{
concptr name;
bool(*hook_func)(MONRACE_IDX r_idx);
- void(*prep_func)(void);
+ void(*prep_func)(player_type *player_ptr);
DEPTH level;
int chance;
};
/*!
* @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
*\n
* Note that "monster nests" will never contain "unique" monsters.\n
*/
-bool build_type5(floor_type *floor_ptr)
+bool build_type5(player_type *player_ptr)
{
POSITION y, x, y1, x1, y2, x2, xval, yval;
int i;
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;
n_ptr = &nest_types[cur_nest_type];
/* Process a preparation function if necessary */
- if (n_ptr->prep_func) (*(n_ptr->prep_func))();
- get_mon_num_prep(n_ptr->hook_func, NULL);
+ 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;
while (attempts--)
{
/* Get a (hard) monster type */
- r_idx = get_mon_num(floor_ptr->dun_level + 11);
+ r_idx = get_mon_num(player_ptr, floor_ptr->dun_level + 11);
r_ptr = &r_info[r_idx];
/* Decline incorrect alignment */
/* Place a secret door */
switch (randint1(4))
{
- case 1: place_secret_door(floor_ptr, y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(floor_ptr, y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(floor_ptr, yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(floor_ptr, yval, x2 + 1, DOOR_DEFAULT); break;
+ 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));
r_idx = nest_mon_info[i].r_idx;
/* Place that "random" monster (no groups) */
- (void)place_monster_aux(0, y, x, r_idx, 0L);
+ (void)place_monster_aux(player_ptr, 0, y, x, r_idx, 0L);
nest_mon_info[i].used = TRUE;
}
*\n
* Note that "monster pits" will never contain "unique" monsters.\n
*/
-bool build_type6(floor_type *floor_ptr)
+bool build_type6(player_type *player_ptr)
{
POSITION y, x, y1, x1, y2, x2, xval, yval;
int i, j;
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;
n_ptr = &pit_types[cur_pit_type];
/* Process a preparation function if necessary */
- if (n_ptr->prep_func) (*(n_ptr->prep_func))();
- get_mon_num_prep(n_ptr->hook_func, NULL);
+ 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;
while (attempts--)
{
/* Get a (hard) monster type */
- r_idx = get_mon_num(floor_ptr->dun_level + 11);
+ r_idx = get_mon_num(player_ptr, floor_ptr->dun_level + 11);
r_ptr = &r_info[r_idx];
/* Decline incorrect alignment */
/* Place a secret door */
switch (randint1(4))
{
- case 1: place_secret_door(floor_ptr, y1 - 1, xval, DOOR_DEFAULT); break;
- case 2: place_secret_door(floor_ptr, y2 + 1, xval, DOOR_DEFAULT); break;
- case 3: place_secret_door(floor_ptr, yval, x1 - 1, DOOR_DEFAULT); break;
- case 4: place_secret_door(floor_ptr, yval, x2 + 1, DOOR_DEFAULT); break;
+ 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 */
/* Top and bottom rows */
for (x = xval - 9; x <= xval + 9; x++)
{
- place_monster_aux(0, yval - 2, x, what[0], PM_NO_KAGE);
- place_monster_aux(0, yval + 2, x, what[0], PM_NO_KAGE);
+ 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(0, y, xval - 9, what[0], PM_NO_KAGE);
- place_monster_aux(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 + 9, what[0], PM_NO_KAGE);
- place_monster_aux(0, y, xval - 8, what[1], PM_NO_KAGE);
- place_monster_aux(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 + 8, what[1], PM_NO_KAGE);
- place_monster_aux(0, y, xval - 7, what[1], PM_NO_KAGE);
- place_monster_aux(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 + 7, what[1], PM_NO_KAGE);
- place_monster_aux(0, y, xval - 6, what[2], PM_NO_KAGE);
- place_monster_aux(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 + 6, what[2], PM_NO_KAGE);
- place_monster_aux(0, y, xval - 5, what[2], PM_NO_KAGE);
- place_monster_aux(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 + 5, what[2], PM_NO_KAGE);
- place_monster_aux(0, y, xval - 4, what[3], PM_NO_KAGE);
- place_monster_aux(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 + 4, what[3], PM_NO_KAGE);
- place_monster_aux(0, y, xval - 3, what[3], PM_NO_KAGE);
- place_monster_aux(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 + 3, what[3], PM_NO_KAGE);
- place_monster_aux(0, y, xval - 2, what[4], PM_NO_KAGE);
- place_monster_aux(0, y, xval + 2, what[4], 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(0, yval + 1, x, what[5], PM_NO_KAGE);
- place_monster_aux(0, yval - 1, x, what[5], PM_NO_KAGE);
+ 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(0, yval, xval + 1, what[6], PM_NO_KAGE);
- place_monster_aux(0, yval, xval - 1, what[6], PM_NO_KAGE);
+ 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(0, yval, xval, what[7], PM_NO_KAGE);
+ place_monster_aux(player_ptr, 0, yval, xval, what[7], PM_NO_KAGE);
return TRUE;
}
*\n
* Note that "monster pits" will never contain "unique" monsters.\n
*/
-bool build_type13(floor_type *floor_ptr)
+bool build_type13(player_type *player_ptr)
{
static int placing[][3] = {
{ -2, -9, 0 },{ -2, -8, 0 },{ -3, -7, 0 },{ -3, -6, 0 },
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;
n_ptr = &pit_types[cur_pit_type];
/* Process a preparation function if necessary */
- if (n_ptr->prep_func) (*(n_ptr->prep_func))();
- get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
+ 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;
while (attempts--)
{
/* Get a (hard) monster type */
- r_idx = get_mon_num(floor_ptr->dun_level + 0);
+ r_idx = get_mon_num(player_ptr, floor_ptr->dun_level + 0);
r_ptr = &r_info[r_idx];
/* Decline incorrect alignment */
{
y = yval + placing[i][0];
x = xval + placing[i][1];
- place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
+ place_monster_aux(player_ptr, 0, y, x, what[placing[i][2]], PM_NO_KAGE);
}
return TRUE;