3 #include "monster-attack/monster-attack-effect.h"
4 #include "monster-attack/monster-attack-types.h"
5 #include "system/angband.h"
8 * Monster blow structure
15 typedef struct monster_blow {
23 * Monster "race" information, including racial memories
25 * Note that "d_attr" and "d_char" are used for MORE than "visual" stuff.
27 * Note that "x_attr" and "x_char" are used ONLY for "visual" stuff.
29 * Note that "cur_num" (and "max_num") represent the number of monsters
30 * of the given race currently on (and allowed on) the current level.
31 * This information yields the "dead" flag for Unique monsters.
33 * Note that "max_num" is reset when a new player is created.
34 * Note that "cur_num" is reset when a new level is created.
36 * Note that several of these fields, related to "recall", can be
37 * scrapped if space becomes an issue, resulting in less "complete"
38 * monster recall (no knowledge of spells, etc). All of the "recall"
39 * fields have a special prefix to aid in searching for them.
42 typedef struct monster_race {
43 STR_OFFSET name; /*!< 名前データのオフセット(日本語) / Name offset(Japanese) */
45 STR_OFFSET E_name; /*!< 名前データのオフセット(英語) / Name offset(English) */
47 STR_OFFSET text; /*!< 思い出テキストのオフセット / Lore text offset */
48 DICE_NUMBER hdice; /*!< HPのダイス数 / Creatures hit dice count */
49 DICE_SID hside; /*!< HPのダイス面数 / Creatures hit dice sides */
50 ARMOUR_CLASS ac; /*!< アーマークラス / Armour Class */
51 SLEEP_DEGREE sleep; /*!< 睡眠値 / Inactive counter (base) */
52 POSITION aaf; /*!< 感知範囲(1-100スクエア) / Area affect radius (1-100) */
53 SPEED speed; /*!< 加速(110で+0) / Speed (normally 110) */
54 EXP mexp; /*!< 殺害時基本経験値 / Exp value for kill */
55 BIT_FLAGS16 extra; /*!< 未使用 / Unused (for now) */
56 RARITY freq_spell; /*!< 魔法&特殊能力仕様頻度(1/n) / Spell frequency */
57 BIT_FLAGS flags1; /* Flags 1 (general) */
58 BIT_FLAGS flags2; /* Flags 2 (abilities) */
59 BIT_FLAGS flags3; /* Flags 3 (race/resist) */
60 BIT_FLAGS flags4; /* Flags 4 (inate/breath) */
61 BIT_FLAGS flags7; /* Flags 7 (movement related abilities) */
62 BIT_FLAGS flags8; /* Flags 8 (wilderness info) */
63 BIT_FLAGS flags9; /* Flags 9 (drops info) */
64 BIT_FLAGS flagsr; /* Flags R (resistances info) */
65 BIT_FLAGS a_ability_flags1; /* Activate Ability Flags 5 (normal spells) */
66 BIT_FLAGS a_ability_flags2; /* Activate Ability Flags 6 (special spells) */
67 BIT_FLAGS a_ability_flags3; /* Activate Ability Flags 7 (implementing) */
68 BIT_FLAGS a_ability_flags4; /* Activate Ability Flags 8 (implementing) */
69 monster_blow blow[4]; /* Up to four blows per round */
70 MONRACE_IDX reinforce_id[6];
71 DICE_NUMBER reinforce_dd[6];
72 DICE_SID reinforce_ds[6];
73 ARTIFACT_IDX artifact_id[4]; /* 特定アーティファクトドロップID */
74 RARITY artifact_rarity[4]; /* 特定アーティファクトレア度 */
75 PERCENTAGE artifact_percent[4]; /* 特定アーティファクトドロップ率 */
76 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 */
77 MONRACE_IDX next_r_idx;
79 DEPTH level; /* Level of creature */
80 RARITY rarity; /* Rarity of creature */
81 TERM_COLOR d_attr; /* Default monster attribute */
82 SYMBOL_CODE d_char; /* Default monster character */
83 TERM_COLOR x_attr; /* Desired monster attribute */
84 SYMBOL_CODE x_char; /* Desired monster character */
85 MONSTER_NUMBER max_num; /* Maximum population allowed per level */
86 MONSTER_NUMBER cur_num; /* Monster population on current level */
87 FLOOR_IDX floor_id; /* Location of unique monster */
88 MONSTER_NUMBER r_sights; /* Count sightings of this monster */
89 MONSTER_NUMBER r_deaths; /* Count deaths from this monster */
90 MONSTER_NUMBER r_pkills; /* Count visible monsters killed in this life */
91 MONSTER_NUMBER r_akills; /* Count all monsters killed in this life */
92 MONSTER_NUMBER r_tkills; /* Count monsters killed in all lives */
93 byte r_wake; /* Number of times woken up (?) */
94 byte r_ignore; /* Number of times ignored (?) */
95 #define MR1_EVOLUTION 0x01
96 byte r_xtra1; /* Something */
97 byte r_xtra2; /* Something (unused) */
98 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 */
99 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 */
100 byte r_cast_spell; /* Max number of other spells seen */
101 byte r_blows[4]; /* Number of times each blow type was seen */
102 u32b r_flags1; /* Observed racial flags */
103 u32b r_flags2; /* Observed racial flags */
104 u32b r_flags3; /* Observed racial flags */
105 u32b r_flags4; /* Observed racial flags */
106 u32b r_flags5; /* Observed racial flags */
107 u32b r_flags6; /* Observed racial flags */
108 u32b r_flagsr; /* Observed racial resistance flags */