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[Refactor] #37353 rand_dir() と collect_dir() を floor-generate.c に移動。 / Move rand_dir...
[hengband/hengband.git] / src / floor-generate.c
1 /*!
2  * @file generate.c
3  * @brief ダンジョンの生成 / Dungeon generation
4  * @date 2014/01/04
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research,\n
8  * and not for profit purposes provided that this copyright and statement\n
9  * are included in all such copies.  Other copyrights may also apply.\n
10  * 2014 Deskull rearranged comment for Doxygen. \n
11  * @details
12  * Note that Level generation is *not* an important bottleneck,\n
13  * though it can be annoyingly slow on older machines...  Thus\n
14  * we emphasize "simplicity" and "correctness" over "speed".\n
15  *\n
16  * This entire file is only needed for generating levels.\n
17  * This may allow smart compilers to only load it when needed.\n
18  *\n
19  * Consider the "v_info.txt" file for vault generation.\n
20  *\n
21  * In this file, we use the "special" granite and perma-wall sub-types,\n
22  * where "basic" is normal, "inner" is inside a room, "outer" is the\n
23  * outer wall of a room, and "solid" is the outer wall of the dungeon\n
24  * or any walls that may not be pierced by corridors.  Thus the only\n
25  * wall type that may be pierced by a corridor is the "outer granite"\n
26  * type.  The "basic granite" type yields the "actual" corridors.\n
27  *\n
28  * Note that we use the special "solid" granite wall type to prevent\n
29  * multiple corridors from piercing a wall in two adjacent locations,\n
30  * which would be messy, and we use the special "outer" granite wall\n
31  * to indicate which walls "surround" rooms, and may thus be "pierced"\n
32  * by corridors entering or leaving the room.\n
33  *\n
34  * Note that a tunnel which attempts to leave a room near the "edge"\n
35  * of the dungeon in a direction toward that edge will cause "silly"\n
36  * wall piercings, but will have no permanently incorrect effects,\n
37  * as long as the tunnel can *eventually* exit from another side.\n
38  * And note that the wall may not come back into the room by the\n
39  * hole it left through, so it must bend to the left or right and\n
40  * then optionally re-enter the room (at least 2 grids away).  This\n
41  * is not a problem since every room that is large enough to block\n
42  * the passage of tunnels is also large enough to allow the tunnel\n
43  * to pierce the room itself several times.\n
44  *\n
45  * Note that no two corridors may enter a room through adjacent grids,\n
46  * they must either share an entryway or else use entryways at least\n
47  * two grids apart.  This prevents "large" (or "silly") doorways.\n
48  *\n
49  * To create rooms in the dungeon, we first divide the dungeon up\n
50  * into "blocks" of 11x11 grids each, and require that all rooms\n
51  * occupy a rectangular group of blocks.  As long as each room type\n
52  * reserves a sufficient number of blocks, the room building routines\n
53  * will not need to check bounds.  Note that most of the normal rooms\n
54  * actually only use 23x11 grids, and so reserve 33x11 grids.\n
55  *\n
56  * Note that the use of 11x11 blocks (instead of the old 33x11 blocks)\n
57  * allows more variability in the horizontal placement of rooms, and\n
58  * at the same time has the disadvantage that some rooms (two thirds\n
59  * of the normal rooms) may be "split" by panel boundaries.  This can\n
60  * induce a situation where a player is in a room and part of the room\n
61  * is off the screen.  It may be annoying enough to go back to 33x11\n
62  * blocks to prevent this visual situation.\n
63  *\n
64  * Note that the dungeon generation routines are much different (2.7.5)\n
65  * and perhaps "DUN_ROOMS" should be less than 50.\n
66  *\n
67  * Note that it is possible to create a room which is only\n
68  * connected to itself, because the "tunnel generation" code allows a\n
69  * tunnel to leave a room, wander around, and then re-enter the room.\n
70  *\n
71  * Note that it is possible to create a set of rooms which\n
72  * are only connected to other rooms in that set, since there is nothing\n
73  * explicit in the code to prevent this from happening.  But this is less\n
74  * likely than the "isolated room" problem, because each room attempts to\n
75  * connect to another room, in a giant cycle, thus requiring at least two\n
76  * bizarre occurances to create an isolated section of the dungeon.\n
77  *\n
78  * Note that (2.7.9) monster pits have been split into monster "nests"\n
79  * and monster "pits".  The "nests" have a collection of monsters of a\n
80  * given type strewn randomly around the room (jelly, animal, or undead),\n
81  * while the "pits" have a collection of monsters of a given type placed\n
82  * around the room in an organized manner (orc, troll, giant, dragon, or\n
83  * demon).  Note that both "nests" and "pits" are now "level dependant",\n
84  * and both make 16 "expensive" calls to the "get_mon_num()" function.\n
85  *\n
86  * Note that the grid flags changed in a rather drastic manner\n
87  * for Angband 2.8.0 (and 2.7.9+), in particular, dungeon terrain\n
88  * features, such as doors and stairs and traps and rubble and walls,\n
89  * are all handled as a set of 64 possible "terrain features", and\n
90  * not as "fake" objects (440-479) as in pre-2.8.0 versions.\n
91  *\n
92  * The 64 new "dungeon features" will also be used for "visual display"\n
93  * but we must be careful not to allow, for example, the user to display\n
94  * hidden traps in a different way from floors, or secret doors in a way\n
95  * different from granite walls, or even permanent granite in a different\n
96  * way from granite.  \n
97  */
98
99 #include "angband.h"
100 #include "generate.h"
101 #include "grid.h"
102 #include "rooms.h"
103 #include "floor-streams.h"
104 #include "trap.h"
105 #include "monster.h"
106 #include "quest.h"
107 #include "player-status.h"
108 #include "wild.h"
109
110 int dun_tun_rnd; 
111 int dun_tun_chg;
112 int dun_tun_con;
113 int dun_tun_pen;
114 int dun_tun_jct;
115
116
117 /*!
118  * Dungeon generation data -- see "cave_gen()"
119  */
120 dun_data *dun;
121
122
123 /*!
124  * @brief 上下左右の外壁数をカウントする / Count the number of walls adjacent to the given grid.
125  * @param y 基準のy座標
126  * @param x 基準のx座標
127  * @return 隣接する外壁の数
128  * @note Assumes "in_bounds(y, x)"
129  * @details We count only granite walls and permanent walls.
130  */
131 static int next_to_walls(POSITION y, POSITION x)
132 {
133         int k = 0;
134
135         if (in_bounds(y + 1, x) && is_extra_bold(y + 1, x)) k++;
136         if (in_bounds(y - 1, x) && is_extra_bold(y - 1, x)) k++;
137         if (in_bounds(y, x + 1) && is_extra_bold(y, x + 1)) k++;
138         if (in_bounds(y, x - 1) && is_extra_bold(y, x - 1)) k++;
139
140         return (k);
141 }
142
143 /*!
144  * @brief alloc_stairs()の補助として指定の位置に階段を生成できるかの判定を行う / Helper function for alloc_stairs(). Is this a good location for stairs?
145  * @param y 基準のy座標
146  * @param x 基準のx座標
147  * @param walls 最低減隣接させたい外壁の数
148  * @return 階段を生成して問題がないならばTRUEを返す。
149  */
150 static bool alloc_stairs_aux(POSITION y, POSITION x, int walls)
151 {
152         grid_type *g_ptr = &grid_array[y][x];
153
154         /* Require "naked" floor grid */
155         if (!is_floor_grid(g_ptr)) return FALSE;
156         if (pattern_tile(y, x)) return FALSE;
157         if (g_ptr->o_idx || g_ptr->m_idx) return FALSE;
158
159         /* Require a certain number of adjacent walls */
160         if (next_to_walls(y, x) < walls) return FALSE;
161
162         return TRUE;
163 }
164
165
166 /*!
167  * @brief 外壁に隣接させて階段を生成する / Places some staircases near walls
168  * @param feat 配置したい地形ID
169  * @param num 配置したい階段の数
170  * @param walls 最低減隣接させたい外壁の数
171  * @return 規定数通りに生成に成功したらTRUEを返す。
172  */
173 static bool alloc_stairs(IDX feat, int num, int walls)
174 {
175         int i;
176         int shaft_num = 0;
177
178         feature_type *f_ptr = &f_info[feat];
179
180         if (have_flag(f_ptr->flags, FF_LESS))
181         {
182                 /* No up stairs in town or in ironman mode */
183                 if (ironman_downward || !dun_level) return TRUE;
184
185                 if (dun_level > d_info[p_ptr->dungeon_idx].mindepth)
186                         shaft_num = (randint1(num+1))/2;
187         }
188         else if (have_flag(f_ptr->flags, FF_MORE))
189         {
190                 QUEST_IDX q_idx = quest_number(dun_level);
191
192                 /* No downstairs on quest levels */
193                 if (dun_level > 1 && q_idx)
194                 {
195                         monster_race *r_ptr = &r_info[quest[q_idx].r_idx];
196
197                         /* The quest monster(s) is still alive? */
198                         if (!(r_ptr->flags1 & RF1_UNIQUE) || 0 < r_ptr->max_num)
199                                 return TRUE;
200                 }
201
202                 /* No downstairs at the bottom */
203                 if (dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) return TRUE;
204
205                 if ((dun_level < d_info[p_ptr->dungeon_idx].maxdepth-1) && !quest_number(dun_level+1))
206                         shaft_num = (randint1(num)+1)/2;
207         }
208
209         /* Paranoia */
210         else return FALSE;
211
212
213         /* Place "num" stairs */
214         for (i = 0; i < num; i++)
215         {
216                 while (TRUE)
217                 {
218                         POSITION y, x = 0;
219                         grid_type *g_ptr;
220
221                         int candidates = 0;
222                         int pick;
223
224                         for (y = 1; y < cur_hgt - 1; y++)
225                         {
226                                 for (x = 1; x < cur_wid - 1; x++)
227                                 {
228                                         if (alloc_stairs_aux(y, x, walls))
229                                         {
230                                                 /* A valid space found */
231                                                 candidates++;
232                                         }
233                                 }
234                         }
235
236                         /* No valid place! */
237                         if (!candidates)
238                         {
239                                 /* There are exactly no place! */
240                                 if (walls <= 0) return FALSE;
241
242                                 /* Decrease walls limit, and try again */
243                                 walls--;
244                                 continue;
245                         }
246
247                         /* Choose a random one */
248                         pick = randint1(candidates);
249
250                         for (y = 1; y < cur_hgt - 1; y++)
251                         {
252                                 for (x = 1; x < cur_wid - 1; x++)
253                                 {
254                                         if (alloc_stairs_aux(y, x, walls))
255                                         {
256                                                 pick--;
257
258                                                 /* Is this a picked one? */
259                                                 if (!pick) break;
260                                         }
261                                 }
262
263                                 if (!pick) break;
264                         }
265                         g_ptr = &grid_array[y][x];
266
267                         /* Clear possible garbage of hidden trap */
268                         g_ptr->mimic = 0;
269
270                         /* Clear previous contents, add stairs */
271                         g_ptr->feat = (i < shaft_num) ? feat_state(feat, FF_SHAFT) : feat;
272
273                         /* No longer "FLOOR" */
274                         g_ptr->info &= ~(CAVE_FLOOR);
275
276                         /* Success */
277                         break;
278                 }
279         }
280         return TRUE;
281 }
282
283 /*!
284  * @brief フロア上のランダム位置に各種オブジェクトを配置する / Allocates some objects (using "place" and "type")
285  * @param set 配置したい地形の種類
286  * @param typ 配置したいオブジェクトの種類
287  * @param num 配置したい数
288  * @return 規定数通りに生成に成功したらTRUEを返す。
289  */
290 static void alloc_object(int set, EFFECT_ID typ, int num)
291 {
292         POSITION y = 0, x = 0;
293         int k;
294         int dummy = 0;
295         grid_type *g_ptr;
296
297         /* A small level has few objects. */
298         num = num * cur_hgt * cur_wid / (MAX_HGT*MAX_WID) +1;
299
300         /* Place some objects */
301         for (k = 0; k < num; k++)
302         {
303                 /* Pick a "legal" spot */
304                 while (dummy < SAFE_MAX_ATTEMPTS)
305                 {
306                         bool room;
307
308                         dummy++;
309
310                         y = randint0(cur_hgt);
311                         x = randint0(cur_wid);
312
313                         g_ptr = &grid_array[y][x];
314
315                         /* Require "naked" floor grid */
316                         if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
317
318                         /* Avoid player location */
319                         if (player_bold(y, x)) continue;
320
321                         /* Check for "room" */
322                         room = (grid_array[y][x].info & CAVE_ROOM) ? TRUE : FALSE;
323
324                         /* Require corridor? */
325                         if ((set == ALLOC_SET_CORR) && room) continue;
326
327                         /* Require room? */
328                         if ((set == ALLOC_SET_ROOM) && !room) continue;
329
330                         /* Accept it */
331                         break;
332                 }
333
334                 if (dummy >= SAFE_MAX_ATTEMPTS)
335                 {
336                         msg_print_wizard(CHEAT_DUNGEON, _("アイテムの配置に失敗しました。", "Failed to place object."));
337                         return;
338                 }
339
340
341                 /* Place something */
342                 switch (typ)
343                 {
344                         case ALLOC_TYP_RUBBLE:
345                         {
346                                 place_rubble(y, x);
347                                 grid_array[y][x].info &= ~(CAVE_FLOOR);
348                                 break;
349                         }
350
351                         case ALLOC_TYP_TRAP:
352                         {
353                                 place_trap(y, x);
354                                 grid_array[y][x].info &= ~(CAVE_FLOOR);
355                                 break;
356                         }
357
358                         case ALLOC_TYP_GOLD:
359                         {
360                                 place_gold(y, x);
361                                 break;
362                         }
363
364                         case ALLOC_TYP_OBJECT:
365                         {
366                                 place_object(y, x, 0L);
367                                 break;
368                         }
369                 }
370         }
371 }
372
373
374
375
376 /*!
377  * @brief クエストに関わるモンスターの配置を行う / Place quest monsters
378  * @return 成功したならばTRUEを返す
379  */
380 bool place_quest_monsters(void)
381 {
382         int i;
383
384         /* Handle the quest monster placements */
385         for (i = 0; i < max_q_idx; i++)
386         {
387                 monster_race *r_ptr;
388                 BIT_FLAGS mode;
389                 int j;
390
391                 if (quest[i].status != QUEST_STATUS_TAKEN ||
392                     (quest[i].type != QUEST_TYPE_KILL_LEVEL &&
393                      quest[i].type != QUEST_TYPE_RANDOM) ||
394                     quest[i].level != dun_level ||
395                     p_ptr->dungeon_idx != quest[i].dungeon ||
396                     (quest[i].flags & QUEST_FLAG_PRESET))
397                 {
398                         /* Ignore it */
399                         continue;
400                 }
401
402                 r_ptr = &r_info[quest[i].r_idx];
403
404                 /* Hack -- "unique" monsters must be "unique" */
405                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
406                     (r_ptr->cur_num >= r_ptr->max_num)) continue;
407
408                 mode = (PM_NO_KAGE | PM_NO_PET);
409
410                 if (!(r_ptr->flags1 & RF1_FRIENDS))
411                         mode |= PM_ALLOW_GROUP;
412
413                 for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++)
414                 {
415                         int k;
416
417                         for (k = 0; k < SAFE_MAX_ATTEMPTS; k++)
418                         {
419                                 POSITION x = 0, y = 0;
420                                 int l;
421
422                                 /* Find an empty grid */
423                                 for (l = SAFE_MAX_ATTEMPTS; l > 0; l--)
424                                 {
425                                         grid_type    *g_ptr;
426                                         feature_type *f_ptr;
427
428                                         y = randint0(cur_hgt);
429                                         x = randint0(cur_wid);
430
431                                         g_ptr = &grid_array[y][x];
432                                         f_ptr = &f_info[g_ptr->feat];
433
434                                         if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) continue;
435                                         if (!monster_can_enter(y, x, r_ptr, 0)) continue;
436                                         if (distance(y, x, p_ptr->y, p_ptr->x) < 10) continue;
437                                         if (g_ptr->info & CAVE_ICKY) continue;
438                                         else break;
439                                 }
440
441                                 /* Failed to place */
442                                 if (!l) return FALSE;
443
444                                 /* Try to place the monster */
445                                 if (place_monster_aux(0, y, x, quest[i].r_idx, mode))
446                                 {
447                                         /* Success */
448                                         break;
449                                 }
450                                 else
451                                 {
452                                         /* Failure - Try again */
453                                         continue;
454                                 }
455                         }
456
457                         /* Failed to place */
458                         if (k == SAFE_MAX_ATTEMPTS) return FALSE;
459                 }
460         }
461
462         return TRUE;
463 }
464
465
466 /*!
467  * @brief マスにフロア端用の永久壁を配置する / Set boundary mimic and add "solid" perma-wall
468  * @param g_ptr 永久壁を廃止したいマス構造体の参照ポインタ
469  * @return なし
470  */
471 static void set_bound_perm_wall(grid_type *g_ptr)
472 {
473         if (bound_walls_perm)
474         {
475                 /* Clear boundary mimic */
476                 g_ptr->mimic = 0;
477         }
478         else
479         {
480                 feature_type *f_ptr = &f_info[g_ptr->feat];
481
482                 /* Hack -- Decline boundary walls with known treasure  */
483                 if ((have_flag(f_ptr->flags, FF_HAS_GOLD) || have_flag(f_ptr->flags, FF_HAS_ITEM)) &&
484                     !have_flag(f_ptr->flags, FF_SECRET))
485                         g_ptr->feat = feat_state(g_ptr->feat, FF_ENSECRET);
486
487                 /* Set boundary mimic */
488                 g_ptr->mimic = g_ptr->feat;
489         }
490
491         /* Add "solid" perma-wall */
492         place_solid_perm_grid(g_ptr);
493 }
494
495 /*!
496  * @brief フロアに洞窟や湖を配置する / Generate various caverns and lakes
497  * @details There were moved from cave_gen().
498  * @return なし
499  */
500 static void gen_caverns_and_lakes(void)
501 {
502 #ifdef ALLOW_CAVERNS_AND_LAKES
503         /* Possible "destroyed" level */
504         if ((dun_level > 30) && one_in_(DUN_DEST*2) && (small_levels) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_DESTROY))
505         {
506                 dun->destroyed = TRUE;
507
508                 /* extra rubble around the place looks cool */
509                 build_lake(one_in_(2) ? LAKE_T_CAVE : LAKE_T_EARTH_VAULT);
510         }
511
512         /* Make a lake some of the time */
513         if (one_in_(LAKE_LEVEL) && !dun->empty_level && !dun->destroyed &&
514             (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_MASK))
515         {
516                 int count = 0;
517                 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_WATER) count += 3;
518                 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_LAVA) count += 3;
519                 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_RUBBLE) count += 3;
520                 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_TREE) count += 3;
521
522                 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_LAVA)
523                 {
524                         /* Lake of Lava */
525                         if ((dun_level > 80) && (randint0(count) < 2)) dun->laketype = LAKE_T_LAVA;
526                         count -= 2;
527
528                         /* Lake of Lava2 */
529                         if (!dun->laketype && (dun_level > 80) && one_in_(count)) dun->laketype = LAKE_T_FIRE_VAULT;
530                         count--;
531                 }
532
533                 if ((d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_WATER) && !dun->laketype)
534                 {
535                         /* Lake of Water */
536                         if ((dun_level > 50) && randint0(count) < 2) dun->laketype = LAKE_T_WATER;
537                         count -= 2;
538
539                         /* Lake of Water2 */
540                         if (!dun->laketype && (dun_level > 50) && one_in_(count)) dun->laketype = LAKE_T_WATER_VAULT;
541                         count--;
542                 }
543
544                 if ((d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_RUBBLE) && !dun->laketype)
545                 {
546                         /* Lake of rubble */
547                         if ((dun_level > 35) && (randint0(count) < 2)) dun->laketype = LAKE_T_CAVE;
548                         count -= 2;
549
550                         /* Lake of rubble2 */
551                         if (!dun->laketype && (dun_level > 35) && one_in_(count)) dun->laketype = LAKE_T_EARTH_VAULT;
552                         count--;
553                 }
554
555                 /* Lake of tree */
556                 if ((dun_level > 5) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAKE_TREE) && !dun->laketype) dun->laketype = LAKE_T_AIR_VAULT;
557
558                 if (dun->laketype)
559                 {
560                         msg_print_wizard(CHEAT_DUNGEON, _("湖を生成します。", "Lake on the level."));
561                         build_lake(dun->laketype);
562                 }
563         }
564
565         if ((dun_level > DUN_CAVERN) && !dun->empty_level &&
566             (d_info[p_ptr->dungeon_idx].flags1 & DF1_CAVERN) &&
567             !dun->laketype && !dun->destroyed && (randint1(1000) < dun_level))
568         {
569                 dun->cavern = TRUE;
570
571                 /* make a large fractal grid_array in the middle of the dungeon */
572
573                 msg_print_wizard(CHEAT_DUNGEON, _("洞窟を生成。", "Cavern on level."));
574                 build_cavern();
575         }
576 #endif /* ALLOW_CAVERNS_AND_LAKES */
577
578         /* Hack -- No destroyed "quest" levels */
579         if (quest_number(dun_level)) dun->destroyed = FALSE;
580 }
581
582
583 /*!
584  * @brief ダンジョン生成のメインルーチン / Generate a new dungeon level
585  * @details Note that "dun_body" adds about 4000 bytes of memory to the stack.
586  * @return ダンジョン生成が全て無事に成功したらTRUEを返す。
587  */
588 static bool cave_gen(void)
589 {
590         int i, k, y, x;
591
592         dun_data dun_body;
593
594         /* Global data */
595         dun = &dun_body;
596
597         dun->destroyed = FALSE;
598         dun->empty_level = FALSE;
599         dun->cavern = FALSE;
600         dun->laketype = 0;
601
602         /* Fill the arrays of floors and walls in the good proportions */
603         set_floor_and_wall(p_ptr->dungeon_idx);
604         get_mon_num_prep(get_monster_hook(), NULL);
605
606         /* Randomize the dungeon creation values */
607         dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
608         dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
609         dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
610         dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
611         dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);
612
613         /* Actual maximum number of rooms on this level */
614         dun->row_rooms = cur_hgt / BLOCK_HGT;
615         dun->col_rooms = cur_wid / BLOCK_WID;
616
617         /* Initialize the room table */
618         for (y = 0; y < dun->row_rooms; y++)
619         {
620                 for (x = 0; x < dun->col_rooms; x++)
621                 {
622                         dun->room_map[y][x] = FALSE;
623                 }
624         }
625
626         /* No rooms yet */
627         dun->cent_n = 0;
628
629         /* Empty arena levels */
630         if (ironman_empty_levels || ((d_info[p_ptr->dungeon_idx].flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
631         {
632                 dun->empty_level = TRUE;
633                 msg_print_wizard(CHEAT_DUNGEON, _("アリーナレベルを生成。", "Arena level."));
634         }
635
636         if (dun->empty_level)
637         {
638                 /* Start with floors */
639                 for (y = 0; y < cur_hgt; y++)
640                 {
641                         for (x = 0; x < cur_wid; x++)
642                         {
643                                 place_floor_bold(y, x);
644                         }
645                 }
646
647                 /* Special boundary walls -- Top and bottom */
648                 for (x = 0; x < cur_wid; x++)
649                 {
650                         place_extra_bold(0, x);
651                         place_extra_bold(cur_hgt - 1, x);
652                 }
653
654                 /* Special boundary walls -- Left and right */
655                 for (y = 1; y < (cur_hgt - 1); y++)
656                 {
657                         place_extra_bold(y, 0);
658                         place_extra_bold(y, cur_wid - 1);
659                 }
660         }
661         else
662         {
663                 /* Start with walls */
664                 for (y = 0; y < cur_hgt; y++)
665                 {
666                         for (x = 0; x < cur_wid; x++)
667                         {
668                                 place_extra_bold(y, x);
669                         }
670                 }
671         }
672
673
674         /* Generate various caverns and lakes */
675         gen_caverns_and_lakes();
676
677
678         /* Build maze */
679         if (d_info[p_ptr->dungeon_idx].flags1 & DF1_MAZE)
680         {
681                 build_maze_vault(cur_wid/2-1, cur_hgt/2-1, cur_wid-4, cur_hgt-4, FALSE);
682
683                 /* Place 3 or 4 down stairs near some walls */
684                 if (!alloc_stairs(feat_down_stair, rand_range(2, 3), 3)) return FALSE;
685
686                 /* Place 1 or 2 up stairs near some walls */
687                 if (!alloc_stairs(feat_up_stair, 1, 3)) return FALSE;
688         }
689
690         /* Build some rooms */
691         else
692         {
693                 int tunnel_fail_count = 0;
694
695                 /*
696                  * Build each type of room in turn until we cannot build any more.
697                  */
698                 if (!generate_rooms()) return FALSE;
699
700
701                 /* Make a hole in the dungeon roof sometimes at level 1 */
702                 if (dun_level == 1)
703                 {
704                         while (one_in_(DUN_MOS_DEN))
705                         {
706                                 place_trees(randint1(cur_wid - 2), randint1(cur_hgt - 2));
707                         }
708                 }
709
710                 /* Destroy the level if necessary */
711                 if (dun->destroyed) destroy_level();
712
713                 /* Hack -- Add some rivers */
714                 if (one_in_(3) && (randint1(dun_level) > 5))
715                 {
716                         FEAT_IDX feat1 = 0, feat2 = 0;
717
718                         /* Choose water mainly */
719                         if ((randint1(MAX_DEPTH * 2) - 1 > dun_level) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_WATER_RIVER))
720                         {
721                                 feat1 = feat_deep_water;
722                                 feat2 = feat_shallow_water;
723                         }
724                         else /* others */
725                         {
726                                 FEAT_IDX select_deep_feat[10];
727                                 FEAT_IDX select_shallow_feat[10];
728                                 int select_id_max = 0, selected;
729
730                                 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_LAVA_RIVER)
731                                 {
732                                         select_deep_feat[select_id_max] = feat_deep_lava;
733                                         select_shallow_feat[select_id_max] = feat_shallow_lava;
734                                         select_id_max++;
735                                 }
736                                 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_POISONOUS_RIVER)
737                                 {
738                                         select_deep_feat[select_id_max] = feat_deep_poisonous_puddle;
739                                         select_shallow_feat[select_id_max] = feat_shallow_poisonous_puddle;
740                                         select_id_max++;
741                                 }
742                                 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_ACID_RIVER)
743                                 {
744                                         select_deep_feat[select_id_max] = feat_deep_acid_puddle;
745                                         select_shallow_feat[select_id_max] = feat_shallow_acid_puddle;
746                                         select_id_max++;
747                                 }
748
749                                 selected = randint0(select_id_max);
750                                 feat1 = select_deep_feat[selected];
751                                 feat2 = select_shallow_feat[selected];
752                         }
753
754                         if (feat1)
755                         {
756                                 feature_type *f_ptr = &f_info[feat1];
757
758                                 /* Only add river if matches lake type or if have no lake at all */
759                                 if (((dun->laketype == LAKE_T_LAVA) && have_flag(f_ptr->flags, FF_LAVA)) ||
760                                     ((dun->laketype == LAKE_T_WATER) && have_flag(f_ptr->flags, FF_WATER)) ||
761                                      !dun->laketype)
762                                 {
763                                         add_river(feat1, feat2);
764                                 }
765                         }
766                 }
767
768                 /* Hack -- Scramble the room order */
769                 for (i = 0; i < dun->cent_n; i++)
770                 {
771                         int ty, tx;
772                         int pick = rand_range(0, i);
773
774                         ty = dun->cent[i].y;
775                         tx = dun->cent[i].x;
776                         dun->cent[i].y = dun->cent[pick].y;
777                         dun->cent[i].x = dun->cent[pick].x;
778                         dun->cent[pick].y = ty;
779                         dun->cent[pick].x = tx;
780                 }
781
782                 /* Start with no tunnel doors */
783                 dun->door_n = 0;
784
785                 /* Hack -- connect the first room to the last room */
786                 y = dun->cent[dun->cent_n-1].y;
787                 x = dun->cent[dun->cent_n-1].x;
788
789                 /* Connect all the rooms together */
790                 for (i = 0; i < dun->cent_n; i++)
791                 {
792                         int j;
793
794                         /* Reset the arrays */
795                         dun->tunn_n = 0;
796                         dun->wall_n = 0;
797
798                         /* Connect the room to the previous room */
799                         if (randint1(dun_level) > d_info[p_ptr->dungeon_idx].tunnel_percent)
800                         {
801                                 /* make cavelike tunnel */
802                                 (void)build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
803                         }
804                         else
805                         {
806                                 /* make normal tunnel */
807                                 if (!build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x)) tunnel_fail_count++;
808                         }
809
810                         if (tunnel_fail_count >= 2) return FALSE;
811
812                         /* Turn the tunnel into corridor */
813                         for (j = 0; j < dun->tunn_n; j++)
814                         {
815                                 grid_type *g_ptr;
816                                 feature_type *f_ptr;
817                                 y = dun->tunn[j].y;
818                                 x = dun->tunn[j].x;
819                                 g_ptr = &grid_array[y][x];
820                                 f_ptr = &f_info[g_ptr->feat];
821
822                                 /* Clear previous contents (if not a lake), add a floor */
823                                 if (!have_flag(f_ptr->flags, FF_MOVE) || (!have_flag(f_ptr->flags, FF_WATER) && !have_flag(f_ptr->flags, FF_LAVA)))
824                                 {
825                                         /* Clear mimic type */
826                                         g_ptr->mimic = 0;
827
828                                         place_floor_grid(g_ptr);
829                                 }
830                         }
831
832                         /* Apply the piercings that we found */
833                         for (j = 0; j < dun->wall_n; j++)
834                         {
835                                 grid_type *g_ptr;
836                                 y = dun->wall[j].y;
837                                 x = dun->wall[j].x;
838                                 g_ptr = &grid_array[y][x];
839
840                                 /* Clear mimic type */
841                                 g_ptr->mimic = 0;
842
843                                 /* Clear previous contents, add up floor */
844                                 place_floor_grid(g_ptr);
845
846                                 /* Occasional doorway */
847                                 if ((randint0(100) < dun_tun_pen) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_DOORS))
848                                 {
849                                         /* Place a random door */
850                                         place_random_door(y, x, TRUE);
851                                 }
852                         }
853
854                         /* Remember the "previous" room */
855                         y = dun->cent[i].y;
856                         x = dun->cent[i].x;
857                 }
858
859                 /* Place intersection doors */
860                 for (i = 0; i < dun->door_n; i++)
861                 {
862                         /* Extract junction location */
863                         y = dun->door[i].y;
864                         x = dun->door[i].x;
865
866                         /* Try placing doors */
867                         try_door(y, x - 1);
868                         try_door(y, x + 1);
869                         try_door(y - 1, x);
870                         try_door(y + 1, x);
871                 }
872
873                 /* Place 3 or 4 down stairs near some walls */
874                 if (!alloc_stairs(feat_down_stair, rand_range(3, 4), 3)) return FALSE;
875
876                 /* Place 1 or 2 up stairs near some walls */
877                 if (!alloc_stairs(feat_up_stair, rand_range(1, 2), 3)) return FALSE;
878         }
879
880         if (!dun->laketype)
881         {
882                 if (d_info[p_ptr->dungeon_idx].stream2)
883                 {
884                         /* Hack -- Add some quartz streamers */
885                         for (i = 0; i < DUN_STR_QUA; i++)
886                         {
887                                 build_streamer(d_info[p_ptr->dungeon_idx].stream2, DUN_STR_QC);
888                         }
889                 }
890
891                 if (d_info[p_ptr->dungeon_idx].stream1)
892                 {
893                         /* Hack -- Add some magma streamers */
894                         for (i = 0; i < DUN_STR_MAG; i++)
895                         {
896                                 build_streamer(d_info[p_ptr->dungeon_idx].stream1, DUN_STR_MC);
897                         }
898                 }
899         }
900
901         /* Special boundary walls -- Top and bottom */
902         for (x = 0; x < cur_wid; x++)
903         {
904                 set_bound_perm_wall(&grid_array[0][x]);
905                 set_bound_perm_wall(&grid_array[cur_hgt - 1][x]);
906         }
907
908         /* Special boundary walls -- Left and right */
909         for (y = 1; y < (cur_hgt - 1); y++)
910         {
911                 set_bound_perm_wall(&grid_array[y][0]);
912                 set_bound_perm_wall(&grid_array[y][cur_wid - 1]);
913         }
914
915         /* Determine the character location */
916         if (!new_player_spot()) return FALSE;
917
918         if (!place_quest_monsters()) return FALSE;
919
920         /* Basic "amount" */
921         k = (dun_level / 3);
922         if (k > 10) k = 10;
923         if (k < 2) k = 2;
924
925         /* Pick a base number of monsters */
926         i = d_info[p_ptr->dungeon_idx].min_m_alloc_level;
927
928         /* To make small levels a bit more playable */
929         if (cur_hgt < MAX_HGT || cur_wid < MAX_WID)
930         {
931                 int small_tester = i;
932
933                 i = (i * cur_hgt) / MAX_HGT;
934                 i = (i * cur_wid) / MAX_WID;
935                 i += 1;
936
937                 if (i > small_tester) i = small_tester;
938                 else msg_format_wizard(CHEAT_DUNGEON,
939                         _("モンスター数基本値を %d から %d に減らします", "Reduced monsters base from %d to %d"), small_tester, i);
940
941         }
942
943         i += randint1(8);
944
945         /* Put some monsters in the dungeon */
946         for (i = i + k; i > 0; i--)
947         {
948                 (void)alloc_monster(0, PM_ALLOW_SLEEP);
949         }
950
951         /* Place some traps in the dungeon */
952         alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));
953
954         /* Put some rubble in corridors (except NO_CAVE dungeon (Castle)) */
955         if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_CAVE)) alloc_object(ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
956
957         /* Mega Hack -- No object at first level of deeper dungeon */
958         if (p_ptr->enter_dungeon && dun_level > 1)
959         {
960                 /* No stair scum! */
961                 object_level = 1;
962         }
963
964         /* Put some objects in rooms */
965         alloc_object(ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
966
967         /* Put some objects/gold in the dungeon */
968         alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
969         alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));
970
971         /* Set back to default */
972         object_level = base_level;
973
974         /* Put the Guardian */
975         if (!alloc_guardian(TRUE)) return FALSE;
976
977         if (dun->empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > dun_level)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
978         {
979                 /* Lite the grid_array */
980                 for (y = 0; y < cur_hgt; y++)
981                 {
982                         for (x = 0; x < cur_wid; x++)
983                         {
984                                 grid_array[y][x].info |= (CAVE_GLOW);
985                         }
986                 }
987         }
988
989         return TRUE;
990 }
991
992 /*!
993  * @brief 闘技場用のアリーナ地形を作成する / Builds the arena after it is entered -KMW-
994  * @return なし
995  */
996 static void build_arena(void)
997 {
998         POSITION yval, y_height, y_depth, xval, x_left, x_right;
999         register int i, j;
1000
1001         yval = SCREEN_HGT / 2;
1002         xval = SCREEN_WID / 2;
1003         y_height = yval - 10;
1004         y_depth = yval + 10;
1005         x_left = xval - 32;
1006         x_right = xval + 32;
1007
1008         for (i = y_height; i <= y_height + 5; i++)
1009                 for (j = x_left; j <= x_right; j++)
1010                 {
1011                         place_extra_perm_bold(i, j);
1012                         grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1013                 }
1014         for (i = y_depth; i >= y_depth - 5; i--)
1015                 for (j = x_left; j <= x_right; j++)
1016                 {
1017                         place_extra_perm_bold(i, j);
1018                         grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1019                 }
1020         for (j = x_left; j <= x_left + 17; j++)
1021                 for (i = y_height; i <= y_depth; i++)
1022                 {
1023                         place_extra_perm_bold(i, j);
1024                         grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1025                 }
1026         for (j = x_right; j >= x_right - 17; j--)
1027                 for (i = y_height; i <= y_depth; i++)
1028                 {
1029                         place_extra_perm_bold(i, j);
1030                         grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1031                 }
1032
1033         place_extra_perm_bold(y_height+6, x_left+18);
1034         grid_array[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1035         place_extra_perm_bold(y_depth-6, x_left+18);
1036         grid_array[y_depth-6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1037         place_extra_perm_bold(y_height+6, x_right-18);
1038         grid_array[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1039         place_extra_perm_bold(y_depth-6, x_right-18);
1040         grid_array[y_depth-6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1041
1042         i = y_height + 5;
1043         j = xval;
1044         grid_array[i][j].feat = f_tag_to_index("ARENA_GATE");
1045         grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1046         player_place(i, j);
1047 }
1048
1049 /*!
1050  * @brief 闘技場への入場処理 / Town logic flow for generation of arena -KMW-
1051  * @return なし
1052  */
1053 static void arena_gen(void)
1054 {
1055         POSITION y, x;
1056         POSITION qy = 0;
1057         POSITION qx = 0;
1058
1059         /* Smallest area */
1060         cur_hgt = SCREEN_HGT;
1061         cur_wid = SCREEN_WID;
1062
1063         /* Start with solid walls */
1064         for (y = 0; y < MAX_HGT; y++)
1065         {
1066                 for (x = 0; x < MAX_WID; x++)
1067                 {
1068                         /* Create "solid" perma-wall */
1069                         place_solid_perm_bold(y, x);
1070
1071                         /* Illuminate and memorize the walls */
1072                         grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1073                 }
1074         }
1075
1076         /* Then place some floors */
1077         for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1078         {
1079                 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1080                 {
1081                         /* Create empty floor */
1082                         grid_array[y][x].feat = feat_floor;
1083                 }
1084         }
1085
1086         build_arena();
1087
1088         if(!place_monster_aux(0, p_ptr->y + 5, p_ptr->x, arena_info[p_ptr->arena_number].r_idx, (PM_NO_KAGE | PM_NO_PET)))
1089         {
1090                 p_ptr->exit_bldg = TRUE;
1091                 p_ptr->arena_number++;
1092                 msg_print(_("相手は欠場した。あなたの不戦勝だ。", "The enemy is unable appear. You won by default."));
1093         }
1094
1095 }
1096
1097 /*!
1098  * @brief モンスター闘技場のフロア生成 / Builds the arena after it is entered -KMW-
1099  * @return なし
1100  */
1101 static void build_battle(void)
1102 {
1103         POSITION yval, y_height, y_depth, xval, x_left, x_right;
1104         register int i, j;
1105
1106         yval = SCREEN_HGT / 2;
1107         xval = SCREEN_WID / 2;
1108         y_height = yval - 10;
1109         y_depth = yval + 10;
1110         x_left = xval - 32;
1111         x_right = xval + 32;
1112
1113         for (i = y_height; i <= y_height + 5; i++)
1114                 for (j = x_left; j <= x_right; j++)
1115                 {
1116                         place_extra_perm_bold(i, j);
1117                         grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1118                 }
1119         for (i = y_depth; i >= y_depth - 3; i--)
1120                 for (j = x_left; j <= x_right; j++)
1121                 {
1122                         place_extra_perm_bold(i, j);
1123                         grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1124                 }
1125         for (j = x_left; j <= x_left + 17; j++)
1126                 for (i = y_height; i <= y_depth; i++)
1127                 {
1128                         place_extra_perm_bold(i, j);
1129                         grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1130                 }
1131         for (j = x_right; j >= x_right - 17; j--)
1132                 for (i = y_height; i <= y_depth; i++)
1133                 {
1134                         place_extra_perm_bold(i, j);
1135                         grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1136                 }
1137
1138         place_extra_perm_bold(y_height+6, x_left+18);
1139         grid_array[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1140         place_extra_perm_bold(y_depth-4, x_left+18);
1141         grid_array[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1142         place_extra_perm_bold(y_height+6, x_right-18);
1143         grid_array[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1144         place_extra_perm_bold(y_depth-4, x_right-18);
1145         grid_array[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1146
1147         for (i = y_height + 1; i <= y_height + 5; i++)
1148                 for (j = x_left + 20 + 2 * (y_height + 5 - i); j <= x_right - 20 - 2 * (y_height + 5 - i); j++)
1149                 {
1150                         grid_array[i][j].feat = feat_permanent_glass_wall;
1151                 }
1152
1153         i = y_height + 1;
1154         j = xval;
1155         grid_array[i][j].feat = f_tag_to_index("BUILDING_3");
1156         grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1157         player_place(i, j);
1158 }
1159
1160 /*!
1161  * @brief モンスター闘技場への導入処理 / Town logic flow for generation of arena -KMW-
1162  * @return なし
1163  */
1164 static void battle_gen(void)
1165 {
1166         POSITION y, x;
1167         MONSTER_IDX i;
1168         POSITION qy = 0;
1169         POSITION qx = 0;
1170
1171         /* Start with solid walls */
1172         for (y = 0; y < MAX_HGT; y++)
1173         {
1174                 for (x = 0; x < MAX_WID; x++)
1175                 {
1176                         /* Create "solid" perma-wall */
1177                         place_solid_perm_bold(y, x);
1178
1179                         /* Illuminate and memorize the walls */
1180                         grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1181                 }
1182         }
1183
1184         /* Then place some floors */
1185         for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1186         {
1187                 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1188                 {
1189                         /* Create empty floor */
1190                         grid_array[y][x].feat = feat_floor;
1191                 }
1192         }
1193
1194         build_battle();
1195
1196         for(i = 0; i < 4; i++)
1197         {
1198                 place_monster_aux(0, p_ptr->y + 8 + (i/2)*4, p_ptr->x - 2 + (i%2)*4, battle_mon[i], (PM_NO_KAGE | PM_NO_PET));
1199                 set_friendly(&m_list[grid_array[p_ptr->y+8+(i/2)*4][p_ptr->x-2+(i%2)*4].m_idx]);
1200         }
1201         for(i = 1; i < m_max; i++)
1202         {
1203                 monster_type *m_ptr = &m_list[i];
1204
1205                 if (!m_ptr->r_idx) continue;
1206
1207                 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
1208                 update_monster(i, FALSE);
1209         }
1210 }
1211
1212 /*!
1213  * @brief 固定マップクエストのフロア生成 / Generate a quest level
1214  * @return なし
1215  */
1216 static void quest_gen(void)
1217 {
1218         POSITION x, y;
1219
1220         /* Start with perm walls */
1221         for (y = 0; y < cur_hgt; y++)
1222         {
1223                 for (x = 0; x < cur_wid; x++)
1224                 {
1225                         place_solid_perm_bold(y, x);
1226                 }
1227         }
1228
1229         /* Set the quest level */
1230         base_level = quest[p_ptr->inside_quest].level;
1231         dun_level = base_level;
1232         object_level = base_level;
1233         monster_level = base_level;
1234
1235         if (record_stair) do_cmd_write_nikki(NIKKI_TO_QUEST, p_ptr->inside_quest, NULL);
1236         get_mon_num_prep(get_monster_hook(), NULL);
1237
1238         init_flags = INIT_CREATE_DUNGEON;
1239
1240         process_dungeon_file("q_info.txt", 0, 0, MAX_HGT, MAX_WID);
1241 }
1242
1243 /*!
1244  * @brief ダンジョン時のランダムフロア生成 / Make a real level
1245  * @return フロアの生成に成功したらTRUE
1246  */
1247 static bool level_gen(concptr *why)
1248 {
1249         int level_height, level_width;
1250
1251         if ((always_small_levels || ironman_small_levels ||
1252             (one_in_(SMALL_LEVEL) && small_levels) ||
1253              (d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER) ||
1254             (d_info[p_ptr->dungeon_idx].flags1 & DF1_SMALLEST)) &&
1255             !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BIG))
1256         {
1257                 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_SMALLEST)
1258                 {
1259                         level_height = 1;
1260                         level_width = 1;
1261                 }
1262                 else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER)
1263                 {
1264                         level_height = 2;
1265                         level_width = 2;
1266                 }
1267                 else
1268                 {
1269                         do
1270                         {
1271                                 level_height = randint1(MAX_HGT/SCREEN_HGT);
1272                                 level_width = randint1(MAX_WID/SCREEN_WID);
1273                         }
1274                         while ((level_height == MAX_HGT/SCREEN_HGT) && (level_width == MAX_WID/SCREEN_WID));
1275                 }
1276
1277                 cur_hgt = level_height * SCREEN_HGT;
1278                 cur_wid = level_width * SCREEN_WID;
1279
1280                 /* Assume illegal panel */
1281                 panel_row_min = cur_hgt;
1282                 panel_col_min = cur_wid;
1283
1284                 msg_format_wizard(CHEAT_DUNGEON,
1285                         _("小さなフロア: X:%d, Y:%d", "A 'small' dungeon level: X:%d, Y:%d."),
1286                         cur_wid, cur_hgt);
1287         }
1288         else
1289         {
1290                 /* Big dungeon */
1291                 cur_hgt = MAX_HGT;
1292                 cur_wid = MAX_WID;
1293
1294                 /* Assume illegal panel */
1295                 panel_row_min = cur_hgt;
1296                 panel_col_min = cur_wid;
1297         }
1298
1299         /* Make a dungeon */
1300         if (!cave_gen())
1301         {
1302                 *why = _("ダンジョン生成に失敗", "could not place player");
1303                 return FALSE;
1304         }
1305         else return TRUE;
1306 }
1307
1308 /*!
1309  * @brief フロアに存在する全マスの記憶状態を初期化する / Wipe all unnecessary flags after grid_array generation
1310  * @return なし
1311  */
1312 void wipe_generate_cave_flags(void)
1313 {
1314         POSITION x, y;
1315
1316         for (y = 0; y < cur_hgt; y++)
1317         {
1318                 for (x = 0; x < cur_wid; x++)
1319                 {
1320                         /* Wipe unused flags */
1321                         grid_array[y][x].info &= ~(CAVE_MASK);
1322                 }
1323         }
1324
1325         if (dun_level)
1326         {
1327                 for (y = 1; y < cur_hgt - 1; y++)
1328                 {
1329                         for (x = 1; x < cur_wid - 1; x++)
1330                         {
1331                                 /* There might be trap */
1332                                 grid_array[y][x].info |= CAVE_UNSAFE;
1333                         }
1334                 }
1335         }
1336 }
1337
1338 /*!
1339  * @brief フロアの全情報を初期化する / Clear and empty the grid_array
1340  * @return なし
1341  */
1342 void clear_cave(void)
1343 {
1344         POSITION x, y;
1345         int i;
1346
1347         /* Very simplified version of wipe_o_list() */
1348         (void)C_WIPE(o_list, o_max, object_type);
1349         o_max = 1;
1350         o_cnt = 0;
1351
1352         /* Very simplified version of wipe_m_list() */
1353         for (i = 1; i < max_r_idx; i++)
1354                 r_info[i].cur_num = 0;
1355         (void)C_WIPE(m_list, m_max, monster_type);
1356         m_max = 1;
1357         m_cnt = 0;
1358         for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0;
1359
1360         /* Pre-calc cur_num of pets in party_mon[] */
1361         precalc_cur_num_of_pet();
1362
1363
1364         /* Start with a blank grid_array */
1365         for (y = 0; y < MAX_HGT; y++)
1366         {
1367                 for (x = 0; x < MAX_WID; x++)
1368                 {
1369                         grid_type *g_ptr = &grid_array[y][x];
1370                         g_ptr->info = 0;
1371                         g_ptr->feat = 0;
1372                         g_ptr->o_idx = 0;
1373                         g_ptr->m_idx = 0;
1374                         g_ptr->special = 0;
1375                         g_ptr->mimic = 0;
1376                         g_ptr->cost = 0;
1377                         g_ptr->dist = 0;
1378                         g_ptr->when = 0;
1379                 }
1380         }
1381
1382         /* Mega-Hack -- no player yet */
1383         p_ptr->x = p_ptr->y = 0;
1384
1385         /* Set the base level */
1386         base_level = dun_level;
1387
1388         /* Reset the monster generation level */
1389         monster_level = base_level;
1390
1391         /* Reset the object generation level */
1392         object_level = base_level;
1393 }
1394
1395
1396 /*!
1397  * ダンジョンのランダムフロアを生成する / Generates a random dungeon level -RAK-
1398  * @return なし
1399  * @note Hack -- regenerate any "overflow" levels
1400  */
1401 void generate_cave(void)
1402 {
1403         int num;
1404
1405         /* Fill the arrays of floors and walls in the good proportions */
1406         set_floor_and_wall(p_ptr->dungeon_idx);
1407
1408         /* Generate */
1409         for (num = 0; TRUE; num++)
1410         {
1411                 bool okay = TRUE;
1412
1413                 concptr why = NULL;
1414
1415                 /* Clear and empty the grid_array */
1416                 clear_cave();
1417
1418                 /* Build the arena -KMW- */
1419                 if (p_ptr->inside_arena)
1420                 {
1421                         /* Small arena */
1422                         arena_gen();
1423                 }
1424
1425                 /* Build the battle -KMW- */
1426                 else if (p_ptr->inside_battle)
1427                 {
1428                         /* Small arena */
1429                         battle_gen();
1430                 }
1431
1432                 else if (p_ptr->inside_quest)
1433                 {
1434                         quest_gen();
1435                 }
1436
1437                 /* Build the town */
1438                 else if (!dun_level)
1439                 {
1440                         /* Make the wilderness */
1441                         if (p_ptr->wild_mode) wilderness_gen_small();
1442                         else wilderness_gen();
1443                 }
1444
1445                 /* Build a real level */
1446                 else
1447                 {
1448                         okay = level_gen(&why);
1449                 }
1450
1451
1452                 /* Prevent object over-flow */
1453                 if (o_max >= max_o_idx)
1454                 {
1455                         why = _("アイテムが多すぎる", "too many objects");
1456                         okay = FALSE;
1457                 }
1458                 /* Prevent monster over-flow */
1459                 else if (m_max >= max_m_idx)
1460                 {
1461                         why = _("モンスターが多すぎる", "too many monsters");
1462                         okay = FALSE;
1463                 }
1464
1465                 /* Accept */
1466                 if (okay) break;
1467
1468                 if (why) msg_format(_("生成やり直し(%s)", "Generation restarted (%s)"), why);
1469
1470                 wipe_o_list();
1471                 wipe_m_list();
1472         }
1473
1474         /* Glow deep lava and building entrances */
1475         glow_deep_lava_and_bldg();
1476
1477         /* Reset flag */
1478         p_ptr->enter_dungeon = FALSE;
1479
1480         wipe_generate_cave_flags();
1481 }
1482
1483 /*!
1484  * @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
1485  * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
1486  * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
1487  * @return なし
1488  */
1489 static void rand_dir(POSITION *rdir, POSITION *cdir)
1490 {
1491         /* Pick a random direction */
1492         int i = randint0(4);
1493
1494         /* Extract the dy/dx components */
1495         *rdir = ddy_ddd[i];
1496         *cdir = ddx_ddd[i];
1497 }
1498
1499 /*!
1500  * @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
1501  * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
1502  * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
1503  * @param y1 始点Y座標
1504  * @param x1 始点X座標
1505  * @param y2 終点Y座標
1506  * @param x2 終点X座標
1507  * @return なし
1508  */
1509 static void correct_dir(POSITION *rdir, POSITION *cdir, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
1510 {
1511         /* Extract vertical and horizontal directions */
1512         *rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
1513         *cdir = (x1 == x2) ? 0 : (x1 < x2) ? 1 : -1;
1514
1515         /* Never move diagonally */
1516         if (*rdir && *cdir)
1517         {
1518                 if (randint0(100) < 50)
1519                         *rdir = 0;
1520                 else
1521                         *cdir = 0;
1522         }
1523 }
1524
1525 /*!
1526 * @brief 部屋間のトンネルを生成する / Constructs a tunnel between two points
1527 * @param row1 始点Y座標
1528 * @param col1 始点X座標
1529 * @param row2 終点Y座標
1530 * @param col2 終点X座標
1531 * @return 生成に成功したらTRUEを返す
1532 * @details
1533 * This function must be called BEFORE any streamers are created,\n
1534 * since we use the special "granite wall" sub-types to keep track\n
1535 * of legal places for corridors to pierce rooms.\n
1536 *\n
1537 * We use "door_flag" to prevent excessive construction of doors\n
1538 * along overlapping corridors.\n
1539 *\n
1540 * We queue the tunnel grids to prevent door creation along a corridor\n
1541 * which intersects itself.\n
1542 *\n
1543 * We queue the wall piercing grids to prevent a corridor from leaving\n
1544 * a room and then coming back in through the same entrance.\n
1545 *\n
1546 * We "pierce" grids which are "outer" walls of rooms, and when we\n
1547 * do so, we change all adjacent "outer" walls of rooms into "solid"\n
1548 * walls so that no two corridors may use adjacent grids for exits.\n
1549 *\n
1550 * The "solid" wall check prevents corridors from "chopping" the\n
1551 * corners of rooms off, as well as "silly" door placement, and\n
1552 * "excessively wide" room entrances.\n
1553 *\n
1554 * Kind of walls:\n
1555 *   extra -- walls\n
1556 *   inner -- inner room walls\n
1557 *   outer -- outer room walls\n
1558 *   solid -- solid room walls\n
1559 */
1560 bool build_tunnel(POSITION row1, POSITION col1, POSITION row2, POSITION col2)
1561 {
1562         POSITION y, x;
1563         POSITION tmp_row, tmp_col;
1564         POSITION row_dir, col_dir;
1565         POSITION start_row, start_col;
1566         int main_loop_count = 0;
1567
1568         bool door_flag = FALSE;
1569
1570         grid_type *g_ptr;
1571
1572         /* Save the starting location */
1573         start_row = row1;
1574         start_col = col1;
1575
1576         /* Start out in the correct direction */
1577         correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1578
1579         /* Keep going until done (or bored) */
1580         while ((row1 != row2) || (col1 != col2))
1581         {
1582                 /* Mega-Hack -- Paranoia -- prevent infinite loops */
1583                 if (main_loop_count++ > 2000) return FALSE;
1584
1585                 /* Allow bends in the tunnel */
1586                 if (randint0(100) < dun_tun_chg)
1587                 {
1588                         /* Acquire the correct direction */
1589                         correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1590
1591                         /* Random direction */
1592                         if (randint0(100) < dun_tun_rnd)
1593                         {
1594                                 rand_dir(&row_dir, &col_dir);
1595                         }
1596                 }
1597
1598                 /* Get the next location */
1599                 tmp_row = row1 + row_dir;
1600                 tmp_col = col1 + col_dir;
1601
1602
1603                 /* Extremely Important -- do not leave the dungeon */
1604                 while (!in_bounds(tmp_row, tmp_col))
1605                 {
1606                         /* Acquire the correct direction */
1607                         correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1608
1609                         /* Random direction */
1610                         if (randint0(100) < dun_tun_rnd)
1611                         {
1612                                 rand_dir(&row_dir, &col_dir);
1613                         }
1614
1615                         /* Get the next location */
1616                         tmp_row = row1 + row_dir;
1617                         tmp_col = col1 + col_dir;
1618                 }
1619
1620
1621                 /* Access the location */
1622                 g_ptr = &grid_array[tmp_row][tmp_col];
1623
1624                 /* Avoid "solid" walls */
1625                 if (is_solid_grid(g_ptr)) continue;
1626
1627                 /* Pierce "outer" walls of rooms */
1628                 if (is_outer_grid(g_ptr))
1629                 {
1630                         /* Acquire the "next" location */
1631                         y = tmp_row + row_dir;
1632                         x = tmp_col + col_dir;
1633
1634                         /* Hack -- Avoid outer/solid walls */
1635                         if (is_outer_bold(y, x)) continue;
1636                         if (is_solid_bold(y, x)) continue;
1637
1638                         /* Accept this location */
1639                         row1 = (POSITION)tmp_row;
1640                         col1 = (POSITION)tmp_col;
1641
1642                         /* Save the wall location */
1643                         if (dun->wall_n < WALL_MAX)
1644                         {
1645                                 dun->wall[dun->wall_n].y = row1;
1646                                 dun->wall[dun->wall_n].x = col1;
1647                                 dun->wall_n++;
1648                         }
1649                         else return FALSE;
1650
1651                         /* Forbid re-entry near this piercing */
1652                         for (y = row1 - 1; y <= row1 + 1; y++)
1653                         {
1654                                 for (x = col1 - 1; x <= col1 + 1; x++)
1655                                 {
1656                                         /* Convert adjacent "outer" walls as "solid" walls */
1657                                         if (is_outer_bold(y, x))
1658                                         {
1659                                                 /* Change the wall to a "solid" wall */
1660                                                 place_solid_noperm_bold(y, x);
1661                                         }
1662                                 }
1663                         }
1664                 }
1665
1666                 /* Travel quickly through rooms */
1667                 else if (g_ptr->info & (CAVE_ROOM))
1668                 {
1669                         /* Accept the location */
1670                         row1 = tmp_row;
1671                         col1 = tmp_col;
1672                 }
1673
1674                 /* Tunnel through all other walls */
1675                 else if (is_extra_grid(g_ptr) || is_inner_grid(g_ptr) || is_solid_grid(g_ptr))
1676                 {
1677                         /* Accept this location */
1678                         row1 = tmp_row;
1679                         col1 = tmp_col;
1680
1681                         /* Save the tunnel location */
1682                         if (dun->tunn_n < TUNN_MAX)
1683                         {
1684                                 dun->tunn[dun->tunn_n].y = row1;
1685                                 dun->tunn[dun->tunn_n].x = col1;
1686                                 dun->tunn_n++;
1687                         }
1688                         else return FALSE;
1689
1690                         /* Allow door in next grid */
1691                         door_flag = FALSE;
1692                 }
1693
1694                 /* Handle corridor intersections or overlaps */
1695                 else
1696                 {
1697                         /* Accept the location */
1698                         row1 = tmp_row;
1699                         col1 = tmp_col;
1700
1701                         /* Collect legal door locations */
1702                         if (!door_flag)
1703                         {
1704                                 /* Save the door location */
1705                                 if (dun->door_n < DOOR_MAX)
1706                                 {
1707                                         dun->door[dun->door_n].y = row1;
1708                                         dun->door[dun->door_n].x = col1;
1709                                         dun->door_n++;
1710                                 }
1711                                 else return FALSE;
1712
1713                                 /* No door in next grid */
1714                                 door_flag = TRUE;
1715                         }
1716
1717                         /* Hack -- allow pre-emptive tunnel termination */
1718                         if (randint0(100) >= dun_tun_con)
1719                         {
1720                                 /* Distance between row1 and start_row */
1721                                 tmp_row = row1 - start_row;
1722                                 if (tmp_row < 0) tmp_row = (-tmp_row);
1723
1724                                 /* Distance between col1 and start_col */
1725                                 tmp_col = col1 - start_col;
1726                                 if (tmp_col < 0) tmp_col = (-tmp_col);
1727
1728                                 /* Terminate the tunnel */
1729                                 if ((tmp_row > 10) || (tmp_col > 10)) break;
1730                         }
1731                 }
1732         }
1733
1734         return TRUE;
1735 }
1736
1737
1738 /*!
1739 * @brief トンネル生成のための基準点を指定する。
1740 * @param x 基準点を指定するX座標の参照ポインタ、適時値が修正される。
1741 * @param y 基準点を指定するY座標の参照ポインタ、適時値が修正される。
1742 * @param affectwall (調査中)
1743 * @return なし
1744 * @details
1745 * This routine adds the square to the tunnel\n
1746 * It also checks for SOLID walls - and returns a nearby\n
1747 * non-SOLID square in (x,y) so that a simple avoiding\n
1748 * routine can be used. The returned boolean value reflects\n
1749 * whether or not this routine hit a SOLID wall.\n
1750 *\n
1751 * "affectwall" toggles whether or not this new square affects\n
1752 * the boundaries of rooms. - This is used by the catacomb\n
1753 * routine.\n
1754 * @todo 特に詳細な処理の意味を調査すべし
1755 */
1756 static bool set_tunnel(POSITION *x, POSITION *y, bool affectwall)
1757 {
1758         int i, j, dx, dy;
1759
1760         grid_type *g_ptr = &grid_array[*y][*x];
1761
1762         if (!in_bounds(*y, *x)) return TRUE;
1763
1764         if (is_inner_grid(g_ptr))
1765         {
1766                 return TRUE;
1767         }
1768
1769         if (is_extra_bold(*y, *x))
1770         {
1771                 /* Save the tunnel location */
1772                 if (dun->tunn_n < TUNN_MAX)
1773                 {
1774                         dun->tunn[dun->tunn_n].y = *y;
1775                         dun->tunn[dun->tunn_n].x = *x;
1776                         dun->tunn_n++;
1777
1778                         return TRUE;
1779                 }
1780                 else return FALSE;
1781         }
1782
1783         if (is_floor_bold(*y, *x))
1784         {
1785                 /* Don't do anything */
1786                 return TRUE;
1787         }
1788
1789         if (is_outer_grid(g_ptr) && affectwall)
1790         {
1791                 /* Save the wall location */
1792                 if (dun->wall_n < WALL_MAX)
1793                 {
1794                         dun->wall[dun->wall_n].y = *y;
1795                         dun->wall[dun->wall_n].x = *x;
1796                         dun->wall_n++;
1797                 }
1798                 else return FALSE;
1799
1800                 /* Forbid re-entry near this piercing */
1801                 for (j = *y - 1; j <= *y + 1; j++)
1802                 {
1803                         for (i = *x - 1; i <= *x + 1; i++)
1804                         {
1805                                 /* Convert adjacent "outer" walls as "solid" walls */
1806                                 if (is_outer_bold(j, i))
1807                                 {
1808                                         /* Change the wall to a "solid" wall */
1809                                         place_solid_noperm_bold(j, i);
1810                                 }
1811                         }
1812                 }
1813
1814                 /* Clear mimic type */
1815                 grid_array[*y][*x].mimic = 0;
1816
1817                 place_floor_bold(*y, *x);
1818
1819                 return TRUE;
1820         }
1821
1822         if (is_solid_grid(g_ptr) && affectwall)
1823         {
1824                 /* cannot place tunnel here - use a square to the side */
1825
1826                 /* find usable square and return value in (x,y) */
1827
1828                 i = 50;
1829
1830                 dy = 0;
1831                 dx = 0;
1832                 while ((i > 0) && is_solid_bold(*y + dy, *x + dx))
1833                 {
1834                         dy = randint0(3) - 1;
1835                         dx = randint0(3) - 1;
1836
1837                         if (!in_bounds(*y + dy, *x + dx))
1838                         {
1839                                 dx = 0;
1840                                 dy = 0;
1841                         }
1842
1843                         i--;
1844                 }
1845
1846                 if (i == 0)
1847                 {
1848                         /* Failed for some reason: hack - ignore the solidness */
1849                         place_outer_grid(g_ptr);
1850                         dx = 0;
1851                         dy = 0;
1852                 }
1853
1854                 /* Give new, acceptable coordinate. */
1855                 *x = *x + dx;
1856                 *y = *y + dy;
1857
1858                 return FALSE;
1859         }
1860
1861         return TRUE;
1862 }
1863
1864
1865 /*!
1866 * @brief 外壁を削って「カタコンベ状」の通路を作成する / This routine creates the catacomb-like tunnels by removing extra rock.
1867 * @param x 基準点のX座標
1868 * @param y 基準点のY座標
1869 * @return なし
1870 * @details
1871 * Note that this routine is only called on "even" squares - so it gives
1872 * a natural checkerboard pattern.
1873 */
1874 static void create_cata_tunnel(POSITION x, POSITION y)
1875 {
1876         POSITION x1, y1;
1877
1878         /* Build tunnel */
1879         x1 = x - 1;
1880         y1 = y;
1881         set_tunnel(&x1, &y1, FALSE);
1882
1883         x1 = x + 1;
1884         y1 = y;
1885         set_tunnel(&x1, &y1, FALSE);
1886
1887         x1 = x;
1888         y1 = y - 1;
1889         set_tunnel(&x1, &y1, FALSE);
1890
1891         x1 = x;
1892         y1 = y + 1;
1893         set_tunnel(&x1, &y1, FALSE);
1894 }
1895
1896
1897 /*!
1898 * @brief トンネル生成処理(詳細調査中)/ This routine does the bulk of the work in creating the new types of tunnels.
1899 * @return なし
1900 * @todo 詳細用調査
1901 * @details
1902 * It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)\n
1903 * It doesn't need to add any complexity - straight lines are fine.\n
1904 * The SOLID walls are avoided by a recursive algorithm which tries random ways\n
1905 * around the obstical until it works.  The number of itterations is counted, and it\n
1906 * this gets too large the routine exits. This should stop any crashes - but may leave\n
1907 * small gaps in the tunnel where there are too many SOLID walls.\n
1908 *\n
1909 * Type 1 tunnels are extremely simple - straight line from A to B.  This is only used\n
1910 * as a part of the dodge SOLID walls algorithm.\n
1911 *\n
1912 * Type 2 tunnels are made of two straight lines at right angles. When this is used with\n
1913 * short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.\n
1914 *\n
1915 * Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.\n
1916 * This, when used with longer line segments gives the "catacomb-like" tunnels seen near\n
1917 * the surface.\n
1918 */
1919 static void short_seg_hack(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int count, bool *fail)
1920 {
1921         int i;
1922         POSITION x, y;
1923         int length;
1924
1925         /* Check for early exit */
1926         if (!(*fail)) return;
1927
1928         length = distance(x1, y1, x2, y2);
1929
1930         count++;
1931
1932         if ((type == 1) && (length != 0))
1933         {
1934
1935                 for (i = 0; i <= length; i++)
1936                 {
1937                         x = x1 + i * (x2 - x1) / length;
1938                         y = y1 + i * (y2 - y1) / length;
1939                         if (!set_tunnel(&x, &y, TRUE))
1940                         {
1941                                 if (count > 50)
1942                                 {
1943                                         /* This isn't working - probably have an infinite loop */
1944                                         *fail = FALSE;
1945                                         return;
1946                                 }
1947
1948                                 /* solid wall - so try to go around */
1949                                 short_seg_hack(x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
1950                                 short_seg_hack(x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
1951                         }
1952                 }
1953         }
1954         else if ((type == 2) || (type == 3))
1955         {
1956                 if (x1 < x2)
1957                 {
1958                         for (i = x1; i <= x2; i++)
1959                         {
1960                                 x = i;
1961                                 y = y1;
1962                                 if (!set_tunnel(&x, &y, TRUE))
1963                                 {
1964                                         /* solid wall - so try to go around */
1965                                         short_seg_hack(x, y, i - 1, y1, 1, count, fail);
1966                                         short_seg_hack(x, y, i + 1, y1, 1, count, fail);
1967                                 }
1968                                 if ((type == 3) && ((x + y) % 2))
1969                                 {
1970                                         create_cata_tunnel(i, y1);
1971                                 }
1972                         }
1973                 }
1974                 else
1975                 {
1976                         for (i = x2; i <= x1; i++)
1977                         {
1978                                 x = i;
1979                                 y = y1;
1980                                 if (!set_tunnel(&x, &y, TRUE))
1981                                 {
1982                                         /* solid wall - so try to go around */
1983                                         short_seg_hack(x, y, i - 1, y1, 1, count, fail);
1984                                         short_seg_hack(x, y, i + 1, y1, 1, count, fail);
1985                                 }
1986                                 if ((type == 3) && ((x + y) % 2))
1987                                 {
1988                                         create_cata_tunnel(i, y1);
1989                                 }
1990                         }
1991
1992                 }
1993                 if (y1 < y2)
1994                 {
1995                         for (i = y1; i <= y2; i++)
1996                         {
1997                                 x = x2;
1998                                 y = i;
1999                                 if (!set_tunnel(&x, &y, TRUE))
2000                                 {
2001                                         /* solid wall - so try to go around */
2002                                         short_seg_hack(x, y, x2, i - 1, 1, count, fail);
2003                                         short_seg_hack(x, y, x2, i + 1, 1, count, fail);
2004                                 }
2005                                 if ((type == 3) && ((x + y) % 2))
2006                                 {
2007                                         create_cata_tunnel(x2, i);
2008                                 }
2009                         }
2010                 }
2011                 else
2012                 {
2013                         for (i = y2; i <= y1; i++)
2014                         {
2015                                 x = x2;
2016                                 y = i;
2017                                 if (!set_tunnel(&x, &y, TRUE))
2018                                 {
2019                                         /* solid wall - so try to go around */
2020                                         short_seg_hack(x, y, x2, i - 1, 1, count, fail);
2021                                         short_seg_hack(x, y, x2, i + 1, 1, count, fail);
2022                                 }
2023                                 if ((type == 3) && ((x + y) % 2))
2024                                 {
2025                                         create_cata_tunnel(x2, i);
2026                                 }
2027                         }
2028                 }
2029         }
2030 }
2031
2032
2033 /*!
2034 * @brief 特定の壁(永久壁など)を避けながら部屋間の通路を作成する / This routine maps a path from (x1, y1) to (x2, y2) avoiding SOLID walls.
2035 * @return なし
2036 * @todo 詳細要調査
2037 * @details
2038 * Permanent rock is ignored in this path finding- sometimes there is no\n
2039 * path around anyway -so there will be a crash if we try to find one.\n
2040 * This routine is much like the river creation routine in Zangband.\n
2041 * It works by dividing a line segment into two.  The segments are divided\n
2042 * until they are less than "cutoff" - when the corresponding routine from\n
2043 * "short_seg_hack" is called.\n
2044 * Note it is VERY important that the "stop if hit another passage" logic\n
2045 * stays as is.  Without this the dungeon turns into Swiss Cheese...\n
2046 */
2047 bool build_tunnel2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff)
2048 {
2049         POSITION x3, y3, dx, dy;
2050         POSITION changex, changey;
2051         int length;
2052         int i;
2053         bool retval, firstsuccede;
2054         grid_type *g_ptr;
2055
2056         length = distance(x1, y1, x2, y2);
2057
2058         if (length > cutoff)
2059         {
2060                 /*
2061                 * Divide path in half and call routine twice.
2062                 */
2063                 dx = (x2 - x1) / 2;
2064                 dy = (y2 - y1) / 2;
2065
2066                 /* perturbation perpendicular to path */
2067                 changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
2068                 changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
2069
2070                 /* Work out "mid" ponit */
2071                 x3 = x1 + dx + changex;
2072                 y3 = y1 + dy + changey;
2073
2074                 /* See if in bounds - if not - do not perturb point */
2075                 if (!in_bounds(y3, x3))
2076                 {
2077                         x3 = (x1 + x2) / 2;
2078                         y3 = (y1 + y2) / 2;
2079                 }
2080                 /* cache g_ptr */
2081                 g_ptr = &grid_array[y3][x3];
2082                 if (is_solid_grid(g_ptr))
2083                 {
2084                         /* move midpoint a bit to avoid problem. */
2085
2086                         i = 50;
2087
2088                         dy = 0;
2089                         dx = 0;
2090                         while ((i > 0) && is_solid_bold(y3 + dy, x3 + dx))
2091                         {
2092                                 dy = randint0(3) - 1;
2093                                 dx = randint0(3) - 1;
2094                                 if (!in_bounds(y3 + dy, x3 + dx))
2095                                 {
2096                                         dx = 0;
2097                                         dy = 0;
2098                                 }
2099                                 i--;
2100                         }
2101
2102                         if (i == 0)
2103                         {
2104                                 /* Failed for some reason: hack - ignore the solidness */
2105                                 place_outer_bold(y3, x3);
2106                                 dx = 0;
2107                                 dy = 0;
2108                         }
2109                         y3 += dy;
2110                         x3 += dx;
2111                         g_ptr = &grid_array[y3][x3];
2112                 }
2113
2114                 if (is_floor_grid(g_ptr))
2115                 {
2116                         if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
2117                         {
2118                                 if ((grid_array[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
2119                                 {
2120                                         /* do second half only if works + if have hit a room */
2121                                         retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
2122                                 }
2123                                 else
2124                                 {
2125                                         /* have hit another tunnel - make a set of doors here */
2126                                         retval = FALSE;
2127
2128                                         /* Save the door location */
2129                                         if (dun->door_n < DOOR_MAX)
2130                                         {
2131                                                 dun->door[dun->door_n].y = (POSITION)y3;
2132                                                 dun->door[dun->door_n].x = (POSITION)x3;
2133                                                 dun->door_n++;
2134                                         }
2135                                         else return FALSE;
2136                                 }
2137                                 firstsuccede = TRUE;
2138                         }
2139                         else
2140                         {
2141                                 /* false- didn't work all the way */
2142                                 retval = FALSE;
2143                                 firstsuccede = FALSE;
2144                         }
2145                 }
2146                 else
2147                 {
2148                         /* tunnel through walls */
2149                         if (build_tunnel2(x1, y1, (POSITION)x3, (POSITION)y3, type, cutoff))
2150                         {
2151                                 retval = build_tunnel2((POSITION)x3, (POSITION)y3, x2, y2, type, cutoff);
2152                                 firstsuccede = TRUE;
2153                         }
2154                         else
2155                         {
2156                                 /* false- didn't work all the way */
2157                                 retval = FALSE;
2158                                 firstsuccede = FALSE;
2159                         }
2160                 }
2161                 if (firstsuccede)
2162                 {
2163                         /* only do this if the first half has worked */
2164                         set_tunnel(&x3, &y3, TRUE);
2165                 }
2166                 /* return value calculated above */
2167                 return retval;
2168         }
2169         else
2170         {
2171                 /* Do a short segment */
2172                 retval = TRUE;
2173                 short_seg_hack(x1, y1, x2, y2, type, 0, &retval);
2174
2175                 /* Hack - ignore return value so avoid infinite loops */
2176                 return TRUE;
2177         }
2178 }
2179