Beispiel #1
0
/*
 * Generate a new dungeon level
 *
 * Note that "dun_body" adds about 4000 bytes of memory to the stack.
 */
static bool cave_gen(void)
{
	int i, j, k, y, x, y1, x1;

   int extraloot,ctx;

   int sizelootadjustment,totalattempts;

	int max_vault_ok = 3;

	int feat1, feat2;

	cave_type *c_ptr;

	bool destroyed = FALSE;
	bool empty_level = FALSE;
	bool cavern = FALSE;

   bool lairlevel = FALSE; /*  Lair Level  */

   int lotsorooms = 0;

	int laketype = 0;

   int droom_min = DUN_ROOMS_MIN;

   int droom_max = DUN_ROOMS_MAX;

   int dmod = p_ptr->depth;

   int dmod2 = p_ptr->depth * 3;

	dun_data dun_body;

   if (dmod < 1) dmod = 1;

   if (one_in_(2)) lotsorooms = randint1(9)+1;

	/* Prepare allocation table */
	get_mon_num_prep(get_monster_hook(), NULL);

	/* Global data */
	dun = &dun_body;

   droom_min += dmod;
   droom_max += dmod2;

   if (droom_min > droom_max) droom_min = droom_max - 10;

   if (droom_max < droom_min) droom_max = droom_min + 10;

   if (droom_min < 1)
   {
      droom_min = 5;
      droom_max = 15;
   }

   if (lotsorooms)
   {
      droom_min *= lotsorooms;
      droom_max *= lotsorooms;
   }

   if (droom_min > 100) droom_min = 100;
   if (droom_max > 300) droom_max = 300;

   if (one_in_(11)) lairlevel = TRUE;

   extraloot = 0;
   ctx = 0;
   sizelootadjustment = 0;
   totalattempts = 0;

   sizelootadjustment = ((max_hgt - min_hgt) / 22) + ((max_wid - min_wid) / 66);

   if (sizelootadjustment < 1) sizelootadjustment = 1;

	if (max_hgt - min_hgt < 23) max_vault_ok--;
	if (max_wid - min_wid < 34) max_vault_ok--;

	/* Hack - no vaults in moria mode */
	if (ironman_moria) max_vault_ok = 0;

	/* Randomize the dungeon creation values */
	dun_rooms = rand_range(droom_min, droom_max);
	dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
	dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
	dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
	dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
	dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);

	/* Empty arena levels */
	if (ironman_empty_levels || (empty_levels && one_in_(EMPTY_LEVEL)))
	{
		empty_level = TRUE;

		if (cheat_room)
			msg_print("Arena level.");
	}

	/* Hack -- Start with basic granite */
	for (y = min_hgt; y < max_hgt; y++)
	{
		for (x = min_wid; x < max_wid; x++)
		{
			if (empty_level)
				cave[y][x].feat = FEAT_FLOOR;
			else
			  /* Create granite wall */
				cave[y][x].feat = FEAT_WALL_EXTRA;
		}
	}

	/* Possible "destroyed" level */
	if ((p_ptr->depth > 15) && one_in_(DUN_DEST) && (small_levels))
	{
		destroyed = TRUE;

		/* extra rubble around the place looks cool */
		build_lake(LAKE_DESTROY);
	}

	/* Make a lake some of the time */
	if (one_in_(LAKE_LEVEL) && !empty_level && !destroyed && terrain_streams)
	{
		/* Lake of Water */
		if (p_ptr->depth > 52) laketype = LAKE_WATER;

		/* Lake of Lava */
		if (p_ptr->depth > 90) laketype = LAKE_LAVA;

		if (laketype != 0)
		{
			if (cheat_room)
				msg_print("Lake on the level.");
			build_lake(laketype);
		}
	}

	if (one_in_(DUN_CAV1/(p_ptr->depth + DUN_CAV2)) && !empty_level &&
	    (laketype == 0) && !destroyed && (p_ptr->depth >= MIN_CAVERN))
	{
		cavern = TRUE;

		/* make a large fractal cave in the middle of the dungeon */

		if (cheat_room)
			msg_print("Cavern on level.");

		build_cavern();
	}

	/* Hack -- No destroyed "quest" levels */
	if (quest_number(p_ptr->depth)) destroyed = FALSE;

	/* Actual maximum number of rooms on this level */
	dun->row_rooms = (max_hgt - min_hgt) / BLOCK_HGT;
	dun->col_rooms = (max_wid - min_hgt) / BLOCK_WID;

	/* Initialize the room table */
	for (y = 0; y < dun->row_rooms; y++)
	{
		for (x = 0; x < dun->col_rooms; x++)
		{
			dun->room_map[y][x] = FALSE;
		}
	}


	/* No "crowded" rooms yet */
	dun->crowded = 0;


	/* No rooms yet */
	dun->cent_n = 0;

	/* Build some rooms */
	for (i = 0; i < dun_rooms; i++)
	{
		/* Pick a block for the room */
		y = randint0(dun->row_rooms);
		x = randint0(dun->col_rooms);

		/* Align dungeon rooms */
		if (dungeon_align)
		{
			/* Slide some rooms right */
			if ((x % 3) == 0) x++;

			/* Slide some rooms left */
			if ((x % 3) == 2) x--;
		}

		/* Attempt an "unusual" room */
		if (ironman_rooms || (randint0(DUN_UNUSUAL) < p_ptr->depth))
		{
			/* Roll for room type */
			k = randint0(100);

			/* Attempt a very unusual room */
			if ((ironman_rooms && (randint0(DUN_UNUSUAL) < p_ptr->depth * 2)) ||
				 (randint0(DUN_UNUSUAL) < p_ptr->depth))
			{
#ifdef FORCE_V_IDX
				if (room_build(y, x, 8)) continue;
#else
				/* Type 8 -- Greater vault (10%) */
				if (k < 10)
				{
					if (max_vault_ok > 1)
					{
						if (room_build(y, x, 8)) continue;
					}
					else
					{
						if (cheat_room) msg_format("Refusing a greater vault. %d", max_vault_ok);
					}
				}

				/* Type 7 -- Lesser vault (13%) */
				if (k < 23)
				{
					if (max_vault_ok > 0)
					{
						if (room_build(y, x, 7)) continue;
					}
					else
					{
						if (cheat_room) msg_print("Refusing a lesser vault.");
					}
				}


				/* Type 5 -- Monster nest (8%) */
				if ((k < 31) && room_build(y, x, 5)) continue;

				/* Type 6 -- Monster pit (5%) */
				if ((k < 36) && room_build(y, x, 6)) continue;

				/* Type 10 -- Random vault (11%) */
				if (k < 47)
				{
					if (max_vault_ok > 0)
					{
						if (room_build(y, x, 10)) continue;
					}
					else
					{
						if (cheat_room) msg_print("Refusing a random vault.");
					}
				}
#endif
			}

			/* Type 4 -- Large room (15%) */
			if ((k < 15) && room_build(y, x, 4)) continue;

			/* Type 14 -- Large room (10%) */
			if ((k < 25) && room_build(y, x, 14)) continue;

			/* Type 13 -- Large Feature room (5%) */
			if ((k < 30) && room_build(y, x, 13)) continue;

			/* Type 3 -- Cross room (20%) */
			if ((k < 50) && room_build(y, x, 3)) continue;

			/* Type 2 -- Overlapping (25%) */
			if ((k < 75) && room_build(y, x, 2)) continue;

			/* Type 11 -- Parallelagram (5%) */
			if ((k < 80) && room_build(y, x, 15)) continue;

			/* Type 11 -- Circular (5%) */
			if ((k < 85) && room_build(y, x, 11)) continue;

			/* Type 12 -- Crypt (15%) */
			if ((k < 100) && room_build(y, x, 12)) continue;
		}

		/* The deeper you are, the more cavelike the rooms are */
		k = randint1(100);

		/* No caves when a cavern exists: they look bad */
		if ((k < p_ptr->depth) && (!cavern) && (!empty_level) && (laketype == 0))
		{
			/* Type 9 -- Fractal cave */
			if (room_build(y, x, 9)) continue;
		}
		else
		{
			/* Attempt a "trivial" room */
			if (room_build(y, x, 1)) continue;
		}
	}

	/* Make a hole in the dungeon roof sometimes at level 1 */
	if ((p_ptr->depth == 1) && terrain_streams)
	{
		while (one_in_(DUN_MOS_DEN))
		{
			place_trees(rand_range(min_wid + 1, max_wid - 2),
				 rand_range(min_hgt + 1, max_hgt - 2));
		}
	}

	/* Destroy the level if necessary */
	if (destroyed) destroy_level();

	/* Hack -- Add some rivers */
	if (one_in_(3) && (randint1(p_ptr->depth) > 5) && terrain_streams)
	{
	 	/* Choose water or lava */
		if (randint0(MAX_DEPTH * 2) > p_ptr->depth)
		{
			feat1 = FEAT_DEEP_WATER;
			feat2 = FEAT_SHAL_WATER;
		}
		else
		{
			feat1 = FEAT_DEEP_LAVA;
			feat2 = FEAT_SHAL_LAVA;
		}


	 	/* Only add river if matches lake type or if have no lake at all */
	 	if (((laketype == 1) && (feat1 == FEAT_DEEP_LAVA)) ||
	 	    ((laketype == 2) && (feat1 == FEAT_DEEP_WATER)) ||
		     (laketype == 0))
	 	{
			add_river(feat1, feat2);
		}
	}

	/* Special boundary walls -- Top */
	for (x = min_wid; x < max_wid; x++)
	{
		/* Clear previous contents, add "solid" perma-wall */
		cave[min_hgt][x].feat = FEAT_PERM_SOLID;
	}

	/* Special boundary walls -- Bottom */
	for (x = min_wid; x < max_wid; x++)
	{
		/* Clear previous contents, add "solid" perma-wall */
		cave[max_hgt - 1][x].feat = FEAT_PERM_SOLID;
	}

	/* Special boundary walls -- Left */
	for (y = min_hgt; y < max_hgt; y++)
	{
		/* Clear previous contents, add "solid" perma-wall */
		cave[y][min_wid].feat = FEAT_PERM_SOLID;
	}

	/* Special boundary walls -- Right */
	for (y = min_hgt; y < max_hgt; y++)
	{
		/* Clear previous contents, add "solid" perma-wall */
		cave[y][max_wid - 1].feat = FEAT_PERM_SOLID;
	}


	/* Hack -- Scramble the room order */
	for (i = 0; i < dun->cent_n; i++)
	{
		int pick1 = randint0(dun->cent_n);
		int pick2 = randint0(dun->cent_n);
		y1 = dun->cent[pick1].y;
		x1 = dun->cent[pick1].x;
		dun->cent[pick1].y = dun->cent[pick2].y;
		dun->cent[pick1].x = dun->cent[pick2].x;
		dun->cent[pick2].y = y1;
		dun->cent[pick2].x = x1;
	}

	/* Start with no tunnel doors */
	dun->door_n = 0;

	/* Hack -- connect the first room to the last room */
	y = dun->cent[dun->cent_n-1].y;
	x = dun->cent[dun->cent_n-1].x;

	/* Connect all the rooms together */
	for (i = 0; i < dun->cent_n; i++)
	{

		/* Reset the arrays */
		dun->tunn_n = 0;
		dun->wall_n = 0;

		/* Connect the room to the previous room */
#ifdef PILLAR_TUNNELS

		if ((randint1(20) > p_ptr->depth) && one_in_(4))
		{
			/* make catacomb-like tunnel */
			(void)build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 3, 30);
		}
		else if (randint1(p_ptr->depth) > 50)
#else
		if (randint1(p_ptr->depth) > 50)
#endif /* PILLAR_TUNNELS */
		{
			/* make cave-like tunnel */
			(void)build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
		}
		else
		{
			/* make normal tunnel */
			build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x);
		}

		/* Turn the tunnel into corridor */
		for (j = 0; j < dun->tunn_n; j++)
		{
			/* Access the grid */
			y = dun->tunn[j].y;
			x = dun->tunn[j].x;

			/* Access the grid */
			c_ptr = &cave[y][x];

			/* Deleting a locked or jammed door is problematical */
			delete_field_location(c_ptr);

			/* Clear previous contents (if not a lake), add a floor */
			if ((c_ptr->feat < FEAT_DEEP_WATER) ||
			    (c_ptr->feat > FEAT_SHAL_LAVA))
			{
				c_ptr->feat = FEAT_FLOOR;
			}
		}

		/* Apply the piercings that we found */
		for (j = 0; j < dun->wall_n; j++)
		{
			/* Access the grid */
			y = dun->wall[j].y;
			x = dun->wall[j].x;

			/* Access the grid */
			c_ptr = &cave[y][x];

			/* Deleting a locked or jammed door is problematical */
			delete_field_location(c_ptr);

			/* Clear previous contents, add up floor */
			c_ptr->feat = FEAT_FLOOR;

			/* Occasional doorway */
			if (randint0(100) < dun_tun_pen)
			{
				/* Place a random door */
				place_random_door(y, x);
			}
		}

		/* Remember the "previous" room */
		y = dun->cent[i].y;
		x = dun->cent[i].x;
	}

	/* Place intersection doors	 */
	for (i = 0; i < dun->door_n; i++)
	{
		/* Extract junction location */
		y = dun->door[i].y;
		x = dun->door[i].x;

		/* Try placing doors */
		try_door(y, x - 1);
		try_door(y, x + 1);
		try_door(y - 1, x);
		try_door(y + 1, x);
	}


	/* Hack -- Add some magma streamers */
	for (i = 0; i < DUN_STR_MAG; i++)
	{
		build_streamer(FEAT_MAGMA, DUN_STR_MC);
	}

	/* Hack -- Add some quartz streamers */
	for (i = 0; i < DUN_STR_QUA; i++)
	{
		build_streamer(FEAT_QUARTZ, DUN_STR_QC);
	}

	/* Place 3 or 4 down stairs near some walls */
	if (!alloc_stairs(FEAT_MORE, rand_range(3, 4), 3)) return FALSE;

	/* Place 1 or 2 up stairs near some walls */
	if (!alloc_stairs(FEAT_LESS, rand_range(3, 4), 3)) return FALSE;

	/* Handle the quest monster placements */
	for (i = 0; i < max_quests; i++)
	{
		if ((quest[i].status == QUEST_STATUS_TAKEN) &&
		    ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
		    (quest[i].type == QUEST_TYPE_RANDOM)) &&
		    (quest[i].level == p_ptr->depth) &&
			!(quest[i].flags & QUEST_FLAG_PRESET))
		{
			monster_race *r_ptr = &r_info[quest[i].r_idx];

			/* Hack -- "unique" monsters must be "unique" */
			if ((r_ptr->flags1 & RF1_UNIQUE) &&
			    (r_ptr->cur_num >= r_ptr->max_num))
			{
				/* The unique is already dead */
				quest[i].status = QUEST_STATUS_FINISHED;
			}
			else
			{
				bool group;

				/* Hard quests -> revive all monsters */
				if (ironman_hard_quests)
				{
					quest[i].cur_num = 0;
				}

				for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++)
				{
					for (k = 0; k < SAFE_MAX_ATTEMPTS; k++)
					{
						/* Find an empty grid */
						while (TRUE)
						{
							y = rand_range(min_hgt + 1, max_hgt - 2);
							x = rand_range(min_wid + 1, max_wid - 2);

							/* Access the grid */
							c_ptr = &cave[y][x];

							if (!cave_naked_grid(c_ptr)) continue;
							if (distance(y, x, p_ptr->py, p_ptr->px) < 10) continue;
							else break;
						}

						if (r_ptr->flags1 & RF1_FRIENDS)
							group = FALSE;
						else
							group = TRUE;

						/* Try to place the monster */
						if (place_monster_aux(y, x, quest[i].r_idx, FALSE, group, FALSE, FALSE))
						{
							/* Success */
							break;
						}
						else
						{
							/* Failure - Try again */
							continue;
						}
					}
				}
			}
		}
	}

	/* Basic "amount" */
	k = (p_ptr->depth / 3);
	if (k > 10) k = 10;
	if (k < 2) k = 2;

	/* Pick a base number of monsters */
	i = MIN_M_ALLOC_LEVEL;

   if (!(lairlevel))
   {

   	/* To make small levels a bit more playable */
	   if (max_hgt < MAX_HGT || max_wid < MAX_WID)
   	{
	   	int small_tester = i;

		   i = (i * max_hgt) / MAX_HGT;
   		i = (i * max_wid) / MAX_WID;
	   	i += 1;

		   if (i > small_tester) i = small_tester;
   		else if (cheat_hear)
	   	{
		   	msg_format("Reduced monsters base from %d to %d", small_tester, i);
   		}
	   }

   	i += randint1(8);

   	/* Put some monsters in the dungeon */
	   for (i = i + k; i > 0; i--)
   	{
	   	(void)alloc_monster(0, TRUE);
   	}
   }

   if (lairlevel)
   {
		int r_idx = get_mon_num(p_ptr->depth + randint1(12) + 3), attempts = (randint1(200)+100);
      monster_race *r_ptr = &r_info[r_idx];

      attempts += ((10 + sizelootadjustment) * r_ptr->level);

      if (cheat_room)
   	msg_print("Smile!  Then Die!");

      totalattempts = 0;

		while (attempts && (totalattempts <= 10000))
		{
/*         attempts--;*/

         ctx = 0;

			y = rand_range(min_hgt + 1, max_hgt - 2);
			x = rand_range(min_wid + 1, max_wid - 2);

			/* Access the grid */
			c_ptr = &cave[y][x];

			if (!cave_naked_grid(c_ptr)) ctx = 1;
			if (distance(y, x, p_ptr->py, p_ptr->px) < 10) ctx = 1;

   		/* Try to place the monster */
         if (ctx == 0)
         {
	   	   if (place_monster_aux(y, x, r_idx, FALSE, (one_in_(10)) ? TRUE : FALSE, FALSE, FALSE))
   		   {
               extraloot++;
               attempts--;
   		   }
         }
         totalattempts++;
      }
   }

	/* Place some traps in the dungeon */
	alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));

	/* Put some rubble in corridors */
	alloc_object(ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));

	/* Put some objects in rooms */
	alloc_object(ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));

   if (lairlevel)
   {
	   alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k*30));

   	/* Hack - Make loot desirable! */
      /* AKA - Sucker in the PC  */
	   dun_theme.treasure = qreward_theme[p_ptr->pclass].treasure;
   	dun_theme.combat = qreward_theme[p_ptr->pclass].combat;
	   dun_theme.magic = qreward_theme[p_ptr->pclass].magic;
   	dun_theme.tools = qreward_theme[p_ptr->pclass].tools;

   	/* Put loot! in the dungeon */
	   alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, extraloot);
   	alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_GOLD, extraloot);
   }

	/* Hack - Reset the object theme */
	dun_theme.treasure = 20;
	dun_theme.combat = 20;
	dun_theme.magic = 20;
	dun_theme.tools = 20;

   /* Put some objects/gold in the dungeon */
	alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
   alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));

	/* Put some invisible walls in the dungeon for nightmare mode */
	if (ironman_nightmare)
	{
		alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_INVIS, randnor(DUN_AMT_INVIS, 3));
	}

	if (empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > p_ptr->depth)))
	{
		/* Lite the cave */
		for (y = min_hgt; y < max_hgt; y++)
		{
			for (x = min_hgt; x < max_wid; x++)
			{
				cave[y][x].info |= (CAVE_GLOW);
			}
		}
	}

	/* Determine the character location */
	if (!new_player_spot())
		return FALSE;

	return TRUE;
}
Beispiel #2
0
/*!
 * @brief フロアの切り替え処理 / Enter new floor.
 * @return なし
 * @details
 * If the floor is an old saved floor, it will be\n
 * restored from the temporal file.  If the floor is new one, new cave\n
 * will be generated.\n
 */
void change_floor(void)
{
	saved_floor_type *sf_ptr;
	bool loaded = FALSE;

	/* The dungeon is not ready */
	character_dungeon = FALSE;

	/* No longer in the trap detecteded region */
	p_ptr->dtrap = FALSE;

	/* Mega-Hack -- no panel yet */
	panel_row_min = 0;
	panel_row_max = 0;
	panel_col_min = 0;
	panel_col_max = 0;

	/* Mega-Hack -- not ambushed on the wildness? */
	ambush_flag = FALSE;

	/* No saved floors (On the surface etc.) */
	if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
	    !(change_floor_mode & CFM_FIRST_FLOOR))
	{
		/* Create cave */
		generate_cave();

		/* Paranoia -- No new saved floor */
		new_floor_id = 0;
	}

	/* In the dungeon */
	else
	{
		/* No floor_id yet */
		if (!new_floor_id)
		{
			/* Get new id */
			new_floor_id = get_new_floor_id();
		}

		/* Pointer for infomations of new floor */
		sf_ptr = get_sf_ptr(new_floor_id);

		/* Try to restore old floor */
		if (sf_ptr->last_visit)
		{
			/* Old saved floor is exist */
			if (load_floor(sf_ptr, 0))
			{
				loaded = TRUE;

				/* Forbid return stairs */
				if (change_floor_mode & CFM_NO_RETURN)
				{
					cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];

					if (!feat_uses_special(c_ptr->feat))
					{
						if (change_floor_mode & (CFM_DOWN | CFM_UP))
						{
							/* Reset to floor */
							c_ptr->feat = floor_type[randint0(100)];
						}

						c_ptr->special = 0;
					}
				}
			}
		}

		/*
		 * Set lower/upper_floor_id of new floor when the new
		 * floor is right-above/right-under the current floor.
		 *
		 * Stair creation/Teleport level/Trap door will take
		 * you the same floor when you used it later again.
		 */
		if (p_ptr->floor_id)
		{
			saved_floor_type *cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);

			if (change_floor_mode & CFM_UP)
			{
				/* New floor is right-above */
				if (cur_sf_ptr->upper_floor_id == new_floor_id)
					sf_ptr->lower_floor_id = p_ptr->floor_id;
			}
			else if (change_floor_mode & CFM_DOWN)
			{
				/* New floor is right-under */
				if (cur_sf_ptr->lower_floor_id == new_floor_id)
					sf_ptr->upper_floor_id = p_ptr->floor_id;
			}
		}

		/* Break connection to killed floor */
		else
		{
			if (change_floor_mode & CFM_UP)
				sf_ptr->lower_floor_id = 0;
			else if (change_floor_mode & CFM_DOWN)
				sf_ptr->upper_floor_id = 0;
		}

		/* Maintain monsters and artifacts */
		if (loaded)
		{
			IDX i;
			s32b tmp_last_visit = sf_ptr->last_visit;
			s32b absence_ticks;
			int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;
			int alloc_times;

			while (tmp_last_visit > turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
			absence_ticks = (turn - tmp_last_visit) / TURNS_PER_TICK;

			/* Maintain monsters */
			for (i = 1; i < m_max; i++)
			{
				monster_race *r_ptr;
				monster_type *m_ptr = &m_list[i];

				/* Skip dead monsters */
				if (!m_ptr->r_idx) continue;

				if (!is_pet(m_ptr))
				{
					/* Restore HP */
					m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;

					/* Remove timed status (except MTIMED_CSLEEP) */
					(void)set_monster_fast(i, 0);
					(void)set_monster_slow(i, 0);
					(void)set_monster_stunned(i, 0);
					(void)set_monster_confused(i, 0);
					(void)set_monster_monfear(i, 0);
					(void)set_monster_invulner(i, 0, FALSE);
				}

				/* Extract real monster race */
				r_ptr = real_r_ptr(m_ptr);

				/* Ignore non-unique */
				if (!(r_ptr->flags1 & RF1_UNIQUE) &&
				    !(r_ptr->flags7 & RF7_NAZGUL)) continue;

				/* Appear at a different floor? */
				if (r_ptr->floor_id != new_floor_id)
				{
					/* Disapper from here */
					delete_monster_idx(i);
				}
			}

			/* Maintain artifatcs */
			for (i = 1; i < o_max; i++)
			{
				object_type *o_ptr = &o_list[i];

				/* Skip dead objects */
				if (!o_ptr->k_idx) continue;

				/* Ignore non-artifact */
				if (!object_is_fixed_artifact(o_ptr)) continue;

				/* Appear at a different floor? */
				if (a_info[o_ptr->name1].floor_id != new_floor_id)
				{
					/* Disappear from here */
					delete_object_idx(i);
				}
				else
				{
					/* Cancel preserve */
					a_info[o_ptr->name1].cur_num = 1;
				}
			}

			(void)place_quest_monsters();

			/* Place some random monsters */
			alloc_times = absence_ticks / alloc_chance;

			if (randint0(alloc_chance) < (absence_ticks % alloc_chance))
				alloc_times++;

			for (i = 0; i < alloc_times; i++)
			{
				/* Make a (group of) new monster */
				(void)alloc_monster(0, 0);
			}

		}

		/* New floor_id or failed to restore */
		else /* if (!loaded) */
		{
			if (sf_ptr->last_visit)
			{
				/* Temporal file is broken? */
#ifdef JP
				msg_print("階段は行き止まりだった。");
#else
				msg_print("The staircases come to a dead end...");
#endif

				/* Create simple dead end */
				build_dead_end();

				/* Break connection */
				if (change_floor_mode & CFM_UP)
				{
					sf_ptr->upper_floor_id = 0;
				}
				else if (change_floor_mode & CFM_DOWN)
				{
					sf_ptr->lower_floor_id = 0;
				}
			}
			else
			{
				/* Newly create cave */
				generate_cave();
			}

			/* Record last visit turn */
			sf_ptr->last_visit = turn;

			/* Set correct dun_level value */
			sf_ptr->dun_level = dun_level;

			/* Create connected stairs */
			if (!(change_floor_mode & CFM_NO_RETURN))
			{
				/* Extract stair position */
				cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];

				/*** Create connected stairs ***/

				/* No stairs down from Quest */
				if ((change_floor_mode & CFM_UP) && !quest_number(dun_level))
				{
					c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
				}

				/* No stairs up when ironman_downward */
				else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
				{
					c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
				}

				/* Paranoia -- Clear mimic */
				c_ptr->mimic = 0;

				/* Connect to previous floor */
				c_ptr->special = p_ptr->floor_id;
			}
		}

		/* Arrive at random grid */
		if (change_floor_mode & (CFM_RAND_PLACE))
		{
			(void)new_player_spot();
		}

		/* You see stairs blocked */
		else if ((change_floor_mode & CFM_NO_RETURN) &&
			 (change_floor_mode & (CFM_DOWN | CFM_UP)))
		{
			if (!p_ptr->blind)
			{
#ifdef JP
				msg_print("突然階段が塞がれてしまった。");
#else
				msg_print("Suddenly the stairs is blocked!");
#endif
			}
			else
			{
#ifdef JP
				msg_print("ゴトゴトと何か音がした。");
#else
				msg_print("You hear some noises.");
#endif
			}
		}

		/*
		 * Update visit mark
		 *
		 * The "turn" is not always different number because
		 * the level teleport doesn't take any turn.  Use
		 * visit mark instead of last visit turn to find the
		 * oldest saved floor.
		 */
		sf_ptr->visit_mark = latest_visit_mark++;
	}

	/* Place preserved pet monsters */
	place_pet();

	/* Reset travel target place */
	forget_travel_flow();

	/* Hack -- maintain unique and artifacts */
	update_unique_artifact(new_floor_id);

	/* Now the player is in new floor */
	p_ptr->floor_id = new_floor_id;

	/* The dungeon is ready */
	character_dungeon = TRUE;

	/* Hack -- Munchkin characters always get whole map */
	if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
		wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));

	/* Remember when this level was "created" */
	old_turn = turn;

	/* No dungeon feeling yet */
	p_ptr->feeling_turn = old_turn;
	p_ptr->feeling = 0;

	/* Clear all flags */
	change_floor_mode = 0L;

	select_floor_music();
}
/*
 * Generate a new dungeon level
 *
 * Note that "dun_body" adds about 4000 bytes of memory to the stack.
 */
static bool cave_gen(void)
{
    int i, k, y, x;

    dun_data dun_body;

    /* Global data */
    dun = &dun_body;

    dun->destroyed = FALSE;
    dun->empty_level = FALSE;
    dun->cavern = FALSE;
    dun->laketype = 0;

    /* Fill the arrays of floors and walls in the good proportions */
    set_floor_and_wall(dungeon_type);

    /* Prepare allocation table */
    get_mon_num_prep(get_monster_hook(), NULL);

    /* Randomize the dungeon creation values */
    dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
    dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
    dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
    dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
    dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);

    /* Actual maximum number of rooms on this level */
    dun->row_rooms = cur_hgt / BLOCK_HGT;
    dun->col_rooms = cur_wid / BLOCK_WID;

    /* Initialize the room table */
    for (y = 0; y < dun->row_rooms; y++)
    {
        for (x = 0; x < dun->col_rooms; x++)
        {
            dun->room_map[y][x] = FALSE;
        }
    }

    /* No rooms yet */
    dun->cent_n = 0;

    /* Empty arena levels */
    if (ironman_empty_levels || ((d_info[dungeon_type].flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
    {
        dun->empty_level = TRUE;
        if (cheat_room)
            msg_print("Arena level.");
    }

    if (dun->empty_level)
    {
        /* Start with floors */
        for (y = 0; y < cur_hgt; y++)
        {
            for (x = 0; x < cur_wid; x++)
            {
                place_floor_bold(y, x);
            }
        }

        /* Special boundary walls -- Top and bottom */
        for (x = 0; x < cur_wid; x++)
        {
            place_extra_bold(0, x);
            place_extra_bold(cur_hgt - 1, x);
        }

        /* Special boundary walls -- Left and right */
        for (y = 1; y < (cur_hgt - 1); y++)
        {
            place_extra_bold(y, 0);
            place_extra_bold(y, cur_wid - 1);
        }
    }
    else
    {
        /* Start with walls */
        for (y = 0; y < cur_hgt; y++)
        {
            for (x = 0; x < cur_wid; x++)
            {
                place_extra_bold(y, x);
            }
        }
    }


    /* Generate various caverns and lakes */
    gen_caverns_and_lakes();


    /* Build maze */
    if (d_info[dungeon_type].flags1 & DF1_MAZE)
    {
        build_maze_vault(cur_wid/2-1, cur_hgt/2-1, cur_wid-4, cur_hgt-4, FALSE);

        /* Place 3 or 4 down stairs near some walls */
        if (!alloc_stairs(feat_down_stair, rand_range(4, 5), 3)) return FALSE;

        /* Place 1 or 2 up stairs near some walls */
        if (!alloc_stairs(feat_up_stair, 1, 2)) return FALSE;
    }

    /* Build some rooms */
    else
    {
        int tunnel_fail_count = 0;

        /*
         * Build each type of room in turn until we cannot build any more.
         */
        if (!generate_rooms()) return FALSE;


        /* Make a hole in the dungeon roof sometimes at level 1
           But not in Angband. See Issue #3 */
        if (dun_level == 1 && dungeon_type != DUNGEON_ANGBAND)
        {
            while (one_in_(DUN_MOS_DEN))
            {
                place_trees(randint1(cur_wid - 2), randint1(cur_hgt - 2));
            }
        }

        /* Destroy the level if necessary */
        if (dun->destroyed) destroy_level();

        /* Hack -- Add some rivers */
        if (one_in_(7) && (randint1(dun_level) > 5))
        {
            int feat1 = 0, feat2 = 0;

            /* Choose water or lava */
            if ( randint1(MAX_DEPTH * 2) - 1 > dun_level
              && ( (d_info[dungeon_type].flags1 & DF1_WATER_RIVER)
                || (no_wilderness && one_in_(3)) ) )
            {
                feat1 = feat_deep_water;
                feat2 = feat_shallow_water;
            }
            else if  (d_info[dungeon_type].flags1 & DF1_LAVA_RIVER)
            {
                feat1 = feat_deep_lava;
                feat2 = feat_shallow_lava;
            }
            else feat1 = 0;

            if (feat1)
            {
                feature_type *f_ptr = &f_info[feat1];

                /* Only add river if matches lake type or if have no lake at all */
                if (((dun->laketype == LAKE_T_LAVA) && have_flag(f_ptr->flags, FF_LAVA)) ||
                    ((dun->laketype == LAKE_T_WATER) && have_flag(f_ptr->flags, FF_WATER)) ||
                     !dun->laketype)
                {
                    add_river(feat1, feat2);
                }
            }
        }

        /* Hack -- Scramble the room order */
        for (i = 0; i < dun->cent_n; i++)
        {
            int ty, tx;
            int pick = rand_range(0, i);

            ty = dun->cent[i].y;
            tx = dun->cent[i].x;
            dun->cent[i].y = dun->cent[pick].y;
            dun->cent[i].x = dun->cent[pick].x;
            dun->cent[pick].y = ty;
            dun->cent[pick].x = tx;
        }

        /* Start with no tunnel doors */
        dun->door_n = 0;

        /* Hack -- connect the first room to the last room */
        y = dun->cent[dun->cent_n-1].y;
        x = dun->cent[dun->cent_n-1].x;

        /* Connect all the rooms together */
        for (i = 0; i < dun->cent_n; i++)
        {
            int j;

            /* Reset the arrays */
            dun->tunn_n = 0;
            dun->wall_n = 0;

            /* Connect the room to the previous room */
            if (randint1(dun_level) > d_info[dungeon_type].tunnel_percent)
            {
                /* make cave-like tunnel */
                (void)build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
            }
            else
            {
                /* make normal tunnel */
                if (!build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x)) tunnel_fail_count++;
            }

            if (tunnel_fail_count >= 2) return FALSE;

            /* Turn the tunnel into corridor */
            for (j = 0; j < dun->tunn_n; j++)
            {
                cave_type *c_ptr;
                feature_type *f_ptr;

                /* Access the grid */
                y = dun->tunn[j].y;
                x = dun->tunn[j].x;

                /* Access the grid */
                c_ptr = &cave[y][x];
                f_ptr = &f_info[c_ptr->feat];

                /* Clear previous contents (if not a lake), add a floor */
                if (!have_flag(f_ptr->flags, FF_MOVE) || (!have_flag(f_ptr->flags, FF_WATER) && !have_flag(f_ptr->flags, FF_LAVA)))
                {
                    /* Clear mimic type */
                    c_ptr->mimic = 0;

                    place_floor_grid(c_ptr);
                }
            }

            /* Apply the piercings that we found */
            for (j = 0; j < dun->wall_n; j++)
            {
                cave_type *c_ptr;

                /* Access the grid */
                y = dun->wall[j].y;
                x = dun->wall[j].x;

                /* Access the grid */
                c_ptr = &cave[y][x];

                /* Clear mimic type */
                c_ptr->mimic = 0;

                /* Clear previous contents, add up floor */
                place_floor_grid(c_ptr);

                /* Occasional doorway */
                if ((randint0(100) < dun_tun_pen) && !(d_info[dungeon_type].flags1 & DF1_NO_DOORS))
                {
                    /* Place a random door */
                    place_random_door(y, x, TRUE);
                }
            }

            /* Remember the "previous" room */
            y = dun->cent[i].y;
            x = dun->cent[i].x;
        }

        /* Place intersection doors */
        for (i = 0; i < dun->door_n; i++)
        {
            /* Extract junction location */
            y = dun->door[i].y;
            x = dun->door[i].x;

            /* Try placing doors */
            try_door(y, x - 1);
            try_door(y, x + 1);
            try_door(y - 1, x);
            try_door(y + 1, x);
        }

        if (!alloc_stairs(feat_down_stair, rand_range(4, 5), 3)) return FALSE;

        /* Place 1 or 2 up stairs near some walls */
        if (!alloc_stairs(feat_up_stair, rand_range(1, 2), 3)) return FALSE;
    }

    if (!dun->laketype)
    {
        if (d_info[dungeon_type].stream2)
        {
            /* Hack -- Add some quartz streamers */
            for (i = 0; i < DUN_STR_QUA; i++)
            {
                build_streamer(d_info[dungeon_type].stream2, DUN_STR_QC);
            }
        }

        if (d_info[dungeon_type].stream1)
        {
            /* Hack -- Add some magma streamers */
            for (i = 0; i < DUN_STR_MAG; i++)
            {
                build_streamer(d_info[dungeon_type].stream1, DUN_STR_MC);
            }
        }
    }

    /* Special boundary walls -- Top and bottom */
    for (x = 0; x < cur_wid; x++)
    {
        set_bound_perm_wall(&cave[0][x]);
        set_bound_perm_wall(&cave[cur_hgt - 1][x]);
    }

    /* Special boundary walls -- Left and right */
    for (y = 1; y < (cur_hgt - 1); y++)
    {
        set_bound_perm_wall(&cave[y][0]);
        set_bound_perm_wall(&cave[y][cur_wid - 1]);
    }

    /* Determine the character location */
    if (!new_player_spot()) return FALSE;

    /* Basic "amount" */
    k = (dun_level / 3);
    if (k > 10) k = 10;
    if (k < 2) k = 2;

    /* Pick a base number of monsters */
    i = d_info[dungeon_type].min_m_alloc_level;

    /* To make small levels a bit more playable */
    if (cur_hgt < MAX_HGT || cur_wid < MAX_WID)
    {
        int small_tester = i;

        i = (i * cur_hgt) / MAX_HGT;
        i = (i * cur_wid) / MAX_WID;
        i += 1;

        if (i > small_tester) i = small_tester;
        else if (cheat_hear)
        {
            msg_format("Reduced monsters base from %d to %d", small_tester, i);

        }
    }


    if (dungeon_type != DUNGEON_ARENA)
    {
        i += randint1(8);

        /* Put some monsters in the dungeon */
        for (i = (dun_level < 50 ? (i+k) : (i+k)*6/10); i > 0; i--)
        {
            (void)alloc_monster(0, PM_ALLOW_SLEEP);
        }
    }

    /* Place some traps in the dungeon */
    alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k*3/2));

    /* Put some rubble in corridors (except NO_CAVE dungeon (Castle)) */
    if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE)) alloc_object(ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));

    if (dungeon_type != DUNGEON_ARENA)
    {
        /* Put some objects in rooms */
        alloc_object(ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));

        /* Put some objects/gold in the dungeon */
        alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
        alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));

        /* Experimental: Guarantee certain objects. Give surprise goodies. */
        if (one_in_(2))
            alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_FOOD, 1);
        if (dun_level <= 15)
            alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_LIGHT, 1);
        if (dun_level >= 10 && one_in_(2))
            alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_RECALL, 1);
        if (dun_level >= 10 && one_in_(20))
            alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_SKELETON, damroll(3, 5));

        _mon_give_extra_drop(MFLAG2_DROP_BASIC, 1);
        _mon_give_extra_drop(MFLAG2_DROP_UTILITY, randint0(4));
        if (dun_level > max_dlv[dungeon_type])
            _mon_give_extra_drop(MFLAG2_DROP_PRIZE, 1);

    }

    /* Set back to default */
    object_level = base_level;

    /* Put the Guardian */
    if (!alloc_guardian(TRUE)) return FALSE;

    if (dun->empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > dun_level)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
    {
        /* Lite the cave */
        for (y = 0; y < cur_hgt; y++)
        {
            for (x = 0; x < cur_wid; x++)
            {
                cave[y][x].info |= (CAVE_GLOW);
            }
        }
    }

    return TRUE;
}
Beispiel #4
0
/**
 * Town logic flow for generation of new town
 *
 * We start with a fully wiped cave of normal floors.
 *
 * Note that town_gen_hack() plays games with the R.N.G.
 *
 * This function does NOT do anything about the owners of the stores,
 * nor the contents thereof.  It only handles the physical layout.
 *
 * We place the player on the stairs at the same time we make them.
 *
 * Hack -- since the player always leaves the dungeon by the stairs,
 * he is always placed on the stairs, even if he left the dungeon via
 * word of recall or teleport level.
 */
static void town_gen(void)
{
	int i, y, x;

	int residents;
	int stage = p_ptr->stage;

	int qy = 0;
	int qx = 0;
	int width = DUNGEON_WID / 3;

	bool dummy;

	/* Hack - smaller for minor towns */
	if ((stage < KHAZAD_DUM_TOWN) && !MAP(DUNGEON)	&& !MAP(FANILLA))
		width /= 2;

	/* Day time */
	if (is_daylight) {
		/* Number of residents */
		residents = MIN_M_ALLOC_TD;
	}

	/* Night time or cave */
	else {
		/* Number of residents */
		residents = MIN_M_ALLOC_TN;
	}

	/* Start with solid walls */
	for (y = 0; y < DUNGEON_HGT; y++) {
		for (x = 0; x < DUNGEON_WID; x++) {
			/* Create "solid" perma-wall */
			cave_set_feat(y, x, FEAT_PERM_SOLID);
		}
	}

	/* Boundary walls (see town_illuminate() */
	for (x = qx; x < qx + width; x++) {
		cave_set_feat(qy, x, FEAT_PERM_INNER);
		cave_set_feat(qy + (DUNGEON_HGT / 3) - 1, x, FEAT_PERM_INNER);
	}

	/* Boundary walls (see town_illuminate() */
	for (y = qy; y < qy + (DUNGEON_HGT / 3); y++) {
		cave_set_feat(y, qx, FEAT_PERM_INNER);
		cave_set_feat(y, qx + width - 1, FEAT_PERM_INNER);
	}

	/* Then place some floors */
	for (y = qy + 1; y < qy + (DUNGEON_HGT / 3) - 1; y++) {
		for (x = qx + 1; x < qx + width - 1; x++) {
			/* Create empty floor */
			cave_set_feat(y, x, FEAT_FLOOR);
		}
	}

	/* Build stuff */
	town_gen_hack();

	/* Remove restrictions */
	(void) mon_restrict('\0', 0, &dummy, FALSE);

	/* Make some residents */
	for (i = 0; i < residents; i++) {
		/* Make a resident */
		(void) alloc_monster(3, TRUE, FALSE);
	}
}
Beispiel #5
0
/*
 * Build the wilderness area outside of the town.
 */
void wilderness_gen(void)
{
	int i, y, x;
	bool daytime;
	cave_type *c_ptr;


	/* Big town */
	cur_hgt = MAX_HGT;
	cur_wid = MAX_WID;

	/* Assume illegal panel */
	panel_row_min = cur_hgt;
	panel_col_min = cur_wid;

	/* Init the wilderness */
	process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);

	x = p_ptr->wilderness_x;
	y = p_ptr->wilderness_y;

	/* Prepare allocation table */
	get_mon_num_prep(get_monster_hook(), NULL);

	/* North border */
	generate_area(y - 1, x, TRUE, FALSE);

	for (i = 1; i < MAX_WID - 1; i++)
	{
		border.north[i] = cave[MAX_HGT - 2][i].feat;
	}

	/* South border */
	generate_area(y + 1, x, TRUE, FALSE);

	for (i = 1; i < MAX_WID - 1; i++)
	{
		border.south[i] = cave[1][i].feat;
	}

	/* West border */
	generate_area(y, x - 1, TRUE, FALSE);

	for (i = 1; i < MAX_HGT - 1; i++)
	{
		border.west[i] = cave[i][MAX_WID - 2].feat;
	}

	/* East border */
	generate_area(y, x + 1, TRUE, FALSE);


	for (i = 1; i < MAX_HGT - 1; i++)
	{
		border.east[i] = cave[i][1].feat;
	}

	/* North west corner */
	generate_area(y - 1, x - 1, FALSE, TRUE);
	border.north_west = cave[MAX_HGT - 2][MAX_WID - 2].feat;

	/* North east corner */
	generate_area(y - 1, x + 1, FALSE, TRUE);
	border.north_east = cave[MAX_HGT - 2][1].feat;

	/* South west corner */
	generate_area(y + 1, x - 1, FALSE, TRUE);
	border.south_west = cave[1][MAX_WID - 2].feat;

	/* South east corner */
	generate_area(y + 1, x + 1, FALSE, TRUE);
	border.south_east = cave[1][1].feat;


	/* Leaving the dungeon by stairs */
	/* (needed before the town is loaded) */
	if (p_ptr->leaving_dungeon)
	{
		p_ptr->oldpy = 0;
		p_ptr->oldpx = 0;
	}



	/* Create terrain of the current area */
	generate_area(y, x, FALSE, FALSE);

	/* Special boundary walls -- North */
	for (i = 0; i < MAX_WID; i++)
	{
		cave[0][i].feat = FEAT_PERM_SOLID;
		cave[0][i].mimic = border.north[i];
	}

	/* Special boundary walls -- South */
	for (i = 0; i < MAX_WID; i++)
	{
		cave[MAX_HGT - 1][i].feat = FEAT_PERM_SOLID;
		cave[MAX_HGT - 1][i].mimic = border.south[i];
	}

	/* Special boundary walls -- West */
	for (i = 0; i < MAX_HGT; i++)
	{
		cave[i][0].feat = FEAT_PERM_SOLID;
		cave[i][0].mimic = border.west[i];
	}

	/* Special boundary walls -- East */
	for (i = 0; i < MAX_HGT; i++)
	{
		cave[i][MAX_WID - 1].feat = FEAT_PERM_SOLID;
		cave[i][MAX_WID - 1].mimic = border.east[i];
	}

	/* North west corner */
	cave[0][0].mimic = border.north_west;

	/* North east corner */
	cave[0][MAX_WID - 1].mimic = border.north_east;

	/* South west corner */
	cave[MAX_HGT - 1][0].mimic = border.south_west;

	/* South east corner */
	cave[MAX_HGT - 1][MAX_WID - 1].mimic = border.south_east;


	/* Day time */
	if ((turn % (10L * TOWN_DAWN)) < ((10L * TOWN_DAWN) / 2))
		daytime = TRUE;
	else
		daytime = FALSE;

	/* Light up or darken the area */
	for (y = 0; y < cur_hgt; y++)
	{
		for (x = 0; x < cur_wid; x++)
		{
			/* Get the cave grid */
			c_ptr = &cave[y][x];

			if (daytime)
			{
				/* Assume lit */
				c_ptr->info |= (CAVE_GLOW);

				/* Hack -- Memorize lit grids if allowed */
				if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
			}
			else
			{
				/* Darken "boring" features */
				if ((c_ptr->feat <= FEAT_INVIS) ||
				    ((c_ptr->feat >= FEAT_DEEP_WATER) &&
				    (c_ptr->feat <= FEAT_MOUNTAIN)) ||
				    (x == 0) || (x == cur_wid - 1) ||
				    (y == 0) || (y == cur_hgt - 1))
				{
					/* Forget the grid */
					c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
				}
			}
		}
	}

	player_place(p_ptr->oldpy, p_ptr->oldpx);
	p_ptr->leaving_dungeon = FALSE;

	/* Make some residents */
	for (i = 0; i < MIN_M_ALLOC_TN; i++)
	{
		/* Make a resident */
		(void)alloc_monster(3, TRUE);
	}

	/* Set rewarded quests to finished */
	for (i = 0; i < max_quests; i++)
	{
		if (quest[i].status == QUEST_STATUS_REWARDED)
			quest[i].status = QUEST_STATUS_FINISHED;
	}
}