1 #include "grid/feature-generator.h"
2 #include "dungeon/dungeon-flag-mask.h"
3 #include "dungeon/dungeon-flag-types.h"
4 #include "dungeon/dungeon.h"
5 #include "dungeon/quest.h"
6 #include "floor/cave.h"
7 #include "floor/dungeon-tunnel-util.h"
8 #include "floor/geometry.h"
9 #include "game-option/cheat-types.h"
10 #include "game-option/game-play-options.h"
11 #include "grid/door.h"
12 #include "grid/feature-flag-types.h"
13 #include "room/lake-types.h"
14 #include "room/rooms-builder.h"
15 #include "system/dungeon-data-definition.h"
16 #include "system/floor-type-definition.h"
17 #include "system/grid-type-definition.h"
18 #include "system/player-type-definition.h"
19 #include "wizard/wizard-messages.h"
22 * @brief フロアに洞窟や湖を配置する / Generate various caverns and lakes
23 * @details There were moved from cave_gen().
25 void gen_caverns_and_lakes(player_type *owner_ptr, dungeon_type *dungeon_ptr, dun_data_type *dd_ptr)
27 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
28 if ((floor_ptr->dun_level > 30) && one_in_(DUN_DEST * 2) && small_levels && dungeon_ptr->flags.has(DF::DESTROY)) {
29 dd_ptr->destroyed = true;
30 build_lake(owner_ptr, one_in_(2) ? LAKE_T_CAVE : LAKE_T_EARTH_VAULT);
33 if (one_in_(LAKE_LEVEL) && !dd_ptr->empty_level && !dd_ptr->destroyed && dungeon_ptr->flags.has_any_of(DF_LAKE_MASK)) {
35 if (dungeon_ptr->flags.has(DF::LAKE_WATER))
38 if (dungeon_ptr->flags.has(DF::LAKE_LAVA))
41 if (dungeon_ptr->flags.has(DF::LAKE_RUBBLE))
44 if (dungeon_ptr->flags.has(DF::LAKE_TREE))
47 if (dungeon_ptr->flags.has(DF::LAKE_LAVA)) {
48 if ((floor_ptr->dun_level > 80) && (randint0(count) < 2))
49 dd_ptr->laketype = LAKE_T_LAVA;
52 if (!dd_ptr->laketype && (floor_ptr->dun_level > 80) && one_in_(count))
53 dd_ptr->laketype = LAKE_T_FIRE_VAULT;
58 if (dungeon_ptr->flags.has(DF::LAKE_WATER) && !dd_ptr->laketype) {
59 if ((floor_ptr->dun_level > 50) && randint0(count) < 2)
60 dd_ptr->laketype = LAKE_T_WATER;
63 if (!dd_ptr->laketype && (floor_ptr->dun_level > 50) && one_in_(count))
64 dd_ptr->laketype = LAKE_T_WATER_VAULT;
69 if (dungeon_ptr->flags.has(DF::LAKE_RUBBLE) && !dd_ptr->laketype) {
70 if ((floor_ptr->dun_level > 35) && (randint0(count) < 2))
71 dd_ptr->laketype = LAKE_T_CAVE;
74 if (!dd_ptr->laketype && (floor_ptr->dun_level > 35) && one_in_(count))
75 dd_ptr->laketype = LAKE_T_EARTH_VAULT;
80 if ((floor_ptr->dun_level > 5) && dungeon_ptr->flags.has(DF::LAKE_TREE) && !dd_ptr->laketype)
81 dd_ptr->laketype = LAKE_T_AIR_VAULT;
83 if (dd_ptr->laketype) {
84 msg_print_wizard(owner_ptr, CHEAT_DUNGEON, _("湖を生成します。", "Lake on the level."));
85 build_lake(owner_ptr, dd_ptr->laketype);
89 if ((floor_ptr->dun_level > DUN_CAVERN) && !dd_ptr->empty_level && dungeon_ptr->flags.has(DF::CAVERN) && !dd_ptr->laketype && !dd_ptr->destroyed
90 && (randint1(1000) < floor_ptr->dun_level)) {
91 dd_ptr->cavern = true;
92 msg_print_wizard(owner_ptr, CHEAT_DUNGEON, _("洞窟を生成。", "Cavern on level."));
93 build_cavern(owner_ptr);
96 if (quest_number(owner_ptr, floor_ptr->dun_level))
97 dd_ptr->destroyed = false;
100 bool has_river_flag(dungeon_type *dungeon_ptr)
102 return dungeon_ptr->flags.has_any_of(DF_RIVER_MASK);
106 * @brief 隣接4マスに存在する通路の数を返す / Count the number of "corridor" grids adjacent to the given grid.
107 * @param y1 基準となるマスのY座標
108 * @param x1 基準となるマスのX座標
110 * @note Assumes "in_bounds(y1, x1)"
112 * XXX XXX This routine currently only counts actual "empty floor"\n
113 * grids which are not in rooms. We might want to also count stairs,\n
114 * open doors, closed doors, etc.
116 static int next_to_corr(floor_type *floor_ptr, POSITION y1, POSITION x1)
119 for (int i = 0; i < 4; i++) {
120 POSITION y = y1 + ddy_ddd[i];
121 POSITION x = x1 + ddx_ddd[i];
123 g_ptr = &floor_ptr->grid_array[y][x];
124 if (cave_has_flag_grid(g_ptr, FF_WALL) || !g_ptr->is_floor() || g_ptr->is_room())
134 * @brief ドアを設置可能な地形かを返す / Determine if the given location is "between" two walls, and "next to" two corridor spaces.
135 * @param y 判定を行いたいマスのY座標
136 * @param x 判定を行いたいマスのX座標
137 * @return ドアを設置可能ならばTRUEを返す
138 * @details まず垂直方向に、次に水平方向に調べる
140 static bool possible_doorway(floor_type *floor_ptr, POSITION y, POSITION x)
142 if (next_to_corr(floor_ptr, y, x) < 2)
145 if (cave_has_flag_bold(floor_ptr, y - 1, x, FF_WALL) && cave_has_flag_bold(floor_ptr, y + 1, x, FF_WALL))
148 if (cave_has_flag_bold(floor_ptr, y, x - 1, FF_WALL) && cave_has_flag_bold(floor_ptr, y, x + 1, FF_WALL))
155 * @brief ドアの設置を試みる / Places door at y, x position if at least 2 walls found
156 * @param player_ptr プレーヤーへの参照ポインタ
157 * @param y 設置を行いたいマスのY座標
158 * @param x 設置を行いたいマスのX座標
160 void try_door(player_type *player_ptr, dt_type *dt_ptr, POSITION y, POSITION x)
162 floor_type *floor_ptr = player_ptr->current_floor_ptr;
163 if (!in_bounds(floor_ptr, y, x) || cave_has_flag_bold(floor_ptr, y, x, FF_WALL) || floor_ptr->grid_array[y][x].is_room())
166 bool can_place_door = randint0(100) < dt_ptr->dun_tun_jct;
167 can_place_door &= possible_doorway(floor_ptr, y, x);
168 can_place_door &= d_info[player_ptr->dungeon_idx].flags.has_not(DF::NO_DOORS);
170 place_random_door(player_ptr, y, x, false);