#include "status/bad-status-setter.h"
#include "status/base-status.h"
#include "system/floor-type-definition.h"
-#include "system/monster-race-definition.h"
-#include "system/monster-type-definition.h"
+#include "system/monster-entity.h"
+#include "system/monster-race-info.h"
#include "system/player-type-definition.h"
#include "timed-effect/player-hallucination.h"
#include "timed-effect/timed-effects.h"
* @param r_ptr モンスター情報への参照ポインタ
* @return
*/
-static concptr decide_horror_message(monster_race *r_ptr)
+static concptr decide_horror_message(MonsterRaceInfo *r_ptr)
{
int horror_num = randint0(MAX_SAN_HORROR_SUM);
if (horror_num < MAX_SAN_HORROR_COMMON) {
* @param r_ptr モンスター情報への参照ポインタ
* @todo m_nameとdescで何が違うのかは良く分からない
*/
-static void see_eldritch_horror(GAME_TEXT *m_name, monster_race *r_ptr)
+static void see_eldritch_horror(concptr m_name, MonsterRaceInfo *r_ptr)
{
concptr horror_message = decide_horror_message(r_ptr);
msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"), horror_message, m_name);
* @param desc モンスター名 (エルドリッチホラー持ちの全モンスターからランダム…のはず)
* @param r_ptr モンスターへの参照ポインタ
*/
-static void feel_eldritch_horror(concptr desc, monster_race *r_ptr)
+static void feel_eldritch_horror(concptr desc, MonsterRaceInfo *r_ptr)
{
concptr horror_message = decide_horror_message(r_ptr);
msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"), horror_message, desc);
* @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ。薬・罠・魔法の影響ならnullptr
* @param necro 暗黒領域魔法の詠唱失敗によるものならばTRUEを返す
*/
-void sanity_blast(PlayerType *player_ptr, monster_type *m_ptr, bool necro)
+void sanity_blast(PlayerType *player_ptr, MonsterEntity *m_ptr, bool necro)
{
if (player_ptr->phase_out || !w_ptr->character_dungeon) {
return;
int power = 100;
if (!necro && m_ptr) {
- GAME_TEXT m_name[MAX_NLEN];
- auto *r_ptr = &r_info[m_ptr->ap_r_idx];
+ auto *r_ptr = &monraces_info[m_ptr->ap_r_idx];
+ const auto m_name = monster_desc(player_ptr, m_ptr, 0);
power = r_ptr->level / 2;
- monster_desc(player_ptr, m_name, m_ptr, 0);
if (r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE)) {
if (r_ptr->flags1 & RF1_FRIENDS) {
power /= 2;
}
if (player_ptr->effects()->hallucination()->is_hallucinated()) {
- msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"), funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
+ msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"), funny_desc[randint0(MAX_SAN_FUNNY)], m_name.data());
if (one_in_(3)) {
msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
BadStatusSetter(player_ptr).mod_hallucination(randint1(r_ptr->level));
return;
}
- see_eldritch_horror(m_name, r_ptr);
+ see_eldritch_horror(m_name.data(), r_ptr);
switch (PlayerRace(player_ptr).life()) {
case PlayerRaceLifeType::DEMON:
return;
break;
}
} else if (!necro) {
- monster_race *r_ptr;
- GAME_TEXT m_name[MAX_NLEN];
+ MonsterRaceInfo *r_ptr;
+ std::string m_name;
concptr desc;
get_mon_num_prep(player_ptr, get_nightmare, nullptr);
- r_ptr = &r_info[get_mon_num(player_ptr, 0, MAX_DEPTH, 0)];
+ r_ptr = &monraces_info[get_mon_num(player_ptr, 0, MAX_DEPTH, 0)];
power = r_ptr->level + 10;
- desc = r_ptr->name.c_str();
+ desc = r_ptr->name.data();
get_mon_num_prep(player_ptr, nullptr, nullptr);
#ifdef JP
#else
if (r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE)) {
- sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
- } else
+ m_name = (is_a_vowel(desc[0])) ? "an " : "a ";
+ }
#endif
- sprintf(m_name, "%s", desc);
+ m_name.append(desc);
if (r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE)) {
if (r_ptr->flags1 & RF1_FRIENDS) {
}
if (saving_throw(player_ptr->skill_sav * 100 / power)) {
- msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
+ msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name.data());
return;
}
if (player_ptr->effects()->hallucination()->is_hallucinated()) {
- msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"), funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
+ msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"), funny_desc[randint0(MAX_SAN_FUNNY)], m_name.data());
if (one_in_(3)) {
msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
BadStatusSetter(player_ptr).mod_hallucination(randint1(r_ptr->level));