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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 8cfb12f..0000000
+++ /dev/null
@@ -1,247 +0,0 @@
-#include "angband.h"\r
-#include "grid.h"\r
-#include "generate.h"\r
-#include "rooms.h"\r
-#include "monsterrace-hook.h"\r
-#include "objectkind-hook.h"\r
-\r
-\r
-/*!\r
-* @brief タイプ15の部屋…ガラス部屋の生成 / Type 15 -- glass rooms\r
-* @return なし\r
-*/\r
-bool build_type15(void)\r
-{\r
-       POSITION y, x, y2, x2, yval, xval;\r
-       POSITION y1, x1, xsize, ysize;\r
-       bool light;\r
-\r
-       cave_type *c_ptr;\r
-\r
-       /* Pick a room size */\r
-       xsize = rand_range(9, 13);\r
-       ysize = rand_range(9, 13);\r
-\r
-       /* Find and reserve some space in the dungeon.  Get center of room. */\r
-       if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;\r
-\r
-       /* Choose lite or dark */\r
-       light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));\r
-\r
-       /* Get corner values */\r
-       y1 = yval - ysize / 2;\r
-       x1 = xval - xsize / 2;\r
-       y2 = yval + (ysize - 1) / 2;\r
-       x2 = xval + (xsize - 1) / 2;\r
-\r
-       /* Place a full floor under the room */\r
-       for (y = y1 - 1; y <= y2 + 1; y++)\r
-       {\r
-               for (x = x1 - 1; x <= x2 + 1; x++)\r
-               {\r
-                       c_ptr = &cave[y][x];\r
-                       place_floor_grid(c_ptr);\r
-                       c_ptr->feat = feat_glass_floor;\r
-                       c_ptr->info |= (CAVE_ROOM);\r
-                       if (light) c_ptr->info |= (CAVE_GLOW);\r
-               }\r
-       }\r
-\r
-       /* Walls around the room */\r
-       for (y = y1 - 1; y <= y2 + 1; y++)\r
-       {\r
-               c_ptr = &cave[y][x1 - 1];\r
-               place_outer_grid(c_ptr);\r
-               c_ptr->feat = feat_glass_wall;\r
-               c_ptr = &cave[y][x2 + 1];\r
-               place_outer_grid(c_ptr);\r
-               c_ptr->feat = feat_glass_wall;\r
-       }\r
-       for (x = x1 - 1; x <= x2 + 1; x++)\r
-       {\r
-               c_ptr = &cave[y1 - 1][x];\r
-               place_outer_grid(c_ptr);\r
-               c_ptr->feat = feat_glass_wall;\r
-               c_ptr = &cave[y2 + 1][x];\r
-               place_outer_grid(c_ptr);\r
-               c_ptr->feat = feat_glass_wall;\r
-       }\r
-\r
-       switch (randint1(3))\r
-       {\r
-       case 1: /* 4 lite breathers + potion */\r
-       {\r
-               int dir1, dir2;\r
-\r
-               /* Prepare allocation table */\r
-               get_mon_num_prep(vault_aux_lite, NULL);\r
-\r
-               /* Place fixed lite berathers */\r
-               for (dir1 = 4; dir1 < 8; dir1++)\r
-               {\r
-                       MONRACE_IDX r_idx = get_mon_num(dun_level);\r
-\r
-                       y = yval + 2 * ddy_ddd[dir1];\r
-                       x = xval + 2 * ddx_ddd[dir1];\r
-                       if (r_idx) place_monster_aux(0, y, x, r_idx, PM_ALLOW_SLEEP);\r
-\r
-                       /* Walls around the breather */\r
-                       for (dir2 = 0; dir2 < 8; dir2++)\r
-                       {\r
-                               c_ptr = &cave[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];\r
-                               place_inner_grid(c_ptr);\r
-                               c_ptr->feat = feat_glass_wall;\r
-                       }\r
-               }\r
-\r
-               /* Walls around the potion */\r
-               for (dir1 = 0; dir1 < 4; dir1++)\r
-               {\r
-                       y = yval + 2 * ddy_ddd[dir1];\r
-                       x = xval + 2 * ddx_ddd[dir1];\r
-                       c_ptr = &cave[y][x];\r
-                       place_inner_perm_grid(c_ptr);\r
-                       c_ptr->feat = feat_permanent_glass_wall;\r
-                       cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);\r
-               }\r
-\r
-               /* Glass door */\r
-               dir1 = randint0(4);\r
-               y = yval + 2 * ddy_ddd[dir1];\r
-               x = xval + 2 * ddx_ddd[dir1];\r
-               place_secret_door(y, x, DOOR_GLASS_DOOR);\r
-               c_ptr = &cave[y][x];\r
-               if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;\r
-\r
-               /* Place a potion */\r
-               get_obj_num_hook = kind_is_potion;\r
-               place_object(yval, xval, AM_NO_FIXED_ART);\r
-               cave[yval][xval].info |= (CAVE_ICKY);\r
-       }\r
-       break;\r
-\r
-       case 2: /* 1 lite breather + random object */\r
-       {\r
-               MONRACE_IDX r_idx;\r
-               DIRECTION dir1;\r
-\r
-               /* Pillars */\r
-               c_ptr = &cave[y1 + 1][x1 + 1];\r
-               place_inner_grid(c_ptr);\r
-               c_ptr->feat = feat_glass_wall;\r
-\r
-               c_ptr = &cave[y1 + 1][x2 - 1];\r
-               place_inner_grid(c_ptr);\r
-               c_ptr->feat = feat_glass_wall;\r
-\r
-               c_ptr = &cave[y2 - 1][x1 + 1];\r
-               place_inner_grid(c_ptr);\r
-               c_ptr->feat = feat_glass_wall;\r
-\r
-               c_ptr = &cave[y2 - 1][x2 - 1];\r
-               place_inner_grid(c_ptr);\r
-               c_ptr->feat = feat_glass_wall;\r
-\r
-               /* Prepare allocation table */\r
-               get_mon_num_prep(vault_aux_lite, NULL);\r
-\r
-               r_idx = get_mon_num(dun_level);\r
-               if (r_idx) place_monster_aux(0, yval, xval, r_idx, 0L);\r
-\r
-               /* Walls around the breather */\r
-               for (dir1 = 0; dir1 < 8; dir1++)\r
-               {\r
-                       c_ptr = &cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];\r
-                       place_inner_grid(c_ptr);\r
-                       c_ptr->feat = feat_glass_wall;\r
-               }\r
-\r
-               /* Curtains around the breather */\r
-               for (y = yval - 1; y <= yval + 1; y++)\r
-               {\r
-                       place_closed_door(y, xval - 2, DOOR_CURTAIN);\r
-                       place_closed_door(y, xval + 2, DOOR_CURTAIN);\r
-               }\r
-               for (x = xval - 1; x <= xval + 1; x++)\r
-               {\r
-                       place_closed_door(yval - 2, x, DOOR_CURTAIN);\r
-                       place_closed_door(yval + 2, x, DOOR_CURTAIN);\r
-               }\r
-\r
-               /* Place an object */\r
-               place_object(yval, xval, AM_NO_FIXED_ART);\r
-               cave[yval][xval].info |= (CAVE_ICKY);\r
-       }\r
-       break;\r
-\r
-       case 3: /* 4 shards breathers + 2 potions */\r
-       {\r
-               DIRECTION dir1;\r
-\r
-               /* Walls around the potion */\r
-               for (y = yval - 2; y <= yval + 2; y++)\r
-               {\r
-                       c_ptr = &cave[y][xval - 3];\r
-                       place_inner_grid(c_ptr);\r
-                       c_ptr->feat = feat_glass_wall;\r
-                       c_ptr = &cave[y][xval + 3];\r
-                       place_inner_grid(c_ptr);\r
-                       c_ptr->feat = feat_glass_wall;\r
-               }\r
-               for (x = xval - 2; x <= xval + 2; x++)\r
-               {\r
-                       c_ptr = &cave[yval - 3][x];\r
-                       place_inner_grid(c_ptr);\r
-                       c_ptr->feat = feat_glass_wall;\r
-                       c_ptr = &cave[yval + 3][x];\r
-                       place_inner_grid(c_ptr);\r
-                       c_ptr->feat = feat_glass_wall;\r
-               }\r
-               for (dir1 = 4; dir1 < 8; dir1++)\r
-               {\r
-                       c_ptr = &cave[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];\r
-                       place_inner_grid(c_ptr);\r
-                       c_ptr->feat = feat_glass_wall;\r
-               }\r
-\r
-               /* Prepare allocation table */\r
-               get_mon_num_prep(vault_aux_shards, NULL);\r
-\r
-               /* Place shard berathers */\r
-               for (dir1 = 4; dir1 < 8; dir1++)\r
-               {\r
-                       MONRACE_IDX r_idx = get_mon_num(dun_level);\r
-\r
-                       y = yval + ddy_ddd[dir1];\r
-                       x = xval + ddx_ddd[dir1];\r
-                       if (r_idx) place_monster_aux(0, y, x, r_idx, 0L);\r
-               }\r
-\r
-               /* Place two potions */\r
-               if (one_in_(2))\r
-               {\r
-                       get_obj_num_hook = kind_is_potion;\r
-                       place_object(yval, xval - 1, AM_NO_FIXED_ART);\r
-                       get_obj_num_hook = kind_is_potion;\r
-                       place_object(yval, xval + 1, AM_NO_FIXED_ART);\r
-               }\r
-               else\r
-               {\r
-                       get_obj_num_hook = kind_is_potion;\r
-                       place_object(yval - 1, xval, AM_NO_FIXED_ART);\r
-                       get_obj_num_hook = kind_is_potion;\r
-                       place_object(yval + 1, xval, AM_NO_FIXED_ART);\r
-               }\r
-\r
-               for (y = yval - 2; y <= yval + 2; y++)\r
-                       for (x = xval - 2; x <= xval + 2; x++)\r
-                               cave[y][x].info |= (CAVE_ICKY);\r
-\r
-       }\r
-       break;\r
-       }\r
-\r
-       msg_print_wizard(CHEAT_DUNGEON, _("ガラスの部屋が生成されました。", "Glass room was generated."));\r
-\r
-       return TRUE;\r
-}\r