X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fmonster2.c;h=813b656d7da639430bd4603bed2c82b626e9483d;hb=e0d83041c0a0509daf627b1b2c870d94b9e90231;hp=4e548e74046700fdb4488e447586af364ca8374a;hpb=27de05a592329171386f6159eab8e53b1f0d73f4;p=hengband%2Fhengband.git diff --git a/src/monster2.c b/src/monster2.c index 4e548e740..813b656d7 100644 --- a/src/monster2.c +++ b/src/monster2.c @@ -11,6 +11,7 @@ */ #include "angband.h" +#include "cmd-pet.h" #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? */ @@ -219,7 +220,7 @@ monster_race *real_r_ptr(monster_type *m_ptr) * 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; @@ -309,7 +310,7 @@ void delete_monster_idx(int i) * @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; @@ -330,7 +331,7 @@ void delete_monster(int y, int x) * @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; @@ -428,8 +429,9 @@ 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) */ if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters...")); @@ -592,9 +594,9 @@ void wipe_m_list(void) * @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 */ @@ -670,7 +672,7 @@ static bool summon_unique_okay = FALSE; * @return 召喚条件が一致するならtrue * @details */ -static bool summon_specific_aux(int r_idx) +static bool summon_specific_aux(MONRACE_IDX r_idx) { monster_race *r_ptr = &r_info[r_idx]; int okay = FALSE; @@ -834,7 +836,7 @@ 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; } @@ -979,7 +981,7 @@ static int chameleon_change_m_idx = 0; * @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]; @@ -994,16 +996,16 @@ 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) @@ -1038,14 +1040,14 @@ 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) @@ -1094,14 +1096,14 @@ 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) @@ -1134,8 +1136,8 @@ 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; @@ -1150,8 +1152,8 @@ 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; @@ -1297,7 +1299,7 @@ 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; @@ -1306,12 +1308,12 @@ s16b get_mon_num(int level) 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; - pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((dungeon_turn / (TURNS_PER_TICK * 2500L) - hoge / 10))); - pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + dungeon_turn / (TURNS_PER_TICK * 20000L) - hoge / 40 + MIN(5, level / 10)) ; + 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) { @@ -1512,7 +1514,7 @@ s16b get_mon_num(int level) * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE * --> Reflexive, genderized if visable ("himself") or "itself" */ -void monster_desc(char *desc, monster_type *m_ptr, int mode) +void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode) { cptr res; monster_race *r_ptr; @@ -1805,7 +1807,7 @@ void monster_desc(char *desc, monster_type *m_ptr, int mode) * @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; @@ -1865,9 +1867,9 @@ 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++; @@ -1883,8 +1885,8 @@ 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 */ @@ -1923,7 +1925,7 @@ 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, ITEM_NUMBER num_item, ITEM_NUMBER num_gold) { monster_type *m_ptr = &m_list[m_idx]; @@ -1957,15 +1959,14 @@ void lore_treasure(int m_idx, int num_item, int num_gold) */ void sanity_blast(monster_type *m_ptr, bool necro) { - bool happened = FALSE; int power = 100; if (p_ptr->inside_battle || !character_dungeon) return; 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; @@ -1978,7 +1979,7 @@ void sanity_blast(monster_type *m_ptr, bool necro) } else power *= 2; - if (!hack_mind) + if (!is_loading_now) return; /* No effect yet, just loaded... */ if (!m_ptr->ml) @@ -1987,8 +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 */ @@ -2010,7 +2009,6 @@ void sanity_blast(monster_type *m_ptr, bool necro) funny_desc[randint0(MAX_SAN_FUNNY)], m_name); #endif - if (one_in_(3)) { msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]); @@ -2046,7 +2044,6 @@ void sanity_blast(monster_type *m_ptr, bool necro) else if(!necro) { monster_race *r_ptr; - int power; char m_name[80]; cptr desc; @@ -2138,28 +2135,83 @@ void sanity_blast(monster_type *m_ptr, bool necro) 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 */ + if (saving_throw(p_ptr->skill_sav - power)) { - if (!p_ptr->resist_conf) - { - (void)set_confused(p_ptr->confused + randint0(4) + 4); - } - if (!p_ptr->resist_chaos && one_in_(3)) - { - (void)set_image(p_ptr->image + randint0(250) + 150); - } return; } - if (!saving_throw(p_ptr->skill_sav - power)) /* Lose int & wis */ - { - do_dec_stat(A_INT); - do_dec_stat(A_WIS); - return; - } + do { + (void)do_dec_stat(A_INT); + } while (randint0(100) > p_ptr->skill_sav && one_in_(2)); - if (!saving_throw(p_ptr->skill_sav - power)) /* Brain smash */ + do { + (void)do_dec_stat(A_WIS); + } while (randint0(100) > p_ptr->skill_sav && one_in_(2)); + + switch (randint1(21)) { + case 1: + if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5)) + { + if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4)) + { + 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 + { + 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) + { + 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; + } + break; + case 2: + case 3: + case 4: + if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear) + { + 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) + { + 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); + } + + p_ptr->muta2 |= MUT2_COWARDICE; + } + break; + case 5: + case 6: + case 7: + if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos) + { + 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; + } + break; + case 8: + case 9: + case 10: + if (!(p_ptr->muta2 & MUT2_BERS_RAGE)) + { + 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; + } + break; + case 11: + case 12: + case 13: + case 14: + case 15: + case 16: + /* Brain smash */ if (!p_ptr->resist_conf) { (void)set_confused(p_ptr->confused + randint0(4) + 4); @@ -2168,116 +2220,20 @@ void sanity_blast(monster_type *m_ptr, bool necro) { (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4); } - while (randint0(100) > p_ptr->skill_sav) - (void)do_dec_stat(A_INT); - while (randint0(100) > p_ptr->skill_sav) - (void)do_dec_stat(A_WIS); if (!p_ptr->resist_chaos) { (void)set_image(p_ptr->image + randint0(250) + 150); } - return; - } - - if (!saving_throw(p_ptr->skill_sav - power)) /* Amnesia */ - { - + break; + case 17: + case 18: + case 19: + case 20: + case 21: + /* Amnesia */ if (lose_all_info()) 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; - } - - if (saving_throw(p_ptr->skill_sav - power)) - { - return; - } - - /* Else gain permanent insanity */ - if ((p_ptr->muta3 & MUT3_MORONIC) && /*(p_ptr->muta2 & MUT2_BERS_RAGE) &&*/ - ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) && - ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos))) - { - /* The poor bastard already has all possible insanities! */ - return; - } - - while (!happened) - { - switch (randint1(21)) - { - case 1: - if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5)) - { - if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4)) - { - 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 - { - 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) - { - 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; - happened = TRUE; - } - break; - case 2: - case 3: - case 4: - case 5: - case 6: - case 7: - case 8: - case 9: - case 10: - case 11: - if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear) - { - 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) - { - 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); - } - - p_ptr->muta2 |= MUT2_COWARDICE; - happened = TRUE; - } - break; - case 12: - case 13: - case 14: - case 15: - case 16: - case 17: - case 18: - case 19: - case 20: - case 21: - if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos) - { - 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; - } - break; - default: - if (!(p_ptr->muta2 & MUT2_BERS_RAGE)) - { - 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; - } - break; - } + break; } p_ptr->update |= PU_BONUS; @@ -2346,7 +2302,7 @@ void sanity_blast(monster_type *m_ptr, bool necro) * "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]; @@ -2741,7 +2697,7 @@ void update_mon(int m_idx, bool full) */ void update_monsters(bool full) { - int i; + IDX i; /* Update each (live) monster */ for (i = 1; i < m_max; i++) @@ -2762,7 +2718,7 @@ void update_monsters(bool full) * @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]; @@ -2798,7 +2754,7 @@ static bool monster_hook_chameleon_lord(int r_idx) * @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(int r_idx) +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]; @@ -2837,7 +2793,7 @@ static bool monster_hook_chameleon(int r_idx) * @param r_idx 旧モンスター種族のID * @return なし */ -void choose_new_monster(int m_idx, bool born, int r_idx) +void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx) { int oldmaxhp; monster_type *m_ptr = &m_list[m_idx]; @@ -2933,7 +2889,7 @@ 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; @@ -2950,7 +2906,7 @@ void choose_new_monster(int m_idx, bool born, int r_idx) * @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]; @@ -2971,12 +2927,12 @@ static bool monster_hook_tanuki(int r_idx) * @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; @@ -3042,15 +2998,12 @@ 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; @@ -3153,30 +3106,7 @@ static bool place_monster_one(int who, int y, int x, int r_idx, u32b mode) else return FALSE; } - /* Powerful monster */ - if (r_ptr->level > dun_level) - { - /* Unique monsters */ - if (r_ptr->flags1 & (RF1_UNIQUE)) - { - /* Message for cheaters */ - if (cheat_hear) msg_format(_("深層のユニーク・モンスター (%s)。", "Deep Unique (%s)."), name); - } - - /* Normal monsters */ - else - { - /* Message for cheaters */ - if (cheat_hear) msg_format(_("深層のモンスター (%s)。", "Deep Monster (%s)."), name); - } - } - - /* Note the monster */ - else if (r_ptr->flags1 & (RF1_UNIQUE)) - { - /* Unique monsters induce message */ - if (cheat_hear) msg_format(_("ユニーク・モンスター (%s)。", "Unique (%s)."), name); - } + 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; @@ -3305,7 +3235,7 @@ static bool place_monster_one(int who, int y, int x, int r_idx, u32b mode) { 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; @@ -3465,7 +3395,7 @@ static bool place_monster_one(int who, int y, int x, int r_idx, u32b mode) * @return 成功したらtrue * */ -static bool mon_scatter(int r_idx, int *yp, int *xp, int y, int x, int max_dist) +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]; @@ -3534,8 +3464,6 @@ 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 */ - /*! * @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 @@ -3545,7 +3473,7 @@ static bool mon_scatter(int r_idx, int *yp, int *xp, int y, int x, int max_dist) * @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, BIT_FLAGS mode) { monster_race *r_ptr = &r_info[r_idx]; @@ -3554,8 +3482,8 @@ 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 */ @@ -3597,13 +3525,13 @@ 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); @@ -3631,21 +3559,21 @@ static bool place_monster_group(int who, int y, int x, int r_idx, u32b mode) * @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 int place_monster_idx = 0; +static IDX place_monster_idx = 0; /*! * @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_m_idx = 0; +static IDX place_monster_m_idx = 0; /*! * @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]; @@ -3707,7 +3635,7 @@ 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, j, n; monster_race *r_ptr = &r_info[r_idx]; @@ -3730,7 +3658,7 @@ bool place_monster_aux(int who, int y, int x, int r_idx, u32b mode) n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]); for(j = 0; j < n; j++) { - int nx, ny, d = 7; + 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); } @@ -3752,7 +3680,8 @@ 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); @@ -3761,7 +3690,7 @@ 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); @@ -3793,9 +3722,9 @@ bool place_monster_aux(int who, int y, int x, int r_idx, u32b mode) * @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)); @@ -3822,14 +3751,14 @@ bool place_monster(int y, int x, u32b mode) * @param x 生成地点x座標 * @return 生成に成功したらtrue */ -bool alloc_horde(int y, int x) +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)); @@ -3889,7 +3818,7 @@ bool alloc_horde(int y, int x) */ 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)) { @@ -3932,7 +3861,7 @@ bool alloc_guardian(bool def_val) * Use "slp" to choose the initial "sleep" status * Use "monster_level" for the monster level */ -bool alloc_monster(int dis, u32b mode) +bool alloc_monster(int dis, BIT_FLAGS mode) { int y = 0, x = 0; int attempts_left = 10000; @@ -4002,7 +3931,7 @@ bool alloc_monster(int dis, u32b mode) * @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]; @@ -4029,11 +3958,11 @@ static bool summon_specific_okay(int r_idx) } } + if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE; + /* Hack -- no specific type specified */ if (!summon_specific_type) return (TRUE); - if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE; - if ((summon_specific_who < 0) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && monster_has_hostile_align(NULL, 10, -10, r_ptr)) @@ -4076,9 +4005,10 @@ 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); @@ -4116,6 +4046,7 @@ bool summon_specific(int who, int y1, int x1, int lev, int type, u32b mode) summon_specific_type = 0; /* Success */ + sound(SOUND_SUMMON); return (TRUE); } @@ -4129,9 +4060,9 @@ bool summon_specific(int who, int y1, int x1, int lev, int type, u32b mode) * @param mode 生成オプション * @return 召喚できたらtrueを返す */ -bool summon_named_creature (int who, int oy, int ox, int r_idx, u32b mode) +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; */ @@ -4157,11 +4088,11 @@ bool summon_named_creature (int who, int oy, int ox, int r_idx, u32b mode) * @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, BIT_FLAGS 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; @@ -4192,7 +4123,7 @@ bool multiply_monster(int m_idx, bool clone, u32b mode) * @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; @@ -4520,7 +4451,7 @@ void message_pain(int m_idx, int dam) * @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]; @@ -4637,7 +4568,7 @@ void update_smart_learn(int m_idx, int what) * @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;