#include "angband.h"
-#define HORDE_NOGOOD 0x01
-#define HORDE_NOEVIL 0x02
+#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? */
+
/*!
* @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] =
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 == '?') ||
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;
/*!
* @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,
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)
{
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;
if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
return; /* oops */
-
-
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 if(!necro)
+ {
+ monster_race *r_ptr;
+ char m_name[80];
+ cptr desc;
+
+ 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))
+ {
+ if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
+ }
+ else power *= 2;
+
+ if (saving_throw(p_ptr->skill_sav * 100 / power))
+ {
+ 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;
+ }
+
+ if (p_ptr->image)
+ {
+ /* 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;
+ }
+
+ /* 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)
+ {
+ 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;
+ }
+ }
+ else
+ {
+ /* 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;
+ }
+ }
+ }
else
{
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!"));
* @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
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);
/*!
- * @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
*/
-#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 TRUE;
}
-
-/*
- * Maximum size of a group of monsters
- */
-#define GROUP_MAX 32
+#define GROUP_MAX 32 /*!< place_monster_group() 関数によるモンスターのGROUP生成時の配置最大数 / Maximum size of a group of monsters */
/*!
* @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
return (TRUE);
}
-
-/*
- * Hack -- help pick an escort type
+/*!
+ * @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 int place_monster_idx = 0;
+
+/*!
+ * @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_m_idx = 0;
/*!
}
/* 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)
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;