3 * @brief モンスター処理 / misc code for monsters
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
10 * 2014 Deskull rearranged comment for Doxygen.
21 #include "object-flavor.h"
22 #include "monsterrace-hook.h"
23 #include "monster-status.h"
26 #include "spells-summon.h"
29 #include "player-move.h"
30 #include "player-status.h"
31 #include "player-race.h"
32 #include "player-class.h"
33 #include "player-personality.h"
36 #include "monster-spell.h"
38 #include "view-mainwindow.h"
40 #include "monsterrace.h"
42 #include "targeting.h"
43 #include "realm-song.h"
46 #define HORDE_NOGOOD 0x01 /*!< (未実装フラグ)HORDE生成でGOODなモンスターの生成を禁止する? */
47 #define HORDE_NOEVIL 0x02 /*!< (未実装フラグ)HORDE生成でEVILなモンスターの生成を禁止する? */
49 MONSTER_IDX hack_m_idx = 0; /* Hack -- see "process_monsters()" */
50 MONSTER_IDX hack_m_idx_ii = 0;
52 bool is_friendly_idx(player_type *player_ptr, MONSTER_IDX m_idx);
55 * @brief モンスターの目標地点をセットする / Set the target of counter attack
56 * @param m_ptr モンスターの参照ポインタ
61 void set_target(monster_type *m_ptr, POSITION y, POSITION x)
69 * @brief モンスターの目標地点をリセットする / Reset the target of counter attack
70 * @param m_ptr モンスターの参照ポインタ
73 void reset_target(monster_type *m_ptr)
75 set_target(m_ptr, 0, 0);
80 * @brief モンスターの真の種族を返す / Extract monster race pointer of a monster's true form
81 * @param m_ptr モンスターの参照ポインタ
82 * @return 本当のモンスター種族参照ポインタ
84 monster_race *real_r_ptr(monster_type *m_ptr)
86 return &r_info[real_r_idx(m_ptr)];
89 MONRACE_IDX real_r_idx(monster_type *m_ptr)
91 monster_race *r_ptr = &r_info[m_ptr->r_idx];
93 /* Extract real race */
94 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
96 if (r_ptr->flags1 & RF1_UNIQUE)
97 return MON_CHAMELEON_K;
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(MONSTER_IDX i)
119 floor_type *floor_ptr = p_ptr->current_floor_ptr;
120 monster_type *m_ptr = &floor_ptr->m_list[i];
121 monster_race *r_ptr = &r_info[m_ptr->r_idx];
122 OBJECT_IDX this_o_idx, next_o_idx = 0;
127 /* Hack -- Reduce the racial counter */
128 real_r_ptr(m_ptr)->cur_num--;
130 /* Hack -- count the number of "reproducers" */
131 if (r_ptr->flags2 & (RF2_MULTIPLY)) floor_ptr->num_repro--;
133 if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(p_ptr, i, 0);
134 if (MON_FAST(m_ptr)) (void)set_monster_fast(p_ptr, i, 0);
135 if (MON_SLOW(m_ptr)) (void)set_monster_slow(p_ptr, i, 0);
136 if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(p_ptr, i, 0);
137 if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(p_ptr, i, 0);
138 if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(p_ptr, i, 0);
139 if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(p_ptr, i, 0, FALSE);
141 /* Hack -- remove target monster */
142 if (i == target_who) target_who = 0;
144 /* Hack -- remove tracked monster */
145 if (i == p_ptr->health_who) health_track(p_ptr, 0);
147 if (p_ptr->pet_t_m_idx == i) p_ptr->pet_t_m_idx = 0;
148 if (p_ptr->riding_t_m_idx == i) p_ptr->riding_t_m_idx = 0;
149 if (p_ptr->riding == i) p_ptr->riding = 0;
151 /* Monster is gone */
152 floor_ptr->grid_array[y][x].m_idx = 0;
154 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
157 o_ptr = &floor_ptr->o_list[this_o_idx];
158 next_o_idx = o_ptr->next_o_idx;
161 * o_ptr->held_m_idx is needed in delete_object_idx()
162 * to prevent calling lite_spot()
165 delete_object_idx(floor_ptr, this_o_idx);
168 (void)WIPE(m_ptr, monster_type);
174 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
176 p_ptr->update |= (PU_MON_LITE);
182 * @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
183 * @param player_ptr プレーヤーへの参照ポインタ
188 static void compact_monsters_aux(player_type *player_ptr, MONSTER_IDX i1, MONSTER_IDX i2)
194 OBJECT_IDX this_o_idx, next_o_idx = 0;
197 if (i1 == i2) return;
200 floor_type *floor_ptr = player_ptr->current_floor_ptr;
201 m_ptr = &floor_ptr->m_list[i1];
207 g_ptr = &floor_ptr->grid_array[y][x];
211 /* Repair objects being carried by monster */
212 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
215 o_ptr = &floor_ptr->o_list[this_o_idx];
216 next_o_idx = o_ptr->next_o_idx;
218 /* Reset monster pointer */
219 o_ptr->held_m_idx = i2;
222 /* Hack -- Update the target */
223 if (target_who == i1) target_who = i2;
225 /* Hack -- Update the target */
226 if (player_ptr->pet_t_m_idx == i1) player_ptr->pet_t_m_idx = i2;
227 if (player_ptr->riding_t_m_idx == i1) player_ptr->riding_t_m_idx = i2;
229 /* Hack -- Update the riding */
230 if (player_ptr->riding == i1) player_ptr->riding = i2;
232 /* Hack -- Update the health bar */
233 if (player_ptr->health_who == i1) health_track(player_ptr, i2);
235 /* Hack -- Update parent index */
238 for (i = 1; i < floor_ptr->m_max; i++)
240 monster_type *m2_ptr = &floor_ptr->m_list[i];
242 if (m2_ptr->parent_m_idx == i1)
243 m2_ptr->parent_m_idx = i2;
248 (void)COPY(&floor_ptr->m_list[i2], &floor_ptr->m_list[i1], monster_type);
251 (void)WIPE(&floor_ptr->m_list[i1], monster_type);
253 for (i = 0; i < MAX_MTIMED; i++)
255 int mproc_idx = get_mproc_idx(floor_ptr, i1, i);
256 if (mproc_idx >= 0) floor_ptr->mproc_list[i][mproc_idx] = i2;
262 * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
263 * @param size 圧縮後のモンスター件数目標
266 * This function can be very dangerous, use with caution!
268 * When actually "compacting" monsters, we base the saving throw
269 * on a combination of monster level, distance from player, and
270 * current "desperation".
272 * After "compacting" (if needed), we "reorder" the monsters into a more
273 * compact order, and we reset the allocation info, and the "live" array.
275 void compact_monsters(int size)
279 int cur_lev, cur_dis, chance;
281 /* Message (only if compacting) */
282 if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
284 /* Compact at least 'size' objects */
285 floor_type *floor_ptr = p_ptr->current_floor_ptr;
286 for (num = 0, cnt = 1; num < size; cnt++)
288 /* Get more vicious each iteration */
291 /* Get closer each iteration */
292 cur_dis = 5 * (20 - cnt);
294 /* Check all the monsters */
295 for (i = 1; i < floor_ptr->m_max; i++)
297 monster_type *m_ptr = &floor_ptr->m_list[i];
299 monster_race *r_ptr = &r_info[m_ptr->r_idx];
301 /* Paranoia -- skip "dead" monsters */
302 if (!monster_is_valid(m_ptr)) continue;
304 /* Hack -- High level monsters start out "immune" */
305 if (r_ptr->level > cur_lev) continue;
307 if (i == p_ptr->riding) continue;
309 /* Ignore nearby monsters */
310 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
312 /* Saving throw chance */
315 /* Only compact "Quest" Monsters in emergencies */
316 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
318 /* Try not to compact Unique Monsters */
319 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
321 /* All monsters get a saving throw */
322 if (randint0(100) < chance) continue;
324 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
326 GAME_TEXT m_name[MAX_NLEN];
327 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
328 exe_write_diary(p_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
331 delete_monster_idx(i);
333 /* Count the monster */
339 /* Excise dead monsters (backwards!) */
340 for (i = floor_ptr->m_max - 1; i >= 1; i--)
342 /* Get the i'th monster */
343 monster_type *m_ptr = &floor_ptr->m_list[i];
345 /* Skip real monsters */
346 if (m_ptr->r_idx) continue;
348 /* Move last monster into open hole */
349 compact_monsters_aux(p_ptr, floor_ptr->m_max - 1, i);
351 /* Compress "floor_ptr->m_max" */
358 * @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
361 * This is an efficient method of simulating multiple calls to the
362 * "delete_monster()" function, with no visual effects.
364 void wipe_m_list(void)
368 /* Hack -- if Banor or Lupart dies, stay another dead */
369 if (!r_info[MON_BANORLUPART].max_num)
371 if (r_info[MON_BANOR].max_num)
373 r_info[MON_BANOR].max_num = 0;
374 r_info[MON_BANOR].r_pkills++;
375 r_info[MON_BANOR].r_akills++;
376 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
378 if (r_info[MON_LUPART].max_num)
380 r_info[MON_LUPART].max_num = 0;
381 r_info[MON_LUPART].r_pkills++;
382 r_info[MON_LUPART].r_akills++;
383 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
387 /* Delete all the monsters */
388 floor_type *floor_ptr = p_ptr->current_floor_ptr;
389 for (i = floor_ptr->m_max - 1; i >= 1; i--)
391 monster_type *m_ptr = &floor_ptr->m_list[i];
392 if (!monster_is_valid(m_ptr)) continue;
394 /* Monster is gone */
395 floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
397 (void)WIPE(m_ptr, monster_type);
402 * Wiping racial counters of all monsters and incrementing of racial
403 * counters of monsters in party_mon[] are required to prevent multiple
404 * generation of unique monster who is the minion of player.
407 /* Hack -- Wipe the racial counter of all monster races */
408 for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
410 /* Reset "floor_ptr->m_max" */
411 floor_ptr->m_max = 1;
413 /* Reset "floor_ptr->m_cnt" */
414 floor_ptr->m_cnt = 0;
416 /* Reset "floor_ptr->mproc_max[]" */
417 for (i = 0; i < MAX_MTIMED; i++) floor_ptr->mproc_max[i] = 0;
419 /* Hack -- reset "reproducer" count */
420 floor_ptr->num_repro = 0;
422 /* Hack -- no more target */
424 p_ptr->pet_t_m_idx = 0;
425 p_ptr->riding_t_m_idx = 0;
427 health_track(p_ptr, 0);
432 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
433 * @return 利用可能なモンスター配列の添字
435 * This routine should almost never fail, but it *can* happen.
437 MONSTER_IDX m_pop(void)
441 /* Normal allocation */
442 floor_type *floor_ptr = p_ptr->current_floor_ptr;
443 if (floor_ptr->m_max < current_world_ptr->max_m_idx)
445 /* Access the next hole */
446 i = floor_ptr->m_max;
448 /* Expand the array */
454 /* Return the index */
458 /* Recycle dead monsters */
459 for (i = 1; i < floor_ptr->m_max; i++)
462 m_ptr = &floor_ptr->m_list[i];
464 /* Skip live monsters */
465 if (m_ptr->r_idx) continue;
470 /* Use this monster */
474 /* Warn the player (except during dungeon creation) */
475 if (current_world_ptr->character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
477 /* Try not to crash */
485 * @var summon_specific_type
486 * @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"
487 * @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
489 static int summon_specific_type = 0;
493 * @var summon_specific_who
494 * @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
495 * @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
497 static int summon_specific_who = -1;
500 * @var summon_unique_okay
501 * @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
502 * @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
504 static bool summon_unique_okay = FALSE;
507 * @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
508 * @return 召喚条件が一致するならtrue
511 static bool summon_specific_aux(MONRACE_IDX summoner_idx, MONRACE_IDX r_idx)
513 monster_race *r_ptr = &r_info[r_idx];
516 /* Check our requirements */
517 switch (summon_specific_type)
521 okay = (r_ptr->d_char == 'a');
527 okay = (r_ptr->d_char == 'S');
533 okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
539 okay = (r_ptr->d_char == 'M');
545 okay = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
551 okay = (r_ptr->flags3 & RF3_DEMON);
557 okay = (r_ptr->flags3 & RF3_UNDEAD);
563 okay = (r_ptr->flags3 & RF3_DRAGON);
567 case SUMMON_HI_UNDEAD:
569 okay = ((r_ptr->d_char == 'L') ||
570 (r_ptr->d_char == 'V') ||
571 (r_ptr->d_char == 'W'));
575 case SUMMON_HI_DRAGON:
577 okay = (r_ptr->d_char == 'D');
581 case SUMMON_HI_DEMON:
583 okay = (((r_ptr->d_char == 'U') ||
584 (r_ptr->d_char == 'H') ||
585 (r_ptr->d_char == 'B')) &&
586 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
590 case SUMMON_AMBERITES:
592 okay = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
598 okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
604 okay = (r_ptr->d_char == 'm');
609 okay = (r_ptr->d_char == 'b');
612 case SUMMON_QUYLTHULG:
614 okay = (r_ptr->d_char == 'Q');
618 case SUMMON_COIN_MIMIC:
620 okay = (r_ptr->d_char == '$');
626 okay = ((r_ptr->d_char == '!') ||
627 (r_ptr->d_char == '?') ||
628 (r_ptr->d_char == '=') ||
629 (r_ptr->d_char == '$') ||
630 (r_ptr->d_char == '|'));
636 okay = (r_ptr->d_char == 'g');
642 okay = ((r_ptr->d_char == 'U') &&
643 (r_ptr->flags4 & RF4_ROCKET));
649 SYMBOL_CODE summon_kin_type;
652 summon_kin_type = r_info[summoner_idx].d_char;
656 summon_kin_type = get_summon_symbol_from_player(p_ptr);
659 okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
665 okay = (r_idx == MON_DAWN);
671 okay = (r_ptr->flags3 & (RF3_ANIMAL));
675 case SUMMON_ANIMAL_RANGER:
677 okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
678 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
679 !(r_ptr->flags3 & (RF3_DRAGON)) &&
680 !(r_ptr->flags3 & (RF3_EVIL)) &&
681 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
682 !(r_ptr->flags3 & (RF3_DEMON)) &&
683 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
684 !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
688 case SUMMON_HI_DRAGON_LIVING:
690 okay = ((r_ptr->d_char == 'D') && monster_living(r_idx));
696 okay = monster_living(r_idx);
702 okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
706 case SUMMON_BLUE_HORROR:
708 okay = (r_idx == MON_BLUE_HORROR);
712 case SUMMON_ELEMENTAL:
714 okay = (r_ptr->d_char == 'E');
720 okay = (r_ptr->d_char == 'v');
726 okay = (r_ptr->d_char == 'H');
732 okay = (r_ptr->d_char == 'B');
736 case SUMMON_KAMIKAZE:
739 for (i = 0; i < 4; i++)
740 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
744 case SUMMON_KAMIKAZE_LIVING:
748 for (i = 0; i < 4; i++)
749 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
750 okay = (okay && monster_living(r_idx));
756 okay = (r_idx == MON_MANES);
762 okay = (r_idx == MON_LOUSE);
766 case SUMMON_GUARDIANS:
768 okay = (r_ptr->flags7 & RF7_GUARDIAN);
774 okay = ((r_idx == MON_NOV_PALADIN) ||
775 (r_idx == MON_NOV_PALADIN_G) ||
776 (r_idx == MON_PALADIN) ||
777 (r_idx == MON_W_KNIGHT) ||
778 (r_idx == MON_ULTRA_PALADIN) ||
779 (r_idx == MON_KNI_TEMPLAR));
785 okay = (r_ptr->d_char == 'B' &&
786 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
787 (r_ptr->flags8 & RF8_WILD_ONLY));
791 case SUMMON_PIRANHAS:
793 okay = (r_idx == MON_PIRANHA);
797 case SUMMON_ARMAGE_GOOD:
799 okay = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
803 case SUMMON_ARMAGE_EVIL:
805 okay = ((r_ptr->flags3 & RF3_DEMON) ||
806 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
810 /* Since okay is int, "return (okay);" is not correct. */
811 return (bool)(okay ? TRUE : FALSE);
815 * @var chameleon_change_m_idx
816 * @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
817 * @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
819 static int chameleon_change_m_idx = 0;
823 * @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.
824 * @param r_idx チェックするモンスター種族ID
825 * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
827 static bool restrict_monster_to_dungeon(DUNGEON_IDX d_idx, MONRACE_IDX r_idx)
829 dungeon_type *d_ptr = &d_info[d_idx];
830 monster_race *r_ptr = &r_info[r_idx];
833 if (d_ptr->flags1 & DF1_CHAMELEON)
835 if (chameleon_change_m_idx) return TRUE;
838 if (d_ptr->flags1 & DF1_NO_MAGIC)
840 if (r_idx != MON_CHAMELEON &&
842 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
843 !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
844 !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
848 if (d_ptr->flags1 & DF1_NO_MELEE)
850 if (r_idx == MON_CHAMELEON) return TRUE;
851 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
852 !(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)) &&
853 !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
857 floor_type *floor_ptr = p_ptr->current_floor_ptr;
858 if (d_ptr->flags1 & DF1_BEGINNER)
860 if (r_ptr->level > floor_ptr->dun_level)
864 if (d_ptr->special_div >= 64) return TRUE;
865 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
869 case DUNGEON_MODE_AND:
872 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
877 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
882 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
887 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
890 if (d_ptr->m_a_ability_flags1)
892 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
895 if (d_ptr->m_a_ability_flags2)
897 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
902 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
907 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
912 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
917 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
920 for (a = 0; a < 5; a++)
921 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
925 case DUNGEON_MODE_NAND:
928 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
933 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
938 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
943 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
946 if (d_ptr->m_a_ability_flags1)
948 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
951 if (d_ptr->m_a_ability_flags2)
953 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
958 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
963 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
968 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
973 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
976 for (a = 0; a < 5; a++)
977 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
981 case DUNGEON_MODE_OR:
982 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
983 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
984 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
985 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
986 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE;
987 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE;
988 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
989 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
990 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
991 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
992 for (a = 0; a < 5; a++)
993 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
997 case DUNGEON_MODE_NOR:
998 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
999 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
1000 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
1001 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
1002 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE;
1003 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE;
1004 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
1005 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
1006 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
1007 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
1008 for (a = 0; a < 5; a++)
1009 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
1018 * Hack -- function hooks to restrict "get_mon_num_prep()" function
1020 monsterrace_hook_type get_mon_num_hook;
1021 monsterrace_hook_type get_mon_num2_hook;
1024 * @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"
1025 * @param monster_hook 制限関数1
1026 * @param monster_hook2 制限関数2
1029 errr get_mon_num_prep(monsterrace_hook_type monster_hook,
1030 monsterrace_hook_type monster_hook2)
1034 /* Todo: Check the hooks for non-changes */
1036 /* Set the new hooks */
1037 get_mon_num_hook = monster_hook;
1038 get_mon_num2_hook = monster_hook2;
1040 /* Scan the allocation table */
1041 floor_type *floor_ptr = p_ptr->current_floor_ptr;
1042 for (i = 0; i < alloc_race_size; i++)
1044 monster_race *r_ptr;
1047 alloc_entry *entry = &alloc_race_table[i];
1050 r_ptr = &r_info[entry->index];
1052 /* Skip monsters which don't pass the restriction */
1053 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
1054 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
1057 if (!p_ptr->phase_out && !chameleon_change_m_idx &&
1058 summon_specific_type != SUMMON_GUARDIANS)
1060 /* Hack -- don't create questors */
1061 if (r_ptr->flags1 & RF1_QUESTOR)
1064 if (r_ptr->flags7 & RF7_GUARDIAN)
1067 /* Depth Monsters never appear out of depth */
1068 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
1069 (r_ptr->level > floor_ptr->dun_level))
1073 /* Accept this monster */
1074 entry->prob2 = entry->prob1;
1076 if (floor_ptr->dun_level && (!floor_ptr->inside_quest || is_fixed_quest_idx(floor_ptr->inside_quest)) &&
1077 !restrict_monster_to_dungeon(p_ptr->dungeon_idx, entry->index) && !p_ptr->phase_out)
1079 int hoge = entry->prob2 * d_info[p_ptr->dungeon_idx].special_div;
1080 entry->prob2 = hoge / 64;
1081 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
1091 * @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
1093 * @return 選択されたモンスター生成種族
1095 * Choose a monster race that seems "appropriate" to the given level
1097 * This function uses the "prob2" field of the "monster allocation table",
1098 * and various local information, to calculate the "prob3" field of the
1099 * same table, which is then used to choose an "appropriate" monster, in
1100 * a relatively efficient manner.
1102 * Note that "town" monsters will *only* be created in the town, and
1103 * "normal" monsters will *never* be created in the town, unless the
1104 * "level" is "modified", for example, by polymorph or summoning.
1106 * There is a small chance (1/50) of "boosting" the given depth by
1107 * a small amount (up to four levels), except in the town.
1109 * It is (slightly) more likely to acquire a monster of the given level
1110 * than one of a lower level. This is done by choosing several monsters
1111 * appropriate to the given level and keeping the "hardest" one.
1113 * Note that if no monsters are "appropriate", then this function will
1114 * fail, and return zero, but this should *almost* never happen.
1116 MONRACE_IDX get_mon_num(DEPTH level)
1121 monster_race *r_ptr;
1122 alloc_entry *table = alloc_race_table;
1124 int pls_kakuritu, pls_level;
1125 int delay = mysqrt(level * 10000L) + 400L;
1127 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
1128 pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10));
1130 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_MAZE)
1132 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
1133 if (pls_kakuritu < 2) pls_kakuritu = 2;
1138 /* Boost the level */
1139 if (!p_ptr->phase_out && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
1141 /* Nightmare mode allows more out-of depth monsters */
1142 if (ironman_nightmare && !randint0(pls_kakuritu))
1144 /* What a bizarre calculation */
1145 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1149 /* Occasional "nasty" monster */
1150 if (!randint0(pls_kakuritu))
1152 /* Pick a level bonus */
1158 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1159 if (level < 0) level = 0;
1164 /* Process probabilities */
1165 for (i = 0; i < alloc_race_size; i++)
1167 /* Monsters are sorted by depth */
1168 if (table[i].level > level) break;
1173 /* Access the "r_idx" of the chosen monster */
1174 r_idx = table[i].index;
1176 /* Access the actual race */
1177 r_ptr = &r_info[r_idx];
1179 if (!p_ptr->phase_out && !chameleon_change_m_idx)
1181 /* Hack -- "unique" monsters must be "unique" */
1182 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1183 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1184 (r_ptr->cur_num >= r_ptr->max_num))
1189 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1190 (r_ptr->cur_num >= 1))
1195 if (r_idx == MON_BANORLUPART)
1197 if (r_info[MON_BANOR].cur_num > 0) continue;
1198 if (r_info[MON_LUPART].cur_num > 0) continue;
1203 table[i].prob3 = table[i].prob2;
1206 total += table[i].prob3;
1209 /* No legal monsters */
1210 if (total <= 0) return 0;
1212 /* Pick a monster */
1213 value = randint0(total);
1215 /* Find the monster */
1216 for (i = 0; i < alloc_race_size; i++)
1218 /* Found the entry */
1219 if (value < table[i].prob3) break;
1222 value = value - table[i].prob3;
1228 /* Try for a "harder" monster once (50%) or twice (10%) */
1234 /* Pick a monster */
1235 value = randint0(total);
1237 /* Find the monster */
1238 for (i = 0; i < alloc_race_size; i++)
1240 /* Found the entry */
1241 if (value < table[i].prob3) break;
1244 value = value - table[i].prob3;
1247 /* Keep the "best" one */
1248 if (table[i].level < table[j].level) i = j;
1251 /* Try for a "harder" monster twice (10%) */
1257 /* Pick a monster */
1258 value = randint0(total);
1260 /* Find the monster */
1261 for (i = 0; i < alloc_race_size; i++)
1263 /* Found the entry */
1264 if (value < table[i].prob3) break;
1267 value = value - table[i].prob3;
1270 /* Keep the "best" one */
1271 if (table[i].level < table[j].level) i = j;
1273 return (table[i].index);
1278 * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
1279 * @param desc 記述出力先の文字列参照ポインタ
1280 * @param m_ptr モンスターの参照ポインタ
1281 * @param mode 呼称オプション
1284 * We can correctly describe monsters based on their visibility.
1285 * We can force all monsters to be treated as visible or invisible.
1286 * We can build nominatives, objectives, possessives, or reflexives.
1287 * We can selectively pronominalize hidden, visible, or all monsters.
1288 * We can use definite or indefinite descriptions for hidden monsters.
1289 * We can use definite or indefinite descriptions for visible monsters.
1291 * Pronominalization involves the gender whenever possible and allowed,
1292 * so that by cleverly requesting pronominalization / visibility, you
1293 * can get messages like "You hit someone. She screams in agony!".
1295 * Reflexives are acquired by requesting Objective plus Possessive.
1297 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1298 * unless the "Assume Visible" mode is requested.
1300 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1301 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1302 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1303 * in which case you may be in trouble... :-)
1305 * I am assuming that no monster name is more than 70 characters long,
1306 * so that "char desc[80];" is sufficiently large for any result.
1309 * MD_OBJECTIVE --> Objective (or Reflexive)
1310 * MD_POSSESSIVE --> Possessive (or Reflexive)
1311 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1312 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1313 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1314 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1315 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1316 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1317 * MD_TRUE_NAME --> Chameleon's true name
1318 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1321 * 0x00 --> Full nominative name ("the kobold") or "it"
1322 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1323 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1324 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1325 * MD_PRON_VISIBLE | MD_POSSESSIVE
1326 * --> Possessive, genderized if visable ("his") or "its"
1327 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1328 * --> Reflexive, genderized if visable ("himself") or "itself"
1330 void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
1333 monster_race *r_ptr;
1337 GAME_TEXT silly_name[1024];
1341 r_ptr = &r_info[m_ptr->ap_r_idx];
1343 /* Mode of MD_TRUE_NAME will reveal Chameleon's true name */
1344 if (mode & MD_TRUE_NAME) name = (r_name + real_r_ptr(m_ptr)->name);
1345 else name = (r_name + r_ptr->name);
1347 /* Are we hallucinating? (Idea from Nethack...) */
1348 if (p_ptr->image && !(mode & MD_IGNORE_HALLU))
1352 if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
1358 monster_race *hallu_race;
1362 hallu_race = &r_info[randint1(max_r_idx - 1)];
1363 } while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1365 strcpy(silly_name, (r_name + hallu_race->name));
1368 /* Better not strcpy it, or we could corrupt r_info... */
1372 /* Can we "see" it (exists + forced, or visible + not unforced) */
1373 seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1375 /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
1376 pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1379 /* First, try using pronouns, or describing hidden monsters */
1380 floor_type *floor_ptr = p_ptr->current_floor_ptr;
1383 /* an encoding of the monster "sex" */
1386 /* Extract the gender (if applicable) */
1387 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1388 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1390 /* Ignore the gender (if desired) */
1391 if (!m_ptr || !pron) kind = 0x00;
1394 /* Assume simple result */
1395 res = _("何か", "it");
1397 /* Brute force: split on the possibilities */
1398 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1400 /* Neuter, or unknown */
1402 case 0x00: res = "何か"; break;
1403 case 0x00 + (MD_OBJECTIVE) : res = "何か"; break;
1404 case 0x00 + (MD_POSSESSIVE) : res = "何かの"; break;
1405 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "何か自身"; break;
1406 case 0x00 + (MD_INDEF_HIDDEN) : res = "何か"; break;
1407 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "何か"; break;
1408 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "何か"; break;
1409 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "それ自身"; break;
1411 case 0x00: res = "it"; break;
1412 case 0x00 + (MD_OBJECTIVE) : res = "it"; break;
1413 case 0x00 + (MD_POSSESSIVE) : res = "its"; break;
1414 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "itself"; break;
1415 case 0x00 + (MD_INDEF_HIDDEN) : res = "something"; break;
1416 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "something"; break;
1417 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "something's"; break;
1418 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "itself"; break;
1422 /* Male (assume human if vague) */
1424 case 0x10: res = "彼"; break;
1425 case 0x10 + (MD_OBJECTIVE) : res = "彼"; break;
1426 case 0x10 + (MD_POSSESSIVE) : res = "彼の"; break;
1427 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼自身"; break;
1428 case 0x10 + (MD_INDEF_HIDDEN) : res = "誰か"; break;
1429 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "誰か"; break;
1430 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "誰かの"; break;
1431 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼自身"; break;
1433 case 0x10: res = "he"; break;
1434 case 0x10 + (MD_OBJECTIVE) : res = "him"; break;
1435 case 0x10 + (MD_POSSESSIVE) : res = "his"; break;
1436 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "himself"; break;
1437 case 0x10 + (MD_INDEF_HIDDEN) : res = "someone"; break;
1438 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "someone"; break;
1439 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "someone's"; break;
1440 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "himself"; break;
1444 /* Female (assume human if vague) */
1446 case 0x20: res = "彼女"; break;
1447 case 0x20 + (MD_OBJECTIVE) : res = "彼女"; break;
1448 case 0x20 + (MD_POSSESSIVE) : res = "彼女の"; break;
1449 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼女自身"; break;
1450 case 0x20 + (MD_INDEF_HIDDEN) : res = "誰か"; break;
1451 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "誰か"; break;
1452 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "誰かの"; break;
1453 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "彼女自身"; break;
1455 case 0x20: res = "she"; break;
1456 case 0x20 + (MD_OBJECTIVE) : res = "her"; break;
1457 case 0x20 + (MD_POSSESSIVE) : res = "her"; break;
1458 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE) : res = "herself"; break;
1459 case 0x20 + (MD_INDEF_HIDDEN) : res = "someone"; break;
1460 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE) : res = "someone"; break;
1461 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE) : res = "someone's"; break;
1462 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE) : res = "herself"; break;
1466 /* Copy the result */
1467 (void)strcpy(desc, res);
1471 /* Handle visible monsters, "reflexive" request */
1472 else if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1474 /* The monster is visible, so use its gender */
1475 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, _("彼女自身", "herself"));
1476 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, _("彼自身", "himself"));
1477 else strcpy(desc, _("それ自身", "itself"));
1481 /* Handle all other visible monster requests */
1485 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1491 while (strncmp(t, "』", 2) && *t) t++;
1495 (void)sprintf(desc, "%s?』", buf);
1498 (void)sprintf(desc, "%s?", name);
1500 (void)sprintf(desc, "%s?", name);
1505 /* It could be a Unique */
1506 if ((r_ptr->flags1 & RF1_UNIQUE) && !(p_ptr->image && !(mode & MD_IGNORE_HALLU)))
1508 /* Start with the name (thus nominative and objective) */
1509 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1515 while (strncmp(t, "』", 2) && *t) t++;
1519 (void)sprintf(desc, "%s?』", buf);
1522 (void)sprintf(desc, "%s?", name);
1524 (void)sprintf(desc, "%s?", name);
1528 /* Inside monster arena, and it is not your mount */
1529 else if (p_ptr->phase_out &&
1530 !(p_ptr->riding && (&floor_ptr->m_list[p_ptr->riding] == m_ptr)))
1532 /* It is a fake unique monster */
1533 (void)sprintf(desc, _("%sもどき", "fake %s"), name);
1538 (void)strcpy(desc, name);
1542 /* It could be an indefinite monster */
1543 else if (mode & MD_INDEF_VISIBLE)
1545 /* XXX Check plurality for "some" */
1547 /* Indefinite monsters need an indefinite article */
1549 (void)strcpy(desc, "");
1551 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1554 (void)strcat(desc, name);
1557 /* It could be a normal, definite, monster */
1560 /* Definite monsters need a definite article */
1562 (void)strcpy(desc, _("あなたの", "your "));
1564 (void)strcpy(desc, _("", "the "));
1566 (void)strcat(desc, name);
1569 if (m_ptr->nickname)
1571 sprintf(buf, _("「%s」", " called %s"), quark_str(m_ptr->nickname));
1575 if (p_ptr->riding && (&floor_ptr->m_list[p_ptr->riding] == m_ptr))
1577 strcat(desc, _("(乗馬中)", "(riding)"));
1580 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1582 if (r_ptr->flags1 & RF1_UNIQUE)
1584 strcat(desc, _("(カメレオンの王)", "(Chameleon Lord)"));
1588 strcat(desc, _("(カメレオン)", "(Chameleon)"));
1592 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1594 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1597 /* Handle the Possessive as a special afterthought */
1598 if (mode & MD_POSSESSIVE)
1600 /* XXX Check for trailing "s" */
1602 /* Simply append "apostrophe" and "s" */
1603 (void)strcat(desc, _("の", "'s"));
1609 * @brief モンスターIDを取り、モンスター名をm_nameに代入する /
1610 * @param m_idx モンスターID
1611 * @param m_name モンスター名を入力する配列
1613 void monster_name(MONSTER_IDX m_idx, char* m_name)
1615 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
1616 monster_desc(m_name, m_ptr, 0x00);
1621 * @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)
1622 * @param r_idx 補完されるモンスター種族ID
1623 * @return 明らかになった情報の度数
1625 * Return the number of new flags learnt. -Mogami-
1627 int lore_do_probe(MONRACE_IDX r_idx)
1629 monster_race *r_ptr = &r_info[r_idx];
1633 /* Maximal info about awareness */
1634 if (r_ptr->r_wake != MAX_UCHAR) n++;
1635 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1636 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1638 /* Observe "maximal" attacks */
1639 for (i = 0; i < 4; i++)
1641 /* Examine "actual" blows */
1642 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1644 /* Maximal observations */
1645 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1646 r_ptr->r_blows[i] = MAX_UCHAR;
1652 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1653 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1654 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1655 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1656 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1657 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1659 /* Only "valid" drops */
1660 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1662 if (r_ptr->r_drop_item != tmp_byte) n++;
1663 r_ptr->r_drop_item = tmp_byte;
1665 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1667 if (r_ptr->r_drop_gold != tmp_byte) n++;
1668 r_ptr->r_drop_gold = tmp_byte;
1671 /* Observe many spells */
1672 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1673 r_ptr->r_cast_spell = MAX_UCHAR;
1675 /* Count unknown flags */
1676 for (i = 0; i < 32; i++)
1678 if (!(r_ptr->r_flags1 & (1L << i)) &&
1679 (r_ptr->flags1 & (1L << i))) n++;
1680 if (!(r_ptr->r_flags2 & (1L << i)) &&
1681 (r_ptr->flags2 & (1L << i))) n++;
1682 if (!(r_ptr->r_flags3 & (1L << i)) &&
1683 (r_ptr->flags3 & (1L << i))) n++;
1684 if (!(r_ptr->r_flags4 & (1L << i)) &&
1685 (r_ptr->flags4 & (1L << i))) n++;
1686 if (!(r_ptr->r_flags5 & (1L << i)) &&
1687 (r_ptr->a_ability_flags1 & (1L << i))) n++;
1688 if (!(r_ptr->r_flags6 & (1L << i)) &&
1689 (r_ptr->a_ability_flags2 & (1L << i))) n++;
1690 if (!(r_ptr->r_flagsr & (1L << i)) &&
1691 (r_ptr->flagsr & (1L << i))) n++;
1693 /* r_flags7 is actually unused */
1696 /* Know all the flags */
1697 r_ptr->r_flags1 = r_ptr->flags1;
1698 r_ptr->r_flags2 = r_ptr->flags2;
1699 r_ptr->r_flags3 = r_ptr->flags3;
1700 r_ptr->r_flags4 = r_ptr->flags4;
1701 r_ptr->r_flags5 = r_ptr->a_ability_flags1;
1702 r_ptr->r_flags6 = r_ptr->a_ability_flags2;
1703 r_ptr->r_flagsr = r_ptr->flagsr;
1705 /* r_flags7 is actually unused */
1706 /* r_ptr->r_flags7 = r_ptr->flags7; */
1708 /* Know about evolution */
1709 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1710 r_ptr->r_xtra1 |= MR1_SINKA;
1712 /* Update monster recall window */
1713 if (p_ptr->monster_race_idx == r_idx)
1715 p_ptr->window |= (PW_MONSTER);
1718 /* Return the number of new flags learnt */
1724 * @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
1725 * @param m_idx モンスター情報のID
1726 * @param num_item 手に入れたアイテム数
1727 * @param num_gold 手に入れた財宝の単位数
1730 * Note that learning the "GOOD"/"GREAT" flags gives information
1731 * about the treasure (even when the monster is killed for the first
1732 * time, such as uniques, and the treasure has not been examined yet).
1734 * This "indirect" method is used to prevent the player from learning
1735 * exactly how much treasure a monster can drop from observing only
1736 * a single example of a drop. This method actually observes how much
1737 * gold and items are dropped, and remembers that information to be
1738 * described later by the monster recall code.
1740 void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
1742 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
1744 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1746 /* If the monster doesn't have original appearance, don't note */
1747 if (!is_original_ap(m_ptr)) return;
1749 /* Note the number of things dropped */
1750 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1751 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1753 /* Hack -- memorize the good/great flags */
1754 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1755 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1757 /* Update monster recall window */
1758 if (p_ptr->monster_race_idx == m_ptr->r_idx)
1760 p_ptr->window |= (PW_MONSTER);
1766 * @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
1767 * @param m_idx 更新するモンスター情報のID
1768 * @param full プレイヤーとの距離更新を行うならばtrue
1771 * This involves extracting the distance to the player (if requested),
1772 * and then checking for visibility (natural, infravision, see-invis,
1773 * telepathy), updating the monster visibility flag, redrawing (or
1774 * erasing) the monster when its visibility changes, and taking note
1775 * of any interesting monster flags (cold-blooded, invisible, etc).
1777 * Note the new "mflag" field which encodes several monster state flags,
1778 * including "view" for when the monster is currently in line of sight,
1779 * and "mark" for when the monster is currently visible via detection.
1781 * The only monster fields that are changed here are "cdis" (the
1782 * distance from the player), "ml" (visible to the player), and
1783 * "mflag" (to maintain the "MFLAG_VIEW" flag).
1785 * Note the special "update_monsters()" function which can be used to
1786 * call this function once for every monster.
1788 * Note the "full" flag which requests that the "cdis" field be updated,
1789 * this is only needed when the monster (or the player) has moved.
1791 * Every time a monster moves, we must call this function for that
1792 * monster, and update the distance, and the visibility. Every time
1793 * the player moves, we must call this function for every monster, and
1794 * update the distance, and the visibility. Whenever the player "state"
1795 * changes in certain ways ("blindness", "infravision", "telepathy",
1796 * and "see invisible"), we must call this function for every monster,
1797 * and update the visibility.
1799 * Routines that change the "illumination" of a grid must also call this
1800 * function for any monster in that grid, since the "visibility" of some
1801 * monsters may be based on the illumination of their grid.
1803 * Note that this function is called once per monster every time the
1804 * player moves. When the player is running, this function is one
1805 * of the primary bottlenecks, along with "update_view()" and the
1806 * "process_monsters()" code, so efficiency is important.
1808 * Note the optimized "inline" version of the "distance()" function.
1810 * A monster is "visible" to the player if (1) it has been detected
1811 * by the player, (2) it is close to the player and the player has
1812 * telepathy, or (3) it is close to the player, and in line of sight
1813 * of the player, and it is "illuminated" by some combination of
1814 * infravision, torch light, or permanent light (invisible monsters
1815 * are only affected by "light" if the player can see invisible).
1817 * Monsters which are not on the current panel may be "visible" to
1818 * the player, and their descriptions will include an "offscreen"
1819 * reference. Currently, offscreen monsters cannot be targetted
1820 * or viewed directly, but old targets will remain set. XXX XXX
1822 * The player can choose to be disturbed by several things, including
1823 * "disturb_move" (monster which is viewable moves in some way), and
1824 * "disturb_near" (monster which is "easily" viewable moves in some
1825 * way). Note that "moves" includes "appears" and "disappears".
1827 void update_monster(player_type *subject_ptr, MONSTER_IDX m_idx, bool full)
1829 monster_type *m_ptr = &subject_ptr->current_floor_ptr->m_list[m_idx];
1830 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1832 bool do_disturb = disturb_move;
1835 POSITION fy = m_ptr->fy;
1836 POSITION fx = m_ptr->fx;
1841 /* Seen by vision */
1844 /* Non-Ninja player in the darkness */
1845 bool in_darkness = (d_info[subject_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !subject_ptr->see_nocto;
1850 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1852 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= subject_ptr->lev)
1856 /* Compute distance */
1859 /* Distance components */
1860 int dy = (subject_ptr->y > fy) ? (subject_ptr->y - fy) : (fy - subject_ptr->y);
1861 int dx = (subject_ptr->x > fx) ? (subject_ptr->x - fx) : (fx - subject_ptr->x);
1863 /* Approximate distance */
1864 d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
1866 /* Restrict distance */
1867 if (d > 255) d = 255;
1871 /* Save the distance */
1875 /* Extract distance */
1878 /* Extract the distance */
1883 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
1886 if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
1888 if (!in_darkness || (d <= MAX_SIGHT / 4))
1890 if (subject_ptr->special_defense & KATA_MUSOU)
1895 if (is_original_ap(m_ptr) && !subject_ptr->image)
1897 /* Hack -- Memorize mental flags */
1898 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1899 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1903 /* Basic telepathy */
1904 /* Snipers get telepathy when they concentrate deeper */
1905 else if (subject_ptr->telepathy)
1907 /* Empty mind, no telepathy */
1908 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
1910 /* Memorize flags */
1911 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
1914 /* Weird mind, occasional telepathy */
1915 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
1917 /* One in ten individuals are detectable */
1918 if ((m_idx % 10) == 5)
1923 if (is_original_ap(m_ptr) && !subject_ptr->image)
1925 /* Memorize flags */
1926 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
1928 /* Hack -- Memorize mental flags */
1929 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1930 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1935 /* Normal mind, allow telepathy */
1941 if (is_original_ap(m_ptr) && !subject_ptr->image)
1943 /* Hack -- Memorize mental flags */
1944 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1945 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1950 if ((subject_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
1953 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
1956 if ((subject_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
1959 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
1962 if ((subject_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
1965 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
1968 if ((subject_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
1971 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
1974 if ((subject_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
1977 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
1980 if ((subject_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
1983 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
1986 if ((subject_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
1989 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
1992 if ((subject_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
1995 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
1998 if ((subject_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
2001 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
2004 if ((subject_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
2007 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
2010 if ((subject_ptr->esp_nonliving) &&
2011 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
2014 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
2017 if ((subject_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
2020 if (is_original_ap(m_ptr) && !subject_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
2024 /* Normal line of sight, and not blind */
2025 if (player_has_los_bold(subject_ptr, fy, fx) && !subject_ptr->blind)
2027 bool do_invisible = FALSE;
2028 bool do_cold_blood = FALSE;
2030 /* Snipers can see targets in darkness when they concentrate deeper */
2031 if (subject_ptr->concent >= CONCENT_RADAR_THRESHOLD)
2037 /* Use "infravision" */
2038 if (d <= subject_ptr->see_infra)
2040 /* Handle "cold blooded" monsters */
2041 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
2043 do_cold_blood = TRUE;
2046 /* Handle "warm blooded" monsters */
2054 /* Use "illumination" */
2055 if (player_can_see_bold(subject_ptr, fy, fx))
2057 /* Handle "invisible" monsters */
2058 if (r_ptr->flags2 & (RF2_INVISIBLE))
2060 do_invisible = TRUE;
2063 if (subject_ptr->see_inv)
2070 /* Handle "normal" monsters */
2081 if (is_original_ap(m_ptr) && !subject_ptr->image)
2083 /* Memorize flags */
2084 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
2085 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
2092 /* The monster is now visible */
2095 /* It was previously unseen */
2098 /* Mark as visible */
2101 /* Draw the monster */
2104 /* Update health bar as needed */
2105 if (subject_ptr->health_who == m_idx) subject_ptr->redraw |= (PR_HEALTH);
2106 if (subject_ptr->riding == m_idx) subject_ptr->redraw |= (PR_UHEALTH);
2108 /* Hack -- Count "fresh" sightings */
2109 if (!subject_ptr->image)
2111 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
2112 r_info[MON_KAGE].r_sights++;
2113 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
2117 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
2119 sanity_blast(subject_ptr, m_ptr, FALSE);
2122 /* Disturb on appearance */
2123 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)))
2125 if (disturb_pets || is_hostile(m_ptr))
2126 disturb(subject_ptr, TRUE, TRUE);
2131 /* The monster is not visible */
2134 /* It was previously seen */
2137 /* Mark as not visible */
2140 /* Erase the monster */
2143 /* Update health bar as needed */
2144 if (subject_ptr->health_who == m_idx) subject_ptr->redraw |= (PR_HEALTH);
2145 if (subject_ptr->riding == m_idx) subject_ptr->redraw |= (PR_UHEALTH);
2147 /* Disturb on disappearance */
2150 if (disturb_pets || is_hostile(m_ptr))
2151 disturb(subject_ptr, TRUE, TRUE);
2157 /* The monster is now easily visible */
2161 if (!(m_ptr->mflag & (MFLAG_VIEW)))
2163 /* Mark as easily visible */
2164 m_ptr->mflag |= (MFLAG_VIEW);
2166 /* Disturb on appearance */
2169 if (disturb_pets || is_hostile(m_ptr))
2170 disturb(subject_ptr, TRUE, TRUE);
2175 /* The monster is not easily visible */
2179 if (m_ptr->mflag & (MFLAG_VIEW))
2181 /* Mark as not easily visible */
2182 m_ptr->mflag &= ~(MFLAG_VIEW);
2184 /* Disturb on disappearance */
2187 if (disturb_pets || is_hostile(m_ptr))
2188 disturb(subject_ptr, TRUE, TRUE);
2196 * @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).
2197 * @param full 距離更新を行うならtrue
2200 void update_monsters(bool full)
2204 /* Update each (live) monster */
2205 floor_type *floor_ptr = p_ptr->current_floor_ptr;
2206 for (i = 1; i < floor_ptr->m_max; i++)
2208 monster_type *m_ptr = &floor_ptr->m_list[i];
2209 if (!monster_is_valid(m_ptr)) continue;
2210 update_monster(p_ptr, i, full);
2216 * @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
2217 * @param r_idx モンスター種族ID
2218 * @return 対象にできるならtrueを返す
2220 static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
2222 floor_type *floor_ptr = p_ptr->current_floor_ptr;
2223 monster_race *r_ptr = &r_info[r_idx];
2224 monster_type *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
2225 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2227 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
2228 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2230 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
2232 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))
2235 if (!monster_can_cross_terrain(floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2238 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2240 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
2244 else if (summon_specific_who > 0)
2246 if (monster_has_hostile_align(&floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2253 * @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
2254 * @param r_idx モンスター種族ID
2255 * @return 対象にできるならtrueを返す
2256 * @todo グローバル変数対策の上 monster_hook.cへ移す。
2258 static bool monster_hook_chameleon(MONRACE_IDX r_idx)
2260 floor_type *floor_ptr = p_ptr->current_floor_ptr;
2261 monster_race *r_ptr = &r_info[r_idx];
2262 monster_type *m_ptr = &floor_ptr->m_list[chameleon_change_m_idx];
2263 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2265 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2266 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2267 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2269 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))
2272 if (!monster_can_cross_terrain(floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2275 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2277 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
2278 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
2279 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
2283 else if (summon_specific_who > 0)
2285 if (monster_has_hostile_align(&floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2288 return (*(get_monster_hook(p_ptr)))(r_idx);
2293 * @param m_idx 変身処理を受けるモンスター情報のID
2294 * @param born 生成時の初変身先指定ならばtrue
2295 * @param r_idx 旧モンスター種族のID
2298 void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
2301 floor_type *floor_ptr = p_ptr->current_floor_ptr;
2302 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
2303 monster_race *r_ptr;
2304 char old_m_name[MAX_NLEN];
2305 bool old_unique = FALSE;
2306 int old_r_idx = m_ptr->r_idx;
2308 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2310 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2311 r_ptr = &r_info[r_idx];
2313 monster_desc(old_m_name, m_ptr, 0);
2319 chameleon_change_m_idx = m_idx;
2321 get_mon_num_prep(monster_hook_chameleon_lord, NULL);
2323 get_mon_num_prep(monster_hook_chameleon, NULL);
2326 level = r_info[MON_CHAMELEON_K].level;
2327 else if (!floor_ptr->dun_level)
2328 level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
2330 level = floor_ptr->dun_level;
2332 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON) level += 2 + randint1(3);
2334 r_idx = get_mon_num(level);
2335 r_ptr = &r_info[r_idx];
2337 chameleon_change_m_idx = 0;
2341 m_ptr->r_idx = r_idx;
2342 m_ptr->ap_r_idx = r_idx;
2343 update_monster(p_ptr, m_idx, FALSE);
2344 lite_spot(m_ptr->fy, m_ptr->fx);
2346 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2347 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2348 p_ptr->update |= (PU_MON_LITE);
2352 /* Sub-alignment of a chameleon */
2353 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2355 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2356 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2357 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2362 if (m_idx == p_ptr->riding)
2364 GAME_TEXT m_name[MAX_NLEN];
2365 monster_desc(m_name, m_ptr, 0);
2366 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
2367 if (!(r_ptr->flags7 & RF7_RIDING))
2368 if (rakuba(p_ptr, 0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
2371 /* Extract the monster base speed */
2372 m_ptr->mspeed = get_mspeed(r_ptr);
2374 oldmaxhp = m_ptr->max_maxhp;
2375 /* Assign maximal hitpoints */
2376 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2378 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2382 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2385 /* Monsters have double hitpoints in Nightmare mode */
2386 if (ironman_nightmare)
2388 u32b hp = m_ptr->max_maxhp * 2L;
2389 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2392 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2393 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2394 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2396 /* reset dealt_damage */
2397 m_ptr->dealt_damage = 0;
2402 * @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
2403 * @param r_idx モンスター種族ID
2404 * @return 対象にできるならtrueを返す
2405 * @todo グローバル変数対策の上 monster_hook.cへ移す。
2407 static bool monster_hook_tanuki(MONRACE_IDX r_idx)
2409 monster_race *r_ptr = &r_info[r_idx];
2411 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2412 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2413 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2414 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2416 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))
2419 return (*(get_monster_hook(p_ptr)))(r_idx);
2424 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
2425 * @param r_idx モンスター種族ID
2426 * @return モンスター種族の表層ID
2428 static MONRACE_IDX initial_r_appearance(MONRACE_IDX r_idx, BIT_FLAGS generate_mode)
2430 floor_type *floor_ptr = p_ptr->current_floor_ptr;
2431 int attempts = 1000;
2432 MONRACE_IDX ap_r_idx;
2433 DEPTH min = MIN(floor_ptr->base_level - 5, 50);
2435 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN && !(generate_mode & (PM_MULTIPLY | PM_KAGE)))
2437 if (floor_ptr->base_level == 0 ||
2438 (one_in_(5) && my_strchr("hkoptuyAHOPTUVY", r_info[r_idx].d_char))) return MON_ALIEN_JURAL;
2441 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2444 get_mon_num_prep(monster_hook_tanuki, NULL);
2448 ap_r_idx = get_mon_num(floor_ptr->base_level + 10);
2449 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2457 * @brief モンスターの個体加速を設定する / Get initial monster speed
2458 * @param r_ptr モンスター種族の参照ポインタ
2461 SPEED get_mspeed(monster_race *r_ptr)
2463 /* Extract the monster base speed */
2464 SPEED mspeed = r_ptr->speed;
2466 /* Hack -- small racial variety */
2467 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->current_floor_ptr->inside_arena)
2469 /* Allow some small variation per monster */
2470 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
2471 if (i) mspeed += rand_spread(0, i);
2474 if (mspeed > 199) mspeed = 199;
2481 * @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.
2482 * @param player_ptr プレーヤーへの参照ポインタ
2483 * @param who 召喚を行ったモンスターID
2486 * @param r_idx 生成モンスター種族
2487 * @param mode 生成オプション
2490 * To give the player a sporting chance, any monster that appears in
2491 * line-of-sight and is extremely dangerous can be marked as
2492 * "FORCE_SLEEP", which will cause them to be placed with low energy,
2493 * which often (but not always) lets the player move before they do.
2495 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
2497 * Use special "here" and "dead" flags for unique monsters,
2498 * remove old "cur_num" and "max_num" fields.
2500 * Actually, do something similar for artifacts, to simplify
2501 * the "preserve" mode, and to make the "what artifacts" flag more useful.
2503 * This is the only function which may place a monster in the dungeon,
2504 * except for the savefile loading code.
2506 static bool place_monster_one(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2508 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2509 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
2510 monster_type *m_ptr;
2511 monster_race *r_ptr = &r_info[r_idx];
2512 concptr name = (r_name + r_ptr->name);
2516 /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
2517 if (player_ptr->wild_mode) return FALSE;
2519 if (!in_bounds(floor_ptr, y, x)) return FALSE;
2520 if (!r_idx) return FALSE;
2521 if (!r_ptr->name) return FALSE;
2523 if (!(mode & PM_IGNORE_TERRAIN))
2525 /* Not on the Pattern */
2526 if (pattern_tile(y, x)) return FALSE;
2528 /* Require empty space (if not ghostly) */
2529 if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
2532 if (!player_ptr->phase_out)
2534 /* Hack -- "unique" monsters must be "unique" */
2535 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
2536 (r_ptr->flags7 & (RF7_NAZGUL))) &&
2537 (r_ptr->cur_num >= r_ptr->max_num))
2543 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
2544 (r_ptr->cur_num >= 1))
2549 if (r_idx == MON_BANORLUPART)
2551 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
2552 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
2555 /* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
2556 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (floor_ptr->dun_level < r_ptr->level) &&
2557 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
2564 if (quest_number(player_ptr, floor_ptr->dun_level))
2566 int hoge = quest_number(player_ptr, floor_ptr->dun_level);
2567 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
2569 if (r_idx == quest[hoge].r_idx)
2571 int number_mon, i2, j2;
2574 /* Count all quest monsters */
2575 for (i2 = 0; i2 < floor_ptr->width; ++i2)
2576 for (j2 = 0; j2 < floor_ptr->height; j2++)
2577 if (floor_ptr->grid_array[j2][i2].m_idx > 0)
2578 if (floor_ptr->m_list[floor_ptr->grid_array[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
2580 if (number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
2586 if (is_glyph_grid(g_ptr))
2588 if (randint1(BREAK_GLYPH) < (r_ptr->level + 20))
2590 /* Describe observable breakage */
2591 if (g_ptr->info & CAVE_MARK)
2593 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2596 /* Forget the rune */
2597 g_ptr->info &= ~(CAVE_MARK);
2599 /* Break the rune */
2600 g_ptr->info &= ~(CAVE_OBJECT);
2608 msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
2610 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
2612 /* Make a new monster */
2613 g_ptr->m_idx = m_pop();
2614 hack_m_idx_ii = g_ptr->m_idx;
2616 /* Mega-Hack -- catch "failure" */
2617 if (!g_ptr->m_idx) return FALSE;
2620 /* Get a new monster record */
2621 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
2624 m_ptr->r_idx = r_idx;
2625 m_ptr->ap_r_idx = initial_r_appearance(r_idx, mode);
2631 /* Hack -- Appearance transfer */
2632 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&floor_ptr->m_list[who]))
2634 m_ptr->ap_r_idx = floor_ptr->m_list[who].ap_r_idx;
2636 /* Hack -- Shadower spawns Shadower */
2637 if (floor_ptr->m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
2640 /* Sub-alignment of a monster */
2641 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
2642 m_ptr->sub_align = floor_ptr->m_list[who].sub_align;
2645 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2646 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2647 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2650 /* Place the monster at the location */
2653 m_ptr->current_floor_ptr = floor_ptr;
2655 /* No "timed status" yet */
2656 for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
2658 /* Unknown distance */
2661 reset_target(m_ptr);
2663 m_ptr->nickname = 0;
2668 /* Your pet summons its pet. */
2669 if (who > 0 && is_pet(&floor_ptr->m_list[who]))
2671 mode |= PM_FORCE_PET;
2672 m_ptr->parent_m_idx = who;
2676 m_ptr->parent_m_idx = 0;
2679 if (r_ptr->flags7 & RF7_CHAMELEON)
2681 choose_new_monster(g_ptr->m_idx, TRUE, 0);
2682 r_ptr = &r_info[m_ptr->r_idx];
2683 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
2685 /* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
2686 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
2687 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2689 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
2691 m_ptr->ap_r_idx = MON_KAGE;
2692 m_ptr->mflag2 |= MFLAG2_KAGE;
2695 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
2701 if (mode & PM_FORCE_PET)
2703 set_pet(player_ptr, m_ptr);
2706 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
2707 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(player_ptr, who))
2709 if (!monster_has_hostile_align(NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
2712 /* Assume no sleeping */
2713 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
2715 /* Enforce sleeping if needed */
2716 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
2718 int val = r_ptr->sleep;
2719 (void)set_monster_csleep(player_ptr, g_ptr->m_idx, (val * 2) + randint1(val * 10));
2722 /* Assign maximal hitpoints */
2723 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2725 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2729 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2732 /* Monsters have double hitpoints in Nightmare mode */
2733 if (ironman_nightmare)
2735 u32b hp = m_ptr->max_maxhp * 2L;
2737 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2740 m_ptr->maxhp = m_ptr->max_maxhp;
2742 /* And start out fully healthy */
2743 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
2744 m_ptr->hp = m_ptr->maxhp / 2;
2745 else m_ptr->hp = m_ptr->maxhp;
2748 /* dealt damage is 0 at initial*/
2749 m_ptr->dealt_damage = 0;
2752 /* Extract the monster base speed */
2753 m_ptr->mspeed = get_mspeed(r_ptr);
2755 if (mode & PM_HASTE) (void)set_monster_fast(player_ptr, g_ptr->m_idx, 100);
2757 /* Give a random starting energy */
2758 if (!ironman_nightmare)
2760 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
2764 /* Nightmare monsters are more prepared */
2765 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
2768 /* Force monster to wait for player, unless in Nightmare mode */
2769 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
2771 /* Monster is still being nice */
2772 m_ptr->mflag |= (MFLAG_NICE);
2774 /* Must repair monsters */
2775 repair_monsters = TRUE;
2778 /* Hack -- see "process_monsters()" */
2779 if (g_ptr->m_idx < hack_m_idx)
2781 /* Monster is still being born */
2782 m_ptr->mflag |= (MFLAG_BORN);
2786 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
2787 player_ptr->update |= (PU_MON_LITE);
2788 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
2789 player_ptr->update |= (PU_MON_LITE);
2790 update_monster(player_ptr, g_ptr->m_idx, TRUE);
2793 /* Count the monsters on the level */
2794 real_r_ptr(m_ptr)->cur_num++;
2797 * Memorize location of the unique monster in saved floors.
2798 * A unique monster move from old saved floor.
2800 if (current_world_ptr->character_dungeon &&
2801 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
2802 real_r_ptr(m_ptr)->floor_id = player_ptr->floor_id;
2804 /* Hack -- Count the number of "reproducers" */
2805 if (r_ptr->flags2 & RF2_MULTIPLY) floor_ptr->num_repro++;
2807 if (player_ptr->warning && current_world_ptr->character_dungeon)
2809 if (r_ptr->flags1 & RF1_UNIQUE)
2813 GAME_TEXT o_name[MAX_NLEN];
2815 if (r_ptr->level > player_ptr->lev + 30)
2816 color = _("黒く", "black");
2817 else if (r_ptr->level > player_ptr->lev + 15)
2818 color = _("紫色に", "purple");
2819 else if (r_ptr->level > player_ptr->lev + 5)
2820 color = _("ルビー色に", "deep red");
2821 else if (r_ptr->level > player_ptr->lev - 5)
2822 color = _("赤く", "red");
2823 else if (r_ptr->level > player_ptr->lev - 15)
2824 color = _("ピンク色に", "pink");
2826 color = _("白く", "white");
2828 o_ptr = choose_warning_item(player_ptr);
2831 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2832 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
2836 msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
2841 if (is_explosive_rune_grid(g_ptr))
2843 /* Break the ward */
2844 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2846 /* Describe observable breakage */
2847 if (g_ptr->info & CAVE_MARK)
2849 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2850 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);
2855 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2858 /* Forget the rune */
2859 g_ptr->info &= ~(CAVE_MARK);
2861 /* Break the rune */
2862 g_ptr->info &= ~(CAVE_OBJECT);
2875 #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 */
2878 * @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
2879 * @param r_idx 生成モンスター種族
2880 * @param yp 結果生成位置y座標
2881 * @param xp 結果生成位置x座標
2882 * @param y 中心生成位置y座標
2883 * @param x 中心生成位置x座標
2884 * @param max_dist 生成位置の最大半径
2888 static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
2890 POSITION place_x[MON_SCAT_MAXD];
2891 POSITION place_y[MON_SCAT_MAXD];
2892 int num[MON_SCAT_MAXD];
2896 if (max_dist >= MON_SCAT_MAXD)
2899 for (i = 0; i < MON_SCAT_MAXD; i++)
2902 floor_type *floor_ptr = p_ptr->current_floor_ptr;
2903 for (nx = x - max_dist; nx <= x + max_dist; nx++)
2905 for (ny = y - max_dist; ny <= y + max_dist; ny++)
2907 /* Ignore annoying locations */
2908 if (!in_bounds(floor_ptr, ny, nx)) continue;
2910 /* Require "line of projection" */
2911 if (!projectable(p_ptr, y, x, ny, nx)) continue;
2915 monster_race *r_ptr = &r_info[r_idx];
2917 /* Require empty space (if not ghostly) */
2918 if (!monster_can_enter(ny, nx, r_ptr, 0))
2923 /* Walls and Monsters block flow */
2924 if (!cave_empty_bold2(floor_ptr, ny, nx)) continue;
2926 /* ... nor on the Pattern */
2927 if (pattern_tile(ny, nx)) continue;
2930 i = distance(y, x, ny, nx);
2938 if (one_in_(num[i]))
2947 while (i < MON_SCAT_MAXD && 0 == num[i])
2949 if (i >= MON_SCAT_MAXD)
2959 * @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
2960 * @param who 召喚主のモンスター情報ID
2961 * @param y 中心生成位置y座標
2962 * @param x 中心生成位置x座標
2963 * @param r_idx 生成モンスター種族
2964 * @param mode 生成オプション
2967 static bool place_monster_group(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2969 monster_race *r_ptr = &r_info[r_idx];
2972 int total = 0, extra = 0;
2976 POSITION hack_y[GROUP_MAX];
2977 POSITION hack_x[GROUP_MAX];
2980 /* Pick a group size */
2981 total = randint1(10);
2983 /* Hard monsters, small groups */
2984 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2985 if (r_ptr->level > floor_ptr->dun_level)
2987 extra = r_ptr->level - floor_ptr->dun_level;
2988 extra = 0 - randint1(extra);
2991 /* Easy monsters, large groups */
2992 else if (r_ptr->level < floor_ptr->dun_level)
2994 extra = floor_ptr->dun_level - r_ptr->level;
2995 extra = randint1(extra);
2998 /* Hack -- limit group reduction */
2999 if (extra > 9) extra = 9;
3001 /* Modify the group size */
3005 if (total < 1) total = 1;
3008 if (total > GROUP_MAX) total = GROUP_MAX;
3011 /* Start on the monster */
3016 /* Puddle monsters, breadth first, up to total */
3017 for (n = 0; (n < hack_n) && (hack_n < total); n++)
3019 /* Grab the location */
3020 POSITION hx = hack_x[n];
3021 POSITION hy = hack_y[n];
3023 /* Check each direction, up to total */
3024 for (i = 0; (i < 8) && (hack_n < total); i++)
3028 scatter(player_ptr, &my, &mx, hy, hx, 4, 0);
3030 /* Walls and Monsters block flow */
3031 if (!cave_empty_bold2(floor_ptr, my, mx)) continue;
3033 /* Attempt to place another monster */
3034 if (place_monster_one(player_ptr, who, my, mx, r_idx, mode))
3036 /* Add it to the "hack" set */
3037 hack_y[hack_n] = my;
3038 hack_x[hack_n] = mx;
3050 * @var place_monster_idx
3051 * @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
3052 * @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
3054 static MONSTER_IDX place_monster_idx = 0;
3057 * @var place_monster_m_idx
3058 * @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
3059 * @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
3061 static MONSTER_IDX place_monster_m_idx = 0;
3064 * @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
3065 * @param r_idx チェックするモンスター種族のID
3066 * @return 護衛にできるならばtrue
3068 static bool place_monster_can_escort(MONRACE_IDX r_idx)
3070 monster_race *r_ptr = &r_info[place_monster_idx];
3071 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[place_monster_m_idx];
3073 monster_race *z_ptr = &r_info[r_idx];
3075 /* Hack - Escorts have to have the same dungeon flag */
3076 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return FALSE;
3078 /* Require similar "race" */
3079 if (z_ptr->d_char != r_ptr->d_char) return FALSE;
3081 /* Skip more advanced monsters */
3082 if (z_ptr->level > r_ptr->level) return FALSE;
3084 /* Skip unique monsters */
3085 if (z_ptr->flags1 & RF1_UNIQUE) return FALSE;
3087 /* Paranoia -- Skip identical monsters */
3088 if (place_monster_idx == r_idx) return FALSE;
3090 /* Skip different alignment */
3091 if (monster_has_hostile_align(m_ptr, 0, 0, z_ptr)) return FALSE;
3093 if (r_ptr->flags7 & RF7_FRIENDLY)
3095 if (monster_has_hostile_align(NULL, 1, -1, z_ptr)) return FALSE;
3098 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
3106 * @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
3107 * @param player_ptr プレーヤーへの参照ポインタ
3108 * @param who 召喚主のモンスター情報ID
3111 * @param r_idx 生成するモンスターの種族ID
3112 * @param mode 生成オプション
3113 * @return 生成に成功したらtrue
3115 * Note that certain monsters are now marked as requiring "friends".
3116 * These monsters, if successfully placed, and if the "grp" parameter
3117 * is TRUE, will be surrounded by a "group" of identical monsters.
3119 * Note that certain monsters are now marked as requiring an "escort",
3120 * which is a collection of monsters with similar "race" but lower level.
3122 * Some monsters induce a fake "group" flag on their escorts.
3124 * Note the "bizarre" use of non-recursion to prevent annoying output
3125 * when running a code profiler.
3127 * Note the use of the new "monster allocation table" code to restrict
3128 * the "get_mon_num()" function to "legal" escort types.
3130 bool place_monster_aux(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3133 monster_race *r_ptr = &r_info[r_idx];
3135 if (!(mode & PM_NO_KAGE) && one_in_(333))
3138 /* Place one monster, or fail */
3139 if (!place_monster_one(player_ptr, who, y, x, r_idx, mode)) return FALSE;
3141 /* Require the "group" flag */
3142 if (!(mode & PM_ALLOW_GROUP)) return TRUE;
3144 place_monster_m_idx = hack_m_idx_ii;
3147 for (i = 0; i < 6; i++)
3149 if (!r_ptr->reinforce_id[i]) break;
3150 n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
3151 for (j = 0; j < n; j++)
3153 POSITION nx, ny, d = 7;
3154 scatter(player_ptr, &ny, &nx, y, x, d, 0);
3155 (void)place_monster_one(player_ptr, place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
3159 /* Friends for certain monsters */
3160 if (r_ptr->flags1 & (RF1_FRIENDS))
3162 /* Attempt to place a group */
3163 (void)place_monster_group(player_ptr, who, y, x, r_idx, mode);
3166 /* Escorts for certain monsters */
3167 if (r_ptr->flags1 & (RF1_ESCORT))
3169 /* Set the escort index */
3170 place_monster_idx = r_idx;
3172 /* Try to place several "escorts" */
3173 for (i = 0; i < 32; i++)
3175 POSITION nx, ny, d = 3;
3178 /* Pick a location */
3179 scatter(player_ptr, &ny, &nx, y, x, d, 0);
3181 /* Require empty grids */
3182 if (!cave_empty_bold2(player_ptr->current_floor_ptr, ny, nx)) continue;
3183 get_mon_num_prep(place_monster_can_escort, get_monster_hook2(player_ptr, ny, nx));
3185 /* Pick a random race */
3186 z = get_mon_num(r_ptr->level);
3188 /* Handle failure */
3191 /* Place a single escort */
3192 (void)place_monster_one(player_ptr, place_monster_m_idx, ny, nx, z, mode);
3194 /* Place a "group" of escorts if needed */
3195 if ((r_info[z].flags1 & RF1_FRIENDS) ||
3196 (r_ptr->flags1 & RF1_ESCORTS))
3198 /* Place a group of monsters */
3199 (void)place_monster_group(player_ptr, place_monster_m_idx, ny, nx, z, mode);
3209 * @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
3210 * @param player_ptr プレーヤーへの参照ポインタ
3213 * @param mode 生成オプション
3214 * @return 生成に成功したらtrue
3216 bool place_monster(player_type *player_ptr, POSITION y, POSITION x, BIT_FLAGS mode)
3219 get_mon_num_prep(get_monster_hook(player_ptr), get_monster_hook2(player_ptr, y, x));
3221 /* Pick a monster */
3222 r_idx = get_mon_num(player_ptr->current_floor_ptr->monster_level);
3224 /* Handle failure */
3225 if (!r_idx) return FALSE;
3227 /* Attempt to place the monster */
3228 if (place_monster_aux(player_ptr, 0, y, x, r_idx, mode)) return TRUE;
3234 * @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
3235 * @param player_ptr プレーヤーへの参照ポインタ
3238 * @return 生成に成功したらtrue
3240 bool alloc_horde(player_type *player_ptr, POSITION y, POSITION x)
3242 monster_race *r_ptr = NULL;
3243 MONRACE_IDX r_idx = 0;
3245 int attempts = 1000;
3248 get_mon_num_prep(get_monster_hook(player_ptr), get_monster_hook2(player_ptr, y, x));
3250 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3253 /* Pick a monster */
3254 r_idx = get_mon_num(floor_ptr->monster_level);
3256 /* Handle failure */
3257 if (!r_idx) return FALSE;
3259 r_ptr = &r_info[r_idx];
3261 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3263 if (r_idx == MON_HAGURE) continue;
3266 if (attempts < 1) return FALSE;
3272 /* Attempt to place the monster */
3273 if (place_monster_aux(player_ptr, 0, y, x, r_idx, 0L)) break;
3276 if (attempts < 1) return FALSE;
3278 m_idx = floor_ptr->grid_array[y][x].m_idx;
3280 if (floor_ptr->m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[floor_ptr->m_list[m_idx].r_idx];
3282 for (attempts = randint1(10) + 5; attempts; attempts--)
3284 scatter(player_ptr, &cy, &cx, y, x, 5, 0);
3286 (void)summon_specific(player_ptr, m_idx, cy, cx, floor_ptr->dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
3292 if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), r_ptr->d_char);
3297 * @brief ダンジョンの主生成を試みる / Put the Guardian
3298 * @param player_ptr プレーヤーへの参照ポインタ
3299 * @param def_val 現在の主の生成状態
3300 * @return 生成に成功したらtrue
3302 bool alloc_guardian(player_type *player_ptr, bool def_val)
3304 MONRACE_IDX guardian = d_info[player_ptr->dungeon_idx].final_guardian;
3306 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3307 if (guardian && (d_info[player_ptr->dungeon_idx].maxdepth == floor_ptr->dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
3311 int try_count = 4000;
3313 /* Find a good position */
3316 /* Get a random spot */
3317 oy = randint1(floor_ptr->height - 4) + 2;
3318 ox = randint1(floor_ptr->width - 4) + 2;
3320 /* Is it a good spot ? */
3321 if (cave_empty_bold2(floor_ptr, oy, ox) && monster_can_cross_terrain(floor_ptr->grid_array[oy][ox].feat, &r_info[guardian], 0))
3323 /* Place the guardian */
3324 if (place_monster_aux(player_ptr, 0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
3327 /* One less try count */
3339 * @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.
3340 * @param dis プレイヤーから離れるべき最低距離
3341 * @param mode 生成オプション
3342 * @return 生成に成功したらtrue
3344 * Place the monster at least "dis" distance from the player.
3345 * Use "slp" to choose the initial "sleep" status
3346 * Use "floor_ptr->monster_level" for the monster level
3348 bool alloc_monster(player_type *player_ptr, POSITION dis, BIT_FLAGS mode)
3350 POSITION y = 0, x = 0;
3351 int attempts_left = 10000;
3353 /* Put the Guardian */
3354 if (alloc_guardian(player_ptr, FALSE)) return TRUE;
3356 /* Find a legal, distant, unoccupied, space */
3357 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3358 while (attempts_left--)
3360 /* Pick a location */
3361 y = randint0(floor_ptr->height);
3362 x = randint0(floor_ptr->width);
3364 /* Require empty floor grid (was "naked") */
3365 if (floor_ptr->dun_level)
3367 if (!cave_empty_bold2(floor_ptr, y, x)) continue;
3371 if (!cave_empty_bold(floor_ptr, y, x)) continue;
3374 /* Accept far away grids */
3375 if (distance(y, x, player_ptr->y, player_ptr->x) > dis) break;
3380 if (cheat_xtra || cheat_hear)
3382 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?"));
3389 if (randint1(5000) <= floor_ptr->dun_level)
3391 if (alloc_horde(player_ptr, y, x))
3398 /* Attempt to place the monster, allow groups */
3399 if (place_monster(player_ptr, y, x, (mode | PM_ALLOW_GROUP))) return TRUE;
3407 * @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
3408 * @param r_idx チェックするモンスター種族ID
3409 * @return 召喚対象にできるならばTRUE
3411 static bool summon_specific_okay(MONRACE_IDX r_idx)
3413 monster_race *r_ptr = &r_info[r_idx];
3414 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[summon_specific_who];
3416 /* Hack - Only summon dungeon monsters */
3417 if (!mon_hook_dungeon(r_idx)) return FALSE;
3419 /* Hack -- identify the summoning monster */
3420 if (summon_specific_who > 0)
3423 /* Do not summon enemies */
3425 /* Friendly vs. opposite aligned normal or pet */
3426 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
3428 /* Use the player's alignment */
3429 else if (summon_specific_who < 0)
3431 /* Do not summon enemies of the pets */
3432 if (monster_has_hostile_align(NULL, 10, -10, r_ptr))
3434 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
3438 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
3440 /* Hack -- no specific type specified */
3441 if (!summon_specific_type) return TRUE;
3443 if ((summon_specific_who < 0) &&
3444 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
3445 monster_has_hostile_align(NULL, 10, -10, r_ptr))
3448 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON)) return TRUE;
3450 return (summon_specific_aux(m_ptr->r_idx, r_idx));
3455 * @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.
3456 * @param player_ptr プレーヤーへの参照ポインタ
3457 * @param who 召喚主のモンスター情報ID
3462 * @param mode 生成オプション
3463 * @return 召喚できたらtrueを返す
3466 * We will attempt to place the monster up to 10 times before giving up.
3468 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
3469 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
3470 * Note: None of the other summon codes will ever summon Unique's.
3472 * This function has been changed. We now take the "monster level"
3473 * of the summoning monster as a parameter, and use that, along with
3474 * the current dungeon level, to help determine the level of the
3475 * desired monster. Note that this is an upper bound, and also
3476 * tends to "prefer" monsters of that level. Currently, we use
3477 * the average of the dungeon and monster levels, and then add
3478 * five to allow slight increases in monster power.
3480 * Note that we use the new "monster allocation table" creation code
3481 * to restrict the "get_mon_num()" function to the set of "legal"
3482 * monsters, making this function much faster and more reliable.
3484 * Note that this function may not succeed, though this is very rare.
3486 bool summon_specific(player_type *player_ptr, MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
3491 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3492 if (floor_ptr->inside_arena) return FALSE;
3494 if (!mon_scatter(0, &y, &x, y1, x1, 2)) return FALSE;
3496 /* Save the summoner */
3497 summon_specific_who = who;
3499 /* Save the "summon" type */
3500 summon_specific_type = type;
3502 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
3503 get_mon_num_prep(summon_specific_okay, get_monster_hook2(player_ptr, y, x));
3505 /* Pick a monster, using the level calculation */
3506 r_idx = get_mon_num((floor_ptr->dun_level + lev) / 2 + 5);
3508 /* Handle failure */
3511 summon_specific_type = 0;
3515 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
3517 /* Attempt to place the monster (awake, allow groups) */
3518 if (!place_monster_aux(player_ptr, who, y, x, r_idx, mode))
3520 summon_specific_type = 0;
3524 summon_specific_type = 0;
3526 sound(SOUND_SUMMON);
3532 * @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
3533 * @param player_ptr プレーヤーへの参照ポインタ
3534 * @param who 召喚主のモンスター情報ID
3537 * @param r_idx 生成するモンスター種族ID
3538 * @param mode 生成オプション
3539 * @return 召喚できたらtrueを返す
3541 bool summon_named_creature(player_type *player_ptr, MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
3544 /* if (!r_idx) return; */
3546 /* Prevent illegal monsters */
3547 if (r_idx >= max_r_idx) return FALSE;
3549 if (player_ptr->current_floor_ptr->inside_arena) return FALSE;
3551 if (!mon_scatter(r_idx, &y, &x, oy, ox, 2)) return FALSE;
3553 /* Place it (allow groups) */
3554 return place_monster_aux(player_ptr, who, y, x, r_idx, (mode | PM_NO_KAGE));
3559 * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
3560 * @param player_ptr プレーヤーへの参照ポインタ
3561 * @param m_idx 増殖するモンスター情報ID
3562 * @param clone クローン・モンスター処理ならばtrue
3563 * @param mode 生成オプション
3564 * @return 生成できたらtrueを返す
3566 * Note that "reproduction" REQUIRES empty space.
3568 bool multiply_monster(player_type *player_ptr, MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
3570 floor_type *floor_ptr = player_ptr->current_floor_ptr;
3571 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
3574 if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
3577 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
3579 /* Create a new monster (awake, no groups) */
3580 if (!place_monster_aux(player_ptr, m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
3583 /* Hack -- Transfer "clone" flag */
3584 if (clone || (m_ptr->smart & SM_CLONED))
3586 floor_ptr->m_list[hack_m_idx_ii].smart |= SM_CLONED;
3587 floor_ptr->m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
3595 * @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
3596 * @param m_idx モンスター情報ID
3597 * @param dam 与えたダメージ
3600 * Technically should attempt to treat "Beholder"'s as jelly's
3602 void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
3604 HIT_POINT oldhp, newhp;
3606 PERCENTAGE percentage;
3608 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
3609 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3611 GAME_TEXT m_name[MAX_NLEN];
3613 monster_desc(m_name, m_ptr, 0);
3615 if (dam == 0) // Notice non-damage
3617 msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
3621 /* Note -- subtle fix -CFT */
3623 oldhp = newhp + dam;
3624 tmp = (newhp * 100L) / oldhp;
3627 if (my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
3630 if (percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3631 else if (percentage > 75) msg_format("%^sはしり込みした。", m_name);
3632 else if (percentage > 50) msg_format("%^sは縮こまった。", m_name);
3633 else if (percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
3634 else if (percentage > 20) msg_format("%^sは身もだえした。", m_name);
3635 else if (percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3636 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3638 if (percentage > 95) msg_format("%^s barely notices.", m_name);
3639 else if (percentage > 75) msg_format("%^s flinches.", m_name);
3640 else if (percentage > 50) msg_format("%^s squelches.", m_name);
3641 else if (percentage > 35) msg_format("%^s quivers in pain.", m_name);
3642 else if (percentage > 20) msg_format("%^s writhes about.", m_name);
3643 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3644 else msg_format("%^s jerks limply.", m_name);
3648 else if (my_strchr("l", r_ptr->d_char)) // Fish
3651 if (percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3652 else if (percentage > 75) msg_format("%^sはしり込みした。", m_name);
3653 else if (percentage > 50) msg_format("%^sは躊躇した。", m_name);
3654 else if (percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
3655 else if (percentage > 20) msg_format("%^sは身もだえした。", m_name);
3656 else if (percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3657 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3659 if (percentage > 95) msg_format("%^s barely notices.", m_name);
3660 else if (percentage > 75) msg_format("%^s flinches.", m_name);
3661 else if (percentage > 50) msg_format("%^s hesitates.", m_name);
3662 else if (percentage > 35) msg_format("%^s quivers in pain.", m_name);
3663 else if (percentage > 20) msg_format("%^s writhes about.", m_name);
3664 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3665 else msg_format("%^s jerks limply.", m_name);
3669 else if (my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs
3672 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3673 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3674 else if (percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
3675 else if (percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
3676 else if (percentage > 20) msg_format("%^sはうめいた。", m_name);
3677 else if (percentage > 10) msg_format("%^sは躊躇した。", m_name);
3678 else msg_format("%^sはくしゃくしゃになった。", m_name);
3680 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3681 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3682 else if (percentage > 50) msg_format("%^s roars thunderously.", m_name);
3683 else if (percentage > 35) msg_format("%^s rumbles.", m_name);
3684 else if (percentage > 20) msg_format("%^s grunts.", m_name);
3685 else if (percentage > 10) msg_format("%^s hesitates.", m_name);
3686 else msg_format("%^s crumples.", m_name);
3690 else if (my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics
3693 if (percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3694 else if (percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
3695 else if (percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
3696 else if (percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
3697 else if (percentage > 20) msg_format("%^sは身もだえした。", m_name);
3698 else if (percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3699 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3701 if (percentage > 95) msg_format("%^s barely notices.", m_name);
3702 else if (percentage > 75) msg_format("%^s hisses.", m_name);
3703 else if (percentage > 50) msg_format("%^s rears up in anger.", m_name);
3704 else if (percentage > 35) msg_format("%^s hisses furiously.", m_name);
3705 else if (percentage > 20) msg_format("%^s writhes about.", m_name);
3706 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3707 else msg_format("%^s jerks limply.", m_name);
3711 else if (my_strchr("f", r_ptr->d_char))
3714 if (percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
3715 else if (percentage > 75) msg_format("%^sは吠えた。", m_name);
3716 else if (percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
3717 else if (percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
3718 else if (percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
3719 else if (percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
3720 else msg_format("%sは哀れな鳴き声を出した。", m_name);
3722 if (percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3723 else if (percentage > 75) msg_format("%^s roars.", m_name);
3724 else if (percentage > 50) msg_format("%^s growls angrily.", m_name);
3725 else if (percentage > 35) msg_format("%^s hisses with pain.", m_name);
3726 else if (percentage > 20) msg_format("%^s mewls in pain.", m_name);
3727 else if (percentage > 10) msg_format("%^s hisses in agony.", m_name);
3728 else msg_format("%^s mewls pitifully.", m_name);
3732 else if (my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders
3735 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3736 else if (percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
3737 else if (percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
3738 else if (percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
3739 else if (percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
3740 else if (percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
3741 else msg_format("%^sはピクピクひきつった。", m_name);
3743 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3744 else if (percentage > 75) msg_format("%^s chitters.", m_name);
3745 else if (percentage > 50) msg_format("%^s scuttles about.", m_name);
3746 else if (percentage > 35) msg_format("%^s twitters.", m_name);
3747 else if (percentage > 20) msg_format("%^s jerks in pain.", m_name);
3748 else if (percentage > 10) msg_format("%^s jerks in agony.", m_name);
3749 else msg_format("%^s twitches.", m_name);
3753 else if (my_strchr("B", r_ptr->d_char)) // Birds
3756 if (percentage > 95) msg_format("%^sはさえずった。", m_name);
3757 else if (percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
3758 else if (percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
3759 else if (percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
3760 else if (percentage > 20) msg_format("%^sは苦しんだ。", m_name);
3761 else if (percentage > 10) msg_format("%^sはのたうち回った。", m_name);
3762 else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
3764 if (percentage > 95) msg_format("%^s chirps.", m_name);
3765 else if (percentage > 75) msg_format("%^s twitters.", m_name);
3766 else if (percentage > 50) msg_format("%^s squawks.", m_name);
3767 else if (percentage > 35) msg_format("%^s chatters.", m_name);
3768 else if (percentage > 20) msg_format("%^s jeers.", m_name);
3769 else if (percentage > 10) msg_format("%^s flutters about.", m_name);
3770 else msg_format("%^s squeaks.", m_name);
3774 else if (my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead
3777 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3778 else if (percentage > 75) msg_format("%^sはしり込みした。", m_name);
3779 else if (percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
3780 else if (percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
3781 else if (percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
3782 else if (percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
3783 else msg_format("%^sは弱々しくうなった。", m_name);
3785 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3786 else if (percentage > 75) msg_format("%^s flinches.", m_name);
3787 else if (percentage > 50) msg_format("%^s hisses in pain.", m_name);
3788 else if (percentage > 35) msg_format("%^s snarls with pain.", m_name);
3789 else if (percentage > 20) msg_format("%^s roars with pain.", m_name);
3790 else if (percentage > 10) msg_format("%^s gasps.", m_name);
3791 else msg_format("%^s snarls feebly.", m_name);
3795 else if (my_strchr("s", r_ptr->d_char)) // Skeletons
3798 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3799 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3800 else if (percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
3801 else if (percentage > 35) msg_format("%^sはよろめいた。", m_name);
3802 else if (percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
3803 else if (percentage > 10) msg_format("%^sはよろめいた。", m_name);
3804 else msg_format("%^sはガタガタ言った。", m_name);
3806 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3807 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3808 else if (percentage > 50) msg_format("%^s rattles.", m_name);
3809 else if (percentage > 35) msg_format("%^s stumbles.", m_name);
3810 else if (percentage > 20) msg_format("%^s rattles.", m_name);
3811 else if (percentage > 10) msg_format("%^s staggers.", m_name);
3812 else msg_format("%^s clatters.", m_name);
3816 else if (my_strchr("z", r_ptr->d_char)) // Zombies
3819 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3820 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3821 else if (percentage > 50) msg_format("%^sはうめいた。", m_name);
3822 else if (percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
3823 else if (percentage > 20) msg_format("%^sは躊躇した。", m_name);
3824 else if (percentage > 10) msg_format("%^sはうなった。", m_name);
3825 else msg_format("%^sはよろめいた。", m_name);
3827 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3828 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3829 else if (percentage > 50) msg_format("%^s groans.", m_name);
3830 else if (percentage > 35) msg_format("%^s moans.", m_name);
3831 else if (percentage > 20) msg_format("%^s hesitates.", m_name);
3832 else if (percentage > 10) msg_format("%^s grunts.", m_name);
3833 else msg_format("%^s staggers.", m_name);
3837 else if (my_strchr("G", r_ptr->d_char)) // Ghosts
3840 if (percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3841 else if (percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3842 else if (percentage > 50) msg_format("%sはうめいた。", m_name);
3843 else if (percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
3844 else if (percentage > 20) msg_format("%^sは吠えた。", m_name);
3845 else if (percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
3846 else msg_format("%^sはかすかにうめいた。", m_name);
3848 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3849 else if (percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3850 else if (percentage > 50) msg_format("%^s moans.", m_name);
3851 else if (percentage > 35) msg_format("%^s wails.", m_name);
3852 else if (percentage > 20) msg_format("%^s howls.", m_name);
3853 else if (percentage > 10) msg_format("%^s moans softly.", m_name);
3854 else msg_format("%^s sighs.", m_name);
3858 else if (my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds
3861 if (percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
3862 else if (percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3863 else if (percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
3864 else if (percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
3865 else if (percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
3866 else if (percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3867 else msg_format("%^sは弱々しく吠えた。", m_name);
3869 if (percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3870 else if (percentage > 75) msg_format("%^s snarls with pain.", m_name);
3871 else if (percentage > 50) msg_format("%^s yelps in pain.", m_name);
3872 else if (percentage > 35) msg_format("%^s howls in pain.", m_name);
3873 else if (percentage > 20) msg_format("%^s howls in agony.", m_name);
3874 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3875 else msg_format("%^s yelps feebly.", m_name);
3879 else if (my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek)
3882 if (percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
3883 else if (percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3884 else if (percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
3885 else if (percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
3886 else if (percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
3887 else if (percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3888 else msg_format("%^sは弱々しく叫んだ。", m_name);
3890 if (percentage > 95) msg_format("%^s ignores the attack.", m_name);
3891 else if (percentage > 75) msg_format("%^s grunts with pain.", m_name);
3892 else if (percentage > 50) msg_format("%^s squeals in pain.", m_name);
3893 else if (percentage > 35) msg_format("%^s shrieks in pain.", m_name);
3894 else if (percentage > 20) msg_format("%^s shrieks in agony.", m_name);
3895 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3896 else msg_format("%^s cries out feebly.", m_name);
3900 else // Another type of creatures (shrug,cry,scream)
3903 if (percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
3904 else if (percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3905 else if (percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
3906 else if (percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
3907 else if (percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
3908 else if (percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3909 else msg_format("%^sは弱々しく叫んだ。", m_name);
3911 if (percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3912 else if (percentage > 75) msg_format("%^s grunts with pain.", m_name);
3913 else if (percentage > 50) msg_format("%^s cries out in pain.", m_name);
3914 else if (percentage > 35) msg_format("%^s screams in pain.", m_name);
3915 else if (percentage > 20) msg_format("%^s screams in agony.", m_name);
3916 else if (percentage > 10) msg_format("%^s writhes in agony.", m_name);
3917 else msg_format("%^s cries out feebly.", m_name);
3925 * @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.
3926 * @param m_idx 更新を行う「モンスター情報ID
3927 * @param what 学習対象ID
3930 void update_smart_learn(MONSTER_IDX m_idx, int what)
3932 monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
3933 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3935 /* Not allowed to learn */
3936 if (!smart_learn) return;
3938 /* Too stupid to learn anything */
3939 if (r_ptr->flags2 & (RF2_STUPID)) return;
3941 /* Not intelligent, only learn sometimes */
3942 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
3944 /* Analyze the knowledge */
3948 if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
3949 if (is_oppose_acid(p_ptr)) m_ptr->smart |= (SM_OPP_ACID);
3950 if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
3954 if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
3955 if (is_oppose_elec(p_ptr)) m_ptr->smart |= (SM_OPP_ELEC);
3956 if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
3960 if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
3961 if (is_oppose_fire(p_ptr)) m_ptr->smart |= (SM_OPP_FIRE);
3962 if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
3966 if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
3967 if (is_oppose_cold(p_ptr)) m_ptr->smart |= (SM_OPP_COLD);
3968 if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
3972 if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
3973 if (is_oppose_pois(p_ptr)) m_ptr->smart |= (SM_OPP_POIS);
3978 if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
3982 if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
3986 if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
3990 if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
3994 if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
3998 if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
4002 if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
4006 if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
4010 if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
4014 if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
4018 if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
4022 if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
4026 if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
4030 if (p_ptr->reflect) m_ptr->smart |= (SM_IMM_REFLECT);
4037 * @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
4038 * @param m_ptr モンスター参照ポインタ
4041 void monster_drop_carried_objects(monster_type *m_ptr)
4043 OBJECT_IDX this_o_idx, next_o_idx = 0;
4048 /* Drop objects being carried */
4049 floor_type *floor_ptr = p_ptr->current_floor_ptr;
4050 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4052 o_ptr = &floor_ptr->o_list[this_o_idx];
4053 next_o_idx = o_ptr->next_o_idx;
4056 object_copy(q_ptr, o_ptr);
4058 /* Forget monster */
4059 q_ptr->held_m_idx = 0;
4061 delete_object_idx(floor_ptr, this_o_idx);
4064 (void)drop_near(p_ptr, q_ptr, -1, m_ptr->fy, m_ptr->fx);
4067 /* Forget objects */
4068 m_ptr->hold_o_idx = 0;
4072 * @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。
4073 * / Count number of adjacent monsters
4074 * @param m_idx 隣接数を調べたいモンスターのID
4075 * @return 隣接しているモンスターの数
4077 int get_monster_crowd_number(MONSTER_IDX m_idx)
4079 floor_type *floor_ptr = p_ptr->current_floor_ptr;
4080 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
4081 POSITION my = m_ptr->fy;
4082 POSITION mx = m_ptr->fx;
4086 for (i = 0; i < 7; i++)
4088 int ay = my + ddy_ddd[i];
4089 int ax = mx + ddx_ddd[i];
4091 if (!in_bounds(floor_ptr, ay, ax)) continue;
4093 /* Count number of monsters */
4094 if (floor_ptr->grid_array[ay][ax].m_idx > 0) count++;
4101 bool is_friendly_idx(player_type *player_ptr, MONSTER_IDX m_idx)
4103 return m_idx > 0 && is_friendly(&player_ptr->current_floor_ptr->m_list[(m_idx)]);