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[Refactor] #38997 generate_fixed_floor() に floor_type * 引数を追加. / Add floor_type ...
[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 "util.h"
101 #include "core.h"
102 #include "bldg.h"
103
104 #include "cmd-dump.h"
105 #include "grid.h"
106 #include "rooms.h"
107 #include "dungeon.h"
108 #include "floor.h"
109 #include "floor-save.h"
110 #include "floor-streams.h"
111 #include "floor-generate.h"
112 #include "floor-events.h"
113 #include "floor-generate.h"
114 #include "feature.h"
115 #include "trap.h"
116 #include "monster.h"
117 #include "quest.h"
118 #include "player-status.h"
119 #include "wild.h"
120 #include "monster-status.h"
121 #include "dungeon-file.h"
122 #include "init.h"
123 #include "feature.h"
124 #include "spells.h"
125
126 #include "view-mainwindow.h"
127
128 int dun_tun_rnd; 
129 int dun_tun_chg;
130 int dun_tun_con;
131 int dun_tun_pen;
132 int dun_tun_jct;
133
134
135 /*!
136  * Dungeon generation data -- see "cave_gen()"
137  */
138 dun_data *dun;
139
140
141 /*!
142  * @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.
143  * @param y 基準のy座標
144  * @param x 基準のx座標
145  * @return 隣接する外壁の数
146  * @note Assumes "in_bounds(y, x)"
147  * @details We count only granite walls and permanent walls.
148  */
149 static int next_to_walls(POSITION y, POSITION x)
150 {
151         int k = 0;
152
153         if (in_bounds(y + 1, x) && is_extra_bold(y + 1, x)) k++;
154         if (in_bounds(y - 1, x) && is_extra_bold(y - 1, x)) k++;
155         if (in_bounds(y, x + 1) && is_extra_bold(y, x + 1)) k++;
156         if (in_bounds(y, x - 1) && is_extra_bold(y, x - 1)) k++;
157
158         return (k);
159 }
160
161 /*!
162  * @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?
163  * @param y 基準のy座標
164  * @param x 基準のx座標
165  * @param walls 最低減隣接させたい外壁の数
166  * @return 階段を生成して問題がないならばTRUEを返す。
167  */
168 static bool alloc_stairs_aux(POSITION y, POSITION x, int walls)
169 {
170         grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
171
172         /* Require "naked" floor grid */
173         if (!is_floor_grid(g_ptr)) return FALSE;
174         if (pattern_tile(y, x)) return FALSE;
175         if (g_ptr->o_idx || g_ptr->m_idx) return FALSE;
176
177         /* Require a certain number of adjacent walls */
178         if (next_to_walls(y, x) < walls) return FALSE;
179
180         return TRUE;
181 }
182
183
184 /*!
185  * @brief 外壁に隣接させて階段を生成する / Places some staircases near walls
186  * @param feat 配置したい地形ID
187  * @param num 配置したい階段の数
188  * @param walls 最低減隣接させたい外壁の数
189  * @return 規定数通りに生成に成功したらTRUEを返す。
190  */
191 static bool alloc_stairs(FEAT_IDX feat, int num, int walls)
192 {
193         int i;
194         int shaft_num = 0;
195
196         feature_type *f_ptr = &f_info[feat];
197
198         if (have_flag(f_ptr->flags, FF_LESS))
199         {
200                 /* No up stairs in town or in ironman mode */
201                 if (ironman_downward || !current_floor_ptr->dun_level) return TRUE;
202
203                 if (current_floor_ptr->dun_level > d_info[p_ptr->dungeon_idx].mindepth)
204                         shaft_num = (randint1(num+1))/2;
205         }
206         else if (have_flag(f_ptr->flags, FF_MORE))
207         {
208                 QUEST_IDX q_idx = quest_number(current_floor_ptr->dun_level);
209
210                 /* No downstairs on quest levels */
211                 if (current_floor_ptr->dun_level > 1 && q_idx)
212                 {
213                         monster_race *r_ptr = &r_info[quest[q_idx].r_idx];
214
215                         /* The quest monster(s) is still alive? */
216                         if (!(r_ptr->flags1 & RF1_UNIQUE) || 0 < r_ptr->max_num)
217                                 return TRUE;
218                 }
219
220                 /* No downstairs at the bottom */
221                 if (current_floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) return TRUE;
222
223                 if ((current_floor_ptr->dun_level < d_info[p_ptr->dungeon_idx].maxdepth-1) && !quest_number(current_floor_ptr->dun_level+1))
224                         shaft_num = (randint1(num)+1)/2;
225         }
226         else return FALSE;
227
228
229         /* Place "num" stairs */
230         for (i = 0; i < num; i++)
231         {
232                 while (TRUE)
233                 {
234                         POSITION y, x = 0;
235                         grid_type *g_ptr;
236
237                         int candidates = 0;
238                         int pick;
239
240                         for (y = 1; y < current_floor_ptr->height - 1; y++)
241                         {
242                                 for (x = 1; x < current_floor_ptr->width - 1; x++)
243                                 {
244                                         if (alloc_stairs_aux(y, x, walls))
245                                         {
246                                                 /* A valid space found */
247                                                 candidates++;
248                                         }
249                                 }
250                         }
251
252                         /* No valid place! */
253                         if (!candidates)
254                         {
255                                 /* There are exactly no place! */
256                                 if (walls <= 0) return FALSE;
257
258                                 /* Decrease walls limit, and try again */
259                                 walls--;
260                                 continue;
261                         }
262
263                         /* Choose a random one */
264                         pick = randint1(candidates);
265
266                         for (y = 1; y < current_floor_ptr->height - 1; y++)
267                         {
268                                 for (x = 1; x < current_floor_ptr->width - 1; x++)
269                                 {
270                                         if (alloc_stairs_aux(y, x, walls))
271                                         {
272                                                 pick--;
273
274                                                 /* Is this a picked one? */
275                                                 if (!pick) break;
276                                         }
277                                 }
278
279                                 if (!pick) break;
280                         }
281                         g_ptr = &current_floor_ptr->grid_array[y][x];
282
283                         /* Clear possible garbage of hidden trap */
284                         g_ptr->mimic = 0;
285
286                         /* Clear previous contents, add stairs */
287                         g_ptr->feat = (i < shaft_num) ? feat_state(feat, FF_SHAFT) : feat;
288
289                         /* No longer "FLOOR" */
290                         g_ptr->info &= ~(CAVE_FLOOR);
291
292                         /* Success */
293                         break;
294                 }
295         }
296         return TRUE;
297 }
298
299 /*!
300  * @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")
301  * @param set 配置したい地形の種類
302  * @param typ 配置したいオブジェクトの種類
303  * @param num 配置したい数
304  * @return 規定数通りに生成に成功したらTRUEを返す。
305  */
306 static void alloc_object(int set, EFFECT_ID typ, int num)
307 {
308         POSITION y = 0, x = 0;
309         int k;
310         int dummy = 0;
311         grid_type *g_ptr;
312
313         /* A small level has few objects. */
314         num = num * current_floor_ptr->height * current_floor_ptr->width / (MAX_HGT*MAX_WID) +1;
315
316         /* Place some objects */
317         for (k = 0; k < num; k++)
318         {
319                 /* Pick a "legal" spot */
320                 while (dummy < SAFE_MAX_ATTEMPTS)
321                 {
322                         bool room;
323
324                         dummy++;
325
326                         y = randint0(current_floor_ptr->height);
327                         x = randint0(current_floor_ptr->width);
328
329                         g_ptr = &current_floor_ptr->grid_array[y][x];
330
331                         /* Require "naked" floor grid */
332                         if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
333
334                         /* Avoid player location */
335                         if (player_bold(y, x)) continue;
336
337                         /* Check for "room" */
338                         room = (current_floor_ptr->grid_array[y][x].info & CAVE_ROOM) ? TRUE : FALSE;
339
340                         /* Require corridor? */
341                         if ((set == ALLOC_SET_CORR) && room) continue;
342
343                         /* Require room? */
344                         if ((set == ALLOC_SET_ROOM) && !room) continue;
345
346                         /* Accept it */
347                         break;
348                 }
349
350                 if (dummy >= SAFE_MAX_ATTEMPTS)
351                 {
352                         msg_print_wizard(CHEAT_DUNGEON, _("アイテムの配置に失敗しました。", "Failed to place object."));
353                         return;
354                 }
355
356
357                 /* Place something */
358                 switch (typ)
359                 {
360                         case ALLOC_TYP_RUBBLE:
361                         {
362                                 place_rubble(y, x);
363                                 current_floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
364                                 break;
365                         }
366
367                         case ALLOC_TYP_TRAP:
368                         {
369                                 place_trap(y, x);
370                                 current_floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
371                                 break;
372                         }
373
374                         case ALLOC_TYP_GOLD:
375                         {
376                                 place_gold(y, x);
377                                 break;
378                         }
379
380                         case ALLOC_TYP_OBJECT:
381                         {
382                                 place_object(y, x, 0L);
383                                 break;
384                         }
385                 }
386         }
387 }
388
389
390
391
392 /*!
393  * @brief クエストに関わるモンスターの配置を行う / Place quest monsters
394  * @return 成功したならばTRUEを返す
395  */
396 bool place_quest_monsters(void)
397 {
398         int i;
399
400         /* Handle the quest monster placements */
401         for (i = 0; i < max_q_idx; i++)
402         {
403                 monster_race *r_ptr;
404                 BIT_FLAGS mode;
405                 int j;
406
407                 if (quest[i].status != QUEST_STATUS_TAKEN ||
408                     (quest[i].type != QUEST_TYPE_KILL_LEVEL &&
409                      quest[i].type != QUEST_TYPE_RANDOM) ||
410                     quest[i].level != current_floor_ptr->dun_level ||
411                     p_ptr->dungeon_idx != quest[i].dungeon ||
412                     (quest[i].flags & QUEST_FLAG_PRESET))
413                 {
414                         /* Ignore it */
415                         continue;
416                 }
417
418                 r_ptr = &r_info[quest[i].r_idx];
419
420                 /* Hack -- "unique" monsters must be "unique" */
421                 if ((r_ptr->flags1 & RF1_UNIQUE) &&
422                     (r_ptr->cur_num >= r_ptr->max_num)) continue;
423
424                 mode = (PM_NO_KAGE | PM_NO_PET);
425
426                 if (!(r_ptr->flags1 & RF1_FRIENDS))
427                         mode |= PM_ALLOW_GROUP;
428
429                 for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++)
430                 {
431                         int k;
432
433                         for (k = 0; k < SAFE_MAX_ATTEMPTS; k++)
434                         {
435                                 POSITION x = 0, y = 0;
436                                 int l;
437
438                                 /* Find an empty grid */
439                                 for (l = SAFE_MAX_ATTEMPTS; l > 0; l--)
440                                 {
441                                         grid_type    *g_ptr;
442                                         feature_type *f_ptr;
443
444                                         y = randint0(current_floor_ptr->height);
445                                         x = randint0(current_floor_ptr->width);
446
447                                         g_ptr = &current_floor_ptr->grid_array[y][x];
448                                         f_ptr = &f_info[g_ptr->feat];
449
450                                         if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) continue;
451                                         if (!monster_can_enter(y, x, r_ptr, 0)) continue;
452                                         if (distance(y, x, p_ptr->y, p_ptr->x) < 10) continue;
453                                         if (g_ptr->info & CAVE_ICKY) continue;
454                                         else break;
455                                 }
456
457                                 /* Failed to place */
458                                 if (!l) return FALSE;
459
460                                 /* Try to place the monster */
461                                 if (place_monster_aux(0, y, x, quest[i].r_idx, mode))
462                                 {
463                                         /* Success */
464                                         break;
465                                 }
466                                 else
467                                 {
468                                         /* Failure - Try again */
469                                         continue;
470                                 }
471                         }
472
473                         /* Failed to place */
474                         if (k == SAFE_MAX_ATTEMPTS) return FALSE;
475                 }
476         }
477
478         return TRUE;
479 }
480
481 /*!
482  * @brief フロアに洞窟や湖を配置する / Generate various caverns and lakes
483  * @details There were moved from cave_gen().
484  * @return なし
485  */
486 static void gen_caverns_and_lakes(dungeon_type *dungeon_ptr)
487 {
488 #ifdef ALLOW_CAVERNS_AND_LAKES
489         /* Possible "destroyed" level */
490         if ((current_floor_ptr->dun_level > 30) && one_in_(DUN_DEST*2) && (small_levels) && (dungeon_ptr->flags1 & DF1_DESTROY))
491         {
492                 dun->destroyed = TRUE;
493
494                 /* extra rubble around the place looks cool */
495                 build_lake(one_in_(2) ? LAKE_T_CAVE : LAKE_T_EARTH_VAULT);
496         }
497
498         /* Make a lake some of the time */
499         if (one_in_(LAKE_LEVEL) && !dun->empty_level && !dun->destroyed &&
500             (dungeon_ptr->flags1 & DF1_LAKE_MASK))
501         {
502                 int count = 0;
503                 if (dungeon_ptr->flags1 & DF1_LAKE_WATER) count += 3;
504                 if (dungeon_ptr->flags1 & DF1_LAKE_LAVA) count += 3;
505                 if (dungeon_ptr->flags1 & DF1_LAKE_RUBBLE) count += 3;
506                 if (dungeon_ptr->flags1 & DF1_LAKE_TREE) count += 3;
507
508                 if (dungeon_ptr->flags1 & DF1_LAKE_LAVA)
509                 {
510                         /* Lake of Lava */
511                         if ((current_floor_ptr->dun_level > 80) && (randint0(count) < 2)) dun->laketype = LAKE_T_LAVA;
512                         count -= 2;
513
514                         /* Lake of Lava2 */
515                         if (!dun->laketype && (current_floor_ptr->dun_level > 80) && one_in_(count)) dun->laketype = LAKE_T_FIRE_VAULT;
516                         count--;
517                 }
518
519                 if ((dungeon_ptr->flags1 & DF1_LAKE_WATER) && !dun->laketype)
520                 {
521                         /* Lake of Water */
522                         if ((current_floor_ptr->dun_level > 50) && randint0(count) < 2) dun->laketype = LAKE_T_WATER;
523                         count -= 2;
524
525                         /* Lake of Water2 */
526                         if (!dun->laketype && (current_floor_ptr->dun_level > 50) && one_in_(count)) dun->laketype = LAKE_T_WATER_VAULT;
527                         count--;
528                 }
529
530                 if ((dungeon_ptr->flags1 & DF1_LAKE_RUBBLE) && !dun->laketype)
531                 {
532                         /* Lake of rubble */
533                         if ((current_floor_ptr->dun_level > 35) && (randint0(count) < 2)) dun->laketype = LAKE_T_CAVE;
534                         count -= 2;
535
536                         /* Lake of rubble2 */
537                         if (!dun->laketype && (current_floor_ptr->dun_level > 35) && one_in_(count)) dun->laketype = LAKE_T_EARTH_VAULT;
538                         count--;
539                 }
540
541                 /* Lake of tree */
542                 if ((current_floor_ptr->dun_level > 5) && (dungeon_ptr->flags1 & DF1_LAKE_TREE) && !dun->laketype) dun->laketype = LAKE_T_AIR_VAULT;
543
544                 if (dun->laketype)
545                 {
546                         msg_print_wizard(CHEAT_DUNGEON, _("湖を生成します。", "Lake on the level."));
547                         build_lake(dun->laketype);
548                 }
549         }
550
551         if ((current_floor_ptr->dun_level > DUN_CAVERN) && !dun->empty_level &&
552             (dungeon_ptr->flags1 & DF1_CAVERN) &&
553             !dun->laketype && !dun->destroyed && (randint1(1000) < current_floor_ptr->dun_level))
554         {
555                 dun->cavern = TRUE;
556
557                 /* make a large fractal current_floor_ptr->grid_array in the middle of the dungeon */
558
559                 msg_print_wizard(CHEAT_DUNGEON, _("洞窟を生成。", "Cavern on level."));
560                 build_cavern();
561         }
562 #endif /* ALLOW_CAVERNS_AND_LAKES */
563
564         /* Hack -- No destroyed "quest" levels */
565         if (quest_number(current_floor_ptr->dun_level)) dun->destroyed = FALSE;
566 }
567
568
569 /*!
570  * @brief ダンジョン生成のメインルーチン / Generate a new dungeon level
571  * @details Note that "dun_body" adds about 4000 bytes of memory to the stack.
572  * @return ダンジョン生成が全て無事に成功したらTRUEを返す。
573  */
574 static bool cave_gen(dungeon_type* dungeon_ptr, floor_type *floor_ptr)
575 {
576         int i, k;
577         POSITION y, x;
578         dun_data dun_body;
579
580         floor_ptr->lite_n = 0;
581         floor_ptr->mon_lite_n = 0;
582         floor_ptr->redraw_n = 0;
583         floor_ptr->view_n = 0;
584
585         /* Global data */
586         dun = &dun_body;
587
588         dun->destroyed = FALSE;
589         dun->empty_level = FALSE;
590         dun->cavern = FALSE;
591         dun->laketype = 0;
592
593         /* Fill the arrays of floors and walls in the good proportions */
594         set_floor_and_wall(p_ptr->dungeon_idx);
595         get_mon_num_prep(get_monster_hook(), NULL);
596
597         /* Randomize the dungeon creation values */
598         dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
599         dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
600         dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
601         dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
602         dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);
603
604         /* Actual maximum number of rooms on this level */
605         dun->row_rooms = floor_ptr->height / BLOCK_HGT;
606         dun->col_rooms = floor_ptr->width / BLOCK_WID;
607
608         /* Initialize the room table */
609         for (y = 0; y < dun->row_rooms; y++)
610         {
611                 for (x = 0; x < dun->col_rooms; x++)
612                 {
613                         dun->room_map[y][x] = FALSE;
614                 }
615         }
616
617         /* No rooms yet */
618         dun->cent_n = 0;
619
620         /* Empty arena levels */
621         if (ironman_empty_levels || ((dungeon_ptr->flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
622         {
623                 dun->empty_level = TRUE;
624                 msg_print_wizard(CHEAT_DUNGEON, _("アリーナレベルを生成。", "Arena level."));
625         }
626
627         if (dun->empty_level)
628         {
629                 /* Start with floors */
630                 for (y = 0; y < floor_ptr->height; y++)
631                 {
632                         for (x = 0; x < floor_ptr->width; x++)
633                         {
634                                 place_floor_bold(y, x);
635                         }
636                 }
637
638                 /* Special boundary walls -- Top and bottom */
639                 for (x = 0; x < floor_ptr->width; x++)
640                 {
641                         place_extra_bold(0, x);
642                         place_extra_bold(floor_ptr->height - 1, x);
643                 }
644
645                 /* Special boundary walls -- Left and right */
646                 for (y = 1; y < (floor_ptr->height - 1); y++)
647                 {
648                         place_extra_bold(y, 0);
649                         place_extra_bold(y, floor_ptr->width - 1);
650                 }
651         }
652         else
653         {
654                 /* Start with walls */
655                 for (y = 0; y < floor_ptr->height; y++)
656                 {
657                         for (x = 0; x < floor_ptr->width; x++)
658                         {
659                                 place_extra_bold(y, x);
660                         }
661                 }
662         }
663
664         /* Generate various caverns and lakes */
665         gen_caverns_and_lakes(dungeon_ptr);
666
667         /* Build maze */
668         if (dungeon_ptr->flags1 & DF1_MAZE)
669         {
670                 build_maze_vault(floor_ptr->width/2-1, floor_ptr->height/2-1, floor_ptr->width-4, floor_ptr->height-4, FALSE);
671
672                 /* Place 3 or 4 down stairs near some walls */
673                 if (!alloc_stairs(feat_down_stair, rand_range(2, 3), 3)) return FALSE;
674
675                 /* Place 1 or 2 up stairs near some walls */
676                 if (!alloc_stairs(feat_up_stair, 1, 3)) return FALSE;
677         }
678
679         /* Build some rooms */
680         else
681         {
682                 int tunnel_fail_count = 0;
683
684                 /*
685                  * Build each type of room in current_world_ptr->game_turn until we cannot build any more.
686                  */
687                 if (!generate_rooms()) return FALSE;
688
689
690                 /* Make a hole in the dungeon roof sometimes at level 1 */
691                 if (floor_ptr->dun_level == 1)
692                 {
693                         while (one_in_(DUN_MOS_DEN))
694                         {
695                                 place_trees(randint1(floor_ptr->width - 2), randint1(floor_ptr->height - 2));
696                         }
697                 }
698
699                 /* Destroy the level if necessary */
700                 if (dun->destroyed) destroy_level();
701
702                 /* Hack -- Add some rivers */
703                 if (one_in_(3) && (randint1(floor_ptr->dun_level) > 5))
704                 {
705                         FEAT_IDX feat1 = 0, feat2 = 0;
706
707                         /* Choose water mainly */
708                         if ((randint1(MAX_DEPTH * 2) - 1 > floor_ptr->dun_level) && (dungeon_ptr->flags1 & DF1_WATER_RIVER))
709                         {
710                                 feat1 = feat_deep_water;
711                                 feat2 = feat_shallow_water;
712                         }
713                         else /* others */
714                         {
715                                 FEAT_IDX select_deep_feat[10];
716                                 FEAT_IDX select_shallow_feat[10];
717                                 int select_id_max = 0, selected;
718
719                                 if (dungeon_ptr->flags1 & DF1_LAVA_RIVER)
720                                 {
721                                         select_deep_feat[select_id_max] = feat_deep_lava;
722                                         select_shallow_feat[select_id_max] = feat_shallow_lava;
723                                         select_id_max++;
724                                 }
725                                 if (dungeon_ptr->flags1 & DF1_POISONOUS_RIVER)
726                                 {
727                                         select_deep_feat[select_id_max] = feat_deep_poisonous_puddle;
728                                         select_shallow_feat[select_id_max] = feat_shallow_poisonous_puddle;
729                                         select_id_max++;
730                                 }
731                                 if (dungeon_ptr->flags1 & DF1_ACID_RIVER)
732                                 {
733                                         select_deep_feat[select_id_max] = feat_deep_acid_puddle;
734                                         select_shallow_feat[select_id_max] = feat_shallow_acid_puddle;
735                                         select_id_max++;
736                                 }
737
738                                 if (select_id_max > 0)
739                                 {
740                                         selected = randint0(select_id_max);
741                                         feat1 = select_deep_feat[selected];
742                                         feat2 = select_shallow_feat[selected];
743                                 }
744                                 else
745                                 {
746                                         feat1 = feat_deep_water;
747                                         feat2 = feat_shallow_water;
748                                 }
749                         }
750
751                         if (feat1)
752                         {
753                                 feature_type *f_ptr = &f_info[feat1];
754
755                                 /* Only add river if matches lake type or if have no lake at all */
756                                 if (((dun->laketype == LAKE_T_LAVA) && have_flag(f_ptr->flags, FF_LAVA)) ||
757                                     ((dun->laketype == LAKE_T_WATER) && have_flag(f_ptr->flags, FF_WATER)) ||
758                                      !dun->laketype)
759                                 {
760                                         add_river(feat1, feat2);
761                                 }
762                         }
763                 }
764
765                 /* Hack -- Scramble the room order */
766                 for (i = 0; i < dun->cent_n; i++)
767                 {
768                         POSITION ty, tx;
769                         int pick = rand_range(0, i);
770
771                         ty = dun->cent[i].y;
772                         tx = dun->cent[i].x;
773                         dun->cent[i].y = dun->cent[pick].y;
774                         dun->cent[i].x = dun->cent[pick].x;
775                         dun->cent[pick].y = ty;
776                         dun->cent[pick].x = tx;
777                 }
778
779                 /* Start with no tunnel doors */
780                 dun->door_n = 0;
781
782                 /* Hack -- connect the first room to the last room */
783                 y = dun->cent[dun->cent_n-1].y;
784                 x = dun->cent[dun->cent_n-1].x;
785
786                 /* Connect all the rooms together */
787                 for (i = 0; i < dun->cent_n; i++)
788                 {
789                         int j;
790
791                         /* Reset the arrays */
792                         dun->tunn_n = 0;
793                         dun->wall_n = 0;
794
795                         /* Connect the room to the previous room */
796                         if (randint1(floor_ptr->dun_level) > dungeon_ptr->tunnel_percent)
797                         {
798                                 /* make cavelike tunnel */
799                                 (void)build_tunnel2(dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
800                         }
801                         else
802                         {
803                                 /* make normal tunnel */
804                                 if (!build_tunnel(dun->cent[i].y, dun->cent[i].x, y, x)) tunnel_fail_count++;
805                         }
806
807                         if (tunnel_fail_count >= 2) return FALSE;
808
809                         /* Turn the tunnel into corridor */
810                         for (j = 0; j < dun->tunn_n; j++)
811                         {
812                                 grid_type *g_ptr;
813                                 feature_type *f_ptr;
814                                 y = dun->tunn[j].y;
815                                 x = dun->tunn[j].x;
816                                 g_ptr = &floor_ptr->grid_array[y][x];
817                                 f_ptr = &f_info[g_ptr->feat];
818
819                                 /* Clear previous contents (if not a lake), add a floor */
820                                 if (!have_flag(f_ptr->flags, FF_MOVE) || (!have_flag(f_ptr->flags, FF_WATER) && !have_flag(f_ptr->flags, FF_LAVA)))
821                                 {
822                                         /* Clear mimic type */
823                                         g_ptr->mimic = 0;
824
825                                         place_floor_grid(g_ptr);
826                                 }
827                         }
828
829                         /* Apply the piercings that we found */
830                         for (j = 0; j < dun->wall_n; j++)
831                         {
832                                 grid_type *g_ptr;
833                                 y = dun->wall[j].y;
834                                 x = dun->wall[j].x;
835                                 g_ptr = &floor_ptr->grid_array[y][x];
836
837                                 /* Clear mimic type */
838                                 g_ptr->mimic = 0;
839
840                                 /* Clear previous contents, add up floor */
841                                 place_floor_grid(g_ptr);
842
843                                 /* Occasional doorway */
844                                 if ((randint0(100) < dun_tun_pen) && !(dungeon_ptr->flags1 & DF1_NO_DOORS))
845                                 {
846                                         /* Place a random door */
847                                         place_random_door(y, x, TRUE);
848                                 }
849                         }
850
851                         /* Remember the "previous" room */
852                         y = dun->cent[i].y;
853                         x = dun->cent[i].x;
854                 }
855
856                 /* Place intersection doors */
857                 for (i = 0; i < dun->door_n; i++)
858                 {
859                         /* Extract junction location */
860                         y = dun->door[i].y;
861                         x = dun->door[i].x;
862
863                         /* Try placing doors */
864                         try_door(y, x - 1);
865                         try_door(y, x + 1);
866                         try_door(y - 1, x);
867                         try_door(y + 1, x);
868                 }
869
870                 /* Place 3 or 4 down stairs near some walls */
871                 if (!alloc_stairs(feat_down_stair, rand_range(3, 4), 3)) return FALSE;
872
873                 /* Place 1 or 2 up stairs near some walls */
874                 if (!alloc_stairs(feat_up_stair, rand_range(1, 2), 3)) return FALSE;
875         }
876
877         if (!dun->laketype)
878         {
879                 if (dungeon_ptr->stream2)
880                 {
881                         /* Hack -- Add some quartz streamers */
882                         for (i = 0; i < DUN_STR_QUA; i++)
883                         {
884                                 build_streamer(dungeon_ptr->stream2, DUN_STR_QC);
885                         }
886                 }
887
888                 if (dungeon_ptr->stream1)
889                 {
890                         /* Hack -- Add some magma streamers */
891                         for (i = 0; i < DUN_STR_MAG; i++)
892                         {
893                                 build_streamer(dungeon_ptr->stream1, DUN_STR_MC);
894                         }
895                 }
896         }
897
898         /* Special boundary walls -- Top and bottom */
899         for (x = 0; x < floor_ptr->width; x++)
900         {
901                 place_bound_perm_wall(&floor_ptr->grid_array[0][x]);
902                 place_bound_perm_wall(&floor_ptr->grid_array[floor_ptr->height - 1][x]);
903         }
904
905         /* Special boundary walls -- Left and right */
906         for (y = 1; y < (floor_ptr->height - 1); y++)
907         {
908                 place_bound_perm_wall(&floor_ptr->grid_array[y][0]);
909                 place_bound_perm_wall(&floor_ptr->grid_array[y][floor_ptr->width - 1]);
910         }
911
912         /* Determine the character location */
913         if (!new_player_spot()) return FALSE;
914
915         if (!place_quest_monsters()) return FALSE;
916
917         /* Basic "amount" */
918         k = (floor_ptr->dun_level / 3);
919         if (k > 10) k = 10;
920         if (k < 2) k = 2;
921
922         /* Pick a base number of monsters */
923         i = dungeon_ptr->min_m_alloc_level;
924
925         /* To make small levels a bit more playable */
926         if (floor_ptr->height < MAX_HGT || floor_ptr->width < MAX_WID)
927         {
928                 int small_tester = i;
929
930                 i = (i * floor_ptr->height) / MAX_HGT;
931                 i = (i * floor_ptr->width) / MAX_WID;
932                 i += 1;
933
934                 if (i > small_tester) i = small_tester;
935                 else msg_format_wizard(CHEAT_DUNGEON,
936                         _("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);
937
938         }
939
940         i += randint1(8);
941
942         /* Put some monsters in the dungeon */
943         for (i = i + k; i > 0; i--)
944         {
945                 (void)alloc_monster(0, PM_ALLOW_SLEEP);
946         }
947
948         /* Place some traps in the dungeon */
949         alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));
950
951         /* Put some rubble in corridors (except NO_CAVE dungeon (Castle)) */
952         if (!(dungeon_ptr->flags1 & DF1_NO_CAVE)) alloc_object(ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
953
954         /* Mega Hack -- No object at first level of deeper dungeon */
955         if (p_ptr->enter_dungeon && floor_ptr->dun_level > 1)
956         {
957                 /* No stair scum! */
958                 floor_ptr->object_level = 1;
959         }
960
961         /* Put some objects in rooms */
962         alloc_object(ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
963
964         /* Put some objects/gold in the dungeon */
965         alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
966         alloc_object(ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));
967
968         /* Set back to default */
969         floor_ptr->object_level = floor_ptr->base_level;
970
971         /* Put the Guardian */
972         if (!alloc_guardian(TRUE)) return FALSE;
973
974         if (dun->empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > floor_ptr->dun_level)) && !(dungeon_ptr->flags1 & DF1_DARKNESS))
975         {
976                 /* Lite the floor_ptr->grid_array */
977                 for (y = 0; y < floor_ptr->height; y++)
978                 {
979                         for (x = 0; x < floor_ptr->width; x++)
980                         {
981                                 floor_ptr->grid_array[y][x].info |= (CAVE_GLOW);
982                         }
983                 }
984         }
985
986         return TRUE;
987 }
988
989 /*!
990  * @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-
991  * @return なし
992  */
993 static void build_arena(void)
994 {
995         POSITION yval, y_height, y_depth, xval, x_left, x_right;
996         register int i, j;
997
998         yval = SCREEN_HGT / 2;
999         xval = SCREEN_WID / 2;
1000         y_height = yval - 10;
1001         y_depth = yval + 10;
1002         x_left = xval - 32;
1003         x_right = xval + 32;
1004
1005         for (i = y_height; i <= y_height + 5; i++)
1006                 for (j = x_left; j <= x_right; j++)
1007                 {
1008                         place_extra_perm_bold(i, j);
1009                         current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1010                 }
1011         for (i = y_depth; i >= y_depth - 5; i--)
1012                 for (j = x_left; j <= x_right; j++)
1013                 {
1014                         place_extra_perm_bold(i, j);
1015                         current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1016                 }
1017         for (j = x_left; j <= x_left + 17; j++)
1018                 for (i = y_height; i <= y_depth; i++)
1019                 {
1020                         place_extra_perm_bold(i, j);
1021                         current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1022                 }
1023         for (j = x_right; j >= x_right - 17; j--)
1024                 for (i = y_height; i <= y_depth; i++)
1025                 {
1026                         place_extra_perm_bold(i, j);
1027                         current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1028                 }
1029
1030         place_extra_perm_bold(y_height+6, x_left+18);
1031         current_floor_ptr->grid_array[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1032         place_extra_perm_bold(y_depth-6, x_left+18);
1033         current_floor_ptr->grid_array[y_depth-6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1034         place_extra_perm_bold(y_height+6, x_right-18);
1035         current_floor_ptr->grid_array[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1036         place_extra_perm_bold(y_depth-6, x_right-18);
1037         current_floor_ptr->grid_array[y_depth-6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1038
1039         i = y_height + 5;
1040         j = xval;
1041         current_floor_ptr->grid_array[i][j].feat = f_tag_to_index("ARENA_GATE");
1042         current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1043         player_place(p_ptr, i, j);
1044 }
1045
1046 /*!
1047  * @brief 挑戦時闘技場への入場処理 / Town logic flow for generation of arena -KMW-
1048  * @return なし
1049  */
1050 static void generate_challenge_arena(floor_type *floor_ptr)
1051 {
1052         POSITION y, x;
1053         POSITION qy = 0;
1054         POSITION qx = 0;
1055
1056         /* Smallest area */
1057         floor_ptr->height = SCREEN_HGT;
1058         floor_ptr->width = SCREEN_WID;
1059
1060         /* Start with solid walls */
1061         for (y = 0; y < MAX_HGT; y++)
1062         {
1063                 for (x = 0; x < MAX_WID; x++)
1064                 {
1065                         /* Create "solid" perma-wall */
1066                         place_solid_perm_bold(y, x);
1067
1068                         /* Illuminate and memorize the walls */
1069                         floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1070                 }
1071         }
1072
1073         /* Then place some floors */
1074         for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1075         {
1076                 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1077                 {
1078                         /* Create empty floor */
1079                         floor_ptr->grid_array[y][x].feat = feat_floor;
1080                 }
1081         }
1082
1083         build_arena();
1084
1085         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)))
1086         {
1087                 p_ptr->exit_bldg = TRUE;
1088                 p_ptr->arena_number++;
1089                 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."));
1090         }
1091
1092 }
1093
1094 /*!
1095  * @brief モンスター闘技場のフロア生成 / Builds the arena after it is entered -KMW-
1096  * @return なし
1097  */
1098 static void build_battle(void)
1099 {
1100         POSITION yval, y_height, y_depth, xval, x_left, x_right;
1101         register int i, j;
1102
1103         yval = SCREEN_HGT / 2;
1104         xval = SCREEN_WID / 2;
1105         y_height = yval - 10;
1106         y_depth = yval + 10;
1107         x_left = xval - 32;
1108         x_right = xval + 32;
1109
1110         for (i = y_height; i <= y_height + 5; i++)
1111                 for (j = x_left; j <= x_right; j++)
1112                 {
1113                         place_extra_perm_bold(i, j);
1114                         current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1115                 }
1116         for (i = y_depth; i >= y_depth - 3; i--)
1117                 for (j = x_left; j <= x_right; j++)
1118                 {
1119                         place_extra_perm_bold(i, j);
1120                         current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1121                 }
1122         for (j = x_left; j <= x_left + 17; j++)
1123                 for (i = y_height; i <= y_depth; i++)
1124                 {
1125                         place_extra_perm_bold(i, j);
1126                         current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1127                 }
1128         for (j = x_right; j >= x_right - 17; j--)
1129                 for (i = y_height; i <= y_depth; i++)
1130                 {
1131                         place_extra_perm_bold(i, j);
1132                         current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1133                 }
1134
1135         place_extra_perm_bold(y_height+6, x_left+18);
1136         current_floor_ptr->grid_array[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1137         place_extra_perm_bold(y_depth-4, x_left+18);
1138         current_floor_ptr->grid_array[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1139         place_extra_perm_bold(y_height+6, x_right-18);
1140         current_floor_ptr->grid_array[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1141         place_extra_perm_bold(y_depth-4, x_right-18);
1142         current_floor_ptr->grid_array[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1143
1144         for (i = y_height + 1; i <= y_height + 5; i++)
1145                 for (j = x_left + 20 + 2 * (y_height + 5 - i); j <= x_right - 20 - 2 * (y_height + 5 - i); j++)
1146                 {
1147                         current_floor_ptr->grid_array[i][j].feat = feat_permanent_glass_wall;
1148                 }
1149
1150         i = y_height + 1;
1151         j = xval;
1152         current_floor_ptr->grid_array[i][j].feat = f_tag_to_index("BUILDING_3");
1153         current_floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1154         player_place(p_ptr, i, j);
1155 }
1156
1157 /*!
1158  * @brief モンスター闘技場への導入処理 / Town logic flow for generation of arena -KMW-
1159  * @return なし
1160  */
1161 static void generate_gambling_arena(floor_type *floor_ptr)
1162 {
1163         POSITION y, x;
1164         MONSTER_IDX i;
1165         POSITION qy = 0;
1166         POSITION qx = 0;
1167
1168         /* Start with solid walls */
1169         for (y = 0; y < MAX_HGT; y++)
1170         {
1171                 for (x = 0; x < MAX_WID; x++)
1172                 {
1173                         /* Create "solid" perma-wall */
1174                         place_solid_perm_bold(y, x);
1175
1176                         /* Illuminate and memorize the walls */
1177                         floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1178                 }
1179         }
1180
1181         /* Then place some floors */
1182         for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1183         {
1184                 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1185                 {
1186                         /* Create empty floor */
1187                         floor_ptr->grid_array[y][x].feat = feat_floor;
1188                 }
1189         }
1190
1191         build_battle();
1192
1193         for(i = 0; i < 4; i++)
1194         {
1195                 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));
1196                 set_friendly(&floor_ptr->m_list[floor_ptr->grid_array[p_ptr->y+8+(i/2)*4][p_ptr->x-2+(i%2)*4].m_idx]);
1197         }
1198         for(i = 1; i < floor_ptr->m_max; i++)
1199         {
1200                 monster_type *m_ptr = &floor_ptr->m_list[i];
1201
1202                 if (!monster_is_valid(m_ptr)) continue;
1203
1204                 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
1205                 update_monster(i, FALSE);
1206         }
1207 }
1208
1209 /*!
1210  * @brief 固定マップクエストのフロア生成 / Generate a quest level
1211  * @return なし
1212  */
1213 static void generate_fixed_floor(floor_type *floor_ptr)
1214 {
1215         POSITION x, y;
1216
1217         /* Start with perm walls */
1218         for (y = 0; y < floor_ptr->height; y++)
1219         {
1220                 for (x = 0; x < floor_ptr->width; x++)
1221                 {
1222                         place_solid_perm_bold(y, x);
1223                 }
1224         }
1225
1226         /* Set the quest level */
1227         floor_ptr->base_level = quest[p_ptr->inside_quest].level;
1228         floor_ptr->dun_level = floor_ptr->base_level;
1229         floor_ptr->object_level = floor_ptr->base_level;
1230         floor_ptr->monster_level = floor_ptr->base_level;
1231
1232         if (record_stair) exe_write_diary(p_ptr, NIKKI_TO_QUEST, p_ptr->inside_quest, NULL);
1233         get_mon_num_prep(get_monster_hook(), NULL);
1234
1235         init_flags = INIT_CREATE_DUNGEON;
1236
1237         process_dungeon_file("q_info.txt", 0, 0, MAX_HGT, MAX_WID);
1238 }
1239
1240 /*!
1241  * @brief ダンジョン時のランダムフロア生成 / Make a real level
1242  * @return フロアの生成に成功したらTRUE
1243  */
1244 static bool level_gen(floor_type *floor_ptr, concptr *why)
1245 {
1246         int level_height, level_width;
1247
1248         if ((always_small_levels || ironman_small_levels ||
1249             (one_in_(SMALL_LEVEL) && small_levels) ||
1250              (d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER) ||
1251             (d_info[p_ptr->dungeon_idx].flags1 & DF1_SMALLEST)) &&
1252             !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BIG))
1253         {
1254                 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_SMALLEST)
1255                 {
1256                         level_height = 1;
1257                         level_width = 1;
1258                 }
1259                 else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER)
1260                 {
1261                         level_height = 2;
1262                         level_width = 2;
1263                 }
1264                 else
1265                 {
1266                         do
1267                         {
1268                                 level_height = randint1(MAX_HGT/SCREEN_HGT);
1269                                 level_width = randint1(MAX_WID/SCREEN_WID);
1270                         }
1271                         while ((level_height == MAX_HGT/SCREEN_HGT) && (level_width == MAX_WID/SCREEN_WID));
1272                 }
1273
1274                 floor_ptr->height = level_height * SCREEN_HGT;
1275                 floor_ptr->width = level_width * SCREEN_WID;
1276
1277                 /* Assume illegal panel */
1278                 panel_row_min = floor_ptr->height;
1279                 panel_col_min = floor_ptr->width;
1280
1281                 msg_format_wizard(CHEAT_DUNGEON,
1282                         _("小さなフロア: X:%d, Y:%d", "A 'small' dungeon level: X:%d, Y:%d."),
1283                         floor_ptr->width, floor_ptr->height);
1284         }
1285         else
1286         {
1287                 /* Big dungeon */
1288                 floor_ptr->height = MAX_HGT;
1289                 floor_ptr->width = MAX_WID;
1290
1291                 /* Assume illegal panel */
1292                 panel_row_min = floor_ptr->height;
1293                 panel_col_min = floor_ptr->width;
1294         }
1295
1296         /* Make a dungeon */
1297         if (!cave_gen(&d_info[p_ptr->dungeon_idx], floor_ptr))
1298         {
1299                 *why = _("ダンジョン生成に失敗", "could not place player");
1300                 return FALSE;
1301         }
1302         else return TRUE;
1303 }
1304
1305 /*!
1306  * @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 current_floor_ptr->grid_array generation
1307  * @return なし
1308  */
1309 void wipe_generate_random_floor_flags(floor_type *floor_ptr)
1310 {
1311         POSITION x, y;
1312
1313         for (y = 0; y < floor_ptr->height; y++)
1314         {
1315                 for (x = 0; x < floor_ptr->width; x++)
1316                 {
1317                         /* Wipe unused flags */
1318                         floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1319                 }
1320         }
1321
1322         if (floor_ptr->dun_level)
1323         {
1324                 for (y = 1; y < floor_ptr->height - 1; y++)
1325                 {
1326                         for (x = 1; x < floor_ptr->width - 1; x++)
1327                         {
1328                                 /* There might be trap */
1329                                 floor_ptr->grid_array[y][x].info |= CAVE_UNSAFE;
1330                         }
1331                 }
1332         }
1333 }
1334
1335 /*!
1336  * @brief フロアの全情報を初期化する / Clear and empty the current_floor_ptr->grid_array
1337  * @return なし
1338  */
1339 void clear_cave(floor_type *floor_ptr)
1340 {
1341         POSITION x, y;
1342         int i;
1343
1344         /* Very simplified version of wipe_o_list() */
1345         (void)C_WIPE(floor_ptr->o_list, floor_ptr->o_max, object_type);
1346         floor_ptr->o_max = 1;
1347         floor_ptr->o_cnt = 0;
1348
1349         /* Very simplified version of wipe_m_list() */
1350         for (i = 1; i < max_r_idx; i++)
1351                 r_info[i].cur_num = 0;
1352         (void)C_WIPE(floor_ptr->m_list, floor_ptr->m_max, monster_type);
1353         floor_ptr->m_max = 1;
1354         floor_ptr->m_cnt = 0;
1355         for (i = 0; i < MAX_MTIMED; i++) floor_ptr->mproc_max[i] = 0;
1356
1357         /* Pre-calc cur_num of pets in party_mon[] */
1358         precalc_cur_num_of_pet();
1359
1360
1361         /* Start with a blank floor_ptr->grid_array */
1362         for (y = 0; y < MAX_HGT; y++)
1363         {
1364                 for (x = 0; x < MAX_WID; x++)
1365                 {
1366                         grid_type *g_ptr = &floor_ptr->grid_array[y][x];
1367                         g_ptr->info = 0;
1368                         g_ptr->feat = 0;
1369                         g_ptr->o_idx = 0;
1370                         g_ptr->m_idx = 0;
1371                         g_ptr->special = 0;
1372                         g_ptr->mimic = 0;
1373                         g_ptr->cost = 0;
1374                         g_ptr->dist = 0;
1375                         g_ptr->when = 0;
1376                 }
1377         }
1378
1379         /* Mega-Hack -- no player yet */
1380         p_ptr->x = p_ptr->y = 0;
1381
1382         /* Set the base level */
1383         floor_ptr->base_level = floor_ptr->dun_level;
1384
1385         /* Reset the monster generation level */
1386         floor_ptr->monster_level = floor_ptr->base_level;
1387
1388         /* Reset the object generation level */
1389         floor_ptr->object_level = floor_ptr->base_level;
1390 }
1391
1392
1393 /*!
1394  * ダンジョンのランダムフロアを生成する / Generates a random dungeon level -RAK-
1395  * @return なし
1396  * @note Hack -- regenerate any "overflow" levels
1397  */
1398 void generate_random_floor(floor_type *floor_ptr)
1399 {
1400         int num;
1401
1402         /* Fill the arrays of floors and walls in the good proportions */
1403         set_floor_and_wall(p_ptr->dungeon_idx);
1404
1405         /* Generate */
1406         for (num = 0; TRUE; num++)
1407         {
1408                 bool okay = TRUE;
1409                 concptr why = NULL;
1410
1411                 clear_cave(floor_ptr);
1412
1413                 if (p_ptr->inside_arena)
1414                 {
1415                         generate_challenge_arena(floor_ptr);
1416                 }
1417
1418                 else if (p_ptr->phase_out)
1419                 {
1420                         generate_gambling_arena(floor_ptr);
1421                 }
1422
1423                 else if (p_ptr->inside_quest)
1424                 {
1425                         generate_fixed_floor(floor_ptr);
1426                 }
1427
1428                 /* Build the town */
1429                 else if (!floor_ptr->dun_level)
1430                 {
1431                         /* Make the wilderness */
1432                         if (p_ptr->wild_mode) wilderness_gen_small();
1433                         else wilderness_gen();
1434                 }
1435
1436                 /* Build a real level */
1437                 else
1438                 {
1439                         okay = level_gen(floor_ptr, &why);
1440                 }
1441
1442
1443                 /* Prevent object over-flow */
1444                 if (floor_ptr->o_max >= floor_ptr->max_o_idx)
1445                 {
1446                         why = _("アイテムが多すぎる", "too many objects");
1447                         okay = FALSE;
1448                 }
1449                 /* Prevent monster over-flow */
1450                 else if (floor_ptr->m_max >= floor_ptr->max_m_idx)
1451                 {
1452                         why = _("モンスターが多すぎる", "too many monsters");
1453                         okay = FALSE;
1454                 }
1455
1456                 /* Accept */
1457                 if (okay) break;
1458
1459                 if (why) msg_format(_("生成やり直し(%s)", "Generation restarted (%s)"), why);
1460
1461                 wipe_o_list();
1462                 wipe_m_list();
1463         }
1464
1465         /* Glow deep lava and building entrances */
1466         glow_deep_lava_and_bldg(floor_ptr);
1467
1468         /* Reset flag */
1469         p_ptr->enter_dungeon = FALSE;
1470
1471         wipe_generate_random_floor_flags(floor_ptr);
1472 }
1473
1474 /*!
1475  * @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
1476  * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
1477  * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
1478  * @return なし
1479  */
1480 static void rand_dir(POSITION *rdir, POSITION *cdir)
1481 {
1482         /* Pick a random direction */
1483         int i = randint0(4);
1484
1485         /* Extract the dy/dx components */
1486         *rdir = ddy_ddd[i];
1487         *cdir = ddx_ddd[i];
1488 }
1489
1490 /*!
1491  * @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
1492  * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
1493  * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
1494  * @param y1 始点Y座標
1495  * @param x1 始点X座標
1496  * @param y2 終点Y座標
1497  * @param x2 終点X座標
1498  * @return なし
1499  */
1500 static void correct_dir(POSITION *rdir, POSITION *cdir, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
1501 {
1502         /* Extract vertical and horizontal directions */
1503         *rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
1504         *cdir = (x1 == x2) ? 0 : (x1 < x2) ? 1 : -1;
1505
1506         /* Never move diagonally */
1507         if (*rdir && *cdir)
1508         {
1509                 if (randint0(100) < 50)
1510                         *rdir = 0;
1511                 else
1512                         *cdir = 0;
1513         }
1514 }
1515
1516 /*!
1517 * @brief 部屋間のトンネルを生成する / Constructs a tunnel between two points
1518 * @param row1 始点Y座標
1519 * @param col1 始点X座標
1520 * @param row2 終点Y座標
1521 * @param col2 終点X座標
1522 * @return 生成に成功したらTRUEを返す
1523 * @details
1524 * This function must be called BEFORE any streamers are created,\n
1525 * since we use the special "granite wall" sub-types to keep track\n
1526 * of legal places for corridors to pierce rooms.\n
1527 *\n
1528 * We use "door_flag" to prevent excessive construction of doors\n
1529 * along overlapping corridors.\n
1530 *\n
1531 * We queue the tunnel grids to prevent door creation along a corridor\n
1532 * which intersects itself.\n
1533 *\n
1534 * We queue the wall piercing grids to prevent a corridor from leaving\n
1535 * a room and then coming back in through the same entrance.\n
1536 *\n
1537 * We "pierce" grids which are "outer" walls of rooms, and when we\n
1538 * do so, we change all adjacent "outer" walls of rooms into "solid"\n
1539 * walls so that no two corridors may use adjacent grids for exits.\n
1540 *\n
1541 * The "solid" wall check prevents corridors from "chopping" the\n
1542 * corners of rooms off, as well as "silly" door placement, and\n
1543 * "excessively wide" room entrances.\n
1544 *\n
1545 * Kind of walls:\n
1546 *   extra -- walls\n
1547 *   inner -- inner room walls\n
1548 *   outer -- outer room walls\n
1549 *   solid -- solid room walls\n
1550 */
1551 bool build_tunnel(POSITION row1, POSITION col1, POSITION row2, POSITION col2)
1552 {
1553         POSITION y, x;
1554         POSITION tmp_row, tmp_col;
1555         POSITION row_dir, col_dir;
1556         POSITION start_row, start_col;
1557         int main_loop_count = 0;
1558
1559         bool door_flag = FALSE;
1560
1561         grid_type *g_ptr;
1562
1563         /* Save the starting location */
1564         start_row = row1;
1565         start_col = col1;
1566
1567         /* Start out in the correct direction */
1568         correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1569
1570         /* Keep going until done (or bored) */
1571         while ((row1 != row2) || (col1 != col2))
1572         {
1573                 /* Mega-Hack -- Paranoia -- prevent infinite loops */
1574                 if (main_loop_count++ > 2000) return FALSE;
1575
1576                 /* Allow bends in the tunnel */
1577                 if (randint0(100) < dun_tun_chg)
1578                 {
1579                         /* Acquire the correct direction */
1580                         correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1581
1582                         /* Random direction */
1583                         if (randint0(100) < dun_tun_rnd)
1584                         {
1585                                 rand_dir(&row_dir, &col_dir);
1586                         }
1587                 }
1588
1589                 /* Get the next location */
1590                 tmp_row = row1 + row_dir;
1591                 tmp_col = col1 + col_dir;
1592
1593
1594                 /* Extremely Important -- do not leave the dungeon */
1595                 while (!in_bounds(tmp_row, tmp_col))
1596                 {
1597                         /* Acquire the correct direction */
1598                         correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1599
1600                         /* Random direction */
1601                         if (randint0(100) < dun_tun_rnd)
1602                         {
1603                                 rand_dir(&row_dir, &col_dir);
1604                         }
1605
1606                         /* Get the next location */
1607                         tmp_row = row1 + row_dir;
1608                         tmp_col = col1 + col_dir;
1609                 }
1610
1611                 g_ptr = &current_floor_ptr->grid_array[tmp_row][tmp_col];
1612
1613                 /* Avoid "solid" walls */
1614                 if (is_solid_grid(g_ptr)) continue;
1615
1616                 /* Pierce "outer" walls of rooms */
1617                 if (is_outer_grid(g_ptr))
1618                 {
1619                         /* Acquire the "next" location */
1620                         y = tmp_row + row_dir;
1621                         x = tmp_col + col_dir;
1622
1623                         /* Hack -- Avoid outer/solid walls */
1624                         if (is_outer_bold(y, x)) continue;
1625                         if (is_solid_bold(y, x)) continue;
1626
1627                         /* Accept this location */
1628                         row1 = tmp_row;
1629                         col1 = tmp_col;
1630
1631                         /* Save the wall location */
1632                         if (dun->wall_n < WALL_MAX)
1633                         {
1634                                 dun->wall[dun->wall_n].y = row1;
1635                                 dun->wall[dun->wall_n].x = col1;
1636                                 dun->wall_n++;
1637                         }
1638                         else return FALSE;
1639
1640                         /* Forbid re-entry near this piercing */
1641                         for (y = row1 - 1; y <= row1 + 1; y++)
1642                         {
1643                                 for (x = col1 - 1; x <= col1 + 1; x++)
1644                                 {
1645                                         /* Convert adjacent "outer" walls as "solid" walls */
1646                                         if (is_outer_bold(y, x))
1647                                         {
1648                                                 /* Change the wall to a "solid" wall */
1649                                                 place_solid_noperm_bold(y, x);
1650                                         }
1651                                 }
1652                         }
1653                 }
1654
1655                 /* Travel quickly through rooms */
1656                 else if (g_ptr->info & (CAVE_ROOM))
1657                 {
1658                         /* Accept the location */
1659                         row1 = tmp_row;
1660                         col1 = tmp_col;
1661                 }
1662
1663                 /* Tunnel through all other walls */
1664                 else if (is_extra_grid(g_ptr) || is_inner_grid(g_ptr) || is_solid_grid(g_ptr))
1665                 {
1666                         /* Accept this location */
1667                         row1 = tmp_row;
1668                         col1 = tmp_col;
1669
1670                         /* Save the tunnel location */
1671                         if (dun->tunn_n < TUNN_MAX)
1672                         {
1673                                 dun->tunn[dun->tunn_n].y = row1;
1674                                 dun->tunn[dun->tunn_n].x = col1;
1675                                 dun->tunn_n++;
1676                         }
1677                         else return FALSE;
1678
1679                         /* Allow door in next grid */
1680                         door_flag = FALSE;
1681                 }
1682
1683                 /* Handle corridor intersections or overlaps */
1684                 else
1685                 {
1686                         /* Accept the location */
1687                         row1 = tmp_row;
1688                         col1 = tmp_col;
1689
1690                         /* Collect legal door locations */
1691                         if (!door_flag)
1692                         {
1693                                 /* Save the door location */
1694                                 if (dun->door_n < DOOR_MAX)
1695                                 {
1696                                         dun->door[dun->door_n].y = row1;
1697                                         dun->door[dun->door_n].x = col1;
1698                                         dun->door_n++;
1699                                 }
1700                                 else return FALSE;
1701
1702                                 /* No door in next grid */
1703                                 door_flag = TRUE;
1704                         }
1705
1706                         /* Hack -- allow pre-emptive tunnel termination */
1707                         if (randint0(100) >= dun_tun_con)
1708                         {
1709                                 /* Distance between row1 and start_row */
1710                                 tmp_row = row1 - start_row;
1711                                 if (tmp_row < 0) tmp_row = (-tmp_row);
1712
1713                                 /* Distance between col1 and start_col */
1714                                 tmp_col = col1 - start_col;
1715                                 if (tmp_col < 0) tmp_col = (-tmp_col);
1716
1717                                 /* Terminate the tunnel */
1718                                 if ((tmp_row > 10) || (tmp_col > 10)) break;
1719                         }
1720                 }
1721         }
1722
1723         return TRUE;
1724 }
1725
1726
1727 /*!
1728 * @brief トンネル生成のための基準点を指定する。
1729 * @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。
1730 * @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。
1731 * @param affectwall (調査中)
1732 * @return なし
1733 * @details
1734 * This routine adds the square to the tunnel\n
1735 * It also checks for SOLID walls - and returns a nearby\n
1736 * non-SOLID square in (x,y) so that a simple avoiding\n
1737 * routine can be used. The returned boolean value reflects\n
1738 * whether or not this routine hit a SOLID wall.\n
1739 *\n
1740 * "affectwall" toggles whether or not this new square affects\n
1741 * the boundaries of rooms. - This is used by the catacomb\n
1742 * routine.\n
1743 * @todo 特に詳細な処理の意味を調査すべし
1744 */
1745 static bool set_tunnel(POSITION *x, POSITION *y, bool affectwall)
1746 {
1747         int i, j, dx, dy;
1748
1749         grid_type *g_ptr = &current_floor_ptr->grid_array[*y][*x];
1750
1751         if (!in_bounds(*y, *x)) return TRUE;
1752
1753         if (is_inner_grid(g_ptr))
1754         {
1755                 return TRUE;
1756         }
1757
1758         if (is_extra_bold(*y, *x))
1759         {
1760                 /* Save the tunnel location */
1761                 if (dun->tunn_n < TUNN_MAX)
1762                 {
1763                         dun->tunn[dun->tunn_n].y = *y;
1764                         dun->tunn[dun->tunn_n].x = *x;
1765                         dun->tunn_n++;
1766
1767                         return TRUE;
1768                 }
1769                 else return FALSE;
1770         }
1771
1772         if (is_floor_bold(*y, *x))
1773         {
1774                 /* Don't do anything */
1775                 return TRUE;
1776         }
1777
1778         if (is_outer_grid(g_ptr) && affectwall)
1779         {
1780                 /* Save the wall location */
1781                 if (dun->wall_n < WALL_MAX)
1782                 {
1783                         dun->wall[dun->wall_n].y = *y;
1784                         dun->wall[dun->wall_n].x = *x;
1785                         dun->wall_n++;
1786                 }
1787                 else return FALSE;
1788
1789                 /* Forbid re-entry near this piercing */
1790                 for (j = *y - 1; j <= *y + 1; j++)
1791                 {
1792                         for (i = *x - 1; i <= *x + 1; i++)
1793                         {
1794                                 /* Convert adjacent "outer" walls as "solid" walls */
1795                                 if (is_outer_bold(j, i))
1796                                 {
1797                                         /* Change the wall to a "solid" wall */
1798                                         place_solid_noperm_bold(j, i);
1799                                 }
1800                         }
1801                 }
1802
1803                 /* Clear mimic type */
1804                 current_floor_ptr->grid_array[*y][*x].mimic = 0;
1805
1806                 place_floor_bold(*y, *x);
1807
1808                 return TRUE;
1809         }
1810
1811         if (is_solid_grid(g_ptr) && affectwall)
1812         {
1813                 /* cannot place tunnel here - use a square to the side */
1814
1815                 /* find usable square and return value in (x,y) */
1816
1817                 i = 50;
1818
1819                 dy = 0;
1820                 dx = 0;
1821                 while ((i > 0) && is_solid_bold(*y + dy, *x + dx))
1822                 {
1823                         dy = randint0(3) - 1;
1824                         dx = randint0(3) - 1;
1825
1826                         if (!in_bounds(*y + dy, *x + dx))
1827                         {
1828                                 dx = 0;
1829                                 dy = 0;
1830                         }
1831
1832                         i--;
1833                 }
1834
1835                 if (i == 0)
1836                 {
1837                         /* Failed for some reason: hack - ignore the solidness */
1838                         place_outer_grid(g_ptr);
1839                         dx = 0;
1840                         dy = 0;
1841                 }
1842
1843                 /* Give new, acceptable coordinate. */
1844                 *x = *x + dx;
1845                 *y = *y + dy;
1846
1847                 return FALSE;
1848         }
1849
1850         return TRUE;
1851 }
1852
1853
1854 /*!
1855 * @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.
1856 * @param x 基準点のX座標
1857 * @param y 基準点のY座標
1858 * @return なし
1859 * @details
1860 * Note that this routine is only called on "even" squares - so it gives
1861 * a natural checkerboard pattern.
1862 */
1863 static void create_cata_tunnel(POSITION x, POSITION y)
1864 {
1865         POSITION x1, y1;
1866
1867         /* Build tunnel */
1868         x1 = x - 1;
1869         y1 = y;
1870         set_tunnel(&x1, &y1, FALSE);
1871
1872         x1 = x + 1;
1873         y1 = y;
1874         set_tunnel(&x1, &y1, FALSE);
1875
1876         x1 = x;
1877         y1 = y - 1;
1878         set_tunnel(&x1, &y1, FALSE);
1879
1880         x1 = x;
1881         y1 = y + 1;
1882         set_tunnel(&x1, &y1, FALSE);
1883 }
1884
1885
1886 /*!
1887 * @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.
1888 * @return なし
1889 * @todo 詳細用調査
1890 * @details
1891 * It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)\n
1892 * It doesn't need to add any complexity - straight lines are fine.\n
1893 * The SOLID walls are avoided by a recursive algorithm which tries random ways\n
1894 * around the obstical until it works.  The number of itterations is counted, and it\n
1895 * this gets too large the routine exits. This should stop any crashes - but may leave\n
1896 * small gaps in the tunnel where there are too many SOLID walls.\n
1897 *\n
1898 * Type 1 tunnels are extremely simple - straight line from A to B.  This is only used\n
1899 * as a part of the dodge SOLID walls algorithm.\n
1900 *\n
1901 * Type 2 tunnels are made of two straight lines at right angles. When this is used with\n
1902 * short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.\n
1903 *\n
1904 * Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.\n
1905 * This, when used with longer line segments gives the "catacomb-like" tunnels seen near\n
1906 * the surface.\n
1907 */
1908 static void short_seg_hack(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int count, bool *fail)
1909 {
1910         int i;
1911         POSITION x, y;
1912         int length;
1913
1914         /* Check for early exit */
1915         if (!(*fail)) return;
1916
1917         length = distance(x1, y1, x2, y2);
1918
1919         count++;
1920
1921         if ((type == 1) && (length != 0))
1922         {
1923
1924                 for (i = 0; i <= length; i++)
1925                 {
1926                         x = x1 + i * (x2 - x1) / length;
1927                         y = y1 + i * (y2 - y1) / length;
1928                         if (!set_tunnel(&x, &y, TRUE))
1929                         {
1930                                 if (count > 50)
1931                                 {
1932                                         /* This isn't working - probably have an infinite loop */
1933                                         *fail = FALSE;
1934                                         return;
1935                                 }
1936
1937                                 /* solid wall - so try to go around */
1938                                 short_seg_hack(x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
1939                                 short_seg_hack(x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
1940                         }
1941                 }
1942         }
1943         else if ((type == 2) || (type == 3))
1944         {
1945                 if (x1 < x2)
1946                 {
1947                         for (i = x1; i <= x2; i++)
1948                         {
1949                                 x = i;
1950                                 y = y1;
1951                                 if (!set_tunnel(&x, &y, TRUE))
1952                                 {
1953                                         /* solid wall - so try to go around */
1954                                         short_seg_hack(x, y, i - 1, y1, 1, count, fail);
1955                                         short_seg_hack(x, y, i + 1, y1, 1, count, fail);
1956                                 }
1957                                 if ((type == 3) && ((x + y) % 2))
1958                                 {
1959                                         create_cata_tunnel(i, y1);
1960                                 }
1961                         }
1962                 }
1963                 else
1964                 {
1965                         for (i = x2; i <= x1; i++)
1966                         {
1967                                 x = i;
1968                                 y = y1;
1969                                 if (!set_tunnel(&x, &y, TRUE))
1970                                 {
1971                                         /* solid wall - so try to go around */
1972                                         short_seg_hack(x, y, i - 1, y1, 1, count, fail);
1973                                         short_seg_hack(x, y, i + 1, y1, 1, count, fail);
1974                                 }
1975                                 if ((type == 3) && ((x + y) % 2))
1976                                 {
1977                                         create_cata_tunnel(i, y1);
1978                                 }
1979                         }
1980
1981                 }
1982                 if (y1 < y2)
1983                 {
1984                         for (i = y1; i <= y2; i++)
1985                         {
1986                                 x = x2;
1987                                 y = i;
1988                                 if (!set_tunnel(&x, &y, TRUE))
1989                                 {
1990                                         /* solid wall - so try to go around */
1991                                         short_seg_hack(x, y, x2, i - 1, 1, count, fail);
1992                                         short_seg_hack(x, y, x2, i + 1, 1, count, fail);
1993                                 }
1994                                 if ((type == 3) && ((x + y) % 2))
1995                                 {
1996                                         create_cata_tunnel(x2, i);
1997                                 }
1998                         }
1999                 }
2000                 else
2001                 {
2002                         for (i = y2; i <= y1; i++)
2003                         {
2004                                 x = x2;
2005                                 y = i;
2006                                 if (!set_tunnel(&x, &y, TRUE))
2007                                 {
2008                                         /* solid wall - so try to go around */
2009                                         short_seg_hack(x, y, x2, i - 1, 1, count, fail);
2010                                         short_seg_hack(x, y, x2, i + 1, 1, count, fail);
2011                                 }
2012                                 if ((type == 3) && ((x + y) % 2))
2013                                 {
2014                                         create_cata_tunnel(x2, i);
2015                                 }
2016                         }
2017                 }
2018         }
2019 }
2020
2021
2022 /*!
2023 * @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.
2024 * @return なし
2025 * @todo 詳細要調査
2026 * @details
2027 * Permanent rock is ignored in this path finding- sometimes there is no\n
2028 * path around anyway -so there will be a crash if we try to find one.\n
2029 * This routine is much like the river creation routine in Zangband.\n
2030 * It works by dividing a line segment into two.  The segments are divided\n
2031 * until they are less than "cutoff" - when the corresponding routine from\n
2032 * "short_seg_hack" is called.\n
2033 * Note it is VERY important that the "stop if hit another passage" logic\n
2034 * stays as is.  Without this the dungeon turns into Swiss Cheese...\n
2035 */
2036 bool build_tunnel2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff)
2037 {
2038         POSITION x3, y3, dx, dy;
2039         POSITION changex, changey;
2040         int length;
2041         int i;
2042         bool retval, firstsuccede;
2043         grid_type *g_ptr;
2044
2045         length = distance(x1, y1, x2, y2);
2046
2047         if (length > cutoff)
2048         {
2049                 /*
2050                 * Divide path in half and call routine twice.
2051                 */
2052                 dx = (x2 - x1) / 2;
2053                 dy = (y2 - y1) / 2;
2054
2055                 /* perturbation perpendicular to path */
2056                 changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
2057                 changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
2058
2059                 /* Work out "mid" ponit */
2060                 x3 = x1 + dx + changex;
2061                 y3 = y1 + dy + changey;
2062
2063                 /* See if in bounds - if not - do not perturb point */
2064                 if (!in_bounds(y3, x3))
2065                 {
2066                         x3 = (x1 + x2) / 2;
2067                         y3 = (y1 + y2) / 2;
2068                 }
2069                 /* cache g_ptr */
2070                 g_ptr = &current_floor_ptr->grid_array[y3][x3];
2071                 if (is_solid_grid(g_ptr))
2072                 {
2073                         /* move midpoint a bit to avoid problem. */
2074
2075                         i = 50;
2076
2077                         dy = 0;
2078                         dx = 0;
2079                         while ((i > 0) && is_solid_bold(y3 + dy, x3 + dx))
2080                         {
2081                                 dy = randint0(3) - 1;
2082                                 dx = randint0(3) - 1;
2083                                 if (!in_bounds(y3 + dy, x3 + dx))
2084                                 {
2085                                         dx = 0;
2086                                         dy = 0;
2087                                 }
2088                                 i--;
2089                         }
2090
2091                         if (i == 0)
2092                         {
2093                                 /* Failed for some reason: hack - ignore the solidness */
2094                                 place_outer_bold(y3, x3);
2095                                 dx = 0;
2096                                 dy = 0;
2097                         }
2098                         y3 += dy;
2099                         x3 += dx;
2100                         g_ptr = &current_floor_ptr->grid_array[y3][x3];
2101                 }
2102
2103                 if (is_floor_grid(g_ptr))
2104                 {
2105                         if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
2106                         {
2107                                 if ((current_floor_ptr->grid_array[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
2108                                 {
2109                                         /* do second half only if works + if have hit a room */
2110                                         retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
2111                                 }
2112                                 else
2113                                 {
2114                                         /* have hit another tunnel - make a set of doors here */
2115                                         retval = FALSE;
2116
2117                                         /* Save the door location */
2118                                         if (dun->door_n < DOOR_MAX)
2119                                         {
2120                                                 dun->door[dun->door_n].y = y3;
2121                                                 dun->door[dun->door_n].x = x3;
2122                                                 dun->door_n++;
2123                                         }
2124                                         else return FALSE;
2125                                 }
2126                                 firstsuccede = TRUE;
2127                         }
2128                         else
2129                         {
2130                                 /* false- didn't work all the way */
2131                                 retval = FALSE;
2132                                 firstsuccede = FALSE;
2133                         }
2134                 }
2135                 else
2136                 {
2137                         /* tunnel through walls */
2138                         if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
2139                         {
2140                                 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
2141                                 firstsuccede = TRUE;
2142                         }
2143                         else
2144                         {
2145                                 /* false- didn't work all the way */
2146                                 retval = FALSE;
2147                                 firstsuccede = FALSE;
2148                         }
2149                 }
2150                 if (firstsuccede)
2151                 {
2152                         /* only do this if the first half has worked */
2153                         set_tunnel(&x3, &y3, TRUE);
2154                 }
2155                 /* return value calculated above */
2156                 return retval;
2157         }
2158         else
2159         {
2160                 /* Do a short segment */
2161                 retval = TRUE;
2162                 short_seg_hack(x1, y1, x2, y2, type, 0, &retval);
2163
2164                 /* Hack - ignore return value so avoid infinite loops */
2165                 return TRUE;
2166         }
2167 }
2168