#include "angband.h"
#include "grid.h"
#include "trap.h"
-#include "monster-hook.h"
+#include "monsterrace-hook.h"
+#include "melee.h"
+#include "world.h"
/*!
{
MONSTER_IDX i;
POSITION y, x;
-
bool flag = FALSE;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
- /* Scan monsters */
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = &m_list[i];
/* Repair visibility later */
repair_monsters = TRUE;
- /* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
update_monster(i, FALSE);
flag = TRUE;
if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
if (flag)
{
- /* Describe result */
msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
}
return (flag);
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
- /* Scan monsters */
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = &m_list[i];
/* Repair visibility later */
repair_monsters = TRUE;
- /* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
update_monster(i, FALSE);
flag = TRUE;
if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
if (flag)
{
- /* Describe result */
msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
}
return (flag);
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
- /* Scan monsters */
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = &m_list[i];
/* Repair visibility later */
repair_monsters = TRUE;
- /* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
update_monster(i, FALSE);
flag = TRUE;
}
if (flag)
{
- /* Describe result */
msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
}
return (flag);
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
- /* Scan monsters */
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = &m_list[i];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
/* Repair visibility later */
repair_monsters = TRUE;
- /* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
update_monster(i, FALSE);
flag = TRUE;
}
if (flag)
{
- /* Describe result */
msg_print(_("自然でないモンスターの存在を感じた!", "You sense the presence of unnatural beings!"));
}
return (flag);
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
- /* Scan monsters */
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = &m_list[i];
/* Repair visibility later */
repair_monsters = TRUE;
- /* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
update_monster(i, FALSE);
flag = TRUE;
}
if (flag)
{
- /* Describe result */
msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
}
return (flag);
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
- /* Scan monsters */
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = &m_list[i];
/* Repair visibility later */
repair_monsters = TRUE;
- /* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
update_monster(i, FALSE);
flag = TRUE;
if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
if (flag)
{
- /* Describe result */
msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
}
return (flag);
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
- /* Scan monsters */
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = &m_list[i];
/* Repair visibility later */
repair_monsters = TRUE;
- /* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
update_monster(i, FALSE);
flag = TRUE;
break;
}
- /* Describe result */
msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
msg_print(NULL);
}
* this is done in two passes. -- JDL
* </pre>
*/
-bool project_hack(EFFECT_ID typ, HIT_POINT dam)
+bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
{
MONSTER_IDX i;
POSITION x, y;
*/
bool speed_monsters(void)
{
- return (project_hack(GF_OLD_SPEED, p_ptr->lev));
+ return (project_all_los(GF_OLD_SPEED, p_ptr->lev));
}
/*!
*/
bool slow_monsters(int power)
{
- return (project_hack(GF_OLD_SLOW, power));
+ return (project_all_los(GF_OLD_SLOW, power));
}
/*!
*/
bool sleep_monsters(int power)
{
- return (project_hack(GF_OLD_SLEEP, power));
+ return (project_all_los(GF_OLD_SLEEP, power));
}
/*!
*/
bool banish_evil(int dist)
{
- return (project_hack(GF_AWAY_EVIL, dist));
+ return (project_all_los(GF_AWAY_EVIL, dist));
}
/*!
*/
bool turn_undead(void)
{
- bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
+ bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
if (tester)
chg_virtue(V_UNLIFE, -1);
return tester;
*/
bool dispel_undead(HIT_POINT dam)
{
- bool tester = (project_hack(GF_DISP_UNDEAD, dam));
+ bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
if (tester)
chg_virtue(V_UNLIFE, -2);
return tester;
*/
bool dispel_evil(HIT_POINT dam)
{
- return (project_hack(GF_DISP_EVIL, dam));
+ return (project_all_los(GF_DISP_EVIL, dam));
}
/*!
*/
bool dispel_good(HIT_POINT dam)
{
- return (project_hack(GF_DISP_GOOD, dam));
+ return (project_all_los(GF_DISP_GOOD, dam));
}
/*!
*/
bool dispel_monsters(HIT_POINT dam)
{
- return (project_hack(GF_DISP_ALL, dam));
+ return (project_all_los(GF_DISP_ALL, dam));
}
/*!
*/
bool dispel_living(HIT_POINT dam)
{
- return (project_hack(GF_DISP_LIVING, dam));
+ return (project_all_los(GF_DISP_LIVING, dam));
}
/*!
*/
bool dispel_demons(HIT_POINT dam)
{
- return (project_hack(GF_DISP_DEMON, dam));
+ return (project_all_los(GF_DISP_DEMON, dam));
}
/*!
*/
bool crusade(void)
{
- return (project_hack(GF_CRUSADE, p_ptr->lev*4));
+ return (project_all_los(GF_CRUSADE, p_ptr->lev*4));
}
/*!
{
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
if (resist && player_cast)
{
bool see_m = is_seen(m_ptr);
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
if (see_m)
p_ptr->redraw |= (PR_HP);
p_ptr->window |= (PW_PLAYER);
- /* Handle */
handle_stuff();
Term_fresh();
/* Skip "wrong" monsters */
if (r_ptr->d_char != typ) continue;
- /* Take note */
result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
}
bool probing(void)
{
int i;
- SPEED speed;
+ int speed; /* TODO */
bool_hack cu, cv;
bool probe = FALSE;
char buf[256];
/* Probe visible monsters */
if (m_ptr->ml)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Start the message */
if (!probe)
/* HACK : Add the line to message buffer */
message_add(buf);
+
p_ptr->window |= (PW_MESSAGE);
- window_stuff();
+ handle_stuff();
if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
inkey();
{
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
if (in_generate && cheat_peek)
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
msg_format(_("伝説のアイテム (%s) は生成中に*破壊*された。", "Artifact (%s) was *destroyed* during generation."), o_name);
}
if (m_idx)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_type *m_ptr = &m_list[m_idx];
/* Get the monster's real name */
if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
!(r_ptr->flags2 & (RF2_PASS_WALL)))
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Assume not safe */
sn = 0;
{
if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].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_EARTHQUAKE, m2_name);
}
}
-
delete_monster(yy, xx);
/* No longer safe */
m_ptr->fy = sy;
m_ptr->fx = sx;
- /* Update the monster (new location) */
update_monster(m_idx, TRUE);
-
- /* Redraw the old grid */
lite_spot(yy, xx);
-
- /* Redraw the new grid */
lite_spot(sy, sx);
}
}
/* Uniques resist discharging */
if (r_ptr->flags1 & RF1_UNIQUE)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0x00);
msg_format(_("%sは爆破されるのを嫌がり、勝手に自分の世界へと帰った。", "%^s resists to be blasted, and run away."), m_name);
delete_monster_idx(i);
if (record_named_pet && m_ptr->nickname)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
if (c_ptr->m_idx)
{
int chance = 25;
-
monster_type *m_ptr = &m_list[c_ptr->m_idx];
-
monster_race *r_ptr = &r_info[m_ptr->r_idx];
update_monster(c_ptr->m_idx, FALSE);
/* Notice the "waking up" */
if (m_ptr->ml)
{
- char m_name[80];
-
- /* Acquire the monster name */
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
-
- /* Dump a message */
msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
}
}
(*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
if (!one_in_(6)) break;
case 7: case 8: case 9: case 18:
- (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
if (!one_in_(6)) break;
case 10: case 11: case 12:
msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
switch (randint1(25) + (dun_level / 20))
{
case 1: case 2:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
break;
case 3: case 4:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
break;
case 5: case 6:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
break;
case 7: case 8:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
break;
case 9: case 10:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
break;
case 11: case 12:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
break;
case 13: case 14:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
break;
case 15: case 16:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
break;
case 17:
if (can_pet) break;
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
break;
case 18: case 19:
if (can_pet) break;
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
break;
case 20: case 21:
if (!can_pet) mode |= PM_ALLOW_UNIQUE;
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
break;
case 22: case 23:
if (!can_pet) mode |= PM_ALLOW_UNIQUE;
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
break;
case 24:
- count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
break;
default:
if (!can_pet) mode |= PM_ALLOW_UNIQUE;
- count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
+ count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
}
}
for (i = 0; i < max_cyber; i++)
{
- count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
+ count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode, '\0');
}
return count;
*/
bool confuse_monsters(HIT_POINT dam)
{
- return (project_hack(GF_OLD_CONF, dam));
+ return (project_all_los(GF_OLD_CONF, dam));
}
*/
bool charm_monsters(HIT_POINT dam)
{
- return (project_hack(GF_CHARM, dam));
+ return (project_all_los(GF_CHARM, dam));
}
*/
bool charm_animals(HIT_POINT dam)
{
- return (project_hack(GF_CONTROL_ANIMAL, dam));
+ return (project_all_los(GF_CONTROL_ANIMAL, dam));
}
*/
bool stun_monsters(HIT_POINT dam)
{
- return (project_hack(GF_STUN, dam));
+ return (project_all_los(GF_STUN, dam));
}
*/
bool stasis_monsters(HIT_POINT dam)
{
- return (project_hack(GF_STASIS, dam));
+ return (project_all_los(GF_STASIS, dam));
}
*/
bool mindblast_monsters(HIT_POINT dam)
{
- return (project_hack(GF_PSI, dam));
+ return (project_all_los(GF_PSI, dam));
}
*/
bool banish_monsters(int dist)
{
- return (project_hack(GF_AWAY_ALL, dist));
+ return (project_all_los(GF_AWAY_ALL, dist));
}
*/
bool turn_evil(HIT_POINT dam)
{
- return (project_hack(GF_TURN_EVIL, dam));
+ return (project_all_los(GF_TURN_EVIL, dam));
}
*/
bool turn_monsters(HIT_POINT dam)
{
- return (project_hack(GF_TURN_ALL, dam));
+ return (project_all_los(GF_TURN_ALL, dam));
}
*/
bool deathray_monsters(void)
{
- return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
+ return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200));
}
/*!
else if (!player_bold(ty, tx))
{
/* Hold the monster name */
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Get the monster name (BEFORE polymorphing) */
monster_desc(m_name, m_ptr, 0);
case 35:
while (counter++ < 8)
{
- (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
+ (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
}
break;
case 36:
msg_print(_("なんてこった!あなたの周りの地面から朽ちた人影が立ち上がってきた!",
"Oh no! Mouldering forms rise from the earth around you!"));
- (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
chg_virtue(V_UNLIFE, 1);
}
else if (die < 14)
else if (die < 14)
{
msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
- summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
}
else if (die < 18)
{
(void)set_cut(0);
(void)restore_all_status();
(void)set_shero(0, TRUE);
- update_stuff();
+ handle_stuff();
hp_player(5000);
return TRUE;
{
OBJECT_IDX item;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
byte feel;
cptr q, s;
bool okay = FALSE;
- item_tester_no_ryoute = TRUE;
q = _("どのアイテムを調べますか?", "Meditate on which item? ");
s = _("調べるアイテムがありません。", "You have nothing appropriate.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
+ if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
/* Get the item (in the pack) */
if (item >= 0)