2 * @brief モンスターをフロアに1体配置する処理
7 #include "monster-floor/one-monster-placer.h"
8 #include "core/player-update-types.h"
9 #include "core/speed-table.h"
10 #include "dungeon/quest.h"
11 #include "effect/effect-characteristics.h"
12 #include "effect/effect-processor.h"
13 #include "flavor/flavor-describer.h"
14 #include "flavor/object-flavor-types.h"
15 #include "floor/cave.h"
16 #include "floor/floor-save-util.h"
17 #include "game-option/birth-options.h"
18 #include "game-option/cheat-types.h"
19 #include "grid/grid.h"
20 #include "monster-attack/monster-attack-types.h"
21 #include "monster-floor/monster-move.h"
22 #include "monster-floor/monster-summon.h"
23 #include "monster-floor/place-monster-types.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-flag-types.h"
31 #include "monster/monster-info.h"
32 #include "monster/monster-list.h"
33 #include "monster/monster-status-setter.h"
34 #include "monster/monster-status.h"
35 #include "monster/monster-update.h"
36 #include "monster/monster-util.h"
37 #include "object/warning.h"
38 #include "player/player-status.h"
39 #include "effect/attribute-types.h"
40 #include "system/floor-type-definition.h"
41 #include "system/grid-type-definition.h"
42 #include "system/monster-race-definition.h"
43 #include "system/player-type-definition.h"
44 #include "util/bit-flags-calculator.h"
45 #include "view/display-messages.h"
46 #include "wizard/wizard-messages.h"
47 #include "world/world.h"
49 static bool is_friendly_idx(PlayerType *player_ptr, MONSTER_IDX m_idx)
51 return m_idx > 0 && is_friendly(&player_ptr->current_floor_ptr->m_list[(m_idx)]);
55 * @brief たぬきの変身対象となるモンスターかどうか判定する / Hook for Tanuki
56 * @param r_idx モンスター種族ID
57 * @return 対象にできるならtrueを返す
58 * @todo グローバル変数対策の上 monster_hook.cへ移す。
60 static bool monster_hook_tanuki(PlayerType *player_ptr, MONRACE_IDX r_idx)
62 monster_race *r_ptr = &r_info[r_idx];
63 bool unselectable = any_bits(r_ptr->flags1, RF1_UNIQUE);
64 unselectable |= any_bits(r_ptr->flags2, RF2_MULTIPLY);
65 unselectable |= any_bits(r_ptr->flags7, RF7_FRIENDLY | RF7_CHAMELEON);
66 unselectable |= any_bits(r_ptr->flags7, RF7_AQUATIC);
70 for (int i = 0; i < 4; i++)
71 if (r_ptr->blow[i].method == RaceBlowMethodType::EXPLODE)
74 return (*(get_monster_hook(player_ptr)))(player_ptr, r_idx);
78 * @param player_ptr プレイヤーへの参照ポインタ
79 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
80 * @param r_idx モンスター種族ID
81 * @return モンスター種族の表層ID
83 static MONRACE_IDX initial_r_appearance(PlayerType *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS generate_mode)
85 floor_type *floor_ptr = player_ptr->current_floor_ptr;
86 if (is_chargeman(player_ptr) && any_bits(generate_mode, PM_JURAL) && none_bits(generate_mode, PM_MULTIPLY | PM_KAGE))
87 return MON_ALIEN_JURAL;
89 if (none_bits(r_info[r_idx].flags7, RF7_TANUKI))
92 get_mon_num_prep(player_ptr, monster_hook_tanuki, nullptr);
94 DEPTH min = std::min(floor_ptr->base_level - 5, 50);
96 MONRACE_IDX ap_r_idx = get_mon_num(player_ptr, 0, floor_ptr->base_level + 10, 0);
97 if (r_info[ap_r_idx].level >= min)
105 * @brief ユニークが生成可能か評価する
106 * @param player_ptr プレイヤーへの参照ポインタ
107 * @param r_idx 生成モンスター種族
108 * @return ユニークの生成が不可能な条件ならFALSE、それ以外はTRUE
110 static bool check_unique_placeable(PlayerType *player_ptr, MONRACE_IDX r_idx)
112 if (player_ptr->phase_out)
115 monster_race *r_ptr = &r_info[r_idx];
116 if ((any_bits(r_ptr->flags1, RF1_UNIQUE) || any_bits(r_ptr->flags7, RF7_NAZGUL)) && (r_ptr->cur_num >= r_ptr->max_num)) {
120 if (any_bits(r_ptr->flags7, RF7_UNIQUE2) && (r_ptr->cur_num >= 1)) {
124 if (r_idx == MON_BANORLUPART) {
125 if (r_info[MON_BANOR].cur_num > 0)
127 if (r_info[MON_LUPART].cur_num > 0)
131 if (any_bits(r_ptr->flags1, RF1_FORCE_DEPTH) && (player_ptr->current_floor_ptr->dun_level < r_ptr->level)
132 && (!ironman_nightmare || any_bits(r_ptr->flags1, RF1_QUESTOR))) {
140 * @brief クエスト内に生成可能か評価する
141 * @param player_ptr プレイヤーへの参照ポインタ
142 * @param r_idx 生成モンスター種族
143 * @return 生成が可能ならTRUE、不可能ならFALSE
145 static bool check_quest_placeable(PlayerType *player_ptr, MONRACE_IDX r_idx)
147 floor_type *floor_ptr = player_ptr->current_floor_ptr;
148 if (quest_number(player_ptr, floor_ptr->dun_level) == 0)
151 int hoge = quest_number(player_ptr, floor_ptr->dun_level);
152 if ((quest[hoge].type != QuestKindType::KILL_LEVEL) && (quest[hoge].type != QuestKindType::RANDOM))
155 if (r_idx != quest[hoge].r_idx)
159 for (int i2 = 0; i2 < floor_ptr->width; ++i2)
160 for (int j2 = 0; j2 < floor_ptr->height; j2++)
161 if ((floor_ptr->grid_array[j2][i2].m_idx > 0) && (floor_ptr->m_list[floor_ptr->grid_array[j2][i2].m_idx].r_idx == quest[hoge].r_idx))
164 if (number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
171 * @brief 守りのルーン上にモンスターの配置を試みる
172 * @param player_ptr プレイヤーへの参照ポインタ
173 * @param r_idx 生成モンスター種族
176 * @return 生成が可能ならTRUE、不可能ならFALSE
178 static bool check_procection_rune(PlayerType *player_ptr, MONRACE_IDX r_idx, POSITION y, POSITION x)
180 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
181 if (!g_ptr->is_rune_protection())
184 monster_race *r_ptr = &r_info[r_idx];
185 if (randint1(BREAK_RUNE_PROTECTION) >= (r_ptr->level + 20))
188 if (any_bits(g_ptr->info, CAVE_MARK))
189 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
191 reset_bits(g_ptr->info, CAVE_MARK);
192 reset_bits(g_ptr->info, CAVE_OBJECT);
194 note_spot(player_ptr, y, x);
198 static void warn_unique_generation(PlayerType *player_ptr, MONRACE_IDX r_idx)
200 if (!player_ptr->warning || !w_ptr->character_dungeon)
203 monster_race *r_ptr = &r_info[r_idx];
204 if (none_bits(r_ptr->flags1, RF1_UNIQUE))
209 GAME_TEXT o_name[MAX_NLEN];
210 if (r_ptr->level > player_ptr->lev + 30)
211 color = _("黒く", "black");
212 else if (r_ptr->level > player_ptr->lev + 15)
213 color = _("紫色に", "purple");
214 else if (r_ptr->level > player_ptr->lev + 5)
215 color = _("ルビー色に", "deep red");
216 else if (r_ptr->level > player_ptr->lev - 5)
217 color = _("赤く", "red");
218 else if (r_ptr->level > player_ptr->lev - 15)
219 color = _("ピンク色に", "pink");
221 color = _("白く", "white");
223 o_ptr = choose_warning_item(player_ptr);
224 if (o_ptr != nullptr) {
225 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
226 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
228 msg_format(_("%s光る物が頭に浮かんだ。", "A %s image forms in your mind."), color);
233 * @brief モンスターを一体生成する / Attempt to place a monster of the given race at the given location.
234 * @param player_ptr プレイヤーへの参照ポインタ
235 * @param who 召喚を行ったモンスターID
238 * @param r_idx 生成モンスター種族
239 * @param mode 生成オプション
242 bool place_monster_one(PlayerType *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
244 floor_type *floor_ptr = player_ptr->current_floor_ptr;
245 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
246 monster_race *r_ptr = &r_info[r_idx];
247 concptr name = r_ptr->name.c_str();
249 if (player_ptr->wild_mode || !in_bounds(floor_ptr, y, x) || (r_idx == 0) || r_ptr->name.empty())
252 if (none_bits(mode, PM_IGNORE_TERRAIN) && (pattern_tile(floor_ptr, y, x) || !monster_can_enter(player_ptr, y, x, r_ptr, 0)))
255 if (!check_unique_placeable(player_ptr, r_idx) || !check_quest_placeable(player_ptr, r_idx) || !check_procection_rune(player_ptr, r_idx, y, x))
258 msg_format_wizard(player_ptr, CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
259 if (any_bits(r_ptr->flags1, RF1_UNIQUE) || any_bits(r_ptr->flags7, RF7_NAZGUL) || (r_ptr->level < 10))
260 reset_bits(mode, PM_KAGE);
262 g_ptr->m_idx = m_pop(floor_ptr);
263 hack_m_idx_ii = g_ptr->m_idx;
268 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
269 m_ptr->r_idx = r_idx;
270 m_ptr->ap_r_idx = initial_r_appearance(player_ptr, r_idx, mode);
272 m_ptr->mflag.clear();
273 m_ptr->mflag2.clear();
274 if (any_bits(mode, PM_MULTIPLY) && (who > 0) && !is_original_ap(&floor_ptr->m_list[who])) {
275 m_ptr->ap_r_idx = floor_ptr->m_list[who].ap_r_idx;
276 if (floor_ptr->m_list[who].mflag2.has(MonsterConstantFlagType::KAGE))
277 m_ptr->mflag2.set(MonsterConstantFlagType::KAGE);
280 if ((who > 0) && none_bits(r_ptr->flags3, RF3_EVIL | RF3_GOOD))
281 m_ptr->sub_align = floor_ptr->m_list[who].sub_align;
283 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
284 if (any_bits(r_ptr->flags3, RF3_EVIL))
285 set_bits(m_ptr->sub_align, SUB_ALIGN_EVIL);
286 if (any_bits(r_ptr->flags3, RF3_GOOD))
287 set_bits(m_ptr->sub_align, SUB_ALIGN_GOOD);
292 m_ptr->current_floor_ptr = floor_ptr;
294 for (int cmi = 0; cmi < MAX_MTIMED; cmi++)
295 m_ptr->mtimed[cmi] = 0;
302 if (who > 0 && is_pet(&floor_ptr->m_list[who])) {
303 set_bits(mode, PM_FORCE_PET);
304 m_ptr->parent_m_idx = who;
306 m_ptr->parent_m_idx = 0;
309 if (any_bits(r_ptr->flags7, RF7_CHAMELEON)) {
310 choose_new_monster(player_ptr, g_ptr->m_idx, true, 0);
311 r_ptr = &r_info[m_ptr->r_idx];
312 m_ptr->mflag2.set(MonsterConstantFlagType::CHAMELEON);
313 if (any_bits(r_ptr->flags1, RF1_UNIQUE) && (who <= 0))
314 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
315 } else if (any_bits(mode, PM_KAGE) && none_bits(mode, PM_FORCE_PET)) {
316 m_ptr->ap_r_idx = MON_KAGE;
317 m_ptr->mflag2.set(MonsterConstantFlagType::KAGE);
320 if (any_bits(mode, PM_NO_PET))
321 m_ptr->mflag2.set(MonsterConstantFlagType::NOPET);
324 if (any_bits(mode, PM_FORCE_PET)) {
325 set_pet(player_ptr, m_ptr);
326 } else if (((who == 0) && any_bits(r_ptr->flags7, RF7_FRIENDLY)) || is_friendly_idx(player_ptr, who) || any_bits(mode, PM_FORCE_FRIENDLY)) {
327 if (!monster_has_hostile_align(player_ptr, nullptr, 0, -1, r_ptr) && !player_ptr->current_floor_ptr->inside_arena)
331 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
332 if (any_bits(mode, PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare) {
333 int val = r_ptr->sleep;
334 (void)set_monster_csleep(player_ptr, g_ptr->m_idx, (val * 2) + randint1(val * 10));
337 if (any_bits(r_ptr->flags1, RF1_FORCE_MAXHP)) {
338 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
340 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
343 if (ironman_nightmare) {
344 auto hp = m_ptr->max_maxhp * 2;
345 m_ptr->max_maxhp = std::min(MONSTER_MAXHP, hp);
348 m_ptr->maxhp = m_ptr->max_maxhp;
349 if (r_ptr->cur_hp_per != 0) {
350 m_ptr->hp = m_ptr->maxhp * r_ptr->cur_hp_per / 100;
352 m_ptr->hp = m_ptr->maxhp;
355 m_ptr->dealt_damage = 0;
357 m_ptr->mspeed = get_mspeed(floor_ptr, r_ptr);
359 if (any_bits(mode, PM_HASTE))
360 (void)set_monster_fast(player_ptr, g_ptr->m_idx, 100);
362 if (!ironman_nightmare) {
363 m_ptr->energy_need = ENERGY_NEED() - (int16_t)randint0(100);
365 m_ptr->energy_need = ENERGY_NEED() - (int16_t)randint0(100) * 2;
368 if (any_bits(r_ptr->flags1, RF1_PREVENT_SUDDEN_MAGIC) && !ironman_nightmare) {
369 m_ptr->mflag.set(MonsterTemporaryFlagType::PREVENT_MAGIC);
372 if (g_ptr->m_idx < hack_m_idx) {
373 m_ptr->mflag.set(MonsterTemporaryFlagType::BORN);
376 if (any_bits(r_ptr->flags7, RF7_SELF_LD_MASK))
377 set_bits(player_ptr->update, PU_MON_LITE);
378 else if (any_bits(r_ptr->flags7, RF7_HAS_LD_MASK) && !monster_csleep_remaining(m_ptr))
379 set_bits(player_ptr->update, PU_MON_LITE);
380 update_monster(player_ptr, g_ptr->m_idx, true);
382 real_r_ptr(m_ptr)->cur_num++;
385 * Memorize location of the unique monster in saved floors.
386 * A unique monster move from old saved floor.
388 if (w_ptr->character_dungeon && (any_bits(r_ptr->flags1, RF1_UNIQUE) || any_bits(r_ptr->flags7, RF7_NAZGUL)))
389 real_r_ptr(m_ptr)->floor_id = player_ptr->floor_id;
391 if (any_bits(r_ptr->flags2, RF2_MULTIPLY))
392 floor_ptr->num_repro++;
394 warn_unique_generation(player_ptr, r_idx);
395 if (!g_ptr->is_rune_explosion())
398 if (randint1(BREAK_RUNE_EXPLOSION) > r_ptr->level) {
399 if (any_bits(g_ptr->info, CAVE_MARK)) {
400 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
401 project(player_ptr, 0, 2, y, x, 2 * (player_ptr->lev + damroll(7, 7)), AttributeType::MANA,
402 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI));
405 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
408 reset_bits(g_ptr->info, CAVE_MARK);
409 reset_bits(g_ptr->info, CAVE_OBJECT);
412 note_spot(player_ptr, y, x);
413 lite_spot(player_ptr, y, x);