*/
#include "angband.h"
+#include "cmd-pet.h"
+#include "monster-hook.h"
+#include "monster-status.h"
+
+#define HORDE_NOGOOD 0x01 /*!< (未実装フラグ)HORDE生成でGOODなモンスターの生成を禁止する? */
+#define HORDE_NOEVIL 0x02 /*!< (未実装フラグ)HORDE生成でEVILなモンスターの生成を禁止する? */
-#define HORDE_NOGOOD 0x01
-#define HORDE_NOEVIL 0x02
/*!
* @var horror_desc
};
/*!
- * @var funny_comment
+ * @var funny_comments
* @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
*/
cptr funny_comments[MAX_SAN_COMMENT] =
* @param x 目標x座標
* @return なし
*/
-void set_target(monster_type *m_ptr, int y, int x)
+void set_target(monster_type *m_ptr, POSITION y, POSITION x)
{
m_ptr->target_y = y;
m_ptr->target_x = x;
* モンスターを削除するとそのモンスターが拾っていたアイテムも同時に削除される。 /
* When a monster is deleted, all of its objects are deleted.
*/
-void delete_monster_idx(int i)
+void delete_monster_idx(MONSTER_IDX i)
{
- int x, y;
-
+ POSITION x, y;
monster_type *m_ptr = &m_list[i];
-
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- s16b this_o_idx, next_o_idx = 0;
-
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Get location */
y = m_ptr->fy;
x = m_ptr->fx;
-
/* Hack -- Reduce the racial counter */
real_r_ptr(m_ptr)->cur_num--;
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
* to prevent calling lite_spot()
*/
- /* Delete the object */
delete_object_idx(this_o_idx);
}
* @param y 削除位置y座標
* @return なし
*/
-void delete_monster(int y, int x)
+void delete_monster(POSITION y, POSITION x)
{
cave_type *c_ptr;
* @param i2 配列移動先添字
* @return なし
*/
-static void compact_monsters_aux(int i1, int i2)
+static void compact_monsters_aux(IDX i1, IDX i2)
{
- int y, x, i;
-
+ POSITION y, x;
+ int i;
cave_type *c_ptr;
-
monster_type *m_ptr;
-
- s16b this_o_idx, next_o_idx = 0;
-
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Do nothing */
if (i1 == i2) return;
-
/* Old monster */
m_ptr = &m_list[i1];
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
*/
void compact_monsters(int size)
{
- int i, num, cnt;
- int cur_lev, cur_dis, chance;
+ MONSTER_IDX i;
+ int num, cnt;
+ int cur_lev, cur_dis, chance;
/* Message (only if compacting) */
if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
char m_name[80];
-
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
}
- /* Delete the monster */
delete_monster_idx(i);
/* Count the monster */
* @details
* This routine should almost never fail, but it *can* happen.
*/
-s16b m_pop(void)
+MONSTER_IDX m_pop(void)
{
- int i;
-
+ MONSTER_IDX i;
/* Normal allocation */
if (m_max < max_m_idx)
return (i);
}
-
/* Recycle dead monsters */
for (i = 1; i < m_max; i++)
{
return (i);
}
-
/* Warn the player (except during dungeon creation) */
if (character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
* @return 召喚条件が一致するならtrue
* @details
*/
-static bool summon_specific_aux(int r_idx)
+static bool summon_specific_aux(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
int okay = FALSE;
break;
}
- case SUMMON_BIZARRE1:
+ case SUMMON_MOLD:
{
okay = (r_ptr->d_char == 'm');
break;
}
- case SUMMON_BIZARRE2:
+ case SUMMON_BAT:
{
okay = (r_ptr->d_char == 'b');
break;
}
- case SUMMON_BIZARRE3:
+ case SUMMON_QUYLTHULG:
{
okay = (r_ptr->d_char == 'Q');
break;
}
- case SUMMON_BIZARRE4:
- {
- okay = (r_ptr->d_char == 'v');
- break;
- }
-
- case SUMMON_BIZARRE5:
+ case SUMMON_COIN_MIMIC:
{
okay = (r_ptr->d_char == '$');
break;
}
- case SUMMON_BIZARRE6:
+ case SUMMON_MIMIC:
{
okay = ((r_ptr->d_char == '!') ||
(r_ptr->d_char == '?') ||
!(r_ptr->flags3 & (RF3_UNDEAD)) &&
!(r_ptr->flags3 & (RF3_DEMON)) &&
!(r_ptr->flags2 & (RF2_MULTIPLY)) &&
- !(r_ptr->flags4 || r_ptr->flags5 || r_ptr->flags6));
+ !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
break;
}
break;
}
}
-
- /* Result */
/* Since okay is int, "return (okay);" is not correct. */
return (bool)(okay ? TRUE : FALSE);
}
-
+/*!
+ * @var chameleon_change_m_idx
+ * @brief カメレオンの変身先モンスターIDを受け渡すためのグローバル変数
+ * @todo 変数渡しの問題などもあるができればchameleon_change_m_idxのグローバル変数を除去し、関数引き渡しに移行すること
+ */
static int chameleon_change_m_idx = 0;
* @param r_idx チェックするモンスター種族ID
* @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
*/
-static bool restrict_monster_to_dungeon(int r_idx)
+static bool restrict_monster_to_dungeon(MONRACE_IDX r_idx)
{
dungeon_info_type *d_ptr = &d_info[dungeon_type];
monster_race *r_ptr = &r_info[r_idx];
if (r_idx != MON_CHAMELEON &&
r_ptr->freq_spell &&
!(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
- !(r_ptr->flags5 & RF5_NOMAGIC_MASK) &&
- !(r_ptr->flags6 & RF6_NOMAGIC_MASK))
+ !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
+ !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
return FALSE;
}
if (d_ptr->flags1 & DF1_NO_MELEE)
{
if (r_idx == MON_CHAMELEON) return TRUE;
if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
- !(r_ptr->flags5 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | RF5_MIND_BLAST | RF5_BRAIN_SMASH)) &&
- !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
+ !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | RF5_MIND_BLAST | RF5_BRAIN_SMASH)) &&
+ !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
return FALSE;
}
if (d_ptr->flags1 & DF1_BEGINNER)
if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
return FALSE;
}
- if (d_ptr->mflags5)
+ if (d_ptr->m_a_ability_flags1)
{
- if ((d_ptr->mflags5 & r_ptr->flags5) != d_ptr->mflags5)
+ if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
return FALSE;
}
- if (d_ptr->mflags6)
+ if (d_ptr->m_a_ability_flags2)
{
- if ((d_ptr->mflags6 & r_ptr->flags6) != d_ptr->mflags6)
+ if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
return FALSE;
}
if (d_ptr->mflags7)
if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
return TRUE;
}
- if (d_ptr->mflags5)
+ if (d_ptr->m_a_ability_flags1)
{
- if ((d_ptr->mflags5 & r_ptr->flags5) != d_ptr->mflags5)
+ if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
return TRUE;
}
- if (d_ptr->mflags6)
+ if (d_ptr->m_a_ability_flags2)
{
- if ((d_ptr->mflags6 & r_ptr->flags6) != d_ptr->mflags6)
+ if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
return TRUE;
}
if (d_ptr->mflags7)
if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
- if (r_ptr->flags5 & d_ptr->mflags5) return TRUE;
- if (r_ptr->flags6 & d_ptr->mflags6) return TRUE;
+ if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE;
+ if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE;
if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
- if (r_ptr->flags5 & d_ptr->mflags5) return FALSE;
- if (r_ptr->flags6 & d_ptr->mflags6) return FALSE;
+ if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE;
+ if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE;
if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
/*!
* @brief モンスター生成制限関数最大2つから / Apply a "monster restriction function" to the "monster allocation table"
- * @param monnster_hook 制限関数1
- * @param monnster_hook2 制限関数2
+ * @param monster_hook 制限関数1
+ * @param monster_hook2 制限関数2
* @return エラーコード
*/
errr get_mon_num_prep(monster_hook_type monster_hook,
* Note that if no monsters are "appropriate", then this function will
* fail, and return zero, but this should *almost* never happen.
*/
-s16b get_mon_num(int level)
+MONRACE_IDX get_mon_num(DEPTH level)
{
int i, j, p;
int r_idx;
alloc_entry *table = alloc_race_table;
int pls_kakuritu, pls_level;
- int hoge = mysqrt(level*10000L);
+ int delay = mysqrt(level * 10000L) + 400L;
if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
- pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((dungeon_turn / (TURNS_PER_TICK * 2500L) - hoge / 10)));
- pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + dungeon_turn / (TURNS_PER_TICK * 20000L) - hoge / 40 + MIN(5, level / 10)) ;
+ pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
+ pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10)) ;
if (d_info[dungeon_type].flags1 & DF1_MAZE)
{
/* Keep the "best" one */
if (table[i].level < table[j].level) i = j;
}
-
- /* Result */
return (table[i].index);
}
* MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
* --> Reflexive, genderized if visable ("himself") or "itself"
*/
-void monster_desc(char *desc, monster_type *m_ptr, int mode)
+void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
{
cptr res;
monster_race *r_ptr;
* @details
* Return the number of new flags learnt. -Mogami-
*/
-int lore_do_probe(int r_idx)
+int lore_do_probe(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
int i, n = 0;
if (!(r_ptr->r_flags4 & (1L << i)) &&
(r_ptr->flags4 & (1L << i))) n++;
if (!(r_ptr->r_flags5 & (1L << i)) &&
- (r_ptr->flags5 & (1L << i))) n++;
+ (r_ptr->a_ability_flags1 & (1L << i))) n++;
if (!(r_ptr->r_flags6 & (1L << i)) &&
- (r_ptr->flags6 & (1L << i))) n++;
+ (r_ptr->a_ability_flags2 & (1L << i))) n++;
if (!(r_ptr->r_flagsr & (1L << i)) &&
(r_ptr->flagsr & (1L << i))) n++;
r_ptr->r_flags2 = r_ptr->flags2;
r_ptr->r_flags3 = r_ptr->flags3;
r_ptr->r_flags4 = r_ptr->flags4;
- r_ptr->r_flags5 = r_ptr->flags5;
- r_ptr->r_flags6 = r_ptr->flags6;
+ r_ptr->r_flags5 = r_ptr->a_ability_flags1;
+ r_ptr->r_flags6 = r_ptr->a_ability_flags2;
r_ptr->r_flagsr = r_ptr->flagsr;
/* r_flags7 is actually unused */
/* Update monster recall window */
if (p_ptr->monster_race_idx == r_idx)
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
* gold and items are dropped, and remembers that information to be
* described later by the monster recall code.
*/
-void lore_treasure(int m_idx, int num_item, int num_gold)
+void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
{
monster_type *m_ptr = &m_list[m_idx];
/* Update monster recall window */
if (p_ptr->monster_race_idx == m_ptr->r_idx)
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
}
*/
void sanity_blast(monster_type *m_ptr, bool necro)
{
- bool happened = FALSE;
int power = 100;
if (p_ptr->inside_battle || !character_dungeon) return;
- if (!necro)
+ if (!necro && m_ptr)
{
- char m_name[80];
- monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
+ char m_name[80];
+ monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
power = r_ptr->level / 2;
}
else power *= 2;
- if (!hack_mind)
+ if (!is_loading_now)
return; /* No effect yet, just loaded... */
if (!m_ptr->ml)
return; /* Cannot see it for some reason */
if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
- return; /* oops */
-
-
+ return;
if (is_pet(m_ptr))
return; /* Pet eldritch horrors are safe most of the time */
funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
#endif
-
if (one_in_(3))
{
msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
if (saving_throw(25 + p_ptr->lev)) return;
}
}
- else
+ else if(!necro)
{
- msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!"));
- }
+ monster_race *r_ptr;
+ char m_name[80];
+ cptr desc;
- if (!saving_throw(p_ptr->skill_sav - power)) /* Mind blast */
- {
- if (!p_ptr->resist_conf)
+ get_mon_num_prep(get_nightmare, NULL);
+
+ r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
+ power = r_ptr->level + 10;
+ desc = r_name + r_ptr->name;
+
+ get_mon_num_prep(NULL, NULL);
+
+ /* Describe it */
+#ifndef JP
+ if (!(r_ptr->flags1 & RF1_UNIQUE))
+ sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
+ else
+#endif
+ sprintf(m_name, "%s", desc);
+
+ if (!(r_ptr->flags1 & RF1_UNIQUE))
{
- (void)set_confused(p_ptr->confused + randint0(4) + 4);
+ if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
}
- if (!p_ptr->resist_chaos && one_in_(3))
+ else power *= 2;
+
+ if (saving_throw(p_ptr->skill_sav * 100 / power))
{
- (void)set_image(p_ptr->image + randint0(250) + 150);
+ msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
+ /* Safe */
+ return;
}
- return;
- }
-
- if (!saving_throw(p_ptr->skill_sav - power)) /* Lose int & wis */
- {
- do_dec_stat(A_INT);
- do_dec_stat(A_WIS);
- return;
- }
- if (!saving_throw(p_ptr->skill_sav - power)) /* Brain smash */
- {
- if (!p_ptr->resist_conf)
+ if (p_ptr->image)
{
- (void)set_confused(p_ptr->confused + randint0(4) + 4);
+ /* Something silly happens... */
+ msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
+ funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
+
+ if (one_in_(3))
+ {
+ msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
+ p_ptr->image = p_ptr->image + randint1(r_ptr->level);
+ }
+
+ /* Never mind; we can't see it clearly enough */
+ return;
}
- if (!p_ptr->free_act)
+
+ /* Something frightening happens... */
+ msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
+ horror_desc[randint0(MAX_SAN_HORROR)], desc);
+
+ r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
+
+ if (!p_ptr->mimic_form)
{
- (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
+ switch (p_ptr->prace)
+ {
+ /* Demons may make a saving throw */
+ case RACE_IMP:
+ case RACE_DEMON:
+ if (saving_throw(20 + p_ptr->lev)) return;
+ break;
+ /* Undead may make a saving throw */
+ case RACE_SKELETON:
+ case RACE_ZOMBIE:
+ case RACE_SPECTRE:
+ case RACE_VAMPIRE:
+ if (saving_throw(10 + p_ptr->lev)) return;
+ break;
+ }
}
- while (randint0(100) > p_ptr->skill_sav)
- (void)do_dec_stat(A_INT);
- while (randint0(100) > p_ptr->skill_sav)
- (void)do_dec_stat(A_WIS);
- if (!p_ptr->resist_chaos)
+ else
{
- (void)set_image(p_ptr->image + randint0(250) + 150);
+ /* Demons may make a saving throw */
+ if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
+ {
+ if (saving_throw(20 + p_ptr->lev)) return;
+ }
+ /* Undead may make a saving throw */
+ else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
+ {
+ if (saving_throw(10 + p_ptr->lev)) return;
+ }
}
- return;
}
-
- if (!saving_throw(p_ptr->skill_sav - power)) /* Amnesia */
+ else
{
-
- if (lose_all_info())
- msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
-
- return;
+ msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!"));
}
if (saving_throw(p_ptr->skill_sav - power))
return;
}
- /* Else gain permanent insanity */
- if ((p_ptr->muta3 & MUT3_MORONIC) && /*(p_ptr->muta2 & MUT2_BERS_RAGE) &&*/
- ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
- ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
- {
- /* The poor bastard already has all possible insanities! */
- return;
- }
+ do {
+ (void)do_dec_stat(A_INT);
+ } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
+
+ do {
+ (void)do_dec_stat(A_WIS);
+ } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
- while (!happened)
+ switch (randint1(21))
{
- switch (randint1(21))
+ case 1:
+ if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
{
- case 1:
- if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
- {
- if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
- {
- msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You turn into an utter moron!"));
- }
- else
- {
- msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
- }
+ if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
+ {
+ msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You turn into an utter moron!"));
+ }
+ else
+ {
+ msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
+ }
- if (p_ptr->muta3 & MUT3_HYPER_INT)
- {
- msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
- p_ptr->muta3 &= ~(MUT3_HYPER_INT);
- }
- p_ptr->muta3 |= MUT3_MORONIC;
- happened = TRUE;
- }
- break;
- case 2:
- case 3:
- case 4:
- case 5:
- case 6:
- case 7:
- case 8:
- case 9:
- case 10:
- case 11:
- if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
- {
- msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
+ if (p_ptr->muta3 & MUT3_HYPER_INT)
+ {
+ msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
+ p_ptr->muta3 &= ~(MUT3_HYPER_INT);
+ }
+ p_ptr->muta3 |= MUT3_MORONIC;
+ }
+ break;
+ case 2:
+ case 3:
+ case 4:
+ if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
+ {
+ msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
- /* Duh, the following should never happen, but anyway... */
- if (p_ptr->muta3 & MUT3_FEARLESS)
- {
- msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
- p_ptr->muta3 &= ~(MUT3_FEARLESS);
- }
+ /* Duh, the following should never happen, but anyway... */
+ if (p_ptr->muta3 & MUT3_FEARLESS)
+ {
+ msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
+ p_ptr->muta3 &= ~(MUT3_FEARLESS);
+ }
- p_ptr->muta2 |= MUT2_COWARDICE;
- happened = TRUE;
- }
- break;
- case 12:
- case 13:
- case 14:
- case 15:
- case 16:
- case 17:
- case 18:
- case 19:
- case 20:
- case 21:
- if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
- {
- msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
- p_ptr->muta2 |= MUT2_HALLU;
- happened = TRUE;
- }
- break;
- default:
- if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
- {
- msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
- p_ptr->muta2 |= MUT2_BERS_RAGE;
- happened = TRUE;
- }
- break;
+ p_ptr->muta2 |= MUT2_COWARDICE;
+ }
+ break;
+ case 5:
+ case 6:
+ case 7:
+ if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
+ {
+ msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
+ p_ptr->muta2 |= MUT2_HALLU;
+ }
+ break;
+ case 8:
+ case 9:
+ case 10:
+ if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
+ {
+ msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
+ p_ptr->muta2 |= MUT2_BERS_RAGE;
+ }
+ break;
+ case 11:
+ case 12:
+ case 13:
+ case 14:
+ case 15:
+ case 16:
+ /* Brain smash */
+ if (!p_ptr->resist_conf)
+ {
+ (void)set_confused(p_ptr->confused + randint0(4) + 4);
}
+ if (!p_ptr->free_act)
+ {
+ (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
+ }
+ if (!p_ptr->resist_chaos)
+ {
+ (void)set_image(p_ptr->image + randint0(250) + 150);
+ }
+ break;
+ case 17:
+ case 18:
+ case 19:
+ case 20:
+ case 21:
+ /* Amnesia */
+ if (lose_all_info())
+ msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
+ break;
}
p_ptr->update |= PU_BONUS;
* @param m_idx 更新するモンスター情報のID
* @param full プレイヤーとの距離更新を行うならばtrue
* @return なし
- * @detail
+ * @details
* This involves extracting the distance to the player (if requested),
* and then checking for visibility (natural, infravision, see-invis,
* telepathy), updating the monster visibility flag, redrawing (or
* "disturb_near" (monster which is "easily" viewable moves in some
* way). Note that "moves" includes "appears" and "disappears".
*/
-void update_mon(int m_idx, bool full)
+void update_monster(MONSTER_IDX m_idx, bool full)
{
monster_type *m_ptr = &m_list[m_idx];
if (full)
{
/* Distance components */
- int dy = (py > fy) ? (py - fy) : (fy - py);
- int dx = (px > fx) ? (px - fx) : (fx - px);
+ int dy = (p_ptr->y > fy) ? (p_ptr->y - fy) : (fy - p_ptr->y);
+ int dx = (p_ptr->x > fx) ? (p_ptr->x - fx) : (fx - p_ptr->x);
/* Approximate distance */
d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
}
/* Disturb on appearance */
- if (disturb_near && (projectable(m_ptr->fy, m_ptr->fx, py, px) && projectable(py, px, m_ptr->fy, m_ptr->fx)))
+ if (disturb_near && (projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)))
{
if (disturb_pets || is_hostile(m_ptr))
- disturb(1, 1);
+ disturb(TRUE, TRUE);
}
}
}
if (do_disturb)
{
if (disturb_pets || is_hostile(m_ptr))
- disturb(1, 1);
+ disturb(TRUE, TRUE);
}
}
}
if (do_disturb)
{
if (disturb_pets || is_hostile(m_ptr))
- disturb(1, 1);
+ disturb(TRUE, TRUE);
}
}
}
if (do_disturb)
{
if (disturb_pets || is_hostile(m_ptr))
- disturb(1, 1);
+ disturb(TRUE, TRUE);
}
}
}
*/
void update_monsters(bool full)
{
- int i;
+ IDX i;
/* Update each (live) monster */
for (i = 1; i < m_max; i++)
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
-
- /* Update the monster */
- update_mon(i, full);
+ update_monster(i, full);
}
}
* @param r_idx モンスター種族ID
* @return 対象にできるならtrueを返す
*/
-static bool monster_hook_chameleon_lord(int r_idx)
+static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
monster_type *m_ptr = &m_list[chameleon_change_m_idx];
* @param r_idx モンスター種族ID
* @return 対象にできるならtrueを返す
*/
-static bool monster_hook_chameleon(int r_idx)
+static bool monster_hook_chameleon(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
monster_type *m_ptr = &m_list[chameleon_change_m_idx];
* @param r_idx 旧モンスター種族のID
* @return なし
*/
-void choose_new_monster(int m_idx, bool born, int r_idx)
+void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
{
int oldmaxhp;
monster_type *m_ptr = &m_list[m_idx];
if (!r_idx)
{
- int level;
+ DEPTH level;
chameleon_change_m_idx = m_idx;
if (old_unique)
m_ptr->r_idx = r_idx;
m_ptr->ap_r_idx = r_idx;
- update_mon(m_idx, FALSE);
+ update_monster(m_idx, FALSE);
lite_spot(m_ptr->fy, m_ptr->fx);
if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
if (ironman_nightmare)
{
u32b hp = m_ptr->max_maxhp * 2L;
- m_ptr->max_maxhp = (s16b)MIN(30000, hp);
+ m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
}
m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
* @param r_idx モンスター種族ID
* @return 対象にできるならtrueを返す
*/
-static bool monster_hook_tanuki(int r_idx)
+static bool monster_hook_tanuki(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param r_idx モンスター種族ID
* @return モンスター種族の表層ID
*/
-static int initial_r_appearance(int r_idx)
+static IDX initial_r_appearance(MONRACE_IDX r_idx)
{
int attempts = 1000;
- int ap_r_idx;
- int min = MIN(base_level-5, 50);
+ IDX ap_r_idx;
+ DEPTH min = MIN(base_level-5, 50);
if (!(r_info[r_idx].flags7 & RF7_TANUKI))
return r_idx;
/*!
- * @brief モンスターの個体加速を設定する / Get initial monster spee\d
+ * @brief モンスターの個体加速を設定する / Get initial monster speed
* @param r_ptr モンスター種族の参照ポインタ
* @return 加速値
*/
*
* This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
*
- * XXX XXX XXX Use special "here" and "dead" flags for unique monsters,
+ * Use special "here" and "dead" flags for unique monsters,
* remove old "cur_num" and "max_num" fields.
*
- * XXX XXX XXX Actually, do something similar for artifacts, to simplify
+ * Actually, do something similar for artifacts, to simplify
* the "preserve" mode, and to make the "what artifacts" flag more useful.
*
* This is the only function which may place a monster in the dungeon,
* except for the savefile loading code.
*/
-static bool place_monster_one(int who, int y, int x, int r_idx, u32b mode)
+static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
/* Access the location */
cave_type *c_ptr = &cave[y][x];
-
monster_type *m_ptr;
-
monster_race *r_ptr = &r_info[r_idx];
-
cptr name = (r_name + r_ptr->name);
int cmi;
c_ptr->info &= ~(CAVE_OBJECT);
c_ptr->mimic = 0;
- /* Notice */
note_spot(y, x);
}
else return FALSE;
}
- /* Powerful monster */
- if (r_ptr->level > dun_level)
- {
- /* Unique monsters */
- if (r_ptr->flags1 & (RF1_UNIQUE))
- {
- /* Message for cheaters */
- if (cheat_hear) msg_format(_("深層のユニーク・モンスター (%s)。", "Deep Unique (%s)."), name);
- }
-
- /* Normal monsters */
- else
- {
- /* Message for cheaters */
- if (cheat_hear) msg_format(_("深層のモンスター (%s)。", "Deep Monster (%s)."), name);
- }
- }
-
- /* Note the monster */
- else if (r_ptr->flags1 & (RF1_UNIQUE))
- {
- /* Unique monsters induce message */
- if (cheat_hear) msg_format(_("ユニーク・モンスター (%s)。", "Unique (%s)."), name);
- }
+ 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;
{
u32b hp = m_ptr->max_maxhp * 2L;
- m_ptr->max_maxhp = (s16b)MIN(30000, hp);
+ m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
}
m_ptr->maxhp = m_ptr->max_maxhp;
p_ptr->update |= (PU_MON_LITE);
else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
p_ptr->update |= (PU_MON_LITE);
-
- /* Update the monster */
- update_mon(c_ptr->m_idx, TRUE);
+ update_monster(c_ptr->m_idx, TRUE);
/* Count the monsters on the level */
-#define MON_SCAT_MAXD 10
+#define MON_SCAT_MAXD 10 /*!< mon_scatter()関数によるモンスター配置で許される中心からの最大距離 */
/*!
* @brief モンスター1体を目標地点に可能ながり近い位置に生成する / improved version of scatter() for place monster
* @return 成功したらtrue
*
*/
-static bool mon_scatter(int r_idx, int *yp, int *xp, int y, int x, int max_dist)
+static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
{
int place_x[MON_SCAT_MAXD];
int place_y[MON_SCAT_MAXD];
return TRUE;
}
-
-/*
- * Maximum size of a group of monsters
- */
-#define GROUP_MAX 32
-
/*!
* @brief モンスターを目標地点に集団生成する / Attempt to place a "group" of monsters around the given location
* @param who 召喚主のモンスター情報ID
* @param mode 生成オプション
* @return 成功したらtrue
*/
-static bool place_monster_group(int who, int y, int x, int r_idx, u32b mode)
+static bool place_monster_group(IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
monster_race *r_ptr = &r_info[r_idx];
int hack_n = 0;
- byte hack_y[GROUP_MAX];
- byte hack_x[GROUP_MAX];
+ POSITION hack_y[GROUP_MAX];
+ POSITION hack_x[GROUP_MAX];
/* Pick a group size */
for (n = 0; (n < hack_n) && (hack_n < total); n++)
{
/* Grab the location */
- int hx = hack_x[n];
- int hy = hack_y[n];
+ POSITION hx = hack_x[n];
+ POSITION hy = hack_y[n];
/* Check each direction, up to total */
for (i = 0; (i < 8) && (hack_n < total); i++)
{
- int mx, my;
+ POSITION mx, my;
scatter(&my, &mx, hy, hx, 4, 0);
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
+ * @todo 関数ポインタの都合を配慮しながら、グローバル変数place_monster_idxを除去し、関数引数化する
+ */
+static IDX place_monster_idx = 0;
-/*
- * Hack -- help pick an escort type
+/*!
+ * @var place_monster_m_idx
+ * @brief 護衛対象となるモンスターIDを渡すグローバル変数 / Hack -- help pick an escort type
+ * @todo 関数ポインタの都合を配慮しながら、グローバル変数place_monster_m_idxを除去し、関数引数化する
*/
-static int place_monster_idx = 0;
-static int place_monster_m_idx = 0;
+static IDX place_monster_m_idx = 0;
/*!
* @brief モンスター種族が召喚主の護衛となれるかどうかをチェックする / Hack -- help pick an escort type
* @param r_idx チェックするモンスター種族のID
* @return 護衛にできるならばtrue
*/
-static bool place_monster_okay(int r_idx)
+static bool place_monster_can_escort(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[place_monster_idx];
monster_type *m_ptr = &m_list[place_monster_m_idx];
if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
return FALSE;
- /* Okay */
return (TRUE);
}
* Note the use of the new "monster allocation table" code to restrict
* the "get_mon_num()" function to "legal" escort types.
*/
-bool place_monster_aux(int who, int y, int x, int r_idx, u32b mode)
+bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
int i, j, n;
monster_race *r_ptr = &r_info[r_idx];
n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
for(j = 0; j < n; j++)
{
- int nx, ny, d = 7;
+ POSITION nx, ny, d = 7;
scatter(&ny, &nx, y, x, d, 0);
(void)place_monster_one(place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
}
/* Try to place several "escorts" */
for (i = 0; i < 32; i++)
{
- int nx, ny, z, d = 3;
+ POSITION nx, ny, d = 3;
+ MONRACE_IDX z;
/* Pick a location */
scatter(&ny, &nx, y, x, d, 0);
if (!cave_empty_bold2(ny, nx)) continue;
/* Prepare allocation table */
- get_mon_num_prep(place_monster_okay, get_monster_hook2(ny, nx));
+ get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx));
/* Pick a random race */
z = get_mon_num(r_ptr->level);
* @param mode 生成オプション
* @return 生成に成功したらtrue
*/
-bool place_monster(int y, int x, u32b mode)
+bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
{
- int r_idx;
+ MONRACE_IDX r_idx;
/* Prepare allocation table */
get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
/* Attempt to place the monster */
if (place_monster_aux(0, y, x, r_idx, mode)) return (TRUE);
- /* Oops */
return (FALSE);
}
-
-#ifdef MONSTER_HORDES
-
/*!
* @brief 指定地点に1種類のモンスター種族による群れを生成する
* @param y 生成地点y座標
* @param x 生成地点x座標
* @return 生成に成功したらtrue
*/
-bool alloc_horde(int y, int x)
+bool alloc_horde(POSITION y, POSITION x)
{
monster_race *r_ptr = NULL;
- int r_idx = 0;
- int m_idx;
+ MONRACE_IDX r_idx = 0;
+ MONSTER_IDX m_idx;
int attempts = 1000;
- int cy = y;
- int cx = x;
+ POSITION cy = y;
+ POSITION cx = x;
/* Prepare allocation table */
get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
return TRUE;
}
-#endif /* MONSTER_HORDES */
-
-
/*!
* @brief ダンジョンの主生成を試みる / Put the Guardian
* @param def_val 現在の主の生成状態
*/
bool alloc_guardian(bool def_val)
{
- int guardian = d_info[dungeon_type].final_guardian;
+ MONRACE_IDX guardian = d_info[dungeon_type].final_guardian;
if (guardian && (d_info[dungeon_type].maxdepth == dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
{
* Use "slp" to choose the initial "sleep" status
* Use "monster_level" for the monster level
*/
-bool alloc_monster(int dis, u32b mode)
+bool alloc_monster(POSITION dis, BIT_FLAGS mode)
{
- int y = 0, x = 0;
- int attempts_left = 10000;
+ int y = 0, x = 0;
+ int attempts_left = 10000;
/* Put the Guardian */
if (alloc_guardian(FALSE)) return TRUE;
}
/* Accept far away grids */
- if (distance(y, x, py, px) > dis) break;
+ if (distance(y, x, p_ptr->y, p_ptr->x) > dis) break;
}
if (!attempts_left)
}
-#ifdef MONSTER_HORDES
if (randint1(5000) <= dun_level)
{
if (alloc_horde(y, x))
}
else
{
-#endif /* MONSTER_HORDES */
-
/* Attempt to place the monster, allow groups */
if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return (TRUE);
-
-#ifdef MONSTER_HORDES
}
-#endif /* MONSTER_HORDES */
- /* Nope */
return (FALSE);
}
* @param r_idx チェックするモンスター種族ID
* @return 召喚対象にできるならばTRUE
*/
-static bool summon_specific_okay(int r_idx)
+static bool summon_specific_okay(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
}
+ if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
+
/* Hack -- no specific type specified */
if (!summon_specific_type) return (TRUE);
- if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
-
if ((summon_specific_who < 0) &&
((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
monster_has_hostile_align(NULL, 10, -10, r_ptr))
*
* Note that this function may not succeed, though this is very rare.
*/
-bool summon_specific(int who, int y1, int x1, int lev, int type, u32b mode)
+bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
{
- int x, y, r_idx;
+ POSITION x, y;
+ MONRACE_IDX r_idx;
if (p_ptr->inside_arena) return (FALSE);
summon_specific_type = 0;
/* Success */
+ sound(SOUND_SUMMON);
return (TRUE);
}
* @param mode 生成オプション
* @return 召喚できたらtrueを返す
*/
-bool summon_named_creature (int who, int oy, int ox, int r_idx, u32b mode)
+bool summon_named_creature (MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
- int x, y;
+ POSITION x, y;
/* Paranoia */
/* if (!r_idx) return; */
* @details
* Note that "reproduction" REQUIRES empty space.
*/
-bool multiply_monster(int m_idx, bool clone, u32b mode)
+bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
{
monster_type *m_ptr = &m_list[m_idx];
- int y, x;
+ POSITION y, x;
if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
return FALSE;
* @details
* Technically should attempt to treat "Beholder"'s as jelly's
*/
-void message_pain(int m_idx, int dam)
+void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
{
long oldhp, newhp, tmp;
int percentage;
* @param what 学習対象ID
* @return なし
*/
-void update_smart_learn(int m_idx, int what)
+void update_smart_learn(MONSTER_IDX m_idx, int what)
{
monster_type *m_ptr = &m_list[m_idx];
if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
- /* XXX XXX XXX */
/* Analyze the knowledge */
switch (what)
* @param y 配置先Y座標
* @return 配置に成功したらTRUE
*/
-bool player_place(int y, int x)
+bool player_place(POSITION y, POSITION x)
{
/* Paranoia XXX XXX */
if (cave[y][x].m_idx != 0) return FALSE;
/* Save player location */
- py = y;
- px = x;
+ p_ptr->y = y;
+ p_ptr->x = x;
/* Success */
return TRUE;
*/
void monster_drop_carried_objects(monster_type *m_ptr)
{
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
object_type forge;
object_type *o_ptr;
object_type *q_ptr;
/* Drop objects being carried */
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
/* Forget monster */
q_ptr->held_m_idx = 0;
- /* Delete the object */
delete_object_idx(this_o_idx);
/* Drop it */