8 #include "monster-status.h"
9 #include "monster-spell.h"
10 #include "monster-process.h"
11 #include "spells-summon.h"
12 #include "monsterrace-hook.h"
13 #include "object-curse.h"
17 #include "player-effects.h"
18 #include "view-mainwindow.h"
23 * @brief モンスターIDからPOWERFULフラグの有無を取得する /
24 * @param m_idx モンスターID
25 * @return POWERFULフラグがあればTRUE、なければFALSEを返す。
27 bool monster_is_powerful(MONSTER_IDX m_idx)
29 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
30 monster_race *r_ptr = &r_info[m_ptr->r_idx];
31 bool powerful = r_ptr->flags2 & RF2_POWERFUL ? TRUE : FALSE;
36 * @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) /
37 * @param m_idx モンスターID
40 DEPTH monster_level_idx(MONSTER_IDX m_idx)
42 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
43 monster_race *r_ptr = &r_info[m_ptr->r_idx];
44 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
49 * @brief モンスターに与えたダメージの修正処理 /
50 * Modify the physical damage done to the monster.
51 * @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
53 * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
54 * @return 修正を行った結果のダメージ量
57 * (for example when it's invulnerable or shielded)
58 * ToDo: Accept a damage-type to calculate the modified damage from
59 * things like fire, frost, lightning, poison, ... attacks.
60 * "type" is not yet used and should be 0.
63 HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
65 monster_race *r_ptr = &r_info[m_ptr->r_idx];
67 if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
70 if ((dam == 0) && one_in_(3)) dam = 1;
73 if (MON_INVULNER(m_ptr))
77 if (!p_ptr->blind && is_seen(m_ptr))
79 msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
82 else if (!one_in_(PENETRATE_INVULNERABILITY))
93 * @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 /
94 * Calculate experience point to be get
96 * @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
100 * Even the 64 bit operation is not big enough to avoid overflaw
101 * unless we carefully choose orders of multiplication and division.
102 * Get the coefficient first, and multiply (potentially huge) base
103 * experience point of a monster later.
106 static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
108 monster_race *r_ptr = &r_info[m_ptr->r_idx];
115 if (!monster_is_valid(m_ptr)) return;
116 if (is_pet(m_ptr) || p_ptr->inside_battle) return;
119 * - Ratio of monster's level to player's level effects
120 * - Varying speed effects
121 * - Get a fraction in proportion of damage point
123 new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
126 div_l = (p_ptr->max_plv + 2) * SPEED_TO_ENERGY(r_ptr->speed);
128 /* Use (average maxhp * 2) as a denominator */
129 if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
130 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
132 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
134 /* Special penalty in the wilderness */
135 if (!current_floor_ptr->dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
136 s64b_mul(&div_h, &div_l, 0, 5);
138 /* Do division first to prevent overflaw */
139 s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
141 /* Special penalty for mutiply-monster */
142 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
144 int monnum_penarty = r_ptr->r_akills / 400;
145 if (monnum_penarty > 8) monnum_penarty = 8;
147 while (monnum_penarty--)
150 s64b_RSHIFT(new_exp, new_exp_frac, 2);
154 /* Special penalty for rest_and_shoot exp scum */
155 if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
157 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
158 if (over_damage > 32) over_damage = 32;
160 while (over_damage--)
163 s64b_mul(&new_exp, &new_exp_frac, 0, 9);
164 s64b_div(&new_exp, &new_exp_frac, 0, 10);
168 /* Finally multiply base experience point of the monster */
169 s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
171 /* Gain experience */
172 gain_exp_64(new_exp, new_exp_frac);
178 * @brief モンスターの時限ステータスを取得する
179 * @return m_idx モンスターの参照ID
180 * @return mproc_type モンスターの時限ステータスID
183 int get_mproc_idx(MONSTER_IDX m_idx, int mproc_type)
185 s16b *cur_mproc_list = current_floor_ptr->mproc_list[mproc_type];
188 for (i = current_floor_ptr->mproc_max[mproc_type] - 1; i >= 0; i--)
190 if (cur_mproc_list[i] == m_idx) return i;
197 * @brief モンスターの時限ステータスリストを追加する
198 * @return m_idx モンスターの参照ID
199 * @return mproc_type 追加したいモンスターの時限ステータスID
202 static void mproc_add(MONSTER_IDX m_idx, int mproc_type)
204 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;
209 * @brief モンスターの時限ステータスリストを削除
210 * @return m_idx モンスターの参照ID
211 * @return mproc_type 削除したいモンスターの時限ステータスID
214 static void mproc_remove(MONSTER_IDX m_idx, int mproc_type)
216 int mproc_idx = get_mproc_idx(m_idx, mproc_type);
217 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]];
222 * @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
225 void mproc_init(void)
231 /* Reset "current_floor_ptr->mproc_max[]" */
232 for (cmi = 0; cmi < MAX_MTIMED; cmi++) current_floor_ptr->mproc_max[cmi] = 0;
234 /* Process the monsters (backwards) */
235 for (i = m_max - 1; i >= 1; i--)
237 /* Access the monster */
238 m_ptr = ¤t_floor_ptr->m_list[i];
240 /* Ignore "dead" monsters */
241 if (!monster_is_valid(m_ptr)) continue;
243 for (cmi = 0; cmi < MAX_MTIMED; cmi++)
245 if (m_ptr->mtimed[cmi]) mproc_add(i, cmi);
252 * @brief モンスターの睡眠状態値をセットする。0で起きる。 /
253 * Set "m_ptr->mtimed[MTIMED_CSLEEP]", notice observable changes
254 * @param m_idx モンスター参照ID
256 * @return 別途更新処理が必要な場合TRUEを返す
258 bool set_monster_csleep(MONSTER_IDX m_idx, int v)
260 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
262 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
267 if (!MON_CSLEEP(m_ptr))
269 mproc_add(m_idx, MTIMED_CSLEEP);
277 if (MON_CSLEEP(m_ptr))
279 mproc_remove(m_idx, MTIMED_CSLEEP);
285 m_ptr->mtimed[MTIMED_CSLEEP] = (s16b)v;
287 if (!notice) return FALSE;
291 /* Update health bar as needed */
292 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
293 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
296 if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
303 * @brief モンスターの加速状態値をセット /
304 * Set "m_ptr->mtimed[MTIMED_FAST]", notice observable changes
305 * @param m_idx モンスター参照ID
307 * @return 別途更新処理が必要な場合TRUEを返す
309 bool set_monster_fast(MONSTER_IDX m_idx, int v)
311 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
313 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
318 if (!MON_FAST(m_ptr))
320 mproc_add(m_idx, MTIMED_FAST);
330 mproc_remove(m_idx, MTIMED_FAST);
336 m_ptr->mtimed[MTIMED_FAST] = (s16b)v;
338 if (!notice) return FALSE;
340 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
347 * Set "m_ptr->mtimed[MTIMED_SLOW]", notice observable changes
349 bool set_monster_slow(MONSTER_IDX m_idx, int v)
351 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
353 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
358 if (!MON_SLOW(m_ptr))
360 mproc_add(m_idx, MTIMED_SLOW);
370 mproc_remove(m_idx, MTIMED_SLOW);
376 m_ptr->mtimed[MTIMED_SLOW] = (s16b)v;
378 if (!notice) return FALSE;
380 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
387 * @brief モンスターの朦朧状態値をセット /
388 * Set "m_ptr->mtimed[MTIMED_STUNNED]", notice observable changes
389 * @param m_idx モンスター参照ID
391 * @return 別途更新処理が必要な場合TRUEを返す
393 bool set_monster_stunned(MONSTER_IDX m_idx, int v)
395 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
397 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
402 if (!MON_STUNNED(m_ptr))
404 mproc_add(m_idx, MTIMED_STUNNED);
412 if (MON_STUNNED(m_ptr))
414 mproc_remove(m_idx, MTIMED_STUNNED);
420 m_ptr->mtimed[MTIMED_STUNNED] = (s16b)v;
427 * @brief モンスターの混乱状態値をセット /
428 * Set "m_ptr->mtimed[MTIMED_CONFUSED]", notice observable changes
429 * @param m_idx モンスター参照ID
431 * @return 別途更新処理が必要な場合TRUEを返す
433 bool set_monster_confused(MONSTER_IDX m_idx, int v)
435 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
437 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
442 if (!MON_CONFUSED(m_ptr))
444 mproc_add(m_idx, MTIMED_CONFUSED);
452 if (MON_CONFUSED(m_ptr))
454 mproc_remove(m_idx, MTIMED_CONFUSED);
460 m_ptr->mtimed[MTIMED_CONFUSED] = (s16b)v;
467 * @brief モンスターの恐慌状態値をセット /
468 * Set "m_ptr->mtimed[MTIMED_MONFEAR]", notice observable changes
469 * @param m_idx モンスター参照ID
471 * @return 別途更新処理が必要な場合TRUEを返す
473 bool set_monster_monfear(MONSTER_IDX m_idx, int v)
475 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
477 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
482 if (!MON_MONFEAR(m_ptr))
484 mproc_add(m_idx, MTIMED_MONFEAR);
492 if (MON_MONFEAR(m_ptr))
494 mproc_remove(m_idx, MTIMED_MONFEAR);
500 m_ptr->mtimed[MTIMED_MONFEAR] = (s16b)v;
502 if (!notice) return FALSE;
506 /* Update health bar as needed */
507 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
508 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
516 * @brief モンスターの無敵状態値をセット /
517 * Set "m_ptr->mtimed[MTIMED_INVULNER]", notice observable changes
518 * @param m_idx モンスター参照ID
520 * @param energy_need TRUEならば無敵解除時に行動ターン消費を行う
521 * @return 別途更新処理が必要な場合TRUEを返す
523 bool set_monster_invulner(MONSTER_IDX m_idx, int v, bool energy_need)
525 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
527 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
532 if (!MON_INVULNER(m_ptr))
534 mproc_add(m_idx, MTIMED_INVULNER);
542 if (MON_INVULNER(m_ptr))
544 mproc_remove(m_idx, MTIMED_INVULNER);
545 if (energy_need && !p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
551 m_ptr->mtimed[MTIMED_INVULNER] = (s16b)v;
553 if (!notice) return FALSE;
557 /* Update health bar as needed */
558 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
559 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
566 static u32b csleep_noise;
569 * @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
570 * @param m_idx モンスター参照ID
571 * @param mtimed_idx 更新するモンスターの時限ステータスID
574 static void process_monsters_mtimed_aux(MONSTER_IDX m_idx, int mtimed_idx)
576 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
582 monster_race *r_ptr = &r_info[m_ptr->r_idx];
584 /* Assume does not wake up */
587 /* Hack -- Require proximity */
588 if (m_ptr->cdis < AAF_LIMIT)
590 /* Handle "sensing radius" */
591 if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
597 /* Handle "sight" and "aggravation" */
598 else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
607 u32b notice = randint0(1024);
609 /* Nightmare monsters are more alert */
610 if (ironman_nightmare) notice /= 2;
612 /* Hack -- See if monster "notices" player */
613 if ((notice * notice * notice) <= csleep_noise)
615 /* Hack -- amount of "waking" */
616 /* Wake up faster near the player */
617 int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
619 /* Hack -- amount of "waking" is affected by speed of player */
620 d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
623 /* Monster wakes up "a little bit" */
626 if (!set_monster_csleep(m_idx, MON_CSLEEP(m_ptr) - d))
628 /* Notice the "not waking up" */
629 if (is_original_ap_and_seen(m_ptr))
631 /* Hack -- Count the ignores */
632 if (r_ptr->r_ignore < MAX_UCHAR) r_ptr->r_ignore++;
639 /* Notice the "waking up" */
642 GAME_TEXT m_name[MAX_NLEN];
643 monster_desc(m_name, m_ptr, 0);
644 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
647 if (is_original_ap_and_seen(m_ptr))
649 /* Hack -- Count the wakings */
650 if (r_ptr->r_wake < MAX_UCHAR) r_ptr->r_wake++;
659 /* Reduce by one, note if expires */
660 if (set_monster_fast(m_idx, MON_FAST(m_ptr) - 1))
664 GAME_TEXT m_name[MAX_NLEN];
665 monster_desc(m_name, m_ptr, 0);
666 msg_format(_("%^sはもう加速されていない。", "%^s is no longer fast."), m_name);
672 /* Reduce by one, note if expires */
673 if (set_monster_slow(m_idx, MON_SLOW(m_ptr) - 1))
677 GAME_TEXT m_name[MAX_NLEN];
678 monster_desc(m_name, m_ptr, 0);
679 msg_format(_("%^sはもう減速されていない。", "%^s is no longer slow."), m_name);
686 int rlev = r_info[m_ptr->r_idx].level;
688 /* Recover from stun */
689 if (set_monster_stunned(m_idx, (randint0(10000) <= rlev * rlev) ? 0 : (MON_STUNNED(m_ptr) - 1)))
691 /* Message if visible */
694 GAME_TEXT m_name[MAX_NLEN];
695 monster_desc(m_name, m_ptr, 0);
696 msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
702 case MTIMED_CONFUSED:
703 /* Reduce the confusion */
704 if (set_monster_confused(m_idx, MON_CONFUSED(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
706 /* Message if visible */
709 GAME_TEXT m_name[MAX_NLEN];
710 monster_desc(m_name, m_ptr, 0);
711 msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
717 /* Reduce the fear */
718 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
723 GAME_TEXT m_name[MAX_NLEN];
727 /* Acquire the monster possessive */
728 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
730 monster_desc(m_name, m_ptr, 0);
732 msg_format("%^sは勇気を取り戻した。", m_name);
734 msg_format("%^s recovers %s courage.", m_name, m_poss);
740 case MTIMED_INVULNER:
741 /* Reduce by one, note if expires */
742 if (set_monster_invulner(m_idx, MON_INVULNER(m_ptr) - 1, TRUE))
746 GAME_TEXT m_name[MAX_NLEN];
747 monster_desc(m_name, m_ptr, 0);
748 msg_format(_("%^sはもう無敵でない。", "%^s is no longer invulnerable."), m_name);
757 * @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
758 * @param mtimed_idx 更新するモンスターの時限ステータスID
761 * Process the counters of monsters (once per 10 game turns)\n
762 * These functions are to process monsters' counters same as player's.
764 void process_monsters_mtimed(int mtimed_idx)
767 s16b *cur_mproc_list = current_floor_ptr->mproc_list[mtimed_idx];
769 /* Hack -- calculate the "player noise" */
770 if (mtimed_idx == MTIMED_CSLEEP) csleep_noise = (1L << (30 - p_ptr->skill_stl));
772 /* Process the monsters (backwards) */
773 for (i = current_floor_ptr->mproc_max[mtimed_idx] - 1; i >= 0; i--)
775 /* Access the monster */
776 process_monsters_mtimed_aux(cur_mproc_list[i], mtimed_idx);
781 * @brief モンスターへの魔力消去処理
782 * @param m_idx 魔力消去を受けるモンスターの参照ID
785 void dispel_monster_status(MONSTER_IDX m_idx)
787 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
788 GAME_TEXT m_name[MAX_NLEN];
790 monster_desc(m_name, m_ptr, 0);
791 if (set_monster_invulner(m_idx, 0, TRUE))
793 if (m_ptr->ml) msg_format(_("%sはもう無敵ではない。", "%^s is no longer invulnerable."), m_name);
795 if (set_monster_fast(m_idx, 0))
797 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);
799 if (set_monster_slow(m_idx, 0))
801 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);
806 * @brief モンスターの時間停止処理
807 * @param num 時間停止を行った敵が行動できる回数
808 * @param who 時間停止処理の主体ID
809 * @param vs_player TRUEならば時間停止開始処理を行う
810 * @return 時間停止が行われている状態ならばTRUEを返す
812 bool set_monster_timewalk(int num, MONSTER_IDX who, bool vs_player)
814 monster_type *m_ptr = ¤t_floor_ptr->m_list[hack_m_idx]; /* the world monster */
816 if (current_world_ptr->timewalk_m_idx) return (FALSE);
820 GAME_TEXT m_name[MAX_NLEN];
821 monster_desc(m_name, m_ptr, 0);
824 msg_format(_("「『ザ・ワールド』!時は止まった!」", "%s yells 'The World! Time has stopped!'"), m_name);
826 msg_format(_("「時よ!」", "%s yells 'Time!'"), m_name);
827 else msg_print("hek!");
832 /* This monster cast spells */
833 current_world_ptr->timewalk_m_idx = hack_m_idx;
835 if (vs_player) do_cmd_redraw();
839 if (!monster_is_valid(m_ptr)) break;
840 process_monster(current_world_ptr->timewalk_m_idx);
844 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
847 p_ptr->redraw |= (PR_MAP);
848 p_ptr->update |= (PU_MONSTERS);
849 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
851 current_world_ptr->timewalk_m_idx = 0;
852 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)))
854 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
863 * @brief モンスターの経験値取得処理
864 * @param m_idx 経験値を得るモンスターの参照ID
865 * @param s_idx 撃破されたモンスター種族の参照ID
868 void monster_gain_exp(MONSTER_IDX m_idx, MONRACE_IDX s_idx)
874 if (m_idx <= 0 || s_idx <= 0) return;
876 m_ptr = ¤t_floor_ptr->m_list[m_idx];
878 if (!monster_is_valid(m_ptr)) return;
880 r_ptr = &r_info[m_ptr->r_idx];
881 s_ptr = &r_info[s_idx];
883 if (p_ptr->inside_battle) return;
885 if (!r_ptr->next_exp) return;
887 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
888 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
889 if (!current_floor_ptr->dun_level) new_exp /= 5;
890 m_ptr->exp += new_exp;
891 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
893 if (m_ptr->exp >= r_ptr->next_exp)
895 GAME_TEXT m_name[MAX_NLEN];
896 int old_hp = m_ptr->hp;
897 int old_maxhp = m_ptr->max_maxhp;
898 int old_r_idx = m_ptr->r_idx;
899 byte old_sub_align = m_ptr->sub_align;
901 /* Hack -- Reduce the racial counter of previous monster */
902 real_r_ptr(m_ptr)->cur_num--;
904 monster_desc(m_name, m_ptr, 0);
905 m_ptr->r_idx = r_ptr->next_r_idx;
907 /* Count the monsters on the level */
908 real_r_ptr(m_ptr)->cur_num++;
910 m_ptr->ap_r_idx = m_ptr->r_idx;
911 r_ptr = &r_info[m_ptr->r_idx];
913 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
915 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
919 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
921 if (ironman_nightmare)
923 HIT_POINT hp = m_ptr->max_maxhp * 2L;
924 m_ptr->max_maxhp = MIN(30000, hp);
926 m_ptr->maxhp = m_ptr->max_maxhp;
927 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
929 /* dealt damage is 0 at initial*/
930 m_ptr->dealt_damage = 0;
932 /* Extract the monster base speed */
933 m_ptr->mspeed = get_mspeed(r_ptr);
935 /* Sub-alignment of a monster */
936 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
937 m_ptr->sub_align = old_sub_align;
940 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
941 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
942 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
947 if (is_pet(m_ptr) || m_ptr->ml)
949 if (!ignore_unview || player_can_see_bold(m_ptr->fy, m_ptr->fx))
953 monster_race *hallu_race;
957 hallu_race = &r_info[randint1(max_r_idx - 1)];
958 } while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
959 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + hallu_race->name);
963 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + r_ptr->name);
967 if (!p_ptr->image) r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
969 /* Now you feel very close to this pet. */
970 m_ptr->parent_m_idx = 0;
972 update_monster(m_idx, FALSE);
973 lite_spot(m_ptr->fy, m_ptr->fx);
975 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;
979 * @brief モンスターのHPをダメージに応じて減算する /
980 * Decreases monsters hit points, handling monster death.
981 * @param dam 与えたダメージ量
982 * @param m_idx ダメージを与えたモンスターのID
983 * @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
984 * @param note モンスターが倒された際の特別なメッセージ述語
988 * We return TRUE if the monster has been killed (and deleted).
989 * We announce monster death (using an optional "death message"
990 * if given, and a otherwise a generic killed/destroyed message).
991 * Only "physical attacks" can induce the "You have slain" message.
992 * Missile and Spell attacks will induce the "dies" message, or
993 * various "specialized" messages. Note that "You have destroyed"
994 * and "is destroyed" are synonyms for "You have slain" and "dies".
995 * Hack -- unseen monsters yield "You have killed it." message.
996 * Added fear (DGK) and check whether to print fear messages -CWS
997 * Made name, sex, and capitalization generic -BEN-
998 * As always, the "ghost" processing is a total hack.
999 * Hack -- we "delay" fear messages by passing around a "fear" flag.
1000 * Consider decreasing monster experience over time, say,
1001 * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1002 * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1003 * monster worth more than subsequent monsters. This would also need
1004 * to induce changes in the monster recall code.
1007 bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, concptr note)
1009 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1010 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1011 monster_type exp_mon;
1013 /* Innocent until proven otherwise */
1014 bool innocent = TRUE, thief = FALSE;
1018 (void)COPY(&exp_mon, m_ptr, monster_type);
1020 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1022 get_exp_from_mon(expdam, &exp_mon);
1024 /* Genocided by chaos patron */
1025 if (!monster_is_valid(m_ptr)) m_idx = 0;
1027 /* Redraw (later) if needed */
1028 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1029 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1031 (void)set_monster_csleep(m_idx, 0);
1033 /* Hack - Cancel any special player stealth magics. -LM- */
1034 if (p_ptr->special_defense & NINJA_S_STEALTH)
1036 set_superstealth(FALSE);
1039 /* Genocided by chaos patron */
1040 if (!m_idx) return TRUE;
1043 m_ptr->dealt_damage += dam;
1045 if (m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1049 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);
1052 /* It is dead now */
1055 GAME_TEXT m_name[MAX_NLEN];
1057 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1059 /* You might have unmasked Tanuki first time */
1060 r_ptr = &r_info[m_ptr->r_idx];
1061 m_ptr->ap_r_idx = m_ptr->r_idx;
1062 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1065 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1067 /* You might have unmasked Chameleon first time */
1068 r_ptr = real_r_ptr(m_ptr);
1069 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1072 if (!(m_ptr->smart & SM_CLONED))
1074 /* When the player kills a Unique, it stays dead */
1075 if (r_ptr->flags1 & RF1_UNIQUE)
1079 /* Mega-Hack -- Banor & Lupart */
1080 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1082 r_info[MON_BANORLUPART].max_num = 0;
1083 r_info[MON_BANORLUPART].r_pkills++;
1084 r_info[MON_BANORLUPART].r_akills++;
1085 if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1087 else if (m_ptr->r_idx == MON_BANORLUPART)
1089 r_info[MON_BANOR].max_num = 0;
1090 r_info[MON_BANOR].r_pkills++;
1091 r_info[MON_BANOR].r_akills++;
1092 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1093 r_info[MON_LUPART].max_num = 0;
1094 r_info[MON_LUPART].r_pkills++;
1095 r_info[MON_LUPART].r_akills++;
1096 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1100 /* When the player kills a Nazgul, it stays dead */
1101 else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1104 /* Count all monsters killed */
1105 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1107 /* Recall even invisible uniques or winners */
1108 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1110 /* Count kills this life */
1111 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1112 else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1114 /* Count kills in all lives */
1115 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1116 else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1118 /* Hack -- Auto-recall */
1119 monster_race_track(m_ptr->ap_r_idx);
1122 /* Extract monster name */
1123 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1125 /* Don't kill Amberites */
1126 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1128 int curses = 1 + randint1(3);
1129 bool stop_ty = FALSE;
1132 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);
1133 curse_equipment(100, 50);
1137 stop_ty = activate_ty_curse(stop_ty, &count);
1141 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1143 char line_got[1024];
1144 if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
1146 msg_format("%^s %s", m_name, line_got);
1150 if (m_ptr->r_idx == MON_SERPENT)
1152 screen_dump = make_screen_dump();
1157 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
1159 if (!current_floor_ptr->dun_level && !p_ptr->ambush_flag && !p_ptr->inside_arena)
1161 chg_virtue(V_VALOUR, -1);
1163 else if (r_ptr->level > current_floor_ptr->dun_level)
1165 if (randint1(10) <= (r_ptr->level - current_floor_ptr->dun_level))
1166 chg_virtue(V_VALOUR, 1);
1168 if (r_ptr->level > 60)
1170 chg_virtue(V_VALOUR, 1);
1172 if (r_ptr->level >= 2 * (p_ptr->lev + 1))
1173 chg_virtue(V_VALOUR, 2);
1176 if (r_ptr->flags1 & RF1_UNIQUE)
1178 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1180 if (r_ptr->flags3 & RF3_GOOD)
1182 chg_virtue(V_UNLIFE, 2);
1183 chg_virtue(V_VITALITY, -2);
1186 if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1189 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1191 chg_virtue(V_COMPASSION, -1);
1194 if ((r_ptr->flags3 & RF3_GOOD) && ((r_ptr->level) / 10 + (3 * current_floor_ptr->dun_level) >= randint1(100)))
1195 chg_virtue(V_UNLIFE, 1);
1197 if (r_ptr->d_char == 'A')
1199 if (r_ptr->flags1 & RF1_UNIQUE)
1200 chg_virtue(V_FAITH, -2);
1201 else if ((r_ptr->level) / 10 + (3 * current_floor_ptr->dun_level) >= randint1(100))
1203 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1204 else chg_virtue(V_FAITH, 1);
1207 else if (r_ptr->flags3 & RF3_DEMON)
1209 if (r_ptr->flags1 & RF1_UNIQUE)
1210 chg_virtue(V_FAITH, 2);
1211 else if ((r_ptr->level) / 10 + (3 * current_floor_ptr->dun_level) >= randint1(100))
1212 chg_virtue(V_FAITH, 1);
1215 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1216 chg_virtue(V_VITALITY, 2);
1218 if (r_ptr->r_deaths)
1220 if (r_ptr->flags1 & RF1_UNIQUE)
1222 chg_virtue(V_HONOUR, 10);
1224 else if ((r_ptr->level) / 10 + (2 * current_floor_ptr->dun_level) >= randint1(100))
1226 chg_virtue(V_HONOUR, 1);
1229 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1231 chg_virtue(V_VALOUR, -1);
1234 for (i = 0; i < 4; i++)
1236 if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1238 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1239 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1241 thief = TRUE; /* Thief! */
1244 /* The new law says it is illegal to live in the dungeon */
1245 if (r_ptr->level != 0) innocent = FALSE;
1249 if (r_ptr->flags1 & RF1_UNIQUE)
1250 chg_virtue(V_JUSTICE, 3);
1251 else if (1 + ((r_ptr->level) / 10 + (2 * current_floor_ptr->dun_level)) >= randint1(100))
1252 chg_virtue(V_JUSTICE, 1);
1256 chg_virtue(V_JUSTICE, -1);
1259 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)))
1261 if (one_in_(4)) chg_virtue(V_NATURE, -1);
1264 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1267 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? _("(クローン)", "(Clone)") : "");
1268 do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
1274 /* Death by Missile/Spell attack */
1277 msg_format("%^s%s", m_name, note);
1280 /* Death by physical attack -- invisible monster */
1281 else if (!m_ptr->ml)
1284 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1285 msg_format("せっかくだから%sを殺した。", m_name);
1287 msg_format("%sを殺した。", m_name);
1289 msg_format("You have killed %s.", m_name);
1294 /* Death by Physical attack -- non-living monster */
1295 else if (!monster_living(m_ptr->r_idx))
1297 bool explode = FALSE;
1299 for (i = 0; i < 4; i++)
1301 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
1304 /* Special note at death */
1306 msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
1310 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1311 msg_format("せっかくだから%sを倒した。", m_name);
1313 msg_format("%sを倒した。", m_name);
1315 msg_format("You have destroyed %s.", m_name);
1320 /* Death by Physical attack -- living monster */
1324 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1325 msg_format("せっかくだから%sを葬り去った。", m_name);
1327 msg_format("%sを葬り去った。", m_name);
1329 msg_format("You have slain %s.", m_name);
1333 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
1335 for (i = 0; i < MAX_KUBI; i++)
1337 if ((current_world_ptr->bounty_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
1339 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);
1345 /* Generate treasure */
1346 monster_death(m_idx, TRUE);
1348 /* Mega hack : replace IKETA to BIKETAL */
1349 if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->inside_arena || p_ptr->inside_battle))
1351 POSITION dummy_y = m_ptr->fy;
1352 POSITION dummy_x = m_ptr->fx;
1353 BIT_FLAGS mode = 0L;
1354 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1355 delete_monster_idx(m_idx);
1356 if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
1358 msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!"));
1363 delete_monster_idx(m_idx);
1366 get_exp_from_mon((long)exp_mon.max_maxhp * 2, &exp_mon);
1371 /* Monster is dead */
1378 /* Mega-Hack -- Pain cancels fear */
1379 if (MON_MONFEAR(m_ptr) && (dam > 0))
1382 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
1389 /* Sometimes a monster gets scared by damage */
1390 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
1392 /* Percentage of fully healthy */
1393 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
1396 * Run (sometimes) if at 10% or less of max hit points,
1397 * or (usually) when hit for half its current hit points
1399 if ((randint1(10) >= percentage) || ((dam >= m_ptr->hp) && (randint0(100) < 80)))
1401 /* Hack -- note fear */
1404 /* Hack -- Add some timed fear */
1405 (void)set_monster_monfear(m_idx, (randint1(10) +
1406 (((dam >= m_ptr->hp) && (percentage > 7)) ?
1407 20 : ((11 - percentage) * 5))));
1417 bool monster_is_valid(monster_type *m_ptr)
1419 return (m_ptr->r_idx != 0);