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"
134 * Dungeon generation data -- see "cave_gen()"
140 * @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.
144 * @note Assumes "in_bounds(y, x)"
145 * @details We count only granite walls and permanent walls.
147 static int next_to_walls(POSITION y, POSITION x)
151 if (in_bounds(y + 1, x) && is_extra_bold(y + 1, x)) k++;
152 if (in_bounds(y - 1, x) && is_extra_bold(y - 1, x)) k++;
153 if (in_bounds(y, x + 1) && is_extra_bold(y, x + 1)) k++;
154 if (in_bounds(y, x - 1) && is_extra_bold(y, x - 1)) k++;
160 * @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?
163 * @param walls 最低減隣接させたい外壁の数
164 * @return 階段を生成して問題がないならばTRUEを返す。
166 static bool alloc_stairs_aux(POSITION y, POSITION x, int walls)
168 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
170 /* Require "naked" floor grid */
171 if (!is_floor_grid(g_ptr)) return FALSE;
172 if (pattern_tile(y, x)) return FALSE;
173 if (g_ptr->o_idx || g_ptr->m_idx) return FALSE;
175 /* Require a certain number of adjacent walls */
176 if (next_to_walls(y, x) < walls) return FALSE;
183 * @brief 外壁に隣接させて階段を生成する / Places some staircases near walls
184 * @param feat 配置したい地形ID
185 * @param num 配置したい階段の数
186 * @param walls 最低減隣接させたい外壁の数
187 * @return 規定数通りに生成に成功したらTRUEを返す。
189 static bool alloc_stairs(FEAT_IDX feat, int num, int walls)
194 feature_type *f_ptr = &f_info[feat];
196 if (have_flag(f_ptr->flags, FF_LESS))
198 /* No up stairs in town or in ironman mode */
199 if (ironman_downward || !current_floor_ptr->dun_level) return TRUE;
201 if (current_floor_ptr->dun_level > d_info[p_ptr->dungeon_idx].mindepth)
202 shaft_num = (randint1(num+1))/2;
204 else if (have_flag(f_ptr->flags, FF_MORE))
206 QUEST_IDX q_idx = quest_number(current_floor_ptr->dun_level);
208 /* No downstairs on quest levels */
209 if (current_floor_ptr->dun_level > 1 && q_idx)
211 monster_race *r_ptr = &r_info[quest[q_idx].r_idx];
213 /* The quest monster(s) is still alive? */
214 if (!(r_ptr->flags1 & RF1_UNIQUE) || 0 < r_ptr->max_num)
218 /* No downstairs at the bottom */
219 if (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) return TRUE;
221 if ((current_floor_ptr->dun_level < d_info[p_ptr->dungeon_idx].maxdepth-1) && !quest_number(current_floor_ptr->dun_level+1))
222 shaft_num = (randint1(num)+1)/2;
227 /* Place "num" stairs */
228 for (i = 0; i < num; i++)
238 for (y = 1; y < current_floor_ptr->height - 1; y++)
240 for (x = 1; x < current_floor_ptr->width - 1; x++)
242 if (alloc_stairs_aux(y, x, walls))
244 /* A valid space found */
250 /* No valid place! */
253 /* There are exactly no place! */
254 if (walls <= 0) return FALSE;
256 /* Decrease walls limit, and try again */
261 /* Choose a random one */
262 pick = randint1(candidates);
264 for (y = 1; y < current_floor_ptr->height - 1; y++)
266 for (x = 1; x < current_floor_ptr->width - 1; x++)
268 if (alloc_stairs_aux(y, x, walls))
272 /* Is this a picked one? */
279 g_ptr = ¤t_floor_ptr->grid_array[y][x];
281 /* Clear possible garbage of hidden trap */
284 /* Clear previous contents, add stairs */
285 g_ptr->feat = (i < shaft_num) ? feat_state(feat, FF_SHAFT) : feat;
287 /* No longer "FLOOR" */
288 g_ptr->info &= ~(CAVE_FLOOR);
298 * @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")
299 * @param set 配置したい地形の種類
300 * @param typ 配置したいオブジェクトの種類
302 * @return 規定数通りに生成に成功したらTRUEを返す。
304 static void alloc_object(int set, EFFECT_ID typ, int num)
306 POSITION y = 0, x = 0;
311 /* A small level has few objects. */
312 num = num * current_floor_ptr->height * current_floor_ptr->width / (MAX_HGT*MAX_WID) +1;
314 /* Place some objects */
315 for (k = 0; k < num; k++)
317 /* Pick a "legal" spot */
318 while (dummy < SAFE_MAX_ATTEMPTS)
324 y = randint0(current_floor_ptr->height);
325 x = randint0(current_floor_ptr->width);
327 g_ptr = ¤t_floor_ptr->grid_array[y][x];
329 /* Require "naked" floor grid */
330 if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
332 /* Avoid player location */
333 if (player_bold(y, x)) continue;
335 /* Check for "room" */
336 room = (current_floor_ptr->grid_array[y][x].info & CAVE_ROOM) ? TRUE : FALSE;
338 /* Require corridor? */
339 if ((set == ALLOC_SET_CORR) && room) continue;
342 if ((set == ALLOC_SET_ROOM) && !room) continue;
348 if (dummy >= SAFE_MAX_ATTEMPTS)
350 msg_print_wizard(CHEAT_DUNGEON, _("アイテムの配置に失敗しました。", "Failed to place object."));
355 /* Place something */
358 case ALLOC_TYP_RUBBLE:
361 current_floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
368 current_floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
378 case ALLOC_TYP_OBJECT:
380 place_object(y, x, 0L);
391 * @brief クエストに関わるモンスターの配置を行う / Place quest monsters
392 * @return 成功したならばTRUEを返す
394 bool place_quest_monsters(void)
398 /* Handle the quest monster placements */
399 for (i = 0; i < max_q_idx; i++)
405 if (quest[i].status != QUEST_STATUS_TAKEN ||
406 (quest[i].type != QUEST_TYPE_KILL_LEVEL &&
407 quest[i].type != QUEST_TYPE_RANDOM) ||
408 quest[i].level != current_floor_ptr->dun_level ||
409 p_ptr->dungeon_idx != quest[i].dungeon ||
410 (quest[i].flags & QUEST_FLAG_PRESET))
416 r_ptr = &r_info[quest[i].r_idx];
418 /* Hack -- "unique" monsters must be "unique" */
419 if ((r_ptr->flags1 & RF1_UNIQUE) &&
420 (r_ptr->cur_num >= r_ptr->max_num)) continue;
422 mode = (PM_NO_KAGE | PM_NO_PET);
424 if (!(r_ptr->flags1 & RF1_FRIENDS))
425 mode |= PM_ALLOW_GROUP;
427 for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++)
431 for (k = 0; k < SAFE_MAX_ATTEMPTS; k++)
433 POSITION x = 0, y = 0;
436 /* Find an empty grid */
437 for (l = SAFE_MAX_ATTEMPTS; l > 0; l--)
442 y = randint0(current_floor_ptr->height);
443 x = randint0(current_floor_ptr->width);
445 g_ptr = ¤t_floor_ptr->grid_array[y][x];
446 f_ptr = &f_info[g_ptr->feat];
448 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) continue;
449 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
450 if (distance(y, x, p_ptr->y, p_ptr->x) < 10) continue;
451 if (g_ptr->info & CAVE_ICKY) continue;
455 /* Failed to place */
456 if (!l) return FALSE;
458 /* Try to place the monster */
459 if (place_monster_aux(0, y, x, quest[i].r_idx, mode))
466 /* Failure - Try again */
471 /* Failed to place */
472 if (k == SAFE_MAX_ATTEMPTS) return FALSE;
480 * @brief フロアに洞窟や湖を配置する / Generate various caverns and lakes
481 * @details There were moved from cave_gen().
484 static void gen_caverns_and_lakes(void)
486 #ifdef ALLOW_CAVERNS_AND_LAKES
487 /* Possible "destroyed" level */
488 if ((current_floor_ptr->dun_level > 30) && one_in_(DUN_DEST*2) && (small_levels) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_DESTROY))
490 dun->destroyed = TRUE;
492 /* extra rubble around the place looks cool */
493 build_lake(one_in_(2) ? LAKE_T_CAVE : LAKE_T_EARTH_VAULT);
496 /* Make a lake some of the time */
497 if (one_in_(LAKE_LEVEL) && !dun->empty_level && !dun->destroyed &&
498 (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_MASK))
501 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_WATER) count += 3;
502 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_LAVA) count += 3;
503 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_RUBBLE) count += 3;
504 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_TREE) count += 3;
506 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_LAVA)
509 if ((current_floor_ptr->dun_level > 80) && (randint0(count) < 2)) dun->laketype = LAKE_T_LAVA;
513 if (!dun->laketype && (current_floor_ptr->dun_level > 80) && one_in_(count)) dun->laketype = LAKE_T_FIRE_VAULT;
517 if ((d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_WATER) && !dun->laketype)
520 if ((current_floor_ptr->dun_level > 50) && randint0(count) < 2) dun->laketype = LAKE_T_WATER;
524 if (!dun->laketype && (current_floor_ptr->dun_level > 50) && one_in_(count)) dun->laketype = LAKE_T_WATER_VAULT;
528 if ((d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_RUBBLE) && !dun->laketype)
531 if ((current_floor_ptr->dun_level > 35) && (randint0(count) < 2)) dun->laketype = LAKE_T_CAVE;
534 /* Lake of rubble2 */
535 if (!dun->laketype && (current_floor_ptr->dun_level > 35) && one_in_(count)) dun->laketype = LAKE_T_EARTH_VAULT;
540 if ((current_floor_ptr->dun_level > 5) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_TREE) && !dun->laketype) dun->laketype = LAKE_T_AIR_VAULT;
544 msg_print_wizard(CHEAT_DUNGEON, _("湖を生成します。", "Lake on the level."));
545 build_lake(dun->laketype);
549 if ((current_floor_ptr->dun_level > DUN_CAVERN) && !dun->empty_level &&
550 (d_info[p_ptr->dungeon_idx].flags1 & DF1_CAVERN) &&
551 !dun->laketype && !dun->destroyed && (randint1(1000) < current_floor_ptr->dun_level))
555 /* make a large fractal current_floor_ptr->grid_array in the middle of the dungeon */
557 msg_print_wizard(CHEAT_DUNGEON, _("洞窟を生成。", "Cavern on level."));
560 #endif /* ALLOW_CAVERNS_AND_LAKES */
562 /* Hack -- No destroyed "quest" levels */
563 if (quest_number(current_floor_ptr->dun_level)) dun->destroyed = FALSE;
568 * @brief ダンジョン生成のメインルーチン / Generate a new dungeon level
569 * @details Note that "dun_body" adds about 4000 bytes of memory to the stack.
570 * @return ダンジョン生成が全て無事に成功したらTRUEを返す。
572 static bool cave_gen(void)
578 current_floor_ptr->lite_n = 0;
579 current_floor_ptr->mon_lite_n = 0;
580 current_floor_ptr->redraw_n = 0;
581 current_floor_ptr->view_n = 0;
586 dun->destroyed = FALSE;
587 dun->empty_level = FALSE;
591 /* Fill the arrays of floors and walls in the good proportions */
592 set_floor_and_wall(p_ptr->dungeon_idx);
593 get_mon_num_prep(get_monster_hook(), NULL);
595 /* Randomize the dungeon creation values */
596 dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
597 dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
598 dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
599 dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
600 dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);
602 /* Actual maximum number of rooms on this level */
603 dun->row_rooms = current_floor_ptr->height / BLOCK_HGT;
604 dun->col_rooms = current_floor_ptr->width / BLOCK_WID;
606 /* Initialize the room table */
607 for (y = 0; y < dun->row_rooms; y++)
609 for (x = 0; x < dun->col_rooms; x++)
611 dun->room_map[y][x] = FALSE;
618 /* Empty arena levels */
619 if (ironman_empty_levels || ((d_info[p_ptr->dungeon_idx].flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
621 dun->empty_level = TRUE;
622 msg_print_wizard(CHEAT_DUNGEON, _("アリーナレベルを生成。", "Arena level."));
625 if (dun->empty_level)
627 /* Start with floors */
628 for (y = 0; y < current_floor_ptr->height; y++)
630 for (x = 0; x < current_floor_ptr->width; x++)
632 place_floor_bold(y, x);
636 /* Special boundary walls -- Top and bottom */
637 for (x = 0; x < current_floor_ptr->width; x++)
639 place_extra_bold(0, x);
640 place_extra_bold(current_floor_ptr->height - 1, x);
643 /* Special boundary walls -- Left and right */
644 for (y = 1; y < (current_floor_ptr->height - 1); y++)
646 place_extra_bold(y, 0);
647 place_extra_bold(y, current_floor_ptr->width - 1);
652 /* Start with walls */
653 for (y = 0; y < current_floor_ptr->height; y++)
655 for (x = 0; x < current_floor_ptr->width; x++)
657 place_extra_bold(y, x);
662 /* Generate various caverns and lakes */
663 gen_caverns_and_lakes();
666 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_MAZE)
668 build_maze_vault(current_floor_ptr->width/2-1, current_floor_ptr->height/2-1, current_floor_ptr->width-4, current_floor_ptr->height-4, FALSE);
670 /* Place 3 or 4 down stairs near some walls */
671 if (!alloc_stairs(feat_down_stair, rand_range(2, 3), 3)) return FALSE;
673 /* Place 1 or 2 up stairs near some walls */
674 if (!alloc_stairs(feat_up_stair, 1, 3)) return FALSE;
677 /* Build some rooms */
680 int tunnel_fail_count = 0;
683 * Build each type of room in current_world_ptr->game_turn until we cannot build any more.
685 if (!generate_rooms()) return FALSE;
688 /* Make a hole in the dungeon roof sometimes at level 1 */
689 if (current_floor_ptr->dun_level == 1)
691 while (one_in_(DUN_MOS_DEN))
693 place_trees(randint1(current_floor_ptr->width - 2), randint1(current_floor_ptr->height - 2));
697 /* Destroy the level if necessary */
698 if (dun->destroyed) destroy_level();
700 /* Hack -- Add some rivers */
701 if (one_in_(3) && (randint1(current_floor_ptr->dun_level) > 5))
703 FEAT_IDX feat1 = 0, feat2 = 0;
705 /* Choose water mainly */
706 if ((randint1(MAX_DEPTH * 2) - 1 > current_floor_ptr->dun_level) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_WATER_RIVER))
708 feat1 = feat_deep_water;
709 feat2 = feat_shallow_water;
713 FEAT_IDX select_deep_feat[10];
714 FEAT_IDX select_shallow_feat[10];
715 int select_id_max = 0, selected;
717 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAVA_RIVER)
719 select_deep_feat[select_id_max] = feat_deep_lava;
720 select_shallow_feat[select_id_max] = feat_shallow_lava;
723 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_POISONOUS_RIVER)
725 select_deep_feat[select_id_max] = feat_deep_poisonous_puddle;
726 select_shallow_feat[select_id_max] = feat_shallow_poisonous_puddle;
729 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_ACID_RIVER)
731 select_deep_feat[select_id_max] = feat_deep_acid_puddle;
732 select_shallow_feat[select_id_max] = feat_shallow_acid_puddle;
736 selected = randint0(select_id_max);
737 feat1 = select_deep_feat[selected];
738 feat2 = select_shallow_feat[selected];
743 feature_type *f_ptr = &f_info[feat1];
745 /* Only add river if matches lake type or if have no lake at all */
746 if (((dun->laketype == LAKE_T_LAVA) && have_flag(f_ptr->flags, FF_LAVA)) ||
747 ((dun->laketype == LAKE_T_WATER) && have_flag(f_ptr->flags, FF_WATER)) ||
750 add_river(feat1, feat2);
755 /* Hack -- Scramble the room order */
756 for (i = 0; i < dun->cent_n; i++)
759 int pick = rand_range(0, i);
763 dun->cent[i].y = dun->cent[pick].y;
764 dun->cent[i].x = dun->cent[pick].x;
765 dun->cent[pick].y = ty;
766 dun->cent[pick].x = tx;
769 /* Start with no tunnel doors */
772 /* Hack -- connect the first room to the last room */
773 y = dun->cent[dun->cent_n-1].y;
774 x = dun->cent[dun->cent_n-1].x;
776 /* Connect all the rooms together */
777 for (i = 0; i < dun->cent_n; i++)
781 /* Reset the arrays */
785 /* Connect the room to the previous room */
786 if (randint1(current_floor_ptr->dun_level) > d_info[p_ptr->dungeon_idx].tunnel_percent)
788 /* make cavelike tunnel */
789 (void)build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
793 /* make normal tunnel */
794 if (!build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x)) tunnel_fail_count++;
797 if (tunnel_fail_count >= 2) return FALSE;
799 /* Turn the tunnel into corridor */
800 for (j = 0; j < dun->tunn_n; j++)
806 g_ptr = ¤t_floor_ptr->grid_array[y][x];
807 f_ptr = &f_info[g_ptr->feat];
809 /* Clear previous contents (if not a lake), add a floor */
810 if (!have_flag(f_ptr->flags, FF_MOVE) || (!have_flag(f_ptr->flags, FF_WATER) && !have_flag(f_ptr->flags, FF_LAVA)))
812 /* Clear mimic type */
815 place_floor_grid(g_ptr);
819 /* Apply the piercings that we found */
820 for (j = 0; j < dun->wall_n; j++)
825 g_ptr = ¤t_floor_ptr->grid_array[y][x];
827 /* Clear mimic type */
830 /* Clear previous contents, add up floor */
831 place_floor_grid(g_ptr);
833 /* Occasional doorway */
834 if ((randint0(100) < dun_tun_pen) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS))
836 /* Place a random door */
837 place_random_door(y, x, TRUE);
841 /* Remember the "previous" room */
846 /* Place intersection doors */
847 for (i = 0; i < dun->door_n; i++)
849 /* Extract junction location */
853 /* Try placing doors */
860 /* Place 3 or 4 down stairs near some walls */
861 if (!alloc_stairs(feat_down_stair, rand_range(3, 4), 3)) return FALSE;
863 /* Place 1 or 2 up stairs near some walls */
864 if (!alloc_stairs(feat_up_stair, rand_range(1, 2), 3)) return FALSE;
869 if (d_info[p_ptr->dungeon_idx].stream2)
871 /* Hack -- Add some quartz streamers */
872 for (i = 0; i < DUN_STR_QUA; i++)
874 build_streamer(d_info[p_ptr->dungeon_idx].stream2, DUN_STR_QC);
878 if (d_info[p_ptr->dungeon_idx].stream1)
880 /* Hack -- Add some magma streamers */
881 for (i = 0; i < DUN_STR_MAG; i++)
883 build_streamer(d_info[p_ptr->dungeon_idx].stream1, DUN_STR_MC);
888 /* Special boundary walls -- Top and bottom */
889 for (x = 0; x < current_floor_ptr->width; x++)
891 place_bound_perm_wall(¤t_floor_ptr->grid_array[0][x]);
892 place_bound_perm_wall(¤t_floor_ptr->grid_array[current_floor_ptr->height - 1][x]);
895 /* Special boundary walls -- Left and right */
896 for (y = 1; y < (current_floor_ptr->height - 1); y++)
898 place_bound_perm_wall(¤t_floor_ptr->grid_array[y][0]);
899 place_bound_perm_wall(¤t_floor_ptr->grid_array[y][current_floor_ptr->width - 1]);
902 /* Determine the character location */
903 if (!new_player_spot()) return FALSE;
905 if (!place_quest_monsters()) return FALSE;
908 k = (current_floor_ptr->dun_level / 3);
912 /* Pick a base number of monsters */
913 i = d_info[p_ptr->dungeon_idx].min_m_alloc_level;
915 /* To make small levels a bit more playable */
916 if (current_floor_ptr->height < MAX_HGT || current_floor_ptr->width < MAX_WID)
918 int small_tester = i;
920 i = (i * current_floor_ptr->height) / MAX_HGT;
921 i = (i * current_floor_ptr->width) / MAX_WID;
924 if (i > small_tester) i = small_tester;
925 else msg_format_wizard(CHEAT_DUNGEON,
926 _("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);
932 /* Put some monsters in the dungeon */
933 for (i = i + k; i > 0; i--)
935 (void)alloc_monster(0, PM_ALLOW_SLEEP);
938 /* Place some traps in the dungeon */
939 alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));
941 /* Put some rubble in corridors (except NO_CAVE dungeon (Castle)) */
942 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE)) alloc_object(ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
944 /* Mega Hack -- No object at first level of deeper dungeon */
945 if (p_ptr->enter_dungeon && current_floor_ptr->dun_level > 1)
948 current_floor_ptr->object_level = 1;
951 /* Put some objects in rooms */
952 alloc_object(ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
954 /* Put some objects/gold in the dungeon */
955 alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
956 alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));
958 /* Set back to default */
959 current_floor_ptr->object_level = current_floor_ptr->base_level;
961 /* Put the Guardian */
962 if (!alloc_guardian(TRUE)) return FALSE;
964 if (dun->empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > current_floor_ptr->dun_level)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
966 /* Lite the current_floor_ptr->grid_array */
967 for (y = 0; y < current_floor_ptr->height; y++)
969 for (x = 0; x < current_floor_ptr->width; x++)
971 current_floor_ptr->grid_array[y][x].info |= (CAVE_GLOW);
980 * @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-
983 static void build_arena(void)
985 POSITION yval, y_height, y_depth, xval, x_left, x_right;
988 yval = SCREEN_HGT / 2;
989 xval = SCREEN_WID / 2;
990 y_height = yval - 10;
995 for (i = y_height; i <= y_height + 5; i++)
996 for (j = x_left; j <= x_right; j++)
998 place_extra_perm_bold(i, j);
999 current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1001 for (i = y_depth; i >= y_depth - 5; i--)
1002 for (j = x_left; j <= x_right; j++)
1004 place_extra_perm_bold(i, j);
1005 current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1007 for (j = x_left; j <= x_left + 17; j++)
1008 for (i = y_height; i <= y_depth; i++)
1010 place_extra_perm_bold(i, j);
1011 current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1013 for (j = x_right; j >= x_right - 17; j--)
1014 for (i = y_height; i <= y_depth; i++)
1016 place_extra_perm_bold(i, j);
1017 current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1020 place_extra_perm_bold(y_height+6, x_left+18);
1021 current_floor_ptr->grid_array[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1022 place_extra_perm_bold(y_depth-6, x_left+18);
1023 current_floor_ptr->grid_array[y_depth-6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1024 place_extra_perm_bold(y_height+6, x_right-18);
1025 current_floor_ptr->grid_array[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1026 place_extra_perm_bold(y_depth-6, x_right-18);
1027 current_floor_ptr->grid_array[y_depth-6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1031 current_floor_ptr->grid_array[i][j].feat = f_tag_to_index("ARENA_GATE");
1032 current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1037 * @brief 挑戦時闘技場への入場処理 / Town logic flow for generation of arena -KMW-
1040 static void generate_challenge_arena(void)
1047 current_floor_ptr->height = SCREEN_HGT;
1048 current_floor_ptr->width = SCREEN_WID;
1050 /* Start with solid walls */
1051 for (y = 0; y < MAX_HGT; y++)
1053 for (x = 0; x < MAX_WID; x++)
1055 /* Create "solid" perma-wall */
1056 place_solid_perm_bold(y, x);
1058 /* Illuminate and memorize the walls */
1059 current_floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1063 /* Then place some floors */
1064 for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1066 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1068 /* Create empty floor */
1069 current_floor_ptr->grid_array[y][x].feat = feat_floor;
1075 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)))
1077 p_ptr->exit_bldg = TRUE;
1078 p_ptr->arena_number++;
1079 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."));
1085 * @brief モンスター闘技場のフロア生成 / Builds the arena after it is entered -KMW-
1088 static void build_battle(void)
1090 POSITION yval, y_height, y_depth, xval, x_left, x_right;
1093 yval = SCREEN_HGT / 2;
1094 xval = SCREEN_WID / 2;
1095 y_height = yval - 10;
1096 y_depth = yval + 10;
1098 x_right = xval + 32;
1100 for (i = y_height; i <= y_height + 5; i++)
1101 for (j = x_left; j <= x_right; j++)
1103 place_extra_perm_bold(i, j);
1104 current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1106 for (i = y_depth; i >= y_depth - 3; i--)
1107 for (j = x_left; j <= x_right; j++)
1109 place_extra_perm_bold(i, j);
1110 current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1112 for (j = x_left; j <= x_left + 17; j++)
1113 for (i = y_height; i <= y_depth; i++)
1115 place_extra_perm_bold(i, j);
1116 current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1118 for (j = x_right; j >= x_right - 17; j--)
1119 for (i = y_height; i <= y_depth; i++)
1121 place_extra_perm_bold(i, j);
1122 current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1125 place_extra_perm_bold(y_height+6, x_left+18);
1126 current_floor_ptr->grid_array[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1127 place_extra_perm_bold(y_depth-4, x_left+18);
1128 current_floor_ptr->grid_array[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1129 place_extra_perm_bold(y_height+6, x_right-18);
1130 current_floor_ptr->grid_array[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1131 place_extra_perm_bold(y_depth-4, x_right-18);
1132 current_floor_ptr->grid_array[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1134 for (i = y_height + 1; i <= y_height + 5; i++)
1135 for (j = x_left + 20 + 2 * (y_height + 5 - i); j <= x_right - 20 - 2 * (y_height + 5 - i); j++)
1137 current_floor_ptr->grid_array[i][j].feat = feat_permanent_glass_wall;
1142 current_floor_ptr->grid_array[i][j].feat = f_tag_to_index("BUILDING_3");
1143 current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1148 * @brief モンスター闘技場への導入処理 / Town logic flow for generation of arena -KMW-
1151 static void generate_gambling_arena(void)
1158 /* Start with solid walls */
1159 for (y = 0; y < MAX_HGT; y++)
1161 for (x = 0; x < MAX_WID; x++)
1163 /* Create "solid" perma-wall */
1164 place_solid_perm_bold(y, x);
1166 /* Illuminate and memorize the walls */
1167 current_floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1171 /* Then place some floors */
1172 for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1174 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1176 /* Create empty floor */
1177 current_floor_ptr->grid_array[y][x].feat = feat_floor;
1183 for(i = 0; i < 4; i++)
1185 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));
1186 set_friendly(¤t_floor_ptr->m_list[current_floor_ptr->grid_array[p_ptr->y+8+(i/2)*4][p_ptr->x-2+(i%2)*4].m_idx]);
1188 for(i = 1; i < current_floor_ptr->m_max; i++)
1190 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1192 if (!monster_is_valid(m_ptr)) continue;
1194 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
1195 update_monster(i, FALSE);
1200 * @brief 固定マップクエストのフロア生成 / Generate a quest level
1203 static void generate_fixed_floor(void)
1207 /* Start with perm walls */
1208 for (y = 0; y < current_floor_ptr->height; y++)
1210 for (x = 0; x < current_floor_ptr->width; x++)
1212 place_solid_perm_bold(y, x);
1216 /* Set the quest level */
1217 current_floor_ptr->base_level = quest[p_ptr->inside_quest].level;
1218 current_floor_ptr->dun_level = current_floor_ptr->base_level;
1219 current_floor_ptr->object_level = current_floor_ptr->base_level;
1220 current_floor_ptr->monster_level = current_floor_ptr->base_level;
1222 if (record_stair) do_cmd_write_nikki(NIKKI_TO_QUEST, p_ptr->inside_quest, NULL);
1223 get_mon_num_prep(get_monster_hook(), NULL);
1225 init_flags = INIT_CREATE_DUNGEON;
1227 process_dungeon_file("q_info.txt", 0, 0, MAX_HGT, MAX_WID);
1231 * @brief ダンジョン時のランダムフロア生成 / Make a real level
1232 * @return フロアの生成に成功したらTRUE
1234 static bool level_gen(concptr *why)
1236 int level_height, level_width;
1238 if ((always_small_levels || ironman_small_levels ||
1239 (one_in_(SMALL_LEVEL) && small_levels) ||
1240 (d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER) ||
1241 (d_info[p_ptr->dungeon_idx].flags1 & DF1_SMALLEST)) &&
1242 !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BIG))
1244 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_SMALLEST)
1249 else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER)
1258 level_height = randint1(MAX_HGT/SCREEN_HGT);
1259 level_width = randint1(MAX_WID/SCREEN_WID);
1261 while ((level_height == MAX_HGT/SCREEN_HGT) && (level_width == MAX_WID/SCREEN_WID));
1264 current_floor_ptr->height = level_height * SCREEN_HGT;
1265 current_floor_ptr->width = level_width * SCREEN_WID;
1267 /* Assume illegal panel */
1268 panel_row_min = current_floor_ptr->height;
1269 panel_col_min = current_floor_ptr->width;
1271 msg_format_wizard(CHEAT_DUNGEON,
1272 _("小さなフロア: X:%d, Y:%d", "A 'small' dungeon level: X:%d, Y:%d."),
1273 current_floor_ptr->width, current_floor_ptr->height);
1278 current_floor_ptr->height = MAX_HGT;
1279 current_floor_ptr->width = MAX_WID;
1281 /* Assume illegal panel */
1282 panel_row_min = current_floor_ptr->height;
1283 panel_col_min = current_floor_ptr->width;
1286 /* Make a dungeon */
1289 *why = _("ダンジョン生成に失敗", "could not place player");
1296 * @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 current_floor_ptr->grid_array generation
1299 void wipe_generate_random_floor_flags(void)
1303 for (y = 0; y < current_floor_ptr->height; y++)
1305 for (x = 0; x < current_floor_ptr->width; x++)
1307 /* Wipe unused flags */
1308 current_floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1312 if (current_floor_ptr->dun_level)
1314 for (y = 1; y < current_floor_ptr->height - 1; y++)
1316 for (x = 1; x < current_floor_ptr->width - 1; x++)
1318 /* There might be trap */
1319 current_floor_ptr->grid_array[y][x].info |= CAVE_UNSAFE;
1326 * @brief フロアの全情報を初期化する / Clear and empty the current_floor_ptr->grid_array
1329 void clear_cave(void)
1334 /* Very simplified version of wipe_o_list() */
1335 (void)C_WIPE(current_floor_ptr->o_list, current_floor_ptr->o_max, object_type);
1336 current_floor_ptr->o_max = 1;
1337 current_floor_ptr->o_cnt = 0;
1339 /* Very simplified version of wipe_m_list() */
1340 for (i = 1; i < max_r_idx; i++)
1341 r_info[i].cur_num = 0;
1342 (void)C_WIPE(current_floor_ptr->m_list, current_floor_ptr->m_max, monster_type);
1343 current_floor_ptr->m_max = 1;
1344 current_floor_ptr->m_cnt = 0;
1345 for (i = 0; i < MAX_MTIMED; i++) current_floor_ptr->mproc_max[i] = 0;
1347 /* Pre-calc cur_num of pets in party_mon[] */
1348 precalc_cur_num_of_pet();
1351 /* Start with a blank current_floor_ptr->grid_array */
1352 for (y = 0; y < MAX_HGT; y++)
1354 for (x = 0; x < MAX_WID; x++)
1356 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
1369 /* Mega-Hack -- no player yet */
1370 p_ptr->x = p_ptr->y = 0;
1372 /* Set the base level */
1373 current_floor_ptr->base_level = current_floor_ptr->dun_level;
1375 /* Reset the monster generation level */
1376 current_floor_ptr->monster_level = current_floor_ptr->base_level;
1378 /* Reset the object generation level */
1379 current_floor_ptr->object_level = current_floor_ptr->base_level;
1384 * ダンジョンのランダムフロアを生成する / Generates a random dungeon level -RAK-
1386 * @note Hack -- regenerate any "overflow" levels
1388 void generate_random_floor(void)
1392 /* Fill the arrays of floors and walls in the good proportions */
1393 set_floor_and_wall(p_ptr->dungeon_idx);
1396 for (num = 0; TRUE; num++)
1402 /* Clear and empty the current_floor_ptr->grid_array */
1405 /* Build the arena -KMW- */
1406 if (p_ptr->inside_arena)
1409 generate_challenge_arena();
1412 /* Build the battle -KMW- */
1413 else if (p_ptr->inside_battle)
1416 generate_gambling_arena();
1419 else if (p_ptr->inside_quest)
1421 generate_fixed_floor();
1424 /* Build the town */
1425 else if (!current_floor_ptr->dun_level)
1427 /* Make the wilderness */
1428 if (p_ptr->wild_mode) wilderness_gen_small();
1429 else wilderness_gen();
1432 /* Build a real level */
1435 okay = level_gen(&why);
1439 /* Prevent object over-flow */
1440 if (current_floor_ptr->o_max >= current_floor_ptr->max_o_idx)
1442 why = _("アイテムが多すぎる", "too many objects");
1445 /* Prevent monster over-flow */
1446 else if (current_floor_ptr->m_max >= current_floor_ptr->max_m_idx)
1448 why = _("モンスターが多すぎる", "too many monsters");
1455 if (why) msg_format(_("生成やり直し(%s)", "Generation restarted (%s)"), why);
1461 /* Glow deep lava and building entrances */
1462 glow_deep_lava_and_bldg();
1465 p_ptr->enter_dungeon = FALSE;
1467 wipe_generate_random_floor_flags();
1471 * @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
1472 * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
1473 * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
1476 static void rand_dir(POSITION *rdir, POSITION *cdir)
1478 /* Pick a random direction */
1479 int i = randint0(4);
1481 /* Extract the dy/dx components */
1487 * @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
1488 * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
1489 * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
1496 static void correct_dir(POSITION *rdir, POSITION *cdir, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
1498 /* Extract vertical and horizontal directions */
1499 *rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
1500 *cdir = (x1 == x2) ? 0 : (x1 < x2) ? 1 : -1;
1502 /* Never move diagonally */
1505 if (randint0(100) < 50)
1513 * @brief 部屋間のトンネルを生成する / Constructs a tunnel between two points
1518 * @return 生成に成功したらTRUEを返す
1520 * This function must be called BEFORE any streamers are created,\n
1521 * since we use the special "granite wall" sub-types to keep track\n
1522 * of legal places for corridors to pierce rooms.\n
1524 * We use "door_flag" to prevent excessive construction of doors\n
1525 * along overlapping corridors.\n
1527 * We queue the tunnel grids to prevent door creation along a corridor\n
1528 * which intersects itself.\n
1530 * We queue the wall piercing grids to prevent a corridor from leaving\n
1531 * a room and then coming back in through the same entrance.\n
1533 * We "pierce" grids which are "outer" walls of rooms, and when we\n
1534 * do so, we change all adjacent "outer" walls of rooms into "solid"\n
1535 * walls so that no two corridors may use adjacent grids for exits.\n
1537 * The "solid" wall check prevents corridors from "chopping" the\n
1538 * corners of rooms off, as well as "silly" door placement, and\n
1539 * "excessively wide" room entrances.\n
1543 * inner -- inner room walls\n
1544 * outer -- outer room walls\n
1545 * solid -- solid room walls\n
1547 bool build_tunnel(POSITION row1, POSITION col1, POSITION row2, POSITION col2)
1550 POSITION tmp_row, tmp_col;
1551 POSITION row_dir, col_dir;
1552 POSITION start_row, start_col;
1553 int main_loop_count = 0;
1555 bool door_flag = FALSE;
1559 /* Save the starting location */
1563 /* Start out in the correct direction */
1564 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1566 /* Keep going until done (or bored) */
1567 while ((row1 != row2) || (col1 != col2))
1569 /* Mega-Hack -- Paranoia -- prevent infinite loops */
1570 if (main_loop_count++ > 2000) return FALSE;
1572 /* Allow bends in the tunnel */
1573 if (randint0(100) < dun_tun_chg)
1575 /* Acquire the correct direction */
1576 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1578 /* Random direction */
1579 if (randint0(100) < dun_tun_rnd)
1581 rand_dir(&row_dir, &col_dir);
1585 /* Get the next location */
1586 tmp_row = row1 + row_dir;
1587 tmp_col = col1 + col_dir;
1590 /* Extremely Important -- do not leave the dungeon */
1591 while (!in_bounds(tmp_row, tmp_col))
1593 /* Acquire the correct direction */
1594 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1596 /* Random direction */
1597 if (randint0(100) < dun_tun_rnd)
1599 rand_dir(&row_dir, &col_dir);
1602 /* Get the next location */
1603 tmp_row = row1 + row_dir;
1604 tmp_col = col1 + col_dir;
1607 g_ptr = ¤t_floor_ptr->grid_array[tmp_row][tmp_col];
1609 /* Avoid "solid" walls */
1610 if (is_solid_grid(g_ptr)) continue;
1612 /* Pierce "outer" walls of rooms */
1613 if (is_outer_grid(g_ptr))
1615 /* Acquire the "next" location */
1616 y = tmp_row + row_dir;
1617 x = tmp_col + col_dir;
1619 /* Hack -- Avoid outer/solid walls */
1620 if (is_outer_bold(y, x)) continue;
1621 if (is_solid_bold(y, x)) continue;
1623 /* Accept this location */
1627 /* Save the wall location */
1628 if (dun->wall_n < WALL_MAX)
1630 dun->wall[dun->wall_n].y = row1;
1631 dun->wall[dun->wall_n].x = col1;
1636 /* Forbid re-entry near this piercing */
1637 for (y = row1 - 1; y <= row1 + 1; y++)
1639 for (x = col1 - 1; x <= col1 + 1; x++)
1641 /* Convert adjacent "outer" walls as "solid" walls */
1642 if (is_outer_bold(y, x))
1644 /* Change the wall to a "solid" wall */
1645 place_solid_noperm_bold(y, x);
1651 /* Travel quickly through rooms */
1652 else if (g_ptr->info & (CAVE_ROOM))
1654 /* Accept the location */
1659 /* Tunnel through all other walls */
1660 else if (is_extra_grid(g_ptr) || is_inner_grid(g_ptr) || is_solid_grid(g_ptr))
1662 /* Accept this location */
1666 /* Save the tunnel location */
1667 if (dun->tunn_n < TUNN_MAX)
1669 dun->tunn[dun->tunn_n].y = row1;
1670 dun->tunn[dun->tunn_n].x = col1;
1675 /* Allow door in next grid */
1679 /* Handle corridor intersections or overlaps */
1682 /* Accept the location */
1686 /* Collect legal door locations */
1689 /* Save the door location */
1690 if (dun->door_n < DOOR_MAX)
1692 dun->door[dun->door_n].y = row1;
1693 dun->door[dun->door_n].x = col1;
1698 /* No door in next grid */
1702 /* Hack -- allow pre-emptive tunnel termination */
1703 if (randint0(100) >= dun_tun_con)
1705 /* Distance between row1 and start_row */
1706 tmp_row = row1 - start_row;
1707 if (tmp_row < 0) tmp_row = (-tmp_row);
1709 /* Distance between col1 and start_col */
1710 tmp_col = col1 - start_col;
1711 if (tmp_col < 0) tmp_col = (-tmp_col);
1713 /* Terminate the tunnel */
1714 if ((tmp_row > 10) || (tmp_col > 10)) break;
1724 * @brief トンネル生成のための基準点を指定する。
1725 * @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。
1726 * @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。
1727 * @param affectwall (調査中)
1730 * This routine adds the square to the tunnel\n
1731 * It also checks for SOLID walls - and returns a nearby\n
1732 * non-SOLID square in (x,y) so that a simple avoiding\n
1733 * routine can be used. The returned boolean value reflects\n
1734 * whether or not this routine hit a SOLID wall.\n
1736 * "affectwall" toggles whether or not this new square affects\n
1737 * the boundaries of rooms. - This is used by the catacomb\n
1739 * @todo 特に詳細な処理の意味を調査すべし
1741 static bool set_tunnel(POSITION *x, POSITION *y, bool affectwall)
1745 grid_type *g_ptr = ¤t_floor_ptr->grid_array[*y][*x];
1747 if (!in_bounds(*y, *x)) return TRUE;
1749 if (is_inner_grid(g_ptr))
1754 if (is_extra_bold(*y, *x))
1756 /* Save the tunnel location */
1757 if (dun->tunn_n < TUNN_MAX)
1759 dun->tunn[dun->tunn_n].y = *y;
1760 dun->tunn[dun->tunn_n].x = *x;
1768 if (is_floor_bold(*y, *x))
1770 /* Don't do anything */
1774 if (is_outer_grid(g_ptr) && affectwall)
1776 /* Save the wall location */
1777 if (dun->wall_n < WALL_MAX)
1779 dun->wall[dun->wall_n].y = *y;
1780 dun->wall[dun->wall_n].x = *x;
1785 /* Forbid re-entry near this piercing */
1786 for (j = *y - 1; j <= *y + 1; j++)
1788 for (i = *x - 1; i <= *x + 1; i++)
1790 /* Convert adjacent "outer" walls as "solid" walls */
1791 if (is_outer_bold(j, i))
1793 /* Change the wall to a "solid" wall */
1794 place_solid_noperm_bold(j, i);
1799 /* Clear mimic type */
1800 current_floor_ptr->grid_array[*y][*x].mimic = 0;
1802 place_floor_bold(*y, *x);
1807 if (is_solid_grid(g_ptr) && affectwall)
1809 /* cannot place tunnel here - use a square to the side */
1811 /* find usable square and return value in (x,y) */
1817 while ((i > 0) && is_solid_bold(*y + dy, *x + dx))
1819 dy = randint0(3) - 1;
1820 dx = randint0(3) - 1;
1822 if (!in_bounds(*y + dy, *x + dx))
1833 /* Failed for some reason: hack - ignore the solidness */
1834 place_outer_grid(g_ptr);
1839 /* Give new, acceptable coordinate. */
1851 * @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.
1856 * Note that this routine is only called on "even" squares - so it gives
1857 * a natural checkerboard pattern.
1859 static void create_cata_tunnel(POSITION x, POSITION y)
1866 set_tunnel(&x1, &y1, FALSE);
1870 set_tunnel(&x1, &y1, FALSE);
1874 set_tunnel(&x1, &y1, FALSE);
1878 set_tunnel(&x1, &y1, FALSE);
1883 * @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.
1887 * It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)\n
1888 * It doesn't need to add any complexity - straight lines are fine.\n
1889 * The SOLID walls are avoided by a recursive algorithm which tries random ways\n
1890 * around the obstical until it works. The number of itterations is counted, and it\n
1891 * this gets too large the routine exits. This should stop any crashes - but may leave\n
1892 * small gaps in the tunnel where there are too many SOLID walls.\n
1894 * Type 1 tunnels are extremely simple - straight line from A to B. This is only used\n
1895 * as a part of the dodge SOLID walls algorithm.\n
1897 * Type 2 tunnels are made of two straight lines at right angles. When this is used with\n
1898 * short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.\n
1900 * Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.\n
1901 * This, when used with longer line segments gives the "catacomb-like" tunnels seen near\n
1904 static void short_seg_hack(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int count, bool *fail)
1910 /* Check for early exit */
1911 if (!(*fail)) return;
1913 length = distance(x1, y1, x2, y2);
1917 if ((type == 1) && (length != 0))
1920 for (i = 0; i <= length; i++)
1922 x = x1 + i * (x2 - x1) / length;
1923 y = y1 + i * (y2 - y1) / length;
1924 if (!set_tunnel(&x, &y, TRUE))
1928 /* This isn't working - probably have an infinite loop */
1933 /* solid wall - so try to go around */
1934 short_seg_hack(x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
1935 short_seg_hack(x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
1939 else if ((type == 2) || (type == 3))
1943 for (i = x1; i <= x2; i++)
1947 if (!set_tunnel(&x, &y, TRUE))
1949 /* solid wall - so try to go around */
1950 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
1951 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
1953 if ((type == 3) && ((x + y) % 2))
1955 create_cata_tunnel(i, y1);
1961 for (i = x2; i <= x1; i++)
1965 if (!set_tunnel(&x, &y, TRUE))
1967 /* solid wall - so try to go around */
1968 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
1969 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
1971 if ((type == 3) && ((x + y) % 2))
1973 create_cata_tunnel(i, y1);
1980 for (i = y1; i <= y2; i++)
1984 if (!set_tunnel(&x, &y, TRUE))
1986 /* solid wall - so try to go around */
1987 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
1988 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
1990 if ((type == 3) && ((x + y) % 2))
1992 create_cata_tunnel(x2, i);
1998 for (i = y2; i <= y1; i++)
2002 if (!set_tunnel(&x, &y, TRUE))
2004 /* solid wall - so try to go around */
2005 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
2006 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
2008 if ((type == 3) && ((x + y) % 2))
2010 create_cata_tunnel(x2, i);
2019 * @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.
2023 * Permanent rock is ignored in this path finding- sometimes there is no\n
2024 * path around anyway -so there will be a crash if we try to find one.\n
2025 * This routine is much like the river creation routine in Zangband.\n
2026 * It works by dividing a line segment into two. The segments are divided\n
2027 * until they are less than "cutoff" - when the corresponding routine from\n
2028 * "short_seg_hack" is called.\n
2029 * Note it is VERY important that the "stop if hit another passage" logic\n
2030 * stays as is. Without this the dungeon turns into Swiss Cheese...\n
2032 bool build_tunnel2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff)
2034 POSITION x3, y3, dx, dy;
2035 POSITION changex, changey;
2038 bool retval, firstsuccede;
2041 length = distance(x1, y1, x2, y2);
2043 if (length > cutoff)
2046 * Divide path in half and call routine twice.
2051 /* perturbation perpendicular to path */
2052 changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
2053 changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
2055 /* Work out "mid" ponit */
2056 x3 = x1 + dx + changex;
2057 y3 = y1 + dy + changey;
2059 /* See if in bounds - if not - do not perturb point */
2060 if (!in_bounds(y3, x3))
2066 g_ptr = ¤t_floor_ptr->grid_array[y3][x3];
2067 if (is_solid_grid(g_ptr))
2069 /* move midpoint a bit to avoid problem. */
2075 while ((i > 0) && is_solid_bold(y3 + dy, x3 + dx))
2077 dy = randint0(3) - 1;
2078 dx = randint0(3) - 1;
2079 if (!in_bounds(y3 + dy, x3 + dx))
2089 /* Failed for some reason: hack - ignore the solidness */
2090 place_outer_bold(y3, x3);
2096 g_ptr = ¤t_floor_ptr->grid_array[y3][x3];
2099 if (is_floor_grid(g_ptr))
2101 if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
2103 if ((current_floor_ptr->grid_array[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
2105 /* do second half only if works + if have hit a room */
2106 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
2110 /* have hit another tunnel - make a set of doors here */
2113 /* Save the door location */
2114 if (dun->door_n < DOOR_MAX)
2116 dun->door[dun->door_n].y = y3;
2117 dun->door[dun->door_n].x = x3;
2122 firstsuccede = TRUE;
2126 /* false- didn't work all the way */
2128 firstsuccede = FALSE;
2133 /* tunnel through walls */
2134 if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
2136 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
2137 firstsuccede = TRUE;
2141 /* false- didn't work all the way */
2143 firstsuccede = FALSE;
2148 /* only do this if the first half has worked */
2149 set_tunnel(&x3, &y3, TRUE);
2151 /* return value calculated above */
2156 /* Do a short segment */
2158 short_seg_hack(x1, y1, x2, y2, type, 0, &retval);
2160 /* Hack - ignore return value so avoid infinite loops */