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[Refactor] #38997 get_obj_num() にplayer_type *引数を追加と、それに伴うfloor_type *からplayer_type...
[hengband/hengband.git] / src / rooms-special.c
1 #include "angband.h"
2 #include "util.h"
3
4 #include "grid.h"
5 #include "floor-generate.h"
6 #include "rooms.h"
7 #include "monster.h"
8 #include "monsterrace-hook.h"
9 #include "objectkind-hook.h"
10 #include "feature.h"
11 #include "floor.h"
12 #include "dungeon.h"
13
14
15 /*!
16 * @brief タイプ15の部屋…ガラス部屋の生成 / Type 15 -- glass rooms
17 * @param player_ptr プレーヤーへの参照ポインタ
18 * @return なし
19 */
20 bool build_type15(player_type *player_ptr)
21 {
22         POSITION y, x, y2, x2, yval, xval;
23         POSITION y1, x1, xsize, ysize;
24         bool light;
25
26         grid_type *g_ptr;
27
28         /* Pick a room size */
29         xsize = rand_range(9, 13);
30         ysize = rand_range(9, 13);
31
32         /* Find and reserve some space in the dungeon.  Get center of room. */
33         floor_type *floor_ptr = player_ptr->current_floor_ptr;
34         if (!find_space(floor_ptr, &yval, &xval, ysize + 2, xsize + 2)) return FALSE;
35
36         /* Choose lite or dark */
37         light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[floor_ptr->dungeon_idx].flags1 & DF1_DARKNESS));
38
39         /* Get corner values */
40         y1 = yval - ysize / 2;
41         x1 = xval - xsize / 2;
42         y2 = yval + (ysize - 1) / 2;
43         x2 = xval + (xsize - 1) / 2;
44
45         /* Place a full floor under the room */
46         for (y = y1 - 1; y <= y2 + 1; y++)
47         {
48                 for (x = x1 - 1; x <= x2 + 1; x++)
49                 {
50                         g_ptr = &floor_ptr->grid_array[y][x];
51                         place_floor_grid(g_ptr);
52                         g_ptr->feat = feat_glass_floor;
53                         g_ptr->info |= (CAVE_ROOM);
54                         if (light) g_ptr->info |= (CAVE_GLOW);
55                 }
56         }
57
58         /* Walls around the room */
59         for (y = y1 - 1; y <= y2 + 1; y++)
60         {
61                 g_ptr = &floor_ptr->grid_array[y][x1 - 1];
62                 place_outer_grid(g_ptr);
63                 g_ptr->feat = feat_glass_wall;
64                 g_ptr = &floor_ptr->grid_array[y][x2 + 1];
65                 place_outer_grid(g_ptr);
66                 g_ptr->feat = feat_glass_wall;
67         }
68         for (x = x1 - 1; x <= x2 + 1; x++)
69         {
70                 g_ptr = &floor_ptr->grid_array[y1 - 1][x];
71                 place_outer_grid(g_ptr);
72                 g_ptr->feat = feat_glass_wall;
73                 g_ptr = &floor_ptr->grid_array[y2 + 1][x];
74                 place_outer_grid(g_ptr);
75                 g_ptr->feat = feat_glass_wall;
76         }
77
78         switch (randint1(3))
79         {
80         case 1: /* 4 lite breathers + potion */
81         {
82                 DIRECTION dir1, dir2;
83                 get_mon_num_prep(vault_aux_lite, NULL);
84
85                 /* Place fixed lite berathers */
86                 for (dir1 = 4; dir1 < 8; dir1++)
87                 {
88                         MONRACE_IDX r_idx = get_mon_num(floor_ptr->dun_level);
89
90                         y = yval + 2 * ddy_ddd[dir1];
91                         x = xval + 2 * ddx_ddd[dir1];
92                         if (r_idx) place_monster_aux(0, y, x, r_idx, PM_ALLOW_SLEEP);
93
94                         /* Walls around the breather */
95                         for (dir2 = 0; dir2 < 8; dir2++)
96                         {
97                                 g_ptr = &floor_ptr->grid_array[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
98                                 place_inner_grid(g_ptr);
99                                 g_ptr->feat = feat_glass_wall;
100                         }
101                 }
102
103                 /* Walls around the potion */
104                 for (dir1 = 0; dir1 < 4; dir1++)
105                 {
106                         y = yval + 2 * ddy_ddd[dir1];
107                         x = xval + 2 * ddx_ddd[dir1];
108                         g_ptr = &floor_ptr->grid_array[y][x];
109                         place_inner_perm_grid(g_ptr);
110                         g_ptr->feat = feat_permanent_glass_wall;
111                         floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
112                 }
113
114                 /* Glass door */
115                 dir1 = randint0(4);
116                 y = yval + 2 * ddy_ddd[dir1];
117                 x = xval + 2 * ddx_ddd[dir1];
118                 place_secret_door(floor_ptr, y, x, DOOR_GLASS_DOOR);
119                 g_ptr = &floor_ptr->grid_array[y][x];
120                 if (is_closed_door(g_ptr->feat)) g_ptr->mimic = feat_glass_wall;
121
122                 /* Place a potion */
123                 get_obj_num_hook = kind_is_potion;
124                 place_object(player_ptr, yval, xval, AM_NO_FIXED_ART);
125                 floor_ptr->grid_array[yval][xval].info |= (CAVE_ICKY);
126         }
127         break;
128
129         case 2: /* 1 lite breather + random object */
130         {
131                 MONRACE_IDX r_idx;
132                 DIRECTION dir1;
133
134                 /* Pillars */
135                 g_ptr = &floor_ptr->grid_array[y1 + 1][x1 + 1];
136                 place_inner_grid(g_ptr);
137                 g_ptr->feat = feat_glass_wall;
138
139                 g_ptr = &floor_ptr->grid_array[y1 + 1][x2 - 1];
140                 place_inner_grid(g_ptr);
141                 g_ptr->feat = feat_glass_wall;
142
143                 g_ptr = &floor_ptr->grid_array[y2 - 1][x1 + 1];
144                 place_inner_grid(g_ptr);
145                 g_ptr->feat = feat_glass_wall;
146
147                 g_ptr = &floor_ptr->grid_array[y2 - 1][x2 - 1];
148                 place_inner_grid(g_ptr);
149                 g_ptr->feat = feat_glass_wall;
150                 get_mon_num_prep(vault_aux_lite, NULL);
151
152                 r_idx = get_mon_num(floor_ptr->dun_level);
153                 if (r_idx) place_monster_aux(0, yval, xval, r_idx, 0L);
154
155                 /* Walls around the breather */
156                 for (dir1 = 0; dir1 < 8; dir1++)
157                 {
158                         g_ptr = &floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
159                         place_inner_grid(g_ptr);
160                         g_ptr->feat = feat_glass_wall;
161                 }
162
163                 /* Curtains around the breather */
164                 for (y = yval - 1; y <= yval + 1; y++)
165                 {
166                         place_closed_door(floor_ptr, y, xval - 2, DOOR_CURTAIN);
167                         place_closed_door(floor_ptr, y, xval + 2, DOOR_CURTAIN);
168                 }
169                 for (x = xval - 1; x <= xval + 1; x++)
170                 {
171                         place_closed_door(floor_ptr, yval - 2, x, DOOR_CURTAIN);
172                         place_closed_door(floor_ptr, yval + 2, x, DOOR_CURTAIN);
173                 }
174
175                 /* Place an object */
176                 place_object(player_ptr, yval, xval, AM_NO_FIXED_ART);
177                 floor_ptr->grid_array[yval][xval].info |= (CAVE_ICKY);
178         }
179         break;
180
181         case 3: /* 4 shards breathers + 2 potions */
182         {
183                 DIRECTION dir1;
184
185                 /* Walls around the potion */
186                 for (y = yval - 2; y <= yval + 2; y++)
187                 {
188                         g_ptr = &floor_ptr->grid_array[y][xval - 3];
189                         place_inner_grid(g_ptr);
190                         g_ptr->feat = feat_glass_wall;
191                         g_ptr = &floor_ptr->grid_array[y][xval + 3];
192                         place_inner_grid(g_ptr);
193                         g_ptr->feat = feat_glass_wall;
194                 }
195                 for (x = xval - 2; x <= xval + 2; x++)
196                 {
197                         g_ptr = &floor_ptr->grid_array[yval - 3][x];
198                         place_inner_grid(g_ptr);
199                         g_ptr->feat = feat_glass_wall;
200                         g_ptr = &floor_ptr->grid_array[yval + 3][x];
201                         place_inner_grid(g_ptr);
202                         g_ptr->feat = feat_glass_wall;
203                 }
204                 for (dir1 = 4; dir1 < 8; dir1++)
205                 {
206                         g_ptr = &floor_ptr->grid_array[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
207                         place_inner_grid(g_ptr);
208                         g_ptr->feat = feat_glass_wall;
209                 }
210                 get_mon_num_prep(vault_aux_shards, NULL);
211
212                 /* Place shard berathers */
213                 for (dir1 = 4; dir1 < 8; dir1++)
214                 {
215                         MONRACE_IDX r_idx = get_mon_num(floor_ptr->dun_level);
216
217                         y = yval + ddy_ddd[dir1];
218                         x = xval + ddx_ddd[dir1];
219                         if (r_idx) place_monster_aux(0, y, x, r_idx, 0L);
220                 }
221
222                 /* Place two potions */
223                 if (one_in_(2))
224                 {
225                         get_obj_num_hook = kind_is_potion;
226                         place_object(player_ptr, yval, xval - 1, AM_NO_FIXED_ART);
227                         get_obj_num_hook = kind_is_potion;
228                         place_object(player_ptr, yval, xval + 1, AM_NO_FIXED_ART);
229                 }
230                 else
231                 {
232                         get_obj_num_hook = kind_is_potion;
233                         place_object(player_ptr, yval - 1, xval, AM_NO_FIXED_ART);
234                         get_obj_num_hook = kind_is_potion;
235                         place_object(player_ptr, yval + 1, xval, AM_NO_FIXED_ART);
236                 }
237
238                 for (y = yval - 2; y <= yval + 2; y++)
239                         for (x = xval - 2; x <= xval + 2; x++)
240                                 floor_ptr->grid_array[y][x].info |= (CAVE_ICKY);
241
242         }
243         break;
244         }
245
246         msg_print_wizard(CHEAT_DUNGEON, _("ガラスの部屋が生成されました。", "Glass room was generated."));
247
248         return TRUE;
249 }