#include "angband.h"
#include "cmd-pet.h"
#include "object-curse.h"
+#include "monster.h"
#include "monsterrace-hook.h"
#include "objectkind-hook.h"
+#include "sort.h"
+#include "projection.h"
+#include "spells-summon.h"
#define REWARD_CHANCE 10
choice = inkey();
if ((choice >= 'a') && (choice <= 'f')) break;
}
- for(n = 0; n < 6; n++)
+ for(n = 0; n < A_MAX; n++)
if (n != choice - 'a')
prt("",n+2,14);
if (get_check(_("よろしいですか?", "Are you sure? "))) break;
}
-/*!
- * @brief モンスターを倒した際の財宝svalを返す
- * @param r_idx 倒したモンスターの種族ID
- * @return 財宝のsval
- * @details
- * Hack -- Return the "automatic coin type" of a monster race
- * Used to allocate proper treasure when "Creeping coins" die
- * Note the use of actual "monster names"
- */
-static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
-{
- /* Analyze monsters */
- switch (r_idx)
- {
- case MON_COPPER_COINS: return 2;
- case MON_SILVER_COINS: return 5;
- case MON_GOLD_COINS: return 10;
- case MON_MITHRIL_COINS:
- case MON_MITHRIL_GOLEM: return 16;
- case MON_ADAMANT_COINS: return 17;
- }
-
- /* Assume nothing */
- return 0;
-}
-
-
/*!
* @brief クエストを達成状態にする /
}
q_ptr->status = QUEST_STATUS_COMPLETED;
- q_ptr->complev = (byte)p_ptr->lev;
+ q_ptr->complev = p_ptr->lev;
update_playtime();
q_ptr->comptime = playtime;
/* Make a great object */
make_object(o_ptr, AM_GOOD | AM_GREAT);
-
- /* Drop it in the dungeon */
(void)drop_near(o_ptr, -1, y, x);
}
}
* @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
* @return 撃破されたモンスターの述語
*/
-cptr extract_note_dies(MONRACE_IDX r_idx)
+concptr extract_note_dies(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
/* Some monsters get "destroyed" */
/*!
- * @brief モンスターが死亡した時の処理 /
- * Handle the "death" of a monster.
- * @param m_idx 死亡したモンスターのID
- * @param drop_item TRUEならばモンスターのドロップ処理を行う
- * @return 撃破されたモンスターの述語
- * @details
- * <pre>
- * Disperse treasures centered at the monster location based on the
- * various flags contained in the monster flags fields.
- * Check for "Quest" completion when a quest monster is killed.
- * Note that only the player can induce "monster_death()" on Uniques.
- * Thus (for now) all Quest monsters should be Uniques.
- * Note that monsters can now carry objects, and when a monster dies,
- * it drops all of its objects, which may disappear in crowded rooms.
- * </pre>
- */
-void monster_death(MONSTER_IDX m_idx, bool drop_item)
-{
- int i, j;
- POSITION y, x;
-
- int dump_item = 0;
- int dump_gold = 0;
- int number = 0;
-
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
-
- u32b mo_mode = 0L;
-
- bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
- bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
- bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
- int force_coin = get_coin_type(m_ptr->r_idx);
-
- object_type forge;
- object_type *q_ptr;
-
- bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
- && !p_ptr->inside_battle && !is_pet(m_ptr);
-
- /* The caster is dead? */
- if (world_monster && world_monster == m_idx) world_monster = 0;
-
- /* Notice changes in view */
- if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
- {
- /* Update some things */
- p_ptr->update |= (PU_MON_LITE);
- }
-
- y = m_ptr->fy;
- x = m_ptr->fx;
-
- if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
- {
- GAME_TEXT m_name[MAX_NLEN];
-
- monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
- do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
- }
-
- /* Let monsters explode! */
- for (i = 0; i < 4; i++)
- {
- if (r_ptr->blow[i].method == RBM_EXPLODE)
- {
- BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
- DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
- DICE_SID d_side = r_ptr->blow[i].d_side;
- HIT_POINT damage = damroll(d_dice, d_side);
-
- project(m_idx, 3, y, x, damage, typ, flg, -1);
- break;
- }
- }
-
- if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
- {
- choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
- r_ptr = &r_info[m_ptr->r_idx];
- }
-
- /* Check for quest completion */
- check_quest_completion(m_ptr);
-
- /* Handle the possibility of player vanquishing arena combatant -KMW- */
- if (p_ptr->inside_arena && !is_pet(m_ptr))
- {
- p_ptr->exit_bldg = TRUE;
-
- if (p_ptr->arena_number > MAX_ARENA_MONS)
- {
- msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
- }
- else
- {
- msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion."));
- }
-
- if (arena_info[p_ptr->arena_number].tval)
- {
- q_ptr = &forge;
-
- /* Prepare to make a prize */
- object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
- apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
-
- if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
- p_ptr->arena_number++;
- if (record_arena)
- {
- GAME_TEXT m_name[MAX_NLEN];
-
- /* Extract monster name */
- monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-
- do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
- }
- }
-
- if (m_idx == p_ptr->riding)
- {
- if (rakuba(-1, FALSE))
- {
- msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
- }
- }
-
- /* Drop a dead corpse? */
- if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
- (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
- !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
- {
- /* Assume skeleton */
- bool corpse = FALSE;
-
- /*
- * We cannot drop a skeleton? Note, if we are in this check,
- * we *know* we can drop at least a corpse or a skeleton
- */
- if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
- corpse = TRUE;
- else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
- corpse = TRUE;
-
- /* Else, a corpse is more likely unless we did a "lot" of damage */
- else if (r_ptr->flags9 & RF9_DROP_CORPSE)
- {
- /* Lots of damage in one blow */
- if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
- {
- if (one_in_(5)) corpse = TRUE;
- }
- else
- {
- if (!one_in_(5)) corpse = TRUE;
- }
- }
- q_ptr = &forge;
-
- /* Prepare to make an object */
- object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
-
- apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
-
- q_ptr->pval = m_ptr->r_idx;
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
-
- /* Drop objects being carried */
- monster_drop_carried_objects(m_ptr);
-
- if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
- if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
-
- switch (m_ptr->r_idx)
- {
- case MON_PINK_HORROR:
- /* Pink horrors are replaced with 2 Blue horrors */
- if (!(p_ptr->inside_arena || p_ptr->inside_battle))
- {
- bool notice = FALSE;
-
- for (i = 0; i < 2; i++)
- {
- POSITION wy = y, wx = x;
- bool pet = is_pet(m_ptr);
- BIT_FLAGS mode = 0L;
-
- if (pet) mode |= PM_FORCE_PET;
-
- if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode, '\0'))
- {
- if (player_can_see_bold(wy, wx)) notice = TRUE;
- }
- }
-
- if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
- }
- break;
-
- case MON_BLOODLETTER:
- /* Bloodletters of Khorne may drop a blade of chaos */
- if (drop_chosen_item && (randint1(100) < 15))
- {
- q_ptr = &forge;
-
- /* Prepare to make a Blade of Chaos */
- object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
-
- apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
- break;
-
- case MON_RAAL:
- if (drop_chosen_item && (dun_level > 9))
- {
- q_ptr = &forge;
- object_wipe(q_ptr);
-
- /* Activate restriction */
- if ((dun_level > 49) && one_in_(5))
- get_obj_num_hook = kind_is_good_book;
- else
- get_obj_num_hook = kind_is_book;
-
- /* Make a book */
- make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
- break;
-
- case MON_DAWN:
- /*
- * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
- * spawn another in the fallen one's place!
- */
- if (!p_ptr->inside_arena && !p_ptr->inside_battle)
- {
- if (!one_in_(7))
- {
- POSITION wy = y, wx = x;
- int attempts = 100;
- bool pet = is_pet(m_ptr);
-
- do
- {
- scatter(&wy, &wx, y, x, 20, 0);
- }
- while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
-
- if (attempts > 0)
- {
- BIT_FLAGS mode = 0L;
- if (pet) mode |= PM_FORCE_PET;
-
- if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode, '\0'))
- {
- if (player_can_see_bold(wy, wx))
- msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
- }
- }
- }
- }
- break;
-
- case MON_UNMAKER:
- /* One more ultra-hack: An Unmaker goes out with a big bang! */
- {
- BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
- }
- break;
-
- case MON_UNICORN_ORD:
- case MON_MORGOTH:
- case MON_ONE_RING:
- /* Reward for "lazy" player */
- if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
- {
- ARTIFACT_IDX a_idx = 0;
- artifact_type *a_ptr = NULL;
-
- if (!drop_chosen_item) break;
-
- do
- {
- switch (randint0(3))
- {
- case 0:
- a_idx = ART_NAMAKE_HAMMER;
- break;
- case 1:
- a_idx = ART_NAMAKE_BOW;
- break;
- case 2:
- a_idx = ART_NAMAKE_ARMOR;
- break;
- }
-
- a_ptr = &a_info[a_idx];
- }
- while (a_ptr->cur_num);
-
- /* Create the artifact */
- if (create_named_art(a_idx, y, x))
- {
- a_ptr->cur_num = 1;
-
- /* Hack -- Memorize location of artifact in saved floors */
- if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
- }
- else if (!preserve_mode) a_ptr->cur_num = 1;
- }
- break;
-
- case MON_SERPENT:
- if (!drop_chosen_item) break;
- q_ptr = &forge;
-
- /* Mega-Hack -- Prepare to make "Grond" */
- object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
-
- /* Mega-Hack -- Mark this item as "Grond" */
- q_ptr->name1 = ART_GROND;
-
- /* Mega-Hack -- Actually create "Grond" */
- apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- q_ptr = &forge;
-
- /* Mega-Hack -- Prepare to make "Chaos" */
- object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
-
- /* Mega-Hack -- Mark this item as "Chaos" */
- q_ptr->name1 = ART_CHAOS;
-
- /* Mega-Hack -- Actually create "Chaos" */
- apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- break;
-
- case MON_B_DEATH_SWORD:
- if (drop_chosen_item)
- {
- q_ptr = &forge;
-
- /* Prepare to make a broken sword */
- object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
- break;
-
- case MON_A_GOLD:
- case MON_A_SILVER:
- if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
- ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
- {
- q_ptr = &forge;
-
- /* Prepare to make a Can of Toys */
- object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
-
- apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
- break;
-
- case MON_ROLENTO:
- {
- BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
- }
- break;
-
- default:
- if (!drop_chosen_item) break;
-
- switch (r_ptr->d_char)
- {
- case '(':
- if (dun_level > 0)
- {
- q_ptr = &forge;
- object_wipe(q_ptr);
-
- /* Activate restriction */
- get_obj_num_hook = kind_is_cloak;
-
- /* Make a cloak */
- make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
- break;
-
- case '/':
- if (dun_level > 4)
- {
- q_ptr = &forge;
- object_wipe(q_ptr);
-
- /* Activate restriction */
- get_obj_num_hook = kind_is_polearm;
-
- /* Make a poleweapon */
- make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
- break;
-
- case '[':
- if (dun_level > 19)
- {
- q_ptr = &forge;
- object_wipe(q_ptr);
-
- /* Activate restriction */
- get_obj_num_hook = kind_is_armor;
-
- /* Make a hard armor */
- make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
- break;
-
- case '\\':
- if (dun_level > 4)
- {
- q_ptr = &forge;
- object_wipe(q_ptr);
-
- /* Activate restriction */
- get_obj_num_hook = kind_is_hafted;
-
- /* Make a hafted weapon */
- make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
- break;
-
- case '|':
- if (m_ptr->r_idx != MON_STORMBRINGER)
- {
- q_ptr = &forge;
- object_wipe(q_ptr);
-
- /* Activate restriction */
- get_obj_num_hook = kind_is_sword;
-
- /* Make a sword */
- make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
- break;
- }
- break;
- }
-
- /* Mega-Hack -- drop fixed items */
- if (drop_chosen_item)
- {
- ARTIFACT_IDX a_idx = 0;
- int chance = 0;
-
- for(i = 0; i < 4; i++)
- {
- if(!r_ptr->artifact_id[i]) break;
- a_idx = r_ptr->artifact_id[i];
- chance = r_ptr->artifact_percent[i];
- }
-
- if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
- {
- artifact_type *a_ptr = &a_info[a_idx];
-
- if (!a_ptr->cur_num)
- {
- /* Create the artifact */
- if (create_named_art(a_idx, y, x))
- {
- a_ptr->cur_num = 1;
-
- /* Hack -- Memorize location of artifact in saved floors */
- if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
- }
- else if (!preserve_mode) a_ptr->cur_num = 1;
- }
- }
-
- if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
- {
- KIND_OBJECT_IDX k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
- : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
-
- if (d_info[dungeon_type].final_artifact)
- {
- a_idx = d_info[dungeon_type].final_artifact;
- artifact_type *a_ptr = &a_info[a_idx];
-
- if (!a_ptr->cur_num)
- {
- /* Create the artifact */
- if (create_named_art(a_idx, y, x))
- {
- a_ptr->cur_num = 1;
-
- /* Hack -- Memorize location of artifact in saved floors */
- if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
- }
- else if (!preserve_mode) a_ptr->cur_num = 1;
-
- /* Prevent rewarding both artifact and "default" object */
- if (!d_info[dungeon_type].final_object) k_idx = 0;
- }
- }
-
- if (k_idx)
- {
- q_ptr = &forge;
-
- /* Prepare to make a reward */
- object_prep(q_ptr, k_idx);
-
- apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
- msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name);
- }
- }
-
- /* Determine how much we can drop */
- if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
- if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
- if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
- if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
- if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
- if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
-
- if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
- number = 0; /* Clones drop no stuff unless Cloning Pits */
-
- if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
- number = 0; /* Pets drop no stuff */
- if (!drop_item && (r_ptr->d_char != '$')) number = 0;
-
- if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
- number = 0; /* Limit of Multiply monster drop */
-
- /* Hack -- handle creeping coins */
- coin_type = force_coin;
-
- /* Average dungeon and monster levels */
- object_level = (dun_level + r_ptr->level) / 2;
-
- /* Drop some objects */
- for (j = 0; j < number; j++)
- {
- q_ptr = &forge;
- object_wipe(q_ptr);
-
- /* Make Gold */
- if (do_gold && (!do_item || (randint0(100) < 50)))
- {
- /* Make some gold */
- if (!make_gold(q_ptr)) continue;
-
- dump_gold++;
- }
-
- /* Make Object */
- else
- {
- /* Make an object */
- if (!make_object(q_ptr, mo_mode)) continue;
-
- dump_item++;
- }
-
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
-
- /* Reset the object level */
- object_level = base_level;
-
- /* Reset "coin" type */
- coin_type = 0;
-
-
- /* Take note of any dropped treasure */
- if (visible && (dump_item || dump_gold))
- {
- /* Take notes on treasure */
- lore_treasure(m_idx, dump_item, dump_gold);
- }
-
- /* Only process "Quest Monsters" */
- if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
- if (p_ptr->inside_battle) return;
-
- /* Winner? */
- if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
- {
- /* Total winner */
- p_ptr->total_winner = TRUE;
-
- /* Redraw the "title" */
- p_ptr->redraw |= (PR_TITLE);
-
- play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
-
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
-
- if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
- {
- msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
- }
-
- /* Congratulations */
- msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
- msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
- msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
- }
-}
-
-/*!
* @brief モンスターに与えたダメージの修正処理 /
* Modify the physical damage done to the monster.
* @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ
* to induce changes in the monster recall code.
* </pre>
*/
-bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
+bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, concptr note)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/*
* Monster health description
*/
-cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
+concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
{
monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
bool living;
int perc;
- cptr desc;
- cptr attitude;
- cptr clone;
+ concptr desc;
+ concptr attitude;
+ concptr clone;
/* Determine if the monster is "living" */
living = monster_living(m_ptr->ap_r_idx);
-/*
- * Angband sorting algorithm -- quick sort in place
- *
- * Note that the details of the data we are sorting is hidden,
- * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
- * function hooks to interact with the data, which is given as
- * two pointers, and which may have any user-defined form.
- */
-void ang_sort_aux(vptr u, vptr v, int p, int q)
-{
- int z, a, b;
-
- /* Done sort */
- if (p >= q) return;
-
- /* Pivot */
- z = p;
-
- /* Begin */
- a = p;
- b = q;
-
- /* Partition */
- while (TRUE)
- {
- /* Slide i2 */
- while (!(*ang_sort_comp)(u, v, b, z)) b--;
-
- /* Slide i1 */
- while (!(*ang_sort_comp)(u, v, z, a)) a++;
-
- /* Done partition */
- if (a >= b) break;
-
- /* Swap */
- (*ang_sort_swap)(u, v, a, b);
-
- /* Advance */
- a++, b--;
- }
-
- /* Recurse left side */
- ang_sort_aux(u, v, p, b);
-
- /* Recurse right side */
- ang_sort_aux(u, v, b+1, q);
-}
-
-
-/*
- * Angband sorting algorithm -- quick sort in place
- *
- * Note that the details of the data we are sorting is hidden,
- * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
- * function hooks to interact with the data, which is given as
- * two pointers, and which may have any user-defined form.
- */
-void ang_sort(vptr u, vptr v, int n)
-{
- /* Sort the array */
- ang_sort_aux(u, v, 0, n-1);
-}
-
-
-
/*** Targeting Code ***/
*
* This function must handle blindness/hallucination.
*/
-static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
+static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
{
cave_type *c_ptr = &cave[y][x];
OBJECT_IDX this_o_idx, next_o_idx = 0;
- cptr s1 = "", s2 = "", s3 = "", x_info = "";
+ concptr s1 = "", s2 = "", s3 = "", x_info = "";
bool boring = TRUE;
FEAT_IDX feat;
feature_type *f_ptr;
/* Hack -- under the player */
if (player_bold(y, x))
{
- /* Description */
#ifdef JP
s1 = "あなたは";
s2 = "の上";
s3 = "にいる";
#else
s1 = "You are ";
-
- /* Preposition */
s2 = "on ";
#endif
}
/* Hack -- hallucination */
if (p_ptr->image)
{
- cptr name = _("何か奇妙な物", "something strange");
+ concptr name = _("何か奇妙な物", "something strange");
/* Display a message */
#ifdef JP
/* Not boring */
boring = FALSE;
- /* Get the monster name ("a kobold") */
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
-
- /* Hack -- track this monster race */
monster_race_track(m_ptr->ap_r_idx);
-
- /* Hack -- health bar for this monster */
health_track(c_ptr->m_idx);
handle_stuff();
/* Recall */
if (recall)
{
- /* Save */
screen_save();
/* Recall on screen */
/* Command */
query = inkey();
- /* Restore */
screen_load();
/* Normal commands */
/* Terrain feature if needed */
if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
{
- cptr name;
+ concptr name;
/* Hack -- special handling for quest entrances */
if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
char query;
char info[80];
char same_key;
-
cave_type *c_ptr;
-
TERM_LEN wid, hgt;
get_screen_size(&wid, &hgt);
/* Cancel target */
target_who = 0;
-
- /* Cancel tracking */
- /* health_track(0); */
-
if (rogue_like_commands)
{
same_key = 'x';
if(query)break;
}
- /* Cancel tracking */
- /* health_track(0); */
-
/* Assume no "direction" */
d = 0;
{
/* Recenter the map around the player */
verify_panel();
-
p_ptr->update |= (PU_MONSTERS);
-
p_ptr->redraw |= (PR_MAP);
-
p_ptr->window |= (PW_OVERHEAD);
handle_stuff();
/* Nothing interesting */
else
{
- int dx = ddx[d];
- int dy = ddy[d];
+ POSITION dx = ddx[d];
+ POSITION dy = ddy[d];
/* Restore previous position */
panel_row_min = y2;
panel_bounds_center();
p_ptr->update |= (PU_MONSTERS);
-
p_ptr->redraw |= (PR_MAP);
-
p_ptr->window |= (PW_OVERHEAD);
handle_stuff();
/* Describe and Prompt (enable "TARGET_LOOK") */
while ((query = target_set_aux(y, x, mode | TARGET_LOOK, info)) == 0);
- /* Cancel tracking */
- /* health_track(0); */
-
/* Assume no direction */
d = 0;
{
/* Recenter the map around the player */
verify_panel();
-
p_ptr->update |= (PU_MONSTERS);
-
p_ptr->redraw |= (PR_MAP);
-
p_ptr->window |= (PW_OVERHEAD);
handle_stuff();
/* Handle "direction" */
if (d)
{
- int dx = ddx[d];
- int dy = ddy[d];
+ POSITION dx = ddx[d];
+ POSITION dy = ddy[d];
/* XTRA HACK MOVEFAST */
if (move_fast)
/* Recenter the map around the player */
verify_panel();
-
p_ptr->update |= (PU_MONSTERS);
-
p_ptr->redraw |= (PR_MAP);
-
p_ptr->window |= (PW_OVERHEAD);
handle_stuff();
{
DIRECTION dir;
char command;
- cptr p;
+ concptr p;
COMMAND_CODE code;
(*dp) = 0;
bool get_direction(DIRECTION *dp, bool allow_under, bool with_steed)
{
DIRECTION dir;
- cptr prompt;
+ concptr prompt;
COMMAND_CODE code;
(*dp) = 0;
bool get_rep_dir(DIRECTION *dp, bool under)
{
DIRECTION dir;
- cptr prompt;
+ concptr prompt;
COMMAND_CODE code;
(*dp) = 0;
OBJECT_TYPE_VALUE dummy = 0;
OBJECT_SUBTYPE_VALUE dummy2 = 0;
int type, effect;
- cptr reward = NULL;
+ concptr reward = NULL;
GAME_TEXT o_name[MAX_NLEN];
int count = 0;
q_ptr->to_d = 3 + randint1(dun_level) % 10;
one_resistance(q_ptr);
q_ptr->name2 = EGO_CHAOTIC;
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
break;
msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
- for (dummy = 0; dummy < 6; dummy++)
+ for (dummy = 0; dummy < A_MAX; dummy++)
{
(void)dec_stat(dummy, 10 + randint1(15), TRUE);
}
msg_print(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'"));
- for (dummy = 0; dummy < 6; dummy++)
+ for (dummy = 0; dummy < A_MAX; dummy++)
{
(void)do_inc_stat(dummy);
}
}
break;
default:
- for (dummy = 0; dummy < 6; dummy++)
+ for (dummy = 0; dummy < A_MAX; dummy++)
{
(void)dec_stat(dummy, 10 + randint1(15), TRUE);
}
msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
- for (dummy = 0; dummy < 6; dummy++)
+ for (dummy = 0; dummy < A_MAX; dummy++)
{
(void)dec_stat(dummy, 10 + randint1(15), FALSE);
}
bool get_hack_dir(DIRECTION *dp)
{
DIRECTION dir;
- cptr p;
+ concptr p;
char command;
(*dp) = 0;
return (IDX)atoi(zz);
}
-cptr rumor_bind_name(char *base, cptr fullname)
+concptr rumor_bind_name(char *base, concptr fullname)
{
char *s, *v;
if (strncmp(Rumor, "R:", 2) == 0)
{
char *zz[4];
- cptr rumor_msg = NULL;
- cptr rumor_eff_format = NULL;
+ concptr rumor_msg = NULL;
+ concptr rumor_eff_format = NULL;
char fullname[1024] = "";
if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)