3 #include "generate.h"
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7 * Helper function for "glass room"
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9 static bool vault_aux_lite(MONRACE_IDX r_idx)
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11 monster_race *r_ptr = &r_info[r_idx];
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13 /* Validate the monster */
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14 if (!vault_monster_okay(r_idx)) return FALSE;
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16 /* Require lite attack */
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17 if (!(r_ptr->flags4 & RF4_BR_LITE) && !(r_ptr->a_ability_flags1 & RF5_BA_LITE)) return FALSE;
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19 /* No wall passing monsters */
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20 if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return FALSE;
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22 /* No disintegrating monsters */
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23 if (r_ptr->flags4 & RF4_BR_DISI) return FALSE;
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29 * Helper function for "glass room"
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31 static bool vault_aux_shards(MONRACE_IDX r_idx)
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33 monster_race *r_ptr = &r_info[r_idx];
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35 /* Validate the monster */
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36 if (!vault_monster_okay(r_idx)) return FALSE;
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38 /* Require shards breath attack */
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39 if (!(r_ptr->flags4 & RF4_BR_SHAR)) return FALSE;
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45 * Hack -- determine if a template is potion
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47 static bool kind_is_potion(KIND_OBJECT_IDX k_idx)
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49 return k_info[k_idx].tval == TV_POTION;
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53 * @brief
\83^
\83C
\83v15
\82Ì
\95\94\89®
\81c
\83K
\83\89\83X
\95\94\89®
\82Ì
\90¶
\90¬ / Type 15 -- glass rooms
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56 bool build_type15(void)
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58 POSITION y, x, y2, x2, yval, xval;
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59 POSITION y1, x1, xsize, ysize;
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64 /* Pick a room size */
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65 xsize = rand_range(9, 13);
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66 ysize = rand_range(9, 13);
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68 /* Find and reserve some space in the dungeon. Get center of room. */
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69 if (!find_space(&yval, &xval, ysize + 2, xsize + 2)) return FALSE;
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71 /* Choose lite or dark */
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72 light = ((dun_level <= randint1(25)) && !(d_info[dungeon_type].flags1 & DF1_DARKNESS));
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74 /* Get corner values */
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75 y1 = yval - ysize / 2;
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76 x1 = xval - xsize / 2;
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77 y2 = yval + (ysize - 1) / 2;
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78 x2 = xval + (xsize - 1) / 2;
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80 /* Place a full floor under the room */
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81 for (y = y1 - 1; y <= y2 + 1; y++)
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83 for (x = x1 - 1; x <= x2 + 1; x++)
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85 c_ptr = &cave[y][x];
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86 place_floor_grid(c_ptr);
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87 c_ptr->feat = feat_glass_floor;
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88 c_ptr->info |= (CAVE_ROOM);
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89 if (light) c_ptr->info |= (CAVE_GLOW);
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93 /* Walls around the room */
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94 for (y = y1 - 1; y <= y2 + 1; y++)
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96 c_ptr = &cave[y][x1 - 1];
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97 place_outer_grid(c_ptr);
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98 c_ptr->feat = feat_glass_wall;
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99 c_ptr = &cave[y][x2 + 1];
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100 place_outer_grid(c_ptr);
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101 c_ptr->feat = feat_glass_wall;
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103 for (x = x1 - 1; x <= x2 + 1; x++)
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105 c_ptr = &cave[y1 - 1][x];
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106 place_outer_grid(c_ptr);
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107 c_ptr->feat = feat_glass_wall;
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108 c_ptr = &cave[y2 + 1][x];
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109 place_outer_grid(c_ptr);
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110 c_ptr->feat = feat_glass_wall;
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113 switch (randint1(3))
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115 case 1: /* 4 lite breathers + potion */
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119 /* Prepare allocation table */
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120 get_mon_num_prep(vault_aux_lite, NULL);
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122 /* Place fixed lite berathers */
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123 for (dir1 = 4; dir1 < 8; dir1++)
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125 MONRACE_IDX r_idx = get_mon_num(dun_level);
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127 y = yval + 2 * ddy_ddd[dir1];
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128 x = xval + 2 * ddx_ddd[dir1];
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129 if (r_idx) place_monster_aux(0, y, x, r_idx, PM_ALLOW_SLEEP);
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131 /* Walls around the breather */
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132 for (dir2 = 0; dir2 < 8; dir2++)
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134 c_ptr = &cave[y + ddy_ddd[dir2]][x + ddx_ddd[dir2]];
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135 place_inner_grid(c_ptr);
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136 c_ptr->feat = feat_glass_wall;
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140 /* Walls around the potion */
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141 for (dir1 = 0; dir1 < 4; dir1++)
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143 y = yval + 2 * ddy_ddd[dir1];
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144 x = xval + 2 * ddx_ddd[dir1];
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145 c_ptr = &cave[y][x];
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146 place_inner_perm_grid(c_ptr);
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147 c_ptr->feat = feat_permanent_glass_wall;
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148 cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]].info |= (CAVE_ICKY);
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152 dir1 = randint0(4);
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153 y = yval + 2 * ddy_ddd[dir1];
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154 x = xval + 2 * ddx_ddd[dir1];
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155 place_secret_door(y, x, DOOR_GLASS_DOOR);
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156 c_ptr = &cave[y][x];
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157 if (is_closed_door(c_ptr->feat)) c_ptr->mimic = feat_glass_wall;
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159 /* Place a potion */
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160 get_obj_num_hook = kind_is_potion;
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161 place_object(yval, xval, AM_NO_FIXED_ART);
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162 cave[yval][xval].info |= (CAVE_ICKY);
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166 case 2: /* 1 lite breather + random object */
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172 c_ptr = &cave[y1 + 1][x1 + 1];
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173 place_inner_grid(c_ptr);
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174 c_ptr->feat = feat_glass_wall;
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176 c_ptr = &cave[y1 + 1][x2 - 1];
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177 place_inner_grid(c_ptr);
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178 c_ptr->feat = feat_glass_wall;
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180 c_ptr = &cave[y2 - 1][x1 + 1];
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181 place_inner_grid(c_ptr);
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182 c_ptr->feat = feat_glass_wall;
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184 c_ptr = &cave[y2 - 1][x2 - 1];
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185 place_inner_grid(c_ptr);
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186 c_ptr->feat = feat_glass_wall;
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188 /* Prepare allocation table */
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189 get_mon_num_prep(vault_aux_lite, NULL);
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191 r_idx = get_mon_num(dun_level);
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192 if (r_idx) place_monster_aux(0, yval, xval, r_idx, 0L);
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194 /* Walls around the breather */
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195 for (dir1 = 0; dir1 < 8; dir1++)
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197 c_ptr = &cave[yval + ddy_ddd[dir1]][xval + ddx_ddd[dir1]];
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198 place_inner_grid(c_ptr);
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199 c_ptr->feat = feat_glass_wall;
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202 /* Curtains around the breather */
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203 for (y = yval - 1; y <= yval + 1; y++)
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205 place_closed_door(y, xval - 2, DOOR_CURTAIN);
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206 place_closed_door(y, xval + 2, DOOR_CURTAIN);
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208 for (x = xval - 1; x <= xval + 1; x++)
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210 place_closed_door(yval - 2, x, DOOR_CURTAIN);
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211 place_closed_door(yval + 2, x, DOOR_CURTAIN);
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214 /* Place an object */
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215 place_object(yval, xval, AM_NO_FIXED_ART);
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216 cave[yval][xval].info |= (CAVE_ICKY);
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220 case 3: /* 4 shards breathers + 2 potions */
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224 /* Walls around the potion */
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225 for (y = yval - 2; y <= yval + 2; y++)
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227 c_ptr = &cave[y][xval - 3];
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228 place_inner_grid(c_ptr);
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229 c_ptr->feat = feat_glass_wall;
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230 c_ptr = &cave[y][xval + 3];
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231 place_inner_grid(c_ptr);
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232 c_ptr->feat = feat_glass_wall;
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234 for (x = xval - 2; x <= xval + 2; x++)
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236 c_ptr = &cave[yval - 3][x];
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237 place_inner_grid(c_ptr);
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238 c_ptr->feat = feat_glass_wall;
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239 c_ptr = &cave[yval + 3][x];
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240 place_inner_grid(c_ptr);
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241 c_ptr->feat = feat_glass_wall;
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243 for (dir1 = 4; dir1 < 8; dir1++)
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245 c_ptr = &cave[yval + 2 * ddy_ddd[dir1]][xval + 2 * ddx_ddd[dir1]];
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246 place_inner_grid(c_ptr);
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247 c_ptr->feat = feat_glass_wall;
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250 /* Prepare allocation table */
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251 get_mon_num_prep(vault_aux_shards, NULL);
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253 /* Place shard berathers */
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254 for (dir1 = 4; dir1 < 8; dir1++)
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256 MONRACE_IDX r_idx = get_mon_num(dun_level);
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258 y = yval + ddy_ddd[dir1];
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259 x = xval + ddx_ddd[dir1];
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260 if (r_idx) place_monster_aux(0, y, x, r_idx, 0L);
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263 /* Place two potions */
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266 get_obj_num_hook = kind_is_potion;
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267 place_object(yval, xval - 1, AM_NO_FIXED_ART);
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268 get_obj_num_hook = kind_is_potion;
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269 place_object(yval, xval + 1, AM_NO_FIXED_ART);
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273 get_obj_num_hook = kind_is_potion;
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274 place_object(yval - 1, xval, AM_NO_FIXED_ART);
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275 get_obj_num_hook = kind_is_potion;
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276 place_object(yval + 1, xval, AM_NO_FIXED_ART);
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279 for (y = yval - 2; y <= yval + 2; y++)
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280 for (x = xval - 2; x <= xval + 2; x++)
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281 cave[y][x].info |= (CAVE_ICKY);
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287 msg_print_wizard(CHEAT_DUNGEON, _("
\83K
\83\89\83X
\82Ì
\95\94\89®
\82ª
\90¶
\90¬
\82³
\82ê
\82Ü
\82µ
\82½
\81B", "Glass room was generated."));
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