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
9 * This software may be copied and distributed for educational, research,
10 * and not for profit purposes provided that this copyright and statement
11 * are included in all such copies. Other copyrights may also apply.
15 * Purpose: This file holds all the
16 * functions that are applied to a level after the rest has been
17 * generated, ie streams and level destruction.
28 * @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 /
29 * Recursive fractal algorithm to place water through the dungeon.
34 * @param feat1 中央部地形ID
35 * @param feat2 境界部地形ID
39 static void recursive_river(int x1, int y1, int x2, int y2, int feat1, int feat2, int width)
41 int dx, dy, length, l, x, y;
47 length = distance(x1, y1, x2, y2);
52 * Divide path in half and call routine twice.
53 * There is a small chance of splitting the river
60 /* perturbation perpendicular to path */
61 changex = randint1(abs(dy)) * 2 - abs(dy);
70 /* perturbation perpendicular to path */
71 changey = randint1(abs(dx)) * 2 - abs(dx);
78 if (!in_bounds(y1 + dy + changey, x1 + dx + changex))
84 /* construct river out of two smaller ones */
85 recursive_river(x1, y1, x1 + dx + changex, y1 + dy + changey, feat1, feat2, width);
86 recursive_river(x1 + dx + changex, y1 + dy + changey, x2, y2, feat1, feat2, width);
88 /* Split the river some of the time - junctions look cool */
89 if (one_in_(DUN_WAT_CHG) && (width > 0))
91 recursive_river(x1 + dx + changex, y1 + dy + changey,
92 x1 + 8 * (dx + changex), y1 + 8 * (dy + changey),
93 feat1, feat2, width - 1);
98 /* Actually build the river */
99 for (l = 0; l < length; l++)
101 x = x1 + l * (x2 - x1) / length;
102 y = y1 + l * (y2 - y1) / length;
108 for (ty = y - width - 1; ty <= y + width + 1; ty++)
110 for (tx = x - width - 1; tx <= x + width + 1; tx++)
112 if (!in_bounds2(ty, tx)) continue;
114 c_ptr = &cave[ty][tx];
116 if (c_ptr->feat == feat1) continue;
117 if (c_ptr->feat == feat2) continue;
119 if (distance(ty, tx, y, x) > rand_spread(width, 1)) continue;
121 /* Do not convert permanent features */
122 if (cave_perma_grid(c_ptr)) continue;
125 * Clear previous contents, add feature
126 * The border mainly gets feat2, while the center gets feat1
128 if (distance(ty, tx, y, x) > width)
133 /* Clear garbage of hidden trap or door */
136 /* Lava terrain glows */
137 if (have_flag(f_info[feat1].flags, FF_LAVA))
139 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) c_ptr->info |= CAVE_GLOW;
142 /* Hack -- don't teleport here */
143 c_ptr->info |= CAVE_ICKY;
155 * @brief ランダムに川/溶岩流をダンジョンに配置する /
156 * Places water /lava through dungeon.
157 * @param feat1 中央部地形ID
158 * @param feat2 境界部地形ID
161 void add_river(int feat1, int feat2)
168 /* Hack -- Choose starting point */
169 y2 = randint1(cur_hgt / 2 - 2) + cur_hgt / 2;
170 x2 = randint1(cur_wid / 2 - 2) + cur_wid / 2;
172 /* Hack -- Choose ending point somewhere on boundary */
178 x1 = randint1(cur_wid-2)+1;
186 y1 = randint1(cur_hgt-2)+1;
193 y1 = randint1(cur_hgt-2)+1;
198 /* bottom boundary */
199 x1 = randint1(cur_wid-2)+1;
205 wid = randint1(DUN_WAT_RNG);
206 recursive_river(x1, y1, x2, y2, feat1, feat2, wid);
208 /* Hack - Save the location as a "room" */
209 if (dun->cent_n < CENT_MAX)
211 dun->cent[dun->cent_n].y = y2;
212 dun->cent[dun->cent_n].x = x2;
219 * @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 /
220 * Places "streamers" of rock through dungeon
221 * @param feat ストリーマー地形ID
226 * Note that their are actually six different terrain features used
227 * to represent streamers. Three each of magma and quartz, one for
228 * basic vein, one with hidden gold, and one with known gold. The
229 * hidden gold types are currently unused.
232 void build_streamer(int feat, int chance)
241 feature_type *streamer_ptr = &f_info[feat];
242 bool streamer_is_wall = have_flag(streamer_ptr->flags, FF_WALL) && !have_flag(streamer_ptr->flags, FF_PERMANENT);
243 bool streamer_may_have_gold = have_flag(streamer_ptr->flags, FF_MAY_HAVE_GOLD);
245 /* Hack -- Choose starting point */
246 y = rand_spread(cur_hgt / 2, cur_hgt / 6);
247 x = rand_spread(cur_wid / 2, cur_wid / 6);
249 /* Choose a random compass direction */
252 /* Place streamer into dungeon */
253 while (dummy < SAFE_MAX_ATTEMPTS)
257 /* One grid per density */
258 for (i = 0; i < DUN_STR_DEN; i++)
262 /* Pick a nearby grid */
265 ty = rand_spread(y, d);
266 tx = rand_spread(x, d);
267 if (!in_bounds2(ty, tx)) continue;
271 /* Access the grid */
272 c_ptr = &cave[ty][tx];
273 f_ptr = &f_info[c_ptr->feat];
275 if (have_flag(f_ptr->flags, FF_MOVE) && (have_flag(f_ptr->flags, FF_WATER) || have_flag(f_ptr->flags, FF_LAVA)))
278 /* Do not convert permanent features */
279 if (have_flag(f_ptr->flags, FF_PERMANENT)) continue;
281 /* Only convert "granite" walls */
282 if (streamer_is_wall)
284 if (!is_extra_grid(c_ptr) && !is_inner_grid(c_ptr) && !is_outer_grid(c_ptr) && !is_solid_grid(c_ptr)) continue;
285 if (is_closed_door(c_ptr->feat)) continue;
288 if (c_ptr->m_idx && !(have_flag(streamer_ptr->flags, FF_PLACE) && monster_can_cross_terrain(feat, &r_info[m_list[c_ptr->m_idx].r_idx], 0)))
290 /* Delete the monster (if any) */
291 delete_monster(ty, tx);
294 if (c_ptr->o_idx && !have_flag(streamer_ptr->flags, FF_DROP))
296 s16b this_o_idx, next_o_idx = 0;
298 /* Scan all objects in the grid */
299 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
302 object_type *o_ptr = &o_list[this_o_idx];
304 /* Acquire next object */
305 next_o_idx = o_ptr->next_o_idx;
307 /* Hack -- Preserve unknown artifacts */
308 if (object_is_fixed_artifact(o_ptr))
310 /* Mega-Hack -- Preserve the artifact */
311 a_info[o_ptr->name1].cur_num = 0;
315 char o_name[MAX_NLEN];
316 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
318 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。", o_name);
320 msg_format("Artifact (%s) was deleted by streamer.", o_name);
324 else if (cheat_peek && o_ptr->art_name)
327 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。");
329 msg_print("One of the random artifacts was deleted by streamer.");
335 delete_object(ty, tx);
338 /* Clear previous contents, add proper vein type */
341 /* Paranoia: Clear mimic field */
344 if (streamer_may_have_gold)
346 /* Hack -- Add some known treasure */
349 cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD);
352 /* Hack -- Add some hidden treasure */
353 else if (one_in_(chance / 4))
355 cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD);
356 cave_alter_feat(ty, tx, FF_ENSECRET);
361 if (dummy >= SAFE_MAX_ATTEMPTS)
366 msg_print("警告!ストリーマーを配置できません!");
368 msg_print("Warning! Could not place streamer!");
376 /* Advance the streamer */
382 if(one_in_(2)) dir = (dir + 1) % 8;
383 else dir = (dir > 0) ? dir - 1 : 7;
386 /* Quit before leaving the dungeon */
387 if (!in_bounds(y, x)) break;
393 * @brief ダンジョンの指定位置近辺に森林を配置する /
394 * Places "streamers" of rock through dungeon
400 * Put trees near a hole in the dungeon roof (rubble on ground + up stairway)
401 * This happens in real world lava tubes.
404 void place_trees(int x, int y)
409 /* place trees/ rubble in ovalish distribution */
410 for (i = x - 3; i < x + 4; i++)
412 for (j = y - 3; j < y + 4; j++)
414 if (!in_bounds(j, i)) continue;
417 if (c_ptr->info & CAVE_ICKY) continue;
418 if (c_ptr->o_idx) continue;
420 /* Want square to be in the circle and accessable. */
421 if ((distance(j, i, y, x) < 4) && !cave_perma_grid(c_ptr))
424 * Clear previous contents, add feature
425 * The border mainly gets trees, while the center gets rubble
427 if ((distance(j, i, y, x) > 1) || (randint1(100) < 25))
429 if (randint1(100) < 75)
430 cave[j][i].feat = feat_tree;
434 cave[j][i].feat = feat_rubble;
437 /* Clear garbage of hidden trap or door */
440 /* Light area since is open above */
441 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[j][i].info |= (CAVE_GLOW | CAVE_ROOM);
446 /* No up stairs in ironman mode */
447 if (!ironman_downward && one_in_(3))
450 cave[y][x].feat = feat_up_stair;
456 * @brief ダンジョンに*破壊*済み地形ランダムに施す /
457 * Build a destroyed level
460 void destroy_level(void)
464 /* Note destroyed levels */
466 if (cheat_room) msg_print("破壊された階");
468 if (cheat_room) msg_print("Destroyed Level");
471 /* Drop a few epi-centers (usually about two) */
472 for (n = 0; n < randint1(5); n++)
474 /* Pick an epi-center */
475 x1 = rand_range(5, cur_wid - 1 - 5);
476 y1 = rand_range(5, cur_hgt - 1 - 5);
478 (void)destroy_area(y1, x1, 15, TRUE);