MONRACE_IDX r_idx;
monster_race *r_ptr;
- /* Prepare allocation table */
+
get_mon_num_prep(mon_hook_quest, NULL);
while (1)
case RACE_DEMON:
/* Demon can drain vitality from humanoid corpse */
-
- /* Prepare allocation table */
get_mon_num_prep(monster_hook_human, NULL);
for (i = rand_range(3,4); i > 0; i--)
/* Fill the arrays of floors and walls in the good proportions */
set_floor_and_wall(dungeon_type);
-
- /* Prepare allocation table */
get_mon_num_prep(get_monster_hook(), NULL);
/* Randomize the dungeon creation values */
monster_level = base_level;
if (record_stair) do_cmd_write_nikki(NIKKI_TO_QUEST, p_ptr->inside_quest, NULL);
-
- /* Prepare allocation table */
get_mon_num_prep(get_monster_hook(), NULL);
init_flags = INIT_CREATE_DUNGEON;
/* Require empty grids */
if (!cave_empty_bold2(ny, nx)) continue;
-
- /* Prepare allocation table */
get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx));
/* Pick a random race */
bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
{
MONRACE_IDX r_idx;
-
- /* Prepare allocation table */
get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
/* Pick a monster */
int attempts = 1000;
POSITION cy = y;
POSITION cx = x;
-
- /* Prepare allocation table */
get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
while (--attempts)
summon_kin_type = symbol;
summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
-
- /* Prepare allocation table */
get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
/* Pick a monster, using the level calculation */
\r
/* Process a preparation function if necessary */\r
if (n_ptr->prep_func) (*(n_ptr->prep_func))();\r
-\r
- /* Prepare allocation table */\r
get_mon_num_prep(n_ptr->hook_func, NULL);\r
\r
align.sub_align = SUB_ALIGN_NEUTRAL;\r
\r
/* Process a preparation function if necessary */\r
if (n_ptr->prep_func) (*(n_ptr->prep_func))();\r
-\r
- /* Prepare allocation table */\r
get_mon_num_prep(n_ptr->hook_func, NULL);\r
\r
align.sub_align = SUB_ALIGN_NEUTRAL;\r
\r
/* Process a preparation function if necessary */\r
if (n_ptr->prep_func) (*(n_ptr->prep_func))();\r
-\r
- /* Prepare allocation table */\r
get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);\r
\r
align.sub_align = SUB_ALIGN_NEUTRAL;\r
case 1: /* 4 lite breathers + potion */\r
{\r
int dir1, dir2;\r
-\r
- /* Prepare allocation table */\r
get_mon_num_prep(vault_aux_lite, NULL);\r
\r
/* Place fixed lite berathers */\r
c_ptr = &cave[y2 - 1][x2 - 1];\r
place_inner_grid(c_ptr);\r
c_ptr->feat = feat_glass_wall;\r
-\r
- /* Prepare allocation table */\r
get_mon_num_prep(vault_aux_lite, NULL);\r
\r
r_idx = get_mon_num(dun_level);\r
place_inner_grid(c_ptr);\r
c_ptr->feat = feat_glass_wall;\r
}\r
-\r
- /* Prepare allocation table */\r
get_mon_num_prep(vault_aux_shards, NULL);\r
\r
/* Place shard berathers */\r
x = p_ptr->wilderness_x;
y = p_ptr->wilderness_y;
-
- /* Prepare allocation table */
get_mon_num_prep(get_monster_hook(), NULL);
/* North border */