3 * @brief ダンジョンの生成処理の基幹部分 / low-level dungeon creation primitives
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
12 * 2014 Deskull Doxygen向けのコメント整理\n
22 * @brief 新規フロアに入りたてのプレイヤーをランダムな場所に配置する / Returns random co-ordinates for player/monster/object
23 * @return 配置に成功したらTRUEを返す
25 bool new_player_spot(void)
27 POSITION y = 0, x = 0;
28 int max_attempts = 10000;
33 /* Place the player */
34 while (max_attempts--)
36 /* Pick a legal spot */
37 y = (POSITION)rand_range(1, cur_hgt - 2);
38 x = (POSITION)rand_range(1, cur_wid - 2);
42 /* Must be a "naked" floor grid */
43 if (c_ptr->m_idx) continue;
46 f_ptr = &f_info[c_ptr->feat];
48 if (max_attempts > 5000) /* Rule 1 */
50 if (!have_flag(f_ptr->flags, FF_FLOOR)) continue;
54 if (!have_flag(f_ptr->flags, FF_MOVE)) continue;
55 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) continue;
58 /* Refuse to start on anti-teleport grids in dungeon */
59 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) continue;
61 if (!player_can_enter(c_ptr->feat, 0)) continue;
62 if (!in_bounds(y, x)) continue;
64 /* Refuse to start on anti-teleport grids */
65 if (c_ptr->info & (CAVE_ICKY)) continue;
70 if (max_attempts < 1) /* Should be -1, actually if we failed... */
73 /* Save the new player grid */
83 * @brief 所定の位置に上り階段か下り階段を配置する / Place an up/down staircase at given location
84 * @param y 配置を試みたいマスのY座標
85 * @param x 配置を試みたいマスのX座標
88 void place_random_stairs(POSITION y, POSITION x)
90 bool up_stairs = TRUE;
91 bool down_stairs = TRUE;
96 if (!is_floor_grid(c_ptr) || c_ptr->o_idx) return;
103 if (ironman_downward)
107 if (dun_level >= d_info[dungeon_type].maxdepth)
111 if (quest_number(dun_level) && (dun_level > 1))
114 /* We can't place both */
115 if (down_stairs && up_stairs)
117 /* Choose a staircase randomly */
118 if (randint0(100) < 50)
124 /* Place the stairs */
126 place_up_stairs(y, x);
127 else if (down_stairs)
128 place_down_stairs(y, x);
132 * @brief 所定の位置にさまざまな状態や種類のドアを配置する / Place a random type of door at the given location
133 * @param y ドアの配置を試みたいマスのY座標
134 * @param x ドアの配置を試みたいマスのX座標
135 * @param room 部屋に接している場合向けのドア生成か否か
138 void place_random_door(POSITION y, POSITION x, bool room)
141 FEAT_IDX feat = feat_none;
142 cave_type *c_ptr = &cave[y][x];
144 /* Initialize mimic info */
147 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
149 place_floor_bold(y, x);
153 type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
154 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
155 ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
157 /* Choose an object */
158 tmp = randint0(1000);
160 /* Open doors (300/1000) */
163 /* Create open door */
164 feat = feat_door[type].open;
167 /* Broken doors (100/1000) */
170 /* Create broken door */
171 feat = feat_door[type].broken;
174 /* Secret doors (200/1000) */
177 /* Create secret door */
178 place_closed_door(y, x, type);
180 if (type != DOOR_CURTAIN)
182 /* Hide. If on the edge of room, use outer wall. */
183 c_ptr->mimic = room ? feat_wall_outer : fill_type[randint0(100)];
185 /* Floor type terrain cannot hide a door */
186 if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat))
188 if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY))
190 c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)];
197 /* Closed, locked, or stuck doors (400/1000) */
198 else place_closed_door(y, x, type);
202 if (feat != feat_none)
204 set_cave_feat(y, x, feat);
208 place_floor_bold(y, x);
212 delete_monster(y, x);
216 * @brief 所定の位置に各種の閉じたドアを配置する / Place a random type of normal door at the given location.
217 * @param y ドアの配置を試みたいマスのY座標
218 * @param x ドアの配置を試みたいマスのX座標
219 * @param type ドアの地形ID
222 void place_closed_door(POSITION y, POSITION x, int type)
225 FEAT_IDX feat = feat_none;
227 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
229 place_floor_bold(y, x);
233 /* Choose an object */
236 /* Closed doors (300/400) */
239 /* Create closed door */
240 feat = feat_door[type].closed;
243 /* Locked doors (99/400) */
246 /* Create locked door */
247 feat = feat_locked_door_random(type);
250 /* Stuck doors (1/400) */
253 /* Create jammed door */
254 feat = feat_jammed_door_random(type);
257 if (feat != feat_none)
259 cave_set_feat(y, x, feat);
261 /* Now it is not floor */
262 cave[y][x].info &= ~(CAVE_MASK);
266 place_floor_bold(y, x);
271 * @brief 鍵のかかったドアを配置する
272 * @param y 配置したいフロアのY座標
273 * @param x 配置したいフロアのX座標
276 void place_locked_door(POSITION y, POSITION x)
278 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
280 place_floor_bold(y, x);
284 set_cave_feat(y, x, feat_locked_door_random((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
285 cave[y][x].info &= ~(CAVE_FLOOR);
286 delete_monster(y, x);
293 * @param y 配置したいフロアのY座標
294 * @param x 配置したいフロアのX座標
295 * @param type DOOR_DEFAULT / DOOR_DOOR / DOOR_GLASS_DOOR / DOOR_CURTAIN のいずれか
298 void place_secret_door(POSITION y, POSITION x, int type)
300 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
302 place_floor_bold(y, x);
306 cave_type *c_ptr = &cave[y][x];
308 if (type == DOOR_DEFAULT)
310 type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
311 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
312 ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
315 /* Create secret door */
316 place_closed_door(y, x, type);
318 if (type != DOOR_CURTAIN)
320 /* Hide by inner wall because this is used in rooms only */
321 c_ptr->mimic = feat_wall_inner;
323 /* Floor type terrain cannot hide a door */
324 if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat))
326 if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY))
328 c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)];
334 c_ptr->info &= ~(CAVE_FLOOR);
335 delete_monster(y, x);
340 * Routine used by the random vault creators to add a door to a location
341 * Note that range checking has to be done in the calling routine.
343 * The doors must be INSIDE the allocated region.
345 void add_door(POSITION x, POSITION y)
347 /* Need to have a wall in the center square */
348 if (!is_outer_bold(y, x)) return;
359 if (is_floor_bold(y - 1, x) && is_floor_bold(y + 1, x) &&
360 (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
363 place_secret_door(y, x, DOOR_DEFAULT);
365 /* set boundarys so don't get wide doors */
366 place_solid_bold(y, x - 1);
367 place_solid_bold(y, x + 1);
376 * where x = don't care
379 if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) &&
380 is_floor_bold(y, x - 1) && is_floor_bold(y, x + 1))
383 place_secret_door(y, x, DOOR_DEFAULT);
385 /* set boundarys so don't get wide doors */
386 place_solid_bold(y - 1, x);
387 place_solid_bold(y + 1, x);
392 * @brief 隣接4マスに存在する通路の数を返す / Count the number of "corridor" grids adjacent to the given grid.
393 * @param y1 基準となるマスのY座標
394 * @param x1 基準となるマスのX座標
396 * @note Assumes "in_bounds(y1, x1)"
398 * XXX XXX This routine currently only counts actual "empty floor"\n
399 * grids which are not in rooms. We might want to also count stairs,\n
400 * open doors, closed doors, etc.
402 static int next_to_corr(POSITION y1, POSITION x1)
409 /* Scan adjacent grids */
410 for (i = 0; i < 4; i++)
412 /* Extract the location */
417 /* Skip non floors */
418 if (cave_have_flag_grid(c_ptr, FF_WALL)) continue;
420 /* Skip non "empty floor" grids */
421 if (!is_floor_grid(c_ptr))
424 /* Skip grids inside rooms */
425 if (c_ptr->info & (CAVE_ROOM)) continue;
427 /* Count these grids */
431 /* Return the number of corridors */
436 * @brief ドアを設置可能な地形かを返す / Determine if the given location is "between" two walls, and "next to" two corridor spaces.
437 * @param y 判定を行いたいマスのY座標
438 * @param x 判定を行いたいマスのX座標
439 * @return ドアを設置可能ならばTRUEを返す
440 * @note Assumes "in_bounds(y1, x1)"
443 * Assumes "in_bounds(y, x)"\n
445 static bool possible_doorway(POSITION y, POSITION x)
447 /* Count the adjacent corridors */
448 if (next_to_corr(y, x) >= 2)
451 if (cave_have_flag_bold(y - 1, x, FF_WALL) &&
452 cave_have_flag_bold(y + 1, x, FF_WALL))
457 /* Check Horizontal */
458 if (cave_have_flag_bold(y, x - 1, FF_WALL) &&
459 cave_have_flag_bold(y, x + 1, FF_WALL))
470 * @brief ドアの設置を試みる / Places door at y, x position if at least 2 walls found
471 * @param y 設置を行いたいマスのY座標
472 * @param x 設置を行いたいマスのX座標
475 void try_door(POSITION y, POSITION x)
478 if (!in_bounds(y, x)) return;
481 if (cave_have_flag_bold(y, x, FF_WALL)) return;
483 /* Ignore room grids */
484 if (cave[y][x].info & (CAVE_ROOM)) return;
486 /* Occasional door (if allowed) */
487 if ((randint0(100) < dun_tun_jct) && possible_doorway(y, x) && !(d_info[dungeon_type].flags1 & DF1_NO_DOORS))
490 place_random_door(y, x, FALSE);
496 * @brief 長方形の空洞を生成する / Make an empty square floor, for the middle of rooms
497 * @param x1 長方形の左端X座標(-1)
498 * @param x2 長方形の右端X座標(+1)
499 * @param y1 長方形の上端Y座標(-1)
500 * @param y2 長方形の下端Y座標(+1)
504 void place_floor(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
508 /* Place a full floor under the room */
509 for (y = y1 - 1; y <= y2 + 1; y++)
511 for (x = x1 - 1; x <= x2 + 1; x++)
513 place_floor_bold(y, x);
514 add_cave_info(y, x, CAVE_ROOM);
515 if (light) add_cave_info(y, x, CAVE_GLOW);
522 * @brief 長方形の部屋を生成する / Make an empty square room, only floor and wall grids
523 * @param x1 長方形の左端X座標(-1)
524 * @param x2 長方形の右端X座標(+1)
525 * @param y1 長方形の上端Y座標(-1)
526 * @param y2 長方形の下端Y座標(+1)
530 void place_room(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
534 place_floor(x1, x2, y1, y2, light);
536 /* Walls around the room */
537 for (y = y1 - 1; y <= y2 + 1; y++)
539 place_outer_bold(y, x1 - 1);
540 place_outer_bold(y, x2 + 1);
542 for (x = x1 - 1; x <= x2 + 1; x++)
544 place_outer_bold(y1 - 1, x);
545 place_outer_bold(y2 + 1, x);
551 * @brief 特殊な部屋向けに各種アイテムを配置する / Create up to "num" objects near the given coordinates
552 * @param y 配置したい中心マスのY座標
553 * @param x 配置したい中心マスのX座標
557 * Only really called by some of the "vault" routines.
559 void vault_objects(POSITION y, POSITION x, int num)
562 int i = 0, j = y, k = x;
567 /* Attempt to place 'num' objects */
568 for (; num > 0; --num)
570 /* Try up to 11 spots looking for empty space */
571 for (i = 0; i < 11; ++i)
573 /* Pick a random location */
574 while (dummy < SAFE_MAX_ATTEMPTS)
576 j = rand_spread(y, 2);
577 k = rand_spread(x, 3);
579 if (!in_bounds(j, k)) continue;
584 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
586 msg_print(_("警告!地下室のアイテムを配置できません!", "Warning! Could not place vault object!"));
590 /* Require "clean" floor space */
592 if (!is_floor_grid(c_ptr) || c_ptr->o_idx) continue;
595 if (randint0(100) < 75)
597 place_object(j, k, 0L);
606 /* Placement accomplished */
613 * @brief 特殊な部屋向けに各種アイテムを配置する(vault_trapのサブセット) / Place a trap with a given displacement of point
614 * @param y トラップを配置したいマスの中心Y座標
615 * @param x トラップを配置したいマスの中心X座標
616 * @param yd Y方向の配置分散マス数
617 * @param xd X方向の配置分散マス数
620 * Only really called by some of the "vault" routines.
622 void vault_trap_aux(POSITION y, POSITION x, POSITION yd, POSITION xd)
624 int count = 0, y1 = y, x1 = x;
630 for (count = 0; count <= 5; count++)
633 while (dummy < SAFE_MAX_ATTEMPTS)
635 y1 = rand_spread(y, yd);
636 x1 = rand_spread(x, xd);
638 if (!in_bounds(y1, x1)) continue;
642 if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
644 msg_print(_("警告!地下室のトラップを配置できません!", "Warning! Could not place vault trap!"));
647 /* Require "naked" floor grids */
648 c_ptr = &cave[y1][x1];
649 if (!is_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
659 * @brief 特殊な部屋向けに各種アイテムを配置する(メインルーチン) / Place some traps with a given displacement of given location
660 * @param y トラップを配置したいマスの中心Y座標
661 * @param x トラップを配置したいマスの中心X座標
662 * @param yd Y方向の配置分散マス数
663 * @param xd X方向の配置分散マス数
664 * @param num 配置したいトラップの数
667 * Only really called by some of the "vault" routines.
669 void vault_traps(POSITION y, POSITION x, POSITION yd, POSITION xd, int num)
673 for (i = 0; i < num; i++)
675 vault_trap_aux(y, x, yd, xd);
680 * @brief 特殊な部屋地形向けにモンスターを配置する / Hack -- Place some sleeping monsters near the given location
681 * @param y1 モンスターを配置したいマスの中心Y座標
682 * @param x1 モンスターを配置したいマスの中心X座標
683 * @param num 配置したいモンスターの数
686 * Only really called by some of the "vault" routines.
688 void vault_monsters(POSITION y1, POSITION x1, int num)
694 /* Try to summon "num" monsters "near" the given location */
695 for (k = 0; k < num; k++)
697 /* Try nine locations */
698 for (i = 0; i < 9; i++)
702 /* Pick a nearby location */
703 scatter(&y, &x, y1, x1, d, 0);
705 /* Require "empty" floor grids */
707 if (!cave_empty_grid(c_ptr)) continue;
709 /* Place the monster (allow groups) */
710 monster_level = base_level + 2;
711 (void)place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
712 monster_level = base_level;
719 * @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
720 * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
721 * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
728 void correct_dir(int *rdir, int *cdir, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
730 /* Extract vertical and horizontal directions */
731 *rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
732 *cdir = (x1 == x2) ? 0 : (x1 < x2) ? 1 : -1;
734 /* Never move diagonally */
737 if (randint0(100) < 50)
745 * @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
746 * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
747 * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
750 void rand_dir(int *rdir, int *cdir)
752 /* Pick a random direction */
755 /* Extract the dy/dx components */
761 * @brief 指定のマスが床系地形であるかを返す / Function that sees if a square is a floor. (Includes range checking.)
762 * @param x チェックするマスのX座標
763 * @param y チェックするマスのY座標
764 * @return 床系地形ならばTRUE
766 bool get_is_floor(POSITION x, POSITION y)
768 if (!in_bounds(y, x))
774 /* Do the real check */
775 if (is_floor_bold(y, x)) return (TRUE);
781 * @brief 指定のマスを床地形に変える / Set a square to be floor. (Includes range checking.)
782 * @param x 地形を変えたいマスのX座標
783 * @param y 地形を変えたいマスのY座標
786 void set_floor(POSITION x, POSITION y)
788 if (!in_bounds(y, x))
794 if (cave[y][x].info & CAVE_ROOM)
796 /* A room border don't touch. */
800 /* Set to be floor if is a wall (don't touch lakes). */
801 if (is_extra_bold(y, x))
802 place_floor_bold(y, x);