3 * @brief ダンジョンの生成 / Dungeon generation
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
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
16 * This entire file is only needed for generating levels.\n
17 * This may allow smart compilers to only load it when needed.\n
19 * Consider the "v_info.txt" file for vault generation.\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
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
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
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
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
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
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
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
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
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
86 * Note that the grid flags changed in a rather drastic manner\n
87 * for Angband 2.8.0 (and 2.7.9+), in particular, dungeon terrain\n
88 * features, such as doors and stairs and traps and rubble and walls,\n
89 * are all handled as a set of 64 possible "terrain features", and\n
90 * not as "fake" objects (440-479) as in pre-2.8.0 versions.\n
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
104 #include "cmd-dump.h"
109 #include "floor-save.h"
110 #include "floor-streams.h"
111 #include "floor-generate.h"
112 #include "floor-events.h"
113 #include "floor-generate.h"
118 #include "player-status.h"
120 #include "monster-status.h"
121 #include "dungeon-file.h"
127 #include "view-mainwindow.h"
137 * Dungeon generation data -- see "cave_gen()"
143 * @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.
147 * @note Assumes "in_bounds(p_ptr->current_floor_ptr, y, x)"
148 * @details We count only granite walls and permanent walls.
150 static int next_to_walls(floor_type* floor_ptr, POSITION y, POSITION x)
154 if (in_bounds(floor_ptr, y + 1, x) && is_extra_bold(floor_ptr, y + 1, x)) k++;
155 if (in_bounds(floor_ptr, y - 1, x) && is_extra_bold(floor_ptr, y - 1, x)) k++;
156 if (in_bounds(floor_ptr, y, x + 1) && is_extra_bold(floor_ptr, y, x + 1)) k++;
157 if (in_bounds(floor_ptr, y, x - 1) && is_extra_bold(floor_ptr, y, x - 1)) k++;
163 * @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?
166 * @param walls 最低減隣接させたい外壁の数
167 * @return 階段を生成して問題がないならばTRUEを返す。
169 static bool alloc_stairs_aux(floor_type *floor_ptr, POSITION y, POSITION x, int walls)
171 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
173 /* Require "naked" floor grid */
174 if (!is_floor_grid(g_ptr)) return FALSE;
175 if (pattern_tile(y, x)) return FALSE;
176 if (g_ptr->o_idx || g_ptr->m_idx) return FALSE;
178 /* Require a certain number of adjacent walls */
179 if (next_to_walls(floor_ptr, y, x) < walls) return FALSE;
186 * @brief 外壁に隣接させて階段を生成する / Places some staircases near walls
187 * @param feat 配置したい地形ID
188 * @param num 配置したい階段の数
189 * @param walls 最低減隣接させたい外壁の数
190 * @return 規定数通りに生成に成功したらTRUEを返す。
192 static bool alloc_stairs(floor_type *floor_ptr, FEAT_IDX feat, int num, int walls)
197 feature_type *f_ptr = &f_info[feat];
199 if (have_flag(f_ptr->flags, FF_LESS))
201 /* No up stairs in town or in ironman mode */
202 if (ironman_downward || !floor_ptr->dun_level) return TRUE;
204 if (floor_ptr->dun_level > d_info[p_ptr->dungeon_idx].mindepth)
205 shaft_num = (randint1(num+1))/2;
207 else if (have_flag(f_ptr->flags, FF_MORE))
209 QUEST_IDX q_idx = quest_number(floor_ptr->dun_level);
211 /* No downstairs on quest levels */
212 if (floor_ptr->dun_level > 1 && q_idx)
214 monster_race *r_ptr = &r_info[quest[q_idx].r_idx];
216 /* The quest monster(s) is still alive? */
217 if (!(r_ptr->flags1 & RF1_UNIQUE) || 0 < r_ptr->max_num)
221 /* No downstairs at the bottom */
222 if (floor_ptr->dun_level >= d_info[p_ptr->dungeon_idx].maxdepth) return TRUE;
224 if ((floor_ptr->dun_level < d_info[p_ptr->dungeon_idx].maxdepth-1) && !quest_number(floor_ptr->dun_level+1))
225 shaft_num = (randint1(num)+1)/2;
230 /* Place "num" stairs */
231 for (i = 0; i < num; i++)
241 for (y = 1; y < floor_ptr->height - 1; y++)
243 for (x = 1; x < floor_ptr->width - 1; x++)
245 if (alloc_stairs_aux(floor_ptr, y, x, walls))
247 /* A valid space found */
253 /* No valid place! */
256 /* There are exactly no place! */
257 if (walls <= 0) return FALSE;
259 /* Decrease walls limit, and try again */
264 /* Choose a random one */
265 pick = randint1(candidates);
267 for (y = 1; y < floor_ptr->height - 1; y++)
269 for (x = 1; x < floor_ptr->width - 1; x++)
271 if (alloc_stairs_aux(floor_ptr, y, x, walls))
275 /* Is this a picked one? */
282 g_ptr = &floor_ptr->grid_array[y][x];
284 /* Clear possible garbage of hidden trap */
287 /* Clear previous contents, add stairs */
288 g_ptr->feat = (i < shaft_num) ? feat_state(feat, FF_SHAFT) : feat;
290 /* No longer "FLOOR" */
291 g_ptr->info &= ~(CAVE_FLOOR);
301 * @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")
302 * @param set 配置したい地形の種類
303 * @param typ 配置したいオブジェクトの種類
305 * @return 規定数通りに生成に成功したらTRUEを返す。
307 static void alloc_object(floor_type *floor_ptr, int set, EFFECT_ID typ, int num)
309 POSITION y = 0, x = 0;
314 /* A small level has few objects. */
315 num = num * floor_ptr->height * floor_ptr->width / (MAX_HGT*MAX_WID) +1;
317 /* Place some objects */
318 for (k = 0; k < num; k++)
320 /* Pick a "legal" spot */
321 while (dummy < SAFE_MAX_ATTEMPTS)
327 y = randint0(floor_ptr->height);
328 x = randint0(floor_ptr->width);
330 g_ptr = &floor_ptr->grid_array[y][x];
332 /* Require "naked" floor grid */
333 if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
335 /* Avoid player location */
336 if (player_bold(y, x)) continue;
338 /* Check for "room" */
339 room = (floor_ptr->grid_array[y][x].info & CAVE_ROOM) ? TRUE : FALSE;
341 /* Require corridor? */
342 if ((set == ALLOC_SET_CORR) && room) continue;
345 if ((set == ALLOC_SET_ROOM) && !room) continue;
351 if (dummy >= SAFE_MAX_ATTEMPTS)
353 msg_print_wizard(CHEAT_DUNGEON, _("アイテムの配置に失敗しました。", "Failed to place object."));
358 /* Place something */
361 case ALLOC_TYP_RUBBLE:
363 place_rubble(floor_ptr, y, x);
364 floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
371 floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
381 case ALLOC_TYP_OBJECT:
383 place_object(y, x, 0L);
394 * @brief クエストに関わるモンスターの配置を行う / Place quest monsters
395 * @return 成功したならばTRUEを返す
397 bool place_quest_monsters(void)
401 /* Handle the quest monster placements */
402 for (i = 0; i < max_q_idx; i++)
408 if (quest[i].status != QUEST_STATUS_TAKEN ||
409 (quest[i].type != QUEST_TYPE_KILL_LEVEL &&
410 quest[i].type != QUEST_TYPE_RANDOM) ||
411 quest[i].level != p_ptr->current_floor_ptr->dun_level ||
412 p_ptr->dungeon_idx != quest[i].dungeon ||
413 (quest[i].flags & QUEST_FLAG_PRESET))
419 r_ptr = &r_info[quest[i].r_idx];
421 /* Hack -- "unique" monsters must be "unique" */
422 if ((r_ptr->flags1 & RF1_UNIQUE) &&
423 (r_ptr->cur_num >= r_ptr->max_num)) continue;
425 mode = (PM_NO_KAGE | PM_NO_PET);
427 if (!(r_ptr->flags1 & RF1_FRIENDS))
428 mode |= PM_ALLOW_GROUP;
430 for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++)
434 for (k = 0; k < SAFE_MAX_ATTEMPTS; k++)
436 POSITION x = 0, y = 0;
439 /* Find an empty grid */
440 for (l = SAFE_MAX_ATTEMPTS; l > 0; l--)
445 y = randint0(p_ptr->current_floor_ptr->height);
446 x = randint0(p_ptr->current_floor_ptr->width);
448 g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
449 f_ptr = &f_info[g_ptr->feat];
451 if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) continue;
452 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
453 if (distance(y, x, p_ptr->y, p_ptr->x) < 10) continue;
454 if (g_ptr->info & CAVE_ICKY) continue;
458 /* Failed to place */
459 if (!l) return FALSE;
461 /* Try to place the monster */
462 if (place_monster_aux(0, y, x, quest[i].r_idx, mode))
469 /* Failure - Try again */
474 /* Failed to place */
475 if (k == SAFE_MAX_ATTEMPTS) return FALSE;
483 * @brief フロアに洞窟や湖を配置する / Generate various caverns and lakes
484 * @details There were moved from cave_gen().
487 static void gen_caverns_and_lakes(dungeon_type *dungeon_ptr, floor_type *floor_ptr)
489 #ifdef ALLOW_CAVERNS_AND_LAKES
490 /* Possible "destroyed" level */
491 if ((floor_ptr->dun_level > 30) && one_in_(DUN_DEST*2) && (small_levels) && (dungeon_ptr->flags1 & DF1_DESTROY))
493 dun->destroyed = TRUE;
495 /* extra rubble around the place looks cool */
496 build_lake(one_in_(2) ? LAKE_T_CAVE : LAKE_T_EARTH_VAULT);
499 /* Make a lake some of the time */
500 if (one_in_(LAKE_LEVEL) && !dun->empty_level && !dun->destroyed &&
501 (dungeon_ptr->flags1 & DF1_LAKE_MASK))
504 if (dungeon_ptr->flags1 & DF1_LAKE_WATER) count += 3;
505 if (dungeon_ptr->flags1 & DF1_LAKE_LAVA) count += 3;
506 if (dungeon_ptr->flags1 & DF1_LAKE_RUBBLE) count += 3;
507 if (dungeon_ptr->flags1 & DF1_LAKE_TREE) count += 3;
509 if (dungeon_ptr->flags1 & DF1_LAKE_LAVA)
512 if ((floor_ptr->dun_level > 80) && (randint0(count) < 2)) dun->laketype = LAKE_T_LAVA;
516 if (!dun->laketype && (floor_ptr->dun_level > 80) && one_in_(count)) dun->laketype = LAKE_T_FIRE_VAULT;
520 if ((dungeon_ptr->flags1 & DF1_LAKE_WATER) && !dun->laketype)
523 if ((floor_ptr->dun_level > 50) && randint0(count) < 2) dun->laketype = LAKE_T_WATER;
527 if (!dun->laketype && (floor_ptr->dun_level > 50) && one_in_(count)) dun->laketype = LAKE_T_WATER_VAULT;
531 if ((dungeon_ptr->flags1 & DF1_LAKE_RUBBLE) && !dun->laketype)
534 if ((floor_ptr->dun_level > 35) && (randint0(count) < 2)) dun->laketype = LAKE_T_CAVE;
537 /* Lake of rubble2 */
538 if (!dun->laketype && (floor_ptr->dun_level > 35) && one_in_(count)) dun->laketype = LAKE_T_EARTH_VAULT;
543 if ((floor_ptr->dun_level > 5) && (dungeon_ptr->flags1 & DF1_LAKE_TREE) && !dun->laketype) dun->laketype = LAKE_T_AIR_VAULT;
547 msg_print_wizard(CHEAT_DUNGEON, _("湖を生成します。", "Lake on the level."));
548 build_lake(dun->laketype);
552 if ((floor_ptr->dun_level > DUN_CAVERN) && !dun->empty_level &&
553 (dungeon_ptr->flags1 & DF1_CAVERN) &&
554 !dun->laketype && !dun->destroyed && (randint1(1000) < floor_ptr->dun_level))
558 /* make a large fractal floor_ptr->grid_array in the middle of the dungeon */
560 msg_print_wizard(CHEAT_DUNGEON, _("洞窟を生成。", "Cavern on level."));
561 build_cavern(floor_ptr);
563 #endif /* ALLOW_CAVERNS_AND_LAKES */
565 /* Hack -- No destroyed "quest" levels */
566 if (quest_number(floor_ptr->dun_level)) dun->destroyed = FALSE;
571 * @brief ダンジョン生成のメインルーチン / Generate a new dungeon level
572 * @details Note that "dun_body" adds about 4000 bytes of memory to the stack.
573 * @return ダンジョン生成が全て無事に成功したらTRUEを返す。
575 static bool cave_gen(dungeon_type* dungeon_ptr, floor_type *floor_ptr)
581 floor_ptr->lite_n = 0;
582 floor_ptr->mon_lite_n = 0;
583 floor_ptr->redraw_n = 0;
584 floor_ptr->view_n = 0;
589 dun->destroyed = FALSE;
590 dun->empty_level = FALSE;
594 /* Fill the arrays of floors and walls in the good proportions */
595 set_floor_and_wall(p_ptr->dungeon_idx);
596 get_mon_num_prep(get_monster_hook(), NULL);
598 /* Randomize the dungeon creation values */
599 dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
600 dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
601 dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
602 dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
603 dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);
605 /* Actual maximum number of rooms on this level */
606 dun->row_rooms = floor_ptr->height / BLOCK_HGT;
607 dun->col_rooms = floor_ptr->width / BLOCK_WID;
609 /* Initialize the room table */
610 for (y = 0; y < dun->row_rooms; y++)
612 for (x = 0; x < dun->col_rooms; x++)
614 dun->room_map[y][x] = FALSE;
621 /* Empty arena levels */
622 if (ironman_empty_levels || ((dungeon_ptr->flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
624 dun->empty_level = TRUE;
625 msg_print_wizard(CHEAT_DUNGEON, _("アリーナレベルを生成。", "Arena level."));
628 if (dun->empty_level)
630 /* Start with floors */
631 for (y = 0; y < floor_ptr->height; y++)
633 for (x = 0; x < floor_ptr->width; x++)
635 place_floor_bold(y, x);
639 /* Special boundary walls -- Top and bottom */
640 for (x = 0; x < floor_ptr->width; x++)
642 place_extra_bold(0, x);
643 place_extra_bold(floor_ptr->height - 1, x);
646 /* Special boundary walls -- Left and right */
647 for (y = 1; y < (floor_ptr->height - 1); y++)
649 place_extra_bold(y, 0);
650 place_extra_bold(y, floor_ptr->width - 1);
655 /* Start with walls */
656 for (y = 0; y < floor_ptr->height; y++)
658 for (x = 0; x < floor_ptr->width; x++)
660 place_extra_bold(y, x);
665 /* Generate various caverns and lakes */
666 gen_caverns_and_lakes(dungeon_ptr, floor_ptr);
669 if (dungeon_ptr->flags1 & DF1_MAZE)
671 build_maze_vault(floor_ptr->width/2-1, floor_ptr->height/2-1, floor_ptr->width-4, floor_ptr->height-4, FALSE);
673 /* Place 3 or 4 down stairs near some walls */
674 if (!alloc_stairs(floor_ptr, feat_down_stair, rand_range(2, 3), 3)) return FALSE;
676 /* Place 1 or 2 up stairs near some walls */
677 if (!alloc_stairs(floor_ptr, feat_up_stair, 1, 3)) return FALSE;
680 /* Build some rooms */
683 int tunnel_fail_count = 0;
686 * Build each type of room in current_world_ptr->game_turn until we cannot build any more.
688 if (!generate_rooms()) return FALSE;
691 /* Make a hole in the dungeon roof sometimes at level 1 */
692 if (floor_ptr->dun_level == 1)
694 while (one_in_(DUN_MOS_DEN))
696 place_trees(randint1(floor_ptr->width - 2), randint1(floor_ptr->height - 2));
700 /* Destroy the level if necessary */
701 if (dun->destroyed) destroy_level();
703 /* Hack -- Add some rivers */
704 if (one_in_(3) && (randint1(floor_ptr->dun_level) > 5))
706 FEAT_IDX feat1 = 0, feat2 = 0;
708 /* Choose water mainly */
709 if ((randint1(MAX_DEPTH * 2) - 1 > floor_ptr->dun_level) && (dungeon_ptr->flags1 & DF1_WATER_RIVER))
711 feat1 = feat_deep_water;
712 feat2 = feat_shallow_water;
716 FEAT_IDX select_deep_feat[10];
717 FEAT_IDX select_shallow_feat[10];
718 int select_id_max = 0, selected;
720 if (dungeon_ptr->flags1 & DF1_LAVA_RIVER)
722 select_deep_feat[select_id_max] = feat_deep_lava;
723 select_shallow_feat[select_id_max] = feat_shallow_lava;
726 if (dungeon_ptr->flags1 & DF1_POISONOUS_RIVER)
728 select_deep_feat[select_id_max] = feat_deep_poisonous_puddle;
729 select_shallow_feat[select_id_max] = feat_shallow_poisonous_puddle;
732 if (dungeon_ptr->flags1 & DF1_ACID_RIVER)
734 select_deep_feat[select_id_max] = feat_deep_acid_puddle;
735 select_shallow_feat[select_id_max] = feat_shallow_acid_puddle;
739 if (select_id_max > 0)
741 selected = randint0(select_id_max);
742 feat1 = select_deep_feat[selected];
743 feat2 = select_shallow_feat[selected];
747 feat1 = feat_deep_water;
748 feat2 = feat_shallow_water;
754 feature_type *f_ptr = &f_info[feat1];
756 /* Only add river if matches lake type or if have no lake at all */
757 if (((dun->laketype == LAKE_T_LAVA) && have_flag(f_ptr->flags, FF_LAVA)) ||
758 ((dun->laketype == LAKE_T_WATER) && have_flag(f_ptr->flags, FF_WATER)) ||
761 add_river(floor_ptr, feat1, feat2);
766 /* Hack -- Scramble the room order */
767 for (i = 0; i < dun->cent_n; i++)
770 int pick = rand_range(0, i);
774 dun->cent[i].y = dun->cent[pick].y;
775 dun->cent[i].x = dun->cent[pick].x;
776 dun->cent[pick].y = ty;
777 dun->cent[pick].x = tx;
780 /* Start with no tunnel doors */
783 /* Hack -- connect the first room to the last room */
784 y = dun->cent[dun->cent_n-1].y;
785 x = dun->cent[dun->cent_n-1].x;
787 /* Connect all the rooms together */
788 for (i = 0; i < dun->cent_n; i++)
792 /* Reset the arrays */
796 /* Connect the room to the previous room */
797 if (randint1(floor_ptr->dun_level) > dungeon_ptr->tunnel_percent)
799 /* make cavelike tunnel */
800 (void)build_tunnel2(floor_ptr, dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
804 /* make normal tunnel */
805 if (!build_tunnel(floor_ptr, dun->cent[i].y, dun->cent[i].x, y, x)) tunnel_fail_count++;
808 if (tunnel_fail_count >= 2) return FALSE;
810 /* Turn the tunnel into corridor */
811 for (j = 0; j < dun->tunn_n; j++)
817 g_ptr = &floor_ptr->grid_array[y][x];
818 f_ptr = &f_info[g_ptr->feat];
820 /* Clear previous contents (if not a lake), add a floor */
821 if (!have_flag(f_ptr->flags, FF_MOVE) || (!have_flag(f_ptr->flags, FF_WATER) && !have_flag(f_ptr->flags, FF_LAVA)))
823 /* Clear mimic type */
826 place_floor_grid(g_ptr);
830 /* Apply the piercings that we found */
831 for (j = 0; j < dun->wall_n; j++)
836 g_ptr = &floor_ptr->grid_array[y][x];
838 /* Clear mimic type */
841 /* Clear previous contents, add up floor */
842 place_floor_grid(g_ptr);
844 /* Occasional doorway */
845 if ((randint0(100) < dun_tun_pen) && !(dungeon_ptr->flags1 & DF1_NO_DOORS))
847 /* Place a random door */
848 place_random_door(y, x, TRUE);
852 /* Remember the "previous" room */
857 /* Place intersection doors */
858 for (i = 0; i < dun->door_n; i++)
860 /* Extract junction location */
864 /* Try placing doors */
871 /* Place 3 or 4 down stairs near some walls */
872 if (!alloc_stairs(floor_ptr, feat_down_stair, rand_range(3, 4), 3)) return FALSE;
874 /* Place 1 or 2 up stairs near some walls */
875 if (!alloc_stairs(floor_ptr, feat_up_stair, rand_range(1, 2), 3)) return FALSE;
880 if (dungeon_ptr->stream2)
882 /* Hack -- Add some quartz streamers */
883 for (i = 0; i < DUN_STR_QUA; i++)
885 build_streamer(dungeon_ptr->stream2, DUN_STR_QC);
889 if (dungeon_ptr->stream1)
891 /* Hack -- Add some magma streamers */
892 for (i = 0; i < DUN_STR_MAG; i++)
894 build_streamer(dungeon_ptr->stream1, DUN_STR_MC);
899 /* Special boundary walls -- Top and bottom */
900 for (x = 0; x < floor_ptr->width; x++)
902 place_bound_perm_wall(&floor_ptr->grid_array[0][x]);
903 place_bound_perm_wall(&floor_ptr->grid_array[floor_ptr->height - 1][x]);
906 /* Special boundary walls -- Left and right */
907 for (y = 1; y < (floor_ptr->height - 1); y++)
909 place_bound_perm_wall(&floor_ptr->grid_array[y][0]);
910 place_bound_perm_wall(&floor_ptr->grid_array[y][floor_ptr->width - 1]);
913 /* Determine the character location */
914 if (!new_player_spot()) return FALSE;
916 if (!place_quest_monsters()) return FALSE;
919 k = (floor_ptr->dun_level / 3);
923 /* Pick a base number of monsters */
924 i = dungeon_ptr->min_m_alloc_level;
926 /* To make small levels a bit more playable */
927 if (floor_ptr->height < MAX_HGT || floor_ptr->width < MAX_WID)
929 int small_tester = i;
931 i = (i * floor_ptr->height) / MAX_HGT;
932 i = (i * floor_ptr->width) / MAX_WID;
935 if (i > small_tester) i = small_tester;
936 else msg_format_wizard(CHEAT_DUNGEON,
937 _("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);
943 /* Put some monsters in the dungeon */
944 for (i = i + k; i > 0; i--)
946 (void)alloc_monster(0, PM_ALLOW_SLEEP);
949 /* Place some traps in the dungeon */
950 alloc_object(floor_ptr, ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));
952 /* Put some rubble in corridors (except NO_CAVE dungeon (Castle)) */
953 if (!(dungeon_ptr->flags1 & DF1_NO_CAVE)) alloc_object(floor_ptr, ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
955 /* Mega Hack -- No object at first level of deeper dungeon */
956 if (p_ptr->enter_dungeon && floor_ptr->dun_level > 1)
959 floor_ptr->object_level = 1;
962 /* Put some objects in rooms */
963 alloc_object(floor_ptr, ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
965 /* Put some objects/gold in the dungeon */
966 alloc_object(floor_ptr, ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
967 alloc_object(floor_ptr, ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));
969 /* Set back to default */
970 floor_ptr->object_level = floor_ptr->base_level;
972 /* Put the Guardian */
973 if (!alloc_guardian(TRUE)) return FALSE;
975 if (dun->empty_level && (!one_in_(DARK_EMPTY) || (randint1(100) > floor_ptr->dun_level)) && !(dungeon_ptr->flags1 & DF1_DARKNESS))
977 /* Lite the floor_ptr->grid_array */
978 for (y = 0; y < floor_ptr->height; y++)
980 for (x = 0; x < floor_ptr->width; x++)
982 floor_ptr->grid_array[y][x].info |= (CAVE_GLOW);
991 * @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-
994 static void build_arena(floor_type *floor_ptr)
996 POSITION yval, y_height, y_depth, xval, x_left, x_right;
999 yval = SCREEN_HGT / 2;
1000 xval = SCREEN_WID / 2;
1001 y_height = yval - 10;
1002 y_depth = yval + 10;
1004 x_right = xval + 32;
1006 for (i = y_height; i <= y_height + 5; i++)
1007 for (j = x_left; j <= x_right; j++)
1009 place_extra_perm_bold(i, j);
1010 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1012 for (i = y_depth; i >= y_depth - 5; i--)
1013 for (j = x_left; j <= x_right; j++)
1015 place_extra_perm_bold(i, j);
1016 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1018 for (j = x_left; j <= x_left + 17; j++)
1019 for (i = y_height; i <= y_depth; i++)
1021 place_extra_perm_bold(i, j);
1022 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1024 for (j = x_right; j >= x_right - 17; j--)
1025 for (i = y_height; i <= y_depth; i++)
1027 place_extra_perm_bold(i, j);
1028 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1031 place_extra_perm_bold(y_height+6, x_left+18);
1032 floor_ptr->grid_array[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1033 place_extra_perm_bold(y_depth-6, x_left+18);
1034 floor_ptr->grid_array[y_depth-6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1035 place_extra_perm_bold(y_height+6, x_right-18);
1036 floor_ptr->grid_array[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1037 place_extra_perm_bold(y_depth-6, x_right-18);
1038 floor_ptr->grid_array[y_depth-6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1042 floor_ptr->grid_array[i][j].feat = f_tag_to_index("ARENA_GATE");
1043 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1044 player_place(p_ptr, i, j);
1048 * @brief 挑戦時闘技場への入場処理 / Town logic flow for generation of arena -KMW-
1051 static void generate_challenge_arena(floor_type *floor_ptr)
1058 floor_ptr->height = SCREEN_HGT;
1059 floor_ptr->width = SCREEN_WID;
1061 /* Start with solid walls */
1062 for (y = 0; y < MAX_HGT; y++)
1064 for (x = 0; x < MAX_WID; x++)
1066 /* Create "solid" perma-wall */
1067 place_solid_perm_bold(y, x);
1069 /* Illuminate and memorize the walls */
1070 floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1074 /* Then place some floors */
1075 for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1077 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1079 /* Create empty floor */
1080 floor_ptr->grid_array[y][x].feat = feat_floor;
1084 build_arena(floor_ptr);
1086 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)))
1088 p_ptr->exit_bldg = TRUE;
1089 p_ptr->arena_number++;
1090 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."));
1096 * @brief モンスター闘技場のフロア生成 / Builds the arena after it is entered -KMW-
1099 static void build_battle(floor_type *floor_ptr)
1101 POSITION yval, y_height, y_depth, xval, x_left, x_right;
1104 yval = SCREEN_HGT / 2;
1105 xval = SCREEN_WID / 2;
1106 y_height = yval - 10;
1107 y_depth = yval + 10;
1109 x_right = xval + 32;
1111 for (i = y_height; i <= y_height + 5; i++)
1112 for (j = x_left; j <= x_right; j++)
1114 place_extra_perm_bold(i, j);
1115 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1117 for (i = y_depth; i >= y_depth - 3; i--)
1118 for (j = x_left; j <= x_right; j++)
1120 place_extra_perm_bold(i, j);
1121 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1123 for (j = x_left; j <= x_left + 17; j++)
1124 for (i = y_height; i <= y_depth; i++)
1126 place_extra_perm_bold(i, j);
1127 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1129 for (j = x_right; j >= x_right - 17; j--)
1130 for (i = y_height; i <= y_depth; i++)
1132 place_extra_perm_bold(i, j);
1133 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1136 place_extra_perm_bold(y_height+6, x_left+18);
1137 floor_ptr->grid_array[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1138 place_extra_perm_bold(y_depth-4, x_left+18);
1139 floor_ptr->grid_array[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
1140 place_extra_perm_bold(y_height+6, x_right-18);
1141 floor_ptr->grid_array[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1142 place_extra_perm_bold(y_depth-4, x_right-18);
1143 floor_ptr->grid_array[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
1145 for (i = y_height + 1; i <= y_height + 5; i++)
1146 for (j = x_left + 20 + 2 * (y_height + 5 - i); j <= x_right - 20 - 2 * (y_height + 5 - i); j++)
1148 floor_ptr->grid_array[i][j].feat = feat_permanent_glass_wall;
1153 floor_ptr->grid_array[i][j].feat = f_tag_to_index("BUILDING_3");
1154 floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
1155 player_place(p_ptr, i, j);
1159 * @brief モンスター闘技場への導入処理 / Town logic flow for generation of arena -KMW-
1162 static void generate_gambling_arena(floor_type *floor_ptr)
1169 /* Start with solid walls */
1170 for (y = 0; y < MAX_HGT; y++)
1172 for (x = 0; x < MAX_WID; x++)
1174 /* Create "solid" perma-wall */
1175 place_solid_perm_bold(y, x);
1177 /* Illuminate and memorize the walls */
1178 floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1182 /* Then place some floors */
1183 for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
1185 for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
1187 /* Create empty floor */
1188 floor_ptr->grid_array[y][x].feat = feat_floor;
1192 build_battle(floor_ptr);
1194 for(i = 0; i < 4; i++)
1196 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));
1197 set_friendly(&floor_ptr->m_list[floor_ptr->grid_array[p_ptr->y+8+(i/2)*4][p_ptr->x-2+(i%2)*4].m_idx]);
1199 for(i = 1; i < floor_ptr->m_max; i++)
1201 monster_type *m_ptr = &floor_ptr->m_list[i];
1203 if (!monster_is_valid(m_ptr)) continue;
1205 m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
1206 update_monster(i, FALSE);
1211 * @brief 固定マップクエストのフロア生成 / Generate a quest level
1214 static void generate_fixed_floor(floor_type *floor_ptr)
1218 /* Start with perm walls */
1219 for (y = 0; y < floor_ptr->height; y++)
1221 for (x = 0; x < floor_ptr->width; x++)
1223 place_solid_perm_bold(y, x);
1227 /* Set the quest level */
1228 floor_ptr->base_level = quest[p_ptr->inside_quest].level;
1229 floor_ptr->dun_level = floor_ptr->base_level;
1230 floor_ptr->object_level = floor_ptr->base_level;
1231 floor_ptr->monster_level = floor_ptr->base_level;
1233 if (record_stair) exe_write_diary(p_ptr, NIKKI_TO_QUEST, p_ptr->inside_quest, NULL);
1234 get_mon_num_prep(get_monster_hook(), NULL);
1236 init_flags = INIT_CREATE_DUNGEON;
1238 process_dungeon_file("q_info.txt", 0, 0, MAX_HGT, MAX_WID);
1242 * @brief ダンジョン時のランダムフロア生成 / Make a real level
1243 * @return フロアの生成に成功したらTRUE
1245 static bool level_gen(floor_type *floor_ptr, concptr *why)
1247 int level_height, level_width;
1249 if ((always_small_levels || ironman_small_levels ||
1250 (one_in_(SMALL_LEVEL) && small_levels) ||
1251 (d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER) ||
1252 (d_info[p_ptr->dungeon_idx].flags1 & DF1_SMALLEST)) &&
1253 !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BIG))
1255 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_SMALLEST)
1260 else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER)
1269 level_height = randint1(MAX_HGT/SCREEN_HGT);
1270 level_width = randint1(MAX_WID/SCREEN_WID);
1272 while ((level_height == MAX_HGT/SCREEN_HGT) && (level_width == MAX_WID/SCREEN_WID));
1275 floor_ptr->height = level_height * SCREEN_HGT;
1276 floor_ptr->width = level_width * SCREEN_WID;
1278 /* Assume illegal panel */
1279 panel_row_min = floor_ptr->height;
1280 panel_col_min = floor_ptr->width;
1282 msg_format_wizard(CHEAT_DUNGEON,
1283 _("小さなフロア: X:%d, Y:%d", "A 'small' dungeon level: X:%d, Y:%d."),
1284 floor_ptr->width, floor_ptr->height);
1289 floor_ptr->height = MAX_HGT;
1290 floor_ptr->width = MAX_WID;
1292 /* Assume illegal panel */
1293 panel_row_min = floor_ptr->height;
1294 panel_col_min = floor_ptr->width;
1297 /* Make a dungeon */
1298 if (!cave_gen(&d_info[p_ptr->dungeon_idx], floor_ptr))
1300 *why = _("ダンジョン生成に失敗", "could not place player");
1307 * @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 p_ptr->current_floor_ptr->grid_array generation
1310 void wipe_generate_random_floor_flags(floor_type *floor_ptr)
1314 for (y = 0; y < floor_ptr->height; y++)
1316 for (x = 0; x < floor_ptr->width; x++)
1318 /* Wipe unused flags */
1319 floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
1323 if (floor_ptr->dun_level)
1325 for (y = 1; y < floor_ptr->height - 1; y++)
1327 for (x = 1; x < floor_ptr->width - 1; x++)
1329 /* There might be trap */
1330 floor_ptr->grid_array[y][x].info |= CAVE_UNSAFE;
1337 * @brief フロアの全情報を初期化する / Clear and empty the p_ptr->current_floor_ptr->grid_array
1340 void clear_cave(floor_type *floor_ptr)
1345 /* Very simplified version of wipe_o_list() */
1346 (void)C_WIPE(floor_ptr->o_list, floor_ptr->o_max, object_type);
1347 floor_ptr->o_max = 1;
1348 floor_ptr->o_cnt = 0;
1350 /* Very simplified version of wipe_m_list() */
1351 for (i = 1; i < max_r_idx; i++)
1352 r_info[i].cur_num = 0;
1353 (void)C_WIPE(floor_ptr->m_list, floor_ptr->m_max, monster_type);
1354 floor_ptr->m_max = 1;
1355 floor_ptr->m_cnt = 0;
1356 for (i = 0; i < MAX_MTIMED; i++) floor_ptr->mproc_max[i] = 0;
1358 /* Pre-calc cur_num of pets in party_mon[] */
1359 precalc_cur_num_of_pet();
1362 /* Start with a blank floor_ptr->grid_array */
1363 for (y = 0; y < MAX_HGT; y++)
1365 for (x = 0; x < MAX_WID; x++)
1367 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
1380 /* Mega-Hack -- no player yet */
1381 p_ptr->x = p_ptr->y = 0;
1383 /* Set the base level */
1384 floor_ptr->base_level = floor_ptr->dun_level;
1386 /* Reset the monster generation level */
1387 floor_ptr->monster_level = floor_ptr->base_level;
1389 /* Reset the object generation level */
1390 floor_ptr->object_level = floor_ptr->base_level;
1395 * ダンジョンのランダムフロアを生成する / Generates a random dungeon level -RAK-
1397 * @note Hack -- regenerate any "overflow" levels
1399 void generate_random_floor(floor_type *floor_ptr)
1403 /* Fill the arrays of floors and walls in the good proportions */
1404 set_floor_and_wall(p_ptr->dungeon_idx);
1407 for (num = 0; TRUE; num++)
1412 clear_cave(floor_ptr);
1414 if (p_ptr->inside_arena)
1416 generate_challenge_arena(floor_ptr);
1419 else if (p_ptr->phase_out)
1421 generate_gambling_arena(floor_ptr);
1424 else if (p_ptr->inside_quest)
1426 generate_fixed_floor(floor_ptr);
1429 /* Build the town */
1430 else if (!floor_ptr->dun_level)
1432 /* Make the wilderness */
1433 if (p_ptr->wild_mode) wilderness_gen_small();
1434 else wilderness_gen(floor_ptr);
1437 /* Build a real level */
1440 okay = level_gen(floor_ptr, &why);
1444 /* Prevent object over-flow */
1445 if (floor_ptr->o_max >= current_world_ptr->max_o_idx)
1447 why = _("アイテムが多すぎる", "too many objects");
1450 /* Prevent monster over-flow */
1451 else if (floor_ptr->m_max >= current_world_ptr->max_m_idx)
1453 why = _("モンスターが多すぎる", "too many monsters");
1460 if (why) msg_format(_("生成やり直し(%s)", "Generation restarted (%s)"), why);
1466 /* Glow deep lava and building entrances */
1467 glow_deep_lava_and_bldg(floor_ptr);
1470 p_ptr->enter_dungeon = FALSE;
1472 wipe_generate_random_floor_flags(floor_ptr);
1476 * @brief build_tunnel用に通路を掘るための方向をランダムに決める / Pick a random direction
1477 * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
1478 * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
1481 static void rand_dir(POSITION *rdir, POSITION *cdir)
1483 /* Pick a random direction */
1484 int i = randint0(4);
1486 /* Extract the dy/dx components */
1492 * @brief build_tunnel用に通路を掘るための方向を位置関係通りに決める / Always picks a correct direction
1493 * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
1494 * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
1501 static void correct_dir(POSITION *rdir, POSITION *cdir, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
1503 /* Extract vertical and horizontal directions */
1504 *rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
1505 *cdir = (x1 == x2) ? 0 : (x1 < x2) ? 1 : -1;
1507 /* Never move diagonally */
1510 if (randint0(100) < 50)
1518 * @brief 部屋間のトンネルを生成する / Constructs a tunnel between two points
1523 * @return 生成に成功したらTRUEを返す
1525 * This function must be called BEFORE any streamers are created,\n
1526 * since we use the special "granite wall" sub-types to keep track\n
1527 * of legal places for corridors to pierce rooms.\n
1529 * We use "door_flag" to prevent excessive construction of doors\n
1530 * along overlapping corridors.\n
1532 * We queue the tunnel grids to prevent door creation along a corridor\n
1533 * which intersects itself.\n
1535 * We queue the wall piercing grids to prevent a corridor from leaving\n
1536 * a room and then coming back in through the same entrance.\n
1538 * We "pierce" grids which are "outer" walls of rooms, and when we\n
1539 * do so, we change all adjacent "outer" walls of rooms into "solid"\n
1540 * walls so that no two corridors may use adjacent grids for exits.\n
1542 * The "solid" wall check prevents corridors from "chopping" the\n
1543 * corners of rooms off, as well as "silly" door placement, and\n
1544 * "excessively wide" room entrances.\n
1548 * inner -- inner room walls\n
1549 * outer -- outer room walls\n
1550 * solid -- solid room walls\n
1552 bool build_tunnel(floor_type *floor_ptr, POSITION row1, POSITION col1, POSITION row2, POSITION col2)
1555 POSITION tmp_row, tmp_col;
1556 POSITION row_dir, col_dir;
1557 POSITION start_row, start_col;
1558 int main_loop_count = 0;
1560 bool door_flag = FALSE;
1564 /* Save the starting location */
1568 /* Start out in the correct direction */
1569 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1571 /* Keep going until done (or bored) */
1572 while ((row1 != row2) || (col1 != col2))
1574 /* Mega-Hack -- Paranoia -- prevent infinite loops */
1575 if (main_loop_count++ > 2000) return FALSE;
1577 /* Allow bends in the tunnel */
1578 if (randint0(100) < dun_tun_chg)
1580 /* Acquire the correct direction */
1581 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1583 /* Random direction */
1584 if (randint0(100) < dun_tun_rnd)
1586 rand_dir(&row_dir, &col_dir);
1590 /* Get the next location */
1591 tmp_row = row1 + row_dir;
1592 tmp_col = col1 + col_dir;
1595 /* Extremely Important -- do not leave the dungeon */
1596 while (!in_bounds(floor_ptr, tmp_row, tmp_col))
1598 /* Acquire the correct direction */
1599 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
1601 /* Random direction */
1602 if (randint0(100) < dun_tun_rnd)
1604 rand_dir(&row_dir, &col_dir);
1607 /* Get the next location */
1608 tmp_row = row1 + row_dir;
1609 tmp_col = col1 + col_dir;
1612 g_ptr = &floor_ptr->grid_array[tmp_row][tmp_col];
1614 /* Avoid "solid" walls */
1615 if (is_solid_grid(g_ptr)) continue;
1617 /* Pierce "outer" walls of rooms */
1618 if (is_outer_grid(g_ptr))
1620 /* Acquire the "next" location */
1621 y = tmp_row + row_dir;
1622 x = tmp_col + col_dir;
1624 /* Hack -- Avoid outer/solid walls */
1625 if (is_outer_bold(floor_ptr, y, x)) continue;
1626 if (is_solid_bold(floor_ptr, y, x)) continue;
1628 /* Accept this location */
1632 /* Save the wall location */
1633 if (dun->wall_n < WALL_MAX)
1635 dun->wall[dun->wall_n].y = row1;
1636 dun->wall[dun->wall_n].x = col1;
1641 /* Forbid re-entry near this piercing */
1642 for (y = row1 - 1; y <= row1 + 1; y++)
1644 for (x = col1 - 1; x <= col1 + 1; x++)
1646 /* Convert adjacent "outer" walls as "solid" walls */
1647 if (is_outer_bold(floor_ptr, y, x))
1649 /* Change the wall to a "solid" wall */
1650 place_solid_noperm_bold(y, x);
1656 /* Travel quickly through rooms */
1657 else if (g_ptr->info & (CAVE_ROOM))
1659 /* Accept the location */
1664 /* Tunnel through all other walls */
1665 else if (is_extra_grid(g_ptr) || is_inner_grid(g_ptr) || is_solid_grid(g_ptr))
1667 /* Accept this location */
1671 /* Save the tunnel location */
1672 if (dun->tunn_n < TUNN_MAX)
1674 dun->tunn[dun->tunn_n].y = row1;
1675 dun->tunn[dun->tunn_n].x = col1;
1680 /* Allow door in next grid */
1684 /* Handle corridor intersections or overlaps */
1687 /* Accept the location */
1691 /* Collect legal door locations */
1694 /* Save the door location */
1695 if (dun->door_n < DOOR_MAX)
1697 dun->door[dun->door_n].y = row1;
1698 dun->door[dun->door_n].x = col1;
1703 /* No door in next grid */
1707 /* Hack -- allow pre-emptive tunnel termination */
1708 if (randint0(100) >= dun_tun_con)
1710 /* Distance between row1 and start_row */
1711 tmp_row = row1 - start_row;
1712 if (tmp_row < 0) tmp_row = (-tmp_row);
1714 /* Distance between col1 and start_col */
1715 tmp_col = col1 - start_col;
1716 if (tmp_col < 0) tmp_col = (-tmp_col);
1718 /* Terminate the tunnel */
1719 if ((tmp_row > 10) || (tmp_col > 10)) break;
1729 * @brief トンネル生成のための基準点を指定する。
1730 * @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。
1731 * @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。
1732 * @param affectwall (調査中)
1735 * This routine adds the square to the tunnel\n
1736 * It also checks for SOLID walls - and returns a nearby\n
1737 * non-SOLID square in (x,y) so that a simple avoiding\n
1738 * routine can be used. The returned boolean value reflects\n
1739 * whether or not this routine hit a SOLID wall.\n
1741 * "affectwall" toggles whether or not this new square affects\n
1742 * the boundaries of rooms. - This is used by the catacomb\n
1744 * @todo 特に詳細な処理の意味を調査すべし
1746 static bool set_tunnel(floor_type *floor_ptr, POSITION *x, POSITION *y, bool affectwall)
1750 grid_type *g_ptr = &floor_ptr->grid_array[*y][*x];
1752 if (!in_bounds(floor_ptr, *y, *x)) return TRUE;
1754 if (is_inner_grid(g_ptr))
1759 if (is_extra_bold(floor_ptr, *y, *x))
1761 /* Save the tunnel location */
1762 if (dun->tunn_n < TUNN_MAX)
1764 dun->tunn[dun->tunn_n].y = *y;
1765 dun->tunn[dun->tunn_n].x = *x;
1773 if (is_floor_bold(floor_ptr, *y, *x))
1775 /* Don't do anything */
1779 if (is_outer_grid(g_ptr) && affectwall)
1781 /* Save the wall location */
1782 if (dun->wall_n < WALL_MAX)
1784 dun->wall[dun->wall_n].y = *y;
1785 dun->wall[dun->wall_n].x = *x;
1790 /* Forbid re-entry near this piercing */
1791 for (j = *y - 1; j <= *y + 1; j++)
1793 for (i = *x - 1; i <= *x + 1; i++)
1795 /* Convert adjacent "outer" walls as "solid" walls */
1796 if (is_outer_bold(floor_ptr, j, i))
1798 /* Change the wall to a "solid" wall */
1799 place_solid_noperm_bold(j, i);
1804 /* Clear mimic type */
1805 floor_ptr->grid_array[*y][*x].mimic = 0;
1807 place_floor_bold(*y, *x);
1812 if (is_solid_grid(g_ptr) && affectwall)
1814 /* cannot place tunnel here - use a square to the side */
1816 /* find usable square and return value in (x,y) */
1822 while ((i > 0) && is_solid_bold(floor_ptr, *y + dy, *x + dx))
1824 dy = randint0(3) - 1;
1825 dx = randint0(3) - 1;
1827 if (!in_bounds(floor_ptr, *y + dy, *x + dx))
1838 /* Failed for some reason: hack - ignore the solidness */
1839 place_outer_grid(g_ptr);
1844 /* Give new, acceptable coordinate. */
1856 * @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.
1861 * Note that this routine is only called on "even" squares - so it gives
1862 * a natural checkerboard pattern.
1864 static void create_cata_tunnel(floor_type *floor_ptr, POSITION x, POSITION y)
1871 set_tunnel(floor_ptr, &x1, &y1, FALSE);
1875 set_tunnel(floor_ptr, &x1, &y1, FALSE);
1879 set_tunnel(floor_ptr, &x1, &y1, FALSE);
1883 set_tunnel(floor_ptr, &x1, &y1, FALSE);
1888 * @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.
1892 * It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)\n
1893 * It doesn't need to add any complexity - straight lines are fine.\n
1894 * The SOLID walls are avoided by a recursive algorithm which tries random ways\n
1895 * around the obstical until it works. The number of itterations is counted, and it\n
1896 * this gets too large the routine exits. This should stop any crashes - but may leave\n
1897 * small gaps in the tunnel where there are too many SOLID walls.\n
1899 * Type 1 tunnels are extremely simple - straight line from A to B. This is only used\n
1900 * as a part of the dodge SOLID walls algorithm.\n
1902 * Type 2 tunnels are made of two straight lines at right angles. When this is used with\n
1903 * short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.\n
1905 * Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.\n
1906 * This, when used with longer line segments gives the "catacomb-like" tunnels seen near\n
1909 static void short_seg_hack(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int count, bool *fail)
1915 /* Check for early exit */
1916 if (!(*fail)) return;
1918 length = distance(x1, y1, x2, y2);
1922 if ((type == 1) && (length != 0))
1925 for (i = 0; i <= length; i++)
1927 x = x1 + i * (x2 - x1) / length;
1928 y = y1 + i * (y2 - y1) / length;
1929 if (!set_tunnel(floor_ptr, &x, &y, TRUE))
1933 /* This isn't working - probably have an infinite loop */
1938 /* solid wall - so try to go around */
1939 short_seg_hack(floor_ptr, x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
1940 short_seg_hack(floor_ptr, x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
1944 else if ((type == 2) || (type == 3))
1948 for (i = x1; i <= x2; i++)
1952 if (!set_tunnel(floor_ptr, &x, &y, TRUE))
1954 /* solid wall - so try to go around */
1955 short_seg_hack(floor_ptr, x, y, i - 1, y1, 1, count, fail);
1956 short_seg_hack(floor_ptr, x, y, i + 1, y1, 1, count, fail);
1958 if ((type == 3) && ((x + y) % 2))
1960 create_cata_tunnel(floor_ptr, i, y1);
1966 for (i = x2; i <= x1; i++)
1970 if (!set_tunnel(floor_ptr, &x, &y, TRUE))
1972 /* solid wall - so try to go around */
1973 short_seg_hack(floor_ptr, x, y, i - 1, y1, 1, count, fail);
1974 short_seg_hack(floor_ptr, x, y, i + 1, y1, 1, count, fail);
1976 if ((type == 3) && ((x + y) % 2))
1978 create_cata_tunnel(floor_ptr, i, y1);
1985 for (i = y1; i <= y2; i++)
1989 if (!set_tunnel(floor_ptr, &x, &y, TRUE))
1991 /* solid wall - so try to go around */
1992 short_seg_hack(floor_ptr, x, y, x2, i - 1, 1, count, fail);
1993 short_seg_hack(floor_ptr, x, y, x2, i + 1, 1, count, fail);
1995 if ((type == 3) && ((x + y) % 2))
1997 create_cata_tunnel(floor_ptr, x2, i);
2003 for (i = y2; i <= y1; i++)
2007 if (!set_tunnel(floor_ptr, &x, &y, TRUE))
2009 /* solid wall - so try to go around */
2010 short_seg_hack(floor_ptr, x, y, x2, i - 1, 1, count, fail);
2011 short_seg_hack(floor_ptr, x, y, x2, i + 1, 1, count, fail);
2013 if ((type == 3) && ((x + y) % 2))
2015 create_cata_tunnel(floor_ptr, x2, i);
2024 * @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.
2028 * Permanent rock is ignored in this path finding- sometimes there is no\n
2029 * path around anyway -so there will be a crash if we try to find one.\n
2030 * This routine is much like the river creation routine in Zangband.\n
2031 * It works by dividing a line segment into two. The segments are divided\n
2032 * until they are less than "cutoff" - when the corresponding routine from\n
2033 * "short_seg_hack" is called.\n
2034 * Note it is VERY important that the "stop if hit another passage" logic\n
2035 * stays as is. Without this the dungeon turns into Swiss Cheese...\n
2037 bool build_tunnel2(floor_type *floor_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff)
2039 POSITION x3, y3, dx, dy;
2040 POSITION changex, changey;
2043 bool retval, firstsuccede;
2046 length = distance(x1, y1, x2, y2);
2048 if (length > cutoff)
2051 * Divide path in half and call routine twice.
2056 /* perturbation perpendicular to path */
2057 changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
2058 changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
2060 /* Work out "mid" ponit */
2061 x3 = x1 + dx + changex;
2062 y3 = y1 + dy + changey;
2064 /* See if in bounds - if not - do not perturb point */
2065 if (!in_bounds(floor_ptr, y3, x3))
2071 g_ptr = &floor_ptr->grid_array[y3][x3];
2072 if (is_solid_grid(g_ptr))
2074 /* move midpoint a bit to avoid problem. */
2080 while ((i > 0) && is_solid_bold(floor_ptr, y3 + dy, x3 + dx))
2082 dy = randint0(3) - 1;
2083 dx = randint0(3) - 1;
2084 if (!in_bounds(floor_ptr, y3 + dy, x3 + dx))
2094 /* Failed for some reason: hack - ignore the solidness */
2095 place_outer_bold(y3, x3);
2101 g_ptr = &floor_ptr->grid_array[y3][x3];
2104 if (is_floor_grid(g_ptr))
2106 if (build_tunnel2(floor_ptr, x1, y1, x3, y3, type, cutoff))
2108 if ((floor_ptr->grid_array[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
2110 /* do second half only if works + if have hit a room */
2111 retval = build_tunnel2(floor_ptr, x3, y3, x2, y2, type, cutoff);
2115 /* have hit another tunnel - make a set of doors here */
2118 /* Save the door location */
2119 if (dun->door_n < DOOR_MAX)
2121 dun->door[dun->door_n].y = y3;
2122 dun->door[dun->door_n].x = x3;
2127 firstsuccede = TRUE;
2131 /* false- didn't work all the way */
2133 firstsuccede = FALSE;
2138 /* tunnel through walls */
2139 if (build_tunnel2(floor_ptr, x1, y1, x3, y3, type, cutoff))
2141 retval = build_tunnel2(floor_ptr, x3, y3, x2, y2, type, cutoff);
2142 firstsuccede = TRUE;
2146 /* false- didn't work all the way */
2148 firstsuccede = FALSE;
2153 /* only do this if the first half has worked */
2154 set_tunnel(floor_ptr, &x3, &y3, TRUE);
2156 /* return value calculated above */
2161 /* Do a short segment */
2163 short_seg_hack(floor_ptr, x1, y1, x2, y2, type, 0, &retval);
2165 /* Hack - ignore return value so avoid infinite loops */