* @details
* The higher the level, the fewer kills needed.
*/
-static bool know_armour(int r_idx)
+static bool know_armour(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* the more damage an attack does, the more attacks you need
* </pre>
*/
-static bool know_damage(int r_idx, int i)
+static bool know_damage(MONRACE_IDX r_idx, int i)
{
monster_race *r_ptr = &r_info[r_idx];
* @param tmp 返すメッセージを格納する配列
* @return なし
*/
-void set_damage(int r_idx, int SPELL_NUM, char* msg, char* tmp)
+void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
{
int base_damage = monspell_race_damage(SPELL_NUM, r_idx, BASE_DAM);
int dice_num = monspell_race_damage(SPELL_NUM, r_idx, DICE_NUM);
* left edge of the screen, on a cleared line, in which the recall is
* to take place. One extra blank line is left after the recall.
*/
-static void roff_aux(int r_idx, int mode)
+static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
{
monster_race *r_ptr = &r_info[r_idx];
bool magic = FALSE;
bool reinforce = FALSE;
- u32b flags1;
- u32b flags2;
- u32b flags3;
- u32b flags4;
- u32b flags5;
- u32b flags6;
- u32b flags7;
- u32b flagsr;
+ BIT_FLAGS flags1;
+ BIT_FLAGS flags2;
+ BIT_FLAGS flags3;
+ BIT_FLAGS flags4;
+ BIT_FLAGS a_ability_flags1;
+ BIT_FLAGS a_ability_flags2;
+ BIT_FLAGS flags7;
+ BIT_FLAGS flagsr;
- byte drop_gold, drop_item;
+ ITEM_NUMBER drop_gold, drop_item;
int vn = 0;
byte color[96];
flags2 = (r_ptr->flags2 & r_ptr->r_flags2);
flags3 = (r_ptr->flags3 & r_ptr->r_flags3);
flags4 = (r_ptr->flags4 & r_ptr->r_flags4);
- flags5 = (r_ptr->flags5 & r_ptr->r_flags5);
- flags6 = (r_ptr->flags6 & r_ptr->r_flags6);
+ a_ability_flags1 = (r_ptr->a_ability_flags1 & r_ptr->r_flags5);
+ a_ability_flags2 = (r_ptr->a_ability_flags2 & r_ptr->r_flags6);
flags7 = (r_ptr->flags7 & r_ptr->flags7);
flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
flags2 = r_ptr->flags2;
flags3 = r_ptr->flags3;
flags4 = r_ptr->flags4;
- flags5 = r_ptr->flags5;
- flags6 = r_ptr->flags6;
+ a_ability_flags1 = r_ptr->a_ability_flags1;
+ a_ability_flags2 = r_ptr->a_ability_flags2;
flagsr = r_ptr->flagsr;
}
{
long i, j;
-#ifdef JP
- i = p_ptr->lev;
- hooked_roff(format(" %lu レベルのキャラクタにとって", (long)i));
-
- i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv+2);
- j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv+2)) *
- (long)1000 / (p_ptr->max_plv+2) + 5) / 10);
-
- hooked_roff(format(" 約%ld.%02ld ポイントの経験となる。",
- (long)i, (long)j ));
-#else
/* calculate the integer exp part */
- i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv+2);
+ i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv + 2) * 3 / 2;
/* calculate the fractional exp part scaled by 100, */
/* must use long arithmetic to avoid overflow */
- j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv+2)) *
- (long)1000 / (p_ptr->max_plv+2) + 5) / 10);
+ j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv + 2) * 3 / 2) *
+ (long)1000 / (p_ptr->max_plv + 2) + 5) / 10);
+
+#ifdef JP
+ hooked_roff(format(" %d レベルのキャラクタにとって 約%ld.%02ld ポイントの経験となる。",
+ p_ptr->lev, (long)i, (long)j ));
+#else
/* Mention the experience */
- hooked_roff(format(" is worth about %ld.%02ld point%s",
- (long)i, (long)j,
- (((i == 1) && (j == 0)) ? "" : "s")));
+ hooked_roff(format(" is worth about %ld.%02ld point%s for level %d player",
+ (long)i, (long)j,
+ (((i == 1) && (j == 0)) ? "" : "s")), p_ptr->lev);
/* Take account of annoying English */
p = "th";
}
}
}
- if (flags6 & (RF6_SPECIAL)) { vp[vn] = _("特別な行動をする", "do something"); color[vn++] = TERM_VIOLET; }
+ if (a_ability_flags2 & (RF6_SPECIAL)) { vp[vn] = _("特別な行動をする", "do something"); color[vn++] = TERM_VIOLET; }
/* Describe inate attacks */
if (vn)
/* Collect spells */
vn = 0;
- if (flags5 & (RF5_BA_ACID))
+ if (a_ability_flags1 & (RF5_BA_ACID))
{
set_damage(r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_GREEN;
}
- if (flags5 & (RF5_BA_ELEC))
+ if (a_ability_flags1 & (RF5_BA_ELEC))
{
set_damage(r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
- if (flags5 & (RF5_BA_FIRE))
+ if (a_ability_flags1 & (RF5_BA_FIRE))
{
set_damage(r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
- if (flags5 & (RF5_BA_COLD))
+ if (a_ability_flags1 & (RF5_BA_COLD))
{
set_damage(r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (flags5 & (RF5_BA_POIS))
+ if (a_ability_flags1 & (RF5_BA_POIS))
{
set_damage(r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_GREEN;
}
- if (flags5 & (RF5_BA_NETH))
+ if (a_ability_flags1 & (RF5_BA_NETH))
{
set_damage(r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
- if (flags5 & (RF5_BA_WATE))
+ if (a_ability_flags1 & (RF5_BA_WATE))
{
set_damage(r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_GREEN;
}
- if (flags5 & (RF5_BA_MANA))
+ if (a_ability_flags1 & (RF5_BA_MANA))
{
set_damage(r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_BLUE;
}
- if (flags5 & (RF5_BA_DARK))
+ if (a_ability_flags1 & (RF5_BA_DARK))
{
set_damage(r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
- if (flags5 & (RF5_BA_LITE))
+ if (a_ability_flags1 & (RF5_BA_LITE))
{
set_damage(r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_VIOLET;
}
- if (flags6 & (RF6_HAND_DOOM)){ vp[vn] = _("破滅の手(40%-60%)", "invoke the Hand of Doom(40%-60%)"); color[vn++] = TERM_VIOLET; }
- if (flags6 & (RF6_PSY_SPEAR))
+ if (a_ability_flags2 & (RF6_HAND_DOOM)){ vp[vn] = _("破滅の手(40%-60%)", "invoke the Hand of Doom(40%-60%)"); color[vn++] = TERM_VIOLET; }
+ if (a_ability_flags2 & (RF6_PSY_SPEAR))
{
set_damage(r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_YELLOW;
}
- if (flags5 & (RF5_DRAIN_MANA))
+ if (a_ability_flags1 & (RF5_DRAIN_MANA))
{
set_damage(r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_SLATE;
}
- if (flags5 & (RF5_MIND_BLAST))
+ if (a_ability_flags1 & (RF5_MIND_BLAST))
{
set_damage(r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_RED;
}
- if (flags5 & (RF5_BRAIN_SMASH))
+ if (a_ability_flags1 & (RF5_BRAIN_SMASH))
{
set_damage(r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
- if (flags5 & (RF5_CAUSE_1))
+ if (a_ability_flags1 & (RF5_CAUSE_1))
{
set_damage(r_idx, (MS_CAUSE_1),
_("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (flags5 & (RF5_CAUSE_2))
+ if (a_ability_flags1 & (RF5_CAUSE_2))
{
set_damage(r_idx, (MS_CAUSE_2),
_("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (flags5 & (RF5_CAUSE_3))
+ if (a_ability_flags1 & (RF5_CAUSE_3))
{
set_damage(r_idx, (MS_CAUSE_3),
_("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (flags5 & (RF5_CAUSE_4))
+ if (a_ability_flags1 & (RF5_CAUSE_4))
{
set_damage(r_idx, (MS_CAUSE_4),
_("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (flags5 & (RF5_BO_ACID))
+ if (a_ability_flags1 & (RF5_BO_ACID))
{
set_damage(r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_GREEN;
}
- if (flags5 & (RF5_BO_ELEC))
+ if (a_ability_flags1 & (RF5_BO_ELEC))
{
set_damage(r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
- if (flags5 & (RF5_BO_FIRE))
+ if (a_ability_flags1 & (RF5_BO_FIRE))
{
set_damage(r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
- if (flags5 & (RF5_BO_COLD))
+ if (a_ability_flags1 & (RF5_BO_COLD))
{
set_damage(r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (flags5 & (RF5_BO_NETH))
+ if (a_ability_flags1 & (RF5_BO_NETH))
{
set_damage(r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
- if (flags5 & (RF5_BO_WATE))
+ if (a_ability_flags1 & (RF5_BO_WATE))
{
set_damage(r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
- if (flags5 & (RF5_BO_MANA))
+ if (a_ability_flags1 & (RF5_BO_MANA))
{
set_damage(r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_BLUE;
}
- if (flags5 & (RF5_BO_PLAS))
+ if (a_ability_flags1 & (RF5_BO_PLAS))
{
set_damage(r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_RED;
}
- if (flags5 & (RF5_BO_ICEE))
+ if (a_ability_flags1 & (RF5_BO_ICEE))
{
set_damage(r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_WHITE;
}
- if (flags5 & (RF5_MISSILE))
+ if (a_ability_flags1 & (RF5_MISSILE))
{
set_damage(r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_SLATE;
}
- if (flags5 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
- if (flags5 & (RF5_BLIND)) { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
- if (flags5 & (RF5_CONF)) { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
- if (flags5 & (RF5_SLOW)) { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
- if (flags5 & (RF5_HOLD)) { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
- if (flags6 & (RF6_HASTE)) { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
- if (flags6 & (RF6_HEAL)) { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
- if (flags6 & (RF6_INVULNER)) { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
+ if (a_ability_flags1 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
+ if (a_ability_flags1 & (RF5_BLIND)) { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
+ if (a_ability_flags1 & (RF5_CONF)) { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
+ if (a_ability_flags1 & (RF5_SLOW)) { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
+ if (a_ability_flags1 & (RF5_HOLD)) { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
+ if (a_ability_flags2 & (RF6_HASTE)) { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
+ if (a_ability_flags2 & (RF6_HEAL)) { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
+ if (a_ability_flags2 & (RF6_INVULNER)) { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
if (flags4 & RF4_DISPEL) { vp[vn] = _("魔力消去", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
- if (flags6 & (RF6_BLINK)) { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
- if (flags6 & (RF6_TPORT)) { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
- if (flags6 & (RF6_WORLD)) { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
- if (flags6 & (RF6_TELE_TO)) { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
- if (flags6 & (RF6_TELE_AWAY)) { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
- if (flags6 & (RF6_TELE_LEVEL)) { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
+ if (a_ability_flags2 & (RF6_BLINK)) { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
+ if (a_ability_flags2 & (RF6_TPORT)) { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
+ if (a_ability_flags2 & (RF6_WORLD)) { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
+ if (a_ability_flags2 & (RF6_TELE_TO)) { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
+ if (a_ability_flags2 & (RF6_TELE_AWAY)) { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
+ if (a_ability_flags2 & (RF6_TELE_LEVEL)) { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
- if (flags6 & (RF6_DARKNESS))
+ if (a_ability_flags2 & (RF6_DARKNESS))
{
if ((p_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
{
}
}
- if (flags6 & (RF6_TRAPS)) { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
- if (flags6 & (RF6_FORGET)) { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
- if (flags6 & (RF6_RAISE_DEAD)) { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
- if (flags6 & (RF6_S_MONSTER)) { vp[vn] = _("モンスター一体召喚", "summon a monster"); color[vn++] = TERM_SLATE; }
- if (flags6 & (RF6_S_MONSTERS)) { vp[vn] = _("モンスター複数召喚", "summon monsters"); color[vn++] = TERM_L_WHITE; }
- if (flags6 & (RF6_S_KIN)) { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
- if (flags6 & (RF6_S_ANT)) { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
- if (flags6 & (RF6_S_SPIDER)) { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
- if (flags6 & (RF6_S_HOUND)) { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
- if (flags6 & (RF6_S_HYDRA)) { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
- if (flags6 & (RF6_S_ANGEL)) { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
- if (flags6 & (RF6_S_DEMON)) { vp[vn] = _("デーモン一体召喚", "summon a demon"); color[vn++] = TERM_L_RED; }
- if (flags6 & (RF6_S_UNDEAD)) { vp[vn] = _("アンデッド一体召喚", "summon an undead"); color[vn++] = TERM_L_DARK; }
- if (flags6 & (RF6_S_DRAGON)) { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
- if (flags6 & (RF6_S_HI_UNDEAD)) { vp[vn] = _("強力なアンデッド召喚", "summon Greater Undead"); color[vn++] = TERM_L_DARK; }
- if (flags6 & (RF6_S_HI_DRAGON)) { vp[vn] = _("古代ドラゴン召喚", "summon Ancient Dragons"); color[vn++] = TERM_ORANGE; }
- if (flags6 & (RF6_S_CYBER)) { vp[vn] = _("サイバーデーモン召喚", "summon Cyberdemons"); color[vn++] = TERM_UMBER; }
- if (flags6 & (RF6_S_AMBERITES)) { vp[vn] = _("アンバーの王族召喚", "summon Lords of Amber"); color[vn++] = TERM_VIOLET; }
- if (flags6 & (RF6_S_UNIQUE)) { vp[vn] = _("ユニーク・モンスター召喚", "summon Unique Monsters"); color[vn++] = TERM_VIOLET; }
+ if (a_ability_flags2 & (RF6_TRAPS)) { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
+ if (a_ability_flags2 & (RF6_FORGET)) { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
+ if (a_ability_flags2 & (RF6_RAISE_DEAD)) { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
+ if (a_ability_flags2 & (RF6_S_MONSTER)) { vp[vn] = _("モンスター一体召喚", "summon a monster"); color[vn++] = TERM_SLATE; }
+ if (a_ability_flags2 & (RF6_S_MONSTERS)) { vp[vn] = _("モンスター複数召喚", "summon monsters"); color[vn++] = TERM_L_WHITE; }
+ if (a_ability_flags2 & (RF6_S_KIN)) { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
+ if (a_ability_flags2 & (RF6_S_ANT)) { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
+ if (a_ability_flags2 & (RF6_S_SPIDER)) { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
+ if (a_ability_flags2 & (RF6_S_HOUND)) { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
+ if (a_ability_flags2 & (RF6_S_HYDRA)) { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
+ if (a_ability_flags2 & (RF6_S_ANGEL)) { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
+ if (a_ability_flags2 & (RF6_S_DEMON)) { vp[vn] = _("デーモン一体召喚", "summon a demon"); color[vn++] = TERM_L_RED; }
+ if (a_ability_flags2 & (RF6_S_UNDEAD)) { vp[vn] = _("アンデッド一体召喚", "summon an undead"); color[vn++] = TERM_L_DARK; }
+ if (a_ability_flags2 & (RF6_S_DRAGON)) { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
+ if (a_ability_flags2 & (RF6_S_HI_UNDEAD)) { vp[vn] = _("強力なアンデッド召喚", "summon Greater Undead"); color[vn++] = TERM_L_DARK; }
+ if (a_ability_flags2 & (RF6_S_HI_DRAGON)) { vp[vn] = _("古代ドラゴン召喚", "summon Ancient Dragons"); color[vn++] = TERM_ORANGE; }
+ if (a_ability_flags2 & (RF6_S_CYBER)) { vp[vn] = _("サイバーデーモン召喚", "summon Cyberdemons"); color[vn++] = TERM_UMBER; }
+ if (a_ability_flags2 & (RF6_S_AMBERITES)) { vp[vn] = _("アンバーの王族召喚", "summon Lords of Amber"); color[vn++] = TERM_VIOLET; }
+ if (a_ability_flags2 & (RF6_S_UNIQUE)) { vp[vn] = _("ユニーク・モンスター召喚", "summon Unique Monsters"); color[vn++] = TERM_VIOLET; }
/* Describe spells */
* @param r_idx モンスターの種族ID
* @return なし
*/
-void roff_top(int r_idx)
+void roff_top(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
/* Wizards get extra info */
if (p_ptr->wizard)
{
- char buf[6];
+ char buf[16];
sprintf(buf, "%d", r_idx);
* @param mode 表示オプション
* @return なし
*/
-void screen_roff(int r_idx, int mode)
+void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
{
/* Flush messages */
msg_print(NULL);
* @param r_idx モンスターの種族ID
* @return なし
*/
-void display_roff(int r_idx)
+void display_roff(MONRACE_IDX r_idx)
{
int y;
* @param roff_func 出力処理を行う関数ポインタ
* @return なし
*/
-void output_monster_spoiler(int r_idx, void (*roff_func)(byte attr, cptr str))
+void output_monster_spoiler(MONRACE_IDX r_idx, void (*roff_func)(byte attr, cptr str))
{
hook_c_roff = roff_func;
* @param r_idx 判定するモンスターの種族ID
* @return ダンジョンに出現するならばTRUEを返す
*/
-bool mon_hook_dungeon(int r_idx)
+bool mon_hook_dungeon(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 判定するモンスターの種族ID
* @return 海洋に出現するならばTRUEを返す
*/
-static bool mon_hook_ocean(int r_idx)
+static bool mon_hook_ocean(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 判定するモンスターの種族ID
* @return 海岸に出現するならばTRUEを返す
*/
-static bool mon_hook_shore(int r_idx)
+static bool mon_hook_shore(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 判定するモンスターの種族ID
* @return 荒地に出現するならばTRUEを返す
*/
-static bool mon_hook_waste(int r_idx)
+static bool mon_hook_waste(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 判定するモンスターの種族ID
* @return 荒地に出現するならばTRUEを返す
*/
-static bool mon_hook_town(int r_idx)
+static bool mon_hook_town(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 判定するモンスターの種族ID
* @return 森林に出現するならばTRUEを返す
*/
-static bool mon_hook_wood(int r_idx)
+static bool mon_hook_wood(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 判定するモンスターの種族ID
* @return 火山に出現するならばTRUEを返す
*/
-static bool mon_hook_volcano(int r_idx)
+static bool mon_hook_volcano(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 判定するモンスターの種族ID
* @return 山地に出現するならばTRUEを返す
*/
-static bool mon_hook_mountain(int r_idx)
+static bool mon_hook_mountain(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 判定するモンスターの種族ID
* @return 森林に出現するならばTRUEを返す
*/
-static bool mon_hook_grass(int r_idx)
+static bool mon_hook_grass(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 判定するモンスターの種族ID
* @return 深い水地形に出現するならばTRUEを返す
*/
-static bool mon_hook_deep_water(int r_idx)
+static bool mon_hook_deep_water(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 判定するモンスターの種族ID
* @return 浅い水地形に出現するならばTRUEを返す
*/
-static bool mon_hook_shallow_water(int r_idx)
+static bool mon_hook_shallow_water(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 判定するモンスターの種族ID
* @return 溶岩地形に出現するならばTRUEを返す
*/
-static bool mon_hook_lava(int r_idx)
+static bool mon_hook_lava(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx 判定するモンスターの種族ID
* @return 通常の床地形に出現するならばTRUEを返す
*/
-static bool mon_hook_floor(int r_idx)
+static bool mon_hook_floor(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @details
* 実質バーノール=ルパート用。
*/
-bool no_questor_or_bounty_uniques(int r_idx)
+bool no_questor_or_bounty_uniques(MONRACE_IDX r_idx)
{
switch (r_idx)
{