1 #include "monster/monster-status.h"
2 #include "autopick/autopick-pref-processor.h"
3 #include "core/player-update-types.h"
4 #include "core/speed-table.h"
5 #include "floor/cave.h"
6 #include "floor/geometry.h"
7 #include "game-option/birth-options.h"
8 #include "game-option/text-display-options.h"
10 #include "monster-race/monster-kind-mask.h"
11 #include "monster-race/monster-race.h"
12 #include "monster-race/race-flags-resistance.h"
13 #include "monster-race/race-flags1.h"
14 #include "monster-race/race-flags2.h"
15 #include "monster-race/race-flags3.h"
16 #include "monster/monster-describer.h"
17 #include "monster/monster-info.h"
18 #include "monster/monster-list.h"
19 #include "monster/monster-status-setter.h" //!< @todo 相互依存. 後で何とかする.
20 #include "monster/monster-update.h"
21 #include "system/floor-type-definition.h"
22 #include "system/monster-race-definition.h"
23 #include "system/monster-type-definition.h"
24 #include "system/player-type-definition.h"
25 #include "util/bit-flags-calculator.h"
26 #include "view/display-messages.h"
27 #include "world/world.h"
31 #include "monster/monster-description-types.h"
34 static uint32_t csleep_noise;
37 * @brief モンスターIDからPOWERFULフラグの有無を取得する /
38 * @param floor_ptr 現在フロアへの参照ポインタ
39 * @param m_idx モンスターID
40 * @return POWERFULフラグがあればTRUE、なければFALSEを返す。
42 bool monster_is_powerful(floor_type *floor_ptr, MONSTER_IDX m_idx)
44 auto *m_ptr = &floor_ptr->m_list[m_idx];
45 auto *r_ptr = &r_info[m_ptr->r_idx];
46 return any_bits(r_ptr->flags2, RF2_POWERFUL);
50 * @brief モンスターIDからモンスターのレベルを取得する(ただし最低1を保証する) /
51 * @param m_idx モンスターID
54 DEPTH monster_level_idx(floor_type *floor_ptr, MONSTER_IDX m_idx)
56 auto *m_ptr = &floor_ptr->m_list[m_idx];
57 auto *r_ptr = &r_info[m_ptr->r_idx];
58 return (r_ptr->level >= 1) ? r_ptr->level : 1;
62 * @brief モンスターに与えたダメージの修正処理 /
63 * Modify the physical damage done to the monster.
64 * @param player_ptr プレイヤーへの参照ポインタ
65 * @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ
67 * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
68 * @return 修正を行った結果のダメージ量
69 * @details RES_ALL持ちはAC軽減後のダメージを1/100に補正する. 光の剣は無敵を無効化する. 一定確率で無敵は貫通できる.
71 HIT_POINT mon_damage_mod(PlayerType *player_ptr, monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
73 auto *r_ptr = &r_info[m_ptr->r_idx];
74 if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0) {
76 if ((dam == 0) && one_in_(3)) {
81 if (!monster_invulner_remaining(m_ptr)) {
86 if (!player_ptr->blind && is_seen(player_ptr, m_ptr)) {
87 msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
93 return one_in_(PENETRATE_INVULNERABILITY) ? dam : 0;
97 * @brief モンスターの時限ステータスを取得する
98 * @param floor_ptr 現在フロアへの参照ポインタ
99 * @return m_idx モンスターの参照ID
100 * @return mproc_type モンスターの時限ステータスID
103 int get_mproc_idx(floor_type *floor_ptr, MONSTER_IDX m_idx, int mproc_type)
105 const auto &cur_mproc_list = floor_ptr->mproc_list[mproc_type];
106 for (int i = floor_ptr->mproc_max[mproc_type] - 1; i >= 0; i--) {
107 if (cur_mproc_list[i] == m_idx) {
116 * @brief モンスターの時限ステータスリストを追加する
117 * @param floor_ptr 現在フロアへの参照ポインタ
118 * @return m_idx モンスターの参照ID
119 * @return mproc_type 追加したいモンスターの時限ステータスID
121 void mproc_add(floor_type *floor_ptr, MONSTER_IDX m_idx, int mproc_type)
123 if (floor_ptr->mproc_max[mproc_type] < w_ptr->max_m_idx) {
124 floor_ptr->mproc_list[mproc_type][floor_ptr->mproc_max[mproc_type]++] = (int16_t)m_idx;
129 * @brief モンスターの時限ステータスリストを初期化する / Initialize monster process
130 * @param floor_ptr 現在フロアへの参照ポインタ
132 void mproc_init(floor_type *floor_ptr)
134 /* Reset "player_ptr->current_floor_ptr->mproc_max[]" */
135 for (int i = 0; i < MAX_MTIMED; i++) {
136 floor_ptr->mproc_max[i] = 0;
139 /* Process the monsters (backwards) */
140 for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--) {
141 auto *m_ptr = &floor_ptr->m_list[i];
143 /* Ignore "dead" monsters */
144 if (!monster_is_valid(m_ptr)) {
148 for (int cmi = 0; cmi < MAX_MTIMED; cmi++) {
149 if (m_ptr->mtimed[cmi]) {
150 mproc_add(floor_ptr, i, cmi);
157 * @brief モンスターの各種状態値を時間経過により更新するサブルーチン
158 * @param floor_ptr 現在フロアへの参照ポインタ
159 * @param m_idx モンスター参照ID
160 * @param mtimed_idx 更新するモンスターの時限ステータスID
162 static void process_monsters_mtimed_aux(PlayerType *player_ptr, MONSTER_IDX m_idx, int mtimed_idx)
164 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
165 switch (mtimed_idx) {
166 case MTIMED_CSLEEP: {
167 auto *r_ptr = &r_info[m_ptr->r_idx];
168 auto is_wakeup = false;
169 if (m_ptr->cdis < AAF_LIMIT) {
170 /* Handle "sensing radius" */
171 if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf)) {
175 /* Handle "sight" and "aggravation" */
176 else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(player_ptr, m_ptr->fy, m_ptr->fx))) {
185 auto notice = (uint32_t)randint0(1024);
187 /* Nightmare monsters are more alert */
188 if (ironman_nightmare) {
192 /* Hack -- See if monster "notices" player */
193 if ((notice * notice * notice) > csleep_noise) {
197 /* Hack -- amount of "waking" */
198 /* Wake up faster near the player */
199 auto d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
201 /* Hack -- amount of "waking" is affected by speed of player */
202 d = (d * speed_to_energy(player_ptr->pspeed)) / 10;
207 /* Monster wakes up "a little bit" */
210 if (!set_monster_csleep(player_ptr, m_idx, monster_csleep_remaining(m_ptr) - d)) {
211 /* Notice the "not waking up" */
212 if (is_original_ap_and_seen(player_ptr, m_ptr)) {
213 /* Hack -- Count the ignores */
214 if (r_ptr->r_ignore < MAX_UCHAR)
221 /* Notice the "waking up" */
223 GAME_TEXT m_name[MAX_NLEN];
224 monster_desc(player_ptr, m_name, m_ptr, 0);
225 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
228 if (is_original_ap_and_seen(player_ptr, m_ptr)) {
229 /* Hack -- Count the wakings */
230 if (r_ptr->r_wake < MAX_UCHAR)
238 /* Reduce by one, note if expires */
239 if (set_monster_fast(player_ptr, m_idx, monster_fast_remaining(m_ptr) - 1)) {
240 if (is_seen(player_ptr, m_ptr)) {
241 GAME_TEXT m_name[MAX_NLEN];
242 monster_desc(player_ptr, m_name, m_ptr, 0);
243 msg_format(_("%^sはもう加速されていない。", "%^s is no longer fast."), m_name);
250 /* Reduce by one, note if expires */
251 if (set_monster_slow(player_ptr, m_idx, monster_slow_remaining(m_ptr) - 1)) {
252 if (is_seen(player_ptr, m_ptr)) {
253 GAME_TEXT m_name[MAX_NLEN];
254 monster_desc(player_ptr, m_name, m_ptr, 0);
255 msg_format(_("%^sはもう減速されていない。", "%^s is no longer slow."), m_name);
261 case MTIMED_STUNNED: {
262 int rlev = r_info[m_ptr->r_idx].level;
264 /* Recover from stun */
265 if (set_monster_stunned(player_ptr, m_idx, (randint0(10000) <= rlev * rlev) ? 0 : (monster_stunned_remaining(m_ptr) - 1))) {
266 /* Message if visible */
267 if (is_seen(player_ptr, m_ptr)) {
268 GAME_TEXT m_name[MAX_NLEN];
269 monster_desc(player_ptr, m_name, m_ptr, 0);
270 msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
277 case MTIMED_CONFUSED: {
278 /* Reduce the confusion */
279 if (!set_monster_confused(player_ptr, m_idx, monster_confused_remaining(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1))) {
283 /* Message if visible */
284 if (is_seen(player_ptr, m_ptr)) {
285 GAME_TEXT m_name[MAX_NLEN];
286 monster_desc(player_ptr, m_name, m_ptr, 0);
287 msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
293 case MTIMED_MONFEAR: {
294 /* Reduce the fear */
295 if (!set_monster_monfear(player_ptr, m_idx, monster_fear_remaining(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1))) {
300 if (is_seen(player_ptr, m_ptr)) {
301 GAME_TEXT m_name[MAX_NLEN];
306 /* Acquire the monster possessive */
307 monster_desc(player_ptr, m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
309 monster_desc(player_ptr, m_name, m_ptr, 0);
311 msg_format("%^sは勇気を取り戻した。", m_name);
313 msg_format("%^s recovers %s courage.", m_name, m_poss);
320 case MTIMED_INVULNER: {
321 /* Reduce by one, note if expires */
322 if (!set_monster_invulner(player_ptr, m_idx, monster_invulner_remaining(m_ptr) - 1, true)) {
326 if (is_seen(player_ptr, m_ptr)) {
327 GAME_TEXT m_name[MAX_NLEN];
328 monster_desc(player_ptr, m_name, m_ptr, 0);
329 msg_format(_("%^sはもう無敵でない。", "%^s is no longer invulnerable."), m_name);
338 * @brief 全モンスターの各種状態値を時間経過により更新するメインルーチン
339 * @param mtimed_idx 更新するモンスターの時限ステータスID
340 * @param player_ptr プレイヤーへの参照ポインタ
342 * Process the counters of monsters (once per 10 game turns)\n
343 * These functions are to process monsters' counters same as player's.
345 void process_monsters_mtimed(PlayerType *player_ptr, int mtimed_idx)
347 auto *floor_ptr = player_ptr->current_floor_ptr;
348 const auto &cur_mproc_list = floor_ptr->mproc_list[mtimed_idx];
350 /* Hack -- calculate the "player noise" */
351 if (mtimed_idx == MTIMED_CSLEEP) {
352 csleep_noise = (1U << (30 - player_ptr->skill_stl));
355 /* Process the monsters (backwards) */
356 for (auto i = floor_ptr->mproc_max[mtimed_idx] - 1; i >= 0; i--) {
357 process_monsters_mtimed_aux(player_ptr, cur_mproc_list[i], mtimed_idx);
362 * @brief モンスターへの魔力消去処理
363 * @param player_ptr プレイヤーへの参照ポインタ
364 * @param m_idx 魔力消去を受けるモンスターの参照ID
366 void dispel_monster_status(PlayerType *player_ptr, MONSTER_IDX m_idx)
368 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
369 GAME_TEXT m_name[MAX_NLEN];
371 monster_desc(player_ptr, m_name, m_ptr, 0);
372 if (set_monster_invulner(player_ptr, m_idx, 0, true)) {
374 msg_format(_("%sはもう無敵ではない。", "%^s is no longer invulnerable."), m_name);
378 if (set_monster_fast(player_ptr, m_idx, 0)) {
380 msg_format(_("%sはもう加速されていない。", "%^s is no longer fast."), m_name);
384 if (set_monster_slow(player_ptr, m_idx, 0)) {
386 msg_format(_("%sはもう減速されていない。", "%^s is no longer slow."), m_name);
392 * @brief モンスターの経験値取得処理
393 * @param player_ptr プレイヤーへの参照ポインタ
394 * @param m_idx 経験値を得るモンスターの参照ID
395 * @param s_idx 撃破されたモンスター種族の参照ID
397 void monster_gain_exp(PlayerType *player_ptr, MONSTER_IDX m_idx, MONRACE_IDX s_idx)
399 if (m_idx <= 0 || s_idx <= 0) {
403 auto *floor_ptr = player_ptr->current_floor_ptr;
404 auto *m_ptr = &floor_ptr->m_list[m_idx];
406 if (!monster_is_valid(m_ptr))
409 auto *r_ptr = &r_info[m_ptr->r_idx];
410 auto *s_ptr = &r_info[s_idx];
412 if (player_ptr->phase_out || (r_ptr->next_exp == 0)) {
416 auto new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
417 if (m_idx == player_ptr->riding) {
418 new_exp = (new_exp + 1) / 2;
421 if (!floor_ptr->dun_level) {
425 m_ptr->exp += new_exp;
426 if (m_ptr->mflag2.has(MonsterConstantFlagType::CHAMELEON)) {
430 if (m_ptr->exp < r_ptr->next_exp) {
431 if (m_idx == player_ptr->riding) {
432 player_ptr->update |= PU_BONUS;
438 GAME_TEXT m_name[MAX_NLEN];
439 auto old_hp = m_ptr->hp;
440 auto old_maxhp = m_ptr->max_maxhp;
441 auto old_r_idx = m_ptr->r_idx;
442 auto old_sub_align = m_ptr->sub_align;
444 /* Hack -- Reduce the racial counter of previous monster */
445 real_r_ptr(m_ptr)->cur_num--;
447 monster_desc(player_ptr, m_name, m_ptr, 0);
448 m_ptr->r_idx = r_ptr->next_r_idx;
450 /* Count the monsters on the level */
451 real_r_ptr(m_ptr)->cur_num++;
453 m_ptr->ap_r_idx = m_ptr->r_idx;
454 r_ptr = &r_info[m_ptr->r_idx];
456 m_ptr->max_maxhp = any_bits(r_ptr->flags1, RF1_FORCE_MAXHP) ? maxroll(r_ptr->hdice, r_ptr->hside) : damroll(r_ptr->hdice, r_ptr->hside);
457 if (ironman_nightmare) {
458 auto hp = m_ptr->max_maxhp * 2;
459 m_ptr->max_maxhp = std::min(MONSTER_MAXHP, hp);
462 m_ptr->maxhp = m_ptr->max_maxhp;
463 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
465 /* dealt damage is 0 at initial*/
466 m_ptr->dealt_damage = 0;
468 /* Extract the monster base speed */
469 m_ptr->mspeed = get_mspeed(floor_ptr, r_ptr);
471 /* Sub-alignment of a monster */
472 if (!is_pet(m_ptr) && r_ptr->kind_flags.has_none_of(alignment_mask)) {
473 m_ptr->sub_align = old_sub_align;
475 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
476 if (r_ptr->kind_flags.has(MonsterKindType::EVIL)) {
477 m_ptr->sub_align |= SUB_ALIGN_EVIL;
480 if (r_ptr->kind_flags.has(MonsterKindType::GOOD)) {
481 m_ptr->sub_align |= SUB_ALIGN_GOOD;
486 if (is_pet(m_ptr) || m_ptr->ml) {
487 if (!ignore_unview || player_can_see_bold(player_ptr, m_ptr->fy, m_ptr->fx)) {
488 if (player_ptr->hallucinated) {
489 monster_race *hallu_race;
491 hallu_race = &r_info[randint1(r_info.size() - 1)];
492 } while (hallu_race->name.empty() || hallu_race->kind_flags.has(MonsterKindType::UNIQUE));
493 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, hallu_race->name.c_str());
495 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_ptr->name.c_str());
499 if (!player_ptr->hallucinated) {
500 r_info[old_r_idx].r_can_evolve = true;
503 /* Now you feel very close to this pet. */
504 m_ptr->parent_m_idx = 0;
507 update_monster(player_ptr, m_idx, false);
508 lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
510 if (m_idx == player_ptr->riding) {
511 player_ptr->update |= PU_BONUS;
515 bool monster_is_valid(monster_type *m_ptr)
517 return (m_ptr->r_idx != 0);
520 TIME_EFFECT monster_csleep_remaining(monster_type *m_ptr)
522 return m_ptr->mtimed[MTIMED_CSLEEP];
525 TIME_EFFECT monster_fast_remaining(monster_type *m_ptr)
527 return m_ptr->mtimed[MTIMED_FAST];
530 TIME_EFFECT monster_slow_remaining(monster_type *m_ptr)
532 return m_ptr->mtimed[MTIMED_SLOW];
535 TIME_EFFECT monster_stunned_remaining(monster_type *m_ptr)
537 return m_ptr->mtimed[MTIMED_STUNNED];
540 TIME_EFFECT monster_confused_remaining(monster_type *m_ptr)
542 return m_ptr->mtimed[MTIMED_CONFUSED];
545 TIME_EFFECT monster_fear_remaining(monster_type *m_ptr)
547 return m_ptr->mtimed[MTIMED_MONFEAR];
550 TIME_EFFECT monster_invulner_remaining(monster_type *m_ptr)
552 return m_ptr->mtimed[MTIMED_INVULNER];