Exemplo n.º 1
0
/*
 * Place an up/down staircase at given location
 */
void place_random_stairs(int y, int x)
{
    bool up_stairs = TRUE;
    bool down_stairs = TRUE;
    cave_type *c_ptr;

    /* Paranoia */
    c_ptr = &cave[y][x];
    if (!is_floor_grid(c_ptr) || c_ptr->o_idx) return;

    /* Town */
    if (!dun_level)
        up_stairs = FALSE;

    /* Ironman */
    if (ironman_downward)
        up_stairs = FALSE;

    /* Bottom */
    if (dun_level >= d_info[dungeon_type].maxdepth)
        down_stairs = FALSE;

    /* Quest-level */
    if (quest_number(dun_level) && (dun_level > 1))
        down_stairs = FALSE;

    /* We can't place both */
    if (down_stairs && up_stairs)
    {
        /* Choose a staircase randomly */
        if (randint0(100) < 50)
            up_stairs = FALSE;
        else
            down_stairs = FALSE;
    }

    /* Place the stairs */
    if (up_stairs)
        place_up_stairs(y, x);
    else if (down_stairs)
        place_down_stairs(y, x);
}
Exemplo n.º 2
0
/*
 * Generate a new dungeon level
 *
 * Note that "dun_body" adds about 4000 bytes of memory to the stack.
 */
static bool cave_gen(void)
{
	int i, j, k, y, x, y1, x1;

   int extraloot,ctx;

   int sizelootadjustment,totalattempts;

	int max_vault_ok = 3;

	int feat1, feat2;

	cave_type *c_ptr;

	bool destroyed = FALSE;
	bool empty_level = FALSE;
	bool cavern = FALSE;

   bool lairlevel = FALSE; /*  Lair Level  */

   int lotsorooms = 0;

	int laketype = 0;

   int droom_min = DUN_ROOMS_MIN;

   int droom_max = DUN_ROOMS_MAX;

   int dmod = p_ptr->depth;

   int dmod2 = p_ptr->depth * 3;

	dun_data dun_body;

   if (dmod < 1) dmod = 1;

   if (one_in_(2)) lotsorooms = randint1(9)+1;

	/* Prepare allocation table */
	get_mon_num_prep(get_monster_hook(), NULL);

	/* Global data */
	dun = &dun_body;

   droom_min += dmod;
   droom_max += dmod2;

   if (droom_min > droom_max) droom_min = droom_max - 10;

   if (droom_max < droom_min) droom_max = droom_min + 10;

   if (droom_min < 1)
   {
      droom_min = 5;
      droom_max = 15;
   }

   if (lotsorooms)
   {
      droom_min *= lotsorooms;
      droom_max *= lotsorooms;
   }

   if (droom_min > 100) droom_min = 100;
   if (droom_max > 300) droom_max = 300;

   if (one_in_(11)) lairlevel = TRUE;

   extraloot = 0;
   ctx = 0;
   sizelootadjustment = 0;
   totalattempts = 0;

   sizelootadjustment = ((max_hgt - min_hgt) / 22) + ((max_wid - min_wid) / 66);

   if (sizelootadjustment < 1) sizelootadjustment = 1;

	if (max_hgt - min_hgt < 23) max_vault_ok--;
	if (max_wid - min_wid < 34) max_vault_ok--;

	/* Hack - no vaults in moria mode */
	if (ironman_moria) max_vault_ok = 0;

	/* Randomize the dungeon creation values */
	dun_rooms = rand_range(droom_min, droom_max);
	dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
	dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
	dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
	dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
	dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);

	/* Empty arena levels */
	if (ironman_empty_levels || (empty_levels && one_in_(EMPTY_LEVEL)))
	{
		empty_level = TRUE;

		if (cheat_room)
			msg_print("Arena level.");
	}

	/* Hack -- Start with basic granite */
	for (y = min_hgt; y < max_hgt; y++)
	{
		for (x = min_wid; x < max_wid; x++)
		{
			if (empty_level)
				cave[y][x].feat = FEAT_FLOOR;
			else
			  /* Create granite wall */
				cave[y][x].feat = FEAT_WALL_EXTRA;
		}
	}

	/* Possible "destroyed" level */
	if ((p_ptr->depth > 15) && one_in_(DUN_DEST) && (small_levels))
	{
		destroyed = TRUE;

		/* extra rubble around the place looks cool */
		build_lake(LAKE_DESTROY);
	}

	/* Make a lake some of the time */
	if (one_in_(LAKE_LEVEL) && !empty_level && !destroyed && terrain_streams)
	{
		/* Lake of Water */
		if (p_ptr->depth > 52) laketype = LAKE_WATER;

		/* Lake of Lava */
		if (p_ptr->depth > 90) laketype = LAKE_LAVA;

		if (laketype != 0)
		{
			if (cheat_room)
				msg_print("Lake on the level.");
			build_lake(laketype);
		}
	}

	if (one_in_(DUN_CAV1/(p_ptr->depth + DUN_CAV2)) && !empty_level &&
	    (laketype == 0) && !destroyed && (p_ptr->depth >= MIN_CAVERN))
	{
		cavern = TRUE;

		/* make a large fractal cave in the middle of the dungeon */

		if (cheat_room)
			msg_print("Cavern on level.");

		build_cavern();
	}

	/* Hack -- No destroyed "quest" levels */
	if (quest_number(p_ptr->depth)) destroyed = FALSE;

	/* Actual maximum number of rooms on this level */
	dun->row_rooms = (max_hgt - min_hgt) / BLOCK_HGT;
	dun->col_rooms = (max_wid - min_hgt) / BLOCK_WID;

	/* Initialize the room table */
	for (y = 0; y < dun->row_rooms; y++)
	{
		for (x = 0; x < dun->col_rooms; x++)
		{
			dun->room_map[y][x] = FALSE;
		}
	}


	/* No "crowded" rooms yet */
	dun->crowded = 0;


	/* No rooms yet */
	dun->cent_n = 0;

	/* Build some rooms */
	for (i = 0; i < dun_rooms; i++)
	{
		/* Pick a block for the room */
		y = randint0(dun->row_rooms);
		x = randint0(dun->col_rooms);

		/* Align dungeon rooms */
		if (dungeon_align)
		{
			/* Slide some rooms right */
			if ((x % 3) == 0) x++;

			/* Slide some rooms left */
			if ((x % 3) == 2) x--;
		}

		/* Attempt an "unusual" room */
		if (ironman_rooms || (randint0(DUN_UNUSUAL) < p_ptr->depth))
		{
			/* Roll for room type */
			k = randint0(100);

			/* Attempt a very unusual room */
			if ((ironman_rooms && (randint0(DUN_UNUSUAL) < p_ptr->depth * 2)) ||
				 (randint0(DUN_UNUSUAL) < p_ptr->depth))
			{
#ifdef FORCE_V_IDX
				if (room_build(y, x, 8)) continue;
#else
				/* Type 8 -- Greater vault (10%) */
				if (k < 10)
				{
					if (max_vault_ok > 1)
					{
						if (room_build(y, x, 8)) continue;
					}
					else
					{
						if (cheat_room) msg_format("Refusing a greater vault. %d", max_vault_ok);
					}
				}

				/* Type 7 -- Lesser vault (13%) */
				if (k < 23)
				{
					if (max_vault_ok > 0)
					{
						if (room_build(y, x, 7)) continue;
					}
					else
					{
						if (cheat_room) msg_print("Refusing a lesser vault.");
					}
				}


				/* Type 5 -- Monster nest (8%) */
				if ((k < 31) && room_build(y, x, 5)) continue;

				/* Type 6 -- Monster pit (5%) */
				if ((k < 36) && room_build(y, x, 6)) continue;

				/* Type 10 -- Random vault (11%) */
				if (k < 47)
				{
					if (max_vault_ok > 0)
					{
						if (room_build(y, x, 10)) continue;
					}
					else
					{
						if (cheat_room) msg_print("Refusing a random vault.");
					}
				}
#endif
			}

			/* Type 4 -- Large room (15%) */
			if ((k < 15) && room_build(y, x, 4)) continue;

			/* Type 14 -- Large room (10%) */
			if ((k < 25) && room_build(y, x, 14)) continue;

			/* Type 13 -- Large Feature room (5%) */
			if ((k < 30) && room_build(y, x, 13)) continue;

			/* Type 3 -- Cross room (20%) */
			if ((k < 50) && room_build(y, x, 3)) continue;

			/* Type 2 -- Overlapping (25%) */
			if ((k < 75) && room_build(y, x, 2)) continue;

			/* Type 11 -- Parallelagram (5%) */
			if ((k < 80) && room_build(y, x, 15)) continue;

			/* Type 11 -- Circular (5%) */
			if ((k < 85) && room_build(y, x, 11)) continue;

			/* Type 12 -- Crypt (15%) */
			if ((k < 100) && room_build(y, x, 12)) continue;
		}

		/* The deeper you are, the more cavelike the rooms are */
		k = randint1(100);

		/* No caves when a cavern exists: they look bad */
		if ((k < p_ptr->depth) && (!cavern) && (!empty_level) && (laketype == 0))
		{
			/* Type 9 -- Fractal cave */
			if (room_build(y, x, 9)) continue;
		}
		else
		{
			/* Attempt a "trivial" room */
			if (room_build(y, x, 1)) continue;
		}
	}

	/* Make a hole in the dungeon roof sometimes at level 1 */
	if ((p_ptr->depth == 1) && terrain_streams)
	{
		while (one_in_(DUN_MOS_DEN))
		{
			place_trees(rand_range(min_wid + 1, max_wid - 2),
				 rand_range(min_hgt + 1, max_hgt - 2));
		}
	}

	/* Destroy the level if necessary */
	if (destroyed) destroy_level();

	/* Hack -- Add some rivers */
	if (one_in_(3) && (randint1(p_ptr->depth) > 5) && terrain_streams)
	{
	 	/* Choose water or lava */
		if (randint0(MAX_DEPTH * 2) > p_ptr->depth)
		{
			feat1 = FEAT_DEEP_WATER;
			feat2 = FEAT_SHAL_WATER;
		}
		else
		{
			feat1 = FEAT_DEEP_LAVA;
			feat2 = FEAT_SHAL_LAVA;
		}


	 	/* Only add river if matches lake type or if have no lake at all */
	 	if (((laketype == 1) && (feat1 == FEAT_DEEP_LAVA)) ||
	 	    ((laketype == 2) && (feat1 == FEAT_DEEP_WATER)) ||
		     (laketype == 0))
	 	{
			add_river(feat1, feat2);
		}
	}

	/* Special boundary walls -- Top */
	for (x = min_wid; x < max_wid; x++)
	{
		/* Clear previous contents, add "solid" perma-wall */
		cave[min_hgt][x].feat = FEAT_PERM_SOLID;
	}

	/* Special boundary walls -- Bottom */
	for (x = min_wid; x < max_wid; x++)
	{
		/* Clear previous contents, add "solid" perma-wall */
		cave[max_hgt - 1][x].feat = FEAT_PERM_SOLID;
	}

	/* Special boundary walls -- Left */
	for (y = min_hgt; y < max_hgt; y++)
	{
		/* Clear previous contents, add "solid" perma-wall */
		cave[y][min_wid].feat = FEAT_PERM_SOLID;
	}

	/* Special boundary walls -- Right */
	for (y = min_hgt; y < max_hgt; y++)
	{
		/* Clear previous contents, add "solid" perma-wall */
		cave[y][max_wid - 1].feat = FEAT_PERM_SOLID;
	}


	/* Hack -- Scramble the room order */
	for (i = 0; i < dun->cent_n; i++)
	{
		int pick1 = randint0(dun->cent_n);
		int pick2 = randint0(dun->cent_n);
		y1 = dun->cent[pick1].y;
		x1 = dun->cent[pick1].x;
		dun->cent[pick1].y = dun->cent[pick2].y;
		dun->cent[pick1].x = dun->cent[pick2].x;
		dun->cent[pick2].y = y1;
		dun->cent[pick2].x = x1;
	}

	/* Start with no tunnel doors */
	dun->door_n = 0;

	/* Hack -- connect the first room to the last room */
	y = dun->cent[dun->cent_n-1].y;
	x = dun->cent[dun->cent_n-1].x;

	/* Connect all the rooms together */
	for (i = 0; i < dun->cent_n; i++)
	{

		/* Reset the arrays */
		dun->tunn_n = 0;
		dun->wall_n = 0;

		/* Connect the room to the previous room */
#ifdef PILLAR_TUNNELS

		if ((randint1(20) > p_ptr->depth) && one_in_(4))
		{
			/* make catacomb-like tunnel */
			(void)build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 3, 30);
		}
		else if (randint1(p_ptr->depth) > 50)
#else
		if (randint1(p_ptr->depth) > 50)
#endif /* PILLAR_TUNNELS */
		{
			/* make cave-like tunnel */
			(void)build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
		}
		else
		{
			/* make normal tunnel */
			build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x);
		}

		/* Turn the tunnel into corridor */
		for (j = 0; j < dun->tunn_n; j++)
		{
			/* Access the grid */
			y = dun->tunn[j].y;
			x = dun->tunn[j].x;

			/* Access the grid */
			c_ptr = &cave[y][x];

			/* Deleting a locked or jammed door is problematical */
			delete_field_location(c_ptr);

			/* Clear previous contents (if not a lake), add a floor */
			if ((c_ptr->feat < FEAT_DEEP_WATER) ||
			    (c_ptr->feat > FEAT_SHAL_LAVA))
			{
				c_ptr->feat = FEAT_FLOOR;
			}
		}

		/* Apply the piercings that we found */
		for (j = 0; j < dun->wall_n; j++)
		{
			/* Access the grid */
			y = dun->wall[j].y;
			x = dun->wall[j].x;

			/* Access the grid */
			c_ptr = &cave[y][x];

			/* Deleting a locked or jammed door is problematical */
			delete_field_location(c_ptr);

			/* Clear previous contents, add up floor */
			c_ptr->feat = FEAT_FLOOR;

			/* Occasional doorway */
			if (randint0(100) < dun_tun_pen)
			{
				/* Place a random door */
				place_random_door(y, x);
			}
		}

		/* Remember the "previous" room */
		y = dun->cent[i].y;
		x = dun->cent[i].x;
	}

	/* Place intersection doors	 */
	for (i = 0; i < dun->door_n; i++)
	{
		/* Extract junction location */
		y = dun->door[i].y;
		x = dun->door[i].x;

		/* Try placing doors */
		try_door(y, x - 1);
		try_door(y, x + 1);
		try_door(y - 1, x);
		try_door(y + 1, x);
	}


	/* Hack -- Add some magma streamers */
	for (i = 0; i < DUN_STR_MAG; i++)
	{
		build_streamer(FEAT_MAGMA, DUN_STR_MC);
	}

	/* Hack -- Add some quartz streamers */
	for (i = 0; i < DUN_STR_QUA; i++)
	{
		build_streamer(FEAT_QUARTZ, DUN_STR_QC);
	}

	/* Place 3 or 4 down stairs near some walls */
	if (!alloc_stairs(FEAT_MORE, rand_range(3, 4), 3)) return FALSE;

	/* Place 1 or 2 up stairs near some walls */
	if (!alloc_stairs(FEAT_LESS, rand_range(3, 4), 3)) return FALSE;

	/* Handle the quest monster placements */
	for (i = 0; i < max_quests; i++)
	{
		if ((quest[i].status == QUEST_STATUS_TAKEN) &&
		    ((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
		    (quest[i].type == QUEST_TYPE_RANDOM)) &&
		    (quest[i].level == p_ptr->depth) &&
			!(quest[i].flags & QUEST_FLAG_PRESET))
		{
			monster_race *r_ptr = &r_info[quest[i].r_idx];

			/* Hack -- "unique" monsters must be "unique" */
			if ((r_ptr->flags1 & RF1_UNIQUE) &&
			    (r_ptr->cur_num >= r_ptr->max_num))
			{
				/* The unique is already dead */
				quest[i].status = QUEST_STATUS_FINISHED;
			}
			else
			{
				bool group;

				/* Hard quests -> revive all monsters */
				if (ironman_hard_quests)
				{
					quest[i].cur_num = 0;
				}

				for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++)
				{
					for (k = 0; k < SAFE_MAX_ATTEMPTS; k++)
					{
						/* Find an empty grid */
						while (TRUE)
						{
							y = rand_range(min_hgt + 1, max_hgt - 2);
							x = rand_range(min_wid + 1, max_wid - 2);

							/* Access the grid */
							c_ptr = &cave[y][x];

							if (!cave_naked_grid(c_ptr)) continue;
							if (distance(y, x, p_ptr->py, p_ptr->px) < 10) continue;
							else break;
						}

						if (r_ptr->flags1 & RF1_FRIENDS)
							group = FALSE;
						else
							group = TRUE;

						/* Try to place the monster */
						if (place_monster_aux(y, x, quest[i].r_idx, FALSE, group, FALSE, FALSE))
						{
							/* Success */
							break;
						}
						else
						{
							/* Failure - Try again */
							continue;
						}
					}
				}
			}
		}
	}

	/* Basic "amount" */
	k = (p_ptr->depth / 3);
	if (k > 10) k = 10;
	if (k < 2) k = 2;

	/* Pick a base number of monsters */
	i = MIN_M_ALLOC_LEVEL;

   if (!(lairlevel))
   {

   	/* To make small levels a bit more playable */
	   if (max_hgt < MAX_HGT || max_wid < MAX_WID)
   	{
	   	int small_tester = i;

		   i = (i * max_hgt) / MAX_HGT;
   		i = (i * max_wid) / MAX_WID;
	   	i += 1;

		   if (i > small_tester) i = small_tester;
   		else if (cheat_hear)
	   	{
		   	msg_format("Reduced monsters base from %d to %d", small_tester, i);
   		}
	   }

   	i += randint1(8);

   	/* Put some monsters in the dungeon */
	   for (i = i + k; i > 0; i--)
   	{
	   	(void)alloc_monster(0, TRUE);
   	}
   }

   if (lairlevel)
   {
		int r_idx = get_mon_num(p_ptr->depth + randint1(12) + 3), attempts = (randint1(200)+100);
      monster_race *r_ptr = &r_info[r_idx];

      attempts += ((10 + sizelootadjustment) * r_ptr->level);

      if (cheat_room)
   	msg_print("Smile!  Then Die!");

      totalattempts = 0;

		while (attempts && (totalattempts <= 10000))
		{
/*         attempts--;*/

         ctx = 0;

			y = rand_range(min_hgt + 1, max_hgt - 2);
			x = rand_range(min_wid + 1, max_wid - 2);

			/* Access the grid */
			c_ptr = &cave[y][x];

			if (!cave_naked_grid(c_ptr)) ctx = 1;
			if (distance(y, x, p_ptr->py, p_ptr->px) < 10) ctx = 1;

   		/* Try to place the monster */
         if (ctx == 0)
         {
	   	   if (place_monster_aux(y, x, r_idx, FALSE, (one_in_(10)) ? TRUE : FALSE, FALSE, FALSE))
   		   {
               extraloot++;
               attempts--;
   		   }
         }
         totalattempts++;
      }
   }

	/* Place some traps in the dungeon */
	alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));

	/* Put some rubble in corridors */
	alloc_object(ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));

	/* Put some objects in rooms */
	alloc_object(ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));

   if (lairlevel)
   {
	   alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k*30));

   	/* Hack - Make loot desirable! */
      /* AKA - Sucker in the PC  */
	   dun_theme.treasure = qreward_theme[p_ptr->pclass].treasure;
   	dun_theme.combat = qreward_theme[p_ptr->pclass].combat;
	   dun_theme.magic = qreward_theme[p_ptr->pclass].magic;
   	dun_theme.tools = qreward_theme[p_ptr->pclass].tools;

   	/* Put loot! in the dungeon */
	   alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, extraloot);
   	alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_GOLD, extraloot);
   }

	/* Hack - Reset the object theme */
	dun_theme.treasure = 20;
	dun_theme.combat = 20;
	dun_theme.magic = 20;
	dun_theme.tools = 20;

   /* Put some objects/gold in the dungeon */
	alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
   alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));

	/* Put some invisible walls in the dungeon for nightmare mode */
	if (ironman_nightmare)
	{
		alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_INVIS, randnor(DUN_AMT_INVIS, 3));
	}

	if (empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > p_ptr->depth)))
	{
		/* Lite the cave */
		for (y = min_hgt; y < max_hgt; y++)
		{
			for (x = min_hgt; x < max_wid; x++)
			{
				cave[y][x].info |= (CAVE_GLOW);
			}
		}
	}

	/* Determine the character location */
	if (!new_player_spot())
		return FALSE;

	return TRUE;
}
Exemplo n.º 3
0
/*
 * Places some staircases near walls
 */
static bool alloc_stairs(int feat, int num, int walls)
{
	int         y, x, i, j, flag;
	cave_type   *c_ptr;

	if (feat == FEAT_LESS)
	{
		/* No up stairs in town or in ironman mode */
		if (ironman_downward || !p_ptr->depth) return TRUE;
	}
	else if (feat == FEAT_MORE)
	{
		/* No downstairs on quest levels */
		if ((p_ptr->depth > /*1*/0) && quest_number(p_ptr->depth)) return TRUE;

		/* No downstairs at the bottom */
		if (p_ptr->depth >= MAX_DEPTH - 1) return TRUE;
	}

	/* Place "num" stairs */
	for (i = 0; i < num; i++)
	{
		/* Place some stairs */
		for (flag = FALSE; !flag; )
		{
			/* Try several times, then decrease "walls" */
			for (j = 0; !flag && j <= 10000; j++)
			{
				/* Pick a random grid */
				y = rand_range(min_hgt + 1, max_hgt - 2);
				x = rand_range(min_wid + 1, max_wid - 2);

				/* Access the grid */
				c_ptr = &cave[y][x];

				/* Require "naked" floor grid */
				if (!cave_naked_grid(c_ptr)) continue;

				/* Require floor */
				if (c_ptr->feat != FEAT_FLOOR) continue;

				/* Require a certain number of adjacent walls */
				if (next_to_walls(y, x) < walls) continue;

				/* Clear previous contents, add stairs */
				c_ptr->feat = feat;

				/* All done */
				flag = TRUE;
			}

			/* If cannot find a blank spot - exit */
			if (!walls)
			{
				/* Placed at least one. */
				if (i > 0) return TRUE;

				/* Couldn't place any stairs */
				return FALSE;
			}

			/* Require fewer walls */
			walls--;
		}
	}

	/* Done */
	return TRUE;
}
Exemplo n.º 4
0
/*!
 * @brief プレイヤーの手による能動的な階段生成処理 /
 * Create stairs at or move previously created stairs into the player location.
 * @return なし
 */
void stair_creation(void)
{
	saved_floor_type *sf_ptr;
	saved_floor_type *dest_sf_ptr;

	bool up = TRUE;
	bool down = TRUE;
	s16b dest_floor_id = 0;


	/* Forbid up staircases on Ironman mode */
	if (ironman_downward) up = FALSE;

	/* Forbid down staircases on quest level */
	if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth)) down = FALSE;

	/* No effect out of standard dungeon floor */
	if (!dun_level || (!up && !down) ||
	    (p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) ||
	    p_ptr->inside_arena || p_ptr->inside_battle)
	{
		/* arena or quest */
#ifdef JP
		msg_print("効果がありません!");
#else
		msg_print("There is no effect!");
#endif
		return;
	}

	/* Artifacts resists */
	if (!cave_valid_bold(p_ptr->y, p_ptr->x))
	{
#ifdef JP
		msg_print("床上のアイテムが呪文を跳ね返した。");
#else
		msg_print("The object resists the spell.");
#endif

		return;
	}

	/* Destroy all objects in the grid */
	delete_object(p_ptr->y, p_ptr->x);

	/* Extract current floor data */
	sf_ptr = get_sf_ptr(p_ptr->floor_id);

	/* Paranoia */
	if (!sf_ptr)
	{
		/* No floor id? -- Create now! */
		p_ptr->floor_id = get_new_floor_id();
		sf_ptr = get_sf_ptr(p_ptr->floor_id);
	} 

	/* Choose randomly */
	if (up && down)
	{
		if (randint0(100) < 50) up = FALSE;
		else down = FALSE;
	}

	/* Destination is already fixed */
	if (up)
	{
		if (sf_ptr->upper_floor_id) dest_floor_id = sf_ptr->upper_floor_id;
	}
	else
	{
		if (sf_ptr->lower_floor_id) dest_floor_id = sf_ptr->lower_floor_id;
	}


	/* Search old stairs leading to the destination */
	if (dest_floor_id)
	{
		int x, y;

		for (y = 0; y < cur_hgt; y++)
		{
			for (x = 0; x < cur_wid; x++)
			{
				cave_type *c_ptr = &cave[y][x];

				if (!c_ptr->special) continue;
				if (feat_uses_special(c_ptr->feat)) continue;
				if (c_ptr->special != dest_floor_id) continue;

				/* Remove old stairs */
				c_ptr->special = 0;
				cave_set_feat(y, x, floor_type[randint0(100)]);
			}
		}
	}

	/* No old destination -- Get new one now */
	else
	{
		dest_floor_id = get_new_floor_id();

		/* Fix it */
		if (up)
			sf_ptr->upper_floor_id = dest_floor_id;
		else
			sf_ptr->lower_floor_id = dest_floor_id;
	}

	/* Extract destination floor data */
	dest_sf_ptr = get_sf_ptr(dest_floor_id);


	/* Create a staircase */
	if (up)
	{
		cave_set_feat(p_ptr->y, p_ptr->x,
			(dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level <= dun_level - 2)) ?
			feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair);
	}
	else
	{
		cave_set_feat(p_ptr->y, p_ptr->x,
			(dest_sf_ptr->last_visit && (dest_sf_ptr->dun_level >= dun_level + 2)) ?
			feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair);
	}


	/* Connect this stairs to the destination */
	cave[p_ptr->y][p_ptr->x].special = dest_floor_id;
}
Exemplo n.º 5
0
/*!
 * @brief フロアの切り替え処理 / Enter new floor.
 * @return なし
 * @details
 * If the floor is an old saved floor, it will be\n
 * restored from the temporal file.  If the floor is new one, new cave\n
 * will be generated.\n
 */
void change_floor(void)
{
	saved_floor_type *sf_ptr;
	bool loaded = FALSE;

	/* The dungeon is not ready */
	character_dungeon = FALSE;

	/* No longer in the trap detecteded region */
	p_ptr->dtrap = FALSE;

	/* Mega-Hack -- no panel yet */
	panel_row_min = 0;
	panel_row_max = 0;
	panel_col_min = 0;
	panel_col_max = 0;

	/* Mega-Hack -- not ambushed on the wildness? */
	ambush_flag = FALSE;

	/* No saved floors (On the surface etc.) */
	if (!(change_floor_mode & CFM_SAVE_FLOORS) &&
	    !(change_floor_mode & CFM_FIRST_FLOOR))
	{
		/* Create cave */
		generate_cave();

		/* Paranoia -- No new saved floor */
		new_floor_id = 0;
	}

	/* In the dungeon */
	else
	{
		/* No floor_id yet */
		if (!new_floor_id)
		{
			/* Get new id */
			new_floor_id = get_new_floor_id();
		}

		/* Pointer for infomations of new floor */
		sf_ptr = get_sf_ptr(new_floor_id);

		/* Try to restore old floor */
		if (sf_ptr->last_visit)
		{
			/* Old saved floor is exist */
			if (load_floor(sf_ptr, 0))
			{
				loaded = TRUE;

				/* Forbid return stairs */
				if (change_floor_mode & CFM_NO_RETURN)
				{
					cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];

					if (!feat_uses_special(c_ptr->feat))
					{
						if (change_floor_mode & (CFM_DOWN | CFM_UP))
						{
							/* Reset to floor */
							c_ptr->feat = floor_type[randint0(100)];
						}

						c_ptr->special = 0;
					}
				}
			}
		}

		/*
		 * Set lower/upper_floor_id of new floor when the new
		 * floor is right-above/right-under the current floor.
		 *
		 * Stair creation/Teleport level/Trap door will take
		 * you the same floor when you used it later again.
		 */
		if (p_ptr->floor_id)
		{
			saved_floor_type *cur_sf_ptr = get_sf_ptr(p_ptr->floor_id);

			if (change_floor_mode & CFM_UP)
			{
				/* New floor is right-above */
				if (cur_sf_ptr->upper_floor_id == new_floor_id)
					sf_ptr->lower_floor_id = p_ptr->floor_id;
			}
			else if (change_floor_mode & CFM_DOWN)
			{
				/* New floor is right-under */
				if (cur_sf_ptr->lower_floor_id == new_floor_id)
					sf_ptr->upper_floor_id = p_ptr->floor_id;
			}
		}

		/* Break connection to killed floor */
		else
		{
			if (change_floor_mode & CFM_UP)
				sf_ptr->lower_floor_id = 0;
			else if (change_floor_mode & CFM_DOWN)
				sf_ptr->upper_floor_id = 0;
		}

		/* Maintain monsters and artifacts */
		if (loaded)
		{
			IDX i;
			s32b tmp_last_visit = sf_ptr->last_visit;
			s32b absence_ticks;
			int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;
			int alloc_times;

			while (tmp_last_visit > turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
			absence_ticks = (turn - tmp_last_visit) / TURNS_PER_TICK;

			/* Maintain monsters */
			for (i = 1; i < m_max; i++)
			{
				monster_race *r_ptr;
				monster_type *m_ptr = &m_list[i];

				/* Skip dead monsters */
				if (!m_ptr->r_idx) continue;

				if (!is_pet(m_ptr))
				{
					/* Restore HP */
					m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp;

					/* Remove timed status (except MTIMED_CSLEEP) */
					(void)set_monster_fast(i, 0);
					(void)set_monster_slow(i, 0);
					(void)set_monster_stunned(i, 0);
					(void)set_monster_confused(i, 0);
					(void)set_monster_monfear(i, 0);
					(void)set_monster_invulner(i, 0, FALSE);
				}

				/* Extract real monster race */
				r_ptr = real_r_ptr(m_ptr);

				/* Ignore non-unique */
				if (!(r_ptr->flags1 & RF1_UNIQUE) &&
				    !(r_ptr->flags7 & RF7_NAZGUL)) continue;

				/* Appear at a different floor? */
				if (r_ptr->floor_id != new_floor_id)
				{
					/* Disapper from here */
					delete_monster_idx(i);
				}
			}

			/* Maintain artifatcs */
			for (i = 1; i < o_max; i++)
			{
				object_type *o_ptr = &o_list[i];

				/* Skip dead objects */
				if (!o_ptr->k_idx) continue;

				/* Ignore non-artifact */
				if (!object_is_fixed_artifact(o_ptr)) continue;

				/* Appear at a different floor? */
				if (a_info[o_ptr->name1].floor_id != new_floor_id)
				{
					/* Disappear from here */
					delete_object_idx(i);
				}
				else
				{
					/* Cancel preserve */
					a_info[o_ptr->name1].cur_num = 1;
				}
			}

			(void)place_quest_monsters();

			/* Place some random monsters */
			alloc_times = absence_ticks / alloc_chance;

			if (randint0(alloc_chance) < (absence_ticks % alloc_chance))
				alloc_times++;

			for (i = 0; i < alloc_times; i++)
			{
				/* Make a (group of) new monster */
				(void)alloc_monster(0, 0);
			}

		}

		/* New floor_id or failed to restore */
		else /* if (!loaded) */
		{
			if (sf_ptr->last_visit)
			{
				/* Temporal file is broken? */
#ifdef JP
				msg_print("階段は行き止まりだった。");
#else
				msg_print("The staircases come to a dead end...");
#endif

				/* Create simple dead end */
				build_dead_end();

				/* Break connection */
				if (change_floor_mode & CFM_UP)
				{
					sf_ptr->upper_floor_id = 0;
				}
				else if (change_floor_mode & CFM_DOWN)
				{
					sf_ptr->lower_floor_id = 0;
				}
			}
			else
			{
				/* Newly create cave */
				generate_cave();
			}

			/* Record last visit turn */
			sf_ptr->last_visit = turn;

			/* Set correct dun_level value */
			sf_ptr->dun_level = dun_level;

			/* Create connected stairs */
			if (!(change_floor_mode & CFM_NO_RETURN))
			{
				/* Extract stair position */
				cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];

				/*** Create connected stairs ***/

				/* No stairs down from Quest */
				if ((change_floor_mode & CFM_UP) && !quest_number(dun_level))
				{
					c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair;
				}

				/* No stairs up when ironman_downward */
				else if ((change_floor_mode & CFM_DOWN) && !ironman_downward)
				{
					c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair;
				}

				/* Paranoia -- Clear mimic */
				c_ptr->mimic = 0;

				/* Connect to previous floor */
				c_ptr->special = p_ptr->floor_id;
			}
		}

		/* Arrive at random grid */
		if (change_floor_mode & (CFM_RAND_PLACE))
		{
			(void)new_player_spot();
		}

		/* You see stairs blocked */
		else if ((change_floor_mode & CFM_NO_RETURN) &&
			 (change_floor_mode & (CFM_DOWN | CFM_UP)))
		{
			if (!p_ptr->blind)
			{
#ifdef JP
				msg_print("突然階段が塞がれてしまった。");
#else
				msg_print("Suddenly the stairs is blocked!");
#endif
			}
			else
			{
#ifdef JP
				msg_print("ゴトゴトと何か音がした。");
#else
				msg_print("You hear some noises.");
#endif
			}
		}

		/*
		 * Update visit mark
		 *
		 * The "turn" is not always different number because
		 * the level teleport doesn't take any turn.  Use
		 * visit mark instead of last visit turn to find the
		 * oldest saved floor.
		 */
		sf_ptr->visit_mark = latest_visit_mark++;
	}

	/* Place preserved pet monsters */
	place_pet();

	/* Reset travel target place */
	forget_travel_flow();

	/* Hack -- maintain unique and artifacts */
	update_unique_artifact(new_floor_id);

	/* Now the player is in new floor */
	p_ptr->floor_id = new_floor_id;

	/* The dungeon is ready */
	character_dungeon = TRUE;

	/* Hack -- Munchkin characters always get whole map */
	if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
		wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));

	/* Remember when this level was "created" */
	old_turn = turn;

	/* No dungeon feeling yet */
	p_ptr->feeling_turn = old_turn;
	p_ptr->feeling = 0;

	/* Clear all flags */
	change_floor_mode = 0L;

	select_floor_music();
}
Exemplo n.º 6
0
/*
 * Generate various caverns and lakes
 *
 * There were moved from cave_gen().
 */
static void gen_caverns_and_lakes(void)
{
#ifdef ALLOW_CAVERNS_AND_LAKES
	/* Possible "destroyed" level */
	if ((dun_level > 30) && one_in_(DUN_DEST*2) && (small_levels) && (d_info[dungeon_type].flags1 & DF1_DESTROY))
	{
		dun->destroyed = TRUE;

		/* extra rubble around the place looks cool */
		build_lake(one_in_(2) ? LAKE_T_CAVE : LAKE_T_EARTH_VAULT);
	}

	/* Make a lake some of the time */
	if (one_in_(LAKE_LEVEL) && !dun->empty_level && !dun->destroyed &&
	    (d_info[dungeon_type].flags1 & DF1_LAKE_MASK))
	{
		int count = 0;
		if (d_info[dungeon_type].flags1 & DF1_LAKE_WATER) count += 3;
		if (d_info[dungeon_type].flags1 & DF1_LAKE_LAVA) count += 3;
		if (d_info[dungeon_type].flags1 & DF1_LAKE_RUBBLE) count += 3;
		if (d_info[dungeon_type].flags1 & DF1_LAKE_TREE) count += 3;

		if (d_info[dungeon_type].flags1 & DF1_LAKE_LAVA)
		{
			/* Lake of Lava */
			if ((dun_level > 80) && (randint0(count) < 2)) dun->laketype = LAKE_T_LAVA;
			count -= 2;

			/* Lake of Lava2 */
			if (!dun->laketype && (dun_level > 80) && one_in_(count)) dun->laketype = LAKE_T_FIRE_VAULT;
			count--;
		}

		if ((d_info[dungeon_type].flags1 & DF1_LAKE_WATER) && !dun->laketype)
		{
			/* Lake of Water */
			if ((dun_level > 50) && randint0(count) < 2) dun->laketype = LAKE_T_WATER;
			count -= 2;

			/* Lake of Water2 */
			if (!dun->laketype && (dun_level > 50) && one_in_(count)) dun->laketype = LAKE_T_WATER_VAULT;
			count--;
		}

		if ((d_info[dungeon_type].flags1 & DF1_LAKE_RUBBLE) && !dun->laketype)
		{
			/* Lake of rubble */
			if ((dun_level > 35) && (randint0(count) < 2)) dun->laketype = LAKE_T_CAVE;
			count -= 2;

			/* Lake of rubble2 */
			if (!dun->laketype && (dun_level > 35) && one_in_(count)) dun->laketype = LAKE_T_EARTH_VAULT;
			count--;
		}

		/* Lake of tree */
		if ((dun_level > 5) && (d_info[dungeon_type].flags1 & DF1_LAKE_TREE) && !dun->laketype) dun->laketype = LAKE_T_AIR_VAULT;

		if (dun->laketype)
		{
			if (cheat_room)
#ifdef JP
				msg_print("湖を生成。");
#else
				msg_print("Lake on the level.");
#endif

			build_lake(dun->laketype);
		}
	}

	if ((dun_level > DUN_CAVERN) && !dun->empty_level &&
	    (d_info[dungeon_type].flags1 & DF1_CAVERN) &&
	    !dun->laketype && !dun->destroyed && (randint1(1000) < dun_level))
	{
		dun->cavern = TRUE;

		/* make a large fractal cave in the middle of the dungeon */

		if (cheat_room)
#ifdef JP
			msg_print("洞窟を生成。");
#else
			msg_print("Cavern on level.");
#endif

		build_cavern();
	}
#endif /* ALLOW_CAVERNS_AND_LAKES */

	/* Hack -- No destroyed "quest" levels */
	if (quest_number(dun_level)) dun->destroyed = FALSE;
}
Exemplo n.º 7
0
/*
 * Places some staircases near walls
 */
static bool alloc_stairs(int feat, int num, int walls)
{
	int i;
	int shaft_num = 0;

	feature_type *f_ptr = &f_info[feat];

	if (have_flag(f_ptr->flags, FF_LESS))
	{
		/* No up stairs in town or in ironman mode */
		if (ironman_downward || !dun_level) return TRUE;

		if (dun_level > d_info[dungeon_type].mindepth)
			shaft_num = (randint1(num+1))/2;
	}
	else if (have_flag(f_ptr->flags, FF_MORE))
	{
		int q_idx = quest_number(dun_level);

		/* No downstairs on quest levels */
		if (dun_level > 1 && q_idx)
		{
			monster_race *r_ptr = &r_info[quest[q_idx].r_idx];

			/* The quest monster(s) is still alive? */
			if (!(r_ptr->flags1 & RF1_UNIQUE) || 0 < r_ptr->max_num)
				return TRUE;
		}

		/* No downstairs at the bottom */
		if (dun_level >= d_info[dungeon_type].maxdepth) return TRUE;

		if ((dun_level < d_info[dungeon_type].maxdepth-1) && !quest_number(dun_level+1))
			shaft_num = (randint1(num)+1)/2;
	}

	/* Paranoia */
	else return FALSE;


	/* Place "num" stairs */
	for (i = 0; i < num; i++)
	{
		while (TRUE)
		{
			int y = 0, x = 0;
			cave_type *c_ptr;

			int candidates = 0;
			int pick;

			for (y = 1; y < cur_hgt - 1; y++)
			{
				for (x = 1; x < cur_wid - 1; x++)
				{
					if (alloc_stairs_aux(y, x, walls))
					{
						/* A valid space found */
						candidates++;
					}
				}
			}

			/* No valid place! */
			if (!candidates)
			{
				/* There are exactly no place! */
				if (walls <= 0) return FALSE;

				/* Decrease walls limit, and try again */
				walls--;
				continue;
			}

			/* Choose a random one */
			pick = randint1(candidates);

			for (y = 1; y < cur_hgt - 1; y++)
			{
				for (x = 1; x < cur_wid - 1; x++)
				{
					if (alloc_stairs_aux(y, x, walls))
					{
						pick--;

						/* Is this a picked one? */
						if (!pick) break;
					}
				}

				if (!pick) break;
			}

			/* Access the grid */
			c_ptr = &cave[y][x];

			/* Clear possible garbage of hidden trap */
			c_ptr->mimic = 0;

			/* Clear previous contents, add stairs */
			c_ptr->feat = (i < shaft_num) ? feat_state(feat, FF_SHAFT) : feat;

			/* No longer "FLOOR" */
			c_ptr->info &= ~(CAVE_FLOOR);

			/* Success */
			break;
		}
	}
	return TRUE;
}