-/* File: melee2.c */
-
-/*
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies. Other copyrights may also apply.
+/*!
+ * @file melee2.c
+ * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
+ * @date 2014/01/17
+ * @author
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
+ * This software may be copied and distributed for educational, research,\n
+ * and not for profit purposes provided that this copyright and statement\n
+ * are included in all such copies. Other copyrights may also apply.\n
+ * 2014 Deskull rearranged comment for Doxygen.\n
+ * @details
+ * This file has several additions to it by Keldon Jones (keldon@umr.edu)
+ * to improve the general quality of the AI (version 0.1.1).
*/
-/* Purpose: Monster spells and movement */
-
-/*
-* This file has several additions to it by Keldon Jones (keldon@umr.edu)
-* to improve the general quality of the AI (version 0.1.1).
-*/
-
#include "angband.h"
#define SPEAK_CHANCE 8
#define GRINDNOISE 20
#define CYBERNOISE 20
-/*
+/*!
+ * @brief モンスターが敵に接近するための方向を決める /
* Calculate the direction to the next enemy
+ * @param m_idx モンスターの参照ID
+ * @param mm 移動するべき方角IDを返す参照ポインタ
+ * @return 方向が確定した場合TRUE、接近する敵がそもそもいない場合FALSEを返す
*/
-static bool get_enemy_dir(int m_idx, int *mm)
+static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
{
int i;
int x = 0, y = 0;
- int t_idx;
+ IDX t_idx;
int start;
int plus = 1;
/* Scan thru all monsters */
for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
{
- int dummy = (i % m_max);
- bool can_pass_wall;
+ IDX dummy = (i % m_max);
if (!dummy) continue;
/* Monster must be 'an enemy' */
if (!are_enemies(m_ptr, t_ptr)) continue;
- can_pass_wall = (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall))) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)));
-
/* Monster must be projectable if we can't pass through walls */
- if (!can_pass_wall &&
- !projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
+ if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
+ ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
{
- continue;
+ if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
}
- if (can_pass_wall &&
- !in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
+ else
{
- continue;
+ if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
}
/* OK -- we've got a target */
}
-/*
- * Hack, based on mon_take_hit... perhaps all monster attacks on
- * other monsters should use this?
+/*!
+ * @brief モンスターが敵モンスターに行う打撃処理 /
+ * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
+ * @param m_idx 目標となるモンスターの参照ID
+ * @param dam ダメージ量
+ * @param fear 目標となるモンスターの恐慌状態を返す参照ポインタ
+ * @param note 目標モンスターが死亡した場合の特別メッセージ(NULLならば標準表示を行う)
+ * @param who 打撃を行ったモンスターの参照ID
+ * @return なし
*/
-void mon_take_hit_mon(int m_idx, int dam, bool *fear, cptr note, int who)
+void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note, IDX who)
{
monster_type *m_ptr = &m_list[m_idx];
char m_name[160];
- bool seen = m_ptr->ml;
+ bool seen = is_seen(m_ptr);
/* Can the player be aware of this attack? */
bool known = (m_ptr->cdis <= MAX_SIGHT);
monster_desc(m_name, m_ptr, 0);
/* Redraw (later) if needed */
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ if (m_ptr->ml)
+ {
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
/* Wake it up */
- m_ptr->csleep = 0;
+ (void)set_monster_csleep(m_idx, 0);
- if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
+ if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
- if (m_ptr->invulner && randint0(PENETRATE_INVULNERABILITY))
+ if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
{
if (seen)
{
-#ifdef JP
-msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s is unharmed.", m_name);
-#endif
-
+ msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
}
return;
}
- if (r_ptr->flags3 & RF3_RES_ALL)
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
if(dam > 0)
{
{
if (seen)
{
-#ifdef JP
-msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s is unharmed.", m_name);
-#endif
-
+ msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
}
return;
}
}
/* Hurt it */
- m_ptr->hp -= dam;
+ m_ptr->hp -= (s16b)dam;
/* It is dead now... or is it? */
if (m_ptr->hp < 0)
{
- if (((r_ptr->flags1 & RF1_UNIQUE) ||
- (r_ptr->flags7 & RF7_UNIQUE_7) ||
- (r_ptr->flags1 & RF1_QUESTOR)) &&
+ if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
+ (r_ptr->flags7 & RF7_NAZGUL)) &&
!p_ptr->inside_battle)
{
m_ptr->hp = 1;
/* Death by special attack */
else if (note)
{
-#ifdef JP
-msg_format("%^s%s", m_name, note);
-#else
- msg_format("%^s%s", m_name, note);
-#endif
-
+ msg_format(_("%^s%s", "%^s%s"), m_name, note);
}
/* Death by normal attack -- nonliving monster */
else if (!monster_living(r_ptr))
{
-#ifdef JP
-msg_format("%^s¤ÏÇ˲õ¤µ¤ì¤¿¡£", m_name);
-#else
- msg_format("%^s is destroyed.", m_name);
-#endif
-
+ msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
}
/* Death by normal attack -- living monster */
else
{
-#ifdef JP
-msg_format("%^s¤Ï»¦¤µ¤ì¤¿¡£", m_name);
-#else
- msg_format("%^s is killed.", m_name);
-#endif
-
+ msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
}
}
#ifdef ALLOW_FEAR
/* Mega-Hack -- Pain cancels fear */
- if (m_ptr->monfear && (dam > 0))
+ if (MON_MONFEAR(m_ptr) && (dam > 0))
{
- int tmp = randint1(dam / 4);
-
- /* Cure a little fear */
- if (tmp < m_ptr->monfear)
- {
- /* Reduce fear */
- m_ptr->monfear -= tmp;
- }
-
- /* Cure all the fear */
- else
+ /* Cure fear */
+ if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
{
- /* Cure fear */
- m_ptr->monfear = 0;
-
/* No more fear */
(*fear) = FALSE;
}
}
/* Sometimes a monster gets scared by damage */
- if (!m_ptr->monfear && !(r_ptr->flags3 & RF3_NO_FEAR))
+ if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
{
- int percentage;
-
/* Percentage of fully healthy */
- percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
+ int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
/*
* Run (sometimes) if at 10% or less of max hit points,
(*fear) = TRUE;
/* XXX XXX XXX Hack -- Add some timed fear */
- m_ptr->monfear += (randint1(10) +
+ (void)set_monster_monfear(m_idx, (randint1(10) +
(((dam >= m_ptr->hp) && (percentage > 7)) ?
- 20 : ((11 - percentage) * 5)));
+ 20 : ((11 - percentage) * 5))));
}
}
if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
{
- char m_name[80];
-
/* Extract monster name */
monster_desc(m_name, m_ptr, 0);
if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
if (rakuba((dam > 200) ? 200 : dam, FALSE))
{
-#ifdef JP
-msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
-#else
- msg_format("You have thrown off from %s!", m_name);
-#endif
+ msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
}
}
}
-/*
+/*!
+ * @brief モンスターがプレイヤーから逃走するかどうかを返す /
* Returns whether a given monster will try to run from the player.
- *
- * Monsters will attempt to avoid very powerful players. See below.
- *
- * Because this function is called so often, little details are important
- * for efficiency. Like not using "mod" or "div" when possible. And
- * attempting to check the conditions in an optimal order. Note that
- * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.
- *
- * Note that this function is responsible for about one to five percent
- * of the processor use in normal conditions...
+ * @param m_idx 逃走するモンスターの参照ID
+ * @return モンスターがプレイヤーから逃走するならばTRUEを返す。
+ * @details
+ * Monsters will attempt to avoid very powerful players. See below.\n
+ *\n
+ * Because this function is called so often, little details are important\n
+ * for efficiency. Like not using "mod" or "div" when possible. And\n
+ * attempting to check the conditions in an optimal order. Note that\n
+ * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
+ *\n
+ * Note that this function is responsible for about one to five percent\n
+ * of the processor use in normal conditions...\n
*/
-static int mon_will_run(int m_idx)
+static bool mon_will_run(MONSTER_IDX m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
u16b p_lev, m_lev;
- u16b p_chp, p_mhp;
- u16b m_chp, m_mhp;
+ HIT_POINT p_chp, p_mhp;
+ HIT_POINT m_chp, m_mhp;
u32b p_val, m_val;
#endif
if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
/* All "afraid" monsters will run away */
- if (m_ptr->monfear) return (TRUE);
+ if (MON_MONFEAR(m_ptr)) return (TRUE);
#ifdef ALLOW_TERROR
}
-
-
-/*
+/*!
+ * @brief モンスターがプレイヤーに向けて遠距離攻撃を行うことが可能なマスを走査する /
* Search spell castable grid
+ * @param m_idx モンスターの参照ID
+ * @param yp 適したマスのY座標を返す参照ポインタ
+ * @param xp 適したマスのX座標を返す参照ポインタ
+ * @return 有効なマスがあった場合TRUEを返す
*/
-static bool get_moves_aux2(int m_idx, int *yp, int *xp)
+static bool get_moves_aux2(MONSTER_IDX m_idx, int *yp, int *xp)
{
int i, y, x, y1, x1, best = 999;
x1 = m_ptr->fx;
/* Monster can already cast spell to player */
- if (projectable(y1, x1, py, px)) return (FALSE);
+ if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
/* Set current grid cost */
now_cost = cave[y1][x1].cost;
cost = c_ptr->cost;
/* Monster cannot kill or pass walls */
- if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) || (r_ptr->flags2 & RF2_KILL_WALL)))
+ if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding))))
{
if (cost == 0) continue;
if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
if (now_cost < cost) continue;
- if (!projectable(y, x, py, px)) continue;
+ if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
/* Accept louder sounds */
if (best < cost) continue;
}
-/*
+/*!
+ * @brief モンスターがプレイヤーに向けて接近することが可能なマスを走査する /
* Choose the "best" direction for "flowing"
- *
- * Note that ghosts and rock-eaters are never allowed to "flow",
- * since they should move directly towards the player.
- *
- * Prefer "non-diagonal" directions, but twiddle them a little
- * to angle slightly towards the player's actual location.
- *
- * Allow very perceptive monsters to track old "spoor" left by
- * previous locations occupied by the player. This will tend
- * to have monsters end up either near the player or on a grid
- * recently occupied by the player (and left via "teleport").
- *
- * Note that if "smell" is turned on, all monsters get vicious.
- *
- * Also note that teleporting away from a location will cause
- * the monsters who were chasing you to converge on that location
- * as long as you are still near enough to "annoy" them without
- * being close enough to chase directly. I have no idea what will
- * happen if you combine "smell" with low "aaf" values.
+ * @param m_idx モンスターの参照ID
+ * @param yp 移動先のマスのY座標を返す参照ポインタ
+ * @param xp 移動先のマスのX座標を返す参照ポインタ
+ * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
+ * @return 有効なマスがあった場合TRUEを返す
+ * @details
+ * Note that ghosts and rock-eaters are never allowed to "flow",\n
+ * since they should move directly towards the player.\n
+ *\n
+ * Prefer "non-diagonal" directions, but twiddle them a little\n
+ * to angle slightly towards the player's actual location.\n
+ *\n
+ * Allow very perceptive monsters to track old "spoor" left by\n
+ * previous locations occupied by the player. This will tend\n
+ * to have monsters end up either near the player or on a grid\n
+ * recently occupied by the player (and left via "teleport").\n
+ *\n
+ * Note that if "smell" is turned on, all monsters get vicious.\n
+ *\n
+ * Also note that teleporting away from a location will cause\n
+ * the monsters who were chasing you to converge on that location\n
+ * as long as you are still near enough to "annoy" them without\n
+ * being close enough to chase directly. I have no idea what will\n
+ * happen if you combine "smell" with low "aaf" values.\n
*/
-static bool get_moves_aux(int m_idx, int *yp, int *xp, bool no_flow)
+static bool get_moves_aux(MONSTER_IDX m_idx, int *yp, int *xp, bool no_flow)
{
int i, y, x, y1, x1, best;
/* Can monster cast attack spell? */
if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
- r_ptr->flags5 & (RF5_ATTACK_MASK) ||
- r_ptr->flags6 & (RF6_ATTACK_MASK))
+ r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
+ r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
{
/* Can move spell castable grid? */
if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
if (no_flow) return (FALSE);
/* Monster can go through rocks */
- if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall))) return (FALSE);
- if (r_ptr->flags2 & RF2_KILL_WALL) return (FALSE);
- if (!cave_floor_bold(py, px) && (cave[py][px].feat != FEAT_TREES)) return (FALSE);
+ if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
+ if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
/* Monster location */
y1 = m_ptr->fy;
x1 = m_ptr->fx;
/* Hack -- Player can see us, run towards him */
- if (player_has_los_bold(y1, x1)) return (FALSE);
+ if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
/* Monster grid */
c_ptr = &cave[y1][x1];
else if (c_ptr->when)
{
/* Too old smell */
- if (cave[py][px].when - c_ptr->when > 127) return (FALSE);
+ if (cave[p_ptr->y][p_ptr->x].when - c_ptr->when > 127) return (FALSE);
use_scent = TRUE;
best = 0;
}
/* Hack -- Save the "twiddled" location */
- (*yp) = py + 16 * ddy_ddd[i];
- (*xp) = px + 16 * ddx_ddd[i];
+ (*yp) = p_ptr->y + 16 * ddy_ddd[i];
+ (*xp) = p_ptr->x + 16 * ddx_ddd[i];
}
/* No legal move (?) */
}
-/*
-* Provide a location to flee to, but give the player a wide berth.
-*
-* A monster may wish to flee to a location that is behind the player,
-* but instead of heading directly for it, the monster should "swerve"
-* around the player so that he has a smaller chance of getting hit.
-*/
-static bool get_fear_moves_aux(int m_idx, int *yp, int *xp)
+/*!
+ * @brief モンスターがプレイヤーから逃走することが可能なマスを走査する /
+ * Provide a location to flee to, but give the player a wide berth.
+ * @param m_idx モンスターの参照ID
+ * @param yp 移動先のマスのY座標を返す参照ポインタ
+ * @param xp 移動先のマスのX座標を返す参照ポインタ
+ * @return 有効なマスがあった場合TRUEを返す
+ * @details
+ * A monster may wish to flee to a location that is behind the player,\n
+ * but instead of heading directly for it, the monster should "swerve"\n
+ * around the player so that he has a smaller chance of getting hit.\n
+ */
+static bool get_fear_moves_aux(MONSTER_IDX m_idx, int *yp, int *xp)
{
int y, x, y1, x1, fy, fx, gy = 0, gx = 0;
int score = -1;
d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
};
-/*
-* Choose a "safe" location near a monster for it to run toward.
-*
-* A location is "safe" if it can be reached quickly and the player
-* is not able to fire into it (it isn't a "clean shot"). So, this will
-* cause monsters to "duck" behind walls. Hopefully, monsters will also
-* try to run towards corridor openings if they are in a room.
-*
-* This function may take lots of CPU time if lots of monsters are
-* fleeing.
-*
-* Return TRUE if a safe location is available.
-*/
-static bool find_safety(int m_idx, int *yp, int *xp)
+/*!
+ * @brief モンスターが逃げ込める安全な地点を返す /
+ * Choose a "safe" location near a monster for it to run toward.
+ * @param m_idx モンスターの参照ID
+ * @param yp 移動先のマスのY座標を返す参照ポインタ
+ * @param xp 移動先のマスのX座標を返す参照ポインタ
+ * @return 有効なマスがあった場合TRUEを返す
+ * @details
+ * A location is "safe" if it can be reached quickly and the player\n
+ * is not able to fire into it (it isn't a "clean shot"). So, this will\n
+ * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
+ * try to run towards corridor openings if they are in a room.\n
+ *\n
+ * This function may take lots of CPU time if lots of monsters are\n
+ * fleeing.\n
+ *\n
+ * Return TRUE if a safe location is available.\n
+ */
+static bool find_safety(MONSTER_IDX m_idx, int *yp, int *xp)
{
monster_type *m_ptr = &m_list[m_idx];
c_ptr = &cave[y][x];
/* Skip locations in a wall */
- if (!cave_floor_grid(c_ptr)) continue;
+ if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
/* Check for "availability" (if monsters can flow) */
if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
/* Ignore too-distant grids */
if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
}
-
+
/* Check for absence of shot (more or less) */
- if (!player_has_los_grid(c_ptr))
+ if (!projectable(p_ptr->y, p_ptr->x, y, x))
{
-
/* Calculate distance from player */
- dis = distance(y, x, py, px);
+ dis = distance(y, x, p_ptr->y, p_ptr->x);
/* Remember if further than previous */
if (dis > gdis)
}
-/*
+/*!
+ * @brief モンスターが隠れ潜める地点を返す /
* Choose a good hiding place near a monster for it to run toward.
- *
- * Pack monsters will use this to "ambush" the player and lure him out
- * of corridors into open space so they can swarm him.
- *
- * Return TRUE if a good location is available.
+ * @param m_idx モンスターの参照ID
+ * @param yp 移動先のマスのY座標を返す参照ポインタ
+ * @param xp 移動先のマスのX座標を返す参照ポインタ
+ * @return 有効なマスがあった場合TRUEを返す
+ * @details
+ * Pack monsters will use this to "ambush" the player and lure him out\n
+ * of corridors into open space so they can swarm him.\n
+ *\n
+ * Return TRUE if a good location is available.\n
*/
-static bool find_hiding(int m_idx, int *yp, int *xp)
+static bool find_hiding(MONSTER_IDX m_idx, int *yp, int *xp)
{
monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
int fy = m_ptr->fy;
int fx = m_ptr->fx;
int gy = 0, gx = 0, gdis = 999;
sint *y_offsets, *x_offsets;
-
- cave_type *c_ptr;
/* Start with adjacent locations, spread further */
for (d = 1; d < 10; d++)
{
y = fy + dy;
x = fx + dx;
-
+
/* Skip illegal locations */
if (!in_bounds(y, x)) continue;
- c_ptr = &cave[y][x];
-
/* Skip occupied locations */
- if (!cave_empty_grid(c_ptr)) continue;
+ if (!monster_can_enter(y, x, r_ptr, 0)) continue;
/* Check for hidden, available grid */
- if (!player_has_los_grid(c_ptr) && clean_shot(fy, fx, y, x, FALSE))
+ if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
{
/* Calculate distance from player */
- dis = distance(y, x, py, px);
+ dis = distance(y, x, p_ptr->y, p_ptr->x);
/* Remember if closer than previous */
if (dis < gdis && dis >= 2)
}
-/*
+/*!
+ * @brief モンスターの移動方向を返す /
* Choose "logical" directions for monster movement
+ * @param m_idx モンスターの参照ID
+ * @param mm 移動方向を返す方向IDの参照ポインタ
+ * @return 有効方向があった場合TRUEを返す
*/
-static bool get_moves(int m_idx, int *mm)
+static bool get_moves(MONSTER_IDX m_idx, int *mm)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- int y, ay, x, ax;
+ int y = 0, ay, x = 0, ax;
int move_val = 0;
- int y2 = py;
- int x2 = px;
+ int y2 = p_ptr->y;
+ int x2 = p_ptr->x;
bool done = FALSE;
bool will_run = mon_will_run(m_idx);
cave_type *c_ptr;
bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
- bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall)));
+ bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
/* Counter attack to an enemy monster */
if (!will_run && m_ptr->target_y)
/* The monster must be an enemy, and in LOS */
if (t_m_idx &&
are_enemies(m_ptr, &m_list[t_m_idx]) &&
- los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
+ los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
+ projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
{
/* Extract the "pseudo-direction" */
y = m_ptr->fy - m_ptr->target_y;
if (!done && !will_run && is_hostile(m_ptr) &&
(r_ptr->flags1 & RF1_FRIENDS) &&
- (los(m_ptr->fy, m_ptr->fx, py, px) ||
+ ((los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) ||
(cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
{
/*
/* Count room grids next to player */
for (i = 0; i < 8; i++)
{
- int xx = px + ddx_ddd[i];
- int yy = py + ddy_ddd[i];
+ int xx = p_ptr->x + ddx_ddd[i];
+ int yy = p_ptr->y + ddy_ddd[i];
if (!in_bounds2(yy, xx)) continue;
c_ptr = &cave[yy][xx];
/* Check grid */
- if (((cave_floor_grid(c_ptr)) || ((c_ptr->feat & 0x60) == 0x60)) &&
- monster_can_cross_terrain(c_ptr->feat, r_ptr))
+ if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
{
/* One more room grid */
room++;
}
}
- if (cave[py][px].info & CAVE_ROOM) room -= 2;
- if (!r_ptr->flags4 && !r_ptr->flags5 && !r_ptr->flags6) room -= 2;
+ if (cave[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
+ if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
/* Not in a room and strong player */
if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
for (i = 0; i < 8; i++)
{
/* Pick squares near player (semi-randomly) */
- y2 = py + ddy_ddd[(m_idx + i) & 7];
- x2 = px + ddx_ddd[(m_idx + i) & 7];
+ y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
+ x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
/* Already there? */
if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
{
/* Attack the player */
- y2 = py;
- x2 = px;
+ y2 = p_ptr->y;
+ x2 = p_ptr->x;
break;
}
if (!in_bounds2(y2, x2)) continue;
/* Ignore filled grids */
- c_ptr = &cave[y2][x2];
- if (!cave_empty_grid(c_ptr)) continue;
+ if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
/* Try to fill this hole */
break;
}
+/*!
+ * @brief モンスターから敵モンスターへの命中判定
+ * @param power 打撃属性による基本命中値
+ * @param level 攻撃側モンスターのレベル
+ * @param ac 目標モンスターのAC
+ * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
+ * @return 命中ならばTRUEを返す
+ */
static int check_hit2(int power, int level, int ac, int stun)
{
int i, k;
}
-/* Monster attacks monster */
-static bool monst_attack_monst(int m_idx, int t_idx)
+#define BLOW_EFFECT_TYPE_NONE 0
+#define BLOW_EFFECT_TYPE_FEAR 1
+#define BLOW_EFFECT_TYPE_SLEEP 2
+#define BLOW_EFFECT_TYPE_HEAL 3
+
+
+/*!
+ * @brief モンスターから敵モンスターへの打撃攻撃処理
+ * @param m_idx 攻撃側モンスターの参照ID
+ * @param t_idx 目標側モンスターの参照ID
+ * @return 実際に打撃処理が行われた場合TRUEを返す
+ */
+static bool monst_attack_monst(MONSTER_IDX m_idx, IDX t_idx)
{
monster_type *m_ptr = &m_list[m_idx];
monster_type *t_ptr = &m_list[t_idx];
int ap_cnt;
int ac, rlev, pt;
char m_name[80], t_name[80];
- char temp[80];
- bool blinked, heal_effect;
+ char temp[MAX_NLEN];
+ bool blinked;
bool explode = FALSE, touched = FALSE, fear = FALSE;
int y_saver = t_ptr->fy;
int x_saver = t_ptr->fx;
+ int effect_type;
- bool see_m = m_ptr->ml;
- bool see_t = t_ptr->ml;
+ bool see_m = is_seen(m_ptr);
+ bool see_t = is_seen(t_ptr);
bool see_either = see_m || see_t;
/* Can the player be aware of this attack? */
if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
- /* Wake it up */
- t_ptr->csleep = 0;
-
/* Total armor */
ac = tr_ptr->ac;
mon_fight = TRUE;
}
- if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
+ if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
/* Scan through all four blows */
for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
{
bool obvious = FALSE;
- int power = 0;
- int damage = 0;
+ HIT_POINT power = 0;
+ HIT_POINT damage = 0;
cptr act = NULL;
/* Hack -- no more attacks */
if (!method) break;
- if (blinked) /* Stop! */
- {
- /* break; */
- }
-
if (method == RBM_SHOOT) continue;
/* Extract the attack "power" */
power = mbe_info[effect].power;
/* Monster hits */
- if (!effect || check_hit2(power, rlev, ac, m_ptr->stunned))
+ if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
{
+ /* Wake it up */
+ (void)set_monster_csleep(t_idx, 0);
+
+ if (t_ptr->ml)
+ {
+ /* Redraw the health bar */
+ if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
+
/* Describe the attack method */
switch (method)
{
case RBM_HIT:
{
-#ifdef JP
-act = "%s¤ò²¥¤Ã¤¿¡£";
-#else
- act = "hits %s.";
-#endif
-
+ act = _("%sを殴った。", "hits %s.");
touched = TRUE;
break;
}
case RBM_TOUCH:
{
-#ifdef JP
-act = "%s¤ò¿¨¤Ã¤¿¡£";
-#else
- act = "touches %s.";
-#endif
-
+ act = _("%sを触った。", "touches %s.");
touched = TRUE;
break;
}
case RBM_PUNCH:
{
-#ifdef JP
-act = "%s¤ò¥Ñ¥ó¥Á¤·¤¿¡£";
-#else
- act = "punches %s.";
-#endif
-
+ act = _("%sをパンチした。", "punches %s.");
touched = TRUE;
break;
}
case RBM_KICK:
{
-#ifdef JP
-act = "%s¤ò½³¤Ã¤¿¡£";
-#else
- act = "kicks %s.";
-#endif
-
+ act = _("%sを蹴った。", "kicks %s.");
touched = TRUE;
break;
}
case RBM_CLAW:
{
-#ifdef JP
-act = "%s¤ò¤Ò¤Ã¤«¤¤¤¿¡£";
-#else
- act = "claws %s.";
-#endif
-
+ act = _("%sをひっかいた。", "claws %s.");
touched = TRUE;
break;
}
case RBM_BITE:
{
-#ifdef JP
-act = "%s¤ò³ú¤ó¤À¡£";
-#else
- act = "bites %s.";
-#endif
-
+ act = _("%sを噛んだ。", "bites %s.");
touched = TRUE;
break;
}
case RBM_STING:
{
-#ifdef JP
-act = "%s¤ò»É¤·¤¿¡£";
-#else
- act = "stings %s.";
-#endif
-
+ act = _("%sを刺した。", "stings %s.");
touched = TRUE;
break;
}
case RBM_SLASH:
{
-#ifdef JP
-act = "%s¤ò»Â¤Ã¤¿¡£";
-#else
- act = "slashes %s.";
-#endif
-
+ act = _("%sを斬った。", "slashes %s.");
break;
}
case RBM_BUTT:
{
-#ifdef JP
-act = "%s¤ò³Ñ¤ÇÆͤ¤¤¿¡£";
-#else
- act = "butts %s.";
-#endif
-
+ act = _("%sを角で突いた。", "butts %s.");
touched = TRUE;
break;
}
case RBM_CRUSH:
{
-#ifdef JP
-act = "%s¤ËÂÎÅö¤ê¤·¤¿¡£";
-#else
- act = "crushes %s.";
-#endif
-
+ act = _("%sに体当りした。", "crushes %s.");
touched = TRUE;
break;
}
case RBM_ENGULF:
{
-#ifdef JP
-act = "%s¤ò°û¤ß¹þ¤ó¤À¡£";
-#else
- act = "engulfs %s.";
-#endif
-
+ act = _("%sを飲み込んだ。", "engulfs %s.");
touched = TRUE;
break;
}
case RBM_CHARGE:
{
-#ifdef JP
-act = "%s¤ËÀÁµá½ñ¤ò¤è¤³¤·¤¿¡£";
-#else
- act = "charges %s.";
-#endif
-
+ act = _("%sに請求書をよこした。", "charges %s.");
touched = TRUE;
break;
}
case RBM_CRAWL:
{
-#ifdef JP
-act = "%s¤ÎÂΤξå¤òÇ礤²ó¤Ã¤¿¡£";
-#else
- act = "crawls on %s.";
-#endif
-
+ act = _("%sの体の上を這い回った。", "crawls on %s.");
touched = TRUE;
break;
}
case RBM_DROOL:
{
-#ifdef JP
-act = "%s¤Ë¤è¤À¤ì¤ò¤¿¤é¤·¤¿¡£";
-#else
- act = "drools on %s.";
-#endif
-
+ act = _("%sによだれをたらした。", "drools on %s.");
touched = FALSE;
break;
}
case RBM_SPIT:
{
-#ifdef JP
-act = "%s¤ËÂäòÅǤ¤¤¿¡£";
-#else
- act = "spits on %s.";
-#endif
-
+ act = _("%sに唾を吐いた。", "spits on %s.");
touched = FALSE;
break;
}
case RBM_EXPLODE:
{
- if (see_either) disturb(1, 0);
-#ifdef JP
-act = "Çúȯ¤·¤¿¡£";
-#else
- act = "explodes.";
-#endif
-
+ if (see_either) disturb(1, 1);
+ act = _("爆発した。", "explodes.");
explode = TRUE;
touched = FALSE;
break;
case RBM_GAZE:
{
-#ifdef JP
-act = "%s¤ò¤Ë¤é¤ó¤À¡£";
-#else
- act = "gazes at %s.";
-#endif
-
+ act = _("%sをにらんだ。", "gazes at %s.");
touched = FALSE;
break;
}
case RBM_WAIL:
{
-#ifdef JP
-act = "%s¤Ëµã¤¤Ä¤¤¤¿¡£";
-#else
- act = "wails at %s.";
-#endif
-
+ act = _("%sに泣きついた。", "wails at %s.");
touched = FALSE;
break;
}
case RBM_SPORE:
{
-#ifdef JP
-act = "%s¤Ë˦»Ò¤òÈô¤Ð¤·¤¿¡£";
-#else
- act = "releases spores at %s.";
-#endif
-
+ act = _("%sに胞子を飛ばした。", "releases spores at %s.");
touched = FALSE;
break;
}
case RBM_XXX4:
{
-#ifdef JP
-act = "%s¤ËXXX4¤òÈô¤Ð¤·¤¿¡£";
-#else
- act = "projects XXX4's at %s.";
-#endif
-
+ act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
touched = FALSE;
break;
}
case RBM_BEG:
{
-#ifdef JP
-act = "%s¤Ë¶â¤ò¤»¤¬¤ó¤À¡£";
-#else
- act = "begs %s for money.";
-#endif
-
+ act = _("%sに金をせがんだ。", "begs %s for money.");
touched = FALSE;
break;
}
case RBM_INSULT:
{
-#ifdef JP
-act = "%s¤òÉî¿«¤·¤¿¡£";
-#else
- act = "insults %s.";
-#endif
-
+ act = _("%sを侮辱した。", "insults %s.");
touched = FALSE;
break;
}
case RBM_MOAN:
{
-#ifdef JP
-act = "%s¤Ë¤à¤«¤Ã¤Æ¤¦¤á¤¤¤¿¡£";
-#else
- act = "moans at %s.";
-#endif
-
+ act = _("%sにむかってうめいた。", "moans at %s.");
touched = FALSE;
break;
}
case RBM_SHOW:
{
-#ifdef JP
-act = "%s¤Ë¤à¤«¤Ã¤Æ²Î¤Ã¤¿¡£";
-#else
- act = "sings to %s.";
-#endif
-
+ act = _("%sにむかって歌った。", "sings to %s.");
touched = FALSE;
break;
}
#ifdef JP
if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
strfmt(temp, act, t_name);
- msg_format("%^s¤Ï%s", m_name, temp);
+ msg_format("%^sは%s", m_name, temp);
#else
if (do_silly_attack)
{
/* Roll out the damage */
damage = damroll(d_dice, d_side);
- /* Assume no healing effect */
- heal_effect = FALSE;
+ /* Assume no effect */
+ effect_type = BLOW_EFFECT_TYPE_NONE;
pt = GF_MISSILE;
switch (effect)
{
case 0:
- {
- damage = 0;
- pt = 0;
- break;
- }
+ case RBE_DR_MANA:
+ damage = pt = 0;
+ break;
case RBE_SUPERHURT:
+ if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
{
- if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13)) {
- int tmp_damage = damage-(damage*((ac < 150) ? ac : 150)/250);
- damage = MAX(damage, tmp_damage*2);
- break;
- }
- }
- case RBE_HURT:
- {
- damage -= (damage * ((ac < 150) ? ac : 150) / 250);
+ int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
+ damage = MAX(damage, tmp_damage * 2);
break;
}
+ /* Fall through */
+
+ case RBE_HURT:
+ damage -= (damage * ((ac < 150) ? ac : 150) / 250);
+ break;
+
case RBE_POISON:
case RBE_DISEASE:
- {
- pt = GF_POIS;
- break;
- }
+ pt = GF_POIS;
+ break;
case RBE_UN_BONUS:
case RBE_UN_POWER:
- {
- pt = GF_DISENCHANT;
- break;
- }
-
- case RBE_EAT_FOOD:
- case RBE_EAT_LITE:
- case RBE_DR_MANA:
- {
- pt = damage = 0;
- break;
- }
+ pt = GF_DISENCHANT;
+ break;
case RBE_EAT_ITEM:
case RBE_EAT_GOLD:
- {
- pt = damage = 0;
- if (one_in_(2)) blinked = TRUE;
- break;
- }
+ if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
+ break;
+
+ case RBE_EAT_FOOD:
+ case RBE_EAT_LITE:
+ case RBE_BLIND:
+ case RBE_LOSE_STR:
+ case RBE_LOSE_INT:
+ case RBE_LOSE_WIS:
+ case RBE_LOSE_DEX:
+ case RBE_LOSE_CON:
+ case RBE_LOSE_CHR:
+ case RBE_LOSE_ALL:
+ break;
case RBE_ACID:
- {
- pt = GF_ACID;
- break;
- }
+ pt = GF_ACID;
+ break;
case RBE_ELEC:
- {
- pt = GF_ELEC;
- break;
- }
+ pt = GF_ELEC;
+ break;
case RBE_FIRE:
- {
- pt = GF_FIRE;
- break;
- }
+ pt = GF_FIRE;
+ break;
case RBE_COLD:
- {
- pt = GF_COLD;
- break;
- }
-
- case RBE_BLIND:
- {
- break;
- }
+ pt = GF_COLD;
+ break;
case RBE_CONFUSE:
- {
- pt = GF_CONFUSION;
- break;
- }
+ pt = GF_CONFUSION;
+ break;
case RBE_TERRIFY:
- {
- pt = GF_TURN_ALL;
- break;
- }
+ effect_type = BLOW_EFFECT_TYPE_FEAR;
+ break;
case RBE_PARALYZE:
- {
- pt = GF_OLD_SLEEP; /* sort of close... */
- break;
- }
+ effect_type = BLOW_EFFECT_TYPE_SLEEP;
+ break;
- case RBE_LOSE_STR:
- case RBE_LOSE_INT:
- case RBE_LOSE_WIS:
- case RBE_LOSE_DEX:
- case RBE_LOSE_CON:
- case RBE_LOSE_CHR:
- case RBE_LOSE_ALL:
- {
- break;
- }
case RBE_SHATTER:
- {
- damage -= (damage * ((ac < 150) ? ac : 150) / 250);
- if (damage > 23)
- {
- earthquake(m_ptr->fy, m_ptr->fx, 8);
- }
- break;
- }
+ damage -= (damage * ((ac < 150) ? ac : 150) / 250);
+ if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
+ break;
+
case RBE_EXP_10:
case RBE_EXP_20:
case RBE_EXP_40:
case RBE_EXP_80:
- {
- pt = GF_NETHER;
- break;
- }
+ pt = GF_NETHER;
+ break;
+
case RBE_TIME:
- {
- pt = GF_TIME;
- break;
- }
- case RBE_EXP_VAMP:
- {
- pt = GF_OLD_DRAIN;
- heal_effect = TRUE;
- break;
- }
+ pt = GF_TIME;
+ break;
+
+ case RBE_DR_LIFE:
+ pt = GF_OLD_DRAIN;
+ effect_type = BLOW_EFFECT_TYPE_HEAL;
+ break;
+
+ case RBE_INERTIA:
+ pt = GF_INERTIAL;
+ break;
+
+ case RBE_STUN:
+ pt = GF_SOUND;
+ break;
default:
- {
- pt = 0;
- break;
- }
+ pt = 0;
+ break;
}
if (pt)
if (!explode)
{
project(m_idx, 0, t_ptr->fy, t_ptr->fx,
- (pt == GF_OLD_SLEEP ? r_ptr->level : damage), pt, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
+ damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
}
- if (heal_effect)
+ switch (effect_type)
{
+ case BLOW_EFFECT_TYPE_FEAR:
+ project(m_idx, 0, t_ptr->fy, t_ptr->fx,
+ damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
+ break;
+
+ case BLOW_EFFECT_TYPE_SLEEP:
+ project(m_idx, 0, t_ptr->fy, t_ptr->fx,
+ r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
+ break;
+
+ case BLOW_EFFECT_TYPE_HEAL:
if ((monster_living(tr_ptr)) && (damage > 2))
{
bool did_heal = FALSE;
/* Special message */
if (see_m && did_heal)
{
-#ifdef JP
-msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
-#else
- msg_format("%^s appears healthier.", m_name);
-#endif
-
+ msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
}
}
+ break;
}
if (touched)
{
/* Aura fire */
- if ((tr_ptr->flags2 & RF2_AURA_FIRE) &&
- !(r_ptr->flags3 & RF3_EFF_IM_FIRE_MASK) &&
- m_ptr->r_idx)
+ if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
{
- if (see_either)
+ if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
{
- blinked = FALSE;
-#ifdef JP
-msg_format("%^s¤ÏÆÍÁ³Ç®¤¯¤Ê¤Ã¤¿¡ª", m_name);
-#else
- msg_format("%^s is suddenly very hot!", m_name);
-#endif
-
- if (t_ptr->ml)
- tr_ptr->r_flags2 |= RF2_AURA_FIRE;
+ if (see_either)
+ {
+ msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
+ }
+ if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
+ project(t_idx, 0, m_ptr->fy, m_ptr->fx,
+ damroll (1 + ((tr_ptr->level) / 26),
+ 1 + ((tr_ptr->level) / 17)),
+ GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
+ }
+ else
+ {
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
}
- project(t_idx, 0, m_ptr->fy, m_ptr->fx,
- damroll (1 + ((tr_ptr->level) / 26),
- 1 + ((tr_ptr->level) / 17)),
- GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
}
/* Aura cold */
- if ((tr_ptr->flags3 & RF3_AURA_COLD) &&
- !(r_ptr->flags3 & RF3_EFF_IM_COLD_MASK) &&
- m_ptr->r_idx)
+ if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
{
- if (see_either)
+ if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
{
- blinked = FALSE;
-#ifdef JP
-msg_format("%^s¤ÏÆÍÁ³´¨¤¯¤Ê¤Ã¤¿¡ª", m_name);
-#else
- msg_format("%^s is suddenly very cold!", m_name);
-#endif
-
- if (t_ptr->ml)
- tr_ptr->r_flags3 |= RF3_AURA_COLD;
+ if (see_either)
+ {
+ msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
+ }
+ if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
+ project(t_idx, 0, m_ptr->fy, m_ptr->fx,
+ damroll (1 + ((tr_ptr->level) / 26),
+ 1 + ((tr_ptr->level) / 17)),
+ GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
+ }
+ else
+ {
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
}
- project(t_idx, 0, m_ptr->fy, m_ptr->fx,
- damroll (1 + ((tr_ptr->level) / 26),
- 1 + ((tr_ptr->level) / 17)),
- GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
}
/* Aura elec */
- if ((tr_ptr->flags2 & RF2_AURA_ELEC) &&
- !(r_ptr->flags3 & RF3_EFF_IM_ELEC_MASK) &&
- m_ptr->r_idx)
+ if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
{
- if (see_either)
+ if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
{
- blinked = FALSE;
-#ifdef JP
-msg_format("%^s¤ÏÅÅ·â¤ò¿©¤é¤Ã¤¿¡ª", m_name);
-#else
- msg_format("%^s gets zapped!", m_name);
-#endif
-
- if (t_ptr->ml)
- tr_ptr->r_flags2 |= RF2_AURA_ELEC;
+ if (see_either)
+ {
+ msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
+ }
+ if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
+ project(t_idx, 0, m_ptr->fy, m_ptr->fx,
+ damroll (1 + ((tr_ptr->level) / 26),
+ 1 + ((tr_ptr->level) / 17)),
+ GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
+ }
+ else
+ {
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
}
- project(t_idx, 0, m_ptr->fy, m_ptr->fx,
- damroll (1 + ((tr_ptr->level) / 26),
- 1 + ((tr_ptr->level) / 17)),
- GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
}
-
}
}
}
case RBM_ENGULF:
case RBM_CHARGE:
{
+ /* Wake it up */
+ (void)set_monster_csleep(t_idx, 0);
+
/* Visible monsters */
if (see_m)
{
/* Message */
#ifdef JP
-msg_format("%s¤Ï%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", t_name,m_name);
+ msg_format("%sは%^sの攻撃をかわした。", t_name,m_name);
#else
msg_format("%^s misses %s.", m_name, t_name);
#endif
-
}
break;
/* Analyze "visible" monsters only */
- if (see_m && !do_silly_attack)
+ if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
{
/* Count "obvious" attacks (and ones that cause damage) */
if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
sound(SOUND_EXPLODE);
/* Cancel Invulnerability */
- if (m_ptr->invulner) m_ptr->invulner = 0;
-
-#ifdef JP
-mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
-#else
- mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, " explodes into tiny shreds.", m_idx);
-#endif
-
-
+ (void)set_monster_invulner(m_idx, 0, FALSE);
+ mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
blinked = FALSE;
}
-
/* Blink away */
- if (blinked)
+ if (blinked && m_ptr->r_idx)
{
- if (see_m)
+ if (teleport_barrier(m_idx))
{
-#ifdef JP
-msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
-#else
- msg_print("The thief flees laughing!");
-#endif
-
+ if (see_m)
+ {
+ msg_print(_("泥棒は笑って逃げ...ようとしたがバリアに防がれた。", "The thief flees laughing...? But magic barrier obstructs it."));
+ }
+ else if (known)
+ {
+ mon_fight = TRUE;
+ }
}
- else if (known)
+ else
{
- mon_fight = TRUE;
- }
+ if (see_m)
+ {
+ msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
+ }
+ else if (known)
+ {
+ mon_fight = TRUE;
+ }
- teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
+ teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
+ }
}
return TRUE;
}
-/*
+static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
+{
+ return !have_flag(f_ptr->flags, FF_GLASS) ||
+ (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
+ (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
+}
+
+
+/*!
+ * @brief モンスター単体の1ターン行動処理メインルーチン /
* Process a monster
- *
- * The monster is known to be within 100 grids of the player
- *
- * In several cases, we directly update the monster lore
- *
- * Note that a monster is only allowed to "reproduce" if there
- * are a limited number of "reproducing" monsters on the current
- * level. This should prevent the level from being "swamped" by
- * reproducing monsters. It also allows a large mass of mice to
- * prevent a louse from multiplying, but this is a small price to
- * pay for a simple multiplication method.
- *
- * XXX Monster fear is slightly odd, in particular, monsters will
- * fixate on opening a door even if they cannot open it. Actually,
- * the same thing happens to normal monsters when they hit a door
- *
- * XXX XXX XXX In addition, monsters which *cannot* open or bash
- * down a door will still stand there trying to open it...
- *
- * XXX Technically, need to check for monster in the way
- * combined with that monster being in a wall (or door?)
- *
- * A "direction" of "5" means "pick a random direction".
+ * @param m_idx 行動モンスターの参照ID
+ * @return なし
+ * @details
+ * The monster is known to be within 100 grids of the player\n
+ *\n
+ * In several cases, we directly update the monster lore\n
+ *\n
+ * Note that a monster is only allowed to "reproduce" if there\n
+ * are a limited number of "reproducing" monsters on the current\n
+ * level. This should prevent the level from being "swamped" by\n
+ * reproducing monsters. It also allows a large mass of mice to\n
+ * prevent a louse from multiplying, but this is a small price to\n
+ * pay for a simple multiplication method.\n
+ *\n
+ * XXX Monster fear is slightly odd, in particular, monsters will\n
+ * fixate on opening a door even if they cannot open it. Actually,\n
+ * the same thing happens to normal monsters when they hit a door\n
+ *\n
+ * XXX XXX XXX In addition, monsters which *cannot* open or bash\n
+ * down a door will still stand there trying to open it...\n
+ *\n
+ * XXX Technically, need to check for monster in the way\n
+ * combined with that monster being in a wall (or door?)\n
+ *\n
+ * A "direction" of "5" means "pick a random direction".\n
*/
-static void process_monster(int m_idx)
+static void process_monster(MONSTER_IDX m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
- int i, d, oy, ox, ny, nx;
+ int i, d;
+ POSITION oy, ox, ny, nx;
int mm[8];
cave_type *c_ptr;
+ feature_type *f_ptr;
monster_type *y_ptr;
bool do_turn;
bool do_move;
bool do_view;
+ bool must_alter_to_move;
bool did_open_door;
bool did_bash_door;
bool did_pass_wall;
bool did_kill_wall;
bool gets_angry = FALSE;
- bool can_pass_wall;
+ bool can_cross;
bool aware = TRUE;
bool fear;
- if ((m_idx == p_ptr->riding) && !(r_ptr->flags7 & RF7_RIDING))
+ bool is_riding_mon = (m_idx == p_ptr->riding);
+
+ bool see_m = is_seen(m_ptr);
+
+ if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
{
if (rakuba(0, TRUE))
{
#ifdef JP
- msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
+ msg_print("地面に落とされた。");
#else
char m_name[80];
monster_desc(m_name, &m_list[p_ptr->riding], 0);
}
}
- if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !m_ptr->csleep)
+ if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
{
choose_new_monster(m_idx, FALSE, 0);
r_ptr = &r_info[m_ptr->r_idx];
if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
}
+ /* Are there its parent? */
+ if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
+ {
+ /* Its parent have gone, it also goes away. */
+
+ if (see_m)
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+ msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
+ }
+
+ if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
+ {
+ char m_name[80];
+
+ monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
+ }
+
+ /* Delete the monster */
+ delete_monster_idx(m_idx);
+
+ return;
+ }
+
/* Quantum monsters are odd */
if (r_ptr->flags2 & (RF2_QUANTUM))
{
if (is_pet(m_ptr) && !(m_ptr->ml))
sad = TRUE;
- if (m_ptr->ml)
+ if (see_m)
{
char m_name[80];
monster_desc(m_name, m_ptr, 0);
/* Oops */
-#ifdef JP
-msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
-#else
- msg_format("%^s disappears!", m_name);
-#endif
-
+ msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
}
/* Generate treasure, etc */
if (sad)
{
-#ifdef JP
-msg_print("¾¯¤·¤Î´ÖÈᤷ¤¤µ¤Ê¬¤Ë¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You feel sad for a moment.");
-#endif
-
+ msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
}
return;
}
if (m_ptr->r_idx == MON_SHURYUUDAN)
-#ifdef JP
- mon_take_hit_mon(m_idx, 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
-#else
- mon_take_hit_mon(m_idx, 1, &fear, " explodes into tiny shreds.", m_idx);
-#endif
+ mon_take_hit_mon(m_idx, 1, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
- if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7)) && !p_ptr->inside_battle)
+ if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
{
static int riding_pinch = 0;
char m_name[80];
monster_desc(m_name, m_ptr, 0);
- if (m_idx == p_ptr->riding && riding_pinch < 2)
+ if (is_riding_mon && riding_pinch < 2)
{
-#ifdef JP
- msg_format("%s¤Ï½ý¤ÎÄˤµ¤Î;¤ê¤¢¤Ê¤¿¤Î«Çû¤«¤éƨ¤ì¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
-#else
- msg_format("%^s seems to be in so much pain, and trying to escape from your restriction.", m_name);
-#endif
+ msg_format(_("%sは傷の痛さの余りあなたの束縛から逃れようとしている。",
+ "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
riding_pinch++;
- disturb(1, 0);
+ disturb(1, 1);
}
else
{
- if (m_idx == p_ptr->riding)
+ if (is_riding_mon)
{
-#ifdef JP
- msg_format("%s¤Ï¤¢¤Ê¤¿¤Î«Çû¤«¤éæ½Ð¤·¤¿¡£", m_name);
-#else
- msg_format("%^s succeeded to escape from your restriction!", m_name);
-#endif
+ msg_format(_("%sはあなたの束縛から脱出した。", "%^s succeeded to escape from your restriction!"), m_name);
if (rakuba(-1, FALSE))
{
-#ifdef JP
- msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
-#else
- msg_print("You have fallen from riding pet.");
-#endif
+ msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
}
}
- if (m_ptr->ml)
+ if (see_m)
{
- if ((r_ptr->flags2 & RF2_CAN_SPEAK) && (m_ptr->r_idx != MON_GRIP) && (m_ptr->r_idx != MON_WOLF) && (m_ptr->r_idx != MON_FANG))
+ if ((r_ptr->flags2 & RF2_CAN_SPEAK) && (m_ptr->r_idx != MON_GRIP) && (m_ptr->r_idx != MON_WOLF) && (m_ptr->r_idx != MON_FANG) &&
+ player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
{
-#ifdef JP
- msg_format("%^s¡Ö¥Ô¥ó¥Á¤À¡ªÂàµÑ¤µ¤»¤Æ¤â¤é¤¦¡ª¡×", m_name);
-#else
- msg_format("%^s says 'It is the pinch! I will retreat'.", m_name);
-#endif
+ msg_format(_("%^s「ピンチだ!退却させてもらう!」", "%^s says 'It is the pinch! I will retreat'."), m_name);
}
-#ifdef JP
- msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¡¦¥ì¥Ù¥ë¤Î´¬Êª¤òÆɤó¤À¡£", m_name);
- msg_format("%^s¤¬¾Ã¤¨µî¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s read a scroll of teleport level.", m_name);
- msg_format("%^s disappears.", m_name);
-#endif
+ msg_format(_("%^sがテレポート・レベルの巻物を読んだ。", "%^s read a scroll of teleport level."), m_name);
+ msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
}
- if (m_idx == p_ptr->riding && rakuba(-1, FALSE))
+ if (is_riding_mon && rakuba(-1, FALSE))
{
-#ifdef JP
- msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
-#else
- msg_print("You have fallen from riding pet.");
-#endif
+ msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
}
/* Check for quest completion */
else
{
/* Reset the counter */
- if (m_idx == p_ptr->riding) riding_pinch = 0;
+ if (is_riding_mon) riding_pinch = 0;
}
}
- /* Handle "sleep" - Still sleeping */
- if (m_ptr->csleep) return;
+ /* Handle "sleep" */
+ if (MON_CSLEEP(m_ptr))
+ {
+ /* Handle non-aggravation - Still sleeping */
+ if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
+
+ /* Handle aggravation */
+
+ /* Reset sleep counter */
+ (void)set_monster_csleep(m_idx, 0);
+
+ /* Notice the "waking up" */
+ if (m_ptr->ml)
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+ msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
+ }
+
+ /* Hack -- Count the wakings */
+ if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
+ {
+ r_ptr->r_wake++;
+ }
+ }
/* Handle "stun" */
- if (m_ptr->stunned)
+ if (MON_STUNNED(m_ptr))
{
/* Sometimes skip move */
if (one_in_(2)) return;
}
- if (p_ptr->riding == m_idx)
+ if (is_riding_mon)
{
p_ptr->update |= (PU_BONUS);
}
/* Paranoia... no pet uniques outside wizard mode -- TY */
if (is_pet(m_ptr) &&
- ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7)) &&
- ((p_ptr->align > 9 && (r_ptr->flags3 & RF3_EVIL)) ||
- (p_ptr->align < -9 && (r_ptr->flags3 & RF3_GOOD))))
- || (r_ptr->flags3 & RF3_RES_ALL)))
+ ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
+ monster_has_hostile_align(NULL, 10, -10, r_ptr))
+ || (r_ptr->flagsr & RFR_RES_ALL)))
{
- gets_angry = TRUE;
+ gets_angry = TRUE;
}
if (p_ptr->inside_battle) gets_angry = FALSE;
if (gets_angry)
{
- char m_name[80];
- monster_desc(m_name, m_ptr, 0);
-#ifdef JP
-msg_format("%^s¤ÏÆÍÁ³Å¨¤Ë¤Þ¤ï¤Ã¤¿¡ª", m_name);
-#else
- msg_format("%^s suddenly becomes hostile!", m_name);
-#endif
+ if (is_pet(m_ptr) || see_m)
+ {
+ char m_name[80];
+ monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
+ msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
+ }
set_hostile(m_ptr);
}
}
}
+ /* Hex */
+ if (multiply_barrier(m_idx)) k = 8;
+
/* Hack -- multiply slower in crowded areas */
if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
{
if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
{
/* Take note if visible */
- if (m_ptr->ml)
+ if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags2 |= (RF2_MULTIPLY);
}
}
- if (r_ptr->flags6 & RF6_SPECIAL)
+ if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
{
/* Hack -- Ohmu scatters molds! */
if (m_ptr->r_idx == MON_OHMU)
for (k = 0; k < 6; k++)
{
- if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_BIZARRE1, (PM_ALLOW_GROUP | p_mode)))
+ if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
{
if (m_list[hack_m_idx_ii].ml) count++;
}
}
- if (count && m_ptr->ml) r_ptr->r_flags6 |= (RF6_SPECIAL);
+ if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
}
}
}
!m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
{
if (disturb_minor) disturb(FALSE, FALSE);
-#ifdef JP
-msg_print("½Å¸ü¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£");
-#else
- msg_print("You hear heavy steps.");
-#endif
-
+ msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
}
/* Some monsters can speak */
if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
- one_in_(SPEAK_CHANCE) &&
- player_has_los_bold(oy, ox))
+ one_in_(SPEAK_CHANCE) &&
+ player_has_los_bold(oy, ox) &&
+ projectable(oy, ox, p_ptr->y, p_ptr->x))
{
char m_name[80];
char monmessage[1024];
if (m_ptr->ml)
monster_desc(m_name, m_ptr, 0);
else
-#ifdef JP
-strcpy(m_name, "¤½¤ì");
-#else
- strcpy(m_name, "It");
-#endif
-
+ strcpy(m_name, _("それ", "It"));
/* Select the file for monster quotes */
- if (m_ptr->monfear)
-#ifdef JP
-filename = "monfear_j.txt";
-#else
- filename = "monfear.txt";
-#endif
-
+ if (MON_MONFEAR(m_ptr))
+ filename = _("monfear_j.txt", "monfear.txt");
else if (is_pet(m_ptr))
-#ifdef JP
-filename = "monpet_j.txt";
-#else
- filename = "monpet.txt";
-#endif
-
+ filename = _("monpet_j.txt", "monpet.txt");
else if (is_friendly(m_ptr))
-#ifdef JP
-filename = "monfrien_j.txt";
-#else
- filename = "monfrien.txt";
-#endif
-
+ filename = _("monfrien_j.txt", "monfrien.txt");
else
-#ifdef JP
- filename = "monspeak_j.txt";
-#else
- filename = "monspeak.txt";
-#endif
-
-
+ filename = _("monspeak_j.txt", "monspeak.txt");
/* Get the monster line */
if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
{
/* Say something */
-#ifdef JP
-msg_format("%^s%s", m_name, monmessage);
-#else
- msg_format("%^s %s", m_name, monmessage);
-#endif
-
+ msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
}
}
}
}
}
- can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall)));
-
/* Hack -- Assume no movement */
mm[0] = mm[1] = mm[2] = mm[3] = 0;
mm[4] = mm[5] = mm[6] = mm[7] = 0;
/* Confused -- 100% random */
- if (m_ptr->confused || !aware)
+ if (MON_CONFUSED(m_ptr) || !aware)
{
/* Try four "random" directions */
mm[0] = mm[1] = mm[2] = mm[3] = 5;
}
/* 75% random movement */
- else if ((r_ptr->flags1 & RF1_RAND_50) &&
- (r_ptr->flags1 & RF1_RAND_25) &&
+ else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
(randint0(100) < 75))
{
/* Memorize flags */
- if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_RAND_50);
- if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_RAND_25);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
/* Try four "random" directions */
mm[0] = mm[1] = mm[2] = mm[3] = 5;
(randint0(100) < 50))
{
/* Memorize flags */
- if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_RAND_50);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
/* Try four "random" directions */
mm[0] = mm[1] = mm[2] = mm[3] = 5;
(randint0(100) < 25))
{
/* Memorize flags */
- if (m_ptr->ml) r_ptr->r_flags1 |= RF1_RAND_25;
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
/* Try four "random" directions */
mm[0] = mm[1] = mm[2] = mm[3] = 5;
}
/* Find the player */
- get_moves(m_idx, mm);
+ (void)get_moves(m_idx, mm);
/* Restore the leash */
- p_ptr->pet_follow_distance = dis;
+ p_ptr->pet_follow_distance = (s16b)dis;
}
}
}
do_turn = FALSE;
do_move = FALSE;
do_view = FALSE;
+ must_alter_to_move = FALSE;
/* Assume nothing */
did_open_door = FALSE;
/* Access that cave grid */
c_ptr = &cave[ny][nx];
+ f_ptr = &f_info[c_ptr->feat];
+ can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
/* Access that cave grid's contents */
y_ptr = &m_list[c_ptr->m_idx];
- /* Floor is open? */
- if (cave_floor_grid(c_ptr))
- {
- /* Go ahead and move */
- do_move = TRUE;
- }
-
/* Hack -- player 'in' wall */
- else if (player_bold(ny, nx))
+ if (player_bold(ny, nx))
{
do_move = TRUE;
}
+ /* Possibly a monster to attack */
else if (c_ptr->m_idx)
{
- /* Possibly a monster to attack */
do_move = TRUE;
}
- /* Permanent wall */
- else if ((c_ptr->feat >= FEAT_PERM_EXTRA) &&
- (c_ptr->feat <= FEAT_PERM_SOLID))
- {
- do_move = FALSE;
- }
-
- /* Hack -- semi-transparent terrains are no obstacle */
- else if (c_ptr->feat == FEAT_TREES)
+ /* Monster destroys walls (and doors) */
+ else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
+ (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
+ have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
+ check_hp_for_feat_destruction(f_ptr, m_ptr))
{
+ /* Eat through walls/doors/rubble */
do_move = TRUE;
- }
+ if (!can_cross) must_alter_to_move = TRUE;
- /* Hack -- semi-transparent terrains are no obstacle */
- else if ((c_ptr->feat == FEAT_MOUNTAIN) && ((r_ptr->flags2 & RF2_KILL_WALL) || (!dun_level && ((r_ptr->flags7 & RF7_CAN_FLY) || (r_ptr->flags8 & RF8_WILD_MOUNTAIN)))))
- {
- do_move = TRUE;
+ /* Monster destroyed a wall (later) */
+ did_kill_wall = TRUE;
}
-
- /* Monster moves through walls (and doors) */
- else if (can_pass_wall)
+ /* Floor is open? */
+ else if (can_cross)
{
- /* Pass through walls/doors/rubble */
+ /* Go ahead and move */
do_move = TRUE;
- /* Monster went through a wall */
- did_pass_wall = TRUE;
+ /* Monster moves through walls (and doors) */
+ if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
+ have_flag(f_ptr->flags, FF_CAN_PASS))
+ {
+ /* Monster went through a wall */
+ did_pass_wall = TRUE;
+ }
}
- /* Monster destroys walls (and doors) */
- else if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding))
+ /* Handle doors and secret doors */
+ else if (is_closed_door(c_ptr->feat))
{
- /* Eat through walls/doors/rubble */
- do_move = TRUE;
+ bool may_bash = TRUE;
- /* Monster destroyed a wall */
- did_kill_wall = TRUE;
-
- if (one_in_(GRINDNOISE))
- {
-#ifdef JP
-msg_print("¥®¥·¥®¥·¤¤¤¦²»¤¬Ê¹¤³¤¨¤ë¡£");
-#else
- msg_print("There is a grinding sound.");
-#endif
-
- }
-
- /* Forget the wall */
- c_ptr->info &= ~(CAVE_MARK);
-
- /* Notice */
- cave_set_feat(ny, nx, floor_type[randint0(100)]);
-
- /* Note changes to viewable region */
- if (player_has_los_bold(ny, nx)) do_view = TRUE;
- }
-
- /* Handle doors and secret doors */
- else if (is_closed_door(c_ptr->feat))
- {
- bool may_bash = TRUE;
-
- /* Assume no move allowed */
- do_move = FALSE;
+ /* Assume no move allowed */
+ do_move = FALSE;
/* Creature can open doors. */
- if ((r_ptr->flags2 & RF2_OPEN_DOOR) &&
+ if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
(!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
{
/* Closed doors */
- if (c_ptr->feat == FEAT_DOOR_HEAD)
+ if (!f_ptr->power)
{
/* The door is open */
did_open_door = TRUE;
/* Do not bash the door */
may_bash = FALSE;
- /* Assume no move allowed */
- do_move = TRUE;
+ /* Take a turn */
+ do_turn = TRUE;
}
/* Locked doors (not jammed) */
- else if (c_ptr->feat < FEAT_DOOR_HEAD + 0x08)
+ else
{
- int k;
-
- /* Door power */
- k = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07);
-
/* Try to unlock it XXX XXX XXX */
- if (randint0(m_ptr->hp / 10) > k)
+ if (randint0(m_ptr->hp / 10) > f_ptr->power)
{
/* Unlock the door */
- cave_set_feat(ny, nx, FEAT_DOOR_HEAD + 0x00);
+ cave_alter_feat(ny, nx, FF_DISARM);
/* Do not bash the door */
may_bash = FALSE;
+
+ /* Take a turn */
+ do_turn = TRUE;
}
}
}
/* Stuck doors -- attempt to bash them down if allowed */
- if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) &&
+ if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
(!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
{
- int k;
-
- /* Door power */
- k = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07);
-
/* Attempt to Bash XXX XXX XXX */
- if (randint0(m_ptr->hp / 10) > k)
+ if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
{
/* Message */
-#ifdef JP
-msg_print("¥É¥¢¤òᤳ«¤±¤ë²»¤¬¤·¤¿¡ª");
-#else
- msg_print("You hear a door burst open!");
-#endif
-
+ if (have_flag(f_ptr->flags, FF_GLASS))
+ msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
+ else
+ msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
/* Disturb (sometimes) */
if (disturb_minor) disturb(0, 0);
/* Hack -- fall into doorway */
do_move = TRUE;
+ must_alter_to_move = TRUE;
}
}
if (did_open_door || did_bash_door)
{
/* Break down the door */
- if (did_bash_door && (randint0(100) < 50))
+ if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
{
- cave_set_feat(ny, nx, FEAT_BROKEN);
+ cave_alter_feat(ny, nx, FF_BASH);
+
+ if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
+ {
+ /* Update some things */
+ p_ptr->update |= (PU_FLOW);
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
+
+ return;
+ }
}
/* Open the door */
else
{
- cave_set_feat(ny, nx, FEAT_OPEN);
+ cave_alter_feat(ny, nx, FF_OPEN);
}
+ f_ptr = &f_info[c_ptr->feat];
+
/* Handle viewable doors */
- if (player_has_los_bold(ny, nx)) do_view = TRUE;
+ do_view = TRUE;
}
}
/* Describe observable breakage */
if (c_ptr->info & CAVE_MARK)
{
-#ifdef JP
-msg_print("¼é¤ê¤Î¥ë¡¼¥ó¤¬²õ¤ì¤¿¡ª");
-#else
- msg_print("The rune of protection is broken!");
-#endif
-
+ msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
}
/* Forget the rune */
/* Describe observable breakage */
if (c_ptr->info & CAVE_MARK)
{
-#ifdef JP
-msg_print("¥ë¡¼¥ó¤¬Çúȯ¤·¤¿¡ª");
-#else
- msg_print("The rune explodes!");
-#endif
-
+ msg_print(_("ルーンが爆発した!", "The rune explodes!"));
project(0, 2, ny, nx, 2 * (p_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
}
}
else
{
-#ifdef JP
-msg_print("Çúȯ¤Î¥ë¡¼¥ó¤Ï²ò½ü¤µ¤ì¤¿¡£");
-#else
- msg_print("An explosive rune was disarmed.");
-#endif
+ msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
}
/* Forget the rune */
do_move = TRUE;
}
}
- if (do_move && player_bold(ny, nx) && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
- {
- do_move = FALSE;
- }
-
- /* Some monsters never attack */
- if (do_move && player_bold(ny, nx) && (r_ptr->flags1 & RF1_NEVER_BLOW))
- {
- /* Hack -- memorize lack of attacks */
- if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
-
- /* Do not move */
- do_move = FALSE;
- }
- /* The player is in the way. Attack him. */
+ /* The player is in the way */
if (do_move && player_bold(ny, nx))
{
- if (!p_ptr->riding || one_in_(2))
+ /* Some monsters never attack */
+ if (r_ptr->flags1 & RF1_NEVER_BLOW)
{
- /* Do the attack */
- (void)make_attack_normal(m_idx);
+ /* Hack -- memorize lack of attacks */
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
/* Do not move */
do_move = FALSE;
+ }
- /* Took a turn */
- do_turn = TRUE;
+ /* In anti-melee dungeon, stupid or confused monster takes useless turn */
+ if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
+ {
+ if (!MON_CONFUSED(m_ptr))
+ {
+ if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
+ else
+ {
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
+ }
+ }
}
- }
- if ((c_ptr->feat >= FEAT_PATTERN_START) &&
- (c_ptr->feat <= FEAT_PATTERN_XTRA2) &&
- !do_turn && !(r_ptr->flags7 & RF7_CAN_FLY))
- {
- do_move = FALSE;
- }
+ /* The player is in the way. Attack him. */
+ if (do_move)
+ {
+ if (!p_ptr->riding || one_in_(2))
+ {
+ /* Do the attack */
+ (void)make_attack_normal(m_idx);
+
+ /* Do not move */
+ do_move = FALSE;
+ /* Took a turn */
+ do_turn = TRUE;
+ }
+ }
+ }
/* A monster is in the way */
if (do_move && c_ptr->m_idx)
{
monster_race *z_ptr = &r_info[y_ptr->r_idx];
- monster_type *m2_ptr = &m_list[c_ptr->m_idx];
/* Assume no movement */
do_move = FALSE;
/* Attack 'enemies' */
- if (((r_ptr->flags2 & (RF2_KILL_BODY)) &&
- (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
- (cave_floor_grid(c_ptr)) &&
- (c_ptr->m_idx != p_ptr->riding)) ||
- are_enemies(m_ptr, m2_ptr) || m_ptr->confused)
+ if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
+ (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
+ can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
+ are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
{
- do_move = FALSE;
+ if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
+ {
+ if (r_ptr->flags2 & RF2_KILL_BODY)
+ {
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
+ }
- if (r_ptr->flags2 & RF2_KILL_BODY) r_ptr->r_flags2 |= (RF2_KILL_BODY);
+ /* attack */
+ if (y_ptr->r_idx && (y_ptr->hp >= 0))
+ {
+ if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
- /* attack */
- if ((m2_ptr->r_idx) && (m2_ptr->hp >= 0))
- {
- if (monst_attack_monst(m_idx, cave[ny][nx].m_idx))
- return;
+ /* In anti-melee dungeon, stupid or confused monster takes useless turn */
+ else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+ {
+ if (MON_CONFUSED(m_ptr)) return;
+ else if (r_ptr->flags2 & RF2_STUPID)
+ {
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
+ return;
+ }
+ }
+ }
}
}
/* Push past weaker monsters (unless leaving a wall) */
- else if ((r_ptr->flags2 & RF2_MOVE_BODY) &&
- (r_ptr->mexp > z_ptr->mexp) && cave_floor_grid(c_ptr) &&
- (cave_floor_grid(&cave[m_ptr->fy][m_ptr->fx])) &&
- (c_ptr->m_idx != p_ptr->riding))
+ else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
+ (r_ptr->mexp > z_ptr->mexp) &&
+ can_cross && (c_ptr->m_idx != p_ptr->riding) &&
+ monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
{
/* Allow movement */
do_move = TRUE;
/* Monster pushed past another monster */
did_move_body = TRUE;
+ /* Wake up the moved monster */
+ (void)set_monster_csleep(c_ptr->m_idx, 0);
+
/* XXX XXX XXX Message */
}
}
+ if (is_riding_mon)
+ {
+ if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
+ }
+
+ if (did_kill_wall && do_move)
+ {
+ if (one_in_(GRINDNOISE))
+ {
+ if (have_flag(f_ptr->flags, FF_GLASS))
+ msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
+ else
+ msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
+ }
+
+ cave_alter_feat(ny, nx, FF_HURT_DISI);
+
+ if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
+ {
+ /* Update some things */
+ p_ptr->update |= (PU_FLOW);
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
+
+ return;
+ }
+
+ f_ptr = &f_info[c_ptr->feat];
+
+ /* Note changes to viewable region */
+ do_view = TRUE;
+
+ /* Take a turn */
+ do_turn = TRUE;
+ }
+
+ if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
+ {
+ if (!monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
+ {
+ /* Assume no move allowed */
+ do_move = FALSE;
+ }
+ }
+
/*
* Check if monster can cross terrain
* This is checked after the normal attacks
* to allow monsters to attack an enemy,
* even if it can't enter the terrain.
*/
- if (do_move && !monster_can_cross_terrain(c_ptr->feat, r_ptr))
+ if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
{
/* Assume no move allowed */
do_move = FALSE;
/* Some monsters never move */
if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
{
- /* Hack -- memorize lack of attacks */
- if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
+ /* Hack -- memorize lack of moves */
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
/* Do not move */
do_move = FALSE;
}
- if (m_idx == p_ptr->riding)
- {
- if (!p_ptr->riding_ryoute && !(m_list[p_ptr->riding].monfear)) do_move = FALSE;
- }
-
/* Creature has been allowed move */
if (do_move)
{
- s16b this_o_idx, next_o_idx;
-
/* Take a turn */
do_turn = TRUE;
- /* Hack -- Update the old location */
- cave[oy][ox].m_idx = c_ptr->m_idx;
-
- if (cave[ny][nx].feat == FEAT_TREES)
+ if (have_flag(f_ptr->flags, FF_TREE))
{
- if (r_ptr->flags2 & RF2_KILL_WALL)
- {
- cave_set_feat(ny, nx, FEAT_GRASS);
-
- }
if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
{
m_ptr->energy_need += ENERGY_NEED();
}
}
- /* Mega-Hack -- move the old monster, if any */
- if (c_ptr->m_idx)
+ if (!is_riding_mon)
{
- /* Move the old monster */
- y_ptr->fy = oy;
- y_ptr->fx = ox;
-
- /* Update the old monster */
- update_mon(c_ptr->m_idx, TRUE);
-
- /* Wake up the moved monster */
- m_list[c_ptr->m_idx].csleep = 0;
- }
+ /* Hack -- Update the old location */
+ cave[oy][ox].m_idx = c_ptr->m_idx;
- /* Hack -- Update the new location */
- c_ptr->m_idx = m_idx;
+ /* Mega-Hack -- move the old monster, if any */
+ if (c_ptr->m_idx)
+ {
+ /* Move the old monster */
+ y_ptr->fy = oy;
+ y_ptr->fx = ox;
- /* Move the monster */
- m_ptr->fy = ny;
- m_ptr->fx = nx;
+ /* Update the old monster */
+ update_mon(c_ptr->m_idx, TRUE);
+ }
- /* Update the monster */
- update_mon(m_idx, TRUE);
+ /* Hack -- Update the new location */
+ c_ptr->m_idx = (s16b)m_idx;
- if (p_ptr->riding == m_idx)
- {
- py = ny;
- px = nx;
- }
+ /* Move the monster */
+ m_ptr->fy = ny;
+ m_ptr->fx = nx;
- /* Redraw the old grid */
- lite_spot(oy, ox);
+ /* Update the monster */
+ update_mon(m_idx, TRUE);
- /* Redraw the new grid */
- lite_spot(ny, nx);
+ /* Redraw the old grid */
+ lite_spot(oy, ox);
- if (p_ptr->riding == m_idx)
+ /* Redraw the new grid */
+ lite_spot(ny, nx);
+ }
+ else
{
- verify_panel();
+ /* Sound */
+ /* sound(SOUND_WALK); */
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
-
- /* Update sub-windows */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ /* Move the player */
+ if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
}
/* Possible disturb */
if (m_ptr->ml &&
(disturb_move ||
- (disturb_near && (m_ptr->mflag & MFLAG_VIEW)) ||
+ (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
(disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
{
/* Disturb */
if (is_hostile(m_ptr))
- disturb(0, 0);
+ disturb(0, 1);
}
- /* Scan all objects in the grid */
- for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+ /* Take or Kill objects on the floor */
+ if (c_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
+ (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
{
- object_type *o_ptr;
-
- /* Acquire object */
- o_ptr = &o_list[this_o_idx];
+ s16b this_o_idx, next_o_idx;
+ bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
- /* Acquire next object */
- next_o_idx = o_ptr->next_o_idx;
-
- /* Skip gold */
- if (o_ptr->tval == TV_GOLD) continue;
-
- /*
- * Skip "real" corpses and statues, to avoid extreme
- * silliness like a novice rogue pockets full of statues
- * and corpses.
- */
- if ((o_ptr->tval == TV_CORPSE) ||
- (o_ptr->tval == TV_STATUE)) continue;
-
- /* Take or Kill objects on the floor */
- if ((r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
- (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS)))
+ /* Scan all objects in the grid */
+ for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- u32b flgs[TR_FLAG_SIZE];
+ u32b flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
+ char m_name[80], o_name[MAX_NLEN];
+
+ /* Acquire object */
+ object_type *o_ptr = &o_list[this_o_idx];
- u32b flg2 = 0L;
- u32b flg3 = 0L;
+ /* Acquire next object */
+ next_o_idx = o_ptr->next_o_idx;
- char m_name[80];
- char o_name[MAX_NLEN];
+ if (do_take)
+ {
+ /* Skip gold */
+ if (o_ptr->tval == TV_GOLD) continue;
+
+ /*
+ * Skip "real" corpses and statues, to avoid extreme
+ * silliness like a novice rogue pockets full of statues
+ * and corpses.
+ */
+ if ((o_ptr->tval == TV_CORPSE) ||
+ (o_ptr->tval == TV_STATUE)) continue;
+ }
/* Extract some flags */
object_flags(o_ptr, flgs);
/* Acquire the object name */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Acquire the monster name */
monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
/* React to objects that hurt the monster */
- if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
+ if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
- if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
+ if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
+ if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
+ if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
+ if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
+ if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
+ if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
/* The object cannot be picked up by the monster */
- if (artifact_p(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
- (o_ptr->art_name))
+ if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
+ ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
{
/* Only give a message for "take_item" */
- if ((r_ptr->flags2 & (RF2_TAKE_ITEM)) && (r_ptr->flags2 & (RF2_STUPID)))
+ if (do_take && (r_ptr->flags2 & RF2_STUPID))
{
/* Take note */
did_take_item = TRUE;
if (m_ptr->ml && player_can_see_bold(ny, nx))
{
/* Dump a message */
-#ifdef JP
-msg_format("%^s¤Ï%s¤ò½¦¤ª¤¦¤È¤·¤¿¤¬¡¢¤À¤á¤À¤Ã¤¿¡£", m_name, o_name);
-#else
-msg_format("%^s tries to pick up %s, but fails.", m_name, o_name);
-#endif
+ msg_format(_("%^sは%sを拾おうとしたが、だめだった。", "%^s tries to pick up %s, but fails."), m_name, o_name);
}
}
}
/* Pick up the item */
- else if (r_ptr->flags2 & RF2_TAKE_ITEM)
+ else if (do_take)
{
/* Take note */
did_take_item = TRUE;
if (player_can_see_bold(ny, nx))
{
/* Dump a message */
-#ifdef JP
-msg_format("%^s¤¬%s¤ò½¦¤Ã¤¿¡£", m_name, o_name);
-#else
- msg_format("%^s picks up %s.", m_name, o_name);
-#endif
-
+ msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
}
/* Excise the object */
excise_object_idx(this_o_idx);
/* Forget mark */
- o_ptr->marked = 0;
+ o_ptr->marked &= OM_TOUCHED;
/* Forget location */
o_ptr->iy = o_ptr->ix = 0;
/* Memorize monster */
- o_ptr->held_m_idx = m_idx;
+ o_ptr->held_m_idx = (s16b)m_idx;
/* Build a stack */
o_ptr->next_o_idx = m_ptr->hold_o_idx;
if (player_has_los_bold(ny, nx))
{
/* Dump a message */
-#ifdef JP
-msg_format("%^s¤¬%s¤òÇ˲õ¤·¤¿¡£", m_name, o_name);
-#else
- msg_format("%^s destroys %s.", m_name, o_name);
-#endif
-
+ msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
}
/* Delete the object */
m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
/* If we haven't done anything, try casting a spell again */
- if (!do_turn && !do_move && !m_ptr->monfear && !(p_ptr->riding == m_idx) && aware)
+ if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
{
/* Try to cast spell again */
if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
if (do_view)
{
/* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
+ p_ptr->update |= (PU_FLOW);
/* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
/* Notice changes in view */
- if (do_move && ((r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
+ if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
+ || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
{
/* Update some things */
p_ptr->update |= (PU_MON_LITE);
}
/* Learn things from observable monster */
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
/* Monster opened a door */
if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
/* Hack -- get "bold" if out of options */
- if (!do_turn && !do_move && m_ptr->monfear && aware)
+ if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
{
/* No longer afraid */
- m_ptr->monfear = 0;
+ (void)set_monster_monfear(m_idx, 0);
/* Message if seen */
- if (m_ptr->ml)
+ if (see_m)
{
char m_name[80];
monster_desc(m_name, m_ptr, 0);
/* Dump a message */
-#ifdef JP
-msg_format("%^s¤ÏÀ襤¤ò·è°Õ¤·¤¿¡ª", m_name);
-#else
- msg_format("%^s turns to fight!", m_name);
-#endif
-
- /* Redraw (later) if needed */
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
-
- chg_virtue(V_COMPASSION, -1);
+ msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
}
+ if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
+
/* XXX XXX XXX Actually do something now (?) */
}
}
-/*
+/*!
+ * @brief 全モンスターのターン管理メインルーチン /
* Process all the "live" monsters, once per game turn.
- *
- * During each game turn, we scan through the list of all the "live" monsters,
- * (backwards, so we can excise any "freshly dead" monsters), energizing each
- * monster, and allowing fully energized monsters to move, attack, pass, etc.
- *
- * Note that monsters can never move in the monster array (except when the
- * "compact_monsters()" function is called by "dungeon()" or "save_player()").
- *
- * This function is responsible for at least half of the processor time
- * on a normal system with a "normal" amount of monsters and a player doing
- * normal things.
- *
- * When the player is resting, virtually 90% of the processor time is spent
- * in this function, and its children, "process_monster()" and "make_move()".
- *
- * Most of the rest of the time is spent in "update_view()" and "lite_spot()",
- * especially when the player is running.
- *
- * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"
- * monsters while they are still being "born". A monster is "fresh" only
- * during the turn in which it is created, and we use the "hack_m_idx" to
- * determine if the monster is yet to be processed during the current turn.
- *
- * Note the special "MFLAG_NICE" flag, which allows the player to get one
- * move before any "nasty" monsters get to use their spell attacks.
- *
- * Note that when the "knowledge" about the currently tracked monster
- * changes (flags, attacks, spells), we induce a redraw of the monster
- * recall window.
+ * @return なし
+ * @details
+ * During each game turn, we scan through the list of all the "live" monsters,\n
+ * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
+ * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
+ *\n
+ * Note that monsters can never move in the monster array (except when the\n
+ * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
+ *\n
+ * This function is responsible for at least half of the processor time\n
+ * on a normal system with a "normal" amount of monsters and a player doing\n
+ * normal things.\n
+ *\n
+ * When the player is resting, virtually 90% of the processor time is spent\n
+ * in this function, and its children, "process_monster()" and "make_move()".\n
+ *\n
+ * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
+ * especially when the player is running.\n
+ *\n
+ * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
+ * monsters while they are still being "born". A monster is "fresh" only\n
+ * during the turn in which it is created, and we use the "hack_m_idx" to\n
+ * determine if the monster is yet to be processed during the current turn.\n
+ *\n
+ * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
+ * move before any "nasty" monsters get to use their spell attacks.\n
+ *\n
+ * Note that when the "knowledge" about the currently tracked monster\n
+ * changes (flags, attacks, spells), we induce a redraw of the monster\n
+ * recall window.\n
*/
void process_monsters(void)
{
- int i;
- int fx, fy;
+ IDX i;
+ POSITION fx, fy;
bool test;
u32b old_r_flags4 = 0L;
u32b old_r_flags5 = 0L;
u32b old_r_flags6 = 0L;
+ u32b old_r_flagsr = 0L;
byte old_r_blows0 = 0;
byte old_r_blows1 = 0;
old_r_flags4 = r_ptr->r_flags4;
old_r_flags5 = r_ptr->r_flags5;
old_r_flags6 = r_ptr->r_flags6;
+ old_r_flagsr = r_ptr->r_flagsr;
/* Memorize blows */
old_r_blows0 = r_ptr->r_blows[0];
}
/* Handle "sight" and "aggravation" */
- else if ((m_ptr->cdis <= MAX_SIGHT) &&
+ else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
(player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
{
/* We can "see" or "feel" the player */
test = TRUE;
}
-#if 0 /* (cave[py][px].when == cave[fy][fx].when) is always FALSE... */
+#if 0 /* (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) is always FALSE... */
/* Hack -- Monsters can "smell" the player from far away */
/* Note that most monsters have "aaf" of "20" or so */
else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
- (cave_floor_bold(py, px) || (cave[py][px].feat == FEAT_TREES)) &&
- (cave[py][px].when == cave[fy][fx].when) &&
+ cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
+ (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) &&
(cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
(cave[fy][fx].dist < r_ptr->aaf))
{
/* Monsters move quickly in Nightmare mode */
if (ironman_nightmare) speed += 5;
- if (m_ptr->fast) speed += 10;
- if (m_ptr->slow) speed -= 10;
+ if (MON_FAST(m_ptr)) speed += 10;
+ if (MON_SLOW(m_ptr)) speed -= 10;
}
/* Give this monster some energy */
(old_r_flags4 != r_ptr->r_flags4) ||
(old_r_flags5 != r_ptr->r_flags5) ||
(old_r_flags6 != r_ptr->r_flags6) ||
+ (old_r_flagsr != r_ptr->r_flagsr) ||
(old_r_blows0 != r_ptr->r_blows[0]) ||
(old_r_blows1 != r_ptr->r_blows[1]) ||
(old_r_blows2 != r_ptr->r_blows[2]) ||
}
}
+/*!
+ * @brief モンスターの時限ステータスを取得する
+ * @return m_idx モンスターの参照ID
+ * @return mproc_type モンスターの時限ステータスID
+ * @return 残りターン値
+ */
+int get_mproc_idx(MONSTER_IDX m_idx, int mproc_type)
+{
+ s16b *cur_mproc_list = mproc_list[mproc_type];
+ int i;
+
+ for (i = mproc_max[mproc_type] - 1; i >= 0; i--)
+ {
+ if (cur_mproc_list[i] == m_idx) return i;
+ }
+ return -1;
+}
-bool process_the_world(int num, int who, bool vs_player)
+/*!
+ * @brief モンスターの時限ステータスリストを追加する
+ * @return m_idx モンスターの参照ID
+ * @return mproc_type 追加したいモンスターの時限ステータスID
+ * @return なし
+ */
+static void mproc_add(MONSTER_IDX m_idx, int mproc_type)
{
- monster_type *m_ptr = &m_list[hack_m_idx]; /* the world monster */
-
- if(world_monster) return (FALSE);
+ if (mproc_max[mproc_type] < max_m_idx) mproc_list[mproc_type][mproc_max[mproc_type]++] = (s16b)m_idx;
+}
- if(vs_player)
- {
- char m_name[80];
- monster_desc(m_name, m_ptr, 0);
- if (who == 1)
-#ifdef JP
- msg_print("¡Ö¡Ø¥¶¡¦¥ï¡¼¥ë¥É¡Ù¡ª»þ¤Ï»ß¤Þ¤Ã¤¿¡ª¡×");
-#else
- msg_format("%s yells 'The World! Time has stopped!'", m_name);
-#endif
- else if (who == 3)
-#ifdef JP
- msg_print("¡Ö»þ¤è¡ª¡×");
-#else
- msg_format("%s yells 'Time!'", m_name);
-#endif
- else msg_print("hek!");
+/*!
+ * @brief モンスターの時限ステータスリストを削除
+ * @return m_idx モンスターの参照ID
+ * @return mproc_type 削除したいモンスターの時限ステータスID
+ * @return なし
+ */
+static void mproc_remove(MONSTER_IDX m_idx, int mproc_type)
+{
+ int mproc_idx = get_mproc_idx(m_idx, mproc_type);
+ if (mproc_idx >= 0) mproc_list[mproc_type][mproc_idx] = mproc_list[mproc_type][--mproc_max[mproc_type]];
+}
- msg_print(NULL);
- }
- world_monster = TRUE;
+/*!
+ * @brief モンスターの時限ステータスリストを初期化する / Initialize monster process
+ * @return なし
+ */
+void mproc_init(void)
+{
+ monster_type *m_ptr;
+ MONSTER_IDX i;
+ int cmi;
- if (vs_player) do_cmd_redraw();
+ /* Reset "mproc_max[]" */
+ for (cmi = 0; cmi < MAX_MTIMED; cmi++) mproc_max[cmi] = 0;
- while(num--)
+ /* Process the monsters (backwards) */
+ for (i = m_max - 1; i >= 1; i--)
{
- if(!m_ptr->r_idx) break;
- process_monster(hack_m_idx);
+ /* Access the monster */
+ m_ptr = &m_list[i];
- reset_target(m_ptr);
+ /* Ignore "dead" monsters */
+ if (!m_ptr->r_idx) continue;
- /* Notice stuff */
- if (p_ptr->notice) notice_stuff();
+ for (cmi = 0; cmi < MAX_MTIMED; cmi++)
+ {
+ if (m_ptr->mtimed[cmi]) mproc_add(i, cmi);
+ }
+ }
+}
- /* Update stuff */
- if (p_ptr->update) update_stuff();
- /* Redraw stuff */
- if (p_ptr->redraw) redraw_stuff();
+/*!
+ * @brief モンスターの睡眠状態値をセットする /
+ * Set "m_ptr->mtimed[MTIMED_CSLEEP]", notice observable changes
+ * @param m_idx モンスター参照ID
+ * @param v セットする値
+ * @return 別途更新処理が必要な場合TRUEを返す
+ */
+bool set_monster_csleep(MONSTER_IDX m_idx, int v)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ bool notice = FALSE;
- /* Redraw stuff */
- if (p_ptr->window) window_stuff();
+ /* Hack -- Force good values */
+ v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- /* Delay */
- if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
+ /* Open */
+ if (v)
+ {
+ if (!MON_CSLEEP(m_ptr))
+ {
+ mproc_add(m_idx, MTIMED_CSLEEP);
+ notice = TRUE;
+ }
}
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
+ /* Shut */
+ else
+ {
+ if (MON_CSLEEP(m_ptr))
+ {
+ mproc_remove(m_idx, MTIMED_CSLEEP);
+ notice = TRUE;
+ }
+ }
- /* Update monsters */
- p_ptr->update |= (PU_MONSTERS);
+ /* Use the value */
+ m_ptr->mtimed[MTIMED_CSLEEP] = (s16b)v;
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ if (!notice) return FALSE;
- world_monster = FALSE;
- if (vs_player || los(py, px, m_ptr->fy, m_ptr->fx))
+ if (m_ptr->ml)
{
-#ifdef JP
- msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
-#else
- msg_print("You feel time flowing around you once more.");
-#endif
- msg_print(NULL);
+ /* Update health bar as needed */
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
}
- handle_stuff();
+ if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
- return (TRUE);
+ return TRUE;
}
-void monster_gain_exp(int m_idx, int s_idx)
+/*!
+ * @brief モンスターの加速状態値をセット /
+ * Set "m_ptr->mtimed[MTIMED_FAST]", notice observable changes
+ * @param m_idx モンスター参照ID
+ * @param v セットする値
+ * @return 別途更新処理が必要な場合TRUEを返す
+ */
+bool set_monster_fast(MONSTER_IDX m_idx, int v)
{
monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- monster_race *s_ptr = &r_info[s_idx];
+ bool notice = FALSE;
+
+ /* Hack -- Force good values */
+ v = (v > 200) ? 200 : (v < 0) ? 0 : v;
+
+ /* Open */
+ if (v)
+ {
+ if (!MON_FAST(m_ptr))
+ {
+ mproc_add(m_idx, MTIMED_FAST);
+ notice = TRUE;
+ }
+ }
+
+ /* Shut */
+ else
+ {
+ if (MON_FAST(m_ptr))
+ {
+ mproc_remove(m_idx, MTIMED_FAST);
+ notice = TRUE;
+ }
+ }
+
+ /* Use the value */
+ m_ptr->mtimed[MTIMED_FAST] = (s16b)v;
+
+ if (!notice) return FALSE;
+
+ if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
+
+ return TRUE;
+}
+
+
+/*
+ * Set "m_ptr->mtimed[MTIMED_SLOW]", notice observable changes
+ */
+bool set_monster_slow(MONSTER_IDX m_idx, int v)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ bool notice = FALSE;
+
+ /* Hack -- Force good values */
+ v = (v > 200) ? 200 : (v < 0) ? 0 : v;
+
+ /* Open */
+ if (v)
+ {
+ if (!MON_SLOW(m_ptr))
+ {
+ mproc_add(m_idx, MTIMED_SLOW);
+ notice = TRUE;
+ }
+ }
+
+ /* Shut */
+ else
+ {
+ if (MON_SLOW(m_ptr))
+ {
+ mproc_remove(m_idx, MTIMED_SLOW);
+ notice = TRUE;
+ }
+ }
+
+ /* Use the value */
+ m_ptr->mtimed[MTIMED_SLOW] = (s16b)v;
+
+ if (!notice) return FALSE;
+
+ if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
+
+ return TRUE;
+}
+
+
+/*!
+ * @brief モンスターの朦朧状態値をセット /
+ * Set "m_ptr->mtimed[MTIMED_STUNNED]", notice observable changes
+ * @param m_idx モンスター参照ID
+ * @param v セットする値
+ * @return 別途更新処理が必要な場合TRUEを返す
+ */
+bool set_monster_stunned(MONSTER_IDX m_idx, int v)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ bool notice = FALSE;
+
+ /* Hack -- Force good values */
+ v = (v > 200) ? 200 : (v < 0) ? 0 : v;
+
+ /* Open */
+ if (v)
+ {
+ if (!MON_STUNNED(m_ptr))
+ {
+ mproc_add(m_idx, MTIMED_STUNNED);
+ notice = TRUE;
+ }
+ }
+
+ /* Shut */
+ else
+ {
+ if (MON_STUNNED(m_ptr))
+ {
+ mproc_remove(m_idx, MTIMED_STUNNED);
+ notice = TRUE;
+ }
+ }
+
+ /* Use the value */
+ m_ptr->mtimed[MTIMED_STUNNED] = (s16b)v;
+
+ return notice;
+}
+
+
+/*!
+ * @brief モンスターの混乱状態値をセット /
+ * Set "m_ptr->mtimed[MTIMED_CONFUSED]", notice observable changes
+ * @param m_idx モンスター参照ID
+ * @param v セットする値
+ * @return 別途更新処理が必要な場合TRUEを返す
+ */
+bool set_monster_confused(MONSTER_IDX m_idx, int v)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ bool notice = FALSE;
+
+ /* Hack -- Force good values */
+ v = (v > 200) ? 200 : (v < 0) ? 0 : v;
+
+ /* Open */
+ if (v)
+ {
+ if (!MON_CONFUSED(m_ptr))
+ {
+ mproc_add(m_idx, MTIMED_CONFUSED);
+ notice = TRUE;
+ }
+ }
+
+ /* Shut */
+ else
+ {
+ if (MON_CONFUSED(m_ptr))
+ {
+ mproc_remove(m_idx, MTIMED_CONFUSED);
+ notice = TRUE;
+ }
+ }
+
+ /* Use the value */
+ m_ptr->mtimed[MTIMED_CONFUSED] = (s16b)v;
+
+ return notice;
+}
+
+
+/*!
+ * @brief モンスターの恐慌状態値をセット /
+ * Set "m_ptr->mtimed[MTIMED_MONFEAR]", notice observable changes
+ * @param m_idx モンスター参照ID
+ * @param v セットする値
+ * @return 別途更新処理が必要な場合TRUEを返す
+ */
+bool set_monster_monfear(MONSTER_IDX m_idx, int v)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ bool notice = FALSE;
+
+ /* Hack -- Force good values */
+ v = (v > 200) ? 200 : (v < 0) ? 0 : v;
+
+ /* Open */
+ if (v)
+ {
+ if (!MON_MONFEAR(m_ptr))
+ {
+ mproc_add(m_idx, MTIMED_MONFEAR);
+ notice = TRUE;
+ }
+ }
+
+ /* Shut */
+ else
+ {
+ if (MON_MONFEAR(m_ptr))
+ {
+ mproc_remove(m_idx, MTIMED_MONFEAR);
+ notice = TRUE;
+ }
+ }
+
+ /* Use the value */
+ m_ptr->mtimed[MTIMED_MONFEAR] = (s16b)v;
+
+ if (!notice) return FALSE;
+
+ if (m_ptr->ml)
+ {
+ /* Update health bar as needed */
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
+
+ return TRUE;
+}
+
+
+/*!
+ * @brief モンスターの無敵状態値をセット /
+ * Set "m_ptr->mtimed[MTIMED_INVULNER]", notice observable changes
+ * @param m_idx モンスター参照ID
+ * @param v セットする値
+ * @param energy_need TRUEならば無敵解除時に行動ターン消費を行う
+ * @return 別途更新処理が必要な場合TRUEを返す
+ */
+bool set_monster_invulner(MONSTER_IDX m_idx, int v, bool energy_need)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ bool notice = FALSE;
+
+ /* Hack -- Force good values */
+ v = (v > 200) ? 200 : (v < 0) ? 0 : v;
+
+ /* Open */
+ if (v)
+ {
+ if (!MON_INVULNER(m_ptr))
+ {
+ mproc_add(m_idx, MTIMED_INVULNER);
+ notice = TRUE;
+ }
+ }
+
+ /* Shut */
+ else
+ {
+ if (MON_INVULNER(m_ptr))
+ {
+ mproc_remove(m_idx, MTIMED_INVULNER);
+ if (energy_need && !p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
+ notice = TRUE;
+ }
+ }
+
+ /* Use the value */
+ m_ptr->mtimed[MTIMED_INVULNER] = (s16b)v;
+
+ if (!notice) return FALSE;
+
+ if (m_ptr->ml)
+ {
+ /* Update health bar as needed */
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
+
+ return TRUE;
+}
+
+
+static u32b csleep_noise;
+
+/*!
+ * @brief モンスターの各種状態値を時間経過により更新するサブルーチン
+ * @param m_idx モンスター参照ID
+ * @param mtimed_idx 更新するモンスターの時限ステータスID
+ * @return なし
+ */
+static void process_monsters_mtimed_aux(MONSTER_IDX m_idx, int mtimed_idx)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+
+ switch (mtimed_idx)
+ {
+ case MTIMED_CSLEEP:
+ {
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ /* Assume does not wake up */
+ bool test = FALSE;
+
+ /* Hack -- Require proximity */
+ if (m_ptr->cdis < AAF_LIMIT)
+ {
+ /* Handle "sensing radius" */
+ if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
+ {
+ /* We may wake up */
+ test = TRUE;
+ }
+
+ /* Handle "sight" and "aggravation" */
+ else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
+ {
+ /* We may wake up */
+ test = TRUE;
+ }
+ }
+
+ if (test)
+ {
+ u32b notice = randint0(1024);
+
+ /* Nightmare monsters are more alert */
+ if (ironman_nightmare) notice /= 2;
+
+ /* Hack -- See if monster "notices" player */
+ if ((notice * notice * notice) <= csleep_noise)
+ {
+ /* Hack -- amount of "waking" */
+ /* Wake up faster near the player */
+ int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
+
+ /* Hack -- amount of "waking" is affected by speed of player */
+ d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
+ if (d < 0) d = 1;
+
+ /* Monster wakes up "a little bit" */
+
+ /* Still asleep */
+ if (!set_monster_csleep(m_idx, MON_CSLEEP(m_ptr) - d))
+ {
+ /* Notice the "not waking up" */
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ /* Hack -- Count the ignores */
+ if (r_ptr->r_ignore < MAX_UCHAR) r_ptr->r_ignore++;
+ }
+ }
+
+ /* Just woke up */
+ else
+ {
+ /* Notice the "waking up" */
+ if (m_ptr->ml)
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+ msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
+ }
+
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ /* Hack -- Count the wakings */
+ if (r_ptr->r_wake < MAX_UCHAR) r_ptr->r_wake++;
+ }
+ }
+ }
+ }
+ break;
+ }
+
+ case MTIMED_FAST:
+ /* Reduce by one, note if expires */
+ if (set_monster_fast(m_idx, MON_FAST(m_ptr) - 1))
+ {
+ if (is_seen(m_ptr))
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+ msg_format(_("%^sはもう加速されていない。", "%^s is no longer fast."), m_name);
+ }
+ }
+ break;
+
+ case MTIMED_SLOW:
+ /* Reduce by one, note if expires */
+ if (set_monster_slow(m_idx, MON_SLOW(m_ptr) - 1))
+ {
+ if (is_seen(m_ptr))
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+ msg_format(_("%^sはもう減速されていない。", "%^s is no longer slow."), m_name);
+ }
+ }
+ break;
+
+ case MTIMED_STUNNED:
+ {
+ int rlev = r_info[m_ptr->r_idx].level;
+
+ /* Recover from stun */
+ if (set_monster_stunned(m_idx, (randint0(10000) <= rlev * rlev) ? 0 : (MON_STUNNED(m_ptr) - 1)))
+ {
+ /* Message if visible */
+ if (is_seen(m_ptr))
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+ msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
+ }
+ }
+ break;
+ }
+
+ case MTIMED_CONFUSED:
+ /* Reduce the confusion */
+ if (set_monster_confused(m_idx, MON_CONFUSED(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
+ {
+ /* Message if visible */
+ if (is_seen(m_ptr))
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+ msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
+ }
+ }
+ break;
+
+ case MTIMED_MONFEAR:
+ /* Reduce the fear */
+ if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
+ {
+ /* Visual note */
+ if (is_seen(m_ptr))
+ {
+ char m_name[80];
+#ifndef JP
+ char m_poss[80];
+
+ /* Acquire the monster possessive */
+ monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
+#endif
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^sは勇気を取り戻した。", m_name);
+#else
+ msg_format("%^s recovers %s courage.", m_name, m_poss);
+#endif
+ }
+ }
+ break;
+
+ case MTIMED_INVULNER:
+ /* Reduce by one, note if expires */
+ if (set_monster_invulner(m_idx, MON_INVULNER(m_ptr) - 1, TRUE))
+ {
+ if (is_seen(m_ptr))
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+ msg_format(_("%^sはもう無敵でない。", "%^s is no longer invulnerable."), m_name);
+ }
+ }
+ break;
+ }
+}
+
+
+/*!
+ * @brief 全モンスターの各種状態値を時間経過により更新するメインルーチン
+ * @param mtimed_idx 更新するモンスターの時限ステータスID
+ * @return なし
+ * @details
+ * Process the counters of monsters (once per 10 game turns)\n
+ * These functions are to process monsters' counters same as player's.
+ */
+void process_monsters_mtimed(int mtimed_idx)
+{
+ int i;
+ s16b *cur_mproc_list = mproc_list[mtimed_idx];
+
+ /* Hack -- calculate the "player noise" */
+ if (mtimed_idx == MTIMED_CSLEEP) csleep_noise = (1L << (30 - p_ptr->skill_stl));
+
+ /* Process the monsters (backwards) */
+ for (i = mproc_max[mtimed_idx] - 1; i >= 0; i--)
+ {
+ /* Access the monster */
+ process_monsters_mtimed_aux(cur_mproc_list[i], mtimed_idx);
+ }
+}
+
+/*!
+ * @brief モンスターへの魔力消去処理
+ * @param m_idx 魔力消去を受けるモンスターの参照ID
+ * @return なし
+ */
+void dispel_monster_status(MONSTER_IDX m_idx)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ char m_name[80];
+
+ monster_desc(m_name, m_ptr, 0);
+ if (set_monster_invulner(m_idx, 0, TRUE))
+ {
+ if (m_ptr->ml) msg_format(_("%sはもう無敵ではない。", "%^s is no longer invulnerable."), m_name);
+ }
+ if (set_monster_fast(m_idx, 0))
+ {
+ if (m_ptr->ml) msg_format(_("%sはもう加速されていない。", "%^s is no longer fast."), m_name);
+ }
+ if (set_monster_slow(m_idx, 0))
+ {
+ if (m_ptr->ml) msg_format(_("%sはもう減速されていない。", "%^s is no longer slow."), m_name);
+ }
+}
+
+/*!
+ * @brief モンスターの時間停止処理
+ * @param num 時間停止を行った敵が行動できる回数
+ * @param who 時間停止処理の主体ID
+ * @param vs_player TRUEならば時間停止開始処理を行う
+ * @return 時間停止が行われている状態ならばTRUEを返す
+ */
+bool process_the_world(int num, int who, bool vs_player)
+{
+ monster_type *m_ptr = &m_list[hack_m_idx]; /* the world monster */
+
+ if(world_monster) return (FALSE);
+
+ if(vs_player)
+ {
+ char m_name[80];
+ monster_desc(m_name, m_ptr, 0);
+
+ if (who == 1)
+ msg_format(_("「『ザ・ワールド』!時は止まった!」", "%s yells 'The World! Time has stopped!'"), m_name);
+ else if (who == 3)
+ msg_format(_("「時よ!」", "%s yells 'Time!'"), m_name);
+ else msg_print("hek!");
+
+ msg_print(NULL);
+ }
+
+ /* This monster cast spells */
+ world_monster = hack_m_idx;
+
+ if (vs_player) do_cmd_redraw();
+
+ while(num--)
+ {
+ if(!m_ptr->r_idx) break;
+ process_monster(world_monster);
+
+ reset_target(m_ptr);
+
+ /* Notice stuff */
+ if (p_ptr->notice) notice_stuff();
+
+ /* Update stuff */
+ if (p_ptr->update) update_stuff();
+
+ /* Redraw stuff */
+ if (p_ptr->redraw) redraw_stuff();
+
+ /* Redraw stuff */
+ if (p_ptr->window) window_stuff();
+
+ /* Delay */
+ if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
+ }
+
+ /* Redraw map */
+ p_ptr->redraw |= (PR_MAP);
+
+ /* Update monsters */
+ p_ptr->update |= (PU_MONSTERS);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+
+ world_monster = 0;
+ if (vs_player || (player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)))
+ {
+ msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
+ msg_print(NULL);
+ }
+
+ handle_stuff();
+
+ return (TRUE);
+}
+
+/*!
+ * @brief モンスターの経験値取得処理
+ * @param m_idx 経験値を得るモンスターの参照ID
+ * @param s_idx 撃破されたモンスター種族の参照ID
+ * @return なし
+ */
+void monster_gain_exp(MONSTER_IDX m_idx, IDX s_idx)
+{
+ monster_type *m_ptr;
+ monster_race *r_ptr;
+ monster_race *s_ptr;
int new_exp;
+ /* Paranoia */
+ if (m_idx <= 0 || s_idx <= 0) return;
+
+ m_ptr = &m_list[m_idx];
+
+ /* Paranoia -- Skip dead monsters */
+ if (!m_ptr->r_idx) return;
+
+ r_ptr = &r_info[m_ptr->r_idx];
+ s_ptr = &r_info[s_idx];
+
if (p_ptr->inside_battle) return;
if (!r_ptr->next_exp) return;
int old_r_idx = m_ptr->r_idx;
byte old_sub_align = m_ptr->sub_align;
+ /* Hack -- Reduce the racial counter of previous monster */
+ real_r_ptr(m_ptr)->cur_num--;
+
monster_desc(m_name, m_ptr, 0);
m_ptr->r_idx = r_ptr->next_r_idx;
+
+ /* Count the monsters on the level */
+ real_r_ptr(m_ptr)->cur_num++;
+
m_ptr->ap_r_idx = m_ptr->r_idx;
r_ptr = &r_info[m_ptr->r_idx];
+
if (r_ptr->flags1 & RF1_FORCE_MAXHP)
{
m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
}
m_ptr->maxhp = m_ptr->max_maxhp;
m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
+
+ /* dealt damage is 0 at initial*/
+ m_ptr->dealt_damage = 0;
/* Extract the monster base speed */
m_ptr->mspeed = get_mspeed(r_ptr);
if (is_pet(m_ptr) || m_ptr->ml)
{
-#ifdef JP
- msg_format("%s¤Ï%s¤Ë¿Ê²½¤·¤¿¡£", m_name, r_name + r_ptr->name);
-#else
- msg_format("%^s evolved into %s.", m_name, r_name + r_ptr->name);
-#endif
- r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
+ if (!ignore_unview || player_can_see_bold(m_ptr->fy, m_ptr->fx))
+ {
+ if (p_ptr->image)
+ {
+ monster_race *hallu_race;
+
+ do
+ {
+ hallu_race = &r_info[randint1(max_r_idx - 1)];
+ }
+ while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
+ msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + hallu_race->name);
+ }
+ else
+ {
+ msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + r_ptr->name);
+ }
+ }
+
+ if (!p_ptr->image) r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
+
+ /* Now you feel very close to this pet. */
+ m_ptr->parent_m_idx = 0;
}
update_mon(m_idx, FALSE);
lite_spot(m_ptr->fy, m_ptr->fx);