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[hengband/hengband.git] / src / rooms.c
index 8b03b3e..2e8f338 100644 (file)
@@ -51,6 +51,7 @@ static room_info_type room_info_normal[ROOM_T_MAX] =
        {{  1,  6, 12, 18, 24, 30, 36, 42, 48, 54, 60}, 10}, /*CRYPT    */
        {{  0,  0,  1,  1,  1,  2,  3,  4,  5,  6,  8}, 20}, /*TRAP_PIT */
        {{  0,  0,  1,  1,  1,  2,  3,  4,  5,  6,  8}, 20}, /*TRAP     */
+       {{  0,  0,  0,  0,  1,  1,  1,  2,  2,  2,  2}, 40}, /*GLASS    */
 };
 
 
@@ -63,6 +64,7 @@ static byte room_build_order[ROOM_T_MAX] = {
        ROOM_T_PIT,
        ROOM_T_NEST,
        ROOM_T_TRAP,
+       ROOM_T_GLASS,
        ROOM_T_INNER_FEAT,
        ROOM_T_OVAL,
        ROOM_T_CRYPT,
@@ -81,13 +83,13 @@ static void place_locked_door(int y, int x)
        }
        else
        {
-               set_cave_feat(y, x, feat_locked_door[randint0(num_locked_door)]);
+               set_cave_feat(y, x, feat_locked_door_random((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR));
                cave[y][x].info &= ~(CAVE_FLOOR);
                delete_monster(y, x);
        }
 }
 
-static void place_secret_door(int y, int x)
+static void place_secret_door(int y, int x, int type)
 {
        if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
        {
@@ -97,10 +99,17 @@ static void place_secret_door(int y, int x)
        {
                cave_type *c_ptr = &cave[y][x];
 
+               if (type == DOOR_DEFAULT)
+               {
+                       type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
+                               one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
+                               ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+               }
+
                /* Create secret door */
-               place_closed_door(y, x);
+               place_closed_door(y, x, type);
 
-               if (c_ptr->feat != feat_closed_curtain)
+               if (type != DOOR_CURTAIN)
                {
                        /* Hide by inner wall because this is used in rooms only */
                        c_ptr->mimic = feat_wall_inner;
@@ -147,10 +156,10 @@ static void build_small_room(int x0, int y0)
        /* Place a secret door on one side */
        switch (randint0(4))
        {
-               case 0: place_secret_door(y0, x0 - 1); break;
-               case 1: place_secret_door(y0, x0 + 1); break;
-               case 2: place_secret_door(y0 - 1, x0); break;
-               case 3: place_secret_door(y0 + 1, x0); break;
+               case 0: place_secret_door(y0, x0 - 1, DOOR_DEFAULT); break;
+               case 1: place_secret_door(y0, x0 + 1, DOOR_DEFAULT); break;
+               case 2: place_secret_door(y0 - 1, x0, DOOR_DEFAULT); break;
+               case 3: place_secret_door(y0 + 1, x0, DOOR_DEFAULT); break;
        }
 
        /* Clear mimic type */
@@ -350,14 +359,14 @@ static bool find_space(int *y, int *x, int height, int width)
        /* Initiallize */
        candidates = 0;
 
-       /* Count the number of varid places */
+       /* Count the number of valid places */
        for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
        {
                for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
                {
                        if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
                        {
-                               /* Find a varid place */
+                               /* Find a valid place */
                                candidates++;
                        }
                }
@@ -555,19 +564,19 @@ static bool build_type1(void)
                for (y = y1; y <= y2; y++)
                {
                        c_ptr = &cave[y][x1];
-                       c_ptr->feat = feat_closed_curtain;
+                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
                        c_ptr->info &= ~(CAVE_MASK);
                        c_ptr = &cave[y][x2];
-                       c_ptr->feat = feat_closed_curtain;
+                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
                        c_ptr->info &= ~(CAVE_MASK);
                }
                for (x = x1; x <= x2; x++)
                {
                        c_ptr = &cave[y1][x];
-                       c_ptr->feat = feat_closed_curtain;
+                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
                        c_ptr->info &= ~(CAVE_MASK);
                        c_ptr = &cave[y2][x];
-                       c_ptr->feat = feat_closed_curtain;
+                       c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
                        c_ptr->info &= ~(CAVE_MASK);
                }
        }
@@ -635,7 +644,7 @@ static bool build_type1(void)
                        for (x = x1; x <= x2; x++)
                        {
                                place_inner_bold(yval, x);
-                               if (curtain2) cave[yval][x].feat = feat_closed_curtain;
+                               if (curtain2) cave[yval][x].feat = feat_door[DOOR_CURTAIN].closed;
                        }
 
                        /* Prevent edge of wall from being tunneled */
@@ -648,7 +657,7 @@ static bool build_type1(void)
                        for (y = y1; y <= y2; y++)
                        {
                                place_inner_bold(y, xval);
-                               if (curtain2) cave[y][xval].feat = feat_closed_curtain;
+                               if (curtain2) cave[y][xval].feat = feat_door[DOOR_CURTAIN].closed;
                        }
 
                        /* Prevent edge of wall from being tunneled */
@@ -657,7 +666,7 @@ static bool build_type1(void)
                }
 
                place_random_door(yval, xval, TRUE);
-               if (curtain2) cave[yval][xval].feat = feat_closed_curtain;
+               if (curtain2) cave[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;
        }
 
        return TRUE;
@@ -949,10 +958,10 @@ static bool build_type3(void)
                        /* Place a secret door on the inner room */
                        switch (randint0(4))
                        {
-                               case 0: place_secret_door(y1b, xval); break;
-                               case 1: place_secret_door(y2b, xval); break;
-                               case 2: place_secret_door(yval, x1a); break;
-                               case 3: place_secret_door(yval, x2a); break;
+                               case 0: place_secret_door(y1b, xval, DOOR_DEFAULT); break;
+                               case 1: place_secret_door(y2b, xval, DOOR_DEFAULT); break;
+                               case 2: place_secret_door(yval, x1a, DOOR_DEFAULT); break;
+                               case 3: place_secret_door(yval, x2a, DOOR_DEFAULT); break;
                        }
 
                        /* Place a treasure in the vault */
@@ -996,10 +1005,14 @@ static bool build_type3(void)
                                /* Sometimes shut using secret doors */
                                if (one_in_(3))
                                {
-                                       place_secret_door(yval, x1a - 1);
-                                       place_secret_door(yval, x2a + 1);
-                                       place_secret_door(y1b - 1, xval);
-                                       place_secret_door(y2b + 1, xval);
+                                       int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
+                                               one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
+                                               ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+
+                                       place_secret_door(yval, x1a - 1, door_type);
+                                       place_secret_door(yval, x2a + 1, door_type);
+                                       place_secret_door(y1b - 1, xval, door_type);
+                                       place_secret_door(y2b + 1, xval, door_type);
                                }
                        }
 
@@ -1124,10 +1137,10 @@ static bool build_type4(void)
                        /* Place a secret door */
                        switch (randint1(4))
                        {
-                               case 1: place_secret_door(y1 - 1, xval); break;
-                               case 2: place_secret_door(y2 + 1, xval); break;
-                               case 3: place_secret_door(yval, x1 - 1); break;
-                               case 4: place_secret_door(yval, x2 + 1); break;
+                               case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+                               case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+                               case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+                               case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
                        }
 
                        /* Place a monster in the room */
@@ -1142,10 +1155,10 @@ static bool build_type4(void)
                        /* Place a secret door */
                        switch (randint1(4))
                        {
-                               case 1: place_secret_door(y1 - 1, xval); break;
-                               case 2: place_secret_door(y2 + 1, xval); break;
-                               case 3: place_secret_door(yval, x1 - 1); break;
-                               case 4: place_secret_door(yval, x2 + 1); break;
+                               case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+                               case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+                               case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+                               case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
                        }
 
                        /* Place another inner room */
@@ -1195,10 +1208,10 @@ static bool build_type4(void)
                        /* Place a secret door */
                        switch (randint1(4))
                        {
-                               case 1: place_secret_door(y1 - 1, xval); break;
-                               case 2: place_secret_door(y2 + 1, xval); break;
-                               case 3: place_secret_door(yval, x1 - 1); break;
-                               case 4: place_secret_door(yval, x2 + 1); break;
+                               case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+                               case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+                               case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+                               case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
                        }
 
                        /* Large Inner Pillar */
@@ -1233,6 +1246,10 @@ static bool build_type4(void)
                        /* Occasionally, some Inner rooms */
                        if (one_in_(3))
                        {
+                               int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
+                                       one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
+                                       ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+
                                /* Long horizontal walls */
                                for (x = xval - 5; x <= xval + 5; x++)
                                {
@@ -1249,8 +1266,8 @@ static bool build_type4(void)
                                place_inner_grid(c_ptr);
 
                                /* Secret doors (random top/bottom) */
-                               place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3);
-                               place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3);
+                               place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type);
+                               place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type);
 
                                /* Monsters */
                                vault_monsters(yval, xval - 2, randint1(2));
@@ -1270,10 +1287,10 @@ static bool build_type4(void)
                        /* Place a secret door */
                        switch (randint1(4))
                        {
-                               case 1: place_secret_door(y1 - 1, xval); break;
-                               case 2: place_secret_door(y2 + 1, xval); break;
-                               case 3: place_secret_door(yval, x1 - 1); break;
-                               case 4: place_secret_door(yval, x2 + 1); break;
+                               case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+                               case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+                               case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+                               case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
                        }
 
                        /* Maze (really a checkerboard) */
@@ -1306,6 +1323,10 @@ static bool build_type4(void)
                /* Four small rooms. */
                case 5:
                {
+                       int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
+                               one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
+                               ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+
                        /* Inner "cross" */
                        for (y = y1; y <= y2; y++)
                        {
@@ -1322,18 +1343,18 @@ static bool build_type4(void)
                        if (randint0(100) < 50)
                        {
                                int i = randint1(10);
-                               place_secret_door(y1 - 1, xval - i);
-                               place_secret_door(y1 - 1, xval + i);
-                               place_secret_door(y2 + 1, xval - i);
-                               place_secret_door(y2 + 1, xval + i);
+                               place_secret_door(y1 - 1, xval - i, door_type);
+                               place_secret_door(y1 - 1, xval + i, door_type);
+                               place_secret_door(y2 + 1, xval - i, door_type);
+                               place_secret_door(y2 + 1, xval + i, door_type);
                        }
                        else
                        {
                                int i = randint1(3);
-                               place_secret_door(yval + i, x1 - 1);
-                               place_secret_door(yval - i, x1 - 1);
-                               place_secret_door(yval + i, x2 + 1);
-                               place_secret_door(yval - i, x2 + 1);
+                               place_secret_door(yval + i, x1 - 1, door_type);
+                               place_secret_door(yval - i, x1 - 1, door_type);
+                               place_secret_door(yval + i, x2 + 1, door_type);
+                               place_secret_door(yval - i, x2 + 1, door_type);
                        }
 
                        /* Treasure, centered at the center of the cross */
@@ -2259,10 +2280,10 @@ static bool build_type5(void)
        /* Place a secret door */
        switch (randint1(4))
        {
-               case 1: place_secret_door(y1 - 1, xval); break;
-               case 2: place_secret_door(y2 + 1, xval); break;
-               case 3: place_secret_door(yval, x1 - 1); break;
-               case 4: place_secret_door(yval, x2 + 1); break;
+               case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+               case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+               case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+               case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
        }
 
        /* Describe */
@@ -2476,10 +2497,10 @@ static bool build_type6(void)
        /* Place a secret door */
        switch (randint1(4))
        {
-               case 1: place_secret_door(y1 - 1, xval); break;
-               case 2: place_secret_door(y2 + 1, xval); break;
-               case 3: place_secret_door(yval, x1 - 1); break;
-               case 4: place_secret_door(yval, x2 + 1); break;
+               case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+               case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+               case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+               case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
        }
 
        /* Sort the entries */
@@ -2683,11 +2704,23 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
                                place_inner_grid(c_ptr);
                                break;
 
+                               /* Glass wall (inner) */
+                       case '$':
+                               place_inner_grid(c_ptr);
+                               c_ptr->feat = feat_glass_wall;
+                               break;
+
                                /* Permanent wall (inner) */
                        case 'X':
                                place_inner_perm_grid(c_ptr);
                                break;
 
+                               /* Permanent glass wall (inner) */
+                       case 'Y':
+                               place_inner_perm_grid(c_ptr);
+                               c_ptr->feat = feat_permanent_glass_wall;
+                               break;
+
                                /* Treasure/trap */
                        case '*':
                                if (randint0(100) < 75)
@@ -2702,7 +2735,18 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
 
                                /* Secret doors */
                        case '+':
-                               place_secret_door(y, x);
+                               place_secret_door(y, x, DOOR_DEFAULT);
+                               break;
+
+                               /* Secret glass doors */
+                       case '-':
+                               place_secret_door(y, x, DOOR_GLASS_DOOR);
+                               if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
+                               break;
+
+                               /* Curtains */
+                       case '\'':
+                               place_secret_door(y, x, DOOR_CURTAIN);
                                break;
 
                                /* Trap */
@@ -3402,6 +3446,7 @@ static bool hack_isnt_wall(int y, int x, int c1, int c2, int c3, int feat1, int
                else if (cave[y][x].feat <= c3)
                {
                        cave[y][x].feat = feat3;
+                       cave[y][x].info &= ~(CAVE_MASK);
                        cave[y][x].info |= info3;
                        return TRUE;
                }
@@ -4011,7 +4056,7 @@ static void add_door(int x, int y)
            (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1)))
        {
                /* secret door */
-               place_secret_door(y, x);
+               place_secret_door(y, x, DOOR_DEFAULT);
 
                /* set boundarys so don't get wide doors */
                place_solid_bold(y, x - 1);
@@ -4031,7 +4076,7 @@ static void add_door(int x, int y)
            is_floor_bold(y,x-1) && is_floor_bold(y,x+1))
        {
                /* secret door */
-               place_secret_door(y, x);
+               place_secret_door(y, x, DOOR_DEFAULT);
 
                /* set boundarys so don't get wide doors */
                place_solid_bold(y - 1, x);
@@ -5543,7 +5588,7 @@ static bool vault_aux_trapped_pit(int r_idx)
 
 
 /*
- * Type 12 -- Trapped monster pits
+ * Type 13 -- Trapped monster pits
  *
  * A trapped monster pit is a "big" room with a straight corridor in
  * which wall opening traps are placed, and with two "inner" rooms
@@ -5925,6 +5970,299 @@ static bool build_type14(void)
 
 
 /*
+ * Helper function for "glass room"
+ */
+static bool vault_aux_lite(int r_idx)
+{
+       monster_race *r_ptr = &r_info[r_idx];
+
+       /* Validate the monster */
+       if (!vault_monster_okay(r_idx)) return FALSE;
+
+       /* Require lite attack */
+       if (!(r_ptr->flags4 & RF4_BR_LITE) && !(r_ptr->flags5 & RF5_BA_LITE)) return FALSE;
+
+       /* No wall passing monsters */
+       if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return FALSE;
+
+       /* No disintegrating monsters */
+       if (r_ptr->flags4 & RF4_BR_DISI) return FALSE;
+
+       return TRUE;
+}
+
+/*
+ * Helper function for "glass room"
+ */
+static bool vault_aux_shards(int r_idx)
+{
+       monster_race *r_ptr = &r_info[r_idx];
+
+       /* Validate the monster */
+       if (!vault_monster_okay(r_idx)) return FALSE;
+
+       /* Require shards breath attack */
+       if (!(r_ptr->flags4 & RF4_BR_SHAR)) return FALSE;
+
+       return TRUE;
+}
+
+/*
+ * Hack -- determine if a template is potion
+ */
+static bool kind_is_potion(int k_idx)
+{
+       return k_info[k_idx].tval == TV_POTION;
+}
+
+/*
+ * Type 15 -- glass rooms
+ */
+static bool build_type15(void)
+{
+       int y, x, y2, x2, yval, xval;
+       int y1, x1, xsize, ysize;
+       bool light;
+
+       cave_type *c_ptr;
+
+       /* Pick a room size */
+       xsize = rand_range(9, 13);
+       ysize = rand_range(9, 13);
+
+       /* 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[dungeon_type].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->feat = feat_glass_floor;
+                       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->feat = feat_glass_wall;
+               c_ptr = &cave[y][x2 + 1];
+               place_outer_grid(c_ptr);
+               c_ptr->feat = feat_glass_wall;
+       }
+       for (x = x1 - 1; x <= x2 + 1; x++)
+       {
+               c_ptr = &cave[y1 - 1][x];
+               place_outer_grid(c_ptr);
+               c_ptr->feat = feat_glass_wall;
+               c_ptr = &cave[y2 + 1][x];
+               place_outer_grid(c_ptr);
+               c_ptr->feat = feat_glass_wall;
+       }
+
+       switch (randint1(3))
+       {
+       case 1: /* 4 lite breathers + potion */
+               {
+                       int dir1, dir2;
+
+                       /* Prepare allocation table */
+                       get_mon_num_prep(vault_aux_lite, NULL);
+
+                       /* Place fixed lite berathers */
+                       for (dir1 = 4; dir1 < 8; dir1++)
+                       {
+                               int r_idx = get_mon_num(dun_level);
+
+                               y = yval + 2 * ddy_ddd[dir1];
+                               x = xval + 2 * ddx_ddd[dir1];
+                               if (r_idx) place_monster_aux(0, y, x, r_idx, PM_ALLOW_SLEEP);
+
+                               /* Walls around the breather */
+                               for (dir2 = 0; dir2 < 8; dir2++)
+                               {
+                                       c_ptr = &cave[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
+                                       place_inner_grid(c_ptr);
+                                       c_ptr->feat = feat_glass_wall;
+                               }
+                       }
+
+                       /* Walls around the potion */
+                       for (dir1 = 0; dir1 < 4; dir1++)
+                       {
+                               y = yval + 2 * ddy_ddd[dir1];
+                               x = xval + 2 * ddx_ddd[dir1];
+                               c_ptr = &cave[y][x];
+                               place_inner_perm_grid(c_ptr);
+                               c_ptr->feat = feat_permanent_glass_wall;
+                               cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
+                       }
+
+                       /* Glass door */
+                       dir1 = randint0(4);
+                       y = yval + 2 * ddy_ddd[dir1];
+                       x = xval + 2 * ddx_ddd[dir1];
+                       place_secret_door(y, x, DOOR_GLASS_DOOR);
+                       c_ptr = &cave[y][x];
+                       if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
+
+                       /* Place a potion */
+                       get_obj_num_hook = kind_is_potion;
+                       place_object(yval, xval, AM_NO_FIXED_ART);
+                       cave[yval][xval].info |= (CAVE_ICKY);
+               }
+               break;
+
+       case 2: /* 1 lite breather + random object */
+               {
+                       int r_idx, dir1;
+
+                       /* Pillars */
+                       c_ptr = &cave[y1 + 1][x1 + 1];
+                       place_inner_grid(c_ptr);
+                       c_ptr->feat = feat_glass_wall;
+
+                       c_ptr = &cave[y1 + 1][x2 - 1];
+                       place_inner_grid(c_ptr);
+                       c_ptr->feat = feat_glass_wall;
+
+                       c_ptr = &cave[y2 - 1][x1 + 1];
+                       place_inner_grid(c_ptr);
+                       c_ptr->feat = feat_glass_wall;
+
+                       c_ptr = &cave[y2 - 1][x2 - 1];
+                       place_inner_grid(c_ptr);
+                       c_ptr->feat = feat_glass_wall;
+
+                       /* Prepare allocation table */
+                       get_mon_num_prep(vault_aux_lite, NULL);
+
+                       r_idx = get_mon_num(dun_level);
+                       if (r_idx) place_monster_aux(0, yval, xval, r_idx, 0L);
+
+                       /* Walls around the breather */
+                       for (dir1 = 0; dir1 < 8; dir1++)
+                       {
+                               c_ptr = &cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
+                               place_inner_grid(c_ptr);
+                               c_ptr->feat = feat_glass_wall;
+                       }
+
+                       /* Curtains around the breather */
+                       for (y = yval - 1; y <= yval + 1; y++)
+                       {
+                               place_closed_door(y, xval - 2, DOOR_CURTAIN);
+                               place_closed_door(y, xval + 2, DOOR_CURTAIN);
+                       }
+                       for (x = xval - 1; x <= xval + 1; x++)
+                       {
+                               place_closed_door(yval - 2, x, DOOR_CURTAIN);
+                               place_closed_door(yval + 2, x, DOOR_CURTAIN);
+                       }
+
+                       /* Place an object */
+                       place_object(yval, xval, AM_NO_FIXED_ART);
+                       cave[yval][xval].info |= (CAVE_ICKY);
+               }
+               break;
+
+       case 3: /* 4 shards breathers + 2 potions */
+               {
+                       int dir1;
+
+                       /* Walls around the potion */
+                       for (y = yval - 2; y <= yval + 2; y++)
+                       {
+                               c_ptr = &cave[y][xval - 3];
+                               place_inner_grid(c_ptr);
+                               c_ptr->feat = feat_glass_wall;
+                               c_ptr = &cave[y][xval + 3];
+                               place_inner_grid(c_ptr);
+                               c_ptr->feat = feat_glass_wall;
+                       }
+                       for (x = xval - 2; x <= xval + 2; x++)
+                       {
+                               c_ptr = &cave[yval - 3][x];
+                               place_inner_grid(c_ptr);
+                               c_ptr->feat = feat_glass_wall;
+                               c_ptr = &cave[yval + 3][x];
+                               place_inner_grid(c_ptr);
+                               c_ptr->feat = feat_glass_wall;
+                       }
+                       for (dir1 = 4; dir1 < 8; dir1++)
+                       {
+                               c_ptr = &cave[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
+                               place_inner_grid(c_ptr);
+                               c_ptr->feat = feat_glass_wall;
+                       }
+
+                       /* Prepare allocation table */
+                       get_mon_num_prep(vault_aux_shards, NULL);
+
+                       /* Place shard berathers */
+                       for (dir1 = 4; dir1 < 8; dir1++)
+                       {
+                               int r_idx = get_mon_num(dun_level);
+
+                               y = yval + ddy_ddd[dir1];
+                               x = xval + ddx_ddd[dir1];
+                               if (r_idx) place_monster_aux(0, y, x, r_idx, 0L);
+                       }
+
+                       /* Place two potions */
+                       if (one_in_(2))
+                       {
+                               get_obj_num_hook = kind_is_potion;
+                               place_object(yval, xval - 1, AM_NO_FIXED_ART);
+                               get_obj_num_hook = kind_is_potion;
+                               place_object(yval, xval + 1, AM_NO_FIXED_ART);
+                       }
+                       else
+                       {
+                               get_obj_num_hook = kind_is_potion;
+                               place_object(yval - 1, xval, AM_NO_FIXED_ART);
+                               get_obj_num_hook = kind_is_potion;
+                               place_object(yval + 1, xval, AM_NO_FIXED_ART);
+                       }
+
+                       for (y = yval - 2; y <= yval + 2; y++)
+                               for (x = xval - 2; x <= xval + 2; x++)
+                                       cave[y][x].info |= (CAVE_ICKY);
+
+               }
+               break;
+       }
+
+       /* Message */
+       if (cheat_room)
+       {
+#ifdef JP
+               msg_print("¥¬¥é¥¹¤ÎÉô²°");
+#else
+               msg_print("Glass room");
+#endif
+       }
+
+       return TRUE;
+}
+
+
+/*
  * Attempt to build a room of the given type at the given block
  *
  * Note that we restrict the number of "crowded" rooms to reduce
@@ -5950,6 +6288,7 @@ static bool room_build(int typ)
        case ROOM_T_CRYPT:         return build_type12();
        case ROOM_T_TRAP_PIT:      return build_type13();
        case ROOM_T_TRAP:          return build_type14();
+       case ROOM_T_GLASS:         return build_type15();
        }
 
        /* Paranoia */
@@ -6043,6 +6382,12 @@ bool generate_rooms(void)
                prob_list[ROOM_T_FRACAVE] = 0;
        }
 
+       /* Forbidden glass rooms */
+       if (!(d_info[dungeon_type].flags1 & DF1_GLASS_ROOM))
+       {
+               prob_list[ROOM_T_GLASS] = 0;
+       }
+
 
        /*
         * Initialize number of rooms,
@@ -6082,6 +6427,7 @@ bool generate_rooms(void)
                case ROOM_T_PIT:
                case ROOM_T_LESSER_VAULT:
                case ROOM_T_TRAP_PIT:
+               case ROOM_T_GLASS:
 
                        /* Large room */
                        i -= 2;