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"
26 * @brief モンスターIDからPOWERFULフラグの有無を取得する /
27 * @param m_idx モンスターID
28 * @return POWERFULフラグがあればTRUE、なければFALSEを返す。
30 bool monster_is_powerful(MONSTER_IDX m_idx)
32 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
33 monster_race *r_ptr = &r_info[m_ptr->r_idx];
34 bool powerful = r_ptr->flags2 & RF2_POWERFUL ? TRUE : FALSE;
39 * @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) /
40 * @param m_idx モンスターID
43 DEPTH monster_level_idx(MONSTER_IDX m_idx)
45 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
46 monster_race *r_ptr = &r_info[m_ptr->r_idx];
47 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
52 * @brief モンスターに与えたダメージの修正処理 /
53 * Modify the physical damage done to the monster.
54 * @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
56 * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
57 * @return 修正を行った結果のダメージ量
60 * (for example when it's invulnerable or shielded)
61 * ToDo: Accept a damage-type to calculate the modified damage from
62 * things like fire, frost, lightning, poison, ... attacks.
63 * "type" is not yet used and should be 0.
66 HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
68 monster_race *r_ptr = &r_info[m_ptr->r_idx];
70 if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
73 if ((dam == 0) && one_in_(3)) dam = 1;
76 if (MON_INVULNER(m_ptr))
80 if (!p_ptr->blind && is_seen(m_ptr))
82 msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
85 else if (!one_in_(PENETRATE_INVULNERABILITY))
96 * @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 /
97 * Calculate experience point to be get
99 * @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
103 * Even the 64 bit operation is not big enough to avoid overflaw
104 * unless we carefully choose orders of multiplication and division.
105 * Get the coefficient first, and multiply (potentially huge) base
106 * experience point of a monster later.
109 static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
111 monster_race *r_ptr = &r_info[m_ptr->r_idx];
118 if (!monster_is_valid(m_ptr)) return;
119 if (is_pet(m_ptr) || p_ptr->inside_battle) return;
122 * - Ratio of monster's level to player's level effects
123 * - Varying speed effects
124 * - Get a fraction in proportion of damage point
126 new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
129 div_l = (p_ptr->max_plv + 2) * SPEED_TO_ENERGY(r_ptr->speed);
131 /* Use (average maxhp * 2) as a denominator */
132 if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
133 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
135 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
137 /* Special penalty in the wilderness */
138 if (!current_floor_ptr->dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
139 s64b_mul(&div_h, &div_l, 0, 5);
141 /* Do division first to prevent overflaw */
142 s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
144 /* Special penalty for mutiply-monster */
145 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
147 int monnum_penarty = r_ptr->r_akills / 400;
148 if (monnum_penarty > 8) monnum_penarty = 8;
150 while (monnum_penarty--)
153 s64b_RSHIFT(new_exp, new_exp_frac, 2);
157 /* Special penalty for rest_and_shoot exp scum */
158 if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
160 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
161 if (over_damage > 32) over_damage = 32;
163 while (over_damage--)
166 s64b_mul(&new_exp, &new_exp_frac, 0, 9);
167 s64b_div(&new_exp, &new_exp_frac, 0, 10);
171 /* Finally multiply base experience point of the monster */
172 s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
174 /* Gain experience */
175 gain_exp_64(new_exp, new_exp_frac);
181 * @brief モンスターの時限ステータスを取得する
182 * @return m_idx モンスターの参照ID
183 * @return mproc_type モンスターの時限ステータスID
186 int get_mproc_idx(MONSTER_IDX m_idx, int mproc_type)
188 s16b *cur_mproc_list = current_floor_ptr->mproc_list[mproc_type];
191 for (i = current_floor_ptr->mproc_max[mproc_type] - 1; i >= 0; i--)
193 if (cur_mproc_list[i] == m_idx) return i;
200 * @brief モンスターの時限ステータスリストを追加する
201 * @return m_idx モンスターの参照ID
202 * @return mproc_type 追加したいモンスターの時限ステータスID
205 static void mproc_add(MONSTER_IDX m_idx, int mproc_type)
207 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;
212 * @brief モンスターの時限ステータスリストを削除
213 * @return m_idx モンスターの参照ID
214 * @return mproc_type 削除したいモンスターの時限ステータスID
217 static void mproc_remove(MONSTER_IDX m_idx, int mproc_type)
219 int mproc_idx = get_mproc_idx(m_idx, mproc_type);
220 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]];
225 * @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
228 void mproc_init(void)
234 /* Reset "current_floor_ptr->mproc_max[]" */
235 for (cmi = 0; cmi < MAX_MTIMED; cmi++) current_floor_ptr->mproc_max[cmi] = 0;
237 /* Process the monsters (backwards) */
238 for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
240 /* Access the monster */
241 m_ptr = ¤t_floor_ptr->m_list[i];
243 /* Ignore "dead" monsters */
244 if (!monster_is_valid(m_ptr)) continue;
246 for (cmi = 0; cmi < MAX_MTIMED; cmi++)
248 if (m_ptr->mtimed[cmi]) mproc_add(i, cmi);
255 * @brief モンスターの睡眠状態値をセットする。0で起きる。 /
256 * Set "m_ptr->mtimed[MTIMED_CSLEEP]", notice observable changes
257 * @param m_idx モンスター参照ID
259 * @return 別途更新処理が必要な場合TRUEを返す
261 bool set_monster_csleep(MONSTER_IDX m_idx, int v)
263 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
265 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
270 if (!MON_CSLEEP(m_ptr))
272 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 = ¤t_floor_ptr->m_list[m_idx];
316 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
321 if (!MON_FAST(m_ptr))
323 mproc_add(m_idx, MTIMED_FAST);
333 mproc_remove(m_idx, MTIMED_FAST);
339 m_ptr->mtimed[MTIMED_FAST] = (s16b)v;
341 if (!notice) return FALSE;
343 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
350 * Set "m_ptr->mtimed[MTIMED_SLOW]", notice observable changes
352 bool set_monster_slow(MONSTER_IDX m_idx, int v)
354 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
356 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
361 if (!MON_SLOW(m_ptr))
363 mproc_add(m_idx, MTIMED_SLOW);
373 mproc_remove(m_idx, MTIMED_SLOW);
379 m_ptr->mtimed[MTIMED_SLOW] = (s16b)v;
381 if (!notice) return FALSE;
383 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
390 * @brief モンスターの朦朧状態値をセット /
391 * Set "m_ptr->mtimed[MTIMED_STUNNED]", notice observable changes
392 * @param m_idx モンスター参照ID
394 * @return 別途更新処理が必要な場合TRUEを返す
396 bool set_monster_stunned(MONSTER_IDX m_idx, int v)
398 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
400 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
405 if (!MON_STUNNED(m_ptr))
407 mproc_add(m_idx, MTIMED_STUNNED);
415 if (MON_STUNNED(m_ptr))
417 mproc_remove(m_idx, MTIMED_STUNNED);
423 m_ptr->mtimed[MTIMED_STUNNED] = (s16b)v;
430 * @brief モンスターの混乱状態値をセット /
431 * Set "m_ptr->mtimed[MTIMED_CONFUSED]", notice observable changes
432 * @param m_idx モンスター参照ID
434 * @return 別途更新処理が必要な場合TRUEを返す
436 bool set_monster_confused(MONSTER_IDX m_idx, int v)
438 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
440 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
445 if (!MON_CONFUSED(m_ptr))
447 mproc_add(m_idx, MTIMED_CONFUSED);
455 if (MON_CONFUSED(m_ptr))
457 mproc_remove(m_idx, MTIMED_CONFUSED);
463 m_ptr->mtimed[MTIMED_CONFUSED] = (s16b)v;
470 * @brief モンスターの恐慌状態値をセット /
471 * Set "m_ptr->mtimed[MTIMED_MONFEAR]", notice observable changes
472 * @param m_idx モンスター参照ID
474 * @return 別途更新処理が必要な場合TRUEを返す
476 bool set_monster_monfear(MONSTER_IDX m_idx, int v)
478 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
480 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
485 if (!MON_MONFEAR(m_ptr))
487 mproc_add(m_idx, MTIMED_MONFEAR);
495 if (MON_MONFEAR(m_ptr))
497 mproc_remove(m_idx, MTIMED_MONFEAR);
503 m_ptr->mtimed[MTIMED_MONFEAR] = (s16b)v;
505 if (!notice) return FALSE;
509 /* Update health bar as needed */
510 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
511 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
519 * @brief モンスターの無敵状態値をセット /
520 * Set "m_ptr->mtimed[MTIMED_INVULNER]", notice observable changes
521 * @param m_idx モンスター参照ID
523 * @param energy_need TRUEならば無敵解除時に行動ターン消費を行う
524 * @return 別途更新処理が必要な場合TRUEを返す
526 bool set_monster_invulner(MONSTER_IDX m_idx, int v, bool energy_need)
528 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
530 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
535 if (!MON_INVULNER(m_ptr))
537 mproc_add(m_idx, MTIMED_INVULNER);
545 if (MON_INVULNER(m_ptr))
547 mproc_remove(m_idx, MTIMED_INVULNER);
548 if (energy_need && !p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
554 m_ptr->mtimed[MTIMED_INVULNER] = (s16b)v;
556 if (!notice) return FALSE;
560 /* Update health bar as needed */
561 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
562 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
569 static u32b csleep_noise;
572 * @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
573 * @param m_idx モンスター参照ID
574 * @param mtimed_idx 更新するモンスターの時限ステータスID
577 static void process_monsters_mtimed_aux(MONSTER_IDX m_idx, int mtimed_idx)
579 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
585 monster_race *r_ptr = &r_info[m_ptr->r_idx];
587 /* Assume does not wake up */
590 /* Hack -- Require proximity */
591 if (m_ptr->cdis < AAF_LIMIT)
593 /* Handle "sensing radius" */
594 if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
600 /* Handle "sight" and "aggravation" */
601 else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
610 u32b notice = randint0(1024);
612 /* Nightmare monsters are more alert */
613 if (ironman_nightmare) notice /= 2;
615 /* Hack -- See if monster "notices" player */
616 if ((notice * notice * notice) <= csleep_noise)
618 /* Hack -- amount of "waking" */
619 /* Wake up faster near the player */
620 int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
622 /* Hack -- amount of "waking" is affected by speed of player */
623 d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
626 /* Monster wakes up "a little bit" */
629 if (!set_monster_csleep(m_idx, MON_CSLEEP(m_ptr) - d))
631 /* Notice the "not waking up" */
632 if (is_original_ap_and_seen(m_ptr))
634 /* Hack -- Count the ignores */
635 if (r_ptr->r_ignore < MAX_UCHAR) r_ptr->r_ignore++;
642 /* Notice the "waking up" */
645 GAME_TEXT m_name[MAX_NLEN];
646 monster_desc(m_name, m_ptr, 0);
647 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
650 if (is_original_ap_and_seen(m_ptr))
652 /* Hack -- Count the wakings */
653 if (r_ptr->r_wake < MAX_UCHAR) r_ptr->r_wake++;
662 /* Reduce by one, note if expires */
663 if (set_monster_fast(m_idx, MON_FAST(m_ptr) - 1))
667 GAME_TEXT m_name[MAX_NLEN];
668 monster_desc(m_name, m_ptr, 0);
669 msg_format(_("%^sはもう加速されていない。", "%^s is no longer fast."), m_name);
675 /* Reduce by one, note if expires */
676 if (set_monster_slow(m_idx, MON_SLOW(m_ptr) - 1))
680 GAME_TEXT m_name[MAX_NLEN];
681 monster_desc(m_name, m_ptr, 0);
682 msg_format(_("%^sはもう減速されていない。", "%^s is no longer slow."), m_name);
689 int rlev = r_info[m_ptr->r_idx].level;
691 /* Recover from stun */
692 if (set_monster_stunned(m_idx, (randint0(10000) <= rlev * rlev) ? 0 : (MON_STUNNED(m_ptr) - 1)))
694 /* Message if visible */
697 GAME_TEXT m_name[MAX_NLEN];
698 monster_desc(m_name, m_ptr, 0);
699 msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
705 case MTIMED_CONFUSED:
706 /* Reduce the confusion */
707 if (set_monster_confused(m_idx, MON_CONFUSED(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
709 /* Message if visible */
712 GAME_TEXT m_name[MAX_NLEN];
713 monster_desc(m_name, m_ptr, 0);
714 msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
720 /* Reduce the fear */
721 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
726 GAME_TEXT m_name[MAX_NLEN];
730 /* Acquire the monster possessive */
731 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
733 monster_desc(m_name, m_ptr, 0);
735 msg_format("%^sは勇気を取り戻した。", m_name);
737 msg_format("%^s recovers %s courage.", m_name, m_poss);
743 case MTIMED_INVULNER:
744 /* Reduce by one, note if expires */
745 if (set_monster_invulner(m_idx, MON_INVULNER(m_ptr) - 1, TRUE))
749 GAME_TEXT m_name[MAX_NLEN];
750 monster_desc(m_name, m_ptr, 0);
751 msg_format(_("%^sはもう無敵でない。", "%^s is no longer invulnerable."), m_name);
760 * @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
761 * @param mtimed_idx 更新するモンスターの時限ステータスID
764 * Process the counters of monsters (once per 10 game turns)\n
765 * These functions are to process monsters' counters same as player's.
767 void process_monsters_mtimed(int mtimed_idx)
770 s16b *cur_mproc_list = current_floor_ptr->mproc_list[mtimed_idx];
772 /* Hack -- calculate the "player noise" */
773 if (mtimed_idx == MTIMED_CSLEEP) csleep_noise = (1L << (30 - p_ptr->skill_stl));
775 /* Process the monsters (backwards) */
776 for (i = current_floor_ptr->mproc_max[mtimed_idx] - 1; i >= 0; i--)
778 /* Access the monster */
779 process_monsters_mtimed_aux(cur_mproc_list[i], mtimed_idx);
784 * @brief モンスターへの魔力消去処理
785 * @param m_idx 魔力消去を受けるモンスターの参照ID
788 void dispel_monster_status(MONSTER_IDX m_idx)
790 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
791 GAME_TEXT m_name[MAX_NLEN];
793 monster_desc(m_name, m_ptr, 0);
794 if (set_monster_invulner(m_idx, 0, TRUE))
796 if (m_ptr->ml) msg_format(_("%sはもう無敵ではない。", "%^s is no longer invulnerable."), m_name);
798 if (set_monster_fast(m_idx, 0))
800 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);
802 if (set_monster_slow(m_idx, 0))
804 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);
809 * @brief モンスターの時間停止処理
810 * @param num 時間停止を行った敵が行動できる回数
811 * @param who 時間停止処理の主体ID
812 * @param vs_player TRUEならば時間停止開始処理を行う
813 * @return 時間停止が行われている状態ならばTRUEを返す
815 bool set_monster_timewalk(int num, MONSTER_IDX who, bool vs_player)
817 monster_type *m_ptr = ¤t_floor_ptr->m_list[hack_m_idx]; /* the world monster */
819 if (current_world_ptr->timewalk_m_idx) return (FALSE);
823 GAME_TEXT m_name[MAX_NLEN];
824 monster_desc(m_name, m_ptr, 0);
827 msg_format(_("「『ザ・ワールド』!時は止まった!」", "%s yells 'The World! Time has stopped!'"), m_name);
829 msg_format(_("「時よ!」", "%s yells 'Time!'"), m_name);
830 else msg_print("hek!");
835 /* This monster cast spells */
836 current_world_ptr->timewalk_m_idx = hack_m_idx;
838 if (vs_player) do_cmd_redraw();
842 if (!monster_is_valid(m_ptr)) break;
843 process_monster(current_world_ptr->timewalk_m_idx);
847 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
850 p_ptr->redraw |= (PR_MAP);
851 p_ptr->update |= (PU_MONSTERS);
852 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
854 current_world_ptr->timewalk_m_idx = 0;
855 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)))
857 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
866 * @brief モンスターの経験値取得処理
867 * @param m_idx 経験値を得るモンスターの参照ID
868 * @param s_idx 撃破されたモンスター種族の参照ID
871 void monster_gain_exp(MONSTER_IDX m_idx, MONRACE_IDX s_idx)
877 if (m_idx <= 0 || s_idx <= 0) return;
879 m_ptr = ¤t_floor_ptr->m_list[m_idx];
881 if (!monster_is_valid(m_ptr)) return;
883 r_ptr = &r_info[m_ptr->r_idx];
884 s_ptr = &r_info[s_idx];
886 if (p_ptr->inside_battle) return;
888 if (!r_ptr->next_exp) return;
890 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
891 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
892 if (!current_floor_ptr->dun_level) new_exp /= 5;
893 m_ptr->exp += new_exp;
894 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
896 if (m_ptr->exp >= r_ptr->next_exp)
898 GAME_TEXT m_name[MAX_NLEN];
899 int old_hp = m_ptr->hp;
900 int old_maxhp = m_ptr->max_maxhp;
901 int old_r_idx = m_ptr->r_idx;
902 byte old_sub_align = m_ptr->sub_align;
904 /* Hack -- Reduce the racial counter of previous monster */
905 real_r_ptr(m_ptr)->cur_num--;
907 monster_desc(m_name, m_ptr, 0);
908 m_ptr->r_idx = r_ptr->next_r_idx;
910 /* Count the monsters on the level */
911 real_r_ptr(m_ptr)->cur_num++;
913 m_ptr->ap_r_idx = m_ptr->r_idx;
914 r_ptr = &r_info[m_ptr->r_idx];
916 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
918 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
922 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
924 if (ironman_nightmare)
926 HIT_POINT hp = m_ptr->max_maxhp * 2L;
927 m_ptr->max_maxhp = MIN(30000, hp);
929 m_ptr->maxhp = m_ptr->max_maxhp;
930 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
932 /* dealt damage is 0 at initial*/
933 m_ptr->dealt_damage = 0;
935 /* Extract the monster base speed */
936 m_ptr->mspeed = get_mspeed(r_ptr);
938 /* Sub-alignment of a monster */
939 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
940 m_ptr->sub_align = old_sub_align;
943 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
944 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
945 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
950 if (is_pet(m_ptr) || m_ptr->ml)
952 if (!ignore_unview || player_can_see_bold(m_ptr->fy, m_ptr->fx))
956 monster_race *hallu_race;
960 hallu_race = &r_info[randint1(max_r_idx - 1)];
961 } while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
962 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + hallu_race->name);
966 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + r_ptr->name);
970 if (!p_ptr->image) r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
972 /* Now you feel very close to this pet. */
973 m_ptr->parent_m_idx = 0;
975 update_monster(m_idx, FALSE);
976 lite_spot(m_ptr->fy, m_ptr->fx);
978 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;
982 * @brief モンスターのHPをダメージに応じて減算する /
983 * Decreases monsters hit points, handling monster death.
984 * @param dam 与えたダメージ量
985 * @param m_idx ダメージを与えたモンスターのID
986 * @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
987 * @param note モンスターが倒された際の特別なメッセージ述語
991 * We return TRUE if the monster has been killed (and deleted).
992 * We announce monster death (using an optional "death message"
993 * if given, and a otherwise a generic killed/destroyed message).
994 * Only "physical attacks" can induce the "You have slain" message.
995 * Missile and Spell attacks will induce the "dies" message, or
996 * various "specialized" messages. Note that "You have destroyed"
997 * and "is destroyed" are synonyms for "You have slain" and "dies".
998 * Hack -- unseen monsters yield "You have killed it." message.
999 * Added fear (DGK) and check whether to print fear messages -CWS
1000 * Made name, sex, and capitalization generic -BEN-
1001 * As always, the "ghost" processing is a total hack.
1002 * Hack -- we "delay" fear messages by passing around a "fear" flag.
1003 * Consider decreasing monster experience over time, say,
1004 * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1005 * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1006 * monster worth more than subsequent monsters. This would also need
1007 * to induce changes in the monster recall code.
1010 bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, concptr note)
1012 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1013 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1014 monster_type exp_mon;
1016 /* Innocent until proven otherwise */
1017 bool innocent = TRUE, thief = FALSE;
1021 (void)COPY(&exp_mon, m_ptr, monster_type);
1023 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1025 get_exp_from_mon(expdam, &exp_mon);
1027 /* Genocided by chaos patron */
1028 if (!monster_is_valid(m_ptr)) m_idx = 0;
1030 /* Redraw (later) if needed */
1031 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1032 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1034 (void)set_monster_csleep(m_idx, 0);
1036 /* Hack - Cancel any special player stealth magics. -LM- */
1037 if (p_ptr->special_defense & NINJA_S_STEALTH)
1039 set_superstealth(FALSE);
1042 /* Genocided by chaos patron */
1043 if (!m_idx) return TRUE;
1046 m_ptr->dealt_damage += dam;
1048 if (m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1052 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);
1055 /* It is dead now */
1058 GAME_TEXT m_name[MAX_NLEN];
1060 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1062 /* You might have unmasked Tanuki first time */
1063 r_ptr = &r_info[m_ptr->r_idx];
1064 m_ptr->ap_r_idx = m_ptr->r_idx;
1065 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1068 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1070 /* You might have unmasked Chameleon first time */
1071 r_ptr = real_r_ptr(m_ptr);
1072 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1075 if (!(m_ptr->smart & SM_CLONED))
1077 /* When the player kills a Unique, it stays dead */
1078 if (r_ptr->flags1 & RF1_UNIQUE)
1082 /* Mega-Hack -- Banor & Lupart */
1083 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1085 r_info[MON_BANORLUPART].max_num = 0;
1086 r_info[MON_BANORLUPART].r_pkills++;
1087 r_info[MON_BANORLUPART].r_akills++;
1088 if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1090 else if (m_ptr->r_idx == MON_BANORLUPART)
1092 r_info[MON_BANOR].max_num = 0;
1093 r_info[MON_BANOR].r_pkills++;
1094 r_info[MON_BANOR].r_akills++;
1095 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1096 r_info[MON_LUPART].max_num = 0;
1097 r_info[MON_LUPART].r_pkills++;
1098 r_info[MON_LUPART].r_akills++;
1099 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1103 /* When the player kills a Nazgul, it stays dead */
1104 else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1107 /* Count all monsters killed */
1108 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1110 /* Recall even invisible uniques or winners */
1111 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1113 /* Count kills this life */
1114 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1115 else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1117 /* Count kills in all lives */
1118 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1119 else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1121 /* Hack -- Auto-recall */
1122 monster_race_track(m_ptr->ap_r_idx);
1125 /* Extract monster name */
1126 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1128 /* Don't kill Amberites */
1129 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1131 int curses = 1 + randint1(3);
1132 bool stop_ty = FALSE;
1135 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);
1136 curse_equipment(100, 50);
1140 stop_ty = activate_ty_curse(stop_ty, &count);
1144 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1146 char line_got[1024];
1147 if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
1149 msg_format("%^s %s", m_name, line_got);
1153 if (m_ptr->r_idx == MON_SERPENT)
1155 screen_dump = make_screen_dump();
1160 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
1162 if (!current_floor_ptr->dun_level && !p_ptr->ambush_flag && !p_ptr->inside_arena)
1164 chg_virtue(V_VALOUR, -1);
1166 else if (r_ptr->level > current_floor_ptr->dun_level)
1168 if (randint1(10) <= (r_ptr->level - current_floor_ptr->dun_level))
1169 chg_virtue(V_VALOUR, 1);
1171 if (r_ptr->level > 60)
1173 chg_virtue(V_VALOUR, 1);
1175 if (r_ptr->level >= 2 * (p_ptr->lev + 1))
1176 chg_virtue(V_VALOUR, 2);
1179 if (r_ptr->flags1 & RF1_UNIQUE)
1181 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1183 if (r_ptr->flags3 & RF3_GOOD)
1185 chg_virtue(V_UNLIFE, 2);
1186 chg_virtue(V_VITALITY, -2);
1189 if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1192 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1194 chg_virtue(V_COMPASSION, -1);
1197 if ((r_ptr->flags3 & RF3_GOOD) && ((r_ptr->level) / 10 + (3 * current_floor_ptr->dun_level) >= randint1(100)))
1198 chg_virtue(V_UNLIFE, 1);
1200 if (r_ptr->d_char == 'A')
1202 if (r_ptr->flags1 & RF1_UNIQUE)
1203 chg_virtue(V_FAITH, -2);
1204 else if ((r_ptr->level) / 10 + (3 * current_floor_ptr->dun_level) >= randint1(100))
1206 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1207 else chg_virtue(V_FAITH, 1);
1210 else if (r_ptr->flags3 & RF3_DEMON)
1212 if (r_ptr->flags1 & RF1_UNIQUE)
1213 chg_virtue(V_FAITH, 2);
1214 else if ((r_ptr->level) / 10 + (3 * current_floor_ptr->dun_level) >= randint1(100))
1215 chg_virtue(V_FAITH, 1);
1218 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1219 chg_virtue(V_VITALITY, 2);
1221 if (r_ptr->r_deaths)
1223 if (r_ptr->flags1 & RF1_UNIQUE)
1225 chg_virtue(V_HONOUR, 10);
1227 else if ((r_ptr->level) / 10 + (2 * current_floor_ptr->dun_level) >= randint1(100))
1229 chg_virtue(V_HONOUR, 1);
1232 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1234 chg_virtue(V_VALOUR, -1);
1237 for (i = 0; i < 4; i++)
1239 if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1241 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1242 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1244 thief = TRUE; /* Thief! */
1247 /* The new law says it is illegal to live in the dungeon */
1248 if (r_ptr->level != 0) innocent = FALSE;
1252 if (r_ptr->flags1 & RF1_UNIQUE)
1253 chg_virtue(V_JUSTICE, 3);
1254 else if (1 + ((r_ptr->level) / 10 + (2 * current_floor_ptr->dun_level)) >= randint1(100))
1255 chg_virtue(V_JUSTICE, 1);
1259 chg_virtue(V_JUSTICE, -1);
1262 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)))
1264 if (one_in_(4)) chg_virtue(V_NATURE, -1);
1267 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1270 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? _("(クローン)", "(Clone)") : "");
1271 do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
1277 /* Death by Missile/Spell attack */
1280 msg_format("%^s%s", m_name, note);
1283 /* Death by physical attack -- invisible monster */
1284 else if (!m_ptr->ml)
1287 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
1288 msg_format("せっかくだから%sを殺した。", m_name);
1290 msg_format("%sを殺した。", m_name);
1292 msg_format("You have killed %s.", m_name);
1297 /* Death by Physical attack -- non-living monster */
1298 else if (!monster_living(m_ptr->r_idx))
1300 bool explode = FALSE;
1302 for (i = 0; i < 4; i++)
1304 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
1307 /* Special note at death */
1309 msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
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を倒した。", m_name);
1316 msg_format("%sを倒した。", m_name);
1318 msg_format("You have destroyed %s.", m_name);
1323 /* Death by Physical attack -- living monster */
1327 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
1328 msg_format("せっかくだから%sを葬り去った。", m_name);
1330 msg_format("%sを葬り去った。", m_name);
1332 msg_format("You have slain %s.", m_name);
1336 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
1338 for (i = 0; i < MAX_KUBI; i++)
1340 if ((current_world_ptr->bounty_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
1342 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);
1348 /* Generate treasure */
1349 monster_death(m_idx, TRUE);
1351 /* Mega hack : replace IKETA to BIKETAL */
1352 if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->inside_arena || p_ptr->inside_battle))
1354 POSITION dummy_y = m_ptr->fy;
1355 POSITION dummy_x = m_ptr->fx;
1356 BIT_FLAGS mode = 0L;
1357 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1358 delete_monster_idx(m_idx);
1359 if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
1361 msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!"));
1366 delete_monster_idx(m_idx);
1369 get_exp_from_mon((long)exp_mon.max_maxhp * 2, &exp_mon);
1374 /* Monster is dead */
1381 /* Mega-Hack -- Pain cancels fear */
1382 if (MON_MONFEAR(m_ptr) && (dam > 0))
1385 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
1392 /* Sometimes a monster gets scared by damage */
1393 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
1395 /* Percentage of fully healthy */
1396 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
1399 * Run (sometimes) if at 10% or less of max hit points,
1400 * or (usually) when hit for half its current hit points
1402 if ((randint1(10) >= percentage) || ((dam >= m_ptr->hp) && (randint0(100) < 80)))
1404 /* Hack -- note fear */
1407 /* Hack -- Add some timed fear */
1408 (void)set_monster_monfear(m_idx, (randint1(10) +
1409 (((dam >= m_ptr->hp) && (percentage > 7)) ?
1410 20 : ((11 - percentage) * 5))));
1420 bool monster_is_valid(monster_type *m_ptr)
1422 return (m_ptr->r_idx != 0);