+++ /dev/null
-/*!
- * @file generate.c
- * @brief ダンジョンの生成 / Dungeon generation
- * @date 2014/01/04
- * @author
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
- * This software may be copied and distributed for educational, research,\n
- * and not for profit purposes provided that this copyright and statement\n
- * are included in all such copies. Other copyrights may also apply.\n
- * 2014 Deskull rearranged comment for Doxygen. \n
- * @details
- * Note that Level generation is *not* an important bottleneck,\n
- * though it can be annoyingly slow on older machines... Thus\n
- * we emphasize "simplicity" and "correctness" over "speed".\n
- *\n
- * This entire file is only needed for generating levels.\n
- * This may allow smart compilers to only load it when needed.\n
- *\n
- * Consider the "v_info.txt" file for vault generation.\n
- *\n
- * In this file, we use the "special" granite and perma-wall sub-types,\n
- * where "basic" is normal, "inner" is inside a room, "outer" is the\n
- * outer wall of a room, and "solid" is the outer wall of the dungeon\n
- * or any walls that may not be pierced by corridors. Thus the only\n
- * wall type that may be pierced by a corridor is the "outer granite"\n
- * type. The "basic granite" type yields the "actual" corridors.\n
- *\n
- * Note that we use the special "solid" granite wall type to prevent\n
- * multiple corridors from piercing a wall in two adjacent locations,\n
- * which would be messy, and we use the special "outer" granite wall\n
- * to indicate which walls "surround" rooms, and may thus be "pierced"\n
- * by corridors entering or leaving the room.\n
- *\n
- * Note that a tunnel which attempts to leave a room near the "edge"\n
- * of the dungeon in a direction toward that edge will cause "silly"\n
- * wall piercings, but will have no permanently incorrect effects,\n
- * as long as the tunnel can *eventually* exit from another side.\n
- * And note that the wall may not come back into the room by the\n
- * hole it left through, so it must bend to the left or right and\n
- * then optionally re-enter the room (at least 2 grids away). This\n
- * is not a problem since every room that is large enough to block\n
- * the passage of tunnels is also large enough to allow the tunnel\n
- * to pierce the room itself several times.\n
- *\n
- * Note that no two corridors may enter a room through adjacent grids,\n
- * they must either share an entryway or else use entryways at least\n
- * two grids apart. This prevents "large" (or "silly") doorways.\n
- *\n
- * To create rooms in the dungeon, we first divide the dungeon up\n
- * into "blocks" of 11x11 grids each, and require that all rooms\n
- * occupy a rectangular group of blocks. As long as each room type\n
- * reserves a sufficient number of blocks, the room building routines\n
- * will not need to check bounds. Note that most of the normal rooms\n
- * actually only use 23x11 grids, and so reserve 33x11 grids.\n
- *\n
- * Note that the use of 11x11 blocks (instead of the old 33x11 blocks)\n
- * allows more variability in the horizontal placement of rooms, and\n
- * at the same time has the disadvantage that some rooms (two thirds\n
- * of the normal rooms) may be "split" by panel boundaries. This can\n
- * induce a situation where a player is in a room and part of the room\n
- * is off the screen. It may be annoying enough to go back to 33x11\n
- * blocks to prevent this visual situation.\n
- *\n
- * Note that the dungeon generation routines are much different (2.7.5)\n
- * and perhaps "DUN_ROOMS" should be less than 50.\n
- *\n
- * Note that it is possible to create a room which is only\n
- * connected to itself, because the "tunnel generation" code allows a\n
- * tunnel to leave a room, wander around, and then re-enter the room.\n
- *\n
- * Note that it is possible to create a set of rooms which\n
- * are only connected to other rooms in that set, since there is nothing\n
- * explicit in the code to prevent this from happening. But this is less\n
- * likely than the "isolated room" problem, because each room attempts to\n
- * connect to another room, in a giant cycle, thus requiring at least two\n
- * bizarre occurances to create an isolated section of the dungeon.\n
- *\n
- * Note that (2.7.9) monster pits have been split into monster "nests"\n
- * and monster "pits". The "nests" have a collection of monsters of a\n
- * given type strewn randomly around the room (jelly, animal, or undead),\n
- * while the "pits" have a collection of monsters of a given type placed\n
- * around the room in an organized manner (orc, troll, giant, dragon, or\n
- * demon). Note that both "nests" and "pits" are now "level dependant",\n
- * and both make 16 "expensive" calls to the "get_mon_num()" function.\n
- *\n
- * Note that the grid flags changed in a rather drastic manner\n
- * for Angband 2.8.0 (and 2.7.9+), in particular, dungeon terrain\n
- * features, such as doors and stairs and traps and rubble and walls,\n
- * are all handled as a set of 64 possible "terrain features", and\n
- * not as "fake" objects (440-479) as in pre-2.8.0 versions.\n
- *\n
- * The 64 new "dungeon features" will also be used for "visual display"\n
- * but we must be careful not to allow, for example, the user to display\n
- * hidden traps in a different way from floors, or secret doors in a way\n
- * different from granite walls, or even permanent granite in a different\n
- * way from granite. \n
- */
-
-#include "angband.h"
-#include "util.h"
-#include "core.h"
-#include "bldg.h"
-
-#include "cmd-dump.h"
-#include "grid.h"
-#include "rooms.h"
-#include "dungeon.h"
-#include "floor.h"
-#include "floor-save.h"
-#include "floor-streams.h"
-#include "floor-generate.h"
-#include "floor-events.h"
-#include "floor-generate.h"
-#include "feature.h"
-#include "trap.h"
-#include "monster.h"
-#include "quest.h"
-#include "player-status.h"
-#include "wild.h"
-#include "monster-status.h"
-#include "dungeon-file.h"
-#include "init.h"
-#include "feature.h"
-#include "spells.h"
-
-#include "world.h"
-#include "view-mainwindow.h"
-
-int dun_tun_rnd;
-int dun_tun_chg;
-int dun_tun_con;
-int dun_tun_pen;
-int dun_tun_jct;
-
-
-/*!
- * Dungeon generation data -- see "cave_gen()"
- */
-dun_data *dun;
-
-
-/*!
- * @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.
- * @param y 基準のy座標
- * @param x 基準のx座標
- * @return 隣接する外壁の数
- * @note Assumes "in_bounds()"
- * @details We count only granite walls and permanent walls.
- */
-static int next_to_walls(floor_type* floor_ptr, POSITION y, POSITION x)
-{
- int k = 0;
-
- if (in_bounds(floor_ptr, y + 1, x) && is_extra_bold(floor_ptr, y + 1, x)) k++;
- if (in_bounds(floor_ptr, y - 1, x) && is_extra_bold(floor_ptr, y - 1, x)) k++;
- if (in_bounds(floor_ptr, y, x + 1) && is_extra_bold(floor_ptr, y, x + 1)) k++;
- if (in_bounds(floor_ptr, y, x - 1) && is_extra_bold(floor_ptr, y, x - 1)) k++;
-
- return (k);
-}
-
-/*!
- * @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?
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param y 基準のy座標
- * @param x 基準のx座標
- * @param walls 最低減隣接させたい外壁の数
- * @return 階段を生成して問題がないならばTRUEを返す。
- */
-static bool alloc_stairs_aux(player_type *player_ptr, POSITION y, POSITION x, int walls)
-{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- grid_type *g_ptr = &floor_ptr->grid_array[y][x];
-
- /* Require "naked" floor grid */
- if (!is_floor_grid(g_ptr)) return FALSE;
- if (pattern_tile(floor_ptr, y, x)) return FALSE;
- if (g_ptr->o_idx || g_ptr->m_idx) return FALSE;
-
- /* Require a certain number of adjacent walls */
- if (next_to_walls(floor_ptr, y, x) < walls) return FALSE;
-
- return TRUE;
-}
-
-
-/*!
- * @brief 外壁に隣接させて階段を生成する / Places some staircases near walls
- * @param owner_ptr プレーヤーへの参照ポインタ
- * @param feat 配置したい地形ID
- * @param num 配置したい階段の数
- * @param walls 最低減隣接させたい外壁の数
- * @return 規定数通りに生成に成功したらTRUEを返す。
- */
-static bool alloc_stairs(player_type *owner_ptr, FEAT_IDX feat, int num, int walls)
-{
- int i;
- int shaft_num = 0;
-
- feature_type *f_ptr = &f_info[feat];
-
- floor_type *floor_ptr = owner_ptr->current_floor_ptr;
- if (have_flag(f_ptr->flags, FF_LESS))
- {
- /* No up stairs in town or in ironman mode */
- if (ironman_downward || !floor_ptr->dun_level) return TRUE;
-
- if (floor_ptr->dun_level > d_info[floor_ptr->dungeon_idx].mindepth)
- shaft_num = (randint1(num+1))/2;
- }
- else if (have_flag(f_ptr->flags, FF_MORE))
- {
- QUEST_IDX q_idx = quest_number(owner_ptr, floor_ptr->dun_level);
-
- /* No downstairs on quest levels */
- if (floor_ptr->dun_level > 1 && q_idx)
- {
- monster_race *r_ptr = &r_info[quest[q_idx].r_idx];
-
- /* The quest monster(s) is still alive? */
- if (!(r_ptr->flags1 & RF1_UNIQUE) || 0 < r_ptr->max_num)
- return TRUE;
- }
-
- /* No downstairs at the bottom */
- if (floor_ptr->dun_level >= d_info[floor_ptr->dungeon_idx].maxdepth) return TRUE;
-
- if ((floor_ptr->dun_level < d_info[floor_ptr->dungeon_idx].maxdepth-1) && !quest_number(owner_ptr, floor_ptr->dun_level+1))
- shaft_num = (randint1(num)+1)/2;
- }
- else return FALSE;
-
-
- /* Place "num" stairs */
- for (i = 0; i < num; i++)
- {
- while (TRUE)
- {
- POSITION y, x = 0;
- grid_type *g_ptr;
-
- int candidates = 0;
- int pick;
-
- for (y = 1; y < floor_ptr->height - 1; y++)
- {
- for (x = 1; x < floor_ptr->width - 1; x++)
- {
- if (alloc_stairs_aux(owner_ptr, y, x, walls))
- {
- /* A valid space found */
- candidates++;
- }
- }
- }
-
- /* No valid place! */
- if (!candidates)
- {
- /* There are exactly no place! */
- if (walls <= 0) return FALSE;
-
- /* Decrease walls limit, and try again */
- walls--;
- continue;
- }
-
- /* Choose a random one */
- pick = randint1(candidates);
-
- for (y = 1; y < floor_ptr->height - 1; y++)
- {
- for (x = 1; x < floor_ptr->width - 1; x++)
- {
- if (alloc_stairs_aux(owner_ptr, y, x, walls))
- {
- pick--;
-
- /* Is this a picked one? */
- if (!pick) break;
- }
- }
-
- if (!pick) break;
- }
- g_ptr = &floor_ptr->grid_array[y][x];
-
- /* Clear possible garbage of hidden trap */
- g_ptr->mimic = 0;
-
- /* Clear previous contents, add stairs */
- g_ptr->feat = (i < shaft_num) ? feat_state(owner_ptr, feat, FF_SHAFT) : feat;
-
- /* No longer "FLOOR" */
- g_ptr->info &= ~(CAVE_FLOOR);
-
- /* Success */
- break;
- }
- }
- return TRUE;
-}
-
-/*!
- * @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")
- * @param set 配置したい地形の種類
- * @param typ 配置したいオブジェクトの種類
- * @param num 配置したい数
- * @return 規定数通りに生成に成功したらTRUEを返す。
- */
-static void alloc_object(player_type *owner_ptr, int set, EFFECT_ID typ, int num)
-{
- POSITION y = 0, x = 0;
- int k;
- int dummy = 0;
- grid_type *g_ptr;
-
- /* A small level has few objects. */
- floor_type *floor_ptr = owner_ptr->current_floor_ptr;
- num = num * floor_ptr->height * floor_ptr->width / (MAX_HGT*MAX_WID) +1;
-
- /* Place some objects */
- for (k = 0; k < num; k++)
- {
- /* Pick a "legal" spot */
- while (dummy < SAFE_MAX_ATTEMPTS)
- {
- bool room;
-
- dummy++;
-
- y = randint0(floor_ptr->height);
- x = randint0(floor_ptr->width);
-
- g_ptr = &floor_ptr->grid_array[y][x];
-
- /* Require "naked" floor grid */
- if (!is_floor_grid(g_ptr) || g_ptr->o_idx || g_ptr->m_idx) continue;
-
- /* Avoid player location */
- if (player_bold(owner_ptr, y, x)) continue;
-
- /* Check for "room" */
- room = (floor_ptr->grid_array[y][x].info & CAVE_ROOM) ? TRUE : FALSE;
-
- /* Require corridor? */
- if ((set == ALLOC_SET_CORR) && room) continue;
-
- /* Require room? */
- if ((set == ALLOC_SET_ROOM) && !room) continue;
-
- /* Accept it */
- break;
- }
-
- if (dummy >= SAFE_MAX_ATTEMPTS)
- {
- msg_print_wizard(CHEAT_DUNGEON, _("アイテムの配置に失敗しました。", "Failed to place object."));
- return;
- }
-
-
- /* Place something */
- switch (typ)
- {
- case ALLOC_TYP_RUBBLE:
- {
- place_rubble(floor_ptr, y, x);
- floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
- break;
- }
-
- case ALLOC_TYP_TRAP:
- {
- place_trap(owner_ptr, y, x);
- floor_ptr->grid_array[y][x].info &= ~(CAVE_FLOOR);
- break;
- }
-
- case ALLOC_TYP_GOLD:
- {
- place_gold(owner_ptr, y, x);
- break;
- }
-
- case ALLOC_TYP_OBJECT:
- {
- place_object(owner_ptr, y, x, 0L);
- break;
- }
- }
- }
-}
-
-
-
-
-/*!
- * @brief クエストに関わるモンスターの配置を行う / Place quest monsters
- * @param creature_ptr プレーヤーへの参照ポインタ
- * @return 成功したならばTRUEを返す
- */
-bool place_quest_monsters(player_type *creature_ptr)
-{
- int i;
-
- /* Handle the quest monster placements */
- floor_type *floor_ptr = creature_ptr->current_floor_ptr;
- for (i = 0; i < max_q_idx; i++)
- {
- monster_race *r_ptr;
- BIT_FLAGS mode;
- int j;
-
- if (quest[i].status != QUEST_STATUS_TAKEN ||
- (quest[i].type != QUEST_TYPE_KILL_LEVEL &&
- quest[i].type != QUEST_TYPE_RANDOM) ||
- quest[i].level != floor_ptr->dun_level ||
- creature_ptr->dungeon_idx != quest[i].dungeon ||
- (quest[i].flags & QUEST_FLAG_PRESET))
- {
- /* Ignore it */
- continue;
- }
-
- r_ptr = &r_info[quest[i].r_idx];
-
- /* Hack -- "unique" monsters must be "unique" */
- if ((r_ptr->flags1 & RF1_UNIQUE) &&
- (r_ptr->cur_num >= r_ptr->max_num)) continue;
-
- mode = (PM_NO_KAGE | PM_NO_PET);
-
- if (!(r_ptr->flags1 & RF1_FRIENDS))
- mode |= PM_ALLOW_GROUP;
-
- for (j = 0; j < (quest[i].max_num - quest[i].cur_num); j++)
- {
- int k;
-
- for (k = 0; k < SAFE_MAX_ATTEMPTS; k++)
- {
- POSITION x = 0, y = 0;
- int l;
-
- /* Find an empty grid */
- for (l = SAFE_MAX_ATTEMPTS; l > 0; l--)
- {
- grid_type *g_ptr;
- feature_type *f_ptr;
-
- y = randint0(floor_ptr->height);
- x = randint0(floor_ptr->width);
-
- g_ptr = &floor_ptr->grid_array[y][x];
- f_ptr = &f_info[g_ptr->feat];
-
- if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) continue;
- if (!monster_can_enter(creature_ptr, y, x, r_ptr, 0)) continue;
- if (distance(y, x, creature_ptr->y, creature_ptr->x) < 10) continue;
- if (g_ptr->info & CAVE_ICKY) continue;
- else break;
- }
-
- /* Failed to place */
- if (!l) return FALSE;
-
- /* Try to place the monster */
- if (place_monster_aux(creature_ptr, 0, y, x, quest[i].r_idx, mode))
- {
- /* Success */
- break;
- }
- else
- {
- /* Failure - Try again */
- continue;
- }
- }
-
- /* Failed to place */
- if (k == SAFE_MAX_ATTEMPTS) return FALSE;
- }
- }
-
- return TRUE;
-}
-
-/*!
- * @brief フロアに洞窟や湖を配置する / Generate various caverns and lakes
- * @details There were moved from cave_gen().
- * @return なし
- */
-static void gen_caverns_and_lakes(dungeon_type *dungeon_ptr, player_type *owner_ptr)
-{
- floor_type *floor_ptr = owner_ptr->current_floor_ptr;
- /* Possible "destroyed" level */
- if ((floor_ptr->dun_level > 30) && one_in_(DUN_DEST*2) && (small_levels) && (dungeon_ptr->flags1 & DF1_DESTROY))
- {
- dun->destroyed = TRUE;
-
- /* extra rubble around the place looks cool */
- build_lake(owner_ptr, one_in_(2) ? LAKE_T_CAVE : LAKE_T_EARTH_VAULT);
- }
-
- /* Make a lake some of the time */
- if (one_in_(LAKE_LEVEL) && !dun->empty_level && !dun->destroyed &&
- (dungeon_ptr->flags1 & DF1_LAKE_MASK))
- {
- int count = 0;
- if (dungeon_ptr->flags1 & DF1_LAKE_WATER) count += 3;
- if (dungeon_ptr->flags1 & DF1_LAKE_LAVA) count += 3;
- if (dungeon_ptr->flags1 & DF1_LAKE_RUBBLE) count += 3;
- if (dungeon_ptr->flags1 & DF1_LAKE_TREE) count += 3;
-
- if (dungeon_ptr->flags1 & DF1_LAKE_LAVA)
- {
- /* Lake of Lava */
- if ((floor_ptr->dun_level > 80) && (randint0(count) < 2)) dun->laketype = LAKE_T_LAVA;
- count -= 2;
-
- /* Lake of Lava2 */
- if (!dun->laketype && (floor_ptr->dun_level > 80) && one_in_(count)) dun->laketype = LAKE_T_FIRE_VAULT;
- count--;
- }
-
- if ((dungeon_ptr->flags1 & DF1_LAKE_WATER) && !dun->laketype)
- {
- /* Lake of Water */
- if ((floor_ptr->dun_level > 50) && randint0(count) < 2) dun->laketype = LAKE_T_WATER;
- count -= 2;
-
- /* Lake of Water2 */
- if (!dun->laketype && (floor_ptr->dun_level > 50) && one_in_(count)) dun->laketype = LAKE_T_WATER_VAULT;
- count--;
- }
-
- if ((dungeon_ptr->flags1 & DF1_LAKE_RUBBLE) && !dun->laketype)
- {
- /* Lake of rubble */
- if ((floor_ptr->dun_level > 35) && (randint0(count) < 2)) dun->laketype = LAKE_T_CAVE;
- count -= 2;
-
- /* Lake of rubble2 */
- if (!dun->laketype && (floor_ptr->dun_level > 35) && one_in_(count)) dun->laketype = LAKE_T_EARTH_VAULT;
- count--;
- }
-
- /* Lake of tree */
- if ((floor_ptr->dun_level > 5) && (dungeon_ptr->flags1 & DF1_LAKE_TREE) && !dun->laketype) dun->laketype = LAKE_T_AIR_VAULT;
-
- if (dun->laketype)
- {
- msg_print_wizard(CHEAT_DUNGEON, _("湖を生成します。", "Lake on the level."));
- build_lake(owner_ptr, dun->laketype);
- }
- }
-
- if ((floor_ptr->dun_level > DUN_CAVERN) && !dun->empty_level &&
- (dungeon_ptr->flags1 & DF1_CAVERN) &&
- !dun->laketype && !dun->destroyed && (randint1(1000) < floor_ptr->dun_level))
- {
- dun->cavern = TRUE;
-
- /* make a large fractal floor_ptr->grid_array in the middle of the dungeon */
-
- msg_print_wizard(CHEAT_DUNGEON, _("洞窟を生成。", "Cavern on level."));
- build_cavern(owner_ptr);
- }
-
- /* Hack -- No destroyed "quest" levels */
- if (quest_number(owner_ptr, floor_ptr->dun_level)) dun->destroyed = FALSE;
-}
-
-
-/*!
- * @brief ダンジョン生成のメインルーチン / Generate a new dungeon level
- * @details Note that "dun_body" adds about 4000 bytes of memory to the stack.
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param why エラー原因メッセージを返す
- * @return ダンジョン生成が全て無事に成功したらTRUEを返す。
- */
-static bool cave_gen(player_type *player_ptr, concptr *why)
-{
- int i, k;
- POSITION y, x;
- dun_data dun_body;
-
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- dungeon_type* dungeon_ptr = &d_info[floor_ptr->dungeon_idx];
-
- floor_ptr->lite_n = 0;
- floor_ptr->mon_lite_n = 0;
- floor_ptr->redraw_n = 0;
- floor_ptr->view_n = 0;
-
- /* Global data */
- dun = &dun_body;
-
- dun->destroyed = FALSE;
- dun->empty_level = FALSE;
- dun->cavern = FALSE;
- dun->laketype = 0;
-
- /* Fill the arrays of floors and walls in the good proportions */
- set_floor_and_wall(floor_ptr->dungeon_idx);
- get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), NULL);
-
- /* Randomize the dungeon creation values */
- dun_tun_rnd = rand_range(DUN_TUN_RND_MIN, DUN_TUN_RND_MAX);
- dun_tun_chg = rand_range(DUN_TUN_CHG_MIN, DUN_TUN_CHG_MAX);
- dun_tun_con = rand_range(DUN_TUN_CON_MIN, DUN_TUN_CON_MAX);
- dun_tun_pen = rand_range(DUN_TUN_PEN_MIN, DUN_TUN_PEN_MAX);
- dun_tun_jct = rand_range(DUN_TUN_JCT_MIN, DUN_TUN_JCT_MAX);
-
- /* Actual maximum number of rooms on this level */
- dun->row_rooms = floor_ptr->height / BLOCK_HGT;
- dun->col_rooms = floor_ptr->width / BLOCK_WID;
-
- /* Initialize the room table */
- for (y = 0; y < dun->row_rooms; y++)
- {
- for (x = 0; x < dun->col_rooms; x++)
- {
- dun->room_map[y][x] = FALSE;
- }
- }
-
- /* No rooms yet */
- dun->cent_n = 0;
-
- /* Empty arena levels */
- if (ironman_empty_levels || ((dungeon_ptr->flags1 & DF1_ARENA) && (empty_levels && one_in_(EMPTY_LEVEL))))
- {
- dun->empty_level = TRUE;
- msg_print_wizard(CHEAT_DUNGEON, _("アリーナレベルを生成。", "Arena level."));
- }
-
- if (dun->empty_level)
- {
- /* Start with floors */
- for (y = 0; y < floor_ptr->height; y++)
- {
- for (x = 0; x < floor_ptr->width; x++)
- {
- place_bold(player_ptr, y, x, gb_floor);
- }
- }
-
- /* Special boundary walls -- Top and bottom */
- for (x = 0; x < floor_ptr->width; x++)
- {
- place_bold(player_ptr, 0, x, gb_extra);
- place_bold(player_ptr, floor_ptr->height - 1, x, gb_extra);
- }
-
- /* Special boundary walls -- Left and right */
- for (y = 1; y < (floor_ptr->height - 1); y++)
- {
- place_bold(player_ptr, y, 0, gb_extra);
- place_bold(player_ptr, y, floor_ptr->width - 1, gb_extra);
- }
- }
- else
- {
- /* Start with walls */
- for (y = 0; y < floor_ptr->height; y++)
- {
- for (x = 0; x < floor_ptr->width; x++)
- {
- place_bold(player_ptr, y, x, gb_extra);
- }
- }
- }
-
- /* Generate various caverns and lakes */
- gen_caverns_and_lakes(dungeon_ptr, player_ptr);
-
- /* Build maze */
- if (dungeon_ptr->flags1 & DF1_MAZE)
- {
- build_maze_vault(player_ptr, floor_ptr->width/2-1, floor_ptr->height/2-1, floor_ptr->width-4, floor_ptr->height-4, FALSE);
-
- /* Place 3 or 4 down stairs near some walls */
- if (!alloc_stairs(player_ptr, feat_down_stair, rand_range(2, 3), 3))
- {
- *why = _("迷宮ダンジョンの下り階段生成に失敗", "Failed to alloc up stairs in maze dungeon.");
- return FALSE;
- }
-
- /* Place 1 or 2 up stairs near some walls */
- if (!alloc_stairs(player_ptr, feat_up_stair, 1, 3))
- {
- *why = _("迷宮ダンジョンの上り階段生成に失敗", "Failed to alloc down stairs in maze dungeon.");
- return FALSE;
- }
- }
-
- /* Build some rooms */
- else
- {
- int tunnel_fail_count = 0;
-
- /*
- * Build each type of room in turn until we cannot build any more.
- */
- if (!generate_rooms(player_ptr))
- {
- *why = _("部屋群の生成に失敗", "Failed to generate rooms");
- return FALSE;
- }
-
-
- /* Make a hole in the dungeon roof sometimes at level 1 */
- if (floor_ptr->dun_level == 1)
- {
- while (one_in_(DUN_MOS_DEN))
- {
- place_trees(player_ptr, randint1(floor_ptr->width - 2), randint1(floor_ptr->height - 2));
- }
- }
-
- /* Destroy the level if necessary */
- if (dun->destroyed) destroy_level(player_ptr);
-
- /* Hack -- Add some rivers */
- if (one_in_(3) && (randint1(floor_ptr->dun_level) > 5))
- {
- FEAT_IDX feat1 = 0, feat2 = 0;
-
- /* Choose water mainly */
- if ((randint1(MAX_DEPTH * 2) - 1 > floor_ptr->dun_level) && (dungeon_ptr->flags1 & DF1_WATER_RIVER))
- {
- feat1 = feat_deep_water;
- feat2 = feat_shallow_water;
- }
- else /* others */
- {
- FEAT_IDX select_deep_feat[10];
- FEAT_IDX select_shallow_feat[10];
- int select_id_max = 0, selected;
-
- if (dungeon_ptr->flags1 & DF1_LAVA_RIVER)
- {
- select_deep_feat[select_id_max] = feat_deep_lava;
- select_shallow_feat[select_id_max] = feat_shallow_lava;
- select_id_max++;
- }
- if (dungeon_ptr->flags1 & DF1_POISONOUS_RIVER)
- {
- select_deep_feat[select_id_max] = feat_deep_poisonous_puddle;
- select_shallow_feat[select_id_max] = feat_shallow_poisonous_puddle;
- select_id_max++;
- }
- if (dungeon_ptr->flags1 & DF1_ACID_RIVER)
- {
- select_deep_feat[select_id_max] = feat_deep_acid_puddle;
- select_shallow_feat[select_id_max] = feat_shallow_acid_puddle;
- select_id_max++;
- }
-
- if (select_id_max > 0)
- {
- selected = randint0(select_id_max);
- feat1 = select_deep_feat[selected];
- feat2 = select_shallow_feat[selected];
- }
- else
- {
- feat1 = feat_deep_water;
- feat2 = feat_shallow_water;
- }
- }
-
- if (feat1)
- {
- feature_type *f_ptr = &f_info[feat1];
-
- /* Only add river if matches lake type or if have no lake at all */
- if (((dun->laketype == LAKE_T_LAVA) && have_flag(f_ptr->flags, FF_LAVA)) ||
- ((dun->laketype == LAKE_T_WATER) && have_flag(f_ptr->flags, FF_WATER)) ||
- !dun->laketype)
- {
- add_river(floor_ptr, feat1, feat2);
- }
- }
- }
-
- /* Hack -- Scramble the room order */
- for (i = 0; i < dun->cent_n; i++)
- {
- POSITION ty, tx;
- int pick = rand_range(0, i);
-
- ty = dun->cent[i].y;
- tx = dun->cent[i].x;
- dun->cent[i].y = dun->cent[pick].y;
- dun->cent[i].x = dun->cent[pick].x;
- dun->cent[pick].y = ty;
- dun->cent[pick].x = tx;
- }
-
- /* Start with no tunnel doors */
- dun->door_n = 0;
-
- /* Hack -- connect the first room to the last room */
- y = dun->cent[dun->cent_n-1].y;
- x = dun->cent[dun->cent_n-1].x;
-
- /* Connect all the rooms together */
- for (i = 0; i < dun->cent_n; i++)
- {
- int j;
-
- /* Reset the arrays */
- dun->tunn_n = 0;
- dun->wall_n = 0;
-
- /* Connect the room to the previous room */
- if (randint1(floor_ptr->dun_level) > dungeon_ptr->tunnel_percent)
- {
- /* make cavelike tunnel */
- (void)build_tunnel2(player_ptr, dun->cent[i].x, dun->cent[i].y, x, y, 2, 2);
- }
- else
- {
- /* make normal tunnel */
- if (!build_tunnel(player_ptr, dun->cent[i].y, dun->cent[i].x, y, x)) tunnel_fail_count++;
- }
-
- if (tunnel_fail_count >= 2)
- {
- *why = _("トンネル接続に失敗", "Failed to generate tunnels");
- return FALSE;
- }
-
- /* Turn the tunnel into corridor */
- for (j = 0; j < dun->tunn_n; j++)
- {
- grid_type *g_ptr;
- feature_type *f_ptr;
- y = dun->tunn[j].y;
- x = dun->tunn[j].x;
- g_ptr = &floor_ptr->grid_array[y][x];
- f_ptr = &f_info[g_ptr->feat];
-
- /* Clear previous contents (if not a lake), add a floor */
- if (!have_flag(f_ptr->flags, FF_MOVE) || (!have_flag(f_ptr->flags, FF_WATER) && !have_flag(f_ptr->flags, FF_LAVA)))
- {
- /* Clear mimic type */
- g_ptr->mimic = 0;
-
- place_grid(player_ptr, g_ptr, gb_floor);
- }
- }
-
- /* Apply the piercings that we found */
- for (j = 0; j < dun->wall_n; j++)
- {
- grid_type *g_ptr;
- y = dun->wall[j].y;
- x = dun->wall[j].x;
- g_ptr = &floor_ptr->grid_array[y][x];
-
- /* Clear mimic type */
- g_ptr->mimic = 0;
-
- /* Clear previous contents, add up floor */
- place_grid(player_ptr, g_ptr, gb_floor);
-
- /* Occasional doorway */
- if ((randint0(100) < dun_tun_pen) && !(dungeon_ptr->flags1 & DF1_NO_DOORS))
- {
- /* Place a random door */
- place_random_door(player_ptr, y, x, TRUE);
- }
- }
-
- /* Remember the "previous" room */
- y = dun->cent[i].y;
- x = dun->cent[i].x;
- }
-
- /* Place intersection doors */
- for (i = 0; i < dun->door_n; i++)
- {
- /* Extract junction location */
- y = dun->door[i].y;
- x = dun->door[i].x;
-
- /* Try placing doors */
- try_door(player_ptr, y, x - 1);
- try_door(player_ptr, y, x + 1);
- try_door(player_ptr, y - 1, x);
- try_door(player_ptr, y + 1, x);
- }
-
- /* Place 3 or 4 down stairs near some walls */
- if (!alloc_stairs(player_ptr, feat_down_stair, rand_range(3, 4), 3))
- {
- *why = _("下り階段生成に失敗", "Failed to generate down stairs.");
- return FALSE;
- }
-
- /* Place 1 or 2 up stairs near some walls */
- if (!alloc_stairs(player_ptr, feat_up_stair, rand_range(1, 2), 3))
- {
- *why = _("上り階段生成に失敗", "Failed to generate up stairs.");
- return FALSE;
- }
- }
-
- if (!dun->laketype)
- {
- if (dungeon_ptr->stream2)
- {
- /* Hack -- Add some quartz streamers */
- for (i = 0; i < DUN_STR_QUA; i++)
- {
- build_streamer(player_ptr, dungeon_ptr->stream2, DUN_STR_QC);
- }
- }
-
- if (dungeon_ptr->stream1)
- {
- /* Hack -- Add some magma streamers */
- for (i = 0; i < DUN_STR_MAG; i++)
- {
- build_streamer(player_ptr, dungeon_ptr->stream1, DUN_STR_MC);
- }
- }
- }
-
- /* Special boundary walls -- Top and bottom */
- for (x = 0; x < floor_ptr->width; x++)
- {
- place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[0][x]);
- place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[floor_ptr->height - 1][x]);
- }
-
- /* Special boundary walls -- Left and right */
- for (y = 1; y < (floor_ptr->height - 1); y++)
- {
- place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[y][0]);
- place_bound_perm_wall(player_ptr, &floor_ptr->grid_array[y][floor_ptr->width - 1]);
- }
-
- /* Determine the character location */
- if (!new_player_spot(player_ptr))
- {
- *why = _("プレイヤー配置に失敗", "Failed to place a player");
- return FALSE;
- }
-
- if (!place_quest_monsters(player_ptr))
- {
- *why = _("クエストモンスター配置に失敗", "Failed to place a quest monster");
- return FALSE;
- }
-
- /* Basic "amount" */
- k = (floor_ptr->dun_level / 3);
- if (k > 10) k = 10;
- if (k < 2) k = 2;
-
- /* Pick a base number of monsters */
- i = dungeon_ptr->min_m_alloc_level;
-
- /* To make small levels a bit more playable */
- if (floor_ptr->height < MAX_HGT || floor_ptr->width < MAX_WID)
- {
- int small_tester = i;
-
- i = (i * floor_ptr->height) / MAX_HGT;
- i = (i * floor_ptr->width) / MAX_WID;
- i += 1;
-
- if (i > small_tester) i = small_tester;
- else msg_format_wizard(CHEAT_DUNGEON,
- _("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);
-
- }
-
- i += randint1(8);
-
- /* Put some monsters in the dungeon */
- for (i = i + k; i > 0; i--)
- {
- (void)alloc_monster(player_ptr, 0, PM_ALLOW_SLEEP);
- }
-
- /* Place some traps in the dungeon */
- alloc_object(player_ptr, ALLOC_SET_BOTH, ALLOC_TYP_TRAP, randint1(k));
-
- /* Put some rubble in corridors (except NO_CAVE dungeon (Castle)) */
- if (!(dungeon_ptr->flags1 & DF1_NO_CAVE)) alloc_object(player_ptr, ALLOC_SET_CORR, ALLOC_TYP_RUBBLE, randint1(k));
-
- /* Mega Hack -- No object at first level of deeper dungeon */
- if (player_ptr->enter_dungeon && floor_ptr->dun_level > 1)
- {
- /* No stair scum! */
- floor_ptr->object_level = 1;
- }
-
- /* Put some objects in rooms */
- alloc_object(player_ptr, ALLOC_SET_ROOM, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ROOM, 3));
-
- /* Put some objects/gold in the dungeon */
- alloc_object(player_ptr, ALLOC_SET_BOTH, ALLOC_TYP_OBJECT, randnor(DUN_AMT_ITEM, 3));
- alloc_object(player_ptr, ALLOC_SET_BOTH, ALLOC_TYP_GOLD, randnor(DUN_AMT_GOLD, 3));
-
- /* Set back to default */
- floor_ptr->object_level = floor_ptr->base_level;
-
- /* Put the Guardian */
- if (!alloc_guardian(player_ptr, TRUE))
- {
- *why = _("ダンジョンの主配置に失敗", "Failed to place a dungeon guardian");
- return FALSE;
- }
-
- bool is_empty_or_dark = dun->empty_level;
- is_empty_or_dark &= !one_in_(DARK_EMPTY) || (randint1(100) > floor_ptr->dun_level);
- is_empty_or_dark &= (dungeon_ptr->flags1 & DF1_DARKNESS) == 0;
- if (!is_empty_or_dark) return TRUE;
-
- /* Lite the floor_ptr->grid_array */
- for (y = 0; y < floor_ptr->height; y++)
- {
- for (x = 0; x < floor_ptr->width; x++)
- {
- floor_ptr->grid_array[y][x].info |= (CAVE_GLOW);
- }
- }
-
- return TRUE;
-}
-
-/*!
- * @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-
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void build_arena(player_type *player_ptr, POSITION *start_y, POSITION *start_x)
-{
- POSITION yval, y_height, y_depth, xval, x_left, x_right;
- POSITION i, j;
-
- yval = SCREEN_HGT / 2;
- xval = SCREEN_WID / 2;
- y_height = yval - 10;
- y_depth = yval + 10;
- x_left = xval - 32;
- x_right = xval + 32;
-
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- for (i = y_height; i <= y_height + 5; i++)
- for (j = x_left; j <= x_right; j++)
- {
- place_bold(player_ptr, i, j, gb_extra_perm);
- floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- }
- for (i = y_depth; i >= y_depth - 5; i--)
- for (j = x_left; j <= x_right; j++)
- {
- place_bold(player_ptr, i, j, gb_extra_perm);
- floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- }
- for (j = x_left; j <= x_left + 17; j++)
- for (i = y_height; i <= y_depth; i++)
- {
- place_bold(player_ptr, i, j, gb_extra_perm);
- floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- }
- for (j = x_right; j >= x_right - 17; j--)
- for (i = y_height; i <= y_depth; i++)
- {
- place_bold(player_ptr, i, j, gb_extra_perm);
- floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- }
-
- place_bold(player_ptr, y_height + 6, x_left + 18, gb_extra_perm);
- floor_ptr->grid_array[y_height + 6][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
- place_bold(player_ptr, y_depth - 6, x_left + 18, gb_extra_perm);
- floor_ptr->grid_array[y_depth - 6][x_left + 18].info |= (CAVE_GLOW | CAVE_MARK);
- place_bold(player_ptr, y_height + 6, x_right - 18, gb_extra_perm);
- floor_ptr->grid_array[y_height + 6][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
- place_bold(player_ptr, y_depth - 6, x_right - 18, gb_extra_perm);
- floor_ptr->grid_array[y_depth - 6][x_right - 18].info |= (CAVE_GLOW | CAVE_MARK);
-
- *start_y = y_height + 5;
- *start_x = xval;
- floor_ptr->grid_array[*start_y][*start_x].feat = f_tag_to_index("ARENA_GATE");
- floor_ptr->grid_array[*start_y][*start_x].info |= (CAVE_GLOW | CAVE_MARK);
-}
-
-/*!
- * @brief 挑戦時闘技場への入場処理 / Town logic flow for generation of arena -KMW-
- * @return なし
- */
-static void generate_challenge_arena(player_type *challanger_ptr)
-{
- POSITION y, x;
- POSITION qy = 0;
- POSITION qx = 0;
-
- /* Smallest area */
- floor_type *floor_ptr = challanger_ptr->current_floor_ptr;
- floor_ptr->height = SCREEN_HGT;
- floor_ptr->width = SCREEN_WID;
-
- /* Start with solid walls */
- for (y = 0; y < MAX_HGT; y++)
- {
- for (x = 0; x < MAX_WID; x++)
- {
- /* Create "solid" perma-wall */
- place_bold(challanger_ptr, y, x, gb_solid_perm);
-
- /* Illuminate and memorize the walls */
- floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
- }
- }
-
- /* Then place some floors */
- for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
- {
- for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
- {
- /* Create empty floor */
- floor_ptr->grid_array[y][x].feat = feat_floor;
- }
- }
-
- build_arena(challanger_ptr, &y, &x);
- player_place(challanger_ptr, y, x);
-
- if(!place_monster_aux(challanger_ptr, 0, challanger_ptr->y + 5, challanger_ptr->x, arena_info[challanger_ptr->arena_number].r_idx, (PM_NO_KAGE | PM_NO_PET)))
- {
- challanger_ptr->exit_bldg = TRUE;
- challanger_ptr->arena_number++;
- 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."));
- }
-}
-
-
-/*!
- * @brief モンスター闘技場のフロア生成 / Builds the arena after it is entered -KMW-
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void build_battle(player_type *player_ptr, POSITION *y, POSITION *x)
-{
- POSITION yval, y_height, y_depth, xval, x_left, x_right;
- register int i, j;
-
- yval = SCREEN_HGT / 2;
- xval = SCREEN_WID / 2;
- y_height = yval - 10;
- y_depth = yval + 10;
- x_left = xval - 32;
- x_right = xval + 32;
-
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- for (i = y_height; i <= y_height + 5; i++)
- for (j = x_left; j <= x_right; j++)
- {
- place_bold(player_ptr, i, j, gb_extra_perm);
- floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- }
- for (i = y_depth; i >= y_depth - 3; i--)
- for (j = x_left; j <= x_right; j++)
- {
- place_bold(player_ptr, i, j, gb_extra_perm);
- floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- }
- for (j = x_left; j <= x_left + 17; j++)
- for (i = y_height; i <= y_depth; i++)
- {
- place_bold(player_ptr, i, j, gb_extra_perm);
- floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- }
- for (j = x_right; j >= x_right - 17; j--)
- for (i = y_height; i <= y_depth; i++)
- {
- place_bold(player_ptr, i, j, gb_extra_perm);
- floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
- }
-
- place_bold(player_ptr, y_height+6, x_left+18, gb_extra_perm);
- floor_ptr->grid_array[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
- place_bold(player_ptr, y_depth-4, x_left+18, gb_extra_perm);
- floor_ptr->grid_array[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK);
- place_bold(player_ptr, y_height+6, x_right-18, gb_extra_perm);
- floor_ptr->grid_array[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
- place_bold(player_ptr, y_depth-4, x_right-18, gb_extra_perm);
- floor_ptr->grid_array[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
-
- for (i = y_height + 1; i <= y_height + 5; i++)
- for (j = x_left + 20 + 2 * (y_height + 5 - i); j <= x_right - 20 - 2 * (y_height + 5 - i); j++)
- {
- floor_ptr->grid_array[i][j].feat = feat_permanent_glass_wall;
- }
-
- i = y_height + 1;
- j = xval;
- floor_ptr->grid_array[i][j].feat = f_tag_to_index("BUILDING_3");
- floor_ptr->grid_array[i][j].info |= (CAVE_GLOW | CAVE_MARK);
-
- *y = i;
- *x = j;
-}
-
-/*!
- * @brief モンスター闘技場への導入処理 / Town logic flow for generation of arena -KMW-
- * @return なし
- */
-static void generate_gambling_arena(player_type *creature_ptr)
-{
- POSITION y, x;
- MONSTER_IDX i;
- POSITION qy = 0;
- POSITION qx = 0;
-
- /* Start with solid walls */
- floor_type *floor_ptr = creature_ptr->current_floor_ptr;
- for (y = 0; y < MAX_HGT; y++)
- {
- for (x = 0; x < MAX_WID; x++)
- {
- /* Create "solid" perma-wall */
- place_bold(creature_ptr, y, x, gb_solid_perm);
-
- /* Illuminate and memorize the walls */
- floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
- }
- }
-
- /* Then place some floors */
- for (y = qy + 1; y < qy + SCREEN_HGT - 1; y++)
- {
- for (x = qx + 1; x < qx + SCREEN_WID - 1; x++)
- {
- /* Create empty floor */
- floor_ptr->grid_array[y][x].feat = feat_floor;
- }
- }
-
- build_battle(creature_ptr, &y, &x);
-
- player_place(creature_ptr, y, x);
-
- for(i = 0; i < 4; i++)
- {
- place_monster_aux(creature_ptr, 0, creature_ptr->y + 8 + (i/2)*4, creature_ptr->x - 2 + (i%2)*4, battle_mon[i], (PM_NO_KAGE | PM_NO_PET));
- set_friendly(&floor_ptr->m_list[floor_ptr->grid_array[creature_ptr->y+8+(i/2)*4][creature_ptr->x-2+(i%2)*4].m_idx]);
- }
- for(i = 1; i < floor_ptr->m_max; i++)
- {
- monster_type *m_ptr = &floor_ptr->m_list[i];
-
- if (!monster_is_valid(m_ptr)) continue;
-
- m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
- update_monster(creature_ptr, i, FALSE);
- }
-}
-
-/*!
- * @brief 固定マップクエストのフロア生成 / Generate a quest level
- * @param player_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-static void generate_fixed_floor(player_type *player_ptr)
-{
- POSITION x, y;
-
- /* Start with perm walls */
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- for (y = 0; y < floor_ptr->height; y++)
- {
- for (x = 0; x < floor_ptr->width; x++)
- {
- place_bold(player_ptr, y, x, gb_solid_perm);
- }
- }
-
- /* Set the quest level */
- floor_ptr->base_level = quest[floor_ptr->inside_quest].level;
- floor_ptr->dun_level = floor_ptr->base_level;
- floor_ptr->object_level = floor_ptr->base_level;
- floor_ptr->monster_level = floor_ptr->base_level;
-
- if (record_stair) exe_write_diary(player_ptr, DIARY_TO_QUEST, floor_ptr->inside_quest, NULL);
- get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), NULL);
-
- init_flags = INIT_CREATE_DUNGEON;
-
- process_dungeon_file(player_ptr, "q_info.txt", 0, 0, MAX_HGT, MAX_WID);
-}
-
-/*!
- * @brief ダンジョン時のランダムフロア生成 / Make a real level
- * @param player_ptr プレーヤーへの参照ポインタ
- * @param concptr
- * @return フロアの生成に成功したらTRUE
- */
-static bool level_gen(player_type *player_ptr, concptr *why)
-{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- DUNGEON_IDX d_idx = floor_ptr->dungeon_idx;
-
- if ((always_small_levels || ironman_small_levels ||
- (one_in_(SMALL_LEVEL) && small_levels) ||
- (d_info[d_idx].flags1 & DF1_BEGINNER) ||
- (d_info[d_idx].flags1 & DF1_SMALLEST)) &&
- !(d_info[d_idx].flags1 & DF1_BIG))
- {
- int level_height, level_width;
- if (d_info[d_idx].flags1 & DF1_SMALLEST)
- {
- level_height = 1;
- level_width = 1;
- }
- else if (d_info[d_idx].flags1 & DF1_BEGINNER)
- {
- level_height = 2;
- level_width = 2;
- }
- else
- {
- level_height = randint1(MAX_HGT / SCREEN_HGT);
- level_width = randint1(MAX_WID / SCREEN_WID);
- bool is_first_level_area = TRUE;
- bool is_max_area = (level_height == MAX_HGT / SCREEN_HGT) && (level_width == MAX_WID / SCREEN_WID);
- while (is_first_level_area || is_max_area)
- {
- level_height = randint1(MAX_HGT / SCREEN_HGT);
- level_width = randint1(MAX_WID / SCREEN_WID);
- is_first_level_area = FALSE;
- is_max_area = (level_height == MAX_HGT / SCREEN_HGT) && (level_width == MAX_WID / SCREEN_WID);
- }
- }
-
- floor_ptr->height = level_height * SCREEN_HGT;
- floor_ptr->width = level_width * SCREEN_WID;
-
- /* Assume illegal panel */
- panel_row_min = floor_ptr->height;
- panel_col_min = floor_ptr->width;
-
- msg_format_wizard(CHEAT_DUNGEON,
- _("小さなフロア: X:%d, Y:%d", "A 'small' dungeon level: X:%d, Y:%d."),
- floor_ptr->width, floor_ptr->height);
- }
- else
- {
- /* Big dungeon */
- floor_ptr->height = MAX_HGT;
- floor_ptr->width = MAX_WID;
-
- /* Assume illegal panel */
- panel_row_min = floor_ptr->height;
- panel_col_min = floor_ptr->width;
- }
-
- if (!cave_gen(player_ptr, why))
- {
- return FALSE;
- }
-
- else return TRUE;
-}
-
-/*!
- * @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 grid_array generation
- * @return なし
- */
-void wipe_generate_random_floor_flags(floor_type *floor_ptr)
-{
- POSITION x, y;
-
- for (y = 0; y < floor_ptr->height; y++)
- {
- for (x = 0; x < floor_ptr->width; x++)
- {
- /* Wipe unused flags */
- floor_ptr->grid_array[y][x].info &= ~(CAVE_MASK);
- }
- }
-
- if (floor_ptr->dun_level)
- {
- for (y = 1; y < floor_ptr->height - 1; y++)
- {
- for (x = 1; x < floor_ptr->width - 1; x++)
- {
- /* There might be trap */
- floor_ptr->grid_array[y][x].info |= CAVE_UNSAFE;
- }
- }
- }
-}
-
-/*!
- * @brief フロアの全情報を初期化する / Clear and empty floor.
- * @parama player_ptr プレーヤーへの参照ポインタ
- * @return なし
- */
-void clear_cave(player_type *player_ptr)
-{
- POSITION x, y;
- int i;
-
- /* Very simplified version of wipe_o_list() */
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- (void)C_WIPE(floor_ptr->o_list, floor_ptr->o_max, object_type);
- floor_ptr->o_max = 1;
- floor_ptr->o_cnt = 0;
-
- /* Very simplified version of wipe_m_list() */
- for (i = 1; i < max_r_idx; i++)
- r_info[i].cur_num = 0;
- (void)C_WIPE(floor_ptr->m_list, floor_ptr->m_max, monster_type);
- floor_ptr->m_max = 1;
- floor_ptr->m_cnt = 0;
- for (i = 0; i < MAX_MTIMED; i++) floor_ptr->mproc_max[i] = 0;
-
- /* Pre-calc cur_num of pets in party_mon[] */
- precalc_cur_num_of_pet(player_ptr);
-
-
- /* Start with a blank floor_ptr->grid_array */
- for (y = 0; y < MAX_HGT; y++)
- {
- for (x = 0; x < MAX_WID; x++)
- {
- grid_type *g_ptr = &floor_ptr->grid_array[y][x];
- g_ptr->info = 0;
- g_ptr->feat = 0;
- g_ptr->o_idx = 0;
- g_ptr->m_idx = 0;
- g_ptr->special = 0;
- g_ptr->mimic = 0;
- g_ptr->cost = 0;
- g_ptr->dist = 0;
- g_ptr->when = 0;
- }
- }
-
- /* Set the base level */
- floor_ptr->base_level = floor_ptr->dun_level;
-
- /* Reset the monster generation level */
- floor_ptr->monster_level = floor_ptr->base_level;
-
- /* Reset the object generation level */
- floor_ptr->object_level = floor_ptr->base_level;
-}
-
-
-/*!
- * ダンジョンのランダムフロアを生成する / Generates a random dungeon level -RAK-
- * @parama player_ptr プレーヤーへの参照ポインタ
- * @return なし
- * @note Hack -- regenerate any "overflow" levels
- */
-void generate_floor(player_type *player_ptr)
-{
- int num;
- /* Fill the arrays of floors and walls in the good proportions */
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- floor_ptr->dungeon_idx = player_ptr->dungeon_idx;
- set_floor_and_wall(floor_ptr->dungeon_idx);
-
- /* Generate */
- for (num = 0; TRUE; num++)
- {
- bool okay = TRUE;
- concptr why = NULL;
-
- clear_cave(player_ptr);
-
- /* Mega-Hack -- no player yet */
- player_ptr->x = player_ptr->y = 0;
-
- if (floor_ptr->inside_arena)
- {
- generate_challenge_arena(player_ptr);
- }
-
- else if (player_ptr->phase_out)
- {
- generate_gambling_arena(player_ptr);
- }
-
- else if (floor_ptr->inside_quest)
- {
- generate_fixed_floor(player_ptr);
- }
-
- /* Build the town */
- else if (!floor_ptr->dun_level)
- {
- /* Make the wilderness */
- if (player_ptr->wild_mode) wilderness_gen_small(player_ptr);
- else wilderness_gen(player_ptr);
- }
-
- /* Build a real level */
- else
- {
- okay = level_gen(player_ptr, &why);
- }
-
-
- /* Prevent object over-flow */
- if (floor_ptr->o_max >= current_world_ptr->max_o_idx)
- {
- why = _("アイテムが多すぎる", "too many objects");
- okay = FALSE;
- }
- /* Prevent monster over-flow */
- else if (floor_ptr->m_max >= current_world_ptr->max_m_idx)
- {
- why = _("モンスターが多すぎる", "too many monsters");
- okay = FALSE;
- }
-
- /* Accept */
- if (okay) break;
-
- if (why) msg_format(_("生成やり直し(%s)", "Generation restarted (%s)"), why);
-
- wipe_o_list(floor_ptr);
- wipe_monsters_list(player_ptr);
- }
-
- /* Glow deep lava and building entrances tempor */
- glow_deep_lava_and_bldg(player_ptr);
-
- /* Reset flag */
- player_ptr->enter_dungeon = FALSE;
-
- wipe_generate_random_floor_flags(floor_ptr);
-}
-
-/*!
- * @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
- * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
- * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
- * @return なし
- */
-static void rand_dir(POSITION *rdir, POSITION *cdir)
-{
- /* Pick a random direction */
- int i = randint0(4);
-
- /* Extract the dy/dx components */
- *rdir = ddy_ddd[i];
- *cdir = ddx_ddd[i];
-}
-
-/*!
- * @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
- * @param rdir Y方向に取るべきベクトル値を返す参照ポインタ
- * @param cdir X方向に取るべきベクトル値を返す参照ポインタ
- * @param y1 始点Y座標
- * @param x1 始点X座標
- * @param y2 終点Y座標
- * @param x2 終点X座標
- * @return なし
- */
-static void correct_dir(POSITION *rdir, POSITION *cdir, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
-{
- /* Extract vertical and horizontal directions */
- *rdir = (y1 == y2) ? 0 : (y1 < y2) ? 1 : -1;
- *cdir = (x1 == x2) ? 0 : (x1 < x2) ? 1 : -1;
-
- /* Never move diagonally */
- if (*rdir && *cdir)
- {
- if (randint0(100) < 50)
- *rdir = 0;
- else
- *cdir = 0;
- }
-}
-
-/*!
-* @brief 部屋間のトンネルを生成する / Constructs a tunnel between two points
-* @param player_ptr プレーヤーへの参照ポインタ
-* @param row1 始点Y座標
-* @param col1 始点X座標
-* @param row2 終点Y座標
-* @param col2 終点X座標
-* @return 生成に成功したらTRUEを返す
-* @details
-* This function must be called BEFORE any streamers are created,\n
-* since we use the special "granite wall" sub-types to keep track\n
-* of legal places for corridors to pierce rooms.\n
-*\n
-* We use "door_flag" to prevent excessive construction of doors\n
-* along overlapping corridors.\n
-*\n
-* We queue the tunnel grids to prevent door creation along a corridor\n
-* which intersects itself.\n
-*\n
-* We queue the wall piercing grids to prevent a corridor from leaving\n
-* a room and then coming back in through the same entrance.\n
-*\n
-* We "pierce" grids which are "outer" walls of rooms, and when we\n
-* do so, we change all adjacent "outer" walls of rooms into "solid"\n
-* walls so that no two corridors may use adjacent grids for exits.\n
-*\n
-* The "solid" wall check prevents corridors from "chopping" the\n
-* corners of rooms off, as well as "silly" door placement, and\n
-* "excessively wide" room entrances.\n
-*\n
-* Kind of walls:\n
-* extra -- walls\n
-* inner -- inner room walls\n
-* outer -- outer room walls\n
-* solid -- solid room walls\n
-*/
-bool build_tunnel(player_type *player_ptr, POSITION row1, POSITION col1, POSITION row2, POSITION col2)
-{
- POSITION y, x;
- POSITION tmp_row, tmp_col;
- POSITION row_dir, col_dir;
- POSITION start_row, start_col;
- int main_loop_count = 0;
-
- bool door_flag = FALSE;
-
- grid_type *g_ptr;
-
- /* Save the starting location */
- start_row = row1;
- start_col = col1;
-
- /* Start out in the correct direction */
- correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
-
- /* Keep going until done (or bored) */
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- while ((row1 != row2) || (col1 != col2))
- {
- /* Mega-Hack -- Paranoia -- prevent infinite loops */
- if (main_loop_count++ > 2000) return FALSE;
-
- /* Allow bends in the tunnel */
- if (randint0(100) < dun_tun_chg)
- {
- /* Acquire the correct direction */
- correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
-
- /* Random direction */
- if (randint0(100) < dun_tun_rnd)
- {
- rand_dir(&row_dir, &col_dir);
- }
- }
-
- /* Get the next location */
- tmp_row = row1 + row_dir;
- tmp_col = col1 + col_dir;
-
-
- /* Extremely Important -- do not leave the dungeon */
- while (!in_bounds(floor_ptr, tmp_row, tmp_col))
- {
- /* Acquire the correct direction */
- correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
-
- /* Random direction */
- if (randint0(100) < dun_tun_rnd)
- {
- rand_dir(&row_dir, &col_dir);
- }
-
- /* Get the next location */
- tmp_row = row1 + row_dir;
- tmp_col = col1 + col_dir;
- }
-
- g_ptr = &floor_ptr->grid_array[tmp_row][tmp_col];
-
- /* Avoid "solid" walls */
- if (is_solid_grid(g_ptr)) continue;
-
- /* Pierce "outer" walls of rooms */
- if (is_outer_grid(g_ptr))
- {
- /* Acquire the "next" location */
- y = tmp_row + row_dir;
- x = tmp_col + col_dir;
-
- /* Hack -- Avoid outer/solid walls */
- if (is_outer_bold(floor_ptr, y, x)) continue;
- if (is_solid_bold(floor_ptr, y, x)) continue;
-
- /* Accept this location */
- row1 = tmp_row;
- col1 = tmp_col;
-
- /* Save the wall location */
- if (dun->wall_n < WALL_MAX)
- {
- dun->wall[dun->wall_n].y = row1;
- dun->wall[dun->wall_n].x = col1;
- dun->wall_n++;
- }
- else return FALSE;
-
- /* Forbid re-entry near this piercing */
- for (y = row1 - 1; y <= row1 + 1; y++)
- {
- for (x = col1 - 1; x <= col1 + 1; x++)
- {
- /* Convert adjacent "outer" walls as "solid" walls */
- if (is_outer_bold(floor_ptr, y, x))
- {
- /* Change the wall to a "solid" wall */
- place_bold(player_ptr, y, x, gb_solid_noperm);
- }
- }
- }
- }
-
- /* Travel quickly through rooms */
- else if (g_ptr->info & (CAVE_ROOM))
- {
- /* Accept the location */
- row1 = tmp_row;
- col1 = tmp_col;
- }
-
- /* Tunnel through all other walls */
- else if (is_extra_grid(g_ptr) || is_inner_grid(g_ptr) || is_solid_grid(g_ptr))
- {
- /* Accept this location */
- row1 = tmp_row;
- col1 = tmp_col;
-
- /* Save the tunnel location */
- if (dun->tunn_n < TUNN_MAX)
- {
- dun->tunn[dun->tunn_n].y = row1;
- dun->tunn[dun->tunn_n].x = col1;
- dun->tunn_n++;
- }
- else return FALSE;
-
- /* Allow door in next grid */
- door_flag = FALSE;
- }
-
- /* Handle corridor intersections or overlaps */
- else
- {
- /* Accept the location */
- row1 = tmp_row;
- col1 = tmp_col;
-
- /* Collect legal door locations */
- if (!door_flag)
- {
- /* Save the door location */
- if (dun->door_n < DOOR_MAX)
- {
- dun->door[dun->door_n].y = row1;
- dun->door[dun->door_n].x = col1;
- dun->door_n++;
- }
- else return FALSE;
-
- /* No door in next grid */
- door_flag = TRUE;
- }
-
- /* Hack -- allow pre-emptive tunnel termination */
- if (randint0(100) >= dun_tun_con)
- {
- /* Distance between row1 and start_row */
- tmp_row = row1 - start_row;
- if (tmp_row < 0) tmp_row = (-tmp_row);
-
- /* Distance between col1 and start_col */
- tmp_col = col1 - start_col;
- if (tmp_col < 0) tmp_col = (-tmp_col);
-
- /* Terminate the tunnel */
- if ((tmp_row > 10) || (tmp_col > 10)) break;
- }
- }
- }
-
- return TRUE;
-}
-
-
-/*!
-* @brief トンネル生成のための基準点を指定する。
-* @param player_ptr プレーヤーへの参照ポインタ
-* @param x 基準点を指定するX座標の参照ポインタ、適時値が修正される。
-* @param y 基準点を指定するY座標の参照ポインタ、適時値が修正される。
-* @param affectwall (調査中)
-* @return なし
-* @details
-* This routine adds the square to the tunnel\n
-* It also checks for SOLID walls - and returns a nearby\n
-* non-SOLID square in (x,y) so that a simple avoiding\n
-* routine can be used. The returned boolean value reflects\n
-* whether or not this routine hit a SOLID wall.\n
-*\n
-* "affectwall" toggles whether or not this new square affects\n
-* the boundaries of rooms. - This is used by the catacomb\n
-* routine.\n
-* @todo 特に詳細な処理の意味を調査すべし
-*/
-static bool set_tunnel(player_type *player_ptr, POSITION *x, POSITION *y, bool affectwall)
-{
- int i, j, dx, dy;
-
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- grid_type *g_ptr = &floor_ptr->grid_array[*y][*x];
-
- if (!in_bounds(floor_ptr, *y, *x)) return TRUE;
-
- if (is_inner_grid(g_ptr))
- {
- return TRUE;
- }
-
- if (is_extra_bold(floor_ptr, *y, *x))
- {
- /* Save the tunnel location */
- if (dun->tunn_n < TUNN_MAX)
- {
- dun->tunn[dun->tunn_n].y = *y;
- dun->tunn[dun->tunn_n].x = *x;
- dun->tunn_n++;
-
- return TRUE;
- }
- else return FALSE;
- }
-
- if (is_floor_bold(floor_ptr, *y, *x))
- {
- /* Don't do anything */
- return TRUE;
- }
-
- if (is_outer_grid(g_ptr) && affectwall)
- {
- /* Save the wall location */
- if (dun->wall_n < WALL_MAX)
- {
- dun->wall[dun->wall_n].y = *y;
- dun->wall[dun->wall_n].x = *x;
- dun->wall_n++;
- }
- else return FALSE;
-
- /* Forbid re-entry near this piercing */
- for (j = *y - 1; j <= *y + 1; j++)
- {
- for (i = *x - 1; i <= *x + 1; i++)
- {
- /* Convert adjacent "outer" walls as "solid" walls */
- if (is_outer_bold(floor_ptr, j, i))
- {
- /* Change the wall to a "solid" wall */
- place_bold(player_ptr, j, i, gb_solid_noperm);
- }
- }
- }
-
- /* Clear mimic type */
- floor_ptr->grid_array[*y][*x].mimic = 0;
-
- place_bold(player_ptr, *y, *x, gb_floor);
-
- return TRUE;
- }
-
- if (is_solid_grid(g_ptr) && affectwall)
- {
- /* cannot place tunnel here - use a square to the side */
-
- /* find usable square and return value in (x,y) */
-
- i = 50;
-
- dy = 0;
- dx = 0;
- while ((i > 0) && is_solid_bold(floor_ptr, *y + dy, *x + dx))
- {
- dy = randint0(3) - 1;
- dx = randint0(3) - 1;
-
- if (!in_bounds(floor_ptr, *y + dy, *x + dx))
- {
- dx = 0;
- dy = 0;
- }
-
- i--;
- }
-
- if (i == 0)
- {
- /* Failed for some reason: hack - ignore the solidness */
- place_grid(player_ptr, g_ptr, gb_outer);
- dx = 0;
- dy = 0;
- }
-
- /* Give new, acceptable coordinate. */
- *x = *x + dx;
- *y = *y + dy;
-
- return FALSE;
- }
-
- return TRUE;
-}
-
-
-/*!
-* @brief 外壁を削って「カタコンベ状」の通路を作成する / This routine creates the catacomb-like tunnels by removing extra rock.
-* @param player_ptr プレーヤーへの参照ポインタ
-* @param x 基準点のX座標
-* @param y 基準点のY座標
-* @return なし
-* @details
-* Note that this routine is only called on "even" squares - so it gives
-* a natural checkerboard pattern.
-*/
-static void create_cata_tunnel(player_type *player_ptr, POSITION x, POSITION y)
-{
- POSITION x1, y1;
-
- /* Build tunnel */
- x1 = x - 1;
- y1 = y;
- set_tunnel(player_ptr, &x1, &y1, FALSE);
-
- x1 = x + 1;
- y1 = y;
- set_tunnel(player_ptr, &x1, &y1, FALSE);
-
- x1 = x;
- y1 = y - 1;
- set_tunnel(player_ptr, &x1, &y1, FALSE);
-
- x1 = x;
- y1 = y + 1;
- set_tunnel(player_ptr, &x1, &y1, FALSE);
-}
-
-
-/*!
-* @brief トンネル生成処理(詳細調査中)/ This routine does the bulk of the work in creating the new types of tunnels.
-* @param player_ptr プレーヤーへの参照ポインタ
-* @return なし
-* @todo 詳細用調査
-* @details
-* It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)\n
-* It doesn't need to add any complexity - straight lines are fine.\n
-* The SOLID walls are avoided by a recursive algorithm which tries random ways\n
-* around the obstical until it works. The number of itterations is counted, and it\n
-* this gets too large the routine exits. This should stop any crashes - but may leave\n
-* small gaps in the tunnel where there are too many SOLID walls.\n
-*\n
-* Type 1 tunnels are extremely simple - straight line from A to B. This is only used\n
-* as a part of the dodge SOLID walls algorithm.\n
-*\n
-* Type 2 tunnels are made of two straight lines at right angles. When this is used with\n
-* short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.\n
-*\n
-* Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.\n
-* This, when used with longer line segments gives the "catacomb-like" tunnels seen near\n
-* the surface.\n
-*/
-static void short_seg_hack(player_type *player_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int count, bool *fail)
-{
- int i;
- POSITION x, y;
- int length;
-
- /* Check for early exit */
- if (!(*fail)) return;
-
- length = distance(x1, y1, x2, y2);
-
- count++;
-
- if ((type == 1) && (length != 0))
- {
-
- for (i = 0; i <= length; i++)
- {
- x = x1 + i * (x2 - x1) / length;
- y = y1 + i * (y2 - y1) / length;
- if (!set_tunnel(player_ptr, &x, &y, TRUE))
- {
- if (count > 50)
- {
- /* This isn't working - probably have an infinite loop */
- *fail = FALSE;
- return;
- }
-
- /* solid wall - so try to go around */
- short_seg_hack(player_ptr, x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
- short_seg_hack(player_ptr, x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
- }
- }
- }
- else if ((type == 2) || (type == 3))
- {
- if (x1 < x2)
- {
- for (i = x1; i <= x2; i++)
- {
- x = i;
- y = y1;
- if (!set_tunnel(player_ptr, &x, &y, TRUE))
- {
- /* solid wall - so try to go around */
- short_seg_hack(player_ptr, x, y, i - 1, y1, 1, count, fail);
- short_seg_hack(player_ptr, x, y, i + 1, y1, 1, count, fail);
- }
- if ((type == 3) && ((x + y) % 2))
- {
- create_cata_tunnel(player_ptr, i, y1);
- }
- }
- }
- else
- {
- for (i = x2; i <= x1; i++)
- {
- x = i;
- y = y1;
- if (!set_tunnel(player_ptr, &x, &y, TRUE))
- {
- /* solid wall - so try to go around */
- short_seg_hack(player_ptr, x, y, i - 1, y1, 1, count, fail);
- short_seg_hack(player_ptr, x, y, i + 1, y1, 1, count, fail);
- }
- if ((type == 3) && ((x + y) % 2))
- {
- create_cata_tunnel(player_ptr, i, y1);
- }
- }
-
- }
- if (y1 < y2)
- {
- for (i = y1; i <= y2; i++)
- {
- x = x2;
- y = i;
- if (!set_tunnel(player_ptr, &x, &y, TRUE))
- {
- /* solid wall - so try to go around */
- short_seg_hack(player_ptr, x, y, x2, i - 1, 1, count, fail);
- short_seg_hack(player_ptr, x, y, x2, i + 1, 1, count, fail);
- }
- if ((type == 3) && ((x + y) % 2))
- {
- create_cata_tunnel(player_ptr, x2, i);
- }
- }
- }
- else
- {
- for (i = y2; i <= y1; i++)
- {
- x = x2;
- y = i;
- if (!set_tunnel(player_ptr, &x, &y, TRUE))
- {
- /* solid wall - so try to go around */
- short_seg_hack(player_ptr, x, y, x2, i - 1, 1, count, fail);
- short_seg_hack(player_ptr, x, y, x2, i + 1, 1, count, fail);
- }
- if ((type == 3) && ((x + y) % 2))
- {
- create_cata_tunnel(player_ptr, x2, i);
- }
- }
- }
- }
-}
-
-
-/*!
-* @brief 特定の壁(永久壁など)を避けながら部屋間の通路を作成する / This routine maps a path from (x1, y1) to (x2, y2) avoiding SOLID walls.
-* @return なし
-* @todo 詳細要調査
-* @details
-* Permanent rock is ignored in this path finding- sometimes there is no\n
-* path around anyway -so there will be a crash if we try to find one.\n
-* This routine is much like the river creation routine in Zangband.\n
-* It works by dividing a line segment into two. The segments are divided\n
-* until they are less than "cutoff" - when the corresponding routine from\n
-* "short_seg_hack" is called.\n
-* Note it is VERY important that the "stop if hit another passage" logic\n
-* stays as is. Without this the dungeon turns into Swiss Cheese...\n
-*/
-bool build_tunnel2(player_type *player_ptr, POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff)
-{
- POSITION x3, y3, dx, dy;
- POSITION changex, changey;
- int length;
- int i;
- bool retval, firstsuccede;
- grid_type *g_ptr;
-
- length = distance(x1, y1, x2, y2);
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if (length > cutoff)
- {
- /*
- * Divide path in half and call routine twice.
- */
- dx = (x2 - x1) / 2;
- dy = (y2 - y1) / 2;
-
- /* perturbation perpendicular to path */
- changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
- changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
-
- /* Work out "mid" ponit */
- x3 = x1 + dx + changex;
- y3 = y1 + dy + changey;
-
- /* See if in bounds - if not - do not perturb point */
- if (!in_bounds(floor_ptr, y3, x3))
- {
- x3 = (x1 + x2) / 2;
- y3 = (y1 + y2) / 2;
- }
- /* cache g_ptr */
- g_ptr = &floor_ptr->grid_array[y3][x3];
- if (is_solid_grid(g_ptr))
- {
- /* move midpoint a bit to avoid problem. */
-
- i = 50;
-
- dy = 0;
- dx = 0;
- while ((i > 0) && is_solid_bold(floor_ptr, y3 + dy, x3 + dx))
- {
- dy = randint0(3) - 1;
- dx = randint0(3) - 1;
- if (!in_bounds(floor_ptr, y3 + dy, x3 + dx))
- {
- dx = 0;
- dy = 0;
- }
- i--;
- }
-
- if (i == 0)
- {
- /* Failed for some reason: hack - ignore the solidness */
- place_bold(player_ptr, y3, x3, gb_outer);
- dx = 0;
- dy = 0;
- }
- y3 += dy;
- x3 += dx;
- g_ptr = &floor_ptr->grid_array[y3][x3];
- }
-
- if (is_floor_grid(g_ptr))
- {
- if (build_tunnel2(player_ptr, x1, y1, x3, y3, type, cutoff))
- {
- if ((floor_ptr->grid_array[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
- {
- /* do second half only if works + if have hit a room */
- retval = build_tunnel2(player_ptr, x3, y3, x2, y2, type, cutoff);
- }
- else
- {
- /* have hit another tunnel - make a set of doors here */
- retval = FALSE;
-
- /* Save the door location */
- if (dun->door_n < DOOR_MAX)
- {
- dun->door[dun->door_n].y = y3;
- dun->door[dun->door_n].x = x3;
- dun->door_n++;
- }
- else return FALSE;
- }
- firstsuccede = TRUE;
- }
- else
- {
- /* false- didn't work all the way */
- retval = FALSE;
- firstsuccede = FALSE;
- }
- }
- else
- {
- /* tunnel through walls */
- if (build_tunnel2(player_ptr, x1, y1, x3, y3, type, cutoff))
- {
- retval = build_tunnel2(player_ptr, x3, y3, x2, y2, type, cutoff);
- firstsuccede = TRUE;
- }
- else
- {
- /* false- didn't work all the way */
- retval = FALSE;
- firstsuccede = FALSE;
- }
- }
- if (firstsuccede)
- {
- /* only do this if the first half has worked */
- set_tunnel(player_ptr, &x3, &y3, TRUE);
- }
- /* return value calculated above */
- return retval;
- }
- else
- {
- /* Do a short segment */
- retval = TRUE;
- short_seg_hack(player_ptr, x1, y1, x2, y2, type, 0, &retval);
-
- /* Hack - ignore return value so avoid infinite loops */
- return TRUE;
- }
-}
-