2 * @brief モンスター処理 / misc code for monsters
5 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
9 * 2014 Deskull rearranged comment for Doxygen.
12 #include "monster/monster-list.h"
13 #include "core/player-update-types.h"
14 #include "core/speed-table.h"
15 #include "dungeon/dungeon-flag-types.h"
16 #include "dungeon/dungeon.h"
17 #include "floor/cave.h"
18 #include "floor/floor-object.h"
19 #include "floor/wild.h"
20 #include "game-option/birth-options.h"
21 #include "game-option/cheat-options.h"
22 #include "grid/grid.h"
23 #include "monster-floor/monster-summon.h"
24 #include "monster-race/monster-race.h"
25 #include "monster-race/race-flags1.h"
26 #include "monster-race/race-flags2.h"
27 #include "monster-race/race-flags3.h"
28 #include "monster-race/race-flags7.h"
29 #include "monster-race/race-indice-types.h"
30 #include "monster/monster-describer.h"
31 #include "monster/monster-info.h"
32 #include "monster/monster-update.h"
33 #include "monster/monster-util.h"
34 #include "object/object-generator.h"
35 #include "pet/pet-fall-off.h"
36 #include "system/alloc-entries.h"
37 #include "system/floor-type-definition.h"
38 #include "view/display-messages.h"
39 #include "world/world.h"
41 #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? */
42 #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? */
45 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
46 * @return 利用可能なモンスター配列の添字
48 * This routine should almost never fail, but it *can* happen.
50 MONSTER_IDX m_pop(floor_type *floor_ptr)
52 /* Normal allocation */
53 if (floor_ptr->m_max < current_world_ptr->max_m_idx) {
54 MONSTER_IDX i = floor_ptr->m_max;
60 /* Recycle dead monsters */
61 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++) {
63 m_ptr = &floor_ptr->m_list[i];
70 if (current_world_ptr->character_dungeon)
71 msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
76 * @brief 生成モンスター種族を1種生成テーブルから選択する
77 * @param player_ptr プレーヤーへの参照ポインタ
78 * @param min_level 最小生成階
79 * @param max_level 最大生成階
80 * @return 選択されたモンスター生成種族
82 MONRACE_IDX get_mon_num(player_type *player_ptr, DEPTH min_level, DEPTH max_level, BIT_FLAGS option)
89 alloc_entry *table = alloc_race_table;
91 int pls_kakuritu, pls_max_level, over_days;
92 int delay = mysqrt(max_level * 10000L) + (max_level * 5);
94 /* town max_level : same delay as 10F, no nasty mons till day18 */
98 if (max_level > MAX_DEPTH - 1)
99 max_level = MAX_DEPTH - 1;
101 /* +1 per day after the base date */
102 /* base dates : day5(1F), day18(10F,0F), day34(30F), day53(60F), day69(90F) */
103 over_days = MAX(0, current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 10000L) - delay / 20);
105 /* starts from 1/25, reaches 1/3 after 44days from a max_level dependent base date */
106 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - over_days / 2);
107 /* starts from 0, reaches +25lv after 75days from a max_level dependent base date */
108 pls_max_level = MIN(NASTY_MON_PLUS_MAX, over_days / 3);
110 if (d_info[player_ptr->dungeon_idx].flags1 & DF1_MAZE) {
111 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
112 if (pls_kakuritu < 2)
118 /* Boost the max_level */
119 if ((option & GMN_ARENA) || !(d_info[player_ptr->dungeon_idx].flags1 & DF1_BEGINNER)) {
120 /* Nightmare mode allows more out-of depth monsters */
121 if (ironman_nightmare && !randint0(pls_kakuritu)) {
122 /* What a bizarre calculation */
123 max_level = 1 + (max_level * MAX_DEPTH / randint1(MAX_DEPTH));
125 /* Occasional "nasty" monster */
126 if (!randint0(pls_kakuritu)) {
127 /* Pick a max_level bonus */
128 max_level += pls_max_level;
135 /* Process probabilities */
136 for (i = 0; i < alloc_race_size; i++) {
138 if (table[i].level < min_level)
140 if (max_level < table[i].level)
141 break; // sorted by depth array,
142 r_idx = table[i].index;
143 r_ptr = &r_info[r_idx];
144 if (!(option & GMN_ARENA) && !chameleon_change_m_idx) {
145 if (((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flags7 & (RF7_NAZGUL))) && (r_ptr->cur_num >= r_ptr->max_num)) {
149 if ((r_ptr->flags7 & (RF7_UNIQUE2)) && (r_ptr->cur_num >= 1)) {
153 if (r_idx == MON_BANORLUPART) {
154 if (r_info[MON_BANOR].cur_num > 0)
156 if (r_info[MON_LUPART].cur_num > 0)
162 table[i].prob3 = table[i].prob2;
163 total += table[i].prob3;
167 msg_format(_("モンスター第3次候補数:%d(%d-%dF)%d ", "monster third selection:%d(%d-%dF)%d "), mon_num, min_level, max_level, total);
173 value = randint0(total);
175 for (i = 0; i < alloc_race_size; i++) {
176 if (value < table[i].prob3)
178 value = value - table[i].prob3;
184 /* Try for a "harder" monster once (50%) or twice (10%) */
187 value = randint0(total);
188 for (found_count = 0; found_count < alloc_race_size; found_count++) {
189 if (value < table[found_count].prob3)
192 value = value - table[found_count].prob3;
195 if (table[found_count].level < table[j].level)
199 /* Try for a "harder" monster twice (10%) */
202 value = randint0(total);
203 for (found_count = 0; found_count < alloc_race_size; found_count++) {
204 if (value < table[found_count].prob3)
207 value = value - table[found_count].prob3;
210 if (table[found_count].level < table[j].level)
214 return (table[found_count].index);
218 * @param player_ptr プレーヤーへの参照ポインタ
219 * @brief カメレオンの王の変身対象となるモンスターかどうか判定する / Hack -- the index of the summoning monster
220 * @param r_idx モンスター種族ID
221 * @return 対象にできるならtrueを返す
223 static bool monster_hook_chameleon_lord(player_type *player_ptr, MONRACE_IDX r_idx)
225 floor_type *floor_ptr = player_ptr->current_floor_ptr;
226 monster_race *r_ptr = &r_info[r_idx];
227 monster_type *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
228 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
230 if (!(r_ptr->flags1 & (RF1_UNIQUE)))
232 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON))
235 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5)
238 if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE)
239 || (r_ptr->blow[3].method == RBM_EXPLODE))
242 if (!monster_can_cross_terrain(player_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0))
245 if (!(old_r_ptr->flags7 & RF7_CHAMELEON)) {
246 if (monster_has_hostile_align(player_ptr, m_ptr, 0, 0, r_ptr))
248 } else if (summon_specific_who > 0) {
249 if (monster_has_hostile_align(player_ptr, &floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr))
257 * @brief カメレオンの変身対象となるモンスターかどうか判定する / Hack -- the index of the summoning monster
258 * @param r_idx モンスター種族ID
259 * @return 対象にできるならtrueを返す
260 * @todo グローバル変数対策の上 monster_hook.cへ移す。
262 static bool monster_hook_chameleon(player_type *player_ptr, MONRACE_IDX r_idx)
264 floor_type *floor_ptr = player_ptr->current_floor_ptr;
265 monster_race *r_ptr = &r_info[r_idx];
266 monster_type *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
267 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
269 if (r_ptr->flags1 & (RF1_UNIQUE))
271 if (r_ptr->flags2 & RF2_MULTIPLY)
273 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON))
276 if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE)
277 || (r_ptr->blow[3].method == RBM_EXPLODE))
280 if (!monster_can_cross_terrain(player_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0))
283 if (!(old_r_ptr->flags7 & RF7_CHAMELEON)) {
284 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD))
286 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL))
288 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)))
290 } else if (summon_specific_who > 0) {
291 if (monster_has_hostile_align(player_ptr, &floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr))
295 return (*(get_monster_hook(player_ptr)))(player_ptr, r_idx);
300 * @param player_ptr プレーヤーへの参照ポインタ
301 * @param m_idx 変身処理を受けるモンスター情報のID
302 * @param born 生成時の初変身先指定ならばtrue
303 * @param r_idx 旧モンスター種族のID
306 void choose_new_monster(player_type *player_ptr, MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
308 floor_type *floor_ptr = player_ptr->current_floor_ptr;
309 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
312 bool old_unique = FALSE;
313 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
315 if (old_unique && (r_idx == MON_CHAMELEON))
316 r_idx = MON_CHAMELEON_K;
317 r_ptr = &r_info[r_idx];
319 char old_m_name[MAX_NLEN];
320 monster_desc(player_ptr, old_m_name, m_ptr, 0);
325 chameleon_change_m_idx = m_idx;
327 get_mon_num_prep(player_ptr, monster_hook_chameleon_lord, NULL);
329 get_mon_num_prep(player_ptr, monster_hook_chameleon, NULL);
332 level = r_info[MON_CHAMELEON_K].level;
333 else if (!floor_ptr->dun_level)
334 level = wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].level;
336 level = floor_ptr->dun_level;
338 if (d_info[player_ptr->dungeon_idx].flags1 & DF1_CHAMELEON)
339 level += 2 + randint1(3);
341 r_idx = get_mon_num(player_ptr, 0, level, 0);
342 r_ptr = &r_info[r_idx];
344 chameleon_change_m_idx = 0;
349 m_ptr->r_idx = r_idx;
350 m_ptr->ap_r_idx = r_idx;
351 update_monster(player_ptr, m_idx, FALSE);
352 lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
354 int old_r_idx = m_ptr->r_idx;
355 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) || (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
356 player_ptr->update |= (PU_MON_LITE);
359 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) {
360 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
361 if (r_ptr->flags3 & RF3_EVIL)
362 m_ptr->sub_align |= SUB_ALIGN_EVIL;
363 if (r_ptr->flags3 & RF3_GOOD)
364 m_ptr->sub_align |= SUB_ALIGN_GOOD;
370 if (m_idx == player_ptr->riding) {
371 GAME_TEXT m_name[MAX_NLEN];
372 monster_desc(player_ptr, m_name, m_ptr, 0);
373 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
374 if (!(r_ptr->flags7 & RF7_RIDING))
375 if (process_fall_off_horse(player_ptr, 0, TRUE))
376 msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
379 m_ptr->mspeed = get_mspeed(floor_ptr, r_ptr);
381 int oldmaxhp = m_ptr->max_maxhp;
382 if (r_ptr->flags1 & RF1_FORCE_MAXHP) {
383 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
385 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
388 if (ironman_nightmare) {
389 u32b hp = m_ptr->max_maxhp * 2L;
390 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
393 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
394 if (m_ptr->maxhp < 1)
396 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
397 m_ptr->dealt_damage = 0;
401 * @brief モンスターの個体加速を設定する / Get initial monster speed
402 * @param r_ptr モンスター種族の参照ポインタ
405 SPEED get_mspeed(floor_type *floor_ptr, monster_race *r_ptr)
407 SPEED mspeed = r_ptr->speed;
408 if (!(r_ptr->flags1 & RF1_UNIQUE) && !floor_ptr->inside_arena) {
409 /* Allow some small variation per monster */
410 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
412 mspeed += rand_spread(0, i);
422 * @brief 指定したモンスターに隣接しているモンスターの数を返す。
423 * / Count number of adjacent monsters
424 * @param player_ptr プレーヤーへの参照ポインタ
425 * @param m_idx 隣接数を調べたいモンスターのID
426 * @return 隣接しているモンスターの数
428 int get_monster_crowd_number(floor_type *floor_ptr, MONSTER_IDX m_idx)
430 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
431 POSITION my = m_ptr->fy;
432 POSITION mx = m_ptr->fx;
434 for (int i = 0; i < 7; i++) {
435 int ay = my + ddy_ddd[i];
436 int ax = mx + ddx_ddd[i];
438 if (!in_bounds(floor_ptr, ay, ax))
440 if (floor_ptr->grid_array[ay][ax].m_idx > 0)