-#include "angband.h"\r
-#include "grid.h"\r
-#include "generate.h"\r
-#include "rooms.h"\r
-\r
-\r
-/*!\r
-* @brief タイプ14の部屋…特殊トラップ部屋の生成 / Type 14 -- trapped rooms\r
-* @return なし\r
-* @details\r
-* A special trap is placed at center of the room\r
-*/\r
-bool build_type14(void)\r
-{\r
- POSITION y, x, y2, x2, yval, xval;\r
- POSITION y1, x1, xsize, ysize;\r
-\r
- bool light;\r
-\r
- cave_type *c_ptr;\r
- s16b trap;\r
-\r
- /* Pick a room size */\r
- y1 = randint1(4);\r
- x1 = randint1(11);\r
- y2 = randint1(3);\r
- x2 = randint1(11);\r
-\r
- xsize = x1 + x2 + 1;\r
- ysize = y1 + y2 + 1;\r
-\r
- /* Find and reserve some space in the dungeon. Get center of room. */\r
- if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;\r
-\r
- /* Choose lite or dark */\r
- light = ((dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));\r
-\r
-\r
- /* Get corner values */\r
- y1 = yval - ysize / 2;\r
- x1 = xval - xsize / 2;\r
- y2 = yval + (ysize - 1) / 2;\r
- x2 = xval + (xsize - 1) / 2;\r
-\r
-\r
- /* Place a full floor under the room */\r
- for (y = y1 - 1; y <= y2 + 1; y++)\r
- {\r
- for (x = x1 - 1; x <= x2 + 1; x++)\r
- {\r
- c_ptr = &cave[y][x];\r
- place_floor_grid(c_ptr);\r
- c_ptr->info |= (CAVE_ROOM);\r
- if (light) c_ptr->info |= (CAVE_GLOW);\r
- }\r
- }\r
-\r
- /* Walls around the room */\r
- for (y = y1 - 1; y <= y2 + 1; y++)\r
- {\r
- c_ptr = &cave[y][x1 - 1];\r
- place_outer_grid(c_ptr);\r
- c_ptr = &cave[y][x2 + 1];\r
- place_outer_grid(c_ptr);\r
- }\r
- for (x = x1 - 1; x <= x2 + 1; x++)\r
- {\r
- c_ptr = &cave[y1 - 1][x];\r
- place_outer_grid(c_ptr);\r
- c_ptr = &cave[y2 + 1][x];\r
- place_outer_grid(c_ptr);\r
- }\r
-\r
- if (dun_level < 30 + randint1(30))\r
- trap = feat_trap_piranha;\r
- else\r
- trap = feat_trap_armageddon;\r
-\r
- /* Place a special trap */\r
- c_ptr = &cave[rand_spread(yval, ysize / 4)][rand_spread(xval, xsize / 4)];\r
- c_ptr->mimic = c_ptr->feat;\r
- c_ptr->feat = trap;\r
-\r
- 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);\r
-\r
- return TRUE;\r
-}\r
-\r
+#include "angband.h"
+#include "grid.h"
+#include "generate.h"
+#include "rooms.h"
+
+
+/*!
+* @brief タイプ14の部屋…特殊トラップ部屋の生成 / Type 14 -- trapped rooms
+* @return なし
+* @details
+* A special trap is placed at center of the room
+*/
+bool build_type14(void)
+{
+ POSITION y, x, y2, x2, yval, xval;
+ POSITION y1, x1, xsize, ysize;
+
+ bool light;
+
+ cave_type *c_ptr;
+ s16b trap;
+
+ /* Pick a room size */
+ y1 = randint1(4);
+ x1 = randint1(11);
+ y2 = randint1(3);
+ x2 = randint1(11);
+
+ xsize = x1 + x2 + 1;
+ ysize = y1 + y2 + 1;
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
+
+ /* Choose lite or dark */
+ light = ((dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
+
+
+ /* Get corner values */
+ y1 = yval - ysize / 2;
+ x1 = xval - xsize / 2;
+ y2 = yval + (ysize - 1) / 2;
+ x2 = xval + (xsize - 1) / 2;
+
+
+ /* Place a full floor under the room */
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ for (x = x1 - 1; x <= x2 + 1; x++)
+ {
+ c_ptr = &cave[y][x];
+ place_floor_grid(c_ptr);
+ c_ptr->info |= (CAVE_ROOM);
+ if (light) c_ptr->info |= (CAVE_GLOW);
+ }
+ }
+
+ /* Walls around the room */
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ c_ptr = &cave[y][x1 - 1];
+ place_outer_grid(c_ptr);
+ c_ptr = &cave[y][x2 + 1];
+ place_outer_grid(c_ptr);
+ }
+ for (x = x1 - 1; x <= x2 + 1; x++)
+ {
+ c_ptr = &cave[y1 - 1][x];
+ place_outer_grid(c_ptr);
+ c_ptr = &cave[y2 + 1][x];
+ place_outer_grid(c_ptr);
+ }
+
+ if (dun_level < 30 + randint1(30))
+ trap = feat_trap_piranha;
+ else
+ trap = feat_trap_armageddon;
+
+ /* Place a special trap */
+ c_ptr = &cave[rand_spread(yval, ysize / 4)][rand_spread(xval, xsize / 4)];
+ c_ptr->mimic = c_ptr->feat;
+ c_ptr->feat = trap;
+
+ 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);
+
+ return TRUE;
+}
+