3 * @brief モンスター処理 / misc code for monsters
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
10 * 2014 Deskull rearranged comment for Doxygen.
15 #include "monster-hook.h"
16 #include "monster-status.h"
18 #define HORDE_NOGOOD 0x01 /*!< (未実装フラグ)HORDE生成でGOODなモンスターの生成を禁止する? */
19 #define HORDE_NOEVIL 0x02 /*!< (未実装フラグ)HORDE生成でEVILなモンスターの生成を禁止する? */
24 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
26 cptr horror_desc[MAX_SAN_HORROR] =
82 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(幻覚状態時)
84 cptr funny_desc[MAX_SAN_FUNNY] =
145 * @var funny_comments
146 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
148 cptr funny_comments[MAX_SAN_COMMENT] =
169 * @brief モンスターの目標地点をセットする / Set the target of counter attack
170 * @param m_ptr モンスターの参照ポインタ
175 void set_target(monster_type *m_ptr, POSITION y, POSITION x)
183 * @brief モンスターの目標地点をリセットする / Reset the target of counter attack
184 * @param m_ptr モンスターの参照ポインタ
187 void reset_target(monster_type *m_ptr)
189 set_target(m_ptr, 0, 0);
194 * @brief モンスターの真の種族を返す / Extract monster race pointer of a monster's true form
195 * @param m_ptr モンスターの参照ポインタ
196 * @return 本当のモンスター種族参照ポインタ
198 monster_race *real_r_ptr(monster_type *m_ptr)
200 monster_race *r_ptr = &r_info[m_ptr->r_idx];
202 /* Extract real race */
203 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
205 if (r_ptr->flags1 & RF1_UNIQUE)
206 return &r_info[MON_CHAMELEON_K];
208 return &r_info[MON_CHAMELEON];
218 * @brief モンスター配列からモンスターを消去する / Delete a monster by index.
219 * @param i 消去するモンスターのID
222 * モンスターを削除するとそのモンスターが拾っていたアイテムも同時に削除される。 /
223 * When a monster is deleted, all of its objects are deleted.
225 void delete_monster_idx(MONSTER_IDX i)
228 monster_type *m_ptr = &m_list[i];
229 monster_race *r_ptr = &r_info[m_ptr->r_idx];
230 OBJECT_IDX this_o_idx, next_o_idx = 0;
236 /* Hack -- Reduce the racial counter */
237 real_r_ptr(m_ptr)->cur_num--;
239 /* Hack -- count the number of "reproducers" */
240 if (r_ptr->flags2 & (RF2_MULTIPLY)) num_repro--;
242 if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(i, 0);
243 if (MON_FAST(m_ptr)) (void)set_monster_fast(i, 0);
244 if (MON_SLOW(m_ptr)) (void)set_monster_slow(i, 0);
245 if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(i, 0);
246 if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(i, 0);
247 if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(i, 0);
248 if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(i, 0, FALSE);
251 /* Hack -- remove target monster */
252 if (i == target_who) target_who = 0;
254 /* Hack -- remove tracked monster */
255 if (i == p_ptr->health_who) health_track(0);
257 if (pet_t_m_idx == i ) pet_t_m_idx = 0;
258 if (riding_t_m_idx == i) riding_t_m_idx = 0;
259 if (p_ptr->riding == i) p_ptr->riding = 0;
261 /* Monster is gone */
262 cave[y][x].m_idx = 0;
266 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
271 o_ptr = &o_list[this_o_idx];
273 /* Acquire next object */
274 next_o_idx = o_ptr->next_o_idx;
277 * o_ptr->held_m_idx is needed in delete_object_idx()
278 * to prevent calling lite_spot()
281 delete_object_idx(this_o_idx);
285 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
288 /* Wipe the Monster */
289 (void)WIPE(m_ptr, monster_type);
297 /* Update some things */
298 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
299 p_ptr->update |= (PU_MON_LITE);
304 * @brief 指定位置に存在するモンスターを削除する / Delete the monster, if any, at a given location
309 void delete_monster(POSITION y, POSITION x)
314 if (!in_bounds(y, x)) return;
319 /* Delete the monster (if any) */
320 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
325 * @brief モンスター情報を配列内移動する / Move an object from index i1 to index i2 in the object list
330 static void compact_monsters_aux(IDX i1, IDX i2)
336 OBJECT_IDX this_o_idx, next_o_idx = 0;
339 if (i1 == i2) return;
350 /* Update the cave */
353 /* Repair objects being carried by monster */
354 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
359 o_ptr = &o_list[this_o_idx];
361 /* Acquire next object */
362 next_o_idx = o_ptr->next_o_idx;
364 /* Reset monster pointer */
365 o_ptr->held_m_idx = i2;
368 /* Hack -- Update the target */
369 if (target_who == i1) target_who = i2;
371 /* Hack -- Update the target */
372 if (pet_t_m_idx == i1) pet_t_m_idx = i2;
373 if (riding_t_m_idx == i1) riding_t_m_idx = i2;
375 /* Hack -- Update the riding */
376 if (p_ptr->riding == i1) p_ptr->riding = i2;
378 /* Hack -- Update the health bar */
379 if (p_ptr->health_who == i1) health_track(i2);
381 /* Hack -- Update parent index */
384 for (i = 1; i < m_max; i++)
386 monster_type *m2_ptr = &m_list[i];
388 if (m2_ptr->parent_m_idx == i1)
389 m2_ptr->parent_m_idx = i2;
394 (void)COPY(&m_list[i2], &m_list[i1], monster_type);
397 (void)WIPE(&m_list[i1], monster_type);
399 for (i = 0; i < MAX_MTIMED; i++)
401 int mproc_idx = get_mproc_idx(i1, i);
402 if (mproc_idx >= 0) mproc_list[i][mproc_idx] = i2;
408 * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
409 * @param size 圧縮後のモンスター件数目標
412 * This function can be very dangerous, use with caution!
414 * When actually "compacting" monsters, we base the saving throw
415 * on a combination of monster level, distance from player, and
416 * current "desperation".
418 * After "compacting" (if needed), we "reorder" the monsters into a more
419 * compact order, and we reset the allocation info, and the "live" array.
421 void compact_monsters(int size)
425 int cur_lev, cur_dis, chance;
427 /* Message (only if compacting) */
428 if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
431 /* Compact at least 'size' objects */
432 for (num = 0, cnt = 1; num < size; cnt++)
434 /* Get more vicious each iteration */
437 /* Get closer each iteration */
438 cur_dis = 5 * (20 - cnt);
440 /* Check all the monsters */
441 for (i = 1; i < m_max; i++)
443 monster_type *m_ptr = &m_list[i];
445 monster_race *r_ptr = &r_info[m_ptr->r_idx];
447 /* Paranoia -- skip "dead" monsters */
448 if (!m_ptr->r_idx) continue;
450 /* Hack -- High level monsters start out "immune" */
451 if (r_ptr->level > cur_lev) continue;
453 if (i == p_ptr->riding) continue;
455 /* Ignore nearby monsters */
456 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
458 /* Saving throw chance */
461 /* Only compact "Quest" Monsters in emergencies */
462 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
464 /* Try not to compact Unique Monsters */
465 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
467 /* All monsters get a saving throw */
468 if (randint0(100) < chance) continue;
470 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
473 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
474 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
477 delete_monster_idx(i);
479 /* Count the monster */
485 /* Excise dead monsters (backwards!) */
486 for (i = m_max - 1; i >= 1; i--)
488 /* Get the i'th monster */
489 monster_type *m_ptr = &m_list[i];
491 /* Skip real monsters */
492 if (m_ptr->r_idx) continue;
494 /* Move last monster into open hole */
495 compact_monsters_aux(m_max - 1, i);
497 /* Compress "m_max" */
504 * @brief プレイヤーのフロア離脱に伴う全モンスター配列の消去 / Delete/Remove all the monsters when the player leaves the level
507 * This is an efficient method of simulating multiple calls to the
508 * "delete_monster()" function, with no visual effects.
510 void wipe_m_list(void)
514 /* Hack -- if Banor or Lupart dies, stay another dead */
515 if (!r_info[MON_BANORLUPART].max_num)
517 if (r_info[MON_BANOR].max_num)
519 r_info[MON_BANOR].max_num = 0;
520 r_info[MON_BANOR].r_pkills++;
521 r_info[MON_BANOR].r_akills++;
522 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
524 if (r_info[MON_LUPART].max_num)
526 r_info[MON_LUPART].max_num = 0;
527 r_info[MON_LUPART].r_pkills++;
528 r_info[MON_LUPART].r_akills++;
529 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
533 /* Delete all the monsters */
534 for (i = m_max - 1; i >= 1; i--)
536 monster_type *m_ptr = &m_list[i];
538 /* Skip dead monsters */
539 if (!m_ptr->r_idx) continue;
541 /* Monster is gone */
542 cave[m_ptr->fy][m_ptr->fx].m_idx = 0;
544 /* Wipe the Monster */
545 (void)WIPE(m_ptr, monster_type);
550 * Wiping racial counters of all monsters and incrementing of racial
551 * counters of monsters in party_mon[] are required to prevent multiple
552 * generation of unique monster who is the minion of player.
555 /* Hack -- Wipe the racial counter of all monster races */
556 for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
564 /* Reset "mproc_max[]" */
565 for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0;
567 /* Hack -- reset "reproducer" count */
570 /* Hack -- no more target */
575 /* Hack -- no more tracking */
581 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
582 * @return 利用可能なモンスター配列の添字
584 * This routine should almost never fail, but it *can* happen.
586 MONSTER_IDX m_pop(void)
590 /* Normal allocation */
591 if (m_max < max_m_idx)
593 /* Access the next hole */
596 /* Expand the array */
602 /* Return the index */
606 /* Recycle dead monsters */
607 for (i = 1; i < m_max; i++)
611 /* Acquire monster */
614 /* Skip live monsters */
615 if (m_ptr->r_idx) continue;
620 /* Use this monster */
624 /* Warn the player (except during dungeon creation) */
625 if (character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
627 /* Try not to crash */
635 * @var summon_specific_type
636 * @brief 召喚条件を指定するグローバル変数 / Hack -- the "type" of the current "summon specific"
637 * @todo summon_specific_typeグローバル変数の除去と関数引数への代替を行う
639 static int summon_specific_type = 0;
643 * @var summon_specific_who
644 * @brief 召喚を行ったプレイヤーあるいはモンスターのIDを示すグローバル変数 / Hack -- the index of the summoning monster
645 * @todo summon_specific_who グローバル変数の除去と関数引数への代替を行う
647 static int summon_specific_who = -1;
650 * @var summon_unique_okay
651 * @brief 召喚対象にユニークを含めるかを示すグローバル変数 / summoning unique enable
652 * @todo summon_unique_okay グローバル変数の除去と関数引数への代替を行う
654 static bool summon_unique_okay = FALSE;
657 * @brief 指定されたモンスター種族がsummon_specific_typeで指定された召喚条件に合うかどうかを返す
658 * @return 召喚条件が一致するならtrue
661 static bool summon_specific_aux(MONRACE_IDX r_idx)
663 monster_race *r_ptr = &r_info[r_idx];
666 /* Check our requirements */
667 switch (summon_specific_type)
671 okay = (r_ptr->d_char == 'a');
677 okay = (r_ptr->d_char == 'S');
683 okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
689 okay = (r_ptr->d_char == 'M');
695 okay = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
701 okay = (r_ptr->flags3 & RF3_DEMON);
707 okay = (r_ptr->flags3 & RF3_UNDEAD);
713 okay = (r_ptr->flags3 & RF3_DRAGON);
717 case SUMMON_HI_UNDEAD:
719 okay = ((r_ptr->d_char == 'L') ||
720 (r_ptr->d_char == 'V') ||
721 (r_ptr->d_char == 'W'));
725 case SUMMON_HI_DRAGON:
727 okay = (r_ptr->d_char == 'D');
731 case SUMMON_HI_DEMON:
733 okay = (((r_ptr->d_char == 'U') ||
734 (r_ptr->d_char == 'H') ||
735 (r_ptr->d_char == 'B')) &&
736 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
740 case SUMMON_AMBERITES:
742 okay = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
748 okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
754 okay = (r_ptr->d_char == 'm');
759 okay = (r_ptr->d_char == 'b');
762 case SUMMON_QUYLTHULG:
764 okay = (r_ptr->d_char == 'Q');
768 case SUMMON_COIN_MIMIC:
770 okay = (r_ptr->d_char == '$');
776 okay = ((r_ptr->d_char == '!') ||
777 (r_ptr->d_char == '?') ||
778 (r_ptr->d_char == '=') ||
779 (r_ptr->d_char == '$') ||
780 (r_ptr->d_char == '|'));
786 okay = (r_ptr->d_char == 'g');
792 okay = ((r_ptr->d_char == 'U') &&
793 (r_ptr->flags4 & RF4_ROCKET));
800 okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
806 okay = (r_idx == MON_DAWN);
812 okay = (r_ptr->flags3 & (RF3_ANIMAL));
816 case SUMMON_ANIMAL_RANGER:
818 okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
819 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
820 !(r_ptr->flags3 & (RF3_DRAGON)) &&
821 !(r_ptr->flags3 & (RF3_EVIL)) &&
822 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
823 !(r_ptr->flags3 & (RF3_DEMON)) &&
824 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
825 !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
829 case SUMMON_HI_DRAGON_LIVING:
831 okay = ((r_ptr->d_char == 'D') && monster_living(r_ptr));
837 okay = monster_living(r_ptr);
843 okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
847 case SUMMON_BLUE_HORROR:
849 okay = (r_idx == MON_BLUE_HORROR);
853 case SUMMON_ELEMENTAL:
855 okay = (r_ptr->d_char == 'E');
861 okay = (r_ptr->d_char == 'v');
867 okay = (r_ptr->d_char == 'H');
873 okay = (r_ptr->d_char == 'B');
877 case SUMMON_KAMIKAZE:
880 for (i = 0; i < 4; i++)
881 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
885 case SUMMON_KAMIKAZE_LIVING:
889 for (i = 0; i < 4; i++)
890 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
891 okay = (okay && monster_living(r_ptr));
897 okay = (r_idx == MON_MANES);
903 okay = (r_idx == MON_LOUSE);
907 case SUMMON_GUARDIANS:
909 okay = (r_ptr->flags7 & RF7_GUARDIAN);
915 okay = ((r_idx == MON_NOV_PALADIN) ||
916 (r_idx == MON_NOV_PALADIN_G) ||
917 (r_idx == MON_PALADIN) ||
918 (r_idx == MON_W_KNIGHT) ||
919 (r_idx == MON_ULTRA_PALADIN) ||
920 (r_idx == MON_KNI_TEMPLAR));
926 okay = (r_ptr->d_char == 'B' &&
927 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
928 (r_ptr->flags8 & RF8_WILD_ONLY));
932 case SUMMON_PIRANHAS:
934 okay = (r_idx == MON_PIRANHA);
938 case SUMMON_ARMAGE_GOOD:
940 okay = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
944 case SUMMON_ARMAGE_EVIL:
946 okay = ((r_ptr->flags3 & RF3_DEMON) ||
947 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
951 /* Since okay is int, "return (okay);" is not correct. */
952 return (bool)(okay ? TRUE : FALSE);
956 * @var chameleon_change_m_idx
957 * @brief カメレオンの変身先モンスターIDを受け渡すためのグローバル変数
958 * @todo 変数渡しの問題などもあるができればchameleon_change_m_idxのグローバル変数を除去し、関数引き渡しに移行すること
960 static int chameleon_change_m_idx = 0;
964 * @brief 指定されたモンスター種族がダンジョンの制限にかかるかどうかをチェックする / Some dungeon types restrict the possible monsters.
965 * @param r_idx チェックするモンスター種族ID
966 * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
968 static bool restrict_monster_to_dungeon(MONRACE_IDX r_idx)
970 dungeon_info_type *d_ptr = &d_info[dungeon_type];
971 monster_race *r_ptr = &r_info[r_idx];
974 if (d_ptr->flags1 & DF1_CHAMELEON)
976 if (chameleon_change_m_idx) return TRUE;
978 if (d_ptr->flags1 & DF1_NO_MAGIC)
980 if (r_idx != MON_CHAMELEON &&
982 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
983 !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
984 !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
987 if (d_ptr->flags1 & DF1_NO_MELEE)
989 if (r_idx == MON_CHAMELEON) return TRUE;
990 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
991 !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | RF5_MIND_BLAST | RF5_BRAIN_SMASH)) &&
992 !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
995 if (d_ptr->flags1 & DF1_BEGINNER)
997 if (r_ptr->level > dun_level)
1001 if (d_ptr->special_div >= 64) return TRUE;
1002 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
1004 switch (d_ptr->mode)
1006 case DUNGEON_MODE_AND:
1009 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1014 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1019 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1024 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1027 if (d_ptr->m_a_ability_flags1)
1029 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1032 if (d_ptr->m_a_ability_flags2)
1034 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1039 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1044 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1049 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1054 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1057 for (a = 0; a < 5; a++)
1058 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
1062 case DUNGEON_MODE_NAND:
1065 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1070 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1075 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1080 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1083 if (d_ptr->m_a_ability_flags1)
1085 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1088 if (d_ptr->m_a_ability_flags2)
1090 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1095 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1100 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1105 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1110 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1113 for (a = 0; a < 5; a++)
1114 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
1118 case DUNGEON_MODE_OR:
1119 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
1120 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
1121 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
1122 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
1123 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE;
1124 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE;
1125 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
1126 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
1127 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
1128 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
1129 for (a = 0; a < 5; a++)
1130 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
1134 case DUNGEON_MODE_NOR:
1135 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
1136 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
1137 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
1138 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
1139 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE;
1140 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE;
1141 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
1142 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
1143 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
1144 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
1145 for (a = 0; a < 5; a++)
1146 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
1155 * @brief モンスター生成制限関数最大2つから / Apply a "monster restriction function" to the "monster allocation table"
1156 * @param monster_hook 制限関数1
1157 * @param monster_hook2 制限関数2
1160 errr get_mon_num_prep(monster_hook_type monster_hook,
1161 monster_hook_type monster_hook2)
1165 /* Todo: Check the hooks for non-changes */
1167 /* Set the new hooks */
1168 get_mon_num_hook = monster_hook;
1169 get_mon_num2_hook = monster_hook2;
1171 /* Scan the allocation table */
1172 for (i = 0; i < alloc_race_size; i++)
1174 monster_race *r_ptr;
1177 alloc_entry *entry = &alloc_race_table[i];
1180 r_ptr = &r_info[entry->index];
1182 /* Skip monsters which don't pass the restriction */
1183 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
1184 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
1187 if (!p_ptr->inside_battle && !chameleon_change_m_idx &&
1188 summon_specific_type != SUMMON_GUARDIANS)
1190 /* Hack -- don't create questors */
1191 if (r_ptr->flags1 & RF1_QUESTOR)
1194 if (r_ptr->flags7 & RF7_GUARDIAN)
1197 /* Depth Monsters never appear out of depth */
1198 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
1199 (r_ptr->level > dun_level))
1203 /* Accept this monster */
1204 entry->prob2 = entry->prob1;
1206 if (dun_level && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest)) && !restrict_monster_to_dungeon(entry->index) && !p_ptr->inside_battle)
1208 int hoge = entry->prob2 * d_info[dungeon_type].special_div;
1209 entry->prob2 = hoge / 64;
1210 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
1219 * @brief 平方根を切り捨て整数で返す
1223 static int mysqrt(int n)
1261 * @brief 生成モンスター種族を1種生成テーブルから選択する
1263 * @return 選択されたモンスター生成種族
1265 * Choose a monster race that seems "appropriate" to the given level
1267 * This function uses the "prob2" field of the "monster allocation table",
1268 * and various local information, to calculate the "prob3" field of the
1269 * same table, which is then used to choose an "appropriate" monster, in
1270 * a relatively efficient manner.
1272 * Note that "town" monsters will *only* be created in the town, and
1273 * "normal" monsters will *never* be created in the town, unless the
1274 * "level" is "modified", for example, by polymorph or summoning.
1276 * There is a small chance (1/50) of "boosting" the given depth by
1277 * a small amount (up to four levels), except in the town.
1279 * It is (slightly) more likely to acquire a monster of the given level
1280 * than one of a lower level. This is done by choosing several monsters
1281 * appropriate to the given level and keeping the "hardest" one.
1283 * Note that if no monsters are "appropriate", then this function will
1284 * fail, and return zero, but this should *almost* never happen.
1286 MONRACE_IDX get_mon_num(DEPTH level)
1291 monster_race *r_ptr;
1292 alloc_entry *table = alloc_race_table;
1294 int pls_kakuritu, pls_level;
1295 int delay = mysqrt(level * 10000L) + 400L;
1297 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1299 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
1300 pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10)) ;
1302 if (d_info[dungeon_type].flags1 & DF1_MAZE)
1304 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
1305 if (pls_kakuritu < 2) pls_kakuritu = 2;
1310 /* Boost the level */
1311 if (!p_ptr->inside_battle && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1313 /* Nightmare mode allows more out-of depth monsters */
1314 if (ironman_nightmare && !randint0(pls_kakuritu))
1316 /* What a bizarre calculation */
1317 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1321 /* Occasional "nasty" monster */
1322 if (!randint0(pls_kakuritu))
1324 /* Pick a level bonus */
1333 /* Process probabilities */
1334 for (i = 0; i < alloc_race_size; i++)
1336 /* Monsters are sorted by depth */
1337 if (table[i].level > level) break;
1342 /* Access the "r_idx" of the chosen monster */
1343 r_idx = table[i].index;
1345 /* Access the actual race */
1346 r_ptr = &r_info[r_idx];
1348 if (!p_ptr->inside_battle && !chameleon_change_m_idx)
1350 /* Hack -- "unique" monsters must be "unique" */
1351 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1352 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1353 (r_ptr->cur_num >= r_ptr->max_num))
1358 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1359 (r_ptr->cur_num >= 1))
1364 if (r_idx == MON_BANORLUPART)
1366 if (r_info[MON_BANOR].cur_num > 0) continue;
1367 if (r_info[MON_LUPART].cur_num > 0) continue;
1372 table[i].prob3 = table[i].prob2;
1375 total += table[i].prob3;
1378 /* No legal monsters */
1379 if (total <= 0) return (0);
1381 /* Pick a monster */
1382 value = randint0(total);
1384 /* Find the monster */
1385 for (i = 0; i < alloc_race_size; i++)
1387 /* Found the entry */
1388 if (value < table[i].prob3) break;
1391 value = value - table[i].prob3;
1397 /* Try for a "harder" monster once (50%) or twice (10%) */
1403 /* Pick a monster */
1404 value = randint0(total);
1406 /* Find the monster */
1407 for (i = 0; i < alloc_race_size; i++)
1409 /* Found the entry */
1410 if (value < table[i].prob3) break;
1413 value = value - table[i].prob3;
1416 /* Keep the "best" one */
1417 if (table[i].level < table[j].level) i = j;
1420 /* Try for a "harder" monster twice (10%) */
1426 /* Pick a monster */
1427 value = randint0(total);
1429 /* Find the monster */
1430 for (i = 0; i < alloc_race_size; i++)
1432 /* Found the entry */
1433 if (value < table[i].prob3) break;
1436 value = value - table[i].prob3;
1439 /* Keep the "best" one */
1440 if (table[i].level < table[j].level) i = j;
1442 return (table[i].index);
1447 * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
1448 * @param desc 記述出力先の文字列参照ポインタ
1449 * @param m_ptr モンスターの参照ポインタ
1450 * @param mode 呼称オプション
1453 * We can correctly describe monsters based on their visibility.
1454 * We can force all monsters to be treated as visible or invisible.
1455 * We can build nominatives, objectives, possessives, or reflexives.
1456 * We can selectively pronominalize hidden, visible, or all monsters.
1457 * We can use definite or indefinite descriptions for hidden monsters.
1458 * We can use definite or indefinite descriptions for visible monsters.
1460 * Pronominalization involves the gender whenever possible and allowed,
1461 * so that by cleverly requesting pronominalization / visibility, you
1462 * can get messages like "You hit someone. She screams in agony!".
1464 * Reflexives are acquired by requesting Objective plus Possessive.
1466 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1467 * unless the "Assume Visible" mode is requested.
1469 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1470 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1471 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1472 * in which case you may be in trouble... :-)
1474 * I am assuming that no monster name is more than 70 characters long,
1475 * so that "char desc[80];" is sufficiently large for any result.
1478 * MD_OBJECTIVE --> Objective (or Reflexive)
1479 * MD_POSSESSIVE --> Possessive (or Reflexive)
1480 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1481 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1482 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1483 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1484 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1485 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1486 * MD_TRUE_NAME --> Chameleon's true name
1487 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1490 * 0x00 --> Full nominative name ("the kobold") or "it"
1491 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1492 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1493 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1494 * MD_PRON_VISIBLE | MD_POSSESSIVE
1495 * --> Possessive, genderized if visable ("his") or "its"
1496 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1497 * --> Reflexive, genderized if visable ("himself") or "itself"
1499 void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
1502 monster_race *r_ptr;
1506 char silly_name[1024];
1510 r_ptr = &r_info[m_ptr->ap_r_idx];
1512 /* Mode of MD_TRUE_NAME will reveal Chameleon's true name */
1513 if (mode & MD_TRUE_NAME) name = (r_name + real_r_ptr(m_ptr)->name);
1514 else name = (r_name + r_ptr->name);
1516 /* Are we hallucinating? (Idea from Nethack...) */
1517 if (p_ptr->image && !(mode & MD_IGNORE_HALLU))
1521 if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
1527 monster_race *hallu_race;
1531 hallu_race = &r_info[randint1(max_r_idx - 1)];
1533 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1535 strcpy(silly_name, (r_name + hallu_race->name));
1538 /* Better not strcpy it, or we could corrupt r_info... */
1542 /* Can we "see" it (exists + forced, or visible + not unforced) */
1543 seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1545 /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
1546 pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1549 /* First, try using pronouns, or describing hidden monsters */
1552 /* an encoding of the monster "sex" */
1555 /* Extract the gender (if applicable) */
1556 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1557 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1559 /* Ignore the gender (if desired) */
1560 if (!m_ptr || !pron) kind = 0x00;
1563 /* Assume simple result */
1564 res = _("何か", "it");
1566 /* Brute force: split on the possibilities */
1567 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1569 /* Neuter, or unknown */
1571 case 0x00: res = "何か"; break;
1572 case 0x00 + (MD_OBJECTIVE): res = "何か"; break;
1573 case 0x00 + (MD_POSSESSIVE): res = "何かの"; break;
1574 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "何か自身"; break;
1575 case 0x00 + (MD_INDEF_HIDDEN): res = "何か"; break;
1576 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "何か"; break;
1577 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "何か"; break;
1578 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "それ自身"; break;
1580 case 0x00: res = "it"; break;
1581 case 0x00 + (MD_OBJECTIVE): res = "it"; break;
1582 case 0x00 + (MD_POSSESSIVE): res = "its"; break;
1583 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1584 case 0x00 + (MD_INDEF_HIDDEN): res = "something"; break;
1585 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "something"; break;
1586 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "something's"; break;
1587 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1591 /* Male (assume human if vague) */
1593 case 0x10: res = "彼"; break;
1594 case 0x10 + (MD_OBJECTIVE): res = "彼"; break;
1595 case 0x10 + (MD_POSSESSIVE): res = "彼の"; break;
1596 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1597 case 0x10 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1598 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1599 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1600 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1602 case 0x10: res = "he"; break;
1603 case 0x10 + (MD_OBJECTIVE): res = "him"; break;
1604 case 0x10 + (MD_POSSESSIVE): res = "his"; break;
1605 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1606 case 0x10 + (MD_INDEF_HIDDEN): res = "someone"; break;
1607 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1608 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1609 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1613 /* Female (assume human if vague) */
1615 case 0x20: res = "彼女"; break;
1616 case 0x20 + (MD_OBJECTIVE): res = "彼女"; break;
1617 case 0x20 + (MD_POSSESSIVE): res = "彼女の"; break;
1618 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1619 case 0x20 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1620 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1621 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1622 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1624 case 0x20: res = "she"; break;
1625 case 0x20 + (MD_OBJECTIVE): res = "her"; break;
1626 case 0x20 + (MD_POSSESSIVE): res = "her"; break;
1627 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1628 case 0x20 + (MD_INDEF_HIDDEN): res = "someone"; break;
1629 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1630 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1631 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1635 /* Copy the result */
1636 (void)strcpy(desc, res);
1640 /* Handle visible monsters, "reflexive" request */
1641 else if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1643 /* The monster is visible, so use its gender */
1645 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "彼女自身");
1646 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "彼自身");
1647 else strcpy(desc, "それ自身");
1649 if (r_ptr->flags1 & RF1_FEMALE) strcpy(desc, "herself");
1650 else if (r_ptr->flags1 & RF1_MALE) strcpy(desc, "himself");
1651 else strcpy(desc, "itself");
1656 /* Handle all other visible monster requests */
1660 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1666 while(strncmp(t, "』", 2) && *t) t++;
1670 (void)sprintf(desc, "%s?』", buf);
1673 (void)sprintf(desc, "%s?", name);
1675 (void)sprintf(desc, "%s?", name);
1680 /* It could be a Unique */
1681 if ((r_ptr->flags1 & RF1_UNIQUE) && !(p_ptr->image && !(mode & MD_IGNORE_HALLU)))
1683 /* Start with the name (thus nominative and objective) */
1684 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1690 while (strncmp(t, "』", 2) && *t) t++;
1694 (void)sprintf(desc, "%s?』", buf);
1697 (void)sprintf(desc, "%s?", name);
1699 (void)sprintf(desc, "%s?", name);
1703 /* Inside monster arena, and it is not your mount */
1704 else if (p_ptr->inside_battle &&
1705 !(p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr)))
1707 /* It is a fake unique monster */
1708 (void)sprintf(desc, _("%sもどき", "fake %s"), name);
1713 (void)strcpy(desc, name);
1717 /* It could be an indefinite monster */
1718 else if (mode & MD_INDEF_VISIBLE)
1720 /* XXX Check plurality for "some" */
1722 /* Indefinite monsters need an indefinite article */
1724 (void)strcpy(desc, "");
1726 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1729 (void)strcat(desc, name);
1732 /* It could be a normal, definite, monster */
1735 /* Definite monsters need a definite article */
1737 (void)strcpy(desc, _("あなたの", "your "));
1739 (void)strcpy(desc, _("", "the "));
1741 (void)strcat(desc, name);
1744 if (m_ptr->nickname)
1746 sprintf(buf,_("「%s」", " called %s"),quark_str(m_ptr->nickname));
1750 if (p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr))
1752 strcat(desc,_("(乗馬中)", "(riding)"));
1755 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1757 if (r_ptr->flags1 & RF1_UNIQUE)
1759 strcat(desc,_("(カメレオンの王)", "(Chameleon Lord)"));
1763 strcat(desc,_("(カメレオン)", "(Chameleon)"));
1767 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1769 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1772 /* Handle the Possessive as a special afterthought */
1773 if (mode & MD_POSSESSIVE)
1775 /* XXX Check for trailing "s" */
1777 /* Simply append "apostrophe" and "s" */
1778 (void)strcat(desc, _("の", "'s"));
1786 * @brief モンスターの調査による思い出補完処理 / Learn about a monster (by "probing" it)
1787 * @param r_idx 補完されるモンスター種族ID
1788 * @return 明らかになった情報の度数
1790 * Return the number of new flags learnt. -Mogami-
1792 int lore_do_probe(MONRACE_IDX r_idx)
1794 monster_race *r_ptr = &r_info[r_idx];
1798 /* Maximal info about awareness */
1799 if (r_ptr->r_wake != MAX_UCHAR) n++;
1800 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1801 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1803 /* Observe "maximal" attacks */
1804 for (i = 0; i < 4; i++)
1806 /* Examine "actual" blows */
1807 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1809 /* Maximal observations */
1810 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1811 r_ptr->r_blows[i] = MAX_UCHAR;
1817 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1818 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1819 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1820 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1821 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1822 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1824 /* Only "valid" drops */
1825 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1827 if (r_ptr->r_drop_item != tmp_byte) n++;
1828 r_ptr->r_drop_item = tmp_byte;
1830 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1832 if (r_ptr->r_drop_gold != tmp_byte) n++;
1833 r_ptr->r_drop_gold = tmp_byte;
1836 /* Observe many spells */
1837 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1838 r_ptr->r_cast_spell = MAX_UCHAR;
1840 /* Count unknown flags */
1841 for (i = 0; i < 32; i++)
1843 if (!(r_ptr->r_flags1 & (1L << i)) &&
1844 (r_ptr->flags1 & (1L << i))) n++;
1845 if (!(r_ptr->r_flags2 & (1L << i)) &&
1846 (r_ptr->flags2 & (1L << i))) n++;
1847 if (!(r_ptr->r_flags3 & (1L << i)) &&
1848 (r_ptr->flags3 & (1L << i))) n++;
1849 if (!(r_ptr->r_flags4 & (1L << i)) &&
1850 (r_ptr->flags4 & (1L << i))) n++;
1851 if (!(r_ptr->r_flags5 & (1L << i)) &&
1852 (r_ptr->a_ability_flags1 & (1L << i))) n++;
1853 if (!(r_ptr->r_flags6 & (1L << i)) &&
1854 (r_ptr->a_ability_flags2 & (1L << i))) n++;
1855 if (!(r_ptr->r_flagsr & (1L << i)) &&
1856 (r_ptr->flagsr & (1L << i))) n++;
1858 /* r_flags7 is actually unused */
1860 if (!(r_ptr->r_flags7 & (1L << i)) &&
1861 (r_ptr->flags7 & (1L << i))) n++;
1865 /* Know all the flags */
1866 r_ptr->r_flags1 = r_ptr->flags1;
1867 r_ptr->r_flags2 = r_ptr->flags2;
1868 r_ptr->r_flags3 = r_ptr->flags3;
1869 r_ptr->r_flags4 = r_ptr->flags4;
1870 r_ptr->r_flags5 = r_ptr->a_ability_flags1;
1871 r_ptr->r_flags6 = r_ptr->a_ability_flags2;
1872 r_ptr->r_flagsr = r_ptr->flagsr;
1874 /* r_flags7 is actually unused */
1875 /* r_ptr->r_flags7 = r_ptr->flags7; */
1877 /* Know about evolution */
1878 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1879 r_ptr->r_xtra1 |= MR1_SINKA;
1881 /* Update monster recall window */
1882 if (p_ptr->monster_race_idx == r_idx)
1884 p_ptr->window |= (PW_MONSTER);
1887 /* Return the number of new flags learnt */
1893 * @brief モンスターの撃破に伴うドロップ情報の保管処理 / Take note that the given monster just dropped some treasure
1894 * @param m_idx モンスター情報のID
1895 * @param num_item 手に入れたアイテム数
1896 * @param num_gold 手に入れた財宝の単位数
1899 * Note that learning the "GOOD"/"GREAT" flags gives information
1900 * about the treasure (even when the monster is killed for the first
1901 * time, such as uniques, and the treasure has not been examined yet).
1903 * This "indirect" method is used to prevent the player from learning
1904 * exactly how much treasure a monster can drop from observing only
1905 * a single example of a drop. This method actually observes how much
1906 * gold and items are dropped, and remembers that information to be
1907 * described later by the monster recall code.
1909 void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
1911 monster_type *m_ptr = &m_list[m_idx];
1913 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1915 /* If the monster doesn't have original appearance, don't note */
1916 if (!is_original_ap(m_ptr)) return;
1918 /* Note the number of things dropped */
1919 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1920 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1922 /* Hack -- memorize the good/great flags */
1923 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1924 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1926 /* Update monster recall window */
1927 if (p_ptr->monster_race_idx == m_ptr->r_idx)
1929 p_ptr->window |= (PW_MONSTER);
1935 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
1936 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
1937 * @param necro 暗黒領域魔法の詠唱失敗によるものならばTRUEを返す
1940 void sanity_blast(monster_type *m_ptr, bool necro)
1944 if (p_ptr->inside_battle || !character_dungeon) return;
1946 if (!necro && m_ptr)
1949 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1951 power = r_ptr->level / 2;
1953 monster_desc(m_name, m_ptr, 0);
1955 if (!(r_ptr->flags1 & RF1_UNIQUE))
1957 if (r_ptr->flags1 & RF1_FRIENDS)
1962 if (!is_loading_now)
1963 return; /* No effect yet, just loaded... */
1966 return; /* Cannot see it for some reason */
1968 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
1972 return; /* Pet eldritch horrors are safe most of the time */
1974 if (randint1(100) > power) return;
1976 if (saving_throw(p_ptr->skill_sav - power))
1978 return; /* Save, no adverse effects */
1983 /* Something silly happens... */
1985 msg_format("%s%sの顔を見てしまった!",
1986 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
1988 msg_format("You behold the %s visage of %s!",
1989 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
1994 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
1995 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
1998 return; /* Never mind; we can't see it clearly enough */
2001 /* Something frightening happens... */
2003 msg_format("%s%sの顔を見てしまった!",
2004 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2006 msg_format("You behold the %s visage of %s!",
2007 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2010 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2012 /* Demon characters are unaffected */
2013 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
2014 if (p_ptr->wizard) return;
2016 /* Undead characters are 50% likely to be unaffected */
2017 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
2018 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
2019 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
2021 if (saving_throw(25 + p_ptr->lev)) return;
2026 monster_race *r_ptr;
2030 get_mon_num_prep(get_nightmare, NULL);
2032 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
2033 power = r_ptr->level + 10;
2034 desc = r_name + r_ptr->name;
2036 get_mon_num_prep(NULL, NULL);
2040 if (!(r_ptr->flags1 & RF1_UNIQUE))
2041 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2044 sprintf(m_name, "%s", desc);
2046 if (!(r_ptr->flags1 & RF1_UNIQUE))
2048 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2052 if (saving_throw(p_ptr->skill_sav * 100 / power))
2054 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
2061 /* Something silly happens... */
2062 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2063 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2067 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2068 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2071 /* Never mind; we can't see it clearly enough */
2075 /* Something frightening happens... */
2076 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2077 horror_desc[randint0(MAX_SAN_HORROR)], desc);
2079 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2081 if (!p_ptr->mimic_form)
2083 switch (p_ptr->prace)
2085 /* Demons may make a saving throw */
2088 if (saving_throw(20 + p_ptr->lev)) return;
2090 /* Undead may make a saving throw */
2095 if (saving_throw(10 + p_ptr->lev)) return;
2101 /* Demons may make a saving throw */
2102 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2104 if (saving_throw(20 + p_ptr->lev)) return;
2106 /* Undead may make a saving throw */
2107 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2109 if (saving_throw(10 + p_ptr->lev)) return;
2115 msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!"));
2118 if (saving_throw(p_ptr->skill_sav - power))
2124 (void)do_dec_stat(A_INT);
2125 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
2128 (void)do_dec_stat(A_WIS);
2129 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
2131 switch (randint1(21))
2134 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
2136 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2138 msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You turn into an utter moron!"));
2142 msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
2145 if (p_ptr->muta3 & MUT3_HYPER_INT)
2147 msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
2148 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2150 p_ptr->muta3 |= MUT3_MORONIC;
2156 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2158 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
2160 /* Duh, the following should never happen, but anyway... */
2161 if (p_ptr->muta3 & MUT3_FEARLESS)
2163 msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
2164 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2167 p_ptr->muta2 |= MUT2_COWARDICE;
2173 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2175 msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
2176 p_ptr->muta2 |= MUT2_HALLU;
2182 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2184 msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
2185 p_ptr->muta2 |= MUT2_BERS_RAGE;
2195 if (!p_ptr->resist_conf)
2197 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2199 if (!p_ptr->free_act)
2201 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2203 if (!p_ptr->resist_chaos)
2205 (void)set_image(p_ptr->image + randint0(250) + 150);
2214 if (lose_all_info())
2215 msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
2219 p_ptr->update |= PU_BONUS;
2224 * @brief モンスターの各情報を更新する / This function updates the monster record of the given monster
2225 * @param m_idx 更新するモンスター情報のID
2226 * @param full プレイヤーとの距離更新を行うならばtrue
2229 * This involves extracting the distance to the player (if requested),
2230 * and then checking for visibility (natural, infravision, see-invis,
2231 * telepathy), updating the monster visibility flag, redrawing (or
2232 * erasing) the monster when its visibility changes, and taking note
2233 * of any interesting monster flags (cold-blooded, invisible, etc).
2235 * Note the new "mflag" field which encodes several monster state flags,
2236 * including "view" for when the monster is currently in line of sight,
2237 * and "mark" for when the monster is currently visible via detection.
2239 * The only monster fields that are changed here are "cdis" (the
2240 * distance from the player), "ml" (visible to the player), and
2241 * "mflag" (to maintain the "MFLAG_VIEW" flag).
2243 * Note the special "update_monsters()" function which can be used to
2244 * call this function once for every monster.
2246 * Note the "full" flag which requests that the "cdis" field be updated,
2247 * this is only needed when the monster (or the player) has moved.
2249 * Every time a monster moves, we must call this function for that
2250 * monster, and update the distance, and the visibility. Every time
2251 * the player moves, we must call this function for every monster, and
2252 * update the distance, and the visibility. Whenever the player "state"
2253 * changes in certain ways ("blindness", "infravision", "telepathy",
2254 * and "see invisible"), we must call this function for every monster,
2255 * and update the visibility.
2257 * Routines that change the "illumination" of a grid must also call this
2258 * function for any monster in that grid, since the "visibility" of some
2259 * monsters may be based on the illumination of their grid.
2261 * Note that this function is called once per monster every time the
2262 * player moves. When the player is running, this function is one
2263 * of the primary bottlenecks, along with "update_view()" and the
2264 * "process_monsters()" code, so efficiency is important.
2266 * Note the optimized "inline" version of the "distance()" function.
2268 * A monster is "visible" to the player if (1) it has been detected
2269 * by the player, (2) it is close to the player and the player has
2270 * telepathy, or (3) it is close to the player, and in line of sight
2271 * of the player, and it is "illuminated" by some combination of
2272 * infravision, torch light, or permanent light (invisible monsters
2273 * are only affected by "light" if the player can see invisible).
2275 * Monsters which are not on the current panel may be "visible" to
2276 * the player, and their descriptions will include an "offscreen"
2277 * reference. Currently, offscreen monsters cannot be targetted
2278 * or viewed directly, but old targets will remain set. XXX XXX
2280 * The player can choose to be disturbed by several things, including
2281 * "disturb_move" (monster which is viewable moves in some way), and
2282 * "disturb_near" (monster which is "easily" viewable moves in some
2283 * way). Note that "moves" includes "appears" and "disappears".
2285 void update_monster(MONSTER_IDX m_idx, bool full)
2287 monster_type *m_ptr = &m_list[m_idx];
2289 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2291 bool do_disturb = disturb_move;
2295 /* Current location */
2302 /* Seen by vision */
2305 /* Non-Ninja player in the darkness */
2306 bool in_darkness = (d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto;
2311 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2313 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)
2317 /* Compute distance */
2320 /* Distance components */
2321 int dy = (p_ptr->y > fy) ? (p_ptr->y - fy) : (fy - p_ptr->y);
2322 int dx = (p_ptr->x > fx) ? (p_ptr->x - fx) : (fx - p_ptr->x);
2324 /* Approximate distance */
2325 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2327 /* Restrict distance */
2328 if (d > 255) d = 255;
2332 /* Save the distance */
2336 /* Extract distance */
2339 /* Extract the distance */
2345 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
2349 if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
2351 if (!in_darkness || (d <= MAX_SIGHT / 4))
2353 if (p_ptr->special_defense & KATA_MUSOU)
2358 if (is_original_ap(m_ptr) && !p_ptr->image)
2360 /* Hack -- Memorize mental flags */
2361 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2362 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2366 /* Basic telepathy */
2367 /* Snipers get telepathy when they concentrate deeper */
2368 else if (p_ptr->telepathy)
2370 /* Empty mind, no telepathy */
2371 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
2373 /* Memorize flags */
2374 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
2377 /* Weird mind, occasional telepathy */
2378 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
2380 /* One in ten individuals are detectable */
2381 if ((m_idx % 10) == 5)
2386 if (is_original_ap(m_ptr) && !p_ptr->image)
2388 /* Memorize flags */
2389 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
2391 /* Hack -- Memorize mental flags */
2392 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2393 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2398 /* Normal mind, allow telepathy */
2404 if (is_original_ap(m_ptr) && !p_ptr->image)
2406 /* Hack -- Memorize mental flags */
2407 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2408 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2413 /* Magical sensing */
2414 if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
2417 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
2420 /* Magical sensing */
2421 if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
2424 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
2427 /* Magical sensing */
2428 if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
2431 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
2434 /* Magical sensing */
2435 if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
2438 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
2441 /* Magical sensing */
2442 if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
2445 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
2448 /* Magical sensing */
2449 if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
2452 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
2455 /* Magical sensing */
2456 if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
2459 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
2462 /* Magical sensing */
2463 if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
2466 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
2469 /* Magical sensing */
2470 if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
2473 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
2476 /* Magical sensing */
2477 if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
2480 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
2483 /* Magical sensing */
2484 if ((p_ptr->esp_nonliving) &&
2485 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
2488 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
2491 /* Magical sensing */
2492 if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
2495 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
2499 /* Normal line of sight, and not blind */
2500 if (player_has_los_bold(fy, fx) && !p_ptr->blind)
2502 bool do_invisible = FALSE;
2503 bool do_cold_blood = FALSE;
2505 /* Snipers can see targets in darkness when they concentrate deeper */
2506 if (p_ptr->concent >= CONCENT_RADAR_THRESHOLD)
2512 /* Use "infravision" */
2513 if (d <= p_ptr->see_infra)
2515 /* Handle "cold blooded" monsters */
2516 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
2519 do_cold_blood = TRUE;
2522 /* Handle "warm blooded" monsters */
2530 /* Use "illumination" */
2531 if (player_can_see_bold(fy, fx))
2533 /* Handle "invisible" monsters */
2534 if (r_ptr->flags2 & (RF2_INVISIBLE))
2537 do_invisible = TRUE;
2547 /* Handle "normal" monsters */
2558 if (is_original_ap(m_ptr) && !p_ptr->image)
2560 /* Memorize flags */
2561 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
2562 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
2569 /* The monster is now visible */
2572 /* It was previously unseen */
2575 /* Mark as visible */
2578 /* Draw the monster */
2581 /* Update health bar as needed */
2582 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2583 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2585 /* Hack -- Count "fresh" sightings */
2588 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
2589 r_info[MON_KAGE].r_sights++;
2590 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
2594 /* Eldritch Horror */
2595 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
2597 sanity_blast(m_ptr, FALSE);
2600 /* Disturb on appearance */
2601 if (disturb_near && (projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)))
2603 if (disturb_pets || is_hostile(m_ptr))
2604 disturb(TRUE, TRUE);
2609 /* The monster is not visible */
2612 /* It was previously seen */
2615 /* Mark as not visible */
2618 /* Erase the monster */
2621 /* Update health bar as needed */
2622 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2623 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2625 /* Disturb on disappearance */
2628 if (disturb_pets || is_hostile(m_ptr))
2629 disturb(TRUE, TRUE);
2635 /* The monster is now easily visible */
2639 if (!(m_ptr->mflag & (MFLAG_VIEW)))
2641 /* Mark as easily visible */
2642 m_ptr->mflag |= (MFLAG_VIEW);
2644 /* Disturb on appearance */
2647 if (disturb_pets || is_hostile(m_ptr))
2648 disturb(TRUE, TRUE);
2653 /* The monster is not easily visible */
2657 if (m_ptr->mflag & (MFLAG_VIEW))
2659 /* Mark as not easily visible */
2660 m_ptr->mflag &= ~(MFLAG_VIEW);
2662 /* Disturb on disappearance */
2665 if (disturb_pets || is_hostile(m_ptr))
2666 disturb(TRUE, TRUE);
2674 * @brief 単純に生存している全モンスターの更新処理を行う / This function simply updates all the (non-dead) monsters (see above).
2675 * @param full 距離更新を行うならtrue
2678 void update_monsters(bool full)
2682 /* Update each (live) monster */
2683 for (i = 1; i < m_max; i++)
2685 monster_type *m_ptr = &m_list[i];
2687 /* Skip dead monsters */
2688 if (!m_ptr->r_idx) continue;
2689 update_monster(i, full);
2695 * @brief カメレオンの王の変身対象となるモンスターかどうか判定する / Hack -- the index of the summoning monster
2696 * @param r_idx モンスター種族ID
2697 * @return 対象にできるならtrueを返す
2699 static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
2701 monster_race *r_ptr = &r_info[r_idx];
2702 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2703 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2705 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
2706 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2708 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
2710 if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE) || (r_ptr->blow[3].method == RBM_EXPLODE))
2713 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2716 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2718 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
2722 else if (summon_specific_who > 0)
2724 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2731 * @brief カメレオンの変身対象となるモンスターかどうか判定する / Hack -- the index of the summoning monster
2732 * @param r_idx モンスター種族ID
2733 * @return 対象にできるならtrueを返す
2735 static bool monster_hook_chameleon(MONRACE_IDX r_idx)
2737 monster_race *r_ptr = &r_info[r_idx];
2738 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2739 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2741 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2742 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2743 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2745 if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE) || (r_ptr->blow[3].method == RBM_EXPLODE))
2748 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2751 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2753 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
2754 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
2755 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
2759 else if (summon_specific_who > 0)
2761 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2764 return (*(get_monster_hook()))(r_idx);
2769 * @param m_idx 変身処理を受けるモンスター情報のID
2770 * @param born 生成時の初変身先指定ならばtrue
2771 * @param r_idx 旧モンスター種族のID
2774 void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
2777 monster_type *m_ptr = &m_list[m_idx];
2778 monster_race *r_ptr;
2779 char old_m_name[80];
2780 bool old_unique = FALSE;
2781 int old_r_idx = m_ptr->r_idx;
2783 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2785 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2786 r_ptr = &r_info[r_idx];
2788 monster_desc(old_m_name, m_ptr, 0);
2794 chameleon_change_m_idx = m_idx;
2796 get_mon_num_prep(monster_hook_chameleon_lord, NULL);
2798 get_mon_num_prep(monster_hook_chameleon, NULL);
2801 level = r_info[MON_CHAMELEON_K].level;
2802 else if (!dun_level)
2803 level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
2807 if (d_info[dungeon_type].flags1 & DF1_CHAMELEON) level+= 2+randint1(3);
2809 r_idx = get_mon_num(level);
2810 r_ptr = &r_info[r_idx];
2812 chameleon_change_m_idx = 0;
2818 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
2820 m_ptr->r_idx = r_idx;
2821 m_ptr->ap_r_idx = r_idx;
2822 update_monster(m_idx, FALSE);
2823 lite_spot(m_ptr->fy, m_ptr->fx);
2825 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2826 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2827 p_ptr->update |= (PU_MON_LITE);
2829 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
2833 /* Sub-alignment of a chameleon */
2834 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2836 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2837 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2838 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2843 if (m_idx == p_ptr->riding)
2846 monster_desc(m_name, m_ptr, 0);
2847 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
2848 if (!(r_ptr->flags7 & RF7_RIDING))
2849 if (rakuba(0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
2852 /* Extract the monster base speed */
2853 m_ptr->mspeed = get_mspeed(r_ptr);
2855 oldmaxhp = m_ptr->max_maxhp;
2856 /* Assign maximal hitpoints */
2857 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2859 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2863 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2866 /* Monsters have double hitpoints in Nightmare mode */
2867 if (ironman_nightmare)
2869 u32b hp = m_ptr->max_maxhp * 2L;
2870 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2873 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2874 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2875 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2877 /* reset dealt_damage */
2878 m_ptr->dealt_damage = 0;
2883 * @brief たぬきの変身対象となるモンスターかどうか判定する / Hook for Tanuki
2884 * @param r_idx モンスター種族ID
2885 * @return 対象にできるならtrueを返す
2887 static bool monster_hook_tanuki(MONRACE_IDX r_idx)
2889 monster_race *r_ptr = &r_info[r_idx];
2891 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2892 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2893 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2894 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2896 if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE) || (r_ptr->blow[3].method == RBM_EXPLODE))
2899 return (*(get_monster_hook()))(r_idx);
2904 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
2905 * @param r_idx モンスター種族ID
2906 * @return モンスター種族の表層ID
2908 static IDX initial_r_appearance(MONRACE_IDX r_idx)
2910 int attempts = 1000;
2913 DEPTH min = MIN(base_level-5, 50);
2915 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2918 get_mon_num_prep(monster_hook_tanuki, NULL);
2922 ap_r_idx = get_mon_num(base_level + 10);
2923 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2931 * @brief モンスターの個体加速を設定する / Get initial monster speed
2932 * @param r_ptr モンスター種族の参照ポインタ
2935 byte get_mspeed(monster_race *r_ptr)
2937 /* Extract the monster base speed */
2938 int mspeed = r_ptr->speed;
2940 /* Hack -- small racial variety */
2941 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->inside_arena)
2943 /* Allow some small variation per monster */
2944 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
2945 if (i) mspeed += rand_spread(0, i);
2948 if (mspeed > 199) mspeed = 199;
2950 return (byte)mspeed;
2955 * @brief モンスターを一体生成する / Attempt to place a monster of the given race at the given location.
2956 * @param who 召喚を行ったモンスターID
2959 * @param r_idx 生成モンスター種族
2960 * @param mode 生成オプション
2963 * To give the player a sporting chance, any monster that appears in
2964 * line-of-sight and is extremely dangerous can be marked as
2965 * "FORCE_SLEEP", which will cause them to be placed with low energy,
2966 * which often (but not always) lets the player move before they do.
2968 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
2970 * Use special "here" and "dead" flags for unique monsters,
2971 * remove old "cur_num" and "max_num" fields.
2973 * Actually, do something similar for artifacts, to simplify
2974 * the "preserve" mode, and to make the "what artifacts" flag more useful.
2976 * This is the only function which may place a monster in the dungeon,
2977 * except for the savefile loading code.
2979 static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2981 /* Access the location */
2982 cave_type *c_ptr = &cave[y][x];
2983 monster_type *m_ptr;
2984 monster_race *r_ptr = &r_info[r_idx];
2985 cptr name = (r_name + r_ptr->name);
2989 /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
2990 if (p_ptr->wild_mode) return FALSE;
2992 /* Verify location */
2993 if (!in_bounds(y, x)) return (FALSE);
2996 if (!r_idx) return (FALSE);
2999 if (!r_ptr->name) return (FALSE);
3001 if (!(mode & PM_IGNORE_TERRAIN))
3003 /* Not on the Pattern */
3004 if (pattern_tile(y, x)) return FALSE;
3006 /* Require empty space (if not ghostly) */
3007 if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
3010 if (!p_ptr->inside_battle)
3012 /* Hack -- "unique" monsters must be "unique" */
3013 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
3014 (r_ptr->flags7 & (RF7_NAZGUL))) &&
3015 (r_ptr->cur_num >= r_ptr->max_num))
3021 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
3022 (r_ptr->cur_num >= 1))
3027 if (r_idx == MON_BANORLUPART)
3029 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
3030 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
3033 /* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
3034 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (dun_level < r_ptr->level) &&
3035 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
3042 if (quest_number(dun_level))
3044 int hoge = quest_number(dun_level);
3045 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
3047 if(r_idx == quest[hoge].r_idx)
3049 int number_mon, i2, j2;
3052 /* Count all quest monsters */
3053 for (i2 = 0; i2 < cur_wid; ++i2)
3054 for (j2 = 0; j2 < cur_hgt; j2++)
3055 if (cave[j2][i2].m_idx > 0)
3056 if (m_list[cave[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
3058 if(number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
3064 if (is_glyph_grid(c_ptr))
3066 if (randint1(BREAK_GLYPH) < (r_ptr->level+20))
3068 /* Describe observable breakage */
3069 if (c_ptr->info & CAVE_MARK)
3071 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
3074 /* Forget the rune */
3075 c_ptr->info &= ~(CAVE_MARK);
3077 /* Break the rune */
3078 c_ptr->info &= ~(CAVE_OBJECT);
3086 msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
3088 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
3090 /* Make a new monster */
3091 c_ptr->m_idx = m_pop();
3092 hack_m_idx_ii = c_ptr->m_idx;
3094 /* Mega-Hack -- catch "failure" */
3095 if (!c_ptr->m_idx) return (FALSE);
3098 /* Get a new monster record */
3099 m_ptr = &m_list[c_ptr->m_idx];
3102 m_ptr->r_idx = r_idx;
3103 m_ptr->ap_r_idx = initial_r_appearance(r_idx);
3109 /* Hack -- Appearance transfer */
3110 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&m_list[who]))
3112 m_ptr->ap_r_idx = m_list[who].ap_r_idx;
3114 /* Hack -- Shadower spawns Shadower */
3115 if (m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
3118 /* Sub-alignment of a monster */
3119 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3120 m_ptr->sub_align = m_list[who].sub_align;
3123 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3124 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3125 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3128 /* Place the monster at the location */
3133 /* No "timed status" yet */
3134 for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
3136 /* Unknown distance */
3139 reset_target(m_ptr);
3141 m_ptr->nickname = 0;
3146 /* Your pet summons its pet. */
3147 if (who > 0 && is_pet(&m_list[who]))
3149 mode |= PM_FORCE_PET;
3150 m_ptr->parent_m_idx = who;
3154 m_ptr->parent_m_idx = 0;
3157 if (r_ptr->flags7 & RF7_CHAMELEON)
3159 choose_new_monster(c_ptr->m_idx, TRUE, 0);
3160 r_ptr = &r_info[m_ptr->r_idx];
3161 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
3163 /* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
3164 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
3165 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3167 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
3169 m_ptr->ap_r_idx = MON_KAGE;
3170 m_ptr->mflag2 |= MFLAG2_KAGE;
3173 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
3179 if (mode & PM_FORCE_PET)
3184 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
3185 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(who))
3187 if (!monster_has_hostile_align(NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
3190 /* Assume no sleeping */
3191 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
3193 /* Enforce sleeping if needed */
3194 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
3196 int val = r_ptr->sleep;
3197 (void)set_monster_csleep(c_ptr->m_idx, (val * 2) + randint1(val * 10));
3200 /* Assign maximal hitpoints */
3201 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3203 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3207 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3210 /* Monsters have double hitpoints in Nightmare mode */
3211 if (ironman_nightmare)
3213 u32b hp = m_ptr->max_maxhp * 2L;
3215 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
3218 m_ptr->maxhp = m_ptr->max_maxhp;
3220 /* And start out fully healthy */
3221 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
3222 m_ptr->hp = m_ptr->maxhp / 2;
3223 else m_ptr->hp = m_ptr->maxhp;
3226 /* dealt damage is 0 at initial*/
3227 m_ptr->dealt_damage = 0;
3230 /* Extract the monster base speed */
3231 m_ptr->mspeed = get_mspeed(r_ptr);
3233 if (mode & PM_HASTE) (void)set_monster_fast(c_ptr->m_idx, 100);
3235 /* Give a random starting energy */
3236 if (!ironman_nightmare)
3238 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
3242 /* Nightmare monsters are more prepared */
3243 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
3246 /* Force monster to wait for player, unless in Nightmare mode */
3247 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
3249 /* Monster is still being nice */
3250 m_ptr->mflag |= (MFLAG_NICE);
3252 /* Must repair monsters */
3253 repair_monsters = TRUE;
3256 /* Hack -- see "process_monsters()" */
3257 if (c_ptr->m_idx < hack_m_idx)
3259 /* Monster is still being born */
3260 m_ptr->mflag |= (MFLAG_BORN);
3264 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
3265 p_ptr->update |= (PU_MON_LITE);
3266 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
3267 p_ptr->update |= (PU_MON_LITE);
3268 update_monster(c_ptr->m_idx, TRUE);
3271 /* Count the monsters on the level */
3272 real_r_ptr(m_ptr)->cur_num++;
3275 * Memorize location of the unique monster in saved floors.
3276 * A unique monster move from old saved floor.
3278 if (character_dungeon &&
3279 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
3280 real_r_ptr(m_ptr)->floor_id = p_ptr->floor_id;
3282 /* Hack -- Count the number of "reproducers" */
3283 if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
3285 /* Hack -- Notice new multi-hued monsters */
3287 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3288 if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
3289 shimmer_monsters = TRUE;
3292 if (p_ptr->warning && character_dungeon)
3294 if (r_ptr->flags1 & RF1_UNIQUE)
3298 char o_name[MAX_NLEN];
3300 if (r_ptr->level > p_ptr->lev + 30)
3301 color = _("黒く", "black");
3302 else if (r_ptr->level > p_ptr->lev + 15)
3303 color = _("紫色に", "purple");
3304 else if (r_ptr->level > p_ptr->lev + 5)
3305 color = _("ルビー色に", "deep red");
3306 else if (r_ptr->level > p_ptr->lev - 5)
3307 color = _("赤く", "red");
3308 else if (r_ptr->level > p_ptr->lev - 15)
3309 color = _("ピンク色に", "pink");
3311 color = _("白く", "white");
3313 o_ptr = choose_warning_item();
3316 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3317 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
3321 msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
3326 if (is_explosive_rune_grid(c_ptr))
3328 /* Break the ward */
3329 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3331 /* Describe observable breakage */
3332 if (c_ptr->info & CAVE_MARK)
3334 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
3335 project(0, 2, y, x, 2 * (p_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
3340 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
3343 /* Forget the rune */
3344 c_ptr->info &= ~(CAVE_MARK);
3346 /* Break the rune */
3347 c_ptr->info &= ~(CAVE_OBJECT);
3360 #define MON_SCAT_MAXD 10 /*!< mon_scatter()関数によるモンスター配置で許される中心からの最大距離 */
3363 * @brief モンスター1体を目標地点に可能ながり近い位置に生成する / improved version of scatter() for place monster
3364 * @param r_idx 生成モンスター種族
3365 * @param yp 結果生成位置y座標
3366 * @param xp 結果生成位置x座標
3367 * @param y 中心生成位置y座標
3368 * @param x 中心生成位置x座標
3369 * @param max_dist 生成位置の最大半径
3373 static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
3375 int place_x[MON_SCAT_MAXD];
3376 int place_y[MON_SCAT_MAXD];
3377 int num[MON_SCAT_MAXD];
3381 if (max_dist >= MON_SCAT_MAXD)
3384 for (i = 0; i < MON_SCAT_MAXD; i++)
3387 for (nx = x - max_dist; nx <= x + max_dist; nx++)
3389 for (ny = y - max_dist; ny <= y + max_dist; ny++)
3391 /* Ignore annoying locations */
3392 if (!in_bounds(ny, nx)) continue;
3394 /* Require "line of projection" */
3395 if (!projectable(y, x, ny, nx)) continue;
3399 monster_race *r_ptr = &r_info[r_idx];
3401 /* Require empty space (if not ghostly) */
3402 if (!monster_can_enter(ny, nx, r_ptr, 0))
3407 /* Walls and Monsters block flow */
3408 if (!cave_empty_bold2(ny, nx)) continue;
3410 /* ... nor on the Pattern */
3411 if (pattern_tile(ny, nx)) continue;
3414 i = distance(y, x, ny, nx);
3422 if (one_in_(num[i]))
3431 while (i < MON_SCAT_MAXD && 0 == num[i])
3433 if (i >= MON_SCAT_MAXD)
3443 * @brief モンスターを目標地点に集団生成する / Attempt to place a "group" of monsters around the given location
3444 * @param who 召喚主のモンスター情報ID
3445 * @param y 中心生成位置y座標
3446 * @param x 中心生成位置x座標
3447 * @param r_idx 生成モンスター種族
3448 * @param mode 生成オプション
3451 static bool place_monster_group(IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3453 monster_race *r_ptr = &r_info[r_idx];
3456 int total = 0, extra = 0;
3460 POSITION hack_y[GROUP_MAX];
3461 POSITION hack_x[GROUP_MAX];
3464 /* Pick a group size */
3465 total = randint1(10);
3467 /* Hard monsters, small groups */
3468 if (r_ptr->level > dun_level)
3470 extra = r_ptr->level - dun_level;
3471 extra = 0 - randint1(extra);
3474 /* Easy monsters, large groups */
3475 else if (r_ptr->level < dun_level)
3477 extra = dun_level - r_ptr->level;
3478 extra = randint1(extra);
3481 /* Hack -- limit group reduction */
3482 if (extra > 9) extra = 9;
3484 /* Modify the group size */
3488 if (total < 1) total = 1;
3491 if (total > GROUP_MAX) total = GROUP_MAX;
3494 /* Start on the monster */
3499 /* Puddle monsters, breadth first, up to total */
3500 for (n = 0; (n < hack_n) && (hack_n < total); n++)
3502 /* Grab the location */
3503 POSITION hx = hack_x[n];
3504 POSITION hy = hack_y[n];
3506 /* Check each direction, up to total */
3507 for (i = 0; (i < 8) && (hack_n < total); i++)
3511 scatter(&my, &mx, hy, hx, 4, 0);
3513 /* Walls and Monsters block flow */
3514 if (!cave_empty_bold2(my, mx)) continue;
3516 /* Attempt to place another monster */
3517 if (place_monster_one(who, my, mx, r_idx, mode))
3519 /* Add it to the "hack" set */
3520 hack_y[hack_n] = my;
3521 hack_x[hack_n] = mx;
3533 * @var place_monster_idx
3534 * @brief 護衛対象となるモンスター種族IDを渡すグローバル変数 / Hack -- help pick an escort type
3535 * @todo 関数ポインタの都合を配慮しながら、グローバル変数place_monster_idxを除去し、関数引数化する
3537 static IDX place_monster_idx = 0;
3540 * @var place_monster_m_idx
3541 * @brief 護衛対象となるモンスターIDを渡すグローバル変数 / Hack -- help pick an escort type
3542 * @todo 関数ポインタの都合を配慮しながら、グローバル変数place_monster_m_idxを除去し、関数引数化する
3544 static IDX place_monster_m_idx = 0;
3547 * @brief モンスター種族が召喚主の護衛となれるかどうかをチェックする / Hack -- help pick an escort type
3548 * @param r_idx チェックするモンスター種族のID
3549 * @return 護衛にできるならばtrue
3551 static bool place_monster_can_escort(MONRACE_IDX r_idx)
3553 monster_race *r_ptr = &r_info[place_monster_idx];
3554 monster_type *m_ptr = &m_list[place_monster_m_idx];
3556 monster_race *z_ptr = &r_info[r_idx];
3558 /* Hack - Escorts have to have the same dungeon flag */
3559 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return (FALSE);
3561 /* Require similar "race" */
3562 if (z_ptr->d_char != r_ptr->d_char) return (FALSE);
3564 /* Skip more advanced monsters */
3565 if (z_ptr->level > r_ptr->level) return (FALSE);
3567 /* Skip unique monsters */
3568 if (z_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3570 /* Paranoia -- Skip identical monsters */
3571 if (place_monster_idx == r_idx) return (FALSE);
3573 /* Skip different alignment */
3574 if (monster_has_hostile_align(m_ptr, 0, 0, z_ptr)) return FALSE;
3576 if (r_ptr->flags7 & RF7_FRIENDLY)
3578 if (monster_has_hostile_align(NULL, 1, -1, z_ptr)) return FALSE;
3581 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
3589 * @brief 一般的なモンスター生成処理のサブルーチン / Attempt to place a monster of the given race at the given location
3590 * @param who 召喚主のモンスター情報ID
3593 * @param r_idx 生成するモンスターの種族ID
3594 * @param mode 生成オプション
3595 * @return 生成に成功したらtrue
3597 * Note that certain monsters are now marked as requiring "friends".
3598 * These monsters, if successfully placed, and if the "grp" parameter
3599 * is TRUE, will be surrounded by a "group" of identical monsters.
3601 * Note that certain monsters are now marked as requiring an "escort",
3602 * which is a collection of monsters with similar "race" but lower level.
3604 * Some monsters induce a fake "group" flag on their escorts.
3606 * Note the "bizarre" use of non-recursion to prevent annoying output
3607 * when running a code profiler.
3609 * Note the use of the new "monster allocation table" code to restrict
3610 * the "get_mon_num()" function to "legal" escort types.
3612 bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3615 monster_race *r_ptr = &r_info[r_idx];
3617 if (!(mode & PM_NO_KAGE) && one_in_(333))
3620 /* Place one monster, or fail */
3621 if (!place_monster_one(who, y, x, r_idx, mode)) return (FALSE);
3623 /* Require the "group" flag */
3624 if (!(mode & PM_ALLOW_GROUP)) return (TRUE);
3626 place_monster_m_idx = hack_m_idx_ii;
3629 for(i = 0; i < 6; i++)
3631 if(!r_ptr->reinforce_id[i]) break;
3632 n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
3633 for(j = 0; j < n; j++)
3635 POSITION nx, ny, d = 7;
3636 scatter(&ny, &nx, y, x, d, 0);
3637 (void)place_monster_one(place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
3641 /* Friends for certain monsters */
3642 if (r_ptr->flags1 & (RF1_FRIENDS))
3644 /* Attempt to place a group */
3645 (void)place_monster_group(who, y, x, r_idx, mode);
3648 /* Escorts for certain monsters */
3649 if (r_ptr->flags1 & (RF1_ESCORT))
3651 /* Set the escort index */
3652 place_monster_idx = r_idx;
3654 /* Try to place several "escorts" */
3655 for (i = 0; i < 32; i++)
3657 POSITION nx, ny, d = 3;
3660 /* Pick a location */
3661 scatter(&ny, &nx, y, x, d, 0);
3663 /* Require empty grids */
3664 if (!cave_empty_bold2(ny, nx)) continue;
3666 /* Prepare allocation table */
3667 get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx));
3669 /* Pick a random race */
3670 z = get_mon_num(r_ptr->level);
3672 /* Handle failure */
3675 /* Place a single escort */
3676 (void)place_monster_one(place_monster_m_idx, ny, nx, z, mode);
3678 /* Place a "group" of escorts if needed */
3679 if ((r_info[z].flags1 & RF1_FRIENDS) ||
3680 (r_ptr->flags1 & RF1_ESCORTS))
3682 /* Place a group of monsters */
3683 (void)place_monster_group(place_monster_m_idx, ny, nx, z, mode);
3693 * @brief 一般的なモンスター生成処理のメインルーチン / Attempt to place a monster of the given race at the given location
3696 * @param mode 生成オプション
3697 * @return 生成に成功したらtrue
3699 bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
3703 /* Prepare allocation table */
3704 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3706 /* Pick a monster */
3707 r_idx = get_mon_num(monster_level);
3709 /* Handle failure */
3710 if (!r_idx) return (FALSE);
3712 /* Attempt to place the monster */
3713 if (place_monster_aux(0, y, x, r_idx, mode)) return (TRUE);
3719 * @brief 指定地点に1種類のモンスター種族による群れを生成する
3722 * @return 生成に成功したらtrue
3724 bool alloc_horde(POSITION y, POSITION x)
3726 monster_race *r_ptr = NULL;
3727 MONRACE_IDX r_idx = 0;
3729 int attempts = 1000;
3733 /* Prepare allocation table */
3734 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3738 /* Pick a monster */
3739 r_idx = get_mon_num(monster_level);
3741 /* Handle failure */
3742 if (!r_idx) return (FALSE);
3744 r_ptr = &r_info[r_idx];
3746 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3748 if (r_idx == MON_HAGURE) continue;
3751 if (attempts < 1) return FALSE;
3757 /* Attempt to place the monster */
3758 if (place_monster_aux(0, y, x, r_idx, 0L)) break;
3761 if (attempts < 1) return FALSE;
3763 m_idx = cave[y][x].m_idx;
3765 if (m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[m_list[m_idx].r_idx];
3766 summon_kin_type = r_ptr->d_char;
3768 for (attempts = randint1(10) + 5; attempts; attempts--)
3770 scatter(&cy, &cx, y, x, 5, 0);
3772 (void)summon_specific(m_idx, cy, cx, dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
3782 * @brief ダンジョンの主生成を試みる / Put the Guardian
3783 * @param def_val 現在の主の生成状態
3784 * @return 生成に成功したらtrue
3786 bool alloc_guardian(bool def_val)
3788 MONRACE_IDX guardian = d_info[dungeon_type].final_guardian;
3790 if (guardian && (d_info[dungeon_type].maxdepth == dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
3794 int try_count = 4000;
3796 /* Find a good position */
3799 /* Get a random spot */
3800 oy = randint1(cur_hgt - 4) + 2;
3801 ox = randint1(cur_wid - 4) + 2;
3803 /* Is it a good spot ? */
3804 if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[guardian], 0))
3806 /* Place the guardian */
3807 if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
3810 /* One less try count */
3822 * @brief ダンジョンの初期配置モンスターを生成1回生成する / Attempt to allocate a random monster in the dungeon.
3823 * @param dis プレイヤーから離れるべき最低距離
3824 * @param mode 生成オプション
3825 * @return 生成に成功したらtrue
3827 * Place the monster at least "dis" distance from the player.
3828 * Use "slp" to choose the initial "sleep" status
3829 * Use "monster_level" for the monster level
3831 bool alloc_monster(POSITION dis, BIT_FLAGS mode)
3834 int attempts_left = 10000;
3836 /* Put the Guardian */
3837 if (alloc_guardian(FALSE)) return TRUE;
3839 /* Find a legal, distant, unoccupied, space */
3840 while (attempts_left--)
3842 /* Pick a location */
3843 y = randint0(cur_hgt);
3844 x = randint0(cur_wid);
3846 /* Require empty floor grid (was "naked") */
3849 if (!cave_empty_bold2(y, x)) continue;
3853 if (!cave_empty_bold(y, x)) continue;
3856 /* Accept far away grids */
3857 if (distance(y, x, p_ptr->y, p_ptr->x) > dis) break;
3862 if (cheat_xtra || cheat_hear)
3864 msg_print(_("警告!新たなモンスターを配置できません。小さい階ですか?", "Warning! Could not allocate a new monster. Small level?"));
3871 if (randint1(5000) <= dun_level)
3873 if (alloc_horde(y, x))
3875 if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), summon_kin_type);
3881 /* Attempt to place the monster, allow groups */
3882 if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return (TRUE);
3890 * @brief モンスターが召喚の基本条件に合っているかをチェックする / Hack -- help decide if a monster race is "okay" to summon
3891 * @param r_idx チェックするモンスター種族ID
3892 * @return 召喚対象にできるならばTRUE
3894 static bool summon_specific_okay(MONRACE_IDX r_idx)
3896 monster_race *r_ptr = &r_info[r_idx];
3898 /* Hack - Only summon dungeon monsters */
3899 if (!mon_hook_dungeon(r_idx)) return (FALSE);
3901 /* Hack -- identify the summoning monster */
3902 if (summon_specific_who > 0)
3904 monster_type *m_ptr = &m_list[summon_specific_who];
3906 /* Do not summon enemies */
3908 /* Friendly vs. opposite aligned normal or pet */
3909 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
3911 /* Use the player's alignment */
3912 else if (summon_specific_who < 0)
3914 /* Do not summon enemies of the pets */
3915 if (monster_has_hostile_align(NULL, 10, -10, r_ptr))
3917 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
3921 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
3923 /* Hack -- no specific type specified */
3924 if (!summon_specific_type) return (TRUE);
3926 if ((summon_specific_who < 0) &&
3927 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
3928 monster_has_hostile_align(NULL, 10, -10, r_ptr))
3931 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[dungeon_type].flags1 & DF1_CHAMELEON)) return TRUE;
3933 return (summon_specific_aux(r_idx));
3938 * @brief モンスターを召喚により配置する / Place a monster (of the specified "type") near the given location. Return TRUE if a monster was actually summoned.
3939 * @param who 召喚主のモンスター情報ID
3944 * @param mode 生成オプション
3945 * @return 召喚できたらtrueを返す
3948 * We will attempt to place the monster up to 10 times before giving up.
3950 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
3951 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
3952 * Note: None of the other summon codes will ever summon Unique's.
3954 * This function has been changed. We now take the "monster level"
3955 * of the summoning monster as a parameter, and use that, along with
3956 * the current dungeon level, to help determine the level of the
3957 * desired monster. Note that this is an upper bound, and also
3958 * tends to "prefer" monsters of that level. Currently, we use
3959 * the average of the dungeon and monster levels, and then add
3960 * five to allow slight increases in monster power.
3962 * Note that we use the new "monster allocation table" creation code
3963 * to restrict the "get_mon_num()" function to the set of "legal"
3964 * monsters, making this function much faster and more reliable.
3966 * Note that this function may not succeed, though this is very rare.
3968 bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
3973 if (p_ptr->inside_arena) return (FALSE);
3975 if (!mon_scatter(0, &y, &x, y1, x1, 2)) return FALSE;
3977 /* Save the summoner */
3978 summon_specific_who = who;
3980 /* Save the "summon" type */
3981 summon_specific_type = type;
3983 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
3985 /* Prepare allocation table */
3986 get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
3988 /* Pick a monster, using the level calculation */
3989 r_idx = get_mon_num((dun_level + lev) / 2 + 5);
3991 /* Handle failure */
3994 summon_specific_type = 0;
3998 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
4000 /* Attempt to place the monster (awake, allow groups) */
4001 if (!place_monster_aux(who, y, x, r_idx, mode))
4003 summon_specific_type = 0;
4007 summon_specific_type = 0;
4009 sound(SOUND_SUMMON);
4015 * @brief 特定モンスター種族を召喚により生成する / A "dangerous" function, creates a pet of the specified type
4016 * @param who 召喚主のモンスター情報ID
4019 * @param r_idx 生成するモンスター種族ID
4020 * @param mode 生成オプション
4021 * @return 召喚できたらtrueを返す
4023 bool summon_named_creature (MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
4028 /* if (!r_idx) return; */
4030 /* Prevent illegal monsters */
4031 if (r_idx >= max_r_idx) return FALSE;
4033 if (p_ptr->inside_arena) return FALSE;
4035 if (!mon_scatter(r_idx, &y, &x, oy, ox, 2)) return FALSE;
4037 /* Place it (allow groups) */
4038 return place_monster_aux(who, y, x, r_idx, (mode | PM_NO_KAGE));
4043 * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
4044 * @param m_idx 増殖するモンスター情報ID
4045 * @param clone クローン・モンスター処理ならばtrue
4046 * @param mode 生成オプション
4047 * @return 生成できたらtrueを返す
4049 * Note that "reproduction" REQUIRES empty space.
4051 bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
4053 monster_type *m_ptr = &m_list[m_idx];
4057 if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
4060 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4062 /* Create a new monster (awake, no groups) */
4063 if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
4066 /* Hack -- Transfer "clone" flag */
4067 if (clone || (m_ptr->smart & SM_CLONED))
4069 m_list[hack_m_idx_ii].smart |= SM_CLONED;
4070 m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
4079 * @brief ダメージを受けたモンスターの様子を記述する / Dump a message describing a monster's reaction to damage
4080 * @param m_idx モンスター情報ID
4081 * @param dam 与えたダメージ
4084 * Technically should attempt to treat "Beholder"'s as jelly's
4086 void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
4088 long oldhp, newhp, tmp;
4091 monster_type *m_ptr = &m_list[m_idx];
4092 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4096 /* Get the monster name */
4097 monster_desc(m_name, m_ptr, 0);
4099 if(dam == 0) // Notice non-damage
4101 msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
4105 /* Note -- subtle fix -CFT */
4106 newhp = (long)(m_ptr->hp);
4107 oldhp = newhp + (long)(dam);
4108 tmp = (newhp * 100L) / oldhp;
4109 percentage = (int)(tmp);
4111 if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
4114 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4115 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4116 else if(percentage > 50) msg_format("%^sは縮こまった。", m_name);
4117 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4118 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4119 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4120 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4122 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4123 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4124 else if(percentage > 50) msg_format("%^s squelches.", m_name);
4125 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4126 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4127 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4128 else msg_format("%^s jerks limply.", m_name);
4132 else if(my_strchr("l", r_ptr->d_char)) // Fish
4135 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4136 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4137 else if(percentage > 50) msg_format("%^sは躊躇した。", m_name);
4138 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4139 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4140 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4141 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4143 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4144 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4145 else if(percentage > 50) msg_format("%^s hesitates.", m_name);
4146 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4147 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4148 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4149 else msg_format("%^s jerks limply.", m_name);
4153 else if(my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs
4156 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4157 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4158 else if(percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
4159 else if(percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
4160 else if(percentage > 20) msg_format("%^sはうめいた。", m_name);
4161 else if(percentage > 10) msg_format("%^sは躊躇した。", m_name);
4162 else msg_format("%^sはくしゃくしゃになった。", m_name);
4164 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4165 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4166 else if(percentage > 50) msg_format("%^s roars thunderously.", m_name);
4167 else if(percentage > 35) msg_format("%^s rumbles.", m_name);
4168 else if(percentage > 20) msg_format("%^s grunts.", m_name);
4169 else if(percentage > 10) msg_format("%^s hesitates.", m_name);
4170 else msg_format("%^s crumples.", m_name);
4174 else if(my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics
4177 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4178 else if(percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
4179 else if(percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
4180 else if(percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
4181 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4182 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4183 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4185 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4186 else if(percentage > 75) msg_format("%^s hisses.", m_name);
4187 else if(percentage > 50) msg_format("%^s rears up in anger.", m_name);
4188 else if(percentage > 35) msg_format("%^s hisses furiously.", m_name);
4189 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4190 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4191 else msg_format("%^s jerks limply.", m_name);
4195 else if(my_strchr("f", r_ptr->d_char))
4198 if(percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
4199 else if(percentage > 75) msg_format("%^sは吠えた。", m_name);
4200 else if(percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
4201 else if(percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4202 else if(percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
4203 else if(percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
4204 else msg_format("%sは哀れな鳴き声を出した。", m_name);
4206 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4207 else if(percentage > 75) msg_format("%^s roars.", m_name);
4208 else if(percentage > 50) msg_format("%^s growls angrily.", m_name);
4209 else if(percentage > 35) msg_format("%^s hisses with pain.", m_name);
4210 else if(percentage > 20) msg_format("%^s mewls in pain.", m_name);
4211 else if(percentage > 10) msg_format("%^s hisses in agony.", m_name);
4212 else msg_format("%^s mewls pitifully.", m_name);
4216 else if(my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders
4219 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4220 else if(percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
4221 else if(percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
4222 else if(percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
4223 else if(percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
4224 else if(percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
4225 else msg_format("%^sはピクピクひきつった。", m_name);
4227 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4228 else if(percentage > 75) msg_format("%^s chitters.", m_name);
4229 else if(percentage > 50) msg_format("%^s scuttles about.", m_name);
4230 else if(percentage > 35) msg_format("%^s twitters.", m_name);
4231 else if(percentage > 20) msg_format("%^s jerks in pain.", m_name);
4232 else if(percentage > 10) msg_format("%^s jerks in agony.", m_name);
4233 else msg_format("%^s twitches.", m_name);
4237 else if(my_strchr("B", r_ptr->d_char)) // Birds
4240 if(percentage > 95) msg_format("%^sはさえずった。", m_name);
4241 else if(percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
4242 else if(percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
4243 else if(percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
4244 else if(percentage > 20) msg_format("%^sは苦しんだ。", m_name);
4245 else if(percentage > 10) msg_format("%^sはのたうち回った。", m_name);
4246 else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
4248 if(percentage > 95) msg_format("%^s chirps.", m_name);
4249 else if(percentage > 75) msg_format("%^s twitters.", m_name);
4250 else if(percentage > 50) msg_format("%^s squawks.", m_name);
4251 else if(percentage > 35) msg_format("%^s chatters.", m_name);
4252 else if(percentage > 20) msg_format("%^s jeers.", m_name);
4253 else if(percentage > 10) msg_format("%^s flutters about.", m_name);
4254 else msg_format("%^s squeaks.", m_name);
4258 else if(my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead
4261 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4262 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4263 else if(percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4264 else if(percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
4265 else if(percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
4266 else if(percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
4267 else msg_format("%^sは弱々しくうなった。", m_name);
4269 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4270 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4271 else if(percentage > 50) msg_format("%^s hisses in pain.", m_name);
4272 else if(percentage > 35) msg_format("%^s snarls with pain.", m_name);
4273 else if(percentage > 20) msg_format("%^s roars with pain.", m_name);
4274 else if(percentage > 10) msg_format("%^s gasps.", m_name);
4275 else msg_format("%^s snarls feebly.", m_name);
4279 else if(my_strchr("s", r_ptr->d_char)) // Skeletons
4282 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4283 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4284 else if(percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
4285 else if(percentage > 35) msg_format("%^sはよろめいた。", m_name);
4286 else if(percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
4287 else if(percentage > 10) msg_format("%^sはよろめいた。", m_name);
4288 else msg_format("%^sはガタガタ言った。", m_name);
4290 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4291 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4292 else if(percentage > 50) msg_format("%^s rattles.", m_name);
4293 else if(percentage > 35) msg_format("%^s stumbles.", m_name);
4294 else if(percentage > 20) msg_format("%^s rattles.", m_name);
4295 else if(percentage > 10) msg_format("%^s staggers.", m_name);
4296 else msg_format("%^s clatters.", m_name);
4300 else if(my_strchr("z", r_ptr->d_char)) // Zombies
4303 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4304 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4305 else if(percentage > 50) msg_format("%^sはうめいた。", m_name);
4306 else if(percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
4307 else if(percentage > 20) msg_format("%^sは躊躇した。", m_name);
4308 else if(percentage > 10) msg_format("%^sはうなった。", m_name);
4309 else msg_format("%^sはよろめいた。", m_name);
4311 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4312 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4313 else if(percentage > 50) msg_format("%^s groans.", m_name);
4314 else if(percentage > 35) msg_format("%^s moans.", m_name);
4315 else if(percentage > 20) msg_format("%^s hesitates.", m_name);
4316 else if(percentage > 10) msg_format("%^s grunts.", m_name);
4317 else msg_format("%^s staggers.", m_name);
4321 else if(my_strchr("G", r_ptr->d_char)) // Ghosts
4324 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4325 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4326 else if(percentage > 50) msg_format("%sはうめいた。", m_name);
4327 else if(percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
4328 else if(percentage > 20) msg_format("%^sは吠えた。", m_name);
4329 else if(percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
4330 else msg_format("%^sはかすかにうめいた。", m_name);
4332 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4333 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4334 else if(percentage > 50) msg_format("%^s moans.", m_name);
4335 else if(percentage > 35) msg_format("%^s wails.", m_name);
4336 else if(percentage > 20) msg_format("%^s howls.", m_name);
4337 else if(percentage > 10) msg_format("%^s moans softly.", m_name);
4338 else msg_format("%^s sighs.", m_name);
4342 else if(my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds
4345 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4346 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4347 else if(percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
4348 else if(percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
4349 else if(percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
4350 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4351 else msg_format("%^sは弱々しく吠えた。", m_name);
4353 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4354 else if(percentage > 75) msg_format("%^s snarls with pain.", m_name);
4355 else if(percentage > 50) msg_format("%^s yelps in pain.", m_name);
4356 else if(percentage > 35) msg_format("%^s howls in pain.", m_name);
4357 else if(percentage > 20) msg_format("%^s howls in agony.", m_name);
4358 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4359 else msg_format("%^s yelps feebly.", m_name);
4363 else if(my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek)
4366 if(percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
4367 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4368 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4369 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4370 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4371 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4372 else msg_format("%^sは弱々しく叫んだ。", m_name);
4374 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4375 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4376 else if(percentage > 50) msg_format("%^s squeals in pain.", m_name);
4377 else if(percentage > 35) msg_format("%^s shrieks in pain.", m_name);
4378 else if(percentage > 20) msg_format("%^s shrieks in agony.", m_name);
4379 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4380 else msg_format("%^s cries out feebly.", m_name);
4384 else // Another type of creatures (shrug,cry,scream)
4387 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4388 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4389 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4390 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4391 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4392 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4393 else msg_format("%^sは弱々しく叫んだ。", m_name);
4395 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4396 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4397 else if(percentage > 50) msg_format("%^s cries out in pain.", m_name);
4398 else if(percentage > 35) msg_format("%^s screams in pain.", m_name);
4399 else if(percentage > 20) msg_format("%^s screams in agony.", m_name);
4400 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4401 else msg_format("%^s cries out feebly.", m_name);
4409 * @brief SMART(適格に攻撃を行う)モンスターの学習状況を更新する / Learn about an "observed" resistance.
4410 * @param m_idx 更新を行う「モンスター情報ID
4411 * @param what 学習対象ID
4414 void update_smart_learn(MONSTER_IDX m_idx, int what)
4416 monster_type *m_ptr = &m_list[m_idx];
4418 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4421 /* Not allowed to learn */
4422 if (!smart_learn) return;
4424 /* Too stupid to learn anything */
4425 if (r_ptr->flags2 & (RF2_STUPID)) return;
4427 /* Not intelligent, only learn sometimes */
4428 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
4432 /* Analyze the knowledge */
4436 if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
4437 if (IS_OPPOSE_ACID()) m_ptr->smart |= (SM_OPP_ACID);
4438 if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
4442 if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
4443 if (IS_OPPOSE_ELEC()) m_ptr->smart |= (SM_OPP_ELEC);
4444 if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
4448 if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
4449 if (IS_OPPOSE_FIRE()) m_ptr->smart |= (SM_OPP_FIRE);
4450 if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
4454 if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
4455 if (IS_OPPOSE_COLD()) m_ptr->smart |= (SM_OPP_COLD);
4456 if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
4460 if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
4461 if (IS_OPPOSE_POIS()) m_ptr->smart |= (SM_OPP_POIS);
4466 if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
4470 if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
4474 if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
4478 if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
4482 if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
4486 if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
4490 if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
4494 if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
4498 if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
4502 if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
4506 if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
4510 if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
4514 if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
4518 if (p_ptr->reflect) m_ptr-> smart |= (SM_IMM_REFLECT);
4525 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4528 * @return 配置に成功したらTRUE
4530 bool player_place(POSITION y, POSITION x)
4532 /* Paranoia XXX XXX */
4533 if (cave[y][x].m_idx != 0) return FALSE;
4535 /* Save player location */
4545 * @brief モンスターが盗みや拾いで確保していたアイテムを全てドロップさせる / Drop all items carried by a monster
4546 * @param m_ptr モンスター参照ポインタ
4549 void monster_drop_carried_objects(monster_type *m_ptr)
4551 OBJECT_IDX this_o_idx, next_o_idx = 0;
4557 /* Drop objects being carried */
4558 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4560 /* Acquire object */
4561 o_ptr = &o_list[this_o_idx];
4563 /* Acquire next object */
4564 next_o_idx = o_ptr->next_o_idx;
4566 /* Get local object */
4569 /* Copy the object */
4570 object_copy(q_ptr, o_ptr);
4572 /* Forget monster */
4573 q_ptr->held_m_idx = 0;
4575 delete_object_idx(this_o_idx);
4578 (void)drop_near(q_ptr, -1, m_ptr->fy, m_ptr->fx);
4581 /* Forget objects */
4582 m_ptr->hold_o_idx = 0;