2 * @brief ダンジョン生成に利用する関数群 / Used by dungeon generation.
5 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
10 * Purpose: This file holds all the
11 * functions that are applied to a level after the rest has been
12 * generated, ie streams and level destruction.
15 #include "floor/floor-streams.h"
16 #include "dungeon/dungeon-flag-types.h"
17 #include "dungeon/dungeon.h"
18 #include "flavor/flavor-describer.h"
19 #include "flavor/object-flavor-types.h"
20 #include "floor/cave.h"
21 #include "floor/floor-generator-util.h"
22 #include "floor/floor-generator.h"
23 #include "floor/floor-object.h"
24 #include "game-option/birth-options.h"
25 #include "game-option/cheat-options.h"
26 #include "game-option/cheat-types.h"
27 #include "grid/feature.h"
28 #include "grid/grid.h"
29 #include "monster-race/monster-race.h"
30 #include "monster/monster-info.h"
31 #include "object-hook/hook-enchant.h"
32 #include "room/lake-types.h"
33 #include "spell-kind/spells-floor.h"
34 #include "system/artifact-type-definition.h"
35 #include "system/dungeon-data-definition.h"
36 #include "system/floor-type-definition.h"
37 #include "util/bit-flags-calculator.h"
38 #include "view/display-messages.h"
39 #include "wizard/wizard-messages.h"
42 * @brief 再帰フラクタルアルゴリズムによりダンジョン内に川を配置する /
43 * Recursive fractal algorithm to place water through the dungeon.
48 * @param feat1 中央部地形ID
49 * @param feat2 境界部地形ID
53 static void recursive_river(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX feat1, FEAT_IDX feat2, POSITION width)
55 POSITION dx, dy, length, l, x, y;
56 POSITION changex, changey;
61 length = distance(x1, y1, x2, y2);
65 * Divide path in half and call routine twice.
66 * There is a small chance of splitting the river
72 /* perturbation perpendicular to path */
73 changex = randint1(abs(dy)) * 2 - abs(dy);
79 /* perturbation perpendicular to path */
80 changey = randint1(abs(dx)) * 2 - abs(dx);
85 if (!in_bounds(floor_ptr, y1 + dy + changey, x1 + dx + changex)) {
90 /* construct river out of two smaller ones */
91 recursive_river(floor_ptr, x1, y1, x1 + dx + changex, y1 + dy + changey, feat1, feat2, width);
92 recursive_river(floor_ptr, x1 + dx + changex, y1 + dy + changey, x2, y2, feat1, feat2, width);
94 /* Split the river some of the time - junctions look cool */
95 if (one_in_(DUN_WAT_CHG) && (width > 0)) {
96 recursive_river(floor_ptr, x1 + dx + changex, y1 + dy + changey, x1 + 8 * (dx + changex), y1 + 8 * (dy + changey), feat1, feat2, width - 1);
99 /* Actually build the river */
100 for (l = 0; l < length; l++) {
101 x = x1 + l * (x2 - x1) / length;
102 y = y1 + l * (y2 - y1) / length;
107 for (ty = y - width - 1; ty <= y + width + 1; ty++) {
108 for (tx = x - width - 1; tx <= x + width + 1; tx++) {
109 if (!in_bounds2(floor_ptr, ty, tx))
112 g_ptr = &floor_ptr->grid_array[ty][tx];
114 if (g_ptr->feat == feat1)
116 if (g_ptr->feat == feat2)
119 if (distance(ty, tx, y, x) > rand_spread(width, 1))
122 /* Do not convert permanent features */
123 if (cave_have_flag_grid(g_ptr, FF_PERMANENT))
127 * Clear previous contents, add feature
128 * The border mainly gets feat2, while the center gets feat1
130 if (distance(ty, tx, y, x) > width)
135 /* Clear garbage of hidden trap or door */
138 /* Lava terrain glows */
139 if (have_flag(f_info[feat1].flags, FF_LAVA)) {
140 if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
141 g_ptr->info |= CAVE_GLOW;
144 /* Hack -- don't teleport here */
145 g_ptr->info |= CAVE_ICKY;
156 * @brief ランダムに川/溶岩流をダンジョンに配置する /
157 * Places water /lava through dungeon.
158 * @param feat1 中央部地形ID
159 * @param feat2 境界部地形ID
162 void add_river(floor_type *floor_ptr, dun_data_type *dd_ptr)
164 dungeon_type *dungeon_ptr;
166 POSITION y1 = 0, x1 = 0;
168 FEAT_IDX feat1 = 0, feat2 = 0;
170 dungeon_ptr = &d_info[floor_ptr->dungeon_idx];
172 /* Choose water mainly */
173 if ((randint1(MAX_DEPTH * 2) - 1 > floor_ptr->dun_level) && (dungeon_ptr->flags1 & DF1_WATER_RIVER)) {
174 feat1 = feat_deep_water;
175 feat2 = feat_shallow_water;
178 FEAT_IDX select_deep_feat[10];
179 FEAT_IDX select_shallow_feat[10];
180 int select_id_max = 0, selected;
182 if (dungeon_ptr->flags1 & DF1_LAVA_RIVER) {
183 select_deep_feat[select_id_max] = feat_deep_lava;
184 select_shallow_feat[select_id_max] = feat_shallow_lava;
187 if (dungeon_ptr->flags1 & DF1_POISONOUS_RIVER) {
188 select_deep_feat[select_id_max] = feat_deep_poisonous_puddle;
189 select_shallow_feat[select_id_max] = feat_shallow_poisonous_puddle;
192 if (dungeon_ptr->flags1 & DF1_ACID_RIVER) {
193 select_deep_feat[select_id_max] = feat_deep_acid_puddle;
194 select_shallow_feat[select_id_max] = feat_shallow_acid_puddle;
198 if (select_id_max > 0) {
199 selected = randint0(select_id_max);
200 feat1 = select_deep_feat[selected];
201 feat2 = select_shallow_feat[selected];
208 feature_type *f_ptr = &f_info[feat1];
210 /* Only add river if matches lake type or if have no lake at all */
211 if (!(((dd_ptr->laketype == LAKE_T_LAVA) && have_flag(f_ptr->flags, FF_LAVA))
212 || ((dd_ptr->laketype == LAKE_T_WATER) && have_flag(f_ptr->flags, FF_WATER)) || !dd_ptr->laketype)) {
217 /* Hack -- Choose starting point */
218 y2 = randint1(floor_ptr->height / 2 - 2) + floor_ptr->height / 2;
219 x2 = randint1(floor_ptr->width / 2 - 2) + floor_ptr->width / 2;
221 /* Hack -- Choose ending point somewhere on boundary */
222 switch (randint1(4)) {
225 x1 = randint1(floor_ptr->width - 2) + 1;
232 y1 = randint1(floor_ptr->height - 2) + 1;
237 x1 = floor_ptr->width - 1;
238 y1 = randint1(floor_ptr->height - 2) + 1;
242 /* bottom boundary */
243 x1 = randint1(floor_ptr->width - 2) + 1;
244 y1 = floor_ptr->height - 1;
249 wid = randint1(DUN_WAT_RNG);
250 recursive_river(floor_ptr, x1, y1, x2, y2, feat1, feat2, wid);
252 /* Hack - Save the location as a "room" */
253 if (dd_ptr->cent_n < CENT_MAX) {
254 dd_ptr->cent[dd_ptr->cent_n].y = y2;
255 dd_ptr->cent[dd_ptr->cent_n].x = x2;
261 * @brief ダンジョンの壁部にストリーマー(地質の変化)を与える /
262 * Places "streamers" of rock through dungeon
263 * @param player_ptr プレーヤーへの参照ポインタ
264 * @param feat ストリーマー地形ID
269 * Note that their are actually six different terrain features used
270 * to represent streamers. Three each of magma and quartz, one for
271 * basic vein, one with hidden gold, and one with known gold. The
272 * hidden gold types are currently unused.
275 void build_streamer(player_type *player_ptr, FEAT_IDX feat, int chance)
278 POSITION y, x, tx, ty;
285 feature_type *streamer_ptr = &f_info[feat];
286 bool streamer_is_wall = have_flag(streamer_ptr->flags, FF_WALL) && !have_flag(streamer_ptr->flags, FF_PERMANENT);
287 bool streamer_may_have_gold = have_flag(streamer_ptr->flags, FF_MAY_HAVE_GOLD);
289 /* Hack -- Choose starting point */
290 floor_type *floor_ptr = player_ptr->current_floor_ptr;
291 y = rand_spread(floor_ptr->height / 2, floor_ptr->height / 6);
292 x = rand_spread(floor_ptr->width / 2, floor_ptr->width / 6);
294 /* Choose a random compass direction */
297 /* Place streamer into dungeon */
298 while (dummy < SAFE_MAX_ATTEMPTS) {
301 /* One grid per density */
302 for (i = 0; i < DUN_STR_DEN; i++) {
305 /* Pick a nearby grid */
307 ty = rand_spread(y, d);
308 tx = rand_spread(x, d);
309 if (!in_bounds2(floor_ptr, ty, tx))
313 g_ptr = &floor_ptr->grid_array[ty][tx];
314 f_ptr = &f_info[g_ptr->feat];
316 if (have_flag(f_ptr->flags, FF_MOVE) && (have_flag(f_ptr->flags, FF_WATER) || have_flag(f_ptr->flags, FF_LAVA)))
319 /* Do not convert permanent features */
320 if (have_flag(f_ptr->flags, FF_PERMANENT))
323 /* Only convert "granite" walls */
324 if (streamer_is_wall) {
325 if (!is_extra_grid(g_ptr) && !is_inner_grid(g_ptr) && !is_outer_grid(g_ptr) && !is_solid_grid(g_ptr))
327 if (is_closed_door(player_ptr, g_ptr->feat))
332 && !(have_flag(streamer_ptr->flags, FF_PLACE)
333 && monster_can_cross_terrain(player_ptr, feat, &r_info[floor_ptr->m_list[g_ptr->m_idx].r_idx], 0))) {
334 /* Delete the monster (if any) */
335 delete_monster(player_ptr, ty, tx);
338 if (g_ptr->o_idx && !have_flag(streamer_ptr->flags, FF_DROP)) {
339 OBJECT_IDX this_o_idx, next_o_idx = 0;
341 /* Scan all objects in the grid */
342 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) {
343 object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
344 next_o_idx = o_ptr->next_o_idx;
346 /* Hack -- Preserve unknown artifacts */
347 if (object_is_fixed_artifact(o_ptr)) {
348 /* Mega-Hack -- Preserve the artifact */
349 a_info[o_ptr->name1].cur_num = 0;
352 GAME_TEXT o_name[MAX_NLEN];
353 describe_flavor(player_ptr, o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
354 msg_format(_("伝説のアイテム (%s) はストリーマーにより削除された。", "Artifact (%s) was deleted by streamer."), o_name);
356 } else if (cheat_peek && o_ptr->art_name) {
357 msg_print(_("ランダム・アーティファクトの1つはストリーマーにより削除された。", "One of the random artifacts was deleted by streamer."));
361 delete_all_items_from_floor(player_ptr, ty, tx);
364 /* Clear previous contents, add proper vein type */
367 /* Paranoia: Clear mimic field */
370 if (streamer_may_have_gold) {
371 /* Hack -- Add some known treasure */
372 if (one_in_(chance)) {
373 cave_alter_feat(player_ptr, ty, tx, FF_MAY_HAVE_GOLD);
376 /* Hack -- Add some hidden treasure */
377 else if (one_in_(chance / 4)) {
378 cave_alter_feat(player_ptr, ty, tx, FF_MAY_HAVE_GOLD);
379 cave_alter_feat(player_ptr, ty, tx, FF_ENSECRET);
384 if (dummy >= SAFE_MAX_ATTEMPTS) {
385 msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("地形のストリーマー処理に失敗しました。", "Failed to place streamer."));
389 /* Advance the streamer */
397 dir = (dir > 0) ? dir - 1 : 7;
400 /* Quit before leaving the dungeon */
401 if (!in_bounds(floor_ptr, y, x))
407 * @brief ダンジョンの指定位置近辺に森林を配置する /
408 * Places "streamers" of rock through dungeon
414 * Put trees near a hole in the dungeon roof (rubble on ground + up stairway)
415 * This happens in real world lava tubes.
418 void place_trees(player_type *player_ptr, POSITION x, POSITION y)
423 /* place trees/ rubble in ovalish distribution */
424 floor_type *floor_ptr = player_ptr->current_floor_ptr;
425 for (i = x - 3; i < x + 4; i++) {
426 for (j = y - 3; j < y + 4; j++) {
427 if (!in_bounds(floor_ptr, j, i))
429 g_ptr = &floor_ptr->grid_array[j][i];
431 if (g_ptr->info & CAVE_ICKY)
436 /* Want square to be in the circle and accessable. */
437 if ((distance(j, i, y, x) < 4) && !cave_have_flag_grid(g_ptr, FF_PERMANENT)) {
439 * Clear previous contents, add feature
440 * The border mainly gets trees, while the center gets rubble
442 if ((distance(j, i, y, x) > 1) || (randint1(100) < 25)) {
443 if (randint1(100) < 75)
444 floor_ptr->grid_array[j][i].feat = feat_tree;
446 floor_ptr->grid_array[j][i].feat = feat_rubble;
449 /* Clear garbage of hidden trap or door */
452 /* Light area since is open above */
453 if (!(d_info[player_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
454 floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_ROOM);
459 /* No up stairs in ironman mode */
460 if (!ironman_downward && one_in_(3)) {
462 floor_ptr->grid_array[y][x].feat = feat_up_stair;
467 * @brief ダンジョンに*破壊*済み地形ランダムに施す /
468 * Build a destroyed level
471 void destroy_level(player_type *player_ptr)
473 msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("階に*破壊*の痕跡を生成しました。", "Destroyed Level."));
475 /* Drop a few epi-centers (usually about two) */
477 floor_type *floor_ptr = player_ptr->current_floor_ptr;
478 for (int n = 0; n < randint1(5); n++) {
479 /* Pick an epi-center */
480 x1 = rand_range(5, floor_ptr->width - 1 - 5);
481 y1 = rand_range(5, floor_ptr->height - 1 - 5);
483 (void)destroy_area(player_ptr, y1, x1, 15, TRUE);