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 #include "main/sound-definitions-table.h"
16 #include "core/system-variables.h"
18 #include "io/write-diary.h"
19 #include "cmd/cmd-dump.h"
21 #include "dungeon/dungeon.h"
22 #include "effect/effect-characteristics.h"
23 #include "object/object-flavor.h"
24 #include "monsterrace-hook.h"
25 #include "monster-status.h"
27 #include "spell/spells-type.h"
28 #include "spells-summon.h"
31 #include "player/player-move.h"
32 #include "player/player-status.h"
33 #include "player/player-race.h"
34 #include "player/player-class.h"
35 #include "player/player-personality.h"
38 #include "monster-spell.h"
40 #include "view/display-main-window.h"
41 #include "world/world.h"
42 #include "monsterrace.h"
44 #include "targeting.h"
46 #include "spell/process-effect.h"
47 #include "core/player-processor.h"
49 #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? */
50 #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? */
51 #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 */
53 MONSTER_IDX hack_m_idx = 0; /* Hack -- see "process_monsters()" */
54 MONSTER_IDX hack_m_idx_ii = 0;
56 bool is_friendly_idx(player_type *player_ptr, MONSTER_IDX m_idx);
59 * @brief モンスターの目標地点をセットする / Set the target of counter attack
60 * @param m_ptr モンスターの参照ポインタ
65 void set_target(monster_type *m_ptr, POSITION y, POSITION x)
73 * @brief モンスターの目標地点をリセットする / Reset the target of counter attack
74 * @param m_ptr モンスターの参照ポインタ
77 void reset_target(monster_type *m_ptr)
79 set_target(m_ptr, 0, 0);
84 * @brief モンスターの真の種族を返す / Extract monster race pointer of a monster's true form
85 * @param m_ptr モンスターの参照ポインタ
86 * @return 本当のモンスター種族参照ポインタ
88 monster_race *real_r_ptr(monster_type *m_ptr)
90 return &r_info[real_r_idx(m_ptr)];
94 MONRACE_IDX real_r_idx(monster_type *m_ptr)
96 monster_race *r_ptr = &r_info[m_ptr->r_idx];
97 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
99 if (r_ptr->flags1 & RF1_UNIQUE)
100 return MON_CHAMELEON_K;
102 return MON_CHAMELEON;
110 * @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.
111 * @param i 消去するモンスターのID
114 * 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。 /
115 * When a monster is deleted, all of its objects are deleted.
117 void delete_monster_idx(player_type *player_ptr, MONSTER_IDX i)
119 floor_type *floor_ptr = player_ptr->current_floor_ptr;
120 monster_type *m_ptr = &floor_ptr->m_list[i];
121 monster_race *r_ptr = &r_info[m_ptr->r_idx];
123 POSITION y = m_ptr->fy;
124 POSITION x = m_ptr->fx;
126 real_r_ptr(m_ptr)->cur_num--;
127 if (r_ptr->flags2 & (RF2_MULTIPLY)) floor_ptr->num_repro--;
129 if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(player_ptr, i, 0);
130 if (MON_FAST(m_ptr)) (void)set_monster_fast(player_ptr, i, 0);
131 if (MON_SLOW(m_ptr)) (void)set_monster_slow(player_ptr, i, 0);
132 if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(player_ptr, i, 0);
133 if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(player_ptr, i, 0);
134 if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(player_ptr, i, 0);
135 if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(player_ptr, i, 0, FALSE);
137 if (i == target_who) target_who = 0;
139 if (i == player_ptr->health_who) health_track(player_ptr, 0);
141 if (player_ptr->pet_t_m_idx == i) player_ptr->pet_t_m_idx = 0;
142 if (player_ptr->riding_t_m_idx == i) player_ptr->riding_t_m_idx = 0;
143 if (player_ptr->riding == i) player_ptr->riding = 0;
145 floor_ptr->grid_array[y][x].m_idx = 0;
146 OBJECT_IDX next_o_idx = 0;
147 for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
150 o_ptr = &floor_ptr->o_list[this_o_idx];
151 next_o_idx = o_ptr->next_o_idx;
152 delete_object_idx(player_ptr, this_o_idx);
155 (void)WIPE(m_ptr, monster_type);
157 lite_spot(player_ptr, y, x);
158 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
160 player_ptr->update |= (PU_MON_LITE);
166 * @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
167 * @param player_ptr プレーヤーへの参照ポインタ
172 static void compact_monsters_aux(player_type *player_ptr, MONSTER_IDX i1, MONSTER_IDX i2)
174 if (i1 == i2) return;
176 floor_type *floor_ptr = player_ptr->current_floor_ptr;
178 m_ptr = &floor_ptr->m_list[i1];
180 POSITION y = m_ptr->fy;
181 POSITION x = m_ptr->fx;
183 g_ptr = &floor_ptr->grid_array[y][x];
186 OBJECT_IDX next_o_idx = 0;
187 for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
190 o_ptr = &floor_ptr->o_list[this_o_idx];
191 next_o_idx = o_ptr->next_o_idx;
192 o_ptr->held_m_idx = i2;
195 if (target_who == i1) target_who = i2;
197 if (player_ptr->pet_t_m_idx == i1) player_ptr->pet_t_m_idx = i2;
198 if (player_ptr->riding_t_m_idx == i1) player_ptr->riding_t_m_idx = i2;
200 if (player_ptr->riding == i1) player_ptr->riding = i2;
202 if (player_ptr->health_who == i1) health_track(player_ptr, i2);
206 for (int i = 1; i < floor_ptr->m_max; i++)
208 monster_type *m2_ptr = &floor_ptr->m_list[i];
210 if (m2_ptr->parent_m_idx == i1)
211 m2_ptr->parent_m_idx = i2;
215 (void)COPY(&floor_ptr->m_list[i2], &floor_ptr->m_list[i1], monster_type);
216 (void)WIPE(&floor_ptr->m_list[i1], monster_type);
218 for (int i = 0; i < MAX_MTIMED; i++)
220 int mproc_idx = get_mproc_idx(floor_ptr, i1, i);
221 if (mproc_idx >= 0) floor_ptr->mproc_list[i][mproc_idx] = i2;
227 * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
228 * @param player_ptr プレーヤーへの参照ポインタ
229 * @param size 圧縮後のモンスター件数目標
232 * This function can be very dangerous, use with caution!
234 * When actually "compacting" monsters, we base the saving throw
235 * on a combination of monster level, distance from player, and
236 * current "desperation".
238 * After "compacting" (if needed), we "reorder" the monsters into a more
239 * compact order, and we reset the allocation info, and the "live" array.
241 void compact_monsters(player_type *player_ptr, int size)
243 if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
245 /* Compact at least 'size' objects */
246 floor_type *floor_ptr = player_ptr->current_floor_ptr;
247 for (int num = 0, cnt = 1; num < size; cnt++)
249 int cur_lev = 5 * cnt;
250 int cur_dis = 5 * (20 - cnt);
251 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++)
253 monster_type *m_ptr = &floor_ptr->m_list[i];
254 monster_race *r_ptr = &r_info[m_ptr->r_idx];
255 if (!monster_is_valid(m_ptr)) continue;
256 if (r_ptr->level > cur_lev) continue;
257 if (i == player_ptr->riding) continue;
258 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
261 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
263 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
265 if (randint0(100) < chance) continue;
267 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
269 GAME_TEXT m_name[MAX_NLEN];
270 monster_desc(player_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
271 exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
274 delete_monster_idx(player_ptr, i);
279 /* Excise dead monsters (backwards!) */
280 for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--)
282 monster_type *m_ptr = &floor_ptr->m_list[i];
283 if (m_ptr->r_idx) continue;
284 compact_monsters_aux(player_ptr, floor_ptr->m_max - 1, i);
291 * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
292 * @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
293 * @param player_ptr プレーヤーへの参照ポインタ
296 * This is an efficient method of simulating multiple calls to the
297 * "delete_monster()" function, with no visual effects.
299 void wipe_monsters_list(player_type *player_ptr)
301 if (!r_info[MON_BANORLUPART].max_num)
303 if (r_info[MON_BANOR].max_num)
305 r_info[MON_BANOR].max_num = 0;
306 r_info[MON_BANOR].r_pkills++;
307 r_info[MON_BANOR].r_akills++;
308 if (r_info[MON_BANOR].r_tkills < MAX_SHORT)
309 r_info[MON_BANOR].r_tkills++;
312 if (r_info[MON_LUPART].max_num)
314 r_info[MON_LUPART].max_num = 0;
315 r_info[MON_LUPART].r_pkills++;
316 r_info[MON_LUPART].r_akills++;
317 if (r_info[MON_LUPART].r_tkills < MAX_SHORT)
318 r_info[MON_LUPART].r_tkills++;
322 floor_type *floor_ptr = player_ptr->current_floor_ptr;
323 for (int i = floor_ptr->m_max - 1; i >= 1; i--)
325 monster_type *m_ptr = &floor_ptr->m_list[i];
326 if (!monster_is_valid(m_ptr)) continue;
328 floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
329 (void)WIPE(m_ptr, monster_type);
333 * Wiping racial counters of all monsters and incrementing of racial
334 * counters of monsters in party_mon[] are required to prevent multiple
335 * generation of unique monster who is the minion of player.
337 for (int i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
339 floor_ptr->m_max = 1;
340 floor_ptr->m_cnt = 0;
341 for (int i = 0; i < MAX_MTIMED; i++) floor_ptr->mproc_max[i] = 0;
343 floor_ptr->num_repro = 0;
345 player_ptr->pet_t_m_idx = 0;
346 player_ptr->riding_t_m_idx = 0;
347 health_track(player_ptr, 0);
352 * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
353 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
354 * @return 利用可能なモンスター配列の添字
356 * This routine should almost never fail, but it *can* happen.
358 MONSTER_IDX m_pop(player_type *player_ptr)
360 /* Normal allocation */
361 floor_type *floor_ptr = player_ptr->current_floor_ptr;
362 if (floor_ptr->m_max < current_world_ptr->max_m_idx)
364 MONSTER_IDX i = floor_ptr->m_max;
370 /* Recycle dead monsters */
371 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++)
374 m_ptr = &floor_ptr->m_list[i];
375 if (m_ptr->r_idx) continue;
380 if (current_world_ptr->character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
386 * @var summon_specific_type
387 * @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"
388 * @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
390 static int summon_specific_type = 0;
394 * @var summon_specific_who
395 * @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
396 * @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
398 static int summon_specific_who = -1;
402 * @var summon_unique_okay
403 * @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
404 * @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
406 static bool summon_unique_okay = FALSE;
410 * @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
411 * @param player_ptr プレーヤーへの参照ポインタ
412 * @return 召喚条件が一致するならtrue
415 static bool summon_specific_aux(player_type *player_ptr, MONRACE_IDX summoner_idx, MONRACE_IDX r_idx)
417 monster_race *r_ptr = &r_info[r_idx];
418 bool is_match = FALSE;
420 switch (summon_specific_type)
424 is_match = (r_ptr->d_char == 'a');
429 is_match = (r_ptr->d_char == 'S');
434 is_match = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
439 is_match = (r_ptr->d_char == 'M');
444 is_match = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
449 is_match = (r_ptr->flags3 & RF3_DEMON);
454 is_match = (r_ptr->flags3 & RF3_UNDEAD);
459 is_match = (r_ptr->flags3 & RF3_DRAGON);
462 case SUMMON_HI_UNDEAD:
464 is_match = ((r_ptr->d_char == 'L') ||
465 (r_ptr->d_char == 'V') ||
466 (r_ptr->d_char == 'W'));
469 case SUMMON_HI_DRAGON:
471 is_match = (r_ptr->d_char == 'D');
474 case SUMMON_HI_DEMON:
476 is_match = (((r_ptr->d_char == 'U') ||
477 (r_ptr->d_char == 'H') ||
478 (r_ptr->d_char == 'B')) &&
479 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
482 case SUMMON_AMBERITES:
484 is_match = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
489 is_match = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
494 is_match = (r_ptr->d_char == 'm');
499 is_match = (r_ptr->d_char == 'b');
502 case SUMMON_QUYLTHULG:
504 is_match = (r_ptr->d_char == 'Q');
507 case SUMMON_COIN_MIMIC:
509 is_match = (r_ptr->d_char == '$');
514 is_match = ((r_ptr->d_char == '!') ||
515 (r_ptr->d_char == '?') ||
516 (r_ptr->d_char == '=') ||
517 (r_ptr->d_char == '$') ||
518 (r_ptr->d_char == '|'));
523 is_match = (r_ptr->d_char == 'g');
528 is_match = ((r_ptr->d_char == 'U') &&
529 (r_ptr->flags4 & RF4_ROCKET));
534 SYMBOL_CODE summon_kin_type;
537 summon_kin_type = r_info[summoner_idx].d_char;
541 summon_kin_type = get_summon_symbol_from_player(player_ptr);
544 is_match = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
549 is_match = (r_idx == MON_DAWN);
554 is_match = (r_ptr->flags3 & (RF3_ANIMAL));
557 case SUMMON_ANIMAL_RANGER:
559 is_match = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
560 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
561 !(r_ptr->flags3 & (RF3_DRAGON)) &&
562 !(r_ptr->flags3 & (RF3_EVIL)) &&
563 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
564 !(r_ptr->flags3 & (RF3_DEMON)) &&
565 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
566 !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
569 case SUMMON_HI_DRAGON_LIVING:
571 is_match = ((r_ptr->d_char == 'D') && monster_living(r_idx));
576 is_match = monster_living(r_idx);
581 is_match = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
584 case SUMMON_BLUE_HORROR:
586 is_match = (r_idx == MON_BLUE_HORROR);
589 case SUMMON_ELEMENTAL:
591 is_match = (r_ptr->d_char == 'E');
596 is_match = (r_ptr->d_char == 'v');
601 is_match = (r_ptr->d_char == 'H');
606 is_match = (r_ptr->d_char == 'B');
609 case SUMMON_KAMIKAZE:
612 for (i = 0; i < 4; i++)
613 if (r_ptr->blow[i].method == RBM_EXPLODE) is_match = TRUE;
616 case SUMMON_KAMIKAZE_LIVING:
620 for (i = 0; i < 4; i++)
621 if (r_ptr->blow[i].method == RBM_EXPLODE) is_match = TRUE;
622 is_match = (is_match && monster_living(r_idx));
627 is_match = (r_idx == MON_MANES);
632 is_match = (r_idx == MON_LOUSE);
635 case SUMMON_GUARDIANS:
637 is_match = (r_ptr->flags7 & RF7_GUARDIAN);
642 is_match = ((r_idx == MON_NOV_PALADIN) ||
643 (r_idx == MON_NOV_PALADIN_G) ||
644 (r_idx == MON_PALADIN) ||
645 (r_idx == MON_W_KNIGHT) ||
646 (r_idx == MON_ULTRA_PALADIN) ||
647 (r_idx == MON_KNI_TEMPLAR));
652 is_match = (r_ptr->d_char == 'B' &&
653 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
654 (r_ptr->flags8 & RF8_WILD_ONLY));
657 case SUMMON_PIRANHAS:
659 is_match = (r_idx == MON_PIRANHA);
662 case SUMMON_ARMAGE_GOOD:
664 is_match = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
667 case SUMMON_ARMAGE_EVIL:
669 is_match = ((r_ptr->flags3 & RF3_DEMON) ||
670 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
680 * @var chameleon_change_m_idx
681 * @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
682 * @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
684 static int chameleon_change_m_idx = 0;
687 * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
688 * @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.
689 * @param player_ptr プレーヤーへの参照ポインタ
690 * @param r_idx チェックするモンスター種族ID
691 * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
693 static bool restrict_monster_to_dungeon(player_type *player_ptr, MONRACE_IDX r_idx)
695 DUNGEON_IDX d_idx = player_ptr->dungeon_idx;
696 dungeon_type *d_ptr = &d_info[d_idx];
697 monster_race *r_ptr = &r_info[r_idx];
699 if (d_ptr->flags1 & DF1_CHAMELEON)
701 if (chameleon_change_m_idx) return TRUE;
704 if (d_ptr->flags1 & DF1_NO_MAGIC)
706 if (r_idx != MON_CHAMELEON &&
708 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
709 !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
710 !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
714 if (d_ptr->flags1 & DF1_NO_MELEE)
716 if (r_idx == MON_CHAMELEON) return TRUE;
717 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
718 !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | RF5_MIND_BLAST | RF5_BRAIN_SMASH)) &&
719 !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
723 floor_type *floor_ptr = player_ptr->current_floor_ptr;
724 if (d_ptr->flags1 & DF1_BEGINNER)
726 if (r_ptr->level > floor_ptr->dun_level)
730 if (d_ptr->special_div >= 64) return TRUE;
731 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
736 case DUNGEON_MODE_AND:
740 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
746 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
752 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
758 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
762 if (d_ptr->m_a_ability_flags1)
764 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
768 if (d_ptr->m_a_ability_flags2)
770 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
776 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
782 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
788 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
794 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
798 for (a = 0; a < 5; a++)
799 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
803 case DUNGEON_MODE_NAND:
807 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
813 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
819 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
825 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
829 if (d_ptr->m_a_ability_flags1)
831 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
835 if (d_ptr->m_a_ability_flags2)
837 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
843 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
849 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
855 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
861 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
865 for (a = 0; a < 5; a++)
866 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
870 case DUNGEON_MODE_OR:
872 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
873 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
874 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
875 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
876 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE;
877 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE;
878 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
879 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
880 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
881 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
882 for (a = 0; a < 5; a++)
883 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
887 case DUNGEON_MODE_NOR:
889 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
890 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
891 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
892 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
893 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE;
894 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE;
895 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
896 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
897 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
898 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
899 for (a = 0; a < 5; a++)
900 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
910 * Hack -- function hooks to restrict "get_mon_num_prep()" function
912 monsterrace_hook_type get_mon_num_hook;
913 monsterrace_hook_type get_mon_num2_hook;
916 * @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"
917 * @param player_ptr プレーヤーへの参照ポインタ
918 * @param monster_hook 制限関数1
919 * @param monster_hook2 制限関数2
922 errr get_mon_num_prep(player_type *player_ptr, monsterrace_hook_type monster_hook, monsterrace_hook_type monster_hook2)
924 /* Todo: Check the hooks for non-changes */
925 get_mon_num_hook = monster_hook;
926 get_mon_num2_hook = monster_hook2;
928 floor_type *floor_ptr = player_ptr->current_floor_ptr;
929 for (int i = 0; i < alloc_race_size; i++)
932 alloc_entry *entry = &alloc_race_table[i];
934 r_ptr = &r_info[entry->index];
936 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
937 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
940 if (!player_ptr->phase_out && !chameleon_change_m_idx &&
941 summon_specific_type != SUMMON_GUARDIANS)
943 if (r_ptr->flags1 & RF1_QUESTOR)
946 if (r_ptr->flags7 & RF7_GUARDIAN)
949 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
950 (r_ptr->level > floor_ptr->dun_level))
954 entry->prob2 = entry->prob1;
955 if (floor_ptr->dun_level && (!floor_ptr->inside_quest || is_fixed_quest_idx(floor_ptr->inside_quest)) &&
956 !restrict_monster_to_dungeon(player_ptr, entry->index) && !player_ptr->phase_out)
958 int hoge = entry->prob2 * d_info[player_ptr->dungeon_idx].special_div;
959 entry->prob2 = hoge / 64;
960 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
969 * @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
970 * @param player_ptr プレーヤーへの参照ポインタ
972 * @return 選択されたモンスター生成種族
974 * Choose a monster race that seems "appropriate" to the given level
976 * This function uses the "prob2" field of the "monster allocation table",
977 * and various local information, to calculate the "prob3" field of the
978 * same table, which is then used to choose an "appropriate" monster, in
979 * a relatively efficient manner.
981 * Note that "town" monsters will *only* be created in the town, and
982 * "normal" monsters will *never* be created in the town, unless the
983 * "level" is "modified", for example, by polymorph or summoning.
985 * There is a small chance (1/50) of "boosting" the given depth by
986 * a small amount (up to four levels), except in the town.
988 * It is (slightly) more likely to acquire a monster of the given level
989 * than one of a lower level. This is done by choosing several monsters
990 * appropriate to the given level and keeping the "hardest" one.
992 * Note that if no monsters are "appropriate", then this function will
993 * fail, and return zero, but this should *almost* never happen.
995 MONRACE_IDX get_mon_num(player_type *player_ptr, DEPTH level, BIT_FLAGS option)
1000 monster_race *r_ptr;
1001 alloc_entry *table = alloc_race_table;
1003 int pls_kakuritu, pls_level, over_days;
1004 int delay = mysqrt(level * 10000L) + (level * 5);
1006 /* town level : same delay as 10F, no nasty mons till day18 */
1007 if (!level) delay = 360;
1009 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1011 /* +1 per day after the base date */
1012 /* base dates : day5(1F), day18(10F,0F), day34(30F), day53(60F), day69(90F) */
1013 over_days = MAX(0, current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 10000L) - delay / 20);
1015 /* starts from 1/25, reaches 1/3 after 44days from a level dependent base date */
1016 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - over_days / 2);
1017 /* starts from 0, reaches +25lv after 75days from a level dependent base date */
1018 pls_level = MIN(NASTY_MON_PLUS_MAX, over_days / 3);
1020 if (d_info[player_ptr->dungeon_idx].flags1 & DF1_MAZE)
1022 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
1023 if (pls_kakuritu < 2) pls_kakuritu = 2;
1028 /* Boost the level */
1029 if (!player_ptr->phase_out && !(d_info[player_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
1031 /* Nightmare mode allows more out-of depth monsters */
1032 if (ironman_nightmare && !randint0(pls_kakuritu))
1034 /* What a bizarre calculation */
1035 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1039 /* Occasional "nasty" monster */
1040 if (!randint0(pls_kakuritu))
1042 /* Pick a level bonus */
1050 /* Process probabilities */
1051 for (i = 0; i < alloc_race_size; i++)
1053 if (table[i].level > level) break;
1055 r_idx = table[i].index;
1056 r_ptr = &r_info[r_idx];
1057 if (!(option & GMN_ARENA) && !chameleon_change_m_idx)
1059 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1060 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1061 (r_ptr->cur_num >= r_ptr->max_num))
1066 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1067 (r_ptr->cur_num >= 1))
1072 if (r_idx == MON_BANORLUPART)
1074 if (r_info[MON_BANOR].cur_num > 0) continue;
1075 if (r_info[MON_LUPART].cur_num > 0) continue;
1079 table[i].prob3 = table[i].prob2;
1080 total += table[i].prob3;
1083 if (total <= 0) return 0;
1085 value = randint0(total);
1086 int found_count = 0;
1087 for (i = 0; i < alloc_race_size; i++)
1089 if (value < table[i].prob3) break;
1090 value = value - table[i].prob3;
1096 /* Try for a "harder" monster once (50%) or twice (10%) */
1100 value = randint0(total);
1101 for (found_count = 0; found_count < alloc_race_size; found_count++)
1103 if (value < table[found_count].prob3) break;
1105 value = value - table[found_count].prob3;
1108 if (table[found_count].level < table[j].level)
1112 /* Try for a "harder" monster twice (10%) */
1116 value = randint0(total);
1117 for (found_count = 0; found_count < alloc_race_size; found_count++)
1119 if (value < table[found_count].prob3) break;
1121 value = value - table[found_count].prob3;
1124 if (table[found_count].level < table[j].level)
1128 return (table[found_count].index);
1133 * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
1134 * @param desc 記述出力先の文字列参照ポインタ
1135 * @param m_ptr モンスターの参照ポインタ
1136 * @param mode 呼称オプション
1139 * We can correctly describe monsters based on their visibility.
1140 * We can force all monsters to be treated as visible or invisible.
1141 * We can build nominatives, objectives, possessives, or reflexives.
1142 * We can selectively pronominalize hidden, visible, or all monsters.
1143 * We can use definite or indefinite descriptions for hidden monsters.
1144 * We can use definite or indefinite descriptions for visible monsters.
1146 * Pronominalization involves the gender whenever possible and allowed,
1147 * so that by cleverly requesting pronominalization / visibility, you
1148 * can get messages like "You hit someone. She screams in agony!".
1150 * Reflexives are acquired by requesting Objective plus Possessive.
1152 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1153 * unless the "Assume Visible" mode is requested.
1155 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1156 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1157 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1158 * in which case you may be in trouble... :-)
1160 * I am assuming that no monster name is more than 70 characters long,
1161 * so that "char desc[80];" is sufficiently large for any result.
1164 * MD_OBJECTIVE --> Objective (or Reflexive)
1165 * MD_POSSESSIVE --> Possessive (or Reflexive)
1166 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1167 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1168 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1169 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1170 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1171 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1172 * MD_TRUE_NAME --> Chameleon's true name
1173 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1176 * 0x00 --> Full nominative name ("the kobold") or "it"
1177 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1178 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1179 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1180 * MD_PRON_VISIBLE | MD_POSSESSIVE
1181 * --> Possessive, genderized if visable ("his") or "its"
1182 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1183 * --> Reflexive, genderized if visable ("himself") or "itself"
1185 void monster_desc(player_type *player_ptr, char *desc, monster_type *m_ptr, BIT_FLAGS mode)
1187 monster_race *r_ptr;
1188 r_ptr = &r_info[m_ptr->ap_r_idx];
1189 concptr name = (mode & MD_TRUE_NAME) ? (r_name + real_r_ptr(m_ptr)->name) : (r_name + r_ptr->name);
1190 GAME_TEXT silly_name[1024];
1192 if (player_ptr->image && !(mode & MD_IGNORE_HALLU))
1196 if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
1202 monster_race *hallu_race;
1206 hallu_race = &r_info[randint1(max_r_idx - 1)];
1207 } while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1209 strcpy(silly_name, (r_name + hallu_race->name));
1215 bool seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1216 bool pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1218 /* First, try using pronouns, or describing hidden monsters */
1219 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1223 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1224 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1226 if (!m_ptr || !pron) kind = 0x00;
1228 concptr res = _("何か", "it");
1229 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1232 case 0x00: res = "何か"; break;
1233 case 0x00 + (MD_OBJECTIVE) : res = "何か"; break;
1234 case 0x00 + (MD_POSSESSIVE) : res = "何かの"; break;
1235 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "何か自身"; break;
1236 case 0x00 + (MD_INDEF_HIDDEN) : res = "何か"; break;
1237 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "何か"; break;
1238 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "何か"; break;
1239 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "それ自身"; break;
1241 case 0x00: res = "it"; break;
1242 case 0x00 + (MD_OBJECTIVE) : res = "it"; break;
1243 case 0x00 + (MD_POSSESSIVE) : res = "its"; break;
1244 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "itself"; break;
1245 case 0x00 + (MD_INDEF_HIDDEN) : res = "something"; break;
1246 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "something"; break;
1247 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "something's"; break;
1248 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "itself"; break;
1252 case 0x10: res = "彼"; break;
1253 case 0x10 + (MD_OBJECTIVE) : res = "彼"; break;
1254 case 0x10 + (MD_POSSESSIVE) : res = "彼の"; break;
1255 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼自身"; break;
1256 case 0x10 + (MD_INDEF_HIDDEN) : res = "誰か"; break;
1257 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "誰か"; break;
1258 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "誰かの"; break;
1259 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼自身"; break;
1261 case 0x10: res = "he"; break;
1262 case 0x10 + (MD_OBJECTIVE) : res = "him"; break;
1263 case 0x10 + (MD_POSSESSIVE) : res = "his"; break;
1264 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "himself"; break;
1265 case 0x10 + (MD_INDEF_HIDDEN) : res = "someone"; break;
1266 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "someone"; break;
1267 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "someone's"; break;
1268 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "himself"; break;
1272 case 0x20: res = "彼女"; break;
1273 case 0x20 + (MD_OBJECTIVE) : res = "彼女"; break;
1274 case 0x20 + (MD_POSSESSIVE) : res = "彼女の"; break;
1275 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼女自身"; break;
1276 case 0x20 + (MD_INDEF_HIDDEN) : res = "誰か"; break;
1277 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "誰か"; break;
1278 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "誰かの"; break;
1279 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼女自身"; break;
1281 case 0x20: res = "she"; break;
1282 case 0x20 + (MD_OBJECTIVE) : res = "her"; break;
1283 case 0x20 + (MD_POSSESSIVE) : res = "her"; break;
1284 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "herself"; break;
1285 case 0x20 + (MD_INDEF_HIDDEN) : res = "someone"; break;
1286 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "someone"; break;
1287 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "someone's"; break;
1288 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "herself"; break;
1292 (void)strcpy(desc, res);
1296 /* Handle visible monsters, "reflexive" request */
1297 if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1299 /* The monster is visible, so use its gender */
1300 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, _("彼女自身", "herself"));
1301 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, _("彼自身", "himself"));
1302 else strcpy(desc, _("それ自身", "itself"));
1306 /* Handle all other visible monster requests */
1308 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1315 while (strncmp(t, "』", 2) && *t) t++;
1319 (void)sprintf(desc, "%s?』", buf);
1322 (void)sprintf(desc, "%s?", name);
1324 (void)sprintf(desc, "%s?", name);
1329 if ((r_ptr->flags1 & RF1_UNIQUE) && !(player_ptr->image && !(mode & MD_IGNORE_HALLU)))
1331 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1338 while (strncmp(t, "』", 2) && *t) t++;
1342 (void)sprintf(desc, "%s?』", buf);
1345 (void)sprintf(desc, "%s?", name);
1347 (void)sprintf(desc, "%s?", name);
1350 else if (player_ptr->phase_out &&
1351 !(player_ptr->riding && (&floor_ptr->m_list[player_ptr->riding] == m_ptr)))
1353 (void)sprintf(desc, _("%sもどき", "fake %s"), name);
1357 (void)strcpy(desc, name);
1360 else if (mode & MD_INDEF_VISIBLE)
1363 (void)strcpy(desc, "");
1365 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1367 (void)strcat(desc, name);
1372 (void)strcpy(desc, _("あなたの", "your "));
1374 (void)strcpy(desc, _("", "the "));
1376 (void)strcat(desc, name);
1380 if (m_ptr->nickname)
1383 sprintf(buf, _("「%s」", " called %s"), quark_str(m_ptr->nickname));
1387 if (player_ptr->riding && (&floor_ptr->m_list[player_ptr->riding] == m_ptr))
1389 strcat(desc, _("(乗馬中)", "(riding)"));
1392 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1394 if (r_ptr->flags1 & RF1_UNIQUE)
1396 strcat(desc, _("(カメレオンの王)", "(Chameleon Lord)"));
1400 strcat(desc, _("(カメレオン)", "(Chameleon)"));
1404 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1406 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1409 /* Handle the Possessive as a special afterthought */
1410 if (mode & MD_POSSESSIVE)
1412 (void)strcat(desc, _("の", "'s"));
1418 * @brief モンスターIDを取り、モンスター名をm_nameに代入する /
1419 * @param player_ptr プレーヤーへの参照ポインタ
1420 * @param m_idx モンスターID
1421 * @param m_name モンスター名を入力する配列
1423 void monster_name(player_type *player_ptr, MONSTER_IDX m_idx, char* m_name)
1425 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
1426 monster_desc(player_ptr, m_name, m_ptr, 0x00);
1431 * @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)
1432 * @param player_ptr プレーヤーへの参照ポインタ
1433 * @param r_idx 補完されるモンスター種族ID
1434 * @return 明らかになった情報の度数
1436 * Return the number of new flags learnt. -Mogami-
1438 int lore_do_probe(player_type *player_ptr, MONRACE_IDX r_idx)
1441 monster_race *r_ptr = &r_info[r_idx];
1442 if (r_ptr->r_wake != MAX_UCHAR) n++;
1443 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1444 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1446 for (int i = 0; i < 4; i++)
1448 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1450 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1451 r_ptr->r_blows[i] = MAX_UCHAR;
1456 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1457 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1458 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1459 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1460 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1461 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1463 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1465 if (r_ptr->r_drop_item != tmp_byte) n++;
1466 r_ptr->r_drop_item = tmp_byte;
1468 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1470 if (r_ptr->r_drop_gold != tmp_byte) n++;
1471 r_ptr->r_drop_gold = tmp_byte;
1474 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1475 r_ptr->r_cast_spell = MAX_UCHAR;
1477 for (int i = 0; i < 32; i++)
1479 if (!(r_ptr->r_flags1 & (1L << i)) &&
1480 (r_ptr->flags1 & (1L << i))) n++;
1481 if (!(r_ptr->r_flags2 & (1L << i)) &&
1482 (r_ptr->flags2 & (1L << i))) n++;
1483 if (!(r_ptr->r_flags3 & (1L << i)) &&
1484 (r_ptr->flags3 & (1L << i))) n++;
1485 if (!(r_ptr->r_flags4 & (1L << i)) &&
1486 (r_ptr->flags4 & (1L << i))) n++;
1487 if (!(r_ptr->r_flags5 & (1L << i)) &&
1488 (r_ptr->a_ability_flags1 & (1L << i))) n++;
1489 if (!(r_ptr->r_flags6 & (1L << i)) &&
1490 (r_ptr->a_ability_flags2 & (1L << i))) n++;
1491 if (!(r_ptr->r_flagsr & (1L << i)) &&
1492 (r_ptr->flagsr & (1L << i))) n++;
1495 r_ptr->r_flags1 = r_ptr->flags1;
1496 r_ptr->r_flags2 = r_ptr->flags2;
1497 r_ptr->r_flags3 = r_ptr->flags3;
1498 r_ptr->r_flags4 = r_ptr->flags4;
1499 r_ptr->r_flags5 = r_ptr->a_ability_flags1;
1500 r_ptr->r_flags6 = r_ptr->a_ability_flags2;
1501 r_ptr->r_flagsr = r_ptr->flagsr;
1503 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1504 r_ptr->r_xtra1 |= MR1_SINKA;
1506 if (player_ptr->monster_race_idx == r_idx)
1508 player_ptr->window |= (PW_MONSTER);
1516 * @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
1517 * @param player_ptr プレーヤーへの参照ポインタ
1518 * @param m_idx モンスター情報のID
1519 * @param num_item 手に入れたアイテム数
1520 * @param num_gold 手に入れた財宝の単位数
1523 * Note that learning the "GOOD"/"GREAT" flags gives information
1524 * about the treasure (even when the monster is killed for the first
1525 * time, such as uniques, and the treasure has not been examined yet).
1527 * This "indirect" method is used to prevent the player from learning
1528 * exactly how much treasure a monster can drop from observing only
1529 * a single example of a drop. This method actually observes how much
1530 * gold and items are dropped, and remembers that information to be
1531 * described later by the monster recall code.
1533 void lore_treasure(player_type *player_ptr, MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
1535 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
1536 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1538 if (!is_original_ap(m_ptr)) return;
1540 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1541 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1543 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1544 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1545 if (player_ptr->monster_race_idx == m_ptr->r_idx) player_ptr->window |= (PW_MONSTER);
1550 * @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
1551 * @param m_idx 更新するモンスター情報のID
1552 * @param full プレイヤーとの距離更新を行うならばtrue
1555 * This involves extracting the distance to the player (if requested),
1556 * and then checking for visibility (natural, infravision, see-invis,
1557 * telepathy), updating the monster visibility flag, redrawing (or
1558 * erasing) the monster when its visibility changes, and taking note
1559 * of any interesting monster flags (cold-blooded, invisible, etc).
1561 * Note the new "mflag" field which encodes several monster state flags,
1562 * including "view" for when the monster is currently in line of sight,
1563 * and "mark" for when the monster is currently visible via detection.
1565 * The only monster fields that are changed here are "cdis" (the
1566 * distance from the player), "ml" (visible to the player), and
1567 * "mflag" (to maintain the "MFLAG_VIEW" flag).
1569 * Note the special "update_monsters()" function which can be used to
1570 * call this function once for every monster.
1572 * Note the "full" flag which requests that the "cdis" field be updated,
1573 * this is only needed when the monster (or the player) has moved.
1575 * Every time a monster moves, we must call this function for that
1576 * monster, and update the distance, and the visibility. Every time
1577 * the player moves, we must call this function for every monster, and
1578 * update the distance, and the visibility. Whenever the player "state"
1579 * changes in certain ways ("blindness", "infravision", "telepathy",
1580 * and "see invisible"), we must call this function for every monster,
1581 * and update the visibility.
1583 * Routines that change the "illumination" of a grid must also call this
1584 * function for any monster in that grid, since the "visibility" of some
1585 * monsters may be based on the illumination of their grid.
1587 * Note that this function is called once per monster every time the
1588 * player moves. When the player is running, this function is one
1589 * of the primary bottlenecks, along with "update_view()" and the
1590 * "process_monsters()" code, so efficiency is important.
1592 * Note the optimized "inline" version of the "distance()" function.
1594 * A monster is "visible" to the player if (1) it has been detected
1595 * by the player, (2) it is close to the player and the player has
1596 * telepathy, or (3) it is close to the player, and in line of sight
1597 * of the player, and it is "illuminated" by some combination of
1598 * infravision, torch light, or permanent light (invisible monsters
1599 * are only affected by "light" if the player can see invisible).
1601 * Monsters which are not on the current panel may be "visible" to
1602 * the player, and their descriptions will include an "offscreen"
1603 * reference. Currently, offscreen monsters cannot be targetted
1604 * or viewed directly, but old targets will remain set. XXX XXX
1606 * The player can choose to be disturbed by several things, including
1607 * "disturb_move" (monster which is viewable moves in some way), and
1608 * "disturb_near" (monster which is "easily" viewable moves in some
1609 * way). Note that "moves" includes "appears" and "disappears".
1611 void update_monster(player_type *subject_ptr, MONSTER_IDX m_idx, bool full)
1613 monster_type *m_ptr = &subject_ptr->current_floor_ptr->m_list[m_idx];
1614 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1616 bool do_disturb = disturb_move;
1618 POSITION fy = m_ptr->fy;
1619 POSITION fx = m_ptr->fx;
1623 bool in_darkness = (d_info[subject_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !subject_ptr->see_nocto;
1626 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1627 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= subject_ptr->lev)
1634 int dy = (subject_ptr->y > fy) ? (subject_ptr->y - fy) : (fy - subject_ptr->y);
1635 int dx = (subject_ptr->x > fx) ? (subject_ptr->x - fx) : (fx - subject_ptr->x);
1637 distance = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
1638 if (distance > 255) distance = 255;
1639 if (!distance) distance = 1;
1641 m_ptr->cdis = distance;
1645 distance = m_ptr->cdis;
1648 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
1650 if (distance <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
1652 if (!in_darkness || (distance <= MAX_SIGHT / 4))
1654 if (subject_ptr->special_defense & KATA_MUSOU)
1657 if (is_original_ap(m_ptr) && !subject_ptr->image)
1659 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1660 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1663 else if (subject_ptr->telepathy)
1665 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
1667 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
1669 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
1671 if ((m_idx % 10) == 5)
1674 if (is_original_ap(m_ptr) && !subject_ptr->image)
1676 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
1677 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1678 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1685 if (is_original_ap(m_ptr) && !subject_ptr->image)
1687 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1688 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1693 if ((subject_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
1696 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
1699 if ((subject_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
1702 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
1705 if ((subject_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
1708 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
1711 if ((subject_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
1714 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
1717 if ((subject_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
1720 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
1723 if ((subject_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
1726 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
1729 if ((subject_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
1732 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
1735 if ((subject_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
1738 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
1741 if ((subject_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
1744 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
1747 if ((subject_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
1750 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
1753 if ((subject_ptr->esp_nonliving) &&
1754 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
1757 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
1760 if ((subject_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
1763 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
1767 if (player_has_los_bold(subject_ptr, fy, fx) && !subject_ptr->blind)
1769 bool do_invisible = FALSE;
1770 bool do_cold_blood = FALSE;
1772 if (subject_ptr->concent >= CONCENT_RADAR_THRESHOLD)
1777 if (distance <= subject_ptr->see_infra)
1779 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
1781 do_cold_blood = TRUE;
1789 if (player_can_see_bold(subject_ptr, fy, fx))
1791 if (r_ptr->flags2 & (RF2_INVISIBLE))
1793 do_invisible = TRUE;
1794 if (subject_ptr->see_inv)
1807 if (is_original_ap(m_ptr) && !subject_ptr->image)
1809 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
1810 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
1816 /* The monster is now visible */
1822 lite_spot(subject_ptr, fy, fx);
1824 if (subject_ptr->health_who == m_idx) subject_ptr->redraw |= (PR_HEALTH);
1825 if (subject_ptr->riding == m_idx) subject_ptr->redraw |= (PR_UHEALTH);
1827 if (!subject_ptr->image)
1829 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
1830 r_info[MON_KAGE].r_sights++;
1831 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
1835 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
1837 sanity_blast(subject_ptr, m_ptr, FALSE);
1840 if (disturb_near && (projectable(subject_ptr, m_ptr->fy, m_ptr->fx, subject_ptr->y, subject_ptr->x) && projectable(subject_ptr, subject_ptr->y, subject_ptr->x, m_ptr->fy, m_ptr->fx)))
1842 if (disturb_pets || is_hostile(m_ptr))
1843 disturb(subject_ptr, TRUE, TRUE);
1848 /* The monster is not visible */
1854 lite_spot(subject_ptr, fy, fx);
1856 if (subject_ptr->health_who == m_idx) subject_ptr->redraw |= (PR_HEALTH);
1857 if (subject_ptr->riding == m_idx) subject_ptr->redraw |= (PR_UHEALTH);
1860 if (disturb_pets || is_hostile(m_ptr))
1861 disturb(subject_ptr, TRUE, TRUE);
1866 /* The monster is now easily visible */
1869 if (!(m_ptr->mflag & (MFLAG_VIEW)))
1871 m_ptr->mflag |= (MFLAG_VIEW);
1874 if (disturb_pets || is_hostile(m_ptr))
1875 disturb(subject_ptr, TRUE, TRUE);
1882 /* The monster is not easily visible */
1884 if (!(m_ptr->mflag & (MFLAG_VIEW))) return;
1886 /* Mark as not easily visible */
1887 m_ptr->mflag &= ~(MFLAG_VIEW);
1891 if (disturb_pets || is_hostile(m_ptr))
1892 disturb(subject_ptr, TRUE, TRUE);
1898 * @param player_ptr プレーヤーへの参照ポインタ
1899 * @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).
1900 * @param full 距離更新を行うならtrue
1903 void update_monsters(player_type *player_ptr, bool full)
1905 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1906 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++)
1908 monster_type *m_ptr = &floor_ptr->m_list[i];
1909 if (!monster_is_valid(m_ptr)) continue;
1910 update_monster(player_ptr, i, full);
1916 * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
1917 * @param player_ptr プレーヤーへの参照ポインタ
1918 * @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
1919 * @param r_idx モンスター種族ID
1920 * @return 対象にできるならtrueを返す
1922 static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
1924 floor_type *floor_ptr = p_ptr->current_floor_ptr;
1925 monster_race *r_ptr = &r_info[r_idx];
1926 monster_type *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
1927 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
1929 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
1930 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
1932 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
1934 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))
1937 if (!monster_can_cross_terrain(p_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
1939 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
1941 if (monster_has_hostile_align(p_ptr, m_ptr, 0, 0, r_ptr)) return FALSE;
1943 else if (summon_specific_who > 0)
1945 if (monster_has_hostile_align(p_ptr, &floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
1953 * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
1954 * @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
1955 * @param r_idx モンスター種族ID
1956 * @return 対象にできるならtrueを返す
1957 * @todo グローバル変数対策の上 monster_hook.cへ移す。
1959 static bool monster_hook_chameleon(MONRACE_IDX r_idx)
1961 floor_type *floor_ptr = p_ptr->current_floor_ptr;
1962 monster_race *r_ptr = &r_info[r_idx];
1963 monster_type *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
1964 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
1966 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
1967 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
1968 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
1970 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))
1973 if (!monster_can_cross_terrain(p_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
1975 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
1977 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
1978 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
1979 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
1981 else if (summon_specific_who > 0)
1983 if (monster_has_hostile_align(p_ptr, &floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
1986 return (*(get_monster_hook(p_ptr)))(r_idx);
1992 * @param player_ptr プレーヤーへの参照ポインタ
1993 * @param m_idx 変身処理を受けるモンスター情報のID
1994 * @param born 生成時の初変身先指定ならばtrue
1995 * @param r_idx 旧モンスター種族のID
1998 void choose_new_monster(player_type *player_ptr, MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
2000 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2001 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
2002 monster_race *r_ptr;
2004 bool old_unique = FALSE;
2005 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2007 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2008 r_ptr = &r_info[r_idx];
2010 char old_m_name[MAX_NLEN];
2011 monster_desc(player_ptr, old_m_name, m_ptr, 0);
2017 chameleon_change_m_idx = m_idx;
2019 get_mon_num_prep(player_ptr, monster_hook_chameleon_lord, NULL);
2021 get_mon_num_prep(player_ptr, monster_hook_chameleon, NULL);
2024 level = r_info[MON_CHAMELEON_K].level;
2025 else if (!floor_ptr->dun_level)
2026 level = wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].level;
2028 level = floor_ptr->dun_level;
2030 if (d_info[player_ptr->dungeon_idx].flags1 & DF1_CHAMELEON) level += 2 + randint1(3);
2032 r_idx = get_mon_num(player_ptr, level, 0);
2033 r_ptr = &r_info[r_idx];
2035 chameleon_change_m_idx = 0;
2039 m_ptr->r_idx = r_idx;
2040 m_ptr->ap_r_idx = r_idx;
2041 update_monster(player_ptr, m_idx, FALSE);
2042 lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
2044 int old_r_idx = m_ptr->r_idx;
2045 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2046 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2047 player_ptr->update |= (PU_MON_LITE);
2051 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2053 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2054 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2055 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2061 if (m_idx == player_ptr->riding)
2063 GAME_TEXT m_name[MAX_NLEN];
2064 monster_desc(player_ptr, m_name, m_ptr, 0);
2065 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
2066 if (!(r_ptr->flags7 & RF7_RIDING))
2067 if (rakuba(player_ptr, 0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
2070 m_ptr->mspeed = get_mspeed(player_ptr, r_ptr);
2072 int oldmaxhp = m_ptr->max_maxhp;
2073 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2075 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2079 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2082 if (ironman_nightmare)
2084 u32b hp = m_ptr->max_maxhp * 2L;
2085 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2088 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2089 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2090 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2091 m_ptr->dealt_damage = 0;
2096 * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
2097 * @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
2098 * @param r_idx モンスター種族ID
2099 * @return 対象にできるならtrueを返す
2100 * @todo グローバル変数対策の上 monster_hook.cへ移す。
2102 static bool monster_hook_tanuki(MONRACE_IDX r_idx)
2104 monster_race *r_ptr = &r_info[r_idx];
2106 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2107 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2108 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2109 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2111 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))
2114 return (*(get_monster_hook(p_ptr)))(r_idx);
2119 * @param player_ptr プレーヤーへの参照ポインタ
2120 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
2121 * @param r_idx モンスター種族ID
2122 * @return モンスター種族の表層ID
2124 static MONRACE_IDX initial_r_appearance(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS generate_mode)
2126 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2127 if (player_ptr->pseikaku == SEIKAKU_CHARGEMAN && (generate_mode & PM_JURAL) && !(generate_mode & (PM_MULTIPLY | PM_KAGE)))
2129 return MON_ALIEN_JURAL;
2132 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2135 get_mon_num_prep(player_ptr, monster_hook_tanuki, NULL);
2137 int attempts = 1000;
2138 DEPTH min = MIN(floor_ptr->base_level - 5, 50);
2141 MONRACE_IDX ap_r_idx = get_mon_num(player_ptr, floor_ptr->base_level + 10, 0);
2142 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2150 * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
2151 * @brief モンスターの個体加速を設定する / Get initial monster speed
2152 * @param r_ptr モンスター種族の参照ポインタ
2155 SPEED get_mspeed(player_type *player_ptr, monster_race *r_ptr)
2157 SPEED mspeed = r_ptr->speed;
2158 if (!(r_ptr->flags1 & RF1_UNIQUE) && !player_ptr->current_floor_ptr->inside_arena)
2160 /* Allow some small variation per monster */
2161 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
2162 if (i) mspeed += rand_spread(0, i);
2165 if (mspeed > 199) mspeed = 199;
2172 * @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.
2173 * @param player_ptr プレーヤーへの参照ポインタ
2174 * @param who 召喚を行ったモンスターID
2177 * @param r_idx 生成モンスター種族
2178 * @param mode 生成オプション
2181 * To give the player a sporting chance, any monster that appears in
2182 * line-of-sight and is extremely dangerous can be marked as
2183 * "FORCE_SLEEP", which will cause them to be placed with low energy,
2184 * which often (but not always) lets the player move before they do.
2186 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
2188 * Use special "here" and "dead" flags for unique monsters,
2189 * remove old "cur_num" and "max_num" fields.
2191 * Actually, do something similar for artifacts, to simplify
2192 * the "preserve" mode, and to make the "what artifacts" flag more useful.
2194 * This is the only function which may place a monster in the dungeon,
2195 * except for the savefile loading code.
2197 static bool place_monster_one(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2199 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2200 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2201 monster_type *m_ptr;
2202 monster_race *r_ptr = &r_info[r_idx];
2203 concptr name = (r_name + r_ptr->name);
2205 if (player_ptr->wild_mode) return FALSE;
2206 if (!in_bounds(floor_ptr, y, x)) return FALSE;
2207 if (!r_idx) return FALSE;
2208 if (!r_ptr->name) return FALSE;
2210 if (!(mode & PM_IGNORE_TERRAIN))
2212 if (pattern_tile(floor_ptr, y, x)) return FALSE;
2213 if (!monster_can_enter(player_ptr, y, x, r_ptr, 0)) return FALSE;
2216 if (!player_ptr->phase_out)
2218 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
2219 (r_ptr->flags7 & (RF7_NAZGUL))) &&
2220 (r_ptr->cur_num >= r_ptr->max_num))
2225 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
2226 (r_ptr->cur_num >= 1))
2231 if (r_idx == MON_BANORLUPART)
2233 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
2234 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
2237 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (floor_ptr->dun_level < r_ptr->level) &&
2238 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
2244 if (quest_number(player_ptr, floor_ptr->dun_level))
2246 int hoge = quest_number(player_ptr, floor_ptr->dun_level);
2247 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
2249 if (r_idx == quest[hoge].r_idx)
2251 int number_mon, i2, j2;
2254 for (i2 = 0; i2 < floor_ptr->width; ++i2)
2255 for (j2 = 0; j2 < floor_ptr->height; j2++)
2256 if (floor_ptr->grid_array[j2][i2].m_idx > 0)
2257 if (floor_ptr->m_list[floor_ptr->grid_array[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
2259 if (number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
2265 if (is_glyph_grid(g_ptr))
2267 if (randint1(BREAK_GLYPH) < (r_ptr->level + 20))
2269 if (g_ptr->info & CAVE_MARK)
2271 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2274 g_ptr->info &= ~(CAVE_MARK);
2275 g_ptr->info &= ~(CAVE_OBJECT);
2278 note_spot(player_ptr, y, x);
2283 msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
2284 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
2286 g_ptr->m_idx = m_pop(player_ptr);
2287 hack_m_idx_ii = g_ptr->m_idx;
2288 if (!g_ptr->m_idx) return FALSE;
2290 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
2291 m_ptr->r_idx = r_idx;
2292 m_ptr->ap_r_idx = initial_r_appearance(player_ptr, r_idx, mode);
2296 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&floor_ptr->m_list[who]))
2298 m_ptr->ap_r_idx = floor_ptr->m_list[who].ap_r_idx;
2299 if (floor_ptr->m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
2302 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
2303 m_ptr->sub_align = floor_ptr->m_list[who].sub_align;
2306 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2307 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2308 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2313 m_ptr->current_floor_ptr = floor_ptr;
2315 for (int cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
2318 reset_target(m_ptr);
2319 m_ptr->nickname = 0;
2322 if (who > 0 && is_pet(&floor_ptr->m_list[who]))
2324 mode |= PM_FORCE_PET;
2325 m_ptr->parent_m_idx = who;
2329 m_ptr->parent_m_idx = 0;
2332 if (r_ptr->flags7 & RF7_CHAMELEON)
2334 choose_new_monster(player_ptr, g_ptr->m_idx, TRUE, 0);
2335 r_ptr = &r_info[m_ptr->r_idx];
2336 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
2337 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
2338 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2340 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
2342 m_ptr->ap_r_idx = MON_KAGE;
2343 m_ptr->mflag2 |= MFLAG2_KAGE;
2346 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
2349 if (mode & PM_FORCE_PET)
2351 set_pet(player_ptr, m_ptr);
2353 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
2354 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(player_ptr, who))
2356 if (!monster_has_hostile_align(player_ptr, NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
2359 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
2360 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
2362 int val = r_ptr->sleep;
2363 (void)set_monster_csleep(player_ptr, g_ptr->m_idx, (val * 2) + randint1(val * 10));
2366 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2368 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2372 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2375 if (ironman_nightmare)
2377 u32b hp = m_ptr->max_maxhp * 2L;
2379 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2382 m_ptr->maxhp = m_ptr->max_maxhp;
2383 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
2384 m_ptr->hp = m_ptr->maxhp / 2;
2385 else m_ptr->hp = m_ptr->maxhp;
2387 m_ptr->dealt_damage = 0;
2389 m_ptr->mspeed = get_mspeed(player_ptr, r_ptr);
2391 if (mode & PM_HASTE) (void)set_monster_fast(player_ptr, g_ptr->m_idx, 100);
2393 if (!ironman_nightmare)
2395 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
2399 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
2402 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
2404 m_ptr->mflag |= (MFLAG_NICE);
2405 repair_monsters = TRUE;
2408 if (g_ptr->m_idx < hack_m_idx)
2410 m_ptr->mflag |= (MFLAG_BORN);
2413 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
2414 player_ptr->update |= (PU_MON_LITE);
2415 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
2416 player_ptr->update |= (PU_MON_LITE);
2417 update_monster(player_ptr, g_ptr->m_idx, TRUE);
2419 real_r_ptr(m_ptr)->cur_num++;
2422 * Memorize location of the unique monster in saved floors.
2423 * A unique monster move from old saved floor.
2425 if (current_world_ptr->character_dungeon &&
2426 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
2427 real_r_ptr(m_ptr)->floor_id = player_ptr->floor_id;
2429 if (r_ptr->flags2 & RF2_MULTIPLY) floor_ptr->num_repro++;
2431 if (player_ptr->warning && current_world_ptr->character_dungeon)
2433 if (r_ptr->flags1 & RF1_UNIQUE)
2437 GAME_TEXT o_name[MAX_NLEN];
2439 if (r_ptr->level > player_ptr->lev + 30)
2440 color = _("黒く", "black");
2441 else if (r_ptr->level > player_ptr->lev + 15)
2442 color = _("紫色に", "purple");
2443 else if (r_ptr->level > player_ptr->lev + 5)
2444 color = _("ルビー色に", "deep red");
2445 else if (r_ptr->level > player_ptr->lev - 5)
2446 color = _("赤く", "red");
2447 else if (r_ptr->level > player_ptr->lev - 15)
2448 color = _("ピンク色に", "pink");
2450 color = _("白く", "white");
2452 o_ptr = choose_warning_item(player_ptr);
2455 object_desc(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2456 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
2460 msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
2465 if (!is_explosive_rune_grid(g_ptr)) return TRUE;
2467 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2469 if (g_ptr->info & CAVE_MARK)
2471 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2472 project(player_ptr, 0, 2, y, x, 2 * (player_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
2477 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2480 g_ptr->info &= ~(CAVE_MARK);
2481 g_ptr->info &= ~(CAVE_OBJECT);
2484 note_spot(player_ptr, y, x);
2485 lite_spot(player_ptr, y, x);
2492 * @brief モンスター1体を目標地点に可能な限り近い位置に生成する / improved version of scatter() for place monster
2493 * @param player_ptr プレーヤーへの参照ポインタ
2494 * @param r_idx 生成モンスター種族
2495 * @param yp 結果生成位置y座標
2496 * @param xp 結果生成位置x座標
2497 * @param y 中心生成位置y座標
2498 * @param x 中心生成位置x座標
2499 * @param max_dist 生成位置の最大半径
2503 static bool mon_scatter(player_type *player_ptr, MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
2505 POSITION place_x[MON_SCAT_MAXD];
2506 POSITION place_y[MON_SCAT_MAXD];
2507 int num[MON_SCAT_MAXD];
2509 if (max_dist >= MON_SCAT_MAXD)
2513 for (i = 0; i < MON_SCAT_MAXD; i++)
2516 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2517 for (POSITION nx = x - max_dist; nx <= x + max_dist; nx++)
2519 for (POSITION ny = y - max_dist; ny <= y + max_dist; ny++)
2521 if (!in_bounds(floor_ptr, ny, nx)) continue;
2522 if (!projectable(player_ptr, y, x, ny, nx)) continue;
2525 monster_race *r_ptr = &r_info[r_idx];
2526 if (!monster_can_enter(player_ptr, ny, nx, r_ptr, 0))
2531 if (!is_cave_empty_bold2(player_ptr, ny, nx)) continue;
2532 if (pattern_tile(floor_ptr, ny, nx)) continue;
2535 i = distance(y, x, ny, nx);
2540 if (one_in_(num[i]))
2549 while (i < MON_SCAT_MAXD && 0 == num[i])
2551 if (i >= MON_SCAT_MAXD)
2562 * @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
2563 * @param who 召喚主のモンスター情報ID
2564 * @param y 中心生成位置y座標
2565 * @param x 中心生成位置x座標
2566 * @param r_idx 生成モンスター種族
2567 * @param mode 生成オプション
2570 static bool place_monster_group(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2572 monster_race *r_ptr = &r_info[r_idx];
2573 int total = randint1(10);
2575 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2577 if (r_ptr->level > floor_ptr->dun_level)
2579 extra = r_ptr->level - floor_ptr->dun_level;
2580 extra = 0 - randint1(extra);
2582 else if (r_ptr->level < floor_ptr->dun_level)
2584 extra = floor_ptr->dun_level - r_ptr->level;
2585 extra = randint1(extra);
2588 if (extra > 9) extra = 9;
2592 if (total < 1) total = 1;
2593 if (total > GROUP_MAX) total = GROUP_MAX;
2596 POSITION hack_x[GROUP_MAX];
2598 POSITION hack_y[GROUP_MAX];
2601 for (int n = 0; (n < hack_n) && (hack_n < total); n++)
2603 POSITION hx = hack_x[n];
2604 POSITION hy = hack_y[n];
2605 for (int i = 0; (i < 8) && (hack_n < total); i++)
2608 scatter(player_ptr, &my, &mx, hy, hx, 4, 0);
2609 if (!is_cave_empty_bold2(player_ptr, my, mx)) continue;
2611 if (place_monster_one(player_ptr, who, my, mx, r_idx, mode))
2613 hack_y[hack_n] = my;
2614 hack_x[hack_n] = mx;
2625 * @var place_monster_idx
2626 * @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
2627 * @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
2629 static MONSTER_IDX place_monster_idx = 0;
2632 * @var place_monster_m_idx
2633 * @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
2634 * @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
2636 static MONSTER_IDX place_monster_m_idx = 0;
2639 * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
2640 * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
2641 * @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
2642 * @param r_idx チェックするモンスター種族のID
2643 * @return 護衛にできるならばtrue
2645 static bool place_monster_can_escort(MONRACE_IDX r_idx)
2647 monster_race *r_ptr = &r_info[place_monster_idx];
2648 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[place_monster_m_idx];
2649 monster_race *z_ptr = &r_info[r_idx];
2651 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return FALSE;
2652 if (z_ptr->d_char != r_ptr->d_char) return FALSE;
2653 if (z_ptr->level > r_ptr->level) return FALSE;
2654 if (z_ptr->flags1 & RF1_UNIQUE) return FALSE;
2655 if (place_monster_idx == r_idx) return FALSE;
2656 if (monster_has_hostile_align(p_ptr, m_ptr, 0, 0, z_ptr)) return FALSE;
2658 if (r_ptr->flags7 & RF7_FRIENDLY)
2660 if (monster_has_hostile_align(p_ptr, NULL, 1, -1, z_ptr)) return FALSE;
2663 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
2671 * @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
2672 * @param player_ptr プレーヤーへの参照ポインタ
2673 * @param who 召喚主のモンスター情報ID
2676 * @param r_idx 生成するモンスターの種族ID
2677 * @param mode 生成オプション
2678 * @return 生成に成功したらtrue
2680 * Note that certain monsters are now marked as requiring "friends".
2681 * These monsters, if successfully placed, and if the "grp" parameter
2682 * is TRUE, will be surrounded by a "group" of identical monsters.
2684 * Note that certain monsters are now marked as requiring an "escort",
2685 * which is a collection of monsters with similar "race" but lower level.
2687 * Some monsters induce a fake "group" flag on their escorts.
2689 * Note the "bizarre" use of non-recursion to prevent annoying output
2690 * when running a code profiler.
2692 * Note the use of the new "monster allocation table" code to restrict
2693 * the "get_mon_num()" function to "legal" escort types.
2695 bool place_monster_aux(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2697 monster_race *r_ptr = &r_info[r_idx];
2699 if (!(mode & PM_NO_KAGE) && one_in_(333))
2702 if (!place_monster_one(player_ptr, who, y, x, r_idx, mode)) return FALSE;
2703 if (!(mode & PM_ALLOW_GROUP)) return TRUE;
2705 place_monster_m_idx = hack_m_idx_ii;
2708 for (int i = 0; i < 6; i++)
2710 if (!r_ptr->reinforce_id[i]) break;
2711 int n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
2712 for (int j = 0; j < n; j++)
2714 POSITION nx, ny, d = 7;
2715 scatter(player_ptr, &ny, &nx, y, x, d, 0);
2716 (void)place_monster_one(player_ptr, place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
2720 if (r_ptr->flags1 & (RF1_FRIENDS))
2722 (void)place_monster_group(player_ptr, who, y, x, r_idx, mode);
2725 if (!(r_ptr->flags1 & (RF1_ESCORT))) return TRUE;
2727 place_monster_idx = r_idx;
2728 for (int i = 0; i < 32; i++)
2730 POSITION nx, ny, d = 3;
2732 scatter(player_ptr, &ny, &nx, y, x, d, 0);
2733 if (!is_cave_empty_bold2(player_ptr, ny, nx)) continue;
2735 get_mon_num_prep(player_ptr, place_monster_can_escort, get_monster_hook2(player_ptr, ny, nx));
2736 z = get_mon_num(player_ptr, r_ptr->level, 0);
2739 (void)place_monster_one(player_ptr, place_monster_m_idx, ny, nx, z, mode);
2740 if ((r_info[z].flags1 & RF1_FRIENDS) ||
2741 (r_ptr->flags1 & RF1_ESCORTS))
2743 (void)place_monster_group(player_ptr, place_monster_m_idx, ny, nx, z, mode);
2752 * @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
2753 * @param player_ptr プレーヤーへの参照ポインタ
2756 * @param mode 生成オプション
2757 * @return 生成に成功したらtrue
2759 bool place_monster(player_type *player_ptr, POSITION y, POSITION x, BIT_FLAGS mode)
2762 get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), get_monster_hook2(player_ptr, y, x));
2763 r_idx = get_mon_num(player_ptr, player_ptr->current_floor_ptr->monster_level, 0);
2764 if (!r_idx) return FALSE;
2766 if ((one_in_(5) || (player_ptr->current_floor_ptr->base_level == 0)) &&
2767 !(r_info[r_idx].flags1 & RF1_UNIQUE) && my_strchr("hkoptuyAHLOPTUVY", r_info[r_idx].d_char))
2772 if (place_monster_aux(player_ptr, 0, y, x, r_idx, mode)) return TRUE;
2779 * @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
2780 * @param player_ptr プレーヤーへの参照ポインタ
2783 * @return 生成に成功したらtrue
2785 bool alloc_horde(player_type *player_ptr, POSITION y, POSITION x)
2787 get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), get_monster_hook2(player_ptr, y, x));
2789 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2790 MONRACE_IDX r_idx = 0;
2791 int attempts = 1000;
2792 monster_race *r_ptr = NULL;
2795 r_idx = get_mon_num(player_ptr, floor_ptr->monster_level, 0);
2796 if (!r_idx) return FALSE;
2798 r_ptr = &r_info[r_idx];
2799 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2801 if (r_idx == MON_HAGURE) continue;
2805 if (attempts < 1) return FALSE;
2811 if (place_monster_aux(player_ptr, 0, y, x, r_idx, 0L)) break;
2814 if (attempts < 1) return FALSE;
2816 MONSTER_IDX m_idx = floor_ptr->grid_array[y][x].m_idx;
2817 if (floor_ptr->m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[floor_ptr->m_list[m_idx].r_idx];
2821 for (attempts = randint1(10) + 5; attempts; attempts--)
2823 scatter(player_ptr, &cy, &cx, y, x, 5, 0);
2824 (void)summon_specific(player_ptr, m_idx, cy, cx, floor_ptr->dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
2829 if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), r_ptr->d_char);
2835 * @brief ダンジョンの主生成を試みる / Put the Guardian
2836 * @param player_ptr プレーヤーへの参照ポインタ
2837 * @param def_val 現在の主の生成状態
2838 * @return 生成に成功したらtrue
2840 bool alloc_guardian(player_type *player_ptr, bool def_val)
2842 MONRACE_IDX guardian = d_info[player_ptr->dungeon_idx].final_guardian;
2843 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2844 bool is_guardian_applicable = guardian > 0;
2845 is_guardian_applicable &= d_info[player_ptr->dungeon_idx].maxdepth == floor_ptr->dun_level;
2846 is_guardian_applicable &= r_info[guardian].cur_num < r_info[guardian].max_num;
2847 if (!is_guardian_applicable) return def_val;
2849 int try_count = 4000;
2852 POSITION oy = randint1(floor_ptr->height - 4) + 2;
2853 POSITION ox = randint1(floor_ptr->width - 4) + 2;
2854 if (!is_cave_empty_bold2(player_ptr, oy, ox))
2860 if (!monster_can_cross_terrain(player_ptr, floor_ptr->grid_array[oy][ox].feat, &r_info[guardian], 0))
2866 if (place_monster_aux(player_ptr, 0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET)))
2877 * @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.
2878 * @param dis プレイヤーから離れるべき最低距離
2879 * @param mode 生成オプション
2880 * @return 生成に成功したらtrue
2882 * Place the monster at least "dis" distance from the player.
2883 * Use "slp" to choose the initial "sleep" status
2884 * Use "floor_ptr->monster_level" for the monster level
2886 bool alloc_monster(player_type *player_ptr, POSITION dis, BIT_FLAGS mode)
2888 if (alloc_guardian(player_ptr, FALSE)) return TRUE;
2890 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2891 POSITION y = 0, x = 0;
2892 int attempts_left = 10000;
2893 while (attempts_left--)
2895 y = randint0(floor_ptr->height);
2896 x = randint0(floor_ptr->width);
2898 if (floor_ptr->dun_level)
2900 if (!is_cave_empty_bold2(player_ptr, y, x)) continue;
2904 if (!is_cave_empty_bold(player_ptr, y, x)) continue;
2907 if (distance(y, x, player_ptr->y, player_ptr->x) > dis) break;
2912 if (cheat_xtra || cheat_hear)
2914 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?"));
2921 if (randint1(5000) <= floor_ptr->dun_level)
2923 if (alloc_horde(player_ptr, y, x))
2930 if (place_monster(player_ptr, y, x, (mode | PM_ALLOW_GROUP))) return TRUE;
2938 * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
2939 * @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
2940 * @param r_idx チェックするモンスター種族ID
2941 * @return 召喚対象にできるならばTRUE
2943 static bool summon_specific_okay(MONRACE_IDX r_idx)
2945 monster_race *r_ptr = &r_info[r_idx];
2946 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[summon_specific_who];
2947 if (!mon_hook_dungeon(r_idx)) return FALSE;
2949 if (summon_specific_who > 0)
2951 if (monster_has_hostile_align(p_ptr, m_ptr, 0, 0, r_ptr)) return FALSE;
2953 else if (summon_specific_who < 0)
2955 if (monster_has_hostile_align(p_ptr, NULL, 10, -10, r_ptr))
2957 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
2961 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
2963 if (!summon_specific_type) return TRUE;
2965 if ((summon_specific_who < 0) &&
2966 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2967 monster_has_hostile_align(p_ptr, NULL, 10, -10, r_ptr))
2970 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON)) return TRUE;
2972 return (summon_specific_aux(p_ptr, m_ptr->r_idx, r_idx));
2977 * @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.
2978 * @param player_ptr プレーヤーへの参照ポインタ
2979 * @param who 召喚主のモンスター情報ID
2984 * @param mode 生成オプション
2985 * @return 召喚できたらtrueを返す
2988 * We will attempt to place the monster up to 10 times before giving up.
2990 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
2991 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
2992 * Note: None of the other summon codes will ever summon Unique's.
2994 * This function has been changed. We now take the "monster level"
2995 * of the summoning monster as a parameter, and use that, along with
2996 * the current dungeon level, to help determine the level of the
2997 * desired monster. Note that this is an upper bound, and also
2998 * tends to "prefer" monsters of that level. Currently, we use
2999 * the average of the dungeon and monster levels, and then add
3000 * five to allow slight increases in monster power.
3002 * Note that we use the new "monster allocation table" creation code
3003 * to restrict the "get_mon_num()" function to the set of "legal"
3004 * monsters, making this function much faster and more reliable.
3006 * Note that this function may not succeed, though this is very rare.
3008 bool summon_specific(player_type *player_ptr, MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
3010 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3011 if (floor_ptr->inside_arena) return FALSE;
3014 if (!mon_scatter(player_ptr, 0, &y, &x, y1, x1, 2)) return FALSE;
3016 summon_specific_who = who;
3017 summon_specific_type = type;
3018 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
3019 get_mon_num_prep(player_ptr, summon_specific_okay, get_monster_hook2(player_ptr, y, x));
3021 MONRACE_IDX r_idx = get_mon_num(player_ptr, (floor_ptr->dun_level + lev) / 2 + 5, 0);
3024 summon_specific_type = 0;
3028 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
3030 if (!place_monster_aux(player_ptr, who, y, x, r_idx, mode))
3032 summon_specific_type = 0;
3036 summon_specific_type = 0;
3037 sound(SOUND_SUMMON);
3043 * @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
3044 * @param player_ptr プレーヤーへの参照ポインタ
3045 * @param who 召喚主のモンスター情報ID
3048 * @param r_idx 生成するモンスター種族ID
3049 * @param mode 生成オプション
3050 * @return 召喚できたらtrueを返す
3052 bool summon_named_creature(player_type *player_ptr, MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
3054 if (r_idx >= max_r_idx) return FALSE;
3057 if (player_ptr->current_floor_ptr->inside_arena) return FALSE;
3059 if (!mon_scatter(player_ptr, r_idx, &y, &x, oy, ox, 2)) return FALSE;
3061 return place_monster_aux(player_ptr, who, y, x, r_idx, (mode | PM_NO_KAGE));
3066 * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
3067 * @param player_ptr プレーヤーへの参照ポインタ
3068 * @param m_idx 増殖するモンスター情報ID
3069 * @param clone クローン・モンスター処理ならばtrue
3070 * @param mode 生成オプション
3071 * @return 生成できたらtrueを返す
3073 * Note that "reproduction" REQUIRES empty space.
3075 bool multiply_monster(player_type *player_ptr, MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
3077 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3078 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
3080 if (!mon_scatter(player_ptr, m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
3083 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
3085 if (!place_monster_aux(player_ptr, m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
3088 if (clone || (m_ptr->smart & SM_CLONED))
3090 floor_ptr->m_list[hack_m_idx_ii].smart |= SM_CLONED;
3091 floor_ptr->m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
3099 * @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
3100 * @param player_ptr プレーヤーへの参照ポインタ
3101 * @param m_idx モンスター情報ID
3102 * @param dam 与えたダメージ
3105 * Technically should attempt to treat "Beholder"'s as jelly's
3107 void message_pain(player_type *player_ptr, MONSTER_IDX m_idx, HIT_POINT dam)
3109 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
3110 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3112 GAME_TEXT m_name[MAX_NLEN];
3114 monster_desc(player_ptr, m_name, m_ptr, 0);
3118 msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
3122 HIT_POINT newhp = m_ptr->hp;
3123 HIT_POINT oldhp = newhp + dam;
3124 HIT_POINT tmp = (newhp * 100L) / oldhp;
3125 PERCENTAGE percentage = tmp;
3127 if (my_strchr(",ejmvwQ", r_ptr->d_char))
3130 if (percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3131 else if (percentage > 75) msg_format("%^sはしり込みした。", m_name);
3132 else if (percentage > 50) msg_format("%^sは縮こまった。", m_name);
3133 else if (percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
3134 else if (percentage > 20) msg_format("%^sは身もだえした。", m_name);
3135 else if (percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3136 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3139 if (percentage > 95) msg_format("%^s barely notices.", m_name);
3140 else if (percentage > 75) msg_format("%^s flinches.", m_name);
3141 else if (percentage > 50) msg_format("%^s squelches.", m_name);
3142 else if (percentage > 35) msg_format("%^s quivers in pain.", m_name);
3143 else if (percentage > 20) msg_format("%^s writhes about.", m_name);
3144 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3145 else msg_format("%^s jerks limply.", m_name);
3150 if (my_strchr("l", r_ptr->d_char))
3153 if (percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3154 else if (percentage > 75) msg_format("%^sはしり込みした。", m_name);
3155 else if (percentage > 50) msg_format("%^sは躊躇した。", m_name);
3156 else if (percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
3157 else if (percentage > 20) msg_format("%^sは身もだえした。", m_name);
3158 else if (percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3159 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3162 if (percentage > 95) msg_format("%^s barely notices.", m_name);
3163 else if (percentage > 75) msg_format("%^s flinches.", m_name);
3164 else if (percentage > 50) msg_format("%^s hesitates.", m_name);
3165 else if (percentage > 35) msg_format("%^s quivers in pain.", m_name);
3166 else if (percentage > 20) msg_format("%^s writhes about.", m_name);
3167 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3168 else msg_format("%^s jerks limply.", m_name);
3173 if (my_strchr("g#+<>", r_ptr->d_char))
3176 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3177 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3178 else if (percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
3179 else if (percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
3180 else if (percentage > 20) msg_format("%^sはうめいた。", m_name);
3181 else if (percentage > 10) msg_format("%^sは躊躇した。", m_name);
3182 else msg_format("%^sはくしゃくしゃになった。", m_name);
3185 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3186 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3187 else if (percentage > 50) msg_format("%^s roars thunderously.", m_name);
3188 else if (percentage > 35) msg_format("%^s rumbles.", m_name);
3189 else if (percentage > 20) msg_format("%^s grunts.", m_name);
3190 else if (percentage > 10) msg_format("%^s hesitates.", m_name);
3191 else msg_format("%^s crumples.", m_name);
3196 if (my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char))
3199 if (percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3200 else if (percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
3201 else if (percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
3202 else if (percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
3203 else if (percentage > 20) msg_format("%^sは身もだえした。", m_name);
3204 else if (percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3205 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3208 if (percentage > 95) msg_format("%^s barely notices.", m_name);
3209 else if (percentage > 75) msg_format("%^s hisses.", m_name);
3210 else if (percentage > 50) msg_format("%^s rears up in anger.", m_name);
3211 else if (percentage > 35) msg_format("%^s hisses furiously.", m_name);
3212 else if (percentage > 20) msg_format("%^s writhes about.", m_name);
3213 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3214 else msg_format("%^s jerks limply.", m_name);
3219 if (my_strchr("f", r_ptr->d_char))
3222 if (percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
3223 else if (percentage > 75) msg_format("%^sは吠えた。", m_name);
3224 else if (percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
3225 else if (percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
3226 else if (percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
3227 else if (percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
3228 else msg_format("%sは哀れな鳴き声を出した。", m_name);
3231 if (percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3232 else if (percentage > 75) msg_format("%^s roars.", m_name);
3233 else if (percentage > 50) msg_format("%^s growls angrily.", m_name);
3234 else if (percentage > 35) msg_format("%^s hisses with pain.", m_name);
3235 else if (percentage > 20) msg_format("%^s mewls in pain.", m_name);
3236 else if (percentage > 10) msg_format("%^s hisses in agony.", m_name);
3237 else msg_format("%^s mewls pitifully.", m_name);
3242 if (my_strchr("acFIKS", r_ptr->d_char))
3245 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3246 else if (percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
3247 else if (percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
3248 else if (percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
3249 else if (percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
3250 else if (percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
3251 else msg_format("%^sはピクピクひきつった。", m_name);
3254 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3255 else if (percentage > 75) msg_format("%^s chitters.", m_name);
3256 else if (percentage > 50) msg_format("%^s scuttles about.", m_name);
3257 else if (percentage > 35) msg_format("%^s twitters.", m_name);
3258 else if (percentage > 20) msg_format("%^s jerks in pain.", m_name);
3259 else if (percentage > 10) msg_format("%^s jerks in agony.", m_name);
3260 else msg_format("%^s twitches.", m_name);
3265 if (my_strchr("B", r_ptr->d_char))
3268 if (percentage > 95) msg_format("%^sはさえずった。", m_name);
3269 else if (percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
3270 else if (percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
3271 else if (percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
3272 else if (percentage > 20) msg_format("%^sは苦しんだ。", m_name);
3273 else if (percentage > 10) msg_format("%^sはのたうち回った。", m_name);
3274 else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
3277 if (percentage > 95) msg_format("%^s chirps.", m_name);
3278 else if (percentage > 75) msg_format("%^s twitters.", m_name);
3279 else if (percentage > 50) msg_format("%^s squawks.", m_name);
3280 else if (percentage > 35) msg_format("%^s chatters.", m_name);
3281 else if (percentage > 20) msg_format("%^s jeers.", m_name);
3282 else if (percentage > 10) msg_format("%^s flutters about.", m_name);
3283 else msg_format("%^s squeaks.", m_name);
3288 if (my_strchr("duDLUW", r_ptr->d_char))
3291 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3292 else if (percentage > 75) msg_format("%^sはしり込みした。", m_name);
3293 else if (percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
3294 else if (percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
3295 else if (percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
3296 else if (percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
3297 else msg_format("%^sは弱々しくうなった。", m_name);
3300 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3301 else if (percentage > 75) msg_format("%^s flinches.", m_name);
3302 else if (percentage > 50) msg_format("%^s hisses in pain.", m_name);
3303 else if (percentage > 35) msg_format("%^s snarls with pain.", m_name);
3304 else if (percentage > 20) msg_format("%^s roars with pain.", m_name);
3305 else if (percentage > 10) msg_format("%^s gasps.", m_name);
3306 else msg_format("%^s snarls feebly.", m_name);
3311 if (my_strchr("s", r_ptr->d_char))
3314 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3315 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3316 else if (percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
3317 else if (percentage > 35) msg_format("%^sはよろめいた。", m_name);
3318 else if (percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
3319 else if (percentage > 10) msg_format("%^sはよろめいた。", m_name);
3320 else msg_format("%^sはガタガタ言った。", m_name);
3323 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3324 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3325 else if (percentage > 50) msg_format("%^s rattles.", m_name);
3326 else if (percentage > 35) msg_format("%^s stumbles.", m_name);
3327 else if (percentage > 20) msg_format("%^s rattles.", m_name);
3328 else if (percentage > 10) msg_format("%^s staggers.", m_name);
3329 else msg_format("%^s clatters.", m_name);
3334 if (my_strchr("z", r_ptr->d_char))
3337 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3338 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3339 else if (percentage > 50) msg_format("%^sはうめいた。", m_name);
3340 else if (percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
3341 else if (percentage > 20) msg_format("%^sは躊躇した。", m_name);
3342 else if (percentage > 10) msg_format("%^sはうなった。", m_name);
3343 else msg_format("%^sはよろめいた。", m_name);
3346 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3347 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3348 else if (percentage > 50) msg_format("%^s groans.", m_name);
3349 else if (percentage > 35) msg_format("%^s moans.", m_name);
3350 else if (percentage > 20) msg_format("%^s hesitates.", m_name);
3351 else if (percentage > 10) msg_format("%^s grunts.", m_name);
3352 else msg_format("%^s staggers.", m_name);
3357 if (my_strchr("G", r_ptr->d_char))
3360 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3361 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3362 else if (percentage > 50) msg_format("%sはうめいた。", m_name);
3363 else if (percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
3364 else if (percentage > 20) msg_format("%^sは吠えた。", m_name);
3365 else if (percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
3366 else msg_format("%^sはかすかにうめいた。", m_name);
3369 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3370 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3371 else if (percentage > 50) msg_format("%^s moans.", m_name);
3372 else if (percentage > 35) msg_format("%^s wails.", m_name);
3373 else if (percentage > 20) msg_format("%^s howls.", m_name);
3374 else if (percentage > 10) msg_format("%^s moans softly.", m_name);
3375 else msg_format("%^s sighs.", m_name);
3380 if (my_strchr("CZ", r_ptr->d_char))
3383 if (percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
3384 else if (percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3385 else if (percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
3386 else if (percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
3387 else if (percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
3388 else if (percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3389 else msg_format("%^sは弱々しく吠えた。", m_name);
3392 if (percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3393 else if (percentage > 75) msg_format("%^s snarls with pain.", m_name);
3394 else if (percentage > 50) msg_format("%^s yelps in pain.", m_name);
3395 else if (percentage > 35) msg_format("%^s howls in pain.", m_name);
3396 else if (percentage > 20) msg_format("%^s howls in agony.", m_name);
3397 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3398 else msg_format("%^s yelps feebly.", m_name);
3403 if (my_strchr("Xbilqrt", r_ptr->d_char))
3406 if (percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
3407 else if (percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3408 else if (percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
3409 else if (percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
3410 else if (percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
3411 else if (percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3412 else msg_format("%^sは弱々しく叫んだ。", m_name);
3415 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3416 else if (percentage > 75) msg_format("%^s grunts with pain.", m_name);
3417 else if (percentage > 50) msg_format("%^s squeals in pain.", m_name);
3418 else if (percentage > 35) msg_format("%^s shrieks in pain.", m_name);
3419 else if (percentage > 20) msg_format("%^s shrieks in agony.", m_name);
3420 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3421 else msg_format("%^s cries out feebly.", m_name);
3427 if (percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
3428 else if (percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3429 else if (percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
3430 else if (percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
3431 else if (percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
3432 else if (percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3433 else msg_format("%^sは弱々しく叫んだ。", m_name);
3435 if (percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3436 else if (percentage > 75) msg_format("%^s grunts with pain.", m_name);
3437 else if (percentage > 50) msg_format("%^s cries out in pain.", m_name);
3438 else if (percentage > 35) msg_format("%^s screams in pain.", m_name);
3439 else if (percentage > 20) msg_format("%^s screams in agony.", m_name);
3440 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3441 else msg_format("%^s cries out feebly.", m_name);
3447 * @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.
3448 * @param m_idx 更新を行う「モンスター情報ID
3449 * @param what 学習対象ID
3452 void update_smart_learn(player_type *player_ptr, MONSTER_IDX m_idx, int what)
3454 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
3455 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3457 if (!smart_learn) return;
3458 if (r_ptr->flags2 & (RF2_STUPID)) return;
3459 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
3464 if (player_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
3465 if (is_oppose_acid(player_ptr)) m_ptr->smart |= (SM_OPP_ACID);
3466 if (player_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
3470 if (player_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
3471 if (is_oppose_elec(player_ptr)) m_ptr->smart |= (SM_OPP_ELEC);
3472 if (player_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
3476 if (player_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
3477 if (is_oppose_fire(player_ptr)) m_ptr->smart |= (SM_OPP_FIRE);
3478 if (player_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
3482 if (player_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
3483 if (is_oppose_cold(player_ptr)) m_ptr->smart |= (SM_OPP_COLD);
3484 if (player_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
3488 if (player_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
3489 if (is_oppose_pois(player_ptr)) m_ptr->smart |= (SM_OPP_POIS);
3494 if (player_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
3498 if (player_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
3502 if (player_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
3506 if (player_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
3510 if (player_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
3514 if (player_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
3518 if (player_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
3522 if (player_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
3526 if (player_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
3530 if (player_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
3534 if (player_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
3538 if (player_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
3542 if (!player_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
3546 if (player_ptr->reflect) m_ptr->smart |= (SM_IMM_REFLECT);
3553 * @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
3554 * @param player_ptr プレーヤーへの参照ポインタ
3555 * @param m_ptr モンスター参照ポインタ
3558 void monster_drop_carried_objects(player_type *player_ptr, monster_type *m_ptr)
3560 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3561 OBJECT_IDX next_o_idx = 0;
3562 for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3567 o_ptr = &floor_ptr->o_list[this_o_idx];
3568 next_o_idx = o_ptr->next_o_idx;
3571 object_copy(q_ptr, o_ptr);
3572 q_ptr->held_m_idx = 0;
3573 delete_object_idx(player_ptr, this_o_idx);
3574 (void)drop_near(player_ptr, q_ptr, -1, m_ptr->fy, m_ptr->fx);
3577 m_ptr->hold_o_idx = 0;
3582 * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
3583 * @brief 指定したモンスターに隣接しているモンスターの数を返す。
3584 * / Count number of adjacent monsters
3585 * @param player_ptr プレーヤーへの参照ポインタ
3586 * @param m_idx 隣接数を調べたいモンスターのID
3587 * @return 隣接しているモンスターの数
3589 int get_monster_crowd_number(player_type *player_ptr, MONSTER_IDX m_idx)
3591 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3592 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
3593 POSITION my = m_ptr->fy;
3594 POSITION mx = m_ptr->fx;
3596 for (int i = 0; i < 7; i++)
3598 int ay = my + ddy_ddd[i];
3599 int ax = mx + ddx_ddd[i];
3601 if (!in_bounds(floor_ptr, ay, ax)) continue;
3602 if (floor_ptr->grid_array[ay][ax].m_idx > 0) count++;
3609 bool is_friendly_idx(player_type *player_ptr, MONSTER_IDX m_idx)
3611 return m_idx > 0 && is_friendly(&player_ptr->current_floor_ptr->m_list[(m_idx)]);