#include "room/rooms-pit-nest.h"
#include "dungeon/dungeon.h"
-#include "floor/floor-generate.h"
-#include "floor/floor.h"
+#include "floor/floor-generator.h"
#include "game-option/cheat-options.h"
#include "game-option/cheat-types.h"
+#include "grid/door.h"
#include "grid/feature.h"
#include "grid/grid.h"
#include "monster-floor/monster-generator.h"
#include "monster/monster-list.h"
#include "monster/monster-util.h"
#include "room/pit-nest-kinds-table.h"
-#include "rooms.h"
+#include "room/space-finder.h"
+#include "system/floor-type-definition.h"
#include "util/sort.h"
#include "view/display-messages.h"
+#include "wizard/wizard-messages.h"
/*!
-* @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。
-*/
+ * @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;
+ int total;
+ int count;
+ vault_aux_type *n_ptr;
+ for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++) {
+ if (!n_ptr->name)
+ break;
- /* Count this possibility */
- total += n_ptr->chance * MAX_DEPTH / (MIN(floor_ptr->dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
- }
+ if (n_ptr->level > floor_ptr->dun_level)
+ continue;
- /* Pick a random type */
- tmp = randint0(total);
+ if (!(allow_flag_mask & (1L << count)))
+ continue;
- /* Find this type */
- for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
- {
- /* Note end */
- if (!n_ptr->name) break;
+ total += n_ptr->chance * MAX_DEPTH / (MIN(floor_ptr->dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
+ }
- /* Ignore excessive depth */
- if (n_ptr->level > floor_ptr->dun_level) continue;
+ int random_type = randint0(total);
+ for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++) {
+ if (!n_ptr->name)
+ break;
- /* Not matched with pit/nest flag */
- if (!(allow_flag_mask & (1L << count))) continue;
+ if (n_ptr->level > floor_ptr->dun_level)
+ continue;
- /* Count this possibility */
- total += n_ptr->chance * MAX_DEPTH / (MIN(floor_ptr->dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
+ if (!(allow_flag_mask & (1L << count)))
+ continue;
- /* Found the type */
- if (tmp < total) break;
- }
+ total += n_ptr->chance * MAX_DEPTH / (MIN(floor_ptr->dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
+ if (random_type < total)
+ break;
+ }
- return n_ptr->name ? count : -1;
+ 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)
-*/
+ * @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;
+ static char inner_buf[256] = "";
+ inner_buf[0] = '\0';
+ if (nest) {
+ 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;
+ }
+
+ return inner_buf;
+ }
+
+ /* 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
-*/
+ *! @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(player_type *player_ptr, vptr u, vptr v, int a, int b)
{
/* Unused */
(void)v;
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;
-
- /* 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;
+ 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 = nest_mon_info[a].used;
+ int z2 = nest_mon_info[b].used;
+
+ if (z1 < z2)
+ return FALSE;
+ if (z1 > z2)
+ return TRUE;
+
+ if (r1_ptr->level < r2_ptr->level)
+ return TRUE;
+ if (r1_ptr->level > r2_ptr->level)
+ return FALSE;
+
+ if (r1_ptr->mexp < r2_ptr->mexp)
+ return TRUE;
+ if (r1_ptr->mexp > r2_ptr->mexp)
+ return FALSE;
+
+ 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
-*/
+ * @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(player_type *player_ptr, vptr u, vptr v, int a, int b)
{
/* Unused */
(void)v;
nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
- nest_mon_info_type holder;
-
- /* Swap */
- holder = nest_mon_info[a];
- nest_mon_info[a] = nest_mon_info[b];
- nest_mon_info[b] = holder;
+ nest_mon_info_type holder = nest_mon_info[a];
+ nest_mon_info[a] = nest_mon_info[b];
+ nest_mon_info[b] = holder;
}
-
/*!
-* @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)
+ * @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, dun_data_type *dd_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, 0);
- r_ptr = &r_info[r_idx];
-
- /* Decline incorrect alignment */
- if (monster_has_hostile_align(player_ptr, &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, GB_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, GB_OUTER);
- g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_grid(player_ptr, g_ptr, GB_OUTER);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_grid(player_ptr, g_ptr, GB_OUTER);
- g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_grid(player_ptr, g_ptr, GB_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, GB_INNER);
- g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_grid(player_ptr, g_ptr, GB_INNER);
- }
-
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_grid(player_ptr, g_ptr, GB_INNER);
- g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_grid(player_ptr, g_ptr, GB_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(player_ptr, 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;
+ 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, 0, floor_ptr->dun_level + 11, 0);
+ r_ptr = &r_info[r_idx];
+
+ /* Decline incorrect alignment */
+ if (monster_has_hostile_align(player_ptr, &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, dd_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, GB_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, GB_OUTER);
+ g_ptr = &floor_ptr->grid_array[y][x2 + 1];
+ place_grid(player_ptr, g_ptr, GB_OUTER);
+ }
+ for (x = x1 - 1; x <= x2 + 1; x++) {
+ g_ptr = &floor_ptr->grid_array[y1 - 1][x];
+ place_grid(player_ptr, g_ptr, GB_OUTER);
+ g_ptr = &floor_ptr->grid_array[y2 + 1][x];
+ place_grid(player_ptr, g_ptr, GB_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, GB_INNER);
+ g_ptr = &floor_ptr->grid_array[y][x2 + 1];
+ place_grid(player_ptr, g_ptr, GB_INNER);
+ }
+
+ for (x = x1 - 1; x <= x2 + 1; x++) {
+ g_ptr = &floor_ptr->grid_array[y1 - 1][x];
+ place_grid(player_ptr, g_ptr, GB_INNER);
+ g_ptr = &floor_ptr->grid_array[y2 + 1][x];
+ place_grid(player_ptr, g_ptr, GB_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(
+ player_ptr, 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(player_ptr, 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(player_ptr, 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)
+ * @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, dun_data_type *dd_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, 0);
- r_ptr = &r_info[r_idx];
-
- /* Decline incorrect alignment */
- if (monster_has_hostile_align(player_ptr, &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, GB_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, GB_OUTER);
- g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_grid(player_ptr, g_ptr, GB_OUTER);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_grid(player_ptr, g_ptr, GB_OUTER);
- g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_grid(player_ptr, g_ptr, GB_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, GB_INNER);
- g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_grid(player_ptr, g_ptr, GB_INNER);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_grid(player_ptr, g_ptr, GB_INNER);
- g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_grid(player_ptr, g_ptr, GB_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;
+ 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, 0, floor_ptr->dun_level + 11, 0);
+ r_ptr = &r_info[r_idx];
+
+ /* Decline incorrect alignment */
+ if (monster_has_hostile_align(player_ptr, &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, dd_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, GB_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, GB_OUTER);
+ g_ptr = &floor_ptr->grid_array[y][x2 + 1];
+ place_grid(player_ptr, g_ptr, GB_OUTER);
+ }
+ for (x = x1 - 1; x <= x2 + 1; x++) {
+ g_ptr = &floor_ptr->grid_array[y1 - 1][x];
+ place_grid(player_ptr, g_ptr, GB_OUTER);
+ g_ptr = &floor_ptr->grid_array[y2 + 1][x];
+ place_grid(player_ptr, g_ptr, GB_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, GB_INNER);
+ g_ptr = &floor_ptr->grid_array[y][x2 + 1];
+ place_grid(player_ptr, g_ptr, GB_INNER);
+ }
+ for (x = x1 - 1; x <= x2 + 1; x++) {
+ g_ptr = &floor_ptr->grid_array[y1 - 1][x];
+ place_grid(player_ptr, g_ptr, GB_INNER);
+ g_ptr = &floor_ptr->grid_array[y2 + 1][x];
+ place_grid(player_ptr, g_ptr, GB_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(
+ player_ptr, 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(player_ptr, 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;
}
/*
monster_race *r_ptr = &r_info[r_idx];
- if (!vault_monster_okay(player_ptr, r_idx)) return FALSE;
+ if (!vault_monster_okay(player_ptr, r_idx))
+ return FALSE;
- /* No wall passing monster */
- if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return FALSE;
+ /* No wall passing monster */
+ if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL))
+ return FALSE;
- return TRUE;
+ 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)
+ * @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, dun_data_type *dd_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;
-
- /* 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, 0);
- r_ptr = &r_info[r_idx];
-
- /* Decline incorrect alignment */
- if (monster_has_hostile_align(player_ptr, &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, GB_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, GB_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, GB_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, GB_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, GB_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, GB_FLOOR);
- g_ptr = &floor_ptr->grid_array[y1][x];
- place_grid(player_ptr, g_ptr, GB_FLOOR);
- g_ptr = &floor_ptr->grid_array[y2][x];
- place_grid(player_ptr, g_ptr, GB_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, GB_OUTER);
- g_ptr = &floor_ptr->grid_array[y][x2 + 1];
- place_grid(player_ptr, g_ptr, GB_OUTER);
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- g_ptr = &floor_ptr->grid_array[y1 - 1][x];
- place_grid(player_ptr, g_ptr, GB_OUTER);
- g_ptr = &floor_ptr->grid_array[y2 + 1][x];
- place_grid(player_ptr, g_ptr, GB_OUTER);
- }
-
- /* Random corridor */
- if (one_in_(2))
- {
- for (y = y1; y <= yval; y++)
- {
- place_bold(player_ptr, y, x2, GB_FLOOR);
- place_bold(player_ptr, y, x1 - 1, GB_SOLID);
- }
- for (y = yval; y <= y2 + 1; y++)
- {
- place_bold(player_ptr, y, x1, GB_FLOOR);
- place_bold(player_ptr, y, x2 + 1, GB_SOLID);
- }
- }
- else
- {
- for (y = yval; y <= y2 + 1; y++)
- {
- place_bold(player_ptr, y, x1, GB_FLOOR);
- place_bold(player_ptr, y, x2 + 1, GB_SOLID);
- }
- for (y = y1; y <= yval; y++)
- {
- place_bold(player_ptr, y, x2, GB_FLOOR);
- place_bold(player_ptr, y, x1 - 1, GB_SOLID);
- }
- }
-
- /* 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;
-}
+ 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, 0, floor_ptr->dun_level + 0, 0);
+ r_ptr = &r_info[r_idx];
+
+ /* Decline incorrect alignment */
+ if (monster_has_hostile_align(player_ptr, &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, dd_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, GB_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, GB_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, GB_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, GB_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, GB_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, GB_FLOOR);
+ g_ptr = &floor_ptr->grid_array[y1][x];
+ place_grid(player_ptr, g_ptr, GB_FLOOR);
+ g_ptr = &floor_ptr->grid_array[y2][x];
+ place_grid(player_ptr, g_ptr, GB_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, GB_OUTER);
+ g_ptr = &floor_ptr->grid_array[y][x2 + 1];
+ place_grid(player_ptr, g_ptr, GB_OUTER);
+ }
+ for (x = x1 - 1; x <= x2 + 1; x++) {
+ g_ptr = &floor_ptr->grid_array[y1 - 1][x];
+ place_grid(player_ptr, g_ptr, GB_OUTER);
+ g_ptr = &floor_ptr->grid_array[y2 + 1][x];
+ place_grid(player_ptr, g_ptr, GB_OUTER);
+ }
+
+ /* Random corridor */
+ if (one_in_(2)) {
+ for (y = y1; y <= yval; y++) {
+ place_bold(player_ptr, y, x2, GB_FLOOR);
+ place_bold(player_ptr, y, x1 - 1, GB_SOLID);
+ }
+ for (y = yval; y <= y2 + 1; y++) {
+ place_bold(player_ptr, y, x1, GB_FLOOR);
+ place_bold(player_ptr, y, x2 + 1, GB_SOLID);
+ }
+ } else {
+ for (y = yval; y <= y2 + 1; y++) {
+ place_bold(player_ptr, y, x1, GB_FLOOR);
+ place_bold(player_ptr, y, x2 + 1, GB_SOLID);
+ }
+ for (y = y1; y <= yval; y++) {
+ place_bold(player_ptr, y, x2, GB_FLOOR);
+ place_bold(player_ptr, y, x1 - 1, GB_SOLID);
+ }
+ }
+
+ /* 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(
+ player_ptr, 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;
+}
\ No newline at end of file