-/*
- * File: rooms.c
- * Purpose: make rooms. Used by generate.c when creating dungeons.
- */
-
-/*
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies. Other copyrights may also apply.
+/*!
+ * @file rooms.c
+ * @brief ダンジョンフロアの部屋生成処理 / make rooms. Used by generate.c when creating dungeons.
+ * @date 2014/01/06
+ * @author
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
+ * This software may be copied and distributed for educational, research,\n
+ * and not for profit purposes provided that this copyright and statement\n
+ * are included in all such copies. Other copyrights may also apply.\n
+ * 2014 Deskull rearranged comment for Doxygen. \n
+ * @details
+ * Room building routines.\n
+ *\n
+ * Room types:\n
+ * 1 -- normal\n
+ * 2 -- overlapping\n
+ * 3 -- cross shaped\n
+ * 4 -- large room with features\n
+ * 5 -- monster nests\n
+ * 6 -- monster pits\n
+ * 7 -- simple vaults\n
+ * 8 -- greater vaults\n
+ * 9 -- fractal caves\n
+ * 10 -- random vaults\n
+ * 11 -- circular rooms\n
+ * 12 -- crypts\n
+ * 13 -- trapped monster pits\n
+ * 14 -- trapped room\n
+ * 15 -- glass room\n
+ * 16 -- underground arcade\n
+ *\n
+ * Some functions are used to determine if the given monster\n
+ * is appropriate for inclusion in a monster nest or monster pit or\n
+ * the given type.\n
+ *\n
+ * None of the pits/nests are allowed to include "unique" monsters.\n
*/
#include "angband.h"
#include "grid.h"
#include "rooms.h"
-
-/*
- * [from SAngband (originally from OAngband)]
- *
- * Table of values that control how many times each type of room will
- * appear. Each type of room has its own row, and each column
- * corresponds to dungeon levels 0, 10, 20, and so on. The final
- * value is the minimum depth the room can appear at. -LM-
- *
- * Level 101 and below use the values for level 100.
- *
- * Rooms with lots of monsters or loot may not be generated if the
- * object or monster lists are already nearly full. Rooms will not
- * appear above their minimum depth. Tiny levels will not have space
- * for all the rooms you ask for.
+#include "rooms-normal.h"
+
+
+/*!
+ * 各部屋タイプの生成比定義
+ *[from SAngband (originally from OAngband)]\n
+ *\n
+ * Table of values that control how many times each type of room will\n
+ * appear. Each type of room has its own row, and each column\n
+ * corresponds to dungeon levels 0, 10, 20, and so on. The final\n
+ * value is the minimum depth the room can appear at. -LM-\n
+ *\n
+ * Level 101 and below use the values for level 100.\n
+ *\n
+ * Rooms with lots of monsters or loot may not be generated if the\n
+ * object or monster lists are already nearly full. Rooms will not\n
+ * appear above their minimum depth. Tiny levels will not have space\n
+ * for all the rooms you ask for.\n
*/
static room_info_type room_info_normal[ROOM_T_MAX] =
{
};
-/* Build rooms in descending order of difficulty. */
+/*! 部屋の生成処理順 / Build rooms in descending order of difficulty. */
static byte room_build_order[ROOM_T_MAX] = {
ROOM_T_GREATER_VAULT,
ROOM_T_ARCADE,
ROOM_T_NORMAL,
};
-
-static void place_locked_door(int y, int x)
+/*!
+ * @brief 鍵のかかったドアを配置する
+ * @param y 配置したいフロアのY座標
+ * @param x 配置したいフロアのX座標
+ * @return なし
+ */
+void place_locked_door(int y, int x)
{
if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
{
}
}
-static void place_secret_door(int y, int x, int type)
+/*!
+ * @brief 隠しドアを配置する
+ * @param y 配置したいフロアのY座標
+ * @param x 配置したいフロアのX座標
+ * @param type DOOR_DEFAULT / DOOR_DOOR / DOOR_GLASS_DOOR / DOOR_CURTAIN のいずれか
+ * @return なし
+ */
+void place_secret_door(int y, int x, int type)
{
if (d_info[dungeon_type].flags1 & DF1_NO_DOORS)
{
}
}
-/*
+/*!
+ * @brief 1マスだけの部屋を作成し、上下左右いずれか一つに隠しドアを配置する。
+ * @param y0 配置したい中心のY座標
+ * @param x0 配置したい中心のX座標
+ * @details
* This funtion makes a very small room centred at (x0, y0)
* This is used in crypts, and random elemental vaults.
*
place_floor_bold(y0, x0);
}
-
-/*
- * This function tunnels around a room if
- * it will cut off part of a cave system.
+/*!
+ * @brief
+ * 指定範囲に通路が通っていることを確認した上で床で埋める
+ * This function tunnels around a room if it will cut off part of a cave system.
+ * @param x1 範囲の左端
+ * @param y1 範囲の上端
+ * @param x2 範囲の右端
+ * @param y2 範囲の下端
+ * @return なし
*/
static void check_room_boundary(int x1, int y1, int x2, int y2)
{
}
-/*
- * Helper function for find_space().
- *
- * Is this a good location?
+/*!
+ * @brief
+ * find_space()の予備処理として部屋の生成が可能かを判定する /
+ * Helper function for find_space(). Is this a good location?
+ * @param blocks_high 範囲の高さ
+ * @param blocks_wide 範囲の幅
+ * @param block_y 範囲の上端
+ * @param block_x 範囲の左端
+ * @return なし
*/
static bool find_space_aux(int blocks_high, int blocks_wide, int block_y, int block_x)
{
}
-/*
- * Find a good spot for the next room. -LM-
- *
- * Find and allocate a free space in the dungeon large enough to hold
- * the room calling this function.
- *
- * We allocate space in 11x11 blocks, but want to make sure that rooms
- * align neatly on the standard screen. Therefore, we make them use
- * blocks in few 11x33 rectangles as possible.
- *
- * Be careful to include the edges of the room in height and width!
- *
- * Return TRUE and values for the center of the room if all went well.
- * Otherwise, return FALSE.
+/*!
+ * @brief 部屋生成が可能なスペースを確保する / Find a good spot for the next room. -LM-
+ * @param y 部屋の生成が可能な中心Y座標を返す参照ポインタ
+ * @param x 部屋の生成が可能な中心X座標を返す参照ポインタ
+ * @param height 確保したい領域の高さ
+ * @param width 確保したい領域の幅
+ * @return 所定の範囲が確保できた場合TRUEを返す
+ * @details
+ * Find and allocate a free space in the dungeon large enough to hold\n
+ * the room calling this function.\n
+ *\n
+ * We allocate space in 11x11 blocks, but want to make sure that rooms\n
+ * align neatly on the standard screen. Therefore, we make them use\n
+ * blocks in few 11x33 rectangles as possible.\n
+ *\n
+ * Be careful to include the edges of the room in height and width!\n
+ *\n
+ * Return TRUE and values for the center of the room if all went well.\n
+ * Otherwise, return FALSE.\n
*/
-static bool find_space(int *y, int *x, int height, int width)
+bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width)
{
int candidates, pick;
int by, bx, by1, bx1, by2, bx2;
/* No place! */
if (!candidates)
{
- return FALSE;
- }
-
- /* Normal dungeon */
- if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
- {
- /* Choose a random one */
- pick = randint1(candidates);
- }
-
- /* NO_CAVE dungeon (Castle) */
- else
- {
- /* Always choose the center one */
- pick = candidates/2 + 1;
- }
-
- /* Pick up the choosen location */
- for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
- {
- for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
- {
- if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
- {
- pick--;
-
- /* This one is picked? */
- if (!pick) break;
- }
- }
-
- if (!pick) break;
- }
-
- /* Extract blocks */
- by1 = block_y + 0;
- bx1 = block_x + 0;
- by2 = block_y + blocks_high;
- bx2 = block_x + blocks_wide;
-
- /*
- * It is *extremely* important that the following calculation
- * be *exactly* correct to prevent memory errors
- */
-
- /* Acquire the location of the room */
- (*y) = ((by1 + by2) * BLOCK_HGT) / 2;
- (*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
-
- /* Save the room location */
- if (dun->cent_n < CENT_MAX)
- {
- dun->cent[dun->cent_n].y = *y;
- dun->cent[dun->cent_n].x = *x;
- dun->cent_n++;
- }
-
- /* Reserve some blocks. */
- for (by = by1; by < by2; by++)
- {
- for (bx = bx1; bx < bx2; bx++)
- {
- dun->room_map[by][bx] = TRUE;
- }
- }
-
-
- /*
- * Hack- See if room will cut off a cavern.
- *
- * If so, fix by tunneling outside the room in such a
- * way as to connect the caves.
- */
- check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
-
-
- /* Success. */
- return TRUE;
-}
-
-
-
-/*
- * Room building routines.
- *
- * Room types:
- * 1 -- normal
- * 2 -- overlapping
- * 3 -- cross shaped
- * 4 -- large room with features
- * 5 -- monster nests
- * 6 -- monster pits
- * 7 -- simple vaults
- * 8 -- greater vaults
- * 9 -- fractal caves
- * 10 -- random vaults
- * 11 -- circular rooms
- * 12 -- crypts
- * 13 -- trapped monster pits
- * 14 -- trapped room
- * 15 -- glass room
- * 16 -- underground arcade
- */
-
-
-/*
- * Type 1 -- normal rectangular rooms
- */
-static bool build_type1(void)
-{
- int y, x, y2, x2, yval, xval;
- int y1, x1, xsize, ysize;
-
- bool light;
-
- cave_type *c_ptr;
-
- bool curtain = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 48 : 512);
-
- /* Pick a room size */
- y1 = randint1(4);
- x1 = randint1(11);
- y2 = randint1(3);
- x2 = randint1(11);
-
- xsize = x1 + x2 + 1;
- ysize = y1 + y2 + 1;
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, ysize + 2, xsize + 2))
- {
- /* Limit to the minimum room size, and retry */
- y1 = 1;
- x1 = 1;
- y2 = 1;
- x2 = 1;
-
- xsize = x1 + x2 + 1;
- ysize = y1 + y2 + 1;
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
- }
-
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].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++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
- /* Walls around the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_outer_grid(c_ptr);
- }
-
-
- /* Hack -- Occasional curtained room */
- if (curtain && (y2 - y1 > 2) && (x2 - x1 > 2))
- {
- for (y = y1; y <= y2; y++)
- {
- c_ptr = &cave[y][x1];
- c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
- c_ptr->info &= ~(CAVE_MASK);
- c_ptr = &cave[y][x2];
- c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
- c_ptr->info &= ~(CAVE_MASK);
- }
- for (x = x1; x <= x2; x++)
- {
- c_ptr = &cave[y1][x];
- c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
- c_ptr->info &= ~(CAVE_MASK);
- c_ptr = &cave[y2][x];
- c_ptr->feat = feat_door[DOOR_CURTAIN].closed;
- c_ptr->info &= ~(CAVE_MASK);
- }
- }
-
-
- /* Hack -- Occasional pillar room */
- if (one_in_(20))
- {
- for (y = y1; y <= y2; y += 2)
- {
- for (x = x1; x <= x2; x += 2)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
- }
-
- /* Hack -- Occasional room with four pillars */
- else if (one_in_(20))
- {
- if ((y1 + 4 < y2) && (x1 + 4 < x2))
- {
- c_ptr = &cave[y1 + 1][x1 + 1];
- place_inner_grid(c_ptr);
-
- c_ptr = &cave[y1 + 1][x2 - 1];
- place_inner_grid(c_ptr);
-
- c_ptr = &cave[y2 - 1][x1 + 1];
- place_inner_grid(c_ptr);
-
- c_ptr = &cave[y2 - 1][x2 - 1];
- place_inner_grid(c_ptr);
- }
- }
-
- /* Hack -- Occasional ragged-edge room */
- else if (one_in_(50))
- {
- for (y = y1 + 2; y <= y2 - 2; y += 2)
- {
- c_ptr = &cave[y][x1];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2];
- place_inner_grid(c_ptr);
- }
- for (x = x1 + 2; x <= x2 - 2; x += 2)
- {
- c_ptr = &cave[y1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2][x];
- place_inner_grid(c_ptr);
- }
- }
- /* Hack -- Occasional divided room */
- else if (one_in_(50))
- {
- bool curtain2 = (d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 2 : 128);
-
- if (randint1(100) < 50)
- {
- /* Horizontal wall */
- for (x = x1; x <= x2; x++)
- {
- place_inner_bold(yval, x);
- if (curtain2) cave[yval][x].feat = feat_door[DOOR_CURTAIN].closed;
- }
-
- /* Prevent edge of wall from being tunneled */
- place_solid_bold(yval, x1 - 1);
- place_solid_bold(yval, x2 + 1);
- }
- else
- {
- /* Vertical wall */
- for (y = y1; y <= y2; y++)
- {
- place_inner_bold(y, xval);
- if (curtain2) cave[y][xval].feat = feat_door[DOOR_CURTAIN].closed;
- }
-
- /* Prevent edge of wall from being tunneled */
- place_solid_bold(y1 - 1, xval);
- place_solid_bold(y2 + 1, xval);
- }
-
- place_random_door(yval, xval, TRUE);
- if (curtain2) cave[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;
- }
-
- return TRUE;
-}
-
-
-/*
- * Type 2 -- Overlapping rectangular rooms
- */
-static bool build_type2(void)
-{
- int y, x, xval, yval;
- int y1a, x1a, y2a, x2a;
- int y1b, x1b, y2b, x2b;
- bool light;
- cave_type *c_ptr;
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
-
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
- /* Determine extents of the first room */
- y1a = yval - randint1(4);
- y2a = yval + randint1(3);
- x1a = xval - randint1(11);
- x2a = xval + randint1(10);
-
- /* Determine extents of the second room */
- y1b = yval - randint1(3);
- y2b = yval + randint1(4);
- x1b = xval - randint1(10);
- x2b = xval + randint1(11);
-
-
- /* Place a full floor for room "a" */
- for (y = y1a - 1; y <= y2a + 1; y++)
- {
- for (x = x1a - 1; x <= x2a + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
- /* Place a full floor for room "b" */
- for (y = y1b - 1; y <= y2b + 1; y++)
- {
- for (x = x1b - 1; x <= x2b + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
-
- /* Place the walls around room "a" */
- for (y = y1a - 1; y <= y2a + 1; y++)
- {
- c_ptr = &cave[y][x1a - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2a + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1a - 1; x <= x2a + 1; x++)
- {
- c_ptr = &cave[y1a - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2a + 1][x];
- place_outer_grid(c_ptr);
- }
-
- /* Place the walls around room "b" */
- for (y = y1b - 1; y <= y2b + 1; y++)
- {
- c_ptr = &cave[y][x1b - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2b + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1b - 1; x <= x2b + 1; x++)
- {
- c_ptr = &cave[y1b - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2b + 1][x];
- place_outer_grid(c_ptr);
- }
-
-
-
- /* Replace the floor for room "a" */
- for (y = y1a; y <= y2a; y++)
- {
- for (x = x1a; x <= x2a; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- }
- }
-
- /* Replace the floor for room "b" */
- for (y = y1b; y <= y2b; y++)
- {
- for (x = x1b; x <= x2b; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- }
- }
-
- return TRUE;
-}
-
-
-
-/*
- * Type 3 -- Cross shaped rooms
- *
- * Builds a room at a row, column coordinate
- *
- * Room "a" runs north/south, and Room "b" runs east/east
- * So the "central pillar" runs from x1a, y1b to x2a, y2b.
- *
- * Note that currently, the "center" is always 3x3, but I think that
- * the code below will work (with "bounds checking") for 5x5, or even
- * for unsymetric values like 4x3 or 5x3 or 3x4 or 3x5, or even larger.
- */
-static bool build_type3(void)
-{
- int y, x, dy, dx, wy, wx;
- int y1a, x1a, y2a, x2a;
- int y1b, x1b, y2b, x2b;
- int yval, xval;
- bool light;
- cave_type *c_ptr;
-
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
-
-
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
- /* For now, always 3x3 */
- wx = wy = 1;
-
- /* Pick max vertical size (at most 4) */
- dy = rand_range(3, 4);
-
- /* Pick max horizontal size (at most 15) */
- dx = rand_range(3, 11);
-
-
- /* Determine extents of the north/south room */
- y1a = yval - dy;
- y2a = yval + dy;
- x1a = xval - wx;
- x2a = xval + wx;
-
- /* Determine extents of the east/west room */
- y1b = yval - wy;
- y2b = yval + wy;
- x1b = xval - dx;
- x2b = xval + dx;
-
-
- /* Place a full floor for room "a" */
- for (y = y1a - 1; y <= y2a + 1; y++)
- {
- for (x = x1a - 1; x <= x2a + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
- /* Place a full floor for room "b" */
- for (y = y1b - 1; y <= y2b + 1; y++)
- {
- for (x = x1b - 1; x <= x2b + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
-
- /* Place the walls around room "a" */
- for (y = y1a - 1; y <= y2a + 1; y++)
- {
- c_ptr = &cave[y][x1a - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2a + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1a - 1; x <= x2a + 1; x++)
- {
- c_ptr = &cave[y1a - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2a + 1][x];
- place_outer_grid(c_ptr);
- }
-
- /* Place the walls around room "b" */
- for (y = y1b - 1; y <= y2b + 1; y++)
- {
- c_ptr = &cave[y][x1b - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2b + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1b - 1; x <= x2b + 1; x++)
- {
- c_ptr = &cave[y1b - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2b + 1][x];
- place_outer_grid(c_ptr);
- }
-
-
- /* Replace the floor for room "a" */
- for (y = y1a; y <= y2a; y++)
- {
- for (x = x1a; x <= x2a; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- }
- }
-
- /* Replace the floor for room "b" */
- for (y = y1b; y <= y2b; y++)
- {
- for (x = x1b; x <= x2b; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- }
- }
-
-
-
- /* Special features (3/4) */
- switch (randint0(4))
- {
- /* Large solid middle pillar */
- case 1:
- {
- for (y = y1b; y <= y2b; y++)
- {
- for (x = x1a; x <= x2a; x++)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
- break;
- }
-
- /* Inner treasure vault */
- case 2:
- {
- /* Build the vault */
- for (y = y1b; y <= y2b; y++)
- {
- c_ptr = &cave[y][x1a];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2a];
- place_inner_grid(c_ptr);
- }
- for (x = x1a; x <= x2a; x++)
- {
- c_ptr = &cave[y1b][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2b][x];
- place_inner_grid(c_ptr);
- }
-
- /* Place a secret door on the inner room */
- switch (randint0(4))
- {
- case 0: place_secret_door(y1b, xval, DOOR_DEFAULT); break;
- case 1: place_secret_door(y2b, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(yval, x1a, DOOR_DEFAULT); break;
- case 3: place_secret_door(yval, x2a, DOOR_DEFAULT); break;
- }
-
- /* Place a treasure in the vault */
- place_object(yval, xval, 0L);
-
- /* Let's guard the treasure well */
- vault_monsters(yval, xval, randint0(2) + 3);
-
- /* Traps naturally */
- vault_traps(yval, xval, 4, 4, randint0(3) + 2);
-
- break;
- }
-
- /* Something else */
- case 3:
- {
- /* Occasionally pinch the center shut */
- if (one_in_(3))
- {
- /* Pinch the east/west sides */
- for (y = y1b; y <= y2b; y++)
- {
- if (y == yval) continue;
- c_ptr = &cave[y][x1a - 1];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2a + 1];
- place_inner_grid(c_ptr);
- }
-
- /* Pinch the north/south sides */
- for (x = x1a; x <= x2a; x++)
- {
- if (x == xval) continue;
- c_ptr = &cave[y1b - 1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2b + 1][x];
- place_inner_grid(c_ptr);
- }
-
- /* Sometimes shut using secret doors */
- if (one_in_(3))
- {
- int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
- ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
-
- place_secret_door(yval, x1a - 1, door_type);
- place_secret_door(yval, x2a + 1, door_type);
- place_secret_door(y1b - 1, xval, door_type);
- place_secret_door(y2b + 1, xval, door_type);
- }
- }
-
- /* Occasionally put a "plus" in the center */
- else if (one_in_(3))
- {
- c_ptr = &cave[yval][xval];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y1b][xval];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2b][xval];
- place_inner_grid(c_ptr);
- c_ptr = &cave[yval][x1a];
- place_inner_grid(c_ptr);
- c_ptr = &cave[yval][x2a];
- place_inner_grid(c_ptr);
- }
-
- /* Occasionally put a pillar in the center */
- else if (one_in_(3))
- {
- c_ptr = &cave[yval][xval];
- place_inner_grid(c_ptr);
- }
-
- break;
- }
- }
-
- return TRUE;
-}
-
-
-/*
- * Type 4 -- Large room with inner features
- *
- * Possible sub-types:
- * 1 - Just an inner room with one door
- * 2 - An inner room within an inner room
- * 3 - An inner room with pillar(s)
- * 4 - Inner room has a maze
- * 5 - A set of four inner rooms
- */
-static bool build_type4(void)
-{
- int y, x, y1, x1;
- int y2, x2, tmp, yval, xval;
- bool light;
- cave_type *c_ptr;
-
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;
-
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
- /* Large room */
- y1 = yval - 4;
- y2 = yval + 4;
- x1 = xval - 11;
- x2 = xval + 11;
-
- /* Place a full floor under the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
- /* Outer Walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_outer_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_outer_grid(c_ptr);
- }
-
-
- /* The inner room */
- y1 = y1 + 2;
- y2 = y2 - 2;
- x1 = x1 + 2;
- x2 = x2 - 2;
-
- /* The inner walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y][x2 + 1];
- place_inner_grid(c_ptr);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[y2 + 1][x];
- place_inner_grid(c_ptr);
- }
-
-
- /* Inner room variations */
- switch (randint1(5))
- {
- /* Just an inner room with a monster */
- case 1:
- {
- /* Place a secret door */
- switch (randint1(4))
- {
- case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
- }
-
- /* Place a monster in the room */
- vault_monsters(yval, xval, 1);
-
- break;
- }
-
- /* Treasure Vault (with a door) */
- case 2:
- {
- /* Place a secret door */
- switch (randint1(4))
- {
- case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
- }
-
- /* Place another inner room */
- for (y = yval - 1; y <= yval + 1; y++)
- {
- for (x = xval - 1; x <= xval + 1; x++)
- {
- if ((x == xval) && (y == yval)) continue;
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
-
- /* Place a locked door on the inner room */
- switch (randint1(4))
- {
- case 1: place_locked_door(yval - 1, xval); break;
- case 2: place_locked_door(yval + 1, xval); break;
- case 3: place_locked_door(yval, xval - 1); break;
- case 4: place_locked_door(yval, xval + 1); break;
- }
-
- /* Monsters to guard the "treasure" */
- vault_monsters(yval, xval, randint1(3) + 2);
-
- /* Object (80%) */
- if (randint0(100) < 80)
- {
- place_object(yval, xval, 0L);
- }
-
- /* Stairs (20%) */
- else
- {
- place_random_stairs(yval, xval);
- }
-
- /* Traps to protect the treasure */
- vault_traps(yval, xval, 4, 10, 2 + randint1(3));
-
- break;
- }
-
- /* Inner pillar(s). */
- case 3:
- {
- /* Place a secret door */
- switch (randint1(4))
- {
- case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
- }
-
- /* Large Inner Pillar */
- for (y = yval - 1; y <= yval + 1; y++)
- {
- for (x = xval - 1; x <= xval + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
-
- /* Occasionally, two more Large Inner Pillars */
- if (one_in_(2))
- {
- tmp = randint1(2);
- for (y = yval - 1; y <= yval + 1; y++)
- {
- for (x = xval - 5 - tmp; x <= xval - 3 - tmp; x++)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- for (x = xval + 3 + tmp; x <= xval + 5 + tmp; x++)
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
- }
-
- /* Occasionally, some Inner rooms */
- if (one_in_(3))
- {
- int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
- ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
-
- /* Long horizontal walls */
- for (x = xval - 5; x <= xval + 5; x++)
- {
- c_ptr = &cave[yval - 1][x];
- place_inner_grid(c_ptr);
- c_ptr = &cave[yval + 1][x];
- place_inner_grid(c_ptr);
- }
-
- /* Close off the left/right edges */
- c_ptr = &cave[yval][xval - 5];
- place_inner_grid(c_ptr);
- c_ptr = &cave[yval][xval + 5];
- place_inner_grid(c_ptr);
-
- /* Secret doors (random top/bottom) */
- place_secret_door(yval - 3 + (randint1(2) * 2), xval - 3, door_type);
- place_secret_door(yval - 3 + (randint1(2) * 2), xval + 3, door_type);
-
- /* Monsters */
- vault_monsters(yval, xval - 2, randint1(2));
- vault_monsters(yval, xval + 2, randint1(2));
+ return FALSE;
+ }
- /* Objects */
- if (one_in_(3)) place_object(yval, xval - 2, 0L);
- if (one_in_(3)) place_object(yval, xval + 2, 0L);
- }
+ /* Normal dungeon */
+ if (!(d_info[dungeon_type].flags1 & DF1_NO_CAVE))
+ {
+ /* Choose a random one */
+ pick = randint1(candidates);
+ }
- break;
- }
+ /* NO_CAVE dungeon (Castle) */
+ else
+ {
+ /* Always choose the center one */
+ pick = candidates/2 + 1;
+ }
- /* Maze inside. */
- case 4:
+ /* Pick up the choosen location */
+ for (block_y = dun->row_rooms - blocks_high; block_y >= 0; block_y--)
+ {
+ for (block_x = dun->col_rooms - blocks_wide; block_x >= 0; block_x--)
{
- /* Place a secret door */
- switch (randint1(4))
+ if (find_space_aux(blocks_high, blocks_wide, block_y, block_x))
{
- case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
- }
+ pick--;
- /* Maze (really a checkerboard) */
- for (y = y1; y <= y2; y++)
- {
- for (x = x1; x <= x2; x++)
- {
- if (0x1 & (x + y))
- {
- c_ptr = &cave[y][x];
- place_inner_grid(c_ptr);
- }
- }
+ /* This one is picked? */
+ if (!pick) break;
}
-
- /* Monsters just love mazes. */
- vault_monsters(yval, xval - 5, randint1(3));
- vault_monsters(yval, xval + 5, randint1(3));
-
- /* Traps make them entertaining. */
- vault_traps(yval, xval - 3, 2, 8, randint1(3));
- vault_traps(yval, xval + 3, 2, 8, randint1(3));
-
- /* Mazes should have some treasure too. */
- vault_objects(yval, xval, 3);
-
- break;
}
- /* Four small rooms. */
- case 5:
- {
- int door_type = ((d_info[dungeon_type].flags1 & DF1_CURTAIN) &&
- one_in_((d_info[dungeon_type].flags1 & DF1_NO_CAVE) ? 16 : 256)) ? DOOR_CURTAIN :
- ((d_info[dungeon_type].flags1 & DF1_GLASS_DOOR) ? DOOR_GLASS_DOOR : DOOR_DOOR);
+ if (!pick) break;
+ }
- /* Inner "cross" */
- for (y = y1; y <= y2; y++)
- {
- c_ptr = &cave[y][xval];
- place_inner_grid(c_ptr);
- }
- for (x = x1; x <= x2; x++)
- {
- c_ptr = &cave[yval][x];
- place_inner_grid(c_ptr);
- }
+ /* Extract blocks */
+ by1 = block_y + 0;
+ bx1 = block_x + 0;
+ by2 = block_y + blocks_high;
+ bx2 = block_x + blocks_wide;
- /* Doors into the rooms */
- if (randint0(100) < 50)
- {
- int i = randint1(10);
- place_secret_door(y1 - 1, xval - i, door_type);
- place_secret_door(y1 - 1, xval + i, door_type);
- place_secret_door(y2 + 1, xval - i, door_type);
- place_secret_door(y2 + 1, xval + i, door_type);
- }
- else
- {
- int i = randint1(3);
- place_secret_door(yval + i, x1 - 1, door_type);
- place_secret_door(yval - i, x1 - 1, door_type);
- place_secret_door(yval + i, x2 + 1, door_type);
- place_secret_door(yval - i, x2 + 1, door_type);
- }
+ /*
+ * It is *extremely* important that the following calculation
+ * be *exactly* correct to prevent memory errors
+ */
- /* Treasure, centered at the center of the cross */
- vault_objects(yval, xval, 2 + randint1(2));
+ /* Acquire the location of the room */
+ (*y) = ((by1 + by2) * BLOCK_HGT) / 2;
+ (*x) = ((bx1 + bx2) * BLOCK_WID) / 2;
- /* Gotta have some monsters. */
- vault_monsters(yval + 1, xval - 4, randint1(4));
- vault_monsters(yval + 1, xval + 4, randint1(4));
- vault_monsters(yval - 1, xval - 4, randint1(4));
- vault_monsters(yval - 1, xval + 4, randint1(4));
+ /* Save the room location */
+ if (dun->cent_n < CENT_MAX)
+ {
+ dun->cent[dun->cent_n].y = (byte_hack)*y;
+ dun->cent[dun->cent_n].x = (byte_hack)*x;
+ dun->cent_n++;
+ }
- break;
+ /* Reserve some blocks. */
+ for (by = by1; by < by2; by++)
+ {
+ for (bx = bx1; bx < bx2; bx++)
+ {
+ dun->room_map[by][bx] = TRUE;
}
}
+
+ /*
+ * Hack- See if room will cut off a cavern.
+ *
+ * If so, fix by tunneling outside the room in such a
+ * way as to connect the caves.
+ */
+ check_room_boundary(*x - width / 2 - 1, *y - height / 2 - 1, *x + (width - 1) / 2 + 1, *y + (height - 1) / 2 + 1);
+
+
+ /* Success. */
return TRUE;
}
-/*
- * The following functions are used to determine if the given monster
- * is appropriate for inclusion in a monster nest or monster pit or
- * the given type.
- *
- * None of the pits/nests are allowed to include "unique" monsters.
- */
-/*
- * Monster validation macro
+
+
+/*!
+ * vaultに配置可能なモンスターの条件を指定するマクロ / Monster validation macro
*
* Line 1 -- forbid town monsters
* Line 2 -- forbid uniques
!(r_info[I].flags7 & RF7_AQUATIC))
-/* Race index for "monster pit (clone)" */
+/*! 通常pit生成時のモンスターの構成条件ID / Race index for "monster pit (clone)" */
static int vault_aux_race;
-/* Race index for "monster pit (symbol clone)" */
+/*! 単一シンボルpit生成時の指定シンボル / Race index for "monster pit (symbol clone)" */
static char vault_aux_char;
-/* Breath mask for "monster pit (dragon)" */
+/*! ブレス属性に基づくドラゴンpit生成時条件マスク / Breath mask for "monster pit (dragon)" */
static u32b vault_aux_dragon_mask4;
-/*
+/*!
+ * @brief モンスターがVault生成の最低必要条件を満たしているかを返す /
* Helper monster selection function
+ * @param r_idx 確認したいモンスター種族ID
+ * @return Vault生成の最低必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_simple(int r_idx)
+static bool vault_aux_simple(MONRACE_IDX r_idx)
{
/* Okay */
return (vault_monster_okay(r_idx));
}
-/*
+/*!
+ * @brief モンスターがゼリーnestの生成必要条件を満たしているかを返す /
* Helper function for "monster nest (jelly)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_jelly(int r_idx)
+static bool vault_aux_jelly(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
return (TRUE);
}
-
-/*
+/*!
+ * @brief モンスターが動物nestの生成必要条件を満たしているかを返す /
* Helper function for "monster nest (animal)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_animal(int r_idx)
+static bool vault_aux_animal(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
+/*!
+ * @brief モンスターがアンデッドnestの生成必要条件を満たしているかを返す /
* Helper function for "monster nest (undead)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_undead(int r_idx)
+static bool vault_aux_undead(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
return (TRUE);
}
-
-/*
+/*!
+ * @brief モンスターが聖堂nestの生成必要条件を満たしているかを返す /
* Helper function for "monster nest (chapel)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_chapel_g(int r_idx)
+static bool vault_aux_chapel_g(MONRACE_IDX r_idx)
{
static int chapel_list[] = {
MON_NOV_PRIEST, MON_NOV_PALADIN, MON_NOV_PRIEST_G, MON_NOV_PALADIN_G,
return FALSE;
}
-
-/*
+/*!
+ * @brief モンスターが犬小屋nestの生成必要条件を満たしているかを返す /
* Helper function for "monster nest (kennel)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_kennel(int r_idx)
+static bool vault_aux_kennel(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
return (TRUE);
}
-
-/*
+/*!
+ * @brief モンスターがミミックnestの生成必要条件を満たしているかを返す /
* Helper function for "monster nest (mimic)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_mimic(int r_idx)
+static bool vault_aux_mimic(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
return (TRUE);
}
-/*
+/*!
+ * @brief モンスターが単一クローンnestの生成必要条件を満たしているかを返す /
* Helper function for "monster nest (clone)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_clone(int r_idx)
+static bool vault_aux_clone(MONRACE_IDX r_idx)
{
/* Validate the monster */
if (!vault_monster_okay(r_idx)) return (FALSE);
}
-/*
+/*!
+ * @brief モンスターが邪悪属性シンボルクローンnestの生成必要条件を満たしているかを返す /
* Helper function for "monster nest (symbol clone)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_symbol_e(int r_idx)
+static bool vault_aux_symbol_e(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
+/*!
+ * @brief モンスターが善良属性シンボルクローンnestの生成必要条件を満たしているかを返す /
* Helper function for "monster nest (symbol clone)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_symbol_g(int r_idx)
+static bool vault_aux_symbol_g(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
+/*!
+ * @brief モンスターがオークpitの生成必要条件を満たしているかを返す /
* Helper function for "monster pit (orc)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_orc(int r_idx)
+static bool vault_aux_orc(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
+/*!
+ * @brief モンスターがトロルpitの生成必要条件を満たしているかを返す /
* Helper function for "monster pit (troll)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_troll(int r_idx)
+static bool vault_aux_troll(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
+/*!
+ * @brief モンスターが巨人pitの生成必要条件を満たしているかを返す /
* Helper function for "monster pit (giant)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_giant(int r_idx)
+static bool vault_aux_giant(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
+/*!
+ * @brief モンスターがドラゴンpitの生成必要条件を満たしているかを返す /
* Helper function for "monster pit (dragon)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_dragon(int r_idx)
+static bool vault_aux_dragon(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
+/*!
+ * @brief モンスターが悪魔pitの生成必要条件を満たしているかを返す /
* Helper function for "monster pit (demon)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_demon(int r_idx)
+static bool vault_aux_demon(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
+/*!
+ * @brief モンスターが狂気pitの生成必要条件を満たしているかを返す /
* Helper function for "monster pit (lovecraftian)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_cthulhu(int r_idx)
+static bool vault_aux_cthulhu(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
- * Helper function for "monster pit (clone)"
+/*!
+ * @brief pit/nestの基準となる単種モンスターを決める /
+ * @return なし
*/
static void vault_prep_clone(void)
{
}
-/*
- * Helper function for "monster pit (symbol clone)"
+/*!
+ * @brief pit/nestの基準となるモンスターシンボルを決める /
+ * @return なし
*/
static void vault_prep_symbol(void)
{
- int r_idx;
+ MONRACE_IDX r_idx;
/* Apply the monster restriction */
get_mon_num_prep(vault_aux_simple, NULL);
vault_aux_char = r_info[r_idx].d_char;
}
-
-/*
- * Helper function for "monster pit (dragon)"
+/*!
+ * @brief pit/nestの基準となるドラゴンの種類を決める /
+ * @return なし
*/
static void vault_prep_dragon(void)
{
}
-/*
+/*!
+ * @brief モンスターがダークエルフpitの生成必要条件を満たしているかを返す /
* Helper function for "monster pit (dark elf)"
+ * @param r_idx 確認したいモンスター種族ID
+ * @return 生成必要条件を満たしているならTRUEを返す。
*/
-static bool vault_aux_dark_elf(int r_idx)
+static bool vault_aux_dark_elf(MONRACE_IDX r_idx)
{
int i;
static int dark_elf_list[] =
return FALSE;
}
-
+/*! pit/nest型情報のtypedef */
typedef struct vault_aux_type vault_aux_type;
-
+/*! pit/nest型情報の構造体定義 */
struct vault_aux_type
{
cptr name;
- bool (*hook_func)(int r_idx);
+ bool (*hook_func)(MONRACE_IDX r_idx);
void (*prep_func)(void);
int level;
int chance;
};
-
+/*!
+ * @brief ダンジョン毎に指定されたピット配列を基準にランダムなpit/nestタイプを決める
+ * @param l_ptr 選択されたpit/nest情報を返す参照ポインタ
+ * @param allow_flag_mask 生成が許されるpit/nestのビット配列
+ * @return 選択されたpit/nestのID、選択失敗した場合-1を返す。
+ */
static int pick_vault_type(vault_aux_type *l_ptr, s16b allow_flag_mask)
{
int tmp, total, count;
return n_ptr->name ? count : -1;
}
+/*!nest情報テーブル*/
static vault_aux_type nest_types[] =
{
#ifdef JP
- {"¥¯¥í¡¼¥ó", vault_aux_clone, vault_prep_clone, 5, 3},
- {"¥¼¥ê¡¼", vault_aux_jelly, NULL, 5, 6},
- {"¥·¥ó¥Ü¥ë(Á±)", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
- {"¥·¥ó¥Ü¥ë(°)", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
- {"¥ß¥ß¥Ã¥¯", vault_aux_mimic, NULL, 30, 4},
- {"¶¸µ¤", vault_aux_cthulhu, NULL, 70, 2},
- {"¸¤¾®²°", vault_aux_kennel, NULL, 45, 4},
- {"ưʪ±à", vault_aux_animal, NULL, 35, 5},
- {"¶µ²ñ", vault_aux_chapel_g, NULL, 75, 4},
- {"¥¢¥ó¥Ç¥Ã¥É", vault_aux_undead, NULL, 75, 5},
+ {"クローン", vault_aux_clone, vault_prep_clone, 5, 3},
+ {"ã\82¼ã\83ªã\83¼", vault_aux_jelly, NULL, 5, 6},
+ {"シンボル(善)", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
+ {"シンボル(悪)", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
+ {"ã\83\9fã\83\9fã\83\83ã\82¯", vault_aux_mimic, NULL, 30, 4},
+ {"狂気", vault_aux_cthulhu, NULL, 70, 2},
+ {"犬小屋", vault_aux_kennel, NULL, 45, 4},
+ {"動物園", vault_aux_animal, NULL, 35, 5},
+ {"教会", vault_aux_chapel_g, NULL, 75, 4},
+ {"アンデッド", vault_aux_undead, NULL, 75, 5},
{NULL, NULL, NULL, 0, 0},
#else
{"clone", vault_aux_clone, vault_prep_clone, 5, 3},
#endif
};
+/*!pit情報テーブル*/
static vault_aux_type pit_types[] =
{
#ifdef JP
- {"¥ª¡¼¥¯", vault_aux_orc, NULL, 5, 6},
- {"¥È¥í¥ë", vault_aux_troll, NULL, 20, 6},
- {"¥¸¥ã¥¤¥¢¥ó¥È", vault_aux_giant, NULL, 50, 6},
- {"¶¸µ¤", vault_aux_cthulhu, NULL, 80, 2},
- {"¥·¥ó¥Ü¥ë(Á±)", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
- {"¥·¥ó¥Ü¥ë(°)", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
- {"¶µ²ñ", vault_aux_chapel_g, NULL, 65, 2},
- {"¥É¥é¥´¥ó", vault_aux_dragon, vault_prep_dragon, 70, 6},
- {"¥Ç¡¼¥â¥ó", vault_aux_demon, NULL, 80, 6},
- {"¥À¡¼¥¯¥¨¥ë¥Õ", vault_aux_dark_elf, NULL, 45, 4},
+ {"ã\82ªã\83¼ã\82¯", vault_aux_orc, NULL, 5, 6},
+ {"トロル", vault_aux_troll, NULL, 20, 6},
+ {"ジャイアント", vault_aux_giant, NULL, 50, 6},
+ {"狂気", vault_aux_cthulhu, NULL, 80, 2},
+ {"シンボル(善)", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
+ {"シンボル(悪)", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
+ {"教会", vault_aux_chapel_g, NULL, 65, 2},
+ {"ドラゴン", vault_aux_dragon, vault_prep_dragon, 70, 6},
+ {"デーモン", vault_aux_demon, NULL, 80, 6},
+ {"ダークエルフ", vault_aux_dark_elf, NULL, 45, 4},
{NULL, NULL, NULL, 0, 0},
#else
{"orc", vault_aux_orc, NULL, 5, 6},
};
-/* Nest types code */
+/*! nestのID定義 / Nest types code */
#define NEST_TYPE_CLONE 0
#define NEST_TYPE_JELLY 1
#define NEST_TYPE_SYMBOL_GOOD 2
#define NEST_TYPE_CHAPEL 8
#define NEST_TYPE_UNDEAD 9
-/* Pit types code */
+/*! pitのID定義 / Pit types code */
#define PIT_TYPE_ORC 0
#define PIT_TYPE_TROLL 1
#define PIT_TYPE_GIANT 2
#define PIT_TYPE_DARK_ELF 9
-/*
+/*!
+ * @brief デバッグ時に生成されたpit/nestの型を出力する処理
+ * @param type pit/nestの型ID
+ * @param nest TRUEならばnest、FALSEならばpit
+ * @return デバッグ表示文字列の参照ポインタ
+ * @details
* Hack -- Get the string describing subtype of pit/nest
* Determined in prepare function (some pit/nest only)
*/
switch (vault_aux_dragon_mask4)
{
#ifdef JP
- case RF4_BR_ACID: strcpy(inner_buf, "(»À)"); break;
- case RF4_BR_ELEC: strcpy(inner_buf, "(°ðºÊ)"); break;
- case RF4_BR_FIRE: strcpy(inner_buf, "(²Ð±ê)"); break;
- case RF4_BR_COLD: strcpy(inner_buf, "(Î䵤)"); break;
- case RF4_BR_POIS: strcpy(inner_buf, "(ÆÇ)"); break;
+ case RF4_BR_ACID: strcpy(inner_buf, "(酸)"); break;
+ case RF4_BR_ELEC: strcpy(inner_buf, "(稲妻)"); break;
+ case RF4_BR_FIRE: strcpy(inner_buf, "(火炎)"); break;
+ case RF4_BR_COLD: strcpy(inner_buf, "(冷気)"); break;
+ case RF4_BR_POIS: strcpy(inner_buf, "(毒)"); break;
case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
- strcpy(inner_buf, "(Ëü¿§)"); break;
- default: strcpy(inner_buf, "(̤ÄêµÁ)"); break;
+ strcpy(inner_buf, "(万色)"); break;
+ default: strcpy(inner_buf, "(未定義)"); break;
#else
case RF4_BR_ACID: strcpy(inner_buf, "(acid)"); break;
case RF4_BR_ELEC: strcpy(inner_buf, "(lightning)"); break;
}
-/* A struct for nest monster information with cheat_hear */
+/*! デバッグ時にnestのモンスター情報を確認するための構造体 / A struct for nest monster information with cheat_hear */
typedef struct
{
s16b r_idx;
/*
- * Comp function for sorting nest monster information
+ *! @brief nestのモンスターリストをソートするための関数 /
+ * Comp function for sorting nest monster information
+ * @param u ソート処理対象配列ポインタ
+ * @param v 未使用
+ * @param a 比較対象参照ID1
+ * @param b 比較対象参照ID2
*/
static bool ang_sort_comp_nest_mon_info(vptr u, vptr v, int a, int b)
{
return w1 <= w2;
}
-
-/*
+/*!
+ * @brief nestのモンスターリストをスワップするための関数 /
* Swap function for sorting nest monster information
+ * @param u スワップ処理対象配列ポインタ
+ * @param v 未使用
+ * @param a スワップ対象参照ID1
+ * @param b スワップ対象参照ID2
*/
static void ang_sort_swap_nest_mon_info(vptr u, vptr v, int a, int b)
{
}
-#define NUM_NEST_MON_TYPE 64
-
-/*
- * Type 5 -- Monster nests
- *
- * A monster nest is a "big" room, with an "inner" room, containing
- * a "collection" of monsters of a given type strewn about the room.
- *
- * The monsters are chosen from a set of 64 randomly selected monster
- * races, to allow the nest creation to fail instead of having "holes".
- *
- * Note the use of the "get_mon_num_prep()" function, and the special
- * "get_mon_num_hook()" restriction function, to prepare the "monster
- * allocation table" in such a way as to optimize the selection of
- * "appropriate" non-unique monsters for the nest.
- *
- * Note that the "get_mon_num()" function may (rarely) fail, in which
- * case the nest will be empty.
- *
- * Note that "monster nests" will never contain "unique" monsters.
+#define NUM_NEST_MON_TYPE 64 /*!<nestの種別数 */
+
+
+/*!
+ * @brief タイプ5の部屋…nestを生成する / Type 5 -- Monster nests
+ * @return なし
+ * @details
+ * A monster nest is a "big" room, with an "inner" room, containing\n
+ * a "collection" of monsters of a given type strewn about the room.\n
+ *\n
+ * The monsters are chosen from a set of 64 randomly selected monster\n
+ * races, to allow the nest creation to fail instead of having "holes".\n
+ *\n
+ * Note the use of the "get_mon_num_prep()" function, and the special\n
+ * "get_mon_num_hook()" restriction function, to prepare the "monster\n
+ * allocation table" in such a way as to optimize the selection of\n
+ * "appropriate" non-unique monsters for the nest.\n
+ *\n
+ * Note that the "get_mon_num()" function may (rarely) fail, in which\n
+ * case the nest will be empty.\n
+ *\n
+ * Note that "monster nests" will never contain "unique" monsters.\n
*/
static bool build_type5(void)
{
- int y, x, y1, x1, y2, x2, xval, yval;
+ POSITION y, x, y1, x1, y2, x2, xval, yval;
int i;
nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
/* Pick some monster types */
for (i = 0; i < NUM_NEST_MON_TYPE; i++)
{
- int r_idx = 0, attempts = 100;
+ MONRACE_IDX r_idx = 0;
+ int attempts = 100;
monster_race *r_ptr = NULL;
while (attempts--)
if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
- nest_mon_info[i].r_idx = r_idx;
+ nest_mon_info[i].r_idx = (s16b)r_idx;
nest_mon_info[i].used = FALSE;
}
case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
}
- /* Describe */
- if (cheat_room)
- {
- /* Room type */
-#ifdef JP
- msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(nest)(%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
-#else
- msg_format("Monster nest (%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
-#endif
- }
+ msg_format_wizard(CHEAT_DUNGEON, _("モンスター部屋(nest)(%s%s)を生成します。", "Monster nest (%s%s)"), n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
/* Place some monsters */
for (y = yval - 2; y <= yval + 2; y++)
{
for (x = xval - 9; x <= xval + 9; x++)
{
- int r_idx;
+ MONRACE_IDX r_idx;
i = randint0(NUM_NEST_MON_TYPE);
r_idx = nest_mon_info[i].r_idx;
}
}
- if (cheat_room && cheat_hear)
+ if (cheat_room)
{
ang_sort_comp = ang_sort_comp_nest_mon_info;
ang_sort_swap = ang_sort_swap_nest_mon_info;
if (nest_mon_info[i].r_idx != nest_mon_info[i + 1].r_idx) break;
if (!nest_mon_info[i + 1].used) break;
}
- msg_print(r_name + r_info[nest_mon_info[i].r_idx].name);
+ msg_format_wizard(CHEAT_DUNGEON, "Nest構成モンスターNo.%d:%s", i, r_name + r_info[nest_mon_info[i].r_idx].name);
}
}
}
-/*
- * Type 6 -- Monster pits
- *
- * A monster pit is a "big" room, with an "inner" room, containing
- * a "collection" of monsters of a given type organized in the room.
- *
- * The inside room in a monster pit appears as shown below, where the
- * actual monsters in each location depend on the type of the pit
- *
- * #####################
- * #0000000000000000000#
- * #0112233455543322110#
- * #0112233467643322110#
- * #0112233455543322110#
- * #0000000000000000000#
- * #####################
- *
- * Note that the monsters in the pit are now chosen by using "get_mon_num()"
- * to request 16 "appropriate" monsters, sorting them by level, and using
- * the "even" entries in this sorted list for the contents of the pit.
- *
- * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",
- * which is handled by requiring a specific "breath" attack for all of the
- * dragons. This may include "multi-hued" breath. Note that "wyrms" may
- * be present in many of the dragon pits, if they have the proper breath.
- *
- * Note the use of the "get_mon_num_prep()" function, and the special
- * "get_mon_num_hook()" restriction function, to prepare the "monster
- * allocation table" in such a way as to optimize the selection of
- * "appropriate" non-unique monsters for the pit.
- *
- * Note that the "get_mon_num()" function may (rarely) fail, in which case
- * the pit will be empty.
- *
- * Note that "monster pits" will never contain "unique" monsters.
+/*!
+ * @brief タイプ6の部屋…pitを生成する / Type 6 -- Monster pits
+ * @return なし
+ * @details
+ * A monster pit is a "big" room, with an "inner" room, containing\n
+ * a "collection" of monsters of a given type organized in the room.\n
+ *\n
+ * The inside room in a monster pit appears as shown below, where the\n
+ * actual monsters in each location depend on the type of the pit\n
+ *\n
+ * XXXXXXXXXXXXXXXXXXXXX\n
+ * X0000000000000000000X\n
+ * X0112233455543322110X\n
+ * X0112233467643322110X\n
+ * X0112233455543322110X\n
+ * X0000000000000000000X\n
+ * XXXXXXXXXXXXXXXXXXXXX\n
+ *\n
+ * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
+ * to request 16 "appropriate" monsters, sorting them by level, and using\n
+ * the "even" entries in this sorted list for the contents of the pit.\n
+ *\n
+ * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
+ * which is handled by requiring a specific "breath" attack for all of the\n
+ * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
+ * be present in many of the dragon pits, if they have the proper breath.\n
+ *\n
+ * Note the use of the "get_mon_num_prep()" function, and the special\n
+ * "get_mon_num_hook()" restriction function, to prepare the "monster\n
+ * allocation table" in such a way as to optimize the selection of\n
+ * "appropriate" non-unique monsters for the pit.\n
+ *\n
+ * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
+ * the pit will be empty.\n
+ *\n
+ * Note that "monster pits" will never contain "unique" monsters.\n
*/
static bool build_type6(void)
{
- int y, x, y1, x1, y2, x2, xval, yval;
+ POSITION y, x, y1, x1, y2, x2, xval, yval;
int i, j;
- int what[16];
+ MONRACE_IDX what[16];
monster_type align;
/* Pick some monster types */
for (i = 0; i < 16; i++)
{
- int r_idx = 0, attempts = 100;
+ MONRACE_IDX r_idx = 0;
+ int attempts = 100;
monster_race *r_ptr = NULL;
while (attempts--)
/* Bubble */
if (p1 > p2)
{
- int tmp = what[i1];
+ MONRACE_IDX tmp = what[i1];
what[i1] = what[i2];
what[i2] = tmp;
}
}
}
- /* Message */
- if (cheat_room)
- {
- /* Room type */
-#ifdef JP
- msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(pit)(%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#else
- msg_format("Monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#endif
- }
+ msg_format_wizard(CHEAT_DUNGEON, _("モンスター部屋(pit)(%s%s)を生成します。", "Monster pit (%s%s)"), n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
/* Select the entries */
for (i = 0; i < 8; i++)
{
/* Every other entry */
what[i] = what[i * 2];
-
- if (cheat_hear)
- {
- /* Message */
- msg_print(r_name + r_info[what[i]].name);
- }
+ msg_format_wizard(CHEAT_DUNGEON, _("Nest構成モンスター選択No.%d:%s", "Nest Monster Select No.%d:%s"), i, r_name + r_info[what[i]].name);
}
/* Top and bottom rows */
}
-/* coordinate translation code */
-static void coord_trans(int *x, int *y, int xoffset, int yoffset, int transno)
+/*!
+ * @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;
*y += yoffset;
}
-
-/*
- * Hack -- fill in "vault" rooms
+/*!
+ * @brief Vaultをフロアに配置する / Hack -- fill in "vault" rooms
+ * @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(int yval, int xval, int ymax, int xmax, cptr data,
- int xoffset, int yoffset, int transno)
+static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xmax, cptr data,
+ POSITION xoffset, POSITION yoffset, int transno)
{
- int dx, dy, x, y, i, j;
-
+ POSITION dx, dy, x, y, i, j;
cptr t;
-
cave_type *c_ptr;
-
/* Place dungeon features and objects */
for (t = data, dy = 0; dy < ymax; dy++)
{
}
-/*
- * Type 7 -- simple vaults (see "v_info.txt")
+/*!
+ * @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
*/
static bool build_type7(void)
{
- vault_type *v_ptr;
+ vault_type *v_ptr = NULL;
int dummy;
- int x, y;
- int xval, yval;
- int xoffset, yoffset;
+ POSITION x, y;
+ POSITION xval, yval;
+ POSITION xoffset, yoffset;
int transno;
/* Pick a lesser vault */
/* No lesser vault found */
if (dummy >= SAFE_MAX_ATTEMPTS)
{
- if (cheat_room)
- {
-#ifdef JP
- msg_print("·Ù¹ð¡ª¾®¤µ¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
-#else
- msg_print("Warning! Could not place lesser vault!");
-#endif
- }
+ 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;
}
#endif
/* Message */
-#ifdef JP
- if (cheat_room) msg_format("¾®¤µ¤ÊÃϲ¼¼¼(%s)", v_name + v_ptr->name);
-#else
- if (cheat_room) msg_format("Lesser vault (%s)", v_name + v_ptr->name);
-#endif
+ 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(yval, xval, v_ptr->hgt, v_ptr->wid,
return TRUE;
}
-
-/*
- * Type 8 -- greater vaults (see "v_info.txt")
+/*!
+ * @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
*/
static bool build_type8(void)
{
vault_type *v_ptr;
int dummy;
- int xval, yval;
- int x, y;
+ POSITION xval, yval;
+ POSITION x, y;
int transno;
int xoffset, yoffset;
/* No greater vault found */
if (dummy >= SAFE_MAX_ATTEMPTS)
{
- if (cheat_room)
- {
-#ifdef JP
- msg_print("·Ù¹ð¡ªµðÂç¤ÊÃϲ¼¼¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡ª");
-#else
- msg_print("Warning! Could not place greater vault!");
-#endif
- }
+ 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;
}
* prevent generation of vaults with no-entrance.
*/
/* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, abs(y) + 2, abs(x) + 2)) return FALSE;
+ if (!find_space(&yval, &xval, (POSITION)(abs(y) + 2), (POSITION)(abs(x) + 2))) return FALSE;
#ifdef FORCE_V_IDX
v_ptr = &v_info[76 + randint1(3)];
#endif
- /* Message */
-#ifdef JP
- if (cheat_room) msg_format("µðÂç¤ÊÃϲ¼¼¼(%s)", v_name + v_ptr->name);
-#else
- if (cheat_room) msg_format("Greater vault (%s)", v_name + v_ptr->name);
-#endif
+ 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(yval, xval, v_ptr->hgt, v_ptr->wid,
(val <= fill_data.c1)) val = fill_data.c1 + 1;
/* store the value in height-map format */
- cave[y][x].feat = val;
+ cave[y][x].feat = (s16b)val;
return;
}
}
/* Boundaries are walls */
- cave[fill_data.ymin][fill_data.xmin].feat = maxsize;
- cave[fill_data.ymax][fill_data.xmin].feat = maxsize;
- cave[fill_data.ymin][fill_data.xmax].feat = maxsize;
- cave[fill_data.ymax][fill_data.xmax].feat = maxsize;
+ cave[fill_data.ymin][fill_data.xmin].feat = (s16b)maxsize;
+ cave[fill_data.ymax][fill_data.xmin].feat = (s16b)maxsize;
+ cave[fill_data.ymin][fill_data.xmax].feat = (s16b)maxsize;
+ cave[fill_data.ymax][fill_data.xmax].feat = (s16b)maxsize;
/* Set the middle square to be an open area. */
cave[y0][x0].feat = 0;
/* 25% of the time use the other tile : it looks better this way */
if (randint1(100) < 75)
{
- cave[y][x].feat = feat1;
+ cave[y][x].feat = (s16b)feat1;
cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info1;
return TRUE;
}
else
{
- cave[y][x].feat = feat2;
+ cave[y][x].feat = (s16b)feat2;
cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info2;
return TRUE;
/* 25% of the time use the other tile : it looks better this way */
if (randint1(100) < 75)
{
- cave[y][x].feat = feat2;
+ cave[y][x].feat = (s16b)feat2;
cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info2;
return TRUE;
}
else
{
- cave[y][x].feat = feat1;
+ cave[y][x].feat = (s16b)feat1;
cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info1;
return TRUE;
}
else if (cave[y][x].feat <= c3)
{
- cave[y][x].feat = feat3;
+ cave[y][x].feat = (s16b)feat3;
cave[y][x].info &= ~(CAVE_MASK);
cave[y][x].info |= info3;
return TRUE;
* Quick and nasty fill routine used to find the connected region
* of floor in the middle of the cave
*/
-static void cave_fill(byte y, byte x)
+static void cave_fill(POSITION y, POSITION x)
{
int i, j, d;
int ty, tx;
fill_data.info1, fill_data.info2, fill_data.info3))
{
/* Enqueue that entry */
- temp_y[flow_tail] = j;
- temp_x[flow_tail] = i;
+ temp_y[flow_tail] = (byte_hack)j;
+ temp_x[flow_tail] = (byte_hack)i;
/* Advance the queue */
if (++flow_tail == TEMP_MAX) flow_tail = 0;
}
-/*
- * Driver routine to create fractal cave system
+/*!
+ * @brief タイプ9の部屋…フラクタルカーブによる洞窟生成 / Type 9 -- Driver routine to create fractal cave system
+ * @return なし
*/
static bool build_type9(void)
{
- int grd, roug, cutoff, xsize, ysize, y0, x0;
+ int grd, roug, cutoff;
+ POSITION xsize, ysize, y0, x0;
bool done, light, room;
int xhsize = xsize / 2;
int yhsize = ysize / 2;
-
- if (cheat_room) msg_print("Bubble Vault");
+ 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[i].x = x;
- center[i].y = y;
+ center[i].x = (byte_hack)x;
+ center[i].y = (byte_hack)y;
}
/* Top and bottom boundaries */
for (i = 0; i < xsize; i++)
{
- int x = x0 - xhsize + i;
+ int side_x = x0 - xhsize + i;
- place_outer_noperm_bold(y0 - yhsize + 0, x);
- cave[y0 - yhsize + 0][x].info |= (CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(y0 - yhsize + ysize - 1, x);
- cave[y0 - yhsize + ysize - 1][x].info |= (CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(y0 - yhsize + 0, side_x);
+ cave[y0 - yhsize + 0][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(y0 - yhsize + ysize - 1, side_x);
+ cave[y0 - yhsize + ysize - 1][side_x].info |= (CAVE_ROOM | CAVE_ICKY);
}
/* Left and right boundaries */
for (i = 1; i < ysize - 1; i++)
{
- int y = y0 - yhsize + i;
+ int side_y = y0 - yhsize + i;
- place_outer_noperm_bold(y, x0 - xhsize + 0);
- cave[y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
- place_outer_noperm_bold(y, x0 - xhsize + xsize - 1);
- cave[y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(side_y, x0 - xhsize + 0);
+ cave[side_y][x0 - xhsize + 0].info |= (CAVE_ROOM | CAVE_ICKY);
+ place_outer_noperm_bold(side_y, x0 - xhsize + xsize - 1);
+ cave[side_y][x0 - xhsize + xsize - 1].info |= (CAVE_ROOM | CAVE_ICKY);
}
/* Fill in middle with bubbles */
/* Get distances to two closest centers */
/* initialize */
- min1 = distance(x, y, center[0].x, center[0].y);
- min2 = distance(x, y, center[1].x, center[1].y);
+ 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)
{
/* Scan the rest */
for (i = 2; i < BUBBLENUM; i++)
{
- temp = distance(x, y, center[i].x, center[i].y);
+ temp = (u16b)distance(x, y, center[i].x, center[i].y);
if (temp < min1)
{
xhsize = xsize / 2;
yhsize = ysize / 2;
- if (cheat_room) msg_print("Room Vault");
+ 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 */
for (x1 = 0; x1 < xsize; x1++)
xsize = xhsize * 2;
ysize = yhsize * 2;
- if (cheat_room) msg_print("Cave Vault");
+ 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;
bool light;
cave_type *c_ptr;
-
- if (cheat_room && is_vault) msg_print("Maze Vault");
+ msg_print_wizard(CHEAT_DUNGEON, _("迷路ランダムVaultを生成しました。", "Maze Vault."));
/* Choose lite or dark */
light = ((dun_level <= randint1(25)) && is_vault && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
int m, n, num_vertices;
int *visited;
- if (cheat_room) msg_print("Mini Checker Board Vault");
+ 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;
y2 = y0 + dy;
x2 = x0 + dx;
- if (cheat_room) msg_print("Castle Vault");
+ msg_print_wizard(CHEAT_DUNGEON, _("城型ランダムVaultを生成しました。", "Castle Vault"));
/* generate the room */
for (y = y1 - 1; y <= y2 + 1; y++)
h3 = randint1(32);
h4 = randint1(32) - 16;
- if (cheat_room) msg_print("Target Vault");
+ 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)
int xsize, ysize, xhsize, yhsize, x, y, i;
int type;
-
- if (cheat_room) msg_print("Elemental Vault");
+ 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;
#endif /* ALLOW_CAVERNS_AND_LAKES */
-/*
- * Random vaults
+/*!
+ * @brief タイプ10の部屋…ランダム生成vault / Type 10 -- Random vaults
+ * @return なし
*/
static bool build_type10(void)
{
- int y0, x0, xsize, ysize, vtype;
+ POSITION y0, x0, xsize, ysize, vtype;
/* Get size */
/* big enough to look good, small enough to be fairly common. */
}
-/*
- * Build an vertical oval room.
- * For every grid in the possible square, check the distance.
- * If it's less than the radius, make it a room square.
- *
- * When done fill from the inside to find the walls,
+/*!
+ * @brief タイプ11の部屋…円形部屋の生成 / Type 11 -- Build an vertical oval room.
+ * @return なし
+ * @details
+ * For every grid in the possible square, check the distance.\n
+ * If it's less than the radius, make it a room square.\n
+ *\n
+ * When done fill from the inside to find the walls,\n
*/
static bool build_type11(void)
{
- int rad, x, y, x0, y0;
+ POSITION rad, x, y, x0, y0;
int light = FALSE;
/* Occasional light */
}
-/*
- * Build crypt room.
- * For every grid in the possible square, check the (fake) distance.
- * If it's less than the radius, make it a room square.
- *
- * When done fill from the inside to find the walls,
+/*!
+ * @brief タイプ12の部屋…ドーム型部屋の生成 / Type 12 -- Build crypt room.
+ * @return なし
+ * @details
+ * For every grid in the possible square, check the (fake) distance.\n
+ * If it's less than the radius, make it a room square.\n
+ *\n
+ * When done fill from the inside to find the walls,\n
*/
static bool build_type12(void)
{
- int rad, x, y, x0, y0;
+ POSITION rad, x, y, x0, y0;
int light = FALSE;
bool emptyflag = TRUE;
/*
* Helper function for "trapped monster pit"
*/
-static bool vault_aux_trapped_pit(int r_idx)
+static bool vault_aux_trapped_pit(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
- * Type 13 -- Trapped monster pits
- *
- * A trapped monster pit is a "big" room with a straight corridor in
- * which wall opening traps are placed, and with two "inner" rooms
- * containing a "collection" of monsters of a given type organized in
- * the room.
- *
- * The trapped monster pit appears as shown below, where the actual
- * monsters in each location depend on the type of the pit
- *
- * #########################
- * # #
- * ####################### #
- * #####001123454321100### #
- * ###0012234567654322100# #
- * ####################### #
- * # ^ #
- * # #######################
- * # #0012234567654322100###
- * # ###001123454321100#####
- * # #######################
- * # #
- * #########################
- *
- * Note that the monsters in the pit are now chosen by using "get_mon_num()"
- * to request 16 "appropriate" monsters, sorting them by level, and using
- * the "even" entries in this sorted list for the contents of the pit.
- *
- * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",
- * which is handled by requiring a specific "breath" attack for all of the
- * dragons. This may include "multi-hued" breath. Note that "wyrms" may
- * be present in many of the dragon pits, if they have the proper breath.
- *
- * Note the use of the "get_mon_num_prep()" function, and the special
- * "get_mon_num_hook()" restriction function, to prepare the "monster
- * allocation table" in such a way as to optimize the selection of
- * "appropriate" non-unique monsters for the pit.
- *
- * Note that the "get_mon_num()" function may (rarely) fail, in which case
- * the pit will be empty.
- *
- * Note that "monster pits" will never contain "unique" monsters.
+/*!
+ * @brief タイプ13の部屋…トラップpitの生成 / Type 13 -- Trapped monster pits
+ * @return なし
+ * @details
+ * A trapped monster pit is a "big" room with a straight corridor in\n
+ * which wall opening traps are placed, and with two "inner" rooms\n
+ * containing a "collection" of monsters of a given type organized in\n
+ * the room.\n
+ *\n
+ * The trapped monster pit appears as shown below, where the actual\n
+ * monsters in each location depend on the type of the pit\n
+ *\n
+ * XXXXXXXXXXXXXXXXXXXXXXXXX\n
+ * X X\n
+ * XXXXXXXXXXXXXXXXXXXXXXX X\n
+ * XXXXX001123454321100XXX X\n
+ * XXX0012234567654322100X X\n
+ * XXXXXXXXXXXXXXXXXXXXXXX X\n
+ * X ^ X\n
+ * X XXXXXXXXXXXXXXXXXXXXXXX\n
+ * X X0012234567654322100XXX\n
+ * X XXX001123454321100XXXXX\n
+ * X XXXXXXXXXXXXXXXXXXXXXXX\n
+ * X X\n
+ * XXXXXXXXXXXXXXXXXXXXXXXXX\n
+ *\n
+ * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
+ * to request 16 "appropriate" monsters, sorting them by level, and using\n
+ * the "even" entries in this sorted list for the contents of the pit.\n
+ *\n
+ * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
+ * which is handled by requiring a specific "breath" attack for all of the\n
+ * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
+ * be present in many of the dragon pits, if they have the proper breath.\n
+ *\n
+ * Note the use of the "get_mon_num_prep()" function, and the special\n
+ * "get_mon_num_hook()" restriction function, to prepare the "monster\n
+ * allocation table" in such a way as to optimize the selection of\n
+ * "appropriate" non-unique monsters for the pit.\n
+ *\n
+ * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
+ * the pit will be empty.\n
+ *\n
+ * Note that "monster pits" will never contain "unique" monsters.\n
*/
static bool build_type13(void)
{
{0, 0, -1}
};
- int y, x, y1, x1, y2, x2, xval, yval;
+ POSITION y, x, y1, x1, y2, x2, xval, yval;
int i, j;
- int what[16];
+ MONRACE_IDX what[16];
monster_type align;
/* Pick some monster types */
for (i = 0; i < 16; i++)
{
- int r_idx = 0, attempts = 100;
+ MONRACE_IDX r_idx = 0;
+ int attempts = 100;
monster_race *r_ptr = NULL;
while (attempts--)
/* Bubble */
if (p1 > p2)
{
- int tmp = what[i1];
+ MONRACE_IDX tmp = what[i1];
what[i1] = what[i2];
what[i2] = tmp;
}
}
}
- /* Message */
- if (cheat_room)
- {
- /* Room type */
-#ifdef JP
- msg_format("%s%s¤Î櫥ԥåÈ", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#else
- msg_format("Trapped monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-#endif
- }
+ msg_format_wizard(CHEAT_DUNGEON, _("%s%sの罠ピットが生成されました。", "Trapped monster pit (%s%s)"),
+ n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
/* Select the entries */
for (i = 0; i < 8; i++)
}
-/*
- * Type 14 -- trapped rooms
- *
+/*!
+ * @brief タイプ14の部屋…特殊トラップ部屋の生成 / Type 14 -- trapped rooms
+ * @return なし
+ * @details
* A special trap is placed at center of the room
*/
static bool build_type14(void)
{
- int y, x, y2, x2, yval, xval;
- int y1, x1, xsize, ysize;
+ POSITION y, x, y2, x2, yval, xval;
+ POSITION y1, x1, xsize, ysize;
bool light;
c_ptr->mimic = c_ptr->feat;
c_ptr->feat = trap;
- /* Message */
- if (cheat_room)
- {
-#ifdef JP
- msg_format("%s¤ÎÉô²°", f_name + f_info[trap].name);
-#else
- msg_format("Room of %s", f_name + f_info[trap].name);
-#endif
- }
+ msg_format_wizard(CHEAT_DUNGEON, _("%sの部屋が生成されました。", "Room of %s was generated."), f_name + f_info[trap].name);
return TRUE;
}
/*
* Helper function for "glass room"
*/
-static bool vault_aux_lite(int r_idx)
+static bool vault_aux_lite(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
if (!vault_monster_okay(r_idx)) return FALSE;
/* Require lite attack */
- if (!(r_ptr->flags4 & RF4_BR_LITE) && !(r_ptr->flags5 & RF5_BA_LITE)) return FALSE;
+ if (!(r_ptr->flags4 & RF4_BR_LITE) && !(r_ptr->a_ability_flags1 & RF5_BA_LITE)) return FALSE;
/* No wall passing monsters */
if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return FALSE;
/*
* Helper function for "glass room"
*/
-static bool vault_aux_shards(int r_idx)
+static bool vault_aux_shards(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
/*
* Hack -- determine if a template is potion
*/
-static bool kind_is_potion(int k_idx)
+static bool kind_is_potion(KIND_OBJECT_IDX k_idx)
{
return k_info[k_idx].tval == TV_POTION;
}
-/*
- * Type 15 -- glass rooms
+/*!
+ * @brief タイプ15の部屋…ガラス部屋の生成 / Type 15 -- glass rooms
+ * @return なし
*/
static bool build_type15(void)
{
- int y, x, y2, x2, yval, xval;
- int y1, x1, xsize, ysize;
+ POSITION y, x, y2, x2, yval, xval;
+ POSITION y1, x1, xsize, ysize;
bool light;
cave_type *c_ptr;
/* Place fixed lite berathers */
for (dir1 = 4; dir1 < 8; dir1++)
{
- int r_idx = get_mon_num(dun_level);
+ MONRACE_IDX r_idx = get_mon_num(dun_level);
y = yval + 2 * ddy_ddd[dir1];
x = xval + 2 * ddx_ddd[dir1];
case 2: /* 1 lite breather + random object */
{
- int r_idx, dir1;
+ MONRACE_IDX r_idx;
+ DIRECTION dir1;
/* Pillars */
c_ptr = &cave[y1 + 1][x1 + 1];
/* Place shard berathers */
for (dir1 = 4; dir1 < 8; dir1++)
{
- int r_idx = get_mon_num(dun_level);
+ MONRACE_IDX r_idx = get_mon_num(dun_level);
y = yval + ddy_ddd[dir1];
x = xval + ddx_ddd[dir1];
break;
}
- /* Message */
- if (cheat_room)
- {
-#ifdef JP
- msg_print("¥¬¥é¥¹¤ÎÉô²°");
-#else
- msg_print("Glass room");
-#endif
- }
+ 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;
}
for (x = x1; x <= x2; x++)
{
/* Point to grid */
- place_extra_perm_bold(y, x);
+ place_inner_perm_bold(y, x);
}
}
}
return i == n;
}
-/*
- * Actually create buildings
+/*!
+ * @brief タイプ16の部屋…地下都市生成のサブルーチン / Actually create buildings
+ * @return なし
+ * @param ltcy 生成基準Y座標
+ * @param ltcx 生成基準X座標
+ * @param stotes[] 生成する店舗のリスト
+ * @param n 生成する店舗の数
+ * @note
* Note: ltcy and ltcx indicate "left top corner".
*/
static void build_stores(int ltcy, int ltcx, int stores[], int n)
{
- int i, j, y, x;
+ int i, y, x;
+ IDX j;
ugbldg_type *cur_ugbldg;
for (i = 0; i < n; i++)
}
-/*
- * Type 16 -- Underground Arcade
- *
- * Town logic flow for generation of new town
- * Originally from Vanilla 3.0.3
- *
- * We start with a fully wiped cave of normal floors.
- *
- * Note that town_gen_hack() plays games with the R.N.G.
- *
- * This function does NOT do anything about the owners of the stores,
- * nor the contents thereof. It only handles the physical layout.
+/*!
+ * @brief タイプ16の部屋…地下都市の生成 / Type 16 -- Underground Arcade
+ * @return なし
+ * @details
+ * Town logic flow for generation of new town\n
+ * Originally from Vanilla 3.0.3\n
+ *\n
+ * We start with a fully wiped cave of normal floors.\n
+ *\n
+ * Note that town_gen_hack() plays games with the R.N.G.\n
+ *\n
+ * This function does NOT do anything about the owners of the stores,\n
+ * nor the contents thereof. It only handles the physical layout.\n
*/
static bool build_type16(void)
{
STORE_ALCHEMIST, STORE_MAGIC, STORE_BLACK, STORE_BOOK,
};
int n = sizeof stores / sizeof (int);
- int i, y, x, y1, x1, yval, xval;
+ POSITION i, y, x, y1, x1, yval, xval;
int town_hgt = rand_range(MIN_TOWN_HGT, MAX_TOWN_HGT);
int town_wid = rand_range(MIN_TOWN_WID, MAX_TOWN_WID);
bool prevent_bm = FALSE;
/* Generate new room */
generate_room_floor(
y1 + town_hgt / 3, x1 + town_wid / 3,
- y1 + town_hgt * 2 / 3, x < x1 + town_wid * 2 / 3, FALSE);
+ y1 + town_hgt * 2 / 3, x1 + town_wid * 2 / 3, FALSE);
/* Build stores */
build_stores(y1, x1, stores, n);
-#ifdef JP
- if (cheat_room) msg_print("Ãϲ¼³¹");
-#else
- if (cheat_room) msg_print("Underground Arcade");
-#endif
+ msg_print_wizard(CHEAT_DUNGEON, _("地下街を生成しました", "Underground arcade was generated."));
/* Free buildings array */
C_KILL(ugbldg, n, ugbldg_type);
}
-/*
- * Attempt to build a room of the given type at the given block
- *
- * Note that we restrict the number of "crowded" rooms to reduce
- * the chance of overflowing the monster list during level creation.
+/*!
+ * @brief 与えられた部屋型IDに応じて部屋の生成処理分岐を行い結果を返す / Attempt to build a room of the given type at the given block
+ * @param type 部屋型ID
+ * @note that we restrict the number of "crowded" rooms to reduce the chance of overflowing the monster list during level creation.
+ * @return 部屋の精製に成功した場合 TRUE を返す。
*/
static bool room_build(int typ)
{
return FALSE;
}
+/*!
+ * @brief 指定した部屋の生成確率を別の部屋に加算し、指定した部屋の生成率を0にする
+ * @param dst 確率を移す先の部屋種ID
+ * @param src 確率を与える元の部屋種ID
+ */
+#define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
-#define MOVE_PLIST(dst, src) (prob_list[dst] += prob_list[src], prob_list[src] = 0)
-
-/*
- * [from SAngband (originally from OAngband)]
- *
- * Generate rooms in dungeon. Build bigger rooms at first.
+/*!
+ * @brief 部屋生成処理のメインルーチン(Sangbandを経由してOangbandからの実装を引用) / Generate rooms in dungeon. Build bigger rooms at first. [from SAngband (originally from OAngband)]
+ * @return 部屋生成に成功した場合 TRUE を返す。
*/
bool generate_rooms(void)
{
* XXX -- Various dungeon types and options.
*/
- /* Ironman sees only Greater Vaults */
+ /*! @details ダンジョンにBEGINNER、CHAMELEON、SMALLESTいずれのフラグもなく、かつ「常に通常でない部屋を生成する」フラグがONならば、GRATER_VAULTのみを生成対象とする。 / Ironman sees only Greater Vaults */
if (ironman_rooms && !((d_info[dungeon_type].flags1 & (DF1_BEGINNER | DF1_CHAMELEON | DF1_SMALLEST))))
{
for (i = 0; i < ROOM_T_MAX; i++)
}
}
- /* Forbidden vaults */
+ /*! @details ダンジョンにNO_VAULTフラグがあるならば、LESSER_VAULT / GREATER_VAULT/ RANDOM_VAULTを除外 / Forbidden vaults */
else if (d_info[dungeon_type].flags1 & DF1_NO_VAULT)
{
prob_list[ROOM_T_LESSER_VAULT] = 0;
prob_list[ROOM_T_RANDOM_VAULT] = 0;
}
-
- /* NO_CAVE dungeon (Castle)*/
+ /*! @details ダンジョンにNO_CAVEフラグがある場合、FRACAVEの生成枠がNORMALに与えられる。CRIPT、OVALの生成枠がINNER_Fに与えられる。/ NO_CAVE dungeon (Castle)*/
if (d_info[dungeon_type].flags1 & DF1_NO_CAVE)
{
MOVE_PLIST(ROOM_T_NORMAL, ROOM_T_FRACAVE);
MOVE_PLIST(ROOM_T_INNER_FEAT, ROOM_T_OVAL);
}
- /* CAVE dungeon (Orc cave etc.) */
+ /*! @details ダンジョンにCAVEフラグがある場合、NORMALの生成枠がFRACAVEに与えられる。/ CAVE dungeon (Orc cave etc.) */
else if (d_info[dungeon_type].flags1 & DF1_CAVE)
{
MOVE_PLIST(ROOM_T_FRACAVE, ROOM_T_NORMAL);
}
- /* No caves when a (random) cavern exists: they look bad */
+ /*! @details ダンジョンの基本地形が最初から渓谷かアリーナ型の場合 FRACAVE は生成から除外。 / No caves when a (random) cavern exists: they look bad */
else if (dun->cavern || dun->empty_level)
{
prob_list[ROOM_T_FRACAVE] = 0;
}
- /* Forbidden glass rooms */
+ /*! @details ダンジョンに最初からGLASS_ROOMフラグがある場合、GLASS を生成から除外。/ Forbidden glass rooms */
if (!(d_info[dungeon_type].flags1 & DF1_GLASS_ROOM))
{
prob_list[ROOM_T_GLASS] = 0;
}
+ /*! @details ARCADEは同フラグがダンジョンにないと生成されない。 / Forbidden glass rooms */
if (!(d_info[dungeon_type].flags1 & DF1_ARCADE))
{
prob_list[ROOM_T_ARCADE] = 0;
if (!remain) break;
}
- if (rooms_built < 1) return FALSE;
-
- if (cheat_room)
+ /*! @details 部屋生成数が2未満の場合生成失敗を返す */
+ if (rooms_built < 2)
{
-#ifdef JP
- msg_format("Éô²°¿ô: %d", rooms_built);
-#else
- msg_format("Number of Rooms: %d", rooms_built);
-#endif
+ msg_format_wizard(CHEAT_DUNGEON, _("部屋数が2未満でした。生成を再試行します。", "Number of rooms was under 2. Retry."), rooms_built);
+ return FALSE;
}
+ msg_format_wizard(CHEAT_DUNGEON, _("このダンジョンの部屋数は %d です。", "Number of Rooms: %d"), rooms_built);
+
return TRUE;
}