3 #include "monster-attack/monster-attack-effect.h"
4 #include "monster-attack/monster-attack-table.h"
5 #include "monster-race/monster-aura-types.h"
6 #include "monster-race/race-ability-flags.h"
7 #include "monster-race/race-behavior-flags.h"
8 #include "monster-race/race-brightness-flags.h"
9 #include "monster-race/race-drop-flags.h"
10 #include "monster-race/race-feature-flags.h"
11 #include "monster-race/race-flags-resistance.h"
12 #include "monster-race/race-kind-flags.h"
13 #include "monster-race/race-population-flags.h"
14 #include "monster-race/race-speak-flags.h"
15 #include "monster-race/race-visual-flags.h"
16 #include "monster-race/race-wilderness-flags.h"
17 #include "system/angband.h"
18 #include "util/flag-group.h"
23 /*! 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) */
24 constexpr int MAX_NUM_BLOWS = 4;
26 enum class FixedArtifactId : short;
27 enum class MonsterRaceId : int16_t;
31 RaceBlowMethodType method{};
32 RaceBlowEffectType effect{};
38 * @brief モンスター種族の定義構造体
40 * Monster "race" information, including racial memories
42 * Note that "d_attr" and "d_char" are used for MORE than "visual" stuff.
44 * Note that "x_attr" and "x_char" are used ONLY for "visual" stuff.
46 * Note that "cur_num" (and "max_num") represent the number of monsters
47 * of the given race currently on (and allowed on) the current level.
48 * This information yields the "dead" flag for Unique monsters.
50 * Note that "max_num" is reset when a new player is created.
51 * Note that "cur_num" is reset when a new level is created.
53 * Note that several of these fields, related to "recall", can be
54 * scrapped if space becomes an issue, resulting in less "complete"
55 * monster recall (no knowledge of spells, etc). All of the "recall"
56 * fields have a special prefix to aid in searching for them.
58 class MonsterRaceInfo {
60 MonsterRaceInfo() = default;
63 std::string name; //!< 名前データのオフセット(日本語) / Name offset(Japanese)
65 std::string E_name; //!< 名前データのオフセット(英語) / Name offset(English)
67 std::string text; //!< 思い出テキストのオフセット / Lore text offset
68 DICE_NUMBER hdice{}; //!< HPのダイス数 / Creatures hit dice count
69 DICE_SID hside{}; //!< HPのダイス面数 / Creatures hit dice sides
70 ARMOUR_CLASS ac{}; //!< アーマークラス / Armour Class
71 SLEEP_DEGREE sleep{}; //!< 睡眠値 / Inactive counter (base)
72 POSITION aaf{}; //!< 感知範囲(1-100スクエア) / Area affect radius (1-100)
73 byte speed{}; //!< 加速(110で+0) / Speed (normally 110)
74 EXP mexp{}; //!< 殺害時基本経験値 / Exp value for kill
75 RARITY freq_spell{}; //!< 魔法&特殊能力仕様頻度(1/n) / Spell frequency
76 BIT_FLAGS flags1{}; //!< Flags 1 (general)
77 BIT_FLAGS flags2{}; //!< Flags 2 (abilities)
78 BIT_FLAGS flags3{}; //!< Flags 3 (race/resist)
79 BIT_FLAGS flags7{}; //!< Flags 7 (movement related abilities)
80 BIT_FLAGS flags8{}; //!< Flags 8 (wilderness info)
81 EnumClassFlagGroup<MonsterAbilityType> ability_flags; //!< 能力フラグ(魔法/ブレス) / Ability Flags
82 EnumClassFlagGroup<MonsterAuraType> aura_flags; //!< オーラフラグ / Aura Flags
83 EnumClassFlagGroup<MonsterBehaviorType> behavior_flags; //!< 能力フラグ(習性)
84 EnumClassFlagGroup<MonsterVisualType> visual_flags; //!< 能力フラグ(シンボル) / Symbol Flags
85 EnumClassFlagGroup<MonsterKindType> kind_flags; //!< 能力フラグ(種族・徳) / Attr Flags
86 EnumClassFlagGroup<MonsterResistanceType> resistance_flags; //!< 耐性フラグ / Flags R (resistances info)
87 EnumClassFlagGroup<MonsterDropType> drop_flags; //!< 能力フラグ(ドロップ) / Drop Flags
88 EnumClassFlagGroup<MonsterWildernessType> wilderness_flags; //!< 荒野フラグ / Wilderness Flags
89 EnumClassFlagGroup<MonsterFeatureType> feature_flags; //!< 能力フラグ(地形関連) / Feature Flags
90 EnumClassFlagGroup<MonsterPopulationType> population_flags; //!< 能力フラグ(出現数関連) / Population Flags
91 EnumClassFlagGroup<MonsterSpeakType> speak_flags; //!< 能力フラグ(セリフ) / Speaking Flags
92 EnumClassFlagGroup<MonsterBrightnessType> brightness_flags; //!< 能力フラグ(明暗) / Speaking Lite or Dark
93 MonsterBlow blows[MAX_NUM_BLOWS]{}; //!< 打撃能力定義 / Up to four blows per round
95 //! 指定護衛リスト <モンスター種族ID,護衛数ダイス数,護衛数ダイス面>
96 std::vector<std::tuple<MonsterRaceId, DICE_NUMBER, DICE_SID>> reinforces;
98 //! 特定アーティファクトドロップリスト <アーティファクトID,ドロップ率>
99 std::vector<std::tuple<FixedArtifactId, PERCENTAGE>> drop_artifacts;
101 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
102 MonsterRaceId next_r_idx{}; //!< 進化先モンスター種族ID
103 EXP next_exp{}; //!< 進化に必要な経験値
104 DEPTH level{}; //!< レベル / Level of creature
105 RARITY rarity{}; //!< レアリティ / Rarity of creature
106 TERM_COLOR d_attr{}; //!< デフォルトの表示色 / Default monster attribute
107 char d_char{}; //!< デフォルトの表示文字 / Default monster character
108 TERM_COLOR x_attr{}; //!< 設定した表示色(またはタイル位置Y) / Desired monster attribute
109 char x_char{}; //!< 設定した表示文字(またはタイル位置X) / Desired monster character
110 MONSTER_NUMBER max_num{}; //!< 階に最大存在できる数 / Maximum population allowed per level
111 MONSTER_NUMBER cur_num{}; //!< 階に現在いる数 / Monster population on current level
112 FLOOR_IDX floor_id{}; //!< 存在している保存階ID / Location of unique monster
113 MONSTER_NUMBER r_sights{}; //!< 見えている数 / Count sightings of this monster
114 MONSTER_NUMBER r_deaths{}; //!< このモンスターに殺された人数 / Count deaths from this monster
115 MONSTER_NUMBER r_pkills{}; //!< このゲームで倒すのを見た数 / Count visible monsters killed in this life
116 MONSTER_NUMBER r_akills{}; //!< このゲームで倒した数 / Count all monsters killed in this life
117 MONSTER_NUMBER r_tkills{}; //!< 全ゲームで倒した数 / Count monsters killed in all lives
118 byte r_wake{}; //!< @に気づいて起きた数 / Number of times woken up (?)
119 byte r_ignore{}; //!< @に気づいていない数 / Number of times ignored (?)
120 bool r_can_evolve{}; //!< 進化するか否か / Flag being able to evolve
121 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
122 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
123 byte r_cast_spell{}; //!< 使った魔法/ブレスの種類数 / Max unique number of spells seen
124 byte r_blows[MAX_NUM_BLOWS]{}; //!< 受けた打撃 / Number of times each blow type was seen
125 uint32_t r_flags1{}; //!< Observed racial flags
126 uint32_t r_flags2{}; //!< Observed racial flags
127 uint32_t r_flags3{}; //!< Observed racial flags
128 EnumClassFlagGroup<MonsterAbilityType> r_ability_flags; //!< 見た能力フラグ(魔法/ブレス) / Observed racial ability flags
129 EnumClassFlagGroup<MonsterAuraType> r_aura_flags; //!< 見た能力フラグ(オーラ) / Observed aura flags
130 EnumClassFlagGroup<MonsterBehaviorType> r_behavior_flags; //!< 見た能力フラグ(習性) / Observed racial attr flags
131 EnumClassFlagGroup<MonsterKindType> r_kind_flags; //!< 見た能力フラグ(種族・徳) / Observed racial attr flags
132 EnumClassFlagGroup<MonsterResistanceType> r_resistance_flags; //!< 見た耐性フラグ / Observed racial resistances flags
133 EnumClassFlagGroup<MonsterDropType> r_drop_flags; //!< 見た能力フラグ(ドロップ) / Observed drop flags
134 EnumClassFlagGroup<MonsterFeatureType> r_feature_flags; //!< 見た能力フラグ(地形関連) / Observed feature flags
135 PLAYER_LEVEL defeat_level{}; //!< 倒したレベル(ユニーク用) / player level at which defeated this race
136 REAL_TIME defeat_time{}; //!< 倒した時間(ユニーク用) / time at which defeated this race
137 PERCENTAGE cur_hp_per{}; //!< 生成時現在HP率(%)
139 const std::string &decide_horror_message() const;
140 bool has_living_flag() const;
141 bool is_explodable() const;
142 std::string get_died_message() const;
143 bool no_suitable_questor_bounty() const;