3 #include "monster-status.h"
4 #include "spells-summon.h"
5 #include "monsterrace-hook.h"
6 #include "object-curse.h"
13 * @brief モンスターに与えたダメージの修正処理 /
14 * Modify the physical damage done to the monster.
15 * @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
17 * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
18 * @return 修正を行った結果のダメージ量
21 * (for example when it's invulnerable or shielded)
22 * ToDo: Accept a damage-type to calculate the modified damage from
23 * things like fire, frost, lightning, poison, ... attacks.
24 * "type" is not yet used and should be 0.
27 HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
29 monster_race *r_ptr = &r_info[m_ptr->r_idx];
31 if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
34 if ((dam == 0) && one_in_(3)) dam = 1;
37 if (MON_INVULNER(m_ptr))
41 if (!p_ptr->blind && is_seen(m_ptr))
43 msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
46 else if (!one_in_(PENETRATE_INVULNERABILITY))
57 * @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 /
58 * Calculate experience point to be get
60 * @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
64 * Even the 64 bit operation is not big enough to avoid overflaw
65 * unless we carefully choose orders of multiplication and division.
66 * Get the coefficient first, and multiply (potentially huge) base
67 * experience point of a monster later.
70 static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
72 monster_race *r_ptr = &r_info[m_ptr->r_idx];
79 if (!monster_is_valid(m_ptr)) return;
80 if (is_pet(m_ptr) || p_ptr->inside_battle) return;
83 * - Ratio of monster's level to player's level effects
84 * - Varying speed effects
85 * - Get a fraction in proportion of damage point
87 new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
90 div_l = (p_ptr->max_plv + 2) * SPEED_TO_ENERGY(r_ptr->speed);
92 /* Use (average maxhp * 2) as a denominator */
93 if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
94 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
96 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
98 /* Special penalty in the wilderness */
99 if (!current_floor_ptr->dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
100 s64b_mul(&div_h, &div_l, 0, 5);
102 /* Do division first to prevent overflaw */
103 s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
105 /* Special penalty for mutiply-monster */
106 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
108 int monnum_penarty = r_ptr->r_akills / 400;
109 if (monnum_penarty > 8) monnum_penarty = 8;
111 while (monnum_penarty--)
114 s64b_RSHIFT(new_exp, new_exp_frac, 2);
118 /* Special penalty for rest_and_shoot exp scum */
119 if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
121 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
122 if (over_damage > 32) over_damage = 32;
124 while (over_damage--)
127 s64b_mul(&new_exp, &new_exp_frac, 0, 9);
128 s64b_div(&new_exp, &new_exp_frac, 0, 10);
132 /* Finally multiply base experience point of the monster */
133 s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
135 /* Gain experience */
136 gain_exp_64(new_exp, new_exp_frac);
142 * @brief モンスターの時限ステータスを取得する
143 * @return m_idx モンスターの参照ID
144 * @return mproc_type モンスターの時限ステータスID
147 int get_mproc_idx(MONSTER_IDX m_idx, int mproc_type)
149 s16b *cur_mproc_list = current_floor_ptr->mproc_list[mproc_type];
152 for (i = current_floor_ptr->mproc_max[mproc_type] - 1; i >= 0; i--)
154 if (cur_mproc_list[i] == m_idx) return i;
161 * @brief モンスターの時限ステータスリストを追加する
162 * @return m_idx モンスターの参照ID
163 * @return mproc_type 追加したいモンスターの時限ステータスID
166 static void mproc_add(MONSTER_IDX m_idx, int mproc_type)
168 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;
173 * @brief モンスターの時限ステータスリストを削除
174 * @return m_idx モンスターの参照ID
175 * @return mproc_type 削除したいモンスターの時限ステータスID
178 static void mproc_remove(MONSTER_IDX m_idx, int mproc_type)
180 int mproc_idx = get_mproc_idx(m_idx, mproc_type);
181 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]];
186 * @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
189 void mproc_init(void)
195 /* Reset "current_floor_ptr->mproc_max[]" */
196 for (cmi = 0; cmi < MAX_MTIMED; cmi++) current_floor_ptr->mproc_max[cmi] = 0;
198 /* Process the monsters (backwards) */
199 for (i = m_max - 1; i >= 1; i--)
201 /* Access the monster */
202 m_ptr = ¤t_floor_ptr->m_list[i];
204 /* Ignore "dead" monsters */
205 if (!monster_is_valid(m_ptr)) continue;
207 for (cmi = 0; cmi < MAX_MTIMED; cmi++)
209 if (m_ptr->mtimed[cmi]) mproc_add(i, cmi);
216 * @brief モンスターの睡眠状態値をセットする。0で起きる。 /
217 * Set "m_ptr->mtimed[MTIMED_CSLEEP]", notice observable changes
218 * @param m_idx モンスター参照ID
220 * @return 別途更新処理が必要な場合TRUEを返す
222 bool set_monster_csleep(MONSTER_IDX m_idx, int v)
224 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
226 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
231 if (!MON_CSLEEP(m_ptr))
233 mproc_add(m_idx, MTIMED_CSLEEP);
241 if (MON_CSLEEP(m_ptr))
243 mproc_remove(m_idx, MTIMED_CSLEEP);
249 m_ptr->mtimed[MTIMED_CSLEEP] = (s16b)v;
251 if (!notice) return FALSE;
255 /* Update health bar as needed */
256 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
257 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
260 if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
267 * @brief モンスターの加速状態値をセット /
268 * Set "m_ptr->mtimed[MTIMED_FAST]", notice observable changes
269 * @param m_idx モンスター参照ID
271 * @return 別途更新処理が必要な場合TRUEを返す
273 bool set_monster_fast(MONSTER_IDX m_idx, int v)
275 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
277 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
282 if (!MON_FAST(m_ptr))
284 mproc_add(m_idx, MTIMED_FAST);
294 mproc_remove(m_idx, MTIMED_FAST);
300 m_ptr->mtimed[MTIMED_FAST] = (s16b)v;
302 if (!notice) return FALSE;
304 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
311 * Set "m_ptr->mtimed[MTIMED_SLOW]", notice observable changes
313 bool set_monster_slow(MONSTER_IDX m_idx, int v)
315 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
317 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
322 if (!MON_SLOW(m_ptr))
324 mproc_add(m_idx, MTIMED_SLOW);
334 mproc_remove(m_idx, MTIMED_SLOW);
340 m_ptr->mtimed[MTIMED_SLOW] = (s16b)v;
342 if (!notice) return FALSE;
344 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
351 * @brief モンスターの朦朧状態値をセット /
352 * Set "m_ptr->mtimed[MTIMED_STUNNED]", notice observable changes
353 * @param m_idx モンスター参照ID
355 * @return 別途更新処理が必要な場合TRUEを返す
357 bool set_monster_stunned(MONSTER_IDX m_idx, int v)
359 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
361 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
366 if (!MON_STUNNED(m_ptr))
368 mproc_add(m_idx, MTIMED_STUNNED);
376 if (MON_STUNNED(m_ptr))
378 mproc_remove(m_idx, MTIMED_STUNNED);
384 m_ptr->mtimed[MTIMED_STUNNED] = (s16b)v;
391 * @brief モンスターの混乱状態値をセット /
392 * Set "m_ptr->mtimed[MTIMED_CONFUSED]", notice observable changes
393 * @param m_idx モンスター参照ID
395 * @return 別途更新処理が必要な場合TRUEを返す
397 bool set_monster_confused(MONSTER_IDX m_idx, int v)
399 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
401 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
406 if (!MON_CONFUSED(m_ptr))
408 mproc_add(m_idx, MTIMED_CONFUSED);
416 if (MON_CONFUSED(m_ptr))
418 mproc_remove(m_idx, MTIMED_CONFUSED);
424 m_ptr->mtimed[MTIMED_CONFUSED] = (s16b)v;
431 * @brief モンスターの恐慌状態値をセット /
432 * Set "m_ptr->mtimed[MTIMED_MONFEAR]", notice observable changes
433 * @param m_idx モンスター参照ID
435 * @return 別途更新処理が必要な場合TRUEを返す
437 bool set_monster_monfear(MONSTER_IDX m_idx, int v)
439 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
441 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
446 if (!MON_MONFEAR(m_ptr))
448 mproc_add(m_idx, MTIMED_MONFEAR);
456 if (MON_MONFEAR(m_ptr))
458 mproc_remove(m_idx, MTIMED_MONFEAR);
464 m_ptr->mtimed[MTIMED_MONFEAR] = (s16b)v;
466 if (!notice) return FALSE;
470 /* Update health bar as needed */
471 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
472 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
480 * @brief モンスターの無敵状態値をセット /
481 * Set "m_ptr->mtimed[MTIMED_INVULNER]", notice observable changes
482 * @param m_idx モンスター参照ID
484 * @param energy_need TRUEならば無敵解除時に行動ターン消費を行う
485 * @return 別途更新処理が必要な場合TRUEを返す
487 bool set_monster_invulner(MONSTER_IDX m_idx, int v, bool energy_need)
489 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
491 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
496 if (!MON_INVULNER(m_ptr))
498 mproc_add(m_idx, MTIMED_INVULNER);
506 if (MON_INVULNER(m_ptr))
508 mproc_remove(m_idx, MTIMED_INVULNER);
509 if (energy_need && !p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
515 m_ptr->mtimed[MTIMED_INVULNER] = (s16b)v;
517 if (!notice) return FALSE;
521 /* Update health bar as needed */
522 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
523 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
530 static u32b csleep_noise;
533 * @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
534 * @param m_idx モンスター参照ID
535 * @param mtimed_idx 更新するモンスターの時限ステータスID
538 static void process_monsters_mtimed_aux(MONSTER_IDX m_idx, int mtimed_idx)
540 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
546 monster_race *r_ptr = &r_info[m_ptr->r_idx];
548 /* Assume does not wake up */
551 /* Hack -- Require proximity */
552 if (m_ptr->cdis < AAF_LIMIT)
554 /* Handle "sensing radius" */
555 if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
561 /* Handle "sight" and "aggravation" */
562 else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
571 u32b notice = randint0(1024);
573 /* Nightmare monsters are more alert */
574 if (ironman_nightmare) notice /= 2;
576 /* Hack -- See if monster "notices" player */
577 if ((notice * notice * notice) <= csleep_noise)
579 /* Hack -- amount of "waking" */
580 /* Wake up faster near the player */
581 int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
583 /* Hack -- amount of "waking" is affected by speed of player */
584 d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
587 /* Monster wakes up "a little bit" */
590 if (!set_monster_csleep(m_idx, MON_CSLEEP(m_ptr) - d))
592 /* Notice the "not waking up" */
593 if (is_original_ap_and_seen(m_ptr))
595 /* Hack -- Count the ignores */
596 if (r_ptr->r_ignore < MAX_UCHAR) r_ptr->r_ignore++;
603 /* Notice the "waking up" */
606 GAME_TEXT m_name[MAX_NLEN];
607 monster_desc(m_name, m_ptr, 0);
608 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
611 if (is_original_ap_and_seen(m_ptr))
613 /* Hack -- Count the wakings */
614 if (r_ptr->r_wake < MAX_UCHAR) r_ptr->r_wake++;
623 /* Reduce by one, note if expires */
624 if (set_monster_fast(m_idx, MON_FAST(m_ptr) - 1))
628 GAME_TEXT m_name[MAX_NLEN];
629 monster_desc(m_name, m_ptr, 0);
630 msg_format(_("%^sはもう加速されていない。", "%^s is no longer fast."), m_name);
636 /* Reduce by one, note if expires */
637 if (set_monster_slow(m_idx, MON_SLOW(m_ptr) - 1))
641 GAME_TEXT m_name[MAX_NLEN];
642 monster_desc(m_name, m_ptr, 0);
643 msg_format(_("%^sはもう減速されていない。", "%^s is no longer slow."), m_name);
650 int rlev = r_info[m_ptr->r_idx].level;
652 /* Recover from stun */
653 if (set_monster_stunned(m_idx, (randint0(10000) <= rlev * rlev) ? 0 : (MON_STUNNED(m_ptr) - 1)))
655 /* Message if visible */
658 GAME_TEXT m_name[MAX_NLEN];
659 monster_desc(m_name, m_ptr, 0);
660 msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
666 case MTIMED_CONFUSED:
667 /* Reduce the confusion */
668 if (set_monster_confused(m_idx, MON_CONFUSED(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
670 /* Message if visible */
673 GAME_TEXT m_name[MAX_NLEN];
674 monster_desc(m_name, m_ptr, 0);
675 msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
681 /* Reduce the fear */
682 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
687 GAME_TEXT m_name[MAX_NLEN];
691 /* Acquire the monster possessive */
692 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
694 monster_desc(m_name, m_ptr, 0);
696 msg_format("%^sは勇気を取り戻した。", m_name);
698 msg_format("%^s recovers %s courage.", m_name, m_poss);
704 case MTIMED_INVULNER:
705 /* Reduce by one, note if expires */
706 if (set_monster_invulner(m_idx, MON_INVULNER(m_ptr) - 1, TRUE))
710 GAME_TEXT m_name[MAX_NLEN];
711 monster_desc(m_name, m_ptr, 0);
712 msg_format(_("%^sはもう無敵でない。", "%^s is no longer invulnerable."), m_name);
721 * @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
722 * @param mtimed_idx 更新するモンスターの時限ステータスID
725 * Process the counters of monsters (once per 10 game turns)\n
726 * These functions are to process monsters' counters same as player's.
728 void process_monsters_mtimed(int mtimed_idx)
731 s16b *cur_mproc_list = current_floor_ptr->mproc_list[mtimed_idx];
733 /* Hack -- calculate the "player noise" */
734 if (mtimed_idx == MTIMED_CSLEEP) csleep_noise = (1L << (30 - p_ptr->skill_stl));
736 /* Process the monsters (backwards) */
737 for (i = current_floor_ptr->mproc_max[mtimed_idx] - 1; i >= 0; i--)
739 /* Access the monster */
740 process_monsters_mtimed_aux(cur_mproc_list[i], mtimed_idx);
745 * @brief モンスターへの魔力消去処理
746 * @param m_idx 魔力消去を受けるモンスターの参照ID
749 void dispel_monster_status(MONSTER_IDX m_idx)
751 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
752 GAME_TEXT m_name[MAX_NLEN];
754 monster_desc(m_name, m_ptr, 0);
755 if (set_monster_invulner(m_idx, 0, TRUE))
757 if (m_ptr->ml) msg_format(_("%sはもう無敵ではない。", "%^s is no longer invulnerable."), m_name);
759 if (set_monster_fast(m_idx, 0))
761 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);
763 if (set_monster_slow(m_idx, 0))
765 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);
770 * @brief モンスターの時間停止処理
771 * @param num 時間停止を行った敵が行動できる回数
772 * @param who 時間停止処理の主体ID
773 * @param vs_player TRUEならば時間停止開始処理を行う
774 * @return 時間停止が行われている状態ならばTRUEを返す
776 bool process_the_world(int num, MONSTER_IDX who, bool vs_player)
778 monster_type *m_ptr = ¤t_floor_ptr->m_list[hack_m_idx]; /* the world monster */
780 if (current_world_ptr->timewalk_m_idx) return (FALSE);
784 GAME_TEXT m_name[MAX_NLEN];
785 monster_desc(m_name, m_ptr, 0);
788 msg_format(_("「『ザ・ワールド』!時は止まった!」", "%s yells 'The World! Time has stopped!'"), m_name);
790 msg_format(_("「時よ!」", "%s yells 'Time!'"), m_name);
791 else msg_print("hek!");
796 /* This monster cast spells */
797 current_world_ptr->timewalk_m_idx = hack_m_idx;
799 if (vs_player) do_cmd_redraw();
803 if (!monster_is_valid(m_ptr)) break;
804 process_monster(current_world_ptr->timewalk_m_idx);
808 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
811 p_ptr->redraw |= (PR_MAP);
812 p_ptr->update |= (PU_MONSTERS);
813 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
815 current_world_ptr->timewalk_m_idx = 0;
816 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)))
818 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
827 * @brief モンスターの経験値取得処理
828 * @param m_idx 経験値を得るモンスターの参照ID
829 * @param s_idx 撃破されたモンスター種族の参照ID
832 void monster_gain_exp(MONSTER_IDX m_idx, IDX s_idx)
840 if (m_idx <= 0 || s_idx <= 0) return;
842 m_ptr = ¤t_floor_ptr->m_list[m_idx];
844 if (!monster_is_valid(m_ptr)) return;
846 r_ptr = &r_info[m_ptr->r_idx];
847 s_ptr = &r_info[s_idx];
849 if (p_ptr->inside_battle) return;
851 if (!r_ptr->next_exp) return;
853 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
854 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
855 if (!current_floor_ptr->dun_level) new_exp /= 5;
856 m_ptr->exp += new_exp;
857 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
859 if (m_ptr->exp >= r_ptr->next_exp)
861 GAME_TEXT m_name[MAX_NLEN];
862 int old_hp = m_ptr->hp;
863 int old_maxhp = m_ptr->max_maxhp;
864 int old_r_idx = m_ptr->r_idx;
865 byte old_sub_align = m_ptr->sub_align;
867 /* Hack -- Reduce the racial counter of previous monster */
868 real_r_ptr(m_ptr)->cur_num--;
870 monster_desc(m_name, m_ptr, 0);
871 m_ptr->r_idx = r_ptr->next_r_idx;
873 /* Count the monsters on the level */
874 real_r_ptr(m_ptr)->cur_num++;
876 m_ptr->ap_r_idx = m_ptr->r_idx;
877 r_ptr = &r_info[m_ptr->r_idx];
879 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
881 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
885 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
887 if (ironman_nightmare)
889 HIT_POINT hp = m_ptr->max_maxhp * 2L;
890 m_ptr->max_maxhp = MIN(30000, hp);
892 m_ptr->maxhp = m_ptr->max_maxhp;
893 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
895 /* dealt damage is 0 at initial*/
896 m_ptr->dealt_damage = 0;
898 /* Extract the monster base speed */
899 m_ptr->mspeed = get_mspeed(r_ptr);
901 /* Sub-alignment of a monster */
902 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
903 m_ptr->sub_align = old_sub_align;
906 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
907 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
908 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
913 if (is_pet(m_ptr) || m_ptr->ml)
915 if (!ignore_unview || player_can_see_bold(m_ptr->fy, m_ptr->fx))
919 monster_race *hallu_race;
923 hallu_race = &r_info[randint1(max_r_idx - 1)];
924 } while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
925 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + hallu_race->name);
929 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + r_ptr->name);
933 if (!p_ptr->image) r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
935 /* Now you feel very close to this pet. */
936 m_ptr->parent_m_idx = 0;
938 update_monster(m_idx, FALSE);
939 lite_spot(m_ptr->fy, m_ptr->fx);
941 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;
945 * @brief モンスターのHPをダメージに応じて減算する /
946 * Decreases monsters hit points, handling monster death.
947 * @param dam 与えたダメージ量
948 * @param m_idx ダメージを与えたモンスターのID
949 * @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
950 * @param note モンスターが倒された際の特別なメッセージ述語
954 * We return TRUE if the monster has been killed (and deleted).
955 * We announce monster death (using an optional "death message"
956 * if given, and a otherwise a generic killed/destroyed message).
957 * Only "physical attacks" can induce the "You have slain" message.
958 * Missile and Spell attacks will induce the "dies" message, or
959 * various "specialized" messages. Note that "You have destroyed"
960 * and "is destroyed" are synonyms for "You have slain" and "dies".
961 * Hack -- unseen monsters yield "You have killed it." message.
962 * Added fear (DGK) and check whether to print fear messages -CWS
963 * Made name, sex, and capitalization generic -BEN-
964 * As always, the "ghost" processing is a total hack.
965 * Hack -- we "delay" fear messages by passing around a "fear" flag.
966 * Consider decreasing monster experience over time, say,
967 * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
968 * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
969 * monster worth more than subsequent monsters. This would also need
970 * to induce changes in the monster recall code.
973 bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, concptr note)
975 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
976 monster_race *r_ptr = &r_info[m_ptr->r_idx];
977 monster_type exp_mon;
979 /* Innocent until proven otherwise */
980 bool innocent = TRUE, thief = FALSE;
984 (void)COPY(&exp_mon, m_ptr, monster_type);
986 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
988 get_exp_from_mon(expdam, &exp_mon);
990 /* Genocided by chaos patron */
991 if (!monster_is_valid(m_ptr)) m_idx = 0;
993 /* Redraw (later) if needed */
994 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
995 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
997 (void)set_monster_csleep(m_idx, 0);
999 /* Hack - Cancel any special player stealth magics. -LM- */
1000 if (p_ptr->special_defense & NINJA_S_STEALTH)
1002 set_superstealth(FALSE);
1005 /* Genocided by chaos patron */
1006 if (!m_idx) return TRUE;
1009 m_ptr->dealt_damage += dam;
1011 if (m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1015 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);
1018 /* It is dead now */
1021 GAME_TEXT m_name[MAX_NLEN];
1023 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1025 /* You might have unmasked Tanuki first time */
1026 r_ptr = &r_info[m_ptr->r_idx];
1027 m_ptr->ap_r_idx = m_ptr->r_idx;
1028 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1031 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1033 /* You might have unmasked Chameleon first time */
1034 r_ptr = real_r_ptr(m_ptr);
1035 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1038 if (!(m_ptr->smart & SM_CLONED))
1040 /* When the player kills a Unique, it stays dead */
1041 if (r_ptr->flags1 & RF1_UNIQUE)
1045 /* Mega-Hack -- Banor & Lupart */
1046 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1048 r_info[MON_BANORLUPART].max_num = 0;
1049 r_info[MON_BANORLUPART].r_pkills++;
1050 r_info[MON_BANORLUPART].r_akills++;
1051 if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1053 else if (m_ptr->r_idx == MON_BANORLUPART)
1055 r_info[MON_BANOR].max_num = 0;
1056 r_info[MON_BANOR].r_pkills++;
1057 r_info[MON_BANOR].r_akills++;
1058 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1059 r_info[MON_LUPART].max_num = 0;
1060 r_info[MON_LUPART].r_pkills++;
1061 r_info[MON_LUPART].r_akills++;
1062 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1066 /* When the player kills a Nazgul, it stays dead */
1067 else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1070 /* Count all monsters killed */
1071 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1073 /* Recall even invisible uniques or winners */
1074 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1076 /* Count kills this life */
1077 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1078 else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1080 /* Count kills in all lives */
1081 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1082 else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1084 /* Hack -- Auto-recall */
1085 monster_race_track(m_ptr->ap_r_idx);
1088 /* Extract monster name */
1089 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1091 /* Don't kill Amberites */
1092 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1094 int curses = 1 + randint1(3);
1095 bool stop_ty = FALSE;
1098 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);
1099 curse_equipment(100, 50);
1103 stop_ty = activate_ty_curse(stop_ty, &count);
1107 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1109 char line_got[1024];
1110 if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
1112 msg_format("%^s %s", m_name, line_got);
1116 if (m_ptr->r_idx == MON_SERPENT)
1118 screen_dump = make_screen_dump();
1123 if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
1125 if (!current_floor_ptr->dun_level && !p_ptr->ambush_flag && !p_ptr->inside_arena)
1127 chg_virtue(V_VALOUR, -1);
1129 else if (r_ptr->level > current_floor_ptr->dun_level)
1131 if (randint1(10) <= (r_ptr->level - current_floor_ptr->dun_level))
1132 chg_virtue(V_VALOUR, 1);
1134 if (r_ptr->level > 60)
1136 chg_virtue(V_VALOUR, 1);
1138 if (r_ptr->level >= 2 * (p_ptr->lev + 1))
1139 chg_virtue(V_VALOUR, 2);
1142 if (r_ptr->flags1 & RF1_UNIQUE)
1144 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1146 if (r_ptr->flags3 & RF3_GOOD)
1148 chg_virtue(V_UNLIFE, 2);
1149 chg_virtue(V_VITALITY, -2);
1152 if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1155 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1157 chg_virtue(V_COMPASSION, -1);
1160 if ((r_ptr->flags3 & RF3_GOOD) && ((r_ptr->level) / 10 + (3 * current_floor_ptr->dun_level) >= randint1(100)))
1161 chg_virtue(V_UNLIFE, 1);
1163 if (r_ptr->d_char == 'A')
1165 if (r_ptr->flags1 & RF1_UNIQUE)
1166 chg_virtue(V_FAITH, -2);
1167 else if ((r_ptr->level) / 10 + (3 * current_floor_ptr->dun_level) >= randint1(100))
1169 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1170 else chg_virtue(V_FAITH, 1);
1173 else if (r_ptr->flags3 & RF3_DEMON)
1175 if (r_ptr->flags1 & RF1_UNIQUE)
1176 chg_virtue(V_FAITH, 2);
1177 else if ((r_ptr->level) / 10 + (3 * current_floor_ptr->dun_level) >= randint1(100))
1178 chg_virtue(V_FAITH, 1);
1181 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1182 chg_virtue(V_VITALITY, 2);
1184 if (r_ptr->r_deaths)
1186 if (r_ptr->flags1 & RF1_UNIQUE)
1188 chg_virtue(V_HONOUR, 10);
1190 else if ((r_ptr->level) / 10 + (2 * current_floor_ptr->dun_level) >= randint1(100))
1192 chg_virtue(V_HONOUR, 1);
1195 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1197 chg_virtue(V_VALOUR, -1);
1200 for (i = 0; i < 4; i++)
1202 if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1204 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1205 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1207 thief = TRUE; /* Thief! */
1210 /* The new law says it is illegal to live in the dungeon */
1211 if (r_ptr->level != 0) innocent = FALSE;
1215 if (r_ptr->flags1 & RF1_UNIQUE)
1216 chg_virtue(V_JUSTICE, 3);
1217 else if (1 + ((r_ptr->level) / 10 + (2 * current_floor_ptr->dun_level)) >= randint1(100))
1218 chg_virtue(V_JUSTICE, 1);
1222 chg_virtue(V_JUSTICE, -1);
1225 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)))
1227 if (one_in_(4)) chg_virtue(V_NATURE, -1);
1230 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1233 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? _("(クローン)", "(Clone)") : "");
1234 do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
1240 /* Death by Missile/Spell attack */
1243 msg_format("%^s%s", m_name, note);
1246 /* Death by physical attack -- invisible monster */
1247 else if (!m_ptr->ml)
1250 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1251 msg_format("せっかくだから%sを殺した。", m_name);
1253 msg_format("%sを殺した。", m_name);
1255 msg_format("You have killed %s.", m_name);
1260 /* Death by Physical attack -- non-living monster */
1261 else if (!monster_living(m_ptr->r_idx))
1263 bool explode = FALSE;
1265 for (i = 0; i < 4; i++)
1267 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
1270 /* Special note at death */
1272 msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
1276 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1277 msg_format("せっかくだから%sを倒した。", m_name);
1279 msg_format("%sを倒した。", m_name);
1281 msg_format("You have destroyed %s.", m_name);
1286 /* Death by Physical attack -- living monster */
1290 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1291 msg_format("せっかくだから%sを葬り去った。", m_name);
1293 msg_format("%sを葬り去った。", m_name);
1295 msg_format("You have slain %s.", m_name);
1299 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
1301 for (i = 0; i < MAX_KUBI; i++)
1303 if ((current_world_ptr->bounty_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
1305 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);
1311 /* Generate treasure */
1312 monster_death(m_idx, TRUE);
1314 /* Mega hack : replace IKETA to BIKETAL */
1315 if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->inside_arena || p_ptr->inside_battle))
1317 POSITION dummy_y = m_ptr->fy;
1318 POSITION dummy_x = m_ptr->fx;
1319 BIT_FLAGS mode = 0L;
1320 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1321 delete_monster_idx(m_idx);
1322 if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
1324 msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!"));
1329 delete_monster_idx(m_idx);
1332 get_exp_from_mon((long)exp_mon.max_maxhp * 2, &exp_mon);
1337 /* Monster is dead */
1344 /* Mega-Hack -- Pain cancels fear */
1345 if (MON_MONFEAR(m_ptr) && (dam > 0))
1348 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
1355 /* Sometimes a monster gets scared by damage */
1356 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
1358 /* Percentage of fully healthy */
1359 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
1362 * Run (sometimes) if at 10% or less of max hit points,
1363 * or (usually) when hit for half its current hit points
1365 if ((randint1(10) >= percentage) || ((dam >= m_ptr->hp) && (randint0(100) < 80)))
1367 /* Hack -- note fear */
1370 /* Hack -- Add some timed fear */
1371 (void)set_monster_monfear(m_idx, (randint1(10) +
1372 (((dam >= m_ptr->hp) && (percentage > 7)) ?
1373 20 : ((11 - percentage) * 5))));
1383 bool monster_is_valid(monster_type *m_ptr)
1385 return (m_ptr->r_idx != 0);