3 * @brief ダンジョンの生成 / Dungeon generation
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen. \n
12 * Note that Level generation is *not* an important bottleneck,\n
13 * though it can be annoyingly slow on older machines... Thus\n
14 * we emphasize "simplicity" and "correctness" over "speed".\n
16 * This entire file is only needed for generating levels.\n
17 * This may allow smart compilers to only load it when needed.\n
19 * Consider the "v_info.txt" file for vault generation.\n
21 * In this file, we use the "special" granite and perma-wall sub-types,\n
22 * where "basic" is normal, "inner" is inside a room, "outer" is the\n
23 * outer wall of a room, and "solid" is the outer wall of the dungeon\n
24 * or any walls that may not be pierced by corridors. Thus the only\n
25 * wall type that may be pierced by a corridor is the "outer granite"\n
26 * type. The "basic granite" type yields the "actual" corridors.\n
28 * Note that we use the special "solid" granite wall type to prevent\n
29 * multiple corridors from piercing a wall in two adjacent locations,\n
30 * which would be messy, and we use the special "outer" granite wall\n
31 * to indicate which walls "surround" rooms, and may thus be "pierced"\n
32 * by corridors entering or leaving the room.\n
34 * Note that a tunnel which attempts to leave a room near the "edge"\n
35 * of the dungeon in a direction toward that edge will cause "silly"\n
36 * wall piercings, but will have no permanently incorrect effects,\n
37 * as long as the tunnel can *eventually* exit from another side.\n
38 * And note that the wall may not come back into the room by the\n
39 * hole it left through, so it must bend to the left or right and\n
40 * then optionally re-enter the room (at least 2 grids away). This\n
41 * is not a problem since every room that is large enough to block\n
42 * the passage of tunnels is also large enough to allow the tunnel\n
43 * to pierce the room itself several times.\n
45 * Note that no two corridors may enter a room through adjacent grids,\n
46 * they must either share an entryway or else use entryways at least\n
47 * two grids apart. This prevents "large" (or "silly") doorways.\n
49 * To create rooms in the dungeon, we first divide the dungeon up\n
50 * into "blocks" of 11x11 grids each, and require that all rooms\n
51 * occupy a rectangular group of blocks. As long as each room type\n
52 * reserves a sufficient number of blocks, the room building routines\n
53 * will not need to check bounds. Note that most of the normal rooms\n
54 * actually only use 23x11 grids, and so reserve 33x11 grids.\n
56 * Note that the use of 11x11 blocks (instead of the old 33x11 blocks)\n
57 * allows more variability in the horizontal placement of rooms, and\n
58 * at the same time has the disadvantage that some rooms (two thirds\n
59 * of the normal rooms) may be "split" by panel boundaries. This can\n
60 * induce a situation where a player is in a room and part of the room\n
61 * is off the screen. It may be annoying enough to go back to 33x11\n
62 * blocks to prevent this visual situation.\n
64 * Note that the dungeon generation routines are much different (2.7.5)\n
65 * and perhaps "DUN_ROOMS" should be less than 50.\n
67 * Note that it is possible to create a room which is only\n
68 * connected to itself, because the "tunnel generation" code allows a\n
69 * tunnel to leave a room, wander around, and then re-enter the room.\n
71 * Note that it is possible to create a set of rooms which\n
72 * are only connected to other rooms in that set, since there is nothing\n
73 * explicit in the code to prevent this from happening. But this is less\n
74 * likely than the "isolated room" problem, because each room attempts to\n
75 * connect to another room, in a giant cycle, thus requiring at least two\n
76 * bizarre occurances to create an isolated section of the dungeon.\n
78 * Note that (2.7.9) monster pits have been split into monster "nests"\n
79 * and monster "pits". The "nests" have a collection of monsters of a\n
80 * given type strewn randomly around the room (jelly, animal, or undead),\n
81 * while the "pits" have a collection of monsters of a given type placed\n
82 * around the room in an organized manner (orc, troll, giant, dragon, or\n
83 * demon). Note that both "nests" and "pits" are now "level dependant",\n
84 * and both make 16 "expensive" calls to the "get_mon_num()" function.\n
86 * Note that the grid flags changed in a rather drastic manner\n
87 * for Angband 2.8.0 (and 2.7.9+), in particular, dungeon terrain\n
88 * features, such as doors and stairs and traps and rubble and walls,\n
89 * are all handled as a set of 64 possible "terrain features", and\n
90 * not as "fake" objects (440-479) as in pre-2.8.0 versions.\n
92 * The 64 new "dungeon features" will also be used for "visual display"\n
93 * but we must be careful not to allow, for example, the user to display\n
94 * hidden traps in a different way from floors, or secret doors in a way\n
95 * different from granite walls, or even permanent granite in a different\n
96 * way from granite. \n
100 #include "generate.h"
103 #include "floor-streams.h"
107 #include "player-status.h"
118 * Dungeon generation data -- see "cave_gen()"
124 * @brief 上下左右の外壁数をカウントする / Count the number of walls adjacent to the given grid.
128 * @note Assumes "in_bounds(y, x)"
129 * @details We count only granite walls and permanent walls.
131 static int next_to_walls(POSITION y, POSITION x)
135 if (in_bounds(y + 1, x) && is_extra_bold(y + 1, x)) k++;
136 if (in_bounds(y - 1, x) && is_extra_bold(y - 1, x)) k++;
137 if (in_bounds(y, x + 1) && is_extra_bold(y, x + 1)) k++;
138 if (in_bounds(y, x - 1) && is_extra_bold(y, x - 1)) k++;
144 * @brief alloc_stairs()の補助として指定の位置に階段を生成できるかの判定を行う / Helper function for alloc_stairs(). Is this a good location for stairs?
147 * @param walls 最低減隣接させたい外壁の数
148 * @return 階段を生成して問題がないならばTRUEを返す。
150 static bool alloc_stairs_aux(POSITION y, POSITION x, int walls)
152 grid_type *g_ptr = &grid_array[y][x];
154 /* Require "naked" floor grid */
155 if (!is_floor_grid(g_ptr)) return FALSE;
156 if (pattern_tile(y, x)) return FALSE;
157 if (g_ptr->o_idx || g_ptr->m_idx) return FALSE;
159 /* Require a certain number of adjacent walls */
160 if (next_to_walls(y, x) < walls) return FALSE;
167 * @brief 外壁に隣接させて階段を生成する / Places some staircases near walls
168 * @param feat 配置したい地形ID
169 * @param num 配置したい階段の数
170 * @param walls 最低減隣接させたい外壁の数
171 * @return 規定数通りに生成に成功したらTRUEを返す。
173 static bool alloc_stairs(IDX feat, int num, int walls)
178 feature_type *f_ptr = &f_info[feat];
180 if (have_flag(f_ptr->flags, FF_LESS))
182 /* No up stairs in town or in ironman mode */
183 if (ironman_downward || !dun_level) return TRUE;
185 if (dun_level > d_info[p_ptr->dungeon_idx].mindepth)
186 shaft_num = (randint1(num+1))/2;
188 else if (have_flag(f_ptr->flags, FF_MORE))
190 QUEST_IDX q_idx = quest_number(dun_level);
192 /* No downstairs on quest levels */
193 if (dun_level > 1 && q_idx)
195 monster_race *r_ptr = &r_info[quest[q_idx].r_idx];
197 /* The quest monster(s) is still alive? */
198 if (!(r_ptr->flags1 & RF1_UNIQUE) || 0 < r_ptr->max_num)
202 /* No downstairs at the bottom */
203 if (dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) return TRUE;
205 if ((dun_level < d_info[p_ptr->dungeon_idx].maxdepth-1) && !quest_number(dun_level+1))
206 shaft_num = (randint1(num)+1)/2;
213 /* Place "num" stairs */
214 for (i = 0; i < num; i++)
224 for (y = 1; y < cur_hgt - 1; y++)
226 for (x = 1; x < cur_wid - 1; x++)
228 if (alloc_stairs_aux(y, x, walls))
230 /* A valid space found */
236 /* No valid place! */
239 /* There are exactly no place! */
240 if (walls <= 0) return FALSE;
242 /* Decrease walls limit, and try again */
247 /* Choose a random one */
248 pick = randint1(candidates);
250 for (y = 1; y < cur_hgt - 1; y++)
252 for (x = 1; x < cur_wid - 1; x++)
254 if (alloc_stairs_aux(y, x, walls))
258 /* Is this a picked one? */
265 g_ptr = &grid_array[y][x];
267 /* Clear possible garbage of hidden trap */
270 /* Clear previous contents, add stairs */
271 g_ptr->feat = (i < shaft_num) ? feat_state(feat, FF_SHAFT) : feat;
273 /* No longer "FLOOR" */
274 g_ptr->info &= ~(CAVE_FLOOR);
284 * @brief フロア上のランダム位置に各種オブジェクトを配置する / Allocates some objects (using "place" and "type")
285 * @param set 配置したい地形の種類
286 * @param typ 配置したいオブジェクトの種類
288 * @return 規定数通りに生成に成功したらTRUEを返す。
290 static void alloc_object(int set, EFFECT_ID typ, int num)
292 POSITION y = 0, x = 0;
297 /* A small level has few objects. */
298 num = num * cur_hgt * cur_wid / (MAX_HGT*MAX_WID) +1;
300 /* Place some objects */
301 for (k = 0; k < num; k++)
303 /* Pick a "legal" spot */
304 while (dummy < SAFE_MAX_ATTEMPTS)
310 y = randint0(cur_hgt);
311 x = randint0(cur_wid);
313 g_ptr = &grid_array[y][x];
315 /* Require "naked" floor grid */
316 if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
318 /* Avoid player location */
319 if (player_bold(y, x)) continue;
321 /* Check for "room" */
322 room = (grid_array[y][x].info & CAVE_ROOM) ? TRUE : FALSE;
324 /* Require corridor? */
325 if ((set == ALLOC_SET_CORR) && room) continue;
328 if ((set == ALLOC_SET_ROOM) && !room) continue;
334 if (dummy >= SAFE_MAX_ATTEMPTS)
336 msg_print_wizard(CHEAT_DUNGEON, _("アイテムの配置に失敗しました。", "Failed to place object."));
341 /* Place something */
344 case ALLOC_TYP_RUBBLE:
347 grid_array[y][x].info &= ~(CAVE_FLOOR);
354 grid_array[y][x].info &= ~(CAVE_FLOOR);
364 case ALLOC_TYP_OBJECT:
366 place_object(y, x, 0L);
377 * @brief クエストに関わるモンスターの配置を行う / Place quest monsters
378 * @return 成功したならばTRUEを返す
380 bool place_quest_monsters(void)
384 /* Handle the quest monster placements */
385 for (i = 0; i < max_q_idx; i++)
391 if (quest[i].status != QUEST_STATUS_TAKEN ||
392 (quest[i].type != QUEST_TYPE_KILL_LEVEL &&
393 quest[i].type != QUEST_TYPE_RANDOM) ||
394 quest[i].level != dun_level ||
395 p_ptr->dungeon_idx != quest[i].dungeon ||
396 (quest[i].flags & QUEST_FLAG_PRESET))
402 r_ptr = &r_info[quest[i].r_idx];
404 /* Hack -- "unique" monsters must be "unique" */
405 if ((r_ptr->flags1 & RF1_UNIQUE) &&
406 (r_ptr->cur_num >= r_ptr->max_num)) continue;
408 mode = (PM_NO_KAGE | PM_NO_PET);
410 if (!(r_ptr->flags1 & RF1_FRIENDS))
411 mode |= PM_ALLOW_GROUP;
413 for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++)
417 for (k = 0; k < SAFE_MAX_ATTEMPTS; k++)
419 POSITION x = 0, y = 0;
422 /* Find an empty grid */
423 for (l = SAFE_MAX_ATTEMPTS; l > 0; l--)
428 y = randint0(cur_hgt);
429 x = randint0(cur_wid);
431 g_ptr = &grid_array[y][x];
432 f_ptr = &f_info[g_ptr->feat];
434 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) continue;
435 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
436 if (distance(y, x, p_ptr->y, p_ptr->x) < 10) continue;
437 if (g_ptr->info & CAVE_ICKY) continue;
441 /* Failed to place */
442 if (!l) return FALSE;
444 /* Try to place the monster */
445 if (place_monster_aux(0, y, x, quest[i].r_idx, mode))
452 /* Failure - Try again */
457 /* Failed to place */
458 if (k == SAFE_MAX_ATTEMPTS) return FALSE;
467 * @brief マスにフロア端用の永久壁を配置する / Set boundary mimic and add "solid" perma-wall
468 * @param g_ptr 永久壁を廃止したいマス構造体の参照ポインタ
471 static void set_bound_perm_wall(grid_type *g_ptr)
473 if (bound_walls_perm)
475 /* Clear boundary mimic */
480 feature_type *f_ptr = &f_info[g_ptr->feat];
482 /* Hack -- Decline boundary walls with known treasure */
483 if ((have_flag(f_ptr->flags, FF_HAS_GOLD) || have_flag(f_ptr->flags, FF_HAS_ITEM)) &&
484 !have_flag(f_ptr->flags, FF_SECRET))
485 g_ptr->feat = feat_state(g_ptr->feat, FF_ENSECRET);
487 /* Set boundary mimic */
488 g_ptr->mimic = g_ptr->feat;
491 /* Add "solid" perma-wall */
492 place_solid_perm_grid(g_ptr);
496 * @brief フロアに洞窟や湖を配置する / Generate various caverns and lakes
497 * @details There were moved from cave_gen().
500 static void gen_caverns_and_lakes(void)
502 #ifdef ALLOW_CAVERNS_AND_LAKES
503 /* Possible "destroyed" level */
504 if ((dun_level > 30) && one_in_(DUN_DEST*2) && (small_levels) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_DESTROY))
506 dun->destroyed = TRUE;
508 /* extra rubble around the place looks cool */
509 build_lake(one_in_(2) ? LAKE_T_CAVE : LAKE_T_EARTH_VAULT);
512 /* Make a lake some of the time */
513 if (one_in_(LAKE_LEVEL) && !dun->empty_level && !dun->destroyed &&
514 (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_MASK))
517 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_WATER) count += 3;
518 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_LAVA) count += 3;
519 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_RUBBLE) count += 3;
520 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_TREE) count += 3;
522 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_LAVA)
525 if ((dun_level > 80) && (randint0(count) < 2)) dun->laketype = LAKE_T_LAVA;
529 if (!dun->laketype && (dun_level > 80) && one_in_(count)) dun->laketype = LAKE_T_FIRE_VAULT;
533 if ((d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_WATER) && !dun->laketype)
536 if ((dun_level > 50) && randint0(count) < 2) dun->laketype = LAKE_T_WATER;
540 if (!dun->laketype && (dun_level > 50) && one_in_(count)) dun->laketype = LAKE_T_WATER_VAULT;
544 if ((d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_RUBBLE) && !dun->laketype)
547 if ((dun_level > 35) && (randint0(count) < 2)) dun->laketype = LAKE_T_CAVE;
550 /* Lake of rubble2 */
551 if (!dun->laketype && (dun_level > 35) && one_in_(count)) dun->laketype = LAKE_T_EARTH_VAULT;
556 if ((dun_level > 5) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_TREE) && !dun->laketype) dun->laketype = LAKE_T_AIR_VAULT;
560 msg_print_wizard(CHEAT_DUNGEON, _("湖を生成します。", "Lake on the level."));
561 build_lake(dun->laketype);
565 if ((dun_level > DUN_CAVERN) && !dun->empty_level &&
566 (d_info[p_ptr->dungeon_idx].flags1 & DF1_CAVERN) &&
567 !dun->laketype && !dun->destroyed && (randint1(1000) < dun_level))
571 /* make a large fractal grid_array in the middle of the dungeon */
573 msg_print_wizard(CHEAT_DUNGEON, _("洞窟を生成。", "Cavern on level."));
576 #endif /* ALLOW_CAVERNS_AND_LAKES */
578 /* Hack -- No destroyed "quest" levels */
579 if (quest_number(dun_level)) dun->destroyed = FALSE;
584 * @brief ダンジョン生成のメインルーチン / Generate a new dungeon level
585 * @details Note that "dun_body" adds about 4000 bytes of memory to the stack.
586 * @return ダンジョン生成が全て無事に成功したらTRUEを返す。
588 static bool cave_gen(void)
597 dun->destroyed = FALSE;
598 dun->empty_level = FALSE;
602 /* Fill the arrays of floors and walls in the good proportions */
603 set_floor_and_wall(p_ptr->dungeon_idx);
604 get_mon_num_prep(get_monster_hook(), NULL);
606 /* Randomize the dungeon creation values */
607 dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
608 dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
609 dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
610 dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
611 dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);
613 /* Actual maximum number of rooms on this level */
614 dun->row_rooms = cur_hgt / BLOCK_HGT;
615 dun->col_rooms = cur_wid / BLOCK_WID;
617 /* Initialize the room table */
618 for (y = 0; y < dun->row_rooms; y++)
620 for (x = 0; x < dun->col_rooms; x++)
622 dun->room_map[y][x] = FALSE;
629 /* Empty arena levels */
630 if (ironman_empty_levels || ((d_info[p_ptr->dungeon_idx].flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
632 dun->empty_level = TRUE;
633 msg_print_wizard(CHEAT_DUNGEON, _("アリーナレベルを生成。", "Arena level."));
636 if (dun->empty_level)
638 /* Start with floors */
639 for (y = 0; y < cur_hgt; y++)
641 for (x = 0; x < cur_wid; x++)
643 place_floor_bold(y, x);
647 /* Special boundary walls -- Top and bottom */
648 for (x = 0; x < cur_wid; x++)
650 place_extra_bold(0, x);
651 place_extra_bold(cur_hgt - 1, x);
654 /* Special boundary walls -- Left and right */
655 for (y = 1; y < (cur_hgt - 1); y++)
657 place_extra_bold(y, 0);
658 place_extra_bold(y, cur_wid - 1);
663 /* Start with walls */
664 for (y = 0; y < cur_hgt; y++)
666 for (x = 0; x < cur_wid; x++)
668 place_extra_bold(y, x);
674 /* Generate various caverns and lakes */
675 gen_caverns_and_lakes();
679 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_MAZE)
681 build_maze_vault(cur_wid/2-1, cur_hgt/2-1, cur_wid-4, cur_hgt-4, FALSE);
683 /* Place 3 or 4 down stairs near some walls */
684 if (!alloc_stairs(feat_down_stair, rand_range(2, 3), 3)) return FALSE;
686 /* Place 1 or 2 up stairs near some walls */
687 if (!alloc_stairs(feat_up_stair, 1, 3)) return FALSE;
690 /* Build some rooms */
693 int tunnel_fail_count = 0;
696 * Build each type of room in turn until we cannot build any more.
698 if (!generate_rooms()) return FALSE;
701 /* Make a hole in the dungeon roof sometimes at level 1 */
704 while (one_in_(DUN_MOS_DEN))
706 place_trees(randint1(cur_wid - 2), randint1(cur_hgt - 2));
710 /* Destroy the level if necessary */
711 if (dun->destroyed) destroy_level();
713 /* Hack -- Add some rivers */
714 if (one_in_(3) && (randint1(dun_level) > 5))
716 FEAT_IDX feat1 = 0, feat2 = 0;
718 /* Choose water mainly */
719 if ((randint1(MAX_DEPTH * 2) - 1 > dun_level) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_WATER_RIVER))
721 feat1 = feat_deep_water;
722 feat2 = feat_shallow_water;
726 FEAT_IDX select_deep_feat[10];
727 FEAT_IDX select_shallow_feat[10];
728 int select_id_max = 0, selected;
730 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAVA_RIVER)
732 select_deep_feat[select_id_max] = feat_deep_lava;
733 select_shallow_feat[select_id_max] = feat_shallow_lava;
736 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_POISONOUS_RIVER)
738 select_deep_feat[select_id_max] = feat_deep_poisonous_puddle;
739 select_shallow_feat[select_id_max] = feat_shallow_poisonous_puddle;
742 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_ACID_RIVER)
744 select_deep_feat[select_id_max] = feat_deep_acid_puddle;
745 select_shallow_feat[select_id_max] = feat_shallow_acid_puddle;
749 selected = randint0(select_id_max);
750 feat1 = select_deep_feat[selected];
751 feat2 = select_shallow_feat[selected];
756 feature_type *f_ptr = &f_info[feat1];
758 /* Only add river if matches lake type or if have no lake at all */
759 if (((dun->laketype == LAKE_T_LAVA) && have_flag(f_ptr->flags, FF_LAVA)) ||
760 ((dun->laketype == LAKE_T_WATER) && have_flag(f_ptr->flags, FF_WATER)) ||
763 add_river(feat1, feat2);
768 /* Hack -- Scramble the room order */
769 for (i = 0; i < dun->cent_n; i++)
772 int pick = rand_range(0, i);
776 dun->cent[i].y = dun->cent[pick].y;
777 dun->cent[i].x = dun->cent[pick].x;
778 dun->cent[pick].y = ty;
779 dun->cent[pick].x = tx;
782 /* Start with no tunnel doors */
785 /* Hack -- connect the first room to the last room */
786 y = dun->cent[dun->cent_n-1].y;
787 x = dun->cent[dun->cent_n-1].x;
789 /* Connect all the rooms together */
790 for (i = 0; i < dun->cent_n; i++)
794 /* Reset the arrays */
798 /* Connect the room to the previous room */
799 if (randint1(dun_level) > d_info[p_ptr->dungeon_idx].tunnel_percent)
801 /* make cavelike tunnel */
802 (void)build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
806 /* make normal tunnel */
807 if (!build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x)) tunnel_fail_count++;
810 if (tunnel_fail_count >= 2) return FALSE;
812 /* Turn the tunnel into corridor */
813 for (j = 0; j < dun->tunn_n; j++)
819 g_ptr = &grid_array[y][x];
820 f_ptr = &f_info[g_ptr->feat];
822 /* Clear previous contents (if not a lake), add a floor */
823 if (!have_flag(f_ptr->flags, FF_MOVE) || (!have_flag(f_ptr->flags, FF_WATER) && !have_flag(f_ptr->flags, FF_LAVA)))
825 /* Clear mimic type */
828 place_floor_grid(g_ptr);
832 /* Apply the piercings that we found */
833 for (j = 0; j < dun->wall_n; j++)
838 g_ptr = &grid_array[y][x];
840 /* Clear mimic type */
843 /* Clear previous contents, add up floor */
844 place_floor_grid(g_ptr);
846 /* Occasional doorway */
847 if ((randint0(100) < dun_tun_pen) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS))
849 /* Place a random door */
850 place_random_door(y, x, TRUE);
854 /* Remember the "previous" room */
859 /* Place intersection doors */
860 for (i = 0; i < dun->door_n; i++)
862 /* Extract junction location */
866 /* Try placing doors */
873 /* Place 3 or 4 down stairs near some walls */
874 if (!alloc_stairs(feat_down_stair, rand_range(3, 4), 3)) return FALSE;
876 /* Place 1 or 2 up stairs near some walls */
877 if (!alloc_stairs(feat_up_stair, rand_range(1, 2), 3)) return FALSE;
882 if (d_info[p_ptr->dungeon_idx].stream2)
884 /* Hack -- Add some quartz streamers */
885 for (i = 0; i < DUN_STR_QUA; i++)
887 build_streamer(d_info[p_ptr->dungeon_idx].stream2, DUN_STR_QC);
891 if (d_info[p_ptr->dungeon_idx].stream1)
893 /* Hack -- Add some magma streamers */
894 for (i = 0; i < DUN_STR_MAG; i++)
896 build_streamer(d_info[p_ptr->dungeon_idx].stream1, DUN_STR_MC);
901 /* Special boundary walls -- Top and bottom */
902 for (x = 0; x < cur_wid; x++)
904 set_bound_perm_wall(&grid_array[0][x]);
905 set_bound_perm_wall(&grid_array[cur_hgt - 1][x]);
908 /* Special boundary walls -- Left and right */
909 for (y = 1; y < (cur_hgt - 1); y++)
911 set_bound_perm_wall(&grid_array[y][0]);
912 set_bound_perm_wall(&grid_array[y][cur_wid - 1]);
915 /* Determine the character location */
916 if (!new_player_spot()) return FALSE;
918 if (!place_quest_monsters()) return FALSE;
925 /* Pick a base number of monsters */
926 i = d_info[p_ptr->dungeon_idx].min_m_alloc_level;
928 /* To make small levels a bit more playable */
929 if (cur_hgt < MAX_HGT || cur_wid < MAX_WID)
931 int small_tester = i;
933 i = (i * cur_hgt) / MAX_HGT;
934 i = (i * cur_wid) / MAX_WID;
937 if (i > small_tester) i = small_tester;
938 else msg_format_wizard(CHEAT_DUNGEON,
939 _("モンスター数基本値を %d から %d に減らします", "Reduced monsters base from %d to %d"), small_tester, i);
945 /* Put some monsters in the dungeon */
946 for (i = i + k; i > 0; i--)
948 (void)alloc_monster(0, PM_ALLOW_SLEEP);
951 /* Place some traps in the dungeon */
952 alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));
954 /* Put some rubble in corridors (except NO_CAVE dungeon (Castle)) */
955 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE)) alloc_object(ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
957 /* Mega Hack -- No object at first level of deeper dungeon */
958 if (p_ptr->enter_dungeon && dun_level > 1)
964 /* Put some objects in rooms */
965 alloc_object(ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
967 /* Put some objects/gold in the dungeon */
968 alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
969 alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));
971 /* Set back to default */
972 object_level = base_level;
974 /* Put the Guardian */
975 if (!alloc_guardian(TRUE)) return FALSE;
977 if (dun->empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > dun_level)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
979 /* Lite the grid_array */
980 for (y = 0; y < cur_hgt; y++)
982 for (x = 0; x < cur_wid; x++)
984 grid_array[y][x].info |= (CAVE_GLOW);
993 * @brief 闘技場用のアリーナ地形を作成する / Builds the arena after it is entered -KMW-
996 static void build_arena(void)
998 POSITION yval, y_height, y_depth, xval, x_left, x_right;
1001 yval = SCREEN_HGT / 2;
1002 xval = SCREEN_WID / 2;
1003 y_height = yval - 10;
1004 y_depth = yval + 10;
1006 x_right = xval + 32;
1008 for (i = y_height; i <= y_height + 5; i++)
1009 for (j = x_left; j <= x_right; j++)
1011 place_extra_perm_bold(i, j);
1012 grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1014 for (i = y_depth; i >= y_depth - 5; i--)
1015 for (j = x_left; j <= x_right; j++)
1017 place_extra_perm_bold(i, j);
1018 grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1020 for (j = x_left; j <= x_left + 17; j++)
1021 for (i = y_height; i <= y_depth; i++)
1023 place_extra_perm_bold(i, j);
1024 grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1026 for (j = x_right; j >= x_right - 17; j--)
1027 for (i = y_height; i <= y_depth; i++)
1029 place_extra_perm_bold(i, j);
1030 grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1033 place_extra_perm_bold(y_height+6, x_left+18);
1034 grid_array[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1035 place_extra_perm_bold(y_depth-6, x_left+18);
1036 grid_array[y_depth-6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1037 place_extra_perm_bold(y_height+6, x_right-18);
1038 grid_array[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1039 place_extra_perm_bold(y_depth-6, x_right-18);
1040 grid_array[y_depth-6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1044 grid_array[i][j].feat = f_tag_to_index("ARENA_GATE");
1045 grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1050 * @brief 闘技場への入場処理 / Town logic flow for generation of arena -KMW-
1053 static void arena_gen(void)
1060 cur_hgt = SCREEN_HGT;
1061 cur_wid = SCREEN_WID;
1063 /* Start with solid walls */
1064 for (y = 0; y < MAX_HGT; y++)
1066 for (x = 0; x < MAX_WID; x++)
1068 /* Create "solid" perma-wall */
1069 place_solid_perm_bold(y, x);
1071 /* Illuminate and memorize the walls */
1072 grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1076 /* Then place some floors */
1077 for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1079 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1081 /* Create empty floor */
1082 grid_array[y][x].feat = feat_floor;
1088 if(!place_monster_aux(0, p_ptr->y + 5, p_ptr->x, arena_info[p_ptr->arena_number].r_idx, (PM_NO_KAGE | PM_NO_PET)))
1090 p_ptr->exit_bldg = TRUE;
1091 p_ptr->arena_number++;
1092 msg_print(_("相手は欠場した。あなたの不戦勝だ。", "The enemy is unable appear. You won by default."));
1098 * @brief モンスター闘技場のフロア生成 / Builds the arena after it is entered -KMW-
1101 static void build_battle(void)
1103 POSITION yval, y_height, y_depth, xval, x_left, x_right;
1106 yval = SCREEN_HGT / 2;
1107 xval = SCREEN_WID / 2;
1108 y_height = yval - 10;
1109 y_depth = yval + 10;
1111 x_right = xval + 32;
1113 for (i = y_height; i <= y_height + 5; i++)
1114 for (j = x_left; j <= x_right; j++)
1116 place_extra_perm_bold(i, j);
1117 grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1119 for (i = y_depth; i >= y_depth - 3; i--)
1120 for (j = x_left; j <= x_right; j++)
1122 place_extra_perm_bold(i, j);
1123 grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1125 for (j = x_left; j <= x_left + 17; j++)
1126 for (i = y_height; i <= y_depth; i++)
1128 place_extra_perm_bold(i, j);
1129 grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1131 for (j = x_right; j >= x_right - 17; j--)
1132 for (i = y_height; i <= y_depth; i++)
1134 place_extra_perm_bold(i, j);
1135 grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1138 place_extra_perm_bold(y_height+6, x_left+18);
1139 grid_array[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1140 place_extra_perm_bold(y_depth-4, x_left+18);
1141 grid_array[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1142 place_extra_perm_bold(y_height+6, x_right-18);
1143 grid_array[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1144 place_extra_perm_bold(y_depth-4, x_right-18);
1145 grid_array[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1147 for (i = y_height + 1; i <= y_height + 5; i++)
1148 for (j = x_left + 20 + 2 * (y_height + 5 - i); j <= x_right - 20 - 2 * (y_height + 5 - i); j++)
1150 grid_array[i][j].feat = feat_permanent_glass_wall;
1155 grid_array[i][j].feat = f_tag_to_index("BUILDING_3");
1156 grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1161 * @brief モンスター闘技場への導入処理 / Town logic flow for generation of arena -KMW-
1164 static void battle_gen(void)
1171 /* Start with solid walls */
1172 for (y = 0; y < MAX_HGT; y++)
1174 for (x = 0; x < MAX_WID; x++)
1176 /* Create "solid" perma-wall */
1177 place_solid_perm_bold(y, x);
1179 /* Illuminate and memorize the walls */
1180 grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1184 /* Then place some floors */
1185 for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1187 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1189 /* Create empty floor */
1190 grid_array[y][x].feat = feat_floor;
1196 for(i = 0; i < 4; i++)
1198 place_monster_aux(0, p_ptr->y + 8 + (i/2)*4, p_ptr->x - 2 + (i%2)*4, battle_mon[i], (PM_NO_KAGE | PM_NO_PET));
1199 set_friendly(&m_list[grid_array[p_ptr->y+8+(i/2)*4][p_ptr->x-2+(i%2)*4].m_idx]);
1201 for(i = 1; i < m_max; i++)
1203 monster_type *m_ptr = &m_list[i];
1205 if (!m_ptr->r_idx) continue;
1207 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
1208 update_monster(i, FALSE);
1213 * @brief 固定マップクエストのフロア生成 / Generate a quest level
1216 static void quest_gen(void)
1220 /* Start with perm walls */
1221 for (y = 0; y < cur_hgt; y++)
1223 for (x = 0; x < cur_wid; x++)
1225 place_solid_perm_bold(y, x);
1229 /* Set the quest level */
1230 base_level = quest[p_ptr->inside_quest].level;
1231 dun_level = base_level;
1232 object_level = base_level;
1233 monster_level = base_level;
1235 if (record_stair) do_cmd_write_nikki(NIKKI_TO_QUEST, p_ptr->inside_quest, NULL);
1236 get_mon_num_prep(get_monster_hook(), NULL);
1238 init_flags = INIT_CREATE_DUNGEON;
1240 process_dungeon_file("q_info.txt", 0, 0, MAX_HGT, MAX_WID);
1244 * @brief ダンジョン時のランダムフロア生成 / Make a real level
1245 * @return フロアの生成に成功したらTRUE
1247 static bool level_gen(concptr *why)
1249 int level_height, level_width;
1251 if ((always_small_levels || ironman_small_levels ||
1252 (one_in_(SMALL_LEVEL) && small_levels) ||
1253 (d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER) ||
1254 (d_info[p_ptr->dungeon_idx].flags1 & DF1_SMALLEST)) &&
1255 !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BIG))
1257 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_SMALLEST)
1262 else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER)
1271 level_height = randint1(MAX_HGT/SCREEN_HGT);
1272 level_width = randint1(MAX_WID/SCREEN_WID);
1274 while ((level_height == MAX_HGT/SCREEN_HGT) && (level_width == MAX_WID/SCREEN_WID));
1277 cur_hgt = level_height * SCREEN_HGT;
1278 cur_wid = level_width * SCREEN_WID;
1280 /* Assume illegal panel */
1281 panel_row_min = cur_hgt;
1282 panel_col_min = cur_wid;
1284 msg_format_wizard(CHEAT_DUNGEON,
1285 _("小さなフロア: X:%d, Y:%d", "A 'small' dungeon level: X:%d, Y:%d."),
1294 /* Assume illegal panel */
1295 panel_row_min = cur_hgt;
1296 panel_col_min = cur_wid;
1299 /* Make a dungeon */
1302 *why = _("ダンジョン生成に失敗", "could not place player");
1309 * @brief フロアに存在する全マスの記憶状態を初期化する / Wipe all unnecessary flags after grid_array generation
1312 void wipe_generate_cave_flags(void)
1316 for (y = 0; y < cur_hgt; y++)
1318 for (x = 0; x < cur_wid; x++)
1320 /* Wipe unused flags */
1321 grid_array[y][x].info &= ~(CAVE_MASK);
1327 for (y = 1; y < cur_hgt - 1; y++)
1329 for (x = 1; x < cur_wid - 1; x++)
1331 /* There might be trap */
1332 grid_array[y][x].info |= CAVE_UNSAFE;
1339 * @brief フロアの全情報を初期化する / Clear and empty the grid_array
1342 void clear_cave(void)
1347 /* Very simplified version of wipe_o_list() */
1348 (void)C_WIPE(o_list, o_max, object_type);
1352 /* Very simplified version of wipe_m_list() */
1353 for (i = 1; i < max_r_idx; i++)
1354 r_info[i].cur_num = 0;
1355 (void)C_WIPE(m_list, m_max, monster_type);
1358 for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0;
1360 /* Pre-calc cur_num of pets in party_mon[] */
1361 precalc_cur_num_of_pet();
1364 /* Start with a blank grid_array */
1365 for (y = 0; y < MAX_HGT; y++)
1367 for (x = 0; x < MAX_WID; x++)
1369 grid_type *g_ptr = &grid_array[y][x];
1382 /* Mega-Hack -- no player yet */
1383 p_ptr->x = p_ptr->y = 0;
1385 /* Set the base level */
1386 base_level = dun_level;
1388 /* Reset the monster generation level */
1389 monster_level = base_level;
1391 /* Reset the object generation level */
1392 object_level = base_level;
1397 * ダンジョンのランダムフロアを生成する / Generates a random dungeon level -RAK-
1399 * @note Hack -- regenerate any "overflow" levels
1401 void generate_cave(void)
1405 /* Fill the arrays of floors and walls in the good proportions */
1406 set_floor_and_wall(p_ptr->dungeon_idx);
1409 for (num = 0; TRUE; num++)
1415 /* Clear and empty the grid_array */
1418 /* Build the arena -KMW- */
1419 if (p_ptr->inside_arena)
1425 /* Build the battle -KMW- */
1426 else if (p_ptr->inside_battle)
1432 else if (p_ptr->inside_quest)
1437 /* Build the town */
1438 else if (!dun_level)
1440 /* Make the wilderness */
1441 if (p_ptr->wild_mode) wilderness_gen_small();
1442 else wilderness_gen();
1445 /* Build a real level */
1448 okay = level_gen(&why);
1452 /* Prevent object over-flow */
1453 if (o_max >= max_o_idx)
1455 why = _("アイテムが多すぎる", "too many objects");
1458 /* Prevent monster over-flow */
1459 else if (m_max >= max_m_idx)
1461 why = _("モンスターが多すぎる", "too many monsters");
1468 if (why) msg_format(_("生成やり直し(%s)", "Generation restarted (%s)"), why);
1474 /* Glow deep lava and building entrances */
1475 glow_deep_lava_and_bldg();
1478 p_ptr->enter_dungeon = FALSE;
1480 wipe_generate_cave_flags();
1484 * @brief build_tunnel用に通路を掘るための方向をランダムに決める / Pick a random direction
1485 * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
1486 * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
1489 static void rand_dir(POSITION *rdir, POSITION *cdir)
1491 /* Pick a random direction */
1492 int i = randint0(4);
1494 /* Extract the dy/dx components */
1500 * @brief build_tunnel用に通路を掘るための方向を位置関係通りに決める / Always picks a correct direction
1501 * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
1502 * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
1509 static void correct_dir(POSITION *rdir, POSITION *cdir, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
1511 /* Extract vertical and horizontal directions */
1512 *rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
1513 *cdir = (x1 == x2) ? 0 : (x1 < x2) ? 1 : -1;
1515 /* Never move diagonally */
1518 if (randint0(100) < 50)
1526 * @brief 部屋間のトンネルを生成する / Constructs a tunnel between two points
1531 * @return 生成に成功したらTRUEを返す
1533 * This function must be called BEFORE any streamers are created,\n
1534 * since we use the special "granite wall" sub-types to keep track\n
1535 * of legal places for corridors to pierce rooms.\n
1537 * We use "door_flag" to prevent excessive construction of doors\n
1538 * along overlapping corridors.\n
1540 * We queue the tunnel grids to prevent door creation along a corridor\n
1541 * which intersects itself.\n
1543 * We queue the wall piercing grids to prevent a corridor from leaving\n
1544 * a room and then coming back in through the same entrance.\n
1546 * We "pierce" grids which are "outer" walls of rooms, and when we\n
1547 * do so, we change all adjacent "outer" walls of rooms into "solid"\n
1548 * walls so that no two corridors may use adjacent grids for exits.\n
1550 * The "solid" wall check prevents corridors from "chopping" the\n
1551 * corners of rooms off, as well as "silly" door placement, and\n
1552 * "excessively wide" room entrances.\n
1556 * inner -- inner room walls\n
1557 * outer -- outer room walls\n
1558 * solid -- solid room walls\n
1560 bool build_tunnel(POSITION row1, POSITION col1, POSITION row2, POSITION col2)
1563 POSITION tmp_row, tmp_col;
1564 POSITION row_dir, col_dir;
1565 POSITION start_row, start_col;
1566 int main_loop_count = 0;
1568 bool door_flag = FALSE;
1572 /* Save the starting location */
1576 /* Start out in the correct direction */
1577 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1579 /* Keep going until done (or bored) */
1580 while ((row1 != row2) || (col1 != col2))
1582 /* Mega-Hack -- Paranoia -- prevent infinite loops */
1583 if (main_loop_count++ > 2000) return FALSE;
1585 /* Allow bends in the tunnel */
1586 if (randint0(100) < dun_tun_chg)
1588 /* Acquire the correct direction */
1589 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1591 /* Random direction */
1592 if (randint0(100) < dun_tun_rnd)
1594 rand_dir(&row_dir, &col_dir);
1598 /* Get the next location */
1599 tmp_row = row1 + row_dir;
1600 tmp_col = col1 + col_dir;
1603 /* Extremely Important -- do not leave the dungeon */
1604 while (!in_bounds(tmp_row, tmp_col))
1606 /* Acquire the correct direction */
1607 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1609 /* Random direction */
1610 if (randint0(100) < dun_tun_rnd)
1612 rand_dir(&row_dir, &col_dir);
1615 /* Get the next location */
1616 tmp_row = row1 + row_dir;
1617 tmp_col = col1 + col_dir;
1621 /* Access the location */
1622 g_ptr = &grid_array[tmp_row][tmp_col];
1624 /* Avoid "solid" walls */
1625 if (is_solid_grid(g_ptr)) continue;
1627 /* Pierce "outer" walls of rooms */
1628 if (is_outer_grid(g_ptr))
1630 /* Acquire the "next" location */
1631 y = tmp_row + row_dir;
1632 x = tmp_col + col_dir;
1634 /* Hack -- Avoid outer/solid walls */
1635 if (is_outer_bold(y, x)) continue;
1636 if (is_solid_bold(y, x)) continue;
1638 /* Accept this location */
1639 row1 = (POSITION)tmp_row;
1640 col1 = (POSITION)tmp_col;
1642 /* Save the wall location */
1643 if (dun->wall_n < WALL_MAX)
1645 dun->wall[dun->wall_n].y = row1;
1646 dun->wall[dun->wall_n].x = col1;
1651 /* Forbid re-entry near this piercing */
1652 for (y = row1 - 1; y <= row1 + 1; y++)
1654 for (x = col1 - 1; x <= col1 + 1; x++)
1656 /* Convert adjacent "outer" walls as "solid" walls */
1657 if (is_outer_bold(y, x))
1659 /* Change the wall to a "solid" wall */
1660 place_solid_noperm_bold(y, x);
1666 /* Travel quickly through rooms */
1667 else if (g_ptr->info & (CAVE_ROOM))
1669 /* Accept the location */
1674 /* Tunnel through all other walls */
1675 else if (is_extra_grid(g_ptr) || is_inner_grid(g_ptr) || is_solid_grid(g_ptr))
1677 /* Accept this location */
1681 /* Save the tunnel location */
1682 if (dun->tunn_n < TUNN_MAX)
1684 dun->tunn[dun->tunn_n].y = row1;
1685 dun->tunn[dun->tunn_n].x = col1;
1690 /* Allow door in next grid */
1694 /* Handle corridor intersections or overlaps */
1697 /* Accept the location */
1701 /* Collect legal door locations */
1704 /* Save the door location */
1705 if (dun->door_n < DOOR_MAX)
1707 dun->door[dun->door_n].y = row1;
1708 dun->door[dun->door_n].x = col1;
1713 /* No door in next grid */
1717 /* Hack -- allow pre-emptive tunnel termination */
1718 if (randint0(100) >= dun_tun_con)
1720 /* Distance between row1 and start_row */
1721 tmp_row = row1 - start_row;
1722 if (tmp_row < 0) tmp_row = (-tmp_row);
1724 /* Distance between col1 and start_col */
1725 tmp_col = col1 - start_col;
1726 if (tmp_col < 0) tmp_col = (-tmp_col);
1728 /* Terminate the tunnel */
1729 if ((tmp_row > 10) || (tmp_col > 10)) break;
1739 * @brief トンネル生成のための基準点を指定する。
1740 * @param x 基準点を指定するX座標の参照ポインタ、適時値が修正される。
1741 * @param y 基準点を指定するY座標の参照ポインタ、適時値が修正される。
1742 * @param affectwall (調査中)
1745 * This routine adds the square to the tunnel\n
1746 * It also checks for SOLID walls - and returns a nearby\n
1747 * non-SOLID square in (x,y) so that a simple avoiding\n
1748 * routine can be used. The returned boolean value reflects\n
1749 * whether or not this routine hit a SOLID wall.\n
1751 * "affectwall" toggles whether or not this new square affects\n
1752 * the boundaries of rooms. - This is used by the catacomb\n
1754 * @todo 特に詳細な処理の意味を調査すべし
1756 static bool set_tunnel(POSITION *x, POSITION *y, bool affectwall)
1760 grid_type *g_ptr = &grid_array[*y][*x];
1762 if (!in_bounds(*y, *x)) return TRUE;
1764 if (is_inner_grid(g_ptr))
1769 if (is_extra_bold(*y, *x))
1771 /* Save the tunnel location */
1772 if (dun->tunn_n < TUNN_MAX)
1774 dun->tunn[dun->tunn_n].y = *y;
1775 dun->tunn[dun->tunn_n].x = *x;
1783 if (is_floor_bold(*y, *x))
1785 /* Don't do anything */
1789 if (is_outer_grid(g_ptr) && affectwall)
1791 /* Save the wall location */
1792 if (dun->wall_n < WALL_MAX)
1794 dun->wall[dun->wall_n].y = *y;
1795 dun->wall[dun->wall_n].x = *x;
1800 /* Forbid re-entry near this piercing */
1801 for (j = *y - 1; j <= *y + 1; j++)
1803 for (i = *x - 1; i <= *x + 1; i++)
1805 /* Convert adjacent "outer" walls as "solid" walls */
1806 if (is_outer_bold(j, i))
1808 /* Change the wall to a "solid" wall */
1809 place_solid_noperm_bold(j, i);
1814 /* Clear mimic type */
1815 grid_array[*y][*x].mimic = 0;
1817 place_floor_bold(*y, *x);
1822 if (is_solid_grid(g_ptr) && affectwall)
1824 /* cannot place tunnel here - use a square to the side */
1826 /* find usable square and return value in (x,y) */
1832 while ((i > 0) && is_solid_bold(*y + dy, *x + dx))
1834 dy = randint0(3) - 1;
1835 dx = randint0(3) - 1;
1837 if (!in_bounds(*y + dy, *x + dx))
1848 /* Failed for some reason: hack - ignore the solidness */
1849 place_outer_grid(g_ptr);
1854 /* Give new, acceptable coordinate. */
1866 * @brief 外壁を削って「カタコンベ状」の通路を作成する / This routine creates the catacomb-like tunnels by removing extra rock.
1871 * Note that this routine is only called on "even" squares - so it gives
1872 * a natural checkerboard pattern.
1874 static void create_cata_tunnel(POSITION x, POSITION y)
1881 set_tunnel(&x1, &y1, FALSE);
1885 set_tunnel(&x1, &y1, FALSE);
1889 set_tunnel(&x1, &y1, FALSE);
1893 set_tunnel(&x1, &y1, FALSE);
1898 * @brief トンネル生成処理(詳細調査中)/ This routine does the bulk of the work in creating the new types of tunnels.
1902 * It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)\n
1903 * It doesn't need to add any complexity - straight lines are fine.\n
1904 * The SOLID walls are avoided by a recursive algorithm which tries random ways\n
1905 * around the obstical until it works. The number of itterations is counted, and it\n
1906 * this gets too large the routine exits. This should stop any crashes - but may leave\n
1907 * small gaps in the tunnel where there are too many SOLID walls.\n
1909 * Type 1 tunnels are extremely simple - straight line from A to B. This is only used\n
1910 * as a part of the dodge SOLID walls algorithm.\n
1912 * Type 2 tunnels are made of two straight lines at right angles. When this is used with\n
1913 * short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.\n
1915 * Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.\n
1916 * This, when used with longer line segments gives the "catacomb-like" tunnels seen near\n
1919 static void short_seg_hack(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int count, bool *fail)
1925 /* Check for early exit */
1926 if (!(*fail)) return;
1928 length = distance(x1, y1, x2, y2);
1932 if ((type == 1) && (length != 0))
1935 for (i = 0; i <= length; i++)
1937 x = x1 + i * (x2 - x1) / length;
1938 y = y1 + i * (y2 - y1) / length;
1939 if (!set_tunnel(&x, &y, TRUE))
1943 /* This isn't working - probably have an infinite loop */
1948 /* solid wall - so try to go around */
1949 short_seg_hack(x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
1950 short_seg_hack(x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
1954 else if ((type == 2) || (type == 3))
1958 for (i = x1; i <= x2; i++)
1962 if (!set_tunnel(&x, &y, TRUE))
1964 /* solid wall - so try to go around */
1965 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
1966 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
1968 if ((type == 3) && ((x + y) % 2))
1970 create_cata_tunnel(i, y1);
1976 for (i = x2; i <= x1; i++)
1980 if (!set_tunnel(&x, &y, TRUE))
1982 /* solid wall - so try to go around */
1983 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
1984 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
1986 if ((type == 3) && ((x + y) % 2))
1988 create_cata_tunnel(i, y1);
1995 for (i = y1; i <= y2; i++)
1999 if (!set_tunnel(&x, &y, TRUE))
2001 /* solid wall - so try to go around */
2002 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
2003 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
2005 if ((type == 3) && ((x + y) % 2))
2007 create_cata_tunnel(x2, i);
2013 for (i = y2; i <= y1; i++)
2017 if (!set_tunnel(&x, &y, TRUE))
2019 /* solid wall - so try to go around */
2020 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
2021 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
2023 if ((type == 3) && ((x + y) % 2))
2025 create_cata_tunnel(x2, i);
2034 * @brief 特定の壁(永久壁など)を避けながら部屋間の通路を作成する / This routine maps a path from (x1, y1) to (x2, y2) avoiding SOLID walls.
2038 * Permanent rock is ignored in this path finding- sometimes there is no\n
2039 * path around anyway -so there will be a crash if we try to find one.\n
2040 * This routine is much like the river creation routine in Zangband.\n
2041 * It works by dividing a line segment into two. The segments are divided\n
2042 * until they are less than "cutoff" - when the corresponding routine from\n
2043 * "short_seg_hack" is called.\n
2044 * Note it is VERY important that the "stop if hit another passage" logic\n
2045 * stays as is. Without this the dungeon turns into Swiss Cheese...\n
2047 bool build_tunnel2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff)
2049 POSITION x3, y3, dx, dy;
2050 POSITION changex, changey;
2053 bool retval, firstsuccede;
2056 length = distance(x1, y1, x2, y2);
2058 if (length > cutoff)
2061 * Divide path in half and call routine twice.
2066 /* perturbation perpendicular to path */
2067 changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
2068 changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
2070 /* Work out "mid" ponit */
2071 x3 = x1 + dx + changex;
2072 y3 = y1 + dy + changey;
2074 /* See if in bounds - if not - do not perturb point */
2075 if (!in_bounds(y3, x3))
2081 g_ptr = &grid_array[y3][x3];
2082 if (is_solid_grid(g_ptr))
2084 /* move midpoint a bit to avoid problem. */
2090 while ((i > 0) && is_solid_bold(y3 + dy, x3 + dx))
2092 dy = randint0(3) - 1;
2093 dx = randint0(3) - 1;
2094 if (!in_bounds(y3 + dy, x3 + dx))
2104 /* Failed for some reason: hack - ignore the solidness */
2105 place_outer_bold(y3, x3);
2111 g_ptr = &grid_array[y3][x3];
2114 if (is_floor_grid(g_ptr))
2116 if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
2118 if ((grid_array[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
2120 /* do second half only if works + if have hit a room */
2121 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
2125 /* have hit another tunnel - make a set of doors here */
2128 /* Save the door location */
2129 if (dun->door_n < DOOR_MAX)
2131 dun->door[dun->door_n].y = (POSITION)y3;
2132 dun->door[dun->door_n].x = (POSITION)x3;
2137 firstsuccede = TRUE;
2141 /* false- didn't work all the way */
2143 firstsuccede = FALSE;
2148 /* tunnel through walls */
2149 if (build_tunnel2(x1, y1, (POSITION)x3, (POSITION)y3, type, cutoff))
2151 retval = build_tunnel2((POSITION)x3, (POSITION)y3, x2, y2, type, cutoff);
2152 firstsuccede = TRUE;
2156 /* false- didn't work all the way */
2158 firstsuccede = FALSE;
2163 /* only do this if the first half has worked */
2164 set_tunnel(&x3, &y3, TRUE);
2166 /* return value calculated above */
2171 /* Do a short segment */
2173 short_seg_hack(x1, y1, x2, y2, type, 0, &retval);
2175 /* Hack - ignore return value so avoid infinite loops */