extern void leave_floor(void);
extern void change_floor(void);
extern void stair_creation(void);
+extern bool build_tunnel(POSITION row1, POSITION col1, POSITION row2, POSITION col2);
+extern bool build_tunnel2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff);
+
/* init1.c */
wipe_generate_cave_flags();
}
+
+/*!
+* @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(POSITION x1, POSITION y1, POSITION x2, POSITION 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;
+ POSITION 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;
+ }
+}
+
}
-/*!
- * @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(POSITION x1, POSITION y1, POSITION x2, POSITION 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;
- POSITION 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;
- }
-}
-
extern bool get_is_floor(int x, int y);
extern void set_floor(int x, int y);
-extern bool build_tunnel(POSITION row1, POSITION col1, POSITION row2, POSITION col2);
-extern bool build_tunnel2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff);