*/
#include "angband.h"
+#include "util.h"
+
#include "cmd-pet.h"
+#include "dungeon.h"
+#include "floor.h"
+#include "object-flavor.h"
#include "monsterrace-hook.h"
#include "monster-status.h"
-#include "projection.h"
#include "monster.h"
+#include "spells.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"
+#include "files.h"
+#include "view-mainwindow.h"
+#include "world.h"
+#include "monsterrace.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)
- */
-concptr 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)
- */
-concptr 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
- */
-concptr 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
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;
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- 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;
/*
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--;
+ current_floor_ptr->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)
{
grid_type *g_ptr;
-
- /* Paranoia */
if (!in_bounds(y, x)) return;
/* Check the grid */
* @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)
{
POSITION y, x;
int i;
if (i1 == i2) return;
/* Old monster */
- m_ptr = &m_list[i1];
+ m_ptr = ¤t_floor_ptr->m_list[i1];
y = m_ptr->fy;
x = m_ptr->fx;
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- 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 */
/* Hack -- Update parent index */
if (is_pet(m_ptr))
{
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < current_floor_ptr->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;
}
}
cur_dis = 5 * (20 - cnt);
/* Check all the monsters */
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < current_floor_ptr->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;
/* Excise dead monsters (backwards!) */
- for (i = m_max - 1; i >= 1; i--)
+ for (i = current_floor_ptr->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;
/* Move last monster into open hole */
- compact_monsters_aux(m_max - 1, i);
+ compact_monsters_aux(current_floor_ptr->m_max - 1, i);
- /* Compress "m_max" */
- m_max--;
+ /* Compress "current_floor_ptr->m_max" */
+ current_floor_ptr->m_max--;
}
}
}
/* Delete all the monsters */
- for (i = m_max - 1; i >= 1; i--)
+ for (i = current_floor_ptr->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 */
current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
- /* Wipe the Monster */
(void)WIPE(m_ptr, monster_type);
}
/* Hack -- Wipe the racial counter of all monster races */
for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
- /* Reset "m_max" */
- m_max = 1;
+ /* Reset "current_floor_ptr->m_max" */
+ current_floor_ptr->m_max = 1;
- /* Reset "m_cnt" */
- m_cnt = 0;
+ /* Reset "current_floor_ptr->m_cnt" */
+ current_floor_ptr->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 */
current_floor_ptr->num_repro = 0;
MONSTER_IDX i;
/* Normal allocation */
- if (m_max < max_m_idx)
+ if (current_floor_ptr->m_max < current_floor_ptr->max_m_idx)
{
/* Access the next hole */
- i = m_max;
+ i = current_floor_ptr->m_max;
/* Expand the array */
- m_max++;
+ current_floor_ptr->m_max++;
/* Count monsters */
- m_cnt++;
+ current_floor_ptr->m_cnt++;
/* Return the index */
return (i);
}
/* Recycle dead monsters */
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < current_floor_ptr->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;
/* Count monsters */
- m_cnt++;
+ current_floor_ptr->m_cnt++;
/* Use this monster */
return (i);
int pls_kakuritu, pls_level;
int delay = mysqrt(level * 10000L) + 400L;
- 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[p_ptr->dungeon_idx].flags1 & DF1_MAZE)
{
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);
+}
/*!
*/
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];
/*!
- * @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)
- {
- GAME_TEXT m_name[MAX_NLEN];
- 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;
-
- 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... */
- 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);
- }
-
- return; /* Never mind; we can't see it clearly enough */
- }
-
- /* 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)], m_name);
-
- 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;
- GAME_TEXT m_name[MAX_NLEN];
- concptr 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);
-
-#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
*/
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;
-
- /* Current location */
- int fy = m_ptr->fy;
- int fx = m_ptr->fx;
+ POSITION d;
+ POSITION fy = m_ptr->fy;
+ POSITION fx = m_ptr->fx;
/* Seen at all */
bool flag = FALSE;
d = m_ptr->cdis;
}
-
/* Detected */
if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
-
/* Nearby */
if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
{
}
}
- /* 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;
r_ptr->r_sights++;
}
- /* Eldritch Horror */
if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
{
sanity_blast(m_ptr, FALSE);
*/
void update_monsters(bool full)
{
- IDX i;
+ MONSTER_IDX i;
/* Update each (live) monster */
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < current_floor_ptr->m_max; 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;
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;
/* 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;
/* 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[MAX_NLEN];
bool old_unique = FALSE;
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_monster(m_idx, FALSE);
(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 */
* @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;
- IDX ap_r_idx;
- DEPTH min = MIN(current_floor_ptr->base_level-5, 50);
+ MONRACE_IDX ap_r_idx;
+ DEPTH min = MIN(current_floor_ptr->base_level - 5, 50);
- if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
+ 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;
}
* @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;
}
*/
static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
- /* Access the location */
grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
monster_type *m_ptr;
monster_race *r_ptr = &r_info[r_idx];
/* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
if (p_ptr->wild_mode) return FALSE;
- /* 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))
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 (m_list[current_floor_ptr->grid_array[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
+ 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;
/* Get a new monster record */
- m_ptr = &m_list[g_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;
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];
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];
+ 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--)
{
/* 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 */
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;
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];
GAME_TEXT m_name[MAX_NLEN];
*/
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 */
/* Drop objects being carried */
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- 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;
q_ptr = &forge;
- /* Copy the object */
object_copy(q_ptr, o_ptr);
/* Forget monster */
/* Forget objects */
m_ptr->hold_o_idx = 0;
}
+
+/*!
+ * @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 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)
+{
+ monster_type *m_ptr = ¤t_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++)
+ {
+ int ay = my + ddy_ddd[i];
+ int ax = mx + ddx_ddd[i];
+
+ if (!in_bounds(ay, ax)) continue;
+
+ /* Count number of monsters */
+ if (current_floor_ptr->grid_array[ay][ax].m_idx > 0) count++;
+ }
+
+ return count;
+}
\ No newline at end of file