9 #include "monster-status.h"
10 #include "monster-spell.h"
11 #include "monster-process.h"
13 #include "spells-summon.h"
14 #include "monsterrace-hook.h"
15 #include "object-curse.h"
19 #include "player-effects.h"
20 #include "view-mainwindow.h"
25 * @brief モンスターIDからPOWERFULフラグの有無を取得する /
26 * @param m_idx モンスターID
27 * @return POWERFULフラグがあればTRUE、なければFALSEを返す。
29 bool monster_is_powerful(MONSTER_IDX m_idx)
31 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
32 monster_race *r_ptr = &r_info[m_ptr->r_idx];
33 bool powerful = r_ptr->flags2 & RF2_POWERFUL ? TRUE : FALSE;
38 * @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) /
39 * @param m_idx モンスターID
42 DEPTH monster_level_idx(MONSTER_IDX m_idx)
44 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
45 monster_race *r_ptr = &r_info[m_ptr->r_idx];
46 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
51 * @brief モンスターに与えたダメージの修正処理 /
52 * Modify the physical damage done to the monster.
53 * @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
55 * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
56 * @return 修正を行った結果のダメージ量
59 * (for example when it's invulnerable or shielded)
60 * ToDo: Accept a damage-type to calculate the modified damage from
61 * things like fire, frost, lightning, poison, ... attacks.
62 * "type" is not yet used and should be 0.
65 HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
67 monster_race *r_ptr = &r_info[m_ptr->r_idx];
69 if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
72 if ((dam == 0) && one_in_(3)) dam = 1;
75 if (MON_INVULNER(m_ptr))
79 if (!p_ptr->blind && is_seen(m_ptr))
81 msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
84 else if (!one_in_(PENETRATE_INVULNERABILITY))
95 * @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 /
96 * Calculate experience point to be get
98 * @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
102 * Even the 64 bit operation is not big enough to avoid overflaw
103 * unless we carefully choose orders of multiplication and division.
104 * Get the coefficient first, and multiply (potentially huge) base
105 * experience point of a monster later.
108 static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
110 monster_race *r_ptr = &r_info[m_ptr->r_idx];
117 if (!monster_is_valid(m_ptr)) return;
118 if (is_pet(m_ptr) || p_ptr->inside_battle) return;
121 * - Ratio of monster's level to player's level effects
122 * - Varying speed effects
123 * - Get a fraction in proportion of damage point
125 new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
128 div_l = (p_ptr->max_plv + 2) * SPEED_TO_ENERGY(r_ptr->speed);
130 /* Use (average maxhp * 2) as a denominator */
131 if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
132 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
134 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
136 /* Special penalty in the wilderness */
137 if (!current_floor_ptr->dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
138 s64b_mul(&div_h, &div_l, 0, 5);
140 /* Do division first to prevent overflaw */
141 s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
143 /* Special penalty for mutiply-monster */
144 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
146 int monnum_penarty = r_ptr->r_akills / 400;
147 if (monnum_penarty > 8) monnum_penarty = 8;
149 while (monnum_penarty--)
152 s64b_RSHIFT(new_exp, new_exp_frac, 2);
156 /* Special penalty for rest_and_shoot exp scum */
157 if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
159 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
160 if (over_damage > 32) over_damage = 32;
162 while (over_damage--)
165 s64b_mul(&new_exp, &new_exp_frac, 0, 9);
166 s64b_div(&new_exp, &new_exp_frac, 0, 10);
170 /* Finally multiply base experience point of the monster */
171 s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
173 /* Gain experience */
174 gain_exp_64(new_exp, new_exp_frac);
180 * @brief モンスターの時限ステータスを取得する
181 * @return m_idx モンスターの参照ID
182 * @return mproc_type モンスターの時限ステータスID
185 int get_mproc_idx(MONSTER_IDX m_idx, int mproc_type)
187 s16b *cur_mproc_list = current_floor_ptr->mproc_list[mproc_type];
190 for (i = current_floor_ptr->mproc_max[mproc_type] - 1; i >= 0; i--)
192 if (cur_mproc_list[i] == m_idx) return i;
199 * @brief モンスターの時限ステータスリストを追加する
200 * @return m_idx モンスターの参照ID
201 * @return mproc_type 追加したいモンスターの時限ステータスID
204 static void mproc_add(MONSTER_IDX m_idx, int mproc_type)
206 if (current_floor_ptr->mproc_max[mproc_type] < current_floor_ptr->max_m_idx) current_floor_ptr->mproc_list[mproc_type][current_floor_ptr->mproc_max[mproc_type]++] = (s16b)m_idx;
211 * @brief モンスターの時限ステータスリストを削除
212 * @return m_idx モンスターの参照ID
213 * @return mproc_type 削除したいモンスターの時限ステータスID
216 static void mproc_remove(MONSTER_IDX m_idx, int mproc_type)
218 int mproc_idx = get_mproc_idx(m_idx, mproc_type);
219 if (mproc_idx >= 0) current_floor_ptr->mproc_list[mproc_type][mproc_idx] = current_floor_ptr->mproc_list[mproc_type][--current_floor_ptr->mproc_max[mproc_type]];
224 * @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
227 void mproc_init(void)
233 /* Reset "current_floor_ptr->mproc_max[]" */
234 for (cmi = 0; cmi < MAX_MTIMED; cmi++) current_floor_ptr->mproc_max[cmi] = 0;
236 /* Process the monsters (backwards) */
237 for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
239 /* Access the monster */
240 m_ptr = ¤t_floor_ptr->m_list[i];
242 /* Ignore "dead" monsters */
243 if (!monster_is_valid(m_ptr)) continue;
245 for (cmi = 0; cmi < MAX_MTIMED; cmi++)
247 if (m_ptr->mtimed[cmi]) mproc_add(i, cmi);
254 * @brief モンスターの睡眠状態値をセットする。0で起きる。 /
255 * Set "m_ptr->mtimed[MTIMED_CSLEEP]", notice observable changes
256 * @param m_idx モンスター参照ID
258 * @return 別途更新処理が必要な場合TRUEを返す
260 bool set_monster_csleep(MONSTER_IDX m_idx, int v)
262 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
264 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
269 if (!MON_CSLEEP(m_ptr))
271 mproc_add(m_idx, MTIMED_CSLEEP);
279 if (MON_CSLEEP(m_ptr))
281 mproc_remove(m_idx, MTIMED_CSLEEP);
287 m_ptr->mtimed[MTIMED_CSLEEP] = (s16b)v;
289 if (!notice) return FALSE;
293 /* Update health bar as needed */
294 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
295 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
298 if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
305 * @brief モンスターの加速状態値をセット /
306 * Set "m_ptr->mtimed[MTIMED_FAST]", notice observable changes
307 * @param m_idx モンスター参照ID
309 * @return 別途更新処理が必要な場合TRUEを返す
311 bool set_monster_fast(MONSTER_IDX m_idx, int v)
313 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
315 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
320 if (!MON_FAST(m_ptr))
322 mproc_add(m_idx, MTIMED_FAST);
332 mproc_remove(m_idx, MTIMED_FAST);
338 m_ptr->mtimed[MTIMED_FAST] = (s16b)v;
340 if (!notice) return FALSE;
342 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
349 * Set "m_ptr->mtimed[MTIMED_SLOW]", notice observable changes
351 bool set_monster_slow(MONSTER_IDX m_idx, int v)
353 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
355 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
360 if (!MON_SLOW(m_ptr))
362 mproc_add(m_idx, MTIMED_SLOW);
372 mproc_remove(m_idx, MTIMED_SLOW);
378 m_ptr->mtimed[MTIMED_SLOW] = (s16b)v;
380 if (!notice) return FALSE;
382 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
389 * @brief モンスターの朦朧状態値をセット /
390 * Set "m_ptr->mtimed[MTIMED_STUNNED]", notice observable changes
391 * @param m_idx モンスター参照ID
393 * @return 別途更新処理が必要な場合TRUEを返す
395 bool set_monster_stunned(MONSTER_IDX m_idx, int v)
397 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
399 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
404 if (!MON_STUNNED(m_ptr))
406 mproc_add(m_idx, MTIMED_STUNNED);
414 if (MON_STUNNED(m_ptr))
416 mproc_remove(m_idx, MTIMED_STUNNED);
422 m_ptr->mtimed[MTIMED_STUNNED] = (s16b)v;
429 * @brief モンスターの混乱状態値をセット /
430 * Set "m_ptr->mtimed[MTIMED_CONFUSED]", notice observable changes
431 * @param m_idx モンスター参照ID
433 * @return 別途更新処理が必要な場合TRUEを返す
435 bool set_monster_confused(MONSTER_IDX m_idx, int v)
437 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
439 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
444 if (!MON_CONFUSED(m_ptr))
446 mproc_add(m_idx, MTIMED_CONFUSED);
454 if (MON_CONFUSED(m_ptr))
456 mproc_remove(m_idx, MTIMED_CONFUSED);
462 m_ptr->mtimed[MTIMED_CONFUSED] = (s16b)v;
469 * @brief モンスターの恐慌状態値をセット /
470 * Set "m_ptr->mtimed[MTIMED_MONFEAR]", notice observable changes
471 * @param m_idx モンスター参照ID
473 * @return 別途更新処理が必要な場合TRUEを返す
475 bool set_monster_monfear(MONSTER_IDX m_idx, int v)
477 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
479 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
484 if (!MON_MONFEAR(m_ptr))
486 mproc_add(m_idx, MTIMED_MONFEAR);
494 if (MON_MONFEAR(m_ptr))
496 mproc_remove(m_idx, MTIMED_MONFEAR);
502 m_ptr->mtimed[MTIMED_MONFEAR] = (s16b)v;
504 if (!notice) return FALSE;
508 /* Update health bar as needed */
509 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
510 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
518 * @brief モンスターの無敵状態値をセット /
519 * Set "m_ptr->mtimed[MTIMED_INVULNER]", notice observable changes
520 * @param m_idx モンスター参照ID
522 * @param energy_need TRUEならば無敵解除時に行動ターン消費を行う
523 * @return 別途更新処理が必要な場合TRUEを返す
525 bool set_monster_invulner(MONSTER_IDX m_idx, int v, bool energy_need)
527 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
529 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
534 if (!MON_INVULNER(m_ptr))
536 mproc_add(m_idx, MTIMED_INVULNER);
544 if (MON_INVULNER(m_ptr))
546 mproc_remove(m_idx, MTIMED_INVULNER);
547 if (energy_need && !p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
553 m_ptr->mtimed[MTIMED_INVULNER] = (s16b)v;
555 if (!notice) return FALSE;
559 /* Update health bar as needed */
560 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
561 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
568 static u32b csleep_noise;
571 * @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
572 * @param m_idx モンスター参照ID
573 * @param mtimed_idx 更新するモンスターの時限ステータスID
576 static void process_monsters_mtimed_aux(MONSTER_IDX m_idx, int mtimed_idx)
578 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
584 monster_race *r_ptr = &r_info[m_ptr->r_idx];
586 /* Assume does not wake up */
589 /* Hack -- Require proximity */
590 if (m_ptr->cdis < AAF_LIMIT)
592 /* Handle "sensing radius" */
593 if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
599 /* Handle "sight" and "aggravation" */
600 else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
609 u32b notice = randint0(1024);
611 /* Nightmare monsters are more alert */
612 if (ironman_nightmare) notice /= 2;
614 /* Hack -- See if monster "notices" player */
615 if ((notice * notice * notice) <= csleep_noise)
617 /* Hack -- amount of "waking" */
618 /* Wake up faster near the player */
619 int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
621 /* Hack -- amount of "waking" is affected by speed of player */
622 d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
625 /* Monster wakes up "a little bit" */
628 if (!set_monster_csleep(m_idx, MON_CSLEEP(m_ptr) - d))
630 /* Notice the "not waking up" */
631 if (is_original_ap_and_seen(m_ptr))
633 /* Hack -- Count the ignores */
634 if (r_ptr->r_ignore < MAX_UCHAR) r_ptr->r_ignore++;
641 /* Notice the "waking up" */
644 GAME_TEXT m_name[MAX_NLEN];
645 monster_desc(m_name, m_ptr, 0);
646 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
649 if (is_original_ap_and_seen(m_ptr))
651 /* Hack -- Count the wakings */
652 if (r_ptr->r_wake < MAX_UCHAR) r_ptr->r_wake++;
661 /* Reduce by one, note if expires */
662 if (set_monster_fast(m_idx, MON_FAST(m_ptr) - 1))
666 GAME_TEXT m_name[MAX_NLEN];
667 monster_desc(m_name, m_ptr, 0);
668 msg_format(_("%^sはもう加速されていない。", "%^s is no longer fast."), m_name);
674 /* Reduce by one, note if expires */
675 if (set_monster_slow(m_idx, MON_SLOW(m_ptr) - 1))
679 GAME_TEXT m_name[MAX_NLEN];
680 monster_desc(m_name, m_ptr, 0);
681 msg_format(_("%^sはもう減速されていない。", "%^s is no longer slow."), m_name);
688 int rlev = r_info[m_ptr->r_idx].level;
690 /* Recover from stun */
691 if (set_monster_stunned(m_idx, (randint0(10000) <= rlev * rlev) ? 0 : (MON_STUNNED(m_ptr) - 1)))
693 /* Message if visible */
696 GAME_TEXT m_name[MAX_NLEN];
697 monster_desc(m_name, m_ptr, 0);
698 msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
704 case MTIMED_CONFUSED:
705 /* Reduce the confusion */
706 if (set_monster_confused(m_idx, MON_CONFUSED(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
708 /* Message if visible */
711 GAME_TEXT m_name[MAX_NLEN];
712 monster_desc(m_name, m_ptr, 0);
713 msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
719 /* Reduce the fear */
720 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
725 GAME_TEXT m_name[MAX_NLEN];
729 /* Acquire the monster possessive */
730 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
732 monster_desc(m_name, m_ptr, 0);
734 msg_format("%^sは勇気を取り戻した。", m_name);
736 msg_format("%^s recovers %s courage.", m_name, m_poss);
742 case MTIMED_INVULNER:
743 /* Reduce by one, note if expires */
744 if (set_monster_invulner(m_idx, MON_INVULNER(m_ptr) - 1, TRUE))
748 GAME_TEXT m_name[MAX_NLEN];
749 monster_desc(m_name, m_ptr, 0);
750 msg_format(_("%^sはもう無敵でない。", "%^s is no longer invulnerable."), m_name);
759 * @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
760 * @param mtimed_idx 更新するモンスターの時限ステータスID
763 * Process the counters of monsters (once per 10 game turns)\n
764 * These functions are to process monsters' counters same as player's.
766 void process_monsters_mtimed(int mtimed_idx)
769 s16b *cur_mproc_list = current_floor_ptr->mproc_list[mtimed_idx];
771 /* Hack -- calculate the "player noise" */
772 if (mtimed_idx == MTIMED_CSLEEP) csleep_noise = (1L << (30 - p_ptr->skill_stl));
774 /* Process the monsters (backwards) */
775 for (i = current_floor_ptr->mproc_max[mtimed_idx] - 1; i >= 0; i--)
777 /* Access the monster */
778 process_monsters_mtimed_aux(cur_mproc_list[i], mtimed_idx);
783 * @brief モンスターへの魔力消去処理
784 * @param m_idx 魔力消去を受けるモンスターの参照ID
787 void dispel_monster_status(MONSTER_IDX m_idx)
789 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
790 GAME_TEXT m_name[MAX_NLEN];
792 monster_desc(m_name, m_ptr, 0);
793 if (set_monster_invulner(m_idx, 0, TRUE))
795 if (m_ptr->ml) msg_format(_("%sはもう無敵ではない。", "%^s is no longer invulnerable."), m_name);
797 if (set_monster_fast(m_idx, 0))
799 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);
801 if (set_monster_slow(m_idx, 0))
803 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);
808 * @brief モンスターの時間停止処理
809 * @param num 時間停止を行った敵が行動できる回数
810 * @param who 時間停止処理の主体ID
811 * @param vs_player TRUEならば時間停止開始処理を行う
812 * @return 時間停止が行われている状態ならばTRUEを返す
814 bool set_monster_timewalk(int num, MONSTER_IDX who, bool vs_player)
816 monster_type *m_ptr = ¤t_floor_ptr->m_list[hack_m_idx]; /* the world monster */
818 if (current_world_ptr->timewalk_m_idx) return (FALSE);
822 GAME_TEXT m_name[MAX_NLEN];
823 monster_desc(m_name, m_ptr, 0);
826 msg_format(_("「『ザ・ワールド』!時は止まった!」", "%s yells 'The World! Time has stopped!'"), m_name);
828 msg_format(_("「時よ!」", "%s yells 'Time!'"), m_name);
829 else msg_print("hek!");
834 /* This monster cast spells */
835 current_world_ptr->timewalk_m_idx = hack_m_idx;
837 if (vs_player) do_cmd_redraw();
841 if (!monster_is_valid(m_ptr)) break;
842 process_monster(current_world_ptr->timewalk_m_idx);
846 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
849 p_ptr->redraw |= (PR_MAP);
850 p_ptr->update |= (PU_MONSTERS);
851 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
853 current_world_ptr->timewalk_m_idx = 0;
854 if (vs_player || (player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)))
856 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
865 * @brief モンスターの経験値取得処理
866 * @param m_idx 経験値を得るモンスターの参照ID
867 * @param s_idx 撃破されたモンスター種族の参照ID
870 void monster_gain_exp(MONSTER_IDX m_idx, MONRACE_IDX s_idx)
876 if (m_idx <= 0 || s_idx <= 0) return;
878 m_ptr = ¤t_floor_ptr->m_list[m_idx];
880 if (!monster_is_valid(m_ptr)) return;
882 r_ptr = &r_info[m_ptr->r_idx];
883 s_ptr = &r_info[s_idx];
885 if (p_ptr->inside_battle) return;
887 if (!r_ptr->next_exp) return;
889 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
890 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
891 if (!current_floor_ptr->dun_level) new_exp /= 5;
892 m_ptr->exp += new_exp;
893 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
895 if (m_ptr->exp >= r_ptr->next_exp)
897 GAME_TEXT m_name[MAX_NLEN];
898 int old_hp = m_ptr->hp;
899 int old_maxhp = m_ptr->max_maxhp;
900 int old_r_idx = m_ptr->r_idx;
901 byte old_sub_align = m_ptr->sub_align;
903 /* Hack -- Reduce the racial counter of previous monster */
904 real_r_ptr(m_ptr)->cur_num--;
906 monster_desc(m_name, m_ptr, 0);
907 m_ptr->r_idx = r_ptr->next_r_idx;
909 /* Count the monsters on the level */
910 real_r_ptr(m_ptr)->cur_num++;
912 m_ptr->ap_r_idx = m_ptr->r_idx;
913 r_ptr = &r_info[m_ptr->r_idx];
915 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
917 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
921 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
923 if (ironman_nightmare)
925 HIT_POINT hp = m_ptr->max_maxhp * 2L;
926 m_ptr->max_maxhp = MIN(30000, hp);
928 m_ptr->maxhp = m_ptr->max_maxhp;
929 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
931 /* dealt damage is 0 at initial*/
932 m_ptr->dealt_damage = 0;
934 /* Extract the monster base speed */
935 m_ptr->mspeed = get_mspeed(r_ptr);
937 /* Sub-alignment of a monster */
938 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
939 m_ptr->sub_align = old_sub_align;
942 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
943 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
944 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
949 if (is_pet(m_ptr) || m_ptr->ml)
951 if (!ignore_unview || player_can_see_bold(m_ptr->fy, m_ptr->fx))
955 monster_race *hallu_race;
959 hallu_race = &r_info[randint1(max_r_idx - 1)];
960 } while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
961 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + hallu_race->name);
965 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + r_ptr->name);
969 if (!p_ptr->image) r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
971 /* Now you feel very close to this pet. */
972 m_ptr->parent_m_idx = 0;
974 update_monster(m_idx, FALSE);
975 lite_spot(m_ptr->fy, m_ptr->fx);
977 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;
981 * @brief モンスターのHPをダメージに応じて減算する /
982 * Decreases monsters hit points, handling monster death.
983 * @param dam 与えたダメージ量
984 * @param m_idx ダメージを与えたモンスターのID
985 * @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
986 * @param note モンスターが倒された際の特別なメッセージ述語
990 * We return TRUE if the monster has been killed (and deleted).
991 * We announce monster death (using an optional "death message"
992 * if given, and a otherwise a generic killed/destroyed message).
993 * Only "physical attacks" can induce the "You have slain" message.
994 * Missile and Spell attacks will induce the "dies" message, or
995 * various "specialized" messages. Note that "You have destroyed"
996 * and "is destroyed" are synonyms for "You have slain" and "dies".
997 * Hack -- unseen monsters yield "You have killed it." message.
998 * Added fear (DGK) and check whether to print fear messages -CWS
999 * Made name, sex, and capitalization generic -BEN-
1000 * As always, the "ghost" processing is a total hack.
1001 * Hack -- we "delay" fear messages by passing around a "fear" flag.
1002 * Consider decreasing monster experience over time, say,
1003 * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1004 * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1005 * monster worth more than subsequent monsters. This would also need
1006 * to induce changes in the monster recall code.
1009 bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, concptr note)
1011 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1012 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1013 monster_type exp_mon;
1015 /* Innocent until proven otherwise */
1016 bool innocent = TRUE, thief = FALSE;
1020 (void)COPY(&exp_mon, m_ptr, monster_type);
1022 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1024 get_exp_from_mon(expdam, &exp_mon);
1026 /* Genocided by chaos patron */
1027 if (!monster_is_valid(m_ptr)) m_idx = 0;
1029 /* Redraw (later) if needed */
1030 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1031 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1033 (void)set_monster_csleep(m_idx, 0);
1035 /* Hack - Cancel any special player stealth magics. -LM- */
1036 if (p_ptr->special_defense & NINJA_S_STEALTH)
1038 set_superstealth(FALSE);
1041 /* Genocided by chaos patron */
1042 if (!m_idx) return TRUE;
1045 m_ptr->dealt_damage += dam;
1047 if (m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1051 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);
1054 /* It is dead now */
1057 GAME_TEXT m_name[MAX_NLEN];
1059 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1061 /* You might have unmasked Tanuki first time */
1062 r_ptr = &r_info[m_ptr->r_idx];
1063 m_ptr->ap_r_idx = m_ptr->r_idx;
1064 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1067 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1069 /* You might have unmasked Chameleon first time */
1070 r_ptr = real_r_ptr(m_ptr);
1071 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1074 if (!(m_ptr->smart & SM_CLONED))
1076 /* When the player kills a Unique, it stays dead */
1077 if (r_ptr->flags1 & RF1_UNIQUE)
1081 /* Mega-Hack -- Banor & Lupart */
1082 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1084 r_info[MON_BANORLUPART].max_num = 0;
1085 r_info[MON_BANORLUPART].r_pkills++;
1086 r_info[MON_BANORLUPART].r_akills++;
1087 if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1089 else if (m_ptr->r_idx == MON_BANORLUPART)
1091 r_info[MON_BANOR].max_num = 0;
1092 r_info[MON_BANOR].r_pkills++;
1093 r_info[MON_BANOR].r_akills++;
1094 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1095 r_info[MON_LUPART].max_num = 0;
1096 r_info[MON_LUPART].r_pkills++;
1097 r_info[MON_LUPART].r_akills++;
1098 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1102 /* When the player kills a Nazgul, it stays dead */
1103 else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1106 /* Count all monsters killed */
1107 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1109 /* Recall even invisible uniques or winners */
1110 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1112 /* Count kills this life */
1113 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1114 else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1116 /* Count kills in all lives */
1117 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1118 else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1120 /* Hack -- Auto-recall */
1121 monster_race_track(m_ptr->ap_r_idx);
1124 /* Extract monster name */
1125 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1127 /* Don't kill Amberites */
1128 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1130 int curses = 1 + randint1(3);
1131 bool stop_ty = FALSE;
1134 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);
1135 curse_equipment(100, 50);
1139 stop_ty = activate_ty_curse(stop_ty, &count);
1143 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1145 char line_got[1024];
1146 if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
1148 msg_format("%^s %s", m_name, line_got);
1152 if (m_ptr->r_idx == MON_SERPENT)
1154 screen_dump = make_screen_dump();
1159 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
1161 if (!current_floor_ptr->dun_level && !p_ptr->ambush_flag && !p_ptr->inside_arena)
1163 chg_virtue(V_VALOUR, -1);
1165 else if (r_ptr->level > current_floor_ptr->dun_level)
1167 if (randint1(10) <= (r_ptr->level - current_floor_ptr->dun_level))
1168 chg_virtue(V_VALOUR, 1);
1170 if (r_ptr->level > 60)
1172 chg_virtue(V_VALOUR, 1);
1174 if (r_ptr->level >= 2 * (p_ptr->lev + 1))
1175 chg_virtue(V_VALOUR, 2);
1178 if (r_ptr->flags1 & RF1_UNIQUE)
1180 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1182 if (r_ptr->flags3 & RF3_GOOD)
1184 chg_virtue(V_UNLIFE, 2);
1185 chg_virtue(V_VITALITY, -2);
1188 if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1191 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1193 chg_virtue(V_COMPASSION, -1);
1196 if ((r_ptr->flags3 & RF3_GOOD) && ((r_ptr->level) / 10 + (3 * current_floor_ptr->dun_level) >= randint1(100)))
1197 chg_virtue(V_UNLIFE, 1);
1199 if (r_ptr->d_char == 'A')
1201 if (r_ptr->flags1 & RF1_UNIQUE)
1202 chg_virtue(V_FAITH, -2);
1203 else if ((r_ptr->level) / 10 + (3 * current_floor_ptr->dun_level) >= randint1(100))
1205 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1206 else chg_virtue(V_FAITH, 1);
1209 else if (r_ptr->flags3 & RF3_DEMON)
1211 if (r_ptr->flags1 & RF1_UNIQUE)
1212 chg_virtue(V_FAITH, 2);
1213 else if ((r_ptr->level) / 10 + (3 * current_floor_ptr->dun_level) >= randint1(100))
1214 chg_virtue(V_FAITH, 1);
1217 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1218 chg_virtue(V_VITALITY, 2);
1220 if (r_ptr->r_deaths)
1222 if (r_ptr->flags1 & RF1_UNIQUE)
1224 chg_virtue(V_HONOUR, 10);
1226 else if ((r_ptr->level) / 10 + (2 * current_floor_ptr->dun_level) >= randint1(100))
1228 chg_virtue(V_HONOUR, 1);
1231 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1233 chg_virtue(V_VALOUR, -1);
1236 for (i = 0; i < 4; i++)
1238 if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1240 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1241 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1243 thief = TRUE; /* Thief! */
1246 /* The new law says it is illegal to live in the dungeon */
1247 if (r_ptr->level != 0) innocent = FALSE;
1251 if (r_ptr->flags1 & RF1_UNIQUE)
1252 chg_virtue(V_JUSTICE, 3);
1253 else if (1 + ((r_ptr->level) / 10 + (2 * current_floor_ptr->dun_level)) >= randint1(100))
1254 chg_virtue(V_JUSTICE, 1);
1258 chg_virtue(V_JUSTICE, -1);
1261 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)))
1263 if (one_in_(4)) chg_virtue(V_NATURE, -1);
1266 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1269 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? _("(クローン)", "(Clone)") : "");
1270 do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
1276 /* Death by Missile/Spell attack */
1279 msg_format("%^s%s", m_name, note);
1282 /* Death by physical attack -- invisible monster */
1283 else if (!m_ptr->ml)
1286 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
1287 msg_format("せっかくだから%sを殺した。", m_name);
1289 msg_format("%sを殺した。", m_name);
1291 msg_format("You have killed %s.", m_name);
1296 /* Death by Physical attack -- non-living monster */
1297 else if (!monster_living(m_ptr->r_idx))
1299 bool explode = FALSE;
1301 for (i = 0; i < 4; i++)
1303 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
1306 /* Special note at death */
1308 msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
1312 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
1313 msg_format("せっかくだから%sを倒した。", m_name);
1315 msg_format("%sを倒した。", m_name);
1317 msg_format("You have destroyed %s.", m_name);
1322 /* Death by Physical attack -- living monster */
1326 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
1327 msg_format("せっかくだから%sを葬り去った。", m_name);
1329 msg_format("%sを葬り去った。", m_name);
1331 msg_format("You have slain %s.", m_name);
1335 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
1337 for (i = 0; i < MAX_KUBI; i++)
1339 if ((current_world_ptr->bounty_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
1341 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);
1347 /* Generate treasure */
1348 monster_death(m_idx, TRUE);
1350 /* Mega hack : replace IKETA to BIKETAL */
1351 if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->inside_arena || p_ptr->inside_battle))
1353 POSITION dummy_y = m_ptr->fy;
1354 POSITION dummy_x = m_ptr->fx;
1355 BIT_FLAGS mode = 0L;
1356 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1357 delete_monster_idx(m_idx);
1358 if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
1360 msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!"));
1365 delete_monster_idx(m_idx);
1368 get_exp_from_mon((long)exp_mon.max_maxhp * 2, &exp_mon);
1373 /* Monster is dead */
1380 /* Mega-Hack -- Pain cancels fear */
1381 if (MON_MONFEAR(m_ptr) && (dam > 0))
1384 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
1391 /* Sometimes a monster gets scared by damage */
1392 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
1394 /* Percentage of fully healthy */
1395 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
1398 * Run (sometimes) if at 10% or less of max hit points,
1399 * or (usually) when hit for half its current hit points
1401 if ((randint1(10) >= percentage) || ((dam >= m_ptr->hp) && (randint0(100) < 80)))
1403 /* Hack -- note fear */
1406 /* Hack -- Add some timed fear */
1407 (void)set_monster_monfear(m_idx, (randint1(10) +
1408 (((dam >= m_ptr->hp) && (percentage > 7)) ?
1409 20 : ((11 - percentage) * 5))));
1419 bool monster_is_valid(monster_type *m_ptr)
1421 return (m_ptr->r_idx != 0);