3 * @brief ダンジョンの生成処理の基幹部分 / low-level dungeon creation primitives
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
12 * 2014 Deskull Doxygen向けのコメント整理\n
21 * @brief 新規フロアに入りたてのプレイヤーをランダムな場所に配置する / Returns random co-ordinates for player/monster/object
22 * @return 配置に成功したらTRUEを返す
24 bool new_player_spot(void)
26 POSITION y = 0, x = 0;
27 int max_attempts = 10000;
32 /* Place the player */
33 while (max_attempts--)
35 /* Pick a legal spot */
36 y = (POSITION)rand_range(1, cur_hgt - 2);
37 x = (POSITION)rand_range(1, cur_wid - 2);
41 /* Must be a "naked" floor grid */
42 if (c_ptr->m_idx) continue;
45 f_ptr = &f_info[c_ptr->feat];
47 if (max_attempts > 5000) /* Rule 1 */
49 if (!have_flag(f_ptr->flags, FF_FLOOR)) continue;
53 if (!have_flag(f_ptr->flags, FF_MOVE)) continue;
54 if (have_flag(f_ptr->flags, FF_HIT_TRAP)) continue;
57 /* Refuse to start on anti-teleport grids in dungeon */
58 if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) continue;
60 if (!player_can_enter(c_ptr->feat, 0)) continue;
61 if (!in_bounds(y, x)) continue;
63 /* Refuse to start on anti-teleport grids */
64 if (c_ptr->info & (CAVE_ICKY)) continue;
70 if (max_attempts < 1) /* Should be -1, actually if we failed... */
73 /* Save the new player grid */
83 * @brief 所定の位置に上り階段か下り階段を配置する / Place an up/down staircase at given location
84 * @param y 配置を試みたいマスのY座標
85 * @param x 配置を試みたいマスのX座標
88 void place_random_stairs(int y, int x)
90 bool up_stairs = TRUE;
91 bool down_stairs = TRUE;
96 if (!is_floor_grid(c_ptr) || c_ptr->o_idx) return;
103 if (ironman_downward)
107 if (dun_level >= d_info[dungeon_type].maxdepth)
111 if (quest_number(dun_level) && (dun_level > 1))
114 /* We can't place both */
115 if (down_stairs && up_stairs)
117 /* Choose a staircase randomly */
118 if (randint0(100) < 50)
124 /* Place the stairs */
126 place_up_stairs(y, x);
127 else if (down_stairs)
128 place_down_stairs(y, x);
132 * @brief 所定の位置にさまざまな状態や種類のドアを配置する / Place a random type of door at the given location
133 * @param y ドアの配置を試みたいマスのY座標
134 * @param x ドアの配置を試みたいマスのX座標
135 * @param room 部屋に接している場合向けのドア生成か否か
138 void place_random_door(int y, int x, bool room)
141 s16b feat = feat_none;
142 cave_type *c_ptr = &cave[y][x];
144 /* Initialize mimic info */
147 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
149 place_floor_bold(y, x);
153 type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
154 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
155 ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
157 /* Choose an object */
158 tmp = randint0(1000);
160 /* Open doors (300/1000) */
163 /* Create open door */
164 feat = feat_door[type].open;
167 /* Broken doors (100/1000) */
170 /* Create broken door */
171 feat = feat_door[type].broken;
174 /* Secret doors (200/1000) */
177 /* Create secret door */
178 place_closed_door(y, x, type);
180 if (type != DOOR_CURTAIN)
182 /* Hide. If on the edge of room, use outer wall. */
183 c_ptr->mimic = room ? feat_wall_outer : fill_type[randint0(100)];
185 /* Floor type terrain cannot hide a door */
186 if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat))
188 if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY))
190 c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)];
197 /* Closed, locked, or stuck doors (400/1000) */
198 else place_closed_door(y, x, type);
202 if (feat != feat_none)
204 set_cave_feat(y, x, feat);
208 place_floor_bold(y, x);
212 delete_monster(y, x);
216 * @brief 所定の位置に各種の閉じたドアを配置する / Place a random type of normal door at the given location.
217 * @param y ドアの配置を試みたいマスのY座標
218 * @param x ドアの配置を試みたいマスのX座標
219 * @param type ドアの地形ID
222 void place_closed_door(int y, int x, int type)
225 s16b feat = feat_none;
227 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
229 place_floor_bold(y, x);
233 /* Choose an object */
236 /* Closed doors (300/400) */
239 /* Create closed door */
240 feat = feat_door[type].closed;
243 /* Locked doors (99/400) */
246 /* Create locked door */
247 feat = feat_locked_door_random(type);
250 /* Stuck doors (1/400) */
253 /* Create jammed door */
254 feat = feat_jammed_door_random(type);
257 if (feat != feat_none)
259 cave_set_feat(y, x, feat);
261 /* Now it is not floor */
262 cave[y][x].info &= ~(CAVE_MASK);
266 place_floor_bold(y, x);
271 * @brief 鍵のかかったドアを配置する
272 * @param y 配置したいフロアのY座標
273 * @param x 配置したいフロアのX座標
276 void place_locked_door(int y, int x)
278 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
280 place_floor_bold(y, x);
284 set_cave_feat(y, x, feat_locked_door_random((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
285 cave[y][x].info &= ~(CAVE_FLOOR);
286 delete_monster(y, x);
293 * @param y 配置したいフロアのY座標
294 * @param x 配置したいフロアのX座標
295 * @param type DOOR_DEFAULT / DOOR_DOOR / DOOR_GLASS_DOOR / DOOR_CURTAIN のいずれか
298 void place_secret_door(int y, int x, int type)
300 if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
302 place_floor_bold(y, x);
306 cave_type *c_ptr = &cave[y][x];
308 if (type == DOOR_DEFAULT)
310 type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
311 one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
312 ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
315 /* Create secret door */
316 place_closed_door(y, x, type);
318 if (type != DOOR_CURTAIN)
320 /* Hide by inner wall because this is used in rooms only */
321 c_ptr->mimic = feat_wall_inner;
323 /* Floor type terrain cannot hide a door */
324 if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat))
326 if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY))
328 c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)];
334 c_ptr->info &= ~(CAVE_FLOOR);
335 delete_monster(y, x);
340 * Routine used by the random vault creators to add a door to a location
341 * Note that range checking has to be done in the calling routine.
343 * The doors must be INSIDE the allocated region.
345 void add_door(int x, int y)
347 /* Need to have a wall in the center square */
348 if (!is_outer_bold(y, x)) return;
359 if (is_floor_bold(y - 1, x) && is_floor_bold(y + 1, x) &&
360 (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
363 place_secret_door(y, x, DOOR_DEFAULT);
365 /* set boundarys so don't get wide doors */
366 place_solid_bold(y, x - 1);
367 place_solid_bold(y, x + 1);
376 * where x = don't care
379 if (is_outer_bold(y - 1, x) && is_outer_bold(y + 1, x) &&
380 is_floor_bold(y, x - 1) && is_floor_bold(y, x + 1))
383 place_secret_door(y, x, DOOR_DEFAULT);
385 /* set boundarys so don't get wide doors */
386 place_solid_bold(y - 1, x);
387 place_solid_bold(y + 1, x);
392 * @brief 隣接4マスに存在する通路の数を返す / Count the number of "corridor" grids adjacent to the given grid.
393 * @param y1 基準となるマスのY座標
394 * @param x1 基準となるマスのX座標
396 * @note Assumes "in_bounds(y1, x1)"
398 * XXX XXX This routine currently only counts actual "empty floor"\n
399 * grids which are not in rooms. We might want to also count stairs,\n
400 * open doors, closed doors, etc.
402 static int next_to_corr(int y1, int x1)
408 /* Scan adjacent grids */
409 for (i = 0; i < 4; i++)
411 /* Extract the location */
415 /* Access the grid */
418 /* Skip non floors */
419 if (cave_have_flag_grid(c_ptr, FF_WALL)) continue;
421 /* Skip non "empty floor" grids */
422 if (!is_floor_grid(c_ptr))
425 /* Skip grids inside rooms */
426 if (c_ptr->info & (CAVE_ROOM)) continue;
428 /* Count these grids */
432 /* Return the number of corridors */
437 * @brief ドアを設置可能な地形かを返す / Determine if the given location is "between" two walls, and "next to" two corridor spaces.
438 * @param y 判定を行いたいマスのY座標
439 * @param x 判定を行いたいマスのX座標
440 * @return ドアを設置可能ならばTRUEを返す
441 * @note Assumes "in_bounds(y1, x1)"
444 * Assumes "in_bounds(y, x)"\n
446 static bool possible_doorway(int y, int x)
448 /* Count the adjacent corridors */
449 if (next_to_corr(y, x) >= 2)
452 if (cave_have_flag_bold(y - 1, x, FF_WALL) &&
453 cave_have_flag_bold(y + 1, x, FF_WALL))
458 /* Check Horizontal */
459 if (cave_have_flag_bold(y, x - 1, FF_WALL) &&
460 cave_have_flag_bold(y, x + 1, FF_WALL))
471 * @brief ドアの設置を試みる / Places door at y, x position if at least 2 walls found
472 * @param y 設置を行いたいマスのY座標
473 * @param x 設置を行いたいマスのX座標
476 void try_door(int y, int x)
479 if (!in_bounds(y, x)) return;
482 if (cave_have_flag_bold(y, x, FF_WALL)) return;
484 /* Ignore room grids */
485 if (cave[y][x].info & (CAVE_ROOM)) return;
487 /* Occasional door (if allowed) */
488 if ((randint0(100) < dun_tun_jct) && possible_doorway(y, x) && !(d_info[dungeon_type].flags1 & DF1_NO_DOORS))
491 place_random_door(y, x, FALSE);
497 * @brief 長方形の空洞を生成する / Make an empty square floor, for the middle of rooms
498 * @param x1 長方形の左端X座標(-1)
499 * @param x2 長方形の右端X座標(+1)
500 * @param y1 長方形の上端Y座標(-1)
501 * @param y2 長方形の下端Y座標(+1)
505 void place_floor(int x1, int x2, int y1, int y2, bool light)
509 /* Place a full floor under the room */
510 for (y = y1 - 1; y <= y2 + 1; y++)
512 for (x = x1 - 1; x <= x2 + 1; x++)
514 place_floor_bold(y, x);
515 add_cave_info(y, x, CAVE_ROOM);
516 if (light) add_cave_info(y, x, CAVE_GLOW);
523 * @brief 長方形の部屋を生成する / Make an empty square room, only floor and wall grids
524 * @param x1 長方形の左端X座標(-1)
525 * @param x2 長方形の右端X座標(+1)
526 * @param y1 長方形の上端Y座標(-1)
527 * @param y2 長方形の下端Y座標(+1)
531 void place_room(int x1, int x2, int y1, int y2, bool light)
535 place_floor(x1, x2, y1, y2, light);
537 /* Walls around the room */
538 for (y = y1 - 1; y <= y2 + 1; y++)
540 place_outer_bold(y, x1 - 1);
541 place_outer_bold(y, x2 + 1);
543 for (x = x1 - 1; x <= x2 + 1; x++)
545 place_outer_bold(y1 - 1, x);
546 place_outer_bold(y2 + 1, x);
552 * @brief 特殊な部屋向けに各種アイテムを配置する / Create up to "num" objects near the given coordinates
553 * @param y 配置したい中心マスのY座標
554 * @param x 配置したい中心マスのX座標
558 * Only really called by some of the "vault" routines.
560 void vault_objects(int y, int x, int num)
563 int i = 0, j = y, k = x;
568 /* Attempt to place 'num' objects */
569 for (; num > 0; --num)
571 /* Try up to 11 spots looking for empty space */
572 for (i = 0; i < 11; ++i)
574 /* Pick a random location */
575 while (dummy < SAFE_MAX_ATTEMPTS)
577 j = rand_spread(y, 2);
578 k = rand_spread(x, 3);
580 if (!in_bounds(j, k)) continue;
585 if (dummy >= SAFE_MAX_ATTEMPTS)
590 msg_print("警告!地下室のアイテムを配置できません!");
592 msg_print("Warning! Could not place vault object!");
599 /* Require "clean" floor space */
601 if (!is_floor_grid(c_ptr) || c_ptr->o_idx) continue;
604 if (randint0(100) < 75)
606 place_object(j, k, 0L);
615 /* Placement accomplished */
622 * @brief 特殊な部屋向けに各種アイテムを配置する(vault_trapのサブセット) / Place a trap with a given displacement of point
623 * @param y トラップを配置したいマスの中心Y座標
624 * @param x トラップを配置したいマスの中心X座標
625 * @param yd Y方向の配置分散マス数
626 * @param xd X方向の配置分散マス数
629 * Only really called by some of the "vault" routines.
631 void vault_trap_aux(int y, int x, int yd, int xd)
633 int count = 0, y1 = y, x1 = x;
639 for (count = 0; count <= 5; count++)
642 while (dummy < SAFE_MAX_ATTEMPTS)
644 y1 = rand_spread(y, yd);
645 x1 = rand_spread(x, xd);
647 if (!in_bounds(y1, x1)) continue;
651 if (dummy >= SAFE_MAX_ATTEMPTS)
656 msg_print("警告!地下室のトラップを配置できません!");
658 msg_print("Warning! Could not place vault trap!");
664 /* Require "naked" floor grids */
665 c_ptr = &cave[y1][x1];
666 if (!is_floor_grid(c_ptr) || c_ptr->o_idx || c_ptr->m_idx) continue;
677 * @brief 特殊な部屋向けに各種アイテムを配置する(メインルーチン) / Place some traps with a given displacement of given location
678 * @param y トラップを配置したいマスの中心Y座標
679 * @param x トラップを配置したいマスの中心X座標
680 * @param yd Y方向の配置分散マス数
681 * @param xd X方向の配置分散マス数
682 * @param num 配置したいトラップの数
685 * Only really called by some of the "vault" routines.
687 void vault_traps(int y, int x, int yd, int xd, int num)
691 for (i = 0; i < num; i++)
693 vault_trap_aux(y, x, yd, xd);
698 * @brief 特殊な部屋地形向けにモンスターを配置する / Hack -- Place some sleeping monsters near the given location
699 * @param y1 モンスターを配置したいマスの中心Y座標
700 * @param x1 モンスターを配置したいマスの中心X座標
701 * @param num 配置したいモンスターの数
704 * Only really called by some of the "vault" routines.
706 void vault_monsters(int y1, int x1, int num)
712 /* Try to summon "num" monsters "near" the given location */
713 for (k = 0; k < num; k++)
715 /* Try nine locations */
716 for (i = 0; i < 9; i++)
720 /* Pick a nearby location */
721 scatter(&y, &x, y1, x1, d, 0);
723 /* Require "empty" floor grids */
725 if (!cave_empty_grid(c_ptr)) continue;
727 /* Place the monster (allow groups) */
728 monster_level = base_level + 2;
729 (void)place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
730 monster_level = base_level;
737 * @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
738 * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
739 * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
746 void correct_dir(int *rdir, int *cdir, int y1, int x1, int y2, int x2)
748 /* Extract vertical and horizontal directions */
749 *rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
750 *cdir = (x1 == x2) ? 0 : (x1 < x2) ? 1 : -1;
752 /* Never move diagonally */
755 if (randint0(100) < 50)
763 * @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
764 * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
765 * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
768 void rand_dir(int *rdir, int *cdir)
770 /* Pick a random direction */
773 /* Extract the dy/dx components */
779 * @brief 指定のマスが床系地形であるかを返す / Function that sees if a square is a floor. (Includes range checking.)
780 * @param x チェックするマスのX座標
781 * @param y チェックするマスのY座標
782 * @return 床系地形ならばTRUE
784 bool get_is_floor(int x, int y)
786 if (!in_bounds(y, x))
792 /* Do the real check */
793 if (is_floor_bold(y, x)) return (TRUE);
799 * @brief 指定のマスを床地形に変える / Set a square to be floor. (Includes range checking.)
800 * @param x 地形を変えたいマスのX座標
801 * @param y 地形を変えたいマスのY座標
804 void set_floor(int x, int y)
806 if (!in_bounds(y, x))
812 if (cave[y][x].info & CAVE_ROOM)
814 /* A room border don't touch. */
818 /* Set to be floor if is a wall (don't touch lakes). */
819 if (is_extra_bold(y, x))
820 place_floor_bold(y, x);
825 * @brief 部屋間のトンネルを生成する / Constructs a tunnel between two points
830 * @return 生成に成功したらTRUEを返す
832 * This function must be called BEFORE any streamers are created,\n
833 * since we use the special "granite wall" sub-types to keep track\n
834 * of legal places for corridors to pierce rooms.\n
836 * We use "door_flag" to prevent excessive construction of doors\n
837 * along overlapping corridors.\n
839 * We queue the tunnel grids to prevent door creation along a corridor\n
840 * which intersects itself.\n
842 * We queue the wall piercing grids to prevent a corridor from leaving\n
843 * a room and then coming back in through the same entrance.\n
845 * We "pierce" grids which are "outer" walls of rooms, and when we\n
846 * do so, we change all adjacent "outer" walls of rooms into "solid"\n
847 * walls so that no two corridors may use adjacent grids for exits.\n
849 * The "solid" wall check prevents corridors from "chopping" the\n
850 * corners of rooms off, as well as "silly" door placement, and\n
851 * "excessively wide" room entrances.\n
855 * inner -- inner room walls\n
856 * outer -- outer room walls\n
857 * solid -- solid room walls\n
859 bool build_tunnel(POSITION row1, POSITION col1, POSITION row2, POSITION col2)
862 POSITION tmp_row, tmp_col;
863 int row_dir, col_dir;
864 int start_row, start_col;
865 int main_loop_count = 0;
867 bool door_flag = FALSE;
871 /* Save the starting location */
875 /* Start out in the correct direction */
876 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
878 /* Keep going until done (or bored) */
879 while ((row1 != row2) || (col1 != col2))
881 /* Mega-Hack -- Paranoia -- prevent infinite loops */
882 if (main_loop_count++ > 2000) return FALSE;
884 /* Allow bends in the tunnel */
885 if (randint0(100) < dun_tun_chg)
887 /* Acquire the correct direction */
888 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
890 /* Random direction */
891 if (randint0(100) < dun_tun_rnd)
893 rand_dir(&row_dir, &col_dir);
897 /* Get the next location */
898 tmp_row = row1 + row_dir;
899 tmp_col = col1 + col_dir;
902 /* Extremely Important -- do not leave the dungeon */
903 while (!in_bounds(tmp_row, tmp_col))
905 /* Acquire the correct direction */
906 correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
908 /* Random direction */
909 if (randint0(100) < dun_tun_rnd)
911 rand_dir(&row_dir, &col_dir);
914 /* Get the next location */
915 tmp_row = row1 + row_dir;
916 tmp_col = col1 + col_dir;
920 /* Access the location */
921 c_ptr = &cave[tmp_row][tmp_col];
923 /* Avoid "solid" walls */
924 if (is_solid_grid(c_ptr)) continue;
926 /* Pierce "outer" walls of rooms */
927 if (is_outer_grid(c_ptr))
929 /* Acquire the "next" location */
930 y = tmp_row + row_dir;
931 x = tmp_col + col_dir;
933 /* Hack -- Avoid outer/solid walls */
934 if (is_outer_bold(y, x)) continue;
935 if (is_solid_bold(y, x)) continue;
937 /* Accept this location */
938 row1 = (POSITION)tmp_row;
939 col1 = (POSITION)tmp_col;
941 /* Save the wall location */
942 if (dun->wall_n < WALL_MAX)
944 dun->wall[dun->wall_n].y = row1;
945 dun->wall[dun->wall_n].x = col1;
950 /* Forbid re-entry near this piercing */
951 for (y = row1 - 1; y <= row1 + 1; y++)
953 for (x = col1 - 1; x <= col1 + 1; x++)
955 /* Convert adjacent "outer" walls as "solid" walls */
956 if (is_outer_bold(y, x))
958 /* Change the wall to a "solid" wall */
959 place_solid_noperm_bold(y, x);
965 /* Travel quickly through rooms */
966 else if (c_ptr->info & (CAVE_ROOM))
968 /* Accept the location */
973 /* Tunnel through all other walls */
974 else if (is_extra_grid(c_ptr) || is_inner_grid(c_ptr) || is_solid_grid(c_ptr))
976 /* Accept this location */
980 /* Save the tunnel location */
981 if (dun->tunn_n < TUNN_MAX)
983 dun->tunn[dun->tunn_n].y = row1;
984 dun->tunn[dun->tunn_n].x = col1;
989 /* Allow door in next grid */
993 /* Handle corridor intersections or overlaps */
996 /* Accept the location */
1000 /* Collect legal door locations */
1003 /* Save the door location */
1004 if (dun->door_n < DOOR_MAX)
1006 dun->door[dun->door_n].y = row1;
1007 dun->door[dun->door_n].x = col1;
1012 /* No door in next grid */
1016 /* Hack -- allow pre-emptive tunnel termination */
1017 if (randint0(100) >= dun_tun_con)
1019 /* Distance between row1 and start_row */
1020 tmp_row = row1 - start_row;
1021 if (tmp_row < 0) tmp_row = (-tmp_row);
1023 /* Distance between col1 and start_col */
1024 tmp_col = col1 - start_col;
1025 if (tmp_col < 0) tmp_col = (-tmp_col);
1027 /* Terminate the tunnel */
1028 if ((tmp_row > 10) || (tmp_col > 10)) break;
1038 * @brief トンネル生成のための基準点を指定する。
1039 * @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。
1040 * @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。
1041 * @param affectwall (調査中)
1044 * This routine adds the square to the tunnel\n
1045 * It also checks for SOLID walls - and returns a nearby\n
1046 * non-SOLID square in (x,y) so that a simple avoiding\n
1047 * routine can be used. The returned boolean value reflects\n
1048 * whether or not this routine hit a SOLID wall.\n
1050 * "affectwall" toggles whether or not this new square affects\n
1051 * the boundaries of rooms. - This is used by the catacomb\n
1053 * @todo 特に詳細な処理の意味を調査すべし
1055 static bool set_tunnel(POSITION *x, POSITION *y, bool affectwall)
1059 cave_type *c_ptr = &cave[*y][*x];
1061 if (!in_bounds(*y, *x)) return TRUE;
1063 if (is_inner_grid(c_ptr))
1068 if (is_extra_bold(*y,*x))
1070 /* Save the tunnel location */
1071 if (dun->tunn_n < TUNN_MAX)
1073 dun->tunn[dun->tunn_n].y = *y;
1074 dun->tunn[dun->tunn_n].x = *x;
1082 if (is_floor_bold(*y, *x))
1084 /* Don't do anything */
1088 if (is_outer_grid(c_ptr) && affectwall)
1090 /* Save the wall location */
1091 if (dun->wall_n < WALL_MAX)
1093 dun->wall[dun->wall_n].y = *y;
1094 dun->wall[dun->wall_n].x = *x;
1099 /* Forbid re-entry near this piercing */
1100 for (j = *y - 1; j <= *y + 1; j++)
1102 for (i = *x - 1; i <= *x + 1; i++)
1104 /* Convert adjacent "outer" walls as "solid" walls */
1105 if (is_outer_bold(j, i))
1107 /* Change the wall to a "solid" wall */
1108 place_solid_noperm_bold(j, i);
1113 /* Clear mimic type */
1114 cave[*y][*x].mimic = 0;
1116 place_floor_bold(*y, *x);
1121 if (is_solid_grid(c_ptr) && affectwall)
1123 /* cannot place tunnel here - use a square to the side */
1125 /* find usable square and return value in (x,y) */
1131 while ((i > 0) && is_solid_bold(*y + dy, *x + dx))
1133 dy = randint0(3) - 1;
1134 dx = randint0(3) - 1;
1136 if (!in_bounds(*y + dy, *x + dx))
1147 /* Failed for some reason: hack - ignore the solidness */
1148 place_outer_grid(c_ptr);
1153 /* Give new, acceptable coordinate. */
1165 * @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.
1170 * Note that this routine is only called on "even" squares - so it gives
1171 * a natural checkerboard pattern.
1173 static void create_cata_tunnel(POSITION x, POSITION y)
1180 set_tunnel(&x1, &y1, FALSE);
1184 set_tunnel(&x1, &y1, FALSE);
1188 set_tunnel(&x1, &y1, FALSE);
1192 set_tunnel(&x1, &y1, FALSE);
1197 * @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.
1201 * It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)\n
1202 * It doesn't need to add any complexity - straight lines are fine.\n
1203 * The SOLID walls are avoided by a recursive algorithm which tries random ways\n
1204 * around the obstical until it works. The number of itterations is counted, and it\n
1205 * this gets too large the routine exits. This should stop any crashes - but may leave\n
1206 * small gaps in the tunnel where there are too many SOLID walls.\n
1208 * Type 1 tunnels are extremely simple - straight line from A to B. This is only used\n
1209 * as a part of the dodge SOLID walls algorithm.\n
1211 * Type 2 tunnels are made of two straight lines at right angles. When this is used with\n
1212 * short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.\n
1214 * Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.\n
1215 * This, when used with longer line segments gives the "catacomb-like" tunnels seen near\n
1218 static void short_seg_hack(int x1, int y1, int x2, int y2, int type, int count, bool *fail)
1224 /* Check for early exit */
1225 if (!(*fail)) return;
1227 length = distance(x1, y1, x2, y2);
1231 if ((type == 1) && (length != 0))
1234 for (i = 0; i <= length; i++)
1236 x = x1 + i * (x2 - x1) / length;
1237 y = y1 + i * (y2 - y1) / length;
1238 if (!set_tunnel(&x, &y, TRUE))
1242 /* This isn't working - probably have an infinite loop */
1247 /* solid wall - so try to go around */
1248 short_seg_hack(x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
1249 short_seg_hack(x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
1253 else if ((type == 2) || (type == 3))
1257 for (i = x1; i <= x2; i++)
1261 if (!set_tunnel(&x, &y, TRUE))
1263 /* solid wall - so try to go around */
1264 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
1265 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
1267 if ((type == 3) && ((x + y) % 2))
1269 create_cata_tunnel(i, y1);
1275 for (i = x2; i <= x1; i++)
1279 if (!set_tunnel(&x, &y, TRUE))
1281 /* solid wall - so try to go around */
1282 short_seg_hack(x, y, i - 1, y1, 1, count, fail);
1283 short_seg_hack(x, y, i + 1, y1, 1, count, fail);
1285 if ((type == 3) && ((x + y) % 2))
1287 create_cata_tunnel(i, y1);
1294 for (i = y1; i <= y2; i++)
1298 if (!set_tunnel(&x, &y, TRUE))
1300 /* solid wall - so try to go around */
1301 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
1302 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
1304 if ((type == 3) && ((x + y) % 2))
1306 create_cata_tunnel(x2, i);
1312 for (i = y2; i <= y1; i++)
1316 if (!set_tunnel(&x, &y, TRUE))
1318 /* solid wall - so try to go around */
1319 short_seg_hack(x, y, x2, i - 1, 1, count, fail);
1320 short_seg_hack(x, y, x2, i + 1, 1, count, fail);
1322 if ((type == 3) && ((x + y) % 2))
1324 create_cata_tunnel(x2, i);
1333 * @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.
1337 * Permanent rock is ignored in this path finding- sometimes there is no\n
1338 * path around anyway -so there will be a crash if we try to find one.\n
1339 * This routine is much like the river creation routine in Zangband.\n
1340 * It works by dividing a line segment into two. The segments are divided\n
1341 * until they are less than "cutoff" - when the corresponding routine from\n
1342 * "short_seg_hack" is called.\n
1343 * Note it is VERY important that the "stop if hit another passage" logic\n
1344 * stays as is. Without this the dungeon turns into Swiss Cheese...\n
1346 bool build_tunnel2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff)
1348 POSITION x3, y3, dx, dy;
1349 int changex, changey;
1352 bool retval, firstsuccede;
1355 length = distance(x1, y1, x2, y2);
1357 if (length > cutoff)
1360 * Divide path in half and call routine twice.
1365 /* perturbation perpendicular to path */
1366 changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
1367 changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
1369 /* Work out "mid" ponit */
1370 x3 = x1 + dx + changex;
1371 y3 = y1 + dy + changey;
1373 /* See if in bounds - if not - do not perturb point */
1374 if (!in_bounds(y3, x3))
1380 c_ptr = &cave[y3][x3];
1381 if (is_solid_grid(c_ptr))
1383 /* move midpoint a bit to avoid problem. */
1389 while ((i > 0) && is_solid_bold(y3 + dy, x3 + dx))
1391 dy = randint0(3) - 1;
1392 dx = randint0(3) - 1;
1393 if (!in_bounds(y3 + dy, x3 + dx))
1403 /* Failed for some reason: hack - ignore the solidness */
1404 place_outer_bold(y3, x3);
1410 c_ptr = &cave[y3][x3];
1413 if (is_floor_grid(c_ptr))
1415 if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
1417 if ((cave[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
1419 /* do second half only if works + if have hit a room */
1420 retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
1424 /* have hit another tunnel - make a set of doors here */
1427 /* Save the door location */
1428 if (dun->door_n < DOOR_MAX)
1430 dun->door[dun->door_n].y = (POSITION)y3;
1431 dun->door[dun->door_n].x = (POSITION)x3;
1436 firstsuccede = TRUE;
1440 /* false- didn't work all the way */
1442 firstsuccede = FALSE;
1447 /* tunnel through walls */
1448 if (build_tunnel2(x1, y1, (POSITION)x3, (POSITION)y3, type, cutoff))
1450 retval = build_tunnel2((POSITION)x3, (POSITION)y3, x2, y2, type, cutoff);
1451 firstsuccede = TRUE;
1455 /* false- didn't work all the way */
1457 firstsuccede = FALSE;
1462 /* only do this if the first half has worked */
1463 set_tunnel(&x3, &y3, TRUE);
1465 /* return value calculated above */
1470 /* Do a short segment */
1472 short_seg_hack(x1, y1, x2, y2, type, 0, &retval);
1474 /* Hack - ignore return value so avoid infinite loops */