1 #include "angband.h"
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3 #include "generate.h"
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6 #include "monsterrace-hook.h"
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7 #include "objectkind-hook.h"
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11 * @brief タイプ15の部屋…ガラス部屋の生成 / Type 15 -- glass rooms
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14 bool build_type15(void)
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16 POSITION y, x, y2, x2, yval, xval;
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17 POSITION y1, x1, xsize, ysize;
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22 /* Pick a room size */
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23 xsize = rand_range(9, 13);
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24 ysize = rand_range(9, 13);
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26 /* Find and reserve some space in the dungeon. Get center of room. */
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27 if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
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29 /* Choose lite or dark */
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30 light = ((dun_level <= randint1(25)) && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
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32 /* Get corner values */
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33 y1 = yval - ysize / 2;
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34 x1 = xval - xsize / 2;
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35 y2 = yval + (ysize - 1) / 2;
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36 x2 = xval + (xsize - 1) / 2;
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38 /* Place a full floor under the room */
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39 for (y = y1 - 1; y <= y2 + 1; y++)
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41 for (x = x1 - 1; x <= x2 + 1; x++)
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43 c_ptr = &cave[y][x];
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44 place_floor_grid(c_ptr);
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45 c_ptr->feat = feat_glass_floor;
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46 c_ptr->info |= (CAVE_ROOM);
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47 if (light) c_ptr->info |= (CAVE_GLOW);
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51 /* Walls around the room */
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52 for (y = y1 - 1; y <= y2 + 1; y++)
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54 c_ptr = &cave[y][x1 - 1];
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55 place_outer_grid(c_ptr);
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56 c_ptr->feat = feat_glass_wall;
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57 c_ptr = &cave[y][x2 + 1];
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58 place_outer_grid(c_ptr);
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59 c_ptr->feat = feat_glass_wall;
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61 for (x = x1 - 1; x <= x2 + 1; x++)
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63 c_ptr = &cave[y1 - 1][x];
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64 place_outer_grid(c_ptr);
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65 c_ptr->feat = feat_glass_wall;
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66 c_ptr = &cave[y2 + 1][x];
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67 place_outer_grid(c_ptr);
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68 c_ptr->feat = feat_glass_wall;
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71 switch (randint1(3))
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73 case 1: /* 4 lite breathers + potion */
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76 get_mon_num_prep(vault_aux_lite, NULL);
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78 /* Place fixed lite berathers */
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79 for (dir1 = 4; dir1 < 8; dir1++)
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81 MONRACE_IDX r_idx = get_mon_num(dun_level);
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83 y = yval + 2 * ddy_ddd[dir1];
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84 x = xval + 2 * ddx_ddd[dir1];
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85 if (r_idx) place_monster_aux(0, y, x, r_idx, PM_ALLOW_SLEEP);
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87 /* Walls around the breather */
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88 for (dir2 = 0; dir2 < 8; dir2++)
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90 c_ptr = &cave[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
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91 place_inner_grid(c_ptr);
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92 c_ptr->feat = feat_glass_wall;
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96 /* Walls around the potion */
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97 for (dir1 = 0; dir1 < 4; dir1++)
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99 y = yval + 2 * ddy_ddd[dir1];
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100 x = xval + 2 * ddx_ddd[dir1];
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101 c_ptr = &cave[y][x];
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102 place_inner_perm_grid(c_ptr);
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103 c_ptr->feat = feat_permanent_glass_wall;
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104 cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
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108 dir1 = randint0(4);
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109 y = yval + 2 * ddy_ddd[dir1];
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110 x = xval + 2 * ddx_ddd[dir1];
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111 place_secret_door(y, x, DOOR_GLASS_DOOR);
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112 c_ptr = &cave[y][x];
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113 if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
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115 /* Place a potion */
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116 get_obj_num_hook = kind_is_potion;
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117 place_object(yval, xval, AM_NO_FIXED_ART);
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118 cave[yval][xval].info |= (CAVE_ICKY);
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122 case 2: /* 1 lite breather + random object */
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128 c_ptr = &cave[y1 + 1][x1 + 1];
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129 place_inner_grid(c_ptr);
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130 c_ptr->feat = feat_glass_wall;
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132 c_ptr = &cave[y1 + 1][x2 - 1];
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133 place_inner_grid(c_ptr);
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134 c_ptr->feat = feat_glass_wall;
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136 c_ptr = &cave[y2 - 1][x1 + 1];
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137 place_inner_grid(c_ptr);
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138 c_ptr->feat = feat_glass_wall;
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140 c_ptr = &cave[y2 - 1][x2 - 1];
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141 place_inner_grid(c_ptr);
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142 c_ptr->feat = feat_glass_wall;
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143 get_mon_num_prep(vault_aux_lite, NULL);
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145 r_idx = get_mon_num(dun_level);
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146 if (r_idx) place_monster_aux(0, yval, xval, r_idx, 0L);
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148 /* Walls around the breather */
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149 for (dir1 = 0; dir1 < 8; dir1++)
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151 c_ptr = &cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
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152 place_inner_grid(c_ptr);
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153 c_ptr->feat = feat_glass_wall;
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156 /* Curtains around the breather */
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157 for (y = yval - 1; y <= yval + 1; y++)
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159 place_closed_door(y, xval - 2, DOOR_CURTAIN);
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160 place_closed_door(y, xval + 2, DOOR_CURTAIN);
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162 for (x = xval - 1; x <= xval + 1; x++)
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164 place_closed_door(yval - 2, x, DOOR_CURTAIN);
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165 place_closed_door(yval + 2, x, DOOR_CURTAIN);
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168 /* Place an object */
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169 place_object(yval, xval, AM_NO_FIXED_ART);
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170 cave[yval][xval].info |= (CAVE_ICKY);
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174 case 3: /* 4 shards breathers + 2 potions */
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178 /* Walls around the potion */
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179 for (y = yval - 2; y <= yval + 2; y++)
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181 c_ptr = &cave[y][xval - 3];
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182 place_inner_grid(c_ptr);
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183 c_ptr->feat = feat_glass_wall;
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184 c_ptr = &cave[y][xval + 3];
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185 place_inner_grid(c_ptr);
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186 c_ptr->feat = feat_glass_wall;
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188 for (x = xval - 2; x <= xval + 2; x++)
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190 c_ptr = &cave[yval - 3][x];
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191 place_inner_grid(c_ptr);
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192 c_ptr->feat = feat_glass_wall;
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193 c_ptr = &cave[yval + 3][x];
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194 place_inner_grid(c_ptr);
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195 c_ptr->feat = feat_glass_wall;
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197 for (dir1 = 4; dir1 < 8; dir1++)
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199 c_ptr = &cave[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
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200 place_inner_grid(c_ptr);
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201 c_ptr->feat = feat_glass_wall;
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203 get_mon_num_prep(vault_aux_shards, NULL);
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205 /* Place shard berathers */
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206 for (dir1 = 4; dir1 < 8; dir1++)
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208 MONRACE_IDX r_idx = get_mon_num(dun_level);
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210 y = yval + ddy_ddd[dir1];
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211 x = xval + ddx_ddd[dir1];
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212 if (r_idx) place_monster_aux(0, y, x, r_idx, 0L);
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215 /* Place two potions */
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218 get_obj_num_hook = kind_is_potion;
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219 place_object(yval, xval - 1, AM_NO_FIXED_ART);
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220 get_obj_num_hook = kind_is_potion;
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221 place_object(yval, xval + 1, AM_NO_FIXED_ART);
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225 get_obj_num_hook = kind_is_potion;
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226 place_object(yval - 1, xval, AM_NO_FIXED_ART);
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227 get_obj_num_hook = kind_is_potion;
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228 place_object(yval + 1, xval, AM_NO_FIXED_ART);
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231 for (y = yval - 2; y <= yval + 2; y++)
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232 for (x = xval - 2; x <= xval + 2; x++)
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233 cave[y][x].info |= (CAVE_ICKY);
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239 msg_print_wizard(CHEAT_DUNGEON, _("ガラスの部屋が生成されました。", "Glass room was generated."));
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