#include "angband.h"
#include "grid.h"
#include "trap.h"

#include "rooms.h"


/*!
* @brief タイプ1の部屋…通常可変長方形の部屋を生成する / Type 1 -- normal rectangular rooms
* @return なし
*/
bool build_type1(void)
{
	POSITION y, x, y2, x2, yval, xval;
	POSITION y1, x1, xsize, ysize;

	bool light;

	grid_type *g_ptr;

	bool curtain = (d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
		one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 48 : 512);

	/* Pick a room size */
	y1 = randint1(4);
	x1 = randint1(11);
	y2 = randint1(3);
	x2 = randint1(11);

	xsize = x1 + x2 + 1;
	ysize = y1 + y2 + 1;

	/* Find and reserve some space in the dungeon.  Get center of room. */
	if (!find_space(&yval, &xval, ysize + 2, xsize + 2))
	{
		/* Limit to the minimum room size, and retry */
		y1 = 1;
		x1 = 1;
		y2 = 1;
		x2 = 1;

		xsize = x1 + x2 + 1;
		ysize = y1 + y2 + 1;

		/* Find and reserve some space in the dungeon.  Get center of room. */
		if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
	}

	/* Choose lite or dark */
	light = ((current_floor_ptr->dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));


	/* Get corner values */
	y1 = yval - ysize / 2;
	x1 = xval - xsize / 2;
	y2 = yval + (ysize - 1) / 2;
	x2 = xval + (xsize - 1) / 2;


	/* Place a full floor under the room */
	for (y = y1 - 1; y <= y2 + 1; y++)
	{
		for (x = x1 - 1; x <= x2 + 1; x++)
		{
			g_ptr = &current_floor_ptr->grid_array[y][x];
			place_floor_grid(g_ptr);
			g_ptr->info |= (CAVE_ROOM);
			if (light) g_ptr->info |= (CAVE_GLOW);
		}
	}

	/* Walls around the room */
	for (y = y1 - 1; y <= y2 + 1; y++)
	{
		g_ptr = &current_floor_ptr->grid_array[y][x1 - 1];
		place_outer_grid(g_ptr);
		g_ptr = &current_floor_ptr->grid_array[y][x2 + 1];
		place_outer_grid(g_ptr);
	}
	for (x = x1 - 1; x <= x2 + 1; x++)
	{
		g_ptr = &current_floor_ptr->grid_array[y1 - 1][x];
		place_outer_grid(g_ptr);
		g_ptr = &current_floor_ptr->grid_array[y2 + 1][x];
		place_outer_grid(g_ptr);
	}


	/* Hack -- Occasional curtained room */
	if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2))
	{
		for (y = y1; y <= y2; y++)
		{
			g_ptr = &current_floor_ptr->grid_array[y][x1];
			g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
			g_ptr->info &= ~(CAVE_MASK);
			g_ptr = &current_floor_ptr->grid_array[y][x2];
			g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
			g_ptr->info &= ~(CAVE_MASK);
		}
		for (x = x1; x <= x2; x++)
		{
			g_ptr = &current_floor_ptr->grid_array[y1][x];
			g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
			g_ptr->info &= ~(CAVE_MASK);
			g_ptr = &current_floor_ptr->grid_array[y2][x];
			g_ptr->feat = feat_door[DOOR_CURTAIN].closed;
			g_ptr->info &= ~(CAVE_MASK);
		}
	}


	/* Hack -- Occasional pillar room */
	if (one_in_(20))
	{
		for (y = y1; y <= y2; y += 2)
		{
			for (x = x1; x <= x2; x += 2)
			{
				g_ptr = &current_floor_ptr->grid_array[y][x];
				place_inner_grid(g_ptr);
			}
		}
	}

	/* Hack -- Occasional room with four pillars */
	else if (one_in_(20))
	{
		if ((y1 + 4 < y2) && (x1 + 4 < x2))
		{
			g_ptr = &current_floor_ptr->grid_array[y1 + 1][x1 + 1];
			place_inner_grid(g_ptr);

			g_ptr = &current_floor_ptr->grid_array[y1 + 1][x2 - 1];
			place_inner_grid(g_ptr);

			g_ptr = &current_floor_ptr->grid_array[y2 - 1][x1 + 1];
			place_inner_grid(g_ptr);

			g_ptr = &current_floor_ptr->grid_array[y2 - 1][x2 - 1];
			place_inner_grid(g_ptr);
		}
	}

	/* Hack -- Occasional ragged-edge room */
	else if (one_in_(50))
	{
		for (y = y1 + 2; y <= y2 - 2; y += 2)
		{
			g_ptr = &current_floor_ptr->grid_array[y][x1];
			place_inner_grid(g_ptr);
			g_ptr = &current_floor_ptr->grid_array[y][x2];
			place_inner_grid(g_ptr);
		}
		for (x = x1 + 2; x <= x2 - 2; x += 2)
		{
			g_ptr = &current_floor_ptr->grid_array[y1][x];
			place_inner_grid(g_ptr);
			g_ptr = &current_floor_ptr->grid_array[y2][x];
			place_inner_grid(g_ptr);
		}
	}
	/* Hack -- Occasional divided room */
	else if (one_in_(50))
	{
		bool curtain2 = (d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
			one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 2 : 128);

		if (randint1(100) < 50)
		{
			/* Horizontal wall */
			for (x = x1; x <= x2; x++)
			{
				place_inner_bold(yval, x);
				if (curtain2) current_floor_ptr->grid_array[yval][x].feat = feat_door[DOOR_CURTAIN].closed;
			}

			/* Prevent edge of wall from being tunneled */
			place_solid_bold(yval, x1 - 1);
			place_solid_bold(yval, x2 + 1);
		}
		else
		{
			/* Vertical wall */
			for (y = y1; y <= y2; y++)
			{
				place_inner_bold(y, xval);
				if (curtain2) current_floor_ptr->grid_array[y][xval].feat = feat_door[DOOR_CURTAIN].closed;
			}

			/* Prevent edge of wall from being tunneled */
			place_solid_bold(y1 - 1, xval);
			place_solid_bold(y2 + 1, xval);
		}

		place_random_door(yval, xval, TRUE);
		if (curtain2) current_floor_ptr->grid_array[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;
	}

	return TRUE;
}

/*!
* @brief タイプ2の部屋…二重長方形の部屋を生成する / Type 2 -- Overlapping rectangular rooms
* @return なし
*/
bool build_type2(void)
{
	POSITION	y, x, xval, yval;
	POSITION	y1a, x1a, y2a, x2a;
	POSITION	y1b, x1b, y2b, x2b;
	bool		light;
	grid_type   *g_ptr;

	/* Find and reserve some space in the dungeon.  Get center of room. */
	if (!find_space(&yval, &xval, 11, 25)) return FALSE;

	/* Choose lite or dark */
	light = ((current_floor_ptr->dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));

	/* Determine extents of the first room */
	y1a = yval - randint1(4);
	y2a = yval + randint1(3);
	x1a = xval - randint1(11);
	x2a = xval + randint1(10);

	/* Determine extents of the second room */
	y1b = yval - randint1(3);
	y2b = yval + randint1(4);
	x1b = xval - randint1(10);
	x2b = xval + randint1(11);


	/* Place a full floor for room "a" */
	for (y = y1a - 1; y <= y2a + 1; y++)
	{
		for (x = x1a - 1; x <= x2a + 1; x++)
		{
			g_ptr = &current_floor_ptr->grid_array[y][x];
			place_floor_grid(g_ptr);
			g_ptr->info |= (CAVE_ROOM);
			if (light) g_ptr->info |= (CAVE_GLOW);
		}
	}

	/* Place a full floor for room "b" */
	for (y = y1b - 1; y <= y2b + 1; y++)
	{
		for (x = x1b - 1; x <= x2b + 1; x++)
		{
			g_ptr = &current_floor_ptr->grid_array[y][x];
			place_floor_grid(g_ptr);
			g_ptr->info |= (CAVE_ROOM);
			if (light) g_ptr->info |= (CAVE_GLOW);
		}
	}


	/* Place the walls around room "a" */
	for (y = y1a - 1; y <= y2a + 1; y++)
	{
		g_ptr = &current_floor_ptr->grid_array[y][x1a - 1];
		place_outer_grid(g_ptr);
		g_ptr = &current_floor_ptr->grid_array[y][x2a + 1];
		place_outer_grid(g_ptr);
	}
	for (x = x1a - 1; x <= x2a + 1; x++)
	{
		g_ptr = &current_floor_ptr->grid_array[y1a - 1][x];
		place_outer_grid(g_ptr);
		g_ptr = &current_floor_ptr->grid_array[y2a + 1][x];
		place_outer_grid(g_ptr);
	}

	/* Place the walls around room "b" */
	for (y = y1b - 1; y <= y2b + 1; y++)
	{
		g_ptr = &current_floor_ptr->grid_array[y][x1b - 1];
		place_outer_grid(g_ptr);
		g_ptr = &current_floor_ptr->grid_array[y][x2b + 1];
		place_outer_grid(g_ptr);
	}
	for (x = x1b - 1; x <= x2b + 1; x++)
	{
		g_ptr = &current_floor_ptr->grid_array[y1b - 1][x];
		place_outer_grid(g_ptr);
		g_ptr = &current_floor_ptr->grid_array[y2b + 1][x];
		place_outer_grid(g_ptr);
	}



	/* Replace the floor for room "a" */
	for (y = y1a; y <= y2a; y++)
	{
		for (x = x1a; x <= x2a; x++)
		{
			g_ptr = &current_floor_ptr->grid_array[y][x];
			place_floor_grid(g_ptr);
		}
	}

	/* Replace the floor for room "b" */
	for (y = y1b; y <= y2b; y++)
	{
		for (x = x1b; x <= x2b; x++)
		{
			g_ptr = &current_floor_ptr->grid_array[y][x];
			place_floor_grid(g_ptr);
		}
	}

	return TRUE;
}

/*!
* @brief タイプ3の部屋…十字型の部屋を生成する / Type 3 -- Cross shaped rooms
* @return なし
* @details
* Builds a room at a row, column coordinate\n
*\n
* Room "a" runs north/south, and Room "b" runs east/east\n
* So the "central pillar" runs from x1a, y1b to x2a, y2b.\n
*\n
* Note that currently, the "center" is always 3x3, but I think that\n
* the code below will work (with "bounds checking") for 5x5, or even\n
* for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.\n
*/
bool build_type3(void)
{
	POSITION y, x, dy, dx, wy, wx;
	POSITION y1a, x1a, y2a, x2a;
	POSITION y1b, x1b, y2b, x2b;
	POSITION yval, xval;
	bool light;
	grid_type *g_ptr;


	/* Find and reserve some space in the dungeon.  Get center of room. */
	if (!find_space(&yval, &xval, 11, 25)) return FALSE;


	/* Choose lite or dark */
	light = ((current_floor_ptr->dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));

	/* For now, always 3x3 */
	wx = wy = 1;

	/* Pick max vertical size (at most 4) */
	dy = rand_range(3, 4);

	/* Pick max horizontal size (at most 15) */
	dx = rand_range(3, 11);


	/* Determine extents of the north/south room */
	y1a = yval - dy;
	y2a = yval + dy;
	x1a = xval - wx;
	x2a = xval + wx;

	/* Determine extents of the east/west room */
	y1b = yval - wy;
	y2b = yval + wy;
	x1b = xval - dx;
	x2b = xval + dx;


	/* Place a full floor for room "a" */
	for (y = y1a - 1; y <= y2a + 1; y++)
	{
		for (x = x1a - 1; x <= x2a + 1; x++)
		{
			g_ptr = &current_floor_ptr->grid_array[y][x];
			place_floor_grid(g_ptr);
			g_ptr->info |= (CAVE_ROOM);
			if (light) g_ptr->info |= (CAVE_GLOW);
		}
	}

	/* Place a full floor for room "b" */
	for (y = y1b - 1; y <= y2b + 1; y++)
	{
		for (x = x1b - 1; x <= x2b + 1; x++)
		{
			g_ptr = &current_floor_ptr->grid_array[y][x];
			place_floor_grid(g_ptr);
			g_ptr->info |= (CAVE_ROOM);
			if (light) g_ptr->info |= (CAVE_GLOW);
		}
	}


	/* Place the walls around room "a" */
	for (y = y1a - 1; y <= y2a + 1; y++)
	{
		g_ptr = &current_floor_ptr->grid_array[y][x1a - 1];
		place_outer_grid(g_ptr);
		g_ptr = &current_floor_ptr->grid_array[y][x2a + 1];
		place_outer_grid(g_ptr);
	}
	for (x = x1a - 1; x <= x2a + 1; x++)
	{
		g_ptr = &current_floor_ptr->grid_array[y1a - 1][x];
		place_outer_grid(g_ptr);
		g_ptr = &current_floor_ptr->grid_array[y2a + 1][x];
		place_outer_grid(g_ptr);
	}

	/* Place the walls around room "b" */
	for (y = y1b - 1; y <= y2b + 1; y++)
	{
		g_ptr = &current_floor_ptr->grid_array[y][x1b - 1];
		place_outer_grid(g_ptr);
		g_ptr = &current_floor_ptr->grid_array[y][x2b + 1];
		place_outer_grid(g_ptr);
	}
	for (x = x1b - 1; x <= x2b + 1; x++)
	{
		g_ptr = &current_floor_ptr->grid_array[y1b - 1][x];
		place_outer_grid(g_ptr);
		g_ptr = &current_floor_ptr->grid_array[y2b + 1][x];
		place_outer_grid(g_ptr);
	}


	/* Replace the floor for room "a" */
	for (y = y1a; y <= y2a; y++)
	{
		for (x = x1a; x <= x2a; x++)
		{
			g_ptr = &current_floor_ptr->grid_array[y][x];
			place_floor_grid(g_ptr);
		}
	}

	/* Replace the floor for room "b" */
	for (y = y1b; y <= y2b; y++)
	{
		for (x = x1b; x <= x2b; x++)
		{
			g_ptr = &current_floor_ptr->grid_array[y][x];
			place_floor_grid(g_ptr);
		}
	}



	/* Special features (3/4) */
	switch (randint0(4))
	{
		/* Large solid middle pillar */
	case 1:
	{
		for (y = y1b; y <= y2b; y++)
		{
			for (x = x1a; x <= x2a; x++)
			{
				g_ptr = &current_floor_ptr->grid_array[y][x];
				place_inner_grid(g_ptr);
			}
		}
		break;
	}

	/* Inner treasure vault */
	case 2:
	{
		/* Build the vault */
		for (y = y1b; y <= y2b; y++)
		{
			g_ptr = &current_floor_ptr->grid_array[y][x1a];
			place_inner_grid(g_ptr);
			g_ptr = &current_floor_ptr->grid_array[y][x2a];
			place_inner_grid(g_ptr);
		}
		for (x = x1a; x <= x2a; x++)
		{
			g_ptr = &current_floor_ptr->grid_array[y1b][x];
			place_inner_grid(g_ptr);
			g_ptr = &current_floor_ptr->grid_array[y2b][x];
			place_inner_grid(g_ptr);
		}

		/* Place a secret door on the inner room */
		switch (randint0(4))
		{
		case 0: place_secret_door(y1b, xval, DOOR_DEFAULT); break;
		case 1: place_secret_door(y2b, xval, DOOR_DEFAULT); break;
		case 2: place_secret_door(yval, x1a, DOOR_DEFAULT); break;
		case 3: place_secret_door(yval, x2a, DOOR_DEFAULT); break;
		}

		/* Place a treasure in the vault */
		place_object(yval, xval, 0L);

		/* Let's guard the treasure well */
		vault_monsters(yval, xval, randint0(2) + 3);

		/* Traps naturally */
		vault_traps(yval, xval, 4, 4, randint0(3) + 2);

		break;
	}

	/* Something else */
	case 3:
	{
		/* Occasionally pinch the center shut */
		if (one_in_(3))
		{
			/* Pinch the east/west sides */
			for (y = y1b; y <= y2b; y++)
			{
				if (y == yval) continue;
				g_ptr = &current_floor_ptr->grid_array[y][x1a - 1];
				place_inner_grid(g_ptr);
				g_ptr = &current_floor_ptr->grid_array[y][x2a + 1];
				place_inner_grid(g_ptr);
			}

			/* Pinch the north/south sides */
			for (x = x1a; x <= x2a; x++)
			{
				if (x == xval) continue;
				g_ptr = &current_floor_ptr->grid_array[y1b - 1][x];
				place_inner_grid(g_ptr);
				g_ptr = &current_floor_ptr->grid_array[y2b + 1][x];
				place_inner_grid(g_ptr);
			}

			/* Sometimes shut using secret doors */
			if (one_in_(3))
			{
				int door_type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
					one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
					((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);

				place_secret_door(yval, x1a - 1, door_type);
				place_secret_door(yval, x2a + 1, door_type);
				place_secret_door(y1b - 1, xval, door_type);
				place_secret_door(y2b + 1, xval, door_type);
			}
		}

		/* Occasionally put a "plus" in the center */
		else if (one_in_(3))
		{
			g_ptr = &current_floor_ptr->grid_array[yval][xval];
			place_inner_grid(g_ptr);
			g_ptr = &current_floor_ptr->grid_array[y1b][xval];
			place_inner_grid(g_ptr);
			g_ptr = &current_floor_ptr->grid_array[y2b][xval];
			place_inner_grid(g_ptr);
			g_ptr = &current_floor_ptr->grid_array[yval][x1a];
			place_inner_grid(g_ptr);
			g_ptr = &current_floor_ptr->grid_array[yval][x2a];
			place_inner_grid(g_ptr);
		}

		/* Occasionally put a pillar in the center */
		else if (one_in_(3))
		{
			g_ptr = &current_floor_ptr->grid_array[yval][xval];
			place_inner_grid(g_ptr);
		}

		break;
	}
	}

	return TRUE;
}

/*!
* @brief タイプ4の部屋…固定サイズの二重構造部屋を生成する / Type 4 -- Large room with inner features
* @return なし
* @details
* Possible sub-types:\n
*	1 - Just an inner room with one door\n
*	2 - An inner room within an inner room\n
*	3 - An inner room with pillar(s)\n
*	4 - Inner room has a maze\n
*	5 - A set of four inner rooms\n
*/
bool build_type4(void)
{
	POSITION y, x, y1, x1;
	POSITION y2, x2, tmp, yval, xval;
	bool light;
	grid_type *g_ptr;


	/* Find and reserve some space in the dungeon.  Get center of room. */
	if (!find_space(&yval, &xval, 11, 25)) return FALSE;

	/* Choose lite or dark */
	light = ((current_floor_ptr->dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));

	/* Large room */
	y1 = yval - 4;
	y2 = yval + 4;
	x1 = xval - 11;
	x2 = xval + 11;

	/* Place a full floor under the room */
	for (y = y1 - 1; y <= y2 + 1; y++)
	{
		for (x = x1 - 1; x <= x2 + 1; x++)
		{
			g_ptr = &current_floor_ptr->grid_array[y][x];
			place_floor_grid(g_ptr);
			g_ptr->info |= (CAVE_ROOM);
			if (light) g_ptr->info |= (CAVE_GLOW);
		}
	}

	/* Outer Walls */
	for (y = y1 - 1; y <= y2 + 1; y++)
	{
		g_ptr = &current_floor_ptr->grid_array[y][x1 - 1];
		place_outer_grid(g_ptr);
		g_ptr = &current_floor_ptr->grid_array[y][x2 + 1];
		place_outer_grid(g_ptr);
	}
	for (x = x1 - 1; x <= x2 + 1; x++)
	{
		g_ptr = &current_floor_ptr->grid_array[y1 - 1][x];
		place_outer_grid(g_ptr);
		g_ptr = &current_floor_ptr->grid_array[y2 + 1][x];
		place_outer_grid(g_ptr);
	}


	/* The inner room */
	y1 = y1 + 2;
	y2 = y2 - 2;
	x1 = x1 + 2;
	x2 = x2 - 2;

	/* The inner walls */
	for (y = y1 - 1; y <= y2 + 1; y++)
	{
		g_ptr = &current_floor_ptr->grid_array[y][x1 - 1];
		place_inner_grid(g_ptr);
		g_ptr = &current_floor_ptr->grid_array[y][x2 + 1];
		place_inner_grid(g_ptr);
	}
	for (x = x1 - 1; x <= x2 + 1; x++)
	{
		g_ptr = &current_floor_ptr->grid_array[y1 - 1][x];
		place_inner_grid(g_ptr);
		g_ptr = &current_floor_ptr->grid_array[y2 + 1][x];
		place_inner_grid(g_ptr);
	}


	/* Inner room variations */
	switch (randint1(5))
	{
			/* Just an inner room with a monster */
		case 1:
		{
			/* Place a secret door */
			switch (randint1(4))
			{
			case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
			case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
			case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
			case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
			}

			/* Place a monster in the room */
			vault_monsters(yval, xval, 1);

			break;
		}

		/* Treasure Vault (with a door) */
		case 2:
		{
			/* Place a secret door */
			switch (randint1(4))
			{
			case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
			case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
			case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
			case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
			}

			/* Place another inner room */
			for (y = yval - 1; y <= yval + 1; y++)
			{
				for (x = xval - 1; x <= xval + 1; x++)
				{
					if ((x == xval) && (y == yval)) continue;
					g_ptr = &current_floor_ptr->grid_array[y][x];
					place_inner_grid(g_ptr);
				}
			}

			/* Place a locked door on the inner room */
			switch (randint1(4))
			{
			case 1: place_locked_door(yval - 1, xval); break;
			case 2: place_locked_door(yval + 1, xval); break;
			case 3: place_locked_door(yval, xval - 1); break;
			case 4: place_locked_door(yval, xval + 1); break;
			}

			/* Monsters to guard the "treasure" */
			vault_monsters(yval, xval, randint1(3) + 2);

			/* Object (80%) */
			if (randint0(100) < 80)
			{
				place_object(yval, xval, 0L);
			}

			/* Stairs (20%) */
			else
			{
				place_random_stairs(yval, xval);
			}

			/* Traps to protect the treasure */
			vault_traps(yval, xval, 4, 10, 2 + randint1(3));

			break;
		}

		/* Inner pillar(s). */
		case 3:
		{
			/* Place a secret door */
			switch (randint1(4))
			{
			case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
			case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
			case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
			case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
			}

			/* Large Inner Pillar */
			for (y = yval - 1; y <= yval + 1; y++)
			{
				for (x = xval - 1; x <= xval + 1; x++)
				{
					g_ptr = &current_floor_ptr->grid_array[y][x];
					place_inner_grid(g_ptr);
				}
			}

			/* Occasionally, two more Large Inner Pillars */
			if (one_in_(2))
			{
				tmp = randint1(2);
				for (y = yval - 1; y <= yval + 1; y++)
				{
					for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)
					{
						g_ptr = &current_floor_ptr->grid_array[y][x];
						place_inner_grid(g_ptr);
					}
					for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)
					{
						g_ptr = &current_floor_ptr->grid_array[y][x];
						place_inner_grid(g_ptr);
					}
				}
			}

			/* Occasionally, some Inner rooms */
			if (one_in_(3))
			{
				int door_type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
					one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
					((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);

				/* Long horizontal walls */
				for (x = xval - 5; x <= xval + 5; x++)
				{
					g_ptr = &current_floor_ptr->grid_array[yval - 1][x];
					place_inner_grid(g_ptr);
					g_ptr = &current_floor_ptr->grid_array[yval + 1][x];
					place_inner_grid(g_ptr);
				}

				/* Close off the left/right edges */
				g_ptr = &current_floor_ptr->grid_array[yval][xval - 5];
				place_inner_grid(g_ptr);
				g_ptr = &current_floor_ptr->grid_array[yval][xval + 5];
				place_inner_grid(g_ptr);

				/* Secret doors (random top/bottom) */
				place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type);
				place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type);

				/* Monsters */
				vault_monsters(yval, xval - 2, randint1(2));
				vault_monsters(yval, xval + 2, randint1(2));

				/* Objects */
				if (one_in_(3)) place_object(yval, xval - 2, 0L);
				if (one_in_(3)) place_object(yval, xval + 2, 0L);
			}

			break;
		}

		/* Maze inside. */
		case 4:
		{
			/* Place a secret door */
			switch (randint1(4))
			{
			case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
			case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
			case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
			case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
			}

			/* Maze (really a checkerboard) */
			for (y = y1; y <= y2; y++)
			{
				for (x = x1; x <= x2; x++)
				{
					if (0x1 & (x + y))
					{
						g_ptr = &current_floor_ptr->grid_array[y][x];
						place_inner_grid(g_ptr);
					}
				}
			}

			/* Monsters just love mazes. */
			vault_monsters(yval, xval - 5, randint1(3));
			vault_monsters(yval, xval + 5, randint1(3));

			/* Traps make them entertaining. */
			vault_traps(yval, xval - 3, 2, 8, randint1(3));
			vault_traps(yval, xval + 3, 2, 8, randint1(3));

			/* Mazes should have some treasure too. */
			vault_objects(yval, xval, 3);

			break;
		}

		/* Four small rooms. */
		case 5:
		{
			int door_type = ((d_info[p_ptr->dungeon_idx].flags1 & DF1_CURTAIN) &&
				one_in_((d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
				((d_info[p_ptr->dungeon_idx].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);

			/* Inner "cross" */
			for (y = y1; y <= y2; y++)
			{
				g_ptr = &current_floor_ptr->grid_array[y][xval];
				place_inner_grid(g_ptr);
			}
			for (x = x1; x <= x2; x++)
			{
				g_ptr = &current_floor_ptr->grid_array[yval][x];
				place_inner_grid(g_ptr);
			}

			/* Doors into the rooms */
			if (randint0(100) < 50)
			{
				int i = randint1(10);
				place_secret_door(y1 - 1, xval - i, door_type);
				place_secret_door(y1 - 1, xval + i, door_type);
				place_secret_door(y2 + 1, xval - i, door_type);
				place_secret_door(y2 + 1, xval + i, door_type);
			}
			else
			{
				int i = randint1(3);
				place_secret_door(yval + i, x1 - 1, door_type);
				place_secret_door(yval - i, x1 - 1, door_type);
				place_secret_door(yval + i, x2 + 1, door_type);
				place_secret_door(yval - i, x2 + 1, door_type);
			}

			/* Treasure, centered at the center of the cross */
			vault_objects(yval, xval, 2 + randint1(2));

			/* Gotta have some monsters. */
			vault_monsters(yval + 1, xval - 4, randint1(4));
			vault_monsters(yval + 1, xval + 4, randint1(4));
			vault_monsters(yval - 1, xval - 4, randint1(4));
			vault_monsters(yval - 1, xval + 4, randint1(4));

			break;
		}
	}

	return TRUE;
}


/*!
* @brief タイプ11の部屋…円形部屋の生成 / Type 11 -- Build an vertical oval room.
* @return なし
* @details
* For every grid in the possible square, check the distance.\n
* If it's less than the radius, make it a room square.\n
*\n
* When done fill from the inside to find the walls,\n
*/
bool build_type11(void)
{
	POSITION rad, x, y, x0, y0;
	int light = FALSE;

	/* Occasional light */
	if ((randint1(current_floor_ptr->dun_level) <= 15) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;

	rad = randint0(9);

	/* Find and reserve some space in the dungeon.  Get center of room. */
	if (!find_space(&y0, &x0, rad * 2 + 1, rad * 2 + 1)) return FALSE;

	/* Make circular floor */
	for (x = x0 - rad; x <= x0 + rad; x++)
	{
		for (y = y0 - rad; y <= y0 + rad; y++)
		{
			if (distance(y0, x0, y, x) <= rad - 1)
			{
				/* inside- so is floor */
				place_floor_bold(y, x);
			}
			else if (distance(y0, x0, y, x) <= rad + 1)
			{
				/* make granite outside so arena works */
				place_extra_bold(y, x);
			}
		}
	}

	/* Find visible outer walls and set to be FEAT_OUTER */
	add_outer_wall(x0, y0, light, x0 - rad, y0 - rad, x0 + rad, y0 + rad);

	return TRUE;
}


/*!
* @brief タイプ12の部屋…ドーム型部屋の生成 / Type 12 -- Build crypt room.
* @return なし
* @details
* For every grid in the possible square, check the (fake) distance.\n
* If it's less than the radius, make it a room square.\n
*\n
* When done fill from the inside to find the walls,\n
*/
bool build_type12(void)
{
	POSITION rad, x, y, x0, y0;
	int light = FALSE;
	bool emptyflag = TRUE;

	/* Make a random metric */
	POSITION h1, h2, h3, h4;
	h1 = randint1(32) - 16;
	h2 = randint1(16);
	h3 = randint1(32);
	h4 = randint1(32) - 16;

	/* Occasional light */
	if ((randint1(current_floor_ptr->dun_level) <= 5) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) light = TRUE;

	rad = randint1(9);

	/* Find and reserve some space in the dungeon.  Get center of room. */
	if (!find_space(&y0, &x0, rad * 2 + 3, rad * 2 + 3)) return FALSE;

	/* Make floor */
	for (x = x0 - rad; x <= x0 + rad; x++)
	{
		for (y = y0 - rad; y <= y0 + rad; y++)
		{
			/* clear room flag */
			current_floor_ptr->grid_array[y][x].info &= ~(CAVE_ROOM);

			if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
			{
				/* inside - so is floor */
				place_floor_bold(y, x);
			}
			else if (distance(y0, x0, y, x) < 3)
			{
				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, light, x0 - rad - 1, y0 - rad - 1,
		x0 + rad + 1, y0 + rad + 1);

	/* Check to see if there is room for an inner vault */
	for (x = x0 - 2; x <= x0 + 2; x++)
	{
		for (y = y0 - 2; y <= y0 + 2; y++)
		{
			if (!is_floor_bold(y, x))
			{
				/* Wall in the way */
				emptyflag = FALSE;
			}
		}
	}

	if (emptyflag && one_in_(2))
	{
		/* Build the vault */
		build_small_room(x0, y0);

		/* Place a treasure in the vault */
		place_object(y0, x0, 0L);

		/* Let's guard the treasure well */
		vault_monsters(y0, x0, randint0(2) + 3);

		/* Traps naturally */
		vault_traps(y0, x0, 4, 4, randint0(3) + 2);
	}

	return TRUE;
}

