1 #include "room/rooms-special.h"
2 #include "dungeon/dungeon-flag-types.h"
3 #include "dungeon/dungeon.h"
4 #include "floor/floor-generator.h"
5 #include "game-option/cheat-types.h"
7 #include "grid/feature.h"
9 #include "grid/object-placer.h"
10 #include "monster-race/monster-race-hook.h"
11 #include "monster-floor/monster-generator.h"
12 #include "monster/monster-list.h"
13 #include "monster/monster-util.h"
14 #include "monster-floor/place-monster-types.h"
15 #include "object-enchant/item-apply-magic.h"
16 #include "object/object-kind-hook.h"
17 #include "room/space-finder.h"
18 #include "system/floor-type-definition.h"
19 #include "system/system-variables.h"
20 #include "wizard/wizard-messages.h"
23 * @brief タイプ15の部屋…ガラス部屋の生成 / Type 15 -- glass rooms
24 * @param player_ptr プレーヤーへの参照ポインタ
27 bool build_type15(player_type *player_ptr, dun_data_type *dd_ptr)
29 POSITION y, x, y2, x2, yval, xval;
30 POSITION y1, x1, xsize, ysize;
35 /* Pick a room size */
36 xsize = rand_range(9, 13);
37 ysize = rand_range(9, 13);
39 /* Find and reserve some space in the dungeon. Get center of room. */
40 floor_type *floor_ptr = player_ptr->current_floor_ptr;
41 if (!find_space(player_ptr, dd_ptr, &yval, &xval, ysize + 2, xsize + 2)) return FALSE;
43 /* Choose lite or dark */
44 light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
46 /* Get corner values */
47 y1 = yval - ysize / 2;
48 x1 = xval - xsize / 2;
49 y2 = yval + (ysize - 1) / 2;
50 x2 = xval + (xsize - 1) / 2;
52 /* Place a full floor under the room */
53 for (y = y1 - 1; y <= y2 + 1; y++)
55 for (x = x1 - 1; x <= x2 + 1; x++)
57 g_ptr = &floor_ptr->grid_array[y][x];
58 place_grid(player_ptr, g_ptr, GB_FLOOR);
59 g_ptr->feat = feat_glass_floor;
60 g_ptr->info |= (CAVE_ROOM);
61 if (light) g_ptr->info |= (CAVE_GLOW);
65 /* Walls around the room */
66 for (y = y1 - 1; y <= y2 + 1; y++)
68 g_ptr = &floor_ptr->grid_array[y][x1 - 1];
69 place_grid(player_ptr, g_ptr, GB_OUTER);
70 g_ptr->feat = feat_glass_wall;
71 g_ptr = &floor_ptr->grid_array[y][x2 + 1];
72 place_grid(player_ptr, g_ptr, GB_OUTER);
73 g_ptr->feat = feat_glass_wall;
76 for (x = x1 - 1; x <= x2 + 1; x++)
78 g_ptr = &floor_ptr->grid_array[y1 - 1][x];
79 place_grid(player_ptr, g_ptr, GB_OUTER);
80 g_ptr->feat = feat_glass_wall;
81 g_ptr = &floor_ptr->grid_array[y2 + 1][x];
82 place_grid(player_ptr, g_ptr, GB_OUTER);
83 g_ptr->feat = feat_glass_wall;
88 case 1: /* 4 lite breathers + potion */
91 get_mon_num_prep(player_ptr, vault_aux_lite, NULL);
93 /* Place fixed lite berathers */
94 for (dir1 = 4; dir1 < 8; dir1++)
96 MONRACE_IDX r_idx = get_mon_num(player_ptr, floor_ptr->dun_level, 0);
98 y = yval + 2 * ddy_ddd[dir1];
99 x = xval + 2 * ddx_ddd[dir1];
100 if (r_idx) place_monster_aux(player_ptr, 0, y, x, r_idx, PM_ALLOW_SLEEP);
102 /* Walls around the breather */
103 for (dir2 = 0; dir2 < 8; dir2++)
105 g_ptr = &floor_ptr->grid_array[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
106 place_grid(player_ptr, g_ptr, GB_INNER);
107 g_ptr->feat = feat_glass_wall;
111 /* Walls around the potion */
112 for (dir1 = 0; dir1 < 4; dir1++)
114 y = yval + 2 * ddy_ddd[dir1];
115 x = xval + 2 * ddx_ddd[dir1];
116 g_ptr = &floor_ptr->grid_array[y][x];
117 place_grid(player_ptr, g_ptr, GB_INNER_PERM);
118 g_ptr->feat = feat_permanent_glass_wall;
119 floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
124 y = yval + 2 * ddy_ddd[dir1];
125 x = xval + 2 * ddx_ddd[dir1];
126 place_secret_door(player_ptr, y, x, DOOR_GLASS_DOOR);
127 g_ptr = &floor_ptr->grid_array[y][x];
128 if (is_closed_door(player_ptr, g_ptr->feat)) g_ptr->mimic = feat_glass_wall;
131 get_obj_num_hook = kind_is_potion;
132 place_object(player_ptr, yval, xval, AM_NO_FIXED_ART);
133 floor_ptr->grid_array[yval][xval].info |= (CAVE_ICKY);
137 case 2: /* 1 lite breather + random object */
143 g_ptr = &floor_ptr->grid_array[y1 + 1][x1 + 1];
144 place_grid(player_ptr, g_ptr, GB_INNER);
145 g_ptr->feat = feat_glass_wall;
147 g_ptr = &floor_ptr->grid_array[y1 + 1][x2 - 1];
148 place_grid(player_ptr, g_ptr, GB_INNER);
149 g_ptr->feat = feat_glass_wall;
151 g_ptr = &floor_ptr->grid_array[y2 - 1][x1 + 1];
152 place_grid(player_ptr, g_ptr, GB_INNER);
153 g_ptr->feat = feat_glass_wall;
155 g_ptr = &floor_ptr->grid_array[y2 - 1][x2 - 1];
156 place_grid(player_ptr, g_ptr, GB_INNER);
157 g_ptr->feat = feat_glass_wall;
158 get_mon_num_prep(player_ptr, vault_aux_lite, NULL);
160 r_idx = get_mon_num(player_ptr, floor_ptr->dun_level, 0);
161 if (r_idx) place_monster_aux(player_ptr, 0, yval, xval, r_idx, 0L);
163 /* Walls around the breather */
164 for (dir1 = 0; dir1 < 8; dir1++)
166 g_ptr = &floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
167 place_grid(player_ptr, g_ptr, GB_INNER);
168 g_ptr->feat = feat_glass_wall;
171 /* Curtains around the breather */
172 for (y = yval - 1; y <= yval + 1; y++)
174 place_secret_door(player_ptr, y, xval - 2, DOOR_CURTAIN);
175 place_secret_door(player_ptr, y, xval + 2, DOOR_CURTAIN);
178 for (x = xval - 1; x <= xval + 1; x++)
180 place_secret_door(player_ptr, yval - 2, x, DOOR_CURTAIN);
181 place_secret_door(player_ptr, yval + 2, x, DOOR_CURTAIN);
184 /* Place an object */
185 place_object(player_ptr, yval, xval, AM_NO_FIXED_ART);
186 floor_ptr->grid_array[yval][xval].info |= (CAVE_ICKY);
190 case 3: /* 4 shards breathers + 2 potions */
194 /* Walls around the potion */
195 for (y = yval - 2; y <= yval + 2; y++)
197 g_ptr = &floor_ptr->grid_array[y][xval - 3];
198 place_grid(player_ptr, g_ptr, GB_INNER);
199 g_ptr->feat = feat_glass_wall;
200 g_ptr = &floor_ptr->grid_array[y][xval + 3];
201 place_grid(player_ptr, g_ptr, GB_INNER);
202 g_ptr->feat = feat_glass_wall;
205 for (x = xval - 2; x <= xval + 2; x++)
207 g_ptr = &floor_ptr->grid_array[yval - 3][x];
208 place_grid(player_ptr, g_ptr, GB_INNER);
209 g_ptr->feat = feat_glass_wall;
210 g_ptr = &floor_ptr->grid_array[yval + 3][x];
211 place_grid(player_ptr, g_ptr, GB_INNER);
212 g_ptr->feat = feat_glass_wall;
215 for (dir1 = 4; dir1 < 8; dir1++)
217 g_ptr = &floor_ptr->grid_array[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
218 place_grid(player_ptr, g_ptr, GB_INNER);
219 g_ptr->feat = feat_glass_wall;
222 get_mon_num_prep(player_ptr, vault_aux_shards, NULL);
224 /* Place shard berathers */
225 for (dir1 = 4; dir1 < 8; dir1++)
227 MONRACE_IDX r_idx = get_mon_num(player_ptr, floor_ptr->dun_level, 0);
229 y = yval + ddy_ddd[dir1];
230 x = xval + ddx_ddd[dir1];
231 if (r_idx) place_monster_aux(player_ptr, 0, y, x, r_idx, 0L);
234 /* Place two potions */
237 get_obj_num_hook = kind_is_potion;
238 place_object(player_ptr, yval, xval - 1, AM_NO_FIXED_ART);
239 get_obj_num_hook = kind_is_potion;
240 place_object(player_ptr, yval, xval + 1, AM_NO_FIXED_ART);
244 get_obj_num_hook = kind_is_potion;
245 place_object(player_ptr, yval - 1, xval, AM_NO_FIXED_ART);
246 get_obj_num_hook = kind_is_potion;
247 place_object(player_ptr, yval + 1, xval, AM_NO_FIXED_ART);
250 for (y = yval - 2; y <= yval + 2; y++)
251 for (x = xval - 2; x <= xval + 2; x++)
252 floor_ptr->grid_array[y][x].info |= (CAVE_ICKY);
258 msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("ガラスの部屋が生成されました。", "Glass room was generated."));