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[hengband/hengband.git] / src / rooms-special.c
diff --git a/src/rooms-special.c b/src/rooms-special.c
deleted file mode 100644 (file)
index 7f62db0..0000000
+++ /dev/null
@@ -1,254 +0,0 @@
-#include "angband.h"
-#include "util.h"
-
-#include "grid.h"
-#include "floor-generate.h"
-#include "rooms.h"
-#include "monster.h"
-#include "monsterrace-hook.h"
-#include "objectkind-hook.h"
-#include "feature.h"
-#include "floor.h"
-#include "dungeon.h"
-
-
-/*!
-* @brief タイプ15の部屋…ガラス部屋の生成 / Type 15 -- glass rooms
-* @param player_ptr プレーヤーへの参照ポインタ
-* @return なし
-*/
-bool build_type15(player_type *player_ptr)
-{
-       POSITION y, x, y2, x2, yval, xval;
-       POSITION y1, x1, xsize, ysize;
-       bool light;
-
-       grid_type *g_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. */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (!find_space(floor_ptr, &yval, &xval, ysize + 2, xsize + 2)) return FALSE;
-
-       /* Choose lite or dark */
-       light = ((floor_ptr->dun_level <= randint1(25)) && !(d_info[floor_ptr->dungeon_idx].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++)
-               {
-                       g_ptr = &floor_ptr->grid_array[y][x];
-                       place_floor_grid(g_ptr);
-                       g_ptr->feat = feat_glass_floor;
-                       g_ptr->info |= (CAVE_ROOM);
-                       if (light) g_ptr->info |= (CAVE_GLOW);
-               }
-       }
-
-       /* Walls around the room */
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               g_ptr = &floor_ptr->grid_array[y][x1 - 1];
-               place_outer_grid(g_ptr);
-               g_ptr->feat = feat_glass_wall;
-               g_ptr = &floor_ptr->grid_array[y][x2 + 1];
-               place_outer_grid(g_ptr);
-               g_ptr->feat = feat_glass_wall;
-       }
-
-       for (x = x1 - 1; x <= x2 + 1; x++)
-       {
-               g_ptr = &floor_ptr->grid_array[y1 - 1][x];
-               place_outer_grid(g_ptr);
-               g_ptr->feat = feat_glass_wall;
-               g_ptr = &floor_ptr->grid_array[y2 + 1][x];
-               place_outer_grid(g_ptr);
-               g_ptr->feat = feat_glass_wall;
-       }
-
-       switch (randint1(3))
-       {
-       case 1: /* 4 lite breathers + potion */
-       {
-               DIRECTION dir1, dir2;
-               get_mon_num_prep(player_ptr, vault_aux_lite, NULL);
-
-               /* Place fixed lite berathers */
-               for (dir1 = 4; dir1 < 8; dir1++)
-               {
-                       MONRACE_IDX r_idx = get_mon_num(player_ptr, floor_ptr->dun_level);
-
-                       y = yval + 2 * ddy_ddd[dir1];
-                       x = xval + 2 * ddx_ddd[dir1];
-                       if (r_idx) place_monster_aux(player_ptr, 0, y, x, r_idx, PM_ALLOW_SLEEP);
-
-                       /* Walls around the breather */
-                       for (dir2 = 0; dir2 < 8; dir2++)
-                       {
-                               g_ptr = &floor_ptr->grid_array[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
-                               place_inner_grid(g_ptr);
-                               g_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];
-                       g_ptr = &floor_ptr->grid_array[y][x];
-                       place_inner_perm_grid(g_ptr);
-                       g_ptr->feat = feat_permanent_glass_wall;
-                       floor_ptr->grid_array[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(player_ptr, y, x, DOOR_GLASS_DOOR);
-               g_ptr = &floor_ptr->grid_array[y][x];
-               if (is_closed_door(g_ptr->feat)) g_ptr->mimic = feat_glass_wall;
-
-               /* Place a potion */
-               get_obj_num_hook = kind_is_potion;
-               place_object(player_ptr, yval, xval, AM_NO_FIXED_ART);
-               floor_ptr->grid_array[yval][xval].info |= (CAVE_ICKY);
-       }
-       break;
-
-       case 2: /* 1 lite breather + random object */
-       {
-               MONRACE_IDX r_idx;
-               DIRECTION dir1;
-
-               /* Pillars */
-               g_ptr = &floor_ptr->grid_array[y1 + 1][x1 + 1];
-               place_inner_grid(g_ptr);
-               g_ptr->feat = feat_glass_wall;
-
-               g_ptr = &floor_ptr->grid_array[y1 + 1][x2 - 1];
-               place_inner_grid(g_ptr);
-               g_ptr->feat = feat_glass_wall;
-
-               g_ptr = &floor_ptr->grid_array[y2 - 1][x1 + 1];
-               place_inner_grid(g_ptr);
-               g_ptr->feat = feat_glass_wall;
-
-               g_ptr = &floor_ptr->grid_array[y2 - 1][x2 - 1];
-               place_inner_grid(g_ptr);
-               g_ptr->feat = feat_glass_wall;
-               get_mon_num_prep(player_ptr, vault_aux_lite, NULL);
-
-               r_idx = get_mon_num(player_ptr, floor_ptr->dun_level);
-               if (r_idx) place_monster_aux(player_ptr, 0, yval, xval, r_idx, 0L);
-
-               /* Walls around the breather */
-               for (dir1 = 0; dir1 < 8; dir1++)
-               {
-                       g_ptr = &floor_ptr->grid_array[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
-                       place_inner_grid(g_ptr);
-                       g_ptr->feat = feat_glass_wall;
-               }
-
-               /* Curtains around the breather */
-               for (y = yval - 1; y <= yval + 1; y++)
-               {
-                       place_secret_door(player_ptr, y, xval - 2, DOOR_CURTAIN);
-                       place_secret_door(player_ptr, y, xval + 2, DOOR_CURTAIN);
-               }
-
-               for (x = xval - 1; x <= xval + 1; x++)
-               {
-                       place_secret_door(player_ptr, yval - 2, x, DOOR_CURTAIN);
-                       place_secret_door(player_ptr, yval + 2, x, DOOR_CURTAIN);
-               }
-
-               /* Place an object */
-               place_object(player_ptr, yval, xval, AM_NO_FIXED_ART);
-               floor_ptr->grid_array[yval][xval].info |= (CAVE_ICKY);
-       }
-       break;
-
-       case 3: /* 4 shards breathers + 2 potions */
-       {
-               DIRECTION dir1;
-
-               /* Walls around the potion */
-               for (y = yval - 2; y <= yval + 2; y++)
-               {
-                       g_ptr = &floor_ptr->grid_array[y][xval - 3];
-                       place_inner_grid(g_ptr);
-                       g_ptr->feat = feat_glass_wall;
-                       g_ptr = &floor_ptr->grid_array[y][xval + 3];
-                       place_inner_grid(g_ptr);
-                       g_ptr->feat = feat_glass_wall;
-               }
-
-               for (x = xval - 2; x <= xval + 2; x++)
-               {
-                       g_ptr = &floor_ptr->grid_array[yval - 3][x];
-                       place_inner_grid(g_ptr);
-                       g_ptr->feat = feat_glass_wall;
-                       g_ptr = &floor_ptr->grid_array[yval + 3][x];
-                       place_inner_grid(g_ptr);
-                       g_ptr->feat = feat_glass_wall;
-               }
-
-               for (dir1 = 4; dir1 < 8; dir1++)
-               {
-                       g_ptr = &floor_ptr->grid_array[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
-                       place_inner_grid(g_ptr);
-                       g_ptr->feat = feat_glass_wall;
-               }
-
-               get_mon_num_prep(player_ptr, vault_aux_shards, NULL);
-
-               /* Place shard berathers */
-               for (dir1 = 4; dir1 < 8; dir1++)
-               {
-                       MONRACE_IDX r_idx = get_mon_num(player_ptr, floor_ptr->dun_level);
-
-                       y = yval + ddy_ddd[dir1];
-                       x = xval + ddx_ddd[dir1];
-                       if (r_idx) place_monster_aux(player_ptr, 0, y, x, r_idx, 0L);
-               }
-
-               /* Place two potions */
-               if (one_in_(2))
-               {
-                       get_obj_num_hook = kind_is_potion;
-                       place_object(player_ptr, yval, xval - 1, AM_NO_FIXED_ART);
-                       get_obj_num_hook = kind_is_potion;
-                       place_object(player_ptr, yval, xval + 1, AM_NO_FIXED_ART);
-               }
-               else
-               {
-                       get_obj_num_hook = kind_is_potion;
-                       place_object(player_ptr, yval - 1, xval, AM_NO_FIXED_ART);
-                       get_obj_num_hook = kind_is_potion;
-                       place_object(player_ptr, yval + 1, xval, AM_NO_FIXED_ART);
-               }
-
-               for (y = yval - 2; y <= yval + 2; y++)
-                       for (x = xval - 2; x <= xval + 2; x++)
-                               floor_ptr->grid_array[y][x].info |= (CAVE_ICKY);
-
-       }
-       break;
-       }
-
-       msg_print_wizard(CHEAT_DUNGEON, _("ガラスの部屋が生成されました。", "Glass room was generated."));
-
-       return TRUE;
-}