#include "player-move.h"
#include "monster-status.h"
-#define REWARD_CHANCE 10
-
-
-
-/*!
- * @brief モンスターを撃破した際の述語メッセージを返す /
- * Return monster death string
- * @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
- */
-concptr extract_note_dies(MONRACE_IDX r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
- /* Some monsters get "destroyed" */
- if (!monster_living(r_idx))
- {
- int i;
-
- for (i = 0; i < 4; i++)
- {
- if (r_ptr->blow[i].method == RBM_EXPLODE)
- {
- return _("は爆発して粉々になった。", " explodes into tiny shreds.");
- }
- }
- return _("を倒した。", " is destroyed.");
- }
-
- return _("は死んだ。", " dies.");
-}
-
-
-
-/*!
- * @brief 現在のコンソール表示の縦横を返す。 /
- * Get term size and calculate screen size
- * @param wid_p コンソールの表示幅文字数を返す
- * @param hgt_p コンソールの表示行数を返す
- * @return なし
- */
-void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
-{
- Term_get_size(wid_p, hgt_p);
- *hgt_p -= ROW_MAP + 2;
- *wid_p -= COL_MAP + 2;
- if (use_bigtile) *wid_p /= 2;
-}
-
-
/*!
* @brief コンソール上におけるマップ表示の左上位置を返す /
* Calculates current boundaries Called below and from "do_cmd_locate()".
/* Hack -- optional disturb on "panel change" */
if (disturb_panel && !center_player) disturb(FALSE, FALSE);
- /* Recalculate the boundaries */
panel_bounds_center();
p_ptr->update |= (PU_MONSTERS);
}
-/*
- * Monster health description
- */
-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;
- concptr desc;
- concptr attitude;
- concptr clone;
-
- /* Determine if the monster is "living" */
- living = monster_living(m_ptr->ap_r_idx);
-
- /* Calculate a health "percentage" */
- perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
-
- /* Healthy monsters */
- if (m_ptr->hp >= m_ptr->maxhp)
- {
- desc = living ? _("無傷", "unhurt") : _("無ダメージ", "undamaged");
- }
-
- else if (perc >= 60)
- {
- desc = living ? _("軽傷", "somewhat wounded") : _("小ダメージ", "somewhat damaged");
- }
-
- else if (perc >= 25)
- {
- desc = living ? _("負傷", "wounded") : _("中ダメージ", "damaged");
- }
-
- else if (perc >= 10)
- {
- desc = living ? _("重傷", "badly wounded") : _("大ダメージ", "badly damaged");
- }
-
- else
- {
- desc = living ? _("半死半生", "almost dead") : _("倒れかけ", "almost destroyed");
- }
-
- /* Need attitude information? */
- if (!(mode & 0x01))
- {
- /* Full information is not needed */
- attitude = "";
- }
- else if (is_pet(m_ptr))
- {
- attitude = _(", ペット", ", pet");
- }
- else if (is_friendly(m_ptr))
- {
- attitude = _(", 友好的", ", friendly");
- }
- else
- {
- attitude = _("", "");
- }
-
- /* Clone monster? */
- if (m_ptr->smart & SM_CLONED)
- {
- clone = ", clone";
- }
- else
- {
- clone = "";
- }
-
- /* Display monster's level --- idea borrowed from ToME */
- if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
- {
- return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
- }
- else
- {
- return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
- }
-
-}
-
-
-
/*** Targeting Code ***/
-
/*
* Determine is a monster makes a reasonable target
*
/*
- * Sorting hook -- comp function -- by "distance to player"
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by double-distance to the player.
- */
-static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
-{
- POSITION *x = (POSITION*)(u);
- POSITION *y = (POSITION*)(v);
-
- POSITION da, db, kx, ky;
-
- /* Absolute distance components */
- kx = x[a]; kx -= p_ptr->x; kx = ABS(kx);
- ky = y[a]; ky -= p_ptr->y; ky = ABS(ky);
-
- /* Approximate Double Distance to the first point */
- da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
-
- /* Absolute distance components */
- kx = x[b]; kx -= p_ptr->x; kx = ABS(kx);
- ky = y[b]; ky -= p_ptr->y; ky = ABS(ky);
-
- /* Approximate Double Distance to the first point */
- db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
-
- /* Compare the distances */
- return (da <= db);
-}
-
-
-/*
- * Sorting hook -- comp function -- by importance level of grids
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by level of monster
- */
-static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
-{
- POSITION *x = (POSITION*)(u);
- POSITION *y = (POSITION*)(v);
- grid_type *ca_ptr = ¤t_floor_ptr->grid_array[y[a]][x[a]];
- grid_type *cb_ptr = ¤t_floor_ptr->grid_array[y[b]][x[b]];
- monster_type *ma_ptr = ¤t_floor_ptr->m_list[ca_ptr->m_idx];
- monster_type *mb_ptr = ¤t_floor_ptr->m_list[cb_ptr->m_idx];
- monster_race *ap_ra_ptr, *ap_rb_ptr;
-
- /* The player grid */
- if (y[a] == p_ptr->y && x[a] == p_ptr->x) return TRUE;
- if (y[b] == p_ptr->y && x[b] == p_ptr->x) return FALSE;
-
- /* Extract monster race */
- if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
- else ap_ra_ptr = NULL;
- if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
- else ap_rb_ptr = NULL;
-
- if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
- if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
-
- /* Compare two monsters */
- if (ap_ra_ptr && ap_rb_ptr)
- {
- /* Unique monsters first */
- if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
- if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
-
- /* Shadowers first (あやしい影) */
- if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
- if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
-
- /* Unknown monsters first */
- if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
- if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
-
- /* Higher level monsters first (if known) */
- if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
- {
- if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
- if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
- }
-
- /* Sort by index if all conditions are same */
- if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
- if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
- }
-
- /* An object get higher priority */
- if (current_floor_ptr->grid_array[y[a]][x[a]].o_idx && !current_floor_ptr->grid_array[y[b]][x[b]].o_idx) return TRUE;
- if (!current_floor_ptr->grid_array[y[a]][x[a]].o_idx && current_floor_ptr->grid_array[y[b]][x[b]].o_idx) return FALSE;
-
- /* Priority from the terrain */
- if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
- if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
-
- /* If all conditions are same, compare distance */
- return ang_sort_comp_distance(u, v, a, b);
-}
-
-
-/*
- * Sorting hook -- swap function -- by "distance to player"
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by distance to the player.
- */
-static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
-{
- POSITION *x = (POSITION*)(u);
- POSITION *y = (POSITION*)(v);
-
- POSITION temp;
-
- /* Swap "x" */
- temp = x[a];
- x[a] = x[b];
- x[b] = temp;
-
- /* Swap "y" */
- temp = y[a];
- y[a] = y[b];
- y[b] = temp;
-}
-
-
-
-/*
* Hack -- help "select" a location (see below)
*/
static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)
if (dx && (x3 * dx <= 0)) continue;
if (dy && (y3 * dy <= 0)) continue;
- /* Absolute distance */
x4 = ABS(x3);
y4 = ABS(y3);
v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
/* Penalize location */
-
- /* Track best */
if ((b_i >= 0) && (v >= b_v)) continue;
-
- /* Track best */
b_i = i; b_v = v;
}
return (b_i);
grid_type *g_ptr;
OBJECT_IDX this_o_idx, next_o_idx = 0;
- /* Bounds */
if (!(in_bounds(y, x))) return (FALSE);
/* Player grid is always interesting */
if (player_bold(y, x)) return (TRUE);
- /* Handle hallucination */
if (p_ptr->image) return (FALSE);
- /* Examine the grid */
g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Visible monsters */
/* Set the sort hooks */
if (mode & (TARGET_KILL))
{
- /* Target the nearest monster for shooting */
- ang_sort_comp = ang_sort_comp_distance;
- ang_sort_swap = ang_sort_swap_distance;
+ ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n, ang_sort_comp_distance, ang_sort_swap_distance);
}
else
{
- /* Look important grids first in Look command */
- ang_sort_comp = ang_sort_comp_importance;
- ang_sort_swap = ang_sort_swap_distance;
+ ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n, ang_sort_comp_importance, ang_sort_swap_distance);
}
- /* Sort the positions */
- ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n);
-
if (p_ptr->riding && target_pet && (tmp_pos.n > 1) && (mode & (TARGET_KILL)))
{
POSITION tmp;
monster_desc(m_name, m_ptr, 0);
if (MON_CONFUSED(m_ptr))
{
- msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
+ msg_format(_("%sは混乱している。", "%^s is confused."), m_name);
}
else
{
monster_desc(m_name, m_ptr, 0);
if (MON_CONFUSED(m_ptr))
{
- msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
+ msg_format(_("%sは混乱している。", "%^s is confused."), m_name);
}
else
{
{
grid_type *g_ptr;
- /* Bounds */
if (!(in_bounds(y, x))) return (FALSE);
/* Player grid is always interesting */
if ((y == p_ptr->y) && (x == p_ptr->x)) return (TRUE);
- /* Handle hallucination */
if (p_ptr->image) return (FALSE);
- /* Examine the grid */
g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Interesting memorized features */
}
}
- /* Target the nearest monster for shooting */
- ang_sort_comp = ang_sort_comp_distance;
- ang_sort_swap = ang_sort_swap_distance;
-
/* Sort the positions */
- ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n);
+ ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n, ang_sort_comp_distance, ang_sort_swap_distance);
}
/*