2 * @brief モンスター情報のアップデート処理
7 #include "monster/monster-update.h"
8 #include "core/disturbance.h"
9 #include "core/player-redraw-types.h"
10 #include "core/player-update-types.h"
11 #include "core/window-redrawer.h"
12 #include "dungeon/dungeon-flag-types.h"
13 #include "dungeon/dungeon.h"
14 #include "floor/cave.h"
15 #include "floor/geometry.h"
16 #include "game-option/birth-options.h"
17 #include "game-option/disturbance-options.h"
18 #include "grid/grid.h"
19 #include "mind/drs-types.h"
20 #include "monster-race/monster-race.h"
21 #include "monster-race/race-flags1.h"
22 #include "monster-race/race-flags2.h"
23 #include "monster-race/race-flags3.h"
24 #include "monster-race/race-flags7.h"
25 #include "monster-race/race-indice-types.h"
26 #include "monster/monster-flag-types.h"
27 #include "monster/monster-info.h"
28 #include "monster/monster-processor-util.h"
29 #include "monster/monster-status.h"
30 #include "monster/smart-learn-types.h"
31 #include "player-base/player-class.h"
32 #include "player-info/samurai-data-type.h"
33 #include "player-info/sniper-data-type.h"
34 #include "player/player-move.h"
35 #include "player/player-status-flags.h"
36 #include "player/special-defense-types.h"
37 #include "status/element-resistance.h"
38 #include "system/floor-type-definition.h"
39 #include "system/grid-type-definition.h"
40 #include "system/monster-race-definition.h"
41 #include "system/monster-type-definition.h"
42 #include "system/player-type-definition.h"
43 #include "target/projection-path-calculator.h"
44 #include "util/bit-flags-calculator.h"
45 #include "world/world.h"
48 typedef struct um_type {
60 * @brief 騎乗中のモンスター情報を更新する
61 * @param player_ptr プレイヤーへの参照ポインタ
62 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
63 * @param m_idx モンスターID
64 * @param oy 移動前の、モンスターのY座標
65 * @param ox 移動前の、モンスターのX座標
66 * @param ny 移動後の、モンスターのY座標
67 * @param ox 移動後の、モンスターのX座標
68 * @return アイテム等に影響を及ぼしたらTRUE
70 bool update_riding_monster(player_type *player_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox, POSITION ny, POSITION nx)
72 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
73 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[ny][nx];
74 monster_type *y_ptr = &player_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
75 if (turn_flags_ptr->is_riding_mon)
76 return move_player_effect(player_ptr, ny, nx, MPE_DONT_PICKUP);
78 player_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
82 update_monster(player_ptr, g_ptr->m_idx, true);
88 update_monster(player_ptr, m_idx, true);
90 lite_spot(player_ptr, oy, ox);
91 lite_spot(player_ptr, ny, nx);
96 * @brief updateフィールドを更新する
97 * @param player_ptr プレイヤーへの参照ポインタ
98 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
100 void update_player_type(player_type *player_ptr, turn_flags *turn_flags_ptr, monster_race *r_ptr)
102 if (turn_flags_ptr->do_view) {
103 player_ptr->update |= PU_FLOW;
104 player_ptr->window_flags |= PW_OVERHEAD | PW_DUNGEON;
107 if (turn_flags_ptr->do_move
108 && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
109 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !player_ptr->phase_out))) {
110 player_ptr->update |= PU_MON_LITE;
115 * @brief モンスターのフラグを更新する
116 * @param player_ptr プレイヤーへの参照ポインタ
117 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
118 * @param m_ptr モンスターへの参照ポインタ
120 void update_monster_race_flags(player_type *player_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr)
122 monster_race *r_ptr = &r_info[m_ptr->r_idx];
123 if (!is_original_ap_and_seen(player_ptr, m_ptr))
126 if (turn_flags_ptr->did_open_door)
127 r_ptr->r_flags2 |= RF2_OPEN_DOOR;
129 if (turn_flags_ptr->did_bash_door)
130 r_ptr->r_flags2 |= RF2_BASH_DOOR;
132 if (turn_flags_ptr->did_take_item)
133 r_ptr->r_flags2 |= RF2_TAKE_ITEM;
135 if (turn_flags_ptr->did_kill_item)
136 r_ptr->r_flags2 |= RF2_KILL_ITEM;
138 if (turn_flags_ptr->did_move_body)
139 r_ptr->r_flags2 |= RF2_MOVE_BODY;
141 if (turn_flags_ptr->did_pass_wall)
142 r_ptr->r_flags2 |= RF2_PASS_WALL;
144 if (turn_flags_ptr->did_kill_wall)
145 r_ptr->r_flags2 |= RF2_KILL_WALL;
149 * @brief モンスターフラグの更新に基づき、モンスター表示を更新する
150 * @param monster_race_idx モンスターID
151 * @param window ウィンドウフラグ
152 * @param old_race_flags_ptr モンスターフラグへの参照ポインタ
154 void update_player_window(player_type *player_ptr, old_race_flags *old_race_flags_ptr)
157 r_ptr = &r_info[player_ptr->monster_race_idx];
158 if ((old_race_flags_ptr->old_r_flags1 != r_ptr->r_flags1) || (old_race_flags_ptr->old_r_flags2 != r_ptr->r_flags2)
159 || (old_race_flags_ptr->old_r_flags3 != r_ptr->r_flags3) || (old_race_flags_ptr->old_r_ability_flags != r_ptr->r_ability_flags)
160 || (old_race_flags_ptr->old_r_flagsr != r_ptr->r_flagsr) || (old_race_flags_ptr->old_r_blows0 != r_ptr->r_blows[0])
161 || (old_race_flags_ptr->old_r_blows1 != r_ptr->r_blows[1]) || (old_race_flags_ptr->old_r_blows2 != r_ptr->r_blows[2])
162 || (old_race_flags_ptr->old_r_blows3 != r_ptr->r_blows[3]) || (old_race_flags_ptr->old_r_cast_spell != r_ptr->r_cast_spell)) {
163 player_ptr->window_flags |= PW_MONSTER;
167 static um_type *initialize_um_type(player_type *player_ptr, um_type *um_ptr, MONSTER_IDX m_idx, bool full)
169 um_ptr->m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
170 um_ptr->do_disturb = disturb_move;
171 um_ptr->fy = um_ptr->m_ptr->fy;
172 um_ptr->fx = um_ptr->m_ptr->fx;
173 um_ptr->flag = false;
174 um_ptr->easy = false;
175 um_ptr->in_darkness = d_info[player_ptr->dungeon_idx].flags.has(DF::DARKNESS) && !player_ptr->see_nocto;
180 static POSITION decide_updated_distance(player_type *player_ptr, um_type *um_ptr)
183 return um_ptr->m_ptr->cdis;
185 int dy = (player_ptr->y > um_ptr->fy) ? (player_ptr->y - um_ptr->fy) : (um_ptr->fy - player_ptr->y);
186 int dx = (player_ptr->x > um_ptr->fx) ? (player_ptr->x - um_ptr->fx) : (um_ptr->fx - player_ptr->x);
187 POSITION distance = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
194 um_ptr->m_ptr->cdis = distance;
198 static void update_smart_stupid_flags(monster_race *r_ptr)
200 if (r_ptr->flags2 & RF2_SMART)
201 r_ptr->r_flags2 |= RF2_SMART;
203 if (r_ptr->flags2 & RF2_STUPID)
204 r_ptr->r_flags2 |= RF2_STUPID;
208 * @brief WEIRD_MINDフラグ持ちのモンスターを1/10の確率でテレパシーに引っかける
209 * @param player_ptr プレイヤーへの参照ポインタ
210 * @param um_ptr モンスター情報アップデート構造体への参照ポインタ
211 * @param m_idx モンスターID
212 * @return WEIRD_MINDフラグがあるならTRUE
214 static bool update_weird_telepathy(player_type *player_ptr, um_type *um_ptr, MONSTER_IDX m_idx)
216 monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
217 if ((r_ptr->flags2 & RF2_WEIRD_MIND) == 0)
220 if ((m_idx % 10) != (w_ptr->game_turn % 10))
224 um_ptr->m_ptr->mflag.set(MFLAG::ESP);
225 if (is_original_ap(um_ptr->m_ptr) && !player_ptr->hallucinated) {
226 r_ptr->r_flags2 |= RF2_WEIRD_MIND;
227 update_smart_stupid_flags(r_ptr);
233 static void update_telepathy_sight(player_type *player_ptr, um_type *um_ptr, MONSTER_IDX m_idx)
235 monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
236 if (PlayerClass(player_ptr).samurai_stance_is(SamuraiStance::MUSOU)) {
238 um_ptr->m_ptr->mflag.set(MFLAG::ESP);
239 if (is_original_ap(um_ptr->m_ptr) && !player_ptr->hallucinated)
240 update_smart_stupid_flags(r_ptr);
245 if (!player_ptr->telepathy)
248 if (r_ptr->flags2 & RF2_EMPTY_MIND) {
249 if (is_original_ap(um_ptr->m_ptr) && !player_ptr->hallucinated)
250 r_ptr->r_flags2 |= RF2_EMPTY_MIND;
255 if (update_weird_telepathy(player_ptr, um_ptr, m_idx))
259 um_ptr->m_ptr->mflag.set(MFLAG::ESP);
260 if (is_original_ap(um_ptr->m_ptr) && !player_ptr->hallucinated)
261 update_smart_stupid_flags(r_ptr);
264 static void update_specific_race_telepathy(player_type *player_ptr, um_type *um_ptr)
266 monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
267 if ((player_ptr->esp_animal) && (r_ptr->flags3 & RF3_ANIMAL)) {
269 um_ptr->m_ptr->mflag.set(MFLAG::ESP);
270 if (is_original_ap(um_ptr->m_ptr) && !player_ptr->hallucinated)
271 r_ptr->r_flags3 |= RF3_ANIMAL;
274 if ((player_ptr->esp_undead) && (r_ptr->flags3 & RF3_UNDEAD)) {
276 um_ptr->m_ptr->mflag.set(MFLAG::ESP);
277 if (is_original_ap(um_ptr->m_ptr) && !player_ptr->hallucinated)
278 r_ptr->r_flags3 |= RF3_UNDEAD;
281 if ((player_ptr->esp_demon) && (r_ptr->flags3 & RF3_DEMON)) {
283 um_ptr->m_ptr->mflag.set(MFLAG::ESP);
284 if (is_original_ap(um_ptr->m_ptr) && !player_ptr->hallucinated)
285 r_ptr->r_flags3 |= RF3_DEMON;
288 if ((player_ptr->esp_orc) && (r_ptr->flags3 & RF3_ORC)) {
290 um_ptr->m_ptr->mflag.set(MFLAG::ESP);
291 if (is_original_ap(um_ptr->m_ptr) && !player_ptr->hallucinated)
292 r_ptr->r_flags3 |= RF3_ORC;
295 if ((player_ptr->esp_troll) && (r_ptr->flags3 & RF3_TROLL)) {
297 um_ptr->m_ptr->mflag.set(MFLAG::ESP);
298 if (is_original_ap(um_ptr->m_ptr) && !player_ptr->hallucinated)
299 r_ptr->r_flags3 |= RF3_TROLL;
302 if ((player_ptr->esp_giant) && (r_ptr->flags3 & RF3_GIANT)) {
304 um_ptr->m_ptr->mflag.set(MFLAG::ESP);
305 if (is_original_ap(um_ptr->m_ptr) && !player_ptr->hallucinated)
306 r_ptr->r_flags3 |= RF3_GIANT;
309 if ((player_ptr->esp_dragon) && (r_ptr->flags3 & RF3_DRAGON)) {
311 um_ptr->m_ptr->mflag.set(MFLAG::ESP);
312 if (is_original_ap(um_ptr->m_ptr) && !player_ptr->hallucinated)
313 r_ptr->r_flags3 |= RF3_DRAGON;
316 if ((player_ptr->esp_human) && (r_ptr->flags2 & RF2_HUMAN)) {
318 um_ptr->m_ptr->mflag.set(MFLAG::ESP);
319 if (is_original_ap(um_ptr->m_ptr) && !player_ptr->hallucinated)
320 r_ptr->r_flags2 |= RF2_HUMAN;
323 if ((player_ptr->esp_evil) && (r_ptr->flags3 & RF3_EVIL)) {
325 um_ptr->m_ptr->mflag.set(MFLAG::ESP);
326 if (is_original_ap(um_ptr->m_ptr) && !player_ptr->hallucinated)
327 r_ptr->r_flags3 |= RF3_EVIL;
330 if ((player_ptr->esp_good) && (r_ptr->flags3 & RF3_GOOD)) {
332 um_ptr->m_ptr->mflag.set(MFLAG::ESP);
333 if (is_original_ap(um_ptr->m_ptr) && !player_ptr->hallucinated)
334 r_ptr->r_flags3 |= RF3_GOOD;
337 if ((player_ptr->esp_nonliving) && ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING)) {
339 um_ptr->m_ptr->mflag.set(MFLAG::ESP);
340 if (is_original_ap(um_ptr->m_ptr) && !player_ptr->hallucinated)
341 r_ptr->r_flags3 |= RF3_NONLIVING;
344 if ((player_ptr->esp_unique) && (r_ptr->flags1 & RF1_UNIQUE)) {
346 um_ptr->m_ptr->mflag.set(MFLAG::ESP);
347 if (is_original_ap(um_ptr->m_ptr) && !player_ptr->hallucinated)
348 r_ptr->r_flags1 |= RF1_UNIQUE;
352 static bool check_cold_blood(player_type *player_ptr, um_type *um_ptr, const POSITION distance)
354 if (distance > player_ptr->see_infra)
357 monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
358 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_XX14)) == RF2_COLD_BLOOD)
366 static bool check_invisible(player_type *player_ptr, um_type *um_ptr)
368 if (!player_can_see_bold(player_ptr, um_ptr->fy, um_ptr->fx))
371 monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
372 if (r_ptr->flags2 & RF2_INVISIBLE) {
373 if (player_ptr->see_inv) {
386 * @brief テレパシー・赤外線視力・可視透明によってモンスターを感知できるかどうかの判定
387 * @param player_ptr プレイヤーへの参照ポインタ
388 * @param um_ptr モンスター情報アップデート構造体への参照ポインタ
390 static void decide_sight_invisible_monster(player_type *player_ptr, um_type *um_ptr, MONSTER_IDX m_idx)
392 POSITION distance = decide_updated_distance(player_ptr, um_ptr);
393 monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
395 um_ptr->m_ptr->mflag.reset(MFLAG::ESP);
397 if (distance > (um_ptr->in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
400 if (!um_ptr->in_darkness || (distance <= MAX_SIGHT / 4)) {
401 update_telepathy_sight(player_ptr, um_ptr, m_idx);
402 update_specific_race_telepathy(player_ptr, um_ptr);
405 if (!player_has_los_bold(player_ptr, um_ptr->fy, um_ptr->fx) || player_ptr->blind)
408 auto sniper_data = PlayerClass(player_ptr).get_specific_data<sniper_data_type>();
409 if (sniper_data && (sniper_data->concent >= CONCENT_RADAR_THRESHOLD)) {
414 bool do_cold_blood = check_cold_blood(player_ptr, um_ptr, distance);
415 bool do_invisible = check_invisible(player_ptr, um_ptr);
416 if (!um_ptr->flag || !is_original_ap(um_ptr->m_ptr) || player_ptr->hallucinated)
420 r_ptr->r_flags2 |= RF2_INVISIBLE;
423 r_ptr->r_flags2 |= RF2_COLD_BLOOD;
427 * @brief 壁の向こうにいるモンスターへのテレパシー・赤外線視力による冷血動物以外の透明モンスター・可視透明能力による透明モンスター
429 * @param player_ptr プレイヤーへの参照ポインタ
430 * @param um_ptr モンスター情報アップデート構造体への参照ポインタ
431 * @param m_idx フロアのモンスター番号
432 * @details 感知した結果、エルドリッチホラー持ちがいたら精神を破壊する
434 static void update_invisible_monster(player_type *player_ptr, um_type *um_ptr, MONSTER_IDX m_idx)
436 if (um_ptr->m_ptr->ml)
439 um_ptr->m_ptr->ml = true;
440 lite_spot(player_ptr, um_ptr->fy, um_ptr->fx);
442 if (player_ptr->health_who == m_idx)
443 player_ptr->redraw |= PR_HEALTH;
445 if (player_ptr->riding == m_idx)
446 player_ptr->redraw |= PR_UHEALTH;
448 if (!player_ptr->hallucinated) {
449 monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
450 if ((um_ptr->m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
451 r_info[MON_KAGE].r_sights++;
452 else if (is_original_ap(um_ptr->m_ptr) && (r_ptr->r_sights < MAX_SHORT))
456 if (w_ptr->is_loading_now && w_ptr->character_dungeon && !player_ptr->phase_out
457 && r_info[um_ptr->m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
458 um_ptr->m_ptr->mflag.set(MFLAG::SANITY_BLAST);
461 && (projectable(player_ptr, um_ptr->m_ptr->fy, um_ptr->m_ptr->fx, player_ptr->y, player_ptr->x)
462 && projectable(player_ptr, player_ptr->y, player_ptr->x, um_ptr->m_ptr->fy, um_ptr->m_ptr->fx))) {
463 if (disturb_pets || is_hostile(um_ptr->m_ptr))
464 disturb(player_ptr, true, true);
468 static void update_visible_monster(player_type *player_ptr, um_type *um_ptr, MONSTER_IDX m_idx)
470 if (!um_ptr->m_ptr->ml)
473 um_ptr->m_ptr->ml = false;
474 lite_spot(player_ptr, um_ptr->fy, um_ptr->fx);
476 if (player_ptr->health_who == m_idx)
477 player_ptr->redraw |= PR_HEALTH;
479 if (player_ptr->riding == m_idx)
480 player_ptr->redraw |= PR_UHEALTH;
482 if (um_ptr->do_disturb && (disturb_pets || is_hostile(um_ptr->m_ptr)))
483 disturb(player_ptr, true, true);
486 static bool update_clear_monster(player_type *player_ptr, um_type *um_ptr)
491 if (um_ptr->m_ptr->mflag.has_not(MFLAG::VIEW)) {
492 um_ptr->m_ptr->mflag.set(MFLAG::VIEW);
493 if (um_ptr->do_disturb && (disturb_pets || is_hostile(um_ptr->m_ptr)))
494 disturb(player_ptr, true, true);
501 * @brief モンスターの各情報を更新する / This function updates the monster record of the given monster
502 * @param m_idx 更新するモンスター情報のID
503 * @param full プレイヤーとの距離更新を行うならばtrue
505 void update_monster(player_type *player_ptr, MONSTER_IDX m_idx, bool full)
508 um_type *um_ptr = initialize_um_type(player_ptr, &tmp_um, m_idx, full);
510 monster_race *ap_r_ptr = &r_info[um_ptr->m_ptr->ap_r_idx];
511 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= player_ptr->lev)
512 um_ptr->do_disturb = true;
515 if (um_ptr->m_ptr->mflag2.has(MFLAG2::MARK))
518 decide_sight_invisible_monster(player_ptr, um_ptr, m_idx);
520 update_invisible_monster(player_ptr, um_ptr, m_idx);
522 update_visible_monster(player_ptr, um_ptr, m_idx);
524 if (update_clear_monster(player_ptr, um_ptr) || um_ptr->m_ptr->mflag.has_not(MFLAG::VIEW))
527 um_ptr->m_ptr->mflag.reset(MFLAG::VIEW);
528 if (um_ptr->do_disturb && (disturb_pets || is_hostile(um_ptr->m_ptr)))
529 disturb(player_ptr, true, true);
533 * @param player_ptr プレイヤーへの参照ポインタ
534 * @brief 単純に生存している全モンスターの更新処理を行う / This function simply updates all the (non-dead) monsters (see above).
535 * @param full 距離更新を行うならtrue
536 * @todo モンスターの感知状況しか更新していないように見える。関数名変更を検討する
538 void update_monsters(player_type *player_ptr, bool full)
540 floor_type *floor_ptr = player_ptr->current_floor_ptr;
541 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++) {
542 monster_type *m_ptr = &floor_ptr->m_list[i];
543 if (!monster_is_valid(m_ptr))
546 update_monster(player_ptr, i, full);
551 * @brief SMART(適格に攻撃を行う)モンスターの学習状況を更新する / Learn about an "observed" resistance.
552 * @param m_idx 更新を行う「モンスター情報ID
555 void update_smart_learn(player_type *player_ptr, MONSTER_IDX m_idx, int what)
557 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
558 monster_race *r_ptr = &r_info[m_ptr->r_idx];
559 if (!smart_learn || ((r_ptr->flags2 & RF2_STUPID) != 0) || (((r_ptr->flags2 & RF2_SMART) == 0) && (randint0(100) < 50)))
564 if (has_resist_acid(player_ptr))
565 m_ptr->smart.set(SM::RES_ACID);
567 if (is_oppose_acid(player_ptr))
568 m_ptr->smart.set(SM::OPP_ACID);
570 if (has_immune_acid(player_ptr))
571 m_ptr->smart.set(SM::IMM_ACID);
575 if (has_resist_elec(player_ptr))
576 m_ptr->smart.set(SM::RES_ELEC);
578 if (is_oppose_elec(player_ptr))
579 m_ptr->smart.set(SM::OPP_ELEC);
581 if (has_immune_elec(player_ptr))
582 m_ptr->smart.set(SM::IMM_ELEC);
586 if (has_resist_fire(player_ptr))
587 m_ptr->smart.set(SM::RES_FIRE);
589 if (is_oppose_fire(player_ptr))
590 m_ptr->smart.set(SM::OPP_FIRE);
592 if (has_immune_fire(player_ptr))
593 m_ptr->smart.set(SM::IMM_FIRE);
597 if (has_resist_cold(player_ptr))
598 m_ptr->smart.set(SM::RES_COLD);
600 if (is_oppose_cold(player_ptr))
601 m_ptr->smart.set(SM::OPP_COLD);
603 if (has_immune_cold(player_ptr))
604 m_ptr->smart.set(SM::IMM_COLD);
608 if (has_resist_pois(player_ptr))
609 m_ptr->smart.set(SM::RES_POIS);
611 if (is_oppose_pois(player_ptr))
612 m_ptr->smart.set(SM::OPP_POIS);
616 if (has_resist_neth(player_ptr))
617 m_ptr->smart.set(SM::RES_NETH);
621 if (has_resist_lite(player_ptr))
622 m_ptr->smart.set(SM::RES_LITE);
626 if (has_resist_dark(player_ptr))
627 m_ptr->smart.set(SM::RES_DARK);
631 if (has_resist_fear(player_ptr))
632 m_ptr->smart.set(SM::RES_FEAR);
636 if (has_resist_conf(player_ptr))
637 m_ptr->smart.set(SM::RES_CONF);
641 if (has_resist_chaos(player_ptr))
642 m_ptr->smart.set(SM::RES_CHAOS);
646 if (has_resist_disen(player_ptr))
647 m_ptr->smart.set(SM::RES_DISEN);
651 if (has_resist_blind(player_ptr))
652 m_ptr->smart.set(SM::RES_BLIND);
656 if (has_resist_nexus(player_ptr))
657 m_ptr->smart.set(SM::RES_NEXUS);
661 if (has_resist_sound(player_ptr))
662 m_ptr->smart.set(SM::RES_SOUND);
666 if (has_resist_shard(player_ptr))
667 m_ptr->smart.set(SM::RES_SHARD);
671 if (player_ptr->free_act)
672 m_ptr->smart.set(SM::IMM_FREE);
676 if (!player_ptr->msp)
677 m_ptr->smart.set(SM::IMM_MANA);
681 if (has_reflect(player_ptr))
682 m_ptr->smart.set(SM::IMM_REFLECT);