3 #include "monster-attack/monster-attack-effect.h"
4 #include "monster-attack/monster-attack-types.h"
5 #include "monster-race/monster-aura-types.h"
6 #include "monster-race/race-ability-flags.h"
7 #include "util/flag-group.h"
8 #include "system/angband.h"
11 /*! 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) */
12 constexpr int MAX_NUM_BLOWS = 4;
22 * @brief モンスター種族の定義構造体
24 * Monster "race" information, including racial memories
26 * Note that "d_attr" and "d_char" are used for MORE than "visual" stuff.
28 * Note that "x_attr" and "x_char" are used ONLY for "visual" stuff.
30 * Note that "cur_num" (and "max_num") represent the number of monsters
31 * of the given race currently on (and allowed on) the current level.
32 * This information yields the "dead" flag for Unique monsters.
34 * Note that "max_num" is reset when a new player is created.
35 * Note that "cur_num" is reset when a new level is created.
37 * Note that several of these fields, related to "recall", can be
38 * scrapped if space becomes an issue, resulting in less "complete"
39 * monster recall (no knowledge of spells, etc). All of the "recall"
40 * fields have a special prefix to aid in searching for them.
44 std::string name; //!< 名前データのオフセット(日本語) / Name offset(Japanese)
46 std::string E_name; //!< 名前データのオフセット(英語) / Name offset(English)
48 std::string text; //!< 思い出テキストのオフセット / Lore text offset
49 DICE_NUMBER hdice{}; //!< HPのダイス数 / Creatures hit dice count
50 DICE_SID hside{}; //!< HPのダイス面数 / Creatures hit dice sides
51 ARMOUR_CLASS ac{}; //!< アーマークラス / Armour Class
52 SLEEP_DEGREE sleep{}; //!< 睡眠値 / Inactive counter (base)
53 POSITION aaf{}; //!< 感知範囲(1-100スクエア) / Area affect radius (1-100)
54 SPEED speed{}; //!< 加速(110で+0) / Speed (normally 110)
55 EXP mexp{}; //!< 殺害時基本経験値 / Exp value for kill
56 BIT_FLAGS16 extra{}; //!< 未使用 / Unused (for now)
57 RARITY freq_spell{}; //!< 魔法&特殊能力仕様頻度(1/n) / Spell frequency
58 BIT_FLAGS flags1{}; //!< Flags 1 (general)
59 BIT_FLAGS flags2{}; //!< Flags 2 (abilities)
60 BIT_FLAGS flags3{}; //!< Flags 3 (race/resist)
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{}; //!< 耐性フラグ / Flags R (resistances info)
65 EnumClassFlagGroup<RF_ABILITY> ability_flags; //!< 能力フラグ(魔法/ブレス) / Ability Flags
66 EnumClassFlagGroup<MonsterAuraType> aura_flags; //!< オーラフラグ / Aura Flags
67 monster_blow blow[MAX_NUM_BLOWS]{}; //!< 打撃能力定義 / Up to four blows per round
68 MONRACE_IDX reinforce_id[6]{}; //!< 指定護衛モンスター種族ID(6種まで)
69 DICE_NUMBER reinforce_dd[6]{}; //!< 指定護衛数ダイス数
70 DICE_SID reinforce_ds[6]{}; //!< 指定護衛数ダイス面
71 ARTIFACT_IDX artifact_id[4]{}; //!< 特定アーティファクトドロップID
72 RARITY artifact_rarity[4]{}; //!< 特定アーティファクトレア度
73 PERCENTAGE artifact_percent[4]{}; //!< 特定アーティファクトドロップ率
74 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
75 MONRACE_IDX next_r_idx{}; //!< 進化先モンスター種族ID
76 EXP next_exp{}; //!< 進化に必要な経験値
77 DEPTH level{}; //!< レベル / Level of creature
78 RARITY rarity{}; //!< レアリティ / Rarity of creature
79 TERM_COLOR d_attr{}; //!< デフォルトの表示色 / Default monster attribute
80 SYMBOL_CODE d_char{}; //!< デフォルトの表示文字 / Default monster character
81 TERM_COLOR x_attr{}; //!< 設定した表示色(またはタイル位置Y) / Desired monster attribute
82 SYMBOL_CODE x_char{}; //!< 設定した表示文字(またはタイル位置X) / Desired monster character
83 MONSTER_NUMBER max_num{}; //!< 階に最大存在できる数 / Maximum population allowed per level
84 MONSTER_NUMBER cur_num{}; //!< 階に現在いる数 / Monster population on current level
85 FLOOR_IDX floor_id{}; //!< 存在している保存階ID / Location of unique monster
86 MONSTER_NUMBER r_sights{}; //!< 見えている数 / Count sightings of this monster
87 MONSTER_NUMBER r_deaths{}; //!< このモンスターに殺された人数 / Count deaths from this monster
88 MONSTER_NUMBER r_pkills{}; //!< このゲームで倒すのを見た数 / Count visible monsters killed in this life
89 MONSTER_NUMBER r_akills{}; //!< このゲームで倒した数 / Count all monsters killed in this life
90 MONSTER_NUMBER r_tkills{}; //!< 全ゲームで倒した数 / Count monsters killed in all lives
91 byte r_wake{}; //!< @に気づいて起きた数 / Number of times woken up (?)
92 byte r_ignore{}; //!< @に気づいていない数 / Number of times ignored (?)
93 bool r_can_evolve{}; //!< 進化するか否か / Flag being able to evolve
94 byte r_xtra2{}; //!< 未使用 / Something (unused)
95 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
96 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
97 byte r_cast_spell{}; //!< 使った魔法/ブレスの種類数 / Max unique number of spells seen
98 byte r_blows[MAX_NUM_BLOWS]{}; //!< 受けた打撃 / Number of times each blow type was seen
99 uint32_t r_flags1{}; //!< Observed racial flags
100 uint32_t r_flags2{}; //!< Observed racial flags
101 uint32_t r_flags3{}; //!< Observed racial flags
102 uint32_t r_flagsr{}; //!< 見た耐性フラグ / Observed racial resistance flags
103 EnumClassFlagGroup<RF_ABILITY> r_ability_flags; //!< 見た能力フラグ(魔法/ブレス) / Observed racial ability flags
104 EnumClassFlagGroup<MonsterAuraType> r_aura_flags; //!< 見た能力フラグ(オーラ) / Observed aura flags
105 PLAYER_LEVEL defeat_level{}; //!< 倒したレベル(ユニーク用) / player level at which defeated this race
106 REAL_TIME defeat_time{}; //!< 倒した時間(ユニーク用) / time at which defeated this race