<ClCompile Include="..\..\src\info-reader\race-reader.c" />\r
<ClCompile Include="..\..\src\info-reader\skill-reader.c" />\r
<ClCompile Include="..\..\src\info-reader\vault-reader.c" />\r
+ <ClCompile Include="..\..\src\lore\lore-calculator.c" />\r
<ClCompile Include="..\..\src\lore\lore-util.c" />\r
<ClCompile Include="..\..\src\monster\monster-compaction.c" />\r
<ClCompile Include="..\..\src\monster\monster-death.c" />\r
<ClInclude Include="..\..\src\info-reader\random-grid-effect-types.h" />\r
<ClInclude Include="..\..\src\info-reader\skill-reader.h" />\r
<ClInclude Include="..\..\src\info-reader\vault-reader.h" />\r
+ <ClInclude Include="..\..\src\lore\lore-calculator.h" />\r
<ClInclude Include="..\..\src\lore\lore-util.h" />\r
<ClInclude Include="..\..\src\mind\drs-types.h" />\r
<ClInclude Include="..\..\src\mind\snipe-types.h" />\r
<ClCompile Include="..\..\src\view\display-lore.c">
<Filter>view</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\lore\lore-calculator.c">
+ <Filter>lore</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\cmd\cmd-basic.h">
<ClInclude Include="..\..\src\view\display-lore.h">
<Filter>view</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\lore\lore-calculator.h">
+ <Filter>lore</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
\
locale/japanese.c locale/japanese.h locale/english.c locale/english.h \
\
+ lore/lore-calculator.c lore/lore-calculator.h \
lore/lore-store.c lore/lore-store.h \
lore/lore-util.c lore/lore-util.h \
lore/monster-lore.c lore/monster-lore.h \
--- /dev/null
+#include "lore/lore-calculator.h"
+#include "monster-race/race-flags1.h"
+#include "mspell/monster-spell.h"
+#include "mspell/mspell-damage-calculator.h"
+
+/*!
+ * @brief ダイス目を文字列に変換する
+ * @param base_damage 固定値
+ * @param dice_num ダイス数
+ * @param dice_side ダイス面
+ * @param dice_mult ダイス倍率
+ * @param dice_div ダイス除数
+ * @param msg 文字列を格納するポインタ
+ * @return なし
+ */
+void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char *msg)
+{
+ char base[80] = "", dice[80] = "", mult[80] = "";
+
+ if (dice_num == 0) {
+ sprintf(msg, "%d", base_damage);
+ return;
+ }
+
+ if (base_damage != 0)
+ sprintf(base, "%d+", base_damage);
+
+ if (dice_num == 1)
+ sprintf(dice, "d%d", dice_side);
+ else
+ sprintf(dice, "%dd%d", dice_num, dice_side);
+
+ if (dice_mult != 1 || dice_div != 1) {
+ if (dice_div == 1)
+ sprintf(mult, "*%d", dice_mult);
+ else
+ sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
+ }
+
+ sprintf(msg, "%s%s%s", base, dice, mult);
+}
+
+/*!
+ * @brief モンスターのAC情報を得ることができるかを返す / Determine if the "armor" is known
+ * @param r_idx モンスターの種族ID
+ * @return 敵のACを知る条件が満たされているならTRUEを返す
+ * @details
+ * The higher the level, the fewer kills needed.
+ */
+bool know_armour(MONRACE_IDX r_idx)
+{
+ monster_race *r_ptr = &r_info[r_idx];
+ DEPTH level = r_ptr->level;
+ MONSTER_NUMBER kills = r_ptr->r_tkills;
+
+ bool known = (r_ptr->r_cast_spell == MAX_UCHAR) ? TRUE : FALSE;
+
+ if (cheat_know || known)
+ return TRUE;
+ if (kills > 304 / (4 + level))
+ return TRUE;
+ if (!(r_ptr->flags1 & RF1_UNIQUE))
+ return FALSE;
+ if (kills > 304 / (38 + (5 * level) / 4))
+ return TRUE;
+ return FALSE;
+}
+
+/*!
+ * @brief モンスターの打撃威力を知ることができるかどうかを返す
+ * Determine if the "damage" of the given attack is known
+ * @param r_idx モンスターの種族ID
+ * @param i 確認したい攻撃手番
+ * @return 敵のダメージダイスを知る条件が満たされているならTRUEを返す
+ * @details
+ * <pre>
+ * the higher the level of the monster, the fewer the attacks you need,
+ * the more damage an attack does, the more attacks you need
+ * </pre>
+ */
+bool know_damage(MONRACE_IDX r_idx, int i)
+{
+ monster_race *r_ptr = &r_info[r_idx];
+ DEPTH level = r_ptr->level;
+ s32b a = r_ptr->r_blows[i];
+
+ s32b d1 = r_ptr->blow[i].d_dice;
+ s32b d2 = r_ptr->blow[i].d_side;
+ s32b d = d1 * d2;
+
+ if (d >= ((4 + level) * MAX_UCHAR) / 80)
+ d = ((4 + level) * MAX_UCHAR - 1) / 80;
+ if ((4 + level) * a > 80 * d)
+ return TRUE;
+ if (!(r_ptr->flags1 & RF1_UNIQUE))
+ return FALSE;
+ if ((4 + level) * (2 * a) > 80 * d)
+ return TRUE;
+
+ return FALSE;
+}
+
+/*!
+ * @brief 文字列にモンスターの攻撃力を加える
+ * @param r_idx モンスターの種族ID
+ * @param SPELL_NUM 呪文番号
+ * @param msg 表示する文字列
+ * @param tmp 返すメッセージを格納する配列
+ * @return なし
+ */
+void set_damage(player_type *player_ptr, MONRACE_IDX r_idx, monster_spell_type ms_type, char *msg, char *tmp)
+{
+ int base_damage = monspell_race_damage(player_ptr, ms_type, r_idx, BASE_DAM);
+ int dice_num = monspell_race_damage(player_ptr, ms_type, r_idx, DICE_NUM);
+ int dice_side = monspell_race_damage(player_ptr, ms_type, r_idx, DICE_SIDE);
+ int dice_mult = monspell_race_damage(player_ptr, ms_type, r_idx, DICE_MULT);
+ int dice_div = monspell_race_damage(player_ptr, ms_type, r_idx, DICE_DIV);
+ char dmg_str[80], dice_str[80];
+ dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
+ sprintf(dice_str, "(%s)", dmg_str);
+
+ if (know_armour(r_idx))
+ sprintf(tmp, msg, dice_str);
+ else
+ sprintf(tmp, msg, "");
+}
+
+void set_drop_flags(lore_type *lore_ptr)
+{
+ if (!lore_ptr->know_everything)
+ return;
+
+ lore_ptr->drop_gold = lore_ptr->drop_item = (((lore_ptr->r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) + ((lore_ptr->r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0)
+ + ((lore_ptr->r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) + ((lore_ptr->r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0)
+ + ((lore_ptr->r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) + ((lore_ptr->r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
+
+ if (lore_ptr->r_ptr->flags1 & RF1_ONLY_GOLD)
+ lore_ptr->drop_item = 0;
+
+ if (lore_ptr->r_ptr->flags1 & RF1_ONLY_ITEM)
+ lore_ptr->drop_gold = 0;
+
+ lore_ptr->flags1 = lore_ptr->r_ptr->flags1;
+ lore_ptr->flags2 = lore_ptr->r_ptr->flags2;
+ lore_ptr->flags3 = lore_ptr->r_ptr->flags3;
+ lore_ptr->flags4 = lore_ptr->r_ptr->flags4;
+ lore_ptr->a_ability_flags1 = lore_ptr->r_ptr->a_ability_flags1;
+ lore_ptr->a_ability_flags2 = lore_ptr->r_ptr->a_ability_flags2;
+ lore_ptr->flagsr = lore_ptr->r_ptr->flagsr;
+}
--- /dev/null
+#pragma once
+
+#include "lore/lore-util.h"
+#include "mspell/mspell-type.h"
+#include "system/angband.h"
+
+void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char *msg);
+bool know_armour(MONRACE_IDX r_idx);
+bool know_damage(MONRACE_IDX r_idx, int i);
+void set_damage(player_type *player_ptr, MONRACE_IDX r_idx, monster_spell_type ms_type, char *msg, char *tmp);
+void set_drop_flags(lore_type *lore_ptr);
#include "lore/monster-lore.h"
#include "locale/english.h"
#include "locale/japanese.h"
+#include "lore/lore-calculator.h"
#include "lore/lore-util.h"
#include "monster-race/race-flags-ability1.h"
#include "monster-race/race-flags-ability2.h"
*/
#define plural(c, s, p) (((c) == 1) ? (s) : (p))
-/*!
- * @brief ダイス目を文字列に変換する
- * @param base_damage 固定値
- * @param dice_num ダイス数
- * @param dice_side ダイス面
- * @param dice_mult ダイス倍率
- * @param dice_div ダイス除数
- * @param msg 文字列を格納するポインタ
- * @return なし
- */
-void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char *msg)
-{
- char base[80] = "", dice[80] = "", mult[80] = "";
-
- if (dice_num == 0) {
- sprintf(msg, "%d", base_damage);
- return;
- }
-
- if (base_damage != 0)
- sprintf(base, "%d+", base_damage);
-
- if (dice_num == 1)
- sprintf(dice, "d%d", dice_side);
- else
- sprintf(dice, "%dd%d", dice_num, dice_side);
-
- if (dice_mult != 1 || dice_div != 1) {
- if (dice_div == 1)
- sprintf(mult, "*%d", dice_mult);
- else
- sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
- }
-
- sprintf(msg, "%s%s%s", base, dice, mult);
-}
-
-/*!
- * @brief モンスターのAC情報を得ることができるかを返す / Determine if the "armor" is known
- * @param r_idx モンスターの種族ID
- * @return 敵のACを知る条件が満たされているならTRUEを返す
- * @details
- * The higher the level, the fewer kills needed.
- */
-static bool know_armour(MONRACE_IDX r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
- DEPTH level = r_ptr->level;
- MONSTER_NUMBER kills = r_ptr->r_tkills;
-
- bool known = (r_ptr->r_cast_spell == MAX_UCHAR) ? TRUE : FALSE;
-
- if (cheat_know || known)
- return TRUE;
- if (kills > 304 / (4 + level))
- return TRUE;
- if (!(r_ptr->flags1 & RF1_UNIQUE))
- return FALSE;
- if (kills > 304 / (38 + (5 * level) / 4))
- return TRUE;
- return FALSE;
-}
-
-/*!
- * @brief モンスターの打撃威力を知ることができるかどうかを返す
- * Determine if the "damage" of the given attack is known
- * @param r_idx モンスターの種族ID
- * @param i 確認したい攻撃手番
- * @return 敵のダメージダイスを知る条件が満たされているならTRUEを返す
- * @details
- * <pre>
- * the higher the level of the monster, the fewer the attacks you need,
- * the more damage an attack does, the more attacks you need
- * </pre>
- */
-static bool know_damage(MONRACE_IDX r_idx, int i)
-{
- monster_race *r_ptr = &r_info[r_idx];
- DEPTH level = r_ptr->level;
- s32b a = r_ptr->r_blows[i];
-
- s32b d1 = r_ptr->blow[i].d_dice;
- s32b d2 = r_ptr->blow[i].d_side;
- s32b d = d1 * d2;
-
- if (d >= ((4 + level) * MAX_UCHAR) / 80)
- d = ((4 + level) * MAX_UCHAR - 1) / 80;
- if ((4 + level) * a > 80 * d)
- return TRUE;
- if (!(r_ptr->flags1 & RF1_UNIQUE))
- return FALSE;
- if ((4 + level) * (2 * a) > 80 * d)
- return TRUE;
-
- return FALSE;
-}
-
-/*!
- * @brief 文字列にモンスターの攻撃力を加える
- * @param r_idx モンスターの種族ID
- * @param SPELL_NUM 呪文番号
- * @param msg 表示する文字列
- * @param tmp 返すメッセージを格納する配列
- * @return なし
- */
-static void set_damage(player_type *player_ptr, MONRACE_IDX r_idx, monster_spell_type ms_type, char *msg, char *tmp)
-{
- int base_damage = monspell_race_damage(player_ptr, ms_type, r_idx, BASE_DAM);
- int dice_num = monspell_race_damage(player_ptr, ms_type, r_idx, DICE_NUM);
- int dice_side = monspell_race_damage(player_ptr, ms_type, r_idx, DICE_SIDE);
- int dice_mult = monspell_race_damage(player_ptr, ms_type, r_idx, DICE_MULT);
- int dice_div = monspell_race_damage(player_ptr, ms_type, r_idx, DICE_DIV);
- char dmg_str[80], dice_str[80];
- dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
- sprintf(dice_str, "(%s)", dmg_str);
-
- if (know_armour(r_idx))
- sprintf(tmp, msg, dice_str);
- else
- sprintf(tmp, msg, "");
-}
-
-static void set_drop_flags(lore_type *lore_ptr)
-{
- if (!lore_ptr->know_everything)
- return;
-
- lore_ptr->drop_gold = lore_ptr->drop_item = (((lore_ptr->r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) + ((lore_ptr->r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0)
- + ((lore_ptr->r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) + ((lore_ptr->r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0)
- + ((lore_ptr->r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) + ((lore_ptr->r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
-
- if (lore_ptr->r_ptr->flags1 & RF1_ONLY_GOLD)
- lore_ptr->drop_item = 0;
-
- if (lore_ptr->r_ptr->flags1 & RF1_ONLY_ITEM)
- lore_ptr->drop_gold = 0;
-
- lore_ptr->flags1 = lore_ptr->r_ptr->flags1;
- lore_ptr->flags2 = lore_ptr->r_ptr->flags2;
- lore_ptr->flags3 = lore_ptr->r_ptr->flags3;
- lore_ptr->flags4 = lore_ptr->r_ptr->flags4;
- lore_ptr->a_ability_flags1 = lore_ptr->r_ptr->a_ability_flags1;
- lore_ptr->a_ability_flags2 = lore_ptr->r_ptr->a_ability_flags2;
- lore_ptr->flagsr = lore_ptr->r_ptr->flagsr;
-}
-
static void set_msex_flags(lore_type *lore_ptr)
{
lore_ptr->msex = MSEX_NONE;
lore_ptr->color[lore_ptr->vn++] = TERM_L_WHITE;
}
- if (lore_ptr->flags4 & RF4_ROCKET) {
- set_damage(player_ptr, r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
- lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
- lore_ptr->color[lore_ptr->vn++] = TERM_UMBER;
- }
-
- if (lore_ptr->flags4 & RF4_SHOOT) {
- for (int m = 0; m < 4; m++) {
- if (lore_ptr->r_ptr->blow[m].method != RBM_SHOOT)
- continue;
-
- if (know_armour(r_idx))
- sprintf(
- lore_ptr->tmp_msg[lore_ptr->vn], _("威力 %dd%d の射撃をする", "fire an arrow (Power:%dd%d)"), lore_ptr->r_ptr->blow[m].d_side, lore_ptr->r_ptr->blow[m].d_dice);
- else
- sprintf(lore_ptr->tmp_msg[lore_ptr->vn], _("射撃をする", "fire an arrow"));
- lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
- lore_ptr->color[lore_ptr->vn++] = TERM_UMBER;
- break;
- }
- }
-
+ display_monster_launching(player_ptr, lore_ptr);
if (lore_ptr->a_ability_flags2 & (RF6_SPECIAL)) {
lore_ptr->vp[lore_ptr->vn] = _("特別な行動をする", "do something");
lore_ptr->color[lore_ptr->vn++] = TERM_VIOLET;
#include "system/angband.h"
-void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char *msg);
void process_monster_lore(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS mode);
#include "autopick/autopick.h"
#include "cmd-action/cmd-attack.h"
#include "cmd-action/cmd-spell.h"
-#include "cmd-io/cmd-dump.h"
#include "cmd-building/cmd-building.h"
-#include "mind/mind-sniper.h"
+#include "cmd-io/cmd-dump.h"
+#include "core/speed-table.h"
#include "core/stuff-handler.h"
#include "dungeon/dungeon.h"
#include "dungeon/quest.h"
#include "io/files-util.h"
#include "io/targeting.h"
#include "io/write-diary.h"
+#include "lore/lore-calculator.h"
#include "market/building-util.h"
-#include "mind/mind.h"
#include "mind/mind-force-trainer.h"
-#include "core/speed-table.h"
+#include "mind/mind-sniper.h"
+#include "mind/mind.h"
#include "monster-race/race-flags1.h"
#include "monster-race/race-flags7.h"
#include "monster/monster-describer.h"
#include "mspell/monster-spell.h"
#include "object-enchant/artifact.h"
#include "object-enchant/item-feeling.h"
-#include "object/item-use-flags.h"
-#include "object/object-info.h"
-#include "perception/identification.h"
-#include "perception/object-perception.h"
#include "object-enchant/object-boost.h"
#include "object-enchant/object-ego.h"
+#include "object-enchant/special-object-flags.h"
+#include "object-enchant/tr-types.h"
+#include "object-enchant/trc-types.h"
+#include "object/item-use-flags.h"
#include "object/object-flavor.h"
#include "object/object-generator.h"
#include "object/object-hook.h"
+#include "object/object-info.h"
#include "object/object-kind.h"
#include "object/object-mark-types.h"
#include "object/object-value.h"
-#include "object-enchant/special-object-flags.h"
-#include "object-enchant/tr-types.h"
-#include "object-enchant/trc-types.h"
+#include "perception/identification.h"
+#include "perception/object-perception.h"
#include "player/avatar.h"
#include "player/player-class.h"
#include "player/player-damage.h"
#include "player/player-personalities-table.h"
#include "player/player-skill.h"
#include "player/player-status.h"
-#include "spell/process-effect.h"
#include "spell-kind/earthquake.h"
#include "spell-kind/spells-floor.h"
#include "spell-kind/spells-launcher.h"
#include "spell-kind/spells-sight.h"
#include "spell-kind/spells-teleport.h"
+#include "spell/process-effect.h"
#include "spell/spells-execution.h"
#include "spell/spells-summon.h"
#include "spell/spells-type.h"
*/
#include "view/display-lore.h"
+#include "lore/lore-calculator.h"
#include "lore/monster-lore.h"
#include "monster-race/race-flags1.h"
#include "monster-race/race-flags2.h"
#include "monster-race/race-flags3.h"
+#include "monster-race/race-flags4.h"
#include "monster-race/race-indice-types.h"
+#include "mspell/mspell-type.h"
#include "term/term-color-types.h"
#include "world/world.h"
hooked_roff(format(_("%^sは通常集団で現れる。", "%^s usually appears in groups. "), wd_he[lore_ptr->msex]));
}
}
+
+void display_monster_launching(player_type *player_ptr, lore_type *lore_ptr)
+{
+ if (lore_ptr->flags4 & RF4_ROCKET) {
+ set_damage(player_ptr, lore_ptr->r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
+ lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
+ lore_ptr->color[lore_ptr->vn++] = TERM_UMBER;
+ }
+
+ if ((lore_ptr->flags4 & RF4_SHOOT) == 0)
+ return;
+
+ for (int m = 0; m < 4; m++) {
+ if (lore_ptr->r_ptr->blow[m].method != RBM_SHOOT)
+ continue;
+
+ if (know_armour(lore_ptr->r_idx))
+ sprintf(lore_ptr->tmp_msg[lore_ptr->vn], _("威力 %dd%d の射撃をする", "fire an arrow (Power:%dd%d)"), lore_ptr->r_ptr->blow[m].d_side,
+ lore_ptr->r_ptr->blow[m].d_dice);
+ else
+ sprintf(lore_ptr->tmp_msg[lore_ptr->vn], _("射撃をする", "fire an arrow"));
+ lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
+ lore_ptr->color[lore_ptr->vn++] = TERM_UMBER;
+ break;
+ }
+}
void display_monster_aura(lore_type *lore_ptr);
void display_lore_this(player_type *player_ptr, lore_type *lore_ptr);
void display_monster_collective(lore_type *lore_ptr);
+void display_monster_launching(player_type *player_ptr, lore_type *lore_ptr);