-#include "angband.h"\r
+#include "angband.h"\r
#include "grid.h"\r
#include "generate.h"\r
#include "rooms.h"\r
-#include "monster-hook.h"\r
+#include "monster.h"\r
+#include "monsterrace-hook.h"\r
+#include "objectkind-hook.h"\r
\r
-/*\r
-* Helper function for "glass room"\r
-*/\r
-static bool vault_aux_lite(MONRACE_IDX r_idx)\r
-{\r
- monster_race *r_ptr = &r_info[r_idx];\r
-\r
- /* Validate the monster */\r
- if (!vault_monster_okay(r_idx)) return FALSE;\r
-\r
- /* Require lite attack */\r
- if (!(r_ptr->flags4 & RF4_BR_LITE) && !(r_ptr->a_ability_flags1 & RF5_BA_LITE)) return FALSE;\r
-\r
- /* No wall passing monsters */\r
- if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return FALSE;\r
-\r
- /* No disintegrating monsters */\r
- if (r_ptr->flags4 & RF4_BR_DISI) return FALSE;\r
-\r
- return TRUE;\r
-}\r
-\r
-/*\r
-* Helper function for "glass room"\r
-*/\r
-static bool vault_aux_shards(MONRACE_IDX r_idx)\r
-{\r
- monster_race *r_ptr = &r_info[r_idx];\r
-\r
- /* Validate the monster */\r
- if (!vault_monster_okay(r_idx)) return FALSE;\r
-\r
- /* Require shards breath attack */\r
- if (!(r_ptr->flags4 & RF4_BR_SHAR)) return FALSE;\r
-\r
- return TRUE;\r
-}\r
-\r
-/*\r
-* Hack -- determine if a template is potion\r
-*/\r
-static bool kind_is_potion(KIND_OBJECT_IDX k_idx)\r
-{\r
- return k_info[k_idx].tval == TV_POTION;\r
-}\r
\r
/*!\r
-* @brief \83^\83C\83v15\82Ì\95\94\89®\81c\83K\83\89\83X\95\94\89®\82Ì\90¶\90¬ / Type 15 -- glass rooms\r
-* @return \82È\82µ\r
+* @brief タイプ15の部屋…ガラス部屋の生成 / Type 15 -- glass rooms\r
+* @return なし\r
*/\r
bool build_type15(void)\r
{\r
case 1: /* 4 lite breathers + potion */\r
{\r
int dir1, dir2;\r
-\r
- /* Prepare allocation table */\r
get_mon_num_prep(vault_aux_lite, NULL);\r
\r
/* Place fixed lite berathers */\r
c_ptr = &cave[y2 - 1][x2 - 1];\r
place_inner_grid(c_ptr);\r
c_ptr->feat = feat_glass_wall;\r
-\r
- /* Prepare allocation table */\r
get_mon_num_prep(vault_aux_lite, NULL);\r
\r
r_idx = get_mon_num(dun_level);\r
\r
case 3: /* 4 shards breathers + 2 potions */\r
{\r
- int dir1;\r
+ DIRECTION dir1;\r
\r
/* Walls around the potion */\r
for (y = yval - 2; y <= yval + 2; y++)\r
place_inner_grid(c_ptr);\r
c_ptr->feat = feat_glass_wall;\r
}\r
-\r
- /* Prepare allocation table */\r
get_mon_num_prep(vault_aux_shards, NULL);\r
\r
/* Place shard berathers */\r
break;\r
}\r
\r
- msg_print_wizard(CHEAT_DUNGEON, _("\83K\83\89\83X\82Ì\95\94\89®\82ª\90¶\90¬\82³\82ê\82Ü\82µ\82½\81B", "Glass room was generated."));\r
+ msg_print_wizard(CHEAT_DUNGEON, _("ガラスの部屋が生成されました。", "Glass room was generated."));\r
\r
return TRUE;\r
}\r