5 #include "floor-generate.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)
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, &yval, &xval, ysize + 2, xsize + 2)) return FALSE;
40 /* Choose lite or dark */
41 floor_type *floor_ptr = player_ptr->current_floor_ptr;
42 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;
52 /* Place a full floor under the room */
53 for (y = y1 - 1; y <= y2 + 1; y++)
55 for (x = x1 - 1; x <= x2 + 1; x++)
57 g_ptr = &floor_ptr->grid_array[y][x];
58 place_grid(player_ptr, g_ptr, gb_floor);
59 g_ptr->info |= (CAVE_ROOM);
60 if (light) g_ptr->info |= (CAVE_GLOW);
64 /* Walls around the room */
65 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 = &floor_ptr->grid_array[y][x2 + 1];
70 place_grid(player_ptr, g_ptr, gb_outer);
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 = &floor_ptr->grid_array[y2 + 1][x];
77 place_grid(player_ptr, g_ptr, gb_outer);
80 if (floor_ptr->dun_level < 30 + randint1(30))
81 trap = feat_trap_piranha;
83 trap = feat_trap_armageddon;
85 /* Place a special trap */
86 g_ptr = &floor_ptr->grid_array[rand_spread(yval, ysize / 4)][rand_spread(xval, xsize / 4)];
87 g_ptr->mimic = g_ptr->feat;
90 msg_format_wizard(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);