*/
#include "angband.h"
+#include "cmd-pet.h"
+#include "monster-hook.h"
/*
* @details
* The higher the level, the fewer kills needed.
*/
-static bool know_armour(int r_idx)
+static bool know_armour(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
-
- s32b level = r_ptr->level;
-
- s32b kills = r_ptr->r_tkills;
+ DEPTH level = r_ptr->level;
+ MONSTER_NUMBER kills = r_ptr->r_tkills;
bool known = (r_ptr->r_cast_spell == MAX_UCHAR)? TRUE: FALSE;
* the more damage an attack does, the more attacks you need
* </pre>
*/
-static bool know_damage(int r_idx, int i)
+static bool know_damage(MONRACE_IDX r_idx, int i)
{
monster_race *r_ptr = &r_info[r_idx];
- s32b level = r_ptr->level;
+ DEPTH level = r_ptr->level;
s32b a = r_ptr->r_blows[i];
*/
void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char* msg)
{
- char base[80] = "", dice[80] = "", mult[80]="";
+ char base[80] = "", dice[80] = "", mult[80] = "";
- if (dice_num == 0)
- {
- sprintf(msg, "%d", base_damage);
- }
- else
- {
- if (base_damage != 0)
- sprintf(base, "%d+", base_damage);
-
- if (dice_num == 1)
- sprintf(dice, "d%d", dice_side);
- else
- sprintf(dice, "%dd%d", dice_num, dice_side);
-
- if (dice_mult != 1 || dice_div != 1)
- {
- if (dice_div == 1)
- sprintf(mult, "*%d", dice_mult);
- else
- sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
- }
- sprintf(msg, "%s%s%s", base, dice, mult);
- }
+ if (dice_num == 0)
+ {
+ sprintf(msg, "%d", base_damage);
+ }
+ else
+ {
+ if (base_damage != 0)
+ sprintf(base, "%d+", base_damage);
+
+ if (dice_num == 1)
+ sprintf(dice, "d%d", dice_side);
+ else
+ sprintf(dice, "%dd%d", dice_num, dice_side);
+
+ if (dice_mult != 1 || dice_div != 1)
+ {
+ if (dice_div == 1)
+ sprintf(mult, "*%d", dice_mult);
+ else
+ sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
+ }
+ sprintf(msg, "%s%s%s", base, dice, mult);
+ }
}
/*!
* @param tmp 返すメッセージを格納する配列
* @return なし
*/
-void set_damage(int r_idx, int SPELL_NUM, char* msg, char* tmp)
+void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
{
- int base_damage = monspell_race_damage(SPELL_NUM, r_idx, BASE_DAM);
- int dice_num = monspell_race_damage(SPELL_NUM, r_idx, DICE_NUM);
- int dice_side = monspell_race_damage(SPELL_NUM, r_idx, DICE_SIDE);
- int dice_mult = monspell_race_damage(SPELL_NUM, r_idx, DICE_MULT);
- int dice_div = monspell_race_damage(SPELL_NUM, r_idx, DICE_DIV);
- char dmg_str[80], dice_str[80];
- dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
- sprintf(dice_str, "(%s)", dmg_str);
-
- if (know_armour(r_idx))
- sprintf(tmp, msg, dice_str);
- else
- sprintf(tmp, msg, "");
+ int base_damage = monspell_race_damage(SPELL_NUM, r_idx, BASE_DAM);
+ int dice_num = monspell_race_damage(SPELL_NUM, r_idx, DICE_NUM);
+ int dice_side = monspell_race_damage(SPELL_NUM, r_idx, DICE_SIDE);
+ int dice_mult = monspell_race_damage(SPELL_NUM, r_idx, DICE_MULT);
+ int dice_div = monspell_race_damage(SPELL_NUM, r_idx, DICE_DIV);
+ char dmg_str[80], dice_str[80];
+ dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
+ sprintf(dice_str, "(%s)", dmg_str);
+
+ if (know_armour(r_idx))
+ sprintf(tmp, msg, dice_str);
+ else
+ sprintf(tmp, msg, "");
}
/*!
* left edge of the screen, on a cleared line, in which the recall is
* to take place. One extra blank line is left after the recall.
*/
-static void roff_aux(int r_idx, int mode)
+static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
{
monster_race *r_ptr = &r_info[r_idx];
-
bool old = FALSE;
-
int m, n, r;
-
cptr p, q;
#ifdef JP
int msex = 0;
bool nightmare = ironman_nightmare && !(mode & 0x02);
- int speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
+ SPEED speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
bool breath = FALSE;
bool magic = FALSE;
bool reinforce = FALSE;
- u32b flags1;
- u32b flags2;
- u32b flags3;
- u32b flags4;
- u32b a_ability_flags1;
- u32b a_ability_flags2;
- u32b flags7;
- u32b flagsr;
+ BIT_FLAGS flags1;
+ BIT_FLAGS flags2;
+ BIT_FLAGS flags3;
+ BIT_FLAGS flags4;
+ BIT_FLAGS a_ability_flags1;
+ BIT_FLAGS a_ability_flags2;
+ BIT_FLAGS flags7;
+ BIT_FLAGS flagsr;
- byte drop_gold, drop_item;
+ ITEM_NUMBER drop_gold, drop_item;
int vn = 0;
byte color[96];
hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
old = TRUE;
}
-
- /* Describe */
hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders"));
}
if (flags3 & RF3_UNDEAD) hook_c_roff(TERM_VIOLET, _("アンデッドの", " undead"));
if (flags3 & RF3_AMBERITE) hook_c_roff(TERM_VIOLET, _("アンバーの王族の", " Amberite"));
- if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
+ if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_ANGEL)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
{
/* Describe the "race" */
if (flags3 & RF3_DRAGON) hook_c_roff(TERM_ORANGE, _("ドラゴン", " dragon"));
if (flags3 & RF3_ORC) hook_c_roff(TERM_UMBER, _("オーク", " orc"));
if (flags2 & RF2_HUMAN) hook_c_roff(TERM_L_WHITE, _("人間", " human"));
if (flags2 & RF2_QUANTUM) hook_c_roff(TERM_VIOLET, _("量子生物", " quantum creature"));
+ if (flags3 & RF3_ANGEL) hook_c_roff(TERM_YELLOW, _("天使", " angel"));
}
else
{
{
long i, j;
-#ifdef JP
- i = p_ptr->lev;
- hooked_roff(format(" %lu レベルのキャラクタにとって", (long)i));
-
- i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv+2);
- j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv+2)) *
- (long)1000 / (p_ptr->max_plv+2) + 5) / 10);
-
- hooked_roff(format(" 約%ld.%02ld ポイントの経験となる。",
- (long)i, (long)j ));
-#else
/* calculate the integer exp part */
- i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv+2);
+ i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv + 2) * 3 / 2;
/* calculate the fractional exp part scaled by 100, */
/* must use long arithmetic to avoid overflow */
- j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv+2)) *
- (long)1000 / (p_ptr->max_plv+2) + 5) / 10);
+ j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv + 2) * 3 / 2) *
+ (long)1000 / (p_ptr->max_plv + 2) + 5) / 10);
+
+#ifdef JP
+ hooked_roff(format(" %d レベルのキャラクタにとって 約%ld.%02ld ポイントの経験となる。",
+ p_ptr->lev, (long)i, (long)j ));
+#else
/* Mention the experience */
- hooked_roff(format(" is worth about %ld.%02ld point%s",
- (long)i, (long)j,
- (((i == 1) && (j == 0)) ? "" : "s")));
+ hooked_roff(format(" is worth about %ld.%02ld point%s for level %d player",
+ (long)i, (long)j,
+ (((i == 1) && (j == 0)) ? "" : "s")), p_ptr->lev);
/* Take account of annoying English */
p = "th";
}
if (flags4 & RF4_SHOOT)
- {
+ {
for (r = 0, m = 0; m < 4; m++)
{
if (r_ptr->blow[m].method == RBM_SHOOT)
- {
- if (know_armour(r_idx))
- sprintf(tmp_msg[vn], _("威力 %dd%d の射撃をする","fire an arrow (Power:%dd%d)"), r_ptr->blow[m].d_side, r_ptr->blow[m].d_dice);
- else
- sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
- vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER;
+ {
+ if (know_armour(r_idx))
+ sprintf(tmp_msg[vn], _("威力 %dd%d の射撃をする", "fire an arrow (Power:%dd%d)"), r_ptr->blow[m].d_side, r_ptr->blow[m].d_dice);
+ else
+ sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
+ vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER;
break;
}
}
/* Collect breaths */
vn = 0;
- if (flags4 & (RF4_BR_ACID))
- {
+ if (flags4 & (RF4_BR_ACID))
+ {
set_damage(r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_GREEN;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_GREEN;
}
- if (flags4 & (RF4_BR_ELEC))
- {
+ if (flags4 & (RF4_BR_ELEC))
+ {
set_damage(r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_BLUE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_BLUE;
}
- if (flags4 & (RF4_BR_FIRE))
- {
+ if (flags4 & (RF4_BR_FIRE))
+ {
set_damage(r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_RED;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_RED;
}
- if (flags4 & (RF4_BR_COLD))
- {
+ if (flags4 & (RF4_BR_COLD))
+ {
set_damage(r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_WHITE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_WHITE;
}
- if (flags4 & (RF4_BR_POIS))
- {
+ if (flags4 & (RF4_BR_POIS))
+ {
set_damage(r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_GREEN;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_GREEN;
}
if (flags4 & (RF4_BR_NETH))
- {
+ {
set_damage(r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_DARK;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_DARK;
}
- if (flags4 & (RF4_BR_LITE))
- {
+ if (flags4 & (RF4_BR_LITE))
+ {
set_damage(r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_YELLOW;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_YELLOW;
}
- if (flags4 & (RF4_BR_DARK))
- {
+ if (flags4 & (RF4_BR_DARK))
+ {
set_damage(r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_DARK;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_DARK;
}
if (flags4 & (RF4_BR_CONF))
- {
+ {
set_damage(r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_UMBER;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_UMBER;
}
- if (flags4 & (RF4_BR_SOUN))
+ if (flags4 & (RF4_BR_SOUN))
{
set_damage(r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_ORANGE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_ORANGE;
}
- if (flags4 & (RF4_BR_CHAO))
- {
+ if (flags4 & (RF4_BR_CHAO))
+ {
set_damage(r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_VIOLET;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_VIOLET;
}
- if (flags4 & (RF4_BR_DISE))
- {
+ if (flags4 & (RF4_BR_DISE))
+ {
set_damage(r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_VIOLET;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_VIOLET;
}
- if (flags4 & (RF4_BR_NEXU))
- {
+ if (flags4 & (RF4_BR_NEXU))
+ {
set_damage(r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_VIOLET;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_VIOLET;
}
- if (flags4 & (RF4_BR_TIME))
- {
+ if (flags4 & (RF4_BR_TIME))
+ {
set_damage(r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_BLUE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_BLUE;
}
- if (flags4 & (RF4_BR_INER))
- {
+ if (flags4 & (RF4_BR_INER))
+ {
set_damage(r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_SLATE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_SLATE;
}
- if (flags4 & (RF4_BR_GRAV))
- {
+ if (flags4 & (RF4_BR_GRAV))
+ {
set_damage(r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_SLATE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_SLATE;
}
- if (flags4 & (RF4_BR_SHAR))
- {
+ if (flags4 & (RF4_BR_SHAR))
+ {
set_damage(r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_UMBER;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_UMBER;
}
- if (flags4 & (RF4_BR_PLAS))
- {
+ if (flags4 & (RF4_BR_PLAS))
+ {
set_damage(r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_RED;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_RED;
}
- if (flags4 & (RF4_BR_WALL))
- {
+ if (flags4 & (RF4_BR_WALL))
+ {
set_damage(r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_UMBER;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_UMBER;
}
- if (flags4 & (RF4_BR_MANA))
- {
+ if (flags4 & (RF4_BR_MANA))
+ {
set_damage(r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_BLUE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_BLUE;
}
- if (flags4 & (RF4_BR_NUKE))
- {
+ if (flags4 & (RF4_BR_NUKE))
+ {
set_damage(r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_GREEN;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_GREEN;
}
- if (flags4 & (RF4_BR_DISI))
- {
+ if (flags4 & (RF4_BR_DISI))
+ {
set_damage(r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_SLATE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_SLATE;
}
/* Describe breaths */
/* Collect spells */
vn = 0;
- if (a_ability_flags1 & (RF5_BA_ACID))
+ if (a_ability_flags1 & (RF5_BA_ACID))
{
set_damage(r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_GREEN;
}
- if (a_ability_flags1 & (RF5_BA_ELEC))
+ if (a_ability_flags1 & (RF5_BA_ELEC))
{
set_damage(r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
- if (a_ability_flags1 & (RF5_BA_FIRE))
+ if (a_ability_flags1 & (RF5_BA_FIRE))
{
set_damage(r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
- if (a_ability_flags1 & (RF5_BA_COLD))
+ if (a_ability_flags1 & (RF5_BA_COLD))
{
set_damage(r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (a_ability_flags1 & (RF5_BA_POIS))
+ if (a_ability_flags1 & (RF5_BA_POIS))
{
set_damage(r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_GREEN;
}
- if (a_ability_flags1 & (RF5_BA_NETH))
+ if (a_ability_flags1 & (RF5_BA_NETH))
{
set_damage(r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
- if (a_ability_flags1 & (RF5_BA_WATE))
+ if (a_ability_flags1 & (RF5_BA_WATE))
{
set_damage(r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
- if (flags4 & (RF4_BA_NUKE))
+ if (flags4 & (RF4_BA_NUKE))
{
set_damage(r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_GREEN;
}
- if (a_ability_flags1 & (RF5_BA_MANA))
+ if (a_ability_flags1 & (RF5_BA_MANA))
{
set_damage(r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_BLUE;
}
- if (a_ability_flags1 & (RF5_BA_DARK))
+ if (a_ability_flags1 & (RF5_BA_DARK))
{
set_damage(r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
- if (a_ability_flags1 & (RF5_BA_LITE))
+ if (a_ability_flags1 & (RF5_BA_LITE))
{
set_damage(r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_YELLOW;
}
- if (flags4 & (RF4_BA_CHAO))
+ if (flags4 & (RF4_BA_CHAO))
{
set_damage(r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_VIOLET;
}
- if (a_ability_flags2 & (RF6_HAND_DOOM)){ vp[vn] = _("破滅の手(40%-60%)", "invoke the Hand of Doom(40%-60%)"); color[vn++] = TERM_VIOLET; }
+ if (a_ability_flags2 & (RF6_HAND_DOOM)) { vp[vn] = _("破滅の手(40%-60%)", "invoke the Hand of Doom(40%-60%)"); color[vn++] = TERM_VIOLET; }
if (a_ability_flags2 & (RF6_PSY_SPEAR))
{
set_damage(r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_YELLOW;
}
if (a_ability_flags1 & (RF5_DRAIN_MANA))
{
set_damage(r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_SLATE;
}
- if (a_ability_flags1 & (RF5_MIND_BLAST))
+ if (a_ability_flags1 & (RF5_MIND_BLAST))
{
set_damage(r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_RED;
}
- if (a_ability_flags1 & (RF5_BRAIN_SMASH))
+ if (a_ability_flags1 & (RF5_BRAIN_SMASH))
{
set_damage(r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
- if (a_ability_flags1 & (RF5_CAUSE_1))
+ if (a_ability_flags1 & (RF5_CAUSE_1))
{
- set_damage(r_idx, (MS_CAUSE_1),
+ set_damage(r_idx, (MS_CAUSE_1),
_("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (a_ability_flags1 & (RF5_CAUSE_2))
+ if (a_ability_flags1 & (RF5_CAUSE_2))
{
- set_damage(r_idx, (MS_CAUSE_2),
+ set_damage(r_idx, (MS_CAUSE_2),
_("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (a_ability_flags1 & (RF5_CAUSE_3))
+ if (a_ability_flags1 & (RF5_CAUSE_3))
{
- set_damage(r_idx, (MS_CAUSE_3),
+ set_damage(r_idx, (MS_CAUSE_3),
_("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (a_ability_flags1 & (RF5_CAUSE_4))
+ if (a_ability_flags1 & (RF5_CAUSE_4))
{
- set_damage(r_idx, (MS_CAUSE_4),
+ set_damage(r_idx, (MS_CAUSE_4),
_("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (a_ability_flags1 & (RF5_BO_ACID))
+ if (a_ability_flags1 & (RF5_BO_ACID))
{
set_damage(r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_GREEN;
}
- if (a_ability_flags1 & (RF5_BO_ELEC))
+ if (a_ability_flags1 & (RF5_BO_ELEC))
{
set_damage(r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
- if (a_ability_flags1 & (RF5_BO_FIRE))
+ if (a_ability_flags1 & (RF5_BO_FIRE))
{
set_damage(r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
- if (a_ability_flags1 & (RF5_BO_COLD))
+ if (a_ability_flags1 & (RF5_BO_COLD))
{
set_damage(r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (a_ability_flags1 & (RF5_BO_NETH))
+ if (a_ability_flags1 & (RF5_BO_NETH))
{
set_damage(r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
- if (a_ability_flags1 & (RF5_BO_WATE))
+ if (a_ability_flags1 & (RF5_BO_WATE))
{
set_damage(r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
- if (a_ability_flags1 & (RF5_BO_MANA))
+ if (a_ability_flags1 & (RF5_BO_MANA))
{
set_damage(r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_BLUE;
}
- if (a_ability_flags1 & (RF5_BO_PLAS))
+ if (a_ability_flags1 & (RF5_BO_PLAS))
{
set_damage(r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_RED;
}
- if (a_ability_flags1 & (RF5_BO_ICEE))
+ if (a_ability_flags1 & (RF5_BO_ICEE))
{
set_damage(r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_WHITE;
}
- if (a_ability_flags1 & (RF5_MISSILE))
+ if (a_ability_flags1 & (RF5_MISSILE))
{
set_damage(r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_SLATE;
}
if (a_ability_flags1 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
#endif
}
- /* Okay */
else
{
p = NULL;
* @param r_idx モンスターの種族ID
* @return なし
*/
-void roff_top(int r_idx)
+void roff_top(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
- byte a1, a2;
+ TERM_COLOR a1, a2;
char c1, c2;
/* Wizards get extra info */
if (p_ptr->wizard)
{
- char buf[6];
+ char buf[16];
sprintf(buf, "%d", r_idx);
* @param mode 表示オプション
* @return なし
*/
-void screen_roff(int r_idx, int mode)
+void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
{
/* Flush messages */
msg_print(NULL);
* @param r_idx モンスターの種族ID
* @return なし
*/
-void display_roff(int r_idx)
+void display_roff(MONRACE_IDX r_idx)
{
int y;
* @param roff_func 出力処理を行う関数ポインタ
* @return なし
*/
-void output_monster_spoiler(int r_idx, void (*roff_func)(byte attr, cptr str))
+void output_monster_spoiler(MONRACE_IDX r_idx, void (*roff_func)(byte attr, cptr str))
{
hook_c_roff = roff_func;
}
-/*!
- * @brief モンスターがダンジョンに出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return ダンジョンに出現するならばTRUEを返す
- */
-bool mon_hook_dungeon(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (!(r_ptr->flags8 & RF8_WILD_ONLY))
- return TRUE;
- else
- {
- dungeon_info_type *d_ptr = &d_info[dungeon_type];
- if ((d_ptr->mflags8 & RF8_WILD_MOUNTAIN) &&
- (r_ptr->flags8 & RF8_WILD_MOUNTAIN)) return TRUE;
- return FALSE;
- }
-}
-
-
-/*!
- * @brief モンスターが海洋に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 海洋に出現するならばTRUEを返す
- */
-static bool mon_hook_ocean(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags8 & RF8_WILD_OCEAN)
- return TRUE;
- else
- return FALSE;
-}
-
-
-/*!
- * @brief モンスターが海岸に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 海岸に出現するならばTRUEを返す
- */
-static bool mon_hook_shore(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags8 & RF8_WILD_SHORE)
- return TRUE;
- else
- return FALSE;
-}
-
-
-/*!
- * @brief モンスターが荒地に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 荒地に出現するならばTRUEを返す
- */
-static bool mon_hook_waste(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags8 & (RF8_WILD_WASTE | RF8_WILD_ALL))
- return TRUE;
- else
- return FALSE;
-}
-
-
-/*!
- * @brief モンスターが町に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 荒地に出現するならばTRUEを返す
- */
-static bool mon_hook_town(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
- return TRUE;
- else
- return FALSE;
-}
-
-
-/*!
- * @brief モンスターが森林に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 森林に出現するならばTRUEを返す
- */
-static bool mon_hook_wood(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags8 & (RF8_WILD_WOOD | RF8_WILD_ALL))
- return TRUE;
- else
- return FALSE;
-}
-
-
-/*!
- * @brief モンスターが火山に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 火山に出現するならばTRUEを返す
- */
-static bool mon_hook_volcano(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags8 & RF8_WILD_VOLCANO)
- return TRUE;
- else
- return FALSE;
-}
-
-/*!
- * @brief モンスターが山地に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 山地に出現するならばTRUEを返す
- */
-static bool mon_hook_mountain(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags8 & RF8_WILD_MOUNTAIN)
- return TRUE;
- else
- return FALSE;
-}
-
-
-/*!
- * @brief モンスターが草原に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 森林に出現するならばTRUEを返す
- */
-static bool mon_hook_grass(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags8 & (RF8_WILD_GRASS | RF8_WILD_ALL))
- return TRUE;
- else
- return FALSE;
-}
-
-/*!
- * @brief モンスターが深い水地形に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 深い水地形に出現するならばTRUEを返す
- */
-static bool mon_hook_deep_water(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (!mon_hook_dungeon(r_idx)) return FALSE;
-
- if (r_ptr->flags7 & RF7_AQUATIC)
- return TRUE;
- else
- return FALSE;
-}
-
-
-/*!
- * @brief モンスターが浅い水地形に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 浅い水地形に出現するならばTRUEを返す
- */
-static bool mon_hook_shallow_water(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (!mon_hook_dungeon(r_idx)) return FALSE;
-
- if (r_ptr->flags2 & RF2_AURA_FIRE)
- return FALSE;
- else
- return TRUE;
-}
-
-
-/*!
- * @brief モンスターが溶岩地形に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 溶岩地形に出現するならばTRUEを返す
- */
-static bool mon_hook_lava(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (!mon_hook_dungeon(r_idx)) return FALSE;
-
- if (((r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK) ||
- (r_ptr->flags7 & RF7_CAN_FLY)) &&
- !(r_ptr->flags3 & RF3_AURA_COLD))
- return TRUE;
- else
- return FALSE;
-}
-
-
-/*!
- * @brief モンスターが通常の床地形に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 通常の床地形に出現するならばTRUEを返す
- */
-static bool mon_hook_floor(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (!(r_ptr->flags7 & RF7_AQUATIC) ||
- (r_ptr->flags7 & RF7_CAN_FLY))
- return TRUE;
- else
- return FALSE;
-}
-
/*!
* @brief プレイヤーの現在の広域マップ座標から得た地勢を元にモンスターの生成条件関数を返す
* @brief 指定された広域マップ座標の地勢を元にモンスターの生成条件関数を返す
* @return 地勢にあったモンスターの生成条件関数
*/
-monster_hook_type get_monster_hook2(int y, int x)
+monster_hook_type get_monster_hook2(POSITION y, POSITION x)
{
feature_type *f_ptr = &f_info[cave[y][x].feat];
* @param mode オプション
* @return 踏破可能ならばTRUEを返す
*/
-bool monster_can_cross_terrain(s16b feat, monster_race *r_ptr, u16b mode)
+bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, u16b mode)
{
feature_type *f_ptr = &f_info[feat];
* @param mode オプション
* @return 踏破可能ならばTRUEを返す
*/
-bool monster_can_enter(int y, int x, monster_race *r_ptr, u16b mode)
+bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, u16b mode)
{
cave_type *c_ptr = &cave[y][x];
/* Non-hostile alignment */
return FALSE;
}
-
-
-/*!
- * @brief モンスターが生命体かどうかを返す
- * Is the monster "alive"?
- * @param r_ptr 判定するモンスターの種族情報構造体参照ポインタ
- * @return 生命体ならばTRUEを返す
- * @details
- * Used to determine the message to print for a killed monster.
- * ("dies", "destroyed")
- */
-bool monster_living(monster_race *r_ptr)
-{
- /* Non-living, undead, or demon */
- if (r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING))
- return FALSE;
- else
- return TRUE;
-}
-
-
-/*!
- * @brief モンスターが特殊能力上、賞金首から排除する必要があるかどうかを返す。
- * Is the monster "alive"? / Is this monster declined to be questor or bounty?
- * @param r_idx モンスターの種族ID
- * @return 賞金首に加えられないならばTRUEを返す
- * @details
- * 実質バーノール=ルパート用。
- */
-bool no_questor_or_bounty_uniques(int r_idx)
-{
- switch (r_idx)
- {
- /*
- * Decline them to be questor or bounty because they use
- * special motion "split and combine"
- */
- case MON_BANORLUPART:
- case MON_BANOR:
- case MON_LUPART:
- return TRUE;
- default:
- return FALSE;
- }
-}