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[hengband/hengband.git] / src / floor-streams.c
diff --git a/src/floor-streams.c b/src/floor-streams.c
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-/*!
- * @file streams.c
- * @brief ダンジョン生成に利用する関数群 / Used by dungeon generation.
- * @date 2014/07/15
- * @author
- * <pre>
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies.  Other copyrights may also apply.
- * </pre>
- * @details
- * Purpose:  This file holds all the
- * functions that are applied to a level after the rest has been
- * generated, ie streams and level destruction.
- */
-
-#include "angband.h"
-#include "generate.h"
-#include "floor-streams.h"
-#include "grid.h"
-#include "monster.h"
-#include "feature.h"
-
-
-/*!
- * @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 /
- * Recursive fractal algorithm to place water through the dungeon.
- * @param x1 起点x座標
- * @param y1 起点y座標
- * @param x2 終点x座標
- * @param y2 終点y座標
- * @param feat1 中央部地形ID
- * @param feat2 境界部地形ID
- * @param width 基本幅
- * @return なし
- */
-static void recursive_river(POSITION x1, POSITION y1, POSITION x2, POSITION y2, FEAT_IDX feat1, FEAT_IDX feat2, POSITION width)
-{
-       POSITION dx, dy, length, l, x, y;
-       POSITION changex, changey;
-       POSITION ty, tx;
-       bool done;
-       grid_type *g_ptr;
-
-       length = distance(x1, y1, x2, y2);
-
-       if (length > 4)
-       {
-               /*
-                * Divide path in half and call routine twice.
-                * There is a small chance of splitting the river
-                */
-               dx = (x2 - x1) / 2;
-               dy = (y2 - y1) / 2;
-
-               if (dy != 0)
-               {
-                       /* perturbation perpendicular to path */
-                       changex = randint1(abs(dy)) * 2 - abs(dy);
-               }
-               else
-               {
-                       changex = 0;
-               }
-
-               if (dx != 0)
-               {
-                       /* perturbation perpendicular to path */
-                       changey = randint1(abs(dx)) * 2 - abs(dx);
-               }
-               else
-               {
-                       changey = 0;
-               }
-
-               if (!in_bounds(y1 + dy + changey, x1 + dx + changex))
-               {
-                       changex = 0;
-                       changey = 0;
-               }
-
-               /* construct river out of two smaller ones */
-               recursive_river(x1, y1, x1 + dx + changex, y1 + dy + changey, feat1, feat2, width);
-               recursive_river(x1 + dx + changex, y1 + dy + changey, x2, y2, feat1, feat2, width);
-
-               /* Split the river some of the time - junctions look cool */
-               if (one_in_(DUN_WAT_CHG) && (width > 0))
-               {
-                       recursive_river(x1 + dx + changex, y1 + dy + changey,
-                                       x1 + 8 * (dx + changex), y1 + 8 * (dy + changey),
-                                       feat1, feat2, width - 1);
-               }
-       }
-       else
-       {
-               /* Actually build the river */
-               for (l = 0; l < length; l++)
-               {
-                       x = x1 + l * (x2 - x1) / length;
-                       y = y1 + l * (y2 - y1) / length;
-
-                       done = FALSE;
-
-                       while (!done)
-                       {
-                               for (ty = y - width - 1; ty <= y + width + 1; ty++)
-                               {
-                                       for (tx = x - width - 1; tx <= x + width + 1; tx++)
-                                       {
-                                               if (!in_bounds2(ty, tx)) continue;
-
-                                               g_ptr = &current_floor_ptr->grid_array[ty][tx];
-
-                                               if (g_ptr->feat == feat1) continue;
-                                               if (g_ptr->feat == feat2) continue;
-
-                                               if (distance(ty, tx, y, x) > rand_spread(width, 1)) continue;
-
-                                               /* Do not convert permanent features */
-                                               if (cave_perma_grid(g_ptr)) continue;
-
-                                               /*
-                                                * Clear previous contents, add feature
-                                                * The border mainly gets feat2, while the center gets feat1
-                                                */
-                                               if (distance(ty, tx, y, x) > width)
-                                                       g_ptr->feat = feat2;
-                                               else
-                                                       g_ptr->feat = feat1;
-
-                                               /* Clear garbage of hidden trap or door */
-                                               g_ptr->mimic = 0;
-
-                                               /* Lava terrain glows */
-                                               if (have_flag(f_info[feat1].flags, FF_LAVA))
-                                               {
-                                                       if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) g_ptr->info |= CAVE_GLOW;
-                                               }
-
-                                               /* Hack -- don't teleport here */
-                                               g_ptr->info |= CAVE_ICKY;
-                                       }
-                               }
-
-                               done = TRUE;
-                       }
-               }
-       }
-}
-
-
-/*!
- * @brief ランダムに川/溶岩流をダンジョンに配置する /
- * Places water /lava through dungeon.
- * @param feat1 中央部地形ID
- * @param feat2 境界部地形ID
- * @return なし
- */
-void add_river(IDX feat1, IDX feat2)
-{
-       POSITION y2, x2;
-       POSITION y1 = 0, x1 = 0;
-       POSITION wid;
-
-
-       /* Hack -- Choose starting point */
-       y2 = randint1(current_floor_ptr->height / 2 - 2) + current_floor_ptr->height / 2;
-       x2 = randint1(current_floor_ptr->width / 2 - 2) + current_floor_ptr->width / 2;
-
-       /* Hack -- Choose ending point somewhere on boundary */
-       switch(randint1(4))
-       {
-               case 1:
-               {
-                       /* top boundary */
-                       x1 = randint1(current_floor_ptr->width-2)+1;
-                       y1 = 1;
-                       break;
-               }
-               case 2:
-               {
-                       /* left boundary */
-                       x1 = 1;
-                       y1 = randint1(current_floor_ptr->height-2)+1;
-                       break;
-               }
-               case 3:
-               {
-                       /* right boundary */
-                       x1 = current_floor_ptr->width-1;
-                       y1 = randint1(current_floor_ptr->height-2)+1;
-                       break;
-               }
-               case 4:
-               {
-                       /* bottom boundary */
-                       x1 = randint1(current_floor_ptr->width-2)+1;
-                       y1 = current_floor_ptr->height-1;
-                       break;
-               }
-       }
-
-       wid = randint1(DUN_WAT_RNG);
-       recursive_river(x1, y1, x2, y2, feat1, feat2, wid);
-
-       /* Hack - Save the location as a "room" */
-       if (dun->cent_n < CENT_MAX)
-       {
-               dun->cent[dun->cent_n].y = y2;
-               dun->cent[dun->cent_n].x = x2;
-               dun->cent_n++;
-       }
-}
-
-
-/*!
- * @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 /
- * Places "streamers" of rock through dungeon
- * @param feat ストリーマー地形ID
- * @param chance 生成密度
- * @return なし
- * @details
- * <pre>
- * Note that their are actually six different terrain features used
- * to represent streamers.  Three each of magma and quartz, one for
- * basic vein, one with hidden gold, and one with known gold.  The
- * hidden gold types are currently unused.
- * </pre>
- */
-void build_streamer(IDX feat, int chance)
-{
-       int             i, tx, ty;
-       int             y, x, dir;
-       int dummy = 0;
-
-       grid_type *g_ptr;
-       feature_type *f_ptr;
-
-       feature_type *streamer_ptr = &f_info[feat];
-       bool streamer_is_wall = have_flag(streamer_ptr->flags, FF_WALL) && !have_flag(streamer_ptr->flags, FF_PERMANENT);
-       bool streamer_may_have_gold = have_flag(streamer_ptr->flags, FF_MAY_HAVE_GOLD);
-
-       /* Hack -- Choose starting point */
-       y = rand_spread(current_floor_ptr->height / 2, current_floor_ptr->height / 6);
-       x = rand_spread(current_floor_ptr->width / 2, current_floor_ptr->width / 6);
-
-       /* Choose a random compass direction */
-       dir = randint0(8);
-
-       /* Place streamer into dungeon */
-       while (dummy < SAFE_MAX_ATTEMPTS)
-       {
-               dummy++;
-
-               /* One grid per density */
-               for (i = 0; i < DUN_STR_DEN; i++)
-               {
-                       int d = DUN_STR_RNG;
-
-                       /* Pick a nearby grid */
-                       while (1)
-                       {
-                               ty = rand_spread(y, d);
-                               tx = rand_spread(x, d);
-                               if (!in_bounds2(ty, tx)) continue;
-                               break;
-                       }
-                       g_ptr = &current_floor_ptr->grid_array[ty][tx];
-                       f_ptr = &f_info[g_ptr->feat];
-
-                       if (have_flag(f_ptr->flags, FF_MOVE) && (have_flag(f_ptr->flags, FF_WATER) || have_flag(f_ptr->flags, FF_LAVA)))
-                               continue;
-
-                       /* Do not convert permanent features */
-                       if (have_flag(f_ptr->flags, FF_PERMANENT)) continue;
-
-                       /* Only convert "granite" walls */
-                       if (streamer_is_wall)
-                       {
-                               if (!is_extra_grid(g_ptr) && !is_inner_grid(g_ptr) && !is_outer_grid(g_ptr) && !is_solid_grid(g_ptr)) continue;
-                               if (is_closed_door(g_ptr->feat)) continue;
-                       }
-
-                       if (g_ptr->m_idx && !(have_flag(streamer_ptr->flags, FF_PLACE) && monster_can_cross_terrain(feat, &r_info[current_floor_ptr->m_list[g_ptr->m_idx].r_idx], 0)))
-                       {
-                               /* Delete the monster (if any) */
-                               delete_monster(ty, tx);
-                       }
-
-                       if (g_ptr->o_idx && !have_flag(streamer_ptr->flags, FF_DROP))
-                       {
-                               OBJECT_IDX this_o_idx, next_o_idx = 0;
-
-                               /* Scan all objects in the grid */
-                               for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
-                               {
-                                       object_type *o_ptr = &current_floor_ptr->o_list[this_o_idx];
-                                       next_o_idx = o_ptr->next_o_idx;
-
-                                       /* Hack -- Preserve unknown artifacts */
-                                       if (object_is_fixed_artifact(o_ptr))
-                                       {
-                                               /* Mega-Hack -- Preserve the artifact */
-                                               a_info[o_ptr->name1].cur_num = 0;
-
-                                               if (cheat_peek)
-                                               {
-                                                       GAME_TEXT o_name[MAX_NLEN];
-                                                       object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
-                                                       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);
-                                               }
-                                       }
-                                       else if (cheat_peek && o_ptr->art_name)
-                                       {
-                                               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."));
-                                       }
-                               }
-
-                               delete_object(ty, tx);
-                       }
-
-                       /* Clear previous contents, add proper vein type */
-                       g_ptr->feat = feat;
-
-                       /* Paranoia: Clear mimic field */
-                       g_ptr->mimic = 0;
-
-                       if (streamer_may_have_gold)
-                       {
-                               /* Hack -- Add some known treasure */
-                               if (one_in_(chance))
-                               {
-                                       cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD);
-                               }
-
-                               /* Hack -- Add some hidden treasure */
-                               else if (one_in_(chance / 4))
-                               {
-                                       cave_alter_feat(ty, tx, FF_MAY_HAVE_GOLD);
-                                       cave_alter_feat(ty, tx, FF_ENSECRET);
-                               }
-                       }
-               }
-
-               if (dummy >= SAFE_MAX_ATTEMPTS)
-               {
-                       msg_print_wizard(CHEAT_DUNGEON, _("地形のストリーマー処理に失敗しました。", "Failed to place streamer."));
-                       return;
-               }
-
-               /* Advance the streamer */
-               y += ddy[cdd[dir]];
-               x += ddx[cdd[dir]];
-
-               if(one_in_(10))
-               {
-                       if(one_in_(2)) dir = (dir + 1) % 8;
-                       else dir = (dir > 0) ? dir - 1 : 7; 
-               }
-
-               /* Quit before leaving the dungeon */
-               if (!in_bounds(y, x)) break;
-       }
-}
-
-
-/*!
- * @brief ダンジョンの指定位置近辺に森林を配置する /
- * Places "streamers" of rock through dungeon
- * @param x 指定X座標
- * @param y 指定Y座標
- * @return なし
- * @details
- * <pre>
- * Put trees near a hole in the dungeon roof  (rubble on ground + up stairway)
- * This happens in real world lava tubes.
- * </pre>
- */
-void place_trees(POSITION x, POSITION y)
-{
-       int i, j;
-       grid_type *g_ptr;
-
-       /* place trees/ rubble in ovalish distribution */
-       for (i = x - 3; i < x + 4; i++)
-       {
-               for (j = y - 3; j < y + 4; j++)
-               {
-                       if (!in_bounds(j, i)) continue;
-                       g_ptr = &current_floor_ptr->grid_array[j][i];
-
-                       if (g_ptr->info & CAVE_ICKY) continue;
-                       if (g_ptr->o_idx) continue;
-
-                       /* Want square to be in the circle and accessable. */
-                       if ((distance(j, i, y, x) < 4) && !cave_perma_grid(g_ptr))
-                       {
-                               /*
-                                * Clear previous contents, add feature
-                                * The border mainly gets trees, while the center gets rubble
-                                */
-                               if ((distance(j, i, y, x) > 1) || (randint1(100) < 25))
-                               {
-                                       if (randint1(100) < 75)
-                                               current_floor_ptr->grid_array[j][i].feat = feat_tree;
-                               }
-                               else
-                               {
-                                       current_floor_ptr->grid_array[j][i].feat = feat_rubble;
-                               }
-
-                               /* Clear garbage of hidden trap or door */
-                               g_ptr->mimic = 0;
-
-                               /* Light area since is open above */
-                               if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS)) current_floor_ptr->grid_array[j][i].info |= (CAVE_GLOW | CAVE_ROOM);
-                       }
-               }
-       }
-
-       /* No up stairs in ironman mode */
-       if (!ironman_downward && one_in_(3))
-       {
-               /* up stair */
-               current_floor_ptr->grid_array[y][x].feat = feat_up_stair;
-       }
-}
-
-
-/*!
- * @brief ダンジョンに*破壊*済み地形ランダムに施す /
- * Build a destroyed level
- * @return なし
- */
-void destroy_level(void)
-{
-       POSITION y1, x1;
-       int n;
-
-       /* Note destroyed levels */
-       msg_print_wizard(CHEAT_DUNGEON, _("階に*破壊*の痕跡を生成しました。", "Destroyed Level."));
-
-       /* Drop a few epi-centers (usually about two) */
-       for (n = 0; n < randint1(5); n++)
-       {
-               /* Pick an epi-center */
-               x1 = rand_range(5, current_floor_ptr->width - 1 - 5);
-               y1 = rand_range(5, current_floor_ptr->height - 1 - 5);
-
-               (void)destroy_area(y1, x1, 15, TRUE);
-       }
-}