11 #include "monster-status.h"
12 #include "monster-spell.h"
13 #include "monster-process.h"
15 #include "spells-summon.h"
16 #include "monsterrace-hook.h"
17 #include "object-curse.h"
21 #include "player-effects.h"
22 #include "player-personality.h"
23 #include "view-mainwindow.h"
30 * @brief モンスターIDからPOWERFULフラグの有無を取得する /
31 * @param m_idx モンスターID
32 * @return POWERFULフラグがあればTRUE、なければFALSEを返す。
34 bool monster_is_powerful(MONSTER_IDX m_idx)
36 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
37 monster_race *r_ptr = &r_info[m_ptr->r_idx];
38 bool powerful = r_ptr->flags2 & RF2_POWERFUL ? TRUE : FALSE;
43 * @brief モンスターIDからモンスターのレベルを取得する(ただし最低1を保証する) /
44 * @param m_idx モンスターID
47 DEPTH monster_level_idx(MONSTER_IDX m_idx)
49 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
50 monster_race *r_ptr = &r_info[m_ptr->r_idx];
51 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
56 * @brief モンスターに与えたダメージの修正処理 /
57 * Modify the physical damage done to the monster.
58 * @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ
60 * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
61 * @return 修正を行った結果のダメージ量
64 * (for example when it's invulnerable or shielded)
65 * ToDo: Accept a damage-type to calculate the modified damage from
66 * things like fire, frost, lightning, poison, ... attacks.
67 * "type" is not yet used and should be 0.
70 HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
72 monster_race *r_ptr = &r_info[m_ptr->r_idx];
74 if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
77 if ((dam == 0) && one_in_(3)) dam = 1;
80 if (MON_INVULNER(m_ptr))
84 if (!p_ptr->blind && is_seen(m_ptr))
86 msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
89 else if (!one_in_(PENETRATE_INVULNERABILITY))
100 * @brief モンスターに与えたダメージを元に経験値を加算する /
101 * Calculate experience point to be get
102 * @param dam 与えたダメージ量
103 * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
107 * Even the 64 bit operation is not big enough to avoid overflaw
108 * unless we carefully choose orders of multiplication and division.
109 * Get the coefficient first, and multiply (potentially huge) base
110 * experience point of a monster later.
113 static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
115 monster_race *r_ptr = &r_info[m_ptr->r_idx];
122 if (!monster_is_valid(m_ptr)) return;
123 if (is_pet(m_ptr) || p_ptr->inside_battle) return;
126 * - Ratio of monster's level to player's level effects
127 * - Varying speed effects
128 * - Get a fraction in proportion of damage point
130 new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
133 div_l = (p_ptr->max_plv + 2) * SPEED_TO_ENERGY(r_ptr->speed);
135 /* Use (average maxhp * 2) as a denominator */
136 if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
137 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
139 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
141 /* Special penalty in the wilderness */
142 if (!current_floor_ptr->dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
143 s64b_mul(&div_h, &div_l, 0, 5);
145 /* Do division first to prevent overflaw */
146 s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
148 /* Special penalty for mutiply-monster */
149 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
151 int monnum_penarty = r_ptr->r_akills / 400;
152 if (monnum_penarty > 8) monnum_penarty = 8;
154 while (monnum_penarty--)
157 s64b_RSHIFT(new_exp, new_exp_frac, 2);
161 /* Special penalty for rest_and_shoot exp scum */
162 if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
164 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
165 if (over_damage > 32) over_damage = 32;
167 while (over_damage--)
170 s64b_mul(&new_exp, &new_exp_frac, 0, 9);
171 s64b_div(&new_exp, &new_exp_frac, 0, 10);
175 /* Finally multiply base experience point of the monster */
176 s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
178 /* Gain experience */
179 gain_exp_64(new_exp, new_exp_frac);
185 * @brief モンスターの時限ステータスを取得する
186 * @return m_idx モンスターの参照ID
187 * @return mproc_type モンスターの時限ステータスID
190 int get_mproc_idx(MONSTER_IDX m_idx, int mproc_type)
192 s16b *cur_mproc_list = current_floor_ptr->mproc_list[mproc_type];
195 for (i = current_floor_ptr->mproc_max[mproc_type] - 1; i >= 0; i--)
197 if (cur_mproc_list[i] == m_idx) return i;
204 * @brief モンスターの時限ステータスリストを追加する
205 * @return m_idx モンスターの参照ID
206 * @return mproc_type 追加したいモンスターの時限ステータスID
209 static void mproc_add(MONSTER_IDX m_idx, int mproc_type)
211 if (current_floor_ptr->mproc_max[mproc_type] < current_floor_ptr->max_m_idx) current_floor_ptr->mproc_list[mproc_type][current_floor_ptr->mproc_max[mproc_type]++] = (s16b)m_idx;
216 * @brief モンスターの時限ステータスリストを削除
217 * @return m_idx モンスターの参照ID
218 * @return mproc_type 削除したいモンスターの時限ステータスID
221 static void mproc_remove(MONSTER_IDX m_idx, int mproc_type)
223 int mproc_idx = get_mproc_idx(m_idx, mproc_type);
224 if (mproc_idx >= 0) current_floor_ptr->mproc_list[mproc_type][mproc_idx] = current_floor_ptr->mproc_list[mproc_type][--current_floor_ptr->mproc_max[mproc_type]];
229 * @brief モンスターの時限ステータスリストを初期化する / Initialize monster process
232 void mproc_init(void)
238 /* Reset "current_floor_ptr->mproc_max[]" */
239 for (cmi = 0; cmi < MAX_MTIMED; cmi++) current_floor_ptr->mproc_max[cmi] = 0;
241 /* Process the monsters (backwards) */
242 for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
244 /* Access the monster */
245 m_ptr = ¤t_floor_ptr->m_list[i];
247 /* Ignore "dead" monsters */
248 if (!monster_is_valid(m_ptr)) continue;
250 for (cmi = 0; cmi < MAX_MTIMED; cmi++)
252 if (m_ptr->mtimed[cmi]) mproc_add(i, cmi);
259 * @brief モンスターの睡眠状態値をセットする。0で起きる。 /
260 * Set "m_ptr->mtimed[MTIMED_CSLEEP]", notice observable changes
261 * @param m_idx モンスター参照ID
263 * @return 別途更新処理が必要な場合TRUEを返す
265 bool set_monster_csleep(MONSTER_IDX m_idx, int v)
267 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
269 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
274 if (!MON_CSLEEP(m_ptr))
276 mproc_add(m_idx, MTIMED_CSLEEP);
284 if (MON_CSLEEP(m_ptr))
286 mproc_remove(m_idx, MTIMED_CSLEEP);
292 m_ptr->mtimed[MTIMED_CSLEEP] = (s16b)v;
294 if (!notice) return FALSE;
298 /* Update health bar as needed */
299 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
300 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
303 if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
310 * @brief モンスターの加速状態値をセット /
311 * Set "m_ptr->mtimed[MTIMED_FAST]", notice observable changes
312 * @param m_idx モンスター参照ID
314 * @return 別途更新処理が必要な場合TRUEを返す
316 bool set_monster_fast(MONSTER_IDX m_idx, int v)
318 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
320 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
325 if (!MON_FAST(m_ptr))
327 mproc_add(m_idx, MTIMED_FAST);
337 mproc_remove(m_idx, MTIMED_FAST);
343 m_ptr->mtimed[MTIMED_FAST] = (s16b)v;
345 if (!notice) return FALSE;
347 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
354 * Set "m_ptr->mtimed[MTIMED_SLOW]", notice observable changes
356 bool set_monster_slow(MONSTER_IDX m_idx, int v)
358 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
360 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
365 if (!MON_SLOW(m_ptr))
367 mproc_add(m_idx, MTIMED_SLOW);
377 mproc_remove(m_idx, MTIMED_SLOW);
383 m_ptr->mtimed[MTIMED_SLOW] = (s16b)v;
385 if (!notice) return FALSE;
387 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
394 * @brief モンスターの朦朧状態値をセット /
395 * Set "m_ptr->mtimed[MTIMED_STUNNED]", notice observable changes
396 * @param m_idx モンスター参照ID
398 * @return 別途更新処理が必要な場合TRUEを返す
400 bool set_monster_stunned(MONSTER_IDX m_idx, int v)
402 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
404 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
409 if (!MON_STUNNED(m_ptr))
411 mproc_add(m_idx, MTIMED_STUNNED);
419 if (MON_STUNNED(m_ptr))
421 mproc_remove(m_idx, MTIMED_STUNNED);
427 m_ptr->mtimed[MTIMED_STUNNED] = (s16b)v;
434 * @brief モンスターの混乱状態値をセット /
435 * Set "m_ptr->mtimed[MTIMED_CONFUSED]", notice observable changes
436 * @param m_idx モンスター参照ID
438 * @return 別途更新処理が必要な場合TRUEを返す
440 bool set_monster_confused(MONSTER_IDX m_idx, int v)
442 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
444 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
449 if (!MON_CONFUSED(m_ptr))
451 mproc_add(m_idx, MTIMED_CONFUSED);
459 if (MON_CONFUSED(m_ptr))
461 mproc_remove(m_idx, MTIMED_CONFUSED);
467 m_ptr->mtimed[MTIMED_CONFUSED] = (s16b)v;
474 * @brief モンスターの恐慌状態値をセット /
475 * Set "m_ptr->mtimed[MTIMED_MONFEAR]", notice observable changes
476 * @param m_idx モンスター参照ID
478 * @return 別途更新処理が必要な場合TRUEを返す
480 bool set_monster_monfear(MONSTER_IDX m_idx, int v)
482 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
484 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
489 if (!MON_MONFEAR(m_ptr))
491 mproc_add(m_idx, MTIMED_MONFEAR);
499 if (MON_MONFEAR(m_ptr))
501 mproc_remove(m_idx, MTIMED_MONFEAR);
507 m_ptr->mtimed[MTIMED_MONFEAR] = (s16b)v;
509 if (!notice) return FALSE;
513 /* Update health bar as needed */
514 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
515 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
523 * @brief モンスターの無敵状態値をセット /
524 * Set "m_ptr->mtimed[MTIMED_INVULNER]", notice observable changes
525 * @param m_idx モンスター参照ID
527 * @param energy_need TRUEならば無敵解除時に行動ターン消費を行う
528 * @return 別途更新処理が必要な場合TRUEを返す
530 bool set_monster_invulner(MONSTER_IDX m_idx, int v, bool energy_need)
532 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
534 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
539 if (!MON_INVULNER(m_ptr))
541 mproc_add(m_idx, MTIMED_INVULNER);
549 if (MON_INVULNER(m_ptr))
551 mproc_remove(m_idx, MTIMED_INVULNER);
552 if (energy_need && !p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
558 m_ptr->mtimed[MTIMED_INVULNER] = (s16b)v;
560 if (!notice) return FALSE;
564 /* Update health bar as needed */
565 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
566 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
573 static u32b csleep_noise;
576 * @brief モンスターの各種状態値を時間経過により更新するサブルーチン
577 * @param m_idx モンスター参照ID
578 * @param mtimed_idx 更新するモンスターの時限ステータスID
581 static void process_monsters_mtimed_aux(MONSTER_IDX m_idx, int mtimed_idx)
583 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
589 monster_race *r_ptr = &r_info[m_ptr->r_idx];
591 /* Assume does not wake up */
594 /* Hack -- Require proximity */
595 if (m_ptr->cdis < AAF_LIMIT)
597 /* Handle "sensing radius" */
598 if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
604 /* Handle "sight" and "aggravation" */
605 else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
614 u32b notice = randint0(1024);
616 /* Nightmare monsters are more alert */
617 if (ironman_nightmare) notice /= 2;
619 /* Hack -- See if monster "notices" player */
620 if ((notice * notice * notice) <= csleep_noise)
622 /* Hack -- amount of "waking" */
623 /* Wake up faster near the player */
624 int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
626 /* Hack -- amount of "waking" is affected by speed of player */
627 d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
630 /* Monster wakes up "a little bit" */
633 if (!set_monster_csleep(m_idx, MON_CSLEEP(m_ptr) - d))
635 /* Notice the "not waking up" */
636 if (is_original_ap_and_seen(m_ptr))
638 /* Hack -- Count the ignores */
639 if (r_ptr->r_ignore < MAX_UCHAR) r_ptr->r_ignore++;
646 /* Notice the "waking up" */
649 GAME_TEXT m_name[MAX_NLEN];
650 monster_desc(m_name, m_ptr, 0);
651 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
654 if (is_original_ap_and_seen(m_ptr))
656 /* Hack -- Count the wakings */
657 if (r_ptr->r_wake < MAX_UCHAR) r_ptr->r_wake++;
666 /* Reduce by one, note if expires */
667 if (set_monster_fast(m_idx, MON_FAST(m_ptr) - 1))
671 GAME_TEXT m_name[MAX_NLEN];
672 monster_desc(m_name, m_ptr, 0);
673 msg_format(_("%^sはもう加速されていない。", "%^s is no longer fast."), m_name);
679 /* Reduce by one, note if expires */
680 if (set_monster_slow(m_idx, MON_SLOW(m_ptr) - 1))
684 GAME_TEXT m_name[MAX_NLEN];
685 monster_desc(m_name, m_ptr, 0);
686 msg_format(_("%^sはもう減速されていない。", "%^s is no longer slow."), m_name);
693 int rlev = r_info[m_ptr->r_idx].level;
695 /* Recover from stun */
696 if (set_monster_stunned(m_idx, (randint0(10000) <= rlev * rlev) ? 0 : (MON_STUNNED(m_ptr) - 1)))
698 /* Message if visible */
701 GAME_TEXT m_name[MAX_NLEN];
702 monster_desc(m_name, m_ptr, 0);
703 msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
709 case MTIMED_CONFUSED:
710 /* Reduce the confusion */
711 if (set_monster_confused(m_idx, MON_CONFUSED(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
713 /* Message if visible */
716 GAME_TEXT m_name[MAX_NLEN];
717 monster_desc(m_name, m_ptr, 0);
718 msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
724 /* Reduce the fear */
725 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
730 GAME_TEXT m_name[MAX_NLEN];
734 /* Acquire the monster possessive */
735 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
737 monster_desc(m_name, m_ptr, 0);
739 msg_format("%^sは勇気を取り戻した。", m_name);
741 msg_format("%^s recovers %s courage.", m_name, m_poss);
747 case MTIMED_INVULNER:
748 /* Reduce by one, note if expires */
749 if (set_monster_invulner(m_idx, MON_INVULNER(m_ptr) - 1, TRUE))
753 GAME_TEXT m_name[MAX_NLEN];
754 monster_desc(m_name, m_ptr, 0);
755 msg_format(_("%^sはもう無敵でない。", "%^s is no longer invulnerable."), m_name);
764 * @brief 全モンスターの各種状態値を時間経過により更新するメインルーチン
765 * @param mtimed_idx 更新するモンスターの時限ステータスID
768 * Process the counters of monsters (once per 10 game turns)\n
769 * These functions are to process monsters' counters same as player's.
771 void process_monsters_mtimed(int mtimed_idx)
774 s16b *cur_mproc_list = current_floor_ptr->mproc_list[mtimed_idx];
776 /* Hack -- calculate the "player noise" */
777 if (mtimed_idx == MTIMED_CSLEEP) csleep_noise = (1L << (30 - p_ptr->skill_stl));
779 /* Process the monsters (backwards) */
780 for (i = current_floor_ptr->mproc_max[mtimed_idx] - 1; i >= 0; i--)
782 /* Access the monster */
783 process_monsters_mtimed_aux(cur_mproc_list[i], mtimed_idx);
788 * @brief モンスターへの魔力消去処理
789 * @param m_idx 魔力消去を受けるモンスターの参照ID
792 void dispel_monster_status(MONSTER_IDX m_idx)
794 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
795 GAME_TEXT m_name[MAX_NLEN];
797 monster_desc(m_name, m_ptr, 0);
798 if (set_monster_invulner(m_idx, 0, TRUE))
800 if (m_ptr->ml) msg_format(_("%sはもう無敵ではない。", "%^s is no longer invulnerable."), m_name);
802 if (set_monster_fast(m_idx, 0))
804 if (m_ptr->ml) msg_format(_("%sはもう加速されていない。", "%^s is no longer fast."), m_name);
806 if (set_monster_slow(m_idx, 0))
808 if (m_ptr->ml) msg_format(_("%sはもう減速されていない。", "%^s is no longer slow."), m_name);
813 * @brief モンスターの時間停止処理
814 * @param num 時間停止を行った敵が行動できる回数
815 * @param who 時間停止処理の主体ID
816 * @param vs_player TRUEならば時間停止開始処理を行う
817 * @return 時間停止が行われている状態ならばTRUEを返す
819 bool set_monster_timewalk(int num, MONSTER_IDX who, bool vs_player)
821 monster_type *m_ptr = ¤t_floor_ptr->m_list[hack_m_idx]; /* the world monster */
823 if (current_world_ptr->timewalk_m_idx) return (FALSE);
827 GAME_TEXT m_name[MAX_NLEN];
828 monster_desc(m_name, m_ptr, 0);
831 msg_format(_("「『ザ・ワールド』!時は止まった!」", "%s yells 'The World! Time has stopped!'"), m_name);
833 msg_format(_("「時よ!」", "%s yells 'Time!'"), m_name);
834 else msg_print("hek!");
839 /* This monster cast spells */
840 current_world_ptr->timewalk_m_idx = hack_m_idx;
842 if (vs_player) do_cmd_redraw();
846 if (!monster_is_valid(m_ptr)) break;
847 process_monster(current_world_ptr->timewalk_m_idx);
851 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
854 p_ptr->redraw |= (PR_MAP);
855 p_ptr->update |= (PU_MONSTERS);
856 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
858 current_world_ptr->timewalk_m_idx = 0;
859 if (vs_player || (player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)))
861 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
870 * @brief モンスターの経験値取得処理
871 * @param m_idx 経験値を得るモンスターの参照ID
872 * @param s_idx 撃破されたモンスター種族の参照ID
875 void monster_gain_exp(MONSTER_IDX m_idx, MONRACE_IDX s_idx)
881 if (m_idx <= 0 || s_idx <= 0) return;
883 m_ptr = ¤t_floor_ptr->m_list[m_idx];
885 if (!monster_is_valid(m_ptr)) return;
887 r_ptr = &r_info[m_ptr->r_idx];
888 s_ptr = &r_info[s_idx];
890 if (p_ptr->inside_battle) return;
892 if (!r_ptr->next_exp) return;
894 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
895 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
896 if (!current_floor_ptr->dun_level) new_exp /= 5;
897 m_ptr->exp += new_exp;
898 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
900 if (m_ptr->exp >= r_ptr->next_exp)
902 GAME_TEXT m_name[MAX_NLEN];
903 int old_hp = m_ptr->hp;
904 int old_maxhp = m_ptr->max_maxhp;
905 int old_r_idx = m_ptr->r_idx;
906 byte old_sub_align = m_ptr->sub_align;
908 /* Hack -- Reduce the racial counter of previous monster */
909 real_r_ptr(m_ptr)->cur_num--;
911 monster_desc(m_name, m_ptr, 0);
912 m_ptr->r_idx = r_ptr->next_r_idx;
914 /* Count the monsters on the level */
915 real_r_ptr(m_ptr)->cur_num++;
917 m_ptr->ap_r_idx = m_ptr->r_idx;
918 r_ptr = &r_info[m_ptr->r_idx];
920 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
922 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
926 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
928 if (ironman_nightmare)
930 HIT_POINT hp = m_ptr->max_maxhp * 2L;
931 m_ptr->max_maxhp = MIN(30000, hp);
933 m_ptr->maxhp = m_ptr->max_maxhp;
934 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
936 /* dealt damage is 0 at initial*/
937 m_ptr->dealt_damage = 0;
939 /* Extract the monster base speed */
940 m_ptr->mspeed = get_mspeed(r_ptr);
942 /* Sub-alignment of a monster */
943 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
944 m_ptr->sub_align = old_sub_align;
947 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
948 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
949 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
954 if (is_pet(m_ptr) || m_ptr->ml)
956 if (!ignore_unview || player_can_see_bold(m_ptr->fy, m_ptr->fx))
960 monster_race *hallu_race;
964 hallu_race = &r_info[randint1(max_r_idx - 1)];
965 } while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
966 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + hallu_race->name);
970 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + r_ptr->name);
974 if (!p_ptr->image) r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
976 /* Now you feel very close to this pet. */
977 m_ptr->parent_m_idx = 0;
979 update_monster(m_idx, FALSE);
980 lite_spot(m_ptr->fy, m_ptr->fx);
982 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;
986 * @brief モンスターのHPをダメージに応じて減算する /
987 * Decreases monsters hit points, handling monster death.
988 * @param dam 与えたダメージ量
989 * @param m_idx ダメージを与えたモンスターのID
990 * @param fear ダメージによってモンスターが恐慌状態に陥ったならばTRUEを返す
991 * @param note モンスターが倒された際の特別なメッセージ述語
995 * We return TRUE if the monster has been killed (and deleted).
996 * We announce monster death (using an optional "death message"
997 * if given, and a otherwise a generic killed/destroyed message).
998 * Only "physical attacks" can induce the "You have slain" message.
999 * Missile and Spell attacks will induce the "dies" message, or
1000 * various "specialized" messages. Note that "You have destroyed"
1001 * and "is destroyed" are synonyms for "You have slain" and "dies".
1002 * Hack -- unseen monsters yield "You have killed it." message.
1003 * Added fear (DGK) and check whether to print fear messages -CWS
1004 * Made name, sex, and capitalization generic -BEN-
1005 * As always, the "ghost" processing is a total hack.
1006 * Hack -- we "delay" fear messages by passing around a "fear" flag.
1007 * Consider decreasing monster experience over time, say,
1008 * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1009 * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1010 * monster worth more than subsequent monsters. This would also need
1011 * to induce changes in the monster recall code.
1014 bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, concptr note)
1016 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1017 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1018 monster_type exp_mon;
1020 /* Innocent until proven otherwise */
1021 bool innocent = TRUE, thief = FALSE;
1025 (void)COPY(&exp_mon, m_ptr, monster_type);
1027 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1029 get_exp_from_mon(expdam, &exp_mon);
1031 /* Genocided by chaos patron */
1032 if (!monster_is_valid(m_ptr)) m_idx = 0;
1034 /* Redraw (later) if needed */
1035 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1036 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1038 (void)set_monster_csleep(m_idx, 0);
1040 /* Hack - Cancel any special player stealth magics. -LM- */
1041 if (p_ptr->special_defense & NINJA_S_STEALTH)
1043 set_superstealth(FALSE);
1046 /* Genocided by chaos patron */
1047 if (!m_idx) return TRUE;
1050 m_ptr->dealt_damage += dam;
1052 if (m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1056 msg_format(_("合計%d/%dのダメージを与えた。", "You do %d (out of %d) damage."), m_ptr->dealt_damage, m_ptr->maxhp);
1059 /* It is dead now */
1062 GAME_TEXT m_name[MAX_NLEN];
1064 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1066 /* You might have unmasked Tanuki first time */
1067 r_ptr = &r_info[m_ptr->r_idx];
1068 m_ptr->ap_r_idx = m_ptr->r_idx;
1069 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1072 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1074 /* You might have unmasked Chameleon first time */
1075 r_ptr = real_r_ptr(m_ptr);
1076 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1079 if (!(m_ptr->smart & SM_CLONED))
1081 /* When the player kills a Unique, it stays dead */
1082 if (r_ptr->flags1 & RF1_UNIQUE)
1086 /* Mega-Hack -- Banor & Lupart */
1087 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1089 r_info[MON_BANORLUPART].max_num = 0;
1090 r_info[MON_BANORLUPART].r_pkills++;
1091 r_info[MON_BANORLUPART].r_akills++;
1092 if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1094 else if (m_ptr->r_idx == MON_BANORLUPART)
1096 r_info[MON_BANOR].max_num = 0;
1097 r_info[MON_BANOR].r_pkills++;
1098 r_info[MON_BANOR].r_akills++;
1099 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1100 r_info[MON_LUPART].max_num = 0;
1101 r_info[MON_LUPART].r_pkills++;
1102 r_info[MON_LUPART].r_akills++;
1103 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1107 /* When the player kills a Nazgul, it stays dead */
1108 else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1111 /* Count all monsters killed */
1112 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1114 /* Recall even invisible uniques or winners */
1115 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1117 /* Count kills this life */
1118 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1119 else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1121 /* Count kills in all lives */
1122 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1123 else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1125 /* Hack -- Auto-recall */
1126 monster_race_track(m_ptr->ap_r_idx);
1129 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1131 /* Don't kill Amberites */
1132 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1134 int curses = 1 + randint1(3);
1135 bool stop_ty = FALSE;
1138 msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた!", "%^s puts a terrible blood curse on you!"), m_name);
1139 curse_equipment(100, 50);
1143 stop_ty = activate_ty_curse(stop_ty, &count);
1147 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1149 char line_got[1024];
1150 if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
1152 msg_format("%^s %s", m_name, line_got);
1156 if (m_ptr->r_idx == MON_SERPENT)
1158 screen_dump = make_screen_dump();
1163 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
1165 if (!current_floor_ptr->dun_level && !p_ptr->ambush_flag && !p_ptr->inside_arena)
1167 chg_virtue(V_VALOUR, -1);
1169 else if (r_ptr->level > current_floor_ptr->dun_level)
1171 if (randint1(10) <= (r_ptr->level - current_floor_ptr->dun_level))
1172 chg_virtue(V_VALOUR, 1);
1174 if (r_ptr->level > 60)
1176 chg_virtue(V_VALOUR, 1);
1178 if (r_ptr->level >= 2 * (p_ptr->lev + 1))
1179 chg_virtue(V_VALOUR, 2);
1182 if (r_ptr->flags1 & RF1_UNIQUE)
1184 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1186 if (r_ptr->flags3 & RF3_GOOD)
1188 chg_virtue(V_UNLIFE, 2);
1189 chg_virtue(V_VITALITY, -2);
1192 if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1195 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1197 chg_virtue(V_COMPASSION, -1);
1200 if ((r_ptr->flags3 & RF3_GOOD) && ((r_ptr->level) / 10 + (3 * current_floor_ptr->dun_level) >= randint1(100)))
1201 chg_virtue(V_UNLIFE, 1);
1203 if (r_ptr->d_char == 'A')
1205 if (r_ptr->flags1 & RF1_UNIQUE)
1206 chg_virtue(V_FAITH, -2);
1207 else if ((r_ptr->level) / 10 + (3 * current_floor_ptr->dun_level) >= randint1(100))
1209 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1210 else chg_virtue(V_FAITH, 1);
1213 else if (r_ptr->flags3 & RF3_DEMON)
1215 if (r_ptr->flags1 & RF1_UNIQUE)
1216 chg_virtue(V_FAITH, 2);
1217 else if ((r_ptr->level) / 10 + (3 * current_floor_ptr->dun_level) >= randint1(100))
1218 chg_virtue(V_FAITH, 1);
1221 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1222 chg_virtue(V_VITALITY, 2);
1224 if (r_ptr->r_deaths)
1226 if (r_ptr->flags1 & RF1_UNIQUE)
1228 chg_virtue(V_HONOUR, 10);
1230 else if ((r_ptr->level) / 10 + (2 * current_floor_ptr->dun_level) >= randint1(100))
1232 chg_virtue(V_HONOUR, 1);
1235 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1237 chg_virtue(V_VALOUR, -1);
1240 for (i = 0; i < 4; i++)
1242 if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1244 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1245 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1247 thief = TRUE; /* Thief! */
1250 /* The new law says it is illegal to live in the dungeon */
1251 if (r_ptr->level != 0) innocent = FALSE;
1255 if (r_ptr->flags1 & RF1_UNIQUE)
1256 chg_virtue(V_JUSTICE, 3);
1257 else if (1 + ((r_ptr->level) / 10 + (2 * current_floor_ptr->dun_level)) >= randint1(100))
1258 chg_virtue(V_JUSTICE, 1);
1262 chg_virtue(V_JUSTICE, -1);
1265 if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
1267 if (one_in_(4)) chg_virtue(V_NATURE, -1);
1270 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1273 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? _("(クローン)", "(Clone)") : "");
1274 do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
1280 /* Death by Missile/Spell attack */
1283 msg_format("%^s%s", m_name, note);
1286 /* Death by physical attack -- invisible monster */
1287 else if (!m_ptr->ml)
1290 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
1291 msg_format("せっかくだから%sを殺した。", m_name);
1293 msg_format("%sを殺した。", m_name);
1295 msg_format("You have killed %s.", m_name);
1300 /* Death by Physical attack -- non-living monster */
1301 else if (!monster_living(m_ptr->r_idx))
1303 bool explode = FALSE;
1305 for (i = 0; i < 4; i++)
1307 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
1310 /* Special note at death */
1312 msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
1316 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
1317 msg_format("せっかくだから%sを倒した。", m_name);
1319 msg_format("%sを倒した。", m_name);
1321 msg_format("You have destroyed %s.", m_name);
1326 /* Death by Physical attack -- living monster */
1330 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
1331 msg_format("せっかくだから%sを葬り去った。", m_name);
1333 msg_format("%sを葬り去った。", m_name);
1335 msg_format("You have slain %s.", m_name);
1339 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
1341 for (i = 0; i < MAX_KUBI; i++)
1343 if ((current_world_ptr->bounty_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
1345 msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name);
1351 /* Generate treasure */
1352 monster_death(m_idx, TRUE);
1354 /* Mega hack : replace IKETA to BIKETAL */
1355 if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->inside_arena || p_ptr->inside_battle))
1357 POSITION dummy_y = m_ptr->fy;
1358 POSITION dummy_x = m_ptr->fx;
1359 BIT_FLAGS mode = 0L;
1360 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1361 delete_monster_idx(m_idx);
1362 if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
1364 msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!"));
1369 delete_monster_idx(m_idx);
1372 get_exp_from_mon((long)exp_mon.max_maxhp * 2, &exp_mon);
1377 /* Monster is dead */
1384 /* Mega-Hack -- Pain cancels fear */
1385 if (MON_MONFEAR(m_ptr) && (dam > 0))
1388 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
1395 /* Sometimes a monster gets scared by damage */
1396 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
1398 /* Percentage of fully healthy */
1399 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
1402 * Run (sometimes) if at 10% or less of max hit points,
1403 * or (usually) when hit for half its current hit points
1405 if ((randint1(10) >= percentage) || ((dam >= m_ptr->hp) && (randint0(100) < 80)))
1407 /* Hack -- note fear */
1410 /* Hack -- Add some timed fear */
1411 (void)set_monster_monfear(m_idx, (randint1(10) +
1412 (((dam >= m_ptr->hp) && (percentage > 7)) ?
1413 20 : ((11 - percentage) * 5))));
1423 bool monster_is_valid(monster_type *m_ptr)
1425 return (m_ptr->r_idx != 0);