}
/* Place a treasure in the vault */
- place_object(yval, xval, FALSE, FALSE);
+ place_object(yval, xval, AM_OKAY);
/* Let's guard the treasure well */
vault_monsters(yval, xval, randint0(2) + 3);
/* Object (80%) */
if (randint0(100) < 80)
{
- place_object(yval, xval, FALSE, FALSE);
+ place_object(yval, xval, AM_OKAY);
}
/* Stairs (20%) */
vault_monsters(yval, xval + 2, randint1(2));
/* Objects */
- if (one_in_(3)) place_object(yval, xval - 2, FALSE, FALSE);
- if (one_in_(3)) place_object(yval, xval + 2, FALSE, FALSE);
+ if (one_in_(3)) place_object(yval, xval - 2, AM_OKAY);
+ if (one_in_(3)) place_object(yval, xval + 2, AM_OKAY);
}
break;
}
-#define ROOM_PIT 0
-#define ROOM_NEST 1
+/*
+ * Helper function for "monster pit (dark elf)"
+ */
+static bool vault_aux_dark_elf(int r_idx)
+{
+ int i;
+ static int dark_elf_list[] =
+ {
+ MON_D_ELF, MON_D_ELF_MAGE, MON_D_ELF_WARRIOR, MON_D_ELF_PRIEST,
+ MON_D_ELF_LORD, MON_D_ELF_WARLOCK, MON_D_ELF_DRUID, MON_NIGHTBLADE,
+ MON_D_ELF_SORC, MON_D_ELF_SHADE, 0,
+ };
+
+ /* Validate the monster */
+ if (!vault_monster_okay(r_idx)) return FALSE;
+
+ /* Require dark elves */
+ for (i = 0; dark_elf_list[i]; i++)
+ if (r_idx == dark_elf_list[i]) return TRUE;
+
+ /* Assume not */
+ return FALSE;
+}
+
typedef struct vault_aux_type vault_aux_type;
};
-static vault_aux_type *pick_vault_type(vault_aux_type *l_ptr, int room)
+static int pick_vault_type(vault_aux_type *l_ptr, s16b allow_flag_mask)
{
int tmp, total, count;
/* Ignore excessive depth */
if (n_ptr->level > dun_level) continue;
- if (room == ROOM_PIT)
- {
- if (!(d_info[dungeon_type].pit & (1L << count))) continue;
- }
- else if (room == ROOM_NEST)
- {
- if(!(d_info[dungeon_type].nest & (1L << count))) continue;
- }
+ /* Not matched with pit/nest flag */
+ if (!(allow_flag_mask & (1L << count))) continue;
/* Count this possibility */
total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
/* Ignore excessive depth */
if (n_ptr->level > dun_level) continue;
- if (room == ROOM_PIT)
- {
- if (!(d_info[dungeon_type].pit & (1L << count))) continue;
- }
- else if (room == ROOM_NEST)
- {
- if(!(d_info[dungeon_type].nest & (1L << count))) continue;
- }
+ /* Not matched with pit/nest flag */
+ if (!(allow_flag_mask & (1L << count))) continue;
/* Count this possibility */
total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
if (tmp < total) break;
}
- return (n_ptr->name ? n_ptr : NULL);
+ return n_ptr->name ? count : -1;
}
static void build_type6(int by0, int bx0, bool nest);
static vault_aux_type nest_types[] =
{
#ifdef JP
- {"¥¯¥í¡¼¥ó", vault_aux_clone, vault_prep_clone, 5, 3},
- {"¥¼¥ê¡¼", vault_aux_jelly, NULL, 5, 6},
- {"¥·¥ó¥Ü¥ë(Á±)",vault_aux_symbol_g, vault_prep_symbol, 25, 2},
- {"¥·¥ó¥Ü¥ë(°)",vault_aux_symbol_e, vault_prep_symbol, 25, 2},
- {"¥ß¥ß¥Ã¥¯", vault_aux_mimic, NULL, 30, 4},
- {"¶¸µ¤", vault_aux_cthulhu, NULL, 70, 2},
- {"¸¤¾®²°", vault_aux_kennel, NULL, 45, 4},
- {"ưʪ±à", vault_aux_animal, NULL, 35, 5},
- {"¶µ²ñ", vault_aux_chapel_g, NULL, 75, 4},
- {"¥¢¥ó¥Ç¥Ã¥É", vault_aux_undead, NULL, 75, 5},
- {NULL, NULL, NULL, 0, 0},
+ {"¥¯¥í¡¼¥ó", vault_aux_clone, vault_prep_clone, 5, 3},
+ {"¥¼¥ê¡¼", vault_aux_jelly, NULL, 5, 6},
+ {"¥·¥ó¥Ü¥ë(Á±)", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
+ {"¥·¥ó¥Ü¥ë(°)", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
+ {"¥ß¥ß¥Ã¥¯", vault_aux_mimic, NULL, 30, 4},
+ {"¶¸µ¤", vault_aux_cthulhu, NULL, 70, 2},
+ {"¸¤¾®²°", vault_aux_kennel, NULL, 45, 4},
+ {"ưʪ±à", vault_aux_animal, NULL, 35, 5},
+ {"¶µ²ñ", vault_aux_chapel_g, NULL, 75, 4},
+ {"¥¢¥ó¥Ç¥Ã¥É", vault_aux_undead, NULL, 75, 5},
+ {NULL, NULL, NULL, 0, 0},
+#else
+ {"clone", vault_aux_clone, vault_prep_clone, 5, 3},
+ {"jelly", vault_aux_jelly, NULL, 5, 6},
+ {"symbol good", vault_aux_symbol_g, vault_prep_symbol, 25, 2},
+ {"symbol evil", vault_aux_symbol_e, vault_prep_symbol, 25, 2},
+ {"mimic", vault_aux_mimic, NULL, 30, 4},
+ {"lovecraftian", vault_aux_cthulhu, NULL, 70, 2},
+ {"kennel", vault_aux_kennel, NULL, 45, 4},
+ {"animal", vault_aux_animal, NULL, 35, 5},
+ {"chapel", vault_aux_chapel_g, NULL, 75, 4},
+ {"undead", vault_aux_undead, NULL, 75, 5},
+ {NULL, NULL, NULL, 0, 0},
+#endif
+};
+
+static vault_aux_type pit_types[] =
+{
+#ifdef JP
+ {"¥ª¡¼¥¯", vault_aux_orc, NULL, 5, 6},
+ {"¥È¥í¥ë", vault_aux_troll, NULL, 20, 6},
+ {"¥¸¥ã¥¤¥¢¥ó¥È", vault_aux_giant, NULL, 50, 6},
+ {"¶¸µ¤", vault_aux_cthulhu, NULL, 80, 2},
+ {"¥·¥ó¥Ü¥ë(Á±)", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
+ {"¥·¥ó¥Ü¥ë(°)", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
+ {"¶µ²ñ", vault_aux_chapel_g, NULL, 65, 2},
+ {"¥É¥é¥´¥ó", vault_aux_dragon, vault_prep_dragon, 70, 6},
+ {"¥Ç¡¼¥â¥ó", vault_aux_demon, NULL, 80, 6},
+ {"¥À¡¼¥¯¥¨¥ë¥Õ", vault_aux_dark_elf, NULL, 45, 4},
+ {NULL, NULL, NULL, 0, 0},
#else
- {"clone", vault_aux_clone, vault_prep_clone, 5, 3},
- {"jelly", vault_aux_jelly, NULL, 5, 6},
- {"symbol good",vault_aux_symbol_g, vault_prep_symbol, 25, 2},
- {"symbol evil",vault_aux_symbol_e, vault_prep_symbol, 25, 2},
- {"mimic", vault_aux_mimic, NULL, 30, 4},
- {"lovecraftian",vault_aux_cthulhu, NULL, 70, 2},
- {"kennel", vault_aux_kennel, NULL, 45, 4},
- {"animal", vault_aux_animal, NULL, 35, 5},
- {"chapel", vault_aux_chapel_g, NULL, 75, 4},
- {"undead", vault_aux_undead, NULL, 75, 5},
- {NULL, NULL, NULL, 0, 0},
+ {"orc", vault_aux_orc, NULL, 5, 6},
+ {"troll", vault_aux_troll, NULL, 20, 6},
+ {"giant", vault_aux_giant, NULL, 50, 6},
+ {"lovecraftian", vault_aux_cthulhu, NULL, 80, 2},
+ {"symbol good", vault_aux_symbol_g, vault_prep_symbol, 70, 1},
+ {"symbol evil", vault_aux_symbol_e, vault_prep_symbol, 70, 1},
+ {"chapel", vault_aux_chapel_g, NULL, 65, 2},
+ {"dragon", vault_aux_dragon, vault_prep_dragon, 70, 6},
+ {"demon", vault_aux_demon, NULL, 80, 6},
+ {"dark elf", vault_aux_dark_elf, NULL, 45, 4},
+ {NULL, NULL, NULL, 0, 0},
#endif
};
+/* 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 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
+
+
+/*
+ * Hack -- Get the string describing subtype of pit/nest
+ * Determined in prepare function (some pit/nest only)
+ */
+static cptr 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)
+ {
+#ifdef JP
+ case RF4_BR_ACID: strcpy(inner_buf, "(»À)"); break;
+ case RF4_BR_ELEC: strcpy(inner_buf, "(°ðºÊ)"); break;
+ case RF4_BR_FIRE: strcpy(inner_buf, "(²Ð±ê)"); break;
+ case RF4_BR_COLD: strcpy(inner_buf, "(Î䵤)"); break;
+ case RF4_BR_POIS: strcpy(inner_buf, "(ÆÇ)"); break;
+ case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
+ strcpy(inner_buf, "(Ëü¿§)"); break;
+ default: strcpy(inner_buf, "(̤ÄêµÁ)"); break;
+#else
+ case RF4_BR_ACID: strcpy(inner_buf, "(acid)"); break;
+ case RF4_BR_ELEC: strcpy(inner_buf, "(lightning)"); break;
+ case RF4_BR_FIRE: strcpy(inner_buf, "(fire)"); break;
+ case RF4_BR_COLD: strcpy(inner_buf, "(frost)"); break;
+ case RF4_BR_POIS: strcpy(inner_buf, "(poison)"); break;
+ case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS):
+ strcpy(inner_buf, "(multi-hued)"); break;
+ default: strcpy(inner_buf, "(undefined)"); break;
+#endif
+ }
+ break;
+ }
+ }
+
+ return inner_buf;
+}
+
+
+/* A struct for nest monster information with cheat_hear */
+typedef struct
+{
+ s16b r_idx;
+ bool used;
+}
+nest_mon_info_type;
+
+
+/*
+ * Comp function for sorting nest monster information
+ */
+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;
+ int w1 = nest_mon_info[a].r_idx;
+ int 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;
+}
+
+
+/*
+ * Swap function for sorting nest monster information
+ */
+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;
+}
+
+
+#define NUM_NEST_MON_TYPE 64
+
/*
* Type 5 -- Monster nests
*
{
int y, x, y1, x1, y2, x2, xval, yval;
int i;
- int what[64];
+ nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
int align = 0;
cave_type *c_ptr;
- vault_aux_type *n_ptr = pick_vault_type(nest_types, ROOM_NEST);
+ int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest);
+ vault_aux_type *n_ptr;
/* Try to allocate space for room. */
if (!room_alloc(25, 11, TRUE, by0, bx0, &xval, &yval)) return;
/* No type available */
- if (!n_ptr)
+ if (cur_nest_type < 0)
{
if (pit) return;
- else {build_type6(by0, bx0, TRUE);return;}
+ else
+ {
+ build_type6(by0, bx0, TRUE);
+ return;
+ }
}
+ 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);
/* Pick some monster types */
- for (i = 0; i < 64; i++)
+ for (i = 0; i < NUM_NEST_MON_TYPE; i++)
{
int r_idx = 0, attempts = 100;
if (r_info[r_idx].flags3 & RF3_GOOD) align++;
else if (r_info[r_idx].flags3 & RF3_EVIL) align--;
- what[i] = r_idx;
+ nest_mon_info[i].r_idx = r_idx;
+ nest_mon_info[i].used = FALSE;
}
/* Describe */
{
/* Room type */
#ifdef JP
-msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(%s)", n_ptr->name);
+ msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(nest)(%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
#else
- msg_format("Monster nest (%s)", n_ptr->name);
+ msg_format("Monster nest (%s%s)", n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
#endif
-
}
-
/* Increase the level rating */
rating += 10;
{
for (x = xval - 9; x <= xval + 9; x++)
{
- int r_idx = what[randint0(64)];
+ int 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(0, y, x, r_idx, 0L);
+
+ nest_mon_info[i].used = TRUE;
}
}
-}
+ if (cheat_room && cheat_hear)
+ {
+ ang_sort_comp = ang_sort_comp_nest_mon_info;
+ ang_sort_swap = ang_sort_swap_nest_mon_info;
+ ang_sort(nest_mon_info, NULL, NUM_NEST_MON_TYPE);
-static vault_aux_type pit_types[] =
-{
-#ifdef JP
- {"¥ª¡¼¥¯", vault_aux_orc, NULL, 5, 6},
- {"¥È¥í¥ë", vault_aux_troll, NULL, 20, 6},
- {"¥¸¥ã¥¤¥¢¥ó¥È",vault_aux_giant, NULL, 50, 6},
- {"¶¸µ¤", vault_aux_cthulhu, NULL, 80, 2},
- {"¥·¥ó¥Ü¥ë(Á±)",vault_aux_symbol_g, vault_prep_symbol, 70, 1},
- {"¥·¥ó¥Ü¥ë(°)",vault_aux_symbol_e, vault_prep_symbol, 70, 1},
- {"¶µ²ñ", vault_aux_chapel_g, NULL, 65, 2},
- {"¥É¥é¥´¥ó", vault_aux_dragon, vault_prep_dragon, 70, 6},
- {"¥Ç¡¼¥â¥ó", vault_aux_demon, NULL, 80, 6},
- {NULL, NULL, NULL, 0, 0},
-#else
- {"orc", vault_aux_orc, NULL, 5, 6},
- {"troll", vault_aux_troll, NULL, 20, 6},
- {"giant", vault_aux_giant, NULL, 50, 6},
- {"lovecraftian",vault_aux_cthulhu, NULL, 80, 2},
- {"symbol good",vault_aux_symbol_g, vault_prep_symbol, 70, 1},
- {"symbol evil",vault_aux_symbol_e, vault_prep_symbol, 70, 1},
- {"chapel", vault_aux_chapel_g, NULL, 65, 2},
- {"dragon", vault_aux_dragon, vault_prep_dragon, 70, 6},
- {"demon", vault_aux_demon, NULL, 80, 6},
- {NULL, NULL, NULL, 0, 0},
-#endif
-};
+ /* 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_print(r_name + r_info[nest_mon_info[i].r_idx].name);
+ }
+ }
+}
/*
cave_type *c_ptr;
- vault_aux_type *n_ptr = pick_vault_type(pit_types, ROOM_PIT);
+ int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
+ vault_aux_type *n_ptr;
/* Try to allocate space for room. */
if (!room_alloc(25, 11, TRUE, by0, bx0, &xval, &yval)) return;
/* No type available */
- if (!n_ptr)
+ if (cur_pit_type < 0)
{
if (nest) return;
- else {build_type5(by0, bx0, TRUE);return;}
+ else
+ {
+ build_type5(by0, bx0, TRUE);
+ return;
+ }
}
+ n_ptr = &pit_types[cur_pit_type];
+
/* Process a preparation function if necessary */
if (n_ptr->prep_func) (*(n_ptr->prep_func))();
/* Message */
if (cheat_room)
{
+ /* Room type */
#ifdef JP
-msg_format("%s¤ÎÁã", n_ptr->name);
+ msg_format("¥â¥ó¥¹¥¿¡¼Éô²°(pit)(%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
#else
- /* Room type */
- msg_format("Monster pit (%s)", n_ptr->name);
+ msg_format("Monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
#endif
}
case '*':
if (randint0(100) < 75)
{
- place_object(y, x, FALSE, FALSE);
+ place_object(y, x, AM_OKAY);
}
else
{
case 'A':
/* Reward for Pattern walk */
object_level = base_level + 12;
- place_object(y, x, TRUE, FALSE);
+ place_object(y, x, AM_OKAY | AM_GOOD);
object_level = base_level;
break;
}
place_monster(y, x, PM_ALLOW_SLEEP);
monster_level = base_level;
object_level = base_level + 7;
- place_object(y, x, TRUE, FALSE);
+ place_object(y, x, AM_OKAY | AM_GOOD);
object_level = base_level;
break;
}
place_monster(y, x, PM_ALLOW_SLEEP);
monster_level = base_level;
object_level = base_level + 20;
- place_object(y, x, TRUE, TRUE);
+ place_object(y, x, AM_OKAY | AM_GOOD | AM_GREAT);
object_level = base_level;
break;
}
if (randint0(100) < 50)
{
object_level = base_level + 7;
- place_object(y, x, FALSE, FALSE);
+ place_object(y, x, AM_OKAY);
object_level = base_level;
}
break;
/* Get features based on type */
switch (type)
{
- case 1: {
- /* Lava */
- feat1 = FEAT_DEEP_LAVA;
- feat2 = FEAT_SHAL_LAVA;
- feat3 = floor_type[randint0(100)];
- }; break;
- case 2:{
- /* Water */
- feat1 = FEAT_DEEP_WATER;
- feat2 = FEAT_SHAL_WATER;
- feat3 = floor_type[randint0(100)];
- }; break;
- case 3: {
- /* Collapsed cave */
- feat1 = floor_type[randint0(100)];
- feat2 = floor_type[randint0(100)];
- feat3 = FEAT_RUBBLE;
- }; break;
- case 4: {
- /* Earth vault */
- feat1 = FEAT_RUBBLE;
- feat2 = floor_type[randint0(100)];
- feat3 = FEAT_RUBBLE;
- }; break;
- case 5: {
- /* Air vault */
- feat1 = FEAT_GRASS;
- feat2 = FEAT_TREES;
- feat3 = FEAT_GRASS;
- }; break;
- case 6: {
- /* Water vault */
- feat1 = FEAT_SHAL_WATER;
- feat2 = FEAT_DEEP_WATER;
- feat3 = FEAT_SHAL_WATER;
- }; break;
- case 7: {
- /* Fire Vault */
- feat1 = FEAT_SHAL_LAVA;
- feat2 = FEAT_DEEP_LAVA;
- feat3 = FEAT_SHAL_LAVA;
- }; break;
+ case GEN_LAKE_TYPE_LAVA: /* Lava */
+ feat1 = FEAT_DEEP_LAVA;
+ feat2 = FEAT_SHAL_LAVA;
+ feat3 = floor_type[randint0(100)];
+ break;
+ case GEN_LAKE_TYPE_WATER: /* Water */
+ feat1 = FEAT_DEEP_WATER;
+ feat2 = FEAT_SHAL_WATER;
+ feat3 = floor_type[randint0(100)];
+ break;
+ case GEN_LAKE_TYPE_CAVE: /* Collapsed cave */
+ feat1 = floor_type[randint0(100)];
+ feat2 = floor_type[randint0(100)];
+ feat3 = FEAT_RUBBLE;
+ break;
+ case GEN_LAKE_TYPE_EARTH_VAULT: /* Earth vault */
+ feat1 = FEAT_RUBBLE;
+ feat2 = floor_type[randint0(100)];
+ feat3 = FEAT_RUBBLE;
+ break;
+ case GEN_LAKE_TYPE_AIR_VAULT: /* Air vault */
+ feat1 = FEAT_GRASS;
+ feat2 = FEAT_TREES;
+ feat3 = FEAT_GRASS;
+ break;
+ case GEN_LAKE_TYPE_WATER_VAULT: /* Water vault */
+ feat1 = FEAT_SHAL_WATER;
+ feat2 = FEAT_DEEP_WATER;
+ feat3 = FEAT_SHAL_WATER;
+ break;
+ case GEN_LAKE_TYPE_FIRE_VAULT: /* Fire Vault */
+ feat1 = FEAT_SHAL_LAVA;
+ feat2 = FEAT_DEEP_LAVA;
+ feat3 = FEAT_SHAL_LAVA;
+ break;
- /* Paranoia */
- default: return FALSE;
+ /* Paranoia */
+ default: return FALSE;
}
/*
* this gets rid of alot of isolated one-sqaures that
* can make teleport traps instadeaths...
*/
-
+
/* cutoffs */
fill_data.c1 = c1;
fill_data.c2 = c2;
int c1, c2, c3;
/* paranoia - exit if lake type out of range. */
- if ((type < 1) || (type > 7))
+ if ((type < GEN_LAKE_TYPE_LAVA) || (type > GEN_LAKE_TYPE_FIRE_VAULT))
{
msg_format("Invalid lake type (%d)", type);
return;
place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
monster_level = base_level;
object_level = base_level + 20;
- place_object(y, x, TRUE, FALSE);
+ place_object(y, x, AM_OKAY | AM_GOOD);
object_level = base_level;
}
else if (value < 5)
place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
monster_level = base_level;
object_level = base_level + 10;
- place_object(y, x, TRUE, FALSE);
+ place_object(y, x, AM_OKAY | AM_GOOD);
object_level = base_level;
}
else if (value < 10)
/* Object or trap */
if (randint0(100) < 25)
{
- place_object(y, x, FALSE, FALSE);
+ place_object(y, x, AM_OKAY);
}
else
{
if (randint0(100) < 50)
{
object_level = base_level + 7;
- place_object(y, x, FALSE, FALSE);
+ place_object(y, x, AM_OKAY);
object_level = base_level;
}
}
}
else if (randint0(100) < 50)
{
- place_object(y, x, FALSE, FALSE);
+ place_object(y, x, AM_OKAY);
}
}
if (dun_level < 25)
{
/* Earth vault (Rubble) */
- type = 4;
+ type = GEN_LAKE_TYPE_EARTH_VAULT;
}
else if (dun_level < 50)
{
/* Air vault (Trees) */
- type = 5;
+ type = GEN_LAKE_TYPE_AIR_VAULT;
}
else if (dun_level < 75)
{
/* Water vault (shallow water) */
- type = 6;
+ type = GEN_LAKE_TYPE_WATER_VAULT;
}
else
{
/* Fire vault (shallow lava) */
- type = 7;
+ type = GEN_LAKE_TYPE_FIRE_VAULT;
}
while (!done)
build_small_room(x0, y0);
/* Place a treasure in the vault */
- place_object(y0, x0, FALSE, FALSE);
+ place_object(y0, x0, AM_OKAY);
/* Let's guard the treasure well */
vault_monsters(y0, x0, randint0(2) + 3);
cave_type *c_ptr;
- vault_aux_type *n_ptr = pick_vault_type(pit_types, ROOM_PIT);
+ int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
+ vault_aux_type *n_ptr;
/* Only in Angband */
if (dungeon_type != 1) return;
if (!room_alloc(25, 13, TRUE, by0, bx0, &xval, &yval)) return;
/* No type available */
- if (!n_ptr) return;
+ if (cur_pit_type < 0) return;
+
+ n_ptr = &pit_types[cur_pit_type];
/* Process a preparation function if necessary */
if (n_ptr->prep_func) (*(n_ptr->prep_func))();
/* Message */
if (cheat_room)
{
+ /* Room type */
#ifdef JP
- msg_format("%s¤Î櫥ԥåÈ", n_ptr->name);
+ msg_format("%s%s¤Î櫥ԥåÈ", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
#else
- /* Room type */
- msg_format("Trapped monster pit (%s)", n_ptr->name);
+ msg_format("Trapped monster pit (%s%s)", n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
#endif
}