#include "angband.h"
#include "cmd-pet.h"
-#include "monster-hook.h"
+#include "monsterrace-hook.h"
#include "monster-status.h"
+#include "projection.h"
+#include "monster.h"
+#include "spells-summon.h"
#define HORDE_NOGOOD 0x01 /*!< (未実装フラグ)HORDE生成でGOODなモンスターの生成を禁止する? */
#define HORDE_NOEVIL 0x02 /*!< (未実装フラグ)HORDE生成でEVILなモンスターの生成を禁止する? */
* @var horror_desc
* @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
*/
-cptr horror_desc[MAX_SAN_HORROR] =
+concptr horror_desc[MAX_SAN_HORROR] =
{
#ifdef JP
"忌まわしい",
* @var funny_desc
* @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(幻覚状態時)
*/
-cptr funny_desc[MAX_SAN_FUNNY] =
+concptr funny_desc[MAX_SAN_FUNNY] =
{
#ifdef JP
"間抜けな",
* @var funny_comments
* @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
*/
-cptr funny_comments[MAX_SAN_COMMENT] =
+concptr funny_comments[MAX_SAN_COMMENT] =
{
#ifdef JP
/* nuke me */
*/
monster_race *real_r_ptr(monster_type *m_ptr)
{
+ return &r_info[real_r_idx(m_ptr)];
+}
+
+MONRACE_IDX real_r_idx(monster_type *m_ptr)
+{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Extract real race */
if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
{
if (r_ptr->flags1 & RF1_UNIQUE)
- return &r_info[MON_CHAMELEON_K];
+ return MON_CHAMELEON_K;
else
- return &r_info[MON_CHAMELEON];
+ return MON_CHAMELEON;
}
else
{
- return r_ptr;
+ return m_ptr->r_idx;
}
}
monster_race *r_ptr = &r_info[m_ptr->r_idx];
OBJECT_IDX this_o_idx, next_o_idx = 0;
- /* Get location */
y = m_ptr->fy;
x = m_ptr->fx;
if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(i, 0);
if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(i, 0, FALSE);
-
/* Hack -- remove target monster */
if (i == target_who) target_who = 0;
/* Monster is gone */
cave[y][x].m_idx = 0;
-
- /* Delete objects */
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
* to prevent calling lite_spot()
*/
- /* Delete the object */
delete_object_idx(this_o_idx);
}
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m_name[80];
-
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
}
-
delete_monster_idx(i);
/* Count the monster */
{
MONSTER_IDX i;
-
/* Normal allocation */
if (m_max < max_m_idx)
{
return (i);
}
-
/* Recycle dead monsters */
for (i = 1; i < m_max; i++)
{
return (i);
}
-
/* Warn the player (except during dungeon creation) */
if (character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
break;
}
-
case SUMMON_KIN:
{
okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
case SUMMON_HI_DRAGON_LIVING:
{
- okay = ((r_ptr->d_char == 'D') && monster_living(r_ptr));
+ okay = ((r_ptr->d_char == 'D') && monster_living(r_idx));
break;
}
case SUMMON_LIVING:
{
- okay = monster_living(r_ptr);
+ okay = monster_living(r_idx);
break;
}
for (i = 0; i < 4; i++)
if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
- okay = (okay && monster_living(r_ptr));
+ okay = (okay && monster_living(r_idx));
break;
}
* @param monster_hook2 制限関数2
* @return エラーコード
*/
-errr get_mon_num_prep(monster_hook_type monster_hook,
- monster_hook_type monster_hook2)
+errr get_mon_num_prep(monsterrace_hook_type monster_hook,
+ monsterrace_hook_type monster_hook2)
{
int i;
/* Scan the allocation table */
for (i = 0; i < alloc_race_size; i++)
{
- monster_race *r_ptr;
+ monster_race *r_ptr;
/* Get the entry */
alloc_entry *entry = &alloc_race_table[i];
return (0);
}
-/*!
- * @brief 平方根を切り捨て整数で返す
- * @param n 数値
- * @return 平方根
- */
-static int mysqrt(int n)
-{
- int tmp = n>>1;
- int tasu = 10;
- int kaeriti = 1;
-
- if (!tmp)
- {
- if (n) return 1;
- else return 0;
- }
-
- while(tmp)
- {
- if ((n/tmp) < tmp)
- {
- tmp >>= 1;
- }
- else break;
- }
- kaeriti = tmp;
- while(tasu)
- {
- if ((n/tmp) < tmp)
- {
- tasu--;
- tmp = kaeriti;
- }
- else
- {
- kaeriti = tmp;
- tmp += tasu;
- }
- }
- return kaeriti;
-}
/*!
* @brief 生成モンスター種族を1種生成テーブルから選択する
*/
MONRACE_IDX get_mon_num(DEPTH level)
{
- int i, j, p;
- int r_idx;
- long value, total;
- monster_race *r_ptr;
- alloc_entry *table = alloc_race_table;
+ int i, j, p;
+ MONRACE_IDX r_idx;
+ long value, total;
+ monster_race *r_ptr;
+ alloc_entry *table = alloc_race_table;
int pls_kakuritu, pls_level;
int delay = mysqrt(level * 10000L) + 400L;
- if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
-
pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10)) ;
}
}
+ if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
+ if (level < 0) level = 0;
+
/* Reset total */
total = 0L;
*/
void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
{
- cptr res;
+ concptr res;
monster_race *r_ptr;
- cptr name;
+ concptr name;
char buf[128];
- char silly_name[1024];
+ GAME_TEXT silly_name[1024];
bool seen, pron;
bool named = FALSE;
if (!necro && m_ptr)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
power = r_ptr->level / 2;
else if(!necro)
{
monster_race *r_ptr;
- char m_name[80];
- cptr desc;
+ GAME_TEXT m_name[MAX_NLEN];
+ concptr desc;
get_mon_num_prep(get_nightmare, NULL);
get_mon_num_prep(NULL, NULL);
- /* Describe it */
#ifndef JP
if (!(r_ptr->flags1 & RF1_UNIQUE))
sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
* "disturb_near" (monster which is "easily" viewable moves in some
* way). Note that "moves" includes "appears" and "disappears".
*/
-void update_mon(MONSTER_IDX m_idx, bool full)
+void update_monster(MONSTER_IDX m_idx, bool full)
{
monster_type *m_ptr = &m_list[m_idx];
/* Handle "cold blooded" monsters */
if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
{
- /* Take note */
do_cold_blood = TRUE;
}
/* Handle "invisible" monsters */
if (r_ptr->flags2 & (RF2_INVISIBLE))
{
- /* Take note */
do_invisible = TRUE;
/* See invisible */
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
-
- /* Update the monster */
- update_mon(i, full);
+ update_monster(i, full);
}
}
int oldmaxhp;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr;
- char old_m_name[80];
+ char old_m_name[MAX_NLEN];
bool old_unique = FALSE;
int old_r_idx = m_ptr->r_idx;
m_ptr->r_idx = r_idx;
m_ptr->ap_r_idx = r_idx;
- update_mon(m_idx, FALSE);
+ update_monster(m_idx, FALSE);
lite_spot(m_ptr->fy, m_ptr->fx);
if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
if (m_idx == p_ptr->riding)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
if (!(r_ptr->flags7 & RF7_RIDING))
static IDX initial_r_appearance(MONRACE_IDX r_idx)
{
int attempts = 1000;
-
IDX ap_r_idx;
DEPTH min = MIN(base_level-5, 50);
+ if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
+ {
+ if (base_level == 0 || one_in_(5)) return MON_ALIEN_JURAL;
+ }
+
if (!(r_info[r_idx].flags7 & RF7_TANUKI))
return r_idx;
cave_type *c_ptr = &cave[y][x];
monster_type *m_ptr;
monster_race *r_ptr = &r_info[r_idx];
- cptr name = (r_name + r_ptr->name);
+ concptr name = (r_name + r_ptr->name);
int cmi;
p_ptr->update |= (PU_MON_LITE);
else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
p_ptr->update |= (PU_MON_LITE);
-
- /* Update the monster */
- update_mon(c_ptr->m_idx, TRUE);
+ update_monster(c_ptr->m_idx, TRUE);
/* Count the monsters on the level */
{
if (r_ptr->flags1 & RF1_UNIQUE)
{
- cptr color;
+ concptr color;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
if (r_ptr->level > p_ptr->lev + 30)
color = _("黒く", "black");
* @param mode 生成オプション
* @return 成功したらtrue
*/
-static bool place_monster_group(IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
+static bool place_monster_group(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
monster_race *r_ptr = &r_info[r_idx];
* @brief 護衛対象となるモンスター種族IDを渡すグローバル変数 / Hack -- help pick an escort type
* @todo 関数ポインタの都合を配慮しながら、グローバル変数place_monster_idxを除去し、関数引数化する
*/
-static IDX place_monster_idx = 0;
+static MONSTER_IDX place_monster_idx = 0;
/*!
* @var place_monster_m_idx
* @brief 護衛対象となるモンスターIDを渡すグローバル変数 / Hack -- help pick an escort type
* @todo 関数ポインタの都合を配慮しながら、グローバル変数place_monster_m_idxを除去し、関数引数化する
*/
-static IDX place_monster_m_idx = 0;
+static MONSTER_IDX place_monster_m_idx = 0;
/*!
* @brief モンスター種族が召喚主の護衛となれるかどうかをチェックする / Hack -- help pick an escort type
place_monster_m_idx = hack_m_idx_ii;
/* Reinforcement */
- for(i = 0; i < 6; i++)
+ for(i = 0; i < A_MAX; i++)
{
if(!r_ptr->reinforce_id[i]) break;
n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
/* Require empty grids */
if (!cave_empty_bold2(ny, nx)) continue;
-
- /* Prepare allocation table */
get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx));
/* Pick a random race */
bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
{
MONRACE_IDX r_idx;
-
- /* Prepare allocation table */
get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
/* Pick a monster */
int attempts = 1000;
POSITION cy = y;
POSITION cx = x;
-
- /* Prepare allocation table */
get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
while (--attempts)
m_idx = cave[y][x].m_idx;
if (m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[m_list[m_idx].r_idx];
- summon_kin_type = r_ptr->d_char;
for (attempts = randint1(10) + 5; attempts; attempts--)
{
scatter(&cy, &cx, y, x, 5, 0);
- (void)summon_specific(m_idx, cy, cx, dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
+ (void)summon_specific(m_idx, cy, cx, dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP, r_ptr->d_char);
y = cy;
x = cx;
}
+ if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), r_ptr->d_char);
return TRUE;
}
{
if (alloc_horde(y, x))
{
- if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), summon_kin_type);
return (TRUE);
}
}
*
* Note that this function may not succeed, though this is very rare.
*/
-bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
+bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode, SYMBOL_CODE symbol)
{
POSITION x, y;
MONRACE_IDX r_idx;
/* Save the "summon" type */
summon_specific_type = type;
- summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
+ summon_kin_type = symbol;
- /* Prepare allocation table */
+ summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
/* Pick a monster, using the level calculation */
* @param mode 生成オプション
* @return 召喚できたらtrueを返す
*/
-bool summon_named_creature (MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
+bool summon_named_creature(MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
POSITION x, y;
*/
void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
{
- long oldhp, newhp, tmp;
- int percentage;
+ HIT_POINT oldhp, newhp;
+ HIT_POINT tmp;
+ PERCENTAGE percentage;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
- /* Get the monster name */
monster_desc(m_name, m_ptr, 0);
if(dam == 0) // Notice non-damage
}
/* Note -- subtle fix -CFT */
- newhp = (long)(m_ptr->hp);
- oldhp = newhp + (long)(dam);
+ newhp = m_ptr->hp;
+ oldhp = newhp + dam;
tmp = (newhp * 100L) / oldhp;
- percentage = (int)(tmp);
+ percentage = tmp;
if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
{
void update_smart_learn(MONSTER_IDX m_idx, int what)
{
monster_type *m_ptr = &m_list[m_idx];
-
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
/* Not allowed to learn */
if (!smart_learn) return;
/* Not intelligent, only learn sometimes */
if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
-
-
/* Analyze the knowledge */
switch (what)
{
/* Drop objects being carried */
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
-
- /* Get local object */
q_ptr = &forge;
/* Copy the object */
/* Forget monster */
q_ptr->held_m_idx = 0;
- /* Delete the object */
delete_object_idx(this_o_idx);
/* Drop it */