3 #include "monster-attack/monster-attack-effect.h"
4 #include "monster-attack/monster-attack-types.h"
5 #include "monster-race/race-ability-flags.h"
6 #include "util/flag-group.h"
7 #include "system/angband.h"
10 /*! モンスターが1ターンに攻撃する最大回数 (射撃を含む) / The maximum number of times a monster can attack in a turn (including SHOOT) */
11 #define MAX_NUM_BLOWS 4
14 * Monster blow structure
21 typedef struct monster_blow {
29 * Monster "race" information, including racial memories
31 * Note that "d_attr" and "d_char" are used for MORE than "visual" stuff.
33 * Note that "x_attr" and "x_char" are used ONLY for "visual" stuff.
35 * Note that "cur_num" (and "max_num") represent the number of monsters
36 * of the given race currently on (and allowed on) the current level.
37 * This information yields the "dead" flag for Unique monsters.
39 * Note that "max_num" is reset when a new player is created.
40 * Note that "cur_num" is reset when a new level is created.
42 * Note that several of these fields, related to "recall", can be
43 * scrapped if space becomes an issue, resulting in less "complete"
44 * monster recall (no knowledge of spells, etc). All of the "recall"
45 * fields have a special prefix to aid in searching for them.
48 typedef struct monster_race {
49 std::string name; /*!< 名前データのオフセット(日本語) / Name offset(Japanese) */
51 std::string E_name; /*!< 名前データのオフセット(英語) / Name offset(English) */
53 std::string text; /*!< 思い出テキストのオフセット / Lore text offset */
54 DICE_NUMBER hdice{}; /*!< HPのダイス数 / Creatures hit dice count */
55 DICE_SID hside{}; /*!< HPのダイス面数 / Creatures hit dice sides */
56 ARMOUR_CLASS ac{}; /*!< アーマークラス / Armour Class */
57 SLEEP_DEGREE sleep{}; /*!< 睡眠値 / Inactive counter (base) */
58 POSITION aaf{}; /*!< 感知範囲(1-100スクエア) / Area affect radius (1-100) */
59 SPEED speed{}; /*!< 加速(110で+0) / Speed (normally 110) */
60 EXP mexp{}; /*!< 殺害時基本経験値 / Exp value for kill */
61 BIT_FLAGS16 extra{}; /*!< 未使用 / Unused (for now) */
62 RARITY freq_spell{}; /*!< 魔法&特殊能力仕様頻度(1/n) / Spell frequency */
63 BIT_FLAGS flags1{}; /* Flags 1 (general) */
64 BIT_FLAGS flags2{}; /* Flags 2 (abilities) */
65 BIT_FLAGS flags3{}; /* Flags 3 (race/resist) */
66 BIT_FLAGS flags7{}; /* Flags 7 (movement related abilities) */
67 BIT_FLAGS flags8{}; /* Flags 8 (wilderness info) */
68 BIT_FLAGS flags9{}; /* Flags 9 (drops info) */
69 BIT_FLAGS flagsr{}; /* Flags R (resistances info) */
70 FlagGroup<RF_ABILITY> ability_flags; /* Ability Flags */
71 monster_blow blow[MAX_NUM_BLOWS]{}; /* Up to four blows per round */
72 MONRACE_IDX reinforce_id[6]{};
73 DICE_NUMBER reinforce_dd[6]{};
74 DICE_SID reinforce_ds[6]{};
75 ARTIFACT_IDX artifact_id[4]{}; /* 特定アーティファクトドロップID */
76 RARITY artifact_rarity[4]{}; /* 特定アーティファクトレア度 */
77 PERCENTAGE artifact_percent[4]{}; /* 特定アーティファクトドロップ率 */
78 PERCENTAGE arena_ratio{}; /* モンスター闘技場の掛け金倍率修正値(%基準 / 0=100%) / The adjustment ratio for gambling monster */
79 MONRACE_IDX next_r_idx{};
81 DEPTH level{}; /* Level of creature */
82 RARITY rarity{}; /* Rarity of creature */
83 TERM_COLOR d_attr{}; /* Default monster attribute */
84 SYMBOL_CODE d_char{}; /* Default monster character */
85 TERM_COLOR x_attr{}; /* Desired monster attribute */
86 SYMBOL_CODE x_char{}; /* Desired monster character */
87 MONSTER_NUMBER max_num{}; /* Maximum population allowed per level */
88 MONSTER_NUMBER cur_num{}; /* Monster population on current level */
89 FLOOR_IDX floor_id{}; /* Location of unique monster */
90 MONSTER_NUMBER r_sights{}; /* Count sightings of this monster */
91 MONSTER_NUMBER r_deaths{}; /* Count deaths from this monster */
92 MONSTER_NUMBER r_pkills{}; /* Count visible monsters killed in this life */
93 MONSTER_NUMBER r_akills{}; /* Count all monsters killed in this life */
94 MONSTER_NUMBER r_tkills{}; /* Count monsters killed in all lives */
95 byte r_wake{}; /* Number of times woken up (?) */
96 byte r_ignore{}; /* Number of times ignored (?) */
97 #define MR1_EVOLUTION 0x01
98 byte r_xtra1{}; /* Something */
99 byte r_xtra2{}; /* Something (unused) */
100 ITEM_NUMBER r_drop_gold{}; /*!< これまでに撃破時に落とした財宝の数 / Max number of gold dropped at once */
101 ITEM_NUMBER r_drop_item{}; /*!< これまでに撃破時に落としたアイテムの数 / Max number of item dropped at once */
102 byte r_cast_spell{}; /* Max number of other spells seen */
103 byte r_blows[MAX_NUM_BLOWS]{}; /* Number of times each blow type was seen */
104 u32b r_flags1{}; /* Observed racial flags */
105 u32b r_flags2{}; /* Observed racial flags */
106 u32b r_flags3{}; /* Observed racial flags */
107 u32b r_flagsr{}; /* Observed racial resistance flags */
108 FlagGroup<RF_ABILITY> r_ability_flags; /* Observed racial ability flags */