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
101 #include "core/system-variables.h"
102 #include "market/building.h"
104 #include "io/write-diary.h"
105 #include "cmd/cmd-dump.h"
107 #include "market/arena-info-table.h"
109 #include "dungeon/dungeon.h"
110 #include "floor/floor.h"
111 #include "floor/floor-save.h"
112 #include "floor/floor-streams.h"
113 #include "floor/floor-generate.h"
114 #include "floor/floor-events.h"
115 #include "floor/floor-generate.h"
120 #include "player-status.h"
122 #include "monster-status.h"
123 #include "dungeon/dungeon-file.h"
126 #include "spell/spells1.h"
128 #include "world/world.h"
129 #include "view/display-main-window.h"
139 * Dungeon generation data -- see "cave_gen()"
145 * @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.
149 * @note Assumes "in_bounds()"
150 * @details We count only granite walls and permanent walls.
152 static int next_to_walls(floor_type* floor_ptr, POSITION y, POSITION x)
156 if (in_bounds(floor_ptr, y + 1, x) && is_extra_bold(floor_ptr, y + 1, x)) k++;
157 if (in_bounds(floor_ptr, y - 1, x) && is_extra_bold(floor_ptr, y - 1, x)) k++;
158 if (in_bounds(floor_ptr, y, x + 1) && is_extra_bold(floor_ptr, y, x + 1)) k++;
159 if (in_bounds(floor_ptr, y, x - 1) && is_extra_bold(floor_ptr, y, x - 1)) k++;
165 * @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?
166 * @param player_ptr プレーヤーへの参照ポインタ
169 * @param walls 最低減隣接させたい外壁の数
170 * @return 階段を生成して問題がないならばTRUEを返す。
172 static bool alloc_stairs_aux(player_type *player_ptr, POSITION y, POSITION x, int walls)
174 floor_type *floor_ptr = player_ptr->current_floor_ptr;
175 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
177 /* Require "naked" floor grid */
178 if (!is_floor_grid(g_ptr)) return FALSE;
179 if (pattern_tile(floor_ptr, y, x)) return FALSE;
180 if (g_ptr->o_idx || g_ptr->m_idx) return FALSE;
182 /* Require a certain number of adjacent walls */
183 if (next_to_walls(floor_ptr, y, x) < walls) return FALSE;
190 * @brief 外壁に隣接させて階段を生成する / Places some staircases near walls
191 * @param owner_ptr プレーヤーへの参照ポインタ
192 * @param feat 配置したい地形ID
193 * @param num 配置したい階段の数
194 * @param walls 最低減隣接させたい外壁の数
195 * @return 規定数通りに生成に成功したらTRUEを返す。
197 static bool alloc_stairs(player_type *owner_ptr, FEAT_IDX feat, int num, int walls)
202 feature_type *f_ptr = &f_info[feat];
204 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
205 if (have_flag(f_ptr->flags, FF_LESS))
207 /* No up stairs in town or in ironman mode */
208 if (ironman_downward || !floor_ptr->dun_level) return TRUE;
210 if (floor_ptr->dun_level > d_info[floor_ptr->dungeon_idx].mindepth)
211 shaft_num = (randint1(num+1))/2;
213 else if (have_flag(f_ptr->flags, FF_MORE))
215 QUEST_IDX q_idx = quest_number(owner_ptr, floor_ptr->dun_level);
217 /* No downstairs on quest levels */
218 if (floor_ptr->dun_level > 1 && q_idx)
220 monster_race *r_ptr = &r_info[quest[q_idx].r_idx];
222 /* The quest monster(s) is still alive? */
223 if (!(r_ptr->flags1 & RF1_UNIQUE) || 0 < r_ptr->max_num)
227 /* No downstairs at the bottom */
228 if (floor_ptr->dun_level >= d_info[floor_ptr->dungeon_idx].maxdepth) return TRUE;
230 if ((floor_ptr->dun_level < d_info[floor_ptr->dungeon_idx].maxdepth-1) && !quest_number(owner_ptr, floor_ptr->dun_level+1))
231 shaft_num = (randint1(num)+1)/2;
236 /* Place "num" stairs */
237 for (i = 0; i < num; i++)
247 for (y = 1; y < floor_ptr->height - 1; y++)
249 for (x = 1; x < floor_ptr->width - 1; x++)
251 if (alloc_stairs_aux(owner_ptr, y, x, walls))
253 /* A valid space found */
259 /* No valid place! */
262 /* There are exactly no place! */
263 if (walls <= 0) return FALSE;
265 /* Decrease walls limit, and try again */
270 /* Choose a random one */
271 pick = randint1(candidates);
273 for (y = 1; y < floor_ptr->height - 1; y++)
275 for (x = 1; x < floor_ptr->width - 1; x++)
277 if (alloc_stairs_aux(owner_ptr, y, x, walls))
281 /* Is this a picked one? */
288 g_ptr = &floor_ptr->grid_array[y][x];
290 /* Clear possible garbage of hidden trap */
293 /* Clear previous contents, add stairs */
294 g_ptr->feat = (i < shaft_num) ? feat_state(owner_ptr, feat, FF_SHAFT) : feat;
296 /* No longer "FLOOR" */
297 g_ptr->info &= ~(CAVE_FLOOR);
307 * @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")
308 * @param set 配置したい地形の種類
309 * @param typ 配置したいオブジェクトの種類
311 * @return 規定数通りに生成に成功したらTRUEを返す。
313 static void alloc_object(player_type *owner_ptr, int set, EFFECT_ID typ, int num)
315 POSITION y = 0, x = 0;
320 /* A small level has few objects. */
321 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
322 num = num * floor_ptr->height * floor_ptr->width / (MAX_HGT*MAX_WID) +1;
324 /* Place some objects */
325 for (k = 0; k < num; k++)
327 /* Pick a "legal" spot */
328 while (dummy < SAFE_MAX_ATTEMPTS)
334 y = randint0(floor_ptr->height);
335 x = randint0(floor_ptr->width);
337 g_ptr = &floor_ptr->grid_array[y][x];
339 /* Require "naked" floor grid */
340 if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
342 /* Avoid player location */
343 if (player_bold(owner_ptr, y, x)) continue;
345 /* Check for "room" */
346 room = (floor_ptr->grid_array[y][x].info & CAVE_ROOM) ? TRUE : FALSE;
348 /* Require corridor? */
349 if ((set == ALLOC_SET_CORR) && room) continue;
352 if ((set == ALLOC_SET_ROOM) && !room) continue;
358 if (dummy >= SAFE_MAX_ATTEMPTS)
360 msg_print_wizard(CHEAT_DUNGEON, _("アイテムの配置に失敗しました。", "Failed to place object."));
365 /* Place something */
368 case ALLOC_TYP_RUBBLE:
370 place_rubble(floor_ptr, y, x);
371 floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
377 place_trap(owner_ptr, y, x);
378 floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
384 place_gold(owner_ptr, y, x);
388 case ALLOC_TYP_OBJECT:
390 place_object(owner_ptr, y, x, 0L);
401 * @brief クエストに関わるモンスターの配置を行う / Place quest monsters
402 * @param creature_ptr プレーヤーへの参照ポインタ
403 * @return 成功したならばTRUEを返す
405 bool place_quest_monsters(player_type *creature_ptr)
409 /* Handle the quest monster placements */
410 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
411 for (i = 0; i < max_q_idx; i++)
417 if (quest[i].status != QUEST_STATUS_TAKEN ||
418 (quest[i].type != QUEST_TYPE_KILL_LEVEL &&
419 quest[i].type != QUEST_TYPE_RANDOM) ||
420 quest[i].level != floor_ptr->dun_level ||
421 creature_ptr->dungeon_idx != quest[i].dungeon ||
422 (quest[i].flags & QUEST_FLAG_PRESET))
428 r_ptr = &r_info[quest[i].r_idx];
430 /* Hack -- "unique" monsters must be "unique" */
431 if ((r_ptr->flags1 & RF1_UNIQUE) &&
432 (r_ptr->cur_num >= r_ptr->max_num)) continue;
434 mode = (PM_NO_KAGE | PM_NO_PET);
436 if (!(r_ptr->flags1 & RF1_FRIENDS))
437 mode |= PM_ALLOW_GROUP;
439 for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++)
443 for (k = 0; k < SAFE_MAX_ATTEMPTS; k++)
445 POSITION x = 0, y = 0;
448 /* Find an empty grid */
449 for (l = SAFE_MAX_ATTEMPTS; l > 0; l--)
454 y = randint0(floor_ptr->height);
455 x = randint0(floor_ptr->width);
457 g_ptr = &floor_ptr->grid_array[y][x];
458 f_ptr = &f_info[g_ptr->feat];
460 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) continue;
461 if (!monster_can_enter(creature_ptr, y, x, r_ptr, 0)) continue;
462 if (distance(y, x, creature_ptr->y, creature_ptr->x) < 10) continue;
463 if (g_ptr->info & CAVE_ICKY) continue;
467 /* Failed to place */
468 if (!l) return FALSE;
470 /* Try to place the monster */
471 if (place_monster_aux(creature_ptr, 0, y, x, quest[i].r_idx, mode))
478 /* Failure - Try again */
483 /* Failed to place */
484 if (k == SAFE_MAX_ATTEMPTS) return FALSE;
492 * @brief フロアに洞窟や湖を配置する / Generate various caverns and lakes
493 * @details There were moved from cave_gen().
496 static void gen_caverns_and_lakes(dungeon_type *dungeon_ptr, player_type *owner_ptr)
498 floor_type *floor_ptr = owner_ptr->current_floor_ptr;
499 /* Possible "destroyed" level */
500 if ((floor_ptr->dun_level > 30) && one_in_(DUN_DEST*2) && (small_levels) && (dungeon_ptr->flags1 & DF1_DESTROY))
502 dun->destroyed = TRUE;
504 /* extra rubble around the place looks cool */
505 build_lake(owner_ptr, one_in_(2) ? LAKE_T_CAVE : LAKE_T_EARTH_VAULT);
508 /* Make a lake some of the time */
509 if (one_in_(LAKE_LEVEL) && !dun->empty_level && !dun->destroyed &&
510 (dungeon_ptr->flags1 & DF1_LAKE_MASK))
513 if (dungeon_ptr->flags1 & DF1_LAKE_WATER) count += 3;
514 if (dungeon_ptr->flags1 & DF1_LAKE_LAVA) count += 3;
515 if (dungeon_ptr->flags1 & DF1_LAKE_RUBBLE) count += 3;
516 if (dungeon_ptr->flags1 & DF1_LAKE_TREE) count += 3;
518 if (dungeon_ptr->flags1 & DF1_LAKE_LAVA)
521 if ((floor_ptr->dun_level > 80) && (randint0(count) < 2)) dun->laketype = LAKE_T_LAVA;
525 if (!dun->laketype && (floor_ptr->dun_level > 80) && one_in_(count)) dun->laketype = LAKE_T_FIRE_VAULT;
529 if ((dungeon_ptr->flags1 & DF1_LAKE_WATER) && !dun->laketype)
532 if ((floor_ptr->dun_level > 50) && randint0(count) < 2) dun->laketype = LAKE_T_WATER;
536 if (!dun->laketype && (floor_ptr->dun_level > 50) && one_in_(count)) dun->laketype = LAKE_T_WATER_VAULT;
540 if ((dungeon_ptr->flags1 & DF1_LAKE_RUBBLE) && !dun->laketype)
543 if ((floor_ptr->dun_level > 35) && (randint0(count) < 2)) dun->laketype = LAKE_T_CAVE;
546 /* Lake of rubble2 */
547 if (!dun->laketype && (floor_ptr->dun_level > 35) && one_in_(count)) dun->laketype = LAKE_T_EARTH_VAULT;
552 if ((floor_ptr->dun_level > 5) && (dungeon_ptr->flags1 & DF1_LAKE_TREE) && !dun->laketype) dun->laketype = LAKE_T_AIR_VAULT;
556 msg_print_wizard(CHEAT_DUNGEON, _("湖を生成します。", "Lake on the level."));
557 build_lake(owner_ptr, dun->laketype);
561 if ((floor_ptr->dun_level > DUN_CAVERN) && !dun->empty_level &&
562 (dungeon_ptr->flags1 & DF1_CAVERN) &&
563 !dun->laketype && !dun->destroyed && (randint1(1000) < floor_ptr->dun_level))
567 /* make a large fractal floor_ptr->grid_array in the middle of the dungeon */
569 msg_print_wizard(CHEAT_DUNGEON, _("洞窟を生成。", "Cavern on level."));
570 build_cavern(owner_ptr);
573 /* Hack -- No destroyed "quest" levels */
574 if (quest_number(owner_ptr, floor_ptr->dun_level)) dun->destroyed = FALSE;
579 * @brief ダンジョン生成のメインルーチン / Generate a new dungeon level
580 * @details Note that "dun_body" adds about 4000 bytes of memory to the stack.
581 * @param player_ptr プレーヤーへの参照ポインタ
582 * @param why エラー原因メッセージを返す
583 * @return ダンジョン生成が全て無事に成功したらTRUEを返す。
585 static bool cave_gen(player_type *player_ptr, concptr *why)
591 floor_type *floor_ptr = player_ptr->current_floor_ptr;
592 dungeon_type* dungeon_ptr = &d_info[floor_ptr->dungeon_idx];
594 floor_ptr->lite_n = 0;
595 floor_ptr->mon_lite_n = 0;
596 floor_ptr->redraw_n = 0;
597 floor_ptr->view_n = 0;
602 dun->destroyed = FALSE;
603 dun->empty_level = FALSE;
607 /* Fill the arrays of floors and walls in the good proportions */
608 set_floor_and_wall(floor_ptr->dungeon_idx);
609 get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), NULL);
611 /* Randomize the dungeon creation values */
612 dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
613 dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
614 dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
615 dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
616 dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);
618 /* Actual maximum number of rooms on this level */
619 dun->row_rooms = floor_ptr->height / BLOCK_HGT;
620 dun->col_rooms = floor_ptr->width / BLOCK_WID;
622 /* Initialize the room table */
623 for (y = 0; y < dun->row_rooms; y++)
625 for (x = 0; x < dun->col_rooms; x++)
627 dun->room_map[y][x] = FALSE;
634 /* Empty arena levels */
635 if (ironman_empty_levels || ((dungeon_ptr->flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
637 dun->empty_level = TRUE;
638 msg_print_wizard(CHEAT_DUNGEON, _("アリーナレベルを生成。", "Arena level."));
641 if (dun->empty_level)
643 /* Start with floors */
644 for (y = 0; y < floor_ptr->height; y++)
646 for (x = 0; x < floor_ptr->width; x++)
648 place_bold(player_ptr, y, x, GB_FLOOR);
652 /* Special boundary walls -- Top and bottom */
653 for (x = 0; x < floor_ptr->width; x++)
655 place_bold(player_ptr, 0, x, GB_EXTRA);
656 place_bold(player_ptr, floor_ptr->height - 1, x, GB_EXTRA);
659 /* Special boundary walls -- Left and right */
660 for (y = 1; y < (floor_ptr->height - 1); y++)
662 place_bold(player_ptr, y, 0, GB_EXTRA);
663 place_bold(player_ptr, y, floor_ptr->width - 1, GB_EXTRA);
668 /* Start with walls */
669 for (y = 0; y < floor_ptr->height; y++)
671 for (x = 0; x < floor_ptr->width; x++)
673 place_bold(player_ptr, y, x, GB_EXTRA);
678 /* Generate various caverns and lakes */
679 gen_caverns_and_lakes(dungeon_ptr, player_ptr);
682 if (dungeon_ptr->flags1 & DF1_MAZE)
684 build_maze_vault(player_ptr, floor_ptr->width/2-1, floor_ptr->height/2-1, floor_ptr->width-4, floor_ptr->height-4, FALSE);
686 /* Place 3 or 4 down stairs near some walls */
687 if (!alloc_stairs(player_ptr, feat_down_stair, rand_range(2, 3), 3))
689 *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.");
693 /* Place 1 or 2 up stairs near some walls */
694 if (!alloc_stairs(player_ptr, feat_up_stair, 1, 3))
696 *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.");
701 /* Build some rooms */
704 int tunnel_fail_count = 0;
707 * Build each type of room in turn until we cannot build any more.
709 if (!generate_rooms(player_ptr))
711 *why = _("部屋群の生成に失敗", "Failed to generate rooms");
716 /* Make a hole in the dungeon roof sometimes at level 1 */
717 if (floor_ptr->dun_level == 1)
719 while (one_in_(DUN_MOS_DEN))
721 place_trees(player_ptr, randint1(floor_ptr->width - 2), randint1(floor_ptr->height - 2));
727 destroy_level(player_ptr);
730 if (HAS_RIVER_FLAG(dungeon_ptr) && one_in_(3) && (randint1(floor_ptr->dun_level) > 5))
732 add_river(floor_ptr);
735 /* Hack -- Scramble the room order */
736 for (i = 0; i < dun->cent_n; i++)
739 int pick = rand_range(0, i);
743 dun->cent[i].y = dun->cent[pick].y;
744 dun->cent[i].x = dun->cent[pick].x;
745 dun->cent[pick].y = ty;
746 dun->cent[pick].x = tx;
749 /* Start with no tunnel doors */
752 /* Hack -- connect the first room to the last room */
753 y = dun->cent[dun->cent_n-1].y;
754 x = dun->cent[dun->cent_n-1].x;
756 /* Connect all the rooms together */
757 for (i = 0; i < dun->cent_n; i++)
761 /* Reset the arrays */
765 /* Connect the room to the previous room */
766 if (randint1(floor_ptr->dun_level) > dungeon_ptr->tunnel_percent)
768 /* make cavelike tunnel */
769 (void)build_tunnel2(player_ptr, dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
773 /* make normal tunnel */
774 if (!build_tunnel(player_ptr, dun->cent[i].y, dun->cent[i].x, y, x)) tunnel_fail_count++;
777 if (tunnel_fail_count >= 2)
779 *why = _("トンネル接続に失敗", "Failed to generate tunnels");
783 /* Turn the tunnel into corridor */
784 for (j = 0; j < dun->tunn_n; j++)
790 g_ptr = &floor_ptr->grid_array[y][x];
791 f_ptr = &f_info[g_ptr->feat];
793 /* Clear previous contents (if not a lake), add a floor */
794 if (!have_flag(f_ptr->flags, FF_MOVE) || (!have_flag(f_ptr->flags, FF_WATER) && !have_flag(f_ptr->flags, FF_LAVA)))
796 /* Clear mimic type */
799 place_grid(player_ptr, g_ptr, GB_FLOOR);
803 /* Apply the piercings that we found */
804 for (j = 0; j < dun->wall_n; j++)
809 g_ptr = &floor_ptr->grid_array[y][x];
811 /* Clear mimic type */
814 /* Clear previous contents, add up floor */
815 place_grid(player_ptr, g_ptr, GB_FLOOR);
817 /* Occasional doorway */
818 if ((randint0(100) < dun_tun_pen) && !(dungeon_ptr->flags1 & DF1_NO_DOORS))
820 /* Place a random door */
821 place_random_door(player_ptr, y, x, TRUE);
825 /* Remember the "previous" room */
830 /* Place intersection doors */
831 for (i = 0; i < dun->door_n; i++)
833 /* Extract junction location */
837 /* Try placing doors */
838 try_door(player_ptr, y, x - 1);
839 try_door(player_ptr, y, x + 1);
840 try_door(player_ptr, y - 1, x);
841 try_door(player_ptr, y + 1, x);
844 /* Place 3 or 4 down stairs near some walls */
845 if (!alloc_stairs(player_ptr, feat_down_stair, rand_range(3, 4), 3))
847 *why = _("下り階段生成に失敗", "Failed to generate down stairs.");
851 /* Place 1 or 2 up stairs near some walls */
852 if (!alloc_stairs(player_ptr, feat_up_stair, rand_range(1, 2), 3))
854 *why = _("上り階段生成に失敗", "Failed to generate up stairs.");
861 if (dungeon_ptr->stream2)
863 /* Hack -- Add some quartz streamers */
864 for (i = 0; i < DUN_STR_QUA; i++)
866 build_streamer(player_ptr, dungeon_ptr->stream2, DUN_STR_QC);
870 if (dungeon_ptr->stream1)
872 /* Hack -- Add some magma streamers */
873 for (i = 0; i < DUN_STR_MAG; i++)
875 build_streamer(player_ptr, dungeon_ptr->stream1, DUN_STR_MC);
880 /* Special boundary walls -- Top and bottom */
881 for (x = 0; x < floor_ptr->width; x++)
883 place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[0][x]);
884 place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[floor_ptr->height - 1][x]);
887 /* Special boundary walls -- Left and right */
888 for (y = 1; y < (floor_ptr->height - 1); y++)
890 place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[y][0]);
891 place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[y][floor_ptr->width - 1]);
894 /* Determine the character location */
895 if (!new_player_spot(player_ptr))
897 *why = _("プレイヤー配置に失敗", "Failed to place a player");
901 if (!place_quest_monsters(player_ptr))
903 *why = _("クエストモンスター配置に失敗", "Failed to place a quest monster");
908 k = (floor_ptr->dun_level / 3);
912 /* Pick a base number of monsters */
913 i = dungeon_ptr->min_m_alloc_level;
915 /* To make small levels a bit more playable */
916 if (floor_ptr->height < MAX_HGT || floor_ptr->width < MAX_WID)
918 int small_tester = i;
920 i = (i * floor_ptr->height) / MAX_HGT;
921 i = (i * 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(player_ptr, 0, PM_ALLOW_SLEEP);
938 /* Place some traps in the dungeon */
939 alloc_object(player_ptr, ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));
941 /* Put some rubble in corridors (except NO_CAVE dungeon (Castle)) */
942 if (!(dungeon_ptr->flags1 & DF1_NO_CAVE)) alloc_object(player_ptr, ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
944 /* Mega Hack -- No object at first level of deeper dungeon */
945 if (player_ptr->enter_dungeon && floor_ptr->dun_level > 1)
948 floor_ptr->object_level = 1;
951 /* Put some objects in rooms */
952 alloc_object(player_ptr, ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
954 /* Put some objects/gold in the dungeon */
955 alloc_object(player_ptr, ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
956 alloc_object(player_ptr, ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));
958 /* Set back to default */
959 floor_ptr->object_level = floor_ptr->base_level;
961 /* Put the Guardian */
962 if (!alloc_guardian(player_ptr, TRUE))
964 *why = _("ダンジョンの主配置に失敗", "Failed to place a dungeon guardian");
968 bool is_empty_or_dark = dun->empty_level;
969 is_empty_or_dark &= !one_in_(DARK_EMPTY) || (randint1(100) > floor_ptr->dun_level);
970 is_empty_or_dark &= (dungeon_ptr->flags1 & DF1_DARKNESS) == 0;
971 if (!is_empty_or_dark) return TRUE;
973 /* Lite the floor_ptr->grid_array */
974 for (y = 0; y < floor_ptr->height; y++)
976 for (x = 0; x < floor_ptr->width; x++)
978 floor_ptr->grid_array[y][x].info |= (CAVE_GLOW);
986 * @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-
987 * @param player_ptr プレーヤーへの参照ポインタ
990 static void build_arena(player_type *player_ptr, POSITION *start_y, POSITION *start_x)
992 POSITION yval, y_height, y_depth, xval, x_left, x_right;
995 yval = SCREEN_HGT / 2;
996 xval = SCREEN_WID / 2;
997 y_height = yval - 10;
1000 x_right = xval + 32;
1002 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1003 for (i = y_height; i <= y_height + 5; i++)
1004 for (j = x_left; j <= x_right; j++)
1006 place_bold(player_ptr, i, j, GB_EXTRA_PERM);
1007 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1009 for (i = y_depth; i >= y_depth - 5; i--)
1010 for (j = x_left; j <= x_right; j++)
1012 place_bold(player_ptr, i, j, GB_EXTRA_PERM);
1013 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1015 for (j = x_left; j <= x_left + 17; j++)
1016 for (i = y_height; i <= y_depth; i++)
1018 place_bold(player_ptr, i, j, GB_EXTRA_PERM);
1019 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1021 for (j = x_right; j >= x_right - 17; j--)
1022 for (i = y_height; i <= y_depth; i++)
1024 place_bold(player_ptr, i, j, GB_EXTRA_PERM);
1025 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1028 place_bold(player_ptr, y_height + 6, x_left + 18, GB_EXTRA_PERM);
1029 floor_ptr->grid_array[y_height + 6][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
1030 place_bold(player_ptr, y_depth - 6, x_left + 18, GB_EXTRA_PERM);
1031 floor_ptr->grid_array[y_depth - 6][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
1032 place_bold(player_ptr, y_height + 6, x_right - 18, GB_EXTRA_PERM);
1033 floor_ptr->grid_array[y_height + 6][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
1034 place_bold(player_ptr, y_depth - 6, x_right - 18, GB_EXTRA_PERM);
1035 floor_ptr->grid_array[y_depth - 6][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
1037 *start_y = y_height + 5;
1039 floor_ptr->grid_array[*start_y][*start_x].feat = f_tag_to_index("ARENA_GATE");
1040 floor_ptr->grid_array[*start_y][*start_x].info |= (CAVE_GLOW | CAVE_MARK);
1044 * @brief 挑戦時闘技場への入場処理 / Town logic flow for generation of arena -KMW-
1047 static void generate_challenge_arena(player_type *challanger_ptr)
1054 floor_type *floor_ptr = challanger_ptr->current_floor_ptr;
1055 floor_ptr->height = SCREEN_HGT;
1056 floor_ptr->width = SCREEN_WID;
1058 /* Start with solid walls */
1059 for (y = 0; y < MAX_HGT; y++)
1061 for (x = 0; x < MAX_WID; x++)
1063 /* Create "solid" perma-wall */
1064 place_bold(challanger_ptr, y, x, GB_SOLID_PERM);
1066 /* Illuminate and memorize the walls */
1067 floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1071 /* Then place some floors */
1072 for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1074 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1076 /* Create empty floor */
1077 floor_ptr->grid_array[y][x].feat = feat_floor;
1081 build_arena(challanger_ptr, &y, &x);
1082 player_place(challanger_ptr, y, x);
1084 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)))
1086 challanger_ptr->exit_bldg = TRUE;
1087 challanger_ptr->arena_number++;
1088 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."));
1094 * @brief モンスター闘技場のフロア生成 / Builds the arena after it is entered -KMW-
1095 * @param player_ptr プレーヤーへの参照ポインタ
1098 static void build_battle(player_type *player_ptr, POSITION *y, POSITION *x)
1100 POSITION yval, y_height, y_depth, xval, x_left, x_right;
1103 yval = SCREEN_HGT / 2;
1104 xval = SCREEN_WID / 2;
1105 y_height = yval - 10;
1106 y_depth = yval + 10;
1108 x_right = xval + 32;
1110 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1111 for (i = y_height; i <= y_height + 5; i++)
1112 for (j = x_left; j <= x_right; j++)
1114 place_bold(player_ptr, i, j, GB_EXTRA_PERM);
1115 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1117 for (i = y_depth; i >= y_depth - 3; i--)
1118 for (j = x_left; j <= x_right; j++)
1120 place_bold(player_ptr, i, j, GB_EXTRA_PERM);
1121 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1123 for (j = x_left; j <= x_left + 17; j++)
1124 for (i = y_height; i <= y_depth; i++)
1126 place_bold(player_ptr, i, j, GB_EXTRA_PERM);
1127 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1129 for (j = x_right; j >= x_right - 17; j--)
1130 for (i = y_height; i <= y_depth; i++)
1132 place_bold(player_ptr, i, j, GB_EXTRA_PERM);
1133 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1136 place_bold(player_ptr, y_height+6, x_left+18, GB_EXTRA_PERM);
1137 floor_ptr->grid_array[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1138 place_bold(player_ptr, y_depth-4, x_left+18, GB_EXTRA_PERM);
1139 floor_ptr->grid_array[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1140 place_bold(player_ptr, y_height+6, x_right-18, GB_EXTRA_PERM);
1141 floor_ptr->grid_array[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1142 place_bold(player_ptr, y_depth-4, x_right-18, GB_EXTRA_PERM);
1143 floor_ptr->grid_array[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1145 for (i = y_height + 1; i <= y_height + 5; i++)
1146 for (j = x_left + 20 + 2 * (y_height + 5 - i); j <= x_right - 20 - 2 * (y_height + 5 - i); j++)
1148 floor_ptr->grid_array[i][j].feat = feat_permanent_glass_wall;
1153 floor_ptr->grid_array[i][j].feat = f_tag_to_index("BUILDING_3");
1154 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1161 * @brief モンスター闘技場への導入処理 / Town logic flow for generation of arena -KMW-
1164 static void generate_gambling_arena(player_type *creature_ptr)
1171 /* Start with solid walls */
1172 floor_type *floor_ptr = creature_ptr->current_floor_ptr;
1173 for (y = 0; y < MAX_HGT; y++)
1175 for (x = 0; x < MAX_WID; x++)
1177 /* Create "solid" perma-wall */
1178 place_bold(creature_ptr, y, x, GB_SOLID_PERM);
1180 /* Illuminate and memorize the walls */
1181 floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1185 /* Then place some floors */
1186 for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1188 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1190 /* Create empty floor */
1191 floor_ptr->grid_array[y][x].feat = feat_floor;
1195 build_battle(creature_ptr, &y, &x);
1197 player_place(creature_ptr, y, x);
1199 for(i = 0; i < 4; i++)
1201 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));
1202 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]);
1204 for(i = 1; i < floor_ptr->m_max; i++)
1206 monster_type *m_ptr = &floor_ptr->m_list[i];
1208 if (!monster_is_valid(m_ptr)) continue;
1210 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
1211 update_monster(creature_ptr, i, FALSE);
1216 * @brief 固定マップクエストのフロア生成 / Generate a quest level
1217 * @param player_ptr プレーヤーへの参照ポインタ
1220 static void generate_fixed_floor(player_type *player_ptr)
1224 /* Start with perm walls */
1225 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1226 for (y = 0; y < floor_ptr->height; y++)
1228 for (x = 0; x < floor_ptr->width; x++)
1230 place_bold(player_ptr, y, x, GB_SOLID_PERM);
1234 /* Set the quest level */
1235 floor_ptr->base_level = quest[floor_ptr->inside_quest].level;
1236 floor_ptr->dun_level = floor_ptr->base_level;
1237 floor_ptr->object_level = floor_ptr->base_level;
1238 floor_ptr->monster_level = floor_ptr->base_level;
1240 if (record_stair) exe_write_diary(player_ptr, DIARY_TO_QUEST, floor_ptr->inside_quest, NULL);
1241 get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), NULL);
1243 init_flags = INIT_CREATE_DUNGEON;
1245 process_dungeon_file(player_ptr, "q_info.txt", 0, 0, MAX_HGT, MAX_WID);
1249 * @brief ダンジョン時のランダムフロア生成 / Make a real level
1250 * @param player_ptr プレーヤーへの参照ポインタ
1252 * @return フロアの生成に成功したらTRUE
1254 static bool level_gen(player_type *player_ptr, concptr *why)
1256 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1257 DUNGEON_IDX d_idx = floor_ptr->dungeon_idx;
1259 if ((always_small_levels || ironman_small_levels ||
1260 (one_in_(SMALL_LEVEL) && small_levels) ||
1261 (d_info[d_idx].flags1 & DF1_BEGINNER) ||
1262 (d_info[d_idx].flags1 & DF1_SMALLEST)) &&
1263 !(d_info[d_idx].flags1 & DF1_BIG))
1265 int level_height, level_width;
1266 if (d_info[d_idx].flags1 & DF1_SMALLEST)
1271 else if (d_info[d_idx].flags1 & DF1_BEGINNER)
1278 level_height = randint1(MAX_HGT / SCREEN_HGT);
1279 level_width = randint1(MAX_WID / SCREEN_WID);
1280 bool is_first_level_area = TRUE;
1281 bool is_max_area = (level_height == MAX_HGT / SCREEN_HGT) && (level_width == MAX_WID / SCREEN_WID);
1282 while (is_first_level_area || is_max_area)
1284 level_height = randint1(MAX_HGT / SCREEN_HGT);
1285 level_width = randint1(MAX_WID / SCREEN_WID);
1286 is_first_level_area = FALSE;
1287 is_max_area = (level_height == MAX_HGT / SCREEN_HGT) && (level_width == MAX_WID / SCREEN_WID);
1291 floor_ptr->height = level_height * SCREEN_HGT;
1292 floor_ptr->width = level_width * SCREEN_WID;
1294 /* Assume illegal panel */
1295 panel_row_min = floor_ptr->height;
1296 panel_col_min = floor_ptr->width;
1298 msg_format_wizard(CHEAT_DUNGEON,
1299 _("小さなフロア: X:%d, Y:%d", "A 'small' dungeon level: X:%d, Y:%d."),
1300 floor_ptr->width, floor_ptr->height);
1305 floor_ptr->height = MAX_HGT;
1306 floor_ptr->width = MAX_WID;
1308 /* Assume illegal panel */
1309 panel_row_min = floor_ptr->height;
1310 panel_col_min = floor_ptr->width;
1313 if (!cave_gen(player_ptr, why))
1322 * @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
1325 void wipe_generate_random_floor_flags(floor_type *floor_ptr)
1329 for (y = 0; y < floor_ptr->height; y++)
1331 for (x = 0; x < floor_ptr->width; x++)
1333 /* Wipe unused flags */
1334 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1338 if (floor_ptr->dun_level)
1340 for (y = 1; y < floor_ptr->height - 1; y++)
1342 for (x = 1; x < floor_ptr->width - 1; x++)
1344 /* There might be trap */
1345 floor_ptr->grid_array[y][x].info |= CAVE_UNSAFE;
1352 * @brief フロアの全情報を初期化する / Clear and empty floor.
1353 * @parama player_ptr プレーヤーへの参照ポインタ
1356 void clear_cave(player_type *player_ptr)
1361 /* Very simplified version of wipe_o_list() */
1362 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1363 (void)C_WIPE(floor_ptr->o_list, floor_ptr->o_max, object_type);
1364 floor_ptr->o_max = 1;
1365 floor_ptr->o_cnt = 0;
1367 /* Very simplified version of wipe_m_list() */
1368 for (i = 1; i < max_r_idx; i++)
1369 r_info[i].cur_num = 0;
1370 (void)C_WIPE(floor_ptr->m_list, floor_ptr->m_max, monster_type);
1371 floor_ptr->m_max = 1;
1372 floor_ptr->m_cnt = 0;
1373 for (i = 0; i < MAX_MTIMED; i++) floor_ptr->mproc_max[i] = 0;
1375 /* Pre-calc cur_num of pets in party_mon[] */
1376 precalc_cur_num_of_pet(player_ptr);
1379 /* Start with a blank floor_ptr->grid_array */
1380 for (y = 0; y < MAX_HGT; y++)
1382 for (x = 0; x < MAX_WID; x++)
1384 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
1397 /* Set the base level */
1398 floor_ptr->base_level = floor_ptr->dun_level;
1400 /* Reset the monster generation level */
1401 floor_ptr->monster_level = floor_ptr->base_level;
1403 /* Reset the object generation level */
1404 floor_ptr->object_level = floor_ptr->base_level;
1409 * ダンジョンのランダムフロアを生成する / Generates a random dungeon level -RAK-
1410 * @parama player_ptr プレーヤーへの参照ポインタ
1412 * @note Hack -- regenerate any "overflow" levels
1414 void generate_floor(player_type *player_ptr)
1417 /* Fill the arrays of floors and walls in the good proportions */
1418 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1419 floor_ptr->dungeon_idx = player_ptr->dungeon_idx;
1420 set_floor_and_wall(floor_ptr->dungeon_idx);
1423 for (num = 0; TRUE; num++)
1428 clear_cave(player_ptr);
1430 /* Mega-Hack -- no player yet */
1431 player_ptr->x = player_ptr->y = 0;
1433 if (floor_ptr->inside_arena)
1435 generate_challenge_arena(player_ptr);
1438 else if (player_ptr->phase_out)
1440 generate_gambling_arena(player_ptr);
1443 else if (floor_ptr->inside_quest)
1445 generate_fixed_floor(player_ptr);
1448 /* Build the town */
1449 else if (!floor_ptr->dun_level)
1451 /* Make the wilderness */
1452 if (player_ptr->wild_mode) wilderness_gen_small(player_ptr);
1453 else wilderness_gen(player_ptr);
1456 /* Build a real level */
1459 okay = level_gen(player_ptr, &why);
1463 /* Prevent object over-flow */
1464 if (floor_ptr->o_max >= current_world_ptr->max_o_idx)
1466 why = _("アイテムが多すぎる", "too many objects");
1469 /* Prevent monster over-flow */
1470 else if (floor_ptr->m_max >= current_world_ptr->max_m_idx)
1472 why = _("モンスターが多すぎる", "too many monsters");
1479 if (why) msg_format(_("生成やり直し(%s)", "Generation restarted (%s)"), why);
1481 wipe_o_list(floor_ptr);
1482 wipe_monsters_list(player_ptr);
1485 /* Glow deep lava and building entrances tempor */
1486 glow_deep_lava_and_bldg(player_ptr);
1489 player_ptr->enter_dungeon = FALSE;
1491 wipe_generate_random_floor_flags(floor_ptr);
1495 * @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
1496 * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
1497 * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
1500 static void rand_dir(POSITION *rdir, POSITION *cdir)
1502 /* Pick a random direction */
1503 int i = randint0(4);
1505 /* Extract the dy/dx components */
1511 * @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
1512 * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
1513 * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
1520 static void correct_dir(POSITION *rdir, POSITION *cdir, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
1522 /* Extract vertical and horizontal directions */
1523 *rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
1524 *cdir = (x1 == x2) ? 0 : (x1 < x2) ? 1 : -1;
1526 /* Never move diagonally */
1529 if (randint0(100) < 50)
1537 * @brief 部屋間のトンネルを生成する / Constructs a tunnel between two points
1538 * @param player_ptr プレーヤーへの参照ポインタ
1543 * @return 生成に成功したらTRUEを返す
1545 * This function must be called BEFORE any streamers are created,\n
1546 * since we use the special "granite wall" sub-types to keep track\n
1547 * of legal places for corridors to pierce rooms.\n
1549 * We use "door_flag" to prevent excessive construction of doors\n
1550 * along overlapping corridors.\n
1552 * We queue the tunnel grids to prevent door creation along a corridor\n
1553 * which intersects itself.\n
1555 * We queue the wall piercing grids to prevent a corridor from leaving\n
1556 * a room and then coming back in through the same entrance.\n
1558 * We "pierce" grids which are "outer" walls of rooms, and when we\n
1559 * do so, we change all adjacent "outer" walls of rooms into "solid"\n
1560 * walls so that no two corridors may use adjacent grids for exits.\n
1562 * The "solid" wall check prevents corridors from "chopping" the\n
1563 * corners of rooms off, as well as "silly" door placement, and\n
1564 * "excessively wide" room entrances.\n
1568 * inner -- inner room walls\n
1569 * outer -- outer room walls\n
1570 * solid -- solid room walls\n
1572 bool build_tunnel(player_type *player_ptr, POSITION row1, POSITION col1, POSITION row2, POSITION col2)
1575 POSITION tmp_row, tmp_col;
1576 POSITION row_dir, col_dir;
1577 POSITION start_row, start_col;
1578 int main_loop_count = 0;
1580 bool door_flag = FALSE;
1584 /* Save the starting location */
1588 /* Start out in the correct direction */
1589 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1591 /* Keep going until done (or bored) */
1592 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1593 while ((row1 != row2) || (col1 != col2))
1595 /* Mega-Hack -- Paranoia -- prevent infinite loops */
1596 if (main_loop_count++ > 2000) return FALSE;
1598 /* Allow bends in the tunnel */
1599 if (randint0(100) < dun_tun_chg)
1601 /* Acquire the correct direction */
1602 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1604 /* Random direction */
1605 if (randint0(100) < dun_tun_rnd)
1607 rand_dir(&row_dir, &col_dir);
1611 /* Get the next location */
1612 tmp_row = row1 + row_dir;
1613 tmp_col = col1 + col_dir;
1616 /* Extremely Important -- do not leave the dungeon */
1617 while (!in_bounds(floor_ptr, tmp_row, tmp_col))
1619 /* Acquire the correct direction */
1620 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1622 /* Random direction */
1623 if (randint0(100) < dun_tun_rnd)
1625 rand_dir(&row_dir, &col_dir);
1628 /* Get the next location */
1629 tmp_row = row1 + row_dir;
1630 tmp_col = col1 + col_dir;
1633 g_ptr = &floor_ptr->grid_array[tmp_row][tmp_col];
1635 /* Avoid "solid" walls */
1636 if (is_solid_grid(g_ptr)) continue;
1638 /* Pierce "outer" walls of rooms */
1639 if (is_outer_grid(g_ptr))
1641 /* Acquire the "next" location */
1642 y = tmp_row + row_dir;
1643 x = tmp_col + col_dir;
1645 /* Hack -- Avoid outer/solid walls */
1646 if (is_outer_bold(floor_ptr, y, x)) continue;
1647 if (is_solid_bold(floor_ptr, y, x)) continue;
1649 /* Accept this location */
1653 /* Save the wall location */
1654 if (dun->wall_n < WALL_MAX)
1656 dun->wall[dun->wall_n].y = row1;
1657 dun->wall[dun->wall_n].x = col1;
1662 /* Forbid re-entry near this piercing */
1663 for (y = row1 - 1; y <= row1 + 1; y++)
1665 for (x = col1 - 1; x <= col1 + 1; x++)
1667 /* Convert adjacent "outer" walls as "solid" walls */
1668 if (is_outer_bold(floor_ptr, y, x))
1670 /* Change the wall to a "solid" wall */
1671 place_bold(player_ptr, y, x, GB_SOLID_NOPERM);
1677 /* Travel quickly through rooms */
1678 else if (g_ptr->info & (CAVE_ROOM))
1680 /* Accept the location */
1685 /* Tunnel through all other walls */
1686 else if (is_extra_grid(g_ptr) || is_inner_grid(g_ptr) || is_solid_grid(g_ptr))
1688 /* Accept this location */
1692 /* Save the tunnel location */
1693 if (dun->tunn_n < TUNN_MAX)
1695 dun->tunn[dun->tunn_n].y = row1;
1696 dun->tunn[dun->tunn_n].x = col1;
1701 /* Allow door in next grid */
1705 /* Handle corridor intersections or overlaps */
1708 /* Accept the location */
1712 /* Collect legal door locations */
1715 /* Save the door location */
1716 if (dun->door_n < DOOR_MAX)
1718 dun->door[dun->door_n].y = row1;
1719 dun->door[dun->door_n].x = col1;
1724 /* No door in next grid */
1728 /* Hack -- allow pre-emptive tunnel termination */
1729 if (randint0(100) >= dun_tun_con)
1731 /* Distance between row1 and start_row */
1732 tmp_row = row1 - start_row;
1733 if (tmp_row < 0) tmp_row = (-tmp_row);
1735 /* Distance between col1 and start_col */
1736 tmp_col = col1 - start_col;
1737 if (tmp_col < 0) tmp_col = (-tmp_col);
1739 /* Terminate the tunnel */
1740 if ((tmp_row > 10) || (tmp_col > 10)) break;
1750 * @brief トンネル生成のための基準点を指定する。
1751 * @param player_ptr プレーヤーへの参照ポインタ
1752 * @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。
1753 * @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。
1754 * @param affectwall (調査中)
1757 * This routine adds the square to the tunnel\n
1758 * It also checks for SOLID walls - and returns a nearby\n
1759 * non-SOLID square in (x,y) so that a simple avoiding\n
1760 * routine can be used. The returned boolean value reflects\n
1761 * whether or not this routine hit a SOLID wall.\n
1763 * "affectwall" toggles whether or not this new square affects\n
1764 * the boundaries of rooms. - This is used by the catacomb\n
1766 * @todo 特に詳細な処理の意味を調査すべし
1768 static bool set_tunnel(player_type *player_ptr, POSITION *x, POSITION *y, bool affectwall)
1772 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1773 grid_type *g_ptr = &floor_ptr->grid_array[*y][*x];
1775 if (!in_bounds(floor_ptr, *y, *x)) return TRUE;
1777 if (is_inner_grid(g_ptr))
1782 if (is_extra_bold(floor_ptr, *y, *x))
1784 /* Save the tunnel location */
1785 if (dun->tunn_n < TUNN_MAX)
1787 dun->tunn[dun->tunn_n].y = *y;
1788 dun->tunn[dun->tunn_n].x = *x;
1796 if (is_floor_bold(floor_ptr, *y, *x))
1798 /* Don't do anything */
1802 if (is_outer_grid(g_ptr) && affectwall)
1804 /* Save the wall location */
1805 if (dun->wall_n < WALL_MAX)
1807 dun->wall[dun->wall_n].y = *y;
1808 dun->wall[dun->wall_n].x = *x;
1813 /* Forbid re-entry near this piercing */
1814 for (j = *y - 1; j <= *y + 1; j++)
1816 for (i = *x - 1; i <= *x + 1; i++)
1818 /* Convert adjacent "outer" walls as "solid" walls */
1819 if (is_outer_bold(floor_ptr, j, i))
1821 /* Change the wall to a "solid" wall */
1822 place_bold(player_ptr, j, i, GB_SOLID_NOPERM);
1827 /* Clear mimic type */
1828 floor_ptr->grid_array[*y][*x].mimic = 0;
1830 place_bold(player_ptr, *y, *x, GB_FLOOR);
1835 if (is_solid_grid(g_ptr) && affectwall)
1837 /* cannot place tunnel here - use a square to the side */
1839 /* find usable square and return value in (x,y) */
1845 while ((i > 0) && is_solid_bold(floor_ptr, *y + dy, *x + dx))
1847 dy = randint0(3) - 1;
1848 dx = randint0(3) - 1;
1850 if (!in_bounds(floor_ptr, *y + dy, *x + dx))
1861 /* Failed for some reason: hack - ignore the solidness */
1862 place_grid(player_ptr, g_ptr, GB_OUTER);
1867 /* Give new, acceptable coordinate. */
1879 * @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.
1880 * @param player_ptr プレーヤーへの参照ポインタ
1885 * Note that this routine is only called on "even" squares - so it gives
1886 * a natural checkerboard pattern.
1888 static void create_cata_tunnel(player_type *player_ptr, POSITION x, POSITION y)
1895 set_tunnel(player_ptr, &x1, &y1, FALSE);
1899 set_tunnel(player_ptr, &x1, &y1, FALSE);
1903 set_tunnel(player_ptr, &x1, &y1, FALSE);
1907 set_tunnel(player_ptr, &x1, &y1, FALSE);
1912 * @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.
1913 * @param player_ptr プレーヤーへの参照ポインタ
1917 * It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)\n
1918 * It doesn't need to add any complexity - straight lines are fine.\n
1919 * The SOLID walls are avoided by a recursive algorithm which tries random ways\n
1920 * around the obstical until it works. The number of itterations is counted, and it\n
1921 * this gets too large the routine exits. This should stop any crashes - but may leave\n
1922 * small gaps in the tunnel where there are too many SOLID walls.\n
1924 * Type 1 tunnels are extremely simple - straight line from A to B. This is only used\n
1925 * as a part of the dodge SOLID walls algorithm.\n
1927 * Type 2 tunnels are made of two straight lines at right angles. When this is used with\n
1928 * short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.\n
1930 * Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.\n
1931 * This, when used with longer line segments gives the "catacomb-like" tunnels seen near\n
1934 static void short_seg_hack(player_type *player_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int count, bool *fail)
1940 /* Check for early exit */
1941 if (!(*fail)) return;
1943 length = distance(x1, y1, x2, y2);
1947 if ((type == 1) && (length != 0))
1950 for (i = 0; i <= length; i++)
1952 x = x1 + i * (x2 - x1) / length;
1953 y = y1 + i * (y2 - y1) / length;
1954 if (!set_tunnel(player_ptr, &x, &y, TRUE))
1958 /* This isn't working - probably have an infinite loop */
1963 /* solid wall - so try to go around */
1964 short_seg_hack(player_ptr, x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
1965 short_seg_hack(player_ptr, x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
1969 else if ((type == 2) || (type == 3))
1973 for (i = x1; i <= x2; i++)
1977 if (!set_tunnel(player_ptr, &x, &y, TRUE))
1979 /* solid wall - so try to go around */
1980 short_seg_hack(player_ptr, x, y, i - 1, y1, 1, count, fail);
1981 short_seg_hack(player_ptr, x, y, i + 1, y1, 1, count, fail);
1983 if ((type == 3) && ((x + y) % 2))
1985 create_cata_tunnel(player_ptr, i, y1);
1991 for (i = x2; i <= x1; i++)
1995 if (!set_tunnel(player_ptr, &x, &y, TRUE))
1997 /* solid wall - so try to go around */
1998 short_seg_hack(player_ptr, x, y, i - 1, y1, 1, count, fail);
1999 short_seg_hack(player_ptr, x, y, i + 1, y1, 1, count, fail);
2001 if ((type == 3) && ((x + y) % 2))
2003 create_cata_tunnel(player_ptr, i, y1);
2010 for (i = y1; i <= y2; i++)
2014 if (!set_tunnel(player_ptr, &x, &y, TRUE))
2016 /* solid wall - so try to go around */
2017 short_seg_hack(player_ptr, x, y, x2, i - 1, 1, count, fail);
2018 short_seg_hack(player_ptr, x, y, x2, i + 1, 1, count, fail);
2020 if ((type == 3) && ((x + y) % 2))
2022 create_cata_tunnel(player_ptr, x2, i);
2028 for (i = y2; i <= y1; i++)
2032 if (!set_tunnel(player_ptr, &x, &y, TRUE))
2034 /* solid wall - so try to go around */
2035 short_seg_hack(player_ptr, x, y, x2, i - 1, 1, count, fail);
2036 short_seg_hack(player_ptr, x, y, x2, i + 1, 1, count, fail);
2038 if ((type == 3) && ((x + y) % 2))
2040 create_cata_tunnel(player_ptr, x2, i);
2049 * @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.
2053 * Permanent rock is ignored in this path finding- sometimes there is no\n
2054 * path around anyway -so there will be a crash if we try to find one.\n
2055 * This routine is much like the river creation routine in Zangband.\n
2056 * It works by dividing a line segment into two. The segments are divided\n
2057 * until they are less than "cutoff" - when the corresponding routine from\n
2058 * "short_seg_hack" is called.\n
2059 * Note it is VERY important that the "stop if hit another passage" logic\n
2060 * stays as is. Without this the dungeon turns into Swiss Cheese...\n
2062 bool build_tunnel2(player_type *player_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff)
2064 POSITION x3, y3, dx, dy;
2065 POSITION changex, changey;
2068 bool retval, firstsuccede;
2071 length = distance(x1, y1, x2, y2);
2072 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2073 if (length > cutoff)
2076 * Divide path in half and call routine twice.
2081 /* perturbation perpendicular to path */
2082 changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
2083 changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
2085 /* Work out "mid" ponit */
2086 x3 = x1 + dx + changex;
2087 y3 = y1 + dy + changey;
2089 /* See if in bounds - if not - do not perturb point */
2090 if (!in_bounds(floor_ptr, y3, x3))
2096 g_ptr = &floor_ptr->grid_array[y3][x3];
2097 if (is_solid_grid(g_ptr))
2099 /* move midpoint a bit to avoid problem. */
2105 while ((i > 0) && is_solid_bold(floor_ptr, y3 + dy, x3 + dx))
2107 dy = randint0(3) - 1;
2108 dx = randint0(3) - 1;
2109 if (!in_bounds(floor_ptr, y3 + dy, x3 + dx))
2119 /* Failed for some reason: hack - ignore the solidness */
2120 place_bold(player_ptr, y3, x3, GB_OUTER);
2126 g_ptr = &floor_ptr->grid_array[y3][x3];
2129 if (is_floor_grid(g_ptr))
2131 if (build_tunnel2(player_ptr, x1, y1, x3, y3, type, cutoff))
2133 if ((floor_ptr->grid_array[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
2135 /* do second half only if works + if have hit a room */
2136 retval = build_tunnel2(player_ptr, x3, y3, x2, y2, type, cutoff);
2140 /* have hit another tunnel - make a set of doors here */
2143 /* Save the door location */
2144 if (dun->door_n < DOOR_MAX)
2146 dun->door[dun->door_n].y = y3;
2147 dun->door[dun->door_n].x = x3;
2152 firstsuccede = TRUE;
2156 /* false- didn't work all the way */
2158 firstsuccede = FALSE;
2163 /* tunnel through walls */
2164 if (build_tunnel2(player_ptr, x1, y1, x3, y3, type, cutoff))
2166 retval = build_tunnel2(player_ptr, x3, y3, x2, y2, type, cutoff);
2167 firstsuccede = TRUE;
2171 /* false- didn't work all the way */
2173 firstsuccede = FALSE;
2178 /* only do this if the first half has worked */
2179 set_tunnel(player_ptr, &x3, &y3, TRUE);
2181 /* return value calculated above */
2186 /* Do a short segment */
2188 short_seg_hack(player_ptr, x1, y1, x2, y2, type, 0, &retval);
2190 /* Hack - ignore return value so avoid infinite loops */