat3 = FEAT_RUBBLE;
-               break;
-       case LAKE_T_EARTH_VAULT: /* Earth vault */
-               feat1 = FEAT_RUBBLE;
-               feat2 = floor_type[randint0(100)];
-               feat3 = FEAT_RUBBLE;
-               break;
-       case LAKE_T_AIR_VAULT: /* Air vault */
-               feat1 = FEAT_GRASS;
-               feat2 = FEAT_TREES;
-               feat3 = FEAT_GRASS;
-               break;
-       case LAKE_T_WATER_VAULT: /* Water vault */
-               feat1 = FEAT_SHAL_WATER;
-               feat2 = FEAT_DEEP_WATER;
-               feat3 = FEAT_SHAL_WATER;
-               break;
-       case LAKE_T_FIRE_VAULT: /* Fire Vault */
-               feat1 = FEAT_SHAL_LAVA;
-               feat2 = FEAT_DEEP_LAVA;
-               feat3 = FEAT_SHAL_LAVA;
-               break;
-
-       /* Paranoia */
-       default: return FALSE;
-       }
-
-       /*
-        * select region connected to center of cave system
-        * this gets rid of alot of isolated one-sqaures that
-        * can make teleport traps instadeaths...
-        */
-
-       /* cutoffs */
-       fill_data.c1 = c1;
-       fill_data.c2 = c2;
-       fill_data.c3 = c3;
-
-       /* features to fill with */
-       fill_data.feat1 = feat1;
-       fill_data.feat2 = feat2;
-       fill_data.feat3 = feat3;
-
-       fill_data.info1 = 0;
-       fill_data.info2 = 0;
-       fill_data.info3 = 0;
-
-       /* number of filled squares */
-       fill_data.amount = 0;
-
-       /* select region connected to center of cave system
-       * this gets rid of alot of isolated one-sqaures that
-       * can make teleport traps instadeaths... */
-       cave_fill((byte)y0, (byte)x0);
-
-       /* if tally too small, try again */
-       if (fill_data.amount < 10)
-       {
-               /* too small -clear area and try again later */
-               for (x = 0; x <= xsize; ++x)
-               {
-                       for (y = 0; y <= ysize; ++y)
-                       {
-                               place_floor_bold(y0 + y - yhsize, x0 + x - xhsize);
-                               cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY);
-                       }
-               }
-               return FALSE;
-       }
-
-       /* Do boundarys- set to normal granite */
-       for (i = 0; i <= xsize; ++i)
-       {
-               place_extra_bold(y0 + 0 - yhsize, x0 + i - xhsize);
-               place_extra_bold(y0 + ysize - yhsize, x0 + i - xhsize);
-
-               /* clear the icky flag-don't need it any more */
-               cave[y0 + 0 - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
-               cave[y0 + ysize - yhsize][x0 + i - xhsize].info &= ~(CAVE_ICKY);
-       }
-
-       /* Do the left and right boundaries minus the corners (done above) */
-
-       for (i = 1; i < ysize; ++i)
-       {
-               place_extra_bold(y0 + i - yhsize, x0 + 0 - xhsize);
-               place_extra_bold(y0 + i - yhsize, x0 + xsize - xhsize);
-
-               /* clear icky flag -done with it */
-               cave[y0 + i - yhsize][x0 + 0 - xhsize].info &= ~(CAVE_ICKY);
-               cave[y0 + i - yhsize][x0 + xsize - xhsize].info &= ~(CAVE_ICKY);
-       }
-
-
-       /* Do the rest: convert back to the normal format */
-       for (x = 1; x < xsize; ++x)
-       {
-               for (y = 1; y < ysize; ++y)
-               {
-                       /* Fill unconnected regions with granite */
-                       if ((!(cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY)) ||
-                               is_outer_bold(y0 + y - yhsize, x0 + x - xhsize))
-                               place_extra_bold(y0 + y - yhsize, x0 + x - xhsize);
-
-                       /* turn off icky flag (no longer needed.) */
-                       cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
-
-                       /* Light lava */
-                       if (cave_have_flag_bold(y0 + y - yhsize, x0 + x - xhsize, FF_LAVA))
-                       {
-                               if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
-                       }
-               }
-       }
-
-       return TRUE;
-}
-
-
-/*
- * makes a lake/collapsed cave system in the center of the dungeon
- */
-void build_lake(int type)
-{
-       int grd, roug, xsize, ysize, x0, y0;
-       bool done = FALSE;
-       int c1, c2, c3;
-
-       /* paranoia - exit if lake type out of range. */
-       if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT))
-       {
-               msg_format("Invalid lake type (%d)", type);
-               return;
-       }
-
-       /* Make the size of the dungeon */
-       xsize = cur_wid - 1;
-       ysize = cur_hgt - 1;
-       x0 = xsize / 2;
-       y0 = ysize / 2;
-
-       /* Paranoia: make size even */
-       xsize = x0 * 2;
-       ysize = y0 * 2;
-
-       while (!done)
-       {
-               /* testing values for these parameters: feel free to adjust */
-               grd = randint1(3) + 4;
-
-               /* want average of about 16 */
-               roug = randint1(8) * randint1(4);
-
-               /* Make up size of various componants */
-               /* Floor */
-               c3 = 3 * xsize / 4;
-
-               /* Deep water/lava */
-               c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
-
-               /* Shallow boundary */
-               c2 = (c1 + c3) / 2;
-
-               /* make it */
-               generate_hmap(y0 + 1, x0 + 1, xsize, ysize, grd, roug, c3);
-
-               /* Convert to normal format+ clean up */
-               done = generate_lake(y0 + 1, x0 + 1, xsize, ysize, c1, c2, c3, type);
-       }
-}
-#endif /* ALLOW_CAVERNS_AND_LAKES */
-
-
-/*
- * Routine used by the random vault creators to add a door to a location
- * Note that range checking has to be done in the calling routine.
- *
- * The doors must be INSIDE the allocated region.
- */
-static void add_door(int x, int y)
-{
-       /* Need to have a wall in the center square */
-       if (!is_outer_bold(y, x)) return;
-
-       /* look at:
-        *  x#x
-        *  .#.
-        *  x#x
-        *
-        *  where x=don't care
-        *  .=floor, #=wall
-        */
-
-       if (is_floor_bold(y-1,x) && is_floor_bold(y+1,x) &&
-           (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
-       {
-               /* secret door */
-               place_secret_door(y, x);
-
-               /* set boundarys so don't get wide doors */
-               place_solid_bold(y, x - 1);
-               place_solid_bold(y, x + 1);
-       }
-
-
-       /* look at:
-        *  x#x
-        *  .#.
-        *  x#x
-        *
-        *  where x = don't care
-        *  .=floor, #=wall
-        */
-       if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) &&
-           is_floor_bold(y,x-1) && is_floor_bold(y,x+1))
-       {
-               /* secret door */
-               place_secret_door(y, x);
-
-               /* set boundarys so don't get wide doors */
-               place_solid_bold(y - 1, x);
-               place_solid_bold(y + 1, x);
-       }
-}
-
-
-/*
- * Routine that fills the empty areas of a room with treasure and monsters.
- */
-static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
-{
-       int x, y, cx, cy, size;
-       s32b value;
-
-       /* center of room:*/
-       cx = (x1 + x2) / 2;
-       cy = (y1 + y2) / 2;
-
-       /* Rough measure of size of vault= sum of lengths of sides */
-       size = abs(x2 - x1) + abs(y2 - y1);
-
-       for (x = x1; x <= x2; x++)
-       {
-               for (y = y1; y <= y2; y++)
-               {
-                       /* Thing added based on distance to center of vault
-                        * Difficulty is 1-easy to 10-hard */
-                       value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty;
-
-                       /* hack- empty square part of the time */
-                       if ((randint1(100) - difficulty * 3) > 50) value = 20;
-
-                        /* if floor, shallow water and lava */
-                       if (is_floor_bold(y, x) ||
-                           (cave_have_flag_bold(y, x, FF_PLACE) && cave_have_flag_bold(y, x, FF_DROP)))
-                       {
-                               /* The smaller 'value' is, the better the stuff */
-                               if (value < 0)
-                               {
-                                       /* Meanest monster + treasure */
-                                       monster_level = base_level + 40;
-                                       place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       monster_level = base_level;
-                                       object_level = base_level + 20;
-                                       place_object(y, x, AM_GOOD);
-                                       object_level = base_level;
-                               }
-                               else if (value < 5)
-                               {
-                                       /* Mean monster +treasure */
-                                       monster_level = base_level + 20;
-                                       place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       monster_level = base_level;
-                                       object_level = base_level + 10;
-                                       place_object(y, x, AM_GOOD);
-                                       object_level = base_level;
-                               }
-                               else if (value < 10)
-                               {
-                                       /* Monster */
-                                       monster_level = base_level + 9;
-                                       place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       monster_level = base_level;
-                               }
-                               else if (value < 17)
-                               {
-                                       /* Intentional Blank space */
-
-                                       /*
-                                        * (Want some of the vault to be empty
-                                        * so have room for group monsters.
-                                        * This is used in the hack above to lower
-                                        * the density of stuff in the vault.)
-                                        */
-                               }
-                               else if (value < 23)
-                               {
-                                       /* Object or trap */
-                                       if (randint0(100) < 25)
-                                       {
-                                               place_object(y, x, 0L);
-                                       }
-                                       else
-                                       {
-                                               place_trap(y, x);
-                                       }
-                               }
-                               else if (value < 30)
-                               {
-                                       /* Monster and trap */
-                                       monster_level = base_level + 5;
-                                       place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       monster_level = base_level;
-                                       place_trap(y, x);
-                               }
-                               else if (value < 40)
-                               {
-                                       /* Monster or object */
-                                       if (randint0(100) < 50)
-                                       {
-                                               monster_level = base_level + 3;
-                                               place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                               monster_level = base_level;
-                                       }
-                                       if (randint0(100) < 50)
-                                       {
-                                               object_level = base_level + 7;
-                                               place_object(y, x, 0L);
-                                               object_level = base_level;
-                                       }
-                               }
-                               else if (value < 50)
-                               {
-                                       /* Trap */
-                                       place_trap(y, x);
-                               }
-                               else
-                               {
-                                       /* Various Stuff */
-
-                                       /* 20% monster, 40% trap, 20% object, 20% blank space */
-                                       if (randint0(100) < 20)
-                                       {
-                                               place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       }
-                                       else if (randint0(100) < 50)
-                                       {
-                                               place_trap(y, x);
-                                       }
-                                       else if (randint0(100) < 50)
-                                       {
-                                               place_object(y, x, 0L);
-                                       }
-                               }
-
-                       }
-               }
-       }
-}
-
-
-/*
- * 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(int x0, int y0, int xsize, int ysize)
-{
-       #define BUBBLENUM 10            /* number of bubbles */
-
-       /* array of center points of bubbles */
-       coord center[BUBBLENUM];
-
-       int i, j, x, y;
-       u16b min1, min2, temp;
-       bool done;
-
-       /* Offset from center to top left hand corner */
-       int xhsize = xsize / 2;
-       int yhsize = ysize / 2;
-
-
-       if (cheat_room) msg_print("Bubble Vault");
-
-       /* Allocate center of bubbles */
-       center[0].x = randint1(xsize - 3) + 1;
-       center[0].y = 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 x = x0 - xhsize + i;
-
-               place_outer_noperm_bold(y0 - yhsize + 0, x);
-               cave[y0 - yhsize + 0][x].info |= (CAVE_ROOM | CAVE_ICKY);
-               place_outer_noperm_bold(y0 - yhsize + ysize - 1, x);
-               cave[y0 - yhsize + ysize - 1][x].info |= (CAVE_ROOM | CAVE_ICKY);
-       }
-
-       /* Left and right boundaries */
-       for (i = 1; i < ysize - 1; i++)
-       {
-               int y = y0 - yhsize + i;
-
-               place_outer_noperm_bold(y, x0 - xhsize + 0);
-               cave[y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
-               place_outer_noperm_bold(y, x0 - xhsize + xsize - 1);
-               cave[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 */
-
-                       /* initialize */
-                       min1 = distance(x, y, center[0].x, center[0].y);
-                       min2 = 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 = 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 */
-                       cave[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));
-}
-
-
-/*
- * Overlay a rectangular room given its bounds
- * This routine is used by build_room_vault
- * The area inside the walls is not touched:
- * only granite is removed- normal walls stay
- */
-static void build_room(int x1, int x2, int y1, int y2)
-{
-       int x, y, i, xsize, ysize, temp;
-
-       /* Check if rectangle has no width */
-       if ((x1 == x2) || (y1 == y2)) return;
-
-       /* initialize */
-       if (x1 > x2)
-       {
-               /* Swap boundaries if in wrong order */
-               temp = x1;
-               x1 = x2;
-               x2 = temp;
-       }
-
-       if (y1 > y2)
-       {
-               /* Swap boundaries if in wrong order */
-               temp = y1;
-               y1 = y2;
-               y2 = temp;
-       }
-
-       /* get total widths */
-       xsize = x2 - x1;
-       ysize = y2 - y1;
-
-
-       /* Top and bottom boundaries */
-       for (i = 0; i <= xsize; i++)
-       {
-               place_outer_noperm_bold(y1, x1 + i);
-               cave[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
-               place_outer_noperm_bold(y2, x1 + i);
-               cave[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
-       }
-
-       /* Left and right boundaries */
-       for (i = 1; i < ysize; i++)
-       {
-               place_outer_noperm_bold(y1 + i, x1);
-               cave[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY);
-               place_outer_noperm_bold(y1 + i, x2);
-               cave[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY);
-       }
-
-       /* Middle */
-       for (x = 1; x < xsize; x++)
-       {
-               for (y = 1; y < ysize; y++)
-               {
-                       if (is_extra_bold(y1+y, x1+x))
-                       {
-                               /* clear the untouched region */
-                               place_floor_bold(y1 + y, x1 + x);
-                               cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
-                       }
-                       else
-                       {
-                               /* make it a room- but don't touch */
-                               cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
-                       }
-               }
-       }
-}
-
-
-/* Create a random vault that looks like a collection of overlapping rooms */
-
-static void build_room_vault(int x0, int y0, int xsize, int ysize)
-{
-       int i, x1, x2, y1, y2, xhsize, yhsize;
-
-       /* get offset from center */
-       xhsize = xsize / 2;
-       yhsize = ysize / 2;
-
-       if (cheat_room) msg_print("Room Vault");
-
-       /* fill area so don't get problems with arena levels */
-       for (x1 = 0; x1 < xsize; x1++)
-       {
-               int x = x0 - xhsize + x1;
-
-               for (y1 = 0; y1 < ysize; y1++)
-               {
-                       int y = y0 - yhsize + y1;
-
-                       place_extra_bold(y, x);
-                       cave[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 cave */
-static void build_cave_vault(int x0, int y0, int xsiz, int ysiz)
-{
-       int grd, roug, cutoff, xhsize, yhsize, xsize, ysize, x, y;
-       bool done, light, room;
-
-       /* round to make sizes even */
-       xhsize = xsiz / 2;
-       yhsize = ysiz / 2;
-       xsize = xhsize * 2;
-       ysize = yhsize * 2;
-
-       if (cheat_room) msg_print("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++)
-               {
-                       cave[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));
-}
-
-/*
- * maze vault -- rectangular labyrinthine rooms
- *
- * maze vault uses two routines:
- *    r_visit - a recursive routine that builds the labyrinth
- *    build_maze_vault - a driver routine that calls r_visit and adds
- *                   monsters, traps and treasure
- *
- * The labyrinth is built by creating a spanning tree of a graph.
- * The graph vertices are at
- *    (x, y) = (2j + x1, 2k + y1)   j = 0,...,m-1    k = 0,...,n-1
- * and the edges are the vertical and horizontal nearest neighbors.
- *
- * The spanning tree is created by performing a suitably randomized
- * depth-first traversal of the graph. The only adjustable parameter
- * is the randint0(3) below; it governs the relative density of
- * twists and turns in the labyrinth: smaller number, more twists.
- */
-static void r_visit(int y1, int x1, int y2, int x2,
-                   int node, int dir, int *visited)
-{
-       int i, j, m, n, temp, x, y, adj[4];
-
-       /* dimensions of vertex array */
-       m = (x2 - x1) / 2 + 1;
-       n = (y2 - y1) / 2 + 1;
-
-       /* mark node visited and set it to a floor */
-       visited[node] = 1;
-       x = 2 * (node % m) + x1;
-       y = 2 * (node / m) + y1;
-       place_floor_bold(y, x);
-
-       /* setup order of adjacent node visits */
-       if (one_in_(3))
-       {
-               /* pick a random ordering */
-               for (i = 0; i < 4; i++)
-                       adj[i] = i;
-               for (i = 0; i < 4; i++)
-               {
-                       j = randint0(4);
-                       temp = adj[i];
-                       adj[i] = adj[j];
-                       adj[j] = temp;
-               }
-               dir = adj[0];
-       }
-       else
-       {
-               /* pick a random ordering with dir first */
-               adj[0] = dir;
-               for (i = 1; i < 4; i++)
-                       adj[i] = i;
-               for (i = 1; i < 4; i++)
-               {
-                       j = 1 + randint0(3);
-                       temp = adj[i];
-                       adj[i] = adj[j];
-                       adj[j] = temp;
-               }
-       }
-
-       for (i = 0; i < 4; i++)
-       {
-               switch (adj[i])
-               {
-                       case 0:
-                               /* (0,+) - check for bottom boundary */
-                               if ((node / m < n - 1) && (visited[node + m] == 0))
-                               {
-                                       place_floor_bold(y + 1, x);
-                                       r_visit(y1, x1, y2, x2, node + m, dir, visited);
-                               }
-                               break;
-                       case 1:
-                               /* (0,-) - check for top boundary */
-                               if ((node / m > 0) && (visited[node - m] == 0))
-                               {
-                                       place_floor_bold(y - 1, x);
-                                       r_visit(y1, x1, y2, x2, node - m, dir, visited);
-                               }
-                               break;
-                       case 2:
-                               /* (+,0) - check for right boundary */
-                               if ((node % m < m - 1) && (visited[node + 1] == 0))
-                               {
-                                       place_floor_bold(y, x + 1);
-                                       r_visit(y1, x1, y2, x2, node + 1, dir, visited);
-                               }
-                               break;
-                       case 3:
-                               /* (-,0) - check for left boundary */
-                               if ((node % m > 0) && (visited[node - 1] == 0))
-                               {
-                                       place_floor_bold(y, x - 1);
-                                       r_visit(y1, x1, y2, x2, node - 1, dir, visited);
-                               }
-               } /* end switch */
-       }
-}
-
-
-void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
-{
-       int y, x, dy, dx;
-       int y1, x1, y2, x2;
-       int m, n, num_vertices, *visited;
-       bool light;
-       cave_type *c_ptr;
-
-
-       if (cheat_room && is_vault) msg_print("Maze Vault");
-
-       /* Choose lite or dark */
-       light = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
-       /* Pick a random room size - randomized by calling routine */
-       dy = ysize / 2 - 1;
-       dx = xsize / 2 - 1;
-
-       y1 = y0 - dy;
-       x1 = x0 - dx;
-       y2 = y0 + dy;
-       x2 = x0 + dx;
-
-       /* generate the room */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               for (x = x1 - 1; x <= x2 + 1; x++)
-               {
-                       c_ptr = &cave[y][x];
-                       c_ptr->info |= CAVE_ROOM;
-                       if (is_vault) c_ptr->info |= CAVE_ICKY;
-                       if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1))
-                       {
-                               place_outer_grid(c_ptr);
-                       }
-                       else if (!is_vault)
-                       {
-                               place_extra_grid(c_ptr);
-                       }
-                       else
-                       {
-                               place_inner_grid(c_ptr);
-                       }
-                       if (light) c_ptr->info |= (CAVE_GLOW);
-               }
-       }
-
-       /* 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 spaning tree, pick a random root */
-       r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
-
-       /* Fill with monsters and treasure, low difficulty */
-       if (is_vault) fill_treasure(x1, x2, y1, y2, randint1(5));
-
-       C_KILL(visited, num_vertices, int);
-}
-
-
-/* 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(int x0, int y0, int xsize, int ysize)
-{
-       int dy, dx;
-       int y1, x1, y2, x2, y, x, total;
-       int m, n, num_vertices;
-       int *visited;
-
-       if (cheat_room) msg_print("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;
-
-               cave[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;
-
-               cave[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;
-
-               cave[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;
-
-               cave[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++)
-               {
-                       cave_type *c_ptr = &cave[y][x];
-
-                       c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
-
-                       /* Permanent walls */
-                       place_inner_perm_grid(c_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 town/ castle by using a recursive algorithm.
- * Basically divide each region in a probalistic way to create
- * smaller regions.  When the regions get too small stop.
- *
- * The power variable is a measure of how well defended a region is.
- * This alters the possible choices.
- */
-static void build_recursive_room(int x1, int y1, int x2, int y2, int power)
-{
-       int xsize, ysize;
-       int x, y;
-       int choice;
-
-       /* Temp variables */
-       int t1, t2, t3, t4;
-
-       xsize = x2 - x1;
-       ysize = y2 - y1;
-
-       if ((power < 3) && (xsize > 12) && (ysize > 12))
-       {
-               /* Need outside wall +keep */
-               choice = 1;
-       }
-       else
+       if (is_floor_bold(y-1,x) && is_floor_bold(y+1,x) &&
+           (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
        {
-               if (power < 10)
-               {
-                       /* Make rooms + subdivide */
-                       if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8))
-                       {
-                               choice = 4;
-                       }
-                       else
-                       {
-                               choice = randint1(2) + 1;
-                       }
-               }
-               else
-               {
-                       /* Mostly subdivide */
-                       choice = randint1(3) + 1;
-               }
+               /* secret door */
+               place_secret_door(y, x, DOOR_DEFAULT);
+
+               /* set boundarys so don't get wide doors */
+               place_solid_bold(y, x - 1);
+               place_solid_bold(y, x + 1);
        }
 
-       /* Based on the choice made above, do something */
 
-       switch (choice)
+       /* look at:
+        *  x#x
+        *  .#.
+        *  x#x
+        *
+        *  where x = don't care
+        *  .=floor, #=wall
+        */
+       if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) &&
+           is_floor_bold(y,x-1) && is_floor_bold(y,x+1))
        {
-               case 1:
-               {
-                       /* Outer walls */
-
-                       /* top and bottom */
-                       for (x = x1; x <= x2; x++)
-                       {
-                               place_outer_bold(y1, x);
-                               place_outer_bold(y2, x);
-                       }
+               /* secret door */
+               place_secret_door(y, x, DOOR_DEFAULT);
 
-                       /* left and right */
-                       for (y = y1 + 1; y < y2; y++)
-                       {
-                               place_outer_bold(y, x1);
-                               place_outer_bold(y, x2);
-                       }
+               /* set boundarys so don't get wide doors */
+               place_solid_bold(y - 1, x);
+               place_solid_bold(y + 1, x);
+       }
+}
 
-                       /* Make a couple of entrances */
-                       if (one_in_(2))
-                       {
-                               /* left and right */
-                               y = randint1(ysize) + y1;
-                               place_floor_bold(y, x1);
-                               place_floor_bold(y, x2);
-                       }
-                       else
-                       {
-                               /* top and bottom */
-                               x = randint1(xsize) + x1;
-                               place_floor_bold(y1, x);
-                               place_floor_bold(y2, x);
-                       }
 
-                       /* Select size of keep */
-                       t1 = randint1(ysize / 3) + y1;
-                       t2 = y2 - randint1(ysize / 3);
-                       t3 = randint1(xsize / 3) + x1;
-                       t4 = x2 - randint1(xsize / 3);
+/*
+ * Routine that fills the empty areas of a room with treasure and monsters.
+ */
+void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
+{
+       int x, y, cx, cy, size;
+       s32b value;
 
-                       /* Do outside areas */
+       /* center of room:*/
+       cx = (x1 + x2) / 2;
+       cy = (y1 + y2) / 2;
 
-                       /* Above and below keep */
-                       build_recursive_room(x1 + 1, y1 + 1, x2 - 1, t1, power + 1);
-                       build_recursive_room(x1 + 1, t2, x2 - 1, y2, power + 1);
+       /* Rough measure of size of vault= sum of lengths of sides */
+       size = abs(x2 - x1) + abs(y2 - y1);
 
-                       /* Left and right of keep */
-                       build_recursive_room(x1 + 1, t1 + 1, t3, t2 - 1, power + 3);
-                       build_recursive_room(t4, t1 + 1, x2 - 1, t2 - 1, power + 3);
+       for (x = x1; x <= x2; x++)
+       {
+               for (y = y1; y <= y2; y++)
+               {
+                       /* Thing added based on distance to center of vault
+                        * Difficulty is 1-easy to 10-hard */
+                       value = ((((s32b)(distance(cx, cy, x, y))) * 100) / size) + randint1(10) - difficulty;
 
-                       /* Make the keep itself: */
-                       x1 = t3;
-                       x2 = t4;
-                       y1 = t1;
-                       y2 = t2;
-                       xsize = x2 - x1;
-                       ysize = y2 - y1;
-                       power += 2;
+                       /* hack- empty square part of the time */
+                       if ((randint1(100) - difficulty * 3) > 50) value = 20;
 
-                       /* Fall through */
-               }
-               case 4:
-               {
-                       /* Try to build a room */
-                       if ((xsize < 3) || (ysize < 3))
+                        /* if floor, shallow water and lava */
+                       if (is_floor_bold(y, x) ||
+                           (cave_have_flag_bold(y, x, FF_PLACE) && cave_have_flag_bold(y, x, FF_DROP)))
                        {
-                               for (y = y1; y < y2; y++)
+                               /* The smaller 'value' is, the better the stuff */
+                               if (value < 0)
                                {
-                                       for (x = x1; x < x2; x++)
+                                       /* Meanest monster + treasure */
+                                       monster_level = base_level + 40;
+                                       place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+                                       monster_level = base_level;
+                                       object_level = base_level + 20;
+                                       place_object(y, x, AM_GOOD);
+                                       object_level = base_level;
+                               }
+                               else if (value < 5)
+                               {
+                                       /* Mean monster +treasure */
+                                       monster_level = base_level + 20;
+                                       place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+                                       monster_level = base_level;
+                                       object_level = base_level + 10;
+                                       place_object(y, x, AM_GOOD);
+                                       object_level = base_level;
+                               }
+                               else if (value < 10)
+                               {
+                                       /* Monster */
+                                       monster_level = base_level + 9;
+                                       place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+                                       monster_level = base_level;
+                               }
+                               else if (value < 17)
+                               {
+                                       /* Intentional Blank space */
+
+                                       /*
+                                        * (Want some of the vault to be empty
+                                        * so have room for group monsters.
+                                        * This is used in the hack above to lower
+                                        * the density of stuff in the vault.)
+                                        */
+                               }
+                               else if (value < 23)
+                               {
+                                       /* Object or trap */
+                                       if (randint0(100) < 25)
                                        {
-                                               place_inner_bold(y, x);
+                                               place_object(y, x, 0L);
+                                       }
+                                       else
+                                       {
+                                               place_trap(y, x);
                                        }
                                }
-
-                               /* Too small */
-                               return;
-                       }
-
-                       /* Make outside walls */
-                       /* top and bottom */
-                       for (x = x1 + 1; x <= x2 - 1; x++)
-                       {
-                               place_inner_bold(y1 + 1, x);
-                               place_inner_bold(y2 - 1, x);
-                       }
-
-                       /* left and right */
-                       for (y = y1 + 1; y <= y2 - 1; y++)
-                       {
-                               place_inner_bold(y, x1 + 1);
-                               place_inner_bold(y, x2 - 1);
-                       }
-
-                       /* Make a door */
-                       y = randint1(ysize - 3) + y1 + 1;
-
-                       if (one_in_(2))
-                       {
-                               /* left */
-                               place_floor_bold(y, x1 + 1);
-                       }
-                       else
-                       {
-                               /* right */
-                               place_floor_bold(y, x2 - 1);
-                       }
-
-                       /* Build the room */
-                       build_recursive_room(x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
-                       break;
-               }
-               case 2:
-               {
-                       /* Try and divide vertically */
-                       if (xsize < 3)
-                       {
-                               /* Too small */
-                               for (y = y1; y < y2; y++)
+                               else if (value < 30)
                                {
-                                       for (x = x1; x < x2; x++)
+                                       /* Monster and trap */
+                                       monster_level = base_level + 5;
+                                       place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+                                       monster_level = base_level;
+                                       place_trap(y, x);
+                               }
+                               else if (value < 40)
+                               {
+                                       /* Monster or object */
+                                       if (randint0(100) < 50)
                                        {
-                                               place_inner_bold(y, x);
+                                               monster_level = base_level + 3;
+                                               place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+                                               monster_level = base_level;
+                                       }
+                                       if (randint0(100) < 50)
+                                       {
+                                               object_level = base_level + 7;
+                                               place_object(y, x, 0L);
+                                               object_level = base_level;
                                        }
                                }
-                               return;
-                       }
-
-                       t1 = randint1(xsize - 2) + x1 + 1;
-                       build_recursive_room(x1, y1, t1, y2, power - 2);
-                       build_recursive_room(t1 + 1, y1, x2, y2, power - 2);
-                       break;
-               }
-               case 3:
-               {
-                       /* Try and divide horizontally */
-                       if (ysize < 3)
-                       {
-                               /* Too small */
-                               for (y = y1; y < y2; y++)
+                               else if (value < 50)
+                               {
+                                       /* Trap */
+                                       place_trap(y, x);
+                               }
+                               else
                                {
-                                       for (x = x1; x < x2; x++)
+                                       /* Various Stuff */
+
+                                       /* 20% monster, 40% trap, 20% object, 20% blank space */
+                                       if (randint0(100) < 20)
                                        {
-                                               place_inner_bold(y, x);
+                                               place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+                                       }
+                                       else if (randint0(100) < 50)
+                                       {
+                                               place_trap(y, x);
+                                       }
+                                       else if (randint0(100) < 50)
+                                       {
+                                               place_object(y, x, 0L);
                                        }
                                }
-                               return;
-                       }
 
-                       t1 = randint1(ysize - 2) + y1 + 1;
-                       build_recursive_room(x1, y1, x2, t1, power - 2);
-                       build_recursive_room(x1, t1 + 1, x2, y2, power - 2);
-                       break;
+                       }
                }
        }
 }
 
 
-/* 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(int x0, int y0, int xsize, int ysize)
+/*
+ * Overlay a rectangular room given its bounds
+ * This routine is used by build_room_vault
+ * The area inside the walls is not touched:
+ * only granite is removed- normal walls stay
+ */
+void build_room(int x1, int x2, int y1, int y2)
 {
-       int dy, dx;
-       int y1, x1, y2, x2;
-       int y, x;
+       int x, y, i, xsize, ysize, temp;
 
-       /* Pick a random room size */
-       dy = ysize / 2 - 1;
-       dx = xsize / 2 - 1;
+       /* Check if rectangle has no width */
+       if ((x1 == x2) || (y1 == y2)) return;
 
-       y1 = y0 - dy;
-       x1 = x0 - dx;
-       y2 = y0 + dy;
-       x2 = x0 + dx;
+       /* initialize */
+       if (x1 > x2)
+       {
+               /* Swap boundaries if in wrong order */
+               temp = x1;
+               x1 = x2;
+               x2 = temp;
+       }
+
+       if (y1 > y2)
+       {
+               /* Swap boundaries if in wrong order */
+               temp = y1;
+               y1 = y2;
+               y2 = temp;
+       }
+
+       /* get total widths */
+       xsize = x2 - x1;
+       ysize = y2 - y1;
 
-       if (cheat_room) msg_print("Castle Vault");
 
-       /* generate the room */
-       for (y = y1 - 1; y <= y2 + 1; y++)
+       /* Top and bottom boundaries */
+       for (i = 0; i <= xsize; i++)
        {
-               for (x = x1 - 1; x <= x2 + 1; x++)
-               {
-                       cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
-                       /* Make everything a floor */
-                       place_floor_bold(y, x);
-               }
+               place_outer_noperm_bold(y1, x1 + i);
+               cave[y1][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
+               place_outer_noperm_bold(y2, x1 + i);
+               cave[y2][x1 + i].info |= (CAVE_ROOM | CAVE_ICKY);
        }
 
-       /* Make the castle */
-       build_recursive_room(x1, y1, x2, y2, randint1(5));
+       /* Left and right boundaries */
+       for (i = 1; i < ysize; i++)
+       {
+               place_outer_noperm_bold(y1 + i, x1);
+               cave[y1 + i][x1].info|=(CAVE_ROOM | CAVE_ICKY);
+               place_outer_noperm_bold(y1 + i, x2);
+               cave[y1 + i][x2].info|=(CAVE_ROOM | CAVE_ICKY);
+       }
 
-       /* Fill with monsters and treasure, low difficulty */
-       fill_treasure(x1, x2, y1, y2, randint1(3));
+       /* Middle */
+       for (x = 1; x < xsize; x++)
+       {
+               for (y = 1; y < ysize; y++)
+               {
+                       if (is_extra_bold(y1+y, x1+x))
+                       {
+                               /* clear the untouched region */
+                               place_floor_bold(y1 + y, x1 + x);
+                               cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
+                       }
+                       else
+                       {
+                               /* make it a room- but don't touch */
+                               cave[y1 + y][x1 + x].info |= (CAVE_ROOM | CAVE_ICKY);
+                       }
+               }
+       }
 }
 
 
+
 /*
- * Add outer wall to a floored region
- * Note: no range checking is done so must be inside dungeon
- * This routine also stomps on doors
+ * maze vault -- rectangular labyrinthine rooms
+ *
+ * maze vault uses two routines:
+ *    r_visit - a recursive routine that builds the labyrinth
+ *    build_maze_vault - a driver routine that calls r_visit and adds
+ *                   monsters, traps and treasure
+ *
+ * The labyrinth is built by creating a spanning tree of a graph.
+ * The graph vertices are at
+ *    (x, y) = (2j + x1, 2k + y1)   j = 0,...,m-1    k = 0,...,n-1
+ * and the edges are the vertical and horizontal nearest neighbors.
+ *
+ * The spanning tree is created by performing a suitably randomized
+ * depth-first traversal of the graph. The only adjustable parameter
+ * is the randint0(3) below; it governs the relative density of
+ * twists and turns in the labyrinth: smaller number, more twists.
  */
-static void add_outer_wall(int x, int y, int light, int x1, int y1, int x2, int y2)
+void r_visit(int y1, int x1, int y2, int x2, int node, int dir, int *visited)
 {
-       cave_type *c_ptr;
-       feature_type *f_ptr;
-       int i, j;
-
-       if (!in_bounds(y, x)) return;
-
-       c_ptr = &cave[y][x];
-
-       /* hack- check to see if square has been visited before
-       * if so, then exit (use room flag to do this) */
-       if (c_ptr->info & CAVE_ROOM) return;
+       int i, j, m, n, temp, x, y, adj[4];
 
-       /* set room flag */
-       c_ptr->info |= CAVE_ROOM;
+       /* dimensions of vertex array */
+       m = (x2 - x1) / 2 + 1;
+       n = (y2 - y1) / 2 + 1;
 
-       f_ptr = &f_info[c_ptr->feat];
+       /* mark node visited and set it to a floor */
+       visited[node] = 1;
+       x = 2 * (node % m) + x1;
+       y = 2 * (node / m) + y1;
+       place_floor_bold(y, x);
 
-       if (is_floor_bold(y, x))
+       /* setup order of adjacent node visits */
+       if (one_in_(3))
        {
-               for (i = -1; i <= 1; i++)
+               /* pick a random ordering */
+               for (i = 0; i < 4; i++)
+                       adj[i] = i;
+               for (i = 0; i < 4; i++)
                {
-                       for (j = -1; j <= 1; j++)
-                       {
-                               if ((x + i >= x1) && (x + i <= x2) &&
-                                        (y + j >= y1) && (y + j <= y2))
-                               {
-                                       add_outer_wall(x + i, y + j, light, x1, y1, x2, y2);
-                                       if (light) c_ptr->info |= CAVE_GLOW;
-                               }
-                       }
+                       j = randint0(4);
+                       temp = adj[i];
+                       adj[i] = adj[j];
+                       adj[j] = temp;
                }
+               dir = adj[0];
        }
-       else if (is_extra_bold(y, x))
+       else
        {
-               /* Set bounding walls */
-               place_outer_bold(y, x);
-               if (light) c_ptr->info |= CAVE_GLOW;
+               /* pick a random ordering with dir first */
+               adj[0] = dir;
+               for (i = 1; i < 4; i++)
+                       adj[i] = i;
+               for (i = 1; i < 4; i++)
+               {
+                       j = 1 + randint0(3);
+                       temp = adj[i];
+                       adj[i] = adj[j];
+                       adj[j] = temp;
+               }
        }
-       else if (permanent_wall(f_ptr))
+
+       for (i = 0; i < 4; i++)
        {
-               /* Set bounding walls */
-               if (light) c_ptr->info |= CAVE_GLOW;
+               switch (adj[i])
+               {
+                       case 0:
+                               /* (0,+) - check for bottom boundary */
+                               if ((node / m < n - 1) && (visited[node + m] == 0))
+                               {
+                                       place_floor_bold(y + 1, x);
+                                       r_visit(y1, x1, y2, x2, node + m, dir, visited);
+                               }
+                               break;
+                       case 1:
+                               /* (0,-) - check for top boundary */
+                               if ((node / m > 0) && (visited[node - m] == 0))
+                               {
+                                       place_floor_bold(y - 1, x);
+                                       r_visit(y1, x1, y2, x2, node - m, dir, visited);
+                               }
+                               break;
+                       case 2:
+                               /* (+,0) - check for right boundary */
+                               if ((node % m < m - 1) && (visited[node + 1] == 0))
+                               {
+                                       place_floor_bold(y, x + 1);
+                                       r_visit(y1, x1, y2, x2, node + 1, dir, visited);
+                               }
+                               break;
+                       case 3:
+                               /* (-,0) - check for left boundary */
+                               if ((node % m > 0) && (visited[node - 1] == 0))
+                               {
+                                       place_floor_bold(y, x - 1);
+                                       r_visit(y1, x1, y2, x2, node - 1, dir, visited);
+                               }
+               } /* end switch */
        }
 }
 
 
-/*
- * Hacked distance formula - gives the 'wrong' answer.
- * Used to build crypts
- */
-static int dist2(int x1, int y1, int x2, int y2,
-                int h1, int h2, int h3, int h4)
+void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
 {
-       int dx, dy;
-       dx = abs(x2 - x1);
-       dy = abs(y2 - y1);
-
-       /* Basically this works by taking the normal pythagorean formula
-        * and using an expansion to express this in a way without the
-        * square root.  This approximate formula is then perturbed to give
-        * the distorted results.  (I found this by making a mistake when I was
-        * trying to fix the circular rooms.)
-        */
-
-       /* h1-h4 are constants that describe the metric */
-       if (dx >= 2 * dy) return (dx + (dy * h1) / h2);
-       if (dy >= 2 * dx) return (dy + (dx * h1) / h2);
-       return (((dx + dy) * 128) / 181 +
-               (dx * dx / (dy * h3) + dy * dy / (dx * h3)) * h4);
-       /* 128/181 is approx. 1/sqrt(2) */
-}
-
+       int y, x, dy, dx;
+       int y1, x1, y2, x2;
+       int m, n, num_vertices, *visited;
+       bool light;
+       cave_type *c_ptr;
 
-/*
- * Build target vault.
- * This is made by two concentric "crypts" with perpendicular
- * walls creating the cross-hairs.
- */
-static void build_target_vault(int x0, int y0, int xsize, int ysize)
-{
-       int rad, x, y;
+       msg_print_wizard(CHEAT_DUNGEON, _("迷路ランダムVaultを生成しました。", "Maze Vault."));
 
-       /* Make a random metric */
-       int h1, h2, h3, h4;
-       h1 = randint1(32) - 16;
-       h2 = randint1(16);
-       h3 = randint1(32);
-       h4 = randint1(32) - 16;
+       /* Choose lite or dark */
+       light = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
 
-       if (cheat_room) msg_print("Target Vault");
+       /* Pick a random room size - randomized by calling routine */
+       dy = ysize / 2 - 1;
+       dx = xsize / 2 - 1;
 
-       /* work out outer radius */
-       if (xsize > ysize)
-       {
-               rad = ysize / 2;
-       }
-       else
-       {
-               rad = xsize / 2;
-       }
+       y1 = y0 - dy;
+       x1 = x0 - dx;
+       y2 = y0 + dy;
+       x2 = x0 + dx;
 
-       /* Make floor */
-       for (x = x0 - rad; x <= x0 + rad; x++)
+       /* generate the room */
+       for (y = y1 - 1; y <= y2 + 1; y++)
        {
-               for (y = y0 - rad; y <= y0 + rad; y++)
+               for (x = x1 - 1; x <= x2 + 1; x++)
                {
-                       /* clear room flag */
-                       cave[y][x].info &= ~(CAVE_ROOM);
-
-                       /* Vault - so is "icky" */
-                       cave[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
+                       c_ptr = &cave[y][x];
+                       c_ptr->info |= CAVE_ROOM;
+                       if (is_vault) c_ptr->info |= CAVE_ICKY;
+                       if ((x == x1 - 1) || (x == x2 + 1) || (y == y1 - 1) || (y == y2 + 1))
                        {
-                               /* make granite outside so arena works */
-                               place_extra_bold(y, x);
+                               place_outer_grid(c_ptr);
                        }
-
-                       /* proper boundary for arena */
-                       if (((y + rad) == y0) || ((y - rad) == y0) ||
-                           ((x + rad) == x0) || ((x - rad) == x0))
+                       else if (!is_vault)
                        {
-                               place_extra_bold(y, x);
+                               place_extra_grid(c_ptr);
                        }
-               }
-       }
-
-       /* 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)
+                       else
                        {
-                               /* Make an internal wall */
-                               place_inner_bold(y, x);
+                               place_inner_grid(c_ptr);
                        }
+                       if (light) c_ptr->info |= (CAVE_GLOW);
                }
        }
 
-       /* 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);
+       /* 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);
 
-       /* Add doors to vault */
-       /* get two distances so can place doors relative to centre */
-       x = (rad - 2) / 4 + 1;
-       y = rad / 2 + x;
+       /* traverse the graph to create a spaning tree, pick a random root */
+       r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
 
-       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 monsters and treasure, low difficulty */
+       if (is_vault) fill_treasure(x1, x2, y1, y2, randint1(5));
 
-       /* Fill with stuff - medium difficulty */
-       fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
+       C_KILL(visited, num_vertices, int);
 }
 
 
-#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.
+/* Build a town/ castle by using a recursive algorithm.
+ * Basically divide each region in a probalistic way to create
+ * smaller regions.  When the regions get too small stop.
  *
- * Miniture rooms are then scattered across the vault.
+ * The power variable is a measure of how well defended a region is.
+ * This alters the possible choices.
  */
-static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz)
+void build_recursive_room(int x1, int y1, int x2, int y2, int power)
 {
-       int grd, roug;
-       int c1, c2, c3;
-       bool done = FALSE;
-       int xsize, ysize, xhsize, yhsize, x, y, i;
-       int type;
-
+       int xsize, ysize;
+       int x, y;
+       int choice;
 
-       if (cheat_room) msg_print("Elemental Vault");
+       /* Temp variables */
+       int t1, t2, t3, t4;
 
-       /* round to make sizes even */
-       xhsize = xsiz / 2;
-       yhsize = ysiz / 2;
-       xsize = xhsize * 2;
-       ysize = yhsize * 2;
+       xsize = x2 - x1;
+       ysize = y2 - y1;
 
-       if (dun_level < 25)
-       {
-               /* Earth vault  (Rubble) */
-               type = LAKE_T_EARTH_VAULT;
-       }
-       else if (dun_level < 50)
-       {
-               /* Air vault (Trees) */
-               type = LAKE_T_AIR_VAULT;
-       }
-       else if (dun_level < 75)
+       if ((power < 3) && (xsize > 12) && (ysize > 12))
        {
-               /* Water vault (shallow water) */
-               type = LAKE_T_WATER_VAULT;
+               /* Need outside wall +keep */
+               choice = 1;
        }
        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++)
+               if (power < 10)
                {
-                       cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
+                       /* Make rooms + subdivide */
+                       if ((randint1(10) > 2) && (xsize < 8) && (ysize < 8))
+                       {
+                               choice = 4;
+                       }
+                       else
+                       {
+                               choice = randint1(2) + 1;
+                       }
+               }
+               else
+               {
+                       /* Mostly subdivide */
+                       choice = randint1(3) + 1;
                }
        }
 
-       /* 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 */
-
-
-/*
- * Random vaults
- */
-static bool build_type10(void)
-{
-       int y0, x0, xsize, ysize, vtype;
-
-       /* Get size */
-       /* 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;
-
-       /* Boost the rating- higher than lesser vaults and lower than greater vaults */
-       rating += 10;
-
-       /* (Sometimes) Cause a special feeling */
-       if ((dun_level <= 50) ||
-           (randint1((dun_level - 40) * (dun_level - 40) + 1) < 400))
-       {
-               good_item_flag = TRUE;
-       }
-
-       /* Select type of vault */
-#ifdef ALLOW_CAVERNS_AND_LAKES
-       vtype = randint1(15);
-#else /* ALLOW_CAVERNS_AND_LAKES */
-       vtype = randint1(7);
-#endif /* ALLOW_CAVERNS_AND_LAKES */
+       /* Based on the choice made above, do something */
 
-       switch (vtype)
+       switch (choice)
        {
-               /* 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. */
-
-               /* Paranoia */
-               default: return FALSE;
-       }
-
-       return TRUE;
-}
-
-
-/*
- * Build an vertical oval room.
- * For every grid in the possible square, check the distance.
- * If it's less than the radius, make it a room square.
- *
- * When done fill from the inside to find the walls,
- */
-static bool build_type11(void)
-{
-       int rad, x, y, x0, y0;
-       int light = FALSE;
-
-       /* Occasional light */
-       if ((randint1(dun_level) <= 15) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
+               case 1:
+               {
+                       /* Outer walls */
 
-       rad = randint0(9);
+                       /* top and bottom */
+                       for (x = x1; x <= x2; x++)
+                       {
+                               place_outer_bold(y1, x);
+                               place_outer_bold(y2, x);
+                       }
 
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(&y0, &x0, rad * 2 + 1, rad * 2 + 1)) return FALSE;
+                       /* left and right */
+                       for (y = y1 + 1; y < y2; y++)
+                       {
+                               place_outer_bold(y, x1);
+                               place_outer_bold(y, x2);
+                       }
 
-       /* Make circular floor */
-       for (x = x0 - rad; x <= x0 + rad; x++)
-       {
-               for (y = y0 - rad; y <= y0 + rad; y++)
-               {
-                       if (distance(y0, x0, y, x) <= rad - 1)
+                       /* Make a couple of entrances */
+                       if (one_in_(2))
                        {
-                               /* inside- so is floor */
-                               place_floor_bold(y, x);
+                               /* left and right */
+                               y = randint1(ysize) + y1;
+                               place_floor_bold(y, x1);
+                               place_floor_bold(y, x2);
                        }
-                       else if (distance(y0, x0, y, x) <= rad + 1)
+                       else
                        {
-                               /* make granite outside so arena works */
-                               place_extra_bold(y, x);
+                               /* top and bottom */
+                               x = randint1(xsize) + x1;
+                               place_floor_bold(y1, x);
+                               place_floor_bold(y2, x);
                        }
-               }
-       }
 
-       /* Find visible outer walls and set to be FEAT_OUTER */
-       add_outer_wall(x0, y0, light, x0 - rad, y0 - rad, x0 + rad, y0 + rad);
+                       /* Select size of keep */
+                       t1 = randint1(ysize / 3) + y1;
+                       t2 = y2 - randint1(ysize / 3);
+                       t3 = randint1(xsize / 3) + x1;
+                       t4 = x2 - randint1(xsize / 3);
 
-       return TRUE;
-}
+                       /* Do outside areas */
 
+                       /* Above and below keep */
+                       build_recursive_room(x1 + 1, y1 + 1, x2 - 1, t1, power + 1);
+                       build_recursive_room(x1 + 1, t2, x2 - 1, y2, power + 1);
 
-/*
- * Build crypt room.
- * For every grid in the possible square, check the (fake) distance.
- * If it's less than the radius, make it a room square.
- *
- * When done fill from the inside to find the walls,
- */
-static bool build_type12(void)
-{
-       int rad, x, y, x0, y0;
-       int light = FALSE;
-       bool emptyflag = TRUE;
+                       /* Left and right of keep */
+                       build_recursive_room(x1 + 1, t1 + 1, t3, t2 - 1, power + 3);
+                       build_recursive_room(t4, t1 + 1, x2 - 1, t2 - 1, power + 3);
+
+                       /* Make the keep itself: */
+                       x1 = t3;
+                       x2 = t4;
+                       y1 = t1;
+                       y2 = t2;
+                       xsize = x2 - x1;
+                       ysize = y2 - y1;
+                       power += 2;
 
-       /* Make a random metric */
-       int h1, h2, h3, h4;
-       h1 = randint1(32) - 16;
-       h2 = randint1(16);
-       h3 = randint1(32);
-       h4 = randint1(32) - 16;
+                       /* Fall through */
+               }
+               case 4:
+               {
+                       /* Try to build a room */
+                       if ((xsize < 3) || (ysize < 3))
+                       {
+                               for (y = y1; y < y2; y++)
+                               {
+                                       for (x = x1; x < x2; x++)
+                                       {
+                                               place_inner_bold(y, x);
+                                       }
+                               }
 
-       /* Occasional light */
-       if ((randint1(dun_level) <= 5) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)) light = TRUE;
+                               /* Too small */
+                               return;
+                       }
 
-       rad = randint1(9);
+                       /* Make outside walls */
+                       /* top and bottom */
+                       for (x = x1 + 1; x <= x2 - 1; x++)
+                       {
+                               place_inner_bold(y1 + 1, x);
+                               place_inner_bold(y2 - 1, x);
+                       }
 
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(&y0, &x0, rad * 2 + 3, rad * 2 + 3)) return FALSE;
+                       /* left and right */
+                       for (y = y1 + 1; y <= y2 - 1; y++)
+                       {
+                               place_inner_bold(y, x1 + 1);
+                               place_inner_bold(y, x2 - 1);
+                       }
 
-       /* Make floor */
-       for (x = x0 - rad; x <= x0 + rad; x++)
-       {
-               for (y = y0 - rad; y <= y0 + rad; y++)
-               {
-                       /* clear room flag */
-                       cave[y][x].info &= ~(CAVE_ROOM);
+                       /* Make a door */
+                       y = randint1(ysize - 3) + y1 + 1;
 
-                       if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
-                       {
-                               /* inside - so is floor */
-                               place_floor_bold(y, x);
-                       }
-                       else if (distance(y0, x0, y, x) < 3)
+                       if (one_in_(2))
                        {
-                               place_floor_bold(y, x);
+                               /* left */
+                               place_floor_bold(y, x1 + 1);
                        }
                        else
                        {
-                               /* make granite outside so arena works */
-                               place_extra_bold(y, x);
+                               /* right */
+                               place_floor_bold(y, x2 - 1);
                        }
 
-                       /* proper boundary for arena */
-                       if (((y + rad) == y0) || ((y - rad) == y0) ||
-                           ((x + rad) == x0) || ((x - rad) == x0))
+                       /* Build the room */
+                       build_recursive_room(x1 + 2, y1 + 2, x2 - 2, y2 - 2, power + 3);
+                       break;
+               }
+               case 2:
+               {
+                       /* Try and divide vertically */
+                       if (xsize < 3)
                        {
-                               place_extra_bold(y, x);
+                               /* Too small */
+                               for (y = y1; y < y2; y++)
+                               {
+                                       for (x = x1; x < x2; x++)
+                                       {
+                                               place_inner_bold(y, x);
+                                       }
+                               }
+                               return;
                        }
-               }
-       }
-
-       /* Find visible outer walls and set to be FEAT_OUTER */
-       add_outer_wall(x0, y0, light, x0 - rad - 1, y0 - rad - 1,
-                      x0 + rad + 1, y0 + rad + 1);
 
-       /* Check to see if there is room for an inner vault */
-       for (x = x0 - 2; x <= x0 + 2; x++)
-       {
-               for (y = y0 - 2; y <= y0 + 2; y++)
+                       t1 = randint1(xsize - 2) + x1 + 1;
+                       build_recursive_room(x1, y1, t1, y2, power - 2);
+                       build_recursive_room(t1 + 1, y1, x2, y2, power - 2);
+                       break;
+               }
+               case 3:
                {
-                       if (!is_floor_bold(y, x))
+                       /* Try and divide horizontally */
+                       if (ysize < 3)
                        {
-                               /* Wall in the way */
-                               emptyflag = FALSE;
+                               /* Too small */
+                               for (y = y1; y < y2; y++)
+                               {
+                                       for (x = x1; x < x2; x++)
+                                       {
+                                               place_inner_bold(y, x);
+                                       }
+                               }
+                               return;
                        }
-               }
-       }
 
-       if (emptyflag && one_in_(2))
-       {
-               /* Build the vault */
-               build_small_room(x0, y0);
-
-               /* Place a treasure in the vault */
-               place_object(y0, x0, 0L);
-
-               /* Let's guard the treasure well */
-               vault_monsters(y0, x0, randint0(2) + 3);
-
-               /* Traps naturally */
-               vault_traps(y0, x0, 4, 4, randint0(3) + 2);
+                       t1 = randint1(ysize - 2) + y1 + 1;
+                       build_recursive_room(x1, y1, x2, t1, power - 2);
+                       build_recursive_room(x1, t1 + 1, x2, y2, power - 2);
+                       break;
+               }
        }
-
-       return TRUE;
-}
-
-
-/*
- * Helper function for "trapped monster pit"
- */
-static bool vault_aux_trapped_pit(int r_idx)
-{
-       monster_race *r_ptr = &r_info[r_idx];
-
-       /* Validate the monster */
-       if (!vault_monster_okay(r_idx)) return (FALSE);
-
-       /* No wall passing monster */
-       if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return (FALSE);
-
-       /* Okay */
-       return (TRUE);
 }
 
 
 /*
- * Type 12 -- Trapped monster pits
- *
- * A trapped monster pit is a "big" room with a straight corridor in
- * which wall opening traps are placed, and with two "inner" rooms
- * containing a "collection" of monsters of a given type organized in
- * the room.
- *
- * The trapped monster pit appears as shown below, where the actual
- * monsters in each location depend on the type of the pit
- *
- *  #########################
- *  #                       #
- *  ####################### #
- *  #####001123454321100### #
- *  ###0012234567654322100# #
- *  ####################### #
- *  #           ^           #
- *  # #######################
- *  # #0012234567654322100###
- *  # ###001123454321100#####
- *  # #######################
- *  #                       #
- *  #########################
- *
- * Note that the monsters in the pit are now chosen by using "get_mon_num()"
- * to request 16 "appropriate" monsters, sorting them by level, and using
- * the "even" entries in this sorted list for the contents of the pit.
- *
- * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",
- * which is handled by requiring a specific "breath" attack for all of the
- * dragons.  This may include "multi-hued" breath.  Note that "wyrms" may
- * be present in many of the dragon pits, if they have the proper breath.
- *
- * Note the use of the "get_mon_num_prep()" function, and the special
- * "get_mon_num_hook()" restriction function, to prepare the "monster
- * allocation table" in such a way as to optimize the selection of
- * "appropriate" non-unique monsters for the pit.
- *
- * Note that the "get_mon_num()" function may (rarely) fail, in which case
- * the pit will be empty, and will not effect the level rating.
- *
- * Note that "monster pits" will never contain "unique" monsters.
+ * Add outer wall to a floored region
+ * Note: no range checking is done so must be inside dungeon
+ * This routine also stomps on doors
  */
-static bool build_type13(void)
+void add_outer_wall(int x, int y, int light, int x1, int y1, int x2, int y2)
 {
-       static int placing[][3] = {
-               {-2, -9, 0}, {-2, -8, 0}, {-3, -7, 0}, {-3, -6, 0},
-               {+2, -9, 0}, {+2, -8, 0}, {+3, -7, 0}, {+3, -6, 0},
-               {-2, +9, 0}, {-2, +8, 0}, {-3, +7, 0}, {-3, +6, 0},
-               {+2, +9, 0}, {+2, +8, 0}, {+3, +7, 0}, {+3, +6, 0},
-               {-2, -7, 1}, {-3, -5, 1}, {-3, -4, 1}, 
-               {+2, -7, 1}, {+3, -5, 1}, {+3, -4, 1}, 
-               {-2, +7, 1}, {-3, +5, 1}, {-3, +4, 1}, 
-               {+2, +7, 1}, {+3, +5, 1}, {+3, +4, 1},
-               {-2, -6, 2}, {-2, -5, 2}, {-3, -3, 2},
-               {+2, -6, 2}, {+2, -5, 2}, {+3, -3, 2},
-               {-2, +6, 2}, {-2, +5, 2}, {-3, +3, 2},
-               {+2, +6, 2}, {+2, +5, 2}, {+3, +3, 2},
-               {-2, -4, 3}, {-3, -2, 3},
-               {+2, -4, 3}, {+3, -2, 3},
-               {-2, +4, 3}, {-3, +2, 3},
-               {+2, +4, 3}, {+3, +2, 3},
-               {-2, -3, 4}, {-3, -1, 4},
-               {+2, -3, 4}, {+3, -1, 4},
-               {-2, +3, 4}, {-3, +1, 4},
-               {+2, +3, 4}, {+3, +1, 4},
-               {-2, -2, 5}, {-3, 0, 5}, {-2, +2, 5},
-               {+2, -2, 5}, {+3, 0, 5}, {+2, +2, 5},
-               {-2, -1, 6}, {-2, +1, 6},
-               {+2, -1, 6}, {+2, +1, 6},
-               {-2, 0, 7}, {+2, 0, 7},
-               {0, 0, -1}
-       };
-
-       int y, x, y1, x1, y2, x2, xval, yval;
-       int i, j;
-
-       int what[16];
-
-       monster_type align;
-
        cave_type *c_ptr;
+       feature_type *f_ptr;
+       int i, j;
 
-       int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
-       vault_aux_type *n_ptr;
-
-       /* Only in Angband */
-       if (dungeon_type != DUNGEON_ANGBAND) return FALSE;
-
-       /* No type available */
-       if (cur_pit_type < 0) return FALSE;
-
-       n_ptr = &pit_types[cur_pit_type];
-
-       /* Process a preparation function if necessary */
-       if (n_ptr->prep_func) (*(n_ptr->prep_func))();
-
-       /* Prepare allocation table */
-       get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
-
-       align.sub_align = SUB_ALIGN_NEUTRAL;
-
-       /* Pick some monster types */
-       for (i = 0; i < 16; i++)
-       {
-               int r_idx = 0, attempts = 100;
-               monster_race *r_ptr = NULL;
-
-               while (attempts--)
-               {
-                       /* Get a (hard) monster type */
-                       r_idx = get_mon_num(dun_level + 0);
-                       r_ptr = &r_info[r_idx];
-
-                       /* Decline incorrect alignment */
-                       if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
-
-                       /* Accept this monster */
-                       break;
-               }
-
-               /* Notice failure */
-               if (!r_idx || !attempts) return FALSE;
-
-               /* Note the alignment */
-               if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
-               if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
-
-               what[i] = r_idx;
-       }
-
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(&yval, &xval, 13, 25)) return FALSE;
-
-       /* Large room */
-       y1 = yval - 5;
-       y2 = yval + 5;
-       x1 = xval - 11;
-       x2 = xval + 11;
-
-       /* Fill with inner walls */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               for (x = x1 - 1; x <= x2 + 1; x++)
-               {
-                       c_ptr = &cave[y][x];
-                       place_inner_grid(c_ptr);
-                       c_ptr->info |= (CAVE_ROOM);
-               }
-       }
-
-       /* Place the floor area 1 */
-       for (x = x1 + 3; x <= x2 - 3; x++)
-       {
-               c_ptr = &cave[yval-2][x];
-               place_floor_grid(c_ptr);
-               add_cave_info(yval-2, x, CAVE_ICKY);
-
-               c_ptr = &cave[yval+2][x];
-               place_floor_grid(c_ptr);
-               add_cave_info(yval+2, x, CAVE_ICKY);
-       }
-
-       /* Place the floor area 2 */
-       for (x = x1 + 5; x <= x2 - 5; x++)
-       {
-               c_ptr = &cave[yval-3][x];
-               place_floor_grid(c_ptr);
-               add_cave_info(yval-3, x, CAVE_ICKY);
-
-               c_ptr = &cave[yval+3][x];
-               place_floor_grid(c_ptr);
-               add_cave_info(yval+3, x, CAVE_ICKY);
-       }
+       if (!in_bounds(y, x)) return;
 
-       /* Corridor */
-       for (x = x1; x <= x2; x++)
-       {
-               c_ptr = &cave[yval][x];
-               place_floor_grid(c_ptr);
-               c_ptr = &cave[y1][x];
-               place_floor_grid(c_ptr);
-               c_ptr = &cave[y2][x];
-               place_floor_grid(c_ptr);
-       }
+       c_ptr = &cave[y][x];
 
-       /* Place the outer walls */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               c_ptr = &cave[y][x1 - 1];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y][x2 + 1];
-               place_outer_grid(c_ptr);
-       }
-       for (x = x1 - 1; x <= x2 + 1; x++)
-       {
-               c_ptr = &cave[y1 - 1][x];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y2 + 1][x];
-               place_outer_grid(c_ptr);
-       }
+       /* hack- check to see if square has been visited before
+       * if so, then exit (use room flag to do this) */
+       if (c_ptr->info & CAVE_ROOM) return;
 
-       /* Random corridor */
-       if (one_in_(2))
-       {
-               for (y = y1; y <= yval; y++)
-               {
-                       place_floor_bold(y, x2);
-                       place_solid_bold(y, x1-1);
-               }
-               for (y = yval; y <= y2 + 1; y++)
-               {
-                       place_floor_bold(y, x1);
-                       place_solid_bold(y, x2+1);
-               }
-       }
-       else
-       {
-               for (y = yval; y <= y2 + 1; y++)
-               {
-                       place_floor_bold(y, x1);
-                       place_solid_bold(y, x2+1);
-               }
-               for (y = y1; y <= yval; y++)
-               {
-                       place_floor_bold(y, x2);
-                       place_solid_bold(y, x1-1);
-               }
-       }
+       /* set room flag */
+       c_ptr->info |= CAVE_ROOM;
 
-       /* Place the wall open trap */
-       cave[yval][xval].mimic = cave[yval][xval].feat;
-       cave[yval][xval].feat = FEAT_TRAP_OPEN;
+       f_ptr = &f_info[c_ptr->feat];
 
-       /* Sort the entries */
-       for (i = 0; i < 16 - 1; i++)
+       if (is_floor_bold(y, x))
        {
-               /* Sort the entries */
-               for (j = 0; j < 16 - 1; j++)
+               for (i = -1; i <= 1; i++)
                {
-                       int i1 = j;
-                       int i2 = j + 1;
-
-                       int p1 = r_info[what[i1]].level;
-                       int p2 = r_info[what[i2]].level;
-
-                       /* Bubble */
-                       if (p1 > p2)
+                       for (j = -1; j <= 1; j++)
                        {
-                               int tmp = what[i1];
-                               what[i1] = what[i2];
-                               what[i2] = tmp;
+                               if ((x + i >= x1) && (x + i <= x2) &&
+                                        (y + j >= y1) && (y + j <= y2))
+                               {
+                                       add_outer_wall(x + i, y + j, light, x1, y1, x2, y2);
+                                       if (light) c_ptr->info |= CAVE_GLOW;
+                               }
                        }
                }
        }
-
-       /* Message */
-       if (cheat_room)
-       {
-               /* Room type */
-#ifdef JP
-               msg_format("%s%s¤Î櫥ԥåÈ", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#else
-               msg_format("Trapped monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#endif
-       }
-
-       /* Select the entries */
-       for (i = 0; i < 8; i++)
-       {
-               /* Every other entry */
-               what[i] = what[i * 2];
-
-               if (cheat_hear)
-               {
-                       /* Message */
-                       msg_print(r_name + r_info[what[i]].name);
-               }
-       }
-
-       /* Increase the level rating */
-       rating += 20;
-
-       /* (Sometimes) Cause a "special feeling" (for "Monster Pits") */
-       if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
+       else if (is_extra_bold(y, x))
        {
-               good_item_flag = TRUE;
+               /* Set bounding walls */
+               place_outer_bold(y, x);
+               if (light) c_ptr->info |= CAVE_GLOW;
        }
-
-       for (i = 0; placing[i][2] >= 0; i++)
+       else if (permanent_wall(f_ptr))
        {
-               y = yval + placing[i][0];
-               x = xval + placing[i][1];
-               place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
+               /* Set bounding walls */
+               if (light) c_ptr->info |= CAVE_GLOW;
        }
-
-       return TRUE;
 }
 
 
 /*
- * Type 14 -- trapped rooms
- *
- * A special trap is placed at center of the room
+ * Hacked distance formula - gives the 'wrong' answer.
+ * Used to build crypts
  */
-static bool build_type14(void)
+int dist2(int x1, int y1, int x2, int y2, int h1, int h2, int h3, int h4)
 {
-       int y, x, y2, x2, yval, xval;
-       int y1, x1, xsize, ysize;
-
-       bool light;
-
-       cave_type *c_ptr;
-       s16b trap;
-
-       /* Pick a room size */
-       y1 = randint1(4);
-       x1 = randint1(11);
-       y2 = randint1(3);
-       x2 = randint1(11);
+       int dx, dy;
+       dx = abs(x2 - x1);
+       dy = abs(y2 - y1);
 
-       xsize = x1 + x2 + 1;
-       ysize = y1 + y2 + 1;
+       /* Basically this works by taking the normal pythagorean formula
+        * and using an expansion to express this in a way without the
+        * square root.  This approximate formula is then perturbed to give
+        * the distorted results.  (I found this by making a mistake when I was
+        * trying to fix the circular rooms.)
+        */
 
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
+       /* h1-h4 are constants that describe the metric */
+       if (dx >= 2 * dy) return (dx + (dy * h1) / h2);
+       if (dy >= 2 * dx) return (dy + (dx * h1) / h2);
+       return (((dx + dy) * 128) / 181 +
+               (dx * dx / (dy * h3) + dy * dy / (dx * h3)) * h4);
+       /* 128/181 is approx. 1/sqrt(2) */
+}
 
-       /* Choose lite or dark */
-       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
 
 
-       /* Get corner values */
-       y1 = yval - ysize / 2;
-       x1 = xval - xsize / 2;
-       y2 = yval + (ysize - 1) / 2;
-       x2 = xval + (xsize - 1) / 2;
 
+/* Create a new floor room with optional light */
+void generate_room_floor(int y1, int x1, int y2, int x2, int light)
+{
+       int y, x;
+       
+       cave_type *c_ptr;
 
-       /* Place a full floor under the room */
-       for (y = y1 - 1; y <= y2 + 1; y++)
+       for (y = y1; y <= y2; y++)
        {
-               for (x = x1 - 1; x <= x2 + 1; x++)
+               for (x = x1; x <= x2; x++)
                {
+                       /* Point to grid */
                        c_ptr = &cave[y][x];
                        place_floor_grid(c_ptr);
                        c_ptr->info |= (CAVE_ROOM);
                        if (light) c_ptr->info |= (CAVE_GLOW);
                }
        }
+}
 
-       /* Walls around the room */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               c_ptr = &cave[y][x1 - 1];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y][x2 + 1];
-               place_outer_grid(c_ptr);
-       }
-       for (x = x1 - 1; x <= x2 + 1; x++)
-       {
-               c_ptr = &cave[y1 - 1][x];
-               place_outer_grid(c_ptr);
-               c_ptr = &cave[y2 + 1][x];
-               place_outer_grid(c_ptr);
-       }
-
-       if (dun_level < 30 + randint1(30))
-               trap = FEAT_TRAP_PIRANHA;
-       else
-               trap = FEAT_TRAP_ARMAGEDDON;
-
-       /* Place a special trap */
-       c_ptr = &cave[rand_spread(yval, ysize/4)][rand_spread(xval, xsize/4)];
-       c_ptr->mimic = c_ptr->feat;
-       c_ptr->feat = trap;
+void generate_fill_perm_bold(int y1, int x1, int y2, int x2)
+{
+       int y, x;
 
-       /* Message */
-       if (cheat_room)
+       for (y = y1; y <= y2; y++)
        {
-#ifdef JP
-               msg_format("%s¤ÎÉô²°", f_name + f_info[trap].name);
-#else
-               msg_format("Room of %s", f_name + f_info[trap].name);
-#endif
+               for (x = x1; x <= x2; x++)
+               {
+                       /* Point to grid */
+                       place_inner_perm_bold(y, x);
+               }
        }
-
-       return TRUE;
 }
 
 
-/*
- * Attempt to build a room of the given type at the given block
- *
- * Note that we restrict the number of "crowded" rooms to reduce
- * the chance of overflowing the monster list during level creation.
+/*!
+ * @brief 与えられた部屋型IDに応じて部屋の生成処理分岐を行い結果を返す / Attempt to build a room of the given type at the given block
+ * @param type 部屋型ID
+ * @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation.
+ * @return 部屋の精製に成功した場合 TRUE を返す。
  */
-bool room_build(int typ)
+static bool room_build(int typ)
 {
        /* Build a room */
        switch (typ)
@@ -5943,19 +2187,24 @@ bool room_build(int typ)
        case ROOM_T_CRYPT:         return build_type12();
        case ROOM_T_TRAP_PIT:      return build_type13();
        case ROOM_T_TRAP:          return build_type14();
+       case ROOM_T_GLASS:         return build_type15();
+       case ROOM_T_ARCADE:        return build_type16();
        }
 
        /* Paranoia */
        return FALSE;
 }
 
+/*!
+ * @brief 指定した部屋の生成確率を別の部屋に加算し、指定した部屋の生成率を0にする
+ * @param dst 確率を移す先の部屋種ID
+ * @param src 確率を与える元の部屋種ID
+ */
+#define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0) 
 
-#define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
-
-/*
- * [from SAngband (originally from OAngband)]
- * 
- * Generate rooms in dungeon.  Build bigger rooms at first.
+/*!
+ * @brief 部屋生成処理のメインルーチン(Sangbandを経由してOangbandからの実装を引用) / Generate rooms in dungeon.  Build bigger rooms at first. [from SAngband (originally from OAngband)]
+ * @return 部屋生成に成功した場合 TRUE を返す。
  */
 bool generate_rooms(void)
 {
@@ -5974,9 +2223,6 @@ bool generate_rooms(void)
        /* Limit number of rooms */
        int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
 
-       /* Limit minimum number of rooms */
-       int min_rooms = 8 - ((MAX_HGT/ cur_hgt) + (MAX_WID / cur_wid));
-
        /* Assume normal cave */
        room_info_type *room_info_ptr = room_info_normal;
 
@@ -6000,8 +2246,8 @@ bool generate_rooms(void)
         * XXX -- Various dungeon types and options.
         */
 
-       /* Ironman sees only Greater Vaults */
-       if (ironman_rooms && !((d_info[dungeon_type].flags1 & (DF1_BEGINNER | DF1_CHAMELEON))))
+       /*! @details ダンジョンにBEGINNER、CHAMELEON、SMALLESTいずれのフラグもなく、かつ「常に通常でない部屋を生成する」フラグがONならば、GRATER_VAULTのみを生成対象とする。 / Ironman sees only Greater Vaults */
+       if (ironman_rooms && !((d_info[dungeon_type].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST))))
        {
                for (i = 0; i < ROOM_T_MAX; i++)
                {
@@ -6010,7 +2256,7 @@ bool generate_rooms(void)
                }
        }
 
-       /* Forbidden vaults */
+       /*! @details ダンジョンにNO_VAULTフラグがあるならば、LESSER_VAULT / GREATER_VAULT/ RANDOM_VAULTを除外 / Forbidden vaults */
        else if (d_info[dungeon_type].flags1 & DF1_NO_VAULT)
        {
                prob_list[ROOM_T_LESSER_VAULT] = 0;
@@ -6018,8 +2264,7 @@ bool generate_rooms(void)
                prob_list[ROOM_T_RANDOM_VAULT] = 0;
        }
 
-
-       /* NO_CAVE dungeon (Castle)*/
+       /*! @details ダンジョンにNO_CAVEフラグがある場合、FRACAVEの生成枠がNORMALに与えられる。CRIPT、OVALの生成枠がINNER_Fに与えられる。/ NO_CAVE dungeon (Castle)*/
        if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
        {
                MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE);
@@ -6027,18 +2272,29 @@ bool generate_rooms(void)
                MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL);
        }
 
-       /* CAVE dungeon (Orc cave etc.) */
+       /*! @details ダンジョンにCAVEフラグがある場合、NORMALの生成枠がFRACAVEに与えられる。/ CAVE dungeon (Orc cave etc.) */
        else if (d_info[dungeon_type].flags1 & DF1_CAVE)
        {
                MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL);
        }
 
-       /* No caves when a (random) cavern exists: they look bad */
+       /*! @details ダンジョンの基本地形が最初から渓谷かアリーナ型の場合 FRACAVE は生成から除外。 /  No caves when a (random) cavern exists: they look bad */
        else if (dun->cavern || dun->empty_level)
        {
                prob_list[ROOM_T_FRACAVE] = 0;
        }
 
+       /*! @details ダンジョンに最初からGLASS_ROOMフラグがある場合、GLASS を生成から除外。/ Forbidden glass rooms */
+       if (!(d_info[dungeon_type].flags1 & DF1_GLASS_ROOM))
+       {
+               prob_list[ROOM_T_GLASS] = 0;
+       }
+
+       /*! @details ARCADEは同フラグがダンジョンにないと生成されない。 / Forbidden glass rooms */
+       if (!(d_info[dungeon_type].flags1 & DF1_ARCADE))
+       {
+               prob_list[ROOM_T_ARCADE] = 0;
+       }
 
        /*
         * Initialize number of rooms,
@@ -6078,6 +2334,8 @@ bool generate_rooms(void)
                case ROOM_T_PIT:
                case ROOM_T_LESSER_VAULT:
                case ROOM_T_TRAP_PIT:
+               case ROOM_T_GLASS:
+               case ROOM_T_ARCADE:
 
                        /* Large room */
                        i -= 2;
@@ -6134,13 +2392,14 @@ bool generate_rooms(void)
                                                room_num[ROOM_T_NEST] = 0;
                                                room_num[ROOM_T_TRAP_PIT] = 0;
                                        }
-                               }
-                       }
+                                       break;
 
-                       /* Stop building this type on failure. */
-                       else
-                       {
-                               room_num[room_type] = 0;
+                               case ROOM_T_ARCADE:
+
+                                       /* Avoid double-town */
+                                       room_num[ROOM_T_ARCADE] = 0;
+                                       break;
+                               }
                        }
                }
 
@@ -6148,16 +2407,14 @@ bool generate_rooms(void)
                if (!remain) break;
        }
 
-       if (rooms_built < min_rooms) return FALSE;
-
-       if (cheat_room)
+       /*! @details 部屋生成数が2未満の場合生成失敗を返す */
+       if (rooms_built < 2)
        {
-#ifdef JP
-               msg_format("Éô²°¿ô: %d", rooms_built);
-#else
-               msg_format("Number of Rooms: %d", rooms_built);
-#endif
+               msg_format_wizard(CHEAT_DUNGEON, _("部屋数が2未満でした。生成を再試行します。", "Number of rooms was under 2. Retry."), rooms_built);
+               return FALSE;
        }
 
+       msg_format_wizard(CHEAT_DUNGEON, _("このダンジョンの部屋数は %d です。", "Number of Rooms: %d"), rooms_built);
+
        return TRUE;
 }