#include "angband.h"
#include "grid.h"
#include "trap.h"
+#include "monster-hook.h"
/*!
*/
static bool detect_feat_flag(POSITION range, int flag, bool known)
{
- int x, y;
- bool detect = FALSE;
+ POSITION x, y;
+ bool detect = FALSE;
cave_type *c_ptr;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
{
int dist = distance(p_ptr->y, p_ptr->x, y, x);
if (dist > range) continue;
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* Hack -- Safe */
c_ptr->info &= ~(CAVE_UNSAFE);
- /* Redraw */
lite_spot(y, x);
}
}
/* Hack -- Memorize */
c_ptr->info |= (CAVE_MARK);
- /* Redraw */
lite_spot(y, x);
- /* Obvious */
detect = TRUE;
}
}
}
-
- /* Result */
return detect;
}
if (known) p_ptr->dtrap = TRUE;
if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
-
- /* Describe */
if (detect)
{
msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
}
-
- /* Result */
return detect;
}
bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
-
- /* Describe */
if (detect)
{
msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
}
-
- /* Result */
return detect;
}
bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
-
- /* Describe */
if (detect)
{
msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
}
-
- /* Result */
return detect;
}
bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
-
- /* Describe */
if (detect)
{
msg_print(_("埋蔵された財宝の存在を感じとった!", "You sense the presence of buried treasure!"));
}
-
- /* Result */
return detect;
}
*/
bool detect_objects_gold(POSITION range)
{
- int i, y, x;
+ OBJECT_IDX i;
+ POSITION y, x;
POSITION range2 = range;
bool detect = FALSE;
/* Skip held objects */
if (o_ptr->held_m_idx) continue;
- /* Location */
y = o_ptr->iy;
x = o_ptr->ix;
/* Detect "gold" objects */
if (o_ptr->tval == TV_GOLD)
{
- /* Hack -- memorize it */
o_ptr->marked |= OM_FOUND;
-
- /* Redraw */
lite_spot(y, x);
-
- /* Detect */
detect = TRUE;
}
}
if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
-
- /* Describe */
if (detect)
{
msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
{
detect = TRUE;
}
-
- /* Result */
return (detect);
}
*/
bool detect_objects_normal(POSITION range)
{
- int i, y, x;
+ OBJECT_IDX i;
+ POSITION y, x;
POSITION range2 = range;
bool detect = FALSE;
/* Skip held objects */
if (o_ptr->held_m_idx) continue;
- /* Location */
y = o_ptr->iy;
x = o_ptr->ix;
/* Detect "real" objects */
if (o_ptr->tval != TV_GOLD)
{
- /* Hack -- memorize it */
o_ptr->marked |= OM_FOUND;
-
- /* Redraw */
lite_spot(y, x);
-
- /* Detect */
detect = TRUE;
}
}
if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
-
- /* Describe */
if (detect)
{
msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
{
detect = TRUE;
}
-
- /* Result */
return (detect);
}
*/
bool detect_objects_magic(POSITION range)
{
- int i, y, x, tv;
+ OBJECT_TYPE_VALUE tv;
+ OBJECT_IDX i;
+ POSITION y, x;
bool detect = FALSE;
/* Skip held objects */
if (o_ptr->held_m_idx) continue;
- /* Location */
y = o_ptr->iy;
x = o_ptr->ix;
{
/* Memorize the item */
o_ptr->marked |= OM_FOUND;
-
- /* Redraw */
lite_spot(y, x);
-
- /* Detect */
detect = TRUE;
}
}
-
- /* Describe */
if (detect)
{
msg_print(_("魔法のアイテムの存在を感じとった!", "You sense the presence of magic objects!"));
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
/* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
- /* Update the monster */
- update_mon(i, FALSE);
-
- /* Detect */
+ update_monster(i, FALSE);
flag = TRUE;
}
}
if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
-
- /* Describe */
if (flag)
{
/* Describe result */
msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
}
-
- /* Result */
return (flag);
}
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
/* Update monster recall window */
if (p_ptr->monster_race_idx == m_ptr->r_idx)
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
/* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
- /* Update the monster */
- update_mon(i, FALSE);
-
- /* Detect */
+ update_monster(i, FALSE);
flag = TRUE;
}
}
if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
-
- /* Describe */
if (flag)
{
/* Describe result */
msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
}
-
- /* Result */
return (flag);
}
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
/* Update monster recall window */
if (p_ptr->monster_race_idx == m_ptr->r_idx)
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
}
/* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
- /* Update the monster */
- update_mon(i, FALSE);
-
- /* Detect */
+ update_monster(i, FALSE);
flag = TRUE;
}
}
-
- /* Describe */
if (flag)
{
/* Describe result */
msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
}
-
- /* Result */
return (flag);
}
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
/* Update monster recall window */
if (p_ptr->monster_race_idx == m_ptr->r_idx)
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
/* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
- /* Update the monster */
- update_mon(i, FALSE);
-
- /* Detect */
+ update_monster(i, FALSE);
flag = TRUE;
}
}
-
- /* Describe */
if (flag)
{
/* Describe result */
msg_print(_("自然でないモンスターの存在を感じた!", "You sense the presence of unnatural beings!"));
}
-
- /* Result */
return (flag);
}
{
MONSTER_IDX i;
POSITION y, x;
- bool flag = FALSE;
+ bool flag = FALSE;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
/* Update monster recall window */
if (p_ptr->monster_race_idx == m_ptr->r_idx)
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
/* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
- /* Update the monster */
- update_mon(i, FALSE);
-
- /* Detect */
+ update_monster(i, FALSE);
flag = TRUE;
}
}
-
- /* Describe */
if (flag)
{
/* Describe result */
msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
}
-
- /* Result */
return (flag);
}
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
/* Update monster recall window */
if (p_ptr->monster_race_idx == m_ptr->r_idx)
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
/* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
- /* Update the monster */
- update_mon(i, FALSE);
-
- /* Detect */
+ update_monster(i, FALSE);
flag = TRUE;
}
}
if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
-
- /* Describe */
if (flag)
{
/* Describe result */
msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
}
-
- /* Result */
return (flag);
}
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
/* Update monster recall window */
if (p_ptr->monster_race_idx == m_ptr->r_idx)
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
}
/* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
-
- /* Update the monster */
- update_mon(i, FALSE);
-
- /* Detect */
+ update_monster(i, FALSE);
flag = TRUE;
}
}
-
- /* Describe */
if (flag)
{
switch (match_flag)
msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
msg_print(NULL);
}
-
- /* Result */
return (flag);
}
if (detect_objects_normal(range)) detect = TRUE;
if (detect_monsters_invis(range)) detect = TRUE;
if (detect_monsters_normal(range)) detect = TRUE;
-
- /* Result */
return (detect);
}
*/
bool project_hack(EFFECT_ID typ, HIT_POINT dam)
{
- int i, x, y;
- int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
- bool obvious = FALSE;
+ MONSTER_IDX i;
+ POSITION x, y;
+ BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
+ bool obvious = FALSE;
/* Mark all (nearby) monsters */
/* Paranoia -- Skip dead monsters */
if (!m_ptr->r_idx) continue;
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
/* Remove mark */
m_ptr->mflag &= ~(MFLAG_TEMP);
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
/* Jump directly to the target monster */
if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
}
-
- /* Result */
return (obvious);
}
bool sleep = FALSE;
bool speed = FALSE;
-
/* Aggravate everyone nearby */
for (i = 1; i < m_max; i++)
{
- monster_type *m_ptr = &m_list[i];
-/* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
+ monster_type *m_ptr = &m_list[i];
/* Paranoia -- Skip dead monsters */
if (!m_ptr->r_idx) continue;
}
}
- /* Messages */
-#ifdef JP
- if (speed) msg_print("付近で何かが突如興奮したような感じを受けた!");
- else if (sleep) msg_print("何かが突如興奮したような騒々しい音が遠くに聞こえた!");
-#else
- if (speed) msg_print("You feel a sudden stirring nearby!");
- else if (sleep) msg_print("You hear a sudden stirring in the distance!");
-#endif
+ if (speed) msg_print(_("付近で何かが突如興奮したような感じを受けた!", "You feel a sudden stirring nearby!"));
+ else if (sleep) msg_print(_("何かが突如興奮したような騒々しい音が遠くに聞こえた!", "You hear a sudden stirring in the distance!"));
if (p_ptr->riding) p_ptr->update |= PU_BONUS;
}
/* Hack -- Skip Unique Monsters or Quest Monsters */
if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
-
else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
-
else if (m_idx == p_ptr->riding) resist = TRUE;
-
else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
-
else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
-
else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
- /* Delete the monster */
+
else
{
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
if (player_cast)
{
- /* Take damage */
take_hit(DAMAGE_GENO, randint1(dam_side), format(_("%^sの呪文を唱えた疲労", "the strain of casting %^s"), spell_name), -1);
}
/* Visual feedback */
move_cursor_relative(p_ptr->y, p_ptr->x);
- /* Redraw */
p_ptr->redraw |= (PR_HP);
-
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
/* Handle */
handle_stuff();
-
- /* Fresh */
Term_fresh();
- /* Delay */
Term_xtra(TERM_XTRA_DELAY, msec);
return !resist;
*/
bool probing(void)
{
- int i, speed;
+ int i;
+ SPEED speed;
bool_hack cu, cv;
bool probe = FALSE;
char buf[256];
chg_virtue(V_KNOWLEDGE, 1);
msg_print(_("これで全部です。", "That's all."));
}
-
- /* Result */
return (probe);
}
POSITION y, x;
int k, t;
cave_type *c_ptr;
- bool flag = FALSE;
+ bool flag = FALSE;
/* Prevent destruction of quest levels and town */
if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
/* Stay in the circle of death */
if (k > r) continue;
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* Lose room and vault */
for (this_o_idx = c_ptr->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 */
/* Stay in the circle of death */
if (k > r) continue;
-
- /* Access the grid */
c_ptr = &cave[y][x];
if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
/* Mega-Hack -- Forget the view and lite */
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
- /* Update stuff */
p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
- /* Redraw map */
p_ptr->redraw |= (PR_MAP);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
if (p_ptr->special_defense & NINJA_S_STEALTH)
/* Skip distant grids */
if (distance(cy, cx, yy, xx) > r) continue;
-
- /* Access the grid */
c_ptr = &cave[yy][xx];
/* Lose room and vault */
/* Important -- no wall on player */
map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
- /* Take some damage */
if (damage)
{
cptr killer;
/* Skip unaffected grids */
if (!map[16+yy-cy][16+xx-cx]) continue;
-
- /* Access the grid */
c_ptr = &cave[yy][xx];
if (c_ptr->m_idx == p_ptr->riding) continue;
/* Look for safety */
for (i = 0; i < 8; i++)
{
- /* Access the grid */
y = yy + ddy_ddd[i];
x = xx + ddx_ddd[i];
}
}
- /* Delete the monster */
+
delete_monster(yy, xx);
/* No longer safe */
m_ptr->fx = sx;
/* Update the monster (new location) */
- update_mon(m_idx, TRUE);
+ update_monster(m_idx, TRUE);
/* Redraw the old grid */
lite_spot(yy, xx);
/* Skip distant grids */
if (distance(cy, cx, yy, xx) > r) continue;
-
- /* Access the grid */
c_ptr = &cave[yy][xx];
if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
/* Mega-Hack -- Forget the view and lite */
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
- /* Update stuff */
p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
/* Update the health bar */
p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
- /* Redraw map */
p_ptr->redraw |= (PR_MAP);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
if (p_ptr->special_defense & NINJA_S_STEALTH)
monster_type *m_ptr = &m_list[c_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Update the monster */
- update_mon(c_ptr->m_idx, FALSE);
+ update_monster(c_ptr->m_idx, FALSE);
/* Stupid monsters rarely wake up */
if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
/* Note */
note_spot(y, x);
- /* Redraw */
lite_spot(y, x);
update_local_illumination(y, x);
/* Forget the grid */
if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
- /* Notice */
note_spot(y, x);
}
/* Process affected monsters */
if (c_ptr->m_idx)
{
- /* Update the monster */
- update_mon(c_ptr->m_idx, FALSE);
+ update_monster(c_ptr->m_idx, FALSE);
}
- /* Redraw */
lite_spot(y, x);
update_local_illumination(y, x);
bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
- /* Update stuff */
p_ptr->update |= (PU_FLOW);
- /* Redraw map */
p_ptr->redraw |= (PR_MAP);
return dummy;
/* Move player before updating the monster */
if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
-
- /* Update the monster */
- update_mon(cave[ny][nx].m_idx, TRUE);
+ update_monster(cave[ny][nx].m_idx, TRUE);
/* Found a monster */
m_ptr = &m_list[cave[ny][nx].m_idx];
}
/* Only works on adjacent monsters */
- if (!get_rep_dir2(&dir)) return FALSE;
+ if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
c_ptr = &cave[y][x];
DIRECTION dir;
POSITION x, y;
- if (!get_rep_dir2(&dir)) return FALSE;
+ if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
if (cave[y][x].m_idx)
bool okay = FALSE;
item_tester_no_ryoute = TRUE;
- /* Get an item */
q = _("どのアイテムを調べますか?", "Meditate on which item? ");
s = _("調べるアイテムがありません。", "You have nothing appropriate.");
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- /* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
/* Valid "tval" codes */