X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fmonster2.c;h=484b994ce66a7d4d3ec910a5a4934d84a5029b84;hb=de793b36a3bdc2dcf08f14fa283b02e5867acc01;hp=f33e84d4b38972ac3baa9c9c0c554b1b657d423d;hpb=f01da50d6e21536072c25fb19d2e0f559ef6e6c0;p=hengband%2Fhengband.git diff --git a/src/monster2.c b/src/monster2.c index f33e84d4b..484b994ce 100644 --- a/src/monster2.c +++ b/src/monster2.c @@ -1,46 +1,51 @@ -/* File: monster2.c */ - -/* +/*! + * @file monster2.c + * @brief モンスター処理 / misc code for monsters + * @date 2014/07/08 + * @author * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke - * * This software may be copied and distributed for educational, research, * and not for profit purposes provided that this copyright and statement * are included in all such copies. Other copyrights may also apply. + * 2014 Deskull rearranged comment for Doxygen. */ -/* Purpose: misc code for monsters */ - #include "angband.h" -#define HORDE_NOGOOD 0x01 -#define HORDE_NOEVIL 0x02 +#define HORDE_NOGOOD 0x01 /*!< (未実装フラグ)HORDE生成でGOODなモンスターの生成を禁止する? */ +#define HORDE_NOEVIL 0x02 /*!< (未実装フラグ)HORDE生成でEVILなモンスターの生成を禁止する? */ + +/*! + * @var horror_desc + * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時) + */ cptr horror_desc[MAX_SAN_HORROR] = { #ifdef JP - "´÷¤Þ¤ï¤·¤¤", - "ÄìÃΤì¤Ì", - "¤¾¤Ã¤È¤¹¤ë", - "ÇËÌÇŪ¤Ê", - "ËÁÆÂŪ¤Ê", - - "¤¤¤ä¤Ê", - "¶²¤í¤·¤¤", - "ÉÔ·é¤Ê", - "ÍƼϤΤʤ¤", - "¤ª¤¾¤Þ¤·¤¤", - - "ÃϹö¤Î", - "¿È¤ÎÌÓ¤â¤è¤À¤Ä", - "ÃϹö¤Î", - "´÷¤Þ¤ï¤·¤¤", - "°­Ì´¤Î¤è¤¦¤Ê", - - "·ù°­¤ò´¶¤¸¤ë", - "ȳÅö¤¿¤ê¤Ê", - "¶²¤¤", - "ÉÔ¾ô¤Ê", - "¸À¤¦¤â¤ª¤¾¤Þ¤·¤¤", + "忌まわしい", + "底知れぬ", + "ぞっとする", + "破滅的な", + "冒涜的な", + + "いやな", + "恐ろしい", + "不潔な", + "容赦のない", + "おぞましい", + + "地獄の", + "身の毛もよだつ", + "地獄の", + "忌まわしい", + "悪夢のような", + + "嫌悪を感じる", + "罰当たりな", + "恐い", + "不浄な", + "言うもおぞましい", #else "abominable", "abysmal", @@ -69,35 +74,39 @@ cptr horror_desc[MAX_SAN_HORROR] = }; +/*! + * @var funny_desc + * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(幻覚状態時) + */ cptr funny_desc[MAX_SAN_FUNNY] = { #ifdef JP - "´ÖÈ´¤±¤Ê", - "³ê·Î¤Ê", - "¤Ð¤«¤é¤·¤¤", - "̵̣´¥Áç¤Ê", - "Çϼ¯¤²¤¿", - - "¾Ð¤¨¤ë", - "¤Ð¤«¤Ð¤«¤·¤¤", - "¤Ö¤Ã¤È¤ó¤À", - "¤¤¤«¤·¤¿", - "¥Ý¥¹¥È¥â¥À¥ó¤Ê", - - "¥Õ¥¡¥ó¥¿¥¹¥Æ¥£¥Ã¥¯¤Ê", - "¥À¥À¥¤¥º¥àŪ¤Ê", - "¥­¥å¥Ó¥º¥àŪ¤Ê", - "±§ÃèŪ¤Ê", - "Âî±Û¤·¤¿", - - "Íý²òÉÔǽ¤Ê", - "¤â¤Î¤¹¤´¤¤", - "¶Ã¤¯¤Ù¤­", - "¿®¤¸¤é¤ì¤Ê¤¤", - "¥«¥ª¥Æ¥£¥Ã¥¯¤Ê", - - "ÌîÀ­Åª¤Ê", - "Èó¾ï¼±¤Ê", + "間抜けな", + "滑稽な", + "ばからしい", + "無味乾燥な", + "馬鹿げた", + + "笑える", + "ばかばかしい", + "ぶっとんだ", + "いかした", + "ポストモダンな", + + "ファンタスティックな", + "ダダイズム的な", + "キュビズム的な", + "宇宙的な", + "卓越した", + + "理解不能な", + "ものすごい", + "驚くべき", + "信じられない", + "カオティックな", + + "野性的な", + "非常識な", #else "silly", "hilarious", @@ -129,15 +138,19 @@ cptr funny_desc[MAX_SAN_FUNNY] = }; +/*! + * @var funny_comments + * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現 + */ cptr funny_comments[MAX_SAN_COMMENT] = { #ifdef JP /* nuke me */ - "ºÇ¹â¤À¤¼¡ª", - "¤¦¤Ò¤ç¡¼¡ª", - "¤¤¤«¤¹¤¼¡ª", - "¤¹¤ó¤Ð¤é¤·¤¤¡ª", - "¤Ö¤Ã¤È¤Ó¡¼¡ª" + "最高だぜ!", + "うひょー!", + "いかすぜ!", + "すんばらしい!", + "ぶっとびー!" #else "Wow, cosmic, man!", "Rad!", @@ -149,8 +162,12 @@ cptr funny_comments[MAX_SAN_COMMENT] = }; -/* - * Set the target of counter attack +/*! + * @brief モンスターの目標地点をセットする / Set the target of counter attack + * @param m_ptr モンスターの参照ポインタ + * @param y 目標y座標 + * @param x 目標x座標 + * @return なし */ void set_target(monster_type *m_ptr, int y, int x) { @@ -159,8 +176,10 @@ void set_target(monster_type *m_ptr, int y, int x) } -/* - * Reset the target of counter attack +/*! + * @brief モンスターの目標地点をリセットする / Reset the target of counter attack + * @param m_ptr モンスターの参照ポインタ + * @return なし */ void reset_target(monster_type *m_ptr) { @@ -168,8 +187,10 @@ void reset_target(monster_type *m_ptr) } -/* - * Extract monster race pointer of a monster's true form +/*! + * @brief モンスターの真の種族を返す / Extract monster race pointer of a monster's true form + * @param m_ptr モンスターの参照ポインタ + * @return 本当のモンスター種族参照ポインタ */ monster_race *real_r_ptr(monster_type *m_ptr) { @@ -190,12 +211,15 @@ monster_race *real_r_ptr(monster_type *m_ptr) } -/* - * Delete a monster by index. - * +/*! + * @brief モンスター配列からモンスターを消去する / Delete a monster by index. + * @param i 消去するモンスターのID + * @return なし + * @details + * モンスターを削除するとそのモンスターが拾っていたアイテムも同時に削除される。 / * When a monster is deleted, all of its objects are deleted. */ -void delete_monster_idx(int i) +void delete_monster_idx(MONSTER_IDX i) { int x, y; @@ -261,6 +285,9 @@ void delete_monster_idx(int i) } + if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE); + + /* Wipe the Monster */ (void)WIPE(m_ptr, monster_type); @@ -276,10 +303,13 @@ void delete_monster_idx(int i) } -/* - * Delete the monster, if any, at a given location +/*! + * @brief 指定位置に存在するモンスターを削除する / Delete the monster, if any, at a given location + * @param x 削除位置x座標 + * @param y 削除位置y座標 + * @return なし */ -void delete_monster(int y, int x) +void delete_monster(POSITION y, POSITION x) { cave_type *c_ptr; @@ -294,10 +324,13 @@ void delete_monster(int y, int x) } -/* - * Move an object from index i1 to index i2 in the object list +/*! + * @brief モンスター情報を配列内移動する / Move an object from index i1 to index i2 in the object list + * @param i1 配列移動元添字 + * @param i2 配列移動先添字 + * @return なし */ -static void compact_monsters_aux(int i1, int i2) +static void compact_monsters_aux(IDX i1, IDX i2) { int y, x, i; @@ -366,7 +399,7 @@ static void compact_monsters_aux(int i1, int i2) } /* Structure copy */ - COPY(&m_list[i2], &m_list[i1], monster_type); + (void)COPY(&m_list[i2], &m_list[i1], monster_type); /* Wipe the hole */ (void)WIPE(&m_list[i1], monster_type); @@ -379,9 +412,11 @@ static void compact_monsters_aux(int i1, int i2) } -/* - * Compact and Reorder the monster list - * +/*! + * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list + * @param size 圧縮後のモンスター件数目標 + * @return なし + * @details * This function can be very dangerous, use with caution! * * When actually "compacting" monsters, we base the saving throw @@ -393,15 +428,12 @@ static void compact_monsters_aux(int i1, int i2) */ void compact_monsters(int size) { - int i, num, cnt; - int cur_lev, cur_dis, chance; + MONSTER_IDX i; + int num, cnt; + int cur_lev, cur_dis, chance; /* Message (only if compacting) */ -#ifdef JP - if (size) msg_print("¥â¥ó¥¹¥¿¡¼¾ðÊó¤ò°µ½Ì¤·¤Æ¤¤¤Þ¤¹..."); -#else - if (size) msg_print("Compacting monsters..."); -#endif + if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters...")); /* Compact at least 'size' objects */ @@ -443,6 +475,14 @@ void compact_monsters(int size) /* All monsters get a saving throw */ if (randint0(100) < chance) continue; + if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) + { + char m_name[80]; + + monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE); + do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name); + } + /* Delete the monster */ delete_monster_idx(i); @@ -470,9 +510,10 @@ void compact_monsters(int size) } -/* - * Delete/Remove all the monsters when the player leaves the level - * +/*! + * @brief プレイヤーのフロア離脱に伴う全モンスター配列の消去 / Delete/Remove all the monsters when the player leaves the level + * @return なし + * @details * This is an efficient method of simulating multiple calls to the * "delete_monster()" function, with no visual effects. */ @@ -546,14 +587,15 @@ void wipe_m_list(void) } -/* - * Acquires and returns the index of a "free" monster. - * +/*! + * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster. + * @return 利用可能なモンスター配列の添字 + * @details * This routine should almost never fail, but it *can* happen. */ -s16b m_pop(void) +MONSTER_IDX m_pop(void) { - int i; + MONSTER_IDX i; /* Normal allocation */ @@ -593,12 +635,7 @@ s16b m_pop(void) /* Warn the player (except during dungeon creation) */ -#ifdef JP - if (character_dungeon) msg_print("¥â¥ó¥¹¥¿¡¼¤¬Â¿¤¹¤®¤ë¡ª"); -#else - if (character_dungeon) msg_print("Too many monsters!"); -#endif - + if (character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!")); /* Try not to crash */ return (0); @@ -607,22 +644,34 @@ s16b m_pop(void) -/* - * Hack -- the "type" of the current "summon specific" +/*! + * @var summon_specific_type + * @brief 召喚条件を指定するグローバル変数 / Hack -- the "type" of the current "summon specific" + * @todo summon_specific_typeグローバル変数の除去と関数引数への代替を行う */ static int summon_specific_type = 0; -/* - * Hack -- the index of the summoning monster +/*! + * @var summon_specific_who + * @brief 召喚を行ったプレイヤーあるいはモンスターのIDを示すグローバル変数 / Hack -- the index of the summoning monster + * @todo summon_specific_who グローバル変数の除去と関数引数への代替を行う */ static int summon_specific_who = -1; - +/*! + * @var summon_unique_okay + * @brief 召喚対象にユニークを含めるかを示すグローバル変数 / summoning unique enable + * @todo summon_unique_okay グローバル変数の除去と関数引数への代替を行う + */ static bool summon_unique_okay = FALSE; - -static bool summon_specific_aux(int r_idx) +/*! + * @brief 指定されたモンスター種族がsummon_specific_typeで指定された召喚条件に合うかどうかを返す + * @return 召喚条件が一致するならtrue + * @details + */ +static bool summon_specific_aux(MONRACE_IDX r_idx) { monster_race *r_ptr = &r_info[r_idx]; int okay = FALSE; @@ -713,35 +762,29 @@ static bool summon_specific_aux(int r_idx) break; } - case SUMMON_BIZARRE1: + case SUMMON_MOLD: { okay = (r_ptr->d_char == 'm'); break; } - case SUMMON_BIZARRE2: + case SUMMON_BAT: { okay = (r_ptr->d_char == 'b'); break; } - case SUMMON_BIZARRE3: + case SUMMON_QUYLTHULG: { okay = (r_ptr->d_char == 'Q'); break; } - case SUMMON_BIZARRE4: - { - okay = (r_ptr->d_char == 'v'); - break; - } - - case SUMMON_BIZARRE5: + case SUMMON_COIN_MIMIC: { okay = (r_ptr->d_char == '$'); break; } - case SUMMON_BIZARRE6: + case SUMMON_MIMIC: { okay = ((r_ptr->d_char == '!') || (r_ptr->d_char == '?') || @@ -792,7 +835,7 @@ static bool summon_specific_aux(int r_idx) !(r_ptr->flags3 & (RF3_UNDEAD)) && !(r_ptr->flags3 & (RF3_DEMON)) && !(r_ptr->flags2 & (RF2_MULTIPLY)) && - !(r_ptr->flags4 || r_ptr->flags5 || r_ptr->flags6)); + !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2)); break; } @@ -924,15 +967,20 @@ static bool summon_specific_aux(int r_idx) return (bool)(okay ? TRUE : FALSE); } - +/*! + * @var chameleon_change_m_idx + * @brief カメレオンの変身先モンスターIDを受け渡すためのグローバル変数 + * @todo 変数渡しの問題などもあるができればchameleon_change_m_idxのグローバル変数を除去し、関数引き渡しに移行すること + */ static int chameleon_change_m_idx = 0; -/* - * Some dungeon types restrict the possible monsters. - * Return TRUE is the monster is OK and FALSE otherwise +/*! + * @brief 指定されたモンスター種族がダンジョンの制限にかかるかどうかをチェックする / Some dungeon types restrict the possible monsters. + * @param r_idx チェックするモンスター種族ID + * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise */ -static bool restrict_monster_to_dungeon(int r_idx) +static bool restrict_monster_to_dungeon(MONRACE_IDX r_idx) { dungeon_info_type *d_ptr = &d_info[dungeon_type]; monster_race *r_ptr = &r_info[r_idx]; @@ -947,16 +995,16 @@ static bool restrict_monster_to_dungeon(int r_idx) if (r_idx != MON_CHAMELEON && r_ptr->freq_spell && !(r_ptr->flags4 & RF4_NOMAGIC_MASK) && - !(r_ptr->flags5 & RF5_NOMAGIC_MASK) && - !(r_ptr->flags6 & RF6_NOMAGIC_MASK)) + !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) && + !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK)) return FALSE; } if (d_ptr->flags1 & DF1_NO_MELEE) { if (r_idx == MON_CHAMELEON) return TRUE; if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) && - !(r_ptr->flags5 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | RF5_MIND_BLAST | RF5_BRAIN_SMASH)) && - !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK))) + !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | RF5_MIND_BLAST | RF5_BRAIN_SMASH)) && + !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK))) return FALSE; } if (d_ptr->flags1 & DF1_BEGINNER) @@ -991,14 +1039,14 @@ static bool restrict_monster_to_dungeon(int r_idx) if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4) return FALSE; } - if (d_ptr->mflags5) + if (d_ptr->m_a_ability_flags1) { - if ((d_ptr->mflags5 & r_ptr->flags5) != d_ptr->mflags5) + if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1) return FALSE; } - if (d_ptr->mflags6) + if (d_ptr->m_a_ability_flags2) { - if ((d_ptr->mflags6 & r_ptr->flags6) != d_ptr->mflags6) + if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2) return FALSE; } if (d_ptr->mflags7) @@ -1047,14 +1095,14 @@ static bool restrict_monster_to_dungeon(int r_idx) if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4) return TRUE; } - if (d_ptr->mflags5) + if (d_ptr->m_a_ability_flags1) { - if ((d_ptr->mflags5 & r_ptr->flags5) != d_ptr->mflags5) + if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1) return TRUE; } - if (d_ptr->mflags6) + if (d_ptr->m_a_ability_flags2) { - if ((d_ptr->mflags6 & r_ptr->flags6) != d_ptr->mflags6) + if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2) return TRUE; } if (d_ptr->mflags7) @@ -1087,8 +1135,8 @@ static bool restrict_monster_to_dungeon(int r_idx) if (r_ptr->flags2 & d_ptr->mflags2) return TRUE; if (r_ptr->flags3 & d_ptr->mflags3) return TRUE; if (r_ptr->flags4 & d_ptr->mflags4) return TRUE; - if (r_ptr->flags5 & d_ptr->mflags5) return TRUE; - if (r_ptr->flags6 & d_ptr->mflags6) return TRUE; + if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE; + if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE; if (r_ptr->flags7 & d_ptr->mflags7) return TRUE; if (r_ptr->flags8 & d_ptr->mflags8) return TRUE; if (r_ptr->flags9 & d_ptr->mflags9) return TRUE; @@ -1103,8 +1151,8 @@ static bool restrict_monster_to_dungeon(int r_idx) if (r_ptr->flags2 & d_ptr->mflags2) return FALSE; if (r_ptr->flags3 & d_ptr->mflags3) return FALSE; if (r_ptr->flags4 & d_ptr->mflags4) return FALSE; - if (r_ptr->flags5 & d_ptr->mflags5) return FALSE; - if (r_ptr->flags6 & d_ptr->mflags6) return FALSE; + if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE; + if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE; if (r_ptr->flags7 & d_ptr->mflags7) return FALSE; if (r_ptr->flags8 & d_ptr->mflags8) return FALSE; if (r_ptr->flags9 & d_ptr->mflags9) return FALSE; @@ -1118,8 +1166,11 @@ static bool restrict_monster_to_dungeon(int r_idx) return TRUE; } -/* - * Apply a "monster restriction function" to the "monster allocation table" +/*! + * @brief モンスター生成制限関数最大2つから / Apply a "monster restriction function" to the "monster allocation table" + * @param monster_hook 制限関数1 + * @param monster_hook2 制限関数2 + * @return エラーコード */ errr get_mon_num_prep(monster_hook_type monster_hook, monster_hook_type monster_hook2) @@ -1179,7 +1230,11 @@ errr get_mon_num_prep(monster_hook_type monster_hook, return (0); } - +/*! + * @brief 平方根を切り捨て整数で返す + * @param n 数値 + * @return 平方根 + */ static int mysqrt(int n) { int tmp = n>>1; @@ -1217,7 +1272,11 @@ static int mysqrt(int n) return kaeriti; } -/* +/*! + * @brief 生成モンスター種族を1種生成テーブルから選択する + * @param level 生成階 + * @return 選択されたモンスター生成種族 + * @details * Choose a monster race that seems "appropriate" to the given level * * This function uses the "prob2" field of the "monster allocation table", @@ -1239,44 +1298,32 @@ static int mysqrt(int n) * Note that if no monsters are "appropriate", then this function will * fail, and return zero, but this should *almost* never happen. */ -s16b get_mon_num(int level) +MONRACE_IDX get_mon_num(DEPTH level) { int i, j, p; - int r_idx; - long value, total; - monster_race *r_ptr; - alloc_entry *table = alloc_race_table; int pls_kakuritu, pls_level; - int hoge=mysqrt(level*10000L); + int delay = mysqrt(level * 10000L) + 400L; if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1; - if ((dungeon_turn > hoge*(TURNS_PER_TICK*500L)) && !level) - { - pls_kakuritu = MAX(2, NASTY_MON-((dungeon_turn/(TURNS_PER_TICK*2500L)-hoge/10))); - pls_level = MIN(8,3 + dungeon_turn/(TURNS_PER_TICK*20000L)-hoge/40); - } - else - { - pls_kakuritu = NASTY_MON; - pls_level = 2; - } + pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10))); + pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10)) ; if (d_info[dungeon_type].flags1 & DF1_MAZE) { - pls_kakuritu = MIN(pls_kakuritu/2, pls_kakuritu-10); + pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10); if (pls_kakuritu < 2) pls_kakuritu = 2; pls_level += 2; level += 3; } /* Boost the level */ - if ((level > 0) && !p_ptr->inside_battle && !(d_info[dungeon_type].flags1 & DF1_BEGINNER)) + if (!p_ptr->inside_battle && !(d_info[dungeon_type].flags1 & DF1_BEGINNER)) { /* Nightmare mode allows more out-of depth monsters */ if (ironman_nightmare && !randint0(pls_kakuritu)) @@ -1290,25 +1337,11 @@ s16b get_mon_num(int level) if (!randint0(pls_kakuritu)) { /* Pick a level bonus */ - int d = MIN(5, level/10) + pls_level; - - /* Boost the level */ - level += d; - } - - /* Occasional "nasty" monster */ - if (!randint0(pls_kakuritu)) - { - /* Pick a level bonus */ - int d = MIN(5, level/10) + pls_level; - - /* Boost the level */ - level += d; + level += pls_level; } } } - /* Reset total */ total = 0L; @@ -1360,7 +1393,6 @@ s16b get_mon_num(int level) /* No legal monsters */ if (total <= 0) return (0); - /* Pick a monster */ value = randint0(total); @@ -1374,7 +1406,6 @@ s16b get_mon_num(int level) value = value - table[i].prob3; } - /* Power boost */ p = randint0(100); @@ -1429,12 +1460,13 @@ s16b get_mon_num(int level) } - - - -/* - * Build a string describing a monster in some way. - * +/*! + * @brief モンスターの呼称を作成する / Build a string describing a monster in some way. + * @param desc 記述出力先の文字列参照ポインタ + * @param m_ptr モンスターの参照ポインタ + * @param mode 呼称オプション + * @return なし + * @details * We can correctly describe monsters based on their visibility. * We can force all monsters to be treated as visible or invisible. * We can build nominatives, objectives, possessives, or reflexives. @@ -1503,12 +1535,7 @@ void monster_desc(char *desc, monster_type *m_ptr, int mode) { if (one_in_(2)) { -#ifdef JP - if (!get_rnd_line("silly_j.txt", m_ptr->r_idx, silly_name)) -#else - if (!get_rnd_line("silly.txt", m_ptr->r_idx, silly_name)) -#endif - + if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name)) named = TRUE; } @@ -1520,7 +1547,7 @@ void monster_desc(char *desc, monster_type *m_ptr, int mode) { hallu_race = &r_info[randint1(max_r_idx - 1)]; } - while (hallu_race->flags1 & RF1_UNIQUE); + while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE)); strcpy(silly_name, (r_name + hallu_race->name)); } @@ -1551,26 +1578,21 @@ void monster_desc(char *desc, monster_type *m_ptr, int mode) /* Assume simple result */ -#ifdef JP - res = "²¿¤«"; -#else - res = "it"; -#endif - + res = _("何か", "it"); /* Brute force: split on the possibilities */ switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE))) { /* Neuter, or unknown */ #ifdef JP - case 0x00: res = "²¿¤«"; break; - case 0x00 + (MD_OBJECTIVE): res = "²¿¤«"; break; - case 0x00 + (MD_POSSESSIVE): res = "²¿¤«¤Î"; break; - case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "²¿¤«¼«¿È"; break; - case 0x00 + (MD_INDEF_HIDDEN): res = "²¿¤«"; break; - case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "²¿¤«"; break; - case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "²¿¤«"; break; - case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "¤½¤ì¼«¿È"; break; + case 0x00: res = "何か"; break; + case 0x00 + (MD_OBJECTIVE): res = "何か"; break; + case 0x00 + (MD_POSSESSIVE): res = "何かの"; break; + case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "何か自身"; break; + case 0x00 + (MD_INDEF_HIDDEN): res = "何か"; break; + case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "何か"; break; + case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "何か"; break; + case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "それ自身"; break; #else case 0x00: res = "it"; break; case 0x00 + (MD_OBJECTIVE): res = "it"; break; @@ -1585,14 +1607,14 @@ void monster_desc(char *desc, monster_type *m_ptr, int mode) /* Male (assume human if vague) */ #ifdef JP - case 0x10: res = "Èà"; break; - case 0x10 + (MD_OBJECTIVE): res = "Èà"; break; - case 0x10 + (MD_POSSESSIVE): res = "Èà¤Î"; break; - case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "È༫¿È"; break; - case 0x10 + (MD_INDEF_HIDDEN): res = "狼"; break; - case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "狼"; break; - case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "狼¤Î"; break; - case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "È༫¿È"; break; + case 0x10: res = "å½¼"; break; + case 0x10 + (MD_OBJECTIVE): res = "å½¼"; break; + case 0x10 + (MD_POSSESSIVE): res = "彼の"; break; + case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break; + case 0x10 + (MD_INDEF_HIDDEN): res = "誰か"; break; + case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break; + case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break; + case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break; #else case 0x10: res = "he"; break; case 0x10 + (MD_OBJECTIVE): res = "him"; break; @@ -1607,14 +1629,14 @@ void monster_desc(char *desc, monster_type *m_ptr, int mode) /* Female (assume human if vague) */ #ifdef JP - case 0x20: res = "Èà½÷"; break; - case 0x20 + (MD_OBJECTIVE): res = "Èà½÷"; break; - case 0x20 + (MD_POSSESSIVE): res = "Èà½÷¤Î"; break; - case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "Èà½÷¼«¿È"; break; - case 0x20 + (MD_INDEF_HIDDEN): res = "狼"; break; - case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "狼"; break; - case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "狼¤Î"; break; - case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "Èà½÷¼«¿È"; break; + case 0x20: res = "彼女"; break; + case 0x20 + (MD_OBJECTIVE): res = "彼女"; break; + case 0x20 + (MD_POSSESSIVE): res = "彼女の"; break; + case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break; + case 0x20 + (MD_INDEF_HIDDEN): res = "誰か"; break; + case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break; + case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break; + case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break; #else case 0x20: res = "she"; break; case 0x20 + (MD_OBJECTIVE): res = "her"; break; @@ -1637,9 +1659,9 @@ void monster_desc(char *desc, monster_type *m_ptr, int mode) { /* The monster is visible, so use its gender */ #ifdef JP - if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "Èà½÷¼«¿È"); - else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "È༫¿È"); - else strcpy(desc, "¤½¤ì¼«¿È"); + if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "彼女自身"); + else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "彼自身"); + else strcpy(desc, "それ自身"); #else if (r_ptr->flags1 & RF1_FEMALE) strcpy(desc, "herself"); else if (r_ptr->flags1 & RF1_MALE) strcpy(desc, "himself"); @@ -1658,14 +1680,14 @@ void monster_desc(char *desc, monster_type *m_ptr, int mode) char *t; strcpy(buf, name); t = buf; - while(strncmp(t, "¡Ù", 2) && *t) t++; + while(strncmp(t, "』", 2) && *t) t++; if (*t) { *t = '\0'; - (void)sprintf(desc, "%s¡©¡Ù", buf); + (void)sprintf(desc, "%s?』", buf); } else - (void)sprintf(desc, "%s¡©", name); + (void)sprintf(desc, "%s?", name); #else (void)sprintf(desc, "%s?", name); #endif @@ -1682,14 +1704,14 @@ void monster_desc(char *desc, monster_type *m_ptr, int mode) char *t; strcpy(buf, name); t = buf; - while (strncmp(t, "¡Ù", 2) && *t) t++; + while (strncmp(t, "』", 2) && *t) t++; if (*t) { *t = '\0'; - (void)sprintf(desc, "%s¡©¡Ù", buf); + (void)sprintf(desc, "%s?』", buf); } else - (void)sprintf(desc, "%s¡©", name); + (void)sprintf(desc, "%s?", name); #else (void)sprintf(desc, "%s?", name); #endif @@ -1700,11 +1722,7 @@ void monster_desc(char *desc, monster_type *m_ptr, int mode) !(p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr))) { /* It is a fake unique monster */ -#ifdef JP - (void)sprintf(desc, "%s¤â¤É¤­", name); -#else - (void)sprintf(desc, "fake %s", name); -#endif + (void)sprintf(desc, _("%sもどき", "fake %s"), name); } else @@ -1733,58 +1751,33 @@ void monster_desc(char *desc, monster_type *m_ptr, int mode) { /* Definite monsters need a definite article */ if (is_pet(m_ptr)) -#ifdef JP - (void)strcpy(desc, "¤¢¤Ê¤¿¤Î"); -#else - (void)strcpy(desc, "your "); -#endif - + (void)strcpy(desc, _("あなたの", "your ")); else -#ifdef JP - (void)strcpy(desc, ""); -#else - (void)strcpy(desc, "the "); -#endif + (void)strcpy(desc, _("", "the ")); (void)strcat(desc, name); } if (m_ptr->nickname) { -#ifdef JP - sprintf(buf,"¡Ö%s¡×",quark_str(m_ptr->nickname)); -#else - sprintf(buf," called %s",quark_str(m_ptr->nickname)); -#endif + sprintf(buf,_("「%s」", " called %s"),quark_str(m_ptr->nickname)); strcat(desc,buf); } if (p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr)) { -#ifdef JP - strcat(desc,"(¾èÇÏÃæ)"); -#else - strcat(desc,"(riding)"); -#endif + strcat(desc,_("(乗馬中)", "(riding)")); } if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON)) { if (r_ptr->flags1 & RF1_UNIQUE) { -#ifdef JP - strcat(desc,"(¥«¥á¥ì¥ª¥ó¤Î²¦)"); -#else - strcat(desc,"(Chameleon Lord)"); -#endif + strcat(desc,_("(カメレオンの王)", "(Chameleon Lord)")); } else { -#ifdef JP - strcat(desc,"(¥«¥á¥ì¥ª¥ó)"); -#else - strcat(desc,"(Chameleon)"); -#endif + strcat(desc,_("(カメレオン)", "(Chameleon)")); } } @@ -1799,24 +1792,21 @@ void monster_desc(char *desc, monster_type *m_ptr, int mode) /* XXX Check for trailing "s" */ /* Simply append "apostrophe" and "s" */ -#ifdef JP - (void)strcat(desc, "¤Î"); -#else - (void)strcat(desc, "'s"); -#endif + (void)strcat(desc, _("の", "'s")); } } } - -/* - * Learn about a monster (by "probing" it) - * +/*! + * @brief モンスターの調査による思い出補完処理 / Learn about a monster (by "probing" it) + * @param r_idx 補完されるモンスター種族ID + * @return 明らかになった情報の度数 + * @details * Return the number of new flags learnt. -Mogami- */ -int lore_do_probe(int r_idx) +int lore_do_probe(MONRACE_IDX r_idx) { monster_race *r_ptr = &r_info[r_idx]; int i, n = 0; @@ -1876,9 +1866,9 @@ int lore_do_probe(int r_idx) if (!(r_ptr->r_flags4 & (1L << i)) && (r_ptr->flags4 & (1L << i))) n++; if (!(r_ptr->r_flags5 & (1L << i)) && - (r_ptr->flags5 & (1L << i))) n++; + (r_ptr->a_ability_flags1 & (1L << i))) n++; if (!(r_ptr->r_flags6 & (1L << i)) && - (r_ptr->flags6 & (1L << i))) n++; + (r_ptr->a_ability_flags2 & (1L << i))) n++; if (!(r_ptr->r_flagsr & (1L << i)) && (r_ptr->flagsr & (1L << i))) n++; @@ -1894,8 +1884,8 @@ int lore_do_probe(int r_idx) r_ptr->r_flags2 = r_ptr->flags2; r_ptr->r_flags3 = r_ptr->flags3; r_ptr->r_flags4 = r_ptr->flags4; - r_ptr->r_flags5 = r_ptr->flags5; - r_ptr->r_flags6 = r_ptr->flags6; + r_ptr->r_flags5 = r_ptr->a_ability_flags1; + r_ptr->r_flags6 = r_ptr->a_ability_flags2; r_ptr->r_flagsr = r_ptr->flagsr; /* r_flags7 is actually unused */ @@ -1917,9 +1907,13 @@ int lore_do_probe(int r_idx) } -/* - * Take note that the given monster just dropped some treasure - * +/*! + * @brief モンスターの撃破に伴うドロップ情報の保管処理 / Take note that the given monster just dropped some treasure + * @param m_idx モンスター情報のID + * @param num_item 手に入れたアイテム数 + * @param num_gold 手に入れた財宝の単位数 + * @return なし + * @details * Note that learning the "GOOD"/"GREAT" flags gives information * about the treasure (even when the monster is killed for the first * time, such as uniques, and the treasure has not been examined yet). @@ -1930,7 +1924,7 @@ int lore_do_probe(int r_idx) * gold and items are dropped, and remembers that information to be * described later by the monster recall code. */ -void lore_treasure(int m_idx, int num_item, int num_gold) +void lore_treasure(MONSTER_IDX m_idx, int num_item, int num_gold) { monster_type *m_ptr = &m_list[m_idx]; @@ -1956,7 +1950,12 @@ void lore_treasure(int m_idx, int num_item, int num_gold) } - +/*! + * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理 + * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ + * @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 + * @return なし + */ void sanity_blast(monster_type *m_ptr, bool necro) { bool happened = FALSE; @@ -1964,10 +1963,10 @@ void sanity_blast(monster_type *m_ptr, bool necro) if (p_ptr->inside_battle || !character_dungeon) return; - if (!necro) + if (!necro && m_ptr) { - char m_name[80]; - monster_race *r_ptr = &r_info[m_ptr->ap_r_idx]; + char m_name[80]; + monster_race *r_ptr = &r_info[m_ptr->ap_r_idx]; power = r_ptr->level / 2; @@ -1989,8 +1988,6 @@ void sanity_blast(monster_type *m_ptr, bool necro) if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR)) return; /* oops */ - - if (is_pet(m_ptr)) return; /* Pet eldritch horrors are safe most of the time */ @@ -2005,14 +2002,13 @@ void sanity_blast(monster_type *m_ptr, bool necro) { /* Something silly happens... */ #ifdef JP - msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª", + msg_format("%s%sの顔を見てしまった!", funny_desc[randint0(MAX_SAN_FUNNY)], m_name); #else msg_format("You behold the %s visage of %s!", funny_desc[randint0(MAX_SAN_FUNNY)], m_name); #endif - if (one_in_(3)) { msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]); @@ -2024,7 +2020,7 @@ void sanity_blast(monster_type *m_ptr, bool necro) /* Something frightening happens... */ #ifdef JP - msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª", + msg_format("%s%sの顔を見てしまった!", horror_desc[randint0(MAX_SAN_HORROR)], m_name); #else msg_format("You behold the %s visage of %s!", @@ -2045,14 +2041,98 @@ void sanity_blast(monster_type *m_ptr, bool necro) if (saving_throw(25 + p_ptr->lev)) return; } } - else + else if(!necro) { -#ifdef JP -msg_print("¥Í¥¯¥í¥Î¥ß¥³¥ó¤òÆɤó¤ÇÀµµ¤¤ò¼º¤Ã¤¿¡ª"); -#else - msg_print("Your sanity is shaken by reading the Necronomicon!"); + monster_race *r_ptr; + char m_name[80]; + cptr desc; + + get_mon_num_prep(get_nightmare, NULL); + + r_ptr = &r_info[get_mon_num(MAX_DEPTH)]; + power = r_ptr->level + 10; + desc = r_name + r_ptr->name; + + get_mon_num_prep(NULL, NULL); + + /* Describe it */ +#ifndef JP + if (!(r_ptr->flags1 & RF1_UNIQUE)) + sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc); + else #endif + sprintf(m_name, "%s", desc); + + if (!(r_ptr->flags1 & RF1_UNIQUE)) + { + if (r_ptr->flags1 & RF1_FRIENDS) power /= 2; + } + else power *= 2; + + if (saving_throw(p_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); + /* Safe */ + return; + } + + if (p_ptr->image) + { + /* Something silly happens... */ + 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); + + if (one_in_(3)) + { + msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]); + p_ptr->image = p_ptr->image + randint1(r_ptr->level); + } + + /* Never mind; we can't see it clearly enough */ + return; + } + + /* Something frightening happens... */ + msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"), + horror_desc[randint0(MAX_SAN_HORROR)], desc); + r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR; + + if (!p_ptr->mimic_form) + { + switch (p_ptr->prace) + { + /* Demons may make a saving throw */ + case RACE_IMP: + case RACE_DEMON: + if (saving_throw(20 + p_ptr->lev)) return; + break; + /* Undead may make a saving throw */ + case RACE_SKELETON: + case RACE_ZOMBIE: + case RACE_SPECTRE: + case RACE_VAMPIRE: + if (saving_throw(10 + p_ptr->lev)) return; + break; + } + } + else + { + /* Demons may make a saving throw */ + if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON) + { + if (saving_throw(20 + p_ptr->lev)) return; + } + /* Undead may make a saving throw */ + else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD) + { + if (saving_throw(10 + p_ptr->lev)) return; + } + } + } + else + { + msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!")); } if (!saving_throw(p_ptr->skill_sav - power)) /* Mind blast */ @@ -2100,11 +2180,7 @@ msg_print(" { if (lose_all_info()) -#ifdef JP -msg_print("¤¢¤Þ¤ê¤Î¶²ÉݤËÁ´¤Æ¤Î¤³¤È¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª"); -#else - msg_print("You forget everything in your utmost terror!"); -#endif + msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!")); return; } @@ -2132,29 +2208,16 @@ msg_print(" { if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4)) { -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¤è¤¦¤Êµ¤¤¬¤·¤¿¡£¤·¤«¤·¤½¤ì¤Ï¸µ¡¹¤À¤Ã¤¿¡£"); -#else - msg_print("You turn into an utter moron!"); -#endif + msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You turn into an utter moron!")); } else { -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¡ª"); -#else - msg_print("You turn into an utter moron!"); -#endif + msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!")); } if (p_ptr->muta3 & MUT3_HYPER_INT) { -#ifdef JP -msg_print("¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£"); -#else - msg_print("Your brain is no longer a living computer."); -#endif - + msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer.")); p_ptr->muta3 &= ~(MUT3_HYPER_INT); } p_ptr->muta3 |= MUT3_MORONIC; @@ -2173,22 +2236,12 @@ msg_print(" case 11: if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear) { -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Ï¥Ñ¥é¥Î¥¤¥¢¤Ë¤Ê¤Ã¤¿¡ª"); -#else - msg_print("You become paranoid!"); -#endif - + msg_print(_("あなたはパラノイアになった!", "You become paranoid!")); /* Duh, the following should never happen, but anyway... */ if (p_ptr->muta3 & MUT3_FEARLESS) { -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Ï¤â¤¦¶²¤ìÃΤ餺¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£"); -#else - msg_print("You are no longer fearless."); -#endif - + msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless.")); p_ptr->muta3 &= ~(MUT3_FEARLESS); } @@ -2208,12 +2261,7 @@ msg_print(" case 21: if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos) { -#ifdef JP -msg_print("¸¸³Ð¤ò¤Ò¤­µ¯¤³¤¹Àº¿ÀºøÍð¤Ë´Ù¤Ã¤¿¡ª"); -#else - msg_print("You are afflicted by a hallucinatory insanity!"); -#endif - + msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!")); p_ptr->muta2 |= MUT2_HALLU; happened = TRUE; } @@ -2221,12 +2269,7 @@ msg_print(" default: if (!(p_ptr->muta2 & MUT2_BERS_RAGE)) { -#ifdef JP -msg_print("·ãÎõ¤Ê´¶¾ð¤Îȯºî¤Ë¤ª¤½¤ï¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡ª"); -#else - msg_print("You become subject to fits of berserk rage!"); -#endif - + msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!")); p_ptr->muta2 |= MUT2_BERS_RAGE; happened = TRUE; } @@ -2238,10 +2281,12 @@ msg_print(" handle_stuff(); } - -/* - * This function updates the monster record of the given monster - * +/*! + * @brief モンスターの各情報を更新する / This function updates the monster record of the given monster + * @param m_idx 更新するモンスター情報のID + * @param full プレイヤーとの距離更新を行うならばtrue + * @return なし + * @details * This involves extracting the distance to the player (if requested), * and then checking for visibility (natural, infravision, see-invis, * telepathy), updating the monster visibility flag, redrawing (or @@ -2298,7 +2343,7 @@ msg_print(" * "disturb_near" (monster which is "easily" viewable moves in some * way). Note that "moves" includes "appears" and "disappears". */ -void update_mon(int m_idx, bool full) +void update_mon(MONSTER_IDX m_idx, bool full) { monster_type *m_ptr = &m_list[m_idx]; @@ -2334,8 +2379,8 @@ void update_mon(int m_idx, bool full) if (full) { /* Distance components */ - int dy = (py > fy) ? (py - fy) : (fy - py); - int dx = (px > fx) ? (px - fx) : (fx - px); + int dy = (p_ptr->y > fy) ? (p_ptr->y - fy) : (fy - p_ptr->y); + int dx = (p_ptr->x > fx) ? (p_ptr->x - fx) : (fx - p_ptr->x); /* Approximate distance */ d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1)); @@ -2371,7 +2416,7 @@ void update_mon(int m_idx, bool full) /* Detectable */ flag = TRUE; - if (is_original_ap(m_ptr)) + if (is_original_ap(m_ptr) && !p_ptr->image) { /* Hack -- Memorize mental flags */ if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART); @@ -2380,13 +2425,14 @@ void update_mon(int m_idx, bool full) } /* Basic telepathy */ + /* Snipers get telepathy when they concentrate deeper */ else if (p_ptr->telepathy) { /* Empty mind, no telepathy */ if (r_ptr->flags2 & (RF2_EMPTY_MIND)) { /* Memorize flags */ - if (is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND); + if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND); } /* Weird mind, occasional telepathy */ @@ -2398,7 +2444,7 @@ void update_mon(int m_idx, bool full) /* Detectable */ flag = TRUE; - if (is_original_ap(m_ptr)) + if (is_original_ap(m_ptr) && !p_ptr->image) { /* Memorize flags */ r_ptr->r_flags2 |= (RF2_WEIRD_MIND); @@ -2416,7 +2462,7 @@ void update_mon(int m_idx, bool full) /* Detectable */ flag = TRUE; - if (is_original_ap(m_ptr)) + if (is_original_ap(m_ptr) && !p_ptr->image) { /* Hack -- Memorize mental flags */ if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART); @@ -2429,70 +2475,70 @@ void update_mon(int m_idx, bool full) if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL))) { flag = TRUE; - if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_ANIMAL); + if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL); } /* Magical sensing */ if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD))) { flag = TRUE; - if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD); + if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD); } /* Magical sensing */ if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON))) { flag = TRUE; - if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_DEMON); + if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON); } /* Magical sensing */ if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC))) { flag = TRUE; - if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_ORC); + if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ORC); } /* Magical sensing */ if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL))) { flag = TRUE; - if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_TROLL); + if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL); } /* Magical sensing */ if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT))) { flag = TRUE; - if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_GIANT); + if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT); } /* Magical sensing */ if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON))) { flag = TRUE; - if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_DRAGON); + if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON); } /* Magical sensing */ if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN))) { flag = TRUE; - if (is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_HUMAN); + if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN); } /* Magical sensing */ if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL))) { flag = TRUE; - if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL); + if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL); } /* Magical sensing */ if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD))) { flag = TRUE; - if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD); + if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD); } /* Magical sensing */ @@ -2500,14 +2546,14 @@ void update_mon(int m_idx, bool full) ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING)) { flag = TRUE; - if (is_original_ap(m_ptr)) r_ptr->r_flags3 |= (RF3_NONLIVING); + if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING); } /* Magical sensing */ if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE))) { flag = TRUE; - if (is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_UNIQUE); + if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE); } } @@ -2517,6 +2563,13 @@ void update_mon(int m_idx, bool full) bool do_invisible = FALSE; bool do_cold_blood = FALSE; + /* Snipers can see targets in darkness when they concentrate deeper */ + if (p_ptr->concent >= CONCENT_RADAR_THRESHOLD) + { + /* Easy to see */ + easy = flag = TRUE; + } + /* Use "infravision" */ if (d <= p_ptr->see_infra) { @@ -2563,7 +2616,7 @@ void update_mon(int m_idx, bool full) /* Visible */ if (flag) { - if (is_original_ap(m_ptr)) + if (is_original_ap(m_ptr) && !p_ptr->image) { /* Memorize flags */ if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE); @@ -2591,10 +2644,13 @@ void update_mon(int m_idx, bool full) if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH); /* Hack -- Count "fresh" sightings */ - if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT)) - r_info[MON_KAGE].r_sights++; - else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT)) - r_ptr->r_sights++; + if (!p_ptr->image) + { + if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT)) + r_info[MON_KAGE].r_sights++; + else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT)) + r_ptr->r_sights++; + } /* Eldritch Horror */ if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR) @@ -2603,10 +2659,10 @@ void update_mon(int m_idx, bool full) } /* Disturb on appearance */ - if (disturb_near && (projectable(m_ptr->fy, m_ptr->fx, py, px) && projectable(py, px, m_ptr->fy, m_ptr->fx))) + if (disturb_near && (projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx))) { if (disturb_pets || is_hostile(m_ptr)) - disturb(1, 0); + disturb(1, 1); } } } @@ -2631,7 +2687,7 @@ void update_mon(int m_idx, bool full) if (do_disturb) { if (disturb_pets || is_hostile(m_ptr)) - disturb(1, 0); + disturb(1, 1); } } } @@ -2650,7 +2706,7 @@ void update_mon(int m_idx, bool full) if (do_disturb) { if (disturb_pets || is_hostile(m_ptr)) - disturb(1, 0); + disturb(1, 1); } } } @@ -2668,19 +2724,21 @@ void update_mon(int m_idx, bool full) if (do_disturb) { if (disturb_pets || is_hostile(m_ptr)) - disturb(1, 0); + disturb(1, 1); } } } } -/* - * This function simply updates all the (non-dead) monsters (see above). +/*! + * @brief 単純に生存している全モンスターの更新処理を行う / This function simply updates all the (non-dead) monsters (see above). + * @param full 距離更新を行うならtrue + * @return なし */ void update_monsters(bool full) { - int i; + IDX i; /* Update each (live) monster */ for (i = 1; i < m_max; i++) @@ -2696,10 +2754,12 @@ void update_monsters(bool full) } -/* - * Hack -- the index of the summoning monster +/*! + * @brief カメレオンの王の変身対象となるモンスターかどうか判定する / Hack -- the index of the summoning monster + * @param r_idx モンスター種族ID + * @return 対象にできるならtrueを返す */ -static bool monster_hook_chameleon_lord(int r_idx) +static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx) { monster_race *r_ptr = &r_info[r_idx]; monster_type *m_ptr = &m_list[chameleon_change_m_idx]; @@ -2730,7 +2790,12 @@ static bool monster_hook_chameleon_lord(int r_idx) return TRUE; } -static bool monster_hook_chameleon(int r_idx) +/*! + * @brief カメレオンの変身対象となるモンスターかどうか判定する / Hack -- the index of the summoning monster + * @param r_idx モンスター種族ID + * @return 対象にできるならtrueを返す + */ +static bool monster_hook_chameleon(MONRACE_IDX r_idx) { monster_race *r_ptr = &r_info[r_idx]; monster_type *m_ptr = &m_list[chameleon_change_m_idx]; @@ -2762,8 +2827,14 @@ static bool monster_hook_chameleon(int r_idx) return (*(get_monster_hook()))(r_idx); } - -void choose_new_monster(int m_idx, bool born, int r_idx) +/*! + * @brief モンスターの変身処理 + * @param m_idx 変身処理を受けるモンスター情報のID + * @param born 生成時の初変身先指定ならばtrue + * @param r_idx 旧モンスター種族のID + * @return なし + */ +void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx) { int oldmaxhp; monster_type *m_ptr = &m_list[m_idx]; @@ -2807,6 +2878,8 @@ void choose_new_monster(int m_idx, bool born, int r_idx) if (!r_idx) return; } + if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE); + m_ptr->r_idx = r_idx; m_ptr->ap_r_idx = r_idx; update_mon(m_idx, FALSE); @@ -2816,6 +2889,8 @@ void choose_new_monster(int m_idx, bool born, int r_idx) (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))) p_ptr->update |= (PU_MON_LITE); + if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE); + if (born) { /* Sub-alignment of a chameleon */ @@ -2832,17 +2907,9 @@ void choose_new_monster(int m_idx, bool born, int r_idx) { char m_name[80]; monster_desc(m_name, m_ptr, 0); -#ifdef JP - msg_format("ÆÍÁ³%s¤¬ÊѿȤ·¤¿¡£", old_m_name); -#else - msg_format("Suddenly, %s transforms!", old_m_name); -#endif + msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name); if (!(r_ptr->flags7 & RF7_RIDING)) -#ifdef JP - if (rakuba(0, TRUE)) msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£"); -#else - if (rakuba(0, TRUE)) msg_format("You have fallen from %s.", m_name); -#endif + if (rakuba(0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name); } /* Extract the monster base speed */ @@ -2863,19 +2930,24 @@ void choose_new_monster(int m_idx, bool born, int r_idx) if (ironman_nightmare) { u32b hp = m_ptr->max_maxhp * 2L; - m_ptr->max_maxhp = (s16b)MIN(30000, hp); + m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp); } m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp; if (m_ptr->maxhp < 1) m_ptr->maxhp = 1; m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp; + + /* reset dealt_damage */ + m_ptr->dealt_damage = 0; } -/* - * Hook for Tanuki +/*! + * @brief たぬきの変身対象となるモンスターかどうか判定する / Hook for Tanuki + * @param r_idx モンスター種族ID + * @return 対象にできるならtrueを返す */ -static bool monster_hook_tanuki(int r_idx) +static bool monster_hook_tanuki(MONRACE_IDX r_idx) { monster_race *r_ptr = &r_info[r_idx]; @@ -2891,15 +2963,17 @@ static bool monster_hook_tanuki(int r_idx) } -/* - * Set initial racial appearance of a monster +/*! + * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster + * @param r_idx モンスター種族ID + * @return モンスター種族の表層ID */ -static int initial_r_appearance(int r_idx) +static IDX initial_r_appearance(MONRACE_IDX r_idx) { int attempts = 1000; - int ap_r_idx; - int min = MIN(base_level-5, 50); + IDX ap_r_idx; + DEPTH min = MIN(base_level-5, 50); if (!(r_info[r_idx].flags7 & RF7_TANUKI)) return r_idx; @@ -2916,8 +2990,10 @@ static int initial_r_appearance(int r_idx) } -/* - * Get initial monster speed +/*! + * @brief モンスターの個体加速を設定する / Get initial monster speed + * @param r_ptr モンスター種族の参照ポインタ + * @return 加速値 */ byte get_mspeed(monster_race *r_ptr) { @@ -2938,9 +3014,15 @@ byte get_mspeed(monster_race *r_ptr) } -/* - * Attempt to place a monster of the given race at the given location. - * +/*! + * @brief モンスターを一体生成する / Attempt to place a monster of the given race at the given location. + * @param who 召喚を行ったモンスターID + * @param y 生成位置y座標 + * @param x 生成位置x座標 + * @param r_idx 生成モンスター種族 + * @param mode 生成オプション + * @return 成功したらtrue + * @details * To give the player a sporting chance, any monster that appears in * line-of-sight and is extremely dangerous can be marked as * "FORCE_SLEEP", which will cause them to be placed with low energy, @@ -2957,15 +3039,12 @@ byte get_mspeed(monster_race *r_ptr) * This is the only function which may place a monster in the dungeon, * except for the savefile loading code. */ -static bool place_monster_one(int who, int y, int x, int r_idx, u32b mode) +static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode) { /* Access the location */ cave_type *c_ptr = &cave[y][x]; - monster_type *m_ptr; - monster_race *r_ptr = &r_info[r_idx]; - cptr name = (r_name + r_ptr->name); int cmi; @@ -3052,12 +3131,7 @@ static bool place_monster_one(int who, int y, int x, int r_idx, u32b mode) /* Describe observable breakage */ if (c_ptr->info & CAVE_MARK) { -#ifdef JP -msg_print("¼é¤ê¤Î¥ë¡¼¥ó¤¬²õ¤ì¤¿¡ª"); -#else - msg_print("The rune of protection is broken!"); -#endif - + msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!")); } /* Forget the rune */ @@ -3073,43 +3147,7 @@ msg_print(" else return FALSE; } - /* Powerful monster */ - if (r_ptr->level > dun_level) - { - /* Unique monsters */ - if (r_ptr->flags1 & (RF1_UNIQUE)) - { - /* Message for cheaters */ -#ifdef JP - if (cheat_hear) msg_format("¿¼ÁؤΥæ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼ (%s)¡£", name); -#else - if (cheat_hear) msg_format("Deep Unique (%s).", name); -#endif - } - - /* Normal monsters */ - else - { - /* Message for cheaters */ -#ifdef JP - if (cheat_hear) msg_format("¿¼ÁؤΥâ¥ó¥¹¥¿¡¼ (%s)¡£", name); -#else - if (cheat_hear) msg_format("Deep Monster (%s).", name); -#endif - } - } - - /* Note the monster */ - else if (r_ptr->flags1 & (RF1_UNIQUE)) - { - /* Unique monsters induce message */ -#ifdef JP - if (cheat_hear) msg_format("¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼ (%s)¡£", name); -#else - if (cheat_hear) msg_format("Unique (%s).", name); -#endif - - } + msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level); if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE; @@ -3238,7 +3276,7 @@ msg_print(" { u32b hp = m_ptr->max_maxhp * 2L; - m_ptr->max_maxhp = (s16b)MIN(30000, hp); + m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp); } m_ptr->maxhp = m_ptr->max_maxhp; @@ -3247,6 +3285,10 @@ msg_print(" if (m_ptr->r_idx == MON_WOUNDED_BEAR) m_ptr->hp = m_ptr->maxhp / 2; else m_ptr->hp = m_ptr->maxhp; + + + /* dealt damage is 0 at initial*/ + m_ptr->dealt_damage = 0; /* Extract the monster base speed */ @@ -3322,59 +3364,27 @@ msg_print(" char o_name[MAX_NLEN]; if (r_ptr->level > p_ptr->lev + 30) -#ifdef JP - color = "¹õ¤¯"; -#else - color = "black"; -#endif + color = _("黒く", "black"); else if (r_ptr->level > p_ptr->lev + 15) -#ifdef JP - color = "»ç¿§¤Ë"; -#else - color = "purple"; -#endif + color = _("紫色に", "purple"); else if (r_ptr->level > p_ptr->lev + 5) -#ifdef JP - color = "¥ë¥Ó¡¼¿§¤Ë"; -#else - color = "deep red"; -#endif + color = _("ルビー色に", "deep red"); else if (r_ptr->level > p_ptr->lev - 5) -#ifdef JP - color = "ÀÖ¤¯"; -#else - color = "red"; -#endif + color = _("赤く", "red"); else if (r_ptr->level > p_ptr->lev - 15) -#ifdef JP - color = "¥Ô¥ó¥¯¿§¤Ë"; -#else - color = "pink"; -#endif + color = _("ピンク色に", "pink"); else -#ifdef JP - color = "Çò¤¯"; -#else - color = "white"; -#endif + color = _("白く", "white"); o_ptr = choose_warning_item(); if (o_ptr) { object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY)); -#ifdef JP - msg_format("%s¤Ï%s¸÷¤Ã¤¿¡£", o_name, color); -#else - msg_format("%s glows %s.", o_name, color); -#endif + msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color); } else { -#ifdef JP - msg_format("s%¸÷¤ëʪ¤¬Æ¬¤ËÉ⤫¤ó¤À¡£", color); -#else - msg_format("An %s image forms in your mind."); -#endif + msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color); } } } @@ -3387,22 +3397,13 @@ msg_print(" /* Describe observable breakage */ if (c_ptr->info & CAVE_MARK) { -#ifdef JP -msg_print("¥ë¡¼¥ó¤¬Çúȯ¤·¤¿¡ª"); -#else - msg_print("The rune explodes!"); -#endif - + msg_print(_("ルーンが爆発した!", "The rune explodes!")); project(0, 2, y, x, 2 * (p_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1); } } else { -#ifdef JP -msg_print("Çúȯ¤Î¥ë¡¼¥ó¤Ï²ò½ü¤µ¤ì¤¿¡£"); -#else - msg_print("An explosive rune was disarmed."); -#endif + msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed.")); } /* Forget the rune */ @@ -3421,13 +3422,21 @@ msg_print(" } -/* - * improved version of scatter() for place monster - */ -#define MON_SCAT_MAXD 10 +#define MON_SCAT_MAXD 10 /*!< mon_scatter()関数によるモンスター配置で許される中心からの最大距離 */ -static bool mon_scatter(int r_idx, int *yp, int *xp, int y, int x, int max_dist) +/*! + * @brief モンスター1体を目標地点に可能ながり近い位置に生成する / improved version of scatter() for place monster + * @param r_idx 生成モンスター種族 + * @param yp 結果生成位置y座標 + * @param xp 結果生成位置x座標 + * @param y 中心生成位置y座標 + * @param x 中心生成位置x座標 + * @param max_dist 生成位置の最大半径 + * @return 成功したらtrue + * + */ +static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist) { int place_x[MON_SCAT_MAXD]; int place_y[MON_SCAT_MAXD]; @@ -3496,17 +3505,18 @@ static bool mon_scatter(int r_idx, int *yp, int *xp, int y, int x, int max_dist) return TRUE; } +#define GROUP_MAX 32 /*!< place_monster_group() 関数によるモンスターのGROUP生成時の配置最大数 / Maximum size of a group of monsters */ -/* - * Maximum size of a group of monsters - */ -#define GROUP_MAX 32 - - -/* - * Attempt to place a "group" of monsters around the given location +/*! + * @brief モンスターを目標地点に集団生成する / Attempt to place a "group" of monsters around the given location + * @param who 召喚主のモンスター情報ID + * @param y 中心生成位置y座標 + * @param x 中心生成位置x座標 + * @param r_idx 生成モンスター種族 + * @param mode 生成オプション + * @return 成功したらtrue */ -static bool place_monster_group(int who, int y, int x, int r_idx, u32b mode) +static bool place_monster_group(IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, u32b mode) { monster_race *r_ptr = &r_info[r_idx]; @@ -3515,8 +3525,8 @@ static bool place_monster_group(int who, int y, int x, int r_idx, u32b mode) int hack_n = 0; - byte hack_y[GROUP_MAX]; - byte hack_x[GROUP_MAX]; + POSITION hack_y[GROUP_MAX]; + POSITION hack_x[GROUP_MAX]; /* Pick a group size */ @@ -3558,13 +3568,13 @@ static bool place_monster_group(int who, int y, int x, int r_idx, u32b mode) for (n = 0; (n < hack_n) && (hack_n < total); n++) { /* Grab the location */ - int hx = hack_x[n]; - int hy = hack_y[n]; + POSITION hx = hack_x[n]; + POSITION hy = hack_y[n]; /* Check each direction, up to total */ for (i = 0; (i < 8) && (hack_n < total); i++) { - int mx, my; + POSITION mx, my; scatter(&my, &mx, hy, hx, 4, 0); @@ -3587,17 +3597,26 @@ static bool place_monster_group(int who, int y, int x, int r_idx, u32b mode) return (TRUE); } +/*! + * @var place_monster_idx + * @brief 護衛対象となるモンスター種族IDを渡すグローバル変数 / Hack -- help pick an escort type + * @todo 関数ポインタの都合を配慮しながら、グローバル変数place_monster_idxを除去し、関数引数化する + */ +static IDX place_monster_idx = 0; -/* - * Hack -- help pick an escort type +/*! + * @var place_monster_m_idx + * @brief 護衛対象となるモンスターIDを渡すグローバル変数 / Hack -- help pick an escort type + * @todo 関数ポインタの都合を配慮しながら、グローバル変数place_monster_m_idxを除去し、関数引数化する */ -static int place_monster_idx = 0; -static int place_monster_m_idx = 0; +static IDX place_monster_m_idx = 0; -/* - * Hack -- help pick an escort type +/*! + * @brief モンスター種族が召喚主の護衛となれるかどうかをチェックする / Hack -- help pick an escort type + * @param r_idx チェックするモンスター種族のID + * @return 護衛にできるならばtrue */ -static bool place_monster_okay(int r_idx) +static bool place_monster_can_escort(MONRACE_IDX r_idx) { monster_race *r_ptr = &r_info[place_monster_idx]; monster_type *m_ptr = &m_list[place_monster_m_idx]; @@ -3635,9 +3654,15 @@ static bool place_monster_okay(int r_idx) } -/* - * Attempt to place a monster of the given race at the given location - * +/*! + * @brief 一般的なモンスター生成処理のサブルーチン / Attempt to place a monster of the given race at the given location + * @param who 召喚主のモンスター情報ID + * @param y 生成地点y座標 + * @param x 生成地点x座標 + * @param r_idx 生成するモンスターの種族ID + * @param mode 生成オプション + * @return 生成に成功したらtrue + * @details * Note that certain monsters are now marked as requiring "friends". * These monsters, if successfully placed, and if the "grp" parameter * is TRUE, will be surrounded by a "group" of identical monsters. @@ -3653,9 +3678,9 @@ static bool place_monster_okay(int r_idx) * Note the use of the new "monster allocation table" code to restrict * the "get_mon_num()" function to "legal" escort types. */ -bool place_monster_aux(int who, int y, int x, int r_idx, u32b mode) +bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode) { - int i; + int i, j, n; monster_race *r_ptr = &r_info[r_idx]; if (!(mode & PM_NO_KAGE) && one_in_(333)) @@ -3664,12 +3689,24 @@ bool place_monster_aux(int who, int y, int x, int r_idx, u32b mode) /* Place one monster, or fail */ if (!place_monster_one(who, y, x, r_idx, mode)) return (FALSE); - /* Require the "group" flag */ if (!(mode & PM_ALLOW_GROUP)) return (TRUE); place_monster_m_idx = hack_m_idx_ii; + /* Reinforcement */ + for(i = 0; i < 6; i++) + { + if(!r_ptr->reinforce_id[i]) break; + n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]); + for(j = 0; j < n; j++) + { + POSITION nx, ny, d = 7; + scatter(&ny, &nx, y, x, d, 0); + (void)place_monster_one(place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode); + } + } + /* Friends for certain monsters */ if (r_ptr->flags1 & (RF1_FRIENDS)) { @@ -3677,7 +3714,6 @@ bool place_monster_aux(int who, int y, int x, int r_idx, u32b mode) (void)place_monster_group(who, y, x, r_idx, mode); } - /* Escorts for certain monsters */ if (r_ptr->flags1 & (RF1_ESCORT)) { @@ -3687,7 +3723,8 @@ bool place_monster_aux(int who, int y, int x, int r_idx, u32b mode) /* Try to place several "escorts" */ for (i = 0; i < 32; i++) { - int nx, ny, z, d = 3; + POSITION nx, ny, d = 3; + MONRACE_IDX z; /* Pick a location */ scatter(&ny, &nx, y, x, d, 0); @@ -3696,7 +3733,7 @@ bool place_monster_aux(int who, int y, int x, int r_idx, u32b mode) if (!cave_empty_bold2(ny, nx)) continue; /* Prepare allocation table */ - get_mon_num_prep(place_monster_okay, get_monster_hook2(ny, nx)); + get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx)); /* Pick a random race */ z = get_mon_num(r_ptr->level); @@ -3721,15 +3758,16 @@ bool place_monster_aux(int who, int y, int x, int r_idx, u32b mode) return (TRUE); } - -/* - * Hack -- attempt to place a monster at the given location - * - * Attempt to find a monster appropriate to the "monster_level" +/*! + * @brief 一般的なモンスター生成処理のメインルーチン / Attempt to place a monster of the given race at the given location + * @param y 生成地点y座標 + * @param x 生成地点x座標 + * @param mode 生成オプション + * @return 生成に成功したらtrue */ -bool place_monster(int y, int x, u32b mode) +bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode) { - int r_idx; + MONRACE_IDX r_idx; /* Prepare allocation table */ get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x)); @@ -3750,14 +3788,20 @@ bool place_monster(int y, int x, u32b mode) #ifdef MONSTER_HORDES -bool alloc_horde(int y, int x) +/*! + * @brief 指定地点に1種類のモンスター種族による群れを生成する + * @param y 生成地点y座標 + * @param x 生成地点x座標 + * @return 生成に成功したらtrue + */ +bool alloc_horde(POSITION y, POSITION x) { monster_race *r_ptr = NULL; - int r_idx = 0; - int m_idx; + MONRACE_IDX r_idx = 0; + MONSTER_IDX m_idx; int attempts = 1000; - int cy = y; - int cx = x; + POSITION cy = y; + POSITION cx = x; /* Prepare allocation table */ get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x)); @@ -3810,21 +3854,23 @@ bool alloc_horde(int y, int x) #endif /* MONSTER_HORDES */ -/* - * Put the Guardian +/*! + * @brief ダンジョンの主生成を試みる / Put the Guardian + * @param def_val 現在の主の生成状態 + * @return 生成に成功したらtrue */ bool alloc_guardian(bool def_val) { - int guardian = d_info[dungeon_type].final_guardian; + MONRACE_IDX guardian = d_info[dungeon_type].final_guardian; if (guardian && (d_info[dungeon_type].maxdepth == dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num)) { int oy; int ox; - int try = 4000; + int try_count = 4000; /* Find a good position */ - while (try) + while (try_count) { /* Get a random spot */ oy = randint1(cur_hgt - 4) + 2; @@ -3837,8 +3883,8 @@ bool alloc_guardian(bool def_val) if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE; } - /* One less try */ - try--; + /* One less try count */ + try_count--; } return FALSE; @@ -3848,13 +3894,14 @@ bool alloc_guardian(bool def_val) } -/* - * Attempt to allocate a random monster in the dungeon. - * +/*! + * @brief ダンジョンの初期配置モンスターを生成1回生成する / Attempt to allocate a random monster in the dungeon. + * @param dis プレイヤーから離れるべき最低距離 + * @param mode 生成オプション + * @return 生成に成功したらtrue + * @details * Place the monster at least "dis" distance from the player. - * * Use "slp" to choose the initial "sleep" status - * * Use "monster_level" for the monster level */ bool alloc_monster(int dis, u32b mode) @@ -3883,19 +3930,14 @@ bool alloc_monster(int dis, u32b mode) } /* Accept far away grids */ - if (distance(y, x, py, px) > dis) break; + if (distance(y, x, p_ptr->y, p_ptr->x) > dis) break; } if (!attempts_left) { if (cheat_xtra || cheat_hear) { -#ifdef JP -msg_print("·Ù¹ð¡ª¿·¤¿¤Ê¥â¥ó¥¹¥¿¡¼¤òÇÛÃ֤Ǥ­¤Þ¤»¤ó¡£¾®¤µ¤¤³¬¤Ç¤¹¤«¡©"); -#else - msg_print("Warning! Could not allocate a new monster. Small level?"); -#endif - + msg_print(_("警告!新たなモンスターを配置できません。小さい階ですか?", "Warning! Could not allocate a new monster. Small level?")); } return (FALSE); @@ -3907,12 +3949,7 @@ msg_print(" { if (alloc_horde(y, x)) { -#ifdef JP - if (cheat_hear) msg_format("¥â¥ó¥¹¥¿¡¼¤ÎÂç·²(%c)", summon_kin_type); -#else - if (cheat_hear) msg_format("Monster horde (%c).", summon_kin_type); -#endif - + if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), summon_kin_type); return (TRUE); } } @@ -3932,12 +3969,12 @@ msg_print(" } - - -/* - * Hack -- help decide if a monster race is "okay" to summon +/*! + * @brief モンスターが召喚の基本条件に合っているかをチェックする / Hack -- help decide if a monster race is "okay" to summon + * @param r_idx チェックするモンスター種族ID + * @return 召喚対象にできるならばTRUE */ -static bool summon_specific_okay(int r_idx) +static bool summon_specific_okay(MONRACE_IDX r_idx) { monster_race *r_ptr = &r_info[r_idx]; @@ -3980,9 +4017,16 @@ static bool summon_specific_okay(int r_idx) } -/* - * Place a monster (of the specified "type") near the given - * location. Return TRUE if a monster was actually summoned. +/*! + * @brief モンスターを召喚により配置する / Place a monster (of the specified "type") near the given location. Return TRUE if a monster was actually summoned. + * @param who 召喚主のモンスター情報ID + * @param y1 目標地点y座標 + * @param x1 目標地点x座標 + * @param lev 相当生成階 + * @param type 召喚種別 + * @param mode 生成オプション + * @return 召喚できたらtrueを返す + * @details * * We will attempt to place the monster up to 10 times before giving up. * @@ -4004,9 +4048,10 @@ static bool summon_specific_okay(int r_idx) * * Note that this function may not succeed, though this is very rare. */ -bool summon_specific(int who, int y1, int x1, int lev, int type, u32b mode) +bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode) { - int x, y, r_idx; + POSITION x, y; + MONRACE_IDX r_idx; if (p_ptr->inside_arena) return (FALSE); @@ -4047,10 +4092,19 @@ bool summon_specific(int who, int y1, int x1, int lev, int type, u32b mode) return (TRUE); } -/* A "dangerous" function, creates a pet of the specified type */ -bool summon_named_creature (int who, int oy, int ox, int r_idx, u32b mode) + +/*! + * @brief 特定モンスター種族を召喚により生成する / A "dangerous" function, creates a pet of the specified type + * @param who 召喚主のモンスター情報ID + * @param oy 目標地点y座標 + * @param ox 目標地点x座標 + * @param r_idx 生成するモンスター種族ID + * @param mode 生成オプション + * @return 召喚できたらtrueを返す + */ +bool summon_named_creature (MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode) { - int x, y; + POSITION x, y; /* Paranoia */ /* if (!r_idx) return; */ @@ -4067,16 +4121,20 @@ bool summon_named_creature (int who, int oy, int ox, int r_idx, u32b mode) } -/* - * Let the given monster attempt to reproduce. - * +/*! + * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce. + * @param m_idx 増殖するモンスター情報ID + * @param clone クローン・モンスター処理ならばtrue + * @param mode 生成オプション + * @return 生成できたらtrueを返す + * @details * Note that "reproduction" REQUIRES empty space. */ -bool multiply_monster(int m_idx, bool clone, u32b mode) +bool multiply_monster(MONSTER_IDX m_idx, bool clone, u32b mode) { monster_type *m_ptr = &m_list[m_idx]; - int y, x; + POSITION y, x; if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1)) return FALSE; @@ -4099,14 +4157,15 @@ bool multiply_monster(int m_idx, bool clone, u32b mode) - - -/* - * Dump a message describing a monster's reaction to damage - * +/*! + * @brief ダメージを受けたモンスターの様子を記述する / Dump a message describing a monster's reaction to damage + * @param m_idx モンスター情報ID + * @param dam 与えたダメージ + * @return なし + * @details * Technically should attempt to treat "Beholder"'s as jelly's */ -void message_pain(int m_idx, int dam) +void message_pain(MONSTER_IDX m_idx, HIT_POINT dam) { long oldhp, newhp, tmp; int percentage; @@ -4116,19 +4175,12 @@ void message_pain(int m_idx, int dam) char m_name[80]; - /* Get the monster name */ monster_desc(m_name, m_ptr, 0); - /* Notice non-damage */ - if (dam == 0) + if(dam == 0) // Notice non-damage { -#ifdef JP - msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Æ¤¤¤Ê¤¤¡£", m_name); -#else - msg_format("%^s is unharmed.", m_name); -#endif - + msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name); return; } @@ -4138,684 +4190,310 @@ void message_pain(int m_idx, int dam) tmp = (newhp * 100L) / oldhp; percentage = (int)(tmp); - - /* Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs */ - if (my_strchr(",ejmvwQ", r_ptr->d_char)) + if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs { #ifdef JP - if (percentage > 95) - msg_format("%^s¤Ï¤Û¤È¤ó¤Éµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name); - else if (percentage > 75) - msg_format("%^s¤Ï¤·¤ê¹þ¤ß¤·¤¿¡£", m_name); - else if (percentage > 50) - msg_format("%^s¤Ï½Ì¤³¤Þ¤Ã¤¿¡£", m_name); - else if (percentage > 35) - msg_format("%^s¤ÏÄˤߤ˿̤¨¤¿¡£", m_name); - else if (percentage > 20) - msg_format("%^s¤Ï¿È¤â¤À¤¨¤·¤¿¡£", m_name); - else if (percentage > 10) - msg_format("%^s¤Ï¶ìÄˤǿȤâ¤À¤¨¤·¤¿¡£", m_name); - else - msg_format("%^s¤Ï¤°¤Ë¤ã¤°¤Ë¤ã¤ÈáÛÚ»¤·¤¿¡£", m_name); + if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name); + else if(percentage > 75) msg_format("%^sはしり込みした。", m_name); + else if(percentage > 50) msg_format("%^sは縮こまった。", m_name); + else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name); + else if(percentage > 20) msg_format("%^sは身もだえした。", m_name); + else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name); + else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name); #else - if (percentage > 95) - msg_format("%^s barely notices.", m_name); - else if (percentage > 75) - msg_format("%^s flinches.", m_name); - else if (percentage > 50) - msg_format("%^s squelches.", m_name); - else if (percentage > 35) - msg_format("%^s quivers in pain.", m_name); - else if (percentage > 20) - msg_format("%^s writhes about.", m_name); - else if (percentage > 10) - msg_format("%^s writhes in agony.", m_name); - else - msg_format("%^s jerks limply.", m_name); + if(percentage > 95) msg_format("%^s barely notices.", m_name); + else if(percentage > 75) msg_format("%^s flinches.", m_name); + else if(percentage > 50) msg_format("%^s squelches.", m_name); + else if(percentage > 35) msg_format("%^s quivers in pain.", m_name); + else if(percentage > 20) msg_format("%^s writhes about.", m_name); + else if(percentage > 10) msg_format("%^s writhes in agony.", m_name); + else msg_format("%^s jerks limply.", m_name); #endif - } - - /* Fish */ - else if (my_strchr("l", r_ptr->d_char)) + else if(my_strchr("l", r_ptr->d_char)) // Fish { - if (percentage > 95) -#ifdef JP -msg_format("%^s¤Ï¤Û¤È¤ó¤Éµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name); -#else - msg_format("%^s barely notices.", m_name); -#endif - else if (percentage > 75) -#ifdef JP -msg_format("%^s¤Ï¤·¤ê¹þ¤ß¤·¤¿¡£", m_name); -#else - msg_format("%^s flinches.", m_name); -#endif - else if (percentage > 50) -#ifdef JP -msg_format("%^s¤Ïí´í°¤·¤¿¡£", m_name); -#else - msg_format("%^s hesitates.", m_name); -#endif - else if (percentage > 35) -#ifdef JP -msg_format("%^s¤ÏÄˤߤ˿̤¨¤¿¡£", m_name); -#else - msg_format("%^s quivers in pain.", m_name); -#endif - else if (percentage > 20) #ifdef JP -msg_format("%^s¤Ï¿È¤â¤À¤¨¤·¤¿¡£", m_name); + if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name); + else if(percentage > 75) msg_format("%^sはしり込みした。", m_name); + else if(percentage > 50) msg_format("%^sは躊躇した。", m_name); + else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name); + else if(percentage > 20) msg_format("%^sは身もだえした。", m_name); + else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name); + else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name); #else - msg_format("%^s writhes about.", m_name); -#endif - else if (percentage > 10) -#ifdef JP -msg_format("%^s¤Ï¶ìÄˤǿȤâ¤À¤¨¤·¤¿¡£", m_name); -#else - msg_format("%^s writhes in agony.", m_name); -#endif - else + if(percentage > 95) msg_format("%^s barely notices.", m_name); + else if(percentage > 75) msg_format("%^s flinches.", m_name); + else if(percentage > 50) msg_format("%^s hesitates.", m_name); + else if(percentage > 35) msg_format("%^s quivers in pain.", m_name); + else if(percentage > 20) msg_format("%^s writhes about.", m_name); + else if(percentage > 10) msg_format("%^s writhes in agony.", m_name); + else msg_format("%^s jerks limply.", m_name); +#endif + } + + else if(my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs + { #ifdef JP -msg_format("%^s¤Ï¤°¤Ë¤ã¤°¤Ë¤ã¤ÈáÛÚ»¤·¤¿¡£", m_name); + if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name); + else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name); + else if(percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name); + else if(percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name); + else if(percentage > 20) msg_format("%^sはうめいた。", m_name); + else if(percentage > 10) msg_format("%^sは躊躇した。", m_name); + else msg_format("%^sはくしゃくしゃになった。", m_name); #else - msg_format("%^s jerks limply.", m_name); + if(percentage > 95) msg_format("%^s ignores the attack.", m_name); + else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name); + else if(percentage > 50) msg_format("%^s roars thunderously.", m_name); + else if(percentage > 35) msg_format("%^s rumbles.", m_name); + else if(percentage > 20) msg_format("%^s grunts.", m_name); + else if(percentage > 10) msg_format("%^s hesitates.", m_name); + else msg_format("%^s crumples.", m_name); #endif } - - /* Golems, Walls, Doors, Stairs */ - else if (my_strchr("g#+<>", r_ptr->d_char)) + else if(my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics { - if (percentage > 95) #ifdef JP -msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name); + if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name); + else if(percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name); + else if(percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name); + else if(percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name); + else if(percentage > 20) msg_format("%^sは身もだえした。", m_name); + else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name); + else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name); #else - msg_format("%^s ignores the attack.", m_name); -#endif - else if (percentage > 75) -#ifdef JP -msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name); -#else - msg_format("%^s shrugs off the attack.", m_name); -#endif - else if (percentage > 50) -#ifdef JP -msg_format("%^s¤ÏÍëÌĤΤ褦¤ËËʤ¨¤¿¡£", m_name); -#else - msg_format("%^s roars thunderously.", m_name); -#endif - else if (percentage > 35) -#ifdef JP -msg_format("%^s¤Ï¶ì¤·¤²¤ËËʤ¨¤¿¡£", m_name); -#else - msg_format("%^s rumbles.", m_name); -#endif - else if (percentage > 20) -#ifdef JP -msg_format("%^s¤Ï¤¦¤á¤¤¤¿¡£", m_name); -#else - msg_format("%^s grunts.", m_name); -#endif - else if (percentage > 10) -#ifdef JP -msg_format("%^s¤Ïí´í°¤·¤¿¡£", m_name); -#else - msg_format("%^s hesitates.", m_name); -#endif - else -#ifdef JP -msg_format("%^s¤Ï¤¯¤·¤ã¤¯¤·¤ã¤Ë¤Ê¤Ã¤¿¡£", m_name); -#else - msg_format("%^s crumples.", m_name); + if(percentage > 95) msg_format("%^s barely notices.", m_name); + else if(percentage > 75) msg_format("%^s hisses.", m_name); + else if(percentage > 50) msg_format("%^s rears up in anger.", m_name); + else if(percentage > 35) msg_format("%^s hisses furiously.", m_name); + else if(percentage > 20) msg_format("%^s writhes about.", m_name); + else if(percentage > 10) msg_format("%^s writhes in agony.", m_name); + else msg_format("%^s jerks limply.", m_name); #endif } - - /* Snakes, Hydrae, Reptiles, Mimics */ - else if (my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) + else if(my_strchr("f", r_ptr->d_char)) { - if (percentage > 95) -#ifdef JP -msg_format("%^s¤Ï¤Û¤È¤ó¤Éµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name); -#else - msg_format("%^s barely notices.", m_name); -#endif - else if (percentage > 75) -#ifdef JP -msg_format("%^s¤Ï¥·¡¼¥Ã¤ÈÌĤ¤¤¿¡£", m_name); -#else - msg_format("%^s hisses.", m_name); -#endif - else if (percentage > 50) -#ifdef JP -msg_format("%^s¤ÏÅܤäÆƬ¤ò¾å¤²¤¿¡£", m_name); -#else - msg_format("%^s rears up in anger.", m_name); -#endif - else if (percentage > 35) -#ifdef JP -msg_format("%^s¤ÏÌÔÁ³¤È°Ò³Å¤·¤¿¡£", m_name); -#else - msg_format("%^s hisses furiously.", m_name); -#endif - else if (percentage > 20) -#ifdef JP -msg_format("%^s¤Ï¿È¤â¤À¤¨¤·¤¿¡£", m_name); -#else - msg_format("%^s writhes about.", m_name); -#endif - else if (percentage > 10) -#ifdef JP -msg_format("%^s¤Ï¶ìÄˤǿȤâ¤À¤¨¤·¤¿¡£", m_name); -#else - msg_format("%^s writhes in agony.", m_name); -#endif - else #ifdef JP -msg_format("%^s¤Ï¤°¤Ë¤ã¤°¤Ë¤ã¤ÈáÛÚ»¤·¤¿¡£", m_name); + if(percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name); + else if(percentage > 75) msg_format("%^sは吠えた。", m_name); + else if(percentage > 50) msg_format("%^sは怒って吠えた。", m_name); + else if(percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name); + else if(percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name); + else if(percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name); + else msg_format("%sは哀れな鳴き声を出した。", m_name); #else - msg_format("%^s jerks limply.", m_name); + if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name); + else if(percentage > 75) msg_format("%^s roars.", m_name); + else if(percentage > 50) msg_format("%^s growls angrily.", m_name); + else if(percentage > 35) msg_format("%^s hisses with pain.", m_name); + else if(percentage > 20) msg_format("%^s mewls in pain.", m_name); + else if(percentage > 10) msg_format("%^s hisses in agony.", m_name); + else msg_format("%^s mewls pitifully.", m_name); #endif } - - /* Felines */ - else if (my_strchr("f", r_ptr->d_char)) + else if(my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders { - if (percentage > 95) -#ifdef JP -msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name); -#else - msg_format("%^s shrugs off the attack.", m_name); -#endif - else if (percentage > 75) -#ifdef JP -msg_format("%^s¤ÏËʤ¨¤¿¡£", m_name); -#else - msg_format("%^s roars.", m_name); -#endif - else if (percentage > 50) -#ifdef JP -msg_format("%^s¤ÏÅܤäÆËʤ¨¤¿¡£", m_name); -#else - msg_format("%^s growls angrily.", m_name); -#endif - else if (percentage > 35) -#ifdef JP -msg_format("%^s¤ÏÄˤߤǥ·¡¼¥Ã¤ÈÌĤ¤¤¿¡£", m_name); -#else - msg_format("%^s hisses with pain.", m_name); -#endif - else if (percentage > 20) -#ifdef JP -msg_format("%^s¤ÏÄˤߤǼ塹¤·¤¯ÌĤ¤¤¿¡£", m_name); -#else - msg_format("%^s mewls in pain.", m_name); -#endif - else if (percentage > 10) -#ifdef JP -msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤¿¡£", m_name); -#else - msg_format("%^s hisses in agony.", m_name); -#endif - else -#ifdef JP -msg_format("%s¤Ï°¥¤ì¤ÊÌĤ­À¼¤ò½Ð¤·¤¿¡£", m_name); -#else - msg_format("%^s mewls pitifully.", m_name); -#endif - } - - - /* Ants, Centipedes, Flies, Insects, Beetles, Spiders */ - else if (my_strchr("acFIKS", r_ptr->d_char)) - { - if (percentage > 95) -#ifdef JP -msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name); -#else - msg_format("%^s ignores the attack.", m_name); -#endif - else if (percentage > 75) -#ifdef JP -msg_format("%^s¤Ï¥­¡¼¥­¡¼ÌĤ¤¤¿¡£", m_name); -#else - msg_format("%^s chitters.", m_name); -#endif - - else if (percentage > 50) -#ifdef JP -msg_format("%^s¤Ï¥è¥í¥è¥íƨ¤²²ó¤Ã¤¿¡£", m_name); -#else - msg_format("%^s scuttles about.", m_name); -#endif - - else if (percentage > 35) -#ifdef JP -msg_format("%^s¤Ï¤¦¤ë¤µ¤¯ÌĤ¤¤¿¡£", m_name); -#else - msg_format("%^s twitters.", m_name); -#endif - - else if (percentage > 20) -#ifdef JP -msg_format("%^s¤ÏÄˤߤËáÛÚ»¤·¤¿¡£", m_name); -#else - msg_format("%^s jerks in pain.", m_name); -#endif - - else if (percentage > 10) -#ifdef JP -msg_format("%^s¤Ï¶ìÄˤÇáÛÚ»¤·¤¿¡£", m_name); -#else - msg_format("%^s jerks in agony.", m_name); -#endif - - else #ifdef JP -msg_format("%^s¤Ï¥Ô¥¯¥Ô¥¯¤Ò¤­¤Ä¤Ã¤¿¡£", m_name); + if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name); + else if(percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name); + else if(percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name); + else if(percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name); + else if(percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name); + else if(percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name); + else msg_format("%^sはピクピクひきつった。", m_name); #else - msg_format("%^s twitches.", m_name); + if(percentage > 95) msg_format("%^s ignores the attack.", m_name); + else if(percentage > 75) msg_format("%^s chitters.", m_name); + else if(percentage > 50) msg_format("%^s scuttles about.", m_name); + else if(percentage > 35) msg_format("%^s twitters.", m_name); + else if(percentage > 20) msg_format("%^s jerks in pain.", m_name); + else if(percentage > 10) msg_format("%^s jerks in agony.", m_name); + else msg_format("%^s twitches.", m_name); #endif - } - - /* Birds */ - else if (my_strchr("B", r_ptr->d_char)) - { - if (percentage > 95) -#ifdef JP -msg_format("%^s¤Ï¤µ¤¨¤º¤Ã¤¿¡£", m_name); -#else - msg_format("%^s chirps.", m_name); -#endif - - else if (percentage > 75) -#ifdef JP -msg_format("%^s¤Ï¥Ô¡¼¥Ô¡¼ÌĤ¤¤¿¡£", m_name); -#else - msg_format("%^s twitters.", m_name); -#endif - - else if (percentage > 50) -#ifdef JP -msg_format("%^s¤Ï¥®¥ã¡¼¥®¥ã¡¼ÌĤ¤¤¿¡£", m_name); -#else - msg_format("%^s squawks.", m_name); -#endif - - else if (percentage > 35) -#ifdef JP -msg_format("%^s¤Ï¥®¥ã¡¼¥®¥ã¡¼ÌĤ­¤ï¤á¤¤¤¿¡£", m_name); -#else - msg_format("%^s chatters.", m_name); -#endif - - else if (percentage > 20) -#ifdef JP -msg_format("%^s¤Ï¶ì¤·¤ó¤À¡£", m_name); -#else - msg_format("%^s jeers.", m_name); -#endif - - else if (percentage > 10) + else if(my_strchr("B", r_ptr->d_char)) // Birds + { #ifdef JP -msg_format("%^s¤Ï¤Î¤¿¤¦¤Á²ó¤Ã¤¿¡£", m_name); + if(percentage > 95) msg_format("%^sはさえずった。", m_name); + else if(percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name); + else if(percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name); + else if(percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name); + else if(percentage > 20) msg_format("%^sは苦しんだ。", m_name); + else if(percentage > 10) msg_format("%^sはのたうち回った。", m_name); + else msg_format("%^sはキーキーと鳴き叫んだ。", m_name); #else - msg_format("%^s flutters about.", m_name); + if(percentage > 95) msg_format("%^s chirps.", m_name); + else if(percentage > 75) msg_format("%^s twitters.", m_name); + else if(percentage > 50) msg_format("%^s squawks.", m_name); + else if(percentage > 35) msg_format("%^s chatters.", m_name); + else if(percentage > 20) msg_format("%^s jeers.", m_name); + else if(percentage > 10) msg_format("%^s flutters about.", m_name); + else msg_format("%^s squeaks.", m_name); #endif - - else -#ifdef JP -msg_format("%^s¤Ï¥­¡¼¥­¡¼¤ÈÌĤ­¶«¤ó¤À¡£", m_name); -#else - msg_format("%^s squeaks.", m_name); -#endif - } - - /* Dragons, Demons, High Undead */ - else if (my_strchr("duDLUW", r_ptr->d_char)) - { - if (percentage > 95) -#ifdef JP -msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name); -#else - msg_format("%^s ignores the attack.", m_name); -#endif - - else if (percentage > 75) -#ifdef JP -msg_format("%^s¤Ï¤·¤ê¹þ¤ß¤·¤¿¡£", m_name); -#else - msg_format("%^s flinches.", m_name); -#endif - - else if (percentage > 50) -#ifdef JP -msg_format("%^s¤ÏÄˤߤǥ·¡¼¥Ã¤ÈÌĤ¤¤¿¡£", m_name); -#else - msg_format("%^s hisses in pain.", m_name); -#endif - - else if (percentage > 35) -#ifdef JP -msg_format("%^s¤ÏÄˤߤǤ¦¤Ê¤Ã¤¿¡£", m_name); -#else - msg_format("%^s snarls with pain.", m_name); -#endif - - else if (percentage > 20) -#ifdef JP -msg_format("%^s¤ÏÄˤߤËËʤ¨¤¿¡£", m_name); -#else - msg_format("%^s roars with pain.", m_name); -#endif - - else if (percentage > 10) -#ifdef JP -msg_format("%^s¤Ï¶ì¤·¤²¤Ë¶«¤ó¤À¡£", m_name); -#else - msg_format("%^s gasps.", m_name); -#endif - - else + else if(my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead + { #ifdef JP -msg_format("%^s¤Ï¼å¡¹¤·¤¯¤¦¤Ê¤Ã¤¿¡£", m_name); + if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name); + else if(percentage > 75) msg_format("%^sはしり込みした。", m_name); + else if(percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name); + else if(percentage > 35) msg_format("%^sは痛みでうなった。", m_name); + else if(percentage > 20) msg_format("%^sは痛みに吠えた。", m_name); + else if(percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name); + else msg_format("%^sは弱々しくうなった。", m_name); #else - msg_format("%^s snarls feebly.", m_name); + if(percentage > 95) msg_format("%^s ignores the attack.", m_name); + else if(percentage > 75) msg_format("%^s flinches.", m_name); + else if(percentage > 50) msg_format("%^s hisses in pain.", m_name); + else if(percentage > 35) msg_format("%^s snarls with pain.", m_name); + else if(percentage > 20) msg_format("%^s roars with pain.", m_name); + else if(percentage > 10) msg_format("%^s gasps.", m_name); + else msg_format("%^s snarls feebly.", m_name); #endif - } - - /* Skeletons */ - else if (my_strchr("s", r_ptr->d_char)) + else if(my_strchr("s", r_ptr->d_char)) // Skeletons { - if (percentage > 95) -#ifdef JP -msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name); -#else - msg_format("%^s ignores the attack.", m_name); -#endif - - else if (percentage > 75) -#ifdef JP -msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name); -#else - msg_format("%^s shrugs off the attack.", m_name); -#endif - - else if (percentage > 50) -#ifdef JP -msg_format("%^s¤Ï¥«¥¿¥«¥¿¤È¾Ð¤Ã¤¿¡£", m_name); -#else - msg_format("%^s rattles.", m_name); -#endif - - else if (percentage > 35) #ifdef JP -msg_format("%^s¤Ï¤è¤í¤á¤¤¤¿¡£", m_name); + if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name); + else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name); + else if(percentage > 50) msg_format("%^sはカタカタと笑った。", m_name); + else if(percentage > 35) msg_format("%^sはよろめいた。", m_name); + else if(percentage > 20) msg_format("%^sはカタカタ言った。", m_name); + else if(percentage > 10) msg_format("%^sはよろめいた。", m_name); + else msg_format("%^sはガタガタ言った。", m_name); #else - msg_format("%^s stumbles.", m_name); + if(percentage > 95) msg_format("%^s ignores the attack.", m_name); + else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name); + else if(percentage > 50) msg_format("%^s rattles.", m_name); + else if(percentage > 35) msg_format("%^s stumbles.", m_name); + else if(percentage > 20) msg_format("%^s rattles.", m_name); + else if(percentage > 10) msg_format("%^s staggers.", m_name); + else msg_format("%^s clatters.", m_name); #endif - - else if (percentage > 20) -#ifdef JP -msg_format("%^s¤Ï¥«¥¿¥«¥¿¸À¤Ã¤¿¡£", m_name); -#else - msg_format("%^s rattles.", m_name); -#endif - - else if (percentage > 10) -#ifdef JP -msg_format("%^s¤Ï¤è¤í¤á¤¤¤¿¡£", m_name); -#else - msg_format("%^s staggers.", m_name); -#endif - - else -#ifdef JP -msg_format("%^s¤Ï¥¬¥¿¥¬¥¿¸À¤Ã¤¿¡£", m_name); -#else - msg_format("%^s clatters.", m_name); -#endif - } - - /* Zombies */ - else if (my_strchr("z", r_ptr->d_char)) - { - if (percentage > 95) -#ifdef JP -msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name); -#else - msg_format("%^s ignores the attack.", m_name); -#endif - - else if (percentage > 75) -#ifdef JP -msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name); -#else - msg_format("%^s shrugs off the attack.", m_name); -#endif - - else if (percentage > 50) -#ifdef JP -msg_format("%^s¤Ï¤¦¤á¤¤¤¿¡£", m_name); -#else - msg_format("%^s groans.", m_name); -#endif - - else if (percentage > 35) -#ifdef JP -msg_format("%s¤Ï¶ì¤·¤²¤Ë¤¦¤á¤¤¤¿¡£", m_name); -#else - msg_format("%^s moans.", m_name); -#endif - - else if (percentage > 20) -#ifdef JP -msg_format("%^s¤Ïí´í°¤·¤¿¡£", m_name); -#else - msg_format("%^s hesitates.", m_name); -#endif - - else if (percentage > 10) -#ifdef JP -msg_format("%^s¤Ï¤¦¤Ê¤Ã¤¿¡£", m_name); -#else - msg_format("%^s grunts.", m_name); -#endif - - else + else if(my_strchr("z", r_ptr->d_char)) // Zombies + { #ifdef JP -msg_format("%^s¤Ï¤è¤í¤á¤¤¤¿¡£", m_name); + if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name); + else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name); + else if(percentage > 50) msg_format("%^sはうめいた。", m_name); + else if(percentage > 35) msg_format("%sは苦しげにうめいた。", m_name); + else if(percentage > 20) msg_format("%^sは躊躇した。", m_name); + else if(percentage > 10) msg_format("%^sはうなった。", m_name); + else msg_format("%^sはよろめいた。", m_name); #else - msg_format("%^s staggers.", m_name); + if(percentage > 95) msg_format("%^s ignores the attack.", m_name); + else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name); + else if(percentage > 50) msg_format("%^s groans.", m_name); + else if(percentage > 35) msg_format("%^s moans.", m_name); + else if(percentage > 20) msg_format("%^s hesitates.", m_name); + else if(percentage > 10) msg_format("%^s grunts.", m_name); + else msg_format("%^s staggers.", m_name); #endif - } - - /* Ghosts */ - else if (my_strchr("G", r_ptr->d_char)) - + else if(my_strchr("G", r_ptr->d_char)) // Ghosts { - if (percentage > 95) -#ifdef JP -msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name); -#else - msg_format("%^s ignores the attack.", m_name); -#endif - - else if (percentage > 75) -#ifdef JP -msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name); -#else - msg_format("%^s shrugs off the attack.", m_name); -#endif - - else if (percentage > 50) -#ifdef JP -msg_format("%s¤Ï¤¦¤á¤¤¤¿¡£", m_name); -#else - msg_format("%^s moans.", m_name); -#endif - - else if (percentage > 35) -#ifdef JP -msg_format("%^s¤Ïµã¤­¤ï¤á¤¤¤¿¡£", m_name); -#else - msg_format("%^s wails.", m_name); -#endif - - else if (percentage > 20) #ifdef JP -msg_format("%^s¤ÏËʤ¨¤¿¡£", m_name); + if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name); + else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name); + else if(percentage > 50) msg_format("%sはうめいた。", m_name); + else if(percentage > 35) msg_format("%^sは泣きわめいた。", m_name); + else if(percentage > 20) msg_format("%^sは吠えた。", m_name); + else if(percentage > 10) msg_format("%sは弱々しくうめいた。", m_name); + else msg_format("%^sはかすかにうめいた。", m_name); #else - msg_format("%^s howls.", m_name); + if(percentage > 95) msg_format("%^s ignores the attack.", m_name); + else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name); + else if(percentage > 50) msg_format("%^s moans.", m_name); + else if(percentage > 35) msg_format("%^s wails.", m_name); + else if(percentage > 20) msg_format("%^s howls.", m_name); + else if(percentage > 10) msg_format("%^s moans softly.", m_name); + else msg_format("%^s sighs.", m_name); #endif - - else if (percentage > 10) -#ifdef JP -msg_format("%s¤Ï¼å¡¹¤·¤¯¤¦¤á¤¤¤¿¡£", m_name); -#else - msg_format("%^s moans softly.", m_name); -#endif - - else -#ifdef JP -msg_format("%^s¤Ï¤«¤¹¤«¤Ë¤¦¤á¤¤¤¿¡£", m_name); -#else - msg_format("%^s sighs.", m_name); -#endif - } - - /* Dogs and Hounds */ - else if (my_strchr("CZ", r_ptr->d_char)) + else if(my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds { #ifdef JP - if (percentage > 95) - msg_format("%^s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name); - else if (percentage > 75) - msg_format("%^s¤ÏÄˤߤǤ¦¤Ê¤Ã¤¿¡£", m_name); - else if (percentage > 50) - msg_format("%^s¤ÏÄˤߤǥ­¥ã¥ó¥­¥ã¥óËʤ¨¤¿¡£", m_name); - else if (percentage > 35) - msg_format("%^s¤ÏÄˤߤÇÌĤ­¤ï¤á¤¤¤¿¡£", m_name); - else if (percentage > 20) - msg_format("%^s¤Ï¶ìÄˤΤ¢¤Þ¤êÌĤ­¤ï¤á¤¤¤¿¡£", m_name); - else if (percentage > 10) - msg_format("%^s¤Ï¶ìÄˤǤâ¤À¤¨¶ì¤·¤ó¤À¡£", m_name); - else - msg_format("%^s¤Ï¼å¡¹¤·¤¯Ëʤ¨¤¿¡£", m_name); + if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name); + else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name); + else if(percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name); + else if(percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name); + else if(percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name); + else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name); + else msg_format("%^sは弱々しく吠えた。", m_name); #else - if (percentage > 95) - msg_format("%^s shrugs off the attack.", m_name); - else if (percentage > 75) - msg_format("%^s snarls with pain.", m_name); - else if (percentage > 50) - msg_format("%^s yelps in pain.", m_name); - else if (percentage > 35) - msg_format("%^s howls in pain.", m_name); - else if (percentage > 20) - msg_format("%^s howls in agony.", m_name); - else if (percentage > 10) - msg_format("%^s writhes in agony.", m_name); - else - msg_format("%^s yelps feebly.", m_name); + if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name); + else if(percentage > 75) msg_format("%^s snarls with pain.", m_name); + else if(percentage > 50) msg_format("%^s yelps in pain.", m_name); + else if(percentage > 35) msg_format("%^s howls in pain.", m_name); + else if(percentage > 20) msg_format("%^s howls in agony.", m_name); + else if(percentage > 10) msg_format("%^s writhes in agony.", m_name); + else msg_format("%^s yelps feebly.", m_name); #endif - } - /* One type of monsters (ignore,squeal,shriek) */ - else if (my_strchr("Xbilqrt", r_ptr->d_char)) + else if(my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek) { #ifdef JP - if (percentage > 95) - msg_format("%^s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name); - else if (percentage > 75) - msg_format("%^s¤ÏÄˤߤǤ¦¤Ê¤Ã¤¿¡£", m_name); - else if (percentage > 50) - msg_format("%^s¤ÏÄˤߤǶ«¤ó¤À¡£", m_name); - else if (percentage > 35) - msg_format("%^s¤ÏÄˤߤÇÀ䶫¤·¤¿¡£", m_name); - else if (percentage > 20) - msg_format("%^s¤Ï¶ìÄˤΤ¢¤Þ¤êÀ䶫¤·¤¿¡£", m_name); - else if (percentage > 10) - msg_format("%^s¤Ï¶ìÄˤǤâ¤À¤¨¶ì¤·¤ó¤À¡£", m_name); - else - msg_format("%^s¤Ï¼å¡¹¤·¤¯¶«¤ó¤À¡£", m_name); + if(percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name); + else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name); + else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name); + else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name); + else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name); + else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name); + else msg_format("%^sは弱々しく叫んだ。", m_name); #else - if (percentage > 95) - msg_format("%^s ignores the attack.", m_name); - else if (percentage > 75) - msg_format("%^s grunts with pain.", m_name); - else if (percentage > 50) - msg_format("%^s squeals in pain.", m_name); - else if (percentage > 35) - msg_format("%^s shrieks in pain.", m_name); - else if (percentage > 20) - msg_format("%^s shrieks in agony.", m_name); - else if (percentage > 10) - msg_format("%^s writhes in agony.", m_name); - else - msg_format("%^s cries out feebly.", m_name); + if(percentage > 95) msg_format("%^s ignores the attack.", m_name); + else if(percentage > 75) msg_format("%^s grunts with pain.", m_name); + else if(percentage > 50) msg_format("%^s squeals in pain.", m_name); + else if(percentage > 35) msg_format("%^s shrieks in pain.", m_name); + else if(percentage > 20) msg_format("%^s shrieks in agony.", m_name); + else if(percentage > 10) msg_format("%^s writhes in agony.", m_name); + else msg_format("%^s cries out feebly.", m_name); #endif - } - /* Another type of monsters (shrug,cry,scream) */ - else + else // Another type of creatures (shrug,cry,scream) { #ifdef JP - if (percentage > 95) - msg_format("%^s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name); - else if (percentage > 75) - msg_format("%^s¤ÏÄˤߤǤ¦¤Ê¤Ã¤¿¡£", m_name); - else if (percentage > 50) - msg_format("%^s¤ÏÄˤߤǶ«¤ó¤À¡£", m_name); - else if (percentage > 35) - msg_format("%^s¤ÏÄˤߤÇÀ䶫¤·¤¿¡£", m_name); - else if (percentage > 20) - msg_format("%^s¤Ï¶ìÄˤΤ¢¤Þ¤êÀ䶫¤·¤¿¡£", m_name); - else if (percentage > 10) - msg_format("%^s¤Ï¶ìÄˤǤâ¤À¤¨¶ì¤·¤ó¤À¡£", m_name); - else - msg_format("%^s¤Ï¼å¡¹¤·¤¯¶«¤ó¤À¡£", m_name); + if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name); + else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name); + else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name); + else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name); + else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name); + else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name); + else msg_format("%^sは弱々しく叫んだ。", m_name); #else - if (percentage > 95) - msg_format("%^s shrugs off the attack.", m_name); - else if (percentage > 75) - msg_format("%^s grunts with pain.", m_name); - else if (percentage > 50) - msg_format("%^s cries out in pain.", m_name); - else if (percentage > 35) - msg_format("%^s screams in pain.", m_name); - else if (percentage > 20) - msg_format("%^s screams in agony.", m_name); - else if (percentage > 10) - msg_format("%^s writhes in agony.", m_name); - else - msg_format("%^s cries out feebly.", m_name); + if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name); + else if(percentage > 75) msg_format("%^s grunts with pain.", m_name); + else if(percentage > 50) msg_format("%^s cries out in pain.", m_name); + else if(percentage > 35) msg_format("%^s screams in pain.", m_name); + else if(percentage > 20) msg_format("%^s screams in agony.", m_name); + else if(percentage > 10) msg_format("%^s writhes in agony.", m_name); + else msg_format("%^s cries out feebly.", m_name); #endif - } } -/* - * Learn about an "observed" resistance. + +/*! + * @brief SMART(適格に攻撃を行う)モンスターの学習状況を更新する / Learn about an "observed" resistance. + * @param m_idx 更新を行う「モンスター情報ID + * @param what 学習対象ID + * @return なし */ -void update_smart_learn(int m_idx, int what) +void update_smart_learn(MONSTER_IDX m_idx, int what) { monster_type *m_ptr = &m_list[m_idx]; @@ -4926,25 +4604,30 @@ void update_smart_learn(int m_idx, int what) } -/* - * Place the player in the dungeon XXX XXX +/*! + * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX + * @param x 配置先X座標 + * @param y 配置先Y座標 + * @return 配置に成功したらTRUE */ -bool player_place(int y, int x) +bool player_place(POSITION y, POSITION x) { /* Paranoia XXX XXX */ if (cave[y][x].m_idx != 0) return FALSE; /* Save player location */ - py = y; - px = x; + p_ptr->y = y; + p_ptr->x = x; /* Success */ return TRUE; } -/* - * Drop all items carried by a monster +/*! + * @brief モンスターが盗みや拾いで確保していたアイテムを全てドロップさせる / Drop all items carried by a monster + * @param m_ptr モンスター参照ポインタ + * @return なし */ void monster_drop_carried_objects(monster_type *m_ptr) {