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[Refactor] #37353 vault部屋生成処理を rooms.c から rooms-vault.c/h へ分離。
[hengband/hengband.git] / src / rooms.c
index c0e33db..cb11eb7 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"
 
-
-/*
- * Array of minimum room depths
- */
-static s16b roomdep[] =
-{
-        0, /* 0  = Nothing */
-        1, /* 1  = Simple (33x11) */
-        1, /* 2  = Overlapping (33x11) */
-        3, /* 3  = Crossed (33x11) */
-        3, /* 4  = Large (33x11) */
-       10, /* 5  = Monster nest (33x11) */
-       10, /* 6  = Monster pit (33x11) */
-       10, /* 7  = Lesser vault (33x22) */
-       20, /* 8  = Greater vault (66x44) */
-        5, /* 9  = Fractal cave (42x24) */
-       10, /* 10 = Random vault (44x22) */
-        3, /* 11 = Circular rooms (22x22) */
-       10, /* 12 = Crypts (22x22) */
-       20, /* 13 = Trapped monster pit */
-       20, /* 14 = Piranha/Armageddon trap room */ 
+#include "rooms-normal.h"
+#include "rooms-pitnest.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] =
+{
+       /* Depth */
+       /*  0  10  20  30  40  50  60  70  80  90 100  min limit */
+
+       {{999,900,800,700,600,500,400,300,200,100,  0},  0}, /*NORMAL   */
+       {{  1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100},  1}, /*OVERLAP  */
+       {{  1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100},  3}, /*CROSS    */
+       {{  1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100},  3}, /*INNER_F  */
+       {{  0,  1,  1,  1,  2,  3,  5,  6,  8, 10, 13}, 10}, /*NEST     */
+       {{  0,  1,  1,  2,  3,  4,  6,  8, 10, 13, 16}, 10}, /*PIT      */
+       {{  0,  1,  1,  1,  2,  2,  3,  5,  6,  8, 10}, 10}, /*LESSER_V */
+       {{  0,  0,  1,  1,  1,  2,  2,  2,  3,  3,  4}, 20}, /*GREATER_V*/
+       {{  0,100,200,300,400,500,600,700,800,900,999}, 10}, /*FRACAVE  */
+       {{  0,  1,  1,  1,  1,  1,  1,  1,  1,  2,  2}, 10}, /*RANDOM_V */
+       {{  0,  4,  8, 12, 16, 20, 24, 28, 32, 36, 40},  3}, /*OVAL     */
+       {{  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   */
 };
 
 
-static void place_locked_door(int y, int x)
+/*! 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,
+       ROOM_T_OVERLAP,
+       ROOM_T_CROSS,
+       ROOM_T_FRACAVE,
+       ROOM_T_NORMAL,
+};
+
+/*!
+ * @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)
        {
@@ -48,12 +120,20 @@ 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)
        {
@@ -63,24 +143,42 @@ 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 (!(c_ptr->mimic & 0x20))
+               if (type != DOOR_CURTAIN)
                {
-                       c_ptr->feat = c_ptr->mimic;
-                       c_ptr->mimic = 0;
+                       /* 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))
+                       {
+                               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->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.
  *
@@ -106,10 +204,10 @@ 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 */
@@ -119,10 +217,15 @@ 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)
 {
@@ -200,2723 +303,273 @@ static void check_room_boundary(int x1, int y1, int x2, int y2)
 }
 
 
-/*
- * This function is used to allocate the space needed by a room in the room_map
- * array.
- * x, y represent the size of the room (0...x-1) by (0...y-1).
- * crowded is used to denote a monset nest.
- * by0, bx0 are the positions in the room_map array given to the build_type'x'
- * function.
- * xx, yy are the returned center of the allocated room in coordinates for
- * cave.feat and cave.info etc.
+/*!
+ * @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 room_alloc(int x, int y, bool crowded, int by0, int bx0, int *xx, int *yy)
+static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int block_x)
 {
-       int temp, bx1, bx2, by1, by2, by, bx;
-
-       /* Calculate number of room_map squares to allocate */
-
-       /* temp is total number along width */
-       temp = ((x - 1) / BLOCK_WID) + 1;
-
-       /* bx2 = ending block */
-       bx2 = temp / 2 + bx0;
-
-       /* bx1 = starting block (Note: rounding taken care of here.) */
-       bx1 = bx2 + 1 - temp;
-
-       /* temp is total number along height */
-       temp = ((y - 1) / BLOCK_HGT) + 1;
-
-       /* by2 = ending block */
-       by2 = temp / 2 + by0;
+       int by1, bx1, by2, bx2, by, bx;
 
-       /* by1 = starting block */
-       by1 = by2 + 1 - temp;
-
-
-       /* Never run off the screen */
-       if ((by1 < 0) || (by2 >= dun->row_rooms)) return (FALSE);
-       if ((bx1 < 0) || (bx2 >= dun->col_rooms)) return (FALSE);
-
-       /* Verify open space */
-       for (by = by1; by <= by2; by++)
+       /* Itty-bitty rooms must shift about within their rectangle */
+       if (blocks_wide < 3)
        {
-               for (bx = bx1; bx <= bx2; bx++)
-               {
-                       if (dun->room_map[by][bx]) return (FALSE);
-               }
+               if ((blocks_wide == 2) && (block_x % 3) == 2)
+                       return FALSE;
        }
 
-       /* It is *extremely* important that the following calculation */
-       /* be *exactly* correct to prevent memory errors XXX XXX XXX */
-
-       /* Acquire the location of the room */
-       *yy = ((by1 + by2 + 1) * BLOCK_HGT) / 2;
-       *xx = ((bx1 + bx2 + 1) * BLOCK_WID) / 2;
-
-
-       /* Save the room location */
-       if (dun->cent_n < CENT_MAX)
+       /* Rooms with width divisible by 3 must be fitted to a rectangle. */
+       else if ((blocks_wide % 3) == 0)
        {
-               dun->cent[dun->cent_n].y = *yy;
-               dun->cent[dun->cent_n].x = *xx;
-               dun->cent_n++;
+               /* Must be aligned to the left edge of a 11x33 rectangle. */
+               if ((block_x % 3) != 0)
+                       return FALSE;
        }
 
-       /* Reserve some blocks */
-       for (by = by1; by <= by2; by++)
+       /*
+        * Big rooms that do not have a width divisible by 3 must be
+        * aligned towards the edge of the dungeon closest to them.
+        */
+       else
        {
-               for (bx = bx1; bx <= bx2; bx++)
+               /* Shift towards left edge of dungeon. */
+               if (block_x + (blocks_wide / 2) <= dun->col_rooms / 2)
                {
-                       dun->room_map[by][bx] = TRUE;
+                       if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
+                               return FALSE;
+                       if ((block_x % 3) == 1)
+                               return FALSE;
+               }
+
+               /* Shift toward right edge of dungeon. */
+               else
+               {
+                       if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
+                               return FALSE;
+                       if ((block_x % 3) == 1)
+                               return FALSE;
                }
        }
 
-       /* Count "crowded" rooms */
-       if (crowded) dun->crowded++;
+       /* Extract blocks */
+       by1 = block_y + 0;
+       bx1 = block_x + 0;
+       by2 = block_y + blocks_high;
+       bx2 = block_x + blocks_wide;
 
-       /*
-        * Hack- See if room will cut off a cavern.
-        * If so, fix by tunneling outside the room in such a way as to connect the caves.
-        */
-       check_room_boundary(*xx - x / 2 - 1, *yy - y / 2 - 1,
-                           *xx + (x - 1) / 2 + 1, *yy + (y - 1) / 2 + 1);
+       /* Never run off the screen */
+       if ((by1 < 0) || (by2 > dun->row_rooms)) return FALSE;
+       if ((bx1 < 0) || (bx2 > dun->col_rooms)) return FALSE;
+       
+       /* Verify available space */
+       for (by = by1; by < by2; by++)
+       {
+               for (bx = bx1; bx < bx2; bx++)
+               {
+                       if (dun->room_map[by][bx])
+                       {
+                               return FALSE;
+                       }
+               }
+       }
 
-       /* Success */
-       return (TRUE);
+       /* This location is okay */
+       return TRUE;
 }
 
-/*
- * 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
+/*!
+ * @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
  */
-static void build_type1(int by0, int bx0)
+bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width)
 {
-       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;
-
-       /* Try to allocate space for room.  If fails, exit */
-       if (!room_alloc(xsize + 2, ysize + 2, FALSE, by0, bx0, &xval, &yval)) return;
+       int candidates, pick;
+       int by, bx, by1, bx1, by2, bx2;
+       int block_y = 0, block_x = 0;
 
-       /* Choose lite or dark */
-       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
 
+       /* Find out how many blocks we need. */
+       int blocks_high = 1 + ((height - 1) / BLOCK_HGT);
+       int blocks_wide = 1 + ((width - 1) / BLOCK_WID);
 
-       /* Get corner values */
-       y1 = yval - ysize / 2;
-       x1 = xval - xsize / 2;
-       y2 = yval + (ysize - 1) / 2;
-       x2 = xval + (xsize - 1) / 2;
+       /* There are no way to allocate such huge space */
+       if (dun->row_rooms < blocks_high) return FALSE;
+       if (dun->col_rooms < blocks_wide) return FALSE;
 
+       /* Initiallize */
+       candidates = 0;
 
-       /* Place a full floor under the room */
-       for (y = y1 - 1; y <= y2 + 1; y++)
+       /* Count the number of valid places */
+       for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
        {
-               for (x = x1 - 1; x <= x2 + 1; x++)
+               for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
                {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-                       c_ptr->info |= (CAVE_ROOM);
-                       if (light) c_ptr->info |= (CAVE_GLOW);
+                       if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
+                       {
+                               /* Find a valid place */
+                               candidates++;
+                       }
                }
        }
 
-       /* Walls around the room */
-       for (y = y1 - 1; y <= y2 + 1; y++)
+       /* No place! */
+       if (!candidates)
        {
-               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);
+               return FALSE;
        }
 
-
-       /* Hack -- Occasional pillar room */
-       if (one_in_(20))
+       /* Normal dungeon */
+       if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
        {
-               for (y = y1; y <= y2; y += 2)
-               {
-                       for (x = x1; x <= x2; x += 2)
-                       {
-                               c_ptr = &cave[y][x];
-                               place_inner_grid(c_ptr);
-                       }
-               }
+               /* Choose a random one */
+               pick = randint1(candidates);
        }
 
-       /* Hack -- Occasional room with four pillars */
-       else if (one_in_(20))
+       /* NO_CAVE dungeon (Castle) */
+       else
        {
-               if ((y1 + 4 < y2) && (x1 + 4 < x2))
-               {
-                       c_ptr = &cave[y1 + 1][x1 + 1];
-                       place_inner_grid(c_ptr);
-
-                       c_ptr = &cave[y1 + 1][x2 - 1];
-                       place_inner_grid(c_ptr);
-
-                       c_ptr = &cave[y2 - 1][x1 + 1];
-                       place_inner_grid(c_ptr);
-
-                       c_ptr = &cave[y2 - 1][x2 - 1];
-                       place_inner_grid(c_ptr);
-               }
+               /* Always choose the center one */
+               pick = candidates/2 + 1;
        }
 
-       /* 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))
+       /* Pick up the choosen location */
+       for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
        {
-               if (randint1(100) < 50)
+               for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
                {
-                       /* Horizontal wall */
-                       for (x = x1; x <= x2; x++)
+                       if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
                        {
-                               place_inner_bold(yval, x);
-                       }
+                               pick--;
 
-                       /* 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);
+                               /* This one is picked? */
+                               if (!pick) break;
                        }
-
-                       /* Prevent edge of wall from being tunneled */
-                       place_solid_bold(y1 - 1, xval);
-                       place_solid_bold(y2 + 1, xval);
                }
 
-               place_random_door(yval, xval, TRUE);
+               if (!pick) break;
        }
-}
-
-
-/*
- * Type 2 -- Overlapping rectangular rooms
- */
-static void build_type2(int by0, int bx0)
-{
-       int                     y, x, xval, yval;
-       int                     y1a, x1a, y2a, x2a;
-       int                     y1b, x1b, y2b, x2b;
-       bool            light;
-       cave_type   *c_ptr;
 
+       /* Extract blocks */
+       by1 = block_y + 0;
+       bx1 = block_x + 0;
+       by2 = block_y + blocks_high;
+       bx2 = block_x + blocks_wide;
 
-       /* Try to allocate space for room. If fails, exit */
-       if (!room_alloc(25, 11, FALSE, by0, bx0, &xval, &yval)) return;
-
-       /* Choose lite or dark */
-       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
-       /* Determine extents of the first room */
-       y1a = yval - randint1(4);
-       y2a = yval + randint1(3);
-       x1a = xval - randint1(11);
-       x2a = xval + randint1(10);
-
-       /* Determine extents of the second room */
-       y1b = yval - randint1(3);
-       y2b = yval + randint1(4);
-       x1b = xval - randint1(10);
-       x2b = xval + randint1(11);
+       /*
+        * It is *extremely* important that the following calculation
+        * be *exactly* correct to prevent memory errors
+        */
 
+       /* Acquire the location of the room */
+       (*y) = ((by1 + by2) * BLOCK_HGT) / 2;
+       (*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
 
-       /* Place a full floor for room "a" */
-       for (y = y1a - 1; y <= y2a + 1; y++)
+       /* Save the room location */
+       if (dun->cent_n < CENT_MAX)
        {
-               for (x = x1a - 1; x <= x2a + 1; x++)
-               {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-                       c_ptr->info |= (CAVE_ROOM);
-                       if (light) c_ptr->info |= (CAVE_GLOW);
-               }
+               dun->cent[dun->cent_n].y = (byte_hack)*y;
+               dun->cent[dun->cent_n].x = (byte_hack)*x;
+               dun->cent_n++;
        }
 
-       /* Place a full floor for room "b" */
-       for (y = y1b - 1; y <= y2b + 1; y++)
+       /* Reserve some blocks. */
+       for (by = by1; by < by2; by++)
        {
-               for (x = x1b - 1; x <= x2b + 1; x++)
+               for (bx = bx1; bx < bx2; bx++)
                {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-                       c_ptr->info |= (CAVE_ROOM);
-                       if (light) c_ptr->info |= (CAVE_GLOW);
+                       dun->room_map[by][bx] = TRUE;
                }
        }
 
 
-       /* 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);
-       }
+       /*
+        * Hack- See if room will cut off a cavern.
+        *
+        * If so, fix by tunneling outside the room in such a
+        * way as to connect the caves.
+        */
+       check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
 
-       /* 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);
-       }
+
+       /* Success. */
+       return TRUE;
+}
 
 
 
-       /* Replace the floor for room "a" */
-       for (y = y1a; y <= y2a; y++)
-       {
-               for (x = x1a; x <= x2a; x++)
-               {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-               }
-       }
 
-       /* 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);
-               }
-       }
-}
 
 
 
 /*
- * 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.
+ * Structure to hold all "fill" data
  */
-static void build_type3(int by0, int bx0)
-{
-       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;
 
+typedef struct fill_data_type fill_data_type;
 
-       /* Try to allocate space for room. */
-       if (!room_alloc(25, 11, FALSE, by0, bx0, &xval, &yval)) return;
+struct fill_data_type
+{
+       /* area size */
+       int xmin;
+       int ymin;
+       int xmax;
+       int ymax;
 
-       /* Choose lite or dark */
-       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
+       /* cutoffs */
+       int c1;
+       int c2;
+       int c3;
 
-       /* For now, always 3x3 */
-       wx = wy = 1;
+       /* features to fill with */
+       int feat1;
+       int feat2;
+       int feat3;
 
-       /* Pick max vertical size (at most 4) */
-       dy = rand_range(3, 4);
+       int info1;
+       int info2;
+       int info3;
 
-       /* Pick max horizontal size (at most 15) */
-       dx = rand_range(3, 11);
+       /* number of filled squares */
+       int amount;
+};
 
+static fill_data_type fill_data;
 
-       /* 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++)
-               {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-                       c_ptr->info |= (CAVE_ROOM);
-                       if (light) c_ptr->info |= (CAVE_GLOW);
-               }
-       }
-
-       /* 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);
-               }
-       }
-
-
-       /* 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);
-       }
-
-       /* 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);
-       }
-
-
-       /* Replace the floor for room "a" */
-       for (y = y1a; y <= y2a; y++)
-       {
-               for (x = x1a; x <= x2a; x++)
-               {
-                       c_ptr = &cave[y][x];
-                       place_floor_grid(c_ptr);
-               }
-       }
-
-       /* 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);
-               }
-       }
-
-
-
-       /* Special features (3/4) */
-       switch (randint0(4))
-       {
-               /* Large solid middle pillar */
-               case 1:
-               {
-                       for (y = y1b; y <= y2b; y++)
-                       {
-                               for (x = x1a; x <= x2a; x++)
-                               {
-                                       c_ptr = &cave[y][x];
-                                       place_inner_grid(c_ptr);
-                               }
-                       }
-                       break;
-               }
-
-               /* Inner treasure vault */
-               case 2:
-               {
-                       /* Build the vault */
-                       for (y = y1b; y <= y2b; y++)
-                       {
-                               c_ptr = &cave[y][x1a];
-                               place_inner_grid(c_ptr);
-                               c_ptr = &cave[y][x2a];
-                               place_inner_grid(c_ptr);
-                       }
-                       for (x = x1a; x <= x2a; x++)
-                       {
-                               c_ptr = &cave[y1b][x];
-                               place_inner_grid(c_ptr);
-                               c_ptr = &cave[y2b][x];
-                               place_inner_grid(c_ptr);
-                       }
-
-                       /* Place a secret door on the inner room */
-                       switch (randint0(4))
-                       {
-                               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;
-                       }
-
-                       /* Place a treasure in the vault */
-                       place_object(yval, xval, FALSE, FALSE);
-
-                       /* 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;
-               }
-
-               /* 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);
-                               }
-
-                               /* 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);
-                               }
-                       }
-
-                       /* Occasionally put a "plus" in the center */
-                       else if (one_in_(3))
-                       {
-                               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);
-                       }
-
-                       /* Occasionally put a pillar in the center */
-                       else if (one_in_(3))
-                       {
-                               c_ptr = &cave[yval][xval];
-                               place_inner_grid(c_ptr);
-                       }
-
-                       break;
-               }
-       }
-}
-
-
-/*
- * 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 void build_type4(int by0, int bx0)
-{
-       int         y, x, y1, x1;
-       int         y2, x2, tmp, yval, xval;
-       bool        light;
-       cave_type   *c_ptr;
-
-
-       /* Try to allocate space for room. */
-       if (!room_alloc(25, 11, FALSE, by0, bx0, &xval, &yval)) return;
-
-       /* Choose lite or dark */
-       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
-       /* Large room */
-       y1 = yval - 4;
-       y2 = yval + 4;
-       x1 = xval - 11;
-       x2 = xval + 11;
-
-       /* 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);
-               }
-       }
-
-       /* 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);
-       }
-
-
-       /* The inner 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);
-       }
-
-
-       /* Inner room variations */
-       switch (randint1(5))
-       {
-               /* Just an inner room with a monster */
-               case 1:
-               {
-                       /* 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;
-                       }
-
-                       /* Place a monster in the room */
-                       vault_monsters(yval, xval, 1);
-
-                       break;
-               }
-
-               /* Treasure Vault (with a door) */
-               case 2:
-               {
-                       /* 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;
-                       }
-
-                       /* Place another inner room */
-                       for (y = yval - 1; y <= yval + 1; y++)
-                       {
-                               for (x = xval -  1; x <= xval + 1; x++)
-                               {
-                                       if ((x == xval) && (y == yval)) continue;
-                                       c_ptr = &cave[y][x];
-                                       place_inner_grid(c_ptr);
-                               }
-                       }
-
-                       /* 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);
-
-                       /* Object (80%) */
-                       if (randint0(100) < 80)
-                       {
-                               place_object(yval, xval, FALSE, FALSE);
-                       }
-
-                       /* Stairs (20%) */
-                       else
-                       {
-                               place_random_stairs(yval, xval);
-                       }
-
-                       /* Traps to protect the treasure */
-                       vault_traps(yval, xval, 4, 10, 2 + randint1(3));
-
-                       break;
-               }
-
-               /* 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);
-                               }
-                       }
-
-                       /* 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);
-                                       }
-                               }
-                       }
-
-                       /* 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);
-                               }
-
-                               /* 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);
-
-                               /* 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);
-
-                               /* Monsters */
-                               vault_monsters(yval, xval - 2, randint1(2));
-                               vault_monsters(yval, xval + 2, randint1(2));
-
-                               /* Objects */
-                               if (one_in_(3)) place_object(yval, xval - 2, FALSE, FALSE);
-                               if (one_in_(3)) place_object(yval, xval + 2, FALSE, FALSE);
-                       }
-
-                       break;
-               }
-
-               /* 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;
-                       }
-
-                       /* 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);
-                                       }
-                               }
-                       }
-
-                       /* Monsters just love mazes. */
-                       vault_monsters(yval, xval - 5, randint1(3));
-                       vault_monsters(yval, xval + 5, randint1(3));
-
-                       /* Traps make them entertaining. */
-                       vault_traps(yval, xval - 3, 2, 8, randint1(3));
-                       vault_traps(yval, xval + 3, 2, 8, randint1(3));
-
-                       /* Mazes should have some treasure too. */
-                       vault_objects(yval, xval, 3);
-
-                       break;
-               }
-
-               /* 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);
-                       }
-
-                       /* 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);
-                       }
-
-                       /* Treasure, centered at the center of the cross */
-                       vault_objects(yval, xval, 2 + randint1(2));
-
-                       /* 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));
-
-                       break;
-               }
-       }
-}
-
-
-/*
- * 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.
- */
-
-
-/*
- * Monster validation macro
- *
- * Line 1 -- forbid town monsters
- * Line 2 -- forbid uniques
- * Line 3 -- forbid aquatic monsters
- */
-#define vault_monster_okay(I) \
-       (monster_dungeon(I) && \
-        !(r_info[I].flags1 & RF1_UNIQUE) && \
-        !(r_info[I].flags7 & RF7_UNIQUE2) && \
-        !(r_info[I].flags3 & RF3_RES_ALL) && \
-        !(r_info[I].flags7 & RF7_AQUATIC))
-
-
-/* Race index for "monster pit (clone)" */
-static int vault_aux_race;
-
-/* Race index for "monster pit (symbol clone)" */
-static char vault_aux_char;
-
-/* Breath mask for "monster pit (dragon)" */
-static u32b vault_aux_dragon_mask4;
-
-
-/*
- * Helper monster selection function
- */
-static bool vault_aux_simple(int r_idx)
-{
-       /* Okay */
-       return (vault_monster_okay(r_idx));
-}
-
-
-/*
- * Helper function for "monster nest (jelly)"
- */
-static bool vault_aux_jelly(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)) return (FALSE);
-
-       /* Also decline evil jellies (like death molds and shoggoths) */
-       if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
-
-       /* Require icky thing, jelly, mold, or mushroom */
-       if (!strchr("ijm,", r_ptr->d_char)) return (FALSE);
-
-       /* Okay */
-       return (TRUE);
-}
-
-
-/*
- * Helper function for "monster nest (animal)"
- */
-static bool vault_aux_animal(int r_idx)
-{
-       monster_race *r_ptr = &r_info[r_idx];
-
-       /* Validate the monster */
-       if (!vault_monster_okay(r_idx)) return (FALSE);
-
-       /* Require "animal" flag */
-       if (!(r_ptr->flags3 & (RF3_ANIMAL))) return (FALSE);
-
-       /* Okay */
-       return (TRUE);
-}
-
-
-/*
- * Helper function for "monster nest (undead)"
- */
-static bool vault_aux_undead(int r_idx)
-{
-       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);
-
-       /* Okay */
-       return (TRUE);
-}
-
-
-/*
- * 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 (!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 (!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)) 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)) 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)) 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)) 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 void build_type6(int by0, int bx0, bool nest);
-static void build_type5(int by0, int bx0, bool nest);
-
-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 void build_type5(int by0, int bx0, bool pit)
-{
-       int y, x, y1, x1, y2, x2, xval, yval;
-       int i;
-       nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
-
-       int align = 0;
-
-       cave_type *c_ptr;
-
-       int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest);
-       vault_aux_type *n_ptr;
-
-       /* Try to allocate space for room. */
-       if (!room_alloc(25, 11, TRUE, by0, bx0, &xval, &yval)) return;
-
-       /* No type available */
-       if (cur_nest_type < 0)
-       {
-               if (pit) return;
-               else
-               {
-                       build_type6(by0, bx0, TRUE);
-                       return;
-               }
-       }
-
-       n_ptr = &nest_types[cur_nest_type];
-
-       /* Process a preparation function if necessary */
-       if (n_ptr->prep_func) (*(n_ptr->prep_func))();
-
-       /* 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;
-       }
-
-
-       /* Prepare allocation table */
-       get_mon_num_prep(n_ptr->hook_func, NULL);
-
-       /* Pick some monster types */
-       for (i = 0; i < NUM_NEST_MON_TYPE; i++)
-       {
-               int r_idx = 0, attempts = 100;
-
-               while (attempts--)
-               {
-                       /* Get a (hard) monster type */
-                       r_idx = get_mon_num(dun_level + 10);
-
-                       /* Decline incorrect alignment */
-                       if (((align < 0) && (r_info[r_idx].flags3 & RF3_GOOD)) ||
-                                ((align > 0) && (r_info[r_idx].flags3 & RF3_EVIL)))
-                       {
-                               continue;
-                       }
-
-                       /* Accept this monster */
-                       break;
-               }
-
-               /* Notice failure */
-               if (!r_idx || !attempts) return;
-
-               /* Note the alignment */
-               if (r_info[r_idx].flags3 & RF3_GOOD) align++;
-               else if (r_info[r_idx].flags3 & RF3_EVIL) align--;
-
-               nest_mon_info[i].r_idx = r_idx;
-               nest_mon_info[i].used = FALSE;
-       }
-
-       /* 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);
-               }
-       }
-}
-
-
-/*
- * 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 void build_type6(int by0, int bx0, bool nest)
-{
-       int y, x, y1, x1, y2, x2, xval, yval;
-       int i, j;
-
-       int what[16];
-
-       int align = 0;
-
-       cave_type *c_ptr;
-
-       int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
-       vault_aux_type *n_ptr;
-
-       /* Try to allocate space for room. */
-       if (!room_alloc(25, 11, TRUE, by0, bx0, &xval, &yval)) return;
-
-       /* No type available */
-       if (cur_pit_type < 0)
-       {
-               if (nest) return;
-               else
-               {
-                       build_type5(by0, bx0, TRUE);
-                       return;
-               }
-       }
-
-       n_ptr = &pit_types[cur_pit_type];
-
-       /* Process a preparation function if necessary */
-       if (n_ptr->prep_func) (*(n_ptr->prep_func))();
-
-       /* 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;
-       }
-
-
-       /* Prepare allocation table */
-       get_mon_num_prep(n_ptr->hook_func, NULL);
-
-       /* Pick some monster types */
-       for (i = 0; i < 16; i++)
-       {
-               int r_idx = 0, attempts = 100;
-
-               while (attempts--)
-               {
-                       /* Get a (hard) monster type */
-                       r_idx = get_mon_num(dun_level + 10);
-
-                       /* Decline incorrect alignment */
-                       if (((align < 0) && (r_info[r_idx].flags3 & RF3_GOOD)) ||
-                                ((align > 0) && (r_info[r_idx].flags3 & RF3_EVIL)))
-                       {
-                               continue;
-                       }
-
-                       /* Accept this monster */
-                       break;
-               }
-
-               /* Notice failure */
-               if (!r_idx || !attempts) return;
-
-               /* Note the alignment */
-               if (r_info[r_idx].flags3 & RF3_GOOD) align++;
-               else if (r_info[r_idx].flags3 & RF3_EVIL) align--;
-
-               what[i] = r_idx;
-       }
-
-       /* 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);
-}
-
-
-/* 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)
-                       {
-                               /* 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':
-                               c_ptr->feat = FEAT_PERM_INNER;
-                               c_ptr->info &= ~(CAVE_MASK);
-                               c_ptr->info |= CAVE_INNER;
-                               break;
-
-                               /* Treasure/trap */
-                       case '*':
-                               if (randint0(100) < 75)
-                               {
-                                       place_object(y, x, FALSE, FALSE);
-                               }
-                               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, TRUE, FALSE);
-                               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)
-                       {
-                               /* 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, TRUE, FALSE);
-                                       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, TRUE, TRUE);
-                                       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, FALSE, FALSE);
-                                               object_level = base_level;
-                                       }
-                                       break;
-                               }
-
-                       }
-               }
-       }
-}
-
-
-/*
- * Type 7 -- simple vaults (see "v_info.txt")
- */
-static void build_type7(int by0, int bx0)
-{
-       vault_type *v_ptr = NULL;
-       int dummy = 0;
-       int x, y;
-       int xval, yval;
-       int xoffset, yoffset;
-       int transno;
-
-       /* Pick a lesser vault */
-       while (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 (!v_ptr) return;
-
-       /* pick type of transformation (0-7) */
-       transno = randint0(8);
-
-       /* calculate offsets */
-       x = v_ptr->wid;
-       y = v_ptr->hgt;
-
-       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 (!room_alloc(abs(x), abs(y), FALSE, by0, bx0, &xval, &yval)) return;
-
-       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;
-       }
-
-
-#ifdef FORCE_V_IDX
-       v_ptr = &v_info[2];
-#endif
-
-       /* Message */
-       if (cheat_room) msg_format("%s", v_name + v_ptr->name);
-
-       /* 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);
-}
-
-
-/*
- * Type 8 -- greater vaults (see "v_info.txt")
- */
-static void build_type8(int by0, int bx0)
-{
-       vault_type *v_ptr = NULL;
-       int dummy = 0;
-       int xval, yval;
-       int x, y;
-       int transno;
-       int xoffset, yoffset;
-
-       /* Pick a greater vault */
-       while (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 (!v_ptr) return;
-
-       /* pick type of transformation (0-7) */
-       transno = randint0(8);
-
-       /* calculate offsets */
-       x = v_ptr->wid;
-       y = v_ptr->hgt;
-
-       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.
-        */
-       if (!room_alloc(abs(x) + 2, abs(y) + 2, FALSE, by0, bx0, &xval, &yval)) return;
-
-       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;
-       }
-
-
-#ifdef FORCE_V_IDX
-       v_ptr = &v_info[76 + randint1(3)];
-#endif
-
-       /* Message */
-       if (cheat_room) msg_format("%s", v_name + v_ptr->name);
-
-       /* 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);
-}
-
-/*
- * 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 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;
+       cave[y][x].feat = (s16b)val;
 
        return;
 }
@@ -2960,7 +613,7 @@ static void store_height(int x, int y, int val)
 * 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 granite FEAT_WALL_EXTRA.
+* else is converted to the normal _extra_.
  */
 
 
@@ -3014,10 +667,10 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
        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
@@ -3033,18 +686,18 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
        {
                for (j = 0; j <= ysize; j++)
                {
-                       /* 255 is a flag for "not done yet" */
-                       cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = 255;
+                       /* -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;
+       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;
@@ -3066,11 +719,11 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
                xhstep /= 2;
                ystep = yhstep;
                yhstep /= 2;
-               
+
                /* cache well used values */
                xstep2 = xstep / 256;
                ystep2 = ystep / 256;
-               
+
                xhstep2 = xhstep / 256;
                yhstep2 = yhstep / 256;
 
@@ -3082,10 +735,10 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
                                /* cache often used values */
                                ii = i / 256 + fill_data.xmin;
                                jj = j / 256 + fill_data.ymin;
-                               
+
                                /* Test square */
-                               if (cave[jj][ii].feat == 255)
-                               {                               
+                               if (cave[jj][ii].feat == -1)
+                               {
                                        if (xhstep2 > grd)
                                        {
                                                /* If greater than 'grid' level then is random */
@@ -3112,9 +765,9 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
                                /* cache often used values */
                                ii = i / 256 + fill_data.xmin;
                                jj = j / 256 + fill_data.ymin;
-                               
+
                                /* Test square */
-                               if (cave[jj][ii].feat == 255)
+                               if (cave[jj][ii].feat == -1)
                                {
                                        if (xhstep2 > grd)
                                        {
@@ -3141,10 +794,10 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
                                /* cache often used values */
                                ii = i / 256 + fill_data.xmin;
                                jj = j / 256 + fill_data.ymin;
-                               
+
                                /* Test square */
-                               if (cave[jj][ii].feat == 255)
-                               {                               
+                               if (cave[jj][ii].feat == -1)
+                               {
                                        if (xhstep2 > grd)
                                        {
                                                /* If greater than 'grid' level then is random */
@@ -3156,12 +809,12 @@ static void generate_hmap(int y0, int x0, int xsiz, int ysiz, int grd, int roug,
                                                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;                                       
-                                       
+                                               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
@@ -3196,14 +849,14 @@ static bool hack_isnt_wall(int y, int x, int c1, int c2, int c3, int feat1, int
                        /* 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].feat = (s16b)feat1;
                                cave[y][x].info &= ~(CAVE_MASK);
                                cave[y][x].info |= info1;
                                return TRUE;
                        }
                        else
                        {
-                               cave[y][x].feat = feat2;
+                               cave[y][x].feat = (s16b)feat2;
                                cave[y][x].info &= ~(CAVE_MASK);
                                cave[y][x].info |= info2;
                                return TRUE;
@@ -3214,14 +867,14 @@ static bool hack_isnt_wall(int y, int x, int c1, int c2, int c3, int feat1, int
                        /* 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].feat = (s16b)feat2;
                                cave[y][x].info &= ~(CAVE_MASK);
                                cave[y][x].info |= info2;
                                return TRUE;
                        }
                        else
                        {
-                               cave[y][x].feat = feat1;
+                               cave[y][x].feat = (s16b)feat1;
                                cave[y][x].info &= ~(CAVE_MASK);
                                cave[y][x].info |= info1;
                                return TRUE;
@@ -3229,7 +882,8 @@ static bool hack_isnt_wall(int y, int x, int c1, int c2, int c3, int feat1, int
                }
                else if (cave[y][x].feat <= c3)
                {
-                       cave[y][x].feat = feat3;
+                       cave[y][x].feat = (s16b)feat3;
+                       cave[y][x].info &= ~(CAVE_MASK);
                        cave[y][x].info |= info3;
                        return TRUE;
                }
@@ -3249,7 +903,7 @@ static bool hack_isnt_wall(int y, int x, int c1, int c2, int c3, int feat1, int
  * 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)
+static void cave_fill(POSITION y, POSITION x)
 {
        int i, j, d;
        int ty, tx;
@@ -3303,8 +957,8 @@ static void cave_fill(byte y, byte x)
                                        fill_data.info1, fill_data.info2, fill_data.info3))
                                {
                                        /* Enqueue that entry */
-                                       temp_y[flow_tail] = j;
-                                       temp_x[flow_tail] = i;
+                                       temp_y[flow_tail] = (byte_hack)j;
+                                       temp_x[flow_tail] = (byte_hack)i;
 
                                        /* Advance the queue */
                                        if (++flow_tail == TEMP_MAX) flow_tail = 0;
@@ -3334,7 +988,6 @@ static void cave_fill(byte y, byte x)
 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;
@@ -3506,7 +1159,7 @@ static bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, b
         * 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 FEAT_WALL_OUTER with FEAT_WALL_INNER.  (Internal walls are  F.W.OUTER instead.)
+        * 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.
@@ -3516,12 +1169,14 @@ static bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, b
 }
 
 
-/*
- * Driver routine to create fractal cave system
+/*!
+ * @brief タイプ9の部屋…フラクタルカーブによる洞窟生成 / Type 9 -- Driver routine to create fractal cave system
+ * @return なし
  */
-static void build_type9(int by0, int bx0)
+static bool build_type9(void)
 {
-       int grd, roug, cutoff, xsize, ysize, y0, x0;
+       int grd, roug, cutoff;
+       POSITION xsize, ysize, y0, x0;
 
        bool done, light, room;
 
@@ -3529,8 +1184,23 @@ static void build_type9(int by0, int bx0)
        xsize = randint1(22) * 2 + 6;
        ysize = randint1(15) * 2 + 6;
 
-       /* Try to allocate space for room.  If fails, exit */
-       if (!room_alloc(xsize + 1, ysize + 1, FALSE, by0, bx0, &x0, &y0)) return;
+       /* Find and reserve some space in the dungeon.  Get center of room. */
+       if (!find_space(&y0, &x0, ysize + 1, xsize + 1))
+       {
+               /* Limit to the minimum room size, and retry */
+               xsize = 8;
+               ysize = 8;
+
+               /* Find and reserve some space in the dungeon.  Get center of room. */
+               if (!find_space(&y0, &x0, ysize + 1, xsize + 1))
+               {
+                       /*
+                        * Still no space?!
+                        * Try normal room
+                        */
+                       return build_type1();
+               }
+       }
 
        light = done = FALSE;
        room = TRUE;
@@ -3558,6 +1228,8 @@ static void build_type9(int by0, int bx0)
                /* Convert to normal format + clean up */
                done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
        }
+
+       return TRUE;
 }
 
 #ifdef ALLOW_CAVERNS_AND_LAKES
@@ -3613,40 +1285,40 @@ static bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2,
        /* Get features based on type */
        switch (type)
        {
-       case GEN_LAKE_TYPE_LAVA: /* Lava */
-               feat1 = FEAT_DEEP_LAVA;
-               feat2 = FEAT_SHAL_LAVA;
+       case LAKE_T_LAVA: /* Lava */
+               feat1 = feat_deep_lava;
+               feat2 = feat_shallow_lava;
                feat3 = floor_type[randint0(100)];
                break;
-       case GEN_LAKE_TYPE_WATER: /* Water */
-               feat1 = FEAT_DEEP_WATER;
-               feat2 = FEAT_SHAL_WATER;
+       case LAKE_T_WATER: /* Water */
+               feat1 = feat_deep_water;
+               feat2 = feat_shallow_water;
                feat3 = floor_type[randint0(100)];
                break;
-       case GEN_LAKE_TYPE_CAVE: /* Collapsed cave */
+       case LAKE_T_CAVE: /* Collapsed cave */
                feat1 = floor_type[randint0(100)];
                feat2 = floor_type[randint0(100)];
-               feat3 = FEAT_RUBBLE;
+               feat3 = feat_rubble;
                break;
-       case GEN_LAKE_TYPE_EARTH_VAULT: /* Earth vault */
-               feat1 = FEAT_RUBBLE;
+       case LAKE_T_EARTH_VAULT: /* Earth vault */
+               feat1 = feat_rubble;
                feat2 = floor_type[randint0(100)];
-               feat3 = FEAT_RUBBLE;
+               feat3 = feat_rubble;
                break;
-       case GEN_LAKE_TYPE_AIR_VAULT: /* Air vault */
-               feat1 = FEAT_GRASS;
-               feat2 = FEAT_TREES;
-               feat3 = FEAT_GRASS;
+       case LAKE_T_AIR_VAULT: /* Air vault */
+               feat1 = feat_grass;
+               feat2 = feat_tree;
+               feat3 = feat_grass;
                break;
-       case GEN_LAKE_TYPE_WATER_VAULT: /* Water vault */
-               feat1 = FEAT_SHAL_WATER;
-               feat2 = FEAT_DEEP_WATER;
-               feat3 = FEAT_SHAL_WATER;
+       case LAKE_T_WATER_VAULT: /* Water vault */
+               feat1 = feat_shallow_water;
+               feat2 = feat_deep_water;
+               feat3 = feat_shallow_water;
                break;
-       case GEN_LAKE_TYPE_FIRE_VAULT: /* Fire Vault */
-               feat1 = FEAT_SHAL_LAVA;
-               feat2 = FEAT_DEEP_LAVA;
-               feat3 = FEAT_SHAL_LAVA;
+       case LAKE_T_FIRE_VAULT: /* Fire Vault */
+               feat1 = feat_shallow_lava;
+               feat2 = feat_deep_lava;
+               feat3 = feat_shallow_lava;
                break;
 
        /* Paranoia */
@@ -3733,9 +1405,8 @@ static bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2,
                        /* turn off icky flag (no longer needed.) */
                        cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
 
-                       /* Light lava and trees */
-                       if ((cave[y0 + y - yhsize][x0 + x - xhsize].feat == FEAT_DEEP_LAVA) ||
-                               (cave[y0 + y - yhsize][x0 + x - xhsize].feat == FEAT_SHAL_LAVA))
+                       /* 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;
                        }
@@ -3756,7 +1427,7 @@ void build_lake(int type)
        int c1, c2, c3;
 
        /* paranoia - exit if lake type out of range. */
-       if ((type < GEN_LAKE_TYPE_LAVA) || (type > GEN_LAKE_TYPE_FIRE_VAULT))
+       if ((type < LAKE_T_LAVA) || (type > LAKE_T_FIRE_VAULT))
        {
                msg_format("Invalid lake type (%d)", type);
                return;
@@ -3824,7 +1495,7 @@ static void add_door(int x, int y)
            (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
        {
                /* secret door */
-               place_secret_door(y, x);
+               place_secret_door(y, x, DOOR_DEFAULT);
 
                /* set boundarys so don't get wide doors */
                place_solid_bold(y, x - 1);
@@ -3844,7 +1515,7 @@ static void add_door(int x, int y)
            is_floor_bold(y,x-1) && is_floor_bold(y,x+1))
        {
                /* secret door */
-               place_secret_door(y, x);
+               place_secret_door(y, x, DOOR_DEFAULT);
 
                /* set boundarys so don't get wide doors */
                place_solid_bold(y - 1, x);
@@ -3881,8 +1552,7 @@ static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
 
                         /* if floor, shallow water and lava */
                        if (is_floor_bold(y, x) ||
-                           (cave[y][x].feat == FEAT_SHAL_WATER) ||
-                           (cave[y][x].feat == FEAT_SHAL_LAVA))
+                           (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)
@@ -3892,7 +1562,7 @@ static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
                                        place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
                                        monster_level = base_level;
                                        object_level = base_level + 20;
-                                       place_object(y, x, TRUE, FALSE);
+                                       place_object(y, x, AM_GOOD);
                                        object_level = base_level;
                                }
                                else if (value < 5)
@@ -3902,7 +1572,7 @@ static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
                                        place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
                                        monster_level = base_level;
                                        object_level = base_level + 10;
-                                       place_object(y, x, TRUE, FALSE);
+                                       place_object(y, x, AM_GOOD);
                                        object_level = base_level;
                                }
                                else if (value < 10)
@@ -3928,7 +1598,7 @@ static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
                                        /* Object or trap */
                                        if (randint0(100) < 25)
                                        {
-                                               place_object(y, x, FALSE, FALSE);
+                                               place_object(y, x, 0L);
                                        }
                                        else
                                        {
@@ -3955,7 +1625,7 @@ static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
                                        if (randint0(100) < 50)
                                        {
                                                object_level = base_level + 7;
-                                               place_object(y, x, FALSE, FALSE);
+                                               place_object(y, x, 0L);
                                                object_level = base_level;
                                        }
                                }
@@ -3979,7 +1649,7 @@ static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
                                        }
                                        else if (randint0(100) < 50)
                                        {
-                                               place_object(y, x, FALSE, FALSE);
+                                               place_object(y, x, 0L);
                                        }
                                }
 
@@ -4015,12 +1685,11 @@ static void build_bubble_vault(int x0, int y0, int xsize, int ysize)
        int xhsize = xsize / 2;
        int yhsize = ysize / 2;
 
-
-       if (cheat_room) msg_print("Bubble Vault");
+       msg_print_wizard(CHEAT_DUNGEON, _("泡型ランダムVaultを生成しました。", "Room Vault."));
 
        /* Allocate center of bubbles */
-       center[0].x = randint1(xsize - 3) + 1;
-       center[0].y = randint1(ysize - 3) + 1;
+       center[0].x = (byte)randint1(xsize - 3) + 1;
+       center[0].y = (byte)randint1(ysize - 3) + 1;
 
        for (i = 1; i < BUBBLENUM; i++)
        {
@@ -4041,31 +1710,31 @@ static void build_bubble_vault(int x0, int y0, int xsize, int ysize)
                        }
                }
 
-               center[i].x = x;
-               center[i].y = y;
+               center[i].x = (byte_hack)x;
+               center[i].y = (byte_hack)y;
        }
 
 
        /* Top and bottom boundaries */
        for (i = 0; i < xsize; i++)
        {
-               int x = x0 - xhsize + i;
+               int side_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);
+               place_outer_noperm_bold(y0 - yhsize + 0, side_x);
+               cave[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
+               place_outer_noperm_bold(y0 - yhsize + ysize - 1, side_x);
+               cave[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
        }
 
        /* Left and right boundaries */
        for (i = 1; i < ysize - 1; i++)
        {
-               int y = y0 - yhsize + i;
+               int side_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);
+               place_outer_noperm_bold(side_y, x0 - xhsize + 0);
+               cave[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
+               place_outer_noperm_bold(side_y, x0 - xhsize + xsize - 1);
+               cave[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
        }
 
        /* Fill in middle with bubbles */
@@ -4076,8 +1745,8 @@ static void build_bubble_vault(int x0, int y0, int xsize, int ysize)
                        /* 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);
+                       min1 = (u16b)distance(x, y, center[0].x, center[0].y);
+                       min2 = (u16b)distance(x, y, center[1].x, center[1].y);
 
                        if (min1 > min2)
                        {
@@ -4090,7 +1759,7 @@ static void build_bubble_vault(int x0, int y0, int xsize, int ysize)
                        /* Scan the rest */
                        for (i = 2; i < BUBBLENUM; i++)
                        {
-                               temp = distance(x, y, center[i].x, center[i].y);
+                               temp = (u16b)distance(x, y, center[i].x, center[i].y);
 
                                if (temp < min1)
                                {
@@ -4217,7 +1886,7 @@ static void build_room_vault(int x0, int y0, int xsize, int ysize)
        xhsize = xsize / 2;
        yhsize = ysize / 2;
 
-       if (cheat_room) msg_print("Room Vault");
+       msg_print_wizard(CHEAT_DUNGEON, _("部屋型ランダムVaultを生成しました。", "Room Vault."));
 
        /* fill area so don't get problems with arena levels */
        for (x1 = 0; x1 < xsize; x1++)
@@ -4268,7 +1937,7 @@ static void build_cave_vault(int x0, int y0, int xsiz, int ysiz)
        xsize = xhsize * 2;
        ysize = yhsize * 2;
 
-       if (cheat_room) msg_print("Cave Vault");
+       msg_print_wizard(CHEAT_DUNGEON, _("洞穴ランダムVaultを生成しました。", "Cave Vault."));
 
        light = done = FALSE;
        room = TRUE;
@@ -4416,8 +2085,7 @@ void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
        bool light;
        cave_type *c_ptr;
 
-
-       if (cheat_room && is_vault) msg_print("Maze Vault");
+       msg_print_wizard(CHEAT_DUNGEON, _("迷路ランダムVaultを生成しました。", "Maze Vault."));
 
        /* Choose lite or dark */
        light = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
@@ -4481,13 +2149,13 @@ void build_maze_vault(int x0, int y0, int xsize, int ysize, bool is_vault)
  * 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");
+       msg_print_wizard(CHEAT_DUNGEON, _("小型チェッカーランダムVaultを生成しました。", "Mini Checker Board Vault."));
 
        /* Pick a random room size */
        dy = ysize / 2 - 1;
@@ -4506,7 +2174,7 @@ static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
 
                cave[y1-2][x].info |= (CAVE_ROOM | CAVE_ICKY);
 
-               place_extra_noperm_bold(y1-2, x);
+               place_outer_noperm_bold(y1-2, x);
        }
 
        for (x = x1 - 2; x <= x2 + 2; x++)
@@ -4515,7 +2183,7 @@ static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
 
                cave[y2+2][x].info |= (CAVE_ROOM | CAVE_ICKY);
 
-               place_extra_noperm_bold(y2+2, x);
+               place_outer_noperm_bold(y2+2, x);
        }
 
        for (y = y1 - 2; y <= y2 + 2; y++)
@@ -4524,7 +2192,7 @@ static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
 
                cave[y][x1-2].info |= (CAVE_ROOM | CAVE_ICKY);
 
-               place_extra_noperm_bold(y, x1-2);
+               place_outer_noperm_bold(y, x1-2);
        }
 
        for (y = y1 - 2; y <= y2 + 2; y++)
@@ -4533,17 +2201,19 @@ static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
 
                cave[y][x2+2].info |= (CAVE_ROOM | CAVE_ICKY);
 
-               place_extra_noperm_bold(y, x2+2);
+               place_outer_noperm_bold(y, x2+2);
        }
 
        for (y = y1 - 1; y <= y2 + 1; y++)
        {
                for (x = x1 - 1; x <= x2 + 1; x++)
                {
-                       cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
+                       cave_type *c_ptr = &cave[y][x];
+
+                       c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
 
                        /* Permanent walls */
-                       cave[y][x].feat = FEAT_PERM_INNER;
+                       place_inner_perm_grid(c_ptr);
                }
        }
 
@@ -4578,15 +2248,15 @@ static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
        {
                /* left and right */
                y = randint1(dy) + dy / 2;
-               place_outer_noperm_bold(y1 + y, x1 - 1);
-               place_outer_noperm_bold(y1 + y, x2 + 1);
+               place_inner_bold(y1 + y, x1 - 1);
+               place_inner_bold(y1 + y, x2 + 1);
        }
        else
        {
                /* top and bottom */
                x = randint1(dx) + dx / 2;
-               place_outer_noperm_bold(y1 - 1, x1 + x);
-               place_outer_noperm_bold(y2 + 1, x1 + x);
+               place_inner_bold(y1 - 1, x1 + x);
+               place_inner_bold(y2 + 1, x1 + x);
        }
 
        /* Fill with monsters and treasure, highest difficulty */
@@ -4824,7 +2494,7 @@ static void build_castle_vault(int x0, int y0, int xsize, int ysize)
        y2 = y0 + dy;
        x2 = x0 + dx;
 
-       if (cheat_room) msg_print("Castle Vault");
+       msg_print_wizard(CHEAT_DUNGEON, _("城型ランダムVaultを生成しました。", "Castle Vault"));
 
        /* generate the room */
        for (y = y1 - 1; y <= y2 + 1; y++)
@@ -4850,19 +2520,24 @@ static void build_castle_vault(int x0, int y0, int xsize, int ysize)
  * Note: no range checking is done so must be inside dungeon
  * This routine also stomps on doors
  */
-static void add_outer_wall(int x, int y, int light,
-                                                                       int x1, int y1, int x2, int y2)
+static void add_outer_wall(int x, int y, int light, int x1, int y1, int x2, int y2)
 {
+       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 (cave[y][x].info & CAVE_ROOM) return;
+       if (c_ptr->info & CAVE_ROOM) return;
 
        /* set room flag */
-       cave[y][x].info |= CAVE_ROOM;
+       c_ptr->info |= CAVE_ROOM;
+
+       f_ptr = &f_info[c_ptr->feat];
 
        if (is_floor_bold(y, x))
        {
@@ -4874,7 +2549,7 @@ static void add_outer_wall(int x, int y, int light,
                                         (y + j >= y1) && (y + j <= y2))
                                {
                                        add_outer_wall(x + i, y + j, light, x1, y1, x2, y2);
-                                       if (light) cave[y][x].info |= CAVE_GLOW;
+                                       if (light) c_ptr->info |= CAVE_GLOW;
                                }
                        }
                }
@@ -4883,12 +2558,12 @@ static void add_outer_wall(int x, int y, int light,
        {
                /* Set bounding walls */
                place_outer_bold(y, x);
-               if (light) cave[y][x].info |= CAVE_GLOW;
+               if (light) c_ptr->info |= CAVE_GLOW;
        }
-       else if (cave[y][x].feat == FEAT_PERM_OUTER)
+       else if (permanent_wall(f_ptr))
        {
                /* Set bounding walls */
-               if (light) cave[y][x].info |= CAVE_GLOW;
+               if (light) c_ptr->info |= CAVE_GLOW;
        }
 }
 
@@ -4936,7 +2611,7 @@ static void build_target_vault(int x0, int y0, int xsize, int ysize)
        h3 = randint1(32);
        h4 = randint1(32) - 16;
 
-       if (cheat_room) msg_print("Target Vault");
+       msg_print_wizard(CHEAT_DUNGEON, _("対称形ランダムVaultを生成しました。", "Elemental Vault"));
 
        /* work out outer radius */
        if (xsize > ysize)
@@ -5057,8 +2732,7 @@ static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz)
        int xsize, ysize, xhsize, yhsize, x, y, i;
        int type;
 
-
-       if (cheat_room) msg_print("Elemental Vault");
+       msg_print_wizard(CHEAT_DUNGEON, _("精霊界ランダムVaultを生成しました。", "Elemental Vault"));
 
        /* round to make sizes even */
        xhsize = xsiz / 2;
@@ -5069,22 +2743,22 @@ static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz)
        if (dun_level < 25)
        {
                /* Earth vault  (Rubble) */
-               type = GEN_LAKE_TYPE_EARTH_VAULT;
+               type = LAKE_T_EARTH_VAULT;
        }
        else if (dun_level < 50)
        {
                /* Air vault (Trees) */
-               type = GEN_LAKE_TYPE_AIR_VAULT;
+               type = LAKE_T_AIR_VAULT;
        }
        else if (dun_level < 75)
        {
                /* Water vault (shallow water) */
-               type = GEN_LAKE_TYPE_WATER_VAULT;
+               type = LAKE_T_WATER_VAULT;
        }
        else
        {
                /* Fire vault (shallow lava) */
-               type = GEN_LAKE_TYPE_FIRE_VAULT;
+               type = LAKE_T_FIRE_VAULT;
        }
 
        while (!done)
@@ -5135,36 +2809,37 @@ static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz)
 #endif /* ALLOW_CAVERNS_AND_LAKES */
 
 
-/*
- * Random vaults
+/*!
+ * @brief タイプ10の部屋…ランダム生成vault / Type 10 -- Random vaults
+ * @return なし
  */
-static void build_type10(int by0, int bx0)
+static bool build_type10(void)
 {
-       int y0, x0, xsize, ysize, vtype;
+       POSITION 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;
 
-       /* Allocate in room_map.  If will not fit, exit */
-       if (!room_alloc(xsize + 1, ysize + 1, FALSE, by0, bx0, &x0, &y0)) return;
-
-       /* 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;
-       }
+       /* Find and reserve some space in the dungeon.  Get center of room. */
+       if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
 
        /* Select type of vault */
 #ifdef ALLOW_CAVERNS_AND_LAKES
-       vtype = randint1(15);
+       do
+       {
+               vtype = randint1(15);
+       }
+       while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
+               ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
 #else /* ALLOW_CAVERNS_AND_LAKES */
-       vtype = randint1(7);
+       do
+       {
+               vtype = randint1(7);
+       }
+       while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
+               ((vtype == 1) || (vtype == 3)));
 #endif /* ALLOW_CAVERNS_AND_LAKES */
 
        switch (vtype)
@@ -5183,21 +2858,25 @@ static void build_type10(int by0, int bx0)
                /* I know how to add a few more... give me some time. */
 
                /* Paranoia */
-               default: return;
+               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,
+/*!
+ * @brief タイプ11の部屋…円形部屋の生成 / Type 11 -- Build an vertical oval room.
+ * @return なし
+ * @details
+ * For every grid in the possible square, check the distance.\n
+ * If it's less than the radius, make it a room square.\n
+ *\n
+ * When done fill from the inside to find the walls,\n
  */
-static void build_type11(int by0, int bx0)
+static bool build_type11(void)
 {
-       int rad, x, y, x0, y0;
+       POSITION rad, x, y, x0, y0;
        int light = FALSE;
 
        /* Occasional light */
@@ -5205,8 +2884,8 @@ static void build_type11(int by0, int bx0)
 
        rad = randint0(9);
 
-       /* Allocate in room_map.  If will not fit, exit */
-       if (!room_alloc(rad * 2 + 1, rad * 2 + 1, FALSE, by0, bx0, &x0, &y0)) return;
+       /* 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;
 
        /* Make circular floor */
        for (x = x0 - rad; x <= x0 + rad; x++)
@@ -5228,19 +2907,23 @@ static void build_type11(int by0, int bx0)
 
        /* Find visible outer walls and set to be FEAT_OUTER */
        add_outer_wall(x0, y0, light, x0 - rad, y0 - rad, x0 + rad, y0 + rad);
+
+       return TRUE;
 }
 
 
-/*
- * 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,
+/*!
+ * @brief タイプ12の部屋…ドーム型部屋の生成 / Type 12 -- Build crypt room.
+ * @return なし
+ * @details
+ * For every grid in the possible square, check the (fake) distance.\n
+ * If it's less than the radius, make it a room square.\n
+ *\n
+ * When done fill from the inside to find the walls,\n
  */
-static void build_type12(int by0, int bx0)
-       {
-       int rad, x, y, x0, y0;
+static bool build_type12(void)
+{
+       POSITION rad, x, y, x0, y0;
        int light = FALSE;
        bool emptyflag = TRUE;
 
@@ -5256,8 +2939,8 @@ static void build_type12(int by0, int bx0)
 
        rad = randint1(9);
 
-       /* Allocate in room_map.  If will not fit, exit */
-       if (!room_alloc(rad * 2 + 3, rad * 2 + 3, FALSE, by0, bx0, &x0, &y0)) return;
+       /* 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;
 
        /* Make floor */
        for (x = x0 - rad; x <= x0 + rad; x++)
@@ -5314,7 +2997,7 @@ static void build_type12(int by0, int bx0)
                build_small_room(x0, y0);
 
                /* Place a treasure in the vault */
-               place_object(y0, x0, FALSE, FALSE);
+               place_object(y0, x0, 0L);
 
                /* Let's guard the treasure well */
                vault_monsters(y0, x0, randint0(2) + 3);
@@ -5322,452 +3005,935 @@ static void build_type12(int by0, int bx0)
                /* Traps naturally */
                vault_traps(y0, x0, 4, 4, randint0(3) + 2);
        }
+
+       return TRUE;
+}
+
+
+
+/*!
+ * @brief タイプ14の部屋…特殊トラップ部屋の生成 / Type 14 -- trapped rooms
+ * @return なし
+ * @details
+ * A special trap is placed at center of the room
+ */
+static bool build_type14(void)
+{
+       POSITION y, x, y2, x2, yval, xval;
+       POSITION 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);
+
+       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;
+
+       /* 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;
+
+
+       /* 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);
+               }
+       }
+
+       /* 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;
+
+       msg_format_wizard(CHEAT_DUNGEON, _("%sの部屋が生成されました。", "Room of %s was generated."), f_name + f_info[trap].name);
+
+       return TRUE;
+}
+
+
+/*
+ * Helper function for "glass room"
+ */
+static bool vault_aux_lite(MONRACE_IDX r_idx)
+{
+       monster_race *r_ptr = &r_info[r_idx];
+
+       /* Validate the monster */
+       if (!vault_monster_okay(r_idx)) return FALSE;
+
+       /* Require lite attack */
+       if (!(r_ptr->flags4 & RF4_BR_LITE) && !(r_ptr->a_ability_flags1 & RF5_BA_LITE)) return FALSE;
+
+       /* No wall passing monsters */
+       if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return FALSE;
+
+       /* No disintegrating monsters */
+       if (r_ptr->flags4 & RF4_BR_DISI) return FALSE;
+
+       return TRUE;
+}
+
+/*
+ * Helper function for "glass room"
+ */
+static bool vault_aux_shards(MONRACE_IDX r_idx)
+{
+       monster_race *r_ptr = &r_info[r_idx];
+
+       /* Validate the monster */
+       if (!vault_monster_okay(r_idx)) return FALSE;
+
+       /* Require shards breath attack */
+       if (!(r_ptr->flags4 & RF4_BR_SHAR)) return FALSE;
+
+       return TRUE;
+}
+
+/*
+ * Hack -- determine if a template is potion
+ */
+static bool kind_is_potion(KIND_OBJECT_IDX k_idx)
+{
+       return k_info[k_idx].tval == TV_POTION;
+}
+
+/*!
+ * @brief タイプ15の部屋…ガラス部屋の生成 / Type 15 -- glass rooms
+ * @return なし
+ */
+static bool build_type15(void)
+{
+       POSITION y, x, y2, x2, yval, xval;
+       POSITION y1, x1, xsize, ysize;
+       bool light;
+
+       cave_type *c_ptr;
+
+       /* Pick a room size */
+       xsize = rand_range(9, 13);
+       ysize = rand_range(9, 13);
+
+       /* Find and reserve some space in the dungeon.  Get center of room. */
+       if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
+
+       /* 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;
+
+       /* 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->feat = feat_glass_floor;
+                       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->feat = feat_glass_wall;
+               c_ptr = &cave[y][x2 + 1];
+               place_outer_grid(c_ptr);
+               c_ptr->feat = feat_glass_wall;
+       }
+       for (x = x1 - 1; x <= x2 + 1; x++)
+       {
+               c_ptr = &cave[y1 - 1][x];
+               place_outer_grid(c_ptr);
+               c_ptr->feat = feat_glass_wall;
+               c_ptr = &cave[y2 + 1][x];
+               place_outer_grid(c_ptr);
+               c_ptr->feat = feat_glass_wall;
+       }
+
+       switch (randint1(3))
+       {
+       case 1: /* 4 lite breathers + potion */
+               {
+                       int dir1, dir2;
+
+                       /* Prepare allocation table */
+                       get_mon_num_prep(vault_aux_lite, NULL);
+
+                       /* Place fixed lite berathers */
+                       for (dir1 = 4; dir1 < 8; dir1++)
+                       {
+                               MONRACE_IDX r_idx = get_mon_num(dun_level);
+
+                               y = yval + 2 * ddy_ddd[dir1];
+                               x = xval + 2 * ddx_ddd[dir1];
+                               if (r_idx) place_monster_aux(0, y, x, r_idx, PM_ALLOW_SLEEP);
+
+                               /* Walls around the breather */
+                               for (dir2 = 0; dir2 < 8; dir2++)
+                               {
+                                       c_ptr = &cave[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
+                                       place_inner_grid(c_ptr);
+                                       c_ptr->feat = feat_glass_wall;
+                               }
+                       }
+
+                       /* Walls around the potion */
+                       for (dir1 = 0; dir1 < 4; dir1++)
+                       {
+                               y = yval + 2 * ddy_ddd[dir1];
+                               x = xval + 2 * ddx_ddd[dir1];
+                               c_ptr = &cave[y][x];
+                               place_inner_perm_grid(c_ptr);
+                               c_ptr->feat = feat_permanent_glass_wall;
+                               cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
+                       }
+
+                       /* Glass door */
+                       dir1 = randint0(4);
+                       y = yval + 2 * ddy_ddd[dir1];
+                       x = xval + 2 * ddx_ddd[dir1];
+                       place_secret_door(y, x, DOOR_GLASS_DOOR);
+                       c_ptr = &cave[y][x];
+                       if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
+
+                       /* Place a potion */
+                       get_obj_num_hook = kind_is_potion;
+                       place_object(yval, xval, AM_NO_FIXED_ART);
+                       cave[yval][xval].info |= (CAVE_ICKY);
+               }
+               break;
+
+       case 2: /* 1 lite breather + random object */
+               {
+                       MONRACE_IDX r_idx;
+                       DIRECTION dir1;
+
+                       /* Pillars */
+                       c_ptr = &cave[y1 + 1][x1 + 1];
+                       place_inner_grid(c_ptr);
+                       c_ptr->feat = feat_glass_wall;
+
+                       c_ptr = &cave[y1 + 1][x2 - 1];
+                       place_inner_grid(c_ptr);
+                       c_ptr->feat = feat_glass_wall;
+
+                       c_ptr = &cave[y2 - 1][x1 + 1];
+                       place_inner_grid(c_ptr);
+                       c_ptr->feat = feat_glass_wall;
+
+                       c_ptr = &cave[y2 - 1][x2 - 1];
+                       place_inner_grid(c_ptr);
+                       c_ptr->feat = feat_glass_wall;
+
+                       /* Prepare allocation table */
+                       get_mon_num_prep(vault_aux_lite, NULL);
+
+                       r_idx = get_mon_num(dun_level);
+                       if (r_idx) place_monster_aux(0, yval, xval, r_idx, 0L);
+
+                       /* Walls around the breather */
+                       for (dir1 = 0; dir1 < 8; dir1++)
+                       {
+                               c_ptr = &cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
+                               place_inner_grid(c_ptr);
+                               c_ptr->feat = feat_glass_wall;
+                       }
+
+                       /* Curtains around the breather */
+                       for (y = yval - 1; y <= yval + 1; y++)
+                       {
+                               place_closed_door(y, xval - 2, DOOR_CURTAIN);
+                               place_closed_door(y, xval + 2, DOOR_CURTAIN);
+                       }
+                       for (x = xval - 1; x <= xval + 1; x++)
+                       {
+                               place_closed_door(yval - 2, x, DOOR_CURTAIN);
+                               place_closed_door(yval + 2, x, DOOR_CURTAIN);
+                       }
+
+                       /* Place an object */
+                       place_object(yval, xval, AM_NO_FIXED_ART);
+                       cave[yval][xval].info |= (CAVE_ICKY);
+               }
+               break;
+
+       case 3: /* 4 shards breathers + 2 potions */
+               {
+                       int dir1;
+
+                       /* Walls around the potion */
+                       for (y = yval - 2; y <= yval + 2; y++)
+                       {
+                               c_ptr = &cave[y][xval - 3];
+                               place_inner_grid(c_ptr);
+                               c_ptr->feat = feat_glass_wall;
+                               c_ptr = &cave[y][xval + 3];
+                               place_inner_grid(c_ptr);
+                               c_ptr->feat = feat_glass_wall;
+                       }
+                       for (x = xval - 2; x <= xval + 2; x++)
+                       {
+                               c_ptr = &cave[yval - 3][x];
+                               place_inner_grid(c_ptr);
+                               c_ptr->feat = feat_glass_wall;
+                               c_ptr = &cave[yval + 3][x];
+                               place_inner_grid(c_ptr);
+                               c_ptr->feat = feat_glass_wall;
+                       }
+                       for (dir1 = 4; dir1 < 8; dir1++)
+                       {
+                               c_ptr = &cave[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
+                               place_inner_grid(c_ptr);
+                               c_ptr->feat = feat_glass_wall;
+                       }
+
+                       /* Prepare allocation table */
+                       get_mon_num_prep(vault_aux_shards, NULL);
+
+                       /* Place shard berathers */
+                       for (dir1 = 4; dir1 < 8; dir1++)
+                       {
+                               MONRACE_IDX r_idx = get_mon_num(dun_level);
+
+                               y = yval + ddy_ddd[dir1];
+                               x = xval + ddx_ddd[dir1];
+                               if (r_idx) place_monster_aux(0, y, x, r_idx, 0L);
+                       }
+
+                       /* Place two potions */
+                       if (one_in_(2))
+                       {
+                               get_obj_num_hook = kind_is_potion;
+                               place_object(yval, xval - 1, AM_NO_FIXED_ART);
+                               get_obj_num_hook = kind_is_potion;
+                               place_object(yval, xval + 1, AM_NO_FIXED_ART);
+                       }
+                       else
+                       {
+                               get_obj_num_hook = kind_is_potion;
+                               place_object(yval - 1, xval, AM_NO_FIXED_ART);
+                               get_obj_num_hook = kind_is_potion;
+                               place_object(yval + 1, xval, AM_NO_FIXED_ART);
+                       }
+
+                       for (y = yval - 2; y <= yval + 2; y++)
+                               for (x = xval - 2; x <= xval + 2; x++)
+                                       cave[y][x].info |= (CAVE_ICKY);
+
+               }
+               break;
+       }
+
+       msg_print_wizard(CHEAT_DUNGEON, _("ガラスの部屋が生成されました。", "Glass room was generated."));
+
+       return TRUE;
+}
+
+
+/* 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;
+
+       for (y = y1; y <= y2; y++)
+       {
+               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);
+               }
+       }
 }
 
-
-/*
- * Helper function for "trapped monster pit"
- */
-static bool vault_aux_trapped_pit(int r_idx)
+void generate_fill_perm_bold(int y1, int x1, int y2, int x2)
 {
-       monster_race *r_ptr = &r_info[r_idx];
+       int y, x;
 
-       /* Validate the monster */
-       if (!vault_monster_okay(r_idx)) return (FALSE);
+       for (y = y1; y <= y2; y++)
+       {
+               for (x = x1; x <= x2; x++)
+               {
+                       /* Point to grid */
+                       place_inner_perm_bold(y, x);
+               }
+       }
+}
 
-       /* No wall passing monster */
-       if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return (FALSE);
+/* Minimum & maximum town size */
+#define MIN_TOWN_WID ((MAX_WID / 3) / 2)
+#define MIN_TOWN_HGT ((MAX_HGT / 3) / 2)
+#define MAX_TOWN_WID ((MAX_WID / 3) * 2 / 3)
+#define MAX_TOWN_HGT ((MAX_HGT / 3) * 2 / 3)
 
-       /* Okay */
-       return (TRUE);
+/* Struct for build underground buildings */
+typedef struct
+{
+       int y0, x0; /* North-west corner (relative) */
+       int y1, x1; /* South-east corner (relative) */
 }
+ugbldg_type;
 
+ugbldg_type *ugbldg;
 
 /*
- * 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.
+ * Precalculate buildings' location of underground arcade
  */
-static void build_type13(int by0, int bx0)
+static bool precalc_ugarcade(int town_hgt, int town_wid, int n)
 {
-       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 i, y, x, center_y, center_x, tmp, attempt = 10000;
+       int max_bldg_hgt = 3 * town_hgt / MAX_TOWN_HGT;
+       int max_bldg_wid = 5 * town_wid / MAX_TOWN_WID;
+       ugbldg_type *cur_ugbldg;
+       bool **ugarcade_used, abort;
 
-       int y, x, y1, x1, y2, x2, xval, yval;
-       int i, j;
+       /* Allocate "ugarcade_used" array (2-dimension) */
+       C_MAKE(ugarcade_used, town_hgt, bool *);
+       C_MAKE(*ugarcade_used, town_hgt * town_wid, bool);
+       for (y = 1; y < town_hgt; y++) ugarcade_used[y] = *ugarcade_used + y * town_wid;
 
-       int what[16];
+       /* Calculate building locations */
+       for (i = 0; i < n; i++)
+       {
+               cur_ugbldg = &ugbldg[i];
+               (void)WIPE(cur_ugbldg, ugbldg_type);
 
-       int align = 0;
+               do
+               {
+                       /* Find the "center" of the store */
+                       center_y = rand_range(2, town_hgt - 3);
+                       center_x = rand_range(2, town_wid - 3);
 
-       cave_type *c_ptr;
+                       /* Determine the store boundaries */
+                       tmp = center_y - randint1(max_bldg_hgt);
+                       cur_ugbldg->y0 = MAX(tmp, 1);
+                       tmp = center_x - randint1(max_bldg_wid);
+                       cur_ugbldg->x0 = MAX(tmp, 1);
+                       tmp = center_y + randint1(max_bldg_hgt);
+                       cur_ugbldg->y1 = MIN(tmp, town_hgt - 2);
+                       tmp = center_x + randint1(max_bldg_wid);
+                       cur_ugbldg->x1 = MIN(tmp, town_wid - 2);
 
-       int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
-       vault_aux_type *n_ptr;
+                       /* Scan this building's area */
+                       for (abort = FALSE, y = cur_ugbldg->y0; (y <= cur_ugbldg->y1) && !abort; y++)
+                       {
+                               for (x = cur_ugbldg->x0; x <= cur_ugbldg->x1; x++)
+                               {
+                                       if (ugarcade_used[y][x])
+                                       {
+                                               abort = TRUE;
+                                               break;
+                                       }
+                               }
+                       }
 
-       /* Only in Angband */
-       if (dungeon_type != 1) return;
+                       attempt--;
+               }
+               while (abort && attempt); /* Accept this building if no overlapping */
 
-       /* Try to allocate space for room. */
-       if (!room_alloc(25, 13, TRUE, by0, bx0, &xval, &yval)) return;
+               /* Failed to generate underground arcade */
+               if (!attempt) break;
 
-       /* No type available */
-       if (cur_pit_type < 0) return;
+               /*
+                * Mark to ugarcade_used[][] as "used"
+                * Note: Building-adjacent grids are included for preventing
+                * connected bulidings.
+                */
+               for (y = cur_ugbldg->y0 - 1; y <= cur_ugbldg->y1 + 1; y++)
+               {
+                       for (x = cur_ugbldg->x0 - 1; x <= cur_ugbldg->x1 + 1; x++)
+                       {
+                               ugarcade_used[y][x] = TRUE;
+                       }
+               }
+       }
 
-       n_ptr = &pit_types[cur_pit_type];
+       /* Free "ugarcade_used" array (2-dimension) */
+       C_KILL(*ugarcade_used, town_hgt * town_wid, bool);
+       C_KILL(ugarcade_used, town_hgt, bool *);
 
-       /* Process a preparation function if necessary */
-       if (n_ptr->prep_func) (*(n_ptr->prep_func))();
+       /* If i < n, generation is not allowed */
+       return i == n;
+}
 
-       /* Large room */
-       y1 = yval - 5;
-       y2 = yval + 5;
-       x1 = xval - 11;
-       x2 = xval + 11;
+/*!
+ * @brief タイプ16の部屋…地下都市生成のサブルーチン / Actually create buildings
+ * @return なし
+ * @param ltcy 生成基準Y座標
+ * @param ltcx 生成基準X座標
+ * @param stotes[] 生成する店舗のリスト
+ * @param n 生成する店舗の数
+ * @note
+ * Note: ltcy and ltcx indicate "left top corner".
+ */
+static void build_stores(int ltcy, int ltcx, int stores[], int n)
+{
+       int i, y, x;
+       IDX j;
+       ugbldg_type *cur_ugbldg;
 
-       /* Fill with inner walls */
-       for (y = y1 - 1; y <= y2 + 1; y++)
+       for (i = 0; i < n; i++)
        {
-               for (x = x1 - 1; x <= x2 + 1; x++)
-               {
-                       c_ptr = &cave[y][x];
-                       place_inner_grid(c_ptr);
-                       c_ptr->info |= (CAVE_ROOM);
-               }
+               cur_ugbldg = &ugbldg[i];
+
+               /* Generate new room */
+               generate_room_floor(
+                       ltcy + cur_ugbldg->y0 - 2, ltcx + cur_ugbldg->x0 - 2,
+                       ltcy + cur_ugbldg->y1 + 2, ltcx + cur_ugbldg->x1 + 2,
+                       FALSE);
        }
 
-       /* Place the floor area 1 */
-       for (x = x1 + 3; x <= x2 - 3; x++)
+       for (i = 0; i < n; i++)
        {
-               c_ptr = &cave[yval-2][x];
-               place_floor_grid(c_ptr);
-               add_cave_info(yval-2, x, CAVE_ICKY);
+               cur_ugbldg = &ugbldg[i];
 
-               c_ptr = &cave[yval+2][x];
-               place_floor_grid(c_ptr);
-               add_cave_info(yval+2, x, CAVE_ICKY);
-       }
+               /* Build an invulnerable rectangular building */
+               generate_fill_perm_bold(
+                       ltcy + cur_ugbldg->y0, ltcx + cur_ugbldg->x0,
+                       ltcy + cur_ugbldg->y1, ltcx + cur_ugbldg->x1);
 
-       /* 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);
+               /* Pick a door direction (S,N,E,W) */
+               switch (randint0(4))
+               {
+               /* Bottom side */
+               case 0:
+                       y = cur_ugbldg->y1;
+                       x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
+                       break;
 
-               c_ptr = &cave[yval+3][x];
-               place_floor_grid(c_ptr);
-               add_cave_info(yval+3, x, CAVE_ICKY);
-       }
+               /* Top side */
+               case 1:
+                       y = cur_ugbldg->y0;
+                       x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
+                       break;
 
-       /* 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);
-       }
+               /* Right side */
+               case 2:
+                       y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
+                       x = cur_ugbldg->x1;
+                       break;
 
-       /* 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);
-       }
+               /* Left side */
+               default:
+                       y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
+                       x = cur_ugbldg->x0;
+                       break;
+               }
 
-       /* Random corridor */
-       if (one_in_(2))
-       {
-               for (y = y1; y <= yval; y++)
+               for (j = 0; j < max_f_idx; j++)
                {
-                       place_floor_bold(y, x2);
-                       place_solid_bold(y, x1-1);
+                       if (have_flag(f_info[j].flags, FF_STORE))
+                       {
+                               if (f_info[j].subtype == stores[i]) break;
+                       }
                }
-               for (y = yval; y <= y2 + 1; y++)
+
+               /* Clear previous contents, add a store door */
+               if (j < max_f_idx)
                {
-                       place_floor_bold(y, x1);
-                       place_solid_bold(y, x2+1);
+                       cave_set_feat(ltcy + y, ltcx + x, j);
+
+                       /* Init store */
+                       store_init(NO_TOWN, stores[i]);
                }
        }
-       else
+}
+
+
+/*!
+ * @brief タイプ16の部屋…地下都市の生成 / Type 16 -- Underground Arcade
+ * @return なし
+ * @details
+ * Town logic flow for generation of new town\n
+ * Originally from Vanilla 3.0.3\n
+ *\n
+ * We start with a fully wiped cave of normal floors.\n
+ *\n
+ * Note that town_gen_hack() plays games with the R.N.G.\n
+ *\n
+ * This function does NOT do anything about the owners of the stores,\n
+ * nor the contents thereof.  It only handles the physical layout.\n
+ */
+static bool build_type16(void)
+{
+       int stores[] =
        {
-               for (y = yval; y <= y2 + 1; y++)
-               {
-                       place_floor_bold(y, x1);
-                       place_solid_bold(y, x2+1);
-               }
-               for (y = y1; y <= yval; y++)
+               STORE_GENERAL, STORE_ARMOURY, STORE_WEAPON, STORE_TEMPLE,
+               STORE_ALCHEMIST, STORE_MAGIC, STORE_BLACK, STORE_BOOK,
+       };
+       int n = sizeof stores / sizeof (int);
+       POSITION i, y, x, y1, x1, yval, xval;
+       int town_hgt = rand_range(MIN_TOWN_HGT, MAX_TOWN_HGT);
+       int town_wid = rand_range(MIN_TOWN_WID, MAX_TOWN_WID);
+       bool prevent_bm = FALSE;
+
+       /* Hack -- If already exist black market, prevent building */
+       for (y = 0; (y < cur_hgt) && !prevent_bm; y++)
+       {
+               for (x = 0; x < cur_wid; x++)
                {
-                       place_floor_bold(y, x2);
-                       place_solid_bold(y, x1-1);
+                       if (cave[y][x].feat == FF_STORE)
+                       {
+                               prevent_bm = (f_info[cave[y][x].feat].subtype == STORE_BLACK);
+                               break;
+                       }
                }
        }
+       for (i = 0; i < n; i++)
+       {
+               if ((stores[i] == STORE_BLACK) && prevent_bm) stores[i] = stores[--n];
+       }
+       if (!n) return FALSE;
 
-       /* Place the wall open trap */
-       cave[yval][xval].mimic = cave[yval][xval].feat;
-       cave[yval][xval].feat = FEAT_TRAP_OPEN;
+       /* Allocate buildings array */
+       C_MAKE(ugbldg, n, ugbldg_type);
 
-       /* Prepare allocation table */
-       get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
+       /* If cannot build stores, abort */
+       if (!precalc_ugarcade(town_hgt, town_wid, n))
+       {
+               /* Free buildings array */
+               C_KILL(ugbldg, n, ugbldg_type);
+               return FALSE;
+       }
 
-       /* Pick some monster types */
-       for (i = 0; i < 16; i++)
+       /* Find and reserve some space in the dungeon.  Get center of room. */
+       if (!find_space(&yval, &xval, town_hgt + 4, town_wid + 4))
        {
-               int r_idx = 0, attempts = 100;
+               /* Free buildings array */
+               C_KILL(ugbldg, n, ugbldg_type);
+               return FALSE;
+       }
 
-               while (attempts--)
-               {
-                       /* Get a (hard) monster type */
-                       r_idx = get_mon_num(dun_level + 0);
+       /* Get top left corner */
+       y1 = yval - (town_hgt / 2);
+       x1 = xval - (town_wid / 2);
 
-                       /* Decline incorrect alignment */
-                       if (((align < 0) && (r_info[r_idx].flags3 & RF3_GOOD)) ||
-                                ((align > 0) && (r_info[r_idx].flags3 & RF3_EVIL)))
-                       {
-                               continue;
-                       }
+       /* Generate new room */
+       generate_room_floor(
+               y1 + town_hgt / 3, x1 + town_wid / 3,
+               y1 + town_hgt * 2 / 3, x1 + town_wid * 2 / 3, FALSE);
 
-                       /* Accept this monster */
-                       break;
-               }
+       /* Build stores */
+       build_stores(y1, x1, stores, n);
 
-               /* Notice failure */
-               if (!r_idx || !attempts) return;
+       msg_print_wizard(CHEAT_DUNGEON, _("地下街を生成しました", "Underground arcade was generated."));
+
+       /* Free buildings array */
+       C_KILL(ugbldg, n, ugbldg_type);
+
+       return TRUE;
+}
 
-               /* Note the alignment */
-               if (r_info[r_idx].flags3 & RF3_GOOD) align++;
-               else if (r_info[r_idx].flags3 & RF3_EVIL) align--;
 
-               what[i] = r_idx;
+/*!
+ * @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。
+ */
+static bool room_build(int typ)
+{
+       /* Build a room */
+       switch (typ)
+       {
+       /* Build an appropriate room */
+       case ROOM_T_NORMAL:        return build_type1();
+       case ROOM_T_OVERLAP:       return build_type2();
+       case ROOM_T_CROSS:         return build_type3();
+       case ROOM_T_INNER_FEAT:    return build_type4();
+       case ROOM_T_NEST:          return build_type5();
+       case ROOM_T_PIT:           return build_type6();
+       case ROOM_T_LESSER_VAULT:  return build_type7();
+       case ROOM_T_GREATER_VAULT: return build_type8();
+       case ROOM_T_FRACAVE:       return build_type9();
+       case ROOM_T_RANDOM_VAULT:  return build_type10();
+       case ROOM_T_OVAL:          return build_type11();
+       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();
        }
 
-       /* Sort the entries */
-       for (i = 0; i < 16 - 1; i++)
+       /* 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) 
+
+/*!
+ * @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)
+{
+       int i;
+       bool remain;
+       int crowded = 0;
+       int total_prob;
+       int prob_list[ROOM_T_MAX];
+       int rooms_built = 0;
+       int area_size = 100 * (cur_hgt*cur_wid) / (MAX_HGT*MAX_WID);
+       int level_index = MIN(10, div_round(dun_level, 10));
+
+       /* Number of each type of room on this level */
+       s16b room_num[ROOM_T_MAX];
+
+       /* Limit number of rooms */
+       int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
+
+       /* Assume normal cave */
+       room_info_type *room_info_ptr = room_info_normal;
+
+       /*
+        * Initialize probability list.
+        */
+       for (i = 0; i < ROOM_T_MAX; i++)
        {
-               /* Sort the entries */
-               for (j = 0; j < 16 - 1; j++)
+               /* No rooms allowed above their minimum depth. */
+               if (dun_level < room_info_ptr[i].min_level)
+               {
+                       prob_list[i] = 0;
+               }
+               else
                {
-                       int i1 = j;
-                       int i2 = j + 1;
+                       prob_list[i] = room_info_ptr[i].prob[level_index];
+               }
+       }
 
-                       int p1 = r_info[what[i1]].level;
-                       int p2 = r_info[what[i2]].level;
+       /*
+        * XXX -- Various dungeon types and options.
+        */
 
-                       /* Bubble */
-                       if (p1 > p2)
-                       {
-                               int tmp = what[i1];
-                               what[i1] = what[i2];
-                               what[i2] = tmp;
-                       }
+       /*! @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++)
+               {
+                       if (i == ROOM_T_GREATER_VAULT) prob_list[i] = 1;
+                       else prob_list[i] = 0;
                }
        }
 
-       /* Message */
-       if (cheat_room)
+       /*! @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)
        {
-               /* 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
+               prob_list[ROOM_T_LESSER_VAULT] = 0;
+               prob_list[ROOM_T_GREATER_VAULT] = 0;
+               prob_list[ROOM_T_RANDOM_VAULT] = 0;
        }
 
-       /* Select the entries */
-       for (i = 0; i < 8; i++)
+       /*! @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)
        {
-               /* Every other entry */
-               what[i] = what[i * 2];
+               MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE);
+               MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_CRYPT);
+               MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL);
+       }
 
-               if (cheat_hear)
-               {
-                       /* Message */
-                       msg_print(r_name + r_info[what[i]].name);
-               }
+       /*! @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);
        }
 
-       /* Increase the level rating */
-       rating += 20;
+       /*! @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;
+       }
 
-       /* (Sometimes) Cause a "special feeling" (for "Monster Pits") */
-       if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
+       /*! @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))
        {
-               good_item_flag = TRUE;
+               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;
+       }
 
-       for (i = 0; placing[i][2] >= 0; i++)
+       /*
+        * Initialize number of rooms,
+        * And calcurate total probability.
+        */
+       for (total_prob = 0, i = 0; i < ROOM_T_MAX; i++)
        {
-               y = yval + placing[i][0];
-               x = xval + placing[i][1];
-               place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
+               room_num[i] = 0;
+               total_prob += prob_list[i];
        }
-}
 
+       /*
+        * Prepare the number of rooms, of all types, we should build
+        * on this level.
+        */
+       for (i = dun_rooms; i > 0; i--)
+       {
+               int room_type;
+               int rand = randint0(total_prob);
 
-/*
- * Type 14 -- trapped rooms
- *
- * A special trap is placed at center of the room
- */
-static void build_type14(int by0, int bx0)
-{
-       int y, x, y2, x2, yval, xval;
-       int y1, x1, xsize, ysize;
+               /* Get room_type randomly */
+               for (room_type = 0; room_type < ROOM_T_MAX; room_type++)
+               {
+                       if (rand < prob_list[room_type]) break;
+                       else rand -= prob_list[room_type];
+               }
 
-       bool light;
+               /* Paranoia */
+               if (room_type >= ROOM_T_MAX) room_type = ROOM_T_NORMAL;
 
-       cave_type *c_ptr;
-       byte trap;
+               /* Increase the number of rooms of that type we should build. */
+               room_num[room_type]++;
 
-       /* Pick a room size */
-       y1 = randint1(4);
-       x1 = randint1(11);
-       y2 = randint1(3);
-       x2 = randint1(11);
+               switch (room_type)
+               {
+               case ROOM_T_NEST:
+               case ROOM_T_PIT:
+               case ROOM_T_LESSER_VAULT:
+               case ROOM_T_TRAP_PIT:
+               case ROOM_T_GLASS:
+               case ROOM_T_ARCADE:
 
-       xsize = x1 + x2 + 1;
-       ysize = y1 + y2 + 1;
+                       /* Large room */
+                       i -= 2;
+                       break;
 
-       /* Try to allocate space for room.  If fails, exit */
-       if (!room_alloc(xsize + 2, ysize + 2, FALSE, by0, bx0, &xval, &yval)) return;
+               case ROOM_T_GREATER_VAULT:
+               case ROOM_T_RANDOM_VAULT:
 
-       /* Choose lite or dark */
-       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
+                       /* Largest room */
+                       i -= 3;
+                       break;
+               }
+       }
 
+       /*
+        * Build each type of room one by one until we cannot build any more.
+        * [from SAngband (originally from OAngband)]
+        */
+       while (TRUE)
+       {
+               /* Assume no remaining rooms */
+               remain = FALSE;
 
-       /* Get corner values */
-       y1 = yval - ysize / 2;
-       x1 = xval - xsize / 2;
-       y2 = yval + (ysize - 1) / 2;
-       x2 = xval + (xsize - 1) / 2;
+               for (i = 0; i < ROOM_T_MAX; i++)
+               {
+                       /* What type of room are we building now? */
+                       int room_type = room_build_order[i];
 
+                       /* Go next if none available */
+                       if (!room_num[room_type]) continue;
 
-       /* 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);
-               }
-       }
+                       /* Use up one unit */
+                       room_num[room_type]--;
 
-       /* 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);
-       }
+                       /* Build the room. */
+                       if (room_build(room_type))
+                       {
+                               /* Increase the room built count. */
+                               rooms_built++;
 
-       if (dun_level < 30 + randint1(30))
-               trap = FEAT_TRAP_PIRANHA;
-       else
-               trap = FEAT_TRAP_ARMAGEDDON;
+                               /* Mark as there was some remaining rooms */
+                               remain = TRUE;
 
-       /* 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;
+                               switch (room_type)
+                               {
+                               case ROOM_T_PIT:
+                               case ROOM_T_NEST:
+                               case ROOM_T_TRAP_PIT:
 
-       /* Message */
-       if (cheat_room)
-       {
-#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
-       }
-}
+                                       /* Avoid too many monsters */
+                                       if (++crowded >= 2)
+                                       {
+                                               room_num[ROOM_T_PIT] = 0;
+                                               room_num[ROOM_T_NEST] = 0;
+                                               room_num[ROOM_T_TRAP_PIT] = 0;
+                                       }
+                                       break;
 
+                               case ROOM_T_ARCADE:
 
-/*
- * 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.
- */
-bool room_build(int by0, int bx0, int typ)
-{
-       /* Restrict level */
-       if ((dun_level < roomdep[typ]) && !ironman_rooms) return FALSE;
+                                       /* Avoid double-town */
+                                       room_num[ROOM_T_ARCADE] = 0;
+                                       break;
+                               }
+                       }
+               }
 
-       /* Restrict "crowded" rooms */
-       if ((dun->crowded >= 2) && ((typ == ROOM_BUILD_TYPE_NEST) ||
-               (typ == ROOM_BUILD_TYPE_PIT) || (typ == ROOM_BUILD_TYPE_TRAP_PIT))) return FALSE;
+               /* End loop if no room remain */
+               if (!remain) break;
+       }
 
-       /* Build a room */
-       switch (typ)
+       /*! @details 部屋生成数が2未満の場合生成失敗を返す */
+       if (rooms_built < 2)
        {
-       /* Build an appropriate room */
-       case ROOM_BUILD_TYPE_NORMAL:        build_type1(by0, bx0); break;
-       case ROOM_BUILD_TYPE_OVERLAP:       build_type2(by0, bx0); break;
-       case ROOM_BUILD_TYPE_CROSS:         build_type3(by0, bx0); break;
-       case ROOM_BUILD_TYPE_INNER_FEAT:    build_type4(by0, bx0); break;
-       case ROOM_BUILD_TYPE_NEST:          build_type5(by0, bx0, FALSE); break;
-       case ROOM_BUILD_TYPE_PIT:           build_type6(by0, bx0, FALSE); break;
-       case ROOM_BUILD_TYPE_LESSER_VAULT:  build_type7(by0, bx0); break;
-       case ROOM_BUILD_TYPE_GREATER_VAULT: build_type8(by0, bx0); break;
-       case ROOM_BUILD_TYPE_FRACAVE:       build_type9(by0, bx0); break;
-       case ROOM_BUILD_TYPE_RANDOM_VAULT:  build_type10(by0, bx0); break;
-       case ROOM_BUILD_TYPE_OVAL:          build_type11(by0, bx0); break;
-       case ROOM_BUILD_TYPE_CRYPT:         build_type12(by0, bx0); break;
-       case ROOM_BUILD_TYPE_TRAP_PIT:      build_type13(by0, bx0); break;
-       case ROOM_BUILD_TYPE_TRAP:          build_type14(by0, bx0); break;
-
-       /* Paranoia */
-       default: return FALSE;
+               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;
 }