3 * @brief ダンジョン生成に利用する関数群 / Used by dungeon generation.
7 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
13 * Purpose: This file holds all the
14 * functions that are applied to a level after the rest has been
15 * generated, ie streams and level destruction.
20 #include "floor-streams.h"
27 * @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 /
28 * Recursive fractal algorithm to place water through the dungeon.
33 * @param feat1 中央部地形ID
34 * @param feat2 境界部地形ID
38 static void recursive_river(POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX feat1, FEAT_IDX feat2, POSITION width)
40 POSITION dx, dy, length, l, x, y;
41 POSITION changex, changey;
46 length = distance(x1, y1, x2, y2);
51 * Divide path in half and call routine twice.
52 * There is a small chance of splitting the river
59 /* perturbation perpendicular to path */
60 changex = randint1(abs(dy)) * 2 - abs(dy);
69 /* perturbation perpendicular to path */
70 changey = randint1(abs(dx)) * 2 - abs(dx);
77 if (!in_bounds(y1 + dy + changey, x1 + dx + changex))
83 /* construct river out of two smaller ones */
84 recursive_river(x1, y1, x1 + dx + changex, y1 + dy + changey, feat1, feat2, width);
85 recursive_river(x1 + dx + changex, y1 + dy + changey, x2, y2, feat1, feat2, width);
87 /* Split the river some of the time - junctions look cool */
88 if (one_in_(DUN_WAT_CHG) && (width > 0))
90 recursive_river(x1 + dx + changex, y1 + dy + changey,
91 x1 + 8 * (dx + changex), y1 + 8 * (dy + changey),
92 feat1, feat2, width - 1);
97 /* Actually build the river */
98 for (l = 0; l < length; l++)
100 x = x1 + l * (x2 - x1) / length;
101 y = y1 + l * (y2 - y1) / length;
107 for (ty = y - width - 1; ty <= y + width + 1; ty++)
109 for (tx = x - width - 1; tx <= x + width + 1; tx++)
111 if (!in_bounds2(ty, tx)) continue;
113 g_ptr = ¤t_floor_ptr->grid_array[ty][tx];
115 if (g_ptr->feat == feat1) continue;
116 if (g_ptr->feat == feat2) continue;
118 if (distance(ty, tx, y, x) > rand_spread(width, 1)) continue;
120 /* Do not convert permanent features */
121 if (cave_perma_grid(g_ptr)) continue;
124 * Clear previous contents, add feature
125 * The border mainly gets feat2, while the center gets feat1
127 if (distance(ty, tx, y, x) > width)
132 /* Clear garbage of hidden trap or door */
135 /* Lava terrain glows */
136 if (have_flag(f_info[feat1].flags, FF_LAVA))
138 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) g_ptr->info |= CAVE_GLOW;
141 /* Hack -- don't teleport here */
142 g_ptr->info |= CAVE_ICKY;
154 * @brief ランダムに川/溶岩流をダンジョンに配置する /
155 * Places water /lava through dungeon.
156 * @param feat1 中央部地形ID
157 * @param feat2 境界部地形ID
160 void add_river(IDX feat1, IDX feat2)
163 POSITION y1 = 0, x1 = 0;
167 /* Hack -- Choose starting point */
168 y2 = randint1(current_floor_ptr->height / 2 - 2) + current_floor_ptr->height / 2;
169 x2 = randint1(current_floor_ptr->width / 2 - 2) + current_floor_ptr->width / 2;
171 /* Hack -- Choose ending point somewhere on boundary */
177 x1 = randint1(current_floor_ptr->width-2)+1;
185 y1 = randint1(current_floor_ptr->height-2)+1;
191 x1 = current_floor_ptr->width-1;
192 y1 = randint1(current_floor_ptr->height-2)+1;
197 /* bottom boundary */
198 x1 = randint1(current_floor_ptr->width-2)+1;
199 y1 = current_floor_ptr->height-1;
204 wid = randint1(DUN_WAT_RNG);
205 recursive_river(x1, y1, x2, y2, feat1, feat2, wid);
207 /* Hack - Save the location as a "room" */
208 if (dun->cent_n < CENT_MAX)
210 dun->cent[dun->cent_n].y = y2;
211 dun->cent[dun->cent_n].x = x2;
218 * @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 /
219 * Places "streamers" of rock through dungeon
220 * @param feat ストリーマー地形ID
225 * Note that their are actually six different terrain features used
226 * to represent streamers. Three each of magma and quartz, one for
227 * basic vein, one with hidden gold, and one with known gold. The
228 * hidden gold types are currently unused.
231 void build_streamer(IDX feat, int chance)
240 feature_type *streamer_ptr = &f_info[feat];
241 bool streamer_is_wall = have_flag(streamer_ptr->flags, FF_WALL) && !have_flag(streamer_ptr->flags, FF_PERMANENT);
242 bool streamer_may_have_gold = have_flag(streamer_ptr->flags, FF_MAY_HAVE_GOLD);
244 /* Hack -- Choose starting point */
245 y = rand_spread(current_floor_ptr->height / 2, current_floor_ptr->height / 6);
246 x = rand_spread(current_floor_ptr->width / 2, current_floor_ptr->width / 6);
248 /* Choose a random compass direction */
251 /* Place streamer into dungeon */
252 while (dummy < SAFE_MAX_ATTEMPTS)
256 /* One grid per density */
257 for (i = 0; i < DUN_STR_DEN; i++)
261 /* Pick a nearby grid */
264 ty = rand_spread(y, d);
265 tx = rand_spread(x, d);
266 if (!in_bounds2(ty, tx)) continue;
269 g_ptr = ¤t_floor_ptr->grid_array[ty][tx];
270 f_ptr = &f_info[g_ptr->feat];
272 if (have_flag(f_ptr->flags, FF_MOVE) && (have_flag(f_ptr->flags, FF_WATER) || have_flag(f_ptr->flags, FF_LAVA)))
275 /* Do not convert permanent features */
276 if (have_flag(f_ptr->flags, FF_PERMANENT)) continue;
278 /* Only convert "granite" walls */
279 if (streamer_is_wall)
281 if (!is_extra_grid(g_ptr) && !is_inner_grid(g_ptr) && !is_outer_grid(g_ptr) && !is_solid_grid(g_ptr)) continue;
282 if (is_closed_door(g_ptr->feat)) continue;
285 if (g_ptr->m_idx && !(have_flag(streamer_ptr->flags, FF_PLACE) && monster_can_cross_terrain(feat, &r_info[current_floor_ptr->m_list[g_ptr->m_idx].r_idx], 0)))
287 /* Delete the monster (if any) */
288 delete_monster(ty, tx);
291 if (g_ptr->o_idx && !have_flag(streamer_ptr->flags, FF_DROP))
293 OBJECT_IDX this_o_idx, next_o_idx = 0;
295 /* Scan all objects in the grid */
296 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
298 object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
299 next_o_idx = o_ptr->next_o_idx;
301 /* Hack -- Preserve unknown artifacts */
302 if (object_is_fixed_artifact(o_ptr))
304 /* Mega-Hack -- Preserve the artifact */
305 a_info[o_ptr->name1].cur_num = 0;
309 GAME_TEXT o_name[MAX_NLEN];
310 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
311 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。",
312 "Artifact (%s) was deleted by streamer."), o_name);
315 else if (cheat_peek && o_ptr->art_name)
317 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。",
318 "One of the random artifacts was deleted by streamer."));
322 delete_object(ty, tx);
325 /* Clear previous contents, add proper vein type */
328 /* Paranoia: Clear mimic field */
331 if (streamer_may_have_gold)
333 /* Hack -- Add some known treasure */
336 cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD);
339 /* Hack -- Add some hidden treasure */
340 else if (one_in_(chance / 4))
342 cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD);
343 cave_alter_feat(ty, tx, FF_ENSECRET);
348 if (dummy >= SAFE_MAX_ATTEMPTS)
350 msg_print_wizard(CHEAT_DUNGEON, _("地形のストリーマー処理に失敗しました。", "Failed to place streamer."));
354 /* Advance the streamer */
360 if(one_in_(2)) dir = (dir + 1) % 8;
361 else dir = (dir > 0) ? dir - 1 : 7;
364 /* Quit before leaving the dungeon */
365 if (!in_bounds(y, x)) break;
371 * @brief ダンジョンの指定位置近辺に森林を配置する /
372 * Places "streamers" of rock through dungeon
378 * Put trees near a hole in the dungeon roof (rubble on ground + up stairway)
379 * This happens in real world lava tubes.
382 void place_trees(POSITION x, POSITION y)
387 /* place trees/ rubble in ovalish distribution */
388 for (i = x - 3; i < x + 4; i++)
390 for (j = y - 3; j < y + 4; j++)
392 if (!in_bounds(j, i)) continue;
393 g_ptr = ¤t_floor_ptr->grid_array[j][i];
395 if (g_ptr->info & CAVE_ICKY) continue;
396 if (g_ptr->o_idx) continue;
398 /* Want square to be in the circle and accessable. */
399 if ((distance(j, i, y, x) < 4) && !cave_perma_grid(g_ptr))
402 * Clear previous contents, add feature
403 * The border mainly gets trees, while the center gets rubble
405 if ((distance(j, i, y, x) > 1) || (randint1(100) < 25))
407 if (randint1(100) < 75)
408 current_floor_ptr->grid_array[j][i].feat = feat_tree;
412 current_floor_ptr->grid_array[j][i].feat = feat_rubble;
415 /* Clear garbage of hidden trap or door */
418 /* Light area since is open above */
419 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) current_floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_ROOM);
424 /* No up stairs in ironman mode */
425 if (!ironman_downward && one_in_(3))
428 current_floor_ptr->grid_array[y][x].feat = feat_up_stair;
434 * @brief ダンジョンに*破壊*済み地形ランダムに施す /
435 * Build a destroyed level
438 void destroy_level(void)
443 /* Note destroyed levels */
444 msg_print_wizard(CHEAT_DUNGEON, _("階に*破壊*の痕跡を生成しました。", "Destroyed Level."));
446 /* Drop a few epi-centers (usually about two) */
447 for (n = 0; n < randint1(5); n++)
449 /* Pick an epi-center */
450 x1 = rand_range(5, current_floor_ptr->width - 1 - 5);
451 y1 = rand_range(5, current_floor_ptr->height - 1 - 5);
453 (void)destroy_area(y1, x1, 15, TRUE);