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