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[Refactor] #2712 Separated terrain-type-definition.cpp/h from feature.cpp/h
[hengbandforosx/hengbandosx.git] / src / floor / floor-streams.cpp
1 /*!
2  * @brief ダンジョン生成に利用する関数群 / Used by dungeon generation.
3  * @date 2014/07/15
4  * @author
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.
9  * @details
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.
13  */
14
15 #include "floor/floor-streams.h"
16 #include "dungeon/dungeon-flag-types.h"
17 #include "flavor/flavor-describer.h"
18 #include "flavor/object-flavor-types.h"
19 #include "floor/cave.h"
20 #include "floor/floor-generator-util.h"
21 #include "floor/floor-generator.h"
22 #include "floor/floor-object.h"
23 #include "floor/geometry.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 "room/lake-types.h"
32 #include "spell-kind/spells-floor.h"
33 #include "system/artifact-type-definition.h"
34 #include "system/dungeon-data-definition.h"
35 #include "system/dungeon-info.h"
36 #include "system/floor-type-definition.h"
37 #include "system/grid-type-definition.h"
38 #include "system/monster-race-definition.h"
39 #include "system/monster-type-definition.h"
40 #include "system/player-type-definition.h"
41 #include "system/terrain-type-definition.h"
42 #include "util/bit-flags-calculator.h"
43 #include "view/display-messages.h"
44 #include "wizard/wizard-messages.h"
45
46 /*!
47  * @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 /
48  * Recursive fractal algorithm to place water through the dungeon.
49  * @param x1 起点x座標
50  * @param y1 起点y座標
51  * @param x2 終点x座標
52  * @param y2 終点y座標
53  * @param feat1 中央部地形ID
54  * @param feat2 境界部地形ID
55  * @param width 基本幅
56  */
57 static void recursive_river(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX feat1, FEAT_IDX feat2, POSITION width)
58 {
59     POSITION dx, dy, length, l, x, y;
60     POSITION changex, changey;
61     POSITION ty, tx;
62     bool done;
63     grid_type *g_ptr;
64
65     length = distance(x1, y1, x2, y2);
66
67     if (length > 4) {
68         /*
69          * Divide path in half and call routine twice.
70          * There is a small chance of splitting the river
71          */
72         dx = (x2 - x1) / 2;
73         dy = (y2 - y1) / 2;
74
75         if (dy != 0) {
76             /* perturbation perpendicular to path */
77             changex = randint1(abs(dy)) * 2 - abs(dy);
78         } else {
79             changex = 0;
80         }
81
82         if (dx != 0) {
83             /* perturbation perpendicular to path */
84             changey = randint1(abs(dx)) * 2 - abs(dx);
85         } else {
86             changey = 0;
87         }
88
89         if (!in_bounds(floor_ptr, y1 + dy + changey, x1 + dx + changex)) {
90             changex = 0;
91             changey = 0;
92         }
93
94         /* construct river out of two smaller ones */
95         recursive_river(floor_ptr, x1, y1, x1 + dx + changex, y1 + dy + changey, feat1, feat2, width);
96         recursive_river(floor_ptr, x1 + dx + changex, y1 + dy + changey, x2, y2, feat1, feat2, width);
97
98         /* Split the river some of the time - junctions look cool */
99         if (one_in_(DUN_WAT_CHG) && (width > 0)) {
100             recursive_river(floor_ptr, x1 + dx + changex, y1 + dy + changey, x1 + 8 * (dx + changex), y1 + 8 * (dy + changey), feat1, feat2, width - 1);
101         }
102     } else {
103         /* Actually build the river */
104         for (l = 0; l < length; l++) {
105             x = x1 + l * (x2 - x1) / length;
106             y = y1 + l * (y2 - y1) / length;
107
108             done = false;
109
110             while (!done) {
111                 for (ty = y - width - 1; ty <= y + width + 1; ty++) {
112                     for (tx = x - width - 1; tx <= x + width + 1; tx++) {
113                         if (!in_bounds2(floor_ptr, ty, tx)) {
114                             continue;
115                         }
116
117                         g_ptr = &floor_ptr->grid_array[ty][tx];
118
119                         if (g_ptr->feat == feat1) {
120                             continue;
121                         }
122                         if (g_ptr->feat == feat2) {
123                             continue;
124                         }
125
126                         if (distance(ty, tx, y, x) > rand_spread(width, 1)) {
127                             continue;
128                         }
129
130                         /* Do not convert permanent features */
131                         if (g_ptr->cave_has_flag(TerrainCharacteristics::PERMANENT)) {
132                             continue;
133                         }
134
135                         /*
136                          * Clear previous contents, add feature
137                          * The border mainly gets feat2, while the center gets feat1
138                          */
139                         if (distance(ty, tx, y, x) > width) {
140                             g_ptr->feat = feat2;
141                         } else {
142                             g_ptr->feat = feat1;
143                         }
144
145                         /* Clear garbage of hidden trap or door */
146                         g_ptr->mimic = 0;
147
148                         /* Lava terrain glows */
149                         if (terrains_info[feat1].flags.has(TerrainCharacteristics::LAVA)) {
150                             if (dungeons_info[floor_ptr->dungeon_idx].flags.has_not(DungeonFeatureType::DARKNESS)) {
151                                 g_ptr->info |= CAVE_GLOW;
152                             }
153                         }
154
155                         /* Hack -- don't teleport here */
156                         g_ptr->info |= CAVE_ICKY;
157                     }
158                 }
159
160                 done = true;
161             }
162         }
163     }
164 }
165
166 /*!
167  * @brief ランダムに川/溶岩流をダンジョンに配置する /
168  * Places water /lava through dungeon.
169  * @param feat1 中央部地形ID
170  * @param feat2 境界部地形ID
171  */
172 void add_river(floor_type *floor_ptr, dun_data_type *dd_ptr)
173 {
174     dungeon_type *dungeon_ptr;
175     POSITION y2, x2;
176     POSITION y1 = 0, x1 = 0;
177     POSITION wid;
178     FEAT_IDX feat1 = 0, feat2 = 0;
179
180     dungeon_ptr = &dungeons_info[floor_ptr->dungeon_idx];
181
182     /* Choose water mainly */
183     if ((randint1(MAX_DEPTH * 2) - 1 > floor_ptr->dun_level) && dungeon_ptr->flags.has(DungeonFeatureType::WATER_RIVER)) {
184         feat1 = feat_deep_water;
185         feat2 = feat_shallow_water;
186     } else /* others */
187     {
188         FEAT_IDX select_deep_feat[10];
189         FEAT_IDX select_shallow_feat[10];
190         int select_id_max = 0, selected;
191
192         if (dungeon_ptr->flags.has(DungeonFeatureType::LAVA_RIVER)) {
193             select_deep_feat[select_id_max] = feat_deep_lava;
194             select_shallow_feat[select_id_max] = feat_shallow_lava;
195             select_id_max++;
196         }
197         if (dungeon_ptr->flags.has(DungeonFeatureType::POISONOUS_RIVER)) {
198             select_deep_feat[select_id_max] = feat_deep_poisonous_puddle;
199             select_shallow_feat[select_id_max] = feat_shallow_poisonous_puddle;
200             select_id_max++;
201         }
202         if (dungeon_ptr->flags.has(DungeonFeatureType::ACID_RIVER)) {
203             select_deep_feat[select_id_max] = feat_deep_acid_puddle;
204             select_shallow_feat[select_id_max] = feat_shallow_acid_puddle;
205             select_id_max++;
206         }
207
208         if (select_id_max > 0) {
209             selected = randint0(select_id_max);
210             feat1 = select_deep_feat[selected];
211             feat2 = select_shallow_feat[selected];
212         } else {
213             return;
214         }
215     }
216
217     if (feat1) {
218         auto *f_ptr = &terrains_info[feat1];
219
220         /* Only add river if matches lake type or if have no lake at all */
221         if (!(((dd_ptr->laketype == LAKE_T_LAVA) && f_ptr->flags.has(TerrainCharacteristics::LAVA)) || ((dd_ptr->laketype == LAKE_T_WATER) && f_ptr->flags.has(TerrainCharacteristics::WATER)) || !dd_ptr->laketype)) {
222             return;
223         }
224     }
225
226     /* Hack -- Choose starting point */
227     y2 = randint1(floor_ptr->height / 2 - 2) + floor_ptr->height / 2;
228     x2 = randint1(floor_ptr->width / 2 - 2) + floor_ptr->width / 2;
229
230     /* Hack -- Choose ending point somewhere on boundary */
231     switch (randint1(4)) {
232     case 1: {
233         /* top boundary */
234         x1 = randint1(floor_ptr->width - 2) + 1;
235         y1 = 1;
236         break;
237     }
238     case 2: {
239         /* left boundary */
240         x1 = 1;
241         y1 = randint1(floor_ptr->height - 2) + 1;
242         break;
243     }
244     case 3: {
245         /* right boundary */
246         x1 = floor_ptr->width - 1;
247         y1 = randint1(floor_ptr->height - 2) + 1;
248         break;
249     }
250     case 4: {
251         /* bottom boundary */
252         x1 = randint1(floor_ptr->width - 2) + 1;
253         y1 = floor_ptr->height - 1;
254         break;
255     }
256     }
257
258     wid = randint1(DUN_WAT_RNG);
259     recursive_river(floor_ptr, x1, y1, x2, y2, feat1, feat2, wid);
260
261     /* Hack - Save the location as a "room" */
262     if (dd_ptr->cent_n < CENT_MAX) {
263         dd_ptr->cent[dd_ptr->cent_n].y = y2;
264         dd_ptr->cent[dd_ptr->cent_n].x = x2;
265         dd_ptr->cent_n++;
266     }
267 }
268
269 /*!
270  * @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 /
271  * Places "streamers" of rock through dungeon
272  * @param player_ptr プレイヤーへの参照ポインタ
273  * @param feat ストリーマー地形ID
274  * @param chance 生成密度
275  * @details
276  * <pre>
277  * Note that their are actually six different terrain features used
278  * to represent streamers.  Three each of magma and quartz, one for
279  * basic vein, one with hidden gold, and one with known gold.  The
280  * hidden gold types are currently unused.
281  * </pre>
282  */
283 void build_streamer(PlayerType *player_ptr, FEAT_IDX feat, int chance)
284 {
285     int i;
286     POSITION y, x, tx, ty;
287     DIRECTION dir;
288     int dummy = 0;
289
290     grid_type *g_ptr;
291     TerrainType *f_ptr;
292
293     TerrainType *streamer_ptr = &terrains_info[feat];
294     bool streamer_is_wall = streamer_ptr->flags.has(TerrainCharacteristics::WALL) && streamer_ptr->flags.has_not(TerrainCharacteristics::PERMANENT);
295     bool streamer_may_have_gold = streamer_ptr->flags.has(TerrainCharacteristics::MAY_HAVE_GOLD);
296
297     /* Hack -- Choose starting point */
298     auto *floor_ptr = player_ptr->current_floor_ptr;
299     y = rand_spread(floor_ptr->height / 2, floor_ptr->height / 6);
300     x = rand_spread(floor_ptr->width / 2, floor_ptr->width / 6);
301
302     /* Choose a random compass direction */
303     dir = randint0(8);
304
305     /* Place streamer into dungeon */
306     while (dummy < SAFE_MAX_ATTEMPTS) {
307         dummy++;
308
309         /* One grid per density */
310         for (i = 0; i < DUN_STR_DEN; i++) {
311             int d = DUN_STR_RNG;
312
313             /* Pick a nearby grid */
314             while (true) {
315                 ty = rand_spread(y, d);
316                 tx = rand_spread(x, d);
317                 if (!in_bounds2(floor_ptr, ty, tx)) {
318                     continue;
319                 }
320                 break;
321             }
322             g_ptr = &floor_ptr->grid_array[ty][tx];
323             f_ptr = &terrains_info[g_ptr->feat];
324
325             if (f_ptr->flags.has(TerrainCharacteristics::MOVE) && f_ptr->flags.has_any_of({ TerrainCharacteristics::WATER, TerrainCharacteristics::LAVA })) {
326                 continue;
327             }
328
329             /* Do not convert permanent features */
330             if (f_ptr->flags.has(TerrainCharacteristics::PERMANENT)) {
331                 continue;
332             }
333
334             /* Only convert "granite" walls */
335             if (streamer_is_wall) {
336                 if (!g_ptr->is_extra() && !g_ptr->is_inner() && !g_ptr->is_outer() && !g_ptr->is_solid()) {
337                     continue;
338                 }
339                 if (is_closed_door(player_ptr, g_ptr->feat)) {
340                     continue;
341                 }
342             }
343
344             if (g_ptr->m_idx && !(streamer_ptr->flags.has(TerrainCharacteristics::PLACE) && monster_can_cross_terrain(player_ptr, feat, &monraces_info[floor_ptr->m_list[g_ptr->m_idx].r_idx], 0))) {
345                 /* Delete the monster (if any) */
346                 delete_monster(player_ptr, ty, tx);
347             }
348
349             if (!g_ptr->o_idx_list.empty() && streamer_ptr->flags.has_not(TerrainCharacteristics::DROP)) {
350
351                 /* Scan all objects in the grid */
352                 for (const auto this_o_idx : g_ptr->o_idx_list) {
353                     auto *o_ptr = &floor_ptr->o_list[this_o_idx];
354
355                     /* Hack -- Preserve unknown artifacts */
356                     if (o_ptr->is_fixed_artifact()) {
357                         artifacts_info.at(o_ptr->fixed_artifact_idx).is_generated = false;
358
359                         if (cheat_peek) {
360                             GAME_TEXT o_name[MAX_NLEN];
361                             describe_flavor(player_ptr, o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
362                             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);
363                         }
364                     } else if (cheat_peek && o_ptr->art_name) {
365                         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."));
366                     }
367                 }
368
369                 delete_all_items_from_floor(player_ptr, ty, tx);
370             }
371
372             /* Clear previous contents, add proper vein type */
373             g_ptr->feat = feat;
374
375             /* Paranoia: Clear mimic field */
376             g_ptr->mimic = 0;
377
378             if (streamer_may_have_gold) {
379                 /* Hack -- Add some known treasure */
380                 if (one_in_(chance)) {
381                     cave_alter_feat(player_ptr, ty, tx, TerrainCharacteristics::MAY_HAVE_GOLD);
382                 }
383
384                 /* Hack -- Add some hidden treasure */
385                 else if (one_in_(chance / 4)) {
386                     cave_alter_feat(player_ptr, ty, tx, TerrainCharacteristics::MAY_HAVE_GOLD);
387                     cave_alter_feat(player_ptr, ty, tx, TerrainCharacteristics::ENSECRET);
388                 }
389             }
390         }
391
392         if (dummy >= SAFE_MAX_ATTEMPTS) {
393             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."));
394             return;
395         }
396
397         /* Advance the streamer */
398         y += ddy[cdd[dir]];
399         x += ddx[cdd[dir]];
400
401         if (one_in_(10)) {
402             if (one_in_(2)) {
403                 dir = (dir + 1) % 8;
404             } else {
405                 dir = (dir > 0) ? dir - 1 : 7;
406             }
407         }
408
409         /* Quit before leaving the dungeon */
410         if (!in_bounds(floor_ptr, y, x)) {
411             break;
412         }
413     }
414 }
415
416 /*!
417  * @brief ダンジョンの指定位置近辺に森林を配置する /
418  * Places "streamers" of rock through dungeon
419  * @param x 指定X座標
420  * @param y 指定Y座標
421  * @details
422  * <pre>
423  * Put trees near a hole in the dungeon roof  (rubble on ground + up stairway)
424  * This happens in real world lava tubes.
425  * </pre>
426  */
427 void place_trees(PlayerType *player_ptr, POSITION x, POSITION y)
428 {
429     int i, j;
430     grid_type *g_ptr;
431
432     /* place trees/ rubble in ovalish distribution */
433     auto *floor_ptr = player_ptr->current_floor_ptr;
434     for (i = x - 3; i < x + 4; i++) {
435         for (j = y - 3; j < y + 4; j++) {
436             if (!in_bounds(floor_ptr, j, i)) {
437                 continue;
438             }
439             g_ptr = &floor_ptr->grid_array[j][i];
440
441             if (g_ptr->info & CAVE_ICKY) {
442                 continue;
443             }
444             if (!g_ptr->o_idx_list.empty()) {
445                 continue;
446             }
447
448             /* Want square to be in the circle and accessable. */
449             if ((distance(j, i, y, x) < 4) && !g_ptr->cave_has_flag(TerrainCharacteristics::PERMANENT)) {
450                 /*
451                  * Clear previous contents, add feature
452                  * The border mainly gets trees, while the center gets rubble
453                  */
454                 if ((distance(j, i, y, x) > 1) || (randint1(100) < 25)) {
455                     if (randint1(100) < 75) {
456                         floor_ptr->grid_array[j][i].feat = feat_tree;
457                     }
458                 } else {
459                     floor_ptr->grid_array[j][i].feat = feat_rubble;
460                 }
461
462                 /* Clear garbage of hidden trap or door */
463                 g_ptr->mimic = 0;
464
465                 /* Light area since is open above */
466                 if (dungeons_info[player_ptr->dungeon_idx].flags.has_not(DungeonFeatureType::DARKNESS)) {
467                     floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_ROOM);
468                 }
469             }
470         }
471     }
472
473     /* No up stairs in ironman mode */
474     if (!ironman_downward && one_in_(3)) {
475         /* up stair */
476         floor_ptr->grid_array[y][x].feat = feat_up_stair;
477     }
478 }
479
480 /*!
481  * @brief ダンジョンに*破壊*済み地形ランダムに施す /
482  * Build a destroyed level
483  */
484 void destroy_level(PlayerType *player_ptr)
485 {
486     msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("階に*破壊*の痕跡を生成しました。", "Destroyed Level."));
487
488     /* Drop a few epi-centers (usually about two) */
489     POSITION y1, x1;
490     auto *floor_ptr = player_ptr->current_floor_ptr;
491     for (int n = 0; n < randint1(5); n++) {
492         /* Pick an epi-center */
493         x1 = rand_range(5, floor_ptr->width - 1 - 5);
494         y1 = rand_range(5, floor_ptr->height - 1 - 5);
495
496         (void)destroy_area(player_ptr, y1, x1, 15, true);
497     }
498 }