1 #include "angband.h"
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3 #include "generate.h"
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5 #include "rooms-pitnest.h"
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6 #include "monster-hook.h"
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10 #define NUM_NEST_MON_TYPE 64 /*!<nestの種別数 */
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12 /*! pit/nest型情報のtypedef */
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13 typedef struct vault_aux_type vault_aux_type;
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15 /*! pit/nest型情報の構造体定義 */
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16 struct vault_aux_type
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19 bool(*hook_func)(MONRACE_IDX r_idx);
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20 void(*prep_func)(void);
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25 /*! nestのID定義 / Nest types code */
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26 #define NEST_TYPE_CLONE 0
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27 #define NEST_TYPE_JELLY 1
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28 #define NEST_TYPE_SYMBOL_GOOD 2
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29 #define NEST_TYPE_SYMBOL_EVIL 3
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30 #define NEST_TYPE_MIMIC 4
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31 #define NEST_TYPE_LOVECRAFTIAN 5
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32 #define NEST_TYPE_KENNEL 6
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33 #define NEST_TYPE_ANIMAL 7
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34 #define NEST_TYPE_CHAPEL 8
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35 #define NEST_TYPE_UNDEAD 9
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37 /*! pitのID定義 / Pit types code */
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38 #define PIT_TYPE_ORC 0
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39 #define PIT_TYPE_TROLL 1
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40 #define PIT_TYPE_GIANT 2
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41 #define PIT_TYPE_LOVECRAFTIAN 3
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42 #define PIT_TYPE_SYMBOL_GOOD 4
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43 #define PIT_TYPE_SYMBOL_EVIL 5
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44 #define PIT_TYPE_CHAPEL 6
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45 #define PIT_TYPE_DRAGON 7
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46 #define PIT_TYPE_DEMON 8
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47 #define PIT_TYPE_DARK_ELF 9
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54 /*! 通常pit生成時のモンスターの構成条件ID / Race index for "monster pit (clone)" */
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55 static int vault_aux_race;
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57 /*! 単一シンボルpit生成時の指定シンボル / Race index for "monster pit (symbol clone)" */
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58 static char vault_aux_char;
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60 /*! 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)" */
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61 static u32b vault_aux_dragon_mask4;
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65 * @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 /
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66 * Helper monster selection function
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67 * @param r_idx 確認したいモンスター種族ID
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68 * @return Vault生成の最低必要条件を満たしているならTRUEを返す。
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70 static bool vault_aux_simple(MONRACE_IDX r_idx)
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73 return (vault_monster_okay(r_idx));
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78 * @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 /
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79 * Helper function for "monster nest (jelly)"
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80 * @param r_idx 確認したいモンスター種族ID
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81 * @return 生成必要条件を満たしているならTRUEを返す。
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83 static bool vault_aux_jelly(MONRACE_IDX r_idx)
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85 monster_race *r_ptr = &r_info[r_idx];
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87 /* Validate the monster */
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88 if (!vault_monster_okay(r_idx)) return (FALSE);
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90 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
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92 /* Also decline evil jellies (like death molds and shoggoths) */
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93 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
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95 /* Require icky thing, jelly, mold, or mushroom */
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96 if (!my_strchr("ijm,", r_ptr->d_char)) return (FALSE);
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103 * @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 /
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104 * Helper function for "monster nest (animal)"
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105 * @param r_idx 確認したいモンスター種族ID
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106 * @return 生成必要条件を満たしているならTRUEを返す。
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108 static bool vault_aux_animal(MONRACE_IDX r_idx)
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110 monster_race *r_ptr = &r_info[r_idx];
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112 /* Validate the monster */
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113 if (!vault_monster_okay(r_idx)) return (FALSE);
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115 /* Require "animal" flag */
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116 if (!(r_ptr->flags3 & (RF3_ANIMAL))) return (FALSE);
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124 * @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 /
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125 * Helper function for "monster nest (undead)"
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126 * @param r_idx 確認したいモンスター種族ID
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127 * @return 生成必要条件を満たしているならTRUEを返す。
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129 static bool vault_aux_undead(MONRACE_IDX r_idx)
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131 monster_race *r_ptr = &r_info[r_idx];
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133 /* Validate the monster */
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134 if (!vault_monster_okay(r_idx)) return (FALSE);
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136 /* Require Undead */
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137 if (!(r_ptr->flags3 & (RF3_UNDEAD))) return (FALSE);
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144 * @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 /
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145 * Helper function for "monster nest (chapel)"
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146 * @param r_idx 確認したいモンスター種族ID
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147 * @return 生成必要条件を満たしているならTRUEを返す。
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149 static bool vault_aux_chapel_g(MONRACE_IDX r_idx)
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151 static int chapel_list[] = {
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152 MON_NOV_PRIEST, MON_NOV_PALADIN, MON_NOV_PRIEST_G, MON_NOV_PALADIN_G,
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153 MON_PRIEST, MON_JADE_MONK, MON_IVORY_MONK, MON_ULTRA_PALADIN,
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154 MON_EBONY_MONK, MON_W_KNIGHT, MON_KNI_TEMPLAR, MON_PALADIN,
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155 MON_TOPAZ_MONK, 0 };
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159 monster_race *r_ptr = &r_info[r_idx];
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161 /* Validate the monster */
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162 if (!vault_monster_okay(r_idx)) return (FALSE);
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164 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
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165 if ((r_idx == MON_A_GOLD) || (r_idx == MON_A_SILVER)) return (FALSE);
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167 /* Require "priest" or Angel */
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169 if (r_ptr->d_char == 'A') return TRUE;
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171 for (i = 0; chapel_list[i]; i++)
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172 if (r_idx == chapel_list[i]) return TRUE;
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178 * @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 /
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179 * Helper function for "monster nest (kennel)"
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180 * @param r_idx 確認したいモンスター種族ID
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181 * @return 生成必要条件を満たしているならTRUEを返す。
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183 static bool vault_aux_kennel(MONRACE_IDX r_idx)
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185 monster_race *r_ptr = &r_info[r_idx];
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187 /* Validate the monster */
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188 if (!vault_monster_okay(r_idx)) return (FALSE);
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190 /* Require a Zephyr Hound or a dog */
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191 if (!my_strchr("CZ", r_ptr->d_char)) return (FALSE);
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198 * @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 /
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199 * Helper function for "monster nest (mimic)"
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200 * @param r_idx 確認したいモンスター種族ID
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201 * @return 生成必要条件を満たしているならTRUEを返す。
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203 static bool vault_aux_mimic(MONRACE_IDX r_idx)
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205 monster_race *r_ptr = &r_info[r_idx];
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207 /* Validate the monster */
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208 if (!vault_monster_okay(r_idx)) return (FALSE);
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210 /* Require mimic */
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211 if (!my_strchr("!$&(/=?[\\|", r_ptr->d_char)) return (FALSE);
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218 * @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 /
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219 * Helper function for "monster nest (clone)"
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220 * @param r_idx 確認したいモンスター種族ID
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221 * @return 生成必要条件を満たしているならTRUEを返す。
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223 static bool vault_aux_clone(MONRACE_IDX r_idx)
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225 /* Validate the monster */
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226 if (!vault_monster_okay(r_idx)) return (FALSE);
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228 return (r_idx == vault_aux_race);
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233 * @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 /
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234 * Helper function for "monster nest (symbol clone)"
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235 * @param r_idx 確認したいモンスター種族ID
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236 * @return 生成必要条件を満たしているならTRUEを返す。
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238 static bool vault_aux_symbol_e(MONRACE_IDX r_idx)
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240 monster_race *r_ptr = &r_info[r_idx];
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242 /* Validate the monster */
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243 if (!vault_monster_okay(r_idx)) return (FALSE);
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245 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
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247 if (r_ptr->flags3 & (RF3_GOOD)) return (FALSE);
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249 /* Decline incorrect symbol */
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250 if (r_ptr->d_char != vault_aux_char) return (FALSE);
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258 * @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 /
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259 * Helper function for "monster nest (symbol clone)"
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260 * @param r_idx 確認したいモンスター種族ID
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261 * @return 生成必要条件を満たしているならTRUEを返す。
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263 static bool vault_aux_symbol_g(MONRACE_IDX r_idx)
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265 monster_race *r_ptr = &r_info[r_idx];
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267 /* Validate the monster */
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268 if (!vault_monster_okay(r_idx)) return (FALSE);
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270 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
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272 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
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274 /* Decline incorrect symbol */
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275 if (r_ptr->d_char != vault_aux_char) return (FALSE);
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283 * @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 /
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284 * Helper function for "monster pit (orc)"
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285 * @param r_idx 確認したいモンスター種族ID
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286 * @return 生成必要条件を満たしているならTRUEを返す。
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288 static bool vault_aux_orc(MONRACE_IDX r_idx)
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290 monster_race *r_ptr = &r_info[r_idx];
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292 /* Validate the monster */
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293 if (!vault_monster_okay(r_idx)) return (FALSE);
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296 if (!(r_ptr->flags3 & RF3_ORC)) return (FALSE);
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298 /* Decline undead */
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299 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
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307 * @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 /
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308 * Helper function for "monster pit (troll)"
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309 * @param r_idx 確認したいモンスター種族ID
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310 * @return 生成必要条件を満たしているならTRUEを返す。
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312 static bool vault_aux_troll(MONRACE_IDX r_idx)
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314 monster_race *r_ptr = &r_info[r_idx];
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316 /* Validate the monster */
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317 if (!vault_monster_okay(r_idx)) return (FALSE);
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319 /* Require troll */
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320 if (!(r_ptr->flags3 & RF3_TROLL)) return (FALSE);
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322 /* Decline undead */
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323 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
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331 * @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 /
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332 * Helper function for "monster pit (giant)"
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333 * @param r_idx 確認したいモンスター種族ID
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334 * @return 生成必要条件を満たしているならTRUEを返す。
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336 static bool vault_aux_giant(MONRACE_IDX r_idx)
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338 monster_race *r_ptr = &r_info[r_idx];
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340 /* Validate the monster */
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341 if (!vault_monster_okay(r_idx)) return (FALSE);
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343 /* Require giant */
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344 if (!(r_ptr->flags3 & RF3_GIANT)) return (FALSE);
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346 if (r_ptr->flags3 & RF3_GOOD) return (FALSE);
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348 /* Decline undead */
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349 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
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357 * @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 /
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358 * Helper function for "monster pit (dragon)"
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359 * @param r_idx 確認したいモンスター種族ID
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360 * @return 生成必要条件を満たしているならTRUEを返す。
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362 static bool vault_aux_dragon(MONRACE_IDX r_idx)
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364 monster_race *r_ptr = &r_info[r_idx];
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366 /* Validate the monster */
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367 if (!vault_monster_okay(r_idx)) return (FALSE);
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369 /* Require dragon */
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370 if (!(r_ptr->flags3 & RF3_DRAGON)) return (FALSE);
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372 /* Hack -- Require correct "breath attack" */
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373 if (r_ptr->flags4 != vault_aux_dragon_mask4) return (FALSE);
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375 /* Decline undead */
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376 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
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384 * @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 /
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385 * Helper function for "monster pit (demon)"
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386 * @param r_idx 確認したいモンスター種族ID
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387 * @return 生成必要条件を満たしているならTRUEを返す。
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389 static bool vault_aux_demon(MONRACE_IDX r_idx)
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391 monster_race *r_ptr = &r_info[r_idx];
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393 /* Validate the monster */
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394 if (!vault_monster_okay(r_idx)) return (FALSE);
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396 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
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398 /* Require demon */
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399 if (!(r_ptr->flags3 & RF3_DEMON)) return (FALSE);
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407 * @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 /
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408 * Helper function for "monster pit (lovecraftian)"
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409 * @param r_idx 確認したいモンスター種族ID
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410 * @return 生成必要条件を満たしているならTRUEを返す。
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412 static bool vault_aux_cthulhu(MONRACE_IDX r_idx)
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414 monster_race *r_ptr = &r_info[r_idx];
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416 /* Validate the monster */
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417 if (!vault_monster_okay(r_idx)) return (FALSE);
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419 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
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421 /* Require eldritch horror */
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422 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
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430 * @brief pit/nestの基準となる単種モンスターを決める /
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433 static void vault_prep_clone(void)
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435 /* Apply the monster restriction */
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436 get_mon_num_prep(vault_aux_simple, NULL);
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438 /* Pick a race to clone */
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439 vault_aux_race = get_mon_num(dun_level + 10);
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441 /* Remove the monster restriction */
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442 get_mon_num_prep(NULL, NULL);
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447 * @brief pit/nestの基準となるモンスターシンボルを決める /
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450 static void vault_prep_symbol(void)
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454 /* Apply the monster restriction */
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455 get_mon_num_prep(vault_aux_simple, NULL);
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457 /* Pick a race to clone */
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458 r_idx = get_mon_num(dun_level + 10);
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460 /* Remove the monster restriction */
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461 get_mon_num_prep(NULL, NULL);
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463 /* Extract the symbol */
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464 vault_aux_char = r_info[r_idx].d_char;
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468 * @brief pit/nestの基準となるドラゴンの種類を決める /
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471 static void vault_prep_dragon(void)
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473 /* Pick dragon type */
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474 switch (randint0(6))
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479 /* Restrict dragon breath type */
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480 vault_aux_dragon_mask4 = RF4_BR_ACID;
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489 /* Restrict dragon breath type */
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490 vault_aux_dragon_mask4 = RF4_BR_ELEC;
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499 /* Restrict dragon breath type */
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500 vault_aux_dragon_mask4 = RF4_BR_FIRE;
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509 /* Restrict dragon breath type */
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510 vault_aux_dragon_mask4 = RF4_BR_COLD;
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519 /* Restrict dragon breath type */
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520 vault_aux_dragon_mask4 = RF4_BR_POIS;
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529 /* Restrict dragon breath type */
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530 vault_aux_dragon_mask4 = (RF4_BR_ACID | RF4_BR_ELEC |
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531 RF4_BR_FIRE | RF4_BR_COLD |
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542 * @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 /
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543 * Helper function for "monster pit (dark elf)"
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544 * @param r_idx 確認したいモンスター種族ID
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545 * @return 生成必要条件を満たしているならTRUEを返す。
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547 static bool vault_aux_dark_elf(MONRACE_IDX r_idx)
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550 static int dark_elf_list[] =
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552 MON_D_ELF, MON_D_ELF_MAGE, MON_D_ELF_WARRIOR, MON_D_ELF_PRIEST,
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553 MON_D_ELF_LORD, MON_D_ELF_WARLOCK, MON_D_ELF_DRUID, MON_NIGHTBLADE,
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554 MON_D_ELF_SORC, MON_D_ELF_SHADE, 0,
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557 /* Validate the monster */
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558 if (!vault_monster_okay(r_idx)) return FALSE;
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560 /* Require dark elves */
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561 for (i = 0; dark_elf_list[i]; i++)
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562 if (r_idx == dark_elf_list[i]) return TRUE;
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570 * @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
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571 * @param l_ptr 選択されたpit/nest情報を返す参照ポインタ
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572 * @param allow_flag_mask 生成が許されるpit/nestのビット配列
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573 * @return 選択されたpit/nestのID、選択失敗した場合-1を返す。
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575 static int pick_vault_type(vault_aux_type *l_ptr, s16b allow_flag_mask)
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577 int tmp, total, count;
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579 vault_aux_type *n_ptr;
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581 /* Calculate the total possibilities */
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582 for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
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585 if (!n_ptr->name) break;
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587 /* Ignore excessive depth */
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588 if (n_ptr->level > dun_level) continue;
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590 /* Not matched with pit/nest flag */
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591 if (!(allow_flag_mask & (1L << count))) continue;
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593 /* Count this possibility */
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594 total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
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597 /* Pick a random type */
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598 tmp = randint0(total);
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600 /* Find this type */
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601 for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
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604 if (!n_ptr->name) break;
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606 /* Ignore excessive depth */
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607 if (n_ptr->level > dun_level) continue;
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609 /* Not matched with pit/nest flag */
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610 if (!(allow_flag_mask & (1L << count))) continue;
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612 /* Count this possibility */
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613 total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
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615 /* Found the type */
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616 if (tmp < total) break;
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619 return n_ptr->name ? count : -1;
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623 * @brief デバッグ時に生成されたpit/nestの型を出力する処理
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624 * @param type pit/nestの型ID
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625 * @param nest TRUEならばnest、FALSEならばpit
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626 * @return デバッグ表示文字列の参照ポインタ
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628 * Hack -- Get the string describing subtype of pit/nest
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629 * Determined in prepare function (some pit/nest only)
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631 static cptr pit_subtype_string(int type, bool nest)
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633 static char inner_buf[256] = "";
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635 inner_buf[0] = '\0'; /* Init string */
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637 if (nest) /* Nests */
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641 case NEST_TYPE_CLONE:
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642 sprintf(inner_buf, "(%s)", r_name + r_info[vault_aux_race].name);
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644 case NEST_TYPE_SYMBOL_GOOD:
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645 case NEST_TYPE_SYMBOL_EVIL:
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646 sprintf(inner_buf, "(%c)", vault_aux_char);
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654 case PIT_TYPE_SYMBOL_GOOD:
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655 case PIT_TYPE_SYMBOL_EVIL:
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656 sprintf(inner_buf, "(%c)", vault_aux_char);
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658 case PIT_TYPE_DRAGON:
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659 switch (vault_aux_dragon_mask4)
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662 case RF4_BR_ACID: strcpy(inner_buf, "(酸)"); break;
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663 case RF4_BR_ELEC: strcpy(inner_buf, "(稲妻)"); break;
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664 case RF4_BR_FIRE: strcpy(inner_buf, "(火炎)"); break;
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665 case RF4_BR_COLD: strcpy(inner_buf, "(冷気)"); break;
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666 case RF4_BR_POIS: strcpy(inner_buf, "(毒)"); break;
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667 case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS) :
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668 strcpy(inner_buf, "(万色)"); break;
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669 default: strcpy(inner_buf, "(未定義)"); break;
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671 case RF4_BR_ACID: strcpy(inner_buf, "(acid)"); break;
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672 case RF4_BR_ELEC: strcpy(inner_buf, "(lightning)"); break;
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673 case RF4_BR_FIRE: strcpy(inner_buf, "(fire)"); break;
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674 case RF4_BR_COLD: strcpy(inner_buf, "(frost)"); break;
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675 case RF4_BR_POIS: strcpy(inner_buf, "(poison)"); break;
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676 case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS) :
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677 strcpy(inner_buf, "(multi-hued)"); break;
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678 default: strcpy(inner_buf, "(undefined)"); break;
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693 *! @brief nestのモンスターリストをソートするための関数 /
\r
694 * Comp function for sorting nest monster information
\r
695 * @param u ソート処理対象配列ポインタ
\r
697 * @param a 比較対象参照ID1
\r
698 * @param b 比較対象参照ID2
\r
700 static bool ang_sort_comp_nest_mon_info(vptr u, vptr v, int a, int b)
\r
702 nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
\r
703 int w1 = nest_mon_info[a].r_idx;
\r
704 int w2 = nest_mon_info[b].r_idx;
\r
705 monster_race *r1_ptr = &r_info[w1];
\r
706 monster_race *r2_ptr = &r_info[w2];
\r
712 /* Extract used info */
\r
713 z1 = nest_mon_info[a].used;
\r
714 z2 = nest_mon_info[b].used;
\r
716 /* Compare used status */
\r
717 if (z1 < z2) return FALSE;
\r
718 if (z1 > z2) return TRUE;
\r
720 /* Compare levels */
\r
721 if (r1_ptr->level < r2_ptr->level) return TRUE;
\r
722 if (r1_ptr->level > r2_ptr->level) return FALSE;
\r
724 /* Compare experience */
\r
725 if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
\r
726 if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
\r
728 /* Compare indexes */
\r
733 * @brief nestのモンスターリストをスワップするための関数 /
\r
734 * Swap function for sorting nest monster information
\r
735 * @param u スワップ処理対象配列ポインタ
\r
737 * @param a スワップ対象参照ID1
\r
738 * @param b スワップ対象参照ID2
\r
740 static void ang_sort_swap_nest_mon_info(vptr u, vptr v, int a, int b)
\r
742 nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
\r
743 nest_mon_info_type holder;
\r
749 holder = nest_mon_info[a];
\r
750 nest_mon_info[a] = nest_mon_info[b];
\r
751 nest_mon_info[b] = holder;
\r
757 static vault_aux_type nest_types[] =
\r
760 { "クローン", vault_aux_clone, vault_prep_clone, 5, 3 },
\r
761 { "ゼリー", vault_aux_jelly, NULL, 5, 6 },
\r
762 { "シンボル(善)", vault_aux_symbol_g, vault_prep_symbol, 25, 2 },
\r
763 { "シンボル(悪)", vault_aux_symbol_e, vault_prep_symbol, 25, 2 },
\r
764 { "ミミック", vault_aux_mimic, NULL, 30, 4 },
\r
765 { "狂気", vault_aux_cthulhu, NULL, 70, 2 },
\r
766 { "犬小屋", vault_aux_kennel, NULL, 45, 4 },
\r
767 { "動物園", vault_aux_animal, NULL, 35, 5 },
\r
768 { "教会", vault_aux_chapel_g, NULL, 75, 4 },
\r
769 { "アンデッド", vault_aux_undead, NULL, 75, 5 },
\r
770 { NULL, NULL, NULL, 0, 0 },
\r
772 { "clone", vault_aux_clone, vault_prep_clone, 5, 3 },
\r
773 { "jelly", vault_aux_jelly, NULL, 5, 6 },
\r
774 { "symbol good", vault_aux_symbol_g, vault_prep_symbol, 25, 2 },
\r
775 { "symbol evil", vault_aux_symbol_e, vault_prep_symbol, 25, 2 },
\r
776 { "mimic", vault_aux_mimic, NULL, 30, 4 },
\r
777 { "lovecraftian", vault_aux_cthulhu, NULL, 70, 2 },
\r
778 { "kennel", vault_aux_kennel, NULL, 45, 4 },
\r
779 { "animal", vault_aux_animal, NULL, 35, 5 },
\r
780 { "chapel", vault_aux_chapel_g, NULL, 75, 4 },
\r
781 { "undead", vault_aux_undead, NULL, 75, 5 },
\r
782 { NULL, NULL, NULL, 0, 0 },
\r
787 static vault_aux_type pit_types[] =
\r
790 { "オーク", vault_aux_orc, NULL, 5, 6 },
\r
791 { "トロル", vault_aux_troll, NULL, 20, 6 },
\r
792 { "ジャイアント", vault_aux_giant, NULL, 50, 6 },
\r
793 { "狂気", vault_aux_cthulhu, NULL, 80, 2 },
\r
794 { "シンボル(善)", vault_aux_symbol_g, vault_prep_symbol, 70, 1 },
\r
795 { "シンボル(悪)", vault_aux_symbol_e, vault_prep_symbol, 70, 1 },
\r
796 { "教会", vault_aux_chapel_g, NULL, 65, 2 },
\r
797 { "ドラゴン", vault_aux_dragon, vault_prep_dragon, 70, 6 },
\r
798 { "デーモン", vault_aux_demon, NULL, 80, 6 },
\r
799 { "ダークエルフ", vault_aux_dark_elf, NULL, 45, 4 },
\r
800 { NULL, NULL, NULL, 0, 0 },
\r
802 { "orc", vault_aux_orc, NULL, 5, 6 },
\r
803 { "troll", vault_aux_troll, NULL, 20, 6 },
\r
804 { "giant", vault_aux_giant, NULL, 50, 6 },
\r
805 { "lovecraftian", vault_aux_cthulhu, NULL, 80, 2 },
\r
806 { "symbol good", vault_aux_symbol_g, vault_prep_symbol, 70, 1 },
\r
807 { "symbol evil", vault_aux_symbol_e, vault_prep_symbol, 70, 1 },
\r
808 { "chapel", vault_aux_chapel_g, NULL, 65, 2 },
\r
809 { "dragon", vault_aux_dragon, vault_prep_dragon, 70, 6 },
\r
810 { "demon", vault_aux_demon, NULL, 80, 6 },
\r
811 { "dark elf", vault_aux_dark_elf, NULL, 45, 4 },
\r
812 { NULL, NULL, NULL, 0, 0 },
\r
820 * @brief タイプ5の部屋…nestを生成する / Type 5 -- Monster nests
\r
823 * A monster nest is a "big" room, with an "inner" room, containing\n
\r
824 * a "collection" of monsters of a given type strewn about the room.\n
\r
826 * The monsters are chosen from a set of 64 randomly selected monster\n
\r
827 * races, to allow the nest creation to fail instead of having "holes".\n
\r
829 * Note the use of the "get_mon_num_prep()" function, and the special\n
\r
830 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
\r
831 * allocation table" in such a way as to optimize the selection of\n
\r
832 * "appropriate" non-unique monsters for the nest.\n
\r
834 * Note that the "get_mon_num()" function may (rarely) fail, in which\n
\r
835 * case the nest will be empty.\n
\r
837 * Note that "monster nests" will never contain "unique" monsters.\n
\r
839 bool build_type5(void)
\r
841 POSITION y, x, y1, x1, y2, x2, xval, yval;
\r
843 nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
\r
845 monster_type align;
\r
849 int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest);
\r
850 vault_aux_type *n_ptr;
\r
852 /* No type available */
\r
853 if (cur_nest_type < 0) return FALSE;
\r
855 n_ptr = &nest_types[cur_nest_type];
\r
857 /* Process a preparation function if necessary */
\r
858 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
\r
860 /* Prepare allocation table */
\r
861 get_mon_num_prep(n_ptr->hook_func, NULL);
\r
863 align.sub_align = SUB_ALIGN_NEUTRAL;
\r
865 /* Pick some monster types */
\r
866 for (i = 0; i < NUM_NEST_MON_TYPE; i++)
\r
868 MONRACE_IDX r_idx = 0;
\r
869 int attempts = 100;
\r
870 monster_race *r_ptr = NULL;
\r
874 /* Get a (hard) monster type */
\r
875 r_idx = get_mon_num(dun_level + 11);
\r
876 r_ptr = &r_info[r_idx];
\r
878 /* Decline incorrect alignment */
\r
879 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
\r
881 /* Accept this monster */
\r
885 /* Notice failure */
\r
886 if (!r_idx || !attempts) return FALSE;
\r
888 /* Note the alignment */
\r
889 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
\r
890 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
\r
892 nest_mon_info[i].r_idx = (s16b)r_idx;
\r
893 nest_mon_info[i].used = FALSE;
\r
896 /* Find and reserve some space in the dungeon. Get center of room. */
\r
897 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
\r
905 /* Place the floor area */
\r
906 for (y = y1 - 1; y <= y2 + 1; y++)
\r
908 for (x = x1 - 1; x <= x2 + 1; x++)
\r
910 c_ptr = &cave[y][x];
\r
911 place_floor_grid(c_ptr);
\r
912 c_ptr->info |= (CAVE_ROOM);
\r
916 /* Place the outer walls */
\r
917 for (y = y1 - 1; y <= y2 + 1; y++)
\r
919 c_ptr = &cave[y][x1 - 1];
\r
920 place_outer_grid(c_ptr);
\r
921 c_ptr = &cave[y][x2 + 1];
\r
922 place_outer_grid(c_ptr);
\r
924 for (x = x1 - 1; x <= x2 + 1; x++)
\r
926 c_ptr = &cave[y1 - 1][x];
\r
927 place_outer_grid(c_ptr);
\r
928 c_ptr = &cave[y2 + 1][x];
\r
929 place_outer_grid(c_ptr);
\r
933 /* Advance to the center room */
\r
939 /* The inner walls */
\r
940 for (y = y1 - 1; y <= y2 + 1; y++)
\r
942 c_ptr = &cave[y][x1 - 1];
\r
943 place_inner_grid(c_ptr);
\r
944 c_ptr = &cave[y][x2 + 1];
\r
945 place_inner_grid(c_ptr);
\r
948 for (x = x1 - 1; x <= x2 + 1; x++)
\r
950 c_ptr = &cave[y1 - 1][x];
\r
951 place_inner_grid(c_ptr);
\r
952 c_ptr = &cave[y2 + 1][x];
\r
953 place_inner_grid(c_ptr);
\r
955 for (y = y1; y <= y2; y++)
\r
957 for (x = x1; x <= x2; x++)
\r
959 add_cave_info(y, x, CAVE_ICKY);
\r
963 /* Place a secret door */
\r
964 switch (randint1(4))
\r
966 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
\r
967 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
\r
968 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
\r
969 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
\r
972 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));
\r
974 /* Place some monsters */
\r
975 for (y = yval - 2; y <= yval + 2; y++)
\r
977 for (x = xval - 9; x <= xval + 9; x++)
\r
981 i = randint0(NUM_NEST_MON_TYPE);
\r
982 r_idx = nest_mon_info[i].r_idx;
\r
984 /* Place that "random" monster (no groups) */
\r
985 (void)place_monster_aux(0, y, x, r_idx, 0L);
\r
987 nest_mon_info[i].used = TRUE;
\r
993 ang_sort_comp = ang_sort_comp_nest_mon_info;
\r
994 ang_sort_swap = ang_sort_swap_nest_mon_info;
\r
995 ang_sort(nest_mon_info, NULL, NUM_NEST_MON_TYPE);
\r
997 /* Dump the entries (prevent multi-printing) */
\r
998 for (i = 0; i < NUM_NEST_MON_TYPE; i++)
\r
1000 if (!nest_mon_info[i].used) break;
\r
1001 for (; i < NUM_NEST_MON_TYPE - 1; i++)
\r
1003 if (nest_mon_info[i].r_idx != nest_mon_info[i + 1].r_idx) break;
\r
1004 if (!nest_mon_info[i + 1].used) break;
\r
1006 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);
\r
1015 * @brief タイプ6の部屋…pitを生成する / Type 6 -- Monster pits
\r
1018 * A monster pit is a "big" room, with an "inner" room, containing\n
\r
1019 * a "collection" of monsters of a given type organized in the room.\n
\r
1021 * The inside room in a monster pit appears as shown below, where the\n
\r
1022 * actual monsters in each location depend on the type of the pit\n
\r
1024 * XXXXXXXXXXXXXXXXXXXXX\n
\r
1025 * X0000000000000000000X\n
\r
1026 * X0112233455543322110X\n
\r
1027 * X0112233467643322110X\n
\r
1028 * X0112233455543322110X\n
\r
1029 * X0000000000000000000X\n
\r
1030 * XXXXXXXXXXXXXXXXXXXXX\n
\r
1032 * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
\r
1033 * to request 16 "appropriate" monsters, sorting them by level, and using\n
\r
1034 * the "even" entries in this sorted list for the contents of the pit.\n
\r
1036 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
\r
1037 * which is handled by requiring a specific "breath" attack for all of the\n
\r
1038 * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
\r
1039 * be present in many of the dragon pits, if they have the proper breath.\n
\r
1041 * Note the use of the "get_mon_num_prep()" function, and the special\n
\r
1042 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
\r
1043 * allocation table" in such a way as to optimize the selection of\n
\r
1044 * "appropriate" non-unique monsters for the pit.\n
\r
1046 * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
\r
1047 * the pit will be empty.\n
\r
1049 * Note that "monster pits" will never contain "unique" monsters.\n
\r
1051 bool build_type6(void)
\r
1053 POSITION y, x, y1, x1, y2, x2, xval, yval;
\r
1056 MONRACE_IDX what[16];
\r
1058 monster_type align;
\r
1062 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
\r
1063 vault_aux_type *n_ptr;
\r
1065 /* No type available */
\r
1066 if (cur_pit_type < 0) return FALSE;
\r
1068 n_ptr = &pit_types[cur_pit_type];
\r
1070 /* Process a preparation function if necessary */
\r
1071 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
\r
1073 /* Prepare allocation table */
\r
1074 get_mon_num_prep(n_ptr->hook_func, NULL);
\r
1076 align.sub_align = SUB_ALIGN_NEUTRAL;
\r
1078 /* Pick some monster types */
\r
1079 for (i = 0; i < 16; i++)
\r
1081 MONRACE_IDX r_idx = 0;
\r
1082 int attempts = 100;
\r
1083 monster_race *r_ptr = NULL;
\r
1085 while (attempts--)
\r
1087 /* Get a (hard) monster type */
\r
1088 r_idx = get_mon_num(dun_level + 11);
\r
1089 r_ptr = &r_info[r_idx];
\r
1091 /* Decline incorrect alignment */
\r
1092 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
\r
1094 /* Accept this monster */
\r
1098 /* Notice failure */
\r
1099 if (!r_idx || !attempts) return FALSE;
\r
1101 /* Note the alignment */
\r
1102 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
\r
1103 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
\r
1108 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1109 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
\r
1117 /* Place the floor area */
\r
1118 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1120 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1122 c_ptr = &cave[y][x];
\r
1123 place_floor_grid(c_ptr);
\r
1124 c_ptr->info |= (CAVE_ROOM);
\r
1128 /* Place the outer walls */
\r
1129 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1131 c_ptr = &cave[y][x1 - 1];
\r
1132 place_outer_grid(c_ptr);
\r
1133 c_ptr = &cave[y][x2 + 1];
\r
1134 place_outer_grid(c_ptr);
\r
1136 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1138 c_ptr = &cave[y1 - 1][x];
\r
1139 place_outer_grid(c_ptr);
\r
1140 c_ptr = &cave[y2 + 1][x];
\r
1141 place_outer_grid(c_ptr);
\r
1144 /* Advance to the center room */
\r
1150 /* The inner walls */
\r
1151 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1153 c_ptr = &cave[y][x1 - 1];
\r
1154 place_inner_grid(c_ptr);
\r
1155 c_ptr = &cave[y][x2 + 1];
\r
1156 place_inner_grid(c_ptr);
\r
1158 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1160 c_ptr = &cave[y1 - 1][x];
\r
1161 place_inner_grid(c_ptr);
\r
1162 c_ptr = &cave[y2 + 1][x];
\r
1163 place_inner_grid(c_ptr);
\r
1165 for (y = y1; y <= y2; y++)
\r
1167 for (x = x1; x <= x2; x++)
\r
1169 add_cave_info(y, x, CAVE_ICKY);
\r
1173 /* Place a secret door */
\r
1174 switch (randint1(4))
\r
1176 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
\r
1177 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
\r
1178 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
\r
1179 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
\r
1182 /* Sort the entries */
\r
1183 for (i = 0; i < 16 - 1; i++)
\r
1185 /* Sort the entries */
\r
1186 for (j = 0; j < 16 - 1; j++)
\r
1191 int p1 = r_info[what[i1]].level;
\r
1192 int p2 = r_info[what[i2]].level;
\r
1197 MONRACE_IDX tmp = what[i1];
\r
1198 what[i1] = what[i2];
\r
1204 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));
\r
1206 /* Select the entries */
\r
1207 for (i = 0; i < 8; i++)
\r
1209 /* Every other entry */
\r
1210 what[i] = what[i * 2];
\r
1211 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);
\r
1214 /* Top and bottom rows */
\r
1215 for (x = xval - 9; x <= xval + 9; x++)
\r
1217 place_monster_aux(0, yval - 2, x, what[0], PM_NO_KAGE);
\r
1218 place_monster_aux(0, yval + 2, x, what[0], PM_NO_KAGE);
\r
1221 /* Middle columns */
\r
1222 for (y = yval - 1; y <= yval + 1; y++)
\r
1224 place_monster_aux(0, y, xval - 9, what[0], PM_NO_KAGE);
\r
1225 place_monster_aux(0, y, xval + 9, what[0], PM_NO_KAGE);
\r
1227 place_monster_aux(0, y, xval - 8, what[1], PM_NO_KAGE);
\r
1228 place_monster_aux(0, y, xval + 8, what[1], PM_NO_KAGE);
\r
1230 place_monster_aux(0, y, xval - 7, what[1], PM_NO_KAGE);
\r
1231 place_monster_aux(0, y, xval + 7, what[1], PM_NO_KAGE);
\r
1233 place_monster_aux(0, y, xval - 6, what[2], PM_NO_KAGE);
\r
1234 place_monster_aux(0, y, xval + 6, what[2], PM_NO_KAGE);
\r
1236 place_monster_aux(0, y, xval - 5, what[2], PM_NO_KAGE);
\r
1237 place_monster_aux(0, y, xval + 5, what[2], PM_NO_KAGE);
\r
1239 place_monster_aux(0, y, xval - 4, what[3], PM_NO_KAGE);
\r
1240 place_monster_aux(0, y, xval + 4, what[3], PM_NO_KAGE);
\r
1242 place_monster_aux(0, y, xval - 3, what[3], PM_NO_KAGE);
\r
1243 place_monster_aux(0, y, xval + 3, what[3], PM_NO_KAGE);
\r
1245 place_monster_aux(0, y, xval - 2, what[4], PM_NO_KAGE);
\r
1246 place_monster_aux(0, y, xval + 2, what[4], PM_NO_KAGE);
\r
1249 /* Above/Below the center monster */
\r
1250 for (x = xval - 1; x <= xval + 1; x++)
\r
1252 place_monster_aux(0, yval + 1, x, what[5], PM_NO_KAGE);
\r
1253 place_monster_aux(0, yval - 1, x, what[5], PM_NO_KAGE);
\r
1256 /* Next to the center monster */
\r
1257 place_monster_aux(0, yval, xval + 1, what[6], PM_NO_KAGE);
\r
1258 place_monster_aux(0, yval, xval - 1, what[6], PM_NO_KAGE);
\r
1260 /* Center monster */
\r
1261 place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE);
\r
1269 * Helper function for "trapped monster pit"
\r
1271 static bool vault_aux_trapped_pit(MONRACE_IDX r_idx)
\r
1273 monster_race *r_ptr = &r_info[r_idx];
\r
1275 /* Validate the monster */
\r
1276 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
1278 /* No wall passing monster */
\r
1279 if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return (FALSE);
\r
1287 * @brief タイプ13の部屋…トラップpitの生成 / Type 13 -- Trapped monster pits
\r
1290 * A trapped monster pit is a "big" room with a straight corridor in\n
\r
1291 * which wall opening traps are placed, and with two "inner" rooms\n
\r
1292 * containing a "collection" of monsters of a given type organized in\n
\r
1295 * The trapped monster pit appears as shown below, where the actual\n
\r
1296 * monsters in each location depend on the type of the pit\n
\r
1298 * XXXXXXXXXXXXXXXXXXXXXXXXX\n
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1300 * XXXXXXXXXXXXXXXXXXXXXXX X\n
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1301 * XXXXX001123454321100XXX X\n
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1302 * XXX0012234567654322100X X\n
\r
1303 * XXXXXXXXXXXXXXXXXXXXXXX X\n
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1305 * X XXXXXXXXXXXXXXXXXXXXXXX\n
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1306 * X X0012234567654322100XXX\n
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1307 * X XXX001123454321100XXXXX\n
\r
1308 * X XXXXXXXXXXXXXXXXXXXXXXX\n
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1310 * XXXXXXXXXXXXXXXXXXXXXXXXX\n
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1312 * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
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1313 * to request 16 "appropriate" monsters, sorting them by level, and using\n
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1314 * the "even" entries in this sorted list for the contents of the pit.\n
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1316 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
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1317 * which is handled by requiring a specific "breath" attack for all of the\n
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1318 * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
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1319 * be present in many of the dragon pits, if they have the proper breath.\n
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1321 * Note the use of the "get_mon_num_prep()" function, and the special\n
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1322 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
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1323 * allocation table" in such a way as to optimize the selection of\n
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1324 * "appropriate" non-unique monsters for the pit.\n
\r
1326 * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
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1327 * the pit will be empty.\n
\r
1329 * Note that "monster pits" will never contain "unique" monsters.\n
\r
1331 bool build_type13(void)
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1333 static int placing[][3] = {
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1334 { -2, -9, 0 },{ -2, -8, 0 },{ -3, -7, 0 },{ -3, -6, 0 },
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1335 { +2, -9, 0 },{ +2, -8, 0 },{ +3, -7, 0 },{ +3, -6, 0 },
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1336 { -2, +9, 0 },{ -2, +8, 0 },{ -3, +7, 0 },{ -3, +6, 0 },
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1337 { +2, +9, 0 },{ +2, +8, 0 },{ +3, +7, 0 },{ +3, +6, 0 },
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1338 { -2, -7, 1 },{ -3, -5, 1 },{ -3, -4, 1 },
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1339 { +2, -7, 1 },{ +3, -5, 1 },{ +3, -4, 1 },
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1340 { -2, +7, 1 },{ -3, +5, 1 },{ -3, +4, 1 },
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1341 { +2, +7, 1 },{ +3, +5, 1 },{ +3, +4, 1 },
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1342 { -2, -6, 2 },{ -2, -5, 2 },{ -3, -3, 2 },
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1343 { +2, -6, 2 },{ +2, -5, 2 },{ +3, -3, 2 },
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1344 { -2, +6, 2 },{ -2, +5, 2 },{ -3, +3, 2 },
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1345 { +2, +6, 2 },{ +2, +5, 2 },{ +3, +3, 2 },
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1346 { -2, -4, 3 },{ -3, -2, 3 },
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1347 { +2, -4, 3 },{ +3, -2, 3 },
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1348 { -2, +4, 3 },{ -3, +2, 3 },
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1349 { +2, +4, 3 },{ +3, +2, 3 },
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1350 { -2, -3, 4 },{ -3, -1, 4 },
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1351 { +2, -3, 4 },{ +3, -1, 4 },
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1352 { -2, +3, 4 },{ -3, +1, 4 },
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1353 { +2, +3, 4 },{ +3, +1, 4 },
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1354 { -2, -2, 5 },{ -3, 0, 5 },{ -2, +2, 5 },
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1355 { +2, -2, 5 },{ +3, 0, 5 },{ +2, +2, 5 },
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1356 { -2, -1, 6 },{ -2, +1, 6 },
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1357 { +2, -1, 6 },{ +2, +1, 6 },
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1358 { -2, 0, 7 },{ +2, 0, 7 },
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1362 POSITION y, x, y1, x1, y2, x2, xval, yval;
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1365 MONRACE_IDX what[16];
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1367 monster_type align;
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1371 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
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1372 vault_aux_type *n_ptr;
\r
1374 /* Only in Angband */
\r
1375 if (dungeon_type != DUNGEON_ANGBAND) return FALSE;
\r
1377 /* No type available */
\r
1378 if (cur_pit_type < 0) return FALSE;
\r
1380 n_ptr = &pit_types[cur_pit_type];
\r
1382 /* Process a preparation function if necessary */
\r
1383 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
\r
1385 /* Prepare allocation table */
\r
1386 get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
\r
1388 align.sub_align = SUB_ALIGN_NEUTRAL;
\r
1390 /* Pick some monster types */
\r
1391 for (i = 0; i < 16; i++)
\r
1393 MONRACE_IDX r_idx = 0;
\r
1394 int attempts = 100;
\r
1395 monster_race *r_ptr = NULL;
\r
1397 while (attempts--)
\r
1399 /* Get a (hard) monster type */
\r
1400 r_idx = get_mon_num(dun_level + 0);
\r
1401 r_ptr = &r_info[r_idx];
\r
1403 /* Decline incorrect alignment */
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1404 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
\r
1406 /* Accept this monster */
\r
1410 /* Notice failure */
\r
1411 if (!r_idx || !attempts) return FALSE;
\r
1413 /* Note the alignment */
\r
1414 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
\r
1415 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
\r
1420 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1421 if (!find_space(&yval, &xval, 13, 25)) return FALSE;
\r
1429 /* Fill with inner walls */
\r
1430 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1432 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1434 c_ptr = &cave[y][x];
\r
1435 place_inner_grid(c_ptr);
\r
1436 c_ptr->info |= (CAVE_ROOM);
\r
1440 /* Place the floor area 1 */
\r
1441 for (x = x1 + 3; x <= x2 - 3; x++)
\r
1443 c_ptr = &cave[yval - 2][x];
\r
1444 place_floor_grid(c_ptr);
\r
1445 add_cave_info(yval - 2, x, CAVE_ICKY);
\r
1447 c_ptr = &cave[yval + 2][x];
\r
1448 place_floor_grid(c_ptr);
\r
1449 add_cave_info(yval + 2, x, CAVE_ICKY);
\r
1452 /* Place the floor area 2 */
\r
1453 for (x = x1 + 5; x <= x2 - 5; x++)
\r
1455 c_ptr = &cave[yval - 3][x];
\r
1456 place_floor_grid(c_ptr);
\r
1457 add_cave_info(yval - 3, x, CAVE_ICKY);
\r
1459 c_ptr = &cave[yval + 3][x];
\r
1460 place_floor_grid(c_ptr);
\r
1461 add_cave_info(yval + 3, x, CAVE_ICKY);
\r
1465 for (x = x1; x <= x2; x++)
\r
1467 c_ptr = &cave[yval][x];
\r
1468 place_floor_grid(c_ptr);
\r
1469 c_ptr = &cave[y1][x];
\r
1470 place_floor_grid(c_ptr);
\r
1471 c_ptr = &cave[y2][x];
\r
1472 place_floor_grid(c_ptr);
\r
1475 /* Place the outer walls */
\r
1476 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1478 c_ptr = &cave[y][x1 - 1];
\r
1479 place_outer_grid(c_ptr);
\r
1480 c_ptr = &cave[y][x2 + 1];
\r
1481 place_outer_grid(c_ptr);
\r
1483 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1485 c_ptr = &cave[y1 - 1][x];
\r
1486 place_outer_grid(c_ptr);
\r
1487 c_ptr = &cave[y2 + 1][x];
\r
1488 place_outer_grid(c_ptr);
\r
1491 /* Random corridor */
\r
1494 for (y = y1; y <= yval; y++)
\r
1496 place_floor_bold(y, x2);
\r
1497 place_solid_bold(y, x1 - 1);
\r
1499 for (y = yval; y <= y2 + 1; y++)
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1501 place_floor_bold(y, x1);
\r
1502 place_solid_bold(y, x2 + 1);
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1507 for (y = yval; y <= y2 + 1; y++)
\r
1509 place_floor_bold(y, x1);
\r
1510 place_solid_bold(y, x2 + 1);
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1512 for (y = y1; y <= yval; y++)
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1514 place_floor_bold(y, x2);
\r
1515 place_solid_bold(y, x1 - 1);
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1519 /* Place the wall open trap */
\r
1520 cave[yval][xval].mimic = cave[yval][xval].feat;
\r
1521 cave[yval][xval].feat = feat_trap_open;
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1523 /* Sort the entries */
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1524 for (i = 0; i < 16 - 1; i++)
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1526 /* Sort the entries */
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1527 for (j = 0; j < 16 - 1; j++)
\r
1532 int p1 = r_info[what[i1]].level;
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1533 int p2 = r_info[what[i2]].level;
\r
1538 MONRACE_IDX tmp = what[i1];
\r
1539 what[i1] = what[i2];
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1545 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)"),
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1546 n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
\r
1548 /* Select the entries */
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1549 for (i = 0; i < 8; i++)
\r
1551 /* Every other entry */
\r
1552 what[i] = what[i * 2];
\r
1557 msg_print(r_name + r_info[what[i]].name);
\r
1561 for (i = 0; placing[i][2] >= 0; i++)
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1563 y = yval + placing[i][0];
\r
1564 x = xval + placing[i][1];
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1565 place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
\r