#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 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 */
MONSTER_IDX hack_m_idx = 0; /* Hack -- see "process_monsters()" */
MONSTER_IDX hack_m_idx_ii = 0;
+bool is_friendly_idx(player_type *player_ptr, MONSTER_IDX m_idx);
+
/*!
* @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
return &r_info[real_r_idx(m_ptr)];
}
+
MONRACE_IDX real_r_idx(monster_type *m_ptr)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Extract real race */
if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
{
if (r_ptr->flags1 & RF1_UNIQUE)
else
return MON_CHAMELEON;
}
- else
- {
- return m_ptr->r_idx;
- }
+
+ return m_ptr->r_idx;
}
* 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(MONSTER_IDX i)
+void delete_monster_idx(player_type *player_ptr, MONSTER_IDX i)
{
- POSITION x, y;
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- OBJECT_IDX this_o_idx, next_o_idx = 0;
- y = m_ptr->fy;
- x = m_ptr->fx;
+ POSITION y = m_ptr->fy;
+ POSITION x = m_ptr->fx;
/* Hack -- Reduce the racial counter */
real_r_ptr(m_ptr)->cur_num--;
/* Hack -- count the number of "reproducers" */
- if (r_ptr->flags2 & (RF2_MULTIPLY)) p_ptr->current_floor_ptr->num_repro--;
+ if (r_ptr->flags2 & (RF2_MULTIPLY)) floor_ptr->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);
+ if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(player_ptr, i, 0);
+ if (MON_FAST(m_ptr)) (void)set_monster_fast(player_ptr, i, 0);
+ if (MON_SLOW(m_ptr)) (void)set_monster_slow(player_ptr, i, 0);
+ if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(player_ptr, i, 0);
+ if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(player_ptr, i, 0);
+ if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(player_ptr, i, 0);
+ if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(player_ptr, i, 0, FALSE);
/* Hack -- remove target monster */
if (i == target_who) target_who = 0;
/* Hack -- remove tracked monster */
- if (i == p_ptr->health_who) health_track(p_ptr, 0);
+ if (i == player_ptr->health_who) health_track(player_ptr, 0);
- if (p_ptr->pet_t_m_idx == i ) p_ptr->pet_t_m_idx = 0;
- if (p_ptr->riding_t_m_idx == i) p_ptr->riding_t_m_idx = 0;
- if (p_ptr->riding == i) p_ptr->riding = 0;
+ if (player_ptr->pet_t_m_idx == i) player_ptr->pet_t_m_idx = 0;
+ if (player_ptr->riding_t_m_idx == i) player_ptr->riding_t_m_idx = 0;
+ if (player_ptr->riding == i) player_ptr->riding = 0;
/* Monster is gone */
- p_ptr->current_floor_ptr->grid_array[y][x].m_idx = 0;
+ floor_ptr->grid_array[y][x].m_idx = 0;
- for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
+ OBJECT_IDX next_o_idx = 0;
+ for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
+ o_ptr = &floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
-
- /*
- * o_ptr->held_m_idx is needed in delete_object_idx()
- * to prevent calling lite_spot()
- */
-
- delete_object_idx(p_ptr->current_floor_ptr, this_o_idx);
+ delete_object_idx(player_ptr, this_o_idx);
}
(void)WIPE(m_ptr, monster_type);
-
- /* Count monsters */
- p_ptr->current_floor_ptr->m_cnt--;
-
- lite_spot(y, x);
+ floor_ptr->m_cnt--;
+ lite_spot(player_ptr, y, x);
if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
{
- p_ptr->update |= (PU_MON_LITE);
+ player_ptr->update |= (PU_MON_LITE);
}
}
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
* @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(MONSTER_IDX i1, MONSTER_IDX i2)
+static void compact_monsters_aux(player_type *player_ptr, MONSTER_IDX i1, MONSTER_IDX i2)
{
- POSITION y, x;
- int i;
- grid_type *g_ptr;
- monster_type *m_ptr;
- OBJECT_IDX this_o_idx, next_o_idx = 0;
-
- /* Do nothing */
if (i1 == i2) return;
/* Old monster */
- m_ptr = &p_ptr->current_floor_ptr->m_list[i1];
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ monster_type *m_ptr;
+ m_ptr = &floor_ptr->m_list[i1];
- y = m_ptr->fy;
- x = m_ptr->fx;
+ POSITION y = m_ptr->fy;
+ POSITION x = m_ptr->fx;
/* Cave grid */
- g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr;
+ g_ptr = &floor_ptr->grid_array[y][x];
g_ptr->m_idx = i2;
/* Repair objects being carried by monster */
- for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
+ OBJECT_IDX next_o_idx = 0;
+ for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
+ o_ptr = &floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/* Reset monster pointer */
if (target_who == i1) target_who = i2;
/* Hack -- Update the target */
- if (p_ptr->pet_t_m_idx == i1) p_ptr->pet_t_m_idx = i2;
- if (p_ptr->riding_t_m_idx == i1) p_ptr->riding_t_m_idx = i2;
+ if (player_ptr->pet_t_m_idx == i1) player_ptr->pet_t_m_idx = i2;
+ if (player_ptr->riding_t_m_idx == i1) player_ptr->riding_t_m_idx = i2;
/* Hack -- Update the riding */
- if (p_ptr->riding == i1) p_ptr->riding = i2;
+ if (player_ptr->riding == i1) player_ptr->riding = i2;
/* Hack -- Update the health bar */
- if (p_ptr->health_who == i1) health_track(p_ptr, i2);
+ if (player_ptr->health_who == i1) health_track(player_ptr, i2);
/* Hack -- Update parent index */
if (is_pet(m_ptr))
{
- for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
+ for (int i = 1; i < floor_ptr->m_max; i++)
{
- monster_type *m2_ptr = &p_ptr->current_floor_ptr->m_list[i];
+ monster_type *m2_ptr = &floor_ptr->m_list[i];
if (m2_ptr->parent_m_idx == i1)
m2_ptr->parent_m_idx = i2;
}
/* Structure copy */
- (void)COPY(&p_ptr->current_floor_ptr->m_list[i2], &p_ptr->current_floor_ptr->m_list[i1], monster_type);
+ (void)COPY(&floor_ptr->m_list[i2], &floor_ptr->m_list[i1], monster_type);
/* Wipe the hole */
- (void)WIPE(&p_ptr->current_floor_ptr->m_list[i1], monster_type);
+ (void)WIPE(&floor_ptr->m_list[i1], monster_type);
- for (i = 0; i < MAX_MTIMED; i++)
+ for (int i = 0; i < MAX_MTIMED; i++)
{
- int mproc_idx = get_mproc_idx(i1, i);
- if (mproc_idx >= 0) p_ptr->current_floor_ptr->mproc_list[i][mproc_idx] = i2;
+ int mproc_idx = get_mproc_idx(floor_ptr, i1, i);
+ if (mproc_idx >= 0) floor_ptr->mproc_list[i][mproc_idx] = i2;
}
}
/*!
* @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param size 圧縮後のモンスター件数目標
* @return なし
* @details
* After "compacting" (if needed), we "reorder" the monsters into a more
* compact order, and we reset the allocation info, and the "live" array.
*/
-void compact_monsters(int size)
+void compact_monsters(player_type *player_ptr, int size)
{
- MONSTER_IDX i;
- int num, cnt;
- int cur_lev, cur_dis, chance;
-
- /* Message (only if compacting) */
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 */
- for (num = 0, cnt = 1; num < size; cnt++)
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ for (int num = 0, cnt = 1; num < size; cnt++)
{
/* Get more vicious each iteration */
- cur_lev = 5 * cnt;
+ int cur_lev = 5 * cnt;
/* Get closer each iteration */
- cur_dis = 5 * (20 - cnt);
+ int cur_dis = 5 * (20 - cnt);
/* Check all the monsters */
- for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
+ for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
+ monster_type *m_ptr = &floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Hack -- High level monsters start out "immune" */
if (r_ptr->level > cur_lev) continue;
- if (i == p_ptr->riding) continue;
+ if (i == player_ptr->riding) continue;
/* Ignore nearby monsters */
if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
/* Saving throw chance */
- chance = 90;
+ int chance = 90;
/* Only compact "Quest" Monsters in emergencies */
if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
- exe_write_diary(p_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
+ monster_desc(player_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
+ exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
}
- delete_monster_idx(i);
-
- /* Count the monster */
+ delete_monster_idx(player_ptr, i);
num++;
}
}
-
/* Excise dead monsters (backwards!) */
- for (i = p_ptr->current_floor_ptr->m_max - 1; i >= 1; i--)
+ for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--)
{
- /* Get the i'th monster */
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
-
- /* Skip real monsters */
+ monster_type *m_ptr = &floor_ptr->m_list[i];
if (m_ptr->r_idx) continue;
-
- /* Move last monster into open hole */
- compact_monsters_aux(p_ptr->current_floor_ptr->m_max - 1, i);
-
- /* Compress "p_ptr->current_floor_ptr->m_max" */
- p_ptr->current_floor_ptr->m_max--;
+ compact_monsters_aux(player_ptr, floor_ptr->m_max - 1, i);
+ floor_ptr->m_max--;
}
}
/*!
+ * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
* @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
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return なし
* @details
* This is an efficient method of simulating multiple calls to the
* "delete_monster()" function, with no visual effects.
*/
-void wipe_m_list(void)
+void wipe_monsters_list(player_type *player_ptr)
{
- int i;
-
/* Hack -- if Banor or Lupart dies, stay another dead */
if (!r_info[MON_BANORLUPART].max_num)
{
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_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++;
+ if (r_info[MON_LUPART].r_tkills < MAX_SHORT)
+ r_info[MON_LUPART].r_tkills++;
}
}
/* Delete all the monsters */
- for (i = p_ptr->current_floor_ptr->m_max - 1; i >= 1; i--)
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ for (int i = floor_ptr->m_max - 1; i >= 1; i--)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
+ monster_type *m_ptr = &floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
/* Monster is gone */
- p_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
+ floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
(void)WIPE(m_ptr, monster_type);
* generation of unique monster who is the minion of player.
*/
- /* Hack -- Wipe the racial counter of all monster races */
- for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
-
- /* Reset "p_ptr->current_floor_ptr->m_max" */
- p_ptr->current_floor_ptr->m_max = 1;
+ /* Hack -- Wipe the racial counter of all monster races */
+ for (int i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
- /* Reset "p_ptr->current_floor_ptr->m_cnt" */
- p_ptr->current_floor_ptr->m_cnt = 0;
+ /* Reset "floor_ptr->m_max" */
+ floor_ptr->m_max = 1;
- /* Reset "p_ptr->current_floor_ptr->mproc_max[]" */
- for (i = 0; i < MAX_MTIMED; i++) p_ptr->current_floor_ptr->mproc_max[i] = 0;
+ /* Reset "floor_ptr->m_cnt" */
+ floor_ptr->m_cnt = 0;
- /* Hack -- reset "reproducer" count */
- p_ptr->current_floor_ptr->num_repro = 0;
+ /* Reset "floor_ptr->mproc_max[]" */
+ for (int i = 0; i < MAX_MTIMED; i++) floor_ptr->mproc_max[i] = 0;
- /* Hack -- no more target */
+ floor_ptr->num_repro = 0;
target_who = 0;
- p_ptr->pet_t_m_idx = 0;
- p_ptr->riding_t_m_idx = 0;
-
- health_track(p_ptr, 0);
+ player_ptr->pet_t_m_idx = 0;
+ player_ptr->riding_t_m_idx = 0;
+ health_track(player_ptr, 0);
}
/*!
+ * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
* @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.
*/
-MONSTER_IDX m_pop(void)
+MONSTER_IDX m_pop(player_type *player_ptr)
{
- MONSTER_IDX i;
-
/* Normal allocation */
- if (p_ptr->current_floor_ptr->m_max < current_world_ptr->max_m_idx)
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ if (floor_ptr->m_max < current_world_ptr->max_m_idx)
{
- /* Access the next hole */
- i = p_ptr->current_floor_ptr->m_max;
-
- /* Expand the array */
- p_ptr->current_floor_ptr->m_max++;
-
- /* Count monsters */
- p_ptr->current_floor_ptr->m_cnt++;
-
- /* Return the index */
- return (i);
+ MONSTER_IDX i = floor_ptr->m_max;
+ floor_ptr->m_max++;
+ floor_ptr->m_cnt++;
+ return i;
}
/* Recycle dead monsters */
- for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
+ for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++)
{
monster_type *m_ptr;
- m_ptr = &p_ptr->current_floor_ptr->m_list[i];
-
- /* Skip live monsters */
+ m_ptr = &floor_ptr->m_list[i];
if (m_ptr->r_idx) continue;
-
- /* Count monsters */
- p_ptr->current_floor_ptr->m_cnt++;
-
- /* Use this monster */
- return (i);
+ floor_ptr->m_cnt++;
+ return i;
}
/* Warn the player (except during dungeon creation) */
if (current_world_ptr->character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
-
- /* Try not to crash */
- return (0);
+ return 0;
}
-
-
/*!
* @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"
*/
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
*/
static bool summon_unique_okay = FALSE;
+
/*!
* @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
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return 召喚条件が一致するならtrue
* @details
*/
-static bool summon_specific_aux(MONRACE_IDX summoner_idx, MONRACE_IDX r_idx)
+static bool summon_specific_aux(player_type *player_ptr, MONRACE_IDX summoner_idx, MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
- int okay = FALSE;
+ bool is_match = FALSE;
/* Check our requirements */
switch (summon_specific_type)
{
- case SUMMON_ANT:
- {
- okay = (r_ptr->d_char == 'a');
- break;
- }
+ case SUMMON_ANT:
+ {
+ is_match = (r_ptr->d_char == 'a');
+ break;
+ }
- case SUMMON_SPIDER:
- {
- okay = (r_ptr->d_char == 'S');
- break;
- }
+ case SUMMON_SPIDER:
+ {
+ is_match = (r_ptr->d_char == 'S');
+ break;
+ }
- case SUMMON_HOUND:
- {
- okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
- break;
- }
+ case SUMMON_HOUND:
+ {
+ is_match = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
+ break;
+ }
- case SUMMON_HYDRA:
- {
- okay = (r_ptr->d_char == 'M');
- break;
- }
+ case SUMMON_HYDRA:
+ {
+ is_match = (r_ptr->d_char == 'M');
+ break;
+ }
- case SUMMON_ANGEL:
- {
- okay = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
- break;
- }
+ case SUMMON_ANGEL:
+ {
+ is_match = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
+ break;
+ }
- case SUMMON_DEMON:
- {
- okay = (r_ptr->flags3 & RF3_DEMON);
- break;
- }
+ case SUMMON_DEMON:
+ {
+ is_match = (r_ptr->flags3 & RF3_DEMON);
+ break;
+ }
- case SUMMON_UNDEAD:
- {
- okay = (r_ptr->flags3 & RF3_UNDEAD);
- break;
- }
+ case SUMMON_UNDEAD:
+ {
+ is_match = (r_ptr->flags3 & RF3_UNDEAD);
+ break;
+ }
- case SUMMON_DRAGON:
- {
- okay = (r_ptr->flags3 & RF3_DRAGON);
- break;
- }
+ case SUMMON_DRAGON:
+ {
+ is_match = (r_ptr->flags3 & RF3_DRAGON);
+ break;
+ }
- case SUMMON_HI_UNDEAD:
- {
- okay = ((r_ptr->d_char == 'L') ||
- (r_ptr->d_char == 'V') ||
- (r_ptr->d_char == 'W'));
- break;
- }
+ case SUMMON_HI_UNDEAD:
+ {
+ is_match = ((r_ptr->d_char == 'L') ||
+ (r_ptr->d_char == 'V') ||
+ (r_ptr->d_char == 'W'));
+ break;
+ }
- case SUMMON_HI_DRAGON:
- {
- okay = (r_ptr->d_char == 'D');
- break;
- }
+ case SUMMON_HI_DRAGON:
+ {
+ is_match = (r_ptr->d_char == 'D');
+ break;
+ }
- case SUMMON_HI_DEMON:
- {
- okay = (((r_ptr->d_char == 'U') ||
- (r_ptr->d_char == 'H') ||
- (r_ptr->d_char == 'B')) &&
- (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
- break;
- }
+ case SUMMON_HI_DEMON:
+ {
+ is_match = (((r_ptr->d_char == 'U') ||
+ (r_ptr->d_char == 'H') ||
+ (r_ptr->d_char == 'B')) &&
+ (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
+ break;
+ }
- case SUMMON_AMBERITES:
- {
- okay = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
- break;
- }
+ case SUMMON_AMBERITES:
+ {
+ is_match = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
+ break;
+ }
- case SUMMON_UNIQUE:
- {
- okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
- break;
- }
+ case SUMMON_UNIQUE:
+ {
+ is_match = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
+ break;
+ }
- case SUMMON_MOLD:
- {
- okay = (r_ptr->d_char == 'm');
- break;
- }
- case SUMMON_BAT:
- {
- okay = (r_ptr->d_char == 'b');
- break;
- }
- case SUMMON_QUYLTHULG:
- {
- okay = (r_ptr->d_char == 'Q');
- break;
- }
+ case SUMMON_MOLD:
+ {
+ is_match = (r_ptr->d_char == 'm');
+ break;
+ }
+ case SUMMON_BAT:
+ {
+ is_match = (r_ptr->d_char == 'b');
+ break;
+ }
+ case SUMMON_QUYLTHULG:
+ {
+ is_match = (r_ptr->d_char == 'Q');
+ break;
+ }
- case SUMMON_COIN_MIMIC:
- {
- okay = (r_ptr->d_char == '$');
- break;
- }
+ case SUMMON_COIN_MIMIC:
+ {
+ is_match = (r_ptr->d_char == '$');
+ break;
+ }
- case SUMMON_MIMIC:
- {
- okay = ((r_ptr->d_char == '!') ||
- (r_ptr->d_char == '?') ||
- (r_ptr->d_char == '=') ||
- (r_ptr->d_char == '$') ||
- (r_ptr->d_char == '|'));
- break;
- }
+ case SUMMON_MIMIC:
+ {
+ is_match = ((r_ptr->d_char == '!') ||
+ (r_ptr->d_char == '?') ||
+ (r_ptr->d_char == '=') ||
+ (r_ptr->d_char == '$') ||
+ (r_ptr->d_char == '|'));
+ break;
+ }
- case SUMMON_GOLEM:
- {
- okay = (r_ptr->d_char == 'g');
- break;
- }
+ case SUMMON_GOLEM:
+ {
+ is_match = (r_ptr->d_char == 'g');
+ break;
+ }
- case SUMMON_CYBER:
- {
- okay = ((r_ptr->d_char == 'U') &&
- (r_ptr->flags4 & RF4_ROCKET));
- break;
- }
+ case SUMMON_CYBER:
+ {
+ is_match = ((r_ptr->d_char == 'U') &&
+ (r_ptr->flags4 & RF4_ROCKET));
+ break;
+ }
- case SUMMON_KIN:
+ case SUMMON_KIN:
+ {
+ SYMBOL_CODE summon_kin_type;
+ if (summoner_idx)
{
- SYMBOL_CODE summon_kin_type;
- if (summoner_idx)
- {
- summon_kin_type = r_info[summoner_idx].d_char;
- }
- else
- {
- summon_kin_type = get_summon_symbol_from_player(p_ptr);
- }
-
- okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
- break;
+ summon_kin_type = r_info[summoner_idx].d_char;
}
-
- case SUMMON_DAWN:
+ else
{
- okay = (r_idx == MON_DAWN);
- break;
+ summon_kin_type = get_summon_symbol_from_player(player_ptr);
}
- case SUMMON_ANIMAL:
- {
- okay = (r_ptr->flags3 & (RF3_ANIMAL));
- break;
- }
+ is_match = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
+ break;
+ }
- case SUMMON_ANIMAL_RANGER:
- {
- okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
- (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->a_ability_flags1 || r_ptr->a_ability_flags2));
- break;
- }
+ case SUMMON_DAWN:
+ {
+ is_match = (r_idx == MON_DAWN);
+ break;
+ }
- case SUMMON_HI_DRAGON_LIVING:
- {
- okay = ((r_ptr->d_char == 'D') && monster_living(r_idx));
- break;
- }
+ case SUMMON_ANIMAL:
+ {
+ is_match = (r_ptr->flags3 & (RF3_ANIMAL));
+ break;
+ }
- case SUMMON_LIVING:
- {
- okay = monster_living(r_idx);
- break;
- }
+ case SUMMON_ANIMAL_RANGER:
+ {
+ is_match = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
+ (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->a_ability_flags1 || r_ptr->a_ability_flags2));
+ break;
+ }
- case SUMMON_PHANTOM:
- {
- okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
- break;
- }
+ case SUMMON_HI_DRAGON_LIVING:
+ {
+ is_match = ((r_ptr->d_char == 'D') && monster_living(r_idx));
+ break;
+ }
- case SUMMON_BLUE_HORROR:
- {
- okay = (r_idx == MON_BLUE_HORROR);
- break;
- }
+ case SUMMON_LIVING:
+ {
+ is_match = monster_living(r_idx);
+ break;
+ }
- case SUMMON_ELEMENTAL:
- {
- okay = (r_ptr->d_char == 'E');
- break;
- }
+ case SUMMON_PHANTOM:
+ {
+ is_match = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
+ break;
+ }
- case SUMMON_VORTEX:
- {
- okay = (r_ptr->d_char == 'v');
- break;
- }
+ case SUMMON_BLUE_HORROR:
+ {
+ is_match = (r_idx == MON_BLUE_HORROR);
+ break;
+ }
- case SUMMON_HYBRID:
- {
- okay = (r_ptr->d_char == 'H');
- break;
- }
+ case SUMMON_ELEMENTAL:
+ {
+ is_match = (r_ptr->d_char == 'E');
+ break;
+ }
- case SUMMON_BIRD:
- {
- okay = (r_ptr->d_char == 'B');
- break;
- }
+ case SUMMON_VORTEX:
+ {
+ is_match = (r_ptr->d_char == 'v');
+ break;
+ }
- case SUMMON_KAMIKAZE:
- {
- int i;
- for (i = 0; i < 4; i++)
- if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
- break;
- }
+ case SUMMON_HYBRID:
+ {
+ is_match = (r_ptr->d_char == 'H');
+ break;
+ }
- case SUMMON_KAMIKAZE_LIVING:
- {
- int i;
+ case SUMMON_BIRD:
+ {
+ is_match = (r_ptr->d_char == 'B');
+ break;
+ }
- for (i = 0; i < 4; i++)
- if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
- okay = (okay && monster_living(r_idx));
- break;
- }
+ case SUMMON_KAMIKAZE:
+ {
+ int i;
+ for (i = 0; i < 4; i++)
+ if (r_ptr->blow[i].method == RBM_EXPLODE) is_match = TRUE;
+ break;
+ }
- case SUMMON_MANES:
- {
- okay = (r_idx == MON_MANES);
- break;
- }
+ case SUMMON_KAMIKAZE_LIVING:
+ {
+ int i;
- case SUMMON_LOUSE:
- {
- okay = (r_idx == MON_LOUSE);
- break;
- }
+ for (i = 0; i < 4; i++)
+ if (r_ptr->blow[i].method == RBM_EXPLODE) is_match = TRUE;
+ is_match = (is_match && monster_living(r_idx));
+ break;
+ }
- case SUMMON_GUARDIANS:
- {
- okay = (r_ptr->flags7 & RF7_GUARDIAN);
- break;
- }
+ case SUMMON_MANES:
+ {
+ is_match = (r_idx == MON_MANES);
+ break;
+ }
- case SUMMON_KNIGHTS:
- {
- okay = ((r_idx == MON_NOV_PALADIN) ||
- (r_idx == MON_NOV_PALADIN_G) ||
- (r_idx == MON_PALADIN) ||
- (r_idx == MON_W_KNIGHT) ||
- (r_idx == MON_ULTRA_PALADIN) ||
- (r_idx == MON_KNI_TEMPLAR));
- break;
- }
+ case SUMMON_LOUSE:
+ {
+ is_match = (r_idx == MON_LOUSE);
+ break;
+ }
- case SUMMON_EAGLES:
- {
- okay = (r_ptr->d_char == 'B' &&
- (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
- (r_ptr->flags8 & RF8_WILD_ONLY));
- break;
- }
+ case SUMMON_GUARDIANS:
+ {
+ is_match = (r_ptr->flags7 & RF7_GUARDIAN);
+ break;
+ }
- case SUMMON_PIRANHAS:
- {
- okay = (r_idx == MON_PIRANHA);
- break;
- }
+ case SUMMON_KNIGHTS:
+ {
+ is_match = ((r_idx == MON_NOV_PALADIN) ||
+ (r_idx == MON_NOV_PALADIN_G) ||
+ (r_idx == MON_PALADIN) ||
+ (r_idx == MON_W_KNIGHT) ||
+ (r_idx == MON_ULTRA_PALADIN) ||
+ (r_idx == MON_KNI_TEMPLAR));
+ break;
+ }
- case SUMMON_ARMAGE_GOOD:
- {
- okay = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
- break;
- }
+ case SUMMON_EAGLES:
+ {
+ is_match = (r_ptr->d_char == 'B' &&
+ (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
+ (r_ptr->flags8 & RF8_WILD_ONLY));
+ break;
+ }
- case SUMMON_ARMAGE_EVIL:
- {
- okay = ((r_ptr->flags3 & RF3_DEMON) ||
- (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
- break;
- }
+ case SUMMON_PIRANHAS:
+ {
+ is_match = (r_idx == MON_PIRANHA);
+ break;
}
- /* Since okay is int, "return (okay);" is not correct. */
- return (bool)(okay ? TRUE : FALSE);
+
+ case SUMMON_ARMAGE_GOOD:
+ {
+ is_match = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
+ break;
+ }
+
+ case SUMMON_ARMAGE_EVIL:
+ {
+ is_match = ((r_ptr->flags3 & RF3_DEMON) ||
+ (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
+ break;
+ }
+ }
+
+ return is_match;
}
/*!
*/
static int chameleon_change_m_idx = 0;
-
/*!
+ * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
* @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 player_ptr プレーヤーへの参照ポインタ
* @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(DUNGEON_IDX d_idx, MONRACE_IDX r_idx)
+static bool restrict_monster_to_dungeon(player_type *player_ptr, MONRACE_IDX r_idx)
{
+ DUNGEON_IDX d_idx = player_ptr->dungeon_idx;
dungeon_type *d_ptr = &d_info[d_idx];
monster_race *r_ptr = &r_info[r_idx];
- byte a;
if (d_ptr->flags1 & DF1_CHAMELEON)
{
if (chameleon_change_m_idx) return TRUE;
}
+
if (d_ptr->flags1 & DF1_NO_MAGIC)
{
if (r_idx != MON_CHAMELEON &&
- r_ptr->freq_spell &&
- !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
- !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
- !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
+ r_ptr->freq_spell &&
+ !(r_ptr->flags4 & RF4_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->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)))
+ !(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;
}
+
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
if (d_ptr->flags1 & DF1_BEGINNER)
{
- if (r_ptr->level > p_ptr->current_floor_ptr->dun_level)
+ if (r_ptr->level > floor_ptr->dun_level)
return FALSE;
}
if (d_ptr->special_div >= 64) return TRUE;
if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
+ byte a;
switch (d_ptr->mode)
{
case DUNGEON_MODE_AND:
+ {
if (d_ptr->mflags1)
{
if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
return FALSE;
}
+
if (d_ptr->mflags2)
{
if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
return FALSE;
}
+
if (d_ptr->mflags3)
{
if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
return FALSE;
}
+
if (d_ptr->mflags4)
{
if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
return FALSE;
}
+
if (d_ptr->m_a_ability_flags1)
{
if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
return FALSE;
}
+
if (d_ptr->m_a_ability_flags2)
{
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->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
return FALSE;
}
+
if (d_ptr->mflags8)
{
if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
return FALSE;
}
+
if (d_ptr->mflags9)
{
if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
return FALSE;
}
+
if (d_ptr->mflagsr)
{
if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
return FALSE;
}
+
for (a = 0; a < 5; a++)
if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
return TRUE;
+ }
case DUNGEON_MODE_NAND:
+ {
if (d_ptr->mflags1)
{
if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
return TRUE;
}
+
if (d_ptr->mflags2)
{
if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
return TRUE;
}
+
if (d_ptr->mflags3)
{
if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
return TRUE;
}
+
if (d_ptr->mflags4)
{
if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
return TRUE;
}
+
if (d_ptr->m_a_ability_flags1)
{
if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
return TRUE;
}
+
if (d_ptr->m_a_ability_flags2)
{
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 ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
return TRUE;
}
+
if (d_ptr->mflags8)
{
if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
return TRUE;
}
+
if (d_ptr->mflags9)
{
if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
return TRUE;
}
+
if (d_ptr->mflagsr)
{
if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
return TRUE;
}
+
for (a = 0; a < 5; a++)
if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
return FALSE;
+ }
case DUNGEON_MODE_OR:
+ {
if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
return FALSE;
+ }
case DUNGEON_MODE_NOR:
+ {
if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
return TRUE;
}
+ }
return TRUE;
}
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
* @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(monsterrace_hook_type monster_hook,
- monsterrace_hook_type monster_hook2)
+errr get_mon_num_prep(player_type *player_ptr, monsterrace_hook_type monster_hook, monsterrace_hook_type monster_hook2)
{
- int i;
-
/* Todo: Check the hooks for non-changes */
/* Set the new hooks */
get_mon_num2_hook = monster_hook2;
/* Scan the allocation table */
- for (i = 0; i < alloc_race_size; i++)
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ for (int i = 0; i < alloc_race_size; i++)
{
monster_race *r_ptr;
-
+
/* Get the entry */
alloc_entry *entry = &alloc_race_table[i];
/* Skip monsters which don't pass the restriction */
if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
- (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
+ (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
continue;
- if (!p_ptr->phase_out && !chameleon_change_m_idx &&
- summon_specific_type != SUMMON_GUARDIANS)
+ if (!player_ptr->phase_out && !chameleon_change_m_idx &&
+ summon_specific_type != SUMMON_GUARDIANS)
{
/* Hack -- don't create questors */
if (r_ptr->flags1 & RF1_QUESTOR)
/* Depth Monsters never appear out of depth */
if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
- (r_ptr->level > p_ptr->current_floor_ptr->dun_level))
+ (r_ptr->level > floor_ptr->dun_level))
continue;
}
/* Accept this monster */
entry->prob2 = entry->prob1;
- if (p_ptr->current_floor_ptr->dun_level && (!p_ptr->current_floor_ptr->inside_quest || is_fixed_quest_idx(p_ptr->current_floor_ptr->inside_quest)) &&
- !restrict_monster_to_dungeon(p_ptr->dungeon_idx, entry->index) && !p_ptr->phase_out)
+ if (floor_ptr->dun_level && (!floor_ptr->inside_quest || is_fixed_quest_idx(floor_ptr->inside_quest)) &&
+ !restrict_monster_to_dungeon(player_ptr, entry->index) && !player_ptr->phase_out)
{
- int hoge = entry->prob2 * d_info[p_ptr->dungeon_idx].special_div;
+ int hoge = entry->prob2 * d_info[player_ptr->dungeon_idx].special_div;
entry->prob2 = hoge / 64;
if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
}
}
- /* Success */
- return (0);
+ return 0;
}
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
* @param level 生成階
* @return 選択されたモンスター生成種族
* @details
* Note that if no monsters are "appropriate", then this function will
* fail, and return zero, but this should *almost* never happen.
*/
-MONRACE_IDX get_mon_num(DEPTH level)
+MONRACE_IDX get_mon_num(player_type *player_ptr, DEPTH level)
{
- int i, j, p;
- MONRACE_IDX r_idx;
- long value, total;
- monster_race *r_ptr;
- alloc_entry *table = alloc_race_table;
-
- int pls_kakuritu, pls_level;
int delay = mysqrt(level * 10000L) + 400L;
- pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
- pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10)) ;
+ int reinforcement_possibility = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
+ int reinforcement_level = MIN(NASTY_MON_PLUS_MAX, 3 + current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10));
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_MAZE)
+ if (d_info[player_ptr->dungeon_idx].flags1 & DF1_MAZE)
{
- pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
- if (pls_kakuritu < 2) pls_kakuritu = 2;
- pls_level += 2;
+ reinforcement_possibility = MIN(reinforcement_possibility / 2, reinforcement_possibility - 10);
+ if (reinforcement_possibility < 2) reinforcement_possibility = 2;
+ reinforcement_level += 2;
level += 3;
}
/* Boost the level */
- if (!p_ptr->phase_out && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
+ if (!player_ptr->phase_out && !(d_info[player_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
{
- /* Nightmare mode allows more out-of depth monsters */
- if (ironman_nightmare && !randint0(pls_kakuritu))
+ if (ironman_nightmare && !randint0(reinforcement_possibility))
{
- /* What a bizarre calculation */
level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
}
else
{
- /* Occasional "nasty" monster */
- if (!randint0(pls_kakuritu))
+ if (!randint0(reinforcement_possibility))
{
- /* Pick a level bonus */
- level += pls_level;
+ level += reinforcement_level;
}
}
}
if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
if (level < 0) level = 0;
- /* Reset total */
- total = 0L;
+ long total = 0L;
/* Process probabilities */
- for (i = 0; i < alloc_race_size; i++)
+ alloc_entry *table = alloc_race_table;
+ for (int i = 0; i < alloc_race_size; i++)
{
/* Monsters are sorted by depth */
if (table[i].level > level) break;
table[i].prob3 = 0;
/* Access the "r_idx" of the chosen monster */
- r_idx = table[i].index;
+ MONRACE_IDX r_idx = table[i].index;
/* Access the actual race */
+ monster_race *r_ptr;
r_ptr = &r_info[r_idx];
- if (!p_ptr->phase_out && !chameleon_change_m_idx)
+ if (!player_ptr->phase_out && !chameleon_change_m_idx)
{
/* Hack -- "unique" monsters must be "unique" */
if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
- (r_ptr->flags7 & (RF7_NAZGUL))) &&
- (r_ptr->cur_num >= r_ptr->max_num))
+ (r_ptr->flags7 & (RF7_NAZGUL))) &&
+ (r_ptr->cur_num >= r_ptr->max_num))
{
continue;
}
if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
- (r_ptr->cur_num >= 1))
+ (r_ptr->cur_num >= 1))
{
continue;
}
}
/* No legal monsters */
- if (total <= 0) return (0);
+ if (total <= 0) return 0;
/* Pick a monster */
- value = randint0(total);
+ long value = randint0(total);
- /* Find the monster */
- for (i = 0; i < alloc_race_size; i++)
+ int found_count = 0;
+ for (int i = 0; i < alloc_race_size; i++)
{
- /* Found the entry */
if (value < table[i].prob3) break;
-
- /* Decrement */
value = value - table[i].prob3;
+ found_count++;
}
/* Power boost */
- p = randint0(100);
+ int p = randint0(100);
/* Try for a "harder" monster once (50%) or twice (10%) */
if (p < 60)
{
/* Save old */
- j = i;
+ int j = found_count;
/* Pick a monster */
value = randint0(total);
/* Find the monster */
- for (i = 0; i < alloc_race_size; i++)
+ for (found_count = 0; found_count < alloc_race_size; found_count++)
{
/* Found the entry */
- if (value < table[i].prob3) break;
+ if (value < table[found_count].prob3) break;
/* Decrement */
- value = value - table[i].prob3;
+ value = value - table[found_count].prob3;
}
/* Keep the "best" one */
- if (table[i].level < table[j].level) i = j;
+ if (table[found_count].level < table[j].level)
+ found_count = j;
}
/* Try for a "harder" monster twice (10%) */
if (p < 10)
{
/* Save old */
- j = i;
+ int j = found_count;
/* Pick a monster */
value = randint0(total);
/* Find the monster */
- for (i = 0; i < alloc_race_size; i++)
+ for (found_count = 0; found_count < alloc_race_size; found_count++)
{
/* Found the entry */
- if (value < table[i].prob3) break;
+ if (value < table[found_count].prob3) break;
/* Decrement */
- value = value - table[i].prob3;
+ value = value - table[found_count].prob3;
}
/* Keep the "best" one */
- if (table[i].level < table[j].level) i = j;
+ if (table[found_count].level < table[j].level)
+ found_count = j;
}
- return (table[i].index);
+
+ return (table[found_count].index);
}
* MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
* --> Reflexive, genderized if visable ("himself") or "itself"
*/
-void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
+void monster_desc(player_type *player_ptr, char *desc, monster_type *m_ptr, BIT_FLAGS mode)
{
- concptr res;
- monster_race *r_ptr;
-
- concptr name;
- char buf[128];
- GAME_TEXT silly_name[1024];
- bool seen, pron;
- bool named = FALSE;
-
+ monster_race *r_ptr;
r_ptr = &r_info[m_ptr->ap_r_idx];
/* Mode of MD_TRUE_NAME will reveal Chameleon's true name */
- if (mode & MD_TRUE_NAME) name = (r_name + real_r_ptr(m_ptr)->name);
- else name = (r_name + r_ptr->name);
+ concptr name = (mode & MD_TRUE_NAME) ? (r_name + real_r_ptr(m_ptr)->name) : (r_name + r_ptr->name);
/* Are we hallucinating? (Idea from Nethack...) */
- if (p_ptr->image && !(mode & MD_IGNORE_HALLU))
+ GAME_TEXT silly_name[1024];
+ bool named = FALSE;
+ if (player_ptr->image && !(mode & MD_IGNORE_HALLU))
{
if (one_in_(2))
{
do
{
hallu_race = &r_info[randint1(max_r_idx - 1)];
- }
- while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
+ } while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
strcpy(silly_name, (r_name + hallu_race->name));
}
}
/* Can we "see" it (exists + forced, or visible + not unforced) */
- seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
+ bool seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
/* Sexed Pronouns (seen and allowed, or unseen and allowed) */
- pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
-
+ bool pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
/* First, try using pronouns, or describing hidden monsters */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
if (!seen || pron)
{
/* an encoding of the monster "sex" */
/* Assume simple result */
- res = _("何か", "it");
+ concptr 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 = "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;
+ 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;
- case 0x00 + (MD_POSSESSIVE): res = "its"; break;
- case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
- case 0x00 + (MD_INDEF_HIDDEN): res = "something"; break;
- case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "something"; break;
- case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "something's"; break;
- case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
+ case 0x00: res = "it"; break;
+ case 0x00 + (MD_OBJECTIVE) : res = "it"; break;
+ case 0x00 + (MD_POSSESSIVE) : res = "its"; break;
+ case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "itself"; break;
+ case 0x00 + (MD_INDEF_HIDDEN) : res = "something"; break;
+ case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "something"; break;
+ case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "something's"; break;
+ case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "itself"; break;
#endif
- /* Male (assume human if vague) */
#ifdef JP
- 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;
+ 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;
- case 0x10 + (MD_POSSESSIVE): res = "his"; break;
- case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
- case 0x10 + (MD_INDEF_HIDDEN): res = "someone"; break;
- case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
- case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
- case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
+ case 0x10: res = "he"; break;
+ case 0x10 + (MD_OBJECTIVE) : res = "him"; break;
+ case 0x10 + (MD_POSSESSIVE) : res = "his"; break;
+ case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "himself"; break;
+ case 0x10 + (MD_INDEF_HIDDEN) : res = "someone"; break;
+ case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "someone"; break;
+ case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "someone's"; break;
+ case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "himself"; break;
#endif
- /* Female (assume human if vague) */
#ifdef JP
- 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;
+ 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;
- case 0x20 + (MD_POSSESSIVE): res = "her"; break;
- case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
- case 0x20 + (MD_INDEF_HIDDEN): res = "someone"; break;
- case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
- case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
- case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
+ case 0x20: res = "she"; break;
+ case 0x20 + (MD_OBJECTIVE) : res = "her"; break;
+ case 0x20 + (MD_POSSESSIVE) : res = "her"; break;
+ case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "herself"; break;
+ case 0x20 + (MD_INDEF_HIDDEN) : res = "someone"; break;
+ case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "someone"; break;
+ case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "someone's"; break;
+ case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "herself"; break;
#endif
}
/* Copy the result */
(void)strcpy(desc, res);
+ return;
}
-
/* Handle visible monsters, "reflexive" request */
- else if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
+ if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
{
/* The monster is visible, so use its gender */
if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, _("彼女自身", "herself"));
else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, _("彼自身", "himself"));
else strcpy(desc, _("それ自身", "itself"));
+ return;
}
-
/* Handle all other visible monster requests */
- else
+ /* Tanuki? */
+ if (is_pet(m_ptr) && !is_original_ap(m_ptr))
{
- /* Tanuki? */
- if (is_pet(m_ptr) && !is_original_ap(m_ptr))
- {
#ifdef JP
- char *t;
- strcpy(buf, name);
- t = buf;
- while(strncmp(t, "』", 2) && *t) t++;
- if (*t)
- {
- *t = '\0';
- (void)sprintf(desc, "%s?』", buf);
- }
- else
- (void)sprintf(desc, "%s?", name);
-#else
- (void)sprintf(desc, "%s?", name);
-#endif
+ char *t;
+ char buf[128];
+ strcpy(buf, name);
+ t = buf;
+ while (strncmp(t, "』", 2) && *t) t++;
+ if (*t)
+ {
+ *t = '\0';
+ (void)sprintf(desc, "%s?』", buf);
}
else
-
+ (void)sprintf(desc, "%s?", name);
+#else
+ (void)sprintf(desc, "%s?", name);
+#endif
+ }
+ else
+ {
/* It could be a Unique */
- if ((r_ptr->flags1 & RF1_UNIQUE) && !(p_ptr->image && !(mode & MD_IGNORE_HALLU)))
+ if ((r_ptr->flags1 & RF1_UNIQUE) && !(player_ptr->image && !(mode & MD_IGNORE_HALLU)))
{
/* Start with the name (thus nominative and objective) */
if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
{
#ifdef JP
char *t;
+ char buf[128];
strcpy(buf, name);
t = buf;
while (strncmp(t, "』", 2) && *t) t++;
}
/* Inside monster arena, and it is not your mount */
- else if (p_ptr->phase_out &&
- !(p_ptr->riding && (&p_ptr->current_floor_ptr->m_list[p_ptr->riding] == m_ptr)))
+ else if (player_ptr->phase_out &&
+ !(player_ptr->riding && (&floor_ptr->m_list[player_ptr->riding] == m_ptr)))
{
/* It is a fake unique monster */
(void)sprintf(desc, _("%sもどき", "fake %s"), name);
(void)strcat(desc, name);
}
+ }
- if (m_ptr->nickname)
- {
- sprintf(buf,_("「%s」", " called %s"),quark_str(m_ptr->nickname));
- strcat(desc,buf);
- }
+ if (m_ptr->nickname)
+ {
+ char buf[128];
+ sprintf(buf, _("「%s」", " called %s"), quark_str(m_ptr->nickname));
+ strcat(desc, buf);
+ }
- if (p_ptr->riding && (&p_ptr->current_floor_ptr->m_list[p_ptr->riding] == m_ptr))
- {
- strcat(desc,_("(乗馬中)", "(riding)"));
- }
+ if (player_ptr->riding && (&floor_ptr->m_list[player_ptr->riding] == m_ptr))
+ {
+ strcat(desc, _("(乗馬中)", "(riding)"));
+ }
- if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
+ if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
+ {
+ if (r_ptr->flags1 & RF1_UNIQUE)
{
- if (r_ptr->flags1 & RF1_UNIQUE)
- {
- strcat(desc,_("(カメレオンの王)", "(Chameleon Lord)"));
- }
- else
- {
- strcat(desc,_("(カメレオン)", "(Chameleon)"));
- }
+ strcat(desc, _("(カメレオンの王)", "(Chameleon Lord)"));
}
-
- if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
+ else
{
- strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
+ strcat(desc, _("(カメレオン)", "(Chameleon)"));
}
+ }
- /* Handle the Possessive as a special afterthought */
- if (mode & MD_POSSESSIVE)
- {
- /* XXX Check for trailing "s" */
-
- /* Simply append "apostrophe" and "s" */
- (void)strcat(desc, _("の", "'s"));
- }
+ if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
+ {
+ strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
+ }
+
+ /* Handle the Possessive as a special afterthought */
+ if (mode & MD_POSSESSIVE)
+ {
+ /* XXX Check for trailing "s" */
+
+ /* Simply append "apostrophe" and "s" */
+ (void)strcat(desc, _("の", "'s"));
}
}
+
/*!
* @brief モンスターIDを取り、モンスター名をm_nameに代入する /
+* @param player_ptr プレーヤーへの参照ポインタ
* @param m_idx モンスターID
* @param m_name モンスター名を入力する配列
*/
-void monster_name(MONSTER_IDX m_idx, char* m_name)
+void monster_name(player_type *player_ptr, MONSTER_IDX m_idx, char* m_name)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
- monster_desc(m_name, m_ptr, 0x00);
+ monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
+ monster_desc(player_ptr, m_name, m_ptr, 0x00);
}
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
* @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(MONRACE_IDX r_idx)
+int lore_do_probe(player_type *player_ptr, MONRACE_IDX r_idx)
{
- monster_race *r_ptr = &r_info[r_idx];
- int i, n = 0;
- byte tmp_byte;
-
/* Maximal info about awareness */
+ int n = 0;
+ monster_race *r_ptr = &r_info[r_idx];
if (r_ptr->r_wake != MAX_UCHAR) n++;
if (r_ptr->r_ignore != MAX_UCHAR) n++;
r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
/* Observe "maximal" attacks */
- for (i = 0; i < 4; i++)
+ for (int i = 0; i < 4; i++)
{
/* Examine "actual" blows */
if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
}
/* Maximal drops */
- tmp_byte =
+ byte tmp_byte =
(((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
- ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
- ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
- ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
- ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
- ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
+ ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
+ ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
+ ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
+ ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
+ ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
/* Only "valid" drops */
if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
r_ptr->r_cast_spell = MAX_UCHAR;
/* Count unknown flags */
- for (i = 0; i < 32; i++)
+ for (int i = 0; i < 32; i++)
{
if (!(r_ptr->r_flags1 & (1L << i)) &&
- (r_ptr->flags1 & (1L << i))) n++;
+ (r_ptr->flags1 & (1L << i))) n++;
if (!(r_ptr->r_flags2 & (1L << i)) &&
- (r_ptr->flags2 & (1L << i))) n++;
+ (r_ptr->flags2 & (1L << i))) n++;
if (!(r_ptr->r_flags3 & (1L << i)) &&
- (r_ptr->flags3 & (1L << i))) n++;
+ (r_ptr->flags3 & (1L << i))) n++;
if (!(r_ptr->r_flags4 & (1L << i)) &&
- (r_ptr->flags4 & (1L << i))) n++;
+ (r_ptr->flags4 & (1L << i))) n++;
if (!(r_ptr->r_flags5 & (1L << i)) &&
- (r_ptr->a_ability_flags1 & (1L << i))) n++;
+ (r_ptr->a_ability_flags1 & (1L << i))) n++;
if (!(r_ptr->r_flags6 & (1L << i)) &&
- (r_ptr->a_ability_flags2 & (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_flags7 is actually unused */
-#if 0
- if (!(r_ptr->r_flags7 & (1L << i)) &&
- (r_ptr->flags7 & (1L << i))) n++;
-#endif
+ (r_ptr->flagsr & (1L << i))) n++;
}
/* Know all the flags */
r_ptr->r_flags6 = r_ptr->a_ability_flags2;
r_ptr->r_flagsr = r_ptr->flagsr;
- /* r_flags7 is actually unused */
- /* r_ptr->r_flags7 = r_ptr->flags7; */
-
/* Know about evolution */
if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
r_ptr->r_xtra1 |= MR1_SINKA;
/* Update monster recall window */
- if (p_ptr->monster_race_idx == r_idx)
+ if (player_ptr->monster_race_idx == r_idx)
{
- p_ptr->window |= (PW_MONSTER);
+ player_ptr->window |= (PW_MONSTER);
}
- /* Return the number of new flags learnt */
return n;
}
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
* @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
* gold and items are dropped, and remembers that information to be
* described later by the monster recall code.
*/
-void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
+void lore_treasure(player_type *player_ptr, MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
-
+ monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* If the monster doesn't have original appearance, don't note */
if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
/* Update monster recall window */
- if (p_ptr->monster_race_idx == m_ptr->r_idx)
+ if (player_ptr->monster_race_idx == m_ptr->r_idx)
{
- p_ptr->window |= (PW_MONSTER);
+ player_ptr->window |= (PW_MONSTER);
}
}
bool do_disturb = disturb_move;
- POSITION d;
POSITION fy = m_ptr->fy;
POSITION fx = m_ptr->fx;
do_disturb = TRUE;
}
- /* Compute distance */
+ POSITION distance;
if (full)
{
/* Distance components */
int dx = (subject_ptr->x > fx) ? (subject_ptr->x - fx) : (fx - subject_ptr->x);
/* Approximate distance */
- d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
+ distance = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
/* Restrict distance */
- if (d > 255) d = 255;
+ if (distance > 255) distance = 255;
- if (!d) d = 1;
+ if (!distance) distance = 1;
/* Save the distance */
- m_ptr->cdis = d;
+ m_ptr->cdis = distance;
}
/* Extract distance */
else
{
/* Extract the distance */
- d = m_ptr->cdis;
+ distance = m_ptr->cdis;
}
/* Detected */
if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
/* Nearby */
- if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
+ if (distance <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
{
- if (!in_darkness || (d <= MAX_SIGHT / 4))
+ if (!in_darkness || (distance <= MAX_SIGHT / 4))
{
if (subject_ptr->special_defense & KATA_MUSOU)
{
}
if ((subject_ptr->esp_nonliving) &&
- ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
+ ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
{
flag = TRUE;
if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
}
/* Use "infravision" */
- if (d <= subject_ptr->see_infra)
+ if (distance <= subject_ptr->see_infra)
{
/* Handle "cold blooded" monsters */
if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
}
}
-
/* The monster is now visible */
if (flag)
{
m_ptr->ml = TRUE;
/* Draw the monster */
- lite_spot(fy, fx);
+ lite_spot(subject_ptr, fy, fx);
/* Update health bar as needed */
if (subject_ptr->health_who == m_idx) subject_ptr->redraw |= (PR_HEALTH);
m_ptr->ml = FALSE;
/* Erase the monster */
- lite_spot(fy, fx);
+ lite_spot(subject_ptr, fy, fx);
/* Update health bar as needed */
if (subject_ptr->health_who == m_idx) subject_ptr->redraw |= (PR_HEALTH);
disturb(subject_ptr, TRUE, TRUE);
}
}
+
+ return;
}
/* The monster is not easily visible */
- else
- {
- /* Change */
- if (m_ptr->mflag & (MFLAG_VIEW))
- {
- /* Mark as not easily visible */
- m_ptr->mflag &= ~(MFLAG_VIEW);
+ /* Change */
+ if (!(m_ptr->mflag & (MFLAG_VIEW))) return;
- /* Disturb on disappearance */
- if (do_disturb)
- {
- if (disturb_pets || is_hostile(m_ptr))
- disturb(subject_ptr, TRUE, TRUE);
- }
- }
+ /* Mark as not easily visible */
+ m_ptr->mflag &= ~(MFLAG_VIEW);
+
+ /* Disturb on disappearance */
+ if (do_disturb)
+ {
+ if (disturb_pets || is_hostile(m_ptr))
+ disturb(subject_ptr, TRUE, TRUE);
}
}
/*!
+ * @param player_ptr プレーヤーへの参照ポインタ
* @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)
+void update_monsters(player_type *player_ptr, bool full)
{
- MONSTER_IDX i;
-
/* Update each (live) monster */
- for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
+ monster_type *m_ptr = &floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
- update_monster(p_ptr, i, full);
+ update_monster(player_ptr, i, full);
}
}
/*!
+ * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
+ * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
+ * @param player_ptr プレーヤーへの参照ポインタ
* @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(MONRACE_IDX r_idx)
{
+ floor_type *floor_ptr = p_ptr->current_floor_ptr;
monster_race *r_ptr = &r_info[r_idx];
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[chameleon_change_m_idx];
+ monster_type *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
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(p_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
+ if (!monster_can_cross_terrain(p_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
/* Not born */
if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
/* Born now */
else if (summon_specific_who > 0)
{
- if (monster_has_hostile_align(&p_ptr->current_floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
+ if (monster_has_hostile_align(&floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
}
return TRUE;
}
+
/*!
+ * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
+ * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
* @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)
{
+ floor_type *floor_ptr = p_ptr->current_floor_ptr;
monster_race *r_ptr = &r_info[r_idx];
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[chameleon_change_m_idx];
+ monster_type *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
-
+
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(p_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
+ if (!monster_can_cross_terrain(p_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
/* Not born */
if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
/* Born now */
else if (summon_specific_who > 0)
{
- if (monster_has_hostile_align(&p_ptr->current_floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
+ if (monster_has_hostile_align(&floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
}
- return (*(get_monster_hook()))(r_idx);
+ return (*(get_monster_hook(p_ptr)))(r_idx);
}
+
/*!
* @brief モンスターの変身処理
+ * @param player_ptr プレーヤーへの参照ポインタ
* @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)
+void choose_new_monster(player_type *player_ptr, MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
{
- int oldmaxhp;
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
monster_race *r_ptr;
- char old_m_name[MAX_NLEN];
- bool old_unique = FALSE;
- int old_r_idx = m_ptr->r_idx;
+ bool old_unique = FALSE;
if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
old_unique = TRUE;
if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
r_ptr = &r_info[r_idx];
- monster_desc(old_m_name, m_ptr, 0);
+ char old_m_name[MAX_NLEN];
+ monster_desc(player_ptr, old_m_name, m_ptr, 0);
if (!r_idx)
{
chameleon_change_m_idx = m_idx;
if (old_unique)
- get_mon_num_prep(monster_hook_chameleon_lord, NULL);
+ get_mon_num_prep(player_ptr, monster_hook_chameleon_lord, NULL);
else
- get_mon_num_prep(monster_hook_chameleon, NULL);
+ get_mon_num_prep(player_ptr, monster_hook_chameleon, NULL);
if (old_unique)
level = r_info[MON_CHAMELEON_K].level;
- else if (!p_ptr->current_floor_ptr->dun_level)
- level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
+ else if (!floor_ptr->dun_level)
+ level = wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].level;
else
- level = p_ptr->current_floor_ptr->dun_level;
+ level = floor_ptr->dun_level;
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON) level+= 2+randint1(3);
+ if (d_info[player_ptr->dungeon_idx].flags1 & DF1_CHAMELEON) level += 2 + randint1(3);
- r_idx = get_mon_num(level);
+ r_idx = get_mon_num(player_ptr, level);
r_ptr = &r_info[r_idx];
chameleon_change_m_idx = 0;
m_ptr->r_idx = r_idx;
m_ptr->ap_r_idx = r_idx;
- update_monster(p_ptr, m_idx, FALSE);
- lite_spot(m_ptr->fy, m_ptr->fx);
+ update_monster(player_ptr, m_idx, FALSE);
+ lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
+ int old_r_idx = m_ptr->r_idx;
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);
+ (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
+ player_ptr->update |= (PU_MON_LITE);
if (born)
{
return;
}
- if (m_idx == p_ptr->riding)
+ if (m_idx == player_ptr->riding)
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(player_ptr, m_name, m_ptr, 0);
msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
if (!(r_ptr->flags7 & RF7_RIDING))
- if (rakuba(p_ptr, 0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
+ if (rakuba(player_ptr, 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->mspeed = get_mspeed(r_ptr);
+ m_ptr->mspeed = get_mspeed(player_ptr, r_ptr);
- oldmaxhp = m_ptr->max_maxhp;
+ int oldmaxhp = m_ptr->max_maxhp;
/* Assign maximal hitpoints */
if (r_ptr->flags1 & RF1_FORCE_MAXHP)
{
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;
}
/*!
+ * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
* @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
if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
-
+
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;
- return (*(get_monster_hook()))(r_idx);
+ return (*(get_monster_hook(p_ptr)))(r_idx);
}
/*!
+ * @param player_ptr プレーヤーへの参照ポインタ
* @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 MONRACE_IDX initial_r_appearance(MONRACE_IDX r_idx, BIT_FLAGS generate_mode)
+static MONRACE_IDX initial_r_appearance(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS generate_mode)
{
- int attempts = 1000;
- MONRACE_IDX ap_r_idx;
- DEPTH min = MIN(p_ptr->current_floor_ptr->base_level - 5, 50);
-
- if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN && !(generate_mode & (PM_MULTIPLY | PM_KAGE)))
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ if (player_ptr->pseikaku == SEIKAKU_CHARGEMAN && !(generate_mode & (PM_MULTIPLY | PM_KAGE)))
{
- if (p_ptr->current_floor_ptr->base_level == 0 ||
+ if (floor_ptr->base_level == 0 ||
(one_in_(5) && my_strchr("hkoptuyAHOPTUVY", r_info[r_idx].d_char))) return MON_ALIEN_JURAL;
}
if (!(r_info[r_idx].flags7 & RF7_TANUKI))
return r_idx;
- get_mon_num_prep(monster_hook_tanuki, NULL);
+ get_mon_num_prep(player_ptr, monster_hook_tanuki, NULL);
+ int attempts = 1000;
+ DEPTH min = MIN(floor_ptr->base_level - 5, 50);
while (--attempts)
{
- ap_r_idx = get_mon_num(p_ptr->current_floor_ptr->base_level + 10);
+ MONRACE_IDX ap_r_idx = get_mon_num(player_ptr, floor_ptr->base_level + 10);
if (r_info[ap_r_idx].level >= min) return ap_r_idx;
}
/*!
+ * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
* @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
*/
-SPEED get_mspeed(monster_race *r_ptr)
+SPEED get_mspeed(player_type *player_ptr, monster_race *r_ptr)
{
/* Extract the monster base speed */
SPEED mspeed = r_ptr->speed;
/* Hack -- small racial variety */
- if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->current_floor_ptr->inside_arena)
+ if (!(r_ptr->flags1 & RF1_UNIQUE) && !player_ptr->current_floor_ptr->inside_arena)
{
/* Allow some small variation per monster */
int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
* @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
+ * @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(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
+static bool place_monster_one(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
- grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
- monster_type *m_ptr;
- monster_race *r_ptr = &r_info[r_idx];
- concptr name = (r_name + r_ptr->name);
-
- int cmi;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ grid_type *g_ptr = &floor_ptr->grid_array[y][x];
+ monster_type *m_ptr;
+ monster_race *r_ptr = &r_info[r_idx];
+ concptr name = (r_name + r_ptr->name);
/* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
- if (p_ptr->wild_mode) return FALSE;
+ if (player_ptr->wild_mode) return FALSE;
- if (!in_bounds(p_ptr->current_floor_ptr, y, x)) return FALSE;
+ if (!in_bounds(floor_ptr, y, x)) return FALSE;
if (!r_idx) return FALSE;
if (!r_ptr->name) return FALSE;
if (!(mode & PM_IGNORE_TERRAIN))
{
/* Not on the Pattern */
- if (pattern_tile(y, x)) return FALSE;
+ if (pattern_tile(floor_ptr, y, x)) return FALSE;
/* Require empty space (if not ghostly) */
- if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
+ if (!monster_can_enter(player_ptr, y, x, r_ptr, 0)) return FALSE;
}
- if (!p_ptr->phase_out)
+ if (!player_ptr->phase_out)
{
/* Hack -- "unique" monsters must be "unique" */
if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
- (r_ptr->flags7 & (RF7_NAZGUL))) &&
- (r_ptr->cur_num >= r_ptr->max_num))
+ (r_ptr->flags7 & (RF7_NAZGUL))) &&
+ (r_ptr->cur_num >= r_ptr->max_num))
{
/* Cannot create */
return FALSE;
}
if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
- (r_ptr->cur_num >= 1))
+ (r_ptr->cur_num >= 1))
{
return FALSE;
}
}
/* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
- if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (p_ptr->current_floor_ptr->dun_level < r_ptr->level) &&
- (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
+ if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (floor_ptr->dun_level < r_ptr->level) &&
+ (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
{
/* Cannot create */
return FALSE;
}
}
- if (quest_number(p_ptr, p_ptr->current_floor_ptr->dun_level))
+ if (quest_number(player_ptr, floor_ptr->dun_level))
{
- int hoge = quest_number(p_ptr, p_ptr->current_floor_ptr->dun_level);
+ int hoge = quest_number(player_ptr, floor_ptr->dun_level);
if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
{
- if(r_idx == quest[hoge].r_idx)
+ if (r_idx == quest[hoge].r_idx)
{
int number_mon, i2, j2;
number_mon = 0;
/* Count all quest monsters */
- for (i2 = 0; i2 < p_ptr->current_floor_ptr->width; ++i2)
- for (j2 = 0; j2 < p_ptr->current_floor_ptr->height; j2++)
- if (p_ptr->current_floor_ptr->grid_array[j2][i2].m_idx > 0)
- if (p_ptr->current_floor_ptr->m_list[p_ptr->current_floor_ptr->grid_array[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
+ for (i2 = 0; i2 < floor_ptr->width; ++i2)
+ for (j2 = 0; j2 < floor_ptr->height; j2++)
+ if (floor_ptr->grid_array[j2][i2].m_idx > 0)
+ if (floor_ptr->m_list[floor_ptr->grid_array[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
number_mon++;
- if(number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
+ if (number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
return FALSE;
}
}
if (is_glyph_grid(g_ptr))
{
- if (randint1(BREAK_GLYPH) < (r_ptr->level+20))
+ if (randint1(BREAK_GLYPH) < (r_ptr->level + 20))
{
/* Describe observable breakage */
if (g_ptr->info & CAVE_MARK)
g_ptr->info &= ~(CAVE_OBJECT);
g_ptr->mimic = 0;
- note_spot(y, x);
+ note_spot(player_ptr, y, x);
}
else return FALSE;
}
if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
/* Make a new monster */
- g_ptr->m_idx = m_pop();
+ g_ptr->m_idx = m_pop(player_ptr);
hack_m_idx_ii = g_ptr->m_idx;
/* Mega-Hack -- catch "failure" */
/* Get a new monster record */
- m_ptr = &p_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
+ m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
/* Save the race */
m_ptr->r_idx = r_idx;
- m_ptr->ap_r_idx = initial_r_appearance(r_idx, mode);
+ m_ptr->ap_r_idx = initial_r_appearance(player_ptr, r_idx, mode);
/* No flags */
m_ptr->mflag = 0;
m_ptr->mflag2 = 0;
/* Hack -- Appearance transfer */
- if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&p_ptr->current_floor_ptr->m_list[who]))
+ if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&floor_ptr->m_list[who]))
{
- m_ptr->ap_r_idx = p_ptr->current_floor_ptr->m_list[who].ap_r_idx;
+ m_ptr->ap_r_idx = floor_ptr->m_list[who].ap_r_idx;
/* Hack -- Shadower spawns Shadower */
- if (p_ptr->current_floor_ptr->m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
+ if (floor_ptr->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 = p_ptr->current_floor_ptr->m_list[who].sub_align;
+ m_ptr->sub_align = floor_ptr->m_list[who].sub_align;
else
{
m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
/* Place the monster at the location */
m_ptr->fy = y;
m_ptr->fx = x;
- m_ptr->current_floor_ptr = p_ptr->current_floor_ptr;
+ m_ptr->current_floor_ptr = floor_ptr;
/* No "timed status" yet */
- for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
+ for (int cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
/* Unknown distance */
m_ptr->cdis = 0;
/* Your pet summons its pet. */
- if (who > 0 && is_pet(&p_ptr->current_floor_ptr->m_list[who]))
+ if (who > 0 && is_pet(&floor_ptr->m_list[who]))
{
mode |= PM_FORCE_PET;
m_ptr->parent_m_idx = who;
if (r_ptr->flags7 & RF7_CHAMELEON)
{
- choose_new_monster(g_ptr->m_idx, TRUE, 0);
+ choose_new_monster(player_ptr, g_ptr->m_idx, TRUE, 0);
r_ptr = &r_info[m_ptr->r_idx];
m_ptr->mflag2 |= MFLAG2_CHAMELEON;
/* Pet? */
if (mode & PM_FORCE_PET)
{
- set_pet(m_ptr);
+ set_pet(player_ptr, m_ptr);
}
/* Friendly? */
else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
- (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(who))
+ (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(player_ptr, who))
{
if (!monster_has_hostile_align(NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
}
if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
{
int val = r_ptr->sleep;
- (void)set_monster_csleep(g_ptr->m_idx, (val * 2) + randint1(val * 10));
+ (void)set_monster_csleep(player_ptr, g_ptr->m_idx, (val * 2) + randint1(val * 10));
}
/* Assign maximal hitpoints */
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);
+ m_ptr->mspeed = get_mspeed(player_ptr, r_ptr);
- if (mode & PM_HASTE) (void)set_monster_fast(g_ptr->m_idx, 100);
+ if (mode & PM_HASTE) (void)set_monster_fast(player_ptr, g_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);
+ player_ptr->update |= (PU_MON_LITE);
else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
- p_ptr->update |= (PU_MON_LITE);
- update_monster(p_ptr, g_ptr->m_idx, TRUE);
+ player_ptr->update |= (PU_MON_LITE);
+ update_monster(player_ptr, g_ptr->m_idx, TRUE);
/* Count the monsters on the level */
* A unique monster move from old saved floor.
*/
if (current_world_ptr->character_dungeon &&
- ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
- real_r_ptr(m_ptr)->floor_id = p_ptr->floor_id;
+ ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
+ real_r_ptr(m_ptr)->floor_id = player_ptr->floor_id;
/* Hack -- Count the number of "reproducers" */
- if (r_ptr->flags2 & RF2_MULTIPLY) p_ptr->current_floor_ptr->num_repro++;
+ if (r_ptr->flags2 & RF2_MULTIPLY) floor_ptr->num_repro++;
- if (p_ptr->warning && current_world_ptr->character_dungeon)
+ if (player_ptr->warning && current_world_ptr->character_dungeon)
{
if (r_ptr->flags1 & RF1_UNIQUE)
{
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- if (r_ptr->level > p_ptr->lev + 30)
+ if (r_ptr->level > player_ptr->lev + 30)
color = _("黒く", "black");
- else if (r_ptr->level > p_ptr->lev + 15)
+ else if (r_ptr->level > player_ptr->lev + 15)
color = _("紫色に", "purple");
- else if (r_ptr->level > p_ptr->lev + 5)
+ else if (r_ptr->level > player_ptr->lev + 5)
color = _("ルビー色に", "deep red");
- else if (r_ptr->level > p_ptr->lev - 5)
+ else if (r_ptr->level > player_ptr->lev - 5)
color = _("赤く", "red");
- else if (r_ptr->level > p_ptr->lev - 15)
+ else if (r_ptr->level > player_ptr->lev - 15)
color = _("ピンク色に", "pink");
else
color = _("白く", "white");
- o_ptr = choose_warning_item();
+ o_ptr = choose_warning_item(player_ptr);
if (o_ptr)
{
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
}
}
- if (is_explosive_rune_grid(g_ptr))
+ if (!is_explosive_rune_grid(g_ptr)) return TRUE;
+
+ /* Break the ward */
+ if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
{
- /* Break the ward */
- if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
- {
- /* Describe observable breakage */
- if (g_ptr->info & CAVE_MARK)
- {
- msg_print(_("ルーンが爆発した!", "The rune explodes!"));
- project(p_ptr, 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
+ /* Describe observable breakage */
+ if (g_ptr->info & CAVE_MARK)
{
- msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
+ msg_print(_("ルーンが爆発した!", "The rune explodes!"));
+ project(player_ptr, 0, 2, y, x, 2 * (player_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
}
+ }
+ else
+ {
+ msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
+ }
- /* Forget the rune */
- g_ptr->info &= ~(CAVE_MARK);
+ /* Forget the rune */
+ g_ptr->info &= ~(CAVE_MARK);
- /* Break the rune */
- g_ptr->info &= ~(CAVE_OBJECT);
- g_ptr->mimic = 0;
+ /* Break the rune */
+ g_ptr->info &= ~(CAVE_OBJECT);
+ g_ptr->mimic = 0;
- note_spot(y, x);
- lite_spot(y, x);
- }
+ note_spot(player_ptr, y, x);
+ lite_spot(player_ptr, y, x);
- /* Success */
return TRUE;
}
-
-#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 */
-
/*!
* @brief モンスター1体を目標地点に可能な限り近い位置に生成する / improved version of scatter() for place monster
+ * @param player_ptr プレーヤーへの参照ポインタ
* @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 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)
+static bool mon_scatter(player_type *player_ptr, MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
{
POSITION place_x[MON_SCAT_MAXD];
POSITION place_y[MON_SCAT_MAXD];
int num[MON_SCAT_MAXD];
- int i;
- POSITION nx, ny;
if (max_dist >= MON_SCAT_MAXD)
return FALSE;
+ int i;
for (i = 0; i < MON_SCAT_MAXD; i++)
num[i] = 0;
- for (nx = x - max_dist; nx <= x + max_dist; nx++)
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ for (POSITION nx = x - max_dist; nx <= x + max_dist; nx++)
{
- for (ny = y - max_dist; ny <= y + max_dist; ny++)
+ for (POSITION ny = y - max_dist; ny <= y + max_dist; ny++)
{
/* Ignore annoying locations */
- if (!in_bounds(p_ptr->current_floor_ptr, ny, nx)) continue;
+ if (!in_bounds(floor_ptr, ny, nx)) continue;
/* Require "line of projection" */
- if (!projectable(p_ptr, y, x, ny, nx)) continue;
+ if (!projectable(player_ptr, y, x, ny, nx)) continue;
if (r_idx > 0)
{
monster_race *r_ptr = &r_info[r_idx];
/* Require empty space (if not ghostly) */
- if (!monster_can_enter(ny, nx, r_ptr, 0))
+ if (!monster_can_enter(player_ptr, ny, nx, r_ptr, 0))
continue;
}
else
{
/* Walls and Monsters block flow */
- if (!cave_empty_bold2(p_ptr->current_floor_ptr, ny, nx)) continue;
+ if (!is_cave_empty_bold2(player_ptr, ny, nx)) continue;
/* ... nor on the Pattern */
- if (pattern_tile(ny, nx)) continue;
+ if (pattern_tile(floor_ptr, ny, nx)) continue;
}
i = distance(y, x, ny, nx);
* @param mode 生成オプション
* @return 成功したらtrue
*/
-static bool place_monster_group(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
+static bool place_monster_group(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
monster_race *r_ptr = &r_info[r_idx];
-
- int n, i;
- int total = 0, extra = 0;
-
- int hack_n = 0;
-
- POSITION hack_y[GROUP_MAX];
- POSITION hack_x[GROUP_MAX];
-
-
- /* Pick a group size */
- total = randint1(10);
+ int total = randint1(10);
/* Hard monsters, small groups */
- if (r_ptr->level > p_ptr->current_floor_ptr->dun_level)
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ int extra = 0;
+ if (r_ptr->level > floor_ptr->dun_level)
{
- extra = r_ptr->level - p_ptr->current_floor_ptr->dun_level;
+ extra = r_ptr->level - floor_ptr->dun_level;
extra = 0 - randint1(extra);
}
/* Easy monsters, large groups */
- else if (r_ptr->level < p_ptr->current_floor_ptr->dun_level)
+ else if (r_ptr->level < floor_ptr->dun_level)
{
- extra = p_ptr->current_floor_ptr->dun_level - r_ptr->level;
+ extra = floor_ptr->dun_level - r_ptr->level;
extra = randint1(extra);
}
/* Start on the monster */
- hack_n = 1;
+ int hack_n = 1;
+ POSITION hack_x[GROUP_MAX];
hack_x[0] = x;
+ POSITION hack_y[GROUP_MAX];
hack_y[0] = y;
/* Puddle monsters, breadth first, up to total */
- for (n = 0; (n < hack_n) && (hack_n < total); n++)
+ for (int n = 0; (n < hack_n) && (hack_n < total); n++)
{
/* Grab the location */
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++)
+ for (int i = 0; (i < 8) && (hack_n < total); i++)
{
POSITION mx, my;
- scatter(p_ptr, &my, &mx, hy, hx, 4, 0);
+ scatter(player_ptr, &my, &mx, hy, hx, 4, 0);
/* Walls and Monsters block flow */
- if (!cave_empty_bold2(p_ptr->current_floor_ptr, my, mx)) continue;
+ if (!is_cave_empty_bold2(player_ptr, my, mx)) continue;
/* Attempt to place another monster */
- if (place_monster_one(who, my, mx, r_idx, mode))
+ if (place_monster_one(player_ptr, who, my, mx, r_idx, mode))
{
/* Add it to the "hack" set */
hack_y[hack_n] = my;
}
}
-
- /* 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
static MONSTER_IDX place_monster_m_idx = 0;
/*!
+ * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
+ * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
* @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
{
monster_race *r_ptr = &r_info[place_monster_idx];
monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[place_monster_m_idx];
-
monster_race *z_ptr = &r_info[r_idx];
/* Hack - Escorts have to have the same dungeon flag */
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
* @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
* 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(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
+bool place_monster_aux(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
- int i, j, n;
- monster_race *r_ptr = &r_info[r_idx];
+ monster_race *r_ptr = &r_info[r_idx];
if (!(mode & PM_NO_KAGE) && one_in_(333))
mode |= PM_KAGE;
/* Place one monster, or fail */
- if (!place_monster_one(who, y, x, r_idx, mode)) return FALSE;
+ if (!place_monster_one(player_ptr, 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++)
+ for (int 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++)
+ if (!r_ptr->reinforce_id[i]) break;
+ int n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
+ for (int j = 0; j < n; j++)
{
POSITION nx, ny, d = 7;
- scatter(p_ptr, &ny, &nx, y, x, d, 0);
- (void)place_monster_one(place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
+ scatter(player_ptr, &ny, &nx, y, x, d, 0);
+ (void)place_monster_one(player_ptr, place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
}
}
if (r_ptr->flags1 & (RF1_FRIENDS))
{
/* Attempt to place a group */
- (void)place_monster_group(who, y, x, r_idx, mode);
+ (void)place_monster_group(player_ptr, who, y, x, r_idx, mode);
}
/* Escorts for certain monsters */
- if (r_ptr->flags1 & (RF1_ESCORT))
- {
- /* Set the escort index */
- place_monster_idx = r_idx;
+ if (!(r_ptr->flags1 & (RF1_ESCORT))) return TRUE;
- /* Try to place several "escorts" */
- for (i = 0; i < 32; i++)
- {
- POSITION nx, ny, d = 3;
- MONRACE_IDX z;
+ /* Set the escort index */
+ place_monster_idx = r_idx;
+
+ /* Try to place several "escorts" */
+ for (int i = 0; i < 32; i++)
+ {
+ POSITION nx, ny, d = 3;
+ MONRACE_IDX z;
- /* Pick a location */
- scatter(p_ptr, &ny, &nx, y, x, d, 0);
+ /* Pick a location */
+ scatter(player_ptr, &ny, &nx, y, x, d, 0);
- /* Require empty grids */
- if (!cave_empty_bold2(p_ptr->current_floor_ptr, ny, nx)) continue;
- get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx));
+ /* Require empty grids */
+ if (!is_cave_empty_bold2(player_ptr, ny, nx)) continue;
+ get_mon_num_prep(player_ptr, place_monster_can_escort, get_monster_hook2(player_ptr, ny, nx));
- /* Pick a random race */
- z = get_mon_num(r_ptr->level);
+ /* Pick a random race */
+ z = get_mon_num(player_ptr, r_ptr->level);
- /* Handle failure */
- if (!z) break;
+ /* Handle failure */
+ if (!z) break;
- /* Place a single escort */
- (void)place_monster_one(place_monster_m_idx, ny, nx, z, mode);
+ /* Place a single escort */
+ (void)place_monster_one(player_ptr, place_monster_m_idx, ny, nx, z, mode);
- /* Place a "group" of escorts if needed */
- if ((r_info[z].flags1 & RF1_FRIENDS) ||
- (r_ptr->flags1 & RF1_ESCORTS))
- {
- /* Place a group of monsters */
- (void)place_monster_group(place_monster_m_idx, ny, nx, z, mode);
- }
+ /* Place a "group" of escorts if needed */
+ if ((r_info[z].flags1 & RF1_FRIENDS) ||
+ (r_ptr->flags1 & RF1_ESCORTS))
+ {
+ /* Place a group of monsters */
+ (void)place_monster_group(player_ptr, place_monster_m_idx, ny, nx, z, mode);
}
}
- /* Success */
return TRUE;
}
+
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
* @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(POSITION y, POSITION x, BIT_FLAGS mode)
+bool place_monster(player_type *player_ptr, POSITION y, POSITION x, BIT_FLAGS mode)
{
MONRACE_IDX r_idx;
- get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
+ get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), get_monster_hook2(player_ptr, y, x));
/* Pick a monster */
- r_idx = get_mon_num(p_ptr->current_floor_ptr->monster_level);
+ r_idx = get_mon_num(player_ptr, player_ptr->current_floor_ptr->monster_level);
/* Handle failure */
if (!r_idx) return FALSE;
/* Attempt to place the monster */
- if (place_monster_aux(0, y, x, r_idx, mode)) return TRUE;
+ if (place_monster_aux(player_ptr, 0, y, x, r_idx, mode)) return TRUE;
return FALSE;
}
+
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
* @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)
+bool alloc_horde(player_type *player_ptr, POSITION y, POSITION x)
{
- monster_race *r_ptr = NULL;
+ get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), get_monster_hook2(player_ptr, y, x));
+
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
MONRACE_IDX r_idx = 0;
- MONSTER_IDX m_idx;
int attempts = 1000;
- POSITION cy = y;
- POSITION cx = x;
- get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
-
+ monster_race *r_ptr = NULL;
while (--attempts)
{
/* Pick a monster */
- r_idx = get_mon_num(p_ptr->current_floor_ptr->monster_level);
+ r_idx = get_mon_num(player_ptr, floor_ptr->monster_level);
/* Handle failure */
if (!r_idx) return FALSE;
if (r_idx == MON_HAGURE) continue;
break;
}
+
if (attempts < 1) return FALSE;
attempts = 1000;
while (--attempts)
{
/* Attempt to place the monster */
- if (place_monster_aux(0, y, x, r_idx, 0L)) break;
+ if (place_monster_aux(player_ptr, 0, y, x, r_idx, 0L)) break;
}
if (attempts < 1) return FALSE;
- m_idx = p_ptr->current_floor_ptr->grid_array[y][x].m_idx;
+ MONSTER_IDX m_idx = floor_ptr->grid_array[y][x].m_idx;
- if (p_ptr->current_floor_ptr->m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[p_ptr->current_floor_ptr->m_list[m_idx].r_idx];
+ if (floor_ptr->m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[floor_ptr->m_list[m_idx].r_idx];
+ POSITION cy = y;
+ POSITION cx = x;
for (attempts = randint1(10) + 5; attempts; attempts--)
{
- scatter(p_ptr, &cy, &cx, y, x, 5, 0);
+ scatter(player_ptr, &cy, &cx, y, x, 5, 0);
- (void)summon_specific(m_idx, cy, cx, p_ptr->current_floor_ptr->dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
+ (void)summon_specific(player_ptr, m_idx, cy, cx, floor_ptr->dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
y = cy;
x = cx;
/*!
* @brief ダンジョンの主生成を試みる / Put the Guardian
+ * @param player_ptr プレーヤーへの参照ポインタ
* @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(bool def_val)
+bool alloc_guardian(player_type *player_ptr, bool def_val)
{
- MONRACE_IDX guardian = d_info[p_ptr->dungeon_idx].final_guardian;
+ MONRACE_IDX guardian = d_info[player_ptr->dungeon_idx].final_guardian;
- if (guardian && (d_info[p_ptr->dungeon_idx].maxdepth == p_ptr->current_floor_ptr->dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ bool is_guardian_applicable = guardian > 0;
+ is_guardian_applicable &= d_info[player_ptr->dungeon_idx].maxdepth == floor_ptr->dun_level;
+ is_guardian_applicable &= r_info[guardian].cur_num < r_info[guardian].max_num;
+ if (!is_guardian_applicable) return def_val;
+
+ int try_count = 4000;
+ while (try_count)
{
- POSITION oy;
- POSITION ox;
- int try_count = 4000;
+ /* Get a random spot */
+ POSITION oy = randint1(floor_ptr->height - 4) + 2;
+ POSITION ox = randint1(floor_ptr->width - 4) + 2;
- /* Find a good position */
- while (try_count)
+ /* Is it a good spot ? */
+ if (!is_cave_empty_bold2(player_ptr, oy, ox))
{
- /* Get a random spot */
- oy = randint1(p_ptr->current_floor_ptr->height - 4) + 2;
- ox = randint1(p_ptr->current_floor_ptr->width - 4) + 2;
-
- /* Is it a good spot ? */
- if (cave_empty_bold2(p_ptr->current_floor_ptr, oy, ox) && monster_can_cross_terrain(p_ptr->current_floor_ptr->grid_array[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;
- }
+ try_count++;
+ continue;
+ }
- /* One less try count */
- try_count--;
+ if (!monster_can_cross_terrain(player_ptr, floor_ptr->grid_array[oy][ox].feat, &r_info[guardian], 0))
+ {
+ try_count++;
+ continue;
}
- return FALSE;
+ if (place_monster_aux(player_ptr, 0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET)))
+ return TRUE;
+
+ try_count--;
}
- return def_val;
+ return FALSE;
}
* @details
* Place the monster at least "dis" distance from the player.
* Use "slp" to choose the initial "sleep" status
- * Use "p_ptr->current_floor_ptr->monster_level" for the monster level
+ * Use "floor_ptr->monster_level" for the monster level
*/
-bool alloc_monster(POSITION dis, BIT_FLAGS mode)
+bool alloc_monster(player_type *player_ptr, POSITION dis, BIT_FLAGS mode)
{
- POSITION y = 0, x = 0;
- int attempts_left = 10000;
-
/* Put the Guardian */
- if (alloc_guardian(FALSE)) return TRUE;
+ if (alloc_guardian(player_ptr, FALSE)) return TRUE;
/* Find a legal, distant, unoccupied, space */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ POSITION y = 0, x = 0;
+ int attempts_left = 10000;
while (attempts_left--)
{
/* Pick a location */
- y = randint0(p_ptr->current_floor_ptr->height);
- x = randint0(p_ptr->current_floor_ptr->width);
+ y = randint0(floor_ptr->height);
+ x = randint0(floor_ptr->width);
/* Require empty floor grid (was "naked") */
- if (p_ptr->current_floor_ptr->dun_level)
+ if (floor_ptr->dun_level)
{
- if (!cave_empty_bold2(p_ptr->current_floor_ptr, y, x)) continue;
+ if (!is_cave_empty_bold2(player_ptr, y, x)) continue;
}
else
{
- if (!cave_empty_bold(p_ptr->current_floor_ptr, y, x)) continue;
+ if (!is_cave_empty_bold(player_ptr, y, x)) continue;
}
/* Accept far away grids */
- if (distance(y, x, p_ptr->y, p_ptr->x) > dis) break;
+ if (distance(y, x, player_ptr->y, player_ptr->x) > dis) break;
}
if (!attempts_left)
}
- if (randint1(5000) <= p_ptr->current_floor_ptr->dun_level)
+ if (randint1(5000) <= floor_ptr->dun_level)
{
- if (alloc_horde(y, x))
+ if (alloc_horde(player_ptr, y, x))
{
return TRUE;
}
else
{
/* Attempt to place the monster, allow groups */
- if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return TRUE;
+ if (place_monster(player_ptr, y, x, (mode | PM_ALLOW_GROUP))) return TRUE;
}
return FALSE;
/*!
+ * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
* @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
if (!summon_specific_type) return TRUE;
if ((summon_specific_who < 0) &&
- ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
- monster_has_hostile_align(NULL, 10, -10, r_ptr))
+ ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
+ monster_has_hostile_align(NULL, 10, -10, r_ptr))
return FALSE;
if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON)) return TRUE;
- return (summon_specific_aux(m_ptr->r_idx, r_idx));
+ return (summon_specific_aux(p_ptr, m_ptr->r_idx, r_idx));
}
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
* @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
+ * @param mode 生成オプション
* @return 召喚できたらtrueを返す
* @details
*
*
* Note that this function may not succeed, though this is very rare.
*/
-bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
+bool summon_specific(player_type *player_ptr, MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
{
- POSITION x, y;
- MONRACE_IDX r_idx;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ if (floor_ptr->inside_arena) return FALSE;
- if (p_ptr->current_floor_ptr->inside_arena) return FALSE;
-
- if (!mon_scatter(0, &y, &x, y1, x1, 2)) return FALSE;
+ POSITION x, y;
+ if (!mon_scatter(player_ptr, 0, &y, &x, y1, x1, 2)) return FALSE;
/* Save the summoner */
summon_specific_who = who;
summon_specific_type = type;
summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
- get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
+ get_mon_num_prep(player_ptr, summon_specific_okay, get_monster_hook2(player_ptr, y, x));
/* Pick a monster, using the level calculation */
- r_idx = get_mon_num((p_ptr->current_floor_ptr->dun_level + lev) / 2 + 5);
+ MONRACE_IDX r_idx = get_mon_num(player_ptr, (floor_ptr->dun_level + lev) / 2 + 5);
/* Handle failure */
if (!r_idx)
if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
/* Attempt to place the monster (awake, allow groups) */
- if (!place_monster_aux(who, y, x, r_idx, mode))
+ if (!place_monster_aux(player_ptr, who, y, x, r_idx, mode))
{
summon_specific_type = 0;
return FALSE;
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
* @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
+ * @param mode 生成オプション
* @return 召喚できたらtrueを返す
*/
-bool summon_named_creature(MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
+bool summon_named_creature(player_type *player_ptr, MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
- POSITION x, y;
- /* if (!r_idx) return; */
-
/* Prevent illegal monsters */
if (r_idx >= max_r_idx) return FALSE;
- if (p_ptr->current_floor_ptr->inside_arena) return FALSE;
+ POSITION x, y;
+ if (player_ptr->current_floor_ptr->inside_arena) return FALSE;
- if (!mon_scatter(r_idx, &y, &x, oy, ox, 2)) return FALSE;
+ if (!mon_scatter(player_ptr, 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));
+ return place_monster_aux(player_ptr, who, y, x, r_idx, (mode | PM_NO_KAGE));
}
/*!
* @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
+ * @param player_ptr プレーヤーへの参照ポインタ
* @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
+ * @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(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
+bool multiply_monster(player_type *player_ptr, MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
POSITION y, x;
-
- if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
+ if (!mon_scatter(player_ptr, 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;
/* Create a new monster (awake, no groups) */
- if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
+ if (!place_monster_aux(player_ptr, m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
return FALSE;
/* Hack -- Transfer "clone" flag */
if (clone || (m_ptr->smart & SM_CLONED))
{
- p_ptr->current_floor_ptr->m_list[hack_m_idx_ii].smart |= SM_CLONED;
- p_ptr->current_floor_ptr->m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
+ floor_ptr->m_list[hack_m_idx_ii].smart |= SM_CLONED;
+ floor_ptr->m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
}
return TRUE;
}
-
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
* @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(MONSTER_IDX m_idx, HIT_POINT dam)
+void message_pain(player_type *player_ptr, MONSTER_IDX m_idx, HIT_POINT dam)
{
HIT_POINT oldhp, newhp;
HIT_POINT tmp;
PERCENTAGE percentage;
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+ monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(player_ptr, m_name, m_ptr, 0);
- if(dam == 0) // Notice non-damage
+ if (dam == 0) // Notice non-damage
{
msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
return;
}
- /* Note -- subtle fix -CFT */
newhp = m_ptr->hp;
oldhp = newhp + dam;
tmp = (newhp * 100L) / oldhp;
percentage = tmp;
- if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
+ if (my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
{
#ifdef JP
- 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);
+ 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);
+ return;
#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);
+ 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);
+ return;
#endif
}
- else if(my_strchr("l", r_ptr->d_char)) // Fish
+ if (my_strchr("l", r_ptr->d_char)) // Fish
{
#ifdef JP
- 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);
+ 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);
+ return;
#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 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);
+ 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);
+ return;
#endif
}
- else if(my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs
- {
+ if (my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs
+ {
#ifdef JP
- 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);
+ 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);
+ return;
#else
- 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);
+ 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);
+ return;
#endif
}
- else if(my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics
+ if (my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics
{
#ifdef JP
- 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);
+ 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);
+ return;
#else
- 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);
+ 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);
+ return;
#endif
}
- else if(my_strchr("f", r_ptr->d_char))
+ if (my_strchr("f", r_ptr->d_char))
{
#ifdef JP
- 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);
+ 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);
+ return;
#else
- 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);
+ 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);
+ return;
#endif
}
- else if(my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders
+ if (my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders
{
#ifdef JP
- 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);
+ 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);
+ return;
#else
- 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);
+ 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);
+ return;
#endif
}
- else if(my_strchr("B", r_ptr->d_char)) // Birds
- {
+ if (my_strchr("B", r_ptr->d_char)) // Birds
+ {
#ifdef JP
- 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);
+ 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);
+ return;
#else
- 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);
+ 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);
+ return;
#endif
}
- else if(my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead
- {
+ if (my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead
+ {
#ifdef JP
- 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);
+ 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);
+ return;
#else
- 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);
+ 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);
+ return;
#endif
}
- else if(my_strchr("s", r_ptr->d_char)) // Skeletons
+ if (my_strchr("s", r_ptr->d_char)) // Skeletons
{
#ifdef JP
- 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);
+ 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);
+ return;
#else
- 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);
+ 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);
+ return;
#endif
}
- else if(my_strchr("z", r_ptr->d_char)) // Zombies
- {
+ if (my_strchr("z", r_ptr->d_char)) // Zombies
+ {
#ifdef JP
- 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);
+ 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);
+ return;
#else
- 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);
+ 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);
+ return;
#endif
}
- else if(my_strchr("G", r_ptr->d_char)) // Ghosts
+ if (my_strchr("G", r_ptr->d_char)) // Ghosts
{
#ifdef JP
- 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);
+ 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);
+ return;
#else
- 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);
+ 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);
+ return;
#endif
}
- else if(my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds
+ if (my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds
{
#ifdef JP
- 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);
+ 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);
+ return;
#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);
+ 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);
+ return;
#endif
}
- else if(my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek)
+ if (my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek)
{
#ifdef JP
- 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);
+ 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);
+ return;
#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);
+ 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);
+ return;
#endif
}
- else // Another type of creatures (shrug,cry,scream)
- {
#ifdef JP
- 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);
+ 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
- }
}
-
/*!
* @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(MONSTER_IDX m_idx, int what)
+void update_smart_learn(player_type *player_ptr, MONSTER_IDX m_idx, int what)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+ monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Not allowed to learn */
switch (what)
{
case DRS_ACID:
- if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
- if (is_oppose_acid(p_ptr)) m_ptr->smart |= (SM_OPP_ACID);
- if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
+ if (player_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
+ if (is_oppose_acid(player_ptr)) m_ptr->smart |= (SM_OPP_ACID);
+ if (player_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
break;
case DRS_ELEC:
- if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
- if (is_oppose_elec(p_ptr)) m_ptr->smart |= (SM_OPP_ELEC);
- if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
+ if (player_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
+ if (is_oppose_elec(player_ptr)) m_ptr->smart |= (SM_OPP_ELEC);
+ if (player_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
break;
case DRS_FIRE:
- if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
- if (is_oppose_fire(p_ptr)) m_ptr->smart |= (SM_OPP_FIRE);
- if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
+ if (player_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
+ if (is_oppose_fire(player_ptr)) m_ptr->smart |= (SM_OPP_FIRE);
+ if (player_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
break;
case DRS_COLD:
- if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
- if (is_oppose_cold(p_ptr)) m_ptr->smart |= (SM_OPP_COLD);
- if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
+ if (player_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
+ if (is_oppose_cold(player_ptr)) m_ptr->smart |= (SM_OPP_COLD);
+ if (player_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
break;
case DRS_POIS:
- if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
- if (is_oppose_pois(p_ptr)) m_ptr->smart |= (SM_OPP_POIS);
+ if (player_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
+ if (is_oppose_pois(player_ptr)) m_ptr->smart |= (SM_OPP_POIS);
break;
case DRS_NETH:
- if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
+ if (player_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
break;
case DRS_LITE:
- if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
+ if (player_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
break;
case DRS_DARK:
- if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
+ if (player_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
break;
case DRS_FEAR:
- if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
+ if (player_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
break;
case DRS_CONF:
- if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
+ if (player_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
break;
case DRS_CHAOS:
- if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
+ if (player_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
break;
case DRS_DISEN:
- if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
+ if (player_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
break;
case DRS_BLIND:
- if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
+ if (player_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
break;
case DRS_NEXUS:
- if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
+ if (player_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
break;
case DRS_SOUND:
- if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
+ if (player_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
break;
case DRS_SHARD:
- if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
+ if (player_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
break;
case DRS_FREE:
- if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
+ if (player_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
break;
case DRS_MANA:
- if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
+ if (!player_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
break;
case DRS_REFLECT:
- if (p_ptr->reflect) m_ptr-> smart |= (SM_IMM_REFLECT);
+ if (player_ptr->reflect) m_ptr->smart |= (SM_IMM_REFLECT);
break;
}
}
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
* @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)
+void monster_drop_carried_objects(player_type *player_ptr, monster_type *m_ptr)
{
- OBJECT_IDX this_o_idx, next_o_idx = 0;
- object_type forge;
- object_type *o_ptr;
- object_type *q_ptr;
-
-
/* Drop objects being carried */
- for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ OBJECT_IDX next_o_idx = 0;
+ for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
+ object_type forge;
+ object_type *o_ptr;
+ object_type *q_ptr;
+ o_ptr = &floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
q_ptr = &forge;
object_copy(q_ptr, o_ptr);
-
- /* Forget monster */
q_ptr->held_m_idx = 0;
-
- delete_object_idx(p_ptr->current_floor_ptr, this_o_idx);
-
- /* Drop it */
- (void)drop_near(p_ptr, q_ptr, -1, m_ptr->fy, m_ptr->fx);
+ delete_object_idx(player_ptr, this_o_idx);
+ (void)drop_near(player_ptr, q_ptr, -1, m_ptr->fy, m_ptr->fx);
}
- /* Forget objects */
m_ptr->hold_o_idx = 0;
}
+
/*!
+ * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
* @brief 指定したモンスターに隣接しているモンスターの数を返す。
* / Count number of adjacent monsters
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param m_idx 隣接数を調べたいモンスターのID
* @return 隣接しているモンスターの数
*/
-int get_monster_crowd_number(MONSTER_IDX m_idx)
+int get_monster_crowd_number(player_type *player_ptr, MONSTER_IDX m_idx)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
POSITION my = m_ptr->fy;
POSITION mx = m_ptr->fx;
- int i;
int count = 0;
-
- for (i = 0; i < 7; i++)
+ for (int i = 0; i < 7; i++)
{
int ay = my + ddy_ddd[i];
int ax = mx + ddx_ddd[i];
- if (!in_bounds(p_ptr->current_floor_ptr, ay, ax)) continue;
-
- /* Count number of monsters */
- if (p_ptr->current_floor_ptr->grid_array[ay][ax].m_idx > 0) count++;
+ if (!in_bounds(floor_ptr, ay, ax)) continue;
+ if (floor_ptr->grid_array[ay][ax].m_idx > 0) count++;
}
return count;
}
+
+
+bool is_friendly_idx(player_type *player_ptr, MONSTER_IDX m_idx)
+{
+ return m_idx > 0 && is_friendly(&player_ptr->current_floor_ptr->m_list[(m_idx)]);
+}