3 * @brief ダンジョンの生成処理の基幹部分 / low-level dungeon creation primitives
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
12 * 2014 Deskull Doxygen向けのコメント整理\n
21 * @brief 新規フロアに入りたてのプレイヤーをランダムな場所に配置する / Returns random co-ordinates for player/monster/object
22 * @return 配置に成功したらTRUEを返す
24 bool new_player_spot(void)
26 POSITION y = 0, x = 0;
27 int max_attempts = 10000;
32 /* Place the player */
33 while (max_attempts--)
35 /* Pick a legal spot */
36 y = (POSITION)rand_range(1, cur_hgt - 2);
37 x = (POSITION)rand_range(1, cur_wid - 2);
41 /* Must be a "naked" floor grid */
42 if (c_ptr->m_idx) continue;
45 f_ptr = &f_info[c_ptr->feat];
47 if (max_attempts > 5000) /* Rule 1 */
49 if (!have_flag(f_ptr->flags, FF_FLOOR)) continue;
53 if (!have_flag(f_ptr->flags, FF_MOVE)) continue;
54 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) continue;
57 /* Refuse to start on anti-teleport grids in dungeon */
58 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) continue;
60 if (!player_can_enter(c_ptr->feat, 0)) continue;
61 if (!in_bounds(y, x)) continue;
63 /* Refuse to start on anti-teleport grids */
64 if (c_ptr->info & (CAVE_ICKY)) continue;
70 if (max_attempts < 1) /* Should be -1, actually if we failed... */
73 /* Save the new player grid */
83 * @brief 所定の位置に上り階段か下り階段を配置する / Place an up/down staircase at given location
84 * @param y 配置を試みたいマスのY座標
85 * @param x 配置を試みたいマスのX座標
88 void place_random_stairs(int y, int x)
90 bool up_stairs = TRUE;
91 bool down_stairs = TRUE;
96 if (!is_floor_grid(c_ptr) || c_ptr->o_idx) return;
103 if (ironman_downward)
107 if (dun_level >= d_info[dungeon_type].maxdepth)
111 if (quest_number(dun_level) && (dun_level > 1))
114 /* We can't place both */
115 if (down_stairs && up_stairs)
117 /* Choose a staircase randomly */
118 if (randint0(100) < 50)
124 /* Place the stairs */
126 place_up_stairs(y, x);
127 else if (down_stairs)
128 place_down_stairs(y, x);
132 * @brief 所定の位置にさまざまな状態や種類のドアを配置する / Place a random type of door at the given location
133 * @param y ドアの配置を試みたいマスのY座標
134 * @param x ドアの配置を試みたいマスのX座標
135 * @param room 部屋に接している場合向けのドア生成か否か
138 void place_random_door(int y, int x, bool room)
141 s16b feat = feat_none;
142 cave_type *c_ptr = &cave[y][x];
144 /* Initialize mimic info */
147 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
149 place_floor_bold(y, x);
153 type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
154 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
155 ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
157 /* Choose an object */
158 tmp = randint0(1000);
160 /* Open doors (300/1000) */
163 /* Create open door */
164 feat = feat_door[type].open;
167 /* Broken doors (100/1000) */
170 /* Create broken door */
171 feat = feat_door[type].broken;
174 /* Secret doors (200/1000) */
177 /* Create secret door */
178 place_closed_door(y, x, type);
180 if (type != DOOR_CURTAIN)
182 /* Hide. If on the edge of room, use outer wall. */
183 c_ptr->mimic = room ? feat_wall_outer : fill_type[randint0(100)];
185 /* Floor type terrain cannot hide a door */
186 if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat))
188 if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY))
190 c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)];
197 /* Closed, locked, or stuck doors (400/1000) */
198 else place_closed_door(y, x, type);
202 if (feat != feat_none)
204 set_cave_feat(y, x, feat);
208 place_floor_bold(y, x);
212 delete_monster(y, x);
216 * @brief 所定の位置に各種の閉じたドアを配置する / Place a random type of normal door at the given location.
217 * @param y ドアの配置を試みたいマスのY座標
218 * @param x ドアの配置を試みたいマスのX座標
219 * @param type ドアの地形ID
222 void place_closed_door(int y, int x, int type)
225 s16b feat = feat_none;
227 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
229 place_floor_bold(y, x);
233 /* Choose an object */
236 /* Closed doors (300/400) */
239 /* Create closed door */
240 feat = feat_door[type].closed;
243 /* Locked doors (99/400) */
246 /* Create locked door */
247 feat = feat_locked_door_random(type);
250 /* Stuck doors (1/400) */
253 /* Create jammed door */
254 feat = feat_jammed_door_random(type);
257 if (feat != feat_none)
259 cave_set_feat(y, x, feat);
261 /* Now it is not floor */
262 cave[y][x].info &= ~(CAVE_MASK);
266 place_floor_bold(y, x);
271 * @brief 長方形の空洞を生成する / Make an empty square floor, for the middle of rooms
272 * @param x1 長方形の左端X座標(-1)
273 * @param x2 長方形の右端X座標(+1)
274 * @param y1 長方形の上端Y座標(-1)
275 * @param y2 長方形の下端Y座標(+1)
279 void place_floor(int x1, int x2, int y1, int y2, bool light)
283 /* Place a full floor under the room */
284 for (y = y1 - 1; y <= y2 + 1; y++)
286 for (x = x1 - 1; x <= x2 + 1; x++)
288 place_floor_bold(y, x);
289 add_cave_info(y, x, CAVE_ROOM);
290 if (light) add_cave_info(y, x, CAVE_GLOW);
297 * @brief 長方形の部屋を生成する / Make an empty square room, only floor and wall grids
298 * @param x1 長方形の左端X座標(-1)
299 * @param x2 長方形の右端X座標(+1)
300 * @param y1 長方形の上端Y座標(-1)
301 * @param y2 長方形の下端Y座標(+1)
305 void place_room(int x1, int x2, int y1, int y2, bool light)
309 place_floor(x1, x2, y1, y2, light);
311 /* Walls around the room */
312 for (y = y1 - 1; y <= y2 + 1; y++)
314 place_outer_bold(y, x1 - 1);
315 place_outer_bold(y, x2 + 1);
317 for (x = x1 - 1; x <= x2 + 1; x++)
319 place_outer_bold(y1 - 1, x);
320 place_outer_bold(y2 + 1, x);
326 * @brief 特殊な部屋向けに各種アイテムを配置する / Create up to "num" objects near the given coordinates
327 * @param y 配置したい中心マスのY座標
328 * @param x 配置したい中心マスのX座標
332 * Only really called by some of the "vault" routines.
334 void vault_objects(int y, int x, int num)
337 int i = 0, j = y, k = x;
342 /* Attempt to place 'num' objects */
343 for (; num > 0; --num)
345 /* Try up to 11 spots looking for empty space */
346 for (i = 0; i < 11; ++i)
348 /* Pick a random location */
349 while (dummy < SAFE_MAX_ATTEMPTS)
351 j = rand_spread(y, 2);
352 k = rand_spread(x, 3);
354 if (!in_bounds(j, k)) continue;
359 if (dummy >= SAFE_MAX_ATTEMPTS)
364 msg_print("警告!地下室のアイテムを配置できません!");
366 msg_print("Warning! Could not place vault object!");
373 /* Require "clean" floor space */
375 if (!is_floor_grid(c_ptr) || c_ptr->o_idx) continue;
378 if (randint0(100) < 75)
380 place_object(j, k, 0L);
389 /* Placement accomplished */
396 * @brief 特殊な部屋向けに各種アイテムを配置する(vault_trapのサブセット) / Place a trap with a given displacement of point
397 * @param y トラップを配置したいマスの中心Y座標
398 * @param x トラップを配置したいマスの中心X座標
399 * @param yd Y方向の配置分散マス数
400 * @param xd X方向の配置分散マス数
403 * Only really called by some of the "vault" routines.
405 void vault_trap_aux(int y, int x, int yd, int xd)
407 int count = 0, y1 = y, x1 = x;
413 for (count = 0; count <= 5; count++)
416 while (dummy < SAFE_MAX_ATTEMPTS)
418 y1 = rand_spread(y, yd);
419 x1 = rand_spread(x, xd);
421 if (!in_bounds(y1, x1)) continue;
425 if (dummy >= SAFE_MAX_ATTEMPTS)
430 msg_print("警告!地下室のトラップを配置できません!");
432 msg_print("Warning! Could not place vault trap!");
438 /* Require "naked" floor grids */
439 c_ptr = &cave[y1][x1];
440 if (!is_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
451 * @brief 特殊な部屋向けに各種アイテムを配置する(メインルーチン) / Place some traps with a given displacement of given location
452 * @param y トラップを配置したいマスの中心Y座標
453 * @param x トラップを配置したいマスの中心X座標
454 * @param yd Y方向の配置分散マス数
455 * @param xd X方向の配置分散マス数
456 * @param num 配置したいトラップの数
459 * Only really called by some of the "vault" routines.
461 void vault_traps(int y, int x, int yd, int xd, int num)
465 for (i = 0; i < num; i++)
467 vault_trap_aux(y, x, yd, xd);
472 * @brief 特殊な部屋地形向けにモンスターを配置する / Hack -- Place some sleeping monsters near the given location
473 * @param y1 モンスターを配置したいマスの中心Y座標
474 * @param x1 モンスターを配置したいマスの中心X座標
475 * @param num 配置したいモンスターの数
478 * Only really called by some of the "vault" routines.
480 void vault_monsters(int y1, int x1, int num)
486 /* Try to summon "num" monsters "near" the given location */
487 for (k = 0; k < num; k++)
489 /* Try nine locations */
490 for (i = 0; i < 9; i++)
494 /* Pick a nearby location */
495 scatter(&y, &x, y1, x1, d, 0);
497 /* Require "empty" floor grids */
499 if (!cave_empty_grid(c_ptr)) continue;
501 /* Place the monster (allow groups) */
502 monster_level = base_level + 2;
503 (void)place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
504 monster_level = base_level;
511 * @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
512 * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
513 * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
520 void correct_dir(int *rdir, int *cdir, int y1, int x1, int y2, int x2)
522 /* Extract vertical and horizontal directions */
523 *rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
524 *cdir = (x1 == x2) ? 0 : (x1 < x2) ? 1 : -1;
526 /* Never move diagonally */
529 if (randint0(100) < 50)
537 * @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
538 * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
539 * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
542 void rand_dir(int *rdir, int *cdir)
544 /* Pick a random direction */
547 /* Extract the dy/dx components */
553 * @brief 指定のマスが床系地形であるかを返す / Function that sees if a square is a floor. (Includes range checking.)
554 * @param x チェックするマスのX座標
555 * @param y チェックするマスのY座標
556 * @return 床系地形ならばTRUE
558 bool get_is_floor(int x, int y)
560 if (!in_bounds(y, x))
566 /* Do the real check */
567 if (is_floor_bold(y, x)) return (TRUE);
573 * @brief 指定のマスを床地形に変える / Set a square to be floor. (Includes range checking.)
574 * @param x 地形を変えたいマスのX座標
575 * @param y 地形を変えたいマスのY座標
578 void set_floor(int x, int y)
580 if (!in_bounds(y, x))
586 if (cave[y][x].info & CAVE_ROOM)
588 /* A room border don't touch. */
592 /* Set to be floor if is a wall (don't touch lakes). */
593 if (is_extra_bold(y, x))
594 place_floor_bold(y, x);
599 * @brief 部屋間のトンネルを生成する / Constructs a tunnel between two points
604 * @return 生成に成功したらTRUEを返す
606 * This function must be called BEFORE any streamers are created,\n
607 * since we use the special "granite wall" sub-types to keep track\n
608 * of legal places for corridors to pierce rooms.\n
610 * We use "door_flag" to prevent excessive construction of doors\n
611 * along overlapping corridors.\n
613 * We queue the tunnel grids to prevent door creation along a corridor\n
614 * which intersects itself.\n
616 * We queue the wall piercing grids to prevent a corridor from leaving\n
617 * a room and then coming back in through the same entrance.\n
619 * We "pierce" grids which are "outer" walls of rooms, and when we\n
620 * do so, we change all adjacent "outer" walls of rooms into "solid"\n
621 * walls so that no two corridors may use adjacent grids for exits.\n
623 * The "solid" wall check prevents corridors from "chopping" the\n
624 * corners of rooms off, as well as "silly" door placement, and\n
625 * "excessively wide" room entrances.\n
629 * inner -- inner room walls\n
630 * outer -- outer room walls\n
631 * solid -- solid room walls\n
633 bool build_tunnel(POSITION row1, POSITION col1, POSITION row2, POSITION col2)
636 POSITION tmp_row, tmp_col;
637 int row_dir, col_dir;
638 int start_row, start_col;
639 int main_loop_count = 0;
641 bool door_flag = FALSE;
645 /* Save the starting location */
649 /* Start out in the correct direction */
650 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
652 /* Keep going until done (or bored) */
653 while ((row1 != row2) || (col1 != col2))
655 /* Mega-Hack -- Paranoia -- prevent infinite loops */
656 if (main_loop_count++ > 2000) return FALSE;
658 /* Allow bends in the tunnel */
659 if (randint0(100) < dun_tun_chg)
661 /* Acquire the correct direction */
662 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
664 /* Random direction */
665 if (randint0(100) < dun_tun_rnd)
667 rand_dir(&row_dir, &col_dir);
671 /* Get the next location */
672 tmp_row = row1 + row_dir;
673 tmp_col = col1 + col_dir;
676 /* Extremely Important -- do not leave the dungeon */
677 while (!in_bounds(tmp_row, tmp_col))
679 /* Acquire the correct direction */
680 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
682 /* Random direction */
683 if (randint0(100) < dun_tun_rnd)
685 rand_dir(&row_dir, &col_dir);
688 /* Get the next location */
689 tmp_row = row1 + row_dir;
690 tmp_col = col1 + col_dir;
694 /* Access the location */
695 c_ptr = &cave[tmp_row][tmp_col];
697 /* Avoid "solid" walls */
698 if (is_solid_grid(c_ptr)) continue;
700 /* Pierce "outer" walls of rooms */
701 if (is_outer_grid(c_ptr))
703 /* Acquire the "next" location */
704 y = tmp_row + row_dir;
705 x = tmp_col + col_dir;
707 /* Hack -- Avoid outer/solid walls */
708 if (is_outer_bold(y, x)) continue;
709 if (is_solid_bold(y, x)) continue;
711 /* Accept this location */
712 row1 = (POSITION)tmp_row;
713 col1 = (POSITION)tmp_col;
715 /* Save the wall location */
716 if (dun->wall_n < WALL_MAX)
718 dun->wall[dun->wall_n].y = row1;
719 dun->wall[dun->wall_n].x = col1;
724 /* Forbid re-entry near this piercing */
725 for (y = row1 - 1; y <= row1 + 1; y++)
727 for (x = col1 - 1; x <= col1 + 1; x++)
729 /* Convert adjacent "outer" walls as "solid" walls */
730 if (is_outer_bold(y, x))
732 /* Change the wall to a "solid" wall */
733 place_solid_noperm_bold(y, x);
739 /* Travel quickly through rooms */
740 else if (c_ptr->info & (CAVE_ROOM))
742 /* Accept the location */
747 /* Tunnel through all other walls */
748 else if (is_extra_grid(c_ptr) || is_inner_grid(c_ptr) || is_solid_grid(c_ptr))
750 /* Accept this location */
754 /* Save the tunnel location */
755 if (dun->tunn_n < TUNN_MAX)
757 dun->tunn[dun->tunn_n].y = row1;
758 dun->tunn[dun->tunn_n].x = col1;
763 /* Allow door in next grid */
767 /* Handle corridor intersections or overlaps */
770 /* Accept the location */
774 /* Collect legal door locations */
777 /* Save the door location */
778 if (dun->door_n < DOOR_MAX)
780 dun->door[dun->door_n].y = row1;
781 dun->door[dun->door_n].x = col1;
786 /* No door in next grid */
790 /* Hack -- allow pre-emptive tunnel termination */
791 if (randint0(100) >= dun_tun_con)
793 /* Distance between row1 and start_row */
794 tmp_row = row1 - start_row;
795 if (tmp_row < 0) tmp_row = (-tmp_row);
797 /* Distance between col1 and start_col */
798 tmp_col = col1 - start_col;
799 if (tmp_col < 0) tmp_col = (-tmp_col);
801 /* Terminate the tunnel */
802 if ((tmp_row > 10) || (tmp_col > 10)) break;
812 * @brief トンネル生成のための基準点を指定する。
813 * @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。
814 * @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。
815 * @param affectwall (調査中)
818 * This routine adds the square to the tunnel\n
819 * It also checks for SOLID walls - and returns a nearby\n
820 * non-SOLID square in (x,y) so that a simple avoiding\n
821 * routine can be used. The returned boolean value reflects\n
822 * whether or not this routine hit a SOLID wall.\n
824 * "affectwall" toggles whether or not this new square affects\n
825 * the boundaries of rooms. - This is used by the catacomb\n
827 * @todo 特に詳細な処理の意味を調査すべし
829 static bool set_tunnel(POSITION *x, POSITION *y, bool affectwall)
833 cave_type *c_ptr = &cave[*y][*x];
835 if (!in_bounds(*y, *x)) return TRUE;
837 if (is_inner_grid(c_ptr))
842 if (is_extra_bold(*y,*x))
844 /* Save the tunnel location */
845 if (dun->tunn_n < TUNN_MAX)
847 dun->tunn[dun->tunn_n].y = *y;
848 dun->tunn[dun->tunn_n].x = *x;
856 if (is_floor_bold(*y, *x))
858 /* Don't do anything */
862 if (is_outer_grid(c_ptr) && affectwall)
864 /* Save the wall location */
865 if (dun->wall_n < WALL_MAX)
867 dun->wall[dun->wall_n].y = *y;
868 dun->wall[dun->wall_n].x = *x;
873 /* Forbid re-entry near this piercing */
874 for (j = *y - 1; j <= *y + 1; j++)
876 for (i = *x - 1; i <= *x + 1; i++)
878 /* Convert adjacent "outer" walls as "solid" walls */
879 if (is_outer_bold(j, i))
881 /* Change the wall to a "solid" wall */
882 place_solid_noperm_bold(j, i);
887 /* Clear mimic type */
888 cave[*y][*x].mimic = 0;
890 place_floor_bold(*y, *x);
895 if (is_solid_grid(c_ptr) && affectwall)
897 /* cannot place tunnel here - use a square to the side */
899 /* find usable square and return value in (x,y) */
905 while ((i > 0) && is_solid_bold(*y + dy, *x + dx))
907 dy = randint0(3) - 1;
908 dx = randint0(3) - 1;
910 if (!in_bounds(*y + dy, *x + dx))
921 /* Failed for some reason: hack - ignore the solidness */
922 place_outer_grid(c_ptr);
927 /* Give new, acceptable coordinate. */
939 * @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.
944 * Note that this routine is only called on "even" squares - so it gives
945 * a natural checkerboard pattern.
947 static void create_cata_tunnel(POSITION x, POSITION y)
954 set_tunnel(&x1, &y1, FALSE);
958 set_tunnel(&x1, &y1, FALSE);
962 set_tunnel(&x1, &y1, FALSE);
966 set_tunnel(&x1, &y1, FALSE);
971 * @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.
975 * It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)\n
976 * It doesn't need to add any complexity - straight lines are fine.\n
977 * The SOLID walls are avoided by a recursive algorithm which tries random ways\n
978 * around the obstical until it works. The number of itterations is counted, and it\n
979 * this gets too large the routine exits. This should stop any crashes - but may leave\n
980 * small gaps in the tunnel where there are too many SOLID walls.\n
982 * Type 1 tunnels are extremely simple - straight line from A to B. This is only used\n
983 * as a part of the dodge SOLID walls algorithm.\n
985 * Type 2 tunnels are made of two straight lines at right angles. When this is used with\n
986 * short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.\n
988 * Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.\n
989 * This, when used with longer line segments gives the "catacomb-like" tunnels seen near\n
992 static void short_seg_hack(int x1, int y1, int x2, int y2, int type, int count, bool *fail)
998 /* Check for early exit */
999 if (!(*fail)) return;
1001 length = distance(x1, y1, x2, y2);
1005 if ((type == 1) && (length != 0))
1008 for (i = 0; i <= length; i++)
1010 x = x1 + i * (x2 - x1) / length;
1011 y = y1 + i * (y2 - y1) / length;
1012 if (!set_tunnel(&x, &y, TRUE))
1016 /* This isn't working - probably have an infinite loop */
1021 /* solid wall - so try to go around */
1022 short_seg_hack(x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
1023 short_seg_hack(x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
1027 else if ((type == 2) || (type == 3))
1031 for (i = x1; i <= x2; i++)
1035 if (!set_tunnel(&x, &y, TRUE))
1037 /* solid wall - so try to go around */
1038 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
1039 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
1041 if ((type == 3) && ((x + y) % 2))
1043 create_cata_tunnel(i, y1);
1049 for (i = x2; i <= x1; i++)
1053 if (!set_tunnel(&x, &y, TRUE))
1055 /* solid wall - so try to go around */
1056 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
1057 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
1059 if ((type == 3) && ((x + y) % 2))
1061 create_cata_tunnel(i, y1);
1068 for (i = y1; i <= y2; i++)
1072 if (!set_tunnel(&x, &y, TRUE))
1074 /* solid wall - so try to go around */
1075 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
1076 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
1078 if ((type == 3) && ((x + y) % 2))
1080 create_cata_tunnel(x2, i);
1086 for (i = y2; i <= y1; i++)
1090 if (!set_tunnel(&x, &y, TRUE))
1092 /* solid wall - so try to go around */
1093 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
1094 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
1096 if ((type == 3) && ((x + y) % 2))
1098 create_cata_tunnel(x2, i);
1107 * @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.
1111 * Permanent rock is ignored in this path finding- sometimes there is no\n
1112 * path around anyway -so there will be a crash if we try to find one.\n
1113 * This routine is much like the river creation routine in Zangband.\n
1114 * It works by dividing a line segment into two. The segments are divided\n
1115 * until they are less than "cutoff" - when the corresponding routine from\n
1116 * "short_seg_hack" is called.\n
1117 * Note it is VERY important that the "stop if hit another passage" logic\n
1118 * stays as is. Without this the dungeon turns into Swiss Cheese...\n
1120 bool build_tunnel2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff)
1122 POSITION x3, y3, dx, dy;
1123 int changex, changey;
1126 bool retval, firstsuccede;
1129 length = distance(x1, y1, x2, y2);
1131 if (length > cutoff)
1134 * Divide path in half and call routine twice.
1139 /* perturbation perpendicular to path */
1140 changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
1141 changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
1143 /* Work out "mid" ponit */
1144 x3 = x1 + dx + changex;
1145 y3 = y1 + dy + changey;
1147 /* See if in bounds - if not - do not perturb point */
1148 if (!in_bounds(y3, x3))
1154 c_ptr = &cave[y3][x3];
1155 if (is_solid_grid(c_ptr))
1157 /* move midpoint a bit to avoid problem. */
1163 while ((i > 0) && is_solid_bold(y3 + dy, x3 + dx))
1165 dy = randint0(3) - 1;
1166 dx = randint0(3) - 1;
1167 if (!in_bounds(y3 + dy, x3 + dx))
1177 /* Failed for some reason: hack - ignore the solidness */
1178 place_outer_bold(y3, x3);
1184 c_ptr = &cave[y3][x3];
1187 if (is_floor_grid(c_ptr))
1189 if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
1191 if ((cave[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
1193 /* do second half only if works + if have hit a room */
1194 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
1198 /* have hit another tunnel - make a set of doors here */
1201 /* Save the door location */
1202 if (dun->door_n < DOOR_MAX)
1204 dun->door[dun->door_n].y = (POSITION)y3;
1205 dun->door[dun->door_n].x = (POSITION)x3;
1210 firstsuccede = TRUE;
1214 /* false- didn't work all the way */
1216 firstsuccede = FALSE;
1221 /* tunnel through walls */
1222 if (build_tunnel2(x1, y1, (POSITION)x3, (POSITION)y3, type, cutoff))
1224 retval = build_tunnel2((POSITION)x3, (POSITION)y3, x2, y2, type, cutoff);
1225 firstsuccede = TRUE;
1229 /* false- didn't work all the way */
1231 firstsuccede = FALSE;
1236 /* only do this if the first half has worked */
1237 set_tunnel(&x3, &y3, TRUE);
1239 /* return value calculated above */
1244 /* Do a short segment */
1246 short_seg_hack(x1, y1, x2, y2, type, 0, &retval);
1248 /* Hack - ignore return value so avoid infinite loops */