#include "cmd-pet.h"
#include "trap.h"
#include "object-curse.h"
+#include "player-damage.h"
+
+#include "monster.h"
+#include "monster-status.h"
+#include "spells-diceroll.h"
+#include "spells-summon.h"
+#include "monsterrace-hook.h"
+
+#include "melee.h"
+#include "world.h"
+#include "projection.h"
+#include "mutation.h"
+#include "rooms.h"
+#include "artifact.h"
+#include "avatar.h"
+#include "player-status.h"
+#include "realm-hex.h"
static int rakubadam_m; /*!< 振り落とされた際のダメージ量 */
int project_length = 0; /*!< 投射の射程距離 */
-/*!
- * @brief モンスター魅了用セービングスロー共通部(汎用系)
- * @param pow 魅了パワー
- * @param m_ptr 対象モンスター
- * @return 魅了に抵抗したらTRUE
- */
-static bool_hack common_saving_throw_charm(player_type *player_ptr, HIT_POINT pow, monster_type *m_ptr)
-{
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- if(p_ptr->inside_arena) return TRUE;
-
- /* Memorize a flag */
- if (r_ptr->flagsr & RFR_RES_ALL)
- {
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
- return TRUE;
- }
-
- if (r_ptr->flags3 & RF3_NO_CONF)
- {
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
- return TRUE;
- }
-
- if (r_ptr->flags1 & RF1_QUESTOR || m_ptr->mflag2 & MFLAG2_NOPET) return TRUE;
-
- pow += (adj_chr_chm[player_ptr->stat_ind[A_CHR]] - 1);
- if((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) pow = pow * 2 / 3;
- return (r_ptr->level > randint1((pow - 10) < 1 ? 1 : (pow - 10)) + 5);
-}
-
-/*!
- * @brief モンスター服従用セービングスロー共通部(部族依存系)
- * @param pow 服従パワー
- * @param m_ptr 対象モンスター
- * @return 服従に抵抗したらTRUE
- */
-static bool_hack common_saving_throw_control(player_type *player_ptr, HIT_POINT pow, monster_type *m_ptr)
-{
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- if (p_ptr->inside_arena) return TRUE;
-
- /* Memorize a flag */
- if (r_ptr->flagsr & RFR_RES_ALL)
- {
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
- return TRUE;
- }
-
- if (r_ptr->flags1 & RF1_QUESTOR || m_ptr->mflag2 & MFLAG2_NOPET) return TRUE;
-
- pow += adj_chr_chm[player_ptr->stat_ind[A_CHR]] - 1;
- if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) pow = pow * 2 / 3;
- return (r_ptr->level > randint1((pow - 10) < 1 ? 1 : (pow - 10)) + 5);
-}
-
-/*!
-* @brief 一部ボルト魔法のビーム化確率を算出する / Prepare standard probability to become beam for fire_bolt_or_beam()
-* @return ビーム化確率(%)
-* @details
-* ハードコーティングによる実装が行われている。
-* メイジは(レベル)%、ハイメイジ、スペルマスターは(レベル)%、それ以外の職業は(レベル/2)%
-*/
-PERCENTAGE beam_chance(void)
-{
- if (p_ptr->pclass == CLASS_MAGE)
- return (PERCENTAGE)(p_ptr->lev);
- if (p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER)
- return (PERCENTAGE)(p_ptr->lev + 10);
-
- return (PERCENTAGE)(p_ptr->lev / 2);
-}
-
/*!
* @brief 配置した鏡リストの次を取得する /
* @param cury 現在の鏡のy座標
* @param curx 現在の鏡のx座標
*/
-static void next_mirror(int* next_y, int* next_x, int cury, int curx)
+static void next_mirror(POSITION* next_y, POSITION* next_x, POSITION cury, POSITION curx)
{
- int mirror_x[10], mirror_y[10]; /* 鏡はもっと少ない */
+ POSITION mirror_x[10], mirror_y[10]; /* 鏡はもっと少ない */
int mirror_num = 0; /* 鏡の数 */
POSITION x, y;
int num;
* @param max 色IDの最大値
* @return 選択した色ID
*/
-static byte mh_attr(int max)
+static TERM_COLOR mh_attr(int max)
{
switch (randint1(max))
{
* @param type 魔法属性
* @return 対応する色ID
*/
-static byte spell_color(int type)
+static TERM_COLOR spell_color(int type)
{
/* Check if A.B.'s new graphics should be used (rr9) */
if (streq(ANGBAND_GRAF, "new") || streq(ANGBAND_GRAF, "ne2"))
/* Normal tiles or ASCII */
else
{
- byte a;
- char c;
+ TERM_COLOR a;
+ SYMBOL_CODE c;
/* Lookup the default colors for this type */
- cptr s = quark_str(gf_color[type]);
+ concptr s = quark_str(gf_color[type]);
if (!s) return (TERM_WHITE);
byte k;
TERM_COLOR a;
- char c;
+ SYMBOL_CODE c;
/* No motion (*) */
if ((ny == y) && (nx == x)) base = 0x30;
}
-/*!
- * @brief 始点から終点への経路を返す /
- * Determine the path taken by a projection.
- * @param gp 経路座標リストを返す参照ポインタ
- * @param range 距離
- * @param y1 始点Y座標
- * @param x1 始点X座標
- * @param y2 終点Y座標
- * @param x2 終点X座標
- * @param flg フラグID
- * @return リストの長さ
- * @details
- * <pre>
- * The projection will always start from the grid (y1,x1), and will travel
- * towards the grid (y2,x2), touching one grid per unit of distance along
- * the major axis, and stopping when it enters the destination grid or a
- * wall grid, or has travelled the maximum legal distance of "range".
- *
- * Note that "distance" in this function (as in the "update_view()" code)
- * is defined as "MAX(dy,dx) + MIN(dy,dx)/2", which means that the player
- * actually has an "octagon of projection" not a "circle of projection".
- *
- * The path grids are saved into the grid array pointed to by "gp", and
- * there should be room for at least "range" grids in "gp". Note that
- * due to the way in which distance is calculated, this function normally
- * uses fewer than "range" grids for the projection path, so the result
- * of this function should never be compared directly to "range". Note
- * that the initial grid (y1,x1) is never saved into the grid array, not
- * even if the initial grid is also the final grid.
- *
- * The "flg" flags can be used to modify the behavior of this function.
- *
- * In particular, the "PROJECT_STOP" and "PROJECT_THRU" flags have the same
- * semantics as they do for the "project" function, namely, that the path
- * will stop as soon as it hits a monster, or that the path will continue
- * through the destination grid, respectively.
- *
- * The "PROJECT_JUMP" flag, which for the "project()" function means to
- * start at a special grid (which makes no sense in this function), means
- * that the path should be "angled" slightly if needed to avoid any wall
- * grids, allowing the player to "target" any grid which is in "view".
- * This flag is non-trivial and has not yet been implemented, but could
- * perhaps make use of the "vinfo" array (above).
- *
- * This function returns the number of grids (if any) in the path. This
- * function will return zero if and only if (y1,x1) and (y2,x2) are equal.
- *
- * This algorithm is similar to, but slightly different from, the one used
- * by "update_view_los()", and very different from the one used by "los()".
- * </pre>
- */
-sint project_path(u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg)
-{
- int y, x;
-
- int n = 0;
- int k = 0;
-
- /* Absolute */
- int ay, ax;
-
- /* Offsets */
- int sy, sx;
-
- /* Fractions */
- int frac;
-
- /* Scale factors */
- int full, half;
-
- /* Slope */
- int m;
-
- /* No path necessary (or allowed) */
- if ((x1 == x2) && (y1 == y2)) return (0);
-
-
- /* Analyze "dy" */
- if (y2 < y1)
- {
- ay = (y1 - y2);
- sy = -1;
- }
- else
- {
- ay = (y2 - y1);
- sy = 1;
- }
-
- /* Analyze "dx" */
- if (x2 < x1)
- {
- ax = (x1 - x2);
- sx = -1;
- }
- else
- {
- ax = (x2 - x1);
- sx = 1;
- }
-
-
- /* Number of "units" in one "half" grid */
- half = (ay * ax);
-
- /* Number of "units" in one "full" grid */
- full = half << 1;
-
- /* Vertical */
- if (ay > ax)
- {
- /* Let m = ((dx/dy) * full) = (dx * dx * 2) */
- m = ax * ax * 2;
-
- /* Start */
- y = y1 + sy;
- x = x1;
-
- frac = m;
-
- if (frac > half)
- {
- /* Advance (X) part 2 */
- x += sx;
-
- /* Advance (X) part 3 */
- frac -= full;
-
- /* Track distance */
- k++;
- }
-
- /* Create the projection path */
- while (1)
- {
- /* Save grid */
- gp[n++] = GRID(y, x);
-
- /* Hack -- Check maximum range */
- if ((n + (k >> 1)) >= range) break;
-
- /* Sometimes stop at destination grid */
- if (!(flg & (PROJECT_THRU)))
- {
- if ((x == x2) && (y == y2)) break;
- }
-
- if (flg & (PROJECT_DISI))
- {
- if ((n > 0) && cave_stop_disintegration(y, x)) break;
- }
- else if (flg & (PROJECT_LOS))
- {
- if ((n > 0) && !cave_los_bold(y, x)) break;
- }
- else if (!(flg & (PROJECT_PATH)))
- {
- /* Always stop at non-initial wall grids */
- if ((n > 0) && !cave_have_flag_bold(y, x, FF_PROJECT)) break;
- }
-
- /* Sometimes stop at non-initial monsters/players */
- if (flg & (PROJECT_STOP))
- {
- if ((n > 0) &&
- (player_bold(y, x) || cave[y][x].m_idx != 0))
- break;
- }
-
- if (!in_bounds(y, x)) break;
-
- /* Slant */
- if (m)
- {
- /* Advance (X) part 1 */
- frac += m;
-
- /* Horizontal change */
- if (frac > half)
- {
- /* Advance (X) part 2 */
- x += sx;
-
- /* Advance (X) part 3 */
- frac -= full;
-
- /* Track distance */
- k++;
- }
- }
-
- /* Advance (Y) */
- y += sy;
- }
- }
-
- /* Horizontal */
- else if (ax > ay)
- {
- /* Let m = ((dy/dx) * full) = (dy * dy * 2) */
- m = ay * ay * 2;
-
- /* Start */
- y = y1;
- x = x1 + sx;
-
- frac = m;
-
- /* Vertical change */
- if (frac > half)
- {
- /* Advance (Y) part 2 */
- y += sy;
-
- /* Advance (Y) part 3 */
- frac -= full;
-
- /* Track distance */
- k++;
- }
-
- /* Create the projection path */
- while (1)
- {
- /* Save grid */
- gp[n++] = GRID(y, x);
-
- /* Hack -- Check maximum range */
- if ((n + (k >> 1)) >= range) break;
-
- /* Sometimes stop at destination grid */
- if (!(flg & (PROJECT_THRU)))
- {
- if ((x == x2) && (y == y2)) break;
- }
-
- if (flg & (PROJECT_DISI))
- {
- if ((n > 0) && cave_stop_disintegration(y, x)) break;
- }
- else if (flg & (PROJECT_LOS))
- {
- if ((n > 0) && !cave_los_bold(y, x)) break;
- }
- else if (!(flg & (PROJECT_PATH)))
- {
- /* Always stop at non-initial wall grids */
- if ((n > 0) && !cave_have_flag_bold(y, x, FF_PROJECT)) break;
- }
-
- /* Sometimes stop at non-initial monsters/players */
- if (flg & (PROJECT_STOP))
- {
- if ((n > 0) &&
- (player_bold(y, x) || cave[y][x].m_idx != 0))
- break;
- }
-
- if (!in_bounds(y, x)) break;
-
- /* Slant */
- if (m)
- {
- /* Advance (Y) part 1 */
- frac += m;
-
- /* Vertical change */
- if (frac > half)
- {
- /* Advance (Y) part 2 */
- y += sy;
-
- /* Advance (Y) part 3 */
- frac -= full;
-
- /* Track distance */
- k++;
- }
- }
-
- /* Advance (X) */
- x += sx;
- }
- }
-
- /* Diagonal */
- else
- {
- /* Start */
- y = y1 + sy;
- x = x1 + sx;
-
- /* Create the projection path */
- while (1)
- {
- /* Save grid */
- gp[n++] = GRID(y, x);
-
- /* Hack -- Check maximum range */
- if ((n + (n >> 1)) >= range) break;
-
- /* Sometimes stop at destination grid */
- if (!(flg & (PROJECT_THRU)))
- {
- if ((x == x2) && (y == y2)) break;
- }
-
- if (flg & (PROJECT_DISI))
- {
- if ((n > 0) && cave_stop_disintegration(y, x)) break;
- }
- else if (flg & (PROJECT_LOS))
- {
- if ((n > 0) && !cave_los_bold(y, x)) break;
- }
- else if (!(flg & (PROJECT_PATH)))
- {
- /* Always stop at non-initial wall grids */
- if ((n > 0) && !cave_have_flag_bold(y, x, FF_PROJECT)) break;
- }
-
- /* Sometimes stop at non-initial monsters/players */
- if (flg & (PROJECT_STOP))
- {
- if ((n > 0) &&
- (player_bold(y, x) || cave[y][x].m_idx != 0))
- break;
- }
-
- if (!in_bounds(y, x)) break;
-
- /* Advance (Y) */
- y += sy;
-
- /* Advance (X) */
- x += sx;
- }
- }
-
- /* Length */
- return (n);
-}
-
-
/*
* Mega-Hack -- track "affected" monsters (see "project()" comments)
*/
static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
{
- cave_type *c_ptr = &cave[y][x];
+ grid_type *c_ptr = &cave[y][x];
feature_type *f_ptr = &f_info[c_ptr->feat];
bool obvious = FALSE;
if (have_flag(f_ptr->flags, FF_TREE))
{
- cptr message;
+ concptr message;
switch (typ)
{
case GF_POIS:
case GF_GRAVITY:
message = _("粉砕された", "was crushed."); break;
default:
- message = NULL;break;
+ message = NULL; break;
}
if (message)
{
if (!p_ptr->blind && player_has_los_bold(y, x))
{
c_ptr->info &= ~(CAVE_UNSAFE);
-
- /* Redraw */
lite_spot(y, x);
-
obvious = TRUE;
}
if (!p_ptr->blind && player_has_los_bold(y, x))
{
c_ptr->info &= ~(CAVE_UNSAFE);
-
- /* Redraw */
lite_spot(y, x);
-
obvious = TRUE;
}
feature_type *mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
cave_alter_feat(y, x, FF_SPIKE);
-
c_ptr->mimic = old_mimic;
note_spot(y, x);
-
- /* Redraw */
lite_spot(y, x);
/* Check line of sight */
break;
}
- /* Make doors */
case GF_MAKE_DOOR:
{
- /* Require a "naked" floor grid */
if (!cave_naked_bold(y, x)) break;
-
- /* Not on the player */
if (player_bold(y, x)) break;
-
- /* Create a closed door */
cave_set_feat(y, x, feat_door[DOOR_DOOR].closed);
-
- /* Observe */
if (c_ptr->info & (CAVE_MARK)) obvious = TRUE;
-
break;
}
- /* Make traps */
case GF_MAKE_TRAP:
{
- /* Place a trap */
place_trap(y, x);
-
break;
}
- /* Make doors */
case GF_MAKE_TREE:
{
- /* Require a "naked" floor grid */
if (!cave_naked_bold(y, x)) break;
-
- /* Not on the player */
if (player_bold(y, x)) break;
-
- /* Create a closed door */
cave_set_feat(y, x, feat_tree);
-
- /* Observe */
if (c_ptr->info & (CAVE_MARK)) obvious = TRUE;
-
-
break;
}
case GF_MAKE_GLYPH:
{
- /* Require a "naked" floor grid */
if (!cave_naked_bold(y, x)) break;
-
- /* Create a glyph */
c_ptr->info |= CAVE_OBJECT;
c_ptr->mimic = feat_glyph;
-
note_spot(y, x);
-
- /* Redraw */
lite_spot(y, x);
-
break;
}
case GF_STONE_WALL:
{
- /* Require a "naked" floor grid */
if (!cave_naked_bold(y, x)) break;
-
- /* Not on the player */
if (player_bold(y, x)) break;
-
- /* Place a wall */
cave_set_feat(y, x, feat_granite);
-
break;
}
-
case GF_LAVA_FLOW:
{
- /* Ignore permanent grid */
if (have_flag(f_ptr->flags, FF_PERMANENT)) break;
-
- /* Shallow Lava */
if (dam == 1)
{
- /* Ignore grid without enough space */
if (!have_flag(f_ptr->flags, FF_FLOOR)) break;
-
- /* Place a shallow lava */
cave_set_feat(y, x, feat_shallow_lava);
}
- /* Deep Lava */
else if (dam)
{
- /* Place a deep lava */
cave_set_feat(y, x, feat_deep_lava);
}
break;
case GF_WATER_FLOW:
{
- /* Ignore permanent grid */
if (have_flag(f_ptr->flags, FF_PERMANENT)) break;
-
- /* Shallow Water */
if (dam == 1)
{
- /* Ignore grid without enough space */
if (!have_flag(f_ptr->flags, FF_FLOOR)) break;
-
- /* Place a shallow water */
cave_set_feat(y, x, feat_shallow_water);
}
- /* Deep Water */
else if (dam)
{
- /* Place a deep water */
cave_set_feat(y, x, feat_deep_water);
}
break;
case GF_LITE:
{
/* Turn on the light */
- if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
+ if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
{
c_ptr->info |= (CAVE_GLOW);
-
note_spot(y, x);
-
- /* Redraw */
lite_spot(y, x);
-
update_local_illumination(y, x);
/* Observe */
/* Mega-Hack -- Update the monster in the affected grid */
/* This allows "spear of light" (etc) to work "correctly" */
- if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
+ if (c_ptr->m_idx) update_monster(c_ptr->m_idx, FALSE);
if (p_ptr->special_defense & NINJA_S_STEALTH)
{
if (in_bounds2(by, bx))
{
- cave_type *cc_ptr = &cave[by][bx];
+ grid_type *cc_ptr = &cave[by][bx];
if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
{
note_spot(y, x);
}
- /* Redraw */
lite_spot(y, x);
update_local_illumination(y, x);
/* Mega-Hack -- Update the monster in the affected grid */
/* This allows "spear of light" (etc) to work "correctly" */
- if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
+ if (c_ptr->m_idx) update_monster(c_ptr->m_idx, FALSE);
}
/* All done */
*/
static bool project_o(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
{
- cave_type *c_ptr = &cave[y][x];
+ grid_type *c_ptr = &cave[y][x];
OBJECT_IDX this_o_idx, next_o_idx = 0;
BIT_FLAGS flgs[TR_FLAG_SIZE];
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
KIND_OBJECT_IDX k_idx = 0;
bool is_potion = FALSE;
/* Scan all objects in the grid */
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- /* Acquire object */
object_type *o_ptr = &o_list[this_o_idx];
bool is_art = FALSE;
bool ignore = FALSE;
bool do_kill = FALSE;
- cptr note_kill = NULL;
+ concptr note_kill = NULL;
#ifndef JP
/* Get the "plural"-ness */
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
-
- /* Extract the flags */
object_flags(o_ptr, flgs);
/* Check for artifact */
k_idx = o_ptr->k_idx;
is_potion = object_is_potion(o_ptr);
-
-
- /* Delete the object */
delete_object_idx(this_o_idx);
/* Potions produce effects when 'shattered' */
(void)potion_smash_effect(who, y, x, k_idx);
}
- /* Redraw */
lite_spot(y, x);
}
}
{
int tmp;
- cave_type *c_ptr = &cave[y][x];
+ grid_type *c_ptr = &cave[y][x];
monster_type *m_ptr = &m_list[c_ptr->m_idx];
monster_type *caster_ptr = (who > 0) ? &m_list[who] : NULL;
bool heal_leper = FALSE;
/* Hold the monster name */
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
char m_poss[10];
PARAMETER_VALUE photo = 0;
/* Assume no note */
- cptr note = NULL;
+ concptr note = NULL;
/* Assume a default death */
- cptr note_dies = extract_note_dies(real_r_ptr(m_ptr));
+ concptr note_dies = extract_note_dies(real_r_idx(m_ptr));
- int ty = m_ptr->fy;
- int tx = m_ptr->fx;
+ POSITION ty = m_ptr->fy;
+ POSITION tx = m_ptr->fx;
- int caster_lev = (who > 0) ? r_info[caster_ptr->r_idx].level : (p_ptr->lev * 2);
+ DEPTH caster_lev = (who > 0) ? r_info[caster_ptr->r_idx].level : (p_ptr->lev * 2);
/* Nobody here */
if (!c_ptr->m_idx) return (FALSE);
/* Get the monster possessive ("his"/"her"/"its") */
monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
- if (p_ptr->riding && (c_ptr->m_idx == p_ptr->riding)) disturb(1, 1);
+ if (p_ptr->riding && (c_ptr->m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
/* Analyze the damage type */
switch (typ)
else if (dam > 0)
{
int b = damroll(5, dam) / 4;
- cptr str = (p_ptr->pclass == CLASS_MINDCRAFTER) ? _("超能力パワー", "psychic energy") : _("魔力", "mana");
- cptr msg = _("あなたは%sの苦痛を%sに変換した!",
+ concptr str = (p_ptr->pclass == CLASS_MINDCRAFTER) ? _("超能力パワー", "psychic energy") : _("魔力", "mana");
+ concptr msg = _("あなたは%sの苦痛を%sに変換した!",
(seen ? "You convert %s's pain into %s!" :
"You convert %ss pain into %s!"));
msg_format(msg, m_name, str);
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (!monster_living(r_ptr))
+ if (!monster_living(m_ptr->r_idx))
{
if (is_original_ap_and_seen(m_ptr))
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (!monster_living(r_ptr))
+ if (!monster_living(m_ptr->r_idx))
{
if (is_original_ap_and_seen(m_ptr))
{
/* Attempt a saving throw */
if (common_saving_throw_charm(p_ptr, dam, m_ptr) ||
- !monster_living(r_ptr))
+ !monster_living(m_ptr->r_idx))
{
/* Resist */
/* No obvious effect */
if (!resists_tele)
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Prepare to teleport */
/* Only affect undead */
if (r_ptr->flags3 & (RF3_UNDEAD))
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Learn about type */
/* Only affect evil */
if (r_ptr->flags3 & (RF3_EVIL))
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Learn about type */
skipped = TRUE;
break;
}
- /* Obvious */
if (seen) obvious = TRUE;
/* Apply some fear */
/* Only affect undead */
if (r_ptr->flags3 & (RF3_UNDEAD))
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Learn about type */
/* Only affect evil */
if (r_ptr->flags3 & (RF3_EVIL))
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Learn about type */
/* Only affect good */
if (r_ptr->flags3 & (RF3_GOOD))
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Learn about type */
break;
}
/* Only affect non-undead */
- if (monster_living(r_ptr))
+ if (monster_living(m_ptr->r_idx))
{
- /* Obvious */
if (seen) obvious = TRUE;
note = _("は身震いした。", " shudders.");
/* Only affect demons */
if (r_ptr->flags3 & (RF3_DEMON))
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Learn about type */
dam = 0;
break;
}
- /* Obvious */
if (seen) obvious = TRUE;
note = _("は身震いした。", " shudders.");
/* Special message */
if (see_s_msg)
{
- /* Get the monster name */
monster_desc(killer, caster_ptr, 0);
msg_format(_("%^sは気分が良さそうだ。", "%^s appears healthier."), killer);
}
}
if (is_pet(m_ptr)) nokori_hp = m_ptr->maxhp * 4L;
- else if ((p_ptr->pclass == CLASS_BEASTMASTER) && monster_living(r_ptr))
+ else if ((p_ptr->pclass == CLASS_BEASTMASTER) && monster_living(m_ptr->r_idx))
nokori_hp = m_ptr->maxhp * 3 / 10;
else
nokori_hp = m_ptr->maxhp * 3 / 20;
!(r_ptr->flagsr & (RFR_RES_SOUN | RFR_RES_WALL)) &&
!(r_ptr->flags3 & RF3_NO_STUN))
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Get stunned */
!(r_ptr->flags3 & RF3_NO_CONF) &&
!(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Already partially confused */
if (do_time)
{
- /* Obvious */
if (seen) obvious = TRUE;
if (do_time >= m_ptr->maxhp) do_time = m_ptr->maxhp - 1;
{
if (polymorph_monster(y, x))
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Monster polymorphs */
/* Handle "teleport" */
if (do_dist)
{
- /* Obvious */
if (seen) obvious = TRUE;
note = _("が消え去った!", " disappears!");
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m2_name[80];
+ char m2_name[MAX_NLEN];
monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_HEAL_LEPER, m2_name);
if (((dam > 0) || get_angry) && !do_sleep)
anger_monster(m_ptr);
- /* Take note */
if ((fear || do_fear) && seen)
{
sound(SOUND_FLEE);
-
msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
}
if (pet) mode |= PM_FORCE_PET;
else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
- count += summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, (pet ? p_ptr->lev*2/3+randint1(p_ptr->lev/2) : dun_level), 0, mode);
+ count += summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, (pet ? p_ptr->lev*2/3+randint1(p_ptr->lev/2) : dun_level), 0, mode, '\0');
if (!one_in_(6)) break;
}
case 23: case 24: case 25:
int i = 0;
if (one_in_(13))
{
- while (i < 6)
+ while (i < A_MAX)
{
do
{
{
p_ptr->health_who = c_ptr->m_idx;
p_ptr->redraw |= (PR_HEALTH);
- redraw_stuff();
+ handle_stuff();
}
/* Verify this code */
-
- /* Update the monster */
- if (m_ptr->r_idx) update_mon(c_ptr->m_idx, FALSE);
+ if (m_ptr->r_idx) update_monster(c_ptr->m_idx, FALSE);
/* Redraw the monster grid */
lite_spot(y, x);
{
object_type *q_ptr;
object_type forge;
-
- /* Get local object */
q_ptr = &forge;
/* Prepare to make a Blade of Chaos */
/* Mark the item as fully known */
q_ptr->ident |= (IDENT_MENTAL);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
}
* We return "TRUE" if any "obvious" effects were observed. XXX XXX Actually,
* we just assume that the effects were obvious, for historical reasons.
*/
-static bool project_p(MONSTER_IDX who, cptr who_name, int r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell)
+static bool project_p(MONSTER_IDX who, concptr who_name, int r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell)
{
int k = 0;
- int rlev = 0;
+ DEPTH rlev = 0;
/* Hack -- assume obvious */
bool obvious = TRUE;
monster_type *m_ptr = NULL;
/* Monster name (for attacks) */
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Monster name (for damage) */
char killer[80];
/* Hack -- messages */
- cptr act = NULL;
+ concptr act = NULL;
int get_damage = 0;
project(0, 0, t_y, t_x, dam, typ, (PROJECT_STOP|PROJECT_KILL|PROJECT_REFLECTABLE), monspell);
- disturb(1, 1);
+ disturb(TRUE, TRUE);
return TRUE;
}
if (who > 0)
{
- /* Get the source monster */
m_ptr = &m_list[who];
- /* Extract the monster level */
rlev = (((&r_info[m_ptr->r_idx])->level >= 1) ? (&r_info[m_ptr->r_idx])->level : 1);
-
- /* Get the monster name */
monster_desc(m_name, m_ptr, 0);
/* Get the monster's real name (gotten before polymorph!) */
if (p_ptr->resist_pois) dam = (dam + 2) / 3;
if (double_resist) dam = (dam + 2) / 3;
- if ((!(double_resist || p_ptr->resist_pois)) &&
- one_in_(HURT_CHANCE) && !CHECK_MULTISHADOW())
+ if ((!(double_resist || p_ptr->resist_pois)) && one_in_(HURT_CHANCE) && !CHECK_MULTISHADOW())
{
do_dec_stat(A_CON);
}
(void)set_stun(p_ptr->stun + plus_stun);
}
- if (!(p_ptr->resist_fire ||
- IS_OPPOSE_FIRE() ||
- p_ptr->immune_fire))
+ if (!(p_ptr->resist_fire || IS_OPPOSE_FIRE() || p_ptr->immune_fire))
{
inven_damage(set_acid_destroy, 3);
}
if (fuzzy) msg_print(_("何か湿ったもので攻撃された!", "You are hit by something wet!"));
if (!CHECK_MULTISHADOW())
{
- if (!p_ptr->resist_sound)
+ if (!p_ptr->resist_sound && !p_ptr->resist_water)
{
set_stun(p_ptr->stun + randint1(40));
}
- if (!p_ptr->resist_conf)
+ if (!p_ptr->resist_conf && !p_ptr->resist_water)
{
set_confused(p_ptr->confused + randint1(5) + 5);
}
- if (one_in_(5))
+ if (one_in_(5) && !p_ptr->resist_water)
{
inven_damage(set_cold_destroy, 3);
}
+
+ if (p_ptr->resist_water) get_damage /= 4;
}
get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
msg_print(_("閃光のため非物質的な影の存在でいられなくなった。",
"The light forces you out of your incorporeal shadow form."));
- p_ptr->redraw |= PR_MAP;
- /* Update monsters */
+ p_ptr->redraw |= (PR_MAP | PR_STATUS);
p_ptr->update |= (PU_MONSTERS);
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-
}
break;
msg_print(_("あなたは以前ほど力強くなくなってしまった...。",
"You're not as powerful as you used to be..."));
- for (k = 0; k < 6; k++)
+ for (k = 0; k < A_MAX; k++)
{
p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
}
learn_spell(monspell);
-
- /* Redraw mana */
p_ptr->redraw |= (PR_MANA);
-
- p_ptr->window |= (PW_PLAYER);
- p_ptr->window |= (PW_SPELL);
+ p_ptr->window |= (PW_PLAYER | PW_SPELL);
if (who > 0)
{
if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
&& (get_damage > 0) && !p_ptr->is_dead && (who > 0))
{
- char m_name_self[80];
+ GAME_TEXT m_name_self[80];
/* hisself */
monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
}
- /* Disturb */
- disturb(1, 1);
+ disturb(TRUE, TRUE);
if ((p_ptr->special_defense & NINJA_KAWARIMI) && dam && who && (who != p_ptr->riding))
*/
bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
{
- /* Delta */
- POSITION dx, dy;
-
- /* Absolute */
- POSITION ax, ay;
-
- /* Signs */
- POSITION sx, sy;
-
- /* Fractions */
- POSITION qx, qy;
-
- /* Scanners */
- POSITION tx, ty;
-
- /* Scale factors */
- POSITION f1, f2;
-
- /* Slope, or 1/Slope, of LOS */
- POSITION m;
-
+ POSITION dx, dy; /* Delta */
+ POSITION ax, ay; /* Absolute */
+ POSITION sx, sy; /* Signs */
+ POSITION qx, qy; /* Fractions */
+ POSITION tx, ty; /* Scanners */
+ POSITION f1, f2; /* Scale factors */
+ POSITION m; /* Slope, or 1/Slope, of LOS */
/* Extract the offset */
dy = y2 - y1;
ay = ABS(dy);
ax = ABS(dx);
-
/* Handle adjacent (or identical) grids */
if ((ax < 2) && (ay < 2)) return (TRUE);
-
/* Paranoia -- require "safe" origin */
/* if (!in_bounds(y1, x1)) return (FALSE); */
-
/* Directly South/North */
if (!dx)
{
return (TRUE);
}
-
/* Extract some signs */
sx = (dx < 0) ? -1 : 1;
sy = (dy < 0) ? -1 : 1;
-
/* Vertical "knights" */
if (ax == 1)
{
}
}
-
/* Calculate scale factor div 2 */
f2 = (ax * ay);
bool jump = FALSE;
/* Attacker's name (prepared before polymorph)*/
- char who_name[80];
+ GAME_TEXT who_name[MAX_NLEN];
/* Can the player see the source of this effect? */
bool see_s_msg = TRUE;
/* Calculate the projection path */
path_n = project_path(path_g, (project_length ? project_length : MAX_RANGE), y1, x1, y2, x2, flg);
-
- /* Hack -- Handle stuff */
handle_stuff();
/* Giga-Hack SEEKER & SUPER_RAY */
for (i = 0; i < path_n; ++i)
{
- int oy = y;
- int ox = x;
+ POSITION oy = y;
+ POSITION ox = x;
- int ny = GRID_Y(path_g[i]);
- int nx = GRID_X(path_g[i]);
+ POSITION ny = GRID_Y(path_g[i]);
+ POSITION nx = GRID_X(path_g[i]);
/* Advance */
y = ny;
{
u16b p;
- byte a;
- char c;
+ TERM_COLOR a;
+ SYMBOL_CODE c;
/* Obtain the bolt pict */
p = bolt_pict(oy, ox, y, x, typ);
Term_xtra(TERM_XTRA_DELAY, msec);
}
}
- if(project_o(0,0,y,x,dam,GF_SEEKER))notice=TRUE;
- if( is_mirror_grid(&cave[y][x]))
+ if (project_o(0, 0, y, x, dam, GF_SEEKER))notice = TRUE;
+ if (is_mirror_grid(&cave[y][x]))
{
- /* The target of monsterspell becomes tha mirror(broken) */
- monster_target_y=(s16b)y;
- monster_target_x=(s16b)x;
+ /* The target of monsterspell becomes tha mirror(broken) */
+ monster_target_y = y;
+ monster_target_x = x;
remove_mirror(y, x);
next_mirror(&oy, &ox, y, x);
- path_n = i+project_path(&(path_g[i+1]), (project_length ? project_length : MAX_RANGE), y, x, oy, ox, flg);
- for(j = last_i; j <= i; j++)
+ path_n = i + project_path(&(path_g[i + 1]), (project_length ? project_length : MAX_RANGE), y, x, oy, ox, flg);
+ for (j = last_i; j <= i; j++)
{
y = GRID_Y(path_g[j]);
x = GRID_X(path_g[j]);
- if(project_m(0, 0, y, x, dam, GF_SEEKER, flg, TRUE)) notice=TRUE;
- if(!who && (project_m_n==1) && !jump ){
- if(cave[project_m_y][project_m_x].m_idx >0 ){
- monster_type *m_ptr = &m_list[cave[project_m_y][project_m_x].m_idx];
+ if (project_m(0, 0, y, x, dam, GF_SEEKER, flg, TRUE)) notice = TRUE;
+ if (!who && (project_m_n == 1) && !jump) {
+ if (cave[project_m_y][project_m_x].m_idx > 0) {
+ monster_type *m_ptr = &m_list[cave[project_m_y][project_m_x].m_idx];
- if (m_ptr->ml)
- {
- /* Hack -- auto-recall */
- if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
+ if (m_ptr->ml)
+ {
+ /* Hack -- auto-recall */
+ if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
- /* Hack - auto-track */
- health_track(cave[project_m_y][project_m_x].m_idx);
+ /* Hack - auto-track */
+ health_track(cave[project_m_y][project_m_x].m_idx);
+ }
}
- }
}
- (void)project_f(0,0,y,x,dam,GF_SEEKER);
+ (void)project_f(0, 0, y, x, dam, GF_SEEKER);
}
last_i = i;
}
}
for(i = last_i ; i < path_n ; i++)
{
- int py, px;
+ POSITION py, px;
py = GRID_Y(path_g[i]);
px = GRID_X(path_g[i]);
- if(project_m(0, 0, py, px, dam, GF_SEEKER, flg, TRUE))
+ if (project_m(0, 0, py, px, dam, GF_SEEKER, flg, TRUE))
notice = TRUE;
- if(!who && (project_m_n==1) && !jump ){
- if(cave[project_m_y][project_m_x].m_idx > 0)
+ if (!who && (project_m_n == 1) && !jump) {
+ if (cave[project_m_y][project_m_x].m_idx > 0)
{
monster_type *m_ptr = &m_list[cave[project_m_y][project_m_x].m_idx];
for (i = 0; i < path_n; ++i)
{
- int oy = y;
- int ox = x;
+ POSITION oy = y;
+ POSITION ox = x;
- int ny = GRID_Y(path_g[i]);
- int nx = GRID_X(path_g[i]);
+ POSITION ny = GRID_Y(path_g[i]);
+ POSITION nx = GRID_X(path_g[i]);
/* Advance */
y = ny;
{
u16b p;
- byte a;
- char c;
+ TERM_COLOR a;
+ SYMBOL_CODE c;
/* Obtain the bolt pict */
p = bolt_pict(oy, ox, y, x, typ);
}
for( i = 0; i < path_n ; i++ )
{
- int py, px;
+ POSITION py, px;
py = GRID_Y(path_g[i]);
px = GRID_X(path_g[i]);
(void)project_m(0, 0, py, px, dam, GF_SUPER_RAY, flg, TRUE);
/* Project along the path */
for (i = 0; i < path_n; ++i)
{
- int oy = y;
- int ox = x;
+ POSITION oy = y;
+ POSITION ox = x;
- int ny = GRID_Y(path_g[i]);
- int nx = GRID_X(path_g[i]);
+ POSITION ny = GRID_Y(path_g[i]);
+ POSITION nx = GRID_X(path_g[i]);
if (flg & PROJECT_DISI)
{
{
u16b p;
- byte a;
- char c;
+ TERM_COLOR a;
+ SYMBOL_CODE c;
/* Obtain the bolt pict */
p = bolt_pict(oy, ox, y, x, typ);
{
u16b p;
- byte a;
- char c;
+ TERM_COLOR a;
+ SYMBOL_CODE c;
drawn = TRUE;
}
}
-
- /* Update stuff if needed */
- if (p_ptr->update) update_stuff();
-
+ update_creature(p_ptr);
if (flg & PROJECT_KILL)
{
}
}
- /* Update stuff if needed */
- if (p_ptr->update) update_stuff();
+ update_creature(p_ptr);
/* Check objects */
if (flg & (PROJECT_ITEM))
if (p_ptr->riding)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, &m_list[p_ptr->riding], 0);
}
return;
}
-
+
+
+
+/*!
+ * @brief 領域魔法に応じて技能の名称を返す。
+ * @param tval 魔法書のtval
+ * @return 領域魔法の技能名称を保管した文字列ポインタ
+ */
+concptr spell_category_name(OBJECT_TYPE_VALUE tval)
+{
+ switch (tval)
+ {
+ case TV_HISSATSU_BOOK:
+ return _("必殺技", "art");
+ case TV_LIFE_BOOK:
+ return _("祈り", "prayer");
+ case TV_MUSIC_BOOK:
+ return _("歌", "song");
+ default:
+ return _("呪文", "spell");
+ }
+}
+