-/*
- * File: rooms.c
- * Purpose: make rooms. Used by generate.c when creating dungeons.
- */
-
-/*
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies. Other copyrights may also apply.
+/*!
+ * @file rooms.c
+ * @brief ダンジョンフロアの部屋生成処理 / make rooms. Used by generate.c when creating dungeons.
+ * @date 2014/01/06
+ * @author
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
+ * This software may be copied and distributed for educational, research,\n
+ * and not for profit purposes provided that this copyright and statement\n
+ * are included in all such copies. Other copyrights may also apply.\n
+ * 2014 Deskull rearranged comment for Doxygen. \n
+ * @details
+ * Room building routines.\n
+ *\n
+ * Room types:\n
+ * 1 -- normal\n
+ * 2 -- overlapping\n
+ * 3 -- cross shaped\n
+ * 4 -- large room with features\n
+ * 5 -- monster nests\n
+ * 6 -- monster pits\n
+ * 7 -- simple vaults\n
+ * 8 -- greater vaults\n
+ * 9 -- fractal caves\n
+ * 10 -- random vaults\n
+ * 11 -- circular rooms\n
+ * 12 -- crypts\n
+ * 13 -- trapped monster pits\n
+ * 14 -- trapped room\n
+ * 15 -- glass room\n
+ * 16 -- underground arcade\n
+ *\n
+ * Some functions are used to determine if the given monster\n
+ * is appropriate for inclusion in a monster nest or monster pit or\n
+ * the given type.\n
+ *\n
+ * None of the pits/nests are allowed to include "unique" monsters.\n
*/
#include "angband.h"
#include "rooms.h"
-/*
- * [from SAngband (originally from OAngband)]
- *
- * Table of values that control how many times each type of room will
- * appear. Each type of room has its own row, and each column
- * corresponds to dungeon levels 0, 10, 20, and so on. The final
- * value is the minimum depth the room can appear at. -LM-
- *
- * Level 101 and below use the values for level 100.
- *
- * Rooms with lots of monsters or loot may not be generated if the
- * object or monster lists are already nearly full. Rooms will not
- * appear above their minimum depth. Tiny levels will not have space
- * for all the rooms you ask for.
+/*!
+ * 各部屋タイプの生成比定義
+ *[from SAngband (originally from OAngband)]\n
+ *\n
+ * Table of values that control how many times each type of room will\n
+ * appear. Each type of room has its own row, and each column\n
+ * corresponds to dungeon levels 0, 10, 20, and so on. The final\n
+ * value is the minimum depth the room can appear at. -LM-\n
+ *\n
+ * Level 101 and below use the values for level 100.\n
+ *\n
+ * Rooms with lots of monsters or loot may not be generated if the\n
+ * object or monster lists are already nearly full. Rooms will not\n
+ * appear above their minimum depth. Tiny levels will not have space\n
+ * for all the rooms you ask for.\n
*/
static room_info_type room_info_normal[ROOM_T_MAX] =
{
{{ 0, 1, 1, 1, 2, 3, 5, 6, 8, 10, 13}, 10}, /*NEST */
{{ 0, 1, 1, 2, 3, 4, 6, 8, 10, 13, 16}, 10}, /*PIT */
{{ 0, 1, 1, 1, 2, 2, 3, 5, 6, 8, 10}, 10}, /*LESSER_V */
- {{ 0, 0, 1, 1, 1, 2, 2, 3, 4, 5, 6}, 20}, /*GREATER_V*/
+ {{ 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4}, 20}, /*GREATER_V*/
{{ 0,100,200,300,400,500,600,700,800,900,999}, 10}, /*FRACAVE */
- {{ 0, 1, 1, 1, 1, 2, 2, 3, 4, 5, 6}, 10}, /*RANDOM_V */
+ {{ 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2}, 10}, /*RANDOM_V */
{{ 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40}, 3}, /*OVAL */
{{ 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 */
+ {{ 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3}, 1}, /*ARCADE */
};
-/* Build rooms in descending order of difficulty. */
+/*! 部屋の生成処理順 / Build rooms in descending order of difficulty. */
static byte room_build_order[ROOM_T_MAX] = {
ROOM_T_GREATER_VAULT,
+ ROOM_T_ARCADE,
ROOM_T_RANDOM_VAULT,
ROOM_T_LESSER_VAULT,
ROOM_T_TRAP_PIT,
ROOM_T_PIT,
ROOM_T_NEST,
ROOM_T_TRAP,
+ ROOM_T_GLASS,
ROOM_T_INNER_FEAT,
ROOM_T_OVAL,
ROOM_T_CRYPT,
ROOM_T_NORMAL,
};
-
+/*!
+ * @brief 鍵のかかったドアを配置する
+ * @param y 配置したいフロアのY座標
+ * @param x 配置したいフロアのX座標
+ * @return なし
+ */
static void place_locked_door(int y, int x)
{
if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
}
else
{
- set_cave_feat(y, x, FEAT_DOOR_HEAD+randint1(7));
+ 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)
+/*!
+ * @brief 隠しドアを配置する
+ * @param y 配置したいフロアのY座標
+ * @param x 配置したいフロアのX座標
+ * @param type #DOOR_DEFAULT / #DOOR_DOOR / #DOOR_GLASS_DOOR / #DOOR_CURTAIN のいずれか
+ * @return なし
+ */
+static void place_secret_door(int y, int x, int type)
{
if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
{
{
cave_type *c_ptr = &cave[y][x];
- /* Create secret door */
- place_closed_door(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);
+ }
- /* Hide by inner wall because this is used in rooms only */
- c_ptr->mimic = feat_wall_inner;
+ /* Create secret door */
+ place_closed_door(y, x, type);
- /* Floor type terrain cannot hide a door */
- if (feat_floor(c_ptr->mimic))
+ if (type != DOOR_CURTAIN)
{
- c_ptr->feat = c_ptr->mimic;
- c_ptr->mimic = 0;
+ /* Hide by inner wall because this is used in rooms only */
+ c_ptr->mimic = feat_wall_inner;
+
+ /* Floor type terrain cannot hide a door */
+ if (feat_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat))
+ {
+ if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY))
+ {
+ c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)];
+ }
+ c_ptr->mimic = 0;
+ }
}
c_ptr->info &= ~(CAVE_FLOOR);
+ delete_monster(y, x);
}
}
-/*
+/*!
+ * @brief 1マスだけの部屋を作成し、上下左右いずれか一つに隠しドアを配置する。
+ * @param y0 配置したい中心のY座標
+ * @param x0 配置したい中心のX座標
+ * @details
* This funtion makes a very small room centred at (x0, y0)
* This is used in crypts, and random elemental vaults.
*
/* 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 */
place_floor_bold(y0, x0);
}
-
-/*
- * This function tunnels around a room if
- * it will cut off part of a cave system.
+/*!
+ * @brief
+ * 指定範囲に通路が通っていることを確認した上で床で埋める
+ * This function tunnels around a room if it will cut off part of a cave system.
+ * @param x1 範囲の左端
+ * @param y1 範囲の上端
+ * @param x2 範囲の右端
+ * @param y2 範囲の下端
+ * @return なし
*/
static void check_room_boundary(int x1, int y1, int x2, int y2)
{
}
-/*
- * Find a good spot for the next room. -LM-
- *
- * Find and allocate a free space in the dungeon large enough to hold
- * the room calling this function.
- *
- * We allocate space in 11x11 blocks, but want to make sure that rooms
- * align neatly on the standard screen. Therefore, we make them use
- * blocks in few 11x33 rectangles as possible.
- *
- * Be careful to include the edges of the room in height and width!
- *
- * Return TRUE and values for the center of the room if all went well.
- * Otherwise, return FALSE.
+/*!
+ * @brief
+ * find_space()の予備処理として部屋の生成が可能かを判定する /
+ * Helper function for find_space(). Is this a good location?
+ * @param blocks_high 範囲の高さ
+ * @param blocks_wide 範囲の幅
+ * @param block_y 範囲の上端
+ * @param block_x 範囲の左端
+ * @return なし
*/
-static bool find_space(int *y, int *x, int height, int width)
+static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int block_x)
{
- int i;
- int by, bx, by1, bx1, by2, bx2;
- int block_y, block_x;
+ int by1, bx1, by2, bx2, by, bx;
- bool filled;
-
-
- /* Find out how many blocks we need. */
- int blocks_high = 1 + ((height - 1) / BLOCK_HGT);
- int blocks_wide = 1 + ((width - 1) / BLOCK_WID);
-
- /* There are no way to allocate such huge space */
- if (dun->row_rooms < blocks_high) return FALSE;
- if (dun->col_rooms < blocks_wide) return FALSE;
-
- /* Sometimes, little rooms like to have more space. */
- if (blocks_wide == 2)
+ /* Itty-bitty rooms must shift about within their rectangle */
+ if (blocks_wide < 3)
{
- if (one_in_(3)) blocks_wide = 3;
+ if ((blocks_wide == 2) && (block_x % 3) == 2)
+ return FALSE;
}
- else if (blocks_wide == 1)
+
+ /* Rooms with width divisible by 3 must be fitted to a rectangle. */
+ else if ((blocks_wide % 3) == 0)
{
- if (one_in_(2)) blocks_wide = rand_range(2, 3);
+ /* Must be aligned to the left edge of a 11x33 rectangle. */
+ if ((block_x % 3) != 0)
+ return FALSE;
}
-
- /* We'll allow twenty-five guesses. */
- for (i = 0; i < 25; i++)
+ /*
+ * Big rooms that do not have a width divisible by 3 must be
+ * aligned towards the edge of the dungeon closest to them.
+ */
+ else
{
- filled = FALSE;
-
- /* Pick a top left block at random */
- block_y = randint0(dun->row_rooms - blocks_high);
- block_x = randint0(dun->col_rooms - blocks_wide);
-
-
- /* Itty-bitty rooms can shift about within their rectangle */
- if (blocks_wide < 3)
+ /* Shift towards left edge of dungeon. */
+ if (block_x + (blocks_wide / 2) <= dun->col_rooms / 2)
{
- /* Rooms that straddle a border must shift. */
- if ((blocks_wide == 2) && ((block_x % 3) == 2))
- {
- if (one_in_(2)) block_x--;
- else block_x++;
- }
+ if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
+ return FALSE;
+ if ((block_x % 3) == 1)
+ return FALSE;
}
- /* Rooms with width divisible by 3 get fitted to a rectangle. */
- else if ((blocks_wide % 3) == 0)
+ /* Shift toward right edge of dungeon. */
+ else
{
- /* Align to the left edge of a 11x33 rectangle. */
- if ((block_x % 3) == 2) block_x++;
- if ((block_x % 3) == 1) block_x--;
+ if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
+ return FALSE;
+ if ((block_x % 3) == 1)
+ return FALSE;
}
+ }
- /*
- * Big rooms that do not have a width divisible by 3 get
- * aligned towards the edge of the dungeon closest to them.
- */
- else
- {
- /* Shift towards left edge of dungeon. */
- if (block_x + (blocks_wide / 2) <= dun->col_rooms / 2)
- {
- if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
- block_x--;
- if ((block_x % 3) == 1) block_x--;
- }
+ /* Extract blocks */
+ by1 = block_y + 0;
+ bx1 = block_x + 0;
+ by2 = block_y + blocks_high;
+ bx2 = block_x + blocks_wide;
- /* Shift toward right edge of dungeon. */
- else
+ /* Never run off the screen */
+ if ((by1 < 0) || (by2 > dun->row_rooms)) return FALSE;
+ if ((bx1 < 0) || (bx2 > dun->col_rooms)) return FALSE;
+
+ /* Verify available space */
+ for (by = by1; by < by2; by++)
+ {
+ for (bx = bx1; bx < bx2; bx++)
+ {
+ if (dun->room_map[by][bx])
{
- if (((block_x % 3) == 2) && ((blocks_wide % 3) == 2))
- block_x++;
- if ((block_x % 3) == 1) block_x++;
+ return FALSE;
}
}
+ }
- /* Extract blocks */
- by1 = block_y + 0;
- bx1 = block_x + 0;
- by2 = block_y + blocks_high;
- bx2 = block_x + blocks_wide;
+ /* This location is okay */
+ return TRUE;
+}
- /* Never run off the screen */
- if ((by1 < 0) || (by2 > dun->row_rooms)) continue;
- if ((bx1 < 0) || (bx2 > dun->col_rooms)) continue;
- /* Verify available space */
- for (by = by1; by < by2; by++)
- {
- for (bx = bx1; bx < bx2; bx++)
- {
- if (dun->room_map[by][bx])
- {
- filled = TRUE;
- }
- }
- }
+/*!
+ * @brief 部屋生成が可能なスペースを確保する / Find a good spot for the next room. -LM-
+ * @param y 部屋の生成が可能な中心Y座標を返す参照ポインタ
+ * @param x 部屋の生成が可能な中心X座標を返す参照ポインタ
+ * @param height 確保したい領域の高さ
+ * @param width 確保したい領域の幅
+ * @return 所定の範囲が確保できた場合TRUEを返す
+ * @details
+ * Find and allocate a free space in the dungeon large enough to hold\n
+ * the room calling this function.\n
+ *\n
+ * We allocate space in 11x11 blocks, but want to make sure that rooms\n
+ * align neatly on the standard screen. Therefore, we make them use\n
+ * blocks in few 11x33 rectangles as possible.\n
+ *\n
+ * Be careful to include the edges of the room in height and width!\n
+ *\n
+ * Return TRUE and values for the center of the room if all went well.\n
+ * Otherwise, return FALSE.\n
+ */
+static bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width)
+{
+ int candidates, pick;
+ int by, bx, by1, bx1, by2, bx2;
+ int block_y = 0, block_x = 0;
- /* If space filled, try again. */
- if (filled) continue;
+ /* Find out how many blocks we need. */
+ int blocks_high = 1 + ((height - 1) / BLOCK_HGT);
+ int blocks_wide = 1 + ((width - 1) / BLOCK_WID);
- /* It is *extremely* important that the following calculation */
- /* be *exactly* correct to prevent memory errors XXX XXX XXX */
+ /* There are no way to allocate such huge space */
+ if (dun->row_rooms < blocks_high) return FALSE;
+ if (dun->col_rooms < blocks_wide) return FALSE;
- /* Acquire the location of the room */
- (*y) = ((by1 + by2) * BLOCK_HGT) / 2;
- (*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
+ /* Initiallize */
+ candidates = 0;
- /* Save the room location */
- if (dun->cent_n < CENT_MAX)
+ /* 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--)
{
- dun->cent[dun->cent_n].y = *y;
- dun->cent[dun->cent_n].x = *x;
- dun->cent_n++;
+ if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
+ {
+ /* Find a valid place */
+ candidates++;
+ }
}
+ }
+
+ /* No place! */
+ if (!candidates)
+ {
+ return FALSE;
+ }
+
+ /* Normal dungeon */
+ if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
+ {
+ /* Choose a random one */
+ pick = randint1(candidates);
+ }
+
+ /* NO_CAVE dungeon (Castle) */
+ else
+ {
+ /* Always choose the center one */
+ pick = candidates/2 + 1;
+ }
- /* Reserve some blocks. */
- for (by = by1; by < by2; by++)
+ /* Pick up the choosen location */
+ 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--)
{
- for (bx = bx1; bx < bx2; bx++)
+ if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
{
- dun->room_map[by][bx] = TRUE;
+ pick--;
+
+ /* This one is picked? */
+ if (!pick) break;
}
}
+ if (!pick) break;
+ }
- /*
- * Hack- See if room will cut off a cavern.
- *
- * If so, fix by tunneling outside the room in such a
- * way as to connect the caves.
- */
- check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
+ /* Extract blocks */
+ by1 = block_y + 0;
+ bx1 = block_x + 0;
+ by2 = block_y + blocks_high;
+ bx2 = block_x + blocks_wide;
+ /*
+ * It is *extremely* important that the following calculation
+ * be *exactly* correct to prevent memory errors
+ */
- /* Success. */
- return (TRUE);
+ /* Acquire the location of the room */
+ (*y) = ((by1 + by2) * BLOCK_HGT) / 2;
+ (*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
+
+ /* Save the room location */
+ if (dun->cent_n < CENT_MAX)
+ {
+ dun->cent[dun->cent_n].y = (byte_hack)*y;
+ dun->cent[dun->cent_n].x = (byte_hack)*x;
+ dun->cent_n++;
}
- /* Failure. */
- return (FALSE);
-}
+ /* Reserve some blocks. */
+ for (by = by1; by < by2; by++)
+ {
+ for (bx = bx1; bx < bx2; bx++)
+ {
+ dun->room_map[by][bx] = TRUE;
+ }
+ }
+ /*
+ * Hack- See if room will cut off a cavern.
+ *
+ * If so, fix by tunneling outside the room in such a
+ * way as to connect the caves.
+ */
+ check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
-/*
- * Room building routines.
- *
- * Room types:
- * 1 -- normal
- * 2 -- overlapping
- * 3 -- cross shaped
- * 4 -- large room with features
- * 5 -- monster nests
- * 6 -- monster pits
- * 7 -- simple vaults
- * 8 -- greater vaults
- * 9 -- fractal caves
- * 10 -- random vaults
- * 11 -- circular rooms
- * 12 -- crypts
- * 13 -- trapped monster pits
- * 14 -- trapped room
- */
+ /* Success. */
+ return TRUE;
+}
-/*
- * Type 1 -- normal rectangular rooms
+/*!
+ * @brief タイプ1の部屋…通常可変長方形の部屋を生成する / Type 1 -- normal rectangular rooms
+ * @return なし
*/
static bool build_type1(void)
{
- int y, x, y2, x2, yval, xval;
- int y1, x1, xsize, ysize;
+ POSITION y, x, y2, x2, yval, xval;
+ POSITION y1, x1, xsize, ysize;
bool light;
cave_type *c_ptr;
+ bool curtain = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
+ one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 48 : 512);
+
/* Pick a room size */
y1 = randint1(4);
x1 = randint1(11);
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;
+ if (!find_space(&yval, &xval, ysize + 2, xsize + 2))
+ {
+ /* Limit to the minimum room size, and retry */
+ y1 = 1;
+ x1 = 1;
+ y2 = 1;
+ x2 = 1;
+
+ 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[dungeon_type].flags1 & DF1_DARKNESS));
}
+ /* Hack -- Occasional curtained room */
+ if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2))
+ {
+ for (y = y1; y <= y2; y++)
+ {
+ c_ptr = &cave[y][x1];
+ c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+ c_ptr->info &= ~(CAVE_MASK);
+ c_ptr = &cave[y][x2];
+ 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_door[DOOR_CURTAIN].closed;
+ c_ptr->info &= ~(CAVE_MASK);
+ c_ptr = &cave[y2][x];
+ c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
+ c_ptr->info &= ~(CAVE_MASK);
+ }
+ }
+
+
/* Hack -- Occasional pillar room */
if (one_in_(20))
{
/* Hack -- Occasional divided room */
else if (one_in_(50))
{
+ bool curtain2 = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
+ one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 2 : 128);
+
if (randint1(100) < 50)
{
/* Horizontal wall */
for (x = x1; x <= x2; x++)
{
place_inner_bold(yval, x);
+ if (curtain2) cave[yval][x].feat = feat_door[DOOR_CURTAIN].closed;
}
/* Prevent edge of wall from being tunneled */
for (y = y1; y <= y2; y++)
{
place_inner_bold(y, xval);
+ if (curtain2) cave[y][xval].feat = feat_door[DOOR_CURTAIN].closed;
}
/* Prevent edge of wall from being tunneled */
}
place_random_door(yval, xval, TRUE);
+ if (curtain2) cave[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;
}
return TRUE;
}
-
-/*
- * Type 2 -- Overlapping rectangular rooms
+/*!
+ * @brief タイプ2の部屋…二重長方形の部屋を生成する / Type 2 -- Overlapping rectangular rooms
+ * @return なし
*/
static bool build_type2(void)
{
- int y, x, xval, yval;
- int y1a, x1a, y2a, x2a;
- int y1b, x1b, y2b, x2b;
+ POSITION y, x, xval, yval;
+ POSITION y1a, x1a, y2a, x2a;
+ POSITION y1b, x1b, y2b, x2b;
bool light;
cave_type *c_ptr;
-/*
- * Type 3 -- Cross shaped rooms
- *
- * Builds a room at a row, column coordinate
- *
- * Room "a" runs north/south, and Room "b" runs east/east
- * So the "central pillar" runs from x1a, y1b to x2a, y2b.
- *
- * Note that currently, the "center" is always 3x3, but I think that
- * the code below will work (with "bounds checking") for 5x5, or even
- * for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.
+/*!
+ * @brief タイプ2の部屋…十字型の部屋を生成する / Type 3 -- Cross shaped rooms
+ * @return なし
+ * @details
+ * Builds a room at a row, column coordinate\n
+ *\n
+ * Room "a" runs north/south, and Room "b" runs east/east\n
+ * So the "central pillar" runs from x1a, y1b to x2a, y2b.\n
+ *\n
+ * Note that currently, the "center" is always 3x3, but I think that\n
+ * the code below will work (with "bounds checking") for 5x5, or even\n
+ * for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.\n
*/
static bool build_type3(void)
{
- int y, x, dy, dx, wy, wx;
- int y1a, x1a, y2a, x2a;
- int y1b, x1b, y2b, x2b;
- int yval, xval;
+ POSITION y, x, dy, dx, wy, wx;
+ POSITION y1a, x1a, y2a, x2a;
+ POSITION y1b, x1b, y2b, x2b;
+ POSITION yval, xval;
bool light;
cave_type *c_ptr;
/* 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 */
/* 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);
}
}
}
-/*
- * Type 4 -- Large room with inner features
- *
- * Possible sub-types:
- * 1 - Just an inner room with one door
- * 2 - An inner room within an inner room
- * 3 - An inner room with pillar(s)
- * 4 - Inner room has a maze
- * 5 - A set of four inner rooms
+/*!
+ * @brief タイプ4の部屋…固定サイズの二重構造部屋を生成する / Type 4 -- Large room with inner features
+ * @return なし
+ * @details
+ * Possible sub-types:\n
+ * 1 - Just an inner room with one door\n
+ * 2 - An inner room within an inner room\n
+ * 3 - An inner room with pillar(s)\n
+ * 4 - Inner room has a maze\n
+ * 5 - A set of four inner rooms\n
*/
static bool build_type4(void)
{
- int y, x, y1, x1;
- int y2, x2, tmp, yval, xval;
+ POSITION y, x, y1, x1;
+ POSITION y2, x2, tmp, yval, xval;
bool light;
cave_type *c_ptr;
/* 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 */
/* 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 */
/* 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 */
/* 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++)
{
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));
/* 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) */
/* 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++)
{
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 */
}
-/*
- * The following functions are used to determine if the given monster
- * is appropriate for inclusion in a monster nest or monster pit or
- * the given type.
- *
- * None of the pits/nests are allowed to include "unique" monsters.
- */
-
-/*
- * Monster validation macro
+/*!
+ * vaultに配置可能なモンスターの条件を指定するマクロ / Monster validation macro
*
* Line 1 -- forbid town monsters
* Line 2 -- forbid uniques
* Line 3 -- forbid aquatic monsters
*/
#define vault_monster_okay(I) \
- (monster_dungeon(I) && \
+ (mon_hook_dungeon(I) && \
!(r_info[I].flags1 & RF1_UNIQUE) && \
!(r_info[I].flags7 & RF7_UNIQUE2) && \
!(r_info[I].flagsr & RFR_RES_ALL) && \
!(r_info[I].flags7 & RF7_AQUATIC))
-/* Race index for "monster pit (clone)" */
+/*! 通常pit生成時のモンスターの構成条件ID / Race index for "monster pit (clone)" */
static int vault_aux_race;
-/* Race index for "monster pit (symbol clone)" */
+/*! 単一シンボルpit生成時の指定シンボル / Race index for "monster pit (symbol clone)" */
static char vault_aux_char;
-/* Breath mask for "monster pit (dragon)" */
+/*! ブレス属性に基づくドラゴンpit生成時条件マスク / Breath mask for "monster pit (dragon)" */
static u32b vault_aux_dragon_mask4;
-/*
+/*!
+ * @brief モンスターがVault生成の最低必要条件を満たしているかを返す /
* Helper monster selection function
+ * @param r_idx 確認したいモンスター種族ID
+ * @return Vault生成の最低必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_simple(int r_idx)
+static bool vault_aux_simple(MONRACE_IDX r_idx)
{
/* Okay */
return (vault_monster_okay(r_idx));
}
-/*
+/*!
+ * @brief モンスターがゼリーnestの生成必要条件を満たしているかを返す /
* Helper function for "monster nest (jelly)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_jelly(int r_idx)
+static bool vault_aux_jelly(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
/* Require icky thing, jelly, mold, or mushroom */
- if (!strchr("ijm,", r_ptr->d_char)) return (FALSE);
+ if (!my_strchr("ijm,", r_ptr->d_char)) return (FALSE);
/* Okay */
return (TRUE);
}
-
-/*
+/*!
+ * @brief モンスターが動物nestの生成必要条件を満たしているかを返す /
* Helper function for "monster nest (animal)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_animal(int r_idx)
+static bool vault_aux_animal(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
+/*!
+ * @brief モンスターがアンデッドnestの生成必要条件を満たしているかを返す /
* Helper function for "monster nest (undead)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_undead(int r_idx)
+static bool vault_aux_undead(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
return (TRUE);
}
-
-/*
+/*!
+ * @brief モンスターが聖堂nestの生成必要条件を満たしているかを返す /
* Helper function for "monster nest (chapel)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_chapel_g(int r_idx)
+static bool vault_aux_chapel_g(MONRACE_IDX r_idx)
{
static int chapel_list[] = {
MON_NOV_PRIEST, MON_NOV_PALADIN, MON_NOV_PRIEST_G, MON_NOV_PALADIN_G,
return FALSE;
}
-
-/*
+/*!
+ * @brief モンスターが犬小屋nestの生成必要条件を満たしているかを返す /
* Helper function for "monster nest (kennel)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_kennel(int r_idx)
+static bool vault_aux_kennel(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
if (!vault_monster_okay(r_idx)) return (FALSE);
/* Require a Zephyr Hound or a dog */
- if (!strchr("CZ", r_ptr->d_char)) return (FALSE);
+ if (!my_strchr("CZ", r_ptr->d_char)) return (FALSE);
/* Okay */
return (TRUE);
}
-
-/*
+/*!
+ * @brief モンスターがミミックnestの生成必要条件を満たしているかを返す /
* Helper function for "monster nest (mimic)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_mimic(int r_idx)
+static bool vault_aux_mimic(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
/* Validate the monster */
if (!vault_monster_okay(r_idx)) return (FALSE);
-
+
/* Require mimic */
- if (!strchr("!|$?=", r_ptr->d_char)) return (FALSE);
+ if (!my_strchr("!$&(/=?[\\|", r_ptr->d_char)) return (FALSE);
/* Okay */
return (TRUE);
}
-/*
+/*!
+ * @brief モンスターが単一クローンnestの生成必要条件を満たしているかを返す /
* Helper function for "monster nest (clone)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_clone(int r_idx)
+static bool vault_aux_clone(MONRACE_IDX r_idx)
{
/* Validate the monster */
if (!vault_monster_okay(r_idx)) return (FALSE);
}
-/*
+/*!
+ * @brief モンスターが邪悪属性シンボルクローンnestの生成必要条件を満たしているかを返す /
* Helper function for "monster nest (symbol clone)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_symbol_e(int r_idx)
+static bool vault_aux_symbol_e(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
+/*!
+ * @brief モンスターが善良属性シンボルクローンnestの生成必要条件を満たしているかを返す /
* Helper function for "monster nest (symbol clone)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_symbol_g(int r_idx)
+static bool vault_aux_symbol_g(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
+/*!
+ * @brief モンスターがオークpitの生成必要条件を満たしているかを返す /
* Helper function for "monster pit (orc)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_orc(int r_idx)
+static bool vault_aux_orc(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
+/*!
+ * @brief モンスターがトロルpitの生成必要条件を満たしているかを返す /
* Helper function for "monster pit (troll)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_troll(int r_idx)
+static bool vault_aux_troll(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
+/*!
+ * @brief モンスターが巨人pitの生成必要条件を満たしているかを返す /
* Helper function for "monster pit (giant)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_giant(int r_idx)
+static bool vault_aux_giant(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
+/*!
+ * @brief モンスターがドラゴンpitの生成必要条件を満たしているかを返す /
* Helper function for "monster pit (dragon)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_dragon(int r_idx)
+static bool vault_aux_dragon(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
+/*!
+ * @brief モンスターが悪魔pitの生成必要条件を満たしているかを返す /
* Helper function for "monster pit (demon)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_demon(int r_idx)
+static bool vault_aux_demon(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
+/*!
+ * @brief モンスターが狂気pitの生成必要条件を満たしているかを返す /
* Helper function for "monster pit (lovecraftian)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_cthulhu(int r_idx)
+static bool vault_aux_cthulhu(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
- * Helper function for "monster pit (clone)"
+/*!
+ * @brief pit/nestの基準となる単種モンスターを決める /
+ * @return なし
*/
static void vault_prep_clone(void)
{
}
-/*
- * Helper function for "monster pit (symbol clone)"
+/*!
+ * @brief pit/nestの基準となるモンスターシンボルを決める /
+ * @return なし
*/
static void vault_prep_symbol(void)
{
- int r_idx;
+ MONRACE_IDX r_idx;
/* Apply the monster restriction */
get_mon_num_prep(vault_aux_simple, NULL);
vault_aux_char = r_info[r_idx].d_char;
}
-
-/*
- * Helper function for "monster pit (dragon)"
+/*!
+ * @brief pit/nestの基準となるドラゴンの種類を決める /
+ * @return なし
*/
static void vault_prep_dragon(void)
{
}
-/*
+/*!
+ * @brief モンスターがダークエルフpitの生成必要条件を満たしているかを返す /
* Helper function for "monster pit (dark elf)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_dark_elf(int r_idx)
+static bool vault_aux_dark_elf(MONRACE_IDX r_idx)
{
int i;
static int dark_elf_list[] =
return FALSE;
}
-
+/*! pit/nest型情報のtypedef */
typedef struct vault_aux_type vault_aux_type;
-
+/*! pit/nest型情報の構造体定義 */
struct vault_aux_type
{
cptr name;
- bool (*hook_func)(int r_idx);
+ bool (*hook_func)(MONRACE_IDX r_idx);
void (*prep_func)(void);
int level;
int chance;
};
-
+/*!
+ * @brief ダンジョン毎に指定されたピット配列を基準にランダムなpit/nestタイプを決める
+ * @param l_ptr 選択されたpit/nest情報を返す参照ポインタ
+ * @param allow_flag_mask 生成が許されるpit/nestのビット配列
+ * @return 選択されたpit/nestのID、選択失敗した場合-1を返す。
+ */
static int pick_vault_type(vault_aux_type *l_ptr, s16b allow_flag_mask)
{
int tmp, total, count;
return n_ptr->name ? count : -1;
}
+/*!nest情報テーブル*/
static vault_aux_type nest_types[] =
{
#ifdef JP
- {"¥¯¥í¡¼¥ó", vault_aux_clone, vault_prep_clone, 5, 3},
- {"¥¼¥ê¡¼", vault_aux_jelly, NULL, 5, 6},
- {"¥·¥ó¥Ü¥ë(Á±)", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
- {"¥·¥ó¥Ü¥ë(°)", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
- {"¥ß¥ß¥Ã¥¯", vault_aux_mimic, NULL, 30, 4},
- {"¶¸µ¤", vault_aux_cthulhu, NULL, 70, 2},
- {"¸¤¾®²°", vault_aux_kennel, NULL, 45, 4},
- {"ưʪ±à", vault_aux_animal, NULL, 35, 5},
- {"¶µ²ñ", vault_aux_chapel_g, NULL, 75, 4},
- {"¥¢¥ó¥Ç¥Ã¥É", vault_aux_undead, NULL, 75, 5},
+ {"クローン", vault_aux_clone, vault_prep_clone, 5, 3},
+ {"ã\82¼ã\83ªã\83¼", vault_aux_jelly, NULL, 5, 6},
+ {"シンボル(善)", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
+ {"シンボル(悪)", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
+ {"ã\83\9fã\83\9fã\83\83ã\82¯", vault_aux_mimic, NULL, 30, 4},
+ {"狂気", vault_aux_cthulhu, NULL, 70, 2},
+ {"犬小屋", vault_aux_kennel, NULL, 45, 4},
+ {"動物園", vault_aux_animal, NULL, 35, 5},
+ {"教会", vault_aux_chapel_g, NULL, 75, 4},
+ {"アンデッド", vault_aux_undead, NULL, 75, 5},
{NULL, NULL, NULL, 0, 0},
#else
{"clone", vault_aux_clone, vault_prep_clone, 5, 3},
#endif
};
+/*!pit情報テーブル*/
static vault_aux_type pit_types[] =
{
#ifdef JP
- {"¥ª¡¼¥¯", vault_aux_orc, NULL, 5, 6},
- {"¥È¥í¥ë", vault_aux_troll, NULL, 20, 6},
- {"¥¸¥ã¥¤¥¢¥ó¥È", vault_aux_giant, NULL, 50, 6},
- {"¶¸µ¤", vault_aux_cthulhu, NULL, 80, 2},
- {"¥·¥ó¥Ü¥ë(Á±)", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
- {"¥·¥ó¥Ü¥ë(°)", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
- {"¶µ²ñ", vault_aux_chapel_g, NULL, 65, 2},
- {"¥É¥é¥´¥ó", vault_aux_dragon, vault_prep_dragon, 70, 6},
- {"¥Ç¡¼¥â¥ó", vault_aux_demon, NULL, 80, 6},
- {"¥À¡¼¥¯¥¨¥ë¥Õ", vault_aux_dark_elf, NULL, 45, 4},
+ {"ã\82ªã\83¼ã\82¯", vault_aux_orc, NULL, 5, 6},
+ {"トロル", vault_aux_troll, NULL, 20, 6},
+ {"ジャイアント", vault_aux_giant, NULL, 50, 6},
+ {"狂気", vault_aux_cthulhu, NULL, 80, 2},
+ {"シンボル(善)", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
+ {"シンボル(悪)", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
+ {"教会", vault_aux_chapel_g, NULL, 65, 2},
+ {"ドラゴン", vault_aux_dragon, vault_prep_dragon, 70, 6},
+ {"デーモン", vault_aux_demon, NULL, 80, 6},
+ {"ダークエルフ", vault_aux_dark_elf, NULL, 45, 4},
{NULL, NULL, NULL, 0, 0},
#else
{"orc", vault_aux_orc, NULL, 5, 6},
};
-/* Nest types code */
+/*! nestのID定義 / Nest types code */
#define NEST_TYPE_CLONE 0
#define NEST_TYPE_JELLY 1
#define NEST_TYPE_SYMBOL_GOOD 2
#define NEST_TYPE_CHAPEL 8
#define NEST_TYPE_UNDEAD 9
-/* Pit types code */
+/*! pitのID定義 / Pit types code */
#define PIT_TYPE_ORC 0
#define PIT_TYPE_TROLL 1
#define PIT_TYPE_GIANT 2
#define PIT_TYPE_DARK_ELF 9
-/*
+/*!
+ * @brief デバッグ時に生成されたpit/nestの型を出力する処理
+ * @param type pit/nestの型ID
+ * @param nest TRUEならばnest、FALSEならばpit
+ * @return デバッグ表示文字列の参照ポインタ
+ * @details
* Hack -- Get the string describing subtype of pit/nest
* Determined in prepare function (some pit/nest only)
*/
switch (vault_aux_dragon_mask4)
{
#ifdef JP
- case RF4_BR_ACID: strcpy(inner_buf, "(»À)"); break;
- case RF4_BR_ELEC: strcpy(inner_buf, "(°ðºÊ)"); break;
- case RF4_BR_FIRE: strcpy(inner_buf, "(²Ð±ê)"); break;
- case RF4_BR_COLD: strcpy(inner_buf, "(Î䵤)"); break;
- case RF4_BR_POIS: strcpy(inner_buf, "(ÆÇ)"); break;
+ case RF4_BR_ACID: strcpy(inner_buf, "(酸)"); break;
+ case RF4_BR_ELEC: strcpy(inner_buf, "(稲妻)"); break;
+ case RF4_BR_FIRE: strcpy(inner_buf, "(火炎)"); break;
+ case RF4_BR_COLD: strcpy(inner_buf, "(冷気)"); break;
+ case RF4_BR_POIS: strcpy(inner_buf, "(毒)"); break;
case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
- strcpy(inner_buf, "(Ëü¿§)"); break;
- default: strcpy(inner_buf, "(̤ÄêµÁ)"); break;
+ strcpy(inner_buf, "(万色)"); break;
+ default: strcpy(inner_buf, "(未定義)"); break;
#else
case RF4_BR_ACID: strcpy(inner_buf, "(acid)"); break;
case RF4_BR_ELEC: strcpy(inner_buf, "(lightning)"); break;
}
-/* A struct for nest monster information with cheat_hear */
+/*! デバッグ時にnestのモンスター情報を確認するための構造体 / A struct for nest monster information with cheat_hear */
typedef struct
{
s16b r_idx;
/*
- * Comp function for sorting nest monster information
+ *! @brief nestのモンスターリストをソートするための関数 /
+ * Comp function for sorting nest monster information
+ * @param u ソート処理対象配列ポインタ
+ * @param v 未使用
+ * @param a 比較対象参照ID1
+ * @param b 比較対象参照ID2
*/
static bool ang_sort_comp_nest_mon_info(vptr u, vptr v, int a, int b)
{
return w1 <= w2;
}
-
-/*
+/*!
+ * @brief nestのモンスターリストをスワップするための関数 /
* Swap function for sorting nest monster information
+ * @param u スワップ処理対象配列ポインタ
+ * @param v 未使用
+ * @param a スワップ対象参照ID1
+ * @param b スワップ対象参照ID2
*/
static void ang_sort_swap_nest_mon_info(vptr u, vptr v, int a, int b)
{
}
-#define NUM_NEST_MON_TYPE 64
-
-/*
- * Type 5 -- Monster nests
- *
- * A monster nest is a "big" room, with an "inner" room, containing
- * a "collection" of monsters of a given type strewn about the room.
- *
- * The monsters are chosen from a set of 64 randomly selected monster
- * races, to allow the nest creation to fail instead of having "holes".
- *
- * Note the use of the "get_mon_num_prep()" function, and the special
- * "get_mon_num_hook()" restriction function, to prepare the "monster
- * allocation table" in such a way as to optimize the selection of
- * "appropriate" non-unique monsters for the nest.
- *
- * Note that the "get_mon_num()" function may (rarely) fail, in which
- * case the nest will be empty, and will not affect the level rating.
- *
- * Note that "monster nests" will never contain "unique" monsters.
+#define NUM_NEST_MON_TYPE 64 /*!<nestの種別数 */
+
+
+/*!
+ * @brief タイプ5の部屋…nestを生成する / Type 5 -- Monster nests
+ * @return なし
+ * @details
+ * A monster nest is a "big" room, with an "inner" room, containing\n
+ * a "collection" of monsters of a given type strewn about the room.\n
+ *\n
+ * The monsters are chosen from a set of 64 randomly selected monster\n
+ * races, to allow the nest creation to fail instead of having "holes".\n
+ *\n
+ * Note the use of the "get_mon_num_prep()" function, and the special\n
+ * "get_mon_num_hook()" restriction function, to prepare the "monster\n
+ * allocation table" in such a way as to optimize the selection of\n
+ * "appropriate" non-unique monsters for the nest.\n
+ *\n
+ * Note that the "get_mon_num()" function may (rarely) fail, in which\n
+ * case the nest will be empty.\n
+ *\n
+ * Note that "monster nests" will never contain "unique" monsters.\n
*/
static bool build_type5(void)
{
- int y, x, y1, x1, y2, x2, xval, yval;
+ POSITION y, x, y1, x1, y2, x2, xval, yval;
int i;
nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest);
vault_aux_type *n_ptr;
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
-
/* No type available */
- if (cur_nest_type < 0)
- {
- return FALSE;
- }
+ if (cur_nest_type < 0) return FALSE;
n_ptr = &nest_types[cur_nest_type];
/* Process a preparation function if necessary */
if (n_ptr->prep_func) (*(n_ptr->prep_func))();
+ /* Prepare allocation table */
+ get_mon_num_prep(n_ptr->hook_func, NULL);
+
+ align.sub_align = SUB_ALIGN_NEUTRAL;
+
+ /* Pick some monster types */
+ for (i = 0; i < NUM_NEST_MON_TYPE; i++)
+ {
+ MONRACE_IDX r_idx = 0;
+ int attempts = 100;
+ monster_race *r_ptr = NULL;
+
+ while (attempts--)
+ {
+ /* Get a (hard) monster type */
+ r_idx = get_mon_num(dun_level + 11);
+ r_ptr = &r_info[r_idx];
+
+ /* Decline incorrect alignment */
+ if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
+
+ /* Accept this monster */
+ break;
+ }
+
+ /* Notice failure */
+ if (!r_idx || !attempts) return FALSE;
+
+ /* Note the alignment */
+ if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
+ if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
+
+ nest_mon_info[i].r_idx = (s16b)r_idx;
+ nest_mon_info[i].used = FALSE;
+ }
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, 11, 25)) return FALSE;
+
/* Large room */
y1 = yval - 4;
y2 = yval + 4;
}
}
-
/* 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;
}
+ msg_format_wizard(CHEAT_DUNGEON, _("モンスター部屋(nest)(%s%s)を生成します。", "Monster nest (%s%s)"), n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
- /* Prepare allocation table */
- get_mon_num_prep(n_ptr->hook_func, NULL);
+ /* Place some monsters */
+ for (y = yval - 2; y <= yval + 2; y++)
+ {
+ for (x = xval - 9; x <= xval + 9; x++)
+ {
+ MONRACE_IDX r_idx;
- align.sub_align = SUB_ALIGN_NEUTRAL;
-
- /* Pick some monster types */
- for (i = 0; i < NUM_NEST_MON_TYPE; i++)
- {
- int r_idx = 0, attempts = 100;
- monster_race *r_ptr = NULL;
-
- while (attempts--)
- {
- /* Get a (hard) monster type */
- r_idx = get_mon_num(dun_level + 10);
- r_ptr = &r_info[r_idx];
-
- /* Decline incorrect alignment */
- if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
-
- /* Accept this monster */
- break;
- }
-
- /* Notice failure */
- if (!r_idx || !attempts) return FALSE;
-
- /* Note the alignment */
- if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
- if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
-
- nest_mon_info[i].r_idx = r_idx;
- nest_mon_info[i].used = FALSE;
- }
-
- /* Describe */
- if (cheat_room)
- {
- /* Room type */
-#ifdef JP
- msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(nest)(%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
-#else
- msg_format("Monster nest (%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
-#endif
- }
-
- /* Increase the level rating */
- rating += 10;
-
- /* (Sometimes) Cause a "special feeling" (for "Monster Nests") */
- if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
- {
- good_item_flag = TRUE;
- }
-
- /* Place some monsters */
- for (y = yval - 2; y <= yval + 2; y++)
- {
- for (x = xval - 9; x <= xval + 9; x++)
- {
- int r_idx;
-
- i = randint0(NUM_NEST_MON_TYPE);
- r_idx = nest_mon_info[i].r_idx;
+ i = randint0(NUM_NEST_MON_TYPE);
+ r_idx = nest_mon_info[i].r_idx;
/* Place that "random" monster (no groups) */
(void)place_monster_aux(0, y, x, r_idx, 0L);
}
}
- if (cheat_room && cheat_hear)
+ if (cheat_room)
{
ang_sort_comp = ang_sort_comp_nest_mon_info;
ang_sort_swap = ang_sort_swap_nest_mon_info;
if (nest_mon_info[i].r_idx != nest_mon_info[i + 1].r_idx) break;
if (!nest_mon_info[i + 1].used) break;
}
- msg_print(r_name + r_info[nest_mon_info[i].r_idx].name);
+ msg_format_wizard(CHEAT_DUNGEON, "Nest構成モンスターNo.%d:%s", i, r_name + r_info[nest_mon_info[i].r_idx].name);
}
}
}
-/*
- * Type 6 -- Monster pits
- *
- * A monster pit is a "big" room, with an "inner" room, containing
- * a "collection" of monsters of a given type organized in the room.
- *
- * The inside room in a monster pit appears as shown below, where the
- * actual monsters in each location depend on the type of the pit
- *
- * #####################
- * #0000000000000000000#
- * #0112233455543322110#
- * #0112233467643322110#
- * #0112233455543322110#
- * #0000000000000000000#
- * #####################
- *
- * Note that the monsters in the pit are now chosen by using "get_mon_num()"
- * to request 16 "appropriate" monsters, sorting them by level, and using
- * the "even" entries in this sorted list for the contents of the pit.
- *
- * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",
- * which is handled by requiring a specific "breath" attack for all of the
- * dragons. This may include "multi-hued" breath. Note that "wyrms" may
- * be present in many of the dragon pits, if they have the proper breath.
- *
- * Note the use of the "get_mon_num_prep()" function, and the special
- * "get_mon_num_hook()" restriction function, to prepare the "monster
- * allocation table" in such a way as to optimize the selection of
- * "appropriate" non-unique monsters for the pit.
- *
- * Note that the "get_mon_num()" function may (rarely) fail, in which case
- * the pit will be empty, and will not effect the level rating.
- *
- * Note that "monster pits" will never contain "unique" monsters.
+/*!
+ * @brief タイプ6の部屋…pitを生成する / Type 6 -- Monster pits
+ * @return なし
+ * @details
+ * A monster pit is a "big" room, with an "inner" room, containing\n
+ * a "collection" of monsters of a given type organized in the room.\n
+ *\n
+ * The inside room in a monster pit appears as shown below, where the\n
+ * actual monsters in each location depend on the type of the pit\n
+ *\n
+ * XXXXXXXXXXXXXXXXXXXXX\n
+ * X0000000000000000000X\n
+ * X0112233455543322110X\n
+ * X0112233467643322110X\n
+ * X0112233455543322110X\n
+ * X0000000000000000000X\n
+ * XXXXXXXXXXXXXXXXXXXXX\n
+ *\n
+ * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
+ * to request 16 "appropriate" monsters, sorting them by level, and using\n
+ * the "even" entries in this sorted list for the contents of the pit.\n
+ *\n
+ * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
+ * which is handled by requiring a specific "breath" attack for all of the\n
+ * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
+ * be present in many of the dragon pits, if they have the proper breath.\n
+ *\n
+ * Note the use of the "get_mon_num_prep()" function, and the special\n
+ * "get_mon_num_hook()" restriction function, to prepare the "monster\n
+ * allocation table" in such a way as to optimize the selection of\n
+ * "appropriate" non-unique monsters for the pit.\n
+ *\n
+ * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
+ * the pit will be empty.\n
+ *\n
+ * Note that "monster pits" will never contain "unique" monsters.\n
*/
static bool build_type6(void)
{
- int y, x, y1, x1, y2, x2, xval, yval;
+ POSITION y, x, y1, x1, y2, x2, xval, yval;
int i, j;
- int what[16];
+ MONRACE_IDX what[16];
monster_type align;
int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
vault_aux_type *n_ptr;
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
-
/* No type available */
- if (cur_pit_type < 0)
- {
- return FALSE;
- }
+ if (cur_pit_type < 0) return FALSE;
n_ptr = &pit_types[cur_pit_type];
/* Process a preparation function if necessary */
if (n_ptr->prep_func) (*(n_ptr->prep_func))();
+ /* Prepare allocation table */
+ get_mon_num_prep(n_ptr->hook_func, NULL);
+
+ align.sub_align = SUB_ALIGN_NEUTRAL;
+
+ /* Pick some monster types */
+ for (i = 0; i < 16; i++)
+ {
+ MONRACE_IDX r_idx = 0;
+ int attempts = 100;
+ monster_race *r_ptr = NULL;
+
+ while (attempts--)
+ {
+ /* Get a (hard) monster type */
+ r_idx = get_mon_num(dun_level + 11);
+ r_ptr = &r_info[r_idx];
+
+ /* Decline incorrect alignment */
+ if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
+
+ /* Accept this monster */
+ break;
+ }
+
+ /* Notice failure */
+ if (!r_idx || !attempts) return FALSE;
+
+ /* Note the alignment */
+ if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
+ if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
+
+ what[i] = r_idx;
+ }
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, 11, 25)) return FALSE;
+
/* Large room */
y1 = yval - 4;
y2 = yval + 4;
/* 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;
- }
-
-
- /* Prepare allocation table */
- get_mon_num_prep(n_ptr->hook_func, NULL);
-
- align.sub_align = SUB_ALIGN_NEUTRAL;
-
- /* Pick some monster types */
- for (i = 0; i < 16; i++)
- {
- int r_idx = 0, attempts = 100;
- monster_race *r_ptr = NULL;
-
- while (attempts--)
- {
- /* Get a (hard) monster type */
- r_idx = get_mon_num(dun_level + 10);
- r_ptr = &r_info[r_idx];
-
- /* Decline incorrect alignment */
- if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
-
- /* Accept this monster */
- break;
- }
-
- /* Notice failure */
- if (!r_idx || !attempts) return FALSE;
-
- /* Note the alignment */
- if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
- if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
-
- what[i] = r_idx;
+ 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 */
/* Bubble */
if (p1 > p2)
{
- int tmp = what[i1];
+ MONRACE_IDX tmp = what[i1];
what[i1] = what[i2];
what[i2] = tmp;
}
}
}
- /* Message */
- if (cheat_room)
- {
- /* Room type */
-#ifdef JP
- msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(pit)(%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#else
- msg_format("Monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#endif
- }
+ msg_format_wizard(CHEAT_DUNGEON, _("モンスター部屋(pit)(%s%s)を生成します。", "Monster pit (%s%s)"), n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
/* Select the entries */
for (i = 0; i < 8; i++)
{
/* Every other entry */
what[i] = what[i * 2];
-
- if (cheat_hear)
- {
- /* Message */
- msg_print(r_name + r_info[what[i]].name);
- }
- }
-
- /* Increase the level rating */
- rating += 10;
-
- /* (Sometimes) Cause a "special feeling" (for "Monster Pits") */
- if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
- {
- good_item_flag = TRUE;
+ msg_format_wizard(CHEAT_DUNGEON, _("Nest構成モンスター選択No.%d:%s", "Nest Monster Select No.%d:%s"), i, r_name + r_info[what[i]].name);
}
/* Top and bottom rows */
}
-/* coordinate translation code */
-static void coord_trans(int *x, int *y, int xoffset, int yoffset, int transno)
+/*!
+ * @brief Vault地形を回転、上下左右反転するための座標変換を返す / coordinate translation code
+ * @param x 変換したい点のX座標参照ポインタ
+ * @param y 変換したい点のY座標参照ポインタ
+ * @param xoffset Vault生成時の基準X座標
+ * @param yoffset Vault生成時の基準Y座標
+ * @param transno 処理ID
+ * @return なし
+ */
+static void coord_trans(POSITION *x, POSITION *y, POSITION xoffset, POSITION yoffset, int transno)
{
int i;
int temp;
*y += yoffset;
}
-
-/*
- * Hack -- fill in "vault" rooms
+/*!
+ * @brief Vaultをフロアに配置する / Hack -- fill in "vault" rooms
+ * @param yval 生成基準Y座標
+ * @param xval 生成基準X座標
+ * @param ymax VaultのYサイズ
+ * @param xmax VaultのXサイズ
+ * @param data Vaultのデータ文字列
+ * @param xoffset 変換基準X座標
+ * @param yoffset 変換基準Y座標
+ * @param transno 変換ID
+ * @return なし
*/
-static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
- int xoffset, int yoffset, int transno)
+static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xmax, cptr data,
+ POSITION xoffset, POSITION yoffset, int transno)
{
- int dx, dy, x, y, i, j;
-
+ POSITION dx, dy, x, y, i, j;
cptr t;
-
cave_type *c_ptr;
-
/* Place dungeon features and objects */
for (t = data, dy = 0; dy < ymax; dy++)
{
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':
- c_ptr->feat = FEAT_PERM_INNER;
- c_ptr->info &= ~(CAVE_MASK);
- c_ptr->info |= CAVE_INNER;
+ 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 */
/* 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 */
/* Black market in a dungeon */
case 'S':
- set_cave_feat(y, x, FEAT_SHOP_HEAD + STORE_BLACK);
+ set_cave_feat(y, x, feat_black_market);
store_init(NO_TOWN, STORE_BLACK);
break;
-
+
/* The Pattern */
case 'p':
- set_cave_feat(y, x, FEAT_PATTERN_START);
+ set_cave_feat(y, x, feat_pattern_start);
break;
-
+
case 'a':
- set_cave_feat(y, x, FEAT_PATTERN_1);
+ set_cave_feat(y, x, feat_pattern_1);
break;
-
+
case 'b':
- set_cave_feat(y, x, FEAT_PATTERN_2);
+ set_cave_feat(y, x, feat_pattern_2);
break;
-
+
case 'c':
- set_cave_feat(y, x, FEAT_PATTERN_3);
+ set_cave_feat(y, x, feat_pattern_3);
break;
-
+
case 'd':
- set_cave_feat(y, x, FEAT_PATTERN_4);
+ set_cave_feat(y, x, feat_pattern_4);
break;
-
+
case 'P':
- set_cave_feat(y, x, FEAT_PATTERN_END);
+ set_cave_feat(y, x, feat_pattern_end);
break;
-
+
case 'B':
- set_cave_feat(y, x, FEAT_PATTERN_XTRA1);
+ set_cave_feat(y, x, feat_pattern_exit);
break;
case 'A':
}
-/*
- * Type 7 -- simple vaults (see "v_info.txt")
+/*!
+ * @brief タイプ7の部屋…v_info.txtより小型vaultを生成する / Type 7 -- simple vaults (see "v_info.txt")
+ * @return なし
*/
static bool build_type7(void)
{
vault_type *v_ptr = NULL;
- int dummy = 0;
- int x, y;
- int xval, yval;
- int xoffset, yoffset;
+ int dummy;
+ POSITION x, y;
+ POSITION xval, yval;
+ POSITION xoffset, yoffset;
int transno;
/* Pick a lesser vault */
- while (dummy < SAFE_MAX_ATTEMPTS)
+ for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
{
- dummy++;
-
/* Access a random vault record */
v_ptr = &v_info[randint0(max_v_idx)];
}
/* No lesser vault found */
- if (!v_ptr) return FALSE;
+ if (dummy >= SAFE_MAX_ATTEMPTS)
+ {
+ msg_print_wizard(CHEAT_DUNGEON, _("小型固定Vaultを配置できませんでした。", "Could not place lesser vault."));
+ return FALSE;
+ }
/* pick type of transformation (0-7) */
transno = randint0(8);
yoffset = 0;
}
-
/* Find and reserve some space in the dungeon. Get center of room. */
if (!find_space(&yval, &xval, abs(y), abs(x))) return FALSE;
-
- if (dummy >= SAFE_MAX_ATTEMPTS)
- {
- if (cheat_room)
- {
-#ifdef JP
-msg_print("·Ù¹ð¡ª¾®¤µ¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
-#else
- msg_print("Warning! Could not place lesser vault!");
-#endif
-
- }
- return FALSE;
- }
-
-
#ifdef FORCE_V_IDX
v_ptr = &v_info[2];
#endif
/* Message */
- if (cheat_room) msg_format("%s", v_name + v_ptr->name);
-
- /* Boost the rating */
- rating += v_ptr->rat;
-
- /* (Sometimes) Cause a special feeling */
- if ((dun_level <= 50) ||
- (randint1((dun_level - 40) * (dun_level - 40) + 50) < 400))
- {
- good_item_flag = TRUE;
- }
+ msg_format_wizard(CHEAT_DUNGEON, _("小型Vault(%s)を生成しました。", "Lesser vault (%s)."), v_name + v_ptr->name);
/* Hack -- Build the vault */
build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
return TRUE;
}
-
-/*
- * Type 8 -- greater vaults (see "v_info.txt")
+/*!
+ * @brief タイプ8の部屋…v_info.txtより大型vaultを生成する / Type 8 -- greater vaults (see "v_info.txt")
+ * @return なし
*/
static bool build_type8(void)
{
- vault_type *v_ptr = NULL;
- int dummy = 0;
- int xval, yval;
- int x, y;
+ vault_type *v_ptr;
+ int dummy;
+ POSITION xval, yval;
+ POSITION x, y;
int transno;
int xoffset, yoffset;
/* Pick a greater vault */
- while (dummy < SAFE_MAX_ATTEMPTS)
+ for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
{
- dummy++;
-
/* Access a random vault record */
v_ptr = &v_info[randint0(max_v_idx)];
}
/* No greater vault found */
- if (!v_ptr) return FALSE;
+ if (dummy >= SAFE_MAX_ATTEMPTS)
+ {
+ msg_print_wizard(CHEAT_DUNGEON, _("大型固定Vaultを配置できませんでした。", "Could not place greater vault."));
+ return FALSE;
+ }
/* pick type of transformation (0-7) */
transno = randint0(8);
* prevent generation of vaults with no-entrance.
*/
/* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, abs(y) + 2, abs(x) + 2)) return FALSE;
-
-
- if (dummy >= SAFE_MAX_ATTEMPTS)
- {
- if (cheat_room)
- {
-#ifdef JP
-msg_print("·Ù¹ð¡ªµðÂç¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
-#else
- msg_print("Warning! Could not place greater vault!");
-#endif
-
- }
- return FALSE;
- }
-
+ if (!find_space(&yval, &xval, (POSITION)(abs(y) + 2), (POSITION)(abs(x) + 2))) return FALSE;
#ifdef FORCE_V_IDX
v_ptr = &v_info[76 + randint1(3)];
#endif
- /* Message */
- if (cheat_room) msg_format("%s", v_name + v_ptr->name);
-
- /* Boost the rating */
- rating += v_ptr->rat;
-
- /* (Sometimes) Cause a special feeling */
- if ((dun_level <= 50) ||
- (randint1((dun_level - 40) * (dun_level - 40) + 50) < 400))
- {
- good_item_flag = TRUE;
- }
+ msg_format_wizard(CHEAT_DUNGEON, _("大型固定Vault(%s)を生成しました。", "Greater vault (%s)."), v_name + v_ptr->name);
/* Hack -- Build the vault */
build_vault(yval, xval, v_ptr->hgt, v_ptr->wid,
(val <= fill_data.c1)) val = fill_data.c1 + 1;
/* store the value in height-map format */
- cave[y][x].feat = val;
+ cave[y][x].feat = (s16b)val;
return;
}
* The tricky part is making sure the created cave is connected. This
* is done by 'filling' from the inside and only keeping the 'filled'
* floor. Walls bounding the 'filled' floor are also kept. Everything
-* else is converted to the normal granite FEAT_WALL_EXTRA.
+* else is converted to the normal _extra_.
*/
fill_data.ymin = y0 - yhsize;
fill_data.xmax = x0 + xhsize;
fill_data.ymax = y0 + yhsize;
-
+
/* Store cutoff in global for quick access */
fill_data.c1 = cutoff;
-
+
/*
* Scale factor for middle points:
* About sqrt(2) * 256 - correct for a square lattice
{
for (j = 0; j <= ysize; j++)
{
- /* 255 is a flag for "not done yet" */
- cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = 255;
+ /* -1 is a flag for "not done yet" */
+ cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].feat = -1;
/* Clear icky flag because may be redoing the cave */
cave[(int)(fill_data.ymin + j)][(int)(fill_data.xmin + i)].info &= ~(CAVE_ICKY);
}
}
/* Boundaries are walls */
- cave[fill_data.ymin][fill_data.xmin].feat = maxsize;
- cave[fill_data.ymax][fill_data.xmin].feat = maxsize;
- cave[fill_data.ymin][fill_data.xmax].feat = maxsize;
- cave[fill_data.ymax][fill_data.xmax].feat = maxsize;
+ cave[fill_data.ymin][fill_data.xmin].feat = (s16b)maxsize;
+ cave[fill_data.ymax][fill_data.xmin].feat = (s16b)maxsize;
+ cave[fill_data.ymin][fill_data.xmax].feat = (s16b)maxsize;
+ cave[fill_data.ymax][fill_data.xmax].feat = (s16b)maxsize;
/* Set the middle square to be an open area. */
cave[y0][x0].feat = 0;
xhstep /= 2;
ystep = yhstep;
yhstep /= 2;
-
+
/* cache well used values */
xstep2 = xstep / 256;
ystep2 = ystep / 256;
-
+
xhstep2 = xhstep / 256;
yhstep2 = yhstep / 256;
/* cache often used values */
ii = i / 256 + fill_data.xmin;
jj = j / 256 + fill_data.ymin;
-
+
/* Test square */
- if (cave[jj][ii].feat == 255)
- {
+ if (cave[jj][ii].feat == -1)
+ {
if (xhstep2 > grd)
{
/* If greater than 'grid' level then is random */
/* cache often used values */
ii = i / 256 + fill_data.xmin;
jj = j / 256 + fill_data.ymin;
-
+
/* Test square */
- if (cave[jj][ii].feat == 255)
+ if (cave[jj][ii].feat == -1)
{
if (xhstep2 > grd)
{
/* cache often used values */
ii = i / 256 + fill_data.xmin;
jj = j / 256 + fill_data.ymin;
-
+
/* Test square */
- if (cave[jj][ii].feat == 255)
- {
+ if (cave[jj][ii].feat == -1)
+ {
if (xhstep2 > grd)
{
/* If greater than 'grid' level then is random */
xm = fill_data.xmin + (i - xhstep) / 256;
xp = fill_data.xmin + (i + xhstep) / 256;
ym = fill_data.ymin + (j - yhstep) / 256;
- yp = fill_data.ymin + (j + yhstep) / 256;
-
+ yp = fill_data.ymin + (j + yhstep) / 256;
+
/*
* Average over all four corners + scale by diagsize to
* reduce the effect of the square grid on the shape of the fractal
- */
+ */
store_height(ii, jj,
(cave[ym][xm].feat + cave[yp][xm].feat
+ cave[ym][xp].feat + cave[yp][xp].feat) / 4
/* 25% of the time use the other tile : it looks better this way */
if (randint1(100) < 75)
{
- cave[y][x].feat = feat1;
+ cave[y][x].feat = (s16b)feat1;
cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info1;
return TRUE;
}
else
{
- cave[y][x].feat = feat2;
+ cave[y][x].feat = (s16b)feat2;
cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info2;
return TRUE;
/* 25% of the time use the other tile : it looks better this way */
if (randint1(100) < 75)
{
- cave[y][x].feat = feat2;
+ cave[y][x].feat = (s16b)feat2;
cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info2;
return TRUE;
}
else
{
- cave[y][x].feat = feat1;
+ cave[y][x].feat = (s16b)feat1;
cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info1;
return TRUE;
}
else if (cave[y][x].feat <= c3)
{
- cave[y][x].feat = feat3;
+ cave[y][x].feat = (s16b)feat3;
+ cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info3;
return TRUE;
}
* Quick and nasty fill routine used to find the connected region
* of floor in the middle of the cave
*/
-static void cave_fill(byte y, byte x)
+static void cave_fill(POSITION y, POSITION x)
{
int i, j, d;
int ty, tx;
fill_data.info1, fill_data.info2, fill_data.info3))
{
/* Enqueue that entry */
- temp_y[flow_tail] = j;
- temp_x[flow_tail] = i;
+ temp_y[flow_tail] = (byte_hack)j;
+ temp_x[flow_tail] = (byte_hack)i;
/* Advance the queue */
if (++flow_tail == TEMP_MAX) flow_tail = 0;
static bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, bool light, bool room)
{
int x, y, i, xhsize, yhsize;
-
/* offsets to middle from corner */
xhsize = xsize / 2;
* XXX XXX XXX There is a slight problem when tunnels pierce the caves:
* Extra doors appear inside the system. (Its not very noticeable though.)
* This can be removed by "filling" from the outside in. This allows a separation
- * from FEAT_WALL_OUTER with FEAT_WALL_INNER. (Internal walls are F.W.OUTER instead.)
+ * from _outer_ with _inner_. (Internal walls are _outer_ instead.)
* The extra effort for what seems to be only a minor thing (even non-existant if you
* think of the caves not as normal rooms, but as holes in the dungeon), doesn't seem
* worth it.
}
-/*
- * Driver routine to create fractal cave system
+/*!
+ * @brief タイプ9の部屋…フラクタルカーブによる洞窟生成 / Type 9 -- Driver routine to create fractal cave system
+ * @return なし
*/
static bool build_type9(void)
{
- int grd, roug, cutoff, xsize, ysize, y0, x0;
+ int grd, roug, cutoff;
+ POSITION xsize, ysize, y0, x0;
bool done, light, room;
ysize = randint1(15) * 2 + 6;
/* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
+ if (!find_space(&y0, &x0, ysize + 1, xsize + 1))
+ {
+ /* Limit to the minimum room size, and retry */
+ xsize = 8;
+ ysize = 8;
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&y0, &x0, ysize + 1, xsize + 1))
+ {
+ /*
+ * Still no space?!
+ * Try normal room
+ */
+ return build_type1();
+ }
+ }
light = done = FALSE;
room = TRUE;
switch (type)
{
case LAKE_T_LAVA: /* Lava */
- feat1 = FEAT_DEEP_LAVA;
- feat2 = FEAT_SHAL_LAVA;
+ feat1 = feat_deep_lava;
+ feat2 = feat_shallow_lava;
feat3 = floor_type[randint0(100)];
break;
case LAKE_T_WATER: /* Water */
- feat1 = FEAT_DEEP_WATER;
- feat2 = FEAT_SHAL_WATER;
+ feat1 = feat_deep_water;
+ feat2 = feat_shallow_water;
feat3 = floor_type[randint0(100)];
break;
case LAKE_T_CAVE: /* Collapsed cave */
feat1 = floor_type[randint0(100)];
feat2 = floor_type[randint0(100)];
- feat3 = FEAT_RUBBLE;
+ feat3 = feat_rubble;
break;
case LAKE_T_EARTH_VAULT: /* Earth vault */
- feat1 = FEAT_RUBBLE;
+ feat1 = feat_rubble;
feat2 = floor_type[randint0(100)];
- feat3 = FEAT_RUBBLE;
+ feat3 = feat_rubble;
break;
case LAKE_T_AIR_VAULT: /* Air vault */
- feat1 = FEAT_GRASS;
- feat2 = FEAT_TREES;
- feat3 = FEAT_GRASS;
+ feat1 = feat_grass;
+ feat2 = feat_tree;
+ feat3 = feat_grass;
break;
case LAKE_T_WATER_VAULT: /* Water vault */
- feat1 = FEAT_SHAL_WATER;
- feat2 = FEAT_DEEP_WATER;
- feat3 = FEAT_SHAL_WATER;
+ feat1 = feat_shallow_water;
+ feat2 = feat_deep_water;
+ feat3 = feat_shallow_water;
break;
case LAKE_T_FIRE_VAULT: /* Fire Vault */
- feat1 = FEAT_SHAL_LAVA;
- feat2 = FEAT_DEEP_LAVA;
- feat3 = FEAT_SHAL_LAVA;
+ feat1 = feat_shallow_lava;
+ feat2 = feat_deep_lava;
+ feat3 = feat_shallow_lava;
break;
/* Paranoia */
/* turn off icky flag (no longer needed.) */
cave[y0 + y - yhsize][x0 + x - xhsize].info &= ~(CAVE_ICKY | CAVE_ROOM);
- /* Light lava and trees */
- if ((cave[y0 + y - yhsize][x0 + x - xhsize].feat == FEAT_DEEP_LAVA) ||
- (cave[y0 + y - yhsize][x0 + x - xhsize].feat == FEAT_SHAL_LAVA))
+ /* Light lava */
+ if (cave_have_flag_bold(y0 + y - yhsize, x0 + x - xhsize, FF_LAVA))
{
if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) cave[y0 + y - yhsize][x0 + x - xhsize].info |= CAVE_GLOW;
}
(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);
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);
/* if floor, shallow water and lava */
if (is_floor_bold(y, x) ||
- (cave[y][x].feat == FEAT_SHAL_WATER) ||
- (cave[y][x].feat == FEAT_SHAL_LAVA))
+ (cave_have_flag_bold(y, x, FF_PLACE) && cave_have_flag_bold(y, x, FF_DROP)))
{
/* The smaller 'value' is, the better the stuff */
if (value < 0)
int xhsize = xsize / 2;
int yhsize = ysize / 2;
-
- if (cheat_room) msg_print("Bubble Vault");
+ msg_print_wizard(CHEAT_DUNGEON, _("泡型ランダムVaultを生成しました。", "Room Vault."));
/* Allocate center of bubbles */
- center[0].x = randint1(xsize - 3) + 1;
- center[0].y = randint1(ysize - 3) + 1;
+ center[0].x = (byte)randint1(xsize - 3) + 1;
+ center[0].y = (byte)randint1(ysize - 3) + 1;
for (i = 1; i < BUBBLENUM; i++)
{
}
}
- center[i].x = x;
- center[i].y = y;
+ center[i].x = (byte_hack)x;
+ center[i].y = (byte_hack)y;
}
/* Top and bottom boundaries */
for (i = 0; i < xsize; i++)
{
- int x = x0 - xhsize + i;
+ int side_x = x0 - xhsize + i;
- place_outer_noperm_bold(y0 - yhsize + 0, x);
- cave[y0 - yhsize + 0][x].info |= (CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(y0 - yhsize + ysize - 1, x);
- cave[y0 - yhsize + ysize - 1][x].info |= (CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(y0 - yhsize + 0, side_x);
+ cave[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(y0 - yhsize + ysize - 1, side_x);
+ cave[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
}
/* Left and right boundaries */
for (i = 1; i < ysize - 1; i++)
{
- int y = y0 - yhsize + i;
+ int side_y = y0 - yhsize + i;
- place_outer_noperm_bold(y, x0 - xhsize + 0);
- cave[y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(y, x0 - xhsize + xsize - 1);
- cave[y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(side_y, x0 - xhsize + 0);
+ cave[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(side_y, x0 - xhsize + xsize - 1);
+ cave[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
}
/* Fill in middle with bubbles */
/* Get distances to two closest centers */
/* initialize */
- min1 = distance(x, y, center[0].x, center[0].y);
- min2 = distance(x, y, center[1].x, center[1].y);
+ min1 = (u16b)distance(x, y, center[0].x, center[0].y);
+ min2 = (u16b)distance(x, y, center[1].x, center[1].y);
if (min1 > min2)
{
/* Scan the rest */
for (i = 2; i < BUBBLENUM; i++)
{
- temp = distance(x, y, center[i].x, center[i].y);
+ temp = (u16b)distance(x, y, center[i].x, center[i].y);
if (temp < min1)
{
xhsize = xsize / 2;
yhsize = ysize / 2;
- if (cheat_room) msg_print("Room Vault");
+ msg_print_wizard(CHEAT_DUNGEON, _("部屋型ランダムVaultを生成しました。", "Room Vault."));
/* fill area so don't get problems with arena levels */
for (x1 = 0; x1 < xsize; x1++)
xsize = xhsize * 2;
ysize = yhsize * 2;
- if (cheat_room) msg_print("Cave Vault");
+ msg_print_wizard(CHEAT_DUNGEON, _("洞穴ランダムVaultを生成しました。", "Cave Vault."));
light = done = FALSE;
room = TRUE;
bool light;
cave_type *c_ptr;
-
- if (cheat_room && is_vault) msg_print("Maze Vault");
+ msg_print_wizard(CHEAT_DUNGEON, _("迷路ランダムVaultを生成しました。", "Maze Vault."));
/* Choose lite or dark */
light = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
int m, n, num_vertices;
int *visited;
- if (cheat_room) msg_print("Mini Checker Board Vault");
+ msg_print_wizard(CHEAT_DUNGEON, _("小型チェッカーランダムVaultを生成しました。", "Mini Checker Board Vault."));
/* Pick a random room size */
dy = ysize / 2 - 1;
c_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
/* Permanent walls */
- c_ptr->feat = FEAT_PERM_INNER;
- c_ptr->info &= ~(CAVE_MASK);
- c_ptr->info |= CAVE_INNER;
+ place_inner_perm_grid(c_ptr);
}
}
y2 = y0 + dy;
x2 = x0 + dx;
- if (cheat_room) msg_print("Castle Vault");
+ msg_print_wizard(CHEAT_DUNGEON, _("城型ランダムVaultを生成しました。", "Castle Vault"));
/* generate the room */
for (y = y1 - 1; y <= y2 + 1; y++)
* Note: no range checking is done so must be inside dungeon
* This routine also stomps on doors
*/
-static void add_outer_wall(int x, int y, int light,
- int x1, int y1, int x2, int y2)
+static void add_outer_wall(int x, int y, int light, int x1, int y1, int x2, int y2)
{
+ cave_type *c_ptr;
+ feature_type *f_ptr;
int i, j;
if (!in_bounds(y, x)) return;
+ c_ptr = &cave[y][x];
+
/* hack- check to see if square has been visited before
* if so, then exit (use room flag to do this) */
- if (cave[y][x].info & CAVE_ROOM) return;
+ if (c_ptr->info & CAVE_ROOM) return;
/* set room flag */
- cave[y][x].info |= CAVE_ROOM;
+ c_ptr->info |= CAVE_ROOM;
+
+ f_ptr = &f_info[c_ptr->feat];
if (is_floor_bold(y, x))
{
(y + j >= y1) && (y + j <= y2))
{
add_outer_wall(x + i, y + j, light, x1, y1, x2, y2);
- if (light) cave[y][x].info |= CAVE_GLOW;
+ if (light) c_ptr->info |= CAVE_GLOW;
}
}
}
{
/* Set bounding walls */
place_outer_bold(y, x);
- if (light) cave[y][x].info |= CAVE_GLOW;
+ if (light) c_ptr->info |= CAVE_GLOW;
}
- else if (cave[y][x].feat == FEAT_PERM_OUTER)
+ else if (permanent_wall(f_ptr))
{
/* Set bounding walls */
- if (light) cave[y][x].info |= CAVE_GLOW;
+ if (light) c_ptr->info |= CAVE_GLOW;
}
}
h3 = randint1(32);
h4 = randint1(32) - 16;
- if (cheat_room) msg_print("Target Vault");
+ msg_print_wizard(CHEAT_DUNGEON, _("対称形ランダムVaultを生成しました。", "Elemental Vault"));
/* work out outer radius */
if (xsize > ysize)
int xsize, ysize, xhsize, yhsize, x, y, i;
int type;
-
- if (cheat_room) msg_print("Elemental Vault");
+ msg_print_wizard(CHEAT_DUNGEON, _("精霊界ランダムVaultを生成しました。", "Elemental Vault"));
/* round to make sizes even */
xhsize = xsiz / 2;
#endif /* ALLOW_CAVERNS_AND_LAKES */
-/*
- * Random vaults
+/*!
+ * @brief タイプ10の部屋…ランダム生成vault / Type 10 -- Random vaults
+ * @return なし
*/
static bool build_type10(void)
{
- int y0, x0, xsize, ysize, vtype;
+ POSITION y0, x0, xsize, ysize, vtype;
/* Get size */
/* big enough to look good, small enough to be fairly common. */
/* Find and reserve some space in the dungeon. Get center of room. */
if (!find_space(&y0, &x0, ysize + 1, xsize + 1)) return FALSE;
- /* Boost the rating- higher than lesser vaults and lower than greater vaults */
- rating += 10;
-
- /* (Sometimes) Cause a special feeling */
- if ((dun_level <= 50) ||
- (randint1((dun_level - 40) * (dun_level - 40) + 1) < 400))
- {
- good_item_flag = TRUE;
- }
-
/* Select type of vault */
#ifdef ALLOW_CAVERNS_AND_LAKES
- vtype = randint1(15);
+ do
+ {
+ vtype = randint1(15);
+ }
+ while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
+ ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
#else /* ALLOW_CAVERNS_AND_LAKES */
- vtype = randint1(7);
+ do
+ {
+ vtype = randint1(7);
+ }
+ while ((d_info[dungeon_type].flags1 & DF1_NO_CAVE) &&
+ ((vtype == 1) || (vtype == 3)));
#endif /* ALLOW_CAVERNS_AND_LAKES */
switch (vtype)
}
-/*
- * Build an vertical oval room.
- * For every grid in the possible square, check the distance.
- * If it's less than the radius, make it a room square.
- *
- * When done fill from the inside to find the walls,
+/*!
+ * @brief タイプ11の部屋…円形部屋の生成 / Type 11 -- Build an vertical oval room.
+ * @return なし
+ * @details
+ * For every grid in the possible square, check the distance.\n
+ * If it's less than the radius, make it a room square.\n
+ *\n
+ * When done fill from the inside to find the walls,\n
*/
static bool build_type11(void)
{
- int rad, x, y, x0, y0;
+ POSITION rad, x, y, x0, y0;
int light = FALSE;
/* Occasional light */
}
-/*
- * Build crypt room.
- * For every grid in the possible square, check the (fake) distance.
- * If it's less than the radius, make it a room square.
- *
- * When done fill from the inside to find the walls,
+/*!
+ * @brief タイプ12の部屋…ドーム型部屋の生成 / Type 12 -- Build crypt room.
+ * @return なし
+ * @details
+ * For every grid in the possible square, check the (fake) distance.\n
+ * If it's less than the radius, make it a room square.\n
+ *\n
+ * When done fill from the inside to find the walls,\n
*/
static bool build_type12(void)
{
- int rad, x, y, x0, y0;
+ POSITION rad, x, y, x0, y0;
int light = FALSE;
bool emptyflag = TRUE;
/*
* Helper function for "trapped monster pit"
*/
-static bool vault_aux_trapped_pit(int r_idx)
+static bool vault_aux_trapped_pit(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
- * Type 12 -- 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
- * containing a "collection" of monsters of a given type organized in
- * the room.
- *
- * The trapped monster pit appears as shown below, where the actual
- * monsters in each location depend on the type of the pit
- *
- * #########################
- * # #
- * ####################### #
- * #####001123454321100### #
- * ###0012234567654322100# #
- * ####################### #
- * # ^ #
- * # #######################
- * # #0012234567654322100###
- * # ###001123454321100#####
- * # #######################
- * # #
- * #########################
- *
- * Note that the monsters in the pit are now chosen by using "get_mon_num()"
- * to request 16 "appropriate" monsters, sorting them by level, and using
- * the "even" entries in this sorted list for the contents of the pit.
- *
- * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",
- * which is handled by requiring a specific "breath" attack for all of the
- * dragons. This may include "multi-hued" breath. Note that "wyrms" may
- * be present in many of the dragon pits, if they have the proper breath.
- *
- * Note the use of the "get_mon_num_prep()" function, and the special
- * "get_mon_num_hook()" restriction function, to prepare the "monster
- * allocation table" in such a way as to optimize the selection of
- * "appropriate" non-unique monsters for the pit.
- *
- * Note that the "get_mon_num()" function may (rarely) fail, in which case
- * the pit will be empty, and will not effect the level rating.
- *
- * Note that "monster pits" will never contain "unique" monsters.
+/*!
+ * @brief タイプ13の部屋…トラップpitの生成 / Type 13 -- Trapped monster pits
+ * @return なし
+ * @details
+ * A trapped monster pit is a "big" room with a straight corridor in\n
+ * which wall opening traps are placed, and with two "inner" rooms\n
+ * containing a "collection" of monsters of a given type organized in\n
+ * the room.\n
+ *\n
+ * The trapped monster pit appears as shown below, where the actual\n
+ * monsters in each location depend on the type of the pit\n
+ *\n
+ * XXXXXXXXXXXXXXXXXXXXXXXXX\n
+ * X X\n
+ * XXXXXXXXXXXXXXXXXXXXXXX X\n
+ * XXXXX001123454321100XXX X\n
+ * XXX0012234567654322100X X\n
+ * XXXXXXXXXXXXXXXXXXXXXXX X\n
+ * X ^ X\n
+ * X XXXXXXXXXXXXXXXXXXXXXXX\n
+ * X X0012234567654322100XXX\n
+ * X XXX001123454321100XXXXX\n
+ * X XXXXXXXXXXXXXXXXXXXXXXX\n
+ * X X\n
+ * XXXXXXXXXXXXXXXXXXXXXXXXX\n
+ *\n
+ * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
+ * to request 16 "appropriate" monsters, sorting them by level, and using\n
+ * the "even" entries in this sorted list for the contents of the pit.\n
+ *\n
+ * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
+ * which is handled by requiring a specific "breath" attack for all of the\n
+ * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
+ * be present in many of the dragon pits, if they have the proper breath.\n
+ *\n
+ * Note the use of the "get_mon_num_prep()" function, and the special\n
+ * "get_mon_num_hook()" restriction function, to prepare the "monster\n
+ * allocation table" in such a way as to optimize the selection of\n
+ * "appropriate" non-unique monsters for the pit.\n
+ *\n
+ * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
+ * the pit will be empty.\n
+ *\n
+ * Note that "monster pits" will never contain "unique" monsters.\n
*/
static bool build_type13(void)
{
{0, 0, -1}
};
- int y, x, y1, x1, y2, x2, xval, yval;
+ POSITION y, x, y1, x1, y2, x2, xval, yval;
int i, j;
- int what[16];
+ MONRACE_IDX what[16];
monster_type align;
vault_aux_type *n_ptr;
/* Only in Angband */
- if (dungeon_type != 1) return FALSE;
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 13, 25)) return FALSE;
+ if (dungeon_type != DUNGEON_ANGBAND) return FALSE;
/* No type available */
if (cur_pit_type < 0) return FALSE;
/* Process a preparation function if necessary */
if (n_ptr->prep_func) (*(n_ptr->prep_func))();
+ /* Prepare allocation table */
+ get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
+
+ align.sub_align = SUB_ALIGN_NEUTRAL;
+
+ /* Pick some monster types */
+ for (i = 0; i < 16; i++)
+ {
+ MONRACE_IDX r_idx = 0;
+ int attempts = 100;
+ monster_race *r_ptr = NULL;
+
+ while (attempts--)
+ {
+ /* Get a (hard) monster type */
+ r_idx = get_mon_num(dun_level + 0);
+ r_ptr = &r_info[r_idx];
+
+ /* Decline incorrect alignment */
+ if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
+
+ /* Accept this monster */
+ break;
+ }
+
+ /* Notice failure */
+ if (!r_idx || !attempts) return FALSE;
+
+ /* Note the alignment */
+ if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
+ if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
+
+ what[i] = r_idx;
+ }
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, 13, 25)) return FALSE;
+
/* Large room */
y1 = yval - 5;
y2 = yval + 5;
/* Place the wall open trap */
cave[yval][xval].mimic = cave[yval][xval].feat;
- cave[yval][xval].feat = FEAT_TRAP_OPEN;
-
- /* Prepare allocation table */
- get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
-
- align.sub_align = SUB_ALIGN_NEUTRAL;
-
- /* Pick some monster types */
- for (i = 0; i < 16; i++)
- {
- int r_idx = 0, attempts = 100;
- monster_race *r_ptr = NULL;
-
- while (attempts--)
- {
- /* Get a (hard) monster type */
- r_idx = get_mon_num(dun_level + 0);
- r_ptr = &r_info[r_idx];
-
- /* Decline incorrect alignment */
- if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
-
- /* Accept this monster */
- break;
- }
-
- /* Notice failure */
- if (!r_idx || !attempts) return FALSE;
-
- /* Note the alignment */
- if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
- if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
-
- what[i] = r_idx;
- }
+ cave[yval][xval].feat = feat_trap_open;
/* Sort the entries */
for (i = 0; i < 16 - 1; i++)
/* Bubble */
if (p1 > p2)
{
- int tmp = what[i1];
+ MONRACE_IDX tmp = what[i1];
what[i1] = what[i2];
what[i2] = tmp;
}
}
}
- /* Message */
- if (cheat_room)
- {
- /* Room type */
-#ifdef JP
- msg_format("%s%s¤Î櫥ԥåÈ", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#else
- msg_format("Trapped monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#endif
- }
+ msg_format_wizard(CHEAT_DUNGEON, _("%s%sの罠ピットが生成されました。", "Trapped monster pit (%s%s)"),
+ n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
/* Select the entries */
for (i = 0; i < 8; i++)
}
}
- /* Increase the level rating */
- rating += 20;
-
- /* (Sometimes) Cause a "special feeling" (for "Monster Pits") */
- if ((dun_level <= 40) && (randint1(dun_level * dun_level + 50) < 300))
- {
- good_item_flag = TRUE;
- }
-
-
for (i = 0; placing[i][2] >= 0; i++)
{
y = yval + placing[i][0];
}
-/*
- * Type 14 -- trapped rooms
- *
+/*!
+ * @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
*/
static bool build_type14(void)
{
- int y, x, y2, x2, yval, xval;
- int y1, x1, xsize, ysize;
+ POSITION y, x, y2, x2, yval, xval;
+ POSITION y1, x1, xsize, ysize;
bool light;
cave_type *c_ptr;
- byte trap;
+ s16b trap;
/* Pick a room size */
y1 = randint1(4);
}
if (dun_level < 30 + randint1(30))
- trap = FEAT_TRAP_PIRANHA;
+ trap = feat_trap_piranha;
else
- trap = FEAT_TRAP_ARMAGEDDON;
+ 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;
- /* Message */
- if (cheat_room)
+ 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;
+}
+
+
+/*
+ * Helper function for "glass room"
+ */
+static bool vault_aux_lite(MONRACE_IDX 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->a_ability_flags1 & 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(MONRACE_IDX 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(KIND_OBJECT_IDX k_idx)
+{
+ return k_info[k_idx].tval == TV_POTION;
+}
+
+/*!
+ * @brief タイプ15の部屋…ガラス部屋の生成 / Type 15 -- glass rooms
+ * @return なし
+ */
+static bool build_type15(void)
+{
+ POSITION y, x, y2, x2, yval, xval;
+ POSITION 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++)
{
-#ifdef JP
- msg_format("%s¤ÎÉô²°", f_name + f_info[trap].name);
-#else
- msg_format("Room of %s", f_name + f_info[trap].name);
-#endif
+ 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++)
+ {
+ MONRACE_IDX 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 */
+ {
+ MONRACE_IDX r_idx;
+ DIRECTION 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++)
+ {
+ MONRACE_IDX 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;
}
+ msg_print_wizard(CHEAT_DUNGEON, _("ガラスの部屋が生成されました。", "Glass room was generated."));
+
return TRUE;
}
+/* Create a new floor room with optional light */
+void generate_room_floor(int y1, int x1, int y2, int x2, int light)
+{
+ int y, x;
+
+ cave_type *c_ptr;
+
+ for (y = y1; y <= y2; y++)
+ {
+ for (x = x1; x <= x2; x++)
+ {
+ /* Point to grid */
+ c_ptr = &cave[y][x];
+ place_floor_grid(c_ptr);
+ c_ptr->info |= (CAVE_ROOM);
+ if (light) c_ptr->info |= (CAVE_GLOW);
+ }
+ }
+}
+
+void generate_fill_perm_bold(int y1, int x1, int y2, int x2)
+{
+ int y, x;
+
+ for (y = y1; y <= y2; y++)
+ {
+ for (x = x1; x <= x2; x++)
+ {
+ /* Point to grid */
+ place_inner_perm_bold(y, x);
+ }
+ }
+}
+
+/* Minimum & maximum town size */
+#define MIN_TOWN_WID ((MAX_WID / 3) / 2)
+#define MIN_TOWN_HGT ((MAX_HGT / 3) / 2)
+#define MAX_TOWN_WID ((MAX_WID / 3) * 2 / 3)
+#define MAX_TOWN_HGT ((MAX_HGT / 3) * 2 / 3)
+
+/* Struct for build underground buildings */
+typedef struct
+{
+ int y0, x0; /* North-west corner (relative) */
+ int y1, x1; /* South-east corner (relative) */
+}
+ugbldg_type;
+
+ugbldg_type *ugbldg;
+
/*
- * Attempt to build a room of the given type at the given block
- *
- * Note that we restrict the number of "crowded" rooms to reduce
- * the chance of overflowing the monster list during level creation.
+ * Precalculate buildings' location of underground arcade
*/
-bool room_build(int typ)
+static bool precalc_ugarcade(int town_hgt, int town_wid, int n)
{
- /* Build a room */
- switch (typ)
+ int i, y, x, center_y, center_x, tmp, attempt = 10000;
+ int max_bldg_hgt = 3 * town_hgt / MAX_TOWN_HGT;
+ int max_bldg_wid = 5 * town_wid / MAX_TOWN_WID;
+ ugbldg_type *cur_ugbldg;
+ bool **ugarcade_used, abort;
+
+ /* Allocate "ugarcade_used" array (2-dimension) */
+ C_MAKE(ugarcade_used, town_hgt, bool *);
+ C_MAKE(*ugarcade_used, town_hgt * town_wid, bool);
+ for (y = 1; y < town_hgt; y++) ugarcade_used[y] = *ugarcade_used + y * town_wid;
+
+ /* Calculate building locations */
+ for (i = 0; i < n; i++)
{
- /* Build an appropriate room */
- case ROOM_T_NORMAL: build_type1(); break;
- case ROOM_T_OVERLAP: build_type2(); break;
- case ROOM_T_CROSS: build_type3(); break;
- case ROOM_T_INNER_FEAT: build_type4(); break;
- case ROOM_T_NEST: build_type5(); break;
- case ROOM_T_PIT: build_type6(); break;
- case ROOM_T_LESSER_VAULT: build_type7(); break;
- case ROOM_T_GREATER_VAULT: build_type8(); break;
- case ROOM_T_FRACAVE: build_type9(); break;
- case ROOM_T_RANDOM_VAULT: build_type10(); break;
- case ROOM_T_OVAL: build_type11(); break;
- case ROOM_T_CRYPT: build_type12(); break;
- case ROOM_T_TRAP_PIT: build_type13(); break;
- case ROOM_T_TRAP: build_type14(); break;
+ cur_ugbldg = &ugbldg[i];
+ (void)WIPE(cur_ugbldg, ugbldg_type);
- /* Paranoia */
- default: return FALSE;
+ do
+ {
+ /* Find the "center" of the store */
+ center_y = rand_range(2, town_hgt - 3);
+ center_x = rand_range(2, town_wid - 3);
+
+ /* Determine the store boundaries */
+ tmp = center_y - randint1(max_bldg_hgt);
+ cur_ugbldg->y0 = MAX(tmp, 1);
+ tmp = center_x - randint1(max_bldg_wid);
+ cur_ugbldg->x0 = MAX(tmp, 1);
+ tmp = center_y + randint1(max_bldg_hgt);
+ cur_ugbldg->y1 = MIN(tmp, town_hgt - 2);
+ tmp = center_x + randint1(max_bldg_wid);
+ cur_ugbldg->x1 = MIN(tmp, town_wid - 2);
+
+ /* Scan this building's area */
+ for (abort = FALSE, y = cur_ugbldg->y0; (y <= cur_ugbldg->y1) && !abort; y++)
+ {
+ for (x = cur_ugbldg->x0; x <= cur_ugbldg->x1; x++)
+ {
+ if (ugarcade_used[y][x])
+ {
+ abort = TRUE;
+ break;
+ }
+ }
+ }
+
+ attempt--;
+ }
+ while (abort && attempt); /* Accept this building if no overlapping */
+
+ /* Failed to generate underground arcade */
+ if (!attempt) break;
+
+ /*
+ * Mark to ugarcade_used[][] as "used"
+ * Note: Building-adjacent grids are included for preventing
+ * connected bulidings.
+ */
+ for (y = cur_ugbldg->y0 - 1; y <= cur_ugbldg->y1 + 1; y++)
+ {
+ for (x = cur_ugbldg->x0 - 1; x <= cur_ugbldg->x1 + 1; x++)
+ {
+ ugarcade_used[y][x] = TRUE;
+ }
+ }
}
+ /* Free "ugarcade_used" array (2-dimension) */
+ C_KILL(*ugarcade_used, town_hgt * town_wid, bool);
+ C_KILL(ugarcade_used, town_hgt, bool *);
+
+ /* If i < n, generation is not allowed */
+ return i == n;
+}
+
+/*!
+ * @brief タイプ16の部屋…地下都市生成のサブルーチン / Actually create buildings
+ * @return なし
+ * @param ltcy 生成基準Y座標
+ * @param ltcx 生成基準X座標
+ * @param stotes[] 生成する店舗のリスト
+ * @param n 生成する店舗の数
+ * @note
+ * Note: ltcy and ltcx indicate "left top corner".
+ */
+static void build_stores(int ltcy, int ltcx, int stores[], int n)
+{
+ int i, y, x;
+ IDX j;
+ ugbldg_type *cur_ugbldg;
+
+ for (i = 0; i < n; i++)
+ {
+ cur_ugbldg = &ugbldg[i];
+
+ /* Generate new room */
+ generate_room_floor(
+ ltcy + cur_ugbldg->y0 - 2, ltcx + cur_ugbldg->x0 - 2,
+ ltcy + cur_ugbldg->y1 + 2, ltcx + cur_ugbldg->x1 + 2,
+ FALSE);
+ }
+
+ for (i = 0; i < n; i++)
+ {
+ cur_ugbldg = &ugbldg[i];
+
+ /* Build an invulnerable rectangular building */
+ generate_fill_perm_bold(
+ ltcy + cur_ugbldg->y0, ltcx + cur_ugbldg->x0,
+ ltcy + cur_ugbldg->y1, ltcx + cur_ugbldg->x1);
+
+ /* Pick a door direction (S,N,E,W) */
+ switch (randint0(4))
+ {
+ /* Bottom side */
+ case 0:
+ y = cur_ugbldg->y1;
+ x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
+ break;
+
+ /* Top side */
+ case 1:
+ y = cur_ugbldg->y0;
+ x = rand_range(cur_ugbldg->x0, cur_ugbldg->x1);
+ break;
+
+ /* Right side */
+ case 2:
+ y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
+ x = cur_ugbldg->x1;
+ break;
+
+ /* Left side */
+ default:
+ y = rand_range(cur_ugbldg->y0, cur_ugbldg->y1);
+ x = cur_ugbldg->x0;
+ break;
+ }
+
+ for (j = 0; j < max_f_idx; j++)
+ {
+ if (have_flag(f_info[j].flags, FF_STORE))
+ {
+ if (f_info[j].subtype == stores[i]) break;
+ }
+ }
+
+ /* Clear previous contents, add a store door */
+ if (j < max_f_idx)
+ {
+ cave_set_feat(ltcy + y, ltcx + x, j);
+
+ /* Init store */
+ store_init(NO_TOWN, stores[i]);
+ }
+ }
+}
+
+
+/*!
+ * @brief タイプ16の部屋…地下都市の生成 / Type 16 -- Underground Arcade
+ * @return なし
+ * @details
+ * Town logic flow for generation of new town\n
+ * Originally from Vanilla 3.0.3\n
+ *\n
+ * We start with a fully wiped cave of normal floors.\n
+ *\n
+ * Note that town_gen_hack() plays games with the R.N.G.\n
+ *\n
+ * This function does NOT do anything about the owners of the stores,\n
+ * nor the contents thereof. It only handles the physical layout.\n
+ */
+static bool build_type16(void)
+{
+ int stores[] =
+ {
+ STORE_GENERAL, STORE_ARMOURY, STORE_WEAPON, STORE_TEMPLE,
+ STORE_ALCHEMIST, STORE_MAGIC, STORE_BLACK, STORE_BOOK,
+ };
+ int n = sizeof stores / sizeof (int);
+ POSITION i, y, x, y1, x1, yval, xval;
+ int town_hgt = rand_range(MIN_TOWN_HGT, MAX_TOWN_HGT);
+ int town_wid = rand_range(MIN_TOWN_WID, MAX_TOWN_WID);
+ bool prevent_bm = FALSE;
+
+ /* Hack -- If already exist black market, prevent building */
+ for (y = 0; (y < cur_hgt) && !prevent_bm; y++)
+ {
+ for (x = 0; x < cur_wid; x++)
+ {
+ if (cave[y][x].feat == FF_STORE)
+ {
+ prevent_bm = (f_info[cave[y][x].feat].subtype == STORE_BLACK);
+ break;
+ }
+ }
+ }
+ for (i = 0; i < n; i++)
+ {
+ if ((stores[i] == STORE_BLACK) && prevent_bm) stores[i] = stores[--n];
+ }
+ if (!n) return FALSE;
+
+ /* Allocate buildings array */
+ C_MAKE(ugbldg, n, ugbldg_type);
+
+ /* If cannot build stores, abort */
+ if (!precalc_ugarcade(town_hgt, town_wid, n))
+ {
+ /* Free buildings array */
+ C_KILL(ugbldg, n, ugbldg_type);
+ return FALSE;
+ }
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, town_hgt + 4, town_wid + 4))
+ {
+ /* Free buildings array */
+ C_KILL(ugbldg, n, ugbldg_type);
+ return FALSE;
+ }
+
+ /* Get top left corner */
+ y1 = yval - (town_hgt / 2);
+ x1 = xval - (town_wid / 2);
+
+ /* Generate new room */
+ generate_room_floor(
+ y1 + town_hgt / 3, x1 + town_wid / 3,
+ y1 + town_hgt * 2 / 3, x1 + town_wid * 2 / 3, FALSE);
+
+ /* Build stores */
+ build_stores(y1, x1, stores, n);
+
+ msg_print_wizard(CHEAT_DUNGEON, _("地下街を生成しました", "Underground arcade was generated."));
+
+ /* Free buildings array */
+ C_KILL(ugbldg, n, ugbldg_type);
+
return TRUE;
}
-#define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
+/*!
+ * @brief 与えられた部屋型IDに応じて部屋の生成処理分岐を行い結果を返す / Attempt to build a room of the given type at the given block
+ * @param type 部屋型ID
+ * @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation.
+ * @return 部屋の精製に成功した場合 TRUE を返す。
+ */
+static bool room_build(int typ)
+{
+ /* Build a room */
+ switch (typ)
+ {
+ /* Build an appropriate room */
+ case ROOM_T_NORMAL: return build_type1();
+ case ROOM_T_OVERLAP: return build_type2();
+ case ROOM_T_CROSS: return build_type3();
+ case ROOM_T_INNER_FEAT: return build_type4();
+ case ROOM_T_NEST: return build_type5();
+ case ROOM_T_PIT: return build_type6();
+ case ROOM_T_LESSER_VAULT: return build_type7();
+ case ROOM_T_GREATER_VAULT: return build_type8();
+ case ROOM_T_FRACAVE: return build_type9();
+ case ROOM_T_RANDOM_VAULT: return build_type10();
+ case ROOM_T_OVAL: return build_type11();
+ 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();
+ case ROOM_T_ARCADE: return build_type16();
+ }
+
+ /* Paranoia */
+ return FALSE;
+}
+
+/*!
+ * @brief 指定した部屋の生成確率を別の部屋に加算し、指定した部屋の生成率を0にする
+ * @param dst 確率を移す先の部屋種ID
+ * @param src 確率を与える元の部屋種ID
+ */
+#define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
-/*
- * [from SAngband (originally from OAngband)]
- *
- * Generate rooms in dungeon. Build bigger rooms at first.
+/*!
+ * @brief 部屋生成処理のメインルーチン(Sangbandを経由してOangbandからの実装を引用) / Generate rooms in dungeon. Build bigger rooms at first. [from SAngband (originally from OAngband)]
+ * @return 部屋生成に成功した場合 TRUE を返す。
*/
-void generate_rooms(void)
+bool generate_rooms(void)
{
int i;
bool remain;
int area_size = 100 * (cur_hgt*cur_wid) / (MAX_HGT*MAX_WID);
int level_index = MIN(10, div_round(dun_level, 10));
- /* Number of each type of room on this level */
- s16b room_num[ROOM_T_MAX];
+ /* Number of each type of room on this level */
+ s16b room_num[ROOM_T_MAX];
/* Limit number of rooms */
- int dun_rooms = rand_range(DUN_ROOMS_MIN, DUN_ROOMS_MAX * area_size / 100);
+ int dun_rooms = DUN_ROOMS_MAX * area_size / 100;
/* Assume normal cave */
room_info_type *room_info_ptr = room_info_normal;
-
/*
* Initialize probability list.
*/
* XXX -- Various dungeon types and options.
*/
- /* Ironman sees only Greater Vaults */
- if (ironman_rooms && !((d_info[dungeon_type].flags1 & (DF1_BEGINNER | DF1_CHAMELEON))))
+ /*! @details ダンジョンにBEGINNER、CHAMELEON、SMALLESTいずれのフラグもなく、かつ「常に通常でない部屋を生成する」フラグがONならば、GRATER_VAULTのみを生成対象とする。 / Ironman sees only Greater Vaults */
+ if (ironman_rooms && !((d_info[dungeon_type].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST))))
{
for (i = 0; i < ROOM_T_MAX; i++)
{
}
}
- /* Forbidden vaults */
+ /*! @details ダンジョンにNO_VAULTフラグがあるならば、LESSER_VAULT / GREATER_VAULT/ RANDOM_VAULTを除外 / Forbidden vaults */
else if (d_info[dungeon_type].flags1 & DF1_NO_VAULT)
{
prob_list[ROOM_T_LESSER_VAULT] = 0;
prob_list[ROOM_T_RANDOM_VAULT] = 0;
}
-
- /* NO_CAVE dungeon (Castle)*/
+ /*! @details ダンジョンにNO_CAVEフラグがある場合、FRACAVEの生成枠がNORMALに与えられる。CRIPT、OVALの生成枠がINNER_Fに与えられる。/ NO_CAVE dungeon (Castle)*/
if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
{
MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE);
MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL);
}
- /* CAVE dungeon (Orc cave etc.) */
+ /*! @details ダンジョンにCAVEフラグがある場合、NORMALの生成枠がFRACAVEに与えられる。/ CAVE dungeon (Orc cave etc.) */
else if (d_info[dungeon_type].flags1 & DF1_CAVE)
{
MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL);
}
- /* No caves when a (random) cavern exists: they look bad */
+ /*! @details ダンジョンの基本地形が最初から渓谷かアリーナ型の場合 FRACAVE は生成から除外。 / No caves when a (random) cavern exists: they look bad */
else if (dun->cavern || dun->empty_level)
{
prob_list[ROOM_T_FRACAVE] = 0;
}
+ /*! @details ダンジョンに最初からGLASS_ROOMフラグがある場合、GLASS を生成から除外。/ Forbidden glass rooms */
+ if (!(d_info[dungeon_type].flags1 & DF1_GLASS_ROOM))
+ {
+ prob_list[ROOM_T_GLASS] = 0;
+ }
+
+ /*! @details ARCADEは同フラグがダンジョンにないと生成されない。 / Forbidden glass rooms */
+ if (!(d_info[dungeon_type].flags1 & DF1_ARCADE))
+ {
+ prob_list[ROOM_T_ARCADE] = 0;
+ }
/*
* Initialize number of rooms,
* Prepare the number of rooms, of all types, we should build
* on this level.
*/
- for (i = 0; i < dun_rooms; i++)
+ for (i = dun_rooms; i > 0; i--)
{
int room_type;
int rand = randint0(total_prob);
/* Increase the number of rooms of that type we should build. */
room_num[room_type]++;
- }
+ switch (room_type)
+ {
+ case ROOM_T_NEST:
+ case ROOM_T_PIT:
+ case ROOM_T_LESSER_VAULT:
+ case ROOM_T_TRAP_PIT:
+ case ROOM_T_GLASS:
+ case ROOM_T_ARCADE:
+
+ /* Large room */
+ i -= 2;
+ break;
+
+ case ROOM_T_GREATER_VAULT:
+ case ROOM_T_RANDOM_VAULT:
+
+ /* Largest room */
+ i -= 3;
+ break;
+ }
+ }
/*
* Build each type of room one by one until we cannot build any more.
/* What type of room are we building now? */
int room_type = room_build_order[i];
- /* Stop building rooms when we hit the maximum. */
- if (rooms_built >= dun_rooms)
- {
- remain = FALSE;
- break;
- }
-
/* Go next if none available */
if (!room_num[room_type]) continue;
room_num[ROOM_T_NEST] = 0;
room_num[ROOM_T_TRAP_PIT] = 0;
}
- }
- }
+ break;
- /* Stop building this type on failure. */
- else
- {
- room_num[room_type] = 0;
+ case ROOM_T_ARCADE:
+
+ /* Avoid double-town */
+ room_num[ROOM_T_ARCADE] = 0;
+ break;
+ }
}
}
if (!remain) break;
}
-}
+ /*! @details 部屋生成数が2未満の場合生成失敗を返す */
+ if (rooms_built < 2)
+ {
+ msg_format_wizard(CHEAT_DUNGEON, _("部屋数が2未満でした。生成を再試行します。", "Number of rooms was under 2. Retry."), rooms_built);
+ return FALSE;
+ }
+ msg_format_wizard(CHEAT_DUNGEON, _("このダンジョンの部屋数は %d です。", "Number of Rooms: %d"), rooms_built);
+ return TRUE;
+}