3 #include "generate.h"
\r
5 #include "rooms-pitnest.h"
\r
6 #include "monster-hook.h"
\r
10 #define NUM_NEST_MON_TYPE 64 /*!<nest
\82Ì
\8eí
\95Ê
\90\94 */
\r
12 /*! pit/nest
\8c^
\8fî
\95ñ
\82Ìtypedef */
\r
13 typedef struct vault_aux_type vault_aux_type;
\r
15 /*! pit/nest
\8c^
\8fî
\95ñ
\82Ì
\8d\
\91¢
\91Ì
\92è
\8b` */
\r
16 struct vault_aux_type
\r
19 bool(*hook_func)(MONRACE_IDX r_idx);
\r
20 void(*prep_func)(void);
\r
25 /*! nest
\82ÌID
\92è
\8b` / Nest types code */
\r
26 #define NEST_TYPE_CLONE 0
\r
27 #define NEST_TYPE_JELLY 1
\r
28 #define NEST_TYPE_SYMBOL_GOOD 2
\r
29 #define NEST_TYPE_SYMBOL_EVIL 3
\r
30 #define NEST_TYPE_MIMIC 4
\r
31 #define NEST_TYPE_LOVECRAFTIAN 5
\r
32 #define NEST_TYPE_KENNEL 6
\r
33 #define NEST_TYPE_ANIMAL 7
\r
34 #define NEST_TYPE_CHAPEL 8
\r
35 #define NEST_TYPE_UNDEAD 9
\r
37 /*! pit
\82ÌID
\92è
\8b` / Pit types code */
\r
38 #define PIT_TYPE_ORC 0
\r
39 #define PIT_TYPE_TROLL 1
\r
40 #define PIT_TYPE_GIANT 2
\r
41 #define PIT_TYPE_LOVECRAFTIAN 3
\r
42 #define PIT_TYPE_SYMBOL_GOOD 4
\r
43 #define PIT_TYPE_SYMBOL_EVIL 5
\r
44 #define PIT_TYPE_CHAPEL 6
\r
45 #define PIT_TYPE_DRAGON 7
\r
46 #define PIT_TYPE_DEMON 8
\r
47 #define PIT_TYPE_DARK_ELF 9
\r
54 /*!
\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
55 static int vault_aux_race;
\r
57 /*!
\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
58 static char vault_aux_char;
\r
60 /*!
\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
61 static u32b vault_aux_dragon_mask4;
\r
65 * @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
66 * Helper monster selection function
\r
67 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
68 * @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
70 static bool vault_aux_simple(MONRACE_IDX r_idx)
\r
73 return (vault_monster_okay(r_idx));
\r
78 * @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
79 * Helper function for "monster nest (jelly)"
\r
80 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
81 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
83 static bool vault_aux_jelly(MONRACE_IDX r_idx)
\r
85 monster_race *r_ptr = &r_info[r_idx];
\r
87 /* Validate the monster */
\r
88 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
90 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
\r
92 /* Also decline evil jellies (like death molds and shoggoths) */
\r
93 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
\r
95 /* Require icky thing, jelly, mold, or mushroom */
\r
96 if (!my_strchr("ijm,", r_ptr->d_char)) return (FALSE);
\r
103 * @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
104 * Helper function for "monster nest (animal)"
\r
105 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
106 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
108 static bool vault_aux_animal(MONRACE_IDX r_idx)
\r
110 monster_race *r_ptr = &r_info[r_idx];
\r
112 /* Validate the monster */
\r
113 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
115 /* Require "animal" flag */
\r
116 if (!(r_ptr->flags3 & (RF3_ANIMAL))) return (FALSE);
\r
124 * @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
125 * Helper function for "monster nest (undead)"
\r
126 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
127 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
129 static bool vault_aux_undead(MONRACE_IDX r_idx)
\r
131 monster_race *r_ptr = &r_info[r_idx];
\r
133 /* Validate the monster */
\r
134 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
136 /* Require Undead */
\r
137 if (!(r_ptr->flags3 & (RF3_UNDEAD))) return (FALSE);
\r
144 * @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
145 * Helper function for "monster nest (chapel)"
\r
146 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
147 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
149 static bool vault_aux_chapel_g(MONRACE_IDX r_idx)
\r
151 static int chapel_list[] = {
\r
152 MON_NOV_PRIEST, MON_NOV_PALADIN, MON_NOV_PRIEST_G, MON_NOV_PALADIN_G,
\r
153 MON_PRIEST, MON_JADE_MONK, MON_IVORY_MONK, MON_ULTRA_PALADIN,
\r
154 MON_EBONY_MONK, MON_W_KNIGHT, MON_KNI_TEMPLAR, MON_PALADIN,
\r
155 MON_TOPAZ_MONK, 0 };
\r
159 monster_race *r_ptr = &r_info[r_idx];
\r
161 /* Validate the monster */
\r
162 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
164 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
\r
165 if ((r_idx == MON_A_GOLD) || (r_idx == MON_A_SILVER)) return (FALSE);
\r
167 /* Require "priest" or Angel */
\r
169 if (r_ptr->d_char == 'A') return TRUE;
\r
171 for (i = 0; chapel_list[i]; i++)
\r
172 if (r_idx == chapel_list[i]) return TRUE;
\r
178 * @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
179 * Helper function for "monster nest (kennel)"
\r
180 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
181 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
183 static bool vault_aux_kennel(MONRACE_IDX r_idx)
\r
185 monster_race *r_ptr = &r_info[r_idx];
\r
187 /* Validate the monster */
\r
188 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
190 /* Require a Zephyr Hound or a dog */
\r
191 if (!my_strchr("CZ", r_ptr->d_char)) return (FALSE);
\r
198 * @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
199 * Helper function for "monster nest (mimic)"
\r
200 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
201 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
203 static bool vault_aux_mimic(MONRACE_IDX r_idx)
\r
205 monster_race *r_ptr = &r_info[r_idx];
\r
207 /* Validate the monster */
\r
208 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
210 /* Require mimic */
\r
211 if (!my_strchr("!$&(/=?[\\|", r_ptr->d_char)) return (FALSE);
\r
218 * @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
219 * Helper function for "monster nest (clone)"
\r
220 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
221 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
223 static bool vault_aux_clone(MONRACE_IDX r_idx)
\r
225 /* Validate the monster */
\r
226 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
228 return (r_idx == vault_aux_race);
\r
233 * @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
234 * Helper function for "monster nest (symbol clone)"
\r
235 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
236 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
238 static bool vault_aux_symbol_e(MONRACE_IDX r_idx)
\r
240 monster_race *r_ptr = &r_info[r_idx];
\r
242 /* Validate the monster */
\r
243 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
245 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
\r
247 if (r_ptr->flags3 & (RF3_GOOD)) return (FALSE);
\r
249 /* Decline incorrect symbol */
\r
250 if (r_ptr->d_char != vault_aux_char) return (FALSE);
\r
258 * @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
259 * Helper function for "monster nest (symbol clone)"
\r
260 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
261 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
263 static bool vault_aux_symbol_g(MONRACE_IDX r_idx)
\r
265 monster_race *r_ptr = &r_info[r_idx];
\r
267 /* Validate the monster */
\r
268 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
270 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
\r
272 if (r_ptr->flags3 & (RF3_EVIL)) return (FALSE);
\r
274 /* Decline incorrect symbol */
\r
275 if (r_ptr->d_char != vault_aux_char) return (FALSE);
\r
283 * @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
284 * Helper function for "monster pit (orc)"
\r
285 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
286 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
288 static bool vault_aux_orc(MONRACE_IDX r_idx)
\r
290 monster_race *r_ptr = &r_info[r_idx];
\r
292 /* Validate the monster */
\r
293 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
296 if (!(r_ptr->flags3 & RF3_ORC)) return (FALSE);
\r
298 /* Decline undead */
\r
299 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
\r
307 * @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
308 * Helper function for "monster pit (troll)"
\r
309 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
310 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
312 static bool vault_aux_troll(MONRACE_IDX r_idx)
\r
314 monster_race *r_ptr = &r_info[r_idx];
\r
316 /* Validate the monster */
\r
317 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
319 /* Require troll */
\r
320 if (!(r_ptr->flags3 & RF3_TROLL)) return (FALSE);
\r
322 /* Decline undead */
\r
323 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
\r
331 * @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
332 * Helper function for "monster pit (giant)"
\r
333 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
334 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
336 static bool vault_aux_giant(MONRACE_IDX r_idx)
\r
338 monster_race *r_ptr = &r_info[r_idx];
\r
340 /* Validate the monster */
\r
341 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
343 /* Require giant */
\r
344 if (!(r_ptr->flags3 & RF3_GIANT)) return (FALSE);
\r
346 if (r_ptr->flags3 & RF3_GOOD) return (FALSE);
\r
348 /* Decline undead */
\r
349 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
\r
357 * @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
358 * Helper function for "monster pit (dragon)"
\r
359 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
360 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
362 static bool vault_aux_dragon(MONRACE_IDX r_idx)
\r
364 monster_race *r_ptr = &r_info[r_idx];
\r
366 /* Validate the monster */
\r
367 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
369 /* Require dragon */
\r
370 if (!(r_ptr->flags3 & RF3_DRAGON)) return (FALSE);
\r
372 /* Hack -- Require correct "breath attack" */
\r
373 if (r_ptr->flags4 != vault_aux_dragon_mask4) return (FALSE);
\r
375 /* Decline undead */
\r
376 if (r_ptr->flags3 & RF3_UNDEAD) return (FALSE);
\r
384 * @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
385 * Helper function for "monster pit (demon)"
\r
386 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
387 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
389 static bool vault_aux_demon(MONRACE_IDX r_idx)
\r
391 monster_race *r_ptr = &r_info[r_idx];
\r
393 /* Validate the monster */
\r
394 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
396 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
\r
398 /* Require demon */
\r
399 if (!(r_ptr->flags3 & RF3_DEMON)) return (FALSE);
\r
407 * @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
408 * Helper function for "monster pit (lovecraftian)"
\r
409 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
410 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
412 static bool vault_aux_cthulhu(MONRACE_IDX r_idx)
\r
414 monster_race *r_ptr = &r_info[r_idx];
\r
416 /* Validate the monster */
\r
417 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
419 if ((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW)) return (FALSE);
\r
421 /* Require eldritch horror */
\r
422 if (!(r_ptr->flags2 & (RF2_ELDRITCH_HORROR))) return (FALSE);
\r
430 * @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
433 static void vault_prep_clone(void)
\r
435 /* Apply the monster restriction */
\r
436 get_mon_num_prep(vault_aux_simple, NULL);
\r
438 /* Pick a race to clone */
\r
439 vault_aux_race = get_mon_num(dun_level + 10);
\r
441 /* Remove the monster restriction */
\r
442 get_mon_num_prep(NULL, NULL);
\r
447 * @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
450 static void vault_prep_symbol(void)
\r
454 /* Apply the monster restriction */
\r
455 get_mon_num_prep(vault_aux_simple, NULL);
\r
457 /* Pick a race to clone */
\r
458 r_idx = get_mon_num(dun_level + 10);
\r
460 /* Remove the monster restriction */
\r
461 get_mon_num_prep(NULL, NULL);
\r
463 /* Extract the symbol */
\r
464 vault_aux_char = r_info[r_idx].d_char;
\r
468 * @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
471 static void vault_prep_dragon(void)
\r
473 /* Pick dragon type */
\r
474 switch (randint0(6))
\r
479 /* Restrict dragon breath type */
\r
480 vault_aux_dragon_mask4 = RF4_BR_ACID;
\r
489 /* Restrict dragon breath type */
\r
490 vault_aux_dragon_mask4 = RF4_BR_ELEC;
\r
499 /* Restrict dragon breath type */
\r
500 vault_aux_dragon_mask4 = RF4_BR_FIRE;
\r
509 /* Restrict dragon breath type */
\r
510 vault_aux_dragon_mask4 = RF4_BR_COLD;
\r
519 /* Restrict dragon breath type */
\r
520 vault_aux_dragon_mask4 = RF4_BR_POIS;
\r
529 /* Restrict dragon breath type */
\r
530 vault_aux_dragon_mask4 = (RF4_BR_ACID | RF4_BR_ELEC |
\r
531 RF4_BR_FIRE | RF4_BR_COLD |
\r
542 * @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
543 * Helper function for "monster pit (dark elf)"
\r
544 * @param r_idx
\8am
\94F
\82µ
\82½
\82¢
\83\82\83\93\83X
\83^
\81[
\8eí
\91°ID
\r
545 * @return
\90¶
\90¬
\95K
\97v
\8fð
\8c\8f\82ð
\96\9e\82½
\82µ
\82Ä
\82¢
\82é
\82È
\82çTRUE
\82ð
\95Ô
\82·
\81B
\r
547 static bool vault_aux_dark_elf(MONRACE_IDX r_idx)
\r
550 static int dark_elf_list[] =
\r
552 MON_D_ELF, MON_D_ELF_MAGE, MON_D_ELF_WARRIOR, MON_D_ELF_PRIEST,
\r
553 MON_D_ELF_LORD, MON_D_ELF_WARLOCK, MON_D_ELF_DRUID, MON_NIGHTBLADE,
\r
554 MON_D_ELF_SORC, MON_D_ELF_SHADE, 0,
\r
557 /* Validate the monster */
\r
558 if (!vault_monster_okay(r_idx)) return FALSE;
\r
560 /* Require dark elves */
\r
561 for (i = 0; dark_elf_list[i]; i++)
\r
562 if (r_idx == dark_elf_list[i]) return TRUE;
\r
570 * @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
571 * @param l_ptr
\91I
\91ð
\82³
\82ê
\82½pit/nest
\8fî
\95ñ
\82ð
\95Ô
\82·
\8eQ
\8fÆ
\83|
\83C
\83\93\83^
\r
572 * @param allow_flag_mask
\90¶
\90¬
\82ª
\8b\96\82³
\82ê
\82épit/nest
\82Ì
\83r
\83b
\83g
\94z
\97ñ
\r
573 * @return
\91I
\91ð
\82³
\82ê
\82½pit/nest
\82ÌID
\81A
\91I
\91ð
\8e¸
\94s
\82µ
\82½
\8fê
\8d\87-1
\82ð
\95Ô
\82·
\81B
\r
575 static int pick_vault_type(vault_aux_type *l_ptr, s16b allow_flag_mask)
\r
577 int tmp, total, count;
\r
579 vault_aux_type *n_ptr;
\r
581 /* Calculate the total possibilities */
\r
582 for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
\r
585 if (!n_ptr->name) break;
\r
587 /* Ignore excessive depth */
\r
588 if (n_ptr->level > dun_level) continue;
\r
590 /* Not matched with pit/nest flag */
\r
591 if (!(allow_flag_mask & (1L << count))) continue;
\r
593 /* Count this possibility */
\r
594 total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
\r
597 /* Pick a random type */
\r
598 tmp = randint0(total);
\r
600 /* Find this type */
\r
601 for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
\r
604 if (!n_ptr->name) break;
\r
606 /* Ignore excessive depth */
\r
607 if (n_ptr->level > dun_level) continue;
\r
609 /* Not matched with pit/nest flag */
\r
610 if (!(allow_flag_mask & (1L << count))) continue;
\r
612 /* Count this possibility */
\r
613 total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
\r
615 /* Found the type */
\r
616 if (tmp < total) break;
\r
619 return n_ptr->name ? count : -1;
\r
623 * @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
624 * @param type pit/nest
\82Ì
\8c^ID
\r
625 * @param nest TRUE
\82È
\82ç
\82Înest
\81AFALSE
\82È
\82ç
\82Îpit
\r
626 * @return
\83f
\83o
\83b
\83O
\95\
\8e¦
\95¶
\8e\9a\97ñ
\82Ì
\8eQ
\8fÆ
\83|
\83C
\83\93\83^
\r
628 * Hack -- Get the string describing subtype of pit/nest
\r
629 * Determined in prepare function (some pit/nest only)
\r
631 static cptr pit_subtype_string(int type, bool nest)
\r
633 static char inner_buf[256] = "";
\r
635 inner_buf[0] = '\0'; /* Init string */
\r
637 if (nest) /* Nests */
\r
641 case NEST_TYPE_CLONE:
\r
642 sprintf(inner_buf, "(%s)", r_name + r_info[vault_aux_race].name);
\r
644 case NEST_TYPE_SYMBOL_GOOD:
\r
645 case NEST_TYPE_SYMBOL_EVIL:
\r
646 sprintf(inner_buf, "(%c)", vault_aux_char);
\r
654 case PIT_TYPE_SYMBOL_GOOD:
\r
655 case PIT_TYPE_SYMBOL_EVIL:
\r
656 sprintf(inner_buf, "(%c)", vault_aux_char);
\r
658 case PIT_TYPE_DRAGON:
\r
659 switch (vault_aux_dragon_mask4)
\r
662 case RF4_BR_ACID: strcpy(inner_buf, "(
\8e_)"); break;
\r
663 case RF4_BR_ELEC: strcpy(inner_buf, "(
\88î
\8dÈ)"); break;
\r
664 case RF4_BR_FIRE: strcpy(inner_buf, "(
\89Î
\89\8a)"); break;
\r
665 case RF4_BR_COLD: strcpy(inner_buf, "(
\97â
\8bC)"); break;
\r
666 case RF4_BR_POIS: strcpy(inner_buf, "(
\93Å)"); break;
\r
667 case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS) :
\r
668 strcpy(inner_buf, "(
\96\9c\90F)"); break;
\r
669 default: strcpy(inner_buf, "(
\96¢
\92è
\8b`)"); break;
\r
671 case RF4_BR_ACID: strcpy(inner_buf, "(acid)"); break;
\r
672 case RF4_BR_ELEC: strcpy(inner_buf, "(lightning)"); break;
\r
673 case RF4_BR_FIRE: strcpy(inner_buf, "(fire)"); break;
\r
674 case RF4_BR_COLD: strcpy(inner_buf, "(frost)"); break;
\r
675 case RF4_BR_POIS: strcpy(inner_buf, "(poison)"); break;
\r
676 case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS) :
\r
677 strcpy(inner_buf, "(multi-hued)"); break;
\r
678 default: strcpy(inner_buf, "(undefined)"); break;
\r
693 *! @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
694 * Comp function for sorting nest monster information
\r
695 * @param u
\83\
\81[
\83g
\8f\88\97\9d\91Î
\8fÛ
\94z
\97ñ
\83|
\83C
\83\93\83^
\r
696 * @param v
\96¢
\8eg
\97p
\r
697 * @param a
\94ä
\8ar
\91Î
\8fÛ
\8eQ
\8fÆID1
\r
698 * @param b
\94ä
\8ar
\91Î
\8fÛ
\8eQ
\8fÆID2
\r
700 static bool ang_sort_comp_nest_mon_info(vptr u, vptr v, int a, int b)
\r
702 nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
\r
703 int w1 = nest_mon_info[a].r_idx;
\r
704 int w2 = nest_mon_info[b].r_idx;
\r
705 monster_race *r1_ptr = &r_info[w1];
\r
706 monster_race *r2_ptr = &r_info[w2];
\r
712 /* Extract used info */
\r
713 z1 = nest_mon_info[a].used;
\r
714 z2 = nest_mon_info[b].used;
\r
716 /* Compare used status */
\r
717 if (z1 < z2) return FALSE;
\r
718 if (z1 > z2) return TRUE;
\r
720 /* Compare levels */
\r
721 if (r1_ptr->level < r2_ptr->level) return TRUE;
\r
722 if (r1_ptr->level > r2_ptr->level) return FALSE;
\r
724 /* Compare experience */
\r
725 if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
\r
726 if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
\r
728 /* Compare indexes */
\r
733 * @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
734 * Swap function for sorting nest monster information
\r
735 * @param u
\83X
\83\8f\83b
\83v
\8f\88\97\9d\91Î
\8fÛ
\94z
\97ñ
\83|
\83C
\83\93\83^
\r
736 * @param v
\96¢
\8eg
\97p
\r
737 * @param a
\83X
\83\8f\83b
\83v
\91Î
\8fÛ
\8eQ
\8fÆID1
\r
738 * @param b
\83X
\83\8f\83b
\83v
\91Î
\8fÛ
\8eQ
\8fÆID2
\r
740 static void ang_sort_swap_nest_mon_info(vptr u, vptr v, int a, int b)
\r
742 nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
\r
743 nest_mon_info_type holder;
\r
749 holder = nest_mon_info[a];
\r
750 nest_mon_info[a] = nest_mon_info[b];
\r
751 nest_mon_info[b] = holder;
\r
756 /*!nest
\8fî
\95ñ
\83e
\81[
\83u
\83\8b*/
\r
757 static vault_aux_type nest_types[] =
\r
760 { "
\83N
\83\8d\81[
\83\93", vault_aux_clone, vault_prep_clone, 5, 3 },
\r
761 { "
\83[
\83\8a\81[", vault_aux_jelly, NULL, 5, 6 },
\r
762 { "
\83V
\83\93\83{
\83\8b(
\91P)", vault_aux_symbol_g, vault_prep_symbol, 25, 2 },
\r
763 { "
\83V
\83\93\83{
\83\8b(
\88«)", vault_aux_symbol_e, vault_prep_symbol, 25, 2 },
\r
764 { "
\83~
\83~
\83b
\83N", vault_aux_mimic, NULL, 30, 4 },
\r
765 { "
\8b¶
\8bC", vault_aux_cthulhu, NULL, 70, 2 },
\r
766 { "
\8c¢
\8f¬
\89®", vault_aux_kennel, NULL, 45, 4 },
\r
767 { "
\93®
\95¨
\89\80", vault_aux_animal, NULL, 35, 5 },
\r
768 { "
\8b³
\89ï", vault_aux_chapel_g, NULL, 75, 4 },
\r
769 { "
\83A
\83\93\83f
\83b
\83h", vault_aux_undead, NULL, 75, 5 },
\r
770 { NULL, NULL, NULL, 0, 0 },
\r
772 { "clone", vault_aux_clone, vault_prep_clone, 5, 3 },
\r
773 { "jelly", vault_aux_jelly, NULL, 5, 6 },
\r
774 { "symbol good", vault_aux_symbol_g, vault_prep_symbol, 25, 2 },
\r
775 { "symbol evil", vault_aux_symbol_e, vault_prep_symbol, 25, 2 },
\r
776 { "mimic", vault_aux_mimic, NULL, 30, 4 },
\r
777 { "lovecraftian", vault_aux_cthulhu, NULL, 70, 2 },
\r
778 { "kennel", vault_aux_kennel, NULL, 45, 4 },
\r
779 { "animal", vault_aux_animal, NULL, 35, 5 },
\r
780 { "chapel", vault_aux_chapel_g, NULL, 75, 4 },
\r
781 { "undead", vault_aux_undead, NULL, 75, 5 },
\r
782 { NULL, NULL, NULL, 0, 0 },
\r
786 /*!pit
\8fî
\95ñ
\83e
\81[
\83u
\83\8b*/
\r
787 static vault_aux_type pit_types[] =
\r
790 { "
\83I
\81[
\83N", vault_aux_orc, NULL, 5, 6 },
\r
791 { "
\83g
\83\8d\83\8b", vault_aux_troll, NULL, 20, 6 },
\r
792 { "
\83W
\83\83\83C
\83A
\83\93\83g", vault_aux_giant, NULL, 50, 6 },
\r
793 { "
\8b¶
\8bC", vault_aux_cthulhu, NULL, 80, 2 },
\r
794 { "
\83V
\83\93\83{
\83\8b(
\91P)", vault_aux_symbol_g, vault_prep_symbol, 70, 1 },
\r
795 { "
\83V
\83\93\83{
\83\8b(
\88«)", vault_aux_symbol_e, vault_prep_symbol, 70, 1 },
\r
796 { "
\8b³
\89ï", vault_aux_chapel_g, NULL, 65, 2 },
\r
797 { "
\83h
\83\89\83S
\83\93", vault_aux_dragon, vault_prep_dragon, 70, 6 },
\r
798 { "
\83f
\81[
\83\82\83\93", vault_aux_demon, NULL, 80, 6 },
\r
799 { "
\83_
\81[
\83N
\83G
\83\8b\83t", vault_aux_dark_elf, NULL, 45, 4 },
\r
800 { NULL, NULL, NULL, 0, 0 },
\r
802 { "orc", vault_aux_orc, NULL, 5, 6 },
\r
803 { "troll", vault_aux_troll, NULL, 20, 6 },
\r
804 { "giant", vault_aux_giant, NULL, 50, 6 },
\r
805 { "lovecraftian", vault_aux_cthulhu, NULL, 80, 2 },
\r
806 { "symbol good", vault_aux_symbol_g, vault_prep_symbol, 70, 1 },
\r
807 { "symbol evil", vault_aux_symbol_e, vault_prep_symbol, 70, 1 },
\r
808 { "chapel", vault_aux_chapel_g, NULL, 65, 2 },
\r
809 { "dragon", vault_aux_dragon, vault_prep_dragon, 70, 6 },
\r
810 { "demon", vault_aux_demon, NULL, 80, 6 },
\r
811 { "dark elf", vault_aux_dark_elf, NULL, 45, 4 },
\r
812 { NULL, NULL, NULL, 0, 0 },
\r
820 * @brief
\83^
\83C
\83v5
\82Ì
\95\94\89®
\81cnest
\82ð
\90¶
\90¬
\82·
\82é / Type 5 -- Monster nests
\r
823 * A monster nest is a "big" room, with an "inner" room, containing\n
\r
824 * a "collection" of monsters of a given type strewn about the room.\n
\r
826 * The monsters are chosen from a set of 64 randomly selected monster\n
\r
827 * races, to allow the nest creation to fail instead of having "holes".\n
\r
829 * Note the use of the "get_mon_num_prep()" function, and the special\n
\r
830 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
\r
831 * allocation table" in such a way as to optimize the selection of\n
\r
832 * "appropriate" non-unique monsters for the nest.\n
\r
834 * Note that the "get_mon_num()" function may (rarely) fail, in which\n
\r
835 * case the nest will be empty.\n
\r
837 * Note that "monster nests" will never contain "unique" monsters.\n
\r
839 bool build_type5(void)
\r
841 POSITION y, x, y1, x1, y2, x2, xval, yval;
\r
843 nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
\r
845 monster_type align;
\r
849 int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest);
\r
850 vault_aux_type *n_ptr;
\r
852 /* No type available */
\r
853 if (cur_nest_type < 0) return FALSE;
\r
855 n_ptr = &nest_types[cur_nest_type];
\r
857 /* Process a preparation function if necessary */
\r
858 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
\r
860 /* Prepare allocation table */
\r
861 get_mon_num_prep(n_ptr->hook_func, NULL);
\r
863 align.sub_align = SUB_ALIGN_NEUTRAL;
\r
865 /* Pick some monster types */
\r
866 for (i = 0; i < NUM_NEST_MON_TYPE; i++)
\r
868 MONRACE_IDX r_idx = 0;
\r
869 int attempts = 100;
\r
870 monster_race *r_ptr = NULL;
\r
874 /* Get a (hard) monster type */
\r
875 r_idx = get_mon_num(dun_level + 11);
\r
876 r_ptr = &r_info[r_idx];
\r
878 /* Decline incorrect alignment */
\r
879 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
\r
881 /* Accept this monster */
\r
885 /* Notice failure */
\r
886 if (!r_idx || !attempts) return FALSE;
\r
888 /* Note the alignment */
\r
889 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
\r
890 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
\r
892 nest_mon_info[i].r_idx = (s16b)r_idx;
\r
893 nest_mon_info[i].used = FALSE;
\r
896 /* Find and reserve some space in the dungeon. Get center of room. */
\r
897 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
\r
905 /* Place the floor area */
\r
906 for (y = y1 - 1; y <= y2 + 1; y++)
\r
908 for (x = x1 - 1; x <= x2 + 1; x++)
\r
910 c_ptr = &cave[y][x];
\r
911 place_floor_grid(c_ptr);
\r
912 c_ptr->info |= (CAVE_ROOM);
\r
916 /* Place the outer walls */
\r
917 for (y = y1 - 1; y <= y2 + 1; y++)
\r
919 c_ptr = &cave[y][x1 - 1];
\r
920 place_outer_grid(c_ptr);
\r
921 c_ptr = &cave[y][x2 + 1];
\r
922 place_outer_grid(c_ptr);
\r
924 for (x = x1 - 1; x <= x2 + 1; x++)
\r
926 c_ptr = &cave[y1 - 1][x];
\r
927 place_outer_grid(c_ptr);
\r
928 c_ptr = &cave[y2 + 1][x];
\r
929 place_outer_grid(c_ptr);
\r
933 /* Advance to the center room */
\r
939 /* The inner walls */
\r
940 for (y = y1 - 1; y <= y2 + 1; y++)
\r
942 c_ptr = &cave[y][x1 - 1];
\r
943 place_inner_grid(c_ptr);
\r
944 c_ptr = &cave[y][x2 + 1];
\r
945 place_inner_grid(c_ptr);
\r
948 for (x = x1 - 1; x <= x2 + 1; x++)
\r
950 c_ptr = &cave[y1 - 1][x];
\r
951 place_inner_grid(c_ptr);
\r
952 c_ptr = &cave[y2 + 1][x];
\r
953 place_inner_grid(c_ptr);
\r
955 for (y = y1; y <= y2; y++)
\r
957 for (x = x1; x <= x2; x++)
\r
959 add_cave_info(y, x, CAVE_ICKY);
\r
963 /* Place a secret door */
\r
964 switch (randint1(4))
\r
966 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
\r
967 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
\r
968 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
\r
969 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
\r
972 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
974 /* Place some monsters */
\r
975 for (y = yval - 2; y <= yval + 2; y++)
\r
977 for (x = xval - 9; x <= xval + 9; x++)
\r
981 i = randint0(NUM_NEST_MON_TYPE);
\r
982 r_idx = nest_mon_info[i].r_idx;
\r
984 /* Place that "random" monster (no groups) */
\r
985 (void)place_monster_aux(0, y, x, r_idx, 0L);
\r
987 nest_mon_info[i].used = TRUE;
\r
993 ang_sort_comp = ang_sort_comp_nest_mon_info;
\r
994 ang_sort_swap = ang_sort_swap_nest_mon_info;
\r
995 ang_sort(nest_mon_info, NULL, NUM_NEST_MON_TYPE);
\r
997 /* Dump the entries (prevent multi-printing) */
\r
998 for (i = 0; i < NUM_NEST_MON_TYPE; i++)
\r
1000 if (!nest_mon_info[i].used) break;
\r
1001 for (; i < NUM_NEST_MON_TYPE - 1; i++)
\r
1003 if (nest_mon_info[i].r_idx != nest_mon_info[i + 1].r_idx) break;
\r
1004 if (!nest_mon_info[i + 1].used) break;
\r
1006 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
1015 * @brief
\83^
\83C
\83v6
\82Ì
\95\94\89®
\81cpit
\82ð
\90¶
\90¬
\82·
\82é / Type 6 -- Monster pits
\r
1016 * @return
\82È
\82µ
\r
1018 * A monster pit is a "big" room, with an "inner" room, containing\n
\r
1019 * a "collection" of monsters of a given type organized in the room.\n
\r
1021 * The inside room in a monster pit appears as shown below, where the\n
\r
1022 * actual monsters in each location depend on the type of the pit\n
\r
1024 * XXXXXXXXXXXXXXXXXXXXX\n
\r
1025 * X0000000000000000000X\n
\r
1026 * X0112233455543322110X\n
\r
1027 * X0112233467643322110X\n
\r
1028 * X0112233455543322110X\n
\r
1029 * X0000000000000000000X\n
\r
1030 * XXXXXXXXXXXXXXXXXXXXX\n
\r
1032 * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
\r
1033 * to request 16 "appropriate" monsters, sorting them by level, and using\n
\r
1034 * the "even" entries in this sorted list for the contents of the pit.\n
\r
1036 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
\r
1037 * which is handled by requiring a specific "breath" attack for all of the\n
\r
1038 * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
\r
1039 * be present in many of the dragon pits, if they have the proper breath.\n
\r
1041 * Note the use of the "get_mon_num_prep()" function, and the special\n
\r
1042 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
\r
1043 * allocation table" in such a way as to optimize the selection of\n
\r
1044 * "appropriate" non-unique monsters for the pit.\n
\r
1046 * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
\r
1047 * the pit will be empty.\n
\r
1049 * Note that "monster pits" will never contain "unique" monsters.\n
\r
1051 bool build_type6(void)
\r
1053 POSITION y, x, y1, x1, y2, x2, xval, yval;
\r
1056 MONRACE_IDX what[16];
\r
1058 monster_type align;
\r
1062 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
\r
1063 vault_aux_type *n_ptr;
\r
1065 /* No type available */
\r
1066 if (cur_pit_type < 0) return FALSE;
\r
1068 n_ptr = &pit_types[cur_pit_type];
\r
1070 /* Process a preparation function if necessary */
\r
1071 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
\r
1073 /* Prepare allocation table */
\r
1074 get_mon_num_prep(n_ptr->hook_func, NULL);
\r
1076 align.sub_align = SUB_ALIGN_NEUTRAL;
\r
1078 /* Pick some monster types */
\r
1079 for (i = 0; i < 16; i++)
\r
1081 MONRACE_IDX r_idx = 0;
\r
1082 int attempts = 100;
\r
1083 monster_race *r_ptr = NULL;
\r
1085 while (attempts--)
\r
1087 /* Get a (hard) monster type */
\r
1088 r_idx = get_mon_num(dun_level + 11);
\r
1089 r_ptr = &r_info[r_idx];
\r
1091 /* Decline incorrect alignment */
\r
1092 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
\r
1094 /* Accept this monster */
\r
1098 /* Notice failure */
\r
1099 if (!r_idx || !attempts) return FALSE;
\r
1101 /* Note the alignment */
\r
1102 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
\r
1103 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
\r
1108 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1109 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
\r
1117 /* Place the floor area */
\r
1118 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1120 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1122 c_ptr = &cave[y][x];
\r
1123 place_floor_grid(c_ptr);
\r
1124 c_ptr->info |= (CAVE_ROOM);
\r
1128 /* Place the outer walls */
\r
1129 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1131 c_ptr = &cave[y][x1 - 1];
\r
1132 place_outer_grid(c_ptr);
\r
1133 c_ptr = &cave[y][x2 + 1];
\r
1134 place_outer_grid(c_ptr);
\r
1136 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1138 c_ptr = &cave[y1 - 1][x];
\r
1139 place_outer_grid(c_ptr);
\r
1140 c_ptr = &cave[y2 + 1][x];
\r
1141 place_outer_grid(c_ptr);
\r
1144 /* Advance to the center room */
\r
1150 /* The inner walls */
\r
1151 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1153 c_ptr = &cave[y][x1 - 1];
\r
1154 place_inner_grid(c_ptr);
\r
1155 c_ptr = &cave[y][x2 + 1];
\r
1156 place_inner_grid(c_ptr);
\r
1158 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1160 c_ptr = &cave[y1 - 1][x];
\r
1161 place_inner_grid(c_ptr);
\r
1162 c_ptr = &cave[y2 + 1][x];
\r
1163 place_inner_grid(c_ptr);
\r
1165 for (y = y1; y <= y2; y++)
\r
1167 for (x = x1; x <= x2; x++)
\r
1169 add_cave_info(y, x, CAVE_ICKY);
\r
1173 /* Place a secret door */
\r
1174 switch (randint1(4))
\r
1176 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
\r
1177 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
\r
1178 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
\r
1179 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
\r
1182 /* Sort the entries */
\r
1183 for (i = 0; i < 16 - 1; i++)
\r
1185 /* Sort the entries */
\r
1186 for (j = 0; j < 16 - 1; j++)
\r
1191 int p1 = r_info[what[i1]].level;
\r
1192 int p2 = r_info[what[i2]].level;
\r
1197 MONRACE_IDX tmp = what[i1];
\r
1198 what[i1] = what[i2];
\r
1204 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
1206 /* Select the entries */
\r
1207 for (i = 0; i < 8; i++)
\r
1209 /* Every other entry */
\r
1210 what[i] = what[i * 2];
\r
1211 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
1214 /* Top and bottom rows */
\r
1215 for (x = xval - 9; x <= xval + 9; x++)
\r
1217 place_monster_aux(0, yval - 2, x, what[0], PM_NO_KAGE);
\r
1218 place_monster_aux(0, yval + 2, x, what[0], PM_NO_KAGE);
\r
1221 /* Middle columns */
\r
1222 for (y = yval - 1; y <= yval + 1; y++)
\r
1224 place_monster_aux(0, y, xval - 9, what[0], PM_NO_KAGE);
\r
1225 place_monster_aux(0, y, xval + 9, what[0], PM_NO_KAGE);
\r
1227 place_monster_aux(0, y, xval - 8, what[1], PM_NO_KAGE);
\r
1228 place_monster_aux(0, y, xval + 8, what[1], PM_NO_KAGE);
\r
1230 place_monster_aux(0, y, xval - 7, what[1], PM_NO_KAGE);
\r
1231 place_monster_aux(0, y, xval + 7, what[1], PM_NO_KAGE);
\r
1233 place_monster_aux(0, y, xval - 6, what[2], PM_NO_KAGE);
\r
1234 place_monster_aux(0, y, xval + 6, what[2], PM_NO_KAGE);
\r
1236 place_monster_aux(0, y, xval - 5, what[2], PM_NO_KAGE);
\r
1237 place_monster_aux(0, y, xval + 5, what[2], PM_NO_KAGE);
\r
1239 place_monster_aux(0, y, xval - 4, what[3], PM_NO_KAGE);
\r
1240 place_monster_aux(0, y, xval + 4, what[3], PM_NO_KAGE);
\r
1242 place_monster_aux(0, y, xval - 3, what[3], PM_NO_KAGE);
\r
1243 place_monster_aux(0, y, xval + 3, what[3], PM_NO_KAGE);
\r
1245 place_monster_aux(0, y, xval - 2, what[4], PM_NO_KAGE);
\r
1246 place_monster_aux(0, y, xval + 2, what[4], PM_NO_KAGE);
\r
1249 /* Above/Below the center monster */
\r
1250 for (x = xval - 1; x <= xval + 1; x++)
\r
1252 place_monster_aux(0, yval + 1, x, what[5], PM_NO_KAGE);
\r
1253 place_monster_aux(0, yval - 1, x, what[5], PM_NO_KAGE);
\r
1256 /* Next to the center monster */
\r
1257 place_monster_aux(0, yval, xval + 1, what[6], PM_NO_KAGE);
\r
1258 place_monster_aux(0, yval, xval - 1, what[6], PM_NO_KAGE);
\r
1260 /* Center monster */
\r
1261 place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE);
\r
1269 * Helper function for "trapped monster pit"
\r
1271 static bool vault_aux_trapped_pit(MONRACE_IDX r_idx)
\r
1273 monster_race *r_ptr = &r_info[r_idx];
\r
1275 /* Validate the monster */
\r
1276 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
1278 /* No wall passing monster */
\r
1279 if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return (FALSE);
\r
1287 * @brief
\83^
\83C
\83v13
\82Ì
\95\94\89®
\81c
\83g
\83\89\83b
\83vpit
\82Ì
\90¶
\90¬ / Type 13 -- Trapped monster pits
\r
1288 * @return
\82È
\82µ
\r
1290 * A trapped monster pit is a "big" room with a straight corridor in\n
\r
1291 * which wall opening traps are placed, and with two "inner" rooms\n
\r
1292 * containing a "collection" of monsters of a given type organized in\n
\r
1295 * The trapped monster pit appears as shown below, where the actual\n
\r
1296 * monsters in each location depend on the type of the pit\n
\r
1298 * XXXXXXXXXXXXXXXXXXXXXXXXX\n
\r
1300 * XXXXXXXXXXXXXXXXXXXXXXX X\n
\r
1301 * XXXXX001123454321100XXX X\n
\r
1302 * XXX0012234567654322100X X\n
\r
1303 * XXXXXXXXXXXXXXXXXXXXXXX X\n
\r
1305 * X XXXXXXXXXXXXXXXXXXXXXXX\n
\r
1306 * X X0012234567654322100XXX\n
\r
1307 * X XXX001123454321100XXXXX\n
\r
1308 * X XXXXXXXXXXXXXXXXXXXXXXX\n
\r
1310 * XXXXXXXXXXXXXXXXXXXXXXXXX\n
\r
1312 * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
\r
1313 * to request 16 "appropriate" monsters, sorting them by level, and using\n
\r
1314 * the "even" entries in this sorted list for the contents of the pit.\n
\r
1316 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
\r
1317 * which is handled by requiring a specific "breath" attack for all of the\n
\r
1318 * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
\r
1319 * be present in many of the dragon pits, if they have the proper breath.\n
\r
1321 * Note the use of the "get_mon_num_prep()" function, and the special\n
\r
1322 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
\r
1323 * allocation table" in such a way as to optimize the selection of\n
\r
1324 * "appropriate" non-unique monsters for the pit.\n
\r
1326 * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
\r
1327 * the pit will be empty.\n
\r
1329 * Note that "monster pits" will never contain "unique" monsters.\n
\r
1331 bool build_type13(void)
\r
1333 static int placing[][3] = {
\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, +9, 0 },{ +2, +8, 0 },{ +3, +7, 0 },{ +3, +6, 0 },
\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, +7, 1 },{ +3, +5, 1 },{ +3, +4, 1 },
\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, +6, 2 },{ +2, +5, 2 },{ +3, +3, 2 },
\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, +4, 3 },{ +3, +2, 3 },
\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, +3, 4 },{ +3, +1, 4 },
\r
1354 { -2, -2, 5 },{ -3, 0, 5 },{ -2, +2, 5 },
\r
1355 { +2, -2, 5 },{ +3, 0, 5 },{ +2, +2, 5 },
\r
1356 { -2, -1, 6 },{ -2, +1, 6 },
\r
1357 { +2, -1, 6 },{ +2, +1, 6 },
\r
1358 { -2, 0, 7 },{ +2, 0, 7 },
\r
1362 POSITION y, x, y1, x1, y2, x2, xval, yval;
\r
1365 MONRACE_IDX what[16];
\r
1367 monster_type align;
\r
1371 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
\r
1372 vault_aux_type *n_ptr;
\r
1374 /* Only in Angband */
\r
1375 if (dungeon_type != DUNGEON_ANGBAND) return FALSE;
\r
1377 /* No type available */
\r
1378 if (cur_pit_type < 0) return FALSE;
\r
1380 n_ptr = &pit_types[cur_pit_type];
\r
1382 /* Process a preparation function if necessary */
\r
1383 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
\r
1385 /* Prepare allocation table */
\r
1386 get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
\r
1388 align.sub_align = SUB_ALIGN_NEUTRAL;
\r
1390 /* Pick some monster types */
\r
1391 for (i = 0; i < 16; i++)
\r
1393 MONRACE_IDX r_idx = 0;
\r
1394 int attempts = 100;
\r
1395 monster_race *r_ptr = NULL;
\r
1397 while (attempts--)
\r
1399 /* Get a (hard) monster type */
\r
1400 r_idx = get_mon_num(dun_level + 0);
\r
1401 r_ptr = &r_info[r_idx];
\r
1403 /* Decline incorrect alignment */
\r
1404 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
\r
1406 /* Accept this monster */
\r
1410 /* Notice failure */
\r
1411 if (!r_idx || !attempts) return FALSE;
\r
1413 /* Note the alignment */
\r
1414 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
\r
1415 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
\r
1420 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1421 if (!find_space(&yval, &xval, 13, 25)) return FALSE;
\r
1429 /* Fill with inner walls */
\r
1430 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1432 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1434 c_ptr = &cave[y][x];
\r
1435 place_inner_grid(c_ptr);
\r
1436 c_ptr->info |= (CAVE_ROOM);
\r
1440 /* Place the floor area 1 */
\r
1441 for (x = x1 + 3; x <= x2 - 3; x++)
\r
1443 c_ptr = &cave[yval - 2][x];
\r
1444 place_floor_grid(c_ptr);
\r
1445 add_cave_info(yval - 2, x, CAVE_ICKY);
\r
1447 c_ptr = &cave[yval + 2][x];
\r
1448 place_floor_grid(c_ptr);
\r
1449 add_cave_info(yval + 2, x, CAVE_ICKY);
\r
1452 /* Place the floor area 2 */
\r
1453 for (x = x1 + 5; x <= x2 - 5; x++)
\r
1455 c_ptr = &cave[yval - 3][x];
\r
1456 place_floor_grid(c_ptr);
\r
1457 add_cave_info(yval - 3, x, CAVE_ICKY);
\r
1459 c_ptr = &cave[yval + 3][x];
\r
1460 place_floor_grid(c_ptr);
\r
1461 add_cave_info(yval + 3, x, CAVE_ICKY);
\r
1465 for (x = x1; x <= x2; x++)
\r
1467 c_ptr = &cave[yval][x];
\r
1468 place_floor_grid(c_ptr);
\r
1469 c_ptr = &cave[y1][x];
\r
1470 place_floor_grid(c_ptr);
\r
1471 c_ptr = &cave[y2][x];
\r
1472 place_floor_grid(c_ptr);
\r
1475 /* Place the outer walls */
\r
1476 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1478 c_ptr = &cave[y][x1 - 1];
\r
1479 place_outer_grid(c_ptr);
\r
1480 c_ptr = &cave[y][x2 + 1];
\r
1481 place_outer_grid(c_ptr);
\r
1483 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1485 c_ptr = &cave[y1 - 1][x];
\r
1486 place_outer_grid(c_ptr);
\r
1487 c_ptr = &cave[y2 + 1][x];
\r
1488 place_outer_grid(c_ptr);
\r
1491 /* Random corridor */
\r
1494 for (y = y1; y <= yval; y++)
\r
1496 place_floor_bold(y, x2);
\r
1497 place_solid_bold(y, x1 - 1);
\r
1499 for (y = yval; y <= y2 + 1; y++)
\r
1501 place_floor_bold(y, x1);
\r
1502 place_solid_bold(y, x2 + 1);
\r
1507 for (y = yval; y <= y2 + 1; y++)
\r
1509 place_floor_bold(y, x1);
\r
1510 place_solid_bold(y, x2 + 1);
\r
1512 for (y = y1; y <= yval; y++)
\r
1514 place_floor_bold(y, x2);
\r
1515 place_solid_bold(y, x1 - 1);
\r
1519 /* Place the wall open trap */
\r
1520 cave[yval][xval].mimic = cave[yval][xval].feat;
\r
1521 cave[yval][xval].feat = feat_trap_open;
\r
1523 /* Sort the entries */
\r
1524 for (i = 0; i < 16 - 1; i++)
\r
1526 /* Sort the entries */
\r
1527 for (j = 0; j < 16 - 1; j++)
\r
1532 int p1 = r_info[what[i1]].level;
\r
1533 int p2 = r_info[what[i2]].level;
\r
1538 MONRACE_IDX tmp = what[i1];
\r
1539 what[i1] = what[i2];
\r
1545 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
1546 n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
\r
1548 /* Select the entries */
\r
1549 for (i = 0; i < 8; i++)
\r
1551 /* Every other entry */
\r
1552 what[i] = what[i * 2];
\r
1557 msg_print(r_name + r_info[what[i]].name);
\r
1561 for (i = 0; placing[i][2] >= 0; i++)
\r
1563 y = yval + placing[i][0];
\r
1564 x = xval + placing[i][1];
\r
1565 place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
\r