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 "flavor/flavor-describer.h"
18 #include "flavor/object-flavor-types.h"
19 #include "floor/cave.h"
20 #include "floor/floor-generator-util.h"
21 #include "floor/floor-generator.h"
22 #include "floor/floor-object.h"
23 #include "floor/geometry.h"
24 #include "game-option/birth-options.h"
25 #include "game-option/cheat-options.h"
26 #include "game-option/cheat-types.h"
27 #include "grid/feature.h"
28 #include "grid/grid.h"
29 #include "monster-race/monster-race.h"
30 #include "monster/monster-info.h"
31 #include "room/lake-types.h"
32 #include "spell-kind/spells-floor.h"
33 #include "system/artifact-type-definition.h"
34 #include "system/dungeon-data-definition.h"
35 #include "system/dungeon-info.h"
36 #include "system/floor-type-definition.h"
37 #include "system/grid-type-definition.h"
38 #include "system/item-entity.h"
39 #include "system/monster-entity.h"
40 #include "system/monster-race-info.h"
41 #include "system/player-type-definition.h"
42 #include "system/terrain-type-definition.h"
43 #include "util/bit-flags-calculator.h"
44 #include "view/display-messages.h"
45 #include "wizard/wizard-messages.h"
48 * @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 /
49 * Recursive fractal algorithm to place water through the dungeon.
54 * @param feat1 中央部地形ID
55 * @param feat2 境界部地形ID
58 static void recursive_river(FloorType *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX feat1, FEAT_IDX feat2, POSITION width)
60 POSITION dx, dy, length, l, x, y;
61 POSITION changex, changey;
66 length = distance(x1, y1, x2, y2);
70 * Divide path in half and call routine twice.
71 * There is a small chance of splitting the river
77 /* perturbation perpendicular to path */
78 changex = randint1(abs(dy)) * 2 - abs(dy);
84 /* perturbation perpendicular to path */
85 changey = randint1(abs(dx)) * 2 - abs(dx);
90 if (!in_bounds(floor_ptr, y1 + dy + changey, x1 + dx + changex)) {
95 /* construct river out of two smaller ones */
96 recursive_river(floor_ptr, x1, y1, x1 + dx + changex, y1 + dy + changey, feat1, feat2, width);
97 recursive_river(floor_ptr, x1 + dx + changex, y1 + dy + changey, x2, y2, feat1, feat2, width);
99 /* Split the river some of the time - junctions look cool */
100 constexpr auto chance_river_junction = 50;
101 if (one_in_(chance_river_junction) && (width > 0)) {
102 recursive_river(floor_ptr, x1 + dx + changex, y1 + dy + changey, x1 + 8 * (dx + changex), y1 + 8 * (dy + changey), feat1, feat2, width - 1);
105 /* Actually build the river */
106 const auto &terrains = TerrainList::get_instance();
107 for (l = 0; l < length; l++) {
108 x = x1 + l * (x2 - x1) / length;
109 y = y1 + l * (y2 - y1) / length;
114 for (ty = y - width - 1; ty <= y + width + 1; ty++) {
115 for (tx = x - width - 1; tx <= x + width + 1; tx++) {
116 if (!in_bounds2(floor_ptr, ty, tx)) {
120 g_ptr = &floor_ptr->grid_array[ty][tx];
122 if (g_ptr->feat == feat1) {
125 if (g_ptr->feat == feat2) {
129 if (distance(ty, tx, y, x) > rand_spread(width, 1)) {
133 /* Do not convert permanent features */
134 if (g_ptr->cave_has_flag(TerrainCharacteristics::PERMANENT)) {
139 * Clear previous contents, add feature
140 * The border mainly gets feat2, while the center gets feat1
142 if (distance(ty, tx, y, x) > width) {
148 /* Clear garbage of hidden trap or door */
151 /* Lava terrain glows */
152 if (terrains[feat1].flags.has(TerrainCharacteristics::LAVA)) {
153 if (floor_ptr->get_dungeon_definition().flags.has_not(DungeonFeatureType::DARKNESS)) {
154 g_ptr->info |= CAVE_GLOW;
158 /* Hack -- don't teleport here */
159 g_ptr->info |= CAVE_ICKY;
170 * @brief ランダムに川/溶岩流をダンジョンに配置する /
171 * Places water /lava through dungeon.
172 * @param feat1 中央部地形ID
173 * @param feat2 境界部地形ID
175 void add_river(FloorType *floor_ptr, dun_data_type *dd_ptr)
180 const auto &dungeon = floor_ptr->get_dungeon_definition();
182 /* Choose water mainly */
183 if ((randint1(MAX_DEPTH * 2) - 1 > floor_ptr->dun_level) && dungeon.flags.has(DungeonFeatureType::WATER_RIVER)) {
184 feat1 = feat_deep_water;
185 feat2 = feat_shallow_water;
188 short select_deep_feat[10]{};
189 short select_shallow_feat[10]{};
190 auto select_id_max = 0;
191 if (dungeon.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.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.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 const auto selected = randint0(select_id_max);
209 feat1 = select_deep_feat[selected];
210 feat2 = select_shallow_feat[selected];
217 const auto &terrain = TerrainList::get_instance()[feat1];
218 auto is_lava = dd_ptr->laketype == LAKE_T_LAVA;
219 is_lava &= terrain.flags.has(TerrainCharacteristics::LAVA);
220 auto is_water = dd_ptr->laketype == LAKE_T_WATER;
221 is_water &= terrain.flags.has(TerrainCharacteristics::WATER);
222 const auto should_add_river = !is_lava && !is_water && (dd_ptr->laketype != 0);
223 if (should_add_river) {
228 /* Hack -- Choose starting point */
229 const auto y2 = randint1(floor_ptr->height / 2 - 2) + floor_ptr->height / 2;
230 const auto x2 = randint1(floor_ptr->width / 2 - 2) + floor_ptr->width / 2;
232 /* Hack -- Choose ending point somewhere on boundary */
235 switch (randint1(4)) {
238 x1 = randint1(floor_ptr->width - 2) + 1;
245 y1 = randint1(floor_ptr->height - 2) + 1;
250 x1 = floor_ptr->width - 1;
251 y1 = randint1(floor_ptr->height - 2) + 1;
255 /* bottom boundary */
256 x1 = randint1(floor_ptr->width - 2) + 1;
257 y1 = floor_ptr->height - 1;
262 constexpr auto width_rivers = 2;
263 const auto wid = randint1(width_rivers);
264 recursive_river(floor_ptr, x1, y1, x2, y2, feat1, feat2, wid);
266 /* Hack - Save the location as a "room" */
267 if (dd_ptr->cent_n < CENT_MAX) {
268 dd_ptr->cent[dd_ptr->cent_n].y = y2;
269 dd_ptr->cent[dd_ptr->cent_n].x = x2;
275 * @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 /
276 * Places "streamers" of rock through dungeon
277 * @param player_ptr プレイヤーへの参照ポインタ
278 * @param feat ストリーマー地形ID
282 * Note that their are actually six different terrain features used
283 * to represent streamers. Three each of magma and quartz, one for
284 * basic vein, one with hidden gold, and one with known gold. The
285 * hidden gold types are currently unused.
288 void build_streamer(PlayerType *player_ptr, FEAT_IDX feat, int chance)
290 const auto &streamer = TerrainList::get_instance()[feat];
291 bool streamer_is_wall = streamer.flags.has(TerrainCharacteristics::WALL) && streamer.flags.has_not(TerrainCharacteristics::PERMANENT);
292 bool streamer_may_have_gold = streamer.flags.has(TerrainCharacteristics::MAY_HAVE_GOLD);
294 /* Hack -- Choose starting point */
295 auto &floor = *player_ptr->current_floor_ptr;
296 auto y = rand_spread(floor.height / 2, floor.height / 6);
297 auto x = rand_spread(floor.width / 2, floor.width / 6);
299 /* Choose a random compass direction */
300 auto dir = randint0(8);
302 /* Place streamer into dungeon */
304 while (dummy < SAFE_MAX_ATTEMPTS) {
307 /* One grid per density */
308 constexpr auto stream_density = 5;
309 for (auto i = 0; i < stream_density; i++) {
310 constexpr auto stream_width = 5;
311 int d = stream_width;
313 /* Pick a nearby grid */
316 pos.y = rand_spread(y, d);
317 pos.x = rand_spread(x, d);
318 if (!in_bounds2(&floor, pos.y, pos.x)) {
324 auto &grid = floor.get_grid(pos);
325 const auto &terrain = grid.get_terrain();
326 if (terrain.flags.has(TerrainCharacteristics::MOVE) && terrain.flags.has_any_of({ TerrainCharacteristics::WATER, TerrainCharacteristics::LAVA })) {
330 /* Do not convert permanent features */
331 if (terrain.flags.has(TerrainCharacteristics::PERMANENT)) {
335 /* Only convert "granite" walls */
336 if (streamer_is_wall) {
337 if (!grid.is_extra() && !grid.is_inner() && !grid.is_outer() && !grid.is_solid()) {
340 if (is_closed_door(player_ptr, grid.feat)) {
345 auto *r_ptr = &monraces_info[floor.m_list[grid.m_idx].r_idx];
346 if (grid.has_monster() && !(streamer.flags.has(TerrainCharacteristics::PLACE) && monster_can_cross_terrain(player_ptr, feat, r_ptr, 0))) {
347 /* Delete the monster (if any) */
348 delete_monster(player_ptr, pos.y, pos.x);
351 if (!grid.o_idx_list.empty() && streamer.flags.has_not(TerrainCharacteristics::DROP)) {
353 /* Scan all objects in the grid */
354 for (const auto this_o_idx : grid.o_idx_list) {
355 auto *o_ptr = &floor.o_list[this_o_idx];
357 /* Hack -- Preserve unknown artifacts */
358 if (o_ptr->is_fixed_artifact()) {
359 o_ptr->get_fixed_artifact().is_generated = false;
361 const auto item_name = describe_flavor(player_ptr, 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."), item_name.data());
364 } else if (cheat_peek && o_ptr->is_random_artifact()) {
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, pos.y, pos.x);
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, pos.y, pos.x, TerrainCharacteristics::MAY_HAVE_GOLD);
384 /* Hack -- Add some hidden treasure */
385 else if (one_in_(chance / 4)) {
386 cave_alter_feat(player_ptr, pos.y, pos.x, TerrainCharacteristics::MAY_HAVE_GOLD);
387 cave_alter_feat(player_ptr, pos.y, pos.x, TerrainCharacteristics::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, 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(TerrainCharacteristics::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 (floor_ptr->get_dungeon_definition().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);