}
}
-
-/*!
- * @brief 指定したモンスターに隣接しているモンスターの数を返す。
- * / Count number of adjacent monsters
- * @param m_idx 隣接数を調べたいモンスターのID
- * @return 隣接しているモンスターの数
- */
-static int get_monster_crowd_number(MONSTER_IDX m_idx)
-{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
- POSITION my = m_ptr->fy;
- POSITION mx = m_ptr->fx;
- int i;
- int count = 0;
-
- for (i = 0; i < 7; i++)
- {
- int ay = my + ddy_ddd[i];
- int ax = mx + ddx_ddd[i];
-
- if (!in_bounds(ay, ax)) continue;
-
- /* Count number of monsters */
- if (current_floor_ptr->grid_array[ay][ax].m_idx > 0) count++;
- }
-
- return count;
-}
-
-
-
-/*!
- * ダンジョンの雰囲気を計算するための非線形基準値 / Dungeon rating is no longer linear
- */
-#define RATING_BOOST(delta) (delta * delta + 50 * delta)
-
-/*!
- * @brief ダンジョンの雰囲気を算出する。
- * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
- * @return 算出されたダンジョンの雰囲気ランク
- */
-static byte get_dungeon_feeling(void)
-{
- const int base = 10;
- int rating = 0;
- IDX i;
-
- /* Hack -- no feeling in the town */
- if (!current_floor_ptr->dun_level) return 0;
-
- /* Examine each monster */
- for (i = 1; i < m_max; i++)
- {
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
- monster_race *r_ptr;
- int delta = 0;
- if (!monster_is_valid(m_ptr)) continue;
-
- if (is_pet(m_ptr)) continue;
-
- r_ptr = &r_info[m_ptr->r_idx];
-
- if (r_ptr->flags1 & (RF1_UNIQUE))
- {
- /* Nearly out-of-depth unique monsters */
- if (r_ptr->level + 10 > current_floor_ptr->dun_level)
- {
- /* Boost rating by twice delta-depth */
- delta += (r_ptr->level + 10 - current_floor_ptr->dun_level) * 2 * base;
- }
- }
- else
- {
- /* Out-of-depth monsters */
- if (r_ptr->level > current_floor_ptr->dun_level)
- {
- /* Boost rating by delta-depth */
- delta += (r_ptr->level - current_floor_ptr->dun_level) * base;
- }
- }
-
- /* Unusually crowded monsters get a little bit of rating boost */
- if (r_ptr->flags1 & RF1_FRIENDS)
- {
- if (5 <= get_monster_crowd_number(i)) delta += 1;
- }
- else
- {
- if (2 <= get_monster_crowd_number(i)) delta += 1;
- }
-
-
- rating += RATING_BOOST(delta);
- }
-
- /* Examine each unidentified object */
- for (i = 1; i < o_max; i++)
- {
- object_type *o_ptr = ¤t_floor_ptr->o_list[i];
- object_kind *k_ptr = &k_info[o_ptr->k_idx];
- int delta = 0;
-
- /* Skip dead objects */
- if (!o_ptr->k_idx) continue;
-
- /* Skip known objects */
- if (object_is_known(o_ptr))
- {
- /* Touched? */
- if (o_ptr->marked & OM_TOUCHED) continue;
- }
-
- /* Skip pseudo-known objects */
- if (o_ptr->ident & IDENT_SENSE) continue;
-
- /* Ego objects */
- if (object_is_ego(o_ptr))
- {
- ego_item_type *e_ptr = &e_info[o_ptr->name2];
-
- delta += e_ptr->rating * base;
- }
-
- /* Artifacts */
- if (object_is_artifact(o_ptr))
- {
- PRICE cost = object_value_real(o_ptr);
-
- delta += 10 * base;
- if (cost > 10000L) delta += 10 * base;
- if (cost > 50000L) delta += 10 * base;
- if (cost > 100000L) delta += 10 * base;
-
- /* Special feeling */
- if (!preserve_mode) return 1;
- }
-
- if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
- if (o_ptr->tval == TV_SHIELD && o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
- if (o_ptr->tval == TV_GLOVES && o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
- if (o_ptr->tval == TV_BOOTS && o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
- if (o_ptr->tval == TV_HELM && o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
- if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_SPEED && !object_is_cursed(o_ptr)) delta += 25 * base;
- if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_LORDLY && !object_is_cursed(o_ptr)) delta += 15 * base;
- if (o_ptr->tval == TV_AMULET && o_ptr->sval == SV_AMULET_THE_MAGI && !object_is_cursed(o_ptr)) delta += 15 * base;
-
- /* Out-of-depth objects */
- if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > current_floor_ptr->dun_level)
- {
- /* Rating increase */
- delta += (k_ptr->level - current_floor_ptr->dun_level) * base;
- }
-
- rating += RATING_BOOST(delta);
- }
-
-
- if (rating > RATING_BOOST(1000)) return 2;
- if (rating > RATING_BOOST(800)) return 3;
- if (rating > RATING_BOOST(600)) return 4;
- if (rating > RATING_BOOST(400)) return 5;
- if (rating > RATING_BOOST(300)) return 6;
- if (rating > RATING_BOOST(200)) return 7;
- if (rating > RATING_BOOST(100)) return 8;
- if (rating > RATING_BOOST(0)) return 9;
-
- return 10;
-}
-
-/*!
- * @brief ダンジョンの雰囲気を更新し、変化があった場合メッセージを表示する
- * / Update dungeon feeling, and announce it if changed
- * @return なし
- */
-static void update_dungeon_feeling(void)
-{
- byte new_feeling;
- int quest_num;
- int delay;
-
- /* No feeling on the surface */
- if (!current_floor_ptr->dun_level) return;
-
- /* No feeling in the arena */
- if (p_ptr->inside_battle) return;
-
- /* Extract delay time */
- delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - current_floor_ptr->dun_level) * TURNS_PER_TICK / 100;
-
- /* Not yet felt anything */
- if (current_world_ptr->game_turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
-
- /* Extract quest number (if any) */
- quest_num = quest_number(current_floor_ptr->dun_level);
-
- /* No feeling in a quest */
- if (quest_num &&
- (is_fixed_quest_idx(quest_num) &&
- !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
- !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
-
-
- /* Get new dungeon feeling */
- new_feeling = get_dungeon_feeling();
-
- /* Remember last time updated */
- p_ptr->feeling_turn = current_world_ptr->game_turn;
-
- /* No change */
- if (p_ptr->feeling == new_feeling) return;
-
- /* Dungeon feeling is changed */
- p_ptr->feeling = new_feeling;
-
- /* Announce feeling */
- do_cmd_feeling();
-
- select_floor_music();
-
- /* Update the level indicator */
- p_ptr->redraw |= (PR_DEPTH);
-
- if (disturb_minor) disturb(FALSE, FALSE);
-}
-
/*!
* @brief 10ゲームターンが進行する毎にゲーム世界全体の処理を行う。
* / Handle certain things once every 10 game turns
#include "floor.h"
#include "grid.h"
#include "monster.h"
+#include "monster-status.h"
+#include "quest.h"
+#include "object-hook.h"
+#include "player-move.h"
void day_break()
{
return number_mon;
}
+
+
+/*!
+ * ダンジョンの雰囲気を計算するための非線形基準値 / Dungeon rating is no longer linear
+ */
+#define RATING_BOOST(delta) (delta * delta + 50 * delta)
+
+ /*!
+ * @brief ダンジョンの雰囲気を算出する。
+ * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
+ * @return 算出されたダンジョンの雰囲気ランク
+ */
+byte get_dungeon_feeling(void)
+{
+ const int base = 10;
+ int rating = 0;
+ IDX i;
+
+ /* Hack -- no feeling in the town */
+ if (!current_floor_ptr->dun_level) return 0;
+
+ /* Examine each monster */
+ for (i = 1; i < m_max; i++)
+ {
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_race *r_ptr;
+ int delta = 0;
+ if (!monster_is_valid(m_ptr)) continue;
+
+ if (is_pet(m_ptr)) continue;
+
+ r_ptr = &r_info[m_ptr->r_idx];
+
+ if (r_ptr->flags1 & (RF1_UNIQUE))
+ {
+ /* Nearly out-of-depth unique monsters */
+ if (r_ptr->level + 10 > current_floor_ptr->dun_level)
+ {
+ /* Boost rating by twice delta-depth */
+ delta += (r_ptr->level + 10 - current_floor_ptr->dun_level) * 2 * base;
+ }
+ }
+ else
+ {
+ /* Out-of-depth monsters */
+ if (r_ptr->level > current_floor_ptr->dun_level)
+ {
+ /* Boost rating by delta-depth */
+ delta += (r_ptr->level - current_floor_ptr->dun_level) * base;
+ }
+ }
+
+ /* Unusually crowded monsters get a little bit of rating boost */
+ if (r_ptr->flags1 & RF1_FRIENDS)
+ {
+ if (5 <= get_monster_crowd_number(i)) delta += 1;
+ }
+ else
+ {
+ if (2 <= get_monster_crowd_number(i)) delta += 1;
+ }
+
+
+ rating += RATING_BOOST(delta);
+ }
+
+ /* Examine each unidentified object */
+ for (i = 1; i < o_max; i++)
+ {
+ object_type *o_ptr = ¤t_floor_ptr->o_list[i];
+ object_kind *k_ptr = &k_info[o_ptr->k_idx];
+ int delta = 0;
+
+ /* Skip dead objects */
+ if (!o_ptr->k_idx) continue;
+
+ /* Skip known objects */
+ if (object_is_known(o_ptr))
+ {
+ /* Touched? */
+ if (o_ptr->marked & OM_TOUCHED) continue;
+ }
+
+ /* Skip pseudo-known objects */
+ if (o_ptr->ident & IDENT_SENSE) continue;
+
+ /* Ego objects */
+ if (object_is_ego(o_ptr))
+ {
+ ego_item_type *e_ptr = &e_info[o_ptr->name2];
+
+ delta += e_ptr->rating * base;
+ }
+
+ /* Artifacts */
+ if (object_is_artifact(o_ptr))
+ {
+ PRICE cost = object_value_real(o_ptr);
+
+ delta += 10 * base;
+ if (cost > 10000L) delta += 10 * base;
+ if (cost > 50000L) delta += 10 * base;
+ if (cost > 100000L) delta += 10 * base;
+
+ /* Special feeling */
+ if (!preserve_mode) return 1;
+ }
+
+ if (o_ptr->tval == TV_DRAG_ARMOR) delta += 30 * base;
+ if (o_ptr->tval == TV_SHIELD && o_ptr->sval == SV_DRAGON_SHIELD) delta += 5 * base;
+ if (o_ptr->tval == TV_GLOVES && o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) delta += 5 * base;
+ if (o_ptr->tval == TV_BOOTS && o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) delta += 5 * base;
+ if (o_ptr->tval == TV_HELM && o_ptr->sval == SV_DRAGON_HELM) delta += 5 * base;
+ if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_SPEED && !object_is_cursed(o_ptr)) delta += 25 * base;
+ if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_LORDLY && !object_is_cursed(o_ptr)) delta += 15 * base;
+ if (o_ptr->tval == TV_AMULET && o_ptr->sval == SV_AMULET_THE_MAGI && !object_is_cursed(o_ptr)) delta += 15 * base;
+
+ /* Out-of-depth objects */
+ if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > current_floor_ptr->dun_level)
+ {
+ /* Rating increase */
+ delta += (k_ptr->level - current_floor_ptr->dun_level) * base;
+ }
+
+ rating += RATING_BOOST(delta);
+ }
+
+
+ if (rating > RATING_BOOST(1000)) return 2;
+ if (rating > RATING_BOOST(800)) return 3;
+ if (rating > RATING_BOOST(600)) return 4;
+ if (rating > RATING_BOOST(400)) return 5;
+ if (rating > RATING_BOOST(300)) return 6;
+ if (rating > RATING_BOOST(200)) return 7;
+ if (rating > RATING_BOOST(100)) return 8;
+ if (rating > RATING_BOOST(0)) return 9;
+
+ return 10;
+}
+
+/*!
+ * @brief ダンジョンの雰囲気を更新し、変化があった場合メッセージを表示する
+ * / Update dungeon feeling, and announce it if changed
+ * @return なし
+ */
+void update_dungeon_feeling(void)
+{
+ byte new_feeling;
+ int quest_num;
+ int delay;
+
+ /* No feeling on the surface */
+ if (!current_floor_ptr->dun_level) return;
+
+ /* No feeling in the arena */
+ if (p_ptr->inside_battle) return;
+
+ /* Extract delay time */
+ delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - current_floor_ptr->dun_level) * TURNS_PER_TICK / 100;
+
+ /* Not yet felt anything */
+ if (current_world_ptr->game_turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
+
+ /* Extract quest number (if any) */
+ quest_num = quest_number(current_floor_ptr->dun_level);
+
+ /* No feeling in a quest */
+ if (quest_num &&
+ (is_fixed_quest_idx(quest_num) &&
+ !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
+ !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) return;
+
+
+ /* Get new dungeon feeling */
+ new_feeling = get_dungeon_feeling();
+
+ /* Remember last time updated */
+ p_ptr->feeling_turn = current_world_ptr->game_turn;
+
+ /* No change */
+ if (p_ptr->feeling == new_feeling) return;
+
+ /* Dungeon feeling is changed */
+ p_ptr->feeling = new_feeling;
+
+ /* Announce feeling */
+ do_cmd_feeling();
+
+ select_floor_music();
+
+ /* Update the level indicator */
+ p_ptr->redraw |= (PR_DEPTH);
+
+ if (disturb_minor) disturb(FALSE, FALSE);
+}
\ No newline at end of file
void day_break(void);
void night_falls(void);
MONSTER_NUMBER count_all_hostile_monsters(void);
+byte get_dungeon_feeling(void);
+void update_dungeon_feeling(void);
\ No newline at end of file
extern bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, monster_race *r_ptr);
extern void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char* msg);
extern concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode);
+extern int get_monster_crowd_number(MONSTER_IDX m_idx);
#define is_friendly(A) \
(bool)(((A)->smart & SM_FRIENDLY) ? TRUE : FALSE)
/* Forget objects */
m_ptr->hold_o_idx = 0;
}
+
+/*!
+ * @brief 指定したモンスターに隣接しているモンスターの数を返す。
+ * / Count number of adjacent monsters
+ * @param m_idx 隣接数を調べたいモンスターのID
+ * @return 隣接しているモンスターの数
+ */
+int get_monster_crowd_number(MONSTER_IDX m_idx)
+{
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ POSITION my = m_ptr->fy;
+ POSITION mx = m_ptr->fx;
+ int i;
+ int count = 0;
+
+ for (i = 0; i < 7; i++)
+ {
+ int ay = my + ddy_ddd[i];
+ int ax = mx + ddx_ddd[i];
+
+ if (!in_bounds(ay, ax)) continue;
+
+ /* Count number of monsters */
+ if (current_floor_ptr->grid_array[ay][ax].m_idx > 0) count++;
+ }
+
+ return count;
+}
\ No newline at end of file