-/* File: generate.c */
-
-/*
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies. Other copyrights may also apply.
- */
-
-/* Purpose: Dungeon generation */
-
-/*
- * Note that Level generation is *not* an important bottleneck,
- * though it can be annoyingly slow on older machines... Thus
- * we emphasize "simplicity" and "correctness" over "speed".
- *
- * This entire file is only needed for generating levels.
- * This may allow smart compilers to only load it when needed.
- *
- * Consider the "v_info.txt" file for vault generation.
- *
- * In this file, we use the "special" granite and perma-wall sub-types,
- * where "basic" is normal, "inner" is inside a room, "outer" is the
- * outer wall of a room, and "solid" is the outer wall of the dungeon
- * or any walls that may not be pierced by corridors. Thus the only
- * wall type that may be pierced by a corridor is the "outer granite"
- * type. The "basic granite" type yields the "actual" corridors.
- *
- * Note that we use the special "solid" granite wall type to prevent
- * multiple corridors from piercing a wall in two adjacent locations,
- * which would be messy, and we use the special "outer" granite wall
- * to indicate which walls "surround" rooms, and may thus be "pierced"
- * by corridors entering or leaving the room.
- *
- * Note that a tunnel which attempts to leave a room near the "edge"
- * of the dungeon in a direction toward that edge will cause "silly"
- * wall piercings, but will have no permanently incorrect effects,
- * as long as the tunnel can *eventually* exit from another side.
- * And note that the wall may not come back into the room by the
- * hole it left through, so it must bend to the left or right and
- * then optionally re-enter the room (at least 2 grids away). This
- * is not a problem since every room that is large enough to block
- * the passage of tunnels is also large enough to allow the tunnel
- * to pierce the room itself several times.
- *
- * Note that no two corridors may enter a room through adjacent grids,
- * they must either share an entryway or else use entryways at least
- * two grids apart. This prevents "large" (or "silly") doorways.
- *
- * To create rooms in the dungeon, we first divide the dungeon up
- * into "blocks" of 11x11 grids each, and require that all rooms
- * occupy a rectangular group of blocks. As long as each room type
- * reserves a sufficient number of blocks, the room building routines
- * will not need to check bounds. Note that most of the normal rooms
- * actually only use 23x11 grids, and so reserve 33x11 grids.
- *
- * Note that the use of 11x11 blocks (instead of the old 33x11 blocks)
- * allows more variability in the horizontal placement of rooms, and
- * at the same time has the disadvantage that some rooms (two thirds
- * of the normal rooms) may be "split" by panel boundaries. This can
- * induce a situation where a player is in a room and part of the room
- * is off the screen. It may be annoying enough to go back to 33x11
- * blocks to prevent this visual situation.
- *
- * Note that the dungeon generation routines are much different (2.7.5)
- * and perhaps "DUN_ROOMS" should be less than 50.
- *
- * XXX XXX XXX Note that it is possible to create a room which is only
- * connected to itself, because the "tunnel generation" code allows a
- * tunnel to leave a room, wander around, and then re-enter the room.
- *
- * XXX XXX XXX Note that it is possible to create a set of rooms which
- * are only connected to other rooms in that set, since there is nothing
- * explicit in the code to prevent this from happening. But this is less
- * likely than the "isolated room" problem, because each room attempts to
- * connect to another room, in a giant cycle, thus requiring at least two
- * bizarre occurances to create an isolated section of the dungeon.
- *
- * Note that (2.7.9) monster pits have been split into monster "nests"
- * and monster "pits". The "nests" have a collection of monsters of a
- * given type strewn randomly around the room (jelly, animal, or undead),
- * while the "pits" have a collection of monsters of a given type placed
- * around the room in an organized manner (orc, troll, giant, dragon, or
- * demon). Note that both "nests" and "pits" are now "level dependant",
- * and both make 16 "expensive" calls to the "get_mon_num()" function.
- *
- * Note that the cave grid flags changed in a rather drastic manner
- * for Angband 2.8.0 (and 2.7.9+), in particular, dungeon terrain
- * features, such as doors and stairs and traps and rubble and walls,
- * are all handled as a set of 64 possible "terrain features", and
- * not as "fake" objects (440-479) as in pre-2.8.0 versions.
- *
- * The 64 new "dungeon features" will also be used for "visual display"
- * but we must be careful not to allow, for example, the user to display
- * hidden traps in a different way from floors, or secret doors in a way
- * different from granite walls, or even permanent granite in a different
- * way from granite. XXX XXX XXX
+/*!
+ * @file generate.c
+ * @brief ダンジョンの生成 / Dungeon generation
+ * @date 2014/01/04
+ * @author
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
+ * This software may be copied and distributed for educational, research,\n
+ * and not for profit purposes provided that this copyright and statement\n
+ * are included in all such copies. Other copyrights may also apply.\n
+ * 2014 Deskull rearranged comment for Doxygen. \n
+ * @details
+ * Note that Level generation is *not* an important bottleneck,\n
+ * though it can be annoyingly slow on older machines... Thus\n
+ * we emphasize "simplicity" and "correctness" over "speed".\n
+ *\n
+ * This entire file is only needed for generating levels.\n
+ * This may allow smart compilers to only load it when needed.\n
+ *\n
+ * Consider the "v_info.txt" file for vault generation.\n
+ *\n
+ * In this file, we use the "special" granite and perma-wall sub-types,\n
+ * where "basic" is normal, "inner" is inside a room, "outer" is the\n
+ * outer wall of a room, and "solid" is the outer wall of the dungeon\n
+ * or any walls that may not be pierced by corridors. Thus the only\n
+ * wall type that may be pierced by a corridor is the "outer granite"\n
+ * type. The "basic granite" type yields the "actual" corridors.\n
+ *\n
+ * Note that we use the special "solid" granite wall type to prevent\n
+ * multiple corridors from piercing a wall in two adjacent locations,\n
+ * which would be messy, and we use the special "outer" granite wall\n
+ * to indicate which walls "surround" rooms, and may thus be "pierced"\n
+ * by corridors entering or leaving the room.\n
+ *\n
+ * Note that a tunnel which attempts to leave a room near the "edge"\n
+ * of the dungeon in a direction toward that edge will cause "silly"\n
+ * wall piercings, but will have no permanently incorrect effects,\n
+ * as long as the tunnel can *eventually* exit from another side.\n
+ * And note that the wall may not come back into the room by the\n
+ * hole it left through, so it must bend to the left or right and\n
+ * then optionally re-enter the room (at least 2 grids away). This\n
+ * is not a problem since every room that is large enough to block\n
+ * the passage of tunnels is also large enough to allow the tunnel\n
+ * to pierce the room itself several times.\n
+ *\n
+ * Note that no two corridors may enter a room through adjacent grids,\n
+ * they must either share an entryway or else use entryways at least\n
+ * two grids apart. This prevents "large" (or "silly") doorways.\n
+ *\n
+ * To create rooms in the dungeon, we first divide the dungeon up\n
+ * into "blocks" of 11x11 grids each, and require that all rooms\n
+ * occupy a rectangular group of blocks. As long as each room type\n
+ * reserves a sufficient number of blocks, the room building routines\n
+ * will not need to check bounds. Note that most of the normal rooms\n
+ * actually only use 23x11 grids, and so reserve 33x11 grids.\n
+ *\n
+ * Note that the use of 11x11 blocks (instead of the old 33x11 blocks)\n
+ * allows more variability in the horizontal placement of rooms, and\n
+ * at the same time has the disadvantage that some rooms (two thirds\n
+ * of the normal rooms) may be "split" by panel boundaries. This can\n
+ * induce a situation where a player is in a room and part of the room\n
+ * is off the screen. It may be annoying enough to go back to 33x11\n
+ * blocks to prevent this visual situation.\n
+ *\n
+ * Note that the dungeon generation routines are much different (2.7.5)\n
+ * and perhaps "DUN_ROOMS" should be less than 50.\n
+ *\n
+ * XXX XXX XXX Note that it is possible to create a room which is only\n
+ * connected to itself, because the "tunnel generation" code allows a\n
+ * tunnel to leave a room, wander around, and then re-enter the room.\n
+ *\n
+ * XXX XXX XXX Note that it is possible to create a set of rooms which\n
+ * are only connected to other rooms in that set, since there is nothing\n
+ * explicit in the code to prevent this from happening. But this is less\n
+ * likely than the "isolated room" problem, because each room attempts to\n
+ * connect to another room, in a giant cycle, thus requiring at least two\n
+ * bizarre occurances to create an isolated section of the dungeon.\n
+ *\n
+ * Note that (2.7.9) monster pits have been split into monster "nests"\n
+ * and monster "pits". The "nests" have a collection of monsters of a\n
+ * given type strewn randomly around the room (jelly, animal, or undead),\n
+ * while the "pits" have a collection of monsters of a given type placed\n
+ * around the room in an organized manner (orc, troll, giant, dragon, or\n
+ * demon). Note that both "nests" and "pits" are now "level dependant",\n
+ * and both make 16 "expensive" calls to the "get_mon_num()" function.\n
+ *\n
+ * Note that the cave grid flags changed in a rather drastic manner\n
+ * for Angband 2.8.0 (and 2.7.9+), in particular, dungeon terrain\n
+ * features, such as doors and stairs and traps and rubble and walls,\n
+ * are all handled as a set of 64 possible "terrain features", and\n
+ * not as "fake" objects (440-479) as in pre-2.8.0 versions.\n
+ *\n
+ * The 64 new "dungeon features" will also be used for "visual display"\n
+ * but we must be careful not to allow, for example, the user to display\n
+ * hidden traps in a different way from floors, or secret doors in a way\n
+ * different from granite walls, or even permanent granite in a different\n
+ * way from granite. XXX XXX XXX\n
*/
#include "angband.h"
#include "rooms.h"
#include "streams.h"
-int dun_tun_rnd;
+int dun_tun_rnd;
int dun_tun_chg;
int dun_tun_con;
int dun_tun_pen;
int dun_tun_jct;
-/*
+/*!
* Dungeon generation data -- see "cave_gen()"
*/
dun_data *dun;
-/*
- * Count the number of walls adjacent to the given grid.
- *
- * Note -- Assumes "in_bounds(y, x)"
- *
- * We count only granite walls and permanent walls.
+/*!
+ * @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.
+ * @param y 基準のy座標
+ * @param x 基準のx座標
+ * @return 隣接する外壁の数
+ * @note Assumes "in_bounds(y, x)"
+ * @details We count only granite walls and permanent walls.
*/
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);
}
-
-static bool cannot_place_stairs(int walls)
+/*!
+ * @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?
+ * @param y 基準のy座標
+ * @param x 基準のx座標
+ * @param walls 最低減隣接させたい外壁の数
+ * @return 階段を生成して問題がないならばTRUEを返す。
+ */
+static bool alloc_stairs_aux(int y, int x, int walls)
{
- int y, x;
- int count = 0;
- cave_type *c_ptr;
+ /* Access the grid */
+ cave_type *c_ptr = &cave[y][x];
- for (y = 1; y < (cur_hgt - 1); y++)
- {
- for (x = 1; x < (cur_wid - 1); x++)
- {
- /* Access the grid */
- c_ptr = &cave[y][x];
-
- /* Require "naked" floor grid */
- if (!is_floor_grid(c_ptr) || pattern_tile(y, x) || c_ptr->o_idx || c_ptr->m_idx) continue;
+ /* 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)
- {
- /* Enough grids? */
- if (++count >= 20) return FALSE;
- }
- }
- }
+ /* Require a certain number of adjacent walls */
+ if (next_to_walls(y, x) < walls) return FALSE;
- /* No naked grid */
return TRUE;
}
-/*
- * Places some staircases near walls
+/*!
+ * @brief 外壁に隣接させて階段を生成する / Places some staircases near walls
+ * @param feat 配置したい地形ID
+ * @param num 配置したい階段の数
+ * @param walls 最低減隣接させたい外壁の数
+ * @return 規定数通りに生成に成功したらTRUEを返す。
*/
-static bool alloc_stairs(int feat, int num, int walls)
+static bool alloc_stairs(IDX feat, int num, int walls)
{
- int y, x, i, j;
- int shaft_num = 0;
- bool flag, checked;
- cave_type *c_ptr;
+ int i;
+ int shaft_num = 0;
feature_type *f_ptr = &f_info[feat];
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 = checked = FALSE; !flag; )
+ while (TRUE)
{
- /* Try several times, then decrease "walls" */
- for (j = 0; j <= 3000; j++)
- {
- /* Pick a random grid */
- y = randint1(cur_hgt-2);
- x = randint1(cur_wid-2);
-
- /* Access the grid */
- c_ptr = &cave[y][x];
-
- /* Require "naked" floor grid */
- if (!is_floor_grid(c_ptr) || pattern_tile(y, x) || c_ptr->o_idx || c_ptr->m_idx) continue;
+ int y = 0, x = 0;
+ cave_type *c_ptr;
- /* Require a certain number of adjacent walls */
- if (next_to_walls(y, x) < walls) continue;
+ int candidates = 0;
+ int pick;
- /* 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))
+ {
+ /* A valid space found */
+ candidates++;
+ }
+ }
+ }
- /* Clear previous contents, add stairs */
- c_ptr->feat = (i < shaft_num) ? feat_state(feat, FF_SHAFT) : feat;
+ /* No valid place! */
+ if (!candidates)
+ {
+ /* There are exactly no place! */
+ if (walls <= 0) return FALSE;
- /* All done */
- flag = TRUE;
- break;
+ /* Decrease walls limit, and try again */
+ walls--;
+ continue;
}
- /* Require fewer walls */
- if (!flag)
+ /* Choose a random one */
+ pick = randint1(candidates);
+
+ for (y = 1; y < cur_hgt - 1; y++)
{
- if (!checked)
+ for (x = 1; x < cur_wid - 1; x++)
{
- if (cannot_place_stairs(walls))
+ if (alloc_stairs_aux(y, x, walls))
{
- if (walls)
- {
- walls--;
- checked = FALSE;
- }
- else return FALSE;
+ pick--;
+
+ /* Is this a picked one? */
+ if (!pick) break;
}
- else checked = TRUE;
}
+
+ if (!pick) break;
}
+
+ /* 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;
}
-
-/*
- * Allocates some objects (using "place" and "type")
+/*!
+ * @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")
+ * @param set 配置したい地形の種類
+ * @param typ 配置したいオブジェクトの種類
+ * @param num 配置したい数
+ * @return 規定数通りに生成に成功したらTRUEを返す。
*/
static void alloc_object(int set, int typ, int num)
{
if (dummy >= SAFE_MAX_ATTEMPTS)
{
- if (cheat_room)
- {
-#ifdef JP
-msg_print("·Ù¹ð¡ª¥¢¥¤¥Æ¥à¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
-#else
- msg_print("Warning! Could not place object!");
-#endif
-
- }
+ msg_print_wizard(CHEAT_DUNGEON, _("アイテムの配置に失敗しました。", "Failed to place object."));
return;
}
}
}
-
-/*
- * Count the number of "corridor" grids adjacent to the given grid.
- *
- * Note -- Assumes "in_bounds(y1, x1)"
- *
- * XXX XXX This routine currently only counts actual "empty floor"
- * grids which are not in rooms. We might want to also count stairs,
+/*!
+ * @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.
+ * @param y1 基準となるマスのY座標
+ * @param x1 基準となるマスのX座標
+ * @return 通路の数
+ * @note Assumes "in_bounds(y1, x1)"
+ * @details
+ * XXX XXX This routine currently only counts actual "empty floor"\n
+ * grids which are not in rooms. We might want to also count stairs,\n
* open doors, closed doors, etc.
*/
static int next_to_corr(int y1, int x1)
}
-/*
- * Determine if the given location is "between" two walls,
- * and "next to" two corridor spaces. XXX XXX XXX
- *
- * Assumes "in_bounds(y, x)"
+/*!
+ * @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.
+ * @param y 判定を行いたいマスのY座標
+ * @param x 判定を行いたいマスのX座標
+ * @return ドアを設置可能ならばTRUEを返す
+ * @note Assumes "in_bounds(y1, x1)"
+ * @details
+ * XXX XXX XXX\n
+ * Assumes "in_bounds(y, x)"\n
*/
static bool possible_doorway(int y, int x)
{
return (FALSE);
}
-
-/*
- * Places door at y, x position if at least 2 walls found
+/*!
+ * @brief ドアの設置を試みる / Places door at y, x position if at least 2 walls found
+ * @param y 設置を行いたいマスのY座標
+ * @param x 設置を行いたいマスのX座標
+ * @return なし
*/
static void try_door(int y, int x)
{
}
-/* Place quest monsters */
-void place_quest_monsters(void)
+/*!
+ * @brief クエストに関わるモンスターの配置を行う / Place quest monsters
+ * @return 成功したならばTRUEを返す
+ */
+bool place_quest_monsters(void)
{
int i;
/* Handle the quest monster placements */
- for (i = 0; i < max_quests; i++)
+ for (i = 0; i < max_q_idx; i++)
{
monster_race *r_ptr;
- u32b mode;
+ BIT_FLAGS mode;
int j;
-
+
if (quest[i].status != QUEST_STATUS_TAKEN ||
(quest[i].type != QUEST_TYPE_KILL_LEVEL &&
quest[i].type != QUEST_TYPE_RANDOM) ||
for (k = 0; k < SAFE_MAX_ATTEMPTS; k++)
{
- int x, y;
+ int x = 0, y = 0;
int l;
/* 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 (distance(y, x, p_ptr->y, p_ptr->x) < 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))
continue;
}
}
+
+ /* Failed to place */
+ if (k == SAFE_MAX_ATTEMPTS) return FALSE;
}
}
+
+ return TRUE;
}
-/*
- * Set boundary mimic and add "solid" perma-wall
+/*!
+ * @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
+ * @param c_ptr 永久壁を廃止したいマス構造体の参照ポインタ
+ * @return なし
*/
static void set_bound_perm_wall(cave_type *c_ptr)
{
place_solid_perm_grid(c_ptr);
}
-
-/*
- * Generate various caverns and lakes
- *
- * There were moved from cave_gen().
+/*!
+ * @brief フロアに洞窟や湖を配置する / Generate various caverns and lakes
+ * @details There were moved from cave_gen().
+ * @return なし
*/
static void gen_caverns_and_lakes(void)
{
if (dun->laketype)
{
- if (cheat_room)
-#ifdef JP
- msg_print("¸Ð¤òÀ¸À®¡£");
-#else
- msg_print("Lake on the level.");
-#endif
-
+ msg_print_wizard(CHEAT_DUNGEON, _("湖を生成します。", "Lake on the level."));
build_lake(dun->laketype);
}
}
/* make a large fractal cave in the middle of the dungeon */
- if (cheat_room)
-#ifdef JP
- msg_print("ƶ·¢¤òÀ¸À®¡£");
-#else
- msg_print("Cavern on level.");
-#endif
-
+ msg_print_wizard(CHEAT_DUNGEON, _("洞窟を生成。", "Cavern on level."));
build_cavern();
}
#endif /* ALLOW_CAVERNS_AND_LAKES */
}
-
-/*
- * Generate a new dungeon level
- *
- * Note that "dun_body" adds about 4000 bytes of memory to the stack.
+/*!
+ * @brief ダンジョン生成のメインルーチン / Generate a new dungeon level
+ * @details Note that "dun_body" adds about 4000 bytes of memory to the stack.
+ * @return ダンジョン生成が全て無事に成功したらTRUEを返す。
*/
static bool cave_gen(void)
{
if (ironman_empty_levels || ((d_info[dungeon_type].flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
{
dun->empty_level = TRUE;
-
- if (cheat_room)
-#ifdef JP
- msg_print("¥¢¥ê¡¼¥Ê¥ì¥Ù¥ë");
-#else
- msg_print("Arena level.");
-#endif
+ msg_print_wizard(CHEAT_DUNGEON, _("アリーナレベルを生成。", "Arena level."));
}
if (dun->empty_level)
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.
*/
/* Hack -- Add some rivers */
if (one_in_(3) && (randint1(dun_level) > 5))
{
- int feat1 = 0, feat2 = 0;
+ IDX feat1 = 0, feat2 = 0;
/* 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;
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++)
{
}
/* 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)
/* 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);
i += 1;
if (i > small_tester) i = small_tester;
- else if (cheat_hear)
- {
-#ifdef JP
-msg_format("¥â¥ó¥¹¥¿¡¼¿ô´ðËÜÃͤò %d ¤«¤é %d ¤Ë¸º¤é¤·¤Þ¤¹", small_tester, i);
-#else
- msg_format("Reduced monsters base from %d to %d", small_tester, i);
-#endif
+ else msg_format_wizard(CHEAT_DUNGEON,
+ _("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);
- }
}
i += randint1(8);
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))
{
return TRUE;
}
-
-/*
- * Builds the arena after it is entered -KMW-
+/*!
+ * @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-
+ * @return なし
*/
static void build_arena(void)
{
player_place(i, j);
}
-
-/*
- * Town logic flow for generation of arena -KMW-
+/*!
+ * @brief 闘技場への入場処理 / Town logic flow for generation of arena -KMW-
+ * @return なし
*/
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;
}
}
build_arena();
- place_monster_aux(0, py + 5, px, arena_info[p_ptr->arena_number].r_idx,
- (PM_NO_KAGE | PM_NO_PET));
-}
-
+ 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)))
+ {
+ p_ptr->exit_bldg = TRUE;
+ p_ptr->arena_number++;
+#ifdef JP
+ msg_print("相手は欠場した。あなたの不戦勝だ。");
+#else
+ msg_print("The enemy is unable appear. You won by default.");
+#endif
+ }
+}
-/*
- * Builds the arena after it is entered -KMW-
+/*!
+ * @brief モンスター闘技場のフロア生成 / Builds the arena after it is entered -KMW-
+ * @return なし
*/
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);
}
-
-/*
- * Town logic flow for generation of arena -KMW-
+/*!
+ * @brief モンスター闘技場への導入処理 / Town logic flow for generation of arena -KMW-
+ * @return なし
*/
static void battle_gen(void)
{
- int y, x, i;
+ int y, x;
+ MONSTER_IDX i;
int qy = 0;
int qx = 0;
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;
}
}
build_battle();
- for(i=0;i<4;i++)
+ 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, p_ptr->y + 8 + (i/2)*4, p_ptr->x - 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[p_ptr->y+8+(i/2)*4][p_ptr->x-2+(i%2)*4].m_idx]);
}
for(i = 1; i < m_max; i++)
{
}
}
-
-/*
- * Generate a quest level
+/*!
+ * @brief 固定マップクエストのフロア生成 / Generate a quest level
+ * @return なし
*/
static void quest_gen(void)
{
/* Prepare allocation table */
get_mon_num_prep(get_monster_hook(), NULL);
- init_flags = INIT_CREATE_DUNGEON | INIT_ASSIGN;
+ init_flags = INIT_CREATE_DUNGEON;
process_dungeon_file("q_info.txt", 0, 0, MAX_HGT, MAX_WID);
}
-/* Make a real level */
+/*!
+ * @brief ダンジョン時のランダムフロア生成 / Make a real level
+ * @return フロアの生成に成功したらTRUE
+ */
static bool level_gen(cptr *why)
{
int level_height, level_width;
(d_info[dungeon_type].flags1 & DF1_SMALLEST)) &&
!(d_info[dungeon_type].flags1 & DF1_BIG))
{
- if (cheat_room)
-#ifdef JP
- msg_print("¾®¤µ¤Ê¥Õ¥í¥¢");
-#else
- msg_print("A 'small' dungeon level.");
-#endif
-
if (d_info[dungeon_type].flags1 & DF1_SMALLEST)
{
level_height = 1;
panel_row_min = cur_hgt;
panel_col_min = cur_wid;
- if (cheat_room)
- msg_format("X:%d, Y:%d.", cur_hgt, cur_wid);
+ msg_format_wizard(CHEAT_DUNGEON,
+ _("小さなフロア: X:%d, Y:%d", "A 'small' dungeon level: X:%d, Y:%d."),
+ cur_wid, cur_hgt);
}
else
{
if (!cave_gen())
{
#ifdef JP
-*why = "¥À¥ó¥¸¥ç¥óÀ¸À®¤Ë¼ºÇÔ";
+*why = "ダンジョン生成に失敗";
#else
*why = "could not place player";
#endif
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
+/*!
+ * @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 cave generation
+ * @return なし
*/
-static void wipe_generate_cave_flags(void)
+void wipe_generate_cave_flags(void)
{
int x, y;
}
}
-
-/*
- * Clear and empty the cave
+/*!
+ * @brief フロアの全情報を初期化する / Clear and empty the cave
+ * @return なし
*/
void clear_cave(void)
{
int x, y, i;
/* Very simplified version of wipe_o_list() */
- C_WIPE(o_list, o_max, object_type);
+ (void)C_WIPE(o_list, o_max, object_type);
o_max = 1;
o_cnt = 0;
/* Very simplified version of wipe_m_list() */
for (i = 1; i < max_r_idx; i++)
r_info[i].cur_num = 0;
- C_WIPE(m_list, m_max, monster_type);
+ (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();
}
/* Mega-Hack -- no player yet */
- px = py = 0;
+ p_ptr->x = p_ptr->y = 0;
/* Set the base level */
base_level = dun_level;
/* Reset the object generation level */
object_level = base_level;
-
- /* Nothing special here yet */
- good_item_flag = FALSE;
-
- /* Nothing good here yet */
- rating = 0;
}
-/*
- * Generates a random dungeon level -RAK-
- *
- * Hack -- regenerate any "overflow" levels
+/*!
+ * ダンジョンのランダムフロアを生成する / Generates a random dungeon level -RAK-
+ * @return なし
+ * @note Hack -- regenerate any "overflow" levels
*/
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);
/* 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)
{
okay = level_gen(&why);
}
- /* Extract the feeling */
- feeling = extract_feeling();
/* Prevent object over-flow */
if (o_max >= max_o_idx)
{
/* Message */
#ifdef JP
-why = "¥¢¥¤¥Æ¥à¤¬Â¿¤¹¤®¤ë";
+why = "アイテムが多すぎる";
#else
why = "too many objects";
#endif
{
/* Message */
#ifdef JP
-why = "¥â¥ó¥¹¥¿¡¼¤¬Â¿¤¹¤®¤ë";
+why = "モンスターが多すぎる";
#else
why = "too many monsters";
#endif
/* Message */
#ifdef JP
-if (why) msg_format("À¸À®¤ä¤êľ¤·(%s)", why);
+if (why) msg_format("生成やり直し(%s)", why);
#else
if (why) msg_format("Generation restarted (%s)", why);
#endif