3 * @brief ダンジョンの生成 / Dungeon generation
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen. \n
12 * Note that Level generation is *not* an important bottleneck,\n
13 * though it can be annoyingly slow on older machines... Thus\n
14 * we emphasize "simplicity" and "correctness" over "speed".\n
16 * This entire file is only needed for generating levels.\n
17 * This may allow smart compilers to only load it when needed.\n
19 * Consider the "v_info.txt" file for vault generation.\n
21 * In this file, we use the "special" granite and perma-wall sub-types,\n
22 * where "basic" is normal, "inner" is inside a room, "outer" is the\n
23 * outer wall of a room, and "solid" is the outer wall of the dungeon\n
24 * or any walls that may not be pierced by corridors. Thus the only\n
25 * wall type that may be pierced by a corridor is the "outer granite"\n
26 * type. The "basic granite" type yields the "actual" corridors.\n
28 * Note that we use the special "solid" granite wall type to prevent\n
29 * multiple corridors from piercing a wall in two adjacent locations,\n
30 * which would be messy, and we use the special "outer" granite wall\n
31 * to indicate which walls "surround" rooms, and may thus be "pierced"\n
32 * by corridors entering or leaving the room.\n
34 * Note that a tunnel which attempts to leave a room near the "edge"\n
35 * of the dungeon in a direction toward that edge will cause "silly"\n
36 * wall piercings, but will have no permanently incorrect effects,\n
37 * as long as the tunnel can *eventually* exit from another side.\n
38 * And note that the wall may not come back into the room by the\n
39 * hole it left through, so it must bend to the left or right and\n
40 * then optionally re-enter the room (at least 2 grids away). This\n
41 * is not a problem since every room that is large enough to block\n
42 * the passage of tunnels is also large enough to allow the tunnel\n
43 * to pierce the room itself several times.\n
45 * Note that no two corridors may enter a room through adjacent grids,\n
46 * they must either share an entryway or else use entryways at least\n
47 * two grids apart. This prevents "large" (or "silly") doorways.\n
49 * To create rooms in the dungeon, we first divide the dungeon up\n
50 * into "blocks" of 11x11 grids each, and require that all rooms\n
51 * occupy a rectangular group of blocks. As long as each room type\n
52 * reserves a sufficient number of blocks, the room building routines\n
53 * will not need to check bounds. Note that most of the normal rooms\n
54 * actually only use 23x11 grids, and so reserve 33x11 grids.\n
56 * Note that the use of 11x11 blocks (instead of the old 33x11 blocks)\n
57 * allows more variability in the horizontal placement of rooms, and\n
58 * at the same time has the disadvantage that some rooms (two thirds\n
59 * of the normal rooms) may be "split" by panel boundaries. This can\n
60 * induce a situation where a player is in a room and part of the room\n
61 * is off the screen. It may be annoying enough to go back to 33x11\n
62 * blocks to prevent this visual situation.\n
64 * Note that the dungeon generation routines are much different (2.7.5)\n
65 * and perhaps "DUN_ROOMS" should be less than 50.\n
67 * Note that it is possible to create a room which is only\n
68 * connected to itself, because the "tunnel generation" code allows a\n
69 * tunnel to leave a room, wander around, and then re-enter the room.\n
71 * Note that it is possible to create a set of rooms which\n
72 * are only connected to other rooms in that set, since there is nothing\n
73 * explicit in the code to prevent this from happening. But this is less\n
74 * likely than the "isolated room" problem, because each room attempts to\n
75 * connect to another room, in a giant cycle, thus requiring at least two\n
76 * bizarre occurances to create an isolated section of the dungeon.\n
78 * Note that (2.7.9) monster pits have been split into monster "nests"\n
79 * and monster "pits". The "nests" have a collection of monsters of a\n
80 * given type strewn randomly around the room (jelly, animal, or undead),\n
81 * while the "pits" have a collection of monsters of a given type placed\n
82 * around the room in an organized manner (orc, troll, giant, dragon, or\n
83 * demon). Note that both "nests" and "pits" are now "level dependant",\n
84 * and both make 16 "expensive" calls to the "get_mon_num()" function.\n
86 * Note that the grid flags changed in a rather drastic manner\n
87 * for Angband 2.8.0 (and 2.7.9+), in particular, dungeon terrain\n
88 * features, such as doors and stairs and traps and rubble and walls,\n
89 * are all handled as a set of 64 possible "terrain features", and\n
90 * not as "fake" objects (440-479) as in pre-2.8.0 versions.\n
92 * The 64 new "dungeon features" will also be used for "visual display"\n
93 * but we must be careful not to allow, for example, the user to display\n
94 * hidden traps in a different way from floors, or secret doors in a way\n
95 * different from granite walls, or even permanent granite in a different\n
96 * way from granite. \n
104 #include "cmd-dump.h"
109 #include "floor-save.h"
110 #include "floor-streams.h"
111 #include "floor-generate.h"
112 #include "floor-events.h"
113 #include "floor-generate.h"
118 #include "player-status.h"
120 #include "monster-status.h"
121 #include "dungeon-file.h"
127 #include "view-mainwindow.h"
137 * Dungeon generation data -- see "cave_gen()"
143 * @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.
147 * @note Assumes "in_bounds()"
148 * @details We count only granite walls and permanent walls.
150 static int next_to_walls(floor_type* floor_ptr, POSITION y, POSITION x)
154 if (in_bounds(floor_ptr, y + 1, x) && is_extra_bold(floor_ptr, y + 1, x)) k++;
155 if (in_bounds(floor_ptr, y - 1, x) && is_extra_bold(floor_ptr, y - 1, x)) k++;
156 if (in_bounds(floor_ptr, y, x + 1) && is_extra_bold(floor_ptr, y, x + 1)) k++;
157 if (in_bounds(floor_ptr, y, x - 1) && is_extra_bold(floor_ptr, y, x - 1)) k++;
163 * @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?
164 * @param player_ptr プレーヤーへの参照ポインタ
167 * @param walls 最低減隣接させたい外壁の数
168 * @return 階段を生成して問題がないならばTRUEを返す。
170 static bool alloc_stairs_aux(player_type *player_ptr, POSITION y, POSITION x, int walls)
172 floor_type *floor_ptr = player_ptr->current_floor_ptr;
173 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
175 /* Require "naked" floor grid */
176 if (!is_floor_grid(g_ptr)) return FALSE;
177 if (pattern_tile(floor_ptr, y, x)) return FALSE;
178 if (g_ptr->o_idx || g_ptr->m_idx) return FALSE;
180 /* Require a certain number of adjacent walls */
181 if (next_to_walls(floor_ptr, y, x) < walls) return FALSE;
188 * @brief 外壁に隣接させて階段を生成する / Places some staircases near walls
189 * @param owner_ptr プレーヤーへの参照ポインタ
190 * @param feat 配置したい地形ID
191 * @param num 配置したい階段の数
192 * @param walls 最低減隣接させたい外壁の数
193 * @return 規定数通りに生成に成功したらTRUEを返す。
195 static bool alloc_stairs(player_type *owner_ptr, FEAT_IDX feat, int num, int walls)
200 feature_type *f_ptr = &f_info[feat];
202 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
203 if (have_flag(f_ptr->flags, FF_LESS))
205 /* No up stairs in town or in ironman mode */
206 if (ironman_downward || !floor_ptr->dun_level) return TRUE;
208 if (floor_ptr->dun_level > d_info[floor_ptr->dungeon_idx].mindepth)
209 shaft_num = (randint1(num+1))/2;
211 else if (have_flag(f_ptr->flags, FF_MORE))
213 QUEST_IDX q_idx = quest_number(owner_ptr, floor_ptr->dun_level);
215 /* No downstairs on quest levels */
216 if (floor_ptr->dun_level > 1 && q_idx)
218 monster_race *r_ptr = &r_info[quest[q_idx].r_idx];
220 /* The quest monster(s) is still alive? */
221 if (!(r_ptr->flags1 & RF1_UNIQUE) || 0 < r_ptr->max_num)
225 /* No downstairs at the bottom */
226 if (floor_ptr->dun_level >= d_info[floor_ptr->dungeon_idx].maxdepth) return TRUE;
228 if ((floor_ptr->dun_level < d_info[floor_ptr->dungeon_idx].maxdepth-1) && !quest_number(owner_ptr, floor_ptr->dun_level+1))
229 shaft_num = (randint1(num)+1)/2;
234 /* Place "num" stairs */
235 for (i = 0; i < num; i++)
245 for (y = 1; y < floor_ptr->height - 1; y++)
247 for (x = 1; x < floor_ptr->width - 1; x++)
249 if (alloc_stairs_aux(owner_ptr, y, x, walls))
251 /* A valid space found */
257 /* No valid place! */
260 /* There are exactly no place! */
261 if (walls <= 0) return FALSE;
263 /* Decrease walls limit, and try again */
268 /* Choose a random one */
269 pick = randint1(candidates);
271 for (y = 1; y < floor_ptr->height - 1; y++)
273 for (x = 1; x < floor_ptr->width - 1; x++)
275 if (alloc_stairs_aux(owner_ptr, y, x, walls))
279 /* Is this a picked one? */
286 g_ptr = &floor_ptr->grid_array[y][x];
288 /* Clear possible garbage of hidden trap */
291 /* Clear previous contents, add stairs */
292 g_ptr->feat = (i < shaft_num) ? feat_state(owner_ptr, feat, FF_SHAFT) : feat;
294 /* No longer "FLOOR" */
295 g_ptr->info &= ~(CAVE_FLOOR);
305 * @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")
306 * @param set 配置したい地形の種類
307 * @param typ 配置したいオブジェクトの種類
309 * @return 規定数通りに生成に成功したらTRUEを返す。
311 static void alloc_object(player_type *owner_ptr, int set, EFFECT_ID typ, int num)
313 POSITION y = 0, x = 0;
318 /* A small level has few objects. */
319 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
320 num = num * floor_ptr->height * floor_ptr->width / (MAX_HGT*MAX_WID) +1;
322 /* Place some objects */
323 for (k = 0; k < num; k++)
325 /* Pick a "legal" spot */
326 while (dummy < SAFE_MAX_ATTEMPTS)
332 y = randint0(floor_ptr->height);
333 x = randint0(floor_ptr->width);
335 g_ptr = &floor_ptr->grid_array[y][x];
337 /* Require "naked" floor grid */
338 if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
340 /* Avoid player location */
341 if (player_bold(owner_ptr, y, x)) continue;
343 /* Check for "room" */
344 room = (floor_ptr->grid_array[y][x].info & CAVE_ROOM) ? TRUE : FALSE;
346 /* Require corridor? */
347 if ((set == ALLOC_SET_CORR) && room) continue;
350 if ((set == ALLOC_SET_ROOM) && !room) continue;
356 if (dummy >= SAFE_MAX_ATTEMPTS)
358 msg_print_wizard(CHEAT_DUNGEON, _("アイテムの配置に失敗しました。", "Failed to place object."));
363 /* Place something */
366 case ALLOC_TYP_RUBBLE:
368 place_rubble(floor_ptr, y, x);
369 floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
375 place_trap(owner_ptr, y, x);
376 floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
382 place_gold(owner_ptr, y, x);
386 case ALLOC_TYP_OBJECT:
388 place_object(owner_ptr, y, x, 0L);
399 * @brief クエストに関わるモンスターの配置を行う / Place quest monsters
400 * @param creature_ptr プレーヤーへの参照ポインタ
401 * @return 成功したならばTRUEを返す
403 bool place_quest_monsters(player_type *creature_ptr)
407 /* Handle the quest monster placements */
408 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
409 for (i = 0; i < max_q_idx; i++)
415 if (quest[i].status != QUEST_STATUS_TAKEN ||
416 (quest[i].type != QUEST_TYPE_KILL_LEVEL &&
417 quest[i].type != QUEST_TYPE_RANDOM) ||
418 quest[i].level != floor_ptr->dun_level ||
419 creature_ptr->dungeon_idx != quest[i].dungeon ||
420 (quest[i].flags & QUEST_FLAG_PRESET))
426 r_ptr = &r_info[quest[i].r_idx];
428 /* Hack -- "unique" monsters must be "unique" */
429 if ((r_ptr->flags1 & RF1_UNIQUE) &&
430 (r_ptr->cur_num >= r_ptr->max_num)) continue;
432 mode = (PM_NO_KAGE | PM_NO_PET);
434 if (!(r_ptr->flags1 & RF1_FRIENDS))
435 mode |= PM_ALLOW_GROUP;
437 for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++)
441 for (k = 0; k < SAFE_MAX_ATTEMPTS; k++)
443 POSITION x = 0, y = 0;
446 /* Find an empty grid */
447 for (l = SAFE_MAX_ATTEMPTS; l > 0; l--)
452 y = randint0(floor_ptr->height);
453 x = randint0(floor_ptr->width);
455 g_ptr = &floor_ptr->grid_array[y][x];
456 f_ptr = &f_info[g_ptr->feat];
458 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) continue;
459 if (!monster_can_enter(creature_ptr, y, x, r_ptr, 0)) continue;
460 if (distance(y, x, creature_ptr->y, creature_ptr->x) < 10) continue;
461 if (g_ptr->info & CAVE_ICKY) continue;
465 /* Failed to place */
466 if (!l) return FALSE;
468 /* Try to place the monster */
469 if (place_monster_aux(creature_ptr, 0, y, x, quest[i].r_idx, mode))
476 /* Failure - Try again */
481 /* Failed to place */
482 if (k == SAFE_MAX_ATTEMPTS) return FALSE;
490 * @brief フロアに洞窟や湖を配置する / Generate various caverns and lakes
491 * @details There were moved from cave_gen().
494 static void gen_caverns_and_lakes(dungeon_type *dungeon_ptr, player_type *owner_ptr)
496 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
497 /* Possible "destroyed" level */
498 if ((floor_ptr->dun_level > 30) && one_in_(DUN_DEST*2) && (small_levels) && (dungeon_ptr->flags1 & DF1_DESTROY))
500 dun->destroyed = TRUE;
502 /* extra rubble around the place looks cool */
503 build_lake(owner_ptr, one_in_(2) ? LAKE_T_CAVE : LAKE_T_EARTH_VAULT);
506 /* Make a lake some of the time */
507 if (one_in_(LAKE_LEVEL) && !dun->empty_level && !dun->destroyed &&
508 (dungeon_ptr->flags1 & DF1_LAKE_MASK))
511 if (dungeon_ptr->flags1 & DF1_LAKE_WATER) count += 3;
512 if (dungeon_ptr->flags1 & DF1_LAKE_LAVA) count += 3;
513 if (dungeon_ptr->flags1 & DF1_LAKE_RUBBLE) count += 3;
514 if (dungeon_ptr->flags1 & DF1_LAKE_TREE) count += 3;
516 if (dungeon_ptr->flags1 & DF1_LAKE_LAVA)
519 if ((floor_ptr->dun_level > 80) && (randint0(count) < 2)) dun->laketype = LAKE_T_LAVA;
523 if (!dun->laketype && (floor_ptr->dun_level > 80) && one_in_(count)) dun->laketype = LAKE_T_FIRE_VAULT;
527 if ((dungeon_ptr->flags1 & DF1_LAKE_WATER) && !dun->laketype)
530 if ((floor_ptr->dun_level > 50) && randint0(count) < 2) dun->laketype = LAKE_T_WATER;
534 if (!dun->laketype && (floor_ptr->dun_level > 50) && one_in_(count)) dun->laketype = LAKE_T_WATER_VAULT;
538 if ((dungeon_ptr->flags1 & DF1_LAKE_RUBBLE) && !dun->laketype)
541 if ((floor_ptr->dun_level > 35) && (randint0(count) < 2)) dun->laketype = LAKE_T_CAVE;
544 /* Lake of rubble2 */
545 if (!dun->laketype && (floor_ptr->dun_level > 35) && one_in_(count)) dun->laketype = LAKE_T_EARTH_VAULT;
550 if ((floor_ptr->dun_level > 5) && (dungeon_ptr->flags1 & DF1_LAKE_TREE) && !dun->laketype) dun->laketype = LAKE_T_AIR_VAULT;
554 msg_print_wizard(CHEAT_DUNGEON, _("湖を生成します。", "Lake on the level."));
555 build_lake(owner_ptr, dun->laketype);
559 if ((floor_ptr->dun_level > DUN_CAVERN) && !dun->empty_level &&
560 (dungeon_ptr->flags1 & DF1_CAVERN) &&
561 !dun->laketype && !dun->destroyed && (randint1(1000) < floor_ptr->dun_level))
565 /* make a large fractal floor_ptr->grid_array in the middle of the dungeon */
567 msg_print_wizard(CHEAT_DUNGEON, _("洞窟を生成。", "Cavern on level."));
568 build_cavern(owner_ptr);
571 /* Hack -- No destroyed "quest" levels */
572 if (quest_number(owner_ptr, floor_ptr->dun_level)) dun->destroyed = FALSE;
577 * @brief ダンジョン生成のメインルーチン / Generate a new dungeon level
578 * @details Note that "dun_body" adds about 4000 bytes of memory to the stack.
579 * @param player_ptr プレーヤーへの参照ポインタ
580 * @param why エラー原因メッセージを返す
581 * @return ダンジョン生成が全て無事に成功したらTRUEを返す。
583 static bool cave_gen(player_type *player_ptr, concptr *why)
589 floor_type *floor_ptr = player_ptr->current_floor_ptr;
590 dungeon_type* dungeon_ptr = &d_info[floor_ptr->dungeon_idx];
592 floor_ptr->lite_n = 0;
593 floor_ptr->mon_lite_n = 0;
594 floor_ptr->redraw_n = 0;
595 floor_ptr->view_n = 0;
600 dun->destroyed = FALSE;
601 dun->empty_level = FALSE;
605 /* Fill the arrays of floors and walls in the good proportions */
606 set_floor_and_wall(floor_ptr->dungeon_idx);
607 get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), NULL);
609 /* Randomize the dungeon creation values */
610 dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
611 dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
612 dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
613 dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
614 dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);
616 /* Actual maximum number of rooms on this level */
617 dun->row_rooms = floor_ptr->height / BLOCK_HGT;
618 dun->col_rooms = floor_ptr->width / BLOCK_WID;
620 /* Initialize the room table */
621 for (y = 0; y < dun->row_rooms; y++)
623 for (x = 0; x < dun->col_rooms; x++)
625 dun->room_map[y][x] = FALSE;
632 /* Empty arena levels */
633 if (ironman_empty_levels || ((dungeon_ptr->flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
635 dun->empty_level = TRUE;
636 msg_print_wizard(CHEAT_DUNGEON, _("アリーナレベルを生成。", "Arena level."));
639 if (dun->empty_level)
641 /* Start with floors */
642 for (y = 0; y < floor_ptr->height; y++)
644 for (x = 0; x < floor_ptr->width; x++)
646 place_bold(player_ptr, y, x, gb_floor);
650 /* Special boundary walls -- Top and bottom */
651 for (x = 0; x < floor_ptr->width; x++)
653 place_bold(player_ptr, 0, x, gb_extra);
654 place_bold(player_ptr, floor_ptr->height - 1, x, gb_extra);
657 /* Special boundary walls -- Left and right */
658 for (y = 1; y < (floor_ptr->height - 1); y++)
660 place_bold(player_ptr, y, 0, gb_extra);
661 place_bold(player_ptr, y, floor_ptr->width - 1, gb_extra);
666 /* Start with walls */
667 for (y = 0; y < floor_ptr->height; y++)
669 for (x = 0; x < floor_ptr->width; x++)
671 place_bold(player_ptr, y, x, gb_extra);
676 /* Generate various caverns and lakes */
677 gen_caverns_and_lakes(dungeon_ptr, player_ptr);
680 if (dungeon_ptr->flags1 & DF1_MAZE)
682 build_maze_vault(player_ptr, floor_ptr->width/2-1, floor_ptr->height/2-1, floor_ptr->width-4, floor_ptr->height-4, FALSE);
684 /* Place 3 or 4 down stairs near some walls */
685 if (!alloc_stairs(player_ptr, feat_down_stair, rand_range(2, 3), 3))
687 *why = _("迷宮ダンジョンの下り階段生成に失敗", "Failed to alloc up stairs in maze dungeon.");
691 /* Place 1 or 2 up stairs near some walls */
692 if (!alloc_stairs(player_ptr, feat_up_stair, 1, 3))
694 *why = _("迷宮ダンジョンの上り階段生成に失敗", "Failed to alloc down stairs in maze dungeon.");
699 /* Build some rooms */
702 int tunnel_fail_count = 0;
705 * Build each type of room in turn until we cannot build any more.
707 if (!generate_rooms(player_ptr))
709 *why = _("部屋群の生成に失敗", "Failed to generate rooms");
714 /* Make a hole in the dungeon roof sometimes at level 1 */
715 if (floor_ptr->dun_level == 1)
717 while (one_in_(DUN_MOS_DEN))
719 place_trees(player_ptr, randint1(floor_ptr->width - 2), randint1(floor_ptr->height - 2));
723 /* Destroy the level if necessary */
724 if (dun->destroyed) destroy_level(player_ptr);
726 /* Hack -- Add some rivers */
727 if (one_in_(3) && (randint1(floor_ptr->dun_level) > 5))
729 FEAT_IDX feat1 = 0, feat2 = 0;
731 /* Choose water mainly */
732 if ((randint1(MAX_DEPTH * 2) - 1 > floor_ptr->dun_level) && (dungeon_ptr->flags1 & DF1_WATER_RIVER))
734 feat1 = feat_deep_water;
735 feat2 = feat_shallow_water;
739 FEAT_IDX select_deep_feat[10];
740 FEAT_IDX select_shallow_feat[10];
741 int select_id_max = 0, selected;
743 if (dungeon_ptr->flags1 & DF1_LAVA_RIVER)
745 select_deep_feat[select_id_max] = feat_deep_lava;
746 select_shallow_feat[select_id_max] = feat_shallow_lava;
749 if (dungeon_ptr->flags1 & DF1_POISONOUS_RIVER)
751 select_deep_feat[select_id_max] = feat_deep_poisonous_puddle;
752 select_shallow_feat[select_id_max] = feat_shallow_poisonous_puddle;
755 if (dungeon_ptr->flags1 & DF1_ACID_RIVER)
757 select_deep_feat[select_id_max] = feat_deep_acid_puddle;
758 select_shallow_feat[select_id_max] = feat_shallow_acid_puddle;
762 if (select_id_max > 0)
764 selected = randint0(select_id_max);
765 feat1 = select_deep_feat[selected];
766 feat2 = select_shallow_feat[selected];
770 feat1 = feat_deep_water;
771 feat2 = feat_shallow_water;
777 feature_type *f_ptr = &f_info[feat1];
779 /* Only add river if matches lake type or if have no lake at all */
780 if (((dun->laketype == LAKE_T_LAVA) && have_flag(f_ptr->flags, FF_LAVA)) ||
781 ((dun->laketype == LAKE_T_WATER) && have_flag(f_ptr->flags, FF_WATER)) ||
784 add_river(floor_ptr, feat1, feat2);
789 /* Hack -- Scramble the room order */
790 for (i = 0; i < dun->cent_n; i++)
793 int pick = rand_range(0, i);
797 dun->cent[i].y = dun->cent[pick].y;
798 dun->cent[i].x = dun->cent[pick].x;
799 dun->cent[pick].y = ty;
800 dun->cent[pick].x = tx;
803 /* Start with no tunnel doors */
806 /* Hack -- connect the first room to the last room */
807 y = dun->cent[dun->cent_n-1].y;
808 x = dun->cent[dun->cent_n-1].x;
810 /* Connect all the rooms together */
811 for (i = 0; i < dun->cent_n; i++)
815 /* Reset the arrays */
819 /* Connect the room to the previous room */
820 if (randint1(floor_ptr->dun_level) > dungeon_ptr->tunnel_percent)
822 /* make cavelike tunnel */
823 (void)build_tunnel2(player_ptr, dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
827 /* make normal tunnel */
828 if (!build_tunnel(player_ptr, dun->cent[i].y, dun->cent[i].x, y, x)) tunnel_fail_count++;
831 if (tunnel_fail_count >= 2)
833 *why = _("トンネル接続に失敗", "Failed to generate tunnels");
837 /* Turn the tunnel into corridor */
838 for (j = 0; j < dun->tunn_n; j++)
844 g_ptr = &floor_ptr->grid_array[y][x];
845 f_ptr = &f_info[g_ptr->feat];
847 /* Clear previous contents (if not a lake), add a floor */
848 if (!have_flag(f_ptr->flags, FF_MOVE) || (!have_flag(f_ptr->flags, FF_WATER) && !have_flag(f_ptr->flags, FF_LAVA)))
850 /* Clear mimic type */
853 place_grid(player_ptr, g_ptr, gb_floor);
857 /* Apply the piercings that we found */
858 for (j = 0; j < dun->wall_n; j++)
863 g_ptr = &floor_ptr->grid_array[y][x];
865 /* Clear mimic type */
868 /* Clear previous contents, add up floor */
869 place_grid(player_ptr, g_ptr, gb_floor);
871 /* Occasional doorway */
872 if ((randint0(100) < dun_tun_pen) && !(dungeon_ptr->flags1 & DF1_NO_DOORS))
874 /* Place a random door */
875 place_random_door(player_ptr, y, x, TRUE);
879 /* Remember the "previous" room */
884 /* Place intersection doors */
885 for (i = 0; i < dun->door_n; i++)
887 /* Extract junction location */
891 /* Try placing doors */
892 try_door(player_ptr, y, x - 1);
893 try_door(player_ptr, y, x + 1);
894 try_door(player_ptr, y - 1, x);
895 try_door(player_ptr, y + 1, x);
898 /* Place 3 or 4 down stairs near some walls */
899 if (!alloc_stairs(player_ptr, feat_down_stair, rand_range(3, 4), 3))
901 *why = _("下り階段生成に失敗", "Failed to generate down stairs.");
905 /* Place 1 or 2 up stairs near some walls */
906 if (!alloc_stairs(player_ptr, feat_up_stair, rand_range(1, 2), 3))
908 *why = _("上り階段生成に失敗", "Failed to generate up stairs.");
915 if (dungeon_ptr->stream2)
917 /* Hack -- Add some quartz streamers */
918 for (i = 0; i < DUN_STR_QUA; i++)
920 build_streamer(player_ptr, dungeon_ptr->stream2, DUN_STR_QC);
924 if (dungeon_ptr->stream1)
926 /* Hack -- Add some magma streamers */
927 for (i = 0; i < DUN_STR_MAG; i++)
929 build_streamer(player_ptr, dungeon_ptr->stream1, DUN_STR_MC);
934 /* Special boundary walls -- Top and bottom */
935 for (x = 0; x < floor_ptr->width; x++)
937 place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[0][x]);
938 place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[floor_ptr->height - 1][x]);
941 /* Special boundary walls -- Left and right */
942 for (y = 1; y < (floor_ptr->height - 1); y++)
944 place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[y][0]);
945 place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[y][floor_ptr->width - 1]);
948 /* Determine the character location */
949 if (!new_player_spot(player_ptr))
951 *why = _("プレイヤー配置に失敗", "Failed to place a player");
955 if (!place_quest_monsters(player_ptr))
957 *why = _("クエストモンスター配置に失敗", "Failed to place a quest monster");
962 k = (floor_ptr->dun_level / 3);
966 /* Pick a base number of monsters */
967 i = dungeon_ptr->min_m_alloc_level;
969 /* To make small levels a bit more playable */
970 if (floor_ptr->height < MAX_HGT || floor_ptr->width < MAX_WID)
972 int small_tester = i;
974 i = (i * floor_ptr->height) / MAX_HGT;
975 i = (i * floor_ptr->width) / MAX_WID;
978 if (i > small_tester) i = small_tester;
979 else msg_format_wizard(CHEAT_DUNGEON,
980 _("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);
986 /* Put some monsters in the dungeon */
987 for (i = i + k; i > 0; i--)
989 (void)alloc_monster(player_ptr, 0, PM_ALLOW_SLEEP);
992 /* Place some traps in the dungeon */
993 alloc_object(player_ptr, ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));
995 /* Put some rubble in corridors (except NO_CAVE dungeon (Castle)) */
996 if (!(dungeon_ptr->flags1 & DF1_NO_CAVE)) alloc_object(player_ptr, ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
998 /* Mega Hack -- No object at first level of deeper dungeon */
999 if (player_ptr->enter_dungeon && floor_ptr->dun_level > 1)
1001 /* No stair scum! */
1002 floor_ptr->object_level = 1;
1005 /* Put some objects in rooms */
1006 alloc_object(player_ptr, ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
1008 /* Put some objects/gold in the dungeon */
1009 alloc_object(player_ptr, ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
1010 alloc_object(player_ptr, ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));
1012 /* Set back to default */
1013 floor_ptr->object_level = floor_ptr->base_level;
1015 /* Put the Guardian */
1016 if (!alloc_guardian(player_ptr, TRUE))
1018 *why = _("ダンジョンの主配置に失敗", "Failed to place a dungeon guardian");
1022 bool is_empty_or_dark = dun->empty_level;
1023 is_empty_or_dark &= !one_in_(DARK_EMPTY) || (randint1(100) > floor_ptr->dun_level);
1024 is_empty_or_dark &= (dungeon_ptr->flags1 & DF1_DARKNESS) == 0;
1025 if (!is_empty_or_dark) return TRUE;
1027 /* Lite the floor_ptr->grid_array */
1028 for (y = 0; y < floor_ptr->height; y++)
1030 for (x = 0; x < floor_ptr->width; x++)
1032 floor_ptr->grid_array[y][x].info |= (CAVE_GLOW);
1040 * @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-
1041 * @param player_ptr プレーヤーへの参照ポインタ
1044 static void build_arena(player_type *player_ptr, POSITION *start_y, POSITION *start_x)
1046 POSITION yval, y_height, y_depth, xval, x_left, x_right;
1049 yval = SCREEN_HGT / 2;
1050 xval = SCREEN_WID / 2;
1051 y_height = yval - 10;
1052 y_depth = yval + 10;
1054 x_right = xval + 32;
1056 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1057 for (i = y_height; i <= y_height + 5; i++)
1058 for (j = x_left; j <= x_right; j++)
1060 place_bold(player_ptr, i, j, gb_extra_perm);
1061 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1063 for (i = y_depth; i >= y_depth - 5; i--)
1064 for (j = x_left; j <= x_right; j++)
1066 place_bold(player_ptr, i, j, gb_extra_perm);
1067 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1069 for (j = x_left; j <= x_left + 17; j++)
1070 for (i = y_height; i <= y_depth; i++)
1072 place_bold(player_ptr, i, j, gb_extra_perm);
1073 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1075 for (j = x_right; j >= x_right - 17; j--)
1076 for (i = y_height; i <= y_depth; i++)
1078 place_bold(player_ptr, i, j, gb_extra_perm);
1079 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1082 place_bold(player_ptr, y_height + 6, x_left + 18, gb_extra_perm);
1083 floor_ptr->grid_array[y_height + 6][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
1084 place_bold(player_ptr, y_depth - 6, x_left + 18, gb_extra_perm);
1085 floor_ptr->grid_array[y_depth - 6][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
1086 place_bold(player_ptr, y_height + 6, x_right - 18, gb_extra_perm);
1087 floor_ptr->grid_array[y_height + 6][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
1088 place_bold(player_ptr, y_depth - 6, x_right - 18, gb_extra_perm);
1089 floor_ptr->grid_array[y_depth - 6][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
1091 *start_y = y_height + 5;
1093 floor_ptr->grid_array[*start_y][*start_x].feat = f_tag_to_index("ARENA_GATE");
1094 floor_ptr->grid_array[*start_y][*start_x].info |= (CAVE_GLOW | CAVE_MARK);
1098 * @brief 挑戦時闘技場への入場処理 / Town logic flow for generation of arena -KMW-
1101 static void generate_challenge_arena(player_type *challanger_ptr)
1108 floor_type *floor_ptr = challanger_ptr->current_floor_ptr;
1109 floor_ptr->height = SCREEN_HGT;
1110 floor_ptr->width = SCREEN_WID;
1112 /* Start with solid walls */
1113 for (y = 0; y < MAX_HGT; y++)
1115 for (x = 0; x < MAX_WID; x++)
1117 /* Create "solid" perma-wall */
1118 place_bold(challanger_ptr, y, x, gb_solid_perm);
1120 /* Illuminate and memorize the walls */
1121 floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1125 /* Then place some floors */
1126 for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1128 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1130 /* Create empty floor */
1131 floor_ptr->grid_array[y][x].feat = feat_floor;
1135 build_arena(challanger_ptr, &y, &x);
1136 player_place(challanger_ptr, y, x);
1138 if(!place_monster_aux(challanger_ptr, 0, challanger_ptr->y + 5, challanger_ptr->x, arena_info[challanger_ptr->arena_number].r_idx, (PM_NO_KAGE | PM_NO_PET)))
1140 challanger_ptr->exit_bldg = TRUE;
1141 challanger_ptr->arena_number++;
1142 msg_print(_("相手は欠場した。あなたの不戦勝だ。", "The enemy is unable appear. You won by default."));
1148 * @brief モンスター闘技場のフロア生成 / Builds the arena after it is entered -KMW-
1149 * @param player_ptr プレーヤーへの参照ポインタ
1152 static void build_battle(player_type *player_ptr, POSITION *y, POSITION *x)
1154 POSITION yval, y_height, y_depth, xval, x_left, x_right;
1157 yval = SCREEN_HGT / 2;
1158 xval = SCREEN_WID / 2;
1159 y_height = yval - 10;
1160 y_depth = yval + 10;
1162 x_right = xval + 32;
1164 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1165 for (i = y_height; i <= y_height + 5; i++)
1166 for (j = x_left; j <= x_right; j++)
1168 place_bold(player_ptr, i, j, gb_extra_perm);
1169 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1171 for (i = y_depth; i >= y_depth - 3; i--)
1172 for (j = x_left; j <= x_right; j++)
1174 place_bold(player_ptr, i, j, gb_extra_perm);
1175 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1177 for (j = x_left; j <= x_left + 17; j++)
1178 for (i = y_height; i <= y_depth; i++)
1180 place_bold(player_ptr, i, j, gb_extra_perm);
1181 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1183 for (j = x_right; j >= x_right - 17; j--)
1184 for (i = y_height; i <= y_depth; i++)
1186 place_bold(player_ptr, i, j, gb_extra_perm);
1187 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1190 place_bold(player_ptr, y_height+6, x_left+18, gb_extra_perm);
1191 floor_ptr->grid_array[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1192 place_bold(player_ptr, y_depth-4, x_left+18, gb_extra_perm);
1193 floor_ptr->grid_array[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1194 place_bold(player_ptr, y_height+6, x_right-18, gb_extra_perm);
1195 floor_ptr->grid_array[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1196 place_bold(player_ptr, y_depth-4, x_right-18, gb_extra_perm);
1197 floor_ptr->grid_array[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1199 for (i = y_height + 1; i <= y_height + 5; i++)
1200 for (j = x_left + 20 + 2 * (y_height + 5 - i); j <= x_right - 20 - 2 * (y_height + 5 - i); j++)
1202 floor_ptr->grid_array[i][j].feat = feat_permanent_glass_wall;
1207 floor_ptr->grid_array[i][j].feat = f_tag_to_index("BUILDING_3");
1208 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1215 * @brief モンスター闘技場への導入処理 / Town logic flow for generation of arena -KMW-
1218 static void generate_gambling_arena(player_type *creature_ptr)
1225 /* Start with solid walls */
1226 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1227 for (y = 0; y < MAX_HGT; y++)
1229 for (x = 0; x < MAX_WID; x++)
1231 /* Create "solid" perma-wall */
1232 place_bold(creature_ptr, y, x, gb_solid_perm);
1234 /* Illuminate and memorize the walls */
1235 floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1239 /* Then place some floors */
1240 for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1242 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1244 /* Create empty floor */
1245 floor_ptr->grid_array[y][x].feat = feat_floor;
1249 build_battle(creature_ptr, &y, &x);
1251 player_place(creature_ptr, y, x);
1253 for(i = 0; i < 4; i++)
1255 place_monster_aux(creature_ptr, 0, creature_ptr->y + 8 + (i/2)*4, creature_ptr->x - 2 + (i%2)*4, battle_mon[i], (PM_NO_KAGE | PM_NO_PET));
1256 set_friendly(&floor_ptr->m_list[floor_ptr->grid_array[creature_ptr->y+8+(i/2)*4][creature_ptr->x-2+(i%2)*4].m_idx]);
1258 for(i = 1; i < floor_ptr->m_max; i++)
1260 monster_type *m_ptr = &floor_ptr->m_list[i];
1262 if (!monster_is_valid(m_ptr)) continue;
1264 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
1265 update_monster(creature_ptr, i, FALSE);
1270 * @brief 固定マップクエストのフロア生成 / Generate a quest level
1271 * @param player_ptr プレーヤーへの参照ポインタ
1274 static void generate_fixed_floor(player_type *player_ptr)
1278 /* Start with perm walls */
1279 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1280 for (y = 0; y < floor_ptr->height; y++)
1282 for (x = 0; x < floor_ptr->width; x++)
1284 place_bold(player_ptr, y, x, gb_solid_perm);
1288 /* Set the quest level */
1289 floor_ptr->base_level = quest[floor_ptr->inside_quest].level;
1290 floor_ptr->dun_level = floor_ptr->base_level;
1291 floor_ptr->object_level = floor_ptr->base_level;
1292 floor_ptr->monster_level = floor_ptr->base_level;
1294 if (record_stair) exe_write_diary(player_ptr, DIARY_TO_QUEST, floor_ptr->inside_quest, NULL);
1295 get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), NULL);
1297 init_flags = INIT_CREATE_DUNGEON;
1299 process_dungeon_file(player_ptr, "q_info.txt", 0, 0, MAX_HGT, MAX_WID);
1303 * @brief ダンジョン時のランダムフロア生成 / Make a real level
1304 * @param player_ptr プレーヤーへの参照ポインタ
1306 * @return フロアの生成に成功したらTRUE
1308 static bool level_gen(player_type *player_ptr, concptr *why)
1310 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1311 DUNGEON_IDX d_idx = floor_ptr->dungeon_idx;
1313 if ((always_small_levels || ironman_small_levels ||
1314 (one_in_(SMALL_LEVEL) && small_levels) ||
1315 (d_info[d_idx].flags1 & DF1_BEGINNER) ||
1316 (d_info[d_idx].flags1 & DF1_SMALLEST)) &&
1317 !(d_info[d_idx].flags1 & DF1_BIG))
1319 int level_height, level_width;
1320 if (d_info[d_idx].flags1 & DF1_SMALLEST)
1325 else if (d_info[d_idx].flags1 & DF1_BEGINNER)
1332 level_height = randint1(MAX_HGT / SCREEN_HGT);
1333 level_width = randint1(MAX_WID / SCREEN_WID);
1334 bool is_first_level_area = TRUE;
1335 bool is_max_area = (level_height == MAX_HGT / SCREEN_HGT) && (level_width == MAX_WID / SCREEN_WID);
1336 while (is_first_level_area || is_max_area)
1338 level_height = randint1(MAX_HGT / SCREEN_HGT);
1339 level_width = randint1(MAX_WID / SCREEN_WID);
1340 is_first_level_area = FALSE;
1341 is_max_area = (level_height == MAX_HGT / SCREEN_HGT) && (level_width == MAX_WID / SCREEN_WID);
1345 floor_ptr->height = level_height * SCREEN_HGT;
1346 floor_ptr->width = level_width * SCREEN_WID;
1348 /* Assume illegal panel */
1349 panel_row_min = floor_ptr->height;
1350 panel_col_min = floor_ptr->width;
1352 msg_format_wizard(CHEAT_DUNGEON,
1353 _("小さなフロア: X:%d, Y:%d", "A 'small' dungeon level: X:%d, Y:%d."),
1354 floor_ptr->width, floor_ptr->height);
1359 floor_ptr->height = MAX_HGT;
1360 floor_ptr->width = MAX_WID;
1362 /* Assume illegal panel */
1363 panel_row_min = floor_ptr->height;
1364 panel_col_min = floor_ptr->width;
1367 if (!cave_gen(player_ptr, why))
1376 * @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 grid_array generation
1379 void wipe_generate_random_floor_flags(floor_type *floor_ptr)
1383 for (y = 0; y < floor_ptr->height; y++)
1385 for (x = 0; x < floor_ptr->width; x++)
1387 /* Wipe unused flags */
1388 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1392 if (floor_ptr->dun_level)
1394 for (y = 1; y < floor_ptr->height - 1; y++)
1396 for (x = 1; x < floor_ptr->width - 1; x++)
1398 /* There might be trap */
1399 floor_ptr->grid_array[y][x].info |= CAVE_UNSAFE;
1406 * @brief フロアの全情報を初期化する / Clear and empty floor.
1407 * @parama player_ptr プレーヤーへの参照ポインタ
1410 void clear_cave(player_type *player_ptr)
1415 /* Very simplified version of wipe_o_list() */
1416 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1417 (void)C_WIPE(floor_ptr->o_list, floor_ptr->o_max, object_type);
1418 floor_ptr->o_max = 1;
1419 floor_ptr->o_cnt = 0;
1421 /* Very simplified version of wipe_m_list() */
1422 for (i = 1; i < max_r_idx; i++)
1423 r_info[i].cur_num = 0;
1424 (void)C_WIPE(floor_ptr->m_list, floor_ptr->m_max, monster_type);
1425 floor_ptr->m_max = 1;
1426 floor_ptr->m_cnt = 0;
1427 for (i = 0; i < MAX_MTIMED; i++) floor_ptr->mproc_max[i] = 0;
1429 /* Pre-calc cur_num of pets in party_mon[] */
1430 precalc_cur_num_of_pet(player_ptr);
1433 /* Start with a blank floor_ptr->grid_array */
1434 for (y = 0; y < MAX_HGT; y++)
1436 for (x = 0; x < MAX_WID; x++)
1438 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
1451 /* Set the base level */
1452 floor_ptr->base_level = floor_ptr->dun_level;
1454 /* Reset the monster generation level */
1455 floor_ptr->monster_level = floor_ptr->base_level;
1457 /* Reset the object generation level */
1458 floor_ptr->object_level = floor_ptr->base_level;
1463 * ダンジョンのランダムフロアを生成する / Generates a random dungeon level -RAK-
1464 * @parama player_ptr プレーヤーへの参照ポインタ
1466 * @note Hack -- regenerate any "overflow" levels
1468 void generate_floor(player_type *player_ptr)
1471 /* Fill the arrays of floors and walls in the good proportions */
1472 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1473 floor_ptr->dungeon_idx = player_ptr->dungeon_idx;
1474 set_floor_and_wall(floor_ptr->dungeon_idx);
1477 for (num = 0; TRUE; num++)
1482 clear_cave(player_ptr);
1484 /* Mega-Hack -- no player yet */
1485 player_ptr->x = player_ptr->y = 0;
1487 if (floor_ptr->inside_arena)
1489 generate_challenge_arena(player_ptr);
1492 else if (player_ptr->phase_out)
1494 generate_gambling_arena(player_ptr);
1497 else if (floor_ptr->inside_quest)
1499 generate_fixed_floor(player_ptr);
1502 /* Build the town */
1503 else if (!floor_ptr->dun_level)
1505 /* Make the wilderness */
1506 if (player_ptr->wild_mode) wilderness_gen_small(player_ptr);
1507 else wilderness_gen(player_ptr);
1510 /* Build a real level */
1513 okay = level_gen(player_ptr, &why);
1517 /* Prevent object over-flow */
1518 if (floor_ptr->o_max >= current_world_ptr->max_o_idx)
1520 why = _("アイテムが多すぎる", "too many objects");
1523 /* Prevent monster over-flow */
1524 else if (floor_ptr->m_max >= current_world_ptr->max_m_idx)
1526 why = _("モンスターが多すぎる", "too many monsters");
1533 if (why) msg_format(_("生成やり直し(%s)", "Generation restarted (%s)"), why);
1535 wipe_o_list(floor_ptr);
1536 wipe_monsters_list(player_ptr);
1539 /* Glow deep lava and building entrances tempor */
1540 glow_deep_lava_and_bldg(player_ptr);
1543 player_ptr->enter_dungeon = FALSE;
1545 wipe_generate_random_floor_flags(floor_ptr);
1549 * @brief build_tunnel用に通路を掘るための方向をランダムに決める / Pick a random direction
1550 * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
1551 * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
1554 static void rand_dir(POSITION *rdir, POSITION *cdir)
1556 /* Pick a random direction */
1557 int i = randint0(4);
1559 /* Extract the dy/dx components */
1565 * @brief build_tunnel用に通路を掘るための方向を位置関係通りに決める / Always picks a correct direction
1566 * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
1567 * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
1574 static void correct_dir(POSITION *rdir, POSITION *cdir, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
1576 /* Extract vertical and horizontal directions */
1577 *rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
1578 *cdir = (x1 == x2) ? 0 : (x1 < x2) ? 1 : -1;
1580 /* Never move diagonally */
1583 if (randint0(100) < 50)
1591 * @brief 部屋間のトンネルを生成する / Constructs a tunnel between two points
1592 * @param player_ptr プレーヤーへの参照ポインタ
1597 * @return 生成に成功したらTRUEを返す
1599 * This function must be called BEFORE any streamers are created,\n
1600 * since we use the special "granite wall" sub-types to keep track\n
1601 * of legal places for corridors to pierce rooms.\n
1603 * We use "door_flag" to prevent excessive construction of doors\n
1604 * along overlapping corridors.\n
1606 * We queue the tunnel grids to prevent door creation along a corridor\n
1607 * which intersects itself.\n
1609 * We queue the wall piercing grids to prevent a corridor from leaving\n
1610 * a room and then coming back in through the same entrance.\n
1612 * We "pierce" grids which are "outer" walls of rooms, and when we\n
1613 * do so, we change all adjacent "outer" walls of rooms into "solid"\n
1614 * walls so that no two corridors may use adjacent grids for exits.\n
1616 * The "solid" wall check prevents corridors from "chopping" the\n
1617 * corners of rooms off, as well as "silly" door placement, and\n
1618 * "excessively wide" room entrances.\n
1622 * inner -- inner room walls\n
1623 * outer -- outer room walls\n
1624 * solid -- solid room walls\n
1626 bool build_tunnel(player_type *player_ptr, POSITION row1, POSITION col1, POSITION row2, POSITION col2)
1629 POSITION tmp_row, tmp_col;
1630 POSITION row_dir, col_dir;
1631 POSITION start_row, start_col;
1632 int main_loop_count = 0;
1634 bool door_flag = FALSE;
1638 /* Save the starting location */
1642 /* Start out in the correct direction */
1643 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1645 /* Keep going until done (or bored) */
1646 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1647 while ((row1 != row2) || (col1 != col2))
1649 /* Mega-Hack -- Paranoia -- prevent infinite loops */
1650 if (main_loop_count++ > 2000) return FALSE;
1652 /* Allow bends in the tunnel */
1653 if (randint0(100) < dun_tun_chg)
1655 /* Acquire the correct direction */
1656 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1658 /* Random direction */
1659 if (randint0(100) < dun_tun_rnd)
1661 rand_dir(&row_dir, &col_dir);
1665 /* Get the next location */
1666 tmp_row = row1 + row_dir;
1667 tmp_col = col1 + col_dir;
1670 /* Extremely Important -- do not leave the dungeon */
1671 while (!in_bounds(floor_ptr, tmp_row, tmp_col))
1673 /* Acquire the correct direction */
1674 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1676 /* Random direction */
1677 if (randint0(100) < dun_tun_rnd)
1679 rand_dir(&row_dir, &col_dir);
1682 /* Get the next location */
1683 tmp_row = row1 + row_dir;
1684 tmp_col = col1 + col_dir;
1687 g_ptr = &floor_ptr->grid_array[tmp_row][tmp_col];
1689 /* Avoid "solid" walls */
1690 if (is_solid_grid(g_ptr)) continue;
1692 /* Pierce "outer" walls of rooms */
1693 if (is_outer_grid(g_ptr))
1695 /* Acquire the "next" location */
1696 y = tmp_row + row_dir;
1697 x = tmp_col + col_dir;
1699 /* Hack -- Avoid outer/solid walls */
1700 if (is_outer_bold(floor_ptr, y, x)) continue;
1701 if (is_solid_bold(floor_ptr, y, x)) continue;
1703 /* Accept this location */
1707 /* Save the wall location */
1708 if (dun->wall_n < WALL_MAX)
1710 dun->wall[dun->wall_n].y = row1;
1711 dun->wall[dun->wall_n].x = col1;
1716 /* Forbid re-entry near this piercing */
1717 for (y = row1 - 1; y <= row1 + 1; y++)
1719 for (x = col1 - 1; x <= col1 + 1; x++)
1721 /* Convert adjacent "outer" walls as "solid" walls */
1722 if (is_outer_bold(floor_ptr, y, x))
1724 /* Change the wall to a "solid" wall */
1725 place_bold(player_ptr, y, x, gb_solid_noperm);
1731 /* Travel quickly through rooms */
1732 else if (g_ptr->info & (CAVE_ROOM))
1734 /* Accept the location */
1739 /* Tunnel through all other walls */
1740 else if (is_extra_grid(g_ptr) || is_inner_grid(g_ptr) || is_solid_grid(g_ptr))
1742 /* Accept this location */
1746 /* Save the tunnel location */
1747 if (dun->tunn_n < TUNN_MAX)
1749 dun->tunn[dun->tunn_n].y = row1;
1750 dun->tunn[dun->tunn_n].x = col1;
1755 /* Allow door in next grid */
1759 /* Handle corridor intersections or overlaps */
1762 /* Accept the location */
1766 /* Collect legal door locations */
1769 /* Save the door location */
1770 if (dun->door_n < DOOR_MAX)
1772 dun->door[dun->door_n].y = row1;
1773 dun->door[dun->door_n].x = col1;
1778 /* No door in next grid */
1782 /* Hack -- allow pre-emptive tunnel termination */
1783 if (randint0(100) >= dun_tun_con)
1785 /* Distance between row1 and start_row */
1786 tmp_row = row1 - start_row;
1787 if (tmp_row < 0) tmp_row = (-tmp_row);
1789 /* Distance between col1 and start_col */
1790 tmp_col = col1 - start_col;
1791 if (tmp_col < 0) tmp_col = (-tmp_col);
1793 /* Terminate the tunnel */
1794 if ((tmp_row > 10) || (tmp_col > 10)) break;
1804 * @brief トンネル生成のための基準点を指定する。
1805 * @param player_ptr プレーヤーへの参照ポインタ
1806 * @param x 基準点を指定するX座標の参照ポインタ、適時値が修正される。
1807 * @param y 基準点を指定するY座標の参照ポインタ、適時値が修正される。
1808 * @param affectwall (調査中)
1811 * This routine adds the square to the tunnel\n
1812 * It also checks for SOLID walls - and returns a nearby\n
1813 * non-SOLID square in (x,y) so that a simple avoiding\n
1814 * routine can be used. The returned boolean value reflects\n
1815 * whether or not this routine hit a SOLID wall.\n
1817 * "affectwall" toggles whether or not this new square affects\n
1818 * the boundaries of rooms. - This is used by the catacomb\n
1820 * @todo 特に詳細な処理の意味を調査すべし
1822 static bool set_tunnel(player_type *player_ptr, POSITION *x, POSITION *y, bool affectwall)
1826 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1827 grid_type *g_ptr = &floor_ptr->grid_array[*y][*x];
1829 if (!in_bounds(floor_ptr, *y, *x)) return TRUE;
1831 if (is_inner_grid(g_ptr))
1836 if (is_extra_bold(floor_ptr, *y, *x))
1838 /* Save the tunnel location */
1839 if (dun->tunn_n < TUNN_MAX)
1841 dun->tunn[dun->tunn_n].y = *y;
1842 dun->tunn[dun->tunn_n].x = *x;
1850 if (is_floor_bold(floor_ptr, *y, *x))
1852 /* Don't do anything */
1856 if (is_outer_grid(g_ptr) && affectwall)
1858 /* Save the wall location */
1859 if (dun->wall_n < WALL_MAX)
1861 dun->wall[dun->wall_n].y = *y;
1862 dun->wall[dun->wall_n].x = *x;
1867 /* Forbid re-entry near this piercing */
1868 for (j = *y - 1; j <= *y + 1; j++)
1870 for (i = *x - 1; i <= *x + 1; i++)
1872 /* Convert adjacent "outer" walls as "solid" walls */
1873 if (is_outer_bold(floor_ptr, j, i))
1875 /* Change the wall to a "solid" wall */
1876 place_bold(player_ptr, j, i, gb_solid_noperm);
1881 /* Clear mimic type */
1882 floor_ptr->grid_array[*y][*x].mimic = 0;
1884 place_bold(player_ptr, *y, *x, gb_floor);
1889 if (is_solid_grid(g_ptr) && affectwall)
1891 /* cannot place tunnel here - use a square to the side */
1893 /* find usable square and return value in (x,y) */
1899 while ((i > 0) && is_solid_bold(floor_ptr, *y + dy, *x + dx))
1901 dy = randint0(3) - 1;
1902 dx = randint0(3) - 1;
1904 if (!in_bounds(floor_ptr, *y + dy, *x + dx))
1915 /* Failed for some reason: hack - ignore the solidness */
1916 place_grid(player_ptr, g_ptr, gb_outer);
1921 /* Give new, acceptable coordinate. */
1933 * @brief 外壁を削って「カタコンベ状」の通路を作成する / This routine creates the catacomb-like tunnels by removing extra rock.
1934 * @param player_ptr プレーヤーへの参照ポインタ
1939 * Note that this routine is only called on "even" squares - so it gives
1940 * a natural checkerboard pattern.
1942 static void create_cata_tunnel(player_type *player_ptr, POSITION x, POSITION y)
1949 set_tunnel(player_ptr, &x1, &y1, FALSE);
1953 set_tunnel(player_ptr, &x1, &y1, FALSE);
1957 set_tunnel(player_ptr, &x1, &y1, FALSE);
1961 set_tunnel(player_ptr, &x1, &y1, FALSE);
1966 * @brief トンネル生成処理(詳細調査中)/ This routine does the bulk of the work in creating the new types of tunnels.
1967 * @param player_ptr プレーヤーへの参照ポインタ
1971 * It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)\n
1972 * It doesn't need to add any complexity - straight lines are fine.\n
1973 * The SOLID walls are avoided by a recursive algorithm which tries random ways\n
1974 * around the obstical until it works. The number of itterations is counted, and it\n
1975 * this gets too large the routine exits. This should stop any crashes - but may leave\n
1976 * small gaps in the tunnel where there are too many SOLID walls.\n
1978 * Type 1 tunnels are extremely simple - straight line from A to B. This is only used\n
1979 * as a part of the dodge SOLID walls algorithm.\n
1981 * Type 2 tunnels are made of two straight lines at right angles. When this is used with\n
1982 * short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.\n
1984 * Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.\n
1985 * This, when used with longer line segments gives the "catacomb-like" tunnels seen near\n
1988 static void short_seg_hack(player_type *player_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int count, bool *fail)
1994 /* Check for early exit */
1995 if (!(*fail)) return;
1997 length = distance(x1, y1, x2, y2);
2001 if ((type == 1) && (length != 0))
2004 for (i = 0; i <= length; i++)
2006 x = x1 + i * (x2 - x1) / length;
2007 y = y1 + i * (y2 - y1) / length;
2008 if (!set_tunnel(player_ptr, &x, &y, TRUE))
2012 /* This isn't working - probably have an infinite loop */
2017 /* solid wall - so try to go around */
2018 short_seg_hack(player_ptr, x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
2019 short_seg_hack(player_ptr, x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
2023 else if ((type == 2) || (type == 3))
2027 for (i = x1; i <= x2; i++)
2031 if (!set_tunnel(player_ptr, &x, &y, TRUE))
2033 /* solid wall - so try to go around */
2034 short_seg_hack(player_ptr, x, y, i - 1, y1, 1, count, fail);
2035 short_seg_hack(player_ptr, x, y, i + 1, y1, 1, count, fail);
2037 if ((type == 3) && ((x + y) % 2))
2039 create_cata_tunnel(player_ptr, i, y1);
2045 for (i = x2; i <= x1; i++)
2049 if (!set_tunnel(player_ptr, &x, &y, TRUE))
2051 /* solid wall - so try to go around */
2052 short_seg_hack(player_ptr, x, y, i - 1, y1, 1, count, fail);
2053 short_seg_hack(player_ptr, x, y, i + 1, y1, 1, count, fail);
2055 if ((type == 3) && ((x + y) % 2))
2057 create_cata_tunnel(player_ptr, i, y1);
2064 for (i = y1; i <= y2; i++)
2068 if (!set_tunnel(player_ptr, &x, &y, TRUE))
2070 /* solid wall - so try to go around */
2071 short_seg_hack(player_ptr, x, y, x2, i - 1, 1, count, fail);
2072 short_seg_hack(player_ptr, x, y, x2, i + 1, 1, count, fail);
2074 if ((type == 3) && ((x + y) % 2))
2076 create_cata_tunnel(player_ptr, x2, i);
2082 for (i = y2; i <= y1; i++)
2086 if (!set_tunnel(player_ptr, &x, &y, TRUE))
2088 /* solid wall - so try to go around */
2089 short_seg_hack(player_ptr, x, y, x2, i - 1, 1, count, fail);
2090 short_seg_hack(player_ptr, x, y, x2, i + 1, 1, count, fail);
2092 if ((type == 3) && ((x + y) % 2))
2094 create_cata_tunnel(player_ptr, x2, i);
2103 * @brief 特定の壁(永久壁など)を避けながら部屋間の通路を作成する / This routine maps a path from (x1, y1) to (x2, y2) avoiding SOLID walls.
2107 * Permanent rock is ignored in this path finding- sometimes there is no\n
2108 * path around anyway -so there will be a crash if we try to find one.\n
2109 * This routine is much like the river creation routine in Zangband.\n
2110 * It works by dividing a line segment into two. The segments are divided\n
2111 * until they are less than "cutoff" - when the corresponding routine from\n
2112 * "short_seg_hack" is called.\n
2113 * Note it is VERY important that the "stop if hit another passage" logic\n
2114 * stays as is. Without this the dungeon turns into Swiss Cheese...\n
2116 bool build_tunnel2(player_type *player_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff)
2118 POSITION x3, y3, dx, dy;
2119 POSITION changex, changey;
2122 bool retval, firstsuccede;
2125 length = distance(x1, y1, x2, y2);
2126 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2127 if (length > cutoff)
2130 * Divide path in half and call routine twice.
2135 /* perturbation perpendicular to path */
2136 changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
2137 changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
2139 /* Work out "mid" ponit */
2140 x3 = x1 + dx + changex;
2141 y3 = y1 + dy + changey;
2143 /* See if in bounds - if not - do not perturb point */
2144 if (!in_bounds(floor_ptr, y3, x3))
2150 g_ptr = &floor_ptr->grid_array[y3][x3];
2151 if (is_solid_grid(g_ptr))
2153 /* move midpoint a bit to avoid problem. */
2159 while ((i > 0) && is_solid_bold(floor_ptr, y3 + dy, x3 + dx))
2161 dy = randint0(3) - 1;
2162 dx = randint0(3) - 1;
2163 if (!in_bounds(floor_ptr, y3 + dy, x3 + dx))
2173 /* Failed for some reason: hack - ignore the solidness */
2174 place_bold(player_ptr, y3, x3, gb_outer);
2180 g_ptr = &floor_ptr->grid_array[y3][x3];
2183 if (is_floor_grid(g_ptr))
2185 if (build_tunnel2(player_ptr, x1, y1, x3, y3, type, cutoff))
2187 if ((floor_ptr->grid_array[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
2189 /* do second half only if works + if have hit a room */
2190 retval = build_tunnel2(player_ptr, x3, y3, x2, y2, type, cutoff);
2194 /* have hit another tunnel - make a set of doors here */
2197 /* Save the door location */
2198 if (dun->door_n < DOOR_MAX)
2200 dun->door[dun->door_n].y = y3;
2201 dun->door[dun->door_n].x = x3;
2206 firstsuccede = TRUE;
2210 /* false- didn't work all the way */
2212 firstsuccede = FALSE;
2217 /* tunnel through walls */
2218 if (build_tunnel2(player_ptr, x1, y1, x3, y3, type, cutoff))
2220 retval = build_tunnel2(player_ptr, x3, y3, x2, y2, type, cutoff);
2221 firstsuccede = TRUE;
2225 /* false- didn't work all the way */
2227 firstsuccede = FALSE;
2232 /* only do this if the first half has worked */
2233 set_tunnel(player_ptr, &x3, &y3, TRUE);
2235 /* return value calculated above */
2240 /* Do a short segment */
2242 short_seg_hack(player_ptr, x1, y1, x2, y2, type, 0, &retval);
2244 /* Hack - ignore return value so avoid infinite loops */