1 #include "room/rooms-special.h"
2 #include "dungeon/dungeon-flag-types.h"
3 #include "dungeon/dungeon.h"
4 #include "floor/floor-generator.h"
5 #include "game-option/cheat-types.h"
7 #include "grid/feature.h"
9 #include "grid/object-placer.h"
10 #include "monster-floor/monster-generator.h"
11 #include "monster-floor/place-monster-types.h"
12 #include "monster-race/monster-race-hook.h"
13 #include "monster/monster-list.h"
14 #include "monster/monster-util.h"
15 #include "object-enchant/item-apply-magic.h"
16 #include "object/object-kind-hook.h"
17 #include "room/space-finder.h"
18 #include "system/floor-type-definition.h"
19 #include "system/system-variables.h"
20 #include "wizard/wizard-messages.h"
23 * @brief タイプ15の部屋…ガラス部屋の生成 / Type 15 -- glass rooms
24 * @param player_ptr プレーヤーへの参照ポインタ
27 bool build_type15(player_type *player_ptr, dun_data_type *dd_ptr)
29 POSITION y, x, y2, x2, yval, xval;
30 POSITION y1, x1, xsize, ysize;
35 /* Pick a room size */
36 xsize = rand_range(9, 13);
37 ysize = rand_range(9, 13);
39 /* Find and reserve some space in the dungeon. Get center of room. */
40 floor_type *floor_ptr = player_ptr->current_floor_ptr;
41 if (!find_space(player_ptr, dd_ptr, &yval, &xval, ysize + 2, xsize + 2))
44 /* Choose lite or dark */
45 light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
47 /* Get corner values */
48 y1 = yval - ysize / 2;
49 x1 = xval - xsize / 2;
50 y2 = yval + (ysize - 1) / 2;
51 x2 = xval + (xsize - 1) / 2;
53 /* Place a full floor under the room */
54 for (y = y1 - 1; y <= y2 + 1; y++) {
55 for (x = x1 - 1; x <= x2 + 1; x++) {
56 g_ptr = &floor_ptr->grid_array[y][x];
57 place_grid(player_ptr, g_ptr, GB_FLOOR);
58 g_ptr->feat = feat_glass_floor;
59 g_ptr->info |= (CAVE_ROOM);
61 g_ptr->info |= (CAVE_GLOW);
65 /* Walls around the room */
66 for (y = y1 - 1; y <= y2 + 1; y++) {
67 g_ptr = &floor_ptr->grid_array[y][x1 - 1];
68 place_grid(player_ptr, g_ptr, GB_OUTER);
69 g_ptr->feat = feat_glass_wall;
70 g_ptr = &floor_ptr->grid_array[y][x2 + 1];
71 place_grid(player_ptr, g_ptr, GB_OUTER);
72 g_ptr->feat = feat_glass_wall;
75 for (x = x1 - 1; x <= x2 + 1; x++) {
76 g_ptr = &floor_ptr->grid_array[y1 - 1][x];
77 place_grid(player_ptr, g_ptr, GB_OUTER);
78 g_ptr->feat = feat_glass_wall;
79 g_ptr = &floor_ptr->grid_array[y2 + 1][x];
80 place_grid(player_ptr, g_ptr, GB_OUTER);
81 g_ptr->feat = feat_glass_wall;
84 switch (randint1(3)) {
85 case 1: /* 4 lite breathers + potion */
88 get_mon_num_prep(player_ptr, vault_aux_lite, NULL);
90 /* Place fixed lite berathers */
91 for (dir1 = 4; dir1 < 8; dir1++) {
92 MONRACE_IDX r_idx = get_mon_num(player_ptr, 0, floor_ptr->dun_level, 0);
94 y = yval + 2 * ddy_ddd[dir1];
95 x = xval + 2 * ddx_ddd[dir1];
97 place_monster_aux(player_ptr, 0, y, x, r_idx, PM_ALLOW_SLEEP);
99 /* Walls around the breather */
100 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++) {
109 y = yval + 2 * ddy_ddd[dir1];
110 x = xval + 2 * ddx_ddd[dir1];
111 g_ptr = &floor_ptr->grid_array[y][x];
112 place_grid(player_ptr, g_ptr, GB_INNER_PERM);
113 g_ptr->feat = feat_permanent_glass_wall;
114 floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
119 y = yval + 2 * ddy_ddd[dir1];
120 x = xval + 2 * ddx_ddd[dir1];
121 place_secret_door(player_ptr, y, x, DOOR_GLASS_DOOR);
122 g_ptr = &floor_ptr->grid_array[y][x];
123 if (is_closed_door(player_ptr, g_ptr->feat))
124 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);
132 case 2: /* 1 lite breather + random object */
138 g_ptr = &floor_ptr->grid_array[y1 + 1][x1 + 1];
139 place_grid(player_ptr, g_ptr, GB_INNER);
140 g_ptr->feat = feat_glass_wall;
142 g_ptr = &floor_ptr->grid_array[y1 + 1][x2 - 1];
143 place_grid(player_ptr, g_ptr, GB_INNER);
144 g_ptr->feat = feat_glass_wall;
146 g_ptr = &floor_ptr->grid_array[y2 - 1][x1 + 1];
147 place_grid(player_ptr, g_ptr, GB_INNER);
148 g_ptr->feat = feat_glass_wall;
150 g_ptr = &floor_ptr->grid_array[y2 - 1][x2 - 1];
151 place_grid(player_ptr, g_ptr, GB_INNER);
152 g_ptr->feat = feat_glass_wall;
153 get_mon_num_prep(player_ptr, vault_aux_lite, NULL);
155 r_idx = get_mon_num(player_ptr, 0, floor_ptr->dun_level, 0);
157 place_monster_aux(player_ptr, 0, yval, xval, r_idx, 0L);
159 /* Walls around the breather */
160 for (dir1 = 0; dir1 < 8; dir1++) {
161 g_ptr = &floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
162 place_grid(player_ptr, g_ptr, GB_INNER);
163 g_ptr->feat = feat_glass_wall;
166 /* Curtains around the breather */
167 for (y = yval - 1; y <= yval + 1; y++) {
168 place_secret_door(player_ptr, y, xval - 2, DOOR_CURTAIN);
169 place_secret_door(player_ptr, y, xval + 2, DOOR_CURTAIN);
172 for (x = xval - 1; x <= xval + 1; x++) {
173 place_secret_door(player_ptr, yval - 2, x, DOOR_CURTAIN);
174 place_secret_door(player_ptr, yval + 2, x, DOOR_CURTAIN);
177 /* Place an object */
178 place_object(player_ptr, yval, xval, AM_NO_FIXED_ART);
179 floor_ptr->grid_array[yval][xval].info |= (CAVE_ICKY);
182 case 3: /* 4 shards breathers + 2 potions */
186 /* Walls around the potion */
187 for (y = yval - 2; y <= yval + 2; y++) {
188 g_ptr = &floor_ptr->grid_array[y][xval - 3];
189 place_grid(player_ptr, g_ptr, GB_INNER);
190 g_ptr->feat = feat_glass_wall;
191 g_ptr = &floor_ptr->grid_array[y][xval + 3];
192 place_grid(player_ptr, g_ptr, GB_INNER);
193 g_ptr->feat = feat_glass_wall;
196 for (x = xval - 2; x <= xval + 2; x++) {
197 g_ptr = &floor_ptr->grid_array[yval - 3][x];
198 place_grid(player_ptr, g_ptr, GB_INNER);
199 g_ptr->feat = feat_glass_wall;
200 g_ptr = &floor_ptr->grid_array[yval + 3][x];
201 place_grid(player_ptr, g_ptr, GB_INNER);
202 g_ptr->feat = feat_glass_wall;
205 for (dir1 = 4; dir1 < 8; dir1++) {
206 g_ptr = &floor_ptr->grid_array[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
207 place_grid(player_ptr, g_ptr, GB_INNER);
208 g_ptr->feat = feat_glass_wall;
211 get_mon_num_prep(player_ptr, vault_aux_shards, NULL);
213 /* Place shard berathers */
214 for (dir1 = 4; dir1 < 8; dir1++) {
215 MONRACE_IDX r_idx = get_mon_num(player_ptr, 0, floor_ptr->dun_level, 0);
217 y = yval + ddy_ddd[dir1];
218 x = xval + ddx_ddd[dir1];
220 place_monster_aux(player_ptr, 0, y, x, r_idx, 0L);
223 /* Place two potions */
225 get_obj_num_hook = kind_is_potion;
226 place_object(player_ptr, yval, xval - 1, AM_NO_FIXED_ART);
227 get_obj_num_hook = kind_is_potion;
228 place_object(player_ptr, yval, xval + 1, AM_NO_FIXED_ART);
230 get_obj_num_hook = kind_is_potion;
231 place_object(player_ptr, yval - 1, xval, AM_NO_FIXED_ART);
232 get_obj_num_hook = kind_is_potion;
233 place_object(player_ptr, yval + 1, xval, AM_NO_FIXED_ART);
236 for (y = yval - 2; y <= yval + 2; y++)
237 for (x = xval - 2; x <= xval + 2; x++)
238 floor_ptr->grid_array[y][x].info |= (CAVE_ICKY);
242 msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("ガラスの部屋が生成されました。", "Glass room was generated."));