*/
#include "monster/monster2.h"
-#include "cmd-io/cmd-dump.h"
#include "core/player-processor.h"
+#include "core/speed-table.h"
#include "dungeon/dungeon.h"
#include "dungeon/quest.h"
#include "effect/effect-characteristics.h"
#include "floor/floor-object.h"
#include "floor/wild.h"
-#include "grid/grid.h"
#include "io/files-util.h"
#include "io/targeting.h"
#include "io/write-diary.h"
#include "main/sound-definitions-table.h"
#include "mind/drs-types.h"
-#include "monster-attack/monster-attack-types.h"
-#include "monster-race/race-indice-types.h"
-#include "core/speed-table.h"
-#include "monster-race/race-flags-ability2.h"
+#include "monster-race/monster-race-hook.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-flags7.h"
-#include "monster-race/race-flags8.h"
-#include "monster-race/monster-race-hook.h"
-#include "monster-race/monster-race.h"
+#include "monster-race/race-indice-types.h"
#include "monster/monster-description-types.h"
#include "monster/monster-flag-types.h"
+#include "monster/monster-info.h"
#include "monster/monster-status.h"
#include "monster/monster-util.h"
-#include "monster/monster-info.h"
#include "monster/place-monster-types.h"
#include "monster/smart-learn-types.h"
-#include "mspell/monster-spell.h"
#include "mspell/summon-checker.h"
#include "object/object-flavor.h"
#include "object/object-generator.h"
#include "object/warning.h"
#include "pet/pet-fall-off.h"
#include "player/eldritch-horror.h"
-#include "player/player-class.h"
#include "player/player-move.h"
-#include "player/player-personalities-table.h"
-#include "player/player-race.h"
-#include "player/player-status.h"
#include "spell/process-effect.h"
#include "spell/spells-summon.h"
#include "spell/spells-type.h"
-#include "system/system-variables.h"
-#include "util/util.h"
#include "view/display-main-window.h"
#include "world/world.h"
#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? */
#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 */
-bool is_friendly_idx(player_type *player_ptr, MONSTER_IDX m_idx);
+static bool is_friendly_idx(player_type *player_ptr, MONSTER_IDX m_idx) { return m_idx > 0 && is_friendly(&player_ptr->current_floor_ptr->m_list[(m_idx)]); }
/*!
* @brief モンスターの目標地点をセットする / Set the target of counter attack
*/
void set_target(monster_type *m_ptr, POSITION y, POSITION x)
{
- m_ptr->target_y = y;
- m_ptr->target_x = x;
+ m_ptr->target_y = y;
+ m_ptr->target_x = x;
}
-
/*!
* @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)
-{
- set_target(m_ptr, 0, 0);
-}
-
+void reset_target(monster_type *m_ptr) { set_target(m_ptr, 0, 0); }
/*!
* @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)
-{
- return &r_info[real_r_idx(m_ptr)];
-}
-
+monster_race *real_r_ptr(monster_type *m_ptr) { return &r_info[real_r_idx(m_ptr)]; }
MONRACE_IDX real_r_idx(monster_type *m_ptr)
{
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
- {
- if (r_ptr->flags1 & RF1_UNIQUE)
- return MON_CHAMELEON_K;
- else
- return MON_CHAMELEON;
- }
-
- return m_ptr->r_idx;
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ if (m_ptr->mflag2 & MFLAG2_CHAMELEON) {
+ if (r_ptr->flags1 & RF1_UNIQUE)
+ return MON_CHAMELEON_K;
+ else
+ return MON_CHAMELEON;
+ }
+
+ return m_ptr->r_idx;
}
-
/*!
* @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
*/
void delete_monster_idx(player_type *player_ptr, MONSTER_IDX i)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[i];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- POSITION y = m_ptr->fy;
- POSITION x = m_ptr->fx;
-
- real_r_ptr(m_ptr)->cur_num--;
- if (r_ptr->flags2 & (RF2_MULTIPLY)) floor_ptr->num_repro--;
-
- if (monster_csleep_remaining(m_ptr)) (void)set_monster_csleep(player_ptr, i, 0);
- if (monster_fast_remaining(m_ptr)) (void)set_monster_fast(player_ptr, i, 0);
- if (monster_slow_remaining(m_ptr)) (void)set_monster_slow(player_ptr, i, 0);
- if (monster_stunned_remaining(m_ptr)) (void)set_monster_stunned(player_ptr, i, 0);
- if (monster_confused_remaining(m_ptr)) (void)set_monster_confused(player_ptr, i, 0);
- if (monster_fear_remaining(m_ptr)) (void)set_monster_monfear(player_ptr, i, 0);
- if (monster_invulner_remaining(m_ptr)) (void)set_monster_invulner(player_ptr, i, 0, FALSE);
-
- if (i == target_who) target_who = 0;
-
- if (i == player_ptr->health_who) health_track(player_ptr, 0);
-
- if (player_ptr->pet_t_m_idx == i) player_ptr->pet_t_m_idx = 0;
- if (player_ptr->riding_t_m_idx == i) player_ptr->riding_t_m_idx = 0;
- if (player_ptr->riding == i) player_ptr->riding = 0;
-
- floor_ptr->grid_array[y][x].m_idx = 0;
- OBJECT_IDX next_o_idx = 0;
- for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
- o_ptr = &floor_ptr->o_list[this_o_idx];
- next_o_idx = o_ptr->next_o_idx;
- delete_object_idx(player_ptr, this_o_idx);
- }
-
- (void)WIPE(m_ptr, monster_type);
- floor_ptr->m_cnt--;
- lite_spot(player_ptr, y, x);
- if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
- {
- player_ptr->update |= (PU_MON_LITE);
- }
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[i];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ POSITION y = m_ptr->fy;
+ POSITION x = m_ptr->fx;
+
+ real_r_ptr(m_ptr)->cur_num--;
+ if (r_ptr->flags2 & (RF2_MULTIPLY))
+ floor_ptr->num_repro--;
+
+ if (monster_csleep_remaining(m_ptr))
+ (void)set_monster_csleep(player_ptr, i, 0);
+ if (monster_fast_remaining(m_ptr))
+ (void)set_monster_fast(player_ptr, i, 0);
+ if (monster_slow_remaining(m_ptr))
+ (void)set_monster_slow(player_ptr, i, 0);
+ if (monster_stunned_remaining(m_ptr))
+ (void)set_monster_stunned(player_ptr, i, 0);
+ if (monster_confused_remaining(m_ptr))
+ (void)set_monster_confused(player_ptr, i, 0);
+ if (monster_fear_remaining(m_ptr))
+ (void)set_monster_monfear(player_ptr, i, 0);
+ if (monster_invulner_remaining(m_ptr))
+ (void)set_monster_invulner(player_ptr, i, 0, FALSE);
+
+ if (i == target_who)
+ target_who = 0;
+
+ if (i == player_ptr->health_who)
+ health_track(player_ptr, 0);
+
+ if (player_ptr->pet_t_m_idx == i)
+ player_ptr->pet_t_m_idx = 0;
+ if (player_ptr->riding_t_m_idx == i)
+ player_ptr->riding_t_m_idx = 0;
+ if (player_ptr->riding == i)
+ player_ptr->riding = 0;
+
+ floor_ptr->grid_array[y][x].m_idx = 0;
+ OBJECT_IDX next_o_idx = 0;
+ for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx) {
+ object_type *o_ptr;
+ o_ptr = &floor_ptr->o_list[this_o_idx];
+ next_o_idx = o_ptr->next_o_idx;
+ delete_object_idx(player_ptr, this_o_idx);
+ }
+
+ (void)WIPE(m_ptr, monster_type);
+ floor_ptr->m_cnt--;
+ lite_spot(player_ptr, y, x);
+ if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) {
+ player_ptr->update |= (PU_MON_LITE);
+ }
}
-
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
*/
static void compact_monsters_aux(player_type *player_ptr, MONSTER_IDX i1, MONSTER_IDX i2)
{
- if (i1 == i2) return;
-
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- monster_type *m_ptr;
- m_ptr = &floor_ptr->m_list[i1];
-
- POSITION y = m_ptr->fy;
- POSITION x = m_ptr->fx;
- grid_type *g_ptr;
- g_ptr = &floor_ptr->grid_array[y][x];
- g_ptr->m_idx = i2;
-
- OBJECT_IDX next_o_idx = 0;
- for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
- o_ptr = &floor_ptr->o_list[this_o_idx];
- next_o_idx = o_ptr->next_o_idx;
- o_ptr->held_m_idx = i2;
- }
-
- if (target_who == i1) target_who = i2;
-
- if (player_ptr->pet_t_m_idx == i1) player_ptr->pet_t_m_idx = i2;
- if (player_ptr->riding_t_m_idx == i1) player_ptr->riding_t_m_idx = i2;
-
- if (player_ptr->riding == i1) player_ptr->riding = i2;
-
- if (player_ptr->health_who == i1) health_track(player_ptr, i2);
-
- if (is_pet(m_ptr))
- {
- for (int i = 1; i < floor_ptr->m_max; i++)
- {
- monster_type *m2_ptr = &floor_ptr->m_list[i];
-
- if (m2_ptr->parent_m_idx == i1)
- m2_ptr->parent_m_idx = i2;
- }
- }
-
- (void)COPY(&floor_ptr->m_list[i2], &floor_ptr->m_list[i1], monster_type);
- (void)WIPE(&floor_ptr->m_list[i1], monster_type);
-
- for (int i = 0; i < MAX_MTIMED; i++)
- {
- int mproc_idx = get_mproc_idx(floor_ptr, i1, i);
- if (mproc_idx >= 0) floor_ptr->mproc_list[i][mproc_idx] = i2;
- }
+ if (i1 == i2)
+ return;
+
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ monster_type *m_ptr;
+ m_ptr = &floor_ptr->m_list[i1];
+
+ POSITION y = m_ptr->fy;
+ POSITION x = m_ptr->fx;
+ grid_type *g_ptr;
+ g_ptr = &floor_ptr->grid_array[y][x];
+ g_ptr->m_idx = i2;
+
+ OBJECT_IDX next_o_idx = 0;
+ for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx) {
+ object_type *o_ptr;
+ o_ptr = &floor_ptr->o_list[this_o_idx];
+ next_o_idx = o_ptr->next_o_idx;
+ o_ptr->held_m_idx = i2;
+ }
+
+ if (target_who == i1)
+ target_who = i2;
+
+ if (player_ptr->pet_t_m_idx == i1)
+ player_ptr->pet_t_m_idx = i2;
+ if (player_ptr->riding_t_m_idx == i1)
+ player_ptr->riding_t_m_idx = i2;
+
+ if (player_ptr->riding == i1)
+ player_ptr->riding = i2;
+
+ if (player_ptr->health_who == i1)
+ health_track(player_ptr, i2);
+
+ if (is_pet(m_ptr)) {
+ for (int i = 1; i < floor_ptr->m_max; i++) {
+ monster_type *m2_ptr = &floor_ptr->m_list[i];
+
+ if (m2_ptr->parent_m_idx == i1)
+ m2_ptr->parent_m_idx = i2;
+ }
+ }
+
+ (void)COPY(&floor_ptr->m_list[i2], &floor_ptr->m_list[i1], monster_type);
+ (void)WIPE(&floor_ptr->m_list[i1], monster_type);
+
+ for (int i = 0; i < MAX_MTIMED; i++) {
+ int mproc_idx = get_mproc_idx(floor_ptr, i1, i);
+ if (mproc_idx >= 0)
+ floor_ptr->mproc_list[i][mproc_idx] = i2;
+ }
}
-
/*!
* @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
* @param player_ptr プレーヤーへの参照ポインタ
*/
void compact_monsters(player_type *player_ptr, int size)
{
- 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 */
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- for (int num = 0, cnt = 1; num < size; cnt++)
- {
- int cur_lev = 5 * cnt;
- int cur_dis = 5 * (20 - cnt);
- for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++)
- {
- monster_type *m_ptr = &floor_ptr->m_list[i];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (!monster_is_valid(m_ptr)) continue;
- if (r_ptr->level > cur_lev) continue;
- if (i == player_ptr->riding) continue;
- if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
-
- int chance = 90;
- if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
-
- if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
-
- if (randint0(100) < chance) continue;
-
- if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(player_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
- exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
- }
-
- delete_monster_idx(player_ptr, i);
- num++;
- }
- }
-
- /* Excise dead monsters (backwards!) */
- for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--)
- {
- monster_type *m_ptr = &floor_ptr->m_list[i];
- if (m_ptr->r_idx) continue;
- compact_monsters_aux(player_ptr, floor_ptr->m_max - 1, i);
- floor_ptr->m_max--;
- }
+ 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 */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ for (int num = 0, cnt = 1; num < size; cnt++) {
+ int cur_lev = 5 * cnt;
+ int cur_dis = 5 * (20 - cnt);
+ for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++) {
+ monster_type *m_ptr = &floor_ptr->m_list[i];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ if (!monster_is_valid(m_ptr))
+ continue;
+ if (r_ptr->level > cur_lev)
+ continue;
+ if (i == player_ptr->riding)
+ continue;
+ if ((cur_dis > 0) && (m_ptr->cdis < cur_dis))
+ continue;
+
+ int chance = 90;
+ if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000))
+ chance = 100;
+
+ if (r_ptr->flags1 & (RF1_UNIQUE))
+ chance = 100;
+
+ if (randint0(100) < chance)
+ continue;
+
+ if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) {
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_desc(player_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
+ exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
+ }
+
+ delete_monster_idx(player_ptr, i);
+ num++;
+ }
+ }
+
+ /* Excise dead monsters (backwards!) */
+ for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--) {
+ monster_type *m_ptr = &floor_ptr->m_list[i];
+ if (m_ptr->r_idx)
+ continue;
+ compact_monsters_aux(player_ptr, floor_ptr->m_max - 1, i);
+ floor_ptr->m_max--;
+ }
}
-
/*!
* todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
* @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
*/
void wipe_monsters_list(player_type *player_ptr)
{
- if (!r_info[MON_BANORLUPART].max_num)
- {
- if (r_info[MON_BANOR].max_num)
- {
- 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++;
- }
- }
-
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- for (int i = floor_ptr->m_max - 1; i >= 1; i--)
- {
- monster_type *m_ptr = &floor_ptr->m_list[i];
- if (!monster_is_valid(m_ptr)) continue;
-
- floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
- (void)WIPE(m_ptr, monster_type);
- }
-
- /*
- * Wiping racial counters of all monsters and incrementing of racial
- * counters of monsters in party_mon[] are required to prevent multiple
- * generation of unique monster who is the minion of player.
- */
- for (int i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
-
- floor_ptr->m_max = 1;
- floor_ptr->m_cnt = 0;
- for (int i = 0; i < MAX_MTIMED; i++) floor_ptr->mproc_max[i] = 0;
-
- floor_ptr->num_repro = 0;
- target_who = 0;
- player_ptr->pet_t_m_idx = 0;
- player_ptr->riding_t_m_idx = 0;
- health_track(player_ptr, 0);
+ if (!r_info[MON_BANORLUPART].max_num) {
+ if (r_info[MON_BANOR].max_num) {
+ 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++;
+ }
+ }
+
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ for (int i = floor_ptr->m_max - 1; i >= 1; i--) {
+ monster_type *m_ptr = &floor_ptr->m_list[i];
+ if (!monster_is_valid(m_ptr))
+ continue;
+
+ floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
+ (void)WIPE(m_ptr, monster_type);
+ }
+
+ /*
+ * Wiping racial counters of all monsters and incrementing of racial
+ * counters of monsters in party_mon[] are required to prevent multiple
+ * generation of unique monster who is the minion of player.
+ */
+ for (int i = 1; i < max_r_idx; i++)
+ r_info[i].cur_num = 0;
+
+ floor_ptr->m_max = 1;
+ floor_ptr->m_cnt = 0;
+ for (int i = 0; i < MAX_MTIMED; i++)
+ floor_ptr->mproc_max[i] = 0;
+
+ floor_ptr->num_repro = 0;
+ target_who = 0;
+ player_ptr->pet_t_m_idx = 0;
+ player_ptr->riding_t_m_idx = 0;
+ health_track(player_ptr, 0);
}
-
/*!
* todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
* @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
*/
MONSTER_IDX m_pop(player_type *player_ptr)
{
- /* Normal allocation */
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if (floor_ptr->m_max < current_world_ptr->max_m_idx)
- {
- MONSTER_IDX i = floor_ptr->m_max;
- floor_ptr->m_max++;
- floor_ptr->m_cnt++;
- return i;
- }
-
- /* Recycle dead monsters */
- for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++)
- {
- monster_type *m_ptr;
- m_ptr = &floor_ptr->m_list[i];
- if (m_ptr->r_idx) continue;
- floor_ptr->m_cnt++;
- return i;
- }
-
- if (current_world_ptr->character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
- return 0;
+ /* Normal allocation */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ if (floor_ptr->m_max < current_world_ptr->max_m_idx) {
+ MONSTER_IDX i = floor_ptr->m_max;
+ floor_ptr->m_max++;
+ floor_ptr->m_cnt++;
+ return i;
+ }
+
+ /* Recycle dead monsters */
+ for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++) {
+ monster_type *m_ptr;
+ m_ptr = &floor_ptr->m_list[i];
+ if (m_ptr->r_idx)
+ continue;
+ floor_ptr->m_cnt++;
+ return i;
+ }
+
+ if (current_world_ptr->character_dungeon)
+ msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
+ return 0;
}
-
/*!
* @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
*/
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
*/
static bool summon_unique_okay = FALSE;
-
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
*/
MONRACE_IDX get_mon_num(player_type *player_ptr, DEPTH level, BIT_FLAGS option)
{
- 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, over_days;
- int delay = mysqrt(level * 10000L) + (level * 5);
-
- /* town level : same delay as 10F, no nasty mons till day18 */
- if (!level) delay = 360;
-
- if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
-
- /* +1 per day after the base date */
- /* base dates : day5(1F), day18(10F,0F), day34(30F), day53(60F), day69(90F) */
- over_days = MAX(0, current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 10000L) - delay / 20);
-
- /* starts from 1/25, reaches 1/3 after 44days from a level dependent base date */
- pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - over_days / 2);
- /* starts from 0, reaches +25lv after 75days from a level dependent base date */
- pls_level = MIN(NASTY_MON_PLUS_MAX, over_days / 3);
-
- if (d_info[player_ptr->dungeon_idx].flags1 & DF1_MAZE)
- {
- 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 (!player_ptr->phase_out && !(d_info[player_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
- {
- /* Nightmare mode allows more out-of depth monsters */
- if (ironman_nightmare && !randint0(pls_kakuritu))
- {
- /* What a bizarre calculation */
- level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
- }
- else
- {
- /* Occasional "nasty" monster */
- if (!randint0(pls_kakuritu))
- {
- /* Pick a level bonus */
- level += pls_level;
- }
- }
- }
-
- total = 0L;
-
- /* Process probabilities */
- for (i = 0; i < alloc_race_size; i++)
- {
- if (table[i].level > level) break;
- table[i].prob3 = 0;
- r_idx = table[i].index;
- r_ptr = &r_info[r_idx];
- if (!(option & GMN_ARENA) && !chameleon_change_m_idx)
- {
- if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
- (r_ptr->flags7 & (RF7_NAZGUL))) &&
- (r_ptr->cur_num >= r_ptr->max_num))
- {
- continue;
- }
-
- if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
- (r_ptr->cur_num >= 1))
- {
- continue;
- }
-
- if (r_idx == MON_BANORLUPART)
- {
- if (r_info[MON_BANOR].cur_num > 0) continue;
- if (r_info[MON_LUPART].cur_num > 0) continue;
- }
- }
-
- table[i].prob3 = table[i].prob2;
- total += table[i].prob3;
- }
-
- if (total <= 0) return 0;
-
- value = randint0(total);
- int found_count = 0;
- for (i = 0; i < alloc_race_size; i++)
- {
- if (value < table[i].prob3) break;
- value = value - table[i].prob3;
- found_count++;
- }
-
- p = randint0(100);
-
- /* Try for a "harder" monster once (50%) or twice (10%) */
- if (p < 60)
- {
- j = found_count;
- value = randint0(total);
- for (found_count = 0; found_count < alloc_race_size; found_count++)
- {
- if (value < table[found_count].prob3) break;
-
- value = value - table[found_count].prob3;
- }
-
- if (table[found_count].level < table[j].level)
- found_count = j;
- }
-
- /* Try for a "harder" monster twice (10%) */
- if (p < 10)
- {
- j = found_count;
- value = randint0(total);
- for (found_count = 0; found_count < alloc_race_size; found_count++)
- {
- if (value < table[found_count].prob3) break;
-
- value = value - table[found_count].prob3;
- }
-
- if (table[found_count].level < table[j].level)
- found_count = j;
- }
-
- return (table[found_count].index);
+ 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, over_days;
+ int delay = mysqrt(level * 10000L) + (level * 5);
+
+ /* town level : same delay as 10F, no nasty mons till day18 */
+ if (!level)
+ delay = 360;
+
+ if (level > MAX_DEPTH - 1)
+ level = MAX_DEPTH - 1;
+
+ /* +1 per day after the base date */
+ /* base dates : day5(1F), day18(10F,0F), day34(30F), day53(60F), day69(90F) */
+ over_days = MAX(0, current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 10000L) - delay / 20);
+
+ /* starts from 1/25, reaches 1/3 after 44days from a level dependent base date */
+ pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - over_days / 2);
+ /* starts from 0, reaches +25lv after 75days from a level dependent base date */
+ pls_level = MIN(NASTY_MON_PLUS_MAX, over_days / 3);
+
+ if (d_info[player_ptr->dungeon_idx].flags1 & DF1_MAZE) {
+ 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 (!player_ptr->phase_out && !(d_info[player_ptr->dungeon_idx].flags1 & DF1_BEGINNER)) {
+ /* Nightmare mode allows more out-of depth monsters */
+ if (ironman_nightmare && !randint0(pls_kakuritu)) {
+ /* What a bizarre calculation */
+ level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
+ } else {
+ /* Occasional "nasty" monster */
+ if (!randint0(pls_kakuritu)) {
+ /* Pick a level bonus */
+ level += pls_level;
+ }
+ }
+ }
+
+ total = 0L;
+
+ /* Process probabilities */
+ for (i = 0; i < alloc_race_size; i++) {
+ if (table[i].level > level)
+ break;
+ table[i].prob3 = 0;
+ r_idx = table[i].index;
+ r_ptr = &r_info[r_idx];
+ if (!(option & GMN_ARENA) && !chameleon_change_m_idx) {
+ if (((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flags7 & (RF7_NAZGUL))) && (r_ptr->cur_num >= r_ptr->max_num)) {
+ continue;
+ }
+
+ if ((r_ptr->flags7 & (RF7_UNIQUE2)) && (r_ptr->cur_num >= 1)) {
+ continue;
+ }
+
+ if (r_idx == MON_BANORLUPART) {
+ if (r_info[MON_BANOR].cur_num > 0)
+ continue;
+ if (r_info[MON_LUPART].cur_num > 0)
+ continue;
+ }
+ }
+
+ table[i].prob3 = table[i].prob2;
+ total += table[i].prob3;
+ }
+
+ if (total <= 0)
+ return 0;
+
+ value = randint0(total);
+ int found_count = 0;
+ for (i = 0; i < alloc_race_size; i++) {
+ if (value < table[i].prob3)
+ break;
+ value = value - table[i].prob3;
+ found_count++;
+ }
+
+ p = randint0(100);
+
+ /* Try for a "harder" monster once (50%) or twice (10%) */
+ if (p < 60) {
+ j = found_count;
+ value = randint0(total);
+ for (found_count = 0; found_count < alloc_race_size; found_count++) {
+ if (value < table[found_count].prob3)
+ break;
+
+ value = value - table[found_count].prob3;
+ }
+
+ if (table[found_count].level < table[j].level)
+ found_count = j;
+ }
+
+ /* Try for a "harder" monster twice (10%) */
+ if (p < 10) {
+ j = found_count;
+ value = randint0(total);
+ for (found_count = 0; found_count < alloc_race_size; found_count++) {
+ if (value < table[found_count].prob3)
+ break;
+
+ value = value - table[found_count].prob3;
+ }
+
+ if (table[found_count].level < table[j].level)
+ found_count = j;
+ }
+
+ return (table[found_count].index);
}
-
/*!
* @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
*/
void monster_desc(player_type *player_ptr, char *desc, monster_type *m_ptr, BIT_FLAGS mode)
{
- monster_race *r_ptr;
- r_ptr = &r_info[m_ptr->ap_r_idx];
- concptr name = (mode & MD_TRUE_NAME) ? (r_name + real_r_ptr(m_ptr)->name) : (r_name + r_ptr->name);
- GAME_TEXT silly_name[1024];
- bool named = FALSE;
- if (player_ptr->image && !(mode & MD_IGNORE_HALLU))
- {
- if (one_in_(2))
- {
- if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
- named = TRUE;
- }
-
- if (!named)
- {
- monster_race *hallu_race;
-
- do
- {
- hallu_race = &r_info[randint1(max_r_idx - 1)];
- } while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
-
- strcpy(silly_name, (r_name + hallu_race->name));
- }
-
- name = silly_name;
- }
-
- bool seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
- bool pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
-
- /* First, try using pronouns, or describing hidden monsters */
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if (!seen || pron)
- {
- int kind = 0x00;
- if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
- else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
-
- if (!m_ptr || !pron) kind = 0x00;
-
- concptr res = _("何か", "it");
- switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
- {
+ monster_race *r_ptr;
+ r_ptr = &r_info[m_ptr->ap_r_idx];
+ concptr name = (mode & MD_TRUE_NAME) ? (r_name + real_r_ptr(m_ptr)->name) : (r_name + r_ptr->name);
+ GAME_TEXT silly_name[1024];
+ bool named = FALSE;
+ if (player_ptr->image && !(mode & MD_IGNORE_HALLU)) {
+ if (one_in_(2)) {
+ if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
+ named = TRUE;
+ }
+
+ if (!named) {
+ monster_race *hallu_race;
+
+ do {
+ hallu_race = &r_info[randint1(max_r_idx - 1)];
+ } while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
+
+ strcpy(silly_name, (r_name + hallu_race->name));
+ }
+
+ name = silly_name;
+ }
+
+ bool seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
+ bool pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
+
+ /* First, try using pronouns, or describing hidden monsters */
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ if (!seen || pron) {
+ int kind = 0x00;
+ if (r_ptr->flags1 & (RF1_FEMALE))
+ kind = 0x20;
+ else if (r_ptr->flags1 & (RF1_MALE))
+ kind = 0x10;
+
+ if (!m_ptr || !pron)
+ kind = 0x00;
+
+ concptr res = _("何か", "it");
+ switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE))) {
#ifdef JP
- 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;
+ 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;
- case 0x00 + (MD_POSSESSIVE) : res = "its"; break;
- case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "itself"; break;
- case 0x00 + (MD_INDEF_HIDDEN) : res = "something"; break;
- case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "something"; break;
- case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "something's"; break;
- case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "itself"; break;
+ case 0x00:
+ res = "it";
+ break;
+ case 0x00 + (MD_OBJECTIVE):
+ res = "it";
+ break;
+ case 0x00 + (MD_POSSESSIVE):
+ res = "its";
+ break;
+ case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE):
+ res = "itself";
+ break;
+ case 0x00 + (MD_INDEF_HIDDEN):
+ res = "something";
+ break;
+ case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE):
+ res = "something";
+ break;
+ case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE):
+ res = "something's";
+ break;
+ case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE):
+ res = "itself";
+ break;
#endif
#ifdef JP
- case 0x10: res = "彼"; break;
- case 0x10 + (MD_OBJECTIVE) : res = "彼"; 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;
+ case 0x10:
+ res = "彼";
+ break;
+ case 0x10 + (MD_OBJECTIVE):
+ res = "彼";
+ 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;
- case 0x10 + (MD_POSSESSIVE) : res = "his"; break;
- case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "himself"; break;
- case 0x10 + (MD_INDEF_HIDDEN) : res = "someone"; break;
- case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "someone"; break;
- case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "someone's"; break;
- case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "himself"; break;
+ case 0x10:
+ res = "he";
+ break;
+ case 0x10 + (MD_OBJECTIVE):
+ res = "him";
+ break;
+ case 0x10 + (MD_POSSESSIVE):
+ res = "his";
+ break;
+ case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE):
+ res = "himself";
+ break;
+ case 0x10 + (MD_INDEF_HIDDEN):
+ res = "someone";
+ break;
+ case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE):
+ res = "someone";
+ break;
+ case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE):
+ res = "someone's";
+ break;
+ case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE):
+ res = "himself";
+ break;
#endif
#ifdef JP
- 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;
+ 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;
- case 0x20 + (MD_POSSESSIVE) : res = "her"; break;
- case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "herself"; break;
- case 0x20 + (MD_INDEF_HIDDEN) : res = "someone"; break;
- case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "someone"; break;
- case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "someone's"; break;
- case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "herself"; break;
+ case 0x20:
+ res = "she";
+ break;
+ case 0x20 + (MD_OBJECTIVE):
+ res = "her";
+ break;
+ case 0x20 + (MD_POSSESSIVE):
+ res = "her";
+ break;
+ case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE):
+ res = "herself";
+ break;
+ case 0x20 + (MD_INDEF_HIDDEN):
+ res = "someone";
+ break;
+ case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE):
+ res = "someone";
+ break;
+ case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE):
+ res = "someone's";
+ break;
+ case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE):
+ res = "herself";
+ break;
#endif
- }
-
- (void)strcpy(desc, res);
- return;
- }
-
- /* Handle visible monsters, "reflexive" request */
- if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
- {
- /* The monster is visible, so use its gender */
- if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, _("彼女自身", "herself"));
- else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, _("彼自身", "himself"));
- else strcpy(desc, _("それ自身", "itself"));
- return;
- }
-
- /* Handle all other visible monster requests */
- /* Tanuki? */
- if (is_pet(m_ptr) && !is_original_ap(m_ptr))
- {
+ }
+
+ (void)strcpy(desc, res);
+ return;
+ }
+
+ /* Handle visible monsters, "reflexive" request */
+ if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE)) {
+ /* The monster is visible, so use its gender */
+ if (r_ptr->flags1 & (RF1_FEMALE))
+ strcpy(desc, _("彼女自身", "herself"));
+ else if (r_ptr->flags1 & (RF1_MALE))
+ strcpy(desc, _("彼自身", "himself"));
+ else
+ strcpy(desc, _("それ自身", "itself"));
+ return;
+ }
+
+ /* Handle all other visible monster requests */
+ /* Tanuki? */
+ if (is_pet(m_ptr) && !is_original_ap(m_ptr)) {
#ifdef JP
- char *t;
- char buf[128];
- strcpy(buf, name);
- t = buf;
- while (strncmp(t, "』", 2) && *t) t++;
- if (*t)
- {
- *t = '\0';
- (void)sprintf(desc, "%s?』", buf);
- }
- else
- (void)sprintf(desc, "%s?", name);
+ char *t;
+ char buf[128];
+ strcpy(buf, name);
+ t = buf;
+ while (strncmp(t, "』", 2) && *t)
+ t++;
+ if (*t) {
+ *t = '\0';
+ (void)sprintf(desc, "%s?』", buf);
+ } else
+ (void)sprintf(desc, "%s?", name);
#else
- (void)sprintf(desc, "%s?", name);
+ (void)sprintf(desc, "%s?", name);
#endif
- }
- else
- {
- if ((r_ptr->flags1 & RF1_UNIQUE) && !(player_ptr->image && !(mode & MD_IGNORE_HALLU)))
- {
- if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
- {
+ } else {
+ if ((r_ptr->flags1 & RF1_UNIQUE) && !(player_ptr->image && !(mode & MD_IGNORE_HALLU))) {
+ if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME)) {
#ifdef JP
- char *t;
- char buf[128];
- strcpy(buf, name);
- t = buf;
- while (strncmp(t, "』", 2) && *t) t++;
- if (*t)
- {
- *t = '\0';
- (void)sprintf(desc, "%s?』", buf);
- }
- else
- (void)sprintf(desc, "%s?", name);
+ char *t;
+ char buf[128];
+ strcpy(buf, name);
+ t = buf;
+ while (strncmp(t, "』", 2) && *t)
+ t++;
+ if (*t) {
+ *t = '\0';
+ (void)sprintf(desc, "%s?』", buf);
+ } else
+ (void)sprintf(desc, "%s?", name);
#else
- (void)sprintf(desc, "%s?", name);
+ (void)sprintf(desc, "%s?", name);
#endif
- }
- else if (player_ptr->phase_out &&
- !(player_ptr->riding && (&floor_ptr->m_list[player_ptr->riding] == m_ptr)))
- {
- (void)sprintf(desc, _("%sもどき", "fake %s"), name);
- }
- else
- {
- (void)strcpy(desc, name);
- }
- }
- else if (mode & MD_INDEF_VISIBLE)
- {
+ } else if (player_ptr->phase_out && !(player_ptr->riding && (&floor_ptr->m_list[player_ptr->riding] == m_ptr))) {
+ (void)sprintf(desc, _("%sもどき", "fake %s"), name);
+ } else {
+ (void)strcpy(desc, name);
+ }
+ } else if (mode & MD_INDEF_VISIBLE) {
#ifdef JP
- (void)strcpy(desc, "");
+ (void)strcpy(desc, "");
#else
- (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
+ (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
#endif
- (void)strcat(desc, name);
- }
- else
- {
- if (is_pet(m_ptr))
- (void)strcpy(desc, _("あなたの", "your "));
- else
- (void)strcpy(desc, _("", "the "));
-
- (void)strcat(desc, name);
- }
- }
-
- if (m_ptr->nickname)
- {
- char buf[128];
- sprintf(buf, _("「%s」", " called %s"), quark_str(m_ptr->nickname));
- strcat(desc, buf);
- }
-
- if (player_ptr->riding && (&floor_ptr->m_list[player_ptr->riding] == m_ptr))
- {
- strcat(desc, _("(乗馬中)", "(riding)"));
- }
-
- if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
- {
- if (r_ptr->flags1 & RF1_UNIQUE)
- {
- strcat(desc, _("(カメレオンの王)", "(Chameleon Lord)"));
- }
- else
- {
- strcat(desc, _("(カメレオン)", "(Chameleon)"));
- }
- }
-
- if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
- {
- strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
- }
-
- /* Handle the Possessive as a special afterthought */
- if (mode & MD_POSSESSIVE)
- {
- (void)strcat(desc, _("の", "'s"));
- }
+ (void)strcat(desc, name);
+ } else {
+ if (is_pet(m_ptr))
+ (void)strcpy(desc, _("あなたの", "your "));
+ else
+ (void)strcpy(desc, _("", "the "));
+
+ (void)strcat(desc, name);
+ }
+ }
+
+ if (m_ptr->nickname) {
+ char buf[128];
+ sprintf(buf, _("「%s」", " called %s"), quark_str(m_ptr->nickname));
+ strcat(desc, buf);
+ }
+
+ if (player_ptr->riding && (&floor_ptr->m_list[player_ptr->riding] == m_ptr)) {
+ strcat(desc, _("(乗馬中)", "(riding)"));
+ }
+
+ if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON)) {
+ if (r_ptr->flags1 & RF1_UNIQUE) {
+ strcat(desc, _("(カメレオンの王)", "(Chameleon Lord)"));
+ } else {
+ strcat(desc, _("(カメレオン)", "(Chameleon)"));
+ }
+ }
+
+ if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr)) {
+ strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
+ }
+
+ /* Handle the Possessive as a special afterthought */
+ if (mode & MD_POSSESSIVE) {
+ (void)strcat(desc, _("の", "'s"));
+ }
}
-
/*!
-* @brief モンスターIDを取り、モンスター名をm_nameに代入する /
-* @param player_ptr プレーヤーへの参照ポインタ
-* @param m_idx モンスターID
-* @param m_name モンスター名を入力する配列
-*/
-void monster_name(player_type *player_ptr, MONSTER_IDX m_idx, char* m_name)
+ * @brief モンスターIDを取り、モンスター名をm_nameに代入する /
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param m_idx モンスターID
+ * @param m_name モンスター名を入力する配列
+ */
+void monster_name(player_type *player_ptr, MONSTER_IDX m_idx, char *m_name)
{
- monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
- monster_desc(player_ptr, m_name, m_ptr, 0x00);
+ monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
+ monster_desc(player_ptr, m_name, m_ptr, 0x00);
}
-
/*!
* @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
*/
void update_monster(player_type *subject_ptr, MONSTER_IDX m_idx, bool full)
{
- monster_type *m_ptr = &subject_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- bool do_disturb = disturb_move;
-
- POSITION fy = m_ptr->fy;
- POSITION fx = m_ptr->fx;
-
- bool flag = FALSE;
- bool easy = FALSE;
- bool in_darkness = (d_info[subject_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !subject_ptr->see_nocto;
- if (disturb_high)
- {
- monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
- if (ap_r_ptr->r_tkills && ap_r_ptr->level >= subject_ptr->lev)
- do_disturb = TRUE;
- }
-
- POSITION distance;
- if (full)
- {
- int dy = (subject_ptr->y > fy) ? (subject_ptr->y - fy) : (fy - subject_ptr->y);
- int dx = (subject_ptr->x > fx) ? (subject_ptr->x - fx) : (fx - subject_ptr->x);
-
- distance = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
- if (distance > 255) distance = 255;
- if (!distance) distance = 1;
-
- m_ptr->cdis = distance;
- }
- else
- {
- distance = m_ptr->cdis;
- }
-
- if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
-
- if (distance <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
- {
- if (!in_darkness || (distance <= MAX_SIGHT / 4))
- {
- if (subject_ptr->special_defense & KATA_MUSOU)
- {
- flag = TRUE;
- if (is_original_ap(m_ptr) && !subject_ptr->image)
- {
- if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
- if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
- }
- }
- else if (subject_ptr->telepathy)
- {
- if (r_ptr->flags2 & (RF2_EMPTY_MIND))
- {
- if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
- }
- else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
- {
- if ((m_idx % 10) == 5)
- {
- flag = TRUE;
- if (is_original_ap(m_ptr) && !subject_ptr->image)
- {
- r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
- if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
- if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
- }
- }
- }
- else
- {
- flag = TRUE;
- if (is_original_ap(m_ptr) && !subject_ptr->image)
- {
- if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
- if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
- }
- }
- }
-
- if ((subject_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
- {
- flag = TRUE;
- if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
- }
-
- if ((subject_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
- {
- flag = TRUE;
- if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
- }
-
- if ((subject_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
- {
- flag = TRUE;
- if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
- }
-
- if ((subject_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
- {
- flag = TRUE;
- if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
- }
-
- if ((subject_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
- {
- flag = TRUE;
- if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
- }
-
- if ((subject_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
- {
- flag = TRUE;
- if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
- }
-
- if ((subject_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
- {
- flag = TRUE;
- if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
- }
-
- if ((subject_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
- {
- flag = TRUE;
- if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
- }
-
- if ((subject_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
- {
- flag = TRUE;
- if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
- }
-
- if ((subject_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
- {
- flag = TRUE;
- if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
- }
-
- if ((subject_ptr->esp_nonliving) &&
- ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
- {
- flag = TRUE;
- if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
- }
-
- if ((subject_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
- {
- flag = TRUE;
- if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
- }
- }
-
- if (player_has_los_bold(subject_ptr, fy, fx) && !subject_ptr->blind)
- {
- bool do_invisible = FALSE;
- bool do_cold_blood = FALSE;
-
- if (subject_ptr->concent >= CONCENT_RADAR_THRESHOLD)
- {
- easy = flag = TRUE;
- }
-
- if (distance <= subject_ptr->see_infra)
- {
- if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
- {
- do_cold_blood = TRUE;
- }
- else
- {
- easy = flag = TRUE;
- }
- }
-
- if (player_can_see_bold(subject_ptr, fy, fx))
- {
- if (r_ptr->flags2 & (RF2_INVISIBLE))
- {
- do_invisible = TRUE;
- if (subject_ptr->see_inv)
- {
- easy = flag = TRUE;
- }
- }
- else
- {
- easy = flag = TRUE;
- }
- }
-
- if (flag)
- {
- if (is_original_ap(m_ptr) && !subject_ptr->image)
- {
- if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
- if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
- }
- }
- }
- }
-
- /* The monster is now visible */
- if (flag)
- {
- if (!m_ptr->ml)
- {
- m_ptr->ml = TRUE;
- lite_spot(subject_ptr, fy, fx);
-
- if (subject_ptr->health_who == m_idx) subject_ptr->redraw |= (PR_HEALTH);
- if (subject_ptr->riding == m_idx) subject_ptr->redraw |= (PR_UHEALTH);
-
- if (!subject_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++;
- }
-
- if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
- {
- sanity_blast(subject_ptr, m_ptr, FALSE);
- }
-
- if (disturb_near && (projectable(subject_ptr, m_ptr->fy, m_ptr->fx, subject_ptr->y, subject_ptr->x) && projectable(subject_ptr, subject_ptr->y, subject_ptr->x, m_ptr->fy, m_ptr->fx)))
- {
- if (disturb_pets || is_hostile(m_ptr))
- disturb(subject_ptr, TRUE, TRUE);
- }
- }
- }
-
- /* The monster is not visible */
- else
- {
- if (m_ptr->ml)
- {
- m_ptr->ml = FALSE;
- lite_spot(subject_ptr, fy, fx);
-
- if (subject_ptr->health_who == m_idx) subject_ptr->redraw |= (PR_HEALTH);
- if (subject_ptr->riding == m_idx) subject_ptr->redraw |= (PR_UHEALTH);
- if (do_disturb)
- {
- if (disturb_pets || is_hostile(m_ptr))
- disturb(subject_ptr, TRUE, TRUE);
- }
- }
- }
-
- /* The monster is now easily visible */
- if (easy)
- {
- if (!(m_ptr->mflag & (MFLAG_VIEW)))
- {
- m_ptr->mflag |= (MFLAG_VIEW);
- if (do_disturb)
- {
- if (disturb_pets || is_hostile(m_ptr))
- disturb(subject_ptr, TRUE, TRUE);
- }
- }
-
- return;
- }
-
- /* The monster is not easily visible */
- /* Change */
- if (!(m_ptr->mflag & (MFLAG_VIEW))) return;
-
- /* Mark as not easily visible */
- m_ptr->mflag &= ~(MFLAG_VIEW);
-
- if (do_disturb)
- {
- if (disturb_pets || is_hostile(m_ptr))
- disturb(subject_ptr, TRUE, TRUE);
- }
+ monster_type *m_ptr = &subject_ptr->current_floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ bool do_disturb = disturb_move;
+
+ POSITION fy = m_ptr->fy;
+ POSITION fx = m_ptr->fx;
+
+ bool flag = FALSE;
+ bool easy = FALSE;
+ bool in_darkness = (d_info[subject_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !subject_ptr->see_nocto;
+ if (disturb_high) {
+ monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
+ if (ap_r_ptr->r_tkills && ap_r_ptr->level >= subject_ptr->lev)
+ do_disturb = TRUE;
+ }
+
+ POSITION distance;
+ if (full) {
+ int dy = (subject_ptr->y > fy) ? (subject_ptr->y - fy) : (fy - subject_ptr->y);
+ int dx = (subject_ptr->x > fx) ? (subject_ptr->x - fx) : (fx - subject_ptr->x);
+
+ distance = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
+ if (distance > 255)
+ distance = 255;
+ if (!distance)
+ distance = 1;
+
+ m_ptr->cdis = distance;
+ } else {
+ distance = m_ptr->cdis;
+ }
+
+ if (m_ptr->mflag2 & (MFLAG2_MARK))
+ flag = TRUE;
+
+ if (distance <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT)) {
+ if (!in_darkness || (distance <= MAX_SIGHT / 4)) {
+ if (subject_ptr->special_defense & KATA_MUSOU) {
+ flag = TRUE;
+ if (is_original_ap(m_ptr) && !subject_ptr->image) {
+ if (r_ptr->flags2 & (RF2_SMART))
+ r_ptr->r_flags2 |= (RF2_SMART);
+ if (r_ptr->flags2 & (RF2_STUPID))
+ r_ptr->r_flags2 |= (RF2_STUPID);
+ }
+ } else if (subject_ptr->telepathy) {
+ if (r_ptr->flags2 & (RF2_EMPTY_MIND)) {
+ if (is_original_ap(m_ptr) && !subject_ptr->image)
+ r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
+ } else if (r_ptr->flags2 & (RF2_WEIRD_MIND)) {
+ if ((m_idx % 10) == 5) {
+ flag = TRUE;
+ if (is_original_ap(m_ptr) && !subject_ptr->image) {
+ r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
+ if (r_ptr->flags2 & (RF2_SMART))
+ r_ptr->r_flags2 |= (RF2_SMART);
+ if (r_ptr->flags2 & (RF2_STUPID))
+ r_ptr->r_flags2 |= (RF2_STUPID);
+ }
+ }
+ } else {
+ flag = TRUE;
+ if (is_original_ap(m_ptr) && !subject_ptr->image) {
+ if (r_ptr->flags2 & (RF2_SMART))
+ r_ptr->r_flags2 |= (RF2_SMART);
+ if (r_ptr->flags2 & (RF2_STUPID))
+ r_ptr->r_flags2 |= (RF2_STUPID);
+ }
+ }
+ }
+
+ if ((subject_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL))) {
+ flag = TRUE;
+ if (is_original_ap(m_ptr) && !subject_ptr->image)
+ r_ptr->r_flags3 |= (RF3_ANIMAL);
+ }
+
+ if ((subject_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD))) {
+ flag = TRUE;
+ if (is_original_ap(m_ptr) && !subject_ptr->image)
+ r_ptr->r_flags3 |= (RF3_UNDEAD);
+ }
+
+ if ((subject_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON))) {
+ flag = TRUE;
+ if (is_original_ap(m_ptr) && !subject_ptr->image)
+ r_ptr->r_flags3 |= (RF3_DEMON);
+ }
+
+ if ((subject_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC))) {
+ flag = TRUE;
+ if (is_original_ap(m_ptr) && !subject_ptr->image)
+ r_ptr->r_flags3 |= (RF3_ORC);
+ }
+
+ if ((subject_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL))) {
+ flag = TRUE;
+ if (is_original_ap(m_ptr) && !subject_ptr->image)
+ r_ptr->r_flags3 |= (RF3_TROLL);
+ }
+
+ if ((subject_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT))) {
+ flag = TRUE;
+ if (is_original_ap(m_ptr) && !subject_ptr->image)
+ r_ptr->r_flags3 |= (RF3_GIANT);
+ }
+
+ if ((subject_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON))) {
+ flag = TRUE;
+ if (is_original_ap(m_ptr) && !subject_ptr->image)
+ r_ptr->r_flags3 |= (RF3_DRAGON);
+ }
+
+ if ((subject_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN))) {
+ flag = TRUE;
+ if (is_original_ap(m_ptr) && !subject_ptr->image)
+ r_ptr->r_flags2 |= (RF2_HUMAN);
+ }
+
+ if ((subject_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL))) {
+ flag = TRUE;
+ if (is_original_ap(m_ptr) && !subject_ptr->image)
+ r_ptr->r_flags3 |= (RF3_EVIL);
+ }
+
+ if ((subject_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD))) {
+ flag = TRUE;
+ if (is_original_ap(m_ptr) && !subject_ptr->image)
+ r_ptr->r_flags3 |= (RF3_GOOD);
+ }
+
+ if ((subject_ptr->esp_nonliving) && ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING)) {
+ flag = TRUE;
+ if (is_original_ap(m_ptr) && !subject_ptr->image)
+ r_ptr->r_flags3 |= (RF3_NONLIVING);
+ }
+
+ if ((subject_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE))) {
+ flag = TRUE;
+ if (is_original_ap(m_ptr) && !subject_ptr->image)
+ r_ptr->r_flags1 |= (RF1_UNIQUE);
+ }
+ }
+
+ if (player_has_los_bold(subject_ptr, fy, fx) && !subject_ptr->blind) {
+ bool do_invisible = FALSE;
+ bool do_cold_blood = FALSE;
+
+ if (subject_ptr->concent >= CONCENT_RADAR_THRESHOLD) {
+ easy = flag = TRUE;
+ }
+
+ if (distance <= subject_ptr->see_infra) {
+ if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD) {
+ do_cold_blood = TRUE;
+ } else {
+ easy = flag = TRUE;
+ }
+ }
+
+ if (player_can_see_bold(subject_ptr, fy, fx)) {
+ if (r_ptr->flags2 & (RF2_INVISIBLE)) {
+ do_invisible = TRUE;
+ if (subject_ptr->see_inv) {
+ easy = flag = TRUE;
+ }
+ } else {
+ easy = flag = TRUE;
+ }
+ }
+
+ if (flag) {
+ if (is_original_ap(m_ptr) && !subject_ptr->image) {
+ if (do_invisible)
+ r_ptr->r_flags2 |= (RF2_INVISIBLE);
+ if (do_cold_blood)
+ r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
+ }
+ }
+ }
+ }
+
+ /* The monster is now visible */
+ if (flag) {
+ if (!m_ptr->ml) {
+ m_ptr->ml = TRUE;
+ lite_spot(subject_ptr, fy, fx);
+
+ if (subject_ptr->health_who == m_idx)
+ subject_ptr->redraw |= (PR_HEALTH);
+ if (subject_ptr->riding == m_idx)
+ subject_ptr->redraw |= (PR_UHEALTH);
+
+ if (!subject_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++;
+ }
+
+ if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR) {
+ sanity_blast(subject_ptr, m_ptr, FALSE);
+ }
+
+ if (disturb_near
+ && (projectable(subject_ptr, m_ptr->fy, m_ptr->fx, subject_ptr->y, subject_ptr->x)
+ && projectable(subject_ptr, subject_ptr->y, subject_ptr->x, m_ptr->fy, m_ptr->fx))) {
+ if (disturb_pets || is_hostile(m_ptr))
+ disturb(subject_ptr, TRUE, TRUE);
+ }
+ }
+ }
+
+ /* The monster is not visible */
+ else {
+ if (m_ptr->ml) {
+ m_ptr->ml = FALSE;
+ lite_spot(subject_ptr, fy, fx);
+
+ if (subject_ptr->health_who == m_idx)
+ subject_ptr->redraw |= (PR_HEALTH);
+ if (subject_ptr->riding == m_idx)
+ subject_ptr->redraw |= (PR_UHEALTH);
+ if (do_disturb) {
+ if (disturb_pets || is_hostile(m_ptr))
+ disturb(subject_ptr, TRUE, TRUE);
+ }
+ }
+ }
+
+ /* The monster is now easily visible */
+ if (easy) {
+ if (!(m_ptr->mflag & (MFLAG_VIEW))) {
+ m_ptr->mflag |= (MFLAG_VIEW);
+ if (do_disturb) {
+ if (disturb_pets || is_hostile(m_ptr))
+ disturb(subject_ptr, TRUE, TRUE);
+ }
+ }
+
+ return;
+ }
+
+ /* The monster is not easily visible */
+ /* Change */
+ if (!(m_ptr->mflag & (MFLAG_VIEW)))
+ return;
+
+ /* Mark as not easily visible */
+ m_ptr->mflag &= ~(MFLAG_VIEW);
+
+ if (do_disturb) {
+ if (disturb_pets || is_hostile(m_ptr))
+ disturb(subject_ptr, TRUE, TRUE);
+ }
}
-
/*!
* @param player_ptr プレーヤーへの参照ポインタ
* @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).
*/
void update_monsters(player_type *player_ptr, bool full)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++)
- {
- monster_type *m_ptr = &floor_ptr->m_list[i];
- if (!monster_is_valid(m_ptr)) continue;
- update_monster(player_ptr, i, full);
- }
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++) {
+ monster_type *m_ptr = &floor_ptr->m_list[i];
+ if (!monster_is_valid(m_ptr))
+ continue;
+ update_monster(player_ptr, i, full);
+ }
}
-
/*!
* todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
* @param player_ptr プレーヤーへの参照ポインタ
*/
static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
{
- floor_type *floor_ptr = p_ptr->current_floor_ptr;
- monster_race *r_ptr = &r_info[r_idx];
- monster_type *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
- monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
-
- if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
- if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
-
- if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
-
- if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE) || (r_ptr->blow[3].method == RBM_EXPLODE))
- return FALSE;
-
- if (!monster_can_cross_terrain(p_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
-
- if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
- {
- if (monster_has_hostile_align(p_ptr, m_ptr, 0, 0, r_ptr)) return FALSE;
- }
- else if (summon_specific_who > 0)
- {
- if (monster_has_hostile_align(p_ptr, &floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
- }
-
- return TRUE;
+ floor_type *floor_ptr = p_ptr->current_floor_ptr;
+ monster_race *r_ptr = &r_info[r_idx];
+ monster_type *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
+ monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
+
+ if (!(r_ptr->flags1 & (RF1_UNIQUE)))
+ return FALSE;
+ if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON))
+ return FALSE;
+
+ if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5)
+ return FALSE;
+
+ if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE)
+ || (r_ptr->blow[3].method == RBM_EXPLODE))
+ return FALSE;
+
+ if (!monster_can_cross_terrain(p_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0))
+ return FALSE;
+
+ if (!(old_r_ptr->flags7 & RF7_CHAMELEON)) {
+ if (monster_has_hostile_align(p_ptr, m_ptr, 0, 0, r_ptr))
+ return FALSE;
+ } else if (summon_specific_who > 0) {
+ if (monster_has_hostile_align(p_ptr, &floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr))
+ return FALSE;
+ }
+
+ return TRUE;
}
-
/*!
* todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
* @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
*/
static bool monster_hook_chameleon(MONRACE_IDX r_idx)
{
- floor_type *floor_ptr = p_ptr->current_floor_ptr;
- monster_race *r_ptr = &r_info[r_idx];
- monster_type *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
- monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
-
- if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
- if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
- if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
-
- if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE) || (r_ptr->blow[3].method == RBM_EXPLODE))
- return FALSE;
-
- if (!monster_can_cross_terrain(p_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
-
- if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
- {
- if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
- if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
- if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
- }
- else if (summon_specific_who > 0)
- {
- if (monster_has_hostile_align(p_ptr, &floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
- }
-
- return (*(get_monster_hook(p_ptr)))(r_idx);
+ floor_type *floor_ptr = p_ptr->current_floor_ptr;
+ monster_race *r_ptr = &r_info[r_idx];
+ monster_type *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
+ monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
+
+ if (r_ptr->flags1 & (RF1_UNIQUE))
+ return FALSE;
+ if (r_ptr->flags2 & RF2_MULTIPLY)
+ return FALSE;
+ if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON))
+ return FALSE;
+
+ if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE)
+ || (r_ptr->blow[3].method == RBM_EXPLODE))
+ return FALSE;
+
+ if (!monster_can_cross_terrain(p_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0))
+ return FALSE;
+
+ if (!(old_r_ptr->flags7 & RF7_CHAMELEON)) {
+ if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD))
+ return FALSE;
+ if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL))
+ return FALSE;
+ if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)))
+ return FALSE;
+ } else if (summon_specific_who > 0) {
+ if (monster_has_hostile_align(p_ptr, &floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr))
+ return FALSE;
+ }
+
+ return (*(get_monster_hook(p_ptr)))(r_idx);
}
-
/*!
* @brief モンスターの変身処理
* @param player_ptr プレーヤーへの参照ポインタ
*/
void choose_new_monster(player_type *player_ptr, MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
- monster_race *r_ptr;
-
- bool old_unique = FALSE;
- if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
- old_unique = TRUE;
- if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
- r_ptr = &r_info[r_idx];
-
- char old_m_name[MAX_NLEN];
- monster_desc(player_ptr, old_m_name, m_ptr, 0);
-
- if (!r_idx)
- {
- DEPTH level;
-
- chameleon_change_m_idx = m_idx;
- if (old_unique)
- get_mon_num_prep(player_ptr, monster_hook_chameleon_lord, NULL);
- else
- get_mon_num_prep(player_ptr, monster_hook_chameleon, NULL);
-
- if (old_unique)
- level = r_info[MON_CHAMELEON_K].level;
- else if (!floor_ptr->dun_level)
- level = wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].level;
- else
- level = floor_ptr->dun_level;
-
- if (d_info[player_ptr->dungeon_idx].flags1 & DF1_CHAMELEON) level += 2 + randint1(3);
-
- r_idx = get_mon_num(player_ptr, level, 0);
- r_ptr = &r_info[r_idx];
-
- chameleon_change_m_idx = 0;
- if (!r_idx) return;
- }
-
- m_ptr->r_idx = r_idx;
- m_ptr->ap_r_idx = r_idx;
- update_monster(player_ptr, m_idx, FALSE);
- lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
-
- int old_r_idx = m_ptr->r_idx;
- if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
- (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
- player_ptr->update |= (PU_MON_LITE);
-
- if (born)
- {
- if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
- {
- m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
- if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
- if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
- }
-
- return;
- }
-
- if (m_idx == player_ptr->riding)
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(player_ptr, m_name, m_ptr, 0);
- msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
- if (!(r_ptr->flags7 & RF7_RIDING))
- if (process_fall_off_horse(player_ptr, 0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
- }
-
- m_ptr->mspeed = get_mspeed(player_ptr, r_ptr);
-
- int oldmaxhp = m_ptr->max_maxhp;
- if (r_ptr->flags1 & RF1_FORCE_MAXHP)
- {
- m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
- }
- else
- {
- m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
- }
-
- if (ironman_nightmare)
- {
- u32b hp = m_ptr->max_maxhp * 2L;
- m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
- }
-
- m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
- if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
- m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
- m_ptr->dealt_damage = 0;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ monster_race *r_ptr;
+
+ bool old_unique = FALSE;
+ if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
+ old_unique = TRUE;
+ if (old_unique && (r_idx == MON_CHAMELEON))
+ r_idx = MON_CHAMELEON_K;
+ r_ptr = &r_info[r_idx];
+
+ char old_m_name[MAX_NLEN];
+ monster_desc(player_ptr, old_m_name, m_ptr, 0);
+
+ if (!r_idx) {
+ DEPTH level;
+
+ chameleon_change_m_idx = m_idx;
+ if (old_unique)
+ get_mon_num_prep(player_ptr, monster_hook_chameleon_lord, NULL);
+ else
+ get_mon_num_prep(player_ptr, monster_hook_chameleon, NULL);
+
+ if (old_unique)
+ level = r_info[MON_CHAMELEON_K].level;
+ else if (!floor_ptr->dun_level)
+ level = wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].level;
+ else
+ level = floor_ptr->dun_level;
+
+ if (d_info[player_ptr->dungeon_idx].flags1 & DF1_CHAMELEON)
+ level += 2 + randint1(3);
+
+ r_idx = get_mon_num(player_ptr, level, 0);
+ r_ptr = &r_info[r_idx];
+
+ chameleon_change_m_idx = 0;
+ if (!r_idx)
+ return;
+ }
+
+ m_ptr->r_idx = r_idx;
+ m_ptr->ap_r_idx = r_idx;
+ update_monster(player_ptr, m_idx, FALSE);
+ lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
+
+ int old_r_idx = m_ptr->r_idx;
+ if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) || (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
+ player_ptr->update |= (PU_MON_LITE);
+
+ if (born) {
+ if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) {
+ m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
+ if (r_ptr->flags3 & RF3_EVIL)
+ m_ptr->sub_align |= SUB_ALIGN_EVIL;
+ if (r_ptr->flags3 & RF3_GOOD)
+ m_ptr->sub_align |= SUB_ALIGN_GOOD;
+ }
+
+ return;
+ }
+
+ if (m_idx == player_ptr->riding) {
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_desc(player_ptr, m_name, m_ptr, 0);
+ msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
+ if (!(r_ptr->flags7 & RF7_RIDING))
+ if (process_fall_off_horse(player_ptr, 0, TRUE))
+ msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
+ }
+
+ m_ptr->mspeed = get_mspeed(player_ptr, r_ptr);
+
+ int oldmaxhp = m_ptr->max_maxhp;
+ if (r_ptr->flags1 & RF1_FORCE_MAXHP) {
+ m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
+ } else {
+ m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
+ }
+
+ if (ironman_nightmare) {
+ u32b hp = m_ptr->max_maxhp * 2L;
+ m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
+ }
+
+ m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
+ if (m_ptr->maxhp < 1)
+ m_ptr->maxhp = 1;
+ m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
+ m_ptr->dealt_damage = 0;
}
-
/*!
* todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
* @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
*/
static bool monster_hook_tanuki(MONRACE_IDX r_idx)
{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
- if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
- if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
- if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
-
- if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE) || (r_ptr->blow[3].method == RBM_EXPLODE))
- return FALSE;
-
- return (*(get_monster_hook(p_ptr)))(r_idx);
+ monster_race *r_ptr = &r_info[r_idx];
+
+ if (r_ptr->flags1 & (RF1_UNIQUE))
+ return FALSE;
+ if (r_ptr->flags2 & RF2_MULTIPLY)
+ return FALSE;
+ if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON))
+ return FALSE;
+ if (r_ptr->flags7 & RF7_AQUATIC)
+ return FALSE;
+
+ if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE)
+ || (r_ptr->blow[3].method == RBM_EXPLODE))
+ return FALSE;
+
+ return (*(get_monster_hook(p_ptr)))(r_idx);
}
-
/*!
* @param player_ptr プレーヤーへの参照ポインタ
* @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
*/
static MONRACE_IDX initial_r_appearance(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS generate_mode)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if (player_ptr->pseikaku == PERSONALITY_CHARGEMAN && (generate_mode & PM_JURAL) && !(generate_mode & (PM_MULTIPLY | PM_KAGE)))
- {
- return MON_ALIEN_JURAL;
- }
-
- if (!(r_info[r_idx].flags7 & RF7_TANUKI))
- return r_idx;
-
- get_mon_num_prep(player_ptr, monster_hook_tanuki, NULL);
-
- int attempts = 1000;
- DEPTH min = MIN(floor_ptr->base_level - 5, 50);
- while (--attempts)
- {
- MONRACE_IDX ap_r_idx = get_mon_num(player_ptr, floor_ptr->base_level + 10, 0);
- if (r_info[ap_r_idx].level >= min) return ap_r_idx;
- }
-
- return r_idx;
-}
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ if (player_ptr->pseikaku == PERSONALITY_CHARGEMAN && (generate_mode & PM_JURAL) && !(generate_mode & (PM_MULTIPLY | PM_KAGE))) {
+ return MON_ALIEN_JURAL;
+ }
+
+ if (!(r_info[r_idx].flags7 & RF7_TANUKI))
+ return r_idx;
+
+ get_mon_num_prep(player_ptr, monster_hook_tanuki, NULL);
+ int attempts = 1000;
+ DEPTH min = MIN(floor_ptr->base_level - 5, 50);
+ while (--attempts) {
+ MONRACE_IDX ap_r_idx = get_mon_num(player_ptr, floor_ptr->base_level + 10, 0);
+ if (r_info[ap_r_idx].level >= min)
+ return ap_r_idx;
+ }
+
+ return r_idx;
+}
/*!
* todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
*/
SPEED get_mspeed(player_type *player_ptr, monster_race *r_ptr)
{
- SPEED mspeed = r_ptr->speed;
- if (!(r_ptr->flags1 & RF1_UNIQUE) && !player_ptr->current_floor_ptr->inside_arena)
- {
- /* Allow some small variation per monster */
- int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
- if (i) mspeed += rand_spread(0, i);
- }
-
- if (mspeed > 199) mspeed = 199;
-
- return mspeed;
+ SPEED mspeed = r_ptr->speed;
+ if (!(r_ptr->flags1 & RF1_UNIQUE) && !player_ptr->current_floor_ptr->inside_arena) {
+ /* Allow some small variation per monster */
+ int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
+ if (i)
+ mspeed += rand_spread(0, i);
+ }
+
+ if (mspeed > 199)
+ mspeed = 199;
+
+ return mspeed;
}
-
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
*/
static bool place_monster_one(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- grid_type *g_ptr = &floor_ptr->grid_array[y][x];
- monster_type *m_ptr;
- monster_race *r_ptr = &r_info[r_idx];
- concptr name = (r_name + r_ptr->name);
-
- if (player_ptr->wild_mode) return FALSE;
- if (!in_bounds(floor_ptr, y, x)) return FALSE;
- if (!r_idx) return FALSE;
- if (!r_ptr->name) return FALSE;
-
- if (!(mode & PM_IGNORE_TERRAIN))
- {
- if (pattern_tile(floor_ptr, y, x)) return FALSE;
- if (!monster_can_enter(player_ptr, y, x, r_ptr, 0)) return FALSE;
- }
-
- if (!player_ptr->phase_out)
- {
- if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
- (r_ptr->flags7 & (RF7_NAZGUL))) &&
- (r_ptr->cur_num >= r_ptr->max_num))
- {
- return FALSE;
- }
-
- if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
- (r_ptr->cur_num >= 1))
- {
- return FALSE;
- }
-
- if (r_idx == MON_BANORLUPART)
- {
- if (r_info[MON_BANOR].cur_num > 0) return FALSE;
- if (r_info[MON_LUPART].cur_num > 0) return FALSE;
- }
-
- if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (floor_ptr->dun_level < r_ptr->level) &&
- (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
- {
- return FALSE;
- }
- }
-
- if (quest_number(player_ptr, floor_ptr->dun_level))
- {
- int hoge = quest_number(player_ptr, floor_ptr->dun_level);
- if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
- {
- if (r_idx == quest[hoge].r_idx)
- {
- int number_mon, i2, j2;
- number_mon = 0;
-
- for (i2 = 0; i2 < floor_ptr->width; ++i2)
- for (j2 = 0; j2 < floor_ptr->height; j2++)
- if (floor_ptr->grid_array[j2][i2].m_idx > 0)
- if (floor_ptr->m_list[floor_ptr->grid_array[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
- number_mon++;
- if (number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
- return FALSE;
- }
- }
- }
-
- if (is_glyph_grid(g_ptr))
- {
- if (randint1(BREAK_GLYPH) < (r_ptr->level + 20))
- {
- if (g_ptr->info & CAVE_MARK)
- {
- msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
- }
-
- g_ptr->info &= ~(CAVE_MARK);
- g_ptr->info &= ~(CAVE_OBJECT);
- g_ptr->mimic = 0;
-
- note_spot(player_ptr, y, x);
- }
- else return FALSE;
- }
-
- msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
- if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
-
- g_ptr->m_idx = m_pop(player_ptr);
- hack_m_idx_ii = g_ptr->m_idx;
- if (!g_ptr->m_idx) return FALSE;
-
- m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
- m_ptr->r_idx = r_idx;
- m_ptr->ap_r_idx = initial_r_appearance(player_ptr, r_idx, mode);
-
- m_ptr->mflag = 0;
- m_ptr->mflag2 = 0;
- if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&floor_ptr->m_list[who]))
- {
- m_ptr->ap_r_idx = floor_ptr->m_list[who].ap_r_idx;
- if (floor_ptr->m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
- }
-
- if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
- m_ptr->sub_align = floor_ptr->m_list[who].sub_align;
- else
- {
- m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
- if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
- if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
- }
-
- m_ptr->fy = y;
- m_ptr->fx = x;
- m_ptr->current_floor_ptr = floor_ptr;
-
- for (int cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
-
- m_ptr->cdis = 0;
- reset_target(m_ptr);
- m_ptr->nickname = 0;
- m_ptr->exp = 0;
-
- if (who > 0 && is_pet(&floor_ptr->m_list[who]))
- {
- mode |= PM_FORCE_PET;
- m_ptr->parent_m_idx = who;
- }
- else
- {
- m_ptr->parent_m_idx = 0;
- }
-
- if (r_ptr->flags7 & RF7_CHAMELEON)
- {
- choose_new_monster(player_ptr, g_ptr->m_idx, TRUE, 0);
- r_ptr = &r_info[m_ptr->r_idx];
- m_ptr->mflag2 |= MFLAG2_CHAMELEON;
- if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
- m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
- }
- else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
- {
- m_ptr->ap_r_idx = MON_KAGE;
- m_ptr->mflag2 |= MFLAG2_KAGE;
- }
-
- if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
-
- m_ptr->ml = FALSE;
- if (mode & PM_FORCE_PET)
- {
- set_pet(player_ptr, m_ptr);
- }
- else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
- (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(player_ptr, who))
- {
- if (!monster_has_hostile_align(player_ptr, NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
- }
-
- m_ptr->mtimed[MTIMED_CSLEEP] = 0;
- if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
- {
- int val = r_ptr->sleep;
- (void)set_monster_csleep(player_ptr, g_ptr->m_idx, (val * 2) + randint1(val * 10));
- }
-
- if (r_ptr->flags1 & RF1_FORCE_MAXHP)
- {
- m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
- }
- else
- {
- m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
- }
-
- if (ironman_nightmare)
- {
- u32b hp = m_ptr->max_maxhp * 2L;
-
- m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
- }
-
- m_ptr->maxhp = m_ptr->max_maxhp;
- if (m_ptr->r_idx == MON_WOUNDED_BEAR)
- m_ptr->hp = m_ptr->maxhp / 2;
- else m_ptr->hp = m_ptr->maxhp;
-
- m_ptr->dealt_damage = 0;
-
- m_ptr->mspeed = get_mspeed(player_ptr, r_ptr);
-
- if (mode & PM_HASTE) (void)set_monster_fast(player_ptr, g_ptr->m_idx, 100);
-
- if (!ironman_nightmare)
- {
- m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
- }
- else
- {
- m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
- }
-
- if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
- {
- m_ptr->mflag |= (MFLAG_NICE);
- repair_monsters = TRUE;
- }
-
- if (g_ptr->m_idx < hack_m_idx)
- {
- m_ptr->mflag |= (MFLAG_BORN);
- }
-
- if (r_ptr->flags7 & RF7_SELF_LD_MASK)
- player_ptr->update |= (PU_MON_LITE);
- else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !monster_csleep_remaining(m_ptr))
- player_ptr->update |= (PU_MON_LITE);
- update_monster(player_ptr, g_ptr->m_idx, TRUE);
-
- real_r_ptr(m_ptr)->cur_num++;
-
- /*
- * Memorize location of the unique monster in saved floors.
- * A unique monster move from old saved floor.
- */
- if (current_world_ptr->character_dungeon &&
- ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
- real_r_ptr(m_ptr)->floor_id = player_ptr->floor_id;
-
- if (r_ptr->flags2 & RF2_MULTIPLY) floor_ptr->num_repro++;
-
- if (player_ptr->warning && current_world_ptr->character_dungeon)
- {
- if (r_ptr->flags1 & RF1_UNIQUE)
- {
- concptr color;
- object_type *o_ptr;
- GAME_TEXT o_name[MAX_NLEN];
-
- if (r_ptr->level > player_ptr->lev + 30)
- color = _("黒く", "black");
- else if (r_ptr->level > player_ptr->lev + 15)
- color = _("紫色に", "purple");
- else if (r_ptr->level > player_ptr->lev + 5)
- color = _("ルビー色に", "deep red");
- else if (r_ptr->level > player_ptr->lev - 5)
- color = _("赤く", "red");
- else if (r_ptr->level > player_ptr->lev - 15)
- color = _("ピンク色に", "pink");
- else
- color = _("白く", "white");
-
- o_ptr = choose_warning_item(player_ptr);
- if (o_ptr)
- {
- object_desc(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
- msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
- }
- else
- {
- msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
- }
- }
- }
-
- if (!is_explosive_rune_grid(g_ptr)) return TRUE;
-
- if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
- {
- if (g_ptr->info & CAVE_MARK)
- {
- msg_print(_("ルーンが爆発した!", "The rune explodes!"));
- project(player_ptr, 0, 2, y, x, 2 * (player_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
- }
- }
- else
- {
- msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
- }
-
- g_ptr->info &= ~(CAVE_MARK);
- g_ptr->info &= ~(CAVE_OBJECT);
- g_ptr->mimic = 0;
-
- note_spot(player_ptr, y, x);
- lite_spot(player_ptr, y, x);
-
- return TRUE;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ grid_type *g_ptr = &floor_ptr->grid_array[y][x];
+ monster_type *m_ptr;
+ monster_race *r_ptr = &r_info[r_idx];
+ concptr name = (r_name + r_ptr->name);
+
+ if (player_ptr->wild_mode)
+ return FALSE;
+ if (!in_bounds(floor_ptr, y, x))
+ return FALSE;
+ if (!r_idx)
+ return FALSE;
+ if (!r_ptr->name)
+ return FALSE;
+
+ if (!(mode & PM_IGNORE_TERRAIN)) {
+ if (pattern_tile(floor_ptr, y, x))
+ return FALSE;
+ if (!monster_can_enter(player_ptr, y, x, r_ptr, 0))
+ return FALSE;
+ }
+
+ if (!player_ptr->phase_out) {
+ if (((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flags7 & (RF7_NAZGUL))) && (r_ptr->cur_num >= r_ptr->max_num)) {
+ return FALSE;
+ }
+
+ if ((r_ptr->flags7 & (RF7_UNIQUE2)) && (r_ptr->cur_num >= 1)) {
+ return FALSE;
+ }
+
+ if (r_idx == MON_BANORLUPART) {
+ if (r_info[MON_BANOR].cur_num > 0)
+ return FALSE;
+ if (r_info[MON_LUPART].cur_num > 0)
+ return FALSE;
+ }
+
+ if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (floor_ptr->dun_level < r_ptr->level) && (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR)))) {
+ return FALSE;
+ }
+ }
+
+ if (quest_number(player_ptr, floor_ptr->dun_level)) {
+ int hoge = quest_number(player_ptr, floor_ptr->dun_level);
+ if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM)) {
+ if (r_idx == quest[hoge].r_idx) {
+ int number_mon, i2, j2;
+ number_mon = 0;
+
+ for (i2 = 0; i2 < floor_ptr->width; ++i2)
+ for (j2 = 0; j2 < floor_ptr->height; j2++)
+ if (floor_ptr->grid_array[j2][i2].m_idx > 0)
+ if (floor_ptr->m_list[floor_ptr->grid_array[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
+ number_mon++;
+ if (number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
+ return FALSE;
+ }
+ }
+ }
+
+ if (is_glyph_grid(g_ptr)) {
+ if (randint1(BREAK_GLYPH) < (r_ptr->level + 20)) {
+ if (g_ptr->info & CAVE_MARK) {
+ msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
+ }
+
+ g_ptr->info &= ~(CAVE_MARK);
+ g_ptr->info &= ~(CAVE_OBJECT);
+ g_ptr->mimic = 0;
+
+ note_spot(player_ptr, y, x);
+ } else
+ return FALSE;
+ }
+
+ msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
+ if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10))
+ mode &= ~PM_KAGE;
+
+ g_ptr->m_idx = m_pop(player_ptr);
+ hack_m_idx_ii = g_ptr->m_idx;
+ if (!g_ptr->m_idx)
+ return FALSE;
+
+ m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
+ m_ptr->r_idx = r_idx;
+ m_ptr->ap_r_idx = initial_r_appearance(player_ptr, r_idx, mode);
+
+ m_ptr->mflag = 0;
+ m_ptr->mflag2 = 0;
+ if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&floor_ptr->m_list[who])) {
+ m_ptr->ap_r_idx = floor_ptr->m_list[who].ap_r_idx;
+ if (floor_ptr->m_list[who].mflag2 & MFLAG2_KAGE)
+ m_ptr->mflag2 |= MFLAG2_KAGE;
+ }
+
+ if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
+ m_ptr->sub_align = floor_ptr->m_list[who].sub_align;
+ else {
+ m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
+ if (r_ptr->flags3 & RF3_EVIL)
+ m_ptr->sub_align |= SUB_ALIGN_EVIL;
+ if (r_ptr->flags3 & RF3_GOOD)
+ m_ptr->sub_align |= SUB_ALIGN_GOOD;
+ }
+
+ m_ptr->fy = y;
+ m_ptr->fx = x;
+ m_ptr->current_floor_ptr = floor_ptr;
+
+ for (int cmi = 0; cmi < MAX_MTIMED; cmi++)
+ m_ptr->mtimed[cmi] = 0;
+
+ m_ptr->cdis = 0;
+ reset_target(m_ptr);
+ m_ptr->nickname = 0;
+ m_ptr->exp = 0;
+
+ if (who > 0 && is_pet(&floor_ptr->m_list[who])) {
+ mode |= PM_FORCE_PET;
+ m_ptr->parent_m_idx = who;
+ } else {
+ m_ptr->parent_m_idx = 0;
+ }
+
+ if (r_ptr->flags7 & RF7_CHAMELEON) {
+ choose_new_monster(player_ptr, g_ptr->m_idx, TRUE, 0);
+ r_ptr = &r_info[m_ptr->r_idx];
+ m_ptr->mflag2 |= MFLAG2_CHAMELEON;
+ if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
+ m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
+ } else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET)) {
+ m_ptr->ap_r_idx = MON_KAGE;
+ m_ptr->mflag2 |= MFLAG2_KAGE;
+ }
+
+ if (mode & PM_NO_PET)
+ m_ptr->mflag2 |= MFLAG2_NOPET;
+
+ m_ptr->ml = FALSE;
+ if (mode & PM_FORCE_PET) {
+ set_pet(player_ptr, m_ptr);
+ } else if ((r_ptr->flags7 & RF7_FRIENDLY) || (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(player_ptr, who)) {
+ if (!monster_has_hostile_align(player_ptr, NULL, 0, -1, r_ptr))
+ set_friendly(m_ptr);
+ }
+
+ m_ptr->mtimed[MTIMED_CSLEEP] = 0;
+ if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare) {
+ int val = r_ptr->sleep;
+ (void)set_monster_csleep(player_ptr, g_ptr->m_idx, (val * 2) + randint1(val * 10));
+ }
+
+ if (r_ptr->flags1 & RF1_FORCE_MAXHP) {
+ m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
+ } else {
+ m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
+ }
+
+ if (ironman_nightmare) {
+ u32b hp = m_ptr->max_maxhp * 2L;
+
+ m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
+ }
+
+ m_ptr->maxhp = m_ptr->max_maxhp;
+ if (m_ptr->r_idx == MON_WOUNDED_BEAR)
+ m_ptr->hp = m_ptr->maxhp / 2;
+ else
+ m_ptr->hp = m_ptr->maxhp;
+
+ m_ptr->dealt_damage = 0;
+
+ m_ptr->mspeed = get_mspeed(player_ptr, r_ptr);
+
+ if (mode & PM_HASTE)
+ (void)set_monster_fast(player_ptr, g_ptr->m_idx, 100);
+
+ if (!ironman_nightmare) {
+ m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
+ } else {
+ m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
+ }
+
+ if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare) {
+ m_ptr->mflag |= (MFLAG_NICE);
+ repair_monsters = TRUE;
+ }
+
+ if (g_ptr->m_idx < hack_m_idx) {
+ m_ptr->mflag |= (MFLAG_BORN);
+ }
+
+ if (r_ptr->flags7 & RF7_SELF_LD_MASK)
+ player_ptr->update |= (PU_MON_LITE);
+ else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !monster_csleep_remaining(m_ptr))
+ player_ptr->update |= (PU_MON_LITE);
+ update_monster(player_ptr, g_ptr->m_idx, TRUE);
+
+ real_r_ptr(m_ptr)->cur_num++;
+
+ /*
+ * Memorize location of the unique monster in saved floors.
+ * A unique monster move from old saved floor.
+ */
+ if (current_world_ptr->character_dungeon && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
+ real_r_ptr(m_ptr)->floor_id = player_ptr->floor_id;
+
+ if (r_ptr->flags2 & RF2_MULTIPLY)
+ floor_ptr->num_repro++;
+
+ if (player_ptr->warning && current_world_ptr->character_dungeon) {
+ if (r_ptr->flags1 & RF1_UNIQUE) {
+ concptr color;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+
+ if (r_ptr->level > player_ptr->lev + 30)
+ color = _("黒く", "black");
+ else if (r_ptr->level > player_ptr->lev + 15)
+ color = _("紫色に", "purple");
+ else if (r_ptr->level > player_ptr->lev + 5)
+ color = _("ルビー色に", "deep red");
+ else if (r_ptr->level > player_ptr->lev - 5)
+ color = _("赤く", "red");
+ else if (r_ptr->level > player_ptr->lev - 15)
+ color = _("ピンク色に", "pink");
+ else
+ color = _("白く", "white");
+
+ o_ptr = choose_warning_item(player_ptr);
+ if (o_ptr) {
+ object_desc(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
+ } else {
+ msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
+ }
+ }
+ }
+
+ if (!is_explosive_rune_grid(g_ptr))
+ return TRUE;
+
+ if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level) {
+ if (g_ptr->info & CAVE_MARK) {
+ msg_print(_("ルーンが爆発した!", "The rune explodes!"));
+ project(player_ptr, 0, 2, y, x, 2 * (player_ptr->lev + damroll(7, 7)), GF_MANA,
+ (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
+ }
+ } else {
+ msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
+ }
+
+ g_ptr->info &= ~(CAVE_MARK);
+ g_ptr->info &= ~(CAVE_OBJECT);
+ g_ptr->mimic = 0;
+
+ note_spot(player_ptr, y, x);
+ lite_spot(player_ptr, y, x);
+
+ return TRUE;
}
-
/*!
* @brief モンスター1体を目標地点に可能な限り近い位置に生成する / improved version of scatter() for place monster
* @param player_ptr プレーヤーへの参照ポインタ
*/
static bool mon_scatter(player_type *player_ptr, MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
{
- POSITION place_x[MON_SCAT_MAXD];
- POSITION place_y[MON_SCAT_MAXD];
- int num[MON_SCAT_MAXD];
-
- if (max_dist >= MON_SCAT_MAXD)
- return FALSE;
-
- int i;
- for (i = 0; i < MON_SCAT_MAXD; i++)
- num[i] = 0;
-
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- for (POSITION nx = x - max_dist; nx <= x + max_dist; nx++)
- {
- for (POSITION ny = y - max_dist; ny <= y + max_dist; ny++)
- {
- if (!in_bounds(floor_ptr, ny, nx)) continue;
- if (!projectable(player_ptr, y, x, ny, nx)) continue;
- if (r_idx > 0)
- {
- monster_race *r_ptr = &r_info[r_idx];
- if (!monster_can_enter(player_ptr, ny, nx, r_ptr, 0))
- continue;
- }
- else
- {
- if (!is_cave_empty_bold2(player_ptr, ny, nx)) continue;
- if (pattern_tile(floor_ptr, ny, nx)) continue;
- }
-
- i = distance(y, x, ny, nx);
- if (i > max_dist)
- continue;
-
- num[i]++;
- if (one_in_(num[i]))
- {
- place_x[i] = nx;
- place_y[i] = ny;
- }
- }
- }
-
- i = 0;
- while (i < MON_SCAT_MAXD && 0 == num[i])
- i++;
- if (i >= MON_SCAT_MAXD)
- return FALSE;
-
- *xp = place_x[i];
- *yp = place_y[i];
-
- return TRUE;
+ POSITION place_x[MON_SCAT_MAXD];
+ POSITION place_y[MON_SCAT_MAXD];
+ int num[MON_SCAT_MAXD];
+
+ if (max_dist >= MON_SCAT_MAXD)
+ return FALSE;
+
+ int i;
+ for (i = 0; i < MON_SCAT_MAXD; i++)
+ num[i] = 0;
+
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ for (POSITION nx = x - max_dist; nx <= x + max_dist; nx++) {
+ for (POSITION ny = y - max_dist; ny <= y + max_dist; ny++) {
+ if (!in_bounds(floor_ptr, ny, nx))
+ continue;
+ if (!projectable(player_ptr, y, x, ny, nx))
+ continue;
+ if (r_idx > 0) {
+ monster_race *r_ptr = &r_info[r_idx];
+ if (!monster_can_enter(player_ptr, ny, nx, r_ptr, 0))
+ continue;
+ } else {
+ if (!is_cave_empty_bold2(player_ptr, ny, nx))
+ continue;
+ if (pattern_tile(floor_ptr, ny, nx))
+ continue;
+ }
+
+ i = distance(y, x, ny, nx);
+ if (i > max_dist)
+ continue;
+
+ num[i]++;
+ if (one_in_(num[i])) {
+ place_x[i] = nx;
+ place_y[i] = ny;
+ }
+ }
+ }
+
+ i = 0;
+ while (i < MON_SCAT_MAXD && 0 == num[i])
+ i++;
+ if (i >= MON_SCAT_MAXD)
+ return FALSE;
+
+ *xp = place_x[i];
+ *yp = place_y[i];
+
+ return TRUE;
}
-
/*!
* @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
*/
static bool place_monster_group(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
- monster_race *r_ptr = &r_info[r_idx];
- int total = randint1(10);
-
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- int extra = 0;
- if (r_ptr->level > floor_ptr->dun_level)
- {
- extra = r_ptr->level - floor_ptr->dun_level;
- extra = 0 - randint1(extra);
- }
- else if (r_ptr->level < floor_ptr->dun_level)
- {
- extra = floor_ptr->dun_level - r_ptr->level;
- extra = randint1(extra);
- }
-
- if (extra > 9) extra = 9;
-
- total += extra;
-
- if (total < 1) total = 1;
- if (total > GROUP_MAX) total = GROUP_MAX;
-
- int hack_n = 1;
- POSITION hack_x[GROUP_MAX];
- hack_x[0] = x;
- POSITION hack_y[GROUP_MAX];
- hack_y[0] = y;
-
- for (int n = 0; (n < hack_n) && (hack_n < total); n++)
- {
- POSITION hx = hack_x[n];
- POSITION hy = hack_y[n];
- for (int i = 0; (i < 8) && (hack_n < total); i++)
- {
- POSITION mx, my;
- scatter(player_ptr, &my, &mx, hy, hx, 4, 0);
- if (!is_cave_empty_bold2(player_ptr, my, mx)) continue;
-
- if (place_monster_one(player_ptr, who, my, mx, r_idx, mode))
- {
- hack_y[hack_n] = my;
- hack_x[hack_n] = mx;
- hack_n++;
- }
- }
- }
-
- return TRUE;
+ monster_race *r_ptr = &r_info[r_idx];
+ int total = randint1(10);
+
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ int extra = 0;
+ if (r_ptr->level > floor_ptr->dun_level) {
+ extra = r_ptr->level - floor_ptr->dun_level;
+ extra = 0 - randint1(extra);
+ } else if (r_ptr->level < floor_ptr->dun_level) {
+ extra = floor_ptr->dun_level - r_ptr->level;
+ extra = randint1(extra);
+ }
+
+ if (extra > 9)
+ extra = 9;
+
+ total += extra;
+
+ if (total < 1)
+ total = 1;
+ if (total > GROUP_MAX)
+ total = GROUP_MAX;
+
+ int hack_n = 1;
+ POSITION hack_x[GROUP_MAX];
+ hack_x[0] = x;
+ POSITION hack_y[GROUP_MAX];
+ hack_y[0] = y;
+
+ for (int n = 0; (n < hack_n) && (hack_n < total); n++) {
+ POSITION hx = hack_x[n];
+ POSITION hy = hack_y[n];
+ for (int i = 0; (i < 8) && (hack_n < total); i++) {
+ POSITION mx, my;
+ scatter(player_ptr, &my, &mx, hy, hx, 4, 0);
+ if (!is_cave_empty_bold2(player_ptr, my, mx))
+ continue;
+
+ if (place_monster_one(player_ptr, who, my, mx, r_idx, mode)) {
+ hack_y[hack_n] = my;
+ hack_x[hack_n] = mx;
+ hack_n++;
+ }
+ }
+ }
+
+ return TRUE;
}
-
/*!
* @var place_monster_idx
* @brief 護衛対象となるモンスター種族IDを渡すグローバル変数 / Hack -- help pick an escort type
*/
static bool place_monster_can_escort(MONRACE_IDX r_idx)
{
- monster_race *r_ptr = &r_info[place_monster_idx];
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[place_monster_m_idx];
- monster_race *z_ptr = &r_info[r_idx];
-
- if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return FALSE;
- if (z_ptr->d_char != r_ptr->d_char) return FALSE;
- if (z_ptr->level > r_ptr->level) return FALSE;
- if (z_ptr->flags1 & RF1_UNIQUE) return FALSE;
- if (place_monster_idx == r_idx) return FALSE;
- if (monster_has_hostile_align(p_ptr, m_ptr, 0, 0, z_ptr)) return FALSE;
-
- if (r_ptr->flags7 & RF7_FRIENDLY)
- {
- if (monster_has_hostile_align(p_ptr, NULL, 1, -1, z_ptr)) return FALSE;
- }
-
- if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
- return FALSE;
-
- return TRUE;
+ monster_race *r_ptr = &r_info[place_monster_idx];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[place_monster_m_idx];
+ monster_race *z_ptr = &r_info[r_idx];
+
+ if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx))
+ return FALSE;
+ if (z_ptr->d_char != r_ptr->d_char)
+ return FALSE;
+ if (z_ptr->level > r_ptr->level)
+ return FALSE;
+ if (z_ptr->flags1 & RF1_UNIQUE)
+ return FALSE;
+ if (place_monster_idx == r_idx)
+ return FALSE;
+ if (monster_has_hostile_align(p_ptr, m_ptr, 0, 0, z_ptr))
+ return FALSE;
+
+ if (r_ptr->flags7 & RF7_FRIENDLY) {
+ if (monster_has_hostile_align(p_ptr, NULL, 1, -1, z_ptr))
+ return FALSE;
+ }
+
+ if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
+ return FALSE;
+
+ return TRUE;
}
-
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
*/
bool place_monster_aux(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (!(mode & PM_NO_KAGE) && one_in_(333))
- mode |= PM_KAGE;
-
- if (!place_monster_one(player_ptr, who, y, x, r_idx, mode)) return FALSE;
- if (!(mode & PM_ALLOW_GROUP)) return TRUE;
-
- place_monster_m_idx = hack_m_idx_ii;
-
- /* Reinforcement */
- for (int i = 0; i < 6; i++)
- {
- if (!r_ptr->reinforce_id[i]) break;
- int n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
- for (int j = 0; j < n; j++)
- {
- POSITION nx, ny, d = 7;
- scatter(player_ptr, &ny, &nx, y, x, d, 0);
- (void)place_monster_one(player_ptr, place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
- }
- }
-
- if (r_ptr->flags1 & (RF1_FRIENDS))
- {
- (void)place_monster_group(player_ptr, who, y, x, r_idx, mode);
- }
-
- if (!(r_ptr->flags1 & (RF1_ESCORT))) return TRUE;
-
- place_monster_idx = r_idx;
- for (int i = 0; i < 32; i++)
- {
- POSITION nx, ny, d = 3;
- MONRACE_IDX z;
- scatter(player_ptr, &ny, &nx, y, x, d, 0);
- if (!is_cave_empty_bold2(player_ptr, ny, nx)) continue;
-
- get_mon_num_prep(player_ptr, place_monster_can_escort, get_monster_hook2(player_ptr, ny, nx));
- z = get_mon_num(player_ptr, r_ptr->level, 0);
- if (!z) break;
-
- (void)place_monster_one(player_ptr, place_monster_m_idx, ny, nx, z, mode);
- if ((r_info[z].flags1 & RF1_FRIENDS) ||
- (r_ptr->flags1 & RF1_ESCORTS))
- {
- (void)place_monster_group(player_ptr, place_monster_m_idx, ny, nx, z, mode);
- }
- }
-
- return TRUE;
+ monster_race *r_ptr = &r_info[r_idx];
+
+ if (!(mode & PM_NO_KAGE) && one_in_(333))
+ mode |= PM_KAGE;
+
+ if (!place_monster_one(player_ptr, who, y, x, r_idx, mode))
+ return FALSE;
+ if (!(mode & PM_ALLOW_GROUP))
+ return TRUE;
+
+ place_monster_m_idx = hack_m_idx_ii;
+
+ /* Reinforcement */
+ for (int i = 0; i < 6; i++) {
+ if (!r_ptr->reinforce_id[i])
+ break;
+ int n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
+ for (int j = 0; j < n; j++) {
+ POSITION nx, ny, d = 7;
+ scatter(player_ptr, &ny, &nx, y, x, d, 0);
+ (void)place_monster_one(player_ptr, place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
+ }
+ }
+
+ if (r_ptr->flags1 & (RF1_FRIENDS)) {
+ (void)place_monster_group(player_ptr, who, y, x, r_idx, mode);
+ }
+
+ if (!(r_ptr->flags1 & (RF1_ESCORT)))
+ return TRUE;
+
+ place_monster_idx = r_idx;
+ for (int i = 0; i < 32; i++) {
+ POSITION nx, ny, d = 3;
+ MONRACE_IDX z;
+ scatter(player_ptr, &ny, &nx, y, x, d, 0);
+ if (!is_cave_empty_bold2(player_ptr, ny, nx))
+ continue;
+
+ get_mon_num_prep(player_ptr, place_monster_can_escort, get_monster_hook2(player_ptr, ny, nx));
+ z = get_mon_num(player_ptr, r_ptr->level, 0);
+ if (!z)
+ break;
+
+ (void)place_monster_one(player_ptr, place_monster_m_idx, ny, nx, z, mode);
+ if ((r_info[z].flags1 & RF1_FRIENDS) || (r_ptr->flags1 & RF1_ESCORTS)) {
+ (void)place_monster_group(player_ptr, place_monster_m_idx, ny, nx, z, mode);
+ }
+ }
+
+ return TRUE;
}
-
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
*/
bool place_monster(player_type *player_ptr, POSITION y, POSITION x, BIT_FLAGS mode)
{
- MONRACE_IDX r_idx;
- get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), get_monster_hook2(player_ptr, y, x));
- r_idx = get_mon_num(player_ptr, player_ptr->current_floor_ptr->monster_level, 0);
- if (!r_idx) return FALSE;
+ MONRACE_IDX r_idx;
+ get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), get_monster_hook2(player_ptr, y, x));
+ r_idx = get_mon_num(player_ptr, player_ptr->current_floor_ptr->monster_level, 0);
+ if (!r_idx)
+ return FALSE;
- if ((one_in_(5) || (player_ptr->current_floor_ptr->base_level == 0)) &&
- !(r_info[r_idx].flags1 & RF1_UNIQUE) && my_strchr("hkoptuyAHLOPTUVY", r_info[r_idx].d_char))
- {
- mode |= PM_JURAL;
- }
+ if ((one_in_(5) || (player_ptr->current_floor_ptr->base_level == 0)) && !(r_info[r_idx].flags1 & RF1_UNIQUE)
+ && my_strchr("hkoptuyAHLOPTUVY", r_info[r_idx].d_char)) {
+ mode |= PM_JURAL;
+ }
- if (place_monster_aux(player_ptr, 0, y, x, r_idx, mode)) return TRUE;
+ if (place_monster_aux(player_ptr, 0, y, x, r_idx, mode))
+ return TRUE;
- return FALSE;
+ return FALSE;
}
-
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
*/
bool alloc_horde(player_type *player_ptr, POSITION y, POSITION x)
{
- get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), get_monster_hook2(player_ptr, y, x));
-
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- MONRACE_IDX r_idx = 0;
- int attempts = 1000;
- monster_race *r_ptr = NULL;
- while (--attempts)
- {
- r_idx = get_mon_num(player_ptr, floor_ptr->monster_level, 0);
- if (!r_idx) return FALSE;
-
- r_ptr = &r_info[r_idx];
- if (r_ptr->flags1 & RF1_UNIQUE) continue;
-
- if (r_idx == MON_HAGURE) continue;
- break;
- }
-
- if (attempts < 1) return FALSE;
-
- attempts = 1000;
-
- while (--attempts)
- {
- if (place_monster_aux(player_ptr, 0, y, x, r_idx, 0L)) break;
- }
-
- if (attempts < 1) return FALSE;
-
- MONSTER_IDX m_idx = floor_ptr->grid_array[y][x].m_idx;
- if (floor_ptr->m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[floor_ptr->m_list[m_idx].r_idx];
-
- POSITION cy = y;
- POSITION cx = x;
- for (attempts = randint1(10) + 5; attempts; attempts--)
- {
- scatter(player_ptr, &cy, &cx, y, x, 5, 0);
- (void)summon_specific(player_ptr, m_idx, cy, cx, floor_ptr->dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
- y = cy;
- x = cx;
- }
-
- if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), r_ptr->d_char);
- return TRUE;
+ get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), get_monster_hook2(player_ptr, y, x));
+
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ MONRACE_IDX r_idx = 0;
+ int attempts = 1000;
+ monster_race *r_ptr = NULL;
+ while (--attempts) {
+ r_idx = get_mon_num(player_ptr, floor_ptr->monster_level, 0);
+ if (!r_idx)
+ return FALSE;
+
+ r_ptr = &r_info[r_idx];
+ if (r_ptr->flags1 & RF1_UNIQUE)
+ continue;
+
+ if (r_idx == MON_HAGURE)
+ continue;
+ break;
+ }
+
+ if (attempts < 1)
+ return FALSE;
+
+ attempts = 1000;
+
+ while (--attempts) {
+ if (place_monster_aux(player_ptr, 0, y, x, r_idx, 0L))
+ break;
+ }
+
+ if (attempts < 1)
+ return FALSE;
+
+ MONSTER_IDX m_idx = floor_ptr->grid_array[y][x].m_idx;
+ if (floor_ptr->m_list[m_idx].mflag2 & MFLAG2_CHAMELEON)
+ r_ptr = &r_info[floor_ptr->m_list[m_idx].r_idx];
+
+ POSITION cy = y;
+ POSITION cx = x;
+ for (attempts = randint1(10) + 5; attempts; attempts--) {
+ scatter(player_ptr, &cy, &cx, y, x, 5, 0);
+ (void)summon_specific(player_ptr, m_idx, cy, cx, floor_ptr->dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
+ y = cy;
+ x = cx;
+ }
+
+ if (cheat_hear)
+ msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), r_ptr->d_char);
+ return TRUE;
}
-
/*!
* @brief ダンジョンの主生成を試みる / Put the Guardian
* @param player_ptr プレーヤーへの参照ポインタ
*/
bool alloc_guardian(player_type *player_ptr, bool def_val)
{
- MONRACE_IDX guardian = d_info[player_ptr->dungeon_idx].final_guardian;
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- bool is_guardian_applicable = guardian > 0;
- is_guardian_applicable &= d_info[player_ptr->dungeon_idx].maxdepth == floor_ptr->dun_level;
- is_guardian_applicable &= r_info[guardian].cur_num < r_info[guardian].max_num;
- if (!is_guardian_applicable) return def_val;
-
- int try_count = 4000;
- while (try_count)
- {
- POSITION oy = randint1(floor_ptr->height - 4) + 2;
- POSITION ox = randint1(floor_ptr->width - 4) + 2;
- if (!is_cave_empty_bold2(player_ptr, oy, ox))
- {
- try_count++;
- continue;
- }
-
- if (!monster_can_cross_terrain(player_ptr, floor_ptr->grid_array[oy][ox].feat, &r_info[guardian], 0))
- {
- try_count++;
- continue;
- }
-
- if (place_monster_aux(player_ptr, 0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET)))
- return TRUE;
-
- try_count--;
- }
-
- return FALSE;
+ MONRACE_IDX guardian = d_info[player_ptr->dungeon_idx].final_guardian;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ bool is_guardian_applicable = guardian > 0;
+ is_guardian_applicable &= d_info[player_ptr->dungeon_idx].maxdepth == floor_ptr->dun_level;
+ is_guardian_applicable &= r_info[guardian].cur_num < r_info[guardian].max_num;
+ if (!is_guardian_applicable)
+ return def_val;
+
+ int try_count = 4000;
+ while (try_count) {
+ POSITION oy = randint1(floor_ptr->height - 4) + 2;
+ POSITION ox = randint1(floor_ptr->width - 4) + 2;
+ if (!is_cave_empty_bold2(player_ptr, oy, ox)) {
+ try_count++;
+ continue;
+ }
+
+ if (!monster_can_cross_terrain(player_ptr, floor_ptr->grid_array[oy][ox].feat, &r_info[guardian], 0)) {
+ try_count++;
+ continue;
+ }
+
+ if (place_monster_aux(player_ptr, 0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET)))
+ return TRUE;
+
+ try_count--;
+ }
+
+ return FALSE;
}
-
/*!
* @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
*/
bool alloc_monster(player_type *player_ptr, POSITION dis, BIT_FLAGS mode)
{
- if (alloc_guardian(player_ptr, FALSE)) return TRUE;
-
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- POSITION y = 0, x = 0;
- int attempts_left = 10000;
- while (attempts_left--)
- {
- y = randint0(floor_ptr->height);
- x = randint0(floor_ptr->width);
-
- if (floor_ptr->dun_level)
- {
- if (!is_cave_empty_bold2(player_ptr, y, x)) continue;
- }
- else
- {
- if (!is_cave_empty_bold(player_ptr, y, x)) continue;
- }
-
- if (distance(y, x, player_ptr->y, player_ptr->x) > dis) break;
- }
-
- if (!attempts_left)
- {
- if (cheat_xtra || cheat_hear)
- {
- 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;
- }
-
-
- if (randint1(5000) <= floor_ptr->dun_level)
- {
- if (alloc_horde(player_ptr, y, x))
- {
- return TRUE;
- }
- }
- else
- {
- if (place_monster(player_ptr, y, x, (mode | PM_ALLOW_GROUP))) return TRUE;
- }
-
- return FALSE;
+ if (alloc_guardian(player_ptr, FALSE))
+ return TRUE;
+
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ POSITION y = 0, x = 0;
+ int attempts_left = 10000;
+ while (attempts_left--) {
+ y = randint0(floor_ptr->height);
+ x = randint0(floor_ptr->width);
+
+ if (floor_ptr->dun_level) {
+ if (!is_cave_empty_bold2(player_ptr, y, x))
+ continue;
+ } else {
+ if (!is_cave_empty_bold(player_ptr, y, x))
+ continue;
+ }
+
+ if (distance(y, x, player_ptr->y, player_ptr->x) > dis)
+ break;
+ }
+
+ if (!attempts_left) {
+ if (cheat_xtra || cheat_hear) {
+ 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;
+ }
+
+ if (randint1(5000) <= floor_ptr->dun_level) {
+ if (alloc_horde(player_ptr, y, x)) {
+ return TRUE;
+ }
+ } else {
+ if (place_monster(player_ptr, y, x, (mode | PM_ALLOW_GROUP)))
+ return TRUE;
+ }
+
+ return FALSE;
}
-
/*!
* todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
* @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
*/
static bool summon_specific_okay(MONRACE_IDX r_idx)
{
- monster_race *r_ptr = &r_info[r_idx];
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[summon_specific_who];
- if (!mon_hook_dungeon(r_idx)) return FALSE;
-
- if (summon_specific_who > 0)
- {
- if (monster_has_hostile_align(p_ptr, m_ptr, 0, 0, r_ptr)) return FALSE;
- }
- else if (summon_specific_who < 0)
- {
- if (monster_has_hostile_align(p_ptr, NULL, 10, -10, r_ptr))
- {
- if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
- }
- }
-
- if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
-
- if (!summon_specific_type) return TRUE;
-
- if ((summon_specific_who < 0) &&
- ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
- monster_has_hostile_align(p_ptr, NULL, 10, -10, r_ptr))
- return FALSE;
-
- if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON)) return TRUE;
-
- return (check_summon_specific(p_ptr, m_ptr->r_idx, r_idx));
+ monster_race *r_ptr = &r_info[r_idx];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[summon_specific_who];
+ if (!mon_hook_dungeon(r_idx))
+ return FALSE;
+
+ if (summon_specific_who > 0) {
+ if (monster_has_hostile_align(p_ptr, m_ptr, 0, 0, r_ptr))
+ return FALSE;
+ } else if (summon_specific_who < 0) {
+ if (monster_has_hostile_align(p_ptr, NULL, 10, -10, r_ptr)) {
+ if (!one_in_(ABS(p_ptr->align) / 2 + 1))
+ return FALSE;
+ }
+ }
+
+ if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
+ return FALSE;
+
+ if (!summon_specific_type)
+ return TRUE;
+
+ if ((summon_specific_who < 0) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && monster_has_hostile_align(p_ptr, NULL, 10, -10, r_ptr))
+ return FALSE;
+
+ if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON))
+ return TRUE;
+
+ return (check_summon_specific(p_ptr, m_ptr->r_idx, r_idx));
}
-
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
*/
bool summon_specific(player_type *player_ptr, MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if (floor_ptr->inside_arena) return FALSE;
-
- POSITION x, y;
- if (!mon_scatter(player_ptr, 0, &y, &x, y1, x1, 2)) return FALSE;
-
- summon_specific_who = who;
- summon_specific_type = type;
- summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
- get_mon_num_prep(player_ptr, summon_specific_okay, get_monster_hook2(player_ptr, y, x));
-
- MONRACE_IDX r_idx = get_mon_num(player_ptr, (floor_ptr->dun_level + lev) / 2 + 5, 0);
- if (!r_idx)
- {
- summon_specific_type = 0;
- return FALSE;
- }
-
- if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
-
- if (!place_monster_aux(player_ptr, who, y, x, r_idx, mode))
- {
- summon_specific_type = 0;
- return FALSE;
- }
-
- summon_specific_type = 0;
- sound(SOUND_SUMMON);
- return TRUE;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ if (floor_ptr->inside_arena)
+ return FALSE;
+
+ POSITION x, y;
+ if (!mon_scatter(player_ptr, 0, &y, &x, y1, x1, 2))
+ return FALSE;
+
+ summon_specific_who = who;
+ summon_specific_type = type;
+ summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
+ get_mon_num_prep(player_ptr, summon_specific_okay, get_monster_hook2(player_ptr, y, x));
+
+ MONRACE_IDX r_idx = get_mon_num(player_ptr, (floor_ptr->dun_level + lev) / 2 + 5, 0);
+ if (!r_idx) {
+ summon_specific_type = 0;
+ return FALSE;
+ }
+
+ if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN))
+ mode |= PM_NO_KAGE;
+
+ if (!place_monster_aux(player_ptr, who, y, x, r_idx, mode)) {
+ summon_specific_type = 0;
+ return FALSE;
+ }
+
+ summon_specific_type = 0;
+ sound(SOUND_SUMMON);
+ return TRUE;
}
-
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
*/
bool summon_named_creature(player_type *player_ptr, MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
- if (r_idx >= max_r_idx) return FALSE;
+ if (r_idx >= max_r_idx)
+ return FALSE;
- POSITION x, y;
- if (player_ptr->current_floor_ptr->inside_arena) return FALSE;
+ POSITION x, y;
+ if (player_ptr->current_floor_ptr->inside_arena)
+ return FALSE;
- if (!mon_scatter(player_ptr, r_idx, &y, &x, oy, ox, 2)) return FALSE;
+ if (!mon_scatter(player_ptr, r_idx, &y, &x, oy, ox, 2))
+ return FALSE;
- return place_monster_aux(player_ptr, who, y, x, r_idx, (mode | PM_NO_KAGE));
+ return place_monster_aux(player_ptr, who, y, x, r_idx, (mode | PM_NO_KAGE));
}
-
/*!
* @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
* @param player_ptr プレーヤーへの参照ポインタ
*/
bool multiply_monster(player_type *player_ptr, MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
- POSITION y, x;
- if (!mon_scatter(player_ptr, m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
- return FALSE;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ POSITION y, x;
+ if (!mon_scatter(player_ptr, m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
+ return FALSE;
- if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
+ if (m_ptr->mflag2 & MFLAG2_NOPET)
+ mode |= PM_NO_PET;
- if (!place_monster_aux(player_ptr, m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
- return FALSE;
+ if (!place_monster_aux(player_ptr, m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
+ return FALSE;
- if (clone || (m_ptr->smart & SM_CLONED))
- {
- floor_ptr->m_list[hack_m_idx_ii].smart |= SM_CLONED;
- floor_ptr->m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
- }
+ if (clone || (m_ptr->smart & SM_CLONED)) {
+ floor_ptr->m_list[hack_m_idx_ii].smart |= SM_CLONED;
+ floor_ptr->m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
+ }
- return TRUE;
+ return TRUE;
}
-
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
*/
void message_pain(player_type *player_ptr, MONSTER_IDX m_idx, HIT_POINT dam)
{
- monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
- GAME_TEXT m_name[MAX_NLEN];
+ GAME_TEXT m_name[MAX_NLEN];
- monster_desc(player_ptr, m_name, m_ptr, 0);
+ monster_desc(player_ptr, m_name, m_ptr, 0);
- if (dam == 0)
- {
- msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
- return;
- }
+ if (dam == 0) {
+ msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
+ return;
+ }
- HIT_POINT newhp = m_ptr->hp;
- HIT_POINT oldhp = newhp + dam;
- HIT_POINT tmp = (newhp * 100L) / oldhp;
- PERCENTAGE percentage = tmp;
+ HIT_POINT newhp = m_ptr->hp;
+ HIT_POINT oldhp = newhp + dam;
+ HIT_POINT tmp = (newhp * 100L) / oldhp;
+ PERCENTAGE percentage = tmp;
- if (my_strchr(",ejmvwQ", r_ptr->d_char))
- {
+ if (my_strchr(",ejmvwQ", r_ptr->d_char)) {
#ifdef JP
- 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);
- return;
+ 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);
+ return;
#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);
- return;
+ 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);
+ return;
#endif
- }
+ }
- if (my_strchr("l", r_ptr->d_char))
- {
+ if (my_strchr("l", r_ptr->d_char)) {
#ifdef JP
- 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);
- return;
+ 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);
+ return;
#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);
- return;
-#endif
- }
-
- if (my_strchr("g#+<>", r_ptr->d_char))
- {
+ 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);
+ return;
+#endif
+ }
+
+ if (my_strchr("g#+<>", r_ptr->d_char)) {
#ifdef JP
- 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);
- return;
+ 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);
+ return;
#else
- 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);
- return;
+ 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);
+ return;
#endif
- }
+ }
- if (my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char))
- {
+ if (my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) {
#ifdef JP
- 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);
- return;
+ 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);
+ return;
#else
- 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);
- return;
+ 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);
+ return;
#endif
- }
+ }
- if (my_strchr("f", r_ptr->d_char))
- {
+ if (my_strchr("f", r_ptr->d_char)) {
#ifdef JP
- 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);
- return;
+ 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);
+ return;
#else
- 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);
- return;
+ 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);
+ return;
#endif
- }
+ }
- if (my_strchr("acFIKS", r_ptr->d_char))
- {
+ if (my_strchr("acFIKS", r_ptr->d_char)) {
#ifdef JP
- 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);
- return;
+ 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);
+ return;
#else
- 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);
- return;
+ 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);
+ return;
#endif
- }
+ }
- if (my_strchr("B", r_ptr->d_char))
- {
+ if (my_strchr("B", r_ptr->d_char)) {
#ifdef JP
- 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);
- return;
+ 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);
+ return;
#else
- 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);
- return;
+ 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);
+ return;
#endif
- }
+ }
- if (my_strchr("duDLUW", r_ptr->d_char))
- {
+ if (my_strchr("duDLUW", r_ptr->d_char)) {
#ifdef JP
- 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);
- return;
+ 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);
+ return;
#else
- 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);
- return;
+ 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);
+ return;
#endif
- }
+ }
- if (my_strchr("s", r_ptr->d_char))
- {
+ if (my_strchr("s", r_ptr->d_char)) {
#ifdef JP
- 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);
- return;
+ 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);
+ return;
#else
- 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);
- return;
+ 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);
+ return;
#endif
- }
+ }
- if (my_strchr("z", r_ptr->d_char))
- {
+ if (my_strchr("z", r_ptr->d_char)) {
#ifdef JP
- 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);
- return;
+ 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);
+ return;
#else
- 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);
- return;
+ 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);
+ return;
#endif
- }
+ }
- if (my_strchr("G", r_ptr->d_char))
- {
+ if (my_strchr("G", r_ptr->d_char)) {
#ifdef JP
- 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);
- return;
+ 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);
+ return;
#else
- 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);
- return;
+ 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);
+ return;
#endif
- }
+ }
- if (my_strchr("CZ", r_ptr->d_char))
- {
+ if (my_strchr("CZ", r_ptr->d_char)) {
#ifdef JP
- 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);
- return;
+ 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);
+ return;
#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);
- return;
+ 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);
+ return;
#endif
- }
+ }
- if (my_strchr("Xbilqrt", r_ptr->d_char))
- {
+ if (my_strchr("Xbilqrt", r_ptr->d_char)) {
#ifdef JP
- 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);
- return;
+ 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);
+ return;
#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);
- return;
+ 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);
+ return;
#endif
- }
+ }
#ifdef JP
- 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);
+ 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
}
-
/*!
* @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
*/
void update_smart_learn(player_type *player_ptr, MONSTER_IDX m_idx, int what)
{
- monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- if (!smart_learn) return;
- if (r_ptr->flags2 & (RF2_STUPID)) return;
- if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
-
- switch (what)
- {
- case DRS_ACID:
- if (player_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
- if (is_oppose_acid(player_ptr)) m_ptr->smart |= (SM_OPP_ACID);
- if (player_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
- break;
-
- case DRS_ELEC:
- if (player_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
- if (is_oppose_elec(player_ptr)) m_ptr->smart |= (SM_OPP_ELEC);
- if (player_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
- break;
-
- case DRS_FIRE:
- if (player_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
- if (is_oppose_fire(player_ptr)) m_ptr->smart |= (SM_OPP_FIRE);
- if (player_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
- break;
-
- case DRS_COLD:
- if (player_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
- if (is_oppose_cold(player_ptr)) m_ptr->smart |= (SM_OPP_COLD);
- if (player_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
- break;
-
- case DRS_POIS:
- if (player_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
- if (is_oppose_pois(player_ptr)) m_ptr->smart |= (SM_OPP_POIS);
- break;
-
-
- case DRS_NETH:
- if (player_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
- break;
-
- case DRS_LITE:
- if (player_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
- break;
-
- case DRS_DARK:
- if (player_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
- break;
-
- case DRS_FEAR:
- if (player_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
- break;
-
- case DRS_CONF:
- if (player_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
- break;
-
- case DRS_CHAOS:
- if (player_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
- break;
-
- case DRS_DISEN:
- if (player_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
- break;
-
- case DRS_BLIND:
- if (player_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
- break;
-
- case DRS_NEXUS:
- if (player_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
- break;
-
- case DRS_SOUND:
- if (player_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
- break;
-
- case DRS_SHARD:
- if (player_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
- break;
-
- case DRS_FREE:
- if (player_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
- break;
-
- case DRS_MANA:
- if (!player_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
- break;
-
- case DRS_REFLECT:
- if (player_ptr->reflect) m_ptr->smart |= (SM_IMM_REFLECT);
- break;
- }
+ monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ if (!smart_learn)
+ return;
+ if (r_ptr->flags2 & (RF2_STUPID))
+ return;
+ if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50))
+ return;
+
+ switch (what) {
+ case DRS_ACID:
+ if (player_ptr->resist_acid)
+ m_ptr->smart |= (SM_RES_ACID);
+ if (is_oppose_acid(player_ptr))
+ m_ptr->smart |= (SM_OPP_ACID);
+ if (player_ptr->immune_acid)
+ m_ptr->smart |= (SM_IMM_ACID);
+ break;
+
+ case DRS_ELEC:
+ if (player_ptr->resist_elec)
+ m_ptr->smart |= (SM_RES_ELEC);
+ if (is_oppose_elec(player_ptr))
+ m_ptr->smart |= (SM_OPP_ELEC);
+ if (player_ptr->immune_elec)
+ m_ptr->smart |= (SM_IMM_ELEC);
+ break;
+
+ case DRS_FIRE:
+ if (player_ptr->resist_fire)
+ m_ptr->smart |= (SM_RES_FIRE);
+ if (is_oppose_fire(player_ptr))
+ m_ptr->smart |= (SM_OPP_FIRE);
+ if (player_ptr->immune_fire)
+ m_ptr->smart |= (SM_IMM_FIRE);
+ break;
+
+ case DRS_COLD:
+ if (player_ptr->resist_cold)
+ m_ptr->smart |= (SM_RES_COLD);
+ if (is_oppose_cold(player_ptr))
+ m_ptr->smart |= (SM_OPP_COLD);
+ if (player_ptr->immune_cold)
+ m_ptr->smart |= (SM_IMM_COLD);
+ break;
+
+ case DRS_POIS:
+ if (player_ptr->resist_pois)
+ m_ptr->smart |= (SM_RES_POIS);
+ if (is_oppose_pois(player_ptr))
+ m_ptr->smart |= (SM_OPP_POIS);
+ break;
+
+ case DRS_NETH:
+ if (player_ptr->resist_neth)
+ m_ptr->smart |= (SM_RES_NETH);
+ break;
+
+ case DRS_LITE:
+ if (player_ptr->resist_lite)
+ m_ptr->smart |= (SM_RES_LITE);
+ break;
+
+ case DRS_DARK:
+ if (player_ptr->resist_dark)
+ m_ptr->smart |= (SM_RES_DARK);
+ break;
+
+ case DRS_FEAR:
+ if (player_ptr->resist_fear)
+ m_ptr->smart |= (SM_RES_FEAR);
+ break;
+
+ case DRS_CONF:
+ if (player_ptr->resist_conf)
+ m_ptr->smart |= (SM_RES_CONF);
+ break;
+
+ case DRS_CHAOS:
+ if (player_ptr->resist_chaos)
+ m_ptr->smart |= (SM_RES_CHAOS);
+ break;
+
+ case DRS_DISEN:
+ if (player_ptr->resist_disen)
+ m_ptr->smart |= (SM_RES_DISEN);
+ break;
+
+ case DRS_BLIND:
+ if (player_ptr->resist_blind)
+ m_ptr->smart |= (SM_RES_BLIND);
+ break;
+
+ case DRS_NEXUS:
+ if (player_ptr->resist_nexus)
+ m_ptr->smart |= (SM_RES_NEXUS);
+ break;
+
+ case DRS_SOUND:
+ if (player_ptr->resist_sound)
+ m_ptr->smart |= (SM_RES_SOUND);
+ break;
+
+ case DRS_SHARD:
+ if (player_ptr->resist_shard)
+ m_ptr->smart |= (SM_RES_SHARD);
+ break;
+
+ case DRS_FREE:
+ if (player_ptr->free_act)
+ m_ptr->smart |= (SM_IMM_FREE);
+ break;
+
+ case DRS_MANA:
+ if (!player_ptr->msp)
+ m_ptr->smart |= (SM_IMM_MANA);
+ break;
+
+ case DRS_REFLECT:
+ if (player_ptr->reflect)
+ m_ptr->smart |= (SM_IMM_REFLECT);
+ break;
+ }
}
-
/*!
* @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 player_ptr プレーヤーへの参照ポインタ
*/
void monster_drop_carried_objects(player_type *player_ptr, monster_type *m_ptr)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- OBJECT_IDX next_o_idx = 0;
- for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type forge;
- object_type *o_ptr;
- object_type *q_ptr;
- o_ptr = &floor_ptr->o_list[this_o_idx];
- next_o_idx = o_ptr->next_o_idx;
- q_ptr = &forge;
-
- object_copy(q_ptr, o_ptr);
- q_ptr->held_m_idx = 0;
- delete_object_idx(player_ptr, this_o_idx);
- (void)drop_near(player_ptr, q_ptr, -1, m_ptr->fy, m_ptr->fx);
- }
-
- m_ptr->hold_o_idx = 0;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ OBJECT_IDX next_o_idx = 0;
+ for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx) {
+ object_type forge;
+ object_type *o_ptr;
+ object_type *q_ptr;
+ o_ptr = &floor_ptr->o_list[this_o_idx];
+ next_o_idx = o_ptr->next_o_idx;
+ q_ptr = &forge;
+
+ object_copy(q_ptr, o_ptr);
+ q_ptr->held_m_idx = 0;
+ delete_object_idx(player_ptr, this_o_idx);
+ (void)drop_near(player_ptr, q_ptr, -1, m_ptr->fy, m_ptr->fx);
+ }
+
+ m_ptr->hold_o_idx = 0;
}
-
/*!
* todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
* @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。
*/
int get_monster_crowd_number(player_type *player_ptr, MONSTER_IDX m_idx)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
- POSITION my = m_ptr->fy;
- POSITION mx = m_ptr->fx;
- int count = 0;
- for (int i = 0; i < 7; i++)
- {
- int ay = my + ddy_ddd[i];
- int ax = mx + ddx_ddd[i];
-
- if (!in_bounds(floor_ptr, ay, ax)) continue;
- if (floor_ptr->grid_array[ay][ax].m_idx > 0) count++;
- }
-
- return count;
-}
-
-
-bool is_friendly_idx(player_type *player_ptr, MONSTER_IDX m_idx)
-{
- return m_idx > 0 && is_friendly(&player_ptr->current_floor_ptr->m_list[(m_idx)]);
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ monster_type *m_ptr = &floor_ptr->m_list[m_idx];
+ POSITION my = m_ptr->fy;
+ POSITION mx = m_ptr->fx;
+ int count = 0;
+ for (int i = 0; i < 7; i++) {
+ int ay = my + ddy_ddd[i];
+ int ax = mx + ddx_ddd[i];
+
+ if (!in_bounds(floor_ptr, ay, ax))
+ continue;
+ if (floor_ptr->grid_array[ay][ax].m_idx > 0)
+ count++;
+ }
+
+ return count;
}
-bool is_original_ap(monster_type* m_ptr) { return m_ptr->ap_r_idx == m_ptr->r_idx; }
+bool is_original_ap(monster_type *m_ptr) { return m_ptr->ap_r_idx == m_ptr->r_idx; }
bool is_friendly(monster_type *m_ptr) { return (m_ptr->smart & SM_FRIENDLY) != 0; }
bool is_pet(monster_type *m_ptr) { return (m_ptr->smart & SM_PET) != 0; }
-bool is_hostile(monster_type *m_ptr) {return !is_friendly(m_ptr) && !is_pet(m_ptr); }
+bool is_hostile(monster_type *m_ptr) { return !is_friendly(m_ptr) && !is_pet(m_ptr); }