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[hengband/hengband.git] / src / rooms-vault.c
diff --git a/src/rooms-vault.c b/src/rooms-vault.c
deleted file mode 100644 (file)
index 6c9937a..0000000
+++ /dev/null
@@ -1,1300 +0,0 @@
-#include "angband.h"
-#include "util.h"
-#include "rooms-vault.h"
-
-#include "floor-generate.h"
-#include "grid.h"
-#include "rooms.h"
-#include "store.h"
-#include "trap.h"
-#include "monster.h"
-#include "feature.h"
-#include "floor.h"
-#include "dungeon.h"
-#include "geometry.h"
-#include "wild.h"
-
-/*
- * The vault generation arrays
- */
-vault_type *v_info;
-char *v_name;
-char *v_text;
-
-/*
- * Maximum number of vaults in v_info.txt
- */
-VAULT_IDX max_v_idx;
-
-/*
-* This function creates a random vault that looks like a collection of bubbles.
-* It works by getting a set of coordinates that represent the center of each
-* bubble.  The entire room is made by seeing which bubble center is closest. If
-* two centers are equidistant then the square is a wall, otherwise it is a floor.
-* The only exception is for squares really near a center, these are always floor.
-* (It looks better than without this check.)
-*
-* Note: If two centers are on the same point then this algorithm will create a
-*       blank bubble filled with walls. - This is prevented from happening.
-*/
-static void build_bubble_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
-{
-#define BUBBLENUM 10           /* number of bubbles */
-
-       /* array of center points of bubbles */
-       coord center[BUBBLENUM];
-
-       int i, j;
-       POSITION x = 0, y = 0;
-       u16b min1, min2, temp;
-       bool done;
-
-       /* Offset from center to top left hand corner */
-       POSITION xhsize = xsize / 2;
-       POSITION yhsize = ysize / 2;
-
-       msg_print_wizard(CHEAT_DUNGEON, _("泡型ランダムVaultを生成しました。", "Room Vault."));
-
-       /* Allocate center of bubbles */
-       center[0].x = (byte)randint1(xsize - 3) + 1;
-       center[0].y = (byte)randint1(ysize - 3) + 1;
-
-       for (i = 1; i < BUBBLENUM; i++)
-       {
-               done = FALSE;
-
-               /* get center and check to see if it is unique */
-               while (!done)
-               {
-                       done = TRUE;
-
-                       x = randint1(xsize - 3) + 1;
-                       y = randint1(ysize - 3) + 1;
-
-                       for (j = 0; j < i; j++)
-                       {
-                               /* rough test to see if there is an overlap */
-                               if ((x == center[j].x) && (y == center[j].y)) done = FALSE;
-                       }
-               }
-
-               center[i].x = x;
-               center[i].y = y;
-       }
-
-       /* Top and bottom boundaries */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       for (i = 0; i < xsize; i++)
-       {
-               int side_x = x0 - xhsize + i;
-
-               place_bold(player_ptr, y0 - yhsize + 0, side_x, gb_outer_noperm);
-               floor_ptr->grid_array[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
-               place_bold(player_ptr, y0 - yhsize + ysize - 1, side_x, gb_outer_noperm);
-               floor_ptr->grid_array[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
-       }
-
-       /* Left and right boundaries */
-       for (i = 1; i < ysize - 1; i++)
-       {
-               int side_y = y0 - yhsize + i;
-
-               place_bold(player_ptr, side_y, x0 - xhsize + 0, gb_outer_noperm);
-               floor_ptr->grid_array[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
-               place_bold(player_ptr, side_y, x0 - xhsize + xsize - 1, gb_outer_noperm);
-               floor_ptr->grid_array[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
-       }
-
-       /* Fill in middle with bubbles */
-       for (x = 1; x < xsize - 1; x++)
-       {
-               for (y = 1; y < ysize - 1; y++)
-               {
-                       /* Get distances to two closest centers */
-
-                       min1 = (u16b)distance(x, y, center[0].x, center[0].y);
-                       min2 = (u16b)distance(x, y, center[1].x, center[1].y);
-
-                       if (min1 > min2)
-                       {
-                               /* swap if in wrong order */
-                               temp = min1;
-                               min1 = min2;
-                               min2 = temp;
-                       }
-
-                       /* Scan the rest */
-                       for (i = 2; i < BUBBLENUM; i++)
-                       {
-                               temp = (u16b)distance(x, y, center[i].x, center[i].y);
-
-                               if (temp < min1)
-                               {
-                                       /* smallest */
-                                       min2 = min1;
-                                       min1 = temp;
-                               }
-                               else if (temp < min2)
-                               {
-                                       /* second smallest */
-                                       min2 = temp;
-                               }
-                       }
-                       if (((min2 - min1) <= 2) && (!(min1 < 3)))
-                       {
-                               /* Boundary at midpoint+ not at inner region of bubble */
-                               place_bold(player_ptr, y0 - yhsize + y, x0 - xhsize + x, gb_outer_noperm);
-                       }
-                       else
-                       {
-                               /* middle of a bubble */
-                               place_bold(player_ptr, y0 - yhsize + y, x0 - xhsize + x, gb_floor);
-                       }
-
-                       /* clean up rest of flags */
-                       floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= (CAVE_ROOM | CAVE_ICKY);
-               }
-       }
-
-       /* Try to add some random doors */
-       for (i = 0; i < 500; i++)
-       {
-               x = randint1(xsize - 3) - xhsize + x0 + 1;
-               y = randint1(ysize - 3) - yhsize + y0 + 1;
-               add_door(player_ptr, x, y);
-       }
-
-       /* Fill with monsters and treasure, low difficulty */
-       fill_treasure(player_ptr, x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5));
-}
-
-/* Create a random vault that looks like a collection of overlapping rooms */
-static void build_room_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
-{
-       POSITION x1, x2, y1, y2, xhsize, yhsize;
-       int i;
-
-       /* get offset from center */
-       xhsize = xsize / 2;
-       yhsize = ysize / 2;
-
-       msg_print_wizard(CHEAT_DUNGEON, _("部屋型ランダムVaultを生成しました。", "Room Vault."));
-
-       /* fill area so don't get problems with arena levels */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       for (x1 = 0; x1 < xsize; x1++)
-       {
-               POSITION x = x0 - xhsize + x1;
-
-               for (y1 = 0; y1 < ysize; y1++)
-               {
-                       POSITION y = y0 - yhsize + y1;
-
-                       place_bold(player_ptr, y, x, gb_extra);
-                       floor_ptr->grid_array[y][x].info &= (~CAVE_ICKY);
-               }
-       }
-
-       /* add ten random rooms */
-       for (i = 0; i < 10; i++)
-       {
-               x1 = randint1(xhsize) * 2 + x0 - xhsize;
-               x2 = randint1(xhsize) * 2 + x0 - xhsize;
-               y1 = randint1(yhsize) * 2 + y0 - yhsize;
-               y2 = randint1(yhsize) * 2 + y0 - yhsize;
-               build_room(player_ptr, x1, x2, y1, y2);
-       }
-
-       /* Add some random doors */
-       for (i = 0; i < 500; i++)
-       {
-               x1 = randint1(xsize - 3) - xhsize + x0 + 1;
-               y1 = randint1(ysize - 3) - yhsize + y0 + 1;
-               add_door(player_ptr, x1, y1);
-       }
-
-       /* Fill with monsters and treasure, high difficulty */
-       fill_treasure(player_ptr, x0 - xhsize + 1, x0 - xhsize + xsize - 2, y0 - yhsize + 1, y0 - yhsize + ysize - 2, randint1(5) + 5);
-}
-
-
-/* Create a random vault out of a fractal grid */
-static void build_cave_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
-{
-       int grd, roug, cutoff;
-       bool done, light, room;
-       POSITION xhsize, yhsize, xsize, ysize, x, y;
-
-       /* round to make sizes even */
-       xhsize = xsiz / 2;
-       yhsize = ysiz / 2;
-       xsize = xhsize * 2;
-       ysize = yhsize * 2;
-
-       msg_print_wizard(CHEAT_DUNGEON, _("洞穴ランダムVaultを生成しました。", "Cave Vault."));
-
-       light = done = FALSE;
-       room = TRUE;
-
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       while (!done)
-       {
-               /* testing values for these parameters feel free to adjust */
-               grd = 1 << randint0(4);
-
-               /* want average of about 16 */
-               roug = randint1(8) * randint1(4);
-
-               /* about size/2 */
-               cutoff = randint1(xsize / 4) + randint1(ysize / 4) +
-                       randint1(xsize / 4) + randint1(ysize / 4);
-
-               /* make it */
-               generate_hmap(floor_ptr, y0, x0, xsize, ysize, grd, roug, cutoff);
-
-               /* Convert to normal format+ clean up */
-               done = generate_fracave(player_ptr, y0, x0, xsize, ysize, cutoff, light, room);
-       }
-
-       /* Set icky flag because is a vault */
-       for (x = 0; x <= xsize; x++)
-       {
-               for (y = 0; y <= ysize; y++)
-               {
-                       floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
-               }
-       }
-
-       /* Fill with monsters and treasure, low difficulty */
-       fill_treasure(player_ptr, x0 - xhsize + 1, x0 - xhsize + xsize - 1, y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
-}
-
-
-/*!
-* @brief Vault地形を回転、上下左右反転するための座標変換を返す / coordinate translation code
-* @param x 変換したい点のX座標参照ポインタ
-* @param y 変換したい点のY座標参照ポインタ
-* @param xoffset Vault生成時の基準X座標
-* @param yoffset Vault生成時の基準Y座標
-* @param transno 処理ID
-* @return なし
-*/
-static void coord_trans(POSITION *x, POSITION *y, POSITION xoffset, POSITION yoffset, int transno)
-{
-       int i;
-       int temp;
-
-       /*
-       * transno specifies what transformation is required. (0-7)
-       * The lower two bits indicate by how much the vault is rotated,
-       * and the upper bit indicates a reflection.
-       * This is done by using rotation matrices... however since
-       * these are mostly zeros for rotations by 90 degrees this can
-       * be expressed simply in terms of swapping and inverting the
-       * x and y coordinates.
-       */
-       for (i = 0; i < transno % 4; i++)
-       {
-               /* rotate by 90 degrees */
-               temp = *x;
-               *x = -(*y);
-               *y = temp;
-       }
-
-       if (transno / 4)
-       {
-               /* Reflect depending on status of 3rd bit. */
-               *x = -(*x);
-       }
-
-       /* Add offsets so vault stays in the first quadrant */
-       *x += xoffset;
-       *y += yoffset;
-}
-
-
-/*!
-* @brief Vaultをフロアに配置する / Hack -- fill in "vault" rooms
-* @param player_ptr プレーヤーへの参照ポインタ
-* @param yval 生成基準Y座標
-* @param xval 生成基準X座標
-* @param ymax VaultのYサイズ
-* @param xmax VaultのXサイズ
-* @param data Vaultのデータ文字列
-* @param xoffset 変換基準X座標
-* @param yoffset 変換基準Y座標
-* @param transno 変換ID
-* @return なし
-*/
-static void build_vault(player_type *player_ptr, POSITION yval, POSITION xval, POSITION ymax, POSITION xmax, concptr data,
-       POSITION xoffset, POSITION yoffset, int transno)
-{
-       POSITION dx, dy, x, y, i, j;
-       concptr t;
-       grid_type *g_ptr;
-
-       /* Place dungeon features and objects */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       for (t = data, dy = 0; dy < ymax; dy++)
-       {
-               for (dx = 0; dx < xmax; dx++, t++)
-               {
-                       /* prevent loop counter from being overwritten */
-                       i = dx;
-                       j = dy;
-
-                       /* Flip / rotate */
-                       coord_trans(&i, &j, xoffset, yoffset, transno);
-
-                       if (transno % 2 == 0)
-                       {
-                               /* no swap of x/y */
-                               x = xval - (xmax / 2) + i;
-                               y = yval - (ymax / 2) + j;
-                       }
-                       else
-                       {
-                               /* swap of x/y */
-                               x = xval - (ymax / 2) + i;
-                               y = yval - (xmax / 2) + j;
-                       }
-
-                       /* Hack -- skip "non-grids" */
-                       if (*t == ' ') continue;
-                       g_ptr = &floor_ptr->grid_array[y][x];
-
-                       /* Lay down a floor */
-                       place_grid(player_ptr, g_ptr, gb_floor);
-
-                       /* Remove any mimic */
-                       g_ptr->mimic = 0;
-
-                       /* Part of a vault */
-                       g_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
-
-                       /* Analyze the grid */
-                       switch (*t)
-                       {
-                               /* Granite wall (outer) */
-                       case '%':
-                               place_grid(player_ptr, g_ptr, gb_outer_noperm);
-                               break;
-
-                               /* Granite wall (inner) */
-                       case '#':
-                               place_grid(player_ptr, g_ptr, gb_inner);
-                               break;
-
-                               /* Glass wall (inner) */
-                       case '$':
-                               place_grid(player_ptr, g_ptr, gb_inner);
-                               g_ptr->feat = feat_glass_wall;
-                               break;
-
-                               /* Permanent wall (inner) */
-                       case 'X':
-                               place_grid(player_ptr, g_ptr, gb_inner_perm);
-                               break;
-
-                               /* Permanent glass wall (inner) */
-                       case 'Y':
-                               place_grid(player_ptr, g_ptr, gb_inner_perm);
-                               g_ptr->feat = feat_permanent_glass_wall;
-                               break;
-
-                               /* Treasure/trap */
-                       case '*':
-                               if (randint0(100) < 75)
-                               {
-                                       place_object(player_ptr, y, x, 0L);
-                               }
-                               else
-                               {
-                                       place_trap(player_ptr, y, x);
-                               }
-                               break;
-
-                               /* Treasure */
-                       case '[':
-                               place_object(player_ptr, y, x, 0L);
-                               break;
-
-                               /* Tree */
-                       case ':':
-                               g_ptr->feat = feat_tree;
-                               break;
-
-                               /* Secret doors */
-                       case '+':
-                               place_secret_door(player_ptr, y, x, DOOR_DEFAULT);
-                               break;
-
-                               /* Secret glass doors */
-                       case '-':
-                               place_secret_door(player_ptr, y, x, DOOR_GLASS_DOOR);
-                               if (is_closed_door(player_ptr, g_ptr->feat)) g_ptr->mimic = feat_glass_wall;
-                               break;
-
-                               /* Curtains */
-                       case '\'':
-                               place_secret_door(player_ptr, y, x, DOOR_CURTAIN);
-                               break;
-
-                               /* Trap */
-                       case '^':
-                               place_trap(player_ptr, y, x);
-                               break;
-
-                               /* Black market in a dungeon */
-                       case 'S':
-                               set_cave_feat(floor_ptr, y, x, feat_black_market);
-                               store_init(NO_TOWN, STORE_BLACK);
-                               break;
-
-                               /* The Pattern */
-                       case 'p':
-                               set_cave_feat(floor_ptr, y, x, feat_pattern_start);
-                               break;
-
-                       case 'a':
-                               set_cave_feat(floor_ptr, y, x, feat_pattern_1);
-                               break;
-
-                       case 'b':
-                               set_cave_feat(floor_ptr, y, x, feat_pattern_2);
-                               break;
-
-                       case 'c':
-                               set_cave_feat(floor_ptr, y, x, feat_pattern_3);
-                               break;
-
-                       case 'd':
-                               set_cave_feat(floor_ptr, y, x, feat_pattern_4);
-                               break;
-
-                       case 'P':
-                               set_cave_feat(floor_ptr, y, x, feat_pattern_end);
-                               break;
-
-                       case 'B':
-                               set_cave_feat(floor_ptr, y, x, feat_pattern_exit);
-                               break;
-
-                       case 'A':
-                               /* Reward for Pattern walk */
-                               floor_ptr->object_level = floor_ptr->base_level + 12;
-                               place_object(player_ptr, y, x, AM_GOOD | AM_GREAT);
-                               floor_ptr->object_level = floor_ptr->base_level;
-                               break;
-
-                       case '~':
-                               set_cave_feat(floor_ptr, y, x, feat_shallow_water);
-                               break;
-
-                       case '=':
-                               set_cave_feat(floor_ptr, y, x, feat_deep_water);
-                               break;
-
-                       case 'v':
-                               set_cave_feat(floor_ptr, y, x, feat_shallow_lava);
-                               break;
-
-                       case 'w':
-                               set_cave_feat(floor_ptr, y, x, feat_deep_lava);
-                               break;
-
-                       case 'f':
-                               set_cave_feat(floor_ptr, y, x, feat_shallow_acid_puddle);
-                               break;
-
-                       case 'F':
-                               set_cave_feat(floor_ptr, y, x, feat_deep_acid_puddle);
-                               break;
-
-                       case 'g':
-                               set_cave_feat(floor_ptr, y, x, feat_shallow_poisonous_puddle);
-                               break;
-
-                       case 'G':
-                               set_cave_feat(floor_ptr, y, x, feat_deep_poisonous_puddle);
-                               break;
-
-                       case 'h':
-                               set_cave_feat(floor_ptr, y, x, feat_cold_zone);
-                               break;
-
-                       case 'H':
-                               set_cave_feat(floor_ptr, y, x, feat_heavy_cold_zone);
-                               break;
-
-                       case 'i':
-                               set_cave_feat(floor_ptr, y, x, feat_electrical_zone);
-                               break;
-
-                       case 'I':
-                               set_cave_feat(floor_ptr, y, x, feat_heavy_electrical_zone);
-                               break;
-
-                       }
-               }
-       }
-
-
-       /* Place dungeon monsters and objects */
-       for (t = data, dy = 0; dy < ymax; dy++)
-       {
-               for (dx = 0; dx < xmax; dx++, t++)
-               {
-                       /* prevent loop counter from being overwritten */
-                       i = dx;
-                       j = dy;
-
-                       /* Flip / rotate */
-                       coord_trans(&i, &j, xoffset, yoffset, transno);
-
-                       if (transno % 2 == 0)
-                       {
-                               /* no swap of x/y */
-                               x = xval - (xmax / 2) + i;
-                               y = yval - (ymax / 2) + j;
-                       }
-                       else
-                       {
-                               /* swap of x/y */
-                               x = xval - (ymax / 2) + i;
-                               y = yval - (xmax / 2) + j;
-                       }
-
-                       /* Hack -- skip "non-grids" */
-                       if (*t == ' ') continue;
-
-                       /* Analyze the symbol */
-                       switch (*t)
-                       {
-                               case '&':
-                               {
-                                       floor_ptr->monster_level = floor_ptr->base_level + 5;
-                                       place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       floor_ptr->monster_level = floor_ptr->base_level;
-                                       break;
-                               }
-
-                               /* Meaner monster */
-                               case '@':
-                               {
-                                       floor_ptr->monster_level = floor_ptr->base_level + 11;
-                                       place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                       floor_ptr->monster_level = floor_ptr->base_level;
-                                       break;
-                               }
-
-                               /* Meaner monster, plus treasure */
-                               case '9':
-                               {
-                                       floor_ptr->monster_level = floor_ptr->base_level + 9;
-                                       place_monster(player_ptr, y, x, PM_ALLOW_SLEEP);
-                                       floor_ptr->monster_level = floor_ptr->base_level;
-                                       floor_ptr->object_level = floor_ptr->base_level + 7;
-                                       place_object(player_ptr, y, x, AM_GOOD);
-                                       floor_ptr->object_level = floor_ptr->base_level;
-                                       break;
-                               }
-
-                               /* Nasty monster and treasure */
-                               case '8':
-                               {
-                                       floor_ptr->monster_level = floor_ptr->base_level + 40;
-                                       place_monster(player_ptr, y, x, PM_ALLOW_SLEEP);
-                                       floor_ptr->monster_level = floor_ptr->base_level;
-                                       floor_ptr->object_level = floor_ptr->base_level + 20;
-                                       place_object(player_ptr, y, x, AM_GOOD | AM_GREAT);
-                                       floor_ptr->object_level = floor_ptr->base_level;
-                                       break;
-                               }
-
-                               /* Monster and/or object */
-                               case ',':
-                               {
-                                       if (randint0(100) < 50)
-                                       {
-                                               floor_ptr->monster_level = floor_ptr->base_level + 3;
-                                               place_monster(player_ptr, y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
-                                               floor_ptr->monster_level = floor_ptr->base_level;
-                                       }
-                                       if (randint0(100) < 50)
-                                       {
-                                               floor_ptr->object_level = floor_ptr->base_level + 7;
-                                               place_object(player_ptr, y, x, 0L);
-                                               floor_ptr->object_level = floor_ptr->base_level;
-                                       }
-                                       break;
-                               }
-                       }
-               }
-       }
-}
-
-
-/*!
-* @brief タイプ7の部屋…v_info.txtより小型vaultを生成する / Type 7 -- simple vaults (see "v_info.txt")
-* @return なし
-*/
-bool build_type7(player_type *player_ptr)
-{
-       vault_type *v_ptr = NULL;
-       int dummy;
-       POSITION x, y;
-       POSITION xval, yval;
-       POSITION xoffset, yoffset;
-       int transno;
-
-       /* Pick a lesser vault */
-       for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
-       {
-               /* Access a random vault record */
-               v_ptr = &v_info[randint0(max_v_idx)];
-
-               /* Accept the first lesser vault */
-               if (v_ptr->typ == 7) break;
-       }
-
-       /* No lesser vault found */
-       if (dummy >= SAFE_MAX_ATTEMPTS)
-       {
-               msg_print_wizard(CHEAT_DUNGEON, _("小型固定Vaultを配置できませんでした。", "Could not place lesser vault."));
-               return FALSE;
-       }
-
-       /* pick type of transformation (0-7) */
-       transno = randint0(8);
-
-       /* calculate offsets */
-       x = v_ptr->wid;
-       y = v_ptr->hgt;
-
-       /* Some huge vault cannot be ratated to fit in the dungeon */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (x + 2 > floor_ptr->height - 2)
-       {
-               /* Forbid 90 or 270 degree ratation */
-               transno &= ~1;
-       }
-
-       coord_trans(&x, &y, 0, 0, transno);
-
-       if (x < 0)
-       {
-               xoffset = -x - 1;
-       }
-       else
-       {
-               xoffset = 0;
-       }
-
-       if (y < 0)
-       {
-               yoffset = -y - 1;
-       }
-       else
-       {
-               yoffset = 0;
-       }
-
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(player_ptr, &yval, &xval, abs(y), abs(x))) return FALSE;
-
-       msg_format_wizard(CHEAT_DUNGEON, _("小型Vault(%s)を生成しました。", "Lesser vault (%s)."), v_name + v_ptr->name);
-
-       /* Hack -- Build the vault */
-       build_vault(player_ptr, yval, xval, v_ptr->hgt, v_ptr->wid,
-               v_text + v_ptr->text, xoffset, yoffset, transno);
-
-       return TRUE;
-}
-
-
-/*!
-* @brief タイプ8の部屋…v_info.txtより大型vaultを生成する / Type 8 -- greater vaults (see "v_info.txt")
-* @return なし
-*/
-bool build_type8(player_type *player_ptr)
-{
-       vault_type *v_ptr;
-       int dummy;
-       POSITION xval, yval;
-       POSITION x, y;
-       int transno;
-       POSITION xoffset, yoffset;
-
-       /* Pick a greater vault */
-       for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
-       {
-               /* Access a random vault record */
-               v_ptr = &v_info[randint0(max_v_idx)];
-
-               /* Accept the first greater vault */
-               if (v_ptr->typ == 8) break;
-       }
-
-       /* No greater vault found */
-       if (dummy >= SAFE_MAX_ATTEMPTS)
-       {
-               msg_print_wizard(CHEAT_DUNGEON, _("大型固定Vaultを配置できませんでした。", "Could not place greater vault."));
-               return FALSE;
-       }
-
-       /* pick type of transformation (0-7) */
-       transno = randint0(8);
-
-       /* calculate offsets */
-       x = v_ptr->wid;
-       y = v_ptr->hgt;
-
-       /* Some huge vault cannot be ratated to fit in the dungeon */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (x + 2 > floor_ptr->height - 2)
-       {
-               /* Forbid 90 or 270 degree ratation */
-               transno &= ~1;
-       }
-
-       coord_trans(&x, &y, 0, 0, transno);
-
-       if (x < 0)
-       {
-               xoffset = -x - 1;
-       }
-       else
-       {
-               xoffset = 0;
-       }
-
-       if (y < 0)
-       {
-               yoffset = -y - 1;
-       }
-       else
-       {
-               yoffset = 0;
-       }
-
-       /*
-       * Try to allocate space for room.  If fails, exit
-       *
-       * Hack -- Prepare a bit larger space (+2, +2) to
-       * prevent generation of vaults with no-entrance.
-       */
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(player_ptr, &yval, &xval, (POSITION)(abs(y) + 2), (POSITION)(abs(x) + 2))) return FALSE;
-
-       msg_format_wizard(CHEAT_DUNGEON, _("大型固定Vault(%s)を生成しました。", "Greater vault (%s)."), v_name + v_ptr->name);
-
-       /* Hack -- Build the vault */
-       build_vault(player_ptr, yval, xval, v_ptr->hgt, v_ptr->wid,
-               v_text + v_ptr->text, xoffset, yoffset, transno);
-
-       return TRUE;
-}
-
-
-/*
-* Build target vault.
-* This is made by two concentric "crypts" with perpendicular
-* walls creating the cross-hairs.
-*/
-static void build_target_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
-{
-       POSITION rad, x, y;
-
-       /* Make a random metric */
-       POSITION h1, h2, h3, h4;
-       h1 = randint1(32) - 16;
-       h2 = randint1(16);
-       h3 = randint1(32);
-       h4 = randint1(32) - 16;
-
-       msg_print_wizard(CHEAT_DUNGEON, _("対称形ランダムVaultを生成しました。", "Elemental Vault"));
-
-       /* work out outer radius */
-       if (xsize > ysize)
-       {
-               rad = ysize / 2;
-       }
-       else
-       {
-               rad = xsize / 2;
-       }
-
-       /* Make floor */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       for (x = x0 - rad; x <= x0 + rad; x++)
-       {
-               for (y = y0 - rad; y <= y0 + rad; y++)
-               {
-                       /* clear room flag */
-                       floor_ptr->grid_array[y][x].info &= ~(CAVE_ROOM);
-
-                       /* Vault - so is "icky" */
-                       floor_ptr->grid_array[y][x].info |= CAVE_ICKY;
-
-                       if (dist2(y0, x0, y, x, h1, h2, h3, h4) <= rad - 1)
-                       {
-                               /* inside- so is floor */
-                               place_bold(player_ptr, y, x, gb_floor);
-                       }
-                       else
-                       {
-                               /* make granite outside so arena works */
-                               place_bold(player_ptr, y, x, gb_extra);
-                       }
-
-                       /* proper boundary for arena */
-                       if (((y + rad) == y0) || ((y - rad) == y0) ||
-                               ((x + rad) == x0) || ((x - rad) == x0))
-                       {
-                               place_bold(player_ptr, y, x, gb_extra);
-                       }
-               }
-       }
-
-       /* Find visible outer walls and set to be FEAT_OUTER */
-       add_outer_wall(player_ptr, x0, y0, FALSE, x0 - rad - 1, y0 - rad - 1, x0 + rad + 1, y0 + rad + 1);
-
-       /* Add inner wall */
-       for (x = x0 - rad / 2; x <= x0 + rad / 2; x++)
-       {
-               for (y = y0 - rad / 2; y <= y0 + rad / 2; y++)
-               {
-                       if (dist2(y0, x0, y, x, h1, h2, h3, h4) == rad / 2)
-                       {
-                               /* Make an internal wall */
-                               place_bold(player_ptr, y, x, gb_inner);
-                       }
-               }
-       }
-
-       /* Add perpendicular walls */
-       for (x = x0 - rad; x <= x0 + rad; x++)
-       {
-               place_bold(player_ptr, y0, x, gb_inner);
-       }
-
-       for (y = y0 - rad; y <= y0 + rad; y++)
-       {
-               place_bold(player_ptr, y, x0, gb_inner);
-       }
-
-       /* Make inner vault */
-       for (y = y0 - 1; y <= y0 + 1; y++)
-       {
-               place_bold(player_ptr, y, x0 - 1, gb_inner);
-               place_bold(player_ptr, y, x0 + 1, gb_inner);
-       }
-       for (x = x0 - 1; x <= x0 + 1; x++)
-       {
-               place_bold(player_ptr, y0 - 1, x, gb_inner);
-               place_bold(player_ptr, y0 + 1, x, gb_inner);
-       }
-
-       place_bold(player_ptr, y0, x0, gb_floor);
-
-
-       /* Add doors to vault */
-       /* get two distances so can place doors relative to centre */
-       x = (rad - 2) / 4 + 1;
-       y = rad / 2 + x;
-
-       add_door(player_ptr, x0 + x, y0);
-       add_door(player_ptr, x0 + y, y0);
-       add_door(player_ptr, x0 - x, y0);
-       add_door(player_ptr, x0 - y, y0);
-       add_door(player_ptr, x0, y0 + x);
-       add_door(player_ptr, x0, y0 + y);
-       add_door(player_ptr, x0, y0 - x);
-       add_door(player_ptr, x0, y0 - y);
-
-       /* Fill with stuff - medium difficulty */
-       fill_treasure(player_ptr, x0 - rad, x0 + rad, y0 - rad, y0 + rad, randint1(3) + 3);
-}
-
-
-/*
-* This routine uses a modified version of the lake code to make a
-* distribution of some terrain type over the vault.  This type
-* depends on the dungeon depth.
-*
-* Miniture rooms are then scattered across the vault.
-*/
-static void build_elemental_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITION xsiz, POSITION ysiz)
-{
-       int grd, roug;
-       int c1, c2, c3;
-       bool done = FALSE;
-       POSITION xsize, ysize, xhsize, yhsize, x, y;
-       int i;
-       int type;
-
-       msg_print_wizard(CHEAT_DUNGEON, _("精霊界ランダムVaultを生成しました。", "Elemental Vault"));
-
-       /* round to make sizes even */
-       xhsize = xsiz / 2;
-       yhsize = ysiz / 2;
-       xsize = xhsize * 2;
-       ysize = yhsize * 2;
-
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (floor_ptr->dun_level < 25)
-       {
-               /* Earth vault  (Rubble) */
-               type = LAKE_T_EARTH_VAULT;
-       }
-       else if (floor_ptr->dun_level < 50)
-       {
-               /* Air vault (Trees) */
-               type = LAKE_T_AIR_VAULT;
-       }
-       else if (floor_ptr->dun_level < 75)
-       {
-               /* Water vault (shallow water) */
-               type = LAKE_T_WATER_VAULT;
-       }
-       else
-       {
-               /* Fire vault (shallow lava) */
-               type = LAKE_T_FIRE_VAULT;
-       }
-
-       while (!done)
-       {
-               /* testing values for these parameters: feel free to adjust */
-               grd = 1 << (randint0(3));
-
-               /* want average of about 16 */
-               roug = randint1(8) * randint1(4);
-
-               /* Make up size of various componants */
-               /* Floor */
-               c3 = 2 * xsize / 3;
-
-               /* Deep water/lava */
-               c1 = randint0(c3 / 2) + randint0(c3 / 2) - 5;
-
-               /* Shallow boundary */
-               c2 = (c1 + c3) / 2;
-
-               /* make it */
-               generate_hmap(floor_ptr, y0, x0, xsize, ysize, grd, roug, c3);
-
-               /* Convert to normal format+ clean up */
-               done = generate_lake(player_ptr, y0, x0, xsize, ysize, c1, c2, c3, type);
-       }
-
-       /* Set icky flag because is a vault */
-       for (x = 0; x <= xsize; x++)
-       {
-               for (y = 0; y <= ysize; y++)
-               {
-                       floor_ptr->grid_array[y0 - yhsize + y][x0 - xhsize + x].info |= CAVE_ICKY;
-               }
-       }
-
-       /* make a few rooms in the vault */
-       for (i = 1; i <= (xsize * ysize) / 50; i++)
-       {
-               build_small_room(player_ptr, x0 + randint0(xsize - 4) - xsize / 2 + 2,
-                       y0 + randint0(ysize - 4) - ysize / 2 + 2);
-       }
-
-       /* Fill with monsters and treasure, low difficulty */
-       fill_treasure(player_ptr, x0 - xhsize + 1, x0 - xhsize + xsize - 1,
-               y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
-}
-
-
-/* Build a "mini" checkerboard vault
-*
-* This is done by making a permanent wall maze and setting
-* the diagonal sqaures of the checker board to be granite.
-* The vault has two entrances on opposite sides to guarantee
-* a way to get in even if the vault abuts a side of the dungeon.
-*/
-static void build_mini_c_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
-{
-       POSITION dy, dx;
-       POSITION y1, x1, y2, x2, y, x, total;
-       int m, n, num_vertices;
-       int *visited;
-
-       msg_print_wizard(CHEAT_DUNGEON, _("小型チェッカーランダムVaultを生成しました。", "Mini Checker Board Vault."));
-
-       /* Pick a random room size */
-       dy = ysize / 2 - 1;
-       dx = xsize / 2 - 1;
-
-       y1 = y0 - dy;
-       x1 = x0 - dx;
-       y2 = y0 + dy;
-       x2 = x0 + dx;
-
-
-       /* generate the room */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       for (x = x1 - 2; x <= x2 + 2; x++)
-       {
-               if (!in_bounds(floor_ptr, y1 - 2, x)) break;
-
-               floor_ptr->grid_array[y1 - 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
-
-               place_bold(player_ptr, y1 - 2, x, gb_outer_noperm);
-       }
-
-       for (x = x1 - 2; x <= x2 + 2; x++)
-       {
-               if (!in_bounds(floor_ptr, y2 + 2, x)) break;
-
-               floor_ptr->grid_array[y2 + 2][x].info |= (CAVE_ROOM | CAVE_ICKY);
-
-               place_bold(player_ptr, y2 + 2, x, gb_outer_noperm);
-       }
-
-       for (y = y1 - 2; y <= y2 + 2; y++)
-       {
-               if (!in_bounds(floor_ptr, y, x1 - 2)) break;
-
-               floor_ptr->grid_array[y][x1 - 2].info |= (CAVE_ROOM | CAVE_ICKY);
-
-               place_bold(player_ptr, y, x1 - 2, gb_outer_noperm);
-       }
-
-       for (y = y1 - 2; y <= y2 + 2; y++)
-       {
-               if (!in_bounds(floor_ptr, y, x2 + 2)) break;
-
-               floor_ptr->grid_array[y][x2 + 2].info |= (CAVE_ROOM | CAVE_ICKY);
-
-               place_bold(player_ptr, y, x2 + 2, gb_outer_noperm);
-       }
-
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               for (x = x1 - 1; x <= x2 + 1; x++)
-               {
-                       grid_type *g_ptr = &floor_ptr->grid_array[y][x];
-
-                       g_ptr->info |= (CAVE_ROOM | CAVE_ICKY);
-
-                       /* Permanent walls */
-                       place_grid(player_ptr, g_ptr, gb_inner_perm);
-               }
-       }
-
-
-       /* dimensions of vertex array */
-       m = dx + 1;
-       n = dy + 1;
-       num_vertices = m * n;
-
-       /* initialize array of visited vertices */
-       C_MAKE(visited, num_vertices, int);
-
-       /* traverse the graph to create a spannng tree, pick a random root */
-       r_visit(player_ptr, y1, x1, y2, x2, randint0(num_vertices), 0, visited);
-
-       /* Make it look like a checker board vault */
-       for (x = x1; x <= x2; x++)
-       {
-               for (y = y1; y <= y2; y++)
-               {
-                       total = x - x1 + y - y1;
-                       /* If total is odd- and is a floor then make a wall */
-                       if ((total % 2 == 1) && is_floor_bold(floor_ptr, y, x))
-                       {
-                               place_bold(player_ptr, y, x, gb_inner);
-                       }
-               }
-       }
-
-       /* Make a couple of entrances */
-       if (one_in_(2))
-       {
-               /* left and right */
-               y = randint1(dy) + dy / 2;
-               place_bold(player_ptr, y1 + y, x1 - 1, gb_inner);
-               place_bold(player_ptr, y1 + y, x2 + 1, gb_inner);
-       }
-       else
-       {
-               /* top and bottom */
-               x = randint1(dx) + dx / 2;
-               place_bold(player_ptr, y1 - 1, x1 + x, gb_inner);
-               place_bold(player_ptr, y2 + 1, x1 + x, gb_inner);
-       }
-
-       /* Fill with monsters and treasure, highest difficulty */
-       fill_treasure(player_ptr, x1, x2, y1, y2, 10);
-
-       C_KILL(visited, num_vertices, int);
-}
-
-/* Build a castle */
-/* Driver routine: clear the region and call the recursive
-* room routine.
-*
-*This makes a vault that looks like a castle/ city in the dungeon.
-*/
-static void build_castle_vault(player_type *player_ptr, POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)
-{
-       POSITION dy, dx;
-       POSITION y1, x1, y2, x2;
-       POSITION y, x;
-
-       /* Pick a random room size */
-       dy = ysize / 2 - 1;
-       dx = xsize / 2 - 1;
-
-       y1 = y0 - dy;
-       x1 = x0 - dx;
-       y2 = y0 + dy;
-       x2 = x0 + dx;
-
-       msg_print_wizard(CHEAT_DUNGEON, _("城型ランダムVaultを生成しました。", "Castle Vault"));
-
-       /* generate the room */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       for (y = y1 - 1; y <= y2 + 1; y++)
-       {
-               for (x = x1 - 1; x <= x2 + 1; x++)
-               {
-                       floor_ptr->grid_array[y][x].info |= (CAVE_ROOM | CAVE_ICKY);
-                       /* Make everything a floor */
-                       place_bold(player_ptr, y, x, gb_floor);
-               }
-       }
-
-       /* Make the castle */
-       build_recursive_room(player_ptr, x1, y1, x2, y2, randint1(5));
-
-       /* Fill with monsters and treasure, low difficulty */
-       fill_treasure(player_ptr, x1, x2, y1, y2, randint1(3));
-}
-
-
-/*!
-* @brief タイプ10の部屋…ランダム生成vault / Type 10 -- Random vaults
-* @param player_ptr プレーヤーへの参照ポインタ
-* @return なし
-*/
-bool build_type10(player_type *player_ptr)
-{
-       POSITION y0, x0, xsize, ysize, vtype;
-
-       /* big enough to look good, small enough to be fairly common. */
-       xsize = randint1(22) + 22;
-       ysize = randint1(11) + 11;
-
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (!find_space(player_ptr, &y0, &x0, ysize + 1, xsize + 1)) return FALSE;
-
-       /* Select type of vault */
-       do
-       {
-               vtype = randint1(15);
-       } while ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) &&
-               ((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
-
-       switch (vtype)
-       {
-               /* Build an appropriate room */
-       case 1: case  9: build_bubble_vault(player_ptr, x0, y0, xsize, ysize); break;
-       case 2: case 10: build_room_vault(player_ptr, x0, y0, xsize, ysize); break;
-       case 3: case 11: build_cave_vault(player_ptr, x0, y0, xsize, ysize); break;
-       case 4: case 12: build_maze_vault(player_ptr, x0, y0, xsize, ysize, TRUE); break;
-       case 5: case 13: build_mini_c_vault(player_ptr, x0, y0, xsize, ysize); break;
-       case 6: case 14: build_castle_vault(player_ptr, x0, y0, xsize, ysize); break;
-       case 7: case 15: build_target_vault(player_ptr, x0, y0, xsize, ysize); break;
-       case 8: build_elemental_vault(player_ptr, x0, y0, xsize, ysize); break;
-               /* I know how to add a few more... give me some time. */
-       default: return FALSE;
-       }
-
-       return TRUE;
-}
-
-
-/*!
-* @brief タイプ17の部屋…v_info.txtより固定特殊部屋を生成する / Type 17 -- fixed special room (see "v_info.txt")
-* @return なし
-*/
-bool build_type17(player_type *player_ptr)
-{
-       vault_type *v_ptr = NULL;
-       int dummy;
-       POSITION x, y;
-       POSITION xval, yval;
-       POSITION xoffset, yoffset;
-       int transno;
-
-       /* Pick a lesser vault */
-       for (dummy = 0; dummy < SAFE_MAX_ATTEMPTS; dummy++)
-       {
-               /* Access a random vault record */
-               v_ptr = &v_info[randint0(max_v_idx)];
-
-               /* Accept the special fix room. */
-               if (v_ptr->typ == 17) break;
-       }
-
-       /* No lesser vault found */
-       if (dummy >= SAFE_MAX_ATTEMPTS)
-       {
-               msg_print_wizard(CHEAT_DUNGEON, _("固定特殊部屋を配置できませんでした。", "Could not place fixed special room."));
-               return FALSE;
-       }
-
-       /* pick type of transformation (0-7) */
-       transno = randint0(8);
-
-       /* calculate offsets */
-       x = v_ptr->wid;
-       y = v_ptr->hgt;
-
-       /* Some huge vault cannot be ratated to fit in the dungeon */
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       if (x + 2 > floor_ptr->height - 2)
-       {
-               /* Forbid 90 or 270 degree ratation */
-               transno &= ~1;
-       }
-
-       coord_trans(&x, &y, 0, 0, transno);
-
-       if (x < 0)
-       {
-               xoffset = -x - 1;
-       }
-       else
-       {
-               xoffset = 0;
-       }
-
-       if (y < 0)
-       {
-               yoffset = -y - 1;
-       }
-       else
-       {
-               yoffset = 0;
-       }
-
-       /* Find and reserve some space in the dungeon.  Get center of room. */
-       if (!find_space(player_ptr, &yval, &xval, abs(y), abs(x))) return FALSE;
-
-       msg_format_wizard(CHEAT_DUNGEON, _("特殊固定部屋(%s)を生成しました。", "Special Fix room (%s)."), v_name + v_ptr->name);
-
-       /* Hack -- Build the vault */
-       build_vault(player_ptr, yval, xval, v_ptr->hgt, v_ptr->wid,
-               v_text + v_ptr->text, xoffset, yoffset, transno);
-
-       return TRUE;
-}