X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fmonster2.c;h=dc62024c13e8985c316430c0b19e70951ff66e4d;hb=0df8136af8bfb1ca6a75d988c0382ed62c3df789;hp=0d8564a9a270cc818c1245eefb650d34e99dee82;hpb=0bde43e5538d992786ed521028f3a51b07feb93e;p=hengband%2Fhengband.git diff --git a/src/monster2.c b/src/monster2.c index 0d8564a9a..dc62024c1 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) { @@ -190,14 +211,17 @@ 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) { - int x, y, cmi; + int x, y; monster_type *m_ptr = &m_list[i]; @@ -217,8 +241,13 @@ void delete_monster_idx(int i) /* Hack -- count the number of "reproducers" */ if (r_ptr->flags2 & (RF2_MULTIPLY)) num_repro--; - for (cmi = 0; cmi < MAX_MTIMED; cmi++) - if (m_ptr->mproc_idx[cmi]) mproc_remove(i, cmi); + if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(i, 0); + if (MON_FAST(m_ptr)) (void)set_monster_fast(i, 0); + if (MON_SLOW(m_ptr)) (void)set_monster_slow(i, 0); + if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(i, 0); + if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(i, 0); + if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(i, 0); + if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(i, 0, FALSE); /* Hack -- remove target monster */ @@ -256,6 +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); @@ -271,8 +303,11 @@ 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) { @@ -289,8 +324,11 @@ 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) { @@ -361,24 +399,24 @@ 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); - /* New monster */ - m_ptr = &m_list[i2]; - for (i = 0; i < MAX_MTIMED; i++) { - if (m_ptr->mproc_idx[i]) mproc_list[i][m_ptr->mproc_idx[i]] = i2; + int mproc_idx = get_mproc_idx(i1, i); + if (mproc_idx >= 0) mproc_list[i][mproc_idx] = 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 @@ -394,11 +432,7 @@ void compact_monsters(int size) 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 */ @@ -440,6 +474,14 @@ 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); @@ -467,9 +509,10 @@ 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. */ @@ -484,12 +527,14 @@ void wipe_m_list(void) { r_info[MON_BANOR].max_num = 0; r_info[MON_BANOR].r_pkills++; + r_info[MON_BANOR].r_akills++; if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++; } if (r_info[MON_LUPART].max_num) { r_info[MON_LUPART].max_num = 0; r_info[MON_LUPART].r_pkills++; + r_info[MON_LUPART].r_akills++; if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++; } } @@ -526,7 +571,7 @@ void wipe_m_list(void) m_cnt = 0; /* Reset "mproc_max[]" */ - for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 1; + for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0; /* Hack -- reset "reproducer" count */ num_repro = 0; @@ -541,9 +586,10 @@ 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) @@ -588,12 +634,7 @@ 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); @@ -602,21 +643,33 @@ 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; - +/*! + * @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(int r_idx) { monster_race *r_ptr = &r_info[r_idx]; @@ -708,35 +761,29 @@ 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 == '?') || @@ -919,13 +966,18 @@ 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) { @@ -1113,8 +1165,11 @@ 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) @@ -1174,7 +1229,11 @@ 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; @@ -1212,7 +1271,11 @@ 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", @@ -1237,41 +1300,29 @@ static int mysqrt(int n) s16b get_mon_num(int 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)) @@ -1285,25 +1336,11 @@ 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; @@ -1355,7 +1392,6 @@ s16b get_mon_num(int level) /* No legal monsters */ if (total <= 0) return (0); - /* Pick a monster */ value = randint0(total); @@ -1369,7 +1405,6 @@ s16b get_mon_num(int level) value = value - table[i].prob3; } - /* Power boost */ p = randint0(100); @@ -1424,12 +1459,13 @@ 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. @@ -1498,12 +1534,7 @@ 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; } @@ -1515,7 +1546,7 @@ 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)); } @@ -1546,26 +1577,21 @@ 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; @@ -1580,14 +1606,14 @@ 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; @@ -1602,14 +1628,14 @@ 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; @@ -1632,9 +1658,9 @@ 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"); @@ -1647,20 +1673,20 @@ void monster_desc(char *desc, monster_type *m_ptr, int mode) else { /* Tanuki? */ - if (is_pet(m_ptr) && m_ptr->ap_r_idx != m_ptr->r_idx) + if (is_pet(m_ptr) && !is_original_ap(m_ptr)) { #ifdef JP 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 @@ -1677,14 +1703,14 @@ 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 @@ -1695,11 +1721,7 @@ 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 @@ -1728,62 +1750,37 @@ 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)")); } } - if ((mode & MD_IGNORE_HALLU) && m_ptr->ap_r_idx != m_ptr->r_idx) + if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr)) { strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name)); } @@ -1794,21 +1791,18 @@ 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) @@ -1912,9 +1906,13 @@ 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). @@ -1951,7 +1949,12 @@ 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; @@ -1959,10 +1962,10 @@ 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; @@ -1984,8 +1987,6 @@ 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 */ @@ -2000,14 +2001,13 @@ 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)]); @@ -2019,7 +2019,7 @@ 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!", @@ -2040,14 +2040,98 @@ 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 */ @@ -2095,11 +2179,7 @@ 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; } @@ -2127,29 +2207,16 @@ 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; @@ -2168,22 +2235,12 @@ 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); } @@ -2203,12 +2260,7 @@ 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; } @@ -2216,12 +2268,7 @@ 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; } @@ -2233,10 +2280,12 @@ 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 @@ -2329,8 +2378,8 @@ 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)); @@ -2366,7 +2415,7 @@ 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); @@ -2375,13 +2424,14 @@ 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 */ @@ -2393,7 +2443,7 @@ 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); @@ -2411,7 +2461,7 @@ 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); @@ -2424,70 +2474,70 @@ 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 */ @@ -2495,14 +2545,14 @@ 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); } } @@ -2512,6 +2562,13 @@ 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) { @@ -2558,7 +2615,7 @@ 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); @@ -2586,22 +2643,25 @@ 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 (m_ptr->ap_r_idx == m_ptr->r_idx && - 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_ptr->flags2 & RF2_ELDRITCH_HORROR) + if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR) { sanity_blast(m_ptr, FALSE); } /* 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); } } } @@ -2626,7 +2686,7 @@ void update_mon(int m_idx, bool full) if (do_disturb) { if (disturb_pets || is_hostile(m_ptr)) - disturb(1, 0); + disturb(1, 1); } } } @@ -2645,7 +2705,7 @@ void update_mon(int m_idx, bool full) if (do_disturb) { if (disturb_pets || is_hostile(m_ptr)) - disturb(1, 0); + disturb(1, 1); } } } @@ -2663,15 +2723,17 @@ 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) { @@ -2691,8 +2753,10 @@ 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) { @@ -2725,6 +2789,11 @@ static bool monster_hook_chameleon_lord(int r_idx) return TRUE; } +/*! + * @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(int r_idx) { monster_race *r_ptr = &r_info[r_idx]; @@ -2757,7 +2826,13 @@ static bool monster_hook_chameleon(int r_idx) return (*(get_monster_hook()))(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(int m_idx, bool born, int r_idx) { int oldmaxhp; @@ -2802,6 +2877,8 @@ 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); @@ -2811,6 +2888,8 @@ 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 */ @@ -2827,17 +2906,9 @@ 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 */ @@ -2853,13 +2924,27 @@ void choose_new_monster(int m_idx, bool born, int r_idx) { m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside); } + + /* Monsters have double hitpoints in Nightmare mode */ + if (ironman_nightmare) + { + u32b hp = m_ptr->max_maxhp * 2L; + m_ptr->max_maxhp = (s16b)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) { @@ -2877,8 +2962,10 @@ 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) { @@ -2902,8 +2989,10 @@ 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) { @@ -2924,9 +3013,15 @@ 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, @@ -3038,12 +3133,7 @@ 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 */ @@ -3066,22 +3156,14 @@ msg_print(" 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 + 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 */ -#ifdef JP - if (cheat_hear) msg_format("¿¼ÁؤΥâ¥ó¥¹¥¿¡¼ (%s)¡£", name); -#else - if (cheat_hear) msg_format("Deep Monster (%s).", name); -#endif + if (cheat_hear) msg_format(_("深層のモンスター (%s)。", "Deep Monster (%s)."), name); } } @@ -3089,12 +3171,7 @@ msg_print(" 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 - + if (cheat_hear) msg_format(_("ユニーク・モンスター (%s)。", "Unique (%s)."), name); } if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE; @@ -3114,6 +3191,19 @@ msg_print(" m_ptr->r_idx = r_idx; m_ptr->ap_r_idx = initial_r_appearance(r_idx); + /* No flags */ + m_ptr->mflag = 0; + m_ptr->mflag2 = 0; + + /* Hack -- Appearance transfer */ + if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&m_list[who])) + { + m_ptr->ap_r_idx = m_list[who].ap_r_idx; + + /* Hack -- Shadower spawns Shadower */ + if (m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE; + } + /* Sub-alignment of a monster */ if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))) m_ptr->sub_align = m_list[who].sub_align; @@ -3130,11 +3220,7 @@ msg_print(" /* No "timed status" yet */ - for (cmi = 0; cmi < MAX_MTIMED; cmi++) - { - m_ptr->mtimed[cmi] = 0; - m_ptr->mproc_idx[cmi] = 0; - } + for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0; /* Unknown distance */ m_ptr->cdis = 0; @@ -3145,10 +3231,6 @@ msg_print(" m_ptr->exp = 0; - /* No flags */ - m_ptr->mflag = 0; - m_ptr->mflag2 = 0; - /* Your pet summons its pet. */ if (who > 0 && is_pet(&m_list[who])) @@ -3228,6 +3310,10 @@ 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 */ @@ -3303,59 +3389,27 @@ 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); } } } @@ -3368,22 +3422,13 @@ 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 */ @@ -3402,12 +3447,20 @@ 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 */ +/*! + * @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(int r_idx, int *yp, int *xp, int y, int x, int max_dist) { int place_x[MON_SCAT_MAXD]; @@ -3477,15 +3530,16 @@ 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) { @@ -3568,15 +3622,24 @@ static bool place_monster_group(int who, int y, int x, int r_idx, u32b mode) return (TRUE); } - -/* - * Hack -- help pick an escort type +/*! + * @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 int 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; -/* - * 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) { @@ -3616,9 +3679,15 @@ 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. @@ -3636,7 +3705,7 @@ static bool place_monster_okay(int r_idx) */ bool place_monster_aux(int who, int y, int x, int r_idx, u32b mode) { - int i; + int i, j, n; monster_race *r_ptr = &r_info[r_idx]; if (!(mode & PM_NO_KAGE) && one_in_(333)) @@ -3645,12 +3714,24 @@ 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++) + { + int 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)) { @@ -3658,7 +3739,6 @@ 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)) { @@ -3702,11 +3782,12 @@ 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) { @@ -3731,6 +3812,12 @@ bool place_monster(int y, int x, u32b mode) #ifdef MONSTER_HORDES +/*! + * @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(int y, int x) { monster_race *r_ptr = NULL; @@ -3791,10 +3878,12 @@ 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(void) +bool alloc_guardian(bool def_val) { int guardian = d_info[dungeon_type].final_guardian; @@ -3802,10 +3891,10 @@ bool alloc_guardian(void) { 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; @@ -3818,22 +3907,25 @@ bool alloc_guardian(void) 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; } - return FALSE; + return 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) @@ -3842,7 +3934,7 @@ bool alloc_monster(int dis, u32b mode) int attempts_left = 10000; /* Put the Guardian */ - if (alloc_guardian()) return TRUE; + if (alloc_guardian(FALSE)) return TRUE; /* Find a legal, distant, unoccupied, space */ while (attempts_left--) @@ -3862,19 +3954,14 @@ 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); @@ -3886,12 +3973,7 @@ 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); } } @@ -3911,10 +3993,10 @@ 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) { @@ -3959,9 +4041,16 @@ 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. * @@ -4026,7 +4115,16 @@ 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 */ + +/*! + * @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 (int who, int oy, int ox, int r_idx, u32b mode) { int x, y; @@ -4046,9 +4144,13 @@ 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) @@ -4062,11 +4164,8 @@ bool multiply_monster(int m_idx, bool clone, u32b mode) if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET; - /* Hack -- Shadower spawns Shadower */ - if (m_ptr->mflag2 & MFLAG2_KAGE) mode |= PM_KAGE; - /* Create a new monster (awake, no groups) */ - if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE))) + if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY))) return FALSE; /* Hack -- Transfer "clone" flag */ @@ -4076,19 +4175,17 @@ bool multiply_monster(int m_idx, bool clone, u32b mode) m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET; } - /* Hack -- Appearance transfer */ - if (!is_original_ap(m_ptr)) m_list[hack_m_idx_ii].ap_r_idx = m_ptr->ap_r_idx; - return TRUE; } - - -/* - * 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) @@ -4101,19 +4198,12 @@ 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; } @@ -4123,682 +4213,308 @@ 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)) - { -#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); -#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); -#endif - - } - - - /* Fish */ - else if (my_strchr("l", r_ptr->d_char)) + if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs { - 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); + 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 - msg_format("%^s quivers in pain.", 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); -#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 } - - /* Golems, Walls, Doors, Stairs */ - else if (my_strchr("g#+<>", r_ptr->d_char)) + else if(my_strchr("l", r_ptr->d_char)) // Fish { - 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¤ÏÍëÌĤΤ褦¤ËËʤ¨¤¿¡£", 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 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 + 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¤¯¤·¤ã¤¯¤·¤ã¤Ë¤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 crumples.", 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 } - - /* Snakes, Hydrae, Reptiles, Mimics */ - else if (my_strchr("JMR", r_ptr->d_char) || !isalpha(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¤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); + 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 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); -#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 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 } - - /* Felines */ - else if (my_strchr("f", r_ptr->d_char)) + else if(my_strchr("f", r_ptr->d_char)) { - if (percentage > 95) #ifdef JP -msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", 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 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); + 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 } - - /* Ants, Centipedes, Flies, Insects, Beetles, Spiders */ - else if (my_strchr("acFIKS", 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¤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); + 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 jerks in pain.", 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 - - 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); -#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) -#ifdef JP -msg_format("%^s¤Ï¤Î¤¿¤¦¤Á²ó¤Ã¤¿¡£", m_name); -#else - msg_format("%^s flutters about.", m_name); -#endif - - else + else if(my_strchr("B", r_ptr->d_char)) // Birds + { #ifdef JP -msg_format("%^s¤Ï¥­¡¼¥­¡¼¤ÈÌĤ­¶«¤ó¤À¡£", 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 squeaks.", 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 - } - - /* 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) + else if(my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead + { #ifdef JP -msg_format("%^s¤ÏÄˤߤǥ·¡¼¥Ã¤ÈÌĤ¤¤¿¡£", 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 hisses in pain.", 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 - - 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 -#ifdef JP -msg_format("%^s¤Ï¼å¡¹¤·¤¯¤¦¤Ê¤Ã¤¿¡£", 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); -#else - msg_format("%^s stumbles.", m_name); -#endif - - else if (percentage > 20) #ifdef JP -msg_format("%^s¤Ï¥«¥¿¥«¥¿¸À¤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 rattles.", 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 > 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); + 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 moans.", 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 > 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); -#else - msg_format("%^s howls.", 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) { @@ -4911,8 +4627,11 @@ 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) { @@ -4920,16 +4639,18 @@ bool player_place(int y, int x) 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) {