#include "rooms.h"\r
#include "generate.h"\r
\r
+/*\r
+* This function creates a random vault that looks like a collection of bubbles.\r
+* It works by getting a set of coordinates that represent the center of each\r
+* bubble. The entire room is made by seeing which bubble center is closest. If\r
+* two centers are equidistant then the square is a wall, otherwise it is a floor.\r
+* The only exception is for squares really near a center, these are always floor.\r
+* (It looks better than without this check.)\r
+*\r
+* Note: If two centers are on the same point then this algorithm will create a\r
+* blank bubble filled with walls. - This is prevented from happening.\r
+*/\r
+static void build_bubble_vault(int x0, int y0, int xsize, int ysize)\r
+{\r
+#define BUBBLENUM 10 /* number of bubbles */\r
+\r
+ /* array of center points of bubbles */\r
+ coord center[BUBBLENUM];\r
+\r
+ int i, j, x, y;\r
+ u16b min1, min2, temp;\r
+ bool done;\r
+\r
+ /* Offset from center to top left hand corner */\r
+ int xhsize = xsize / 2;\r
+ int yhsize = ysize / 2;\r
+\r
+ msg_print_wizard(CHEAT_DUNGEON, _("\96A\8c^\83\89\83\93\83_\83\80Vault\82ð\90¶\90¬\82µ\82Ü\82µ\82½\81B", "Room Vault."));\r
+\r
+ /* Allocate center of bubbles */\r
+ center[0].x = (byte)randint1(xsize - 3) + 1;\r
+ center[0].y = (byte)randint1(ysize - 3) + 1;\r
+\r
+ for (i = 1; i < BUBBLENUM; i++)\r
+ {\r
+ done = FALSE;\r
+\r
+ /* get center and check to see if it is unique */\r
+ while (!done)\r
+ {\r
+ done = TRUE;\r
+\r
+ x = randint1(xsize - 3) + 1;\r
+ y = randint1(ysize - 3) + 1;\r
+\r
+ for (j = 0; j < i; j++)\r
+ {\r
+ /* rough test to see if there is an overlap */\r
+ if ((x == center[j].x) && (y == center[j].y)) done = FALSE;\r
+ }\r
+ }\r
+\r
+ center[i].x = (byte_hack)x;\r
+ center[i].y = (byte_hack)y;\r
+ }\r
+\r
+\r
+ /* Top and bottom boundaries */\r
+ for (i = 0; i < xsize; i++)\r
+ {\r
+ int side_x = x0 - xhsize + i;\r
+\r
+ place_outer_noperm_bold(y0 - yhsize + 0, side_x);\r
+ cave[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);\r
+ place_outer_noperm_bold(y0 - yhsize + ysize - 1, side_x);\r
+ cave[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);\r
+ }\r
+\r
+ /* Left and right boundaries */\r
+ for (i = 1; i < ysize - 1; i++)\r
+ {\r
+ int side_y = y0 - yhsize + i;\r
+\r
+ place_outer_noperm_bold(side_y, x0 - xhsize + 0);\r
+ cave[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);\r
+ place_outer_noperm_bold(side_y, x0 - xhsize + xsize - 1);\r
+ cave[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);\r
+ }\r
+\r
+ /* Fill in middle with bubbles */\r
+ for (x = 1; x < xsize - 1; x++)\r
+ {\r
+ for (y = 1; y < ysize - 1; y++)\r
+ {\r
+ /* Get distances to two closest centers */\r
+\r
+ /* initialize */\r
+ min1 = (u16b)distance(x, y, center[0].x, center[0].y);\r
+ min2 = (u16b)distance(x, y, center[1].x, center[1].y);\r
+\r
+ if (min1 > min2)\r
+ {\r
+ /* swap if in wrong order */\r
+ temp = min1;\r
+ min1 = min2;\r
+ min2 = temp;\r
+ }\r
+\r
+ /* Scan the rest */\r
+ for (i = 2; i < BUBBLENUM; i++)\r
+ {\r
+ temp = (u16b)distance(x, y, center[i].x, center[i].y);\r
+\r
+ if (temp < min1)\r
+ {\r
+ /* smallest */\r
+ min2 = min1;\r
+ min1 = temp;\r
+ }\r
+ else if (temp < min2)\r
+ {\r
+ /* second smallest */\r
+ min2 = temp;\r
+ }\r
+ }\r
+ if (((min2 - min1) <= 2) && (!(min1 < 3)))\r
+ {\r
+ /* Boundary at midpoint+ not at inner region of bubble */\r
+ place_outer_noperm_bold(y0 - yhsize + y, x0 - xhsize + x);\r
+ }\r
+ else\r
+ {\r
+ /* middle of a bubble */\r
+ place_floor_bold(y0 - yhsize + y, x0 - xhsize + x);\r
+ }\r
+\r
+ /* clean up rest of flags */\r
+ cave[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);\r
+ }\r
+ }\r
+\r
+ /* Try to add some random doors */\r
+ for (i = 0; i < 500; i++)\r
+ {\r
+ x = randint1(xsize - 3) - xhsize + x0 + 1;\r
+ y = randint1(ysize - 3) - yhsize + y0 + 1;\r
+ add_door(x, y);\r
+ }\r
+\r
+ /* Fill with monsters and treasure, low difficulty */\r
+ fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));\r
+}\r
+\r
+/* Create a random vault that looks like a collection of overlapping rooms */\r
+static void build_room_vault(int x0, int y0, int xsize, int ysize)\r
+{\r
+ int i, x1, x2, y1, y2, xhsize, yhsize;\r
+\r
+ /* get offset from center */\r
+ xhsize = xsize / 2;\r
+ yhsize = ysize / 2;\r
+\r
+ msg_print_wizard(CHEAT_DUNGEON, _("\95\94\89®\8c^\83\89\83\93\83_\83\80Vault\82ð\90¶\90¬\82µ\82Ü\82µ\82½\81B", "Room Vault."));\r
+\r
+ /* fill area so don't get problems with arena levels */\r
+ for (x1 = 0; x1 < xsize; x1++)\r
+ {\r
+ int x = x0 - xhsize + x1;\r
+\r
+ for (y1 = 0; y1 < ysize; y1++)\r
+ {\r
+ int y = y0 - yhsize + y1;\r
+\r
+ place_extra_bold(y, x);\r
+ cave[y][x].info &= (~CAVE_ICKY);\r
+ }\r
+ }\r
+\r
+ /* add ten random rooms */\r
+ for (i = 0; i < 10; i++)\r
+ {\r
+ x1 = randint1(xhsize) * 2 + x0 - xhsize;\r
+ x2 = randint1(xhsize) * 2 + x0 - xhsize;\r
+ y1 = randint1(yhsize) * 2 + y0 - yhsize;\r
+ y2 = randint1(yhsize) * 2 + y0 - yhsize;\r
+ build_room(x1, x2, y1, y2);\r
+ }\r
+\r
+ /* Add some random doors */\r
+ for (i = 0; i < 500; i++)\r
+ {\r
+ x1 = randint1(xsize - 3) - xhsize + x0 + 1;\r
+ y1 = randint1(ysize - 3) - yhsize + y0 + 1;\r
+ add_door(x1, y1);\r
+ }\r
+\r
+ /* Fill with monsters and treasure, high difficulty */\r
+ fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);\r
+}\r
+\r
+\r
+/* Create a random vault out of a fractal cave */\r
+static void build_cave_vault(int x0, int y0, int xsiz, int ysiz)\r
+{\r
+ int grd, roug, cutoff, xhsize, yhsize, xsize, ysize, x, y;\r
+ bool done, light, room;\r
+\r
+ /* round to make sizes even */\r
+ xhsize = xsiz / 2;\r
+ yhsize = ysiz / 2;\r
+ xsize = xhsize * 2;\r
+ ysize = yhsize * 2;\r
+\r
+ msg_print_wizard(CHEAT_DUNGEON, _("\93´\8c\8a\83\89\83\93\83_\83\80Vault\82ð\90¶\90¬\82µ\82Ü\82µ\82½\81B", "Cave Vault."));\r
+\r
+ light = done = FALSE;\r
+ room = TRUE;\r
+\r
+ while (!done)\r
+ {\r
+ /* testing values for these parameters feel free to adjust */\r
+ grd = 1 << randint0(4);\r
+\r
+ /* want average of about 16 */\r
+ roug = randint1(8) * randint1(4);\r
+\r
+ /* about size/2 */\r
+ cutoff = randint1(xsize / 4) + randint1(ysize / 4) +\r
+ randint1(xsize / 4) + randint1(ysize / 4);\r
+\r
+ /* make it */\r
+ generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);\r
+\r
+ /* Convert to normal format+ clean up */\r
+ done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);\r
+ }\r
+\r
+ /* Set icky flag because is a vault */\r
+ for (x = 0; x <= xsize; x++)\r
+ {\r
+ for (y = 0; y <= ysize; y++)\r
+ {\r
+ cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;\r
+ }\r
+ }\r
+\r
+ /* Fill with monsters and treasure, low difficulty */\r
+ fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));\r
+}\r
+\r
\r
\r
/*!\r
\r
return TRUE;\r
}\r
+\r
+\r
+/*\r
+* Build target vault.\r
+* This is made by two concentric "crypts" with perpendicular\r
+* walls creating the cross-hairs.\r
+*/\r
+static void build_target_vault(int x0, int y0, int xsize, int ysize)\r
+{\r
+ int rad, x, y;\r
+\r
+ /* Make a random metric */\r
+ int h1, h2, h3, h4;\r
+ h1 = randint1(32) - 16;\r
+ h2 = randint1(16);\r
+ h3 = randint1(32);\r
+ h4 = randint1(32) - 16;\r
+\r
+ msg_print_wizard(CHEAT_DUNGEON, _("\91Î\8fÌ\8c`\83\89\83\93\83_\83\80Vault\82ð\90¶\90¬\82µ\82Ü\82µ\82½\81B", "Elemental Vault"));\r
+\r
+ /* work out outer radius */\r
+ if (xsize > ysize)\r
+ {\r
+ rad = ysize / 2;\r
+ }\r
+ else\r
+ {\r
+ rad = xsize / 2;\r
+ }\r
+\r
+ /* Make floor */\r
+ for (x = x0 - rad; x <= x0 + rad; x++)\r
+ {\r
+ for (y = y0 - rad; y <= y0 + rad; y++)\r
+ {\r
+ /* clear room flag */\r
+ cave[y][x].info &= ~(CAVE_ROOM);\r
+\r
+ /* Vault - so is "icky" */\r
+ cave[y][x].info |= CAVE_ICKY;\r
+\r
+ if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)\r
+ {\r
+ /* inside- so is floor */\r
+ place_floor_bold(y, x);\r
+ }\r
+ else\r
+ {\r
+ /* make granite outside so arena works */\r
+ place_extra_bold(y, x);\r
+ }\r
+\r
+ /* proper boundary for arena */\r
+ if (((y + rad) == y0) || ((y - rad) == y0) ||\r
+ ((x + rad) == x0) || ((x - rad) == x0))\r
+ {\r
+ place_extra_bold(y, x);\r
+ }\r
+ }\r
+ }\r
+\r
+ /* Find visible outer walls and set to be FEAT_OUTER */\r
+ add_outer_wall(x0, y0, FALSE, x0 - rad - 1, y0 - rad - 1,\r
+ x0 + rad + 1, y0 + rad + 1);\r
+\r
+ /* Add inner wall */\r
+ for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)\r
+ {\r
+ for (y = y0 - rad / 2; y <= y0 + rad / 2; y++)\r
+ {\r
+ if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)\r
+ {\r
+ /* Make an internal wall */\r
+ place_inner_bold(y, x);\r
+ }\r
+ }\r
+ }\r
+\r
+ /* Add perpendicular walls */\r
+ for (x = x0 - rad; x <= x0 + rad; x++)\r
+ {\r
+ place_inner_bold(y0, x);\r
+ }\r
+\r
+ for (y = y0 - rad; y <= y0 + rad; y++)\r
+ {\r
+ place_inner_bold(y, x0);\r
+ }\r
+\r
+ /* Make inner vault */\r
+ for (y = y0 - 1; y <= y0 + 1; y++)\r
+ {\r
+ place_inner_bold(y, x0 - 1);\r
+ place_inner_bold(y, x0 + 1);\r
+ }\r
+ for (x = x0 - 1; x <= x0 + 1; x++)\r
+ {\r
+ place_inner_bold(y0 - 1, x);\r
+ place_inner_bold(y0 + 1, x);\r
+ }\r
+\r
+ place_floor_bold(y0, x0);\r
+\r
+\r
+ /* Add doors to vault */\r
+ /* get two distances so can place doors relative to centre */\r
+ x = (rad - 2) / 4 + 1;\r
+ y = rad / 2 + x;\r
+\r
+ add_door(x0 + x, y0);\r
+ add_door(x0 + y, y0);\r
+ add_door(x0 - x, y0);\r
+ add_door(x0 - y, y0);\r
+ add_door(x0, y0 + x);\r
+ add_door(x0, y0 + y);\r
+ add_door(x0, y0 - x);\r
+ add_door(x0, y0 - y);\r
+\r
+ /* Fill with stuff - medium difficulty */\r
+ fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);\r
+}\r
+\r
+\r
+#ifdef ALLOW_CAVERNS_AND_LAKES\r
+/*\r
+* This routine uses a modified version of the lake code to make a\r
+* distribution of some terrain type over the vault. This type\r
+* depends on the dungeon depth.\r
+*\r
+* Miniture rooms are then scattered across the vault.\r
+*/\r
+static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz)\r
+{\r
+ int grd, roug;\r
+ int c1, c2, c3;\r
+ bool done = FALSE;\r
+ int xsize, ysize, xhsize, yhsize, x, y, i;\r
+ int type;\r
+\r
+ msg_print_wizard(CHEAT_DUNGEON, _("\90¸\97ì\8aE\83\89\83\93\83_\83\80Vault\82ð\90¶\90¬\82µ\82Ü\82µ\82½\81B", "Elemental Vault"));\r
+\r
+ /* round to make sizes even */\r
+ xhsize = xsiz / 2;\r
+ yhsize = ysiz / 2;\r
+ xsize = xhsize * 2;\r
+ ysize = yhsize * 2;\r
+\r
+ if (dun_level < 25)\r
+ {\r
+ /* Earth vault (Rubble) */\r
+ type = LAKE_T_EARTH_VAULT;\r
+ }\r
+ else if (dun_level < 50)\r
+ {\r
+ /* Air vault (Trees) */\r
+ type = LAKE_T_AIR_VAULT;\r
+ }\r
+ else if (dun_level < 75)\r
+ {\r
+ /* Water vault (shallow water) */\r
+ type = LAKE_T_WATER_VAULT;\r
+ }\r
+ else\r
+ {\r
+ /* Fire vault (shallow lava) */\r
+ type = LAKE_T_FIRE_VAULT;\r
+ }\r
+\r
+ while (!done)\r
+ {\r
+ /* testing values for these parameters: feel free to adjust */\r
+ grd = 1 << (randint0(3));\r
+\r
+ /* want average of about 16 */\r
+ roug = randint1(8) * randint1(4);\r
+\r
+ /* Make up size of various componants */\r
+ /* Floor */\r
+ c3 = 2 * xsize / 3;\r
+\r
+ /* Deep water/lava */\r
+ c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;\r
+\r
+ /* Shallow boundary */\r
+ c2 = (c1 + c3) / 2;\r
+\r
+ /* make it */\r
+ generate_hmap(y0, x0, xsize, ysize, grd, roug, c3);\r
+\r
+ /* Convert to normal format+ clean up */\r
+ done = generate_lake(y0, x0, xsize, ysize, c1, c2, c3, type);\r
+ }\r
+\r
+ /* Set icky flag because is a vault */\r
+ for (x = 0; x <= xsize; x++)\r
+ {\r
+ for (y = 0; y <= ysize; y++)\r
+ {\r
+ cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;\r
+ }\r
+ }\r
+\r
+ /* make a few rooms in the vault */\r
+ for (i = 1; i <= (xsize * ysize) / 50; i++)\r
+ {\r
+ build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2,\r
+ y0 + randint0(ysize - 4) - ysize / 2 + 2);\r
+ }\r
+\r
+ /* Fill with monsters and treasure, low difficulty */\r
+ fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,\r
+ y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));\r
+}\r
+#endif /* ALLOW_CAVERNS_AND_LAKES */\r
+\r
+\r
+/* Build a "mini" checkerboard vault\r
+*\r
+* This is done by making a permanent wall maze and setting\r
+* the diagonal sqaures of the checker board to be granite.\r
+* The vault has two entrances on opposite sides to guarantee\r
+* a way to get in even if the vault abuts a side of the dungeon.\r
+*/\r
+static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)\r
+{\r
+ int dy, dx;\r
+ int y1, x1, y2, x2, y, x, total;\r
+ int m, n, num_vertices;\r
+ int *visited;\r
+\r
+ msg_print_wizard(CHEAT_DUNGEON, _("\8f¬\8c^\83`\83F\83b\83J\81[\83\89\83\93\83_\83\80Vault\82ð\90¶\90¬\82µ\82Ü\82µ\82½\81B", "Mini Checker Board Vault."));\r
+\r
+ /* Pick a random room size */\r
+ dy = ysize / 2 - 1;\r
+ dx = xsize / 2 - 1;\r
+\r
+ y1 = y0 - dy;\r
+ x1 = x0 - dx;\r
+ y2 = y0 + dy;\r
+ x2 = x0 + dx;\r
+\r
+\r
+ /* generate the room */\r
+ for (x = x1 - 2; x <= x2 + 2; x++)\r
+ {\r
+ if (!in_bounds(y1 - 2, x)) break;\r
+\r
+ cave[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);\r
+\r
+ place_outer_noperm_bold(y1 - 2, x);\r
+ }\r
+\r
+ for (x = x1 - 2; x <= x2 + 2; x++)\r
+ {\r
+ if (!in_bounds(y2 + 2, x)) break;\r
+\r
+ cave[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);\r
+\r
+ place_outer_noperm_bold(y2 + 2, x);\r
+ }\r
+\r
+ for (y = y1 - 2; y <= y2 + 2; y++)\r
+ {\r
+ if (!in_bounds(y, x1 - 2)) break;\r
+\r
+ cave[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);\r
+\r
+ place_outer_noperm_bold(y, x1 - 2);\r
+ }\r
+\r
+ for (y = y1 - 2; y <= y2 + 2; y++)\r
+ {\r
+ if (!in_bounds(y, x2 + 2)) break;\r
+\r
+ cave[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);\r
+\r
+ place_outer_noperm_bold(y, x2 + 2);\r
+ }\r
+\r
+ for (y = y1 - 1; y <= y2 + 1; y++)\r
+ {\r
+ for (x = x1 - 1; x <= x2 + 1; x++)\r
+ {\r
+ cave_type *c_ptr = &cave[y][x];\r
+\r
+ c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);\r
+\r
+ /* Permanent walls */\r
+ place_inner_perm_grid(c_ptr);\r
+ }\r
+ }\r
+\r
+\r
+ /* dimensions of vertex array */\r
+ m = dx + 1;\r
+ n = dy + 1;\r
+ num_vertices = m * n;\r
+\r
+ /* initialize array of visited vertices */\r
+ C_MAKE(visited, num_vertices, int);\r
+\r
+ /* traverse the graph to create a spannng tree, pick a random root */\r
+ r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);\r
+\r
+ /* Make it look like a checker board vault */\r
+ for (x = x1; x <= x2; x++)\r
+ {\r
+ for (y = y1; y <= y2; y++)\r
+ {\r
+ total = x - x1 + y - y1;\r
+ /* If total is odd- and is a floor then make a wall */\r
+ if ((total % 2 == 1) && is_floor_bold(y, x))\r
+ {\r
+ place_inner_bold(y, x);\r
+ }\r
+ }\r
+ }\r
+\r
+ /* Make a couple of entrances */\r
+ if (one_in_(2))\r
+ {\r
+ /* left and right */\r
+ y = randint1(dy) + dy / 2;\r
+ place_inner_bold(y1 + y, x1 - 1);\r
+ place_inner_bold(y1 + y, x2 + 1);\r
+ }\r
+ else\r
+ {\r
+ /* top and bottom */\r
+ x = randint1(dx) + dx / 2;\r
+ place_inner_bold(y1 - 1, x1 + x);\r
+ place_inner_bold(y2 + 1, x1 + x);\r
+ }\r
+\r
+ /* Fill with monsters and treasure, highest difficulty */\r
+ fill_treasure(x1, x2, y1, y2, 10);\r
+\r
+ C_KILL(visited, num_vertices, int);\r
+}\r
+\r
+/* Build a castle */\r
+/* Driver routine: clear the region and call the recursive\r
+* room routine.\r
+*\r
+*This makes a vault that looks like a castle/ city in the dungeon.\r
+*/\r
+static void build_castle_vault(int x0, int y0, int xsize, int ysize)\r
+{\r
+ int dy, dx;\r
+ int y1, x1, y2, x2;\r
+ int y, x;\r
+\r
+ /* Pick a random room size */\r
+ dy = ysize / 2 - 1;\r
+ dx = xsize / 2 - 1;\r
+\r
+ y1 = y0 - dy;\r
+ x1 = x0 - dx;\r
+ y2 = y0 + dy;\r
+ x2 = x0 + dx;\r
+\r
+ msg_print_wizard(CHEAT_DUNGEON, _("\8fé\8c^\83\89\83\93\83_\83\80Vault\82ð\90¶\90¬\82µ\82Ü\82µ\82½\81B", "Castle Vault"));\r
+\r
+ /* generate the room */\r
+ for (y = y1 - 1; y <= y2 + 1; y++)\r
+ {\r
+ for (x = x1 - 1; x <= x2 + 1; x++)\r
+ {\r
+ cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);\r
+ /* Make everything a floor */\r
+ place_floor_bold(y, x);\r
+ }\r
+ }\r
+\r
+ /* Make the castle */\r
+ build_recursive_room(x1, y1, x2, y2, randint1(5));\r
+\r
+ /* Fill with monsters and treasure, low difficulty */\r
+ fill_treasure(x1, x2, y1, y2, randint1(3));\r
+}\r
+\r
+\r
+\r
+/*!\r
+* @brief \83^\83C\83v10\82Ì\95\94\89®\81c\83\89\83\93\83_\83\80\90¶\90¬vault / Type 10 -- Random vaults\r
+* @return \82È\82µ\r
+*/\r
+bool build_type10(void)\r
+{\r
+ POSITION y0, x0, xsize, ysize, vtype;\r
+\r
+ /* Get size */\r
+ /* big enough to look good, small enough to be fairly common. */\r
+ xsize = randint1(22) + 22;\r
+ ysize = randint1(11) + 11;\r
+\r
+ /* Find and reserve some space in the dungeon. Get center of room. */\r
+ if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;\r
+\r
+ /* Select type of vault */\r
+#ifdef ALLOW_CAVERNS_AND_LAKES\r
+ do\r
+ {\r
+ vtype = randint1(15);\r
+ } while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&\r
+ ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));\r
+#else /* ALLOW_CAVERNS_AND_LAKES */\r
+ do\r
+ {\r
+ vtype = randint1(7);\r
+ } while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&\r
+ ((vtype == 1) || (vtype == 3)));\r
+#endif /* ALLOW_CAVERNS_AND_LAKES */\r
+\r
+ switch (vtype)\r
+ {\r
+ /* Build an appropriate room */\r
+ case 1: case 9: build_bubble_vault(x0, y0, xsize, ysize); break;\r
+ case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break;\r
+ case 3: case 11: build_cave_vault(x0, y0, xsize, ysize); break;\r
+ case 4: case 12: build_maze_vault(x0, y0, xsize, ysize, TRUE); break;\r
+ case 5: case 13: build_mini_c_vault(x0, y0, xsize, ysize); break;\r
+ case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break;\r
+ case 7: case 15: build_target_vault(x0, y0, xsize, ysize); break;\r
+#ifdef ALLOW_CAVERNS_AND_LAKES\r
+ case 8: build_elemental_vault(x0, y0, xsize, ysize); break;\r
+#endif /* ALLOW_CAVERNS_AND_LAKES */\r
+ /* I know how to add a few more... give me some time. */\r
+\r
+ /* Paranoia */\r
+ default: return FALSE;\r
+ }\r
+\r
+ return TRUE;\r
+}\r
+\r
}
}
-static bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2, int c3, int type)
+bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2, int c3, int type)
{
int x, y, i, xhsize, yhsize;
int feat1, feat2, feat3;
*
* The doors must be INSIDE the allocated region.
*/
-static void add_door(int x, int y)
+void add_door(int x, int y)
{
/* Need to have a wall in the center square */
if (!is_outer_bold(y, x)) return;
/*
* Routine that fills the empty areas of a room with treasure and monsters.
*/
-static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
+void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
{
int x, y, cx, cy, size;
s32b value;
}
-/*
- * This function creates a random vault that looks like a collection of bubbles.
- * It works by getting a set of coordinates that represent the center of each
- * bubble. The entire room is made by seeing which bubble center is closest. If
- * two centers are equidistant then the square is a wall, otherwise it is a floor.
- * The only exception is for squares really near a center, these are always floor.
- * (It looks better than without this check.)
- *
- * Note: If two centers are on the same point then this algorithm will create a
- * blank bubble filled with walls. - This is prevented from happening.
- */
-static void build_bubble_vault(int x0, int y0, int xsize, int ysize)
-{
- #define BUBBLENUM 10 /* number of bubbles */
-
- /* array of center points of bubbles */
- coord center[BUBBLENUM];
-
- int i, j, x, y;
- u16b min1, min2, temp;
- bool done;
-
- /* Offset from center to top left hand corner */
- int xhsize = xsize / 2;
- int yhsize = ysize / 2;
-
- msg_print_wizard(CHEAT_DUNGEON, _("泡型ランダムVaultを生成しました。", "Room Vault."));
-
- /* Allocate center of bubbles */
- center[0].x = (byte)randint1(xsize - 3) + 1;
- center[0].y = (byte)randint1(ysize - 3) + 1;
-
- for (i = 1; i < BUBBLENUM; i++)
- {
- done = FALSE;
-
- /* get center and check to see if it is unique */
- while (!done)
- {
- done = TRUE;
-
- x = randint1(xsize - 3) + 1;
- y = randint1(ysize - 3) + 1;
-
- for (j = 0; j < i; j++)
- {
- /* rough test to see if there is an overlap */
- if ((x == center[j].x) && (y == center[j].y)) done = FALSE;
- }
- }
-
- center[i].x = (byte_hack)x;
- center[i].y = (byte_hack)y;
- }
-
-
- /* Top and bottom boundaries */
- for (i = 0; i < xsize; i++)
- {
- int side_x = x0 - xhsize + i;
-
- place_outer_noperm_bold(y0 - yhsize + 0, side_x);
- 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 side_y = y0 - yhsize + i;
-
- 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 */
- for (x = 1; x < xsize - 1; x++)
- {
- for (y = 1; y < ysize - 1; y++)
- {
- /* Get distances to two closest centers */
-
- /* initialize */
- min1 = (u16b)distance(x, y, center[0].x, center[0].y);
- min2 = (u16b)distance(x, y, center[1].x, center[1].y);
-
- if (min1 > min2)
- {
- /* swap if in wrong order */
- temp = min1;
- min1 = min2;
- min2 = temp;
- }
-
- /* Scan the rest */
- for (i = 2; i < BUBBLENUM; i++)
- {
- temp = (u16b)distance(x, y, center[i].x, center[i].y);
-
- if (temp < min1)
- {
- /* smallest */
- min2 = min1;
- min1 = temp;
- }
- else if (temp < min2)
- {
- /* second smallest */
- min2 = temp;
- }
- }
- if (((min2 - min1) <= 2) && (!(min1 < 3)))
- {
- /* Boundary at midpoint+ not at inner region of bubble */
- place_outer_noperm_bold(y0 - yhsize + y, x0 - xhsize + x);
- }
- else
- {
- /* middle of a bubble */
- place_floor_bold(y0 - yhsize + y, x0 - xhsize + x);
- }
-
- /* clean up rest of flags */
- cave[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
- }
- }
-
- /* Try to add some random doors */
- for (i = 0; i < 500; i++)
- {
- x = randint1(xsize - 3) - xhsize + x0 + 1;
- y = randint1(ysize - 3) - yhsize + y0 + 1;
- add_door(x, y);
- }
-
- /* Fill with monsters and treasure, low difficulty */
- fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
-}
-
/*
* Overlay a rectangular room given its bounds
* The area inside the walls is not touched:
* only granite is removed- normal walls stay
*/
-static void build_room(int x1, int x2, int y1, int y2)
+void build_room(int x1, int x2, int y1, int y2)
{
int x, y, i, xsize, ysize, temp;
}
-/* Create a random vault that looks like a collection of overlapping rooms */
-
-static void build_room_vault(int x0, int y0, int xsize, int ysize)
-{
- int i, x1, x2, y1, y2, xhsize, yhsize;
-
- /* get offset from center */
- xhsize = xsize / 2;
- yhsize = ysize / 2;
-
- 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++)
- {
- int x = x0 - xhsize + x1;
-
- for (y1 = 0; y1 < ysize; y1++)
- {
- int y = y0 - yhsize + y1;
-
- place_extra_bold(y, x);
- cave[y][x].info &= (~CAVE_ICKY);
- }
- }
-
- /* add ten random rooms */
- for (i = 0; i < 10; i++)
- {
- x1 = randint1(xhsize) * 2 + x0 - xhsize;
- x2 = randint1(xhsize) * 2 + x0 - xhsize;
- y1 = randint1(yhsize) * 2 + y0 - yhsize;
- y2 = randint1(yhsize) * 2 + y0 - yhsize;
- build_room(x1, x2, y1, y2);
- }
-
- /* Add some random doors */
- for (i = 0; i < 500; i++)
- {
- x1 = randint1(xsize - 3) - xhsize + x0 + 1;
- y1 = randint1(ysize - 3) - yhsize + y0 + 1;
- add_door(x1, y1);
- }
-
- /* Fill with monsters and treasure, high difficulty */
- fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
-}
-
-
-/* Create a random vault out of a fractal cave */
-static void build_cave_vault(int x0, int y0, int xsiz, int ysiz)
-{
- int grd, roug, cutoff, xhsize, yhsize, xsize, ysize, x, y;
- bool done, light, room;
-
- /* round to make sizes even */
- xhsize = xsiz / 2;
- yhsize = ysiz / 2;
- xsize = xhsize * 2;
- ysize = yhsize * 2;
-
- msg_print_wizard(CHEAT_DUNGEON, _("洞穴ランダムVaultを生成しました。", "Cave Vault."));
-
- light = done = FALSE;
- room = TRUE;
-
- while (!done)
- {
- /* testing values for these parameters feel free to adjust */
- grd = 1 << randint0(4);
-
- /* want average of about 16 */
- roug = randint1(8) * randint1(4);
-
- /* about size/2 */
- cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
- randint1(xsize / 4) + randint1(ysize / 4);
-
- /* make it */
- generate_hmap(y0, x0, xsize, ysize, grd, roug, cutoff);
-
- /* Convert to normal format+ clean up */
- done = generate_fracave(y0, x0, xsize, ysize, cutoff, light, room);
- }
-
- /* Set icky flag because is a vault */
- for (x = 0; x <= xsize; x++)
- {
- for (y = 0; y <= ysize; y++)
- {
- cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
- }
- }
-
- /* Fill with monsters and treasure, low difficulty */
- fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
-}
/*
* maze vault -- rectangular labyrinthine rooms
* is the randint0(3) below; it governs the relative density of
* twists and turns in the labyrinth: smaller number, more twists.
*/
-static void r_visit(int y1, int x1, int y2, int x2,
- int node, int dir, int *visited)
+void r_visit(int y1, int x1, int y2, int x2, int node, int dir, int *visited)
{
int i, j, m, n, temp, x, y, adj[4];
}
-/* Build a "mini" checkerboard vault
- *
- * This is done by making a permanent wall maze and setting
- * the diagonal sqaures of the checker board to be granite.
- * The vault has two entrances on opposite sides to guarantee
- * a way to get in even if the vault abuts a side of the dungeon.
- */
-static void build_mini_c_vault(int x0, int y0, int xsize, int ysize)
-{
- int dy, dx;
- int y1, x1, y2, x2, y, x, total;
- int m, n, num_vertices;
- int *visited;
-
- msg_print_wizard(CHEAT_DUNGEON, _("小型チェッカーランダムVaultを生成しました。", "Mini Checker Board Vault."));
-
- /* Pick a random room size */
- dy = ysize / 2 - 1;
- dx = xsize / 2 - 1;
-
- y1 = y0 - dy;
- x1 = x0 - dx;
- y2 = y0 + dy;
- x2 = x0 + dx;
-
-
- /* generate the room */
- for (x = x1 - 2; x <= x2 + 2; x++)
- {
- if (!in_bounds(y1-2,x)) break;
-
- cave[y1-2][x].info |= (CAVE_ROOM | CAVE_ICKY);
-
- place_outer_noperm_bold(y1-2, x);
- }
-
- for (x = x1 - 2; x <= x2 + 2; x++)
- {
- if (!in_bounds(y2+2,x)) break;
-
- cave[y2+2][x].info |= (CAVE_ROOM | CAVE_ICKY);
-
- place_outer_noperm_bold(y2+2, x);
- }
-
- for (y = y1 - 2; y <= y2 + 2; y++)
- {
- if (!in_bounds(y,x1-2)) break;
-
- cave[y][x1-2].info |= (CAVE_ROOM | CAVE_ICKY);
-
- place_outer_noperm_bold(y, x1-2);
- }
-
- for (y = y1 - 2; y <= y2 + 2; y++)
- {
- if (!in_bounds(y,x2+2)) break;
-
- cave[y][x2+2].info |= (CAVE_ROOM | CAVE_ICKY);
-
- place_outer_noperm_bold(y, x2+2);
- }
-
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- cave_type *c_ptr = &cave[y][x];
-
- c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
-
- /* Permanent walls */
- place_inner_perm_grid(c_ptr);
- }
- }
-
-
- /* dimensions of vertex array */
- m = dx + 1;
- n = dy + 1;
- num_vertices = m * n;
-
- /* initialize array of visited vertices */
- C_MAKE(visited, num_vertices, int);
-
- /* traverse the graph to create a spannng tree, pick a random root */
- r_visit(y1, x1, y2, x2, randint0(num_vertices), 0, visited);
-
- /* Make it look like a checker board vault */
- for (x = x1; x <= x2; x++)
- {
- for (y = y1; y <= y2; y++)
- {
- total = x - x1 + y - y1;
- /* If total is odd- and is a floor then make a wall */
- if ((total % 2 == 1) && is_floor_bold(y, x))
- {
- place_inner_bold(y, x);
- }
- }
- }
-
- /* Make a couple of entrances */
- if (one_in_(2))
- {
- /* left and right */
- y = randint1(dy) + dy / 2;
- place_inner_bold(y1 + y, x1 - 1);
- place_inner_bold(y1 + y, x2 + 1);
- }
- else
- {
- /* top and bottom */
- x = randint1(dx) + dx / 2;
- place_inner_bold(y1 - 1, x1 + x);
- place_inner_bold(y2 + 1, x1 + x);
- }
-
- /* Fill with monsters and treasure, highest difficulty */
- fill_treasure(x1, x2, y1, y2, 10);
-
- C_KILL(visited, num_vertices, int);
-}
-
-
/* Build a town/ castle by using a recursive algorithm.
* Basically divide each region in a probalistic way to create
* smaller regions. When the regions get too small stop.
* The power variable is a measure of how well defended a region is.
* This alters the possible choices.
*/
-static void build_recursive_room(int x1, int y1, int x2, int y2, int power)
+void build_recursive_room(int x1, int y1, int x2, int y2, int power)
{
int xsize, ysize;
int x, y;
}
-/* Build a castle */
-
-/* Driver routine: clear the region and call the recursive
-* room routine.
-*
-*This makes a vault that looks like a castle/ city in the dungeon.
-*/
-static void build_castle_vault(int x0, int y0, int xsize, int ysize)
-{
- int dy, dx;
- int y1, x1, y2, x2;
- int y, x;
-
- /* Pick a random room size */
- dy = ysize / 2 - 1;
- dx = xsize / 2 - 1;
-
- y1 = y0 - dy;
- x1 = x0 - dx;
- y2 = y0 + dy;
- x2 = x0 + dx;
-
- msg_print_wizard(CHEAT_DUNGEON, _("城型ランダムVaultを生成しました。", "Castle Vault"));
-
- /* generate the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- cave[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
- /* Make everything a floor */
- place_floor_bold(y, x);
- }
- }
-
- /* Make the castle */
- build_recursive_room(x1, y1, x2, y2, randint1(5));
-
- /* Fill with monsters and treasure, low difficulty */
- fill_treasure(x1, x2, y1, y2, randint1(3));
-}
-
-
/*
* Add outer wall to a floored region
* Note: no range checking is done so must be inside dungeon
}
-/*
- * Build target vault.
- * This is made by two concentric "crypts" with perpendicular
- * walls creating the cross-hairs.
- */
-static void build_target_vault(int x0, int y0, int xsize, int ysize)
-{
- int rad, x, y;
-
- /* Make a random metric */
- int h1, h2, h3, h4;
- h1 = randint1(32) - 16;
- h2 = randint1(16);
- h3 = randint1(32);
- h4 = randint1(32) - 16;
-
- msg_print_wizard(CHEAT_DUNGEON, _("対称形ランダムVaultを生成しました。", "Elemental Vault"));
-
- /* work out outer radius */
- if (xsize > ysize)
- {
- rad = ysize / 2;
- }
- else
- {
- rad = xsize / 2;
- }
-
- /* Make floor */
- for (x = x0 - rad; x <= x0 + rad; x++)
- {
- for (y = y0 - rad; y <= y0 + rad; y++)
- {
- /* clear room flag */
- cave[y][x].info &= ~(CAVE_ROOM);
-
- /* Vault - so is "icky" */
- cave[y][x].info |= CAVE_ICKY;
-
- if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
- {
- /* inside- so is floor */
- place_floor_bold(y, x);
- }
- else
- {
- /* make granite outside so arena works */
- place_extra_bold(y, x);
- }
-
- /* proper boundary for arena */
- if (((y + rad) == y0) || ((y - rad) == y0) ||
- ((x + rad) == x0) || ((x - rad) == x0))
- {
- place_extra_bold(y, x);
- }
- }
- }
-
- /* Find visible outer walls and set to be FEAT_OUTER */
- add_outer_wall(x0, y0, FALSE, x0 - rad - 1, y0 - rad - 1,
- x0 + rad + 1, y0 + rad + 1);
-
- /* Add inner wall */
- for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)
- {
- for (y = y0 - rad / 2; y <= y0 + rad / 2; y++)
- {
- if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
- {
- /* Make an internal wall */
- place_inner_bold(y, x);
- }
- }
- }
-
- /* Add perpendicular walls */
- for (x = x0 - rad; x <= x0 + rad; x++)
- {
- place_inner_bold(y0, x);
- }
-
- for (y = y0 - rad; y <= y0 + rad; y++)
- {
- place_inner_bold(y, x0);
- }
-
- /* Make inner vault */
- for (y = y0 - 1; y <= y0 + 1; y++)
- {
- place_inner_bold(y, x0 - 1);
- place_inner_bold(y, x0 + 1);
- }
- for (x = x0 - 1; x <= x0 + 1; x++)
- {
- place_inner_bold(y0 - 1, x);
- place_inner_bold(y0 + 1, x);
- }
-
- place_floor_bold(y0, x0);
-
-
- /* Add doors to vault */
- /* get two distances so can place doors relative to centre */
- x = (rad - 2) / 4 + 1;
- y = rad / 2 + x;
-
- add_door(x0 + x, y0);
- add_door(x0 + y, y0);
- add_door(x0 - x, y0);
- add_door(x0 - y, y0);
- add_door(x0, y0 + x);
- add_door(x0, y0 + y);
- add_door(x0, y0 - x);
- add_door(x0, y0 - y);
-
- /* Fill with stuff - medium difficulty */
- fill_treasure(x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
-}
-
-
-#ifdef ALLOW_CAVERNS_AND_LAKES
-/*
- * This routine uses a modified version of the lake code to make a
- * distribution of some terrain type over the vault. This type
- * depends on the dungeon depth.
- *
- * Miniture rooms are then scattered across the vault.
- */
-static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz)
-{
- int grd, roug;
- int c1, c2, c3;
- bool done = FALSE;
- int xsize, ysize, xhsize, yhsize, x, y, i;
- int type;
-
- msg_print_wizard(CHEAT_DUNGEON, _("精霊界ランダムVaultを生成しました。", "Elemental Vault"));
-
- /* round to make sizes even */
- xhsize = xsiz / 2;
- yhsize = ysiz / 2;
- xsize = xhsize * 2;
- ysize = yhsize * 2;
-
- if (dun_level < 25)
- {
- /* Earth vault (Rubble) */
- type = LAKE_T_EARTH_VAULT;
- }
- else if (dun_level < 50)
- {
- /* Air vault (Trees) */
- type = LAKE_T_AIR_VAULT;
- }
- else if (dun_level < 75)
- {
- /* Water vault (shallow water) */
- type = LAKE_T_WATER_VAULT;
- }
- else
- {
- /* Fire vault (shallow lava) */
- type = LAKE_T_FIRE_VAULT;
- }
-
- while (!done)
- {
- /* testing values for these parameters: feel free to adjust */
- grd = 1 << (randint0(3));
-
- /* want average of about 16 */
- roug = randint1(8) * randint1(4);
-
- /* Make up size of various componants */
- /* Floor */
- c3 = 2 * xsize / 3;
-
- /* Deep water/lava */
- c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
-
- /* Shallow boundary */
- c2 = (c1 + c3) / 2;
-
- /* make it */
- generate_hmap(y0, x0, xsize, ysize, grd, roug, c3);
-
- /* Convert to normal format+ clean up */
- done = generate_lake(y0, x0, xsize, ysize, c1, c2, c3, type);
- }
-
- /* Set icky flag because is a vault */
- for (x = 0; x <= xsize; x++)
- {
- for (y = 0; y <= ysize; y++)
- {
- cave[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
- }
- }
-
- /* make a few rooms in the vault */
- for (i = 1; i <= (xsize * ysize) / 50; i++)
- {
- build_small_room(x0 + randint0(xsize - 4) - xsize / 2 + 2,
- y0 + randint0(ysize - 4) - ysize / 2 + 2);
- }
-
- /* Fill with monsters and treasure, low difficulty */
- fill_treasure(x0 - xhsize + 1, x0 - xhsize + xsize - 1,
- y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
-}
-#endif /* ALLOW_CAVERNS_AND_LAKES */
-
-
-/*!
- * @brief タイプ10の部屋…ランダム生成vault / Type 10 -- Random vaults
- * @return なし
- */
-static bool build_type10(void)
-{
- 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;
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
-
- /* Select type of vault */
-#ifdef ALLOW_CAVERNS_AND_LAKES
- do
- {
- vtype = randint1(15);
- }
- while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
- ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
-#else /* ALLOW_CAVERNS_AND_LAKES */
- do
- {
- vtype = randint1(7);
- }
- while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
- ((vtype == 1) || (vtype == 3)));
-#endif /* ALLOW_CAVERNS_AND_LAKES */
-
- switch (vtype)
- {
- /* Build an appropriate room */
- case 1: case 9: build_bubble_vault(x0, y0, xsize, ysize); break;
- case 2: case 10: build_room_vault(x0, y0, xsize, ysize); break;
- case 3: case 11: build_cave_vault(x0, y0, xsize, ysize); break;
- case 4: case 12: build_maze_vault(x0, y0, xsize, ysize, TRUE); break;
- case 5: case 13: build_mini_c_vault(x0, y0, xsize, ysize); break;
- case 6: case 14: build_castle_vault(x0, y0, xsize, ysize); break;
- case 7: case 15: build_target_vault(x0, y0, xsize, ysize); break;
-#ifdef ALLOW_CAVERNS_AND_LAKES
- case 8: build_elemental_vault(x0, y0, xsize, ysize); break;
-#endif /* ALLOW_CAVERNS_AND_LAKES */
- /* I know how to add a few more... give me some time. */
-
- /* Paranoia */
- default: return FALSE;
- }
-
- return TRUE;
-}
/* Create a new floor room with optional light */