1 #include "room/room-generator.h"
2 #include "dungeon/dungeon-flag-types.h"
3 #include "dungeon/dungeon.h"
4 #include "game-option/birth-options.h"
5 #include "game-option/cheat-types.h"
7 #include "room/door-definition.h"
8 #include "room/room-info-table.h"
9 #include "room/room-types.h"
10 #include "room/rooms-city.h"
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 "system/dungeon-data-definition.h"
18 #include "system/floor-type-definition.h"
19 #include "util/probability-table.h"
20 #include "wizard/wizard-messages.h"
23 * @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
24 * @param player_ptr プレーヤーへの参照ポインタ
26 * @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation.
27 * @return 部屋の生成に成功した場合 TRUE を返す。
29 static bool room_build(player_type *player_ptr, dun_data_type *dd_ptr, EFFECT_ID typ)
33 return build_type1(player_ptr, dd_ptr);
35 return build_type2(player_ptr, dd_ptr);
37 return build_type3(player_ptr, dd_ptr);
38 case ROOM_T_INNER_FEAT:
39 return build_type4(player_ptr, dd_ptr);
41 return build_type5(player_ptr, dd_ptr);
43 return build_type6(player_ptr, dd_ptr);
44 case ROOM_T_LESSER_VAULT:
45 return build_type7(player_ptr, dd_ptr);
46 case ROOM_T_GREATER_VAULT:
47 return build_type8(player_ptr, dd_ptr);
49 return build_type9(player_ptr, dd_ptr);
50 case ROOM_T_RANDOM_VAULT:
51 return build_type10(player_ptr, dd_ptr);
53 return build_type11(player_ptr, dd_ptr);
55 return build_type12(player_ptr, dd_ptr);
57 return build_type13(player_ptr, dd_ptr);
59 return build_type14(player_ptr, dd_ptr);
61 return build_type15(player_ptr, dd_ptr);
63 return build_type16(player_ptr, dd_ptr);
65 return build_type17(player_ptr, dd_ptr);
72 * @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
73 * @param dst 確率を移す先の部屋種ID
74 * @param src 確率を与える元の部屋種ID
76 static void move_prob_list(room_type dst, room_type src, int *prob_list)
78 prob_list[dst] += prob_list[src];
83 * @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
84 * (originally from OAngband)]
85 * @param player_ptr プレーヤーへの参照ポインタ
86 * @return 部屋生成に成功した場合 TRUE を返す。
88 bool generate_rooms(player_type *player_ptr, dun_data_type *dd_ptr)
90 floor_type *floor_ptr = player_ptr->current_floor_ptr;
92 int prob_list[ROOM_T_MAX];
94 int area_size = 100 * (floor_ptr->height * floor_ptr->width) / (MAX_HGT * MAX_WID);
95 int level_index = MIN(10, div_round(floor_ptr->dun_level, 10));
96 s16b room_num[ROOM_T_MAX];
97 int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
98 room_info_type *room_info_ptr = room_info_normal;
99 for (int i = 0; i < ROOM_T_MAX; i++) {
100 if (floor_ptr->dun_level < room_info_ptr[i].min_level)
103 prob_list[i] = room_info_ptr[i].prob[level_index];
107 * @details ダンジョンにBEGINNER、CHAMELEON、SMALLESTいずれのフラグもなく、
108 * かつ「常に通常でない部屋を生成する」フラグがONならば、
109 * GRATER_VAULTのみを生成対象とする。 / Ironman sees only Greater Vaults
111 if (ironman_rooms && !((d_info[floor_ptr->dungeon_idx].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST)))) {
112 for (int i = 0; i < ROOM_T_MAX; i++) {
113 if (i == ROOM_T_GREATER_VAULT)
118 } else if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_VAULT) {
119 /*! @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 */
120 prob_list[ROOM_T_LESSER_VAULT] = 0;
121 prob_list[ROOM_T_GREATER_VAULT] = 0;
122 prob_list[ROOM_T_RANDOM_VAULT] = 0;
125 /*! @details ダンジョンにBEGINNERフラグがあるならば、FIXED_ROOMを除外 / Forbidden vaults */
126 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_BEGINNER)
127 prob_list[ROOM_T_FIXED] = 0;
129 /*! @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 */
130 if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) {
131 move_prob_list(ROOM_T_NORMAL, ROOM_T_FRACAVE, prob_list);
132 move_prob_list(ROOM_T_INNER_FEAT, ROOM_T_CRYPT, prob_list);
133 move_prob_list(ROOM_T_INNER_FEAT, ROOM_T_OVAL, prob_list);
134 } else if (d_info[floor_ptr->dungeon_idx].flags1 & DF1_CAVE) {
135 /*! @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.) */
136 move_prob_list(ROOM_T_FRACAVE, ROOM_T_NORMAL, prob_list);
137 } else if (dd_ptr->cavern || dd_ptr->empty_level) {
138 /*! @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 */
139 prob_list[ROOM_T_FRACAVE] = 0;
142 /*! @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 */
143 if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_GLASS_ROOM))
144 prob_list[ROOM_T_GLASS] = 0;
146 /*! @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 */
147 if (!(d_info[floor_ptr->dungeon_idx].flags1 & DF1_ARCADE))
148 prob_list[ROOM_T_ARCADE] = 0;
150 ProbabilityTable<int> prob_table;
151 for (int i = 0; i < ROOM_T_MAX; i++) {
153 prob_table.entry_item(i, prob_list[i]);
156 for (int i = dun_rooms; i > 0; i--) {
158 if (prob_table.empty())
159 room_type = ROOM_T_NORMAL;
161 room_type = prob_table.pick_one_at_random();
163 room_num[room_type]++;
167 case ROOM_T_LESSER_VAULT:
168 case ROOM_T_TRAP_PIT:
174 case ROOM_T_GREATER_VAULT:
175 case ROOM_T_RANDOM_VAULT:
185 for (int i = 0; i < ROOM_T_MAX; i++) {
186 int room_type = room_build_order[i];
187 if (!room_num[room_type])
190 room_num[room_type]--;
191 if (!room_build(player_ptr, dd_ptr, room_type))
199 case ROOM_T_TRAP_PIT:
200 if (++crowded >= 2) {
201 room_num[ROOM_T_PIT] = 0;
202 room_num[ROOM_T_NEST] = 0;
203 room_num[ROOM_T_TRAP_PIT] = 0;
208 room_num[ROOM_T_ARCADE] = 0;
217 /*! @details 部屋生成数が2未満の場合生成失敗を返す */
218 if (rooms_built < 2) {
219 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);
223 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);