1 #include "room/rooms-special.h"
2 #include "dungeon/dungeon.h"
3 #include "floor/floor-generate.h"
4 #include "floor/floor.h"
5 #include "grid/feature.h"
7 #include "monster-race/monster-race-hook.h"
8 #include "monster/monster-generator.h"
9 #include "monster/monster-list.h"
10 #include "monster/monster-util.h"
11 #include "monster/place-monster-types.h"
12 #include "object-enchant/item-apply-magic.h"
13 #include "object/object-kind-hook.h"
14 #include "room/rooms.h"
15 #include "system/system-variables.h"
16 #include "util/util.h"
19 * @brief タイプ15の部屋…ガラス部屋の生成 / Type 15 -- glass rooms
20 * @param player_ptr プレーヤーへの参照ポインタ
23 bool build_type15(player_type *player_ptr)
25 POSITION y, x, y2, x2, yval, xval;
26 POSITION y1, x1, xsize, ysize;
31 /* Pick a room size */
32 xsize = rand_range(9, 13);
33 ysize = rand_range(9, 13);
35 /* Find and reserve some space in the dungeon. Get center of room. */
36 floor_type *floor_ptr = player_ptr->current_floor_ptr;
37 if (!find_space(player_ptr, &yval, &xval, ysize + 2, xsize + 2)) return FALSE;
39 /* Choose lite or dark */
40 light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
42 /* Get corner values */
43 y1 = yval - ysize / 2;
44 x1 = xval - xsize / 2;
45 y2 = yval + (ysize - 1) / 2;
46 x2 = xval + (xsize - 1) / 2;
48 /* Place a full floor under the room */
49 for (y = y1 - 1; y <= y2 + 1; y++)
51 for (x = x1 - 1; x <= x2 + 1; x++)
53 g_ptr = &floor_ptr->grid_array[y][x];
54 place_grid(player_ptr, g_ptr, GB_FLOOR);
55 g_ptr->feat = feat_glass_floor;
56 g_ptr->info |= (CAVE_ROOM);
57 if (light) g_ptr->info |= (CAVE_GLOW);
61 /* Walls around the room */
62 for (y = y1 - 1; y <= y2 + 1; y++)
64 g_ptr = &floor_ptr->grid_array[y][x1 - 1];
65 place_grid(player_ptr, g_ptr, GB_OUTER);
66 g_ptr->feat = feat_glass_wall;
67 g_ptr = &floor_ptr->grid_array[y][x2 + 1];
68 place_grid(player_ptr, g_ptr, GB_OUTER);
69 g_ptr->feat = feat_glass_wall;
72 for (x = x1 - 1; x <= x2 + 1; x++)
74 g_ptr = &floor_ptr->grid_array[y1 - 1][x];
75 place_grid(player_ptr, g_ptr, GB_OUTER);
76 g_ptr->feat = feat_glass_wall;
77 g_ptr = &floor_ptr->grid_array[y2 + 1][x];
78 place_grid(player_ptr, g_ptr, GB_OUTER);
79 g_ptr->feat = feat_glass_wall;
84 case 1: /* 4 lite breathers + potion */
87 get_mon_num_prep(player_ptr, vault_aux_lite, NULL);
89 /* Place fixed lite berathers */
90 for (dir1 = 4; dir1 < 8; dir1++)
92 MONRACE_IDX r_idx = get_mon_num(player_ptr, floor_ptr->dun_level, 0);
94 y = yval + 2 * ddy_ddd[dir1];
95 x = xval + 2 * ddx_ddd[dir1];
96 if (r_idx) place_monster_aux(player_ptr, 0, y, x, r_idx, PM_ALLOW_SLEEP);
98 /* Walls around the breather */
99 for (dir2 = 0; dir2 < 8; dir2++)
101 g_ptr = &floor_ptr->grid_array[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
102 place_grid(player_ptr, g_ptr, GB_INNER);
103 g_ptr->feat = feat_glass_wall;
107 /* Walls around the potion */
108 for (dir1 = 0; dir1 < 4; dir1++)
110 y = yval + 2 * ddy_ddd[dir1];
111 x = xval + 2 * ddx_ddd[dir1];
112 g_ptr = &floor_ptr->grid_array[y][x];
113 place_grid(player_ptr, g_ptr, GB_INNER_PERM);
114 g_ptr->feat = feat_permanent_glass_wall;
115 floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
120 y = yval + 2 * ddy_ddd[dir1];
121 x = xval + 2 * ddx_ddd[dir1];
122 place_secret_door(player_ptr, y, x, DOOR_GLASS_DOOR);
123 g_ptr = &floor_ptr->grid_array[y][x];
124 if (is_closed_door(player_ptr, g_ptr->feat)) g_ptr->mimic = feat_glass_wall;
127 get_obj_num_hook = kind_is_potion;
128 place_object(player_ptr, yval, xval, AM_NO_FIXED_ART);
129 floor_ptr->grid_array[yval][xval].info |= (CAVE_ICKY);
133 case 2: /* 1 lite breather + random object */
139 g_ptr = &floor_ptr->grid_array[y1 + 1][x1 + 1];
140 place_grid(player_ptr, g_ptr, GB_INNER);
141 g_ptr->feat = feat_glass_wall;
143 g_ptr = &floor_ptr->grid_array[y1 + 1][x2 - 1];
144 place_grid(player_ptr, g_ptr, GB_INNER);
145 g_ptr->feat = feat_glass_wall;
147 g_ptr = &floor_ptr->grid_array[y2 - 1][x1 + 1];
148 place_grid(player_ptr, g_ptr, GB_INNER);
149 g_ptr->feat = feat_glass_wall;
151 g_ptr = &floor_ptr->grid_array[y2 - 1][x2 - 1];
152 place_grid(player_ptr, g_ptr, GB_INNER);
153 g_ptr->feat = feat_glass_wall;
154 get_mon_num_prep(player_ptr, vault_aux_lite, NULL);
156 r_idx = get_mon_num(player_ptr, floor_ptr->dun_level, 0);
157 if (r_idx) place_monster_aux(player_ptr, 0, yval, xval, r_idx, 0L);
159 /* Walls around the breather */
160 for (dir1 = 0; dir1 < 8; dir1++)
162 g_ptr = &floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
163 place_grid(player_ptr, g_ptr, GB_INNER);
164 g_ptr->feat = feat_glass_wall;
167 /* Curtains around the breather */
168 for (y = yval - 1; y <= yval + 1; y++)
170 place_secret_door(player_ptr, y, xval - 2, DOOR_CURTAIN);
171 place_secret_door(player_ptr, y, xval + 2, DOOR_CURTAIN);
174 for (x = xval - 1; x <= xval + 1; x++)
176 place_secret_door(player_ptr, yval - 2, x, DOOR_CURTAIN);
177 place_secret_door(player_ptr, yval + 2, x, DOOR_CURTAIN);
180 /* Place an object */
181 place_object(player_ptr, yval, xval, AM_NO_FIXED_ART);
182 floor_ptr->grid_array[yval][xval].info |= (CAVE_ICKY);
186 case 3: /* 4 shards breathers + 2 potions */
190 /* Walls around the potion */
191 for (y = yval - 2; y <= yval + 2; y++)
193 g_ptr = &floor_ptr->grid_array[y][xval - 3];
194 place_grid(player_ptr, g_ptr, GB_INNER);
195 g_ptr->feat = feat_glass_wall;
196 g_ptr = &floor_ptr->grid_array[y][xval + 3];
197 place_grid(player_ptr, g_ptr, GB_INNER);
198 g_ptr->feat = feat_glass_wall;
201 for (x = xval - 2; x <= xval + 2; x++)
203 g_ptr = &floor_ptr->grid_array[yval - 3][x];
204 place_grid(player_ptr, g_ptr, GB_INNER);
205 g_ptr->feat = feat_glass_wall;
206 g_ptr = &floor_ptr->grid_array[yval + 3][x];
207 place_grid(player_ptr, g_ptr, GB_INNER);
208 g_ptr->feat = feat_glass_wall;
211 for (dir1 = 4; dir1 < 8; dir1++)
213 g_ptr = &floor_ptr->grid_array[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
214 place_grid(player_ptr, g_ptr, GB_INNER);
215 g_ptr->feat = feat_glass_wall;
218 get_mon_num_prep(player_ptr, vault_aux_shards, NULL);
220 /* Place shard berathers */
221 for (dir1 = 4; dir1 < 8; dir1++)
223 MONRACE_IDX r_idx = get_mon_num(player_ptr, floor_ptr->dun_level, 0);
225 y = yval + ddy_ddd[dir1];
226 x = xval + ddx_ddd[dir1];
227 if (r_idx) place_monster_aux(player_ptr, 0, y, x, r_idx, 0L);
230 /* Place two potions */
233 get_obj_num_hook = kind_is_potion;
234 place_object(player_ptr, yval, xval - 1, AM_NO_FIXED_ART);
235 get_obj_num_hook = kind_is_potion;
236 place_object(player_ptr, yval, xval + 1, AM_NO_FIXED_ART);
240 get_obj_num_hook = kind_is_potion;
241 place_object(player_ptr, yval - 1, xval, AM_NO_FIXED_ART);
242 get_obj_num_hook = kind_is_potion;
243 place_object(player_ptr, yval + 1, xval, AM_NO_FIXED_ART);
246 for (y = yval - 2; y <= yval + 2; y++)
247 for (x = xval - 2; x <= xval + 2; x++)
248 floor_ptr->grid_array[y][x].info |= (CAVE_ICKY);
254 msg_print_wizard(CHEAT_DUNGEON, _("ガラスの部屋が生成されました。", "Glass room was generated."));