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/geometry.h"
20 #include "floor/wild.h"
21 #include "game-option/birth-options.h"
22 #include "game-option/cheat-options.h"
23 #include "grid/grid.h"
24 #include "monster-floor/monster-summon.h"
25 #include "monster-race/monster-kind-mask.h"
26 #include "monster-race/monster-race.h"
27 #include "monster-race/race-flags1.h"
28 #include "monster-race/race-flags2.h"
29 #include "monster-race/race-flags3.h"
30 #include "monster-race/race-flags7.h"
31 #include "monster-race/race-indice-types.h"
32 #include "monster/monster-describer.h"
33 #include "monster/monster-info.h"
34 #include "monster/monster-update.h"
35 #include "monster/monster-util.h"
36 #include "pet/pet-fall-off.h"
37 #include "player/player-status.h"
38 #include "system/alloc-entries.h"
39 #include "system/floor-type-definition.h"
40 #include "system/grid-type-definition.h"
41 #include "system/monster-race-definition.h"
42 #include "system/monster-type-definition.h"
43 #include "system/player-type-definition.h"
44 #include "util/probability-table.h"
45 #include "view/display-messages.h"
46 #include "world/world.h"
49 #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? */
50 #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? */
53 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
54 * @return 利用可能なモンスター配列の添字
56 * This routine should almost never fail, but it *can* happen.
58 MONSTER_IDX m_pop(floor_type *floor_ptr)
60 /* Normal allocation */
61 if (floor_ptr->m_max < w_ptr->max_m_idx) {
62 MONSTER_IDX i = floor_ptr->m_max;
68 /* Recycle dead monsters */
69 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++) {
71 m_ptr = &floor_ptr->m_list[i];
78 if (w_ptr->character_dungeon)
79 msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
84 * @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
85 * @param player_ptr プレイヤーへの参照ポインタ
86 * @param min_level 最小生成階
87 * @param max_level 最大生成階
88 * @return 選択されたモンスター生成種族
90 MONRACE_IDX get_mon_num(PlayerType *player_ptr, DEPTH min_level, DEPTH max_level, BIT_FLAGS option)
95 int pls_kakuritu, pls_max_level, over_days;
96 int delay = mysqrt(max_level * 10000L) + (max_level * 5);
98 /* town max_level : same delay as 10F, no nasty mons till day18 */
102 if (max_level > MAX_DEPTH - 1)
103 max_level = MAX_DEPTH - 1;
105 /* +1 per day after the base date */
106 /* base dates : day5(1F), day18(10F,0F), day34(30F), day53(60F), day69(90F) */
107 over_days = std::max<int>(0, w_ptr->dungeon_turn / (TURNS_PER_TICK * 10000L) - delay / 20);
109 /* starts from 1/25, reaches 1/3 after 44days from a max_level dependent base date */
110 pls_kakuritu = std::max(NASTY_MON_MAX, NASTY_MON_BASE - over_days / 2);
111 /* starts from 0, reaches +25lv after 75days from a max_level dependent base date */
112 pls_max_level = std::min(NASTY_MON_PLUS_MAX, over_days / 3);
114 if (d_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::MAZE)) {
115 pls_kakuritu = std::min(pls_kakuritu / 2, pls_kakuritu - 10);
116 if (pls_kakuritu < 2)
122 /* Boost the max_level */
123 if ((option & GMN_ARENA) || d_info[player_ptr->dungeon_idx].flags.has_not(DungeonFeatureType::BEGINNER)) {
124 /* Nightmare mode allows more out-of depth monsters */
125 if (ironman_nightmare && !randint0(pls_kakuritu)) {
126 /* What a bizarre calculation */
127 max_level = 1 + (max_level * MAX_DEPTH / randint1(MAX_DEPTH));
129 /* Occasional "nasty" monster */
130 if (!randint0(pls_kakuritu)) {
131 /* Pick a max_level bonus */
132 max_level += pls_max_level;
137 ProbabilityTable<int> prob_table;
139 /* Process probabilities */
140 for (auto i = 0U; i < alloc_race_table.size(); i++) {
141 const auto &entry = alloc_race_table[i];
142 if (entry.level < min_level)
144 if (max_level < entry.level)
145 break; // sorted by depth array,
147 r_ptr = &r_info[r_idx];
148 if (!(option & GMN_ARENA) && !chameleon_change_m_idx) {
149 if ((r_ptr->kind_flags.has(MonsterKindType::UNIQUE) || (r_ptr->flags7 & (RF7_NAZGUL))) && (r_ptr->cur_num >= r_ptr->max_num)) {
153 if ((r_ptr->flags7 & (RF7_UNIQUE2)) && (r_ptr->cur_num >= 1)) {
157 if (r_idx == MON_BANORLUPART) {
158 if (r_info[MON_BANOR].cur_num > 0)
160 if (r_info[MON_LUPART].cur_num > 0)
165 prob_table.entry_item(i, entry.prob2);
169 msg_format(_("モンスター第3次候補数:%d(%d-%dF)%d ", "monster third selection:%d(%d-%dF)%d "), prob_table.item_count(), min_level, max_level,
170 prob_table.total_prob());
173 if (prob_table.empty())
176 // 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
179 const int p = randint0(100);
185 std::vector<int> result;
186 ProbabilityTable<int>::lottery(std::back_inserter(result), prob_table, n);
188 auto it = std::max_element(result.begin(), result.end(), [](int a, int b) { return alloc_race_table[a].level < alloc_race_table[b].level; });
190 return alloc_race_table[*it].index;
194 * @param player_ptr プレイヤーへの参照ポインタ
195 * @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
196 * @param r_idx モンスター種族ID
197 * @return 対象にできるならtrueを返す
199 static bool monster_hook_chameleon_lord(PlayerType *player_ptr, MONRACE_IDX r_idx)
201 auto *floor_ptr = player_ptr->current_floor_ptr;
202 auto *r_ptr = &r_info[r_idx];
203 auto *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
204 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
206 if (r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE))
208 if (r_ptr->behavior_flags.has(MonsterBehaviorType::FRIENDLY) || (r_ptr->flags7 & RF7_CHAMELEON))
211 if (std::abs(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5)
214 if ((r_ptr->blow[0].method == RaceBlowMethodType::EXPLODE) || (r_ptr->blow[1].method == RaceBlowMethodType::EXPLODE) || (r_ptr->blow[2].method == RaceBlowMethodType::EXPLODE) || (r_ptr->blow[3].method == RaceBlowMethodType::EXPLODE))
217 if (!monster_can_cross_terrain(player_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0))
220 if (!(old_r_ptr->flags7 & RF7_CHAMELEON)) {
221 if (monster_has_hostile_align(player_ptr, m_ptr, 0, 0, r_ptr))
223 } else if (summon_specific_who > 0) {
224 if (monster_has_hostile_align(player_ptr, &floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr))
232 * @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
233 * @param r_idx モンスター種族ID
234 * @return 対象にできるならtrueを返す
235 * @todo グローバル変数対策の上 monster_hook.cへ移す。
237 static bool monster_hook_chameleon(PlayerType *player_ptr, MONRACE_IDX r_idx)
239 auto *floor_ptr = player_ptr->current_floor_ptr;
240 auto *r_ptr = &r_info[r_idx];
241 auto *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
242 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
244 if (r_ptr->kind_flags.has(MonsterKindType::UNIQUE))
246 if (r_ptr->flags2 & RF2_MULTIPLY)
248 if (r_ptr->behavior_flags.has(MonsterBehaviorType::FRIENDLY) && (r_ptr->flags7 & RF7_CHAMELEON))
251 if ((r_ptr->blow[0].method == RaceBlowMethodType::EXPLODE) || (r_ptr->blow[1].method == RaceBlowMethodType::EXPLODE) || (r_ptr->blow[2].method == RaceBlowMethodType::EXPLODE) || (r_ptr->blow[3].method == RaceBlowMethodType::EXPLODE))
254 if (!monster_can_cross_terrain(player_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0))
257 if (!(old_r_ptr->flags7 & RF7_CHAMELEON)) {
258 if (old_r_ptr->kind_flags.has(MonsterKindType::GOOD) && r_ptr->kind_flags.has_not(MonsterKindType::GOOD))
260 if (old_r_ptr->kind_flags.has(MonsterKindType::EVIL) && r_ptr->kind_flags.has_not(MonsterKindType::EVIL))
262 if (old_r_ptr->kind_flags.has_none_of(alignment_mask))
264 } else if (summon_specific_who > 0) {
265 if (monster_has_hostile_align(player_ptr, &floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr))
269 auto hook_pf = get_monster_hook(player_ptr);
270 return (*hook_pf)(player_ptr, r_idx);
275 * @param player_ptr プレイヤーへの参照ポインタ
276 * @param m_idx 変身処理を受けるモンスター情報のID
277 * @param born 生成時の初変身先指定ならばtrue
278 * @param r_idx 旧モンスター種族のID
280 void choose_new_monster(PlayerType *player_ptr, MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
282 auto *floor_ptr = player_ptr->current_floor_ptr;
283 auto *m_ptr = &floor_ptr->m_list[m_idx];
286 bool old_unique = false;
287 if (r_info[m_ptr->r_idx].kind_flags.has(MonsterKindType::UNIQUE))
289 if (old_unique && (r_idx == MON_CHAMELEON))
290 r_idx = MON_CHAMELEON_K;
291 r_ptr = &r_info[r_idx];
293 char old_m_name[MAX_NLEN];
294 monster_desc(player_ptr, old_m_name, m_ptr, 0);
299 chameleon_change_m_idx = m_idx;
301 get_mon_num_prep(player_ptr, monster_hook_chameleon_lord, nullptr);
303 get_mon_num_prep(player_ptr, monster_hook_chameleon, nullptr);
306 level = r_info[MON_CHAMELEON_K].level;
307 else if (!floor_ptr->dun_level)
308 level = wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].level;
310 level = floor_ptr->dun_level;
312 if (d_info[player_ptr->dungeon_idx].flags.has(DungeonFeatureType::CHAMELEON))
313 level += 2 + randint1(3);
315 r_idx = get_mon_num(player_ptr, 0, level, 0);
316 r_ptr = &r_info[r_idx];
318 chameleon_change_m_idx = 0;
323 m_ptr->r_idx = r_idx;
324 m_ptr->ap_r_idx = r_idx;
325 update_monster(player_ptr, m_idx, false);
326 lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
328 int old_r_idx = m_ptr->r_idx;
329 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) || (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
330 player_ptr->update |= (PU_MON_LITE);
333 if (r_ptr->kind_flags.has_any_of(alignment_mask)) {
334 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
335 if (r_ptr->kind_flags.has(MonsterKindType::EVIL))
336 m_ptr->sub_align |= SUB_ALIGN_EVIL;
337 if (r_ptr->kind_flags.has(MonsterKindType::GOOD))
338 m_ptr->sub_align |= SUB_ALIGN_GOOD;
344 if (m_idx == player_ptr->riding) {
345 GAME_TEXT m_name[MAX_NLEN];
346 monster_desc(player_ptr, m_name, m_ptr, 0);
347 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
348 if (!(r_ptr->flags7 & RF7_RIDING))
349 if (process_fall_off_horse(player_ptr, 0, true))
350 msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
353 m_ptr->mspeed = get_mspeed(floor_ptr, r_ptr);
355 int oldmaxhp = m_ptr->max_maxhp;
356 if (r_ptr->flags1 & RF1_FORCE_MAXHP) {
357 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
359 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
362 if (ironman_nightmare) {
363 auto hp = m_ptr->max_maxhp * 2;
364 m_ptr->max_maxhp = std::min(MONSTER_MAXHP, hp);
367 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
368 if (m_ptr->maxhp < 1)
370 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
371 m_ptr->dealt_damage = 0;
375 * @brief モンスターの個体加速を設定する / Get initial monster speed
376 * @param r_ptr モンスター種族の参照ポインタ
379 byte get_mspeed(floor_type *floor_ptr, monster_race *r_ptr)
381 auto mspeed = r_ptr->speed;
382 if (r_ptr->kind_flags.has_not(MonsterKindType::UNIQUE) && !floor_ptr->inside_arena) {
383 /* Allow some small variation per monster */
384 int i = speed_to_energy(r_ptr->speed) / (one_in_(4) ? 3 : 10);
386 mspeed += rand_spread(0, i);
396 * @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。
397 * / Count number of adjacent monsters
398 * @param player_ptr プレイヤーへの参照ポインタ
399 * @param m_idx 隣接数を調べたいモンスターのID
400 * @return 隣接しているモンスターの数
402 int get_monster_crowd_number(floor_type *floor_ptr, MONSTER_IDX m_idx)
404 auto *m_ptr = &floor_ptr->m_list[m_idx];
405 POSITION my = m_ptr->fy;
406 POSITION mx = m_ptr->fx;
408 for (int i = 0; i < 7; i++) {
409 int ay = my + ddy_ddd[i];
410 int ax = mx + ddx_ddd[i];
412 if (!in_bounds(floor_ptr, ay, ax))
414 if (floor_ptr->grid_array[ay][ax].m_idx > 0)