1 #include "angband.h"
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3 #include "generate.h"
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5 #include "monsterrace-hook.h"
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8 * Hack -- determine if a template is potion
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10 static bool kind_is_potion(KIND_OBJECT_IDX k_idx)
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12 return k_info[k_idx].tval == TV_POTION;
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16 * @brief タイプ15の部屋…ガラス部屋の生成 / Type 15 -- glass rooms
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19 bool build_type15(void)
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21 POSITION y, x, y2, x2, yval, xval;
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22 POSITION y1, x1, xsize, ysize;
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27 /* Pick a room size */
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28 xsize = rand_range(9, 13);
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29 ysize = rand_range(9, 13);
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31 /* Find and reserve some space in the dungeon. Get center of room. */
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32 if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
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34 /* Choose lite or dark */
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35 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
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37 /* Get corner values */
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38 y1 = yval - ysize / 2;
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39 x1 = xval - xsize / 2;
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40 y2 = yval + (ysize - 1) / 2;
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41 x2 = xval + (xsize - 1) / 2;
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43 /* Place a full floor under the room */
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44 for (y = y1 - 1; y <= y2 + 1; y++)
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46 for (x = x1 - 1; x <= x2 + 1; x++)
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48 c_ptr = &cave[y][x];
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49 place_floor_grid(c_ptr);
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50 c_ptr->feat = feat_glass_floor;
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51 c_ptr->info |= (CAVE_ROOM);
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52 if (light) c_ptr->info |= (CAVE_GLOW);
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56 /* Walls around the room */
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57 for (y = y1 - 1; y <= y2 + 1; y++)
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59 c_ptr = &cave[y][x1 - 1];
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60 place_outer_grid(c_ptr);
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61 c_ptr->feat = feat_glass_wall;
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62 c_ptr = &cave[y][x2 + 1];
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63 place_outer_grid(c_ptr);
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64 c_ptr->feat = feat_glass_wall;
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66 for (x = x1 - 1; x <= x2 + 1; x++)
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68 c_ptr = &cave[y1 - 1][x];
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69 place_outer_grid(c_ptr);
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70 c_ptr->feat = feat_glass_wall;
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71 c_ptr = &cave[y2 + 1][x];
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72 place_outer_grid(c_ptr);
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73 c_ptr->feat = feat_glass_wall;
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76 switch (randint1(3))
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78 case 1: /* 4 lite breathers + potion */
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82 /* Prepare allocation table */
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83 get_mon_num_prep(vault_aux_lite, NULL);
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85 /* Place fixed lite berathers */
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86 for (dir1 = 4; dir1 < 8; dir1++)
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88 MONRACE_IDX r_idx = get_mon_num(dun_level);
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90 y = yval + 2 * ddy_ddd[dir1];
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91 x = xval + 2 * ddx_ddd[dir1];
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92 if (r_idx) place_monster_aux(0, y, x, r_idx, PM_ALLOW_SLEEP);
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94 /* Walls around the breather */
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95 for (dir2 = 0; dir2 < 8; dir2++)
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97 c_ptr = &cave[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
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98 place_inner_grid(c_ptr);
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99 c_ptr->feat = feat_glass_wall;
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103 /* Walls around the potion */
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104 for (dir1 = 0; dir1 < 4; dir1++)
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106 y = yval + 2 * ddy_ddd[dir1];
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107 x = xval + 2 * ddx_ddd[dir1];
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108 c_ptr = &cave[y][x];
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109 place_inner_perm_grid(c_ptr);
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110 c_ptr->feat = feat_permanent_glass_wall;
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111 cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
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115 dir1 = randint0(4);
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116 y = yval + 2 * ddy_ddd[dir1];
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117 x = xval + 2 * ddx_ddd[dir1];
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118 place_secret_door(y, x, DOOR_GLASS_DOOR);
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119 c_ptr = &cave[y][x];
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120 if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
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122 /* Place a potion */
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123 get_obj_num_hook = kind_is_potion;
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124 place_object(yval, xval, AM_NO_FIXED_ART);
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125 cave[yval][xval].info |= (CAVE_ICKY);
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129 case 2: /* 1 lite breather + random object */
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135 c_ptr = &cave[y1 + 1][x1 + 1];
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136 place_inner_grid(c_ptr);
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137 c_ptr->feat = feat_glass_wall;
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139 c_ptr = &cave[y1 + 1][x2 - 1];
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140 place_inner_grid(c_ptr);
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141 c_ptr->feat = feat_glass_wall;
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143 c_ptr = &cave[y2 - 1][x1 + 1];
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144 place_inner_grid(c_ptr);
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145 c_ptr->feat = feat_glass_wall;
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147 c_ptr = &cave[y2 - 1][x2 - 1];
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148 place_inner_grid(c_ptr);
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149 c_ptr->feat = feat_glass_wall;
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151 /* Prepare allocation table */
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152 get_mon_num_prep(vault_aux_lite, NULL);
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154 r_idx = get_mon_num(dun_level);
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155 if (r_idx) place_monster_aux(0, yval, xval, r_idx, 0L);
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157 /* Walls around the breather */
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158 for (dir1 = 0; dir1 < 8; dir1++)
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160 c_ptr = &cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
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161 place_inner_grid(c_ptr);
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162 c_ptr->feat = feat_glass_wall;
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165 /* Curtains around the breather */
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166 for (y = yval - 1; y <= yval + 1; y++)
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168 place_closed_door(y, xval - 2, DOOR_CURTAIN);
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169 place_closed_door(y, xval + 2, DOOR_CURTAIN);
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171 for (x = xval - 1; x <= xval + 1; x++)
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173 place_closed_door(yval - 2, x, DOOR_CURTAIN);
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174 place_closed_door(yval + 2, x, DOOR_CURTAIN);
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177 /* Place an object */
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178 place_object(yval, xval, AM_NO_FIXED_ART);
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179 cave[yval][xval].info |= (CAVE_ICKY);
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183 case 3: /* 4 shards breathers + 2 potions */
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187 /* Walls around the potion */
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188 for (y = yval - 2; y <= yval + 2; y++)
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190 c_ptr = &cave[y][xval - 3];
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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[y][xval + 3];
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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 (x = xval - 2; x <= xval + 2; x++)
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199 c_ptr = &cave[yval - 3][x];
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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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202 c_ptr = &cave[yval + 3][x];
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203 place_inner_grid(c_ptr);
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204 c_ptr->feat = feat_glass_wall;
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206 for (dir1 = 4; dir1 < 8; dir1++)
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208 c_ptr = &cave[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
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209 place_inner_grid(c_ptr);
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210 c_ptr->feat = feat_glass_wall;
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213 /* Prepare allocation table */
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214 get_mon_num_prep(vault_aux_shards, NULL);
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216 /* Place shard berathers */
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217 for (dir1 = 4; dir1 < 8; dir1++)
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219 MONRACE_IDX r_idx = get_mon_num(dun_level);
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221 y = yval + ddy_ddd[dir1];
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222 x = xval + ddx_ddd[dir1];
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223 if (r_idx) place_monster_aux(0, y, x, r_idx, 0L);
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226 /* Place two potions */
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229 get_obj_num_hook = kind_is_potion;
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230 place_object(yval, xval - 1, AM_NO_FIXED_ART);
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231 get_obj_num_hook = kind_is_potion;
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232 place_object(yval, xval + 1, AM_NO_FIXED_ART);
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236 get_obj_num_hook = kind_is_potion;
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237 place_object(yval - 1, xval, AM_NO_FIXED_ART);
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238 get_obj_num_hook = kind_is_potion;
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239 place_object(yval + 1, xval, AM_NO_FIXED_ART);
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242 for (y = yval - 2; y <= yval + 2; y++)
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243 for (x = xval - 2; x <= xval + 2; x++)
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244 cave[y][x].info |= (CAVE_ICKY);
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250 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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