-/* File: monster2.c */
-
-/*
+/*!
+ * @file monster2.c
+ * @brief モンスター処理 / misc code for monsters
+ * @date 2014/07/08
+ * @author
* 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.
+ * 2014 Deskull rearranged comment for Doxygen.
*/
-/* Purpose: misc code for monsters */
-
#include "angband.h"
+#include "cmd-pet.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? */
-#define HORDE_NOGOOD 0x01
-#define HORDE_NOEVIL 0x02
+/*!
+ * @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] =
{
#ifdef JP
- "´÷¤Þ¤ï¤·¤¤",
- "ÄìÃΤì¤Ì",
- "¤¾¤Ã¤È¤¹¤ë",
- "ÇËÌÇŪ¤Ê",
- "ËÁÆÂŪ¤Ê",
-
- "¤¤¤ä¤Ê",
- "¶²¤í¤·¤¤",
- "ÉÔ·é¤Ê",
- "ÍƼϤΤʤ¤",
- "¤ª¤¾¤Þ¤·¤¤",
-
- "ÃϹö¤Î",
- "¿È¤ÎÌÓ¤â¤è¤À¤Ä",
- "ÃϹö¤Î",
- "´÷¤Þ¤ï¤·¤¤",
- "°Ì´¤Î¤è¤¦¤Ê",
-
- "·ù°¤ò´¶¤¸¤ë",
- "ȳÅö¤¿¤ê¤Ê",
- "¶²¤¤",
- "ÉÔ¾ô¤Ê",
- "¸À¤¦¤â¤ª¤¾¤Þ¤·¤¤",
+ "忌まわしい",
+ "底知れぬ",
+ "ぞっとする",
+ "破滅的な",
+ "冒涜的な",
+
+ "いやな",
+ "恐ろしい",
+ "不潔な",
+ "容赦のない",
+ "おぞましい",
+
+ "地獄の",
+ "身の毛もよだつ",
+ "地獄の",
+ "忌まわしい",
+ "悪夢のような",
+
+ "嫌悪を感じる",
+ "罰当たりな",
+ "恐い",
+ "不浄な",
+ "言うもおぞましい",
#else
"abominable",
"abysmal",
};
+/*!
+ * @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] =
{
#ifdef JP
- "´ÖÈ´¤±¤Ê",
- "³ê·Î¤Ê",
- "¤Ð¤«¤é¤·¤¤",
- "̵̣´¥Áç¤Ê",
- "Çϼ¯¤²¤¿",
-
- "¾Ð¤¨¤ë",
- "¤Ð¤«¤Ð¤«¤·¤¤",
- "¤Ö¤Ã¤È¤ó¤À",
- "¤¤¤«¤·¤¿",
- "¥Ý¥¹¥È¥â¥À¥ó¤Ê",
-
- "¥Õ¥¡¥ó¥¿¥¹¥Æ¥£¥Ã¥¯¤Ê",
- "¥À¥À¥¤¥º¥àŪ¤Ê",
- "¥¥å¥Ó¥º¥àŪ¤Ê",
- "±§ÃèŪ¤Ê",
- "Âî±Û¤·¤¿",
-
- "Íý²òÉÔǽ¤Ê",
- "¤â¤Î¤¹¤´¤¤",
- "¶Ã¤¯¤Ù¤",
- "¿®¤¸¤é¤ì¤Ê¤¤",
- "¥«¥ª¥Æ¥£¥Ã¥¯¤Ê",
-
- "ÌîÀŪ¤Ê",
- "Èó¾ï¼±¤Ê",
+ "間抜けな",
+ "滑稽な",
+ "ばからしい",
+ "無味乾燥な",
+ "馬鹿げた",
+
+ "笑える",
+ "ばかばかしい",
+ "ぶっとんだ",
+ "いかした",
+ "ポストモダンな",
+
+ "ファンタスティックな",
+ "ダダイズム的な",
+ "キュビズム的な",
+ "宇宙的な",
+ "卓越した",
+
+ "理解不能な",
+ "ものすごい",
+ "驚くべき",
+ "信じられない",
+ "カオティックな",
+
+ "野性的な",
+ "非常識な",
#else
"silly",
"hilarious",
};
+/*!
+ * @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] =
{
#ifdef JP
/* nuke me */
- "ºÇ¹â¤À¤¼¡ª",
- "¤¦¤Ò¤ç¡¼¡ª",
- "¤¤¤«¤¹¤¼¡ª",
- "¤¹¤ó¤Ð¤é¤·¤¤¡ª",
- "¤Ö¤Ã¤È¤Ó¡¼¡ª"
+ "最高だぜ!",
+ "うひょー!",
+ "いかすぜ!",
+ "すんばらしい!",
+ "ぶっとびー!"
#else
"Wow, cosmic, man!",
"Rad!",
};
-/*
- * Set the target of counter attack
+/*!
+ * @brief モンスターの目標地点をセットする / Set the target of counter attack
+ * @param m_ptr モンスターの参照ポインタ
+ * @param y 目標y座標
+ * @param x 目標x座標
+ * @return なし
*/
void set_target(monster_type *m_ptr, int y, int x)
{
}
-/*
- * Reset the target of counter attack
+/*!
+ * @brief モンスターの目標地点をリセットする / Reset the target of counter attack
+ * @param m_ptr モンスターの参照ポインタ
+ * @return なし
*/
void reset_target(monster_type *m_ptr)
{
}
-/*
- * Extract monster race pointer of a monster's true form
+/*!
+ * @brief モンスターの真の種族を返す / Extract monster race pointer of a monster's true form
+ * @param m_ptr モンスターの参照ポインタ
+ * @return 本当のモンスター種族参照ポインタ
*/
monster_race *real_r_ptr(monster_type *m_ptr)
{
}
-/*
- * Delete a monster by index.
- *
+/*!
+ * @brief モンスター配列からモンスターを消去する / Delete a monster by index.
+ * @param i 消去するモンスターのID
+ * @return なし
+ * @details
+ * モンスターを削除するとそのモンスターが拾っていたアイテムも同時に削除される。 /
* When a monster is deleted, all of its objects are deleted.
*/
-void delete_monster_idx(int i)
+void delete_monster_idx(MONSTER_IDX i)
{
int x, y;
/* Hack -- count the number of "reproducers" */
if (r_ptr->flags2 & (RF2_MULTIPLY)) num_repro--;
+ if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(i, 0);
+ if (MON_FAST(m_ptr)) (void)set_monster_fast(i, 0);
+ if (MON_SLOW(m_ptr)) (void)set_monster_slow(i, 0);
+ if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(i, 0);
+ if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(i, 0);
+ 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;
}
+ if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
+
+
/* Wipe the Monster */
(void)WIPE(m_ptr, monster_type);
}
-/*
- * Delete the monster, if any, at a given location
+/*!
+ * @brief 指定位置に存在するモンスターを削除する / Delete the monster, if any, at a given location
+ * @param x 削除位置x座標
+ * @param y 削除位置y座標
+ * @return なし
*/
-void delete_monster(int y, int x)
+void delete_monster(POSITION y, POSITION x)
{
cave_type *c_ptr;
}
-/*
- * Move an object from index i1 to index i2 in the object list
+/*!
+ * @brief モンスター情報を配列内移動する / Move an object from index i1 to index i2 in the object list
+ * @param i1 配列移動元添字
+ * @param i2 配列移動先添字
+ * @return なし
*/
-static void compact_monsters_aux(int i1, int i2)
+static void compact_monsters_aux(IDX i1, IDX i2)
{
int y, x, i;
}
/* Structure copy */
- COPY(&m_list[i2], &m_list[i1], monster_type);
+ (void)COPY(&m_list[i2], &m_list[i1], monster_type);
/* Wipe the hole */
(void)WIPE(&m_list[i1], monster_type);
+ for (i = 0; i < MAX_MTIMED; i++)
+ {
+ int mproc_idx = get_mproc_idx(i1, i);
+ if (mproc_idx >= 0) mproc_list[i][mproc_idx] = i2;
+ }
}
-/*
- * Compact and Reorder the monster list
- *
+/*!
+ * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
+ * @param size 圧縮後のモンスター件数目標
+ * @return なし
+ * @details
* This function can be very dangerous, use with caution!
*
* When actually "compacting" monsters, we base the saving throw
*/
void compact_monsters(int size)
{
- int i, num, cnt;
- int cur_lev, cur_dis, chance;
+ MONSTER_IDX i;
+ int num, cnt;
+ int cur_lev, cur_dis, chance;
/* Message (only if compacting) */
-#ifdef JP
- if (size) msg_print("¥â¥ó¥¹¥¿¡¼¾ðÊó¤ò°µ½Ì¤·¤Æ¤¤¤Þ¤¹...");
-#else
- if (size) msg_print("Compacting monsters...");
-#endif
+ if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
/* Compact at least 'size' objects */
/* All monsters get a saving throw */
if (randint0(100) < chance) continue;
+ 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_COMPACT, m_name);
+ }
+
/* Delete the monster */
delete_monster_idx(i);
}
-/*
- * Delete/Remove all the monsters when the player leaves the level
- *
+/*!
+ * @brief プレイヤーのフロア離脱に伴う全モンスター配列の消去 / Delete/Remove all the monsters when the player leaves the level
+ * @return なし
+ * @details
* This is an efficient method of simulating multiple calls to the
* "delete_monster()" function, with no visual effects.
*/
{
r_info[MON_BANOR].max_num = 0;
r_info[MON_BANOR].r_pkills++;
+ r_info[MON_BANOR].r_akills++;
if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
}
if (r_info[MON_LUPART].max_num)
{
r_info[MON_LUPART].max_num = 0;
r_info[MON_LUPART].r_pkills++;
+ r_info[MON_LUPART].r_akills++;
if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
}
}
/*
* Wiping racial counters of all monsters and incrementing of racial
- * counters of monsters in party_mon[] is required to prevent multiple
+ * counters of monsters in party_mon[] are required to prevent multiple
* generation of unique monster who is the minion of player.
*/
/* Reset "m_cnt" */
m_cnt = 0;
+ /* Reset "mproc_max[]" */
+ for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0;
+
/* Hack -- reset "reproducer" count */
num_repro = 0;
}
-/*
- * Acquires and returns the index of a "free" monster.
- *
+/*!
+ * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
+ * @return 利用可能なモンスター配列の添字
+ * @details
* This routine should almost never fail, but it *can* happen.
*/
-s16b m_pop(void)
+MONSTER_IDX m_pop(void)
{
- int i;
+ MONSTER_IDX i;
/* Normal allocation */
/* Warn the player (except during dungeon creation) */
-#ifdef JP
- if (character_dungeon) msg_print("¥â¥ó¥¹¥¿¡¼¤¬Â¿¤¹¤®¤ë¡ª");
-#else
- if (character_dungeon) msg_print("Too many monsters!");
-#endif
-
+ if (character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
/* Try not to crash */
return (0);
-/*
- * Hack -- the "type" of the current "summon specific"
+/*!
+ * @var summon_specific_type
+ * @brief 召喚条件を指定するグローバル変数 / Hack -- the "type" of the current "summon specific"
+ * @todo summon_specific_typeグローバル変数の除去と関数引数への代替を行う
*/
static int summon_specific_type = 0;
-/*
- * Hack -- the index of the summoning monster
+/*!
+ * @var summon_specific_who
+ * @brief 召喚を行ったプレイヤーあるいはモンスターのIDを示すグローバル変数 / Hack -- the index of the summoning monster
+ * @todo summon_specific_who グローバル変数の除去と関数引数への代替を行う
*/
static int summon_specific_who = -1;
-
+/*!
+ * @var summon_unique_okay
+ * @brief 召喚対象にユニークを含めるかを示すグローバル変数 / summoning unique enable
+ * @todo summon_unique_okay グローバル変数の除去と関数引数への代替を行う
+ */
static bool summon_unique_okay = FALSE;
-
-static bool summon_specific_aux(int r_idx)
+/*!
+ * @brief 指定されたモンスター種族がsummon_specific_typeで指定された召喚条件に合うかどうかを返す
+ * @return 召喚条件が一致するならtrue
+ * @details
+ */
+static bool summon_specific_aux(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
int okay = FALSE;
break;
}
- case SUMMON_BIZARRE1:
+ case SUMMON_MOLD:
{
okay = (r_ptr->d_char == 'm');
break;
}
- case SUMMON_BIZARRE2:
+ case SUMMON_BAT:
{
okay = (r_ptr->d_char == 'b');
break;
}
- case SUMMON_BIZARRE3:
+ case SUMMON_QUYLTHULG:
{
okay = (r_ptr->d_char == 'Q');
break;
}
- case SUMMON_BIZARRE4:
- {
- okay = (r_ptr->d_char == 'v');
- break;
- }
-
- case SUMMON_BIZARRE5:
+ case SUMMON_COIN_MIMIC:
{
okay = (r_ptr->d_char == '$');
break;
}
- case SUMMON_BIZARRE6:
+ case SUMMON_MIMIC:
{
okay = ((r_ptr->d_char == '!') ||
(r_ptr->d_char == '?') ||
case SUMMON_ANIMAL_RANGER:
{
okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
- (strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
+ (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
!(r_ptr->flags3 & (RF3_DRAGON)) &&
!(r_ptr->flags3 & (RF3_EVIL)) &&
!(r_ptr->flags3 & (RF3_UNDEAD)) &&
!(r_ptr->flags3 & (RF3_DEMON)) &&
!(r_ptr->flags2 & (RF2_MULTIPLY)) &&
- !(r_ptr->flags4 || r_ptr->flags5 || r_ptr->flags6));
+ !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
break;
}
return (bool)(okay ? TRUE : FALSE);
}
-
+/*!
+ * @var chameleon_change_m_idx
+ * @brief カメレオンの変身先モンスターIDを受け渡すためのグローバル変数
+ * @todo 変数渡しの問題などもあるができればchameleon_change_m_idxのグローバル変数を除去し、関数引き渡しに移行すること
+ */
static int chameleon_change_m_idx = 0;
-/*
- * Some dungeon types restrict the possible monsters.
- * Return TRUE is the monster is OK and FALSE otherwise
+/*!
+ * @brief 指定されたモンスター種族がダンジョンの制限にかかるかどうかをチェックする / Some dungeon types restrict the possible monsters.
+ * @param r_idx チェックするモンスター種族ID
+ * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
*/
-static bool restrict_monster_to_dungeon(int r_idx)
+static bool restrict_monster_to_dungeon(MONRACE_IDX r_idx)
{
dungeon_info_type *d_ptr = &d_info[dungeon_type];
monster_race *r_ptr = &r_info[r_idx];
if (r_idx != MON_CHAMELEON &&
r_ptr->freq_spell &&
!(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
- !(r_ptr->flags5 & RF5_NOMAGIC_MASK) &&
- !(r_ptr->flags6 & RF6_NOMAGIC_MASK))
+ !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
+ !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
return FALSE;
}
if (d_ptr->flags1 & DF1_NO_MELEE)
{
if (r_idx == MON_CHAMELEON) return TRUE;
if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
- !(r_ptr->flags5 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | RF5_MIND_BLAST | RF5_BRAIN_SMASH)) &&
- !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
+ !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | RF5_MIND_BLAST | RF5_BRAIN_SMASH)) &&
+ !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
return FALSE;
}
if (d_ptr->flags1 & DF1_BEGINNER)
if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
return FALSE;
}
- if (d_ptr->mflags5)
+ if (d_ptr->m_a_ability_flags1)
{
- if ((d_ptr->mflags5 & r_ptr->flags5) != d_ptr->mflags5)
+ if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
return FALSE;
}
- if (d_ptr->mflags6)
+ if (d_ptr->m_a_ability_flags2)
{
- if ((d_ptr->mflags6 & r_ptr->flags6) != d_ptr->mflags6)
+ if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
return FALSE;
}
if (d_ptr->mflags7)
if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
return TRUE;
}
- if (d_ptr->mflags5)
+ if (d_ptr->m_a_ability_flags1)
{
- if ((d_ptr->mflags5 & r_ptr->flags5) != d_ptr->mflags5)
+ if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
return TRUE;
}
- if (d_ptr->mflags6)
+ if (d_ptr->m_a_ability_flags2)
{
- if ((d_ptr->mflags6 & r_ptr->flags6) != d_ptr->mflags6)
+ if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
return TRUE;
}
if (d_ptr->mflags7)
if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
- if (r_ptr->flags5 & d_ptr->mflags5) return TRUE;
- if (r_ptr->flags6 & d_ptr->mflags6) return TRUE;
+ if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE;
+ if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE;
if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
- if (r_ptr->flags5 & d_ptr->mflags5) return FALSE;
- if (r_ptr->flags6 & d_ptr->mflags6) return FALSE;
+ if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE;
+ if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE;
if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
return TRUE;
}
-/*
- * Apply a "monster restriction function" to the "monster allocation table"
+/*!
+ * @brief モンスター生成制限関数最大2つから / Apply a "monster restriction function" to the "monster allocation table"
+ * @param monster_hook 制限関数1
+ * @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)
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;
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
+ * @param level 生成階
+ * @return 選択されたモンスター生成種族
+ * @details
* Choose a monster race that seems "appropriate" to the given level
*
* This function uses the "prob2" field of the "monster allocation table",
* Note that if no monsters are "appropriate", then this function will
* fail, and return zero, but this should *almost* never happen.
*/
-s16b get_mon_num(int level)
+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 pls_kakuritu, pls_level;
- int hoge=mysqrt(level*10000L);
+ int delay = mysqrt(level * 10000L) + 400L;
if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
- if ((dungeon_turn > hoge*(TURNS_PER_TICK*500L)) && !level)
- {
- pls_kakuritu = MAX(2, NASTY_MON-((dungeon_turn/(TURNS_PER_TICK*2500L)-hoge/10)));
- pls_level = MIN(8,3 + dungeon_turn/(TURNS_PER_TICK*20000L)-hoge/40);
- }
- else
- {
- pls_kakuritu = NASTY_MON;
- pls_level = 2;
- }
+ 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 (d_info[dungeon_type].flags1 & DF1_MAZE)
{
- pls_kakuritu = MIN(pls_kakuritu/2, pls_kakuritu-10);
+ pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
if (pls_kakuritu < 2) pls_kakuritu = 2;
pls_level += 2;
level += 3;
}
/* Boost the level */
- if ((level > 0) && !p_ptr->inside_battle && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
+ if (!p_ptr->inside_battle && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
{
/* Nightmare mode allows more out-of depth monsters */
if (ironman_nightmare && !randint0(pls_kakuritu))
if (!randint0(pls_kakuritu))
{
/* Pick a level bonus */
- int d = MIN(5, level/10) + pls_level;
-
- /* Boost the level */
- level += d;
- }
-
- /* Occasional "nasty" monster */
- if (!randint0(pls_kakuritu))
- {
- /* Pick a level bonus */
- int d = MIN(5, level/10) + pls_level;
-
- /* Boost the level */
- level += d;
+ level += pls_level;
}
}
}
-
/* Reset total */
total = 0L;
/* No legal monsters */
if (total <= 0) return (0);
-
/* Pick a monster */
value = randint0(total);
value = value - table[i].prob3;
}
-
/* Power boost */
p = randint0(100);
}
-
-
-
-/*
- * Build a string describing a monster in some way.
- *
+/*!
+ * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
+ * @param desc 記述出力先の文字列参照ポインタ
+ * @param m_ptr モンスターの参照ポインタ
+ * @param mode 呼称オプション
+ * @return なし
+ * @details
* We can correctly describe monsters based on their visibility.
* We can force all monsters to be treated as visible or invisible.
* We can build nominatives, objectives, possessives, or reflexives.
* MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
* --> Reflexive, genderized if visable ("himself") or "itself"
*/
-void monster_desc(char *desc, monster_type *m_ptr, int mode)
+void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
{
cptr res;
monster_race *r_ptr;
{
if (one_in_(2))
{
-#ifdef JP
- if (!get_rnd_line("silly_j.txt", m_ptr->r_idx, silly_name))
-#else
- if (!get_rnd_line("silly.txt", m_ptr->r_idx, silly_name))
-#endif
-
+ if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
named = TRUE;
}
{
hallu_race = &r_info[randint1(max_r_idx - 1)];
}
- while (hallu_race->flags1 & RF1_UNIQUE);
+ while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
strcpy(silly_name, (r_name + hallu_race->name));
}
/* Assume simple result */
-#ifdef JP
- res = "²¿¤«";
-#else
- res = "it";
-#endif
-
+ res = _("何か", "it");
/* Brute force: split on the possibilities */
switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
{
/* Neuter, or unknown */
#ifdef JP
- case 0x00: res = "²¿¤«"; break;
- case 0x00 + (MD_OBJECTIVE): res = "²¿¤«"; break;
- case 0x00 + (MD_POSSESSIVE): res = "²¿¤«¤Î"; break;
- case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "²¿¤«¼«¿È"; break;
- case 0x00 + (MD_INDEF_HIDDEN): res = "²¿¤«"; break;
- case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "²¿¤«"; break;
- case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "²¿¤«"; break;
- case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "¤½¤ì¼«¿È"; break;
+ case 0x00: res = "何か"; break;
+ case 0x00 + (MD_OBJECTIVE): res = "何か"; break;
+ case 0x00 + (MD_POSSESSIVE): res = "何かの"; break;
+ case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "何か自身"; break;
+ case 0x00 + (MD_INDEF_HIDDEN): res = "何か"; break;
+ case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "何か"; break;
+ case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "何か"; break;
+ case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "それ自身"; break;
#else
case 0x00: res = "it"; break;
case 0x00 + (MD_OBJECTIVE): res = "it"; break;
/* Male (assume human if vague) */
#ifdef JP
- case 0x10: res = "Èà"; break;
- case 0x10 + (MD_OBJECTIVE): res = "Èà"; break;
- case 0x10 + (MD_POSSESSIVE): res = "Èà¤Î"; break;
- case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "È༫¿È"; break;
- case 0x10 + (MD_INDEF_HIDDEN): res = "狼"; break;
- case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "狼"; break;
- case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "狼¤Î"; break;
- case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "È༫¿È"; break;
+ case 0x10: res = "彼"; break;
+ case 0x10 + (MD_OBJECTIVE): res = "彼"; break;
+ case 0x10 + (MD_POSSESSIVE): res = "彼の"; break;
+ case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
+ case 0x10 + (MD_INDEF_HIDDEN): res = "誰か"; break;
+ case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
+ case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
+ case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
#else
case 0x10: res = "he"; break;
case 0x10 + (MD_OBJECTIVE): res = "him"; break;
/* Female (assume human if vague) */
#ifdef JP
- case 0x20: res = "Èà½÷"; break;
- case 0x20 + (MD_OBJECTIVE): res = "Èà½÷"; break;
- case 0x20 + (MD_POSSESSIVE): res = "Èà½÷¤Î"; break;
- case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "Èà½÷¼«¿È"; break;
- case 0x20 + (MD_INDEF_HIDDEN): res = "狼"; break;
- case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "狼"; break;
- case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "狼¤Î"; break;
- case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "Èà½÷¼«¿È"; break;
+ case 0x20: res = "彼女"; break;
+ case 0x20 + (MD_OBJECTIVE): res = "彼女"; break;
+ case 0x20 + (MD_POSSESSIVE): res = "彼女の"; break;
+ case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
+ case 0x20 + (MD_INDEF_HIDDEN): res = "誰か"; break;
+ case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
+ case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
+ case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
#else
case 0x20: res = "she"; break;
case 0x20 + (MD_OBJECTIVE): res = "her"; break;
{
/* The monster is visible, so use its gender */
#ifdef JP
- if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "Èà½÷¼«¿È");
- else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "È༫¿È");
- else strcpy(desc, "¤½¤ì¼«¿È");
+ if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "彼女自身");
+ else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "彼自身");
+ else strcpy(desc, "それ自身");
#else
if (r_ptr->flags1 & RF1_FEMALE) strcpy(desc, "herself");
else if (r_ptr->flags1 & RF1_MALE) strcpy(desc, "himself");
else
{
/* Tanuki? */
- if (is_pet(m_ptr) && m_ptr->ap_r_idx != m_ptr->r_idx)
+ if (is_pet(m_ptr) && !is_original_ap(m_ptr))
{
#ifdef JP
char *t;
strcpy(buf, name);
t = buf;
- while(strncmp(t, "¡Ù", 2) && *t) t++;
+ while(strncmp(t, "』", 2) && *t) t++;
if (*t)
{
*t = '\0';
- (void)sprintf(desc, "%s¡©¡Ù", buf);
+ (void)sprintf(desc, "%s?』", buf);
}
else
- (void)sprintf(desc, "%s¡©", name);
+ (void)sprintf(desc, "%s?", name);
#else
(void)sprintf(desc, "%s?", name);
#endif
char *t;
strcpy(buf, name);
t = buf;
- while (strncmp(t, "¡Ù", 2) && *t) t++;
+ while (strncmp(t, "』", 2) && *t) t++;
if (*t)
{
*t = '\0';
- (void)sprintf(desc, "%s¡©¡Ù", buf);
+ (void)sprintf(desc, "%s?』", buf);
}
else
- (void)sprintf(desc, "%s¡©", name);
+ (void)sprintf(desc, "%s?", name);
#else
(void)sprintf(desc, "%s?", name);
#endif
}
- else if ((cave[m_ptr->fy][m_ptr->fx].m_idx == p_ptr->riding) || !p_ptr->inside_battle)
- (void)strcpy(desc, name);
+
+ /* Inside monster arena, and it is not your mount */
+ else if (p_ptr->inside_battle &&
+ !(p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr)))
+ {
+ /* It is a fake unique monster */
+ (void)sprintf(desc, _("%sもどき", "fake %s"), name);
+ }
+
else
-#ifdef JP
- (void)sprintf(desc, "%s¤â¤É¤", name);
-#else
- (void)sprintf(desc, "fake %s", name);
-#endif
+ {
+ (void)strcpy(desc, name);
+ }
}
/* It could be an indefinite monster */
{
/* Definite monsters need a definite article */
if (is_pet(m_ptr))
-#ifdef JP
- (void)strcpy(desc, "¤¢¤Ê¤¿¤Î");
-#else
- (void)strcpy(desc, "your ");
-#endif
-
+ (void)strcpy(desc, _("あなたの", "your "));
else
-#ifdef JP
- (void)strcpy(desc, "");
-#else
- (void)strcpy(desc, "the ");
-#endif
+ (void)strcpy(desc, _("", "the "));
(void)strcat(desc, name);
}
if (m_ptr->nickname)
{
-#ifdef JP
- sprintf(buf,"¡Ö%s¡×",quark_str(m_ptr->nickname));
-#else
- sprintf(buf," called %s",quark_str(m_ptr->nickname));
-#endif
+ sprintf(buf,_("「%s」", " called %s"),quark_str(m_ptr->nickname));
strcat(desc,buf);
}
- if (player_bold(m_ptr->fy, m_ptr->fx))
+ if (p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr))
{
-#ifdef JP
- strcat(desc,"(¾èÇÏÃæ)");
-#else
- strcat(desc,"(riding)");
-#endif
+ strcat(desc,_("(乗馬中)", "(riding)"));
}
if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
{
if (r_ptr->flags1 & RF1_UNIQUE)
{
-#ifdef JP
- strcat(desc,"(¥«¥á¥ì¥ª¥ó¤Î²¦)");
-#else
- strcat(desc,"(Chameleon Lord)");
-#endif
+ strcat(desc,_("(カメレオンの王)", "(Chameleon Lord)"));
}
else
{
-#ifdef JP
- strcat(desc,"(¥«¥á¥ì¥ª¥ó)");
-#else
- strcat(desc,"(Chameleon)");
-#endif
+ strcat(desc,_("(カメレオン)", "(Chameleon)"));
}
}
- if ((mode & MD_IGNORE_HALLU) && m_ptr->ap_r_idx != m_ptr->r_idx)
+ if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
{
strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
}
/* XXX Check for trailing "s" */
/* Simply append "apostrophe" and "s" */
-#ifdef JP
- (void)strcat(desc, "¤Î");
-#else
- (void)strcat(desc, "'s");
-#endif
+ (void)strcat(desc, _("の", "'s"));
}
}
}
-
-/*
- * Learn about a monster (by "probing" it)
- *
+/*!
+ * @brief モンスターの調査による思い出補完処理 / Learn about a monster (by "probing" it)
+ * @param r_idx 補完されるモンスター種族ID
+ * @return 明らかになった情報の度数
+ * @details
* Return the number of new flags learnt. -Mogami-
*/
-int lore_do_probe(int r_idx)
+int lore_do_probe(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
int i, n = 0;
if (!(r_ptr->r_flags4 & (1L << i)) &&
(r_ptr->flags4 & (1L << i))) n++;
if (!(r_ptr->r_flags5 & (1L << i)) &&
- (r_ptr->flags5 & (1L << i))) n++;
+ (r_ptr->a_ability_flags1 & (1L << i))) n++;
if (!(r_ptr->r_flags6 & (1L << i)) &&
- (r_ptr->flags6 & (1L << i))) n++;
+ (r_ptr->a_ability_flags2 & (1L << i))) n++;
if (!(r_ptr->r_flagsr & (1L << i)) &&
(r_ptr->flagsr & (1L << i))) n++;
r_ptr->r_flags2 = r_ptr->flags2;
r_ptr->r_flags3 = r_ptr->flags3;
r_ptr->r_flags4 = r_ptr->flags4;
- r_ptr->r_flags5 = r_ptr->flags5;
- r_ptr->r_flags6 = r_ptr->flags6;
+ r_ptr->r_flags5 = r_ptr->a_ability_flags1;
+ r_ptr->r_flags6 = r_ptr->a_ability_flags2;
r_ptr->r_flagsr = r_ptr->flagsr;
/* r_flags7 is actually unused */
}
-/*
- * Take note that the given monster just dropped some treasure
- *
+/*!
+ * @brief モンスターの撃破に伴うドロップ情報の保管処理 / Take note that the given monster just dropped some treasure
+ * @param m_idx モンスター情報のID
+ * @param num_item 手に入れたアイテム数
+ * @param num_gold 手に入れた財宝の単位数
+ * @return なし
+ * @details
* Note that learning the "GOOD"/"GREAT" flags gives information
* about the treasure (even when the monster is killed for the first
* time, such as uniques, and the treasure has not been examined yet).
* gold and items are dropped, and remembers that information to be
* described later by the monster recall code.
*/
-void lore_treasure(int m_idx, int num_item, int num_gold)
+void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
{
monster_type *m_ptr = &m_list[m_idx];
}
-
+/*!
+ * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
+ * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
+ * @param necro 暗黒領域魔法の詠唱失敗によるものならばTRUEを返す
+ * @return なし
+ */
void sanity_blast(monster_type *m_ptr, bool necro)
{
- bool happened = FALSE;
int power = 100;
if (p_ptr->inside_battle || !character_dungeon) return;
- if (!necro)
+ if (!necro && m_ptr)
{
- char m_name[80];
- monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
+ char m_name[80];
+ monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
power = r_ptr->level / 2;
}
else power *= 2;
- if (!hack_mind)
+ if (!is_loading_now)
return; /* No effect yet, just loaded... */
if (!m_ptr->ml)
if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
return; /* oops */
-
-
if (is_pet(m_ptr))
return; /* Pet eldritch horrors are safe most of the time */
{
/* Something silly happens... */
#ifdef JP
- msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
+ msg_format("%s%sの顔を見てしまった!",
funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
#else
msg_format("You behold the %s visage of %s!",
funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
#endif
-
if (one_in_(3))
{
msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
/* Something frightening happens... */
#ifdef JP
- msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
+ msg_format("%s%sの顔を見てしまった!",
horror_desc[randint0(MAX_SAN_HORROR)], m_name);
#else
msg_format("You behold the %s visage of %s!",
if (saving_throw(25 + p_ptr->lev)) return;
}
}
- else
+ else if(!necro)
{
-#ifdef JP
-msg_print("¥Í¥¯¥í¥Î¥ß¥³¥ó¤òÆɤó¤ÇÀµµ¤¤ò¼º¤Ã¤¿¡ª");
-#else
- msg_print("Your sanity is shaken by reading the Necronomicon!");
-#endif
+ monster_race *r_ptr;
+ char m_name[80];
+ cptr desc;
- }
+ get_mon_num_prep(get_nightmare, NULL);
- if (!saving_throw(p_ptr->skill_sav - power)) /* Mind blast */
- {
- if (!p_ptr->resist_conf)
+ r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
+ power = r_ptr->level + 10;
+ desc = r_name + r_ptr->name;
+
+ 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);
+ else
+#endif
+ sprintf(m_name, "%s", desc);
+
+ if (!(r_ptr->flags1 & RF1_UNIQUE))
{
- (void)set_confused(p_ptr->confused + randint0(4) + 4);
+ if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
}
- if (!p_ptr->resist_chaos && one_in_(3))
+ else power *= 2;
+
+ if (saving_throw(p_ptr->skill_sav * 100 / power))
{
- (void)set_image(p_ptr->image + randint0(250) + 150);
+ msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
+ /* Safe */
+ return;
}
- return;
- }
-
- if (!saving_throw(p_ptr->skill_sav - power)) /* Lose int & wis */
- {
- do_dec_stat(A_INT);
- do_dec_stat(A_WIS);
- return;
- }
- if (!saving_throw(p_ptr->skill_sav - power)) /* Brain smash */
- {
- if (!p_ptr->resist_conf)
+ if (p_ptr->image)
{
- (void)set_confused(p_ptr->confused + randint0(4) + 4);
+ /* Something silly happens... */
+ msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
+ funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
+
+ if (one_in_(3))
+ {
+ msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
+ p_ptr->image = p_ptr->image + randint1(r_ptr->level);
+ }
+
+ /* Never mind; we can't see it clearly enough */
+ return;
}
- if (!p_ptr->free_act)
+
+ /* Something frightening happens... */
+ msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
+ horror_desc[randint0(MAX_SAN_HORROR)], desc);
+
+ r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
+
+ if (!p_ptr->mimic_form)
{
- (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
+ switch (p_ptr->prace)
+ {
+ /* Demons may make a saving throw */
+ case RACE_IMP:
+ case RACE_DEMON:
+ if (saving_throw(20 + p_ptr->lev)) return;
+ break;
+ /* Undead may make a saving throw */
+ case RACE_SKELETON:
+ case RACE_ZOMBIE:
+ case RACE_SPECTRE:
+ case RACE_VAMPIRE:
+ if (saving_throw(10 + p_ptr->lev)) return;
+ break;
+ }
}
- while (randint0(100) > p_ptr->skill_sav)
- (void)do_dec_stat(A_INT);
- while (randint0(100) > p_ptr->skill_sav)
- (void)do_dec_stat(A_WIS);
- if (!p_ptr->resist_chaos)
+ else
{
- (void)set_image(p_ptr->image + randint0(250) + 150);
+ /* Demons may make a saving throw */
+ if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
+ {
+ if (saving_throw(20 + p_ptr->lev)) return;
+ }
+ /* Undead may make a saving throw */
+ else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
+ {
+ if (saving_throw(10 + p_ptr->lev)) return;
+ }
}
- return;
}
-
- if (!saving_throw(p_ptr->skill_sav - power)) /* Amnesia */
+ else
{
-
- if (lose_all_info())
-#ifdef JP
-msg_print("¤¢¤Þ¤ê¤Î¶²ÉݤËÁ´¤Æ¤Î¤³¤È¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("You forget everything in your utmost terror!");
-#endif
-
- return;
+ msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!"));
}
if (saving_throw(p_ptr->skill_sav - power))
return;
}
- /* Else gain permanent insanity */
- if ((p_ptr->muta3 & MUT3_MORONIC) && /*(p_ptr->muta2 & MUT2_BERS_RAGE) &&*/
- ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
- ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
- {
- /* The poor bastard already has all possible insanities! */
- return;
- }
+ do {
+ (void)do_dec_stat(A_INT);
+ } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
- while (!happened)
+ do {
+ (void)do_dec_stat(A_WIS);
+ } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
+
+ switch (randint1(21))
{
- switch (randint1(21))
+ case 1:
+ if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
{
- case 1:
- if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
- {
- if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¤è¤¦¤Êµ¤¤¬¤·¤¿¡£¤·¤«¤·¤½¤ì¤Ï¸µ¡¹¤À¤Ã¤¿¡£");
-#else
- msg_print("You turn into an utter moron!");
-#endif
- }
- else
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¡ª");
-#else
- msg_print("You turn into an utter moron!");
-#endif
- }
-
- if (p_ptr->muta3 & MUT3_HYPER_INT)
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("Your brain is no longer a living computer.");
-#endif
+ if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
+ {
+ msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You turn into an utter moron!"));
+ }
+ else
+ {
+ msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
+ }
- p_ptr->muta3 &= ~(MUT3_HYPER_INT);
- }
- p_ptr->muta3 |= MUT3_MORONIC;
- happened = TRUE;
- }
- break;
- case 2:
- case 3:
- case 4:
- case 5:
- case 6:
- case 7:
- case 8:
- case 9:
- case 10:
- case 11:
- if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥Ñ¥é¥Î¥¤¥¢¤Ë¤Ê¤Ã¤¿¡ª");
-#else
- msg_print("You become paranoid!");
-#endif
+ if (p_ptr->muta3 & MUT3_HYPER_INT)
+ {
+ msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
+ p_ptr->muta3 &= ~(MUT3_HYPER_INT);
+ }
+ p_ptr->muta3 |= MUT3_MORONIC;
+ }
+ break;
+ case 2:
+ case 3:
+ case 4:
+ if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
+ {
+ msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
+ /* Duh, the following should never happen, but anyway... */
+ if (p_ptr->muta3 & MUT3_FEARLESS)
+ {
+ msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
+ p_ptr->muta3 &= ~(MUT3_FEARLESS);
+ }
- /* Duh, the following should never happen, but anyway... */
- if (p_ptr->muta3 & MUT3_FEARLESS)
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¤â¤¦¶²¤ìÃΤ餺¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You are no longer fearless.");
-#endif
+ p_ptr->muta2 |= MUT2_COWARDICE;
+ }
+ break;
+ case 5:
+ case 6:
+ case 7:
+ if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
+ {
+ msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
+ p_ptr->muta2 |= MUT2_HALLU;
+ }
+ break;
+ case 8:
+ case 9:
+ case 10:
+ if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
+ {
+ msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
+ p_ptr->muta2 |= MUT2_BERS_RAGE;
+ }
+ break;
+ case 11:
+ case 12:
+ case 13:
+ case 14:
+ case 15:
+ case 16:
+ /* Brain smash */
+ if (!p_ptr->resist_conf)
+ {
+ (void)set_confused(p_ptr->confused + randint0(4) + 4);
+ }
+ if (!p_ptr->free_act)
+ {
+ (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
+ }
+ if (!p_ptr->resist_chaos)
+ {
+ (void)set_image(p_ptr->image + randint0(250) + 150);
+ }
+ break;
+ case 17:
+ case 18:
+ case 19:
+ case 20:
+ case 21:
+ /* Amnesia */
+ if (lose_all_info())
+ msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
+ break;
+ }
- p_ptr->muta3 &= ~(MUT3_FEARLESS);
- }
+ p_ptr->update |= PU_BONUS;
+ handle_stuff();
+}
- p_ptr->muta2 |= MUT2_COWARDICE;
- happened = TRUE;
- }
- break;
- case 12:
- case 13:
- case 14:
- case 15:
- case 16:
- case 17:
- case 18:
- case 19:
- case 20:
- case 21:
- if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
- {
-#ifdef JP
-msg_print("¸¸³Ð¤ò¤Ò¤µ¯¤³¤¹Àº¿ÀºøÍð¤Ë´Ù¤Ã¤¿¡ª");
-#else
- msg_print("You are afflicted by a hallucinatory insanity!");
-#endif
-
- p_ptr->muta2 |= MUT2_HALLU;
- happened = TRUE;
- }
- break;
- default:
- if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
- {
-#ifdef JP
-msg_print("·ãÎõ¤Ê´¶¾ð¤Îȯºî¤Ë¤ª¤½¤ï¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡ª");
-#else
- msg_print("You become subject to fits of berserk rage!");
-#endif
-
- p_ptr->muta2 |= MUT2_BERS_RAGE;
- happened = TRUE;
- }
- break;
- }
- }
-
- p_ptr->update |= PU_BONUS;
- handle_stuff();
-}
-
-
-/*
- * This function updates the monster record of the given monster
- *
+/*!
+ * @brief モンスターの各情報を更新する / This function updates the monster record of the given monster
+ * @param m_idx 更新するモンスター情報のID
+ * @param full プレイヤーとの距離更新を行うならばtrue
+ * @return なし
+ * @details
* This involves extracting the distance to the player (if requested),
* and then checking for visibility (natural, infravision, see-invis,
* telepathy), updating the monster visibility flag, redrawing (or
* "disturb_near" (monster which is "easily" viewable moves in some
* way). Note that "moves" includes "appears" and "disappears".
*/
-void update_mon(int m_idx, bool full)
+void update_mon(MONSTER_IDX m_idx, bool full)
{
monster_type *m_ptr = &m_list[m_idx];
if (full)
{
/* Distance components */
- int dy = (py > fy) ? (py - fy) : (fy - py);
- int dx = (px > fx) ? (px - fx) : (fx - px);
+ int dy = (p_ptr->y > fy) ? (p_ptr->y - fy) : (fy - p_ptr->y);
+ int dx = (p_ptr->x > fx) ? (p_ptr->x - fx) : (fx - p_ptr->x);
/* Approximate distance */
d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
/* Detectable */
flag = TRUE;
- if (is_original_ap(m_ptr))
+ if (is_original_ap(m_ptr) && !p_ptr->image)
{
/* Hack -- Memorize mental flags */
if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
}
/* Basic telepathy */
+ /* Snipers get telepathy when they concentrate deeper */
else if (p_ptr->telepathy)
{
/* Empty mind, no telepathy */
if (r_ptr->flags2 & (RF2_EMPTY_MIND))
{
/* Memorize flags */
- if (is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
+ if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
}
/* Weird mind, occasional telepathy */
/* Detectable */
flag = TRUE;
- if (is_original_ap(m_ptr))
+ if (is_original_ap(m_ptr) && !p_ptr->image)
{
/* Memorize flags */
r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
/* Detectable */
flag = TRUE;
- if (is_original_ap(m_ptr))
+ if (is_original_ap(m_ptr) && !p_ptr->image)
{
/* Hack -- Memorize mental flags */
if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
{
flag = TRUE;
- if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_ANIMAL);
+ if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
}
/* Magical sensing */
if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
{
flag = TRUE;
- if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
+ if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
}
/* Magical sensing */
if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
{
flag = TRUE;
- if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_DEMON);
+ if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
}
/* Magical sensing */
if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
{
flag = TRUE;
- if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_ORC);
+ if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
}
/* Magical sensing */
if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
{
flag = TRUE;
- if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_TROLL);
+ if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
}
/* Magical sensing */
if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
{
flag = TRUE;
- if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_GIANT);
+ if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
}
/* Magical sensing */
if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
{
flag = TRUE;
- if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_DRAGON);
+ if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
}
/* Magical sensing */
if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
{
flag = TRUE;
- if (is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_HUMAN);
+ if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
}
/* Magical sensing */
if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
{
flag = TRUE;
- if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
+ if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
}
/* Magical sensing */
if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
{
flag = TRUE;
- if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
+ if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
}
/* Magical sensing */
((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
{
flag = TRUE;
- if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_NONLIVING);
+ if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
}
/* Magical sensing */
if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
{
flag = TRUE;
- if (is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_UNIQUE);
+ if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
}
}
bool do_invisible = FALSE;
bool do_cold_blood = FALSE;
+ /* Snipers can see targets in darkness when they concentrate deeper */
+ if (p_ptr->concent >= CONCENT_RADAR_THRESHOLD)
+ {
+ /* Easy to see */
+ easy = flag = TRUE;
+ }
+
/* Use "infravision" */
if (d <= p_ptr->see_infra)
{
/* Visible */
if (flag)
{
- if (is_original_ap(m_ptr))
+ if (is_original_ap(m_ptr) && !p_ptr->image)
{
/* Memorize flags */
if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
/* Hack -- Count "fresh" sightings */
- if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
- r_info[MON_KAGE].r_sights++;
- else if (m_ptr->ap_r_idx == m_ptr->r_idx &&
- r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
+ if (!p_ptr->image)
+ {
+ if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
+ r_info[MON_KAGE].r_sights++;
+ else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
+ r_ptr->r_sights++;
+ }
/* Eldritch Horror */
- if (r_ptr->flags2 & RF2_ELDRITCH_HORROR)
+ if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
{
sanity_blast(m_ptr, FALSE);
}
/* Disturb on appearance */
- if (disturb_near && (projectable(m_ptr->fy, m_ptr->fx, py, px) && projectable(py, px, m_ptr->fy, m_ptr->fx)))
+ if (disturb_near && (projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)))
{
if (disturb_pets || is_hostile(m_ptr))
- disturb(1, 0);
+ disturb(1, 1);
}
}
}
if (do_disturb)
{
if (disturb_pets || is_hostile(m_ptr))
- disturb(1, 0);
+ disturb(1, 1);
}
}
}
if (do_disturb)
{
if (disturb_pets || is_hostile(m_ptr))
- disturb(1, 0);
+ disturb(1, 1);
}
}
}
if (do_disturb)
{
if (disturb_pets || is_hostile(m_ptr))
- disturb(1, 0);
+ disturb(1, 1);
}
}
}
}
-/*
- * This function simply updates all the (non-dead) monsters (see above).
+/*!
+ * @brief 単純に生存している全モンスターの更新処理を行う / This function simply updates all the (non-dead) monsters (see above).
+ * @param full 距離更新を行うならtrue
+ * @return なし
*/
void update_monsters(bool full)
{
- int i;
+ IDX i;
/* Update each (live) monster */
for (i = 1; i < m_max; i++)
}
-/*
- * Hack -- the index of the summoning monster
+/*!
+ * @brief カメレオンの王の変身対象となるモンスターかどうか判定する / Hack -- the index of the summoning monster
+ * @param r_idx モンスター種族ID
+ * @return 対象にできるならtrueを返す
*/
-static bool monster_hook_chameleon_lord(int r_idx)
+static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
monster_type *m_ptr = &m_list[chameleon_change_m_idx];
if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE) || (r_ptr->blow[3].method == RBM_EXPLODE))
return FALSE;
- if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr)) return FALSE;
+ if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
/* Not born */
if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
return TRUE;
}
-static bool monster_hook_chameleon(int r_idx)
+/*!
+ * @brief カメレオンの変身対象となるモンスターかどうか判定する / Hack -- the index of the summoning monster
+ * @param r_idx モンスター種族ID
+ * @return 対象にできるならtrueを返す
+ */
+static bool monster_hook_chameleon(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
monster_type *m_ptr = &m_list[chameleon_change_m_idx];
if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE) || (r_ptr->blow[3].method == RBM_EXPLODE))
return FALSE;
- if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr)) return FALSE;
+ if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
/* Not born */
if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
return (*(get_monster_hook()))(r_idx);
}
-
-void choose_new_monster(int m_idx, bool born, int r_idx)
+/*!
+ * @brief モンスターの変身処理
+ * @param m_idx 変身処理を受けるモンスター情報のID
+ * @param born 生成時の初変身先指定ならばtrue
+ * @param r_idx 旧モンスター種族のID
+ * @return なし
+ */
+void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
{
int oldmaxhp;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr;
char old_m_name[80];
bool old_unique = FALSE;
+ int old_r_idx = m_ptr->r_idx;
if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
old_unique = TRUE;
if (!r_idx) return;
}
+ if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
+
m_ptr->r_idx = r_idx;
m_ptr->ap_r_idx = r_idx;
update_mon(m_idx, FALSE);
lite_spot(m_ptr->fy, m_ptr->fx);
+
+ if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
+ (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
+ p_ptr->update |= (PU_MON_LITE);
+
+ if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
+
if (born)
{
/* Sub-alignment of a chameleon */
{
char m_name[80];
monster_desc(m_name, m_ptr, 0);
-#ifdef JP
- msg_format("ÆÍÁ³%s¤¬ÊѿȤ·¤¿¡£", old_m_name);
-#else
- msg_format("Suddenly, %s transforms!", old_m_name);
-#endif
+ msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
if (!(r_ptr->flags7 & RF7_RIDING))
-#ifdef JP
- if (rakuba(0, TRUE)) msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
-#else
- if (rakuba(0, TRUE)) msg_format("You have fallen from %s.", m_name);
-#endif
+ if (rakuba(0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
}
/* Extract the monster base speed */
{
m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
}
+
+ /* Monsters have double hitpoints in Nightmare mode */
+ if (ironman_nightmare)
+ {
+ u32b hp = m_ptr->max_maxhp * 2L;
+ m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
+ }
+
m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
+ if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
+
+ /* reset dealt_damage */
+ m_ptr->dealt_damage = 0;
}
-/*
- * Hook for Tanuki
+/*!
+ * @brief たぬきの変身対象となるモンスターかどうか判定する / Hook for Tanuki
+ * @param r_idx モンスター種族ID
+ * @return 対象にできるならtrueを返す
*/
-static bool monster_hook_tanuki(int r_idx)
+static bool monster_hook_tanuki(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/*
- * Set initial racial appearance of a monster
+/*!
+ * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
+ * @param r_idx モンスター種族ID
+ * @return モンスター種族の表層ID
*/
-static int initial_r_appearance(int r_idx)
+static IDX initial_r_appearance(MONRACE_IDX r_idx)
{
int attempts = 1000;
- int ap_r_idx;
- int min = MIN(base_level-5, 50);
+ IDX ap_r_idx;
+ DEPTH min = MIN(base_level-5, 50);
if (!(r_info[r_idx].flags7 & RF7_TANUKI))
return r_idx;
}
-/*
- * Get initial monster speed
+/*!
+ * @brief モンスターの個体加速を設定する / Get initial monster speed
+ * @param r_ptr モンスター種族の参照ポインタ
+ * @return 加速値
*/
byte get_mspeed(monster_race *r_ptr)
{
}
-/*
- * Attempt to place a monster of the given race at the given location.
- *
+/*!
+ * @brief モンスターを一体生成する / Attempt to place a monster of the given race at the given location.
+ * @param who 召喚を行ったモンスターID
+ * @param y 生成位置y座標
+ * @param x 生成位置x座標
+ * @param r_idx 生成モンスター種族
+ * @param mode 生成オプション
+ * @return 成功したらtrue
+ * @details
* To give the player a sporting chance, any monster that appears in
* line-of-sight and is extremely dangerous can be marked as
* "FORCE_SLEEP", which will cause them to be placed with low energy,
* This is the only function which may place a monster in the dungeon,
* except for the savefile loading code.
*/
-static bool place_monster_one(int who, int y, int x, int r_idx, u32b mode)
+static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
/* Access the location */
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);
+ int cmi;
+
/* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
- if(p_ptr->wild_mode) return FALSE;
+ if (p_ptr->wild_mode) return FALSE;
/* Verify location */
if (!in_bounds(y, x)) return (FALSE);
- /* Require empty space (if not ghostly) */
- if (!(!dun_level && (c_ptr->feat == FEAT_MOUNTAIN) && ((r_ptr->flags8 & RF8_WILD_MOUNTAIN) || (r_ptr->flags7 & RF7_CAN_FLY))) &&
- !(cave_empty_bold2(y, x) || (mode & PM_IGNORE_TERRAIN)) &&
- !((r_ptr->flags2 & RF2_PASS_WALL) &&
- !(cave_perma_bold(y, x) || c_ptr->m_idx ||
- player_bold(y, x)))) return (FALSE);
-
/* Paranoia */
if (!r_idx) return (FALSE);
/* Paranoia */
if (!r_ptr->name) return (FALSE);
- /* Nor on the Pattern */
- if ((c_ptr->feat >= FEAT_PATTERN_START)
- && (c_ptr->feat <= FEAT_PATTERN_XTRA2))
- return (FALSE);
-
- if (!(mode & PM_IGNORE_TERRAIN) &&
- !monster_can_cross_terrain(c_ptr->feat, r_ptr))
+ if (!(mode & PM_IGNORE_TERRAIN))
{
- return FALSE;
+ /* Not on the Pattern */
+ if (pattern_tile(y, x)) return FALSE;
+
+ /* Require empty space (if not ghostly) */
+ if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
}
if (!p_ptr->inside_battle)
/* 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 */
else return FALSE;
}
- /* Powerful monster */
- if (r_ptr->level > dun_level)
- {
- /* Unique monsters */
- if (r_ptr->flags1 & (RF1_UNIQUE))
- {
- /* Message for cheaters */
-#ifdef JP
- if (cheat_hear) msg_format("¿¼ÁؤΥæ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼ (%s)¡£", name);
-#else
- if (cheat_hear) msg_format("Deep Unique (%s).", name);
-#endif
-
-
- /* Boost rating by twice delta-depth */
- rating += (r_ptr->level - dun_level) * 2;
- }
-
- /* Normal monsters */
- else
- {
- /* Message for cheaters */
-#ifdef JP
- if (cheat_hear) msg_format("¿¼ÁؤΥâ¥ó¥¹¥¿¡¼ (%s)¡£", name);
-#else
- if (cheat_hear) msg_format("Deep Monster (%s).", name);
-#endif
-
-
- /* Boost rating by delta-depth */
- rating += (r_ptr->level - dun_level);
- }
- }
-
- /* Note the monster */
- else if (r_ptr->flags1 & (RF1_UNIQUE))
- {
- /* Unique monsters induce message */
-#ifdef JP
- if (cheat_hear) msg_format("¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼ (%s)¡£", name);
-#else
- if (cheat_hear) msg_format("Unique (%s).", name);
-#endif
-
- }
+ msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
m_ptr->r_idx = r_idx;
m_ptr->ap_r_idx = initial_r_appearance(r_idx);
+ /* No flags */
+ m_ptr->mflag = 0;
+ m_ptr->mflag2 = 0;
+
+ /* Hack -- Appearance transfer */
+ if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&m_list[who]))
+ {
+ m_ptr->ap_r_idx = m_list[who].ap_r_idx;
+
+ /* Hack -- Shadower spawns Shadower */
+ if (m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
+ }
+
/* Sub-alignment of a monster */
if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
m_ptr->sub_align = m_list[who].sub_align;
m_ptr->fx = x;
- /* No "damage" yet */
- m_ptr->stunned = 0;
- m_ptr->confused = 0;
- m_ptr->monfear = 0;
+ /* No "timed status" yet */
+ for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
/* Unknown distance */
m_ptr->cdis = 0;
m_ptr->exp = 0;
- /* No flags */
- m_ptr->mflag = 0;
- m_ptr->mflag2 = 0;
-
/* Your pet summons its pet. */
if (who > 0 && is_pet(&m_list[who]))
choose_new_monster(c_ptr->m_idx, TRUE, 0);
r_ptr = &r_info[m_ptr->r_idx];
m_ptr->mflag2 |= MFLAG2_CHAMELEON;
- rating++;
/* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
}
/* Assume no sleeping */
- m_ptr->csleep = 0;
+ m_ptr->mtimed[MTIMED_CSLEEP] = 0;
/* Enforce sleeping if needed */
if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
{
int val = r_ptr->sleep;
- m_ptr->csleep = ((val * 2) + randint1(val * 10));
+ (void)set_monster_csleep(c_ptr->m_idx, (val * 2) + randint1(val * 10));
}
/* Assign maximal hitpoints */
{
u32b hp = m_ptr->max_maxhp * 2L;
- m_ptr->max_maxhp = (s16b)MIN(30000, hp);
+ m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
}
m_ptr->maxhp = m_ptr->max_maxhp;
if (m_ptr->r_idx == MON_WOUNDED_BEAR)
m_ptr->hp = m_ptr->maxhp / 2;
else m_ptr->hp = m_ptr->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 (mode & PM_HASTE) m_ptr->fast = 100;
+ if (mode & PM_HASTE) (void)set_monster_fast(c_ptr->m_idx, 100);
/* Give a random starting energy */
if (!ironman_nightmare)
if (r_ptr->flags7 & RF7_SELF_LD_MASK)
p_ptr->update |= (PU_MON_LITE);
- else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !m_ptr->csleep)
+ else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
p_ptr->update |= (PU_MON_LITE);
/* Update the monster */
/* Hack -- Count the number of "reproducers" */
if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
-
/* Hack -- Notice new multi-hued monsters */
{
monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
char o_name[MAX_NLEN];
if (r_ptr->level > p_ptr->lev + 30)
-#ifdef JP
- color = "¹õ¤¯";
-#else
- color = "black";
-#endif
+ color = _("黒く", "black");
else if (r_ptr->level > p_ptr->lev + 15)
-#ifdef JP
- color = "»ç¿§¤Ë";
-#else
- color = "purple";
-#endif
+ color = _("紫色に", "purple");
else if (r_ptr->level > p_ptr->lev + 5)
-#ifdef JP
- color = "¥ë¥Ó¡¼¿§¤Ë";
-#else
- color = "deep red";
-#endif
+ color = _("ルビー色に", "deep red");
else if (r_ptr->level > p_ptr->lev - 5)
-#ifdef JP
- color = "ÀÖ¤¯";
-#else
- color = "red";
-#endif
+ color = _("赤く", "red");
else if (r_ptr->level > p_ptr->lev - 15)
-#ifdef JP
- color = "¥Ô¥ó¥¯¿§¤Ë";
-#else
- color = "pink";
-#endif
+ color = _("ピンク色に", "pink");
else
-#ifdef JP
- color = "Çò¤¯";
-#else
- color = "white";
-#endif
+ color = _("白く", "white");
o_ptr = choose_warning_item();
if (o_ptr)
{
- object_desc(o_name, o_ptr, FALSE, 0);
-#ifdef JP
- msg_format("%s¤Ï%s¸÷¤Ã¤¿¡£", o_name, color);
-#else
- msg_format("%s glows %s.", o_name, color);
-#endif
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
}
else
{
-#ifdef JP
- msg_format("s%¸÷¤ëʪ¤¬Æ¬¤ËÉ⤫¤ó¤À¡£", color);
-#else
- msg_format("An %s image forms in your mind.");
-#endif
+ msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
}
}
}
/* 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, y, x, 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 */
}
-/*
- * improved version of scatter() for place monster
- */
-#define MON_SCAT_MAXD 10
+#define MON_SCAT_MAXD 10 /*!< mon_scatter()関数によるモンスター配置で許される中心からの最大距離 */
-static bool mon_scatter(int *yp, int *xp, int y, int x, int max_dist)
+/*!
+ * @brief モンスター1体を目標地点に可能ながり近い位置に生成する / improved version of scatter() for place monster
+ * @param r_idx 生成モンスター種族
+ * @param yp 結果生成位置y座標
+ * @param xp 結果生成位置x座標
+ * @param y 中心生成位置y座標
+ * @param x 中心生成位置x座標
+ * @param max_dist 生成位置の最大半径
+ * @return 成功したらtrue
+ *
+ */
+static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
{
int place_x[MON_SCAT_MAXD];
int place_y[MON_SCAT_MAXD];
num[i] = 0;
for (nx = x - max_dist; nx <= x + max_dist; nx++)
+ {
for (ny = y - max_dist; ny <= y + max_dist; ny++)
{
/* Ignore annoying locations */
if (!in_bounds(ny, nx)) continue;
- /* Require "line of sight" */
- if (!los(y, x, ny, nx)) continue;
+ /* Require "line of projection" */
+ if (!projectable(y, x, ny, nx)) continue;
- /* Walls and Monsters block flow */
- if (!cave_empty_bold2(ny, nx)) continue;
+ if (r_idx > 0)
+ {
+ monster_race *r_ptr = &r_info[r_idx];
- /* ... nor on the Pattern */
- if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
- (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2))
- continue;
+ /* Require empty space (if not ghostly) */
+ if (!monster_can_enter(ny, nx, r_ptr, 0))
+ continue;
+ }
+ else
+ {
+ /* Walls and Monsters block flow */
+ if (!cave_empty_bold2(ny, nx)) continue;
+
+ /* ... nor on the Pattern */
+ if (pattern_tile(ny, nx)) continue;
+ }
i = distance(y, x, ny, nx);
num[i]++;
/* random swap */
- if(one_in_(num[i]))
+ if (one_in_(num[i]))
{
place_x[i] = nx;
place_y[i] = ny;
}
}
+ }
i = 0;
while (i < MON_SCAT_MAXD && 0 == num[i])
return TRUE;
}
-
-/*
- * Maximum size of a group of monsters
- */
-#define GROUP_MAX 32
-
-
-/*
- * Attempt to place a "group" of monsters around the given location
+/*!
+ * @brief モンスターを目標地点に集団生成する / Attempt to place a "group" of monsters around the given location
+ * @param who 召喚主のモンスター情報ID
+ * @param y 中心生成位置y座標
+ * @param x 中心生成位置x座標
+ * @param r_idx 生成モンスター種族
+ * @param mode 生成オプション
+ * @return 成功したらtrue
*/
-static bool place_monster_group(int who, int y, int x, int r_idx, u32b mode)
+static bool place_monster_group(IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
monster_race *r_ptr = &r_info[r_idx];
- int old, n, i;
+ int n, i;
int total = 0, extra = 0;
int hack_n = 0;
- byte hack_y[GROUP_MAX];
- byte hack_x[GROUP_MAX];
+ POSITION hack_y[GROUP_MAX];
+ POSITION hack_x[GROUP_MAX];
/* Pick a group size */
if (total > GROUP_MAX) total = GROUP_MAX;
- /* Save the rating */
- old = rating;
-
/* Start on the monster */
hack_n = 1;
hack_x[0] = x;
for (n = 0; (n < hack_n) && (hack_n < total); n++)
{
/* Grab the location */
- int hx = hack_x[n];
- int hy = hack_y[n];
+ POSITION hx = hack_x[n];
+ POSITION hy = hack_y[n];
/* Check each direction, up to total */
for (i = 0; (i < 8) && (hack_n < total); i++)
{
- int mx, my;
+ POSITION mx, my;
scatter(&my, &mx, hy, hx, 4, 0);
}
}
- /* Hack -- restore the rating */
- rating = old;
-
/* Success */
return (TRUE);
}
+/*!
+ * @var place_monster_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;
-/*
- * Hack -- help pick an escort type
+/*!
+ * @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 int place_monster_idx = 0;
-static int place_monster_m_idx = 0;
+static IDX place_monster_m_idx = 0;
-/*
- * Hack -- help pick an escort type
+/*!
+ * @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
+ * @param r_idx チェックするモンスター種族のID
+ * @return 護衛にできるならばtrue
*/
-static bool place_monster_okay(int r_idx)
+static bool place_monster_can_escort(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[place_monster_idx];
monster_type *m_ptr = &m_list[place_monster_m_idx];
}
-/*
- * Attempt to place a monster of the given race at the given location
- *
+/*!
+ * @brief 一般的なモンスター生成処理のサブルーチン / Attempt to place a monster of the given race at the given location
+ * @param who 召喚主のモンスター情報ID
+ * @param y 生成地点y座標
+ * @param x 生成地点x座標
+ * @param r_idx 生成するモンスターの種族ID
+ * @param mode 生成オプション
+ * @return 生成に成功したらtrue
+ * @details
* Note that certain monsters are now marked as requiring "friends".
* These monsters, if successfully placed, and if the "grp" parameter
* is TRUE, will be surrounded by a "group" of identical monsters.
* Note the use of the new "monster allocation table" code to restrict
* the "get_mon_num()" function to "legal" escort types.
*/
-bool place_monster_aux(int who, int y, int x, int r_idx, u32b mode)
+bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
- int i;
+ int i, j, n;
monster_race *r_ptr = &r_info[r_idx];
if (!(mode & PM_NO_KAGE) && one_in_(333))
/* Place one monster, or fail */
if (!place_monster_one(who, y, x, r_idx, mode)) return (FALSE);
-
/* Require the "group" flag */
if (!(mode & PM_ALLOW_GROUP)) return (TRUE);
place_monster_m_idx = hack_m_idx_ii;
+ /* Reinforcement */
+ for(i = 0; i < 6; i++)
+ {
+ if(!r_ptr->reinforce_id[i]) break;
+ n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
+ for(j = 0; j < n; j++)
+ {
+ POSITION nx, ny, d = 7;
+ scatter(&ny, &nx, y, x, d, 0);
+ (void)place_monster_one(place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
+ }
+ }
+
/* Friends for certain monsters */
if (r_ptr->flags1 & (RF1_FRIENDS))
{
(void)place_monster_group(who, y, x, r_idx, mode);
}
-
/* Escorts for certain monsters */
if (r_ptr->flags1 & (RF1_ESCORT))
{
/* Try to place several "escorts" */
for (i = 0; i < 32; i++)
{
- int nx, ny, z, d = 3;
+ POSITION nx, ny, d = 3;
+ MONRACE_IDX z;
/* Pick a location */
scatter(&ny, &nx, y, x, d, 0);
if (!cave_empty_bold2(ny, nx)) continue;
/* Prepare allocation table */
- get_mon_num_prep(place_monster_okay, get_monster_hook2(ny, nx));
+ get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx));
/* Pick a random race */
z = get_mon_num(r_ptr->level);
return (TRUE);
}
-
-/*
- * Hack -- attempt to place a monster at the given location
- *
- * Attempt to find a monster appropriate to the "monster_level"
+/*!
+ * @brief 一般的なモンスター生成処理のメインルーチン / Attempt to place a monster of the given race at the given location
+ * @param y 生成地点y座標
+ * @param x 生成地点x座標
+ * @param mode 生成オプション
+ * @return 生成に成功したらtrue
*/
-bool place_monster(int y, int x, u32b mode)
+bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
{
- int r_idx;
+ MONRACE_IDX r_idx;
/* Prepare allocation table */
get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
#ifdef MONSTER_HORDES
-bool alloc_horde(int y, int x)
+/*!
+ * @brief 指定地点に1種類のモンスター種族による群れを生成する
+ * @param y 生成地点y座標
+ * @param x 生成地点x座標
+ * @return 生成に成功したらtrue
+ */
+bool alloc_horde(POSITION y, POSITION x)
{
monster_race *r_ptr = NULL;
- int r_idx = 0;
- int m_idx;
+ MONRACE_IDX r_idx = 0;
+ MONSTER_IDX m_idx;
int attempts = 1000;
- int cy = y;
- int cx = x;
+ POSITION cy = y;
+ POSITION cx = x;
/* Prepare allocation table */
get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
#endif /* MONSTER_HORDES */
-/*
- * Put the Guardian
+/*!
+ * @brief ダンジョンの主生成を試みる / Put the Guardian
+ * @param def_val 現在の主の生成状態
+ * @return 生成に成功したらtrue
*/
-bool alloc_guardian(void)
+bool alloc_guardian(bool def_val)
{
- int guardian = d_info[dungeon_type].final_guardian;
+ MONRACE_IDX guardian = d_info[dungeon_type].final_guardian;
if (guardian && (d_info[dungeon_type].maxdepth == dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
{
int oy;
int ox;
- int try = 4000;
+ int try_count = 4000;
/* Find a good position */
- while (try)
+ while (try_count)
{
/* Get a random spot */
oy = randint1(cur_hgt - 4) + 2;
ox = randint1(cur_wid - 4) + 2;
/* Is it a good spot ? */
- if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[guardian]))
+ if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[guardian], 0))
{
/* Place the guardian */
if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
}
- /* One less try */
- try--;
+ /* One less try count */
+ try_count--;
}
+
+ return FALSE;
}
- return FALSE;
+ return def_val;
}
-/*
- * Attempt to allocate a random monster in the dungeon.
- *
+/*!
+ * @brief ダンジョンの初期配置モンスターを生成1回生成する / Attempt to allocate a random monster in the dungeon.
+ * @param dis プレイヤーから離れるべき最低距離
+ * @param mode 生成オプション
+ * @return 生成に成功したらtrue
+ * @details
* Place the monster at least "dis" distance from the player.
- *
* Use "slp" to choose the initial "sleep" status
- *
* Use "monster_level" for the monster level
*/
-bool alloc_monster(int dis, u32b mode)
+bool alloc_monster(int dis, BIT_FLAGS mode)
{
int y = 0, x = 0;
int attempts_left = 10000;
/* Put the Guardian */
- if (alloc_guardian()) return TRUE;
+ if (alloc_guardian(FALSE)) return TRUE;
/* Find a legal, distant, unoccupied, space */
while (attempts_left--)
x = randint0(cur_wid);
/* Require empty floor grid (was "naked") */
- if (dun_level || (wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].terrain != TERRAIN_MOUNTAIN))
+ if (dun_level)
{
if (!cave_empty_bold2(y, x)) continue;
}
else
{
- if (!cave_empty_bold2(y, x) && (cave[y][x].feat != FEAT_MOUNTAIN)) continue;
+ if (!cave_empty_bold(y, x)) continue;
}
/* Accept far away grids */
- if (distance(y, x, py, px) > dis) break;
+ if (distance(y, x, p_ptr->y, p_ptr->x) > dis) break;
}
if (!attempts_left)
{
if (cheat_xtra || cheat_hear)
{
-#ifdef JP
-msg_print("·Ù¹ð¡ª¿·¤¿¤Ê¥â¥ó¥¹¥¿¡¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡£¾®¤µ¤¤³¬¤Ç¤¹¤«¡©");
-#else
- msg_print("Warning! Could not allocate a new monster. Small level?");
-#endif
-
+ msg_print(_("警告!新たなモンスターを配置できません。小さい階ですか?", "Warning! Could not allocate a new monster. Small level?"));
}
return (FALSE);
{
if (alloc_horde(y, x))
{
-#ifdef JP
- if (cheat_hear) msg_format("¥â¥ó¥¹¥¿¡¼¤ÎÂç·²(%c)", summon_kin_type);
-#else
- if (cheat_hear) msg_format("Monster horde (%c).", summon_kin_type);
-#endif
-
+ if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), summon_kin_type);
return (TRUE);
}
}
}
-
-
-/*
- * Hack -- help decide if a monster race is "okay" to summon
+/*!
+ * @brief モンスターが召喚の基本条件に合っているかをチェックする / Hack -- help decide if a monster race is "okay" to summon
+ * @param r_idx チェックするモンスター種族ID
+ * @return 召喚対象にできるならばTRUE
*/
-static bool summon_specific_okay(int r_idx)
+static bool summon_specific_okay(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
}
+ if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
+
/* Hack -- no specific type specified */
if (!summon_specific_type) return (TRUE);
- if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
-
if ((summon_specific_who < 0) &&
((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
monster_has_hostile_align(NULL, 10, -10, r_ptr))
}
-/*
- * Place a monster (of the specified "type") near the given
- * location. Return TRUE if a monster was actually summoned.
+/*!
+ * @brief モンスターを召喚により配置する / Place a monster (of the specified "type") near the given location. Return TRUE if a monster was actually summoned.
+ * @param who 召喚主のモンスター情報ID
+ * @param y1 目標地点y座標
+ * @param x1 目標地点x座標
+ * @param lev 相当生成階
+ * @param type 召喚種別
+ * @param mode 生成オプション
+ * @return 召喚できたらtrueを返す
+ * @details
*
* We will attempt to place the monster up to 10 times before giving up.
*
*
* Note that this function may not succeed, though this is very rare.
*/
-bool summon_specific(int who, int y1, int x1, int lev, int type, u32b mode)
+bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
{
- int x, y, r_idx;
+ POSITION x, y;
+ MONRACE_IDX r_idx;
if (p_ptr->inside_arena) return (FALSE);
- if (!mon_scatter(&y, &x, y1, x1, 2)) return FALSE;
+ if (!mon_scatter(0, &y, &x, y1, x1, 2)) return FALSE;
/* Save the summoner */
summon_specific_who = who;
summon_specific_type = 0;
/* Success */
+ sound(SOUND_SUMMON);
return (TRUE);
}
-/* A "dangerous" function, creates a pet of the specified type */
-bool summon_named_creature (int who, int oy, int ox, int r_idx, u32b mode)
+
+/*!
+ * @brief 特定モンスター種族を召喚により生成する / A "dangerous" function, creates a pet of the specified type
+ * @param who 召喚主のモンスター情報ID
+ * @param oy 目標地点y座標
+ * @param ox 目標地点x座標
+ * @param r_idx 生成するモンスター種族ID
+ * @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)
{
- int x, y;
+ POSITION x, y;
/* Paranoia */
/* if (!r_idx) return; */
if (p_ptr->inside_arena) return FALSE;
- if (!mon_scatter(&y, &x, oy, ox, 2)) return FALSE;
+ if (!mon_scatter(r_idx, &y, &x, oy, ox, 2)) return FALSE;
/* Place it (allow groups) */
return place_monster_aux(who, y, x, r_idx, (mode | PM_NO_KAGE));
}
-/*
- * Let the given monster attempt to reproduce.
- *
+/*!
+ * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
+ * @param m_idx 増殖するモンスター情報ID
+ * @param clone クローン・モンスター処理ならばtrue
+ * @param mode 生成オプション
+ * @return 生成できたらtrueを返す
+ * @details
* Note that "reproduction" REQUIRES empty space.
*/
-bool multiply_monster(int m_idx, bool clone, u32b mode)
+bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
{
monster_type *m_ptr = &m_list[m_idx];
- int y, x;
+ POSITION y, x;
- if (!mon_scatter(&y, &x, m_ptr->fy, m_ptr->fx, 1))
+ if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
return FALSE;
if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
- /* Hack -- Shadower spawns Shadower */
- if (m_ptr->mflag2 & MFLAG2_KAGE) mode |= PM_KAGE;
-
/* Create a new monster (awake, no groups) */
- if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE)))
+ if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
return FALSE;
/* Hack -- Transfer "clone" flag */
m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
}
- /* Hack -- Appearance transfer */
- if (!is_original_ap(m_ptr)) m_list[hack_m_idx_ii].ap_r_idx = m_ptr->ap_r_idx;
-
return TRUE;
}
-
-
-/*
- * Dump a message describing a monster's reaction to damage
- *
+/*!
+ * @brief ダメージを受けたモンスターの様子を記述する / Dump a message describing a monster's reaction to damage
+ * @param m_idx モンスター情報ID
+ * @param dam 与えたダメージ
+ * @return なし
+ * @details
* Technically should attempt to treat "Beholder"'s as jelly's
*/
-void message_pain(int m_idx, int dam)
+void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
{
long oldhp, newhp, tmp;
int percentage;
char m_name[80];
-
/* Get the monster name */
monster_desc(m_name, m_ptr, 0);
- /* Notice non-damage */
- if (dam == 0)
+ if(dam == 0) // Notice non-damage
{
-#ifdef JP
- msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Æ¤¤¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s is unharmed.", m_name);
-#endif
-
+ msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
return;
}
tmp = (newhp * 100L) / oldhp;
percentage = (int)(tmp);
-
- /* Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs */
- if (strchr(",ejmvwQ", r_ptr->d_char))
+ if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
{
#ifdef JP
- if (percentage > 95)
- msg_format("%^s¤Ï¤Û¤È¤ó¤Éµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
- else if (percentage > 75)
- msg_format("%^s¤Ï¤·¤ê¹þ¤ß¤·¤¿¡£", m_name);
- else if (percentage > 50)
- msg_format("%^s¤Ï½Ì¤³¤Þ¤Ã¤¿¡£", m_name);
- else if (percentage > 35)
- msg_format("%^s¤ÏÄˤߤ˿̤¨¤¿¡£", m_name);
- else if (percentage > 20)
- msg_format("%^s¤Ï¿È¤â¤À¤¨¤·¤¿¡£", m_name);
- else if (percentage > 10)
- msg_format("%^s¤Ï¶ìÄˤǿȤâ¤À¤¨¤·¤¿¡£", m_name);
- else
- msg_format("%^s¤Ï¤°¤Ë¤ã¤°¤Ë¤ã¤ÈáÛÚ»¤·¤¿¡£", m_name);
+ if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
+ else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
+ else if(percentage > 50) msg_format("%^sは縮こまった。", m_name);
+ else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
+ else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
+ else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
+ else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
#else
- if (percentage > 95)
- msg_format("%^s barely notices.", m_name);
- else if (percentage > 75)
- msg_format("%^s flinches.", m_name);
- else if (percentage > 50)
- msg_format("%^s squelches.", m_name);
- else if (percentage > 35)
- msg_format("%^s quivers in pain.", m_name);
- else if (percentage > 20)
- msg_format("%^s writhes about.", m_name);
- else if (percentage > 10)
- msg_format("%^s writhes in agony.", m_name);
- else
- msg_format("%^s jerks limply.", m_name);
+ if(percentage > 95) msg_format("%^s barely notices.", m_name);
+ else if(percentage > 75) msg_format("%^s flinches.", m_name);
+ else if(percentage > 50) msg_format("%^s squelches.", m_name);
+ else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
+ else if(percentage > 20) msg_format("%^s writhes about.", m_name);
+ else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
+ else msg_format("%^s jerks limply.", m_name);
#endif
-
}
-
- /* Fish */
- else if (strchr("l", r_ptr->d_char))
+ else if(my_strchr("l", r_ptr->d_char)) // Fish
{
- if (percentage > 95)
-#ifdef JP
-msg_format("%^s¤Ï¤Û¤È¤ó¤Éµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s barely notices.", m_name);
-#endif
- else if (percentage > 75)
-#ifdef JP
-msg_format("%^s¤Ï¤·¤ê¹þ¤ß¤·¤¿¡£", m_name);
-#else
- msg_format("%^s flinches.", m_name);
-#endif
- else if (percentage > 50)
#ifdef JP
-msg_format("%^s¤Ïí´í°¤·¤¿¡£", m_name);
+ if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
+ else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
+ else if(percentage > 50) msg_format("%^sは躊躇した。", m_name);
+ else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
+ else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
+ else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
+ else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
#else
- msg_format("%^s hesitates.", m_name);
-#endif
- else if (percentage > 35)
-#ifdef JP
-msg_format("%^s¤ÏÄˤߤ˿̤¨¤¿¡£", m_name);
-#else
- msg_format("%^s quivers in pain.", m_name);
-#endif
- else if (percentage > 20)
-#ifdef JP
-msg_format("%^s¤Ï¿È¤â¤À¤¨¤·¤¿¡£", m_name);
-#else
- msg_format("%^s writhes about.", m_name);
-#endif
- else if (percentage > 10)
+ if(percentage > 95) msg_format("%^s barely notices.", m_name);
+ else if(percentage > 75) msg_format("%^s flinches.", m_name);
+ else if(percentage > 50) msg_format("%^s hesitates.", m_name);
+ else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
+ else if(percentage > 20) msg_format("%^s writhes about.", m_name);
+ else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
+ else msg_format("%^s jerks limply.", m_name);
+#endif
+ }
+
+ else if(my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs
+ {
#ifdef JP
-msg_format("%^s¤Ï¶ìÄˤǿȤâ¤À¤¨¤·¤¿¡£", m_name);
+ if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
+ else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
+ else if(percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
+ else if(percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
+ else if(percentage > 20) msg_format("%^sはうめいた。", m_name);
+ else if(percentage > 10) msg_format("%^sは躊躇した。", m_name);
+ else msg_format("%^sはくしゃくしゃになった。", m_name);
#else
- msg_format("%^s writhes in agony.", m_name);
-#endif
- else
-#ifdef JP
-msg_format("%^s¤Ï¤°¤Ë¤ã¤°¤Ë¤ã¤ÈáÛÚ»¤·¤¿¡£", m_name);
-#else
- msg_format("%^s jerks limply.", m_name);
+ if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
+ else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
+ else if(percentage > 50) msg_format("%^s roars thunderously.", m_name);
+ else if(percentage > 35) msg_format("%^s rumbles.", m_name);
+ else if(percentage > 20) msg_format("%^s grunts.", m_name);
+ else if(percentage > 10) msg_format("%^s hesitates.", m_name);
+ else msg_format("%^s crumples.", m_name);
#endif
}
-
- /* Golems, Walls, Doors, Stairs */
- else if (strchr("g#+<>", r_ptr->d_char))
+ else if(my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics
{
- if (percentage > 95)
-#ifdef JP
-msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s ignores the attack.", m_name);
-#endif
- else if (percentage > 75)
-#ifdef JP
-msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
-#else
- msg_format("%^s shrugs off the attack.", m_name);
-#endif
- else if (percentage > 50)
-#ifdef JP
-msg_format("%^s¤ÏÍëÌĤΤ褦¤ËËʤ¨¤¿¡£", m_name);
-#else
- msg_format("%^s roars thunderously.", m_name);
-#endif
- else if (percentage > 35)
#ifdef JP
-msg_format("%^s¤Ï¶ì¤·¤²¤ËËʤ¨¤¿¡£", m_name);
+ if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
+ else if(percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
+ else if(percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
+ else if(percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
+ else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
+ else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
+ else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
#else
- msg_format("%^s rumbles.", m_name);
-#endif
- else if (percentage > 20)
-#ifdef JP
-msg_format("%^s¤Ï¤¦¤á¤¤¤¿¡£", m_name);
-#else
- msg_format("%^s grunts.", m_name);
-#endif
- else if (percentage > 10)
-#ifdef JP
-msg_format("%^s¤Ïí´í°¤·¤¿¡£", m_name);
-#else
- msg_format("%^s hesitates.", m_name);
-#endif
- else
-#ifdef JP
-msg_format("%^s¤Ï¤¯¤·¤ã¤¯¤·¤ã¤Ë¤Ê¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s crumples.", m_name);
+ if(percentage > 95) msg_format("%^s barely notices.", m_name);
+ else if(percentage > 75) msg_format("%^s hisses.", m_name);
+ else if(percentage > 50) msg_format("%^s rears up in anger.", m_name);
+ else if(percentage > 35) msg_format("%^s hisses furiously.", m_name);
+ else if(percentage > 20) msg_format("%^s writhes about.", m_name);
+ else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
+ else msg_format("%^s jerks limply.", m_name);
#endif
}
-
- /* Snakes, Hydrae, Reptiles, Mimics */
- else if (strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char))
+ else if(my_strchr("f", r_ptr->d_char))
{
- if (percentage > 95)
-#ifdef JP
-msg_format("%^s¤Ï¤Û¤È¤ó¤Éµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s barely notices.", m_name);
-#endif
- else if (percentage > 75)
-#ifdef JP
-msg_format("%^s¤Ï¥·¡¼¥Ã¤ÈÌĤ¤¤¿¡£", m_name);
-#else
- msg_format("%^s hisses.", m_name);
-#endif
- else if (percentage > 50)
-#ifdef JP
-msg_format("%^s¤ÏÅܤäÆƬ¤ò¾å¤²¤¿¡£", m_name);
-#else
- msg_format("%^s rears up in anger.", m_name);
-#endif
- else if (percentage > 35)
-#ifdef JP
-msg_format("%^s¤ÏÌÔÁ³¤È°Ò³Å¤·¤¿¡£", m_name);
-#else
- msg_format("%^s hisses furiously.", m_name);
-#endif
- else if (percentage > 20)
-#ifdef JP
-msg_format("%^s¤Ï¿È¤â¤À¤¨¤·¤¿¡£", m_name);
-#else
- msg_format("%^s writhes about.", m_name);
-#endif
- else if (percentage > 10)
-#ifdef JP
-msg_format("%^s¤Ï¶ìÄˤǿȤâ¤À¤¨¤·¤¿¡£", m_name);
-#else
- msg_format("%^s writhes in agony.", m_name);
-#endif
- else
#ifdef JP
-msg_format("%^s¤Ï¤°¤Ë¤ã¤°¤Ë¤ã¤ÈáÛÚ»¤·¤¿¡£", m_name);
+ if(percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
+ else if(percentage > 75) msg_format("%^sは吠えた。", m_name);
+ else if(percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
+ else if(percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
+ else if(percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
+ else if(percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
+ else msg_format("%sは哀れな鳴き声を出した。", m_name);
#else
- msg_format("%^s jerks limply.", m_name);
+ if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
+ else if(percentage > 75) msg_format("%^s roars.", m_name);
+ else if(percentage > 50) msg_format("%^s growls angrily.", m_name);
+ else if(percentage > 35) msg_format("%^s hisses with pain.", m_name);
+ else if(percentage > 20) msg_format("%^s mewls in pain.", m_name);
+ else if(percentage > 10) msg_format("%^s hisses in agony.", m_name);
+ else msg_format("%^s mewls pitifully.", m_name);
#endif
}
-
- /* Felines */
- else if (strchr("f", r_ptr->d_char))
+ else if(my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders
{
- if (percentage > 95)
-#ifdef JP
-msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
-#else
- msg_format("%^s shrugs off the attack.", m_name);
-#endif
- else if (percentage > 75)
#ifdef JP
-msg_format("%^s¤ÏËʤ¨¤¿¡£", m_name);
+ if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
+ else if(percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
+ else if(percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
+ else if(percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
+ else if(percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
+ else if(percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
+ else msg_format("%^sはピクピクひきつった。", m_name);
#else
- msg_format("%^s roars.", m_name);
-#endif
- else if (percentage > 50)
-#ifdef JP
-msg_format("%^s¤ÏÅܤäÆËʤ¨¤¿¡£", m_name);
-#else
- msg_format("%^s growls angrily.", m_name);
-#endif
- else if (percentage > 35)
-#ifdef JP
-msg_format("%^s¤ÏÄˤߤǥ·¡¼¥Ã¤ÈÌĤ¤¤¿¡£", m_name);
-#else
- msg_format("%^s hisses with pain.", m_name);
-#endif
- else if (percentage > 20)
-#ifdef JP
-msg_format("%^s¤ÏÄˤߤǼ塹¤·¤¯ÌĤ¤¤¿¡£", m_name);
-#else
- msg_format("%^s mewls in pain.", m_name);
-#endif
- else if (percentage > 10)
-#ifdef JP
-msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤¿¡£", m_name);
-#else
- msg_format("%^s hisses in agony.", m_name);
-#endif
- else
-#ifdef JP
-msg_format("%s¤Ï°¥¤ì¤ÊÌĤÀ¼¤ò½Ð¤·¤¿¡£", m_name);
-#else
- msg_format("%^s mewls pitifully.", m_name);
+ if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
+ else if(percentage > 75) msg_format("%^s chitters.", m_name);
+ else if(percentage > 50) msg_format("%^s scuttles about.", m_name);
+ else if(percentage > 35) msg_format("%^s twitters.", m_name);
+ else if(percentage > 20) msg_format("%^s jerks in pain.", m_name);
+ else if(percentage > 10) msg_format("%^s jerks in agony.", m_name);
+ else msg_format("%^s twitches.", m_name);
#endif
}
-
- /* Ants, Centipedes, Flies, Insects, Beetles, Spiders */
- else if (strchr("acFIKS", r_ptr->d_char))
- {
- if (percentage > 95)
-#ifdef JP
-msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s ignores the attack.", m_name);
-#endif
- else if (percentage > 75)
-#ifdef JP
-msg_format("%^s¤Ï¥¡¼¥¡¼ÌĤ¤¤¿¡£", m_name);
-#else
- msg_format("%^s chitters.", m_name);
-#endif
-
- else if (percentage > 50)
+ else if(my_strchr("B", r_ptr->d_char)) // Birds
+ {
#ifdef JP
-msg_format("%^s¤Ï¥è¥í¥è¥íƨ¤²²ó¤Ã¤¿¡£", m_name);
+ if(percentage > 95) msg_format("%^sはさえずった。", m_name);
+ else if(percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
+ else if(percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
+ else if(percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
+ else if(percentage > 20) msg_format("%^sは苦しんだ。", m_name);
+ else if(percentage > 10) msg_format("%^sはのたうち回った。", m_name);
+ else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
#else
- msg_format("%^s scuttles about.", m_name);
+ if(percentage > 95) msg_format("%^s chirps.", m_name);
+ else if(percentage > 75) msg_format("%^s twitters.", m_name);
+ else if(percentage > 50) msg_format("%^s squawks.", m_name);
+ else if(percentage > 35) msg_format("%^s chatters.", m_name);
+ else if(percentage > 20) msg_format("%^s jeers.", m_name);
+ else if(percentage > 10) msg_format("%^s flutters about.", m_name);
+ else msg_format("%^s squeaks.", m_name);
#endif
-
- else if (percentage > 35)
-#ifdef JP
-msg_format("%^s¤Ï¤¦¤ë¤µ¤¯ÌĤ¤¤¿¡£", m_name);
-#else
- msg_format("%^s twitters.", m_name);
-#endif
-
- else if (percentage > 20)
-#ifdef JP
-msg_format("%^s¤ÏÄˤߤËáÛÚ»¤·¤¿¡£", m_name);
-#else
- msg_format("%^s jerks in pain.", m_name);
-#endif
-
- else if (percentage > 10)
-#ifdef JP
-msg_format("%^s¤Ï¶ìÄˤÇáÛÚ»¤·¤¿¡£", m_name);
-#else
- msg_format("%^s jerks in agony.", m_name);
-#endif
-
- else
-#ifdef JP
-msg_format("%^s¤Ï¥Ô¥¯¥Ô¥¯¤Ò¤¤Ä¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s twitches.", m_name);
-#endif
-
}
-
- /* Birds */
- else if (strchr("B", r_ptr->d_char))
- {
- if (percentage > 95)
-#ifdef JP
-msg_format("%^s¤Ï¤µ¤¨¤º¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s chirps.", m_name);
-#endif
-
- else if (percentage > 75)
-#ifdef JP
-msg_format("%^s¤Ï¥Ô¡¼¥Ô¡¼ÌĤ¤¤¿¡£", m_name);
-#else
- msg_format("%^s twitters.", m_name);
-#endif
-
- else if (percentage > 50)
-#ifdef JP
-msg_format("%^s¤Ï¥®¥ã¡¼¥®¥ã¡¼ÌĤ¤¤¿¡£", m_name);
-#else
- msg_format("%^s squawks.", m_name);
-#endif
-
- else if (percentage > 35)
-#ifdef JP
-msg_format("%^s¤Ï¥®¥ã¡¼¥®¥ã¡¼ÌĤ¤ï¤á¤¤¤¿¡£", m_name);
-#else
- msg_format("%^s chatters.", m_name);
-#endif
-
- else if (percentage > 20)
+ else if(my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead
+ {
#ifdef JP
-msg_format("%^s¤Ï¶ì¤·¤ó¤À¡£", m_name);
+ if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
+ else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
+ else if(percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
+ else if(percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
+ else if(percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
+ else if(percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
+ else msg_format("%^sは弱々しくうなった。", m_name);
#else
- msg_format("%^s jeers.", m_name);
+ if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
+ else if(percentage > 75) msg_format("%^s flinches.", m_name);
+ else if(percentage > 50) msg_format("%^s hisses in pain.", m_name);
+ else if(percentage > 35) msg_format("%^s snarls with pain.", m_name);
+ else if(percentage > 20) msg_format("%^s roars with pain.", m_name);
+ else if(percentage > 10) msg_format("%^s gasps.", m_name);
+ else msg_format("%^s snarls feebly.", m_name);
#endif
-
- else if (percentage > 10)
-#ifdef JP
-msg_format("%^s¤Ï¤Î¤¿¤¦¤Á²ó¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s flutters about.", m_name);
-#endif
-
- else
-#ifdef JP
-msg_format("%^s¤Ï¥¡¼¥¡¼¤ÈÌĤ¶«¤ó¤À¡£", m_name);
-#else
- msg_format("%^s squeaks.", m_name);
-#endif
-
}
-
- /* Dragons, Demons, High Undead */
- else if (strchr("duDLUW", r_ptr->d_char))
+ else if(my_strchr("s", r_ptr->d_char)) // Skeletons
{
- if (percentage > 95)
-#ifdef JP
-msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s ignores the attack.", m_name);
-#endif
-
- else if (percentage > 75)
#ifdef JP
-msg_format("%^s¤Ï¤·¤ê¹þ¤ß¤·¤¿¡£", m_name);
+ if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
+ else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
+ else if(percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
+ else if(percentage > 35) msg_format("%^sはよろめいた。", m_name);
+ else if(percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
+ else if(percentage > 10) msg_format("%^sはよろめいた。", m_name);
+ else msg_format("%^sはガタガタ言った。", m_name);
#else
- msg_format("%^s flinches.", m_name);
+ if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
+ else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
+ else if(percentage > 50) msg_format("%^s rattles.", m_name);
+ else if(percentage > 35) msg_format("%^s stumbles.", m_name);
+ else if(percentage > 20) msg_format("%^s rattles.", m_name);
+ else if(percentage > 10) msg_format("%^s staggers.", m_name);
+ else msg_format("%^s clatters.", m_name);
#endif
-
- else if (percentage > 50)
-#ifdef JP
-msg_format("%^s¤ÏÄˤߤǥ·¡¼¥Ã¤ÈÌĤ¤¤¿¡£", m_name);
-#else
- msg_format("%^s hisses in pain.", m_name);
-#endif
-
- else if (percentage > 35)
-#ifdef JP
-msg_format("%^s¤ÏÄˤߤǤ¦¤Ê¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s snarls with pain.", m_name);
-#endif
-
- else if (percentage > 20)
-#ifdef JP
-msg_format("%^s¤ÏÄˤߤËËʤ¨¤¿¡£", m_name);
-#else
- msg_format("%^s roars with pain.", m_name);
-#endif
-
- else if (percentage > 10)
-#ifdef JP
-msg_format("%^s¤Ï¶ì¤·¤²¤Ë¶«¤ó¤À¡£", m_name);
-#else
- msg_format("%^s gasps.", m_name);
-#endif
-
- else
-#ifdef JP
-msg_format("%^s¤Ï¼å¡¹¤·¤¯¤¦¤Ê¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s snarls feebly.", m_name);
-#endif
-
- }
-
-
- /* Skeletons */
- else if (strchr("s", r_ptr->d_char))
- {
- if (percentage > 95)
-#ifdef JP
-msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s ignores the attack.", m_name);
-#endif
-
- else if (percentage > 75)
-#ifdef JP
-msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
-#else
- msg_format("%^s shrugs off the attack.", m_name);
-#endif
-
- else if (percentage > 50)
-#ifdef JP
-msg_format("%^s¤Ï¥«¥¿¥«¥¿¤È¾Ð¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s rattles.", m_name);
-#endif
-
- else if (percentage > 35)
-#ifdef JP
-msg_format("%^s¤Ï¤è¤í¤á¤¤¤¿¡£", m_name);
-#else
- msg_format("%^s stumbles.", m_name);
-#endif
-
- else if (percentage > 20)
-#ifdef JP
-msg_format("%^s¤Ï¥«¥¿¥«¥¿¸À¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s rattles.", m_name);
-#endif
-
- else if (percentage > 10)
-#ifdef JP
-msg_format("%^s¤Ï¤è¤í¤á¤¤¤¿¡£", m_name);
-#else
- msg_format("%^s staggers.", m_name);
-#endif
-
- else
-#ifdef JP
-msg_format("%^s¤Ï¥¬¥¿¥¬¥¿¸À¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s clatters.", m_name);
-#endif
-
}
-
- /* Zombies */
- else if (strchr("z", r_ptr->d_char))
- {
- if (percentage > 95)
-#ifdef JP
-msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s ignores the attack.", m_name);
-#endif
-
- else if (percentage > 75)
-#ifdef JP
-msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
-#else
- msg_format("%^s shrugs off the attack.", m_name);
-#endif
-
- else if (percentage > 50)
+ else if(my_strchr("z", r_ptr->d_char)) // Zombies
+ {
#ifdef JP
-msg_format("%^s¤Ï¤¦¤á¤¤¤¿¡£", m_name);
+ if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
+ else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
+ else if(percentage > 50) msg_format("%^sはうめいた。", m_name);
+ else if(percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
+ else if(percentage > 20) msg_format("%^sは躊躇した。", m_name);
+ else if(percentage > 10) msg_format("%^sはうなった。", m_name);
+ else msg_format("%^sはよろめいた。", m_name);
#else
- msg_format("%^s groans.", m_name);
+ if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
+ else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
+ else if(percentage > 50) msg_format("%^s groans.", m_name);
+ else if(percentage > 35) msg_format("%^s moans.", m_name);
+ else if(percentage > 20) msg_format("%^s hesitates.", m_name);
+ else if(percentage > 10) msg_format("%^s grunts.", m_name);
+ else msg_format("%^s staggers.", m_name);
#endif
-
- else if (percentage > 35)
-#ifdef JP
-msg_format("%s¤Ï¶ì¤·¤²¤Ë¤¦¤á¤¤¤¿¡£", m_name);
-#else
- msg_format("%^s moans.", m_name);
-#endif
-
- else if (percentage > 20)
-#ifdef JP
-msg_format("%^s¤Ïí´í°¤·¤¿¡£", m_name);
-#else
- msg_format("%^s hesitates.", m_name);
-#endif
-
- else if (percentage > 10)
-#ifdef JP
-msg_format("%^s¤Ï¤¦¤Ê¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s grunts.", m_name);
-#endif
-
- else
-#ifdef JP
-msg_format("%^s¤Ï¤è¤í¤á¤¤¤¿¡£", m_name);
-#else
- msg_format("%^s staggers.", m_name);
-#endif
-
}
-
- /* Ghosts */
- else if (strchr("G", r_ptr->d_char))
-
+ else if(my_strchr("G", r_ptr->d_char)) // Ghosts
{
- if (percentage > 95)
-#ifdef JP
-msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s ignores the attack.", m_name);
-#endif
-
- else if (percentage > 75)
-#ifdef JP
-msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
-#else
- msg_format("%^s shrugs off the attack.", m_name);
-#endif
-
- else if (percentage > 50)
-#ifdef JP
-msg_format("%s¤Ï¤¦¤á¤¤¤¿¡£", m_name);
-#else
- msg_format("%^s moans.", m_name);
-#endif
-
- else if (percentage > 35)
-#ifdef JP
-msg_format("%^s¤Ïµã¤¤ï¤á¤¤¤¿¡£", m_name);
-#else
- msg_format("%^s wails.", m_name);
-#endif
-
- else if (percentage > 20)
#ifdef JP
-msg_format("%^s¤ÏËʤ¨¤¿¡£", m_name);
+ if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
+ else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
+ else if(percentage > 50) msg_format("%sはうめいた。", m_name);
+ else if(percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
+ else if(percentage > 20) msg_format("%^sは吠えた。", m_name);
+ else if(percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
+ else msg_format("%^sはかすかにうめいた。", m_name);
#else
- msg_format("%^s howls.", m_name);
+ if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
+ else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
+ else if(percentage > 50) msg_format("%^s moans.", m_name);
+ else if(percentage > 35) msg_format("%^s wails.", m_name);
+ else if(percentage > 20) msg_format("%^s howls.", m_name);
+ else if(percentage > 10) msg_format("%^s moans softly.", m_name);
+ else msg_format("%^s sighs.", m_name);
#endif
-
- else if (percentage > 10)
-#ifdef JP
-msg_format("%s¤Ï¼å¡¹¤·¤¯¤¦¤á¤¤¤¿¡£", m_name);
-#else
- msg_format("%^s moans softly.", m_name);
-#endif
-
- else
-#ifdef JP
-msg_format("%^s¤Ï¤«¤¹¤«¤Ë¤¦¤á¤¤¤¿¡£", m_name);
-#else
- msg_format("%^s sighs.", m_name);
-#endif
-
}
-
- /* Dogs and Hounds */
- else if (strchr("CZ", r_ptr->d_char))
+ else if(my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds
{
#ifdef JP
- if (percentage > 95)
- msg_format("%^s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
- else if (percentage > 75)
- msg_format("%^s¤ÏÄˤߤǤ¦¤Ê¤Ã¤¿¡£", m_name);
- else if (percentage > 50)
- msg_format("%^s¤ÏÄˤߤǥ¥ã¥ó¥¥ã¥óËʤ¨¤¿¡£", m_name);
- else if (percentage > 35)
- msg_format("%^s¤ÏÄˤߤÇÌĤ¤ï¤á¤¤¤¿¡£", m_name);
- else if (percentage > 20)
- msg_format("%^s¤Ï¶ìÄˤΤ¢¤Þ¤êÌĤ¤ï¤á¤¤¤¿¡£", m_name);
- else if (percentage > 10)
- msg_format("%^s¤Ï¶ìÄˤǤâ¤À¤¨¶ì¤·¤ó¤À¡£", m_name);
- else
- msg_format("%^s¤Ï¼å¡¹¤·¤¯Ëʤ¨¤¿¡£", m_name);
+ if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
+ else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
+ else if(percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
+ else if(percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
+ else if(percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
+ else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
+ else msg_format("%^sは弱々しく吠えた。", m_name);
#else
- if (percentage > 95)
- msg_format("%^s shrugs off the attack.", m_name);
- else if (percentage > 75)
- msg_format("%^s snarls with pain.", m_name);
- else if (percentage > 50)
- msg_format("%^s yelps in pain.", m_name);
- else if (percentage > 35)
- msg_format("%^s howls in pain.", m_name);
- else if (percentage > 20)
- msg_format("%^s howls in agony.", m_name);
- else if (percentage > 10)
- msg_format("%^s writhes in agony.", m_name);
- else
- msg_format("%^s yelps feebly.", m_name);
+ if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
+ else if(percentage > 75) msg_format("%^s snarls with pain.", m_name);
+ else if(percentage > 50) msg_format("%^s yelps in pain.", m_name);
+ else if(percentage > 35) msg_format("%^s howls in pain.", m_name);
+ else if(percentage > 20) msg_format("%^s howls in agony.", m_name);
+ else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
+ else msg_format("%^s yelps feebly.", m_name);
#endif
-
}
- /* One type of monsters (ignore,squeal,shriek) */
- else if (strchr("Xbilqrt", r_ptr->d_char))
+ else if(my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek)
{
#ifdef JP
- if (percentage > 95)
- msg_format("%^s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
- else if (percentage > 75)
- msg_format("%^s¤ÏÄˤߤǤ¦¤Ê¤Ã¤¿¡£", m_name);
- else if (percentage > 50)
- msg_format("%^s¤ÏÄˤߤǶ«¤ó¤À¡£", m_name);
- else if (percentage > 35)
- msg_format("%^s¤ÏÄˤߤÇÀ䶫¤·¤¿¡£", m_name);
- else if (percentage > 20)
- msg_format("%^s¤Ï¶ìÄˤΤ¢¤Þ¤êÀ䶫¤·¤¿¡£", m_name);
- else if (percentage > 10)
- msg_format("%^s¤Ï¶ìÄˤǤâ¤À¤¨¶ì¤·¤ó¤À¡£", m_name);
- else
- msg_format("%^s¤Ï¼å¡¹¤·¤¯¶«¤ó¤À¡£", m_name);
+ if(percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
+ else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
+ else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
+ else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
+ else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
+ else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
+ else msg_format("%^sは弱々しく叫んだ。", m_name);
#else
- if (percentage > 95)
- msg_format("%^s ignores the attack.", m_name);
- else if (percentage > 75)
- msg_format("%^s grunts with pain.", m_name);
- else if (percentage > 50)
- msg_format("%^s squeals in pain.", m_name);
- else if (percentage > 35)
- msg_format("%^s shrieks in pain.", m_name);
- else if (percentage > 20)
- msg_format("%^s shrieks in agony.", m_name);
- else if (percentage > 10)
- msg_format("%^s writhes in agony.", m_name);
- else
- msg_format("%^s cries out feebly.", m_name);
+ if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
+ else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
+ else if(percentage > 50) msg_format("%^s squeals in pain.", m_name);
+ else if(percentage > 35) msg_format("%^s shrieks in pain.", m_name);
+ else if(percentage > 20) msg_format("%^s shrieks in agony.", m_name);
+ else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
+ else msg_format("%^s cries out feebly.", m_name);
#endif
-
}
- /* Another type of monsters (shrug,cry,scream) */
- else
+ else // Another type of creatures (shrug,cry,scream)
{
#ifdef JP
- if (percentage > 95)
- msg_format("%^s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
- else if (percentage > 75)
- msg_format("%^s¤ÏÄˤߤǤ¦¤Ê¤Ã¤¿¡£", m_name);
- else if (percentage > 50)
- msg_format("%^s¤ÏÄˤߤǶ«¤ó¤À¡£", m_name);
- else if (percentage > 35)
- msg_format("%^s¤ÏÄˤߤÇÀ䶫¤·¤¿¡£", m_name);
- else if (percentage > 20)
- msg_format("%^s¤Ï¶ìÄˤΤ¢¤Þ¤êÀ䶫¤·¤¿¡£", m_name);
- else if (percentage > 10)
- msg_format("%^s¤Ï¶ìÄˤǤâ¤À¤¨¶ì¤·¤ó¤À¡£", m_name);
- else
- msg_format("%^s¤Ï¼å¡¹¤·¤¯¶«¤ó¤À¡£", m_name);
+ if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
+ else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
+ else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
+ else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
+ else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
+ else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
+ else msg_format("%^sは弱々しく叫んだ。", m_name);
#else
- if (percentage > 95)
- msg_format("%^s shrugs off the attack.", m_name);
- else if (percentage > 75)
- msg_format("%^s grunts with pain.", m_name);
- else if (percentage > 50)
- msg_format("%^s cries out in pain.", m_name);
- else if (percentage > 35)
- msg_format("%^s screams in pain.", m_name);
- else if (percentage > 20)
- msg_format("%^s screams in agony.", m_name);
- else if (percentage > 10)
- msg_format("%^s writhes in agony.", m_name);
- else
- msg_format("%^s cries out feebly.", m_name);
+ if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
+ else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
+ else if(percentage > 50) msg_format("%^s cries out in pain.", m_name);
+ else if(percentage > 35) msg_format("%^s screams in pain.", m_name);
+ else if(percentage > 20) msg_format("%^s screams in agony.", m_name);
+ else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
+ else msg_format("%^s cries out feebly.", m_name);
#endif
-
}
}
-/*
- * Learn about an "observed" resistance.
+
+/*!
+ * @brief SMART(適格に攻撃を行う)モンスターの学習状況を更新する / Learn about an "observed" resistance.
+ * @param m_idx 更新を行う「モンスター情報ID
+ * @param what 学習対象ID
+ * @return なし
*/
-void update_smart_learn(int m_idx, int what)
+void update_smart_learn(MONSTER_IDX m_idx, int what)
{
monster_type *m_ptr = &m_list[m_idx];
}
-/*
- * Place the player in the dungeon XXX XXX
+/*!
+ * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
+ * @param x 配置先X座標
+ * @param y 配置先Y座標
+ * @return 配置に成功したらTRUE
*/
-bool player_place(int y, int x)
+bool player_place(POSITION y, POSITION x)
{
/* Paranoia XXX XXX */
if (cave[y][x].m_idx != 0) return FALSE;
/* Save player location */
- py = y;
- px = x;
+ p_ptr->y = y;
+ p_ptr->x = x;
/* Success */
return TRUE;
}
-/*
- * Drop all items carried by a monster
+/*!
+ * @brief モンスターが盗みや拾いで確保していたアイテムを全てドロップさせる / Drop all items carried by a monster
+ * @param m_ptr モンスター参照ポインタ
+ * @return なし
*/
void monster_drop_carried_objects(monster_type *m_ptr)
{