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.
15 #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? */
16 #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? */
21 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
23 cptr horror_desc[MAX_SAN_HORROR] =
79 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(幻覚状態時)
81 cptr funny_desc[MAX_SAN_FUNNY] =
143 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
145 cptr funny_comments[MAX_SAN_COMMENT] =
166 * @brief モンスターの目標地点をセットする / Set the target of counter attack
167 * @param m_ptr モンスターの参照ポインタ
172 void set_target(monster_type *m_ptr, int y, int x)
180 * @brief モンスターの目標地点をリセットする / Reset the target of counter attack
181 * @param m_ptr モンスターの参照ポインタ
184 void reset_target(monster_type *m_ptr)
186 set_target(m_ptr, 0, 0);
191 * @brief モンスターの真の種族を返す / Extract monster race pointer of a monster's true form
192 * @param m_ptr モンスターの参照ポインタ
193 * @return 本当のモンスター種族参照ポインタ
195 monster_race *real_r_ptr(monster_type *m_ptr)
197 monster_race *r_ptr = &r_info[m_ptr->r_idx];
199 /* Extract real race */
200 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
202 if (r_ptr->flags1 & RF1_UNIQUE)
203 return &r_info[MON_CHAMELEON_K];
205 return &r_info[MON_CHAMELEON];
215 * @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.
216 * @param i 消去するモンスターのID
219 * 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。 /
220 * When a monster is deleted, all of its objects are deleted.
222 void delete_monster_idx(int i)
226 monster_type *m_ptr = &m_list[i];
228 monster_race *r_ptr = &r_info[m_ptr->r_idx];
230 s16b this_o_idx, next_o_idx = 0;
238 /* Hack -- Reduce the racial counter */
239 real_r_ptr(m_ptr)->cur_num--;
241 /* Hack -- count the number of "reproducers" */
242 if (r_ptr->flags2 & (RF2_MULTIPLY)) num_repro--;
244 if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(i, 0);
245 if (MON_FAST(m_ptr)) (void)set_monster_fast(i, 0);
246 if (MON_SLOW(m_ptr)) (void)set_monster_slow(i, 0);
247 if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(i, 0);
248 if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(i, 0);
249 if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(i, 0);
250 if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(i, 0, FALSE);
253 /* Hack -- remove target monster */
254 if (i == target_who) target_who = 0;
256 /* Hack -- remove tracked monster */
257 if (i == p_ptr->health_who) health_track(0);
259 if (pet_t_m_idx == i ) pet_t_m_idx = 0;
260 if (riding_t_m_idx == i) riding_t_m_idx = 0;
261 if (p_ptr->riding == i) p_ptr->riding = 0;
263 /* Monster is gone */
264 cave[y][x].m_idx = 0;
268 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
273 o_ptr = &o_list[this_o_idx];
275 /* Acquire next object */
276 next_o_idx = o_ptr->next_o_idx;
279 * o_ptr->held_m_idx is needed in delete_object_idx()
280 * to prevent calling lite_spot()
283 /* Delete the object */
284 delete_object_idx(this_o_idx);
288 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
291 /* Wipe the Monster */
292 (void)WIPE(m_ptr, monster_type);
300 /* Update some things */
301 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
302 p_ptr->update |= (PU_MON_LITE);
307 * @brief 指定位置に存在するモンスターを削除する / Delete the monster, if any, at a given location
312 void delete_monster(int y, int x)
317 if (!in_bounds(y, x)) return;
322 /* Delete the monster (if any) */
323 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
328 * @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
333 static void compact_monsters_aux(int i1, int i2)
341 s16b this_o_idx, next_o_idx = 0;
345 if (i1 == i2) return;
358 /* Update the cave */
361 /* Repair objects being carried by monster */
362 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
367 o_ptr = &o_list[this_o_idx];
369 /* Acquire next object */
370 next_o_idx = o_ptr->next_o_idx;
372 /* Reset monster pointer */
373 o_ptr->held_m_idx = i2;
376 /* Hack -- Update the target */
377 if (target_who == i1) target_who = i2;
379 /* Hack -- Update the target */
380 if (pet_t_m_idx == i1) pet_t_m_idx = i2;
381 if (riding_t_m_idx == i1) riding_t_m_idx = i2;
383 /* Hack -- Update the riding */
384 if (p_ptr->riding == i1) p_ptr->riding = i2;
386 /* Hack -- Update the health bar */
387 if (p_ptr->health_who == i1) health_track(i2);
389 /* Hack -- Update parent index */
392 for (i = 1; i < m_max; i++)
394 monster_type *m2_ptr = &m_list[i];
396 if (m2_ptr->parent_m_idx == i1)
397 m2_ptr->parent_m_idx = i2;
402 (void)COPY(&m_list[i2], &m_list[i1], monster_type);
405 (void)WIPE(&m_list[i1], monster_type);
407 for (i = 0; i < MAX_MTIMED; i++)
409 int mproc_idx = get_mproc_idx(i1, i);
410 if (mproc_idx >= 0) mproc_list[i][mproc_idx] = i2;
416 * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
417 * @param size 圧縮後のモンスター件数目標
420 * This function can be very dangerous, use with caution!
422 * When actually "compacting" monsters, we base the saving throw
423 * on a combination of monster level, distance from player, and
424 * current "desperation".
426 * After "compacting" (if needed), we "reorder" the monsters into a more
427 * compact order, and we reset the allocation info, and the "live" array.
429 void compact_monsters(int size)
432 int cur_lev, cur_dis, chance;
434 /* Message (only if compacting) */
435 if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
438 /* Compact at least 'size' objects */
439 for (num = 0, cnt = 1; num < size; cnt++)
441 /* Get more vicious each iteration */
444 /* Get closer each iteration */
445 cur_dis = 5 * (20 - cnt);
447 /* Check all the monsters */
448 for (i = 1; i < m_max; i++)
450 monster_type *m_ptr = &m_list[i];
452 monster_race *r_ptr = &r_info[m_ptr->r_idx];
454 /* Paranoia -- skip "dead" monsters */
455 if (!m_ptr->r_idx) continue;
457 /* Hack -- High level monsters start out "immune" */
458 if (r_ptr->level > cur_lev) continue;
460 if (i == p_ptr->riding) continue;
462 /* Ignore nearby monsters */
463 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
465 /* Saving throw chance */
468 /* Only compact "Quest" Monsters in emergencies */
469 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
471 /* Try not to compact Unique Monsters */
472 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
474 /* All monsters get a saving throw */
475 if (randint0(100) < chance) continue;
477 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
481 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
482 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
485 /* Delete the monster */
486 delete_monster_idx(i);
488 /* Count the monster */
494 /* Excise dead monsters (backwards!) */
495 for (i = m_max - 1; i >= 1; i--)
497 /* Get the i'th monster */
498 monster_type *m_ptr = &m_list[i];
500 /* Skip real monsters */
501 if (m_ptr->r_idx) continue;
503 /* Move last monster into open hole */
504 compact_monsters_aux(m_max - 1, i);
506 /* Compress "m_max" */
513 * @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
516 * This is an efficient method of simulating multiple calls to the
517 * "delete_monster()" function, with no visual effects.
519 void wipe_m_list(void)
523 /* Hack -- if Banor or Lupart dies, stay another dead */
524 if (!r_info[MON_BANORLUPART].max_num)
526 if (r_info[MON_BANOR].max_num)
528 r_info[MON_BANOR].max_num = 0;
529 r_info[MON_BANOR].r_pkills++;
530 r_info[MON_BANOR].r_akills++;
531 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
533 if (r_info[MON_LUPART].max_num)
535 r_info[MON_LUPART].max_num = 0;
536 r_info[MON_LUPART].r_pkills++;
537 r_info[MON_LUPART].r_akills++;
538 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
542 /* Delete all the monsters */
543 for (i = m_max - 1; i >= 1; i--)
545 monster_type *m_ptr = &m_list[i];
547 /* Skip dead monsters */
548 if (!m_ptr->r_idx) continue;
550 /* Monster is gone */
551 cave[m_ptr->fy][m_ptr->fx].m_idx = 0;
553 /* Wipe the Monster */
554 (void)WIPE(m_ptr, monster_type);
559 * Wiping racial counters of all monsters and incrementing of racial
560 * counters of monsters in party_mon[] are required to prevent multiple
561 * generation of unique monster who is the minion of player.
564 /* Hack -- Wipe the racial counter of all monster races */
565 for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
573 /* Reset "mproc_max[]" */
574 for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0;
576 /* Hack -- reset "reproducer" count */
579 /* Hack -- no more target */
584 /* Hack -- no more tracking */
590 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
591 * @return 利用可能なモンスター配列の添字
593 * This routine should almost never fail, but it *can* happen.
600 /* Normal allocation */
601 if (m_max < max_m_idx)
603 /* Access the next hole */
606 /* Expand the array */
612 /* Return the index */
617 /* Recycle dead monsters */
618 for (i = 1; i < m_max; i++)
622 /* Acquire monster */
625 /* Skip live monsters */
626 if (m_ptr->r_idx) continue;
631 /* Use this monster */
636 /* Warn the player (except during dungeon creation) */
637 if (character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
639 /* Try not to crash */
647 * @var summon_specific_type
648 * @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"
649 * @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
651 static int summon_specific_type = 0;
655 * @var summon_specific_who
656 * @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
657 * @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
659 static int summon_specific_who = -1;
662 * @var summon_unique_okay
663 * @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
664 * @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
666 static bool summon_unique_okay = FALSE;
669 * @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
670 * @return 召喚条件が一致するならtrue
673 static bool summon_specific_aux(int r_idx)
675 monster_race *r_ptr = &r_info[r_idx];
678 /* Check our requirements */
679 switch (summon_specific_type)
683 okay = (r_ptr->d_char == 'a');
689 okay = (r_ptr->d_char == 'S');
695 okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
701 okay = (r_ptr->d_char == 'M');
707 okay = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
713 okay = (r_ptr->flags3 & RF3_DEMON);
719 okay = (r_ptr->flags3 & RF3_UNDEAD);
725 okay = (r_ptr->flags3 & RF3_DRAGON);
729 case SUMMON_HI_UNDEAD:
731 okay = ((r_ptr->d_char == 'L') ||
732 (r_ptr->d_char == 'V') ||
733 (r_ptr->d_char == 'W'));
737 case SUMMON_HI_DRAGON:
739 okay = (r_ptr->d_char == 'D');
743 case SUMMON_HI_DEMON:
745 okay = (((r_ptr->d_char == 'U') ||
746 (r_ptr->d_char == 'H') ||
747 (r_ptr->d_char == 'B')) &&
748 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
752 case SUMMON_AMBERITES:
754 okay = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
760 okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
764 case SUMMON_BIZARRE1:
766 okay = (r_ptr->d_char == 'm');
769 case SUMMON_BIZARRE2:
771 okay = (r_ptr->d_char == 'b');
774 case SUMMON_BIZARRE3:
776 okay = (r_ptr->d_char == 'Q');
780 case SUMMON_BIZARRE4:
782 okay = (r_ptr->d_char == 'v');
786 case SUMMON_BIZARRE5:
788 okay = (r_ptr->d_char == '$');
792 case SUMMON_BIZARRE6:
794 okay = ((r_ptr->d_char == '!') ||
795 (r_ptr->d_char == '?') ||
796 (r_ptr->d_char == '=') ||
797 (r_ptr->d_char == '$') ||
798 (r_ptr->d_char == '|'));
804 okay = (r_ptr->d_char == 'g');
810 okay = ((r_ptr->d_char == 'U') &&
811 (r_ptr->flags4 & RF4_ROCKET));
818 okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
824 okay = (r_idx == MON_DAWN);
830 okay = (r_ptr->flags3 & (RF3_ANIMAL));
834 case SUMMON_ANIMAL_RANGER:
836 okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
837 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
838 !(r_ptr->flags3 & (RF3_DRAGON)) &&
839 !(r_ptr->flags3 & (RF3_EVIL)) &&
840 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
841 !(r_ptr->flags3 & (RF3_DEMON)) &&
842 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
843 !(r_ptr->flags4 || r_ptr->flags5 || r_ptr->flags6));
847 case SUMMON_HI_DRAGON_LIVING:
849 okay = ((r_ptr->d_char == 'D') && monster_living(r_ptr));
855 okay = monster_living(r_ptr);
861 okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
865 case SUMMON_BLUE_HORROR:
867 okay = (r_idx == MON_BLUE_HORROR);
871 case SUMMON_ELEMENTAL:
873 okay = (r_ptr->d_char == 'E');
879 okay = (r_ptr->d_char == 'v');
885 okay = (r_ptr->d_char == 'H');
891 okay = (r_ptr->d_char == 'B');
895 case SUMMON_KAMIKAZE:
898 for (i = 0; i < 4; i++)
899 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
903 case SUMMON_KAMIKAZE_LIVING:
907 for (i = 0; i < 4; i++)
908 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
909 okay = (okay && monster_living(r_ptr));
915 okay = (r_idx == MON_MANES);
921 okay = (r_idx == MON_LOUSE);
925 case SUMMON_GUARDIANS:
927 okay = (r_ptr->flags7 & RF7_GUARDIAN);
933 okay = ((r_idx == MON_NOV_PALADIN) ||
934 (r_idx == MON_NOV_PALADIN_G) ||
935 (r_idx == MON_PALADIN) ||
936 (r_idx == MON_W_KNIGHT) ||
937 (r_idx == MON_ULTRA_PALADIN) ||
938 (r_idx == MON_KNI_TEMPLAR));
944 okay = (r_ptr->d_char == 'B' &&
945 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
946 (r_ptr->flags8 & RF8_WILD_ONLY));
950 case SUMMON_PIRANHAS:
952 okay = (r_idx == MON_PIRANHA);
956 case SUMMON_ARMAGE_GOOD:
958 okay = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
962 case SUMMON_ARMAGE_EVIL:
964 okay = ((r_ptr->flags3 & RF3_DEMON) ||
965 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
971 /* Since okay is int, "return (okay);" is not correct. */
972 return (bool)(okay ? TRUE : FALSE);
976 * @var chameleon_change_m_idx
977 * @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
978 * @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
980 static int chameleon_change_m_idx = 0;
984 * @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.
985 * @param r_idx チェックするモンスター種族ID
986 * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
988 static bool restrict_monster_to_dungeon(int r_idx)
990 dungeon_info_type *d_ptr = &d_info[dungeon_type];
991 monster_race *r_ptr = &r_info[r_idx];
994 if (d_ptr->flags1 & DF1_CHAMELEON)
996 if (chameleon_change_m_idx) return TRUE;
998 if (d_ptr->flags1 & DF1_NO_MAGIC)
1000 if (r_idx != MON_CHAMELEON &&
1001 r_ptr->freq_spell &&
1002 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
1003 !(r_ptr->flags5 & RF5_NOMAGIC_MASK) &&
1004 !(r_ptr->flags6 & RF6_NOMAGIC_MASK))
1007 if (d_ptr->flags1 & DF1_NO_MELEE)
1009 if (r_idx == MON_CHAMELEON) return TRUE;
1010 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
1011 !(r_ptr->flags5 & (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)) &&
1012 !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
1015 if (d_ptr->flags1 & DF1_BEGINNER)
1017 if (r_ptr->level > dun_level)
1021 if (d_ptr->special_div >= 64) return TRUE;
1022 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
1024 switch (d_ptr->mode)
1026 case DUNGEON_MODE_AND:
1029 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1034 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1039 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1044 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1049 if ((d_ptr->mflags5 & r_ptr->flags5) != d_ptr->mflags5)
1054 if ((d_ptr->mflags6 & r_ptr->flags6) != d_ptr->mflags6)
1059 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1064 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1069 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1074 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1077 for (a = 0; a < 5; a++)
1078 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
1082 case DUNGEON_MODE_NAND:
1085 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1090 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1095 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1100 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1105 if ((d_ptr->mflags5 & r_ptr->flags5) != d_ptr->mflags5)
1110 if ((d_ptr->mflags6 & r_ptr->flags6) != d_ptr->mflags6)
1115 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1120 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1125 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1130 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1133 for (a = 0; a < 5; a++)
1134 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
1138 case DUNGEON_MODE_OR:
1139 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
1140 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
1141 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
1142 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
1143 if (r_ptr->flags5 & d_ptr->mflags5) return TRUE;
1144 if (r_ptr->flags6 & d_ptr->mflags6) return TRUE;
1145 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
1146 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
1147 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
1148 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
1149 for (a = 0; a < 5; a++)
1150 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
1154 case DUNGEON_MODE_NOR:
1155 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
1156 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
1157 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
1158 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
1159 if (r_ptr->flags5 & d_ptr->mflags5) return FALSE;
1160 if (r_ptr->flags6 & d_ptr->mflags6) return FALSE;
1161 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
1162 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
1163 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
1164 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
1165 for (a = 0; a < 5; a++)
1166 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
1175 * @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"
1176 * @param monnster_hook 制限関数1
1177 * @param monnster_hook2 制限関数2
1180 errr get_mon_num_prep(monster_hook_type monster_hook,
1181 monster_hook_type monster_hook2)
1185 /* Todo: Check the hooks for non-changes */
1187 /* Set the new hooks */
1188 get_mon_num_hook = monster_hook;
1189 get_mon_num2_hook = monster_hook2;
1191 /* Scan the allocation table */
1192 for (i = 0; i < alloc_race_size; i++)
1194 monster_race *r_ptr;
1197 alloc_entry *entry = &alloc_race_table[i];
1200 r_ptr = &r_info[entry->index];
1202 /* Skip monsters which don't pass the restriction */
1203 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
1204 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
1207 if (!p_ptr->inside_battle && !chameleon_change_m_idx &&
1208 summon_specific_type != SUMMON_GUARDIANS)
1210 /* Hack -- don't create questors */
1211 if (r_ptr->flags1 & RF1_QUESTOR)
1214 if (r_ptr->flags7 & RF7_GUARDIAN)
1217 /* Depth Monsters never appear out of depth */
1218 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
1219 (r_ptr->level > dun_level))
1223 /* Accept this monster */
1224 entry->prob2 = entry->prob1;
1226 if (dun_level && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest)) && !restrict_monster_to_dungeon(entry->index) && !p_ptr->inside_battle)
1228 int hoge = entry->prob2 * d_info[dungeon_type].special_div;
1229 entry->prob2 = hoge / 64;
1230 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
1239 * @brief 平方根を切り捨て整数で返す
1243 static int mysqrt(int n)
1281 * @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
1283 * @return 選択されたモンスター生成種族
1285 * Choose a monster race that seems "appropriate" to the given level
1287 * This function uses the "prob2" field of the "monster allocation table",
1288 * and various local information, to calculate the "prob3" field of the
1289 * same table, which is then used to choose an "appropriate" monster, in
1290 * a relatively efficient manner.
1292 * Note that "town" monsters will *only* be created in the town, and
1293 * "normal" monsters will *never* be created in the town, unless the
1294 * "level" is "modified", for example, by polymorph or summoning.
1296 * There is a small chance (1/50) of "boosting" the given depth by
1297 * a small amount (up to four levels), except in the town.
1299 * It is (slightly) more likely to acquire a monster of the given level
1300 * than one of a lower level. This is done by choosing several monsters
1301 * appropriate to the given level and keeping the "hardest" one.
1303 * Note that if no monsters are "appropriate", then this function will
1304 * fail, and return zero, but this should *almost* never happen.
1306 s16b get_mon_num(int level)
1311 monster_race *r_ptr;
1312 alloc_entry *table = alloc_race_table;
1314 int pls_kakuritu, pls_level;
1315 int hoge = mysqrt(level*10000L);
1317 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1319 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((dungeon_turn / (TURNS_PER_TICK * 2500L) - hoge / 10)));
1320 pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + dungeon_turn / (TURNS_PER_TICK * 20000L) - hoge / 40 + MIN(5, level / 10)) ;
1322 if (d_info[dungeon_type].flags1 & DF1_MAZE)
1324 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
1325 if (pls_kakuritu < 2) pls_kakuritu = 2;
1330 /* Boost the level */
1331 if (!p_ptr->inside_battle && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1333 /* Nightmare mode allows more out-of depth monsters */
1334 if (ironman_nightmare && !randint0(pls_kakuritu))
1336 /* What a bizarre calculation */
1337 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1341 /* Occasional "nasty" monster */
1342 if (!randint0(pls_kakuritu))
1344 /* Pick a level bonus */
1353 /* Process probabilities */
1354 for (i = 0; i < alloc_race_size; i++)
1356 /* Monsters are sorted by depth */
1357 if (table[i].level > level) break;
1362 /* Access the "r_idx" of the chosen monster */
1363 r_idx = table[i].index;
1365 /* Access the actual race */
1366 r_ptr = &r_info[r_idx];
1368 if (!p_ptr->inside_battle && !chameleon_change_m_idx)
1370 /* Hack -- "unique" monsters must be "unique" */
1371 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1372 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1373 (r_ptr->cur_num >= r_ptr->max_num))
1378 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1379 (r_ptr->cur_num >= 1))
1384 if (r_idx == MON_BANORLUPART)
1386 if (r_info[MON_BANOR].cur_num > 0) continue;
1387 if (r_info[MON_LUPART].cur_num > 0) continue;
1392 table[i].prob3 = table[i].prob2;
1395 total += table[i].prob3;
1398 /* No legal monsters */
1399 if (total <= 0) return (0);
1401 /* Pick a monster */
1402 value = randint0(total);
1404 /* Find the monster */
1405 for (i = 0; i < alloc_race_size; i++)
1407 /* Found the entry */
1408 if (value < table[i].prob3) break;
1411 value = value - table[i].prob3;
1417 /* Try for a "harder" monster once (50%) or twice (10%) */
1423 /* Pick a monster */
1424 value = randint0(total);
1426 /* Find the monster */
1427 for (i = 0; i < alloc_race_size; i++)
1429 /* Found the entry */
1430 if (value < table[i].prob3) break;
1433 value = value - table[i].prob3;
1436 /* Keep the "best" one */
1437 if (table[i].level < table[j].level) i = j;
1440 /* Try for a "harder" monster twice (10%) */
1446 /* Pick a monster */
1447 value = randint0(total);
1449 /* Find the monster */
1450 for (i = 0; i < alloc_race_size; i++)
1452 /* Found the entry */
1453 if (value < table[i].prob3) break;
1456 value = value - table[i].prob3;
1459 /* Keep the "best" one */
1460 if (table[i].level < table[j].level) i = j;
1464 return (table[i].index);
1469 * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
1470 * @param desc 記述出力先の文字列参照ポインタ
1471 * @param m_ptr モンスターの参照ポインタ
1472 * @param mode 呼称オプション
1475 * We can correctly describe monsters based on their visibility.
1476 * We can force all monsters to be treated as visible or invisible.
1477 * We can build nominatives, objectives, possessives, or reflexives.
1478 * We can selectively pronominalize hidden, visible, or all monsters.
1479 * We can use definite or indefinite descriptions for hidden monsters.
1480 * We can use definite or indefinite descriptions for visible monsters.
1482 * Pronominalization involves the gender whenever possible and allowed,
1483 * so that by cleverly requesting pronominalization / visibility, you
1484 * can get messages like "You hit someone. She screams in agony!".
1486 * Reflexives are acquired by requesting Objective plus Possessive.
1488 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1489 * unless the "Assume Visible" mode is requested.
1491 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1492 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1493 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1494 * in which case you may be in trouble... :-)
1496 * I am assuming that no monster name is more than 70 characters long,
1497 * so that "char desc[80];" is sufficiently large for any result.
1500 * MD_OBJECTIVE --> Objective (or Reflexive)
1501 * MD_POSSESSIVE --> Possessive (or Reflexive)
1502 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1503 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1504 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1505 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1506 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1507 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1508 * MD_TRUE_NAME --> Chameleon's true name
1509 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1512 * 0x00 --> Full nominative name ("the kobold") or "it"
1513 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1514 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1515 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1516 * MD_PRON_VISIBLE | MD_POSSESSIVE
1517 * --> Possessive, genderized if visable ("his") or "its"
1518 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1519 * --> Reflexive, genderized if visable ("himself") or "itself"
1521 void monster_desc(char *desc, monster_type *m_ptr, int mode)
1524 monster_race *r_ptr;
1528 char silly_name[1024];
1532 r_ptr = &r_info[m_ptr->ap_r_idx];
1534 /* Mode of MD_TRUE_NAME will reveal Chameleon's true name */
1535 if (mode & MD_TRUE_NAME) name = (r_name + real_r_ptr(m_ptr)->name);
1536 else name = (r_name + r_ptr->name);
1538 /* Are we hallucinating? (Idea from Nethack...) */
1539 if (p_ptr->image && !(mode & MD_IGNORE_HALLU))
1543 if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
1549 monster_race *hallu_race;
1553 hallu_race = &r_info[randint1(max_r_idx - 1)];
1555 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1557 strcpy(silly_name, (r_name + hallu_race->name));
1560 /* Better not strcpy it, or we could corrupt r_info... */
1564 /* Can we "see" it (exists + forced, or visible + not unforced) */
1565 seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1567 /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
1568 pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1571 /* First, try using pronouns, or describing hidden monsters */
1574 /* an encoding of the monster "sex" */
1577 /* Extract the gender (if applicable) */
1578 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1579 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1581 /* Ignore the gender (if desired) */
1582 if (!m_ptr || !pron) kind = 0x00;
1585 /* Assume simple result */
1586 res = _("何か", "it");
1588 /* Brute force: split on the possibilities */
1589 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1591 /* Neuter, or unknown */
1593 case 0x00: res = "何か"; break;
1594 case 0x00 + (MD_OBJECTIVE): res = "何か"; break;
1595 case 0x00 + (MD_POSSESSIVE): res = "何かの"; break;
1596 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "何か自身"; break;
1597 case 0x00 + (MD_INDEF_HIDDEN): res = "何か"; break;
1598 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "何か"; break;
1599 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "何か"; break;
1600 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "それ自身"; break;
1602 case 0x00: res = "it"; break;
1603 case 0x00 + (MD_OBJECTIVE): res = "it"; break;
1604 case 0x00 + (MD_POSSESSIVE): res = "its"; break;
1605 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1606 case 0x00 + (MD_INDEF_HIDDEN): res = "something"; break;
1607 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "something"; break;
1608 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "something's"; break;
1609 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1613 /* Male (assume human if vague) */
1615 case 0x10: res = "彼"; break;
1616 case 0x10 + (MD_OBJECTIVE): res = "彼"; break;
1617 case 0x10 + (MD_POSSESSIVE): res = "彼の"; break;
1618 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1619 case 0x10 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1620 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1621 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1622 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1624 case 0x10: res = "he"; break;
1625 case 0x10 + (MD_OBJECTIVE): res = "him"; break;
1626 case 0x10 + (MD_POSSESSIVE): res = "his"; break;
1627 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1628 case 0x10 + (MD_INDEF_HIDDEN): res = "someone"; break;
1629 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1630 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1631 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1635 /* Female (assume human if vague) */
1637 case 0x20: res = "彼女"; break;
1638 case 0x20 + (MD_OBJECTIVE): res = "彼女"; break;
1639 case 0x20 + (MD_POSSESSIVE): res = "彼女の"; break;
1640 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1641 case 0x20 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1642 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1643 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1644 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1646 case 0x20: res = "she"; break;
1647 case 0x20 + (MD_OBJECTIVE): res = "her"; break;
1648 case 0x20 + (MD_POSSESSIVE): res = "her"; break;
1649 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1650 case 0x20 + (MD_INDEF_HIDDEN): res = "someone"; break;
1651 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1652 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1653 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1657 /* Copy the result */
1658 (void)strcpy(desc, res);
1662 /* Handle visible monsters, "reflexive" request */
1663 else if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1665 /* The monster is visible, so use its gender */
1667 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "彼女自身");
1668 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "彼自身");
1669 else strcpy(desc, "それ自身");
1671 if (r_ptr->flags1 & RF1_FEMALE) strcpy(desc, "herself");
1672 else if (r_ptr->flags1 & RF1_MALE) strcpy(desc, "himself");
1673 else strcpy(desc, "itself");
1678 /* Handle all other visible monster requests */
1682 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1688 while(strncmp(t, "』", 2) && *t) t++;
1692 (void)sprintf(desc, "%s?』", buf);
1695 (void)sprintf(desc, "%s?", name);
1697 (void)sprintf(desc, "%s?", name);
1702 /* It could be a Unique */
1703 if ((r_ptr->flags1 & RF1_UNIQUE) && !(p_ptr->image && !(mode & MD_IGNORE_HALLU)))
1705 /* Start with the name (thus nominative and objective) */
1706 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1712 while (strncmp(t, "』", 2) && *t) t++;
1716 (void)sprintf(desc, "%s?』", buf);
1719 (void)sprintf(desc, "%s?", name);
1721 (void)sprintf(desc, "%s?", name);
1725 /* Inside monster arena, and it is not your mount */
1726 else if (p_ptr->inside_battle &&
1727 !(p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr)))
1729 /* It is a fake unique monster */
1730 (void)sprintf(desc, _("%sもどき", "fake %s"), name);
1735 (void)strcpy(desc, name);
1739 /* It could be an indefinite monster */
1740 else if (mode & MD_INDEF_VISIBLE)
1742 /* XXX Check plurality for "some" */
1744 /* Indefinite monsters need an indefinite article */
1746 (void)strcpy(desc, "");
1748 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1751 (void)strcat(desc, name);
1754 /* It could be a normal, definite, monster */
1757 /* Definite monsters need a definite article */
1759 (void)strcpy(desc, _("あなたの", "your "));
1761 (void)strcpy(desc, _("", "the "));
1763 (void)strcat(desc, name);
1766 if (m_ptr->nickname)
1768 sprintf(buf,_("「%s」", " called %s"),quark_str(m_ptr->nickname));
1772 if (p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr))
1774 strcat(desc,_("(乗馬中)", "(riding)"));
1777 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1779 if (r_ptr->flags1 & RF1_UNIQUE)
1781 strcat(desc,_("(カメレオンの王)", "(Chameleon Lord)"));
1785 strcat(desc,_("(カメレオン)", "(Chameleon)"));
1789 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1791 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1794 /* Handle the Possessive as a special afterthought */
1795 if (mode & MD_POSSESSIVE)
1797 /* XXX Check for trailing "s" */
1799 /* Simply append "apostrophe" and "s" */
1800 (void)strcat(desc, _("の", "'s"));
1808 * @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)
1809 * @param r_idx 補完されるモンスター種族ID
1810 * @return 明らかになった情報の度数
1812 * Return the number of new flags learnt. -Mogami-
1814 int lore_do_probe(int r_idx)
1816 monster_race *r_ptr = &r_info[r_idx];
1820 /* Maximal info about awareness */
1821 if (r_ptr->r_wake != MAX_UCHAR) n++;
1822 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1823 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1825 /* Observe "maximal" attacks */
1826 for (i = 0; i < 4; i++)
1828 /* Examine "actual" blows */
1829 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1831 /* Maximal observations */
1832 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1833 r_ptr->r_blows[i] = MAX_UCHAR;
1839 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1840 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1841 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1842 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1843 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1844 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1846 /* Only "valid" drops */
1847 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1849 if (r_ptr->r_drop_item != tmp_byte) n++;
1850 r_ptr->r_drop_item = tmp_byte;
1852 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1854 if (r_ptr->r_drop_gold != tmp_byte) n++;
1855 r_ptr->r_drop_gold = tmp_byte;
1858 /* Observe many spells */
1859 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1860 r_ptr->r_cast_spell = MAX_UCHAR;
1862 /* Count unknown flags */
1863 for (i = 0; i < 32; i++)
1865 if (!(r_ptr->r_flags1 & (1L << i)) &&
1866 (r_ptr->flags1 & (1L << i))) n++;
1867 if (!(r_ptr->r_flags2 & (1L << i)) &&
1868 (r_ptr->flags2 & (1L << i))) n++;
1869 if (!(r_ptr->r_flags3 & (1L << i)) &&
1870 (r_ptr->flags3 & (1L << i))) n++;
1871 if (!(r_ptr->r_flags4 & (1L << i)) &&
1872 (r_ptr->flags4 & (1L << i))) n++;
1873 if (!(r_ptr->r_flags5 & (1L << i)) &&
1874 (r_ptr->flags5 & (1L << i))) n++;
1875 if (!(r_ptr->r_flags6 & (1L << i)) &&
1876 (r_ptr->flags6 & (1L << i))) n++;
1877 if (!(r_ptr->r_flagsr & (1L << i)) &&
1878 (r_ptr->flagsr & (1L << i))) n++;
1880 /* r_flags7 is actually unused */
1882 if (!(r_ptr->r_flags7 & (1L << i)) &&
1883 (r_ptr->flags7 & (1L << i))) n++;
1887 /* Know all the flags */
1888 r_ptr->r_flags1 = r_ptr->flags1;
1889 r_ptr->r_flags2 = r_ptr->flags2;
1890 r_ptr->r_flags3 = r_ptr->flags3;
1891 r_ptr->r_flags4 = r_ptr->flags4;
1892 r_ptr->r_flags5 = r_ptr->flags5;
1893 r_ptr->r_flags6 = r_ptr->flags6;
1894 r_ptr->r_flagsr = r_ptr->flagsr;
1896 /* r_flags7 is actually unused */
1897 /* r_ptr->r_flags7 = r_ptr->flags7; */
1899 /* Know about evolution */
1900 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1901 r_ptr->r_xtra1 |= MR1_SINKA;
1903 /* Update monster recall window */
1904 if (p_ptr->monster_race_idx == r_idx)
1907 p_ptr->window |= (PW_MONSTER);
1910 /* Return the number of new flags learnt */
1916 * @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
1917 * @param m_idx モンスター情報のID
1918 * @param num_item 手に入れたアイテム数
1919 * @param num_gold 手に入れた財宝の単位数
1922 * Note that learning the "GOOD"/"GREAT" flags gives information
1923 * about the treasure (even when the monster is killed for the first
1924 * time, such as uniques, and the treasure has not been examined yet).
1926 * This "indirect" method is used to prevent the player from learning
1927 * exactly how much treasure a monster can drop from observing only
1928 * a single example of a drop. This method actually observes how much
1929 * gold and items are dropped, and remembers that information to be
1930 * described later by the monster recall code.
1932 void lore_treasure(int m_idx, int num_item, int num_gold)
1934 monster_type *m_ptr = &m_list[m_idx];
1936 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1938 /* If the monster doesn't have original appearance, don't note */
1939 if (!is_original_ap(m_ptr)) return;
1941 /* Note the number of things dropped */
1942 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1943 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1945 /* Hack -- memorize the good/great flags */
1946 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1947 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1949 /* Update monster recall window */
1950 if (p_ptr->monster_race_idx == m_ptr->r_idx)
1953 p_ptr->window |= (PW_MONSTER);
1959 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
1960 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
1961 * @param necro 暗黒領域魔法の詠唱失敗によるものならばTRUEを返す
1964 void sanity_blast(monster_type *m_ptr, bool necro)
1966 bool happened = FALSE;
1969 if (p_ptr->inside_battle || !character_dungeon) return;
1974 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1976 power = r_ptr->level / 2;
1978 monster_desc(m_name, m_ptr, 0);
1980 if (!(r_ptr->flags1 & RF1_UNIQUE))
1982 if (r_ptr->flags1 & RF1_FRIENDS)
1988 return; /* No effect yet, just loaded... */
1991 return; /* Cannot see it for some reason */
1993 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
1999 return; /* Pet eldritch horrors are safe most of the time */
2001 if (randint1(100) > power) return;
2003 if (saving_throw(p_ptr->skill_sav - power))
2005 return; /* Save, no adverse effects */
2010 /* Something silly happens... */
2012 msg_format("%s%sの顔を見てしまった!",
2013 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2015 msg_format("You behold the %s visage of %s!",
2016 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2022 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2023 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2026 return; /* Never mind; we can't see it clearly enough */
2029 /* Something frightening happens... */
2031 msg_format("%s%sの顔を見てしまった!",
2032 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2034 msg_format("You behold the %s visage of %s!",
2035 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2038 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2040 /* Demon characters are unaffected */
2041 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
2042 if (p_ptr->wizard) return;
2044 /* Undead characters are 50% likely to be unaffected */
2045 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
2046 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
2047 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
2049 if (saving_throw(25 + p_ptr->lev)) return;
2054 msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!"));
2057 if (!saving_throw(p_ptr->skill_sav - power)) /* Mind blast */
2059 if (!p_ptr->resist_conf)
2061 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2063 if (!p_ptr->resist_chaos && one_in_(3))
2065 (void)set_image(p_ptr->image + randint0(250) + 150);
2070 if (!saving_throw(p_ptr->skill_sav - power)) /* Lose int & wis */
2077 if (!saving_throw(p_ptr->skill_sav - power)) /* Brain smash */
2079 if (!p_ptr->resist_conf)
2081 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2083 if (!p_ptr->free_act)
2085 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2087 while (randint0(100) > p_ptr->skill_sav)
2088 (void)do_dec_stat(A_INT);
2089 while (randint0(100) > p_ptr->skill_sav)
2090 (void)do_dec_stat(A_WIS);
2091 if (!p_ptr->resist_chaos)
2093 (void)set_image(p_ptr->image + randint0(250) + 150);
2098 if (!saving_throw(p_ptr->skill_sav - power)) /* Amnesia */
2101 if (lose_all_info())
2102 msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
2107 if (saving_throw(p_ptr->skill_sav - power))
2112 /* Else gain permanent insanity */
2113 if ((p_ptr->muta3 & MUT3_MORONIC) && /*(p_ptr->muta2 & MUT2_BERS_RAGE) &&*/
2114 ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
2115 ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
2117 /* The poor bastard already has all possible insanities! */
2123 switch (randint1(21))
2126 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
2128 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2130 msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You turn into an utter moron!"));
2134 msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
2137 if (p_ptr->muta3 & MUT3_HYPER_INT)
2139 msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
2140 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2142 p_ptr->muta3 |= MUT3_MORONIC;
2156 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2158 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
2160 /* Duh, the following should never happen, but anyway... */
2161 if (p_ptr->muta3 & MUT3_FEARLESS)
2163 msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
2164 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2167 p_ptr->muta2 |= MUT2_COWARDICE;
2181 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2183 msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
2184 p_ptr->muta2 |= MUT2_HALLU;
2189 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2191 msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
2192 p_ptr->muta2 |= MUT2_BERS_RAGE;
2199 p_ptr->update |= PU_BONUS;
2204 * @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
2205 * @param m_idx 更新するモンスター情報のID
2206 * @param full プレイヤーとの距離更新を行うならばtrue
2209 * This involves extracting the distance to the player (if requested),
2210 * and then checking for visibility (natural, infravision, see-invis,
2211 * telepathy), updating the monster visibility flag, redrawing (or
2212 * erasing) the monster when its visibility changes, and taking note
2213 * of any interesting monster flags (cold-blooded, invisible, etc).
2215 * Note the new "mflag" field which encodes several monster state flags,
2216 * including "view" for when the monster is currently in line of sight,
2217 * and "mark" for when the monster is currently visible via detection.
2219 * The only monster fields that are changed here are "cdis" (the
2220 * distance from the player), "ml" (visible to the player), and
2221 * "mflag" (to maintain the "MFLAG_VIEW" flag).
2223 * Note the special "update_monsters()" function which can be used to
2224 * call this function once for every monster.
2226 * Note the "full" flag which requests that the "cdis" field be updated,
2227 * this is only needed when the monster (or the player) has moved.
2229 * Every time a monster moves, we must call this function for that
2230 * monster, and update the distance, and the visibility. Every time
2231 * the player moves, we must call this function for every monster, and
2232 * update the distance, and the visibility. Whenever the player "state"
2233 * changes in certain ways ("blindness", "infravision", "telepathy",
2234 * and "see invisible"), we must call this function for every monster,
2235 * and update the visibility.
2237 * Routines that change the "illumination" of a grid must also call this
2238 * function for any monster in that grid, since the "visibility" of some
2239 * monsters may be based on the illumination of their grid.
2241 * Note that this function is called once per monster every time the
2242 * player moves. When the player is running, this function is one
2243 * of the primary bottlenecks, along with "update_view()" and the
2244 * "process_monsters()" code, so efficiency is important.
2246 * Note the optimized "inline" version of the "distance()" function.
2248 * A monster is "visible" to the player if (1) it has been detected
2249 * by the player, (2) it is close to the player and the player has
2250 * telepathy, or (3) it is close to the player, and in line of sight
2251 * of the player, and it is "illuminated" by some combination of
2252 * infravision, torch light, or permanent light (invisible monsters
2253 * are only affected by "light" if the player can see invisible).
2255 * Monsters which are not on the current panel may be "visible" to
2256 * the player, and their descriptions will include an "offscreen"
2257 * reference. Currently, offscreen monsters cannot be targetted
2258 * or viewed directly, but old targets will remain set. XXX XXX
2260 * The player can choose to be disturbed by several things, including
2261 * "disturb_move" (monster which is viewable moves in some way), and
2262 * "disturb_near" (monster which is "easily" viewable moves in some
2263 * way). Note that "moves" includes "appears" and "disappears".
2265 void update_mon(int m_idx, bool full)
2267 monster_type *m_ptr = &m_list[m_idx];
2269 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2271 bool do_disturb = disturb_move;
2275 /* Current location */
2282 /* Seen by vision */
2285 /* Non-Ninja player in the darkness */
2286 bool in_darkness = (d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto;
2291 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2293 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)
2297 /* Compute distance */
2300 /* Distance components */
2301 int dy = (py > fy) ? (py - fy) : (fy - py);
2302 int dx = (px > fx) ? (px - fx) : (fx - px);
2304 /* Approximate distance */
2305 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2307 /* Restrict distance */
2308 if (d > 255) d = 255;
2312 /* Save the distance */
2316 /* Extract distance */
2319 /* Extract the distance */
2325 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
2329 if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
2331 if (!in_darkness || (d <= MAX_SIGHT / 4))
2333 if (p_ptr->special_defense & KATA_MUSOU)
2338 if (is_original_ap(m_ptr) && !p_ptr->image)
2340 /* Hack -- Memorize mental flags */
2341 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2342 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2346 /* Basic telepathy */
2347 /* Snipers get telepathy when they concentrate deeper */
2348 else if (p_ptr->telepathy)
2350 /* Empty mind, no telepathy */
2351 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
2353 /* Memorize flags */
2354 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
2357 /* Weird mind, occasional telepathy */
2358 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
2360 /* One in ten individuals are detectable */
2361 if ((m_idx % 10) == 5)
2366 if (is_original_ap(m_ptr) && !p_ptr->image)
2368 /* Memorize flags */
2369 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
2371 /* Hack -- Memorize mental flags */
2372 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2373 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2378 /* Normal mind, allow telepathy */
2384 if (is_original_ap(m_ptr) && !p_ptr->image)
2386 /* Hack -- Memorize mental flags */
2387 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2388 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2393 /* Magical sensing */
2394 if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
2397 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
2400 /* Magical sensing */
2401 if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
2404 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
2407 /* Magical sensing */
2408 if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
2411 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
2414 /* Magical sensing */
2415 if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
2418 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
2421 /* Magical sensing */
2422 if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
2425 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
2428 /* Magical sensing */
2429 if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
2432 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
2435 /* Magical sensing */
2436 if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
2439 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
2442 /* Magical sensing */
2443 if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
2446 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
2449 /* Magical sensing */
2450 if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
2453 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
2456 /* Magical sensing */
2457 if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
2460 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
2463 /* Magical sensing */
2464 if ((p_ptr->esp_nonliving) &&
2465 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
2468 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
2471 /* Magical sensing */
2472 if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
2475 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
2479 /* Normal line of sight, and not blind */
2480 if (player_has_los_bold(fy, fx) && !p_ptr->blind)
2482 bool do_invisible = FALSE;
2483 bool do_cold_blood = FALSE;
2485 /* Snipers can see targets in darkness when they concentrate deeper */
2486 if (p_ptr->concent >= CONCENT_RADAR_THRESHOLD)
2492 /* Use "infravision" */
2493 if (d <= p_ptr->see_infra)
2495 /* Handle "cold blooded" monsters */
2496 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
2499 do_cold_blood = TRUE;
2502 /* Handle "warm blooded" monsters */
2510 /* Use "illumination" */
2511 if (player_can_see_bold(fy, fx))
2513 /* Handle "invisible" monsters */
2514 if (r_ptr->flags2 & (RF2_INVISIBLE))
2517 do_invisible = TRUE;
2527 /* Handle "normal" monsters */
2538 if (is_original_ap(m_ptr) && !p_ptr->image)
2540 /* Memorize flags */
2541 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
2542 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
2549 /* The monster is now visible */
2552 /* It was previously unseen */
2555 /* Mark as visible */
2558 /* Draw the monster */
2561 /* Update health bar as needed */
2562 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2563 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2565 /* Hack -- Count "fresh" sightings */
2568 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
2569 r_info[MON_KAGE].r_sights++;
2570 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
2574 /* Eldritch Horror */
2575 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
2577 sanity_blast(m_ptr, FALSE);
2580 /* Disturb on appearance */
2581 if (disturb_near && (projectable(m_ptr->fy, m_ptr->fx, py, px) && projectable(py, px, m_ptr->fy, m_ptr->fx)))
2583 if (disturb_pets || is_hostile(m_ptr))
2589 /* The monster is not visible */
2592 /* It was previously seen */
2595 /* Mark as not visible */
2598 /* Erase the monster */
2601 /* Update health bar as needed */
2602 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2603 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2605 /* Disturb on disappearance */
2608 if (disturb_pets || is_hostile(m_ptr))
2615 /* The monster is now easily visible */
2619 if (!(m_ptr->mflag & (MFLAG_VIEW)))
2621 /* Mark as easily visible */
2622 m_ptr->mflag |= (MFLAG_VIEW);
2624 /* Disturb on appearance */
2627 if (disturb_pets || is_hostile(m_ptr))
2633 /* The monster is not easily visible */
2637 if (m_ptr->mflag & (MFLAG_VIEW))
2639 /* Mark as not easily visible */
2640 m_ptr->mflag &= ~(MFLAG_VIEW);
2642 /* Disturb on disappearance */
2645 if (disturb_pets || is_hostile(m_ptr))
2654 * @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).
2655 * @param full 距離更新を行うならtrue
2658 void update_monsters(bool full)
2662 /* Update each (live) monster */
2663 for (i = 1; i < m_max; i++)
2665 monster_type *m_ptr = &m_list[i];
2667 /* Skip dead monsters */
2668 if (!m_ptr->r_idx) continue;
2670 /* Update the monster */
2671 update_mon(i, full);
2677 * @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
2678 * @param r_idx モンスター種族ID
2679 * @return 対象にできるならtrueを返す
2681 static bool monster_hook_chameleon_lord(int r_idx)
2683 monster_race *r_ptr = &r_info[r_idx];
2684 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2685 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2687 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
2688 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2690 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
2692 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))
2695 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2698 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2700 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
2704 else if (summon_specific_who > 0)
2706 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2713 * @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
2714 * @param r_idx モンスター種族ID
2715 * @return 対象にできるならtrueを返す
2717 static bool monster_hook_chameleon(int r_idx)
2719 monster_race *r_ptr = &r_info[r_idx];
2720 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2721 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2723 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2724 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2725 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2727 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))
2730 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2733 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2735 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
2736 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
2737 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
2741 else if (summon_specific_who > 0)
2743 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2746 return (*(get_monster_hook()))(r_idx);
2751 * @param m_idx 変身処理を受けるモンスター情報のID
2752 * @param born 生成時の初変身先指定ならばtrue
2753 * @param r_idx 旧モンスター種族のID
2756 void choose_new_monster(int m_idx, bool born, int r_idx)
2759 monster_type *m_ptr = &m_list[m_idx];
2760 monster_race *r_ptr;
2761 char old_m_name[80];
2762 bool old_unique = FALSE;
2763 int old_r_idx = m_ptr->r_idx;
2765 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2767 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2768 r_ptr = &r_info[r_idx];
2770 monster_desc(old_m_name, m_ptr, 0);
2776 chameleon_change_m_idx = m_idx;
2778 get_mon_num_prep(monster_hook_chameleon_lord, NULL);
2780 get_mon_num_prep(monster_hook_chameleon, NULL);
2783 level = r_info[MON_CHAMELEON_K].level;
2784 else if (!dun_level)
2785 level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
2789 if (d_info[dungeon_type].flags1 & DF1_CHAMELEON) level+= 2+randint1(3);
2791 r_idx = get_mon_num(level);
2792 r_ptr = &r_info[r_idx];
2794 chameleon_change_m_idx = 0;
2800 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
2802 m_ptr->r_idx = r_idx;
2803 m_ptr->ap_r_idx = r_idx;
2804 update_mon(m_idx, FALSE);
2805 lite_spot(m_ptr->fy, m_ptr->fx);
2807 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2808 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2809 p_ptr->update |= (PU_MON_LITE);
2811 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
2815 /* Sub-alignment of a chameleon */
2816 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2818 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2819 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2820 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2825 if (m_idx == p_ptr->riding)
2828 monster_desc(m_name, m_ptr, 0);
2829 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
2830 if (!(r_ptr->flags7 & RF7_RIDING))
2831 if (rakuba(0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
2834 /* Extract the monster base speed */
2835 m_ptr->mspeed = get_mspeed(r_ptr);
2837 oldmaxhp = m_ptr->max_maxhp;
2838 /* Assign maximal hitpoints */
2839 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2841 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2845 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2848 /* Monsters have double hitpoints in Nightmare mode */
2849 if (ironman_nightmare)
2851 u32b hp = m_ptr->max_maxhp * 2L;
2852 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
2855 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2856 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2857 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2859 /* reset dealt_damage */
2860 m_ptr->dealt_damage = 0;
2865 * @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
2866 * @param r_idx モンスター種族ID
2867 * @return 対象にできるならtrueを返す
2869 static bool monster_hook_tanuki(int r_idx)
2871 monster_race *r_ptr = &r_info[r_idx];
2873 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2874 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2875 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2876 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2878 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))
2881 return (*(get_monster_hook()))(r_idx);
2886 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
2887 * @param r_idx モンスター種族ID
2888 * @return モンスター種族の表層ID
2890 static int initial_r_appearance(int r_idx)
2892 int attempts = 1000;
2895 int min = MIN(base_level-5, 50);
2897 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2900 get_mon_num_prep(monster_hook_tanuki, NULL);
2904 ap_r_idx = get_mon_num(base_level + 10);
2905 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2913 * @brief モンスターの個体加速を設定する / Get initial monster spee\d
2914 * @param r_ptr モンスター種族の参照ポインタ
2917 byte get_mspeed(monster_race *r_ptr)
2919 /* Extract the monster base speed */
2920 int mspeed = r_ptr->speed;
2922 /* Hack -- small racial variety */
2923 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->inside_arena)
2925 /* Allow some small variation per monster */
2926 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
2927 if (i) mspeed += rand_spread(0, i);
2930 if (mspeed > 199) mspeed = 199;
2932 return (byte)mspeed;
2937 * @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.
2938 * @param who 召喚を行ったモンスターID
2941 * @param r_idx 生成モンスター種族
2942 * @param mode 生成オプション
2945 * To give the player a sporting chance, any monster that appears in
2946 * line-of-sight and is extremely dangerous can be marked as
2947 * "FORCE_SLEEP", which will cause them to be placed with low energy,
2948 * which often (but not always) lets the player move before they do.
2950 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
2952 * XXX XXX XXX Use special "here" and "dead" flags for unique monsters,
2953 * remove old "cur_num" and "max_num" fields.
2955 * XXX XXX XXX Actually, do something similar for artifacts, to simplify
2956 * the "preserve" mode, and to make the "what artifacts" flag more useful.
2958 * This is the only function which may place a monster in the dungeon,
2959 * except for the savefile loading code.
2961 static bool place_monster_one(int who, int y, int x, int r_idx, u32b mode)
2963 /* Access the location */
2964 cave_type *c_ptr = &cave[y][x];
2966 monster_type *m_ptr;
2968 monster_race *r_ptr = &r_info[r_idx];
2970 cptr name = (r_name + r_ptr->name);
2974 /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
2975 if (p_ptr->wild_mode) return FALSE;
2977 /* Verify location */
2978 if (!in_bounds(y, x)) return (FALSE);
2981 if (!r_idx) return (FALSE);
2984 if (!r_ptr->name) return (FALSE);
2986 if (!(mode & PM_IGNORE_TERRAIN))
2988 /* Not on the Pattern */
2989 if (pattern_tile(y, x)) return FALSE;
2991 /* Require empty space (if not ghostly) */
2992 if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
2995 if (!p_ptr->inside_battle)
2997 /* Hack -- "unique" monsters must be "unique" */
2998 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
2999 (r_ptr->flags7 & (RF7_NAZGUL))) &&
3000 (r_ptr->cur_num >= r_ptr->max_num))
3006 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
3007 (r_ptr->cur_num >= 1))
3012 if (r_idx == MON_BANORLUPART)
3014 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
3015 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
3018 /* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
3019 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (dun_level < r_ptr->level) &&
3020 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
3027 if (quest_number(dun_level))
3029 int hoge = quest_number(dun_level);
3030 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
3032 if(r_idx == quest[hoge].r_idx)
3034 int number_mon, i2, j2;
3037 /* Count all quest monsters */
3038 for (i2 = 0; i2 < cur_wid; ++i2)
3039 for (j2 = 0; j2 < cur_hgt; j2++)
3040 if (cave[j2][i2].m_idx > 0)
3041 if (m_list[cave[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
3043 if(number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
3049 if (is_glyph_grid(c_ptr))
3051 if (randint1(BREAK_GLYPH) < (r_ptr->level+20))
3053 /* Describe observable breakage */
3054 if (c_ptr->info & CAVE_MARK)
3056 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
3059 /* Forget the rune */
3060 c_ptr->info &= ~(CAVE_MARK);
3062 /* Break the rune */
3063 c_ptr->info &= ~(CAVE_OBJECT);
3072 /* Powerful monster */
3073 if (r_ptr->level > dun_level)
3075 /* Unique monsters */
3076 if (r_ptr->flags1 & (RF1_UNIQUE))
3078 /* Message for cheaters */
3079 if (cheat_hear) msg_format(_("深層のユニーク・モンスター (%s)。", "Deep Unique (%s)."), name);
3082 /* Normal monsters */
3085 /* Message for cheaters */
3086 if (cheat_hear) msg_format(_("深層のモンスター (%s)。", "Deep Monster (%s)."), name);
3090 /* Note the monster */
3091 else if (r_ptr->flags1 & (RF1_UNIQUE))
3093 /* Unique monsters induce message */
3094 if (cheat_hear) msg_format(_("ユニーク・モンスター (%s)。", "Unique (%s)."), name);
3097 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
3099 /* Make a new monster */
3100 c_ptr->m_idx = m_pop();
3101 hack_m_idx_ii = c_ptr->m_idx;
3103 /* Mega-Hack -- catch "failure" */
3104 if (!c_ptr->m_idx) return (FALSE);
3107 /* Get a new monster record */
3108 m_ptr = &m_list[c_ptr->m_idx];
3111 m_ptr->r_idx = r_idx;
3112 m_ptr->ap_r_idx = initial_r_appearance(r_idx);
3118 /* Hack -- Appearance transfer */
3119 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&m_list[who]))
3121 m_ptr->ap_r_idx = m_list[who].ap_r_idx;
3123 /* Hack -- Shadower spawns Shadower */
3124 if (m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
3127 /* Sub-alignment of a monster */
3128 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3129 m_ptr->sub_align = m_list[who].sub_align;
3132 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3133 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3134 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3137 /* Place the monster at the location */
3142 /* No "timed status" yet */
3143 for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
3145 /* Unknown distance */
3148 reset_target(m_ptr);
3150 m_ptr->nickname = 0;
3155 /* Your pet summons its pet. */
3156 if (who > 0 && is_pet(&m_list[who]))
3158 mode |= PM_FORCE_PET;
3159 m_ptr->parent_m_idx = who;
3163 m_ptr->parent_m_idx = 0;
3166 if (r_ptr->flags7 & RF7_CHAMELEON)
3168 choose_new_monster(c_ptr->m_idx, TRUE, 0);
3169 r_ptr = &r_info[m_ptr->r_idx];
3170 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
3172 /* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
3173 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
3174 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3176 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
3178 m_ptr->ap_r_idx = MON_KAGE;
3179 m_ptr->mflag2 |= MFLAG2_KAGE;
3182 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
3188 if (mode & PM_FORCE_PET)
3193 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
3194 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(who))
3196 if (!monster_has_hostile_align(NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
3199 /* Assume no sleeping */
3200 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
3202 /* Enforce sleeping if needed */
3203 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
3205 int val = r_ptr->sleep;
3206 (void)set_monster_csleep(c_ptr->m_idx, (val * 2) + randint1(val * 10));
3209 /* Assign maximal hitpoints */
3210 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3212 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3216 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3219 /* Monsters have double hitpoints in Nightmare mode */
3220 if (ironman_nightmare)
3222 u32b hp = m_ptr->max_maxhp * 2L;
3224 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
3227 m_ptr->maxhp = m_ptr->max_maxhp;
3229 /* And start out fully healthy */
3230 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
3231 m_ptr->hp = m_ptr->maxhp / 2;
3232 else m_ptr->hp = m_ptr->maxhp;
3235 /* dealt damage is 0 at initial*/
3236 m_ptr->dealt_damage = 0;
3239 /* Extract the monster base speed */
3240 m_ptr->mspeed = get_mspeed(r_ptr);
3242 if (mode & PM_HASTE) (void)set_monster_fast(c_ptr->m_idx, 100);
3244 /* Give a random starting energy */
3245 if (!ironman_nightmare)
3247 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
3251 /* Nightmare monsters are more prepared */
3252 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
3255 /* Force monster to wait for player, unless in Nightmare mode */
3256 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
3258 /* Monster is still being nice */
3259 m_ptr->mflag |= (MFLAG_NICE);
3261 /* Must repair monsters */
3262 repair_monsters = TRUE;
3265 /* Hack -- see "process_monsters()" */
3266 if (c_ptr->m_idx < hack_m_idx)
3268 /* Monster is still being born */
3269 m_ptr->mflag |= (MFLAG_BORN);
3273 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
3274 p_ptr->update |= (PU_MON_LITE);
3275 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
3276 p_ptr->update |= (PU_MON_LITE);
3278 /* Update the monster */
3279 update_mon(c_ptr->m_idx, TRUE);
3282 /* Count the monsters on the level */
3283 real_r_ptr(m_ptr)->cur_num++;
3286 * Memorize location of the unique monster in saved floors.
3287 * A unique monster move from old saved floor.
3289 if (character_dungeon &&
3290 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
3291 real_r_ptr(m_ptr)->floor_id = p_ptr->floor_id;
3293 /* Hack -- Count the number of "reproducers" */
3294 if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
3296 /* Hack -- Notice new multi-hued monsters */
3298 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3299 if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
3300 shimmer_monsters = TRUE;
3303 if (p_ptr->warning && character_dungeon)
3305 if (r_ptr->flags1 & RF1_UNIQUE)
3309 char o_name[MAX_NLEN];
3311 if (r_ptr->level > p_ptr->lev + 30)
3312 color = _("黒く", "black");
3313 else if (r_ptr->level > p_ptr->lev + 15)
3314 color = _("紫色に", "purple");
3315 else if (r_ptr->level > p_ptr->lev + 5)
3316 color = _("ルビー色に", "deep red");
3317 else if (r_ptr->level > p_ptr->lev - 5)
3318 color = _("赤く", "red");
3319 else if (r_ptr->level > p_ptr->lev - 15)
3320 color = _("ピンク色に", "pink");
3322 color = _("白く", "white");
3324 o_ptr = choose_warning_item();
3327 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3328 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
3332 msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
3337 if (is_explosive_rune_grid(c_ptr))
3339 /* Break the ward */
3340 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3342 /* Describe observable breakage */
3343 if (c_ptr->info & CAVE_MARK)
3345 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
3346 project(0, 2, y, x, 2 * (p_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
3351 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
3354 /* Forget the rune */
3355 c_ptr->info &= ~(CAVE_MARK);
3357 /* Break the rune */
3358 c_ptr->info &= ~(CAVE_OBJECT);
3371 #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 */
3374 * @brief モンスター1体を目標地点に可能ながり近い位置に生成する / improved version of scatter() for place monster
3375 * @param r_idx 生成モンスター種族
3376 * @param yp 結果生成位置y座標
3377 * @param xp 結果生成位置x座標
3378 * @param y 中心生成位置y座標
3379 * @param x 中心生成位置x座標
3380 * @param max_dist 生成位置の最大半径
3384 static bool mon_scatter(int r_idx, int *yp, int *xp, int y, int x, int max_dist)
3386 int place_x[MON_SCAT_MAXD];
3387 int place_y[MON_SCAT_MAXD];
3388 int num[MON_SCAT_MAXD];
3392 if (max_dist >= MON_SCAT_MAXD)
3395 for (i = 0; i < MON_SCAT_MAXD; i++)
3398 for (nx = x - max_dist; nx <= x + max_dist; nx++)
3400 for (ny = y - max_dist; ny <= y + max_dist; ny++)
3402 /* Ignore annoying locations */
3403 if (!in_bounds(ny, nx)) continue;
3405 /* Require "line of projection" */
3406 if (!projectable(y, x, ny, nx)) continue;
3410 monster_race *r_ptr = &r_info[r_idx];
3412 /* Require empty space (if not ghostly) */
3413 if (!monster_can_enter(ny, nx, r_ptr, 0))
3418 /* Walls and Monsters block flow */
3419 if (!cave_empty_bold2(ny, nx)) continue;
3421 /* ... nor on the Pattern */
3422 if (pattern_tile(ny, nx)) continue;
3425 i = distance(y, x, ny, nx);
3433 if (one_in_(num[i]))
3442 while (i < MON_SCAT_MAXD && 0 == num[i])
3444 if (i >= MON_SCAT_MAXD)
3453 #define GROUP_MAX 32 /*!< place_monster_group() 関数によるモンスターのGROUP生成時の配置最大数 / Maximum size of a group of monsters */
3456 * @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
3457 * @param who 召喚主のモンスター情報ID
3458 * @param y 中心生成位置y座標
3459 * @param x 中心生成位置x座標
3460 * @param r_idx 生成モンスター種族
3461 * @param mode 生成オプション
3464 static bool place_monster_group(int who, int y, int x, int r_idx, u32b mode)
3466 monster_race *r_ptr = &r_info[r_idx];
3469 int total = 0, extra = 0;
3473 byte hack_y[GROUP_MAX];
3474 byte hack_x[GROUP_MAX];
3477 /* Pick a group size */
3478 total = randint1(10);
3480 /* Hard monsters, small groups */
3481 if (r_ptr->level > dun_level)
3483 extra = r_ptr->level - dun_level;
3484 extra = 0 - randint1(extra);
3487 /* Easy monsters, large groups */
3488 else if (r_ptr->level < dun_level)
3490 extra = dun_level - r_ptr->level;
3491 extra = randint1(extra);
3494 /* Hack -- limit group reduction */
3495 if (extra > 9) extra = 9;
3497 /* Modify the group size */
3501 if (total < 1) total = 1;
3504 if (total > GROUP_MAX) total = GROUP_MAX;
3507 /* Start on the monster */
3512 /* Puddle monsters, breadth first, up to total */
3513 for (n = 0; (n < hack_n) && (hack_n < total); n++)
3515 /* Grab the location */
3519 /* Check each direction, up to total */
3520 for (i = 0; (i < 8) && (hack_n < total); i++)
3524 scatter(&my, &mx, hy, hx, 4, 0);
3526 /* Walls and Monsters block flow */
3527 if (!cave_empty_bold2(my, mx)) continue;
3529 /* Attempt to place another monster */
3530 if (place_monster_one(who, my, mx, r_idx, mode))
3532 /* Add it to the "hack" set */
3533 hack_y[hack_n] = my;
3534 hack_x[hack_n] = mx;
3546 * @var place_monster_idx
3547 * @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
3548 * @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
3550 static int place_monster_idx = 0;
3553 * @var place_monster_m_idx
3554 * @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
3555 * @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
3557 static int place_monster_m_idx = 0;
3560 * @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
3561 * @param r_idx チェックするモンスター種族のID
3562 * @return 護衛にできるならばtrue
3564 static bool place_monster_okay(int r_idx)
3566 monster_race *r_ptr = &r_info[place_monster_idx];
3567 monster_type *m_ptr = &m_list[place_monster_m_idx];
3569 monster_race *z_ptr = &r_info[r_idx];
3571 /* Hack - Escorts have to have the same dungeon flag */
3572 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return (FALSE);
3574 /* Require similar "race" */
3575 if (z_ptr->d_char != r_ptr->d_char) return (FALSE);
3577 /* Skip more advanced monsters */
3578 if (z_ptr->level > r_ptr->level) return (FALSE);
3580 /* Skip unique monsters */
3581 if (z_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3583 /* Paranoia -- Skip identical monsters */
3584 if (place_monster_idx == r_idx) return (FALSE);
3586 /* Skip different alignment */
3587 if (monster_has_hostile_align(m_ptr, 0, 0, z_ptr)) return FALSE;
3589 if (r_ptr->flags7 & RF7_FRIENDLY)
3591 if (monster_has_hostile_align(NULL, 1, -1, z_ptr)) return FALSE;
3594 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
3603 * @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
3604 * @param who 召喚主のモンスター情報ID
3607 * @param r_idx 生成するモンスターの種族ID
3608 * @param mode 生成オプション
3609 * @return 生成に成功したらtrue
3611 * Note that certain monsters are now marked as requiring "friends".
3612 * These monsters, if successfully placed, and if the "grp" parameter
3613 * is TRUE, will be surrounded by a "group" of identical monsters.
3615 * Note that certain monsters are now marked as requiring an "escort",
3616 * which is a collection of monsters with similar "race" but lower level.
3618 * Some monsters induce a fake "group" flag on their escorts.
3620 * Note the "bizarre" use of non-recursion to prevent annoying output
3621 * when running a code profiler.
3623 * Note the use of the new "monster allocation table" code to restrict
3624 * the "get_mon_num()" function to "legal" escort types.
3626 bool place_monster_aux(int who, int y, int x, int r_idx, u32b mode)
3629 monster_race *r_ptr = &r_info[r_idx];
3631 if (!(mode & PM_NO_KAGE) && one_in_(333))
3634 /* Place one monster, or fail */
3635 if (!place_monster_one(who, y, x, r_idx, mode)) return (FALSE);
3637 /* Require the "group" flag */
3638 if (!(mode & PM_ALLOW_GROUP)) return (TRUE);
3640 place_monster_m_idx = hack_m_idx_ii;
3643 for(i = 0; i < 6; i++)
3645 if(!r_ptr->reinforce_id[i]) break;
3646 n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
3647 for(j = 0; j < n; j++)
3650 scatter(&ny, &nx, y, x, d, 0);
3651 (void)place_monster_one(place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
3655 /* Friends for certain monsters */
3656 if (r_ptr->flags1 & (RF1_FRIENDS))
3658 /* Attempt to place a group */
3659 (void)place_monster_group(who, y, x, r_idx, mode);
3662 /* Escorts for certain monsters */
3663 if (r_ptr->flags1 & (RF1_ESCORT))
3665 /* Set the escort index */
3666 place_monster_idx = r_idx;
3668 /* Try to place several "escorts" */
3669 for (i = 0; i < 32; i++)
3671 int nx, ny, z, d = 3;
3673 /* Pick a location */
3674 scatter(&ny, &nx, y, x, d, 0);
3676 /* Require empty grids */
3677 if (!cave_empty_bold2(ny, nx)) continue;
3679 /* Prepare allocation table */
3680 get_mon_num_prep(place_monster_okay, get_monster_hook2(ny, nx));
3682 /* Pick a random race */
3683 z = get_mon_num(r_ptr->level);
3685 /* Handle failure */
3688 /* Place a single escort */
3689 (void)place_monster_one(place_monster_m_idx, ny, nx, z, mode);
3691 /* Place a "group" of escorts if needed */
3692 if ((r_info[z].flags1 & RF1_FRIENDS) ||
3693 (r_ptr->flags1 & RF1_ESCORTS))
3695 /* Place a group of monsters */
3696 (void)place_monster_group(place_monster_m_idx, ny, nx, z, mode);
3706 * @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
3709 * @param mode 生成オプション
3710 * @return 生成に成功したらtrue
3712 bool place_monster(int y, int x, u32b mode)
3716 /* Prepare allocation table */
3717 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3719 /* Pick a monster */
3720 r_idx = get_mon_num(monster_level);
3722 /* Handle failure */
3723 if (!r_idx) return (FALSE);
3725 /* Attempt to place the monster */
3726 if (place_monster_aux(0, y, x, r_idx, mode)) return (TRUE);
3733 #ifdef MONSTER_HORDES
3736 * @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
3739 * @return 生成に成功したらtrue
3741 bool alloc_horde(int y, int x)
3743 monster_race *r_ptr = NULL;
3746 int attempts = 1000;
3750 /* Prepare allocation table */
3751 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3755 /* Pick a monster */
3756 r_idx = get_mon_num(monster_level);
3758 /* Handle failure */
3759 if (!r_idx) return (FALSE);
3761 r_ptr = &r_info[r_idx];
3763 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3765 if (r_idx == MON_HAGURE) continue;
3768 if (attempts < 1) return FALSE;
3774 /* Attempt to place the monster */
3775 if (place_monster_aux(0, y, x, r_idx, 0L)) break;
3778 if (attempts < 1) return FALSE;
3780 m_idx = cave[y][x].m_idx;
3782 if (m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[m_list[m_idx].r_idx];
3783 summon_kin_type = r_ptr->d_char;
3785 for (attempts = randint1(10) + 5; attempts; attempts--)
3787 scatter(&cy, &cx, y, x, 5, 0);
3789 (void)summon_specific(m_idx, cy, cx, dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
3798 #endif /* MONSTER_HORDES */
3802 * @brief ダンジョンの主生成を試みる / Put the Guardian
3803 * @param def_val 現在の主の生成状態
3804 * @return 生成に成功したらtrue
3806 bool alloc_guardian(bool def_val)
3808 int guardian = d_info[dungeon_type].final_guardian;
3810 if (guardian && (d_info[dungeon_type].maxdepth == dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
3814 int try_count = 4000;
3816 /* Find a good position */
3819 /* Get a random spot */
3820 oy = randint1(cur_hgt - 4) + 2;
3821 ox = randint1(cur_wid - 4) + 2;
3823 /* Is it a good spot ? */
3824 if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[guardian], 0))
3826 /* Place the guardian */
3827 if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
3830 /* One less try count */
3842 * @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.
3843 * @param dis プレイヤーから離れるべき最低距離
3844 * @param mode 生成オプション
3845 * @return 生成に成功したらtrue
3847 * Place the monster at least "dis" distance from the player.
3848 * Use "slp" to choose the initial "sleep" status
3849 * Use "monster_level" for the monster level
3851 bool alloc_monster(int dis, u32b mode)
3854 int attempts_left = 10000;
3856 /* Put the Guardian */
3857 if (alloc_guardian(FALSE)) return TRUE;
3859 /* Find a legal, distant, unoccupied, space */
3860 while (attempts_left--)
3862 /* Pick a location */
3863 y = randint0(cur_hgt);
3864 x = randint0(cur_wid);
3866 /* Require empty floor grid (was "naked") */
3869 if (!cave_empty_bold2(y, x)) continue;
3873 if (!cave_empty_bold(y, x)) continue;
3876 /* Accept far away grids */
3877 if (distance(y, x, py, px) > dis) break;
3882 if (cheat_xtra || cheat_hear)
3884 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?"));
3891 #ifdef MONSTER_HORDES
3892 if (randint1(5000) <= dun_level)
3894 if (alloc_horde(y, x))
3896 if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), summon_kin_type);
3902 #endif /* MONSTER_HORDES */
3904 /* Attempt to place the monster, allow groups */
3905 if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return (TRUE);
3907 #ifdef MONSTER_HORDES
3909 #endif /* MONSTER_HORDES */
3917 * @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
3918 * @param r_idx チェックするモンスター種族ID
3919 * @return 召喚対象にできるならばTRUE
3921 static bool summon_specific_okay(int r_idx)
3923 monster_race *r_ptr = &r_info[r_idx];
3925 /* Hack - Only summon dungeon monsters */
3926 if (!mon_hook_dungeon(r_idx)) return (FALSE);
3928 /* Hack -- identify the summoning monster */
3929 if (summon_specific_who > 0)
3931 monster_type *m_ptr = &m_list[summon_specific_who];
3933 /* Do not summon enemies */
3935 /* Friendly vs. opposite aligned normal or pet */
3936 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
3938 /* Use the player's alignment */
3939 else if (summon_specific_who < 0)
3941 /* Do not summon enemies of the pets */
3942 if (monster_has_hostile_align(NULL, 10, -10, r_ptr))
3944 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
3948 /* Hack -- no specific type specified */
3949 if (!summon_specific_type) return (TRUE);
3951 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
3953 if ((summon_specific_who < 0) &&
3954 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
3955 monster_has_hostile_align(NULL, 10, -10, r_ptr))
3958 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[dungeon_type].flags1 & DF1_CHAMELEON)) return TRUE;
3960 return (summon_specific_aux(r_idx));
3965 * @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.
3966 * @param who 召喚主のモンスター情報ID
3971 * @param mode 生成オプション
3972 * @return 召喚できたらtrueを返す
3975 * We will attempt to place the monster up to 10 times before giving up.
3977 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
3978 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
3979 * Note: None of the other summon codes will ever summon Unique's.
3981 * This function has been changed. We now take the "monster level"
3982 * of the summoning monster as a parameter, and use that, along with
3983 * the current dungeon level, to help determine the level of the
3984 * desired monster. Note that this is an upper bound, and also
3985 * tends to "prefer" monsters of that level. Currently, we use
3986 * the average of the dungeon and monster levels, and then add
3987 * five to allow slight increases in monster power.
3989 * Note that we use the new "monster allocation table" creation code
3990 * to restrict the "get_mon_num()" function to the set of "legal"
3991 * monsters, making this function much faster and more reliable.
3993 * Note that this function may not succeed, though this is very rare.
3995 bool summon_specific(int who, int y1, int x1, int lev, int type, u32b mode)
3999 if (p_ptr->inside_arena) return (FALSE);
4001 if (!mon_scatter(0, &y, &x, y1, x1, 2)) return FALSE;
4003 /* Save the summoner */
4004 summon_specific_who = who;
4006 /* Save the "summon" type */
4007 summon_specific_type = type;
4009 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
4011 /* Prepare allocation table */
4012 get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
4014 /* Pick a monster, using the level calculation */
4015 r_idx = get_mon_num((dun_level + lev) / 2 + 5);
4017 /* Handle failure */
4020 summon_specific_type = 0;
4024 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
4026 /* Attempt to place the monster (awake, allow groups) */
4027 if (!place_monster_aux(who, y, x, r_idx, mode))
4029 summon_specific_type = 0;
4033 summon_specific_type = 0;
4040 * @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
4041 * @param who 召喚主のモンスター情報ID
4044 * @param r_idx 生成するモンスター種族ID
4045 * @param mode 生成オプション
4046 * @return 召喚できたらtrueを返す
4048 bool summon_named_creature (int who, int oy, int ox, int r_idx, u32b mode)
4053 /* if (!r_idx) return; */
4055 /* Prevent illegal monsters */
4056 if (r_idx >= max_r_idx) return FALSE;
4058 if (p_ptr->inside_arena) return FALSE;
4060 if (!mon_scatter(r_idx, &y, &x, oy, ox, 2)) return FALSE;
4062 /* Place it (allow groups) */
4063 return place_monster_aux(who, y, x, r_idx, (mode | PM_NO_KAGE));
4068 * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
4069 * @param m_idx 増殖するモンスター情報ID
4070 * @param clone クローン・モンスター処理ならばtrue
4071 * @param mode 生成オプション
4072 * @return 生成できたらtrueを返す
4074 * Note that "reproduction" REQUIRES empty space.
4076 bool multiply_monster(int m_idx, bool clone, u32b mode)
4078 monster_type *m_ptr = &m_list[m_idx];
4082 if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
4085 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4087 /* Create a new monster (awake, no groups) */
4088 if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
4091 /* Hack -- Transfer "clone" flag */
4092 if (clone || (m_ptr->smart & SM_CLONED))
4094 m_list[hack_m_idx_ii].smart |= SM_CLONED;
4095 m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
4104 * @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
4105 * @param m_idx モンスター情報ID
4106 * @param dam 与えたダメージ
4109 * Technically should attempt to treat "Beholder"'s as jelly's
4111 void message_pain(int m_idx, int dam)
4113 long oldhp, newhp, tmp;
4116 monster_type *m_ptr = &m_list[m_idx];
4117 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4121 /* Get the monster name */
4122 monster_desc(m_name, m_ptr, 0);
4124 if(dam == 0) // Notice non-damage
4126 msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
4130 /* Note -- subtle fix -CFT */
4131 newhp = (long)(m_ptr->hp);
4132 oldhp = newhp + (long)(dam);
4133 tmp = (newhp * 100L) / oldhp;
4134 percentage = (int)(tmp);
4136 if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
4139 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4140 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4141 else if(percentage > 50) msg_format("%^sは縮こまった。", m_name);
4142 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4143 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4144 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4145 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4147 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4148 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4149 else if(percentage > 50) msg_format("%^s squelches.", m_name);
4150 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4151 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4152 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4153 else msg_format("%^s jerks limply.", m_name);
4157 else if(my_strchr("l", r_ptr->d_char)) // Fish
4160 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4161 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4162 else if(percentage > 50) msg_format("%^sは躊躇した。", m_name);
4163 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4164 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4165 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4166 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4168 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4169 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4170 else if(percentage > 50) msg_format("%^s hesitates.", m_name);
4171 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4172 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4173 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4174 else msg_format("%^s jerks limply.", m_name);
4178 else if(my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs
4181 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4182 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4183 else if(percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
4184 else if(percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
4185 else if(percentage > 20) msg_format("%^sはうめいた。", m_name);
4186 else if(percentage > 10) msg_format("%^sは躊躇した。", m_name);
4187 else msg_format("%^sはくしゃくしゃになった。", m_name);
4189 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4190 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4191 else if(percentage > 50) msg_format("%^s roars thunderously.", m_name);
4192 else if(percentage > 35) msg_format("%^s rumbles.", m_name);
4193 else if(percentage > 20) msg_format("%^s grunts.", m_name);
4194 else if(percentage > 10) msg_format("%^s hesitates.", m_name);
4195 else msg_format("%^s crumples.", m_name);
4199 else if(my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics
4202 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4203 else if(percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
4204 else if(percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
4205 else if(percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
4206 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4207 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4208 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4210 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4211 else if(percentage > 75) msg_format("%^s hisses.", m_name);
4212 else if(percentage > 50) msg_format("%^s rears up in anger.", m_name);
4213 else if(percentage > 35) msg_format("%^s hisses furiously.", m_name);
4214 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4215 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4216 else msg_format("%^s jerks limply.", m_name);
4220 else if(my_strchr("f", r_ptr->d_char))
4223 if(percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
4224 else if(percentage > 75) msg_format("%^sは吠えた。", m_name);
4225 else if(percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
4226 else if(percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4227 else if(percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
4228 else if(percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
4229 else msg_format("%sは哀れな鳴き声を出した。", m_name);
4231 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4232 else if(percentage > 75) msg_format("%^s roars.", m_name);
4233 else if(percentage > 50) msg_format("%^s growls angrily.", m_name);
4234 else if(percentage > 35) msg_format("%^s hisses with pain.", m_name);
4235 else if(percentage > 20) msg_format("%^s mewls in pain.", m_name);
4236 else if(percentage > 10) msg_format("%^s hisses in agony.", m_name);
4237 else msg_format("%^s mewls pitifully.", m_name);
4241 else if(my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders
4244 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4245 else if(percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
4246 else if(percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
4247 else if(percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
4248 else if(percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
4249 else if(percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
4250 else msg_format("%^sはピクピクひきつった。", m_name);
4252 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4253 else if(percentage > 75) msg_format("%^s chitters.", m_name);
4254 else if(percentage > 50) msg_format("%^s scuttles about.", m_name);
4255 else if(percentage > 35) msg_format("%^s twitters.", m_name);
4256 else if(percentage > 20) msg_format("%^s jerks in pain.", m_name);
4257 else if(percentage > 10) msg_format("%^s jerks in agony.", m_name);
4258 else msg_format("%^s twitches.", m_name);
4262 else if(my_strchr("B", r_ptr->d_char)) // Birds
4265 if(percentage > 95) msg_format("%^sはさえずった。", m_name);
4266 else if(percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
4267 else if(percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
4268 else if(percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
4269 else if(percentage > 20) msg_format("%^sは苦しんだ。", m_name);
4270 else if(percentage > 10) msg_format("%^sはのたうち回った。", m_name);
4271 else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
4273 if(percentage > 95) msg_format("%^s chirps.", m_name);
4274 else if(percentage > 75) msg_format("%^s twitters.", m_name);
4275 else if(percentage > 50) msg_format("%^s squawks.", m_name);
4276 else if(percentage > 35) msg_format("%^s chatters.", m_name);
4277 else if(percentage > 20) msg_format("%^s jeers.", m_name);
4278 else if(percentage > 10) msg_format("%^s flutters about.", m_name);
4279 else msg_format("%^s squeaks.", m_name);
4283 else if(my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead
4286 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4287 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4288 else if(percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4289 else if(percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
4290 else if(percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
4291 else if(percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
4292 else msg_format("%^sは弱々しくうなった。", m_name);
4294 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4295 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4296 else if(percentage > 50) msg_format("%^s hisses in pain.", m_name);
4297 else if(percentage > 35) msg_format("%^s snarls with pain.", m_name);
4298 else if(percentage > 20) msg_format("%^s roars with pain.", m_name);
4299 else if(percentage > 10) msg_format("%^s gasps.", m_name);
4300 else msg_format("%^s snarls feebly.", m_name);
4304 else if(my_strchr("s", r_ptr->d_char)) // Skeletons
4307 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4308 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4309 else if(percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
4310 else if(percentage > 35) msg_format("%^sはよろめいた。", m_name);
4311 else if(percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
4312 else if(percentage > 10) msg_format("%^sはよろめいた。", m_name);
4313 else msg_format("%^sはガタガタ言った。", m_name);
4315 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4316 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4317 else if(percentage > 50) msg_format("%^s rattles.", m_name);
4318 else if(percentage > 35) msg_format("%^s stumbles.", m_name);
4319 else if(percentage > 20) msg_format("%^s rattles.", m_name);
4320 else if(percentage > 10) msg_format("%^s staggers.", m_name);
4321 else msg_format("%^s clatters.", m_name);
4325 else if(my_strchr("z", r_ptr->d_char)) // Zombies
4328 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4329 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4330 else if(percentage > 50) msg_format("%^sはうめいた。", m_name);
4331 else if(percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
4332 else if(percentage > 20) msg_format("%^sは躊躇した。", m_name);
4333 else if(percentage > 10) msg_format("%^sはうなった。", m_name);
4334 else msg_format("%^sはよろめいた。", m_name);
4336 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4337 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4338 else if(percentage > 50) msg_format("%^s groans.", m_name);
4339 else if(percentage > 35) msg_format("%^s moans.", m_name);
4340 else if(percentage > 20) msg_format("%^s hesitates.", m_name);
4341 else if(percentage > 10) msg_format("%^s grunts.", m_name);
4342 else msg_format("%^s staggers.", m_name);
4346 else if(my_strchr("G", r_ptr->d_char)) // Ghosts
4349 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4350 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4351 else if(percentage > 50) msg_format("%sはうめいた。", m_name);
4352 else if(percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
4353 else if(percentage > 20) msg_format("%^sは吠えた。", m_name);
4354 else if(percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
4355 else msg_format("%^sはかすかにうめいた。", m_name);
4357 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4358 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4359 else if(percentage > 50) msg_format("%^s moans.", m_name);
4360 else if(percentage > 35) msg_format("%^s wails.", m_name);
4361 else if(percentage > 20) msg_format("%^s howls.", m_name);
4362 else if(percentage > 10) msg_format("%^s moans softly.", m_name);
4363 else msg_format("%^s sighs.", m_name);
4367 else if(my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds
4370 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4371 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4372 else if(percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
4373 else if(percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
4374 else if(percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
4375 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4376 else msg_format("%^sは弱々しく吠えた。", m_name);
4378 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4379 else if(percentage > 75) msg_format("%^s snarls with pain.", m_name);
4380 else if(percentage > 50) msg_format("%^s yelps in pain.", m_name);
4381 else if(percentage > 35) msg_format("%^s howls in pain.", m_name);
4382 else if(percentage > 20) msg_format("%^s howls in agony.", m_name);
4383 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4384 else msg_format("%^s yelps feebly.", m_name);
4388 else if(my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek)
4391 if(percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
4392 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4393 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4394 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4395 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4396 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4397 else msg_format("%^sは弱々しく叫んだ。", m_name);
4399 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4400 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4401 else if(percentage > 50) msg_format("%^s squeals in pain.", m_name);
4402 else if(percentage > 35) msg_format("%^s shrieks in pain.", m_name);
4403 else if(percentage > 20) msg_format("%^s shrieks in agony.", m_name);
4404 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4405 else msg_format("%^s cries out feebly.", m_name);
4409 else // Another type of creatures (shrug,cry,scream)
4412 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4413 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4414 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4415 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4416 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4417 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4418 else msg_format("%^sは弱々しく叫んだ。", m_name);
4420 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4421 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4422 else if(percentage > 50) msg_format("%^s cries out in pain.", m_name);
4423 else if(percentage > 35) msg_format("%^s screams in pain.", m_name);
4424 else if(percentage > 20) msg_format("%^s screams in agony.", m_name);
4425 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4426 else msg_format("%^s cries out feebly.", m_name);
4434 * @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.
4435 * @param m_idx 更新を行う「モンスター情報ID
4436 * @param what 学習対象ID
4439 void update_smart_learn(int m_idx, int what)
4441 monster_type *m_ptr = &m_list[m_idx];
4443 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4446 /* Not allowed to learn */
4447 if (!smart_learn) return;
4449 /* Too stupid to learn anything */
4450 if (r_ptr->flags2 & (RF2_STUPID)) return;
4452 /* Not intelligent, only learn sometimes */
4453 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
4458 /* Analyze the knowledge */
4462 if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
4463 if (IS_OPPOSE_ACID()) m_ptr->smart |= (SM_OPP_ACID);
4464 if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
4468 if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
4469 if (IS_OPPOSE_ELEC()) m_ptr->smart |= (SM_OPP_ELEC);
4470 if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
4474 if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
4475 if (IS_OPPOSE_FIRE()) m_ptr->smart |= (SM_OPP_FIRE);
4476 if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
4480 if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
4481 if (IS_OPPOSE_COLD()) m_ptr->smart |= (SM_OPP_COLD);
4482 if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
4486 if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
4487 if (IS_OPPOSE_POIS()) m_ptr->smart |= (SM_OPP_POIS);
4492 if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
4496 if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
4500 if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
4504 if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
4508 if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
4512 if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
4516 if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
4520 if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
4524 if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
4528 if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
4532 if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
4536 if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
4540 if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
4544 if (p_ptr->reflect) m_ptr-> smart |= (SM_IMM_REFLECT);
4551 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4554 * @return 配置に成功したらTRUE
4556 bool player_place(int y, int x)
4558 /* Paranoia XXX XXX */
4559 if (cave[y][x].m_idx != 0) return FALSE;
4561 /* Save player location */
4571 * @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
4572 * @param m_ptr モンスター参照ポインタ
4575 void monster_drop_carried_objects(monster_type *m_ptr)
4577 s16b this_o_idx, next_o_idx = 0;
4583 /* Drop objects being carried */
4584 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4586 /* Acquire object */
4587 o_ptr = &o_list[this_o_idx];
4589 /* Acquire next object */
4590 next_o_idx = o_ptr->next_o_idx;
4592 /* Get local object */
4595 /* Copy the object */
4596 object_copy(q_ptr, o_ptr);
4598 /* Forget monster */
4599 q_ptr->held_m_idx = 0;
4601 /* Delete the object */
4602 delete_object_idx(this_o_idx);
4605 (void)drop_near(q_ptr, -1, m_ptr->fy, m_ptr->fx);
4608 /* Forget objects */
4609 m_ptr->hold_o_idx = 0;