/* * 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; }
/* * Generate various caverns and lakes * * There were moved from cave_gen(). */ static void gen_caverns_and_lakes(void) { /* Possible "destroyed" level */ if ((dun_level > 30) && one_in_(DUN_DEST*2) && (small_levels) && (d_info[dungeon_type].flags1 & DF1_DESTROY)) { dun->destroyed = TRUE; /* extra rubble around the place looks cool */ build_lake(one_in_(2) ? LAKE_T_CAVE : LAKE_T_EARTH_VAULT); } /* Make a lake some of the time */ if (one_in_(LAKE_LEVEL) && !dun->empty_level && !dun->destroyed && (d_info[dungeon_type].flags1 & DF1_LAKE_MASK)) { int count = 0; if (d_info[dungeon_type].flags1 & DF1_LAKE_WATER) count += 3; if (d_info[dungeon_type].flags1 & DF1_LAKE_LAVA) count += 3; if (d_info[dungeon_type].flags1 & DF1_LAKE_RUBBLE) count += 3; if (d_info[dungeon_type].flags1 & DF1_LAKE_TREE) count += 3; if (d_info[dungeon_type].flags1 & DF1_LAKE_LAVA) { /* Lake of Lava */ if ((dun_level > 80) && (randint0(count) < 2)) dun->laketype = LAKE_T_LAVA; count -= 2; /* Lake of Lava2 */ if (!dun->laketype && (dun_level > 80) && one_in_(count)) dun->laketype = LAKE_T_FIRE_VAULT; count--; } if ((d_info[dungeon_type].flags1 & DF1_LAKE_WATER) && !dun->laketype) { /* Lake of Water */ if ((dun_level > 50) && randint0(count) < 2) dun->laketype = LAKE_T_WATER; count -= 2; /* Lake of Water2 */ if (!dun->laketype && (dun_level > 50) && one_in_(count)) dun->laketype = LAKE_T_WATER_VAULT; count--; } if ((d_info[dungeon_type].flags1 & DF1_LAKE_RUBBLE) && !dun->laketype) { /* Lake of rubble */ if ((dun_level > 35) && (randint0(count) < 2)) dun->laketype = LAKE_T_CAVE; count -= 2; /* Lake of rubble2 */ if (!dun->laketype && (dun_level > 35) && one_in_(count)) dun->laketype = LAKE_T_EARTH_VAULT; count--; } /* Lake of tree */ if ((dun_level > 5) && (d_info[dungeon_type].flags1 & DF1_LAKE_TREE) && !dun->laketype) dun->laketype = LAKE_T_AIR_VAULT; if (dun->laketype) { if (cheat_room) msg_print("Lake on the level."); build_lake(dun->laketype); } } if ((dun_level > DUN_CAVERN) && !dun->empty_level && (d_info[dungeon_type].flags1 & DF1_CAVERN) && !dun->laketype && !dun->destroyed && (randint1(1000) < dun_level)) { dun->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 (quests_get_current()) dun->destroyed = FALSE; }