1 #include "dungeon/dungeon-flag-types.h"
2 #include "dungeon/dungeon.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/floor-type-definition.h"
9 #include "wizard/wizard-messages.h"
12 * @brief タイプ14の部屋…特殊トラップ部屋の生成 / Type 14 -- trapped rooms
13 * @param player_ptr プレーヤーへの参照ポインタ
16 * A special trap is placed at center of the room
18 bool build_type14(player_type *player_ptr, dun_data_type *dd_ptr)
20 POSITION y, x, y2, x2, yval, xval;
21 POSITION y1, x1, xsize, ysize;
28 /* Pick a room size */
37 /* Find and reserve some space in the dungeon. Get center of room. */
38 if (!find_space(player_ptr, dd_ptr, &yval, &xval, ysize + 2, xsize + 2))
41 /* Choose lite or dark */
42 floor_type *floor_ptr = player_ptr->current_floor_ptr;
43 light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
45 /* Get corner values */
46 y1 = yval - ysize / 2;
47 x1 = xval - xsize / 2;
48 y2 = yval + (ysize - 1) / 2;
49 x2 = xval + (xsize - 1) / 2;
51 /* Place a full floor under the room */
52 for (y = y1 - 1; y <= y2 + 1; y++) {
53 for (x = x1 - 1; x <= x2 + 1; x++) {
54 g_ptr = &floor_ptr->grid_array[y][x];
55 place_grid(player_ptr, g_ptr, GB_FLOOR);
56 g_ptr->info |= (CAVE_ROOM);
58 g_ptr->info |= (CAVE_GLOW);
62 /* Walls around the room */
63 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 = &floor_ptr->grid_array[y][x2 + 1];
67 place_grid(player_ptr, g_ptr, GB_OUTER);
69 for (x = x1 - 1; x <= x2 + 1; x++) {
70 g_ptr = &floor_ptr->grid_array[y1 - 1][x];
71 place_grid(player_ptr, g_ptr, GB_OUTER);
72 g_ptr = &floor_ptr->grid_array[y2 + 1][x];
73 place_grid(player_ptr, g_ptr, GB_OUTER);
76 if (floor_ptr->dun_level < 30 + randint1(30))
77 trap = feat_trap_piranha;
79 trap = feat_trap_armageddon;
81 /* Place a special trap */
82 g_ptr = &floor_ptr->grid_array[rand_spread(yval, ysize / 4)][rand_spread(xval, xsize / 4)];
83 g_ptr->mimic = g_ptr->feat;
86 msg_format_wizard(player_ptr, CHEAT_DUNGEON, _("%sの部屋が生成されました。", "Room of %s was generated."), f_name + f_info[trap].name);