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, BIT_FLAGS16 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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661 case RF4_BR_ACID: strcpy(inner_buf, _("(酸)", "(acid)")); break;
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662 case RF4_BR_ELEC: strcpy(inner_buf, _("(稲妻)", "(lightning)")); break;
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663 case RF4_BR_FIRE: strcpy(inner_buf, _("(火炎)", "(fire)")); break;
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664 case RF4_BR_COLD: strcpy(inner_buf, _("(冷気)", "(frost)")); break;
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665 case RF4_BR_POIS: strcpy(inner_buf, _("(毒)", "(poison)")); break;
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666 case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS) :
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667 strcpy(inner_buf, _("(万色)", "(multi-hued)")); break;
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668 default: strcpy(inner_buf, _("(未定義)", "(undefined)")); break;
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682 *! @brief nestのモンスターリストをソートするための関数 /
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683 * Comp function for sorting nest monster information
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684 * @param u ソート処理対象配列ポインタ
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686 * @param a 比較対象参照ID1
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687 * @param b 比較対象参照ID2
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689 static bool ang_sort_comp_nest_mon_info(vptr u, vptr v, int a, int b)
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691 nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
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692 MONSTER_IDX w1 = nest_mon_info[a].r_idx;
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693 MONSTER_IDX w2 = nest_mon_info[b].r_idx;
\r
694 monster_race *r1_ptr = &r_info[w1];
\r
695 monster_race *r2_ptr = &r_info[w2];
\r
701 /* Extract used info */
\r
702 z1 = nest_mon_info[a].used;
\r
703 z2 = nest_mon_info[b].used;
\r
705 /* Compare used status */
\r
706 if (z1 < z2) return FALSE;
\r
707 if (z1 > z2) return TRUE;
\r
709 /* Compare levels */
\r
710 if (r1_ptr->level < r2_ptr->level) return TRUE;
\r
711 if (r1_ptr->level > r2_ptr->level) return FALSE;
\r
713 /* Compare experience */
\r
714 if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
\r
715 if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
\r
717 /* Compare indexes */
\r
722 * @brief nestのモンスターリストをスワップするための関数 /
\r
723 * Swap function for sorting nest monster information
\r
724 * @param u スワップ処理対象配列ポインタ
\r
726 * @param a スワップ対象参照ID1
\r
727 * @param b スワップ対象参照ID2
\r
729 static void ang_sort_swap_nest_mon_info(vptr u, vptr v, int a, int b)
\r
731 nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
\r
732 nest_mon_info_type holder;
\r
738 holder = nest_mon_info[a];
\r
739 nest_mon_info[a] = nest_mon_info[b];
\r
740 nest_mon_info[b] = holder;
\r
746 static vault_aux_type nest_types[] =
\r
748 { _("クローン", "clone"), vault_aux_clone, vault_prep_clone, 5, 3 },
\r
749 { _("ゼリー", "jelly"), vault_aux_jelly, NULL, 5, 6 },
\r
750 { _("シンボル(善)", "symbol good"), vault_aux_symbol_g, vault_prep_symbol, 25, 2 },
\r
751 { _("シンボル(悪)", "symbol evil"), vault_aux_symbol_e, vault_prep_symbol, 25, 2 },
\r
752 { _("ミミック", "mimic"), vault_aux_mimic, NULL, 30, 4 },
\r
753 { _("狂気", "lovecraftian"), vault_aux_cthulhu, NULL, 70, 2 },
\r
754 { _("犬小屋", "kennel"), vault_aux_kennel, NULL, 45, 4 },
\r
755 { _("動物園", "animal"), vault_aux_animal, NULL, 35, 5 },
\r
756 { _("教会", "chapel"), vault_aux_chapel_g, NULL, 75, 4 },
\r
757 { _("アンデッド", "undead"), vault_aux_undead, NULL, 75, 5 },
\r
758 { NULL, NULL, NULL, 0, 0 },
\r
762 static vault_aux_type pit_types[] =
\r
764 { _("オーク", "orc"), vault_aux_orc, NULL, 5, 6 },
\r
765 { _("トロル", "troll"), vault_aux_troll, NULL, 20, 6 },
\r
766 { _("ジャイアント", "giant"), vault_aux_giant, NULL, 50, 6 },
\r
767 { _("狂気", "lovecraftian"), vault_aux_cthulhu, NULL, 80, 2 },
\r
768 { _("シンボル(善)", "symbol good"), vault_aux_symbol_g, vault_prep_symbol, 70, 1 },
\r
769 { _("シンボル(悪)", "symbol evil"), vault_aux_symbol_e, vault_prep_symbol, 70, 1 },
\r
770 { _("教会", "chapel"), vault_aux_chapel_g, NULL, 65, 2 },
\r
771 { _("ドラゴン", "dragon"), vault_aux_dragon, vault_prep_dragon, 70, 6 },
\r
772 { _("デーモン", "demon"), vault_aux_demon, NULL, 80, 6 },
\r
773 { _("ダークエルフ", "dark elf"), vault_aux_dark_elf, NULL, 45, 4 },
\r
774 { NULL, NULL, NULL, 0, 0 },
\r
781 * @brief タイプ5の部屋…nestを生成する / Type 5 -- Monster nests
\r
784 * A monster nest is a "big" room, with an "inner" room, containing\n
\r
785 * a "collection" of monsters of a given type strewn about the room.\n
\r
787 * The monsters are chosen from a set of 64 randomly selected monster\n
\r
788 * races, to allow the nest creation to fail instead of having "holes".\n
\r
790 * Note the use of the "get_mon_num_prep()" function, and the special\n
\r
791 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
\r
792 * allocation table" in such a way as to optimize the selection of\n
\r
793 * "appropriate" non-unique monsters for the nest.\n
\r
795 * Note that the "get_mon_num()" function may (rarely) fail, in which\n
\r
796 * case the nest will be empty.\n
\r
798 * Note that "monster nests" will never contain "unique" monsters.\n
\r
800 bool build_type5(void)
\r
802 POSITION y, x, y1, x1, y2, x2, xval, yval;
\r
804 nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
\r
806 monster_type align;
\r
810 int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest);
\r
811 vault_aux_type *n_ptr;
\r
813 /* No type available */
\r
814 if (cur_nest_type < 0) return FALSE;
\r
816 n_ptr = &nest_types[cur_nest_type];
\r
818 /* Process a preparation function if necessary */
\r
819 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
\r
821 /* Prepare allocation table */
\r
822 get_mon_num_prep(n_ptr->hook_func, NULL);
\r
824 align.sub_align = SUB_ALIGN_NEUTRAL;
\r
826 /* Pick some monster types */
\r
827 for (i = 0; i < NUM_NEST_MON_TYPE; i++)
\r
829 MONRACE_IDX r_idx = 0;
\r
830 int attempts = 100;
\r
831 monster_race *r_ptr = NULL;
\r
835 /* Get a (hard) monster type */
\r
836 r_idx = get_mon_num(dun_level + 11);
\r
837 r_ptr = &r_info[r_idx];
\r
839 /* Decline incorrect alignment */
\r
840 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
\r
842 /* Accept this monster */
\r
846 /* Notice failure */
\r
847 if (!r_idx || !attempts) return FALSE;
\r
849 /* Note the alignment */
\r
850 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
\r
851 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
\r
853 nest_mon_info[i].r_idx = (s16b)r_idx;
\r
854 nest_mon_info[i].used = FALSE;
\r
857 /* Find and reserve some space in the dungeon. Get center of room. */
\r
858 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
\r
866 /* Place the floor area */
\r
867 for (y = y1 - 1; y <= y2 + 1; y++)
\r
869 for (x = x1 - 1; x <= x2 + 1; x++)
\r
871 c_ptr = &cave[y][x];
\r
872 place_floor_grid(c_ptr);
\r
873 c_ptr->info |= (CAVE_ROOM);
\r
877 /* Place the outer walls */
\r
878 for (y = y1 - 1; y <= y2 + 1; y++)
\r
880 c_ptr = &cave[y][x1 - 1];
\r
881 place_outer_grid(c_ptr);
\r
882 c_ptr = &cave[y][x2 + 1];
\r
883 place_outer_grid(c_ptr);
\r
885 for (x = x1 - 1; x <= x2 + 1; x++)
\r
887 c_ptr = &cave[y1 - 1][x];
\r
888 place_outer_grid(c_ptr);
\r
889 c_ptr = &cave[y2 + 1][x];
\r
890 place_outer_grid(c_ptr);
\r
894 /* Advance to the center room */
\r
900 /* The inner walls */
\r
901 for (y = y1 - 1; y <= y2 + 1; y++)
\r
903 c_ptr = &cave[y][x1 - 1];
\r
904 place_inner_grid(c_ptr);
\r
905 c_ptr = &cave[y][x2 + 1];
\r
906 place_inner_grid(c_ptr);
\r
909 for (x = x1 - 1; x <= x2 + 1; x++)
\r
911 c_ptr = &cave[y1 - 1][x];
\r
912 place_inner_grid(c_ptr);
\r
913 c_ptr = &cave[y2 + 1][x];
\r
914 place_inner_grid(c_ptr);
\r
916 for (y = y1; y <= y2; y++)
\r
918 for (x = x1; x <= x2; x++)
\r
920 add_cave_info(y, x, CAVE_ICKY);
\r
924 /* Place a secret door */
\r
925 switch (randint1(4))
\r
927 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
\r
928 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
\r
929 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
\r
930 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
\r
933 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
935 /* Place some monsters */
\r
936 for (y = yval - 2; y <= yval + 2; y++)
\r
938 for (x = xval - 9; x <= xval + 9; x++)
\r
942 i = randint0(NUM_NEST_MON_TYPE);
\r
943 r_idx = nest_mon_info[i].r_idx;
\r
945 /* Place that "random" monster (no groups) */
\r
946 (void)place_monster_aux(0, y, x, r_idx, 0L);
\r
948 nest_mon_info[i].used = TRUE;
\r
954 ang_sort_comp = ang_sort_comp_nest_mon_info;
\r
955 ang_sort_swap = ang_sort_swap_nest_mon_info;
\r
956 ang_sort(nest_mon_info, NULL, NUM_NEST_MON_TYPE);
\r
958 /* Dump the entries (prevent multi-printing) */
\r
959 for (i = 0; i < NUM_NEST_MON_TYPE; i++)
\r
961 if (!nest_mon_info[i].used) break;
\r
962 for (; i < NUM_NEST_MON_TYPE - 1; i++)
\r
964 if (nest_mon_info[i].r_idx != nest_mon_info[i + 1].r_idx) break;
\r
965 if (!nest_mon_info[i + 1].used) break;
\r
967 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
976 * @brief タイプ6の部屋…pitを生成する / Type 6 -- Monster pits
\r
979 * A monster pit is a "big" room, with an "inner" room, containing\n
\r
980 * a "collection" of monsters of a given type organized in the room.\n
\r
982 * The inside room in a monster pit appears as shown below, where the\n
\r
983 * actual monsters in each location depend on the type of the pit\n
\r
985 * XXXXXXXXXXXXXXXXXXXXX\n
\r
986 * X0000000000000000000X\n
\r
987 * X0112233455543322110X\n
\r
988 * X0112233467643322110X\n
\r
989 * X0112233455543322110X\n
\r
990 * X0000000000000000000X\n
\r
991 * XXXXXXXXXXXXXXXXXXXXX\n
\r
993 * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
\r
994 * to request 16 "appropriate" monsters, sorting them by level, and using\n
\r
995 * the "even" entries in this sorted list for the contents of the pit.\n
\r
997 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
\r
998 * which is handled by requiring a specific "breath" attack for all of the\n
\r
999 * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
\r
1000 * be present in many of the dragon pits, if they have the proper breath.\n
\r
1002 * Note the use of the "get_mon_num_prep()" function, and the special\n
\r
1003 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
\r
1004 * allocation table" in such a way as to optimize the selection of\n
\r
1005 * "appropriate" non-unique monsters for the pit.\n
\r
1007 * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
\r
1008 * the pit will be empty.\n
\r
1010 * Note that "monster pits" will never contain "unique" monsters.\n
\r
1012 bool build_type6(void)
\r
1014 POSITION y, x, y1, x1, y2, x2, xval, yval;
\r
1017 MONRACE_IDX what[16];
\r
1019 monster_type align;
\r
1023 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
\r
1024 vault_aux_type *n_ptr;
\r
1026 /* No type available */
\r
1027 if (cur_pit_type < 0) return FALSE;
\r
1029 n_ptr = &pit_types[cur_pit_type];
\r
1031 /* Process a preparation function if necessary */
\r
1032 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
\r
1034 /* Prepare allocation table */
\r
1035 get_mon_num_prep(n_ptr->hook_func, NULL);
\r
1037 align.sub_align = SUB_ALIGN_NEUTRAL;
\r
1039 /* Pick some monster types */
\r
1040 for (i = 0; i < 16; i++)
\r
1042 MONRACE_IDX r_idx = 0;
\r
1043 int attempts = 100;
\r
1044 monster_race *r_ptr = NULL;
\r
1046 while (attempts--)
\r
1048 /* Get a (hard) monster type */
\r
1049 r_idx = get_mon_num(dun_level + 11);
\r
1050 r_ptr = &r_info[r_idx];
\r
1052 /* Decline incorrect alignment */
\r
1053 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
\r
1055 /* Accept this monster */
\r
1059 /* Notice failure */
\r
1060 if (!r_idx || !attempts) return FALSE;
\r
1062 /* Note the alignment */
\r
1063 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
\r
1064 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
\r
1069 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1070 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
\r
1078 /* Place the floor area */
\r
1079 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1081 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1083 c_ptr = &cave[y][x];
\r
1084 place_floor_grid(c_ptr);
\r
1085 c_ptr->info |= (CAVE_ROOM);
\r
1089 /* Place the outer walls */
\r
1090 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1092 c_ptr = &cave[y][x1 - 1];
\r
1093 place_outer_grid(c_ptr);
\r
1094 c_ptr = &cave[y][x2 + 1];
\r
1095 place_outer_grid(c_ptr);
\r
1097 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1099 c_ptr = &cave[y1 - 1][x];
\r
1100 place_outer_grid(c_ptr);
\r
1101 c_ptr = &cave[y2 + 1][x];
\r
1102 place_outer_grid(c_ptr);
\r
1105 /* Advance to the center room */
\r
1111 /* The inner walls */
\r
1112 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1114 c_ptr = &cave[y][x1 - 1];
\r
1115 place_inner_grid(c_ptr);
\r
1116 c_ptr = &cave[y][x2 + 1];
\r
1117 place_inner_grid(c_ptr);
\r
1119 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1121 c_ptr = &cave[y1 - 1][x];
\r
1122 place_inner_grid(c_ptr);
\r
1123 c_ptr = &cave[y2 + 1][x];
\r
1124 place_inner_grid(c_ptr);
\r
1126 for (y = y1; y <= y2; y++)
\r
1128 for (x = x1; x <= x2; x++)
\r
1130 add_cave_info(y, x, CAVE_ICKY);
\r
1134 /* Place a secret door */
\r
1135 switch (randint1(4))
\r
1137 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
\r
1138 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
\r
1139 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
\r
1140 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
\r
1143 /* Sort the entries */
\r
1144 for (i = 0; i < 16 - 1; i++)
\r
1146 /* Sort the entries */
\r
1147 for (j = 0; j < 16 - 1; j++)
\r
1152 int p1 = r_info[what[i1]].level;
\r
1153 int p2 = r_info[what[i2]].level;
\r
1158 MONRACE_IDX tmp = what[i1];
\r
1159 what[i1] = what[i2];
\r
1165 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
1167 /* Select the entries */
\r
1168 for (i = 0; i < 8; i++)
\r
1170 /* Every other entry */
\r
1171 what[i] = what[i * 2];
\r
1172 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
1175 /* Top and bottom rows */
\r
1176 for (x = xval - 9; x <= xval + 9; x++)
\r
1178 place_monster_aux(0, yval - 2, x, what[0], PM_NO_KAGE);
\r
1179 place_monster_aux(0, yval + 2, x, what[0], PM_NO_KAGE);
\r
1182 /* Middle columns */
\r
1183 for (y = yval - 1; y <= yval + 1; y++)
\r
1185 place_monster_aux(0, y, xval - 9, what[0], PM_NO_KAGE);
\r
1186 place_monster_aux(0, y, xval + 9, what[0], PM_NO_KAGE);
\r
1188 place_monster_aux(0, y, xval - 8, what[1], PM_NO_KAGE);
\r
1189 place_monster_aux(0, y, xval + 8, what[1], PM_NO_KAGE);
\r
1191 place_monster_aux(0, y, xval - 7, what[1], PM_NO_KAGE);
\r
1192 place_monster_aux(0, y, xval + 7, what[1], PM_NO_KAGE);
\r
1194 place_monster_aux(0, y, xval - 6, what[2], PM_NO_KAGE);
\r
1195 place_monster_aux(0, y, xval + 6, what[2], PM_NO_KAGE);
\r
1197 place_monster_aux(0, y, xval - 5, what[2], PM_NO_KAGE);
\r
1198 place_monster_aux(0, y, xval + 5, what[2], PM_NO_KAGE);
\r
1200 place_monster_aux(0, y, xval - 4, what[3], PM_NO_KAGE);
\r
1201 place_monster_aux(0, y, xval + 4, what[3], PM_NO_KAGE);
\r
1203 place_monster_aux(0, y, xval - 3, what[3], PM_NO_KAGE);
\r
1204 place_monster_aux(0, y, xval + 3, what[3], PM_NO_KAGE);
\r
1206 place_monster_aux(0, y, xval - 2, what[4], PM_NO_KAGE);
\r
1207 place_monster_aux(0, y, xval + 2, what[4], PM_NO_KAGE);
\r
1210 /* Above/Below the center monster */
\r
1211 for (x = xval - 1; x <= xval + 1; x++)
\r
1213 place_monster_aux(0, yval + 1, x, what[5], PM_NO_KAGE);
\r
1214 place_monster_aux(0, yval - 1, x, what[5], PM_NO_KAGE);
\r
1217 /* Next to the center monster */
\r
1218 place_monster_aux(0, yval, xval + 1, what[6], PM_NO_KAGE);
\r
1219 place_monster_aux(0, yval, xval - 1, what[6], PM_NO_KAGE);
\r
1221 /* Center monster */
\r
1222 place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE);
\r
1230 * Helper function for "trapped monster pit"
\r
1232 static bool vault_aux_trapped_pit(MONRACE_IDX r_idx)
\r
1234 monster_race *r_ptr = &r_info[r_idx];
\r
1236 /* Validate the monster */
\r
1237 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
1239 /* No wall passing monster */
\r
1240 if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return (FALSE);
\r
1248 * @brief タイプ13の部屋…トラップpitの生成 / Type 13 -- Trapped monster pits
\r
1251 * A trapped monster pit is a "big" room with a straight corridor in\n
\r
1252 * which wall opening traps are placed, and with two "inner" rooms\n
\r
1253 * containing a "collection" of monsters of a given type organized in\n
\r
1256 * The trapped monster pit appears as shown below, where the actual\n
\r
1257 * monsters in each location depend on the type of the pit\n
\r
1259 * XXXXXXXXXXXXXXXXXXXXXXXXX\n
\r
1261 * XXXXXXXXXXXXXXXXXXXXXXX X\n
\r
1262 * XXXXX001123454321100XXX X\n
\r
1263 * XXX0012234567654322100X X\n
\r
1264 * XXXXXXXXXXXXXXXXXXXXXXX X\n
\r
1266 * X XXXXXXXXXXXXXXXXXXXXXXX\n
\r
1267 * X X0012234567654322100XXX\n
\r
1268 * X XXX001123454321100XXXXX\n
\r
1269 * X XXXXXXXXXXXXXXXXXXXXXXX\n
\r
1271 * XXXXXXXXXXXXXXXXXXXXXXXXX\n
\r
1273 * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
\r
1274 * to request 16 "appropriate" monsters, sorting them by level, and using\n
\r
1275 * the "even" entries in this sorted list for the contents of the pit.\n
\r
1277 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
\r
1278 * which is handled by requiring a specific "breath" attack for all of the\n
\r
1279 * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
\r
1280 * be present in many of the dragon pits, if they have the proper breath.\n
\r
1282 * Note the use of the "get_mon_num_prep()" function, and the special\n
\r
1283 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
\r
1284 * allocation table" in such a way as to optimize the selection of\n
\r
1285 * "appropriate" non-unique monsters for the pit.\n
\r
1287 * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
\r
1288 * the pit will be empty.\n
\r
1290 * Note that "monster pits" will never contain "unique" monsters.\n
\r
1292 bool build_type13(void)
\r
1294 static int placing[][3] = {
\r
1295 { -2, -9, 0 },{ -2, -8, 0 },{ -3, -7, 0 },{ -3, -6, 0 },
\r
1296 { +2, -9, 0 },{ +2, -8, 0 },{ +3, -7, 0 },{ +3, -6, 0 },
\r
1297 { -2, +9, 0 },{ -2, +8, 0 },{ -3, +7, 0 },{ -3, +6, 0 },
\r
1298 { +2, +9, 0 },{ +2, +8, 0 },{ +3, +7, 0 },{ +3, +6, 0 },
\r
1299 { -2, -7, 1 },{ -3, -5, 1 },{ -3, -4, 1 },
\r
1300 { +2, -7, 1 },{ +3, -5, 1 },{ +3, -4, 1 },
\r
1301 { -2, +7, 1 },{ -3, +5, 1 },{ -3, +4, 1 },
\r
1302 { +2, +7, 1 },{ +3, +5, 1 },{ +3, +4, 1 },
\r
1303 { -2, -6, 2 },{ -2, -5, 2 },{ -3, -3, 2 },
\r
1304 { +2, -6, 2 },{ +2, -5, 2 },{ +3, -3, 2 },
\r
1305 { -2, +6, 2 },{ -2, +5, 2 },{ -3, +3, 2 },
\r
1306 { +2, +6, 2 },{ +2, +5, 2 },{ +3, +3, 2 },
\r
1307 { -2, -4, 3 },{ -3, -2, 3 },
\r
1308 { +2, -4, 3 },{ +3, -2, 3 },
\r
1309 { -2, +4, 3 },{ -3, +2, 3 },
\r
1310 { +2, +4, 3 },{ +3, +2, 3 },
\r
1311 { -2, -3, 4 },{ -3, -1, 4 },
\r
1312 { +2, -3, 4 },{ +3, -1, 4 },
\r
1313 { -2, +3, 4 },{ -3, +1, 4 },
\r
1314 { +2, +3, 4 },{ +3, +1, 4 },
\r
1315 { -2, -2, 5 },{ -3, 0, 5 },{ -2, +2, 5 },
\r
1316 { +2, -2, 5 },{ +3, 0, 5 },{ +2, +2, 5 },
\r
1317 { -2, -1, 6 },{ -2, +1, 6 },
\r
1318 { +2, -1, 6 },{ +2, +1, 6 },
\r
1319 { -2, 0, 7 },{ +2, 0, 7 },
\r
1323 POSITION y, x, y1, x1, y2, x2, xval, yval;
\r
1326 MONRACE_IDX what[16];
\r
1328 monster_type align;
\r
1332 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
\r
1333 vault_aux_type *n_ptr;
\r
1335 /* Only in Angband */
\r
1336 if (dungeon_type != DUNGEON_ANGBAND) return FALSE;
\r
1338 /* No type available */
\r
1339 if (cur_pit_type < 0) return FALSE;
\r
1341 n_ptr = &pit_types[cur_pit_type];
\r
1343 /* Process a preparation function if necessary */
\r
1344 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
\r
1346 /* Prepare allocation table */
\r
1347 get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
\r
1349 align.sub_align = SUB_ALIGN_NEUTRAL;
\r
1351 /* Pick some monster types */
\r
1352 for (i = 0; i < 16; i++)
\r
1354 MONRACE_IDX r_idx = 0;
\r
1355 int attempts = 100;
\r
1356 monster_race *r_ptr = NULL;
\r
1358 while (attempts--)
\r
1360 /* Get a (hard) monster type */
\r
1361 r_idx = get_mon_num(dun_level + 0);
\r
1362 r_ptr = &r_info[r_idx];
\r
1364 /* Decline incorrect alignment */
\r
1365 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
\r
1367 /* Accept this monster */
\r
1371 /* Notice failure */
\r
1372 if (!r_idx || !attempts) return FALSE;
\r
1374 /* Note the alignment */
\r
1375 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
\r
1376 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
\r
1381 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1382 if (!find_space(&yval, &xval, 13, 25)) return FALSE;
\r
1390 /* Fill with inner walls */
\r
1391 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1393 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1395 c_ptr = &cave[y][x];
\r
1396 place_inner_grid(c_ptr);
\r
1397 c_ptr->info |= (CAVE_ROOM);
\r
1401 /* Place the floor area 1 */
\r
1402 for (x = x1 + 3; x <= x2 - 3; x++)
\r
1404 c_ptr = &cave[yval - 2][x];
\r
1405 place_floor_grid(c_ptr);
\r
1406 add_cave_info(yval - 2, x, CAVE_ICKY);
\r
1408 c_ptr = &cave[yval + 2][x];
\r
1409 place_floor_grid(c_ptr);
\r
1410 add_cave_info(yval + 2, x, CAVE_ICKY);
\r
1413 /* Place the floor area 2 */
\r
1414 for (x = x1 + 5; x <= x2 - 5; x++)
\r
1416 c_ptr = &cave[yval - 3][x];
\r
1417 place_floor_grid(c_ptr);
\r
1418 add_cave_info(yval - 3, x, CAVE_ICKY);
\r
1420 c_ptr = &cave[yval + 3][x];
\r
1421 place_floor_grid(c_ptr);
\r
1422 add_cave_info(yval + 3, x, CAVE_ICKY);
\r
1426 for (x = x1; x <= x2; x++)
\r
1428 c_ptr = &cave[yval][x];
\r
1429 place_floor_grid(c_ptr);
\r
1430 c_ptr = &cave[y1][x];
\r
1431 place_floor_grid(c_ptr);
\r
1432 c_ptr = &cave[y2][x];
\r
1433 place_floor_grid(c_ptr);
\r
1436 /* Place the outer walls */
\r
1437 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1439 c_ptr = &cave[y][x1 - 1];
\r
1440 place_outer_grid(c_ptr);
\r
1441 c_ptr = &cave[y][x2 + 1];
\r
1442 place_outer_grid(c_ptr);
\r
1444 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1446 c_ptr = &cave[y1 - 1][x];
\r
1447 place_outer_grid(c_ptr);
\r
1448 c_ptr = &cave[y2 + 1][x];
\r
1449 place_outer_grid(c_ptr);
\r
1452 /* Random corridor */
\r
1455 for (y = y1; y <= yval; y++)
\r
1457 place_floor_bold(y, x2);
\r
1458 place_solid_bold(y, x1 - 1);
\r
1460 for (y = yval; y <= y2 + 1; y++)
\r
1462 place_floor_bold(y, x1);
\r
1463 place_solid_bold(y, x2 + 1);
\r
1468 for (y = yval; y <= y2 + 1; y++)
\r
1470 place_floor_bold(y, x1);
\r
1471 place_solid_bold(y, x2 + 1);
\r
1473 for (y = y1; y <= yval; y++)
\r
1475 place_floor_bold(y, x2);
\r
1476 place_solid_bold(y, x1 - 1);
\r
1480 /* Place the wall open trap */
\r
1481 cave[yval][xval].mimic = cave[yval][xval].feat;
\r
1482 cave[yval][xval].feat = feat_trap_open;
\r
1484 /* Sort the entries */
\r
1485 for (i = 0; i < 16 - 1; i++)
\r
1487 /* Sort the entries */
\r
1488 for (j = 0; j < 16 - 1; j++)
\r
1493 int p1 = r_info[what[i1]].level;
\r
1494 int p2 = r_info[what[i2]].level;
\r
1499 MONRACE_IDX tmp = what[i1];
\r
1500 what[i1] = what[i2];
\r
1506 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)"),
\r
1507 n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
\r
1509 /* Select the entries */
\r
1510 for (i = 0; i < 8; i++)
\r
1512 /* Every other entry */
\r
1513 what[i] = what[i * 2];
\r
1517 msg_print(r_name + r_info[what[i]].name);
\r
1521 for (i = 0; placing[i][2] >= 0; i++)
\r
1523 y = yval + placing[i][0];
\r
1524 x = xval + placing[i][1];
\r
1525 place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
\r