3 * @brief モンスター処理 / misc code for monsters
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
10 * 2014 Deskull rearranged comment for Doxygen.
15 #define HORDE_NOGOOD 0x01 /*!< (未実装フラグ)HORDE生成でGOODなモンスターの生成を禁止する? */
16 #define HORDE_NOEVIL 0x02 /*!< (未実装フラグ)HORDE生成でEVILなモンスターの生成を禁止する? */
21 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
23 cptr horror_desc[MAX_SAN_HORROR] =
79 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(幻覚状態時)
81 cptr funny_desc[MAX_SAN_FUNNY] =
142 * @var funny_comments
143 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
145 cptr funny_comments[MAX_SAN_COMMENT] =
166 * @brief モンスターの目標地点をセットする / Set the target of counter attack
167 * @param m_ptr モンスターの参照ポインタ
172 void set_target(monster_type *m_ptr, int y, int x)
180 * @brief モンスターの目標地点をリセットする / Reset the target of counter attack
181 * @param m_ptr モンスターの参照ポインタ
184 void reset_target(monster_type *m_ptr)
186 set_target(m_ptr, 0, 0);
191 * @brief モンスターの真の種族を返す / Extract monster race pointer of a monster's true form
192 * @param m_ptr モンスターの参照ポインタ
193 * @return 本当のモンスター種族参照ポインタ
195 monster_race *real_r_ptr(monster_type *m_ptr)
197 monster_race *r_ptr = &r_info[m_ptr->r_idx];
199 /* Extract real race */
200 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
202 if (r_ptr->flags1 & RF1_UNIQUE)
203 return &r_info[MON_CHAMELEON_K];
205 return &r_info[MON_CHAMELEON];
215 * @brief モンスター配列からモンスターを消去する / Delete a monster by index.
216 * @param i 消去するモンスターのID
219 * モンスターを削除するとそのモンスターが拾っていたアイテムも同時に削除される。 /
220 * When a monster is deleted, all of its objects are deleted.
222 void delete_monster_idx(int i)
226 monster_type *m_ptr = &m_list[i];
228 monster_race *r_ptr = &r_info[m_ptr->r_idx];
230 s16b this_o_idx, next_o_idx = 0;
238 /* Hack -- Reduce the racial counter */
239 real_r_ptr(m_ptr)->cur_num--;
241 /* Hack -- count the number of "reproducers" */
242 if (r_ptr->flags2 & (RF2_MULTIPLY)) num_repro--;
244 if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(i, 0);
245 if (MON_FAST(m_ptr)) (void)set_monster_fast(i, 0);
246 if (MON_SLOW(m_ptr)) (void)set_monster_slow(i, 0);
247 if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(i, 0);
248 if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(i, 0);
249 if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(i, 0);
250 if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(i, 0, FALSE);
253 /* Hack -- remove target monster */
254 if (i == target_who) target_who = 0;
256 /* Hack -- remove tracked monster */
257 if (i == p_ptr->health_who) health_track(0);
259 if (pet_t_m_idx == i ) pet_t_m_idx = 0;
260 if (riding_t_m_idx == i) riding_t_m_idx = 0;
261 if (p_ptr->riding == i) p_ptr->riding = 0;
263 /* Monster is gone */
264 cave[y][x].m_idx = 0;
268 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
273 o_ptr = &o_list[this_o_idx];
275 /* Acquire next object */
276 next_o_idx = o_ptr->next_o_idx;
279 * o_ptr->held_m_idx is needed in delete_object_idx()
280 * to prevent calling lite_spot()
283 /* Delete the object */
284 delete_object_idx(this_o_idx);
288 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
291 /* Wipe the Monster */
292 (void)WIPE(m_ptr, monster_type);
300 /* Update some things */
301 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
302 p_ptr->update |= (PU_MON_LITE);
307 * @brief 指定位置に存在するモンスターを削除する / Delete the monster, if any, at a given location
312 void delete_monster(int y, int x)
317 if (!in_bounds(y, x)) return;
322 /* Delete the monster (if any) */
323 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
328 * @brief モンスター情報を配列内移動する / Move an object from index i1 to index i2 in the object list
333 static void compact_monsters_aux(int i1, int i2)
341 s16b this_o_idx, next_o_idx = 0;
345 if (i1 == i2) return;
358 /* Update the cave */
361 /* Repair objects being carried by monster */
362 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
367 o_ptr = &o_list[this_o_idx];
369 /* Acquire next object */
370 next_o_idx = o_ptr->next_o_idx;
372 /* Reset monster pointer */
373 o_ptr->held_m_idx = i2;
376 /* Hack -- Update the target */
377 if (target_who == i1) target_who = i2;
379 /* Hack -- Update the target */
380 if (pet_t_m_idx == i1) pet_t_m_idx = i2;
381 if (riding_t_m_idx == i1) riding_t_m_idx = i2;
383 /* Hack -- Update the riding */
384 if (p_ptr->riding == i1) p_ptr->riding = i2;
386 /* Hack -- Update the health bar */
387 if (p_ptr->health_who == i1) health_track(i2);
389 /* Hack -- Update parent index */
392 for (i = 1; i < m_max; i++)
394 monster_type *m2_ptr = &m_list[i];
396 if (m2_ptr->parent_m_idx == i1)
397 m2_ptr->parent_m_idx = i2;
402 (void)COPY(&m_list[i2], &m_list[i1], monster_type);
405 (void)WIPE(&m_list[i1], monster_type);
407 for (i = 0; i < MAX_MTIMED; i++)
409 int mproc_idx = get_mproc_idx(i1, i);
410 if (mproc_idx >= 0) mproc_list[i][mproc_idx] = i2;
416 * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
417 * @param size 圧縮後のモンスター件数目標
420 * This function can be very dangerous, use with caution!
422 * When actually "compacting" monsters, we base the saving throw
423 * on a combination of monster level, distance from player, and
424 * current "desperation".
426 * After "compacting" (if needed), we "reorder" the monsters into a more
427 * compact order, and we reset the allocation info, and the "live" array.
429 void compact_monsters(int size)
432 int cur_lev, cur_dis, chance;
434 /* Message (only if compacting) */
435 if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
438 /* Compact at least 'size' objects */
439 for (num = 0, cnt = 1; num < size; cnt++)
441 /* Get more vicious each iteration */
444 /* Get closer each iteration */
445 cur_dis = 5 * (20 - cnt);
447 /* Check all the monsters */
448 for (i = 1; i < m_max; i++)
450 monster_type *m_ptr = &m_list[i];
452 monster_race *r_ptr = &r_info[m_ptr->r_idx];
454 /* Paranoia -- skip "dead" monsters */
455 if (!m_ptr->r_idx) continue;
457 /* Hack -- High level monsters start out "immune" */
458 if (r_ptr->level > cur_lev) continue;
460 if (i == p_ptr->riding) continue;
462 /* Ignore nearby monsters */
463 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
465 /* Saving throw chance */
468 /* Only compact "Quest" Monsters in emergencies */
469 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
471 /* Try not to compact Unique Monsters */
472 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
474 /* All monsters get a saving throw */
475 if (randint0(100) < chance) continue;
477 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
481 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
482 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
485 /* Delete the monster */
486 delete_monster_idx(i);
488 /* Count the monster */
494 /* Excise dead monsters (backwards!) */
495 for (i = m_max - 1; i >= 1; i--)
497 /* Get the i'th monster */
498 monster_type *m_ptr = &m_list[i];
500 /* Skip real monsters */
501 if (m_ptr->r_idx) continue;
503 /* Move last monster into open hole */
504 compact_monsters_aux(m_max - 1, i);
506 /* Compress "m_max" */
513 * @brief プレイヤーのフロア離脱に伴う全モンスター配列の消去 / Delete/Remove all the monsters when the player leaves the level
516 * This is an efficient method of simulating multiple calls to the
517 * "delete_monster()" function, with no visual effects.
519 void wipe_m_list(void)
523 /* Hack -- if Banor or Lupart dies, stay another dead */
524 if (!r_info[MON_BANORLUPART].max_num)
526 if (r_info[MON_BANOR].max_num)
528 r_info[MON_BANOR].max_num = 0;
529 r_info[MON_BANOR].r_pkills++;
530 r_info[MON_BANOR].r_akills++;
531 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
533 if (r_info[MON_LUPART].max_num)
535 r_info[MON_LUPART].max_num = 0;
536 r_info[MON_LUPART].r_pkills++;
537 r_info[MON_LUPART].r_akills++;
538 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
542 /* Delete all the monsters */
543 for (i = m_max - 1; i >= 1; i--)
545 monster_type *m_ptr = &m_list[i];
547 /* Skip dead monsters */
548 if (!m_ptr->r_idx) continue;
550 /* Monster is gone */
551 cave[m_ptr->fy][m_ptr->fx].m_idx = 0;
553 /* Wipe the Monster */
554 (void)WIPE(m_ptr, monster_type);
559 * Wiping racial counters of all monsters and incrementing of racial
560 * counters of monsters in party_mon[] are required to prevent multiple
561 * generation of unique monster who is the minion of player.
564 /* Hack -- Wipe the racial counter of all monster races */
565 for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
573 /* Reset "mproc_max[]" */
574 for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0;
576 /* Hack -- reset "reproducer" count */
579 /* Hack -- no more target */
584 /* Hack -- no more tracking */
590 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
591 * @return 利用可能なモンスター配列の添字
593 * This routine should almost never fail, but it *can* happen.
600 /* Normal allocation */
601 if (m_max < max_m_idx)
603 /* Access the next hole */
606 /* Expand the array */
612 /* Return the index */
617 /* Recycle dead monsters */
618 for (i = 1; i < m_max; i++)
622 /* Acquire monster */
625 /* Skip live monsters */
626 if (m_ptr->r_idx) continue;
631 /* Use this monster */
636 /* Warn the player (except during dungeon creation) */
637 if (character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
639 /* Try not to crash */
647 * @var summon_specific_type
648 * @brief 召喚条件を指定するグローバル変数 / Hack -- the "type" of the current "summon specific"
649 * @todo summon_specific_typeグローバル変数の除去と関数引数への代替を行う
651 static int summon_specific_type = 0;
655 * @var summon_specific_who
656 * @brief 召喚を行ったプレイヤーあるいはモンスターのIDを示すグローバル変数 / Hack -- the index of the summoning monster
657 * @todo summon_specific_who グローバル変数の除去と関数引数への代替を行う
659 static int summon_specific_who = -1;
662 * @var summon_unique_okay
663 * @brief 召喚対象にユニークを含めるかを示すグローバル変数 / summoning unique enable
664 * @todo summon_unique_okay グローバル変数の除去と関数引数への代替を行う
666 static bool summon_unique_okay = FALSE;
669 * @brief 指定されたモンスター種族がsummon_specific_typeで指定された召喚条件に合うかどうかを返す
670 * @return 召喚条件が一致するならtrue
673 static bool summon_specific_aux(int r_idx)
675 monster_race *r_ptr = &r_info[r_idx];
678 /* Check our requirements */
679 switch (summon_specific_type)
683 okay = (r_ptr->d_char == 'a');
689 okay = (r_ptr->d_char == 'S');
695 okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
701 okay = (r_ptr->d_char == 'M');
707 okay = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
713 okay = (r_ptr->flags3 & RF3_DEMON);
719 okay = (r_ptr->flags3 & RF3_UNDEAD);
725 okay = (r_ptr->flags3 & RF3_DRAGON);
729 case SUMMON_HI_UNDEAD:
731 okay = ((r_ptr->d_char == 'L') ||
732 (r_ptr->d_char == 'V') ||
733 (r_ptr->d_char == 'W'));
737 case SUMMON_HI_DRAGON:
739 okay = (r_ptr->d_char == 'D');
743 case SUMMON_HI_DEMON:
745 okay = (((r_ptr->d_char == 'U') ||
746 (r_ptr->d_char == 'H') ||
747 (r_ptr->d_char == 'B')) &&
748 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
752 case SUMMON_AMBERITES:
754 okay = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
760 okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
766 okay = (r_ptr->d_char == 'm');
771 okay = (r_ptr->d_char == 'b');
774 case SUMMON_QUYLTHULG:
776 okay = (r_ptr->d_char == 'Q');
780 case SUMMON_COIN_MIMIC:
782 okay = (r_ptr->d_char == '$');
788 okay = ((r_ptr->d_char == '!') ||
789 (r_ptr->d_char == '?') ||
790 (r_ptr->d_char == '=') ||
791 (r_ptr->d_char == '$') ||
792 (r_ptr->d_char == '|'));
798 okay = (r_ptr->d_char == 'g');
804 okay = ((r_ptr->d_char == 'U') &&
805 (r_ptr->flags4 & RF4_ROCKET));
812 okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
818 okay = (r_idx == MON_DAWN);
824 okay = (r_ptr->flags3 & (RF3_ANIMAL));
828 case SUMMON_ANIMAL_RANGER:
830 okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
831 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
832 !(r_ptr->flags3 & (RF3_DRAGON)) &&
833 !(r_ptr->flags3 & (RF3_EVIL)) &&
834 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
835 !(r_ptr->flags3 & (RF3_DEMON)) &&
836 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
837 !(r_ptr->flags4 || r_ptr->flags5 || r_ptr->flags6));
841 case SUMMON_HI_DRAGON_LIVING:
843 okay = ((r_ptr->d_char == 'D') && monster_living(r_ptr));
849 okay = monster_living(r_ptr);
855 okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
859 case SUMMON_BLUE_HORROR:
861 okay = (r_idx == MON_BLUE_HORROR);
865 case SUMMON_ELEMENTAL:
867 okay = (r_ptr->d_char == 'E');
873 okay = (r_ptr->d_char == 'v');
879 okay = (r_ptr->d_char == 'H');
885 okay = (r_ptr->d_char == 'B');
889 case SUMMON_KAMIKAZE:
892 for (i = 0; i < 4; i++)
893 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
897 case SUMMON_KAMIKAZE_LIVING:
901 for (i = 0; i < 4; i++)
902 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
903 okay = (okay && monster_living(r_ptr));
909 okay = (r_idx == MON_MANES);
915 okay = (r_idx == MON_LOUSE);
919 case SUMMON_GUARDIANS:
921 okay = (r_ptr->flags7 & RF7_GUARDIAN);
927 okay = ((r_idx == MON_NOV_PALADIN) ||
928 (r_idx == MON_NOV_PALADIN_G) ||
929 (r_idx == MON_PALADIN) ||
930 (r_idx == MON_W_KNIGHT) ||
931 (r_idx == MON_ULTRA_PALADIN) ||
932 (r_idx == MON_KNI_TEMPLAR));
938 okay = (r_ptr->d_char == 'B' &&
939 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
940 (r_ptr->flags8 & RF8_WILD_ONLY));
944 case SUMMON_PIRANHAS:
946 okay = (r_idx == MON_PIRANHA);
950 case SUMMON_ARMAGE_GOOD:
952 okay = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
956 case SUMMON_ARMAGE_EVIL:
958 okay = ((r_ptr->flags3 & RF3_DEMON) ||
959 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
965 /* Since okay is int, "return (okay);" is not correct. */
966 return (bool)(okay ? TRUE : FALSE);
970 * @var chameleon_change_m_idx
971 * @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
972 * @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
974 static int chameleon_change_m_idx = 0;
978 * @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.
979 * @param r_idx チェックするモンスター種族ID
980 * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
982 static bool restrict_monster_to_dungeon(int r_idx)
984 dungeon_info_type *d_ptr = &d_info[dungeon_type];
985 monster_race *r_ptr = &r_info[r_idx];
988 if (d_ptr->flags1 & DF1_CHAMELEON)
990 if (chameleon_change_m_idx) return TRUE;
992 if (d_ptr->flags1 & DF1_NO_MAGIC)
994 if (r_idx != MON_CHAMELEON &&
996 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
997 !(r_ptr->flags5 & RF5_NOMAGIC_MASK) &&
998 !(r_ptr->flags6 & RF6_NOMAGIC_MASK))
1001 if (d_ptr->flags1 & DF1_NO_MELEE)
1003 if (r_idx == MON_CHAMELEON) return TRUE;
1004 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
1005 !(r_ptr->flags5 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | RF5_MIND_BLAST | RF5_BRAIN_SMASH)) &&
1006 !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
1009 if (d_ptr->flags1 & DF1_BEGINNER)
1011 if (r_ptr->level > dun_level)
1015 if (d_ptr->special_div >= 64) return TRUE;
1016 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
1018 switch (d_ptr->mode)
1020 case DUNGEON_MODE_AND:
1023 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1028 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1033 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1038 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1043 if ((d_ptr->mflags5 & r_ptr->flags5) != d_ptr->mflags5)
1048 if ((d_ptr->mflags6 & r_ptr->flags6) != d_ptr->mflags6)
1053 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1058 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1063 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1068 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1071 for (a = 0; a < 5; a++)
1072 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
1076 case DUNGEON_MODE_NAND:
1079 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1084 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1089 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1094 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1099 if ((d_ptr->mflags5 & r_ptr->flags5) != d_ptr->mflags5)
1104 if ((d_ptr->mflags6 & r_ptr->flags6) != d_ptr->mflags6)
1109 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1114 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1119 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1124 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1127 for (a = 0; a < 5; a++)
1128 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
1132 case DUNGEON_MODE_OR:
1133 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
1134 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
1135 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
1136 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
1137 if (r_ptr->flags5 & d_ptr->mflags5) return TRUE;
1138 if (r_ptr->flags6 & d_ptr->mflags6) return TRUE;
1139 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
1140 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
1141 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
1142 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
1143 for (a = 0; a < 5; a++)
1144 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
1148 case DUNGEON_MODE_NOR:
1149 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
1150 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
1151 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
1152 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
1153 if (r_ptr->flags5 & d_ptr->mflags5) return FALSE;
1154 if (r_ptr->flags6 & d_ptr->mflags6) return FALSE;
1155 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
1156 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
1157 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
1158 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
1159 for (a = 0; a < 5; a++)
1160 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
1169 * @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"
1170 * @param monster_hook 制限関数1
1171 * @param monster_hook2 制限関数2
1174 errr get_mon_num_prep(monster_hook_type monster_hook,
1175 monster_hook_type monster_hook2)
1179 /* Todo: Check the hooks for non-changes */
1181 /* Set the new hooks */
1182 get_mon_num_hook = monster_hook;
1183 get_mon_num2_hook = monster_hook2;
1185 /* Scan the allocation table */
1186 for (i = 0; i < alloc_race_size; i++)
1188 monster_race *r_ptr;
1191 alloc_entry *entry = &alloc_race_table[i];
1194 r_ptr = &r_info[entry->index];
1196 /* Skip monsters which don't pass the restriction */
1197 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
1198 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
1201 if (!p_ptr->inside_battle && !chameleon_change_m_idx &&
1202 summon_specific_type != SUMMON_GUARDIANS)
1204 /* Hack -- don't create questors */
1205 if (r_ptr->flags1 & RF1_QUESTOR)
1208 if (r_ptr->flags7 & RF7_GUARDIAN)
1211 /* Depth Monsters never appear out of depth */
1212 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
1213 (r_ptr->level > dun_level))
1217 /* Accept this monster */
1218 entry->prob2 = entry->prob1;
1220 if (dun_level && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest)) && !restrict_monster_to_dungeon(entry->index) && !p_ptr->inside_battle)
1222 int hoge = entry->prob2 * d_info[dungeon_type].special_div;
1223 entry->prob2 = hoge / 64;
1224 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
1233 * @brief 平方根を切り捨て整数で返す
1237 static int mysqrt(int n)
1275 * @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
1277 * @return 選択されたモンスター生成種族
1279 * Choose a monster race that seems "appropriate" to the given level
1281 * This function uses the "prob2" field of the "monster allocation table",
1282 * and various local information, to calculate the "prob3" field of the
1283 * same table, which is then used to choose an "appropriate" monster, in
1284 * a relatively efficient manner.
1286 * Note that "town" monsters will *only* be created in the town, and
1287 * "normal" monsters will *never* be created in the town, unless the
1288 * "level" is "modified", for example, by polymorph or summoning.
1290 * There is a small chance (1/50) of "boosting" the given depth by
1291 * a small amount (up to four levels), except in the town.
1293 * It is (slightly) more likely to acquire a monster of the given level
1294 * than one of a lower level. This is done by choosing several monsters
1295 * appropriate to the given level and keeping the "hardest" one.
1297 * Note that if no monsters are "appropriate", then this function will
1298 * fail, and return zero, but this should *almost* never happen.
1300 s16b get_mon_num(int level)
1305 monster_race *r_ptr;
1306 alloc_entry *table = alloc_race_table;
1308 int pls_kakuritu, pls_level;
1309 int hoge = mysqrt(level*10000L);
1311 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1313 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((dungeon_turn / (TURNS_PER_TICK * 2500L) - hoge / 10)));
1314 pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + dungeon_turn / (TURNS_PER_TICK * 20000L) - hoge / 40 + MIN(5, level / 10)) ;
1316 if (d_info[dungeon_type].flags1 & DF1_MAZE)
1318 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
1319 if (pls_kakuritu < 2) pls_kakuritu = 2;
1324 /* Boost the level */
1325 if (!p_ptr->inside_battle && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1327 /* Nightmare mode allows more out-of depth monsters */
1328 if (ironman_nightmare && !randint0(pls_kakuritu))
1330 /* What a bizarre calculation */
1331 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1335 /* Occasional "nasty" monster */
1336 if (!randint0(pls_kakuritu))
1338 /* Pick a level bonus */
1347 /* Process probabilities */
1348 for (i = 0; i < alloc_race_size; i++)
1350 /* Monsters are sorted by depth */
1351 if (table[i].level > level) break;
1356 /* Access the "r_idx" of the chosen monster */
1357 r_idx = table[i].index;
1359 /* Access the actual race */
1360 r_ptr = &r_info[r_idx];
1362 if (!p_ptr->inside_battle && !chameleon_change_m_idx)
1364 /* Hack -- "unique" monsters must be "unique" */
1365 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1366 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1367 (r_ptr->cur_num >= r_ptr->max_num))
1372 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1373 (r_ptr->cur_num >= 1))
1378 if (r_idx == MON_BANORLUPART)
1380 if (r_info[MON_BANOR].cur_num > 0) continue;
1381 if (r_info[MON_LUPART].cur_num > 0) continue;
1386 table[i].prob3 = table[i].prob2;
1389 total += table[i].prob3;
1392 /* No legal monsters */
1393 if (total <= 0) return (0);
1395 /* Pick a monster */
1396 value = randint0(total);
1398 /* Find the monster */
1399 for (i = 0; i < alloc_race_size; i++)
1401 /* Found the entry */
1402 if (value < table[i].prob3) break;
1405 value = value - table[i].prob3;
1411 /* Try for a "harder" monster once (50%) or twice (10%) */
1417 /* Pick a monster */
1418 value = randint0(total);
1420 /* Find the monster */
1421 for (i = 0; i < alloc_race_size; i++)
1423 /* Found the entry */
1424 if (value < table[i].prob3) break;
1427 value = value - table[i].prob3;
1430 /* Keep the "best" one */
1431 if (table[i].level < table[j].level) i = j;
1434 /* Try for a "harder" monster twice (10%) */
1440 /* Pick a monster */
1441 value = randint0(total);
1443 /* Find the monster */
1444 for (i = 0; i < alloc_race_size; i++)
1446 /* Found the entry */
1447 if (value < table[i].prob3) break;
1450 value = value - table[i].prob3;
1453 /* Keep the "best" one */
1454 if (table[i].level < table[j].level) i = j;
1458 return (table[i].index);
1463 * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
1464 * @param desc 記述出力先の文字列参照ポインタ
1465 * @param m_ptr モンスターの参照ポインタ
1466 * @param mode 呼称オプション
1469 * We can correctly describe monsters based on their visibility.
1470 * We can force all monsters to be treated as visible or invisible.
1471 * We can build nominatives, objectives, possessives, or reflexives.
1472 * We can selectively pronominalize hidden, visible, or all monsters.
1473 * We can use definite or indefinite descriptions for hidden monsters.
1474 * We can use definite or indefinite descriptions for visible monsters.
1476 * Pronominalization involves the gender whenever possible and allowed,
1477 * so that by cleverly requesting pronominalization / visibility, you
1478 * can get messages like "You hit someone. She screams in agony!".
1480 * Reflexives are acquired by requesting Objective plus Possessive.
1482 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1483 * unless the "Assume Visible" mode is requested.
1485 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1486 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1487 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1488 * in which case you may be in trouble... :-)
1490 * I am assuming that no monster name is more than 70 characters long,
1491 * so that "char desc[80];" is sufficiently large for any result.
1494 * MD_OBJECTIVE --> Objective (or Reflexive)
1495 * MD_POSSESSIVE --> Possessive (or Reflexive)
1496 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1497 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1498 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1499 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1500 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1501 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1502 * MD_TRUE_NAME --> Chameleon's true name
1503 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1506 * 0x00 --> Full nominative name ("the kobold") or "it"
1507 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1508 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1509 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1510 * MD_PRON_VISIBLE | MD_POSSESSIVE
1511 * --> Possessive, genderized if visable ("his") or "its"
1512 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1513 * --> Reflexive, genderized if visable ("himself") or "itself"
1515 void monster_desc(char *desc, monster_type *m_ptr, int mode)
1518 monster_race *r_ptr;
1522 char silly_name[1024];
1526 r_ptr = &r_info[m_ptr->ap_r_idx];
1528 /* Mode of MD_TRUE_NAME will reveal Chameleon's true name */
1529 if (mode & MD_TRUE_NAME) name = (r_name + real_r_ptr(m_ptr)->name);
1530 else name = (r_name + r_ptr->name);
1532 /* Are we hallucinating? (Idea from Nethack...) */
1533 if (p_ptr->image && !(mode & MD_IGNORE_HALLU))
1537 if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
1543 monster_race *hallu_race;
1547 hallu_race = &r_info[randint1(max_r_idx - 1)];
1549 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1551 strcpy(silly_name, (r_name + hallu_race->name));
1554 /* Better not strcpy it, or we could corrupt r_info... */
1558 /* Can we "see" it (exists + forced, or visible + not unforced) */
1559 seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1561 /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
1562 pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1565 /* First, try using pronouns, or describing hidden monsters */
1568 /* an encoding of the monster "sex" */
1571 /* Extract the gender (if applicable) */
1572 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1573 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1575 /* Ignore the gender (if desired) */
1576 if (!m_ptr || !pron) kind = 0x00;
1579 /* Assume simple result */
1580 res = _("何か", "it");
1582 /* Brute force: split on the possibilities */
1583 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1585 /* Neuter, or unknown */
1587 case 0x00: res = "何か"; break;
1588 case 0x00 + (MD_OBJECTIVE): res = "何か"; break;
1589 case 0x00 + (MD_POSSESSIVE): res = "何かの"; break;
1590 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "何か自身"; break;
1591 case 0x00 + (MD_INDEF_HIDDEN): res = "何か"; break;
1592 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "何か"; break;
1593 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "何か"; break;
1594 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "それ自身"; break;
1596 case 0x00: res = "it"; break;
1597 case 0x00 + (MD_OBJECTIVE): res = "it"; break;
1598 case 0x00 + (MD_POSSESSIVE): res = "its"; break;
1599 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1600 case 0x00 + (MD_INDEF_HIDDEN): res = "something"; break;
1601 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "something"; break;
1602 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "something's"; break;
1603 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1607 /* Male (assume human if vague) */
1609 case 0x10: res = "彼"; break;
1610 case 0x10 + (MD_OBJECTIVE): res = "彼"; break;
1611 case 0x10 + (MD_POSSESSIVE): res = "彼の"; break;
1612 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1613 case 0x10 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1614 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1615 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1616 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1618 case 0x10: res = "he"; break;
1619 case 0x10 + (MD_OBJECTIVE): res = "him"; break;
1620 case 0x10 + (MD_POSSESSIVE): res = "his"; break;
1621 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1622 case 0x10 + (MD_INDEF_HIDDEN): res = "someone"; break;
1623 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1624 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1625 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1629 /* Female (assume human if vague) */
1631 case 0x20: res = "彼女"; break;
1632 case 0x20 + (MD_OBJECTIVE): res = "彼女"; break;
1633 case 0x20 + (MD_POSSESSIVE): res = "彼女の"; break;
1634 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1635 case 0x20 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1636 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1637 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1638 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1640 case 0x20: res = "she"; break;
1641 case 0x20 + (MD_OBJECTIVE): res = "her"; break;
1642 case 0x20 + (MD_POSSESSIVE): res = "her"; break;
1643 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1644 case 0x20 + (MD_INDEF_HIDDEN): res = "someone"; break;
1645 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1646 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1647 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1651 /* Copy the result */
1652 (void)strcpy(desc, res);
1656 /* Handle visible monsters, "reflexive" request */
1657 else if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1659 /* The monster is visible, so use its gender */
1661 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "彼女自身");
1662 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "彼自身");
1663 else strcpy(desc, "それ自身");
1665 if (r_ptr->flags1 & RF1_FEMALE) strcpy(desc, "herself");
1666 else if (r_ptr->flags1 & RF1_MALE) strcpy(desc, "himself");
1667 else strcpy(desc, "itself");
1672 /* Handle all other visible monster requests */
1676 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1682 while(strncmp(t, "』", 2) && *t) t++;
1686 (void)sprintf(desc, "%s?』", buf);
1689 (void)sprintf(desc, "%s?", name);
1691 (void)sprintf(desc, "%s?", name);
1696 /* It could be a Unique */
1697 if ((r_ptr->flags1 & RF1_UNIQUE) && !(p_ptr->image && !(mode & MD_IGNORE_HALLU)))
1699 /* Start with the name (thus nominative and objective) */
1700 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1706 while (strncmp(t, "』", 2) && *t) t++;
1710 (void)sprintf(desc, "%s?』", buf);
1713 (void)sprintf(desc, "%s?", name);
1715 (void)sprintf(desc, "%s?", name);
1719 /* Inside monster arena, and it is not your mount */
1720 else if (p_ptr->inside_battle &&
1721 !(p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr)))
1723 /* It is a fake unique monster */
1724 (void)sprintf(desc, _("%sもどき", "fake %s"), name);
1729 (void)strcpy(desc, name);
1733 /* It could be an indefinite monster */
1734 else if (mode & MD_INDEF_VISIBLE)
1736 /* XXX Check plurality for "some" */
1738 /* Indefinite monsters need an indefinite article */
1740 (void)strcpy(desc, "");
1742 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1745 (void)strcat(desc, name);
1748 /* It could be a normal, definite, monster */
1751 /* Definite monsters need a definite article */
1753 (void)strcpy(desc, _("あなたの", "your "));
1755 (void)strcpy(desc, _("", "the "));
1757 (void)strcat(desc, name);
1760 if (m_ptr->nickname)
1762 sprintf(buf,_("「%s」", " called %s"),quark_str(m_ptr->nickname));
1766 if (p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr))
1768 strcat(desc,_("(乗馬中)", "(riding)"));
1771 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1773 if (r_ptr->flags1 & RF1_UNIQUE)
1775 strcat(desc,_("(カメレオンの王)", "(Chameleon Lord)"));
1779 strcat(desc,_("(カメレオン)", "(Chameleon)"));
1783 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1785 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1788 /* Handle the Possessive as a special afterthought */
1789 if (mode & MD_POSSESSIVE)
1791 /* XXX Check for trailing "s" */
1793 /* Simply append "apostrophe" and "s" */
1794 (void)strcat(desc, _("の", "'s"));
1802 * @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)
1803 * @param r_idx 補完されるモンスター種族ID
1804 * @return 明らかになった情報の度数
1806 * Return the number of new flags learnt. -Mogami-
1808 int lore_do_probe(int r_idx)
1810 monster_race *r_ptr = &r_info[r_idx];
1814 /* Maximal info about awareness */
1815 if (r_ptr->r_wake != MAX_UCHAR) n++;
1816 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1817 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1819 /* Observe "maximal" attacks */
1820 for (i = 0; i < 4; i++)
1822 /* Examine "actual" blows */
1823 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1825 /* Maximal observations */
1826 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1827 r_ptr->r_blows[i] = MAX_UCHAR;
1833 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1834 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1835 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1836 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1837 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1838 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1840 /* Only "valid" drops */
1841 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1843 if (r_ptr->r_drop_item != tmp_byte) n++;
1844 r_ptr->r_drop_item = tmp_byte;
1846 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1848 if (r_ptr->r_drop_gold != tmp_byte) n++;
1849 r_ptr->r_drop_gold = tmp_byte;
1852 /* Observe many spells */
1853 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1854 r_ptr->r_cast_spell = MAX_UCHAR;
1856 /* Count unknown flags */
1857 for (i = 0; i < 32; i++)
1859 if (!(r_ptr->r_flags1 & (1L << i)) &&
1860 (r_ptr->flags1 & (1L << i))) n++;
1861 if (!(r_ptr->r_flags2 & (1L << i)) &&
1862 (r_ptr->flags2 & (1L << i))) n++;
1863 if (!(r_ptr->r_flags3 & (1L << i)) &&
1864 (r_ptr->flags3 & (1L << i))) n++;
1865 if (!(r_ptr->r_flags4 & (1L << i)) &&
1866 (r_ptr->flags4 & (1L << i))) n++;
1867 if (!(r_ptr->r_flags5 & (1L << i)) &&
1868 (r_ptr->flags5 & (1L << i))) n++;
1869 if (!(r_ptr->r_flags6 & (1L << i)) &&
1870 (r_ptr->flags6 & (1L << i))) n++;
1871 if (!(r_ptr->r_flagsr & (1L << i)) &&
1872 (r_ptr->flagsr & (1L << i))) n++;
1874 /* r_flags7 is actually unused */
1876 if (!(r_ptr->r_flags7 & (1L << i)) &&
1877 (r_ptr->flags7 & (1L << i))) n++;
1881 /* Know all the flags */
1882 r_ptr->r_flags1 = r_ptr->flags1;
1883 r_ptr->r_flags2 = r_ptr->flags2;
1884 r_ptr->r_flags3 = r_ptr->flags3;
1885 r_ptr->r_flags4 = r_ptr->flags4;
1886 r_ptr->r_flags5 = r_ptr->flags5;
1887 r_ptr->r_flags6 = r_ptr->flags6;
1888 r_ptr->r_flagsr = r_ptr->flagsr;
1890 /* r_flags7 is actually unused */
1891 /* r_ptr->r_flags7 = r_ptr->flags7; */
1893 /* Know about evolution */
1894 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1895 r_ptr->r_xtra1 |= MR1_SINKA;
1897 /* Update monster recall window */
1898 if (p_ptr->monster_race_idx == r_idx)
1901 p_ptr->window |= (PW_MONSTER);
1904 /* Return the number of new flags learnt */
1910 * @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
1911 * @param m_idx モンスター情報のID
1912 * @param num_item 手に入れたアイテム数
1913 * @param num_gold 手に入れた財宝の単位数
1916 * Note that learning the "GOOD"/"GREAT" flags gives information
1917 * about the treasure (even when the monster is killed for the first
1918 * time, such as uniques, and the treasure has not been examined yet).
1920 * This "indirect" method is used to prevent the player from learning
1921 * exactly how much treasure a monster can drop from observing only
1922 * a single example of a drop. This method actually observes how much
1923 * gold and items are dropped, and remembers that information to be
1924 * described later by the monster recall code.
1926 void lore_treasure(int m_idx, int num_item, int num_gold)
1928 monster_type *m_ptr = &m_list[m_idx];
1930 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1932 /* If the monster doesn't have original appearance, don't note */
1933 if (!is_original_ap(m_ptr)) return;
1935 /* Note the number of things dropped */
1936 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1937 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1939 /* Hack -- memorize the good/great flags */
1940 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1941 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1943 /* Update monster recall window */
1944 if (p_ptr->monster_race_idx == m_ptr->r_idx)
1947 p_ptr->window |= (PW_MONSTER);
1953 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
1954 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
1955 * @param necro 暗黒領域魔法の詠唱失敗によるものならばTRUEを返す
1958 void sanity_blast(monster_type *m_ptr, bool necro)
1960 bool happened = FALSE;
1963 if (p_ptr->inside_battle || !character_dungeon) return;
1965 if (!necro && m_ptr)
1968 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1970 power = r_ptr->level / 2;
1972 monster_desc(m_name, m_ptr, 0);
1974 if (!(r_ptr->flags1 & RF1_UNIQUE))
1976 if (r_ptr->flags1 & RF1_FRIENDS)
1982 return; /* No effect yet, just loaded... */
1985 return; /* Cannot see it for some reason */
1987 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
1991 return; /* Pet eldritch horrors are safe most of the time */
1993 if (randint1(100) > power) return;
1995 if (saving_throw(p_ptr->skill_sav - power))
1997 return; /* Save, no adverse effects */
2002 /* Something silly happens... */
2004 msg_format("%s%sの顔を見てしまった!",
2005 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2007 msg_format("You behold the %s visage of %s!",
2008 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2013 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2014 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2017 return; /* Never mind; we can't see it clearly enough */
2020 /* Something frightening happens... */
2022 msg_format("%s%sの顔を見てしまった!",
2023 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2025 msg_format("You behold the %s visage of %s!",
2026 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2029 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2031 /* Demon characters are unaffected */
2032 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
2033 if (p_ptr->wizard) return;
2035 /* Undead characters are 50% likely to be unaffected */
2036 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
2037 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
2038 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
2040 if (saving_throw(25 + p_ptr->lev)) return;
2045 monster_race *r_ptr;
2049 get_mon_num_prep(get_nightmare, NULL);
2051 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
2052 power = r_ptr->level + 10;
2053 desc = r_name + r_ptr->name;
2055 get_mon_num_prep(NULL, NULL);
2059 if (!(r_ptr->flags1 & RF1_UNIQUE))
2060 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2063 sprintf(m_name, "%s", desc);
2065 if (!(r_ptr->flags1 & RF1_UNIQUE))
2067 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2071 if (saving_throw(p_ptr->skill_sav * 100 / power))
2073 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
2080 /* Something silly happens... */
2081 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2082 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2086 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2087 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2090 /* Never mind; we can't see it clearly enough */
2094 /* Something frightening happens... */
2095 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2096 horror_desc[randint0(MAX_SAN_HORROR)], desc);
2098 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2100 if (!p_ptr->mimic_form)
2102 switch (p_ptr->prace)
2104 /* Demons may make a saving throw */
2107 if (saving_throw(20 + p_ptr->lev)) return;
2109 /* Undead may make a saving throw */
2114 if (saving_throw(10 + p_ptr->lev)) return;
2120 /* Demons may make a saving throw */
2121 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2123 if (saving_throw(20 + p_ptr->lev)) return;
2125 /* Undead may make a saving throw */
2126 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2128 if (saving_throw(10 + p_ptr->lev)) return;
2134 msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!"));
2137 if (!saving_throw(p_ptr->skill_sav - power)) /* Mind blast */
2139 if (!p_ptr->resist_conf)
2141 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2143 if (!p_ptr->resist_chaos && one_in_(3))
2145 (void)set_image(p_ptr->image + randint0(250) + 150);
2150 if (!saving_throw(p_ptr->skill_sav - power)) /* Lose int & wis */
2157 if (!saving_throw(p_ptr->skill_sav - power)) /* Brain smash */
2159 if (!p_ptr->resist_conf)
2161 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2163 if (!p_ptr->free_act)
2165 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2167 while (randint0(100) > p_ptr->skill_sav)
2168 (void)do_dec_stat(A_INT);
2169 while (randint0(100) > p_ptr->skill_sav)
2170 (void)do_dec_stat(A_WIS);
2171 if (!p_ptr->resist_chaos)
2173 (void)set_image(p_ptr->image + randint0(250) + 150);
2178 if (!saving_throw(p_ptr->skill_sav - power)) /* Amnesia */
2181 if (lose_all_info())
2182 msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
2187 if (saving_throw(p_ptr->skill_sav - power))
2192 /* Else gain permanent insanity */
2193 if ((p_ptr->muta3 & MUT3_MORONIC) && /*(p_ptr->muta2 & MUT2_BERS_RAGE) &&*/
2194 ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
2195 ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
2197 /* The poor bastard already has all possible insanities! */
2203 switch (randint1(21))
2206 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
2208 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2210 msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You turn into an utter moron!"));
2214 msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
2217 if (p_ptr->muta3 & MUT3_HYPER_INT)
2219 msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
2220 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2222 p_ptr->muta3 |= MUT3_MORONIC;
2236 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2238 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
2240 /* Duh, the following should never happen, but anyway... */
2241 if (p_ptr->muta3 & MUT3_FEARLESS)
2243 msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
2244 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2247 p_ptr->muta2 |= MUT2_COWARDICE;
2261 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2263 msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
2264 p_ptr->muta2 |= MUT2_HALLU;
2269 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2271 msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
2272 p_ptr->muta2 |= MUT2_BERS_RAGE;
2279 p_ptr->update |= PU_BONUS;
2284 * @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
2285 * @param m_idx 更新するモンスター情報のID
2286 * @param full プレイヤーとの距離更新を行うならばtrue
2289 * This involves extracting the distance to the player (if requested),
2290 * and then checking for visibility (natural, infravision, see-invis,
2291 * telepathy), updating the monster visibility flag, redrawing (or
2292 * erasing) the monster when its visibility changes, and taking note
2293 * of any interesting monster flags (cold-blooded, invisible, etc).
2295 * Note the new "mflag" field which encodes several monster state flags,
2296 * including "view" for when the monster is currently in line of sight,
2297 * and "mark" for when the monster is currently visible via detection.
2299 * The only monster fields that are changed here are "cdis" (the
2300 * distance from the player), "ml" (visible to the player), and
2301 * "mflag" (to maintain the "MFLAG_VIEW" flag).
2303 * Note the special "update_monsters()" function which can be used to
2304 * call this function once for every monster.
2306 * Note the "full" flag which requests that the "cdis" field be updated,
2307 * this is only needed when the monster (or the player) has moved.
2309 * Every time a monster moves, we must call this function for that
2310 * monster, and update the distance, and the visibility. Every time
2311 * the player moves, we must call this function for every monster, and
2312 * update the distance, and the visibility. Whenever the player "state"
2313 * changes in certain ways ("blindness", "infravision", "telepathy",
2314 * and "see invisible"), we must call this function for every monster,
2315 * and update the visibility.
2317 * Routines that change the "illumination" of a grid must also call this
2318 * function for any monster in that grid, since the "visibility" of some
2319 * monsters may be based on the illumination of their grid.
2321 * Note that this function is called once per monster every time the
2322 * player moves. When the player is running, this function is one
2323 * of the primary bottlenecks, along with "update_view()" and the
2324 * "process_monsters()" code, so efficiency is important.
2326 * Note the optimized "inline" version of the "distance()" function.
2328 * A monster is "visible" to the player if (1) it has been detected
2329 * by the player, (2) it is close to the player and the player has
2330 * telepathy, or (3) it is close to the player, and in line of sight
2331 * of the player, and it is "illuminated" by some combination of
2332 * infravision, torch light, or permanent light (invisible monsters
2333 * are only affected by "light" if the player can see invisible).
2335 * Monsters which are not on the current panel may be "visible" to
2336 * the player, and their descriptions will include an "offscreen"
2337 * reference. Currently, offscreen monsters cannot be targetted
2338 * or viewed directly, but old targets will remain set. XXX XXX
2340 * The player can choose to be disturbed by several things, including
2341 * "disturb_move" (monster which is viewable moves in some way), and
2342 * "disturb_near" (monster which is "easily" viewable moves in some
2343 * way). Note that "moves" includes "appears" and "disappears".
2345 void update_mon(int m_idx, bool full)
2347 monster_type *m_ptr = &m_list[m_idx];
2349 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2351 bool do_disturb = disturb_move;
2355 /* Current location */
2362 /* Seen by vision */
2365 /* Non-Ninja player in the darkness */
2366 bool in_darkness = (d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto;
2371 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2373 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)
2377 /* Compute distance */
2380 /* Distance components */
2381 int dy = (p_ptr->y > fy) ? (p_ptr->y - fy) : (fy - p_ptr->y);
2382 int dx = (p_ptr->x > fx) ? (p_ptr->x - fx) : (fx - p_ptr->x);
2384 /* Approximate distance */
2385 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2387 /* Restrict distance */
2388 if (d > 255) d = 255;
2392 /* Save the distance */
2396 /* Extract distance */
2399 /* Extract the distance */
2405 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
2409 if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
2411 if (!in_darkness || (d <= MAX_SIGHT / 4))
2413 if (p_ptr->special_defense & KATA_MUSOU)
2418 if (is_original_ap(m_ptr) && !p_ptr->image)
2420 /* Hack -- Memorize mental flags */
2421 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2422 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2426 /* Basic telepathy */
2427 /* Snipers get telepathy when they concentrate deeper */
2428 else if (p_ptr->telepathy)
2430 /* Empty mind, no telepathy */
2431 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
2433 /* Memorize flags */
2434 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
2437 /* Weird mind, occasional telepathy */
2438 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
2440 /* One in ten individuals are detectable */
2441 if ((m_idx % 10) == 5)
2446 if (is_original_ap(m_ptr) && !p_ptr->image)
2448 /* Memorize flags */
2449 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
2451 /* Hack -- Memorize mental flags */
2452 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2453 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2458 /* Normal mind, allow telepathy */
2464 if (is_original_ap(m_ptr) && !p_ptr->image)
2466 /* Hack -- Memorize mental flags */
2467 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2468 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2473 /* Magical sensing */
2474 if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
2477 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
2480 /* Magical sensing */
2481 if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
2484 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
2487 /* Magical sensing */
2488 if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
2491 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
2494 /* Magical sensing */
2495 if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
2498 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
2501 /* Magical sensing */
2502 if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
2505 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
2508 /* Magical sensing */
2509 if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
2512 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
2515 /* Magical sensing */
2516 if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
2519 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
2522 /* Magical sensing */
2523 if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
2526 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
2529 /* Magical sensing */
2530 if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
2533 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
2536 /* Magical sensing */
2537 if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
2540 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
2543 /* Magical sensing */
2544 if ((p_ptr->esp_nonliving) &&
2545 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
2548 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
2551 /* Magical sensing */
2552 if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
2555 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
2559 /* Normal line of sight, and not blind */
2560 if (player_has_los_bold(fy, fx) && !p_ptr->blind)
2562 bool do_invisible = FALSE;
2563 bool do_cold_blood = FALSE;
2565 /* Snipers can see targets in darkness when they concentrate deeper */
2566 if (p_ptr->concent >= CONCENT_RADAR_THRESHOLD)
2572 /* Use "infravision" */
2573 if (d <= p_ptr->see_infra)
2575 /* Handle "cold blooded" monsters */
2576 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
2579 do_cold_blood = TRUE;
2582 /* Handle "warm blooded" monsters */
2590 /* Use "illumination" */
2591 if (player_can_see_bold(fy, fx))
2593 /* Handle "invisible" monsters */
2594 if (r_ptr->flags2 & (RF2_INVISIBLE))
2597 do_invisible = TRUE;
2607 /* Handle "normal" monsters */
2618 if (is_original_ap(m_ptr) && !p_ptr->image)
2620 /* Memorize flags */
2621 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
2622 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
2629 /* The monster is now visible */
2632 /* It was previously unseen */
2635 /* Mark as visible */
2638 /* Draw the monster */
2641 /* Update health bar as needed */
2642 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2643 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2645 /* Hack -- Count "fresh" sightings */
2648 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
2649 r_info[MON_KAGE].r_sights++;
2650 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
2654 /* Eldritch Horror */
2655 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
2657 sanity_blast(m_ptr, FALSE);
2660 /* Disturb on appearance */
2661 if (disturb_near && (projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)))
2663 if (disturb_pets || is_hostile(m_ptr))
2669 /* The monster is not visible */
2672 /* It was previously seen */
2675 /* Mark as not visible */
2678 /* Erase the monster */
2681 /* Update health bar as needed */
2682 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2683 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2685 /* Disturb on disappearance */
2688 if (disturb_pets || is_hostile(m_ptr))
2695 /* The monster is now easily visible */
2699 if (!(m_ptr->mflag & (MFLAG_VIEW)))
2701 /* Mark as easily visible */
2702 m_ptr->mflag |= (MFLAG_VIEW);
2704 /* Disturb on appearance */
2707 if (disturb_pets || is_hostile(m_ptr))
2713 /* The monster is not easily visible */
2717 if (m_ptr->mflag & (MFLAG_VIEW))
2719 /* Mark as not easily visible */
2720 m_ptr->mflag &= ~(MFLAG_VIEW);
2722 /* Disturb on disappearance */
2725 if (disturb_pets || is_hostile(m_ptr))
2734 * @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).
2735 * @param full 距離更新を行うならtrue
2738 void update_monsters(bool full)
2742 /* Update each (live) monster */
2743 for (i = 1; i < m_max; i++)
2745 monster_type *m_ptr = &m_list[i];
2747 /* Skip dead monsters */
2748 if (!m_ptr->r_idx) continue;
2750 /* Update the monster */
2751 update_mon(i, full);
2757 * @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
2758 * @param r_idx モンスター種族ID
2759 * @return 対象にできるならtrueを返す
2761 static bool monster_hook_chameleon_lord(int r_idx)
2763 monster_race *r_ptr = &r_info[r_idx];
2764 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2765 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2767 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
2768 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2770 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
2772 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))
2775 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2778 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2780 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
2784 else if (summon_specific_who > 0)
2786 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2793 * @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
2794 * @param r_idx モンスター種族ID
2795 * @return 対象にできるならtrueを返す
2797 static bool monster_hook_chameleon(int r_idx)
2799 monster_race *r_ptr = &r_info[r_idx];
2800 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2801 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2803 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2804 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2805 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2807 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))
2810 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2813 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2815 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
2816 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
2817 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
2821 else if (summon_specific_who > 0)
2823 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2826 return (*(get_monster_hook()))(r_idx);
2831 * @param m_idx 変身処理を受けるモンスター情報のID
2832 * @param born 生成時の初変身先指定ならばtrue
2833 * @param r_idx 旧モンスター種族のID
2836 void choose_new_monster(int m_idx, bool born, int r_idx)
2839 monster_type *m_ptr = &m_list[m_idx];
2840 monster_race *r_ptr;
2841 char old_m_name[80];
2842 bool old_unique = FALSE;
2843 int old_r_idx = m_ptr->r_idx;
2845 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2847 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2848 r_ptr = &r_info[r_idx];
2850 monster_desc(old_m_name, m_ptr, 0);
2856 chameleon_change_m_idx = m_idx;
2858 get_mon_num_prep(monster_hook_chameleon_lord, NULL);
2860 get_mon_num_prep(monster_hook_chameleon, NULL);
2863 level = r_info[MON_CHAMELEON_K].level;
2864 else if (!dun_level)
2865 level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
2869 if (d_info[dungeon_type].flags1 & DF1_CHAMELEON) level+= 2+randint1(3);
2871 r_idx = get_mon_num(level);
2872 r_ptr = &r_info[r_idx];
2874 chameleon_change_m_idx = 0;
2880 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
2882 m_ptr->r_idx = r_idx;
2883 m_ptr->ap_r_idx = r_idx;
2884 update_mon(m_idx, FALSE);
2885 lite_spot(m_ptr->fy, m_ptr->fx);
2887 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2888 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2889 p_ptr->update |= (PU_MON_LITE);
2891 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
2895 /* Sub-alignment of a chameleon */
2896 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2898 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2899 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2900 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2905 if (m_idx == p_ptr->riding)
2908 monster_desc(m_name, m_ptr, 0);
2909 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
2910 if (!(r_ptr->flags7 & RF7_RIDING))
2911 if (rakuba(0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
2914 /* Extract the monster base speed */
2915 m_ptr->mspeed = get_mspeed(r_ptr);
2917 oldmaxhp = m_ptr->max_maxhp;
2918 /* Assign maximal hitpoints */
2919 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2921 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2925 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2928 /* Monsters have double hitpoints in Nightmare mode */
2929 if (ironman_nightmare)
2931 u32b hp = m_ptr->max_maxhp * 2L;
2932 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
2935 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2936 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2937 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2939 /* reset dealt_damage */
2940 m_ptr->dealt_damage = 0;
2945 * @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
2946 * @param r_idx モンスター種族ID
2947 * @return 対象にできるならtrueを返す
2949 static bool monster_hook_tanuki(int r_idx)
2951 monster_race *r_ptr = &r_info[r_idx];
2953 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2954 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2955 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2956 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2958 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))
2961 return (*(get_monster_hook()))(r_idx);
2966 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
2967 * @param r_idx モンスター種族ID
2968 * @return モンスター種族の表層ID
2970 static int initial_r_appearance(int r_idx)
2972 int attempts = 1000;
2975 int min = MIN(base_level-5, 50);
2977 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2980 get_mon_num_prep(monster_hook_tanuki, NULL);
2984 ap_r_idx = get_mon_num(base_level + 10);
2985 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2993 * @brief モンスターの個体加速を設定する / Get initial monster speed
2994 * @param r_ptr モンスター種族の参照ポインタ
2997 byte get_mspeed(monster_race *r_ptr)
2999 /* Extract the monster base speed */
3000 int mspeed = r_ptr->speed;
3002 /* Hack -- small racial variety */
3003 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->inside_arena)
3005 /* Allow some small variation per monster */
3006 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
3007 if (i) mspeed += rand_spread(0, i);
3010 if (mspeed > 199) mspeed = 199;
3012 return (byte)mspeed;
3017 * @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.
3018 * @param who 召喚を行ったモンスターID
3021 * @param r_idx 生成モンスター種族
3022 * @param mode 生成オプション
3025 * To give the player a sporting chance, any monster that appears in
3026 * line-of-sight and is extremely dangerous can be marked as
3027 * "FORCE_SLEEP", which will cause them to be placed with low energy,
3028 * which often (but not always) lets the player move before they do.
3030 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
3032 * XXX XXX XXX Use special "here" and "dead" flags for unique monsters,
3033 * remove old "cur_num" and "max_num" fields.
3035 * XXX XXX XXX Actually, do something similar for artifacts, to simplify
3036 * the "preserve" mode, and to make the "what artifacts" flag more useful.
3038 * This is the only function which may place a monster in the dungeon,
3039 * except for the savefile loading code.
3041 static bool place_monster_one(int who, int y, int x, int r_idx, u32b mode)
3043 /* Access the location */
3044 cave_type *c_ptr = &cave[y][x];
3046 monster_type *m_ptr;
3048 monster_race *r_ptr = &r_info[r_idx];
3050 cptr name = (r_name + r_ptr->name);
3054 /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
3055 if (p_ptr->wild_mode) return FALSE;
3057 /* Verify location */
3058 if (!in_bounds(y, x)) return (FALSE);
3061 if (!r_idx) return (FALSE);
3064 if (!r_ptr->name) return (FALSE);
3066 if (!(mode & PM_IGNORE_TERRAIN))
3068 /* Not on the Pattern */
3069 if (pattern_tile(y, x)) return FALSE;
3071 /* Require empty space (if not ghostly) */
3072 if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
3075 if (!p_ptr->inside_battle)
3077 /* Hack -- "unique" monsters must be "unique" */
3078 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
3079 (r_ptr->flags7 & (RF7_NAZGUL))) &&
3080 (r_ptr->cur_num >= r_ptr->max_num))
3086 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
3087 (r_ptr->cur_num >= 1))
3092 if (r_idx == MON_BANORLUPART)
3094 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
3095 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
3098 /* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
3099 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (dun_level < r_ptr->level) &&
3100 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
3107 if (quest_number(dun_level))
3109 int hoge = quest_number(dun_level);
3110 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
3112 if(r_idx == quest[hoge].r_idx)
3114 int number_mon, i2, j2;
3117 /* Count all quest monsters */
3118 for (i2 = 0; i2 < cur_wid; ++i2)
3119 for (j2 = 0; j2 < cur_hgt; j2++)
3120 if (cave[j2][i2].m_idx > 0)
3121 if (m_list[cave[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
3123 if(number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
3129 if (is_glyph_grid(c_ptr))
3131 if (randint1(BREAK_GLYPH) < (r_ptr->level+20))
3133 /* Describe observable breakage */
3134 if (c_ptr->info & CAVE_MARK)
3136 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
3139 /* Forget the rune */
3140 c_ptr->info &= ~(CAVE_MARK);
3142 /* Break the rune */
3143 c_ptr->info &= ~(CAVE_OBJECT);
3152 /* Powerful monster */
3153 if (r_ptr->level > dun_level)
3155 /* Unique monsters */
3156 if (r_ptr->flags1 & (RF1_UNIQUE))
3158 /* Message for cheaters */
3159 if (cheat_hear) msg_format(_("深層のユニーク・モンスター (%s)。", "Deep Unique (%s)."), name);
3162 /* Normal monsters */
3165 /* Message for cheaters */
3166 if (cheat_hear) msg_format(_("深層のモンスター (%s)。", "Deep Monster (%s)."), name);
3170 /* Note the monster */
3171 else if (r_ptr->flags1 & (RF1_UNIQUE))
3173 /* Unique monsters induce message */
3174 if (cheat_hear) msg_format(_("ユニーク・モンスター (%s)。", "Unique (%s)."), name);
3177 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
3179 /* Make a new monster */
3180 c_ptr->m_idx = m_pop();
3181 hack_m_idx_ii = c_ptr->m_idx;
3183 /* Mega-Hack -- catch "failure" */
3184 if (!c_ptr->m_idx) return (FALSE);
3187 /* Get a new monster record */
3188 m_ptr = &m_list[c_ptr->m_idx];
3191 m_ptr->r_idx = r_idx;
3192 m_ptr->ap_r_idx = initial_r_appearance(r_idx);
3198 /* Hack -- Appearance transfer */
3199 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&m_list[who]))
3201 m_ptr->ap_r_idx = m_list[who].ap_r_idx;
3203 /* Hack -- Shadower spawns Shadower */
3204 if (m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
3207 /* Sub-alignment of a monster */
3208 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3209 m_ptr->sub_align = m_list[who].sub_align;
3212 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3213 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3214 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3217 /* Place the monster at the location */
3222 /* No "timed status" yet */
3223 for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
3225 /* Unknown distance */
3228 reset_target(m_ptr);
3230 m_ptr->nickname = 0;
3235 /* Your pet summons its pet. */
3236 if (who > 0 && is_pet(&m_list[who]))
3238 mode |= PM_FORCE_PET;
3239 m_ptr->parent_m_idx = who;
3243 m_ptr->parent_m_idx = 0;
3246 if (r_ptr->flags7 & RF7_CHAMELEON)
3248 choose_new_monster(c_ptr->m_idx, TRUE, 0);
3249 r_ptr = &r_info[m_ptr->r_idx];
3250 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
3252 /* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
3253 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
3254 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3256 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
3258 m_ptr->ap_r_idx = MON_KAGE;
3259 m_ptr->mflag2 |= MFLAG2_KAGE;
3262 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
3268 if (mode & PM_FORCE_PET)
3273 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
3274 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(who))
3276 if (!monster_has_hostile_align(NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
3279 /* Assume no sleeping */
3280 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
3282 /* Enforce sleeping if needed */
3283 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
3285 int val = r_ptr->sleep;
3286 (void)set_monster_csleep(c_ptr->m_idx, (val * 2) + randint1(val * 10));
3289 /* Assign maximal hitpoints */
3290 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3292 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3296 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3299 /* Monsters have double hitpoints in Nightmare mode */
3300 if (ironman_nightmare)
3302 u32b hp = m_ptr->max_maxhp * 2L;
3304 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
3307 m_ptr->maxhp = m_ptr->max_maxhp;
3309 /* And start out fully healthy */
3310 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
3311 m_ptr->hp = m_ptr->maxhp / 2;
3312 else m_ptr->hp = m_ptr->maxhp;
3315 /* dealt damage is 0 at initial*/
3316 m_ptr->dealt_damage = 0;
3319 /* Extract the monster base speed */
3320 m_ptr->mspeed = get_mspeed(r_ptr);
3322 if (mode & PM_HASTE) (void)set_monster_fast(c_ptr->m_idx, 100);
3324 /* Give a random starting energy */
3325 if (!ironman_nightmare)
3327 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
3331 /* Nightmare monsters are more prepared */
3332 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
3335 /* Force monster to wait for player, unless in Nightmare mode */
3336 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
3338 /* Monster is still being nice */
3339 m_ptr->mflag |= (MFLAG_NICE);
3341 /* Must repair monsters */
3342 repair_monsters = TRUE;
3345 /* Hack -- see "process_monsters()" */
3346 if (c_ptr->m_idx < hack_m_idx)
3348 /* Monster is still being born */
3349 m_ptr->mflag |= (MFLAG_BORN);
3353 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
3354 p_ptr->update |= (PU_MON_LITE);
3355 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
3356 p_ptr->update |= (PU_MON_LITE);
3358 /* Update the monster */
3359 update_mon(c_ptr->m_idx, TRUE);
3362 /* Count the monsters on the level */
3363 real_r_ptr(m_ptr)->cur_num++;
3366 * Memorize location of the unique monster in saved floors.
3367 * A unique monster move from old saved floor.
3369 if (character_dungeon &&
3370 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
3371 real_r_ptr(m_ptr)->floor_id = p_ptr->floor_id;
3373 /* Hack -- Count the number of "reproducers" */
3374 if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
3376 /* Hack -- Notice new multi-hued monsters */
3378 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3379 if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
3380 shimmer_monsters = TRUE;
3383 if (p_ptr->warning && character_dungeon)
3385 if (r_ptr->flags1 & RF1_UNIQUE)
3389 char o_name[MAX_NLEN];
3391 if (r_ptr->level > p_ptr->lev + 30)
3392 color = _("黒く", "black");
3393 else if (r_ptr->level > p_ptr->lev + 15)
3394 color = _("紫色に", "purple");
3395 else if (r_ptr->level > p_ptr->lev + 5)
3396 color = _("ルビー色に", "deep red");
3397 else if (r_ptr->level > p_ptr->lev - 5)
3398 color = _("赤く", "red");
3399 else if (r_ptr->level > p_ptr->lev - 15)
3400 color = _("ピンク色に", "pink");
3402 color = _("白く", "white");
3404 o_ptr = choose_warning_item();
3407 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3408 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
3412 msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
3417 if (is_explosive_rune_grid(c_ptr))
3419 /* Break the ward */
3420 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3422 /* Describe observable breakage */
3423 if (c_ptr->info & CAVE_MARK)
3425 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
3426 project(0, 2, y, x, 2 * (p_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
3431 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
3434 /* Forget the rune */
3435 c_ptr->info &= ~(CAVE_MARK);
3437 /* Break the rune */
3438 c_ptr->info &= ~(CAVE_OBJECT);
3451 #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 */
3454 * @brief モンスター1体を目標地点に可能ながり近い位置に生成する / improved version of scatter() for place monster
3455 * @param r_idx 生成モンスター種族
3456 * @param yp 結果生成位置y座標
3457 * @param xp 結果生成位置x座標
3458 * @param y 中心生成位置y座標
3459 * @param x 中心生成位置x座標
3460 * @param max_dist 生成位置の最大半径
3464 static bool mon_scatter(int r_idx, int *yp, int *xp, int y, int x, int max_dist)
3466 int place_x[MON_SCAT_MAXD];
3467 int place_y[MON_SCAT_MAXD];
3468 int num[MON_SCAT_MAXD];
3472 if (max_dist >= MON_SCAT_MAXD)
3475 for (i = 0; i < MON_SCAT_MAXD; i++)
3478 for (nx = x - max_dist; nx <= x + max_dist; nx++)
3480 for (ny = y - max_dist; ny <= y + max_dist; ny++)
3482 /* Ignore annoying locations */
3483 if (!in_bounds(ny, nx)) continue;
3485 /* Require "line of projection" */
3486 if (!projectable(y, x, ny, nx)) continue;
3490 monster_race *r_ptr = &r_info[r_idx];
3492 /* Require empty space (if not ghostly) */
3493 if (!monster_can_enter(ny, nx, r_ptr, 0))
3498 /* Walls and Monsters block flow */
3499 if (!cave_empty_bold2(ny, nx)) continue;
3501 /* ... nor on the Pattern */
3502 if (pattern_tile(ny, nx)) continue;
3505 i = distance(y, x, ny, nx);
3513 if (one_in_(num[i]))
3522 while (i < MON_SCAT_MAXD && 0 == num[i])
3524 if (i >= MON_SCAT_MAXD)
3533 #define GROUP_MAX 32 /*!< place_monster_group() 関数によるモンスターのGROUP生成時の配置最大数 / Maximum size of a group of monsters */
3536 * @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
3537 * @param who 召喚主のモンスター情報ID
3538 * @param y 中心生成位置y座標
3539 * @param x 中心生成位置x座標
3540 * @param r_idx 生成モンスター種族
3541 * @param mode 生成オプション
3544 static bool place_monster_group(int who, int y, int x, int r_idx, u32b mode)
3546 monster_race *r_ptr = &r_info[r_idx];
3549 int total = 0, extra = 0;
3553 byte hack_y[GROUP_MAX];
3554 byte hack_x[GROUP_MAX];
3557 /* Pick a group size */
3558 total = randint1(10);
3560 /* Hard monsters, small groups */
3561 if (r_ptr->level > dun_level)
3563 extra = r_ptr->level - dun_level;
3564 extra = 0 - randint1(extra);
3567 /* Easy monsters, large groups */
3568 else if (r_ptr->level < dun_level)
3570 extra = dun_level - r_ptr->level;
3571 extra = randint1(extra);
3574 /* Hack -- limit group reduction */
3575 if (extra > 9) extra = 9;
3577 /* Modify the group size */
3581 if (total < 1) total = 1;
3584 if (total > GROUP_MAX) total = GROUP_MAX;
3587 /* Start on the monster */
3592 /* Puddle monsters, breadth first, up to total */
3593 for (n = 0; (n < hack_n) && (hack_n < total); n++)
3595 /* Grab the location */
3599 /* Check each direction, up to total */
3600 for (i = 0; (i < 8) && (hack_n < total); i++)
3604 scatter(&my, &mx, hy, hx, 4, 0);
3606 /* Walls and Monsters block flow */
3607 if (!cave_empty_bold2(my, mx)) continue;
3609 /* Attempt to place another monster */
3610 if (place_monster_one(who, my, mx, r_idx, mode))
3612 /* Add it to the "hack" set */
3613 hack_y[hack_n] = my;
3614 hack_x[hack_n] = mx;
3626 * @var place_monster_idx
3627 * @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
3628 * @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
3630 static int place_monster_idx = 0;
3633 * @var place_monster_m_idx
3634 * @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
3635 * @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
3637 static int place_monster_m_idx = 0;
3640 * @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
3641 * @param r_idx チェックするモンスター種族のID
3642 * @return 護衛にできるならばtrue
3644 static bool place_monster_okay(int r_idx)
3646 monster_race *r_ptr = &r_info[place_monster_idx];
3647 monster_type *m_ptr = &m_list[place_monster_m_idx];
3649 monster_race *z_ptr = &r_info[r_idx];
3651 /* Hack - Escorts have to have the same dungeon flag */
3652 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return (FALSE);
3654 /* Require similar "race" */
3655 if (z_ptr->d_char != r_ptr->d_char) return (FALSE);
3657 /* Skip more advanced monsters */
3658 if (z_ptr->level > r_ptr->level) return (FALSE);
3660 /* Skip unique monsters */
3661 if (z_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3663 /* Paranoia -- Skip identical monsters */
3664 if (place_monster_idx == r_idx) return (FALSE);
3666 /* Skip different alignment */
3667 if (monster_has_hostile_align(m_ptr, 0, 0, z_ptr)) return FALSE;
3669 if (r_ptr->flags7 & RF7_FRIENDLY)
3671 if (monster_has_hostile_align(NULL, 1, -1, z_ptr)) return FALSE;
3674 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
3683 * @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
3684 * @param who 召喚主のモンスター情報ID
3687 * @param r_idx 生成するモンスターの種族ID
3688 * @param mode 生成オプション
3689 * @return 生成に成功したらtrue
3691 * Note that certain monsters are now marked as requiring "friends".
3692 * These monsters, if successfully placed, and if the "grp" parameter
3693 * is TRUE, will be surrounded by a "group" of identical monsters.
3695 * Note that certain monsters are now marked as requiring an "escort",
3696 * which is a collection of monsters with similar "race" but lower level.
3698 * Some monsters induce a fake "group" flag on their escorts.
3700 * Note the "bizarre" use of non-recursion to prevent annoying output
3701 * when running a code profiler.
3703 * Note the use of the new "monster allocation table" code to restrict
3704 * the "get_mon_num()" function to "legal" escort types.
3706 bool place_monster_aux(int who, int y, int x, int r_idx, u32b mode)
3709 monster_race *r_ptr = &r_info[r_idx];
3711 if (!(mode & PM_NO_KAGE) && one_in_(333))
3714 /* Place one monster, or fail */
3715 if (!place_monster_one(who, y, x, r_idx, mode)) return (FALSE);
3717 /* Require the "group" flag */
3718 if (!(mode & PM_ALLOW_GROUP)) return (TRUE);
3720 place_monster_m_idx = hack_m_idx_ii;
3723 for(i = 0; i < 6; i++)
3725 if(!r_ptr->reinforce_id[i]) break;
3726 n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
3727 for(j = 0; j < n; j++)
3730 scatter(&ny, &nx, y, x, d, 0);
3731 (void)place_monster_one(place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
3735 /* Friends for certain monsters */
3736 if (r_ptr->flags1 & (RF1_FRIENDS))
3738 /* Attempt to place a group */
3739 (void)place_monster_group(who, y, x, r_idx, mode);
3742 /* Escorts for certain monsters */
3743 if (r_ptr->flags1 & (RF1_ESCORT))
3745 /* Set the escort index */
3746 place_monster_idx = r_idx;
3748 /* Try to place several "escorts" */
3749 for (i = 0; i < 32; i++)
3751 int nx, ny, z, d = 3;
3753 /* Pick a location */
3754 scatter(&ny, &nx, y, x, d, 0);
3756 /* Require empty grids */
3757 if (!cave_empty_bold2(ny, nx)) continue;
3759 /* Prepare allocation table */
3760 get_mon_num_prep(place_monster_okay, get_monster_hook2(ny, nx));
3762 /* Pick a random race */
3763 z = get_mon_num(r_ptr->level);
3765 /* Handle failure */
3768 /* Place a single escort */
3769 (void)place_monster_one(place_monster_m_idx, ny, nx, z, mode);
3771 /* Place a "group" of escorts if needed */
3772 if ((r_info[z].flags1 & RF1_FRIENDS) ||
3773 (r_ptr->flags1 & RF1_ESCORTS))
3775 /* Place a group of monsters */
3776 (void)place_monster_group(place_monster_m_idx, ny, nx, z, mode);
3786 * @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
3789 * @param mode 生成オプション
3790 * @return 生成に成功したらtrue
3792 bool place_monster(int y, int x, u32b mode)
3796 /* Prepare allocation table */
3797 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3799 /* Pick a monster */
3800 r_idx = get_mon_num(monster_level);
3802 /* Handle failure */
3803 if (!r_idx) return (FALSE);
3805 /* Attempt to place the monster */
3806 if (place_monster_aux(0, y, x, r_idx, mode)) return (TRUE);
3813 #ifdef MONSTER_HORDES
3816 * @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
3819 * @return 生成に成功したらtrue
3821 bool alloc_horde(int y, int x)
3823 monster_race *r_ptr = NULL;
3826 int attempts = 1000;
3830 /* Prepare allocation table */
3831 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3835 /* Pick a monster */
3836 r_idx = get_mon_num(monster_level);
3838 /* Handle failure */
3839 if (!r_idx) return (FALSE);
3841 r_ptr = &r_info[r_idx];
3843 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3845 if (r_idx == MON_HAGURE) continue;
3848 if (attempts < 1) return FALSE;
3854 /* Attempt to place the monster */
3855 if (place_monster_aux(0, y, x, r_idx, 0L)) break;
3858 if (attempts < 1) return FALSE;
3860 m_idx = cave[y][x].m_idx;
3862 if (m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[m_list[m_idx].r_idx];
3863 summon_kin_type = r_ptr->d_char;
3865 for (attempts = randint1(10) + 5; attempts; attempts--)
3867 scatter(&cy, &cx, y, x, 5, 0);
3869 (void)summon_specific(m_idx, cy, cx, dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
3878 #endif /* MONSTER_HORDES */
3882 * @brief ダンジョンの主生成を試みる / Put the Guardian
3883 * @param def_val 現在の主の生成状態
3884 * @return 生成に成功したらtrue
3886 bool alloc_guardian(bool def_val)
3888 int guardian = d_info[dungeon_type].final_guardian;
3890 if (guardian && (d_info[dungeon_type].maxdepth == dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
3894 int try_count = 4000;
3896 /* Find a good position */
3899 /* Get a random spot */
3900 oy = randint1(cur_hgt - 4) + 2;
3901 ox = randint1(cur_wid - 4) + 2;
3903 /* Is it a good spot ? */
3904 if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[guardian], 0))
3906 /* Place the guardian */
3907 if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
3910 /* One less try count */
3922 * @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.
3923 * @param dis プレイヤーから離れるべき最低距離
3924 * @param mode 生成オプション
3925 * @return 生成に成功したらtrue
3927 * Place the monster at least "dis" distance from the player.
3928 * Use "slp" to choose the initial "sleep" status
3929 * Use "monster_level" for the monster level
3931 bool alloc_monster(int dis, u32b mode)
3934 int attempts_left = 10000;
3936 /* Put the Guardian */
3937 if (alloc_guardian(FALSE)) return TRUE;
3939 /* Find a legal, distant, unoccupied, space */
3940 while (attempts_left--)
3942 /* Pick a location */
3943 y = randint0(cur_hgt);
3944 x = randint0(cur_wid);
3946 /* Require empty floor grid (was "naked") */
3949 if (!cave_empty_bold2(y, x)) continue;
3953 if (!cave_empty_bold(y, x)) continue;
3956 /* Accept far away grids */
3957 if (distance(y, x, p_ptr->y, p_ptr->x) > dis) break;
3962 if (cheat_xtra || cheat_hear)
3964 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?"));
3971 #ifdef MONSTER_HORDES
3972 if (randint1(5000) <= dun_level)
3974 if (alloc_horde(y, x))
3976 if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), summon_kin_type);
3982 #endif /* MONSTER_HORDES */
3984 /* Attempt to place the monster, allow groups */
3985 if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return (TRUE);
3987 #ifdef MONSTER_HORDES
3989 #endif /* MONSTER_HORDES */
3997 * @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
3998 * @param r_idx チェックするモンスター種族ID
3999 * @return 召喚対象にできるならばTRUE
4001 static bool summon_specific_okay(int r_idx)
4003 monster_race *r_ptr = &r_info[r_idx];
4005 /* Hack - Only summon dungeon monsters */
4006 if (!mon_hook_dungeon(r_idx)) return (FALSE);
4008 /* Hack -- identify the summoning monster */
4009 if (summon_specific_who > 0)
4011 monster_type *m_ptr = &m_list[summon_specific_who];
4013 /* Do not summon enemies */
4015 /* Friendly vs. opposite aligned normal or pet */
4016 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
4018 /* Use the player's alignment */
4019 else if (summon_specific_who < 0)
4021 /* Do not summon enemies of the pets */
4022 if (monster_has_hostile_align(NULL, 10, -10, r_ptr))
4024 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
4028 /* Hack -- no specific type specified */
4029 if (!summon_specific_type) return (TRUE);
4031 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
4033 if ((summon_specific_who < 0) &&
4034 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
4035 monster_has_hostile_align(NULL, 10, -10, r_ptr))
4038 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[dungeon_type].flags1 & DF1_CHAMELEON)) return TRUE;
4040 return (summon_specific_aux(r_idx));
4045 * @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.
4046 * @param who 召喚主のモンスター情報ID
4051 * @param mode 生成オプション
4052 * @return 召喚できたらtrueを返す
4055 * We will attempt to place the monster up to 10 times before giving up.
4057 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
4058 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
4059 * Note: None of the other summon codes will ever summon Unique's.
4061 * This function has been changed. We now take the "monster level"
4062 * of the summoning monster as a parameter, and use that, along with
4063 * the current dungeon level, to help determine the level of the
4064 * desired monster. Note that this is an upper bound, and also
4065 * tends to "prefer" monsters of that level. Currently, we use
4066 * the average of the dungeon and monster levels, and then add
4067 * five to allow slight increases in monster power.
4069 * Note that we use the new "monster allocation table" creation code
4070 * to restrict the "get_mon_num()" function to the set of "legal"
4071 * monsters, making this function much faster and more reliable.
4073 * Note that this function may not succeed, though this is very rare.
4075 bool summon_specific(int who, int y1, int x1, int lev, int type, u32b mode)
4079 if (p_ptr->inside_arena) return (FALSE);
4081 if (!mon_scatter(0, &y, &x, y1, x1, 2)) return FALSE;
4083 /* Save the summoner */
4084 summon_specific_who = who;
4086 /* Save the "summon" type */
4087 summon_specific_type = type;
4089 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
4091 /* Prepare allocation table */
4092 get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
4094 /* Pick a monster, using the level calculation */
4095 r_idx = get_mon_num((dun_level + lev) / 2 + 5);
4097 /* Handle failure */
4100 summon_specific_type = 0;
4104 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
4106 /* Attempt to place the monster (awake, allow groups) */
4107 if (!place_monster_aux(who, y, x, r_idx, mode))
4109 summon_specific_type = 0;
4113 summon_specific_type = 0;
4120 * @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
4121 * @param who 召喚主のモンスター情報ID
4124 * @param r_idx 生成するモンスター種族ID
4125 * @param mode 生成オプション
4126 * @return 召喚できたらtrueを返す
4128 bool summon_named_creature (int who, int oy, int ox, int r_idx, u32b mode)
4133 /* if (!r_idx) return; */
4135 /* Prevent illegal monsters */
4136 if (r_idx >= max_r_idx) return FALSE;
4138 if (p_ptr->inside_arena) return FALSE;
4140 if (!mon_scatter(r_idx, &y, &x, oy, ox, 2)) return FALSE;
4142 /* Place it (allow groups) */
4143 return place_monster_aux(who, y, x, r_idx, (mode | PM_NO_KAGE));
4148 * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
4149 * @param m_idx 増殖するモンスター情報ID
4150 * @param clone クローン・モンスター処理ならばtrue
4151 * @param mode 生成オプション
4152 * @return 生成できたらtrueを返す
4154 * Note that "reproduction" REQUIRES empty space.
4156 bool multiply_monster(int m_idx, bool clone, u32b mode)
4158 monster_type *m_ptr = &m_list[m_idx];
4162 if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
4165 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4167 /* Create a new monster (awake, no groups) */
4168 if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
4171 /* Hack -- Transfer "clone" flag */
4172 if (clone || (m_ptr->smart & SM_CLONED))
4174 m_list[hack_m_idx_ii].smart |= SM_CLONED;
4175 m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
4184 * @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
4185 * @param m_idx モンスター情報ID
4186 * @param dam 与えたダメージ
4189 * Technically should attempt to treat "Beholder"'s as jelly's
4191 void message_pain(int m_idx, int dam)
4193 long oldhp, newhp, tmp;
4196 monster_type *m_ptr = &m_list[m_idx];
4197 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4201 /* Get the monster name */
4202 monster_desc(m_name, m_ptr, 0);
4204 if(dam == 0) // Notice non-damage
4206 msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
4210 /* Note -- subtle fix -CFT */
4211 newhp = (long)(m_ptr->hp);
4212 oldhp = newhp + (long)(dam);
4213 tmp = (newhp * 100L) / oldhp;
4214 percentage = (int)(tmp);
4216 if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
4219 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4220 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4221 else if(percentage > 50) msg_format("%^sは縮こまった。", m_name);
4222 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4223 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4224 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4225 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4227 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4228 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4229 else if(percentage > 50) msg_format("%^s squelches.", m_name);
4230 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4231 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4232 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4233 else msg_format("%^s jerks limply.", m_name);
4237 else if(my_strchr("l", r_ptr->d_char)) // Fish
4240 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4241 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4242 else if(percentage > 50) msg_format("%^sは躊躇した。", m_name);
4243 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4244 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4245 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4246 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4248 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4249 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4250 else if(percentage > 50) msg_format("%^s hesitates.", m_name);
4251 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4252 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4253 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4254 else msg_format("%^s jerks limply.", m_name);
4258 else if(my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs
4261 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4262 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4263 else if(percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
4264 else if(percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
4265 else if(percentage > 20) msg_format("%^sはうめいた。", m_name);
4266 else if(percentage > 10) msg_format("%^sは躊躇した。", m_name);
4267 else msg_format("%^sはくしゃくしゃになった。", m_name);
4269 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4270 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4271 else if(percentage > 50) msg_format("%^s roars thunderously.", m_name);
4272 else if(percentage > 35) msg_format("%^s rumbles.", m_name);
4273 else if(percentage > 20) msg_format("%^s grunts.", m_name);
4274 else if(percentage > 10) msg_format("%^s hesitates.", m_name);
4275 else msg_format("%^s crumples.", m_name);
4279 else if(my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics
4282 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4283 else if(percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
4284 else if(percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
4285 else if(percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
4286 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4287 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4288 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4290 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4291 else if(percentage > 75) msg_format("%^s hisses.", m_name);
4292 else if(percentage > 50) msg_format("%^s rears up in anger.", m_name);
4293 else if(percentage > 35) msg_format("%^s hisses furiously.", m_name);
4294 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4295 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4296 else msg_format("%^s jerks limply.", m_name);
4300 else if(my_strchr("f", r_ptr->d_char))
4303 if(percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
4304 else if(percentage > 75) msg_format("%^sは吠えた。", m_name);
4305 else if(percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
4306 else if(percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4307 else if(percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
4308 else if(percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
4309 else msg_format("%sは哀れな鳴き声を出した。", m_name);
4311 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4312 else if(percentage > 75) msg_format("%^s roars.", m_name);
4313 else if(percentage > 50) msg_format("%^s growls angrily.", m_name);
4314 else if(percentage > 35) msg_format("%^s hisses with pain.", m_name);
4315 else if(percentage > 20) msg_format("%^s mewls in pain.", m_name);
4316 else if(percentage > 10) msg_format("%^s hisses in agony.", m_name);
4317 else msg_format("%^s mewls pitifully.", m_name);
4321 else if(my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders
4324 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4325 else if(percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
4326 else if(percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
4327 else if(percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
4328 else if(percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
4329 else if(percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
4330 else msg_format("%^sはピクピクひきつった。", m_name);
4332 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4333 else if(percentage > 75) msg_format("%^s chitters.", m_name);
4334 else if(percentage > 50) msg_format("%^s scuttles about.", m_name);
4335 else if(percentage > 35) msg_format("%^s twitters.", m_name);
4336 else if(percentage > 20) msg_format("%^s jerks in pain.", m_name);
4337 else if(percentage > 10) msg_format("%^s jerks in agony.", m_name);
4338 else msg_format("%^s twitches.", m_name);
4342 else if(my_strchr("B", r_ptr->d_char)) // Birds
4345 if(percentage > 95) msg_format("%^sはさえずった。", m_name);
4346 else if(percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
4347 else if(percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
4348 else if(percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
4349 else if(percentage > 20) msg_format("%^sは苦しんだ。", m_name);
4350 else if(percentage > 10) msg_format("%^sはのたうち回った。", m_name);
4351 else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
4353 if(percentage > 95) msg_format("%^s chirps.", m_name);
4354 else if(percentage > 75) msg_format("%^s twitters.", m_name);
4355 else if(percentage > 50) msg_format("%^s squawks.", m_name);
4356 else if(percentage > 35) msg_format("%^s chatters.", m_name);
4357 else if(percentage > 20) msg_format("%^s jeers.", m_name);
4358 else if(percentage > 10) msg_format("%^s flutters about.", m_name);
4359 else msg_format("%^s squeaks.", m_name);
4363 else if(my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead
4366 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4367 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4368 else if(percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4369 else if(percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
4370 else if(percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
4371 else if(percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
4372 else msg_format("%^sは弱々しくうなった。", m_name);
4374 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4375 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4376 else if(percentage > 50) msg_format("%^s hisses in pain.", m_name);
4377 else if(percentage > 35) msg_format("%^s snarls with pain.", m_name);
4378 else if(percentage > 20) msg_format("%^s roars with pain.", m_name);
4379 else if(percentage > 10) msg_format("%^s gasps.", m_name);
4380 else msg_format("%^s snarls feebly.", m_name);
4384 else if(my_strchr("s", r_ptr->d_char)) // Skeletons
4387 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4388 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4389 else if(percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
4390 else if(percentage > 35) msg_format("%^sはよろめいた。", m_name);
4391 else if(percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
4392 else if(percentage > 10) msg_format("%^sはよろめいた。", m_name);
4393 else msg_format("%^sはガタガタ言った。", m_name);
4395 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4396 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4397 else if(percentage > 50) msg_format("%^s rattles.", m_name);
4398 else if(percentage > 35) msg_format("%^s stumbles.", m_name);
4399 else if(percentage > 20) msg_format("%^s rattles.", m_name);
4400 else if(percentage > 10) msg_format("%^s staggers.", m_name);
4401 else msg_format("%^s clatters.", m_name);
4405 else if(my_strchr("z", r_ptr->d_char)) // Zombies
4408 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4409 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4410 else if(percentage > 50) msg_format("%^sはうめいた。", m_name);
4411 else if(percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
4412 else if(percentage > 20) msg_format("%^sは躊躇した。", m_name);
4413 else if(percentage > 10) msg_format("%^sはうなった。", m_name);
4414 else msg_format("%^sはよろめいた。", m_name);
4416 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4417 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4418 else if(percentage > 50) msg_format("%^s groans.", m_name);
4419 else if(percentage > 35) msg_format("%^s moans.", m_name);
4420 else if(percentage > 20) msg_format("%^s hesitates.", m_name);
4421 else if(percentage > 10) msg_format("%^s grunts.", m_name);
4422 else msg_format("%^s staggers.", m_name);
4426 else if(my_strchr("G", r_ptr->d_char)) // Ghosts
4429 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4430 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4431 else if(percentage > 50) msg_format("%sはうめいた。", m_name);
4432 else if(percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
4433 else if(percentage > 20) msg_format("%^sは吠えた。", m_name);
4434 else if(percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
4435 else msg_format("%^sはかすかにうめいた。", m_name);
4437 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4438 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4439 else if(percentage > 50) msg_format("%^s moans.", m_name);
4440 else if(percentage > 35) msg_format("%^s wails.", m_name);
4441 else if(percentage > 20) msg_format("%^s howls.", m_name);
4442 else if(percentage > 10) msg_format("%^s moans softly.", m_name);
4443 else msg_format("%^s sighs.", m_name);
4447 else if(my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds
4450 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4451 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4452 else if(percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
4453 else if(percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
4454 else if(percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
4455 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4456 else msg_format("%^sは弱々しく吠えた。", m_name);
4458 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4459 else if(percentage > 75) msg_format("%^s snarls with pain.", m_name);
4460 else if(percentage > 50) msg_format("%^s yelps in pain.", m_name);
4461 else if(percentage > 35) msg_format("%^s howls in pain.", m_name);
4462 else if(percentage > 20) msg_format("%^s howls in agony.", m_name);
4463 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4464 else msg_format("%^s yelps feebly.", m_name);
4468 else if(my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek)
4471 if(percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
4472 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4473 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4474 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4475 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4476 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4477 else msg_format("%^sは弱々しく叫んだ。", m_name);
4479 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4480 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4481 else if(percentage > 50) msg_format("%^s squeals in pain.", m_name);
4482 else if(percentage > 35) msg_format("%^s shrieks in pain.", m_name);
4483 else if(percentage > 20) msg_format("%^s shrieks in agony.", m_name);
4484 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4485 else msg_format("%^s cries out feebly.", m_name);
4489 else // Another type of creatures (shrug,cry,scream)
4492 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4493 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4494 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4495 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4496 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4497 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4498 else msg_format("%^sは弱々しく叫んだ。", m_name);
4500 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4501 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4502 else if(percentage > 50) msg_format("%^s cries out in pain.", m_name);
4503 else if(percentage > 35) msg_format("%^s screams in pain.", m_name);
4504 else if(percentage > 20) msg_format("%^s screams in agony.", m_name);
4505 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4506 else msg_format("%^s cries out feebly.", m_name);
4514 * @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.
4515 * @param m_idx 更新を行う「モンスター情報ID
4516 * @param what 学習対象ID
4519 void update_smart_learn(int m_idx, int what)
4521 monster_type *m_ptr = &m_list[m_idx];
4523 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4526 /* Not allowed to learn */
4527 if (!smart_learn) return;
4529 /* Too stupid to learn anything */
4530 if (r_ptr->flags2 & (RF2_STUPID)) return;
4532 /* Not intelligent, only learn sometimes */
4533 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
4538 /* Analyze the knowledge */
4542 if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
4543 if (IS_OPPOSE_ACID()) m_ptr->smart |= (SM_OPP_ACID);
4544 if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
4548 if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
4549 if (IS_OPPOSE_ELEC()) m_ptr->smart |= (SM_OPP_ELEC);
4550 if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
4554 if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
4555 if (IS_OPPOSE_FIRE()) m_ptr->smart |= (SM_OPP_FIRE);
4556 if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
4560 if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
4561 if (IS_OPPOSE_COLD()) m_ptr->smart |= (SM_OPP_COLD);
4562 if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
4566 if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
4567 if (IS_OPPOSE_POIS()) m_ptr->smart |= (SM_OPP_POIS);
4572 if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
4576 if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
4580 if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
4584 if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
4588 if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
4592 if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
4596 if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
4600 if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
4604 if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
4608 if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
4612 if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
4616 if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
4620 if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
4624 if (p_ptr->reflect) m_ptr-> smart |= (SM_IMM_REFLECT);
4631 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4634 * @return 配置に成功したらTRUE
4636 bool player_place(int y, int x)
4638 /* Paranoia XXX XXX */
4639 if (cave[y][x].m_idx != 0) return FALSE;
4641 /* Save player location */
4651 * @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
4652 * @param m_ptr モンスター参照ポインタ
4655 void monster_drop_carried_objects(monster_type *m_ptr)
4657 s16b this_o_idx, next_o_idx = 0;
4663 /* Drop objects being carried */
4664 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4666 /* Acquire object */
4667 o_ptr = &o_list[this_o_idx];
4669 /* Acquire next object */
4670 next_o_idx = o_ptr->next_o_idx;
4672 /* Get local object */
4675 /* Copy the object */
4676 object_copy(q_ptr, o_ptr);
4678 /* Forget monster */
4679 q_ptr->held_m_idx = 0;
4681 /* Delete the object */
4682 delete_object_idx(this_o_idx);
4685 (void)drop_near(q_ptr, -1, m_ptr->fy, m_ptr->fx);
4688 /* Forget objects */
4689 m_ptr->hold_o_idx = 0;