X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Frooms.c;h=0009a2bbec669ad791b070b8090bce8dfd4be9e4;hb=188c10b7dbb06a2056389287c0bee57fca88cbaf;hp=4892faea1d13ab653a3d0ca377b4a15e84226408;hpb=833d9a4eafd1ea5626e6b721e99170b9ae1a637f;p=hengband%2Fhengband.git diff --git a/src/rooms.c b/src/rooms.c index 4892faea1..0009a2bbe 100644 --- a/src/rooms.c +++ b/src/rooms.c @@ -1,14 +1,39 @@ -/* - * 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" @@ -17,20 +42,21 @@ #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] = { @@ -51,18 +77,22 @@ static room_info_type room_info_normal[ROOM_T_MAX] = {{ 1, 6, 12, 18, 24, 30, 36, 42, 48, 54, 60}, 10}, /*CRYPT */ {{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP_PIT */ {{ 0, 0, 1, 1, 1, 2, 3, 4, 5, 6, 8}, 20}, /*TRAP */ + {{ 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 2}, 40}, /*GLASS */ + {{ 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, @@ -72,7 +102,12 @@ static byte room_build_order[ROOM_T_MAX] = { 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) @@ -81,12 +116,20 @@ static void place_locked_door(int y, int x) } 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) { @@ -96,27 +139,42 @@ static void place_secret_door(int y, int x) { 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_supports_los(c_ptr->mimic) && !feat_supports_los(c_ptr->feat)) + if (type != DOOR_CURTAIN) { - if (have_flag(f_info[c_ptr->mimic].flags, FF_MOVE) || have_flag(f_info[c_ptr->mimic].flags, FF_CAN_FLY)) + /* 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)) { - c_ptr->feat = one_in_(2) ? c_ptr->mimic : floor_type[randint0(100)]; + 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->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. * @@ -142,10 +200,10 @@ static void build_small_room(int x0, int y0) /* Place a secret door on one side */ switch (randint0(4)) { - case 0: place_secret_door(y0, x0 - 1); break; - case 1: place_secret_door(y0, x0 + 1); break; - case 2: place_secret_door(y0 - 1, x0); break; - case 3: place_secret_door(y0 + 1, x0); break; + case 0: place_secret_door(y0, x0 - 1, DOOR_DEFAULT); break; + case 1: place_secret_door(y0, x0 + 1, DOOR_DEFAULT); break; + case 2: place_secret_door(y0 - 1, x0, DOOR_DEFAULT); break; + case 3: place_secret_door(y0 + 1, x0, DOOR_DEFAULT); break; } /* Clear mimic type */ @@ -155,10 +213,15 @@ static void build_small_room(int x0, int y0) 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) { @@ -236,10 +299,15 @@ static void check_room_boundary(int x1, int y1, int x2, int y2) } -/* - * Helper function for find_space(). - * - * Is this a good location? +/*! + * @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_aux(int blocks_high, int blocks_wide, int block_y, int block_x) { @@ -312,20 +380,25 @@ static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int bl } -/* - * 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 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(int *y, int *x, int height, int width) { @@ -342,29 +415,17 @@ static bool find_space(int *y, int *x, int height, int width) if (dun->row_rooms < blocks_high) return FALSE; if (dun->col_rooms < blocks_wide) return FALSE; -#if 0 - /* Sometimes, little rooms like to have more space. */ - if (blocks_wide == 2) - { - if (one_in_(3)) blocks_wide = 3; - } - else if (blocks_wide == 1) - { - if (one_in_(2)) blocks_wide = rand_range(2, 3); - } -#endif - /* Initiallize */ candidates = 0; - /* Count the number of varid places */ + /* Count the number of valid places */ for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--) { for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--) { if (find_space_aux(blocks_high, blocks_wide, block_y, block_x)) { - /* Find a varid place */ + /* Find a valid place */ candidates++; } } @@ -454,30 +515,9 @@ static bool find_space(int *y, int *x, int height, int width) } - -/* - * 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 - */ - - -/* - * 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) { @@ -488,6 +528,9 @@ static bool build_type1(void) 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); @@ -498,7 +541,20 @@ static bool build_type1(void) 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)); @@ -540,6 +596,30 @@ static bool build_type1(void) } + /* 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)) { @@ -593,12 +673,16 @@ static bool build_type1(void) /* 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 */ @@ -611,6 +695,7 @@ static bool build_type1(void) 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 */ @@ -619,14 +704,15 @@ static bool build_type1(void) } 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) { @@ -739,17 +825,18 @@ static bool build_type2(void) -/* - * 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) { @@ -910,10 +997,10 @@ static bool build_type3(void) /* Place a secret door on the inner room */ switch (randint0(4)) { - case 0: place_secret_door(y1b, xval); break; - case 1: place_secret_door(y2b, xval); break; - case 2: place_secret_door(yval, x1a); break; - case 3: place_secret_door(yval, x2a); break; + case 0: place_secret_door(y1b, xval, DOOR_DEFAULT); break; + case 1: place_secret_door(y2b, xval, DOOR_DEFAULT); break; + case 2: place_secret_door(yval, x1a, DOOR_DEFAULT); break; + case 3: place_secret_door(yval, x2a, DOOR_DEFAULT); break; } /* Place a treasure in the vault */ @@ -957,10 +1044,14 @@ static bool build_type3(void) /* Sometimes shut using secret doors */ if (one_in_(3)) { - place_secret_door(yval, x1a - 1); - place_secret_door(yval, x2a + 1); - place_secret_door(y1b - 1, xval); - place_secret_door(y2b + 1, xval); + int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) && + one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN : + ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR); + + place_secret_door(yval, x1a - 1, door_type); + place_secret_door(yval, x2a + 1, door_type); + place_secret_door(y1b - 1, xval, door_type); + place_secret_door(y2b + 1, xval, door_type); } } @@ -994,15 +1085,16 @@ static bool build_type3(void) } -/* - * 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) { @@ -1085,10 +1177,10 @@ static bool build_type4(void) /* Place a secret door */ switch (randint1(4)) { - case 1: place_secret_door(y1 - 1, xval); break; - case 2: place_secret_door(y2 + 1, xval); break; - case 3: place_secret_door(yval, x1 - 1); break; - case 4: place_secret_door(yval, x2 + 1); break; + case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break; + case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break; + case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break; + case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break; } /* Place a monster in the room */ @@ -1103,10 +1195,10 @@ static bool build_type4(void) /* Place a secret door */ switch (randint1(4)) { - case 1: place_secret_door(y1 - 1, xval); break; - case 2: place_secret_door(y2 + 1, xval); break; - case 3: place_secret_door(yval, x1 - 1); break; - case 4: place_secret_door(yval, x2 + 1); break; + case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break; + case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break; + case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break; + case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break; } /* Place another inner room */ @@ -1156,10 +1248,10 @@ static bool build_type4(void) /* Place a secret door */ switch (randint1(4)) { - case 1: place_secret_door(y1 - 1, xval); break; - case 2: place_secret_door(y2 + 1, xval); break; - case 3: place_secret_door(yval, x1 - 1); break; - case 4: place_secret_door(yval, x2 + 1); break; + case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break; + case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break; + case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break; + case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break; } /* Large Inner Pillar */ @@ -1194,6 +1286,10 @@ static bool build_type4(void) /* Occasionally, some Inner rooms */ if (one_in_(3)) { + int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) && + one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN : + ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR); + /* Long horizontal walls */ for (x = xval - 5; x <= xval + 5; x++) { @@ -1210,8 +1306,8 @@ static bool build_type4(void) place_inner_grid(c_ptr); /* Secret doors (random top/bottom) */ - place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3); - place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3); + place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type); + place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type); /* Monsters */ vault_monsters(yval, xval - 2, randint1(2)); @@ -1231,10 +1327,10 @@ static bool build_type4(void) /* Place a secret door */ switch (randint1(4)) { - case 1: place_secret_door(y1 - 1, xval); break; - case 2: place_secret_door(y2 + 1, xval); break; - case 3: place_secret_door(yval, x1 - 1); break; - case 4: place_secret_door(yval, x2 + 1); break; + case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break; + case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break; + case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break; + case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break; } /* Maze (really a checkerboard) */ @@ -1267,6 +1363,10 @@ static bool build_type4(void) /* Four small rooms. */ case 5: { + int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) && + one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN : + ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR); + /* Inner "cross" */ for (y = y1; y <= y2; y++) { @@ -1283,18 +1383,18 @@ static bool build_type4(void) if (randint0(100) < 50) { int i = randint1(10); - place_secret_door(y1 - 1, xval - i); - place_secret_door(y1 - 1, xval + i); - place_secret_door(y2 + 1, xval - i); - place_secret_door(y2 + 1, xval + i); + place_secret_door(y1 - 1, xval - i, door_type); + place_secret_door(y1 - 1, xval + i, door_type); + place_secret_door(y2 + 1, xval - i, door_type); + place_secret_door(y2 + 1, xval + i, door_type); } else { int i = randint1(3); - place_secret_door(yval + i, x1 - 1); - place_secret_door(yval - i, x1 - 1); - place_secret_door(yval + i, x2 + 1); - place_secret_door(yval - i, x2 + 1); + place_secret_door(yval + i, x1 - 1, door_type); + place_secret_door(yval - i, x1 - 1, door_type); + place_secret_door(yval + i, x2 + 1, door_type); + place_secret_door(yval - i, x2 + 1, door_type); } /* Treasure, centered at the center of the cross */ @@ -1314,17 +1414,9 @@ static bool build_type4(void) } -/* - * 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 @@ -1338,18 +1430,21 @@ static bool build_type4(void) !(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) { @@ -1358,8 +1453,11 @@ static bool vault_aux_simple(int 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) { @@ -1380,9 +1478,11 @@ static bool vault_aux_jelly(int r_idx) 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) { @@ -1399,8 +1499,11 @@ static bool vault_aux_animal(int 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) { @@ -1416,9 +1519,11 @@ static bool vault_aux_undead(int 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) { @@ -1448,9 +1553,11 @@ static bool vault_aux_chapel_g(int r_idx) 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) { @@ -1466,9 +1573,11 @@ static bool vault_aux_kennel(int r_idx) 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) { @@ -1484,8 +1593,11 @@ static bool vault_aux_mimic(int r_idx) 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) { @@ -1496,8 +1608,11 @@ static bool vault_aux_clone(int r_idx) } -/* +/*! + * @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) { @@ -1518,8 +1633,11 @@ static bool vault_aux_symbol_e(int 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) { @@ -1540,8 +1658,11 @@ static bool vault_aux_symbol_g(int 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) { @@ -1561,8 +1682,11 @@ static bool vault_aux_orc(int 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) { @@ -1582,8 +1706,11 @@ static bool vault_aux_troll(int 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) { @@ -1605,8 +1732,11 @@ static bool vault_aux_giant(int 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) { @@ -1629,8 +1759,11 @@ static bool vault_aux_dragon(int 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) { @@ -1649,8 +1782,11 @@ static bool vault_aux_demon(int 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) { @@ -1669,8 +1805,9 @@ static bool vault_aux_cthulhu(int 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) { @@ -1685,8 +1822,9 @@ 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) { @@ -1705,9 +1843,9 @@ static void vault_prep_symbol(void) 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) { @@ -1779,8 +1917,11 @@ 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) { @@ -1803,10 +1944,10 @@ static bool vault_aux_dark_elf(int r_idx) 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; @@ -1816,7 +1957,12 @@ struct vault_aux_type 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; @@ -1864,19 +2010,20 @@ static int pick_vault_type(vault_aux_type *l_ptr, s16b allow_flag_mask) 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}, + {"ゼリー", 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}, + {"ミミック", 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}, @@ -1893,19 +2040,20 @@ static vault_aux_type nest_types[] = #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}, + {"オーク", 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}, @@ -1923,7 +2071,7 @@ static vault_aux_type pit_types[] = }; -/* 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 @@ -1935,7 +2083,7 @@ static vault_aux_type pit_types[] = #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 @@ -1948,7 +2096,12 @@ static vault_aux_type pit_types[] = #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) */ @@ -1983,14 +2136,14 @@ static cptr pit_subtype_string(int type, bool nest) 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; @@ -2010,7 +2163,7 @@ static cptr pit_subtype_string(int type, bool nest) } -/* 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; @@ -2020,7 +2173,12 @@ nest_mon_info_type; /* - * 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) { @@ -2054,9 +2212,13 @@ 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) { @@ -2073,26 +2235,28 @@ 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 /*!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; + msg_format(_("モンスター部屋(nest)(%s%s)", "Monster nest (%s%s)"), n_ptr->name, pit_subtype_string(cur_nest_type, TRUE)); } /* Place some monsters */ @@ -2286,41 +2437,42 @@ static bool build_type5(void) } -/* - * 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) { @@ -2446,10 +2598,10 @@ static bool build_type6(void) /* Place a secret door */ switch (randint1(4)) { - case 1: place_secret_door(y1 - 1, xval); break; - case 2: place_secret_door(y2 + 1, xval); break; - case 3: place_secret_door(yval, x1 - 1); break; - case 4: place_secret_door(yval, x2 + 1); break; + case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break; + case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break; + case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break; + case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break; } /* Sort the entries */ @@ -2478,11 +2630,7 @@ static bool build_type6(void) 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(_("モンスター部屋(pit)(%s%s)", "Monster pit (%s%s)"), n_ptr->name, pit_subtype_string(cur_pit_type, FALSE)); } /* Select the entries */ @@ -2498,15 +2646,6 @@ static bool build_type6(void) } } - /* 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; - } - /* Top and bottom rows */ for (x = xval - 9; x <= xval + 9; x++) { @@ -2560,7 +2699,15 @@ static bool build_type6(void) } -/* coordinate translation code */ +/*! + * @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(int *x, int *y, int xoffset, int yoffset, int transno) { int i; @@ -2594,9 +2741,17 @@ static void coord_trans(int *x, int *y, int xoffset, int yoffset, int transno) *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) @@ -2662,11 +2817,23 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data, place_inner_grid(c_ptr); break; + /* Glass wall (inner) */ + case '$': + place_inner_grid(c_ptr); + c_ptr->feat = feat_glass_wall; + break; + /* Permanent wall (inner) */ case 'X': place_inner_perm_grid(c_ptr); break; + /* Permanent glass wall (inner) */ + case 'Y': + place_inner_perm_grid(c_ptr); + c_ptr->feat = feat_permanent_glass_wall; + break; + /* Treasure/trap */ case '*': if (randint0(100) < 75) @@ -2681,7 +2848,18 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data, /* Secret doors */ case '+': - place_secret_door(y, x); + place_secret_door(y, x, DOOR_DEFAULT); + break; + + /* Secret glass doors */ + case '-': + place_secret_door(y, x, DOOR_GLASS_DOOR); + if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall; + break; + + /* Curtains */ + case '\'': + place_secret_door(y, x, DOOR_CURTAIN); break; /* Trap */ @@ -2691,37 +2869,37 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data, /* 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': @@ -2833,12 +3011,13 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data, } -/* - * 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; + vault_type *v_ptr = NULL; int dummy; int x, y; int xval, yval; @@ -2860,11 +3039,7 @@ static bool build_type7(void) { 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 + msg_print(_("警告!小さな地下室を配置できません!", "Warning! Could not place lesser vault!")); } return FALSE; } @@ -2911,21 +3086,7 @@ static bool build_type7(void) #endif /* Message */ -#ifdef JP - if (cheat_room) msg_format("¾®¤µ¤ÊÃϲ¼¼¼(%s)", v_name + v_ptr->name); -#else - if (cheat_room) msg_format("Lesser vault (%s)", v_name + v_ptr->name); -#endif - - /* 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; - } + if (cheat_room) msg_format(_("小さな地下室(%s)", "Lesser vault (%s)"), v_name + v_ptr->name); /* Hack -- Build the vault */ build_vault(yval, xval, v_ptr->hgt, v_ptr->wid, @@ -2934,9 +3095,9 @@ static bool build_type7(void) 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) { @@ -2962,11 +3123,7 @@ static bool build_type8(void) { if (cheat_room) { -#ifdef JP - msg_print("·Ù¹ð¡ªµðÂç¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ­¤Þ¤»¤ó¡ª"); -#else - msg_print("Warning! Could not place greater vault!"); -#endif + msg_print(_("警告!巨大な地下室を配置できません!", "Warning! Could not place greater vault!")); } return FALSE; } @@ -3019,21 +3176,7 @@ static bool build_type8(void) #endif /* Message */ -#ifdef JP - if (cheat_room) msg_format("µðÂç¤ÊÃϲ¼¼¼(%s)", v_name + v_ptr->name); -#else - if (cheat_room) msg_format("Greater vault (%s)", v_name + v_ptr->name); -#endif - - /* 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; - } + if (cheat_room) msg_format(_("巨大な地下室(%s)", "Greater vault (%s)"), v_name + v_ptr->name); /* Hack -- Build the vault */ build_vault(yval, xval, v_ptr->hgt, v_ptr->wid, @@ -3401,6 +3544,7 @@ static bool hack_isnt_wall(int y, int x, int c1, int c2, int c3, int feat1, int else if (cave[y][x].feat <= c3) { cave[y][x].feat = feat3; + cave[y][x].info &= ~(CAVE_MASK); cave[y][x].info |= info3; return TRUE; } @@ -3686,8 +3830,9 @@ static bool generate_fracave(int y0, int x0, int xsize, int ysize, int cutoff, b } -/* - * 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) { @@ -3700,7 +3845,22 @@ static bool build_type9(void) 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; @@ -3786,39 +3946,39 @@ static bool generate_lake(int y0, int x0, int xsize, int ysize, int c1, int c2, 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 */ @@ -3995,7 +4155,7 @@ static void add_door(int x, int y) (is_outer_bold(y, x - 1) && is_outer_bold(y, x + 1))) { /* secret door */ - place_secret_door(y, x); + place_secret_door(y, x, DOOR_DEFAULT); /* set boundarys so don't get wide doors */ place_solid_bold(y, x - 1); @@ -4015,7 +4175,7 @@ static void add_door(int x, int y) is_floor_bold(y,x-1) && is_floor_bold(y,x+1)) { /* secret door */ - place_secret_door(y, x); + place_secret_door(y, x, DOOR_DEFAULT); /* set boundarys so don't get wide doors */ place_solid_bold(y - 1, x); @@ -4189,8 +4349,8 @@ static void build_bubble_vault(int x0, int y0, int xsize, int ysize) if (cheat_room) msg_print("Bubble 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++) { @@ -4219,23 +4379,23 @@ static void build_bubble_vault(int x0, int y0, int xsize, int ysize) /* 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 */ @@ -5312,8 +5472,9 @@ static void build_elemental_vault(int x0, int y0, int xsiz, int ysiz) #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) { @@ -5327,21 +5488,21 @@ static bool build_type10(void) /* 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) @@ -5367,12 +5528,14 @@ static bool build_type10(void) } -/* - * 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) { @@ -5412,12 +5575,14 @@ static bool build_type11(void) } -/* - * 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) { @@ -5526,49 +5691,50 @@ static bool vault_aux_trapped_pit(int 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) { @@ -5759,7 +5925,7 @@ static bool build_type13(void) /* Place the wall open trap */ cave[yval][xval].mimic = cave[yval][xval].feat; - cave[yval][xval].feat = FEAT_TRAP_OPEN; + cave[yval][xval].feat = feat_trap_open; /* Sort the entries */ for (i = 0; i < 16 - 1; i++) @@ -5787,11 +5953,7 @@ static bool build_type13(void) 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(_("%s%sの罠ピット", "Trapped monster pit (%s%s)"), n_ptr->name, pit_subtype_string(cur_pit_type, FALSE)); } /* Select the entries */ @@ -5807,15 +5969,6 @@ static bool build_type13(void) } } - /* 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]; @@ -5827,9 +5980,10 @@ static bool build_type13(void) } -/* - * 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) @@ -5894,9 +6048,9 @@ static bool build_type14(void) } 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)]; @@ -5906,11 +6060,7 @@ static bool build_type14(void) /* Message */ if (cheat_room) { -#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 + msg_format(_("%sの部屋", "Room of %s"), f_name + f_info[trap].name); } return TRUE; @@ -5918,46 +6068,639 @@ static bool build_type14(void) /* - * 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. + * Helper function for "glass room" */ -bool room_build(int typ) +static bool vault_aux_lite(int r_idx) { - /* 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(); - } + monster_race *r_ptr = &r_info[r_idx]; - /* Paranoia */ - return FALSE; -} + /* 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; -#define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0) + /* No wall passing monsters */ + if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return FALSE; -/* - * [from SAngband (originally from OAngband)] - * - * Generate rooms in dungeon. Build bigger rooms at first. - */ -bool generate_rooms(void) + /* No disintegrating monsters */ + if (r_ptr->flags4 & RF4_BR_DISI) return FALSE; + + return TRUE; +} + +/* + * Helper function for "glass room" + */ +static bool vault_aux_shards(int r_idx) +{ + monster_race *r_ptr = &r_info[r_idx]; + + /* Validate the monster */ + if (!vault_monster_okay(r_idx)) return FALSE; + + /* Require shards breath attack */ + if (!(r_ptr->flags4 & RF4_BR_SHAR)) return FALSE; + + return TRUE; +} + +/* + * Hack -- determine if a template is potion + */ +static bool kind_is_potion(int k_idx) +{ + return k_info[k_idx].tval == TV_POTION; +} + +/*! + * @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) +{ + int y, x, y2, x2, yval, xval; + int y1, x1, xsize, ysize; + bool light; + + cave_type *c_ptr; + + /* Pick a room size */ + xsize = rand_range(9, 13); + ysize = rand_range(9, 13); + + /* Find and reserve some space in the dungeon. Get center of room. */ + if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE; + + /* Choose lite or dark */ + light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS)); + + /* Get corner values */ + y1 = yval - ysize / 2; + x1 = xval - xsize / 2; + y2 = yval + (ysize - 1) / 2; + x2 = xval + (xsize - 1) / 2; + + /* Place a full floor under the room */ + for (y = y1 - 1; y <= y2 + 1; y++) + { + for (x = x1 - 1; x <= x2 + 1; x++) + { + c_ptr = &cave[y][x]; + place_floor_grid(c_ptr); + c_ptr->feat = feat_glass_floor; + c_ptr->info |= (CAVE_ROOM); + if (light) c_ptr->info |= (CAVE_GLOW); + } + } + + /* Walls around the room */ + for (y = y1 - 1; y <= y2 + 1; y++) + { + c_ptr = &cave[y][x1 - 1]; + place_outer_grid(c_ptr); + c_ptr->feat = feat_glass_wall; + c_ptr = &cave[y][x2 + 1]; + place_outer_grid(c_ptr); + c_ptr->feat = feat_glass_wall; + } + for (x = x1 - 1; x <= x2 + 1; x++) + { + c_ptr = &cave[y1 - 1][x]; + place_outer_grid(c_ptr); + c_ptr->feat = feat_glass_wall; + c_ptr = &cave[y2 + 1][x]; + place_outer_grid(c_ptr); + c_ptr->feat = feat_glass_wall; + } + + switch (randint1(3)) + { + case 1: /* 4 lite breathers + potion */ + { + int dir1, dir2; + + /* Prepare allocation table */ + get_mon_num_prep(vault_aux_lite, NULL); + + /* Place fixed lite berathers */ + for (dir1 = 4; dir1 < 8; dir1++) + { + int r_idx = get_mon_num(dun_level); + + y = yval + 2 * ddy_ddd[dir1]; + x = xval + 2 * ddx_ddd[dir1]; + if (r_idx) place_monster_aux(0, y, x, r_idx, PM_ALLOW_SLEEP); + + /* Walls around the breather */ + for (dir2 = 0; dir2 < 8; dir2++) + { + c_ptr = &cave[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]]; + place_inner_grid(c_ptr); + c_ptr->feat = feat_glass_wall; + } + } + + /* Walls around the potion */ + for (dir1 = 0; dir1 < 4; dir1++) + { + y = yval + 2 * ddy_ddd[dir1]; + x = xval + 2 * ddx_ddd[dir1]; + c_ptr = &cave[y][x]; + place_inner_perm_grid(c_ptr); + c_ptr->feat = feat_permanent_glass_wall; + cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY); + } + + /* Glass door */ + dir1 = randint0(4); + y = yval + 2 * ddy_ddd[dir1]; + x = xval + 2 * ddx_ddd[dir1]; + place_secret_door(y, x, DOOR_GLASS_DOOR); + c_ptr = &cave[y][x]; + if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall; + + /* Place a potion */ + get_obj_num_hook = kind_is_potion; + place_object(yval, xval, AM_NO_FIXED_ART); + cave[yval][xval].info |= (CAVE_ICKY); + } + break; + + case 2: /* 1 lite breather + random object */ + { + int r_idx, dir1; + + /* Pillars */ + c_ptr = &cave[y1 + 1][x1 + 1]; + place_inner_grid(c_ptr); + c_ptr->feat = feat_glass_wall; + + c_ptr = &cave[y1 + 1][x2 - 1]; + place_inner_grid(c_ptr); + c_ptr->feat = feat_glass_wall; + + c_ptr = &cave[y2 - 1][x1 + 1]; + place_inner_grid(c_ptr); + c_ptr->feat = feat_glass_wall; + + c_ptr = &cave[y2 - 1][x2 - 1]; + place_inner_grid(c_ptr); + c_ptr->feat = feat_glass_wall; + + /* Prepare allocation table */ + get_mon_num_prep(vault_aux_lite, NULL); + + r_idx = get_mon_num(dun_level); + if (r_idx) place_monster_aux(0, yval, xval, r_idx, 0L); + + /* Walls around the breather */ + for (dir1 = 0; dir1 < 8; dir1++) + { + c_ptr = &cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]]; + place_inner_grid(c_ptr); + c_ptr->feat = feat_glass_wall; + } + + /* Curtains around the breather */ + for (y = yval - 1; y <= yval + 1; y++) + { + place_closed_door(y, xval - 2, DOOR_CURTAIN); + place_closed_door(y, xval + 2, DOOR_CURTAIN); + } + for (x = xval - 1; x <= xval + 1; x++) + { + place_closed_door(yval - 2, x, DOOR_CURTAIN); + place_closed_door(yval + 2, x, DOOR_CURTAIN); + } + + /* Place an object */ + place_object(yval, xval, AM_NO_FIXED_ART); + cave[yval][xval].info |= (CAVE_ICKY); + } + break; + + case 3: /* 4 shards breathers + 2 potions */ + { + int dir1; + + /* Walls around the potion */ + for (y = yval - 2; y <= yval + 2; y++) + { + c_ptr = &cave[y][xval - 3]; + place_inner_grid(c_ptr); + c_ptr->feat = feat_glass_wall; + c_ptr = &cave[y][xval + 3]; + place_inner_grid(c_ptr); + c_ptr->feat = feat_glass_wall; + } + for (x = xval - 2; x <= xval + 2; x++) + { + c_ptr = &cave[yval - 3][x]; + place_inner_grid(c_ptr); + c_ptr->feat = feat_glass_wall; + c_ptr = &cave[yval + 3][x]; + place_inner_grid(c_ptr); + c_ptr->feat = feat_glass_wall; + } + for (dir1 = 4; dir1 < 8; dir1++) + { + c_ptr = &cave[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]]; + place_inner_grid(c_ptr); + c_ptr->feat = feat_glass_wall; + } + + /* Prepare allocation table */ + get_mon_num_prep(vault_aux_shards, NULL); + + /* Place shard berathers */ + for (dir1 = 4; dir1 < 8; dir1++) + { + int r_idx = get_mon_num(dun_level); + + y = yval + ddy_ddd[dir1]; + x = xval + ddx_ddd[dir1]; + if (r_idx) place_monster_aux(0, y, x, r_idx, 0L); + } + + /* Place two potions */ + if (one_in_(2)) + { + get_obj_num_hook = kind_is_potion; + place_object(yval, xval - 1, AM_NO_FIXED_ART); + get_obj_num_hook = kind_is_potion; + place_object(yval, xval + 1, AM_NO_FIXED_ART); + } + else + { + get_obj_num_hook = kind_is_potion; + place_object(yval - 1, xval, AM_NO_FIXED_ART); + get_obj_num_hook = kind_is_potion; + place_object(yval + 1, xval, AM_NO_FIXED_ART); + } + + for (y = yval - 2; y <= yval + 2; y++) + for (x = xval - 2; x <= xval + 2; x++) + cave[y][x].info |= (CAVE_ICKY); + + } + break; + } + + /* Message */ + if (cheat_room) + { + msg_print(_("ガラスの部屋", "Glass room")); + } + + 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; + +/* + * Precalculate buildings' location of underground arcade + */ +static bool precalc_ugarcade(int town_hgt, int town_wid, int n) +{ + 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++) + { + cur_ugbldg = &ugbldg[i]; + (void)WIPE(cur_ugbldg, ugbldg_type); + + 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, j, y, x; + 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); + int 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); + + if (cheat_room) msg_print(_("地下街", "Underground Arcade")); + + /* Free buildings array */ + C_KILL(ugbldg, n, ugbldg_type); + + return TRUE; +} + + +/*! + * @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) + +/*! + * @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。 + */ +bool generate_rooms(void) { int i; bool remain; @@ -5997,8 +6740,8 @@ bool generate_rooms(void) * 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++) { @@ -6007,7 +6750,7 @@ bool generate_rooms(void) } } - /* 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; @@ -6015,8 +6758,7 @@ bool generate_rooms(void) 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); @@ -6024,18 +6766,29 @@ bool generate_rooms(void) 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, @@ -6075,6 +6828,8 @@ bool generate_rooms(void) 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; @@ -6131,13 +6886,14 @@ bool generate_rooms(void) 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; + } } } @@ -6145,15 +6901,11 @@ bool generate_rooms(void) if (!remain) break; } - if (rooms_built < 1) return FALSE; + if (rooms_built < 2) return FALSE; /*! @details 部屋生成数が2未満の場合生成失敗を返す */ if (cheat_room) { -#ifdef JP - msg_format("Éô²°¿ô: %d", rooms_built); -#else - msg_format("Number of Rooms: %d", rooms_built); -#endif + msg_format(_("部屋数: %d", "Number of Rooms: %d"), rooms_built); } return TRUE;