Separate generation of special room from rooms.c to rooms-special.c/h.
<ClCompile Include="..\..\src\rooms-city.c" />\r
<ClCompile Include="..\..\src\rooms-normal.c" />\r
<ClCompile Include="..\..\src\rooms-pitnest.c" />\r
+ <ClCompile Include="..\..\src\rooms-special.c" />\r
<ClCompile Include="..\..\src\rooms-trap.c" />\r
<ClCompile Include="..\..\src\rooms-vault.c" />\r
<ClCompile Include="..\..\src\rooms.c" />\r
<ClInclude Include="..\..\src\rooms-city.h" />\r
<ClInclude Include="..\..\src\rooms-normal.h" />\r
<ClInclude Include="..\..\src\rooms-pitnest.h" />\r
+ <ClInclude Include="..\..\src\rooms-special.h" />\r
<ClInclude Include="..\..\src\rooms-trap.h" />\r
<ClInclude Include="..\..\src\rooms-vault.h" />\r
<ClInclude Include="..\..\src\rooms.h" />\r
<ClCompile Include="..\..\src\rooms-trap.c">\r
<Filter>Source</Filter>\r
</ClCompile>\r
+ <ClCompile Include="..\..\src\rooms-special.c">\r
+ <Filter>Source</Filter>\r
+ </ClCompile>\r
</ItemGroup>\r
<ItemGroup>\r
<ClInclude Include="..\..\src\angband.h">\r
<ClInclude Include="..\..\src\rooms-trap.h">\r
<Filter>Header</Filter>\r
</ClInclude>\r
+ <ClInclude Include="..\..\src\rooms-special.h">\r
+ <Filter>Header</Filter>\r
+ </ClInclude>\r
</ItemGroup>\r
<ItemGroup>\r
<ResourceCompile Include="..\..\src\angband.rc" />\r
}\r
nest_mon_info_type;\r
\r
-/*!\r
-* vault\82É\94z\92u\89Â\94\\82È\83\82\83\93\83X\83^\81[\82Ì\8fð\8c\8f\82ð\8ew\92è\82·\82é\83}\83N\83\8d / Monster validation macro\r
-*\r
-* Line 1 -- forbid town monsters\r
-* Line 2 -- forbid uniques\r
-* Line 3 -- forbid aquatic monsters\r
-*/\r
-#define vault_monster_okay(I) \\r
- (mon_hook_dungeon(I) && \\r
- !(r_info[I].flags1 & RF1_UNIQUE) && \\r
- !(r_info[I].flags7 & RF7_UNIQUE2) && \\r
- !(r_info[I].flagsr & RFR_RES_ALL) && \\r
- !(r_info[I].flags7 & RF7_AQUATIC))\r
-\r
extern bool build_type5(void);\r
extern bool build_type6(void);\r
extern bool build_type13(void);\r
--- /dev/null
+#include "angband.h"\r
+#include "grid.h"\r
+#include "generate.h"\r
+#include "rooms.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
+*/\r
+bool build_type15(void)\r
+{\r
+ POSITION y, x, y2, x2, yval, xval;\r
+ POSITION y1, x1, xsize, ysize;\r
+ bool light;\r
+\r
+ cave_type *c_ptr;\r
+\r
+ /* Pick a room size */\r
+ xsize = rand_range(9, 13);\r
+ ysize = rand_range(9, 13);\r
+\r
+ /* Find and reserve some space in the dungeon. Get center of room. */\r
+ if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;\r
+\r
+ /* Choose lite or dark */\r
+ light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));\r
+\r
+ /* Get corner values */\r
+ y1 = yval - ysize / 2;\r
+ x1 = xval - xsize / 2;\r
+ y2 = yval + (ysize - 1) / 2;\r
+ x2 = xval + (xsize - 1) / 2;\r
+\r
+ /* Place a full floor under the room */\r
+ for (y = y1 - 1; y <= y2 + 1; y++)\r
+ {\r
+ for (x = x1 - 1; x <= x2 + 1; x++)\r
+ {\r
+ c_ptr = &cave[y][x];\r
+ place_floor_grid(c_ptr);\r
+ c_ptr->feat = feat_glass_floor;\r
+ c_ptr->info |= (CAVE_ROOM);\r
+ if (light) c_ptr->info |= (CAVE_GLOW);\r
+ }\r
+ }\r
+\r
+ /* Walls around the room */\r
+ for (y = y1 - 1; y <= y2 + 1; y++)\r
+ {\r
+ c_ptr = &cave[y][x1 - 1];\r
+ place_outer_grid(c_ptr);\r
+ c_ptr->feat = feat_glass_wall;\r
+ c_ptr = &cave[y][x2 + 1];\r
+ place_outer_grid(c_ptr);\r
+ c_ptr->feat = feat_glass_wall;\r
+ }\r
+ for (x = x1 - 1; x <= x2 + 1; x++)\r
+ {\r
+ c_ptr = &cave[y1 - 1][x];\r
+ place_outer_grid(c_ptr);\r
+ c_ptr->feat = feat_glass_wall;\r
+ c_ptr = &cave[y2 + 1][x];\r
+ place_outer_grid(c_ptr);\r
+ c_ptr->feat = feat_glass_wall;\r
+ }\r
+\r
+ switch (randint1(3))\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
+ for (dir1 = 4; dir1 < 8; dir1++)\r
+ {\r
+ MONRACE_IDX r_idx = get_mon_num(dun_level);\r
+\r
+ y = yval + 2 * ddy_ddd[dir1];\r
+ x = xval + 2 * ddx_ddd[dir1];\r
+ if (r_idx) place_monster_aux(0, y, x, r_idx, PM_ALLOW_SLEEP);\r
+\r
+ /* Walls around the breather */\r
+ for (dir2 = 0; dir2 < 8; dir2++)\r
+ {\r
+ c_ptr = &cave[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];\r
+ place_inner_grid(c_ptr);\r
+ c_ptr->feat = feat_glass_wall;\r
+ }\r
+ }\r
+\r
+ /* Walls around the potion */\r
+ for (dir1 = 0; dir1 < 4; dir1++)\r
+ {\r
+ y = yval + 2 * ddy_ddd[dir1];\r
+ x = xval + 2 * ddx_ddd[dir1];\r
+ c_ptr = &cave[y][x];\r
+ place_inner_perm_grid(c_ptr);\r
+ c_ptr->feat = feat_permanent_glass_wall;\r
+ cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);\r
+ }\r
+\r
+ /* Glass door */\r
+ dir1 = randint0(4);\r
+ y = yval + 2 * ddy_ddd[dir1];\r
+ x = xval + 2 * ddx_ddd[dir1];\r
+ place_secret_door(y, x, DOOR_GLASS_DOOR);\r
+ c_ptr = &cave[y][x];\r
+ if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;\r
+\r
+ /* Place a potion */\r
+ get_obj_num_hook = kind_is_potion;\r
+ place_object(yval, xval, AM_NO_FIXED_ART);\r
+ cave[yval][xval].info |= (CAVE_ICKY);\r
+ }\r
+ break;\r
+\r
+ case 2: /* 1 lite breather + random object */\r
+ {\r
+ MONRACE_IDX r_idx;\r
+ DIRECTION dir1;\r
+\r
+ /* Pillars */\r
+ c_ptr = &cave[y1 + 1][x1 + 1];\r
+ place_inner_grid(c_ptr);\r
+ c_ptr->feat = feat_glass_wall;\r
+\r
+ c_ptr = &cave[y1 + 1][x2 - 1];\r
+ place_inner_grid(c_ptr);\r
+ c_ptr->feat = feat_glass_wall;\r
+\r
+ c_ptr = &cave[y2 - 1][x1 + 1];\r
+ place_inner_grid(c_ptr);\r
+ c_ptr->feat = feat_glass_wall;\r
+\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
+ if (r_idx) place_monster_aux(0, yval, xval, r_idx, 0L);\r
+\r
+ /* Walls around the breather */\r
+ for (dir1 = 0; dir1 < 8; dir1++)\r
+ {\r
+ c_ptr = &cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];\r
+ place_inner_grid(c_ptr);\r
+ c_ptr->feat = feat_glass_wall;\r
+ }\r
+\r
+ /* Curtains around the breather */\r
+ for (y = yval - 1; y <= yval + 1; y++)\r
+ {\r
+ place_closed_door(y, xval - 2, DOOR_CURTAIN);\r
+ place_closed_door(y, xval + 2, DOOR_CURTAIN);\r
+ }\r
+ for (x = xval - 1; x <= xval + 1; x++)\r
+ {\r
+ place_closed_door(yval - 2, x, DOOR_CURTAIN);\r
+ place_closed_door(yval + 2, x, DOOR_CURTAIN);\r
+ }\r
+\r
+ /* Place an object */\r
+ place_object(yval, xval, AM_NO_FIXED_ART);\r
+ cave[yval][xval].info |= (CAVE_ICKY);\r
+ }\r
+ break;\r
+\r
+ case 3: /* 4 shards breathers + 2 potions */\r
+ {\r
+ int dir1;\r
+\r
+ /* Walls around the potion */\r
+ for (y = yval - 2; y <= yval + 2; y++)\r
+ {\r
+ c_ptr = &cave[y][xval - 3];\r
+ place_inner_grid(c_ptr);\r
+ c_ptr->feat = feat_glass_wall;\r
+ c_ptr = &cave[y][xval + 3];\r
+ place_inner_grid(c_ptr);\r
+ c_ptr->feat = feat_glass_wall;\r
+ }\r
+ for (x = xval - 2; x <= xval + 2; x++)\r
+ {\r
+ c_ptr = &cave[yval - 3][x];\r
+ place_inner_grid(c_ptr);\r
+ c_ptr->feat = feat_glass_wall;\r
+ c_ptr = &cave[yval + 3][x];\r
+ place_inner_grid(c_ptr);\r
+ c_ptr->feat = feat_glass_wall;\r
+ }\r
+ for (dir1 = 4; dir1 < 8; dir1++)\r
+ {\r
+ c_ptr = &cave[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];\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
+ for (dir1 = 4; dir1 < 8; dir1++)\r
+ {\r
+ MONRACE_IDX r_idx = get_mon_num(dun_level);\r
+\r
+ y = yval + ddy_ddd[dir1];\r
+ x = xval + ddx_ddd[dir1];\r
+ if (r_idx) place_monster_aux(0, y, x, r_idx, 0L);\r
+ }\r
+\r
+ /* Place two potions */\r
+ if (one_in_(2))\r
+ {\r
+ get_obj_num_hook = kind_is_potion;\r
+ place_object(yval, xval - 1, AM_NO_FIXED_ART);\r
+ get_obj_num_hook = kind_is_potion;\r
+ place_object(yval, xval + 1, AM_NO_FIXED_ART);\r
+ }\r
+ else\r
+ {\r
+ get_obj_num_hook = kind_is_potion;\r
+ place_object(yval - 1, xval, AM_NO_FIXED_ART);\r
+ get_obj_num_hook = kind_is_potion;\r
+ place_object(yval + 1, xval, AM_NO_FIXED_ART);\r
+ }\r
+\r
+ for (y = yval - 2; y <= yval + 2; y++)\r
+ for (x = xval - 2; x <= xval + 2; x++)\r
+ cave[y][x].info |= (CAVE_ICKY);\r
+\r
+ }\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
+\r
+ return TRUE;\r
+}\r
--- /dev/null
+extern bool build_type15(void);\r
+\r
#include "rooms-city.h"
#include "rooms-normal.h"
#include "rooms-pitnest.h"
+#include "rooms-special.h"
#include "rooms-trap.h"
#include "rooms-vault.h"
}
-
-/*
- * Helper function for "glass room"
- */
-static bool vault_aux_lite(MONRACE_IDX r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return FALSE;
-
- /* Require lite attack */
- if (!(r_ptr->flags4 & RF4_BR_LITE) && !(r_ptr->a_ability_flags1 & RF5_BA_LITE)) return FALSE;
-
- /* No wall passing monsters */
- if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return FALSE;
-
- /* No disintegrating monsters */
- if (r_ptr->flags4 & RF4_BR_DISI) return FALSE;
-
- return TRUE;
-}
-
-/*
- * Helper function for "glass room"
- */
-static bool vault_aux_shards(MONRACE_IDX r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Validate the monster */
- if (!vault_monster_okay(r_idx)) return FALSE;
-
- /* Require shards breath attack */
- if (!(r_ptr->flags4 & RF4_BR_SHAR)) return FALSE;
-
- return TRUE;
-}
-
-/*
- * Hack -- determine if a template is potion
- */
-static bool kind_is_potion(KIND_OBJECT_IDX k_idx)
-{
- return k_info[k_idx].tval == TV_POTION;
-}
-
-/*!
- * @brief タイプ15の部屋…ガラス部屋の生成 / Type 15 -- glass rooms
- * @return なし
- */
-static bool build_type15(void)
-{
- POSITION y, x, y2, x2, yval, xval;
- POSITION y1, x1, xsize, ysize;
- bool light;
-
- cave_type *c_ptr;
-
- /* Pick a room size */
- xsize = rand_range(9, 13);
- ysize = rand_range(9, 13);
-
- /* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
-
- /* Choose lite or dark */
- light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
-
- /* Get corner values */
- y1 = yval - ysize / 2;
- x1 = xval - xsize / 2;
- y2 = yval + (ysize - 1) / 2;
- x2 = xval + (xsize - 1) / 2;
-
- /* Place a full floor under the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y][x];
- place_floor_grid(c_ptr);
- c_ptr->feat = feat_glass_floor;
- c_ptr->info |= (CAVE_ROOM);
- if (light) c_ptr->info |= (CAVE_GLOW);
- }
- }
-
- /* Walls around the room */
- for (y = y1 - 1; y <= y2 + 1; y++)
- {
- c_ptr = &cave[y][x1 - 1];
- place_outer_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
- c_ptr = &cave[y][x2 + 1];
- place_outer_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
- }
- for (x = x1 - 1; x <= x2 + 1; x++)
- {
- c_ptr = &cave[y1 - 1][x];
- place_outer_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
- c_ptr = &cave[y2 + 1][x];
- place_outer_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
- }
-
- switch (randint1(3))
- {
- case 1: /* 4 lite breathers + potion */
- {
- int dir1, dir2;
-
- /* Prepare allocation table */
- get_mon_num_prep(vault_aux_lite, NULL);
-
- /* Place fixed lite berathers */
- for (dir1 = 4; dir1 < 8; dir1++)
- {
- MONRACE_IDX r_idx = get_mon_num(dun_level);
-
- y = yval + 2 * ddy_ddd[dir1];
- x = xval + 2 * ddx_ddd[dir1];
- if (r_idx) place_monster_aux(0, y, x, r_idx, PM_ALLOW_SLEEP);
-
- /* Walls around the breather */
- for (dir2 = 0; dir2 < 8; dir2++)
- {
- c_ptr = &cave[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
- place_inner_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
- }
- }
-
- /* Walls around the potion */
- for (dir1 = 0; dir1 < 4; dir1++)
- {
- y = yval + 2 * ddy_ddd[dir1];
- x = xval + 2 * ddx_ddd[dir1];
- c_ptr = &cave[y][x];
- place_inner_perm_grid(c_ptr);
- c_ptr->feat = feat_permanent_glass_wall;
- cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
- }
-
- /* Glass door */
- dir1 = randint0(4);
- y = yval + 2 * ddy_ddd[dir1];
- x = xval + 2 * ddx_ddd[dir1];
- place_secret_door(y, x, DOOR_GLASS_DOOR);
- c_ptr = &cave[y][x];
- if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
-
- /* Place a potion */
- get_obj_num_hook = kind_is_potion;
- place_object(yval, xval, AM_NO_FIXED_ART);
- cave[yval][xval].info |= (CAVE_ICKY);
- }
- break;
-
- case 2: /* 1 lite breather + random object */
- {
- MONRACE_IDX r_idx;
- DIRECTION dir1;
-
- /* Pillars */
- c_ptr = &cave[y1 + 1][x1 + 1];
- place_inner_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
-
- c_ptr = &cave[y1 + 1][x2 - 1];
- place_inner_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
-
- c_ptr = &cave[y2 - 1][x1 + 1];
- place_inner_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
-
- c_ptr = &cave[y2 - 1][x2 - 1];
- place_inner_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
-
- /* Prepare allocation table */
- get_mon_num_prep(vault_aux_lite, NULL);
-
- r_idx = get_mon_num(dun_level);
- if (r_idx) place_monster_aux(0, yval, xval, r_idx, 0L);
-
- /* Walls around the breather */
- for (dir1 = 0; dir1 < 8; dir1++)
- {
- c_ptr = &cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
- place_inner_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
- }
-
- /* Curtains around the breather */
- for (y = yval - 1; y <= yval + 1; y++)
- {
- place_closed_door(y, xval - 2, DOOR_CURTAIN);
- place_closed_door(y, xval + 2, DOOR_CURTAIN);
- }
- for (x = xval - 1; x <= xval + 1; x++)
- {
- place_closed_door(yval - 2, x, DOOR_CURTAIN);
- place_closed_door(yval + 2, x, DOOR_CURTAIN);
- }
-
- /* Place an object */
- place_object(yval, xval, AM_NO_FIXED_ART);
- cave[yval][xval].info |= (CAVE_ICKY);
- }
- break;
-
- case 3: /* 4 shards breathers + 2 potions */
- {
- int dir1;
-
- /* Walls around the potion */
- for (y = yval - 2; y <= yval + 2; y++)
- {
- c_ptr = &cave[y][xval - 3];
- place_inner_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
- c_ptr = &cave[y][xval + 3];
- place_inner_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
- }
- for (x = xval - 2; x <= xval + 2; x++)
- {
- c_ptr = &cave[yval - 3][x];
- place_inner_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
- c_ptr = &cave[yval + 3][x];
- place_inner_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
- }
- for (dir1 = 4; dir1 < 8; dir1++)
- {
- c_ptr = &cave[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
- place_inner_grid(c_ptr);
- c_ptr->feat = feat_glass_wall;
- }
-
- /* Prepare allocation table */
- get_mon_num_prep(vault_aux_shards, NULL);
-
- /* Place shard berathers */
- for (dir1 = 4; dir1 < 8; dir1++)
- {
- MONRACE_IDX r_idx = get_mon_num(dun_level);
-
- y = yval + ddy_ddd[dir1];
- x = xval + ddx_ddd[dir1];
- if (r_idx) place_monster_aux(0, y, x, r_idx, 0L);
- }
-
- /* Place two potions */
- if (one_in_(2))
- {
- get_obj_num_hook = kind_is_potion;
- place_object(yval, xval - 1, AM_NO_FIXED_ART);
- get_obj_num_hook = kind_is_potion;
- place_object(yval, xval + 1, AM_NO_FIXED_ART);
- }
- else
- {
- get_obj_num_hook = kind_is_potion;
- place_object(yval - 1, xval, AM_NO_FIXED_ART);
- get_obj_num_hook = kind_is_potion;
- place_object(yval + 1, xval, AM_NO_FIXED_ART);
- }
-
- for (y = yval - 2; y <= yval + 2; y++)
- for (x = xval - 2; x <= xval + 2; x++)
- cave[y][x].info |= (CAVE_ICKY);
-
- }
- break;
- }
-
- msg_print_wizard(CHEAT_DUNGEON, _("ガラスの部屋が生成されました。", "Glass room was generated."));
-
- return TRUE;
-}
-
-
/* Create a new floor room with optional light */
void generate_room_floor(int y1, int x1, int y2, int x2, int light)
{
};
+/*!
+* vaultに配置可能なモンスターの条件を指定するマクロ / Monster validation macro
+*
+* Line 1 -- forbid town monsters
+* Line 2 -- forbid uniques
+* Line 3 -- forbid aquatic monsters
+*/
+#define vault_monster_okay(I) \
+ (mon_hook_dungeon(I) && \
+ !(r_info[I].flags1 & RF1_UNIQUE) && \
+ !(r_info[I].flags7 & RF7_UNIQUE2) && \
+ !(r_info[I].flagsr & RFR_RES_ALL) && \
+ !(r_info[I].flags7 & RF7_AQUATIC))
+
+
/* Externs */
#ifdef ALLOW_CAVERNS_AND_LAKES
extern void build_lake(int type);