3 #include "generate.h"
\r
5 #include "rooms-pitnest.h"
\r
9 #define NUM_NEST_MON_TYPE 64 /*!<nest
\82Ì
\8eí
\95Ê
\90\94 */
\r
11 /*! pit/nest
\8c^
\8fî
\95ñ
\82Ìtypedef */
\r
12 typedef struct vault_aux_type vault_aux_type;
\r
14 /*! pit/nest
\8c^
\8fî
\95ñ
\82Ì
\8d\
\91¢
\91Ì
\92è
\8b` */
\r
15 struct vault_aux_type
\r
18 bool(*hook_func)(MONRACE_IDX r_idx);
\r
19 void(*prep_func)(void);
\r
24 /*! nest
\82ÌID
\92è
\8b` / Nest types code */
\r
25 #define NEST_TYPE_CLONE 0
\r
26 #define NEST_TYPE_JELLY 1
\r
27 #define NEST_TYPE_SYMBOL_GOOD 2
\r
28 #define NEST_TYPE_SYMBOL_EVIL 3
\r
29 #define NEST_TYPE_MIMIC 4
\r
30 #define NEST_TYPE_LOVECRAFTIAN 5
\r
31 #define NEST_TYPE_KENNEL 6
\r
32 #define NEST_TYPE_ANIMAL 7
\r
33 #define NEST_TYPE_CHAPEL 8
\r
34 #define NEST_TYPE_UNDEAD 9
\r
36 /*! pit
\82ÌID
\92è
\8b` / Pit types code */
\r
37 #define PIT_TYPE_ORC 0
\r
38 #define PIT_TYPE_TROLL 1
\r
39 #define PIT_TYPE_GIANT 2
\r
40 #define PIT_TYPE_LOVECRAFTIAN 3
\r
41 #define PIT_TYPE_SYMBOL_GOOD 4
\r
42 #define PIT_TYPE_SYMBOL_EVIL 5
\r
43 #define PIT_TYPE_CHAPEL 6
\r
44 #define PIT_TYPE_DRAGON 7
\r
45 #define PIT_TYPE_DEMON 8
\r
46 #define PIT_TYPE_DARK_ELF 9
\r
53 /*!
\92Ê
\8fípit
\90¶
\90¬
\8e\9e\82Ì
\83\82\83\93\83X
\83^
\81[
\82Ì
\8d\
\90¬
\8fð
\8c\8fID / Race index for "monster pit (clone)" */
\r
54 static int vault_aux_race;
\r
56 /*!
\92P
\88ê
\83V
\83\93\83{
\83\8bpit
\90¶
\90¬
\8e\9e\82Ì
\8ew
\92è
\83V
\83\93\83{
\83\8b / Race index for "monster pit (symbol clone)" */
\r
57 static char vault_aux_char;
\r
59 /*!
\83u
\83\8c\83X
\91®
\90«
\82É
\8aî
\82Ã
\82
\83h
\83\89\83S
\83\93pit
\90¶
\90¬
\8e\9e\8fð
\8c\8f\83}
\83X
\83N / Breath mask for "monster pit (dragon)" */
\r
60 static u32b vault_aux_dragon_mask4;
\r
64 * @brief
\83\82\83\93\83X
\83^
\81[
\82ªVault
\90¶
\90¬
\82Ì
\8dÅ
\92á
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82©
\82ð
\95Ô
\82· /
\r
65 * Helper monster selection function
\r
66 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
67 * @return Vault
\90¶
\90¬
\82Ì
\8dÅ
\92á
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
69 static bool vault_aux_simple(MONRACE_IDX r_idx)
\r
72 return (vault_monster_okay(r_idx));
\r
77 * @brief
\83\82\83\93\83X
\83^
\81[
\82ª
\83[
\83\8a\81[nest
\82Ì
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82©
\82ð
\95Ô
\82· /
\r
78 * Helper function for "monster nest (jelly)"
\r
79 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
80 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
82 static bool vault_aux_jelly(MONRACE_IDX r_idx)
\r
84 monster_race *r_ptr = &r_info[r_idx];
\r
86 /* Validate the monster */
\r
87 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
89 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
\r
91 /* Also decline evil jellies (like death molds and shoggoths) */
\r
92 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
\r
94 /* Require icky thing, jelly, mold, or mushroom */
\r
95 if (!my_strchr("ijm,", r_ptr->d_char)) return (FALSE);
\r
102 * @brief
\83\82\83\93\83X
\83^
\81[
\82ª
\93®
\95¨nest
\82Ì
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82©
\82ð
\95Ô
\82· /
\r
103 * Helper function for "monster nest (animal)"
\r
104 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
105 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
107 static bool vault_aux_animal(MONRACE_IDX r_idx)
\r
109 monster_race *r_ptr = &r_info[r_idx];
\r
111 /* Validate the monster */
\r
112 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
114 /* Require "animal" flag */
\r
115 if (!(r_ptr->flags3 & (RF3_ANIMAL))) return (FALSE);
\r
123 * @brief
\83\82\83\93\83X
\83^
\81[
\82ª
\83A
\83\93\83f
\83b
\83hnest
\82Ì
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82©
\82ð
\95Ô
\82· /
\r
124 * Helper function for "monster nest (undead)"
\r
125 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
126 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
128 static bool vault_aux_undead(MONRACE_IDX r_idx)
\r
130 monster_race *r_ptr = &r_info[r_idx];
\r
132 /* Validate the monster */
\r
133 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
135 /* Require Undead */
\r
136 if (!(r_ptr->flags3 & (RF3_UNDEAD))) return (FALSE);
\r
143 * @brief
\83\82\83\93\83X
\83^
\81[
\82ª
\90¹
\93°nest
\82Ì
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82©
\82ð
\95Ô
\82· /
\r
144 * Helper function for "monster nest (chapel)"
\r
145 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
146 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
148 static bool vault_aux_chapel_g(MONRACE_IDX r_idx)
\r
150 static int chapel_list[] = {
\r
151 MON_NOV_PRIEST, MON_NOV_PALADIN, MON_NOV_PRIEST_G, MON_NOV_PALADIN_G,
\r
152 MON_PRIEST, MON_JADE_MONK, MON_IVORY_MONK, MON_ULTRA_PALADIN,
\r
153 MON_EBONY_MONK, MON_W_KNIGHT, MON_KNI_TEMPLAR, MON_PALADIN,
\r
154 MON_TOPAZ_MONK, 0 };
\r
158 monster_race *r_ptr = &r_info[r_idx];
\r
160 /* Validate the monster */
\r
161 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
163 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
\r
164 if ((r_idx == MON_A_GOLD) || (r_idx == MON_A_SILVER)) return (FALSE);
\r
166 /* Require "priest" or Angel */
\r
168 if (r_ptr->d_char == 'A') return TRUE;
\r
170 for (i = 0; chapel_list[i]; i++)
\r
171 if (r_idx == chapel_list[i]) return TRUE;
\r
177 * @brief
\83\82\83\93\83X
\83^
\81[
\82ª
\8c¢
\8f¬
\89®nest
\82Ì
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82©
\82ð
\95Ô
\82· /
\r
178 * Helper function for "monster nest (kennel)"
\r
179 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
180 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
182 static bool vault_aux_kennel(MONRACE_IDX r_idx)
\r
184 monster_race *r_ptr = &r_info[r_idx];
\r
186 /* Validate the monster */
\r
187 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
189 /* Require a Zephyr Hound or a dog */
\r
190 if (!my_strchr("CZ", r_ptr->d_char)) return (FALSE);
\r
197 * @brief
\83\82\83\93\83X
\83^
\81[
\82ª
\83~
\83~
\83b
\83Nnest
\82Ì
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82©
\82ð
\95Ô
\82· /
\r
198 * Helper function for "monster nest (mimic)"
\r
199 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
200 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
202 static bool vault_aux_mimic(MONRACE_IDX r_idx)
\r
204 monster_race *r_ptr = &r_info[r_idx];
\r
206 /* Validate the monster */
\r
207 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
209 /* Require mimic */
\r
210 if (!my_strchr("!$&(/=?[\\|", r_ptr->d_char)) return (FALSE);
\r
217 * @brief
\83\82\83\93\83X
\83^
\81[
\82ª
\92P
\88ê
\83N
\83\8d\81[
\83\93nest
\82Ì
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82©
\82ð
\95Ô
\82· /
\r
218 * Helper function for "monster nest (clone)"
\r
219 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
220 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
222 static bool vault_aux_clone(MONRACE_IDX r_idx)
\r
224 /* Validate the monster */
\r
225 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
227 return (r_idx == vault_aux_race);
\r
232 * @brief
\83\82\83\93\83X
\83^
\81[
\82ª
\8e×
\88«
\91®
\90«
\83V
\83\93\83{
\83\8b\83N
\83\8d\81[
\83\93nest
\82Ì
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82©
\82ð
\95Ô
\82· /
\r
233 * Helper function for "monster nest (symbol clone)"
\r
234 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
235 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
237 static bool vault_aux_symbol_e(MONRACE_IDX r_idx)
\r
239 monster_race *r_ptr = &r_info[r_idx];
\r
241 /* Validate the monster */
\r
242 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
244 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
\r
246 if (r_ptr->flags3 & (RF3_GOOD)) return (FALSE);
\r
248 /* Decline incorrect symbol */
\r
249 if (r_ptr->d_char != vault_aux_char) return (FALSE);
\r
257 * @brief
\83\82\83\93\83X
\83^
\81[
\82ª
\91P
\97Ç
\91®
\90«
\83V
\83\93\83{
\83\8b\83N
\83\8d\81[
\83\93nest
\82Ì
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82©
\82ð
\95Ô
\82· /
\r
258 * Helper function for "monster nest (symbol clone)"
\r
259 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
260 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
262 static bool vault_aux_symbol_g(MONRACE_IDX r_idx)
\r
264 monster_race *r_ptr = &r_info[r_idx];
\r
266 /* Validate the monster */
\r
267 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
269 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
\r
271 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
\r
273 /* Decline incorrect symbol */
\r
274 if (r_ptr->d_char != vault_aux_char) return (FALSE);
\r
282 * @brief
\83\82\83\93\83X
\83^
\81[
\82ª
\83I
\81[
\83Npit
\82Ì
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82©
\82ð
\95Ô
\82· /
\r
283 * Helper function for "monster pit (orc)"
\r
284 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
285 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
287 static bool vault_aux_orc(MONRACE_IDX r_idx)
\r
289 monster_race *r_ptr = &r_info[r_idx];
\r
291 /* Validate the monster */
\r
292 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
295 if (!(r_ptr->flags3 & RF3_ORC)) return (FALSE);
\r
297 /* Decline undead */
\r
298 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
\r
306 * @brief
\83\82\83\93\83X
\83^
\81[
\82ª
\83g
\83\8d\83\8bpit
\82Ì
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82©
\82ð
\95Ô
\82· /
\r
307 * Helper function for "monster pit (troll)"
\r
308 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
309 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
311 static bool vault_aux_troll(MONRACE_IDX r_idx)
\r
313 monster_race *r_ptr = &r_info[r_idx];
\r
315 /* Validate the monster */
\r
316 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
318 /* Require troll */
\r
319 if (!(r_ptr->flags3 & RF3_TROLL)) return (FALSE);
\r
321 /* Decline undead */
\r
322 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
\r
330 * @brief
\83\82\83\93\83X
\83^
\81[
\82ª
\8b\90\90lpit
\82Ì
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82©
\82ð
\95Ô
\82· /
\r
331 * Helper function for "monster pit (giant)"
\r
332 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
333 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
335 static bool vault_aux_giant(MONRACE_IDX r_idx)
\r
337 monster_race *r_ptr = &r_info[r_idx];
\r
339 /* Validate the monster */
\r
340 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
342 /* Require giant */
\r
343 if (!(r_ptr->flags3 & RF3_GIANT)) return (FALSE);
\r
345 if (r_ptr->flags3 & RF3_GOOD) return (FALSE);
\r
347 /* Decline undead */
\r
348 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
\r
356 * @brief
\83\82\83\93\83X
\83^
\81[
\82ª
\83h
\83\89\83S
\83\93pit
\82Ì
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82©
\82ð
\95Ô
\82· /
\r
357 * Helper function for "monster pit (dragon)"
\r
358 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
359 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
361 static bool vault_aux_dragon(MONRACE_IDX r_idx)
\r
363 monster_race *r_ptr = &r_info[r_idx];
\r
365 /* Validate the monster */
\r
366 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
368 /* Require dragon */
\r
369 if (!(r_ptr->flags3 & RF3_DRAGON)) return (FALSE);
\r
371 /* Hack -- Require correct "breath attack" */
\r
372 if (r_ptr->flags4 != vault_aux_dragon_mask4) return (FALSE);
\r
374 /* Decline undead */
\r
375 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
\r
383 * @brief
\83\82\83\93\83X
\83^
\81[
\82ª
\88«
\96\82pit
\82Ì
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82©
\82ð
\95Ô
\82· /
\r
384 * Helper function for "monster pit (demon)"
\r
385 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
386 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
388 static bool vault_aux_demon(MONRACE_IDX r_idx)
\r
390 monster_race *r_ptr = &r_info[r_idx];
\r
392 /* Validate the monster */
\r
393 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
395 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
\r
397 /* Require demon */
\r
398 if (!(r_ptr->flags3 & RF3_DEMON)) return (FALSE);
\r
406 * @brief
\83\82\83\93\83X
\83^
\81[
\82ª
\8b¶
\8bCpit
\82Ì
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82©
\82ð
\95Ô
\82· /
\r
407 * Helper function for "monster pit (lovecraftian)"
\r
408 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
409 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
411 static bool vault_aux_cthulhu(MONRACE_IDX r_idx)
\r
413 monster_race *r_ptr = &r_info[r_idx];
\r
415 /* Validate the monster */
\r
416 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
418 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
\r
420 /* Require eldritch horror */
\r
421 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
\r
429 * @brief pit/nest
\82Ì
\8aî
\8f\80\82Æ
\82È
\82é
\92P
\8eí
\83\82\83\93\83X
\83^
\81[
\82ð
\8c\88\82ß
\82é /
\r
432 static void vault_prep_clone(void)
\r
434 /* Apply the monster restriction */
\r
435 get_mon_num_prep(vault_aux_simple, NULL);
\r
437 /* Pick a race to clone */
\r
438 vault_aux_race = get_mon_num(dun_level + 10);
\r
440 /* Remove the monster restriction */
\r
441 get_mon_num_prep(NULL, NULL);
\r
446 * @brief pit/nest
\82Ì
\8aî
\8f\80\82Æ
\82È
\82é
\83\82\83\93\83X
\83^
\81[
\83V
\83\93\83{
\83\8b\82ð
\8c\88\82ß
\82é /
\r
449 static void vault_prep_symbol(void)
\r
453 /* Apply the monster restriction */
\r
454 get_mon_num_prep(vault_aux_simple, NULL);
\r
456 /* Pick a race to clone */
\r
457 r_idx = get_mon_num(dun_level + 10);
\r
459 /* Remove the monster restriction */
\r
460 get_mon_num_prep(NULL, NULL);
\r
462 /* Extract the symbol */
\r
463 vault_aux_char = r_info[r_idx].d_char;
\r
467 * @brief pit/nest
\82Ì
\8aî
\8f\80\82Æ
\82È
\82é
\83h
\83\89\83S
\83\93\82Ì
\8eí
\97Þ
\82ð
\8c\88\82ß
\82é /
\r
470 static void vault_prep_dragon(void)
\r
472 /* Pick dragon type */
\r
473 switch (randint0(6))
\r
478 /* Restrict dragon breath type */
\r
479 vault_aux_dragon_mask4 = RF4_BR_ACID;
\r
488 /* Restrict dragon breath type */
\r
489 vault_aux_dragon_mask4 = RF4_BR_ELEC;
\r
498 /* Restrict dragon breath type */
\r
499 vault_aux_dragon_mask4 = RF4_BR_FIRE;
\r
508 /* Restrict dragon breath type */
\r
509 vault_aux_dragon_mask4 = RF4_BR_COLD;
\r
518 /* Restrict dragon breath type */
\r
519 vault_aux_dragon_mask4 = RF4_BR_POIS;
\r
528 /* Restrict dragon breath type */
\r
529 vault_aux_dragon_mask4 = (RF4_BR_ACID | RF4_BR_ELEC |
\r
530 RF4_BR_FIRE | RF4_BR_COLD |
\r
541 * @brief
\83\82\83\93\83X
\83^
\81[
\82ª
\83_
\81[
\83N
\83G
\83\8b\83tpit
\82Ì
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82©
\82ð
\95Ô
\82· /
\r
542 * Helper function for "monster pit (dark elf)"
\r
543 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
544 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
546 static bool vault_aux_dark_elf(MONRACE_IDX r_idx)
\r
549 static int dark_elf_list[] =
\r
551 MON_D_ELF, MON_D_ELF_MAGE, MON_D_ELF_WARRIOR, MON_D_ELF_PRIEST,
\r
552 MON_D_ELF_LORD, MON_D_ELF_WARLOCK, MON_D_ELF_DRUID, MON_NIGHTBLADE,
\r
553 MON_D_ELF_SORC, MON_D_ELF_SHADE, 0,
\r
556 /* Validate the monster */
\r
557 if (!vault_monster_okay(r_idx)) return FALSE;
\r
559 /* Require dark elves */
\r
560 for (i = 0; dark_elf_list[i]; i++)
\r
561 if (r_idx == dark_elf_list[i]) return TRUE;
\r
569 * @brief
\83_
\83\93\83W
\83\87\83\93\96\88\82É
\8ew
\92è
\82³
\82ê
\82½
\83s
\83b
\83g
\94z
\97ñ
\82ð
\8aî
\8f\80\82É
\83\89\83\93\83_
\83\80\82Èpit/nest
\83^
\83C
\83v
\82ð
\8c\88\82ß
\82é
\r
570 * @param l_ptr
\91I
\91ð
\82³
\82ê
\82½pit/nest
\8fî
\95ñ
\82ð
\95Ô
\82·
\8eQ
\8fÆ
\83|
\83C
\83\93\83^
\r
571 * @param allow_flag_mask
\90¶
\90¬
\82ª
\8b\96\82³
\82ê
\82épit/nest
\82Ì
\83r
\83b
\83g
\94z
\97ñ
\r
572 * @return
\91I
\91ð
\82³
\82ê
\82½pit/nest
\82ÌID
\81A
\91I
\91ð
\8e¸
\94s
\82µ
\82½
\8fê
\8d\87-1
\82ð
\95Ô
\82·
\81B
\r
574 static int pick_vault_type(vault_aux_type *l_ptr, s16b allow_flag_mask)
\r
576 int tmp, total, count;
\r
578 vault_aux_type *n_ptr;
\r
580 /* Calculate the total possibilities */
\r
581 for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
\r
584 if (!n_ptr->name) break;
\r
586 /* Ignore excessive depth */
\r
587 if (n_ptr->level > dun_level) continue;
\r
589 /* Not matched with pit/nest flag */
\r
590 if (!(allow_flag_mask & (1L << count))) continue;
\r
592 /* Count this possibility */
\r
593 total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
\r
596 /* Pick a random type */
\r
597 tmp = randint0(total);
\r
599 /* Find this type */
\r
600 for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
\r
603 if (!n_ptr->name) break;
\r
605 /* Ignore excessive depth */
\r
606 if (n_ptr->level > dun_level) continue;
\r
608 /* Not matched with pit/nest flag */
\r
609 if (!(allow_flag_mask & (1L << count))) continue;
\r
611 /* Count this possibility */
\r
612 total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
\r
614 /* Found the type */
\r
615 if (tmp < total) break;
\r
618 return n_ptr->name ? count : -1;
\r
622 * @brief
\83f
\83o
\83b
\83O
\8e\9e\82É
\90¶
\90¬
\82³
\82ê
\82½pit/nest
\82Ì
\8c^
\82ð
\8fo
\97Í
\82·
\82é
\8f\88\97\9d\r
623 * @param type pit/nest
\82Ì
\8c^ID
\r
624 * @param nest TRUE
\82È
\82ç
\82Înest
\81AFALSE
\82È
\82ç
\82Îpit
\r
625 * @return
\83f
\83o
\83b
\83O
\95\
\8e¦
\95¶
\8e\9a\97ñ
\82Ì
\8eQ
\8fÆ
\83|
\83C
\83\93\83^
\r
627 * Hack -- Get the string describing subtype of pit/nest
\r
628 * Determined in prepare function (some pit/nest only)
\r
630 static cptr pit_subtype_string(int type, bool nest)
\r
632 static char inner_buf[256] = "";
\r
634 inner_buf[0] = '\0'; /* Init string */
\r
636 if (nest) /* Nests */
\r
640 case NEST_TYPE_CLONE:
\r
641 sprintf(inner_buf, "(%s)", r_name + r_info[vault_aux_race].name);
\r
643 case NEST_TYPE_SYMBOL_GOOD:
\r
644 case NEST_TYPE_SYMBOL_EVIL:
\r
645 sprintf(inner_buf, "(%c)", vault_aux_char);
\r
653 case PIT_TYPE_SYMBOL_GOOD:
\r
654 case PIT_TYPE_SYMBOL_EVIL:
\r
655 sprintf(inner_buf, "(%c)", vault_aux_char);
\r
657 case PIT_TYPE_DRAGON:
\r
658 switch (vault_aux_dragon_mask4)
\r
661 case RF4_BR_ACID: strcpy(inner_buf, "(
\8e_)"); break;
\r
662 case RF4_BR_ELEC: strcpy(inner_buf, "(
\88î
\8dÈ)"); break;
\r
663 case RF4_BR_FIRE: strcpy(inner_buf, "(
\89Î
\89\8a)"); break;
\r
664 case RF4_BR_COLD: strcpy(inner_buf, "(
\97â
\8bC)"); break;
\r
665 case RF4_BR_POIS: strcpy(inner_buf, "(
\93Å)"); break;
\r
666 case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS) :
\r
667 strcpy(inner_buf, "(
\96\9c\90F)"); break;
\r
668 default: strcpy(inner_buf, "(
\96¢
\92è
\8b`)"); break;
\r
670 case RF4_BR_ACID: strcpy(inner_buf, "(acid)"); break;
\r
671 case RF4_BR_ELEC: strcpy(inner_buf, "(lightning)"); break;
\r
672 case RF4_BR_FIRE: strcpy(inner_buf, "(fire)"); break;
\r
673 case RF4_BR_COLD: strcpy(inner_buf, "(frost)"); break;
\r
674 case RF4_BR_POIS: strcpy(inner_buf, "(poison)"); break;
\r
675 case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS) :
\r
676 strcpy(inner_buf, "(multi-hued)"); break;
\r
677 default: strcpy(inner_buf, "(undefined)"); break;
\r
692 *! @brief nest
\82Ì
\83\82\83\93\83X
\83^
\81[
\83\8a\83X
\83g
\82ð
\83\
\81[
\83g
\82·
\82é
\82½
\82ß
\82Ì
\8aÖ
\90\94 /
\r
693 * Comp function for sorting nest monster information
\r
694 * @param u
\83\
\81[
\83g
\8f\88\97\9d\91Î
\8fÛ
\94z
\97ñ
\83|
\83C
\83\93\83^
\r
695 * @param v
\96¢
\8eg
\97p
\r
696 * @param a
\94ä
\8ar
\91Î
\8fÛ
\8eQ
\8fÆID1
\r
697 * @param b
\94ä
\8ar
\91Î
\8fÛ
\8eQ
\8fÆID2
\r
699 static bool ang_sort_comp_nest_mon_info(vptr u, vptr v, int a, int b)
\r
701 nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
\r
702 int w1 = nest_mon_info[a].r_idx;
\r
703 int w2 = nest_mon_info[b].r_idx;
\r
704 monster_race *r1_ptr = &r_info[w1];
\r
705 monster_race *r2_ptr = &r_info[w2];
\r
711 /* Extract used info */
\r
712 z1 = nest_mon_info[a].used;
\r
713 z2 = nest_mon_info[b].used;
\r
715 /* Compare used status */
\r
716 if (z1 < z2) return FALSE;
\r
717 if (z1 > z2) return TRUE;
\r
719 /* Compare levels */
\r
720 if (r1_ptr->level < r2_ptr->level) return TRUE;
\r
721 if (r1_ptr->level > r2_ptr->level) return FALSE;
\r
723 /* Compare experience */
\r
724 if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
\r
725 if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
\r
727 /* Compare indexes */
\r
732 * @brief nest
\82Ì
\83\82\83\93\83X
\83^
\81[
\83\8a\83X
\83g
\82ð
\83X
\83\8f\83b
\83v
\82·
\82é
\82½
\82ß
\82Ì
\8aÖ
\90\94 /
\r
733 * Swap function for sorting nest monster information
\r
734 * @param u
\83X
\83\8f\83b
\83v
\8f\88\97\9d\91Î
\8fÛ
\94z
\97ñ
\83|
\83C
\83\93\83^
\r
735 * @param v
\96¢
\8eg
\97p
\r
736 * @param a
\83X
\83\8f\83b
\83v
\91Î
\8fÛ
\8eQ
\8fÆID1
\r
737 * @param b
\83X
\83\8f\83b
\83v
\91Î
\8fÛ
\8eQ
\8fÆID2
\r
739 static void ang_sort_swap_nest_mon_info(vptr u, vptr v, int a, int b)
\r
741 nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
\r
742 nest_mon_info_type holder;
\r
748 holder = nest_mon_info[a];
\r
749 nest_mon_info[a] = nest_mon_info[b];
\r
750 nest_mon_info[b] = holder;
\r
755 /*!nest
\8fî
\95ñ
\83e
\81[
\83u
\83\8b*/
\r
756 static vault_aux_type nest_types[] =
\r
759 { "
\83N
\83\8d\81[
\83\93", vault_aux_clone, vault_prep_clone, 5, 3 },
\r
760 { "
\83[
\83\8a\81[", vault_aux_jelly, NULL, 5, 6 },
\r
761 { "
\83V
\83\93\83{
\83\8b(
\91P)", vault_aux_symbol_g, vault_prep_symbol, 25, 2 },
\r
762 { "
\83V
\83\93\83{
\83\8b(
\88«)", vault_aux_symbol_e, vault_prep_symbol, 25, 2 },
\r
763 { "
\83~
\83~
\83b
\83N", vault_aux_mimic, NULL, 30, 4 },
\r
764 { "
\8b¶
\8bC", vault_aux_cthulhu, NULL, 70, 2 },
\r
765 { "
\8c¢
\8f¬
\89®", vault_aux_kennel, NULL, 45, 4 },
\r
766 { "
\93®
\95¨
\89\80", vault_aux_animal, NULL, 35, 5 },
\r
767 { "
\8b³
\89ï", vault_aux_chapel_g, NULL, 75, 4 },
\r
768 { "
\83A
\83\93\83f
\83b
\83h", vault_aux_undead, NULL, 75, 5 },
\r
769 { NULL, NULL, NULL, 0, 0 },
\r
771 { "clone", vault_aux_clone, vault_prep_clone, 5, 3 },
\r
772 { "jelly", vault_aux_jelly, NULL, 5, 6 },
\r
773 { "symbol good", vault_aux_symbol_g, vault_prep_symbol, 25, 2 },
\r
774 { "symbol evil", vault_aux_symbol_e, vault_prep_symbol, 25, 2 },
\r
775 { "mimic", vault_aux_mimic, NULL, 30, 4 },
\r
776 { "lovecraftian", vault_aux_cthulhu, NULL, 70, 2 },
\r
777 { "kennel", vault_aux_kennel, NULL, 45, 4 },
\r
778 { "animal", vault_aux_animal, NULL, 35, 5 },
\r
779 { "chapel", vault_aux_chapel_g, NULL, 75, 4 },
\r
780 { "undead", vault_aux_undead, NULL, 75, 5 },
\r
781 { NULL, NULL, NULL, 0, 0 },
\r
785 /*!pit
\8fî
\95ñ
\83e
\81[
\83u
\83\8b*/
\r
786 static vault_aux_type pit_types[] =
\r
789 { "
\83I
\81[
\83N", vault_aux_orc, NULL, 5, 6 },
\r
790 { "
\83g
\83\8d\83\8b", vault_aux_troll, NULL, 20, 6 },
\r
791 { "
\83W
\83\83\83C
\83A
\83\93\83g", vault_aux_giant, NULL, 50, 6 },
\r
792 { "
\8b¶
\8bC", vault_aux_cthulhu, NULL, 80, 2 },
\r
793 { "
\83V
\83\93\83{
\83\8b(
\91P)", vault_aux_symbol_g, vault_prep_symbol, 70, 1 },
\r
794 { "
\83V
\83\93\83{
\83\8b(
\88«)", vault_aux_symbol_e, vault_prep_symbol, 70, 1 },
\r
795 { "
\8b³
\89ï", vault_aux_chapel_g, NULL, 65, 2 },
\r
796 { "
\83h
\83\89\83S
\83\93", vault_aux_dragon, vault_prep_dragon, 70, 6 },
\r
797 { "
\83f
\81[
\83\82\83\93", vault_aux_demon, NULL, 80, 6 },
\r
798 { "
\83_
\81[
\83N
\83G
\83\8b\83t", vault_aux_dark_elf, NULL, 45, 4 },
\r
799 { NULL, NULL, NULL, 0, 0 },
\r
801 { "orc", vault_aux_orc, NULL, 5, 6 },
\r
802 { "troll", vault_aux_troll, NULL, 20, 6 },
\r
803 { "giant", vault_aux_giant, NULL, 50, 6 },
\r
804 { "lovecraftian", vault_aux_cthulhu, NULL, 80, 2 },
\r
805 { "symbol good", vault_aux_symbol_g, vault_prep_symbol, 70, 1 },
\r
806 { "symbol evil", vault_aux_symbol_e, vault_prep_symbol, 70, 1 },
\r
807 { "chapel", vault_aux_chapel_g, NULL, 65, 2 },
\r
808 { "dragon", vault_aux_dragon, vault_prep_dragon, 70, 6 },
\r
809 { "demon", vault_aux_demon, NULL, 80, 6 },
\r
810 { "dark elf", vault_aux_dark_elf, NULL, 45, 4 },
\r
811 { NULL, NULL, NULL, 0, 0 },
\r
819 * @brief
\83^
\83C
\83v5
\82Ì
\95\94\89®
\81cnest
\82ð
\90¶
\90¬
\82·
\82é / Type 5 -- Monster nests
\r
822 * A monster nest is a "big" room, with an "inner" room, containing\n
\r
823 * a "collection" of monsters of a given type strewn about the room.\n
\r
825 * The monsters are chosen from a set of 64 randomly selected monster\n
\r
826 * races, to allow the nest creation to fail instead of having "holes".\n
\r
828 * Note the use of the "get_mon_num_prep()" function, and the special\n
\r
829 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
\r
830 * allocation table" in such a way as to optimize the selection of\n
\r
831 * "appropriate" non-unique monsters for the nest.\n
\r
833 * Note that the "get_mon_num()" function may (rarely) fail, in which\n
\r
834 * case the nest will be empty.\n
\r
836 * Note that "monster nests" will never contain "unique" monsters.\n
\r
838 bool build_type5(void)
\r
840 POSITION y, x, y1, x1, y2, x2, xval, yval;
\r
842 nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
\r
844 monster_type align;
\r
848 int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest);
\r
849 vault_aux_type *n_ptr;
\r
851 /* No type available */
\r
852 if (cur_nest_type < 0) return FALSE;
\r
854 n_ptr = &nest_types[cur_nest_type];
\r
856 /* Process a preparation function if necessary */
\r
857 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
\r
859 /* Prepare allocation table */
\r
860 get_mon_num_prep(n_ptr->hook_func, NULL);
\r
862 align.sub_align = SUB_ALIGN_NEUTRAL;
\r
864 /* Pick some monster types */
\r
865 for (i = 0; i < NUM_NEST_MON_TYPE; i++)
\r
867 MONRACE_IDX r_idx = 0;
\r
868 int attempts = 100;
\r
869 monster_race *r_ptr = NULL;
\r
873 /* Get a (hard) monster type */
\r
874 r_idx = get_mon_num(dun_level + 11);
\r
875 r_ptr = &r_info[r_idx];
\r
877 /* Decline incorrect alignment */
\r
878 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
\r
880 /* Accept this monster */
\r
884 /* Notice failure */
\r
885 if (!r_idx || !attempts) return FALSE;
\r
887 /* Note the alignment */
\r
888 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
\r
889 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
\r
891 nest_mon_info[i].r_idx = (s16b)r_idx;
\r
892 nest_mon_info[i].used = FALSE;
\r
895 /* Find and reserve some space in the dungeon. Get center of room. */
\r
896 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
\r
904 /* Place the floor area */
\r
905 for (y = y1 - 1; y <= y2 + 1; y++)
\r
907 for (x = x1 - 1; x <= x2 + 1; x++)
\r
909 c_ptr = &cave[y][x];
\r
910 place_floor_grid(c_ptr);
\r
911 c_ptr->info |= (CAVE_ROOM);
\r
915 /* Place the outer walls */
\r
916 for (y = y1 - 1; y <= y2 + 1; y++)
\r
918 c_ptr = &cave[y][x1 - 1];
\r
919 place_outer_grid(c_ptr);
\r
920 c_ptr = &cave[y][x2 + 1];
\r
921 place_outer_grid(c_ptr);
\r
923 for (x = x1 - 1; x <= x2 + 1; x++)
\r
925 c_ptr = &cave[y1 - 1][x];
\r
926 place_outer_grid(c_ptr);
\r
927 c_ptr = &cave[y2 + 1][x];
\r
928 place_outer_grid(c_ptr);
\r
932 /* Advance to the center room */
\r
938 /* The inner walls */
\r
939 for (y = y1 - 1; y <= y2 + 1; y++)
\r
941 c_ptr = &cave[y][x1 - 1];
\r
942 place_inner_grid(c_ptr);
\r
943 c_ptr = &cave[y][x2 + 1];
\r
944 place_inner_grid(c_ptr);
\r
947 for (x = x1 - 1; x <= x2 + 1; x++)
\r
949 c_ptr = &cave[y1 - 1][x];
\r
950 place_inner_grid(c_ptr);
\r
951 c_ptr = &cave[y2 + 1][x];
\r
952 place_inner_grid(c_ptr);
\r
954 for (y = y1; y <= y2; y++)
\r
956 for (x = x1; x <= x2; x++)
\r
958 add_cave_info(y, x, CAVE_ICKY);
\r
962 /* Place a secret door */
\r
963 switch (randint1(4))
\r
965 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
\r
966 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
\r
967 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
\r
968 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
\r
971 msg_format_wizard(CHEAT_DUNGEON, _("
\83\82\83\93\83X
\83^
\81[
\95\94\89®(nest)(%s%s)
\82ð
\90¶
\90¬
\82µ
\82Ü
\82·
\81B", "Monster nest (%s%s)"), n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
\r
973 /* Place some monsters */
\r
974 for (y = yval - 2; y <= yval + 2; y++)
\r
976 for (x = xval - 9; x <= xval + 9; x++)
\r
980 i = randint0(NUM_NEST_MON_TYPE);
\r
981 r_idx = nest_mon_info[i].r_idx;
\r
983 /* Place that "random" monster (no groups) */
\r
984 (void)place_monster_aux(0, y, x, r_idx, 0L);
\r
986 nest_mon_info[i].used = TRUE;
\r
992 ang_sort_comp = ang_sort_comp_nest_mon_info;
\r
993 ang_sort_swap = ang_sort_swap_nest_mon_info;
\r
994 ang_sort(nest_mon_info, NULL, NUM_NEST_MON_TYPE);
\r
996 /* Dump the entries (prevent multi-printing) */
\r
997 for (i = 0; i < NUM_NEST_MON_TYPE; i++)
\r
999 if (!nest_mon_info[i].used) break;
\r
1000 for (; i < NUM_NEST_MON_TYPE - 1; i++)
\r
1002 if (nest_mon_info[i].r_idx != nest_mon_info[i + 1].r_idx) break;
\r
1003 if (!nest_mon_info[i + 1].used) break;
\r
1005 msg_format_wizard(CHEAT_DUNGEON, "Nest
\8d\
\90¬
\83\82\83\93\83X
\83^
\81[No.%d:%s", i, r_name + r_info[nest_mon_info[i].r_idx].name);
\r
1014 * @brief
\83^
\83C
\83v6
\82Ì
\95\94\89®
\81cpit
\82ð
\90¶
\90¬
\82·
\82é / Type 6 -- Monster pits
\r
1015 * @return
\82È
\82µ
\r
1017 * A monster pit is a "big" room, with an "inner" room, containing\n
\r
1018 * a "collection" of monsters of a given type organized in the room.\n
\r
1020 * The inside room in a monster pit appears as shown below, where the\n
\r
1021 * actual monsters in each location depend on the type of the pit\n
\r
1023 * XXXXXXXXXXXXXXXXXXXXX\n
\r
1024 * X0000000000000000000X\n
\r
1025 * X0112233455543322110X\n
\r
1026 * X0112233467643322110X\n
\r
1027 * X0112233455543322110X\n
\r
1028 * X0000000000000000000X\n
\r
1029 * XXXXXXXXXXXXXXXXXXXXX\n
\r
1031 * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
\r
1032 * to request 16 "appropriate" monsters, sorting them by level, and using\n
\r
1033 * the "even" entries in this sorted list for the contents of the pit.\n
\r
1035 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
\r
1036 * which is handled by requiring a specific "breath" attack for all of the\n
\r
1037 * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
\r
1038 * be present in many of the dragon pits, if they have the proper breath.\n
\r
1040 * Note the use of the "get_mon_num_prep()" function, and the special\n
\r
1041 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
\r
1042 * allocation table" in such a way as to optimize the selection of\n
\r
1043 * "appropriate" non-unique monsters for the pit.\n
\r
1045 * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
\r
1046 * the pit will be empty.\n
\r
1048 * Note that "monster pits" will never contain "unique" monsters.\n
\r
1050 bool build_type6(void)
\r
1052 POSITION y, x, y1, x1, y2, x2, xval, yval;
\r
1055 MONRACE_IDX what[16];
\r
1057 monster_type align;
\r
1061 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
\r
1062 vault_aux_type *n_ptr;
\r
1064 /* No type available */
\r
1065 if (cur_pit_type < 0) return FALSE;
\r
1067 n_ptr = &pit_types[cur_pit_type];
\r
1069 /* Process a preparation function if necessary */
\r
1070 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
\r
1072 /* Prepare allocation table */
\r
1073 get_mon_num_prep(n_ptr->hook_func, NULL);
\r
1075 align.sub_align = SUB_ALIGN_NEUTRAL;
\r
1077 /* Pick some monster types */
\r
1078 for (i = 0; i < 16; i++)
\r
1080 MONRACE_IDX r_idx = 0;
\r
1081 int attempts = 100;
\r
1082 monster_race *r_ptr = NULL;
\r
1084 while (attempts--)
\r
1086 /* Get a (hard) monster type */
\r
1087 r_idx = get_mon_num(dun_level + 11);
\r
1088 r_ptr = &r_info[r_idx];
\r
1090 /* Decline incorrect alignment */
\r
1091 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
\r
1093 /* Accept this monster */
\r
1097 /* Notice failure */
\r
1098 if (!r_idx || !attempts) return FALSE;
\r
1100 /* Note the alignment */
\r
1101 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
\r
1102 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
\r
1107 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1108 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
\r
1116 /* Place the floor area */
\r
1117 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1119 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1121 c_ptr = &cave[y][x];
\r
1122 place_floor_grid(c_ptr);
\r
1123 c_ptr->info |= (CAVE_ROOM);
\r
1127 /* Place the outer walls */
\r
1128 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1130 c_ptr = &cave[y][x1 - 1];
\r
1131 place_outer_grid(c_ptr);
\r
1132 c_ptr = &cave[y][x2 + 1];
\r
1133 place_outer_grid(c_ptr);
\r
1135 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1137 c_ptr = &cave[y1 - 1][x];
\r
1138 place_outer_grid(c_ptr);
\r
1139 c_ptr = &cave[y2 + 1][x];
\r
1140 place_outer_grid(c_ptr);
\r
1143 /* Advance to the center room */
\r
1149 /* The inner walls */
\r
1150 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1152 c_ptr = &cave[y][x1 - 1];
\r
1153 place_inner_grid(c_ptr);
\r
1154 c_ptr = &cave[y][x2 + 1];
\r
1155 place_inner_grid(c_ptr);
\r
1157 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1159 c_ptr = &cave[y1 - 1][x];
\r
1160 place_inner_grid(c_ptr);
\r
1161 c_ptr = &cave[y2 + 1][x];
\r
1162 place_inner_grid(c_ptr);
\r
1164 for (y = y1; y <= y2; y++)
\r
1166 for (x = x1; x <= x2; x++)
\r
1168 add_cave_info(y, x, CAVE_ICKY);
\r
1172 /* Place a secret door */
\r
1173 switch (randint1(4))
\r
1175 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
\r
1176 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
\r
1177 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
\r
1178 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
\r
1181 /* Sort the entries */
\r
1182 for (i = 0; i < 16 - 1; i++)
\r
1184 /* Sort the entries */
\r
1185 for (j = 0; j < 16 - 1; j++)
\r
1190 int p1 = r_info[what[i1]].level;
\r
1191 int p2 = r_info[what[i2]].level;
\r
1196 MONRACE_IDX tmp = what[i1];
\r
1197 what[i1] = what[i2];
\r
1203 msg_format_wizard(CHEAT_DUNGEON, _("
\83\82\83\93\83X
\83^
\81[
\95\94\89®(pit)(%s%s)
\82ð
\90¶
\90¬
\82µ
\82Ü
\82·
\81B", "Monster pit (%s%s)"), n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
\r
1205 /* Select the entries */
\r
1206 for (i = 0; i < 8; i++)
\r
1208 /* Every other entry */
\r
1209 what[i] = what[i * 2];
\r
1210 msg_format_wizard(CHEAT_DUNGEON, _("Nest
\8d\
\90¬
\83\82\83\93\83X
\83^
\81[
\91I
\91ðNo.%d:%s", "Nest Monster Select No.%d:%s"), i, r_name + r_info[what[i]].name);
\r
1213 /* Top and bottom rows */
\r
1214 for (x = xval - 9; x <= xval + 9; x++)
\r
1216 place_monster_aux(0, yval - 2, x, what[0], PM_NO_KAGE);
\r
1217 place_monster_aux(0, yval + 2, x, what[0], PM_NO_KAGE);
\r
1220 /* Middle columns */
\r
1221 for (y = yval - 1; y <= yval + 1; y++)
\r
1223 place_monster_aux(0, y, xval - 9, what[0], PM_NO_KAGE);
\r
1224 place_monster_aux(0, y, xval + 9, what[0], PM_NO_KAGE);
\r
1226 place_monster_aux(0, y, xval - 8, what[1], PM_NO_KAGE);
\r
1227 place_monster_aux(0, y, xval + 8, what[1], PM_NO_KAGE);
\r
1229 place_monster_aux(0, y, xval - 7, what[1], PM_NO_KAGE);
\r
1230 place_monster_aux(0, y, xval + 7, what[1], PM_NO_KAGE);
\r
1232 place_monster_aux(0, y, xval - 6, what[2], PM_NO_KAGE);
\r
1233 place_monster_aux(0, y, xval + 6, what[2], PM_NO_KAGE);
\r
1235 place_monster_aux(0, y, xval - 5, what[2], PM_NO_KAGE);
\r
1236 place_monster_aux(0, y, xval + 5, what[2], PM_NO_KAGE);
\r
1238 place_monster_aux(0, y, xval - 4, what[3], PM_NO_KAGE);
\r
1239 place_monster_aux(0, y, xval + 4, what[3], PM_NO_KAGE);
\r
1241 place_monster_aux(0, y, xval - 3, what[3], PM_NO_KAGE);
\r
1242 place_monster_aux(0, y, xval + 3, what[3], PM_NO_KAGE);
\r
1244 place_monster_aux(0, y, xval - 2, what[4], PM_NO_KAGE);
\r
1245 place_monster_aux(0, y, xval + 2, what[4], PM_NO_KAGE);
\r
1248 /* Above/Below the center monster */
\r
1249 for (x = xval - 1; x <= xval + 1; x++)
\r
1251 place_monster_aux(0, yval + 1, x, what[5], PM_NO_KAGE);
\r
1252 place_monster_aux(0, yval - 1, x, what[5], PM_NO_KAGE);
\r
1255 /* Next to the center monster */
\r
1256 place_monster_aux(0, yval, xval + 1, what[6], PM_NO_KAGE);
\r
1257 place_monster_aux(0, yval, xval - 1, what[6], PM_NO_KAGE);
\r
1259 /* Center monster */
\r
1260 place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE);
\r
1268 * Helper function for "trapped monster pit"
\r
1270 static bool vault_aux_trapped_pit(MONRACE_IDX r_idx)
\r
1272 monster_race *r_ptr = &r_info[r_idx];
\r
1274 /* Validate the monster */
\r
1275 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
1277 /* No wall passing monster */
\r
1278 if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return (FALSE);
\r
1286 * @brief
\83^
\83C
\83v13
\82Ì
\95\94\89®
\81c
\83g
\83\89\83b
\83vpit
\82Ì
\90¶
\90¬ / Type 13 -- Trapped monster pits
\r
1287 * @return
\82È
\82µ
\r
1289 * A trapped monster pit is a "big" room with a straight corridor in\n
\r
1290 * which wall opening traps are placed, and with two "inner" rooms\n
\r
1291 * containing a "collection" of monsters of a given type organized in\n
\r
1294 * The trapped monster pit appears as shown below, where the actual\n
\r
1295 * monsters in each location depend on the type of the pit\n
\r
1297 * XXXXXXXXXXXXXXXXXXXXXXXXX\n
\r
1299 * XXXXXXXXXXXXXXXXXXXXXXX X\n
\r
1300 * XXXXX001123454321100XXX X\n
\r
1301 * XXX0012234567654322100X X\n
\r
1302 * XXXXXXXXXXXXXXXXXXXXXXX X\n
\r
1304 * X XXXXXXXXXXXXXXXXXXXXXXX\n
\r
1305 * X X0012234567654322100XXX\n
\r
1306 * X XXX001123454321100XXXXX\n
\r
1307 * X XXXXXXXXXXXXXXXXXXXXXXX\n
\r
1309 * XXXXXXXXXXXXXXXXXXXXXXXXX\n
\r
1311 * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
\r
1312 * to request 16 "appropriate" monsters, sorting them by level, and using\n
\r
1313 * the "even" entries in this sorted list for the contents of the pit.\n
\r
1315 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
\r
1316 * which is handled by requiring a specific "breath" attack for all of the\n
\r
1317 * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
\r
1318 * be present in many of the dragon pits, if they have the proper breath.\n
\r
1320 * Note the use of the "get_mon_num_prep()" function, and the special\n
\r
1321 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
\r
1322 * allocation table" in such a way as to optimize the selection of\n
\r
1323 * "appropriate" non-unique monsters for the pit.\n
\r
1325 * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
\r
1326 * the pit will be empty.\n
\r
1328 * Note that "monster pits" will never contain "unique" monsters.\n
\r
1330 bool build_type13(void)
\r
1332 static int placing[][3] = {
\r
1333 { -2, -9, 0 },{ -2, -8, 0 },{ -3, -7, 0 },{ -3, -6, 0 },
\r
1334 { +2, -9, 0 },{ +2, -8, 0 },{ +3, -7, 0 },{ +3, -6, 0 },
\r
1335 { -2, +9, 0 },{ -2, +8, 0 },{ -3, +7, 0 },{ -3, +6, 0 },
\r
1336 { +2, +9, 0 },{ +2, +8, 0 },{ +3, +7, 0 },{ +3, +6, 0 },
\r
1337 { -2, -7, 1 },{ -3, -5, 1 },{ -3, -4, 1 },
\r
1338 { +2, -7, 1 },{ +3, -5, 1 },{ +3, -4, 1 },
\r
1339 { -2, +7, 1 },{ -3, +5, 1 },{ -3, +4, 1 },
\r
1340 { +2, +7, 1 },{ +3, +5, 1 },{ +3, +4, 1 },
\r
1341 { -2, -6, 2 },{ -2, -5, 2 },{ -3, -3, 2 },
\r
1342 { +2, -6, 2 },{ +2, -5, 2 },{ +3, -3, 2 },
\r
1343 { -2, +6, 2 },{ -2, +5, 2 },{ -3, +3, 2 },
\r
1344 { +2, +6, 2 },{ +2, +5, 2 },{ +3, +3, 2 },
\r
1345 { -2, -4, 3 },{ -3, -2, 3 },
\r
1346 { +2, -4, 3 },{ +3, -2, 3 },
\r
1347 { -2, +4, 3 },{ -3, +2, 3 },
\r
1348 { +2, +4, 3 },{ +3, +2, 3 },
\r
1349 { -2, -3, 4 },{ -3, -1, 4 },
\r
1350 { +2, -3, 4 },{ +3, -1, 4 },
\r
1351 { -2, +3, 4 },{ -3, +1, 4 },
\r
1352 { +2, +3, 4 },{ +3, +1, 4 },
\r
1353 { -2, -2, 5 },{ -3, 0, 5 },{ -2, +2, 5 },
\r
1354 { +2, -2, 5 },{ +3, 0, 5 },{ +2, +2, 5 },
\r
1355 { -2, -1, 6 },{ -2, +1, 6 },
\r
1356 { +2, -1, 6 },{ +2, +1, 6 },
\r
1357 { -2, 0, 7 },{ +2, 0, 7 },
\r
1361 POSITION y, x, y1, x1, y2, x2, xval, yval;
\r
1364 MONRACE_IDX what[16];
\r
1366 monster_type align;
\r
1370 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
\r
1371 vault_aux_type *n_ptr;
\r
1373 /* Only in Angband */
\r
1374 if (dungeon_type != DUNGEON_ANGBAND) return FALSE;
\r
1376 /* No type available */
\r
1377 if (cur_pit_type < 0) return FALSE;
\r
1379 n_ptr = &pit_types[cur_pit_type];
\r
1381 /* Process a preparation function if necessary */
\r
1382 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
\r
1384 /* Prepare allocation table */
\r
1385 get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
\r
1387 align.sub_align = SUB_ALIGN_NEUTRAL;
\r
1389 /* Pick some monster types */
\r
1390 for (i = 0; i < 16; i++)
\r
1392 MONRACE_IDX r_idx = 0;
\r
1393 int attempts = 100;
\r
1394 monster_race *r_ptr = NULL;
\r
1396 while (attempts--)
\r
1398 /* Get a (hard) monster type */
\r
1399 r_idx = get_mon_num(dun_level + 0);
\r
1400 r_ptr = &r_info[r_idx];
\r
1402 /* Decline incorrect alignment */
\r
1403 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
\r
1405 /* Accept this monster */
\r
1409 /* Notice failure */
\r
1410 if (!r_idx || !attempts) return FALSE;
\r
1412 /* Note the alignment */
\r
1413 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
\r
1414 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
\r
1419 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1420 if (!find_space(&yval, &xval, 13, 25)) return FALSE;
\r
1428 /* Fill with inner walls */
\r
1429 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1431 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1433 c_ptr = &cave[y][x];
\r
1434 place_inner_grid(c_ptr);
\r
1435 c_ptr->info |= (CAVE_ROOM);
\r
1439 /* Place the floor area 1 */
\r
1440 for (x = x1 + 3; x <= x2 - 3; x++)
\r
1442 c_ptr = &cave[yval - 2][x];
\r
1443 place_floor_grid(c_ptr);
\r
1444 add_cave_info(yval - 2, x, CAVE_ICKY);
\r
1446 c_ptr = &cave[yval + 2][x];
\r
1447 place_floor_grid(c_ptr);
\r
1448 add_cave_info(yval + 2, x, CAVE_ICKY);
\r
1451 /* Place the floor area 2 */
\r
1452 for (x = x1 + 5; x <= x2 - 5; x++)
\r
1454 c_ptr = &cave[yval - 3][x];
\r
1455 place_floor_grid(c_ptr);
\r
1456 add_cave_info(yval - 3, x, CAVE_ICKY);
\r
1458 c_ptr = &cave[yval + 3][x];
\r
1459 place_floor_grid(c_ptr);
\r
1460 add_cave_info(yval + 3, x, CAVE_ICKY);
\r
1464 for (x = x1; x <= x2; x++)
\r
1466 c_ptr = &cave[yval][x];
\r
1467 place_floor_grid(c_ptr);
\r
1468 c_ptr = &cave[y1][x];
\r
1469 place_floor_grid(c_ptr);
\r
1470 c_ptr = &cave[y2][x];
\r
1471 place_floor_grid(c_ptr);
\r
1474 /* Place the outer walls */
\r
1475 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1477 c_ptr = &cave[y][x1 - 1];
\r
1478 place_outer_grid(c_ptr);
\r
1479 c_ptr = &cave[y][x2 + 1];
\r
1480 place_outer_grid(c_ptr);
\r
1482 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1484 c_ptr = &cave[y1 - 1][x];
\r
1485 place_outer_grid(c_ptr);
\r
1486 c_ptr = &cave[y2 + 1][x];
\r
1487 place_outer_grid(c_ptr);
\r
1490 /* Random corridor */
\r
1493 for (y = y1; y <= yval; y++)
\r
1495 place_floor_bold(y, x2);
\r
1496 place_solid_bold(y, x1 - 1);
\r
1498 for (y = yval; y <= y2 + 1; y++)
\r
1500 place_floor_bold(y, x1);
\r
1501 place_solid_bold(y, x2 + 1);
\r
1506 for (y = yval; y <= y2 + 1; y++)
\r
1508 place_floor_bold(y, x1);
\r
1509 place_solid_bold(y, x2 + 1);
\r
1511 for (y = y1; y <= yval; y++)
\r
1513 place_floor_bold(y, x2);
\r
1514 place_solid_bold(y, x1 - 1);
\r
1518 /* Place the wall open trap */
\r
1519 cave[yval][xval].mimic = cave[yval][xval].feat;
\r
1520 cave[yval][xval].feat = feat_trap_open;
\r
1522 /* Sort the entries */
\r
1523 for (i = 0; i < 16 - 1; i++)
\r
1525 /* Sort the entries */
\r
1526 for (j = 0; j < 16 - 1; j++)
\r
1531 int p1 = r_info[what[i1]].level;
\r
1532 int p2 = r_info[what[i2]].level;
\r
1537 MONRACE_IDX tmp = what[i1];
\r
1538 what[i1] = what[i2];
\r
1544 msg_format_wizard(CHEAT_DUNGEON, _("%s%s
\82Ìã©
\83s
\83b
\83g
\82ª
\90¶
\90¬
\82³
\82ê
\82Ü
\82µ
\82½
\81B", "Trapped monster pit (%s%s)"),
\r
1545 n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
\r
1547 /* Select the entries */
\r
1548 for (i = 0; i < 8; i++)
\r
1550 /* Every other entry */
\r
1551 what[i] = what[i * 2];
\r
1556 msg_print(r_name + r_info[what[i]].name);
\r
1560 for (i = 0; placing[i][2] >= 0; i++)
\r
1562 y = yval + placing[i][0];
\r
1563 x = xval + placing[i][1];
\r
1564 place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
\r