#include "angband.h"
#include "cmd-pet.h"
-#include "monster-hook.h"
+#include "monsterrace-hook.h"
#include "monster-status.h"
+#include "projection.h"
+#include "monster.h"
+#include "spells-summon.h"
+#include "quest.h"
+#include "grid.h"
+#include "player-move.h"
+#include "wild.h"
+#include "warning.h"
+#include "player-status.h"
+#include "monster-spell.h"
#define HORDE_NOGOOD 0x01 /*!< (未実装フラグ)HORDE生成でGOODなモンスターの生成を禁止する? */
#define HORDE_NOEVIL 0x02 /*!< (未実装フラグ)HORDE生成でEVILなモンスターの生成を禁止する? */
/*!
- * @var horror_desc
- * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
- */
-cptr horror_desc[MAX_SAN_HORROR] =
-{
-#ifdef JP
- "忌まわしい",
- "底知れぬ",
- "ぞっとする",
- "破滅的な",
- "冒涜的な",
-
- "いやな",
- "恐ろしい",
- "不潔な",
- "容赦のない",
- "おぞましい",
-
- "地獄の",
- "身の毛もよだつ",
- "地獄の",
- "忌まわしい",
- "悪夢のような",
-
- "嫌悪を感じる",
- "罰当たりな",
- "恐い",
- "不浄な",
- "言うもおぞましい",
-#else
- "abominable",
- "abysmal",
- "appalling",
- "baleful",
- "blasphemous",
-
- "disgusting",
- "dreadful",
- "filthy",
- "grisly",
- "hideous",
-
- "hellish",
- "horrible",
- "infernal",
- "loathsome",
- "nightmarish",
-
- "repulsive",
- "sacrilegious",
- "terrible",
- "unclean",
- "unspeakable",
-#endif
-
-};
-
-/*!
- * @var funny_desc
- * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(幻覚状態時)
- */
-cptr funny_desc[MAX_SAN_FUNNY] =
-{
-#ifdef JP
- "間抜けな",
- "滑稽な",
- "ばからしい",
- "無味乾燥な",
- "馬鹿げた",
-
- "笑える",
- "ばかばかしい",
- "ぶっとんだ",
- "いかした",
- "ポストモダンな",
-
- "ファンタスティックな",
- "ダダイズム的な",
- "キュビズム的な",
- "宇宙的な",
- "卓越した",
-
- "理解不能な",
- "ものすごい",
- "驚くべき",
- "信じられない",
- "カオティックな",
-
- "野性的な",
- "非常識な",
-#else
- "silly",
- "hilarious",
- "absurd",
- "insipid",
- "ridiculous",
-
- "laughable",
- "ludicrous",
- "far-out",
- "groovy",
- "postmodern",
-
- "fantastic",
- "dadaistic",
- "cubistic",
- "cosmic",
- "awesome",
-
- "incomprehensible",
- "fabulous",
- "amazing",
- "incredible",
- "chaotic",
-
- "wild",
- "preposterous",
-#endif
-
-};
-
-/*!
- * @var funny_comments
- * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
- */
-cptr funny_comments[MAX_SAN_COMMENT] =
-{
-#ifdef JP
- /* nuke me */
- "最高だぜ!",
- "うひょー!",
- "いかすぜ!",
- "すんばらしい!",
- "ぶっとびー!"
-#else
- "Wow, cosmic, man!",
- "Rad!",
- "Groovy!",
- "Cool!",
- "Far out!"
-#endif
-
-};
-
-
-/*!
* @brief モンスターの目標地点をセットする / Set the target of counter attack
* @param m_ptr モンスターの参照ポインタ
* @param y 目標y座標
*/
monster_race *real_r_ptr(monster_type *m_ptr)
{
+ return &r_info[real_r_idx(m_ptr)];
+}
+
+MONRACE_IDX real_r_idx(monster_type *m_ptr)
+{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Extract real race */
if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
{
if (r_ptr->flags1 & RF1_UNIQUE)
- return &r_info[MON_CHAMELEON_K];
+ return MON_CHAMELEON_K;
else
- return &r_info[MON_CHAMELEON];
+ return MON_CHAMELEON;
}
else
{
- return r_ptr;
+ return m_ptr->r_idx;
}
}
void delete_monster_idx(MONSTER_IDX i)
{
POSITION x, y;
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
OBJECT_IDX this_o_idx, next_o_idx = 0;
- /* Get location */
y = m_ptr->fy;
x = m_ptr->fx;
real_r_ptr(m_ptr)->cur_num--;
/* Hack -- count the number of "reproducers" */
- if (r_ptr->flags2 & (RF2_MULTIPLY)) num_repro--;
+ if (r_ptr->flags2 & (RF2_MULTIPLY)) current_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_MONFEAR(m_ptr)) (void)set_monster_monfear(i, 0);
if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(i, 0, FALSE);
-
/* Hack -- remove target monster */
if (i == target_who) target_who = 0;
if (p_ptr->riding == i) p_ptr->riding = 0;
/* Monster is gone */
- cave[y][x].m_idx = 0;
-
+ current_floor_ptr->grid_array[y][x].m_idx = 0;
- /* Delete objects */
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/*
* to prevent calling lite_spot()
*/
- /* Delete the object */
delete_object_idx(this_o_idx);
}
-
- if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
-
-
- /* Wipe the Monster */
(void)WIPE(m_ptr, monster_type);
/* Count monsters */
m_cnt--;
- /* Visual update */
lite_spot(y, x);
-
- /* Update some things */
if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+ {
p_ptr->update |= (PU_MON_LITE);
+ }
}
*/
void delete_monster(POSITION y, POSITION x)
{
- cave_type *c_ptr;
-
- /* Paranoia */
+ grid_type *g_ptr;
if (!in_bounds(y, x)) return;
/* Check the grid */
- c_ptr = &cave[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Delete the monster (if any) */
- if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
+ if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
}
* @param i2 配列移動先添字
* @return なし
*/
-static void compact_monsters_aux(IDX i1, IDX i2)
+static void compact_monsters_aux(MONSTER_IDX i1, MONSTER_IDX i2)
{
- int y, x, i;
-
- cave_type *c_ptr;
-
+ POSITION y, x;
+ int i;
+ grid_type *g_ptr;
monster_type *m_ptr;
-
- s16b this_o_idx, next_o_idx = 0;
-
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Do nothing */
if (i1 == i2) return;
-
/* Old monster */
- m_ptr = &m_list[i1];
+ m_ptr = ¤t_floor_ptr->m_list[i1];
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
/* Cave grid */
- c_ptr = &cave[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
- /* Update the cave */
- c_ptr->m_idx = i2;
+ /* Update the current_floor_ptr->grid_array */
+ 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_type *o_ptr;
-
- /* Acquire object */
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/* Reset monster pointer */
{
for (i = 1; i < m_max; i++)
{
- monster_type *m2_ptr = &m_list[i];
+ monster_type *m2_ptr = ¤t_floor_ptr->m_list[i];
if (m2_ptr->parent_m_idx == i1)
m2_ptr->parent_m_idx = i2;
}
/* Structure copy */
- (void)COPY(&m_list[i2], &m_list[i1], monster_type);
+ (void)COPY(¤t_floor_ptr->m_list[i2], ¤t_floor_ptr->m_list[i1], monster_type);
/* Wipe the hole */
- (void)WIPE(&m_list[i1], monster_type);
+ (void)WIPE(¤t_floor_ptr->m_list[i1], monster_type);
for (i = 0; i < MAX_MTIMED; i++)
{
int mproc_idx = get_mproc_idx(i1, i);
- if (mproc_idx >= 0) mproc_list[i][mproc_idx] = i2;
+ if (mproc_idx >= 0) current_floor_ptr->mproc_list[i][mproc_idx] = i2;
}
}
/* Check all the monsters */
for (i = 1; i < m_max; i++)
{
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Paranoia -- skip "dead" monsters */
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
/* Hack -- High level monsters start out "immune" */
if (r_ptr->level > cur_lev) continue;
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m_name[80];
-
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
}
- /* Delete the monster */
delete_monster_idx(i);
/* Count the monster */
for (i = m_max - 1; i >= 1; i--)
{
/* Get the i'th monster */
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
/* Skip real monsters */
if (m_ptr->r_idx) continue;
/* Delete all the monsters */
for (i = m_max - 1; i >= 1; i--)
{
- monster_type *m_ptr = &m_list[i];
-
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ if (!monster_is_valid(m_ptr)) continue;
/* Monster is gone */
- cave[m_ptr->fy][m_ptr->fx].m_idx = 0;
+ current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
- /* Wipe the Monster */
(void)WIPE(m_ptr, monster_type);
}
/* Reset "m_cnt" */
m_cnt = 0;
- /* Reset "mproc_max[]" */
- for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0;
+ /* Reset "current_floor_ptr->mproc_max[]" */
+ for (i = 0; i < MAX_MTIMED; i++) current_floor_ptr->mproc_max[i] = 0;
/* Hack -- reset "reproducer" count */
- num_repro = 0;
+ current_floor_ptr->num_repro = 0;
/* Hack -- no more target */
target_who = 0;
{
MONSTER_IDX i;
-
/* Normal allocation */
- if (m_max < max_m_idx)
+ if (m_max < current_floor_ptr->max_m_idx)
{
/* Access the next hole */
i = m_max;
return (i);
}
-
/* Recycle dead monsters */
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr;
/* Acquire monster */
- m_ptr = &m_list[i];
+ m_ptr = ¤t_floor_ptr->m_list[i];
/* Skip live monsters */
if (m_ptr->r_idx) continue;
return (i);
}
-
/* Warn the player (except during dungeon creation) */
if (character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
break;
}
-
case SUMMON_KIN:
{
okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
case SUMMON_HI_DRAGON_LIVING:
{
- okay = ((r_ptr->d_char == 'D') && monster_living(r_ptr));
+ okay = ((r_ptr->d_char == 'D') && monster_living(r_idx));
break;
}
case SUMMON_LIVING:
{
- okay = monster_living(r_ptr);
+ okay = monster_living(r_idx);
break;
}
for (i = 0; i < 4; i++)
if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
- okay = (okay && monster_living(r_ptr));
+ okay = (okay && monster_living(r_idx));
break;
}
break;
}
}
-
- /* Result */
/* Since okay is int, "return (okay);" is not correct. */
return (bool)(okay ? TRUE : FALSE);
}
*/
static bool restrict_monster_to_dungeon(MONRACE_IDX r_idx)
{
- dungeon_info_type *d_ptr = &d_info[dungeon_type];
+ dungeon_type *d_ptr = &d_info[p_ptr->dungeon_idx];
monster_race *r_ptr = &r_info[r_idx];
byte a;
}
if (d_ptr->flags1 & DF1_BEGINNER)
{
- if (r_ptr->level > dun_level)
+ if (r_ptr->level > current_floor_ptr->dun_level)
return FALSE;
}
* @param monster_hook2 制限関数2
* @return エラーコード
*/
-errr get_mon_num_prep(monster_hook_type monster_hook,
- monster_hook_type monster_hook2)
+errr get_mon_num_prep(monsterrace_hook_type monster_hook,
+ monsterrace_hook_type monster_hook2)
{
int i;
/* Scan the allocation table */
for (i = 0; i < alloc_race_size; i++)
{
- monster_race *r_ptr;
+ monster_race *r_ptr;
/* Get the entry */
alloc_entry *entry = &alloc_race_table[i];
/* Depth Monsters never appear out of depth */
if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
- (r_ptr->level > dun_level))
+ (r_ptr->level > current_floor_ptr->dun_level))
continue;
}
/* Accept this monster */
entry->prob2 = entry->prob1;
- if (dun_level && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest)) && !restrict_monster_to_dungeon(entry->index) && !p_ptr->inside_battle)
+ if (current_floor_ptr->dun_level && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest)) && !restrict_monster_to_dungeon(entry->index) && !p_ptr->inside_battle)
{
- int hoge = entry->prob2 * d_info[dungeon_type].special_div;
+ int hoge = entry->prob2 * d_info[p_ptr->dungeon_idx].special_div;
entry->prob2 = hoge / 64;
if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
}
return (0);
}
-/*!
- * @brief 平方根を切り捨て整数で返す
- * @param n 数値
- * @return 平方根
- */
-static int mysqrt(int n)
-{
- int tmp = n>>1;
- int tasu = 10;
- int kaeriti = 1;
-
- if (!tmp)
- {
- if (n) return 1;
- else return 0;
- }
-
- while(tmp)
- {
- if ((n/tmp) < tmp)
- {
- tmp >>= 1;
- }
- else break;
- }
- kaeriti = tmp;
- while(tasu)
- {
- if ((n/tmp) < tmp)
- {
- tasu--;
- tmp = kaeriti;
- }
- else
- {
- kaeriti = tmp;
- tmp += tasu;
- }
- }
- return kaeriti;
-}
/*!
* @brief 生成モンスター種族を1種生成テーブルから選択する
*/
MONRACE_IDX get_mon_num(DEPTH level)
{
- int i, j, p;
- int r_idx;
- long value, total;
- monster_race *r_ptr;
- alloc_entry *table = alloc_race_table;
+ int i, j, p;
+ MONRACE_IDX r_idx;
+ long value, total;
+ monster_race *r_ptr;
+ alloc_entry *table = alloc_race_table;
int pls_kakuritu, pls_level;
int delay = mysqrt(level * 10000L) + 400L;
- if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
-
- pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
- pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10)) ;
+ 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)) ;
- if (d_info[dungeon_type].flags1 & DF1_MAZE)
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_MAZE)
{
pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
if (pls_kakuritu < 2) pls_kakuritu = 2;
}
/* Boost the level */
- if (!p_ptr->inside_battle && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
+ if (!p_ptr->inside_battle && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
{
/* Nightmare mode allows more out-of depth monsters */
if (ironman_nightmare && !randint0(pls_kakuritu))
}
}
+ if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
+ if (level < 0) level = 0;
+
/* Reset total */
total = 0L;
/* Keep the "best" one */
if (table[i].level < table[j].level) i = j;
}
-
- /* Result */
return (table[i].index);
}
*/
void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
{
- cptr res;
+ concptr res;
monster_race *r_ptr;
- cptr name;
+ concptr name;
char buf[128];
- char silly_name[1024];
+ GAME_TEXT silly_name[1024];
bool seen, pron;
bool named = FALSE;
else if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
{
/* The monster is visible, so use its gender */
-#ifdef JP
- if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "彼女自身");
- else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "彼自身");
- else strcpy(desc, "それ自身");
-#else
- if (r_ptr->flags1 & RF1_FEMALE) strcpy(desc, "herself");
- else if (r_ptr->flags1 & RF1_MALE) strcpy(desc, "himself");
- else strcpy(desc, "itself");
-#endif
+ 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"));
}
/* Inside monster arena, and it is not your mount */
else if (p_ptr->inside_battle &&
- !(p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr)))
+ !(p_ptr->riding && (¤t_floor_ptr->m_list[p_ptr->riding] == m_ptr)))
{
/* It is a fake unique monster */
(void)sprintf(desc, _("%sもどき", "fake %s"), name);
strcat(desc,buf);
}
- if (p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr))
+ if (p_ptr->riding && (¤t_floor_ptr->m_list[p_ptr->riding] == m_ptr))
{
strcat(desc,_("(乗馬中)", "(riding)"));
}
}
}
+/*!
+* @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 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)
+{
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ monster_desc(m_name, m_ptr, 0x00);
+}
/*!
/* Update monster recall window */
if (p_ptr->monster_race_idx == r_idx)
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
*/
void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
{
- monster_type *m_ptr = &m_list[m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Update monster recall window */
if (p_ptr->monster_race_idx == m_ptr->r_idx)
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
}
/*!
- * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
- * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
- * @param necro 暗黒領域魔法の詠唱失敗によるものならばTRUEを返す
- * @return なし
- */
-void sanity_blast(monster_type *m_ptr, bool necro)
-{
- int power = 100;
-
- if (p_ptr->inside_battle || !character_dungeon) return;
-
- if (!necro && m_ptr)
- {
- char m_name[80];
- monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
-
- power = r_ptr->level / 2;
-
- monster_desc(m_name, m_ptr, 0);
-
- if (!(r_ptr->flags1 & RF1_UNIQUE))
- {
- if (r_ptr->flags1 & RF1_FRIENDS)
- power /= 2;
- }
- else power *= 2;
-
- if (!is_loading_now)
- return; /* No effect yet, just loaded... */
-
- if (!m_ptr->ml)
- return; /* Cannot see it for some reason */
-
- if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
- return; /* oops */
-
- if (is_pet(m_ptr))
- return; /* Pet eldritch horrors are safe most of the time */
-
- if (randint1(100) > power) return;
-
- if (saving_throw(p_ptr->skill_sav - power))
- {
- return; /* Save, no adverse effects */
- }
-
- if (p_ptr->image)
- {
- /* Something silly happens... */
-#ifdef JP
- msg_format("%s%sの顔を見てしまった!",
- funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
-#else
- msg_format("You behold the %s visage of %s!",
- funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
-#endif
-
- if (one_in_(3))
- {
- msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
- p_ptr->image = p_ptr->image + randint1(r_ptr->level);
- }
-
- return; /* Never mind; we can't see it clearly enough */
- }
-
- /* Something frightening happens... */
-#ifdef JP
- msg_format("%s%sの顔を見てしまった!",
- horror_desc[randint0(MAX_SAN_HORROR)], m_name);
-#else
- msg_format("You behold the %s visage of %s!",
- horror_desc[randint0(MAX_SAN_HORROR)], m_name);
-#endif
-
- r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
-
- /* Demon characters are unaffected */
- if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
- if (p_ptr->wizard) return;
-
- /* Undead characters are 50% likely to be unaffected */
- if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
- || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
- (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
- {
- if (saving_throw(25 + p_ptr->lev)) return;
- }
- }
- else if(!necro)
- {
- monster_race *r_ptr;
- char m_name[80];
- cptr desc;
-
- get_mon_num_prep(get_nightmare, NULL);
-
- r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
- power = r_ptr->level + 10;
- desc = r_name + r_ptr->name;
-
- get_mon_num_prep(NULL, NULL);
-
- /* Describe it */
-#ifndef JP
- if (!(r_ptr->flags1 & RF1_UNIQUE))
- sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
- else
-#endif
- sprintf(m_name, "%s", desc);
-
- if (!(r_ptr->flags1 & RF1_UNIQUE))
- {
- if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
- }
- else power *= 2;
-
- if (saving_throw(p_ptr->skill_sav * 100 / power))
- {
- msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
- /* Safe */
- return;
- }
-
- if (p_ptr->image)
- {
- /* Something silly happens... */
- msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
- funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
-
- if (one_in_(3))
- {
- msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
- p_ptr->image = p_ptr->image + randint1(r_ptr->level);
- }
-
- /* Never mind; we can't see it clearly enough */
- return;
- }
-
- /* Something frightening happens... */
- msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
- horror_desc[randint0(MAX_SAN_HORROR)], desc);
-
- r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
-
- if (!p_ptr->mimic_form)
- {
- switch (p_ptr->prace)
- {
- /* Demons may make a saving throw */
- case RACE_IMP:
- case RACE_DEMON:
- if (saving_throw(20 + p_ptr->lev)) return;
- break;
- /* Undead may make a saving throw */
- case RACE_SKELETON:
- case RACE_ZOMBIE:
- case RACE_SPECTRE:
- case RACE_VAMPIRE:
- if (saving_throw(10 + p_ptr->lev)) return;
- break;
- }
- }
- else
- {
- /* Demons may make a saving throw */
- if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
- {
- if (saving_throw(20 + p_ptr->lev)) return;
- }
- /* Undead may make a saving throw */
- else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
- {
- if (saving_throw(10 + p_ptr->lev)) return;
- }
- }
- }
- else
- {
- msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!"));
- }
-
- if (saving_throw(p_ptr->skill_sav - power))
- {
- return;
- }
-
- 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));
-
- 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);
- }
- if (!p_ptr->free_act)
- {
- (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
- }
- if (!p_ptr->resist_chaos)
- {
- (void)set_image(p_ptr->image + randint0(250) + 150);
- }
- break;
- case 17:
- case 18:
- case 19:
- case 20:
- case 21:
- /* Amnesia */
- if (lose_all_info())
- msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
- break;
- }
-
- p_ptr->update |= PU_BONUS;
- handle_stuff();
-}
-
-/*!
* @brief モンスターの各情報を更新する / This function updates the monster record of the given monster
* @param m_idx 更新するモンスター情報のID
* @param full プレイヤーとの距離更新を行うならばtrue
* "disturb_near" (monster which is "easily" viewable moves in some
* way). Note that "moves" includes "appears" and "disappears".
*/
-void update_mon(MONSTER_IDX m_idx, bool full)
+void update_monster(MONSTER_IDX m_idx, bool full)
{
- monster_type *m_ptr = &m_list[m_idx];
-
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
bool do_disturb = disturb_move;
- int d;
+ POSITION d;
/* Current location */
- int fy = m_ptr->fy;
- int fx = m_ptr->fx;
+ POSITION fy = m_ptr->fy;
+ POSITION fx = m_ptr->fx;
/* Seen at all */
bool flag = FALSE;
bool easy = FALSE;
/* Non-Ninja player in the darkness */
- bool in_darkness = (d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto;
+ bool in_darkness = (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto;
/* Do disturb? */
if (disturb_high)
}
}
- /* Magical sensing */
if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
{
flag = TRUE;
if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
}
- /* Magical sensing */
if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
{
flag = TRUE;
if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
}
- /* Magical sensing */
if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
{
flag = TRUE;
if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
}
- /* Magical sensing */
if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
{
flag = TRUE;
if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
}
- /* Magical sensing */
if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
{
flag = TRUE;
if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
}
- /* Magical sensing */
if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
{
flag = TRUE;
if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
}
- /* Magical sensing */
if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
{
flag = TRUE;
if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
}
- /* Magical sensing */
if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
{
flag = TRUE;
if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
}
- /* Magical sensing */
if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
{
flag = TRUE;
if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
}
- /* Magical sensing */
if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
{
flag = TRUE;
if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
}
- /* Magical sensing */
if ((p_ptr->esp_nonliving) &&
((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
{
if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
}
- /* Magical sensing */
if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
{
flag = TRUE;
/* Handle "cold blooded" monsters */
if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
{
- /* Take note */
do_cold_blood = TRUE;
}
/* Handle "invisible" monsters */
if (r_ptr->flags2 & (RF2_INVISIBLE))
{
- /* Take note */
do_invisible = TRUE;
/* See invisible */
if (disturb_near && (projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)))
{
if (disturb_pets || is_hostile(m_ptr))
- disturb(1, 1);
+ disturb(TRUE, TRUE);
}
}
}
if (do_disturb)
{
if (disturb_pets || is_hostile(m_ptr))
- disturb(1, 1);
+ disturb(TRUE, TRUE);
}
}
}
if (do_disturb)
{
if (disturb_pets || is_hostile(m_ptr))
- disturb(1, 1);
+ disturb(TRUE, TRUE);
}
}
}
if (do_disturb)
{
if (disturb_pets || is_hostile(m_ptr))
- disturb(1, 1);
+ disturb(TRUE, TRUE);
}
}
}
*/
void update_monsters(bool full)
{
- IDX i;
+ MONSTER_IDX i;
/* Update each (live) monster */
for (i = 1; i < m_max; i++)
{
- monster_type *m_ptr = &m_list[i];
-
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
-
- /* Update the monster */
- update_mon(i, full);
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ if (!monster_is_valid(m_ptr)) continue;
+ update_monster(i, full);
}
}
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];
+ monster_type *m_ptr = ¤t_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(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
+ if (!monster_can_cross_terrain(current_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(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
+ if (monster_has_hostile_align(¤t_floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
}
return TRUE;
* @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
+ * @todo グローバル変数対策の上 monster_hook.cへ移す。
*/
static bool monster_hook_chameleon(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
- monster_type *m_ptr = &m_list[chameleon_change_m_idx];
+ monster_type *m_ptr = ¤t_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(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
+ if (!monster_can_cross_terrain(current_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(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
+ if (monster_has_hostile_align(¤t_floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
}
return (*(get_monster_hook()))(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];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
monster_race *r_ptr;
- char old_m_name[80];
+ char old_m_name[MAX_NLEN];
bool old_unique = FALSE;
int old_r_idx = m_ptr->r_idx;
if (old_unique)
level = r_info[MON_CHAMELEON_K].level;
- else if (!dun_level)
+ else if (!current_floor_ptr->dun_level)
level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
else
- level = dun_level;
+ level = current_floor_ptr->dun_level;
- if (d_info[dungeon_type].flags1 & DF1_CHAMELEON) level+= 2+randint1(3);
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON) level+= 2+randint1(3);
r_idx = get_mon_num(level);
r_ptr = &r_info[r_idx];
chameleon_change_m_idx = 0;
-
- /* Paranoia */
if (!r_idx) return;
}
- if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
-
m_ptr->r_idx = r_idx;
m_ptr->ap_r_idx = r_idx;
- update_mon(m_idx, FALSE);
+ update_monster(m_idx, FALSE);
lite_spot(m_ptr->fy, m_ptr->fx);
if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
(r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
p_ptr->update |= (PU_MON_LITE);
- if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
-
if (born)
{
/* Sub-alignment of a chameleon */
if (m_idx == p_ptr->riding)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
if (!(r_ptr->flags7 & RF7_RIDING))
* @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
+ * @todo グローバル変数対策の上 monster_hook.cへ移す。
*/
static bool monster_hook_tanuki(MONRACE_IDX 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(MONRACE_IDX r_idx)
+static MONRACE_IDX initial_r_appearance(MONRACE_IDX r_idx, BIT_FLAGS generate_mode)
{
int attempts = 1000;
+ MONRACE_IDX ap_r_idx;
+ DEPTH min = MIN(current_floor_ptr->base_level - 5, 50);
- IDX ap_r_idx;
- DEPTH min = MIN(base_level-5, 50);
+ if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN && !(generate_mode & (PM_MULTIPLY | PM_KAGE)))
+ {
+ if (current_floor_ptr->base_level == 0 || one_in_(5)) return MON_ALIEN_JURAL;
+ }
if (!(r_info[r_idx].flags7 & RF7_TANUKI))
return r_idx;
while (--attempts)
{
- ap_r_idx = get_mon_num(base_level + 10);
+ ap_r_idx = get_mon_num(current_floor_ptr->base_level + 10);
if (r_info[ap_r_idx].level >= min) return ap_r_idx;
}
* @param r_ptr モンスター種族の参照ポインタ
* @return 加速値
*/
-byte get_mspeed(monster_race *r_ptr)
+SPEED get_mspeed(monster_race *r_ptr)
{
/* Extract the monster base speed */
- int mspeed = r_ptr->speed;
+ SPEED mspeed = r_ptr->speed;
/* Hack -- small racial variety */
if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->inside_arena)
if (mspeed > 199) mspeed = 199;
- return (byte)mspeed;
+ return mspeed;
}
*
* This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
*
- * XXX XXX XXX Use special "here" and "dead" flags for unique monsters,
+ * Use special "here" and "dead" flags for unique monsters,
* remove old "cur_num" and "max_num" fields.
*
- * XXX XXX XXX Actually, do something similar for artifacts, to simplify
+ * Actually, do something similar for artifacts, to simplify
* the "preserve" mode, and to make the "what artifacts" flag more useful.
*
* This is the only function which may place a monster in the dungeon,
*/
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];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
monster_type *m_ptr;
monster_race *r_ptr = &r_info[r_idx];
- cptr name = (r_name + r_ptr->name);
+ concptr name = (r_name + r_ptr->name);
int cmi;
/* Verify location */
if (!in_bounds(y, x)) return (FALSE);
-
- /* Paranoia */
if (!r_idx) return (FALSE);
-
- /* Paranoia */
if (!r_ptr->name) return (FALSE);
if (!(mode & PM_IGNORE_TERRAIN))
}
/* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
- if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (dun_level < r_ptr->level) &&
+ if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (current_floor_ptr->dun_level < r_ptr->level) &&
(!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
{
/* Cannot create */
}
}
- if (quest_number(dun_level))
+ if (quest_number(current_floor_ptr->dun_level))
{
- int hoge = quest_number(dun_level);
+ int hoge = quest_number(current_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)
number_mon = 0;
/* Count all quest monsters */
- for (i2 = 0; i2 < cur_wid; ++i2)
- for (j2 = 0; j2 < cur_hgt; j2++)
- if (cave[j2][i2].m_idx > 0)
- if (m_list[cave[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
+ for (i2 = 0; i2 < current_floor_ptr->width; ++i2)
+ for (j2 = 0; j2 < current_floor_ptr->height; j2++)
+ if (current_floor_ptr->grid_array[j2][i2].m_idx > 0)
+ if (current_floor_ptr->m_list[current_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)
return FALSE;
}
}
- if (is_glyph_grid(c_ptr))
+ if (is_glyph_grid(g_ptr))
{
if (randint1(BREAK_GLYPH) < (r_ptr->level+20))
{
/* Describe observable breakage */
- if (c_ptr->info & CAVE_MARK)
+ if (g_ptr->info & CAVE_MARK)
{
msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
}
/* Forget the rune */
- c_ptr->info &= ~(CAVE_MARK);
+ g_ptr->info &= ~(CAVE_MARK);
/* Break the rune */
- c_ptr->info &= ~(CAVE_OBJECT);
- c_ptr->mimic = 0;
+ g_ptr->info &= ~(CAVE_OBJECT);
+ g_ptr->mimic = 0;
- /* Notice */
note_spot(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 */
- c_ptr->m_idx = m_pop();
- hack_m_idx_ii = c_ptr->m_idx;
+ g_ptr->m_idx = m_pop();
+ hack_m_idx_ii = g_ptr->m_idx;
/* Mega-Hack -- catch "failure" */
- if (!c_ptr->m_idx) return (FALSE);
+ if (!g_ptr->m_idx) return (FALSE);
/* Get a new monster record */
- m_ptr = &m_list[c_ptr->m_idx];
+ m_ptr = ¤t_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);
+ m_ptr->ap_r_idx = initial_r_appearance(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(&m_list[who]))
+ if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(¤t_floor_ptr->m_list[who]))
{
- m_ptr->ap_r_idx = m_list[who].ap_r_idx;
+ m_ptr->ap_r_idx = current_floor_ptr->m_list[who].ap_r_idx;
/* Hack -- Shadower spawns Shadower */
- if (m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
+ if (current_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 = m_list[who].sub_align;
+ m_ptr->sub_align = current_floor_ptr->m_list[who].sub_align;
else
{
m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
/* Your pet summons its pet. */
- if (who > 0 && is_pet(&m_list[who]))
+ if (who > 0 && is_pet(¤t_floor_ptr->m_list[who]))
{
mode |= PM_FORCE_PET;
m_ptr->parent_m_idx = who;
if (r_ptr->flags7 & RF7_CHAMELEON)
{
- choose_new_monster(c_ptr->m_idx, TRUE, 0);
+ choose_new_monster(g_ptr->m_idx, TRUE, 0);
r_ptr = &r_info[m_ptr->r_idx];
m_ptr->mflag2 |= MFLAG2_CHAMELEON;
if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
{
int val = r_ptr->sleep;
- (void)set_monster_csleep(c_ptr->m_idx, (val * 2) + randint1(val * 10));
+ (void)set_monster_csleep(g_ptr->m_idx, (val * 2) + randint1(val * 10));
}
/* Assign maximal hitpoints */
/* Extract the monster base speed */
m_ptr->mspeed = get_mspeed(r_ptr);
- if (mode & PM_HASTE) (void)set_monster_fast(c_ptr->m_idx, 100);
+ if (mode & PM_HASTE) (void)set_monster_fast(g_ptr->m_idx, 100);
/* Give a random starting energy */
if (!ironman_nightmare)
}
/* Hack -- see "process_monsters()" */
- if (c_ptr->m_idx < hack_m_idx)
+ if (g_ptr->m_idx < hack_m_idx)
{
/* Monster is still being born */
m_ptr->mflag |= (MFLAG_BORN);
p_ptr->update |= (PU_MON_LITE);
else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
p_ptr->update |= (PU_MON_LITE);
-
- /* Update the monster */
- update_mon(c_ptr->m_idx, TRUE);
+ update_monster(g_ptr->m_idx, TRUE);
/* Count the monsters on the level */
real_r_ptr(m_ptr)->floor_id = p_ptr->floor_id;
/* Hack -- Count the number of "reproducers" */
- if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
+ if (r_ptr->flags2 & RF2_MULTIPLY) current_floor_ptr->num_repro++;
/* Hack -- Notice new multi-hued monsters */
{
{
if (r_ptr->flags1 & RF1_UNIQUE)
{
- cptr color;
+ concptr color;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
if (r_ptr->level > p_ptr->lev + 30)
color = _("黒く", "black");
}
}
- if (is_explosive_rune_grid(c_ptr))
+ if (is_explosive_rune_grid(g_ptr))
{
/* Break the ward */
if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
{
/* Describe observable breakage */
- if (c_ptr->info & CAVE_MARK)
+ if (g_ptr->info & CAVE_MARK)
{
msg_print(_("ルーンが爆発した!", "The rune explodes!"));
project(0, 2, y, x, 2 * (p_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
}
/* Forget the rune */
- c_ptr->info &= ~(CAVE_MARK);
+ g_ptr->info &= ~(CAVE_MARK);
/* Break the rune */
- c_ptr->info &= ~(CAVE_OBJECT);
- c_ptr->mimic = 0;
+ g_ptr->info &= ~(CAVE_OBJECT);
+ g_ptr->mimic = 0;
note_spot(y, x);
lite_spot(y, x);
#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がり近い位置に生成する / improved version of scatter() for place monster
+ * @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 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
*/
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];
+ POSITION place_x[MON_SCAT_MAXD];
+ POSITION place_y[MON_SCAT_MAXD];
int num[MON_SCAT_MAXD];
int i;
- int nx, ny;
+ POSITION nx, ny;
if (max_dist >= MON_SCAT_MAXD)
return FALSE;
* @param mode 生成オプション
* @return 成功したらtrue
*/
-static bool place_monster_group(IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
+static bool place_monster_group(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
monster_race *r_ptr = &r_info[r_idx];
total = randint1(10);
/* Hard monsters, small groups */
- if (r_ptr->level > dun_level)
+ if (r_ptr->level > current_floor_ptr->dun_level)
{
- extra = r_ptr->level - dun_level;
+ extra = r_ptr->level - current_floor_ptr->dun_level;
extra = 0 - randint1(extra);
}
/* Easy monsters, large groups */
- else if (r_ptr->level < dun_level)
+ else if (r_ptr->level < current_floor_ptr->dun_level)
{
- extra = dun_level - r_ptr->level;
+ extra = current_floor_ptr->dun_level - r_ptr->level;
extra = randint1(extra);
}
* @brief 護衛対象となるモンスター種族IDを渡すグローバル変数 / Hack -- help pick an escort type
* @todo 関数ポインタの都合を配慮しながら、グローバル変数place_monster_idxを除去し、関数引数化する
*/
-static IDX place_monster_idx = 0;
+static MONSTER_IDX place_monster_idx = 0;
/*!
* @var place_monster_m_idx
* @brief 護衛対象となるモンスターIDを渡すグローバル変数 / Hack -- help pick an escort type
* @todo 関数ポインタの都合を配慮しながら、グローバル変数place_monster_m_idxを除去し、関数引数化する
*/
-static IDX place_monster_m_idx = 0;
+static MONSTER_IDX place_monster_m_idx = 0;
/*!
* @brief モンスター種族が召喚主の護衛となれるかどうかをチェックする / Hack -- help pick an escort type
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];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[place_monster_m_idx];
monster_race *z_ptr = &r_info[r_idx];
if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
return FALSE;
- /* Okay */
return (TRUE);
}
/* Require empty grids */
if (!cave_empty_bold2(ny, nx)) continue;
-
- /* Prepare allocation table */
get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx));
/* Pick a random race */
bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
{
MONRACE_IDX r_idx;
-
- /* Prepare allocation table */
get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
/* Pick a monster */
- r_idx = get_mon_num(monster_level);
+ r_idx = get_mon_num(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);
- /* Oops */
return (FALSE);
}
-
-#ifdef MONSTER_HORDES
-
/*!
* @brief 指定地点に1種類のモンスター種族による群れを生成する
* @param y 生成地点y座標
int attempts = 1000;
POSITION cy = y;
POSITION cx = x;
-
- /* Prepare allocation table */
get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
while (--attempts)
{
/* Pick a monster */
- r_idx = get_mon_num(monster_level);
+ r_idx = get_mon_num(current_floor_ptr->monster_level);
/* Handle failure */
if (!r_idx) return (FALSE);
if (attempts < 1) return FALSE;
- m_idx = cave[y][x].m_idx;
+ m_idx = current_floor_ptr->grid_array[y][x].m_idx;
- if (m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[m_list[m_idx].r_idx];
- summon_kin_type = r_ptr->d_char;
+ if (current_floor_ptr->m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[current_floor_ptr->m_list[m_idx].r_idx];
for (attempts = randint1(10) + 5; attempts; attempts--)
{
scatter(&cy, &cx, y, x, 5, 0);
- (void)summon_specific(m_idx, cy, cx, dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
+ (void)summon_specific(m_idx, cy, cx, current_floor_ptr->dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP, r_ptr->d_char);
y = cy;
x = cx;
}
+ if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), r_ptr->d_char);
return TRUE;
}
-#endif /* MONSTER_HORDES */
-
-
/*!
* @brief ダンジョンの主生成を試みる / Put the Guardian
* @param def_val 現在の主の生成状態
*/
bool alloc_guardian(bool def_val)
{
- MONRACE_IDX guardian = d_info[dungeon_type].final_guardian;
+ MONRACE_IDX guardian = d_info[p_ptr->dungeon_idx].final_guardian;
- if (guardian && (d_info[dungeon_type].maxdepth == dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
+ if (guardian && (d_info[p_ptr->dungeon_idx].maxdepth == current_floor_ptr->dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
{
- int oy;
- int ox;
+ POSITION oy;
+ POSITION ox;
int try_count = 4000;
/* Find a good position */
while (try_count)
{
/* Get a random spot */
- oy = randint1(cur_hgt - 4) + 2;
- ox = randint1(cur_wid - 4) + 2;
+ oy = randint1(current_floor_ptr->height - 4) + 2;
+ ox = randint1(current_floor_ptr->width - 4) + 2;
/* Is it a good spot ? */
- if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[guardian], 0))
+ if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(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;
* @details
* Place the monster at least "dis" distance from the player.
* Use "slp" to choose the initial "sleep" status
- * Use "monster_level" for the monster level
+ * Use "current_floor_ptr->monster_level" for the monster level
*/
bool alloc_monster(POSITION dis, BIT_FLAGS mode)
{
- int y = 0, x = 0;
+ POSITION y = 0, x = 0;
int attempts_left = 10000;
/* Put the Guardian */
while (attempts_left--)
{
/* Pick a location */
- y = randint0(cur_hgt);
- x = randint0(cur_wid);
+ y = randint0(current_floor_ptr->height);
+ x = randint0(current_floor_ptr->width);
/* Require empty floor grid (was "naked") */
- if (dun_level)
+ if (current_floor_ptr->dun_level)
{
if (!cave_empty_bold2(y, x)) continue;
}
}
-#ifdef MONSTER_HORDES
- if (randint1(5000) <= dun_level)
+ if (randint1(5000) <= current_floor_ptr->dun_level)
{
if (alloc_horde(y, x))
{
- if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), summon_kin_type);
return (TRUE);
}
}
else
{
-#endif /* MONSTER_HORDES */
-
/* Attempt to place the monster, allow groups */
if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return (TRUE);
-
-#ifdef MONSTER_HORDES
}
-#endif /* MONSTER_HORDES */
- /* Nope */
return (FALSE);
}
/* Hack -- identify the summoning monster */
if (summon_specific_who > 0)
{
- monster_type *m_ptr = &m_list[summon_specific_who];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[summon_specific_who];
/* Do not summon enemies */
monster_has_hostile_align(NULL, 10, -10, r_ptr))
return FALSE;
- if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[dungeon_type].flags1 & DF1_CHAMELEON)) return TRUE;
+ if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON)) return TRUE;
return (summon_specific_aux(r_idx));
}
*
* Note that this function may not succeed, though this is very rare.
*/
-bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
+bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode, SYMBOL_CODE symbol)
{
POSITION x, y;
MONRACE_IDX r_idx;
/* Save the "summon" type */
summon_specific_type = type;
- summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
+ summon_kin_type = symbol;
- /* Prepare allocation table */
+ summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
/* Pick a monster, using the level calculation */
- r_idx = get_mon_num((dun_level + lev) / 2 + 5);
+ r_idx = get_mon_num((current_floor_ptr->dun_level + lev) / 2 + 5);
/* Handle failure */
if (!r_idx)
* @param mode 生成オプション
* @return 召喚できたらtrueを返す
*/
-bool summon_named_creature (MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
+bool summon_named_creature(MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
POSITION x, y;
-
- /* Paranoia */
/* if (!r_idx) return; */
/* Prevent illegal monsters */
*/
bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
{
- monster_type *m_ptr = &m_list[m_idx];
-
+ monster_type *m_ptr = ¤t_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))
/* Hack -- Transfer "clone" flag */
if (clone || (m_ptr->smart & SM_CLONED))
{
- m_list[hack_m_idx_ii].smart |= SM_CLONED;
- m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
+ current_floor_ptr->m_list[hack_m_idx_ii].smart |= SM_CLONED;
+ current_floor_ptr->m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
}
return TRUE;
*/
void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
{
- long oldhp, newhp, tmp;
- int percentage;
+ HIT_POINT oldhp, newhp;
+ HIT_POINT tmp;
+ PERCENTAGE percentage;
- monster_type *m_ptr = &m_list[m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
- /* Get the monster name */
monster_desc(m_name, m_ptr, 0);
if(dam == 0) // Notice non-damage
}
/* Note -- subtle fix -CFT */
- newhp = (long)(m_ptr->hp);
- oldhp = newhp + (long)(dam);
+ newhp = m_ptr->hp;
+ oldhp = newhp + dam;
tmp = (newhp * 100L) / oldhp;
- percentage = (int)(tmp);
+ percentage = tmp;
if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
{
*/
void update_smart_learn(MONSTER_IDX m_idx, int what)
{
- monster_type *m_ptr = &m_list[m_idx];
-
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
/* Not allowed to learn */
if (!smart_learn) return;
/* Not intelligent, only learn sometimes */
if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
-
- /* XXX XXX XXX */
-
/* Analyze the knowledge */
switch (what)
{
/*!
- * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
- * @param x 配置先X座標
- * @param y 配置先Y座標
- * @return 配置に成功したらTRUE
- */
-bool player_place(POSITION y, POSITION x)
-{
- /* Paranoia XXX XXX */
- if (cave[y][x].m_idx != 0) return FALSE;
-
- /* Save player location */
- p_ptr->y = y;
- p_ptr->x = x;
-
- /* Success */
- return TRUE;
-}
-
-
-/*!
* @brief モンスターが盗みや拾いで確保していたアイテムを全てドロップさせる / Drop all items carried by a monster
* @param m_ptr モンスター参照ポインタ
* @return なし
*/
void monster_drop_carried_objects(monster_type *m_ptr)
{
- s16b this_o_idx, next_o_idx = 0;
+ 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)
{
- /* Acquire object */
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
-
- /* Get local object */
q_ptr = &forge;
/* Copy the object */
/* Forget monster */
q_ptr->held_m_idx = 0;
- /* Delete the object */
delete_object_idx(this_o_idx);
/* Drop it */