1 #include "room/rooms-trap.h"
2 #include "dungeon/dungeon-flag-types.h"
3 #include "floor/floor-generator.h"
4 #include "game-option/cheat-types.h"
5 #include "grid/feature.h"
7 #include "room/space-finder.h"
8 #include "system/dungeon-data-definition.h"
9 #include "system/dungeon-info.h"
10 #include "system/floor-type-definition.h"
11 #include "system/grid-type-definition.h"
12 #include "system/player-type-definition.h"
13 #include "system/terrain-type-definition.h"
14 #include "wizard/wizard-messages.h"
17 * @brief タイプ14の部屋…特殊トラップ部屋の生成 / Type 14 -- trapped rooms
18 * @param player_ptr プレイヤーへの参照ポインタ
20 * A special trap is placed at center of the room
22 bool build_type14(PlayerType *player_ptr, dun_data_type *dd_ptr)
24 POSITION y, x, y2, x2, yval, xval;
25 POSITION y1, x1, xsize, ysize;
32 /* Pick a room size */
41 /* Find and reserve some space in the dungeon. Get center of room. */
42 if (!find_space(player_ptr, dd_ptr, &yval, &xval, ysize + 2, xsize + 2)) {
46 /* Choose lite or dark */
47 auto *floor_ptr = player_ptr->current_floor_ptr;
48 light = ((floor_ptr->dun_level <= randint1(25)) && floor_ptr->get_dungeon_definition().flags.has_not(DungeonFeatureType::DARKNESS));
50 /* Get corner values */
51 y1 = yval - ysize / 2;
52 x1 = xval - xsize / 2;
53 y2 = yval + (ysize - 1) / 2;
54 x2 = xval + (xsize - 1) / 2;
56 /* Place a full floor under the room */
57 for (y = y1 - 1; y <= y2 + 1; y++) {
58 for (x = x1 - 1; x <= x2 + 1; x++) {
59 g_ptr = &floor_ptr->grid_array[y][x];
60 place_grid(player_ptr, g_ptr, GB_FLOOR);
61 g_ptr->info |= (CAVE_ROOM);
63 g_ptr->info |= (CAVE_GLOW);
68 /* Walls around the room */
69 for (y = y1 - 1; y <= y2 + 1; y++) {
70 g_ptr = &floor_ptr->grid_array[y][x1 - 1];
71 place_grid(player_ptr, g_ptr, GB_OUTER);
72 g_ptr = &floor_ptr->grid_array[y][x2 + 1];
73 place_grid(player_ptr, g_ptr, GB_OUTER);
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 = &floor_ptr->grid_array[y2 + 1][x];
79 place_grid(player_ptr, g_ptr, GB_OUTER);
82 if (floor_ptr->dun_level < 30 + randint1(30)) {
83 trap = feat_trap_piranha;
85 trap = feat_trap_armageddon;
88 /* Place a special trap */
89 g_ptr = &floor_ptr->grid_array[rand_spread(yval, ysize / 4)][rand_spread(xval, xsize / 4)];
90 g_ptr->mimic = g_ptr->feat;
93 msg_format_wizard(player_ptr, CHEAT_DUNGEON, _("%sの部屋が生成されました。", "Room of %s was generated."), terrains_info[trap].name.data());