3 * @brief モンスター処理 / misc code for monsters
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
10 * 2014 Deskull rearranged comment for Doxygen.
15 #define HORDE_NOGOOD 0x01 /*!< (未実装フラグ)HORDE生成でGOODなモンスターの生成を禁止する? */
16 #define HORDE_NOEVIL 0x02 /*!< (未実装フラグ)HORDE生成でEVILなモンスターの生成を禁止する? */
21 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
23 cptr horror_desc[MAX_SAN_HORROR] =
79 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(幻覚状態時)
81 cptr funny_desc[MAX_SAN_FUNNY] =
142 * @var funny_comments
143 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
145 cptr funny_comments[MAX_SAN_COMMENT] =
166 * @brief モンスターの目標地点をセットする / Set the target of counter attack
167 * @param m_ptr モンスターの参照ポインタ
172 void set_target(monster_type *m_ptr, int y, int x)
180 * @brief モンスターの目標地点をリセットする / Reset the target of counter attack
181 * @param m_ptr モンスターの参照ポインタ
184 void reset_target(monster_type *m_ptr)
186 set_target(m_ptr, 0, 0);
191 * @brief モンスターの真の種族を返す / Extract monster race pointer of a monster's true form
192 * @param m_ptr モンスターの参照ポインタ
193 * @return 本当のモンスター種族参照ポインタ
195 monster_race *real_r_ptr(monster_type *m_ptr)
197 monster_race *r_ptr = &r_info[m_ptr->r_idx];
199 /* Extract real race */
200 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
202 if (r_ptr->flags1 & RF1_UNIQUE)
203 return &r_info[MON_CHAMELEON_K];
205 return &r_info[MON_CHAMELEON];
215 * @brief モンスター配列からモンスターを消去する / Delete a monster by index.
216 * @param i 消去するモンスターのID
219 * モンスターを削除するとそのモンスターが拾っていたアイテムも同時に削除される。 /
220 * When a monster is deleted, all of its objects are deleted.
222 void delete_monster_idx(MONSTER_IDX i)
226 monster_type *m_ptr = &m_list[i];
228 monster_race *r_ptr = &r_info[m_ptr->r_idx];
230 s16b this_o_idx, next_o_idx = 0;
238 /* Hack -- Reduce the racial counter */
239 real_r_ptr(m_ptr)->cur_num--;
241 /* Hack -- count the number of "reproducers" */
242 if (r_ptr->flags2 & (RF2_MULTIPLY)) num_repro--;
244 if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(i, 0);
245 if (MON_FAST(m_ptr)) (void)set_monster_fast(i, 0);
246 if (MON_SLOW(m_ptr)) (void)set_monster_slow(i, 0);
247 if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(i, 0);
248 if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(i, 0);
249 if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(i, 0);
250 if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(i, 0, FALSE);
253 /* Hack -- remove target monster */
254 if (i == target_who) target_who = 0;
256 /* Hack -- remove tracked monster */
257 if (i == p_ptr->health_who) health_track(0);
259 if (pet_t_m_idx == i ) pet_t_m_idx = 0;
260 if (riding_t_m_idx == i) riding_t_m_idx = 0;
261 if (p_ptr->riding == i) p_ptr->riding = 0;
263 /* Monster is gone */
264 cave[y][x].m_idx = 0;
268 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
273 o_ptr = &o_list[this_o_idx];
275 /* Acquire next object */
276 next_o_idx = o_ptr->next_o_idx;
279 * o_ptr->held_m_idx is needed in delete_object_idx()
280 * to prevent calling lite_spot()
283 /* Delete the object */
284 delete_object_idx(this_o_idx);
288 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
291 /* Wipe the Monster */
292 (void)WIPE(m_ptr, monster_type);
300 /* Update some things */
301 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
302 p_ptr->update |= (PU_MON_LITE);
307 * @brief 指定位置に存在するモンスターを削除する / Delete the monster, if any, at a given location
312 void delete_monster(POSITION y, POSITION x)
317 if (!in_bounds(y, x)) return;
322 /* Delete the monster (if any) */
323 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
328 * @brief モンスター情報を配列内移動する / Move an object from index i1 to index i2 in the object list
333 static void compact_monsters_aux(IDX i1, IDX i2)
341 s16b this_o_idx, next_o_idx = 0;
345 if (i1 == i2) return;
358 /* Update the cave */
361 /* Repair objects being carried by monster */
362 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
367 o_ptr = &o_list[this_o_idx];
369 /* Acquire next object */
370 next_o_idx = o_ptr->next_o_idx;
372 /* Reset monster pointer */
373 o_ptr->held_m_idx = i2;
376 /* Hack -- Update the target */
377 if (target_who == i1) target_who = i2;
379 /* Hack -- Update the target */
380 if (pet_t_m_idx == i1) pet_t_m_idx = i2;
381 if (riding_t_m_idx == i1) riding_t_m_idx = i2;
383 /* Hack -- Update the riding */
384 if (p_ptr->riding == i1) p_ptr->riding = i2;
386 /* Hack -- Update the health bar */
387 if (p_ptr->health_who == i1) health_track(i2);
389 /* Hack -- Update parent index */
392 for (i = 1; i < m_max; i++)
394 monster_type *m2_ptr = &m_list[i];
396 if (m2_ptr->parent_m_idx == i1)
397 m2_ptr->parent_m_idx = i2;
402 (void)COPY(&m_list[i2], &m_list[i1], monster_type);
405 (void)WIPE(&m_list[i1], monster_type);
407 for (i = 0; i < MAX_MTIMED; i++)
409 int mproc_idx = get_mproc_idx(i1, i);
410 if (mproc_idx >= 0) mproc_list[i][mproc_idx] = i2;
416 * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
417 * @param size 圧縮後のモンスター件数目標
420 * This function can be very dangerous, use with caution!
422 * When actually "compacting" monsters, we base the saving throw
423 * on a combination of monster level, distance from player, and
424 * current "desperation".
426 * After "compacting" (if needed), we "reorder" the monsters into a more
427 * compact order, and we reset the allocation info, and the "live" array.
429 void compact_monsters(int size)
433 int cur_lev, cur_dis, chance;
435 /* Message (only if compacting) */
436 if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
439 /* Compact at least 'size' objects */
440 for (num = 0, cnt = 1; num < size; cnt++)
442 /* Get more vicious each iteration */
445 /* Get closer each iteration */
446 cur_dis = 5 * (20 - cnt);
448 /* Check all the monsters */
449 for (i = 1; i < m_max; i++)
451 monster_type *m_ptr = &m_list[i];
453 monster_race *r_ptr = &r_info[m_ptr->r_idx];
455 /* Paranoia -- skip "dead" monsters */
456 if (!m_ptr->r_idx) continue;
458 /* Hack -- High level monsters start out "immune" */
459 if (r_ptr->level > cur_lev) continue;
461 if (i == p_ptr->riding) continue;
463 /* Ignore nearby monsters */
464 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
466 /* Saving throw chance */
469 /* Only compact "Quest" Monsters in emergencies */
470 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
472 /* Try not to compact Unique Monsters */
473 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
475 /* All monsters get a saving throw */
476 if (randint0(100) < chance) continue;
478 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
482 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
483 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
486 /* Delete the monster */
487 delete_monster_idx(i);
489 /* Count the monster */
495 /* Excise dead monsters (backwards!) */
496 for (i = m_max - 1; i >= 1; i--)
498 /* Get the i'th monster */
499 monster_type *m_ptr = &m_list[i];
501 /* Skip real monsters */
502 if (m_ptr->r_idx) continue;
504 /* Move last monster into open hole */
505 compact_monsters_aux(m_max - 1, i);
507 /* Compress "m_max" */
514 * @brief プレイヤーのフロア離脱に伴う全モンスター配列の消去 / Delete/Remove all the monsters when the player leaves the level
517 * This is an efficient method of simulating multiple calls to the
518 * "delete_monster()" function, with no visual effects.
520 void wipe_m_list(void)
524 /* Hack -- if Banor or Lupart dies, stay another dead */
525 if (!r_info[MON_BANORLUPART].max_num)
527 if (r_info[MON_BANOR].max_num)
529 r_info[MON_BANOR].max_num = 0;
530 r_info[MON_BANOR].r_pkills++;
531 r_info[MON_BANOR].r_akills++;
532 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
534 if (r_info[MON_LUPART].max_num)
536 r_info[MON_LUPART].max_num = 0;
537 r_info[MON_LUPART].r_pkills++;
538 r_info[MON_LUPART].r_akills++;
539 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
543 /* Delete all the monsters */
544 for (i = m_max - 1; i >= 1; i--)
546 monster_type *m_ptr = &m_list[i];
548 /* Skip dead monsters */
549 if (!m_ptr->r_idx) continue;
551 /* Monster is gone */
552 cave[m_ptr->fy][m_ptr->fx].m_idx = 0;
554 /* Wipe the Monster */
555 (void)WIPE(m_ptr, monster_type);
560 * Wiping racial counters of all monsters and incrementing of racial
561 * counters of monsters in party_mon[] are required to prevent multiple
562 * generation of unique monster who is the minion of player.
565 /* Hack -- Wipe the racial counter of all monster races */
566 for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
574 /* Reset "mproc_max[]" */
575 for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0;
577 /* Hack -- reset "reproducer" count */
580 /* Hack -- no more target */
585 /* Hack -- no more tracking */
591 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
592 * @return 利用可能なモンスター配列の添字
594 * This routine should almost never fail, but it *can* happen.
596 MONSTER_IDX m_pop(void)
601 /* Normal allocation */
602 if (m_max < max_m_idx)
604 /* Access the next hole */
607 /* Expand the array */
613 /* Return the index */
618 /* Recycle dead monsters */
619 for (i = 1; i < m_max; i++)
623 /* Acquire monster */
626 /* Skip live monsters */
627 if (m_ptr->r_idx) continue;
632 /* Use this monster */
637 /* Warn the player (except during dungeon creation) */
638 if (character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
640 /* Try not to crash */
648 * @var summon_specific_type
649 * @brief 召喚条件を指定するグローバル変数 / Hack -- the "type" of the current "summon specific"
650 * @todo summon_specific_typeグローバル変数の除去と関数引数への代替を行う
652 static int summon_specific_type = 0;
656 * @var summon_specific_who
657 * @brief 召喚を行ったプレイヤーあるいはモンスターのIDを示すグローバル変数 / Hack -- the index of the summoning monster
658 * @todo summon_specific_who グローバル変数の除去と関数引数への代替を行う
660 static int summon_specific_who = -1;
663 * @var summon_unique_okay
664 * @brief 召喚対象にユニークを含めるかを示すグローバル変数 / summoning unique enable
665 * @todo summon_unique_okay グローバル変数の除去と関数引数への代替を行う
667 static bool summon_unique_okay = FALSE;
670 * @brief 指定されたモンスター種族がsummon_specific_typeで指定された召喚条件に合うかどうかを返す
671 * @return 召喚条件が一致するならtrue
674 static bool summon_specific_aux(MONRACE_IDX r_idx)
676 monster_race *r_ptr = &r_info[r_idx];
679 /* Check our requirements */
680 switch (summon_specific_type)
684 okay = (r_ptr->d_char == 'a');
690 okay = (r_ptr->d_char == 'S');
696 okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
702 okay = (r_ptr->d_char == 'M');
708 okay = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
714 okay = (r_ptr->flags3 & RF3_DEMON);
720 okay = (r_ptr->flags3 & RF3_UNDEAD);
726 okay = (r_ptr->flags3 & RF3_DRAGON);
730 case SUMMON_HI_UNDEAD:
732 okay = ((r_ptr->d_char == 'L') ||
733 (r_ptr->d_char == 'V') ||
734 (r_ptr->d_char == 'W'));
738 case SUMMON_HI_DRAGON:
740 okay = (r_ptr->d_char == 'D');
744 case SUMMON_HI_DEMON:
746 okay = (((r_ptr->d_char == 'U') ||
747 (r_ptr->d_char == 'H') ||
748 (r_ptr->d_char == 'B')) &&
749 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
753 case SUMMON_AMBERITES:
755 okay = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
761 okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
767 okay = (r_ptr->d_char == 'm');
772 okay = (r_ptr->d_char == 'b');
775 case SUMMON_QUYLTHULG:
777 okay = (r_ptr->d_char == 'Q');
781 case SUMMON_COIN_MIMIC:
783 okay = (r_ptr->d_char == '$');
789 okay = ((r_ptr->d_char == '!') ||
790 (r_ptr->d_char == '?') ||
791 (r_ptr->d_char == '=') ||
792 (r_ptr->d_char == '$') ||
793 (r_ptr->d_char == '|'));
799 okay = (r_ptr->d_char == 'g');
805 okay = ((r_ptr->d_char == 'U') &&
806 (r_ptr->flags4 & RF4_ROCKET));
813 okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
819 okay = (r_idx == MON_DAWN);
825 okay = (r_ptr->flags3 & (RF3_ANIMAL));
829 case SUMMON_ANIMAL_RANGER:
831 okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
832 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
833 !(r_ptr->flags3 & (RF3_DRAGON)) &&
834 !(r_ptr->flags3 & (RF3_EVIL)) &&
835 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
836 !(r_ptr->flags3 & (RF3_DEMON)) &&
837 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
838 !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
842 case SUMMON_HI_DRAGON_LIVING:
844 okay = ((r_ptr->d_char == 'D') && monster_living(r_ptr));
850 okay = monster_living(r_ptr);
856 okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
860 case SUMMON_BLUE_HORROR:
862 okay = (r_idx == MON_BLUE_HORROR);
866 case SUMMON_ELEMENTAL:
868 okay = (r_ptr->d_char == 'E');
874 okay = (r_ptr->d_char == 'v');
880 okay = (r_ptr->d_char == 'H');
886 okay = (r_ptr->d_char == 'B');
890 case SUMMON_KAMIKAZE:
893 for (i = 0; i < 4; i++)
894 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
898 case SUMMON_KAMIKAZE_LIVING:
902 for (i = 0; i < 4; i++)
903 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
904 okay = (okay && monster_living(r_ptr));
910 okay = (r_idx == MON_MANES);
916 okay = (r_idx == MON_LOUSE);
920 case SUMMON_GUARDIANS:
922 okay = (r_ptr->flags7 & RF7_GUARDIAN);
928 okay = ((r_idx == MON_NOV_PALADIN) ||
929 (r_idx == MON_NOV_PALADIN_G) ||
930 (r_idx == MON_PALADIN) ||
931 (r_idx == MON_W_KNIGHT) ||
932 (r_idx == MON_ULTRA_PALADIN) ||
933 (r_idx == MON_KNI_TEMPLAR));
939 okay = (r_ptr->d_char == 'B' &&
940 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
941 (r_ptr->flags8 & RF8_WILD_ONLY));
945 case SUMMON_PIRANHAS:
947 okay = (r_idx == MON_PIRANHA);
951 case SUMMON_ARMAGE_GOOD:
953 okay = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
957 case SUMMON_ARMAGE_EVIL:
959 okay = ((r_ptr->flags3 & RF3_DEMON) ||
960 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
966 /* Since okay is int, "return (okay);" is not correct. */
967 return (bool)(okay ? TRUE : FALSE);
971 * @var chameleon_change_m_idx
972 * @brief カメレオンの変身先モンスターIDを受け渡すためのグローバル変数
973 * @todo 変数渡しの問題などもあるができればchameleon_change_m_idxのグローバル変数を除去し、関数引き渡しに移行すること
975 static int chameleon_change_m_idx = 0;
979 * @brief 指定されたモンスター種族がダンジョンの制限にかかるかどうかをチェックする / Some dungeon types restrict the possible monsters.
980 * @param r_idx チェックするモンスター種族ID
981 * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
983 static bool restrict_monster_to_dungeon(MONRACE_IDX r_idx)
985 dungeon_info_type *d_ptr = &d_info[dungeon_type];
986 monster_race *r_ptr = &r_info[r_idx];
989 if (d_ptr->flags1 & DF1_CHAMELEON)
991 if (chameleon_change_m_idx) return TRUE;
993 if (d_ptr->flags1 & DF1_NO_MAGIC)
995 if (r_idx != MON_CHAMELEON &&
997 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
998 !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
999 !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
1002 if (d_ptr->flags1 & DF1_NO_MELEE)
1004 if (r_idx == MON_CHAMELEON) return TRUE;
1005 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
1006 !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | RF5_MIND_BLAST | RF5_BRAIN_SMASH)) &&
1007 !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
1010 if (d_ptr->flags1 & DF1_BEGINNER)
1012 if (r_ptr->level > dun_level)
1016 if (d_ptr->special_div >= 64) return TRUE;
1017 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
1019 switch (d_ptr->mode)
1021 case DUNGEON_MODE_AND:
1024 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1029 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1034 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1039 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1042 if (d_ptr->m_a_ability_flags1)
1044 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1047 if (d_ptr->m_a_ability_flags2)
1049 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1054 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1059 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1064 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1069 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1072 for (a = 0; a < 5; a++)
1073 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
1077 case DUNGEON_MODE_NAND:
1080 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1085 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1090 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1095 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1098 if (d_ptr->m_a_ability_flags1)
1100 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1103 if (d_ptr->m_a_ability_flags2)
1105 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1110 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1115 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1120 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1125 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1128 for (a = 0; a < 5; a++)
1129 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
1133 case DUNGEON_MODE_OR:
1134 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
1135 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
1136 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
1137 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
1138 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE;
1139 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE;
1140 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
1141 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
1142 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
1143 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
1144 for (a = 0; a < 5; a++)
1145 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
1149 case DUNGEON_MODE_NOR:
1150 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
1151 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
1152 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
1153 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
1154 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE;
1155 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE;
1156 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
1157 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
1158 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
1159 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
1160 for (a = 0; a < 5; a++)
1161 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
1170 * @brief モンスター生成制限関数最大2つから / Apply a "monster restriction function" to the "monster allocation table"
1171 * @param monster_hook 制限関数1
1172 * @param monster_hook2 制限関数2
1175 errr get_mon_num_prep(monster_hook_type monster_hook,
1176 monster_hook_type monster_hook2)
1180 /* Todo: Check the hooks for non-changes */
1182 /* Set the new hooks */
1183 get_mon_num_hook = monster_hook;
1184 get_mon_num2_hook = monster_hook2;
1186 /* Scan the allocation table */
1187 for (i = 0; i < alloc_race_size; i++)
1189 monster_race *r_ptr;
1192 alloc_entry *entry = &alloc_race_table[i];
1195 r_ptr = &r_info[entry->index];
1197 /* Skip monsters which don't pass the restriction */
1198 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
1199 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
1202 if (!p_ptr->inside_battle && !chameleon_change_m_idx &&
1203 summon_specific_type != SUMMON_GUARDIANS)
1205 /* Hack -- don't create questors */
1206 if (r_ptr->flags1 & RF1_QUESTOR)
1209 if (r_ptr->flags7 & RF7_GUARDIAN)
1212 /* Depth Monsters never appear out of depth */
1213 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
1214 (r_ptr->level > dun_level))
1218 /* Accept this monster */
1219 entry->prob2 = entry->prob1;
1221 if (dun_level && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest)) && !restrict_monster_to_dungeon(entry->index) && !p_ptr->inside_battle)
1223 int hoge = entry->prob2 * d_info[dungeon_type].special_div;
1224 entry->prob2 = hoge / 64;
1225 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
1234 * @brief 平方根を切り捨て整数で返す
1238 static int mysqrt(int n)
1276 * @brief 生成モンスター種族を1種生成テーブルから選択する
1278 * @return 選択されたモンスター生成種族
1280 * Choose a monster race that seems "appropriate" to the given level
1282 * This function uses the "prob2" field of the "monster allocation table",
1283 * and various local information, to calculate the "prob3" field of the
1284 * same table, which is then used to choose an "appropriate" monster, in
1285 * a relatively efficient manner.
1287 * Note that "town" monsters will *only* be created in the town, and
1288 * "normal" monsters will *never* be created in the town, unless the
1289 * "level" is "modified", for example, by polymorph or summoning.
1291 * There is a small chance (1/50) of "boosting" the given depth by
1292 * a small amount (up to four levels), except in the town.
1294 * It is (slightly) more likely to acquire a monster of the given level
1295 * than one of a lower level. This is done by choosing several monsters
1296 * appropriate to the given level and keeping the "hardest" one.
1298 * Note that if no monsters are "appropriate", then this function will
1299 * fail, and return zero, but this should *almost* never happen.
1301 MONRACE_IDX get_mon_num(DEPTH level)
1306 monster_race *r_ptr;
1307 alloc_entry *table = alloc_race_table;
1309 int pls_kakuritu, pls_level;
1310 int delay = mysqrt(level * 10000L) + 400L;
1312 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1314 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
1315 pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10)) ;
1317 if (d_info[dungeon_type].flags1 & DF1_MAZE)
1319 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
1320 if (pls_kakuritu < 2) pls_kakuritu = 2;
1325 /* Boost the level */
1326 if (!p_ptr->inside_battle && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1328 /* Nightmare mode allows more out-of depth monsters */
1329 if (ironman_nightmare && !randint0(pls_kakuritu))
1331 /* What a bizarre calculation */
1332 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1336 /* Occasional "nasty" monster */
1337 if (!randint0(pls_kakuritu))
1339 /* Pick a level bonus */
1348 /* Process probabilities */
1349 for (i = 0; i < alloc_race_size; i++)
1351 /* Monsters are sorted by depth */
1352 if (table[i].level > level) break;
1357 /* Access the "r_idx" of the chosen monster */
1358 r_idx = table[i].index;
1360 /* Access the actual race */
1361 r_ptr = &r_info[r_idx];
1363 if (!p_ptr->inside_battle && !chameleon_change_m_idx)
1365 /* Hack -- "unique" monsters must be "unique" */
1366 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1367 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1368 (r_ptr->cur_num >= r_ptr->max_num))
1373 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1374 (r_ptr->cur_num >= 1))
1379 if (r_idx == MON_BANORLUPART)
1381 if (r_info[MON_BANOR].cur_num > 0) continue;
1382 if (r_info[MON_LUPART].cur_num > 0) continue;
1387 table[i].prob3 = table[i].prob2;
1390 total += table[i].prob3;
1393 /* No legal monsters */
1394 if (total <= 0) return (0);
1396 /* Pick a monster */
1397 value = randint0(total);
1399 /* Find the monster */
1400 for (i = 0; i < alloc_race_size; i++)
1402 /* Found the entry */
1403 if (value < table[i].prob3) break;
1406 value = value - table[i].prob3;
1412 /* Try for a "harder" monster once (50%) or twice (10%) */
1418 /* Pick a monster */
1419 value = randint0(total);
1421 /* Find the monster */
1422 for (i = 0; i < alloc_race_size; i++)
1424 /* Found the entry */
1425 if (value < table[i].prob3) break;
1428 value = value - table[i].prob3;
1431 /* Keep the "best" one */
1432 if (table[i].level < table[j].level) i = j;
1435 /* Try for a "harder" monster twice (10%) */
1441 /* Pick a monster */
1442 value = randint0(total);
1444 /* Find the monster */
1445 for (i = 0; i < alloc_race_size; i++)
1447 /* Found the entry */
1448 if (value < table[i].prob3) break;
1451 value = value - table[i].prob3;
1454 /* Keep the "best" one */
1455 if (table[i].level < table[j].level) i = j;
1459 return (table[i].index);
1464 * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
1465 * @param desc 記述出力先の文字列参照ポインタ
1466 * @param m_ptr モンスターの参照ポインタ
1467 * @param mode 呼称オプション
1470 * We can correctly describe monsters based on their visibility.
1471 * We can force all monsters to be treated as visible or invisible.
1472 * We can build nominatives, objectives, possessives, or reflexives.
1473 * We can selectively pronominalize hidden, visible, or all monsters.
1474 * We can use definite or indefinite descriptions for hidden monsters.
1475 * We can use definite or indefinite descriptions for visible monsters.
1477 * Pronominalization involves the gender whenever possible and allowed,
1478 * so that by cleverly requesting pronominalization / visibility, you
1479 * can get messages like "You hit someone. She screams in agony!".
1481 * Reflexives are acquired by requesting Objective plus Possessive.
1483 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1484 * unless the "Assume Visible" mode is requested.
1486 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1487 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1488 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1489 * in which case you may be in trouble... :-)
1491 * I am assuming that no monster name is more than 70 characters long,
1492 * so that "char desc[80];" is sufficiently large for any result.
1495 * MD_OBJECTIVE --> Objective (or Reflexive)
1496 * MD_POSSESSIVE --> Possessive (or Reflexive)
1497 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1498 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1499 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1500 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1501 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1502 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1503 * MD_TRUE_NAME --> Chameleon's true name
1504 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1507 * 0x00 --> Full nominative name ("the kobold") or "it"
1508 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1509 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1510 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1511 * MD_PRON_VISIBLE | MD_POSSESSIVE
1512 * --> Possessive, genderized if visable ("his") or "its"
1513 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1514 * --> Reflexive, genderized if visable ("himself") or "itself"
1516 void monster_desc(char *desc, monster_type *m_ptr, int mode)
1519 monster_race *r_ptr;
1523 char silly_name[1024];
1527 r_ptr = &r_info[m_ptr->ap_r_idx];
1529 /* Mode of MD_TRUE_NAME will reveal Chameleon's true name */
1530 if (mode & MD_TRUE_NAME) name = (r_name + real_r_ptr(m_ptr)->name);
1531 else name = (r_name + r_ptr->name);
1533 /* Are we hallucinating? (Idea from Nethack...) */
1534 if (p_ptr->image && !(mode & MD_IGNORE_HALLU))
1538 if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
1544 monster_race *hallu_race;
1548 hallu_race = &r_info[randint1(max_r_idx - 1)];
1550 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1552 strcpy(silly_name, (r_name + hallu_race->name));
1555 /* Better not strcpy it, or we could corrupt r_info... */
1559 /* Can we "see" it (exists + forced, or visible + not unforced) */
1560 seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1562 /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
1563 pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1566 /* First, try using pronouns, or describing hidden monsters */
1569 /* an encoding of the monster "sex" */
1572 /* Extract the gender (if applicable) */
1573 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1574 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1576 /* Ignore the gender (if desired) */
1577 if (!m_ptr || !pron) kind = 0x00;
1580 /* Assume simple result */
1581 res = _("何か", "it");
1583 /* Brute force: split on the possibilities */
1584 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1586 /* Neuter, or unknown */
1588 case 0x00: res = "何か"; break;
1589 case 0x00 + (MD_OBJECTIVE): res = "何か"; break;
1590 case 0x00 + (MD_POSSESSIVE): res = "何かの"; break;
1591 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "何か自身"; break;
1592 case 0x00 + (MD_INDEF_HIDDEN): res = "何か"; break;
1593 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "何か"; break;
1594 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "何か"; break;
1595 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "それ自身"; break;
1597 case 0x00: res = "it"; break;
1598 case 0x00 + (MD_OBJECTIVE): res = "it"; break;
1599 case 0x00 + (MD_POSSESSIVE): res = "its"; break;
1600 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1601 case 0x00 + (MD_INDEF_HIDDEN): res = "something"; break;
1602 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "something"; break;
1603 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "something's"; break;
1604 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1608 /* Male (assume human if vague) */
1610 case 0x10: res = "彼"; break;
1611 case 0x10 + (MD_OBJECTIVE): res = "彼"; break;
1612 case 0x10 + (MD_POSSESSIVE): res = "彼の"; break;
1613 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1614 case 0x10 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1615 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1616 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1617 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1619 case 0x10: res = "he"; break;
1620 case 0x10 + (MD_OBJECTIVE): res = "him"; break;
1621 case 0x10 + (MD_POSSESSIVE): res = "his"; break;
1622 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1623 case 0x10 + (MD_INDEF_HIDDEN): res = "someone"; break;
1624 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1625 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1626 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1630 /* Female (assume human if vague) */
1632 case 0x20: res = "彼女"; break;
1633 case 0x20 + (MD_OBJECTIVE): res = "彼女"; break;
1634 case 0x20 + (MD_POSSESSIVE): res = "彼女の"; break;
1635 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1636 case 0x20 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1637 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1638 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1639 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1641 case 0x20: res = "she"; break;
1642 case 0x20 + (MD_OBJECTIVE): res = "her"; break;
1643 case 0x20 + (MD_POSSESSIVE): res = "her"; break;
1644 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1645 case 0x20 + (MD_INDEF_HIDDEN): res = "someone"; break;
1646 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1647 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1648 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1652 /* Copy the result */
1653 (void)strcpy(desc, res);
1657 /* Handle visible monsters, "reflexive" request */
1658 else if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1660 /* The monster is visible, so use its gender */
1662 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "彼女自身");
1663 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "彼自身");
1664 else strcpy(desc, "それ自身");
1666 if (r_ptr->flags1 & RF1_FEMALE) strcpy(desc, "herself");
1667 else if (r_ptr->flags1 & RF1_MALE) strcpy(desc, "himself");
1668 else strcpy(desc, "itself");
1673 /* Handle all other visible monster requests */
1677 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1683 while(strncmp(t, "』", 2) && *t) t++;
1687 (void)sprintf(desc, "%s?』", buf);
1690 (void)sprintf(desc, "%s?", name);
1692 (void)sprintf(desc, "%s?", name);
1697 /* It could be a Unique */
1698 if ((r_ptr->flags1 & RF1_UNIQUE) && !(p_ptr->image && !(mode & MD_IGNORE_HALLU)))
1700 /* Start with the name (thus nominative and objective) */
1701 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1707 while (strncmp(t, "』", 2) && *t) t++;
1711 (void)sprintf(desc, "%s?』", buf);
1714 (void)sprintf(desc, "%s?", name);
1716 (void)sprintf(desc, "%s?", name);
1720 /* Inside monster arena, and it is not your mount */
1721 else if (p_ptr->inside_battle &&
1722 !(p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr)))
1724 /* It is a fake unique monster */
1725 (void)sprintf(desc, _("%sもどき", "fake %s"), name);
1730 (void)strcpy(desc, name);
1734 /* It could be an indefinite monster */
1735 else if (mode & MD_INDEF_VISIBLE)
1737 /* XXX Check plurality for "some" */
1739 /* Indefinite monsters need an indefinite article */
1741 (void)strcpy(desc, "");
1743 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1746 (void)strcat(desc, name);
1749 /* It could be a normal, definite, monster */
1752 /* Definite monsters need a definite article */
1754 (void)strcpy(desc, _("あなたの", "your "));
1756 (void)strcpy(desc, _("", "the "));
1758 (void)strcat(desc, name);
1761 if (m_ptr->nickname)
1763 sprintf(buf,_("「%s」", " called %s"),quark_str(m_ptr->nickname));
1767 if (p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr))
1769 strcat(desc,_("(乗馬中)", "(riding)"));
1772 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1774 if (r_ptr->flags1 & RF1_UNIQUE)
1776 strcat(desc,_("(カメレオンの王)", "(Chameleon Lord)"));
1780 strcat(desc,_("(カメレオン)", "(Chameleon)"));
1784 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1786 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1789 /* Handle the Possessive as a special afterthought */
1790 if (mode & MD_POSSESSIVE)
1792 /* XXX Check for trailing "s" */
1794 /* Simply append "apostrophe" and "s" */
1795 (void)strcat(desc, _("の", "'s"));
1803 * @brief モンスターの調査による思い出補完処理 / Learn about a monster (by "probing" it)
1804 * @param r_idx 補完されるモンスター種族ID
1805 * @return 明らかになった情報の度数
1807 * Return the number of new flags learnt. -Mogami-
1809 int lore_do_probe(MONRACE_IDX r_idx)
1811 monster_race *r_ptr = &r_info[r_idx];
1815 /* Maximal info about awareness */
1816 if (r_ptr->r_wake != MAX_UCHAR) n++;
1817 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1818 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1820 /* Observe "maximal" attacks */
1821 for (i = 0; i < 4; i++)
1823 /* Examine "actual" blows */
1824 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1826 /* Maximal observations */
1827 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1828 r_ptr->r_blows[i] = MAX_UCHAR;
1834 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1835 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1836 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1837 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1838 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1839 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1841 /* Only "valid" drops */
1842 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1844 if (r_ptr->r_drop_item != tmp_byte) n++;
1845 r_ptr->r_drop_item = tmp_byte;
1847 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1849 if (r_ptr->r_drop_gold != tmp_byte) n++;
1850 r_ptr->r_drop_gold = tmp_byte;
1853 /* Observe many spells */
1854 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1855 r_ptr->r_cast_spell = MAX_UCHAR;
1857 /* Count unknown flags */
1858 for (i = 0; i < 32; i++)
1860 if (!(r_ptr->r_flags1 & (1L << i)) &&
1861 (r_ptr->flags1 & (1L << i))) n++;
1862 if (!(r_ptr->r_flags2 & (1L << i)) &&
1863 (r_ptr->flags2 & (1L << i))) n++;
1864 if (!(r_ptr->r_flags3 & (1L << i)) &&
1865 (r_ptr->flags3 & (1L << i))) n++;
1866 if (!(r_ptr->r_flags4 & (1L << i)) &&
1867 (r_ptr->flags4 & (1L << i))) n++;
1868 if (!(r_ptr->r_flags5 & (1L << i)) &&
1869 (r_ptr->a_ability_flags1 & (1L << i))) n++;
1870 if (!(r_ptr->r_flags6 & (1L << i)) &&
1871 (r_ptr->a_ability_flags2 & (1L << i))) n++;
1872 if (!(r_ptr->r_flagsr & (1L << i)) &&
1873 (r_ptr->flagsr & (1L << i))) n++;
1875 /* r_flags7 is actually unused */
1877 if (!(r_ptr->r_flags7 & (1L << i)) &&
1878 (r_ptr->flags7 & (1L << i))) n++;
1882 /* Know all the flags */
1883 r_ptr->r_flags1 = r_ptr->flags1;
1884 r_ptr->r_flags2 = r_ptr->flags2;
1885 r_ptr->r_flags3 = r_ptr->flags3;
1886 r_ptr->r_flags4 = r_ptr->flags4;
1887 r_ptr->r_flags5 = r_ptr->a_ability_flags1;
1888 r_ptr->r_flags6 = r_ptr->a_ability_flags2;
1889 r_ptr->r_flagsr = r_ptr->flagsr;
1891 /* r_flags7 is actually unused */
1892 /* r_ptr->r_flags7 = r_ptr->flags7; */
1894 /* Know about evolution */
1895 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1896 r_ptr->r_xtra1 |= MR1_SINKA;
1898 /* Update monster recall window */
1899 if (p_ptr->monster_race_idx == r_idx)
1902 p_ptr->window |= (PW_MONSTER);
1905 /* Return the number of new flags learnt */
1911 * @brief モンスターの撃破に伴うドロップ情報の保管処理 / Take note that the given monster just dropped some treasure
1912 * @param m_idx モンスター情報のID
1913 * @param num_item 手に入れたアイテム数
1914 * @param num_gold 手に入れた財宝の単位数
1917 * Note that learning the "GOOD"/"GREAT" flags gives information
1918 * about the treasure (even when the monster is killed for the first
1919 * time, such as uniques, and the treasure has not been examined yet).
1921 * This "indirect" method is used to prevent the player from learning
1922 * exactly how much treasure a monster can drop from observing only
1923 * a single example of a drop. This method actually observes how much
1924 * gold and items are dropped, and remembers that information to be
1925 * described later by the monster recall code.
1927 void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
1929 monster_type *m_ptr = &m_list[m_idx];
1931 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1933 /* If the monster doesn't have original appearance, don't note */
1934 if (!is_original_ap(m_ptr)) return;
1936 /* Note the number of things dropped */
1937 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1938 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1940 /* Hack -- memorize the good/great flags */
1941 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1942 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1944 /* Update monster recall window */
1945 if (p_ptr->monster_race_idx == m_ptr->r_idx)
1948 p_ptr->window |= (PW_MONSTER);
1954 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
1955 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
1956 * @param necro 暗黒領域魔法の詠唱失敗によるものならばTRUEを返す
1959 void sanity_blast(monster_type *m_ptr, bool necro)
1961 bool happened = FALSE;
1964 if (p_ptr->inside_battle || !character_dungeon) return;
1966 if (!necro && m_ptr)
1969 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1971 power = r_ptr->level / 2;
1973 monster_desc(m_name, m_ptr, 0);
1975 if (!(r_ptr->flags1 & RF1_UNIQUE))
1977 if (r_ptr->flags1 & RF1_FRIENDS)
1983 return; /* No effect yet, just loaded... */
1986 return; /* Cannot see it for some reason */
1988 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
1992 return; /* Pet eldritch horrors are safe most of the time */
1994 if (randint1(100) > power) return;
1996 if (saving_throw(p_ptr->skill_sav - power))
1998 return; /* Save, no adverse effects */
2003 /* Something silly happens... */
2005 msg_format("%s%sの顔を見てしまった!",
2006 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2008 msg_format("You behold the %s visage of %s!",
2009 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2014 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2015 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2018 return; /* Never mind; we can't see it clearly enough */
2021 /* Something frightening happens... */
2023 msg_format("%s%sの顔を見てしまった!",
2024 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2026 msg_format("You behold the %s visage of %s!",
2027 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2030 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2032 /* Demon characters are unaffected */
2033 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
2034 if (p_ptr->wizard) return;
2036 /* Undead characters are 50% likely to be unaffected */
2037 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
2038 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
2039 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
2041 if (saving_throw(25 + p_ptr->lev)) return;
2046 monster_race *r_ptr;
2050 get_mon_num_prep(get_nightmare, NULL);
2052 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
2053 power = r_ptr->level + 10;
2054 desc = r_name + r_ptr->name;
2056 get_mon_num_prep(NULL, NULL);
2060 if (!(r_ptr->flags1 & RF1_UNIQUE))
2061 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2064 sprintf(m_name, "%s", desc);
2066 if (!(r_ptr->flags1 & RF1_UNIQUE))
2068 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2072 if (saving_throw(p_ptr->skill_sav * 100 / power))
2074 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
2081 /* Something silly happens... */
2082 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2083 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2087 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2088 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2091 /* Never mind; we can't see it clearly enough */
2095 /* Something frightening happens... */
2096 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2097 horror_desc[randint0(MAX_SAN_HORROR)], desc);
2099 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2101 if (!p_ptr->mimic_form)
2103 switch (p_ptr->prace)
2105 /* Demons may make a saving throw */
2108 if (saving_throw(20 + p_ptr->lev)) return;
2110 /* Undead may make a saving throw */
2115 if (saving_throw(10 + p_ptr->lev)) return;
2121 /* Demons may make a saving throw */
2122 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2124 if (saving_throw(20 + p_ptr->lev)) return;
2126 /* Undead may make a saving throw */
2127 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2129 if (saving_throw(10 + p_ptr->lev)) return;
2135 msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!"));
2138 if (!saving_throw(p_ptr->skill_sav - power)) /* Mind blast */
2140 if (!p_ptr->resist_conf)
2142 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2144 if (!p_ptr->resist_chaos && one_in_(3))
2146 (void)set_image(p_ptr->image + randint0(250) + 150);
2151 if (!saving_throw(p_ptr->skill_sav - power)) /* Lose int & wis */
2158 if (!saving_throw(p_ptr->skill_sav - power)) /* Brain smash */
2160 if (!p_ptr->resist_conf)
2162 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2164 if (!p_ptr->free_act)
2166 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2168 while (randint0(100) > p_ptr->skill_sav)
2169 (void)do_dec_stat(A_INT);
2170 while (randint0(100) > p_ptr->skill_sav)
2171 (void)do_dec_stat(A_WIS);
2172 if (!p_ptr->resist_chaos)
2174 (void)set_image(p_ptr->image + randint0(250) + 150);
2179 if (!saving_throw(p_ptr->skill_sav - power)) /* Amnesia */
2182 if (lose_all_info())
2183 msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
2188 if (saving_throw(p_ptr->skill_sav - power))
2193 /* Else gain permanent insanity */
2194 if ((p_ptr->muta3 & MUT3_MORONIC) && /*(p_ptr->muta2 & MUT2_BERS_RAGE) &&*/
2195 ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
2196 ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
2198 /* The poor bastard already has all possible insanities! */
2204 switch (randint1(21))
2207 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
2209 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2211 msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You turn into an utter moron!"));
2215 msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
2218 if (p_ptr->muta3 & MUT3_HYPER_INT)
2220 msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
2221 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2223 p_ptr->muta3 |= MUT3_MORONIC;
2237 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2239 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
2241 /* Duh, the following should never happen, but anyway... */
2242 if (p_ptr->muta3 & MUT3_FEARLESS)
2244 msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
2245 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2248 p_ptr->muta2 |= MUT2_COWARDICE;
2262 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2264 msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
2265 p_ptr->muta2 |= MUT2_HALLU;
2270 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2272 msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
2273 p_ptr->muta2 |= MUT2_BERS_RAGE;
2280 p_ptr->update |= PU_BONUS;
2285 * @brief モンスターの各情報を更新する / This function updates the monster record of the given monster
2286 * @param m_idx 更新するモンスター情報のID
2287 * @param full プレイヤーとの距離更新を行うならばtrue
2290 * This involves extracting the distance to the player (if requested),
2291 * and then checking for visibility (natural, infravision, see-invis,
2292 * telepathy), updating the monster visibility flag, redrawing (or
2293 * erasing) the monster when its visibility changes, and taking note
2294 * of any interesting monster flags (cold-blooded, invisible, etc).
2296 * Note the new "mflag" field which encodes several monster state flags,
2297 * including "view" for when the monster is currently in line of sight,
2298 * and "mark" for when the monster is currently visible via detection.
2300 * The only monster fields that are changed here are "cdis" (the
2301 * distance from the player), "ml" (visible to the player), and
2302 * "mflag" (to maintain the "MFLAG_VIEW" flag).
2304 * Note the special "update_monsters()" function which can be used to
2305 * call this function once for every monster.
2307 * Note the "full" flag which requests that the "cdis" field be updated,
2308 * this is only needed when the monster (or the player) has moved.
2310 * Every time a monster moves, we must call this function for that
2311 * monster, and update the distance, and the visibility. Every time
2312 * the player moves, we must call this function for every monster, and
2313 * update the distance, and the visibility. Whenever the player "state"
2314 * changes in certain ways ("blindness", "infravision", "telepathy",
2315 * and "see invisible"), we must call this function for every monster,
2316 * and update the visibility.
2318 * Routines that change the "illumination" of a grid must also call this
2319 * function for any monster in that grid, since the "visibility" of some
2320 * monsters may be based on the illumination of their grid.
2322 * Note that this function is called once per monster every time the
2323 * player moves. When the player is running, this function is one
2324 * of the primary bottlenecks, along with "update_view()" and the
2325 * "process_monsters()" code, so efficiency is important.
2327 * Note the optimized "inline" version of the "distance()" function.
2329 * A monster is "visible" to the player if (1) it has been detected
2330 * by the player, (2) it is close to the player and the player has
2331 * telepathy, or (3) it is close to the player, and in line of sight
2332 * of the player, and it is "illuminated" by some combination of
2333 * infravision, torch light, or permanent light (invisible monsters
2334 * are only affected by "light" if the player can see invisible).
2336 * Monsters which are not on the current panel may be "visible" to
2337 * the player, and their descriptions will include an "offscreen"
2338 * reference. Currently, offscreen monsters cannot be targetted
2339 * or viewed directly, but old targets will remain set. XXX XXX
2341 * The player can choose to be disturbed by several things, including
2342 * "disturb_move" (monster which is viewable moves in some way), and
2343 * "disturb_near" (monster which is "easily" viewable moves in some
2344 * way). Note that "moves" includes "appears" and "disappears".
2346 void update_mon(MONSTER_IDX m_idx, bool full)
2348 monster_type *m_ptr = &m_list[m_idx];
2350 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2352 bool do_disturb = disturb_move;
2356 /* Current location */
2363 /* Seen by vision */
2366 /* Non-Ninja player in the darkness */
2367 bool in_darkness = (d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto;
2372 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2374 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)
2378 /* Compute distance */
2381 /* Distance components */
2382 int dy = (p_ptr->y > fy) ? (p_ptr->y - fy) : (fy - p_ptr->y);
2383 int dx = (p_ptr->x > fx) ? (p_ptr->x - fx) : (fx - p_ptr->x);
2385 /* Approximate distance */
2386 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2388 /* Restrict distance */
2389 if (d > 255) d = 255;
2393 /* Save the distance */
2397 /* Extract distance */
2400 /* Extract the distance */
2406 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
2410 if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
2412 if (!in_darkness || (d <= MAX_SIGHT / 4))
2414 if (p_ptr->special_defense & KATA_MUSOU)
2419 if (is_original_ap(m_ptr) && !p_ptr->image)
2421 /* Hack -- Memorize mental flags */
2422 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2423 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2427 /* Basic telepathy */
2428 /* Snipers get telepathy when they concentrate deeper */
2429 else if (p_ptr->telepathy)
2431 /* Empty mind, no telepathy */
2432 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
2434 /* Memorize flags */
2435 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
2438 /* Weird mind, occasional telepathy */
2439 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
2441 /* One in ten individuals are detectable */
2442 if ((m_idx % 10) == 5)
2447 if (is_original_ap(m_ptr) && !p_ptr->image)
2449 /* Memorize flags */
2450 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
2452 /* Hack -- Memorize mental flags */
2453 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2454 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2459 /* Normal mind, allow telepathy */
2465 if (is_original_ap(m_ptr) && !p_ptr->image)
2467 /* Hack -- Memorize mental flags */
2468 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2469 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2474 /* Magical sensing */
2475 if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
2478 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
2481 /* Magical sensing */
2482 if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
2485 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
2488 /* Magical sensing */
2489 if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
2492 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
2495 /* Magical sensing */
2496 if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
2499 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
2502 /* Magical sensing */
2503 if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
2506 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
2509 /* Magical sensing */
2510 if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
2513 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
2516 /* Magical sensing */
2517 if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
2520 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
2523 /* Magical sensing */
2524 if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
2527 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
2530 /* Magical sensing */
2531 if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
2534 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
2537 /* Magical sensing */
2538 if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
2541 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
2544 /* Magical sensing */
2545 if ((p_ptr->esp_nonliving) &&
2546 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
2549 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
2552 /* Magical sensing */
2553 if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
2556 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
2560 /* Normal line of sight, and not blind */
2561 if (player_has_los_bold(fy, fx) && !p_ptr->blind)
2563 bool do_invisible = FALSE;
2564 bool do_cold_blood = FALSE;
2566 /* Snipers can see targets in darkness when they concentrate deeper */
2567 if (p_ptr->concent >= CONCENT_RADAR_THRESHOLD)
2573 /* Use "infravision" */
2574 if (d <= p_ptr->see_infra)
2576 /* Handle "cold blooded" monsters */
2577 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
2580 do_cold_blood = TRUE;
2583 /* Handle "warm blooded" monsters */
2591 /* Use "illumination" */
2592 if (player_can_see_bold(fy, fx))
2594 /* Handle "invisible" monsters */
2595 if (r_ptr->flags2 & (RF2_INVISIBLE))
2598 do_invisible = TRUE;
2608 /* Handle "normal" monsters */
2619 if (is_original_ap(m_ptr) && !p_ptr->image)
2621 /* Memorize flags */
2622 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
2623 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
2630 /* The monster is now visible */
2633 /* It was previously unseen */
2636 /* Mark as visible */
2639 /* Draw the monster */
2642 /* Update health bar as needed */
2643 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2644 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2646 /* Hack -- Count "fresh" sightings */
2649 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
2650 r_info[MON_KAGE].r_sights++;
2651 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
2655 /* Eldritch Horror */
2656 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
2658 sanity_blast(m_ptr, FALSE);
2661 /* Disturb on appearance */
2662 if (disturb_near && (projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)))
2664 if (disturb_pets || is_hostile(m_ptr))
2670 /* The monster is not visible */
2673 /* It was previously seen */
2676 /* Mark as not visible */
2679 /* Erase the monster */
2682 /* Update health bar as needed */
2683 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2684 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2686 /* Disturb on disappearance */
2689 if (disturb_pets || is_hostile(m_ptr))
2696 /* The monster is now easily visible */
2700 if (!(m_ptr->mflag & (MFLAG_VIEW)))
2702 /* Mark as easily visible */
2703 m_ptr->mflag |= (MFLAG_VIEW);
2705 /* Disturb on appearance */
2708 if (disturb_pets || is_hostile(m_ptr))
2714 /* The monster is not easily visible */
2718 if (m_ptr->mflag & (MFLAG_VIEW))
2720 /* Mark as not easily visible */
2721 m_ptr->mflag &= ~(MFLAG_VIEW);
2723 /* Disturb on disappearance */
2726 if (disturb_pets || is_hostile(m_ptr))
2735 * @brief 単純に生存している全モンスターの更新処理を行う / This function simply updates all the (non-dead) monsters (see above).
2736 * @param full 距離更新を行うならtrue
2739 void update_monsters(bool full)
2743 /* Update each (live) monster */
2744 for (i = 1; i < m_max; i++)
2746 monster_type *m_ptr = &m_list[i];
2748 /* Skip dead monsters */
2749 if (!m_ptr->r_idx) continue;
2751 /* Update the monster */
2752 update_mon(i, full);
2758 * @brief カメレオンの王の変身対象となるモンスターかどうか判定する / Hack -- the index of the summoning monster
2759 * @param r_idx モンスター種族ID
2760 * @return 対象にできるならtrueを返す
2762 static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
2764 monster_race *r_ptr = &r_info[r_idx];
2765 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2766 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2768 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
2769 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2771 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
2773 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))
2776 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2779 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2781 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
2785 else if (summon_specific_who > 0)
2787 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2794 * @brief カメレオンの変身対象となるモンスターかどうか判定する / Hack -- the index of the summoning monster
2795 * @param r_idx モンスター種族ID
2796 * @return 対象にできるならtrueを返す
2798 static bool monster_hook_chameleon(MONRACE_IDX r_idx)
2800 monster_race *r_ptr = &r_info[r_idx];
2801 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2802 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2804 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2805 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2806 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2808 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))
2811 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2814 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2816 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
2817 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
2818 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
2822 else if (summon_specific_who > 0)
2824 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2827 return (*(get_monster_hook()))(r_idx);
2832 * @param m_idx 変身処理を受けるモンスター情報のID
2833 * @param born 生成時の初変身先指定ならばtrue
2834 * @param r_idx 旧モンスター種族のID
2837 void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
2840 monster_type *m_ptr = &m_list[m_idx];
2841 monster_race *r_ptr;
2842 char old_m_name[80];
2843 bool old_unique = FALSE;
2844 int old_r_idx = m_ptr->r_idx;
2846 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2848 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2849 r_ptr = &r_info[r_idx];
2851 monster_desc(old_m_name, m_ptr, 0);
2857 chameleon_change_m_idx = m_idx;
2859 get_mon_num_prep(monster_hook_chameleon_lord, NULL);
2861 get_mon_num_prep(monster_hook_chameleon, NULL);
2864 level = r_info[MON_CHAMELEON_K].level;
2865 else if (!dun_level)
2866 level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
2870 if (d_info[dungeon_type].flags1 & DF1_CHAMELEON) level+= 2+randint1(3);
2872 r_idx = get_mon_num(level);
2873 r_ptr = &r_info[r_idx];
2875 chameleon_change_m_idx = 0;
2881 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
2883 m_ptr->r_idx = r_idx;
2884 m_ptr->ap_r_idx = r_idx;
2885 update_mon(m_idx, FALSE);
2886 lite_spot(m_ptr->fy, m_ptr->fx);
2888 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2889 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2890 p_ptr->update |= (PU_MON_LITE);
2892 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
2896 /* Sub-alignment of a chameleon */
2897 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2899 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2900 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2901 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2906 if (m_idx == p_ptr->riding)
2909 monster_desc(m_name, m_ptr, 0);
2910 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
2911 if (!(r_ptr->flags7 & RF7_RIDING))
2912 if (rakuba(0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
2915 /* Extract the monster base speed */
2916 m_ptr->mspeed = get_mspeed(r_ptr);
2918 oldmaxhp = m_ptr->max_maxhp;
2919 /* Assign maximal hitpoints */
2920 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2922 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2926 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2929 /* Monsters have double hitpoints in Nightmare mode */
2930 if (ironman_nightmare)
2932 u32b hp = m_ptr->max_maxhp * 2L;
2933 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2936 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2937 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2938 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2940 /* reset dealt_damage */
2941 m_ptr->dealt_damage = 0;
2946 * @brief たぬきの変身対象となるモンスターかどうか判定する / Hook for Tanuki
2947 * @param r_idx モンスター種族ID
2948 * @return 対象にできるならtrueを返す
2950 static bool monster_hook_tanuki(MONRACE_IDX r_idx)
2952 monster_race *r_ptr = &r_info[r_idx];
2954 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2955 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2956 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2957 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2959 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))
2962 return (*(get_monster_hook()))(r_idx);
2967 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
2968 * @param r_idx モンスター種族ID
2969 * @return モンスター種族の表層ID
2971 static IDX initial_r_appearance(MONRACE_IDX r_idx)
2973 int attempts = 1000;
2976 DEPTH min = MIN(base_level-5, 50);
2978 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2981 get_mon_num_prep(monster_hook_tanuki, NULL);
2985 ap_r_idx = get_mon_num(base_level + 10);
2986 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2994 * @brief モンスターの個体加速を設定する / Get initial monster speed
2995 * @param r_ptr モンスター種族の参照ポインタ
2998 byte get_mspeed(monster_race *r_ptr)
3000 /* Extract the monster base speed */
3001 int mspeed = r_ptr->speed;
3003 /* Hack -- small racial variety */
3004 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->inside_arena)
3006 /* Allow some small variation per monster */
3007 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
3008 if (i) mspeed += rand_spread(0, i);
3011 if (mspeed > 199) mspeed = 199;
3013 return (byte)mspeed;
3018 * @brief モンスターを一体生成する / Attempt to place a monster of the given race at the given location.
3019 * @param who 召喚を行ったモンスターID
3022 * @param r_idx 生成モンスター種族
3023 * @param mode 生成オプション
3026 * To give the player a sporting chance, any monster that appears in
3027 * line-of-sight and is extremely dangerous can be marked as
3028 * "FORCE_SLEEP", which will cause them to be placed with low energy,
3029 * which often (but not always) lets the player move before they do.
3031 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
3033 * XXX XXX XXX Use special "here" and "dead" flags for unique monsters,
3034 * remove old "cur_num" and "max_num" fields.
3036 * XXX XXX XXX Actually, do something similar for artifacts, to simplify
3037 * the "preserve" mode, and to make the "what artifacts" flag more useful.
3039 * This is the only function which may place a monster in the dungeon,
3040 * except for the savefile loading code.
3042 static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3044 /* Access the location */
3045 cave_type *c_ptr = &cave[y][x];
3046 monster_type *m_ptr;
3047 monster_race *r_ptr = &r_info[r_idx];
3048 cptr name = (r_name + r_ptr->name);
3052 /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
3053 if (p_ptr->wild_mode) return FALSE;
3055 /* Verify location */
3056 if (!in_bounds(y, x)) return (FALSE);
3059 if (!r_idx) return (FALSE);
3062 if (!r_ptr->name) return (FALSE);
3064 if (!(mode & PM_IGNORE_TERRAIN))
3066 /* Not on the Pattern */
3067 if (pattern_tile(y, x)) return FALSE;
3069 /* Require empty space (if not ghostly) */
3070 if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
3073 if (!p_ptr->inside_battle)
3075 /* Hack -- "unique" monsters must be "unique" */
3076 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
3077 (r_ptr->flags7 & (RF7_NAZGUL))) &&
3078 (r_ptr->cur_num >= r_ptr->max_num))
3084 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
3085 (r_ptr->cur_num >= 1))
3090 if (r_idx == MON_BANORLUPART)
3092 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
3093 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
3096 /* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
3097 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (dun_level < r_ptr->level) &&
3098 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
3105 if (quest_number(dun_level))
3107 int hoge = quest_number(dun_level);
3108 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
3110 if(r_idx == quest[hoge].r_idx)
3112 int number_mon, i2, j2;
3115 /* Count all quest monsters */
3116 for (i2 = 0; i2 < cur_wid; ++i2)
3117 for (j2 = 0; j2 < cur_hgt; j2++)
3118 if (cave[j2][i2].m_idx > 0)
3119 if (m_list[cave[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
3121 if(number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
3127 if (is_glyph_grid(c_ptr))
3129 if (randint1(BREAK_GLYPH) < (r_ptr->level+20))
3131 /* Describe observable breakage */
3132 if (c_ptr->info & CAVE_MARK)
3134 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
3137 /* Forget the rune */
3138 c_ptr->info &= ~(CAVE_MARK);
3140 /* Break the rune */
3141 c_ptr->info &= ~(CAVE_OBJECT);
3150 msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
3152 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
3154 /* Make a new monster */
3155 c_ptr->m_idx = m_pop();
3156 hack_m_idx_ii = c_ptr->m_idx;
3158 /* Mega-Hack -- catch "failure" */
3159 if (!c_ptr->m_idx) return (FALSE);
3162 /* Get a new monster record */
3163 m_ptr = &m_list[c_ptr->m_idx];
3166 m_ptr->r_idx = r_idx;
3167 m_ptr->ap_r_idx = initial_r_appearance(r_idx);
3173 /* Hack -- Appearance transfer */
3174 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&m_list[who]))
3176 m_ptr->ap_r_idx = m_list[who].ap_r_idx;
3178 /* Hack -- Shadower spawns Shadower */
3179 if (m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
3182 /* Sub-alignment of a monster */
3183 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3184 m_ptr->sub_align = m_list[who].sub_align;
3187 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3188 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3189 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3192 /* Place the monster at the location */
3197 /* No "timed status" yet */
3198 for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
3200 /* Unknown distance */
3203 reset_target(m_ptr);
3205 m_ptr->nickname = 0;
3210 /* Your pet summons its pet. */
3211 if (who > 0 && is_pet(&m_list[who]))
3213 mode |= PM_FORCE_PET;
3214 m_ptr->parent_m_idx = who;
3218 m_ptr->parent_m_idx = 0;
3221 if (r_ptr->flags7 & RF7_CHAMELEON)
3223 choose_new_monster(c_ptr->m_idx, TRUE, 0);
3224 r_ptr = &r_info[m_ptr->r_idx];
3225 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
3227 /* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
3228 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
3229 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3231 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
3233 m_ptr->ap_r_idx = MON_KAGE;
3234 m_ptr->mflag2 |= MFLAG2_KAGE;
3237 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
3243 if (mode & PM_FORCE_PET)
3248 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
3249 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(who))
3251 if (!monster_has_hostile_align(NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
3254 /* Assume no sleeping */
3255 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
3257 /* Enforce sleeping if needed */
3258 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
3260 int val = r_ptr->sleep;
3261 (void)set_monster_csleep(c_ptr->m_idx, (val * 2) + randint1(val * 10));
3264 /* Assign maximal hitpoints */
3265 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3267 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3271 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3274 /* Monsters have double hitpoints in Nightmare mode */
3275 if (ironman_nightmare)
3277 u32b hp = m_ptr->max_maxhp * 2L;
3279 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
3282 m_ptr->maxhp = m_ptr->max_maxhp;
3284 /* And start out fully healthy */
3285 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
3286 m_ptr->hp = m_ptr->maxhp / 2;
3287 else m_ptr->hp = m_ptr->maxhp;
3290 /* dealt damage is 0 at initial*/
3291 m_ptr->dealt_damage = 0;
3294 /* Extract the monster base speed */
3295 m_ptr->mspeed = get_mspeed(r_ptr);
3297 if (mode & PM_HASTE) (void)set_monster_fast(c_ptr->m_idx, 100);
3299 /* Give a random starting energy */
3300 if (!ironman_nightmare)
3302 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
3306 /* Nightmare monsters are more prepared */
3307 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
3310 /* Force monster to wait for player, unless in Nightmare mode */
3311 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
3313 /* Monster is still being nice */
3314 m_ptr->mflag |= (MFLAG_NICE);
3316 /* Must repair monsters */
3317 repair_monsters = TRUE;
3320 /* Hack -- see "process_monsters()" */
3321 if (c_ptr->m_idx < hack_m_idx)
3323 /* Monster is still being born */
3324 m_ptr->mflag |= (MFLAG_BORN);
3328 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
3329 p_ptr->update |= (PU_MON_LITE);
3330 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
3331 p_ptr->update |= (PU_MON_LITE);
3333 /* Update the monster */
3334 update_mon(c_ptr->m_idx, TRUE);
3337 /* Count the monsters on the level */
3338 real_r_ptr(m_ptr)->cur_num++;
3341 * Memorize location of the unique monster in saved floors.
3342 * A unique monster move from old saved floor.
3344 if (character_dungeon &&
3345 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
3346 real_r_ptr(m_ptr)->floor_id = p_ptr->floor_id;
3348 /* Hack -- Count the number of "reproducers" */
3349 if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
3351 /* Hack -- Notice new multi-hued monsters */
3353 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3354 if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
3355 shimmer_monsters = TRUE;
3358 if (p_ptr->warning && character_dungeon)
3360 if (r_ptr->flags1 & RF1_UNIQUE)
3364 char o_name[MAX_NLEN];
3366 if (r_ptr->level > p_ptr->lev + 30)
3367 color = _("黒く", "black");
3368 else if (r_ptr->level > p_ptr->lev + 15)
3369 color = _("紫色に", "purple");
3370 else if (r_ptr->level > p_ptr->lev + 5)
3371 color = _("ルビー色に", "deep red");
3372 else if (r_ptr->level > p_ptr->lev - 5)
3373 color = _("赤く", "red");
3374 else if (r_ptr->level > p_ptr->lev - 15)
3375 color = _("ピンク色に", "pink");
3377 color = _("白く", "white");
3379 o_ptr = choose_warning_item();
3382 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3383 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
3387 msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
3392 if (is_explosive_rune_grid(c_ptr))
3394 /* Break the ward */
3395 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3397 /* Describe observable breakage */
3398 if (c_ptr->info & CAVE_MARK)
3400 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
3401 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);
3406 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
3409 /* Forget the rune */
3410 c_ptr->info &= ~(CAVE_MARK);
3412 /* Break the rune */
3413 c_ptr->info &= ~(CAVE_OBJECT);
3426 #define MON_SCAT_MAXD 10 /*!< mon_scatter()関数によるモンスター配置で許される中心からの最大距離 */
3429 * @brief モンスター1体を目標地点に可能ながり近い位置に生成する / improved version of scatter() for place monster
3430 * @param r_idx 生成モンスター種族
3431 * @param yp 結果生成位置y座標
3432 * @param xp 結果生成位置x座標
3433 * @param y 中心生成位置y座標
3434 * @param x 中心生成位置x座標
3435 * @param max_dist 生成位置の最大半径
3439 static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
3441 int place_x[MON_SCAT_MAXD];
3442 int place_y[MON_SCAT_MAXD];
3443 int num[MON_SCAT_MAXD];
3447 if (max_dist >= MON_SCAT_MAXD)
3450 for (i = 0; i < MON_SCAT_MAXD; i++)
3453 for (nx = x - max_dist; nx <= x + max_dist; nx++)
3455 for (ny = y - max_dist; ny <= y + max_dist; ny++)
3457 /* Ignore annoying locations */
3458 if (!in_bounds(ny, nx)) continue;
3460 /* Require "line of projection" */
3461 if (!projectable(y, x, ny, nx)) continue;
3465 monster_race *r_ptr = &r_info[r_idx];
3467 /* Require empty space (if not ghostly) */
3468 if (!monster_can_enter(ny, nx, r_ptr, 0))
3473 /* Walls and Monsters block flow */
3474 if (!cave_empty_bold2(ny, nx)) continue;
3476 /* ... nor on the Pattern */
3477 if (pattern_tile(ny, nx)) continue;
3480 i = distance(y, x, ny, nx);
3488 if (one_in_(num[i]))
3497 while (i < MON_SCAT_MAXD && 0 == num[i])
3499 if (i >= MON_SCAT_MAXD)
3508 #define GROUP_MAX 32 /*!< place_monster_group() 関数によるモンスターのGROUP生成時の配置最大数 / Maximum size of a group of monsters */
3511 * @brief モンスターを目標地点に集団生成する / Attempt to place a "group" of monsters around the given location
3512 * @param who 召喚主のモンスター情報ID
3513 * @param y 中心生成位置y座標
3514 * @param x 中心生成位置x座標
3515 * @param r_idx 生成モンスター種族
3516 * @param mode 生成オプション
3519 static bool place_monster_group(IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3521 monster_race *r_ptr = &r_info[r_idx];
3524 int total = 0, extra = 0;
3528 POSITION hack_y[GROUP_MAX];
3529 POSITION hack_x[GROUP_MAX];
3532 /* Pick a group size */
3533 total = randint1(10);
3535 /* Hard monsters, small groups */
3536 if (r_ptr->level > dun_level)
3538 extra = r_ptr->level - dun_level;
3539 extra = 0 - randint1(extra);
3542 /* Easy monsters, large groups */
3543 else if (r_ptr->level < dun_level)
3545 extra = dun_level - r_ptr->level;
3546 extra = randint1(extra);
3549 /* Hack -- limit group reduction */
3550 if (extra > 9) extra = 9;
3552 /* Modify the group size */
3556 if (total < 1) total = 1;
3559 if (total > GROUP_MAX) total = GROUP_MAX;
3562 /* Start on the monster */
3567 /* Puddle monsters, breadth first, up to total */
3568 for (n = 0; (n < hack_n) && (hack_n < total); n++)
3570 /* Grab the location */
3571 POSITION hx = hack_x[n];
3572 POSITION hy = hack_y[n];
3574 /* Check each direction, up to total */
3575 for (i = 0; (i < 8) && (hack_n < total); i++)
3579 scatter(&my, &mx, hy, hx, 4, 0);
3581 /* Walls and Monsters block flow */
3582 if (!cave_empty_bold2(my, mx)) continue;
3584 /* Attempt to place another monster */
3585 if (place_monster_one(who, my, mx, r_idx, mode))
3587 /* Add it to the "hack" set */
3588 hack_y[hack_n] = my;
3589 hack_x[hack_n] = mx;
3601 * @var place_monster_idx
3602 * @brief 護衛対象となるモンスター種族IDを渡すグローバル変数 / Hack -- help pick an escort type
3603 * @todo 関数ポインタの都合を配慮しながら、グローバル変数place_monster_idxを除去し、関数引数化する
3605 static IDX place_monster_idx = 0;
3608 * @var place_monster_m_idx
3609 * @brief 護衛対象となるモンスターIDを渡すグローバル変数 / Hack -- help pick an escort type
3610 * @todo 関数ポインタの都合を配慮しながら、グローバル変数place_monster_m_idxを除去し、関数引数化する
3612 static IDX place_monster_m_idx = 0;
3615 * @brief モンスター種族が召喚主の護衛となれるかどうかをチェックする / Hack -- help pick an escort type
3616 * @param r_idx チェックするモンスター種族のID
3617 * @return 護衛にできるならばtrue
3619 static bool place_monster_can_escort(MONRACE_IDX r_idx)
3621 monster_race *r_ptr = &r_info[place_monster_idx];
3622 monster_type *m_ptr = &m_list[place_monster_m_idx];
3624 monster_race *z_ptr = &r_info[r_idx];
3626 /* Hack - Escorts have to have the same dungeon flag */
3627 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return (FALSE);
3629 /* Require similar "race" */
3630 if (z_ptr->d_char != r_ptr->d_char) return (FALSE);
3632 /* Skip more advanced monsters */
3633 if (z_ptr->level > r_ptr->level) return (FALSE);
3635 /* Skip unique monsters */
3636 if (z_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3638 /* Paranoia -- Skip identical monsters */
3639 if (place_monster_idx == r_idx) return (FALSE);
3641 /* Skip different alignment */
3642 if (monster_has_hostile_align(m_ptr, 0, 0, z_ptr)) return FALSE;
3644 if (r_ptr->flags7 & RF7_FRIENDLY)
3646 if (monster_has_hostile_align(NULL, 1, -1, z_ptr)) return FALSE;
3649 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
3658 * @brief 一般的なモンスター生成処理のサブルーチン / Attempt to place a monster of the given race at the given location
3659 * @param who 召喚主のモンスター情報ID
3662 * @param r_idx 生成するモンスターの種族ID
3663 * @param mode 生成オプション
3664 * @return 生成に成功したらtrue
3666 * Note that certain monsters are now marked as requiring "friends".
3667 * These monsters, if successfully placed, and if the "grp" parameter
3668 * is TRUE, will be surrounded by a "group" of identical monsters.
3670 * Note that certain monsters are now marked as requiring an "escort",
3671 * which is a collection of monsters with similar "race" but lower level.
3673 * Some monsters induce a fake "group" flag on their escorts.
3675 * Note the "bizarre" use of non-recursion to prevent annoying output
3676 * when running a code profiler.
3678 * Note the use of the new "monster allocation table" code to restrict
3679 * the "get_mon_num()" function to "legal" escort types.
3681 bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3684 monster_race *r_ptr = &r_info[r_idx];
3686 if (!(mode & PM_NO_KAGE) && one_in_(333))
3689 /* Place one monster, or fail */
3690 if (!place_monster_one(who, y, x, r_idx, mode)) return (FALSE);
3692 /* Require the "group" flag */
3693 if (!(mode & PM_ALLOW_GROUP)) return (TRUE);
3695 place_monster_m_idx = hack_m_idx_ii;
3698 for(i = 0; i < 6; i++)
3700 if(!r_ptr->reinforce_id[i]) break;
3701 n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
3702 for(j = 0; j < n; j++)
3704 POSITION nx, ny, d = 7;
3705 scatter(&ny, &nx, y, x, d, 0);
3706 (void)place_monster_one(place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
3710 /* Friends for certain monsters */
3711 if (r_ptr->flags1 & (RF1_FRIENDS))
3713 /* Attempt to place a group */
3714 (void)place_monster_group(who, y, x, r_idx, mode);
3717 /* Escorts for certain monsters */
3718 if (r_ptr->flags1 & (RF1_ESCORT))
3720 /* Set the escort index */
3721 place_monster_idx = r_idx;
3723 /* Try to place several "escorts" */
3724 for (i = 0; i < 32; i++)
3726 POSITION nx, ny, d = 3;
3729 /* Pick a location */
3730 scatter(&ny, &nx, y, x, d, 0);
3732 /* Require empty grids */
3733 if (!cave_empty_bold2(ny, nx)) continue;
3735 /* Prepare allocation table */
3736 get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx));
3738 /* Pick a random race */
3739 z = get_mon_num(r_ptr->level);
3741 /* Handle failure */
3744 /* Place a single escort */
3745 (void)place_monster_one(place_monster_m_idx, ny, nx, z, mode);
3747 /* Place a "group" of escorts if needed */
3748 if ((r_info[z].flags1 & RF1_FRIENDS) ||
3749 (r_ptr->flags1 & RF1_ESCORTS))
3751 /* Place a group of monsters */
3752 (void)place_monster_group(place_monster_m_idx, ny, nx, z, mode);
3762 * @brief 一般的なモンスター生成処理のメインルーチン / Attempt to place a monster of the given race at the given location
3765 * @param mode 生成オプション
3766 * @return 生成に成功したらtrue
3768 bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
3772 /* Prepare allocation table */
3773 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3775 /* Pick a monster */
3776 r_idx = get_mon_num(monster_level);
3778 /* Handle failure */
3779 if (!r_idx) return (FALSE);
3781 /* Attempt to place the monster */
3782 if (place_monster_aux(0, y, x, r_idx, mode)) return (TRUE);
3789 #ifdef MONSTER_HORDES
3792 * @brief 指定地点に1種類のモンスター種族による群れを生成する
3795 * @return 生成に成功したらtrue
3797 bool alloc_horde(POSITION y, POSITION x)
3799 monster_race *r_ptr = NULL;
3800 MONRACE_IDX r_idx = 0;
3802 int attempts = 1000;
3806 /* Prepare allocation table */
3807 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3811 /* Pick a monster */
3812 r_idx = get_mon_num(monster_level);
3814 /* Handle failure */
3815 if (!r_idx) return (FALSE);
3817 r_ptr = &r_info[r_idx];
3819 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3821 if (r_idx == MON_HAGURE) continue;
3824 if (attempts < 1) return FALSE;
3830 /* Attempt to place the monster */
3831 if (place_monster_aux(0, y, x, r_idx, 0L)) break;
3834 if (attempts < 1) return FALSE;
3836 m_idx = cave[y][x].m_idx;
3838 if (m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[m_list[m_idx].r_idx];
3839 summon_kin_type = r_ptr->d_char;
3841 for (attempts = randint1(10) + 5; attempts; attempts--)
3843 scatter(&cy, &cx, y, x, 5, 0);
3845 (void)summon_specific(m_idx, cy, cx, dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
3854 #endif /* MONSTER_HORDES */
3858 * @brief ダンジョンの主生成を試みる / Put the Guardian
3859 * @param def_val 現在の主の生成状態
3860 * @return 生成に成功したらtrue
3862 bool alloc_guardian(bool def_val)
3864 MONRACE_IDX guardian = d_info[dungeon_type].final_guardian;
3866 if (guardian && (d_info[dungeon_type].maxdepth == dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
3870 int try_count = 4000;
3872 /* Find a good position */
3875 /* Get a random spot */
3876 oy = randint1(cur_hgt - 4) + 2;
3877 ox = randint1(cur_wid - 4) + 2;
3879 /* Is it a good spot ? */
3880 if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[guardian], 0))
3882 /* Place the guardian */
3883 if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
3886 /* One less try count */
3898 * @brief ダンジョンの初期配置モンスターを生成1回生成する / Attempt to allocate a random monster in the dungeon.
3899 * @param dis プレイヤーから離れるべき最低距離
3900 * @param mode 生成オプション
3901 * @return 生成に成功したらtrue
3903 * Place the monster at least "dis" distance from the player.
3904 * Use "slp" to choose the initial "sleep" status
3905 * Use "monster_level" for the monster level
3907 bool alloc_monster(int dis, BIT_FLAGS mode)
3910 int attempts_left = 10000;
3912 /* Put the Guardian */
3913 if (alloc_guardian(FALSE)) return TRUE;
3915 /* Find a legal, distant, unoccupied, space */
3916 while (attempts_left--)
3918 /* Pick a location */
3919 y = randint0(cur_hgt);
3920 x = randint0(cur_wid);
3922 /* Require empty floor grid (was "naked") */
3925 if (!cave_empty_bold2(y, x)) continue;
3929 if (!cave_empty_bold(y, x)) continue;
3932 /* Accept far away grids */
3933 if (distance(y, x, p_ptr->y, p_ptr->x) > dis) break;
3938 if (cheat_xtra || cheat_hear)
3940 msg_print(_("警告!新たなモンスターを配置できません。小さい階ですか?", "Warning! Could not allocate a new monster. Small level?"));
3947 #ifdef MONSTER_HORDES
3948 if (randint1(5000) <= dun_level)
3950 if (alloc_horde(y, x))
3952 if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), summon_kin_type);
3958 #endif /* MONSTER_HORDES */
3960 /* Attempt to place the monster, allow groups */
3961 if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return (TRUE);
3963 #ifdef MONSTER_HORDES
3965 #endif /* MONSTER_HORDES */
3973 * @brief モンスターが召喚の基本条件に合っているかをチェックする / Hack -- help decide if a monster race is "okay" to summon
3974 * @param r_idx チェックするモンスター種族ID
3975 * @return 召喚対象にできるならばTRUE
3977 static bool summon_specific_okay(MONRACE_IDX r_idx)
3979 monster_race *r_ptr = &r_info[r_idx];
3981 /* Hack - Only summon dungeon monsters */
3982 if (!mon_hook_dungeon(r_idx)) return (FALSE);
3984 /* Hack -- identify the summoning monster */
3985 if (summon_specific_who > 0)
3987 monster_type *m_ptr = &m_list[summon_specific_who];
3989 /* Do not summon enemies */
3991 /* Friendly vs. opposite aligned normal or pet */
3992 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
3994 /* Use the player's alignment */
3995 else if (summon_specific_who < 0)
3997 /* Do not summon enemies of the pets */
3998 if (monster_has_hostile_align(NULL, 10, -10, r_ptr))
4000 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
4004 /* Hack -- no specific type specified */
4005 if (!summon_specific_type) return (TRUE);
4007 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
4009 if ((summon_specific_who < 0) &&
4010 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
4011 monster_has_hostile_align(NULL, 10, -10, r_ptr))
4014 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[dungeon_type].flags1 & DF1_CHAMELEON)) return TRUE;
4016 return (summon_specific_aux(r_idx));
4021 * @brief モンスターを召喚により配置する / Place a monster (of the specified "type") near the given location. Return TRUE if a monster was actually summoned.
4022 * @param who 召喚主のモンスター情報ID
4027 * @param mode 生成オプション
4028 * @return 召喚できたらtrueを返す
4031 * We will attempt to place the monster up to 10 times before giving up.
4033 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
4034 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
4035 * Note: None of the other summon codes will ever summon Unique's.
4037 * This function has been changed. We now take the "monster level"
4038 * of the summoning monster as a parameter, and use that, along with
4039 * the current dungeon level, to help determine the level of the
4040 * desired monster. Note that this is an upper bound, and also
4041 * tends to "prefer" monsters of that level. Currently, we use
4042 * the average of the dungeon and monster levels, and then add
4043 * five to allow slight increases in monster power.
4045 * Note that we use the new "monster allocation table" creation code
4046 * to restrict the "get_mon_num()" function to the set of "legal"
4047 * monsters, making this function much faster and more reliable.
4049 * Note that this function may not succeed, though this is very rare.
4051 bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
4056 if (p_ptr->inside_arena) return (FALSE);
4058 if (!mon_scatter(0, &y, &x, y1, x1, 2)) return FALSE;
4060 /* Save the summoner */
4061 summon_specific_who = who;
4063 /* Save the "summon" type */
4064 summon_specific_type = type;
4066 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
4068 /* Prepare allocation table */
4069 get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
4071 /* Pick a monster, using the level calculation */
4072 r_idx = get_mon_num((dun_level + lev) / 2 + 5);
4074 /* Handle failure */
4077 summon_specific_type = 0;
4081 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
4083 /* Attempt to place the monster (awake, allow groups) */
4084 if (!place_monster_aux(who, y, x, r_idx, mode))
4086 summon_specific_type = 0;
4090 summon_specific_type = 0;
4097 * @brief 特定モンスター種族を召喚により生成する / A "dangerous" function, creates a pet of the specified type
4098 * @param who 召喚主のモンスター情報ID
4101 * @param r_idx 生成するモンスター種族ID
4102 * @param mode 生成オプション
4103 * @return 召喚できたらtrueを返す
4105 bool summon_named_creature (MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
4110 /* if (!r_idx) return; */
4112 /* Prevent illegal monsters */
4113 if (r_idx >= max_r_idx) return FALSE;
4115 if (p_ptr->inside_arena) return FALSE;
4117 if (!mon_scatter(r_idx, &y, &x, oy, ox, 2)) return FALSE;
4119 /* Place it (allow groups) */
4120 return place_monster_aux(who, y, x, r_idx, (mode | PM_NO_KAGE));
4125 * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
4126 * @param m_idx 増殖するモンスター情報ID
4127 * @param clone クローン・モンスター処理ならばtrue
4128 * @param mode 生成オプション
4129 * @return 生成できたらtrueを返す
4131 * Note that "reproduction" REQUIRES empty space.
4133 bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
4135 monster_type *m_ptr = &m_list[m_idx];
4139 if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
4142 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4144 /* Create a new monster (awake, no groups) */
4145 if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
4148 /* Hack -- Transfer "clone" flag */
4149 if (clone || (m_ptr->smart & SM_CLONED))
4151 m_list[hack_m_idx_ii].smart |= SM_CLONED;
4152 m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
4161 * @brief ダメージを受けたモンスターの様子を記述する / Dump a message describing a monster's reaction to damage
4162 * @param m_idx モンスター情報ID
4163 * @param dam 与えたダメージ
4166 * Technically should attempt to treat "Beholder"'s as jelly's
4168 void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
4170 long oldhp, newhp, tmp;
4173 monster_type *m_ptr = &m_list[m_idx];
4174 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4178 /* Get the monster name */
4179 monster_desc(m_name, m_ptr, 0);
4181 if(dam == 0) // Notice non-damage
4183 msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
4187 /* Note -- subtle fix -CFT */
4188 newhp = (long)(m_ptr->hp);
4189 oldhp = newhp + (long)(dam);
4190 tmp = (newhp * 100L) / oldhp;
4191 percentage = (int)(tmp);
4193 if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
4196 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4197 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4198 else if(percentage > 50) msg_format("%^sは縮こまった。", m_name);
4199 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4200 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4201 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4202 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4204 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4205 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4206 else if(percentage > 50) msg_format("%^s squelches.", m_name);
4207 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4208 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4209 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4210 else msg_format("%^s jerks limply.", m_name);
4214 else if(my_strchr("l", r_ptr->d_char)) // Fish
4217 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4218 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4219 else if(percentage > 50) msg_format("%^sは躊躇した。", m_name);
4220 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4221 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4222 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4223 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4225 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4226 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4227 else if(percentage > 50) msg_format("%^s hesitates.", m_name);
4228 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4229 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4230 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4231 else msg_format("%^s jerks limply.", m_name);
4235 else if(my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs
4238 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4239 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4240 else if(percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
4241 else if(percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
4242 else if(percentage > 20) msg_format("%^sはうめいた。", m_name);
4243 else if(percentage > 10) msg_format("%^sは躊躇した。", m_name);
4244 else msg_format("%^sはくしゃくしゃになった。", m_name);
4246 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4247 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4248 else if(percentage > 50) msg_format("%^s roars thunderously.", m_name);
4249 else if(percentage > 35) msg_format("%^s rumbles.", m_name);
4250 else if(percentage > 20) msg_format("%^s grunts.", m_name);
4251 else if(percentage > 10) msg_format("%^s hesitates.", m_name);
4252 else msg_format("%^s crumples.", m_name);
4256 else if(my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics
4259 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4260 else if(percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
4261 else if(percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
4262 else if(percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
4263 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4264 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4265 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4267 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4268 else if(percentage > 75) msg_format("%^s hisses.", m_name);
4269 else if(percentage > 50) msg_format("%^s rears up in anger.", m_name);
4270 else if(percentage > 35) msg_format("%^s hisses furiously.", m_name);
4271 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4272 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4273 else msg_format("%^s jerks limply.", m_name);
4277 else if(my_strchr("f", r_ptr->d_char))
4280 if(percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
4281 else if(percentage > 75) msg_format("%^sは吠えた。", m_name);
4282 else if(percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
4283 else if(percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4284 else if(percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
4285 else if(percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
4286 else msg_format("%sは哀れな鳴き声を出した。", m_name);
4288 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4289 else if(percentage > 75) msg_format("%^s roars.", m_name);
4290 else if(percentage > 50) msg_format("%^s growls angrily.", m_name);
4291 else if(percentage > 35) msg_format("%^s hisses with pain.", m_name);
4292 else if(percentage > 20) msg_format("%^s mewls in pain.", m_name);
4293 else if(percentage > 10) msg_format("%^s hisses in agony.", m_name);
4294 else msg_format("%^s mewls pitifully.", m_name);
4298 else if(my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders
4301 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4302 else if(percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
4303 else if(percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
4304 else if(percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
4305 else if(percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
4306 else if(percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
4307 else msg_format("%^sはピクピクひきつった。", m_name);
4309 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4310 else if(percentage > 75) msg_format("%^s chitters.", m_name);
4311 else if(percentage > 50) msg_format("%^s scuttles about.", m_name);
4312 else if(percentage > 35) msg_format("%^s twitters.", m_name);
4313 else if(percentage > 20) msg_format("%^s jerks in pain.", m_name);
4314 else if(percentage > 10) msg_format("%^s jerks in agony.", m_name);
4315 else msg_format("%^s twitches.", m_name);
4319 else if(my_strchr("B", r_ptr->d_char)) // Birds
4322 if(percentage > 95) msg_format("%^sはさえずった。", m_name);
4323 else if(percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
4324 else if(percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
4325 else if(percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
4326 else if(percentage > 20) msg_format("%^sは苦しんだ。", m_name);
4327 else if(percentage > 10) msg_format("%^sはのたうち回った。", m_name);
4328 else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
4330 if(percentage > 95) msg_format("%^s chirps.", m_name);
4331 else if(percentage > 75) msg_format("%^s twitters.", m_name);
4332 else if(percentage > 50) msg_format("%^s squawks.", m_name);
4333 else if(percentage > 35) msg_format("%^s chatters.", m_name);
4334 else if(percentage > 20) msg_format("%^s jeers.", m_name);
4335 else if(percentage > 10) msg_format("%^s flutters about.", m_name);
4336 else msg_format("%^s squeaks.", m_name);
4340 else if(my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead
4343 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4344 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4345 else if(percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4346 else if(percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
4347 else if(percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
4348 else if(percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
4349 else msg_format("%^sは弱々しくうなった。", m_name);
4351 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4352 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4353 else if(percentage > 50) msg_format("%^s hisses in pain.", m_name);
4354 else if(percentage > 35) msg_format("%^s snarls with pain.", m_name);
4355 else if(percentage > 20) msg_format("%^s roars with pain.", m_name);
4356 else if(percentage > 10) msg_format("%^s gasps.", m_name);
4357 else msg_format("%^s snarls feebly.", m_name);
4361 else if(my_strchr("s", r_ptr->d_char)) // Skeletons
4364 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4365 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4366 else if(percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
4367 else if(percentage > 35) msg_format("%^sはよろめいた。", m_name);
4368 else if(percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
4369 else if(percentage > 10) msg_format("%^sはよろめいた。", m_name);
4370 else msg_format("%^sはガタガタ言った。", m_name);
4372 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4373 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4374 else if(percentage > 50) msg_format("%^s rattles.", m_name);
4375 else if(percentage > 35) msg_format("%^s stumbles.", m_name);
4376 else if(percentage > 20) msg_format("%^s rattles.", m_name);
4377 else if(percentage > 10) msg_format("%^s staggers.", m_name);
4378 else msg_format("%^s clatters.", m_name);
4382 else if(my_strchr("z", r_ptr->d_char)) // Zombies
4385 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4386 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4387 else if(percentage > 50) msg_format("%^sはうめいた。", m_name);
4388 else if(percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
4389 else if(percentage > 20) msg_format("%^sは躊躇した。", m_name);
4390 else if(percentage > 10) msg_format("%^sはうなった。", m_name);
4391 else msg_format("%^sはよろめいた。", m_name);
4393 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4394 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4395 else if(percentage > 50) msg_format("%^s groans.", m_name);
4396 else if(percentage > 35) msg_format("%^s moans.", m_name);
4397 else if(percentage > 20) msg_format("%^s hesitates.", m_name);
4398 else if(percentage > 10) msg_format("%^s grunts.", m_name);
4399 else msg_format("%^s staggers.", m_name);
4403 else if(my_strchr("G", r_ptr->d_char)) // Ghosts
4406 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4407 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4408 else if(percentage > 50) msg_format("%sはうめいた。", m_name);
4409 else if(percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
4410 else if(percentage > 20) msg_format("%^sは吠えた。", m_name);
4411 else if(percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
4412 else msg_format("%^sはかすかにうめいた。", m_name);
4414 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4415 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4416 else if(percentage > 50) msg_format("%^s moans.", m_name);
4417 else if(percentage > 35) msg_format("%^s wails.", m_name);
4418 else if(percentage > 20) msg_format("%^s howls.", m_name);
4419 else if(percentage > 10) msg_format("%^s moans softly.", m_name);
4420 else msg_format("%^s sighs.", m_name);
4424 else if(my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds
4427 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4428 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4429 else if(percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
4430 else if(percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
4431 else if(percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
4432 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4433 else msg_format("%^sは弱々しく吠えた。", m_name);
4435 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4436 else if(percentage > 75) msg_format("%^s snarls with pain.", m_name);
4437 else if(percentage > 50) msg_format("%^s yelps in pain.", m_name);
4438 else if(percentage > 35) msg_format("%^s howls in pain.", m_name);
4439 else if(percentage > 20) msg_format("%^s howls in agony.", m_name);
4440 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4441 else msg_format("%^s yelps feebly.", m_name);
4445 else if(my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek)
4448 if(percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
4449 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4450 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4451 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4452 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4453 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4454 else msg_format("%^sは弱々しく叫んだ。", m_name);
4456 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4457 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4458 else if(percentage > 50) msg_format("%^s squeals in pain.", m_name);
4459 else if(percentage > 35) msg_format("%^s shrieks in pain.", m_name);
4460 else if(percentage > 20) msg_format("%^s shrieks in agony.", m_name);
4461 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4462 else msg_format("%^s cries out feebly.", m_name);
4466 else // Another type of creatures (shrug,cry,scream)
4469 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4470 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4471 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4472 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4473 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4474 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4475 else msg_format("%^sは弱々しく叫んだ。", m_name);
4477 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4478 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4479 else if(percentage > 50) msg_format("%^s cries out in pain.", m_name);
4480 else if(percentage > 35) msg_format("%^s screams in pain.", m_name);
4481 else if(percentage > 20) msg_format("%^s screams in agony.", m_name);
4482 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4483 else msg_format("%^s cries out feebly.", m_name);
4491 * @brief SMART(適格に攻撃を行う)モンスターの学習状況を更新する / Learn about an "observed" resistance.
4492 * @param m_idx 更新を行う「モンスター情報ID
4493 * @param what 学習対象ID
4496 void update_smart_learn(MONSTER_IDX m_idx, int what)
4498 monster_type *m_ptr = &m_list[m_idx];
4500 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4503 /* Not allowed to learn */
4504 if (!smart_learn) return;
4506 /* Too stupid to learn anything */
4507 if (r_ptr->flags2 & (RF2_STUPID)) return;
4509 /* Not intelligent, only learn sometimes */
4510 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
4515 /* Analyze the knowledge */
4519 if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
4520 if (IS_OPPOSE_ACID()) m_ptr->smart |= (SM_OPP_ACID);
4521 if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
4525 if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
4526 if (IS_OPPOSE_ELEC()) m_ptr->smart |= (SM_OPP_ELEC);
4527 if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
4531 if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
4532 if (IS_OPPOSE_FIRE()) m_ptr->smart |= (SM_OPP_FIRE);
4533 if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
4537 if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
4538 if (IS_OPPOSE_COLD()) m_ptr->smart |= (SM_OPP_COLD);
4539 if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
4543 if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
4544 if (IS_OPPOSE_POIS()) m_ptr->smart |= (SM_OPP_POIS);
4549 if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
4553 if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
4557 if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
4561 if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
4565 if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
4569 if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
4573 if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
4577 if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
4581 if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
4585 if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
4589 if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
4593 if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
4597 if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
4601 if (p_ptr->reflect) m_ptr-> smart |= (SM_IMM_REFLECT);
4608 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4611 * @return 配置に成功したらTRUE
4613 bool player_place(POSITION y, POSITION x)
4615 /* Paranoia XXX XXX */
4616 if (cave[y][x].m_idx != 0) return FALSE;
4618 /* Save player location */
4628 * @brief モンスターが盗みや拾いで確保していたアイテムを全てドロップさせる / Drop all items carried by a monster
4629 * @param m_ptr モンスター参照ポインタ
4632 void monster_drop_carried_objects(monster_type *m_ptr)
4634 s16b this_o_idx, next_o_idx = 0;
4640 /* Drop objects being carried */
4641 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4643 /* Acquire object */
4644 o_ptr = &o_list[this_o_idx];
4646 /* Acquire next object */
4647 next_o_idx = o_ptr->next_o_idx;
4649 /* Get local object */
4652 /* Copy the object */
4653 object_copy(q_ptr, o_ptr);
4655 /* Forget monster */
4656 q_ptr->held_m_idx = 0;
4658 /* Delete the object */
4659 delete_object_idx(this_o_idx);
4662 (void)drop_near(q_ptr, -1, m_ptr->fy, m_ptr->fx);
4665 /* Forget objects */
4666 m_ptr->hold_o_idx = 0;