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中立でないモンスターに乗馬して, 乗馬に向かない武器を装備していると,
[hengband/hengband.git] / src / generate.c
index 1bf46e7..a5a542f 100644 (file)
@@ -126,25 +126,46 @@ dun_data *dun;
  */
 static int next_to_walls(int y, int x)
 {
-       int     k = 0;
+       int k = 0;
 
-       if (cave_have_flag_bold(y + 1, x, FF_WALL)) k++;
-       if (cave_have_flag_bold(y - 1, x, FF_WALL)) k++;
-       if (cave_have_flag_bold(y, x + 1, FF_WALL)) k++;
-       if (cave_have_flag_bold(y, x - 1, FF_WALL)) k++;
+       if (in_bounds(y + 1, x) && is_extra_bold(y + 1, x)) k++;
+       if (in_bounds(y - 1, x) && is_extra_bold(y - 1, x)) k++;
+       if (in_bounds(y, x + 1) && is_extra_bold(y, x + 1)) k++;
+       if (in_bounds(y, x - 1) && is_extra_bold(y, x - 1)) k++;
 
        return (k);
 }
 
 
 /*
+ *  Helper function for alloc_stairs().
+ *
+ *  Is this a good location for stairs?
+ */
+static bool alloc_stairs_aux(int y, int x, int walls)
+{
+       /* Access the grid */
+       cave_type *c_ptr = &cave[y][x];
+
+       /* Require "naked" floor grid */
+       if (!is_floor_grid(c_ptr)) return FALSE;
+       if (pattern_tile(y, x)) return FALSE;
+       if (c_ptr->o_idx || c_ptr->m_idx) return FALSE;
+
+       /* Require a certain number of adjacent walls */
+       if (next_to_walls(y, x) < walls) return FALSE;
+
+       return TRUE;
+}
+
+
+/*
  * Places some staircases near walls
  */
 static bool alloc_stairs(int feat, int num, int walls)
 {
-       int          y, x, i, j, flag;
-       int          shaft_num = 0;
-       cave_type    *c_ptr;
+       int i;
+       int shaft_num = 0;
 
        feature_type *f_ptr = &f_info[feat];
 
@@ -181,44 +202,73 @@ static bool alloc_stairs(int feat, int num, int walls)
        else return FALSE;
 
 
-       /* There very few walls in an arena level */
-       if (dun->empty_level) walls = 1;
-
        /* Place "num" stairs */
        for (i = 0; i < num; i++)
        {
-               /* Try several times */
-               for (flag = FALSE; !flag; )
+               while (TRUE)
                {
-                       /* Try several times, then decrease "walls" */
-                       for (j = 0; j <= 3000; j++)
+                       int y = 0, x = 0;
+                       cave_type *c_ptr;
+
+                       int candidates = 0;
+                       int pick;
+
+                       for (y = 1; y < cur_hgt - 1; y++)
                        {
-                               /* Pick a random grid */
-                               y = randint1(cur_hgt-2);
-                               x = randint1(cur_wid-2);
+                               for (x = 1; x < cur_wid - 1; x++)
+                               {
+                                       if (alloc_stairs_aux(y, x, walls))
+                                       {
+                                               /* A valid space found */
+                                               candidates++;
+                                       }
+                               }
+                       }
 
-                               /* Access the grid */
-                               c_ptr = &cave[y][x];
+                       /* No valid place! */
+                       if (!candidates)
+                       {
+                               /* There are exactly no place! */
+                               if (walls <= 0) return FALSE;
 
-                               /* Require "naked" floor grid */
-                               if (!is_floor_grid(c_ptr) || pattern_tile(y,x) || c_ptr->o_idx || c_ptr->m_idx) continue;
+                               /* Decrease walls limit, and try again */
+                               walls--;
+                               continue;
+                       }
 
-                               /* Require a certain number of adjacent walls */
-                               if (next_to_walls(y, x) < walls) continue;
+                       /* Choose a random one */
+                       pick = randint1(candidates);
 
-                               /* Clear possible garbage of hidden trap */
-                               c_ptr->mimic = 0;
+                       for (y = 1; y < cur_hgt - 1; y++)
+                       {
+                               for (x = 1; x < cur_wid - 1; x++)
+                               {
+                                       if (alloc_stairs_aux(y, x, walls))
+                                       {
+                                               pick--;
 
-                               /* Clear previous contents, add stairs */
-                               c_ptr->feat = (i < shaft_num) ? feat_state(feat, FF_SHAFT) : feat;
+                                               /* Is this a picked one? */
+                                               if (!pick) break;
+                                       }
+                               }
 
-                               /* All done */
-                               flag = TRUE;
-                               break;
+                               if (!pick) break;
                        }
 
-                       /* Require fewer walls */
-                       if (walls) walls--;
+                       /* Access the grid */
+                       c_ptr = &cave[y][x];
+
+                       /* Clear possible garbage of hidden trap */
+                       c_ptr->mimic = 0;
+
+                       /* Clear previous contents, add stairs */
+                       c_ptr->feat = (i < shaft_num) ? feat_state(feat, FF_SHAFT) : feat;
+
+                       /* No longer "FLOOR" */
+                       c_ptr->info &= ~(CAVE_FLOOR);
+
+                       /* Success */
+                       break;
                }
        }
        return TRUE;
@@ -419,7 +469,7 @@ static void try_door(int y, int x)
 
 
 /* Place quest monsters */
-void place_quest_monsters(void)
+bool place_quest_monsters(void)
 {
        int i;
 
@@ -429,7 +479,7 @@ void place_quest_monsters(void)
                monster_race *r_ptr;
                u32b mode;
                int j;
-                       
+
                if (quest[i].status != QUEST_STATUS_TAKEN ||
                    (quest[i].type != QUEST_TYPE_KILL_LEVEL &&
                     quest[i].type != QUEST_TYPE_RANDOM) ||
@@ -464,16 +514,24 @@ void place_quest_monsters(void)
                                /* Find an empty grid */
                                for (l = SAFE_MAX_ATTEMPTS; l > 0; l--)
                                {
+                                       cave_type    *c_ptr;
+                                       feature_type *f_ptr;
+
                                        y = randint0(cur_hgt);
                                        x = randint0(cur_wid);
 
+                                       c_ptr = &cave[y][x];
+                                       f_ptr = &f_info[c_ptr->feat];
+
+                                       if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) continue;
                                        if (!monster_can_enter(y, x, r_ptr, 0)) continue;
                                        if (distance(y, x, py, px) < 10) continue;
+                                       if (c_ptr->info & CAVE_ICKY) continue;
                                        else break;
                                }
 
                                /* Failed to place */
-                               if (!l) break;
+                               if (!l) return FALSE;
 
                                /* Try to place the monster */
                                if (place_monster_aux(0, y, x, quest[i].r_idx, mode))
@@ -487,8 +545,13 @@ void place_quest_monsters(void)
                                        continue;
                                }
                        }
+
+                       /* Failed to place */
+                       if (k == SAFE_MAX_ATTEMPTS) return FALSE;
                }
        }
+
+       return TRUE;
 }
 
 
@@ -730,15 +793,17 @@ static bool cave_gen(void)
                build_maze_vault(cur_wid/2-1, cur_hgt/2-1, cur_wid-4, cur_hgt-4, FALSE);
 
                /* Place 3 or 4 down stairs near some walls */
-               if (!alloc_stairs(FEAT_MORE, rand_range(2, 3), 3)) return FALSE;
+               if (!alloc_stairs(feat_down_stair, rand_range(2, 3), 3)) return FALSE;
 
                /* Place 1 or 2 up stairs near some walls */
-               if (!alloc_stairs(FEAT_LESS, 1, 3)) return FALSE;
+               if (!alloc_stairs(feat_up_stair, 1, 3)) return FALSE;
        }
 
        /* Build some rooms */
        else
        {
+               int tunnel_fail_count = 0;
+
                /*
                 * Build each type of room in turn until we cannot build any more.
                 */
@@ -765,13 +830,13 @@ static bool cave_gen(void)
                        /* Choose water or lava */
                        if ((randint1(MAX_DEPTH * 2) - 1 > dun_level) && (d_info[dungeon_type].flags1 & DF1_WATER_RIVER))
                        {
-                               feat1 = FEAT_DEEP_WATER;
-                               feat2 = FEAT_SHAL_WATER;
+                               feat1 = feat_deep_water;
+                               feat2 = feat_shallow_water;
                        }
                        else if  (d_info[dungeon_type].flags1 & DF1_LAVA_RIVER)
                        {
-                               feat1 = FEAT_DEEP_LAVA;
-                               feat2 = FEAT_SHAL_LAVA;
+                               feat1 = feat_deep_lava;
+                               feat2 = feat_shallow_lava;
                        }
                        else feat1 = 0;
 
@@ -823,14 +888,16 @@ static bool cave_gen(void)
                        if (randint1(dun_level) > d_info[dungeon_type].tunnel_percent)
                        {
                                /* make cave-like tunnel */
-                               build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
+                               (void)build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
                        }
                        else
                        {
                                /* make normal tunnel */
-                               build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x);
+                               if (!build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x)) tunnel_fail_count++;
                        }
 
+                       if (tunnel_fail_count >= 2) return FALSE;
+
                        /* Turn the tunnel into corridor */
                        for (j = 0; j < dun->tunn_n; j++)
                        {
@@ -901,10 +968,10 @@ static bool cave_gen(void)
                }
 
                /* Place 3 or 4 down stairs near some walls */
-               if (!alloc_stairs(FEAT_MORE, rand_range(3, 4), 3)) return FALSE;
+               if (!alloc_stairs(feat_down_stair, rand_range(3, 4), 3)) return FALSE;
 
                /* Place 1 or 2 up stairs near some walls */
-               if (!alloc_stairs(FEAT_LESS, rand_range(1, 2), 3)) return FALSE;
+               if (!alloc_stairs(feat_up_stair, rand_range(1, 2), 3)) return FALSE;
        }
 
        if (!dun->laketype)
@@ -945,7 +1012,7 @@ static bool cave_gen(void)
        /* Determine the character location */
        if (!new_player_spot()) return FALSE;
 
-       place_quest_monsters();
+       if (!place_quest_monsters()) return FALSE;
 
        /* Basic "amount" */
        k = (dun_level / 3);
@@ -1008,7 +1075,7 @@ msg_format("
        object_level = base_level;
 
        /* Put the Guardian */
-       (void)alloc_guardian();
+       if (!alloc_guardian(TRUE)) return FALSE;
 
        if (dun->empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > dun_level)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS))
        {
@@ -1115,7 +1182,7 @@ static void arena_gen(void)
                for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
                {
                        /* Create empty floor */
-                       cave[y][x].feat = FEAT_FLOOR;
+                       cave[y][x].feat = feat_floor;
                }
        }
 
@@ -1176,9 +1243,15 @@ static void build_battle(void)
        place_extra_perm_bold(y_depth-4, x_right-18);
        cave[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
 
-       i = y_height + 4;
+       for (i = y_height + 1; i <= y_height + 5; i++)
+               for (j = x_left + 20 + 2 * (y_height + 5 - i); j <= x_right - 20 - 2 * (y_height + 5 - i); j++)
+               {
+                       cave[i][j].feat = feat_permanent_glass_wall;
+               }
+
+       i = y_height + 1;
        j = xval;
-       cave[i][j].feat = FEAT_BLDG_HEAD + 3;
+       cave[i][j].feat = f_tag_to_index("BUILDING_3");
        cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
        player_place(i, j);
 }
@@ -1212,7 +1285,7 @@ static void battle_gen(void)
                for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
                {
                        /* Create empty floor */
-                       cave[y][x].feat = FEAT_FLOOR;
+                       cave[y][x].feat = feat_floor;
                }
        }
 
@@ -1220,9 +1293,9 @@ static void battle_gen(void)
 
        for(i=0;i<4;i++)
        {
-               place_monster_aux(0, py + 5 + (i/2)*4, px - 2 + (i%2)*4, battle_mon[i],
+               place_monster_aux(0, py + 8 + (i/2)*4, px - 2 + (i%2)*4, battle_mon[i],
                                  (PM_NO_KAGE | PM_NO_PET));
-               set_friendly(&m_list[cave[py+5+(i/2)*4][px-2+(i%2)*4].m_idx]);
+               set_friendly(&m_list[cave[py+8+(i/2)*4][px-2+(i%2)*4].m_idx]);
        }
        for(i = 1; i < m_max; i++)
        {
@@ -1319,7 +1392,7 @@ static bool level_gen(cptr *why)
                panel_col_min = cur_wid;
 
                if (cheat_room)
-                 msg_format("X:%d, Y:%d.", cur_hgt, cur_wid);
+                 msg_format("X:%d, Y:%d.", cur_wid, cur_hgt);
        }
        else
        {
@@ -1346,34 +1419,11 @@ static bool level_gen(cptr *why)
        else return TRUE;
 }
 
-static byte extract_feeling(void)
-{
-       /* Hack -- no feeling in the town */
-       if (!dun_level) return 0;
-
-       /* Hack -- Have a special feeling sometimes */
-       if (good_item_flag && !preserve_mode) return 1;
-
-       if (rating > 100) return 2;
-       if (rating > 80) return 3;
-       if (rating > 60) return 4;
-       if (rating > 40) return 5;
-       if (rating > 30) return 6;
-       if (rating > 20) return 7;
-       if (rating > 10) return 8;
-       if (rating > 0) return 9;
-
-       if((turn - old_turn) > TURNS_PER_TICK * TOWN_DAWN /2)
-               chg_virtue(V_PATIENCE, 1);
-
-       return 10;
-}
-
 
 /*
  * Wipe all unnecessary flags after cave generation
  */
-static void wipe_generate_cave_flags(void)
+void wipe_generate_cave_flags(void)
 {
        int x, y;
 
@@ -1418,6 +1468,7 @@ void clear_cave(void)
        C_WIPE(m_list, m_max, monster_type);
        m_max = 1;
        m_cnt = 0;
+       for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0;
 
        /* Pre-calc cur_num of pets in party_mon[] */
        precalc_cur_num_of_pet();
@@ -1466,12 +1517,6 @@ void clear_cave(void)
 
        /* Reset the object generation level */
        object_level = base_level;
-
-       /* Nothing special here yet */
-       good_item_flag = FALSE;
-
-       /* Nothing good here yet */
-       rating = 0;
 }
 
 
@@ -1482,7 +1527,7 @@ void clear_cave(void)
  */
 void generate_cave(void)
 {
-       int num, i;
+       int num;
 
        /* Fill the arrays of floors and walls in the good proportions */
        set_floor_and_wall(dungeon_type);
@@ -1497,15 +1542,6 @@ void generate_cave(void)
                /* Clear and empty the cave */
                clear_cave();
 
-               for (i = 0; i < DUNGEON_FEAT_PROB_NUM; i++)
-               {
-                       if (have_flag(f_info[d_info[dungeon_type].fill[i].feat].flags, FF_HAS_GOLD))
-                       {
-                               rating += 40;
-                               break;
-                       }
-               }
-
                /* Build the arena -KMW- */
                if (p_ptr->inside_arena)
                {
@@ -1539,8 +1575,6 @@ void generate_cave(void)
                        okay = level_gen(&why);
                }
 
-               /* Extract the feeling */
-               feeling = extract_feeling();
 
                /* Prevent object over-flow */
                if (o_max >= max_o_idx)