1 #include "room/room-generator.h"
2 #include "dungeon/dungeon-flag-types.h"
3 #include "game-option/birth-options.h"
4 #include "game-option/cheat-types.h"
5 #include "room/door-definition.h"
6 #include "room/room-info-table.h"
7 #include "room/room-types.h"
8 #include "room/rooms-city.h"
9 #include "room/rooms-fractal.h"
10 #include "room/rooms-normal.h"
11 #include "room/rooms-pit-nest.h"
12 #include "room/rooms-special.h"
13 #include "room/rooms-trap.h"
14 #include "room/rooms-vault.h"
15 #include "system/dungeon-data-definition.h"
16 #include "system/dungeon-info.h"
17 #include "system/floor-type-definition.h"
18 #include "system/grid-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 プレイ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(PlayerType *player_ptr, dun_data_type *dd_ptr, RoomType typ)
33 case RoomType::NORMAL:
34 return build_type1(player_ptr, dd_ptr);
35 case RoomType::OVERLAP:
36 return build_type2(player_ptr, dd_ptr);
38 return build_type3(player_ptr, dd_ptr);
39 case RoomType::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 RoomType::LESSER_VAULT:
46 return build_fixed_room(player_ptr, dd_ptr, 7, false);
47 case RoomType::GREATER_VAULT:
48 return build_fixed_room(player_ptr, dd_ptr, 8, true);
49 case RoomType::FRACAVE:
50 return build_type9(player_ptr, dd_ptr);
51 case RoomType::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);
57 case RoomType::TRAP_PIT:
58 return build_type13(player_ptr, dd_ptr);
60 return build_type14(player_ptr, dd_ptr);
62 return build_type15(player_ptr, dd_ptr);
63 case RoomType::ARCADE:
64 return build_type16(player_ptr, dd_ptr);
66 return build_fixed_room(player_ptr, dd_ptr, 17, false);
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(RoomType dst, RoomType src, std::map<RoomType, 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 プレイ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(PlayerType *player_ptr, dun_data_type *dd_ptr)
91 auto *floor_ptr = player_ptr->current_floor_ptr;
93 std::map<RoomType, int> prob_list;
95 int area_size = 100 * (floor_ptr->height * floor_ptr->width) / (MAX_HGT * MAX_WID);
96 int level_index = std::min(10, div_round(floor_ptr->dun_level, 10));
97 std::map<RoomType, int> room_num;
98 int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
99 room_info_type *room_info_ptr = room_info_normal;
100 for (auto r : ROOM_TYPE_LIST) {
101 if (floor_ptr->dun_level < room_info_ptr[enum2i(r)].min_level) {
104 prob_list[r] = room_info_ptr[enum2i(r)].prob[level_index];
109 * @details ダンジョンにBEGINNER、CHAMELEON、SMALLESTいずれのフラグもなく、
110 * かつ「常に通常でない部屋を生成する」フラグがONならば、
111 * GRATER_VAULTのみを生成対象とする。 / Ironman sees only Greater Vaults
113 const auto &dungeon = floor_ptr->get_dungeon_definition();
114 if (ironman_rooms && dungeon.flags.has_none_of({ DungeonFeatureType::BEGINNER, DungeonFeatureType::CHAMELEON, DungeonFeatureType::SMALLEST })) {
115 for (auto r : ROOM_TYPE_LIST) {
116 if (r == RoomType::GREATER_VAULT) {
122 } else if (dungeon.flags.has(DungeonFeatureType::NO_VAULT)) {
123 /*! @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 */
124 prob_list[RoomType::LESSER_VAULT] = 0;
125 prob_list[RoomType::GREATER_VAULT] = 0;
126 prob_list[RoomType::RANDOM_VAULT] = 0;
129 /*! @details ダンジョンにBEGINNERフラグがあるならば、FIXED_ROOMを除外 / Forbidden vaults */
130 if (dungeon.flags.has(DungeonFeatureType::BEGINNER)) {
131 prob_list[RoomType::FIXED] = 0;
134 /*! @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 */
135 if (dungeon.flags.has(DungeonFeatureType::NO_CAVE)) {
136 move_prob_list(RoomType::NORMAL, RoomType::FRACAVE, prob_list);
137 move_prob_list(RoomType::INNER_FEAT, RoomType::CRYPT, prob_list);
138 move_prob_list(RoomType::INNER_FEAT, RoomType::OVAL, prob_list);
139 } else if (dungeon.flags.has(DungeonFeatureType::CAVE)) {
140 /*! @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.) */
141 move_prob_list(RoomType::FRACAVE, RoomType::NORMAL, prob_list);
142 } else if (dd_ptr->cavern || dd_ptr->empty_level) {
143 /*! @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 */
144 prob_list[RoomType::FRACAVE] = 0;
147 /*! @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 */
148 if (dungeon.flags.has_not(DungeonFeatureType::GLASS_ROOM)) {
149 prob_list[RoomType::GLASS] = 0;
152 /*! @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 */
153 if (dungeon.flags.has_not(DungeonFeatureType::ARCADE)) {
154 prob_list[RoomType::ARCADE] = 0;
157 ProbabilityTable<RoomType> prob_table;
158 for (auto i : ROOM_TYPE_LIST) {
160 prob_table.entry_item(i, prob_list[i]);
163 for (int i = dun_rooms; i > 0; i--) {
164 auto r = prob_table.empty() ? RoomType::NORMAL : prob_table.pick_one_at_random();
170 case RoomType::LESSER_VAULT:
171 case RoomType::TRAP_PIT:
172 case RoomType::GLASS:
173 case RoomType::ARCADE:
177 case RoomType::GREATER_VAULT:
178 case RoomType::RANDOM_VAULT:
190 for (auto i = 0; i < ROOM_TYPE_MAX; i++) {
191 auto room_type = room_build_order[i];
192 if (!room_num[room_type]) {
196 room_num[room_type]--;
197 if (!room_build(player_ptr, dd_ptr, room_type)) {
206 case RoomType::TRAP_PIT:
207 if (++crowded >= 2) {
208 room_num[RoomType::PIT] = 0;
209 room_num[RoomType::NEST] = 0;
210 room_num[RoomType::TRAP_PIT] = 0;
214 case RoomType::ARCADE:
215 room_num[RoomType::ARCADE] = 0;
227 /*! @details 部屋生成数が2未満の場合生成失敗を返す */
228 if (rooms_built < 2) {
229 msg_print_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."));
233 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);