3 /* Purpose: misc code for monsters */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
15 #define HORDE_NOGOOD 0x01
16 #define HORDE_NOEVIL 0x02
20 cptr horror_desc[MAX_SAN_HORROR] =
74 cptr funny_desc[MAX_SAN_FUNNY] =
89 "¥Õ¥¡¥ó¥¿¥¹¥Æ¥£¥Ã¥¯¤Ê",
134 cptr funny_comments[MAX_SAN_COMMENT] =
155 * Set the target of counter attack
157 void set_target(monster_type *m_ptr, int y, int x)
164 * Reset the target of counter attack
166 void reset_target(monster_type *m_ptr)
168 set_target(m_ptr, 0, 0);
172 * Delete a monster by index.
174 * When a monster is deleted, all of its objects are deleted.
176 void delete_monster_idx(int i)
180 monster_type *m_ptr = &m_list[i];
182 monster_race *r_ptr = &r_info[m_ptr->r_idx];
184 s16b this_o_idx, next_o_idx = 0;
192 /* Hack -- Reduce the racial counter */
193 if (m_ptr->mflag2 & MFLAG_CHAMELEON)
195 if (r_ptr->flags1 & RF1_UNIQUE)
196 r_info[MON_CHAMELEON_K].cur_num--;
198 r_info[MON_CHAMELEON].cur_num--;
205 /* Hack -- count the number of "reproducers" */
206 if (r_ptr->flags2 & (RF2_MULTIPLY)) num_repro--;
209 /* Hack -- remove target monster */
210 if (i == target_who) target_who = 0;
212 /* Hack -- remove tracked monster */
213 if (i == p_ptr->health_who) health_track(0);
215 if (pet_t_m_idx == i ) pet_t_m_idx = 0;
216 if (riding_t_m_idx == i) riding_t_m_idx = 0;
217 if (p_ptr->riding == i) p_ptr->riding = 0;
219 /* Monster is gone */
220 cave[y][x].m_idx = 0;
224 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
229 o_ptr = &o_list[this_o_idx];
231 /* Acquire next object */
232 next_o_idx = o_ptr->next_o_idx;
234 /* Hack -- efficiency */
235 o_ptr->held_m_idx = 0;
237 /* Delete the object */
238 delete_object_idx(this_o_idx);
242 /* Wipe the Monster */
243 (void)WIPE(m_ptr, monster_type);
254 * Delete the monster, if any, at a given location
256 void delete_monster(int y, int x)
261 if (!in_bounds(y, x)) return;
266 /* Delete the monster (if any) */
267 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
272 * Move an object from index i1 to index i2 in the object list
274 static void compact_monsters_aux(int i1, int i2)
282 s16b this_o_idx, next_o_idx = 0;
286 if (i1 == i2) return;
299 /* Update the cave */
302 /* Repair objects being carried by monster */
303 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
308 o_ptr = &o_list[this_o_idx];
310 /* Acquire next object */
311 next_o_idx = o_ptr->next_o_idx;
313 /* Reset monster pointer */
314 o_ptr->held_m_idx = i2;
317 /* Hack -- Update the target */
318 if (target_who == i1) target_who = i2;
320 /* Hack -- Update the target */
321 if (pet_t_m_idx == i1) pet_t_m_idx = i2;
322 if (riding_t_m_idx == i1) riding_t_m_idx = i2;
324 /* Hack -- Update the riding */
325 if (p_ptr->riding == i1) p_ptr->riding = i2;
327 /* Hack -- Update the health bar */
328 if (p_ptr->health_who == i1) health_track(i2);
331 COPY(&m_list[i2], &m_list[i1], monster_type);
334 (void)WIPE(&m_list[i1], monster_type);
340 * Compact and Reorder the monster list
342 * This function can be very dangerous, use with caution!
344 * When actually "compacting" monsters, we base the saving throw
345 * on a combination of monster level, distance from player, and
346 * current "desperation".
348 * After "compacting" (if needed), we "reorder" the monsters into a more
349 * compact order, and we reset the allocation info, and the "live" array.
351 void compact_monsters(int size)
354 int cur_lev, cur_dis, chance;
356 /* Message (only if compacting) */
358 if (size) msg_print("¥â¥ó¥¹¥¿¡¼¾ðÊó¤ò°µ½Ì¤·¤Æ¤¤¤Þ¤¹...");
360 if (size) msg_print("Compacting monsters...");
364 /* Compact at least 'size' objects */
365 for (num = 0, cnt = 1; num < size; cnt++)
367 /* Get more vicious each iteration */
370 /* Get closer each iteration */
371 cur_dis = 5 * (20 - cnt);
373 /* Check all the monsters */
374 for (i = 1; i < m_max; i++)
376 monster_type *m_ptr = &m_list[i];
378 monster_race *r_ptr = &r_info[m_ptr->r_idx];
380 /* Paranoia -- skip "dead" monsters */
381 if (!m_ptr->r_idx) continue;
383 /* Hack -- High level monsters start out "immune" */
384 if (r_ptr->level > cur_lev) continue;
386 if (i == p_ptr->riding) continue;
388 /* Ignore nearby monsters */
389 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
391 /* Saving throw chance */
394 /* Only compact "Quest" Monsters in emergencies */
395 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
397 /* Try not to compact Unique Monsters */
398 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
400 /* All monsters get a saving throw */
401 if (randint0(100) < chance) continue;
403 /* Delete the monster */
404 delete_monster_idx(i);
406 /* Count the monster */
412 /* Excise dead monsters (backwards!) */
413 for (i = m_max - 1; i >= 1; i--)
415 /* Get the i'th monster */
416 monster_type *m_ptr = &m_list[i];
418 /* Skip real monsters */
419 if (m_ptr->r_idx) continue;
421 /* Move last monster into open hole */
422 compact_monsters_aux(m_max - 1, i);
424 /* Compress "m_max" */
431 * Delete/Remove all the monsters when the player leaves the level
433 * This is an efficient method of simulating multiple calls to the
434 * "delete_monster()" function, with no visual effects.
436 void wipe_m_list(void)
440 /* Hack -- if Banor or Lupart dies, stay another dead */
441 if (!r_info[MON_BANORLUPART].max_num)
443 if (r_info[MON_BANOR].max_num)
445 r_info[MON_BANOR].max_num = 0;
446 r_info[MON_BANOR].r_pkills++;
447 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
449 if (r_info[MON_LUPART].max_num)
451 r_info[MON_LUPART].max_num = 0;
452 r_info[MON_LUPART].r_pkills++;
453 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
457 /* Delete all the monsters */
458 for (i = m_max - 1; i >= 1; i--)
460 monster_type *m_ptr = &m_list[i];
462 monster_race *r_ptr = &r_info[m_ptr->r_idx];
464 /* Skip dead monsters */
465 if (!m_ptr->r_idx) continue;
467 /* Mega-Hack -- preserve Unique's XXX XXX XXX */
469 /* Hack -- Reduce the racial counter */
470 if (m_ptr->mflag2 & MFLAG_CHAMELEON)
472 if (r_ptr->flags1 & RF1_UNIQUE)
473 r_info[MON_CHAMELEON_K].cur_num = 0;
475 r_info[MON_CHAMELEON].cur_num = 0;
480 /* Monster is gone */
481 cave[m_ptr->fy][m_ptr->fx].m_idx = 0;
483 /* Wipe the Monster */
484 (void)WIPE(m_ptr, monster_type);
494 /* Hack -- reset "reproducer" count */
497 /* Hack -- no more target */
502 /* Hack -- no more tracking */
508 * Acquires and returns the index of a "free" monster.
510 * This routine should almost never fail, but it *can* happen.
517 /* Normal allocation */
518 if (m_max < max_m_idx)
520 /* Access the next hole */
523 /* Expand the array */
529 /* Return the index */
534 /* Recycle dead monsters */
535 for (i = 1; i < m_max; i++)
539 /* Acquire monster */
542 /* Skip live monsters */
543 if (m_ptr->r_idx) continue;
548 /* Use this monster */
553 /* Warn the player (except during dungeon creation) */
555 if (character_dungeon) msg_print("¥â¥ó¥¹¥¿¡¼¤¬Â¿¤¹¤®¤ë¡ª");
557 if (character_dungeon) msg_print("Too many monsters!");
561 /* Try not to crash */
569 * Hack -- the "type" of the current "summon specific"
571 static int summon_specific_type = 0;
575 * Hack -- the index of the summoning monster
577 static int summon_specific_who = -1;
581 * Hack -- the hostility of the summoned monster
583 static bool summon_specific_hostile = TRUE;
585 static bool summon_unique_okay = FALSE;
588 static bool summon_specific_aux(int r_idx)
590 monster_race *r_ptr = &r_info[r_idx];
593 /* Check our requirements */
594 switch (summon_specific_type)
598 okay = (r_ptr->d_char == 'a');
604 okay = (r_ptr->d_char == 'S');
610 okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
616 okay = (r_ptr->d_char == 'M');
622 okay = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
628 okay = (r_ptr->flags3 & RF3_DEMON);
634 okay = (r_ptr->flags3 & RF3_UNDEAD);
640 okay = (r_ptr->flags3 & RF3_DRAGON);
644 case SUMMON_HI_UNDEAD:
646 okay = ((r_ptr->d_char == 'L') ||
647 (r_ptr->d_char == 'V') ||
648 (r_ptr->d_char == 'W'));
652 case SUMMON_HI_DRAGON:
654 okay = (r_ptr->d_char == 'D');
658 case SUMMON_HI_DEMON:
660 okay = (((r_ptr->d_char == 'U') ||
661 (r_ptr->d_char == 'H') ||
662 (r_ptr->d_char == 'B')) &&
663 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
667 case SUMMON_AMBERITES:
669 okay = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
675 okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
679 case SUMMON_BIZARRE1:
681 okay = (r_ptr->d_char == 'm');
684 case SUMMON_BIZARRE2:
686 okay = (r_ptr->d_char == 'b');
689 case SUMMON_BIZARRE3:
691 okay = (r_ptr->d_char == 'Q');
695 case SUMMON_BIZARRE4:
697 okay = (r_ptr->d_char == 'v');
701 case SUMMON_BIZARRE5:
703 okay = (r_ptr->d_char == '$');
707 case SUMMON_BIZARRE6:
709 okay = ((r_ptr->d_char == '!') ||
710 (r_ptr->d_char == '?') ||
711 (r_ptr->d_char == '=') ||
712 (r_ptr->d_char == '$') ||
713 (r_ptr->d_char == '|'));
719 okay = (r_ptr->d_char == 'g');
725 okay = ((r_ptr->d_char == 'U') &&
726 (r_ptr->flags4 & RF4_ROCKET));
733 okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
739 okay = (r_idx == MON_DAWN);
745 okay = (r_ptr->flags3 & (RF3_ANIMAL));
749 case SUMMON_ANIMAL_RANGER:
751 okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
752 (strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
753 !(r_ptr->flags3 & (RF3_DRAGON)) &&
754 !(r_ptr->flags3 & (RF3_EVIL)) &&
755 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
756 !(r_ptr->flags3 & (RF3_DEMON)) &&
757 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
758 !(r_ptr->flags4 || r_ptr->flags5 || r_ptr->flags6));
762 case SUMMON_HI_DRAGON_LIVING:
764 okay = ((r_ptr->d_char == 'D') &&
765 !(r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)));
771 okay = (!(r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)));
777 okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
781 case SUMMON_BLUE_HORROR:
783 okay = (r_idx == MON_BLUE_HORROR);
787 case SUMMON_ELEMENTAL:
789 okay = (r_ptr->d_char == 'E');
795 okay = (r_ptr->d_char == 'v');
801 okay = (r_ptr->d_char == 'H');
807 okay = (r_ptr->d_char == 'B');
811 case SUMMON_KAMIKAZE:
814 for (i = 0; i < 4; i++)
815 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
819 case SUMMON_KAMIKAZE_LIVING:
823 for (i = 0; i < 4; i++)
824 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
825 okay = (okay && (!(r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING))));
831 okay = (r_idx == MON_MANES);
837 okay = (r_idx == MON_LOUSE);
841 case SUMMON_GUARDIANS:
843 okay = (r_ptr->flags7 & RF7_GUARDIAN);
849 okay = ((r_idx == MON_NOV_PALADIN) ||
850 (r_idx == MON_NOV_PALADIN_G) ||
851 (r_idx == MON_PALADIN) ||
852 (r_idx == MON_W_KNIGHT) ||
853 (r_idx == MON_ULTRA_PALADIN) ||
854 (r_idx == MON_KNI_TEMPLAR));
859 okay = (r_ptr->d_char == 'B' &&
860 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
861 (r_ptr->flags8 & RF8_WILD_ONLY));
864 case SUMMON_PIRANHAS:
866 okay = (r_idx == MON_PIRANHA);
872 /* Since okay is int, "return (okay);" is not correct. */
873 return (bool)(okay ? TRUE : FALSE);
877 static int chameleon_change_m_idx = 0;
881 * Some dungeon types restrict the possible monsters.
882 * Return TRUE is the monster is OK and FALSE otherwise
884 static bool restrict_monster_to_dungeon(int r_idx)
886 dungeon_info_type *d_ptr = &d_info[dungeon_type];
887 monster_race *r_ptr = &r_info[r_idx];
890 if (d_ptr->flags1 & DF1_CHAMELEON)
892 if (chameleon_change_m_idx) return TRUE;
894 if (d_ptr->flags1 & DF1_NO_MAGIC)
896 if (r_idx != MON_CHAMELEON &&
898 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
899 !(r_ptr->flags5 & RF5_NOMAGIC_MASK) &&
900 !(r_ptr->flags6 & RF6_NOMAGIC_MASK))
903 if (d_ptr->flags1 & DF1_NO_MELEE)
905 if (r_idx == MON_CHAMELEON) return TRUE;
906 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
907 !(r_ptr->flags5 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | RF5_MIND_BLAST | RF5_BRAIN_SMASH)) &&
908 !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
911 if (d_ptr->flags1 & DF1_BEGINNER)
913 if (r_ptr->level > dun_level)
917 if (d_ptr->special_div == 64) return TRUE;
918 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
920 if(d_ptr->mode == DUNGEON_MODE_AND)
924 if((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
929 if((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
934 if((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
939 if((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
944 if((d_ptr->mflags5 & r_ptr->flags5) != d_ptr->mflags5)
949 if((d_ptr->mflags6 & r_ptr->flags6) != d_ptr->mflags6)
954 if((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
959 if((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
964 if((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
967 for(a = 0; a < 5; a++)
968 if(d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
970 else if(d_ptr->mode == DUNGEON_MODE_NAND)
972 byte ok[9 + 5], i = 0, j = 0;
977 if(d_ptr->mflags1 & r_ptr->flags1)
983 if(d_ptr->mflags2 & r_ptr->flags2)
989 if(d_ptr->mflags3 & r_ptr->flags3)
995 if(d_ptr->mflags4 & r_ptr->flags4)
1001 if(d_ptr->mflags5 & r_ptr->flags5)
1007 if(d_ptr->mflags6 & r_ptr->flags6)
1013 if(d_ptr->mflags7 & r_ptr->flags7)
1019 if(d_ptr->mflags8 & r_ptr->flags8)
1025 if(d_ptr->mflags9 & r_ptr->flags9)
1029 for(a = 0; a < 5; a++)
1031 if(d_ptr->r_char[a])
1034 if (d_ptr->r_char[a] != r_ptr->d_char) ok[9 + a] = 1;
1038 j = ok[0] + ok[1] + ok[2] + ok[3] + ok[4] + ok[5] + ok[6] + ok[7] + ok[8] + ok[9] + ok[10] + ok[11] + ok[12] + ok[13];
1040 if(i == j) return FALSE;
1042 else if(d_ptr->mode == DUNGEON_MODE_OR)
1047 for(i = 0; i < 32; i++)
1049 flag = d_ptr->mflags1 & (1 << i);
1050 if(r_ptr->flags1 & flag) ok = TRUE;
1052 flag = d_ptr->mflags2 & (1 << i);
1053 if(r_ptr->flags2 & flag) ok = TRUE;
1055 flag = d_ptr->mflags3 & (1 << i);
1056 if(r_ptr->flags3 & flag) ok = TRUE;
1058 flag = d_ptr->mflags4 & (1 << i);
1059 if(r_ptr->flags4 & flag) ok = TRUE;
1061 flag = d_ptr->mflags5 & (1 << i);
1062 if(r_ptr->flags5 & flag) ok = TRUE;
1064 flag = d_ptr->mflags6 & (1 << i);
1065 if(r_ptr->flags6 & flag) ok = TRUE;
1067 flag = d_ptr->mflags7 & (1 << i);
1068 if(r_ptr->flags7 & flag) ok = TRUE;
1070 flag = d_ptr->mflags8 & (1 << i);
1071 if(r_ptr->flags8 & flag) ok = TRUE;
1073 flag = d_ptr->mflags9 & (1 << i);
1074 if(r_ptr->flags9 & flag) ok = TRUE;
1076 for(a = 0; a < 5; a++)
1077 if(d_ptr->r_char[a] == r_ptr->d_char) ok = TRUE;
1081 else if(d_ptr->mode == DUNGEON_MODE_NOR)
1086 for(i = 0; i < 32; i++)
1088 flag = d_ptr->mflags1 & (1 << i);
1089 if(r_ptr->flags1 & flag) ok = FALSE;
1091 flag = d_ptr->mflags2 & (1 << i);
1092 if(r_ptr->flags2 & flag) ok = FALSE;
1094 flag = d_ptr->mflags3 & (1 << i);
1095 if(r_ptr->flags3 & flag) ok = FALSE;
1097 flag = d_ptr->mflags4 & (1 << i);
1098 if(r_ptr->flags4 & flag) ok = FALSE;
1100 flag = d_ptr->mflags5 & (1 << i);
1101 if(r_ptr->flags5 & flag) ok = FALSE;
1103 flag = d_ptr->mflags6 & (1 << i);
1104 if(r_ptr->flags6 & flag) ok = FALSE;
1106 flag = d_ptr->mflags7 & (1 << i);
1107 if(r_ptr->flags7 & flag) ok = FALSE;
1109 flag = d_ptr->mflags8 & (1 << i);
1110 if(r_ptr->flags8 & flag) ok = FALSE;
1112 flag = d_ptr->mflags9 & (1 << i);
1113 if(r_ptr->flags9 & flag) ok = FALSE;
1115 for(a = 0; a < 5; a++)
1116 if(d_ptr->r_char[a] == r_ptr->d_char) ok = FALSE;
1124 * Apply a "monster restriction function" to the "monster allocation table"
1126 errr get_mon_num_prep(monster_hook_type monster_hook,
1127 monster_hook_type monster_hook2)
1131 /* Todo: Check the hooks for non-changes */
1133 /* Set the new hooks */
1134 get_mon_num_hook = monster_hook;
1135 get_mon_num2_hook = monster_hook2;
1137 /* Scan the allocation table */
1138 for (i = 0; i < alloc_race_size; i++)
1140 monster_race *r_ptr;
1143 alloc_entry *entry = &alloc_race_table[i];
1146 r_ptr = &r_info[entry->index];
1148 /* Skip monsters which don't pass the restriction */
1149 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
1150 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
1153 if (!p_ptr->inside_battle && !chameleon_change_m_idx &&
1154 summon_specific_type != SUMMON_GUARDIANS)
1156 /* Hack -- don't create questors */
1157 if (r_ptr->flags1 & RF1_QUESTOR)
1160 if (r_ptr->flags7 & RF7_GUARDIAN)
1163 /* Depth Monsters never appear out of depth */
1164 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
1165 (r_ptr->level > dun_level))
1169 /* Accept this monster */
1170 entry->prob2 = entry->prob1;
1172 if (dun_level && (!p_ptr->inside_quest || p_ptr->inside_quest < MIN_RANDOM_QUEST) && !restrict_monster_to_dungeon(entry->index) && !p_ptr->inside_battle)
1174 int hoge = entry->prob2 * d_info[dungeon_type].special_div;
1175 entry->prob2 = hoge / 64;
1176 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
1185 static int mysqrt(int n)
1223 * Choose a monster race that seems "appropriate" to the given level
1225 * This function uses the "prob2" field of the "monster allocation table",
1226 * and various local information, to calculate the "prob3" field of the
1227 * same table, which is then used to choose an "appropriate" monster, in
1228 * a relatively efficient manner.
1230 * Note that "town" monsters will *only* be created in the town, and
1231 * "normal" monsters will *never* be created in the town, unless the
1232 * "level" is "modified", for example, by polymorph or summoning.
1234 * There is a small chance (1/50) of "boosting" the given depth by
1235 * a small amount (up to four levels), except in the town.
1237 * It is (slightly) more likely to acquire a monster of the given level
1238 * than one of a lower level. This is done by choosing several monsters
1239 * appropriate to the given level and keeping the "hardest" one.
1241 * Note that if no monsters are "appropriate", then this function will
1242 * fail, and return zero, but this should *almost* never happen.
1244 s16b get_mon_num(int level)
1252 monster_race *r_ptr;
1254 alloc_entry *table = alloc_race_table;
1256 int pls_kakuritu, pls_level;
1257 int hoge=mysqrt(level*10000L);
1259 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1261 if ((dungeon_turn > hoge*(TURNS_PER_TICK*500L)) && !level)
1263 pls_kakuritu = MAX(2, NASTY_MON-((dungeon_turn/(TURNS_PER_TICK*2500L)-hoge/10)));
1264 pls_level = MIN(8,3 + dungeon_turn/(TURNS_PER_TICK*20000L)-hoge/40);
1268 pls_kakuritu = NASTY_MON;
1272 if (d_info[dungeon_type].flags1 & DF1_MAZE)
1274 pls_kakuritu = MIN(pls_kakuritu/2, pls_kakuritu-10);
1275 if (pls_kakuritu < 2) pls_kakuritu = 2;
1280 /* Boost the level */
1281 if ((level > 0) && !p_ptr->inside_battle && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1283 /* Nightmare mode allows more out-of depth monsters */
1284 if (ironman_nightmare && !randint0(pls_kakuritu))
1286 /* What a bizarre calculation */
1287 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1291 /* Occasional "nasty" monster */
1292 if (!randint0(pls_kakuritu))
1294 /* Pick a level bonus */
1295 int d = MIN(5, level/10) + pls_level;
1297 /* Boost the level */
1301 /* Occasional "nasty" monster */
1302 if (!randint0(pls_kakuritu))
1304 /* Pick a level bonus */
1305 int d = MIN(5, level/10) + pls_level;
1307 /* Boost the level */
1317 /* Process probabilities */
1318 for (i = 0; i < alloc_race_size; i++)
1320 /* Monsters are sorted by depth */
1321 if (table[i].level > level) break;
1326 /* Access the "r_idx" of the chosen monster */
1327 r_idx = table[i].index;
1329 /* Access the actual race */
1330 r_ptr = &r_info[r_idx];
1332 if (!p_ptr->inside_battle && !chameleon_change_m_idx)
1334 /* Hack -- "unique" monsters must be "unique" */
1335 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1336 (r_ptr->flags7 & (RF7_UNIQUE_7))) &&
1337 (r_ptr->cur_num >= r_ptr->max_num))
1342 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1343 (r_ptr->cur_num >= 1))
1348 if (r_idx == MON_BANORLUPART)
1350 if (r_info[MON_BANOR].cur_num > 0) continue;
1351 if (r_info[MON_LUPART].cur_num > 0) continue;
1356 table[i].prob3 = table[i].prob2;
1359 total += table[i].prob3;
1362 /* No legal monsters */
1363 if (total <= 0) return (0);
1366 /* Pick a monster */
1367 value = randint0(total);
1369 /* Find the monster */
1370 for (i = 0; i < alloc_race_size; i++)
1372 /* Found the entry */
1373 if (value < table[i].prob3) break;
1376 value = value - table[i].prob3;
1383 /* Try for a "harder" monster once (50%) or twice (10%) */
1389 /* Pick a monster */
1390 value = randint0(total);
1392 /* Find the monster */
1393 for (i = 0; i < alloc_race_size; i++)
1395 /* Found the entry */
1396 if (value < table[i].prob3) break;
1399 value = value - table[i].prob3;
1402 /* Keep the "best" one */
1403 if (table[i].level < table[j].level) i = j;
1406 /* Try for a "harder" monster twice (10%) */
1412 /* Pick a monster */
1413 value = randint0(total);
1415 /* Find the monster */
1416 for (i = 0; i < alloc_race_size; i++)
1418 /* Found the entry */
1419 if (value < table[i].prob3) break;
1422 value = value - table[i].prob3;
1425 /* Keep the "best" one */
1426 if (table[i].level < table[j].level) i = j;
1430 return (table[i].index);
1438 * Build a string describing a monster in some way.
1440 * We can correctly describe monsters based on their visibility.
1441 * We can force all monsters to be treated as visible or invisible.
1442 * We can build nominatives, objectives, possessives, or reflexives.
1443 * We can selectively pronominalize hidden, visible, or all monsters.
1444 * We can use definite or indefinite descriptions for hidden monsters.
1445 * We can use definite or indefinite descriptions for visible monsters.
1447 * Pronominalization involves the gender whenever possible and allowed,
1448 * so that by cleverly requesting pronominalization / visibility, you
1449 * can get messages like "You hit someone. She screams in agony!".
1451 * Reflexives are acquired by requesting Objective plus Possessive.
1453 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1454 * unless the "Assume Visible" mode is requested.
1456 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1457 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1458 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1459 * in which case you may be in trouble... :-)
1461 * I am assuming that no monster name is more than 70 characters long,
1462 * so that "char desc[80];" is sufficiently large for any result.
1465 * 0x01 --> Objective (or Reflexive)
1466 * 0x02 --> Possessive (or Reflexive)
1467 * 0x04 --> Use indefinites for hidden monsters ("something")
1468 * 0x08 --> Use indefinites for visible monsters ("a kobold")
1469 * 0x10 --> Pronominalize hidden monsters
1470 * 0x20 --> Pronominalize visible monsters
1471 * 0x40 --> Assume the monster is hidden
1472 * 0x80 --> Assume the monster is visible
1473 * 0x100 --> Chameleon's true name
1474 * 0x200 --> Ignore hallucination, and penetrate shape change
1477 * 0x00 --> Full nominative name ("the kobold") or "it"
1478 * 0x04 --> Full nominative name ("the kobold") or "something"
1479 * 0x80 --> Genocide resistance name ("the kobold")
1480 * 0x88 --> Killing name ("a kobold")
1481 * 0x22 --> Possessive, genderized if visable ("his") or "its"
1482 * 0x23 --> Reflexive, genderized if visable ("himself") or "itself"
1484 void monster_desc(char *desc, monster_type *m_ptr, int mode)
1487 monster_race *r_ptr;
1491 char silly_name[1024];
1495 r_ptr = &r_info[m_ptr->ap_r_idx];
1497 if ((mode & 0x100) && (m_ptr->mflag2 & MFLAG_CHAMELEON))
1499 if (r_ptr->flags1 & RF1_UNIQUE) name = (r_name + r_info[MON_CHAMELEON_K].name);
1500 else name = (r_name + r_info[MON_CHAMELEON].name);
1502 else name = (r_name + r_ptr->name);
1504 /* Are we hallucinating? (Idea from Nethack...) */
1505 if (p_ptr->image && !(mode & 0x200))
1510 if (!get_rnd_line("silly_j.txt", m_ptr->r_idx, silly_name))
1512 if (!get_rnd_line("silly.txt", m_ptr->r_idx, silly_name))
1520 monster_race *hallu_race;
1524 hallu_race = &r_info[randint1(max_r_idx - 1)];
1526 while (hallu_race->flags1 & RF1_UNIQUE);
1528 strcpy(silly_name, (r_name + hallu_race->name));
1531 /* Better not strcpy it, or we could corrupt r_info... */
1535 /* Can we "see" it (exists + forced, or visible + not unforced) */
1536 seen = (m_ptr && ((mode & 0x80) || (!(mode & 0x40) && m_ptr->ml)));
1538 /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
1539 pron = (m_ptr && ((seen && (mode & 0x20)) || (!seen && (mode & 0x10))));
1542 /* First, try using pronouns, or describing hidden monsters */
1545 /* an encoding of the monster "sex" */
1548 /* Extract the gender (if applicable) */
1549 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1550 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1552 /* Ignore the gender (if desired) */
1553 if (!m_ptr || !pron) kind = 0x00;
1556 /* Assume simple result */
1564 /* Brute force: split on the possibilities */
1565 switch (kind + (mode & 0x07))
1567 /* Neuter, or unknown */
1569 case 0x00: res = "²¿¤«"; break;
1570 case 0x01: res = "²¿¤«"; break;
1571 case 0x02: res = "²¿¤«¤Î"; break;
1572 case 0x03: res = "²¿¤«¼«¿È"; break;
1573 case 0x04: res = "²¿¤«"; break;
1574 case 0x05: res = "²¿¤«"; break;
1575 case 0x06: res = "²¿¤«"; break;
1576 case 0x07: res = "¤½¤ì¼«¿È"; break;
1578 case 0x00: res = "it"; break;
1579 case 0x01: res = "it"; break;
1580 case 0x02: res = "its"; break;
1581 case 0x03: res = "itself"; break;
1582 case 0x04: res = "something"; break;
1583 case 0x05: res = "something"; break;
1584 case 0x06: res = "something's"; break;
1585 case 0x07: res = "itself"; break;
1589 /* Male (assume human if vague) */
1591 case 0x10: res = "Èà"; break;
1592 case 0x11: res = "Èà"; break;
1593 case 0x12: res = "Èà¤Î"; break;
1594 case 0x13: res = "È༫¿È"; break;
1595 case 0x14: res = "狼"; break;
1596 case 0x15: res = "狼"; break;
1597 case 0x16: res = "狼¤Î"; break;
1598 case 0x17: res = "È༫¿È"; break;
1600 case 0x10: res = "he"; break;
1601 case 0x11: res = "him"; break;
1602 case 0x12: res = "his"; break;
1603 case 0x13: res = "himself"; break;
1604 case 0x14: res = "someone"; break;
1605 case 0x15: res = "someone"; break;
1606 case 0x16: res = "someone's"; break;
1607 case 0x17: res = "himself"; break;
1611 /* Female (assume human if vague) */
1613 case 0x20: res = "Èà½÷"; break;
1614 case 0x21: res = "Èà½÷"; break;
1615 case 0x22: res = "Èà½÷¤Î"; break;
1616 case 0x23: res = "Èà½÷¼«¿È"; break;
1617 case 0x24: res = "狼"; break;
1618 case 0x25: res = "狼"; break;
1619 case 0x26: res = "狼¤Î"; break;
1620 case 0x27: res = "Èà½÷¼«¿È"; break;
1622 case 0x20: res = "she"; break;
1623 case 0x21: res = "her"; break;
1624 case 0x22: res = "her"; break;
1625 case 0x23: res = "herself"; break;
1626 case 0x24: res = "someone"; break;
1627 case 0x25: res = "someone"; break;
1628 case 0x26: res = "someone's"; break;
1629 case 0x27: res = "herself"; break;
1634 /* Copy the result */
1635 (void)strcpy(desc, res);
1639 /* Handle visible monsters, "reflexive" request */
1640 else if ((mode & 0x02) && (mode & 0x01))
1642 /* The monster is visible, so use its gender */
1644 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "Èà½÷¼«¿È");
1645 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "È༫¿È");
1646 else strcpy(desc, "¤½¤ì¼«¿È");
1648 if (r_ptr->flags1 & RF1_FEMALE) strcpy(desc, "herself");
1649 else if (r_ptr->flags1 & RF1_MALE) strcpy(desc, "himself");
1650 else strcpy(desc, "itself");
1656 /* Handle all other visible monster requests */
1660 if (is_pet(m_ptr) && m_ptr->ap_r_idx != m_ptr->r_idx)
1666 while(strncmp(t, "¡Ù", 2) && *t) t++;
1670 (void)sprintf(desc, "%s¡©¡Ù", buf);
1673 (void)sprintf(desc, "%s¡©", name);
1675 (void)sprintf(desc, "%s?", name);
1680 /* It could be a Unique */
1681 if ((r_ptr->flags1 & RF1_UNIQUE) && !(p_ptr->image && !(mode & 0x200)))
1683 /* Start with the name (thus nominative and objective) */
1684 if ((m_ptr->mflag2 & MFLAG_CHAMELEON) && !(mode & 0x100))
1690 while(strncmp(t, "¡Ù", 2) && *t) t++;
1694 (void)sprintf(desc, "%s¡©¡Ù", buf);
1697 (void)sprintf(desc, "%s¡©", name);
1699 (void)sprintf(desc, "%s?", name);
1702 else if ((cave[m_ptr->fy][m_ptr->fx].m_idx == p_ptr->riding) || !p_ptr->inside_battle)
1703 (void)strcpy(desc, name);
1706 (void)sprintf(desc, "%s¤â¤É¤", name);
1708 (void)sprintf(desc, "fake %s", name);
1712 /* It could be an indefinite monster */
1713 else if (mode & 0x08)
1715 /* XXX Check plurality for "some" */
1717 /* Indefinite monsters need an indefinite article */
1719 (void)strcpy(desc, "");
1721 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1724 (void)strcat(desc, name);
1727 /* It could be a normal, definite, monster */
1730 /* Definite monsters need a definite article */
1733 (void)strcpy(desc, "¤¢¤Ê¤¿¤Î");
1735 (void)strcpy(desc, "your ");
1740 (void)strcpy(desc, "");
1742 (void)strcpy(desc, "the ");
1745 (void)strcat(desc, name);
1748 if (m_ptr->nickname)
1751 sprintf(buf,"¡Ö%s¡×",quark_str(m_ptr->nickname));
1753 sprintf(buf," called %s",quark_str(m_ptr->nickname));
1758 if ((m_ptr->fy == py) && (m_ptr->fx == px))
1761 strcat(desc,"(¾èÇÏÃæ)");
1763 strcat(desc,"(riding)");
1767 if ((mode & 0x200) && (m_ptr->mflag2 & MFLAG_CHAMELEON))
1769 if (r_ptr->flags1 & RF1_UNIQUE)
1772 strcat(desc,"(¥«¥á¥ì¥ª¥ó¤Î²¦)");
1774 strcat(desc,"(Chameleon Lord)");
1780 strcat(desc,"(¥«¥á¥ì¥ª¥ó)");
1782 strcat(desc,"(Chameleon)");
1787 if ((mode & 0x200) && m_ptr->ap_r_idx != m_ptr->r_idx)
1789 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1792 /* Handle the Possessive as a special afterthought */
1795 /* XXX Check for trailing "s" */
1797 /* Simply append "apostrophe" and "s" */
1799 (void)strcat(desc, "¤Î");
1801 (void)strcat(desc, "'s");
1812 * Learn about a monster (by "probing" it)
1814 void lore_do_probe(int m_idx)
1816 monster_type *m_ptr = &m_list[m_idx];
1818 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1820 /* Hack -- Memorize some flags */
1821 r_ptr->r_flags1 = r_ptr->flags1;
1822 r_ptr->r_flags2 = r_ptr->flags2;
1823 r_ptr->r_flags3 = r_ptr->flags3;
1825 /* Update monster recall window */
1826 if (p_ptr->monster_race_idx == m_ptr->r_idx)
1829 p_ptr->window |= (PW_MONSTER);
1835 * Take note that the given monster just dropped some treasure
1837 * Note that learning the "GOOD"/"GREAT" flags gives information
1838 * about the treasure (even when the monster is killed for the first
1839 * time, such as uniques, and the treasure has not been examined yet).
1841 * This "indirect" method is used to prevent the player from learning
1842 * exactly how much treasure a monster can drop from observing only
1843 * a single example of a drop. This method actually observes how much
1844 * gold and items are dropped, and remembers that information to be
1845 * described later by the monster recall code.
1847 void lore_treasure(int m_idx, int num_item, int num_gold)
1849 monster_type *m_ptr = &m_list[m_idx];
1851 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1853 /* Note the number of things dropped */
1854 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1855 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1857 /* Hack -- memorize the good/great flags */
1858 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1859 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1861 /* Update monster recall window */
1862 if (p_ptr->monster_race_idx == m_ptr->r_idx)
1865 p_ptr->window |= (PW_MONSTER);
1871 void sanity_blast(monster_type *m_ptr, bool necro)
1873 bool happened = FALSE;
1876 if (p_ptr->inside_battle || !character_dungeon) return;
1881 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1883 power = r_ptr->level / 2;
1885 monster_desc(m_name, m_ptr, 0);
1887 if (!(r_ptr->flags1 & RF1_UNIQUE))
1889 if (r_ptr->flags1 & RF1_FRIENDS)
1895 return; /* No effect yet, just loaded... */
1898 return; /* Cannot see it for some reason */
1900 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
1906 return; /* Pet eldritch horrors are safe most of the time */
1908 if (randint1(100) > power) return;
1910 if (saving_throw(p_ptr->skill_sav - power))
1912 return; /* Save, no adverse effects */
1917 /* Something silly happens... */
1919 msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
1921 msg_format("You behold the %s visage of %s!",
1924 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
1928 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
1929 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
1932 return; /* Never mind; we can't see it clearly enough */
1935 /* Something frightening happens... */
1937 msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
1939 msg_format("You behold the %s visage of %s!",
1942 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
1944 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
1946 /* Demon characters are unaffected */
1947 if ((p_ptr->prace == RACE_IMP) || (p_ptr->prace == RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
1948 if (p_ptr->wizard) return;
1950 /* Undead characters are 50% likely to be unaffected */
1951 if ((p_ptr->prace == RACE_SKELETON) || (p_ptr->prace == RACE_ZOMBIE)
1952 || (p_ptr->prace == RACE_VAMPIRE) || (p_ptr->prace == RACE_SPECTRE) ||
1953 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
1955 if (saving_throw(25 + p_ptr->lev)) return;
1961 msg_print("¥Í¥¯¥í¥Î¥ß¥³¥ó¤òÆɤó¤ÇÀµµ¤¤ò¼º¤Ã¤¿¡ª");
1963 msg_print("Your sanity is shaken by reading the Necronomicon!");
1968 if (!saving_throw(p_ptr->skill_sav - power)) /* Mind blast */
1970 if (!p_ptr->resist_conf)
1972 (void)set_confused(p_ptr->confused + randint0(4) + 4);
1974 if (!p_ptr->resist_chaos && one_in_(3))
1976 (void)set_image(p_ptr->image + randint0(250) + 150);
1981 if (!saving_throw(p_ptr->skill_sav - power)) /* Lose int & wis */
1988 if (!saving_throw(p_ptr->skill_sav - power)) /* Brain smash */
1990 if (!p_ptr->resist_conf)
1992 (void)set_confused(p_ptr->confused + randint0(4) + 4);
1994 if (!p_ptr->free_act)
1996 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
1998 while (randint0(100) > p_ptr->skill_sav)
1999 (void)do_dec_stat(A_INT);
2000 while (randint0(100) > p_ptr->skill_sav)
2001 (void)do_dec_stat(A_WIS);
2002 if (!p_ptr->resist_chaos)
2004 (void)set_image(p_ptr->image + randint0(250) + 150);
2009 if (!saving_throw(p_ptr->skill_sav - power)) /* Amnesia */
2012 if (lose_all_info())
2014 msg_print("¤¢¤Þ¤ê¤Î¶²ÉݤËÁ´¤Æ¤Î¤³¤È¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
2016 msg_print("You forget everything in your utmost terror!");
2022 if (saving_throw(p_ptr->skill_sav - power))
2027 /* Else gain permanent insanity */
2028 if ((p_ptr->muta3 & MUT3_MORONIC) && /*(p_ptr->muta2 & MUT2_BERS_RAGE) &&*/
2029 ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
2030 ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
2032 /* The poor bastard already has all possible insanities! */
2038 switch (randint1(21))
2041 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
2043 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2046 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¤è¤¦¤Êµ¤¤¬¤·¤¿¡£¤·¤«¤·¤½¤ì¤Ï¸µ¡¹¤À¤Ã¤¿¡£");
2048 msg_print("You turn into an utter moron!");
2054 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¡ª");
2056 msg_print("You turn into an utter moron!");
2060 if (p_ptr->muta3 & MUT3_HYPER_INT)
2063 msg_print("¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2065 msg_print("Your brain is no longer a living computer.");
2068 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2070 p_ptr->muta3 |= MUT3_MORONIC;
2084 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2087 msg_print("¤¢¤Ê¤¿¤Ï¥Ñ¥é¥Î¥¤¥¢¤Ë¤Ê¤Ã¤¿¡ª");
2089 msg_print("You become paranoid!");
2093 /* Duh, the following should never happen, but anyway... */
2094 if (p_ptr->muta3 & MUT3_FEARLESS)
2097 msg_print("¤¢¤Ê¤¿¤Ï¤â¤¦¶²¤ìÃΤ餺¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2099 msg_print("You are no longer fearless.");
2102 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2105 p_ptr->muta2 |= MUT2_COWARDICE;
2119 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2122 msg_print("¸¸³Ð¤ò¤Ò¤µ¯¤³¤¹Àº¿ÀºøÍð¤Ë´Ù¤Ã¤¿¡ª");
2124 msg_print("You are afflicted by a hallucinatory insanity!");
2127 p_ptr->muta2 |= MUT2_HALLU;
2132 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2135 msg_print("·ãÎõ¤Ê´¶¾ð¤Îȯºî¤Ë¤ª¤½¤ï¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡ª");
2137 msg_print("You become subject to fits of berserk rage!");
2140 p_ptr->muta2 |= MUT2_BERS_RAGE;
2147 p_ptr->update |= PU_BONUS;
2153 * This function updates the monster record of the given monster
2155 * This involves extracting the distance to the player (if requested),
2156 * and then checking for visibility (natural, infravision, see-invis,
2157 * telepathy), updating the monster visibility flag, redrawing (or
2158 * erasing) the monster when its visibility changes, and taking note
2159 * of any interesting monster flags (cold-blooded, invisible, etc).
2161 * Note the new "mflag" field which encodes several monster state flags,
2162 * including "view" for when the monster is currently in line of sight,
2163 * and "mark" for when the monster is currently visible via detection.
2165 * The only monster fields that are changed here are "cdis" (the
2166 * distance from the player), "ml" (visible to the player), and
2167 * "mflag" (to maintain the "MFLAG_VIEW" flag).
2169 * Note the special "update_monsters()" function which can be used to
2170 * call this function once for every monster.
2172 * Note the "full" flag which requests that the "cdis" field be updated,
2173 * this is only needed when the monster (or the player) has moved.
2175 * Every time a monster moves, we must call this function for that
2176 * monster, and update the distance, and the visibility. Every time
2177 * the player moves, we must call this function for every monster, and
2178 * update the distance, and the visibility. Whenever the player "state"
2179 * changes in certain ways ("blindness", "infravision", "telepathy",
2180 * and "see invisible"), we must call this function for every monster,
2181 * and update the visibility.
2183 * Routines that change the "illumination" of a grid must also call this
2184 * function for any monster in that grid, since the "visibility" of some
2185 * monsters may be based on the illumination of their grid.
2187 * Note that this function is called once per monster every time the
2188 * player moves. When the player is running, this function is one
2189 * of the primary bottlenecks, along with "update_view()" and the
2190 * "process_monsters()" code, so efficiency is important.
2192 * Note the optimized "inline" version of the "distance()" function.
2194 * A monster is "visible" to the player if (1) it has been detected
2195 * by the player, (2) it is close to the player and the player has
2196 * telepathy, or (3) it is close to the player, and in line of sight
2197 * of the player, and it is "illuminated" by some combination of
2198 * infravision, torch light, or permanent light (invisible monsters
2199 * are only affected by "light" if the player can see invisible).
2201 * Monsters which are not on the current panel may be "visible" to
2202 * the player, and their descriptions will include an "offscreen"
2203 * reference. Currently, offscreen monsters cannot be targetted
2204 * or viewed directly, but old targets will remain set. XXX XXX
2206 * The player can choose to be disturbed by several things, including
2207 * "disturb_move" (monster which is viewable moves in some way), and
2208 * "disturb_near" (monster which is "easily" viewable moves in some
2209 * way). Note that "moves" includes "appears" and "disappears".
2211 void update_mon(int m_idx, bool full)
2213 monster_type *m_ptr = &m_list[m_idx];
2215 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2217 bool do_disturb = disturb_move;
2221 /* Current location */
2228 /* Seen by vision */
2234 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2236 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)
2240 /* Compute distance */
2243 /* Distance components */
2244 int dy = (py > fy) ? (py - fy) : (fy - py);
2245 int dx = (px > fx) ? (px - fx) : (fx - px);
2247 /* Approximate distance */
2248 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2250 /* Restrict distance */
2251 if (d > 255) d = 255;
2255 /* Save the distance */
2259 /* Extract distance */
2262 /* Extract the distance */
2268 if (m_ptr->mflag & (MFLAG_MARK)) flag = TRUE;
2272 if (d <= ((d_info[dungeon_type].flags1 & DF1_DARKNESS) ? MAX_SIGHT / 2 : MAX_SIGHT))
2274 if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS) || (d <= MAX_SIGHT / 4))
2276 if (p_ptr->special_defense & KATA_MUSOU)
2281 /* Hack -- Memorize mental flags */
2282 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2283 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2286 /* Basic telepathy */
2287 else if (p_ptr->telepathy)
2289 /* Empty mind, no telepathy */
2290 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
2292 /* Memorize flags */
2293 r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
2296 /* Weird mind, occasional telepathy */
2297 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
2299 /* One in ten individuals are detectable */
2300 if ((m_idx % 10) == 5)
2305 /* Memorize flags */
2306 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
2308 /* Hack -- Memorize mental flags */
2309 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2310 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2314 /* Normal mind, allow telepathy */
2320 /* Hack -- Memorize mental flags */
2321 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2322 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2326 /* Magical sensing */
2327 if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
2330 r_ptr->r_flags3 |= (RF3_ANIMAL);
2334 /* Magical sensing */
2335 if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
2338 r_ptr->r_flags3 |= (RF3_UNDEAD);
2342 /* Magical sensing */
2343 if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
2346 r_ptr->r_flags3 |= (RF3_DEMON);
2350 /* Magical sensing */
2351 if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
2354 r_ptr->r_flags3 |= (RF3_ORC);
2358 /* Magical sensing */
2359 if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
2362 r_ptr->r_flags3 |= (RF3_TROLL);
2366 /* Magical sensing */
2367 if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
2370 r_ptr->r_flags3 |= (RF3_GIANT);
2374 /* Magical sensing */
2375 if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
2378 r_ptr->r_flags3 |= (RF3_DRAGON);
2382 /* Magical sensing */
2383 if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
2386 r_ptr->r_flags2 |= (RF2_HUMAN);
2390 /* Magical sensing */
2391 if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
2394 r_ptr->r_flags3 |= (RF3_EVIL);
2398 /* Magical sensing */
2399 if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
2402 r_ptr->r_flags3 |= (RF3_GOOD);
2406 /* Magical sensing */
2407 if ((p_ptr->esp_nonliving) &&
2408 (r_ptr->flags3 & (RF3_NONLIVING)) &&
2409 !(r_ptr->flags3 & (RF3_DEMON)) &&
2410 !(r_ptr->flags3 & (RF3_UNDEAD)))
2413 r_ptr->r_flags3 |= (RF3_NONLIVING);
2417 /* Magical sensing */
2418 if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
2421 r_ptr->r_flags1 |= (RF1_UNIQUE);
2426 /* Normal line of sight, and not blind */
2427 if (player_has_los_bold(fy, fx) && !p_ptr->blind)
2429 bool do_invisible = FALSE;
2430 bool do_cold_blood = FALSE;
2432 /* Use "infravision" */
2433 if (d <= p_ptr->see_infra)
2435 /* Handle "cold blooded" monsters */
2436 if (r_ptr->flags2 & (RF2_COLD_BLOOD))
2439 do_cold_blood = TRUE;
2442 /* Handle "warm blooded" monsters */
2450 /* Use "illumination" */
2451 if (player_can_see_bold(fy, fx))
2453 /* Handle "invisible" monsters */
2454 if (r_ptr->flags2 & (RF2_INVISIBLE))
2457 do_invisible = TRUE;
2467 /* Handle "normal" monsters */
2478 /* Memorize flags */
2479 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
2480 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
2486 /* The monster is now visible */
2489 /* It was previously unseen */
2492 /* Mark as visible */
2495 /* Draw the monster */
2498 /* Update health bar as needed */
2499 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2500 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2502 /* Hack -- Count "fresh" sightings */
2503 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
2504 r_info[MON_KAGE].r_sights++;
2505 else if (m_ptr->ap_r_idx == m_ptr->r_idx &&
2506 r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
2508 /* Eldritch Horror */
2509 if (r_ptr->flags2 & RF2_ELDRITCH_HORROR)
2511 sanity_blast(m_ptr, FALSE);
2514 /* Disturb on appearance */
2515 if (disturb_near && (projectable(m_ptr->fy, m_ptr->fx, py, px) && projectable(py, px, m_ptr->fy, m_ptr->fx)))
2517 if (disturb_pets || is_hostile(m_ptr))
2523 /* The monster is not visible */
2526 /* It was previously seen */
2529 /* Mark as not visible */
2532 /* Erase the monster */
2535 /* Update health bar as needed */
2536 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2537 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2539 /* Disturb on disappearance */
2542 if (disturb_pets || is_hostile(m_ptr))
2549 /* The monster is now easily visible */
2553 if (!(m_ptr->mflag & (MFLAG_VIEW)))
2555 /* Mark as easily visible */
2556 m_ptr->mflag |= (MFLAG_VIEW);
2558 /* Disturb on appearance */
2561 if (disturb_pets || is_hostile(m_ptr))
2567 /* The monster is not easily visible */
2571 if (m_ptr->mflag & (MFLAG_VIEW))
2573 /* Mark as not easily visible */
2574 m_ptr->mflag &= ~(MFLAG_VIEW);
2576 /* Disturb on disappearance */
2579 if (disturb_pets || is_hostile(m_ptr))
2588 * This function simply updates all the (non-dead) monsters (see above).
2590 void update_monsters(bool full)
2594 /* Update each (live) monster */
2595 for (i = 1; i < m_max; i++)
2597 monster_type *m_ptr = &m_list[i];
2599 /* Skip dead monsters */
2600 if (!m_ptr->r_idx) continue;
2602 /* Update the monster */
2603 update_mon(i, full);
2609 * Hack -- the index of the summoning monster
2611 static bool monster_hook_chameleon_lord(int r_idx)
2613 monster_race *r_ptr = &r_info[r_idx];
2614 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2615 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2617 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
2618 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2620 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
2622 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))
2625 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr)) return FALSE;
2628 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2630 if ((m_ptr->sub_align & SUB_ALIGN_EVIL) && (r_ptr->flags3 & RF3_GOOD)) return FALSE;
2631 if ((m_ptr->sub_align & SUB_ALIGN_GOOD) && (r_ptr->flags3 & RF3_EVIL)) return FALSE;
2635 else if (summon_specific_who > 0)
2637 monster_type *sm_ptr = &m_list[summon_specific_who];
2639 if ((sm_ptr->sub_align & SUB_ALIGN_EVIL) && (r_ptr->flags3 & RF3_GOOD)) return FALSE;
2640 if ((sm_ptr->sub_align & SUB_ALIGN_GOOD) && (r_ptr->flags3 & RF3_EVIL)) return FALSE;
2646 static bool monster_hook_chameleon(int r_idx)
2648 monster_race *r_ptr = &r_info[r_idx];
2649 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2650 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2652 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2653 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2654 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2656 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))
2659 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr)) return FALSE;
2662 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2664 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
2665 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
2666 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
2670 else if (summon_specific_who > 0)
2672 monster_type *sm_ptr = &m_list[summon_specific_who];
2674 if ((sm_ptr->sub_align & SUB_ALIGN_EVIL) && (r_ptr->flags3 & RF3_GOOD)) return FALSE;
2675 if ((sm_ptr->sub_align & SUB_ALIGN_GOOD) && (r_ptr->flags3 & RF3_EVIL)) return FALSE;
2678 return (*(get_monster_hook()))(r_idx);
2682 void choose_new_monster(int m_idx, bool born, int r_idx)
2685 monster_type *m_ptr = &m_list[m_idx];
2686 monster_race *r_ptr;
2687 char old_m_name[80];
2688 int old_r_idx = m_ptr->r_idx;
2689 bool old_unique = FALSE;
2691 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2693 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2694 r_ptr = &r_info[r_idx];
2696 monster_desc(old_m_name, m_ptr, 0);
2702 chameleon_change_m_idx = m_idx;
2704 get_mon_num_prep(monster_hook_chameleon_lord, NULL);
2706 get_mon_num_prep(monster_hook_chameleon, NULL);
2709 level = r_info[MON_CHAMELEON_K].level;
2710 else if (!dun_level)
2711 level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
2715 if (d_info[dungeon_type].flags1 & DF1_CHAMELEON) level+= 2+randint1(3);
2717 r_idx = get_mon_num(level);
2718 r_ptr = &r_info[r_idx];
2720 chameleon_change_m_idx = 0;
2726 m_ptr->r_idx = r_idx;
2727 m_ptr->ap_r_idx = r_idx;
2728 update_mon(m_idx, FALSE);
2729 lite_spot(m_ptr->fy, m_ptr->fx);
2732 /* Sub-alignment of a chameleon */
2733 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2735 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2736 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2737 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2742 if (m_idx == p_ptr->riding)
2745 monster_desc(m_name, m_ptr, 0);
2747 msg_format("ÆÍÁ³%s¤¬ÊѿȤ·¤¿¡£", old_m_name);
2749 msg_format("Suddenly, %s transforms!", old_m_name);
2751 if (!(r_ptr->flags7 & RF7_RIDING))
2753 if (rakuba(0, TRUE)) msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2755 if (rakuba(0, TRUE)) msg_format("You have fallen from %s.", m_name);
2759 /* Extract the monster base speed */
2760 m_ptr->mspeed = r_ptr->speed;
2761 /* Hack -- small racial variety */
2762 /* Allow some small variation per monster */
2764 i = extract_energy[r_ptr->speed] / 3;
2765 if (i) m_ptr->mspeed += rand_spread(0, i);
2768 i = extract_energy[r_ptr->speed] / 10;
2769 if (i) m_ptr->mspeed += rand_spread(0, i);
2772 oldmaxhp = m_ptr->max_maxhp;
2773 /* Assign maximal hitpoints */
2774 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2776 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2780 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2782 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2783 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2790 static bool monster_hook_tanuki(int r_idx)
2792 monster_race *r_ptr = &r_info[r_idx];
2794 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2795 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2796 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2797 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2799 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))
2802 return (*(get_monster_hook()))(r_idx);
2807 * Set initial racial appearance of a monster
2809 static int initial_r_appearance(int r_idx)
2811 int attempts = 1000;
2814 int min = MIN(base_level-5, 50);
2816 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2819 get_mon_num_prep(monster_hook_tanuki, NULL);
2823 ap_r_idx = get_mon_num(base_level + 10);
2824 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2832 * Attempt to place a monster of the given race at the given location.
2834 * To give the player a sporting chance, any monster that appears in
2835 * line-of-sight and is extremely dangerous can be marked as
2836 * "FORCE_SLEEP", which will cause them to be placed with low energy,
2837 * which often (but not always) lets the player move before they do.
2839 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
2841 * XXX XXX XXX Use special "here" and "dead" flags for unique monsters,
2842 * remove old "cur_num" and "max_num" fields.
2844 * XXX XXX XXX Actually, do something similar for artifacts, to simplify
2845 * the "preserve" mode, and to make the "what artifacts" flag more useful.
2847 * This is the only function which may place a monster in the dungeon,
2848 * except for the savefile loading code.
2850 bool place_monster_one(int who, int y, int x, int r_idx, u32b mode)
2857 monster_type *m_ptr;
2859 monster_race *r_ptr = &r_info[r_idx];
2861 cptr name = (r_name + r_ptr->name);
2863 /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
2864 if(p_ptr->wild_mode) return FALSE;
2866 /* Verify location */
2867 if (!in_bounds(y, x)) return (FALSE);
2869 /* Require empty space (if not ghostly) */
2870 if (!(!dun_level && (cave[y][x].feat == FEAT_MOUNTAIN) && ((r_ptr->flags8 & RF8_WILD_MOUNTAIN) || (r_ptr->flags7 & RF7_CAN_FLY))) &&
2871 !(cave_empty_bold2(y, x) || (mode & PM_IGNORE_TERRAIN)) &&
2872 !((r_ptr->flags2 & RF2_PASS_WALL) &&
2873 !(cave_perma_bold(y, x) || cave[y][x].m_idx ||
2874 ((y == py) && (x == px))))) return (FALSE);
2877 if (!r_idx) return (FALSE);
2880 if (!r_ptr->name) return (FALSE);
2882 /* Nor on the Pattern */
2883 if ((cave[y][x].feat >= FEAT_PATTERN_START)
2884 && (cave[y][x].feat <= FEAT_PATTERN_XTRA2))
2887 if (!(mode & PM_IGNORE_TERRAIN) &&
2888 !monster_can_cross_terrain(cave[y][x].feat, r_ptr))
2893 if (!p_ptr->inside_battle)
2895 /* Hack -- "unique" monsters must be "unique" */
2896 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
2897 (r_ptr->flags7 & (RF7_UNIQUE_7))) &&
2898 (r_ptr->cur_num >= r_ptr->max_num))
2904 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
2905 (r_ptr->cur_num >= 1))
2910 if (r_idx == MON_BANORLUPART)
2912 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
2913 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
2916 /* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
2917 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (dun_level < r_ptr->level) &&
2918 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
2925 if(quest_number(dun_level))
2927 int hoge = quest_number(dun_level);
2928 if((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
2930 if(r_idx == quest[hoge].r_idx)
2932 int number_mon, i2, j2;
2935 /* Count all quest monsters */
2936 for (i2 = 0; i2 < cur_wid; ++i2)
2937 for (j2 = 0; j2 < cur_hgt; j2++)
2938 if (cave[j2][i2].m_idx > 0)
2939 if (m_list[cave[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
2941 if(number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
2947 /* Access the location */
2948 c_ptr = &cave[y][x];
2950 if (is_glyph_grid(c_ptr))
2952 if (randint1(BREAK_GLYPH) < (r_ptr->level+20))
2954 /* Describe observable breakage */
2955 if (c_ptr->info & CAVE_MARK)
2958 msg_print("¼é¤ê¤Î¥ë¡¼¥ó¤¬²õ¤ì¤¿¡ª");
2960 msg_print("The rune of protection is broken!");
2965 /* Forget the rune */
2966 c_ptr->info &= ~(CAVE_MARK);
2968 /* Break the rune */
2969 c_ptr->info &= ~(CAVE_OBJECT);
2979 /* Powerful monster */
2980 if (r_ptr->level > dun_level)
2982 /* Unique monsters */
2983 if (r_ptr->flags1 & (RF1_UNIQUE))
2985 /* Message for cheaters */
2987 if (cheat_hear) msg_format("¿¼ÁؤΥæ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼ (%s)¡£", name);
2989 if (cheat_hear) msg_format("Deep Unique (%s).", name);
2993 /* Boost rating by twice delta-depth */
2994 rating += (r_ptr->level - dun_level) * 2;
2997 /* Normal monsters */
3000 /* Message for cheaters */
3002 if (cheat_hear) msg_format("¿¼ÁؤΥâ¥ó¥¹¥¿¡¼ (%s)¡£", name);
3004 if (cheat_hear) msg_format("Deep Monster (%s).", name);
3008 /* Boost rating by delta-depth */
3009 rating += (r_ptr->level - dun_level);
3013 /* Note the monster */
3014 else if (r_ptr->flags1 & (RF1_UNIQUE))
3016 /* Unique monsters induce message */
3018 if (cheat_hear) msg_format("¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼ (%s)¡£", name);
3020 if (cheat_hear) msg_format("Unique (%s).", name);
3025 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7) || (r_ptr->level < 10)) is_kage = FALSE;
3027 /* Make a new monster */
3028 c_ptr->m_idx = m_pop();
3029 hack_m_idx_ii = c_ptr->m_idx;
3031 /* Mega-Hack -- catch "failure" */
3032 if (!c_ptr->m_idx) return (FALSE);
3035 /* Get a new monster record */
3036 m_ptr = &m_list[c_ptr->m_idx];
3039 m_ptr->r_idx = r_idx;
3040 m_ptr->ap_r_idx = initial_r_appearance(r_idx);
3042 /* Sub-alignment of a monster */
3043 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3044 m_ptr->sub_align = m_list[who].sub_align;
3047 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3048 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3049 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3052 /* Place the monster at the location */
3057 /* No "damage" yet */
3059 m_ptr->confused = 0;
3062 /* Unknown distance */
3065 reset_target(m_ptr);
3067 m_ptr->nickname = 0;
3075 if (r_ptr->flags7 & RF7_CHAMELEON)
3077 choose_new_monster(c_ptr->m_idx, TRUE, 0);
3078 r_ptr = &r_info[m_ptr->r_idx];
3079 m_ptr->mflag2 |= MFLAG_CHAMELEON;
3082 /* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
3083 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
3084 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3088 m_ptr->ap_r_idx = MON_KAGE;
3089 m_ptr->mflag2 |= MFLAG_KAGE;
3092 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG_NOPET;
3098 if (mode & PM_FORCE_PET)
3103 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
3104 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(who))
3106 if (!(p_ptr->align >= 0 && (r_ptr->flags3 & RF3_EVIL)) &&
3107 !(p_ptr->align < 0 && (r_ptr->flags3 & RF3_GOOD)))
3109 set_friendly(m_ptr);
3113 /* Assume no sleeping */
3116 /* Enforce sleeping if needed */
3117 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
3119 int val = r_ptr->sleep;
3120 m_ptr->csleep = ((val * 2) + randint1(val * 10));
3123 /* Assign maximal hitpoints */
3124 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3126 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3130 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3133 /* Monsters have double hitpoints in Nightmare mode */
3134 if (ironman_nightmare)
3136 u32b hp = m_ptr->max_maxhp * 2L;
3138 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
3141 m_ptr->maxhp = m_ptr->max_maxhp;
3143 /* And start out fully healthy */
3144 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
3145 m_ptr->hp = m_ptr->maxhp / 2;
3146 else m_ptr->hp = m_ptr->maxhp;
3149 /* Extract the monster base speed */
3150 m_ptr->mspeed = r_ptr->speed;
3152 /* Hack -- small racial variety */
3153 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->inside_arena)
3155 /* Allow some small variation per monster */
3157 i = extract_energy[r_ptr->speed] / 3;
3158 if (i) m_ptr->mspeed += rand_spread(0, i);
3161 i = extract_energy[r_ptr->speed] / 10;
3162 if (i) m_ptr->mspeed += rand_spread(0, i);
3166 if (mode & PM_HASTE) m_ptr->fast = 100;
3168 if (m_ptr->mspeed > 199) m_ptr->mspeed = 199;
3170 /* Give a random starting energy */
3171 if (!ironman_nightmare)
3173 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
3177 /* Nightmare monsters are more prepared */
3178 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
3181 /* Force monster to wait for player, unless in Nightmare mode */
3182 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
3184 /* Monster is still being nice */
3185 m_ptr->mflag |= (MFLAG_NICE);
3187 /* Must repair monsters */
3188 repair_monsters = TRUE;
3191 /* Hack -- see "process_monsters()" */
3192 if (c_ptr->m_idx < hack_m_idx)
3194 /* Monster is still being born */
3195 m_ptr->mflag |= (MFLAG_BORN);
3199 /* Update the monster */
3200 update_mon(c_ptr->m_idx, TRUE);
3203 /* Hack -- Count the monsters on the level */
3204 if (m_ptr->mflag2 & MFLAG_CHAMELEON)
3205 r_info[r_idx].cur_num++;
3210 /* Hack -- Count the number of "reproducers" */
3211 if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
3214 /* Hack -- Notice new multi-hued monsters */
3215 if (r_ptr->flags1 & RF1_ATTR_MULTI) shimmer_monsters = TRUE;
3217 if (p_ptr->warning && character_dungeon)
3219 if (r_ptr->flags1 & RF1_UNIQUE)
3223 char o_name[MAX_NLEN];
3225 if (r_ptr->level > p_ptr->lev + 30)
3231 else if (r_ptr->level > p_ptr->lev + 15)
3237 else if (r_ptr->level > p_ptr->lev + 5)
3239 color = "¥ë¥Ó¡¼¿§¤Ë";
3243 else if (r_ptr->level > p_ptr->lev - 5)
3249 else if (r_ptr->level > p_ptr->lev - 15)
3251 color = "¥Ô¥ó¥¯¿§¤Ë";
3262 o_ptr = choose_warning_item();
3263 object_desc(o_name, o_ptr, FALSE, 0);
3265 msg_format("%s¤Ï%s¸÷¤Ã¤¿¡£",o_name, color);
3267 msg_format("%s glows %s.",o_name, color);
3272 if (is_explosive_rune_grid(c_ptr))
3274 /* Break the ward */
3275 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3277 /* Describe observable breakage */
3278 if (c_ptr->info & CAVE_MARK)
3281 msg_print("¥ë¡¼¥ó¤¬Çúȯ¤·¤¿¡ª");
3283 msg_print("The rune explodes!");
3286 project(0, 2, y, x, 2 * (p_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
3292 msg_print("Çúȯ¤Î¥ë¡¼¥ó¤Ï²ò½ü¤µ¤ì¤¿¡£");
3294 msg_print("An explosive rune was disarmed.");
3298 /* Forget the rune */
3299 c_ptr->info &= ~(CAVE_MARK);
3301 /* Break the rune */
3302 c_ptr->info &= ~(CAVE_OBJECT);
3315 * improved version of scatter() for place monster
3318 #define MON_SCAT_MAXD 10
3320 static bool mon_scatter(int *yp, int *xp, int y, int x, int max_dist)
3322 int place_x[MON_SCAT_MAXD];
3323 int place_y[MON_SCAT_MAXD];
3324 int num[MON_SCAT_MAXD];
3328 if (max_dist >= MON_SCAT_MAXD)
3331 for (i = 0; i < MON_SCAT_MAXD; i++)
3334 for (nx = x - max_dist; nx <= x + max_dist; nx++)
3335 for (ny = y - max_dist; ny <= y + max_dist; ny++)
3337 /* Ignore annoying locations */
3338 if (!in_bounds(ny, nx)) continue;
3340 /* Require "line of sight" */
3341 if (!los(y, x, ny, nx)) continue;
3343 /* Walls and Monsters block flow */
3344 if (!cave_empty_bold2(ny, nx)) continue;
3345 if (cave[ny][nx].m_idx) continue;
3346 if ((ny == py) && (nx == px)) continue;
3348 /* ... nor on the Pattern */
3349 if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
3350 (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2))
3353 i = distance(y, x, ny, nx);
3370 while (i < MON_SCAT_MAXD && 0 == num[i])
3372 if (i >= MON_SCAT_MAXD)
3383 * Maximum size of a group of monsters
3385 #define GROUP_MAX 32
3389 * Attempt to place a "group" of monsters around the given location
3391 static bool place_monster_group(int who, int y, int x, int r_idx, u32b mode)
3393 monster_race *r_ptr = &r_info[r_idx];
3396 int total = 0, extra = 0;
3400 byte hack_y[GROUP_MAX];
3401 byte hack_x[GROUP_MAX];
3404 /* Pick a group size */
3405 total = randint1(10);
3407 /* Hard monsters, small groups */
3408 if (r_ptr->level > dun_level)
3410 extra = r_ptr->level - dun_level;
3411 extra = 0 - randint1(extra);
3414 /* Easy monsters, large groups */
3415 else if (r_ptr->level < dun_level)
3417 extra = dun_level - r_ptr->level;
3418 extra = randint1(extra);
3421 /* Hack -- limit group reduction */
3422 if (extra > 9) extra = 9;
3424 /* Modify the group size */
3428 if (total < 1) total = 1;
3431 if (total > GROUP_MAX) total = GROUP_MAX;
3434 /* Save the rating */
3437 /* Start on the monster */
3442 /* Puddle monsters, breadth first, up to total */
3443 for (n = 0; (n < hack_n) && (hack_n < total); n++)
3445 /* Grab the location */
3449 /* Check each direction, up to total */
3450 for (i = 0; (i < 8) && (hack_n < total); i++)
3454 scatter(&my, &mx, hy, hx, 4, 0);
3456 /* Walls and Monsters block flow */
3457 if (!cave_empty_bold2(my, mx)) continue;
3459 /* Attempt to place another monster */
3460 if (place_monster_one(who, my, mx, r_idx, mode))
3462 /* Add it to the "hack" set */
3463 hack_y[hack_n] = my;
3464 hack_x[hack_n] = mx;
3470 /* Hack -- restore the rating */
3480 * Hack -- help pick an escort type
3482 static int place_monster_idx = 0;
3483 static int place_monster_m_idx = 0;
3486 * Hack -- help pick an escort type
3488 static bool place_monster_okay(int r_idx)
3490 monster_race *r_ptr = &r_info[place_monster_idx];
3491 monster_type *m_ptr = &m_list[place_monster_m_idx];
3493 monster_race *z_ptr = &r_info[r_idx];
3495 /* Hack - Escorts have to have the same dungeon flag */
3496 if (monster_dungeon(place_monster_idx) != monster_dungeon(r_idx)) return (FALSE);
3498 /* Require similar "race" */
3499 if (z_ptr->d_char != r_ptr->d_char) return (FALSE);
3501 /* Skip more advanced monsters */
3502 if (z_ptr->level > r_ptr->level) return (FALSE);
3504 /* Skip unique monsters */
3505 if (z_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3507 /* Paranoia -- Skip identical monsters */
3508 if (place_monster_idx == r_idx) return (FALSE);
3510 /* Skip different alignment */
3511 if (((m_ptr->sub_align & SUB_ALIGN_EVIL) && (z_ptr->flags3 & RF3_GOOD)) ||
3512 ((m_ptr->sub_align & SUB_ALIGN_GOOD) && (z_ptr->flags3 & RF3_EVIL)))
3515 if (r_ptr->flags7 & RF7_FRIENDLY)
3517 if (((p_ptr->align < 0) && (z_ptr->flags3 & RF3_GOOD)) ||
3518 ((p_ptr->align > 0) && (z_ptr->flags3 & RF3_EVIL)))
3522 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
3531 * Attempt to place a monster of the given race at the given location
3533 * Note that certain monsters are now marked as requiring "friends".
3534 * These monsters, if successfully placed, and if the "grp" parameter
3535 * is TRUE, will be surrounded by a "group" of identical monsters.
3537 * Note that certain monsters are now marked as requiring an "escort",
3538 * which is a collection of monsters with similar "race" but lower level.
3540 * Some monsters induce a fake "group" flag on their escorts.
3542 * Note the "bizarre" use of non-recursion to prevent annoying output
3543 * when running a code profiler.
3545 * Note the use of the new "monster allocation table" code to restrict
3546 * the "get_mon_num()" function to "legal" escort types.
3548 bool place_monster_aux(int who, int y, int x, int r_idx, u32b mode)
3551 monster_race *r_ptr = &r_info[r_idx];
3553 if (one_in_(333) && !(mode & PM_NO_KAGE) && !(mode & PM_FORCE_PET))
3558 /* Place one monster, or fail */
3559 if (!place_monster_one(who, y, x, r_idx, mode)) return (FALSE);
3562 /* Require the "group" flag */
3563 if (!(mode & PM_ALLOW_GROUP)) return (TRUE);
3565 place_monster_m_idx = hack_m_idx_ii;
3567 /* Friends for certain monsters */
3568 if (r_ptr->flags1 & (RF1_FRIENDS))
3570 /* Attempt to place a group */
3571 (void)place_monster_group(who, y, x, r_idx, mode);
3575 /* Escorts for certain monsters */
3576 if (r_ptr->flags1 & (RF1_ESCORT))
3578 /* Set the escort index */
3579 place_monster_idx = r_idx;
3581 /* Try to place several "escorts" */
3582 for (i = 0; i < 32; i++)
3584 int nx, ny, z, d = 3;
3586 /* Pick a location */
3587 scatter(&ny, &nx, y, x, d, 0);
3589 /* Require empty grids */
3590 if (!cave_empty_bold2(ny, nx)) continue;
3592 /* Prepare allocation table */
3593 get_mon_num_prep(place_monster_okay, get_monster_hook2(ny, nx));
3595 /* Pick a random race */
3596 z = get_mon_num(r_ptr->level);
3598 /* Handle failure */
3601 /* Place a single escort */
3602 (void)place_monster_one(place_monster_m_idx, ny, nx, z, mode);
3604 /* Place a "group" of escorts if needed */
3605 if ((r_info[z].flags1 & RF1_FRIENDS) ||
3606 (r_ptr->flags1 & RF1_ESCORTS))
3608 /* Place a group of monsters */
3609 (void)place_monster_group(place_monster_m_idx, ny, nx, z, mode);
3620 * Hack -- attempt to place a monster at the given location
3622 * Attempt to find a monster appropriate to the "monster_level"
3624 bool place_monster(int y, int x, u32b mode)
3628 /* Prepare allocation table */
3629 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3631 /* Pick a monster */
3632 r_idx = get_mon_num(monster_level);
3634 /* Handle failure */
3635 if (!r_idx) return (FALSE);
3637 /* Attempt to place the monster */
3638 if (place_monster_aux(0, y, x, r_idx, mode)) return (TRUE);
3645 #ifdef MONSTER_HORDES
3647 bool alloc_horde(int y, int x)
3649 monster_race *r_ptr = NULL;
3652 int attempts = 1000;
3656 /* Prepare allocation table */
3657 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3661 /* Pick a monster */
3662 r_idx = get_mon_num(monster_level);
3664 /* Handle failure */
3665 if (!r_idx) return (FALSE);
3667 r_ptr = &r_info[r_idx];
3669 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3671 if (r_idx == MON_HAGURE) continue;
3674 if (attempts < 1) return FALSE;
3680 /* Attempt to place the monster */
3681 if (place_monster_aux(0, y, x, r_idx, 0L)) break;
3684 if (attempts < 1) return FALSE;
3686 m_idx = cave[y][x].m_idx;
3688 if (m_list[m_idx].mflag2 & MFLAG_CHAMELEON) r_ptr = &r_info[m_list[m_idx].r_idx];
3689 summon_kin_type = r_ptr->d_char;
3691 for (attempts = randint1(10) + 5; attempts; attempts--)
3693 scatter(&cy, &cx, y, x, 5, 0);
3695 (void)summon_specific(m_idx, cy, cx, dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
3704 #endif /* MONSTER_HORDES */
3709 * Attempt to allocate a random monster in the dungeon.
3711 * Place the monster at least "dis" distance from the player.
3713 * Use "slp" to choose the initial "sleep" status
3715 * Use "monster_level" for the monster level
3717 bool alloc_monster(int dis, u32b mode)
3720 int attempts_left = 10000;
3721 int guardian = d_info[dungeon_type].final_guardian;
3723 /* Put an Guardian */
3724 if(guardian && d_info[dungeon_type].maxdepth == dun_level && r_info[guardian].cur_num < r_info[guardian].max_num )
3730 /* Find a good position */
3733 /* Get a random spot */
3734 oy = randint1(cur_hgt - 4) + 2;
3735 ox = randint1(cur_wid - 4) + 2;
3737 /* Is it a good spot ? */
3738 if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[guardian]))
3740 /* Place the guardian */
3741 if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) break;
3749 /* Find a legal, distant, unoccupied, space */
3750 while (attempts_left--)
3752 /* Pick a location */
3753 y = randint0(cur_hgt);
3754 x = randint0(cur_wid);
3756 /* Require empty floor grid (was "naked") */
3757 if (dun_level || (wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].terrain != TERRAIN_MOUNTAIN))
3759 if (!cave_empty_bold2(y, x)) continue;
3763 if (!cave_empty_bold2(y, x) && (cave[y][x].feat != FEAT_MOUNTAIN)) continue;
3766 /* Accept far away grids */
3767 if (distance(y, x, py, px) > dis) break;
3772 if (cheat_xtra || cheat_hear)
3775 msg_print("·Ù¹ð¡ª¿·¤¿¤Ê¥â¥ó¥¹¥¿¡¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡£¾®¤µ¤¤³¬¤Ç¤¹¤«¡©");
3777 msg_print("Warning! Could not allocate a new monster. Small level?");
3786 #ifdef MONSTER_HORDES
3787 if (randint1(5000) <= dun_level)
3789 if (alloc_horde(y, x))
3792 if (cheat_hear) msg_print("¥â¥ó¥¹¥¿¡¼¤ÎÂç·²");
3794 if (cheat_hear) msg_print("Monster horde.");
3802 #endif /* MONSTER_HORDES */
3804 /* Attempt to place the monster, allow groups */
3805 if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return (TRUE);
3807 #ifdef MONSTER_HORDES
3809 #endif /* MONSTER_HORDES */
3819 * Hack -- help decide if a monster race is "okay" to summon
3821 static bool summon_specific_okay(int r_idx)
3823 monster_race *r_ptr = &r_info[r_idx];
3825 /* Hack - Only summon dungeon monsters */
3826 if (!monster_dungeon(r_idx)) return (FALSE);
3828 /* Hack -- identify the summoning monster */
3829 if (summon_specific_who > 0)
3831 monster_type *m_ptr = &m_list[summon_specific_who];
3833 /* Do not summon enemies */
3835 /* Friendly vs. opposite aligned normal or pet */
3836 if (((r_ptr->flags3 & RF3_EVIL) &&
3837 (m_ptr->sub_align & SUB_ALIGN_GOOD)) ||
3838 ((r_ptr->flags3 & RF3_GOOD) &&
3839 (m_ptr->sub_align & SUB_ALIGN_EVIL)))
3844 /* Hostile vs. non-hostile */
3845 if (is_hostile(m_ptr) != summon_specific_hostile)
3850 /* Use the player's alignment */
3851 else if (summon_specific_who < 0)
3853 /* Do not summon enemies of the pets */
3854 if ((p_ptr->align < -9) && (r_ptr->flags3 & RF3_GOOD))
3856 if (!one_in_((0-p_ptr->align)/2+1)) return FALSE;
3858 else if ((p_ptr->align > 9) && (r_ptr->flags3 & RF3_EVIL))
3860 if (!one_in_(p_ptr->align/2+1)) return FALSE;
3864 /* Hack -- no specific type specified */
3865 if (!summon_specific_type) return (TRUE);
3867 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7))) return FALSE;
3869 if ((summon_specific_who < 0) &&
3870 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7)) &&
3871 (((p_ptr->align > 9) && (r_ptr->flags3 & RF3_EVIL)) ||
3872 ((p_ptr->align < -9) && (r_ptr->flags3 & RF3_GOOD))))
3875 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[dungeon_type].flags1 & DF1_CHAMELEON)) return TRUE;
3877 return (summon_specific_aux(r_idx));
3882 * Place a monster (of the specified "type") near the given
3883 * location. Return TRUE if a monster was actually summoned.
3885 * We will attempt to place the monster up to 10 times before giving up.
3887 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
3888 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
3889 * Note: None of the other summon codes will ever summon Unique's.
3891 * This function has been changed. We now take the "monster level"
3892 * of the summoning monster as a parameter, and use that, along with
3893 * the current dungeon level, to help determine the level of the
3894 * desired monster. Note that this is an upper bound, and also
3895 * tends to "prefer" monsters of that level. Currently, we use
3896 * the average of the dungeon and monster levels, and then add
3897 * five to allow slight increases in monster power.
3899 * Note that we use the new "monster allocation table" creation code
3900 * to restrict the "get_mon_num()" function to the set of "legal"
3901 * monsters, making this function much faster and more reliable.
3903 * Note that this function may not succeed, though this is very rare.
3905 bool summon_specific(int who, int y1, int x1, int lev, int type, u32b mode)
3909 if (p_ptr->inside_arena) return (FALSE);
3911 if (!mon_scatter(&y, &x, y1, x1, 2)) return FALSE;
3913 /* Save the summoner */
3914 summon_specific_who = who;
3916 /* Save the "summon" type */
3917 summon_specific_type = type;
3919 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
3921 /* Save the hostility */
3922 summon_specific_hostile = (!(mode & PM_FORCE_FRIENDLY) && !(is_friendly_idx(who)) && !(mode & PM_FORCE_PET));
3924 /* Prepare allocation table */
3925 get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
3927 /* Pick a monster, using the level calculation */
3928 r_idx = get_mon_num((dun_level + lev) / 2 + 5);
3930 /* Handle failure */
3933 summon_specific_type = 0;
3937 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
3939 /* Attempt to place the monster (awake, allow groups) */
3940 if (!place_monster_aux(who, y, x, r_idx, mode))
3942 summon_specific_type = 0;
3946 summon_specific_type = 0;
3951 /* A "dangerous" function, creates a pet of the specified type */
3952 bool summon_named_creature (int who, int oy, int ox, int r_idx, u32b mode)
3957 /* if (!r_idx) return; */
3959 /* Prevent illegal monsters */
3960 if (r_idx >= max_r_idx) return FALSE;
3962 if (p_ptr->inside_arena) return FALSE;
3964 if (!mon_scatter(&y, &x, oy, ox, 2)) return FALSE;
3966 /* Place it (allow groups) */
3967 return place_monster_aux(who, y, x, r_idx, (mode | PM_NO_KAGE));
3972 * Let the given monster attempt to reproduce.
3974 * Note that "reproduction" REQUIRES empty space.
3976 bool multiply_monster(int m_idx, bool clone, u32b mode)
3978 monster_type *m_ptr = &m_list[m_idx];
3982 if (!mon_scatter(&y, &x, m_ptr->fy, m_ptr->fx, 1))
3985 if (m_ptr->mflag2 & MFLAG_NOPET) mode |= PM_NO_PET;
3987 /* Create a new monster (awake, no groups) */
3988 if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE)))
3993 m_list[hack_m_idx_ii].smart |= SM_CLONED;
3994 m_list[hack_m_idx_ii].mflag2 |= MFLAG_NOPET;
4005 * Dump a message describing a monster's reaction to damage
4007 * Technically should attempt to treat "Beholder"'s as jelly's
4009 void message_pain(int m_idx, int dam)
4011 long oldhp, newhp, tmp;
4014 monster_type *m_ptr = &m_list[m_idx];
4015 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4020 /* Get the monster name */
4021 monster_desc(m_name, m_ptr, 0);
4023 /* Notice non-damage */
4027 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Æ¤¤¤Ê¤¤¡£", m_name);
4029 msg_format("%^s is unharmed.", m_name);
4035 /* Note -- subtle fix -CFT */
4036 newhp = (long)(m_ptr->hp);
4037 oldhp = newhp + (long)(dam);
4038 tmp = (newhp * 100L) / oldhp;
4039 percentage = (int)(tmp);
4042 /* Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs */
4043 if (strchr(",ejmvwQ", r_ptr->d_char))
4046 if (percentage > 95)
4047 msg_format("%^s¤Ï¤Û¤È¤ó¤Éµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4048 else if (percentage > 75)
4049 msg_format("%^s¤Ï¤·¤ê¹þ¤ß¤·¤¿¡£", m_name);
4050 else if (percentage > 50)
4051 msg_format("%^s¤Ï½Ì¤³¤Þ¤Ã¤¿¡£", m_name);
4052 else if (percentage > 35)
4053 msg_format("%^s¤ÏÄˤߤ˿̤¨¤¿¡£", m_name);
4054 else if (percentage > 20)
4055 msg_format("%^s¤Ï¿È¤â¤À¤¨¤·¤¿¡£", m_name);
4056 else if (percentage > 10)
4057 msg_format("%^s¤Ï¶ìÄˤǿȤâ¤À¤¨¤·¤¿¡£", m_name);
4059 msg_format("%^s¤Ï¤°¤Ë¤ã¤°¤Ë¤ã¤ÈáÛÚ»¤·¤¿¡£", m_name);
4061 if (percentage > 95)
4062 msg_format("%^s barely notices.", m_name);
4063 else if (percentage > 75)
4064 msg_format("%^s flinches.", m_name);
4065 else if (percentage > 50)
4066 msg_format("%^s squelches.", m_name);
4067 else if (percentage > 35)
4068 msg_format("%^s quivers in pain.", m_name);
4069 else if (percentage > 20)
4070 msg_format("%^s writhes about.", m_name);
4071 else if (percentage > 10)
4072 msg_format("%^s writhes in agony.", m_name);
4074 msg_format("%^s jerks limply.", m_name);
4081 else if (strchr("l", r_ptr->d_char))
4083 if (percentage > 95)
4085 msg_format("%^s¤Ï¤Û¤È¤ó¤Éµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4087 msg_format("%^s barely notices.", m_name);
4089 else if (percentage > 75)
4091 msg_format("%^s¤Ï¤·¤ê¹þ¤ß¤·¤¿¡£", m_name);
4093 msg_format("%^s flinches.", m_name);
4095 else if (percentage > 50)
4097 msg_format("%^s¤Ïí´í°¤·¤¿¡£", m_name);
4099 msg_format("%^s hesitates.", m_name);
4101 else if (percentage > 35)
4103 msg_format("%^s¤ÏÄˤߤ˿̤¨¤¿¡£", m_name);
4105 msg_format("%^s quivers in pain.", m_name);
4107 else if (percentage > 20)
4109 msg_format("%^s¤Ï¿È¤â¤À¤¨¤·¤¿¡£", m_name);
4111 msg_format("%^s writhes about.", m_name);
4113 else if (percentage > 10)
4115 msg_format("%^s¤Ï¶ìÄˤǿȤâ¤À¤¨¤·¤¿¡£", m_name);
4117 msg_format("%^s writhes in agony.", m_name);
4121 msg_format("%^s¤Ï¤°¤Ë¤ã¤°¤Ë¤ã¤ÈáÛÚ»¤·¤¿¡£", m_name);
4123 msg_format("%^s jerks limply.", m_name);
4128 /* Golems, Walls, Doors, Stairs */
4129 else if (strchr("g#+<>", r_ptr->d_char))
4131 if (percentage > 95)
4133 msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4135 msg_format("%^s ignores the attack.", m_name);
4137 else if (percentage > 75)
4139 msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
4141 msg_format("%^s shrugs off the attack.", m_name);
4143 else if (percentage > 50)
4145 msg_format("%^s¤ÏÍëÌĤΤ褦¤ËËʤ¨¤¿¡£", m_name);
4147 msg_format("%^s roars thunderously.", m_name);
4149 else if (percentage > 35)
4151 msg_format("%^s¤Ï¶ì¤·¤²¤ËËʤ¨¤¿¡£", m_name);
4153 msg_format("%^s rumbles.", m_name);
4155 else if (percentage > 20)
4157 msg_format("%^s¤Ï¤¦¤á¤¤¤¿¡£", m_name);
4159 msg_format("%^s grunts.", m_name);
4161 else if (percentage > 10)
4163 msg_format("%^s¤Ïí´í°¤·¤¿¡£", m_name);
4165 msg_format("%^s hesitates.", m_name);
4169 msg_format("%^s¤Ï¤¯¤·¤ã¤¯¤·¤ã¤Ë¤Ê¤Ã¤¿¡£", m_name);
4171 msg_format("%^s crumples.", m_name);
4176 /* Snakes, Hydrae, Reptiles, Mimics */
4177 else if (strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char))
4179 if (percentage > 95)
4181 msg_format("%^s¤Ï¤Û¤È¤ó¤Éµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4183 msg_format("%^s barely notices.", m_name);
4185 else if (percentage > 75)
4187 msg_format("%^s¤Ï¥·¡¼¥Ã¤ÈÌĤ¤¤¿¡£", m_name);
4189 msg_format("%^s hisses.", m_name);
4191 else if (percentage > 50)
4193 msg_format("%^s¤ÏÅܤäÆƬ¤ò¾å¤²¤¿¡£", m_name);
4195 msg_format("%^s rears up in anger.", m_name);
4197 else if (percentage > 35)
4199 msg_format("%^s¤ÏÌÔÁ³¤È°Ò³Å¤·¤¿¡£", m_name);
4201 msg_format("%^s hisses furiously.", m_name);
4203 else if (percentage > 20)
4205 msg_format("%^s¤Ï¿È¤â¤À¤¨¤·¤¿¡£", m_name);
4207 msg_format("%^s writhes about.", m_name);
4209 else if (percentage > 10)
4211 msg_format("%^s¤Ï¶ìÄˤǿȤâ¤À¤¨¤·¤¿¡£", m_name);
4213 msg_format("%^s writhes in agony.", m_name);
4217 msg_format("%^s¤Ï¤°¤Ë¤ã¤°¤Ë¤ã¤ÈáÛÚ»¤·¤¿¡£", m_name);
4219 msg_format("%^s jerks limply.", m_name);
4225 else if (strchr("f", r_ptr->d_char))
4227 if (percentage > 95)
4229 msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
4231 msg_format("%^s shrugs off the attack.", m_name);
4233 else if (percentage > 75)
4235 msg_format("%^s¤ÏËʤ¨¤¿¡£", m_name);
4237 msg_format("%^s roars.", m_name);
4239 else if (percentage > 50)
4241 msg_format("%^s¤ÏÅܤäÆËʤ¨¤¿¡£", m_name);
4243 msg_format("%^s growls angrily.", m_name);
4245 else if (percentage > 35)
4247 msg_format("%^s¤ÏÄˤߤǥ·¡¼¥Ã¤ÈÌĤ¤¤¿¡£", m_name);
4249 msg_format("%^s hisses with pain.", m_name);
4251 else if (percentage > 20)
4253 msg_format("%^s¤ÏÄˤߤǼ塹¤·¤¯ÌĤ¤¤¿¡£", m_name);
4255 msg_format("%^s mewls in pain.", m_name);
4257 else if (percentage > 10)
4259 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤¿¡£", m_name);
4261 msg_format("%^s hisses in agony.", m_name);
4265 msg_format("%s¤Ï°¥¤ì¤ÊÌĤÀ¼¤ò½Ð¤·¤¿¡£", m_name);
4267 msg_format("%^s mewls pitifully.", m_name);
4272 /* Ants, Centipedes, Flies, Insects, Beetles, Spiders */
4273 else if (strchr("acFIKS", r_ptr->d_char))
4275 if (percentage > 95)
4277 msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4279 msg_format("%^s ignores the attack.", m_name);
4281 else if (percentage > 75)
4283 msg_format("%^s¤Ï¥¡¼¥¡¼ÌĤ¤¤¿¡£", m_name);
4285 msg_format("%^s chitters.", m_name);
4288 else if (percentage > 50)
4290 msg_format("%^s¤Ï¥è¥í¥è¥íƨ¤²²ó¤Ã¤¿¡£", m_name);
4292 msg_format("%^s scuttles about.", m_name);
4295 else if (percentage > 35)
4297 msg_format("%^s¤Ï¤¦¤ë¤µ¤¯ÌĤ¤¤¿¡£", m_name);
4299 msg_format("%^s twitters.", m_name);
4302 else if (percentage > 20)
4304 msg_format("%^s¤ÏÄˤߤËáÛÚ»¤·¤¿¡£", m_name);
4306 msg_format("%^s jerks in pain.", m_name);
4309 else if (percentage > 10)
4311 msg_format("%^s¤Ï¶ìÄˤÇáÛÚ»¤·¤¿¡£", m_name);
4313 msg_format("%^s jerks in agony.", m_name);
4318 msg_format("%^s¤Ï¥Ô¥¯¥Ô¥¯¤Ò¤¤Ä¤Ã¤¿¡£", m_name);
4320 msg_format("%^s twitches.", m_name);
4327 else if (strchr("B", r_ptr->d_char))
4329 if (percentage > 95)
4331 msg_format("%^s¤Ï¤µ¤¨¤º¤Ã¤¿¡£", m_name);
4333 msg_format("%^s chirps.", m_name);
4336 else if (percentage > 75)
4338 msg_format("%^s¤Ï¥Ô¡¼¥Ô¡¼ÌĤ¤¤¿¡£", m_name);
4340 msg_format("%^s twitters.", m_name);
4343 else if (percentage > 50)
4345 msg_format("%^s¤Ï¥®¥ã¡¼¥®¥ã¡¼ÌĤ¤¤¿¡£", m_name);
4347 msg_format("%^s squawks.", m_name);
4350 else if (percentage > 35)
4352 msg_format("%^s¤Ï¥®¥ã¡¼¥®¥ã¡¼ÌĤ¤ï¤á¤¤¤¿¡£", m_name);
4354 msg_format("%^s chatters.", m_name);
4357 else if (percentage > 20)
4359 msg_format("%^s¤Ï¶ì¤·¤ó¤À¡£", m_name);
4361 msg_format("%^s jeers.", m_name);
4364 else if (percentage > 10)
4366 msg_format("%^s¤Ï¤Î¤¿¤¦¤Á²ó¤Ã¤¿¡£", m_name);
4368 msg_format("%^s flutters about.", m_name);
4373 msg_format("%^s¤Ï¥¡¼¥¡¼¤ÈÌĤ¶«¤ó¤À¡£", m_name);
4375 msg_format("%^s squeaks.", m_name);
4381 /* Dragons, Demons, High Undead */
4382 else if (strchr("duDLUW", r_ptr->d_char))
4384 if (percentage > 95)
4386 msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4388 msg_format("%^s ignores the attack.", m_name);
4391 else if (percentage > 75)
4393 msg_format("%^s¤Ï¤·¤ê¹þ¤ß¤·¤¿¡£", m_name);
4395 msg_format("%^s flinches.", m_name);
4398 else if (percentage > 50)
4400 msg_format("%^s¤ÏÄˤߤǥ·¡¼¥Ã¤ÈÌĤ¤¤¿¡£", m_name);
4402 msg_format("%^s hisses in pain.", m_name);
4405 else if (percentage > 35)
4407 msg_format("%^s¤ÏÄˤߤǤ¦¤Ê¤Ã¤¿¡£", m_name);
4409 msg_format("%^s snarls with pain.", m_name);
4412 else if (percentage > 20)
4414 msg_format("%^s¤ÏÄˤߤËËʤ¨¤¿¡£", m_name);
4416 msg_format("%^s roars with pain.", m_name);
4419 else if (percentage > 10)
4421 msg_format("%^s¤Ï¶ì¤·¤²¤Ë¶«¤ó¤À¡£", m_name);
4423 msg_format("%^s gasps.", m_name);
4428 msg_format("%^s¤Ï¼å¡¹¤·¤¯¤¦¤Ê¤Ã¤¿¡£", m_name);
4430 msg_format("%^s snarls feebly.", m_name);
4437 else if (strchr("s", r_ptr->d_char))
4439 if (percentage > 95)
4441 msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4443 msg_format("%^s ignores the attack.", m_name);
4446 else if (percentage > 75)
4448 msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
4450 msg_format("%^s shrugs off the attack.", m_name);
4453 else if (percentage > 50)
4455 msg_format("%^s¤Ï¥«¥¿¥«¥¿¤È¾Ð¤Ã¤¿¡£", m_name);
4457 msg_format("%^s rattles.", m_name);
4460 else if (percentage > 35)
4462 msg_format("%^s¤Ï¤è¤í¤á¤¤¤¿¡£", m_name);
4464 msg_format("%^s stumbles.", m_name);
4467 else if (percentage > 20)
4469 msg_format("%^s¤Ï¥«¥¿¥«¥¿¸À¤Ã¤¿¡£", m_name);
4471 msg_format("%^s rattles.", m_name);
4474 else if (percentage > 10)
4476 msg_format("%^s¤Ï¤è¤í¤á¤¤¤¿¡£", m_name);
4478 msg_format("%^s staggers.", m_name);
4483 msg_format("%^s¤Ï¥¬¥¿¥¬¥¿¸À¤Ã¤¿¡£", m_name);
4485 msg_format("%^s clatters.", m_name);
4492 else if (strchr("z", r_ptr->d_char))
4494 if (percentage > 95)
4496 msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4498 msg_format("%^s ignores the attack.", m_name);
4501 else if (percentage > 75)
4503 msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
4505 msg_format("%^s shrugs off the attack.", m_name);
4508 else if (percentage > 50)
4510 msg_format("%^s¤Ï¤¦¤á¤¤¤¿¡£", m_name);
4512 msg_format("%^s groans.", m_name);
4515 else if (percentage > 35)
4517 msg_format("%s¤Ï¶ì¤·¤²¤Ë¤¦¤á¤¤¤¿¡£", m_name);
4519 msg_format("%^s moans.", m_name);
4522 else if (percentage > 20)
4524 msg_format("%^s¤Ïí´í°¤·¤¿¡£", m_name);
4526 msg_format("%^s hesitates.", m_name);
4529 else if (percentage > 10)
4531 msg_format("%^s¤Ï¤¦¤Ê¤Ã¤¿¡£", m_name);
4533 msg_format("%^s grunts.", m_name);
4538 msg_format("%^s¤Ï¤è¤í¤á¤¤¤¿¡£", m_name);
4540 msg_format("%^s staggers.", m_name);
4547 else if (strchr("G", r_ptr->d_char))
4550 if (percentage > 95)
4552 msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4554 msg_format("%^s ignores the attack.", m_name);
4557 else if (percentage > 75)
4559 msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
4561 msg_format("%^s shrugs off the attack.", m_name);
4564 else if (percentage > 50)
4566 msg_format("%s¤Ï¤¦¤á¤¤¤¿¡£", m_name);
4568 msg_format("%^s moans.", m_name);
4571 else if (percentage > 35)
4573 msg_format("%^s¤Ïµã¤¤ï¤á¤¤¤¿¡£", m_name);
4575 msg_format("%^s wails.", m_name);
4578 else if (percentage > 20)
4580 msg_format("%^s¤ÏËʤ¨¤¿¡£", m_name);
4582 msg_format("%^s howls.", m_name);
4585 else if (percentage > 10)
4587 msg_format("%s¤Ï¼å¡¹¤·¤¯¤¦¤á¤¤¤¿¡£", m_name);
4589 msg_format("%^s moans softly.", m_name);
4594 msg_format("%^s¤Ï¤«¤¹¤«¤Ë¤¦¤á¤¤¤¿¡£", m_name);
4596 msg_format("%^s sighs.", m_name);
4602 /* Dogs and Hounds */
4603 else if (strchr("CZ", r_ptr->d_char))
4606 if (percentage > 95)
4607 msg_format("%^s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
4608 else if (percentage > 75)
4609 msg_format("%^s¤ÏÄˤߤǤ¦¤Ê¤Ã¤¿¡£", m_name);
4610 else if (percentage > 50)
4611 msg_format("%^s¤ÏÄˤߤǥ¥ã¥ó¥¥ã¥óËʤ¨¤¿¡£", m_name);
4612 else if (percentage > 35)
4613 msg_format("%^s¤ÏÄˤߤÇÌĤ¤ï¤á¤¤¤¿¡£", m_name);
4614 else if (percentage > 20)
4615 msg_format("%^s¤Ï¶ìÄˤΤ¢¤Þ¤êÌĤ¤ï¤á¤¤¤¿¡£", m_name);
4616 else if (percentage > 10)
4617 msg_format("%^s¤Ï¶ìÄˤǤâ¤À¤¨¶ì¤·¤ó¤À¡£", m_name);
4619 msg_format("%^s¤Ï¼å¡¹¤·¤¯Ëʤ¨¤¿¡£", m_name);
4621 if (percentage > 95)
4622 msg_format("%^s shrugs off the attack.", m_name);
4623 else if (percentage > 75)
4624 msg_format("%^s snarls with pain.", m_name);
4625 else if (percentage > 50)
4626 msg_format("%^s yelps in pain.", m_name);
4627 else if (percentage > 35)
4628 msg_format("%^s howls in pain.", m_name);
4629 else if (percentage > 20)
4630 msg_format("%^s howls in agony.", m_name);
4631 else if (percentage > 10)
4632 msg_format("%^s writhes in agony.", m_name);
4634 msg_format("%^s yelps feebly.", m_name);
4639 /* One type of monsters (ignore,squeal,shriek) */
4640 else if (strchr("Xbilqrt", r_ptr->d_char))
4643 if (percentage > 95)
4644 msg_format("%^s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4645 else if (percentage > 75)
4646 msg_format("%^s¤ÏÄˤߤǤ¦¤Ê¤Ã¤¿¡£", m_name);
4647 else if (percentage > 50)
4648 msg_format("%^s¤ÏÄˤߤǶ«¤ó¤À¡£", m_name);
4649 else if (percentage > 35)
4650 msg_format("%^s¤ÏÄˤߤÇÀ䶫¤·¤¿¡£", m_name);
4651 else if (percentage > 20)
4652 msg_format("%^s¤Ï¶ìÄˤΤ¢¤Þ¤êÀ䶫¤·¤¿¡£", m_name);
4653 else if (percentage > 10)
4654 msg_format("%^s¤Ï¶ìÄˤǤâ¤À¤¨¶ì¤·¤ó¤À¡£", m_name);
4656 msg_format("%^s¤Ï¼å¡¹¤·¤¯¶«¤ó¤À¡£", m_name);
4658 if (percentage > 95)
4659 msg_format("%^s ignores the attack.", m_name);
4660 else if (percentage > 75)
4661 msg_format("%^s grunts with pain.", m_name);
4662 else if (percentage > 50)
4663 msg_format("%^s squeals in pain.", m_name);
4664 else if (percentage > 35)
4665 msg_format("%^s shrieks in pain.", m_name);
4666 else if (percentage > 20)
4667 msg_format("%^s shrieks in agony.", m_name);
4668 else if (percentage > 10)
4669 msg_format("%^s writhes in agony.", m_name);
4671 msg_format("%^s cries out feebly.", m_name);
4676 /* Another type of monsters (shrug,cry,scream) */
4680 if (percentage > 95)
4681 msg_format("%^s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
4682 else if (percentage > 75)
4683 msg_format("%^s¤ÏÄˤߤǤ¦¤Ê¤Ã¤¿¡£", m_name);
4684 else if (percentage > 50)
4685 msg_format("%^s¤ÏÄˤߤǶ«¤ó¤À¡£", m_name);
4686 else if (percentage > 35)
4687 msg_format("%^s¤ÏÄˤߤÇÀ䶫¤·¤¿¡£", m_name);
4688 else if (percentage > 20)
4689 msg_format("%^s¤Ï¶ìÄˤΤ¢¤Þ¤êÀ䶫¤·¤¿¡£", m_name);
4690 else if (percentage > 10)
4691 msg_format("%^s¤Ï¶ìÄˤǤâ¤À¤¨¶ì¤·¤ó¤À¡£", m_name);
4693 msg_format("%^s¤Ï¼å¡¹¤·¤¯¶«¤ó¤À¡£", m_name);
4695 if (percentage > 95)
4696 msg_format("%^s shrugs off the attack.", m_name);
4697 else if (percentage > 75)
4698 msg_format("%^s grunts with pain.", m_name);
4699 else if (percentage > 50)
4700 msg_format("%^s cries out in pain.", m_name);
4701 else if (percentage > 35)
4702 msg_format("%^s screams in pain.", m_name);
4703 else if (percentage > 20)
4704 msg_format("%^s screams in agony.", m_name);
4705 else if (percentage > 10)
4706 msg_format("%^s writhes in agony.", m_name);
4708 msg_format("%^s cries out feebly.", m_name);
4716 * Learn about an "observed" resistance.
4718 void update_smart_learn(int m_idx, int what)
4720 #ifdef DRS_SMART_OPTIONS
4722 monster_type *m_ptr = &m_list[m_idx];
4724 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4727 /* Not allowed to learn */
4728 if (!smart_learn) return;
4730 /* Too stupid to learn anything */
4731 if (r_ptr->flags2 & (RF2_STUPID)) return;
4733 /* Not intelligent, only learn sometimes */
4734 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
4739 /* Analyze the knowledge */
4743 if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
4744 if (p_ptr->oppose_acid) m_ptr->smart |= (SM_OPP_ACID);
4745 if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
4749 if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
4750 if (p_ptr->oppose_elec) m_ptr->smart |= (SM_OPP_ELEC);
4751 if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
4755 if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
4756 if (p_ptr->oppose_fire) m_ptr->smart |= (SM_OPP_FIRE);
4757 if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
4761 if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
4762 if (p_ptr->oppose_cold) m_ptr->smart |= (SM_OPP_COLD);
4763 if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
4767 if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
4768 if (p_ptr->oppose_pois) m_ptr->smart |= (SM_OPP_POIS);
4773 if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
4777 if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
4781 if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
4785 if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
4789 if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
4793 if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
4797 if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
4801 if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
4805 if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
4809 if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
4813 if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
4817 if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
4821 if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
4825 if (p_ptr->reflect) m_ptr-> smart |= (SM_IMM_REFLECT);
4829 #endif /* DRS_SMART_OPTIONS */
4835 * Place the player in the dungeon XXX XXX
4837 bool player_place(int y, int x)
4839 /* Paranoia XXX XXX */
4840 if (cave[y][x].m_idx != 0) return FALSE;
4842 /* Save player location */
4852 * Drop all items carried by a monster
4854 void monster_drop_carried_objects(monster_type *m_ptr)
4856 s16b this_o_idx, next_o_idx = 0;
4862 /* Drop objects being carried */
4863 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4865 /* Acquire object */
4866 o_ptr = &o_list[this_o_idx];
4868 /* Acquire next object */
4869 next_o_idx = o_ptr->next_o_idx;
4872 o_ptr->held_m_idx = 0;
4874 /* Get local object */
4877 /* Copy the object */
4878 object_copy(q_ptr, o_ptr);
4880 /* Delete the object */
4881 delete_object_idx(this_o_idx);
4884 (void)drop_near(q_ptr, -1, m_ptr->fy, m_ptr->fx);
4887 /* Forget objects */
4888 m_ptr->hold_o_idx = 0;