bool fear_p_hurt_m(int m_idx, int dam) { monster_type *m_ptr = &m_list[m_idx]; monster_race *r_ptr = &r_info[m_ptr->ap_r_idx]; bool result = FALSE; /* Apply Aura of Fear to the Player for non-melee damage */ if (!melee_hack && (r_ptr->flags2 & RF2_AURA_FEAR)) { int r_level = _r_level(r_ptr); if (!fear_save_p(r_level)) { mon_lore_2(m_ptr, RF2_AURA_FEAR); fear_add_p(r_level/MAX(1, m_ptr->cdis - 2)); } } if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR))) { int percentage = (100 * m_ptr->hp) / m_ptr->maxhp; int n = 10; n = n * adj_fear_m[p_ptr->stat_ind[A_CHR]] / 100; if ((n >= percentage) || (dam >= m_ptr->hp && randint0(100) < 80)) { if (!fear_save_m(m_ptr)) { result = TRUE; set_monster_monfear(m_idx, randint1(10) + 20); } } } return result; }
/* Monster Fear */ bool fear_process_m(int m_idx) { monster_type *m_ptr = &m_list[m_idx]; if (MON_MONFEAR(m_ptr) && !MON_CSLEEP(m_ptr)) { if (fear_save_m(m_ptr)) { bool recovered = FALSE; if (fear_save_m(m_ptr)) { set_monster_monfear(m_idx, 0); recovered = TRUE; } else { monster_race *r_ptr = &r_info[m_ptr->ap_r_idx]; recovered = set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_ptr->level / 20 + 1)); } if (recovered && is_seen(m_ptr)) { char m_name[80]; char m_poss[80]; monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE); monster_desc(m_name, m_ptr, 0); msg_format("%^s recovers %s courage.", m_name, m_poss); } } else if (one_in_(3) && !fear_save_m(m_ptr)) { if (is_seen(m_ptr)) { char m_name[80]; monster_desc(m_name, m_ptr, 0); msg_format("%^s is scared stiff!", m_name); } return FALSE; } } return TRUE; }
/*! * @brief フロアの切り替え処理 / Enter new floor. * @return なし * @details * If the floor is an old saved floor, it will be\n * restored from the temporal file. If the floor is new one, new cave\n * will be generated.\n */ void change_floor(void) { saved_floor_type *sf_ptr; bool loaded = FALSE; /* The dungeon is not ready */ character_dungeon = FALSE; /* No longer in the trap detecteded region */ p_ptr->dtrap = FALSE; /* Mega-Hack -- no panel yet */ panel_row_min = 0; panel_row_max = 0; panel_col_min = 0; panel_col_max = 0; /* Mega-Hack -- not ambushed on the wildness? */ ambush_flag = FALSE; /* No saved floors (On the surface etc.) */ if (!(change_floor_mode & CFM_SAVE_FLOORS) && !(change_floor_mode & CFM_FIRST_FLOOR)) { /* Create cave */ generate_cave(); /* Paranoia -- No new saved floor */ new_floor_id = 0; } /* In the dungeon */ else { /* No floor_id yet */ if (!new_floor_id) { /* Get new id */ new_floor_id = get_new_floor_id(); } /* Pointer for infomations of new floor */ sf_ptr = get_sf_ptr(new_floor_id); /* Try to restore old floor */ if (sf_ptr->last_visit) { /* Old saved floor is exist */ if (load_floor(sf_ptr, 0)) { loaded = TRUE; /* Forbid return stairs */ if (change_floor_mode & CFM_NO_RETURN) { cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x]; if (!feat_uses_special(c_ptr->feat)) { if (change_floor_mode & (CFM_DOWN | CFM_UP)) { /* Reset to floor */ c_ptr->feat = floor_type[randint0(100)]; } c_ptr->special = 0; } } } } /* * Set lower/upper_floor_id of new floor when the new * floor is right-above/right-under the current floor. * * Stair creation/Teleport level/Trap door will take * you the same floor when you used it later again. */ if (p_ptr->floor_id) { saved_floor_type *cur_sf_ptr = get_sf_ptr(p_ptr->floor_id); if (change_floor_mode & CFM_UP) { /* New floor is right-above */ if (cur_sf_ptr->upper_floor_id == new_floor_id) sf_ptr->lower_floor_id = p_ptr->floor_id; } else if (change_floor_mode & CFM_DOWN) { /* New floor is right-under */ if (cur_sf_ptr->lower_floor_id == new_floor_id) sf_ptr->upper_floor_id = p_ptr->floor_id; } } /* Break connection to killed floor */ else { if (change_floor_mode & CFM_UP) sf_ptr->lower_floor_id = 0; else if (change_floor_mode & CFM_DOWN) sf_ptr->upper_floor_id = 0; } /* Maintain monsters and artifacts */ if (loaded) { IDX i; s32b tmp_last_visit = sf_ptr->last_visit; s32b absence_ticks; int alloc_chance = d_info[dungeon_type].max_m_alloc_chance; int alloc_times; while (tmp_last_visit > turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN; absence_ticks = (turn - tmp_last_visit) / TURNS_PER_TICK; /* Maintain monsters */ for (i = 1; i < m_max; i++) { monster_race *r_ptr; monster_type *m_ptr = &m_list[i]; /* Skip dead monsters */ if (!m_ptr->r_idx) continue; if (!is_pet(m_ptr)) { /* Restore HP */ m_ptr->hp = m_ptr->maxhp = m_ptr->max_maxhp; /* Remove timed status (except MTIMED_CSLEEP) */ (void)set_monster_fast(i, 0); (void)set_monster_slow(i, 0); (void)set_monster_stunned(i, 0); (void)set_monster_confused(i, 0); (void)set_monster_monfear(i, 0); (void)set_monster_invulner(i, 0, FALSE); } /* Extract real monster race */ r_ptr = real_r_ptr(m_ptr); /* Ignore non-unique */ if (!(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_NAZGUL)) continue; /* Appear at a different floor? */ if (r_ptr->floor_id != new_floor_id) { /* Disapper from here */ delete_monster_idx(i); } } /* Maintain artifatcs */ for (i = 1; i < o_max; i++) { object_type *o_ptr = &o_list[i]; /* Skip dead objects */ if (!o_ptr->k_idx) continue; /* Ignore non-artifact */ if (!object_is_fixed_artifact(o_ptr)) continue; /* Appear at a different floor? */ if (a_info[o_ptr->name1].floor_id != new_floor_id) { /* Disappear from here */ delete_object_idx(i); } else { /* Cancel preserve */ a_info[o_ptr->name1].cur_num = 1; } } (void)place_quest_monsters(); /* Place some random monsters */ alloc_times = absence_ticks / alloc_chance; if (randint0(alloc_chance) < (absence_ticks % alloc_chance)) alloc_times++; for (i = 0; i < alloc_times; i++) { /* Make a (group of) new monster */ (void)alloc_monster(0, 0); } } /* New floor_id or failed to restore */ else /* if (!loaded) */ { if (sf_ptr->last_visit) { /* Temporal file is broken? */ #ifdef JP msg_print("階段は行き止まりだった。"); #else msg_print("The staircases come to a dead end..."); #endif /* Create simple dead end */ build_dead_end(); /* Break connection */ if (change_floor_mode & CFM_UP) { sf_ptr->upper_floor_id = 0; } else if (change_floor_mode & CFM_DOWN) { sf_ptr->lower_floor_id = 0; } } else { /* Newly create cave */ generate_cave(); } /* Record last visit turn */ sf_ptr->last_visit = turn; /* Set correct dun_level value */ sf_ptr->dun_level = dun_level; /* Create connected stairs */ if (!(change_floor_mode & CFM_NO_RETURN)) { /* Extract stair position */ cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x]; /*** Create connected stairs ***/ /* No stairs down from Quest */ if ((change_floor_mode & CFM_UP) && !quest_number(dun_level)) { c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_down_stair, FF_SHAFT) : feat_down_stair; } /* No stairs up when ironman_downward */ else if ((change_floor_mode & CFM_DOWN) && !ironman_downward) { c_ptr->feat = (change_floor_mode & CFM_SHAFT) ? feat_state(feat_up_stair, FF_SHAFT) : feat_up_stair; } /* Paranoia -- Clear mimic */ c_ptr->mimic = 0; /* Connect to previous floor */ c_ptr->special = p_ptr->floor_id; } } /* Arrive at random grid */ if (change_floor_mode & (CFM_RAND_PLACE)) { (void)new_player_spot(); } /* You see stairs blocked */ else if ((change_floor_mode & CFM_NO_RETURN) && (change_floor_mode & (CFM_DOWN | CFM_UP))) { if (!p_ptr->blind) { #ifdef JP msg_print("突然階段が塞がれてしまった。"); #else msg_print("Suddenly the stairs is blocked!"); #endif } else { #ifdef JP msg_print("ゴトゴトと何か音がした。"); #else msg_print("You hear some noises."); #endif } } /* * Update visit mark * * The "turn" is not always different number because * the level teleport doesn't take any turn. Use * visit mark instead of last visit turn to find the * oldest saved floor. */ sf_ptr->visit_mark = latest_visit_mark++; } /* Place preserved pet monsters */ place_pet(); /* Reset travel target place */ forget_travel_flow(); /* Hack -- maintain unique and artifacts */ update_unique_artifact(new_floor_id); /* Now the player is in new floor */ p_ptr->floor_id = new_floor_id; /* The dungeon is ready */ character_dungeon = TRUE; /* Hack -- Munchkin characters always get whole map */ if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN) wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA)); /* Remember when this level was "created" */ old_turn = turn; /* No dungeon feeling yet */ p_ptr->feeling_turn = old_turn; p_ptr->feeling = 0; /* Clear all flags */ change_floor_mode = 0L; select_floor_music(); }