3 * @brief モンスター処理 / misc code for monsters
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
10 * 2014 Deskull rearranged comment for Doxygen.
20 #include "object-flavor.h"
21 #include "monsterrace-hook.h"
22 #include "monster-status.h"
25 #include "spells-summon.h"
28 #include "player-move.h"
29 #include "player-status.h"
30 #include "player-race.h"
33 #include "monster-spell.h"
35 #include "view-mainwindow.h"
37 #include "monsterrace.h"
39 #include "targeting.h"
41 #define HORDE_NOGOOD 0x01 /*!< (未実装フラグ)HORDE生成でGOODなモンスターの生成を禁止する? */
42 #define HORDE_NOEVIL 0x02 /*!< (未実装フラグ)HORDE生成でEVILなモンスターの生成を禁止する? */
44 MONSTER_IDX hack_m_idx = 0; /* Hack -- see "process_monsters()" */
45 MONSTER_IDX hack_m_idx_ii = 0;
48 * @brief モンスターの目標地点をセットする / Set the target of counter attack
49 * @param m_ptr モンスターの参照ポインタ
54 void set_target(monster_type *m_ptr, POSITION y, POSITION x)
62 * @brief モンスターの目標地点をリセットする / Reset the target of counter attack
63 * @param m_ptr モンスターの参照ポインタ
66 void reset_target(monster_type *m_ptr)
68 set_target(m_ptr, 0, 0);
73 * @brief モンスターの真の種族を返す / Extract monster race pointer of a monster's true form
74 * @param m_ptr モンスターの参照ポインタ
75 * @return 本当のモンスター種族参照ポインタ
77 monster_race *real_r_ptr(monster_type *m_ptr)
79 return &r_info[real_r_idx(m_ptr)];
82 MONRACE_IDX real_r_idx(monster_type *m_ptr)
84 monster_race *r_ptr = &r_info[m_ptr->r_idx];
86 /* Extract real race */
87 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
89 if (r_ptr->flags1 & RF1_UNIQUE)
90 return MON_CHAMELEON_K;
102 * @brief モンスター配列からモンスターを消去する / Delete a monster by index.
103 * @param i 消去するモンスターのID
106 * モンスターを削除するとそのモンスターが拾っていたアイテムも同時に削除される。 /
107 * When a monster is deleted, all of its objects are deleted.
109 void delete_monster_idx(MONSTER_IDX i)
112 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
113 monster_race *r_ptr = &r_info[m_ptr->r_idx];
114 OBJECT_IDX this_o_idx, next_o_idx = 0;
119 /* Hack -- Reduce the racial counter */
120 real_r_ptr(m_ptr)->cur_num--;
122 /* Hack -- count the number of "reproducers" */
123 if (r_ptr->flags2 & (RF2_MULTIPLY)) current_floor_ptr->num_repro--;
125 if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(i, 0);
126 if (MON_FAST(m_ptr)) (void)set_monster_fast(i, 0);
127 if (MON_SLOW(m_ptr)) (void)set_monster_slow(i, 0);
128 if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(i, 0);
129 if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(i, 0);
130 if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(i, 0);
131 if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(i, 0, FALSE);
133 /* Hack -- remove target monster */
134 if (i == target_who) target_who = 0;
136 /* Hack -- remove tracked monster */
137 if (i == p_ptr->health_who) health_track(0);
139 if (pet_t_m_idx == i ) pet_t_m_idx = 0;
140 if (riding_t_m_idx == i) riding_t_m_idx = 0;
141 if (p_ptr->riding == i) p_ptr->riding = 0;
143 /* Monster is gone */
144 current_floor_ptr->grid_array[y][x].m_idx = 0;
146 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
149 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
150 next_o_idx = o_ptr->next_o_idx;
153 * o_ptr->held_m_idx is needed in delete_object_idx()
154 * to prevent calling lite_spot()
157 delete_object_idx(this_o_idx);
160 (void)WIPE(m_ptr, monster_type);
163 current_floor_ptr->m_cnt--;
166 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
168 p_ptr->update |= (PU_MON_LITE);
174 * @brief 指定位置に存在するモンスターを削除する / Delete the monster, if any, at a given location
179 void delete_monster(POSITION y, POSITION x)
182 if (!in_bounds(y, x)) return;
185 g_ptr = ¤t_floor_ptr->grid_array[y][x];
187 /* Delete the monster (if any) */
188 if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
193 * @brief モンスター情報を配列内移動する / Move an object from index i1 to index i2 in the object list
198 static void compact_monsters_aux(MONSTER_IDX i1, MONSTER_IDX i2)
204 OBJECT_IDX this_o_idx, next_o_idx = 0;
207 if (i1 == i2) return;
210 m_ptr = ¤t_floor_ptr->m_list[i1];
216 g_ptr = ¤t_floor_ptr->grid_array[y][x];
218 /* Update the current_floor_ptr->grid_array */
221 /* Repair objects being carried by monster */
222 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
225 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
226 next_o_idx = o_ptr->next_o_idx;
228 /* Reset monster pointer */
229 o_ptr->held_m_idx = i2;
232 /* Hack -- Update the target */
233 if (target_who == i1) target_who = i2;
235 /* Hack -- Update the target */
236 if (pet_t_m_idx == i1) pet_t_m_idx = i2;
237 if (riding_t_m_idx == i1) riding_t_m_idx = i2;
239 /* Hack -- Update the riding */
240 if (p_ptr->riding == i1) p_ptr->riding = i2;
242 /* Hack -- Update the health bar */
243 if (p_ptr->health_who == i1) health_track(i2);
245 /* Hack -- Update parent index */
248 for (i = 1; i < current_floor_ptr->m_max; i++)
250 monster_type *m2_ptr = ¤t_floor_ptr->m_list[i];
252 if (m2_ptr->parent_m_idx == i1)
253 m2_ptr->parent_m_idx = i2;
258 (void)COPY(¤t_floor_ptr->m_list[i2], ¤t_floor_ptr->m_list[i1], monster_type);
261 (void)WIPE(¤t_floor_ptr->m_list[i1], monster_type);
263 for (i = 0; i < MAX_MTIMED; i++)
265 int mproc_idx = get_mproc_idx(i1, i);
266 if (mproc_idx >= 0) current_floor_ptr->mproc_list[i][mproc_idx] = i2;
272 * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
273 * @param size 圧縮後のモンスター件数目標
276 * This function can be very dangerous, use with caution!
278 * When actually "compacting" monsters, we base the saving throw
279 * on a combination of monster level, distance from player, and
280 * current "desperation".
282 * After "compacting" (if needed), we "reorder" the monsters into a more
283 * compact order, and we reset the allocation info, and the "live" array.
285 void compact_monsters(int size)
289 int cur_lev, cur_dis, chance;
291 /* Message (only if compacting) */
292 if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
295 /* Compact at least 'size' objects */
296 for (num = 0, cnt = 1; num < size; cnt++)
298 /* Get more vicious each iteration */
301 /* Get closer each iteration */
302 cur_dis = 5 * (20 - cnt);
304 /* Check all the monsters */
305 for (i = 1; i < current_floor_ptr->m_max; i++)
307 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
309 monster_race *r_ptr = &r_info[m_ptr->r_idx];
311 /* Paranoia -- skip "dead" monsters */
312 if (!monster_is_valid(m_ptr)) continue;
314 /* Hack -- High level monsters start out "immune" */
315 if (r_ptr->level > cur_lev) continue;
317 if (i == p_ptr->riding) continue;
319 /* Ignore nearby monsters */
320 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
322 /* Saving throw chance */
325 /* Only compact "Quest" Monsters in emergencies */
326 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
328 /* Try not to compact Unique Monsters */
329 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
331 /* All monsters get a saving throw */
332 if (randint0(100) < chance) continue;
334 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
336 GAME_TEXT m_name[MAX_NLEN];
337 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
338 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
341 delete_monster_idx(i);
343 /* Count the monster */
349 /* Excise dead monsters (backwards!) */
350 for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
352 /* Get the i'th monster */
353 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
355 /* Skip real monsters */
356 if (m_ptr->r_idx) continue;
358 /* Move last monster into open hole */
359 compact_monsters_aux(current_floor_ptr->m_max - 1, i);
361 /* Compress "current_floor_ptr->m_max" */
362 current_floor_ptr->m_max--;
368 * @brief プレイヤーのフロア離脱に伴う全モンスター配列の消去 / Delete/Remove all the monsters when the player leaves the level
371 * This is an efficient method of simulating multiple calls to the
372 * "delete_monster()" function, with no visual effects.
374 void wipe_m_list(void)
378 /* Hack -- if Banor or Lupart dies, stay another dead */
379 if (!r_info[MON_BANORLUPART].max_num)
381 if (r_info[MON_BANOR].max_num)
383 r_info[MON_BANOR].max_num = 0;
384 r_info[MON_BANOR].r_pkills++;
385 r_info[MON_BANOR].r_akills++;
386 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
388 if (r_info[MON_LUPART].max_num)
390 r_info[MON_LUPART].max_num = 0;
391 r_info[MON_LUPART].r_pkills++;
392 r_info[MON_LUPART].r_akills++;
393 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
397 /* Delete all the monsters */
398 for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
400 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
401 if (!monster_is_valid(m_ptr)) continue;
403 /* Monster is gone */
404 current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
406 (void)WIPE(m_ptr, monster_type);
411 * Wiping racial counters of all monsters and incrementing of racial
412 * counters of monsters in party_mon[] are required to prevent multiple
413 * generation of unique monster who is the minion of player.
416 /* Hack -- Wipe the racial counter of all monster races */
417 for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
419 /* Reset "current_floor_ptr->m_max" */
420 current_floor_ptr->m_max = 1;
422 /* Reset "current_floor_ptr->m_cnt" */
423 current_floor_ptr->m_cnt = 0;
425 /* Reset "current_floor_ptr->mproc_max[]" */
426 for (i = 0; i < MAX_MTIMED; i++) current_floor_ptr->mproc_max[i] = 0;
428 /* Hack -- reset "reproducer" count */
429 current_floor_ptr->num_repro = 0;
431 /* Hack -- no more target */
436 /* Hack -- no more tracking */
442 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
443 * @return 利用可能なモンスター配列の添字
445 * This routine should almost never fail, but it *can* happen.
447 MONSTER_IDX m_pop(void)
451 /* Normal allocation */
452 if (current_floor_ptr->m_max < current_floor_ptr->max_m_idx)
454 /* Access the next hole */
455 i = current_floor_ptr->m_max;
457 /* Expand the array */
458 current_floor_ptr->m_max++;
461 current_floor_ptr->m_cnt++;
463 /* Return the index */
467 /* Recycle dead monsters */
468 for (i = 1; i < current_floor_ptr->m_max; i++)
472 /* Acquire monster */
473 m_ptr = ¤t_floor_ptr->m_list[i];
475 /* Skip live monsters */
476 if (m_ptr->r_idx) continue;
479 current_floor_ptr->m_cnt++;
481 /* Use this monster */
485 /* Warn the player (except during dungeon creation) */
486 if (current_world_ptr->character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
488 /* Try not to crash */
496 * @var summon_specific_type
497 * @brief 召喚条件を指定するグローバル変数 / Hack -- the "type" of the current "summon specific"
498 * @todo summon_specific_typeグローバル変数の除去と関数引数への代替を行う
500 static int summon_specific_type = 0;
504 * @var summon_specific_who
505 * @brief 召喚を行ったプレイヤーあるいはモンスターのIDを示すグローバル変数 / Hack -- the index of the summoning monster
506 * @todo summon_specific_who グローバル変数の除去と関数引数への代替を行う
508 static int summon_specific_who = -1;
511 * @var summon_unique_okay
512 * @brief 召喚対象にユニークを含めるかを示すグローバル変数 / summoning unique enable
513 * @todo summon_unique_okay グローバル変数の除去と関数引数への代替を行う
515 static bool summon_unique_okay = FALSE;
518 * @brief 指定されたモンスター種族がsummon_specific_typeで指定された召喚条件に合うかどうかを返す
519 * @return 召喚条件が一致するならtrue
522 static bool summon_specific_aux(MONRACE_IDX summoner_idx, MONRACE_IDX r_idx)
524 monster_race *r_ptr = &r_info[r_idx];
527 /* Check our requirements */
528 switch (summon_specific_type)
532 okay = (r_ptr->d_char == 'a');
538 okay = (r_ptr->d_char == 'S');
544 okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
550 okay = (r_ptr->d_char == 'M');
556 okay = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
562 okay = (r_ptr->flags3 & RF3_DEMON);
568 okay = (r_ptr->flags3 & RF3_UNDEAD);
574 okay = (r_ptr->flags3 & RF3_DRAGON);
578 case SUMMON_HI_UNDEAD:
580 okay = ((r_ptr->d_char == 'L') ||
581 (r_ptr->d_char == 'V') ||
582 (r_ptr->d_char == 'W'));
586 case SUMMON_HI_DRAGON:
588 okay = (r_ptr->d_char == 'D');
592 case SUMMON_HI_DEMON:
594 okay = (((r_ptr->d_char == 'U') ||
595 (r_ptr->d_char == 'H') ||
596 (r_ptr->d_char == 'B')) &&
597 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
601 case SUMMON_AMBERITES:
603 okay = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
609 okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
615 okay = (r_ptr->d_char == 'm');
620 okay = (r_ptr->d_char == 'b');
623 case SUMMON_QUYLTHULG:
625 okay = (r_ptr->d_char == 'Q');
629 case SUMMON_COIN_MIMIC:
631 okay = (r_ptr->d_char == '$');
637 okay = ((r_ptr->d_char == '!') ||
638 (r_ptr->d_char == '?') ||
639 (r_ptr->d_char == '=') ||
640 (r_ptr->d_char == '$') ||
641 (r_ptr->d_char == '|'));
647 okay = (r_ptr->d_char == 'g');
653 okay = ((r_ptr->d_char == 'U') &&
654 (r_ptr->flags4 & RF4_ROCKET));
660 SYMBOL_CODE summon_kin_type;
663 summon_kin_type = r_info[summoner_idx].d_char;
667 summon_kin_type = get_summon_symbol_from_player(p_ptr);
670 okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
676 okay = (r_idx == MON_DAWN);
682 okay = (r_ptr->flags3 & (RF3_ANIMAL));
686 case SUMMON_ANIMAL_RANGER:
688 okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
689 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
690 !(r_ptr->flags3 & (RF3_DRAGON)) &&
691 !(r_ptr->flags3 & (RF3_EVIL)) &&
692 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
693 !(r_ptr->flags3 & (RF3_DEMON)) &&
694 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
695 !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
699 case SUMMON_HI_DRAGON_LIVING:
701 okay = ((r_ptr->d_char == 'D') && monster_living(r_idx));
707 okay = monster_living(r_idx);
713 okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
717 case SUMMON_BLUE_HORROR:
719 okay = (r_idx == MON_BLUE_HORROR);
723 case SUMMON_ELEMENTAL:
725 okay = (r_ptr->d_char == 'E');
731 okay = (r_ptr->d_char == 'v');
737 okay = (r_ptr->d_char == 'H');
743 okay = (r_ptr->d_char == 'B');
747 case SUMMON_KAMIKAZE:
750 for (i = 0; i < 4; i++)
751 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
755 case SUMMON_KAMIKAZE_LIVING:
759 for (i = 0; i < 4; i++)
760 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
761 okay = (okay && monster_living(r_idx));
767 okay = (r_idx == MON_MANES);
773 okay = (r_idx == MON_LOUSE);
777 case SUMMON_GUARDIANS:
779 okay = (r_ptr->flags7 & RF7_GUARDIAN);
785 okay = ((r_idx == MON_NOV_PALADIN) ||
786 (r_idx == MON_NOV_PALADIN_G) ||
787 (r_idx == MON_PALADIN) ||
788 (r_idx == MON_W_KNIGHT) ||
789 (r_idx == MON_ULTRA_PALADIN) ||
790 (r_idx == MON_KNI_TEMPLAR));
796 okay = (r_ptr->d_char == 'B' &&
797 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
798 (r_ptr->flags8 & RF8_WILD_ONLY));
802 case SUMMON_PIRANHAS:
804 okay = (r_idx == MON_PIRANHA);
808 case SUMMON_ARMAGE_GOOD:
810 okay = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
814 case SUMMON_ARMAGE_EVIL:
816 okay = ((r_ptr->flags3 & RF3_DEMON) ||
817 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
821 /* Since okay is int, "return (okay);" is not correct. */
822 return (bool)(okay ? TRUE : FALSE);
826 * @var chameleon_change_m_idx
827 * @brief カメレオンの変身先モンスターIDを受け渡すためのグローバル変数
828 * @todo 変数渡しの問題などもあるができればchameleon_change_m_idxのグローバル変数を除去し、関数引き渡しに移行すること
830 static int chameleon_change_m_idx = 0;
834 * @brief 指定されたモンスター種族がダンジョンの制限にかかるかどうかをチェックする / Some dungeon types restrict the possible monsters.
835 * @param r_idx チェックするモンスター種族ID
836 * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
838 static bool restrict_monster_to_dungeon(DUNGEON_IDX d_idx, MONRACE_IDX r_idx)
840 dungeon_type *d_ptr = &d_info[d_idx];
841 monster_race *r_ptr = &r_info[r_idx];
844 if (d_ptr->flags1 & DF1_CHAMELEON)
846 if (chameleon_change_m_idx) return TRUE;
848 if (d_ptr->flags1 & DF1_NO_MAGIC)
850 if (r_idx != MON_CHAMELEON &&
852 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
853 !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
854 !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
857 if (d_ptr->flags1 & DF1_NO_MELEE)
859 if (r_idx == MON_CHAMELEON) return TRUE;
860 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
861 !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | RF5_MIND_BLAST | RF5_BRAIN_SMASH)) &&
862 !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
865 if (d_ptr->flags1 & DF1_BEGINNER)
867 if (r_ptr->level > current_floor_ptr->dun_level)
871 if (d_ptr->special_div >= 64) return TRUE;
872 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
876 case DUNGEON_MODE_AND:
879 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
884 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
889 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
894 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
897 if (d_ptr->m_a_ability_flags1)
899 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
902 if (d_ptr->m_a_ability_flags2)
904 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
909 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
914 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
919 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
924 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
927 for (a = 0; a < 5; a++)
928 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
932 case DUNGEON_MODE_NAND:
935 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
940 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
945 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
950 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
953 if (d_ptr->m_a_ability_flags1)
955 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
958 if (d_ptr->m_a_ability_flags2)
960 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
965 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
970 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
975 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
980 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
983 for (a = 0; a < 5; a++)
984 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
988 case DUNGEON_MODE_OR:
989 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
990 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
991 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
992 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
993 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE;
994 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE;
995 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
996 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
997 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
998 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
999 for (a = 0; a < 5; a++)
1000 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
1004 case DUNGEON_MODE_NOR:
1005 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
1006 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
1007 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
1008 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
1009 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE;
1010 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE;
1011 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
1012 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
1013 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
1014 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
1015 for (a = 0; a < 5; a++)
1016 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
1025 * Hack -- function hooks to restrict "get_mon_num_prep()" function
1027 monsterrace_hook_type get_mon_num_hook;
1028 monsterrace_hook_type get_mon_num2_hook;
1031 * @brief モンスター生成制限関数最大2つから / Apply a "monster restriction function" to the "monster allocation table"
1032 * @param monster_hook 制限関数1
1033 * @param monster_hook2 制限関数2
1036 errr get_mon_num_prep(monsterrace_hook_type monster_hook,
1037 monsterrace_hook_type monster_hook2)
1041 /* Todo: Check the hooks for non-changes */
1043 /* Set the new hooks */
1044 get_mon_num_hook = monster_hook;
1045 get_mon_num2_hook = monster_hook2;
1047 /* Scan the allocation table */
1048 for (i = 0; i < alloc_race_size; i++)
1050 monster_race *r_ptr;
1053 alloc_entry *entry = &alloc_race_table[i];
1056 r_ptr = &r_info[entry->index];
1058 /* Skip monsters which don't pass the restriction */
1059 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
1060 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
1063 if (!p_ptr->inside_battle && !chameleon_change_m_idx &&
1064 summon_specific_type != SUMMON_GUARDIANS)
1066 /* Hack -- don't create questors */
1067 if (r_ptr->flags1 & RF1_QUESTOR)
1070 if (r_ptr->flags7 & RF7_GUARDIAN)
1073 /* Depth Monsters never appear out of depth */
1074 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
1075 (r_ptr->level > current_floor_ptr->dun_level))
1079 /* Accept this monster */
1080 entry->prob2 = entry->prob1;
1082 if (current_floor_ptr->dun_level && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest)) &&
1083 !restrict_monster_to_dungeon(p_ptr->dungeon_idx, entry->index) && !p_ptr->inside_battle)
1085 int hoge = entry->prob2 * d_info[p_ptr->dungeon_idx].special_div;
1086 entry->prob2 = hoge / 64;
1087 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
1097 * @brief 生成モンスター種族を1種生成テーブルから選択する
1099 * @return 選択されたモンスター生成種族
1101 * Choose a monster race that seems "appropriate" to the given level
1103 * This function uses the "prob2" field of the "monster allocation table",
1104 * and various local information, to calculate the "prob3" field of the
1105 * same table, which is then used to choose an "appropriate" monster, in
1106 * a relatively efficient manner.
1108 * Note that "town" monsters will *only* be created in the town, and
1109 * "normal" monsters will *never* be created in the town, unless the
1110 * "level" is "modified", for example, by polymorph or summoning.
1112 * There is a small chance (1/50) of "boosting" the given depth by
1113 * a small amount (up to four levels), except in the town.
1115 * It is (slightly) more likely to acquire a monster of the given level
1116 * than one of a lower level. This is done by choosing several monsters
1117 * appropriate to the given level and keeping the "hardest" one.
1119 * Note that if no monsters are "appropriate", then this function will
1120 * fail, and return zero, but this should *almost* never happen.
1122 MONRACE_IDX get_mon_num(DEPTH level)
1127 monster_race *r_ptr;
1128 alloc_entry *table = alloc_race_table;
1130 int pls_kakuritu, pls_level;
1131 int delay = mysqrt(level * 10000L) + 400L;
1133 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
1134 pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10)) ;
1136 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_MAZE)
1138 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
1139 if (pls_kakuritu < 2) pls_kakuritu = 2;
1144 /* Boost the level */
1145 if (!p_ptr->inside_battle && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
1147 /* Nightmare mode allows more out-of depth monsters */
1148 if (ironman_nightmare && !randint0(pls_kakuritu))
1150 /* What a bizarre calculation */
1151 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1155 /* Occasional "nasty" monster */
1156 if (!randint0(pls_kakuritu))
1158 /* Pick a level bonus */
1164 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1165 if (level < 0) level = 0;
1170 /* Process probabilities */
1171 for (i = 0; i < alloc_race_size; i++)
1173 /* Monsters are sorted by depth */
1174 if (table[i].level > level) break;
1179 /* Access the "r_idx" of the chosen monster */
1180 r_idx = table[i].index;
1182 /* Access the actual race */
1183 r_ptr = &r_info[r_idx];
1185 if (!p_ptr->inside_battle && !chameleon_change_m_idx)
1187 /* Hack -- "unique" monsters must be "unique" */
1188 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1189 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1190 (r_ptr->cur_num >= r_ptr->max_num))
1195 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1196 (r_ptr->cur_num >= 1))
1201 if (r_idx == MON_BANORLUPART)
1203 if (r_info[MON_BANOR].cur_num > 0) continue;
1204 if (r_info[MON_LUPART].cur_num > 0) continue;
1209 table[i].prob3 = table[i].prob2;
1212 total += table[i].prob3;
1215 /* No legal monsters */
1216 if (total <= 0) return (0);
1218 /* Pick a monster */
1219 value = randint0(total);
1221 /* Find the monster */
1222 for (i = 0; i < alloc_race_size; i++)
1224 /* Found the entry */
1225 if (value < table[i].prob3) break;
1228 value = value - table[i].prob3;
1234 /* Try for a "harder" monster once (50%) or twice (10%) */
1240 /* Pick a monster */
1241 value = randint0(total);
1243 /* Find the monster */
1244 for (i = 0; i < alloc_race_size; i++)
1246 /* Found the entry */
1247 if (value < table[i].prob3) break;
1250 value = value - table[i].prob3;
1253 /* Keep the "best" one */
1254 if (table[i].level < table[j].level) i = j;
1257 /* Try for a "harder" monster twice (10%) */
1263 /* Pick a monster */
1264 value = randint0(total);
1266 /* Find the monster */
1267 for (i = 0; i < alloc_race_size; i++)
1269 /* Found the entry */
1270 if (value < table[i].prob3) break;
1273 value = value - table[i].prob3;
1276 /* Keep the "best" one */
1277 if (table[i].level < table[j].level) i = j;
1279 return (table[i].index);
1284 * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
1285 * @param desc 記述出力先の文字列参照ポインタ
1286 * @param m_ptr モンスターの参照ポインタ
1287 * @param mode 呼称オプション
1290 * We can correctly describe monsters based on their visibility.
1291 * We can force all monsters to be treated as visible or invisible.
1292 * We can build nominatives, objectives, possessives, or reflexives.
1293 * We can selectively pronominalize hidden, visible, or all monsters.
1294 * We can use definite or indefinite descriptions for hidden monsters.
1295 * We can use definite or indefinite descriptions for visible monsters.
1297 * Pronominalization involves the gender whenever possible and allowed,
1298 * so that by cleverly requesting pronominalization / visibility, you
1299 * can get messages like "You hit someone. She screams in agony!".
1301 * Reflexives are acquired by requesting Objective plus Possessive.
1303 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1304 * unless the "Assume Visible" mode is requested.
1306 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1307 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1308 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1309 * in which case you may be in trouble... :-)
1311 * I am assuming that no monster name is more than 70 characters long,
1312 * so that "char desc[80];" is sufficiently large for any result.
1315 * MD_OBJECTIVE --> Objective (or Reflexive)
1316 * MD_POSSESSIVE --> Possessive (or Reflexive)
1317 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1318 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1319 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1320 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1321 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1322 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1323 * MD_TRUE_NAME --> Chameleon's true name
1324 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1327 * 0x00 --> Full nominative name ("the kobold") or "it"
1328 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1329 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1330 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1331 * MD_PRON_VISIBLE | MD_POSSESSIVE
1332 * --> Possessive, genderized if visable ("his") or "its"
1333 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1334 * --> Reflexive, genderized if visable ("himself") or "itself"
1336 void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
1339 monster_race *r_ptr;
1343 GAME_TEXT silly_name[1024];
1347 r_ptr = &r_info[m_ptr->ap_r_idx];
1349 /* Mode of MD_TRUE_NAME will reveal Chameleon's true name */
1350 if (mode & MD_TRUE_NAME) name = (r_name + real_r_ptr(m_ptr)->name);
1351 else name = (r_name + r_ptr->name);
1353 /* Are we hallucinating? (Idea from Nethack...) */
1354 if (p_ptr->image && !(mode & MD_IGNORE_HALLU))
1358 if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
1364 monster_race *hallu_race;
1368 hallu_race = &r_info[randint1(max_r_idx - 1)];
1370 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1372 strcpy(silly_name, (r_name + hallu_race->name));
1375 /* Better not strcpy it, or we could corrupt r_info... */
1379 /* Can we "see" it (exists + forced, or visible + not unforced) */
1380 seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1382 /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
1383 pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1386 /* First, try using pronouns, or describing hidden monsters */
1389 /* an encoding of the monster "sex" */
1392 /* Extract the gender (if applicable) */
1393 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1394 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1396 /* Ignore the gender (if desired) */
1397 if (!m_ptr || !pron) kind = 0x00;
1400 /* Assume simple result */
1401 res = _("何か", "it");
1403 /* Brute force: split on the possibilities */
1404 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1406 /* Neuter, or unknown */
1408 case 0x00: res = "何か"; break;
1409 case 0x00 + (MD_OBJECTIVE): res = "何か"; break;
1410 case 0x00 + (MD_POSSESSIVE): res = "何かの"; break;
1411 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "何か自身"; break;
1412 case 0x00 + (MD_INDEF_HIDDEN): res = "何か"; break;
1413 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "何か"; break;
1414 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "何か"; break;
1415 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "それ自身"; break;
1417 case 0x00: res = "it"; break;
1418 case 0x00 + (MD_OBJECTIVE): res = "it"; break;
1419 case 0x00 + (MD_POSSESSIVE): res = "its"; break;
1420 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1421 case 0x00 + (MD_INDEF_HIDDEN): res = "something"; break;
1422 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "something"; break;
1423 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "something's"; break;
1424 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1428 /* Male (assume human if vague) */
1430 case 0x10: res = "彼"; break;
1431 case 0x10 + (MD_OBJECTIVE): res = "彼"; break;
1432 case 0x10 + (MD_POSSESSIVE): res = "彼の"; break;
1433 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1434 case 0x10 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1435 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1436 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1437 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1439 case 0x10: res = "he"; break;
1440 case 0x10 + (MD_OBJECTIVE): res = "him"; break;
1441 case 0x10 + (MD_POSSESSIVE): res = "his"; break;
1442 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1443 case 0x10 + (MD_INDEF_HIDDEN): res = "someone"; break;
1444 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1445 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1446 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1450 /* Female (assume human if vague) */
1452 case 0x20: res = "彼女"; break;
1453 case 0x20 + (MD_OBJECTIVE): res = "彼女"; break;
1454 case 0x20 + (MD_POSSESSIVE): res = "彼女の"; break;
1455 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1456 case 0x20 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1457 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1458 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1459 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1461 case 0x20: res = "she"; break;
1462 case 0x20 + (MD_OBJECTIVE): res = "her"; break;
1463 case 0x20 + (MD_POSSESSIVE): res = "her"; break;
1464 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1465 case 0x20 + (MD_INDEF_HIDDEN): res = "someone"; break;
1466 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1467 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1468 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1472 /* Copy the result */
1473 (void)strcpy(desc, res);
1477 /* Handle visible monsters, "reflexive" request */
1478 else if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1480 /* The monster is visible, so use its gender */
1481 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, _("彼女自身", "herself"));
1482 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, _("彼自身", "himself"));
1483 else strcpy(desc, _("それ自身", "itself"));
1487 /* Handle all other visible monster requests */
1491 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1497 while(strncmp(t, "』", 2) && *t) t++;
1501 (void)sprintf(desc, "%s?』", buf);
1504 (void)sprintf(desc, "%s?", name);
1506 (void)sprintf(desc, "%s?", name);
1511 /* It could be a Unique */
1512 if ((r_ptr->flags1 & RF1_UNIQUE) && !(p_ptr->image && !(mode & MD_IGNORE_HALLU)))
1514 /* Start with the name (thus nominative and objective) */
1515 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1521 while (strncmp(t, "』", 2) && *t) t++;
1525 (void)sprintf(desc, "%s?』", buf);
1528 (void)sprintf(desc, "%s?", name);
1530 (void)sprintf(desc, "%s?", name);
1534 /* Inside monster arena, and it is not your mount */
1535 else if (p_ptr->inside_battle &&
1536 !(p_ptr->riding && (¤t_floor_ptr->m_list[p_ptr->riding] == m_ptr)))
1538 /* It is a fake unique monster */
1539 (void)sprintf(desc, _("%sもどき", "fake %s"), name);
1544 (void)strcpy(desc, name);
1548 /* It could be an indefinite monster */
1549 else if (mode & MD_INDEF_VISIBLE)
1551 /* XXX Check plurality for "some" */
1553 /* Indefinite monsters need an indefinite article */
1555 (void)strcpy(desc, "");
1557 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1560 (void)strcat(desc, name);
1563 /* It could be a normal, definite, monster */
1566 /* Definite monsters need a definite article */
1568 (void)strcpy(desc, _("あなたの", "your "));
1570 (void)strcpy(desc, _("", "the "));
1572 (void)strcat(desc, name);
1575 if (m_ptr->nickname)
1577 sprintf(buf,_("「%s」", " called %s"),quark_str(m_ptr->nickname));
1581 if (p_ptr->riding && (¤t_floor_ptr->m_list[p_ptr->riding] == m_ptr))
1583 strcat(desc,_("(乗馬中)", "(riding)"));
1586 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1588 if (r_ptr->flags1 & RF1_UNIQUE)
1590 strcat(desc,_("(カメレオンの王)", "(Chameleon Lord)"));
1594 strcat(desc,_("(カメレオン)", "(Chameleon)"));
1598 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1600 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1603 /* Handle the Possessive as a special afterthought */
1604 if (mode & MD_POSSESSIVE)
1606 /* XXX Check for trailing "s" */
1608 /* Simply append "apostrophe" and "s" */
1609 (void)strcat(desc, _("の", "'s"));
1615 * @brief モンスターIDを取り、モンスター名をm_nameに代入する /
1616 * @param m_idx モンスターID
1617 * @param m_name モンスター名を入力する配列
1619 void monster_name(MONSTER_IDX m_idx, char* m_name)
1621 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1622 monster_desc(m_name, m_ptr, 0x00);
1627 * @brief モンスターの調査による思い出補完処理 / Learn about a monster (by "probing" it)
1628 * @param r_idx 補完されるモンスター種族ID
1629 * @return 明らかになった情報の度数
1631 * Return the number of new flags learnt. -Mogami-
1633 int lore_do_probe(MONRACE_IDX r_idx)
1635 monster_race *r_ptr = &r_info[r_idx];
1639 /* Maximal info about awareness */
1640 if (r_ptr->r_wake != MAX_UCHAR) n++;
1641 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1642 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1644 /* Observe "maximal" attacks */
1645 for (i = 0; i < 4; i++)
1647 /* Examine "actual" blows */
1648 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1650 /* Maximal observations */
1651 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1652 r_ptr->r_blows[i] = MAX_UCHAR;
1658 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1659 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1660 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1661 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1662 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1663 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1665 /* Only "valid" drops */
1666 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1668 if (r_ptr->r_drop_item != tmp_byte) n++;
1669 r_ptr->r_drop_item = tmp_byte;
1671 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1673 if (r_ptr->r_drop_gold != tmp_byte) n++;
1674 r_ptr->r_drop_gold = tmp_byte;
1677 /* Observe many spells */
1678 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1679 r_ptr->r_cast_spell = MAX_UCHAR;
1681 /* Count unknown flags */
1682 for (i = 0; i < 32; i++)
1684 if (!(r_ptr->r_flags1 & (1L << i)) &&
1685 (r_ptr->flags1 & (1L << i))) n++;
1686 if (!(r_ptr->r_flags2 & (1L << i)) &&
1687 (r_ptr->flags2 & (1L << i))) n++;
1688 if (!(r_ptr->r_flags3 & (1L << i)) &&
1689 (r_ptr->flags3 & (1L << i))) n++;
1690 if (!(r_ptr->r_flags4 & (1L << i)) &&
1691 (r_ptr->flags4 & (1L << i))) n++;
1692 if (!(r_ptr->r_flags5 & (1L << i)) &&
1693 (r_ptr->a_ability_flags1 & (1L << i))) n++;
1694 if (!(r_ptr->r_flags6 & (1L << i)) &&
1695 (r_ptr->a_ability_flags2 & (1L << i))) n++;
1696 if (!(r_ptr->r_flagsr & (1L << i)) &&
1697 (r_ptr->flagsr & (1L << i))) n++;
1699 /* r_flags7 is actually unused */
1701 if (!(r_ptr->r_flags7 & (1L << i)) &&
1702 (r_ptr->flags7 & (1L << i))) n++;
1706 /* Know all the flags */
1707 r_ptr->r_flags1 = r_ptr->flags1;
1708 r_ptr->r_flags2 = r_ptr->flags2;
1709 r_ptr->r_flags3 = r_ptr->flags3;
1710 r_ptr->r_flags4 = r_ptr->flags4;
1711 r_ptr->r_flags5 = r_ptr->a_ability_flags1;
1712 r_ptr->r_flags6 = r_ptr->a_ability_flags2;
1713 r_ptr->r_flagsr = r_ptr->flagsr;
1715 /* r_flags7 is actually unused */
1716 /* r_ptr->r_flags7 = r_ptr->flags7; */
1718 /* Know about evolution */
1719 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1720 r_ptr->r_xtra1 |= MR1_SINKA;
1722 /* Update monster recall window */
1723 if (p_ptr->monster_race_idx == r_idx)
1725 p_ptr->window |= (PW_MONSTER);
1728 /* Return the number of new flags learnt */
1734 * @brief モンスターの撃破に伴うドロップ情報の保管処理 / Take note that the given monster just dropped some treasure
1735 * @param m_idx モンスター情報のID
1736 * @param num_item 手に入れたアイテム数
1737 * @param num_gold 手に入れた財宝の単位数
1740 * Note that learning the "GOOD"/"GREAT" flags gives information
1741 * about the treasure (even when the monster is killed for the first
1742 * time, such as uniques, and the treasure has not been examined yet).
1744 * This "indirect" method is used to prevent the player from learning
1745 * exactly how much treasure a monster can drop from observing only
1746 * a single example of a drop. This method actually observes how much
1747 * gold and items are dropped, and remembers that information to be
1748 * described later by the monster recall code.
1750 void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
1752 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1754 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1756 /* If the monster doesn't have original appearance, don't note */
1757 if (!is_original_ap(m_ptr)) return;
1759 /* Note the number of things dropped */
1760 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1761 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1763 /* Hack -- memorize the good/great flags */
1764 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1765 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1767 /* Update monster recall window */
1768 if (p_ptr->monster_race_idx == m_ptr->r_idx)
1770 p_ptr->window |= (PW_MONSTER);
1776 * @brief モンスターの各情報を更新する / This function updates the monster record of the given monster
1777 * @param m_idx 更新するモンスター情報のID
1778 * @param full プレイヤーとの距離更新を行うならばtrue
1781 * This involves extracting the distance to the player (if requested),
1782 * and then checking for visibility (natural, infravision, see-invis,
1783 * telepathy), updating the monster visibility flag, redrawing (or
1784 * erasing) the monster when its visibility changes, and taking note
1785 * of any interesting monster flags (cold-blooded, invisible, etc).
1787 * Note the new "mflag" field which encodes several monster state flags,
1788 * including "view" for when the monster is currently in line of sight,
1789 * and "mark" for when the monster is currently visible via detection.
1791 * The only monster fields that are changed here are "cdis" (the
1792 * distance from the player), "ml" (visible to the player), and
1793 * "mflag" (to maintain the "MFLAG_VIEW" flag).
1795 * Note the special "update_monsters()" function which can be used to
1796 * call this function once for every monster.
1798 * Note the "full" flag which requests that the "cdis" field be updated,
1799 * this is only needed when the monster (or the player) has moved.
1801 * Every time a monster moves, we must call this function for that
1802 * monster, and update the distance, and the visibility. Every time
1803 * the player moves, we must call this function for every monster, and
1804 * update the distance, and the visibility. Whenever the player "state"
1805 * changes in certain ways ("blindness", "infravision", "telepathy",
1806 * and "see invisible"), we must call this function for every monster,
1807 * and update the visibility.
1809 * Routines that change the "illumination" of a grid must also call this
1810 * function for any monster in that grid, since the "visibility" of some
1811 * monsters may be based on the illumination of their grid.
1813 * Note that this function is called once per monster every time the
1814 * player moves. When the player is running, this function is one
1815 * of the primary bottlenecks, along with "update_view()" and the
1816 * "process_monsters()" code, so efficiency is important.
1818 * Note the optimized "inline" version of the "distance()" function.
1820 * A monster is "visible" to the player if (1) it has been detected
1821 * by the player, (2) it is close to the player and the player has
1822 * telepathy, or (3) it is close to the player, and in line of sight
1823 * of the player, and it is "illuminated" by some combination of
1824 * infravision, torch light, or permanent light (invisible monsters
1825 * are only affected by "light" if the player can see invisible).
1827 * Monsters which are not on the current panel may be "visible" to
1828 * the player, and their descriptions will include an "offscreen"
1829 * reference. Currently, offscreen monsters cannot be targetted
1830 * or viewed directly, but old targets will remain set. XXX XXX
1832 * The player can choose to be disturbed by several things, including
1833 * "disturb_move" (monster which is viewable moves in some way), and
1834 * "disturb_near" (monster which is "easily" viewable moves in some
1835 * way). Note that "moves" includes "appears" and "disappears".
1837 void update_monster(MONSTER_IDX m_idx, bool full)
1839 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1840 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1842 bool do_disturb = disturb_move;
1845 POSITION fy = m_ptr->fy;
1846 POSITION fx = m_ptr->fx;
1851 /* Seen by vision */
1854 /* Non-Ninja player in the darkness */
1855 bool in_darkness = (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto;
1860 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1862 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)
1866 /* Compute distance */
1869 /* Distance components */
1870 int dy = (p_ptr->y > fy) ? (p_ptr->y - fy) : (fy - p_ptr->y);
1871 int dx = (p_ptr->x > fx) ? (p_ptr->x - fx) : (fx - p_ptr->x);
1873 /* Approximate distance */
1874 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
1876 /* Restrict distance */
1877 if (d > 255) d = 255;
1881 /* Save the distance */
1885 /* Extract distance */
1888 /* Extract the distance */
1893 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
1896 if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
1898 if (!in_darkness || (d <= MAX_SIGHT / 4))
1900 if (p_ptr->special_defense & KATA_MUSOU)
1905 if (is_original_ap(m_ptr) && !p_ptr->image)
1907 /* Hack -- Memorize mental flags */
1908 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1909 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1913 /* Basic telepathy */
1914 /* Snipers get telepathy when they concentrate deeper */
1915 else if (p_ptr->telepathy)
1917 /* Empty mind, no telepathy */
1918 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
1920 /* Memorize flags */
1921 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
1924 /* Weird mind, occasional telepathy */
1925 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
1927 /* One in ten individuals are detectable */
1928 if ((m_idx % 10) == 5)
1933 if (is_original_ap(m_ptr) && !p_ptr->image)
1935 /* Memorize flags */
1936 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
1938 /* Hack -- Memorize mental flags */
1939 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1940 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1945 /* Normal mind, allow telepathy */
1951 if (is_original_ap(m_ptr) && !p_ptr->image)
1953 /* Hack -- Memorize mental flags */
1954 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1955 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1960 if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
1963 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
1966 if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
1969 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
1972 if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
1975 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
1978 if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
1981 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
1984 if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
1987 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
1990 if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
1993 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
1996 if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
1999 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
2002 if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
2005 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
2008 if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
2011 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
2014 if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
2017 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
2020 if ((p_ptr->esp_nonliving) &&
2021 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
2024 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
2027 if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
2030 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
2034 /* Normal line of sight, and not blind */
2035 if (player_has_los_bold(fy, fx) && !p_ptr->blind)
2037 bool do_invisible = FALSE;
2038 bool do_cold_blood = FALSE;
2040 /* Snipers can see targets in darkness when they concentrate deeper */
2041 if (p_ptr->concent >= CONCENT_RADAR_THRESHOLD)
2047 /* Use "infravision" */
2048 if (d <= p_ptr->see_infra)
2050 /* Handle "cold blooded" monsters */
2051 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
2053 do_cold_blood = TRUE;
2056 /* Handle "warm blooded" monsters */
2064 /* Use "illumination" */
2065 if (player_can_see_bold(fy, fx))
2067 /* Handle "invisible" monsters */
2068 if (r_ptr->flags2 & (RF2_INVISIBLE))
2070 do_invisible = TRUE;
2080 /* Handle "normal" monsters */
2091 if (is_original_ap(m_ptr) && !p_ptr->image)
2093 /* Memorize flags */
2094 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
2095 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
2102 /* The monster is now visible */
2105 /* It was previously unseen */
2108 /* Mark as visible */
2111 /* Draw the monster */
2114 /* Update health bar as needed */
2115 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2116 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2118 /* Hack -- Count "fresh" sightings */
2121 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
2122 r_info[MON_KAGE].r_sights++;
2123 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
2127 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
2129 sanity_blast(m_ptr, FALSE);
2132 /* Disturb on appearance */
2133 if (disturb_near && (projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)))
2135 if (disturb_pets || is_hostile(m_ptr))
2136 disturb(TRUE, TRUE);
2141 /* The monster is not visible */
2144 /* It was previously seen */
2147 /* Mark as not visible */
2150 /* Erase the monster */
2153 /* Update health bar as needed */
2154 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2155 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2157 /* Disturb on disappearance */
2160 if (disturb_pets || is_hostile(m_ptr))
2161 disturb(TRUE, TRUE);
2167 /* The monster is now easily visible */
2171 if (!(m_ptr->mflag & (MFLAG_VIEW)))
2173 /* Mark as easily visible */
2174 m_ptr->mflag |= (MFLAG_VIEW);
2176 /* Disturb on appearance */
2179 if (disturb_pets || is_hostile(m_ptr))
2180 disturb(TRUE, TRUE);
2185 /* The monster is not easily visible */
2189 if (m_ptr->mflag & (MFLAG_VIEW))
2191 /* Mark as not easily visible */
2192 m_ptr->mflag &= ~(MFLAG_VIEW);
2194 /* Disturb on disappearance */
2197 if (disturb_pets || is_hostile(m_ptr))
2198 disturb(TRUE, TRUE);
2206 * @brief 単純に生存している全モンスターの更新処理を行う / This function simply updates all the (non-dead) monsters (see above).
2207 * @param full 距離更新を行うならtrue
2210 void update_monsters(bool full)
2214 /* Update each (live) monster */
2215 for (i = 1; i < current_floor_ptr->m_max; i++)
2217 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
2218 if (!monster_is_valid(m_ptr)) continue;
2219 update_monster(i, full);
2225 * @brief カメレオンの王の変身対象となるモンスターかどうか判定する / Hack -- the index of the summoning monster
2226 * @param r_idx モンスター種族ID
2227 * @return 対象にできるならtrueを返す
2229 static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
2231 monster_race *r_ptr = &r_info[r_idx];
2232 monster_type *m_ptr = ¤t_floor_ptr->m_list[chameleon_change_m_idx];
2233 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2235 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
2236 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2238 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
2240 if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE) || (r_ptr->blow[3].method == RBM_EXPLODE))
2243 if (!monster_can_cross_terrain(current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2246 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2248 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
2252 else if (summon_specific_who > 0)
2254 if (monster_has_hostile_align(¤t_floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2261 * @brief カメレオンの変身対象となるモンスターかどうか判定する / Hack -- the index of the summoning monster
2262 * @param r_idx モンスター種族ID
2263 * @return 対象にできるならtrueを返す
2264 * @todo グローバル変数対策の上 monster_hook.cへ移す。
2266 static bool monster_hook_chameleon(MONRACE_IDX r_idx)
2268 monster_race *r_ptr = &r_info[r_idx];
2269 monster_type *m_ptr = ¤t_floor_ptr->m_list[chameleon_change_m_idx];
2270 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2272 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2273 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2274 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2276 if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE) || (r_ptr->blow[3].method == RBM_EXPLODE))
2279 if (!monster_can_cross_terrain(current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2282 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2284 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
2285 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
2286 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
2290 else if (summon_specific_who > 0)
2292 if (monster_has_hostile_align(¤t_floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2295 return (*(get_monster_hook()))(r_idx);
2300 * @param m_idx 変身処理を受けるモンスター情報のID
2301 * @param born 生成時の初変身先指定ならばtrue
2302 * @param r_idx 旧モンスター種族のID
2305 void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
2308 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2309 monster_race *r_ptr;
2310 char old_m_name[MAX_NLEN];
2311 bool old_unique = FALSE;
2312 int old_r_idx = m_ptr->r_idx;
2314 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2316 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2317 r_ptr = &r_info[r_idx];
2319 monster_desc(old_m_name, m_ptr, 0);
2325 chameleon_change_m_idx = m_idx;
2327 get_mon_num_prep(monster_hook_chameleon_lord, NULL);
2329 get_mon_num_prep(monster_hook_chameleon, NULL);
2332 level = r_info[MON_CHAMELEON_K].level;
2333 else if (!current_floor_ptr->dun_level)
2334 level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
2336 level = current_floor_ptr->dun_level;
2338 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON) level+= 2+randint1(3);
2340 r_idx = get_mon_num(level);
2341 r_ptr = &r_info[r_idx];
2343 chameleon_change_m_idx = 0;
2347 m_ptr->r_idx = r_idx;
2348 m_ptr->ap_r_idx = r_idx;
2349 update_monster(m_idx, FALSE);
2350 lite_spot(m_ptr->fy, m_ptr->fx);
2352 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2353 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2354 p_ptr->update |= (PU_MON_LITE);
2358 /* Sub-alignment of a chameleon */
2359 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2361 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2362 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2363 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2368 if (m_idx == p_ptr->riding)
2370 GAME_TEXT m_name[MAX_NLEN];
2371 monster_desc(m_name, m_ptr, 0);
2372 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
2373 if (!(r_ptr->flags7 & RF7_RIDING))
2374 if (rakuba(0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
2377 /* Extract the monster base speed */
2378 m_ptr->mspeed = get_mspeed(r_ptr);
2380 oldmaxhp = m_ptr->max_maxhp;
2381 /* Assign maximal hitpoints */
2382 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2384 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2388 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2391 /* Monsters have double hitpoints in Nightmare mode */
2392 if (ironman_nightmare)
2394 u32b hp = m_ptr->max_maxhp * 2L;
2395 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2398 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2399 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2400 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2402 /* reset dealt_damage */
2403 m_ptr->dealt_damage = 0;
2408 * @brief たぬきの変身対象となるモンスターかどうか判定する / Hook for Tanuki
2409 * @param r_idx モンスター種族ID
2410 * @return 対象にできるならtrueを返す
2411 * @todo グローバル変数対策の上 monster_hook.cへ移す。
2413 static bool monster_hook_tanuki(MONRACE_IDX r_idx)
2415 monster_race *r_ptr = &r_info[r_idx];
2417 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2418 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2419 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2420 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2422 if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE) || (r_ptr->blow[3].method == RBM_EXPLODE))
2425 return (*(get_monster_hook()))(r_idx);
2430 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
2431 * @param r_idx モンスター種族ID
2432 * @return モンスター種族の表層ID
2434 static MONRACE_IDX initial_r_appearance(MONRACE_IDX r_idx, BIT_FLAGS generate_mode)
2436 int attempts = 1000;
2437 MONRACE_IDX ap_r_idx;
2438 DEPTH min = MIN(current_floor_ptr->base_level - 5, 50);
2440 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN && !(generate_mode & (PM_MULTIPLY | PM_KAGE)))
2442 if (current_floor_ptr->base_level == 0 || one_in_(5)) return MON_ALIEN_JURAL;
2445 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2448 get_mon_num_prep(monster_hook_tanuki, NULL);
2452 ap_r_idx = get_mon_num(current_floor_ptr->base_level + 10);
2453 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2461 * @brief モンスターの個体加速を設定する / Get initial monster speed
2462 * @param r_ptr モンスター種族の参照ポインタ
2465 SPEED get_mspeed(monster_race *r_ptr)
2467 /* Extract the monster base speed */
2468 SPEED mspeed = r_ptr->speed;
2470 /* Hack -- small racial variety */
2471 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->inside_arena)
2473 /* Allow some small variation per monster */
2474 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
2475 if (i) mspeed += rand_spread(0, i);
2478 if (mspeed > 199) mspeed = 199;
2485 * @brief モンスターを一体生成する / Attempt to place a monster of the given race at the given location.
2486 * @param who 召喚を行ったモンスターID
2489 * @param r_idx 生成モンスター種族
2490 * @param mode 生成オプション
2493 * To give the player a sporting chance, any monster that appears in
2494 * line-of-sight and is extremely dangerous can be marked as
2495 * "FORCE_SLEEP", which will cause them to be placed with low energy,
2496 * which often (but not always) lets the player move before they do.
2498 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
2500 * Use special "here" and "dead" flags for unique monsters,
2501 * remove old "cur_num" and "max_num" fields.
2503 * Actually, do something similar for artifacts, to simplify
2504 * the "preserve" mode, and to make the "what artifacts" flag more useful.
2506 * This is the only function which may place a monster in the dungeon,
2507 * except for the savefile loading code.
2509 static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2511 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2512 monster_type *m_ptr;
2513 monster_race *r_ptr = &r_info[r_idx];
2514 concptr name = (r_name + r_ptr->name);
2518 /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
2519 if (p_ptr->wild_mode) return FALSE;
2521 if (!in_bounds(y, x)) return (FALSE);
2522 if (!r_idx) return (FALSE);
2523 if (!r_ptr->name) return (FALSE);
2525 if (!(mode & PM_IGNORE_TERRAIN))
2527 /* Not on the Pattern */
2528 if (pattern_tile(y, x)) return FALSE;
2530 /* Require empty space (if not ghostly) */
2531 if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
2534 if (!p_ptr->inside_battle)
2536 /* Hack -- "unique" monsters must be "unique" */
2537 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
2538 (r_ptr->flags7 & (RF7_NAZGUL))) &&
2539 (r_ptr->cur_num >= r_ptr->max_num))
2545 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
2546 (r_ptr->cur_num >= 1))
2551 if (r_idx == MON_BANORLUPART)
2553 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
2554 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
2557 /* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
2558 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (current_floor_ptr->dun_level < r_ptr->level) &&
2559 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
2566 if (quest_number(current_floor_ptr->dun_level))
2568 int hoge = quest_number(current_floor_ptr->dun_level);
2569 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
2571 if(r_idx == quest[hoge].r_idx)
2573 int number_mon, i2, j2;
2576 /* Count all quest monsters */
2577 for (i2 = 0; i2 < current_floor_ptr->width; ++i2)
2578 for (j2 = 0; j2 < current_floor_ptr->height; j2++)
2579 if (current_floor_ptr->grid_array[j2][i2].m_idx > 0)
2580 if (current_floor_ptr->m_list[current_floor_ptr->grid_array[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
2582 if(number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
2588 if (is_glyph_grid(g_ptr))
2590 if (randint1(BREAK_GLYPH) < (r_ptr->level+20))
2592 /* Describe observable breakage */
2593 if (g_ptr->info & CAVE_MARK)
2595 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2598 /* Forget the rune */
2599 g_ptr->info &= ~(CAVE_MARK);
2601 /* Break the rune */
2602 g_ptr->info &= ~(CAVE_OBJECT);
2610 msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
2612 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
2614 /* Make a new monster */
2615 g_ptr->m_idx = m_pop();
2616 hack_m_idx_ii = g_ptr->m_idx;
2618 /* Mega-Hack -- catch "failure" */
2619 if (!g_ptr->m_idx) return (FALSE);
2622 /* Get a new monster record */
2623 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2626 m_ptr->r_idx = r_idx;
2627 m_ptr->ap_r_idx = initial_r_appearance(r_idx, mode);
2633 /* Hack -- Appearance transfer */
2634 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(¤t_floor_ptr->m_list[who]))
2636 m_ptr->ap_r_idx = current_floor_ptr->m_list[who].ap_r_idx;
2638 /* Hack -- Shadower spawns Shadower */
2639 if (current_floor_ptr->m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
2642 /* Sub-alignment of a monster */
2643 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
2644 m_ptr->sub_align = current_floor_ptr->m_list[who].sub_align;
2647 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2648 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2649 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2652 /* Place the monster at the location */
2657 /* No "timed status" yet */
2658 for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
2660 /* Unknown distance */
2663 reset_target(m_ptr);
2665 m_ptr->nickname = 0;
2670 /* Your pet summons its pet. */
2671 if (who > 0 && is_pet(¤t_floor_ptr->m_list[who]))
2673 mode |= PM_FORCE_PET;
2674 m_ptr->parent_m_idx = who;
2678 m_ptr->parent_m_idx = 0;
2681 if (r_ptr->flags7 & RF7_CHAMELEON)
2683 choose_new_monster(g_ptr->m_idx, TRUE, 0);
2684 r_ptr = &r_info[m_ptr->r_idx];
2685 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
2687 /* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
2688 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
2689 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2691 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
2693 m_ptr->ap_r_idx = MON_KAGE;
2694 m_ptr->mflag2 |= MFLAG2_KAGE;
2697 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
2703 if (mode & PM_FORCE_PET)
2708 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
2709 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(who))
2711 if (!monster_has_hostile_align(NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
2714 /* Assume no sleeping */
2715 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
2717 /* Enforce sleeping if needed */
2718 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
2720 int val = r_ptr->sleep;
2721 (void)set_monster_csleep(g_ptr->m_idx, (val * 2) + randint1(val * 10));
2724 /* Assign maximal hitpoints */
2725 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2727 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2731 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2734 /* Monsters have double hitpoints in Nightmare mode */
2735 if (ironman_nightmare)
2737 u32b hp = m_ptr->max_maxhp * 2L;
2739 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2742 m_ptr->maxhp = m_ptr->max_maxhp;
2744 /* And start out fully healthy */
2745 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
2746 m_ptr->hp = m_ptr->maxhp / 2;
2747 else m_ptr->hp = m_ptr->maxhp;
2750 /* dealt damage is 0 at initial*/
2751 m_ptr->dealt_damage = 0;
2754 /* Extract the monster base speed */
2755 m_ptr->mspeed = get_mspeed(r_ptr);
2757 if (mode & PM_HASTE) (void)set_monster_fast(g_ptr->m_idx, 100);
2759 /* Give a random starting energy */
2760 if (!ironman_nightmare)
2762 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
2766 /* Nightmare monsters are more prepared */
2767 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
2770 /* Force monster to wait for player, unless in Nightmare mode */
2771 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
2773 /* Monster is still being nice */
2774 m_ptr->mflag |= (MFLAG_NICE);
2776 /* Must repair monsters */
2777 repair_monsters = TRUE;
2780 /* Hack -- see "process_monsters()" */
2781 if (g_ptr->m_idx < hack_m_idx)
2783 /* Monster is still being born */
2784 m_ptr->mflag |= (MFLAG_BORN);
2788 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
2789 p_ptr->update |= (PU_MON_LITE);
2790 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
2791 p_ptr->update |= (PU_MON_LITE);
2792 update_monster(g_ptr->m_idx, TRUE);
2795 /* Count the monsters on the level */
2796 real_r_ptr(m_ptr)->cur_num++;
2799 * Memorize location of the unique monster in saved floors.
2800 * A unique monster move from old saved floor.
2802 if (current_world_ptr->character_dungeon &&
2803 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
2804 real_r_ptr(m_ptr)->floor_id = p_ptr->floor_id;
2806 /* Hack -- Count the number of "reproducers" */
2807 if (r_ptr->flags2 & RF2_MULTIPLY) current_floor_ptr->num_repro++;
2809 if (p_ptr->warning && current_world_ptr->character_dungeon)
2811 if (r_ptr->flags1 & RF1_UNIQUE)
2815 GAME_TEXT o_name[MAX_NLEN];
2817 if (r_ptr->level > p_ptr->lev + 30)
2818 color = _("黒く", "black");
2819 else if (r_ptr->level > p_ptr->lev + 15)
2820 color = _("紫色に", "purple");
2821 else if (r_ptr->level > p_ptr->lev + 5)
2822 color = _("ルビー色に", "deep red");
2823 else if (r_ptr->level > p_ptr->lev - 5)
2824 color = _("赤く", "red");
2825 else if (r_ptr->level > p_ptr->lev - 15)
2826 color = _("ピンク色に", "pink");
2828 color = _("白く", "white");
2830 o_ptr = choose_warning_item();
2833 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2834 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
2838 msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
2843 if (is_explosive_rune_grid(g_ptr))
2845 /* Break the ward */
2846 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2848 /* Describe observable breakage */
2849 if (g_ptr->info & CAVE_MARK)
2851 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2852 project(0, 2, y, x, 2 * (p_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
2857 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2860 /* Forget the rune */
2861 g_ptr->info &= ~(CAVE_MARK);
2863 /* Break the rune */
2864 g_ptr->info &= ~(CAVE_OBJECT);
2877 #define MON_SCAT_MAXD 10 /*!< mon_scatter()関数によるモンスター配置で許される中心からの最大距離 */
2880 * @brief モンスター1体を目標地点に可能な限り近い位置に生成する / improved version of scatter() for place monster
2881 * @param r_idx 生成モンスター種族
2882 * @param yp 結果生成位置y座標
2883 * @param xp 結果生成位置x座標
2884 * @param y 中心生成位置y座標
2885 * @param x 中心生成位置x座標
2886 * @param max_dist 生成位置の最大半径
2890 static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
2892 POSITION place_x[MON_SCAT_MAXD];
2893 POSITION place_y[MON_SCAT_MAXD];
2894 int num[MON_SCAT_MAXD];
2898 if (max_dist >= MON_SCAT_MAXD)
2901 for (i = 0; i < MON_SCAT_MAXD; i++)
2904 for (nx = x - max_dist; nx <= x + max_dist; nx++)
2906 for (ny = y - max_dist; ny <= y + max_dist; ny++)
2908 /* Ignore annoying locations */
2909 if (!in_bounds(ny, nx)) continue;
2911 /* Require "line of projection" */
2912 if (!projectable(y, x, ny, nx)) continue;
2916 monster_race *r_ptr = &r_info[r_idx];
2918 /* Require empty space (if not ghostly) */
2919 if (!monster_can_enter(ny, nx, r_ptr, 0))
2924 /* Walls and Monsters block flow */
2925 if (!cave_empty_bold2(ny, nx)) continue;
2927 /* ... nor on the Pattern */
2928 if (pattern_tile(ny, nx)) continue;
2931 i = distance(y, x, ny, nx);
2939 if (one_in_(num[i]))
2948 while (i < MON_SCAT_MAXD && 0 == num[i])
2950 if (i >= MON_SCAT_MAXD)
2960 * @brief モンスターを目標地点に集団生成する / Attempt to place a "group" of monsters around the given location
2961 * @param who 召喚主のモンスター情報ID
2962 * @param y 中心生成位置y座標
2963 * @param x 中心生成位置x座標
2964 * @param r_idx 生成モンスター種族
2965 * @param mode 生成オプション
2968 static bool place_monster_group(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2970 monster_race *r_ptr = &r_info[r_idx];
2973 int total = 0, extra = 0;
2977 POSITION hack_y[GROUP_MAX];
2978 POSITION hack_x[GROUP_MAX];
2981 /* Pick a group size */
2982 total = randint1(10);
2984 /* Hard monsters, small groups */
2985 if (r_ptr->level > current_floor_ptr->dun_level)
2987 extra = r_ptr->level - current_floor_ptr->dun_level;
2988 extra = 0 - randint1(extra);
2991 /* Easy monsters, large groups */
2992 else if (r_ptr->level < current_floor_ptr->dun_level)
2994 extra = current_floor_ptr->dun_level - r_ptr->level;
2995 extra = randint1(extra);
2998 /* Hack -- limit group reduction */
2999 if (extra > 9) extra = 9;
3001 /* Modify the group size */
3005 if (total < 1) total = 1;
3008 if (total > GROUP_MAX) total = GROUP_MAX;
3011 /* Start on the monster */
3016 /* Puddle monsters, breadth first, up to total */
3017 for (n = 0; (n < hack_n) && (hack_n < total); n++)
3019 /* Grab the location */
3020 POSITION hx = hack_x[n];
3021 POSITION hy = hack_y[n];
3023 /* Check each direction, up to total */
3024 for (i = 0; (i < 8) && (hack_n < total); i++)
3028 scatter(&my, &mx, hy, hx, 4, 0);
3030 /* Walls and Monsters block flow */
3031 if (!cave_empty_bold2(my, mx)) continue;
3033 /* Attempt to place another monster */
3034 if (place_monster_one(who, my, mx, r_idx, mode))
3036 /* Add it to the "hack" set */
3037 hack_y[hack_n] = my;
3038 hack_x[hack_n] = mx;
3050 * @var place_monster_idx
3051 * @brief 護衛対象となるモンスター種族IDを渡すグローバル変数 / Hack -- help pick an escort type
3052 * @todo 関数ポインタの都合を配慮しながら、グローバル変数place_monster_idxを除去し、関数引数化する
3054 static MONSTER_IDX place_monster_idx = 0;
3057 * @var place_monster_m_idx
3058 * @brief 護衛対象となるモンスターIDを渡すグローバル変数 / Hack -- help pick an escort type
3059 * @todo 関数ポインタの都合を配慮しながら、グローバル変数place_monster_m_idxを除去し、関数引数化する
3061 static MONSTER_IDX place_monster_m_idx = 0;
3064 * @brief モンスター種族が召喚主の護衛となれるかどうかをチェックする / Hack -- help pick an escort type
3065 * @param r_idx チェックするモンスター種族のID
3066 * @return 護衛にできるならばtrue
3068 static bool place_monster_can_escort(MONRACE_IDX r_idx)
3070 monster_race *r_ptr = &r_info[place_monster_idx];
3071 monster_type *m_ptr = ¤t_floor_ptr->m_list[place_monster_m_idx];
3073 monster_race *z_ptr = &r_info[r_idx];
3075 /* Hack - Escorts have to have the same dungeon flag */
3076 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return (FALSE);
3078 /* Require similar "race" */
3079 if (z_ptr->d_char != r_ptr->d_char) return (FALSE);
3081 /* Skip more advanced monsters */
3082 if (z_ptr->level > r_ptr->level) return (FALSE);
3084 /* Skip unique monsters */
3085 if (z_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3087 /* Paranoia -- Skip identical monsters */
3088 if (place_monster_idx == r_idx) return (FALSE);
3090 /* Skip different alignment */
3091 if (monster_has_hostile_align(m_ptr, 0, 0, z_ptr)) return FALSE;
3093 if (r_ptr->flags7 & RF7_FRIENDLY)
3095 if (monster_has_hostile_align(NULL, 1, -1, z_ptr)) return FALSE;
3098 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
3106 * @brief 一般的なモンスター生成処理のサブルーチン / Attempt to place a monster of the given race at the given location
3107 * @param who 召喚主のモンスター情報ID
3110 * @param r_idx 生成するモンスターの種族ID
3111 * @param mode 生成オプション
3112 * @return 生成に成功したらtrue
3114 * Note that certain monsters are now marked as requiring "friends".
3115 * These monsters, if successfully placed, and if the "grp" parameter
3116 * is TRUE, will be surrounded by a "group" of identical monsters.
3118 * Note that certain monsters are now marked as requiring an "escort",
3119 * which is a collection of monsters with similar "race" but lower level.
3121 * Some monsters induce a fake "group" flag on their escorts.
3123 * Note the "bizarre" use of non-recursion to prevent annoying output
3124 * when running a code profiler.
3126 * Note the use of the new "monster allocation table" code to restrict
3127 * the "get_mon_num()" function to "legal" escort types.
3129 bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3132 monster_race *r_ptr = &r_info[r_idx];
3134 if (!(mode & PM_NO_KAGE) && one_in_(333))
3137 /* Place one monster, or fail */
3138 if (!place_monster_one(who, y, x, r_idx, mode)) return (FALSE);
3140 /* Require the "group" flag */
3141 if (!(mode & PM_ALLOW_GROUP)) return (TRUE);
3143 place_monster_m_idx = hack_m_idx_ii;
3146 for(i = 0; i < 6; i++)
3148 if(!r_ptr->reinforce_id[i]) break;
3149 n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
3150 for(j = 0; j < n; j++)
3152 POSITION nx, ny, d = 7;
3153 scatter(&ny, &nx, y, x, d, 0);
3154 (void)place_monster_one(place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
3158 /* Friends for certain monsters */
3159 if (r_ptr->flags1 & (RF1_FRIENDS))
3161 /* Attempt to place a group */
3162 (void)place_monster_group(who, y, x, r_idx, mode);
3165 /* Escorts for certain monsters */
3166 if (r_ptr->flags1 & (RF1_ESCORT))
3168 /* Set the escort index */
3169 place_monster_idx = r_idx;
3171 /* Try to place several "escorts" */
3172 for (i = 0; i < 32; i++)
3174 POSITION nx, ny, d = 3;
3177 /* Pick a location */
3178 scatter(&ny, &nx, y, x, d, 0);
3180 /* Require empty grids */
3181 if (!cave_empty_bold2(ny, nx)) continue;
3182 get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx));
3184 /* Pick a random race */
3185 z = get_mon_num(r_ptr->level);
3187 /* Handle failure */
3190 /* Place a single escort */
3191 (void)place_monster_one(place_monster_m_idx, ny, nx, z, mode);
3193 /* Place a "group" of escorts if needed */
3194 if ((r_info[z].flags1 & RF1_FRIENDS) ||
3195 (r_ptr->flags1 & RF1_ESCORTS))
3197 /* Place a group of monsters */
3198 (void)place_monster_group(place_monster_m_idx, ny, nx, z, mode);
3208 * @brief 一般的なモンスター生成処理のメインルーチン / Attempt to place a monster of the given race at the given location
3211 * @param mode 生成オプション
3212 * @return 生成に成功したらtrue
3214 bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
3217 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3219 /* Pick a monster */
3220 r_idx = get_mon_num(current_floor_ptr->monster_level);
3222 /* Handle failure */
3223 if (!r_idx) return (FALSE);
3225 /* Attempt to place the monster */
3226 if (place_monster_aux(0, y, x, r_idx, mode)) return (TRUE);
3232 * @brief 指定地点に1種類のモンスター種族による群れを生成する
3235 * @return 生成に成功したらtrue
3237 bool alloc_horde(POSITION y, POSITION x)
3239 monster_race *r_ptr = NULL;
3240 MONRACE_IDX r_idx = 0;
3242 int attempts = 1000;
3245 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3249 /* Pick a monster */
3250 r_idx = get_mon_num(current_floor_ptr->monster_level);
3252 /* Handle failure */
3253 if (!r_idx) return (FALSE);
3255 r_ptr = &r_info[r_idx];
3257 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3259 if (r_idx == MON_HAGURE) continue;
3262 if (attempts < 1) return FALSE;
3268 /* Attempt to place the monster */
3269 if (place_monster_aux(0, y, x, r_idx, 0L)) break;
3272 if (attempts < 1) return FALSE;
3274 m_idx = current_floor_ptr->grid_array[y][x].m_idx;
3276 if (current_floor_ptr->m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[current_floor_ptr->m_list[m_idx].r_idx];
3278 for (attempts = randint1(10) + 5; attempts; attempts--)
3280 scatter(&cy, &cx, y, x, 5, 0);
3282 (void)summon_specific(m_idx, cy, cx, current_floor_ptr->dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
3288 if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), r_ptr->d_char);
3293 * @brief ダンジョンの主生成を試みる / Put the Guardian
3294 * @param def_val 現在の主の生成状態
3295 * @return 生成に成功したらtrue
3297 bool alloc_guardian(bool def_val)
3299 MONRACE_IDX guardian = d_info[p_ptr->dungeon_idx].final_guardian;
3301 if (guardian && (d_info[p_ptr->dungeon_idx].maxdepth == current_floor_ptr->dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
3305 int try_count = 4000;
3307 /* Find a good position */
3310 /* Get a random spot */
3311 oy = randint1(current_floor_ptr->height - 4) + 2;
3312 ox = randint1(current_floor_ptr->width - 4) + 2;
3314 /* Is it a good spot ? */
3315 if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(current_floor_ptr->grid_array[oy][ox].feat, &r_info[guardian], 0))
3317 /* Place the guardian */
3318 if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
3321 /* One less try count */
3333 * @brief ダンジョンの初期配置モンスターを生成1回生成する / Attempt to allocate a random monster in the dungeon.
3334 * @param dis プレイヤーから離れるべき最低距離
3335 * @param mode 生成オプション
3336 * @return 生成に成功したらtrue
3338 * Place the monster at least "dis" distance from the player.
3339 * Use "slp" to choose the initial "sleep" status
3340 * Use "current_floor_ptr->monster_level" for the monster level
3342 bool alloc_monster(POSITION dis, BIT_FLAGS mode)
3344 POSITION y = 0, x = 0;
3345 int attempts_left = 10000;
3347 /* Put the Guardian */
3348 if (alloc_guardian(FALSE)) return TRUE;
3350 /* Find a legal, distant, unoccupied, space */
3351 while (attempts_left--)
3353 /* Pick a location */
3354 y = randint0(current_floor_ptr->height);
3355 x = randint0(current_floor_ptr->width);
3357 /* Require empty floor grid (was "naked") */
3358 if (current_floor_ptr->dun_level)
3360 if (!cave_empty_bold2(y, x)) continue;
3364 if (!cave_empty_bold(y, x)) continue;
3367 /* Accept far away grids */
3368 if (distance(y, x, p_ptr->y, p_ptr->x) > dis) break;
3373 if (cheat_xtra || cheat_hear)
3375 msg_print(_("警告!新たなモンスターを配置できません。小さい階ですか?", "Warning! Could not allocate a new monster. Small level?"));
3382 if (randint1(5000) <= current_floor_ptr->dun_level)
3384 if (alloc_horde(y, x))
3391 /* Attempt to place the monster, allow groups */
3392 if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return (TRUE);
3400 * @brief モンスターが召喚の基本条件に合っているかをチェックする / Hack -- help decide if a monster race is "okay" to summon
3401 * @param r_idx チェックするモンスター種族ID
3402 * @return 召喚対象にできるならばTRUE
3404 static bool summon_specific_okay(MONRACE_IDX r_idx)
3406 monster_race *r_ptr = &r_info[r_idx];
3407 monster_type *m_ptr = ¤t_floor_ptr->m_list[summon_specific_who];
3409 /* Hack - Only summon dungeon monsters */
3410 if (!mon_hook_dungeon(r_idx)) return (FALSE);
3412 /* Hack -- identify the summoning monster */
3413 if (summon_specific_who > 0)
3416 /* Do not summon enemies */
3418 /* Friendly vs. opposite aligned normal or pet */
3419 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
3421 /* Use the player's alignment */
3422 else if (summon_specific_who < 0)
3424 /* Do not summon enemies of the pets */
3425 if (monster_has_hostile_align(NULL, 10, -10, r_ptr))
3427 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
3431 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
3433 /* Hack -- no specific type specified */
3434 if (!summon_specific_type) return (TRUE);
3436 if ((summon_specific_who < 0) &&
3437 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
3438 monster_has_hostile_align(NULL, 10, -10, r_ptr))
3441 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON)) return TRUE;
3443 return (summon_specific_aux(m_ptr->r_idx, r_idx));
3448 * @brief モンスターを召喚により配置する / Place a monster (of the specified "type") near the given location. Return TRUE if a monster was actually summoned.
3449 * @param who 召喚主のモンスター情報ID
3454 * @param mode 生成オプション
3455 * @return 召喚できたらtrueを返す
3458 * We will attempt to place the monster up to 10 times before giving up.
3460 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
3461 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
3462 * Note: None of the other summon codes will ever summon Unique's.
3464 * This function has been changed. We now take the "monster level"
3465 * of the summoning monster as a parameter, and use that, along with
3466 * the current dungeon level, to help determine the level of the
3467 * desired monster. Note that this is an upper bound, and also
3468 * tends to "prefer" monsters of that level. Currently, we use
3469 * the average of the dungeon and monster levels, and then add
3470 * five to allow slight increases in monster power.
3472 * Note that we use the new "monster allocation table" creation code
3473 * to restrict the "get_mon_num()" function to the set of "legal"
3474 * monsters, making this function much faster and more reliable.
3476 * Note that this function may not succeed, though this is very rare.
3478 bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
3483 if (p_ptr->inside_arena) return (FALSE);
3485 if (!mon_scatter(0, &y, &x, y1, x1, 2)) return FALSE;
3487 /* Save the summoner */
3488 summon_specific_who = who;
3490 /* Save the "summon" type */
3491 summon_specific_type = type;
3493 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
3494 get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
3496 /* Pick a monster, using the level calculation */
3497 r_idx = get_mon_num((current_floor_ptr->dun_level + lev) / 2 + 5);
3499 /* Handle failure */
3502 summon_specific_type = 0;
3506 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
3508 /* Attempt to place the monster (awake, allow groups) */
3509 if (!place_monster_aux(who, y, x, r_idx, mode))
3511 summon_specific_type = 0;
3515 summon_specific_type = 0;
3517 sound(SOUND_SUMMON);
3523 * @brief 特定モンスター種族を召喚により生成する / A "dangerous" function, creates a pet of the specified type
3524 * @param who 召喚主のモンスター情報ID
3527 * @param r_idx 生成するモンスター種族ID
3528 * @param mode 生成オプション
3529 * @return 召喚できたらtrueを返す
3531 bool summon_named_creature(MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
3534 /* if (!r_idx) return; */
3536 /* Prevent illegal monsters */
3537 if (r_idx >= max_r_idx) return FALSE;
3539 if (p_ptr->inside_arena) return FALSE;
3541 if (!mon_scatter(r_idx, &y, &x, oy, ox, 2)) return FALSE;
3543 /* Place it (allow groups) */
3544 return place_monster_aux(who, y, x, r_idx, (mode | PM_NO_KAGE));
3549 * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
3550 * @param m_idx 増殖するモンスター情報ID
3551 * @param clone クローン・モンスター処理ならばtrue
3552 * @param mode 生成オプション
3553 * @return 生成できたらtrueを返す
3555 * Note that "reproduction" REQUIRES empty space.
3557 bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
3559 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
3562 if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
3565 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
3567 /* Create a new monster (awake, no groups) */
3568 if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
3571 /* Hack -- Transfer "clone" flag */
3572 if (clone || (m_ptr->smart & SM_CLONED))
3574 current_floor_ptr->m_list[hack_m_idx_ii].smart |= SM_CLONED;
3575 current_floor_ptr->m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
3584 * @brief ダメージを受けたモンスターの様子を記述する / Dump a message describing a monster's reaction to damage
3585 * @param m_idx モンスター情報ID
3586 * @param dam 与えたダメージ
3589 * Technically should attempt to treat "Beholder"'s as jelly's
3591 void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
3593 HIT_POINT oldhp, newhp;
3595 PERCENTAGE percentage;
3597 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
3598 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3600 GAME_TEXT m_name[MAX_NLEN];
3602 monster_desc(m_name, m_ptr, 0);
3604 if(dam == 0) // Notice non-damage
3606 msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
3610 /* Note -- subtle fix -CFT */
3612 oldhp = newhp + dam;
3613 tmp = (newhp * 100L) / oldhp;
3616 if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
3619 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3620 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
3621 else if(percentage > 50) msg_format("%^sは縮こまった。", m_name);
3622 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
3623 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
3624 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3625 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3627 if(percentage > 95) msg_format("%^s barely notices.", m_name);
3628 else if(percentage > 75) msg_format("%^s flinches.", m_name);
3629 else if(percentage > 50) msg_format("%^s squelches.", m_name);
3630 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
3631 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
3632 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
3633 else msg_format("%^s jerks limply.", m_name);
3637 else if(my_strchr("l", r_ptr->d_char)) // Fish
3640 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3641 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
3642 else if(percentage > 50) msg_format("%^sは躊躇した。", m_name);
3643 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
3644 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
3645 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3646 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3648 if(percentage > 95) msg_format("%^s barely notices.", m_name);
3649 else if(percentage > 75) msg_format("%^s flinches.", m_name);
3650 else if(percentage > 50) msg_format("%^s hesitates.", m_name);
3651 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
3652 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
3653 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
3654 else msg_format("%^s jerks limply.", m_name);
3658 else if(my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs
3661 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3662 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3663 else if(percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
3664 else if(percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
3665 else if(percentage > 20) msg_format("%^sはうめいた。", m_name);
3666 else if(percentage > 10) msg_format("%^sは躊躇した。", m_name);
3667 else msg_format("%^sはくしゃくしゃになった。", m_name);
3669 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
3670 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3671 else if(percentage > 50) msg_format("%^s roars thunderously.", m_name);
3672 else if(percentage > 35) msg_format("%^s rumbles.", m_name);
3673 else if(percentage > 20) msg_format("%^s grunts.", m_name);
3674 else if(percentage > 10) msg_format("%^s hesitates.", m_name);
3675 else msg_format("%^s crumples.", m_name);
3679 else if(my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics
3682 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3683 else if(percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
3684 else if(percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
3685 else if(percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
3686 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
3687 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3688 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3690 if(percentage > 95) msg_format("%^s barely notices.", m_name);
3691 else if(percentage > 75) msg_format("%^s hisses.", m_name);
3692 else if(percentage > 50) msg_format("%^s rears up in anger.", m_name);
3693 else if(percentage > 35) msg_format("%^s hisses furiously.", m_name);
3694 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
3695 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
3696 else msg_format("%^s jerks limply.", m_name);
3700 else if(my_strchr("f", r_ptr->d_char))
3703 if(percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
3704 else if(percentage > 75) msg_format("%^sは吠えた。", m_name);
3705 else if(percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
3706 else if(percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
3707 else if(percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
3708 else if(percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
3709 else msg_format("%sは哀れな鳴き声を出した。", m_name);
3711 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3712 else if(percentage > 75) msg_format("%^s roars.", m_name);
3713 else if(percentage > 50) msg_format("%^s growls angrily.", m_name);
3714 else if(percentage > 35) msg_format("%^s hisses with pain.", m_name);
3715 else if(percentage > 20) msg_format("%^s mewls in pain.", m_name);
3716 else if(percentage > 10) msg_format("%^s hisses in agony.", m_name);
3717 else msg_format("%^s mewls pitifully.", m_name);
3721 else if(my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders
3724 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3725 else if(percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
3726 else if(percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
3727 else if(percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
3728 else if(percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
3729 else if(percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
3730 else msg_format("%^sはピクピクひきつった。", m_name);
3732 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
3733 else if(percentage > 75) msg_format("%^s chitters.", m_name);
3734 else if(percentage > 50) msg_format("%^s scuttles about.", m_name);
3735 else if(percentage > 35) msg_format("%^s twitters.", m_name);
3736 else if(percentage > 20) msg_format("%^s jerks in pain.", m_name);
3737 else if(percentage > 10) msg_format("%^s jerks in agony.", m_name);
3738 else msg_format("%^s twitches.", m_name);
3742 else if(my_strchr("B", r_ptr->d_char)) // Birds
3745 if(percentage > 95) msg_format("%^sはさえずった。", m_name);
3746 else if(percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
3747 else if(percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
3748 else if(percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
3749 else if(percentage > 20) msg_format("%^sは苦しんだ。", m_name);
3750 else if(percentage > 10) msg_format("%^sはのたうち回った。", m_name);
3751 else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
3753 if(percentage > 95) msg_format("%^s chirps.", m_name);
3754 else if(percentage > 75) msg_format("%^s twitters.", m_name);
3755 else if(percentage > 50) msg_format("%^s squawks.", m_name);
3756 else if(percentage > 35) msg_format("%^s chatters.", m_name);
3757 else if(percentage > 20) msg_format("%^s jeers.", m_name);
3758 else if(percentage > 10) msg_format("%^s flutters about.", m_name);
3759 else msg_format("%^s squeaks.", m_name);
3763 else if(my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead
3766 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3767 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
3768 else if(percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
3769 else if(percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
3770 else if(percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
3771 else if(percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
3772 else msg_format("%^sは弱々しくうなった。", m_name);
3774 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
3775 else if(percentage > 75) msg_format("%^s flinches.", m_name);
3776 else if(percentage > 50) msg_format("%^s hisses in pain.", m_name);
3777 else if(percentage > 35) msg_format("%^s snarls with pain.", m_name);
3778 else if(percentage > 20) msg_format("%^s roars with pain.", m_name);
3779 else if(percentage > 10) msg_format("%^s gasps.", m_name);
3780 else msg_format("%^s snarls feebly.", m_name);
3784 else if(my_strchr("s", r_ptr->d_char)) // Skeletons
3787 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3788 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3789 else if(percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
3790 else if(percentage > 35) msg_format("%^sはよろめいた。", m_name);
3791 else if(percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
3792 else if(percentage > 10) msg_format("%^sはよろめいた。", m_name);
3793 else msg_format("%^sはガタガタ言った。", m_name);
3795 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
3796 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3797 else if(percentage > 50) msg_format("%^s rattles.", m_name);
3798 else if(percentage > 35) msg_format("%^s stumbles.", m_name);
3799 else if(percentage > 20) msg_format("%^s rattles.", m_name);
3800 else if(percentage > 10) msg_format("%^s staggers.", m_name);
3801 else msg_format("%^s clatters.", m_name);
3805 else if(my_strchr("z", r_ptr->d_char)) // Zombies
3808 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3809 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3810 else if(percentage > 50) msg_format("%^sはうめいた。", m_name);
3811 else if(percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
3812 else if(percentage > 20) msg_format("%^sは躊躇した。", m_name);
3813 else if(percentage > 10) msg_format("%^sはうなった。", m_name);
3814 else msg_format("%^sはよろめいた。", m_name);
3816 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
3817 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3818 else if(percentage > 50) msg_format("%^s groans.", m_name);
3819 else if(percentage > 35) msg_format("%^s moans.", m_name);
3820 else if(percentage > 20) msg_format("%^s hesitates.", m_name);
3821 else if(percentage > 10) msg_format("%^s grunts.", m_name);
3822 else msg_format("%^s staggers.", m_name);
3826 else if(my_strchr("G", r_ptr->d_char)) // Ghosts
3829 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3830 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3831 else if(percentage > 50) msg_format("%sはうめいた。", m_name);
3832 else if(percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
3833 else if(percentage > 20) msg_format("%^sは吠えた。", m_name);
3834 else if(percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
3835 else msg_format("%^sはかすかにうめいた。", m_name);
3837 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
3838 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3839 else if(percentage > 50) msg_format("%^s moans.", m_name);
3840 else if(percentage > 35) msg_format("%^s wails.", m_name);
3841 else if(percentage > 20) msg_format("%^s howls.", m_name);
3842 else if(percentage > 10) msg_format("%^s moans softly.", m_name);
3843 else msg_format("%^s sighs.", m_name);
3847 else if(my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds
3850 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
3851 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3852 else if(percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
3853 else if(percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
3854 else if(percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
3855 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3856 else msg_format("%^sは弱々しく吠えた。", m_name);
3858 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3859 else if(percentage > 75) msg_format("%^s snarls with pain.", m_name);
3860 else if(percentage > 50) msg_format("%^s yelps in pain.", m_name);
3861 else if(percentage > 35) msg_format("%^s howls in pain.", m_name);
3862 else if(percentage > 20) msg_format("%^s howls in agony.", m_name);
3863 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
3864 else msg_format("%^s yelps feebly.", m_name);
3868 else if(my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek)
3871 if(percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
3872 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3873 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
3874 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
3875 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
3876 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3877 else msg_format("%^sは弱々しく叫んだ。", m_name);
3879 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
3880 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
3881 else if(percentage > 50) msg_format("%^s squeals in pain.", m_name);
3882 else if(percentage > 35) msg_format("%^s shrieks in pain.", m_name);
3883 else if(percentage > 20) msg_format("%^s shrieks in agony.", m_name);
3884 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
3885 else msg_format("%^s cries out feebly.", m_name);
3889 else // Another type of creatures (shrug,cry,scream)
3892 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
3893 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3894 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
3895 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
3896 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
3897 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3898 else msg_format("%^sは弱々しく叫んだ。", m_name);
3900 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3901 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
3902 else if(percentage > 50) msg_format("%^s cries out in pain.", m_name);
3903 else if(percentage > 35) msg_format("%^s screams in pain.", m_name);
3904 else if(percentage > 20) msg_format("%^s screams in agony.", m_name);
3905 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
3906 else msg_format("%^s cries out feebly.", m_name);
3914 * @brief SMART(適格に攻撃を行う)モンスターの学習状況を更新する / Learn about an "observed" resistance.
3915 * @param m_idx 更新を行う「モンスター情報ID
3916 * @param what 学習対象ID
3919 void update_smart_learn(MONSTER_IDX m_idx, int what)
3921 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
3922 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3924 /* Not allowed to learn */
3925 if (!smart_learn) return;
3927 /* Too stupid to learn anything */
3928 if (r_ptr->flags2 & (RF2_STUPID)) return;
3930 /* Not intelligent, only learn sometimes */
3931 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
3933 /* Analyze the knowledge */
3937 if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
3938 if (IS_OPPOSE_ACID()) m_ptr->smart |= (SM_OPP_ACID);
3939 if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
3943 if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
3944 if (IS_OPPOSE_ELEC()) m_ptr->smart |= (SM_OPP_ELEC);
3945 if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
3949 if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
3950 if (IS_OPPOSE_FIRE()) m_ptr->smart |= (SM_OPP_FIRE);
3951 if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
3955 if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
3956 if (IS_OPPOSE_COLD()) m_ptr->smart |= (SM_OPP_COLD);
3957 if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
3961 if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
3962 if (IS_OPPOSE_POIS()) m_ptr->smart |= (SM_OPP_POIS);
3967 if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
3971 if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
3975 if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
3979 if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
3983 if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
3987 if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
3991 if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
3995 if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
3999 if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
4003 if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
4007 if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
4011 if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
4015 if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
4019 if (p_ptr->reflect) m_ptr-> smart |= (SM_IMM_REFLECT);
4026 * @brief モンスターが盗みや拾いで確保していたアイテムを全てドロップさせる / Drop all items carried by a monster
4027 * @param m_ptr モンスター参照ポインタ
4030 void monster_drop_carried_objects(monster_type *m_ptr)
4032 OBJECT_IDX this_o_idx, next_o_idx = 0;
4038 /* Drop objects being carried */
4039 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4041 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
4042 next_o_idx = o_ptr->next_o_idx;
4045 object_copy(q_ptr, o_ptr);
4047 /* Forget monster */
4048 q_ptr->held_m_idx = 0;
4050 delete_object_idx(this_o_idx);
4053 (void)drop_near(q_ptr, -1, m_ptr->fy, m_ptr->fx);
4056 /* Forget objects */
4057 m_ptr->hold_o_idx = 0;
4061 * @brief 指定したモンスターに隣接しているモンスターの数を返す。
4062 * / Count number of adjacent monsters
4063 * @param m_idx 隣接数を調べたいモンスターのID
4064 * @return 隣接しているモンスターの数
4066 int get_monster_crowd_number(MONSTER_IDX m_idx)
4068 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
4069 POSITION my = m_ptr->fy;
4070 POSITION mx = m_ptr->fx;
4074 for (i = 0; i < 7; i++)
4076 int ay = my + ddy_ddd[i];
4077 int ax = mx + ddx_ddd[i];
4079 if (!in_bounds(ay, ax)) continue;
4081 /* Count number of monsters */
4082 if (current_floor_ptr->grid_array[ay][ax].m_idx > 0) count++;