1 #include "room/room-generator.h"
2 #include "dungeon/dungeon-flag-types.h"
3 #include "dungeon/dungeon.h"
4 #include "floor/floor-generate.h" // 相互依存、後で消す.
5 #include "game-option/birth-options.h"
6 #include "game-option/cheat-types.h"
8 #include "room/room-info-table.h"
9 #include "room/room-types.h"
10 #include "room/rooms-city.h" // 相互依存、後で消す.
11 #include "room/rooms-fractal.h"
12 #include "room/rooms-normal.h"
13 #include "room/rooms-pit-nest.h"
14 #include "room/rooms-special.h"
15 #include "room/rooms-trap.h"
16 #include "room/rooms-vault.h"
17 #include "room/rooms.h"
18 #include "system/floor-type-definition.h"
19 #include "wizard/wizard-messages.h"
21 /* Create a new floor room with optional light */
22 void generate_room_floor(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int light)
25 for (POSITION y = y1; y <= y2; y++) {
26 for (POSITION x = x1; x <= x2; x++) {
27 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
28 place_grid(player_ptr, g_ptr, GB_FLOOR);
29 g_ptr->info |= (CAVE_ROOM);
31 g_ptr->info |= (CAVE_GLOW);
36 void generate_fill_perm_bold(player_type *player_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
38 for (POSITION y = y1; y <= y2; y++)
39 for (POSITION x = x1; x <= x2; x++)
40 place_bold(player_ptr, y, x, GB_INNER_PERM);
44 * @brief 与えられた部屋型IDに応じて部屋の生成処理分岐を行い結果を返す / Attempt to build a room of the given type at the given block
45 * @param player_ptr プレーヤーへの参照ポインタ
47 * @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation.
48 * @return 部屋の生成に成功した場合 TRUE を返す。
50 static bool room_build(player_type *player_ptr, EFFECT_ID typ)
54 return build_type1(player_ptr);
56 return build_type2(player_ptr);
58 return build_type3(player_ptr);
59 case ROOM_T_INNER_FEAT:
60 return build_type4(player_ptr);
62 return build_type5(player_ptr);
64 return build_type6(player_ptr);
65 case ROOM_T_LESSER_VAULT:
66 return build_type7(player_ptr);
67 case ROOM_T_GREATER_VAULT:
68 return build_type8(player_ptr);
70 return build_type9(player_ptr);
71 case ROOM_T_RANDOM_VAULT:
72 return build_type10(player_ptr);
74 return build_type11(player_ptr);
76 return build_type12(player_ptr);
78 return build_type13(player_ptr);
80 return build_type14(player_ptr);
82 return build_type15(player_ptr);
84 return build_type16(player_ptr);
86 return build_type17(player_ptr);
93 * @brief 指定した部屋の生成確率を別の部屋に加算し、指定した部屋の生成率を0にする
94 * @param dst 確率を移す先の部屋種ID
95 * @param src 確率を与える元の部屋種ID
97 static void move_prob_list(room_type dst, room_type src, int *prob_list)
99 prob_list[dst] += prob_list[src];
104 * @brief 部屋生成処理のメインルーチン(Sangbandを経由してOangbandからの実装を引用) / Generate rooms in dungeon. Build bigger rooms at first. [from SAngband
105 * (originally from OAngband)]
106 * @param player_ptr プレーヤーへの参照ポインタ
107 * @return 部屋生成に成功した場合 TRUE を返す。
109 bool generate_rooms(player_type *player_ptr)
111 floor_type *floor_ptr = player_ptr->current_floor_ptr;
113 int prob_list[ROOM_T_MAX];
115 int area_size = 100 * (floor_ptr->height * floor_ptr->width) / (MAX_HGT * MAX_WID);
116 int level_index = MIN(10, div_round(floor_ptr->dun_level, 10));
117 s16b room_num[ROOM_T_MAX];
118 int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
119 room_info_type *room_info_ptr = room_info_normal;
120 for (int i = 0; i < ROOM_T_MAX; i++) {
121 if (floor_ptr->dun_level < room_info_ptr[i].min_level)
124 prob_list[i] = room_info_ptr[i].prob[level_index];
128 * @details ダンジョンにBEGINNER、CHAMELEON、SMALLESTいずれのフラグもなく、
129 * かつ「常に通常でない部屋を生成する」フラグがONならば、
130 * GRATER_VAULTのみを生成対象とする。 / Ironman sees only Greater Vaults
132 if (ironman_rooms && !((d_info[floor_ptr->dungeon_idx].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST)))) {
133 for (int i = 0; i < ROOM_T_MAX; i++) {
134 if (i == ROOM_T_GREATER_VAULT)
139 } else if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_VAULT) {
140 /*! @details ダンジョンにNO_VAULTフラグがあるならば、LESSER_VAULT / GREATER_VAULT/ RANDOM_VAULTを除外 / Forbidden vaults */
141 prob_list[ROOM_T_LESSER_VAULT] = 0;
142 prob_list[ROOM_T_GREATER_VAULT] = 0;
143 prob_list[ROOM_T_RANDOM_VAULT] = 0;
146 /*! @details ダンジョンにBEGINNERフラグがあるならば、FIXED_ROOMを除外 / Forbidden vaults */
147 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_BEGINNER)
148 prob_list[ROOM_T_FIXED] = 0;
150 /*! @details ダンジョンにNO_CAVEフラグがある場合、FRACAVEの生成枠がNORMALに与えられる。CRIPT、OVALの生成枠がINNER_Fに与えられる。/ NO_CAVE dungeon */
151 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) {
152 move_prob_list(ROOM_T_NORMAL, ROOM_T_FRACAVE, prob_list);
153 move_prob_list(ROOM_T_INNER_FEAT, ROOM_T_CRYPT, prob_list);
154 move_prob_list(ROOM_T_INNER_FEAT, ROOM_T_OVAL, prob_list);
155 } else if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_CAVE) {
156 /*! @details ダンジョンにCAVEフラグがある場合、NORMALの生成枠がFRACAVEに与えられる。/ CAVE dungeon (Orc floor_ptr->grid_array etc.) */
157 move_prob_list(ROOM_T_FRACAVE, ROOM_T_NORMAL, prob_list);
158 } else if (dun->cavern || dun->empty_level) {
159 /*! @details ダンジョンの基本地形が最初から渓谷かアリーナ型の場合 FRACAVE は生成から除外。 / No caves when a (random) cavern exists: they look bad */
160 prob_list[ROOM_T_FRACAVE] = 0;
163 /*! @details ダンジョンに最初からGLASS_ROOMフラグがある場合、GLASS を生成から除外。/ Forbidden glass rooms */
164 if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_ROOM))
165 prob_list[ROOM_T_GLASS] = 0;
167 /*! @details ARCADEは同フラグがダンジョンにないと生成されない。 / Forbidden glass rooms */
168 if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_ARCADE))
169 prob_list[ROOM_T_ARCADE] = 0;
172 for (int i = 0; i < ROOM_T_MAX; i++) {
174 total_prob += prob_list[i];
177 for (int i = dun_rooms; i > 0; i--) {
179 int rand = randint0(total_prob);
180 for (room_type = 0; room_type < ROOM_T_MAX; room_type++) {
181 if (rand < prob_list[room_type])
184 rand -= prob_list[room_type];
187 if (room_type >= ROOM_T_MAX)
188 room_type = ROOM_T_NORMAL;
190 room_num[room_type]++;
194 case ROOM_T_LESSER_VAULT:
195 case ROOM_T_TRAP_PIT:
201 case ROOM_T_GREATER_VAULT:
202 case ROOM_T_RANDOM_VAULT:
212 for (int i = 0; i < ROOM_T_MAX; i++) {
213 int room_type = room_build_order[i];
214 if (!room_num[room_type])
217 room_num[room_type]--;
218 if (!room_build(player_ptr, room_type))
226 case ROOM_T_TRAP_PIT:
227 if (++crowded >= 2) {
228 room_num[ROOM_T_PIT] = 0;
229 room_num[ROOM_T_NEST] = 0;
230 room_num[ROOM_T_TRAP_PIT] = 0;
235 room_num[ROOM_T_ARCADE] = 0;
244 /*! @details 部屋生成数が2未満の場合生成失敗を返す */
245 if (rooms_built < 2) {
246 msg_format_wizard(player_ptr, CHEAT_DUNGEON, _("部屋数が2未満でした。生成を再試行します。", "Number of rooms was under 2. Retry."), rooms_built);
250 msg_format_wizard(player_ptr, CHEAT_DUNGEON, _("このダンジョンの部屋数は %d です。", "Number of Rooms: %d"), rooms_built);