11 #include "monster-status.h"
12 #include "monster-spell.h"
13 #include "monster-process.h"
15 #include "spells-summon.h"
16 #include "monsterrace-hook.h"
17 #include "object-curse.h"
21 #include "player-effects.h"
22 #include "player-personality.h"
23 #include "view-mainwindow.h"
30 * @brief モンスターIDからPOWERFULフラグの有無を取得する /
31 * @param m_idx モンスターID
32 * @return POWERFULフラグがあればTRUE、なければFALSEを返す。
34 bool monster_is_powerful(MONSTER_IDX m_idx)
36 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
37 monster_race *r_ptr = &r_info[m_ptr->r_idx];
38 bool powerful = r_ptr->flags2 & RF2_POWERFUL ? TRUE : FALSE;
43 * @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) /
44 * @param m_idx モンスターID
47 DEPTH monster_level_idx(MONSTER_IDX m_idx)
49 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
50 monster_race *r_ptr = &r_info[m_ptr->r_idx];
51 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
56 * @brief モンスターに与えたダメージの修正処理 /
57 * Modify the physical damage done to the monster.
58 * @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
60 * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
61 * @return 修正を行った結果のダメージ量
64 * (for example when it's invulnerable or shielded)
65 * ToDo: Accept a damage-type to calculate the modified damage from
66 * things like fire, frost, lightning, poison, ... attacks.
67 * "type" is not yet used and should be 0.
70 HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
72 monster_race *r_ptr = &r_info[m_ptr->r_idx];
74 if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
77 if ((dam == 0) && one_in_(3)) dam = 1;
80 if (MON_INVULNER(m_ptr))
84 if (!p_ptr->blind && is_seen(m_ptr))
86 msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
89 else if (!one_in_(PENETRATE_INVULNERABILITY))
100 * @brief モンスターに与えたダメージを元に経験値を加算する /
101 * Calculate experience point to be get
102 * @param dam 与えたダメージ量
103 * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
107 * Even the 64 bit operation is not big enough to avoid overflaw
108 * unless we carefully choose orders of multiplication and division.
109 * Get the coefficient first, and multiply (potentially huge) base
110 * experience point of a monster later.
113 static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
115 monster_race *r_ptr = &r_info[m_ptr->r_idx];
122 if (!monster_is_valid(m_ptr)) return;
123 if (is_pet(m_ptr) || p_ptr->phase_out) return;
126 * - Ratio of monster's level to player's level effects
127 * - Varying speed effects
128 * - Get a fraction in proportion of damage point
130 new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
133 div_l = (p_ptr->max_plv + 2) * SPEED_TO_ENERGY(r_ptr->speed);
135 /* Use (average maxhp * 2) as a denominator */
136 if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
137 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
139 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
141 /* Special penalty in the wilderness */
142 if (!p_ptr->current_floor_ptr->dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
143 s64b_mul(&div_h, &div_l, 0, 5);
145 /* Do division first to prevent overflaw */
146 s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
148 /* Special penalty for mutiply-monster */
149 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
151 int monnum_penarty = r_ptr->r_akills / 400;
152 if (monnum_penarty > 8) monnum_penarty = 8;
154 while (monnum_penarty--)
157 s64b_RSHIFT(new_exp, new_exp_frac, 2);
161 /* Special penalty for rest_and_shoot exp scum */
162 if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
164 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
165 if (over_damage > 32) over_damage = 32;
167 while (over_damage--)
170 s64b_mul(&new_exp, &new_exp_frac, 0, 9);
171 s64b_div(&new_exp, &new_exp_frac, 0, 10);
175 /* Finally multiply base experience point of the monster */
176 s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
178 gain_exp_64(p_ptr, new_exp, new_exp_frac);
184 * @brief モンスターの時限ステータスを取得する
185 * @return m_idx モンスターの参照ID
186 * @return mproc_type モンスターの時限ステータスID
189 int get_mproc_idx(MONSTER_IDX m_idx, int mproc_type)
191 s16b *cur_mproc_list = p_ptr->current_floor_ptr->mproc_list[mproc_type];
194 for (i = p_ptr->current_floor_ptr->mproc_max[mproc_type] - 1; i >= 0; i--)
196 if (cur_mproc_list[i] == m_idx) return i;
203 * @brief モンスターの時限ステータスリストを追加する
204 * @return m_idx モンスターの参照ID
205 * @return mproc_type 追加したいモンスターの時限ステータスID
208 static void mproc_add(MONSTER_IDX m_idx, int mproc_type)
210 if (p_ptr->current_floor_ptr->mproc_max[mproc_type] < current_world_ptr->max_m_idx) p_ptr->current_floor_ptr->mproc_list[mproc_type][p_ptr->current_floor_ptr->mproc_max[mproc_type]++] = (s16b)m_idx;
215 * @brief モンスターの時限ステータスリストを削除
216 * @return m_idx モンスターの参照ID
217 * @return mproc_type 削除したいモンスターの時限ステータスID
220 static void mproc_remove(MONSTER_IDX m_idx, int mproc_type)
222 int mproc_idx = get_mproc_idx(m_idx, mproc_type);
223 if (mproc_idx >= 0) p_ptr->current_floor_ptr->mproc_list[mproc_type][mproc_idx] = p_ptr->current_floor_ptr->mproc_list[mproc_type][--p_ptr->current_floor_ptr->mproc_max[mproc_type]];
228 * @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
231 void mproc_init(void)
237 /* Reset "p_ptr->current_floor_ptr->mproc_max[]" */
238 for (cmi = 0; cmi < MAX_MTIMED; cmi++) p_ptr->current_floor_ptr->mproc_max[cmi] = 0;
240 /* Process the monsters (backwards) */
241 for (i = p_ptr->current_floor_ptr->m_max - 1; i >= 1; i--)
243 m_ptr = &p_ptr->current_floor_ptr->m_list[i];
245 /* Ignore "dead" monsters */
246 if (!monster_is_valid(m_ptr)) continue;
248 for (cmi = 0; cmi < MAX_MTIMED; cmi++)
250 if (m_ptr->mtimed[cmi]) mproc_add(i, cmi);
257 * @brief モンスターの睡眠状態値をセットする。0で起きる。 /
258 * Set "m_ptr->mtimed[MTIMED_CSLEEP]", notice observable changes
259 * @param m_idx モンスター参照ID
261 * @return 別途更新処理が必要な場合TRUEを返す
263 bool set_monster_csleep(MONSTER_IDX m_idx, int v)
265 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
267 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
271 if (!MON_CSLEEP(m_ptr))
273 mproc_add(m_idx, MTIMED_CSLEEP);
280 if (MON_CSLEEP(m_ptr))
282 mproc_remove(m_idx, MTIMED_CSLEEP);
288 m_ptr->mtimed[MTIMED_CSLEEP] = (s16b)v;
290 if (!notice) return FALSE;
294 /* Update health bar as needed */
295 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
296 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
299 if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
306 * @brief モンスターの加速状態値をセット /
307 * Set "m_ptr->mtimed[MTIMED_FAST]", notice observable changes
308 * @param m_idx モンスター参照ID
310 * @return 別途更新処理が必要な場合TRUEを返す
312 bool set_monster_fast(MONSTER_IDX m_idx, int v)
314 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
316 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
320 if (!MON_FAST(m_ptr))
322 mproc_add(m_idx, MTIMED_FAST);
331 mproc_remove(m_idx, MTIMED_FAST);
337 m_ptr->mtimed[MTIMED_FAST] = (s16b)v;
339 if (!notice) return FALSE;
341 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
348 * Set "m_ptr->mtimed[MTIMED_SLOW]", notice observable changes
350 bool set_monster_slow(MONSTER_IDX m_idx, int v)
352 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
354 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
358 if (!MON_SLOW(m_ptr))
360 mproc_add(m_idx, MTIMED_SLOW);
369 mproc_remove(m_idx, MTIMED_SLOW);
375 m_ptr->mtimed[MTIMED_SLOW] = (s16b)v;
377 if (!notice) return FALSE;
379 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
386 * @brief モンスターの朦朧状態値をセット /
387 * Set "m_ptr->mtimed[MTIMED_STUNNED]", notice observable changes
388 * @param m_idx モンスター参照ID
390 * @return 別途更新処理が必要な場合TRUEを返す
392 bool set_monster_stunned(MONSTER_IDX m_idx, int v)
394 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
396 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
400 if (!MON_STUNNED(m_ptr))
402 mproc_add(m_idx, MTIMED_STUNNED);
409 if (MON_STUNNED(m_ptr))
411 mproc_remove(m_idx, MTIMED_STUNNED);
417 m_ptr->mtimed[MTIMED_STUNNED] = (s16b)v;
424 * @brief モンスターの混乱状態値をセット /
425 * Set "m_ptr->mtimed[MTIMED_CONFUSED]", notice observable changes
426 * @param m_idx モンスター参照ID
428 * @return 別途更新処理が必要な場合TRUEを返す
430 bool set_monster_confused(MONSTER_IDX m_idx, int v)
432 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
434 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
438 if (!MON_CONFUSED(m_ptr))
440 mproc_add(m_idx, MTIMED_CONFUSED);
447 if (MON_CONFUSED(m_ptr))
449 mproc_remove(m_idx, MTIMED_CONFUSED);
455 m_ptr->mtimed[MTIMED_CONFUSED] = (s16b)v;
462 * @brief モンスターの恐慌状態値をセット /
463 * Set "m_ptr->mtimed[MTIMED_MONFEAR]", notice observable changes
464 * @param m_idx モンスター参照ID
466 * @return 別途更新処理が必要な場合TRUEを返す
468 bool set_monster_monfear(MONSTER_IDX m_idx, int v)
470 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
472 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
476 if (!MON_MONFEAR(m_ptr))
478 mproc_add(m_idx, MTIMED_MONFEAR);
485 if (MON_MONFEAR(m_ptr))
487 mproc_remove(m_idx, MTIMED_MONFEAR);
493 m_ptr->mtimed[MTIMED_MONFEAR] = (s16b)v;
495 if (!notice) return FALSE;
499 /* Update health bar as needed */
500 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
501 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
509 * @brief モンスターの無敵状態値をセット /
510 * Set "m_ptr->mtimed[MTIMED_INVULNER]", notice observable changes
511 * @param m_idx モンスター参照ID
513 * @param energy_need TRUEならば無敵解除時に行動ターン消費を行う
514 * @return 別途更新処理が必要な場合TRUEを返す
516 bool set_monster_invulner(MONSTER_IDX m_idx, int v, bool energy_need)
518 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
520 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
524 if (!MON_INVULNER(m_ptr))
526 mproc_add(m_idx, MTIMED_INVULNER);
533 if (MON_INVULNER(m_ptr))
535 mproc_remove(m_idx, MTIMED_INVULNER);
536 if (energy_need && !p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
542 m_ptr->mtimed[MTIMED_INVULNER] = (s16b)v;
544 if (!notice) return FALSE;
548 /* Update health bar as needed */
549 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
550 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
557 static u32b csleep_noise;
560 * @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
561 * @param m_idx モンスター参照ID
562 * @param mtimed_idx 更新するモンスターの時限ステータスID
565 static void process_monsters_mtimed_aux(MONSTER_IDX m_idx, int mtimed_idx)
567 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
573 monster_race *r_ptr = &r_info[m_ptr->r_idx];
575 /* Assume does not wake up */
578 /* Hack -- Require proximity */
579 if (m_ptr->cdis < AAF_LIMIT)
581 /* Handle "sensing radius" */
582 if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
588 /* Handle "sight" and "aggravation" */
589 else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(p_ptr, m_ptr->fy, m_ptr->fx)))
598 u32b notice = randint0(1024);
600 /* Nightmare monsters are more alert */
601 if (ironman_nightmare) notice /= 2;
603 /* Hack -- See if monster "notices" player */
604 if ((notice * notice * notice) <= csleep_noise)
606 /* Hack -- amount of "waking" */
607 /* Wake up faster near the player */
608 int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
610 /* Hack -- amount of "waking" is affected by speed of player */
611 d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
614 /* Monster wakes up "a little bit" */
617 if (!set_monster_csleep(m_idx, MON_CSLEEP(m_ptr) - d))
619 /* Notice the "not waking up" */
620 if (is_original_ap_and_seen(m_ptr))
622 /* Hack -- Count the ignores */
623 if (r_ptr->r_ignore < MAX_UCHAR) r_ptr->r_ignore++;
630 /* Notice the "waking up" */
633 GAME_TEXT m_name[MAX_NLEN];
634 monster_desc(m_name, m_ptr, 0);
635 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
638 if (is_original_ap_and_seen(m_ptr))
640 /* Hack -- Count the wakings */
641 if (r_ptr->r_wake < MAX_UCHAR) r_ptr->r_wake++;
650 /* Reduce by one, note if expires */
651 if (set_monster_fast(m_idx, MON_FAST(m_ptr) - 1))
655 GAME_TEXT m_name[MAX_NLEN];
656 monster_desc(m_name, m_ptr, 0);
657 msg_format(_("%^sはもう加速されていない。", "%^s is no longer fast."), m_name);
663 /* Reduce by one, note if expires */
664 if (set_monster_slow(m_idx, MON_SLOW(m_ptr) - 1))
668 GAME_TEXT m_name[MAX_NLEN];
669 monster_desc(m_name, m_ptr, 0);
670 msg_format(_("%^sはもう減速されていない。", "%^s is no longer slow."), m_name);
677 int rlev = r_info[m_ptr->r_idx].level;
679 /* Recover from stun */
680 if (set_monster_stunned(m_idx, (randint0(10000) <= rlev * rlev) ? 0 : (MON_STUNNED(m_ptr) - 1)))
682 /* Message if visible */
685 GAME_TEXT m_name[MAX_NLEN];
686 monster_desc(m_name, m_ptr, 0);
687 msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
693 case MTIMED_CONFUSED:
694 /* Reduce the confusion */
695 if (set_monster_confused(m_idx, MON_CONFUSED(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
697 /* Message if visible */
700 GAME_TEXT m_name[MAX_NLEN];
701 monster_desc(m_name, m_ptr, 0);
702 msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
708 /* Reduce the fear */
709 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
714 GAME_TEXT m_name[MAX_NLEN];
718 /* Acquire the monster possessive */
719 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
721 monster_desc(m_name, m_ptr, 0);
723 msg_format("%^sは勇気を取り戻した。", m_name);
725 msg_format("%^s recovers %s courage.", m_name, m_poss);
731 case MTIMED_INVULNER:
732 /* Reduce by one, note if expires */
733 if (set_monster_invulner(m_idx, MON_INVULNER(m_ptr) - 1, TRUE))
737 GAME_TEXT m_name[MAX_NLEN];
738 monster_desc(m_name, m_ptr, 0);
739 msg_format(_("%^sはもう無敵でない。", "%^s is no longer invulnerable."), m_name);
748 * @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
749 * @param mtimed_idx 更新するモンスターの時限ステータスID
752 * Process the counters of monsters (once per 10 game turns)\n
753 * These functions are to process monsters' counters same as player's.
755 void process_monsters_mtimed(int mtimed_idx)
758 s16b *cur_mproc_list = p_ptr->current_floor_ptr->mproc_list[mtimed_idx];
760 /* Hack -- calculate the "player noise" */
761 if (mtimed_idx == MTIMED_CSLEEP) csleep_noise = (1L << (30 - p_ptr->skill_stl));
763 /* Process the monsters (backwards) */
764 for (i = p_ptr->current_floor_ptr->mproc_max[mtimed_idx] - 1; i >= 0; i--)
766 process_monsters_mtimed_aux(cur_mproc_list[i], mtimed_idx);
771 * @brief モンスターへの魔力消去処理
772 * @param m_idx 魔力消去を受けるモンスターの参照ID
775 void dispel_monster_status(MONSTER_IDX m_idx)
777 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
778 GAME_TEXT m_name[MAX_NLEN];
780 monster_desc(m_name, m_ptr, 0);
781 if (set_monster_invulner(m_idx, 0, TRUE))
783 if (m_ptr->ml) msg_format(_("%sはもう無敵ではない。", "%^s is no longer invulnerable."), m_name);
785 if (set_monster_fast(m_idx, 0))
787 if (m_ptr->ml) msg_format(_("%sはもう加速されていない。", "%^s is no longer fast."), m_name);
789 if (set_monster_slow(m_idx, 0))
791 if (m_ptr->ml) msg_format(_("%sはもう減速されていない。", "%^s is no longer slow."), m_name);
796 * @brief モンスターの時間停止処理
797 * @param num 時間停止を行った敵が行動できる回数
798 * @param who 時間停止処理の主体ID
799 * @param vs_player TRUEならば時間停止開始処理を行う
800 * @return 時間停止が行われている状態ならばTRUEを返す
802 bool set_monster_timewalk(int num, MONSTER_IDX who, bool vs_player)
804 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[hack_m_idx]; /* the world monster */
806 if (current_world_ptr->timewalk_m_idx) return (FALSE);
810 GAME_TEXT m_name[MAX_NLEN];
811 monster_desc(m_name, m_ptr, 0);
814 msg_format(_("「『ザ・ワールド』!時は止まった!」", "%s yells 'The World! Time has stopped!'"), m_name);
816 msg_format(_("「時よ!」", "%s yells 'Time!'"), m_name);
817 else msg_print("hek!");
822 /* This monster cast spells */
823 current_world_ptr->timewalk_m_idx = hack_m_idx;
825 if (vs_player) do_cmd_redraw(p_ptr);
829 if (!monster_is_valid(m_ptr)) break;
830 process_monster(current_world_ptr->timewalk_m_idx);
834 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
837 p_ptr->redraw |= (PR_MAP);
838 p_ptr->update |= (PU_MONSTERS);
839 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
841 current_world_ptr->timewalk_m_idx = 0;
842 if (vs_player || (player_has_los_bold(p_ptr, m_ptr->fy, m_ptr->fx) && projectable(p_ptr->current_floor_ptr, p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)))
844 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
853 * @brief モンスターの経験値取得処理
854 * @param m_idx 経験値を得るモンスターの参照ID
855 * @param s_idx 撃破されたモンスター種族の参照ID
858 void monster_gain_exp(MONSTER_IDX m_idx, MONRACE_IDX s_idx)
864 if (m_idx <= 0 || s_idx <= 0) return;
866 m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
868 if (!monster_is_valid(m_ptr)) return;
870 r_ptr = &r_info[m_ptr->r_idx];
871 s_ptr = &r_info[s_idx];
873 if (p_ptr->phase_out) return;
875 if (!r_ptr->next_exp) return;
877 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
878 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
879 if (!p_ptr->current_floor_ptr->dun_level) new_exp /= 5;
880 m_ptr->exp += new_exp;
881 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
883 if (m_ptr->exp >= r_ptr->next_exp)
885 GAME_TEXT m_name[MAX_NLEN];
886 int old_hp = m_ptr->hp;
887 int old_maxhp = m_ptr->max_maxhp;
888 int old_r_idx = m_ptr->r_idx;
889 byte old_sub_align = m_ptr->sub_align;
891 /* Hack -- Reduce the racial counter of previous monster */
892 real_r_ptr(m_ptr)->cur_num--;
894 monster_desc(m_name, m_ptr, 0);
895 m_ptr->r_idx = r_ptr->next_r_idx;
897 /* Count the monsters on the level */
898 real_r_ptr(m_ptr)->cur_num++;
900 m_ptr->ap_r_idx = m_ptr->r_idx;
901 r_ptr = &r_info[m_ptr->r_idx];
903 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
905 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
909 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
911 if (ironman_nightmare)
913 HIT_POINT hp = m_ptr->max_maxhp * 2L;
914 m_ptr->max_maxhp = MIN(30000, hp);
916 m_ptr->maxhp = m_ptr->max_maxhp;
917 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
919 /* dealt damage is 0 at initial*/
920 m_ptr->dealt_damage = 0;
922 /* Extract the monster base speed */
923 m_ptr->mspeed = get_mspeed(r_ptr);
925 /* Sub-alignment of a monster */
926 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
927 m_ptr->sub_align = old_sub_align;
930 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
931 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
932 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
937 if (is_pet(m_ptr) || m_ptr->ml)
939 if (!ignore_unview || player_can_see_bold(p_ptr, m_ptr->fy, m_ptr->fx))
943 monster_race *hallu_race;
947 hallu_race = &r_info[randint1(max_r_idx - 1)];
948 } while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
949 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + hallu_race->name);
953 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + r_ptr->name);
957 if (!p_ptr->image) r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
959 /* Now you feel very close to this pet. */
960 m_ptr->parent_m_idx = 0;
962 update_monster(p_ptr, m_idx, FALSE);
963 lite_spot(m_ptr->fy, m_ptr->fx);
965 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;
969 * @brief モンスターのHPをダメージに応じて減算する /
970 * Decreases monsters hit points, handling monster death.
971 * @param dam 与えたダメージ量
972 * @param m_idx ダメージを与えたモンスターのID
973 * @param fear ダメージによってモンスターが恐慌状態に陥ったならばTRUEを返す
974 * @param note モンスターが倒された際の特別なメッセージ述語
978 * We return TRUE if the monster has been killed (and deleted).
979 * We announce monster death (using an optional "death message"
980 * if given, and a otherwise a generic killed/destroyed message).
981 * Only "physical attacks" can induce the "You have slain" message.
982 * Missile and Spell attacks will induce the "dies" message, or
983 * various "specialized" messages. Note that "You have destroyed"
984 * and "is destroyed" are synonyms for "You have slain" and "dies".
985 * Hack -- unseen monsters yield "You have killed it." message.
986 * Added fear (DGK) and check whether to print fear messages -CWS
987 * Made name, sex, and capitalization generic -BEN-
988 * As always, the "ghost" processing is a total hack.
989 * Hack -- we "delay" fear messages by passing around a "fear" flag.
990 * Consider decreasing monster experience over time, say,
991 * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
992 * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
993 * monster worth more than subsequent monsters. This would also need
994 * to induce changes in the monster recall code.
997 bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, concptr note)
999 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
1000 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1001 monster_type exp_mon;
1003 /* Innocent until proven otherwise */
1004 bool innocent = TRUE, thief = FALSE;
1008 (void)COPY(&exp_mon, m_ptr, monster_type);
1010 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1012 get_exp_from_mon(expdam, &exp_mon);
1014 /* Genocided by chaos patron */
1015 if (!monster_is_valid(m_ptr)) m_idx = 0;
1017 /* Redraw (later) if needed */
1018 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1019 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1021 (void)set_monster_csleep(m_idx, 0);
1023 /* Hack - Cancel any special player stealth magics. -LM- */
1024 if (p_ptr->special_defense & NINJA_S_STEALTH)
1026 set_superstealth(p_ptr, FALSE);
1029 /* Genocided by chaos patron */
1030 if (!m_idx) return TRUE;
1033 m_ptr->dealt_damage += dam;
1035 if (m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1037 if (current_world_ptr->wizard)
1039 msg_format(_("合計%d/%dのダメージを与えた。", "You do %d (out of %d) damage."), m_ptr->dealt_damage, m_ptr->maxhp);
1042 /* It is dead now */
1045 GAME_TEXT m_name[MAX_NLEN];
1047 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1049 /* You might have unmasked Tanuki first time */
1050 r_ptr = &r_info[m_ptr->r_idx];
1051 m_ptr->ap_r_idx = m_ptr->r_idx;
1052 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1055 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1057 /* You might have unmasked Chameleon first time */
1058 r_ptr = real_r_ptr(m_ptr);
1059 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1062 if (!(m_ptr->smart & SM_CLONED))
1064 /* When the player kills a Unique, it stays dead */
1065 if (r_ptr->flags1 & RF1_UNIQUE)
1069 /* Mega-Hack -- Banor & Lupart */
1070 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1072 r_info[MON_BANORLUPART].max_num = 0;
1073 r_info[MON_BANORLUPART].r_pkills++;
1074 r_info[MON_BANORLUPART].r_akills++;
1075 if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1077 else if (m_ptr->r_idx == MON_BANORLUPART)
1079 r_info[MON_BANOR].max_num = 0;
1080 r_info[MON_BANOR].r_pkills++;
1081 r_info[MON_BANOR].r_akills++;
1082 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1083 r_info[MON_LUPART].max_num = 0;
1084 r_info[MON_LUPART].r_pkills++;
1085 r_info[MON_LUPART].r_akills++;
1086 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1090 /* When the player kills a Nazgul, it stays dead */
1091 else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1094 /* Count all monsters killed */
1095 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1097 /* Recall even invisible uniques or winners */
1098 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1100 /* Count kills this life */
1101 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1102 else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1104 /* Count kills in all lives */
1105 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1106 else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1108 /* Hack -- Auto-recall */
1109 monster_race_track(m_ptr->ap_r_idx);
1112 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1114 /* Don't kill Amberites */
1115 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1117 int curses = 1 + randint1(3);
1118 bool stop_ty = FALSE;
1121 msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた!", "%^s puts a terrible blood curse on you!"), m_name);
1122 curse_equipment(100, 50);
1126 stop_ty = activate_ty_curse(p_ptr, stop_ty, &count);
1130 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1132 char line_got[1024];
1133 if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
1135 msg_format("%^s %s", m_name, line_got);
1139 if (m_ptr->r_idx == MON_SERPENT)
1141 screen_dump = make_screen_dump();
1146 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
1148 if (!p_ptr->current_floor_ptr->dun_level && !p_ptr->ambush_flag && !p_ptr->current_floor_ptr->inside_arena)
1150 chg_virtue(p_ptr, V_VALOUR, -1);
1152 else if (r_ptr->level > p_ptr->current_floor_ptr->dun_level)
1154 if (randint1(10) <= (r_ptr->level - p_ptr->current_floor_ptr->dun_level))
1155 chg_virtue(p_ptr, V_VALOUR, 1);
1157 if (r_ptr->level > 60)
1159 chg_virtue(p_ptr, V_VALOUR, 1);
1161 if (r_ptr->level >= 2 * (p_ptr->lev + 1))
1162 chg_virtue(p_ptr, V_VALOUR, 2);
1165 if (r_ptr->flags1 & RF1_UNIQUE)
1167 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(p_ptr, V_HARMONY, 2);
1169 if (r_ptr->flags3 & RF3_GOOD)
1171 chg_virtue(p_ptr, V_UNLIFE, 2);
1172 chg_virtue(p_ptr, V_VITALITY, -2);
1175 if (one_in_(3)) chg_virtue(p_ptr, V_INDIVIDUALISM, -1);
1178 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1180 chg_virtue(p_ptr, V_COMPASSION, -1);
1183 if ((r_ptr->flags3 & RF3_GOOD) && ((r_ptr->level) / 10 + (3 * p_ptr->current_floor_ptr->dun_level) >= randint1(100)))
1184 chg_virtue(p_ptr, V_UNLIFE, 1);
1186 if (r_ptr->d_char == 'A')
1188 if (r_ptr->flags1 & RF1_UNIQUE)
1189 chg_virtue(p_ptr, V_FAITH, -2);
1190 else if ((r_ptr->level) / 10 + (3 * p_ptr->current_floor_ptr->dun_level) >= randint1(100))
1192 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(p_ptr, V_FAITH, -1);
1193 else chg_virtue(p_ptr, V_FAITH, 1);
1196 else if (r_ptr->flags3 & RF3_DEMON)
1198 if (r_ptr->flags1 & RF1_UNIQUE)
1199 chg_virtue(p_ptr, V_FAITH, 2);
1200 else if ((r_ptr->level) / 10 + (3 * p_ptr->current_floor_ptr->dun_level) >= randint1(100))
1201 chg_virtue(p_ptr, V_FAITH, 1);
1204 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1205 chg_virtue(p_ptr, V_VITALITY, 2);
1207 if (r_ptr->r_deaths)
1209 if (r_ptr->flags1 & RF1_UNIQUE)
1211 chg_virtue(p_ptr, V_HONOUR, 10);
1213 else if ((r_ptr->level) / 10 + (2 * p_ptr->current_floor_ptr->dun_level) >= randint1(100))
1215 chg_virtue(p_ptr, V_HONOUR, 1);
1218 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1220 chg_virtue(p_ptr, V_VALOUR, -1);
1223 for (i = 0; i < 4; i++)
1225 if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1227 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1228 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1230 thief = TRUE; /* Thief! */
1233 /* The new law says it is illegal to live in the dungeon */
1234 if (r_ptr->level != 0) innocent = FALSE;
1238 if (r_ptr->flags1 & RF1_UNIQUE)
1239 chg_virtue(p_ptr, V_JUSTICE, 3);
1240 else if (1 + ((r_ptr->level) / 10 + (2 * p_ptr->current_floor_ptr->dun_level)) >= randint1(100))
1241 chg_virtue(p_ptr, V_JUSTICE, 1);
1245 chg_virtue(p_ptr, V_JUSTICE, -1);
1248 if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
1250 if (one_in_(4)) chg_virtue(p_ptr, V_NATURE, -1);
1253 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1256 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? _("(クローン)", "(Clone)") : "");
1257 exe_write_diary(p_ptr, NIKKI_UNIQUE, 0, note_buf);
1263 /* Death by Missile/Spell attack */
1266 msg_format("%^s%s", m_name, note);
1269 /* Death by physical attack -- invisible monster */
1270 else if (!m_ptr->ml)
1273 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
1274 msg_format("せっかくだから%sを殺した。", m_name);
1276 msg_format("%sを殺した。", m_name);
1278 msg_format("You have killed %s.", m_name);
1283 /* Death by Physical attack -- non-living monster */
1284 else if (!monster_living(m_ptr->r_idx))
1286 bool explode = FALSE;
1288 for (i = 0; i < 4; i++)
1290 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
1293 /* Special note at death */
1295 msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
1299 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
1300 msg_format("せっかくだから%sを倒した。", m_name);
1302 msg_format("%sを倒した。", m_name);
1304 msg_format("You have destroyed %s.", m_name);
1309 /* Death by Physical attack -- living monster */
1313 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
1314 msg_format("せっかくだから%sを葬り去った。", m_name);
1316 msg_format("%sを葬り去った。", m_name);
1318 msg_format("You have slain %s.", m_name);
1322 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
1324 for (i = 0; i < MAX_KUBI; i++)
1326 if ((current_world_ptr->bounty_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
1328 msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name);
1334 /* Generate treasure */
1335 monster_death(m_idx, TRUE);
1337 /* Mega hack : replace IKETA to BIKETAL */
1338 if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->current_floor_ptr->inside_arena || p_ptr->phase_out))
1340 POSITION dummy_y = m_ptr->fy;
1341 POSITION dummy_x = m_ptr->fx;
1342 BIT_FLAGS mode = 0L;
1343 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1344 delete_monster_idx(m_idx);
1345 if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
1347 msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!"));
1352 delete_monster_idx(m_idx);
1355 get_exp_from_mon((long)exp_mon.max_maxhp * 2, &exp_mon);
1360 /* Monster is dead */
1367 /* Mega-Hack -- Pain cancels fear */
1368 if (MON_MONFEAR(m_ptr) && (dam > 0))
1371 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
1378 /* Sometimes a monster gets scared by damage */
1379 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
1381 /* Percentage of fully healthy */
1382 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
1385 * Run (sometimes) if at 10% or less of max hit points,
1386 * or (usually) when hit for half its current hit points
1388 if ((randint1(10) >= percentage) || ((dam >= m_ptr->hp) && (randint0(100) < 80)))
1390 /* Hack -- note fear */
1393 /* Hack -- Add some timed fear */
1394 (void)set_monster_monfear(m_idx, (randint1(10) +
1395 (((dam >= m_ptr->hp) && (percentage > 7)) ?
1396 20 : ((11 - percentage) * 5))));
1406 bool monster_is_valid(monster_type *m_ptr)
1408 return (m_ptr->r_idx != 0);