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.
21 #include "object-flavor.h"
22 #include "monsterrace-hook.h"
23 #include "monster-status.h"
26 #include "spells-summon.h"
29 #include "player-move.h"
30 #include "player-status.h"
31 #include "player-race.h"
32 #include "player-class.h"
33 #include "player-personality.h"
36 #include "monster-spell.h"
38 #include "view-mainwindow.h"
40 #include "monsterrace.h"
42 #include "targeting.h"
43 #include "realm-song.h"
46 #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? */
47 #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? */
48 #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 */
50 MONSTER_IDX hack_m_idx = 0; /* Hack -- see "process_monsters()" */
51 MONSTER_IDX hack_m_idx_ii = 0;
53 bool is_friendly_idx(player_type *player_ptr, MONSTER_IDX m_idx);
56 * @brief モンスターの目標地点をセットする / Set the target of counter attack
57 * @param m_ptr モンスターの参照ポインタ
62 void set_target(monster_type *m_ptr, POSITION y, POSITION x)
70 * @brief モンスターの目標地点をリセットする / Reset the target of counter attack
71 * @param m_ptr モンスターの参照ポインタ
74 void reset_target(monster_type *m_ptr)
76 set_target(m_ptr, 0, 0);
81 * @brief モンスターの真の種族を返す / Extract monster race pointer of a monster's true form
82 * @param m_ptr モンスターの参照ポインタ
83 * @return 本当のモンスター種族参照ポインタ
85 monster_race *real_r_ptr(monster_type *m_ptr)
87 return &r_info[real_r_idx(m_ptr)];
91 MONRACE_IDX real_r_idx(monster_type *m_ptr)
93 monster_race *r_ptr = &r_info[m_ptr->r_idx];
94 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
96 if (r_ptr->flags1 & RF1_UNIQUE)
97 return MON_CHAMELEON_K;
107 * @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.
108 * @param i 消去するモンスターのID
111 * 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。 /
112 * When a monster is deleted, all of its objects are deleted.
114 void delete_monster_idx(player_type *player_ptr, MONSTER_IDX i)
116 floor_type *floor_ptr = player_ptr->current_floor_ptr;
117 monster_type *m_ptr = &floor_ptr->m_list[i];
118 monster_race *r_ptr = &r_info[m_ptr->r_idx];
120 POSITION y = m_ptr->fy;
121 POSITION x = m_ptr->fx;
123 real_r_ptr(m_ptr)->cur_num--;
124 if (r_ptr->flags2 & (RF2_MULTIPLY)) floor_ptr->num_repro--;
126 if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(player_ptr, i, 0);
127 if (MON_FAST(m_ptr)) (void)set_monster_fast(player_ptr, i, 0);
128 if (MON_SLOW(m_ptr)) (void)set_monster_slow(player_ptr, i, 0);
129 if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(player_ptr, i, 0);
130 if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(player_ptr, i, 0);
131 if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(player_ptr, i, 0);
132 if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(player_ptr, i, 0, FALSE);
134 if (i == target_who) target_who = 0;
136 if (i == player_ptr->health_who) health_track(player_ptr, 0);
138 if (player_ptr->pet_t_m_idx == i) player_ptr->pet_t_m_idx = 0;
139 if (player_ptr->riding_t_m_idx == i) player_ptr->riding_t_m_idx = 0;
140 if (player_ptr->riding == i) player_ptr->riding = 0;
142 floor_ptr->grid_array[y][x].m_idx = 0;
143 OBJECT_IDX next_o_idx = 0;
144 for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
147 o_ptr = &floor_ptr->o_list[this_o_idx];
148 next_o_idx = o_ptr->next_o_idx;
149 delete_object_idx(player_ptr, this_o_idx);
152 (void)WIPE(m_ptr, monster_type);
154 lite_spot(player_ptr, y, x);
155 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
157 player_ptr->update |= (PU_MON_LITE);
163 * @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
164 * @param player_ptr プレーヤーへの参照ポインタ
169 static void compact_monsters_aux(player_type *player_ptr, MONSTER_IDX i1, MONSTER_IDX i2)
171 if (i1 == i2) return;
173 floor_type *floor_ptr = player_ptr->current_floor_ptr;
175 m_ptr = &floor_ptr->m_list[i1];
177 POSITION y = m_ptr->fy;
178 POSITION x = m_ptr->fx;
180 g_ptr = &floor_ptr->grid_array[y][x];
183 OBJECT_IDX next_o_idx = 0;
184 for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
187 o_ptr = &floor_ptr->o_list[this_o_idx];
188 next_o_idx = o_ptr->next_o_idx;
189 o_ptr->held_m_idx = i2;
192 if (target_who == i1) target_who = i2;
194 if (player_ptr->pet_t_m_idx == i1) player_ptr->pet_t_m_idx = i2;
195 if (player_ptr->riding_t_m_idx == i1) player_ptr->riding_t_m_idx = i2;
197 if (player_ptr->riding == i1) player_ptr->riding = i2;
199 if (player_ptr->health_who == i1) health_track(player_ptr, i2);
203 for (int i = 1; i < floor_ptr->m_max; i++)
205 monster_type *m2_ptr = &floor_ptr->m_list[i];
207 if (m2_ptr->parent_m_idx == i1)
208 m2_ptr->parent_m_idx = i2;
212 (void)COPY(&floor_ptr->m_list[i2], &floor_ptr->m_list[i1], monster_type);
213 (void)WIPE(&floor_ptr->m_list[i1], monster_type);
215 for (int i = 0; i < MAX_MTIMED; i++)
217 int mproc_idx = get_mproc_idx(floor_ptr, i1, i);
218 if (mproc_idx >= 0) floor_ptr->mproc_list[i][mproc_idx] = i2;
224 * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
225 * @param player_ptr プレーヤーへの参照ポインタ
226 * @param size 圧縮後のモンスター件数目標
229 * This function can be very dangerous, use with caution!
231 * When actually "compacting" monsters, we base the saving throw
232 * on a combination of monster level, distance from player, and
233 * current "desperation".
235 * After "compacting" (if needed), we "reorder" the monsters into a more
236 * compact order, and we reset the allocation info, and the "live" array.
238 void compact_monsters(player_type *player_ptr, int size)
240 if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
242 /* Compact at least 'size' objects */
243 floor_type *floor_ptr = player_ptr->current_floor_ptr;
244 for (int num = 0, cnt = 1; num < size; cnt++)
246 int cur_lev = 5 * cnt;
247 int cur_dis = 5 * (20 - cnt);
248 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++)
250 monster_type *m_ptr = &floor_ptr->m_list[i];
251 monster_race *r_ptr = &r_info[m_ptr->r_idx];
252 if (!monster_is_valid(m_ptr)) continue;
253 if (r_ptr->level > cur_lev) continue;
254 if (i == player_ptr->riding) continue;
255 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
258 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
260 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
262 if (randint0(100) < chance) continue;
264 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
266 GAME_TEXT m_name[MAX_NLEN];
267 monster_desc(player_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
268 exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
271 delete_monster_idx(player_ptr, i);
276 /* Excise dead monsters (backwards!) */
277 for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--)
279 monster_type *m_ptr = &floor_ptr->m_list[i];
280 if (m_ptr->r_idx) continue;
281 compact_monsters_aux(player_ptr, floor_ptr->m_max - 1, i);
288 * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
289 * @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
290 * @param player_ptr プレーヤーへの参照ポインタ
293 * This is an efficient method of simulating multiple calls to the
294 * "delete_monster()" function, with no visual effects.
296 void wipe_monsters_list(player_type *player_ptr)
298 if (!r_info[MON_BANORLUPART].max_num)
300 if (r_info[MON_BANOR].max_num)
302 r_info[MON_BANOR].max_num = 0;
303 r_info[MON_BANOR].r_pkills++;
304 r_info[MON_BANOR].r_akills++;
305 if (r_info[MON_BANOR].r_tkills < MAX_SHORT)
306 r_info[MON_BANOR].r_tkills++;
309 if (r_info[MON_LUPART].max_num)
311 r_info[MON_LUPART].max_num = 0;
312 r_info[MON_LUPART].r_pkills++;
313 r_info[MON_LUPART].r_akills++;
314 if (r_info[MON_LUPART].r_tkills < MAX_SHORT)
315 r_info[MON_LUPART].r_tkills++;
319 floor_type *floor_ptr = player_ptr->current_floor_ptr;
320 for (int i = floor_ptr->m_max - 1; i >= 1; i--)
322 monster_type *m_ptr = &floor_ptr->m_list[i];
323 if (!monster_is_valid(m_ptr)) continue;
325 floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
326 (void)WIPE(m_ptr, monster_type);
330 * Wiping racial counters of all monsters and incrementing of racial
331 * counters of monsters in party_mon[] are required to prevent multiple
332 * generation of unique monster who is the minion of player.
334 for (int i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
336 floor_ptr->m_max = 1;
337 floor_ptr->m_cnt = 0;
338 for (int i = 0; i < MAX_MTIMED; i++) floor_ptr->mproc_max[i] = 0;
340 floor_ptr->num_repro = 0;
342 player_ptr->pet_t_m_idx = 0;
343 player_ptr->riding_t_m_idx = 0;
344 health_track(player_ptr, 0);
349 * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
350 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
351 * @return 利用可能なモンスター配列の添字
353 * This routine should almost never fail, but it *can* happen.
355 MONSTER_IDX m_pop(player_type *player_ptr)
357 /* Normal allocation */
358 floor_type *floor_ptr = player_ptr->current_floor_ptr;
359 if (floor_ptr->m_max < current_world_ptr->max_m_idx)
361 MONSTER_IDX i = floor_ptr->m_max;
367 /* Recycle dead monsters */
368 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++)
371 m_ptr = &floor_ptr->m_list[i];
372 if (m_ptr->r_idx) continue;
377 if (current_world_ptr->character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
383 * @var summon_specific_type
384 * @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"
385 * @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
387 static int summon_specific_type = 0;
391 * @var summon_specific_who
392 * @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
393 * @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
395 static int summon_specific_who = -1;
399 * @var summon_unique_okay
400 * @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
401 * @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
403 static bool summon_unique_okay = FALSE;
407 * @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
408 * @param player_ptr プレーヤーへの参照ポインタ
409 * @return 召喚条件が一致するならtrue
412 static bool summon_specific_aux(player_type *player_ptr, MONRACE_IDX summoner_idx, MONRACE_IDX r_idx)
414 monster_race *r_ptr = &r_info[r_idx];
415 bool is_match = FALSE;
417 switch (summon_specific_type)
421 is_match = (r_ptr->d_char == 'a');
426 is_match = (r_ptr->d_char == 'S');
431 is_match = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
436 is_match = (r_ptr->d_char == 'M');
441 is_match = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
446 is_match = (r_ptr->flags3 & RF3_DEMON);
451 is_match = (r_ptr->flags3 & RF3_UNDEAD);
456 is_match = (r_ptr->flags3 & RF3_DRAGON);
459 case SUMMON_HI_UNDEAD:
461 is_match = ((r_ptr->d_char == 'L') ||
462 (r_ptr->d_char == 'V') ||
463 (r_ptr->d_char == 'W'));
466 case SUMMON_HI_DRAGON:
468 is_match = (r_ptr->d_char == 'D');
471 case SUMMON_HI_DEMON:
473 is_match = (((r_ptr->d_char == 'U') ||
474 (r_ptr->d_char == 'H') ||
475 (r_ptr->d_char == 'B')) &&
476 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
479 case SUMMON_AMBERITES:
481 is_match = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
486 is_match = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
491 is_match = (r_ptr->d_char == 'm');
496 is_match = (r_ptr->d_char == 'b');
499 case SUMMON_QUYLTHULG:
501 is_match = (r_ptr->d_char == 'Q');
504 case SUMMON_COIN_MIMIC:
506 is_match = (r_ptr->d_char == '$');
511 is_match = ((r_ptr->d_char == '!') ||
512 (r_ptr->d_char == '?') ||
513 (r_ptr->d_char == '=') ||
514 (r_ptr->d_char == '$') ||
515 (r_ptr->d_char == '|'));
520 is_match = (r_ptr->d_char == 'g');
525 is_match = ((r_ptr->d_char == 'U') &&
526 (r_ptr->flags4 & RF4_ROCKET));
531 SYMBOL_CODE summon_kin_type;
534 summon_kin_type = r_info[summoner_idx].d_char;
538 summon_kin_type = get_summon_symbol_from_player(player_ptr);
541 is_match = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
546 is_match = (r_idx == MON_DAWN);
551 is_match = (r_ptr->flags3 & (RF3_ANIMAL));
554 case SUMMON_ANIMAL_RANGER:
556 is_match = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
557 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
558 !(r_ptr->flags3 & (RF3_DRAGON)) &&
559 !(r_ptr->flags3 & (RF3_EVIL)) &&
560 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
561 !(r_ptr->flags3 & (RF3_DEMON)) &&
562 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
563 !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
566 case SUMMON_HI_DRAGON_LIVING:
568 is_match = ((r_ptr->d_char == 'D') && monster_living(r_idx));
573 is_match = monster_living(r_idx);
578 is_match = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
581 case SUMMON_BLUE_HORROR:
583 is_match = (r_idx == MON_BLUE_HORROR);
586 case SUMMON_ELEMENTAL:
588 is_match = (r_ptr->d_char == 'E');
593 is_match = (r_ptr->d_char == 'v');
598 is_match = (r_ptr->d_char == 'H');
603 is_match = (r_ptr->d_char == 'B');
606 case SUMMON_KAMIKAZE:
609 for (i = 0; i < 4; i++)
610 if (r_ptr->blow[i].method == RBM_EXPLODE) is_match = TRUE;
613 case SUMMON_KAMIKAZE_LIVING:
617 for (i = 0; i < 4; i++)
618 if (r_ptr->blow[i].method == RBM_EXPLODE) is_match = TRUE;
619 is_match = (is_match && monster_living(r_idx));
624 is_match = (r_idx == MON_MANES);
629 is_match = (r_idx == MON_LOUSE);
632 case SUMMON_GUARDIANS:
634 is_match = (r_ptr->flags7 & RF7_GUARDIAN);
639 is_match = ((r_idx == MON_NOV_PALADIN) ||
640 (r_idx == MON_NOV_PALADIN_G) ||
641 (r_idx == MON_PALADIN) ||
642 (r_idx == MON_W_KNIGHT) ||
643 (r_idx == MON_ULTRA_PALADIN) ||
644 (r_idx == MON_KNI_TEMPLAR));
649 is_match = (r_ptr->d_char == 'B' &&
650 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
651 (r_ptr->flags8 & RF8_WILD_ONLY));
654 case SUMMON_PIRANHAS:
656 is_match = (r_idx == MON_PIRANHA);
659 case SUMMON_ARMAGE_GOOD:
661 is_match = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
664 case SUMMON_ARMAGE_EVIL:
666 is_match = ((r_ptr->flags3 & RF3_DEMON) ||
667 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
677 * @var chameleon_change_m_idx
678 * @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
679 * @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
681 static int chameleon_change_m_idx = 0;
684 * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
685 * @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.
686 * @param player_ptr プレーヤーへの参照ポインタ
687 * @param r_idx チェックするモンスター種族ID
688 * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
690 static bool restrict_monster_to_dungeon(player_type *player_ptr, MONRACE_IDX r_idx)
692 DUNGEON_IDX d_idx = player_ptr->dungeon_idx;
693 dungeon_type *d_ptr = &d_info[d_idx];
694 monster_race *r_ptr = &r_info[r_idx];
696 if (d_ptr->flags1 & DF1_CHAMELEON)
698 if (chameleon_change_m_idx) return TRUE;
701 if (d_ptr->flags1 & DF1_NO_MAGIC)
703 if (r_idx != MON_CHAMELEON &&
705 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
706 !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
707 !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
711 if (d_ptr->flags1 & DF1_NO_MELEE)
713 if (r_idx == MON_CHAMELEON) return TRUE;
714 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
715 !(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)) &&
716 !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
720 floor_type *floor_ptr = player_ptr->current_floor_ptr;
721 if (d_ptr->flags1 & DF1_BEGINNER)
723 if (r_ptr->level > floor_ptr->dun_level)
727 if (d_ptr->special_div >= 64) return TRUE;
728 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
733 case DUNGEON_MODE_AND:
737 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
743 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
749 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
755 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
759 if (d_ptr->m_a_ability_flags1)
761 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
765 if (d_ptr->m_a_ability_flags2)
767 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
773 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
779 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
785 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
791 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
795 for (a = 0; a < 5; a++)
796 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
800 case DUNGEON_MODE_NAND:
804 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
810 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
816 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
822 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
826 if (d_ptr->m_a_ability_flags1)
828 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
832 if (d_ptr->m_a_ability_flags2)
834 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
840 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
846 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
852 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
858 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
862 for (a = 0; a < 5; a++)
863 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
867 case DUNGEON_MODE_OR:
869 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
870 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
871 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
872 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
873 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE;
874 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE;
875 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
876 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
877 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
878 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
879 for (a = 0; a < 5; a++)
880 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
884 case DUNGEON_MODE_NOR:
886 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
887 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
888 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
889 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
890 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE;
891 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE;
892 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
893 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
894 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
895 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
896 for (a = 0; a < 5; a++)
897 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
907 * Hack -- function hooks to restrict "get_mon_num_prep()" function
909 monsterrace_hook_type get_mon_num_hook;
910 monsterrace_hook_type get_mon_num2_hook;
913 * @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"
914 * @param player_ptr プレーヤーへの参照ポインタ
915 * @param monster_hook 制限関数1
916 * @param monster_hook2 制限関数2
919 errr get_mon_num_prep(player_type *player_ptr, monsterrace_hook_type monster_hook, monsterrace_hook_type monster_hook2)
921 /* Todo: Check the hooks for non-changes */
922 get_mon_num_hook = monster_hook;
923 get_mon_num2_hook = monster_hook2;
925 floor_type *floor_ptr = player_ptr->current_floor_ptr;
926 for (int i = 0; i < alloc_race_size; i++)
929 alloc_entry *entry = &alloc_race_table[i];
931 r_ptr = &r_info[entry->index];
933 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
934 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
937 if (!player_ptr->phase_out && !chameleon_change_m_idx &&
938 summon_specific_type != SUMMON_GUARDIANS)
940 if (r_ptr->flags1 & RF1_QUESTOR)
943 if (r_ptr->flags7 & RF7_GUARDIAN)
946 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
947 (r_ptr->level > floor_ptr->dun_level))
951 entry->prob2 = entry->prob1;
952 if (floor_ptr->dun_level && (!floor_ptr->inside_quest || is_fixed_quest_idx(floor_ptr->inside_quest)) &&
953 !restrict_monster_to_dungeon(player_ptr, entry->index) && !player_ptr->phase_out)
955 int hoge = entry->prob2 * d_info[player_ptr->dungeon_idx].special_div;
956 entry->prob2 = hoge / 64;
957 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
966 * @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
967 * @param player_ptr プレーヤーへの参照ポインタ
969 * @return 選択されたモンスター生成種族
971 * Choose a monster race that seems "appropriate" to the given level
973 * This function uses the "prob2" field of the "monster allocation table",
974 * and various local information, to calculate the "prob3" field of the
975 * same table, which is then used to choose an "appropriate" monster, in
976 * a relatively efficient manner.
978 * Note that "town" monsters will *only* be created in the town, and
979 * "normal" monsters will *never* be created in the town, unless the
980 * "level" is "modified", for example, by polymorph or summoning.
982 * There is a small chance (1/50) of "boosting" the given depth by
983 * a small amount (up to four levels), except in the town.
985 * It is (slightly) more likely to acquire a monster of the given level
986 * than one of a lower level. This is done by choosing several monsters
987 * appropriate to the given level and keeping the "hardest" one.
989 * Note that if no monsters are "appropriate", then this function will
990 * fail, and return zero, but this should *almost* never happen.
992 MONRACE_IDX get_mon_num(player_type *player_ptr, DEPTH level)
994 int delay = mysqrt(level * 10000L) + 400L;
995 int reinforcement_possibility = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
996 int reinforcement_level = MIN(NASTY_MON_PLUS_MAX, 3 + current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10));
998 if (d_info[player_ptr->dungeon_idx].flags1 & DF1_MAZE)
1000 reinforcement_possibility = MIN(reinforcement_possibility / 2, reinforcement_possibility - 10);
1001 if (reinforcement_possibility < 2) reinforcement_possibility = 2;
1002 reinforcement_level += 2;
1006 if (!player_ptr->phase_out && !(d_info[player_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
1008 if (ironman_nightmare && !randint0(reinforcement_possibility))
1010 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1014 if (!randint0(reinforcement_possibility))
1016 level += reinforcement_level;
1021 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1022 if (level < 0) level = 0;
1026 /* Process probabilities */
1027 alloc_entry *table = alloc_race_table;
1028 for (int i = 0; i < alloc_race_size; i++)
1030 if (table[i].level > level) break;
1032 MONRACE_IDX r_idx = table[i].index;
1033 monster_race *r_ptr;
1034 r_ptr = &r_info[r_idx];
1035 if (!player_ptr->phase_out && !chameleon_change_m_idx)
1037 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1038 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1039 (r_ptr->cur_num >= r_ptr->max_num))
1044 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1045 (r_ptr->cur_num >= 1))
1050 if (r_idx == MON_BANORLUPART)
1052 if (r_info[MON_BANOR].cur_num > 0) continue;
1053 if (r_info[MON_LUPART].cur_num > 0) continue;
1057 table[i].prob3 = table[i].prob2;
1058 total += table[i].prob3;
1061 if (total <= 0) return 0;
1063 long value = randint0(total);
1064 int found_count = 0;
1065 for (int i = 0; i < alloc_race_size; i++)
1067 if (value < table[i].prob3) break;
1068 value = value - table[i].prob3;
1072 int p = randint0(100);
1074 /* Try for a "harder" monster once (50%) or twice (10%) */
1077 int j = found_count;
1078 value = randint0(total);
1079 for (found_count = 0; found_count < alloc_race_size; found_count++)
1081 if (value < table[found_count].prob3) break;
1083 value = value - table[found_count].prob3;
1086 if (table[found_count].level < table[j].level)
1090 /* Try for a "harder" monster twice (10%) */
1093 int j = found_count;
1094 value = randint0(total);
1095 for (found_count = 0; found_count < alloc_race_size; found_count++)
1097 if (value < table[found_count].prob3) break;
1099 value = value - table[found_count].prob3;
1102 if (table[found_count].level < table[j].level)
1106 return (table[found_count].index);
1111 * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
1112 * @param desc 記述出力先の文字列参照ポインタ
1113 * @param m_ptr モンスターの参照ポインタ
1114 * @param mode 呼称オプション
1117 * We can correctly describe monsters based on their visibility.
1118 * We can force all monsters to be treated as visible or invisible.
1119 * We can build nominatives, objectives, possessives, or reflexives.
1120 * We can selectively pronominalize hidden, visible, or all monsters.
1121 * We can use definite or indefinite descriptions for hidden monsters.
1122 * We can use definite or indefinite descriptions for visible monsters.
1124 * Pronominalization involves the gender whenever possible and allowed,
1125 * so that by cleverly requesting pronominalization / visibility, you
1126 * can get messages like "You hit someone. She screams in agony!".
1128 * Reflexives are acquired by requesting Objective plus Possessive.
1130 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1131 * unless the "Assume Visible" mode is requested.
1133 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1134 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1135 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1136 * in which case you may be in trouble... :-)
1138 * I am assuming that no monster name is more than 70 characters long,
1139 * so that "char desc[80];" is sufficiently large for any result.
1142 * MD_OBJECTIVE --> Objective (or Reflexive)
1143 * MD_POSSESSIVE --> Possessive (or Reflexive)
1144 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1145 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1146 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1147 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1148 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1149 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1150 * MD_TRUE_NAME --> Chameleon's true name
1151 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1154 * 0x00 --> Full nominative name ("the kobold") or "it"
1155 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1156 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1157 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1158 * MD_PRON_VISIBLE | MD_POSSESSIVE
1159 * --> Possessive, genderized if visable ("his") or "its"
1160 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1161 * --> Reflexive, genderized if visable ("himself") or "itself"
1163 void monster_desc(player_type *player_ptr, char *desc, monster_type *m_ptr, BIT_FLAGS mode)
1165 monster_race *r_ptr;
1166 r_ptr = &r_info[m_ptr->ap_r_idx];
1167 concptr name = (mode & MD_TRUE_NAME) ? (r_name + real_r_ptr(m_ptr)->name) : (r_name + r_ptr->name);
1168 GAME_TEXT silly_name[1024];
1170 if (player_ptr->image && !(mode & MD_IGNORE_HALLU))
1174 if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
1180 monster_race *hallu_race;
1184 hallu_race = &r_info[randint1(max_r_idx - 1)];
1185 } while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1187 strcpy(silly_name, (r_name + hallu_race->name));
1193 bool seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1194 bool pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1196 /* First, try using pronouns, or describing hidden monsters */
1197 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1201 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1202 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1204 if (!m_ptr || !pron) kind = 0x00;
1206 concptr res = _("何か", "it");
1207 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1210 case 0x00: res = "何か"; break;
1211 case 0x00 + (MD_OBJECTIVE) : res = "何か"; break;
1212 case 0x00 + (MD_POSSESSIVE) : res = "何かの"; break;
1213 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "何か自身"; break;
1214 case 0x00 + (MD_INDEF_HIDDEN) : res = "何か"; break;
1215 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "何か"; break;
1216 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "何か"; break;
1217 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "それ自身"; break;
1219 case 0x00: res = "it"; break;
1220 case 0x00 + (MD_OBJECTIVE) : res = "it"; break;
1221 case 0x00 + (MD_POSSESSIVE) : res = "its"; break;
1222 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "itself"; break;
1223 case 0x00 + (MD_INDEF_HIDDEN) : res = "something"; break;
1224 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "something"; break;
1225 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "something's"; break;
1226 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "itself"; break;
1230 case 0x10: res = "彼"; break;
1231 case 0x10 + (MD_OBJECTIVE) : res = "彼"; break;
1232 case 0x10 + (MD_POSSESSIVE) : res = "彼の"; break;
1233 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼自身"; break;
1234 case 0x10 + (MD_INDEF_HIDDEN) : res = "誰か"; break;
1235 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "誰か"; break;
1236 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "誰かの"; break;
1237 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼自身"; break;
1239 case 0x10: res = "he"; break;
1240 case 0x10 + (MD_OBJECTIVE) : res = "him"; break;
1241 case 0x10 + (MD_POSSESSIVE) : res = "his"; break;
1242 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "himself"; break;
1243 case 0x10 + (MD_INDEF_HIDDEN) : res = "someone"; break;
1244 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "someone"; break;
1245 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "someone's"; break;
1246 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "himself"; break;
1250 case 0x20: res = "彼女"; break;
1251 case 0x20 + (MD_OBJECTIVE) : res = "彼女"; break;
1252 case 0x20 + (MD_POSSESSIVE) : res = "彼女の"; break;
1253 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼女自身"; break;
1254 case 0x20 + (MD_INDEF_HIDDEN) : res = "誰か"; break;
1255 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "誰か"; break;
1256 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "誰かの"; break;
1257 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼女自身"; break;
1259 case 0x20: res = "she"; break;
1260 case 0x20 + (MD_OBJECTIVE) : res = "her"; break;
1261 case 0x20 + (MD_POSSESSIVE) : res = "her"; break;
1262 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "herself"; break;
1263 case 0x20 + (MD_INDEF_HIDDEN) : res = "someone"; break;
1264 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "someone"; break;
1265 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "someone's"; break;
1266 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "herself"; break;
1270 (void)strcpy(desc, res);
1274 /* Handle visible monsters, "reflexive" request */
1275 if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1277 /* The monster is visible, so use its gender */
1278 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, _("彼女自身", "herself"));
1279 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, _("彼自身", "himself"));
1280 else strcpy(desc, _("それ自身", "itself"));
1284 /* Handle all other visible monster requests */
1286 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1293 while (strncmp(t, "』", 2) && *t) t++;
1297 (void)sprintf(desc, "%s?』", buf);
1300 (void)sprintf(desc, "%s?", name);
1302 (void)sprintf(desc, "%s?", name);
1307 if ((r_ptr->flags1 & RF1_UNIQUE) && !(player_ptr->image && !(mode & MD_IGNORE_HALLU)))
1309 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1316 while (strncmp(t, "』", 2) && *t) t++;
1320 (void)sprintf(desc, "%s?』", buf);
1323 (void)sprintf(desc, "%s?", name);
1325 (void)sprintf(desc, "%s?", name);
1328 else if (player_ptr->phase_out &&
1329 !(player_ptr->riding && (&floor_ptr->m_list[player_ptr->riding] == m_ptr)))
1331 (void)sprintf(desc, _("%sもどき", "fake %s"), name);
1335 (void)strcpy(desc, name);
1338 else if (mode & MD_INDEF_VISIBLE)
1341 (void)strcpy(desc, "");
1343 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1345 (void)strcat(desc, name);
1350 (void)strcpy(desc, _("あなたの", "your "));
1352 (void)strcpy(desc, _("", "the "));
1354 (void)strcat(desc, name);
1358 if (m_ptr->nickname)
1361 sprintf(buf, _("「%s」", " called %s"), quark_str(m_ptr->nickname));
1365 if (player_ptr->riding && (&floor_ptr->m_list[player_ptr->riding] == m_ptr))
1367 strcat(desc, _("(乗馬中)", "(riding)"));
1370 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1372 if (r_ptr->flags1 & RF1_UNIQUE)
1374 strcat(desc, _("(カメレオンの王)", "(Chameleon Lord)"));
1378 strcat(desc, _("(カメレオン)", "(Chameleon)"));
1382 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1384 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1387 /* Handle the Possessive as a special afterthought */
1388 if (mode & MD_POSSESSIVE)
1390 (void)strcat(desc, _("の", "'s"));
1396 * @brief モンスターIDを取り、モンスター名をm_nameに代入する /
1397 * @param player_ptr プレーヤーへの参照ポインタ
1398 * @param m_idx モンスターID
1399 * @param m_name モンスター名を入力する配列
1401 void monster_name(player_type *player_ptr, MONSTER_IDX m_idx, char* m_name)
1403 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
1404 monster_desc(player_ptr, m_name, m_ptr, 0x00);
1409 * @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)
1410 * @param player_ptr プレーヤーへの参照ポインタ
1411 * @param r_idx 補完されるモンスター種族ID
1412 * @return 明らかになった情報の度数
1414 * Return the number of new flags learnt. -Mogami-
1416 int lore_do_probe(player_type *player_ptr, MONRACE_IDX r_idx)
1419 monster_race *r_ptr = &r_info[r_idx];
1420 if (r_ptr->r_wake != MAX_UCHAR) n++;
1421 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1422 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1424 for (int i = 0; i < 4; i++)
1426 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1428 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1429 r_ptr->r_blows[i] = MAX_UCHAR;
1434 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1435 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1436 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1437 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1438 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1439 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1441 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1443 if (r_ptr->r_drop_item != tmp_byte) n++;
1444 r_ptr->r_drop_item = tmp_byte;
1446 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1448 if (r_ptr->r_drop_gold != tmp_byte) n++;
1449 r_ptr->r_drop_gold = tmp_byte;
1452 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1453 r_ptr->r_cast_spell = MAX_UCHAR;
1455 for (int i = 0; i < 32; i++)
1457 if (!(r_ptr->r_flags1 & (1L << i)) &&
1458 (r_ptr->flags1 & (1L << i))) n++;
1459 if (!(r_ptr->r_flags2 & (1L << i)) &&
1460 (r_ptr->flags2 & (1L << i))) n++;
1461 if (!(r_ptr->r_flags3 & (1L << i)) &&
1462 (r_ptr->flags3 & (1L << i))) n++;
1463 if (!(r_ptr->r_flags4 & (1L << i)) &&
1464 (r_ptr->flags4 & (1L << i))) n++;
1465 if (!(r_ptr->r_flags5 & (1L << i)) &&
1466 (r_ptr->a_ability_flags1 & (1L << i))) n++;
1467 if (!(r_ptr->r_flags6 & (1L << i)) &&
1468 (r_ptr->a_ability_flags2 & (1L << i))) n++;
1469 if (!(r_ptr->r_flagsr & (1L << i)) &&
1470 (r_ptr->flagsr & (1L << i))) n++;
1473 r_ptr->r_flags1 = r_ptr->flags1;
1474 r_ptr->r_flags2 = r_ptr->flags2;
1475 r_ptr->r_flags3 = r_ptr->flags3;
1476 r_ptr->r_flags4 = r_ptr->flags4;
1477 r_ptr->r_flags5 = r_ptr->a_ability_flags1;
1478 r_ptr->r_flags6 = r_ptr->a_ability_flags2;
1479 r_ptr->r_flagsr = r_ptr->flagsr;
1481 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1482 r_ptr->r_xtra1 |= MR1_SINKA;
1484 if (player_ptr->monster_race_idx == r_idx)
1486 player_ptr->window |= (PW_MONSTER);
1494 * @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
1495 * @param player_ptr プレーヤーへの参照ポインタ
1496 * @param m_idx モンスター情報のID
1497 * @param num_item 手に入れたアイテム数
1498 * @param num_gold 手に入れた財宝の単位数
1501 * Note that learning the "GOOD"/"GREAT" flags gives information
1502 * about the treasure (even when the monster is killed for the first
1503 * time, such as uniques, and the treasure has not been examined yet).
1505 * This "indirect" method is used to prevent the player from learning
1506 * exactly how much treasure a monster can drop from observing only
1507 * a single example of a drop. This method actually observes how much
1508 * gold and items are dropped, and remembers that information to be
1509 * described later by the monster recall code.
1511 void lore_treasure(player_type *player_ptr, MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
1513 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
1514 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1516 if (!is_original_ap(m_ptr)) return;
1518 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1519 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1521 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1522 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1523 if (player_ptr->monster_race_idx == m_ptr->r_idx) player_ptr->window |= (PW_MONSTER);
1528 * @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
1529 * @param m_idx 更新するモンスター情報のID
1530 * @param full プレイヤーとの距離更新を行うならばtrue
1533 * This involves extracting the distance to the player (if requested),
1534 * and then checking for visibility (natural, infravision, see-invis,
1535 * telepathy), updating the monster visibility flag, redrawing (or
1536 * erasing) the monster when its visibility changes, and taking note
1537 * of any interesting monster flags (cold-blooded, invisible, etc).
1539 * Note the new "mflag" field which encodes several monster state flags,
1540 * including "view" for when the monster is currently in line of sight,
1541 * and "mark" for when the monster is currently visible via detection.
1543 * The only monster fields that are changed here are "cdis" (the
1544 * distance from the player), "ml" (visible to the player), and
1545 * "mflag" (to maintain the "MFLAG_VIEW" flag).
1547 * Note the special "update_monsters()" function which can be used to
1548 * call this function once for every monster.
1550 * Note the "full" flag which requests that the "cdis" field be updated,
1551 * this is only needed when the monster (or the player) has moved.
1553 * Every time a monster moves, we must call this function for that
1554 * monster, and update the distance, and the visibility. Every time
1555 * the player moves, we must call this function for every monster, and
1556 * update the distance, and the visibility. Whenever the player "state"
1557 * changes in certain ways ("blindness", "infravision", "telepathy",
1558 * and "see invisible"), we must call this function for every monster,
1559 * and update the visibility.
1561 * Routines that change the "illumination" of a grid must also call this
1562 * function for any monster in that grid, since the "visibility" of some
1563 * monsters may be based on the illumination of their grid.
1565 * Note that this function is called once per monster every time the
1566 * player moves. When the player is running, this function is one
1567 * of the primary bottlenecks, along with "update_view()" and the
1568 * "process_monsters()" code, so efficiency is important.
1570 * Note the optimized "inline" version of the "distance()" function.
1572 * A monster is "visible" to the player if (1) it has been detected
1573 * by the player, (2) it is close to the player and the player has
1574 * telepathy, or (3) it is close to the player, and in line of sight
1575 * of the player, and it is "illuminated" by some combination of
1576 * infravision, torch light, or permanent light (invisible monsters
1577 * are only affected by "light" if the player can see invisible).
1579 * Monsters which are not on the current panel may be "visible" to
1580 * the player, and their descriptions will include an "offscreen"
1581 * reference. Currently, offscreen monsters cannot be targetted
1582 * or viewed directly, but old targets will remain set. XXX XXX
1584 * The player can choose to be disturbed by several things, including
1585 * "disturb_move" (monster which is viewable moves in some way), and
1586 * "disturb_near" (monster which is "easily" viewable moves in some
1587 * way). Note that "moves" includes "appears" and "disappears".
1589 void update_monster(player_type *subject_ptr, MONSTER_IDX m_idx, bool full)
1591 monster_type *m_ptr = &subject_ptr->current_floor_ptr->m_list[m_idx];
1592 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1594 bool do_disturb = disturb_move;
1596 POSITION fy = m_ptr->fy;
1597 POSITION fx = m_ptr->fx;
1601 bool in_darkness = (d_info[subject_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !subject_ptr->see_nocto;
1604 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1605 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= subject_ptr->lev)
1612 int dy = (subject_ptr->y > fy) ? (subject_ptr->y - fy) : (fy - subject_ptr->y);
1613 int dx = (subject_ptr->x > fx) ? (subject_ptr->x - fx) : (fx - subject_ptr->x);
1615 distance = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
1616 if (distance > 255) distance = 255;
1617 if (!distance) distance = 1;
1619 m_ptr->cdis = distance;
1623 distance = m_ptr->cdis;
1626 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
1628 if (distance <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
1630 if (!in_darkness || (distance <= MAX_SIGHT / 4))
1632 if (subject_ptr->special_defense & KATA_MUSOU)
1635 if (is_original_ap(m_ptr) && !subject_ptr->image)
1637 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1638 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1641 else if (subject_ptr->telepathy)
1643 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
1645 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
1647 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
1649 if ((m_idx % 10) == 5)
1652 if (is_original_ap(m_ptr) && !subject_ptr->image)
1654 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
1655 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1656 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1663 if (is_original_ap(m_ptr) && !subject_ptr->image)
1665 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1666 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1671 if ((subject_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
1674 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
1677 if ((subject_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
1680 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
1683 if ((subject_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
1686 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
1689 if ((subject_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
1692 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
1695 if ((subject_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
1698 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
1701 if ((subject_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
1704 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
1707 if ((subject_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
1710 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
1713 if ((subject_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
1716 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
1719 if ((subject_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
1722 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
1725 if ((subject_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
1728 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
1731 if ((subject_ptr->esp_nonliving) &&
1732 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
1735 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
1738 if ((subject_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
1741 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
1745 if (player_has_los_bold(subject_ptr, fy, fx) && !subject_ptr->blind)
1747 bool do_invisible = FALSE;
1748 bool do_cold_blood = FALSE;
1750 if (subject_ptr->concent >= CONCENT_RADAR_THRESHOLD)
1755 if (distance <= subject_ptr->see_infra)
1757 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
1759 do_cold_blood = TRUE;
1767 if (player_can_see_bold(subject_ptr, fy, fx))
1769 if (r_ptr->flags2 & (RF2_INVISIBLE))
1771 do_invisible = TRUE;
1772 if (subject_ptr->see_inv)
1785 if (is_original_ap(m_ptr) && !subject_ptr->image)
1787 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
1788 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
1794 /* The monster is now visible */
1800 lite_spot(subject_ptr, fy, fx);
1802 if (subject_ptr->health_who == m_idx) subject_ptr->redraw |= (PR_HEALTH);
1803 if (subject_ptr->riding == m_idx) subject_ptr->redraw |= (PR_UHEALTH);
1805 if (!subject_ptr->image)
1807 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
1808 r_info[MON_KAGE].r_sights++;
1809 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
1813 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
1815 sanity_blast(subject_ptr, m_ptr, FALSE);
1818 if (disturb_near && (projectable(subject_ptr, m_ptr->fy, m_ptr->fx, subject_ptr->y, subject_ptr->x) && projectable(subject_ptr, subject_ptr->y, subject_ptr->x, m_ptr->fy, m_ptr->fx)))
1820 if (disturb_pets || is_hostile(m_ptr))
1821 disturb(subject_ptr, TRUE, TRUE);
1826 /* The monster is not visible */
1832 lite_spot(subject_ptr, fy, fx);
1834 if (subject_ptr->health_who == m_idx) subject_ptr->redraw |= (PR_HEALTH);
1835 if (subject_ptr->riding == m_idx) subject_ptr->redraw |= (PR_UHEALTH);
1838 if (disturb_pets || is_hostile(m_ptr))
1839 disturb(subject_ptr, TRUE, TRUE);
1844 /* The monster is now easily visible */
1847 if (!(m_ptr->mflag & (MFLAG_VIEW)))
1849 m_ptr->mflag |= (MFLAG_VIEW);
1852 if (disturb_pets || is_hostile(m_ptr))
1853 disturb(subject_ptr, TRUE, TRUE);
1860 /* The monster is not easily visible */
1862 if (!(m_ptr->mflag & (MFLAG_VIEW))) return;
1864 /* Mark as not easily visible */
1865 m_ptr->mflag &= ~(MFLAG_VIEW);
1869 if (disturb_pets || is_hostile(m_ptr))
1870 disturb(subject_ptr, TRUE, TRUE);
1876 * @param player_ptr プレーヤーへの参照ポインタ
1877 * @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).
1878 * @param full 距離更新を行うならtrue
1881 void update_monsters(player_type *player_ptr, bool full)
1883 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1884 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++)
1886 monster_type *m_ptr = &floor_ptr->m_list[i];
1887 if (!monster_is_valid(m_ptr)) continue;
1888 update_monster(player_ptr, i, full);
1894 * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
1895 * @param player_ptr プレーヤーへの参照ポインタ
1896 * @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
1897 * @param r_idx モンスター種族ID
1898 * @return 対象にできるならtrueを返す
1900 static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
1902 floor_type *floor_ptr = p_ptr->current_floor_ptr;
1903 monster_race *r_ptr = &r_info[r_idx];
1904 monster_type *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
1905 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
1907 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
1908 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
1910 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
1912 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))
1915 if (!monster_can_cross_terrain(p_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
1917 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
1919 if (monster_has_hostile_align(p_ptr, m_ptr, 0, 0, r_ptr)) return FALSE;
1921 else if (summon_specific_who > 0)
1923 if (monster_has_hostile_align(p_ptr, &floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
1931 * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
1932 * @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
1933 * @param r_idx モンスター種族ID
1934 * @return 対象にできるならtrueを返す
1935 * @todo グローバル変数対策の上 monster_hook.cへ移す。
1937 static bool monster_hook_chameleon(MONRACE_IDX r_idx)
1939 floor_type *floor_ptr = p_ptr->current_floor_ptr;
1940 monster_race *r_ptr = &r_info[r_idx];
1941 monster_type *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
1942 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
1944 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
1945 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
1946 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
1948 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))
1951 if (!monster_can_cross_terrain(p_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
1953 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
1955 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
1956 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
1957 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
1959 else if (summon_specific_who > 0)
1961 if (monster_has_hostile_align(p_ptr, &floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
1964 return (*(get_monster_hook(p_ptr)))(r_idx);
1970 * @param player_ptr プレーヤーへの参照ポインタ
1971 * @param m_idx 変身処理を受けるモンスター情報のID
1972 * @param born 生成時の初変身先指定ならばtrue
1973 * @param r_idx 旧モンスター種族のID
1976 void choose_new_monster(player_type *player_ptr, MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
1978 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1979 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
1980 monster_race *r_ptr;
1982 bool old_unique = FALSE;
1983 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
1985 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
1986 r_ptr = &r_info[r_idx];
1988 char old_m_name[MAX_NLEN];
1989 monster_desc(player_ptr, old_m_name, m_ptr, 0);
1995 chameleon_change_m_idx = m_idx;
1997 get_mon_num_prep(player_ptr, monster_hook_chameleon_lord, NULL);
1999 get_mon_num_prep(player_ptr, monster_hook_chameleon, NULL);
2002 level = r_info[MON_CHAMELEON_K].level;
2003 else if (!floor_ptr->dun_level)
2004 level = wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].level;
2006 level = floor_ptr->dun_level;
2008 if (d_info[player_ptr->dungeon_idx].flags1 & DF1_CHAMELEON) level += 2 + randint1(3);
2010 r_idx = get_mon_num(player_ptr, level);
2011 r_ptr = &r_info[r_idx];
2013 chameleon_change_m_idx = 0;
2017 m_ptr->r_idx = r_idx;
2018 m_ptr->ap_r_idx = r_idx;
2019 update_monster(player_ptr, m_idx, FALSE);
2020 lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
2022 int old_r_idx = m_ptr->r_idx;
2023 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2024 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2025 player_ptr->update |= (PU_MON_LITE);
2029 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2031 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2032 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2033 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2039 if (m_idx == player_ptr->riding)
2041 GAME_TEXT m_name[MAX_NLEN];
2042 monster_desc(player_ptr, m_name, m_ptr, 0);
2043 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
2044 if (!(r_ptr->flags7 & RF7_RIDING))
2045 if (rakuba(player_ptr, 0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
2048 m_ptr->mspeed = get_mspeed(player_ptr, r_ptr);
2050 int oldmaxhp = m_ptr->max_maxhp;
2051 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2053 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2057 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2060 if (ironman_nightmare)
2062 u32b hp = m_ptr->max_maxhp * 2L;
2063 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2066 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2067 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2068 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2069 m_ptr->dealt_damage = 0;
2074 * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
2075 * @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
2076 * @param r_idx モンスター種族ID
2077 * @return 対象にできるならtrueを返す
2078 * @todo グローバル変数対策の上 monster_hook.cへ移す。
2080 static bool monster_hook_tanuki(MONRACE_IDX r_idx)
2082 monster_race *r_ptr = &r_info[r_idx];
2084 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2085 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2086 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2087 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2089 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))
2092 return (*(get_monster_hook(p_ptr)))(r_idx);
2097 * @param player_ptr プレーヤーへの参照ポインタ
2098 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
2099 * @param r_idx モンスター種族ID
2100 * @return モンスター種族の表層ID
2102 static MONRACE_IDX initial_r_appearance(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS generate_mode)
2104 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2105 if (player_ptr->pseikaku == SEIKAKU_CHARGEMAN && !(generate_mode & (PM_MULTIPLY | PM_KAGE)))
2107 if ((one_in_(5) || (floor_ptr->base_level == 0) &&
2108 !(r_info[r_idx].flags1 & RF1_UNIQUE) && my_strchr("hkoptuyAHLOPTUVY", r_info[r_idx].d_char))) return MON_ALIEN_JURAL;
2111 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2114 get_mon_num_prep(player_ptr, monster_hook_tanuki, NULL);
2116 int attempts = 1000;
2117 DEPTH min = MIN(floor_ptr->base_level - 5, 50);
2120 MONRACE_IDX ap_r_idx = get_mon_num(player_ptr, floor_ptr->base_level + 10);
2121 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2129 * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
2130 * @brief モンスターの個体加速を設定する / Get initial monster speed
2131 * @param r_ptr モンスター種族の参照ポインタ
2134 SPEED get_mspeed(player_type *player_ptr, monster_race *r_ptr)
2136 SPEED mspeed = r_ptr->speed;
2137 if (!(r_ptr->flags1 & RF1_UNIQUE) && !player_ptr->current_floor_ptr->inside_arena)
2139 /* Allow some small variation per monster */
2140 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
2141 if (i) mspeed += rand_spread(0, i);
2144 if (mspeed > 199) mspeed = 199;
2151 * @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.
2152 * @param player_ptr プレーヤーへの参照ポインタ
2153 * @param who 召喚を行ったモンスターID
2156 * @param r_idx 生成モンスター種族
2157 * @param mode 生成オプション
2160 * To give the player a sporting chance, any monster that appears in
2161 * line-of-sight and is extremely dangerous can be marked as
2162 * "FORCE_SLEEP", which will cause them to be placed with low energy,
2163 * which often (but not always) lets the player move before they do.
2165 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
2167 * Use special "here" and "dead" flags for unique monsters,
2168 * remove old "cur_num" and "max_num" fields.
2170 * Actually, do something similar for artifacts, to simplify
2171 * the "preserve" mode, and to make the "what artifacts" flag more useful.
2173 * This is the only function which may place a monster in the dungeon,
2174 * except for the savefile loading code.
2176 static bool place_monster_one(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2178 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2179 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2180 monster_type *m_ptr;
2181 monster_race *r_ptr = &r_info[r_idx];
2182 concptr name = (r_name + r_ptr->name);
2184 if (player_ptr->wild_mode) return FALSE;
2185 if (!in_bounds(floor_ptr, y, x)) return FALSE;
2186 if (!r_idx) return FALSE;
2187 if (!r_ptr->name) return FALSE;
2189 if (!(mode & PM_IGNORE_TERRAIN))
2191 if (pattern_tile(floor_ptr, y, x)) return FALSE;
2192 if (!monster_can_enter(player_ptr, y, x, r_ptr, 0)) return FALSE;
2195 if (!player_ptr->phase_out)
2197 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
2198 (r_ptr->flags7 & (RF7_NAZGUL))) &&
2199 (r_ptr->cur_num >= r_ptr->max_num))
2204 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
2205 (r_ptr->cur_num >= 1))
2210 if (r_idx == MON_BANORLUPART)
2212 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
2213 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
2216 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (floor_ptr->dun_level < r_ptr->level) &&
2217 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
2223 if (quest_number(player_ptr, floor_ptr->dun_level))
2225 int hoge = quest_number(player_ptr, floor_ptr->dun_level);
2226 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
2228 if (r_idx == quest[hoge].r_idx)
2230 int number_mon, i2, j2;
2233 for (i2 = 0; i2 < floor_ptr->width; ++i2)
2234 for (j2 = 0; j2 < floor_ptr->height; j2++)
2235 if (floor_ptr->grid_array[j2][i2].m_idx > 0)
2236 if (floor_ptr->m_list[floor_ptr->grid_array[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
2238 if (number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
2244 if (is_glyph_grid(g_ptr))
2246 if (randint1(BREAK_GLYPH) < (r_ptr->level + 20))
2248 if (g_ptr->info & CAVE_MARK)
2250 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2253 g_ptr->info &= ~(CAVE_MARK);
2254 g_ptr->info &= ~(CAVE_OBJECT);
2257 note_spot(player_ptr, y, x);
2262 msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
2263 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
2265 g_ptr->m_idx = m_pop(player_ptr);
2266 hack_m_idx_ii = g_ptr->m_idx;
2267 if (!g_ptr->m_idx) return FALSE;
2269 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
2270 m_ptr->r_idx = r_idx;
2271 m_ptr->ap_r_idx = initial_r_appearance(player_ptr, r_idx, mode);
2275 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&floor_ptr->m_list[who]))
2277 m_ptr->ap_r_idx = floor_ptr->m_list[who].ap_r_idx;
2278 if (floor_ptr->m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
2281 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
2282 m_ptr->sub_align = floor_ptr->m_list[who].sub_align;
2285 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2286 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2287 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2292 m_ptr->current_floor_ptr = floor_ptr;
2294 for (int cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
2297 reset_target(m_ptr);
2298 m_ptr->nickname = 0;
2301 if (who > 0 && is_pet(&floor_ptr->m_list[who]))
2303 mode |= PM_FORCE_PET;
2304 m_ptr->parent_m_idx = who;
2308 m_ptr->parent_m_idx = 0;
2311 if (r_ptr->flags7 & RF7_CHAMELEON)
2313 choose_new_monster(player_ptr, g_ptr->m_idx, TRUE, 0);
2314 r_ptr = &r_info[m_ptr->r_idx];
2315 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
2316 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
2317 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2319 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
2321 m_ptr->ap_r_idx = MON_KAGE;
2322 m_ptr->mflag2 |= MFLAG2_KAGE;
2325 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
2328 if (mode & PM_FORCE_PET)
2330 set_pet(player_ptr, m_ptr);
2332 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
2333 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(player_ptr, who))
2335 if (!monster_has_hostile_align(player_ptr, NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
2338 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
2339 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
2341 int val = r_ptr->sleep;
2342 (void)set_monster_csleep(player_ptr, g_ptr->m_idx, (val * 2) + randint1(val * 10));
2345 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2347 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2351 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2354 if (ironman_nightmare)
2356 u32b hp = m_ptr->max_maxhp * 2L;
2358 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2361 m_ptr->maxhp = m_ptr->max_maxhp;
2362 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
2363 m_ptr->hp = m_ptr->maxhp / 2;
2364 else m_ptr->hp = m_ptr->maxhp;
2366 m_ptr->dealt_damage = 0;
2368 m_ptr->mspeed = get_mspeed(player_ptr, r_ptr);
2370 if (mode & PM_HASTE) (void)set_monster_fast(player_ptr, g_ptr->m_idx, 100);
2372 if (!ironman_nightmare)
2374 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
2378 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
2381 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
2383 m_ptr->mflag |= (MFLAG_NICE);
2384 repair_monsters = TRUE;
2387 if (g_ptr->m_idx < hack_m_idx)
2389 m_ptr->mflag |= (MFLAG_BORN);
2392 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
2393 player_ptr->update |= (PU_MON_LITE);
2394 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
2395 player_ptr->update |= (PU_MON_LITE);
2396 update_monster(player_ptr, g_ptr->m_idx, TRUE);
2398 real_r_ptr(m_ptr)->cur_num++;
2401 * Memorize location of the unique monster in saved floors.
2402 * A unique monster move from old saved floor.
2404 if (current_world_ptr->character_dungeon &&
2405 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
2406 real_r_ptr(m_ptr)->floor_id = player_ptr->floor_id;
2408 if (r_ptr->flags2 & RF2_MULTIPLY) floor_ptr->num_repro++;
2410 if (player_ptr->warning && current_world_ptr->character_dungeon)
2412 if (r_ptr->flags1 & RF1_UNIQUE)
2416 GAME_TEXT o_name[MAX_NLEN];
2418 if (r_ptr->level > player_ptr->lev + 30)
2419 color = _("黒く", "black");
2420 else if (r_ptr->level > player_ptr->lev + 15)
2421 color = _("紫色に", "purple");
2422 else if (r_ptr->level > player_ptr->lev + 5)
2423 color = _("ルビー色に", "deep red");
2424 else if (r_ptr->level > player_ptr->lev - 5)
2425 color = _("赤く", "red");
2426 else if (r_ptr->level > player_ptr->lev - 15)
2427 color = _("ピンク色に", "pink");
2429 color = _("白く", "white");
2431 o_ptr = choose_warning_item(player_ptr);
2434 object_desc(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2435 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
2439 msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
2444 if (!is_explosive_rune_grid(g_ptr)) return TRUE;
2446 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2448 if (g_ptr->info & CAVE_MARK)
2450 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2451 project(player_ptr, 0, 2, y, x, 2 * (player_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
2456 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2459 g_ptr->info &= ~(CAVE_MARK);
2460 g_ptr->info &= ~(CAVE_OBJECT);
2463 note_spot(player_ptr, y, x);
2464 lite_spot(player_ptr, y, x);
2471 * @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
2472 * @param player_ptr プレーヤーへの参照ポインタ
2473 * @param r_idx 生成モンスター種族
2474 * @param yp 結果生成位置y座標
2475 * @param xp 結果生成位置x座標
2476 * @param y 中心生成位置y座標
2477 * @param x 中心生成位置x座標
2478 * @param max_dist 生成位置の最大半径
2482 static bool mon_scatter(player_type *player_ptr, MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
2484 POSITION place_x[MON_SCAT_MAXD];
2485 POSITION place_y[MON_SCAT_MAXD];
2486 int num[MON_SCAT_MAXD];
2488 if (max_dist >= MON_SCAT_MAXD)
2492 for (i = 0; i < MON_SCAT_MAXD; i++)
2495 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2496 for (POSITION nx = x - max_dist; nx <= x + max_dist; nx++)
2498 for (POSITION ny = y - max_dist; ny <= y + max_dist; ny++)
2500 if (!in_bounds(floor_ptr, ny, nx)) continue;
2501 if (!projectable(player_ptr, y, x, ny, nx)) continue;
2504 monster_race *r_ptr = &r_info[r_idx];
2505 if (!monster_can_enter(player_ptr, ny, nx, r_ptr, 0))
2510 if (!is_cave_empty_bold2(player_ptr, ny, nx)) continue;
2511 if (pattern_tile(floor_ptr, ny, nx)) continue;
2514 i = distance(y, x, ny, nx);
2519 if (one_in_(num[i]))
2528 while (i < MON_SCAT_MAXD && 0 == num[i])
2530 if (i >= MON_SCAT_MAXD)
2541 * @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
2542 * @param who 召喚主のモンスター情報ID
2543 * @param y 中心生成位置y座標
2544 * @param x 中心生成位置x座標
2545 * @param r_idx 生成モンスター種族
2546 * @param mode 生成オプション
2549 static bool place_monster_group(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2551 monster_race *r_ptr = &r_info[r_idx];
2552 int total = randint1(10);
2554 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2556 if (r_ptr->level > floor_ptr->dun_level)
2558 extra = r_ptr->level - floor_ptr->dun_level;
2559 extra = 0 - randint1(extra);
2561 else if (r_ptr->level < floor_ptr->dun_level)
2563 extra = floor_ptr->dun_level - r_ptr->level;
2564 extra = randint1(extra);
2567 if (extra > 9) extra = 9;
2571 if (total < 1) total = 1;
2572 if (total > GROUP_MAX) total = GROUP_MAX;
2575 POSITION hack_x[GROUP_MAX];
2577 POSITION hack_y[GROUP_MAX];
2580 for (int n = 0; (n < hack_n) && (hack_n < total); n++)
2582 POSITION hx = hack_x[n];
2583 POSITION hy = hack_y[n];
2584 for (int i = 0; (i < 8) && (hack_n < total); i++)
2587 scatter(player_ptr, &my, &mx, hy, hx, 4, 0);
2588 if (!is_cave_empty_bold2(player_ptr, my, mx)) continue;
2590 if (place_monster_one(player_ptr, who, my, mx, r_idx, mode))
2592 hack_y[hack_n] = my;
2593 hack_x[hack_n] = mx;
2604 * @var place_monster_idx
2605 * @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
2606 * @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
2608 static MONSTER_IDX place_monster_idx = 0;
2611 * @var place_monster_m_idx
2612 * @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
2613 * @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
2615 static MONSTER_IDX place_monster_m_idx = 0;
2618 * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
2619 * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
2620 * @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
2621 * @param r_idx チェックするモンスター種族のID
2622 * @return 護衛にできるならばtrue
2624 static bool place_monster_can_escort(MONRACE_IDX r_idx)
2626 monster_race *r_ptr = &r_info[place_monster_idx];
2627 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[place_monster_m_idx];
2628 monster_race *z_ptr = &r_info[r_idx];
2630 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return FALSE;
2631 if (z_ptr->d_char != r_ptr->d_char) return FALSE;
2632 if (z_ptr->level > r_ptr->level) return FALSE;
2633 if (z_ptr->flags1 & RF1_UNIQUE) return FALSE;
2634 if (place_monster_idx == r_idx) return FALSE;
2635 if (monster_has_hostile_align(p_ptr, m_ptr, 0, 0, z_ptr)) return FALSE;
2637 if (r_ptr->flags7 & RF7_FRIENDLY)
2639 if (monster_has_hostile_align(p_ptr, NULL, 1, -1, z_ptr)) return FALSE;
2642 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
2650 * @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
2651 * @param player_ptr プレーヤーへの参照ポインタ
2652 * @param who 召喚主のモンスター情報ID
2655 * @param r_idx 生成するモンスターの種族ID
2656 * @param mode 生成オプション
2657 * @return 生成に成功したらtrue
2659 * Note that certain monsters are now marked as requiring "friends".
2660 * These monsters, if successfully placed, and if the "grp" parameter
2661 * is TRUE, will be surrounded by a "group" of identical monsters.
2663 * Note that certain monsters are now marked as requiring an "escort",
2664 * which is a collection of monsters with similar "race" but lower level.
2666 * Some monsters induce a fake "group" flag on their escorts.
2668 * Note the "bizarre" use of non-recursion to prevent annoying output
2669 * when running a code profiler.
2671 * Note the use of the new "monster allocation table" code to restrict
2672 * the "get_mon_num()" function to "legal" escort types.
2674 bool place_monster_aux(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2676 monster_race *r_ptr = &r_info[r_idx];
2678 if (!(mode & PM_NO_KAGE) && one_in_(333))
2681 if (!place_monster_one(player_ptr, who, y, x, r_idx, mode)) return FALSE;
2682 if (!(mode & PM_ALLOW_GROUP)) return TRUE;
2684 place_monster_m_idx = hack_m_idx_ii;
2687 for (int i = 0; i < 6; i++)
2689 if (!r_ptr->reinforce_id[i]) break;
2690 int n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
2691 for (int j = 0; j < n; j++)
2693 POSITION nx, ny, d = 7;
2694 scatter(player_ptr, &ny, &nx, y, x, d, 0);
2695 (void)place_monster_one(player_ptr, place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
2699 if (r_ptr->flags1 & (RF1_FRIENDS))
2701 (void)place_monster_group(player_ptr, who, y, x, r_idx, mode);
2704 if (!(r_ptr->flags1 & (RF1_ESCORT))) return TRUE;
2706 place_monster_idx = r_idx;
2707 for (int i = 0; i < 32; i++)
2709 POSITION nx, ny, d = 3;
2711 scatter(player_ptr, &ny, &nx, y, x, d, 0);
2712 if (!is_cave_empty_bold2(player_ptr, ny, nx)) continue;
2714 get_mon_num_prep(player_ptr, place_monster_can_escort, get_monster_hook2(player_ptr, ny, nx));
2715 z = get_mon_num(player_ptr, r_ptr->level);
2718 (void)place_monster_one(player_ptr, place_monster_m_idx, ny, nx, z, mode);
2719 if ((r_info[z].flags1 & RF1_FRIENDS) ||
2720 (r_ptr->flags1 & RF1_ESCORTS))
2722 (void)place_monster_group(player_ptr, place_monster_m_idx, ny, nx, z, mode);
2731 * @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
2732 * @param player_ptr プレーヤーへの参照ポインタ
2735 * @param mode 生成オプション
2736 * @return 生成に成功したらtrue
2738 bool place_monster(player_type *player_ptr, POSITION y, POSITION x, BIT_FLAGS mode)
2741 get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), get_monster_hook2(player_ptr, y, x));
2742 r_idx = get_mon_num(player_ptr, player_ptr->current_floor_ptr->monster_level);
2743 if (!r_idx) return FALSE;
2745 if (place_monster_aux(player_ptr, 0, y, x, r_idx, mode)) return TRUE;
2752 * @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
2753 * @param player_ptr プレーヤーへの参照ポインタ
2756 * @return 生成に成功したらtrue
2758 bool alloc_horde(player_type *player_ptr, POSITION y, POSITION x)
2760 get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), get_monster_hook2(player_ptr, y, x));
2762 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2763 MONRACE_IDX r_idx = 0;
2764 int attempts = 1000;
2765 monster_race *r_ptr = NULL;
2768 r_idx = get_mon_num(player_ptr, floor_ptr->monster_level);
2769 if (!r_idx) return FALSE;
2771 r_ptr = &r_info[r_idx];
2772 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2774 if (r_idx == MON_HAGURE) continue;
2778 if (attempts < 1) return FALSE;
2784 if (place_monster_aux(player_ptr, 0, y, x, r_idx, 0L)) break;
2787 if (attempts < 1) return FALSE;
2789 MONSTER_IDX m_idx = floor_ptr->grid_array[y][x].m_idx;
2790 if (floor_ptr->m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[floor_ptr->m_list[m_idx].r_idx];
2794 for (attempts = randint1(10) + 5; attempts; attempts--)
2796 scatter(player_ptr, &cy, &cx, y, x, 5, 0);
2797 (void)summon_specific(player_ptr, m_idx, cy, cx, floor_ptr->dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
2802 if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), r_ptr->d_char);
2808 * @brief ダンジョンの主生成を試みる / Put the Guardian
2809 * @param player_ptr プレーヤーへの参照ポインタ
2810 * @param def_val 現在の主の生成状態
2811 * @return 生成に成功したらtrue
2813 bool alloc_guardian(player_type *player_ptr, bool def_val)
2815 MONRACE_IDX guardian = d_info[player_ptr->dungeon_idx].final_guardian;
2816 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2817 bool is_guardian_applicable = guardian > 0;
2818 is_guardian_applicable &= d_info[player_ptr->dungeon_idx].maxdepth == floor_ptr->dun_level;
2819 is_guardian_applicable &= r_info[guardian].cur_num < r_info[guardian].max_num;
2820 if (!is_guardian_applicable) return def_val;
2822 int try_count = 4000;
2825 POSITION oy = randint1(floor_ptr->height - 4) + 2;
2826 POSITION ox = randint1(floor_ptr->width - 4) + 2;
2827 if (!is_cave_empty_bold2(player_ptr, oy, ox))
2833 if (!monster_can_cross_terrain(player_ptr, floor_ptr->grid_array[oy][ox].feat, &r_info[guardian], 0))
2839 if (place_monster_aux(player_ptr, 0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET)))
2850 * @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.
2851 * @param dis プレイヤーから離れるべき最低距離
2852 * @param mode 生成オプション
2853 * @return 生成に成功したらtrue
2855 * Place the monster at least "dis" distance from the player.
2856 * Use "slp" to choose the initial "sleep" status
2857 * Use "floor_ptr->monster_level" for the monster level
2859 bool alloc_monster(player_type *player_ptr, POSITION dis, BIT_FLAGS mode)
2861 if (alloc_guardian(player_ptr, FALSE)) return TRUE;
2863 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2864 POSITION y = 0, x = 0;
2865 int attempts_left = 10000;
2866 while (attempts_left--)
2868 y = randint0(floor_ptr->height);
2869 x = randint0(floor_ptr->width);
2871 if (floor_ptr->dun_level)
2873 if (!is_cave_empty_bold2(player_ptr, y, x)) continue;
2877 if (!is_cave_empty_bold(player_ptr, y, x)) continue;
2880 if (distance(y, x, player_ptr->y, player_ptr->x) > dis) break;
2885 if (cheat_xtra || cheat_hear)
2887 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?"));
2894 if (randint1(5000) <= floor_ptr->dun_level)
2896 if (alloc_horde(player_ptr, y, x))
2903 if (place_monster(player_ptr, y, x, (mode | PM_ALLOW_GROUP))) return TRUE;
2911 * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
2912 * @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
2913 * @param r_idx チェックするモンスター種族ID
2914 * @return 召喚対象にできるならばTRUE
2916 static bool summon_specific_okay(MONRACE_IDX r_idx)
2918 monster_race *r_ptr = &r_info[r_idx];
2919 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[summon_specific_who];
2920 if (!mon_hook_dungeon(r_idx)) return FALSE;
2922 if (summon_specific_who > 0)
2924 if (monster_has_hostile_align(p_ptr, m_ptr, 0, 0, r_ptr)) return FALSE;
2926 else if (summon_specific_who < 0)
2928 if (monster_has_hostile_align(p_ptr, NULL, 10, -10, r_ptr))
2930 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
2934 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
2936 if (!summon_specific_type) return TRUE;
2938 if ((summon_specific_who < 0) &&
2939 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2940 monster_has_hostile_align(p_ptr, NULL, 10, -10, r_ptr))
2943 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON)) return TRUE;
2945 return (summon_specific_aux(p_ptr, m_ptr->r_idx, r_idx));
2950 * @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.
2951 * @param player_ptr プレーヤーへの参照ポインタ
2952 * @param who 召喚主のモンスター情報ID
2957 * @param mode 生成オプション
2958 * @return 召喚できたらtrueを返す
2961 * We will attempt to place the monster up to 10 times before giving up.
2963 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
2964 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
2965 * Note: None of the other summon codes will ever summon Unique's.
2967 * This function has been changed. We now take the "monster level"
2968 * of the summoning monster as a parameter, and use that, along with
2969 * the current dungeon level, to help determine the level of the
2970 * desired monster. Note that this is an upper bound, and also
2971 * tends to "prefer" monsters of that level. Currently, we use
2972 * the average of the dungeon and monster levels, and then add
2973 * five to allow slight increases in monster power.
2975 * Note that we use the new "monster allocation table" creation code
2976 * to restrict the "get_mon_num()" function to the set of "legal"
2977 * monsters, making this function much faster and more reliable.
2979 * Note that this function may not succeed, though this is very rare.
2981 bool summon_specific(player_type *player_ptr, MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
2983 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2984 if (floor_ptr->inside_arena) return FALSE;
2987 if (!mon_scatter(player_ptr, 0, &y, &x, y1, x1, 2)) return FALSE;
2989 summon_specific_who = who;
2990 summon_specific_type = type;
2991 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
2992 get_mon_num_prep(player_ptr, summon_specific_okay, get_monster_hook2(player_ptr, y, x));
2994 MONRACE_IDX r_idx = get_mon_num(player_ptr, (floor_ptr->dun_level + lev) / 2 + 5);
2997 summon_specific_type = 0;
3001 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
3003 if (!place_monster_aux(player_ptr, who, y, x, r_idx, mode))
3005 summon_specific_type = 0;
3009 summon_specific_type = 0;
3010 sound(SOUND_SUMMON);
3016 * @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
3017 * @param player_ptr プレーヤーへの参照ポインタ
3018 * @param who 召喚主のモンスター情報ID
3021 * @param r_idx 生成するモンスター種族ID
3022 * @param mode 生成オプション
3023 * @return 召喚できたらtrueを返す
3025 bool summon_named_creature(player_type *player_ptr, MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
3027 if (r_idx >= max_r_idx) return FALSE;
3030 if (player_ptr->current_floor_ptr->inside_arena) return FALSE;
3032 if (!mon_scatter(player_ptr, r_idx, &y, &x, oy, ox, 2)) return FALSE;
3034 return place_monster_aux(player_ptr, who, y, x, r_idx, (mode | PM_NO_KAGE));
3039 * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
3040 * @param player_ptr プレーヤーへの参照ポインタ
3041 * @param m_idx 増殖するモンスター情報ID
3042 * @param clone クローン・モンスター処理ならばtrue
3043 * @param mode 生成オプション
3044 * @return 生成できたらtrueを返す
3046 * Note that "reproduction" REQUIRES empty space.
3048 bool multiply_monster(player_type *player_ptr, MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
3050 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3051 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
3053 if (!mon_scatter(player_ptr, m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
3056 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
3058 if (!place_monster_aux(player_ptr, m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
3061 if (clone || (m_ptr->smart & SM_CLONED))
3063 floor_ptr->m_list[hack_m_idx_ii].smart |= SM_CLONED;
3064 floor_ptr->m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
3072 * @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
3073 * @param player_ptr プレーヤーへの参照ポインタ
3074 * @param m_idx モンスター情報ID
3075 * @param dam 与えたダメージ
3078 * Technically should attempt to treat "Beholder"'s as jelly's
3080 void message_pain(player_type *player_ptr, MONSTER_IDX m_idx, HIT_POINT dam)
3082 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
3083 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3085 GAME_TEXT m_name[MAX_NLEN];
3087 monster_desc(player_ptr, m_name, m_ptr, 0);
3091 msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
3095 HIT_POINT newhp = m_ptr->hp;
3096 HIT_POINT oldhp = newhp + dam;
3097 HIT_POINT tmp = (newhp * 100L) / oldhp;
3098 PERCENTAGE percentage = tmp;
3100 if (my_strchr(",ejmvwQ", r_ptr->d_char))
3103 if (percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3104 else if (percentage > 75) msg_format("%^sはしり込みした。", m_name);
3105 else if (percentage > 50) msg_format("%^sは縮こまった。", m_name);
3106 else if (percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
3107 else if (percentage > 20) msg_format("%^sは身もだえした。", m_name);
3108 else if (percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3109 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3112 if (percentage > 95) msg_format("%^s barely notices.", m_name);
3113 else if (percentage > 75) msg_format("%^s flinches.", m_name);
3114 else if (percentage > 50) msg_format("%^s squelches.", m_name);
3115 else if (percentage > 35) msg_format("%^s quivers in pain.", m_name);
3116 else if (percentage > 20) msg_format("%^s writhes about.", m_name);
3117 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3118 else msg_format("%^s jerks limply.", m_name);
3123 if (my_strchr("l", r_ptr->d_char))
3126 if (percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3127 else if (percentage > 75) msg_format("%^sはしり込みした。", m_name);
3128 else if (percentage > 50) msg_format("%^sは躊躇した。", m_name);
3129 else if (percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
3130 else if (percentage > 20) msg_format("%^sは身もだえした。", m_name);
3131 else if (percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3132 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3135 if (percentage > 95) msg_format("%^s barely notices.", m_name);
3136 else if (percentage > 75) msg_format("%^s flinches.", m_name);
3137 else if (percentage > 50) msg_format("%^s hesitates.", m_name);
3138 else if (percentage > 35) msg_format("%^s quivers in pain.", m_name);
3139 else if (percentage > 20) msg_format("%^s writhes about.", m_name);
3140 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3141 else msg_format("%^s jerks limply.", m_name);
3146 if (my_strchr("g#+<>", r_ptr->d_char))
3149 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3150 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3151 else if (percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
3152 else if (percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
3153 else if (percentage > 20) msg_format("%^sはうめいた。", m_name);
3154 else if (percentage > 10) msg_format("%^sは躊躇した。", m_name);
3155 else msg_format("%^sはくしゃくしゃになった。", m_name);
3158 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3159 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3160 else if (percentage > 50) msg_format("%^s roars thunderously.", m_name);
3161 else if (percentage > 35) msg_format("%^s rumbles.", m_name);
3162 else if (percentage > 20) msg_format("%^s grunts.", m_name);
3163 else if (percentage > 10) msg_format("%^s hesitates.", m_name);
3164 else msg_format("%^s crumples.", m_name);
3169 if (my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char))
3172 if (percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3173 else if (percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
3174 else if (percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
3175 else if (percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
3176 else if (percentage > 20) msg_format("%^sは身もだえした。", m_name);
3177 else if (percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3178 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3181 if (percentage > 95) msg_format("%^s barely notices.", m_name);
3182 else if (percentage > 75) msg_format("%^s hisses.", m_name);
3183 else if (percentage > 50) msg_format("%^s rears up in anger.", m_name);
3184 else if (percentage > 35) msg_format("%^s hisses furiously.", m_name);
3185 else if (percentage > 20) msg_format("%^s writhes about.", m_name);
3186 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3187 else msg_format("%^s jerks limply.", m_name);
3192 if (my_strchr("f", r_ptr->d_char))
3195 if (percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
3196 else if (percentage > 75) msg_format("%^sは吠えた。", m_name);
3197 else if (percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
3198 else if (percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
3199 else if (percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
3200 else if (percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
3201 else msg_format("%sは哀れな鳴き声を出した。", m_name);
3204 if (percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3205 else if (percentage > 75) msg_format("%^s roars.", m_name);
3206 else if (percentage > 50) msg_format("%^s growls angrily.", m_name);
3207 else if (percentage > 35) msg_format("%^s hisses with pain.", m_name);
3208 else if (percentage > 20) msg_format("%^s mewls in pain.", m_name);
3209 else if (percentage > 10) msg_format("%^s hisses in agony.", m_name);
3210 else msg_format("%^s mewls pitifully.", m_name);
3215 if (my_strchr("acFIKS", r_ptr->d_char))
3218 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3219 else if (percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
3220 else if (percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
3221 else if (percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
3222 else if (percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
3223 else if (percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
3224 else msg_format("%^sはピクピクひきつった。", m_name);
3227 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3228 else if (percentage > 75) msg_format("%^s chitters.", m_name);
3229 else if (percentage > 50) msg_format("%^s scuttles about.", m_name);
3230 else if (percentage > 35) msg_format("%^s twitters.", m_name);
3231 else if (percentage > 20) msg_format("%^s jerks in pain.", m_name);
3232 else if (percentage > 10) msg_format("%^s jerks in agony.", m_name);
3233 else msg_format("%^s twitches.", m_name);
3238 if (my_strchr("B", r_ptr->d_char))
3241 if (percentage > 95) msg_format("%^sはさえずった。", m_name);
3242 else if (percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
3243 else if (percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
3244 else if (percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
3245 else if (percentage > 20) msg_format("%^sは苦しんだ。", m_name);
3246 else if (percentage > 10) msg_format("%^sはのたうち回った。", m_name);
3247 else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
3250 if (percentage > 95) msg_format("%^s chirps.", m_name);
3251 else if (percentage > 75) msg_format("%^s twitters.", m_name);
3252 else if (percentage > 50) msg_format("%^s squawks.", m_name);
3253 else if (percentage > 35) msg_format("%^s chatters.", m_name);
3254 else if (percentage > 20) msg_format("%^s jeers.", m_name);
3255 else if (percentage > 10) msg_format("%^s flutters about.", m_name);
3256 else msg_format("%^s squeaks.", m_name);
3261 if (my_strchr("duDLUW", r_ptr->d_char))
3264 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3265 else if (percentage > 75) msg_format("%^sはしり込みした。", m_name);
3266 else if (percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
3267 else if (percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
3268 else if (percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
3269 else if (percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
3270 else msg_format("%^sは弱々しくうなった。", m_name);
3273 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3274 else if (percentage > 75) msg_format("%^s flinches.", m_name);
3275 else if (percentage > 50) msg_format("%^s hisses in pain.", m_name);
3276 else if (percentage > 35) msg_format("%^s snarls with pain.", m_name);
3277 else if (percentage > 20) msg_format("%^s roars with pain.", m_name);
3278 else if (percentage > 10) msg_format("%^s gasps.", m_name);
3279 else msg_format("%^s snarls feebly.", m_name);
3284 if (my_strchr("s", r_ptr->d_char))
3287 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3288 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3289 else if (percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
3290 else if (percentage > 35) msg_format("%^sはよろめいた。", m_name);
3291 else if (percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
3292 else if (percentage > 10) msg_format("%^sはよろめいた。", m_name);
3293 else msg_format("%^sはガタガタ言った。", m_name);
3296 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3297 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3298 else if (percentage > 50) msg_format("%^s rattles.", m_name);
3299 else if (percentage > 35) msg_format("%^s stumbles.", m_name);
3300 else if (percentage > 20) msg_format("%^s rattles.", m_name);
3301 else if (percentage > 10) msg_format("%^s staggers.", m_name);
3302 else msg_format("%^s clatters.", m_name);
3307 if (my_strchr("z", r_ptr->d_char))
3310 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3311 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3312 else if (percentage > 50) msg_format("%^sはうめいた。", m_name);
3313 else if (percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
3314 else if (percentage > 20) msg_format("%^sは躊躇した。", m_name);
3315 else if (percentage > 10) msg_format("%^sはうなった。", m_name);
3316 else msg_format("%^sはよろめいた。", m_name);
3319 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3320 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3321 else if (percentage > 50) msg_format("%^s groans.", m_name);
3322 else if (percentage > 35) msg_format("%^s moans.", m_name);
3323 else if (percentage > 20) msg_format("%^s hesitates.", m_name);
3324 else if (percentage > 10) msg_format("%^s grunts.", m_name);
3325 else msg_format("%^s staggers.", m_name);
3330 if (my_strchr("G", r_ptr->d_char))
3333 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3334 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3335 else if (percentage > 50) msg_format("%sはうめいた。", m_name);
3336 else if (percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
3337 else if (percentage > 20) msg_format("%^sは吠えた。", m_name);
3338 else if (percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
3339 else msg_format("%^sはかすかにうめいた。", m_name);
3342 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3343 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3344 else if (percentage > 50) msg_format("%^s moans.", m_name);
3345 else if (percentage > 35) msg_format("%^s wails.", m_name);
3346 else if (percentage > 20) msg_format("%^s howls.", m_name);
3347 else if (percentage > 10) msg_format("%^s moans softly.", m_name);
3348 else msg_format("%^s sighs.", m_name);
3353 if (my_strchr("CZ", r_ptr->d_char))
3356 if (percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
3357 else if (percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3358 else if (percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
3359 else if (percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
3360 else if (percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
3361 else if (percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3362 else msg_format("%^sは弱々しく吠えた。", m_name);
3365 if (percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3366 else if (percentage > 75) msg_format("%^s snarls with pain.", m_name);
3367 else if (percentage > 50) msg_format("%^s yelps in pain.", m_name);
3368 else if (percentage > 35) msg_format("%^s howls in pain.", m_name);
3369 else if (percentage > 20) msg_format("%^s howls in agony.", m_name);
3370 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3371 else msg_format("%^s yelps feebly.", m_name);
3376 if (my_strchr("Xbilqrt", r_ptr->d_char))
3379 if (percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
3380 else if (percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3381 else if (percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
3382 else if (percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
3383 else if (percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
3384 else if (percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3385 else msg_format("%^sは弱々しく叫んだ。", m_name);
3388 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3389 else if (percentage > 75) msg_format("%^s grunts with pain.", m_name);
3390 else if (percentage > 50) msg_format("%^s squeals in pain.", m_name);
3391 else if (percentage > 35) msg_format("%^s shrieks in pain.", m_name);
3392 else if (percentage > 20) msg_format("%^s shrieks in agony.", m_name);
3393 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3394 else msg_format("%^s cries out feebly.", m_name);
3400 if (percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
3401 else if (percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3402 else if (percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
3403 else if (percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
3404 else if (percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
3405 else if (percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3406 else msg_format("%^sは弱々しく叫んだ。", m_name);
3408 if (percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3409 else if (percentage > 75) msg_format("%^s grunts with pain.", m_name);
3410 else if (percentage > 50) msg_format("%^s cries out in pain.", m_name);
3411 else if (percentage > 35) msg_format("%^s screams in pain.", m_name);
3412 else if (percentage > 20) msg_format("%^s screams in agony.", m_name);
3413 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3414 else msg_format("%^s cries out feebly.", m_name);
3420 * @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.
3421 * @param m_idx 更新を行う「モンスター情報ID
3422 * @param what 学習対象ID
3425 void update_smart_learn(player_type *player_ptr, MONSTER_IDX m_idx, int what)
3427 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
3428 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3430 if (!smart_learn) return;
3431 if (r_ptr->flags2 & (RF2_STUPID)) return;
3432 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
3437 if (player_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
3438 if (is_oppose_acid(player_ptr)) m_ptr->smart |= (SM_OPP_ACID);
3439 if (player_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
3443 if (player_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
3444 if (is_oppose_elec(player_ptr)) m_ptr->smart |= (SM_OPP_ELEC);
3445 if (player_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
3449 if (player_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
3450 if (is_oppose_fire(player_ptr)) m_ptr->smart |= (SM_OPP_FIRE);
3451 if (player_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
3455 if (player_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
3456 if (is_oppose_cold(player_ptr)) m_ptr->smart |= (SM_OPP_COLD);
3457 if (player_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
3461 if (player_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
3462 if (is_oppose_pois(player_ptr)) m_ptr->smart |= (SM_OPP_POIS);
3467 if (player_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
3471 if (player_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
3475 if (player_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
3479 if (player_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
3483 if (player_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
3487 if (player_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
3491 if (player_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
3495 if (player_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
3499 if (player_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
3503 if (player_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
3507 if (player_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
3511 if (player_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
3515 if (!player_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
3519 if (player_ptr->reflect) m_ptr->smart |= (SM_IMM_REFLECT);
3526 * @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
3527 * @param player_ptr プレーヤーへの参照ポインタ
3528 * @param m_ptr モンスター参照ポインタ
3531 void monster_drop_carried_objects(player_type *player_ptr, monster_type *m_ptr)
3533 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3534 OBJECT_IDX next_o_idx = 0;
3535 for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3540 o_ptr = &floor_ptr->o_list[this_o_idx];
3541 next_o_idx = o_ptr->next_o_idx;
3544 object_copy(q_ptr, o_ptr);
3545 q_ptr->held_m_idx = 0;
3546 delete_object_idx(player_ptr, this_o_idx);
3547 (void)drop_near(player_ptr, q_ptr, -1, m_ptr->fy, m_ptr->fx);
3550 m_ptr->hold_o_idx = 0;
3555 * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
3556 * @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。
3557 * / Count number of adjacent monsters
3558 * @param player_ptr プレーヤーへの参照ポインタ
3559 * @param m_idx 隣接数を調べたいモンスターのID
3560 * @return 隣接しているモンスターの数
3562 int get_monster_crowd_number(player_type *player_ptr, MONSTER_IDX m_idx)
3564 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3565 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
3566 POSITION my = m_ptr->fy;
3567 POSITION mx = m_ptr->fx;
3569 for (int i = 0; i < 7; i++)
3571 int ay = my + ddy_ddd[i];
3572 int ax = mx + ddx_ddd[i];
3574 if (!in_bounds(floor_ptr, ay, ax)) continue;
3575 if (floor_ptr->grid_array[ay][ax].m_idx > 0) count++;
3582 bool is_friendly_idx(player_type *player_ptr, MONSTER_IDX m_idx)
3584 return m_idx > 0 && is_friendly(&player_ptr->current_floor_ptr->m_list[(m_idx)]);