5 #include "monster-status.h"
6 #include "monster-spell.h"
7 #include "monster-process.h"
8 #include "spells-summon.h"
9 #include "monsterrace-hook.h"
10 #include "object-curse.h"
16 * @brief モンスターIDからPOWERFULフラグの有無を取得する /
17 * @param m_idx モンスターID
18 * @return POWERFULフラグがあればTRUE、なければFALSEを返す。
20 bool monster_is_powerful(MONSTER_IDX m_idx)
22 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
23 monster_race *r_ptr = &r_info[m_ptr->r_idx];
24 bool powerful = r_ptr->flags2 & RF2_POWERFUL ? TRUE : FALSE;
29 * @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) /
30 * @param m_idx モンスターID
33 DEPTH monster_level_idx(MONSTER_IDX m_idx)
35 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
36 monster_race *r_ptr = &r_info[m_ptr->r_idx];
37 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
42 * @brief モンスターに与えたダメージの修正処理 /
43 * Modify the physical damage done to the monster.
44 * @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
46 * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
47 * @return 修正を行った結果のダメージ量
50 * (for example when it's invulnerable or shielded)
51 * ToDo: Accept a damage-type to calculate the modified damage from
52 * things like fire, frost, lightning, poison, ... attacks.
53 * "type" is not yet used and should be 0.
56 HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
58 monster_race *r_ptr = &r_info[m_ptr->r_idx];
60 if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
63 if ((dam == 0) && one_in_(3)) dam = 1;
66 if (MON_INVULNER(m_ptr))
70 if (!p_ptr->blind && is_seen(m_ptr))
72 msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
75 else if (!one_in_(PENETRATE_INVULNERABILITY))
86 * @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 /
87 * Calculate experience point to be get
89 * @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
93 * Even the 64 bit operation is not big enough to avoid overflaw
94 * unless we carefully choose orders of multiplication and division.
95 * Get the coefficient first, and multiply (potentially huge) base
96 * experience point of a monster later.
99 static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
101 monster_race *r_ptr = &r_info[m_ptr->r_idx];
108 if (!monster_is_valid(m_ptr)) return;
109 if (is_pet(m_ptr) || p_ptr->inside_battle) return;
112 * - Ratio of monster's level to player's level effects
113 * - Varying speed effects
114 * - Get a fraction in proportion of damage point
116 new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
119 div_l = (p_ptr->max_plv + 2) * SPEED_TO_ENERGY(r_ptr->speed);
121 /* Use (average maxhp * 2) as a denominator */
122 if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
123 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
125 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
127 /* Special penalty in the wilderness */
128 if (!current_floor_ptr->dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
129 s64b_mul(&div_h, &div_l, 0, 5);
131 /* Do division first to prevent overflaw */
132 s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
134 /* Special penalty for mutiply-monster */
135 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
137 int monnum_penarty = r_ptr->r_akills / 400;
138 if (monnum_penarty > 8) monnum_penarty = 8;
140 while (monnum_penarty--)
143 s64b_RSHIFT(new_exp, new_exp_frac, 2);
147 /* Special penalty for rest_and_shoot exp scum */
148 if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
150 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
151 if (over_damage > 32) over_damage = 32;
153 while (over_damage--)
156 s64b_mul(&new_exp, &new_exp_frac, 0, 9);
157 s64b_div(&new_exp, &new_exp_frac, 0, 10);
161 /* Finally multiply base experience point of the monster */
162 s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
164 /* Gain experience */
165 gain_exp_64(new_exp, new_exp_frac);
171 * @brief モンスターの時限ステータスを取得する
172 * @return m_idx モンスターの参照ID
173 * @return mproc_type モンスターの時限ステータスID
176 int get_mproc_idx(MONSTER_IDX m_idx, int mproc_type)
178 s16b *cur_mproc_list = current_floor_ptr->mproc_list[mproc_type];
181 for (i = current_floor_ptr->mproc_max[mproc_type] - 1; i >= 0; i--)
183 if (cur_mproc_list[i] == m_idx) return i;
190 * @brief モンスターの時限ステータスリストを追加する
191 * @return m_idx モンスターの参照ID
192 * @return mproc_type 追加したいモンスターの時限ステータスID
195 static void mproc_add(MONSTER_IDX m_idx, int mproc_type)
197 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;
202 * @brief モンスターの時限ステータスリストを削除
203 * @return m_idx モンスターの参照ID
204 * @return mproc_type 削除したいモンスターの時限ステータスID
207 static void mproc_remove(MONSTER_IDX m_idx, int mproc_type)
209 int mproc_idx = get_mproc_idx(m_idx, mproc_type);
210 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]];
215 * @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
218 void mproc_init(void)
224 /* Reset "current_floor_ptr->mproc_max[]" */
225 for (cmi = 0; cmi < MAX_MTIMED; cmi++) current_floor_ptr->mproc_max[cmi] = 0;
227 /* Process the monsters (backwards) */
228 for (i = m_max - 1; i >= 1; i--)
230 /* Access the monster */
231 m_ptr = ¤t_floor_ptr->m_list[i];
233 /* Ignore "dead" monsters */
234 if (!monster_is_valid(m_ptr)) continue;
236 for (cmi = 0; cmi < MAX_MTIMED; cmi++)
238 if (m_ptr->mtimed[cmi]) mproc_add(i, cmi);
245 * @brief モンスターの睡眠状態値をセットする。0で起きる。 /
246 * Set "m_ptr->mtimed[MTIMED_CSLEEP]", notice observable changes
247 * @param m_idx モンスター参照ID
249 * @return 別途更新処理が必要な場合TRUEを返す
251 bool set_monster_csleep(MONSTER_IDX m_idx, int v)
253 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
255 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
260 if (!MON_CSLEEP(m_ptr))
262 mproc_add(m_idx, MTIMED_CSLEEP);
270 if (MON_CSLEEP(m_ptr))
272 mproc_remove(m_idx, MTIMED_CSLEEP);
278 m_ptr->mtimed[MTIMED_CSLEEP] = (s16b)v;
280 if (!notice) return FALSE;
284 /* Update health bar as needed */
285 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
286 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
289 if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
296 * @brief モンスターの加速状態値をセット /
297 * Set "m_ptr->mtimed[MTIMED_FAST]", notice observable changes
298 * @param m_idx モンスター参照ID
300 * @return 別途更新処理が必要な場合TRUEを返す
302 bool set_monster_fast(MONSTER_IDX m_idx, int v)
304 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
306 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
311 if (!MON_FAST(m_ptr))
313 mproc_add(m_idx, MTIMED_FAST);
323 mproc_remove(m_idx, MTIMED_FAST);
329 m_ptr->mtimed[MTIMED_FAST] = (s16b)v;
331 if (!notice) return FALSE;
333 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
340 * Set "m_ptr->mtimed[MTIMED_SLOW]", notice observable changes
342 bool set_monster_slow(MONSTER_IDX m_idx, int v)
344 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
346 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
351 if (!MON_SLOW(m_ptr))
353 mproc_add(m_idx, MTIMED_SLOW);
363 mproc_remove(m_idx, MTIMED_SLOW);
369 m_ptr->mtimed[MTIMED_SLOW] = (s16b)v;
371 if (!notice) return FALSE;
373 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
380 * @brief モンスターの朦朧状態値をセット /
381 * Set "m_ptr->mtimed[MTIMED_STUNNED]", notice observable changes
382 * @param m_idx モンスター参照ID
384 * @return 別途更新処理が必要な場合TRUEを返す
386 bool set_monster_stunned(MONSTER_IDX m_idx, int v)
388 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
390 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
395 if (!MON_STUNNED(m_ptr))
397 mproc_add(m_idx, MTIMED_STUNNED);
405 if (MON_STUNNED(m_ptr))
407 mproc_remove(m_idx, MTIMED_STUNNED);
413 m_ptr->mtimed[MTIMED_STUNNED] = (s16b)v;
420 * @brief モンスターの混乱状態値をセット /
421 * Set "m_ptr->mtimed[MTIMED_CONFUSED]", notice observable changes
422 * @param m_idx モンスター参照ID
424 * @return 別途更新処理が必要な場合TRUEを返す
426 bool set_monster_confused(MONSTER_IDX m_idx, int v)
428 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
430 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
435 if (!MON_CONFUSED(m_ptr))
437 mproc_add(m_idx, MTIMED_CONFUSED);
445 if (MON_CONFUSED(m_ptr))
447 mproc_remove(m_idx, MTIMED_CONFUSED);
453 m_ptr->mtimed[MTIMED_CONFUSED] = (s16b)v;
460 * @brief モンスターの恐慌状態値をセット /
461 * Set "m_ptr->mtimed[MTIMED_MONFEAR]", notice observable changes
462 * @param m_idx モンスター参照ID
464 * @return 別途更新処理が必要な場合TRUEを返す
466 bool set_monster_monfear(MONSTER_IDX m_idx, int v)
468 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
470 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
475 if (!MON_MONFEAR(m_ptr))
477 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 = ¤t_floor_ptr->m_list[m_idx];
520 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
525 if (!MON_INVULNER(m_ptr))
527 mproc_add(m_idx, MTIMED_INVULNER);
535 if (MON_INVULNER(m_ptr))
537 mproc_remove(m_idx, MTIMED_INVULNER);
538 if (energy_need && !p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
544 m_ptr->mtimed[MTIMED_INVULNER] = (s16b)v;
546 if (!notice) return FALSE;
550 /* Update health bar as needed */
551 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
552 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
559 static u32b csleep_noise;
562 * @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
563 * @param m_idx モンスター参照ID
564 * @param mtimed_idx 更新するモンスターの時限ステータスID
567 static void process_monsters_mtimed_aux(MONSTER_IDX m_idx, int mtimed_idx)
569 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
575 monster_race *r_ptr = &r_info[m_ptr->r_idx];
577 /* Assume does not wake up */
580 /* Hack -- Require proximity */
581 if (m_ptr->cdis < AAF_LIMIT)
583 /* Handle "sensing radius" */
584 if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
590 /* Handle "sight" and "aggravation" */
591 else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
600 u32b notice = randint0(1024);
602 /* Nightmare monsters are more alert */
603 if (ironman_nightmare) notice /= 2;
605 /* Hack -- See if monster "notices" player */
606 if ((notice * notice * notice) <= csleep_noise)
608 /* Hack -- amount of "waking" */
609 /* Wake up faster near the player */
610 int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
612 /* Hack -- amount of "waking" is affected by speed of player */
613 d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
616 /* Monster wakes up "a little bit" */
619 if (!set_monster_csleep(m_idx, MON_CSLEEP(m_ptr) - d))
621 /* Notice the "not waking up" */
622 if (is_original_ap_and_seen(m_ptr))
624 /* Hack -- Count the ignores */
625 if (r_ptr->r_ignore < MAX_UCHAR) r_ptr->r_ignore++;
632 /* Notice the "waking up" */
635 GAME_TEXT m_name[MAX_NLEN];
636 monster_desc(m_name, m_ptr, 0);
637 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
640 if (is_original_ap_and_seen(m_ptr))
642 /* Hack -- Count the wakings */
643 if (r_ptr->r_wake < MAX_UCHAR) r_ptr->r_wake++;
652 /* Reduce by one, note if expires */
653 if (set_monster_fast(m_idx, MON_FAST(m_ptr) - 1))
657 GAME_TEXT m_name[MAX_NLEN];
658 monster_desc(m_name, m_ptr, 0);
659 msg_format(_("%^sはもう加速されていない。", "%^s is no longer fast."), m_name);
665 /* Reduce by one, note if expires */
666 if (set_monster_slow(m_idx, MON_SLOW(m_ptr) - 1))
670 GAME_TEXT m_name[MAX_NLEN];
671 monster_desc(m_name, m_ptr, 0);
672 msg_format(_("%^sはもう減速されていない。", "%^s is no longer slow."), m_name);
679 int rlev = r_info[m_ptr->r_idx].level;
681 /* Recover from stun */
682 if (set_monster_stunned(m_idx, (randint0(10000) <= rlev * rlev) ? 0 : (MON_STUNNED(m_ptr) - 1)))
684 /* Message if visible */
687 GAME_TEXT m_name[MAX_NLEN];
688 monster_desc(m_name, m_ptr, 0);
689 msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
695 case MTIMED_CONFUSED:
696 /* Reduce the confusion */
697 if (set_monster_confused(m_idx, MON_CONFUSED(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
699 /* Message if visible */
702 GAME_TEXT m_name[MAX_NLEN];
703 monster_desc(m_name, m_ptr, 0);
704 msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
710 /* Reduce the fear */
711 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
716 GAME_TEXT m_name[MAX_NLEN];
720 /* Acquire the monster possessive */
721 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
723 monster_desc(m_name, m_ptr, 0);
725 msg_format("%^sは勇気を取り戻した。", m_name);
727 msg_format("%^s recovers %s courage.", m_name, m_poss);
733 case MTIMED_INVULNER:
734 /* Reduce by one, note if expires */
735 if (set_monster_invulner(m_idx, MON_INVULNER(m_ptr) - 1, TRUE))
739 GAME_TEXT m_name[MAX_NLEN];
740 monster_desc(m_name, m_ptr, 0);
741 msg_format(_("%^sはもう無敵でない。", "%^s is no longer invulnerable."), m_name);
750 * @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
751 * @param mtimed_idx 更新するモンスターの時限ステータスID
754 * Process the counters of monsters (once per 10 game turns)\n
755 * These functions are to process monsters' counters same as player's.
757 void process_monsters_mtimed(int mtimed_idx)
760 s16b *cur_mproc_list = current_floor_ptr->mproc_list[mtimed_idx];
762 /* Hack -- calculate the "player noise" */
763 if (mtimed_idx == MTIMED_CSLEEP) csleep_noise = (1L << (30 - p_ptr->skill_stl));
765 /* Process the monsters (backwards) */
766 for (i = current_floor_ptr->mproc_max[mtimed_idx] - 1; i >= 0; i--)
768 /* Access the monster */
769 process_monsters_mtimed_aux(cur_mproc_list[i], mtimed_idx);
774 * @brief モンスターへの魔力消去処理
775 * @param m_idx 魔力消去を受けるモンスターの参照ID
778 void dispel_monster_status(MONSTER_IDX m_idx)
780 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
781 GAME_TEXT m_name[MAX_NLEN];
783 monster_desc(m_name, m_ptr, 0);
784 if (set_monster_invulner(m_idx, 0, TRUE))
786 if (m_ptr->ml) msg_format(_("%sはもう無敵ではない。", "%^s is no longer invulnerable."), m_name);
788 if (set_monster_fast(m_idx, 0))
790 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);
792 if (set_monster_slow(m_idx, 0))
794 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);
799 * @brief モンスターの時間停止処理
800 * @param num 時間停止を行った敵が行動できる回数
801 * @param who 時間停止処理の主体ID
802 * @param vs_player TRUEならば時間停止開始処理を行う
803 * @return 時間停止が行われている状態ならばTRUEを返す
805 bool set_monster_timewalk(int num, MONSTER_IDX who, bool vs_player)
807 monster_type *m_ptr = ¤t_floor_ptr->m_list[hack_m_idx]; /* the world monster */
809 if (current_world_ptr->timewalk_m_idx) return (FALSE);
813 GAME_TEXT m_name[MAX_NLEN];
814 monster_desc(m_name, m_ptr, 0);
817 msg_format(_("「『ザ・ワールド』!時は止まった!」", "%s yells 'The World! Time has stopped!'"), m_name);
819 msg_format(_("「時よ!」", "%s yells 'Time!'"), m_name);
820 else msg_print("hek!");
825 /* This monster cast spells */
826 current_world_ptr->timewalk_m_idx = hack_m_idx;
828 if (vs_player) do_cmd_redraw();
832 if (!monster_is_valid(m_ptr)) break;
833 process_monster(current_world_ptr->timewalk_m_idx);
837 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
840 p_ptr->redraw |= (PR_MAP);
841 p_ptr->update |= (PU_MONSTERS);
842 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
844 current_world_ptr->timewalk_m_idx = 0;
845 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)))
847 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
856 * @brief モンスターの経験値取得処理
857 * @param m_idx 経験値を得るモンスターの参照ID
858 * @param s_idx 撃破されたモンスター種族の参照ID
861 void monster_gain_exp(MONSTER_IDX m_idx, MONRACE_IDX s_idx)
867 if (m_idx <= 0 || s_idx <= 0) return;
869 m_ptr = ¤t_floor_ptr->m_list[m_idx];
871 if (!monster_is_valid(m_ptr)) return;
873 r_ptr = &r_info[m_ptr->r_idx];
874 s_ptr = &r_info[s_idx];
876 if (p_ptr->inside_battle) return;
878 if (!r_ptr->next_exp) return;
880 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
881 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
882 if (!current_floor_ptr->dun_level) new_exp /= 5;
883 m_ptr->exp += new_exp;
884 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
886 if (m_ptr->exp >= r_ptr->next_exp)
888 GAME_TEXT m_name[MAX_NLEN];
889 int old_hp = m_ptr->hp;
890 int old_maxhp = m_ptr->max_maxhp;
891 int old_r_idx = m_ptr->r_idx;
892 byte old_sub_align = m_ptr->sub_align;
894 /* Hack -- Reduce the racial counter of previous monster */
895 real_r_ptr(m_ptr)->cur_num--;
897 monster_desc(m_name, m_ptr, 0);
898 m_ptr->r_idx = r_ptr->next_r_idx;
900 /* Count the monsters on the level */
901 real_r_ptr(m_ptr)->cur_num++;
903 m_ptr->ap_r_idx = m_ptr->r_idx;
904 r_ptr = &r_info[m_ptr->r_idx];
906 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
908 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
912 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
914 if (ironman_nightmare)
916 HIT_POINT hp = m_ptr->max_maxhp * 2L;
917 m_ptr->max_maxhp = MIN(30000, hp);
919 m_ptr->maxhp = m_ptr->max_maxhp;
920 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
922 /* dealt damage is 0 at initial*/
923 m_ptr->dealt_damage = 0;
925 /* Extract the monster base speed */
926 m_ptr->mspeed = get_mspeed(r_ptr);
928 /* Sub-alignment of a monster */
929 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
930 m_ptr->sub_align = old_sub_align;
933 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
934 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
935 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
940 if (is_pet(m_ptr) || m_ptr->ml)
942 if (!ignore_unview || player_can_see_bold(m_ptr->fy, m_ptr->fx))
946 monster_race *hallu_race;
950 hallu_race = &r_info[randint1(max_r_idx - 1)];
951 } while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
952 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + hallu_race->name);
956 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + r_ptr->name);
960 if (!p_ptr->image) r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
962 /* Now you feel very close to this pet. */
963 m_ptr->parent_m_idx = 0;
965 update_monster(m_idx, FALSE);
966 lite_spot(m_ptr->fy, m_ptr->fx);
968 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;
972 * @brief モンスターのHPをダメージに応じて減算する /
973 * Decreases monsters hit points, handling monster death.
974 * @param dam 与えたダメージ量
975 * @param m_idx ダメージを与えたモンスターのID
976 * @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
977 * @param note モンスターが倒された際の特別なメッセージ述語
981 * We return TRUE if the monster has been killed (and deleted).
982 * We announce monster death (using an optional "death message"
983 * if given, and a otherwise a generic killed/destroyed message).
984 * Only "physical attacks" can induce the "You have slain" message.
985 * Missile and Spell attacks will induce the "dies" message, or
986 * various "specialized" messages. Note that "You have destroyed"
987 * and "is destroyed" are synonyms for "You have slain" and "dies".
988 * Hack -- unseen monsters yield "You have killed it." message.
989 * Added fear (DGK) and check whether to print fear messages -CWS
990 * Made name, sex, and capitalization generic -BEN-
991 * As always, the "ghost" processing is a total hack.
992 * Hack -- we "delay" fear messages by passing around a "fear" flag.
993 * Consider decreasing monster experience over time, say,
994 * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
995 * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
996 * monster worth more than subsequent monsters. This would also need
997 * to induce changes in the monster recall code.
1000 bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, concptr note)
1002 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1003 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1004 monster_type exp_mon;
1006 /* Innocent until proven otherwise */
1007 bool innocent = TRUE, thief = FALSE;
1011 (void)COPY(&exp_mon, m_ptr, monster_type);
1013 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1015 get_exp_from_mon(expdam, &exp_mon);
1017 /* Genocided by chaos patron */
1018 if (!monster_is_valid(m_ptr)) m_idx = 0;
1020 /* Redraw (later) if needed */
1021 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1022 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1024 (void)set_monster_csleep(m_idx, 0);
1026 /* Hack - Cancel any special player stealth magics. -LM- */
1027 if (p_ptr->special_defense & NINJA_S_STEALTH)
1029 set_superstealth(FALSE);
1032 /* Genocided by chaos patron */
1033 if (!m_idx) return TRUE;
1036 m_ptr->dealt_damage += dam;
1038 if (m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1042 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);
1045 /* It is dead now */
1048 GAME_TEXT m_name[MAX_NLEN];
1050 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1052 /* You might have unmasked Tanuki first time */
1053 r_ptr = &r_info[m_ptr->r_idx];
1054 m_ptr->ap_r_idx = m_ptr->r_idx;
1055 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1058 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1060 /* You might have unmasked Chameleon first time */
1061 r_ptr = real_r_ptr(m_ptr);
1062 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1065 if (!(m_ptr->smart & SM_CLONED))
1067 /* When the player kills a Unique, it stays dead */
1068 if (r_ptr->flags1 & RF1_UNIQUE)
1072 /* Mega-Hack -- Banor & Lupart */
1073 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1075 r_info[MON_BANORLUPART].max_num = 0;
1076 r_info[MON_BANORLUPART].r_pkills++;
1077 r_info[MON_BANORLUPART].r_akills++;
1078 if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1080 else if (m_ptr->r_idx == MON_BANORLUPART)
1082 r_info[MON_BANOR].max_num = 0;
1083 r_info[MON_BANOR].r_pkills++;
1084 r_info[MON_BANOR].r_akills++;
1085 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1086 r_info[MON_LUPART].max_num = 0;
1087 r_info[MON_LUPART].r_pkills++;
1088 r_info[MON_LUPART].r_akills++;
1089 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1093 /* When the player kills a Nazgul, it stays dead */
1094 else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1097 /* Count all monsters killed */
1098 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1100 /* Recall even invisible uniques or winners */
1101 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1103 /* Count kills this life */
1104 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1105 else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1107 /* Count kills in all lives */
1108 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1109 else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1111 /* Hack -- Auto-recall */
1112 monster_race_track(m_ptr->ap_r_idx);
1115 /* Extract monster name */
1116 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1118 /* Don't kill Amberites */
1119 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1121 int curses = 1 + randint1(3);
1122 bool stop_ty = FALSE;
1125 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);
1126 curse_equipment(100, 50);
1130 stop_ty = activate_ty_curse(stop_ty, &count);
1134 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1136 char line_got[1024];
1137 if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
1139 msg_format("%^s %s", m_name, line_got);
1143 if (m_ptr->r_idx == MON_SERPENT)
1145 screen_dump = make_screen_dump();
1150 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
1152 if (!current_floor_ptr->dun_level && !p_ptr->ambush_flag && !p_ptr->inside_arena)
1154 chg_virtue(V_VALOUR, -1);
1156 else if (r_ptr->level > current_floor_ptr->dun_level)
1158 if (randint1(10) <= (r_ptr->level - current_floor_ptr->dun_level))
1159 chg_virtue(V_VALOUR, 1);
1161 if (r_ptr->level > 60)
1163 chg_virtue(V_VALOUR, 1);
1165 if (r_ptr->level >= 2 * (p_ptr->lev + 1))
1166 chg_virtue(V_VALOUR, 2);
1169 if (r_ptr->flags1 & RF1_UNIQUE)
1171 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1173 if (r_ptr->flags3 & RF3_GOOD)
1175 chg_virtue(V_UNLIFE, 2);
1176 chg_virtue(V_VITALITY, -2);
1179 if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1182 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1184 chg_virtue(V_COMPASSION, -1);
1187 if ((r_ptr->flags3 & RF3_GOOD) && ((r_ptr->level) / 10 + (3 * current_floor_ptr->dun_level) >= randint1(100)))
1188 chg_virtue(V_UNLIFE, 1);
1190 if (r_ptr->d_char == 'A')
1192 if (r_ptr->flags1 & RF1_UNIQUE)
1193 chg_virtue(V_FAITH, -2);
1194 else if ((r_ptr->level) / 10 + (3 * current_floor_ptr->dun_level) >= randint1(100))
1196 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1197 else chg_virtue(V_FAITH, 1);
1200 else if (r_ptr->flags3 & RF3_DEMON)
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))
1205 chg_virtue(V_FAITH, 1);
1208 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1209 chg_virtue(V_VITALITY, 2);
1211 if (r_ptr->r_deaths)
1213 if (r_ptr->flags1 & RF1_UNIQUE)
1215 chg_virtue(V_HONOUR, 10);
1217 else if ((r_ptr->level) / 10 + (2 * current_floor_ptr->dun_level) >= randint1(100))
1219 chg_virtue(V_HONOUR, 1);
1222 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1224 chg_virtue(V_VALOUR, -1);
1227 for (i = 0; i < 4; i++)
1229 if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1231 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1232 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1234 thief = TRUE; /* Thief! */
1237 /* The new law says it is illegal to live in the dungeon */
1238 if (r_ptr->level != 0) innocent = FALSE;
1242 if (r_ptr->flags1 & RF1_UNIQUE)
1243 chg_virtue(V_JUSTICE, 3);
1244 else if (1 + ((r_ptr->level) / 10 + (2 * current_floor_ptr->dun_level)) >= randint1(100))
1245 chg_virtue(V_JUSTICE, 1);
1249 chg_virtue(V_JUSTICE, -1);
1252 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)))
1254 if (one_in_(4)) chg_virtue(V_NATURE, -1);
1257 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1260 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? _("(クローン)", "(Clone)") : "");
1261 do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
1267 /* Death by Missile/Spell attack */
1270 msg_format("%^s%s", m_name, note);
1273 /* Death by physical attack -- invisible monster */
1274 else if (!m_ptr->ml)
1277 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1278 msg_format("せっかくだから%sを殺した。", m_name);
1280 msg_format("%sを殺した。", m_name);
1282 msg_format("You have killed %s.", m_name);
1287 /* Death by Physical attack -- non-living monster */
1288 else if (!monster_living(m_ptr->r_idx))
1290 bool explode = FALSE;
1292 for (i = 0; i < 4; i++)
1294 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
1297 /* Special note at death */
1299 msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
1303 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1304 msg_format("せっかくだから%sを倒した。", m_name);
1306 msg_format("%sを倒した。", m_name);
1308 msg_format("You have destroyed %s.", m_name);
1313 /* Death by Physical attack -- living monster */
1317 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1318 msg_format("せっかくだから%sを葬り去った。", m_name);
1320 msg_format("%sを葬り去った。", m_name);
1322 msg_format("You have slain %s.", m_name);
1326 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
1328 for (i = 0; i < MAX_KUBI; i++)
1330 if ((current_world_ptr->bounty_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
1332 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);
1338 /* Generate treasure */
1339 monster_death(m_idx, TRUE);
1341 /* Mega hack : replace IKETA to BIKETAL */
1342 if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->inside_arena || p_ptr->inside_battle))
1344 POSITION dummy_y = m_ptr->fy;
1345 POSITION dummy_x = m_ptr->fx;
1346 BIT_FLAGS mode = 0L;
1347 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1348 delete_monster_idx(m_idx);
1349 if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
1351 msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!"));
1356 delete_monster_idx(m_idx);
1359 get_exp_from_mon((long)exp_mon.max_maxhp * 2, &exp_mon);
1364 /* Monster is dead */
1371 /* Mega-Hack -- Pain cancels fear */
1372 if (MON_MONFEAR(m_ptr) && (dam > 0))
1375 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
1382 /* Sometimes a monster gets scared by damage */
1383 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
1385 /* Percentage of fully healthy */
1386 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
1389 * Run (sometimes) if at 10% or less of max hit points,
1390 * or (usually) when hit for half its current hit points
1392 if ((randint1(10) >= percentage) || ((dam >= m_ptr->hp) && (randint0(100) < 80)))
1394 /* Hack -- note fear */
1397 /* Hack -- Add some timed fear */
1398 (void)set_monster_monfear(m_idx, (randint1(10) +
1399 (((dam >= m_ptr->hp) && (percentage > 7)) ?
1400 20 : ((11 - percentage) * 5))));
1410 bool monster_is_valid(monster_type *m_ptr)
1412 return (m_ptr->r_idx != 0);