* モンスターを削除するとそのモンスターが拾っていたアイテムも同時に削除される。 /
* When a monster is deleted, all of its objects are deleted.
*/
-void delete_monster_idx(int i)
+void delete_monster_idx(MONSTER_IDX i)
{
int x, y;
* @param y 削除位置y座標
* @return なし
*/
-void delete_monster(int y, int x)
+void delete_monster(POSITION y, POSITION x)
{
cave_type *c_ptr;
*/
void compact_monsters(int size)
{
- int i, num, cnt;
- int cur_lev, cur_dis, chance;
+ MONSTER_IDX i;
+ int num, cnt;
+ int cur_lev, cur_dis, chance;
/* Message (only if compacting) */
if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
* @details
* This routine should almost never fail, but it *can* happen.
*/
-s16b m_pop(void)
+MONSTER_IDX m_pop(void)
{
- int i;
+ MONSTER_IDX i;
/* Normal allocation */
* @return 召喚条件が一致するならtrue
* @details
*/
-static bool summon_specific_aux(IDX r_idx)
+static bool summon_specific_aux(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
int okay = FALSE;
* @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(IDX r_idx)
+static bool restrict_monster_to_dungeon(MONRACE_IDX r_idx)
{
dungeon_info_type *d_ptr = &d_info[dungeon_type];
monster_race *r_ptr = &r_info[r_idx];
* Note that if no monsters are "appropriate", then this function will
* fail, and return zero, but this should *almost* never happen.
*/
-s16b get_mon_num(int level)
+MONRACE_IDX get_mon_num(DEPTH level)
{
int i, j, p;
int r_idx;
* MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
* --> Reflexive, genderized if visable ("himself") or "itself"
*/
-void monster_desc(char *desc, monster_type *m_ptr, int mode)
+void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
{
cptr res;
monster_race *r_ptr;
* @details
* Return the number of new flags learnt. -Mogami-
*/
-int lore_do_probe(IDX r_idx)
+int lore_do_probe(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
int i, n = 0;
* gold and items are dropped, and remembers that information to be
* described later by the monster recall code.
*/
-void lore_treasure(IDX m_idx, int num_item, int num_gold)
+void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
{
monster_type *m_ptr = &m_list[m_idx];
*/
void sanity_blast(monster_type *m_ptr, bool necro)
{
- bool happened = FALSE;
int power = 100;
if (p_ptr->inside_battle || !character_dungeon) return;
}
else power *= 2;
- if (!hack_mind)
+ if (!is_loading_now)
return; /* No effect yet, just loaded... */
if (!m_ptr->ml)
msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!"));
}
- if (!saving_throw(p_ptr->skill_sav - power)) /* Mind blast */
+ if (saving_throw(p_ptr->skill_sav - power))
{
- if (!p_ptr->resist_conf)
- {
- (void)set_confused(p_ptr->confused + randint0(4) + 4);
- }
- if (!p_ptr->resist_chaos && one_in_(3))
- {
- (void)set_image(p_ptr->image + randint0(250) + 150);
- }
return;
}
- if (!saving_throw(p_ptr->skill_sav - power)) /* Lose int & wis */
- {
- do_dec_stat(A_INT);
- do_dec_stat(A_WIS);
- return;
- }
+ do {
+ (void)do_dec_stat(A_INT);
+ } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
+
+ do {
+ (void)do_dec_stat(A_WIS);
+ } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
- if (!saving_throw(p_ptr->skill_sav - power)) /* Brain smash */
+ switch (randint1(21))
{
+ case 1:
+ if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
+ {
+ if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
+ {
+ msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You turn into an utter moron!"));
+ }
+ else
+ {
+ msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
+ }
+
+ if (p_ptr->muta3 & MUT3_HYPER_INT)
+ {
+ msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
+ p_ptr->muta3 &= ~(MUT3_HYPER_INT);
+ }
+ p_ptr->muta3 |= MUT3_MORONIC;
+ }
+ break;
+ case 2:
+ case 3:
+ case 4:
+ if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
+ {
+ msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
+
+ /* Duh, the following should never happen, but anyway... */
+ if (p_ptr->muta3 & MUT3_FEARLESS)
+ {
+ msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
+ p_ptr->muta3 &= ~(MUT3_FEARLESS);
+ }
+
+ p_ptr->muta2 |= MUT2_COWARDICE;
+ }
+ break;
+ case 5:
+ case 6:
+ case 7:
+ if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
+ {
+ msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
+ p_ptr->muta2 |= MUT2_HALLU;
+ }
+ break;
+ case 8:
+ case 9:
+ case 10:
+ if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
+ {
+ msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
+ p_ptr->muta2 |= MUT2_BERS_RAGE;
+ }
+ break;
+ case 11:
+ case 12:
+ case 13:
+ case 14:
+ case 15:
+ case 16:
+ /* Brain smash */
if (!p_ptr->resist_conf)
{
(void)set_confused(p_ptr->confused + randint0(4) + 4);
{
(void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
}
- while (randint0(100) > p_ptr->skill_sav)
- (void)do_dec_stat(A_INT);
- while (randint0(100) > p_ptr->skill_sav)
- (void)do_dec_stat(A_WIS);
if (!p_ptr->resist_chaos)
{
(void)set_image(p_ptr->image + randint0(250) + 150);
}
- return;
- }
-
- if (!saving_throw(p_ptr->skill_sav - power)) /* Amnesia */
- {
-
+ break;
+ case 17:
+ case 18:
+ case 19:
+ case 20:
+ case 21:
+ /* Amnesia */
if (lose_all_info())
msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
-
- return;
- }
-
- if (saving_throw(p_ptr->skill_sav - power))
- {
- return;
- }
-
- /* Else gain permanent insanity */
- if ((p_ptr->muta3 & MUT3_MORONIC) && /*(p_ptr->muta2 & MUT2_BERS_RAGE) &&*/
- ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
- ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
- {
- /* The poor bastard already has all possible insanities! */
- return;
- }
-
- while (!happened)
- {
- switch (randint1(21))
- {
- case 1:
- if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
- {
- if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
- {
- msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You turn into an utter moron!"));
- }
- else
- {
- msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
- }
-
- if (p_ptr->muta3 & MUT3_HYPER_INT)
- {
- msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
- p_ptr->muta3 &= ~(MUT3_HYPER_INT);
- }
- p_ptr->muta3 |= MUT3_MORONIC;
- happened = TRUE;
- }
- break;
- case 2:
- case 3:
- case 4:
- case 5:
- case 6:
- case 7:
- case 8:
- case 9:
- case 10:
- case 11:
- if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
- {
- msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
-
- /* Duh, the following should never happen, but anyway... */
- if (p_ptr->muta3 & MUT3_FEARLESS)
- {
- msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
- p_ptr->muta3 &= ~(MUT3_FEARLESS);
- }
-
- p_ptr->muta2 |= MUT2_COWARDICE;
- happened = TRUE;
- }
- break;
- case 12:
- case 13:
- case 14:
- case 15:
- case 16:
- case 17:
- case 18:
- case 19:
- case 20:
- case 21:
- if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
- {
- msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
- p_ptr->muta2 |= MUT2_HALLU;
- happened = TRUE;
- }
- break;
- default:
- if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
- {
- msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
- p_ptr->muta2 |= MUT2_BERS_RAGE;
- happened = TRUE;
- }
- break;
- }
+ break;
}
p_ptr->update |= PU_BONUS;
* "disturb_near" (monster which is "easily" viewable moves in some
* way). Note that "moves" includes "appears" and "disappears".
*/
-void update_mon(IDX m_idx, bool full)
+void update_mon(MONSTER_IDX m_idx, bool full)
{
monster_type *m_ptr = &m_list[m_idx];
* @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(IDX r_idx)
+static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
monster_type *m_ptr = &m_list[chameleon_change_m_idx];
* @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(IDX r_idx)
+static bool monster_hook_chameleon(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
monster_type *m_ptr = &m_list[chameleon_change_m_idx];
* @param r_idx 旧モンスター種族のID
* @return なし
*/
-void choose_new_monster(IDX m_idx, bool born, IDX r_idx)
+void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
{
int oldmaxhp;
monster_type *m_ptr = &m_list[m_idx];
* @param r_idx モンスター種族ID
* @return 対象にできるならtrueを返す
*/
-static bool monster_hook_tanuki(IDX r_idx)
+static bool monster_hook_tanuki(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx モンスター種族ID
* @return モンスター種族の表層ID
*/
-static IDX initial_r_appearance(IDX r_idx)
+static IDX initial_r_appearance(MONRACE_IDX r_idx)
{
int attempts = 1000;
- int ap_r_idx;
- int min = MIN(base_level-5, 50);
+ IDX ap_r_idx;
+ DEPTH min = MIN(base_level-5, 50);
if (!(r_info[r_idx].flags7 & RF7_TANUKI))
return r_idx;
* This is the only function which may place a monster in the dungeon,
* except for the savefile loading code.
*/
-static bool place_monster_one(IDX who, POSITION y, POSITION x, IDX r_idx, BIT_FLAGS mode)
+static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
/* Access the location */
cave_type *c_ptr = &cave[y][x];
* @return 成功したらtrue
*
*/
-static bool mon_scatter(IDX r_idx, int *yp, int *xp, int y, int x, int max_dist)
+static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
{
int place_x[MON_SCAT_MAXD];
int place_y[MON_SCAT_MAXD];
* @param mode 生成オプション
* @return 成功したらtrue
*/
-static bool place_monster_group(IDX who, POSITION y, POSITION x, IDX r_idx, u32b mode)
+static bool place_monster_group(IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx チェックするモンスター種族のID
* @return 護衛にできるならばtrue
*/
-static bool place_monster_can_escort(IDX r_idx)
+static bool place_monster_can_escort(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[place_monster_idx];
monster_type *m_ptr = &m_list[place_monster_m_idx];
* 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(IDX who, POSITION y, POSITION x, IDX r_idx, BIT_FLAGS mode)
+bool place_monster_aux(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];
for (i = 0; i < 32; i++)
{
POSITION nx, ny, d = 3;
- int z;
+ MONRACE_IDX z;
/* Pick a location */
scatter(&ny, &nx, y, x, d, 0);
*/
bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
{
- IDX r_idx;
+ MONRACE_IDX r_idx;
/* Prepare allocation table */
get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
bool alloc_horde(POSITION y, POSITION x)
{
monster_race *r_ptr = NULL;
- IDX r_idx = 0;
- IDX m_idx;
+ MONRACE_IDX r_idx = 0;
+ MONSTER_IDX m_idx;
int attempts = 1000;
POSITION cy = y;
POSITION cx = x;
*/
bool alloc_guardian(bool def_val)
{
- int guardian = d_info[dungeon_type].final_guardian;
+ MONRACE_IDX guardian = d_info[dungeon_type].final_guardian;
if (guardian && (d_info[dungeon_type].maxdepth == dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
{
* Use "slp" to choose the initial "sleep" status
* Use "monster_level" for the monster level
*/
-bool alloc_monster(int dis, u32b mode)
+bool alloc_monster(int dis, BIT_FLAGS mode)
{
int y = 0, x = 0;
int attempts_left = 10000;
* @param r_idx チェックするモンスター種族ID
* @return 召喚対象にできるならばTRUE
*/
-static bool summon_specific_okay(IDX r_idx)
+static bool summon_specific_okay(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
}
+ if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
+
/* Hack -- no specific type specified */
if (!summon_specific_type) return (TRUE);
- if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
-
if ((summon_specific_who < 0) &&
((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
monster_has_hostile_align(NULL, 10, -10, r_ptr))
*
* Note that this function may not succeed, though this is very rare.
*/
-bool summon_specific(int who, int y1, int x1, int lev, int type, u32b mode)
+bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
{
- int x, y, r_idx;
+ POSITION x, y;
+ MONRACE_IDX r_idx;
if (p_ptr->inside_arena) return (FALSE);
* @param mode 生成オプション
* @return 召喚できたらtrueを返す
*/
-bool summon_named_creature (int who, int oy, int ox, IDX r_idx, u32b mode)
+bool summon_named_creature (MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
- int x, y;
+ POSITION x, y;
/* Paranoia */
/* if (!r_idx) return; */
* @details
* Note that "reproduction" REQUIRES empty space.
*/
-bool multiply_monster(IDX m_idx, bool clone, u32b mode)
+bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
{
monster_type *m_ptr = &m_list[m_idx];
- int y, x;
+ POSITION y, x;
if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
return FALSE;
* @details
* Technically should attempt to treat "Beholder"'s as jelly's
*/
-void message_pain(IDX m_idx, int dam)
+void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
{
long oldhp, newhp, tmp;
int percentage;
* @param what 学習対象ID
* @return なし
*/
-void update_smart_learn(IDX m_idx, int what)
+void update_smart_learn(MONSTER_IDX m_idx, int what)
{
monster_type *m_ptr = &m_list[m_idx];