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 "main/sound-definitions-table.h"
18 #include "io/write-diary.h"
19 #include "cmd/cmd-dump.h"
22 #include "effect/effect-characteristics.h"
23 #include "object-flavor.h"
24 #include "monsterrace-hook.h"
25 #include "monster-status.h"
27 #include "spell/spells-type.h"
28 #include "spells-summon.h"
31 #include "player-move.h"
32 #include "player-status.h"
33 #include "player-race.h"
34 #include "player-class.h"
35 #include "player-personality.h"
38 #include "monster-spell.h"
40 #include "view/display-main-window.h"
42 #include "monsterrace.h"
44 #include "targeting.h"
46 #include "spell/process-effect.h"
48 #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? */
49 #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? */
50 #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 */
52 MONSTER_IDX hack_m_idx = 0; /* Hack -- see "process_monsters()" */
53 MONSTER_IDX hack_m_idx_ii = 0;
55 bool is_friendly_idx(player_type *player_ptr, MONSTER_IDX m_idx);
58 * @brief モンスターの目標地点をセットする / Set the target of counter attack
59 * @param m_ptr モンスターの参照ポインタ
64 void set_target(monster_type *m_ptr, POSITION y, POSITION x)
72 * @brief モンスターの目標地点をリセットする / Reset the target of counter attack
73 * @param m_ptr モンスターの参照ポインタ
76 void reset_target(monster_type *m_ptr)
78 set_target(m_ptr, 0, 0);
83 * @brief モンスターの真の種族を返す / Extract monster race pointer of a monster's true form
84 * @param m_ptr モンスターの参照ポインタ
85 * @return 本当のモンスター種族参照ポインタ
87 monster_race *real_r_ptr(monster_type *m_ptr)
89 return &r_info[real_r_idx(m_ptr)];
93 MONRACE_IDX real_r_idx(monster_type *m_ptr)
95 monster_race *r_ptr = &r_info[m_ptr->r_idx];
96 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
98 if (r_ptr->flags1 & RF1_UNIQUE)
99 return MON_CHAMELEON_K;
101 return MON_CHAMELEON;
109 * @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.
110 * @param i 消去するモンスターのID
113 * 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。 /
114 * When a monster is deleted, all of its objects are deleted.
116 void delete_monster_idx(player_type *player_ptr, MONSTER_IDX i)
118 floor_type *floor_ptr = player_ptr->current_floor_ptr;
119 monster_type *m_ptr = &floor_ptr->m_list[i];
120 monster_race *r_ptr = &r_info[m_ptr->r_idx];
122 POSITION y = m_ptr->fy;
123 POSITION x = m_ptr->fx;
125 real_r_ptr(m_ptr)->cur_num--;
126 if (r_ptr->flags2 & (RF2_MULTIPLY)) floor_ptr->num_repro--;
128 if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(player_ptr, i, 0);
129 if (MON_FAST(m_ptr)) (void)set_monster_fast(player_ptr, i, 0);
130 if (MON_SLOW(m_ptr)) (void)set_monster_slow(player_ptr, i, 0);
131 if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(player_ptr, i, 0);
132 if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(player_ptr, i, 0);
133 if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(player_ptr, i, 0);
134 if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(player_ptr, i, 0, FALSE);
136 if (i == target_who) target_who = 0;
138 if (i == player_ptr->health_who) health_track(player_ptr, 0);
140 if (player_ptr->pet_t_m_idx == i) player_ptr->pet_t_m_idx = 0;
141 if (player_ptr->riding_t_m_idx == i) player_ptr->riding_t_m_idx = 0;
142 if (player_ptr->riding == i) player_ptr->riding = 0;
144 floor_ptr->grid_array[y][x].m_idx = 0;
145 OBJECT_IDX next_o_idx = 0;
146 for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
149 o_ptr = &floor_ptr->o_list[this_o_idx];
150 next_o_idx = o_ptr->next_o_idx;
151 delete_object_idx(player_ptr, this_o_idx);
154 (void)WIPE(m_ptr, monster_type);
156 lite_spot(player_ptr, y, x);
157 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
159 player_ptr->update |= (PU_MON_LITE);
165 * @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
166 * @param player_ptr プレーヤーへの参照ポインタ
171 static void compact_monsters_aux(player_type *player_ptr, MONSTER_IDX i1, MONSTER_IDX i2)
173 if (i1 == i2) return;
175 floor_type *floor_ptr = player_ptr->current_floor_ptr;
177 m_ptr = &floor_ptr->m_list[i1];
179 POSITION y = m_ptr->fy;
180 POSITION x = m_ptr->fx;
182 g_ptr = &floor_ptr->grid_array[y][x];
185 OBJECT_IDX next_o_idx = 0;
186 for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
189 o_ptr = &floor_ptr->o_list[this_o_idx];
190 next_o_idx = o_ptr->next_o_idx;
191 o_ptr->held_m_idx = i2;
194 if (target_who == i1) target_who = i2;
196 if (player_ptr->pet_t_m_idx == i1) player_ptr->pet_t_m_idx = i2;
197 if (player_ptr->riding_t_m_idx == i1) player_ptr->riding_t_m_idx = i2;
199 if (player_ptr->riding == i1) player_ptr->riding = i2;
201 if (player_ptr->health_who == i1) health_track(player_ptr, i2);
205 for (int i = 1; i < floor_ptr->m_max; i++)
207 monster_type *m2_ptr = &floor_ptr->m_list[i];
209 if (m2_ptr->parent_m_idx == i1)
210 m2_ptr->parent_m_idx = i2;
214 (void)COPY(&floor_ptr->m_list[i2], &floor_ptr->m_list[i1], monster_type);
215 (void)WIPE(&floor_ptr->m_list[i1], monster_type);
217 for (int i = 0; i < MAX_MTIMED; i++)
219 int mproc_idx = get_mproc_idx(floor_ptr, i1, i);
220 if (mproc_idx >= 0) floor_ptr->mproc_list[i][mproc_idx] = i2;
226 * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
227 * @param player_ptr プレーヤーへの参照ポインタ
228 * @param size 圧縮後のモンスター件数目標
231 * This function can be very dangerous, use with caution!
233 * When actually "compacting" monsters, we base the saving throw
234 * on a combination of monster level, distance from player, and
235 * current "desperation".
237 * After "compacting" (if needed), we "reorder" the monsters into a more
238 * compact order, and we reset the allocation info, and the "live" array.
240 void compact_monsters(player_type *player_ptr, int size)
242 if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
244 /* Compact at least 'size' objects */
245 floor_type *floor_ptr = player_ptr->current_floor_ptr;
246 for (int num = 0, cnt = 1; num < size; cnt++)
248 int cur_lev = 5 * cnt;
249 int cur_dis = 5 * (20 - cnt);
250 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++)
252 monster_type *m_ptr = &floor_ptr->m_list[i];
253 monster_race *r_ptr = &r_info[m_ptr->r_idx];
254 if (!monster_is_valid(m_ptr)) continue;
255 if (r_ptr->level > cur_lev) continue;
256 if (i == player_ptr->riding) continue;
257 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
260 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
262 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
264 if (randint0(100) < chance) continue;
266 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
268 GAME_TEXT m_name[MAX_NLEN];
269 monster_desc(player_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
270 exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
273 delete_monster_idx(player_ptr, i);
278 /* Excise dead monsters (backwards!) */
279 for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--)
281 monster_type *m_ptr = &floor_ptr->m_list[i];
282 if (m_ptr->r_idx) continue;
283 compact_monsters_aux(player_ptr, floor_ptr->m_max - 1, i);
290 * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
291 * @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
292 * @param player_ptr プレーヤーへの参照ポインタ
295 * This is an efficient method of simulating multiple calls to the
296 * "delete_monster()" function, with no visual effects.
298 void wipe_monsters_list(player_type *player_ptr)
300 if (!r_info[MON_BANORLUPART].max_num)
302 if (r_info[MON_BANOR].max_num)
304 r_info[MON_BANOR].max_num = 0;
305 r_info[MON_BANOR].r_pkills++;
306 r_info[MON_BANOR].r_akills++;
307 if (r_info[MON_BANOR].r_tkills < MAX_SHORT)
308 r_info[MON_BANOR].r_tkills++;
311 if (r_info[MON_LUPART].max_num)
313 r_info[MON_LUPART].max_num = 0;
314 r_info[MON_LUPART].r_pkills++;
315 r_info[MON_LUPART].r_akills++;
316 if (r_info[MON_LUPART].r_tkills < MAX_SHORT)
317 r_info[MON_LUPART].r_tkills++;
321 floor_type *floor_ptr = player_ptr->current_floor_ptr;
322 for (int i = floor_ptr->m_max - 1; i >= 1; i--)
324 monster_type *m_ptr = &floor_ptr->m_list[i];
325 if (!monster_is_valid(m_ptr)) continue;
327 floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
328 (void)WIPE(m_ptr, monster_type);
332 * Wiping racial counters of all monsters and incrementing of racial
333 * counters of monsters in party_mon[] are required to prevent multiple
334 * generation of unique monster who is the minion of player.
336 for (int i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
338 floor_ptr->m_max = 1;
339 floor_ptr->m_cnt = 0;
340 for (int i = 0; i < MAX_MTIMED; i++) floor_ptr->mproc_max[i] = 0;
342 floor_ptr->num_repro = 0;
344 player_ptr->pet_t_m_idx = 0;
345 player_ptr->riding_t_m_idx = 0;
346 health_track(player_ptr, 0);
351 * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
352 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
353 * @return 利用可能なモンスター配列の添字
355 * This routine should almost never fail, but it *can* happen.
357 MONSTER_IDX m_pop(player_type *player_ptr)
359 /* Normal allocation */
360 floor_type *floor_ptr = player_ptr->current_floor_ptr;
361 if (floor_ptr->m_max < current_world_ptr->max_m_idx)
363 MONSTER_IDX i = floor_ptr->m_max;
369 /* Recycle dead monsters */
370 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++)
373 m_ptr = &floor_ptr->m_list[i];
374 if (m_ptr->r_idx) continue;
379 if (current_world_ptr->character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
385 * @var summon_specific_type
386 * @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"
387 * @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
389 static int summon_specific_type = 0;
393 * @var summon_specific_who
394 * @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
395 * @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
397 static int summon_specific_who = -1;
401 * @var summon_unique_okay
402 * @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
403 * @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
405 static bool summon_unique_okay = FALSE;
409 * @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
410 * @param player_ptr プレーヤーへの参照ポインタ
411 * @return 召喚条件が一致するならtrue
414 static bool summon_specific_aux(player_type *player_ptr, MONRACE_IDX summoner_idx, MONRACE_IDX r_idx)
416 monster_race *r_ptr = &r_info[r_idx];
417 bool is_match = FALSE;
419 switch (summon_specific_type)
423 is_match = (r_ptr->d_char == 'a');
428 is_match = (r_ptr->d_char == 'S');
433 is_match = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
438 is_match = (r_ptr->d_char == 'M');
443 is_match = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
448 is_match = (r_ptr->flags3 & RF3_DEMON);
453 is_match = (r_ptr->flags3 & RF3_UNDEAD);
458 is_match = (r_ptr->flags3 & RF3_DRAGON);
461 case SUMMON_HI_UNDEAD:
463 is_match = ((r_ptr->d_char == 'L') ||
464 (r_ptr->d_char == 'V') ||
465 (r_ptr->d_char == 'W'));
468 case SUMMON_HI_DRAGON:
470 is_match = (r_ptr->d_char == 'D');
473 case SUMMON_HI_DEMON:
475 is_match = (((r_ptr->d_char == 'U') ||
476 (r_ptr->d_char == 'H') ||
477 (r_ptr->d_char == 'B')) &&
478 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
481 case SUMMON_AMBERITES:
483 is_match = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
488 is_match = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
493 is_match = (r_ptr->d_char == 'm');
498 is_match = (r_ptr->d_char == 'b');
501 case SUMMON_QUYLTHULG:
503 is_match = (r_ptr->d_char == 'Q');
506 case SUMMON_COIN_MIMIC:
508 is_match = (r_ptr->d_char == '$');
513 is_match = ((r_ptr->d_char == '!') ||
514 (r_ptr->d_char == '?') ||
515 (r_ptr->d_char == '=') ||
516 (r_ptr->d_char == '$') ||
517 (r_ptr->d_char == '|'));
522 is_match = (r_ptr->d_char == 'g');
527 is_match = ((r_ptr->d_char == 'U') &&
528 (r_ptr->flags4 & RF4_ROCKET));
533 SYMBOL_CODE summon_kin_type;
536 summon_kin_type = r_info[summoner_idx].d_char;
540 summon_kin_type = get_summon_symbol_from_player(player_ptr);
543 is_match = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
548 is_match = (r_idx == MON_DAWN);
553 is_match = (r_ptr->flags3 & (RF3_ANIMAL));
556 case SUMMON_ANIMAL_RANGER:
558 is_match = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
559 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
560 !(r_ptr->flags3 & (RF3_DRAGON)) &&
561 !(r_ptr->flags3 & (RF3_EVIL)) &&
562 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
563 !(r_ptr->flags3 & (RF3_DEMON)) &&
564 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
565 !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
568 case SUMMON_HI_DRAGON_LIVING:
570 is_match = ((r_ptr->d_char == 'D') && monster_living(r_idx));
575 is_match = monster_living(r_idx);
580 is_match = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
583 case SUMMON_BLUE_HORROR:
585 is_match = (r_idx == MON_BLUE_HORROR);
588 case SUMMON_ELEMENTAL:
590 is_match = (r_ptr->d_char == 'E');
595 is_match = (r_ptr->d_char == 'v');
600 is_match = (r_ptr->d_char == 'H');
605 is_match = (r_ptr->d_char == 'B');
608 case SUMMON_KAMIKAZE:
611 for (i = 0; i < 4; i++)
612 if (r_ptr->blow[i].method == RBM_EXPLODE) is_match = TRUE;
615 case SUMMON_KAMIKAZE_LIVING:
619 for (i = 0; i < 4; i++)
620 if (r_ptr->blow[i].method == RBM_EXPLODE) is_match = TRUE;
621 is_match = (is_match && monster_living(r_idx));
626 is_match = (r_idx == MON_MANES);
631 is_match = (r_idx == MON_LOUSE);
634 case SUMMON_GUARDIANS:
636 is_match = (r_ptr->flags7 & RF7_GUARDIAN);
641 is_match = ((r_idx == MON_NOV_PALADIN) ||
642 (r_idx == MON_NOV_PALADIN_G) ||
643 (r_idx == MON_PALADIN) ||
644 (r_idx == MON_W_KNIGHT) ||
645 (r_idx == MON_ULTRA_PALADIN) ||
646 (r_idx == MON_KNI_TEMPLAR));
651 is_match = (r_ptr->d_char == 'B' &&
652 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
653 (r_ptr->flags8 & RF8_WILD_ONLY));
656 case SUMMON_PIRANHAS:
658 is_match = (r_idx == MON_PIRANHA);
661 case SUMMON_ARMAGE_GOOD:
663 is_match = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
666 case SUMMON_ARMAGE_EVIL:
668 is_match = ((r_ptr->flags3 & RF3_DEMON) ||
669 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
679 * @var chameleon_change_m_idx
680 * @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
681 * @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
683 static int chameleon_change_m_idx = 0;
686 * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
687 * @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.
688 * @param player_ptr プレーヤーへの参照ポインタ
689 * @param r_idx チェックするモンスター種族ID
690 * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
692 static bool restrict_monster_to_dungeon(player_type *player_ptr, MONRACE_IDX r_idx)
694 DUNGEON_IDX d_idx = player_ptr->dungeon_idx;
695 dungeon_type *d_ptr = &d_info[d_idx];
696 monster_race *r_ptr = &r_info[r_idx];
698 if (d_ptr->flags1 & DF1_CHAMELEON)
700 if (chameleon_change_m_idx) return TRUE;
703 if (d_ptr->flags1 & DF1_NO_MAGIC)
705 if (r_idx != MON_CHAMELEON &&
707 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
708 !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
709 !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
713 if (d_ptr->flags1 & DF1_NO_MELEE)
715 if (r_idx == MON_CHAMELEON) return TRUE;
716 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
717 !(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)) &&
718 !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
722 floor_type *floor_ptr = player_ptr->current_floor_ptr;
723 if (d_ptr->flags1 & DF1_BEGINNER)
725 if (r_ptr->level > floor_ptr->dun_level)
729 if (d_ptr->special_div >= 64) return TRUE;
730 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
735 case DUNGEON_MODE_AND:
739 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
745 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
751 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
757 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
761 if (d_ptr->m_a_ability_flags1)
763 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
767 if (d_ptr->m_a_ability_flags2)
769 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
775 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
781 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
787 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
793 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
797 for (a = 0; a < 5; a++)
798 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
802 case DUNGEON_MODE_NAND:
806 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
812 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
818 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
824 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
828 if (d_ptr->m_a_ability_flags1)
830 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
834 if (d_ptr->m_a_ability_flags2)
836 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
842 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
848 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
854 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
860 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
864 for (a = 0; a < 5; a++)
865 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
869 case DUNGEON_MODE_OR:
871 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
872 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
873 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
874 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
875 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE;
876 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE;
877 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
878 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
879 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
880 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
881 for (a = 0; a < 5; a++)
882 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
886 case DUNGEON_MODE_NOR:
888 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
889 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
890 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
891 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
892 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE;
893 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE;
894 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
895 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
896 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
897 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
898 for (a = 0; a < 5; a++)
899 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
909 * Hack -- function hooks to restrict "get_mon_num_prep()" function
911 monsterrace_hook_type get_mon_num_hook;
912 monsterrace_hook_type get_mon_num2_hook;
915 * @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"
916 * @param player_ptr プレーヤーへの参照ポインタ
917 * @param monster_hook 制限関数1
918 * @param monster_hook2 制限関数2
921 errr get_mon_num_prep(player_type *player_ptr, monsterrace_hook_type monster_hook, monsterrace_hook_type monster_hook2)
923 /* Todo: Check the hooks for non-changes */
924 get_mon_num_hook = monster_hook;
925 get_mon_num2_hook = monster_hook2;
927 floor_type *floor_ptr = player_ptr->current_floor_ptr;
928 for (int i = 0; i < alloc_race_size; i++)
931 alloc_entry *entry = &alloc_race_table[i];
933 r_ptr = &r_info[entry->index];
935 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
936 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
939 if (!player_ptr->phase_out && !chameleon_change_m_idx &&
940 summon_specific_type != SUMMON_GUARDIANS)
942 if (r_ptr->flags1 & RF1_QUESTOR)
945 if (r_ptr->flags7 & RF7_GUARDIAN)
948 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
949 (r_ptr->level > floor_ptr->dun_level))
953 entry->prob2 = entry->prob1;
954 if (floor_ptr->dun_level && (!floor_ptr->inside_quest || is_fixed_quest_idx(floor_ptr->inside_quest)) &&
955 !restrict_monster_to_dungeon(player_ptr, entry->index) && !player_ptr->phase_out)
957 int hoge = entry->prob2 * d_info[player_ptr->dungeon_idx].special_div;
958 entry->prob2 = hoge / 64;
959 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
968 * @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
969 * @param player_ptr プレーヤーへの参照ポインタ
971 * @return 選択されたモンスター生成種族
973 * Choose a monster race that seems "appropriate" to the given level
975 * This function uses the "prob2" field of the "monster allocation table",
976 * and various local information, to calculate the "prob3" field of the
977 * same table, which is then used to choose an "appropriate" monster, in
978 * a relatively efficient manner.
980 * Note that "town" monsters will *only* be created in the town, and
981 * "normal" monsters will *never* be created in the town, unless the
982 * "level" is "modified", for example, by polymorph or summoning.
984 * There is a small chance (1/50) of "boosting" the given depth by
985 * a small amount (up to four levels), except in the town.
987 * It is (slightly) more likely to acquire a monster of the given level
988 * than one of a lower level. This is done by choosing several monsters
989 * appropriate to the given level and keeping the "hardest" one.
991 * Note that if no monsters are "appropriate", then this function will
992 * fail, and return zero, but this should *almost* never happen.
994 MONRACE_IDX get_mon_num(player_type *player_ptr, DEPTH level, BIT_FLAGS option)
1000 alloc_entry *table = alloc_race_table;
1002 int pls_kakuritu, pls_level, over_days;
1003 int delay = mysqrt(level * 10000L) + (level * 5);
1005 /* town level : same delay as 10F, no nasty mons till day18 */
1006 if (!level) delay = 360;
1008 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1010 /* +1 per day after the base date */
1011 /* base dates : day5(1F), day18(10F,0F), day34(30F), day53(60F), day69(90F) */
1012 over_days = MAX(0, current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 10000L) - delay / 20);
1014 /* starts from 1/25, reaches 1/3 after 44days from a level dependent base date */
1015 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - over_days / 2);
1016 /* starts from 0, reaches +25lv after 75days from a level dependent base date */
1017 pls_level = MIN(NASTY_MON_PLUS_MAX, over_days / 3);
1019 if (d_info[player_ptr->dungeon_idx].flags1 & DF1_MAZE)
1021 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
1022 if (pls_kakuritu < 2) pls_kakuritu = 2;
1027 /* Boost the level */
1028 if (!player_ptr->phase_out && !(d_info[player_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
1030 /* Nightmare mode allows more out-of depth monsters */
1031 if (ironman_nightmare && !randint0(pls_kakuritu))
1033 /* What a bizarre calculation */
1034 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1038 /* Occasional "nasty" monster */
1039 if (!randint0(pls_kakuritu))
1041 /* Pick a level bonus */
1049 /* Process probabilities */
1050 for (i = 0; i < alloc_race_size; i++)
1052 if (table[i].level > level) break;
1054 r_idx = table[i].index;
1055 r_ptr = &r_info[r_idx];
1056 if (!(option & GMN_ARENA) && !chameleon_change_m_idx)
1058 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1059 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1060 (r_ptr->cur_num >= r_ptr->max_num))
1065 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1066 (r_ptr->cur_num >= 1))
1071 if (r_idx == MON_BANORLUPART)
1073 if (r_info[MON_BANOR].cur_num > 0) continue;
1074 if (r_info[MON_LUPART].cur_num > 0) continue;
1078 table[i].prob3 = table[i].prob2;
1079 total += table[i].prob3;
1082 if (total <= 0) return 0;
1084 value = randint0(total);
1085 int found_count = 0;
1086 for (i = 0; i < alloc_race_size; i++)
1088 if (value < table[i].prob3) break;
1089 value = value - table[i].prob3;
1095 /* Try for a "harder" monster once (50%) or twice (10%) */
1099 value = randint0(total);
1100 for (found_count = 0; found_count < alloc_race_size; found_count++)
1102 if (value < table[found_count].prob3) break;
1104 value = value - table[found_count].prob3;
1107 if (table[found_count].level < table[j].level)
1111 /* Try for a "harder" monster twice (10%) */
1115 value = randint0(total);
1116 for (found_count = 0; found_count < alloc_race_size; found_count++)
1118 if (value < table[found_count].prob3) break;
1120 value = value - table[found_count].prob3;
1123 if (table[found_count].level < table[j].level)
1127 return (table[found_count].index);
1132 * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
1133 * @param desc 記述出力先の文字列参照ポインタ
1134 * @param m_ptr モンスターの参照ポインタ
1135 * @param mode 呼称オプション
1138 * We can correctly describe monsters based on their visibility.
1139 * We can force all monsters to be treated as visible or invisible.
1140 * We can build nominatives, objectives, possessives, or reflexives.
1141 * We can selectively pronominalize hidden, visible, or all monsters.
1142 * We can use definite or indefinite descriptions for hidden monsters.
1143 * We can use definite or indefinite descriptions for visible monsters.
1145 * Pronominalization involves the gender whenever possible and allowed,
1146 * so that by cleverly requesting pronominalization / visibility, you
1147 * can get messages like "You hit someone. She screams in agony!".
1149 * Reflexives are acquired by requesting Objective plus Possessive.
1151 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1152 * unless the "Assume Visible" mode is requested.
1154 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1155 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1156 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1157 * in which case you may be in trouble... :-)
1159 * I am assuming that no monster name is more than 70 characters long,
1160 * so that "char desc[80];" is sufficiently large for any result.
1163 * MD_OBJECTIVE --> Objective (or Reflexive)
1164 * MD_POSSESSIVE --> Possessive (or Reflexive)
1165 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1166 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1167 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1168 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1169 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1170 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1171 * MD_TRUE_NAME --> Chameleon's true name
1172 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1175 * 0x00 --> Full nominative name ("the kobold") or "it"
1176 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1177 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1178 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1179 * MD_PRON_VISIBLE | MD_POSSESSIVE
1180 * --> Possessive, genderized if visable ("his") or "its"
1181 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1182 * --> Reflexive, genderized if visable ("himself") or "itself"
1184 void monster_desc(player_type *player_ptr, char *desc, monster_type *m_ptr, BIT_FLAGS mode)
1186 monster_race *r_ptr;
1187 r_ptr = &r_info[m_ptr->ap_r_idx];
1188 concptr name = (mode & MD_TRUE_NAME) ? (r_name + real_r_ptr(m_ptr)->name) : (r_name + r_ptr->name);
1189 GAME_TEXT silly_name[1024];
1191 if (player_ptr->image && !(mode & MD_IGNORE_HALLU))
1195 if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
1201 monster_race *hallu_race;
1205 hallu_race = &r_info[randint1(max_r_idx - 1)];
1206 } while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1208 strcpy(silly_name, (r_name + hallu_race->name));
1214 bool seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1215 bool pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1217 /* First, try using pronouns, or describing hidden monsters */
1218 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1222 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1223 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1225 if (!m_ptr || !pron) kind = 0x00;
1227 concptr res = _("何か", "it");
1228 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1231 case 0x00: res = "何か"; break;
1232 case 0x00 + (MD_OBJECTIVE) : res = "何か"; break;
1233 case 0x00 + (MD_POSSESSIVE) : res = "何かの"; break;
1234 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "何か自身"; break;
1235 case 0x00 + (MD_INDEF_HIDDEN) : res = "何か"; break;
1236 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "何か"; break;
1237 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "何か"; break;
1238 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "それ自身"; break;
1240 case 0x00: res = "it"; break;
1241 case 0x00 + (MD_OBJECTIVE) : res = "it"; break;
1242 case 0x00 + (MD_POSSESSIVE) : res = "its"; break;
1243 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "itself"; break;
1244 case 0x00 + (MD_INDEF_HIDDEN) : res = "something"; break;
1245 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "something"; break;
1246 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "something's"; break;
1247 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "itself"; break;
1251 case 0x10: res = "彼"; break;
1252 case 0x10 + (MD_OBJECTIVE) : res = "彼"; break;
1253 case 0x10 + (MD_POSSESSIVE) : res = "彼の"; break;
1254 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼自身"; break;
1255 case 0x10 + (MD_INDEF_HIDDEN) : res = "誰か"; break;
1256 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "誰か"; break;
1257 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "誰かの"; break;
1258 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼自身"; break;
1260 case 0x10: res = "he"; break;
1261 case 0x10 + (MD_OBJECTIVE) : res = "him"; break;
1262 case 0x10 + (MD_POSSESSIVE) : res = "his"; break;
1263 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "himself"; break;
1264 case 0x10 + (MD_INDEF_HIDDEN) : res = "someone"; break;
1265 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "someone"; break;
1266 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "someone's"; break;
1267 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "himself"; break;
1271 case 0x20: res = "彼女"; break;
1272 case 0x20 + (MD_OBJECTIVE) : res = "彼女"; break;
1273 case 0x20 + (MD_POSSESSIVE) : res = "彼女の"; break;
1274 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼女自身"; break;
1275 case 0x20 + (MD_INDEF_HIDDEN) : res = "誰か"; break;
1276 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "誰か"; break;
1277 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "誰かの"; break;
1278 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼女自身"; break;
1280 case 0x20: res = "she"; break;
1281 case 0x20 + (MD_OBJECTIVE) : res = "her"; break;
1282 case 0x20 + (MD_POSSESSIVE) : res = "her"; break;
1283 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "herself"; break;
1284 case 0x20 + (MD_INDEF_HIDDEN) : res = "someone"; break;
1285 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "someone"; break;
1286 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "someone's"; break;
1287 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "herself"; break;
1291 (void)strcpy(desc, res);
1295 /* Handle visible monsters, "reflexive" request */
1296 if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1298 /* The monster is visible, so use its gender */
1299 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, _("彼女自身", "herself"));
1300 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, _("彼自身", "himself"));
1301 else strcpy(desc, _("それ自身", "itself"));
1305 /* Handle all other visible monster requests */
1307 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1314 while (strncmp(t, "』", 2) && *t) t++;
1318 (void)sprintf(desc, "%s?』", buf);
1321 (void)sprintf(desc, "%s?", name);
1323 (void)sprintf(desc, "%s?", name);
1328 if ((r_ptr->flags1 & RF1_UNIQUE) && !(player_ptr->image && !(mode & MD_IGNORE_HALLU)))
1330 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1337 while (strncmp(t, "』", 2) && *t) t++;
1341 (void)sprintf(desc, "%s?』", buf);
1344 (void)sprintf(desc, "%s?", name);
1346 (void)sprintf(desc, "%s?", name);
1349 else if (player_ptr->phase_out &&
1350 !(player_ptr->riding && (&floor_ptr->m_list[player_ptr->riding] == m_ptr)))
1352 (void)sprintf(desc, _("%sもどき", "fake %s"), name);
1356 (void)strcpy(desc, name);
1359 else if (mode & MD_INDEF_VISIBLE)
1362 (void)strcpy(desc, "");
1364 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1366 (void)strcat(desc, name);
1371 (void)strcpy(desc, _("あなたの", "your "));
1373 (void)strcpy(desc, _("", "the "));
1375 (void)strcat(desc, name);
1379 if (m_ptr->nickname)
1382 sprintf(buf, _("「%s」", " called %s"), quark_str(m_ptr->nickname));
1386 if (player_ptr->riding && (&floor_ptr->m_list[player_ptr->riding] == m_ptr))
1388 strcat(desc, _("(乗馬中)", "(riding)"));
1391 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1393 if (r_ptr->flags1 & RF1_UNIQUE)
1395 strcat(desc, _("(カメレオンの王)", "(Chameleon Lord)"));
1399 strcat(desc, _("(カメレオン)", "(Chameleon)"));
1403 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1405 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1408 /* Handle the Possessive as a special afterthought */
1409 if (mode & MD_POSSESSIVE)
1411 (void)strcat(desc, _("の", "'s"));
1417 * @brief モンスターIDを取り、モンスター名をm_nameに代入する /
1418 * @param player_ptr プレーヤーへの参照ポインタ
1419 * @param m_idx モンスターID
1420 * @param m_name モンスター名を入力する配列
1422 void monster_name(player_type *player_ptr, MONSTER_IDX m_idx, char* m_name)
1424 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
1425 monster_desc(player_ptr, m_name, m_ptr, 0x00);
1430 * @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)
1431 * @param player_ptr プレーヤーへの参照ポインタ
1432 * @param r_idx 補完されるモンスター種族ID
1433 * @return 明らかになった情報の度数
1435 * Return the number of new flags learnt. -Mogami-
1437 int lore_do_probe(player_type *player_ptr, MONRACE_IDX r_idx)
1440 monster_race *r_ptr = &r_info[r_idx];
1441 if (r_ptr->r_wake != MAX_UCHAR) n++;
1442 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1443 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1445 for (int i = 0; i < 4; i++)
1447 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1449 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1450 r_ptr->r_blows[i] = MAX_UCHAR;
1455 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1456 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1457 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1458 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1459 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1460 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1462 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1464 if (r_ptr->r_drop_item != tmp_byte) n++;
1465 r_ptr->r_drop_item = tmp_byte;
1467 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1469 if (r_ptr->r_drop_gold != tmp_byte) n++;
1470 r_ptr->r_drop_gold = tmp_byte;
1473 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1474 r_ptr->r_cast_spell = MAX_UCHAR;
1476 for (int i = 0; i < 32; i++)
1478 if (!(r_ptr->r_flags1 & (1L << i)) &&
1479 (r_ptr->flags1 & (1L << i))) n++;
1480 if (!(r_ptr->r_flags2 & (1L << i)) &&
1481 (r_ptr->flags2 & (1L << i))) n++;
1482 if (!(r_ptr->r_flags3 & (1L << i)) &&
1483 (r_ptr->flags3 & (1L << i))) n++;
1484 if (!(r_ptr->r_flags4 & (1L << i)) &&
1485 (r_ptr->flags4 & (1L << i))) n++;
1486 if (!(r_ptr->r_flags5 & (1L << i)) &&
1487 (r_ptr->a_ability_flags1 & (1L << i))) n++;
1488 if (!(r_ptr->r_flags6 & (1L << i)) &&
1489 (r_ptr->a_ability_flags2 & (1L << i))) n++;
1490 if (!(r_ptr->r_flagsr & (1L << i)) &&
1491 (r_ptr->flagsr & (1L << i))) n++;
1494 r_ptr->r_flags1 = r_ptr->flags1;
1495 r_ptr->r_flags2 = r_ptr->flags2;
1496 r_ptr->r_flags3 = r_ptr->flags3;
1497 r_ptr->r_flags4 = r_ptr->flags4;
1498 r_ptr->r_flags5 = r_ptr->a_ability_flags1;
1499 r_ptr->r_flags6 = r_ptr->a_ability_flags2;
1500 r_ptr->r_flagsr = r_ptr->flagsr;
1502 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1503 r_ptr->r_xtra1 |= MR1_SINKA;
1505 if (player_ptr->monster_race_idx == r_idx)
1507 player_ptr->window |= (PW_MONSTER);
1515 * @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
1516 * @param player_ptr プレーヤーへの参照ポインタ
1517 * @param m_idx モンスター情報のID
1518 * @param num_item 手に入れたアイテム数
1519 * @param num_gold 手に入れた財宝の単位数
1522 * Note that learning the "GOOD"/"GREAT" flags gives information
1523 * about the treasure (even when the monster is killed for the first
1524 * time, such as uniques, and the treasure has not been examined yet).
1526 * This "indirect" method is used to prevent the player from learning
1527 * exactly how much treasure a monster can drop from observing only
1528 * a single example of a drop. This method actually observes how much
1529 * gold and items are dropped, and remembers that information to be
1530 * described later by the monster recall code.
1532 void lore_treasure(player_type *player_ptr, MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
1534 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
1535 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1537 if (!is_original_ap(m_ptr)) return;
1539 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1540 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1542 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1543 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1544 if (player_ptr->monster_race_idx == m_ptr->r_idx) player_ptr->window |= (PW_MONSTER);
1549 * @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
1550 * @param m_idx 更新するモンスター情報のID
1551 * @param full プレイヤーとの距離更新を行うならばtrue
1554 * This involves extracting the distance to the player (if requested),
1555 * and then checking for visibility (natural, infravision, see-invis,
1556 * telepathy), updating the monster visibility flag, redrawing (or
1557 * erasing) the monster when its visibility changes, and taking note
1558 * of any interesting monster flags (cold-blooded, invisible, etc).
1560 * Note the new "mflag" field which encodes several monster state flags,
1561 * including "view" for when the monster is currently in line of sight,
1562 * and "mark" for when the monster is currently visible via detection.
1564 * The only monster fields that are changed here are "cdis" (the
1565 * distance from the player), "ml" (visible to the player), and
1566 * "mflag" (to maintain the "MFLAG_VIEW" flag).
1568 * Note the special "update_monsters()" function which can be used to
1569 * call this function once for every monster.
1571 * Note the "full" flag which requests that the "cdis" field be updated,
1572 * this is only needed when the monster (or the player) has moved.
1574 * Every time a monster moves, we must call this function for that
1575 * monster, and update the distance, and the visibility. Every time
1576 * the player moves, we must call this function for every monster, and
1577 * update the distance, and the visibility. Whenever the player "state"
1578 * changes in certain ways ("blindness", "infravision", "telepathy",
1579 * and "see invisible"), we must call this function for every monster,
1580 * and update the visibility.
1582 * Routines that change the "illumination" of a grid must also call this
1583 * function for any monster in that grid, since the "visibility" of some
1584 * monsters may be based on the illumination of their grid.
1586 * Note that this function is called once per monster every time the
1587 * player moves. When the player is running, this function is one
1588 * of the primary bottlenecks, along with "update_view()" and the
1589 * "process_monsters()" code, so efficiency is important.
1591 * Note the optimized "inline" version of the "distance()" function.
1593 * A monster is "visible" to the player if (1) it has been detected
1594 * by the player, (2) it is close to the player and the player has
1595 * telepathy, or (3) it is close to the player, and in line of sight
1596 * of the player, and it is "illuminated" by some combination of
1597 * infravision, torch light, or permanent light (invisible monsters
1598 * are only affected by "light" if the player can see invisible).
1600 * Monsters which are not on the current panel may be "visible" to
1601 * the player, and their descriptions will include an "offscreen"
1602 * reference. Currently, offscreen monsters cannot be targetted
1603 * or viewed directly, but old targets will remain set. XXX XXX
1605 * The player can choose to be disturbed by several things, including
1606 * "disturb_move" (monster which is viewable moves in some way), and
1607 * "disturb_near" (monster which is "easily" viewable moves in some
1608 * way). Note that "moves" includes "appears" and "disappears".
1610 void update_monster(player_type *subject_ptr, MONSTER_IDX m_idx, bool full)
1612 monster_type *m_ptr = &subject_ptr->current_floor_ptr->m_list[m_idx];
1613 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1615 bool do_disturb = disturb_move;
1617 POSITION fy = m_ptr->fy;
1618 POSITION fx = m_ptr->fx;
1622 bool in_darkness = (d_info[subject_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !subject_ptr->see_nocto;
1625 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1626 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= subject_ptr->lev)
1633 int dy = (subject_ptr->y > fy) ? (subject_ptr->y - fy) : (fy - subject_ptr->y);
1634 int dx = (subject_ptr->x > fx) ? (subject_ptr->x - fx) : (fx - subject_ptr->x);
1636 distance = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
1637 if (distance > 255) distance = 255;
1638 if (!distance) distance = 1;
1640 m_ptr->cdis = distance;
1644 distance = m_ptr->cdis;
1647 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
1649 if (distance <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
1651 if (!in_darkness || (distance <= MAX_SIGHT / 4))
1653 if (subject_ptr->special_defense & KATA_MUSOU)
1656 if (is_original_ap(m_ptr) && !subject_ptr->image)
1658 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1659 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1662 else if (subject_ptr->telepathy)
1664 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
1666 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
1668 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
1670 if ((m_idx % 10) == 5)
1673 if (is_original_ap(m_ptr) && !subject_ptr->image)
1675 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
1676 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1677 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1684 if (is_original_ap(m_ptr) && !subject_ptr->image)
1686 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1687 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1692 if ((subject_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
1695 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
1698 if ((subject_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
1701 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
1704 if ((subject_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
1707 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
1710 if ((subject_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
1713 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
1716 if ((subject_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
1719 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
1722 if ((subject_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
1725 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
1728 if ((subject_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
1731 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
1734 if ((subject_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
1737 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
1740 if ((subject_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
1743 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
1746 if ((subject_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
1749 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
1752 if ((subject_ptr->esp_nonliving) &&
1753 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
1756 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
1759 if ((subject_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
1762 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
1766 if (player_has_los_bold(subject_ptr, fy, fx) && !subject_ptr->blind)
1768 bool do_invisible = FALSE;
1769 bool do_cold_blood = FALSE;
1771 if (subject_ptr->concent >= CONCENT_RADAR_THRESHOLD)
1776 if (distance <= subject_ptr->see_infra)
1778 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
1780 do_cold_blood = TRUE;
1788 if (player_can_see_bold(subject_ptr, fy, fx))
1790 if (r_ptr->flags2 & (RF2_INVISIBLE))
1792 do_invisible = TRUE;
1793 if (subject_ptr->see_inv)
1806 if (is_original_ap(m_ptr) && !subject_ptr->image)
1808 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
1809 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
1815 /* The monster is now visible */
1821 lite_spot(subject_ptr, fy, fx);
1823 if (subject_ptr->health_who == m_idx) subject_ptr->redraw |= (PR_HEALTH);
1824 if (subject_ptr->riding == m_idx) subject_ptr->redraw |= (PR_UHEALTH);
1826 if (!subject_ptr->image)
1828 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
1829 r_info[MON_KAGE].r_sights++;
1830 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
1834 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
1836 sanity_blast(subject_ptr, m_ptr, FALSE);
1839 if (disturb_near && (projectable(subject_ptr, m_ptr->fy, m_ptr->fx, subject_ptr->y, subject_ptr->x) && projectable(subject_ptr, subject_ptr->y, subject_ptr->x, m_ptr->fy, m_ptr->fx)))
1841 if (disturb_pets || is_hostile(m_ptr))
1842 disturb(subject_ptr, TRUE, TRUE);
1847 /* The monster is not visible */
1853 lite_spot(subject_ptr, fy, fx);
1855 if (subject_ptr->health_who == m_idx) subject_ptr->redraw |= (PR_HEALTH);
1856 if (subject_ptr->riding == m_idx) subject_ptr->redraw |= (PR_UHEALTH);
1859 if (disturb_pets || is_hostile(m_ptr))
1860 disturb(subject_ptr, TRUE, TRUE);
1865 /* The monster is now easily visible */
1868 if (!(m_ptr->mflag & (MFLAG_VIEW)))
1870 m_ptr->mflag |= (MFLAG_VIEW);
1873 if (disturb_pets || is_hostile(m_ptr))
1874 disturb(subject_ptr, TRUE, TRUE);
1881 /* The monster is not easily visible */
1883 if (!(m_ptr->mflag & (MFLAG_VIEW))) return;
1885 /* Mark as not easily visible */
1886 m_ptr->mflag &= ~(MFLAG_VIEW);
1890 if (disturb_pets || is_hostile(m_ptr))
1891 disturb(subject_ptr, TRUE, TRUE);
1897 * @param player_ptr プレーヤーへの参照ポインタ
1898 * @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).
1899 * @param full 距離更新を行うならtrue
1902 void update_monsters(player_type *player_ptr, bool full)
1904 floor_type *floor_ptr = player_ptr->current_floor_ptr;
1905 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++)
1907 monster_type *m_ptr = &floor_ptr->m_list[i];
1908 if (!monster_is_valid(m_ptr)) continue;
1909 update_monster(player_ptr, i, full);
1915 * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
1916 * @param player_ptr プレーヤーへの参照ポインタ
1917 * @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
1918 * @param r_idx モンスター種族ID
1919 * @return 対象にできるならtrueを返す
1921 static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
1923 floor_type *floor_ptr = p_ptr->current_floor_ptr;
1924 monster_race *r_ptr = &r_info[r_idx];
1925 monster_type *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
1926 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
1928 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
1929 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
1931 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
1933 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))
1936 if (!monster_can_cross_terrain(p_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
1938 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
1940 if (monster_has_hostile_align(p_ptr, m_ptr, 0, 0, r_ptr)) return FALSE;
1942 else if (summon_specific_who > 0)
1944 if (monster_has_hostile_align(p_ptr, &floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
1952 * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
1953 * @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
1954 * @param r_idx モンスター種族ID
1955 * @return 対象にできるならtrueを返す
1956 * @todo グローバル変数対策の上 monster_hook.cへ移す。
1958 static bool monster_hook_chameleon(MONRACE_IDX r_idx)
1960 floor_type *floor_ptr = p_ptr->current_floor_ptr;
1961 monster_race *r_ptr = &r_info[r_idx];
1962 monster_type *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
1963 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
1965 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
1966 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
1967 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
1969 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))
1972 if (!monster_can_cross_terrain(p_ptr, floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
1974 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
1976 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
1977 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
1978 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
1980 else if (summon_specific_who > 0)
1982 if (monster_has_hostile_align(p_ptr, &floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
1985 return (*(get_monster_hook(p_ptr)))(r_idx);
1991 * @param player_ptr プレーヤーへの参照ポインタ
1992 * @param m_idx 変身処理を受けるモンスター情報のID
1993 * @param born 生成時の初変身先指定ならばtrue
1994 * @param r_idx 旧モンスター種族のID
1997 void choose_new_monster(player_type *player_ptr, MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
1999 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2000 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
2001 monster_race *r_ptr;
2003 bool old_unique = FALSE;
2004 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2006 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2007 r_ptr = &r_info[r_idx];
2009 char old_m_name[MAX_NLEN];
2010 monster_desc(player_ptr, old_m_name, m_ptr, 0);
2016 chameleon_change_m_idx = m_idx;
2018 get_mon_num_prep(player_ptr, monster_hook_chameleon_lord, NULL);
2020 get_mon_num_prep(player_ptr, monster_hook_chameleon, NULL);
2023 level = r_info[MON_CHAMELEON_K].level;
2024 else if (!floor_ptr->dun_level)
2025 level = wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].level;
2027 level = floor_ptr->dun_level;
2029 if (d_info[player_ptr->dungeon_idx].flags1 & DF1_CHAMELEON) level += 2 + randint1(3);
2031 r_idx = get_mon_num(player_ptr, level, 0);
2032 r_ptr = &r_info[r_idx];
2034 chameleon_change_m_idx = 0;
2038 m_ptr->r_idx = r_idx;
2039 m_ptr->ap_r_idx = r_idx;
2040 update_monster(player_ptr, m_idx, FALSE);
2041 lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
2043 int old_r_idx = m_ptr->r_idx;
2044 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2045 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2046 player_ptr->update |= (PU_MON_LITE);
2050 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2052 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2053 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2054 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2060 if (m_idx == player_ptr->riding)
2062 GAME_TEXT m_name[MAX_NLEN];
2063 monster_desc(player_ptr, m_name, m_ptr, 0);
2064 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
2065 if (!(r_ptr->flags7 & RF7_RIDING))
2066 if (rakuba(player_ptr, 0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
2069 m_ptr->mspeed = get_mspeed(player_ptr, r_ptr);
2071 int oldmaxhp = m_ptr->max_maxhp;
2072 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2074 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2078 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2081 if (ironman_nightmare)
2083 u32b hp = m_ptr->max_maxhp * 2L;
2084 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2087 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2088 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2089 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2090 m_ptr->dealt_damage = 0;
2095 * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
2096 * @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
2097 * @param r_idx モンスター種族ID
2098 * @return 対象にできるならtrueを返す
2099 * @todo グローバル変数対策の上 monster_hook.cへ移す。
2101 static bool monster_hook_tanuki(MONRACE_IDX r_idx)
2103 monster_race *r_ptr = &r_info[r_idx];
2105 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2106 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2107 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2108 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2110 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))
2113 return (*(get_monster_hook(p_ptr)))(r_idx);
2118 * @param player_ptr プレーヤーへの参照ポインタ
2119 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
2120 * @param r_idx モンスター種族ID
2121 * @return モンスター種族の表層ID
2123 static MONRACE_IDX initial_r_appearance(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS generate_mode)
2125 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2126 if (player_ptr->pseikaku == SEIKAKU_CHARGEMAN && (generate_mode & PM_JURAL) && !(generate_mode & (PM_MULTIPLY | PM_KAGE)))
2128 return MON_ALIEN_JURAL;
2131 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2134 get_mon_num_prep(player_ptr, monster_hook_tanuki, NULL);
2136 int attempts = 1000;
2137 DEPTH min = MIN(floor_ptr->base_level - 5, 50);
2140 MONRACE_IDX ap_r_idx = get_mon_num(player_ptr, floor_ptr->base_level + 10, 0);
2141 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2149 * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
2150 * @brief モンスターの個体加速を設定する / Get initial monster speed
2151 * @param r_ptr モンスター種族の参照ポインタ
2154 SPEED get_mspeed(player_type *player_ptr, monster_race *r_ptr)
2156 SPEED mspeed = r_ptr->speed;
2157 if (!(r_ptr->flags1 & RF1_UNIQUE) && !player_ptr->current_floor_ptr->inside_arena)
2159 /* Allow some small variation per monster */
2160 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
2161 if (i) mspeed += rand_spread(0, i);
2164 if (mspeed > 199) mspeed = 199;
2171 * @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.
2172 * @param player_ptr プレーヤーへの参照ポインタ
2173 * @param who 召喚を行ったモンスターID
2176 * @param r_idx 生成モンスター種族
2177 * @param mode 生成オプション
2180 * To give the player a sporting chance, any monster that appears in
2181 * line-of-sight and is extremely dangerous can be marked as
2182 * "FORCE_SLEEP", which will cause them to be placed with low energy,
2183 * which often (but not always) lets the player move before they do.
2185 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
2187 * Use special "here" and "dead" flags for unique monsters,
2188 * remove old "cur_num" and "max_num" fields.
2190 * Actually, do something similar for artifacts, to simplify
2191 * the "preserve" mode, and to make the "what artifacts" flag more useful.
2193 * This is the only function which may place a monster in the dungeon,
2194 * except for the savefile loading code.
2196 static bool place_monster_one(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2198 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2199 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2200 monster_type *m_ptr;
2201 monster_race *r_ptr = &r_info[r_idx];
2202 concptr name = (r_name + r_ptr->name);
2204 if (player_ptr->wild_mode) return FALSE;
2205 if (!in_bounds(floor_ptr, y, x)) return FALSE;
2206 if (!r_idx) return FALSE;
2207 if (!r_ptr->name) return FALSE;
2209 if (!(mode & PM_IGNORE_TERRAIN))
2211 if (pattern_tile(floor_ptr, y, x)) return FALSE;
2212 if (!monster_can_enter(player_ptr, y, x, r_ptr, 0)) return FALSE;
2215 if (!player_ptr->phase_out)
2217 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
2218 (r_ptr->flags7 & (RF7_NAZGUL))) &&
2219 (r_ptr->cur_num >= r_ptr->max_num))
2224 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
2225 (r_ptr->cur_num >= 1))
2230 if (r_idx == MON_BANORLUPART)
2232 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
2233 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
2236 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (floor_ptr->dun_level < r_ptr->level) &&
2237 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
2243 if (quest_number(player_ptr, floor_ptr->dun_level))
2245 int hoge = quest_number(player_ptr, floor_ptr->dun_level);
2246 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
2248 if (r_idx == quest[hoge].r_idx)
2250 int number_mon, i2, j2;
2253 for (i2 = 0; i2 < floor_ptr->width; ++i2)
2254 for (j2 = 0; j2 < floor_ptr->height; j2++)
2255 if (floor_ptr->grid_array[j2][i2].m_idx > 0)
2256 if (floor_ptr->m_list[floor_ptr->grid_array[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
2258 if (number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
2264 if (is_glyph_grid(g_ptr))
2266 if (randint1(BREAK_GLYPH) < (r_ptr->level + 20))
2268 if (g_ptr->info & CAVE_MARK)
2270 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2273 g_ptr->info &= ~(CAVE_MARK);
2274 g_ptr->info &= ~(CAVE_OBJECT);
2277 note_spot(player_ptr, y, x);
2282 msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
2283 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
2285 g_ptr->m_idx = m_pop(player_ptr);
2286 hack_m_idx_ii = g_ptr->m_idx;
2287 if (!g_ptr->m_idx) return FALSE;
2289 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
2290 m_ptr->r_idx = r_idx;
2291 m_ptr->ap_r_idx = initial_r_appearance(player_ptr, r_idx, mode);
2295 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&floor_ptr->m_list[who]))
2297 m_ptr->ap_r_idx = floor_ptr->m_list[who].ap_r_idx;
2298 if (floor_ptr->m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
2301 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
2302 m_ptr->sub_align = floor_ptr->m_list[who].sub_align;
2305 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2306 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2307 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2312 m_ptr->current_floor_ptr = floor_ptr;
2314 for (int cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
2317 reset_target(m_ptr);
2318 m_ptr->nickname = 0;
2321 if (who > 0 && is_pet(&floor_ptr->m_list[who]))
2323 mode |= PM_FORCE_PET;
2324 m_ptr->parent_m_idx = who;
2328 m_ptr->parent_m_idx = 0;
2331 if (r_ptr->flags7 & RF7_CHAMELEON)
2333 choose_new_monster(player_ptr, g_ptr->m_idx, TRUE, 0);
2334 r_ptr = &r_info[m_ptr->r_idx];
2335 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
2336 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
2337 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2339 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
2341 m_ptr->ap_r_idx = MON_KAGE;
2342 m_ptr->mflag2 |= MFLAG2_KAGE;
2345 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
2348 if (mode & PM_FORCE_PET)
2350 set_pet(player_ptr, m_ptr);
2352 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
2353 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(player_ptr, who))
2355 if (!monster_has_hostile_align(player_ptr, NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
2358 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
2359 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
2361 int val = r_ptr->sleep;
2362 (void)set_monster_csleep(player_ptr, g_ptr->m_idx, (val * 2) + randint1(val * 10));
2365 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2367 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2371 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2374 if (ironman_nightmare)
2376 u32b hp = m_ptr->max_maxhp * 2L;
2378 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2381 m_ptr->maxhp = m_ptr->max_maxhp;
2382 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
2383 m_ptr->hp = m_ptr->maxhp / 2;
2384 else m_ptr->hp = m_ptr->maxhp;
2386 m_ptr->dealt_damage = 0;
2388 m_ptr->mspeed = get_mspeed(player_ptr, r_ptr);
2390 if (mode & PM_HASTE) (void)set_monster_fast(player_ptr, g_ptr->m_idx, 100);
2392 if (!ironman_nightmare)
2394 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
2398 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
2401 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
2403 m_ptr->mflag |= (MFLAG_NICE);
2404 repair_monsters = TRUE;
2407 if (g_ptr->m_idx < hack_m_idx)
2409 m_ptr->mflag |= (MFLAG_BORN);
2412 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
2413 player_ptr->update |= (PU_MON_LITE);
2414 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
2415 player_ptr->update |= (PU_MON_LITE);
2416 update_monster(player_ptr, g_ptr->m_idx, TRUE);
2418 real_r_ptr(m_ptr)->cur_num++;
2421 * Memorize location of the unique monster in saved floors.
2422 * A unique monster move from old saved floor.
2424 if (current_world_ptr->character_dungeon &&
2425 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
2426 real_r_ptr(m_ptr)->floor_id = player_ptr->floor_id;
2428 if (r_ptr->flags2 & RF2_MULTIPLY) floor_ptr->num_repro++;
2430 if (player_ptr->warning && current_world_ptr->character_dungeon)
2432 if (r_ptr->flags1 & RF1_UNIQUE)
2436 GAME_TEXT o_name[MAX_NLEN];
2438 if (r_ptr->level > player_ptr->lev + 30)
2439 color = _("黒く", "black");
2440 else if (r_ptr->level > player_ptr->lev + 15)
2441 color = _("紫色に", "purple");
2442 else if (r_ptr->level > player_ptr->lev + 5)
2443 color = _("ルビー色に", "deep red");
2444 else if (r_ptr->level > player_ptr->lev - 5)
2445 color = _("赤く", "red");
2446 else if (r_ptr->level > player_ptr->lev - 15)
2447 color = _("ピンク色に", "pink");
2449 color = _("白く", "white");
2451 o_ptr = choose_warning_item(player_ptr);
2454 object_desc(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2455 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
2459 msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
2464 if (!is_explosive_rune_grid(g_ptr)) return TRUE;
2466 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2468 if (g_ptr->info & CAVE_MARK)
2470 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2471 project(player_ptr, 0, 2, y, x, 2 * (player_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
2476 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2479 g_ptr->info &= ~(CAVE_MARK);
2480 g_ptr->info &= ~(CAVE_OBJECT);
2483 note_spot(player_ptr, y, x);
2484 lite_spot(player_ptr, y, x);
2491 * @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
2492 * @param player_ptr プレーヤーへの参照ポインタ
2493 * @param r_idx 生成モンスター種族
2494 * @param yp 結果生成位置y座標
2495 * @param xp 結果生成位置x座標
2496 * @param y 中心生成位置y座標
2497 * @param x 中心生成位置x座標
2498 * @param max_dist 生成位置の最大半径
2502 static bool mon_scatter(player_type *player_ptr, MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
2504 POSITION place_x[MON_SCAT_MAXD];
2505 POSITION place_y[MON_SCAT_MAXD];
2506 int num[MON_SCAT_MAXD];
2508 if (max_dist >= MON_SCAT_MAXD)
2512 for (i = 0; i < MON_SCAT_MAXD; i++)
2515 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2516 for (POSITION nx = x - max_dist; nx <= x + max_dist; nx++)
2518 for (POSITION ny = y - max_dist; ny <= y + max_dist; ny++)
2520 if (!in_bounds(floor_ptr, ny, nx)) continue;
2521 if (!projectable(player_ptr, y, x, ny, nx)) continue;
2524 monster_race *r_ptr = &r_info[r_idx];
2525 if (!monster_can_enter(player_ptr, ny, nx, r_ptr, 0))
2530 if (!is_cave_empty_bold2(player_ptr, ny, nx)) continue;
2531 if (pattern_tile(floor_ptr, ny, nx)) continue;
2534 i = distance(y, x, ny, nx);
2539 if (one_in_(num[i]))
2548 while (i < MON_SCAT_MAXD && 0 == num[i])
2550 if (i >= MON_SCAT_MAXD)
2561 * @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
2562 * @param who 召喚主のモンスター情報ID
2563 * @param y 中心生成位置y座標
2564 * @param x 中心生成位置x座標
2565 * @param r_idx 生成モンスター種族
2566 * @param mode 生成オプション
2569 static bool place_monster_group(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2571 monster_race *r_ptr = &r_info[r_idx];
2572 int total = randint1(10);
2574 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2576 if (r_ptr->level > floor_ptr->dun_level)
2578 extra = r_ptr->level - floor_ptr->dun_level;
2579 extra = 0 - randint1(extra);
2581 else if (r_ptr->level < floor_ptr->dun_level)
2583 extra = floor_ptr->dun_level - r_ptr->level;
2584 extra = randint1(extra);
2587 if (extra > 9) extra = 9;
2591 if (total < 1) total = 1;
2592 if (total > GROUP_MAX) total = GROUP_MAX;
2595 POSITION hack_x[GROUP_MAX];
2597 POSITION hack_y[GROUP_MAX];
2600 for (int n = 0; (n < hack_n) && (hack_n < total); n++)
2602 POSITION hx = hack_x[n];
2603 POSITION hy = hack_y[n];
2604 for (int i = 0; (i < 8) && (hack_n < total); i++)
2607 scatter(player_ptr, &my, &mx, hy, hx, 4, 0);
2608 if (!is_cave_empty_bold2(player_ptr, my, mx)) continue;
2610 if (place_monster_one(player_ptr, who, my, mx, r_idx, mode))
2612 hack_y[hack_n] = my;
2613 hack_x[hack_n] = mx;
2624 * @var place_monster_idx
2625 * @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
2626 * @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
2628 static MONSTER_IDX place_monster_idx = 0;
2631 * @var place_monster_m_idx
2632 * @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
2633 * @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
2635 static MONSTER_IDX place_monster_m_idx = 0;
2638 * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
2639 * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
2640 * @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
2641 * @param r_idx チェックするモンスター種族のID
2642 * @return 護衛にできるならばtrue
2644 static bool place_monster_can_escort(MONRACE_IDX r_idx)
2646 monster_race *r_ptr = &r_info[place_monster_idx];
2647 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[place_monster_m_idx];
2648 monster_race *z_ptr = &r_info[r_idx];
2650 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return FALSE;
2651 if (z_ptr->d_char != r_ptr->d_char) return FALSE;
2652 if (z_ptr->level > r_ptr->level) return FALSE;
2653 if (z_ptr->flags1 & RF1_UNIQUE) return FALSE;
2654 if (place_monster_idx == r_idx) return FALSE;
2655 if (monster_has_hostile_align(p_ptr, m_ptr, 0, 0, z_ptr)) return FALSE;
2657 if (r_ptr->flags7 & RF7_FRIENDLY)
2659 if (monster_has_hostile_align(p_ptr, NULL, 1, -1, z_ptr)) return FALSE;
2662 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
2670 * @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
2671 * @param player_ptr プレーヤーへの参照ポインタ
2672 * @param who 召喚主のモンスター情報ID
2675 * @param r_idx 生成するモンスターの種族ID
2676 * @param mode 生成オプション
2677 * @return 生成に成功したらtrue
2679 * Note that certain monsters are now marked as requiring "friends".
2680 * These monsters, if successfully placed, and if the "grp" parameter
2681 * is TRUE, will be surrounded by a "group" of identical monsters.
2683 * Note that certain monsters are now marked as requiring an "escort",
2684 * which is a collection of monsters with similar "race" but lower level.
2686 * Some monsters induce a fake "group" flag on their escorts.
2688 * Note the "bizarre" use of non-recursion to prevent annoying output
2689 * when running a code profiler.
2691 * Note the use of the new "monster allocation table" code to restrict
2692 * the "get_mon_num()" function to "legal" escort types.
2694 bool place_monster_aux(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2696 monster_race *r_ptr = &r_info[r_idx];
2698 if (!(mode & PM_NO_KAGE) && one_in_(333))
2701 if (!place_monster_one(player_ptr, who, y, x, r_idx, mode)) return FALSE;
2702 if (!(mode & PM_ALLOW_GROUP)) return TRUE;
2704 place_monster_m_idx = hack_m_idx_ii;
2707 for (int i = 0; i < 6; i++)
2709 if (!r_ptr->reinforce_id[i]) break;
2710 int n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
2711 for (int j = 0; j < n; j++)
2713 POSITION nx, ny, d = 7;
2714 scatter(player_ptr, &ny, &nx, y, x, d, 0);
2715 (void)place_monster_one(player_ptr, place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
2719 if (r_ptr->flags1 & (RF1_FRIENDS))
2721 (void)place_monster_group(player_ptr, who, y, x, r_idx, mode);
2724 if (!(r_ptr->flags1 & (RF1_ESCORT))) return TRUE;
2726 place_monster_idx = r_idx;
2727 for (int i = 0; i < 32; i++)
2729 POSITION nx, ny, d = 3;
2731 scatter(player_ptr, &ny, &nx, y, x, d, 0);
2732 if (!is_cave_empty_bold2(player_ptr, ny, nx)) continue;
2734 get_mon_num_prep(player_ptr, place_monster_can_escort, get_monster_hook2(player_ptr, ny, nx));
2735 z = get_mon_num(player_ptr, r_ptr->level, 0);
2738 (void)place_monster_one(player_ptr, place_monster_m_idx, ny, nx, z, mode);
2739 if ((r_info[z].flags1 & RF1_FRIENDS) ||
2740 (r_ptr->flags1 & RF1_ESCORTS))
2742 (void)place_monster_group(player_ptr, place_monster_m_idx, ny, nx, z, mode);
2751 * @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
2752 * @param player_ptr プレーヤーへの参照ポインタ
2755 * @param mode 生成オプション
2756 * @return 生成に成功したらtrue
2758 bool place_monster(player_type *player_ptr, POSITION y, POSITION x, BIT_FLAGS mode)
2761 get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), get_monster_hook2(player_ptr, y, x));
2762 r_idx = get_mon_num(player_ptr, player_ptr->current_floor_ptr->monster_level, 0);
2763 if (!r_idx) return FALSE;
2765 if ((one_in_(5) || (player_ptr->current_floor_ptr->base_level == 0)) &&
2766 !(r_info[r_idx].flags1 & RF1_UNIQUE) && my_strchr("hkoptuyAHLOPTUVY", r_info[r_idx].d_char))
2771 if (place_monster_aux(player_ptr, 0, y, x, r_idx, mode)) return TRUE;
2778 * @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
2779 * @param player_ptr プレーヤーへの参照ポインタ
2782 * @return 生成に成功したらtrue
2784 bool alloc_horde(player_type *player_ptr, POSITION y, POSITION x)
2786 get_mon_num_prep(player_ptr, get_monster_hook(player_ptr), get_monster_hook2(player_ptr, y, x));
2788 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2789 MONRACE_IDX r_idx = 0;
2790 int attempts = 1000;
2791 monster_race *r_ptr = NULL;
2794 r_idx = get_mon_num(player_ptr, floor_ptr->monster_level, 0);
2795 if (!r_idx) return FALSE;
2797 r_ptr = &r_info[r_idx];
2798 if (r_ptr->flags1 & RF1_UNIQUE) continue;
2800 if (r_idx == MON_HAGURE) continue;
2804 if (attempts < 1) return FALSE;
2810 if (place_monster_aux(player_ptr, 0, y, x, r_idx, 0L)) break;
2813 if (attempts < 1) return FALSE;
2815 MONSTER_IDX m_idx = floor_ptr->grid_array[y][x].m_idx;
2816 if (floor_ptr->m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[floor_ptr->m_list[m_idx].r_idx];
2820 for (attempts = randint1(10) + 5; attempts; attempts--)
2822 scatter(player_ptr, &cy, &cx, y, x, 5, 0);
2823 (void)summon_specific(player_ptr, m_idx, cy, cx, floor_ptr->dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
2828 if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), r_ptr->d_char);
2834 * @brief ダンジョンの主生成を試みる / Put the Guardian
2835 * @param player_ptr プレーヤーへの参照ポインタ
2836 * @param def_val 現在の主の生成状態
2837 * @return 生成に成功したらtrue
2839 bool alloc_guardian(player_type *player_ptr, bool def_val)
2841 MONRACE_IDX guardian = d_info[player_ptr->dungeon_idx].final_guardian;
2842 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2843 bool is_guardian_applicable = guardian > 0;
2844 is_guardian_applicable &= d_info[player_ptr->dungeon_idx].maxdepth == floor_ptr->dun_level;
2845 is_guardian_applicable &= r_info[guardian].cur_num < r_info[guardian].max_num;
2846 if (!is_guardian_applicable) return def_val;
2848 int try_count = 4000;
2851 POSITION oy = randint1(floor_ptr->height - 4) + 2;
2852 POSITION ox = randint1(floor_ptr->width - 4) + 2;
2853 if (!is_cave_empty_bold2(player_ptr, oy, ox))
2859 if (!monster_can_cross_terrain(player_ptr, floor_ptr->grid_array[oy][ox].feat, &r_info[guardian], 0))
2865 if (place_monster_aux(player_ptr, 0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET)))
2876 * @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.
2877 * @param dis プレイヤーから離れるべき最低距離
2878 * @param mode 生成オプション
2879 * @return 生成に成功したらtrue
2881 * Place the monster at least "dis" distance from the player.
2882 * Use "slp" to choose the initial "sleep" status
2883 * Use "floor_ptr->monster_level" for the monster level
2885 bool alloc_monster(player_type *player_ptr, POSITION dis, BIT_FLAGS mode)
2887 if (alloc_guardian(player_ptr, FALSE)) return TRUE;
2889 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2890 POSITION y = 0, x = 0;
2891 int attempts_left = 10000;
2892 while (attempts_left--)
2894 y = randint0(floor_ptr->height);
2895 x = randint0(floor_ptr->width);
2897 if (floor_ptr->dun_level)
2899 if (!is_cave_empty_bold2(player_ptr, y, x)) continue;
2903 if (!is_cave_empty_bold(player_ptr, y, x)) continue;
2906 if (distance(y, x, player_ptr->y, player_ptr->x) > dis) break;
2911 if (cheat_xtra || cheat_hear)
2913 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?"));
2920 if (randint1(5000) <= floor_ptr->dun_level)
2922 if (alloc_horde(player_ptr, y, x))
2929 if (place_monster(player_ptr, y, x, (mode | PM_ALLOW_GROUP))) return TRUE;
2937 * todo ここにplayer_typeを追加すると関数ポインタ周りの収拾がつかなくなるので保留
2938 * @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
2939 * @param r_idx チェックするモンスター種族ID
2940 * @return 召喚対象にできるならばTRUE
2942 static bool summon_specific_okay(MONRACE_IDX r_idx)
2944 monster_race *r_ptr = &r_info[r_idx];
2945 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[summon_specific_who];
2946 if (!mon_hook_dungeon(r_idx)) return FALSE;
2948 if (summon_specific_who > 0)
2950 if (monster_has_hostile_align(p_ptr, m_ptr, 0, 0, r_ptr)) return FALSE;
2952 else if (summon_specific_who < 0)
2954 if (monster_has_hostile_align(p_ptr, NULL, 10, -10, r_ptr))
2956 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
2960 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
2962 if (!summon_specific_type) return TRUE;
2964 if ((summon_specific_who < 0) &&
2965 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2966 monster_has_hostile_align(p_ptr, NULL, 10, -10, r_ptr))
2969 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON)) return TRUE;
2971 return (summon_specific_aux(p_ptr, m_ptr->r_idx, r_idx));
2976 * @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.
2977 * @param player_ptr プレーヤーへの参照ポインタ
2978 * @param who 召喚主のモンスター情報ID
2983 * @param mode 生成オプション
2984 * @return 召喚できたらtrueを返す
2987 * We will attempt to place the monster up to 10 times before giving up.
2989 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
2990 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
2991 * Note: None of the other summon codes will ever summon Unique's.
2993 * This function has been changed. We now take the "monster level"
2994 * of the summoning monster as a parameter, and use that, along with
2995 * the current dungeon level, to help determine the level of the
2996 * desired monster. Note that this is an upper bound, and also
2997 * tends to "prefer" monsters of that level. Currently, we use
2998 * the average of the dungeon and monster levels, and then add
2999 * five to allow slight increases in monster power.
3001 * Note that we use the new "monster allocation table" creation code
3002 * to restrict the "get_mon_num()" function to the set of "legal"
3003 * monsters, making this function much faster and more reliable.
3005 * Note that this function may not succeed, though this is very rare.
3007 bool summon_specific(player_type *player_ptr, MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
3009 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3010 if (floor_ptr->inside_arena) return FALSE;
3013 if (!mon_scatter(player_ptr, 0, &y, &x, y1, x1, 2)) return FALSE;
3015 summon_specific_who = who;
3016 summon_specific_type = type;
3017 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
3018 get_mon_num_prep(player_ptr, summon_specific_okay, get_monster_hook2(player_ptr, y, x));
3020 MONRACE_IDX r_idx = get_mon_num(player_ptr, (floor_ptr->dun_level + lev) / 2 + 5, 0);
3023 summon_specific_type = 0;
3027 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
3029 if (!place_monster_aux(player_ptr, who, y, x, r_idx, mode))
3031 summon_specific_type = 0;
3035 summon_specific_type = 0;
3036 sound(SOUND_SUMMON);
3042 * @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
3043 * @param player_ptr プレーヤーへの参照ポインタ
3044 * @param who 召喚主のモンスター情報ID
3047 * @param r_idx 生成するモンスター種族ID
3048 * @param mode 生成オプション
3049 * @return 召喚できたらtrueを返す
3051 bool summon_named_creature(player_type *player_ptr, MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
3053 if (r_idx >= max_r_idx) return FALSE;
3056 if (player_ptr->current_floor_ptr->inside_arena) return FALSE;
3058 if (!mon_scatter(player_ptr, r_idx, &y, &x, oy, ox, 2)) return FALSE;
3060 return place_monster_aux(player_ptr, who, y, x, r_idx, (mode | PM_NO_KAGE));
3065 * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
3066 * @param player_ptr プレーヤーへの参照ポインタ
3067 * @param m_idx 増殖するモンスター情報ID
3068 * @param clone クローン・モンスター処理ならばtrue
3069 * @param mode 生成オプション
3070 * @return 生成できたらtrueを返す
3072 * Note that "reproduction" REQUIRES empty space.
3074 bool multiply_monster(player_type *player_ptr, MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
3076 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3077 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
3079 if (!mon_scatter(player_ptr, m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
3082 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
3084 if (!place_monster_aux(player_ptr, m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
3087 if (clone || (m_ptr->smart & SM_CLONED))
3089 floor_ptr->m_list[hack_m_idx_ii].smart |= SM_CLONED;
3090 floor_ptr->m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
3098 * @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
3099 * @param player_ptr プレーヤーへの参照ポインタ
3100 * @param m_idx モンスター情報ID
3101 * @param dam 与えたダメージ
3104 * Technically should attempt to treat "Beholder"'s as jelly's
3106 void message_pain(player_type *player_ptr, MONSTER_IDX m_idx, HIT_POINT dam)
3108 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
3109 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3111 GAME_TEXT m_name[MAX_NLEN];
3113 monster_desc(player_ptr, m_name, m_ptr, 0);
3117 msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
3121 HIT_POINT newhp = m_ptr->hp;
3122 HIT_POINT oldhp = newhp + dam;
3123 HIT_POINT tmp = (newhp * 100L) / oldhp;
3124 PERCENTAGE percentage = tmp;
3126 if (my_strchr(",ejmvwQ", r_ptr->d_char))
3129 if (percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3130 else if (percentage > 75) msg_format("%^sはしり込みした。", m_name);
3131 else if (percentage > 50) msg_format("%^sは縮こまった。", m_name);
3132 else if (percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
3133 else if (percentage > 20) msg_format("%^sは身もだえした。", m_name);
3134 else if (percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3135 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3138 if (percentage > 95) msg_format("%^s barely notices.", m_name);
3139 else if (percentage > 75) msg_format("%^s flinches.", m_name);
3140 else if (percentage > 50) msg_format("%^s squelches.", m_name);
3141 else if (percentage > 35) msg_format("%^s quivers in pain.", m_name);
3142 else if (percentage > 20) msg_format("%^s writhes about.", m_name);
3143 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3144 else msg_format("%^s jerks limply.", m_name);
3149 if (my_strchr("l", r_ptr->d_char))
3152 if (percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3153 else if (percentage > 75) msg_format("%^sはしり込みした。", m_name);
3154 else if (percentage > 50) msg_format("%^sは躊躇した。", m_name);
3155 else if (percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
3156 else if (percentage > 20) msg_format("%^sは身もだえした。", m_name);
3157 else if (percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3158 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3161 if (percentage > 95) msg_format("%^s barely notices.", m_name);
3162 else if (percentage > 75) msg_format("%^s flinches.", m_name);
3163 else if (percentage > 50) msg_format("%^s hesitates.", m_name);
3164 else if (percentage > 35) msg_format("%^s quivers in pain.", m_name);
3165 else if (percentage > 20) msg_format("%^s writhes about.", m_name);
3166 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3167 else msg_format("%^s jerks limply.", m_name);
3172 if (my_strchr("g#+<>", r_ptr->d_char))
3175 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3176 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3177 else if (percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
3178 else if (percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
3179 else if (percentage > 20) msg_format("%^sはうめいた。", m_name);
3180 else if (percentage > 10) msg_format("%^sは躊躇した。", m_name);
3181 else msg_format("%^sはくしゃくしゃになった。", m_name);
3184 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3185 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3186 else if (percentage > 50) msg_format("%^s roars thunderously.", m_name);
3187 else if (percentage > 35) msg_format("%^s rumbles.", m_name);
3188 else if (percentage > 20) msg_format("%^s grunts.", m_name);
3189 else if (percentage > 10) msg_format("%^s hesitates.", m_name);
3190 else msg_format("%^s crumples.", m_name);
3195 if (my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char))
3198 if (percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3199 else if (percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
3200 else if (percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
3201 else if (percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
3202 else if (percentage > 20) msg_format("%^sは身もだえした。", m_name);
3203 else if (percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3204 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3207 if (percentage > 95) msg_format("%^s barely notices.", m_name);
3208 else if (percentage > 75) msg_format("%^s hisses.", m_name);
3209 else if (percentage > 50) msg_format("%^s rears up in anger.", m_name);
3210 else if (percentage > 35) msg_format("%^s hisses furiously.", m_name);
3211 else if (percentage > 20) msg_format("%^s writhes about.", m_name);
3212 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3213 else msg_format("%^s jerks limply.", m_name);
3218 if (my_strchr("f", r_ptr->d_char))
3221 if (percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
3222 else if (percentage > 75) msg_format("%^sは吠えた。", m_name);
3223 else if (percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
3224 else if (percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
3225 else if (percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
3226 else if (percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
3227 else msg_format("%sは哀れな鳴き声を出した。", m_name);
3230 if (percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3231 else if (percentage > 75) msg_format("%^s roars.", m_name);
3232 else if (percentage > 50) msg_format("%^s growls angrily.", m_name);
3233 else if (percentage > 35) msg_format("%^s hisses with pain.", m_name);
3234 else if (percentage > 20) msg_format("%^s mewls in pain.", m_name);
3235 else if (percentage > 10) msg_format("%^s hisses in agony.", m_name);
3236 else msg_format("%^s mewls pitifully.", m_name);
3241 if (my_strchr("acFIKS", r_ptr->d_char))
3244 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3245 else if (percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
3246 else if (percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
3247 else if (percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
3248 else if (percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
3249 else if (percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
3250 else msg_format("%^sはピクピクひきつった。", m_name);
3253 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3254 else if (percentage > 75) msg_format("%^s chitters.", m_name);
3255 else if (percentage > 50) msg_format("%^s scuttles about.", m_name);
3256 else if (percentage > 35) msg_format("%^s twitters.", m_name);
3257 else if (percentage > 20) msg_format("%^s jerks in pain.", m_name);
3258 else if (percentage > 10) msg_format("%^s jerks in agony.", m_name);
3259 else msg_format("%^s twitches.", m_name);
3264 if (my_strchr("B", r_ptr->d_char))
3267 if (percentage > 95) msg_format("%^sはさえずった。", m_name);
3268 else if (percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
3269 else if (percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
3270 else if (percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
3271 else if (percentage > 20) msg_format("%^sは苦しんだ。", m_name);
3272 else if (percentage > 10) msg_format("%^sはのたうち回った。", m_name);
3273 else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
3276 if (percentage > 95) msg_format("%^s chirps.", m_name);
3277 else if (percentage > 75) msg_format("%^s twitters.", m_name);
3278 else if (percentage > 50) msg_format("%^s squawks.", m_name);
3279 else if (percentage > 35) msg_format("%^s chatters.", m_name);
3280 else if (percentage > 20) msg_format("%^s jeers.", m_name);
3281 else if (percentage > 10) msg_format("%^s flutters about.", m_name);
3282 else msg_format("%^s squeaks.", m_name);
3287 if (my_strchr("duDLUW", r_ptr->d_char))
3290 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3291 else if (percentage > 75) msg_format("%^sはしり込みした。", m_name);
3292 else if (percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
3293 else if (percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
3294 else if (percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
3295 else if (percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
3296 else msg_format("%^sは弱々しくうなった。", m_name);
3299 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3300 else if (percentage > 75) msg_format("%^s flinches.", m_name);
3301 else if (percentage > 50) msg_format("%^s hisses in pain.", m_name);
3302 else if (percentage > 35) msg_format("%^s snarls with pain.", m_name);
3303 else if (percentage > 20) msg_format("%^s roars with pain.", m_name);
3304 else if (percentage > 10) msg_format("%^s gasps.", m_name);
3305 else msg_format("%^s snarls feebly.", m_name);
3310 if (my_strchr("s", r_ptr->d_char))
3313 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3314 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3315 else if (percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
3316 else if (percentage > 35) msg_format("%^sはよろめいた。", m_name);
3317 else if (percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
3318 else if (percentage > 10) msg_format("%^sはよろめいた。", m_name);
3319 else msg_format("%^sはガタガタ言った。", m_name);
3322 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3323 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3324 else if (percentage > 50) msg_format("%^s rattles.", m_name);
3325 else if (percentage > 35) msg_format("%^s stumbles.", m_name);
3326 else if (percentage > 20) msg_format("%^s rattles.", m_name);
3327 else if (percentage > 10) msg_format("%^s staggers.", m_name);
3328 else msg_format("%^s clatters.", m_name);
3333 if (my_strchr("z", r_ptr->d_char))
3336 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3337 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3338 else if (percentage > 50) msg_format("%^sはうめいた。", m_name);
3339 else if (percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
3340 else if (percentage > 20) msg_format("%^sは躊躇した。", m_name);
3341 else if (percentage > 10) msg_format("%^sはうなった。", m_name);
3342 else msg_format("%^sはよろめいた。", m_name);
3345 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3346 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3347 else if (percentage > 50) msg_format("%^s groans.", m_name);
3348 else if (percentage > 35) msg_format("%^s moans.", m_name);
3349 else if (percentage > 20) msg_format("%^s hesitates.", m_name);
3350 else if (percentage > 10) msg_format("%^s grunts.", m_name);
3351 else msg_format("%^s staggers.", m_name);
3356 if (my_strchr("G", r_ptr->d_char))
3359 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3360 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3361 else if (percentage > 50) msg_format("%sはうめいた。", m_name);
3362 else if (percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
3363 else if (percentage > 20) msg_format("%^sは吠えた。", m_name);
3364 else if (percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
3365 else msg_format("%^sはかすかにうめいた。", m_name);
3368 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3369 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3370 else if (percentage > 50) msg_format("%^s moans.", m_name);
3371 else if (percentage > 35) msg_format("%^s wails.", m_name);
3372 else if (percentage > 20) msg_format("%^s howls.", m_name);
3373 else if (percentage > 10) msg_format("%^s moans softly.", m_name);
3374 else msg_format("%^s sighs.", m_name);
3379 if (my_strchr("CZ", r_ptr->d_char))
3382 if (percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
3383 else if (percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3384 else if (percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
3385 else if (percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
3386 else if (percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
3387 else if (percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3388 else msg_format("%^sは弱々しく吠えた。", m_name);
3391 if (percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3392 else if (percentage > 75) msg_format("%^s snarls with pain.", m_name);
3393 else if (percentage > 50) msg_format("%^s yelps in pain.", m_name);
3394 else if (percentage > 35) msg_format("%^s howls in pain.", m_name);
3395 else if (percentage > 20) msg_format("%^s howls in agony.", m_name);
3396 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3397 else msg_format("%^s yelps feebly.", m_name);
3402 if (my_strchr("Xbilqrt", r_ptr->d_char))
3405 if (percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
3406 else if (percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3407 else if (percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
3408 else if (percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
3409 else if (percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
3410 else if (percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3411 else msg_format("%^sは弱々しく叫んだ。", m_name);
3414 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3415 else if (percentage > 75) msg_format("%^s grunts with pain.", m_name);
3416 else if (percentage > 50) msg_format("%^s squeals in pain.", m_name);
3417 else if (percentage > 35) msg_format("%^s shrieks in pain.", m_name);
3418 else if (percentage > 20) msg_format("%^s shrieks in agony.", m_name);
3419 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3420 else msg_format("%^s cries out feebly.", m_name);
3426 if (percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
3427 else if (percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3428 else if (percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
3429 else if (percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
3430 else if (percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
3431 else if (percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3432 else msg_format("%^sは弱々しく叫んだ。", m_name);
3434 if (percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3435 else if (percentage > 75) msg_format("%^s grunts with pain.", m_name);
3436 else if (percentage > 50) msg_format("%^s cries out in pain.", m_name);
3437 else if (percentage > 35) msg_format("%^s screams in pain.", m_name);
3438 else if (percentage > 20) msg_format("%^s screams in agony.", m_name);
3439 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3440 else msg_format("%^s cries out feebly.", m_name);
3446 * @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.
3447 * @param m_idx 更新を行う「モンスター情報ID
3448 * @param what 学習対象ID
3451 void update_smart_learn(player_type *player_ptr, MONSTER_IDX m_idx, int what)
3453 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
3454 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3456 if (!smart_learn) return;
3457 if (r_ptr->flags2 & (RF2_STUPID)) return;
3458 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
3463 if (player_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
3464 if (is_oppose_acid(player_ptr)) m_ptr->smart |= (SM_OPP_ACID);
3465 if (player_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
3469 if (player_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
3470 if (is_oppose_elec(player_ptr)) m_ptr->smart |= (SM_OPP_ELEC);
3471 if (player_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
3475 if (player_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
3476 if (is_oppose_fire(player_ptr)) m_ptr->smart |= (SM_OPP_FIRE);
3477 if (player_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
3481 if (player_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
3482 if (is_oppose_cold(player_ptr)) m_ptr->smart |= (SM_OPP_COLD);
3483 if (player_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
3487 if (player_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
3488 if (is_oppose_pois(player_ptr)) m_ptr->smart |= (SM_OPP_POIS);
3493 if (player_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
3497 if (player_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
3501 if (player_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
3505 if (player_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
3509 if (player_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
3513 if (player_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
3517 if (player_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
3521 if (player_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
3525 if (player_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
3529 if (player_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
3533 if (player_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
3537 if (player_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
3541 if (!player_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
3545 if (player_ptr->reflect) m_ptr->smart |= (SM_IMM_REFLECT);
3552 * @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
3553 * @param player_ptr プレーヤーへの参照ポインタ
3554 * @param m_ptr モンスター参照ポインタ
3557 void monster_drop_carried_objects(player_type *player_ptr, monster_type *m_ptr)
3559 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3560 OBJECT_IDX next_o_idx = 0;
3561 for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3566 o_ptr = &floor_ptr->o_list[this_o_idx];
3567 next_o_idx = o_ptr->next_o_idx;
3570 object_copy(q_ptr, o_ptr);
3571 q_ptr->held_m_idx = 0;
3572 delete_object_idx(player_ptr, this_o_idx);
3573 (void)drop_near(player_ptr, q_ptr, -1, m_ptr->fy, m_ptr->fx);
3576 m_ptr->hold_o_idx = 0;
3581 * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
3582 * @brief 指定したモンスターに隣接しているモンスターの数を返す。
3583 * / Count number of adjacent monsters
3584 * @param player_ptr プレーヤーへの参照ポインタ
3585 * @param m_idx 隣接数を調べたいモンスターのID
3586 * @return 隣接しているモンスターの数
3588 int get_monster_crowd_number(player_type *player_ptr, MONSTER_IDX m_idx)
3590 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3591 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
3592 POSITION my = m_ptr->fy;
3593 POSITION mx = m_ptr->fx;
3595 for (int i = 0; i < 7; i++)
3597 int ay = my + ddy_ddd[i];
3598 int ax = mx + ddx_ddd[i];
3600 if (!in_bounds(floor_ptr, ay, ax)) continue;
3601 if (floor_ptr->grid_array[ay][ax].m_idx > 0) count++;
3608 bool is_friendly_idx(player_type *player_ptr, MONSTER_IDX m_idx)
3610 return m_idx > 0 && is_friendly(&player_ptr->current_floor_ptr->m_list[(m_idx)]);