1 #include "angband.h"
\r
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の種別数 */
\r
12 /*! pit/nest型情報のtypedef */
\r
13 typedef struct vault_aux_type vault_aux_type;
\r
15 /*! pit/nest型情報の構造体定義 */
\r
16 struct vault_aux_type
\r
19 bool(*hook_func)(MONRACE_IDX r_idx);
\r
20 void(*prep_func)(void);
\r
25 /*! nestのID定義 / 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のID定義 / 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 /*! 通常pit生成時のモンスターの構成条件ID / Race index for "monster pit (clone)" */
\r
55 static int vault_aux_race;
\r
57 /*! 単一シンボルpit生成時の指定シンボル / Race index for "monster pit (symbol clone)" */
\r
58 static char vault_aux_char;
\r
60 /*! ブレス属性に基づくドラゴンpit生成時条件マスク / Breath mask for "monster pit (dragon)" */
\r
61 static u32b vault_aux_dragon_mask4;
\r
65 * @brief モンスターがVault生成の最低必要条件を満たしているかを返す /
\r
66 * Helper monster selection function
\r
67 * @param r_idx 確認したいモンスター種族ID
\r
68 * @return Vault生成の最低必要条件を満たしているならTRUEを返す。
\r
70 static bool vault_aux_simple(MONRACE_IDX r_idx)
\r
73 return (vault_monster_okay(r_idx));
\r
78 * @brief モンスターがゼリーnestの生成必要条件を満たしているかを返す /
\r
79 * Helper function for "monster nest (jelly)"
\r
80 * @param r_idx 確認したいモンスター種族ID
\r
81 * @return 生成必要条件を満たしているならTRUEを返す。
\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 モンスターが動物nestの生成必要条件を満たしているかを返す /
\r
104 * Helper function for "monster nest (animal)"
\r
105 * @param r_idx 確認したいモンスター種族ID
\r
106 * @return 生成必要条件を満たしているならTRUEを返す。
\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 モンスターがアンデッドnestの生成必要条件を満たしているかを返す /
\r
125 * Helper function for "monster nest (undead)"
\r
126 * @param r_idx 確認したいモンスター種族ID
\r
127 * @return 生成必要条件を満たしているならTRUEを返す。
\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 モンスターが聖堂nestの生成必要条件を満たしているかを返す /
\r
145 * Helper function for "monster nest (chapel)"
\r
146 * @param r_idx 確認したいモンスター種族ID
\r
147 * @return 生成必要条件を満たしているならTRUEを返す。
\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 モンスターが犬小屋nestの生成必要条件を満たしているかを返す /
\r
179 * Helper function for "monster nest (kennel)"
\r
180 * @param r_idx 確認したいモンスター種族ID
\r
181 * @return 生成必要条件を満たしているならTRUEを返す。
\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 モンスターがミミックnestの生成必要条件を満たしているかを返す /
\r
199 * Helper function for "monster nest (mimic)"
\r
200 * @param r_idx 確認したいモンスター種族ID
\r
201 * @return 生成必要条件を満たしているならTRUEを返す。
\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 モンスターが単一クローンnestの生成必要条件を満たしているかを返す /
\r
219 * Helper function for "monster nest (clone)"
\r
220 * @param r_idx 確認したいモンスター種族ID
\r
221 * @return 生成必要条件を満たしているならTRUEを返す。
\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 モンスターが邪悪属性シンボルクローンnestの生成必要条件を満たしているかを返す /
\r
234 * Helper function for "monster nest (symbol clone)"
\r
235 * @param r_idx 確認したいモンスター種族ID
\r
236 * @return 生成必要条件を満たしているならTRUEを返す。
\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 モンスターが善良属性シンボルクローンnestの生成必要条件を満たしているかを返す /
\r
259 * Helper function for "monster nest (symbol clone)"
\r
260 * @param r_idx 確認したいモンスター種族ID
\r
261 * @return 生成必要条件を満たしているならTRUEを返す。
\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 モンスターがオークpitの生成必要条件を満たしているかを返す /
\r
284 * Helper function for "monster pit (orc)"
\r
285 * @param r_idx 確認したいモンスター種族ID
\r
286 * @return 生成必要条件を満たしているならTRUEを返す。
\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 モンスターがトロルpitの生成必要条件を満たしているかを返す /
\r
308 * Helper function for "monster pit (troll)"
\r
309 * @param r_idx 確認したいモンスター種族ID
\r
310 * @return 生成必要条件を満たしているならTRUEを返す。
\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 モンスターが巨人pitの生成必要条件を満たしているかを返す /
\r
332 * Helper function for "monster pit (giant)"
\r
333 * @param r_idx 確認したいモンスター種族ID
\r
334 * @return 生成必要条件を満たしているならTRUEを返す。
\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 モンスターがドラゴンpitの生成必要条件を満たしているかを返す /
\r
358 * Helper function for "monster pit (dragon)"
\r
359 * @param r_idx 確認したいモンスター種族ID
\r
360 * @return 生成必要条件を満たしているならTRUEを返す。
\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 モンスターが悪魔pitの生成必要条件を満たしているかを返す /
\r
385 * Helper function for "monster pit (demon)"
\r
386 * @param r_idx 確認したいモンスター種族ID
\r
387 * @return 生成必要条件を満たしているならTRUEを返す。
\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 モンスターが狂気pitの生成必要条件を満たしているかを返す /
\r
408 * Helper function for "monster pit (lovecraftian)"
\r
409 * @param r_idx 確認したいモンスター種族ID
\r
410 * @return 生成必要条件を満たしているならTRUEを返す。
\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の基準となる単種モンスターを決める /
\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の基準となるモンスターシンボルを決める /
\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の基準となるドラゴンの種類を決める /
\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
488 /* Restrict dragon breath type */
\r
489 vault_aux_dragon_mask4 = RF4_BR_ELEC;
\r
497 /* Restrict dragon breath type */
\r
498 vault_aux_dragon_mask4 = RF4_BR_FIRE;
\r
506 /* Restrict dragon breath type */
\r
507 vault_aux_dragon_mask4 = RF4_BR_COLD;
\r
515 /* Restrict dragon breath type */
\r
516 vault_aux_dragon_mask4 = RF4_BR_POIS;
\r
524 /* Restrict dragon breath type */
\r
525 vault_aux_dragon_mask4 = (RF4_BR_ACID | RF4_BR_ELEC |
\r
526 RF4_BR_FIRE | RF4_BR_COLD |
\r
536 * @brief モンスターがダークエルフpitの生成必要条件を満たしているかを返す /
\r
537 * Helper function for "monster pit (dark elf)"
\r
538 * @param r_idx 確認したいモンスター種族ID
\r
539 * @return 生成必要条件を満たしているならTRUEを返す。
\r
541 static bool vault_aux_dark_elf(MONRACE_IDX r_idx)
\r
544 static int dark_elf_list[] =
\r
546 MON_D_ELF, MON_D_ELF_MAGE, MON_D_ELF_WARRIOR, MON_D_ELF_PRIEST,
\r
547 MON_D_ELF_LORD, MON_D_ELF_WARLOCK, MON_D_ELF_DRUID, MON_NIGHTBLADE,
\r
548 MON_D_ELF_SORC, MON_D_ELF_SHADE, 0,
\r
551 /* Validate the monster */
\r
552 if (!vault_monster_okay(r_idx)) return FALSE;
\r
554 /* Require dark elves */
\r
555 for (i = 0; dark_elf_list[i]; i++)
\r
556 if (r_idx == dark_elf_list[i]) return TRUE;
\r
564 * @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
565 * @param l_ptr 選択されたpit/nest情報を返す参照ポインタ
\r
566 * @param allow_flag_mask 生成が許されるpit/nestのビット配列
\r
567 * @return 選択されたpit/nestのID、選択失敗した場合-1を返す。
\r
569 static int pick_vault_type(vault_aux_type *l_ptr, BIT_FLAGS16 allow_flag_mask)
\r
571 int tmp, total, count;
\r
573 vault_aux_type *n_ptr;
\r
575 /* Calculate the total possibilities */
\r
576 for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
\r
579 if (!n_ptr->name) break;
\r
581 /* Ignore excessive depth */
\r
582 if (n_ptr->level > dun_level) continue;
\r
584 /* Not matched with pit/nest flag */
\r
585 if (!(allow_flag_mask & (1L << count))) continue;
\r
587 /* Count this possibility */
\r
588 total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
\r
591 /* Pick a random type */
\r
592 tmp = randint0(total);
\r
594 /* Find this type */
\r
595 for (n_ptr = l_ptr, total = 0, count = 0; TRUE; n_ptr++, count++)
\r
598 if (!n_ptr->name) break;
\r
600 /* Ignore excessive depth */
\r
601 if (n_ptr->level > dun_level) continue;
\r
603 /* Not matched with pit/nest flag */
\r
604 if (!(allow_flag_mask & (1L << count))) continue;
\r
606 /* Count this possibility */
\r
607 total += n_ptr->chance * MAX_DEPTH / (MIN(dun_level, MAX_DEPTH - 1) - n_ptr->level + 5);
\r
609 /* Found the type */
\r
610 if (tmp < total) break;
\r
613 return n_ptr->name ? count : -1;
\r
617 * @brief デバッグ時に生成されたpit/nestの型を出力する処理
\r
618 * @param type pit/nestの型ID
\r
619 * @param nest TRUEならばnest、FALSEならばpit
\r
620 * @return デバッグ表示文字列の参照ポインタ
\r
622 * Hack -- Get the string describing subtype of pit/nest
\r
623 * Determined in prepare function (some pit/nest only)
\r
625 static cptr pit_subtype_string(int type, bool nest)
\r
627 static char inner_buf[256] = "";
\r
629 inner_buf[0] = '\0'; /* Init string */
\r
631 if (nest) /* Nests */
\r
635 case NEST_TYPE_CLONE:
\r
636 sprintf(inner_buf, "(%s)", r_name + r_info[vault_aux_race].name);
\r
638 case NEST_TYPE_SYMBOL_GOOD:
\r
639 case NEST_TYPE_SYMBOL_EVIL:
\r
640 sprintf(inner_buf, "(%c)", vault_aux_char);
\r
648 case PIT_TYPE_SYMBOL_GOOD:
\r
649 case PIT_TYPE_SYMBOL_EVIL:
\r
650 sprintf(inner_buf, "(%c)", vault_aux_char);
\r
652 case PIT_TYPE_DRAGON:
\r
653 switch (vault_aux_dragon_mask4)
\r
655 case RF4_BR_ACID: strcpy(inner_buf, _("(酸)", "(acid)")); break;
\r
656 case RF4_BR_ELEC: strcpy(inner_buf, _("(稲妻)", "(lightning)")); break;
\r
657 case RF4_BR_FIRE: strcpy(inner_buf, _("(火炎)", "(fire)")); break;
\r
658 case RF4_BR_COLD: strcpy(inner_buf, _("(冷気)", "(frost)")); break;
\r
659 case RF4_BR_POIS: strcpy(inner_buf, _("(毒)", "(poison)")); break;
\r
660 case (RF4_BR_ACID | RF4_BR_ELEC | RF4_BR_FIRE | RF4_BR_COLD | RF4_BR_POIS) :
\r
661 strcpy(inner_buf, _("(万色)", "(multi-hued)")); break;
\r
662 default: strcpy(inner_buf, _("(未定義)", "(undefined)")); break;
\r
676 *! @brief nestのモンスターリストをソートするための関数 /
\r
677 * Comp function for sorting nest monster information
\r
678 * @param u ソート処理対象配列ポインタ
\r
680 * @param a 比較対象参照ID1
\r
681 * @param b 比較対象参照ID2
\r
683 static bool ang_sort_comp_nest_mon_info(vptr u, vptr v, int a, int b)
\r
685 nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
\r
686 MONSTER_IDX w1 = nest_mon_info[a].r_idx;
\r
687 MONSTER_IDX w2 = nest_mon_info[b].r_idx;
\r
688 monster_race *r1_ptr = &r_info[w1];
\r
689 monster_race *r2_ptr = &r_info[w2];
\r
695 /* Extract used info */
\r
696 z1 = nest_mon_info[a].used;
\r
697 z2 = nest_mon_info[b].used;
\r
699 /* Compare used status */
\r
700 if (z1 < z2) return FALSE;
\r
701 if (z1 > z2) return TRUE;
\r
703 /* Compare levels */
\r
704 if (r1_ptr->level < r2_ptr->level) return TRUE;
\r
705 if (r1_ptr->level > r2_ptr->level) return FALSE;
\r
707 /* Compare experience */
\r
708 if (r1_ptr->mexp < r2_ptr->mexp) return TRUE;
\r
709 if (r1_ptr->mexp > r2_ptr->mexp) return FALSE;
\r
711 /* Compare indexes */
\r
716 * @brief nestのモンスターリストをスワップするための関数 /
\r
717 * Swap function for sorting nest monster information
\r
718 * @param u スワップ処理対象配列ポインタ
\r
720 * @param a スワップ対象参照ID1
\r
721 * @param b スワップ対象参照ID2
\r
723 static void ang_sort_swap_nest_mon_info(vptr u, vptr v, int a, int b)
\r
725 nest_mon_info_type *nest_mon_info = (nest_mon_info_type *)u;
\r
726 nest_mon_info_type holder;
\r
732 holder = nest_mon_info[a];
\r
733 nest_mon_info[a] = nest_mon_info[b];
\r
734 nest_mon_info[b] = holder;
\r
740 static vault_aux_type nest_types[] =
\r
742 { _("クローン", "clone"), vault_aux_clone, vault_prep_clone, 5, 3 },
\r
743 { _("ゼリー", "jelly"), vault_aux_jelly, NULL, 5, 6 },
\r
744 { _("シンボル(善)", "symbol good"), vault_aux_symbol_g, vault_prep_symbol, 25, 2 },
\r
745 { _("シンボル(悪)", "symbol evil"), vault_aux_symbol_e, vault_prep_symbol, 25, 2 },
\r
746 { _("ミミック", "mimic"), vault_aux_mimic, NULL, 30, 4 },
\r
747 { _("狂気", "lovecraftian"), vault_aux_cthulhu, NULL, 70, 2 },
\r
748 { _("犬小屋", "kennel"), vault_aux_kennel, NULL, 45, 4 },
\r
749 { _("動物園", "animal"), vault_aux_animal, NULL, 35, 5 },
\r
750 { _("教会", "chapel"), vault_aux_chapel_g, NULL, 75, 4 },
\r
751 { _("アンデッド", "undead"), vault_aux_undead, NULL, 75, 5 },
\r
752 { NULL, NULL, NULL, 0, 0 },
\r
756 static vault_aux_type pit_types[] =
\r
758 { _("オーク", "orc"), vault_aux_orc, NULL, 5, 6 },
\r
759 { _("トロル", "troll"), vault_aux_troll, NULL, 20, 6 },
\r
760 { _("ジャイアント", "giant"), vault_aux_giant, NULL, 50, 6 },
\r
761 { _("狂気", "lovecraftian"), vault_aux_cthulhu, NULL, 80, 2 },
\r
762 { _("シンボル(善)", "symbol good"), vault_aux_symbol_g, vault_prep_symbol, 70, 1 },
\r
763 { _("シンボル(悪)", "symbol evil"), vault_aux_symbol_e, vault_prep_symbol, 70, 1 },
\r
764 { _("教会", "chapel"), vault_aux_chapel_g, NULL, 65, 2 },
\r
765 { _("ドラゴン", "dragon"), vault_aux_dragon, vault_prep_dragon, 70, 6 },
\r
766 { _("デーモン", "demon"), vault_aux_demon, NULL, 80, 6 },
\r
767 { _("ダークエルフ", "dark elf"), vault_aux_dark_elf, NULL, 45, 4 },
\r
768 { NULL, NULL, NULL, 0, 0 },
\r
775 * @brief タイプ5の部屋…nestを生成する / Type 5 -- Monster nests
\r
778 * A monster nest is a "big" room, with an "inner" room, containing\n
\r
779 * a "collection" of monsters of a given type strewn about the room.\n
\r
781 * The monsters are chosen from a set of 64 randomly selected monster\n
\r
782 * races, to allow the nest creation to fail instead of having "holes".\n
\r
784 * Note the use of the "get_mon_num_prep()" function, and the special\n
\r
785 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
\r
786 * allocation table" in such a way as to optimize the selection of\n
\r
787 * "appropriate" non-unique monsters for the nest.\n
\r
789 * Note that the "get_mon_num()" function may (rarely) fail, in which\n
\r
790 * case the nest will be empty.\n
\r
792 * Note that "monster nests" will never contain "unique" monsters.\n
\r
794 bool build_type5(void)
\r
796 POSITION y, x, y1, x1, y2, x2, xval, yval;
\r
798 nest_mon_info_type nest_mon_info[NUM_NEST_MON_TYPE];
\r
800 monster_type align;
\r
804 int cur_nest_type = pick_vault_type(nest_types, d_info[dungeon_type].nest);
\r
805 vault_aux_type *n_ptr;
\r
807 /* No type available */
\r
808 if (cur_nest_type < 0) return FALSE;
\r
810 n_ptr = &nest_types[cur_nest_type];
\r
812 /* Process a preparation function if necessary */
\r
813 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
\r
815 /* Prepare allocation table */
\r
816 get_mon_num_prep(n_ptr->hook_func, NULL);
\r
818 align.sub_align = SUB_ALIGN_NEUTRAL;
\r
820 /* Pick some monster types */
\r
821 for (i = 0; i < NUM_NEST_MON_TYPE; i++)
\r
823 MONRACE_IDX r_idx = 0;
\r
824 int attempts = 100;
\r
825 monster_race *r_ptr = NULL;
\r
829 /* Get a (hard) monster type */
\r
830 r_idx = get_mon_num(dun_level + 11);
\r
831 r_ptr = &r_info[r_idx];
\r
833 /* Decline incorrect alignment */
\r
834 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
\r
836 /* Accept this monster */
\r
840 /* Notice failure */
\r
841 if (!r_idx || !attempts) return FALSE;
\r
843 /* Note the alignment */
\r
844 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
\r
845 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
\r
847 nest_mon_info[i].r_idx = (s16b)r_idx;
\r
848 nest_mon_info[i].used = FALSE;
\r
851 /* Find and reserve some space in the dungeon. Get center of room. */
\r
852 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
\r
860 /* Place the floor area */
\r
861 for (y = y1 - 1; y <= y2 + 1; y++)
\r
863 for (x = x1 - 1; x <= x2 + 1; x++)
\r
865 c_ptr = &cave[y][x];
\r
866 place_floor_grid(c_ptr);
\r
867 c_ptr->info |= (CAVE_ROOM);
\r
871 /* Place the outer walls */
\r
872 for (y = y1 - 1; y <= y2 + 1; y++)
\r
874 c_ptr = &cave[y][x1 - 1];
\r
875 place_outer_grid(c_ptr);
\r
876 c_ptr = &cave[y][x2 + 1];
\r
877 place_outer_grid(c_ptr);
\r
879 for (x = x1 - 1; x <= x2 + 1; x++)
\r
881 c_ptr = &cave[y1 - 1][x];
\r
882 place_outer_grid(c_ptr);
\r
883 c_ptr = &cave[y2 + 1][x];
\r
884 place_outer_grid(c_ptr);
\r
888 /* Advance to the center room */
\r
894 /* The inner walls */
\r
895 for (y = y1 - 1; y <= y2 + 1; y++)
\r
897 c_ptr = &cave[y][x1 - 1];
\r
898 place_inner_grid(c_ptr);
\r
899 c_ptr = &cave[y][x2 + 1];
\r
900 place_inner_grid(c_ptr);
\r
903 for (x = x1 - 1; x <= x2 + 1; x++)
\r
905 c_ptr = &cave[y1 - 1][x];
\r
906 place_inner_grid(c_ptr);
\r
907 c_ptr = &cave[y2 + 1][x];
\r
908 place_inner_grid(c_ptr);
\r
910 for (y = y1; y <= y2; y++)
\r
912 for (x = x1; x <= x2; x++)
\r
914 add_cave_info(y, x, CAVE_ICKY);
\r
918 /* Place a secret door */
\r
919 switch (randint1(4))
\r
921 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
\r
922 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
\r
923 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
\r
924 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
\r
927 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
929 /* Place some monsters */
\r
930 for (y = yval - 2; y <= yval + 2; y++)
\r
932 for (x = xval - 9; x <= xval + 9; x++)
\r
936 i = randint0(NUM_NEST_MON_TYPE);
\r
937 r_idx = nest_mon_info[i].r_idx;
\r
939 /* Place that "random" monster (no groups) */
\r
940 (void)place_monster_aux(0, y, x, r_idx, 0L);
\r
942 nest_mon_info[i].used = TRUE;
\r
948 ang_sort_comp = ang_sort_comp_nest_mon_info;
\r
949 ang_sort_swap = ang_sort_swap_nest_mon_info;
\r
950 ang_sort(nest_mon_info, NULL, NUM_NEST_MON_TYPE);
\r
952 /* Dump the entries (prevent multi-printing) */
\r
953 for (i = 0; i < NUM_NEST_MON_TYPE; i++)
\r
955 if (!nest_mon_info[i].used) break;
\r
956 for (; i < NUM_NEST_MON_TYPE - 1; i++)
\r
958 if (nest_mon_info[i].r_idx != nest_mon_info[i + 1].r_idx) break;
\r
959 if (!nest_mon_info[i + 1].used) break;
\r
961 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
970 * @brief タイプ6の部屋…pitを生成する / Type 6 -- Monster pits
\r
973 * A monster pit is a "big" room, with an "inner" room, containing\n
\r
974 * a "collection" of monsters of a given type organized in the room.\n
\r
976 * The inside room in a monster pit appears as shown below, where the\n
\r
977 * actual monsters in each location depend on the type of the pit\n
\r
979 * XXXXXXXXXXXXXXXXXXXXX\n
\r
980 * X0000000000000000000X\n
\r
981 * X0112233455543322110X\n
\r
982 * X0112233467643322110X\n
\r
983 * X0112233455543322110X\n
\r
984 * X0000000000000000000X\n
\r
985 * XXXXXXXXXXXXXXXXXXXXX\n
\r
987 * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
\r
988 * to request 16 "appropriate" monsters, sorting them by level, and using\n
\r
989 * the "even" entries in this sorted list for the contents of the pit.\n
\r
991 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
\r
992 * which is handled by requiring a specific "breath" attack for all of the\n
\r
993 * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
\r
994 * be present in many of the dragon pits, if they have the proper breath.\n
\r
996 * Note the use of the "get_mon_num_prep()" function, and the special\n
\r
997 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
\r
998 * allocation table" in such a way as to optimize the selection of\n
\r
999 * "appropriate" non-unique monsters for the pit.\n
\r
1001 * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
\r
1002 * the pit will be empty.\n
\r
1004 * Note that "monster pits" will never contain "unique" monsters.\n
\r
1006 bool build_type6(void)
\r
1008 POSITION y, x, y1, x1, y2, x2, xval, yval;
\r
1011 MONRACE_IDX what[16];
\r
1013 monster_type align;
\r
1017 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
\r
1018 vault_aux_type *n_ptr;
\r
1020 /* No type available */
\r
1021 if (cur_pit_type < 0) return FALSE;
\r
1023 n_ptr = &pit_types[cur_pit_type];
\r
1025 /* Process a preparation function if necessary */
\r
1026 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
\r
1028 /* Prepare allocation table */
\r
1029 get_mon_num_prep(n_ptr->hook_func, NULL);
\r
1031 align.sub_align = SUB_ALIGN_NEUTRAL;
\r
1033 /* Pick some monster types */
\r
1034 for (i = 0; i < 16; i++)
\r
1036 MONRACE_IDX r_idx = 0;
\r
1037 int attempts = 100;
\r
1038 monster_race *r_ptr = NULL;
\r
1040 while (attempts--)
\r
1042 /* Get a (hard) monster type */
\r
1043 r_idx = get_mon_num(dun_level + 11);
\r
1044 r_ptr = &r_info[r_idx];
\r
1046 /* Decline incorrect alignment */
\r
1047 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
\r
1049 /* Accept this monster */
\r
1053 /* Notice failure */
\r
1054 if (!r_idx || !attempts) return FALSE;
\r
1056 /* Note the alignment */
\r
1057 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
\r
1058 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
\r
1063 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1064 if (!find_space(&yval, &xval, 11, 25)) return FALSE;
\r
1072 /* Place the floor area */
\r
1073 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1075 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1077 c_ptr = &cave[y][x];
\r
1078 place_floor_grid(c_ptr);
\r
1079 c_ptr->info |= (CAVE_ROOM);
\r
1083 /* Place the outer walls */
\r
1084 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1086 c_ptr = &cave[y][x1 - 1];
\r
1087 place_outer_grid(c_ptr);
\r
1088 c_ptr = &cave[y][x2 + 1];
\r
1089 place_outer_grid(c_ptr);
\r
1091 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1093 c_ptr = &cave[y1 - 1][x];
\r
1094 place_outer_grid(c_ptr);
\r
1095 c_ptr = &cave[y2 + 1][x];
\r
1096 place_outer_grid(c_ptr);
\r
1099 /* Advance to the center room */
\r
1105 /* The inner walls */
\r
1106 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1108 c_ptr = &cave[y][x1 - 1];
\r
1109 place_inner_grid(c_ptr);
\r
1110 c_ptr = &cave[y][x2 + 1];
\r
1111 place_inner_grid(c_ptr);
\r
1113 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1115 c_ptr = &cave[y1 - 1][x];
\r
1116 place_inner_grid(c_ptr);
\r
1117 c_ptr = &cave[y2 + 1][x];
\r
1118 place_inner_grid(c_ptr);
\r
1120 for (y = y1; y <= y2; y++)
\r
1122 for (x = x1; x <= x2; x++)
\r
1124 add_cave_info(y, x, CAVE_ICKY);
\r
1128 /* Place a secret door */
\r
1129 switch (randint1(4))
\r
1131 case 1: place_secret_door(y1 - 1, xval, DOOR_DEFAULT); break;
\r
1132 case 2: place_secret_door(y2 + 1, xval, DOOR_DEFAULT); break;
\r
1133 case 3: place_secret_door(yval, x1 - 1, DOOR_DEFAULT); break;
\r
1134 case 4: place_secret_door(yval, x2 + 1, DOOR_DEFAULT); break;
\r
1137 /* Sort the entries */
\r
1138 for (i = 0; i < 16 - 1; i++)
\r
1140 /* Sort the entries */
\r
1141 for (j = 0; j < 16 - 1; j++)
\r
1146 int p1 = r_info[what[i1]].level;
\r
1147 int p2 = r_info[what[i2]].level;
\r
1152 MONRACE_IDX tmp = what[i1];
\r
1153 what[i1] = what[i2];
\r
1159 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
1161 /* Select the entries */
\r
1162 for (i = 0; i < 8; i++)
\r
1164 /* Every other entry */
\r
1165 what[i] = what[i * 2];
\r
1166 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
1169 /* Top and bottom rows */
\r
1170 for (x = xval - 9; x <= xval + 9; x++)
\r
1172 place_monster_aux(0, yval - 2, x, what[0], PM_NO_KAGE);
\r
1173 place_monster_aux(0, yval + 2, x, what[0], PM_NO_KAGE);
\r
1176 /* Middle columns */
\r
1177 for (y = yval - 1; y <= yval + 1; y++)
\r
1179 place_monster_aux(0, y, xval - 9, what[0], PM_NO_KAGE);
\r
1180 place_monster_aux(0, y, xval + 9, what[0], PM_NO_KAGE);
\r
1182 place_monster_aux(0, y, xval - 8, what[1], PM_NO_KAGE);
\r
1183 place_monster_aux(0, y, xval + 8, what[1], PM_NO_KAGE);
\r
1185 place_monster_aux(0, y, xval - 7, what[1], PM_NO_KAGE);
\r
1186 place_monster_aux(0, y, xval + 7, what[1], PM_NO_KAGE);
\r
1188 place_monster_aux(0, y, xval - 6, what[2], PM_NO_KAGE);
\r
1189 place_monster_aux(0, y, xval + 6, what[2], PM_NO_KAGE);
\r
1191 place_monster_aux(0, y, xval - 5, what[2], PM_NO_KAGE);
\r
1192 place_monster_aux(0, y, xval + 5, what[2], PM_NO_KAGE);
\r
1194 place_monster_aux(0, y, xval - 4, what[3], PM_NO_KAGE);
\r
1195 place_monster_aux(0, y, xval + 4, what[3], PM_NO_KAGE);
\r
1197 place_monster_aux(0, y, xval - 3, what[3], PM_NO_KAGE);
\r
1198 place_monster_aux(0, y, xval + 3, what[3], PM_NO_KAGE);
\r
1200 place_monster_aux(0, y, xval - 2, what[4], PM_NO_KAGE);
\r
1201 place_monster_aux(0, y, xval + 2, what[4], PM_NO_KAGE);
\r
1204 /* Above/Below the center monster */
\r
1205 for (x = xval - 1; x <= xval + 1; x++)
\r
1207 place_monster_aux(0, yval + 1, x, what[5], PM_NO_KAGE);
\r
1208 place_monster_aux(0, yval - 1, x, what[5], PM_NO_KAGE);
\r
1211 /* Next to the center monster */
\r
1212 place_monster_aux(0, yval, xval + 1, what[6], PM_NO_KAGE);
\r
1213 place_monster_aux(0, yval, xval - 1, what[6], PM_NO_KAGE);
\r
1215 /* Center monster */
\r
1216 place_monster_aux(0, yval, xval, what[7], PM_NO_KAGE);
\r
1224 * Helper function for "trapped monster pit"
\r
1226 static bool vault_aux_trapped_pit(MONRACE_IDX r_idx)
\r
1228 monster_race *r_ptr = &r_info[r_idx];
\r
1230 /* Validate the monster */
\r
1231 if (!vault_monster_okay(r_idx)) return (FALSE);
\r
1233 /* No wall passing monster */
\r
1234 if (r_ptr->flags2 & (RF2_PASS_WALL | RF2_KILL_WALL)) return (FALSE);
\r
1242 * @brief タイプ13の部屋…トラップpitの生成 / Type 13 -- Trapped monster pits
\r
1245 * A trapped monster pit is a "big" room with a straight corridor in\n
\r
1246 * which wall opening traps are placed, and with two "inner" rooms\n
\r
1247 * containing a "collection" of monsters of a given type organized in\n
\r
1250 * The trapped monster pit appears as shown below, where the actual\n
\r
1251 * monsters in each location depend on the type of the pit\n
\r
1253 * XXXXXXXXXXXXXXXXXXXXXXXXX\n
\r
1255 * XXXXXXXXXXXXXXXXXXXXXXX X\n
\r
1256 * XXXXX001123454321100XXX X\n
\r
1257 * XXX0012234567654322100X X\n
\r
1258 * XXXXXXXXXXXXXXXXXXXXXXX X\n
\r
1260 * X XXXXXXXXXXXXXXXXXXXXXXX\n
\r
1261 * X X0012234567654322100XXX\n
\r
1262 * X XXX001123454321100XXXXX\n
\r
1263 * X XXXXXXXXXXXXXXXXXXXXXXX\n
\r
1265 * XXXXXXXXXXXXXXXXXXXXXXXXX\n
\r
1267 * Note that the monsters in the pit are now chosen by using "get_mon_num()"\n
\r
1268 * to request 16 "appropriate" monsters, sorting them by level, and using\n
\r
1269 * the "even" entries in this sorted list for the contents of the pit.\n
\r
1271 * Hack -- all of the "dragons" in a "dragon" pit must be the same "color",\n
\r
1272 * which is handled by requiring a specific "breath" attack for all of the\n
\r
1273 * dragons. This may include "multi-hued" breath. Note that "wyrms" may\n
\r
1274 * be present in many of the dragon pits, if they have the proper breath.\n
\r
1276 * Note the use of the "get_mon_num_prep()" function, and the special\n
\r
1277 * "get_mon_num_hook()" restriction function, to prepare the "monster\n
\r
1278 * allocation table" in such a way as to optimize the selection of\n
\r
1279 * "appropriate" non-unique monsters for the pit.\n
\r
1281 * Note that the "get_mon_num()" function may (rarely) fail, in which case\n
\r
1282 * the pit will be empty.\n
\r
1284 * Note that "monster pits" will never contain "unique" monsters.\n
\r
1286 bool build_type13(void)
\r
1288 static int placing[][3] = {
\r
1289 { -2, -9, 0 },{ -2, -8, 0 },{ -3, -7, 0 },{ -3, -6, 0 },
\r
1290 { +2, -9, 0 },{ +2, -8, 0 },{ +3, -7, 0 },{ +3, -6, 0 },
\r
1291 { -2, +9, 0 },{ -2, +8, 0 },{ -3, +7, 0 },{ -3, +6, 0 },
\r
1292 { +2, +9, 0 },{ +2, +8, 0 },{ +3, +7, 0 },{ +3, +6, 0 },
\r
1293 { -2, -7, 1 },{ -3, -5, 1 },{ -3, -4, 1 },
\r
1294 { +2, -7, 1 },{ +3, -5, 1 },{ +3, -4, 1 },
\r
1295 { -2, +7, 1 },{ -3, +5, 1 },{ -3, +4, 1 },
\r
1296 { +2, +7, 1 },{ +3, +5, 1 },{ +3, +4, 1 },
\r
1297 { -2, -6, 2 },{ -2, -5, 2 },{ -3, -3, 2 },
\r
1298 { +2, -6, 2 },{ +2, -5, 2 },{ +3, -3, 2 },
\r
1299 { -2, +6, 2 },{ -2, +5, 2 },{ -3, +3, 2 },
\r
1300 { +2, +6, 2 },{ +2, +5, 2 },{ +3, +3, 2 },
\r
1301 { -2, -4, 3 },{ -3, -2, 3 },
\r
1302 { +2, -4, 3 },{ +3, -2, 3 },
\r
1303 { -2, +4, 3 },{ -3, +2, 3 },
\r
1304 { +2, +4, 3 },{ +3, +2, 3 },
\r
1305 { -2, -3, 4 },{ -3, -1, 4 },
\r
1306 { +2, -3, 4 },{ +3, -1, 4 },
\r
1307 { -2, +3, 4 },{ -3, +1, 4 },
\r
1308 { +2, +3, 4 },{ +3, +1, 4 },
\r
1309 { -2, -2, 5 },{ -3, 0, 5 },{ -2, +2, 5 },
\r
1310 { +2, -2, 5 },{ +3, 0, 5 },{ +2, +2, 5 },
\r
1311 { -2, -1, 6 },{ -2, +1, 6 },
\r
1312 { +2, -1, 6 },{ +2, +1, 6 },
\r
1313 { -2, 0, 7 },{ +2, 0, 7 },
\r
1317 POSITION y, x, y1, x1, y2, x2, xval, yval;
\r
1320 MONRACE_IDX what[16];
\r
1322 monster_type align;
\r
1326 int cur_pit_type = pick_vault_type(pit_types, d_info[dungeon_type].pit);
\r
1327 vault_aux_type *n_ptr;
\r
1329 /* Only in Angband */
\r
1330 if (dungeon_type != DUNGEON_ANGBAND) return FALSE;
\r
1332 /* No type available */
\r
1333 if (cur_pit_type < 0) return FALSE;
\r
1335 n_ptr = &pit_types[cur_pit_type];
\r
1337 /* Process a preparation function if necessary */
\r
1338 if (n_ptr->prep_func) (*(n_ptr->prep_func))();
\r
1340 /* Prepare allocation table */
\r
1341 get_mon_num_prep(n_ptr->hook_func, vault_aux_trapped_pit);
\r
1343 align.sub_align = SUB_ALIGN_NEUTRAL;
\r
1345 /* Pick some monster types */
\r
1346 for (i = 0; i < 16; i++)
\r
1348 MONRACE_IDX r_idx = 0;
\r
1349 int attempts = 100;
\r
1350 monster_race *r_ptr = NULL;
\r
1352 while (attempts--)
\r
1354 /* Get a (hard) monster type */
\r
1355 r_idx = get_mon_num(dun_level + 0);
\r
1356 r_ptr = &r_info[r_idx];
\r
1358 /* Decline incorrect alignment */
\r
1359 if (monster_has_hostile_align(&align, 0, 0, r_ptr)) continue;
\r
1361 /* Accept this monster */
\r
1365 /* Notice failure */
\r
1366 if (!r_idx || !attempts) return FALSE;
\r
1368 /* Note the alignment */
\r
1369 if (r_ptr->flags3 & RF3_EVIL) align.sub_align |= SUB_ALIGN_EVIL;
\r
1370 if (r_ptr->flags3 & RF3_GOOD) align.sub_align |= SUB_ALIGN_GOOD;
\r
1375 /* Find and reserve some space in the dungeon. Get center of room. */
\r
1376 if (!find_space(&yval, &xval, 13, 25)) return FALSE;
\r
1384 /* Fill with inner walls */
\r
1385 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1387 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1389 c_ptr = &cave[y][x];
\r
1390 place_inner_grid(c_ptr);
\r
1391 c_ptr->info |= (CAVE_ROOM);
\r
1395 /* Place the floor area 1 */
\r
1396 for (x = x1 + 3; x <= x2 - 3; x++)
\r
1398 c_ptr = &cave[yval - 2][x];
\r
1399 place_floor_grid(c_ptr);
\r
1400 add_cave_info(yval - 2, x, CAVE_ICKY);
\r
1402 c_ptr = &cave[yval + 2][x];
\r
1403 place_floor_grid(c_ptr);
\r
1404 add_cave_info(yval + 2, x, CAVE_ICKY);
\r
1407 /* Place the floor area 2 */
\r
1408 for (x = x1 + 5; x <= x2 - 5; x++)
\r
1410 c_ptr = &cave[yval - 3][x];
\r
1411 place_floor_grid(c_ptr);
\r
1412 add_cave_info(yval - 3, x, CAVE_ICKY);
\r
1414 c_ptr = &cave[yval + 3][x];
\r
1415 place_floor_grid(c_ptr);
\r
1416 add_cave_info(yval + 3, x, CAVE_ICKY);
\r
1420 for (x = x1; x <= x2; x++)
\r
1422 c_ptr = &cave[yval][x];
\r
1423 place_floor_grid(c_ptr);
\r
1424 c_ptr = &cave[y1][x];
\r
1425 place_floor_grid(c_ptr);
\r
1426 c_ptr = &cave[y2][x];
\r
1427 place_floor_grid(c_ptr);
\r
1430 /* Place the outer walls */
\r
1431 for (y = y1 - 1; y <= y2 + 1; y++)
\r
1433 c_ptr = &cave[y][x1 - 1];
\r
1434 place_outer_grid(c_ptr);
\r
1435 c_ptr = &cave[y][x2 + 1];
\r
1436 place_outer_grid(c_ptr);
\r
1438 for (x = x1 - 1; x <= x2 + 1; x++)
\r
1440 c_ptr = &cave[y1 - 1][x];
\r
1441 place_outer_grid(c_ptr);
\r
1442 c_ptr = &cave[y2 + 1][x];
\r
1443 place_outer_grid(c_ptr);
\r
1446 /* Random corridor */
\r
1449 for (y = y1; y <= yval; y++)
\r
1451 place_floor_bold(y, x2);
\r
1452 place_solid_bold(y, x1 - 1);
\r
1454 for (y = yval; y <= y2 + 1; y++)
\r
1456 place_floor_bold(y, x1);
\r
1457 place_solid_bold(y, x2 + 1);
\r
1462 for (y = yval; y <= y2 + 1; y++)
\r
1464 place_floor_bold(y, x1);
\r
1465 place_solid_bold(y, x2 + 1);
\r
1467 for (y = y1; y <= yval; y++)
\r
1469 place_floor_bold(y, x2);
\r
1470 place_solid_bold(y, x1 - 1);
\r
1474 /* Place the wall open trap */
\r
1475 cave[yval][xval].mimic = cave[yval][xval].feat;
\r
1476 cave[yval][xval].feat = feat_trap_open;
\r
1478 /* Sort the entries */
\r
1479 for (i = 0; i < 16 - 1; i++)
\r
1481 /* Sort the entries */
\r
1482 for (j = 0; j < 16 - 1; j++)
\r
1487 int p1 = r_info[what[i1]].level;
\r
1488 int p2 = r_info[what[i2]].level;
\r
1493 MONRACE_IDX tmp = what[i1];
\r
1494 what[i1] = what[i2];
\r
1500 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
1501 n_ptr->name, pit_subtype_string(cur_pit_type, FALSE));
\r
1503 /* Select the entries */
\r
1504 for (i = 0; i < 8; i++)
\r
1506 /* Every other entry */
\r
1507 what[i] = what[i * 2];
\r
1511 msg_print(r_name + r_info[what[i]].name);
\r
1515 for (i = 0; placing[i][2] >= 0; i++)
\r
1517 y = yval + placing[i][0];
\r
1518 x = xval + placing[i][1];
\r
1519 place_monster_aux(0, y, x, what[placing[i][2]], PM_NO_KAGE);
\r