3 * @brief モンスター処理 / misc code for monsters
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
10 * 2014 Deskull rearranged comment for Doxygen.
21 #include "object-flavor.h"
22 #include "monsterrace-hook.h"
23 #include "monster-status.h"
26 #include "spells-summon.h"
29 #include "player-move.h"
30 #include "player-status.h"
31 #include "player-race.h"
32 #include "player-class.h"
33 #include "player-personality.h"
36 #include "monster-spell.h"
38 #include "view-mainwindow.h"
40 #include "monsterrace.h"
42 #include "targeting.h"
43 #include "realm-song.h"
46 #define HORDE_NOGOOD 0x01 /*!< (未実装フラグ)HORDE生成でGOODなモンスターの生成を禁止する? */
47 #define HORDE_NOEVIL 0x02 /*!< (未実装フラグ)HORDE生成でEVILなモンスターの生成を禁止する? */
49 MONSTER_IDX hack_m_idx = 0; /* Hack -- see "process_monsters()" */
50 MONSTER_IDX hack_m_idx_ii = 0;
53 * @brief モンスターの目標地点をセットする / Set the target of counter attack
54 * @param m_ptr モンスターの参照ポインタ
59 void set_target(monster_type *m_ptr, POSITION y, POSITION x)
67 * @brief モンスターの目標地点をリセットする / Reset the target of counter attack
68 * @param m_ptr モンスターの参照ポインタ
71 void reset_target(monster_type *m_ptr)
73 set_target(m_ptr, 0, 0);
78 * @brief モンスターの真の種族を返す / Extract monster race pointer of a monster's true form
79 * @param m_ptr モンスターの参照ポインタ
80 * @return 本当のモンスター種族参照ポインタ
82 monster_race *real_r_ptr(monster_type *m_ptr)
84 return &r_info[real_r_idx(m_ptr)];
87 MONRACE_IDX real_r_idx(monster_type *m_ptr)
89 monster_race *r_ptr = &r_info[m_ptr->r_idx];
91 /* Extract real race */
92 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
94 if (r_ptr->flags1 & RF1_UNIQUE)
95 return MON_CHAMELEON_K;
107 * @brief モンスター配列からモンスターを消去する / Delete a monster by index.
108 * @param i 消去するモンスターのID
111 * モンスターを削除するとそのモンスターが拾っていたアイテムも同時に削除される。 /
112 * When a monster is deleted, all of its objects are deleted.
114 void delete_monster_idx(MONSTER_IDX i)
117 floor_type *floor_ptr = p_ptr->current_floor_ptr;
118 monster_type *m_ptr = &floor_ptr->m_list[i];
119 monster_race *r_ptr = &r_info[m_ptr->r_idx];
120 OBJECT_IDX this_o_idx, next_o_idx = 0;
125 /* Hack -- Reduce the racial counter */
126 real_r_ptr(m_ptr)->cur_num--;
128 /* Hack -- count the number of "reproducers" */
129 if (r_ptr->flags2 & (RF2_MULTIPLY)) floor_ptr->num_repro--;
131 if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(p_ptr, i, 0);
132 if (MON_FAST(m_ptr)) (void)set_monster_fast(p_ptr, i, 0);
133 if (MON_SLOW(m_ptr)) (void)set_monster_slow(p_ptr, i, 0);
134 if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(p_ptr, i, 0);
135 if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(p_ptr, i, 0);
136 if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(p_ptr, i, 0);
137 if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(p_ptr, i, 0, FALSE);
139 /* Hack -- remove target monster */
140 if (i == target_who) target_who = 0;
142 /* Hack -- remove tracked monster */
143 if (i == p_ptr->health_who) health_track(p_ptr, 0);
145 if (p_ptr->pet_t_m_idx == i) p_ptr->pet_t_m_idx = 0;
146 if (p_ptr->riding_t_m_idx == i) p_ptr->riding_t_m_idx = 0;
147 if (p_ptr->riding == i) p_ptr->riding = 0;
149 /* Monster is gone */
150 floor_ptr->grid_array[y][x].m_idx = 0;
152 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
155 o_ptr = &floor_ptr->o_list[this_o_idx];
156 next_o_idx = o_ptr->next_o_idx;
159 * o_ptr->held_m_idx is needed in delete_object_idx()
160 * to prevent calling lite_spot()
163 delete_object_idx(floor_ptr, this_o_idx);
166 (void)WIPE(m_ptr, monster_type);
172 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
174 p_ptr->update |= (PU_MON_LITE);
180 * @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
185 static void compact_monsters_aux(MONSTER_IDX i1, MONSTER_IDX i2)
191 OBJECT_IDX this_o_idx, next_o_idx = 0;
194 if (i1 == i2) return;
197 floor_type *floor_ptr = p_ptr->current_floor_ptr;
198 m_ptr = &floor_ptr->m_list[i1];
204 g_ptr = &floor_ptr->grid_array[y][x];
208 /* Repair objects being carried by monster */
209 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
212 o_ptr = &floor_ptr->o_list[this_o_idx];
213 next_o_idx = o_ptr->next_o_idx;
215 /* Reset monster pointer */
216 o_ptr->held_m_idx = i2;
219 /* Hack -- Update the target */
220 if (target_who == i1) target_who = i2;
222 /* Hack -- Update the target */
223 if (p_ptr->pet_t_m_idx == i1) p_ptr->pet_t_m_idx = i2;
224 if (p_ptr->riding_t_m_idx == i1) p_ptr->riding_t_m_idx = i2;
226 /* Hack -- Update the riding */
227 if (p_ptr->riding == i1) p_ptr->riding = i2;
229 /* Hack -- Update the health bar */
230 if (p_ptr->health_who == i1) health_track(p_ptr, i2);
232 /* Hack -- Update parent index */
235 for (i = 1; i < floor_ptr->m_max; i++)
237 monster_type *m2_ptr = &floor_ptr->m_list[i];
239 if (m2_ptr->parent_m_idx == i1)
240 m2_ptr->parent_m_idx = i2;
245 (void)COPY(&floor_ptr->m_list[i2], &floor_ptr->m_list[i1], monster_type);
248 (void)WIPE(&floor_ptr->m_list[i1], monster_type);
250 for (i = 0; i < MAX_MTIMED; i++)
252 int mproc_idx = get_mproc_idx(floor_ptr, i1, i);
253 if (mproc_idx >= 0) floor_ptr->mproc_list[i][mproc_idx] = i2;
259 * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
260 * @param size 圧縮後のモンスター件数目標
263 * This function can be very dangerous, use with caution!
265 * When actually "compacting" monsters, we base the saving throw
266 * on a combination of monster level, distance from player, and
267 * current "desperation".
269 * After "compacting" (if needed), we "reorder" the monsters into a more
270 * compact order, and we reset the allocation info, and the "live" array.
272 void compact_monsters(int size)
276 int cur_lev, cur_dis, chance;
278 /* Message (only if compacting) */
279 if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
281 /* Compact at least 'size' objects */
282 floor_type *floor_ptr = p_ptr->current_floor_ptr;
283 for (num = 0, cnt = 1; num < size; cnt++)
285 /* Get more vicious each iteration */
288 /* Get closer each iteration */
289 cur_dis = 5 * (20 - cnt);
291 /* Check all the monsters */
292 for (i = 1; i < floor_ptr->m_max; i++)
294 monster_type *m_ptr = &floor_ptr->m_list[i];
296 monster_race *r_ptr = &r_info[m_ptr->r_idx];
298 /* Paranoia -- skip "dead" monsters */
299 if (!monster_is_valid(m_ptr)) continue;
301 /* Hack -- High level monsters start out "immune" */
302 if (r_ptr->level > cur_lev) continue;
304 if (i == p_ptr->riding) continue;
306 /* Ignore nearby monsters */
307 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
309 /* Saving throw chance */
312 /* Only compact "Quest" Monsters in emergencies */
313 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
315 /* Try not to compact Unique Monsters */
316 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
318 /* All monsters get a saving throw */
319 if (randint0(100) < chance) continue;
321 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
323 GAME_TEXT m_name[MAX_NLEN];
324 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
325 exe_write_diary(p_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
328 delete_monster_idx(i);
330 /* Count the monster */
336 /* Excise dead monsters (backwards!) */
337 for (i = floor_ptr->m_max - 1; i >= 1; i--)
339 /* Get the i'th monster */
340 monster_type *m_ptr = &floor_ptr->m_list[i];
342 /* Skip real monsters */
343 if (m_ptr->r_idx) continue;
345 /* Move last monster into open hole */
346 compact_monsters_aux(floor_ptr->m_max - 1, i);
348 /* Compress "floor_ptr->m_max" */
355 * @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
358 * This is an efficient method of simulating multiple calls to the
359 * "delete_monster()" function, with no visual effects.
361 void wipe_m_list(void)
365 /* Hack -- if Banor or Lupart dies, stay another dead */
366 if (!r_info[MON_BANORLUPART].max_num)
368 if (r_info[MON_BANOR].max_num)
370 r_info[MON_BANOR].max_num = 0;
371 r_info[MON_BANOR].r_pkills++;
372 r_info[MON_BANOR].r_akills++;
373 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
375 if (r_info[MON_LUPART].max_num)
377 r_info[MON_LUPART].max_num = 0;
378 r_info[MON_LUPART].r_pkills++;
379 r_info[MON_LUPART].r_akills++;
380 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
384 /* Delete all the monsters */
385 floor_type *floor_ptr = p_ptr->current_floor_ptr;
386 for (i = floor_ptr->m_max - 1; i >= 1; i--)
388 monster_type *m_ptr = &floor_ptr->m_list[i];
389 if (!monster_is_valid(m_ptr)) continue;
391 /* Monster is gone */
392 floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
394 (void)WIPE(m_ptr, monster_type);
399 * Wiping racial counters of all monsters and incrementing of racial
400 * counters of monsters in party_mon[] are required to prevent multiple
401 * generation of unique monster who is the minion of player.
404 /* Hack -- Wipe the racial counter of all monster races */
405 for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
407 /* Reset "floor_ptr->m_max" */
408 floor_ptr->m_max = 1;
410 /* Reset "floor_ptr->m_cnt" */
411 floor_ptr->m_cnt = 0;
413 /* Reset "floor_ptr->mproc_max[]" */
414 for (i = 0; i < MAX_MTIMED; i++) floor_ptr->mproc_max[i] = 0;
416 /* Hack -- reset "reproducer" count */
417 floor_ptr->num_repro = 0;
419 /* Hack -- no more target */
421 p_ptr->pet_t_m_idx = 0;
422 p_ptr->riding_t_m_idx = 0;
424 health_track(p_ptr, 0);
429 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
430 * @return 利用可能なモンスター配列の添字
432 * This routine should almost never fail, but it *can* happen.
434 MONSTER_IDX m_pop(void)
438 /* Normal allocation */
439 floor_type *floor_ptr = p_ptr->current_floor_ptr;
440 if (floor_ptr->m_max < current_world_ptr->max_m_idx)
442 /* Access the next hole */
443 i = floor_ptr->m_max;
445 /* Expand the array */
451 /* Return the index */
455 /* Recycle dead monsters */
456 for (i = 1; i < floor_ptr->m_max; i++)
459 m_ptr = &floor_ptr->m_list[i];
461 /* Skip live monsters */
462 if (m_ptr->r_idx) continue;
467 /* Use this monster */
471 /* Warn the player (except during dungeon creation) */
472 if (current_world_ptr->character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
474 /* Try not to crash */
482 * @var summon_specific_type
483 * @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"
484 * @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
486 static int summon_specific_type = 0;
490 * @var summon_specific_who
491 * @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
492 * @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
494 static int summon_specific_who = -1;
497 * @var summon_unique_okay
498 * @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
499 * @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
501 static bool summon_unique_okay = FALSE;
504 * @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
505 * @return 召喚条件が一致するならtrue
508 static bool summon_specific_aux(MONRACE_IDX summoner_idx, MONRACE_IDX r_idx)
510 monster_race *r_ptr = &r_info[r_idx];
513 /* Check our requirements */
514 switch (summon_specific_type)
518 okay = (r_ptr->d_char == 'a');
524 okay = (r_ptr->d_char == 'S');
530 okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
536 okay = (r_ptr->d_char == 'M');
542 okay = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
548 okay = (r_ptr->flags3 & RF3_DEMON);
554 okay = (r_ptr->flags3 & RF3_UNDEAD);
560 okay = (r_ptr->flags3 & RF3_DRAGON);
564 case SUMMON_HI_UNDEAD:
566 okay = ((r_ptr->d_char == 'L') ||
567 (r_ptr->d_char == 'V') ||
568 (r_ptr->d_char == 'W'));
572 case SUMMON_HI_DRAGON:
574 okay = (r_ptr->d_char == 'D');
578 case SUMMON_HI_DEMON:
580 okay = (((r_ptr->d_char == 'U') ||
581 (r_ptr->d_char == 'H') ||
582 (r_ptr->d_char == 'B')) &&
583 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
587 case SUMMON_AMBERITES:
589 okay = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
595 okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
601 okay = (r_ptr->d_char == 'm');
606 okay = (r_ptr->d_char == 'b');
609 case SUMMON_QUYLTHULG:
611 okay = (r_ptr->d_char == 'Q');
615 case SUMMON_COIN_MIMIC:
617 okay = (r_ptr->d_char == '$');
623 okay = ((r_ptr->d_char == '!') ||
624 (r_ptr->d_char == '?') ||
625 (r_ptr->d_char == '=') ||
626 (r_ptr->d_char == '$') ||
627 (r_ptr->d_char == '|'));
633 okay = (r_ptr->d_char == 'g');
639 okay = ((r_ptr->d_char == 'U') &&
640 (r_ptr->flags4 & RF4_ROCKET));
646 SYMBOL_CODE summon_kin_type;
649 summon_kin_type = r_info[summoner_idx].d_char;
653 summon_kin_type = get_summon_symbol_from_player(p_ptr);
656 okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
662 okay = (r_idx == MON_DAWN);
668 okay = (r_ptr->flags3 & (RF3_ANIMAL));
672 case SUMMON_ANIMAL_RANGER:
674 okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
675 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
676 !(r_ptr->flags3 & (RF3_DRAGON)) &&
677 !(r_ptr->flags3 & (RF3_EVIL)) &&
678 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
679 !(r_ptr->flags3 & (RF3_DEMON)) &&
680 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
681 !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
685 case SUMMON_HI_DRAGON_LIVING:
687 okay = ((r_ptr->d_char == 'D') && monster_living(r_idx));
693 okay = monster_living(r_idx);
699 okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
703 case SUMMON_BLUE_HORROR:
705 okay = (r_idx == MON_BLUE_HORROR);
709 case SUMMON_ELEMENTAL:
711 okay = (r_ptr->d_char == 'E');
717 okay = (r_ptr->d_char == 'v');
723 okay = (r_ptr->d_char == 'H');
729 okay = (r_ptr->d_char == 'B');
733 case SUMMON_KAMIKAZE:
736 for (i = 0; i < 4; i++)
737 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
741 case SUMMON_KAMIKAZE_LIVING:
745 for (i = 0; i < 4; i++)
746 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
747 okay = (okay && monster_living(r_idx));
753 okay = (r_idx == MON_MANES);
759 okay = (r_idx == MON_LOUSE);
763 case SUMMON_GUARDIANS:
765 okay = (r_ptr->flags7 & RF7_GUARDIAN);
771 okay = ((r_idx == MON_NOV_PALADIN) ||
772 (r_idx == MON_NOV_PALADIN_G) ||
773 (r_idx == MON_PALADIN) ||
774 (r_idx == MON_W_KNIGHT) ||
775 (r_idx == MON_ULTRA_PALADIN) ||
776 (r_idx == MON_KNI_TEMPLAR));
782 okay = (r_ptr->d_char == 'B' &&
783 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
784 (r_ptr->flags8 & RF8_WILD_ONLY));
788 case SUMMON_PIRANHAS:
790 okay = (r_idx == MON_PIRANHA);
794 case SUMMON_ARMAGE_GOOD:
796 okay = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
800 case SUMMON_ARMAGE_EVIL:
802 okay = ((r_ptr->flags3 & RF3_DEMON) ||
803 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
807 /* Since okay is int, "return (okay);" is not correct. */
808 return (bool)(okay ? TRUE : FALSE);
812 * @var chameleon_change_m_idx
813 * @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
814 * @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
816 static int chameleon_change_m_idx = 0;
820 * @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.
821 * @param r_idx チェックするモンスター種族ID
822 * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
824 static bool restrict_monster_to_dungeon(DUNGEON_IDX d_idx, MONRACE_IDX r_idx)
826 dungeon_type *d_ptr = &d_info[d_idx];
827 monster_race *r_ptr = &r_info[r_idx];
830 if (d_ptr->flags1 & DF1_CHAMELEON)
832 if (chameleon_change_m_idx) return TRUE;
835 if (d_ptr->flags1 & DF1_NO_MAGIC)
837 if (r_idx != MON_CHAMELEON &&
839 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
840 !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
841 !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
845 if (d_ptr->flags1 & DF1_NO_MELEE)
847 if (r_idx == MON_CHAMELEON) return TRUE;
848 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
849 !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | RF5_MIND_BLAST | RF5_BRAIN_SMASH)) &&
850 !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
854 floor_type *floor_ptr = p_ptr->current_floor_ptr;
855 if (d_ptr->flags1 & DF1_BEGINNER)
857 if (r_ptr->level > floor_ptr->dun_level)
861 if (d_ptr->special_div >= 64) return TRUE;
862 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
866 case DUNGEON_MODE_AND:
869 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
874 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
879 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
884 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
887 if (d_ptr->m_a_ability_flags1)
889 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
892 if (d_ptr->m_a_ability_flags2)
894 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
899 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
904 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
909 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
914 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
917 for (a = 0; a < 5; a++)
918 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
922 case DUNGEON_MODE_NAND:
925 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
930 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
935 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
940 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
943 if (d_ptr->m_a_ability_flags1)
945 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
948 if (d_ptr->m_a_ability_flags2)
950 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
955 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
960 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
965 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
970 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
973 for (a = 0; a < 5; a++)
974 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
978 case DUNGEON_MODE_OR:
979 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
980 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
981 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
982 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
983 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE;
984 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE;
985 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
986 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
987 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
988 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
989 for (a = 0; a < 5; a++)
990 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
994 case DUNGEON_MODE_NOR:
995 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
996 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
997 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
998 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
999 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE;
1000 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE;
1001 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
1002 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
1003 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
1004 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
1005 for (a = 0; a < 5; a++)
1006 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
1015 * Hack -- function hooks to restrict "get_mon_num_prep()" function
1017 monsterrace_hook_type get_mon_num_hook;
1018 monsterrace_hook_type get_mon_num2_hook;
1021 * @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"
1022 * @param monster_hook 制限関数1
1023 * @param monster_hook2 制限関数2
1026 errr get_mon_num_prep(monsterrace_hook_type monster_hook,
1027 monsterrace_hook_type monster_hook2)
1031 /* Todo: Check the hooks for non-changes */
1033 /* Set the new hooks */
1034 get_mon_num_hook = monster_hook;
1035 get_mon_num2_hook = monster_hook2;
1037 /* Scan the allocation table */
1038 floor_type *floor_ptr = p_ptr->current_floor_ptr;
1039 for (i = 0; i < alloc_race_size; i++)
1041 monster_race *r_ptr;
1044 alloc_entry *entry = &alloc_race_table[i];
1047 r_ptr = &r_info[entry->index];
1049 /* Skip monsters which don't pass the restriction */
1050 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
1051 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
1054 if (!p_ptr->phase_out && !chameleon_change_m_idx &&
1055 summon_specific_type != SUMMON_GUARDIANS)
1057 /* Hack -- don't create questors */
1058 if (r_ptr->flags1 & RF1_QUESTOR)
1061 if (r_ptr->flags7 & RF7_GUARDIAN)
1064 /* Depth Monsters never appear out of depth */
1065 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
1066 (r_ptr->level > floor_ptr->dun_level))
1070 /* Accept this monster */
1071 entry->prob2 = entry->prob1;
1073 if (floor_ptr->dun_level && (!floor_ptr->inside_quest || is_fixed_quest_idx(floor_ptr->inside_quest)) &&
1074 !restrict_monster_to_dungeon(p_ptr->dungeon_idx, entry->index) && !p_ptr->phase_out)
1076 int hoge = entry->prob2 * d_info[p_ptr->dungeon_idx].special_div;
1077 entry->prob2 = hoge / 64;
1078 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
1088 * @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
1090 * @return 選択されたモンスター生成種族
1092 * Choose a monster race that seems "appropriate" to the given level
1094 * This function uses the "prob2" field of the "monster allocation table",
1095 * and various local information, to calculate the "prob3" field of the
1096 * same table, which is then used to choose an "appropriate" monster, in
1097 * a relatively efficient manner.
1099 * Note that "town" monsters will *only* be created in the town, and
1100 * "normal" monsters will *never* be created in the town, unless the
1101 * "level" is "modified", for example, by polymorph or summoning.
1103 * There is a small chance (1/50) of "boosting" the given depth by
1104 * a small amount (up to four levels), except in the town.
1106 * It is (slightly) more likely to acquire a monster of the given level
1107 * than one of a lower level. This is done by choosing several monsters
1108 * appropriate to the given level and keeping the "hardest" one.
1110 * Note that if no monsters are "appropriate", then this function will
1111 * fail, and return zero, but this should *almost* never happen.
1113 MONRACE_IDX get_mon_num(DEPTH level)
1118 monster_race *r_ptr;
1119 alloc_entry *table = alloc_race_table;
1121 int pls_kakuritu, pls_level;
1122 int delay = mysqrt(level * 10000L) + 400L;
1124 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
1125 pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10));
1127 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_MAZE)
1129 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
1130 if (pls_kakuritu < 2) pls_kakuritu = 2;
1135 /* Boost the level */
1136 if (!p_ptr->phase_out && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
1138 /* Nightmare mode allows more out-of depth monsters */
1139 if (ironman_nightmare && !randint0(pls_kakuritu))
1141 /* What a bizarre calculation */
1142 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1146 /* Occasional "nasty" monster */
1147 if (!randint0(pls_kakuritu))
1149 /* Pick a level bonus */
1155 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1156 if (level < 0) level = 0;
1161 /* Process probabilities */
1162 for (i = 0; i < alloc_race_size; i++)
1164 /* Monsters are sorted by depth */
1165 if (table[i].level > level) break;
1170 /* Access the "r_idx" of the chosen monster */
1171 r_idx = table[i].index;
1173 /* Access the actual race */
1174 r_ptr = &r_info[r_idx];
1176 if (!p_ptr->phase_out && !chameleon_change_m_idx)
1178 /* Hack -- "unique" monsters must be "unique" */
1179 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1180 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1181 (r_ptr->cur_num >= r_ptr->max_num))
1186 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1187 (r_ptr->cur_num >= 1))
1192 if (r_idx == MON_BANORLUPART)
1194 if (r_info[MON_BANOR].cur_num > 0) continue;
1195 if (r_info[MON_LUPART].cur_num > 0) continue;
1200 table[i].prob3 = table[i].prob2;
1203 total += table[i].prob3;
1206 /* No legal monsters */
1207 if (total <= 0) return 0;
1209 /* Pick a monster */
1210 value = randint0(total);
1212 /* Find the monster */
1213 for (i = 0; i < alloc_race_size; i++)
1215 /* Found the entry */
1216 if (value < table[i].prob3) break;
1219 value = value - table[i].prob3;
1225 /* Try for a "harder" monster once (50%) or twice (10%) */
1231 /* Pick a monster */
1232 value = randint0(total);
1234 /* Find the monster */
1235 for (i = 0; i < alloc_race_size; i++)
1237 /* Found the entry */
1238 if (value < table[i].prob3) break;
1241 value = value - table[i].prob3;
1244 /* Keep the "best" one */
1245 if (table[i].level < table[j].level) i = j;
1248 /* Try for a "harder" monster twice (10%) */
1254 /* Pick a monster */
1255 value = randint0(total);
1257 /* Find the monster */
1258 for (i = 0; i < alloc_race_size; i++)
1260 /* Found the entry */
1261 if (value < table[i].prob3) break;
1264 value = value - table[i].prob3;
1267 /* Keep the "best" one */
1268 if (table[i].level < table[j].level) i = j;
1270 return (table[i].index);
1275 * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
1276 * @param desc 記述出力先の文字列参照ポインタ
1277 * @param m_ptr モンスターの参照ポインタ
1278 * @param mode 呼称オプション
1281 * We can correctly describe monsters based on their visibility.
1282 * We can force all monsters to be treated as visible or invisible.
1283 * We can build nominatives, objectives, possessives, or reflexives.
1284 * We can selectively pronominalize hidden, visible, or all monsters.
1285 * We can use definite or indefinite descriptions for hidden monsters.
1286 * We can use definite or indefinite descriptions for visible monsters.
1288 * Pronominalization involves the gender whenever possible and allowed,
1289 * so that by cleverly requesting pronominalization / visibility, you
1290 * can get messages like "You hit someone. She screams in agony!".
1292 * Reflexives are acquired by requesting Objective plus Possessive.
1294 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1295 * unless the "Assume Visible" mode is requested.
1297 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1298 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1299 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1300 * in which case you may be in trouble... :-)
1302 * I am assuming that no monster name is more than 70 characters long,
1303 * so that "char desc[80];" is sufficiently large for any result.
1306 * MD_OBJECTIVE --> Objective (or Reflexive)
1307 * MD_POSSESSIVE --> Possessive (or Reflexive)
1308 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1309 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1310 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1311 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1312 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1313 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1314 * MD_TRUE_NAME --> Chameleon's true name
1315 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1318 * 0x00 --> Full nominative name ("the kobold") or "it"
1319 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1320 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1321 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1322 * MD_PRON_VISIBLE | MD_POSSESSIVE
1323 * --> Possessive, genderized if visable ("his") or "its"
1324 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1325 * --> Reflexive, genderized if visable ("himself") or "itself"
1327 void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
1330 monster_race *r_ptr;
1334 GAME_TEXT silly_name[1024];
1338 r_ptr = &r_info[m_ptr->ap_r_idx];
1340 /* Mode of MD_TRUE_NAME will reveal Chameleon's true name */
1341 if (mode & MD_TRUE_NAME) name = (r_name + real_r_ptr(m_ptr)->name);
1342 else name = (r_name + r_ptr->name);
1344 /* Are we hallucinating? (Idea from Nethack...) */
1345 if (p_ptr->image && !(mode & MD_IGNORE_HALLU))
1349 if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
1355 monster_race *hallu_race;
1359 hallu_race = &r_info[randint1(max_r_idx - 1)];
1360 } while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1362 strcpy(silly_name, (r_name + hallu_race->name));
1365 /* Better not strcpy it, or we could corrupt r_info... */
1369 /* Can we "see" it (exists + forced, or visible + not unforced) */
1370 seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1372 /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
1373 pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1376 /* First, try using pronouns, or describing hidden monsters */
1377 floor_type *floor_ptr = p_ptr->current_floor_ptr;
1380 /* an encoding of the monster "sex" */
1383 /* Extract the gender (if applicable) */
1384 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1385 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1387 /* Ignore the gender (if desired) */
1388 if (!m_ptr || !pron) kind = 0x00;
1391 /* Assume simple result */
1392 res = _("何か", "it");
1394 /* Brute force: split on the possibilities */
1395 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1397 /* Neuter, or unknown */
1399 case 0x00: res = "何か"; break;
1400 case 0x00 + (MD_OBJECTIVE) : res = "何か"; break;
1401 case 0x00 + (MD_POSSESSIVE) : res = "何かの"; break;
1402 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "何か自身"; break;
1403 case 0x00 + (MD_INDEF_HIDDEN) : res = "何か"; break;
1404 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "何か"; break;
1405 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "何か"; break;
1406 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "それ自身"; break;
1408 case 0x00: res = "it"; break;
1409 case 0x00 + (MD_OBJECTIVE) : res = "it"; break;
1410 case 0x00 + (MD_POSSESSIVE) : res = "its"; break;
1411 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "itself"; break;
1412 case 0x00 + (MD_INDEF_HIDDEN) : res = "something"; break;
1413 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "something"; break;
1414 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "something's"; break;
1415 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "itself"; break;
1419 /* Male (assume human if vague) */
1421 case 0x10: res = "彼"; break;
1422 case 0x10 + (MD_OBJECTIVE) : res = "彼"; break;
1423 case 0x10 + (MD_POSSESSIVE) : res = "彼の"; break;
1424 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼自身"; break;
1425 case 0x10 + (MD_INDEF_HIDDEN) : res = "誰か"; break;
1426 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "誰か"; break;
1427 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "誰かの"; break;
1428 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼自身"; break;
1430 case 0x10: res = "he"; break;
1431 case 0x10 + (MD_OBJECTIVE) : res = "him"; break;
1432 case 0x10 + (MD_POSSESSIVE) : res = "his"; break;
1433 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "himself"; break;
1434 case 0x10 + (MD_INDEF_HIDDEN) : res = "someone"; break;
1435 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "someone"; break;
1436 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "someone's"; break;
1437 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "himself"; break;
1441 /* Female (assume human if vague) */
1443 case 0x20: res = "彼女"; break;
1444 case 0x20 + (MD_OBJECTIVE) : res = "彼女"; break;
1445 case 0x20 + (MD_POSSESSIVE) : res = "彼女の"; break;
1446 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼女自身"; break;
1447 case 0x20 + (MD_INDEF_HIDDEN) : res = "誰か"; break;
1448 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "誰か"; break;
1449 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "誰かの"; break;
1450 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼女自身"; break;
1452 case 0x20: res = "she"; break;
1453 case 0x20 + (MD_OBJECTIVE) : res = "her"; break;
1454 case 0x20 + (MD_POSSESSIVE) : res = "her"; break;
1455 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "herself"; break;
1456 case 0x20 + (MD_INDEF_HIDDEN) : res = "someone"; break;
1457 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "someone"; break;
1458 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "someone's"; break;
1459 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "herself"; break;
1463 /* Copy the result */
1464 (void)strcpy(desc, res);
1468 /* Handle visible monsters, "reflexive" request */
1469 else if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1471 /* The monster is visible, so use its gender */
1472 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, _("彼女自身", "herself"));
1473 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, _("彼自身", "himself"));
1474 else strcpy(desc, _("それ自身", "itself"));
1478 /* Handle all other visible monster requests */
1482 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1488 while (strncmp(t, "』", 2) && *t) t++;
1492 (void)sprintf(desc, "%s?』", buf);
1495 (void)sprintf(desc, "%s?", name);
1497 (void)sprintf(desc, "%s?", name);
1502 /* It could be a Unique */
1503 if ((r_ptr->flags1 & RF1_UNIQUE) && !(p_ptr->image && !(mode & MD_IGNORE_HALLU)))
1505 /* Start with the name (thus nominative and objective) */
1506 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1512 while (strncmp(t, "』", 2) && *t) t++;
1516 (void)sprintf(desc, "%s?』", buf);
1519 (void)sprintf(desc, "%s?", name);
1521 (void)sprintf(desc, "%s?", name);
1525 /* Inside monster arena, and it is not your mount */
1526 else if (p_ptr->phase_out &&
1527 !(p_ptr->riding && (&floor_ptr->m_list[p_ptr->riding] == m_ptr)))
1529 /* It is a fake unique monster */
1530 (void)sprintf(desc, _("%sもどき", "fake %s"), name);
1535 (void)strcpy(desc, name);
1539 /* It could be an indefinite monster */
1540 else if (mode & MD_INDEF_VISIBLE)
1542 /* XXX Check plurality for "some" */
1544 /* Indefinite monsters need an indefinite article */
1546 (void)strcpy(desc, "");
1548 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1551 (void)strcat(desc, name);
1554 /* It could be a normal, definite, monster */
1557 /* Definite monsters need a definite article */
1559 (void)strcpy(desc, _("あなたの", "your "));
1561 (void)strcpy(desc, _("", "the "));
1563 (void)strcat(desc, name);
1566 if (m_ptr->nickname)
1568 sprintf(buf, _("「%s」", " called %s"), quark_str(m_ptr->nickname));
1572 if (p_ptr->riding && (&floor_ptr->m_list[p_ptr->riding] == m_ptr))
1574 strcat(desc, _("(乗馬中)", "(riding)"));
1577 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1579 if (r_ptr->flags1 & RF1_UNIQUE)
1581 strcat(desc, _("(カメレオンの王)", "(Chameleon Lord)"));
1585 strcat(desc, _("(カメレオン)", "(Chameleon)"));
1589 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1591 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1594 /* Handle the Possessive as a special afterthought */
1595 if (mode & MD_POSSESSIVE)
1597 /* XXX Check for trailing "s" */
1599 /* Simply append "apostrophe" and "s" */
1600 (void)strcat(desc, _("の", "'s"));
1606 * @brief モンスターIDを取り、モンスター名をm_nameに代入する /
1607 * @param m_idx モンスターID
1608 * @param m_name モンスター名を入力する配列
1610 void monster_name(MONSTER_IDX m_idx, char* m_name)
1612 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
1613 monster_desc(m_name, m_ptr, 0x00);
1618 * @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)
1619 * @param r_idx 補完されるモンスター種族ID
1620 * @return 明らかになった情報の度数
1622 * Return the number of new flags learnt. -Mogami-
1624 int lore_do_probe(MONRACE_IDX r_idx)
1626 monster_race *r_ptr = &r_info[r_idx];
1630 /* Maximal info about awareness */
1631 if (r_ptr->r_wake != MAX_UCHAR) n++;
1632 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1633 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1635 /* Observe "maximal" attacks */
1636 for (i = 0; i < 4; i++)
1638 /* Examine "actual" blows */
1639 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1641 /* Maximal observations */
1642 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1643 r_ptr->r_blows[i] = MAX_UCHAR;
1649 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1650 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1651 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1652 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1653 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1654 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1656 /* Only "valid" drops */
1657 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1659 if (r_ptr->r_drop_item != tmp_byte) n++;
1660 r_ptr->r_drop_item = tmp_byte;
1662 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1664 if (r_ptr->r_drop_gold != tmp_byte) n++;
1665 r_ptr->r_drop_gold = tmp_byte;
1668 /* Observe many spells */
1669 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1670 r_ptr->r_cast_spell = MAX_UCHAR;
1672 /* Count unknown flags */
1673 for (i = 0; i < 32; i++)
1675 if (!(r_ptr->r_flags1 & (1L << i)) &&
1676 (r_ptr->flags1 & (1L << i))) n++;
1677 if (!(r_ptr->r_flags2 & (1L << i)) &&
1678 (r_ptr->flags2 & (1L << i))) n++;
1679 if (!(r_ptr->r_flags3 & (1L << i)) &&
1680 (r_ptr->flags3 & (1L << i))) n++;
1681 if (!(r_ptr->r_flags4 & (1L << i)) &&
1682 (r_ptr->flags4 & (1L << i))) n++;
1683 if (!(r_ptr->r_flags5 & (1L << i)) &&
1684 (r_ptr->a_ability_flags1 & (1L << i))) n++;
1685 if (!(r_ptr->r_flags6 & (1L << i)) &&
1686 (r_ptr->a_ability_flags2 & (1L << i))) n++;
1687 if (!(r_ptr->r_flagsr & (1L << i)) &&
1688 (r_ptr->flagsr & (1L << i))) n++;
1690 /* r_flags7 is actually unused */
1693 /* Know all the flags */
1694 r_ptr->r_flags1 = r_ptr->flags1;
1695 r_ptr->r_flags2 = r_ptr->flags2;
1696 r_ptr->r_flags3 = r_ptr->flags3;
1697 r_ptr->r_flags4 = r_ptr->flags4;
1698 r_ptr->r_flags5 = r_ptr->a_ability_flags1;
1699 r_ptr->r_flags6 = r_ptr->a_ability_flags2;
1700 r_ptr->r_flagsr = r_ptr->flagsr;
1702 /* r_flags7 is actually unused */
1703 /* r_ptr->r_flags7 = r_ptr->flags7; */
1705 /* Know about evolution */
1706 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1707 r_ptr->r_xtra1 |= MR1_SINKA;
1709 /* Update monster recall window */
1710 if (p_ptr->monster_race_idx == r_idx)
1712 p_ptr->window |= (PW_MONSTER);
1715 /* Return the number of new flags learnt */
1721 * @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
1722 * @param m_idx モンスター情報のID
1723 * @param num_item 手に入れたアイテム数
1724 * @param num_gold 手に入れた財宝の単位数
1727 * Note that learning the "GOOD"/"GREAT" flags gives information
1728 * about the treasure (even when the monster is killed for the first
1729 * time, such as uniques, and the treasure has not been examined yet).
1731 * This "indirect" method is used to prevent the player from learning
1732 * exactly how much treasure a monster can drop from observing only
1733 * a single example of a drop. This method actually observes how much
1734 * gold and items are dropped, and remembers that information to be
1735 * described later by the monster recall code.
1737 void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
1739 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
1741 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1743 /* If the monster doesn't have original appearance, don't note */
1744 if (!is_original_ap(m_ptr)) return;
1746 /* Note the number of things dropped */
1747 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1748 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1750 /* Hack -- memorize the good/great flags */
1751 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1752 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1754 /* Update monster recall window */
1755 if (p_ptr->monster_race_idx == m_ptr->r_idx)
1757 p_ptr->window |= (PW_MONSTER);
1763 * @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
1764 * @param m_idx 更新するモンスター情報のID
1765 * @param full プレイヤーとの距離更新を行うならばtrue
1768 * This involves extracting the distance to the player (if requested),
1769 * and then checking for visibility (natural, infravision, see-invis,
1770 * telepathy), updating the monster visibility flag, redrawing (or
1771 * erasing) the monster when its visibility changes, and taking note
1772 * of any interesting monster flags (cold-blooded, invisible, etc).
1774 * Note the new "mflag" field which encodes several monster state flags,
1775 * including "view" for when the monster is currently in line of sight,
1776 * and "mark" for when the monster is currently visible via detection.
1778 * The only monster fields that are changed here are "cdis" (the
1779 * distance from the player), "ml" (visible to the player), and
1780 * "mflag" (to maintain the "MFLAG_VIEW" flag).
1782 * Note the special "update_monsters()" function which can be used to
1783 * call this function once for every monster.
1785 * Note the "full" flag which requests that the "cdis" field be updated,
1786 * this is only needed when the monster (or the player) has moved.
1788 * Every time a monster moves, we must call this function for that
1789 * monster, and update the distance, and the visibility. Every time
1790 * the player moves, we must call this function for every monster, and
1791 * update the distance, and the visibility. Whenever the player "state"
1792 * changes in certain ways ("blindness", "infravision", "telepathy",
1793 * and "see invisible"), we must call this function for every monster,
1794 * and update the visibility.
1796 * Routines that change the "illumination" of a grid must also call this
1797 * function for any monster in that grid, since the "visibility" of some
1798 * monsters may be based on the illumination of their grid.
1800 * Note that this function is called once per monster every time the
1801 * player moves. When the player is running, this function is one
1802 * of the primary bottlenecks, along with "update_view()" and the
1803 * "process_monsters()" code, so efficiency is important.
1805 * Note the optimized "inline" version of the "distance()" function.
1807 * A monster is "visible" to the player if (1) it has been detected
1808 * by the player, (2) it is close to the player and the player has
1809 * telepathy, or (3) it is close to the player, and in line of sight
1810 * of the player, and it is "illuminated" by some combination of
1811 * infravision, torch light, or permanent light (invisible monsters
1812 * are only affected by "light" if the player can see invisible).
1814 * Monsters which are not on the current panel may be "visible" to
1815 * the player, and their descriptions will include an "offscreen"
1816 * reference. Currently, offscreen monsters cannot be targetted
1817 * or viewed directly, but old targets will remain set. XXX XXX
1819 * The player can choose to be disturbed by several things, including
1820 * "disturb_move" (monster which is viewable moves in some way), and
1821 * "disturb_near" (monster which is "easily" viewable moves in some
1822 * way). Note that "moves" includes "appears" and "disappears".
1824 void update_monster(player_type *subject_ptr, MONSTER_IDX m_idx, bool full)
1826 monster_type *m_ptr = &subject_ptr->current_floor_ptr->m_list[m_idx];
1827 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1829 bool do_disturb = disturb_move;
1832 POSITION fy = m_ptr->fy;
1833 POSITION fx = m_ptr->fx;
1838 /* Seen by vision */
1841 /* Non-Ninja player in the darkness */
1842 bool in_darkness = (d_info[subject_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !subject_ptr->see_nocto;
1847 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1849 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= subject_ptr->lev)
1853 /* Compute distance */
1856 /* Distance components */
1857 int dy = (subject_ptr->y > fy) ? (subject_ptr->y - fy) : (fy - subject_ptr->y);
1858 int dx = (subject_ptr->x > fx) ? (subject_ptr->x - fx) : (fx - subject_ptr->x);
1860 /* Approximate distance */
1861 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
1863 /* Restrict distance */
1864 if (d > 255) d = 255;
1868 /* Save the distance */
1872 /* Extract distance */
1875 /* Extract the distance */
1880 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
1883 if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
1885 if (!in_darkness || (d <= MAX_SIGHT / 4))
1887 if (subject_ptr->special_defense & KATA_MUSOU)
1892 if (is_original_ap(m_ptr) && !subject_ptr->image)
1894 /* Hack -- Memorize mental flags */
1895 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1896 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1900 /* Basic telepathy */
1901 /* Snipers get telepathy when they concentrate deeper */
1902 else if (subject_ptr->telepathy)
1904 /* Empty mind, no telepathy */
1905 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
1907 /* Memorize flags */
1908 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
1911 /* Weird mind, occasional telepathy */
1912 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
1914 /* One in ten individuals are detectable */
1915 if ((m_idx % 10) == 5)
1920 if (is_original_ap(m_ptr) && !subject_ptr->image)
1922 /* Memorize flags */
1923 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
1925 /* Hack -- Memorize mental flags */
1926 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1927 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1932 /* Normal mind, allow telepathy */
1938 if (is_original_ap(m_ptr) && !subject_ptr->image)
1940 /* Hack -- Memorize mental flags */
1941 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1942 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1947 if ((subject_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
1950 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
1953 if ((subject_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
1956 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
1959 if ((subject_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
1962 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
1965 if ((subject_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
1968 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
1971 if ((subject_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
1974 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
1977 if ((subject_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
1980 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
1983 if ((subject_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
1986 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
1989 if ((subject_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
1992 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
1995 if ((subject_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
1998 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
2001 if ((subject_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
2004 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
2007 if ((subject_ptr->esp_nonliving) &&
2008 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
2011 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
2014 if ((subject_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
2017 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
2021 /* Normal line of sight, and not blind */
2022 if (player_has_los_bold(subject_ptr, fy, fx) && !subject_ptr->blind)
2024 bool do_invisible = FALSE;
2025 bool do_cold_blood = FALSE;
2027 /* Snipers can see targets in darkness when they concentrate deeper */
2028 if (subject_ptr->concent >= CONCENT_RADAR_THRESHOLD)
2034 /* Use "infravision" */
2035 if (d <= subject_ptr->see_infra)
2037 /* Handle "cold blooded" monsters */
2038 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
2040 do_cold_blood = TRUE;
2043 /* Handle "warm blooded" monsters */
2051 /* Use "illumination" */
2052 if (player_can_see_bold(subject_ptr, fy, fx))
2054 /* Handle "invisible" monsters */
2055 if (r_ptr->flags2 & (RF2_INVISIBLE))
2057 do_invisible = TRUE;
2060 if (subject_ptr->see_inv)
2067 /* Handle "normal" monsters */
2078 if (is_original_ap(m_ptr) && !subject_ptr->image)
2080 /* Memorize flags */
2081 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
2082 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
2089 /* The monster is now visible */
2092 /* It was previously unseen */
2095 /* Mark as visible */
2098 /* Draw the monster */
2101 /* Update health bar as needed */
2102 if (subject_ptr->health_who == m_idx) subject_ptr->redraw |= (PR_HEALTH);
2103 if (subject_ptr->riding == m_idx) subject_ptr->redraw |= (PR_UHEALTH);
2105 /* Hack -- Count "fresh" sightings */
2106 if (!subject_ptr->image)
2108 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
2109 r_info[MON_KAGE].r_sights++;
2110 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
2114 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
2116 sanity_blast(subject_ptr, m_ptr, FALSE);
2119 /* Disturb on appearance */
2120 if (disturb_near && (projectable(subject_ptr, m_ptr->fy, m_ptr->fx, subject_ptr->y, subject_ptr->x) && projectable(subject_ptr, subject_ptr->y, subject_ptr->x, m_ptr->fy, m_ptr->fx)))
2122 if (disturb_pets || is_hostile(m_ptr))
2123 disturb(subject_ptr, TRUE, TRUE);
2128 /* The monster is not visible */
2131 /* It was previously seen */
2134 /* Mark as not visible */
2137 /* Erase the monster */
2140 /* Update health bar as needed */
2141 if (subject_ptr->health_who == m_idx) subject_ptr->redraw |= (PR_HEALTH);
2142 if (subject_ptr->riding == m_idx) subject_ptr->redraw |= (PR_UHEALTH);
2144 /* Disturb on disappearance */
2147 if (disturb_pets || is_hostile(m_ptr))
2148 disturb(subject_ptr, TRUE, TRUE);
2154 /* The monster is now easily visible */
2158 if (!(m_ptr->mflag & (MFLAG_VIEW)))
2160 /* Mark as easily visible */
2161 m_ptr->mflag |= (MFLAG_VIEW);
2163 /* Disturb on appearance */
2166 if (disturb_pets || is_hostile(m_ptr))
2167 disturb(subject_ptr, TRUE, TRUE);
2172 /* The monster is not easily visible */
2176 if (m_ptr->mflag & (MFLAG_VIEW))
2178 /* Mark as not easily visible */
2179 m_ptr->mflag &= ~(MFLAG_VIEW);
2181 /* Disturb on disappearance */
2184 if (disturb_pets || is_hostile(m_ptr))
2185 disturb(subject_ptr, TRUE, TRUE);
2193 * @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).
2194 * @param full 距離更新を行うならtrue
2197 void update_monsters(bool full)
2201 /* Update each (live) monster */
2202 floor_type *floor_ptr = p_ptr->current_floor_ptr;
2203 for (i = 1; i < floor_ptr->m_max; i++)
2205 monster_type *m_ptr = &floor_ptr->m_list[i];
2206 if (!monster_is_valid(m_ptr)) continue;
2207 update_monster(p_ptr, i, full);
2213 * @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
2214 * @param r_idx モンスター種族ID
2215 * @return 対象にできるならtrueを返す
2217 static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
2219 floor_type *floor_ptr = p_ptr->current_floor_ptr;
2220 monster_race *r_ptr = &r_info[r_idx];
2221 monster_type *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
2222 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2224 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
2225 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2227 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
2229 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))
2232 if (!monster_can_cross_terrain(floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2235 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2237 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
2241 else if (summon_specific_who > 0)
2243 if (monster_has_hostile_align(&floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2250 * @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
2251 * @param r_idx モンスター種族ID
2252 * @return 対象にできるならtrueを返す
2253 * @todo グローバル変数対策の上 monster_hook.cへ移す。
2255 static bool monster_hook_chameleon(MONRACE_IDX r_idx)
2257 floor_type *floor_ptr = p_ptr->current_floor_ptr;
2258 monster_race *r_ptr = &r_info[r_idx];
2259 monster_type *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
2260 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2262 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2263 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2264 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2266 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))
2269 if (!monster_can_cross_terrain(floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2272 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2274 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
2275 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
2276 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
2280 else if (summon_specific_who > 0)
2282 if (monster_has_hostile_align(&floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2285 return (*(get_monster_hook()))(r_idx);
2290 * @param m_idx 変身処理を受けるモンスター情報のID
2291 * @param born 生成時の初変身先指定ならばtrue
2292 * @param r_idx 旧モンスター種族のID
2295 void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
2298 floor_type *floor_ptr = p_ptr->current_floor_ptr;
2299 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
2300 monster_race *r_ptr;
2301 char old_m_name[MAX_NLEN];
2302 bool old_unique = FALSE;
2303 int old_r_idx = m_ptr->r_idx;
2305 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2307 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2308 r_ptr = &r_info[r_idx];
2310 monster_desc(old_m_name, m_ptr, 0);
2316 chameleon_change_m_idx = m_idx;
2318 get_mon_num_prep(monster_hook_chameleon_lord, NULL);
2320 get_mon_num_prep(monster_hook_chameleon, NULL);
2323 level = r_info[MON_CHAMELEON_K].level;
2324 else if (!floor_ptr->dun_level)
2325 level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
2327 level = floor_ptr->dun_level;
2329 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON) level += 2 + randint1(3);
2331 r_idx = get_mon_num(level);
2332 r_ptr = &r_info[r_idx];
2334 chameleon_change_m_idx = 0;
2338 m_ptr->r_idx = r_idx;
2339 m_ptr->ap_r_idx = r_idx;
2340 update_monster(p_ptr, m_idx, FALSE);
2341 lite_spot(m_ptr->fy, m_ptr->fx);
2343 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2344 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2345 p_ptr->update |= (PU_MON_LITE);
2349 /* Sub-alignment of a chameleon */
2350 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2352 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2353 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2354 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2359 if (m_idx == p_ptr->riding)
2361 GAME_TEXT m_name[MAX_NLEN];
2362 monster_desc(m_name, m_ptr, 0);
2363 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
2364 if (!(r_ptr->flags7 & RF7_RIDING))
2365 if (rakuba(p_ptr, 0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
2368 /* Extract the monster base speed */
2369 m_ptr->mspeed = get_mspeed(r_ptr);
2371 oldmaxhp = m_ptr->max_maxhp;
2372 /* Assign maximal hitpoints */
2373 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2375 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2379 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2382 /* Monsters have double hitpoints in Nightmare mode */
2383 if (ironman_nightmare)
2385 u32b hp = m_ptr->max_maxhp * 2L;
2386 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2389 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2390 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2391 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2393 /* reset dealt_damage */
2394 m_ptr->dealt_damage = 0;
2399 * @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
2400 * @param r_idx モンスター種族ID
2401 * @return 対象にできるならtrueを返す
2402 * @todo グローバル変数対策の上 monster_hook.cへ移す。
2404 static bool monster_hook_tanuki(MONRACE_IDX r_idx)
2406 monster_race *r_ptr = &r_info[r_idx];
2408 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2409 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2410 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2411 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2413 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))
2416 return (*(get_monster_hook()))(r_idx);
2421 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
2422 * @param r_idx モンスター種族ID
2423 * @return モンスター種族の表層ID
2425 static MONRACE_IDX initial_r_appearance(MONRACE_IDX r_idx, BIT_FLAGS generate_mode)
2427 floor_type *floor_ptr = p_ptr->current_floor_ptr;
2428 int attempts = 1000;
2429 MONRACE_IDX ap_r_idx;
2430 DEPTH min = MIN(floor_ptr->base_level - 5, 50);
2432 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN && !(generate_mode & (PM_MULTIPLY | PM_KAGE)))
2434 if (floor_ptr->base_level == 0 ||
2435 (one_in_(5) && my_strchr("hkoptuyAHOPTUVY", r_info[r_idx].d_char))) return MON_ALIEN_JURAL;
2438 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2441 get_mon_num_prep(monster_hook_tanuki, NULL);
2445 ap_r_idx = get_mon_num(floor_ptr->base_level + 10);
2446 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2454 * @brief モンスターの個体加速を設定する / Get initial monster speed
2455 * @param r_ptr モンスター種族の参照ポインタ
2458 SPEED get_mspeed(monster_race *r_ptr)
2460 /* Extract the monster base speed */
2461 SPEED mspeed = r_ptr->speed;
2463 /* Hack -- small racial variety */
2464 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->current_floor_ptr->inside_arena)
2466 /* Allow some small variation per monster */
2467 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
2468 if (i) mspeed += rand_spread(0, i);
2471 if (mspeed > 199) mspeed = 199;
2478 * @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.
2479 * @param who 召喚を行ったモンスターID
2482 * @param r_idx 生成モンスター種族
2483 * @param mode 生成オプション
2486 * To give the player a sporting chance, any monster that appears in
2487 * line-of-sight and is extremely dangerous can be marked as
2488 * "FORCE_SLEEP", which will cause them to be placed with low energy,
2489 * which often (but not always) lets the player move before they do.
2491 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
2493 * Use special "here" and "dead" flags for unique monsters,
2494 * remove old "cur_num" and "max_num" fields.
2496 * Actually, do something similar for artifacts, to simplify
2497 * the "preserve" mode, and to make the "what artifacts" flag more useful.
2499 * This is the only function which may place a monster in the dungeon,
2500 * except for the savefile loading code.
2502 static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2504 floor_type *floor_ptr = p_ptr->current_floor_ptr;
2505 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2506 monster_type *m_ptr;
2507 monster_race *r_ptr = &r_info[r_idx];
2508 concptr name = (r_name + r_ptr->name);
2512 /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
2513 if (p_ptr->wild_mode) return FALSE;
2515 if (!in_bounds(floor_ptr, y, x)) return FALSE;
2516 if (!r_idx) return FALSE;
2517 if (!r_ptr->name) return FALSE;
2519 if (!(mode & PM_IGNORE_TERRAIN))
2521 /* Not on the Pattern */
2522 if (pattern_tile(y, x)) return FALSE;
2524 /* Require empty space (if not ghostly) */
2525 if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
2528 if (!p_ptr->phase_out)
2530 /* Hack -- "unique" monsters must be "unique" */
2531 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
2532 (r_ptr->flags7 & (RF7_NAZGUL))) &&
2533 (r_ptr->cur_num >= r_ptr->max_num))
2539 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
2540 (r_ptr->cur_num >= 1))
2545 if (r_idx == MON_BANORLUPART)
2547 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
2548 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
2551 /* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
2552 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (floor_ptr->dun_level < r_ptr->level) &&
2553 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
2560 if (quest_number(p_ptr, floor_ptr->dun_level))
2562 int hoge = quest_number(p_ptr, floor_ptr->dun_level);
2563 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
2565 if (r_idx == quest[hoge].r_idx)
2567 int number_mon, i2, j2;
2570 /* Count all quest monsters */
2571 for (i2 = 0; i2 < floor_ptr->width; ++i2)
2572 for (j2 = 0; j2 < floor_ptr->height; j2++)
2573 if (floor_ptr->grid_array[j2][i2].m_idx > 0)
2574 if (floor_ptr->m_list[floor_ptr->grid_array[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
2576 if (number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
2582 if (is_glyph_grid(g_ptr))
2584 if (randint1(BREAK_GLYPH) < (r_ptr->level + 20))
2586 /* Describe observable breakage */
2587 if (g_ptr->info & CAVE_MARK)
2589 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2592 /* Forget the rune */
2593 g_ptr->info &= ~(CAVE_MARK);
2595 /* Break the rune */
2596 g_ptr->info &= ~(CAVE_OBJECT);
2604 msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
2606 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
2608 /* Make a new monster */
2609 g_ptr->m_idx = m_pop();
2610 hack_m_idx_ii = g_ptr->m_idx;
2612 /* Mega-Hack -- catch "failure" */
2613 if (!g_ptr->m_idx) return FALSE;
2616 /* Get a new monster record */
2617 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
2620 m_ptr->r_idx = r_idx;
2621 m_ptr->ap_r_idx = initial_r_appearance(r_idx, mode);
2627 /* Hack -- Appearance transfer */
2628 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&floor_ptr->m_list[who]))
2630 m_ptr->ap_r_idx = floor_ptr->m_list[who].ap_r_idx;
2632 /* Hack -- Shadower spawns Shadower */
2633 if (floor_ptr->m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
2636 /* Sub-alignment of a monster */
2637 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
2638 m_ptr->sub_align = floor_ptr->m_list[who].sub_align;
2641 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2642 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2643 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2646 /* Place the monster at the location */
2649 m_ptr->current_floor_ptr = floor_ptr;
2651 /* No "timed status" yet */
2652 for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
2654 /* Unknown distance */
2657 reset_target(m_ptr);
2659 m_ptr->nickname = 0;
2664 /* Your pet summons its pet. */
2665 if (who > 0 && is_pet(&floor_ptr->m_list[who]))
2667 mode |= PM_FORCE_PET;
2668 m_ptr->parent_m_idx = who;
2672 m_ptr->parent_m_idx = 0;
2675 if (r_ptr->flags7 & RF7_CHAMELEON)
2677 choose_new_monster(g_ptr->m_idx, TRUE, 0);
2678 r_ptr = &r_info[m_ptr->r_idx];
2679 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
2681 /* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
2682 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
2683 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2685 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
2687 m_ptr->ap_r_idx = MON_KAGE;
2688 m_ptr->mflag2 |= MFLAG2_KAGE;
2691 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
2697 if (mode & PM_FORCE_PET)
2702 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
2703 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(who))
2705 if (!monster_has_hostile_align(NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
2708 /* Assume no sleeping */
2709 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
2711 /* Enforce sleeping if needed */
2712 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
2714 int val = r_ptr->sleep;
2715 (void)set_monster_csleep(p_ptr, g_ptr->m_idx, (val * 2) + randint1(val * 10));
2718 /* Assign maximal hitpoints */
2719 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2721 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2725 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2728 /* Monsters have double hitpoints in Nightmare mode */
2729 if (ironman_nightmare)
2731 u32b hp = m_ptr->max_maxhp * 2L;
2733 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2736 m_ptr->maxhp = m_ptr->max_maxhp;
2738 /* And start out fully healthy */
2739 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
2740 m_ptr->hp = m_ptr->maxhp / 2;
2741 else m_ptr->hp = m_ptr->maxhp;
2744 /* dealt damage is 0 at initial*/
2745 m_ptr->dealt_damage = 0;
2748 /* Extract the monster base speed */
2749 m_ptr->mspeed = get_mspeed(r_ptr);
2751 if (mode & PM_HASTE) (void)set_monster_fast(p_ptr, g_ptr->m_idx, 100);
2753 /* Give a random starting energy */
2754 if (!ironman_nightmare)
2756 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
2760 /* Nightmare monsters are more prepared */
2761 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
2764 /* Force monster to wait for player, unless in Nightmare mode */
2765 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
2767 /* Monster is still being nice */
2768 m_ptr->mflag |= (MFLAG_NICE);
2770 /* Must repair monsters */
2771 repair_monsters = TRUE;
2774 /* Hack -- see "process_monsters()" */
2775 if (g_ptr->m_idx < hack_m_idx)
2777 /* Monster is still being born */
2778 m_ptr->mflag |= (MFLAG_BORN);
2782 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
2783 p_ptr->update |= (PU_MON_LITE);
2784 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
2785 p_ptr->update |= (PU_MON_LITE);
2786 update_monster(p_ptr, g_ptr->m_idx, TRUE);
2789 /* Count the monsters on the level */
2790 real_r_ptr(m_ptr)->cur_num++;
2793 * Memorize location of the unique monster in saved floors.
2794 * A unique monster move from old saved floor.
2796 if (current_world_ptr->character_dungeon &&
2797 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
2798 real_r_ptr(m_ptr)->floor_id = p_ptr->floor_id;
2800 /* Hack -- Count the number of "reproducers" */
2801 if (r_ptr->flags2 & RF2_MULTIPLY) floor_ptr->num_repro++;
2803 if (p_ptr->warning && current_world_ptr->character_dungeon)
2805 if (r_ptr->flags1 & RF1_UNIQUE)
2809 GAME_TEXT o_name[MAX_NLEN];
2811 if (r_ptr->level > p_ptr->lev + 30)
2812 color = _("黒く", "black");
2813 else if (r_ptr->level > p_ptr->lev + 15)
2814 color = _("紫色に", "purple");
2815 else if (r_ptr->level > p_ptr->lev + 5)
2816 color = _("ルビー色に", "deep red");
2817 else if (r_ptr->level > p_ptr->lev - 5)
2818 color = _("赤く", "red");
2819 else if (r_ptr->level > p_ptr->lev - 15)
2820 color = _("ピンク色に", "pink");
2822 color = _("白く", "white");
2824 o_ptr = choose_warning_item(p_ptr);
2827 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2828 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
2832 msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
2837 if (is_explosive_rune_grid(g_ptr))
2839 /* Break the ward */
2840 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2842 /* Describe observable breakage */
2843 if (g_ptr->info & CAVE_MARK)
2845 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2846 project(p_ptr, 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);
2851 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2854 /* Forget the rune */
2855 g_ptr->info &= ~(CAVE_MARK);
2857 /* Break the rune */
2858 g_ptr->info &= ~(CAVE_OBJECT);
2871 #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 */
2874 * @brief モンスター1体を目標地点に可能な限り近い位置に生成する / improved version of scatter() for place monster
2875 * @param r_idx 生成モンスター種族
2876 * @param yp 結果生成位置y座標
2877 * @param xp 結果生成位置x座標
2878 * @param y 中心生成位置y座標
2879 * @param x 中心生成位置x座標
2880 * @param max_dist 生成位置の最大半径
2884 static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
2886 POSITION place_x[MON_SCAT_MAXD];
2887 POSITION place_y[MON_SCAT_MAXD];
2888 int num[MON_SCAT_MAXD];
2892 if (max_dist >= MON_SCAT_MAXD)
2895 for (i = 0; i < MON_SCAT_MAXD; i++)
2898 floor_type *floor_ptr = p_ptr->current_floor_ptr;
2899 for (nx = x - max_dist; nx <= x + max_dist; nx++)
2901 for (ny = y - max_dist; ny <= y + max_dist; ny++)
2903 /* Ignore annoying locations */
2904 if (!in_bounds(floor_ptr, ny, nx)) continue;
2906 /* Require "line of projection" */
2907 if (!projectable(p_ptr, y, x, ny, nx)) continue;
2911 monster_race *r_ptr = &r_info[r_idx];
2913 /* Require empty space (if not ghostly) */
2914 if (!monster_can_enter(ny, nx, r_ptr, 0))
2919 /* Walls and Monsters block flow */
2920 if (!cave_empty_bold2(floor_ptr, ny, nx)) continue;
2922 /* ... nor on the Pattern */
2923 if (pattern_tile(ny, nx)) continue;
2926 i = distance(y, x, ny, nx);
2934 if (one_in_(num[i]))
2943 while (i < MON_SCAT_MAXD && 0 == num[i])
2945 if (i >= MON_SCAT_MAXD)
2955 * @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
2956 * @param who 召喚主のモンスター情報ID
2957 * @param y 中心生成位置y座標
2958 * @param x 中心生成位置x座標
2959 * @param r_idx 生成モンスター種族
2960 * @param mode 生成オプション
2963 static bool place_monster_group(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2965 monster_race *r_ptr = &r_info[r_idx];
2968 int total = 0, extra = 0;
2972 POSITION hack_y[GROUP_MAX];
2973 POSITION hack_x[GROUP_MAX];
2976 /* Pick a group size */
2977 total = randint1(10);
2979 /* Hard monsters, small groups */
2980 floor_type *floor_ptr = p_ptr->current_floor_ptr;
2981 if (r_ptr->level > floor_ptr->dun_level)
2983 extra = r_ptr->level - floor_ptr->dun_level;
2984 extra = 0 - randint1(extra);
2987 /* Easy monsters, large groups */
2988 else if (r_ptr->level < floor_ptr->dun_level)
2990 extra = floor_ptr->dun_level - r_ptr->level;
2991 extra = randint1(extra);
2994 /* Hack -- limit group reduction */
2995 if (extra > 9) extra = 9;
2997 /* Modify the group size */
3001 if (total < 1) total = 1;
3004 if (total > GROUP_MAX) total = GROUP_MAX;
3007 /* Start on the monster */
3012 /* Puddle monsters, breadth first, up to total */
3013 for (n = 0; (n < hack_n) && (hack_n < total); n++)
3015 /* Grab the location */
3016 POSITION hx = hack_x[n];
3017 POSITION hy = hack_y[n];
3019 /* Check each direction, up to total */
3020 for (i = 0; (i < 8) && (hack_n < total); i++)
3024 scatter(p_ptr, &my, &mx, hy, hx, 4, 0);
3026 /* Walls and Monsters block flow */
3027 if (!cave_empty_bold2(floor_ptr, my, mx)) continue;
3029 /* Attempt to place another monster */
3030 if (place_monster_one(who, my, mx, r_idx, mode))
3032 /* Add it to the "hack" set */
3033 hack_y[hack_n] = my;
3034 hack_x[hack_n] = mx;
3046 * @var place_monster_idx
3047 * @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
3048 * @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
3050 static MONSTER_IDX place_monster_idx = 0;
3053 * @var place_monster_m_idx
3054 * @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
3055 * @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
3057 static MONSTER_IDX place_monster_m_idx = 0;
3060 * @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
3061 * @param r_idx チェックするモンスター種族のID
3062 * @return 護衛にできるならばtrue
3064 static bool place_monster_can_escort(MONRACE_IDX r_idx)
3066 monster_race *r_ptr = &r_info[place_monster_idx];
3067 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[place_monster_m_idx];
3069 monster_race *z_ptr = &r_info[r_idx];
3071 /* Hack - Escorts have to have the same dungeon flag */
3072 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return FALSE;
3074 /* Require similar "race" */
3075 if (z_ptr->d_char != r_ptr->d_char) return FALSE;
3077 /* Skip more advanced monsters */
3078 if (z_ptr->level > r_ptr->level) return FALSE;
3080 /* Skip unique monsters */
3081 if (z_ptr->flags1 & RF1_UNIQUE) return FALSE;
3083 /* Paranoia -- Skip identical monsters */
3084 if (place_monster_idx == r_idx) return FALSE;
3086 /* Skip different alignment */
3087 if (monster_has_hostile_align(m_ptr, 0, 0, z_ptr)) return FALSE;
3089 if (r_ptr->flags7 & RF7_FRIENDLY)
3091 if (monster_has_hostile_align(NULL, 1, -1, z_ptr)) return FALSE;
3094 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
3102 * @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
3103 * @param who 召喚主のモンスター情報ID
3106 * @param r_idx 生成するモンスターの種族ID
3107 * @param mode 生成オプション
3108 * @return 生成に成功したらtrue
3110 * Note that certain monsters are now marked as requiring "friends".
3111 * These monsters, if successfully placed, and if the "grp" parameter
3112 * is TRUE, will be surrounded by a "group" of identical monsters.
3114 * Note that certain monsters are now marked as requiring an "escort",
3115 * which is a collection of monsters with similar "race" but lower level.
3117 * Some monsters induce a fake "group" flag on their escorts.
3119 * Note the "bizarre" use of non-recursion to prevent annoying output
3120 * when running a code profiler.
3122 * Note the use of the new "monster allocation table" code to restrict
3123 * the "get_mon_num()" function to "legal" escort types.
3125 bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3128 monster_race *r_ptr = &r_info[r_idx];
3130 if (!(mode & PM_NO_KAGE) && one_in_(333))
3133 /* Place one monster, or fail */
3134 if (!place_monster_one(who, y, x, r_idx, mode)) return FALSE;
3136 /* Require the "group" flag */
3137 if (!(mode & PM_ALLOW_GROUP)) return TRUE;
3139 place_monster_m_idx = hack_m_idx_ii;
3142 for (i = 0; i < 6; i++)
3144 if (!r_ptr->reinforce_id[i]) break;
3145 n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
3146 for (j = 0; j < n; j++)
3148 POSITION nx, ny, d = 7;
3149 scatter(p_ptr, &ny, &nx, y, x, d, 0);
3150 (void)place_monster_one(place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
3154 /* Friends for certain monsters */
3155 if (r_ptr->flags1 & (RF1_FRIENDS))
3157 /* Attempt to place a group */
3158 (void)place_monster_group(who, y, x, r_idx, mode);
3161 /* Escorts for certain monsters */
3162 if (r_ptr->flags1 & (RF1_ESCORT))
3164 /* Set the escort index */
3165 place_monster_idx = r_idx;
3167 /* Try to place several "escorts" */
3168 for (i = 0; i < 32; i++)
3170 POSITION nx, ny, d = 3;
3173 /* Pick a location */
3174 scatter(p_ptr, &ny, &nx, y, x, d, 0);
3176 /* Require empty grids */
3177 if (!cave_empty_bold2(p_ptr->current_floor_ptr, ny, nx)) continue;
3178 get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx));
3180 /* Pick a random race */
3181 z = get_mon_num(r_ptr->level);
3183 /* Handle failure */
3186 /* Place a single escort */
3187 (void)place_monster_one(place_monster_m_idx, ny, nx, z, mode);
3189 /* Place a "group" of escorts if needed */
3190 if ((r_info[z].flags1 & RF1_FRIENDS) ||
3191 (r_ptr->flags1 & RF1_ESCORTS))
3193 /* Place a group of monsters */
3194 (void)place_monster_group(place_monster_m_idx, ny, nx, z, mode);
3204 * @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
3207 * @param mode 生成オプション
3208 * @return 生成に成功したらtrue
3210 bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
3213 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3215 /* Pick a monster */
3216 r_idx = get_mon_num(p_ptr->current_floor_ptr->monster_level);
3218 /* Handle failure */
3219 if (!r_idx) return FALSE;
3221 /* Attempt to place the monster */
3222 if (place_monster_aux(0, y, x, r_idx, mode)) return TRUE;
3228 * @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
3231 * @return 生成に成功したらtrue
3233 bool alloc_horde(POSITION y, POSITION x)
3235 monster_race *r_ptr = NULL;
3236 MONRACE_IDX r_idx = 0;
3238 int attempts = 1000;
3241 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3243 floor_type *floor_ptr = p_ptr->current_floor_ptr;
3246 /* Pick a monster */
3247 r_idx = get_mon_num(floor_ptr->monster_level);
3249 /* Handle failure */
3250 if (!r_idx) return FALSE;
3252 r_ptr = &r_info[r_idx];
3254 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3256 if (r_idx == MON_HAGURE) continue;
3259 if (attempts < 1) return FALSE;
3265 /* Attempt to place the monster */
3266 if (place_monster_aux(0, y, x, r_idx, 0L)) break;
3269 if (attempts < 1) return FALSE;
3271 m_idx = floor_ptr->grid_array[y][x].m_idx;
3273 if (floor_ptr->m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[floor_ptr->m_list[m_idx].r_idx];
3275 for (attempts = randint1(10) + 5; attempts; attempts--)
3277 scatter(p_ptr, &cy, &cx, y, x, 5, 0);
3279 (void)summon_specific(m_idx, cy, cx, floor_ptr->dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
3285 if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), r_ptr->d_char);
3290 * @brief ダンジョンの主生成を試みる / Put the Guardian
3291 * @param def_val 現在の主の生成状態
3292 * @return 生成に成功したらtrue
3294 bool alloc_guardian(bool def_val)
3296 MONRACE_IDX guardian = d_info[p_ptr->dungeon_idx].final_guardian;
3298 floor_type *floor_ptr = p_ptr->current_floor_ptr;
3299 if (guardian && (d_info[p_ptr->dungeon_idx].maxdepth == floor_ptr->dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
3303 int try_count = 4000;
3305 /* Find a good position */
3308 /* Get a random spot */
3309 oy = randint1(floor_ptr->height - 4) + 2;
3310 ox = randint1(floor_ptr->width - 4) + 2;
3312 /* Is it a good spot ? */
3313 if (cave_empty_bold2(floor_ptr, oy, ox) && monster_can_cross_terrain(floor_ptr->grid_array[oy][ox].feat, &r_info[guardian], 0))
3315 /* Place the guardian */
3316 if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
3319 /* One less try count */
3331 * @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.
3332 * @param dis プレイヤーから離れるべき最低距離
3333 * @param mode 生成オプション
3334 * @return 生成に成功したらtrue
3336 * Place the monster at least "dis" distance from the player.
3337 * Use "slp" to choose the initial "sleep" status
3338 * Use "floor_ptr->monster_level" for the monster level
3340 bool alloc_monster(POSITION dis, BIT_FLAGS mode)
3342 POSITION y = 0, x = 0;
3343 int attempts_left = 10000;
3345 /* Put the Guardian */
3346 if (alloc_guardian(FALSE)) return TRUE;
3348 /* Find a legal, distant, unoccupied, space */
3349 floor_type *floor_ptr = p_ptr->current_floor_ptr;
3350 while (attempts_left--)
3352 /* Pick a location */
3353 y = randint0(floor_ptr->height);
3354 x = randint0(floor_ptr->width);
3356 /* Require empty floor grid (was "naked") */
3357 if (floor_ptr->dun_level)
3359 if (!cave_empty_bold2(floor_ptr, y, x)) continue;
3363 if (!cave_empty_bold(floor_ptr, y, x)) continue;
3366 /* Accept far away grids */
3367 if (distance(y, x, p_ptr->y, p_ptr->x) > dis) break;
3372 if (cheat_xtra || cheat_hear)
3374 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?"));
3381 if (randint1(5000) <= floor_ptr->dun_level)
3383 if (alloc_horde(y, x))
3390 /* Attempt to place the monster, allow groups */
3391 if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return TRUE;
3399 * @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
3400 * @param r_idx チェックするモンスター種族ID
3401 * @return 召喚対象にできるならばTRUE
3403 static bool summon_specific_okay(MONRACE_IDX r_idx)
3405 monster_race *r_ptr = &r_info[r_idx];
3406 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[summon_specific_who];
3408 /* Hack - Only summon dungeon monsters */
3409 if (!mon_hook_dungeon(r_idx)) return FALSE;
3411 /* Hack -- identify the summoning monster */
3412 if (summon_specific_who > 0)
3415 /* Do not summon enemies */
3417 /* Friendly vs. opposite aligned normal or pet */
3418 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
3420 /* Use the player's alignment */
3421 else if (summon_specific_who < 0)
3423 /* Do not summon enemies of the pets */
3424 if (monster_has_hostile_align(NULL, 10, -10, r_ptr))
3426 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
3430 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
3432 /* Hack -- no specific type specified */
3433 if (!summon_specific_type) return TRUE;
3435 if ((summon_specific_who < 0) &&
3436 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
3437 monster_has_hostile_align(NULL, 10, -10, r_ptr))
3440 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON)) return TRUE;
3442 return (summon_specific_aux(m_ptr->r_idx, r_idx));
3447 * @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.
3448 * @param who 召喚主のモンスター情報ID
3453 * @param mode 生成オプション
3454 * @return 召喚できたらtrueを返す
3457 * We will attempt to place the monster up to 10 times before giving up.
3459 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
3460 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
3461 * Note: None of the other summon codes will ever summon Unique's.
3463 * This function has been changed. We now take the "monster level"
3464 * of the summoning monster as a parameter, and use that, along with
3465 * the current dungeon level, to help determine the level of the
3466 * desired monster. Note that this is an upper bound, and also
3467 * tends to "prefer" monsters of that level. Currently, we use
3468 * the average of the dungeon and monster levels, and then add
3469 * five to allow slight increases in monster power.
3471 * Note that we use the new "monster allocation table" creation code
3472 * to restrict the "get_mon_num()" function to the set of "legal"
3473 * monsters, making this function much faster and more reliable.
3475 * Note that this function may not succeed, though this is very rare.
3477 bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
3482 floor_type *floor_ptr = p_ptr->current_floor_ptr;
3483 if (floor_ptr->inside_arena) return FALSE;
3485 if (!mon_scatter(0, &y, &x, y1, x1, 2)) return FALSE;
3487 /* Save the summoner */
3488 summon_specific_who = who;
3490 /* Save the "summon" type */
3491 summon_specific_type = type;
3493 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
3494 get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
3496 /* Pick a monster, using the level calculation */
3497 r_idx = get_mon_num((floor_ptr->dun_level + lev) / 2 + 5);
3499 /* Handle failure */
3502 summon_specific_type = 0;
3506 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
3508 /* Attempt to place the monster (awake, allow groups) */
3509 if (!place_monster_aux(who, y, x, r_idx, mode))
3511 summon_specific_type = 0;
3515 summon_specific_type = 0;
3517 sound(SOUND_SUMMON);
3523 * @brief 特定モンスター種族を召喚により生成する / A "dangerous" function, creates a pet of the specified type
3524 * @param who 召喚主のモンスター情報ID
3527 * @param r_idx 生成するモンスター種族ID
3528 * @param mode 生成オプション
3529 * @return 召喚できたらtrueを返す
3531 bool summon_named_creature(MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
3534 /* if (!r_idx) return; */
3536 /* Prevent illegal monsters */
3537 if (r_idx >= max_r_idx) return FALSE;
3539 if (p_ptr->current_floor_ptr->inside_arena) return FALSE;
3541 if (!mon_scatter(r_idx, &y, &x, oy, ox, 2)) return FALSE;
3543 /* Place it (allow groups) */
3544 return place_monster_aux(who, y, x, r_idx, (mode | PM_NO_KAGE));
3549 * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
3550 * @param m_idx 増殖するモンスター情報ID
3551 * @param clone クローン・モンスター処理ならばtrue
3552 * @param mode 生成オプション
3553 * @return 生成できたらtrueを返す
3555 * Note that "reproduction" REQUIRES empty space.
3557 bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
3559 floor_type *floor_ptr = p_ptr->current_floor_ptr;
3560 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
3563 if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
3566 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
3568 /* Create a new monster (awake, no groups) */
3569 if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
3572 /* Hack -- Transfer "clone" flag */
3573 if (clone || (m_ptr->smart & SM_CLONED))
3575 floor_ptr->m_list[hack_m_idx_ii].smart |= SM_CLONED;
3576 floor_ptr->m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
3585 * @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
3586 * @param m_idx モンスター情報ID
3587 * @param dam 与えたダメージ
3590 * Technically should attempt to treat "Beholder"'s as jelly's
3592 void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
3594 HIT_POINT oldhp, newhp;
3596 PERCENTAGE percentage;
3598 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
3599 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3601 GAME_TEXT m_name[MAX_NLEN];
3603 monster_desc(m_name, m_ptr, 0);
3605 if (dam == 0) // Notice non-damage
3607 msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
3611 /* Note -- subtle fix -CFT */
3613 oldhp = newhp + dam;
3614 tmp = (newhp * 100L) / oldhp;
3617 if (my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
3620 if (percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3621 else if (percentage > 75) msg_format("%^sはしり込みした。", m_name);
3622 else if (percentage > 50) msg_format("%^sは縮こまった。", m_name);
3623 else if (percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
3624 else if (percentage > 20) msg_format("%^sは身もだえした。", m_name);
3625 else if (percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3626 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3628 if (percentage > 95) msg_format("%^s barely notices.", m_name);
3629 else if (percentage > 75) msg_format("%^s flinches.", m_name);
3630 else if (percentage > 50) msg_format("%^s squelches.", m_name);
3631 else if (percentage > 35) msg_format("%^s quivers in pain.", m_name);
3632 else if (percentage > 20) msg_format("%^s writhes about.", m_name);
3633 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3634 else msg_format("%^s jerks limply.", m_name);
3638 else if (my_strchr("l", r_ptr->d_char)) // Fish
3641 if (percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3642 else if (percentage > 75) msg_format("%^sはしり込みした。", m_name);
3643 else if (percentage > 50) msg_format("%^sは躊躇した。", m_name);
3644 else if (percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
3645 else if (percentage > 20) msg_format("%^sは身もだえした。", m_name);
3646 else if (percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3647 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3649 if (percentage > 95) msg_format("%^s barely notices.", m_name);
3650 else if (percentage > 75) msg_format("%^s flinches.", m_name);
3651 else if (percentage > 50) msg_format("%^s hesitates.", m_name);
3652 else if (percentage > 35) msg_format("%^s quivers in pain.", m_name);
3653 else if (percentage > 20) msg_format("%^s writhes about.", m_name);
3654 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3655 else msg_format("%^s jerks limply.", m_name);
3659 else if (my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs
3662 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3663 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3664 else if (percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
3665 else if (percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
3666 else if (percentage > 20) msg_format("%^sはうめいた。", m_name);
3667 else if (percentage > 10) msg_format("%^sは躊躇した。", m_name);
3668 else msg_format("%^sはくしゃくしゃになった。", m_name);
3670 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3671 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3672 else if (percentage > 50) msg_format("%^s roars thunderously.", m_name);
3673 else if (percentage > 35) msg_format("%^s rumbles.", m_name);
3674 else if (percentage > 20) msg_format("%^s grunts.", m_name);
3675 else if (percentage > 10) msg_format("%^s hesitates.", m_name);
3676 else msg_format("%^s crumples.", m_name);
3680 else if (my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics
3683 if (percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3684 else if (percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
3685 else if (percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
3686 else if (percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
3687 else if (percentage > 20) msg_format("%^sは身もだえした。", m_name);
3688 else if (percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3689 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3691 if (percentage > 95) msg_format("%^s barely notices.", m_name);
3692 else if (percentage > 75) msg_format("%^s hisses.", m_name);
3693 else if (percentage > 50) msg_format("%^s rears up in anger.", m_name);
3694 else if (percentage > 35) msg_format("%^s hisses furiously.", m_name);
3695 else if (percentage > 20) msg_format("%^s writhes about.", m_name);
3696 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3697 else msg_format("%^s jerks limply.", m_name);
3701 else if (my_strchr("f", r_ptr->d_char))
3704 if (percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
3705 else if (percentage > 75) msg_format("%^sは吠えた。", m_name);
3706 else if (percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
3707 else if (percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
3708 else if (percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
3709 else if (percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
3710 else msg_format("%sは哀れな鳴き声を出した。", m_name);
3712 if (percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3713 else if (percentage > 75) msg_format("%^s roars.", m_name);
3714 else if (percentage > 50) msg_format("%^s growls angrily.", m_name);
3715 else if (percentage > 35) msg_format("%^s hisses with pain.", m_name);
3716 else if (percentage > 20) msg_format("%^s mewls in pain.", m_name);
3717 else if (percentage > 10) msg_format("%^s hisses in agony.", m_name);
3718 else msg_format("%^s mewls pitifully.", m_name);
3722 else if (my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders
3725 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3726 else if (percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
3727 else if (percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
3728 else if (percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
3729 else if (percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
3730 else if (percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
3731 else msg_format("%^sはピクピクひきつった。", m_name);
3733 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3734 else if (percentage > 75) msg_format("%^s chitters.", m_name);
3735 else if (percentage > 50) msg_format("%^s scuttles about.", m_name);
3736 else if (percentage > 35) msg_format("%^s twitters.", m_name);
3737 else if (percentage > 20) msg_format("%^s jerks in pain.", m_name);
3738 else if (percentage > 10) msg_format("%^s jerks in agony.", m_name);
3739 else msg_format("%^s twitches.", m_name);
3743 else if (my_strchr("B", r_ptr->d_char)) // Birds
3746 if (percentage > 95) msg_format("%^sはさえずった。", m_name);
3747 else if (percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
3748 else if (percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
3749 else if (percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
3750 else if (percentage > 20) msg_format("%^sは苦しんだ。", m_name);
3751 else if (percentage > 10) msg_format("%^sはのたうち回った。", m_name);
3752 else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
3754 if (percentage > 95) msg_format("%^s chirps.", m_name);
3755 else if (percentage > 75) msg_format("%^s twitters.", m_name);
3756 else if (percentage > 50) msg_format("%^s squawks.", m_name);
3757 else if (percentage > 35) msg_format("%^s chatters.", m_name);
3758 else if (percentage > 20) msg_format("%^s jeers.", m_name);
3759 else if (percentage > 10) msg_format("%^s flutters about.", m_name);
3760 else msg_format("%^s squeaks.", m_name);
3764 else if (my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead
3767 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3768 else if (percentage > 75) msg_format("%^sはしり込みした。", m_name);
3769 else if (percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
3770 else if (percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
3771 else if (percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
3772 else if (percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
3773 else msg_format("%^sは弱々しくうなった。", m_name);
3775 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3776 else if (percentage > 75) msg_format("%^s flinches.", m_name);
3777 else if (percentage > 50) msg_format("%^s hisses in pain.", m_name);
3778 else if (percentage > 35) msg_format("%^s snarls with pain.", m_name);
3779 else if (percentage > 20) msg_format("%^s roars with pain.", m_name);
3780 else if (percentage > 10) msg_format("%^s gasps.", m_name);
3781 else msg_format("%^s snarls feebly.", m_name);
3785 else if (my_strchr("s", r_ptr->d_char)) // Skeletons
3788 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3789 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3790 else if (percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
3791 else if (percentage > 35) msg_format("%^sはよろめいた。", m_name);
3792 else if (percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
3793 else if (percentage > 10) msg_format("%^sはよろめいた。", m_name);
3794 else msg_format("%^sはガタガタ言った。", m_name);
3796 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3797 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3798 else if (percentage > 50) msg_format("%^s rattles.", m_name);
3799 else if (percentage > 35) msg_format("%^s stumbles.", m_name);
3800 else if (percentage > 20) msg_format("%^s rattles.", m_name);
3801 else if (percentage > 10) msg_format("%^s staggers.", m_name);
3802 else msg_format("%^s clatters.", m_name);
3806 else if (my_strchr("z", r_ptr->d_char)) // Zombies
3809 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3810 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3811 else if (percentage > 50) msg_format("%^sはうめいた。", m_name);
3812 else if (percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
3813 else if (percentage > 20) msg_format("%^sは躊躇した。", m_name);
3814 else if (percentage > 10) msg_format("%^sはうなった。", m_name);
3815 else msg_format("%^sはよろめいた。", m_name);
3817 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3818 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3819 else if (percentage > 50) msg_format("%^s groans.", m_name);
3820 else if (percentage > 35) msg_format("%^s moans.", m_name);
3821 else if (percentage > 20) msg_format("%^s hesitates.", m_name);
3822 else if (percentage > 10) msg_format("%^s grunts.", m_name);
3823 else msg_format("%^s staggers.", m_name);
3827 else if (my_strchr("G", r_ptr->d_char)) // Ghosts
3830 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3831 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3832 else if (percentage > 50) msg_format("%sはうめいた。", m_name);
3833 else if (percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
3834 else if (percentage > 20) msg_format("%^sは吠えた。", m_name);
3835 else if (percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
3836 else msg_format("%^sはかすかにうめいた。", m_name);
3838 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3839 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3840 else if (percentage > 50) msg_format("%^s moans.", m_name);
3841 else if (percentage > 35) msg_format("%^s wails.", m_name);
3842 else if (percentage > 20) msg_format("%^s howls.", m_name);
3843 else if (percentage > 10) msg_format("%^s moans softly.", m_name);
3844 else msg_format("%^s sighs.", m_name);
3848 else if (my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds
3851 if (percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
3852 else if (percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3853 else if (percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
3854 else if (percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
3855 else if (percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
3856 else if (percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3857 else msg_format("%^sは弱々しく吠えた。", m_name);
3859 if (percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3860 else if (percentage > 75) msg_format("%^s snarls with pain.", m_name);
3861 else if (percentage > 50) msg_format("%^s yelps in pain.", m_name);
3862 else if (percentage > 35) msg_format("%^s howls in pain.", m_name);
3863 else if (percentage > 20) msg_format("%^s howls in agony.", m_name);
3864 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3865 else msg_format("%^s yelps feebly.", m_name);
3869 else if (my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek)
3872 if (percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
3873 else if (percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3874 else if (percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
3875 else if (percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
3876 else if (percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
3877 else if (percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3878 else msg_format("%^sは弱々しく叫んだ。", m_name);
3880 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3881 else if (percentage > 75) msg_format("%^s grunts with pain.", m_name);
3882 else if (percentage > 50) msg_format("%^s squeals in pain.", m_name);
3883 else if (percentage > 35) msg_format("%^s shrieks in pain.", m_name);
3884 else if (percentage > 20) msg_format("%^s shrieks in agony.", m_name);
3885 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3886 else msg_format("%^s cries out feebly.", m_name);
3890 else // Another type of creatures (shrug,cry,scream)
3893 if (percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
3894 else if (percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3895 else if (percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
3896 else if (percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
3897 else if (percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
3898 else if (percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3899 else msg_format("%^sは弱々しく叫んだ。", m_name);
3901 if (percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3902 else if (percentage > 75) msg_format("%^s grunts with pain.", m_name);
3903 else if (percentage > 50) msg_format("%^s cries out in pain.", m_name);
3904 else if (percentage > 35) msg_format("%^s screams in pain.", m_name);
3905 else if (percentage > 20) msg_format("%^s screams in agony.", m_name);
3906 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3907 else msg_format("%^s cries out feebly.", m_name);
3915 * @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.
3916 * @param m_idx 更新を行う「モンスター情報ID
3917 * @param what 学習対象ID
3920 void update_smart_learn(MONSTER_IDX m_idx, int what)
3922 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
3923 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3925 /* Not allowed to learn */
3926 if (!smart_learn) return;
3928 /* Too stupid to learn anything */
3929 if (r_ptr->flags2 & (RF2_STUPID)) return;
3931 /* Not intelligent, only learn sometimes */
3932 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
3934 /* Analyze the knowledge */
3938 if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
3939 if (is_oppose_acid(p_ptr)) m_ptr->smart |= (SM_OPP_ACID);
3940 if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
3944 if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
3945 if (is_oppose_elec(p_ptr)) m_ptr->smart |= (SM_OPP_ELEC);
3946 if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
3950 if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
3951 if (is_oppose_fire(p_ptr)) m_ptr->smart |= (SM_OPP_FIRE);
3952 if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
3956 if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
3957 if (is_oppose_cold(p_ptr)) m_ptr->smart |= (SM_OPP_COLD);
3958 if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
3962 if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
3963 if (is_oppose_pois(p_ptr)) m_ptr->smart |= (SM_OPP_POIS);
3968 if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
3972 if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
3976 if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
3980 if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
3984 if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
3988 if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
3992 if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
3996 if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
4000 if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
4004 if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
4008 if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
4012 if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
4016 if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
4020 if (p_ptr->reflect) m_ptr->smart |= (SM_IMM_REFLECT);
4027 * @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
4028 * @param m_ptr モンスター参照ポインタ
4031 void monster_drop_carried_objects(monster_type *m_ptr)
4033 OBJECT_IDX this_o_idx, next_o_idx = 0;
4038 /* Drop objects being carried */
4039 floor_type *floor_ptr = p_ptr->current_floor_ptr;
4040 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4042 o_ptr = &floor_ptr->o_list[this_o_idx];
4043 next_o_idx = o_ptr->next_o_idx;
4046 object_copy(q_ptr, o_ptr);
4048 /* Forget monster */
4049 q_ptr->held_m_idx = 0;
4051 delete_object_idx(floor_ptr, this_o_idx);
4054 (void)drop_near(p_ptr, q_ptr, -1, m_ptr->fy, m_ptr->fx);
4057 /* Forget objects */
4058 m_ptr->hold_o_idx = 0;
4062 * @brief 指定したモンスターに隣接しているモンスターの数を返す。
4063 * / Count number of adjacent monsters
4064 * @param m_idx 隣接数を調べたいモンスターのID
4065 * @return 隣接しているモンスターの数
4067 int get_monster_crowd_number(MONSTER_IDX m_idx)
4069 floor_type *floor_ptr = p_ptr->current_floor_ptr;
4070 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
4071 POSITION my = m_ptr->fy;
4072 POSITION mx = m_ptr->fx;
4076 for (i = 0; i < 7; i++)
4078 int ay = my + ddy_ddd[i];
4079 int ax = mx + ddx_ddd[i];
4081 if (!in_bounds(floor_ptr, ay, ax)) continue;
4083 /* Count number of monsters */
4084 if (floor_ptr->grid_array[ay][ax].m_idx > 0) count++;