3 * @brief モンスター処理 / misc code for monsters
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
10 * 2014 Deskull rearranged comment for Doxygen.
15 #include "monsterrace-hook.h"
16 #include "monster-status.h"
17 #include "projection.h"
19 #include "spells-summon.h"
22 #include "player-move.h"
25 #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? */
26 #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? */
31 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
33 concptr horror_desc[MAX_SAN_HORROR] =
89 * @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)
91 concptr funny_desc[MAX_SAN_FUNNY] =
152 * @var funny_comments
153 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
155 concptr funny_comments[MAX_SAN_COMMENT] =
176 * @brief モンスターの目標地点をセットする / Set the target of counter attack
177 * @param m_ptr モンスターの参照ポインタ
182 void set_target(monster_type *m_ptr, POSITION y, POSITION x)
190 * @brief モンスターの目標地点をリセットする / Reset the target of counter attack
191 * @param m_ptr モンスターの参照ポインタ
194 void reset_target(monster_type *m_ptr)
196 set_target(m_ptr, 0, 0);
201 * @brief モンスターの真の種族を返す / Extract monster race pointer of a monster's true form
202 * @param m_ptr モンスターの参照ポインタ
203 * @return 本当のモンスター種族参照ポインタ
205 monster_race *real_r_ptr(monster_type *m_ptr)
207 return &r_info[real_r_idx(m_ptr)];
210 MONRACE_IDX real_r_idx(monster_type *m_ptr)
212 monster_race *r_ptr = &r_info[m_ptr->r_idx];
214 /* Extract real race */
215 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
217 if (r_ptr->flags1 & RF1_UNIQUE)
218 return MON_CHAMELEON_K;
220 return MON_CHAMELEON;
230 * @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.
231 * @param i 消去するモンスターのID
234 * 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。 /
235 * When a monster is deleted, all of its objects are deleted.
237 void delete_monster_idx(MONSTER_IDX i)
240 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
241 monster_race *r_ptr = &r_info[m_ptr->r_idx];
242 OBJECT_IDX this_o_idx, next_o_idx = 0;
247 /* Hack -- Reduce the racial counter */
248 real_r_ptr(m_ptr)->cur_num--;
250 /* Hack -- count the number of "reproducers" */
251 if (r_ptr->flags2 & (RF2_MULTIPLY)) current_floor_ptr->num_repro--;
253 if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(i, 0);
254 if (MON_FAST(m_ptr)) (void)set_monster_fast(i, 0);
255 if (MON_SLOW(m_ptr)) (void)set_monster_slow(i, 0);
256 if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(i, 0);
257 if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(i, 0);
258 if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(i, 0);
259 if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(i, 0, FALSE);
261 /* Hack -- remove target monster */
262 if (i == target_who) target_who = 0;
264 /* Hack -- remove tracked monster */
265 if (i == p_ptr->health_who) health_track(0);
267 if (pet_t_m_idx == i ) pet_t_m_idx = 0;
268 if (riding_t_m_idx == i) riding_t_m_idx = 0;
269 if (p_ptr->riding == i) p_ptr->riding = 0;
271 /* Monster is gone */
272 current_floor_ptr->grid_array[y][x].m_idx = 0;
274 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
277 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
278 next_o_idx = o_ptr->next_o_idx;
281 * o_ptr->held_m_idx is needed in delete_object_idx()
282 * to prevent calling lite_spot()
285 delete_object_idx(this_o_idx);
289 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
292 /* Wipe the Monster */
293 (void)WIPE(m_ptr, monster_type);
301 /* Update some things */
302 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
303 p_ptr->update |= (PU_MON_LITE);
308 * @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
313 void delete_monster(POSITION y, POSITION x)
318 if (!in_bounds(y, x)) return;
321 g_ptr = ¤t_floor_ptr->grid_array[y][x];
323 /* Delete the monster (if any) */
324 if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
329 * @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
334 static void compact_monsters_aux(IDX i1, IDX i2)
340 OBJECT_IDX this_o_idx, next_o_idx = 0;
343 if (i1 == i2) return;
346 m_ptr = ¤t_floor_ptr->m_list[i1];
352 g_ptr = ¤t_floor_ptr->grid_array[y][x];
354 /* Update the current_floor_ptr->grid_array */
357 /* Repair objects being carried by monster */
358 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
361 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
362 next_o_idx = o_ptr->next_o_idx;
364 /* Reset monster pointer */
365 o_ptr->held_m_idx = i2;
368 /* Hack -- Update the target */
369 if (target_who == i1) target_who = i2;
371 /* Hack -- Update the target */
372 if (pet_t_m_idx == i1) pet_t_m_idx = i2;
373 if (riding_t_m_idx == i1) riding_t_m_idx = i2;
375 /* Hack -- Update the riding */
376 if (p_ptr->riding == i1) p_ptr->riding = i2;
378 /* Hack -- Update the health bar */
379 if (p_ptr->health_who == i1) health_track(i2);
381 /* Hack -- Update parent index */
384 for (i = 1; i < m_max; i++)
386 monster_type *m2_ptr = ¤t_floor_ptr->m_list[i];
388 if (m2_ptr->parent_m_idx == i1)
389 m2_ptr->parent_m_idx = i2;
394 (void)COPY(¤t_floor_ptr->m_list[i2], ¤t_floor_ptr->m_list[i1], monster_type);
397 (void)WIPE(¤t_floor_ptr->m_list[i1], monster_type);
399 for (i = 0; i < MAX_MTIMED; i++)
401 int mproc_idx = get_mproc_idx(i1, i);
402 if (mproc_idx >= 0) current_floor_ptr->mproc_list[i][mproc_idx] = i2;
408 * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
409 * @param size 圧縮後のモンスター件数目標
412 * This function can be very dangerous, use with caution!
414 * When actually "compacting" monsters, we base the saving throw
415 * on a combination of monster level, distance from player, and
416 * current "desperation".
418 * After "compacting" (if needed), we "reorder" the monsters into a more
419 * compact order, and we reset the allocation info, and the "live" array.
421 void compact_monsters(int size)
425 int cur_lev, cur_dis, chance;
427 /* Message (only if compacting) */
428 if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
431 /* Compact at least 'size' objects */
432 for (num = 0, cnt = 1; num < size; cnt++)
434 /* Get more vicious each iteration */
437 /* Get closer each iteration */
438 cur_dis = 5 * (20 - cnt);
440 /* Check all the monsters */
441 for (i = 1; i < m_max; i++)
443 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
445 monster_race *r_ptr = &r_info[m_ptr->r_idx];
447 /* Paranoia -- skip "dead" monsters */
448 if (!m_ptr->r_idx) continue;
450 /* Hack -- High level monsters start out "immune" */
451 if (r_ptr->level > cur_lev) continue;
453 if (i == p_ptr->riding) continue;
455 /* Ignore nearby monsters */
456 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
458 /* Saving throw chance */
461 /* Only compact "Quest" Monsters in emergencies */
462 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
464 /* Try not to compact Unique Monsters */
465 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
467 /* All monsters get a saving throw */
468 if (randint0(100) < chance) continue;
470 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
472 GAME_TEXT m_name[MAX_NLEN];
473 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
474 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
477 delete_monster_idx(i);
479 /* Count the monster */
485 /* Excise dead monsters (backwards!) */
486 for (i = m_max - 1; i >= 1; i--)
488 /* Get the i'th monster */
489 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
491 /* Skip real monsters */
492 if (m_ptr->r_idx) continue;
494 /* Move last monster into open hole */
495 compact_monsters_aux(m_max - 1, i);
497 /* Compress "m_max" */
504 * @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
507 * This is an efficient method of simulating multiple calls to the
508 * "delete_monster()" function, with no visual effects.
510 void wipe_m_list(void)
514 /* Hack -- if Banor or Lupart dies, stay another dead */
515 if (!r_info[MON_BANORLUPART].max_num)
517 if (r_info[MON_BANOR].max_num)
519 r_info[MON_BANOR].max_num = 0;
520 r_info[MON_BANOR].r_pkills++;
521 r_info[MON_BANOR].r_akills++;
522 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
524 if (r_info[MON_LUPART].max_num)
526 r_info[MON_LUPART].max_num = 0;
527 r_info[MON_LUPART].r_pkills++;
528 r_info[MON_LUPART].r_akills++;
529 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
533 /* Delete all the monsters */
534 for (i = m_max - 1; i >= 1; i--)
536 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
538 /* Skip dead monsters */
539 if (!m_ptr->r_idx) continue;
541 /* Monster is gone */
542 current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
544 /* Wipe the Monster */
545 (void)WIPE(m_ptr, monster_type);
550 * Wiping racial counters of all monsters and incrementing of racial
551 * counters of monsters in party_mon[] are required to prevent multiple
552 * generation of unique monster who is the minion of player.
555 /* Hack -- Wipe the racial counter of all monster races */
556 for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
564 /* Reset "current_floor_ptr->mproc_max[]" */
565 for (i = 0; i < MAX_MTIMED; i++) current_floor_ptr->mproc_max[i] = 0;
567 /* Hack -- reset "reproducer" count */
568 current_floor_ptr->num_repro = 0;
570 /* Hack -- no more target */
575 /* Hack -- no more tracking */
581 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
582 * @return 利用可能なモンスター配列の添字
584 * This routine should almost never fail, but it *can* happen.
586 MONSTER_IDX m_pop(void)
590 /* Normal allocation */
591 if (m_max < current_floor_ptr->max_m_idx)
593 /* Access the next hole */
596 /* Expand the array */
602 /* Return the index */
606 /* Recycle dead monsters */
607 for (i = 1; i < m_max; i++)
611 /* Acquire monster */
612 m_ptr = ¤t_floor_ptr->m_list[i];
614 /* Skip live monsters */
615 if (m_ptr->r_idx) continue;
620 /* Use this monster */
624 /* Warn the player (except during dungeon creation) */
625 if (character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
627 /* Try not to crash */
635 * @var summon_specific_type
636 * @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"
637 * @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
639 static int summon_specific_type = 0;
643 * @var summon_specific_who
644 * @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
645 * @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
647 static int summon_specific_who = -1;
650 * @var summon_unique_okay
651 * @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
652 * @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
654 static bool summon_unique_okay = FALSE;
657 * @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
658 * @return 召喚条件が一致するならtrue
661 static bool summon_specific_aux(MONRACE_IDX r_idx)
663 monster_race *r_ptr = &r_info[r_idx];
666 /* Check our requirements */
667 switch (summon_specific_type)
671 okay = (r_ptr->d_char == 'a');
677 okay = (r_ptr->d_char == 'S');
683 okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
689 okay = (r_ptr->d_char == 'M');
695 okay = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
701 okay = (r_ptr->flags3 & RF3_DEMON);
707 okay = (r_ptr->flags3 & RF3_UNDEAD);
713 okay = (r_ptr->flags3 & RF3_DRAGON);
717 case SUMMON_HI_UNDEAD:
719 okay = ((r_ptr->d_char == 'L') ||
720 (r_ptr->d_char == 'V') ||
721 (r_ptr->d_char == 'W'));
725 case SUMMON_HI_DRAGON:
727 okay = (r_ptr->d_char == 'D');
731 case SUMMON_HI_DEMON:
733 okay = (((r_ptr->d_char == 'U') ||
734 (r_ptr->d_char == 'H') ||
735 (r_ptr->d_char == 'B')) &&
736 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
740 case SUMMON_AMBERITES:
742 okay = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
748 okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
754 okay = (r_ptr->d_char == 'm');
759 okay = (r_ptr->d_char == 'b');
762 case SUMMON_QUYLTHULG:
764 okay = (r_ptr->d_char == 'Q');
768 case SUMMON_COIN_MIMIC:
770 okay = (r_ptr->d_char == '$');
776 okay = ((r_ptr->d_char == '!') ||
777 (r_ptr->d_char == '?') ||
778 (r_ptr->d_char == '=') ||
779 (r_ptr->d_char == '$') ||
780 (r_ptr->d_char == '|'));
786 okay = (r_ptr->d_char == 'g');
792 okay = ((r_ptr->d_char == 'U') &&
793 (r_ptr->flags4 & RF4_ROCKET));
799 okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
805 okay = (r_idx == MON_DAWN);
811 okay = (r_ptr->flags3 & (RF3_ANIMAL));
815 case SUMMON_ANIMAL_RANGER:
817 okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
818 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
819 !(r_ptr->flags3 & (RF3_DRAGON)) &&
820 !(r_ptr->flags3 & (RF3_EVIL)) &&
821 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
822 !(r_ptr->flags3 & (RF3_DEMON)) &&
823 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
824 !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
828 case SUMMON_HI_DRAGON_LIVING:
830 okay = ((r_ptr->d_char == 'D') && monster_living(r_idx));
836 okay = monster_living(r_idx);
842 okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
846 case SUMMON_BLUE_HORROR:
848 okay = (r_idx == MON_BLUE_HORROR);
852 case SUMMON_ELEMENTAL:
854 okay = (r_ptr->d_char == 'E');
860 okay = (r_ptr->d_char == 'v');
866 okay = (r_ptr->d_char == 'H');
872 okay = (r_ptr->d_char == 'B');
876 case SUMMON_KAMIKAZE:
879 for (i = 0; i < 4; i++)
880 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
884 case SUMMON_KAMIKAZE_LIVING:
888 for (i = 0; i < 4; i++)
889 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
890 okay = (okay && monster_living(r_idx));
896 okay = (r_idx == MON_MANES);
902 okay = (r_idx == MON_LOUSE);
906 case SUMMON_GUARDIANS:
908 okay = (r_ptr->flags7 & RF7_GUARDIAN);
914 okay = ((r_idx == MON_NOV_PALADIN) ||
915 (r_idx == MON_NOV_PALADIN_G) ||
916 (r_idx == MON_PALADIN) ||
917 (r_idx == MON_W_KNIGHT) ||
918 (r_idx == MON_ULTRA_PALADIN) ||
919 (r_idx == MON_KNI_TEMPLAR));
925 okay = (r_ptr->d_char == 'B' &&
926 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
927 (r_ptr->flags8 & RF8_WILD_ONLY));
931 case SUMMON_PIRANHAS:
933 okay = (r_idx == MON_PIRANHA);
937 case SUMMON_ARMAGE_GOOD:
939 okay = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
943 case SUMMON_ARMAGE_EVIL:
945 okay = ((r_ptr->flags3 & RF3_DEMON) ||
946 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
950 /* Since okay is int, "return (okay);" is not correct. */
951 return (bool)(okay ? TRUE : FALSE);
955 * @var chameleon_change_m_idx
956 * @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
957 * @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
959 static int chameleon_change_m_idx = 0;
963 * @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.
964 * @param r_idx チェックするモンスター種族ID
965 * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
967 static bool restrict_monster_to_dungeon(MONRACE_IDX r_idx)
969 dungeon_type *d_ptr = &d_info[p_ptr->dungeon_idx];
970 monster_race *r_ptr = &r_info[r_idx];
973 if (d_ptr->flags1 & DF1_CHAMELEON)
975 if (chameleon_change_m_idx) return TRUE;
977 if (d_ptr->flags1 & DF1_NO_MAGIC)
979 if (r_idx != MON_CHAMELEON &&
981 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
982 !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
983 !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
986 if (d_ptr->flags1 & DF1_NO_MELEE)
988 if (r_idx == MON_CHAMELEON) return TRUE;
989 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
990 !(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)) &&
991 !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
994 if (d_ptr->flags1 & DF1_BEGINNER)
996 if (r_ptr->level > current_floor_ptr->dun_level)
1000 if (d_ptr->special_div >= 64) return TRUE;
1001 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
1003 switch (d_ptr->mode)
1005 case DUNGEON_MODE_AND:
1008 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1013 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1018 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1023 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1026 if (d_ptr->m_a_ability_flags1)
1028 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1031 if (d_ptr->m_a_ability_flags2)
1033 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1038 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1043 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1048 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1053 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1056 for (a = 0; a < 5; a++)
1057 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
1061 case DUNGEON_MODE_NAND:
1064 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1069 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1074 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1079 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1082 if (d_ptr->m_a_ability_flags1)
1084 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1087 if (d_ptr->m_a_ability_flags2)
1089 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1094 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1099 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1104 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1109 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1112 for (a = 0; a < 5; a++)
1113 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
1117 case DUNGEON_MODE_OR:
1118 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
1119 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
1120 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
1121 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
1122 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE;
1123 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE;
1124 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
1125 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
1126 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
1127 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
1128 for (a = 0; a < 5; a++)
1129 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
1133 case DUNGEON_MODE_NOR:
1134 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
1135 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
1136 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
1137 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
1138 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE;
1139 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE;
1140 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
1141 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
1142 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
1143 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
1144 for (a = 0; a < 5; a++)
1145 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
1154 * @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"
1155 * @param monster_hook 制限関数1
1156 * @param monster_hook2 制限関数2
1159 errr get_mon_num_prep(monsterrace_hook_type monster_hook,
1160 monsterrace_hook_type monster_hook2)
1164 /* Todo: Check the hooks for non-changes */
1166 /* Set the new hooks */
1167 get_mon_num_hook = monster_hook;
1168 get_mon_num2_hook = monster_hook2;
1170 /* Scan the allocation table */
1171 for (i = 0; i < alloc_race_size; i++)
1173 monster_race *r_ptr;
1176 alloc_entry *entry = &alloc_race_table[i];
1179 r_ptr = &r_info[entry->index];
1181 /* Skip monsters which don't pass the restriction */
1182 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
1183 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
1186 if (!p_ptr->inside_battle && !chameleon_change_m_idx &&
1187 summon_specific_type != SUMMON_GUARDIANS)
1189 /* Hack -- don't create questors */
1190 if (r_ptr->flags1 & RF1_QUESTOR)
1193 if (r_ptr->flags7 & RF7_GUARDIAN)
1196 /* Depth Monsters never appear out of depth */
1197 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
1198 (r_ptr->level > current_floor_ptr->dun_level))
1202 /* Accept this monster */
1203 entry->prob2 = entry->prob1;
1205 if (current_floor_ptr->dun_level && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest)) && !restrict_monster_to_dungeon(entry->index) && !p_ptr->inside_battle)
1207 int hoge = entry->prob2 * d_info[p_ptr->dungeon_idx].special_div;
1208 entry->prob2 = hoge / 64;
1209 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
1219 * @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
1221 * @return 選択されたモンスター生成種族
1223 * Choose a monster race that seems "appropriate" to the given level
1225 * This function uses the "prob2" field of the "monster allocation table",
1226 * and various local information, to calculate the "prob3" field of the
1227 * same table, which is then used to choose an "appropriate" monster, in
1228 * a relatively efficient manner.
1230 * Note that "town" monsters will *only* be created in the town, and
1231 * "normal" monsters will *never* be created in the town, unless the
1232 * "level" is "modified", for example, by polymorph or summoning.
1234 * There is a small chance (1/50) of "boosting" the given depth by
1235 * a small amount (up to four levels), except in the town.
1237 * It is (slightly) more likely to acquire a monster of the given level
1238 * than one of a lower level. This is done by choosing several monsters
1239 * appropriate to the given level and keeping the "hardest" one.
1241 * Note that if no monsters are "appropriate", then this function will
1242 * fail, and return zero, but this should *almost* never happen.
1244 MONRACE_IDX get_mon_num(DEPTH level)
1249 monster_race *r_ptr;
1250 alloc_entry *table = alloc_race_table;
1252 int pls_kakuritu, pls_level;
1253 int delay = mysqrt(level * 10000L) + 400L;
1255 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
1256 pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10)) ;
1258 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_MAZE)
1260 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
1261 if (pls_kakuritu < 2) pls_kakuritu = 2;
1266 /* Boost the level */
1267 if (!p_ptr->inside_battle && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
1269 /* Nightmare mode allows more out-of depth monsters */
1270 if (ironman_nightmare && !randint0(pls_kakuritu))
1272 /* What a bizarre calculation */
1273 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1277 /* Occasional "nasty" monster */
1278 if (!randint0(pls_kakuritu))
1280 /* Pick a level bonus */
1286 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1287 if (level < 0) level = 0;
1292 /* Process probabilities */
1293 for (i = 0; i < alloc_race_size; i++)
1295 /* Monsters are sorted by depth */
1296 if (table[i].level > level) break;
1301 /* Access the "r_idx" of the chosen monster */
1302 r_idx = table[i].index;
1304 /* Access the actual race */
1305 r_ptr = &r_info[r_idx];
1307 if (!p_ptr->inside_battle && !chameleon_change_m_idx)
1309 /* Hack -- "unique" monsters must be "unique" */
1310 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1311 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1312 (r_ptr->cur_num >= r_ptr->max_num))
1317 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1318 (r_ptr->cur_num >= 1))
1323 if (r_idx == MON_BANORLUPART)
1325 if (r_info[MON_BANOR].cur_num > 0) continue;
1326 if (r_info[MON_LUPART].cur_num > 0) continue;
1331 table[i].prob3 = table[i].prob2;
1334 total += table[i].prob3;
1337 /* No legal monsters */
1338 if (total <= 0) return (0);
1340 /* Pick a monster */
1341 value = randint0(total);
1343 /* Find the monster */
1344 for (i = 0; i < alloc_race_size; i++)
1346 /* Found the entry */
1347 if (value < table[i].prob3) break;
1350 value = value - table[i].prob3;
1356 /* Try for a "harder" monster once (50%) or twice (10%) */
1362 /* Pick a monster */
1363 value = randint0(total);
1365 /* Find the monster */
1366 for (i = 0; i < alloc_race_size; i++)
1368 /* Found the entry */
1369 if (value < table[i].prob3) break;
1372 value = value - table[i].prob3;
1375 /* Keep the "best" one */
1376 if (table[i].level < table[j].level) i = j;
1379 /* Try for a "harder" monster twice (10%) */
1385 /* Pick a monster */
1386 value = randint0(total);
1388 /* Find the monster */
1389 for (i = 0; i < alloc_race_size; i++)
1391 /* Found the entry */
1392 if (value < table[i].prob3) break;
1395 value = value - table[i].prob3;
1398 /* Keep the "best" one */
1399 if (table[i].level < table[j].level) i = j;
1401 return (table[i].index);
1406 * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
1407 * @param desc 記述出力先の文字列参照ポインタ
1408 * @param m_ptr モンスターの参照ポインタ
1409 * @param mode 呼称オプション
1412 * We can correctly describe monsters based on their visibility.
1413 * We can force all monsters to be treated as visible or invisible.
1414 * We can build nominatives, objectives, possessives, or reflexives.
1415 * We can selectively pronominalize hidden, visible, or all monsters.
1416 * We can use definite or indefinite descriptions for hidden monsters.
1417 * We can use definite or indefinite descriptions for visible monsters.
1419 * Pronominalization involves the gender whenever possible and allowed,
1420 * so that by cleverly requesting pronominalization / visibility, you
1421 * can get messages like "You hit someone. She screams in agony!".
1423 * Reflexives are acquired by requesting Objective plus Possessive.
1425 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1426 * unless the "Assume Visible" mode is requested.
1428 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1429 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1430 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1431 * in which case you may be in trouble... :-)
1433 * I am assuming that no monster name is more than 70 characters long,
1434 * so that "char desc[80];" is sufficiently large for any result.
1437 * MD_OBJECTIVE --> Objective (or Reflexive)
1438 * MD_POSSESSIVE --> Possessive (or Reflexive)
1439 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1440 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1441 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1442 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1443 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1444 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1445 * MD_TRUE_NAME --> Chameleon's true name
1446 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1449 * 0x00 --> Full nominative name ("the kobold") or "it"
1450 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1451 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1452 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1453 * MD_PRON_VISIBLE | MD_POSSESSIVE
1454 * --> Possessive, genderized if visable ("his") or "its"
1455 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1456 * --> Reflexive, genderized if visable ("himself") or "itself"
1458 void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
1461 monster_race *r_ptr;
1465 GAME_TEXT silly_name[1024];
1469 r_ptr = &r_info[m_ptr->ap_r_idx];
1471 /* Mode of MD_TRUE_NAME will reveal Chameleon's true name */
1472 if (mode & MD_TRUE_NAME) name = (r_name + real_r_ptr(m_ptr)->name);
1473 else name = (r_name + r_ptr->name);
1475 /* Are we hallucinating? (Idea from Nethack...) */
1476 if (p_ptr->image && !(mode & MD_IGNORE_HALLU))
1480 if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
1486 monster_race *hallu_race;
1490 hallu_race = &r_info[randint1(max_r_idx - 1)];
1492 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1494 strcpy(silly_name, (r_name + hallu_race->name));
1497 /* Better not strcpy it, or we could corrupt r_info... */
1501 /* Can we "see" it (exists + forced, or visible + not unforced) */
1502 seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1504 /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
1505 pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1508 /* First, try using pronouns, or describing hidden monsters */
1511 /* an encoding of the monster "sex" */
1514 /* Extract the gender (if applicable) */
1515 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1516 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1518 /* Ignore the gender (if desired) */
1519 if (!m_ptr || !pron) kind = 0x00;
1522 /* Assume simple result */
1523 res = _("何か", "it");
1525 /* Brute force: split on the possibilities */
1526 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1528 /* Neuter, or unknown */
1530 case 0x00: res = "何か"; break;
1531 case 0x00 + (MD_OBJECTIVE): res = "何か"; break;
1532 case 0x00 + (MD_POSSESSIVE): res = "何かの"; break;
1533 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "何か自身"; break;
1534 case 0x00 + (MD_INDEF_HIDDEN): res = "何か"; break;
1535 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "何か"; break;
1536 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "何か"; break;
1537 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "それ自身"; break;
1539 case 0x00: res = "it"; break;
1540 case 0x00 + (MD_OBJECTIVE): res = "it"; break;
1541 case 0x00 + (MD_POSSESSIVE): res = "its"; break;
1542 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1543 case 0x00 + (MD_INDEF_HIDDEN): res = "something"; break;
1544 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "something"; break;
1545 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "something's"; break;
1546 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1550 /* Male (assume human if vague) */
1552 case 0x10: res = "彼"; break;
1553 case 0x10 + (MD_OBJECTIVE): res = "彼"; break;
1554 case 0x10 + (MD_POSSESSIVE): res = "彼の"; break;
1555 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1556 case 0x10 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1557 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1558 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1559 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1561 case 0x10: res = "he"; break;
1562 case 0x10 + (MD_OBJECTIVE): res = "him"; break;
1563 case 0x10 + (MD_POSSESSIVE): res = "his"; break;
1564 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1565 case 0x10 + (MD_INDEF_HIDDEN): res = "someone"; break;
1566 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1567 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1568 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1572 /* Female (assume human if vague) */
1574 case 0x20: res = "彼女"; break;
1575 case 0x20 + (MD_OBJECTIVE): res = "彼女"; break;
1576 case 0x20 + (MD_POSSESSIVE): res = "彼女の"; break;
1577 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1578 case 0x20 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1579 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1580 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1581 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1583 case 0x20: res = "she"; break;
1584 case 0x20 + (MD_OBJECTIVE): res = "her"; break;
1585 case 0x20 + (MD_POSSESSIVE): res = "her"; break;
1586 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1587 case 0x20 + (MD_INDEF_HIDDEN): res = "someone"; break;
1588 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1589 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1590 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1594 /* Copy the result */
1595 (void)strcpy(desc, res);
1599 /* Handle visible monsters, "reflexive" request */
1600 else if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1602 /* The monster is visible, so use its gender */
1604 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "彼女自身");
1605 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "彼自身");
1606 else strcpy(desc, "それ自身");
1608 if (r_ptr->flags1 & RF1_FEMALE) strcpy(desc, "herself");
1609 else if (r_ptr->flags1 & RF1_MALE) strcpy(desc, "himself");
1610 else strcpy(desc, "itself");
1615 /* Handle all other visible monster requests */
1619 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1625 while(strncmp(t, "』", 2) && *t) t++;
1629 (void)sprintf(desc, "%s?』", buf);
1632 (void)sprintf(desc, "%s?", name);
1634 (void)sprintf(desc, "%s?", name);
1639 /* It could be a Unique */
1640 if ((r_ptr->flags1 & RF1_UNIQUE) && !(p_ptr->image && !(mode & MD_IGNORE_HALLU)))
1642 /* Start with the name (thus nominative and objective) */
1643 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1649 while (strncmp(t, "』", 2) && *t) t++;
1653 (void)sprintf(desc, "%s?』", buf);
1656 (void)sprintf(desc, "%s?", name);
1658 (void)sprintf(desc, "%s?", name);
1662 /* Inside monster arena, and it is not your mount */
1663 else if (p_ptr->inside_battle &&
1664 !(p_ptr->riding && (¤t_floor_ptr->m_list[p_ptr->riding] == m_ptr)))
1666 /* It is a fake unique monster */
1667 (void)sprintf(desc, _("%sもどき", "fake %s"), name);
1672 (void)strcpy(desc, name);
1676 /* It could be an indefinite monster */
1677 else if (mode & MD_INDEF_VISIBLE)
1679 /* XXX Check plurality for "some" */
1681 /* Indefinite monsters need an indefinite article */
1683 (void)strcpy(desc, "");
1685 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1688 (void)strcat(desc, name);
1691 /* It could be a normal, definite, monster */
1694 /* Definite monsters need a definite article */
1696 (void)strcpy(desc, _("あなたの", "your "));
1698 (void)strcpy(desc, _("", "the "));
1700 (void)strcat(desc, name);
1703 if (m_ptr->nickname)
1705 sprintf(buf,_("「%s」", " called %s"),quark_str(m_ptr->nickname));
1709 if (p_ptr->riding && (¤t_floor_ptr->m_list[p_ptr->riding] == m_ptr))
1711 strcat(desc,_("(乗馬中)", "(riding)"));
1714 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1716 if (r_ptr->flags1 & RF1_UNIQUE)
1718 strcat(desc,_("(カメレオンの王)", "(Chameleon Lord)"));
1722 strcat(desc,_("(カメレオン)", "(Chameleon)"));
1726 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1728 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1731 /* Handle the Possessive as a special afterthought */
1732 if (mode & MD_POSSESSIVE)
1734 /* XXX Check for trailing "s" */
1736 /* Simply append "apostrophe" and "s" */
1737 (void)strcat(desc, _("の", "'s"));
1745 * @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)
1746 * @param r_idx 補完されるモンスター種族ID
1747 * @return 明らかになった情報の度数
1749 * Return the number of new flags learnt. -Mogami-
1751 int lore_do_probe(MONRACE_IDX r_idx)
1753 monster_race *r_ptr = &r_info[r_idx];
1757 /* Maximal info about awareness */
1758 if (r_ptr->r_wake != MAX_UCHAR) n++;
1759 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1760 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1762 /* Observe "maximal" attacks */
1763 for (i = 0; i < 4; i++)
1765 /* Examine "actual" blows */
1766 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1768 /* Maximal observations */
1769 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1770 r_ptr->r_blows[i] = MAX_UCHAR;
1776 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1777 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1778 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1779 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1780 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1781 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1783 /* Only "valid" drops */
1784 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1786 if (r_ptr->r_drop_item != tmp_byte) n++;
1787 r_ptr->r_drop_item = tmp_byte;
1789 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1791 if (r_ptr->r_drop_gold != tmp_byte) n++;
1792 r_ptr->r_drop_gold = tmp_byte;
1795 /* Observe many spells */
1796 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1797 r_ptr->r_cast_spell = MAX_UCHAR;
1799 /* Count unknown flags */
1800 for (i = 0; i < 32; i++)
1802 if (!(r_ptr->r_flags1 & (1L << i)) &&
1803 (r_ptr->flags1 & (1L << i))) n++;
1804 if (!(r_ptr->r_flags2 & (1L << i)) &&
1805 (r_ptr->flags2 & (1L << i))) n++;
1806 if (!(r_ptr->r_flags3 & (1L << i)) &&
1807 (r_ptr->flags3 & (1L << i))) n++;
1808 if (!(r_ptr->r_flags4 & (1L << i)) &&
1809 (r_ptr->flags4 & (1L << i))) n++;
1810 if (!(r_ptr->r_flags5 & (1L << i)) &&
1811 (r_ptr->a_ability_flags1 & (1L << i))) n++;
1812 if (!(r_ptr->r_flags6 & (1L << i)) &&
1813 (r_ptr->a_ability_flags2 & (1L << i))) n++;
1814 if (!(r_ptr->r_flagsr & (1L << i)) &&
1815 (r_ptr->flagsr & (1L << i))) n++;
1817 /* r_flags7 is actually unused */
1819 if (!(r_ptr->r_flags7 & (1L << i)) &&
1820 (r_ptr->flags7 & (1L << i))) n++;
1824 /* Know all the flags */
1825 r_ptr->r_flags1 = r_ptr->flags1;
1826 r_ptr->r_flags2 = r_ptr->flags2;
1827 r_ptr->r_flags3 = r_ptr->flags3;
1828 r_ptr->r_flags4 = r_ptr->flags4;
1829 r_ptr->r_flags5 = r_ptr->a_ability_flags1;
1830 r_ptr->r_flags6 = r_ptr->a_ability_flags2;
1831 r_ptr->r_flagsr = r_ptr->flagsr;
1833 /* r_flags7 is actually unused */
1834 /* r_ptr->r_flags7 = r_ptr->flags7; */
1836 /* Know about evolution */
1837 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1838 r_ptr->r_xtra1 |= MR1_SINKA;
1840 /* Update monster recall window */
1841 if (p_ptr->monster_race_idx == r_idx)
1843 p_ptr->window |= (PW_MONSTER);
1846 /* Return the number of new flags learnt */
1852 * @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
1853 * @param m_idx モンスター情報のID
1854 * @param num_item 手に入れたアイテム数
1855 * @param num_gold 手に入れた財宝の単位数
1858 * Note that learning the "GOOD"/"GREAT" flags gives information
1859 * about the treasure (even when the monster is killed for the first
1860 * time, such as uniques, and the treasure has not been examined yet).
1862 * This "indirect" method is used to prevent the player from learning
1863 * exactly how much treasure a monster can drop from observing only
1864 * a single example of a drop. This method actually observes how much
1865 * gold and items are dropped, and remembers that information to be
1866 * described later by the monster recall code.
1868 void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
1870 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1872 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1874 /* If the monster doesn't have original appearance, don't note */
1875 if (!is_original_ap(m_ptr)) return;
1877 /* Note the number of things dropped */
1878 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1879 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1881 /* Hack -- memorize the good/great flags */
1882 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1883 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1885 /* Update monster recall window */
1886 if (p_ptr->monster_race_idx == m_ptr->r_idx)
1888 p_ptr->window |= (PW_MONSTER);
1894 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
1895 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
1896 * @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
1899 void sanity_blast(monster_type *m_ptr, bool necro)
1903 if (p_ptr->inside_battle || !character_dungeon) return;
1905 if (!necro && m_ptr)
1907 GAME_TEXT m_name[MAX_NLEN];
1908 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1910 power = r_ptr->level / 2;
1912 monster_desc(m_name, m_ptr, 0);
1914 if (!(r_ptr->flags1 & RF1_UNIQUE))
1916 if (r_ptr->flags1 & RF1_FRIENDS)
1921 if (!is_loading_now)
1922 return; /* No effect yet, just loaded... */
1925 return; /* Cannot see it for some reason */
1927 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
1931 return; /* Pet eldritch horrors are safe most of the time */
1933 if (randint1(100) > power) return;
1935 if (saving_throw(p_ptr->skill_sav - power))
1937 return; /* Save, no adverse effects */
1942 /* Something silly happens... */
1943 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
1944 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
1948 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
1949 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
1952 return; /* Never mind; we can't see it clearly enough */
1955 /* Something frightening happens... */
1956 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
1957 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
1959 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
1961 /* Demon characters are unaffected */
1962 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
1963 if (p_ptr->wizard) return;
1965 /* Undead characters are 50% likely to be unaffected */
1966 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
1967 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
1968 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
1970 if (saving_throw(25 + p_ptr->lev)) return;
1975 monster_race *r_ptr;
1976 GAME_TEXT m_name[MAX_NLEN];
1979 get_mon_num_prep(get_nightmare, NULL);
1981 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
1982 power = r_ptr->level + 10;
1983 desc = r_name + r_ptr->name;
1985 get_mon_num_prep(NULL, NULL);
1988 if (!(r_ptr->flags1 & RF1_UNIQUE))
1989 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
1992 sprintf(m_name, "%s", desc);
1994 if (!(r_ptr->flags1 & RF1_UNIQUE))
1996 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2000 if (saving_throw(p_ptr->skill_sav * 100 / power))
2002 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
2009 /* Something silly happens... */
2010 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2011 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2015 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2016 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2019 /* Never mind; we can't see it clearly enough */
2023 /* Something frightening happens... */
2024 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2025 horror_desc[randint0(MAX_SAN_HORROR)], desc);
2027 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2029 if (!p_ptr->mimic_form)
2031 switch (p_ptr->prace)
2033 /* Demons may make a saving throw */
2036 if (saving_throw(20 + p_ptr->lev)) return;
2038 /* Undead may make a saving throw */
2043 if (saving_throw(10 + p_ptr->lev)) return;
2049 /* Demons may make a saving throw */
2050 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2052 if (saving_throw(20 + p_ptr->lev)) return;
2054 /* Undead may make a saving throw */
2055 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2057 if (saving_throw(10 + p_ptr->lev)) return;
2063 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!"));
2066 if (saving_throw(p_ptr->skill_sav - power))
2072 (void)do_dec_stat(A_INT);
2073 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
2076 (void)do_dec_stat(A_WIS);
2077 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
2079 switch (randint1(21))
2082 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
2084 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2086 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 current_world_ptr->game_turn into an utter moron!"));
2090 msg_print(_("あなたは完璧な馬鹿になった!", "You current_world_ptr->game_turn into an utter moron!"));
2093 if (p_ptr->muta3 & MUT3_HYPER_INT)
2095 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."));
2096 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2098 p_ptr->muta3 |= MUT3_MORONIC;
2104 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2106 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
2108 /* Duh, the following should never happen, but anyway... */
2109 if (p_ptr->muta3 & MUT3_FEARLESS)
2111 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."));
2112 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2115 p_ptr->muta2 |= MUT2_COWARDICE;
2121 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2123 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!"));
2124 p_ptr->muta2 |= MUT2_HALLU;
2130 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2132 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!"));
2133 p_ptr->muta2 |= MUT2_BERS_RAGE;
2143 if (!p_ptr->resist_conf)
2145 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2147 if (!p_ptr->free_act)
2149 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2151 if (!p_ptr->resist_chaos)
2153 (void)set_image(p_ptr->image + randint0(250) + 150);
2162 if (lose_all_info())
2163 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!"));
2167 p_ptr->update |= PU_BONUS;
2172 * @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
2173 * @param m_idx 更新するモンスター情報のID
2174 * @param full プレイヤーとの距離更新を行うならばtrue
2177 * This involves extracting the distance to the player (if requested),
2178 * and then checking for visibility (natural, infravision, see-invis,
2179 * telepathy), updating the monster visibility flag, redrawing (or
2180 * erasing) the monster when its visibility changes, and taking note
2181 * of any interesting monster flags (cold-blooded, invisible, etc).
2183 * Note the new "mflag" field which encodes several monster state flags,
2184 * including "view" for when the monster is currently in line of sight,
2185 * and "mark" for when the monster is currently visible via detection.
2187 * The only monster fields that are changed here are "cdis" (the
2188 * distance from the player), "ml" (visible to the player), and
2189 * "mflag" (to maintain the "MFLAG_VIEW" flag).
2191 * Note the special "update_monsters()" function which can be used to
2192 * call this function once for every monster.
2194 * Note the "full" flag which requests that the "cdis" field be updated,
2195 * this is only needed when the monster (or the player) has moved.
2197 * Every time a monster moves, we must call this function for that
2198 * monster, and update the distance, and the visibility. Every time
2199 * the player moves, we must call this function for every monster, and
2200 * update the distance, and the visibility. Whenever the player "state"
2201 * changes in certain ways ("blindness", "infravision", "telepathy",
2202 * and "see invisible"), we must call this function for every monster,
2203 * and update the visibility.
2205 * Routines that change the "illumination" of a grid must also call this
2206 * function for any monster in that grid, since the "visibility" of some
2207 * monsters may be based on the illumination of their grid.
2209 * Note that this function is called once per monster every time the
2210 * player moves. When the player is running, this function is one
2211 * of the primary bottlenecks, along with "update_view()" and the
2212 * "process_monsters()" code, so efficiency is important.
2214 * Note the optimized "inline" version of the "distance()" function.
2216 * A monster is "visible" to the player if (1) it has been detected
2217 * by the player, (2) it is close to the player and the player has
2218 * telepathy, or (3) it is close to the player, and in line of sight
2219 * of the player, and it is "illuminated" by some combination of
2220 * infravision, torch light, or permanent light (invisible monsters
2221 * are only affected by "light" if the player can see invisible).
2223 * Monsters which are not on the current panel may be "visible" to
2224 * the player, and their descriptions will include an "offscreen"
2225 * reference. Currently, offscreen monsters cannot be targetted
2226 * or viewed directly, but old targets will remain set. XXX XXX
2228 * The player can choose to be disturbed by several things, including
2229 * "disturb_move" (monster which is viewable moves in some way), and
2230 * "disturb_near" (monster which is "easily" viewable moves in some
2231 * way). Note that "moves" includes "appears" and "disappears".
2233 void update_monster(MONSTER_IDX m_idx, bool full)
2235 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2237 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2239 bool do_disturb = disturb_move;
2243 /* Current location */
2250 /* Seen by vision */
2253 /* Non-Ninja player in the darkness */
2254 bool in_darkness = (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto;
2259 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2261 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)
2265 /* Compute distance */
2268 /* Distance components */
2269 int dy = (p_ptr->y > fy) ? (p_ptr->y - fy) : (fy - p_ptr->y);
2270 int dx = (p_ptr->x > fx) ? (p_ptr->x - fx) : (fx - p_ptr->x);
2272 /* Approximate distance */
2273 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2275 /* Restrict distance */
2276 if (d > 255) d = 255;
2280 /* Save the distance */
2284 /* Extract distance */
2287 /* Extract the distance */
2293 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
2297 if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
2299 if (!in_darkness || (d <= MAX_SIGHT / 4))
2301 if (p_ptr->special_defense & KATA_MUSOU)
2306 if (is_original_ap(m_ptr) && !p_ptr->image)
2308 /* Hack -- Memorize mental flags */
2309 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2310 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2314 /* Basic telepathy */
2315 /* Snipers get telepathy when they concentrate deeper */
2316 else if (p_ptr->telepathy)
2318 /* Empty mind, no telepathy */
2319 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
2321 /* Memorize flags */
2322 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
2325 /* Weird mind, occasional telepathy */
2326 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
2328 /* One in ten individuals are detectable */
2329 if ((m_idx % 10) == 5)
2334 if (is_original_ap(m_ptr) && !p_ptr->image)
2336 /* Memorize flags */
2337 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
2339 /* Hack -- Memorize mental flags */
2340 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2341 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2346 /* Normal mind, allow telepathy */
2352 if (is_original_ap(m_ptr) && !p_ptr->image)
2354 /* Hack -- Memorize mental flags */
2355 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2356 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2361 /* Magical sensing */
2362 if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
2365 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
2368 /* Magical sensing */
2369 if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
2372 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
2375 /* Magical sensing */
2376 if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
2379 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
2382 /* Magical sensing */
2383 if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
2386 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
2389 /* Magical sensing */
2390 if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
2393 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
2396 /* Magical sensing */
2397 if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
2400 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
2403 /* Magical sensing */
2404 if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
2407 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
2410 /* Magical sensing */
2411 if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
2414 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
2417 /* Magical sensing */
2418 if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
2421 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
2424 /* Magical sensing */
2425 if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
2428 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
2431 /* Magical sensing */
2432 if ((p_ptr->esp_nonliving) &&
2433 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
2436 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
2439 /* Magical sensing */
2440 if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
2443 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
2447 /* Normal line of sight, and not blind */
2448 if (player_has_los_bold(fy, fx) && !p_ptr->blind)
2450 bool do_invisible = FALSE;
2451 bool do_cold_blood = FALSE;
2453 /* Snipers can see targets in darkness when they concentrate deeper */
2454 if (p_ptr->concent >= CONCENT_RADAR_THRESHOLD)
2460 /* Use "infravision" */
2461 if (d <= p_ptr->see_infra)
2463 /* Handle "cold blooded" monsters */
2464 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
2466 do_cold_blood = TRUE;
2469 /* Handle "warm blooded" monsters */
2477 /* Use "illumination" */
2478 if (player_can_see_bold(fy, fx))
2480 /* Handle "invisible" monsters */
2481 if (r_ptr->flags2 & (RF2_INVISIBLE))
2483 do_invisible = TRUE;
2493 /* Handle "normal" monsters */
2504 if (is_original_ap(m_ptr) && !p_ptr->image)
2506 /* Memorize flags */
2507 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
2508 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
2515 /* The monster is now visible */
2518 /* It was previously unseen */
2521 /* Mark as visible */
2524 /* Draw the monster */
2527 /* Update health bar as needed */
2528 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2529 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2531 /* Hack -- Count "fresh" sightings */
2534 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
2535 r_info[MON_KAGE].r_sights++;
2536 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
2540 /* Eldritch Horror */
2541 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
2543 sanity_blast(m_ptr, FALSE);
2546 /* Disturb on appearance */
2547 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)))
2549 if (disturb_pets || is_hostile(m_ptr))
2550 disturb(TRUE, TRUE);
2555 /* The monster is not visible */
2558 /* It was previously seen */
2561 /* Mark as not visible */
2564 /* Erase the monster */
2567 /* Update health bar as needed */
2568 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2569 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2571 /* Disturb on disappearance */
2574 if (disturb_pets || is_hostile(m_ptr))
2575 disturb(TRUE, TRUE);
2581 /* The monster is now easily visible */
2585 if (!(m_ptr->mflag & (MFLAG_VIEW)))
2587 /* Mark as easily visible */
2588 m_ptr->mflag |= (MFLAG_VIEW);
2590 /* Disturb on appearance */
2593 if (disturb_pets || is_hostile(m_ptr))
2594 disturb(TRUE, TRUE);
2599 /* The monster is not easily visible */
2603 if (m_ptr->mflag & (MFLAG_VIEW))
2605 /* Mark as not easily visible */
2606 m_ptr->mflag &= ~(MFLAG_VIEW);
2608 /* Disturb on disappearance */
2611 if (disturb_pets || is_hostile(m_ptr))
2612 disturb(TRUE, TRUE);
2620 * @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).
2621 * @param full 距離更新を行うならtrue
2624 void update_monsters(bool full)
2628 /* Update each (live) monster */
2629 for (i = 1; i < m_max; i++)
2631 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
2633 /* Skip dead monsters */
2634 if (!m_ptr->r_idx) continue;
2635 update_monster(i, full);
2641 * @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
2642 * @param r_idx モンスター種族ID
2643 * @return 対象にできるならtrueを返す
2645 static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
2647 monster_race *r_ptr = &r_info[r_idx];
2648 monster_type *m_ptr = ¤t_floor_ptr->m_list[chameleon_change_m_idx];
2649 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2651 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
2652 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2654 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
2656 if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE) || (r_ptr->blow[3].method == RBM_EXPLODE))
2659 if (!monster_can_cross_terrain(current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2662 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2664 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
2668 else if (summon_specific_who > 0)
2670 if (monster_has_hostile_align(¤t_floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2677 * @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
2678 * @param r_idx モンスター種族ID
2679 * @return 対象にできるならtrueを返す
2681 static bool monster_hook_chameleon(MONRACE_IDX r_idx)
2683 monster_race *r_ptr = &r_info[r_idx];
2684 monster_type *m_ptr = ¤t_floor_ptr->m_list[chameleon_change_m_idx];
2685 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2687 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2688 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2689 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2691 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))
2694 if (!monster_can_cross_terrain(current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2697 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2699 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
2700 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
2701 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
2705 else if (summon_specific_who > 0)
2707 if (monster_has_hostile_align(¤t_floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2710 return (*(get_monster_hook()))(r_idx);
2715 * @param m_idx 変身処理を受けるモンスター情報のID
2716 * @param born 生成時の初変身先指定ならばtrue
2717 * @param r_idx 旧モンスター種族のID
2720 void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
2723 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2724 monster_race *r_ptr;
2725 char old_m_name[MAX_NLEN];
2726 bool old_unique = FALSE;
2727 int old_r_idx = m_ptr->r_idx;
2729 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2731 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2732 r_ptr = &r_info[r_idx];
2734 monster_desc(old_m_name, m_ptr, 0);
2740 chameleon_change_m_idx = m_idx;
2742 get_mon_num_prep(monster_hook_chameleon_lord, NULL);
2744 get_mon_num_prep(monster_hook_chameleon, NULL);
2747 level = r_info[MON_CHAMELEON_K].level;
2748 else if (!current_floor_ptr->dun_level)
2749 level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
2751 level = current_floor_ptr->dun_level;
2753 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON) level+= 2+randint1(3);
2755 r_idx = get_mon_num(level);
2756 r_ptr = &r_info[r_idx];
2758 chameleon_change_m_idx = 0;
2764 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
2766 m_ptr->r_idx = r_idx;
2767 m_ptr->ap_r_idx = r_idx;
2768 update_monster(m_idx, FALSE);
2769 lite_spot(m_ptr->fy, m_ptr->fx);
2771 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2772 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2773 p_ptr->update |= (PU_MON_LITE);
2775 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
2779 /* Sub-alignment of a chameleon */
2780 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2782 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2783 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2784 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2789 if (m_idx == p_ptr->riding)
2791 GAME_TEXT m_name[MAX_NLEN];
2792 monster_desc(m_name, m_ptr, 0);
2793 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
2794 if (!(r_ptr->flags7 & RF7_RIDING))
2795 if (rakuba(0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
2798 /* Extract the monster base speed */
2799 m_ptr->mspeed = get_mspeed(r_ptr);
2801 oldmaxhp = m_ptr->max_maxhp;
2802 /* Assign maximal hitpoints */
2803 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2805 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2809 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2812 /* Monsters have double hitpoints in Nightmare mode */
2813 if (ironman_nightmare)
2815 u32b hp = m_ptr->max_maxhp * 2L;
2816 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2819 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2820 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2821 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2823 /* reset dealt_damage */
2824 m_ptr->dealt_damage = 0;
2829 * @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
2830 * @param r_idx モンスター種族ID
2831 * @return 対象にできるならtrueを返す
2833 static bool monster_hook_tanuki(MONRACE_IDX r_idx)
2835 monster_race *r_ptr = &r_info[r_idx];
2837 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2838 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2839 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2840 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2842 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))
2845 return (*(get_monster_hook()))(r_idx);
2850 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
2851 * @param r_idx モンスター種族ID
2852 * @return モンスター種族の表層ID
2854 static IDX initial_r_appearance(MONRACE_IDX r_idx)
2856 int attempts = 1000;
2858 DEPTH min = MIN(current_floor_ptr->base_level-5, 50);
2860 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2862 if (current_floor_ptr->base_level == 0 || one_in_(5)) return MON_ALIEN_JURAL;
2865 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2868 get_mon_num_prep(monster_hook_tanuki, NULL);
2872 ap_r_idx = get_mon_num(current_floor_ptr->base_level + 10);
2873 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2881 * @brief モンスターの個体加速を設定する / Get initial monster speed
2882 * @param r_ptr モンスター種族の参照ポインタ
2885 byte get_mspeed(monster_race *r_ptr)
2887 /* Extract the monster base speed */
2888 int mspeed = r_ptr->speed;
2890 /* Hack -- small racial variety */
2891 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->inside_arena)
2893 /* Allow some small variation per monster */
2894 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
2895 if (i) mspeed += rand_spread(0, i);
2898 if (mspeed > 199) mspeed = 199;
2900 return (byte)mspeed;
2905 * @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.
2906 * @param who 召喚を行ったモンスターID
2909 * @param r_idx 生成モンスター種族
2910 * @param mode 生成オプション
2913 * To give the player a sporting chance, any monster that appears in
2914 * line-of-sight and is extremely dangerous can be marked as
2915 * "FORCE_SLEEP", which will cause them to be placed with low energy,
2916 * which often (but not always) lets the player move before they do.
2918 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
2920 * Use special "here" and "dead" flags for unique monsters,
2921 * remove old "cur_num" and "max_num" fields.
2923 * Actually, do something similar for artifacts, to simplify
2924 * the "preserve" mode, and to make the "what artifacts" flag more useful.
2926 * This is the only function which may place a monster in the dungeon,
2927 * except for the savefile loading code.
2929 static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2931 /* Access the location */
2932 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2933 monster_type *m_ptr;
2934 monster_race *r_ptr = &r_info[r_idx];
2935 concptr name = (r_name + r_ptr->name);
2939 /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
2940 if (p_ptr->wild_mode) return FALSE;
2942 /* Verify location */
2943 if (!in_bounds(y, x)) return (FALSE);
2946 if (!r_idx) return (FALSE);
2949 if (!r_ptr->name) return (FALSE);
2951 if (!(mode & PM_IGNORE_TERRAIN))
2953 /* Not on the Pattern */
2954 if (pattern_tile(y, x)) return FALSE;
2956 /* Require empty space (if not ghostly) */
2957 if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
2960 if (!p_ptr->inside_battle)
2962 /* Hack -- "unique" monsters must be "unique" */
2963 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
2964 (r_ptr->flags7 & (RF7_NAZGUL))) &&
2965 (r_ptr->cur_num >= r_ptr->max_num))
2971 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
2972 (r_ptr->cur_num >= 1))
2977 if (r_idx == MON_BANORLUPART)
2979 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
2980 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
2983 /* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
2984 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (current_floor_ptr->dun_level < r_ptr->level) &&
2985 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
2992 if (quest_number(current_floor_ptr->dun_level))
2994 int hoge = quest_number(current_floor_ptr->dun_level);
2995 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
2997 if(r_idx == quest[hoge].r_idx)
2999 int number_mon, i2, j2;
3002 /* Count all quest monsters */
3003 for (i2 = 0; i2 < current_floor_ptr->width; ++i2)
3004 for (j2 = 0; j2 < current_floor_ptr->height; j2++)
3005 if (current_floor_ptr->grid_array[j2][i2].m_idx > 0)
3006 if (current_floor_ptr->m_list[current_floor_ptr->grid_array[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
3008 if(number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
3014 if (is_glyph_grid(g_ptr))
3016 if (randint1(BREAK_GLYPH) < (r_ptr->level+20))
3018 /* Describe observable breakage */
3019 if (g_ptr->info & CAVE_MARK)
3021 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
3024 /* Forget the rune */
3025 g_ptr->info &= ~(CAVE_MARK);
3027 /* Break the rune */
3028 g_ptr->info &= ~(CAVE_OBJECT);
3036 msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
3038 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
3040 /* Make a new monster */
3041 g_ptr->m_idx = m_pop();
3042 hack_m_idx_ii = g_ptr->m_idx;
3044 /* Mega-Hack -- catch "failure" */
3045 if (!g_ptr->m_idx) return (FALSE);
3048 /* Get a new monster record */
3049 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
3052 m_ptr->r_idx = r_idx;
3053 m_ptr->ap_r_idx = initial_r_appearance(r_idx);
3059 /* Hack -- Appearance transfer */
3060 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(¤t_floor_ptr->m_list[who]))
3062 m_ptr->ap_r_idx = current_floor_ptr->m_list[who].ap_r_idx;
3064 /* Hack -- Shadower spawns Shadower */
3065 if (current_floor_ptr->m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
3068 /* Sub-alignment of a monster */
3069 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3070 m_ptr->sub_align = current_floor_ptr->m_list[who].sub_align;
3073 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3074 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3075 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3078 /* Place the monster at the location */
3083 /* No "timed status" yet */
3084 for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
3086 /* Unknown distance */
3089 reset_target(m_ptr);
3091 m_ptr->nickname = 0;
3096 /* Your pet summons its pet. */
3097 if (who > 0 && is_pet(¤t_floor_ptr->m_list[who]))
3099 mode |= PM_FORCE_PET;
3100 m_ptr->parent_m_idx = who;
3104 m_ptr->parent_m_idx = 0;
3107 if (r_ptr->flags7 & RF7_CHAMELEON)
3109 choose_new_monster(g_ptr->m_idx, TRUE, 0);
3110 r_ptr = &r_info[m_ptr->r_idx];
3111 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
3113 /* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
3114 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
3115 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3117 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
3119 m_ptr->ap_r_idx = MON_KAGE;
3120 m_ptr->mflag2 |= MFLAG2_KAGE;
3123 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
3129 if (mode & PM_FORCE_PET)
3134 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
3135 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(who))
3137 if (!monster_has_hostile_align(NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
3140 /* Assume no sleeping */
3141 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
3143 /* Enforce sleeping if needed */
3144 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
3146 int val = r_ptr->sleep;
3147 (void)set_monster_csleep(g_ptr->m_idx, (val * 2) + randint1(val * 10));
3150 /* Assign maximal hitpoints */
3151 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3153 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3157 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3160 /* Monsters have double hitpoints in Nightmare mode */
3161 if (ironman_nightmare)
3163 u32b hp = m_ptr->max_maxhp * 2L;
3165 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
3168 m_ptr->maxhp = m_ptr->max_maxhp;
3170 /* And start out fully healthy */
3171 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
3172 m_ptr->hp = m_ptr->maxhp / 2;
3173 else m_ptr->hp = m_ptr->maxhp;
3176 /* dealt damage is 0 at initial*/
3177 m_ptr->dealt_damage = 0;
3180 /* Extract the monster base speed */
3181 m_ptr->mspeed = get_mspeed(r_ptr);
3183 if (mode & PM_HASTE) (void)set_monster_fast(g_ptr->m_idx, 100);
3185 /* Give a random starting energy */
3186 if (!ironman_nightmare)
3188 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
3192 /* Nightmare monsters are more prepared */
3193 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
3196 /* Force monster to wait for player, unless in Nightmare mode */
3197 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
3199 /* Monster is still being nice */
3200 m_ptr->mflag |= (MFLAG_NICE);
3202 /* Must repair monsters */
3203 repair_monsters = TRUE;
3206 /* Hack -- see "process_monsters()" */
3207 if (g_ptr->m_idx < hack_m_idx)
3209 /* Monster is still being born */
3210 m_ptr->mflag |= (MFLAG_BORN);
3214 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
3215 p_ptr->update |= (PU_MON_LITE);
3216 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
3217 p_ptr->update |= (PU_MON_LITE);
3218 update_monster(g_ptr->m_idx, TRUE);
3221 /* Count the monsters on the level */
3222 real_r_ptr(m_ptr)->cur_num++;
3225 * Memorize location of the unique monster in saved floors.
3226 * A unique monster move from old saved floor.
3228 if (character_dungeon &&
3229 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
3230 real_r_ptr(m_ptr)->floor_id = p_ptr->floor_id;
3232 /* Hack -- Count the number of "reproducers" */
3233 if (r_ptr->flags2 & RF2_MULTIPLY) current_floor_ptr->num_repro++;
3235 /* Hack -- Notice new multi-hued monsters */
3237 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3238 if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
3239 shimmer_monsters = TRUE;
3242 if (p_ptr->warning && character_dungeon)
3244 if (r_ptr->flags1 & RF1_UNIQUE)
3248 GAME_TEXT o_name[MAX_NLEN];
3250 if (r_ptr->level > p_ptr->lev + 30)
3251 color = _("黒く", "black");
3252 else if (r_ptr->level > p_ptr->lev + 15)
3253 color = _("紫色に", "purple");
3254 else if (r_ptr->level > p_ptr->lev + 5)
3255 color = _("ルビー色に", "deep red");
3256 else if (r_ptr->level > p_ptr->lev - 5)
3257 color = _("赤く", "red");
3258 else if (r_ptr->level > p_ptr->lev - 15)
3259 color = _("ピンク色に", "pink");
3261 color = _("白く", "white");
3263 o_ptr = choose_warning_item();
3266 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3267 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
3271 msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
3276 if (is_explosive_rune_grid(g_ptr))
3278 /* Break the ward */
3279 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3281 /* Describe observable breakage */
3282 if (g_ptr->info & CAVE_MARK)
3284 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
3285 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);
3290 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
3293 /* Forget the rune */
3294 g_ptr->info &= ~(CAVE_MARK);
3296 /* Break the rune */
3297 g_ptr->info &= ~(CAVE_OBJECT);
3310 #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 */
3313 * @brief モンスター1体を目標地点に可能な限り近い位置に生成する / improved version of scatter() for place monster
3314 * @param r_idx 生成モンスター種族
3315 * @param yp 結果生成位置y座標
3316 * @param xp 結果生成位置x座標
3317 * @param y 中心生成位置y座標
3318 * @param x 中心生成位置x座標
3319 * @param max_dist 生成位置の最大半径
3323 static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
3325 POSITION place_x[MON_SCAT_MAXD];
3326 POSITION place_y[MON_SCAT_MAXD];
3327 int num[MON_SCAT_MAXD];
3331 if (max_dist >= MON_SCAT_MAXD)
3334 for (i = 0; i < MON_SCAT_MAXD; i++)
3337 for (nx = x - max_dist; nx <= x + max_dist; nx++)
3339 for (ny = y - max_dist; ny <= y + max_dist; ny++)
3341 /* Ignore annoying locations */
3342 if (!in_bounds(ny, nx)) continue;
3344 /* Require "line of projection" */
3345 if (!projectable(y, x, ny, nx)) continue;
3349 monster_race *r_ptr = &r_info[r_idx];
3351 /* Require empty space (if not ghostly) */
3352 if (!monster_can_enter(ny, nx, r_ptr, 0))
3357 /* Walls and Monsters block flow */
3358 if (!cave_empty_bold2(ny, nx)) continue;
3360 /* ... nor on the Pattern */
3361 if (pattern_tile(ny, nx)) continue;
3364 i = distance(y, x, ny, nx);
3372 if (one_in_(num[i]))
3381 while (i < MON_SCAT_MAXD && 0 == num[i])
3383 if (i >= MON_SCAT_MAXD)
3393 * @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
3394 * @param who 召喚主のモンスター情報ID
3395 * @param y 中心生成位置y座標
3396 * @param x 中心生成位置x座標
3397 * @param r_idx 生成モンスター種族
3398 * @param mode 生成オプション
3401 static bool place_monster_group(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3403 monster_race *r_ptr = &r_info[r_idx];
3406 int total = 0, extra = 0;
3410 POSITION hack_y[GROUP_MAX];
3411 POSITION hack_x[GROUP_MAX];
3414 /* Pick a group size */
3415 total = randint1(10);
3417 /* Hard monsters, small groups */
3418 if (r_ptr->level > current_floor_ptr->dun_level)
3420 extra = r_ptr->level - current_floor_ptr->dun_level;
3421 extra = 0 - randint1(extra);
3424 /* Easy monsters, large groups */
3425 else if (r_ptr->level < current_floor_ptr->dun_level)
3427 extra = current_floor_ptr->dun_level - r_ptr->level;
3428 extra = randint1(extra);
3431 /* Hack -- limit group reduction */
3432 if (extra > 9) extra = 9;
3434 /* Modify the group size */
3438 if (total < 1) total = 1;
3441 if (total > GROUP_MAX) total = GROUP_MAX;
3444 /* Start on the monster */
3449 /* Puddle monsters, breadth first, up to total */
3450 for (n = 0; (n < hack_n) && (hack_n < total); n++)
3452 /* Grab the location */
3453 POSITION hx = hack_x[n];
3454 POSITION hy = hack_y[n];
3456 /* Check each direction, up to total */
3457 for (i = 0; (i < 8) && (hack_n < total); i++)
3461 scatter(&my, &mx, hy, hx, 4, 0);
3463 /* Walls and Monsters block flow */
3464 if (!cave_empty_bold2(my, mx)) continue;
3466 /* Attempt to place another monster */
3467 if (place_monster_one(who, my, mx, r_idx, mode))
3469 /* Add it to the "hack" set */
3470 hack_y[hack_n] = my;
3471 hack_x[hack_n] = mx;
3483 * @var place_monster_idx
3484 * @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
3485 * @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
3487 static MONSTER_IDX place_monster_idx = 0;
3490 * @var place_monster_m_idx
3491 * @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
3492 * @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
3494 static MONSTER_IDX place_monster_m_idx = 0;
3497 * @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
3498 * @param r_idx チェックするモンスター種族のID
3499 * @return 護衛にできるならばtrue
3501 static bool place_monster_can_escort(MONRACE_IDX r_idx)
3503 monster_race *r_ptr = &r_info[place_monster_idx];
3504 monster_type *m_ptr = ¤t_floor_ptr->m_list[place_monster_m_idx];
3506 monster_race *z_ptr = &r_info[r_idx];
3508 /* Hack - Escorts have to have the same dungeon flag */
3509 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return (FALSE);
3511 /* Require similar "race" */
3512 if (z_ptr->d_char != r_ptr->d_char) return (FALSE);
3514 /* Skip more advanced monsters */
3515 if (z_ptr->level > r_ptr->level) return (FALSE);
3517 /* Skip unique monsters */
3518 if (z_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3520 /* Paranoia -- Skip identical monsters */
3521 if (place_monster_idx == r_idx) return (FALSE);
3523 /* Skip different alignment */
3524 if (monster_has_hostile_align(m_ptr, 0, 0, z_ptr)) return FALSE;
3526 if (r_ptr->flags7 & RF7_FRIENDLY)
3528 if (monster_has_hostile_align(NULL, 1, -1, z_ptr)) return FALSE;
3531 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
3539 * @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
3540 * @param who 召喚主のモンスター情報ID
3543 * @param r_idx 生成するモンスターの種族ID
3544 * @param mode 生成オプション
3545 * @return 生成に成功したらtrue
3547 * Note that certain monsters are now marked as requiring "friends".
3548 * These monsters, if successfully placed, and if the "grp" parameter
3549 * is TRUE, will be surrounded by a "group" of identical monsters.
3551 * Note that certain monsters are now marked as requiring an "escort",
3552 * which is a collection of monsters with similar "race" but lower level.
3554 * Some monsters induce a fake "group" flag on their escorts.
3556 * Note the "bizarre" use of non-recursion to prevent annoying output
3557 * when running a code profiler.
3559 * Note the use of the new "monster allocation table" code to restrict
3560 * the "get_mon_num()" function to "legal" escort types.
3562 bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3565 monster_race *r_ptr = &r_info[r_idx];
3567 if (!(mode & PM_NO_KAGE) && one_in_(333))
3570 /* Place one monster, or fail */
3571 if (!place_monster_one(who, y, x, r_idx, mode)) return (FALSE);
3573 /* Require the "group" flag */
3574 if (!(mode & PM_ALLOW_GROUP)) return (TRUE);
3576 place_monster_m_idx = hack_m_idx_ii;
3579 for(i = 0; i < 6; i++)
3581 if(!r_ptr->reinforce_id[i]) break;
3582 n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
3583 for(j = 0; j < n; j++)
3585 POSITION nx, ny, d = 7;
3586 scatter(&ny, &nx, y, x, d, 0);
3587 (void)place_monster_one(place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
3591 /* Friends for certain monsters */
3592 if (r_ptr->flags1 & (RF1_FRIENDS))
3594 /* Attempt to place a group */
3595 (void)place_monster_group(who, y, x, r_idx, mode);
3598 /* Escorts for certain monsters */
3599 if (r_ptr->flags1 & (RF1_ESCORT))
3601 /* Set the escort index */
3602 place_monster_idx = r_idx;
3604 /* Try to place several "escorts" */
3605 for (i = 0; i < 32; i++)
3607 POSITION nx, ny, d = 3;
3610 /* Pick a location */
3611 scatter(&ny, &nx, y, x, d, 0);
3613 /* Require empty grids */
3614 if (!cave_empty_bold2(ny, nx)) continue;
3615 get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx));
3617 /* Pick a random race */
3618 z = get_mon_num(r_ptr->level);
3620 /* Handle failure */
3623 /* Place a single escort */
3624 (void)place_monster_one(place_monster_m_idx, ny, nx, z, mode);
3626 /* Place a "group" of escorts if needed */
3627 if ((r_info[z].flags1 & RF1_FRIENDS) ||
3628 (r_ptr->flags1 & RF1_ESCORTS))
3630 /* Place a group of monsters */
3631 (void)place_monster_group(place_monster_m_idx, ny, nx, z, mode);
3641 * @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
3644 * @param mode 生成オプション
3645 * @return 生成に成功したらtrue
3647 bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
3650 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3652 /* Pick a monster */
3653 r_idx = get_mon_num(current_floor_ptr->monster_level);
3655 /* Handle failure */
3656 if (!r_idx) return (FALSE);
3658 /* Attempt to place the monster */
3659 if (place_monster_aux(0, y, x, r_idx, mode)) return (TRUE);
3665 * @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
3668 * @return 生成に成功したらtrue
3670 bool alloc_horde(POSITION y, POSITION x)
3672 monster_race *r_ptr = NULL;
3673 MONRACE_IDX r_idx = 0;
3675 int attempts = 1000;
3678 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3682 /* Pick a monster */
3683 r_idx = get_mon_num(current_floor_ptr->monster_level);
3685 /* Handle failure */
3686 if (!r_idx) return (FALSE);
3688 r_ptr = &r_info[r_idx];
3690 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3692 if (r_idx == MON_HAGURE) continue;
3695 if (attempts < 1) return FALSE;
3701 /* Attempt to place the monster */
3702 if (place_monster_aux(0, y, x, r_idx, 0L)) break;
3705 if (attempts < 1) return FALSE;
3707 m_idx = current_floor_ptr->grid_array[y][x].m_idx;
3709 if (current_floor_ptr->m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[current_floor_ptr->m_list[m_idx].r_idx];
3711 for (attempts = randint1(10) + 5; attempts; attempts--)
3713 scatter(&cy, &cx, y, x, 5, 0);
3715 (void)summon_specific(m_idx, cy, cx, current_floor_ptr->dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP, r_ptr->d_char);
3721 if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), r_ptr->d_char);
3726 * @brief ダンジョンの主生成を試みる / Put the Guardian
3727 * @param def_val 現在の主の生成状態
3728 * @return 生成に成功したらtrue
3730 bool alloc_guardian(bool def_val)
3732 MONRACE_IDX guardian = d_info[p_ptr->dungeon_idx].final_guardian;
3734 if (guardian && (d_info[p_ptr->dungeon_idx].maxdepth == current_floor_ptr->dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
3738 int try_count = 4000;
3740 /* Find a good position */
3743 /* Get a random spot */
3744 oy = randint1(current_floor_ptr->height - 4) + 2;
3745 ox = randint1(current_floor_ptr->width - 4) + 2;
3747 /* Is it a good spot ? */
3748 if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(current_floor_ptr->grid_array[oy][ox].feat, &r_info[guardian], 0))
3750 /* Place the guardian */
3751 if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
3754 /* One less try count */
3766 * @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.
3767 * @param dis プレイヤーから離れるべき最低距離
3768 * @param mode 生成オプション
3769 * @return 生成に成功したらtrue
3771 * Place the monster at least "dis" distance from the player.
3772 * Use "slp" to choose the initial "sleep" status
3773 * Use "current_floor_ptr->monster_level" for the monster level
3775 bool alloc_monster(POSITION dis, BIT_FLAGS mode)
3777 POSITION y = 0, x = 0;
3778 int attempts_left = 10000;
3780 /* Put the Guardian */
3781 if (alloc_guardian(FALSE)) return TRUE;
3783 /* Find a legal, distant, unoccupied, space */
3784 while (attempts_left--)
3786 /* Pick a location */
3787 y = randint0(current_floor_ptr->height);
3788 x = randint0(current_floor_ptr->width);
3790 /* Require empty floor grid (was "naked") */
3791 if (current_floor_ptr->dun_level)
3793 if (!cave_empty_bold2(y, x)) continue;
3797 if (!cave_empty_bold(y, x)) continue;
3800 /* Accept far away grids */
3801 if (distance(y, x, p_ptr->y, p_ptr->x) > dis) break;
3806 if (cheat_xtra || cheat_hear)
3808 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?"));
3815 if (randint1(5000) <= current_floor_ptr->dun_level)
3817 if (alloc_horde(y, x))
3824 /* Attempt to place the monster, allow groups */
3825 if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return (TRUE);
3833 * @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
3834 * @param r_idx チェックするモンスター種族ID
3835 * @return 召喚対象にできるならばTRUE
3837 static bool summon_specific_okay(MONRACE_IDX r_idx)
3839 monster_race *r_ptr = &r_info[r_idx];
3841 /* Hack - Only summon dungeon monsters */
3842 if (!mon_hook_dungeon(r_idx)) return (FALSE);
3844 /* Hack -- identify the summoning monster */
3845 if (summon_specific_who > 0)
3847 monster_type *m_ptr = ¤t_floor_ptr->m_list[summon_specific_who];
3849 /* Do not summon enemies */
3851 /* Friendly vs. opposite aligned normal or pet */
3852 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
3854 /* Use the player's alignment */
3855 else if (summon_specific_who < 0)
3857 /* Do not summon enemies of the pets */
3858 if (monster_has_hostile_align(NULL, 10, -10, r_ptr))
3860 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
3864 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
3866 /* Hack -- no specific type specified */
3867 if (!summon_specific_type) return (TRUE);
3869 if ((summon_specific_who < 0) &&
3870 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
3871 monster_has_hostile_align(NULL, 10, -10, r_ptr))
3874 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON)) return TRUE;
3876 return (summon_specific_aux(r_idx));
3881 * @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.
3882 * @param who 召喚主のモンスター情報ID
3887 * @param mode 生成オプション
3888 * @return 召喚できたらtrueを返す
3891 * We will attempt to place the monster up to 10 times before giving up.
3893 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
3894 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
3895 * Note: None of the other summon codes will ever summon Unique's.
3897 * This function has been changed. We now take the "monster level"
3898 * of the summoning monster as a parameter, and use that, along with
3899 * the current dungeon level, to help determine the level of the
3900 * desired monster. Note that this is an upper bound, and also
3901 * tends to "prefer" monsters of that level. Currently, we use
3902 * the average of the dungeon and monster levels, and then add
3903 * five to allow slight increases in monster power.
3905 * Note that we use the new "monster allocation table" creation code
3906 * to restrict the "get_mon_num()" function to the set of "legal"
3907 * monsters, making this function much faster and more reliable.
3909 * Note that this function may not succeed, though this is very rare.
3911 bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode, SYMBOL_CODE symbol)
3916 if (p_ptr->inside_arena) return (FALSE);
3918 if (!mon_scatter(0, &y, &x, y1, x1, 2)) return FALSE;
3920 /* Save the summoner */
3921 summon_specific_who = who;
3923 /* Save the "summon" type */
3924 summon_specific_type = type;
3926 summon_kin_type = symbol;
3928 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
3929 get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
3931 /* Pick a monster, using the level calculation */
3932 r_idx = get_mon_num((current_floor_ptr->dun_level + lev) / 2 + 5);
3934 /* Handle failure */
3937 summon_specific_type = 0;
3941 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
3943 /* Attempt to place the monster (awake, allow groups) */
3944 if (!place_monster_aux(who, y, x, r_idx, mode))
3946 summon_specific_type = 0;
3950 summon_specific_type = 0;
3952 sound(SOUND_SUMMON);
3958 * @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
3959 * @param who 召喚主のモンスター情報ID
3962 * @param r_idx 生成するモンスター種族ID
3963 * @param mode 生成オプション
3964 * @return 召喚できたらtrueを返す
3966 bool summon_named_creature(MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
3971 /* if (!r_idx) return; */
3973 /* Prevent illegal monsters */
3974 if (r_idx >= max_r_idx) return FALSE;
3976 if (p_ptr->inside_arena) return FALSE;
3978 if (!mon_scatter(r_idx, &y, &x, oy, ox, 2)) return FALSE;
3980 /* Place it (allow groups) */
3981 return place_monster_aux(who, y, x, r_idx, (mode | PM_NO_KAGE));
3986 * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
3987 * @param m_idx 増殖するモンスター情報ID
3988 * @param clone クローン・モンスター処理ならばtrue
3989 * @param mode 生成オプション
3990 * @return 生成できたらtrueを返す
3992 * Note that "reproduction" REQUIRES empty space.
3994 bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
3996 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
3999 if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
4002 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4004 /* Create a new monster (awake, no groups) */
4005 if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
4008 /* Hack -- Transfer "clone" flag */
4009 if (clone || (m_ptr->smart & SM_CLONED))
4011 current_floor_ptr->m_list[hack_m_idx_ii].smart |= SM_CLONED;
4012 current_floor_ptr->m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
4021 * @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
4022 * @param m_idx モンスター情報ID
4023 * @param dam 与えたダメージ
4026 * Technically should attempt to treat "Beholder"'s as jelly's
4028 void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
4030 HIT_POINT oldhp, newhp;
4032 PERCENTAGE percentage;
4034 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
4035 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4037 GAME_TEXT m_name[MAX_NLEN];
4039 monster_desc(m_name, m_ptr, 0);
4041 if(dam == 0) // Notice non-damage
4043 msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
4047 /* Note -- subtle fix -CFT */
4049 oldhp = newhp + dam;
4050 tmp = (newhp * 100L) / oldhp;
4053 if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
4056 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4057 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4058 else if(percentage > 50) msg_format("%^sは縮こまった。", m_name);
4059 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4060 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4061 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4062 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4064 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4065 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4066 else if(percentage > 50) msg_format("%^s squelches.", m_name);
4067 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4068 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4069 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4070 else msg_format("%^s jerks limply.", m_name);
4074 else if(my_strchr("l", r_ptr->d_char)) // Fish
4077 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4078 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4079 else if(percentage > 50) msg_format("%^sは躊躇した。", m_name);
4080 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4081 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4082 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4083 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4085 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4086 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4087 else if(percentage > 50) msg_format("%^s hesitates.", m_name);
4088 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4089 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4090 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4091 else msg_format("%^s jerks limply.", m_name);
4095 else if(my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs
4098 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4099 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4100 else if(percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
4101 else if(percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
4102 else if(percentage > 20) msg_format("%^sはうめいた。", m_name);
4103 else if(percentage > 10) msg_format("%^sは躊躇した。", m_name);
4104 else msg_format("%^sはくしゃくしゃになった。", m_name);
4106 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4107 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4108 else if(percentage > 50) msg_format("%^s roars thunderously.", m_name);
4109 else if(percentage > 35) msg_format("%^s rumbles.", m_name);
4110 else if(percentage > 20) msg_format("%^s grunts.", m_name);
4111 else if(percentage > 10) msg_format("%^s hesitates.", m_name);
4112 else msg_format("%^s crumples.", m_name);
4116 else if(my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics
4119 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4120 else if(percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
4121 else if(percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
4122 else if(percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
4123 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4124 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4125 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4127 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4128 else if(percentage > 75) msg_format("%^s hisses.", m_name);
4129 else if(percentage > 50) msg_format("%^s rears up in anger.", m_name);
4130 else if(percentage > 35) msg_format("%^s hisses furiously.", m_name);
4131 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4132 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4133 else msg_format("%^s jerks limply.", m_name);
4137 else if(my_strchr("f", r_ptr->d_char))
4140 if(percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
4141 else if(percentage > 75) msg_format("%^sは吠えた。", m_name);
4142 else if(percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
4143 else if(percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4144 else if(percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
4145 else if(percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
4146 else msg_format("%sは哀れな鳴き声を出した。", m_name);
4148 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4149 else if(percentage > 75) msg_format("%^s roars.", m_name);
4150 else if(percentage > 50) msg_format("%^s growls angrily.", m_name);
4151 else if(percentage > 35) msg_format("%^s hisses with pain.", m_name);
4152 else if(percentage > 20) msg_format("%^s mewls in pain.", m_name);
4153 else if(percentage > 10) msg_format("%^s hisses in agony.", m_name);
4154 else msg_format("%^s mewls pitifully.", m_name);
4158 else if(my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders
4161 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4162 else if(percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
4163 else if(percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
4164 else if(percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
4165 else if(percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
4166 else if(percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
4167 else msg_format("%^sはピクピクひきつった。", m_name);
4169 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4170 else if(percentage > 75) msg_format("%^s chitters.", m_name);
4171 else if(percentage > 50) msg_format("%^s scuttles about.", m_name);
4172 else if(percentage > 35) msg_format("%^s twitters.", m_name);
4173 else if(percentage > 20) msg_format("%^s jerks in pain.", m_name);
4174 else if(percentage > 10) msg_format("%^s jerks in agony.", m_name);
4175 else msg_format("%^s twitches.", m_name);
4179 else if(my_strchr("B", r_ptr->d_char)) // Birds
4182 if(percentage > 95) msg_format("%^sはさえずった。", m_name);
4183 else if(percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
4184 else if(percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
4185 else if(percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
4186 else if(percentage > 20) msg_format("%^sは苦しんだ。", m_name);
4187 else if(percentage > 10) msg_format("%^sはのたうち回った。", m_name);
4188 else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
4190 if(percentage > 95) msg_format("%^s chirps.", m_name);
4191 else if(percentage > 75) msg_format("%^s twitters.", m_name);
4192 else if(percentage > 50) msg_format("%^s squawks.", m_name);
4193 else if(percentage > 35) msg_format("%^s chatters.", m_name);
4194 else if(percentage > 20) msg_format("%^s jeers.", m_name);
4195 else if(percentage > 10) msg_format("%^s flutters about.", m_name);
4196 else msg_format("%^s squeaks.", m_name);
4200 else if(my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead
4203 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4204 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4205 else if(percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4206 else if(percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
4207 else if(percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
4208 else if(percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
4209 else msg_format("%^sは弱々しくうなった。", m_name);
4211 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4212 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4213 else if(percentage > 50) msg_format("%^s hisses in pain.", m_name);
4214 else if(percentage > 35) msg_format("%^s snarls with pain.", m_name);
4215 else if(percentage > 20) msg_format("%^s roars with pain.", m_name);
4216 else if(percentage > 10) msg_format("%^s gasps.", m_name);
4217 else msg_format("%^s snarls feebly.", m_name);
4221 else if(my_strchr("s", r_ptr->d_char)) // Skeletons
4224 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4225 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4226 else if(percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
4227 else if(percentage > 35) msg_format("%^sはよろめいた。", m_name);
4228 else if(percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
4229 else if(percentage > 10) msg_format("%^sはよろめいた。", m_name);
4230 else msg_format("%^sはガタガタ言った。", m_name);
4232 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4233 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4234 else if(percentage > 50) msg_format("%^s rattles.", m_name);
4235 else if(percentage > 35) msg_format("%^s stumbles.", m_name);
4236 else if(percentage > 20) msg_format("%^s rattles.", m_name);
4237 else if(percentage > 10) msg_format("%^s staggers.", m_name);
4238 else msg_format("%^s clatters.", m_name);
4242 else if(my_strchr("z", r_ptr->d_char)) // Zombies
4245 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4246 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4247 else if(percentage > 50) msg_format("%^sはうめいた。", m_name);
4248 else if(percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
4249 else if(percentage > 20) msg_format("%^sは躊躇した。", m_name);
4250 else if(percentage > 10) msg_format("%^sはうなった。", m_name);
4251 else msg_format("%^sはよろめいた。", m_name);
4253 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4254 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4255 else if(percentage > 50) msg_format("%^s groans.", m_name);
4256 else if(percentage > 35) msg_format("%^s moans.", m_name);
4257 else if(percentage > 20) msg_format("%^s hesitates.", m_name);
4258 else if(percentage > 10) msg_format("%^s grunts.", m_name);
4259 else msg_format("%^s staggers.", m_name);
4263 else if(my_strchr("G", r_ptr->d_char)) // Ghosts
4266 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4267 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4268 else if(percentage > 50) msg_format("%sはうめいた。", m_name);
4269 else if(percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
4270 else if(percentage > 20) msg_format("%^sは吠えた。", m_name);
4271 else if(percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
4272 else msg_format("%^sはかすかにうめいた。", m_name);
4274 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4275 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4276 else if(percentage > 50) msg_format("%^s moans.", m_name);
4277 else if(percentage > 35) msg_format("%^s wails.", m_name);
4278 else if(percentage > 20) msg_format("%^s howls.", m_name);
4279 else if(percentage > 10) msg_format("%^s moans softly.", m_name);
4280 else msg_format("%^s sighs.", m_name);
4284 else if(my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds
4287 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4288 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4289 else if(percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
4290 else if(percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
4291 else if(percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
4292 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4293 else msg_format("%^sは弱々しく吠えた。", m_name);
4295 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4296 else if(percentage > 75) msg_format("%^s snarls with pain.", m_name);
4297 else if(percentage > 50) msg_format("%^s yelps in pain.", m_name);
4298 else if(percentage > 35) msg_format("%^s howls in pain.", m_name);
4299 else if(percentage > 20) msg_format("%^s howls in agony.", m_name);
4300 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4301 else msg_format("%^s yelps feebly.", m_name);
4305 else if(my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek)
4308 if(percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
4309 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4310 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4311 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4312 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4313 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4314 else msg_format("%^sは弱々しく叫んだ。", m_name);
4316 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4317 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4318 else if(percentage > 50) msg_format("%^s squeals in pain.", m_name);
4319 else if(percentage > 35) msg_format("%^s shrieks in pain.", m_name);
4320 else if(percentage > 20) msg_format("%^s shrieks in agony.", m_name);
4321 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4322 else msg_format("%^s cries out feebly.", m_name);
4326 else // Another type of creatures (shrug,cry,scream)
4329 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4330 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4331 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4332 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4333 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4334 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4335 else msg_format("%^sは弱々しく叫んだ。", m_name);
4337 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4338 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4339 else if(percentage > 50) msg_format("%^s cries out in pain.", m_name);
4340 else if(percentage > 35) msg_format("%^s screams in pain.", m_name);
4341 else if(percentage > 20) msg_format("%^s screams in agony.", m_name);
4342 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4343 else msg_format("%^s cries out feebly.", m_name);
4351 * @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.
4352 * @param m_idx 更新を行う「モンスター情報ID
4353 * @param what 学習対象ID
4356 void update_smart_learn(MONSTER_IDX m_idx, int what)
4358 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
4359 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4361 /* Not allowed to learn */
4362 if (!smart_learn) return;
4364 /* Too stupid to learn anything */
4365 if (r_ptr->flags2 & (RF2_STUPID)) return;
4367 /* Not intelligent, only learn sometimes */
4368 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
4370 /* Analyze the knowledge */
4374 if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
4375 if (IS_OPPOSE_ACID()) m_ptr->smart |= (SM_OPP_ACID);
4376 if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
4380 if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
4381 if (IS_OPPOSE_ELEC()) m_ptr->smart |= (SM_OPP_ELEC);
4382 if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
4386 if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
4387 if (IS_OPPOSE_FIRE()) m_ptr->smart |= (SM_OPP_FIRE);
4388 if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
4392 if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
4393 if (IS_OPPOSE_COLD()) m_ptr->smart |= (SM_OPP_COLD);
4394 if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
4398 if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
4399 if (IS_OPPOSE_POIS()) m_ptr->smart |= (SM_OPP_POIS);
4404 if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
4408 if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
4412 if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
4416 if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
4420 if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
4424 if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
4428 if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
4432 if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
4436 if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
4440 if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
4444 if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
4448 if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
4452 if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
4456 if (p_ptr->reflect) m_ptr-> smart |= (SM_IMM_REFLECT);
4463 * @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
4464 * @param m_ptr モンスター参照ポインタ
4467 void monster_drop_carried_objects(monster_type *m_ptr)
4469 OBJECT_IDX this_o_idx, next_o_idx = 0;
4475 /* Drop objects being carried */
4476 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4478 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
4479 next_o_idx = o_ptr->next_o_idx;
4482 /* Copy the object */
4483 object_copy(q_ptr, o_ptr);
4485 /* Forget monster */
4486 q_ptr->held_m_idx = 0;
4488 delete_object_idx(this_o_idx);
4491 (void)drop_near(q_ptr, -1, m_ptr->fy, m_ptr->fx);
4494 /* Forget objects */
4495 m_ptr->hold_o_idx = 0;