#include "generate.h"
#include "grid.h"
#include "trap.h"
+#include "rooms.h"
+#include "monster.h"
+#include "quest.h"
/*!
/* Refuse to start on anti-teleport grids */
if (c_ptr->info & (CAVE_ICKY)) continue;
- /* Done */
break;
}
if (!is_floor_grid(c_ptr) || c_ptr->o_idx) return;
/* Town */
- if (!dun_level)
- up_stairs = FALSE;
+ if (!dun_level) up_stairs = FALSE;
/* Ironman */
- if (ironman_downward)
- up_stairs = FALSE;
+ if (ironman_downward) up_stairs = FALSE;
/* Bottom */
- if (dun_level >= d_info[dungeon_type].maxdepth)
- down_stairs = FALSE;
+ if (dun_level >= d_info[dungeon_type].maxdepth) down_stairs = FALSE;
/* Quest-level */
- if (quest_number(dun_level) && (dun_level > 1))
- down_stairs = FALSE;
+ if (quest_number(dun_level) && (dun_level > 1)) down_stairs = FALSE;
/* We can't place both */
if (down_stairs && up_stairs)
{
/* Choose a staircase randomly */
- if (randint0(100) < 50)
- up_stairs = FALSE;
- else
- down_stairs = FALSE;
+ if (randint0(100) < 50) up_stairs = FALSE;
+ else down_stairs = FALSE;
}
/* Place the stairs */
- if (up_stairs)
- place_up_stairs(y, x);
- else if (down_stairs)
- place_down_stairs(y, x);
+ if (up_stairs) place_up_stairs(y, x);
+ else if (down_stairs) place_down_stairs(y, x);
}
/*!
void place_random_door(POSITION y, POSITION x, bool room)
{
int tmp, type;
- s16b feat = feat_none;
+ FEAT_IDX feat = feat_none;
cave_type *c_ptr = &cave[y][x];
/* Initialize mimic info */
void place_closed_door(POSITION y, POSITION x, int type)
{
int tmp;
- s16b feat = feat_none;
+ FEAT_IDX feat = feat_none;
if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
{
* grids which are not in rooms. We might want to also count stairs,\n
* open doors, closed doors, etc.
*/
-static int next_to_corr(int y1, int x1)
+static int next_to_corr(POSITION y1, POSITION x1)
{
- int i, y, x, k = 0;
+ int i, k = 0;
+ POSITION y, x;
cave_type *c_ptr;
/* Extract the location */
y = y1 + ddy_ddd[i];
x = x1 + ddx_ddd[i];
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* Skip non floors */
* @return ドアを設置可能ならばTRUEを返す
* @note Assumes "in_bounds(y1, x1)"
* @details
-* XXX XXX XXX\n
+* \n
* Assumes "in_bounds(y, x)"\n
*/
-static bool possible_doorway(int y, int x)
+static bool possible_doorway(POSITION y, POSITION x)
{
/* Count the adjacent corridors */
if (next_to_corr(y, x) >= 2)
*/
void place_floor(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
{
- int x, y;
+ POSITION x, y;
/* Place a full floor under the room */
for (y = y1 - 1; y <= y2 + 1; y++)
*/
void place_room(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
{
- int y, x;
+ POSITION y, x;
place_floor(x1, x2, y1, y2, light);
* @details
* Only really called by some of the "vault" routines.
*/
-void vault_objects(int y, int x, int num)
+void vault_objects(POSITION y, POSITION x, int num)
{
int dummy = 0;
int i = 0, j = y, k = x;
break;
}
-
if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
{
msg_print(_("警告!地下室のアイテムを配置できません!", "Warning! Could not place vault object!"));
}
-
/* Require "clean" floor space */
c_ptr = &cave[j][k];
if (!is_floor_grid(c_ptr) || c_ptr->o_idx) continue;
- /* Place an item */
if (randint0(100) < 75)
{
place_object(j, k, 0L);
}
-
- /* Place gold */
else
{
place_gold(j, k);
* @details
* Only really called by some of the "vault" routines.
*/
-void vault_trap_aux(int y, int x, int yd, int xd)
+void vault_trap_aux(POSITION y, POSITION x, POSITION yd, POSITION xd)
{
int count = 0, y1 = y, x1 = x;
int dummy = 0;
break;
}
- if (dummy >= SAFE_MAX_ATTEMPTS)
+ if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
{
- if (cheat_room)
- {
-#ifdef JP
-msg_print("警告!地下室のトラップを配置できません!");
-#else
- msg_print("Warning! Could not place vault trap!");
-#endif
-
- }
+ msg_print(_("警告!地下室のトラップを配置できません!", "Warning! Could not place vault trap!"));
}
/* Require "naked" floor grids */
/* Place the trap */
place_trap(y1, x1);
- /* Done */
break;
}
}
* @details
* Only really called by some of the "vault" routines.
*/
-void vault_traps(int y, int x, int yd, int xd, int num)
+void vault_traps(POSITION y, POSITION x, POSITION yd, POSITION xd, int num)
{
int i;
* @details
* Only really called by some of the "vault" routines.
*/
-void vault_monsters(int y1, int x1, int num)
+void vault_monsters(POSITION y1, POSITION x1, int num)
{
int k, i;
POSITION y, x;
* @param x2 終点X座標
* @return なし
*/
-void correct_dir(int *rdir, int *cdir, int y1, int x1, int y2, int x2)
+void correct_dir(POSITION *rdir, POSITION *cdir, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
{
/* Extract vertical and horizontal directions */
*rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
* @param cdir X方向に取るべきベクトル値を返す参照ポインタ
* @return なし
*/
-void rand_dir(int *rdir, int *cdir)
+void rand_dir(POSITION *rdir, POSITION *cdir)
{
/* Pick a random direction */
int i = randint0(4);
* @param y チェックするマスのY座標
* @return 床系地形ならばTRUE
*/
-bool get_is_floor(int x, int y)
+bool get_is_floor(POSITION x, POSITION y)
{
if (!in_bounds(y, x))
{
* @param y 地形を変えたいマスのY座標
* @return なし
*/
-void set_floor(int x, int y)
+void set_floor(POSITION x, POSITION y)
{
if (!in_bounds(y, x))
{
}
-/*!
- * @brief 部屋間のトンネルを生成する / Constructs a tunnel between two points
- * @param row1 始点Y座標
- * @param col1 始点X座標
- * @param row2 終点Y座標
- * @param col2 終点X座標
- * @return 生成に成功したらTRUEを返す
- * @details
- * This function must be called BEFORE any streamers are created,\n
- * since we use the special "granite wall" sub-types to keep track\n
- * of legal places for corridors to pierce rooms.\n
- *\n
- * We use "door_flag" to prevent excessive construction of doors\n
- * along overlapping corridors.\n
- *\n
- * We queue the tunnel grids to prevent door creation along a corridor\n
- * which intersects itself.\n
- *\n
- * We queue the wall piercing grids to prevent a corridor from leaving\n
- * a room and then coming back in through the same entrance.\n
- *\n
- * We "pierce" grids which are "outer" walls of rooms, and when we\n
- * do so, we change all adjacent "outer" walls of rooms into "solid"\n
- * walls so that no two corridors may use adjacent grids for exits.\n
- *\n
- * The "solid" wall check prevents corridors from "chopping" the\n
- * corners of rooms off, as well as "silly" door placement, and\n
- * "excessively wide" room entrances.\n
- *\n
- * Kind of walls:\n
- * extra -- walls\n
- * inner -- inner room walls\n
- * outer -- outer room walls\n
- * solid -- solid room walls\n
- */
-bool build_tunnel(POSITION row1, POSITION col1, POSITION row2, POSITION col2)
-{
- int y, x;
- POSITION tmp_row, tmp_col;
- int row_dir, col_dir;
- int start_row, start_col;
- int main_loop_count = 0;
-
- bool door_flag = FALSE;
-
- cave_type *c_ptr;
-
- /* Save the starting location */
- start_row = row1;
- start_col = col1;
-
- /* Start out in the correct direction */
- correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
-
- /* Keep going until done (or bored) */
- while ((row1 != row2) || (col1 != col2))
- {
- /* Mega-Hack -- Paranoia -- prevent infinite loops */
- if (main_loop_count++ > 2000) return FALSE;
-
- /* Allow bends in the tunnel */
- if (randint0(100) < dun_tun_chg)
- {
- /* Acquire the correct direction */
- correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
-
- /* Random direction */
- if (randint0(100) < dun_tun_rnd)
- {
- rand_dir(&row_dir, &col_dir);
- }
- }
-
- /* Get the next location */
- tmp_row = row1 + row_dir;
- tmp_col = col1 + col_dir;
-
-
- /* Extremely Important -- do not leave the dungeon */
- while (!in_bounds(tmp_row, tmp_col))
- {
- /* Acquire the correct direction */
- correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
-
- /* Random direction */
- if (randint0(100) < dun_tun_rnd)
- {
- rand_dir(&row_dir, &col_dir);
- }
-
- /* Get the next location */
- tmp_row = row1 + row_dir;
- tmp_col = col1 + col_dir;
- }
-
-
- /* Access the location */
- c_ptr = &cave[tmp_row][tmp_col];
-
- /* Avoid "solid" walls */
- if (is_solid_grid(c_ptr)) continue;
-
- /* Pierce "outer" walls of rooms */
- if (is_outer_grid(c_ptr))
- {
- /* Acquire the "next" location */
- y = tmp_row + row_dir;
- x = tmp_col + col_dir;
-
- /* Hack -- Avoid outer/solid walls */
- if (is_outer_bold(y, x)) continue;
- if (is_solid_bold(y, x)) continue;
-
- /* Accept this location */
- row1 = (POSITION)tmp_row;
- col1 = (POSITION)tmp_col;
-
- /* Save the wall location */
- if (dun->wall_n < WALL_MAX)
- {
- dun->wall[dun->wall_n].y = row1;
- dun->wall[dun->wall_n].x = col1;
- dun->wall_n++;
- }
- else return FALSE;
-
- /* Forbid re-entry near this piercing */
- for (y = row1 - 1; y <= row1 + 1; y++)
- {
- for (x = col1 - 1; x <= col1 + 1; x++)
- {
- /* Convert adjacent "outer" walls as "solid" walls */
- if (is_outer_bold(y, x))
- {
- /* Change the wall to a "solid" wall */
- place_solid_noperm_bold(y, x);
- }
- }
- }
- }
-
- /* Travel quickly through rooms */
- else if (c_ptr->info & (CAVE_ROOM))
- {
- /* Accept the location */
- row1 = tmp_row;
- col1 = tmp_col;
- }
-
- /* Tunnel through all other walls */
- else if (is_extra_grid(c_ptr) || is_inner_grid(c_ptr) || is_solid_grid(c_ptr))
- {
- /* Accept this location */
- row1 = tmp_row;
- col1 = tmp_col;
-
- /* Save the tunnel location */
- if (dun->tunn_n < TUNN_MAX)
- {
- dun->tunn[dun->tunn_n].y = row1;
- dun->tunn[dun->tunn_n].x = col1;
- dun->tunn_n++;
- }
- else return FALSE;
-
- /* Allow door in next grid */
- door_flag = FALSE;
- }
-
- /* Handle corridor intersections or overlaps */
- else
- {
- /* Accept the location */
- row1 = tmp_row;
- col1 = tmp_col;
-
- /* Collect legal door locations */
- if (!door_flag)
- {
- /* Save the door location */
- if (dun->door_n < DOOR_MAX)
- {
- dun->door[dun->door_n].y = row1;
- dun->door[dun->door_n].x = col1;
- dun->door_n++;
- }
- else return FALSE;
-
- /* No door in next grid */
- door_flag = TRUE;
- }
-
- /* Hack -- allow pre-emptive tunnel termination */
- if (randint0(100) >= dun_tun_con)
- {
- /* Distance between row1 and start_row */
- tmp_row = row1 - start_row;
- if (tmp_row < 0) tmp_row = (-tmp_row);
-
- /* Distance between col1 and start_col */
- tmp_col = col1 - start_col;
- if (tmp_col < 0) tmp_col = (-tmp_col);
-
- /* Terminate the tunnel */
- if ((tmp_row > 10) || (tmp_col > 10)) break;
- }
- }
- }
-
- return TRUE;
-}
-
-
-/*!
- * @brief トンネル生成のための基準点を指定する。
- * @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。
- * @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。
- * @param affectwall (調査中)
- * @return なし
- * @details
- * This routine adds the square to the tunnel\n
- * It also checks for SOLID walls - and returns a nearby\n
- * non-SOLID square in (x,y) so that a simple avoiding\n
- * routine can be used. The returned boolean value reflects\n
- * whether or not this routine hit a SOLID wall.\n
- *\n
- * "affectwall" toggles whether or not this new square affects\n
- * the boundaries of rooms. - This is used by the catacomb\n
- * routine.\n
- * @todo 特に詳細な処理の意味を調査すべし
- */
-static bool set_tunnel(POSITION *x, POSITION *y, bool affectwall)
-{
- int i, j, dx, dy;
-
- cave_type *c_ptr = &cave[*y][*x];
-
- if (!in_bounds(*y, *x)) return TRUE;
-
- if (is_inner_grid(c_ptr))
- {
- return TRUE;
- }
-
- if (is_extra_bold(*y,*x))
- {
- /* Save the tunnel location */
- if (dun->tunn_n < TUNN_MAX)
- {
- dun->tunn[dun->tunn_n].y = *y;
- dun->tunn[dun->tunn_n].x = *x;
- dun->tunn_n++;
-
- return TRUE;
- }
- else return FALSE;
- }
-
- if (is_floor_bold(*y, *x))
- {
- /* Don't do anything */
- return TRUE;
- }
-
- if (is_outer_grid(c_ptr) && affectwall)
- {
- /* Save the wall location */
- if (dun->wall_n < WALL_MAX)
- {
- dun->wall[dun->wall_n].y = *y;
- dun->wall[dun->wall_n].x = *x;
- dun->wall_n++;
- }
- else return FALSE;
-
- /* Forbid re-entry near this piercing */
- for (j = *y - 1; j <= *y + 1; j++)
- {
- for (i = *x - 1; i <= *x + 1; i++)
- {
- /* Convert adjacent "outer" walls as "solid" walls */
- if (is_outer_bold(j, i))
- {
- /* Change the wall to a "solid" wall */
- place_solid_noperm_bold(j, i);
- }
- }
- }
-
- /* Clear mimic type */
- cave[*y][*x].mimic = 0;
-
- place_floor_bold(*y, *x);
-
- return TRUE;
- }
-
- if (is_solid_grid(c_ptr) && affectwall)
- {
- /* cannot place tunnel here - use a square to the side */
-
- /* find usable square and return value in (x,y) */
-
- i = 50;
-
- dy = 0;
- dx = 0;
- while ((i > 0) && is_solid_bold(*y + dy, *x + dx))
- {
- dy = randint0(3) - 1;
- dx = randint0(3) - 1;
-
- if (!in_bounds(*y + dy, *x + dx))
- {
- dx = 0;
- dy = 0;
- }
-
- i--;
- }
-
- if (i == 0)
- {
- /* Failed for some reason: hack - ignore the solidness */
- place_outer_grid(c_ptr);
- dx = 0;
- dy = 0;
- }
-
- /* Give new, acceptable coordinate. */
- *x = *x + dx;
- *y = *y + dy;
-
- return FALSE;
- }
-
- return TRUE;
-}
-
-
-/*!
- * @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.
- * @param x 基準点のX座標
- * @param y 基準点のY座標
- * @return なし
- * @details
- * Note that this routine is only called on "even" squares - so it gives
- * a natural checkerboard pattern.
- */
-static void create_cata_tunnel(POSITION x, POSITION y)
-{
- POSITION x1, y1;
-
- /* Build tunnel */
- x1 = x - 1;
- y1 = y;
- set_tunnel(&x1, &y1, FALSE);
-
- x1 = x + 1;
- y1 = y;
- set_tunnel(&x1, &y1, FALSE);
-
- x1 = x;
- y1 = y - 1;
- set_tunnel(&x1, &y1, FALSE);
-
- x1 = x;
- y1 = y + 1;
- set_tunnel(&x1, &y1, FALSE);
-}
-
-
-/*!
- * @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.
- * @return なし
- * @todo 詳細用調査
- * @details
- * It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)\n
- * It doesn't need to add any complexity - straight lines are fine.\n
- * The SOLID walls are avoided by a recursive algorithm which tries random ways\n
- * around the obstical until it works. The number of itterations is counted, and it\n
- * this gets too large the routine exits. This should stop any crashes - but may leave\n
- * small gaps in the tunnel where there are too many SOLID walls.\n
- *\n
- * Type 1 tunnels are extremely simple - straight line from A to B. This is only used\n
- * as a part of the dodge SOLID walls algorithm.\n
- *\n
- * Type 2 tunnels are made of two straight lines at right angles. When this is used with\n
- * short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.\n
- *\n
- * Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.\n
- * This, when used with longer line segments gives the "catacomb-like" tunnels seen near\n
- * the surface.\n
- */
-static void short_seg_hack(int x1, int y1, int x2, int y2, int type, int count, bool *fail)
-{
- int i;
- POSITION x, y;
- int length;
-
- /* Check for early exit */
- if (!(*fail)) return;
-
- length = distance(x1, y1, x2, y2);
-
- count++;
-
- if ((type == 1) && (length != 0))
- {
-
- for (i = 0; i <= length; i++)
- {
- x = x1 + i * (x2 - x1) / length;
- y = y1 + i * (y2 - y1) / length;
- if (!set_tunnel(&x, &y, TRUE))
- {
- if (count > 50)
- {
- /* This isn't working - probably have an infinite loop */
- *fail = FALSE;
- return;
- }
-
- /* solid wall - so try to go around */
- short_seg_hack(x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
- short_seg_hack(x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
- }
- }
- }
- else if ((type == 2) || (type == 3))
- {
- if (x1 < x2)
- {
- for (i = x1; i <= x2; i++)
- {
- x = i;
- y = y1;
- if (!set_tunnel(&x, &y, TRUE))
- {
- /* solid wall - so try to go around */
- short_seg_hack(x, y, i - 1, y1, 1, count, fail);
- short_seg_hack(x, y, i + 1, y1, 1, count, fail);
- }
- if ((type == 3) && ((x + y) % 2))
- {
- create_cata_tunnel(i, y1);
- }
- }
- }
- else
- {
- for (i = x2; i <= x1; i++)
- {
- x = i;
- y = y1;
- if (!set_tunnel(&x, &y, TRUE))
- {
- /* solid wall - so try to go around */
- short_seg_hack(x, y, i - 1, y1, 1, count, fail);
- short_seg_hack(x, y, i + 1, y1, 1, count, fail);
- }
- if ((type == 3) && ((x + y) % 2))
- {
- create_cata_tunnel(i, y1);
- }
- }
-
- }
- if (y1 < y2)
- {
- for (i = y1; i <= y2; i++)
- {
- x = x2;
- y = i;
- if (!set_tunnel(&x, &y, TRUE))
- {
- /* solid wall - so try to go around */
- short_seg_hack(x, y, x2, i - 1, 1, count, fail);
- short_seg_hack(x, y, x2, i + 1, 1, count, fail);
- }
- if ((type == 3) && ((x + y) % 2))
- {
- create_cata_tunnel(x2, i);
- }
- }
- }
- else
- {
- for (i = y2; i <= y1; i++)
- {
- x = x2;
- y = i;
- if (!set_tunnel(&x, &y, TRUE))
- {
- /* solid wall - so try to go around */
- short_seg_hack(x, y, x2, i - 1, 1, count, fail);
- short_seg_hack(x, y, x2, i + 1, 1, count, fail);
- }
- if ((type == 3) && ((x + y) % 2))
- {
- create_cata_tunnel(x2, i);
- }
- }
- }
- }
-}
-
-
-/*!
- * @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.
- * @return なし
- * @todo 詳細要調査
- * @details
- * Permanent rock is ignored in this path finding- sometimes there is no\n
- * path around anyway -so there will be a crash if we try to find one.\n
- * This routine is much like the river creation routine in Zangband.\n
- * It works by dividing a line segment into two. The segments are divided\n
- * until they are less than "cutoff" - when the corresponding routine from\n
- * "short_seg_hack" is called.\n
- * Note it is VERY important that the "stop if hit another passage" logic\n
- * stays as is. Without this the dungeon turns into Swiss Cheese...\n
- */
-bool build_tunnel2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff)
-{
- POSITION x3, y3, dx, dy;
- int changex, changey;
- int length;
- int i;
- bool retval, firstsuccede;
- cave_type *c_ptr;
-
- length = distance(x1, y1, x2, y2);
-
- if (length > cutoff)
- {
- /*
- * Divide path in half and call routine twice.
- */
- dx = (x2 - x1) / 2;
- dy = (y2 - y1) / 2;
-
- /* perturbation perpendicular to path */
- changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
- changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
-
- /* Work out "mid" ponit */
- x3 = x1 + dx + changex;
- y3 = y1 + dy + changey;
-
- /* See if in bounds - if not - do not perturb point */
- if (!in_bounds(y3, x3))
- {
- x3 = (x1 + x2) / 2;
- y3 = (y1 + y2) / 2;
- }
- /* cache c_ptr */
- c_ptr = &cave[y3][x3];
- if (is_solid_grid(c_ptr))
- {
- /* move midpoint a bit to avoid problem. */
-
- i = 50;
-
- dy = 0;
- dx = 0;
- while ((i > 0) && is_solid_bold(y3 + dy, x3 + dx))
- {
- dy = randint0(3) - 1;
- dx = randint0(3) - 1;
- if (!in_bounds(y3 + dy, x3 + dx))
- {
- dx = 0;
- dy = 0;
- }
- i--;
- }
-
- if (i == 0)
- {
- /* Failed for some reason: hack - ignore the solidness */
- place_outer_bold(y3, x3);
- dx = 0;
- dy = 0;
- }
- y3 += dy;
- x3 += dx;
- c_ptr = &cave[y3][x3];
- }
-
- if (is_floor_grid(c_ptr))
- {
- if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
- {
- if ((cave[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
- {
- /* do second half only if works + if have hit a room */
- retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
- }
- else
- {
- /* have hit another tunnel - make a set of doors here */
- retval = FALSE;
-
- /* Save the door location */
- if (dun->door_n < DOOR_MAX)
- {
- dun->door[dun->door_n].y = (POSITION)y3;
- dun->door[dun->door_n].x = (POSITION)x3;
- dun->door_n++;
- }
- else return FALSE;
- }
- firstsuccede = TRUE;
- }
- else
- {
- /* false- didn't work all the way */
- retval = FALSE;
- firstsuccede = FALSE;
- }
- }
- else
- {
- /* tunnel through walls */
- if (build_tunnel2(x1, y1, (POSITION)x3, (POSITION)y3, type, cutoff))
- {
- retval = build_tunnel2((POSITION)x3, (POSITION)y3, x2, y2, type, cutoff);
- firstsuccede = TRUE;
- }
- else
- {
- /* false- didn't work all the way */
- retval = FALSE;
- firstsuccede = FALSE;
- }
- }
- if (firstsuccede)
- {
- /* only do this if the first half has worked */
- set_tunnel(&x3, &y3, TRUE);
- }
- /* return value calculated above */
- return retval;
- }
- else
- {
- /* Do a short segment */
- retval = TRUE;
- short_seg_hack(x1, y1, x2, y2, type, 0, &retval);
-
- /* Hack - ignore return value so avoid infinite loops */
- return TRUE;
- }
-}
-