-#include "angband.h"\r
-#include "grid.h"\r
-#include "generate.h"\r
-#include "rooms.h"\r
-#include "rooms-pitnest.h"\r
-#include "monster.h"\r
-#include "monsterrace-hook.h"\r
-#include "sort.h"\r
-\r
-\r
-\r
-#define NUM_NEST_MON_TYPE 64 /*!<nestの種別数 */\r
-\r
-/*! pit/nest型情報のtypedef */\r
-typedef struct vault_aux_type vault_aux_type;\r
-\r
-/*! pit/nest型情報の構造体定義 */\r
-struct vault_aux_type\r
-{\r
- concptr name;\r
- bool(*hook_func)(MONRACE_IDX r_idx);\r
- void(*prep_func)(void);\r
- DEPTH level;\r
- int chance;\r
-};\r
-\r
-/*! nestのID定義 / Nest types code */\r
-#define NEST_TYPE_CLONE 0\r
-#define NEST_TYPE_JELLY 1\r
-#define NEST_TYPE_SYMBOL_GOOD 2\r
-#define NEST_TYPE_SYMBOL_EVIL 3\r
-#define NEST_TYPE_MIMIC 4\r
-#define NEST_TYPE_LOVECRAFTIAN 5\r
-#define NEST_TYPE_KENNEL 6\r
-#define NEST_TYPE_ANIMAL 7\r
-#define NEST_TYPE_CHAPEL 8\r
-#define NEST_TYPE_UNDEAD 9\r
-\r
-/*! pitのID定義 / Pit types code */\r
-#define PIT_TYPE_ORC 0\r
-#define PIT_TYPE_TROLL 1\r
-#define PIT_TYPE_GIANT 2\r
-#define PIT_TYPE_LOVECRAFTIAN 3\r
-#define PIT_TYPE_SYMBOL_GOOD 4\r
-#define PIT_TYPE_SYMBOL_EVIL 5\r
-#define PIT_TYPE_CHAPEL 6\r
-#define PIT_TYPE_DRAGON 7\r
-#define PIT_TYPE_DEMON 8\r
-#define PIT_TYPE_DARK_ELF 9\r
-\r
-\r
-/*!\r
-* @brief ダンジョン毎に指定されたピット配列を基準にランダムなpit/nestタイプを決める\r
-* @param l_ptr 選択されたpit/nest情報を返す参照ポインタ\r
-* @param allow_flag_mask 生成が許されるpit/nestのビット配列\r
-* @return 選択されたpit/nestのID、選択失敗した場合-1を返す。\r
-*/\r
-static int pick_vault_type(vault_aux_type *l_ptr, BIT_FLAGS16 allow_flag_mask)\r
-{\r
- int tmp, total, count;\r
-\r
- vault_aux_type *n_ptr;\r
-\r
- /* Calculate the total possibilities */\r
- for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)\r
- {\r
- /* Note end */\r
- if (!n_ptr->name) break;\r
-\r
- /* Ignore excessive depth */\r
- if (n_ptr->level > dun_level) continue;\r
-\r
- /* Not matched with pit/nest flag */\r
- if (!(allow_flag_mask & (1L << count))) continue;\r
-\r
- /* Count this possibility */\r
- total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);\r
- }\r
-\r
- /* Pick a random type */\r
- tmp = randint0(total);\r
-\r
- /* Find this type */\r
- for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)\r
- {\r
- /* Note end */\r
- if (!n_ptr->name) break;\r
-\r
- /* Ignore excessive depth */\r
- if (n_ptr->level > dun_level) continue;\r
-\r
- /* Not matched with pit/nest flag */\r
- if (!(allow_flag_mask & (1L << count))) continue;\r
-\r
- /* Count this possibility */\r
- total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);\r
-\r
- /* Found the type */\r
- if (tmp < total) break;\r
- }\r
-\r
- return n_ptr->name ? count : -1;\r
-}\r
-\r
-/*!\r
-* @brief デバッグ時に生成されたpit/nestの型を出力する処理\r
-* @param type pit/nestの型ID\r
-* @param nest TRUEならばnest、FALSEならばpit\r
-* @return デバッグ表示文字列の参照ポインタ\r
-* @details\r
-* Hack -- Get the string describing subtype of pit/nest\r
-* Determined in prepare function (some pit/nest only)\r
-*/\r
-static concptr pit_subtype_string(int type, bool nest)\r
-{\r
- static char inner_buf[256] = "";\r
-\r
- inner_buf[0] = '\0'; /* Init string */\r
-\r
- if (nest) /* Nests */\r
- {\r
- switch (type)\r
- {\r
- case NEST_TYPE_CLONE:\r
- sprintf(inner_buf, "(%s)", r_name + r_info[vault_aux_race].name);\r
- break;\r
- case NEST_TYPE_SYMBOL_GOOD:\r
- case NEST_TYPE_SYMBOL_EVIL:\r
- sprintf(inner_buf, "(%c)", vault_aux_char);\r
- break;\r
- }\r
- }\r
- else /* Pits */\r
- {\r
- switch (type)\r
- {\r
- case PIT_TYPE_SYMBOL_GOOD:\r
- case PIT_TYPE_SYMBOL_EVIL:\r
- sprintf(inner_buf, "(%c)", vault_aux_char);\r
- break;\r
- case PIT_TYPE_DRAGON:\r
- switch (vault_aux_dragon_mask4)\r
- {\r
- case RF4_BR_ACID: strcpy(inner_buf, _("(酸)", "(acid)")); break;\r
- case RF4_BR_ELEC: strcpy(inner_buf, _("(稲妻)", "(lightning)")); break;\r
- case RF4_BR_FIRE: strcpy(inner_buf, _("(火炎)", "(fire)")); break;\r
- case RF4_BR_COLD: strcpy(inner_buf, _("(冷気)", "(frost)")); break;\r
- case RF4_BR_POIS: strcpy(inner_buf, _("(毒)", "(poison)")); break;\r
- case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS) :\r
- strcpy(inner_buf, _("(万色)", "(multi-hued)")); break;\r
- default: strcpy(inner_buf, _("(未定義)", "(undefined)")); break;\r
- }\r
- break;\r
- }\r
- }\r
-\r
- return inner_buf;\r
-}\r
-\r
-/*\r
-*! @brief nestのモンスターリストをソートするための関数 /\r
-* Comp function for sorting nest monster information\r
-* @param u ソート処理対象配列ポインタ\r
-* @param v 未使用\r
-* @param a 比較対象参照ID1\r
-* @param b 比較対象参照ID2\r
-*/\r
-static bool ang_sort_comp_nest_mon_info(vptr u, vptr v, int a, int b)\r
-{\r
- nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;\r
- MONSTER_IDX w1 = nest_mon_info[a].r_idx;\r
- MONSTER_IDX w2 = nest_mon_info[b].r_idx;\r
- monster_race *r1_ptr = &r_info[w1];\r
- monster_race *r2_ptr = &r_info[w2];\r
- int z1, z2;\r
-\r
- /* Unused */\r
- (void)v;\r
-\r
- /* Extract used info */\r
- z1 = nest_mon_info[a].used;\r
- z2 = nest_mon_info[b].used;\r
-\r
- /* Compare used status */\r
- if (z1 < z2) return FALSE;\r
- if (z1 > z2) return TRUE;\r
-\r
- /* Compare levels */\r
- if (r1_ptr->level < r2_ptr->level) return TRUE;\r
- if (r1_ptr->level > r2_ptr->level) return FALSE;\r
-\r
- /* Compare experience */\r
- if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;\r
- if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;\r
-\r
- /* Compare indexes */\r
- return w1 <= w2;\r
-}\r
-\r
-/*!\r
-* @brief nestのモンスターリストをスワップするための関数 /\r
-* Swap function for sorting nest monster information\r
-* @param u スワップ処理対象配列ポインタ\r
-* @param v 未使用\r
-* @param a スワップ対象参照ID1\r
-* @param b スワップ対象参照ID2\r
-*/\r
-static void ang_sort_swap_nest_mon_info(vptr u, vptr v, int a, int b)\r
-{\r
- nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;\r
- nest_mon_info_type holder;\r
-\r
- /* Unused */\r
- (void)v;\r
-\r
- /* Swap */\r
- holder = nest_mon_info[a];\r
- nest_mon_info[a] = nest_mon_info[b];\r
- nest_mon_info[b] = holder;\r
-}\r
-\r
-\r
-\r
-/*!nest情報テーブル*/\r
-static vault_aux_type nest_types[] =\r
-{\r
- { _("クローン", "clone"), vault_aux_clone, vault_prep_clone, 5, 3 },\r
- { _("ゼリー", "jelly"), vault_aux_jelly, NULL, 5, 6 },\r
- { _("シンボル(善)", "symbol good"), vault_aux_symbol_g, vault_prep_symbol, 25, 2 },\r
- { _("シンボル(悪)", "symbol evil"), vault_aux_symbol_e, vault_prep_symbol, 25, 2 },\r
- { _("ミミック", "mimic"), vault_aux_mimic, NULL, 30, 4 },\r
- { _("狂気", "lovecraftian"), vault_aux_cthulhu, NULL, 70, 2 },\r
- { _("犬小屋", "kennel"), vault_aux_kennel, NULL, 45, 4 },\r
- { _("動物園", "animal"), vault_aux_animal, NULL, 35, 5 },\r
- { _("教会", "chapel"), vault_aux_chapel_g, NULL, 75, 4 },\r
- { _("アンデッド", "undead"), vault_aux_undead, NULL, 75, 5 },\r
- { NULL, NULL, NULL, 0, 0 },\r
-};\r
-\r
-/*!pit情報テーブル*/\r
-static vault_aux_type pit_types[] =\r
-{\r
- { _("オーク", "orc"), vault_aux_orc, NULL, 5, 6 },\r
- { _("トロル", "troll"), vault_aux_troll, NULL, 20, 6 },\r
- { _("ジャイアント", "giant"), vault_aux_giant, NULL, 50, 6 },\r
- { _("狂気", "lovecraftian"), vault_aux_cthulhu, NULL, 80, 2 },\r
- { _("シンボル(善)", "symbol good"), vault_aux_symbol_g, vault_prep_symbol, 70, 1 },\r
- { _("シンボル(悪)", "symbol evil"), vault_aux_symbol_e, vault_prep_symbol, 70, 1 },\r
- { _("教会", "chapel"), vault_aux_chapel_g, NULL, 65, 2 },\r
- { _("ドラゴン", "dragon"), vault_aux_dragon, vault_prep_dragon, 70, 6 },\r
- { _("デーモン", "demon"), vault_aux_demon, NULL, 80, 6 },\r
- { _("ダークエルフ", "dark elf"), vault_aux_dark_elf, NULL, 45, 4 },\r
- { NULL, NULL, NULL, 0, 0 },\r
-};\r
-\r
-\r
-\r
-\r
-/*!\r
-* @brief タイプ5の部屋…nestを生成する / Type 5 -- Monster nests\r
-* @return なし\r
-* @details\r
-* A monster nest is a "big" room, with an "inner" room, containing\n\r
-* a "collection" of monsters of a given type strewn about the room.\n\r
-*\n\r
-* The monsters are chosen from a set of 64 randomly selected monster\n\r
-* races, to allow the nest creation to fail instead of having "holes".\n\r
-*\n\r
-* Note the use of the "get_mon_num_prep()" function, and the special\n\r
-* "get_mon_num_hook()" restriction function, to prepare the "monster\n\r
-* allocation table" in such a way as to optimize the selection of\n\r
-* "appropriate" non-unique monsters for the nest.\n\r
-*\n\r
-* Note that the "get_mon_num()" function may (rarely) fail, in which\n\r
-* case the nest will be empty.\n\r
-*\n\r
-* Note that "monster nests" will never contain "unique" monsters.\n\r
-*/\r
-bool build_type5(void)\r
-{\r
- POSITION y, x, y1, x1, y2, x2, xval, yval;\r
- int i;\r
- nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];\r
-\r
- monster_type align;\r
-\r
- cave_type *c_ptr;\r
-\r
- int cur_nest_type = pick_vault_type(nest_types, d_info[p_ptr->dungeon_idx].nest);\r
- vault_aux_type *n_ptr;\r
-\r
- /* No type available */\r
- if (cur_nest_type < 0) return FALSE;\r
-\r
- n_ptr = &nest_types[cur_nest_type];\r
-\r
- /* Process a preparation function if necessary */\r
- if (n_ptr->prep_func) (*(n_ptr->prep_func))();\r
- get_mon_num_prep(n_ptr->hook_func, NULL);\r
-\r
- align.sub_align = SUB_ALIGN_NEUTRAL;\r
-\r
- /* Pick some monster types */\r
- for (i = 0; i < NUM_NEST_MON_TYPE; i++)\r
- {\r
- MONRACE_IDX r_idx = 0;\r
- int attempts = 100;\r
- monster_race *r_ptr = NULL;\r
-\r
- while (attempts--)\r
- {\r
- /* Get a (hard) monster type */\r
- r_idx = get_mon_num(dun_level + 11);\r
- r_ptr = &r_info[r_idx];\r
-\r
- /* Decline incorrect alignment */\r
- if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;\r
-\r
- /* Accept this monster */\r
- break;\r
- }\r
-\r
- /* Notice failure */\r
- if (!r_idx || !attempts) return FALSE;\r
-\r
- /* Note the alignment */\r
- if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;\r
- if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;\r
-\r
- nest_mon_info[i].r_idx = (s16b)r_idx;\r
- nest_mon_info[i].used = FALSE;\r
- }\r
-\r
- /* Find and reserve some space in the dungeon. Get center of room. */\r
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;\r
-\r
- /* Large room */\r
- y1 = yval - 4;\r
- y2 = yval + 4;\r
- x1 = xval - 11;\r
- x2 = xval + 11;\r
-\r
- /* Place the floor area */\r
- for (y = y1 - 1; y <= y2 + 1; y++)\r
- {\r
- for (x = x1 - 1; x <= x2 + 1; x++)\r
- {\r
- c_ptr = &cave[y][x];\r
- place_floor_grid(c_ptr);\r
- c_ptr->info |= (CAVE_ROOM);\r
- }\r
- }\r
-\r
- /* Place the outer walls */\r
- for (y = y1 - 1; y <= y2 + 1; y++)\r
- {\r
- c_ptr = &cave[y][x1 - 1];\r
- place_outer_grid(c_ptr);\r
- c_ptr = &cave[y][x2 + 1];\r
- place_outer_grid(c_ptr);\r
- }\r
- for (x = x1 - 1; x <= x2 + 1; x++)\r
- {\r
- c_ptr = &cave[y1 - 1][x];\r
- place_outer_grid(c_ptr);\r
- c_ptr = &cave[y2 + 1][x];\r
- place_outer_grid(c_ptr);\r
- }\r
-\r
-\r
- /* Advance to the center room */\r
- y1 = y1 + 2;\r
- y2 = y2 - 2;\r
- x1 = x1 + 2;\r
- x2 = x2 - 2;\r
-\r
- /* The inner walls */\r
- for (y = y1 - 1; y <= y2 + 1; y++)\r
- {\r
- c_ptr = &cave[y][x1 - 1];\r
- place_inner_grid(c_ptr);\r
- c_ptr = &cave[y][x2 + 1];\r
- place_inner_grid(c_ptr);\r
- }\r
-\r
- for (x = x1 - 1; x <= x2 + 1; x++)\r
- {\r
- c_ptr = &cave[y1 - 1][x];\r
- place_inner_grid(c_ptr);\r
- c_ptr = &cave[y2 + 1][x];\r
- place_inner_grid(c_ptr);\r
- }\r
- for (y = y1; y <= y2; y++)\r
- {\r
- for (x = x1; x <= x2; x++)\r
- {\r
- add_cave_info(y, x, CAVE_ICKY);\r
- }\r
- }\r
-\r
- /* Place a secret door */\r
- switch (randint1(4))\r
- {\r
- case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
- case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
- case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
- case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
- }\r
-\r
- msg_format_wizard(CHEAT_DUNGEON, _("モンスター部屋(nest)(%s%s)を生成します。", "Monster nest (%s%s)"), n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));\r
-\r
- /* Place some monsters */\r
- for (y = yval - 2; y <= yval + 2; y++)\r
- {\r
- for (x = xval - 9; x <= xval + 9; x++)\r
- {\r
- MONRACE_IDX r_idx;\r
-\r
- i = randint0(NUM_NEST_MON_TYPE);\r
- r_idx = nest_mon_info[i].r_idx;\r
-\r
- /* Place that "random" monster (no groups) */\r
- (void)place_monster_aux(0, y, x, r_idx, 0L);\r
-\r
- nest_mon_info[i].used = TRUE;\r
- }\r
- }\r
-\r
- if (cheat_room)\r
- {\r
- ang_sort_comp = ang_sort_comp_nest_mon_info;\r
- ang_sort_swap = ang_sort_swap_nest_mon_info;\r
- ang_sort(nest_mon_info, NULL, NUM_NEST_MON_TYPE);\r
-\r
- /* Dump the entries (prevent multi-printing) */\r
- for (i = 0; i < NUM_NEST_MON_TYPE; i++)\r
- {\r
- if (!nest_mon_info[i].used) break;\r
- for (; i < NUM_NEST_MON_TYPE - 1; i++)\r
- {\r
- if (nest_mon_info[i].r_idx != nest_mon_info[i + 1].r_idx) break;\r
- if (!nest_mon_info[i + 1].used) break;\r
- }\r
- msg_format_wizard(CHEAT_DUNGEON, "Nest構成モンスターNo.%d:%s", i, r_name + r_info[nest_mon_info[i].r_idx].name);\r
- }\r
- }\r
-\r
- return TRUE;\r
-}\r
-\r
-\r
-/*!\r
-* @brief タイプ6の部屋…pitを生成する / Type 6 -- Monster pits\r
-* @return なし\r
-* @details\r
-* A monster pit is a "big" room, with an "inner" room, containing\n\r
-* a "collection" of monsters of a given type organized in the room.\n\r
-*\n\r
-* The inside room in a monster pit appears as shown below, where the\n\r
-* actual monsters in each location depend on the type of the pit\n\r
-*\n\r
-* XXXXXXXXXXXXXXXXXXXXX\n\r
-* X0000000000000000000X\n\r
-* X0112233455543322110X\n\r
-* X0112233467643322110X\n\r
-* X0112233455543322110X\n\r
-* X0000000000000000000X\n\r
-* XXXXXXXXXXXXXXXXXXXXX\n\r
-*\n\r
-* Note that the monsters in the pit are now chosen by using "get_mon_num()"\n\r
-* to request 16 "appropriate" monsters, sorting them by level, and using\n\r
-* the "even" entries in this sorted list for the contents of the pit.\n\r
-*\n\r
-* Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n\r
-* which is handled by requiring a specific "breath" attack for all of the\n\r
-* dragons. This may include "multi-hued" breath. Note that "wyrms" may\n\r
-* be present in many of the dragon pits, if they have the proper breath.\n\r
-*\n\r
-* Note the use of the "get_mon_num_prep()" function, and the special\n\r
-* "get_mon_num_hook()" restriction function, to prepare the "monster\n\r
-* allocation table" in such a way as to optimize the selection of\n\r
-* "appropriate" non-unique monsters for the pit.\n\r
-*\n\r
-* Note that the "get_mon_num()" function may (rarely) fail, in which case\n\r
-* the pit will be empty.\n\r
-*\n\r
-* Note that "monster pits" will never contain "unique" monsters.\n\r
-*/\r
-bool build_type6(void)\r
-{\r
- POSITION y, x, y1, x1, y2, x2, xval, yval;\r
- int i, j;\r
-\r
- MONRACE_IDX what[16];\r
-\r
- monster_type align;\r
-\r
- cave_type *c_ptr;\r
-\r
- int cur_pit_type = pick_vault_type(pit_types, d_info[p_ptr->dungeon_idx].pit);\r
- vault_aux_type *n_ptr;\r
-\r
- /* No type available */\r
- if (cur_pit_type < 0) return FALSE;\r
-\r
- n_ptr = &pit_types[cur_pit_type];\r
-\r
- /* Process a preparation function if necessary */\r
- if (n_ptr->prep_func) (*(n_ptr->prep_func))();\r
- get_mon_num_prep(n_ptr->hook_func, NULL);\r
-\r
- align.sub_align = SUB_ALIGN_NEUTRAL;\r
-\r
- /* Pick some monster types */\r
- for (i = 0; i < 16; i++)\r
- {\r
- MONRACE_IDX r_idx = 0;\r
- int attempts = 100;\r
- monster_race *r_ptr = NULL;\r
-\r
- while (attempts--)\r
- {\r
- /* Get a (hard) monster type */\r
- r_idx = get_mon_num(dun_level + 11);\r
- r_ptr = &r_info[r_idx];\r
-\r
- /* Decline incorrect alignment */\r
- if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;\r
-\r
- /* Accept this monster */\r
- break;\r
- }\r
-\r
- /* Notice failure */\r
- if (!r_idx || !attempts) return FALSE;\r
-\r
- /* Note the alignment */\r
- if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;\r
- if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;\r
-\r
- what[i] = r_idx;\r
- }\r
-\r
- /* Find and reserve some space in the dungeon. Get center of room. */\r
- if (!find_space(&yval, &xval, 11, 25)) return FALSE;\r
-\r
- /* Large room */\r
- y1 = yval - 4;\r
- y2 = yval + 4;\r
- x1 = xval - 11;\r
- x2 = xval + 11;\r
-\r
- /* Place the floor area */\r
- for (y = y1 - 1; y <= y2 + 1; y++)\r
- {\r
- for (x = x1 - 1; x <= x2 + 1; x++)\r
- {\r
- c_ptr = &cave[y][x];\r
- place_floor_grid(c_ptr);\r
- c_ptr->info |= (CAVE_ROOM);\r
- }\r
- }\r
-\r
- /* Place the outer walls */\r
- for (y = y1 - 1; y <= y2 + 1; y++)\r
- {\r
- c_ptr = &cave[y][x1 - 1];\r
- place_outer_grid(c_ptr);\r
- c_ptr = &cave[y][x2 + 1];\r
- place_outer_grid(c_ptr);\r
- }\r
- for (x = x1 - 1; x <= x2 + 1; x++)\r
- {\r
- c_ptr = &cave[y1 - 1][x];\r
- place_outer_grid(c_ptr);\r
- c_ptr = &cave[y2 + 1][x];\r
- place_outer_grid(c_ptr);\r
- }\r
-\r
- /* Advance to the center room */\r
- y1 = y1 + 2;\r
- y2 = y2 - 2;\r
- x1 = x1 + 2;\r
- x2 = x2 - 2;\r
-\r
- /* The inner walls */\r
- for (y = y1 - 1; y <= y2 + 1; y++)\r
- {\r
- c_ptr = &cave[y][x1 - 1];\r
- place_inner_grid(c_ptr);\r
- c_ptr = &cave[y][x2 + 1];\r
- place_inner_grid(c_ptr);\r
- }\r
- for (x = x1 - 1; x <= x2 + 1; x++)\r
- {\r
- c_ptr = &cave[y1 - 1][x];\r
- place_inner_grid(c_ptr);\r
- c_ptr = &cave[y2 + 1][x];\r
- place_inner_grid(c_ptr);\r
- }\r
- for (y = y1; y <= y2; y++)\r
- {\r
- for (x = x1; x <= x2; x++)\r
- {\r
- add_cave_info(y, x, CAVE_ICKY);\r
- }\r
- }\r
-\r
- /* Place a secret door */\r
- switch (randint1(4))\r
- {\r
- case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;\r
- case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;\r
- case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;\r
- case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;\r
- }\r
-\r
- /* Sort the entries */\r
- for (i = 0; i < 16 - 1; i++)\r
- {\r
- /* Sort the entries */\r
- for (j = 0; j < 16 - 1; j++)\r
- {\r
- int i1 = j;\r
- int i2 = j + 1;\r
-\r
- int p1 = r_info[what[i1]].level;\r
- int p2 = r_info[what[i2]].level;\r
-\r
- /* Bubble */\r
- if (p1 > p2)\r
- {\r
- MONRACE_IDX tmp = what[i1];\r
- what[i1] = what[i2];\r
- what[i2] = tmp;\r
- }\r
- }\r
- }\r
-\r
- msg_format_wizard(CHEAT_DUNGEON, _("モンスター部屋(pit)(%s%s)を生成します。", "Monster pit (%s%s)"), n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));\r
-\r
- /* Select the entries */\r
- for (i = 0; i < 8; i++)\r
- {\r
- /* Every other entry */\r
- what[i] = what[i * 2];\r
- msg_format_wizard(CHEAT_DUNGEON, _("Nest構成モンスター選択No.%d:%s", "Nest Monster Select No.%d:%s"), i, r_name + r_info[what[i]].name);\r
- }\r
-\r
- /* Top and bottom rows */\r
- for (x = xval - 9; x <= xval + 9; x++)\r
- {\r
- place_monster_aux(0, yval - 2, x, what[0], PM_NO_KAGE);\r
- place_monster_aux(0, yval + 2, x, what[0], PM_NO_KAGE);\r
- }\r
-\r
- /* Middle columns */\r
- for (y = yval - 1; y <= yval + 1; y++)\r
- {\r
- place_monster_aux(0, y, xval - 9, what[0], PM_NO_KAGE);\r
- place_monster_aux(0, y, xval + 9, what[0], PM_NO_KAGE);\r
-\r
- place_monster_aux(0, y, xval - 8, what[1], PM_NO_KAGE);\r
- place_monster_aux(0, y, xval + 8, what[1], PM_NO_KAGE);\r
-\r
- place_monster_aux(0, y, xval - 7, what[1], PM_NO_KAGE);\r
- place_monster_aux(0, y, xval + 7, what[1], PM_NO_KAGE);\r
-\r
- place_monster_aux(0, y, xval - 6, what[2], PM_NO_KAGE);\r
- place_monster_aux(0, y, xval + 6, what[2], PM_NO_KAGE);\r
-\r
- place_monster_aux(0, y, xval - 5, what[2], PM_NO_KAGE);\r
- place_monster_aux(0, y, xval + 5, what[2], PM_NO_KAGE);\r
-\r
- place_monster_aux(0, y, xval - 4, what[3], PM_NO_KAGE);\r
- place_monster_aux(0, y, xval + 4, what[3], PM_NO_KAGE);\r
-\r
- place_monster_aux(0, y, xval - 3, what[3], PM_NO_KAGE);\r
- place_monster_aux(0, y, xval + 3, what[3], PM_NO_KAGE);\r
-\r
- place_monster_aux(0, y, xval - 2, what[4], PM_NO_KAGE);\r
- place_monster_aux(0, y, xval + 2, what[4], PM_NO_KAGE);\r
- }\r
-\r
- /* Above/Below the center monster */\r
- for (x = xval - 1; x <= xval + 1; x++)\r
- {\r
- place_monster_aux(0, yval + 1, x, what[5], PM_NO_KAGE);\r
- place_monster_aux(0, yval - 1, x, what[5], PM_NO_KAGE);\r
- }\r
-\r
- /* Next to the center monster */\r
- place_monster_aux(0, yval, xval + 1, what[6], PM_NO_KAGE);\r
- place_monster_aux(0, yval, xval - 1, what[6], PM_NO_KAGE);\r
-\r
- /* Center monster */\r
- place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE);\r
-\r
- return TRUE;\r
-}\r
-\r
-\r
-\r
-/*\r
-* Helper function for "trapped monster pit"\r
-*/\r
-static bool vault_aux_trapped_pit(MONRACE_IDX r_idx)\r
-{\r
- monster_race *r_ptr = &r_info[r_idx];\r
-\r
- if (!vault_monster_okay(r_idx)) return (FALSE);\r
-\r
- /* No wall passing monster */\r
- if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return (FALSE);\r
-\r
- return (TRUE);\r
-}\r
-\r
-\r
-/*!\r
-* @brief タイプ13の部屋…トラップpitの生成 / Type 13 -- Trapped monster pits\r
-* @return なし\r
-* @details\r
-* A trapped monster pit is a "big" room with a straight corridor in\n\r
-* which wall opening traps are placed, and with two "inner" rooms\n\r
-* containing a "collection" of monsters of a given type organized in\n\r
-* the room.\n\r
-*\n\r
-* The trapped monster pit appears as shown below, where the actual\n\r
-* monsters in each location depend on the type of the pit\n\r
-*\n\r
-* XXXXXXXXXXXXXXXXXXXXXXXXX\n\r
-* X X\n\r
-* XXXXXXXXXXXXXXXXXXXXXXX X\n\r
-* XXXXX001123454321100XXX X\n\r
-* XXX0012234567654322100X X\n\r
-* XXXXXXXXXXXXXXXXXXXXXXX X\n\r
-* X ^ X\n\r
-* X XXXXXXXXXXXXXXXXXXXXXXX\n\r
-* X X0012234567654322100XXX\n\r
-* X XXX001123454321100XXXXX\n\r
-* X XXXXXXXXXXXXXXXXXXXXXXX\n\r
-* X X\n\r
-* XXXXXXXXXXXXXXXXXXXXXXXXX\n\r
-*\n\r
-* Note that the monsters in the pit are now chosen by using "get_mon_num()"\n\r
-* to request 16 "appropriate" monsters, sorting them by level, and using\n\r
-* the "even" entries in this sorted list for the contents of the pit.\n\r
-*\n\r
-* Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n\r
-* which is handled by requiring a specific "breath" attack for all of the\n\r
-* dragons. This may include "multi-hued" breath. Note that "wyrms" may\n\r
-* be present in many of the dragon pits, if they have the proper breath.\n\r
-*\n\r
-* Note the use of the "get_mon_num_prep()" function, and the special\n\r
-* "get_mon_num_hook()" restriction function, to prepare the "monster\n\r
-* allocation table" in such a way as to optimize the selection of\n\r
-* "appropriate" non-unique monsters for the pit.\n\r
-*\n\r
-* Note that the "get_mon_num()" function may (rarely) fail, in which case\n\r
-* the pit will be empty.\n\r
-*\n\r
-* Note that "monster pits" will never contain "unique" monsters.\n\r
-*/\r
-bool build_type13(void)\r
-{\r
- static int placing[][3] = {\r
- { -2, -9, 0 },{ -2, -8, 0 },{ -3, -7, 0 },{ -3, -6, 0 },\r
- { +2, -9, 0 },{ +2, -8, 0 },{ +3, -7, 0 },{ +3, -6, 0 },\r
- { -2, +9, 0 },{ -2, +8, 0 },{ -3, +7, 0 },{ -3, +6, 0 },\r
- { +2, +9, 0 },{ +2, +8, 0 },{ +3, +7, 0 },{ +3, +6, 0 },\r
- { -2, -7, 1 },{ -3, -5, 1 },{ -3, -4, 1 },\r
- { +2, -7, 1 },{ +3, -5, 1 },{ +3, -4, 1 },\r
- { -2, +7, 1 },{ -3, +5, 1 },{ -3, +4, 1 },\r
- { +2, +7, 1 },{ +3, +5, 1 },{ +3, +4, 1 },\r
- { -2, -6, 2 },{ -2, -5, 2 },{ -3, -3, 2 },\r
- { +2, -6, 2 },{ +2, -5, 2 },{ +3, -3, 2 },\r
- { -2, +6, 2 },{ -2, +5, 2 },{ -3, +3, 2 },\r
- { +2, +6, 2 },{ +2, +5, 2 },{ +3, +3, 2 },\r
- { -2, -4, 3 },{ -3, -2, 3 },\r
- { +2, -4, 3 },{ +3, -2, 3 },\r
- { -2, +4, 3 },{ -3, +2, 3 },\r
- { +2, +4, 3 },{ +3, +2, 3 },\r
- { -2, -3, 4 },{ -3, -1, 4 },\r
- { +2, -3, 4 },{ +3, -1, 4 },\r
- { -2, +3, 4 },{ -3, +1, 4 },\r
- { +2, +3, 4 },{ +3, +1, 4 },\r
- { -2, -2, 5 },{ -3, 0, 5 },{ -2, +2, 5 },\r
- { +2, -2, 5 },{ +3, 0, 5 },{ +2, +2, 5 },\r
- { -2, -1, 6 },{ -2, +1, 6 },\r
- { +2, -1, 6 },{ +2, +1, 6 },\r
- { -2, 0, 7 },{ +2, 0, 7 },\r
- { 0, 0, -1 }\r
- };\r
-\r
- POSITION y, x, y1, x1, y2, x2, xval, yval;\r
- int i, j;\r
-\r
- MONRACE_IDX what[16];\r
-\r
- monster_type align;\r
-\r
- cave_type *c_ptr;\r
-\r
- int cur_pit_type = pick_vault_type(pit_types, d_info[p_ptr->dungeon_idx].pit);\r
- vault_aux_type *n_ptr;\r
-\r
- /* Only in Angband */\r
- if (p_ptr->dungeon_idx != DUNGEON_ANGBAND) return FALSE;\r
-\r
- /* No type available */\r
- if (cur_pit_type < 0) return FALSE;\r
-\r
- n_ptr = &pit_types[cur_pit_type];\r
-\r
- /* Process a preparation function if necessary */\r
- if (n_ptr->prep_func) (*(n_ptr->prep_func))();\r
- get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);\r
-\r
- align.sub_align = SUB_ALIGN_NEUTRAL;\r
-\r
- /* Pick some monster types */\r
- for (i = 0; i < 16; i++)\r
- {\r
- MONRACE_IDX r_idx = 0;\r
- int attempts = 100;\r
- monster_race *r_ptr = NULL;\r
-\r
- while (attempts--)\r
- {\r
- /* Get a (hard) monster type */\r
- r_idx = get_mon_num(dun_level + 0);\r
- r_ptr = &r_info[r_idx];\r
-\r
- /* Decline incorrect alignment */\r
- if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;\r
-\r
- /* Accept this monster */\r
- break;\r
- }\r
-\r
- /* Notice failure */\r
- if (!r_idx || !attempts) return FALSE;\r
-\r
- /* Note the alignment */\r
- if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;\r
- if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;\r
-\r
- what[i] = r_idx;\r
- }\r
-\r
- /* Find and reserve some space in the dungeon. Get center of room. */\r
- if (!find_space(&yval, &xval, 13, 25)) return FALSE;\r
-\r
- /* Large room */\r
- y1 = yval - 5;\r
- y2 = yval + 5;\r
- x1 = xval - 11;\r
- x2 = xval + 11;\r
-\r
- /* Fill with inner walls */\r
- for (y = y1 - 1; y <= y2 + 1; y++)\r
- {\r
- for (x = x1 - 1; x <= x2 + 1; x++)\r
- {\r
- c_ptr = &cave[y][x];\r
- place_inner_grid(c_ptr);\r
- c_ptr->info |= (CAVE_ROOM);\r
- }\r
- }\r
-\r
- /* Place the floor area 1 */\r
- for (x = x1 + 3; x <= x2 - 3; x++)\r
- {\r
- c_ptr = &cave[yval - 2][x];\r
- place_floor_grid(c_ptr);\r
- add_cave_info(yval - 2, x, CAVE_ICKY);\r
-\r
- c_ptr = &cave[yval + 2][x];\r
- place_floor_grid(c_ptr);\r
- add_cave_info(yval + 2, x, CAVE_ICKY);\r
- }\r
-\r
- /* Place the floor area 2 */\r
- for (x = x1 + 5; x <= x2 - 5; x++)\r
- {\r
- c_ptr = &cave[yval - 3][x];\r
- place_floor_grid(c_ptr);\r
- add_cave_info(yval - 3, x, CAVE_ICKY);\r
-\r
- c_ptr = &cave[yval + 3][x];\r
- place_floor_grid(c_ptr);\r
- add_cave_info(yval + 3, x, CAVE_ICKY);\r
- }\r
-\r
- /* Corridor */\r
- for (x = x1; x <= x2; x++)\r
- {\r
- c_ptr = &cave[yval][x];\r
- place_floor_grid(c_ptr);\r
- c_ptr = &cave[y1][x];\r
- place_floor_grid(c_ptr);\r
- c_ptr = &cave[y2][x];\r
- place_floor_grid(c_ptr);\r
- }\r
-\r
- /* Place the outer walls */\r
- for (y = y1 - 1; y <= y2 + 1; y++)\r
- {\r
- c_ptr = &cave[y][x1 - 1];\r
- place_outer_grid(c_ptr);\r
- c_ptr = &cave[y][x2 + 1];\r
- place_outer_grid(c_ptr);\r
- }\r
- for (x = x1 - 1; x <= x2 + 1; x++)\r
- {\r
- c_ptr = &cave[y1 - 1][x];\r
- place_outer_grid(c_ptr);\r
- c_ptr = &cave[y2 + 1][x];\r
- place_outer_grid(c_ptr);\r
- }\r
-\r
- /* Random corridor */\r
- if (one_in_(2))\r
- {\r
- for (y = y1; y <= yval; y++)\r
- {\r
- place_floor_bold(y, x2);\r
- place_solid_bold(y, x1 - 1);\r
- }\r
- for (y = yval; y <= y2 + 1; y++)\r
- {\r
- place_floor_bold(y, x1);\r
- place_solid_bold(y, x2 + 1);\r
- }\r
- }\r
- else\r
- {\r
- for (y = yval; y <= y2 + 1; y++)\r
- {\r
- place_floor_bold(y, x1);\r
- place_solid_bold(y, x2 + 1);\r
- }\r
- for (y = y1; y <= yval; y++)\r
- {\r
- place_floor_bold(y, x2);\r
- place_solid_bold(y, x1 - 1);\r
- }\r
- }\r
-\r
- /* Place the wall open trap */\r
- cave[yval][xval].mimic = cave[yval][xval].feat;\r
- cave[yval][xval].feat = feat_trap_open;\r
-\r
- /* Sort the entries */\r
- for (i = 0; i < 16 - 1; i++)\r
- {\r
- /* Sort the entries */\r
- for (j = 0; j < 16 - 1; j++)\r
- {\r
- int i1 = j;\r
- int i2 = j + 1;\r
-\r
- int p1 = r_info[what[i1]].level;\r
- int p2 = r_info[what[i2]].level;\r
-\r
- /* Bubble */\r
- if (p1 > p2)\r
- {\r
- MONRACE_IDX tmp = what[i1];\r
- what[i1] = what[i2];\r
- what[i2] = tmp;\r
- }\r
- }\r
- }\r
-\r
- msg_format_wizard(CHEAT_DUNGEON, _("%s%sの罠ピットが生成されました。", "Trapped monster pit (%s%s)"),\r
- n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));\r
-\r
- /* Select the entries */\r
- for (i = 0; i < 8; i++)\r
- {\r
- /* Every other entry */\r
- what[i] = what[i * 2];\r
-\r
- if (cheat_hear)\r
- {\r
- msg_print(r_name + r_info[what[i]].name);\r
- }\r
- }\r
-\r
- for (i = 0; placing[i][2] >= 0; i++)\r
- {\r
- y = yval + placing[i][0];\r
- x = xval + placing[i][1];\r
- place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);\r
- }\r
-\r
- return TRUE;\r
-}\r
-\r
+#include "angband.h"
+#include "grid.h"
+#include "generate.h"
+#include "rooms.h"
+#include "rooms-pitnest.h"
+#include "monster.h"
+#include "monsterrace-hook.h"
+#include "sort.h"
+
+
+
+#define NUM_NEST_MON_TYPE 64 /*!<nestの種別数 */
+
+/*! pit/nest型情報のtypedef */
+typedef struct vault_aux_type vault_aux_type;
+
+/*! pit/nest型情報の構造体定義 */
+struct vault_aux_type
+{
+ concptr name;
+ bool(*hook_func)(MONRACE_IDX r_idx);
+ void(*prep_func)(void);
+ DEPTH level;
+ int chance;
+};
+
+/*! nestのID定義 / Nest types code */
+#define NEST_TYPE_CLONE 0
+#define NEST_TYPE_JELLY 1
+#define NEST_TYPE_SYMBOL_GOOD 2
+#define NEST_TYPE_SYMBOL_EVIL 3
+#define NEST_TYPE_MIMIC 4
+#define NEST_TYPE_LOVECRAFTIAN 5
+#define NEST_TYPE_KENNEL 6
+#define NEST_TYPE_ANIMAL 7
+#define NEST_TYPE_CHAPEL 8
+#define NEST_TYPE_UNDEAD 9
+
+/*! pitのID定義 / Pit types code */
+#define PIT_TYPE_ORC 0
+#define PIT_TYPE_TROLL 1
+#define PIT_TYPE_GIANT 2
+#define PIT_TYPE_LOVECRAFTIAN 3
+#define PIT_TYPE_SYMBOL_GOOD 4
+#define PIT_TYPE_SYMBOL_EVIL 5
+#define PIT_TYPE_CHAPEL 6
+#define PIT_TYPE_DRAGON 7
+#define PIT_TYPE_DEMON 8
+#define PIT_TYPE_DARK_ELF 9
+
+
+/*!
+* @brief ダンジョン毎に指定されたピット配列を基準にランダムなpit/nestタイプを決める
+* @param l_ptr 選択されたpit/nest情報を返す参照ポインタ
+* @param allow_flag_mask 生成が許されるpit/nestのビット配列
+* @return 選択されたpit/nestのID、選択失敗した場合-1を返す。
+*/
+static int pick_vault_type(vault_aux_type *l_ptr, BIT_FLAGS16 allow_flag_mask)
+{
+ int tmp, total, count;
+
+ vault_aux_type *n_ptr;
+
+ /* Calculate the total possibilities */
+ for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
+ {
+ /* Note end */
+ if (!n_ptr->name) break;
+
+ /* Ignore excessive depth */
+ if (n_ptr->level > dun_level) continue;
+
+ /* Not matched with pit/nest flag */
+ if (!(allow_flag_mask & (1L << count))) continue;
+
+ /* Count this possibility */
+ total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
+ }
+
+ /* Pick a random type */
+ tmp = randint0(total);
+
+ /* Find this type */
+ for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
+ {
+ /* Note end */
+ if (!n_ptr->name) break;
+
+ /* Ignore excessive depth */
+ if (n_ptr->level > dun_level) continue;
+
+ /* Not matched with pit/nest flag */
+ if (!(allow_flag_mask & (1L << count))) continue;
+
+ /* Count this possibility */
+ total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
+
+ /* Found the type */
+ if (tmp < total) break;
+ }
+
+ return n_ptr->name ? count : -1;
+}
+
+/*!
+* @brief デバッグ時に生成されたpit/nestの型を出力する処理
+* @param type pit/nestの型ID
+* @param nest TRUEならばnest、FALSEならばpit
+* @return デバッグ表示文字列の参照ポインタ
+* @details
+* Hack -- Get the string describing subtype of pit/nest
+* Determined in prepare function (some pit/nest only)
+*/
+static concptr pit_subtype_string(int type, bool nest)
+{
+ static char inner_buf[256] = "";
+
+ inner_buf[0] = '\0'; /* Init string */
+
+ if (nest) /* Nests */
+ {
+ switch (type)
+ {
+ case NEST_TYPE_CLONE:
+ sprintf(inner_buf, "(%s)", r_name + r_info[vault_aux_race].name);
+ break;
+ case NEST_TYPE_SYMBOL_GOOD:
+ case NEST_TYPE_SYMBOL_EVIL:
+ sprintf(inner_buf, "(%c)", vault_aux_char);
+ break;
+ }
+ }
+ else /* Pits */
+ {
+ switch (type)
+ {
+ case PIT_TYPE_SYMBOL_GOOD:
+ case PIT_TYPE_SYMBOL_EVIL:
+ sprintf(inner_buf, "(%c)", vault_aux_char);
+ break;
+ case PIT_TYPE_DRAGON:
+ switch (vault_aux_dragon_mask4)
+ {
+ case RF4_BR_ACID: strcpy(inner_buf, _("(酸)", "(acid)")); break;
+ case RF4_BR_ELEC: strcpy(inner_buf, _("(稲妻)", "(lightning)")); break;
+ case RF4_BR_FIRE: strcpy(inner_buf, _("(火炎)", "(fire)")); break;
+ case RF4_BR_COLD: strcpy(inner_buf, _("(冷気)", "(frost)")); break;
+ case RF4_BR_POIS: strcpy(inner_buf, _("(毒)", "(poison)")); break;
+ case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS) :
+ strcpy(inner_buf, _("(万色)", "(multi-hued)")); break;
+ default: strcpy(inner_buf, _("(未定義)", "(undefined)")); break;
+ }
+ break;
+ }
+ }
+
+ return inner_buf;
+}
+
+/*
+*! @brief nestのモンスターリストをソートするための関数 /
+* Comp function for sorting nest monster information
+* @param u ソート処理対象配列ポインタ
+* @param v 未使用
+* @param a 比較対象参照ID1
+* @param b 比較対象参照ID2
+*/
+static bool ang_sort_comp_nest_mon_info(vptr u, vptr v, int a, int b)
+{
+ nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
+ MONSTER_IDX w1 = nest_mon_info[a].r_idx;
+ MONSTER_IDX w2 = nest_mon_info[b].r_idx;
+ monster_race *r1_ptr = &r_info[w1];
+ monster_race *r2_ptr = &r_info[w2];
+ int z1, z2;
+
+ /* Unused */
+ (void)v;
+
+ /* Extract used info */
+ z1 = nest_mon_info[a].used;
+ z2 = nest_mon_info[b].used;
+
+ /* Compare used status */
+ if (z1 < z2) return FALSE;
+ if (z1 > z2) return TRUE;
+
+ /* Compare levels */
+ if (r1_ptr->level < r2_ptr->level) return TRUE;
+ if (r1_ptr->level > r2_ptr->level) return FALSE;
+
+ /* Compare experience */
+ if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
+ if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
+
+ /* Compare indexes */
+ return w1 <= w2;
+}
+
+/*!
+* @brief nestのモンスターリストをスワップするための関数 /
+* Swap function for sorting nest monster information
+* @param u スワップ処理対象配列ポインタ
+* @param v 未使用
+* @param a スワップ対象参照ID1
+* @param b スワップ対象参照ID2
+*/
+static void ang_sort_swap_nest_mon_info(vptr u, vptr v, int a, int b)
+{
+ nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
+ nest_mon_info_type holder;
+
+ /* Unused */
+ (void)v;
+
+ /* Swap */
+ holder = nest_mon_info[a];
+ nest_mon_info[a] = nest_mon_info[b];
+ nest_mon_info[b] = holder;
+}
+
+
+
+/*!nest情報テーブル*/
+static vault_aux_type nest_types[] =
+{
+ { _("クローン", "clone"), vault_aux_clone, vault_prep_clone, 5, 3 },
+ { _("ゼリー", "jelly"), vault_aux_jelly, NULL, 5, 6 },
+ { _("シンボル(善)", "symbol good"), vault_aux_symbol_g, vault_prep_symbol, 25, 2 },
+ { _("シンボル(悪)", "symbol evil"), vault_aux_symbol_e, vault_prep_symbol, 25, 2 },
+ { _("ミミック", "mimic"), vault_aux_mimic, NULL, 30, 4 },
+ { _("狂気", "lovecraftian"), vault_aux_cthulhu, NULL, 70, 2 },
+ { _("犬小屋", "kennel"), vault_aux_kennel, NULL, 45, 4 },
+ { _("動物園", "animal"), vault_aux_animal, NULL, 35, 5 },
+ { _("教会", "chapel"), vault_aux_chapel_g, NULL, 75, 4 },
+ { _("アンデッド", "undead"), vault_aux_undead, NULL, 75, 5 },
+ { NULL, NULL, NULL, 0, 0 },
+};
+
+/*!pit情報テーブル*/
+static vault_aux_type pit_types[] =
+{
+ { _("オーク", "orc"), vault_aux_orc, NULL, 5, 6 },
+ { _("トロル", "troll"), vault_aux_troll, NULL, 20, 6 },
+ { _("ジャイアント", "giant"), vault_aux_giant, NULL, 50, 6 },
+ { _("狂気", "lovecraftian"), vault_aux_cthulhu, NULL, 80, 2 },
+ { _("シンボル(善)", "symbol good"), vault_aux_symbol_g, vault_prep_symbol, 70, 1 },
+ { _("シンボル(悪)", "symbol evil"), vault_aux_symbol_e, vault_prep_symbol, 70, 1 },
+ { _("教会", "chapel"), vault_aux_chapel_g, NULL, 65, 2 },
+ { _("ドラゴン", "dragon"), vault_aux_dragon, vault_prep_dragon, 70, 6 },
+ { _("デーモン", "demon"), vault_aux_demon, NULL, 80, 6 },
+ { _("ダークエルフ", "dark elf"), vault_aux_dark_elf, NULL, 45, 4 },
+ { NULL, NULL, NULL, 0, 0 },
+};
+
+
+
+
+/*!
+* @brief タイプ5の部屋…nestを生成する / Type 5 -- Monster nests
+* @return なし
+* @details
+* A monster nest is a "big" room, with an "inner" room, containing\n
+* a "collection" of monsters of a given type strewn about the room.\n
+*\n
+* The monsters are chosen from a set of 64 randomly selected monster\n
+* races, to allow the nest creation to fail instead of having "holes".\n
+*\n
+* Note the use of the "get_mon_num_prep()" function, and the special\n
+* "get_mon_num_hook()" restriction function, to prepare the "monster\n
+* allocation table" in such a way as to optimize the selection of\n
+* "appropriate" non-unique monsters for the nest.\n
+*\n
+* Note that the "get_mon_num()" function may (rarely) fail, in which\n
+* case the nest will be empty.\n
+*\n
+* Note that "monster nests" will never contain "unique" monsters.\n
+*/
+bool build_type5(void)
+{
+ POSITION y, x, y1, x1, y2, x2, xval, yval;
+ int i;
+ nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
+
+ monster_type align;
+
+ cave_type *c_ptr;
+
+ int cur_nest_type = pick_vault_type(nest_types, d_info[p_ptr->dungeon_idx].nest);
+ vault_aux_type *n_ptr;
+
+ /* No type available */
+ if (cur_nest_type < 0) return FALSE;
+
+ n_ptr = &nest_types[cur_nest_type];
+
+ /* Process a preparation function if necessary */
+ if (n_ptr->prep_func) (*(n_ptr->prep_func))();
+ get_mon_num_prep(n_ptr->hook_func, NULL);
+
+ align.sub_align = SUB_ALIGN_NEUTRAL;
+
+ /* Pick some monster types */
+ for (i = 0; i < NUM_NEST_MON_TYPE; i++)
+ {
+ MONRACE_IDX r_idx = 0;
+ int attempts = 100;
+ monster_race *r_ptr = NULL;
+
+ while (attempts--)
+ {
+ /* Get a (hard) monster type */
+ r_idx = get_mon_num(dun_level + 11);
+ r_ptr = &r_info[r_idx];
+
+ /* Decline incorrect alignment */
+ if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
+
+ /* Accept this monster */
+ break;
+ }
+
+ /* Notice failure */
+ if (!r_idx || !attempts) return FALSE;
+
+ /* Note the alignment */
+ if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
+ if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
+
+ nest_mon_info[i].r_idx = (s16b)r_idx;
+ nest_mon_info[i].used = FALSE;
+ }
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, 11, 25)) return FALSE;
+
+ /* Large room */
+ y1 = yval - 4;
+ y2 = yval + 4;
+ x1 = xval - 11;
+ x2 = xval + 11;
+
+ /* Place the floor area */
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ for (x = x1 - 1; x <= x2 + 1; x++)
+ {
+ c_ptr = &cave[y][x];
+ place_floor_grid(c_ptr);
+ c_ptr->info |= (CAVE_ROOM);
+ }
+ }
+
+ /* Place the outer walls */
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ c_ptr = &cave[y][x1 - 1];
+ place_outer_grid(c_ptr);
+ c_ptr = &cave[y][x2 + 1];
+ place_outer_grid(c_ptr);
+ }
+ for (x = x1 - 1; x <= x2 + 1; x++)
+ {
+ c_ptr = &cave[y1 - 1][x];
+ place_outer_grid(c_ptr);
+ c_ptr = &cave[y2 + 1][x];
+ place_outer_grid(c_ptr);
+ }
+
+
+ /* Advance to the center room */
+ y1 = y1 + 2;
+ y2 = y2 - 2;
+ x1 = x1 + 2;
+ x2 = x2 - 2;
+
+ /* The inner walls */
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ c_ptr = &cave[y][x1 - 1];
+ place_inner_grid(c_ptr);
+ c_ptr = &cave[y][x2 + 1];
+ place_inner_grid(c_ptr);
+ }
+
+ for (x = x1 - 1; x <= x2 + 1; x++)
+ {
+ c_ptr = &cave[y1 - 1][x];
+ place_inner_grid(c_ptr);
+ c_ptr = &cave[y2 + 1][x];
+ place_inner_grid(c_ptr);
+ }
+ for (y = y1; y <= y2; y++)
+ {
+ for (x = x1; x <= x2; x++)
+ {
+ add_cave_info(y, x, CAVE_ICKY);
+ }
+ }
+
+ /* Place a secret door */
+ switch (randint1(4))
+ {
+ case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
+ }
+
+ msg_format_wizard(CHEAT_DUNGEON, _("モンスター部屋(nest)(%s%s)を生成します。", "Monster nest (%s%s)"), n_ptr->name, pit_subtype_string(cur_nest_type, TRUE));
+
+ /* Place some monsters */
+ for (y = yval - 2; y <= yval + 2; y++)
+ {
+ for (x = xval - 9; x <= xval + 9; x++)
+ {
+ MONRACE_IDX r_idx;
+
+ i = randint0(NUM_NEST_MON_TYPE);
+ r_idx = nest_mon_info[i].r_idx;
+
+ /* Place that "random" monster (no groups) */
+ (void)place_monster_aux(0, y, x, r_idx, 0L);
+
+ nest_mon_info[i].used = TRUE;
+ }
+ }
+
+ if (cheat_room)
+ {
+ ang_sort_comp = ang_sort_comp_nest_mon_info;
+ ang_sort_swap = ang_sort_swap_nest_mon_info;
+ ang_sort(nest_mon_info, NULL, NUM_NEST_MON_TYPE);
+
+ /* Dump the entries (prevent multi-printing) */
+ for (i = 0; i < NUM_NEST_MON_TYPE; i++)
+ {
+ if (!nest_mon_info[i].used) break;
+ for (; i < NUM_NEST_MON_TYPE - 1; i++)
+ {
+ if (nest_mon_info[i].r_idx != nest_mon_info[i + 1].r_idx) break;
+ if (!nest_mon_info[i + 1].used) break;
+ }
+ msg_format_wizard(CHEAT_DUNGEON, "Nest構成モンスターNo.%d:%s", i, r_name + r_info[nest_mon_info[i].r_idx].name);
+ }
+ }
+
+ return TRUE;
+}
+
+
+/*!
+* @brief タイプ6の部屋…pitを生成する / Type 6 -- Monster pits
+* @return なし
+* @details
+* A monster pit is a "big" room, with an "inner" room, containing\n
+* a "collection" of monsters of a given type organized in the room.\n
+*\n
+* The inside room in a monster pit appears as shown below, where the\n
+* actual monsters in each location depend on the type of the pit\n
+*\n
+* XXXXXXXXXXXXXXXXXXXXX\n
+* X0000000000000000000X\n
+* X0112233455543322110X\n
+* X0112233467643322110X\n
+* X0112233455543322110X\n
+* X0000000000000000000X\n
+* XXXXXXXXXXXXXXXXXXXXX\n
+*\n
+* Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
+* to request 16 "appropriate" monsters, sorting them by level, and using\n
+* the "even" entries in this sorted list for the contents of the pit.\n
+*\n
+* Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
+* which is handled by requiring a specific "breath" attack for all of the\n
+* dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
+* be present in many of the dragon pits, if they have the proper breath.\n
+*\n
+* Note the use of the "get_mon_num_prep()" function, and the special\n
+* "get_mon_num_hook()" restriction function, to prepare the "monster\n
+* allocation table" in such a way as to optimize the selection of\n
+* "appropriate" non-unique monsters for the pit.\n
+*\n
+* Note that the "get_mon_num()" function may (rarely) fail, in which case\n
+* the pit will be empty.\n
+*\n
+* Note that "monster pits" will never contain "unique" monsters.\n
+*/
+bool build_type6(void)
+{
+ POSITION y, x, y1, x1, y2, x2, xval, yval;
+ int i, j;
+
+ MONRACE_IDX what[16];
+
+ monster_type align;
+
+ cave_type *c_ptr;
+
+ int cur_pit_type = pick_vault_type(pit_types, d_info[p_ptr->dungeon_idx].pit);
+ vault_aux_type *n_ptr;
+
+ /* No type available */
+ if (cur_pit_type < 0) return FALSE;
+
+ n_ptr = &pit_types[cur_pit_type];
+
+ /* Process a preparation function if necessary */
+ if (n_ptr->prep_func) (*(n_ptr->prep_func))();
+ get_mon_num_prep(n_ptr->hook_func, NULL);
+
+ align.sub_align = SUB_ALIGN_NEUTRAL;
+
+ /* Pick some monster types */
+ for (i = 0; i < 16; i++)
+ {
+ MONRACE_IDX r_idx = 0;
+ int attempts = 100;
+ monster_race *r_ptr = NULL;
+
+ while (attempts--)
+ {
+ /* Get a (hard) monster type */
+ r_idx = get_mon_num(dun_level + 11);
+ r_ptr = &r_info[r_idx];
+
+ /* Decline incorrect alignment */
+ if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
+
+ /* Accept this monster */
+ break;
+ }
+
+ /* Notice failure */
+ if (!r_idx || !attempts) return FALSE;
+
+ /* Note the alignment */
+ if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
+ if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
+
+ what[i] = r_idx;
+ }
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, 11, 25)) return FALSE;
+
+ /* Large room */
+ y1 = yval - 4;
+ y2 = yval + 4;
+ x1 = xval - 11;
+ x2 = xval + 11;
+
+ /* Place the floor area */
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ for (x = x1 - 1; x <= x2 + 1; x++)
+ {
+ c_ptr = &cave[y][x];
+ place_floor_grid(c_ptr);
+ c_ptr->info |= (CAVE_ROOM);
+ }
+ }
+
+ /* Place the outer walls */
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ c_ptr = &cave[y][x1 - 1];
+ place_outer_grid(c_ptr);
+ c_ptr = &cave[y][x2 + 1];
+ place_outer_grid(c_ptr);
+ }
+ for (x = x1 - 1; x <= x2 + 1; x++)
+ {
+ c_ptr = &cave[y1 - 1][x];
+ place_outer_grid(c_ptr);
+ c_ptr = &cave[y2 + 1][x];
+ place_outer_grid(c_ptr);
+ }
+
+ /* Advance to the center room */
+ y1 = y1 + 2;
+ y2 = y2 - 2;
+ x1 = x1 + 2;
+ x2 = x2 - 2;
+
+ /* The inner walls */
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ c_ptr = &cave[y][x1 - 1];
+ place_inner_grid(c_ptr);
+ c_ptr = &cave[y][x2 + 1];
+ place_inner_grid(c_ptr);
+ }
+ for (x = x1 - 1; x <= x2 + 1; x++)
+ {
+ c_ptr = &cave[y1 - 1][x];
+ place_inner_grid(c_ptr);
+ c_ptr = &cave[y2 + 1][x];
+ place_inner_grid(c_ptr);
+ }
+ for (y = y1; y <= y2; y++)
+ {
+ for (x = x1; x <= x2; x++)
+ {
+ add_cave_info(y, x, CAVE_ICKY);
+ }
+ }
+
+ /* Place a secret door */
+ switch (randint1(4))
+ {
+ case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
+ case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
+ case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
+ case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
+ }
+
+ /* Sort the entries */
+ for (i = 0; i < 16 - 1; i++)
+ {
+ /* Sort the entries */
+ for (j = 0; j < 16 - 1; j++)
+ {
+ int i1 = j;
+ int i2 = j + 1;
+
+ int p1 = r_info[what[i1]].level;
+ int p2 = r_info[what[i2]].level;
+
+ /* Bubble */
+ if (p1 > p2)
+ {
+ MONRACE_IDX tmp = what[i1];
+ what[i1] = what[i2];
+ what[i2] = tmp;
+ }
+ }
+ }
+
+ msg_format_wizard(CHEAT_DUNGEON, _("モンスター部屋(pit)(%s%s)を生成します。", "Monster pit (%s%s)"), n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
+
+ /* Select the entries */
+ for (i = 0; i < 8; i++)
+ {
+ /* Every other entry */
+ what[i] = what[i * 2];
+ msg_format_wizard(CHEAT_DUNGEON, _("Nest構成モンスター選択No.%d:%s", "Nest Monster Select No.%d:%s"), i, r_name + r_info[what[i]].name);
+ }
+
+ /* Top and bottom rows */
+ for (x = xval - 9; x <= xval + 9; x++)
+ {
+ place_monster_aux(0, yval - 2, x, what[0], PM_NO_KAGE);
+ place_monster_aux(0, yval + 2, x, what[0], PM_NO_KAGE);
+ }
+
+ /* Middle columns */
+ for (y = yval - 1; y <= yval + 1; y++)
+ {
+ place_monster_aux(0, y, xval - 9, what[0], PM_NO_KAGE);
+ place_monster_aux(0, y, xval + 9, what[0], PM_NO_KAGE);
+
+ place_monster_aux(0, y, xval - 8, what[1], PM_NO_KAGE);
+ place_monster_aux(0, y, xval + 8, what[1], PM_NO_KAGE);
+
+ place_monster_aux(0, y, xval - 7, what[1], PM_NO_KAGE);
+ place_monster_aux(0, y, xval + 7, what[1], PM_NO_KAGE);
+
+ place_monster_aux(0, y, xval - 6, what[2], PM_NO_KAGE);
+ place_monster_aux(0, y, xval + 6, what[2], PM_NO_KAGE);
+
+ place_monster_aux(0, y, xval - 5, what[2], PM_NO_KAGE);
+ place_monster_aux(0, y, xval + 5, what[2], PM_NO_KAGE);
+
+ place_monster_aux(0, y, xval - 4, what[3], PM_NO_KAGE);
+ place_monster_aux(0, y, xval + 4, what[3], PM_NO_KAGE);
+
+ place_monster_aux(0, y, xval - 3, what[3], PM_NO_KAGE);
+ place_monster_aux(0, y, xval + 3, what[3], PM_NO_KAGE);
+
+ place_monster_aux(0, y, xval - 2, what[4], PM_NO_KAGE);
+ place_monster_aux(0, y, xval + 2, what[4], PM_NO_KAGE);
+ }
+
+ /* Above/Below the center monster */
+ for (x = xval - 1; x <= xval + 1; x++)
+ {
+ place_monster_aux(0, yval + 1, x, what[5], PM_NO_KAGE);
+ place_monster_aux(0, yval - 1, x, what[5], PM_NO_KAGE);
+ }
+
+ /* Next to the center monster */
+ place_monster_aux(0, yval, xval + 1, what[6], PM_NO_KAGE);
+ place_monster_aux(0, yval, xval - 1, what[6], PM_NO_KAGE);
+
+ /* Center monster */
+ place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE);
+
+ return TRUE;
+}
+
+
+
+/*
+* Helper function for "trapped monster pit"
+*/
+static bool vault_aux_trapped_pit(MONRACE_IDX r_idx)
+{
+ monster_race *r_ptr = &r_info[r_idx];
+
+ if (!vault_monster_okay(r_idx)) return (FALSE);
+
+ /* No wall passing monster */
+ if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return (FALSE);
+
+ return (TRUE);
+}
+
+
+/*!
+* @brief タイプ13の部屋…トラップpitの生成 / Type 13 -- Trapped monster pits
+* @return なし
+* @details
+* A trapped monster pit is a "big" room with a straight corridor in\n
+* which wall opening traps are placed, and with two "inner" rooms\n
+* containing a "collection" of monsters of a given type organized in\n
+* the room.\n
+*\n
+* The trapped monster pit appears as shown below, where the actual\n
+* monsters in each location depend on the type of the pit\n
+*\n
+* XXXXXXXXXXXXXXXXXXXXXXXXX\n
+* X X\n
+* XXXXXXXXXXXXXXXXXXXXXXX X\n
+* XXXXX001123454321100XXX X\n
+* XXX0012234567654322100X X\n
+* XXXXXXXXXXXXXXXXXXXXXXX X\n
+* X ^ X\n
+* X XXXXXXXXXXXXXXXXXXXXXXX\n
+* X X0012234567654322100XXX\n
+* X XXX001123454321100XXXXX\n
+* X XXXXXXXXXXXXXXXXXXXXXXX\n
+* X X\n
+* XXXXXXXXXXXXXXXXXXXXXXXXX\n
+*\n
+* Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
+* to request 16 "appropriate" monsters, sorting them by level, and using\n
+* the "even" entries in this sorted list for the contents of the pit.\n
+*\n
+* Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
+* which is handled by requiring a specific "breath" attack for all of the\n
+* dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
+* be present in many of the dragon pits, if they have the proper breath.\n
+*\n
+* Note the use of the "get_mon_num_prep()" function, and the special\n
+* "get_mon_num_hook()" restriction function, to prepare the "monster\n
+* allocation table" in such a way as to optimize the selection of\n
+* "appropriate" non-unique monsters for the pit.\n
+*\n
+* Note that the "get_mon_num()" function may (rarely) fail, in which case\n
+* the pit will be empty.\n
+*\n
+* Note that "monster pits" will never contain "unique" monsters.\n
+*/
+bool build_type13(void)
+{
+ static int placing[][3] = {
+ { -2, -9, 0 },{ -2, -8, 0 },{ -3, -7, 0 },{ -3, -6, 0 },
+ { +2, -9, 0 },{ +2, -8, 0 },{ +3, -7, 0 },{ +3, -6, 0 },
+ { -2, +9, 0 },{ -2, +8, 0 },{ -3, +7, 0 },{ -3, +6, 0 },
+ { +2, +9, 0 },{ +2, +8, 0 },{ +3, +7, 0 },{ +3, +6, 0 },
+ { -2, -7, 1 },{ -3, -5, 1 },{ -3, -4, 1 },
+ { +2, -7, 1 },{ +3, -5, 1 },{ +3, -4, 1 },
+ { -2, +7, 1 },{ -3, +5, 1 },{ -3, +4, 1 },
+ { +2, +7, 1 },{ +3, +5, 1 },{ +3, +4, 1 },
+ { -2, -6, 2 },{ -2, -5, 2 },{ -3, -3, 2 },
+ { +2, -6, 2 },{ +2, -5, 2 },{ +3, -3, 2 },
+ { -2, +6, 2 },{ -2, +5, 2 },{ -3, +3, 2 },
+ { +2, +6, 2 },{ +2, +5, 2 },{ +3, +3, 2 },
+ { -2, -4, 3 },{ -3, -2, 3 },
+ { +2, -4, 3 },{ +3, -2, 3 },
+ { -2, +4, 3 },{ -3, +2, 3 },
+ { +2, +4, 3 },{ +3, +2, 3 },
+ { -2, -3, 4 },{ -3, -1, 4 },
+ { +2, -3, 4 },{ +3, -1, 4 },
+ { -2, +3, 4 },{ -3, +1, 4 },
+ { +2, +3, 4 },{ +3, +1, 4 },
+ { -2, -2, 5 },{ -3, 0, 5 },{ -2, +2, 5 },
+ { +2, -2, 5 },{ +3, 0, 5 },{ +2, +2, 5 },
+ { -2, -1, 6 },{ -2, +1, 6 },
+ { +2, -1, 6 },{ +2, +1, 6 },
+ { -2, 0, 7 },{ +2, 0, 7 },
+ { 0, 0, -1 }
+ };
+
+ POSITION y, x, y1, x1, y2, x2, xval, yval;
+ int i, j;
+
+ MONRACE_IDX what[16];
+
+ monster_type align;
+
+ cave_type *c_ptr;
+
+ int cur_pit_type = pick_vault_type(pit_types, d_info[p_ptr->dungeon_idx].pit);
+ vault_aux_type *n_ptr;
+
+ /* Only in Angband */
+ if (p_ptr->dungeon_idx != DUNGEON_ANGBAND) return FALSE;
+
+ /* No type available */
+ if (cur_pit_type < 0) return FALSE;
+
+ n_ptr = &pit_types[cur_pit_type];
+
+ /* Process a preparation function if necessary */
+ if (n_ptr->prep_func) (*(n_ptr->prep_func))();
+ get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
+
+ align.sub_align = SUB_ALIGN_NEUTRAL;
+
+ /* Pick some monster types */
+ for (i = 0; i < 16; i++)
+ {
+ MONRACE_IDX r_idx = 0;
+ int attempts = 100;
+ monster_race *r_ptr = NULL;
+
+ while (attempts--)
+ {
+ /* Get a (hard) monster type */
+ r_idx = get_mon_num(dun_level + 0);
+ r_ptr = &r_info[r_idx];
+
+ /* Decline incorrect alignment */
+ if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
+
+ /* Accept this monster */
+ break;
+ }
+
+ /* Notice failure */
+ if (!r_idx || !attempts) return FALSE;
+
+ /* Note the alignment */
+ if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
+ if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
+
+ what[i] = r_idx;
+ }
+
+ /* Find and reserve some space in the dungeon. Get center of room. */
+ if (!find_space(&yval, &xval, 13, 25)) return FALSE;
+
+ /* Large room */
+ y1 = yval - 5;
+ y2 = yval + 5;
+ x1 = xval - 11;
+ x2 = xval + 11;
+
+ /* Fill with inner walls */
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ for (x = x1 - 1; x <= x2 + 1; x++)
+ {
+ c_ptr = &cave[y][x];
+ place_inner_grid(c_ptr);
+ c_ptr->info |= (CAVE_ROOM);
+ }
+ }
+
+ /* Place the floor area 1 */
+ for (x = x1 + 3; x <= x2 - 3; x++)
+ {
+ c_ptr = &cave[yval - 2][x];
+ place_floor_grid(c_ptr);
+ add_cave_info(yval - 2, x, CAVE_ICKY);
+
+ c_ptr = &cave[yval + 2][x];
+ place_floor_grid(c_ptr);
+ add_cave_info(yval + 2, x, CAVE_ICKY);
+ }
+
+ /* Place the floor area 2 */
+ for (x = x1 + 5; x <= x2 - 5; x++)
+ {
+ c_ptr = &cave[yval - 3][x];
+ place_floor_grid(c_ptr);
+ add_cave_info(yval - 3, x, CAVE_ICKY);
+
+ c_ptr = &cave[yval + 3][x];
+ place_floor_grid(c_ptr);
+ add_cave_info(yval + 3, x, CAVE_ICKY);
+ }
+
+ /* Corridor */
+ for (x = x1; x <= x2; x++)
+ {
+ c_ptr = &cave[yval][x];
+ place_floor_grid(c_ptr);
+ c_ptr = &cave[y1][x];
+ place_floor_grid(c_ptr);
+ c_ptr = &cave[y2][x];
+ place_floor_grid(c_ptr);
+ }
+
+ /* Place the outer walls */
+ for (y = y1 - 1; y <= y2 + 1; y++)
+ {
+ c_ptr = &cave[y][x1 - 1];
+ place_outer_grid(c_ptr);
+ c_ptr = &cave[y][x2 + 1];
+ place_outer_grid(c_ptr);
+ }
+ for (x = x1 - 1; x <= x2 + 1; x++)
+ {
+ c_ptr = &cave[y1 - 1][x];
+ place_outer_grid(c_ptr);
+ c_ptr = &cave[y2 + 1][x];
+ place_outer_grid(c_ptr);
+ }
+
+ /* Random corridor */
+ if (one_in_(2))
+ {
+ for (y = y1; y <= yval; y++)
+ {
+ place_floor_bold(y, x2);
+ place_solid_bold(y, x1 - 1);
+ }
+ for (y = yval; y <= y2 + 1; y++)
+ {
+ place_floor_bold(y, x1);
+ place_solid_bold(y, x2 + 1);
+ }
+ }
+ else
+ {
+ for (y = yval; y <= y2 + 1; y++)
+ {
+ place_floor_bold(y, x1);
+ place_solid_bold(y, x2 + 1);
+ }
+ for (y = y1; y <= yval; y++)
+ {
+ place_floor_bold(y, x2);
+ place_solid_bold(y, x1 - 1);
+ }
+ }
+
+ /* Place the wall open trap */
+ cave[yval][xval].mimic = cave[yval][xval].feat;
+ cave[yval][xval].feat = feat_trap_open;
+
+ /* Sort the entries */
+ for (i = 0; i < 16 - 1; i++)
+ {
+ /* Sort the entries */
+ for (j = 0; j < 16 - 1; j++)
+ {
+ int i1 = j;
+ int i2 = j + 1;
+
+ int p1 = r_info[what[i1]].level;
+ int p2 = r_info[what[i2]].level;
+
+ /* Bubble */
+ if (p1 > p2)
+ {
+ MONRACE_IDX tmp = what[i1];
+ what[i1] = what[i2];
+ what[i2] = tmp;
+ }
+ }
+ }
+
+ msg_format_wizard(CHEAT_DUNGEON, _("%s%sの罠ピットが生成されました。", "Trapped monster pit (%s%s)"),
+ n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
+
+ /* Select the entries */
+ for (i = 0; i < 8; i++)
+ {
+ /* Every other entry */
+ what[i] = what[i * 2];
+
+ if (cheat_hear)
+ {
+ msg_print(r_name + r_info[what[i]].name);
+ }
+ }
+
+ for (i = 0; placing[i][2] >= 0; i++)
+ {
+ y = yval + placing[i][0];
+ x = xval + placing[i][1];
+ place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
+ }
+
+ return TRUE;
+}
+