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/speed-table.h"
14 #include "dungeon/dungeon-flag-types.h"
15 #include "floor/cave.h"
16 #include "floor/floor-object.h"
17 #include "floor/geometry.h"
18 #include "floor/wild.h"
19 #include "game-option/birth-options.h"
20 #include "game-option/cheat-options.h"
21 #include "grid/grid.h"
22 #include "monster-floor/monster-summon.h"
23 #include "monster-race/monster-kind-mask.h"
24 #include "monster-race/monster-race.h"
25 #include "monster-race/race-brightness-mask.h"
26 #include "monster-race/race-flags1.h"
27 #include "monster-race/race-flags2.h"
28 #include "monster-race/race-flags3.h"
29 #include "monster-race/race-flags7.h"
30 #include "monster-race/race-indice-types.h"
31 #include "monster/monster-describer.h"
32 #include "monster/monster-info.h"
33 #include "monster/monster-update.h"
34 #include "monster/monster-util.h"
35 #include "pet/pet-fall-off.h"
36 #include "player/player-status.h"
37 #include "system/alloc-entries.h"
38 #include "system/dungeon-info.h"
39 #include "system/floor-type-definition.h"
40 #include "system/grid-type-definition.h"
41 #include "system/monster-entity.h"
42 #include "system/monster-race-info.h"
43 #include "system/player-type-definition.h"
44 #include "system/redrawing-flags-updater.h"
45 #include "util/probability-table.h"
46 #include "view/display-messages.h"
47 #include "world/world.h"
51 #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? */
52 #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? */
55 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
56 * @return 利用可能なモンスター配列の添字
58 * This routine should almost never fail, but it *can* happen.
60 MONSTER_IDX m_pop(FloorType *floor_ptr)
62 /* Normal allocation */
63 if (floor_ptr->m_max < w_ptr->max_m_idx) {
64 MONSTER_IDX i = floor_ptr->m_max;
70 /* Recycle dead monsters */
71 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++) {
73 m_ptr = &floor_ptr->m_list[i];
74 if (MonsterRace(m_ptr->r_idx).is_valid()) {
81 if (w_ptr->character_dungeon) {
82 msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
88 * @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
89 * @param player_ptr プレイヤーへの参照ポインタ
90 * @param min_level 最小生成階
91 * @param max_level 最大生成階
92 * @return 選択されたモンスター生成種族
93 * @details nasty生成 (ゲーム内経過日数に応じて、現在フロアより深いフロアのモンスターを出現させる仕様)は
95 MonsterRaceId get_mon_num(PlayerType *player_ptr, DEPTH min_level, DEPTH max_level, BIT_FLAGS option)
97 /* town max_level : same delay as 10F, no nasty mons till day18 */
98 auto delay = static_cast<int>(std::sqrt(max_level * 10000)) + (max_level * 5);
103 if (max_level > MAX_DEPTH - 1) {
104 max_level = MAX_DEPTH - 1;
107 /* +1 per day after the base date */
108 /* base dates : day5(1F), day18(10F,0F), day34(30F), day53(60F), day69(90F) */
109 const auto over_days = std::max<int>(0, w_ptr->dungeon_turn / (TURNS_PER_TICK * 10000L) - delay / 20);
111 /* Probability starts from 1/25, reaches 1/3 after 44days from a max_level dependent base date */
112 /* Boost level starts from 0, reaches +25lv after 75days from a max_level dependent base date */
113 constexpr auto chance_nasty_monster = 25;
114 constexpr auto max_num_nasty_monsters = 3;
115 constexpr auto max_depth_nasty_monster = 25;
116 auto chance_nasty = std::max(max_num_nasty_monsters, chance_nasty_monster - over_days / 2);
117 auto nasty_level = std::min(max_depth_nasty_monster, over_days / 3);
118 const auto &floor = *player_ptr->current_floor_ptr;
119 const auto &dungeon = floor.get_dungeon_definition();
120 if (dungeon.flags.has(DungeonFeatureType::MAZE)) {
121 chance_nasty = std::min(chance_nasty / 2, chance_nasty - 10);
122 if (chance_nasty < 2) {
130 /* Boost the max_level */
131 if ((option & GMN_ARENA) || dungeon.flags.has_not(DungeonFeatureType::BEGINNER)) {
132 /* Nightmare mode allows more out-of depth monsters */
133 if (ironman_nightmare && !randint0(chance_nasty)) {
134 /* What a bizarre calculation */
135 max_level = 1 + (max_level * MAX_DEPTH / randint1(MAX_DEPTH));
137 /* Occasional "nasty" monster */
138 if (!randint0(chance_nasty)) {
139 /* Pick a max_level bonus */
140 max_level += nasty_level;
145 ProbabilityTable<int> prob_table;
147 /* Process probabilities */
148 for (auto i = 0U; i < alloc_race_table.size(); i++) {
149 const auto &entry = alloc_race_table[i];
150 if (entry.level < min_level) {
153 if (max_level < entry.level) {
155 } // sorted by depth array,
156 auto r_idx = i2enum<MonsterRaceId>(entry.index);
157 auto r_ptr = &monraces_info[r_idx];
158 if (!(option & GMN_ARENA) && !chameleon_change_m_idx) {
159 if ((r_ptr->kind_flags.has(MonsterKindType::UNIQUE) || r_ptr->population_flags.has(MonsterPopulationType::NAZGUL)) && (r_ptr->cur_num >= r_ptr->max_num)) {
163 if ((r_ptr->flags7 & (RF7_UNIQUE2)) && (r_ptr->cur_num >= 1)) {
167 if (r_idx == MonsterRaceId::BANORLUPART) {
168 if (monraces_info[MonsterRaceId::BANOR].cur_num > 0) {
171 if (monraces_info[MonsterRaceId::LUPART].cur_num > 0) {
177 prob_table.entry_item(i, entry.prob2);
181 msg_format(_("モンスター第3次候補数:%lu(%d-%dF)%d ", "monster third selection:%lu(%d-%dF)%d "), prob_table.item_count(), min_level, max_level,
182 prob_table.total_prob());
185 if (prob_table.empty()) {
186 return MonsterRace::empty_id();
189 // 40%で1回、50%で2回、10%で3回抽選し、その中で一番レベルが高いモンスターを選択する
192 const int p = randint0(100);
200 std::vector<int> result;
201 ProbabilityTable<int>::lottery(std::back_inserter(result), prob_table, n);
203 auto it = std::max_element(result.begin(), result.end(), [](int a, int b) { return alloc_race_table[a].level < alloc_race_table[b].level; });
205 return i2enum<MonsterRaceId>(alloc_race_table[*it].index);
209 * @param player_ptr プレイヤーへの参照ポインタ
210 * @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
211 * @param r_idx モンスター種族ID
212 * @return 対象にできるならtrueを返す
214 static bool monster_hook_chameleon_lord(PlayerType *player_ptr, MonsterRaceId r_idx)
216 auto *floor_ptr = player_ptr->current_floor_ptr;
217 auto *r_ptr = &monraces_info[r_idx];
218 auto *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
219 MonsterRaceInfo *old_r_ptr = &monraces_info[m_ptr->r_idx];
221 if (r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE)) {
224 if (r_ptr->behavior_flags.has(MonsterBehaviorType::FRIENDLY) || (r_ptr->flags7 & RF7_CHAMELEON)) {
228 if (std::abs(r_ptr->level - monraces_info[MonsterRaceId::CHAMELEON_K].level) > 5) {
232 if (m_ptr->is_explodable()) {
236 if (!monster_can_cross_terrain(player_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) {
240 if (!(old_r_ptr->flags7 & RF7_CHAMELEON)) {
241 if (monster_has_hostile_align(player_ptr, m_ptr, 0, 0, r_ptr)) {
244 } else if (summon_specific_who > 0) {
245 if (monster_has_hostile_align(player_ptr, &floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) {
254 * @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
255 * @param r_idx モンスター種族ID
256 * @return 対象にできるならtrueを返す
257 * @todo グローバル変数対策の上 monster_hook.cへ移す。
259 static bool monster_hook_chameleon(PlayerType *player_ptr, MonsterRaceId r_idx)
261 auto *floor_ptr = player_ptr->current_floor_ptr;
262 auto *r_ptr = &monraces_info[r_idx];
263 auto *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
264 MonsterRaceInfo *old_r_ptr = &monraces_info[m_ptr->r_idx];
266 if (r_ptr->kind_flags.has(MonsterKindType::UNIQUE)) {
269 if (r_ptr->flags2 & RF2_MULTIPLY) {
272 if (r_ptr->behavior_flags.has(MonsterBehaviorType::FRIENDLY) || (r_ptr->flags7 & RF7_CHAMELEON)) {
276 if (m_ptr->is_explodable()) {
280 if (!monster_can_cross_terrain(player_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) {
284 if (!(old_r_ptr->flags7 & RF7_CHAMELEON)) {
285 if (old_r_ptr->kind_flags.has(MonsterKindType::GOOD) && r_ptr->kind_flags.has_not(MonsterKindType::GOOD)) {
288 if (old_r_ptr->kind_flags.has(MonsterKindType::EVIL) && r_ptr->kind_flags.has_not(MonsterKindType::EVIL)) {
291 if (old_r_ptr->kind_flags.has_none_of(alignment_mask)) {
294 } else if (summon_specific_who > 0) {
295 if (monster_has_hostile_align(player_ptr, &floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) {
300 auto hook_pf = get_monster_hook(player_ptr);
301 return (*hook_pf)(player_ptr, r_idx);
306 * @param player_ptr プレイヤーへの参照ポインタ
307 * @param m_idx 変身処理を受けるモンスター情報のID
308 * @param born 生成時の初変身先指定ならばtrue
309 * @param r_idx 旧モンスター種族のID
311 void choose_new_monster(PlayerType *player_ptr, MONSTER_IDX m_idx, bool born, MonsterRaceId r_idx)
313 auto *floor_ptr = player_ptr->current_floor_ptr;
314 auto *m_ptr = &floor_ptr->m_list[m_idx];
315 MonsterRaceInfo *r_ptr;
317 bool old_unique = false;
318 if (monraces_info[m_ptr->r_idx].kind_flags.has(MonsterKindType::UNIQUE)) {
321 if (old_unique && (r_idx == MonsterRaceId::CHAMELEON)) {
322 r_idx = MonsterRaceId::CHAMELEON_K;
324 r_ptr = &monraces_info[r_idx];
326 const auto old_m_name = monster_desc(player_ptr, m_ptr, 0);
328 if (!MonsterRace(r_idx).is_valid()) {
331 chameleon_change_m_idx = m_idx;
333 get_mon_num_prep(player_ptr, monster_hook_chameleon_lord, nullptr);
335 get_mon_num_prep(player_ptr, monster_hook_chameleon, nullptr);
339 level = monraces_info[MonsterRaceId::CHAMELEON_K].level;
340 } else if (!floor_ptr->dun_level) {
341 level = wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].level;
343 level = floor_ptr->dun_level;
346 if (floor_ptr->get_dungeon_definition().flags.has(DungeonFeatureType::CHAMELEON)) {
347 level += 2 + randint1(3);
350 r_idx = get_mon_num(player_ptr, 0, level, 0);
351 r_ptr = &monraces_info[r_idx];
353 chameleon_change_m_idx = 0;
354 if (!MonsterRace(r_idx).is_valid()) {
359 m_ptr->r_idx = r_idx;
360 m_ptr->ap_r_idx = r_idx;
361 update_monster(player_ptr, m_idx, false);
362 lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
364 auto old_r_idx = m_ptr->r_idx;
365 if (monraces_info[old_r_idx].brightness_flags.has_any_of(ld_mask) || r_ptr->brightness_flags.has_any_of(ld_mask)) {
366 RedrawingFlagsUpdater::get_instance().set_flag(StatusRecalculatingFlag::MONSTER_LITE);
370 if (r_ptr->kind_flags.has_any_of(alignment_mask)) {
371 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
372 if (r_ptr->kind_flags.has(MonsterKindType::EVIL)) {
373 m_ptr->sub_align |= SUB_ALIGN_EVIL;
375 if (r_ptr->kind_flags.has(MonsterKindType::GOOD)) {
376 m_ptr->sub_align |= SUB_ALIGN_GOOD;
383 if (m_idx == player_ptr->riding) {
384 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name.data());
385 if (!(r_ptr->flags7 & RF7_RIDING)) {
386 if (process_fall_off_horse(player_ptr, 0, true)) {
387 const auto m_name = monster_desc(player_ptr, m_ptr, 0);
388 msg_print(_("地面に落とされた。", format("You have fallen from %s.", m_name.data())));
393 m_ptr->mspeed = get_mspeed(floor_ptr, r_ptr);
395 int oldmaxhp = m_ptr->max_maxhp;
396 if (r_ptr->flags1 & RF1_FORCE_MAXHP) {
397 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
399 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
402 if (ironman_nightmare) {
403 auto hp = m_ptr->max_maxhp * 2;
404 m_ptr->max_maxhp = std::min(MONSTER_MAXHP, hp);
407 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
408 if (m_ptr->maxhp < 1) {
411 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
412 m_ptr->dealt_damage = 0;
416 * @brief モンスターの個体加速を設定する / Get initial monster speed
417 * @param r_ptr モンスター種族の参照ポインタ
420 byte get_mspeed(FloorType *floor_ptr, MonsterRaceInfo *r_ptr)
422 auto mspeed = r_ptr->speed;
423 if (r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE) && !floor_ptr->inside_arena) {
424 /* Allow some small variation per monster */
425 int i = speed_to_energy(r_ptr->speed) / (one_in_(4) ? 3 : 10);
427 mspeed += rand_spread(0, i);
439 * @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。
440 * / Count number of adjacent monsters
441 * @param player_ptr プレイヤーへの参照ポインタ
442 * @param m_idx 隣接数を調べたいモンスターのID
443 * @return 隣接しているモンスターの数
445 int get_monster_crowd_number(FloorType *floor_ptr, MONSTER_IDX m_idx)
447 auto *m_ptr = &floor_ptr->m_list[m_idx];
448 POSITION my = m_ptr->fy;
449 POSITION mx = m_ptr->fx;
451 for (int i = 0; i < 7; i++) {
452 int ay = my + ddy_ddd[i];
453 int ax = mx + ddx_ddd[i];
455 if (!in_bounds(floor_ptr, ay, ax)) {
458 if (floor_ptr->grid_array[ay][ax].m_idx > 0) {