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[Refactor] #37353 後で同名の構造体を作り、feat_*と命名を一致させるため floor_type を feat_ground_type に改名...
[hengband/hengband.git] / src / grid.c
index 9cd60cf..f6d09cd 100644 (file)
 #include "angband.h"
 #include "generate.h"
 #include "grid.h"
+#include "trap.h"
+#include "rooms.h"
+#include "monster.h"
+#include "quest.h"
 
 
 /*!
@@ -63,7 +67,6 @@ bool new_player_spot(void)
                /* Refuse to start on anti-teleport grids */
                if (c_ptr->info & (CAVE_ICKY)) continue;
 
-               /* Done */
                break;
        }
 
@@ -85,7 +88,7 @@ bool new_player_spot(void)
  * @param x 配置を試みたいマスのX座標
  * @return なし
  */
-void place_random_stairs(int y, int x)
+void place_random_stairs(POSITION y, POSITION x)
 {
        bool up_stairs = TRUE;
        bool down_stairs = TRUE;
@@ -96,36 +99,28 @@ void place_random_stairs(int y, int x)
        if (!is_floor_grid(c_ptr) || c_ptr->o_idx) return;
 
        /* Town */
-       if (!dun_level)
-               up_stairs = FALSE;
+       if (!dun_level) up_stairs = FALSE;
 
        /* Ironman */
-       if (ironman_downward)
-               up_stairs = FALSE;
+       if (ironman_downward) up_stairs = FALSE;
 
        /* Bottom */
-       if (dun_level >= d_info[dungeon_type].maxdepth)
-               down_stairs = FALSE;
+       if (dun_level >= d_info[dungeon_type].maxdepth) down_stairs = FALSE;
 
        /* Quest-level */
-       if (quest_number(dun_level) && (dun_level > 1))
-               down_stairs = FALSE;
+       if (quest_number(dun_level) && (dun_level > 1)) down_stairs = FALSE;
 
        /* We can't place both */
        if (down_stairs && up_stairs)
        {
                /* Choose a staircase randomly */
-               if (randint0(100) < 50)
-                       up_stairs = FALSE;
-               else
-                       down_stairs = FALSE;
+               if (randint0(100) < 50) up_stairs = FALSE;
+               else down_stairs = FALSE;
        }
 
        /* Place the stairs */
-       if (up_stairs)
-               place_up_stairs(y, x);
-       else if (down_stairs)
-               place_down_stairs(y, x);
+       if (up_stairs) place_up_stairs(y, x);
+       else if (down_stairs) place_down_stairs(y, x);
 }
 
 /*!
@@ -135,10 +130,10 @@ void place_random_stairs(int y, int x)
  * @param room 部屋に接している場合向けのドア生成か否か
  * @return なし
  */
-void place_random_door(int y, int x, bool room)
+void place_random_door(POSITION y, POSITION x, bool room)
 {
        int tmp, type;
-       s16b feat = feat_none;
+       FEAT_IDX feat = feat_none;
        cave_type *c_ptr = &cave[y][x];
 
        /* Initialize mimic info */
@@ -187,7 +182,7 @@ void place_random_door(int y, int x, bool room)
                        {
                                if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY))
                                {
-                                       c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)];
+                                       c_ptr->feat = one_in_(2) ? c_ptr->mimic : feat_ground_type[randint0(100)];
                                }
                                c_ptr->mimic = 0;
                        }
@@ -219,10 +214,10 @@ void place_random_door(int y, int x, bool room)
  * @param type ドアの地形ID
  * @return なし
  */
-void place_closed_door(int y, int x, int type)
+void place_closed_door(POSITION y, POSITION x, int type)
 {
        int tmp;
-       s16b feat = feat_none;
+       FEAT_IDX feat = feat_none;
 
        if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
        {
@@ -273,7 +268,7 @@ void place_closed_door(int y, int x, int type)
 * @param x 配置したいフロアのX座標
 * @return なし
 */
-void place_locked_door(int y, int x)
+void place_locked_door(POSITION y, POSITION x)
 {
        if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
        {
@@ -295,7 +290,7 @@ void place_locked_door(int y, int x)
 * @param type DOOR_DEFAULT / DOOR_DOOR / DOOR_GLASS_DOOR / DOOR_CURTAIN のいずれか
 * @return なし
 */
-void place_secret_door(int y, int x, int type)
+void place_secret_door(POSITION y, POSITION x, int type)
 {
        if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
        {
@@ -325,7 +320,7 @@ void place_secret_door(int y, int x, int type)
                        {
                                if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY))
                                {
-                                       c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)];
+                                       c_ptr->feat = one_in_(2) ? c_ptr->mimic : feat_ground_type[randint0(100)];
                                }
                                c_ptr->mimic = 0;
                        }
@@ -342,7 +337,7 @@ void place_secret_door(int y, int x, int type)
  *
  * The doors must be INSIDE the allocated region.
  */
-void add_door(int x, int y)
+void add_door(POSITION x, POSITION y)
 {
        /* Need to have a wall in the center square */
        if (!is_outer_bold(y, x)) return;
@@ -399,9 +394,10 @@ void add_door(int x, int y)
 * grids which are not in rooms.  We might want to also count stairs,\n
 * open doors, closed doors, etc.
 */
-static int next_to_corr(int y1, int x1)
+static int next_to_corr(POSITION y1, POSITION x1)
 {
-       int i, y, x, k = 0;
+       int i, k = 0;
+       POSITION y, x;
 
        cave_type *c_ptr;
 
@@ -411,8 +407,6 @@ static int next_to_corr(int y1, int x1)
                /* Extract the location */
                y = y1 + ddy_ddd[i];
                x = x1 + ddx_ddd[i];
-
-               /* Access the grid */
                c_ptr = &cave[y][x];
 
                /* Skip non floors */
@@ -440,10 +434,10 @@ static int next_to_corr(int y1, int x1)
 * @return ドアを設置可能ならばTRUEを返す
 * @note Assumes "in_bounds(y1, x1)"
 * @details
-* XXX XXX XXX\n
+* \n
 * Assumes "in_bounds(y, x)"\n
 */
-static bool possible_doorway(int y, int x)
+static bool possible_doorway(POSITION y, POSITION x)
 {
        /* Count the adjacent corridors */
        if (next_to_corr(y, x) >= 2)
@@ -473,7 +467,7 @@ static bool possible_doorway(int y, int x)
 * @param x 設置を行いたいマスのX座標
 * @return なし
 */
-void try_door(int y, int x)
+void try_door(POSITION y, POSITION x)
 {
        /* Paranoia */
        if (!in_bounds(y, x)) return;
@@ -502,9 +496,9 @@ void try_door(int y, int x)
  * @param light 照明の有無
  * @return なし
  */
-void place_floor(int x1, int x2, int y1, int y2, bool light)
+void place_floor(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
 {
-       int x, y;
+       POSITION x, y;
 
        /* Place a full floor under the room */
        for (y = y1 - 1; y <= y2 + 1; y++)
@@ -528,9 +522,9 @@ void place_floor(int x1, int x2, int y1, int y2, bool light)
  * @param light 照明の有無
  * @return なし
  */
-void place_room(int x1, int x2, int y1, int y2, bool light)
+void place_room(POSITION x1, POSITION x2, POSITION y1, POSITION y2, bool light)
 {
-       int y, x;
+       POSITION y, x;
 
        place_floor(x1, x2, y1, y2, light);
 
@@ -557,7 +551,7 @@ void place_room(int x1, int x2, int y1, int y2, bool light)
  * @details
  * Only really called by some of the "vault" routines.
  */
-void vault_objects(int y, int x, int num)
+void vault_objects(POSITION y, POSITION x, int num)
 {
        int dummy = 0;
        int i = 0, j = y, k = x;
@@ -581,32 +575,19 @@ void vault_objects(int y, int x, int num)
                                break;
                        }
 
-
-                       if (dummy >= SAFE_MAX_ATTEMPTS)
+                       if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
                        {
-                               if (cheat_room)
-                               {
-#ifdef JP
-msg_print("警告!地下室のアイテムを配置できません!");
-#else
-                                       msg_print("Warning! Could not place vault object!");
-#endif
-
-                               }
+                               msg_print(_("警告!地下室のアイテムを配置できません!", "Warning! Could not place vault object!"));
                        }
 
-
                        /* Require "clean" floor space */
                        c_ptr = &cave[j][k];
                        if (!is_floor_grid(c_ptr) || c_ptr->o_idx) continue;
 
-                       /* Place an item */
                        if (randint0(100) < 75)
                        {
                                place_object(j, k, 0L);
                        }
-
-                       /* Place gold */
                        else
                        {
                                place_gold(j, k);
@@ -628,7 +609,7 @@ msg_print("警告!地下室のアイテムを配置できません!");
  * @details
  * Only really called by some of the "vault" routines.
  */
-void vault_trap_aux(int y, int x, int yd, int xd)
+void vault_trap_aux(POSITION y, POSITION x, POSITION yd, POSITION xd)
 {
        int count = 0, y1 = y, x1 = x;
        int dummy = 0;
@@ -648,17 +629,9 @@ void vault_trap_aux(int y, int x, int yd, int xd)
                        break;
                }
 
-               if (dummy >= SAFE_MAX_ATTEMPTS)
+               if (dummy >= SAFE_MAX_ATTEMPTS && cheat_room)
                {
-                       if (cheat_room)
-                       {
-#ifdef JP
-msg_print("警告!地下室のトラップを配置できません!");
-#else
-                               msg_print("Warning! Could not place vault trap!");
-#endif
-
-                       }
+                       msg_print(_("警告!地下室のトラップを配置できません!", "Warning! Could not place vault trap!"));
                }
 
                /* Require "naked" floor grids */
@@ -668,7 +641,6 @@ msg_print("警告!地下室のトラップを配置できません!");
                /* Place the trap */
                place_trap(y1, x1);
 
-               /* Done */
                break;
        }
 }
@@ -684,7 +656,7 @@ msg_print("警告!地下室のトラップを配置できません!");
  * @details
  * Only really called by some of the "vault" routines.
  */
-void vault_traps(int y, int x, int yd, int xd, int num)
+void vault_traps(POSITION y, POSITION x, POSITION yd, POSITION xd, int num)
 {
        int i;
 
@@ -703,7 +675,7 @@ void vault_traps(int y, int x, int yd, int xd, int num)
  * @details
  * Only really called by some of the "vault" routines.
  */
-void vault_monsters(int y1, int x1, int num)
+void vault_monsters(POSITION y1, POSITION x1, int num)
 {
        int k, i;
        POSITION y, x;
@@ -743,7 +715,7 @@ void vault_monsters(int y1, int x1, int num)
  * @param x2 終点X座標
  * @return なし
  */
-void correct_dir(int *rdir, int *cdir, int y1, int x1, int y2, int x2)
+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;
@@ -765,7 +737,7 @@ void correct_dir(int *rdir, int *cdir, int y1, int x1, int y2, int x2)
  * @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
  */
-void rand_dir(int *rdir, int *cdir)
+void rand_dir(POSITION *rdir, POSITION *cdir)
 {
        /* Pick a random direction */
        int i = randint0(4);
@@ -781,7 +753,7 @@ void rand_dir(int *rdir, int *cdir)
  * @param y チェックするマスのY座標
  * @return 床系地形ならばTRUE
  */
-bool get_is_floor(int x, int y)
+bool get_is_floor(POSITION x, POSITION y)
 {
        if (!in_bounds(y, x))
        {
@@ -801,7 +773,7 @@ bool get_is_floor(int x, int y)
  * @param y 地形を変えたいマスのY座標
  * @return なし
  */
-void set_floor(int x, int y)
+void set_floor(POSITION x, POSITION y)
 {
        if (!in_bounds(y, x))
        {
@@ -821,658 +793,3 @@ void set_floor(int x, int y)
 }
 
 
-/*!
- * @brief 部屋間のトンネルを生成する / Constructs a tunnel between two points
- * @param row1 始点Y座標
- * @param col1 始点X座標
- * @param row2 終点Y座標
- * @param col2 終点X座標
- * @return 生成に成功したらTRUEを返す
- * @details
- * This function must be called BEFORE any streamers are created,\n
- * since we use the special "granite wall" sub-types to keep track\n
- * of legal places for corridors to pierce rooms.\n
- *\n
- * We use "door_flag" to prevent excessive construction of doors\n
- * along overlapping corridors.\n
- *\n
- * We queue the tunnel grids to prevent door creation along a corridor\n
- * which intersects itself.\n
- *\n
- * We queue the wall piercing grids to prevent a corridor from leaving\n
- * a room and then coming back in through the same entrance.\n
- *\n
- * We "pierce" grids which are "outer" walls of rooms, and when we\n
- * do so, we change all adjacent "outer" walls of rooms into "solid"\n
- * walls so that no two corridors may use adjacent grids for exits.\n
- *\n
- * The "solid" wall check prevents corridors from "chopping" the\n
- * corners of rooms off, as well as "silly" door placement, and\n
- * "excessively wide" room entrances.\n
- *\n
- * Kind of walls:\n
- *   extra -- walls\n
- *   inner -- inner room walls\n
- *   outer -- outer room walls\n
- *   solid -- solid room walls\n
- */
-bool build_tunnel(POSITION row1, POSITION col1, POSITION row2, POSITION col2)
-{
-       int y, x;
-       POSITION tmp_row, tmp_col;
-       int row_dir, col_dir;
-       int start_row, start_col;
-       int main_loop_count = 0;
-
-       bool door_flag = FALSE;
-
-       cave_type *c_ptr;
-
-       /* Save the starting location */
-       start_row = row1;
-       start_col = col1;
-
-       /* Start out in the correct direction */
-       correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
-
-       /* Keep going until done (or bored) */
-       while ((row1 != row2) || (col1 != col2))
-       {
-               /* Mega-Hack -- Paranoia -- prevent infinite loops */
-               if (main_loop_count++ > 2000) return FALSE;
-
-               /* Allow bends in the tunnel */
-               if (randint0(100) < dun_tun_chg)
-               {
-                       /* Acquire the correct direction */
-                       correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
-
-                       /* Random direction */
-                       if (randint0(100) < dun_tun_rnd)
-                       {
-                               rand_dir(&row_dir, &col_dir);
-                       }
-               }
-
-               /* Get the next location */
-               tmp_row = row1 + row_dir;
-               tmp_col = col1 + col_dir;
-
-
-               /* Extremely Important -- do not leave the dungeon */
-               while (!in_bounds(tmp_row, tmp_col))
-               {
-                       /* Acquire the correct direction */
-                       correct_dir(&row_dir, &col_dir, row1, col1, row2, col2);
-
-                       /* Random direction */
-                       if (randint0(100) < dun_tun_rnd)
-                       {
-                               rand_dir(&row_dir, &col_dir);
-                       }
-
-                       /* Get the next location */
-                       tmp_row = row1 + row_dir;
-                       tmp_col = col1 + col_dir;
-               }
-
-
-               /* Access the location */
-               c_ptr = &cave[tmp_row][tmp_col];
-
-               /* Avoid "solid" walls */
-               if (is_solid_grid(c_ptr)) continue;
-
-               /* Pierce "outer" walls of rooms */
-               if (is_outer_grid(c_ptr))
-               {
-                       /* Acquire the "next" location */
-                       y = tmp_row + row_dir;
-                       x = tmp_col + col_dir;
-
-                       /* Hack -- Avoid outer/solid walls */
-                       if (is_outer_bold(y, x)) continue;
-                       if (is_solid_bold(y, x)) continue;
-
-                       /* Accept this location */
-                       row1 = (POSITION)tmp_row;
-                       col1 = (POSITION)tmp_col;
-
-                       /* Save the wall location */
-                       if (dun->wall_n < WALL_MAX)
-                       {
-                               dun->wall[dun->wall_n].y = row1;
-                               dun->wall[dun->wall_n].x = col1;
-                               dun->wall_n++;
-                       }
-                       else return FALSE;
-
-                       /* Forbid re-entry near this piercing */
-                       for (y = row1 - 1; y <= row1 + 1; y++)
-                       {
-                               for (x = col1 - 1; x <= col1 + 1; x++)
-                               {
-                                       /* Convert adjacent "outer" walls as "solid" walls */
-                                       if (is_outer_bold(y, x))
-                                       {
-                                               /* Change the wall to a "solid" wall */
-                                               place_solid_noperm_bold(y, x);
-                                       }
-                               }
-                       }
-               }
-
-               /* Travel quickly through rooms */
-               else if (c_ptr->info & (CAVE_ROOM))
-               {
-                       /* Accept the location */
-                       row1 = tmp_row;
-                       col1 = tmp_col;
-               }
-
-               /* Tunnel through all other walls */
-               else if (is_extra_grid(c_ptr) || is_inner_grid(c_ptr) || is_solid_grid(c_ptr))
-               {
-                       /* Accept this location */
-                       row1 = tmp_row;
-                       col1 = tmp_col;
-
-                       /* Save the tunnel location */
-                       if (dun->tunn_n < TUNN_MAX)
-                       {
-                               dun->tunn[dun->tunn_n].y = row1;
-                               dun->tunn[dun->tunn_n].x = col1;
-                               dun->tunn_n++;
-                       }
-                       else return FALSE;
-
-                       /* Allow door in next grid */
-                       door_flag = FALSE;
-               }
-
-               /* Handle corridor intersections or overlaps */
-               else
-               {
-                       /* Accept the location */
-                       row1 = tmp_row;
-                       col1 = tmp_col;
-
-                       /* Collect legal door locations */
-                       if (!door_flag)
-                       {
-                               /* Save the door location */
-                               if (dun->door_n < DOOR_MAX)
-                               {
-                                       dun->door[dun->door_n].y = row1;
-                                       dun->door[dun->door_n].x = col1;
-                                       dun->door_n++;
-                               }
-                               else return FALSE;
-
-                               /* No door in next grid */
-                               door_flag = TRUE;
-                       }
-
-                       /* Hack -- allow pre-emptive tunnel termination */
-                       if (randint0(100) >= dun_tun_con)
-                       {
-                               /* Distance between row1 and start_row */
-                               tmp_row = row1 - start_row;
-                               if (tmp_row < 0) tmp_row = (-tmp_row);
-
-                               /* Distance between col1 and start_col */
-                               tmp_col = col1 - start_col;
-                               if (tmp_col < 0) tmp_col = (-tmp_col);
-
-                               /* Terminate the tunnel */
-                               if ((tmp_row > 10) || (tmp_col > 10)) break;
-                       }
-               }
-       }
-
-       return TRUE;
-}
-
-
-/*!
- * @brief トンネル生成のための基準点を指定する。
- * @param x 基準点を指定するX座標の参照ポインタ、適時値が修正される。
- * @param y 基準点を指定するY座標の参照ポインタ、適時値が修正される。
- * @param affectwall (調査中)
- * @return なし
- * @details
- * This routine adds the square to the tunnel\n
- * It also checks for SOLID walls - and returns a nearby\n
- * non-SOLID square in (x,y) so that a simple avoiding\n
- * routine can be used. The returned boolean value reflects\n
- * whether or not this routine hit a SOLID wall.\n
- *\n
- * "affectwall" toggles whether or not this new square affects\n
- * the boundaries of rooms. - This is used by the catacomb\n
- * routine.\n
- * @todo 特に詳細な処理の意味を調査すべし
- */
-static bool set_tunnel(POSITION *x, POSITION *y, bool affectwall)
-{
-       int i, j, dx, dy;
-
-       cave_type *c_ptr = &cave[*y][*x];
-
-       if (!in_bounds(*y, *x)) return TRUE;
-
-       if (is_inner_grid(c_ptr))
-       {
-               return TRUE;
-       }
-
-       if (is_extra_bold(*y,*x))
-       {
-               /* Save the tunnel location */
-               if (dun->tunn_n < TUNN_MAX)
-               {
-                       dun->tunn[dun->tunn_n].y = *y;
-                       dun->tunn[dun->tunn_n].x = *x;
-                       dun->tunn_n++;
-
-                       return TRUE;
-               }
-               else return FALSE;
-       }
-
-       if (is_floor_bold(*y, *x))
-       {
-               /* Don't do anything */
-               return TRUE;
-       }
-
-       if (is_outer_grid(c_ptr) && affectwall)
-       {
-               /* Save the wall location */
-               if (dun->wall_n < WALL_MAX)
-               {
-                       dun->wall[dun->wall_n].y = *y;
-                       dun->wall[dun->wall_n].x = *x;
-                       dun->wall_n++;
-               }
-               else return FALSE;
-
-               /* Forbid re-entry near this piercing */
-               for (j = *y - 1; j <= *y + 1; j++)
-               {
-                       for (i = *x - 1; i <= *x + 1; i++)
-                       {
-                               /* Convert adjacent "outer" walls as "solid" walls */
-                               if (is_outer_bold(j, i))
-                               {
-                                       /* Change the wall to a "solid" wall */
-                                       place_solid_noperm_bold(j, i);
-                               }
-                       }
-               }
-
-               /* Clear mimic type */
-               cave[*y][*x].mimic = 0;
-
-               place_floor_bold(*y, *x);
-
-               return TRUE;
-       }
-
-       if (is_solid_grid(c_ptr) && affectwall)
-       {
-               /* cannot place tunnel here - use a square to the side */
-
-               /* find usable square and return value in (x,y) */
-
-               i = 50;
-
-               dy = 0;
-               dx = 0;
-               while ((i > 0) && is_solid_bold(*y + dy, *x + dx))
-               {
-                       dy = randint0(3) - 1;
-                       dx = randint0(3) - 1;
-
-                       if (!in_bounds(*y + dy, *x + dx))
-                       {
-                               dx = 0;
-                               dy = 0;
-                       }
-
-                       i--;
-               }
-
-               if (i == 0)
-               {
-                       /* Failed for some reason: hack - ignore the solidness */
-                       place_outer_grid(c_ptr);
-                       dx = 0;
-                       dy = 0;
-               }
-
-               /* Give new, acceptable coordinate. */
-               *x = *x + dx;
-               *y = *y + dy;
-
-               return FALSE;
-       }
-
-       return TRUE;
-}
-
-
-/*!
- * @brief 外壁を削って「カタコンベ状」の通路を作成する / This routine creates the catacomb-like tunnels by removing extra rock.
- * @param x 基準点のX座標
- * @param y 基準点のY座標
- * @return なし
- * @details
- * Note that this routine is only called on "even" squares - so it gives
- * a natural checkerboard pattern.
- */
-static void create_cata_tunnel(POSITION x, POSITION y)
-{
-       POSITION x1, y1;
-
-       /* Build tunnel */
-       x1 = x - 1;
-       y1 = y;
-       set_tunnel(&x1, &y1, FALSE);
-
-       x1 = x + 1;
-       y1 = y;
-       set_tunnel(&x1, &y1, FALSE);
-
-       x1 = x;
-       y1 = y - 1;
-       set_tunnel(&x1, &y1, FALSE);
-
-       x1 = x;
-       y1 = y + 1;
-       set_tunnel(&x1, &y1, FALSE);
-}
-
-
-/*!
- * @brief トンネル生成処理(詳細調査中)/ This routine does the bulk of the work in creating the new types of tunnels.
- * @return なし
- * @todo 詳細用調査
- * @details
- * It is designed to use very simple algorithms to go from (x1,y1) to (x2,y2)\n
- * It doesn't need to add any complexity - straight lines are fine.\n
- * The SOLID walls are avoided by a recursive algorithm which tries random ways\n
- * around the obstical until it works.  The number of itterations is counted, and it\n
- * this gets too large the routine exits. This should stop any crashes - but may leave\n
- * small gaps in the tunnel where there are too many SOLID walls.\n
- *\n
- * Type 1 tunnels are extremely simple - straight line from A to B.  This is only used\n
- * as a part of the dodge SOLID walls algorithm.\n
- *\n
- * Type 2 tunnels are made of two straight lines at right angles. When this is used with\n
- * short line segments it gives the "cavelike" tunnels seen deeper in the dungeon.\n
- *\n
- * Type 3 tunnels are made of two straight lines like type 2, but with extra rock removed.\n
- * This, when used with longer line segments gives the "catacomb-like" tunnels seen near\n
- * the surface.\n
- */
-static void short_seg_hack(int x1, int y1, int x2, int y2, int type, int count, bool *fail)
-{
-       int i;
-       POSITION x, y;
-       int length;
-
-       /* Check for early exit */
-       if (!(*fail)) return;
-
-       length = distance(x1, y1, x2, y2);
-
-       count++;
-
-       if ((type == 1) && (length != 0))
-       {
-
-               for (i = 0; i <= length; i++)
-               {
-                       x = x1 + i * (x2 - x1) / length;
-                       y = y1 + i * (y2 - y1) / length;
-                       if (!set_tunnel(&x, &y, TRUE))
-                       {
-                               if (count > 50)
-                               {
-                                       /* This isn't working - probably have an infinite loop */
-                                       *fail = FALSE;
-                                       return;
-                               }
-
-                               /* solid wall - so try to go around */
-                               short_seg_hack(x, y, x1 + (i - 1) * (x2 - x1) / length, y1 + (i - 1) * (y2 - y1) / length, 1, count, fail);
-                               short_seg_hack(x, y, x1 + (i + 1) * (x2 - x1) / length, y1 + (i + 1) * (y2 - y1) / length, 1, count, fail);
-                       }
-               }
-       }
-       else if ((type == 2) || (type == 3))
-       {
-               if (x1 < x2)
-               {
-                       for (i = x1; i <= x2; i++)
-                       {
-                               x = i;
-                               y = y1;
-                               if (!set_tunnel(&x, &y, TRUE))
-                               {
-                                       /* solid wall - so try to go around */
-                                       short_seg_hack(x, y, i - 1, y1, 1, count, fail);
-                                       short_seg_hack(x, y, i + 1, y1, 1, count, fail);
-                               }
-                               if ((type == 3) && ((x + y) % 2))
-                               {
-                                       create_cata_tunnel(i, y1);
-                               }
-                       }
-               }
-               else
-               {
-                       for (i = x2; i <= x1; i++)
-                       {
-                               x = i;
-                               y = y1;
-                               if (!set_tunnel(&x, &y, TRUE))
-                               {
-                                       /* solid wall - so try to go around */
-                                       short_seg_hack(x, y, i - 1, y1, 1, count, fail);
-                                       short_seg_hack(x, y, i + 1, y1, 1, count, fail);
-                               }
-                               if ((type == 3) && ((x + y) % 2))
-                               {
-                                       create_cata_tunnel(i, y1);
-                               }
-                       }
-
-               }
-               if (y1 < y2)
-               {
-                       for (i = y1; i <= y2; i++)
-                       {
-                               x = x2;
-                               y = i;
-                               if (!set_tunnel(&x, &y, TRUE))
-                               {
-                                       /* solid wall - so try to go around */
-                                       short_seg_hack(x, y, x2, i - 1, 1, count, fail);
-                                       short_seg_hack(x, y, x2, i + 1, 1, count, fail);
-                               }
-                               if ((type == 3) && ((x + y) % 2))
-                               {
-                                       create_cata_tunnel(x2, i);
-                               }
-                       }
-               }
-               else
-               {
-                       for (i = y2; i <= y1; i++)
-                       {
-                               x = x2;
-                               y = i;
-                               if (!set_tunnel(&x, &y, TRUE))
-                               {
-                                       /* solid wall - so try to go around */
-                                       short_seg_hack(x, y, x2, i - 1, 1, count, fail);
-                                       short_seg_hack(x, y, x2, i + 1, 1, count, fail);
-                               }
-                               if ((type == 3) && ((x + y) % 2))
-                               {
-                                       create_cata_tunnel(x2, i);
-                               }
-                       }
-               }
-       }
-}
-
-
-/*!
- * @brief 特定の壁(永久壁など)を避けながら部屋間の通路を作成する / This routine maps a path from (x1, y1) to (x2, y2) avoiding SOLID walls.
- * @return なし
- * @todo 詳細要調査
- * @details
- * Permanent rock is ignored in this path finding- sometimes there is no\n
- * path around anyway -so there will be a crash if we try to find one.\n
- * This routine is much like the river creation routine in Zangband.\n
- * It works by dividing a line segment into two.  The segments are divided\n
- * until they are less than "cutoff" - when the corresponding routine from\n
- * "short_seg_hack" is called.\n
- * Note it is VERY important that the "stop if hit another passage" logic\n
- * stays as is.  Without this the dungeon turns into Swiss Cheese...\n
- */
-bool build_tunnel2(POSITION x1, POSITION y1, POSITION x2, POSITION y2, int type, int cutoff)
-{
-       POSITION x3, y3, dx, dy;
-       int changex, changey;
-       int length;
-       int i;
-       bool retval, firstsuccede;
-       cave_type *c_ptr;
-
-       length = distance(x1, y1, x2, y2);
-
-       if (length > cutoff)
-       {
-               /*
-               * Divide path in half and call routine twice.
-                */
-               dx = (x2 - x1) / 2;
-               dy = (y2 - y1) / 2;
-
-               /* perturbation perpendicular to path */
-               changex = (randint0(abs(dy) + 2) * 2 - abs(dy) - 1) / 2;
-               changey = (randint0(abs(dx) + 2) * 2 - abs(dx) - 1) / 2;
-
-               /* Work out "mid" ponit */
-               x3 = x1 + dx + changex;
-               y3 = y1 + dy + changey;
-
-               /* See if in bounds - if not - do not perturb point */
-               if (!in_bounds(y3, x3))
-               {
-                       x3 = (x1 + x2) / 2;
-                       y3 = (y1 + y2) / 2;
-               }
-               /* cache c_ptr */
-               c_ptr = &cave[y3][x3];
-               if (is_solid_grid(c_ptr))
-               {
-                       /* move midpoint a bit to avoid problem. */
-
-                       i = 50;
-
-                       dy = 0;
-                       dx = 0;
-                       while ((i > 0) && is_solid_bold(y3 + dy, x3 + dx))
-                       {
-                               dy = randint0(3) - 1;
-                               dx = randint0(3) - 1;
-                               if (!in_bounds(y3 + dy, x3 + dx))
-                               {
-                                       dx = 0;
-                                       dy = 0;
-                               }
-                               i--;
-                       }
-
-                       if (i == 0)
-                       {
-                               /* Failed for some reason: hack - ignore the solidness */
-                               place_outer_bold(y3, x3);
-                               dx = 0;
-                               dy = 0;
-                       }
-                       y3 += dy;
-                       x3 += dx;
-                       c_ptr = &cave[y3][x3];
-               }
-
-               if (is_floor_grid(c_ptr))
-               {
-                       if (build_tunnel2(x1, y1, x3, y3, type, cutoff))
-                       {
-                               if ((cave[y3][x3].info & CAVE_ROOM) || (randint1(100) > 95))
-                               {
-                                       /* do second half only if works + if have hit a room */
-                                       retval = build_tunnel2(x3, y3, x2, y2, type, cutoff);
-                               }
-                               else
-                               {
-                                       /* have hit another tunnel - make a set of doors here */
-                                       retval = FALSE;
-
-                                       /* Save the door location */
-                                       if (dun->door_n < DOOR_MAX)
-                                       {
-                                               dun->door[dun->door_n].y = (POSITION)y3;
-                                               dun->door[dun->door_n].x = (POSITION)x3;
-                                               dun->door_n++;
-                                       }
-                                       else return FALSE;
-                               }
-                               firstsuccede = TRUE;
-                       }
-                       else
-                       {
-                               /* false- didn't work all the way */
-                               retval = FALSE;
-                               firstsuccede = FALSE;
-                       }
-               }
-               else
-               {
-                       /* tunnel through walls */
-                       if (build_tunnel2(x1, y1, (POSITION)x3, (POSITION)y3, type, cutoff))
-                       {
-                               retval = build_tunnel2((POSITION)x3, (POSITION)y3, x2, y2, type, cutoff);
-                               firstsuccede = TRUE;
-                       }
-                       else
-                       {
-                               /* false- didn't work all the way */
-                               retval = FALSE;
-                               firstsuccede = FALSE;
-                       }
-               }
-               if (firstsuccede)
-               {
-                       /* only do this if the first half has worked */
-                       set_tunnel(&x3, &y3, TRUE);
-               }
-               /* return value calculated above */
-               return retval;
-       }
-       else
-       {
-               /* Do a short segment */
-               retval = TRUE;
-               short_seg_hack(x1, y1, x2, y2, type, 0, &retval);
-
-               /* Hack - ignore return value so avoid infinite loops */
-               return TRUE;
-       }
-}
-