2 * @brief ダンジョン生成に利用する関数群 / Used by dungeon generation.
5 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
10 * Purpose: This file holds all the
11 * functions that are applied to a level after the rest has been
12 * generated, ie streams and level destruction.
15 #include "floor/floor-streams.h"
16 #include "dungeon/dungeon-flag-types.h"
17 #include "dungeon/dungeon.h"
18 #include "flavor/flavor-describer.h"
19 #include "flavor/object-flavor-types.h"
20 #include "floor/cave.h"
21 #include "floor/floor-generator-util.h"
22 #include "floor/floor-generator.h"
23 #include "floor/floor-object.h"
24 #include "floor/geometry.h"
25 #include "game-option/birth-options.h"
26 #include "game-option/cheat-options.h"
27 #include "game-option/cheat-types.h"
28 #include "grid/feature.h"
29 #include "grid/grid.h"
30 #include "monster-race/monster-race.h"
31 #include "monster/monster-info.h"
32 #include "room/lake-types.h"
33 #include "spell-kind/spells-floor.h"
34 #include "system/artifact-type-definition.h"
35 #include "system/dungeon-data-definition.h"
36 #include "system/floor-type-definition.h"
37 #include "system/grid-type-definition.h"
38 #include "system/monster-race-definition.h"
39 #include "system/monster-type-definition.h"
40 #include "system/player-type-definition.h"
41 #include "util/bit-flags-calculator.h"
42 #include "view/display-messages.h"
43 #include "wizard/wizard-messages.h"
46 * @brief 再帰フラクタルアルゴリズムによりダンジョン内に川を配置する /
47 * Recursive fractal algorithm to place water through the dungeon.
52 * @param feat1 中央部地形ID
53 * @param feat2 境界部地形ID
56 static void recursive_river(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX feat1, FEAT_IDX feat2, POSITION width)
58 POSITION dx, dy, length, l, x, y;
59 POSITION changex, changey;
64 length = distance(x1, y1, x2, y2);
68 * Divide path in half and call routine twice.
69 * There is a small chance of splitting the river
75 /* perturbation perpendicular to path */
76 changex = randint1(abs(dy)) * 2 - abs(dy);
82 /* perturbation perpendicular to path */
83 changey = randint1(abs(dx)) * 2 - abs(dx);
88 if (!in_bounds(floor_ptr, y1 + dy + changey, x1 + dx + changex)) {
93 /* construct river out of two smaller ones */
94 recursive_river(floor_ptr, x1, y1, x1 + dx + changex, y1 + dy + changey, feat1, feat2, width);
95 recursive_river(floor_ptr, x1 + dx + changex, y1 + dy + changey, x2, y2, feat1, feat2, width);
97 /* Split the river some of the time - junctions look cool */
98 if (one_in_(DUN_WAT_CHG) && (width > 0)) {
99 recursive_river(floor_ptr, x1 + dx + changex, y1 + dy + changey, x1 + 8 * (dx + changex), y1 + 8 * (dy + changey), feat1, feat2, width - 1);
102 /* Actually build the river */
103 for (l = 0; l < length; l++) {
104 x = x1 + l * (x2 - x1) / length;
105 y = y1 + l * (y2 - y1) / length;
110 for (ty = y - width - 1; ty <= y + width + 1; ty++) {
111 for (tx = x - width - 1; tx <= x + width + 1; tx++) {
112 if (!in_bounds2(floor_ptr, ty, tx)) {
116 g_ptr = &floor_ptr->grid_array[ty][tx];
118 if (g_ptr->feat == feat1) {
121 if (g_ptr->feat == feat2) {
125 if (distance(ty, tx, y, x) > rand_spread(width, 1)) {
129 /* Do not convert permanent features */
130 if (g_ptr->cave_has_flag(FloorFeatureType::PERMANENT)) {
135 * Clear previous contents, add feature
136 * The border mainly gets feat2, while the center gets feat1
138 if (distance(ty, tx, y, x) > width) {
144 /* Clear garbage of hidden trap or door */
147 /* Lava terrain glows */
148 if (f_info[feat1].flags.has(FloorFeatureType::LAVA)) {
149 if (d_info[floor_ptr->dungeon_idx].flags.has_not(DungeonFeatureType::DARKNESS)) {
150 g_ptr->info |= CAVE_GLOW;
154 /* Hack -- don't teleport here */
155 g_ptr->info |= CAVE_ICKY;
166 * @brief ランダムに川/溶岩流をダンジョンに配置する /
167 * Places water /lava through dungeon.
168 * @param feat1 中央部地形ID
169 * @param feat2 境界部地形ID
171 void add_river(floor_type *floor_ptr, dun_data_type *dd_ptr)
173 dungeon_type *dungeon_ptr;
175 POSITION y1 = 0, x1 = 0;
177 FEAT_IDX feat1 = 0, feat2 = 0;
179 dungeon_ptr = &d_info[floor_ptr->dungeon_idx];
181 /* Choose water mainly */
182 if ((randint1(MAX_DEPTH * 2) - 1 > floor_ptr->dun_level) && dungeon_ptr->flags.has(DungeonFeatureType::WATER_RIVER)) {
183 feat1 = feat_deep_water;
184 feat2 = feat_shallow_water;
187 FEAT_IDX select_deep_feat[10];
188 FEAT_IDX select_shallow_feat[10];
189 int select_id_max = 0, selected;
191 if (dungeon_ptr->flags.has(DungeonFeatureType::LAVA_RIVER)) {
192 select_deep_feat[select_id_max] = feat_deep_lava;
193 select_shallow_feat[select_id_max] = feat_shallow_lava;
196 if (dungeon_ptr->flags.has(DungeonFeatureType::POISONOUS_RIVER)) {
197 select_deep_feat[select_id_max] = feat_deep_poisonous_puddle;
198 select_shallow_feat[select_id_max] = feat_shallow_poisonous_puddle;
201 if (dungeon_ptr->flags.has(DungeonFeatureType::ACID_RIVER)) {
202 select_deep_feat[select_id_max] = feat_deep_acid_puddle;
203 select_shallow_feat[select_id_max] = feat_shallow_acid_puddle;
207 if (select_id_max > 0) {
208 selected = randint0(select_id_max);
209 feat1 = select_deep_feat[selected];
210 feat2 = select_shallow_feat[selected];
217 auto *f_ptr = &f_info[feat1];
219 /* Only add river if matches lake type or if have no lake at all */
220 if (!(((dd_ptr->laketype == LAKE_T_LAVA) && f_ptr->flags.has(FloorFeatureType::LAVA)) || ((dd_ptr->laketype == LAKE_T_WATER) && f_ptr->flags.has(FloorFeatureType::WATER)) || !dd_ptr->laketype)) {
225 /* Hack -- Choose starting point */
226 y2 = randint1(floor_ptr->height / 2 - 2) + floor_ptr->height / 2;
227 x2 = randint1(floor_ptr->width / 2 - 2) + floor_ptr->width / 2;
229 /* Hack -- Choose ending point somewhere on boundary */
230 switch (randint1(4)) {
233 x1 = randint1(floor_ptr->width - 2) + 1;
240 y1 = randint1(floor_ptr->height - 2) + 1;
245 x1 = floor_ptr->width - 1;
246 y1 = randint1(floor_ptr->height - 2) + 1;
250 /* bottom boundary */
251 x1 = randint1(floor_ptr->width - 2) + 1;
252 y1 = floor_ptr->height - 1;
257 wid = randint1(DUN_WAT_RNG);
258 recursive_river(floor_ptr, x1, y1, x2, y2, feat1, feat2, wid);
260 /* Hack - Save the location as a "room" */
261 if (dd_ptr->cent_n < CENT_MAX) {
262 dd_ptr->cent[dd_ptr->cent_n].y = y2;
263 dd_ptr->cent[dd_ptr->cent_n].x = x2;
269 * @brief ダンジョンの壁部にストリーマー(地質の変化)を与える /
270 * Places "streamers" of rock through dungeon
271 * @param player_ptr プレイヤーへの参照ポインタ
272 * @param feat ストリーマー地形ID
276 * Note that their are actually six different terrain features used
277 * to represent streamers. Three each of magma and quartz, one for
278 * basic vein, one with hidden gold, and one with known gold. The
279 * hidden gold types are currently unused.
282 void build_streamer(PlayerType *player_ptr, FEAT_IDX feat, int chance)
285 POSITION y, x, tx, ty;
292 feature_type *streamer_ptr = &f_info[feat];
293 bool streamer_is_wall = streamer_ptr->flags.has(FloorFeatureType::WALL) && streamer_ptr->flags.has_not(FloorFeatureType::PERMANENT);
294 bool streamer_may_have_gold = streamer_ptr->flags.has(FloorFeatureType::MAY_HAVE_GOLD);
296 /* Hack -- Choose starting point */
297 auto *floor_ptr = player_ptr->current_floor_ptr;
298 y = rand_spread(floor_ptr->height / 2, floor_ptr->height / 6);
299 x = rand_spread(floor_ptr->width / 2, floor_ptr->width / 6);
301 /* Choose a random compass direction */
304 /* Place streamer into dungeon */
305 while (dummy < SAFE_MAX_ATTEMPTS) {
308 /* One grid per density */
309 for (i = 0; i < DUN_STR_DEN; i++) {
312 /* Pick a nearby grid */
314 ty = rand_spread(y, d);
315 tx = rand_spread(x, d);
316 if (!in_bounds2(floor_ptr, ty, tx)) {
321 g_ptr = &floor_ptr->grid_array[ty][tx];
322 f_ptr = &f_info[g_ptr->feat];
324 if (f_ptr->flags.has(FloorFeatureType::MOVE) && f_ptr->flags.has_any_of({ FloorFeatureType::WATER, FloorFeatureType::LAVA })) {
328 /* Do not convert permanent features */
329 if (f_ptr->flags.has(FloorFeatureType::PERMANENT)) {
333 /* Only convert "granite" walls */
334 if (streamer_is_wall) {
335 if (!g_ptr->is_extra() && !g_ptr->is_inner() && !g_ptr->is_outer() && !g_ptr->is_solid()) {
338 if (is_closed_door(player_ptr, g_ptr->feat)) {
343 if (g_ptr->m_idx && !(streamer_ptr->flags.has(FloorFeatureType::PLACE) && monster_can_cross_terrain(player_ptr, feat, &r_info[floor_ptr->m_list[g_ptr->m_idx].r_idx], 0))) {
344 /* Delete the monster (if any) */
345 delete_monster(player_ptr, ty, tx);
348 if (!g_ptr->o_idx_list.empty() && streamer_ptr->flags.has_not(FloorFeatureType::DROP)) {
350 /* Scan all objects in the grid */
351 for (const auto this_o_idx : g_ptr->o_idx_list) {
352 auto *o_ptr = &floor_ptr->o_list[this_o_idx];
354 /* Hack -- Preserve unknown artifacts */
355 if (o_ptr->is_fixed_artifact()) {
356 /* Mega-Hack -- Preserve the artifact */
357 a_info[o_ptr->fixed_artifact_idx].cur_num = 0;
360 GAME_TEXT o_name[MAX_NLEN];
361 describe_flavor(player_ptr, o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
362 msg_format(_("伝説のアイテム (%s) はストリーマーにより削除された。", "Artifact (%s) was deleted by streamer."), o_name);
364 } else if (cheat_peek && o_ptr->art_name) {
365 msg_print(_("ランダム・アーティファクトの1つはストリーマーにより削除された。", "One of the random artifacts was deleted by streamer."));
369 delete_all_items_from_floor(player_ptr, ty, tx);
372 /* Clear previous contents, add proper vein type */
375 /* Paranoia: Clear mimic field */
378 if (streamer_may_have_gold) {
379 /* Hack -- Add some known treasure */
380 if (one_in_(chance)) {
381 cave_alter_feat(player_ptr, ty, tx, FloorFeatureType::MAY_HAVE_GOLD);
384 /* Hack -- Add some hidden treasure */
385 else if (one_in_(chance / 4)) {
386 cave_alter_feat(player_ptr, ty, tx, FloorFeatureType::MAY_HAVE_GOLD);
387 cave_alter_feat(player_ptr, ty, tx, FloorFeatureType::ENSECRET);
392 if (dummy >= SAFE_MAX_ATTEMPTS) {
393 msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("地形のストリーマー処理に失敗しました。", "Failed to place streamer."));
397 /* Advance the streamer */
405 dir = (dir > 0) ? dir - 1 : 7;
409 /* Quit before leaving the dungeon */
410 if (!in_bounds(floor_ptr, y, x)) {
417 * @brief ダンジョンの指定位置近辺に森林を配置する /
418 * Places "streamers" of rock through dungeon
423 * Put trees near a hole in the dungeon roof (rubble on ground + up stairway)
424 * This happens in real world lava tubes.
427 void place_trees(PlayerType *player_ptr, POSITION x, POSITION y)
432 /* place trees/ rubble in ovalish distribution */
433 auto *floor_ptr = player_ptr->current_floor_ptr;
434 for (i = x - 3; i < x + 4; i++) {
435 for (j = y - 3; j < y + 4; j++) {
436 if (!in_bounds(floor_ptr, j, i)) {
439 g_ptr = &floor_ptr->grid_array[j][i];
441 if (g_ptr->info & CAVE_ICKY) {
444 if (!g_ptr->o_idx_list.empty()) {
448 /* Want square to be in the circle and accessable. */
449 if ((distance(j, i, y, x) < 4) && !g_ptr->cave_has_flag(FloorFeatureType::PERMANENT)) {
451 * Clear previous contents, add feature
452 * The border mainly gets trees, while the center gets rubble
454 if ((distance(j, i, y, x) > 1) || (randint1(100) < 25)) {
455 if (randint1(100) < 75) {
456 floor_ptr->grid_array[j][i].feat = feat_tree;
459 floor_ptr->grid_array[j][i].feat = feat_rubble;
462 /* Clear garbage of hidden trap or door */
465 /* Light area since is open above */
466 if (d_info[player_ptr->dungeon_idx].flags.has_not(DungeonFeatureType::DARKNESS)) {
467 floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_ROOM);
473 /* No up stairs in ironman mode */
474 if (!ironman_downward && one_in_(3)) {
476 floor_ptr->grid_array[y][x].feat = feat_up_stair;
481 * @brief ダンジョンに*破壊*済み地形ランダムに施す /
482 * Build a destroyed level
484 void destroy_level(PlayerType *player_ptr)
486 msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("階に*破壊*の痕跡を生成しました。", "Destroyed Level."));
488 /* Drop a few epi-centers (usually about two) */
490 auto *floor_ptr = player_ptr->current_floor_ptr;
491 for (int n = 0; n < randint1(5); n++) {
492 /* Pick an epi-center */
493 x1 = rand_range(5, floor_ptr->width - 1 - 5);
494 y1 = rand_range(5, floor_ptr->height - 1 - 5);
496 (void)destroy_area(player_ptr, y1, x1, 15, true);