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[Refactor] #41052 Reshaped rooms-pit-nest.c automatically
authorHourier <hourier@users.sourceforge.jp>
Fri, 22 Jan 2021 09:04:48 +0000 (18:04 +0900)
committerHourier <hourier@users.sourceforge.jp>
Sat, 23 Jan 2021 14:10:09 +0000 (23:10 +0900)
src/room/rooms-pit-nest.c

index 2ffd19f..7b679c4 100644 (file)
 #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 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;
+    vault_aux_type *n_ptr;
+    for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++) {
+        if (!n_ptr->name)
+            break;
 
-               if (n_ptr->level > floor_ptr->dun_level) continue;
+        if (n_ptr->level > floor_ptr->dun_level)
+            continue;
 
-               if (!(allow_flag_mask & (1L << count))) continue;
+        if (!(allow_flag_mask & (1L << count)))
+            continue;
 
-               total += n_ptr->chance * MAX_DEPTH / (MIN(floor_ptr->dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
-       }
+        total += n_ptr->chance * MAX_DEPTH / (MIN(floor_ptr->dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
+    }
 
-       int random_type = randint0(total);
-       for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
-       {
-               if (!n_ptr->name) break;
+    int random_type = randint0(total);
+    for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++) {
+        if (!n_ptr->name)
+            break;
 
-               if (n_ptr->level > floor_ptr->dun_level) continue;
+        if (n_ptr->level > floor_ptr->dun_level)
+            continue;
 
-               if (!(allow_flag_mask & (1L << count))) continue;
+        if (!(allow_flag_mask & (1L << count)))
+            continue;
 
-               total += n_ptr->chance * MAX_DEPTH / (MIN(floor_ptr->dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
-               if (random_type < 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';
-       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:
+    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;
-        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;
-            }
+        }
+
+        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;
+    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 */
@@ -147,35 +148,40 @@ static bool ang_sort_comp_nest_mon_info(player_type *player_ptr, vptr u, vptr v,
     (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 = 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;
+    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 */
@@ -183,457 +189,453 @@ static void ang_sort_swap_nest_mon_info(player_type *player_ptr, vptr u, vptr v,
     (void)v;
 
     nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
-       nest_mon_info_type 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
-*/
+ * @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, 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;
-}
+    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, 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
-*/
+ * @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, 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;
+    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, 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;
 }
 
 /*
@@ -646,265 +648,252 @@ static bool vault_aux_trapped_pit(player_type *player_ptr, MONRACE_IDX r_idx)
 
     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
-*/
+ * @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, 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;
+    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, 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;
 }