-#include "angband.h"
-#include "util.h"
-
-#include "grid.h"
-#include "floor-generate.h"
-#include "rooms.h"
-#include "rooms-pitnest.h"
-#include "monster.h"
-#include "monsterrace-hook.h"
-#include "sort.h"
-#include "floor.h"
-#include "feature.h"
-#include "dungeon.h"
-
-
-
-#define NUM_NEST_MON_TYPE 64 /*!<nestの種別数 */
-
-/*! pit/nest型情報のtypedef */
-typedef struct vault_aux_type vault_aux_type;
-
-/*! pit/nest型情報の構造体定義 */
-struct vault_aux_type
-{
- concptr name;
- bool(*hook_func)(MONRACE_IDX r_idx);
- void(*prep_func)(player_type *player_ptr);
- DEPTH level;
- int chance;
-};
-
-/*! nestのID定義 / Nest types code */
-#define NEST_TYPE_CLONE 0
-#define NEST_TYPE_JELLY 1
-#define NEST_TYPE_SYMBOL_GOOD 2
-#define NEST_TYPE_SYMBOL_EVIL 3
-#define NEST_TYPE_MIMIC 4
-#define NEST_TYPE_LOVECRAFTIAN 5
-#define NEST_TYPE_KENNEL 6
-#define NEST_TYPE_ANIMAL 7
-#define NEST_TYPE_CHAPEL 8
-#define NEST_TYPE_UNDEAD 9
-
-/*! pitのID定義 / Pit types code */
-#define PIT_TYPE_ORC 0
-#define PIT_TYPE_TROLL 1
-#define PIT_TYPE_GIANT 2
-#define PIT_TYPE_LOVECRAFTIAN 3
-#define PIT_TYPE_SYMBOL_GOOD 4
-#define PIT_TYPE_SYMBOL_EVIL 5
-#define PIT_TYPE_CHAPEL 6
-#define PIT_TYPE_DRAGON 7
-#define PIT_TYPE_DEMON 8
-#define PIT_TYPE_DARK_ELF 9
-
-
-/*!
-* @brief ダンジョン毎に指定されたピット配列を基準にランダムなpit/nestタイプを決める
-* @param l_ptr 選択されたpit/nest情報を返す参照ポインタ
-* @param allow_flag_mask 生成が許されるpit/nestのビット配列
-* @return 選択されたpit/nestのID、選択失敗した場合-1を返す。
-*/
-static int pick_vault_type(floor_type *floor_ptr, vault_aux_type *l_ptr, BIT_FLAGS16 allow_flag_mask)
-{
- int tmp, total, count;
-
- vault_aux_type *n_ptr;
-
- /* Calculate the total possibilities */
- for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
- {
- /* Note end */
- if (!n_ptr->name) break;
-
- /* Ignore excessive depth */
- if (n_ptr->level > floor_ptr->dun_level) continue;
-
- /* Not matched with pit/nest flag */
- if (!(allow_flag_mask & (1L << count))) continue;
-
- /* Count this possibility */
- total += n_ptr->chance * MAX_DEPTH / (MIN(floor_ptr->dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
- }
-
- /* Pick a random type */
- tmp = randint0(total);
-
- /* Find this type */
- for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
- {
- /* Note end */
- if (!n_ptr->name) break;
-
- /* Ignore excessive depth */
- if (n_ptr->level > floor_ptr->dun_level) continue;
-
- /* Not matched with pit/nest flag */
- if (!(allow_flag_mask & (1L << count))) continue;
-
- /* Count this possibility */
- total += n_ptr->chance * MAX_DEPTH / (MIN(floor_ptr->dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
-
- /* Found the type */
- if (tmp < total) break;
- }
-
- return n_ptr->name ? count : -1;
-}
-
-/*!
-* @brief デバッグ時に生成されたpit/nestの型を出力する処理
-* @param type pit/nestの型ID
-* @param nest TRUEならばnest、FALSEならばpit
-* @return デバッグ表示文字列の参照ポインタ
-* @details
-* Hack -- Get the string describing subtype of pit/nest
-* Determined in prepare function (some pit/nest only)
-*/
-static concptr pit_subtype_string(int type, bool nest)
-{
- static char inner_buf[256] = "";
-
- inner_buf[0] = '\0'; /* Init string */
-
- if (nest) /* Nests */
- {
- switch (type)
- {
- case NEST_TYPE_CLONE:
- sprintf(inner_buf, "(%s)", r_name + r_info[vault_aux_race].name);
- break;
- case NEST_TYPE_SYMBOL_GOOD:
- case NEST_TYPE_SYMBOL_EVIL:
- sprintf(inner_buf, "(%c)", vault_aux_char);
- break;
- }
- }
- else /* Pits */
- {
- switch (type)
- {
- case PIT_TYPE_SYMBOL_GOOD:
- case PIT_TYPE_SYMBOL_EVIL:
- sprintf(inner_buf, "(%c)", vault_aux_char);
- break;
- case PIT_TYPE_DRAGON:
- switch (vault_aux_dragon_mask4)
- {
- case RF4_BR_ACID: strcpy(inner_buf, _("(酸)", "(acid)")); break;
- case RF4_BR_ELEC: strcpy(inner_buf, _("(稲妻)", "(lightning)")); break;
- case RF4_BR_FIRE: strcpy(inner_buf, _("(火炎)", "(fire)")); break;
- case RF4_BR_COLD: strcpy(inner_buf, _("(冷気)", "(frost)")); break;
- case RF4_BR_POIS: strcpy(inner_buf, _("(毒)", "(poison)")); break;
- case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS) :
- strcpy(inner_buf, _("(万色)", "(multi-hued)")); break;
- default: strcpy(inner_buf, _("(未定義)", "(undefined)")); break;
- }
- break;
- }
- }
-
- return inner_buf;
-}
-
-/*
-*! @brief nestのモンスターリストをソートするための関数 /
-* Comp function for sorting nest monster information
-* @param u ソート処理対象配列ポインタ
-* @param v 未使用
-* @param a 比較対象参照ID1
-* @param b 比較対象参照ID2
-* TODO: to sort.c
-*/
-static bool ang_sort_comp_nest_mon_info(vptr u, vptr v, int a, int b)
-{
- nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
- MONSTER_IDX w1 = nest_mon_info[a].r_idx;
- MONSTER_IDX w2 = nest_mon_info[b].r_idx;
- monster_race *r1_ptr = &r_info[w1];
- monster_race *r2_ptr = &r_info[w2];
- int z1, z2;
-
- /* Unused */
- (void)v;
-
- /* Extract used info */
- z1 = nest_mon_info[a].used;
- z2 = nest_mon_info[b].used;
-
- /* Compare used status */
- if (z1 < z2) return FALSE;
- if (z1 > z2) return TRUE;
-
- /* Compare levels */
- if (r1_ptr->level < r2_ptr->level) return TRUE;
- if (r1_ptr->level > r2_ptr->level) return FALSE;
-
- /* Compare experience */
- if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
- if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
-
- /* Compare indexes */
- return w1 <= w2;
-}
-
-/*!
-* @brief nestのモンスターリストをスワップするための関数 /
-* Swap function for sorting nest monster information
-* @param u スワップ処理対象配列ポインタ
-* @param v 未使用
-* @param a スワップ対象参照ID1
-* @param b スワップ対象参照ID2
-* TODO: to sort.c
-*/
-static void ang_sort_swap_nest_mon_info(vptr u, vptr v, int a, int b)
-{
- nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
- nest_mon_info_type holder;
-
- /* Unused */
- (void)v;
-
- /* Swap */
- holder = nest_mon_info[a];
- nest_mon_info[a] = nest_mon_info[b];
- nest_mon_info[b] = holder;
-}
-
-
-
-/*!nest情報テーブル*/
-static vault_aux_type nest_types[] =
-{
- { _("クローン", "clone"), vault_aux_clone, vault_prep_clone, 5, 3 },
- { _("ゼリー", "jelly"), vault_aux_jelly, NULL, 5, 6 },
- { _("シンボル(善)", "symbol good"), vault_aux_symbol_g, vault_prep_symbol, 25, 2 },
- { _("シンボル(悪)", "symbol evil"), vault_aux_symbol_e, vault_prep_symbol, 25, 2 },
- { _("ミミック", "mimic"), vault_aux_mimic, NULL, 30, 4 },
- { _("狂気", "lovecraftian"), vault_aux_cthulhu, NULL, 70, 2 },
- { _("犬小屋", "kennel"), vault_aux_kennel, NULL, 45, 4 },
- { _("動物園", "animal"), vault_aux_animal, NULL, 35, 5 },
- { _("教会", "chapel"), vault_aux_chapel_g, NULL, 75, 4 },
- { _("アンデッド", "undead"), vault_aux_undead, NULL, 75, 5 },
- { NULL, NULL, NULL, 0, 0 },
-};
-
-/*!pit情報テーブル*/
-static vault_aux_type pit_types[] =
-{
- { _("オーク", "orc"), vault_aux_orc, NULL, 5, 6 },
- { _("トロル", "troll"), vault_aux_troll, NULL, 20, 6 },
- { _("巨人", "giant"), vault_aux_giant, NULL, 50, 6 },
- { _("狂気", "lovecraftian"), vault_aux_cthulhu, NULL, 80, 2 },
- { _("シンボル(善)", "symbol good"), vault_aux_symbol_g, vault_prep_symbol, 70, 1 },
- { _("シンボル(悪)", "symbol evil"), vault_aux_symbol_e, vault_prep_symbol, 70, 1 },
- { _("教会", "chapel"), vault_aux_chapel_g, NULL, 65, 2 },
- { _("ドラゴン", "dragon"), vault_aux_dragon, vault_prep_dragon, 70, 6 },
- { _("デーモン", "demon"), vault_aux_demon, NULL, 80, 6 },
- { _("ダークエルフ", "dark elf"), vault_aux_dark_elf, NULL, 45, 4 },
- { NULL, NULL, NULL, 0, 0 },
-};
-
-
-
-
-/*!
-* @brief タイプ5の部屋…nestを生成する / Type 5 -- Monster nests
-* @param player_ptr プレーヤーへの参照ポインタ
-* @return なし
-* @details
-* A monster nest is a "big" room, with an "inner" room, containing\n
-* a "collection" of monsters of a given type strewn about the room.\n
-*\n
-* The monsters are chosen from a set of 64 randomly selected monster\n
-* races, to allow the nest creation to fail instead of having "holes".\n
-*\n
-* Note the use of the "get_mon_num_prep()" function, and the special\n
-* "get_mon_num_hook()" restriction function, to prepare the "monster\n
-* allocation table" in such a way as to optimize the selection of\n
-* "appropriate" non-unique monsters for the nest.\n
-*\n
-* Note that the "get_mon_num()" function may (rarely) fail, in which\n
-* case the nest will be empty.\n
-*\n
-* Note that "monster nests" will never contain "unique" monsters.\n
-*/
-bool build_type5(player_type *player_ptr)
-{
- POSITION y, x, y1, x1, y2, x2, xval, yval;
- int i;
- nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
-
- monster_type align;
-
- grid_type *g_ptr;
-
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- int cur_nest_type = pick_vault_type(floor_ptr, nest_types, d_info[floor_ptr->dungeon_idx].nest);
- vault_aux_type *n_ptr;
-
- /* No type available */
- if (cur_nest_type < 0) return FALSE;
-
- n_ptr = &nest_types[cur_nest_type];
-
- /* Process a preparation function if necessary */
- if (n_ptr->prep_func) (*(n_ptr->prep_func))(player_ptr);
- get_mon_num_prep(player_ptr, n_ptr->hook_func, NULL);
-
- align.sub_align = SUB_ALIGN_NEUTRAL;
-
- /* Pick some monster types */
- for (i = 0; i < NUM_NEST_MON_TYPE; i++)
- {
- MONRACE_IDX r_idx = 0;
- int attempts = 100;
- monster_race *r_ptr = NULL;
-
- while (attempts--)
- {
- /* Get a (hard) monster type */
- r_idx = get_mon_num(player_ptr, floor_ptr->dun_level + 11);
- r_ptr = &r_info[r_idx];
-
- /* Decline incorrect alignment */
- if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
-
- /* Accept this monster */
- break;
- }
-
- /* Notice failure */
- if (!r_idx || !attempts) return FALSE;
-
- /* Note the alignment */
- if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
- if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
-
- nest_mon_info[i].r_idx = (s16b)r_idx;
- nest_mon_info[i].used = FALSE;
- }
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(player_ptr, &yval, &xval, 11, 25)) return FALSE;
-
- /* Large room */
- y1 = yval - 4;
- y2 = yval + 4;
- x1 = xval - 11;
- x2 = xval + 11;
-
- /* Place the floor area */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, floor);
- g_ptr->info |= (CAVE_ROOM);
- }
- }
-
- /* Place the outer walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_grid(player_ptr, g_ptr, outer);
- g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_grid(player_ptr, g_ptr, outer);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_grid(player_ptr, g_ptr, outer);
- g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_grid(player_ptr, g_ptr, outer);
- }
-
-
- /* Advance to the center room */
- y1 = y1 + 2;
- y2 = y2 - 2;
- x1 = x1 + 2;
- x2 = x2 - 2;
-
- /* The inner walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_grid(player_ptr, g_ptr, inner);
- g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_grid(player_ptr, g_ptr, inner);
- }
-
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_grid(player_ptr, g_ptr, inner);
- g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_grid(player_ptr, g_ptr, inner);
- }
- for (y = y1; y <= y2; y++)
- {
- for (x = x1; x <= x2; x++)
- {
- add_cave_info(floor_ptr, y, x, CAVE_ICKY);
- }
- }
-
- /* Place a secret door */
- switch (randint1(4))
- {
- case 1: place_secret_door(player_ptr, y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(player_ptr, y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(player_ptr, yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(player_ptr, yval, x2 + 1, DOOR_DEFAULT); break;
- }
-
- msg_format_wizard(CHEAT_DUNGEON, _("モンスター部屋(nest)(%s%s)を生成します。", "Monster nest (%s%s)"), n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
-
- /* Place some monsters */
- for (y = yval - 2; y <= yval + 2; y++)
- {
- for (x = xval - 9; x <= xval + 9; x++)
- {
- MONRACE_IDX r_idx;
-
- i = randint0(NUM_NEST_MON_TYPE);
- r_idx = nest_mon_info[i].r_idx;
-
- /* Place that "random" monster (no groups) */
- (void)place_monster_aux(player_ptr, 0, y, x, r_idx, 0L);
-
- nest_mon_info[i].used = TRUE;
- }
- }
-
- if (cheat_room)
- {
- ang_sort(nest_mon_info, NULL, NUM_NEST_MON_TYPE, ang_sort_comp_nest_mon_info, ang_sort_swap_nest_mon_info);
-
- /* Dump the entries (prevent multi-printing) */
- for (i = 0; i < NUM_NEST_MON_TYPE; i++)
- {
- if (!nest_mon_info[i].used) break;
- for (; i < NUM_NEST_MON_TYPE - 1; i++)
- {
- if (nest_mon_info[i].r_idx != nest_mon_info[i + 1].r_idx) break;
- if (!nest_mon_info[i + 1].used) break;
- }
- 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);
- }
- }
-
- return TRUE;
-}
-
-
-/*!
-* @brief タイプ6の部屋…pitを生成する / Type 6 -- Monster pits
-* @return なし
-* @details
-* A monster pit is a "big" room, with an "inner" room, containing\n
-* a "collection" of monsters of a given type organized in the room.\n
-*\n
-* The inside room in a monster pit appears as shown below, where the\n
-* actual monsters in each location depend on the type of the pit\n
-*\n
-* XXXXXXXXXXXXXXXXXXXXX\n
-* X0000000000000000000X\n
-* X0112233455543322110X\n
-* X0112233467643322110X\n
-* X0112233455543322110X\n
-* X0000000000000000000X\n
-* XXXXXXXXXXXXXXXXXXXXX\n
-*\n
-* Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
-* to request 16 "appropriate" monsters, sorting them by level, and using\n
-* the "even" entries in this sorted list for the contents of the pit.\n
-*\n
-* Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
-* which is handled by requiring a specific "breath" attack for all of the\n
-* dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
-* be present in many of the dragon pits, if they have the proper breath.\n
-*\n
-* Note the use of the "get_mon_num_prep()" function, and the special\n
-* "get_mon_num_hook()" restriction function, to prepare the "monster\n
-* allocation table" in such a way as to optimize the selection of\n
-* "appropriate" non-unique monsters for the pit.\n
-*\n
-* Note that the "get_mon_num()" function may (rarely) fail, in which case\n
-* the pit will be empty.\n
-*\n
-* Note that "monster pits" will never contain "unique" monsters.\n
-*/
-bool build_type6(player_type *player_ptr)
-{
- POSITION y, x, y1, x1, y2, x2, xval, yval;
- int i, j;
-
- MONRACE_IDX what[16];
-
- monster_type align;
-
- grid_type *g_ptr;
-
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- int cur_pit_type = pick_vault_type(floor_ptr, pit_types, d_info[floor_ptr->dungeon_idx].pit);
- vault_aux_type *n_ptr;
-
- /* No type available */
- if (cur_pit_type < 0) return FALSE;
-
- n_ptr = &pit_types[cur_pit_type];
-
- /* Process a preparation function if necessary */
- if (n_ptr->prep_func) (*(n_ptr->prep_func))(player_ptr);
- get_mon_num_prep(player_ptr, n_ptr->hook_func, NULL);
-
- align.sub_align = SUB_ALIGN_NEUTRAL;
-
- /* Pick some monster types */
- for (i = 0; i < 16; i++)
- {
- MONRACE_IDX r_idx = 0;
- int attempts = 100;
- monster_race *r_ptr = NULL;
-
- while (attempts--)
- {
- /* Get a (hard) monster type */
- r_idx = get_mon_num(player_ptr, floor_ptr->dun_level + 11);
- r_ptr = &r_info[r_idx];
-
- /* Decline incorrect alignment */
- if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
-
- /* Accept this monster */
- break;
- }
-
- /* Notice failure */
- if (!r_idx || !attempts) return FALSE;
-
- /* Note the alignment */
- if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
- if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
-
- what[i] = r_idx;
- }
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(player_ptr, &yval, &xval, 11, 25)) return FALSE;
-
- /* Large room */
- y1 = yval - 4;
- y2 = yval + 4;
- x1 = xval - 11;
- x2 = xval + 11;
-
- /* Place the floor area */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, floor);
- g_ptr->info |= (CAVE_ROOM);
- }
- }
-
- /* Place the outer walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_grid(player_ptr, g_ptr, outer);
- g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_grid(player_ptr, g_ptr, outer);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_grid(player_ptr, g_ptr, outer);
- g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_grid(player_ptr, g_ptr, outer);
- }
-
- /* Advance to the center room */
- y1 = y1 + 2;
- y2 = y2 - 2;
- x1 = x1 + 2;
- x2 = x2 - 2;
-
- /* The inner walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_grid(player_ptr, g_ptr, inner);
- g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_grid(player_ptr, g_ptr, inner);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_grid(player_ptr, g_ptr, inner);
- g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_grid(player_ptr, g_ptr, inner);
- }
- for (y = y1; y <= y2; y++)
- {
- for (x = x1; x <= x2; x++)
- {
- add_cave_info(floor_ptr, y, x, CAVE_ICKY);
- }
- }
-
- /* Place a secret door */
- switch (randint1(4))
- {
- case 1: place_secret_door(player_ptr, y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(player_ptr, y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(player_ptr, yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(player_ptr, yval, x2 + 1, DOOR_DEFAULT); break;
- }
-
- /* Sort the entries */
- for (i = 0; i < 16 - 1; i++)
- {
- /* Sort the entries */
- for (j = 0; j < 16 - 1; j++)
- {
- int i1 = j;
- int i2 = j + 1;
-
- int p1 = r_info[what[i1]].level;
- int p2 = r_info[what[i2]].level;
-
- /* Bubble */
- if (p1 > p2)
- {
- MONRACE_IDX tmp = what[i1];
- what[i1] = what[i2];
- what[i2] = tmp;
- }
- }
- }
-
- msg_format_wizard(CHEAT_DUNGEON, _("モンスター部屋(pit)(%s%s)を生成します。", "Monster pit (%s%s)"), n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-
- /* Select the entries */
- for (i = 0; i < 8; i++)
- {
- /* Every other entry */
- what[i] = what[i * 2];
- msg_format_wizard(CHEAT_DUNGEON, _("Nest構成モンスター選択No.%d:%s", "Nest Monster Select No.%d:%s"), i, r_name + r_info[what[i]].name);
- }
-
- /* Top and bottom rows */
- for (x = xval - 9; x <= xval + 9; x++)
- {
- place_monster_aux(player_ptr, 0, yval - 2, x, what[0], PM_NO_KAGE);
- place_monster_aux(player_ptr, 0, yval + 2, x, what[0], PM_NO_KAGE);
- }
-
- /* Middle columns */
- for (y = yval - 1; y <= yval + 1; y++)
- {
- place_monster_aux(player_ptr, 0, y, xval - 9, what[0], PM_NO_KAGE);
- place_monster_aux(player_ptr, 0, y, xval + 9, what[0], PM_NO_KAGE);
-
- place_monster_aux(player_ptr, 0, y, xval - 8, what[1], PM_NO_KAGE);
- place_monster_aux(player_ptr, 0, y, xval + 8, what[1], PM_NO_KAGE);
-
- place_monster_aux(player_ptr, 0, y, xval - 7, what[1], PM_NO_KAGE);
- place_monster_aux(player_ptr, 0, y, xval + 7, what[1], PM_NO_KAGE);
-
- place_monster_aux(player_ptr, 0, y, xval - 6, what[2], PM_NO_KAGE);
- place_monster_aux(player_ptr, 0, y, xval + 6, what[2], PM_NO_KAGE);
-
- place_monster_aux(player_ptr, 0, y, xval - 5, what[2], PM_NO_KAGE);
- place_monster_aux(player_ptr, 0, y, xval + 5, what[2], PM_NO_KAGE);
-
- place_monster_aux(player_ptr, 0, y, xval - 4, what[3], PM_NO_KAGE);
- place_monster_aux(player_ptr, 0, y, xval + 4, what[3], PM_NO_KAGE);
-
- place_monster_aux(player_ptr, 0, y, xval - 3, what[3], PM_NO_KAGE);
- place_monster_aux(player_ptr, 0, y, xval + 3, what[3], PM_NO_KAGE);
-
- place_monster_aux(player_ptr, 0, y, xval - 2, what[4], PM_NO_KAGE);
- place_monster_aux(player_ptr, 0, y, xval + 2, what[4], PM_NO_KAGE);
- }
-
- /* Above/Below the center monster */
- for (x = xval - 1; x <= xval + 1; x++)
- {
- place_monster_aux(player_ptr, 0, yval + 1, x, what[5], PM_NO_KAGE);
- place_monster_aux(player_ptr, 0, yval - 1, x, what[5], PM_NO_KAGE);
- }
-
- /* Next to the center monster */
- place_monster_aux(player_ptr, 0, yval, xval + 1, what[6], PM_NO_KAGE);
- place_monster_aux(player_ptr, 0, yval, xval - 1, what[6], PM_NO_KAGE);
-
- /* Center monster */
- place_monster_aux(player_ptr, 0, yval, xval, what[7], PM_NO_KAGE);
-
- return TRUE;
-}
-
-
-
-/*
-* Helper function for "trapped monster pit"
-*/
-static bool vault_aux_trapped_pit(MONRACE_IDX r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (!vault_monster_okay(r_idx)) return FALSE;
-
- /* No wall passing monster */
- if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return FALSE;
-
- return TRUE;
-}
-
-
-/*!
-* @brief タイプ13の部屋…トラップpitの生成 / Type 13 -- Trapped monster pits
-* @return なし
-* @details
-* A trapped monster pit is a "big" room with a straight corridor in\n
-* which wall opening traps are placed, and with two "inner" rooms\n
-* containing a "collection" of monsters of a given type organized in\n
-* the room.\n
-*\n
-* The trapped monster pit appears as shown below, where the actual\n
-* monsters in each location depend on the type of the pit\n
-*\n
-* XXXXXXXXXXXXXXXXXXXXXXXXX\n
-* X X\n
-* XXXXXXXXXXXXXXXXXXXXXXX X\n
-* XXXXX001123454321100XXX X\n
-* XXX0012234567654322100X X\n
-* XXXXXXXXXXXXXXXXXXXXXXX X\n
-* X ^ X\n
-* X XXXXXXXXXXXXXXXXXXXXXXX\n
-* X X0012234567654322100XXX\n
-* X XXX001123454321100XXXXX\n
-* X XXXXXXXXXXXXXXXXXXXXXXX\n
-* X X\n
-* XXXXXXXXXXXXXXXXXXXXXXXXX\n
-*\n
-* Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
-* to request 16 "appropriate" monsters, sorting them by level, and using\n
-* the "even" entries in this sorted list for the contents of the pit.\n
-*\n
-* Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
-* which is handled by requiring a specific "breath" attack for all of the\n
-* dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
-* be present in many of the dragon pits, if they have the proper breath.\n
-*\n
-* Note the use of the "get_mon_num_prep()" function, and the special\n
-* "get_mon_num_hook()" restriction function, to prepare the "monster\n
-* allocation table" in such a way as to optimize the selection of\n
-* "appropriate" non-unique monsters for the pit.\n
-*\n
-* Note that the "get_mon_num()" function may (rarely) fail, in which case\n
-* the pit will be empty.\n
-*\n
-* Note that "monster pits" will never contain "unique" monsters.\n
-*/
-bool build_type13(player_type *player_ptr)
-{
- static int placing[][3] = {
- { -2, -9, 0 },{ -2, -8, 0 },{ -3, -7, 0 },{ -3, -6, 0 },
- { +2, -9, 0 },{ +2, -8, 0 },{ +3, -7, 0 },{ +3, -6, 0 },
- { -2, +9, 0 },{ -2, +8, 0 },{ -3, +7, 0 },{ -3, +6, 0 },
- { +2, +9, 0 },{ +2, +8, 0 },{ +3, +7, 0 },{ +3, +6, 0 },
- { -2, -7, 1 },{ -3, -5, 1 },{ -3, -4, 1 },
- { +2, -7, 1 },{ +3, -5, 1 },{ +3, -4, 1 },
- { -2, +7, 1 },{ -3, +5, 1 },{ -3, +4, 1 },
- { +2, +7, 1 },{ +3, +5, 1 },{ +3, +4, 1 },
- { -2, -6, 2 },{ -2, -5, 2 },{ -3, -3, 2 },
- { +2, -6, 2 },{ +2, -5, 2 },{ +3, -3, 2 },
- { -2, +6, 2 },{ -2, +5, 2 },{ -3, +3, 2 },
- { +2, +6, 2 },{ +2, +5, 2 },{ +3, +3, 2 },
- { -2, -4, 3 },{ -3, -2, 3 },
- { +2, -4, 3 },{ +3, -2, 3 },
- { -2, +4, 3 },{ -3, +2, 3 },
- { +2, +4, 3 },{ +3, +2, 3 },
- { -2, -3, 4 },{ -3, -1, 4 },
- { +2, -3, 4 },{ +3, -1, 4 },
- { -2, +3, 4 },{ -3, +1, 4 },
- { +2, +3, 4 },{ +3, +1, 4 },
- { -2, -2, 5 },{ -3, 0, 5 },{ -2, +2, 5 },
- { +2, -2, 5 },{ +3, 0, 5 },{ +2, +2, 5 },
- { -2, -1, 6 },{ -2, +1, 6 },
- { +2, -1, 6 },{ +2, +1, 6 },
- { -2, 0, 7 },{ +2, 0, 7 },
- { 0, 0, -1 }
- };
-
- POSITION y, x, y1, x1, y2, x2, xval, yval;
- int i, j;
-
- MONRACE_IDX what[16];
-
- monster_type align;
-
- grid_type *g_ptr;
-
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- int cur_pit_type = pick_vault_type(floor_ptr, pit_types, d_info[floor_ptr->dungeon_idx].pit);
- vault_aux_type *n_ptr;
-
- /* Only in Angband */
- if (floor_ptr->dungeon_idx != DUNGEON_ANGBAND) return FALSE;
-
- /* No type available */
- if (cur_pit_type < 0) return FALSE;
-
- n_ptr = &pit_types[cur_pit_type];
-
- /* Process a preparation function if necessary */
- if (n_ptr->prep_func) (*(n_ptr->prep_func))(player_ptr);
- get_mon_num_prep(player_ptr, n_ptr->hook_func, vault_aux_trapped_pit);
-
- align.sub_align = SUB_ALIGN_NEUTRAL;
-
- /* Pick some monster types */
- for (i = 0; i < 16; i++)
- {
- MONRACE_IDX r_idx = 0;
- int attempts = 100;
- monster_race *r_ptr = NULL;
-
- while (attempts--)
- {
- /* Get a (hard) monster type */
- r_idx = get_mon_num(player_ptr, floor_ptr->dun_level + 0);
- r_ptr = &r_info[r_idx];
-
- /* Decline incorrect alignment */
- if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
-
- /* Accept this monster */
- break;
- }
-
- /* Notice failure */
- if (!r_idx || !attempts) return FALSE;
-
- /* Note the alignment */
- if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
- if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
-
- what[i] = r_idx;
- }
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(player_ptr, &yval, &xval, 13, 25)) return FALSE;
-
- /* Large room */
- y1 = yval - 5;
- y2 = yval + 5;
- x1 = xval - 11;
- x2 = xval + 11;
-
- /* Fill with inner walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- g_ptr = &floor_ptr->grid_array[y][x];
- place_grid(player_ptr, g_ptr, inner);
- g_ptr->info |= (CAVE_ROOM);
- }
- }
-
- /* Place the floor area 1 */
- for (x = x1 + 3; x <= x2 - 3; x++)
- {
- g_ptr = &floor_ptr->grid_array[yval - 2][x];
- place_grid(player_ptr, g_ptr, floor);
- add_cave_info(floor_ptr, yval - 2, x, CAVE_ICKY);
-
- g_ptr = &floor_ptr->grid_array[yval + 2][x];
- place_grid(player_ptr, g_ptr, floor);
- add_cave_info(floor_ptr, yval + 2, x, CAVE_ICKY);
- }
-
- /* Place the floor area 2 */
- for (x = x1 + 5; x <= x2 - 5; x++)
- {
- g_ptr = &floor_ptr->grid_array[yval - 3][x];
- place_grid(player_ptr, g_ptr, floor);
- add_cave_info(floor_ptr, yval - 3, x, CAVE_ICKY);
-
- g_ptr = &floor_ptr->grid_array[yval + 3][x];
- place_grid(player_ptr, g_ptr, floor);
- add_cave_info(floor_ptr, yval + 3, x, CAVE_ICKY);
- }
-
- /* Corridor */
- for (x = x1; x <= x2; x++)
- {
- g_ptr = &floor_ptr->grid_array[yval][x];
- place_grid(player_ptr, g_ptr, floor);
- g_ptr = &floor_ptr->grid_array[y1][x];
- place_grid(player_ptr, g_ptr, floor);
- g_ptr = &floor_ptr->grid_array[y2][x];
- place_grid(player_ptr, g_ptr, floor);
- }
-
- /* Place the outer walls */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- g_ptr = &floor_ptr->grid_array[y][x1 - 1];
- place_grid(player_ptr, g_ptr, outer);
- g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_grid(player_ptr, g_ptr, outer);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_grid(player_ptr, g_ptr, outer);
- g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_grid(player_ptr, g_ptr, outer);
- }
-
- /* Random corridor */
- if (one_in_(2))
- {
- for (y = y1; y <= yval; y++)
- {
- place_floor_bold(player_ptr, y, x2);
- place_solid_bold(player_ptr, y, x1 - 1);
- }
- for (y = yval; y <= y2 + 1; y++)
- {
- place_floor_bold(player_ptr, y, x1);
- place_solid_bold(player_ptr, y, x2 + 1);
- }
- }
- else
- {
- for (y = yval; y <= y2 + 1; y++)
- {
- place_floor_bold(player_ptr, y, x1);
- place_solid_bold(player_ptr, y, x2 + 1);
- }
- for (y = y1; y <= yval; y++)
- {
- place_floor_bold(player_ptr, y, x2);
- place_solid_bold(player_ptr, y, x1 - 1);
- }
- }
-
- /* Place the wall open trap */
- floor_ptr->grid_array[yval][xval].mimic = floor_ptr->grid_array[yval][xval].feat;
- floor_ptr->grid_array[yval][xval].feat = feat_trap_open;
-
- /* Sort the entries */
- for (i = 0; i < 16 - 1; i++)
- {
- /* Sort the entries */
- for (j = 0; j < 16 - 1; j++)
- {
- int i1 = j;
- int i2 = j + 1;
-
- int p1 = r_info[what[i1]].level;
- int p2 = r_info[what[i2]].level;
-
- /* Bubble */
- if (p1 > p2)
- {
- MONRACE_IDX tmp = what[i1];
- what[i1] = what[i2];
- what[i2] = tmp;
- }
- }
- }
-
- msg_format_wizard(CHEAT_DUNGEON, _("%s%sの罠ピットが生成されました。", "Trapped monster pit (%s%s)"),
- n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
-
- /* Select the entries */
- for (i = 0; i < 8; i++)
- {
- /* Every other entry */
- what[i] = what[i * 2];
-
- if (cheat_hear)
- {
- msg_print(r_name + r_info[what[i]].name);
- }
- }
-
- for (i = 0; placing[i][2] >= 0; i++)
- {
- y = yval + placing[i][0];
- x = xval + placing[i][1];
- place_monster_aux(player_ptr, 0, y, x, what[placing[i][2]], PM_NO_KAGE);
- }
-
- return TRUE;
-}
-