#include "angband.h"
#include "util.h"
-#include "core.h"
+#include "main/sound-definitions-table.h"
+#include "core/system-variables.h"
-#include "cmd-dump.h"
+#include "io/write-diary.h"
+#include "cmd/cmd-dump.h"
#include "cmd-pet.h"
-#include "dungeon.h"
-#include "floor.h"
-#include "object-flavor.h"
+#include "dungeon/dungeon.h"
+#include "effect/effect-characteristics.h"
+#include "object/object-flavor.h"
#include "monsterrace-hook.h"
#include "monster-status.h"
#include "monster.h"
-#include "spells.h"
+#include "spell/spells-type.h"
#include "spells-summon.h"
#include "quest.h"
#include "grid.h"
-#include "player-move.h"
-#include "player-status.h"
-#include "player-race.h"
-#include "player-class.h"
-#include "player-personality.h"
+#include "player/player-move.h"
+#include "player/player-status.h"
+#include "player/player-race.h"
+#include "player/player-class.h"
+#include "player/player-personality.h"
#include "wild.h"
#include "warning.h"
#include "monster-spell.h"
#include "files.h"
-#include "view-mainwindow.h"
-#include "world.h"
+#include "view/display-main-window.h"
+#include "world/world.h"
#include "monsterrace.h"
#include "creature.h"
#include "targeting.h"
-#include "realm-song.h"
#include "melee.h"
+#include "spell/process-effect.h"
+#include "core/player-processor.h"
#define HORDE_NOGOOD 0x01 /*!< (未実装フラグ)HORDE生成でGOODなモンスターの生成を禁止する? */
#define HORDE_NOEVIL 0x02 /*!< (未実装フラグ)HORDE生成でEVILなモンスターの生成を禁止する? */
+#define 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;
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;
- floor_type *floor_ptr = p_ptr->current_floor_ptr;
+ 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)) floor_ptr->num_repro--;
- if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(p_ptr, i, 0);
- if (MON_FAST(m_ptr)) (void)set_monster_fast(p_ptr, i, 0);
- if (MON_SLOW(m_ptr)) (void)set_monster_slow(p_ptr, i, 0);
- if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(p_ptr, i, 0);
- if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(p_ptr, i, 0);
- if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(p_ptr, i, 0);
- if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(p_ptr, 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 */
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 = &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(floor_ptr, this_o_idx);
+ delete_object_idx(player_ptr, this_o_idx);
}
(void)WIPE(m_ptr, monster_type);
-
- /* Count monsters */
floor_ptr->m_cnt--;
-
- lite_spot(y, x);
+ 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);
}
}
*/
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 */
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;
-
- /* Cave grid */
+ POSITION y = m_ptr->fy;
+ POSITION x = m_ptr->fx;
+ 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 = &floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
-
- /* Reset monster pointer */
o_ptr->held_m_idx = i2;
}
- /* Hack -- Update the target */
if (target_who == i1) target_who = i2;
- /* Hack -- Update the target */
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 (player_ptr->riding == i1) player_ptr->riding = i2;
- /* Hack -- Update the health bar */
if (player_ptr->health_who == i1) health_track(player_ptr, i2);
- /* Hack -- Update parent index */
if (is_pet(m_ptr))
{
- for (i = 1; i < floor_ptr->m_max; i++)
+ for (int i = 1; i < floor_ptr->m_max; i++)
{
monster_type *m2_ptr = &floor_ptr->m_list[i];
}
}
- /* Structure copy */
(void)COPY(&floor_ptr->m_list[i2], &floor_ptr->m_list[i1], monster_type);
-
- /* Wipe the hole */
(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(floor_ptr, i1, i);
if (mproc_idx >= 0) floor_ptr->mproc_list[i][mproc_idx] = i2;
*/
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 */
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- for (num = 0, cnt = 1; num < size; cnt++)
+ for (int num = 0, cnt = 1; num < size; cnt++)
{
- /* Get more vicious each iteration */
- cur_lev = 5 * cnt;
-
- /* Get closer each iteration */
- cur_dis = 5 * (20 - cnt);
-
- /* Check all the monsters */
- for (i = 1; i < floor_ptr->m_max; i++)
+ int cur_lev = 5 * cnt;
+ int cur_dis = 5 * (20 - cnt);
+ for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++)
{
monster_type *m_ptr = &floor_ptr->m_list[i];
-
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Paranoia -- skip "dead" monsters */
if (!monster_is_valid(m_ptr)) continue;
-
- /* Hack -- High level monsters start out "immune" */
if (r_ptr->level > cur_lev) 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;
-
- /* Only compact "Quest" Monsters in emergencies */
+ int chance = 90;
if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
- /* Try not to compact Unique Monsters */
if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
- /* All monsters get a saving throw */
if (randint0(100) < chance) continue;
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
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 = 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 = &floor_ptr->m_list[i];
-
- /* Skip real monsters */
if (m_ptr->r_idx) continue;
-
- /* Move last monster into open hole */
compact_monsters_aux(player_ptr, floor_ptr->m_max - 1, i);
-
- /* Compress "floor_ptr->m_max" */
floor_ptr->m_max--;
}
}
*/
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)
{
if (r_info[MON_BANOR].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 */
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- for (i = floor_ptr->m_max - 1; i >= 1; i--)
+ for (int i = floor_ptr->m_max - 1; i >= 1; i--)
{
monster_type *m_ptr = &floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
- /* Monster is gone */
floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
-
(void)WIPE(m_ptr, monster_type);
-
}
/*
* counters of monsters in party_mon[] are required to prevent multiple
* generation of unique monster who is the minion of player.
*/
+ for (int i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
- /* Hack -- Wipe the racial counter of all monster races */
- for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
-
- /* Reset "floor_ptr->m_max" */
floor_ptr->m_max = 1;
-
- /* Reset "floor_ptr->m_cnt" */
floor_ptr->m_cnt = 0;
+ for (int i = 0; i < MAX_MTIMED; i++) floor_ptr->mproc_max[i] = 0;
- /* Reset "floor_ptr->mproc_max[]" */
- for (i = 0; i < MAX_MTIMED; i++) floor_ptr->mproc_max[i] = 0;
-
- /* Hack -- reset "reproducer" count */
floor_ptr->num_repro = 0;
-
- /* Hack -- no more target */
target_who = 0;
player_ptr->pet_t_m_idx = 0;
player_ptr->riding_t_m_idx = 0;
-
health_track(player_ptr, 0);
}
*/
MONSTER_IDX m_pop(player_type *player_ptr)
{
- MONSTER_IDX i;
-
/* Normal allocation */
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 = floor_ptr->m_max;
-
- /* Expand the array */
+ MONSTER_IDX i = floor_ptr->m_max;
floor_ptr->m_max++;
-
- /* Count monsters */
floor_ptr->m_cnt++;
-
- /* Return the index */
- return (i);
+ return i;
}
/* Recycle dead monsters */
- for (i = 1; i < floor_ptr->m_max; i++)
+ for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++)
{
monster_type *m_ptr;
m_ptr = &floor_ptr->m_list[i];
-
- /* Skip live monsters */
if (m_ptr->r_idx) continue;
-
- /* Count monsters */
floor_ptr->m_cnt++;
-
- /* Use this monster */
- return (i);
+ 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;
}
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');
+ is_match = (r_ptr->d_char == 'a');
break;
}
-
case SUMMON_SPIDER:
{
- okay = (r_ptr->d_char == 'S');
+ is_match = (r_ptr->d_char == 'S');
break;
}
-
case SUMMON_HOUND:
{
- okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
+ is_match = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
break;
}
-
case SUMMON_HYDRA:
{
- okay = (r_ptr->d_char == 'M');
+ 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)));
+ 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);
+ is_match = (r_ptr->flags3 & RF3_DEMON);
break;
}
-
case SUMMON_UNDEAD:
{
- okay = (r_ptr->flags3 & RF3_UNDEAD);
+ is_match = (r_ptr->flags3 & RF3_UNDEAD);
break;
}
-
case SUMMON_DRAGON:
{
- okay = (r_ptr->flags3 & RF3_DRAGON);
+ is_match = (r_ptr->flags3 & RF3_DRAGON);
break;
}
-
case SUMMON_HI_UNDEAD:
{
- okay = ((r_ptr->d_char == 'L') ||
+ 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');
+ is_match = (r_ptr->d_char == 'D');
break;
}
-
case SUMMON_HI_DEMON:
{
- okay = (((r_ptr->d_char == 'U') ||
+ 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;
+ is_match = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
break;
}
-
case SUMMON_UNIQUE:
{
- okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
+ is_match = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
break;
}
-
case SUMMON_MOLD:
{
- okay = (r_ptr->d_char == 'm');
+ is_match = (r_ptr->d_char == 'm');
break;
}
case SUMMON_BAT:
{
- okay = (r_ptr->d_char == 'b');
+ is_match = (r_ptr->d_char == 'b');
break;
}
case SUMMON_QUYLTHULG:
{
- okay = (r_ptr->d_char == 'Q');
+ is_match = (r_ptr->d_char == 'Q');
break;
}
-
case SUMMON_COIN_MIMIC:
{
- okay = (r_ptr->d_char == '$');
+ is_match = (r_ptr->d_char == '$');
break;
}
-
case SUMMON_MIMIC:
{
- okay = ((r_ptr->d_char == '!') ||
+ 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');
+ is_match = (r_ptr->d_char == 'g');
break;
}
-
case SUMMON_CYBER:
{
- okay = ((r_ptr->d_char == 'U') &&
+ is_match = ((r_ptr->d_char == 'U') &&
(r_ptr->flags4 & RF4_ROCKET));
break;
}
-
case SUMMON_KIN:
{
SYMBOL_CODE summon_kin_type;
summon_kin_type = get_summon_symbol_from_player(player_ptr);
}
- okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
+ is_match = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
break;
}
-
case SUMMON_DAWN:
{
- okay = (r_idx == MON_DAWN);
+ is_match = (r_idx == MON_DAWN);
break;
}
-
case SUMMON_ANIMAL:
{
- okay = (r_ptr->flags3 & (RF3_ANIMAL));
+ is_match = (r_ptr->flags3 & (RF3_ANIMAL));
break;
}
-
case SUMMON_ANIMAL_RANGER:
{
- okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
+ 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->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
break;
}
-
case SUMMON_HI_DRAGON_LIVING:
{
- okay = ((r_ptr->d_char == 'D') && monster_living(r_idx));
+ is_match = ((r_ptr->d_char == 'D') && monster_living(r_idx));
break;
}
-
case SUMMON_LIVING:
{
- okay = monster_living(r_idx);
+ is_match = monster_living(r_idx);
break;
}
-
case SUMMON_PHANTOM:
{
- okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
+ is_match = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
break;
}
-
case SUMMON_BLUE_HORROR:
{
- okay = (r_idx == MON_BLUE_HORROR);
+ is_match = (r_idx == MON_BLUE_HORROR);
break;
}
-
case SUMMON_ELEMENTAL:
{
- okay = (r_ptr->d_char == 'E');
+ is_match = (r_ptr->d_char == 'E');
break;
}
-
case SUMMON_VORTEX:
{
- okay = (r_ptr->d_char == 'v');
+ is_match = (r_ptr->d_char == 'v');
break;
}
-
case SUMMON_HYBRID:
{
- okay = (r_ptr->d_char == 'H');
+ is_match = (r_ptr->d_char == 'H');
break;
}
-
case SUMMON_BIRD:
{
- okay = (r_ptr->d_char == 'B');
+ is_match = (r_ptr->d_char == 'B');
break;
}
-
case SUMMON_KAMIKAZE:
{
int i;
for (i = 0; i < 4; i++)
- if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
+ if (r_ptr->blow[i].method == RBM_EXPLODE) is_match = TRUE;
break;
}
-
case SUMMON_KAMIKAZE_LIVING:
{
int i;
for (i = 0; i < 4; i++)
- if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
- okay = (okay && monster_living(r_idx));
+ if (r_ptr->blow[i].method == RBM_EXPLODE) is_match = TRUE;
+ is_match = (is_match && monster_living(r_idx));
break;
}
-
case SUMMON_MANES:
{
- okay = (r_idx == MON_MANES);
+ is_match = (r_idx == MON_MANES);
break;
}
-
case SUMMON_LOUSE:
{
- okay = (r_idx == MON_LOUSE);
+ is_match = (r_idx == MON_LOUSE);
break;
}
-
case SUMMON_GUARDIANS:
{
- okay = (r_ptr->flags7 & RF7_GUARDIAN);
+ is_match = (r_ptr->flags7 & RF7_GUARDIAN);
break;
}
-
case SUMMON_KNIGHTS:
{
- okay = ((r_idx == MON_NOV_PALADIN) ||
+ 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_KNI_TEMPLAR));
break;
}
-
case SUMMON_EAGLES:
{
- okay = (r_ptr->d_char == 'B' &&
+ is_match = (r_ptr->d_char == 'B' &&
(r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
(r_ptr->flags8 & RF8_WILD_ONLY));
break;
}
-
case SUMMON_PIRANHAS:
{
- okay = (r_idx == MON_PIRANHA);
+ is_match = (r_idx == MON_PIRANHA);
break;
}
-
case SUMMON_ARMAGE_GOOD:
{
- okay = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
+ is_match = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
break;
}
-
case SUMMON_ARMAGE_EVIL:
{
- okay = ((r_ptr->flags3 & RF3_DEMON) ||
+ is_match = ((r_ptr->flags3 & RF3_DEMON) ||
(r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
break;
}
}
- /* Since okay is int, "return (okay);" is not correct. */
- return (bool)(okay ? TRUE : FALSE);
+
+ return is_match;
}
+
/*!
* @var chameleon_change_m_idx
* @brief カメレオンの変身先モンスターIDを受け渡すためのグローバル変数
*/
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.
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 (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;
}
*/
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_num_hook = monster_hook;
get_mon_num2_hook = monster_hook2;
- /* Scan the allocation table */
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- for (i = 0; i < alloc_race_size; i++)
+ for (int i = 0; i < alloc_race_size; i++)
{
monster_race *r_ptr;
-
- /* Get the entry */
alloc_entry *entry = &alloc_race_table[i];
-
entry->prob2 = 0;
r_ptr = &r_info[entry->index];
- /* 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))))
continue;
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)
continue;
if (r_ptr->flags7 & RF7_GUARDIAN)
continue;
- /* Depth Monsters never appear out of depth */
if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
(r_ptr->level > floor_ptr->dun_level))
continue;
}
- /* Accept this monster */
entry->prob2 = entry->prob1;
-
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)
{
}
}
- /* Success */
return 0;
}
* 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(player_type *player_ptr, DEPTH level)
+MONRACE_IDX get_mon_num(player_type *player_ptr, DEPTH level, BIT_FLAGS option)
{
- int i, j, p;
- MONRACE_IDX r_idx;
- long value, total;
- monster_race *r_ptr;
- alloc_entry *table = alloc_race_table;
+ int i, j, p;
+ int r_idx;
+ long value, total;
+ monster_race *r_ptr;
+ alloc_entry *table = alloc_race_table;
- int pls_kakuritu, pls_level;
- int delay = mysqrt(level * 10000L) + 400L;
+ int pls_kakuritu, pls_level, over_days;
+ int delay = mysqrt(level * 10000L) + (level * 5);
- 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));
+ /* town level : same delay as 10F, no nasty mons till day18 */
+ if (!level) delay = 360;
+
+ if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
+
+ /* +1 per day after the base date */
+ /* base dates : day5(1F), day18(10F,0F), day34(30F), day53(60F), day69(90F) */
+ over_days = MAX(0, current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 10000L) - delay / 20);
+
+ /* starts from 1/25, reaches 1/3 after 44days from a level dependent base date */
+ pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - over_days / 2);
+ /* starts from 0, reaches +25lv after 75days from a level dependent base date */
+ pls_level = MIN(NASTY_MON_PLUS_MAX, over_days / 3);
if (d_info[player_ptr->dungeon_idx].flags1 & DF1_MAZE)
{
}
}
- if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
- if (level < 0) level = 0;
-
- /* Reset total */
total = 0L;
/* Process probabilities */
for (i = 0; i < alloc_race_size; i++)
{
- /* Monsters are sorted by depth */
if (table[i].level > level) break;
-
- /* Default */
table[i].prob3 = 0;
-
- /* Access the "r_idx" of the chosen monster */
r_idx = table[i].index;
-
- /* Access the actual race */
r_ptr = &r_info[r_idx];
-
- if (!player_ptr->phase_out && !chameleon_change_m_idx)
+ if (!(option & GMN_ARENA) && !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))
}
}
- /* Accept */
table[i].prob3 = table[i].prob2;
-
- /* Total */
total += table[i].prob3;
}
- /* No legal monsters */
if (total <= 0) return 0;
- /* Pick a monster */
value = randint0(total);
-
- /* Find the monster */
+ int found_count = 0;
for (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);
/* Try for a "harder" monster once (50%) or twice (10%) */
if (p < 60)
{
- /* Save old */
- j = i;
-
- /* Pick a monster */
+ j = found_count;
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;
-
- /* Pick a monster */
+ j = found_count;
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);
}
*/
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);
-
- /* Are we hallucinating? (Idea from Nethack...) */
+ concptr name = (mode & MD_TRUE_NAME) ? (r_name + real_r_ptr(m_ptr)->name) : (r_name + r_ptr->name);
+ GAME_TEXT silly_name[1024];
+ bool named = FALSE;
if (player_ptr->image && !(mode & MD_IGNORE_HALLU))
{
if (one_in_(2))
strcpy(silly_name, (r_name + hallu_race->name));
}
- /* Better not strcpy it, or we could corrupt r_info... */
name = silly_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)));
-
- /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
- pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
-
+ bool seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
+ 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" */
int kind = 0x00;
-
- /* Extract the gender (if applicable) */
if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
- /* Ignore the gender (if desired) */
if (!m_ptr || !pron) kind = 0x00;
-
- /* Assume simple result */
- res = _("何か", "it");
-
- /* Brute force: split on the possibilities */
+ concptr res = _("何か", "it");
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_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_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;
#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
-
- /* It could be a Unique */
- 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;
- 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);
+ (void)sprintf(desc, "%s?", name);
#else
- (void)sprintf(desc, "%s?", name);
+ (void)sprintf(desc, "%s?", name);
#endif
- }
-
- /* Inside monster arena, and it is not your mount */
- else if (player_ptr->phase_out &&
- !(player_ptr->riding && (&floor_ptr->m_list[player_ptr->riding] == m_ptr)))
+ }
+ else
+ {
+ if ((r_ptr->flags1 & RF1_UNIQUE) && !(player_ptr->image && !(mode & MD_IGNORE_HALLU)))
+ {
+ 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++;
+ if (*t)
{
- /* It is a fake unique monster */
- (void)sprintf(desc, _("%sもどき", "fake %s"), name);
+ *t = '\0';
+ (void)sprintf(desc, "%s?』", buf);
}
-
else
- {
- (void)strcpy(desc, name);
- }
- }
-
- /* It could be an indefinite monster */
- else if (mode & MD_INDEF_VISIBLE)
- {
- /* XXX Check plurality for "some" */
-
- /* Indefinite monsters need an indefinite article */
-#ifdef JP
- (void)strcpy(desc, "");
+ (void)sprintf(desc, "%s?", name);
#else
- (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
+ (void)sprintf(desc, "%s?", name);
#endif
-
- (void)strcat(desc, name);
}
-
- /* It could be a normal, definite, monster */
+ else if (player_ptr->phase_out &&
+ !(player_ptr->riding && (&floor_ptr->m_list[player_ptr->riding] == m_ptr)))
+ {
+ (void)sprintf(desc, _("%sもどき", "fake %s"), name);
+ }
else
{
- /* Definite monsters need a definite article */
- if (is_pet(m_ptr))
- (void)strcpy(desc, _("あなたの", "your "));
- else
- (void)strcpy(desc, _("", "the "));
-
- (void)strcat(desc, name);
+ (void)strcpy(desc, name);
}
-
- if (m_ptr->nickname)
- {
- sprintf(buf, _("「%s」", " called %s"), quark_str(m_ptr->nickname));
- strcat(desc, buf);
}
-
- if (player_ptr->riding && (&floor_ptr->m_list[player_ptr->riding] == m_ptr))
+ else if (mode & MD_INDEF_VISIBLE)
{
- strcat(desc, _("(乗馬中)", "(riding)"));
+#ifdef JP
+ (void)strcpy(desc, "");
+#else
+ (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
+#endif
+ (void)strcat(desc, name);
}
-
- if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
+ else
{
- if (r_ptr->flags1 & RF1_UNIQUE)
- {
- strcat(desc, _("(カメレオンの王)", "(Chameleon Lord)"));
- }
+ if (is_pet(m_ptr))
+ (void)strcpy(desc, _("あなたの", "your "));
else
- {
- strcat(desc, _("(カメレオン)", "(Chameleon)"));
- }
+ (void)strcpy(desc, _("", "the "));
+
+ (void)strcat(desc, name);
}
+ }
- if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
+ if (m_ptr->nickname)
+ {
+ char buf[128];
+ sprintf(buf, _("「%s」", " called %s"), quark_str(m_ptr->nickname));
+ strcat(desc, buf);
+ }
+
+ 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 (r_ptr->flags1 & RF1_UNIQUE)
{
- strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
+ strcat(desc, _("(カメレオンの王)", "(Chameleon Lord)"));
}
-
- /* Handle the Possessive as a special afterthought */
- if (mode & MD_POSSESSIVE)
+ else
{
- /* XXX Check for trailing "s" */
-
- /* Simply append "apostrophe" and "s" */
- (void)strcat(desc, _("の", "'s"));
+ strcat(desc, _("(カメレオン)", "(Chameleon)"));
}
}
+
+ 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)
+ {
+ (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
*/
int lore_do_probe(player_type *player_ptr, MONRACE_IDX r_idx)
{
+ int n = 0;
monster_race *r_ptr = &r_info[r_idx];
- int i, n = 0;
- byte tmp_byte;
-
- /* Maximal info about awareness */
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 observations */
if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
r_ptr->r_blows[i] = MAX_UCHAR;
}
}
- /* 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_90) ? 1 : 0) +
((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
- /* Only "valid" drops */
if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
{
if (r_ptr->r_drop_item != tmp_byte) n++;
r_ptr->r_drop_gold = tmp_byte;
}
- /* Observe many spells */
if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
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->a_ability_flags2 & (1L << i))) n++;
if (!(r_ptr->r_flagsr & (1L << i)) &&
(r_ptr->flagsr & (1L << i))) n++;
-
- /* r_flags7 is actually unused */
}
- /* Know all the flags */
r_ptr->r_flags1 = r_ptr->flags1;
r_ptr->r_flags2 = r_ptr->flags2;
r_ptr->r_flags3 = r_ptr->flags3;
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 (player_ptr->monster_race_idx == r_idx)
{
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 (!is_original_ap(m_ptr)) return;
- /* Note the number of things dropped */
if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
- /* Hack -- memorize the good/great flags */
if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
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)
- {
- p_ptr->window |= (PW_MONSTER);
- }
+ if (player_ptr->monster_race_idx == m_ptr->r_idx) player_ptr->window |= (PW_MONSTER);
}
bool do_disturb = disturb_move;
- POSITION d;
POSITION fy = m_ptr->fy;
POSITION fx = m_ptr->fx;
- /* Seen at all */
bool flag = FALSE;
-
- /* Seen by vision */
bool easy = FALSE;
-
- /* Non-Ninja player in the darkness */
bool in_darkness = (d_info[subject_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !subject_ptr->see_nocto;
-
- /* Do disturb? */
if (disturb_high)
{
monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
-
if (ap_r_ptr->r_tkills && ap_r_ptr->level >= subject_ptr->lev)
do_disturb = TRUE;
}
- /* Compute distance */
+ POSITION distance;
if (full)
{
- /* Distance components */
int dy = (subject_ptr->y > fy) ? (subject_ptr->y - fy) : (fy - subject_ptr->y);
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));
-
- /* Restrict distance */
- if (d > 255) d = 255;
-
- if (!d) d = 1;
+ distance = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
+ if (distance > 255) distance = 255;
+ 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)
{
- /* Detectable */
flag = TRUE;
-
if (is_original_ap(m_ptr) && !subject_ptr->image)
{
- /* Hack -- Memorize mental flags */
if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
}
}
-
- /* Basic telepathy */
- /* Snipers get telepathy when they concentrate deeper */
else if (subject_ptr->telepathy)
{
- /* Empty mind, no telepathy */
if (r_ptr->flags2 & (RF2_EMPTY_MIND))
{
- /* Memorize flags */
if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
}
-
- /* Weird mind, occasional telepathy */
else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
{
- /* One in ten individuals are detectable */
if ((m_idx % 10) == 5)
{
- /* Detectable */
flag = TRUE;
-
if (is_original_ap(m_ptr) && !subject_ptr->image)
{
- /* Memorize flags */
r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
-
- /* Hack -- Memorize mental flags */
if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
}
}
}
-
- /* Normal mind, allow telepathy */
else
{
- /* Detectable */
flag = TRUE;
-
if (is_original_ap(m_ptr) && !subject_ptr->image)
{
- /* Hack -- Memorize mental flags */
if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
}
}
}
- /* Normal line of sight, and not blind */
if (player_has_los_bold(subject_ptr, fy, fx) && !subject_ptr->blind)
{
bool do_invisible = FALSE;
bool do_cold_blood = FALSE;
- /* Snipers can see targets in darkness when they concentrate deeper */
if (subject_ptr->concent >= CONCENT_RADAR_THRESHOLD)
{
- /* Easy to see */
easy = flag = TRUE;
}
- /* 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)
{
do_cold_blood = TRUE;
}
-
- /* Handle "warm blooded" monsters */
else
{
- /* Easy to see */
easy = flag = TRUE;
}
}
- /* Use "illumination" */
if (player_can_see_bold(subject_ptr, fy, fx))
{
- /* Handle "invisible" monsters */
if (r_ptr->flags2 & (RF2_INVISIBLE))
{
do_invisible = TRUE;
-
- /* See invisible */
if (subject_ptr->see_inv)
{
- /* Easy to see */
easy = flag = TRUE;
}
}
-
- /* Handle "normal" monsters */
else
{
- /* Easy to see */
easy = flag = TRUE;
}
}
- /* Visible */
if (flag)
{
if (is_original_ap(m_ptr) && !subject_ptr->image)
{
- /* Memorize flags */
if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
}
}
}
-
/* The monster is now visible */
if (flag)
{
- /* It was previously unseen */
if (!m_ptr->ml)
{
- /* Mark as visible */
m_ptr->ml = TRUE;
+ lite_spot(subject_ptr, fy, fx);
- /* Draw the monster */
- lite_spot(fy, fx);
-
- /* Update health bar as needed */
if (subject_ptr->health_who == m_idx) subject_ptr->redraw |= (PR_HEALTH);
if (subject_ptr->riding == m_idx) subject_ptr->redraw |= (PR_UHEALTH);
- /* Hack -- Count "fresh" sightings */
if (!subject_ptr->image)
{
if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
sanity_blast(subject_ptr, m_ptr, FALSE);
}
- /* Disturb on appearance */
if (disturb_near && (projectable(subject_ptr, m_ptr->fy, m_ptr->fx, subject_ptr->y, subject_ptr->x) && projectable(subject_ptr, subject_ptr->y, subject_ptr->x, m_ptr->fy, m_ptr->fx)))
{
if (disturb_pets || is_hostile(m_ptr))
/* The monster is not visible */
else
{
- /* It was previously seen */
if (m_ptr->ml)
{
- /* Mark as not visible */
m_ptr->ml = FALSE;
+ lite_spot(subject_ptr, fy, fx);
- /* Erase the monster */
- lite_spot(fy, fx);
-
- /* Update health bar as needed */
if (subject_ptr->health_who == m_idx) subject_ptr->redraw |= (PR_HEALTH);
if (subject_ptr->riding == m_idx) subject_ptr->redraw |= (PR_UHEALTH);
-
- /* Disturb on disappearance */
if (do_disturb)
{
if (disturb_pets || is_hostile(m_ptr))
}
}
-
/* The monster is now easily visible */
if (easy)
{
- /* Change */
if (!(m_ptr->mflag & (MFLAG_VIEW)))
{
- /* Mark as easily visible */
m_ptr->mflag |= (MFLAG_VIEW);
-
- /* Disturb on appearance */
if (do_disturb)
{
if (disturb_pets || is_hostile(m_ptr))
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);
+
+ 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 */
- floor_type *floor_ptr = p_ptr->current_floor_ptr;
- for (i = 1; i < 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 = &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
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(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))
{
- if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
+ if (monster_has_hostile_align(p_ptr, m_ptr, 0, 0, r_ptr)) return FALSE;
}
-
- /* Born now */
else if (summon_specific_who > 0)
{
- if (monster_has_hostile_align(&floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
+ if (monster_has_hostile_align(p_ptr, &floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
}
return TRUE;
}
+
/*!
+ * 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
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(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))
{
if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
}
-
- /* Born now */
else if (summon_specific_who > 0)
{
- if (monster_has_hostile_align(&floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
+ if (monster_has_hostile_align(p_ptr, &floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
}
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
*/
void choose_new_monster(player_type *player_ptr, MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
{
- int oldmaxhp;
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];
+ char old_m_name[MAX_NLEN];
monster_desc(player_ptr, old_m_name, m_ptr, 0);
if (!r_idx)
if (d_info[player_ptr->dungeon_idx].flags1 & DF1_CHAMELEON) level += 2 + randint1(3);
- r_idx = get_mon_num(player_ptr, level);
+ r_idx = get_mon_num(player_ptr, level, 0);
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(player_ptr, m_idx, FALSE);
- lite_spot(m_ptr->fy, m_ptr->fx);
+ 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)))
player_ptr->update |= (PU_MON_LITE);
if (born)
{
- /* Sub-alignment of a chameleon */
if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
{
m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
}
+
return;
}
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;
- /* Assign maximal hitpoints */
+ int oldmaxhp = m_ptr->max_maxhp;
if (r_ptr->flags1 & RF1_FORCE_MAXHP)
{
m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
}
- /* Monsters have double hitpoints in Nightmare mode */
if (ironman_nightmare)
{
u32b hp = m_ptr->max_maxhp * 2L;
m_ptr->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
*/
static MONRACE_IDX initial_r_appearance(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS generate_mode)
{
- floor_type *floor_ptr = p_ptr->current_floor_ptr;
- int attempts = 1000;
- MONRACE_IDX ap_r_idx;
- DEPTH min = MIN(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_JURAL) && !(generate_mode & (PM_MULTIPLY | PM_KAGE)))
{
- if (floor_ptr->base_level == 0 ||
- (one_in_(5) && my_strchr("hkoptuyAHOPTUVY", r_info[r_idx].d_char))) return MON_ALIEN_JURAL;
+ return MON_ALIEN_JURAL;
}
if (!(r_info[r_idx].flags7 & RF7_TANUKI))
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(player_ptr, floor_ptr->base_level + 10);
+ MONRACE_IDX ap_r_idx = get_mon_num(player_ptr, floor_ptr->base_level + 10, 0);
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);
static bool place_monster_one(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
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);
-
- int cmi;
+ 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 (player_ptr->wild_mode) 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;
-
- /* Require empty space (if not ghostly) */
- if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
+ if (pattern_tile(floor_ptr, y, x)) return FALSE;
+ if (!monster_can_enter(player_ptr, y, x, r_ptr, 0)) return FALSE;
}
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))
{
- /* Cannot create */
return FALSE;
}
if (r_info[MON_LUPART].cur_num > 0) return FALSE;
}
- /* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
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;
}
}
int number_mon, i2, j2;
number_mon = 0;
- /* Count all quest monsters */
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 (randint1(BREAK_GLYPH) < (r_ptr->level + 20))
{
- /* Describe observable breakage */
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 */
g_ptr->info &= ~(CAVE_MARK);
-
- /* Break the rune */
g_ptr->info &= ~(CAVE_OBJECT);
g_ptr->mimic = 0;
- note_spot(y, x);
+ note_spot(player_ptr, y, x);
}
else return FALSE;
}
msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
-
if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
- /* Make a new monster */
g_ptr->m_idx = m_pop(player_ptr);
hack_m_idx_ii = g_ptr->m_idx;
-
- /* Mega-Hack -- catch "failure" */
if (!g_ptr->m_idx) return FALSE;
-
- /* Get a new monster record */
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(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(&floor_ptr->m_list[who]))
{
m_ptr->ap_r_idx = floor_ptr->m_list[who].ap_r_idx;
-
- /* Hack -- Shadower spawns Shadower */
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 = floor_ptr->m_list[who].sub_align;
else
if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
}
- /* Place the monster at the location */
m_ptr->fy = y;
m_ptr->fx = x;
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;
-
reset_target(m_ptr);
-
m_ptr->nickname = 0;
-
m_ptr->exp = 0;
-
- /* Your pet summons its pet. */
if (who > 0 && is_pet(&floor_ptr->m_list[who]))
{
mode |= PM_FORCE_PET;
choose_new_monster(player_ptr, g_ptr->m_idx, TRUE, 0);
r_ptr = &r_info[m_ptr->r_idx];
m_ptr->mflag2 |= MFLAG2_CHAMELEON;
-
- /* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
}
if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
- /* Not visible */
m_ptr->ml = FALSE;
-
- /* Pet? */
if (mode & PM_FORCE_PET)
{
set_pet(player_ptr, m_ptr);
}
- /* Friendly? */
else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
(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 (!monster_has_hostile_align(player_ptr, NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
}
- /* Assume no sleeping */
m_ptr->mtimed[MTIMED_CSLEEP] = 0;
-
- /* Enforce sleeping if needed */
if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
{
int val = r_ptr->sleep;
(void)set_monster_csleep(player_ptr, g_ptr->m_idx, (val * 2) + randint1(val * 10));
}
- /* Assign maximal hitpoints */
if (r_ptr->flags1 & RF1_FORCE_MAXHP)
{
m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
}
- /* Monsters have double hitpoints in Nightmare mode */
if (ironman_nightmare)
{
u32b hp = m_ptr->max_maxhp * 2L;
}
m_ptr->maxhp = m_ptr->max_maxhp;
-
- /* And start out fully healthy */
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(player_ptr, g_ptr->m_idx, 100);
- /* Give a random starting energy */
if (!ironman_nightmare)
{
m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
}
else
{
- /* Nightmare monsters are more prepared */
m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
}
- /* Force monster to wait for player, unless in Nightmare mode */
if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
{
- /* Monster is still being nice */
m_ptr->mflag |= (MFLAG_NICE);
-
- /* Must repair monsters */
repair_monsters = TRUE;
}
- /* Hack -- see "process_monsters()" */
if (g_ptr->m_idx < hack_m_idx)
{
- /* Monster is still being born */
m_ptr->mflag |= (MFLAG_BORN);
}
-
if (r_ptr->flags7 & RF7_SELF_LD_MASK)
player_ptr->update |= (PU_MON_LITE);
else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
player_ptr->update |= (PU_MON_LITE);
update_monster(player_ptr, g_ptr->m_idx, TRUE);
-
- /* Count the monsters on the level */
real_r_ptr(m_ptr)->cur_num++;
/*
((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) floor_ptr->num_repro++;
if (player_ptr->warning && current_world_ptr->character_dungeon)
o_ptr = choose_warning_item(player_ptr);
if (o_ptr)
{
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ object_desc(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
}
else
}
}
- if (is_explosive_rune_grid(g_ptr))
+ if (!is_explosive_rune_grid(g_ptr)) return TRUE;
+
+ 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(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
+ 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);
-
- /* Break the rune */
- g_ptr->info &= ~(CAVE_OBJECT);
- g_ptr->mimic = 0;
+ g_ptr->info &= ~(CAVE_MARK);
+ 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
* @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;
- floor_type *floor_ptr = p_ptr->current_floor_ptr;
- 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(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(floor_ptr, ny, nx)) continue;
-
- /* ... nor on the Pattern */
- if (pattern_tile(ny, nx)) continue;
+ if (!is_cave_empty_bold2(player_ptr, ny, nx)) continue;
+ if (pattern_tile(floor_ptr, ny, nx)) continue;
}
i = distance(y, x, ny, nx);
-
if (i > max_dist)
continue;
num[i]++;
-
- /* random swap */
if (one_in_(num[i]))
{
place_x[i] = nx;
return TRUE;
}
+
/*!
* @brief モンスターを目標地点に集団生成する / Attempt to place a "group" of monsters around the given location
* @param who 召喚主のモンスター情報ID
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 total = randint1(10);
- 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);
-
- /* Hard monsters, small groups */
floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ int extra = 0;
if (r_ptr->level > 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 < floor_ptr->dun_level)
{
extra = floor_ptr->dun_level - r_ptr->level;
extra = randint1(extra);
}
- /* Hack -- limit group reduction */
if (extra > 9) extra = 9;
- /* Modify the group size */
total += extra;
- /* Minimum size */
if (total < 1) total = 1;
-
- /* Maximum size */
if (total > GROUP_MAX) total = GROUP_MAX;
-
- /* 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(player_ptr, &my, &mx, hy, hx, 4, 0);
+ if (!is_cave_empty_bold2(player_ptr, my, mx)) continue;
- /* Walls and Monsters block flow */
- if (!cave_empty_bold2(floor_ptr, my, mx)) continue;
-
- /* Attempt to place another monster */
if (place_monster_one(player_ptr, who, my, mx, r_idx, mode))
{
- /* Add it to the "hack" set */
hack_y[hack_n] = my;
hack_x[hack_n] = mx;
hack_n++;
}
}
-
- /* 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 */
if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return FALSE;
-
- /* Require similar "race" */
if (z_ptr->d_char != r_ptr->d_char) return FALSE;
-
- /* Skip more advanced monsters */
if (z_ptr->level > r_ptr->level) return FALSE;
-
- /* Skip unique monsters */
if (z_ptr->flags1 & RF1_UNIQUE) return FALSE;
-
- /* Paranoia -- Skip identical monsters */
if (place_monster_idx == r_idx) return FALSE;
-
- /* Skip different alignment */
- if (monster_has_hostile_align(m_ptr, 0, 0, z_ptr)) return FALSE;
+ if (monster_has_hostile_align(p_ptr, m_ptr, 0, 0, z_ptr)) return FALSE;
if (r_ptr->flags7 & RF7_FRIENDLY)
{
- if (monster_has_hostile_align(NULL, 1, -1, z_ptr)) return FALSE;
+ if (monster_has_hostile_align(p_ptr, NULL, 1, -1, z_ptr)) return FALSE;
}
if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
*/
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(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++)
+ 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(player_ptr, &ny, &nx, y, x, d, 0);
}
}
- /* Friends for certain monsters */
if (r_ptr->flags1 & (RF1_FRIENDS))
{
- /* Attempt to place a group */
(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;
-
- /* Try to place several "escorts" */
- for (i = 0; i < 32; i++)
- {
- POSITION nx, ny, d = 3;
- MONRACE_IDX z;
-
- /* Pick a location */
- scatter(player_ptr, &ny, &nx, y, x, d, 0);
-
- /* Require empty grids */
- if (!cave_empty_bold2(player_ptr->current_floor_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(player_ptr, r_ptr->level);
+ if (!(r_ptr->flags1 & (RF1_ESCORT))) return TRUE;
- /* Handle failure */
- if (!z) break;
+ place_monster_idx = r_idx;
+ for (int i = 0; i < 32; i++)
+ {
+ POSITION nx, ny, d = 3;
+ MONRACE_IDX z;
+ scatter(player_ptr, &ny, &nx, y, x, d, 0);
+ if (!is_cave_empty_bold2(player_ptr, ny, nx)) continue;
- /* Place a single escort */
- (void)place_monster_one(player_ptr, place_monster_m_idx, ny, nx, z, mode);
+ get_mon_num_prep(player_ptr, place_monster_can_escort, get_monster_hook2(player_ptr, ny, nx));
+ z = get_mon_num(player_ptr, r_ptr->level, 0);
+ if (!z) break;
- /* 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);
- }
+ (void)place_monster_one(player_ptr, place_monster_m_idx, ny, nx, z, mode);
+ if ((r_info[z].flags1 & RF1_FRIENDS) ||
+ (r_ptr->flags1 & RF1_ESCORTS))
+ {
+ (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
{
MONRACE_IDX r_idx;
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(player_ptr, player_ptr->current_floor_ptr->monster_level);
-
- /* Handle failure */
+ r_idx = get_mon_num(player_ptr, player_ptr->current_floor_ptr->monster_level, 0);
if (!r_idx) return FALSE;
- /* Attempt to place the monster */
+ if ((one_in_(5) || (player_ptr->current_floor_ptr->base_level == 0)) &&
+ !(r_info[r_idx].flags1 & RF1_UNIQUE) && my_strchr("hkoptuyAHLOPTUVY", r_info[r_idx].d_char))
+ {
+ mode |= PM_JURAL;
+ }
+
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
*/
bool alloc_horde(player_type *player_ptr, POSITION y, POSITION x)
{
- monster_race *r_ptr = NULL;
- MONRACE_IDX r_idx = 0;
- MONSTER_IDX m_idx;
- int attempts = 1000;
- POSITION cy = y;
- POSITION cx = x;
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;
+ int attempts = 1000;
+ monster_race *r_ptr = NULL;
while (--attempts)
{
- /* Pick a monster */
- r_idx = get_mon_num(player_ptr, floor_ptr->monster_level);
-
- /* Handle failure */
+ r_idx = get_mon_num(player_ptr, floor_ptr->monster_level, 0);
if (!r_idx) return FALSE;
r_ptr = &r_info[r_idx];
-
if (r_ptr->flags1 & RF1_UNIQUE) continue;
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(player_ptr, 0, y, x, r_idx, 0L)) break;
}
if (attempts < 1) return FALSE;
- m_idx = floor_ptr->grid_array[y][x].m_idx;
-
+ MONSTER_IDX m_idx = floor_ptr->grid_array[y][x].m_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(player_ptr, &cy, &cx, y, x, 5, 0);
-
(void)summon_specific(player_ptr, m_idx, cy, cx, floor_ptr->dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
-
y = cy;
x = cx;
}
return TRUE;
}
+
/*!
* @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
bool alloc_guardian(player_type *player_ptr, bool def_val)
{
MONRACE_IDX guardian = d_info[player_ptr->dungeon_idx].final_guardian;
-
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if (guardian && (d_info[player_ptr->dungeon_idx].maxdepth == floor_ptr->dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
- {
- POSITION oy;
- POSITION ox;
- int try_count = 4000;
+ 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;
- /* Find a good position */
- while (try_count)
+ int try_count = 4000;
+ while (try_count)
+ {
+ POSITION oy = randint1(floor_ptr->height - 4) + 2;
+ POSITION ox = randint1(floor_ptr->width - 4) + 2;
+ if (!is_cave_empty_bold2(player_ptr, oy, ox))
{
- /* Get a random spot */
- oy = randint1(floor_ptr->height - 4) + 2;
- ox = randint1(floor_ptr->width - 4) + 2;
-
- /* Is it a good spot ? */
- if (cave_empty_bold2(floor_ptr, oy, ox) && monster_can_cross_terrain(floor_ptr->grid_array[oy][ox].feat, &r_info[guardian], 0))
- {
- /* Place the guardian */
- if (place_monster_aux(player_ptr, 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;
}
*/
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(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(floor_ptr->height);
x = randint0(floor_ptr->width);
- /* Require empty floor grid (was "naked") */
if (floor_ptr->dun_level)
{
- if (!cave_empty_bold2(floor_ptr, y, x)) continue;
+ if (!is_cave_empty_bold2(player_ptr, y, x)) continue;
}
else
{
- if (!cave_empty_bold(floor_ptr, y, x)) continue;
+ if (!is_cave_empty_bold(player_ptr, y, x)) continue;
}
- /* Accept far away grids */
if (distance(y, x, player_ptr->y, player_ptr->x) > dis) break;
}
}
else
{
- /* Attempt to place the monster, allow groups */
if (place_monster(player_ptr, y, x, (mode | PM_ALLOW_GROUP))) return TRUE;
}
/*!
+ * 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
{
monster_race *r_ptr = &r_info[r_idx];
monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[summon_specific_who];
-
- /* Hack - Only summon dungeon monsters */
if (!mon_hook_dungeon(r_idx)) return FALSE;
- /* Hack -- identify the summoning monster */
if (summon_specific_who > 0)
{
-
- /* Do not summon enemies */
-
- /* Friendly vs. opposite aligned normal or pet */
- if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
+ if (monster_has_hostile_align(p_ptr, m_ptr, 0, 0, r_ptr)) return FALSE;
}
- /* Use the player's alignment */
else if (summon_specific_who < 0)
{
- /* Do not summon enemies of the pets */
- if (monster_has_hostile_align(NULL, 10, -10, r_ptr))
+ if (monster_has_hostile_align(p_ptr, NULL, 10, -10, r_ptr))
{
if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
}
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_specific_who < 0) &&
((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
- monster_has_hostile_align(NULL, 10, -10, r_ptr))
+ monster_has_hostile_align(p_ptr, NULL, 10, -10, r_ptr))
return FALSE;
if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON)) return TRUE;
*/
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 (!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;
-
- /* Save the "summon" type */
summon_specific_type = type;
-
summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
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(player_ptr, (floor_ptr->dun_level + lev) / 2 + 5);
-
- /* Handle failure */
+ MONRACE_IDX r_idx = get_mon_num(player_ptr, (floor_ptr->dun_level + lev) / 2 + 5, 0);
if (!r_idx)
{
summon_specific_type = 0;
if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
- /* Attempt to place the monster (awake, allow groups) */
if (!place_monster_aux(player_ptr, who, y, x, r_idx, mode))
{
summon_specific_type = 0;
}
summon_specific_type = 0;
- /* Success */
sound(SOUND_SUMMON);
return TRUE;
}
*/
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;
+ 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(player_ptr, who, y, x, r_idx, (mode | PM_NO_KAGE));
}
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(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))
{
floor_ptr->m_list[hack_m_idx_ii].smart |= SM_CLONED;
*/
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(player_ptr, m_name, m_ptr, 0);
- if (dam == 0) // Notice non-damage
+ if (dam == 0)
{
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;
+ HIT_POINT newhp = m_ptr->hp;
+ HIT_POINT oldhp = newhp + dam;
+ HIT_POINT tmp = (newhp * 100L) / oldhp;
+ PERCENTAGE 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))
{
#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 > 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 > 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))
{
#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 > 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 > 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))
{
#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 > 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 > 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))
{
#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 > 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 > 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 > 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 > 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))
{
#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 > 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 > 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))
{
#ifdef JP
if (percentage > 95) msg_format("%^sはさえずった。", 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 > 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))
{
#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 > 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 > 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))
{
#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 > 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 > 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))
{
#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 > 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 > 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))
{
#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 > 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 > 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))
{
#ifdef JP
if (percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", 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 > 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))
{
#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 > 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 > 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 */
if (!smart_learn) return;
-
- /* Too stupid to learn anything */
if (r_ptr->flags2 & (RF2_STUPID)) return;
-
- /* Not intelligent, only learn sometimes */
if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
- /* Analyze the knowledge */
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 */
- floor_type *floor_ptr = p_ptr->current_floor_ptr;
- 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)
{
+ 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(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)
{
- floor_type *floor_ptr = p_ptr->current_floor_ptr;
+ 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(floor_ptr, ay, ax)) continue;
-
- /* Count number of monsters */
if (floor_ptr->grid_array[ay][ax].m_idx > 0) count++;
}