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 "system/player-type-definition.h"
20 #include "util/probability-table.h"
21 #include "wizard/wizard-messages.h"
24 * @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
25 * @param player_ptr プレーヤーへの参照ポインタ
27 * @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation.
28 * @return 部屋の生成に成功した場合 TRUE を返す。
30 static bool room_build(player_type *player_ptr, dun_data_type *dd_ptr, EFFECT_ID typ)
34 return build_type1(player_ptr, dd_ptr);
36 return build_type2(player_ptr, dd_ptr);
38 return build_type3(player_ptr, dd_ptr);
39 case ROOM_T_INNER_FEAT:
40 return build_type4(player_ptr, dd_ptr);
42 return build_type5(player_ptr, dd_ptr);
44 return build_type6(player_ptr, dd_ptr);
45 case ROOM_T_LESSER_VAULT:
46 return build_type7(player_ptr, dd_ptr);
47 case ROOM_T_GREATER_VAULT:
48 return build_type8(player_ptr, dd_ptr);
50 return build_type9(player_ptr, dd_ptr);
51 case ROOM_T_RANDOM_VAULT:
52 return build_type10(player_ptr, dd_ptr);
54 return build_type11(player_ptr, dd_ptr);
56 return build_type12(player_ptr, dd_ptr);
58 return build_type13(player_ptr, dd_ptr);
60 return build_type14(player_ptr, dd_ptr);
62 return build_type15(player_ptr, dd_ptr);
64 return build_type16(player_ptr, dd_ptr);
66 return build_type17(player_ptr, dd_ptr);
73 * @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
74 * @param dst 確率を移す先の部屋種ID
75 * @param src 確率を与える元の部屋種ID
77 static void move_prob_list(room_type dst, room_type src, int *prob_list)
79 prob_list[dst] += prob_list[src];
84 * @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
85 * (originally from OAngband)]
86 * @param player_ptr プレーヤーへの参照ポインタ
87 * @return 部屋生成に成功した場合 TRUE を返す。
89 bool generate_rooms(player_type *player_ptr, dun_data_type *dd_ptr)
91 floor_type *floor_ptr = player_ptr->current_floor_ptr;
93 int prob_list[ROOM_T_MAX];
95 int area_size = 100 * (floor_ptr->height * floor_ptr->width) / (MAX_HGT * MAX_WID);
96 int level_index = MIN(10, div_round(floor_ptr->dun_level, 10));
97 s16b room_num[ROOM_T_MAX];
98 int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
99 room_info_type *room_info_ptr = room_info_normal;
100 for (int i = 0; i < ROOM_T_MAX; i++) {
101 if (floor_ptr->dun_level < room_info_ptr[i].min_level)
104 prob_list[i] = room_info_ptr[i].prob[level_index];
108 * @details ダンジョンにBEGINNER、CHAMELEON、SMALLESTいずれのフラグもなく、
109 * かつ「常に通常でない部屋を生成する」フラグがONならば、
110 * GRATER_VAULTのみを生成対象とする。 / Ironman sees only Greater Vaults
112 if (ironman_rooms && d_info[floor_ptr->dungeon_idx].flags.has_none_of( {DF::BEGINNER, DF::CHAMELEON, DF::SMALLEST })) {
113 for (int i = 0; i < ROOM_T_MAX; i++) {
114 if (i == ROOM_T_GREATER_VAULT)
119 } else if (d_info[floor_ptr->dungeon_idx].flags.has(DF::NO_VAULT)) {
120 /*! @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 */
121 prob_list[ROOM_T_LESSER_VAULT] = 0;
122 prob_list[ROOM_T_GREATER_VAULT] = 0;
123 prob_list[ROOM_T_RANDOM_VAULT] = 0;
126 /*! @details ダンジョンにBEGINNERフラグがあるならば、FIXED_ROOMを除外 / Forbidden vaults */
127 if (d_info[floor_ptr->dungeon_idx].flags.has(DF::BEGINNER))
128 prob_list[ROOM_T_FIXED] = 0;
130 /*! @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 */
131 if (d_info[floor_ptr->dungeon_idx].flags.has(DF::NO_CAVE)) {
132 move_prob_list(ROOM_T_NORMAL, ROOM_T_FRACAVE, prob_list);
133 move_prob_list(ROOM_T_INNER_FEAT, ROOM_T_CRYPT, prob_list);
134 move_prob_list(ROOM_T_INNER_FEAT, ROOM_T_OVAL, prob_list);
135 } else if (d_info[floor_ptr->dungeon_idx].flags.has(DF::CAVE)) {
136 /*! @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.) */
137 move_prob_list(ROOM_T_FRACAVE, ROOM_T_NORMAL, prob_list);
138 } else if (dd_ptr->cavern || dd_ptr->empty_level) {
139 /*! @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 */
140 prob_list[ROOM_T_FRACAVE] = 0;
143 /*! @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 */
144 if (d_info[floor_ptr->dungeon_idx].flags.has_not(DF::GLASS_ROOM))
145 prob_list[ROOM_T_GLASS] = 0;
147 /*! @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 */
148 if (d_info[floor_ptr->dungeon_idx].flags.has_not(DF::ARCADE))
149 prob_list[ROOM_T_ARCADE] = 0;
151 ProbabilityTable<int> prob_table;
152 for (int i = 0; i < ROOM_T_MAX; i++) {
154 prob_table.entry_item(i, prob_list[i]);
157 for (int i = dun_rooms; i > 0; i--) {
159 if (prob_table.empty())
160 room_type = ROOM_T_NORMAL;
162 room_type = prob_table.pick_one_at_random();
164 room_num[room_type]++;
168 case ROOM_T_LESSER_VAULT:
169 case ROOM_T_TRAP_PIT:
175 case ROOM_T_GREATER_VAULT:
176 case ROOM_T_RANDOM_VAULT:
186 for (int i = 0; i < ROOM_T_MAX; i++) {
187 int room_type = room_build_order[i];
188 if (!room_num[room_type])
191 room_num[room_type]--;
192 if (!room_build(player_ptr, dd_ptr, room_type))
200 case ROOM_T_TRAP_PIT:
201 if (++crowded >= 2) {
202 room_num[ROOM_T_PIT] = 0;
203 room_num[ROOM_T_NEST] = 0;
204 room_num[ROOM_T_TRAP_PIT] = 0;
209 room_num[ROOM_T_ARCADE] = 0;
218 /*! @details 部屋生成数が2未満の場合生成失敗を返す */
219 if (rooms_built < 2) {
220 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);
224 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);