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 "monsterrace-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 return &r_info[real_r_idx(m_ptr)];
203 MONRACE_IDX real_r_idx(monster_type *m_ptr)
205 monster_race *r_ptr = &r_info[m_ptr->r_idx];
207 /* Extract real race */
208 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
210 if (r_ptr->flags1 & RF1_UNIQUE)
211 return MON_CHAMELEON_K;
213 return MON_CHAMELEON;
223 * @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.
224 * @param i 消去するモンスターのID
227 * 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。 /
228 * When a monster is deleted, all of its objects are deleted.
230 void delete_monster_idx(MONSTER_IDX i)
233 monster_type *m_ptr = &m_list[i];
234 monster_race *r_ptr = &r_info[m_ptr->r_idx];
235 OBJECT_IDX this_o_idx, next_o_idx = 0;
240 /* Hack -- Reduce the racial counter */
241 real_r_ptr(m_ptr)->cur_num--;
243 /* Hack -- count the number of "reproducers" */
244 if (r_ptr->flags2 & (RF2_MULTIPLY)) num_repro--;
246 if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(i, 0);
247 if (MON_FAST(m_ptr)) (void)set_monster_fast(i, 0);
248 if (MON_SLOW(m_ptr)) (void)set_monster_slow(i, 0);
249 if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(i, 0);
250 if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(i, 0);
251 if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(i, 0);
252 if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(i, 0, FALSE);
254 /* Hack -- remove target monster */
255 if (i == target_who) target_who = 0;
257 /* Hack -- remove tracked monster */
258 if (i == p_ptr->health_who) health_track(0);
260 if (pet_t_m_idx == i ) pet_t_m_idx = 0;
261 if (riding_t_m_idx == i) riding_t_m_idx = 0;
262 if (p_ptr->riding == i) p_ptr->riding = 0;
264 /* Monster is gone */
265 cave[y][x].m_idx = 0;
269 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
272 o_ptr = &o_list[this_o_idx];
274 /* Acquire next object */
275 next_o_idx = o_ptr->next_o_idx;
278 * o_ptr->held_m_idx is needed in delete_object_idx()
279 * to prevent calling lite_spot()
282 delete_object_idx(this_o_idx);
286 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
289 /* Wipe the Monster */
290 (void)WIPE(m_ptr, monster_type);
298 /* Update some things */
299 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
300 p_ptr->update |= (PU_MON_LITE);
305 * @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
310 void delete_monster(POSITION y, POSITION x)
315 if (!in_bounds(y, x)) return;
320 /* Delete the monster (if any) */
321 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
326 * @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
331 static void compact_monsters_aux(IDX i1, IDX i2)
337 OBJECT_IDX this_o_idx, next_o_idx = 0;
340 if (i1 == i2) return;
351 /* Update the cave */
354 /* Repair objects being carried by monster */
355 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
358 o_ptr = &o_list[this_o_idx];
360 /* Acquire next object */
361 next_o_idx = o_ptr->next_o_idx;
363 /* Reset monster pointer */
364 o_ptr->held_m_idx = i2;
367 /* Hack -- Update the target */
368 if (target_who == i1) target_who = i2;
370 /* Hack -- Update the target */
371 if (pet_t_m_idx == i1) pet_t_m_idx = i2;
372 if (riding_t_m_idx == i1) riding_t_m_idx = i2;
374 /* Hack -- Update the riding */
375 if (p_ptr->riding == i1) p_ptr->riding = i2;
377 /* Hack -- Update the health bar */
378 if (p_ptr->health_who == i1) health_track(i2);
380 /* Hack -- Update parent index */
383 for (i = 1; i < m_max; i++)
385 monster_type *m2_ptr = &m_list[i];
387 if (m2_ptr->parent_m_idx == i1)
388 m2_ptr->parent_m_idx = i2;
393 (void)COPY(&m_list[i2], &m_list[i1], monster_type);
396 (void)WIPE(&m_list[i1], monster_type);
398 for (i = 0; i < MAX_MTIMED; i++)
400 int mproc_idx = get_mproc_idx(i1, i);
401 if (mproc_idx >= 0) mproc_list[i][mproc_idx] = i2;
407 * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
408 * @param size 圧縮後のモンスター件数目標
411 * This function can be very dangerous, use with caution!
413 * When actually "compacting" monsters, we base the saving throw
414 * on a combination of monster level, distance from player, and
415 * current "desperation".
417 * After "compacting" (if needed), we "reorder" the monsters into a more
418 * compact order, and we reset the allocation info, and the "live" array.
420 void compact_monsters(int size)
424 int cur_lev, cur_dis, chance;
426 /* Message (only if compacting) */
427 if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
430 /* Compact at least 'size' objects */
431 for (num = 0, cnt = 1; num < size; cnt++)
433 /* Get more vicious each iteration */
436 /* Get closer each iteration */
437 cur_dis = 5 * (20 - cnt);
439 /* Check all the monsters */
440 for (i = 1; i < m_max; i++)
442 monster_type *m_ptr = &m_list[i];
444 monster_race *r_ptr = &r_info[m_ptr->r_idx];
446 /* Paranoia -- skip "dead" monsters */
447 if (!m_ptr->r_idx) continue;
449 /* Hack -- High level monsters start out "immune" */
450 if (r_ptr->level > cur_lev) continue;
452 if (i == p_ptr->riding) continue;
454 /* Ignore nearby monsters */
455 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
457 /* Saving throw chance */
460 /* Only compact "Quest" Monsters in emergencies */
461 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
463 /* Try not to compact Unique Monsters */
464 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
466 /* All monsters get a saving throw */
467 if (randint0(100) < chance) continue;
469 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
471 GAME_TEXT m_name[MAX_NLEN];
472 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
473 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
476 delete_monster_idx(i);
478 /* Count the monster */
484 /* Excise dead monsters (backwards!) */
485 for (i = m_max - 1; i >= 1; i--)
487 /* Get the i'th monster */
488 monster_type *m_ptr = &m_list[i];
490 /* Skip real monsters */
491 if (m_ptr->r_idx) continue;
493 /* Move last monster into open hole */
494 compact_monsters_aux(m_max - 1, i);
496 /* Compress "m_max" */
503 * @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
506 * This is an efficient method of simulating multiple calls to the
507 * "delete_monster()" function, with no visual effects.
509 void wipe_m_list(void)
513 /* Hack -- if Banor or Lupart dies, stay another dead */
514 if (!r_info[MON_BANORLUPART].max_num)
516 if (r_info[MON_BANOR].max_num)
518 r_info[MON_BANOR].max_num = 0;
519 r_info[MON_BANOR].r_pkills++;
520 r_info[MON_BANOR].r_akills++;
521 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
523 if (r_info[MON_LUPART].max_num)
525 r_info[MON_LUPART].max_num = 0;
526 r_info[MON_LUPART].r_pkills++;
527 r_info[MON_LUPART].r_akills++;
528 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
532 /* Delete all the monsters */
533 for (i = m_max - 1; i >= 1; i--)
535 monster_type *m_ptr = &m_list[i];
537 /* Skip dead monsters */
538 if (!m_ptr->r_idx) continue;
540 /* Monster is gone */
541 cave[m_ptr->fy][m_ptr->fx].m_idx = 0;
543 /* Wipe the Monster */
544 (void)WIPE(m_ptr, monster_type);
549 * Wiping racial counters of all monsters and incrementing of racial
550 * counters of monsters in party_mon[] are required to prevent multiple
551 * generation of unique monster who is the minion of player.
554 /* Hack -- Wipe the racial counter of all monster races */
555 for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
563 /* Reset "mproc_max[]" */
564 for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0;
566 /* Hack -- reset "reproducer" count */
569 /* Hack -- no more target */
574 /* Hack -- no more tracking */
580 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
581 * @return 利用可能なモンスター配列の添字
583 * This routine should almost never fail, but it *can* happen.
585 MONSTER_IDX m_pop(void)
589 /* Normal allocation */
590 if (m_max < max_m_idx)
592 /* Access the next hole */
595 /* Expand the array */
601 /* Return the index */
605 /* Recycle dead monsters */
606 for (i = 1; i < m_max; i++)
610 /* Acquire monster */
613 /* Skip live monsters */
614 if (m_ptr->r_idx) continue;
619 /* Use this monster */
623 /* Warn the player (except during dungeon creation) */
624 if (character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
626 /* Try not to crash */
634 * @var summon_specific_type
635 * @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"
636 * @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
638 static int summon_specific_type = 0;
642 * @var summon_specific_who
643 * @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
644 * @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
646 static int summon_specific_who = -1;
649 * @var summon_unique_okay
650 * @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
651 * @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
653 static bool summon_unique_okay = FALSE;
656 * @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
657 * @return 召喚条件が一致するならtrue
660 static bool summon_specific_aux(MONRACE_IDX r_idx)
662 monster_race *r_ptr = &r_info[r_idx];
665 /* Check our requirements */
666 switch (summon_specific_type)
670 okay = (r_ptr->d_char == 'a');
676 okay = (r_ptr->d_char == 'S');
682 okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
688 okay = (r_ptr->d_char == 'M');
694 okay = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
700 okay = (r_ptr->flags3 & RF3_DEMON);
706 okay = (r_ptr->flags3 & RF3_UNDEAD);
712 okay = (r_ptr->flags3 & RF3_DRAGON);
716 case SUMMON_HI_UNDEAD:
718 okay = ((r_ptr->d_char == 'L') ||
719 (r_ptr->d_char == 'V') ||
720 (r_ptr->d_char == 'W'));
724 case SUMMON_HI_DRAGON:
726 okay = (r_ptr->d_char == 'D');
730 case SUMMON_HI_DEMON:
732 okay = (((r_ptr->d_char == 'U') ||
733 (r_ptr->d_char == 'H') ||
734 (r_ptr->d_char == 'B')) &&
735 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
739 case SUMMON_AMBERITES:
741 okay = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
747 okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
753 okay = (r_ptr->d_char == 'm');
758 okay = (r_ptr->d_char == 'b');
761 case SUMMON_QUYLTHULG:
763 okay = (r_ptr->d_char == 'Q');
767 case SUMMON_COIN_MIMIC:
769 okay = (r_ptr->d_char == '$');
775 okay = ((r_ptr->d_char == '!') ||
776 (r_ptr->d_char == '?') ||
777 (r_ptr->d_char == '=') ||
778 (r_ptr->d_char == '$') ||
779 (r_ptr->d_char == '|'));
785 okay = (r_ptr->d_char == 'g');
791 okay = ((r_ptr->d_char == 'U') &&
792 (r_ptr->flags4 & RF4_ROCKET));
798 okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
804 okay = (r_idx == MON_DAWN);
810 okay = (r_ptr->flags3 & (RF3_ANIMAL));
814 case SUMMON_ANIMAL_RANGER:
816 okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
817 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
818 !(r_ptr->flags3 & (RF3_DRAGON)) &&
819 !(r_ptr->flags3 & (RF3_EVIL)) &&
820 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
821 !(r_ptr->flags3 & (RF3_DEMON)) &&
822 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
823 !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
827 case SUMMON_HI_DRAGON_LIVING:
829 okay = ((r_ptr->d_char == 'D') && monster_living(r_idx));
835 okay = monster_living(r_idx);
841 okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
845 case SUMMON_BLUE_HORROR:
847 okay = (r_idx == MON_BLUE_HORROR);
851 case SUMMON_ELEMENTAL:
853 okay = (r_ptr->d_char == 'E');
859 okay = (r_ptr->d_char == 'v');
865 okay = (r_ptr->d_char == 'H');
871 okay = (r_ptr->d_char == 'B');
875 case SUMMON_KAMIKAZE:
878 for (i = 0; i < 4; i++)
879 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
883 case SUMMON_KAMIKAZE_LIVING:
887 for (i = 0; i < 4; i++)
888 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
889 okay = (okay && monster_living(r_idx));
895 okay = (r_idx == MON_MANES);
901 okay = (r_idx == MON_LOUSE);
905 case SUMMON_GUARDIANS:
907 okay = (r_ptr->flags7 & RF7_GUARDIAN);
913 okay = ((r_idx == MON_NOV_PALADIN) ||
914 (r_idx == MON_NOV_PALADIN_G) ||
915 (r_idx == MON_PALADIN) ||
916 (r_idx == MON_W_KNIGHT) ||
917 (r_idx == MON_ULTRA_PALADIN) ||
918 (r_idx == MON_KNI_TEMPLAR));
924 okay = (r_ptr->d_char == 'B' &&
925 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
926 (r_ptr->flags8 & RF8_WILD_ONLY));
930 case SUMMON_PIRANHAS:
932 okay = (r_idx == MON_PIRANHA);
936 case SUMMON_ARMAGE_GOOD:
938 okay = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
942 case SUMMON_ARMAGE_EVIL:
944 okay = ((r_ptr->flags3 & RF3_DEMON) ||
945 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
949 /* Since okay is int, "return (okay);" is not correct. */
950 return (bool)(okay ? TRUE : FALSE);
954 * @var chameleon_change_m_idx
955 * @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
956 * @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
958 static int chameleon_change_m_idx = 0;
962 * @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.
963 * @param r_idx チェックするモンスター種族ID
964 * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
966 static bool restrict_monster_to_dungeon(MONRACE_IDX r_idx)
968 dungeon_info_type *d_ptr = &d_info[dungeon_type];
969 monster_race *r_ptr = &r_info[r_idx];
972 if (d_ptr->flags1 & DF1_CHAMELEON)
974 if (chameleon_change_m_idx) return TRUE;
976 if (d_ptr->flags1 & DF1_NO_MAGIC)
978 if (r_idx != MON_CHAMELEON &&
980 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
981 !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
982 !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
985 if (d_ptr->flags1 & DF1_NO_MELEE)
987 if (r_idx == MON_CHAMELEON) return TRUE;
988 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
989 !(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)) &&
990 !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
993 if (d_ptr->flags1 & DF1_BEGINNER)
995 if (r_ptr->level > dun_level)
999 if (d_ptr->special_div >= 64) return TRUE;
1000 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
1002 switch (d_ptr->mode)
1004 case DUNGEON_MODE_AND:
1007 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1012 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1017 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1022 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1025 if (d_ptr->m_a_ability_flags1)
1027 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1030 if (d_ptr->m_a_ability_flags2)
1032 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1037 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1042 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1047 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1052 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1055 for (a = 0; a < 5; a++)
1056 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
1060 case DUNGEON_MODE_NAND:
1063 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1068 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1073 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1078 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1081 if (d_ptr->m_a_ability_flags1)
1083 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1086 if (d_ptr->m_a_ability_flags2)
1088 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1093 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1098 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1103 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1108 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1111 for (a = 0; a < 5; a++)
1112 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
1116 case DUNGEON_MODE_OR:
1117 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
1118 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
1119 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
1120 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
1121 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE;
1122 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE;
1123 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
1124 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
1125 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
1126 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
1127 for (a = 0; a < 5; a++)
1128 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
1132 case DUNGEON_MODE_NOR:
1133 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
1134 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
1135 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
1136 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
1137 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE;
1138 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE;
1139 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
1140 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
1141 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
1142 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
1143 for (a = 0; a < 5; a++)
1144 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
1153 * @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"
1154 * @param monster_hook 制限関数1
1155 * @param monster_hook2 制限関数2
1158 errr get_mon_num_prep(monsterrace_hook_type monster_hook,
1159 monsterrace_hook_type monster_hook2)
1163 /* Todo: Check the hooks for non-changes */
1165 /* Set the new hooks */
1166 get_mon_num_hook = monster_hook;
1167 get_mon_num2_hook = monster_hook2;
1169 /* Scan the allocation table */
1170 for (i = 0; i < alloc_race_size; i++)
1172 monster_race *r_ptr;
1175 alloc_entry *entry = &alloc_race_table[i];
1178 r_ptr = &r_info[entry->index];
1180 /* Skip monsters which don't pass the restriction */
1181 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
1182 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
1185 if (!p_ptr->inside_battle && !chameleon_change_m_idx &&
1186 summon_specific_type != SUMMON_GUARDIANS)
1188 /* Hack -- don't create questors */
1189 if (r_ptr->flags1 & RF1_QUESTOR)
1192 if (r_ptr->flags7 & RF7_GUARDIAN)
1195 /* Depth Monsters never appear out of depth */
1196 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
1197 (r_ptr->level > dun_level))
1201 /* Accept this monster */
1202 entry->prob2 = entry->prob1;
1204 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)
1206 int hoge = entry->prob2 * d_info[dungeon_type].special_div;
1207 entry->prob2 = hoge / 64;
1208 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
1218 * @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
1220 * @return 選択されたモンスター生成種族
1222 * Choose a monster race that seems "appropriate" to the given level
1224 * This function uses the "prob2" field of the "monster allocation table",
1225 * and various local information, to calculate the "prob3" field of the
1226 * same table, which is then used to choose an "appropriate" monster, in
1227 * a relatively efficient manner.
1229 * Note that "town" monsters will *only* be created in the town, and
1230 * "normal" monsters will *never* be created in the town, unless the
1231 * "level" is "modified", for example, by polymorph or summoning.
1233 * There is a small chance (1/50) of "boosting" the given depth by
1234 * a small amount (up to four levels), except in the town.
1236 * It is (slightly) more likely to acquire a monster of the given level
1237 * than one of a lower level. This is done by choosing several monsters
1238 * appropriate to the given level and keeping the "hardest" one.
1240 * Note that if no monsters are "appropriate", then this function will
1241 * fail, and return zero, but this should *almost* never happen.
1243 MONRACE_IDX get_mon_num(DEPTH level)
1248 monster_race *r_ptr;
1249 alloc_entry *table = alloc_race_table;
1251 int pls_kakuritu, pls_level;
1252 int delay = mysqrt(level * 10000L) + 400L;
1254 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
1255 pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10)) ;
1257 if (d_info[dungeon_type].flags1 & DF1_MAZE)
1259 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
1260 if (pls_kakuritu < 2) pls_kakuritu = 2;
1265 /* Boost the level */
1266 if (!p_ptr->inside_battle && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1268 /* Nightmare mode allows more out-of depth monsters */
1269 if (ironman_nightmare && !randint0(pls_kakuritu))
1271 /* What a bizarre calculation */
1272 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1276 /* Occasional "nasty" monster */
1277 if (!randint0(pls_kakuritu))
1279 /* Pick a level bonus */
1285 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1286 if (level < 0) level = 0;
1291 /* Process probabilities */
1292 for (i = 0; i < alloc_race_size; i++)
1294 /* Monsters are sorted by depth */
1295 if (table[i].level > level) break;
1300 /* Access the "r_idx" of the chosen monster */
1301 r_idx = table[i].index;
1303 /* Access the actual race */
1304 r_ptr = &r_info[r_idx];
1306 if (!p_ptr->inside_battle && !chameleon_change_m_idx)
1308 /* Hack -- "unique" monsters must be "unique" */
1309 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1310 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1311 (r_ptr->cur_num >= r_ptr->max_num))
1316 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1317 (r_ptr->cur_num >= 1))
1322 if (r_idx == MON_BANORLUPART)
1324 if (r_info[MON_BANOR].cur_num > 0) continue;
1325 if (r_info[MON_LUPART].cur_num > 0) continue;
1330 table[i].prob3 = table[i].prob2;
1333 total += table[i].prob3;
1336 /* No legal monsters */
1337 if (total <= 0) return (0);
1339 /* Pick a monster */
1340 value = randint0(total);
1342 /* Find the monster */
1343 for (i = 0; i < alloc_race_size; i++)
1345 /* Found the entry */
1346 if (value < table[i].prob3) break;
1349 value = value - table[i].prob3;
1355 /* Try for a "harder" monster once (50%) or twice (10%) */
1361 /* Pick a monster */
1362 value = randint0(total);
1364 /* Find the monster */
1365 for (i = 0; i < alloc_race_size; i++)
1367 /* Found the entry */
1368 if (value < table[i].prob3) break;
1371 value = value - table[i].prob3;
1374 /* Keep the "best" one */
1375 if (table[i].level < table[j].level) i = j;
1378 /* Try for a "harder" monster twice (10%) */
1384 /* Pick a monster */
1385 value = randint0(total);
1387 /* Find the monster */
1388 for (i = 0; i < alloc_race_size; i++)
1390 /* Found the entry */
1391 if (value < table[i].prob3) break;
1394 value = value - table[i].prob3;
1397 /* Keep the "best" one */
1398 if (table[i].level < table[j].level) i = j;
1400 return (table[i].index);
1405 * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
1406 * @param desc 記述出力先の文字列参照ポインタ
1407 * @param m_ptr モンスターの参照ポインタ
1408 * @param mode 呼称オプション
1411 * We can correctly describe monsters based on their visibility.
1412 * We can force all monsters to be treated as visible or invisible.
1413 * We can build nominatives, objectives, possessives, or reflexives.
1414 * We can selectively pronominalize hidden, visible, or all monsters.
1415 * We can use definite or indefinite descriptions for hidden monsters.
1416 * We can use definite or indefinite descriptions for visible monsters.
1418 * Pronominalization involves the gender whenever possible and allowed,
1419 * so that by cleverly requesting pronominalization / visibility, you
1420 * can get messages like "You hit someone. She screams in agony!".
1422 * Reflexives are acquired by requesting Objective plus Possessive.
1424 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1425 * unless the "Assume Visible" mode is requested.
1427 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1428 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1429 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1430 * in which case you may be in trouble... :-)
1432 * I am assuming that no monster name is more than 70 characters long,
1433 * so that "char desc[80];" is sufficiently large for any result.
1436 * MD_OBJECTIVE --> Objective (or Reflexive)
1437 * MD_POSSESSIVE --> Possessive (or Reflexive)
1438 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1439 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1440 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1441 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1442 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1443 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1444 * MD_TRUE_NAME --> Chameleon's true name
1445 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1448 * 0x00 --> Full nominative name ("the kobold") or "it"
1449 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1450 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1451 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1452 * MD_PRON_VISIBLE | MD_POSSESSIVE
1453 * --> Possessive, genderized if visable ("his") or "its"
1454 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1455 * --> Reflexive, genderized if visable ("himself") or "itself"
1457 void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
1460 monster_race *r_ptr;
1464 GAME_TEXT silly_name[1024];
1468 r_ptr = &r_info[m_ptr->ap_r_idx];
1470 /* Mode of MD_TRUE_NAME will reveal Chameleon's true name */
1471 if (mode & MD_TRUE_NAME) name = (r_name + real_r_ptr(m_ptr)->name);
1472 else name = (r_name + r_ptr->name);
1474 /* Are we hallucinating? (Idea from Nethack...) */
1475 if (p_ptr->image && !(mode & MD_IGNORE_HALLU))
1479 if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
1485 monster_race *hallu_race;
1489 hallu_race = &r_info[randint1(max_r_idx - 1)];
1491 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1493 strcpy(silly_name, (r_name + hallu_race->name));
1496 /* Better not strcpy it, or we could corrupt r_info... */
1500 /* Can we "see" it (exists + forced, or visible + not unforced) */
1501 seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1503 /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
1504 pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1507 /* First, try using pronouns, or describing hidden monsters */
1510 /* an encoding of the monster "sex" */
1513 /* Extract the gender (if applicable) */
1514 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1515 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1517 /* Ignore the gender (if desired) */
1518 if (!m_ptr || !pron) kind = 0x00;
1521 /* Assume simple result */
1522 res = _("何か", "it");
1524 /* Brute force: split on the possibilities */
1525 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1527 /* Neuter, or unknown */
1529 case 0x00: res = "何か"; break;
1530 case 0x00 + (MD_OBJECTIVE): res = "何か"; break;
1531 case 0x00 + (MD_POSSESSIVE): res = "何かの"; break;
1532 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "何か自身"; break;
1533 case 0x00 + (MD_INDEF_HIDDEN): res = "何か"; break;
1534 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "何か"; break;
1535 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "何か"; break;
1536 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "それ自身"; break;
1538 case 0x00: res = "it"; break;
1539 case 0x00 + (MD_OBJECTIVE): res = "it"; break;
1540 case 0x00 + (MD_POSSESSIVE): res = "its"; break;
1541 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1542 case 0x00 + (MD_INDEF_HIDDEN): res = "something"; break;
1543 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "something"; break;
1544 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "something's"; break;
1545 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1549 /* Male (assume human if vague) */
1551 case 0x10: res = "彼"; break;
1552 case 0x10 + (MD_OBJECTIVE): res = "彼"; break;
1553 case 0x10 + (MD_POSSESSIVE): res = "彼の"; break;
1554 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1555 case 0x10 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1556 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1557 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1558 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1560 case 0x10: res = "he"; break;
1561 case 0x10 + (MD_OBJECTIVE): res = "him"; break;
1562 case 0x10 + (MD_POSSESSIVE): res = "his"; break;
1563 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1564 case 0x10 + (MD_INDEF_HIDDEN): res = "someone"; break;
1565 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1566 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1567 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1571 /* Female (assume human if vague) */
1573 case 0x20: res = "彼女"; break;
1574 case 0x20 + (MD_OBJECTIVE): res = "彼女"; break;
1575 case 0x20 + (MD_POSSESSIVE): res = "彼女の"; break;
1576 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1577 case 0x20 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1578 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1579 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1580 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1582 case 0x20: res = "she"; break;
1583 case 0x20 + (MD_OBJECTIVE): res = "her"; break;
1584 case 0x20 + (MD_POSSESSIVE): res = "her"; break;
1585 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1586 case 0x20 + (MD_INDEF_HIDDEN): res = "someone"; break;
1587 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1588 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1589 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1593 /* Copy the result */
1594 (void)strcpy(desc, res);
1598 /* Handle visible monsters, "reflexive" request */
1599 else if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1601 /* The monster is visible, so use its gender */
1603 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "彼女自身");
1604 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "彼自身");
1605 else strcpy(desc, "それ自身");
1607 if (r_ptr->flags1 & RF1_FEMALE) strcpy(desc, "herself");
1608 else if (r_ptr->flags1 & RF1_MALE) strcpy(desc, "himself");
1609 else strcpy(desc, "itself");
1614 /* Handle all other visible monster requests */
1618 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1624 while(strncmp(t, "』", 2) && *t) t++;
1628 (void)sprintf(desc, "%s?』", buf);
1631 (void)sprintf(desc, "%s?", name);
1633 (void)sprintf(desc, "%s?", name);
1638 /* It could be a Unique */
1639 if ((r_ptr->flags1 & RF1_UNIQUE) && !(p_ptr->image && !(mode & MD_IGNORE_HALLU)))
1641 /* Start with the name (thus nominative and objective) */
1642 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1648 while (strncmp(t, "』", 2) && *t) t++;
1652 (void)sprintf(desc, "%s?』", buf);
1655 (void)sprintf(desc, "%s?", name);
1657 (void)sprintf(desc, "%s?", name);
1661 /* Inside monster arena, and it is not your mount */
1662 else if (p_ptr->inside_battle &&
1663 !(p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr)))
1665 /* It is a fake unique monster */
1666 (void)sprintf(desc, _("%sもどき", "fake %s"), name);
1671 (void)strcpy(desc, name);
1675 /* It could be an indefinite monster */
1676 else if (mode & MD_INDEF_VISIBLE)
1678 /* XXX Check plurality for "some" */
1680 /* Indefinite monsters need an indefinite article */
1682 (void)strcpy(desc, "");
1684 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1687 (void)strcat(desc, name);
1690 /* It could be a normal, definite, monster */
1693 /* Definite monsters need a definite article */
1695 (void)strcpy(desc, _("あなたの", "your "));
1697 (void)strcpy(desc, _("", "the "));
1699 (void)strcat(desc, name);
1702 if (m_ptr->nickname)
1704 sprintf(buf,_("「%s」", " called %s"),quark_str(m_ptr->nickname));
1708 if (p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr))
1710 strcat(desc,_("(乗馬中)", "(riding)"));
1713 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1715 if (r_ptr->flags1 & RF1_UNIQUE)
1717 strcat(desc,_("(カメレオンの王)", "(Chameleon Lord)"));
1721 strcat(desc,_("(カメレオン)", "(Chameleon)"));
1725 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1727 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1730 /* Handle the Possessive as a special afterthought */
1731 if (mode & MD_POSSESSIVE)
1733 /* XXX Check for trailing "s" */
1735 /* Simply append "apostrophe" and "s" */
1736 (void)strcat(desc, _("の", "'s"));
1744 * @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)
1745 * @param r_idx 補完されるモンスター種族ID
1746 * @return 明らかになった情報の度数
1748 * Return the number of new flags learnt. -Mogami-
1750 int lore_do_probe(MONRACE_IDX r_idx)
1752 monster_race *r_ptr = &r_info[r_idx];
1756 /* Maximal info about awareness */
1757 if (r_ptr->r_wake != MAX_UCHAR) n++;
1758 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1759 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1761 /* Observe "maximal" attacks */
1762 for (i = 0; i < 4; i++)
1764 /* Examine "actual" blows */
1765 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1767 /* Maximal observations */
1768 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1769 r_ptr->r_blows[i] = MAX_UCHAR;
1775 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1776 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1777 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1778 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1779 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1780 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1782 /* Only "valid" drops */
1783 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1785 if (r_ptr->r_drop_item != tmp_byte) n++;
1786 r_ptr->r_drop_item = tmp_byte;
1788 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1790 if (r_ptr->r_drop_gold != tmp_byte) n++;
1791 r_ptr->r_drop_gold = tmp_byte;
1794 /* Observe many spells */
1795 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1796 r_ptr->r_cast_spell = MAX_UCHAR;
1798 /* Count unknown flags */
1799 for (i = 0; i < 32; i++)
1801 if (!(r_ptr->r_flags1 & (1L << i)) &&
1802 (r_ptr->flags1 & (1L << i))) n++;
1803 if (!(r_ptr->r_flags2 & (1L << i)) &&
1804 (r_ptr->flags2 & (1L << i))) n++;
1805 if (!(r_ptr->r_flags3 & (1L << i)) &&
1806 (r_ptr->flags3 & (1L << i))) n++;
1807 if (!(r_ptr->r_flags4 & (1L << i)) &&
1808 (r_ptr->flags4 & (1L << i))) n++;
1809 if (!(r_ptr->r_flags5 & (1L << i)) &&
1810 (r_ptr->a_ability_flags1 & (1L << i))) n++;
1811 if (!(r_ptr->r_flags6 & (1L << i)) &&
1812 (r_ptr->a_ability_flags2 & (1L << i))) n++;
1813 if (!(r_ptr->r_flagsr & (1L << i)) &&
1814 (r_ptr->flagsr & (1L << i))) n++;
1816 /* r_flags7 is actually unused */
1818 if (!(r_ptr->r_flags7 & (1L << i)) &&
1819 (r_ptr->flags7 & (1L << i))) n++;
1823 /* Know all the flags */
1824 r_ptr->r_flags1 = r_ptr->flags1;
1825 r_ptr->r_flags2 = r_ptr->flags2;
1826 r_ptr->r_flags3 = r_ptr->flags3;
1827 r_ptr->r_flags4 = r_ptr->flags4;
1828 r_ptr->r_flags5 = r_ptr->a_ability_flags1;
1829 r_ptr->r_flags6 = r_ptr->a_ability_flags2;
1830 r_ptr->r_flagsr = r_ptr->flagsr;
1832 /* r_flags7 is actually unused */
1833 /* r_ptr->r_flags7 = r_ptr->flags7; */
1835 /* Know about evolution */
1836 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1837 r_ptr->r_xtra1 |= MR1_SINKA;
1839 /* Update monster recall window */
1840 if (p_ptr->monster_race_idx == r_idx)
1842 p_ptr->window |= (PW_MONSTER);
1845 /* Return the number of new flags learnt */
1851 * @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
1852 * @param m_idx モンスター情報のID
1853 * @param num_item 手に入れたアイテム数
1854 * @param num_gold 手に入れた財宝の単位数
1857 * Note that learning the "GOOD"/"GREAT" flags gives information
1858 * about the treasure (even when the monster is killed for the first
1859 * time, such as uniques, and the treasure has not been examined yet).
1861 * This "indirect" method is used to prevent the player from learning
1862 * exactly how much treasure a monster can drop from observing only
1863 * a single example of a drop. This method actually observes how much
1864 * gold and items are dropped, and remembers that information to be
1865 * described later by the monster recall code.
1867 void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
1869 monster_type *m_ptr = &m_list[m_idx];
1871 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1873 /* If the monster doesn't have original appearance, don't note */
1874 if (!is_original_ap(m_ptr)) return;
1876 /* Note the number of things dropped */
1877 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1878 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1880 /* Hack -- memorize the good/great flags */
1881 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1882 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1884 /* Update monster recall window */
1885 if (p_ptr->monster_race_idx == m_ptr->r_idx)
1887 p_ptr->window |= (PW_MONSTER);
1893 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
1894 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
1895 * @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
1898 void sanity_blast(monster_type *m_ptr, bool necro)
1902 if (p_ptr->inside_battle || !character_dungeon) return;
1904 if (!necro && m_ptr)
1906 GAME_TEXT m_name[MAX_NLEN];
1907 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1909 power = r_ptr->level / 2;
1911 monster_desc(m_name, m_ptr, 0);
1913 if (!(r_ptr->flags1 & RF1_UNIQUE))
1915 if (r_ptr->flags1 & RF1_FRIENDS)
1920 if (!is_loading_now)
1921 return; /* No effect yet, just loaded... */
1924 return; /* Cannot see it for some reason */
1926 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
1930 return; /* Pet eldritch horrors are safe most of the time */
1932 if (randint1(100) > power) return;
1934 if (saving_throw(p_ptr->skill_sav - power))
1936 return; /* Save, no adverse effects */
1941 /* Something silly happens... */
1943 msg_format("%s%sの顔を見てしまった!",
1944 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
1946 msg_format("You behold the %s visage of %s!",
1947 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
1952 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
1953 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
1956 return; /* Never mind; we can't see it clearly enough */
1959 /* Something frightening happens... */
1961 msg_format("%s%sの顔を見てしまった!",
1962 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
1964 msg_format("You behold the %s visage of %s!",
1965 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
1968 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
1970 /* Demon characters are unaffected */
1971 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
1972 if (p_ptr->wizard) return;
1974 /* Undead characters are 50% likely to be unaffected */
1975 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
1976 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
1977 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
1979 if (saving_throw(25 + p_ptr->lev)) return;
1984 monster_race *r_ptr;
1985 GAME_TEXT m_name[MAX_NLEN];
1988 get_mon_num_prep(get_nightmare, NULL);
1990 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
1991 power = r_ptr->level + 10;
1992 desc = r_name + r_ptr->name;
1994 get_mon_num_prep(NULL, NULL);
1997 if (!(r_ptr->flags1 & RF1_UNIQUE))
1998 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2001 sprintf(m_name, "%s", desc);
2003 if (!(r_ptr->flags1 & RF1_UNIQUE))
2005 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2009 if (saving_throw(p_ptr->skill_sav * 100 / power))
2011 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
2018 /* Something silly happens... */
2019 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2020 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2024 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2025 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2028 /* Never mind; we can't see it clearly enough */
2032 /* Something frightening happens... */
2033 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2034 horror_desc[randint0(MAX_SAN_HORROR)], desc);
2036 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2038 if (!p_ptr->mimic_form)
2040 switch (p_ptr->prace)
2042 /* Demons may make a saving throw */
2045 if (saving_throw(20 + p_ptr->lev)) return;
2047 /* Undead may make a saving throw */
2052 if (saving_throw(10 + p_ptr->lev)) return;
2058 /* Demons may make a saving throw */
2059 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2061 if (saving_throw(20 + p_ptr->lev)) return;
2063 /* Undead may make a saving throw */
2064 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2066 if (saving_throw(10 + p_ptr->lev)) return;
2072 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!"));
2075 if (saving_throw(p_ptr->skill_sav - power))
2081 (void)do_dec_stat(A_INT);
2082 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
2085 (void)do_dec_stat(A_WIS);
2086 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
2088 switch (randint1(21))
2091 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
2093 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2095 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!"));
2099 msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
2102 if (p_ptr->muta3 & MUT3_HYPER_INT)
2104 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."));
2105 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2107 p_ptr->muta3 |= MUT3_MORONIC;
2113 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2115 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
2117 /* Duh, the following should never happen, but anyway... */
2118 if (p_ptr->muta3 & MUT3_FEARLESS)
2120 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."));
2121 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2124 p_ptr->muta2 |= MUT2_COWARDICE;
2130 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2132 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!"));
2133 p_ptr->muta2 |= MUT2_HALLU;
2139 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2141 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!"));
2142 p_ptr->muta2 |= MUT2_BERS_RAGE;
2152 if (!p_ptr->resist_conf)
2154 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2156 if (!p_ptr->free_act)
2158 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2160 if (!p_ptr->resist_chaos)
2162 (void)set_image(p_ptr->image + randint0(250) + 150);
2171 if (lose_all_info())
2172 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!"));
2176 p_ptr->update |= PU_BONUS;
2181 * @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
2182 * @param m_idx 更新するモンスター情報のID
2183 * @param full プレイヤーとの距離更新を行うならばtrue
2186 * This involves extracting the distance to the player (if requested),
2187 * and then checking for visibility (natural, infravision, see-invis,
2188 * telepathy), updating the monster visibility flag, redrawing (or
2189 * erasing) the monster when its visibility changes, and taking note
2190 * of any interesting monster flags (cold-blooded, invisible, etc).
2192 * Note the new "mflag" field which encodes several monster state flags,
2193 * including "view" for when the monster is currently in line of sight,
2194 * and "mark" for when the monster is currently visible via detection.
2196 * The only monster fields that are changed here are "cdis" (the
2197 * distance from the player), "ml" (visible to the player), and
2198 * "mflag" (to maintain the "MFLAG_VIEW" flag).
2200 * Note the special "update_monsters()" function which can be used to
2201 * call this function once for every monster.
2203 * Note the "full" flag which requests that the "cdis" field be updated,
2204 * this is only needed when the monster (or the player) has moved.
2206 * Every time a monster moves, we must call this function for that
2207 * monster, and update the distance, and the visibility. Every time
2208 * the player moves, we must call this function for every monster, and
2209 * update the distance, and the visibility. Whenever the player "state"
2210 * changes in certain ways ("blindness", "infravision", "telepathy",
2211 * and "see invisible"), we must call this function for every monster,
2212 * and update the visibility.
2214 * Routines that change the "illumination" of a grid must also call this
2215 * function for any monster in that grid, since the "visibility" of some
2216 * monsters may be based on the illumination of their grid.
2218 * Note that this function is called once per monster every time the
2219 * player moves. When the player is running, this function is one
2220 * of the primary bottlenecks, along with "update_view()" and the
2221 * "process_monsters()" code, so efficiency is important.
2223 * Note the optimized "inline" version of the "distance()" function.
2225 * A monster is "visible" to the player if (1) it has been detected
2226 * by the player, (2) it is close to the player and the player has
2227 * telepathy, or (3) it is close to the player, and in line of sight
2228 * of the player, and it is "illuminated" by some combination of
2229 * infravision, torch light, or permanent light (invisible monsters
2230 * are only affected by "light" if the player can see invisible).
2232 * Monsters which are not on the current panel may be "visible" to
2233 * the player, and their descriptions will include an "offscreen"
2234 * reference. Currently, offscreen monsters cannot be targetted
2235 * or viewed directly, but old targets will remain set. XXX XXX
2237 * The player can choose to be disturbed by several things, including
2238 * "disturb_move" (monster which is viewable moves in some way), and
2239 * "disturb_near" (monster which is "easily" viewable moves in some
2240 * way). Note that "moves" includes "appears" and "disappears".
2242 void update_monster(MONSTER_IDX m_idx, bool full)
2244 monster_type *m_ptr = &m_list[m_idx];
2246 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2248 bool do_disturb = disturb_move;
2252 /* Current location */
2259 /* Seen by vision */
2262 /* Non-Ninja player in the darkness */
2263 bool in_darkness = (d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto;
2268 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2270 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)
2274 /* Compute distance */
2277 /* Distance components */
2278 int dy = (p_ptr->y > fy) ? (p_ptr->y - fy) : (fy - p_ptr->y);
2279 int dx = (p_ptr->x > fx) ? (p_ptr->x - fx) : (fx - p_ptr->x);
2281 /* Approximate distance */
2282 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2284 /* Restrict distance */
2285 if (d > 255) d = 255;
2289 /* Save the distance */
2293 /* Extract distance */
2296 /* Extract the distance */
2302 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
2306 if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
2308 if (!in_darkness || (d <= MAX_SIGHT / 4))
2310 if (p_ptr->special_defense & KATA_MUSOU)
2315 if (is_original_ap(m_ptr) && !p_ptr->image)
2317 /* Hack -- Memorize mental flags */
2318 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2319 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2323 /* Basic telepathy */
2324 /* Snipers get telepathy when they concentrate deeper */
2325 else if (p_ptr->telepathy)
2327 /* Empty mind, no telepathy */
2328 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
2330 /* Memorize flags */
2331 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
2334 /* Weird mind, occasional telepathy */
2335 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
2337 /* One in ten individuals are detectable */
2338 if ((m_idx % 10) == 5)
2343 if (is_original_ap(m_ptr) && !p_ptr->image)
2345 /* Memorize flags */
2346 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
2348 /* Hack -- Memorize mental flags */
2349 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2350 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2355 /* Normal mind, allow telepathy */
2361 if (is_original_ap(m_ptr) && !p_ptr->image)
2363 /* Hack -- Memorize mental flags */
2364 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2365 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2370 /* Magical sensing */
2371 if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
2374 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
2377 /* Magical sensing */
2378 if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
2381 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
2384 /* Magical sensing */
2385 if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
2388 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
2391 /* Magical sensing */
2392 if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
2395 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
2398 /* Magical sensing */
2399 if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
2402 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
2405 /* Magical sensing */
2406 if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
2409 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
2412 /* Magical sensing */
2413 if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
2416 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
2419 /* Magical sensing */
2420 if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
2423 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
2426 /* Magical sensing */
2427 if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
2430 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
2433 /* Magical sensing */
2434 if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
2437 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
2440 /* Magical sensing */
2441 if ((p_ptr->esp_nonliving) &&
2442 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
2445 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
2448 /* Magical sensing */
2449 if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
2452 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
2456 /* Normal line of sight, and not blind */
2457 if (player_has_los_bold(fy, fx) && !p_ptr->blind)
2459 bool do_invisible = FALSE;
2460 bool do_cold_blood = FALSE;
2462 /* Snipers can see targets in darkness when they concentrate deeper */
2463 if (p_ptr->concent >= CONCENT_RADAR_THRESHOLD)
2469 /* Use "infravision" */
2470 if (d <= p_ptr->see_infra)
2472 /* Handle "cold blooded" monsters */
2473 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
2475 do_cold_blood = TRUE;
2478 /* Handle "warm blooded" monsters */
2486 /* Use "illumination" */
2487 if (player_can_see_bold(fy, fx))
2489 /* Handle "invisible" monsters */
2490 if (r_ptr->flags2 & (RF2_INVISIBLE))
2492 do_invisible = TRUE;
2502 /* Handle "normal" monsters */
2513 if (is_original_ap(m_ptr) && !p_ptr->image)
2515 /* Memorize flags */
2516 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
2517 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
2524 /* The monster is now visible */
2527 /* It was previously unseen */
2530 /* Mark as visible */
2533 /* Draw the monster */
2536 /* Update health bar as needed */
2537 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2538 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2540 /* Hack -- Count "fresh" sightings */
2543 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
2544 r_info[MON_KAGE].r_sights++;
2545 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
2549 /* Eldritch Horror */
2550 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
2552 sanity_blast(m_ptr, FALSE);
2555 /* Disturb on appearance */
2556 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)))
2558 if (disturb_pets || is_hostile(m_ptr))
2559 disturb(TRUE, TRUE);
2564 /* The monster is not visible */
2567 /* It was previously seen */
2570 /* Mark as not visible */
2573 /* Erase the monster */
2576 /* Update health bar as needed */
2577 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2578 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2580 /* Disturb on disappearance */
2583 if (disturb_pets || is_hostile(m_ptr))
2584 disturb(TRUE, TRUE);
2590 /* The monster is now easily visible */
2594 if (!(m_ptr->mflag & (MFLAG_VIEW)))
2596 /* Mark as easily visible */
2597 m_ptr->mflag |= (MFLAG_VIEW);
2599 /* Disturb on appearance */
2602 if (disturb_pets || is_hostile(m_ptr))
2603 disturb(TRUE, TRUE);
2608 /* The monster is not easily visible */
2612 if (m_ptr->mflag & (MFLAG_VIEW))
2614 /* Mark as not easily visible */
2615 m_ptr->mflag &= ~(MFLAG_VIEW);
2617 /* Disturb on disappearance */
2620 if (disturb_pets || is_hostile(m_ptr))
2621 disturb(TRUE, TRUE);
2629 * @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).
2630 * @param full 距離更新を行うならtrue
2633 void update_monsters(bool full)
2637 /* Update each (live) monster */
2638 for (i = 1; i < m_max; i++)
2640 monster_type *m_ptr = &m_list[i];
2642 /* Skip dead monsters */
2643 if (!m_ptr->r_idx) continue;
2644 update_monster(i, full);
2650 * @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
2651 * @param r_idx モンスター種族ID
2652 * @return 対象にできるならtrueを返す
2654 static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
2656 monster_race *r_ptr = &r_info[r_idx];
2657 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2658 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2660 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
2661 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2663 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
2665 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))
2668 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2671 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2673 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
2677 else if (summon_specific_who > 0)
2679 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2686 * @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
2687 * @param r_idx モンスター種族ID
2688 * @return 対象にできるならtrueを返す
2690 static bool monster_hook_chameleon(MONRACE_IDX r_idx)
2692 monster_race *r_ptr = &r_info[r_idx];
2693 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2694 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2696 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2697 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2698 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2700 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))
2703 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2706 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2708 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
2709 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
2710 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
2714 else if (summon_specific_who > 0)
2716 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2719 return (*(get_monster_hook()))(r_idx);
2724 * @param m_idx 変身処理を受けるモンスター情報のID
2725 * @param born 生成時の初変身先指定ならばtrue
2726 * @param r_idx 旧モンスター種族のID
2729 void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
2732 monster_type *m_ptr = &m_list[m_idx];
2733 monster_race *r_ptr;
2734 char old_m_name[MAX_NLEN];
2735 bool old_unique = FALSE;
2736 int old_r_idx = m_ptr->r_idx;
2738 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2740 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2741 r_ptr = &r_info[r_idx];
2743 monster_desc(old_m_name, m_ptr, 0);
2749 chameleon_change_m_idx = m_idx;
2751 get_mon_num_prep(monster_hook_chameleon_lord, NULL);
2753 get_mon_num_prep(monster_hook_chameleon, NULL);
2756 level = r_info[MON_CHAMELEON_K].level;
2757 else if (!dun_level)
2758 level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
2762 if (d_info[dungeon_type].flags1 & DF1_CHAMELEON) level+= 2+randint1(3);
2764 r_idx = get_mon_num(level);
2765 r_ptr = &r_info[r_idx];
2767 chameleon_change_m_idx = 0;
2773 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
2775 m_ptr->r_idx = r_idx;
2776 m_ptr->ap_r_idx = r_idx;
2777 update_monster(m_idx, FALSE);
2778 lite_spot(m_ptr->fy, m_ptr->fx);
2780 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2781 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2782 p_ptr->update |= (PU_MON_LITE);
2784 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
2788 /* Sub-alignment of a chameleon */
2789 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2791 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2792 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2793 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2798 if (m_idx == p_ptr->riding)
2800 GAME_TEXT m_name[MAX_NLEN];
2801 monster_desc(m_name, m_ptr, 0);
2802 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
2803 if (!(r_ptr->flags7 & RF7_RIDING))
2804 if (rakuba(0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
2807 /* Extract the monster base speed */
2808 m_ptr->mspeed = get_mspeed(r_ptr);
2810 oldmaxhp = m_ptr->max_maxhp;
2811 /* Assign maximal hitpoints */
2812 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2814 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2818 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2821 /* Monsters have double hitpoints in Nightmare mode */
2822 if (ironman_nightmare)
2824 u32b hp = m_ptr->max_maxhp * 2L;
2825 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2828 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2829 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2830 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2832 /* reset dealt_damage */
2833 m_ptr->dealt_damage = 0;
2838 * @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
2839 * @param r_idx モンスター種族ID
2840 * @return 対象にできるならtrueを返す
2842 static bool monster_hook_tanuki(MONRACE_IDX r_idx)
2844 monster_race *r_ptr = &r_info[r_idx];
2846 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2847 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2848 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2849 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2851 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))
2854 return (*(get_monster_hook()))(r_idx);
2859 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
2860 * @param r_idx モンスター種族ID
2861 * @return モンスター種族の表層ID
2863 static IDX initial_r_appearance(MONRACE_IDX r_idx)
2865 int attempts = 1000;
2868 DEPTH min = MIN(base_level-5, 50);
2870 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2873 get_mon_num_prep(monster_hook_tanuki, NULL);
2877 ap_r_idx = get_mon_num(base_level + 10);
2878 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2886 * @brief モンスターの個体加速を設定する / Get initial monster speed
2887 * @param r_ptr モンスター種族の参照ポインタ
2890 byte get_mspeed(monster_race *r_ptr)
2892 /* Extract the monster base speed */
2893 int mspeed = r_ptr->speed;
2895 /* Hack -- small racial variety */
2896 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->inside_arena)
2898 /* Allow some small variation per monster */
2899 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
2900 if (i) mspeed += rand_spread(0, i);
2903 if (mspeed > 199) mspeed = 199;
2905 return (byte)mspeed;
2910 * @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.
2911 * @param who 召喚を行ったモンスターID
2914 * @param r_idx 生成モンスター種族
2915 * @param mode 生成オプション
2918 * To give the player a sporting chance, any monster that appears in
2919 * line-of-sight and is extremely dangerous can be marked as
2920 * "FORCE_SLEEP", which will cause them to be placed with low energy,
2921 * which often (but not always) lets the player move before they do.
2923 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
2925 * Use special "here" and "dead" flags for unique monsters,
2926 * remove old "cur_num" and "max_num" fields.
2928 * Actually, do something similar for artifacts, to simplify
2929 * the "preserve" mode, and to make the "what artifacts" flag more useful.
2931 * This is the only function which may place a monster in the dungeon,
2932 * except for the savefile loading code.
2934 static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2936 /* Access the location */
2937 cave_type *c_ptr = &cave[y][x];
2938 monster_type *m_ptr;
2939 monster_race *r_ptr = &r_info[r_idx];
2940 cptr name = (r_name + r_ptr->name);
2944 /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
2945 if (p_ptr->wild_mode) return FALSE;
2947 /* Verify location */
2948 if (!in_bounds(y, x)) return (FALSE);
2951 if (!r_idx) return (FALSE);
2954 if (!r_ptr->name) return (FALSE);
2956 if (!(mode & PM_IGNORE_TERRAIN))
2958 /* Not on the Pattern */
2959 if (pattern_tile(y, x)) return FALSE;
2961 /* Require empty space (if not ghostly) */
2962 if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
2965 if (!p_ptr->inside_battle)
2967 /* Hack -- "unique" monsters must be "unique" */
2968 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
2969 (r_ptr->flags7 & (RF7_NAZGUL))) &&
2970 (r_ptr->cur_num >= r_ptr->max_num))
2976 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
2977 (r_ptr->cur_num >= 1))
2982 if (r_idx == MON_BANORLUPART)
2984 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
2985 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
2988 /* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
2989 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (dun_level < r_ptr->level) &&
2990 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
2997 if (quest_number(dun_level))
2999 int hoge = quest_number(dun_level);
3000 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
3002 if(r_idx == quest[hoge].r_idx)
3004 int number_mon, i2, j2;
3007 /* Count all quest monsters */
3008 for (i2 = 0; i2 < cur_wid; ++i2)
3009 for (j2 = 0; j2 < cur_hgt; j2++)
3010 if (cave[j2][i2].m_idx > 0)
3011 if (m_list[cave[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
3013 if(number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
3019 if (is_glyph_grid(c_ptr))
3021 if (randint1(BREAK_GLYPH) < (r_ptr->level+20))
3023 /* Describe observable breakage */
3024 if (c_ptr->info & CAVE_MARK)
3026 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
3029 /* Forget the rune */
3030 c_ptr->info &= ~(CAVE_MARK);
3032 /* Break the rune */
3033 c_ptr->info &= ~(CAVE_OBJECT);
3041 msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
3043 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
3045 /* Make a new monster */
3046 c_ptr->m_idx = m_pop();
3047 hack_m_idx_ii = c_ptr->m_idx;
3049 /* Mega-Hack -- catch "failure" */
3050 if (!c_ptr->m_idx) return (FALSE);
3053 /* Get a new monster record */
3054 m_ptr = &m_list[c_ptr->m_idx];
3057 m_ptr->r_idx = r_idx;
3058 m_ptr->ap_r_idx = initial_r_appearance(r_idx);
3064 /* Hack -- Appearance transfer */
3065 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&m_list[who]))
3067 m_ptr->ap_r_idx = m_list[who].ap_r_idx;
3069 /* Hack -- Shadower spawns Shadower */
3070 if (m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
3073 /* Sub-alignment of a monster */
3074 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3075 m_ptr->sub_align = m_list[who].sub_align;
3078 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3079 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3080 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3083 /* Place the monster at the location */
3088 /* No "timed status" yet */
3089 for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
3091 /* Unknown distance */
3094 reset_target(m_ptr);
3096 m_ptr->nickname = 0;
3101 /* Your pet summons its pet. */
3102 if (who > 0 && is_pet(&m_list[who]))
3104 mode |= PM_FORCE_PET;
3105 m_ptr->parent_m_idx = who;
3109 m_ptr->parent_m_idx = 0;
3112 if (r_ptr->flags7 & RF7_CHAMELEON)
3114 choose_new_monster(c_ptr->m_idx, TRUE, 0);
3115 r_ptr = &r_info[m_ptr->r_idx];
3116 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
3118 /* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
3119 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
3120 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3122 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
3124 m_ptr->ap_r_idx = MON_KAGE;
3125 m_ptr->mflag2 |= MFLAG2_KAGE;
3128 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
3134 if (mode & PM_FORCE_PET)
3139 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
3140 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(who))
3142 if (!monster_has_hostile_align(NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
3145 /* Assume no sleeping */
3146 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
3148 /* Enforce sleeping if needed */
3149 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
3151 int val = r_ptr->sleep;
3152 (void)set_monster_csleep(c_ptr->m_idx, (val * 2) + randint1(val * 10));
3155 /* Assign maximal hitpoints */
3156 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3158 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3162 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3165 /* Monsters have double hitpoints in Nightmare mode */
3166 if (ironman_nightmare)
3168 u32b hp = m_ptr->max_maxhp * 2L;
3170 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
3173 m_ptr->maxhp = m_ptr->max_maxhp;
3175 /* And start out fully healthy */
3176 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
3177 m_ptr->hp = m_ptr->maxhp / 2;
3178 else m_ptr->hp = m_ptr->maxhp;
3181 /* dealt damage is 0 at initial*/
3182 m_ptr->dealt_damage = 0;
3185 /* Extract the monster base speed */
3186 m_ptr->mspeed = get_mspeed(r_ptr);
3188 if (mode & PM_HASTE) (void)set_monster_fast(c_ptr->m_idx, 100);
3190 /* Give a random starting energy */
3191 if (!ironman_nightmare)
3193 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
3197 /* Nightmare monsters are more prepared */
3198 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
3201 /* Force monster to wait for player, unless in Nightmare mode */
3202 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
3204 /* Monster is still being nice */
3205 m_ptr->mflag |= (MFLAG_NICE);
3207 /* Must repair monsters */
3208 repair_monsters = TRUE;
3211 /* Hack -- see "process_monsters()" */
3212 if (c_ptr->m_idx < hack_m_idx)
3214 /* Monster is still being born */
3215 m_ptr->mflag |= (MFLAG_BORN);
3219 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
3220 p_ptr->update |= (PU_MON_LITE);
3221 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
3222 p_ptr->update |= (PU_MON_LITE);
3223 update_monster(c_ptr->m_idx, TRUE);
3226 /* Count the monsters on the level */
3227 real_r_ptr(m_ptr)->cur_num++;
3230 * Memorize location of the unique monster in saved floors.
3231 * A unique monster move from old saved floor.
3233 if (character_dungeon &&
3234 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
3235 real_r_ptr(m_ptr)->floor_id = p_ptr->floor_id;
3237 /* Hack -- Count the number of "reproducers" */
3238 if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
3240 /* Hack -- Notice new multi-hued monsters */
3242 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3243 if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
3244 shimmer_monsters = TRUE;
3247 if (p_ptr->warning && character_dungeon)
3249 if (r_ptr->flags1 & RF1_UNIQUE)
3253 GAME_TEXT o_name[MAX_NLEN];
3255 if (r_ptr->level > p_ptr->lev + 30)
3256 color = _("黒く", "black");
3257 else if (r_ptr->level > p_ptr->lev + 15)
3258 color = _("紫色に", "purple");
3259 else if (r_ptr->level > p_ptr->lev + 5)
3260 color = _("ルビー色に", "deep red");
3261 else if (r_ptr->level > p_ptr->lev - 5)
3262 color = _("赤く", "red");
3263 else if (r_ptr->level > p_ptr->lev - 15)
3264 color = _("ピンク色に", "pink");
3266 color = _("白く", "white");
3268 o_ptr = choose_warning_item();
3271 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3272 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
3276 msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
3281 if (is_explosive_rune_grid(c_ptr))
3283 /* Break the ward */
3284 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3286 /* Describe observable breakage */
3287 if (c_ptr->info & CAVE_MARK)
3289 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
3290 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);
3295 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
3298 /* Forget the rune */
3299 c_ptr->info &= ~(CAVE_MARK);
3301 /* Break the rune */
3302 c_ptr->info &= ~(CAVE_OBJECT);
3315 #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 */
3318 * @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
3319 * @param r_idx 生成モンスター種族
3320 * @param yp 結果生成位置y座標
3321 * @param xp 結果生成位置x座標
3322 * @param y 中心生成位置y座標
3323 * @param x 中心生成位置x座標
3324 * @param max_dist 生成位置の最大半径
3328 static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
3330 int place_x[MON_SCAT_MAXD];
3331 int place_y[MON_SCAT_MAXD];
3332 int num[MON_SCAT_MAXD];
3336 if (max_dist >= MON_SCAT_MAXD)
3339 for (i = 0; i < MON_SCAT_MAXD; i++)
3342 for (nx = x - max_dist; nx <= x + max_dist; nx++)
3344 for (ny = y - max_dist; ny <= y + max_dist; ny++)
3346 /* Ignore annoying locations */
3347 if (!in_bounds(ny, nx)) continue;
3349 /* Require "line of projection" */
3350 if (!projectable(y, x, ny, nx)) continue;
3354 monster_race *r_ptr = &r_info[r_idx];
3356 /* Require empty space (if not ghostly) */
3357 if (!monster_can_enter(ny, nx, r_ptr, 0))
3362 /* Walls and Monsters block flow */
3363 if (!cave_empty_bold2(ny, nx)) continue;
3365 /* ... nor on the Pattern */
3366 if (pattern_tile(ny, nx)) continue;
3369 i = distance(y, x, ny, nx);
3377 if (one_in_(num[i]))
3386 while (i < MON_SCAT_MAXD && 0 == num[i])
3388 if (i >= MON_SCAT_MAXD)
3398 * @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
3399 * @param who 召喚主のモンスター情報ID
3400 * @param y 中心生成位置y座標
3401 * @param x 中心生成位置x座標
3402 * @param r_idx 生成モンスター種族
3403 * @param mode 生成オプション
3406 static bool place_monster_group(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3408 monster_race *r_ptr = &r_info[r_idx];
3411 int total = 0, extra = 0;
3415 POSITION hack_y[GROUP_MAX];
3416 POSITION hack_x[GROUP_MAX];
3419 /* Pick a group size */
3420 total = randint1(10);
3422 /* Hard monsters, small groups */
3423 if (r_ptr->level > dun_level)
3425 extra = r_ptr->level - dun_level;
3426 extra = 0 - randint1(extra);
3429 /* Easy monsters, large groups */
3430 else if (r_ptr->level < dun_level)
3432 extra = dun_level - r_ptr->level;
3433 extra = randint1(extra);
3436 /* Hack -- limit group reduction */
3437 if (extra > 9) extra = 9;
3439 /* Modify the group size */
3443 if (total < 1) total = 1;
3446 if (total > GROUP_MAX) total = GROUP_MAX;
3449 /* Start on the monster */
3454 /* Puddle monsters, breadth first, up to total */
3455 for (n = 0; (n < hack_n) && (hack_n < total); n++)
3457 /* Grab the location */
3458 POSITION hx = hack_x[n];
3459 POSITION hy = hack_y[n];
3461 /* Check each direction, up to total */
3462 for (i = 0; (i < 8) && (hack_n < total); i++)
3466 scatter(&my, &mx, hy, hx, 4, 0);
3468 /* Walls and Monsters block flow */
3469 if (!cave_empty_bold2(my, mx)) continue;
3471 /* Attempt to place another monster */
3472 if (place_monster_one(who, my, mx, r_idx, mode))
3474 /* Add it to the "hack" set */
3475 hack_y[hack_n] = my;
3476 hack_x[hack_n] = mx;
3488 * @var place_monster_idx
3489 * @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
3490 * @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
3492 static MONSTER_IDX place_monster_idx = 0;
3495 * @var place_monster_m_idx
3496 * @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
3497 * @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
3499 static MONSTER_IDX place_monster_m_idx = 0;
3502 * @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
3503 * @param r_idx チェックするモンスター種族のID
3504 * @return 護衛にできるならばtrue
3506 static bool place_monster_can_escort(MONRACE_IDX r_idx)
3508 monster_race *r_ptr = &r_info[place_monster_idx];
3509 monster_type *m_ptr = &m_list[place_monster_m_idx];
3511 monster_race *z_ptr = &r_info[r_idx];
3513 /* Hack - Escorts have to have the same dungeon flag */
3514 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return (FALSE);
3516 /* Require similar "race" */
3517 if (z_ptr->d_char != r_ptr->d_char) return (FALSE);
3519 /* Skip more advanced monsters */
3520 if (z_ptr->level > r_ptr->level) return (FALSE);
3522 /* Skip unique monsters */
3523 if (z_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3525 /* Paranoia -- Skip identical monsters */
3526 if (place_monster_idx == r_idx) return (FALSE);
3528 /* Skip different alignment */
3529 if (monster_has_hostile_align(m_ptr, 0, 0, z_ptr)) return FALSE;
3531 if (r_ptr->flags7 & RF7_FRIENDLY)
3533 if (monster_has_hostile_align(NULL, 1, -1, z_ptr)) return FALSE;
3536 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
3544 * @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
3545 * @param who 召喚主のモンスター情報ID
3548 * @param r_idx 生成するモンスターの種族ID
3549 * @param mode 生成オプション
3550 * @return 生成に成功したらtrue
3552 * Note that certain monsters are now marked as requiring "friends".
3553 * These monsters, if successfully placed, and if the "grp" parameter
3554 * is TRUE, will be surrounded by a "group" of identical monsters.
3556 * Note that certain monsters are now marked as requiring an "escort",
3557 * which is a collection of monsters with similar "race" but lower level.
3559 * Some monsters induce a fake "group" flag on their escorts.
3561 * Note the "bizarre" use of non-recursion to prevent annoying output
3562 * when running a code profiler.
3564 * Note the use of the new "monster allocation table" code to restrict
3565 * the "get_mon_num()" function to "legal" escort types.
3567 bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3570 monster_race *r_ptr = &r_info[r_idx];
3572 if (!(mode & PM_NO_KAGE) && one_in_(333))
3575 /* Place one monster, or fail */
3576 if (!place_monster_one(who, y, x, r_idx, mode)) return (FALSE);
3578 /* Require the "group" flag */
3579 if (!(mode & PM_ALLOW_GROUP)) return (TRUE);
3581 place_monster_m_idx = hack_m_idx_ii;
3584 for(i = 0; i < A_MAX; i++)
3586 if(!r_ptr->reinforce_id[i]) break;
3587 n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
3588 for(j = 0; j < n; j++)
3590 POSITION nx, ny, d = 7;
3591 scatter(&ny, &nx, y, x, d, 0);
3592 (void)place_monster_one(place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
3596 /* Friends for certain monsters */
3597 if (r_ptr->flags1 & (RF1_FRIENDS))
3599 /* Attempt to place a group */
3600 (void)place_monster_group(who, y, x, r_idx, mode);
3603 /* Escorts for certain monsters */
3604 if (r_ptr->flags1 & (RF1_ESCORT))
3606 /* Set the escort index */
3607 place_monster_idx = r_idx;
3609 /* Try to place several "escorts" */
3610 for (i = 0; i < 32; i++)
3612 POSITION nx, ny, d = 3;
3615 /* Pick a location */
3616 scatter(&ny, &nx, y, x, d, 0);
3618 /* Require empty grids */
3619 if (!cave_empty_bold2(ny, nx)) continue;
3621 /* Prepare allocation table */
3622 get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx));
3624 /* Pick a random race */
3625 z = get_mon_num(r_ptr->level);
3627 /* Handle failure */
3630 /* Place a single escort */
3631 (void)place_monster_one(place_monster_m_idx, ny, nx, z, mode);
3633 /* Place a "group" of escorts if needed */
3634 if ((r_info[z].flags1 & RF1_FRIENDS) ||
3635 (r_ptr->flags1 & RF1_ESCORTS))
3637 /* Place a group of monsters */
3638 (void)place_monster_group(place_monster_m_idx, ny, nx, z, mode);
3648 * @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
3651 * @param mode 生成オプション
3652 * @return 生成に成功したらtrue
3654 bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
3658 /* Prepare allocation table */
3659 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3661 /* Pick a monster */
3662 r_idx = get_mon_num(monster_level);
3664 /* Handle failure */
3665 if (!r_idx) return (FALSE);
3667 /* Attempt to place the monster */
3668 if (place_monster_aux(0, y, x, r_idx, mode)) return (TRUE);
3674 * @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
3677 * @return 生成に成功したらtrue
3679 bool alloc_horde(POSITION y, POSITION x)
3681 monster_race *r_ptr = NULL;
3682 MONRACE_IDX r_idx = 0;
3684 int attempts = 1000;
3688 /* Prepare allocation table */
3689 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3693 /* Pick a monster */
3694 r_idx = get_mon_num(monster_level);
3696 /* Handle failure */
3697 if (!r_idx) return (FALSE);
3699 r_ptr = &r_info[r_idx];
3701 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3703 if (r_idx == MON_HAGURE) continue;
3706 if (attempts < 1) return FALSE;
3712 /* Attempt to place the monster */
3713 if (place_monster_aux(0, y, x, r_idx, 0L)) break;
3716 if (attempts < 1) return FALSE;
3718 m_idx = cave[y][x].m_idx;
3720 if (m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[m_list[m_idx].r_idx];
3722 for (attempts = randint1(10) + 5; attempts; attempts--)
3724 scatter(&cy, &cx, y, x, 5, 0);
3726 (void)summon_specific(m_idx, cy, cx, dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP, r_ptr->d_char);
3732 if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), r_ptr->d_char);
3737 * @brief ダンジョンの主生成を試みる / Put the Guardian
3738 * @param def_val 現在の主の生成状態
3739 * @return 生成に成功したらtrue
3741 bool alloc_guardian(bool def_val)
3743 MONRACE_IDX guardian = d_info[dungeon_type].final_guardian;
3745 if (guardian && (d_info[dungeon_type].maxdepth == dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
3749 int try_count = 4000;
3751 /* Find a good position */
3754 /* Get a random spot */
3755 oy = randint1(cur_hgt - 4) + 2;
3756 ox = randint1(cur_wid - 4) + 2;
3758 /* Is it a good spot ? */
3759 if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[guardian], 0))
3761 /* Place the guardian */
3762 if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
3765 /* One less try count */
3777 * @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.
3778 * @param dis プレイヤーから離れるべき最低距離
3779 * @param mode 生成オプション
3780 * @return 生成に成功したらtrue
3782 * Place the monster at least "dis" distance from the player.
3783 * Use "slp" to choose the initial "sleep" status
3784 * Use "monster_level" for the monster level
3786 bool alloc_monster(POSITION dis, BIT_FLAGS mode)
3789 int attempts_left = 10000;
3791 /* Put the Guardian */
3792 if (alloc_guardian(FALSE)) return TRUE;
3794 /* Find a legal, distant, unoccupied, space */
3795 while (attempts_left--)
3797 /* Pick a location */
3798 y = randint0(cur_hgt);
3799 x = randint0(cur_wid);
3801 /* Require empty floor grid (was "naked") */
3804 if (!cave_empty_bold2(y, x)) continue;
3808 if (!cave_empty_bold(y, x)) continue;
3811 /* Accept far away grids */
3812 if (distance(y, x, p_ptr->y, p_ptr->x) > dis) break;
3817 if (cheat_xtra || cheat_hear)
3819 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?"));
3826 if (randint1(5000) <= dun_level)
3828 if (alloc_horde(y, x))
3835 /* Attempt to place the monster, allow groups */
3836 if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return (TRUE);
3844 * @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
3845 * @param r_idx チェックするモンスター種族ID
3846 * @return 召喚対象にできるならばTRUE
3848 static bool summon_specific_okay(MONRACE_IDX r_idx)
3850 monster_race *r_ptr = &r_info[r_idx];
3852 /* Hack - Only summon dungeon monsters */
3853 if (!mon_hook_dungeon(r_idx)) return (FALSE);
3855 /* Hack -- identify the summoning monster */
3856 if (summon_specific_who > 0)
3858 monster_type *m_ptr = &m_list[summon_specific_who];
3860 /* Do not summon enemies */
3862 /* Friendly vs. opposite aligned normal or pet */
3863 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
3865 /* Use the player's alignment */
3866 else if (summon_specific_who < 0)
3868 /* Do not summon enemies of the pets */
3869 if (monster_has_hostile_align(NULL, 10, -10, r_ptr))
3871 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
3875 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
3877 /* Hack -- no specific type specified */
3878 if (!summon_specific_type) return (TRUE);
3880 if ((summon_specific_who < 0) &&
3881 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
3882 monster_has_hostile_align(NULL, 10, -10, r_ptr))
3885 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[dungeon_type].flags1 & DF1_CHAMELEON)) return TRUE;
3887 return (summon_specific_aux(r_idx));
3892 * @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.
3893 * @param who 召喚主のモンスター情報ID
3898 * @param mode 生成オプション
3899 * @return 召喚できたらtrueを返す
3902 * We will attempt to place the monster up to 10 times before giving up.
3904 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
3905 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
3906 * Note: None of the other summon codes will ever summon Unique's.
3908 * This function has been changed. We now take the "monster level"
3909 * of the summoning monster as a parameter, and use that, along with
3910 * the current dungeon level, to help determine the level of the
3911 * desired monster. Note that this is an upper bound, and also
3912 * tends to "prefer" monsters of that level. Currently, we use
3913 * the average of the dungeon and monster levels, and then add
3914 * five to allow slight increases in monster power.
3916 * Note that we use the new "monster allocation table" creation code
3917 * to restrict the "get_mon_num()" function to the set of "legal"
3918 * monsters, making this function much faster and more reliable.
3920 * Note that this function may not succeed, though this is very rare.
3922 bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode, SYMBOL_CODE symbol)
3927 if (p_ptr->inside_arena) return (FALSE);
3929 if (!mon_scatter(0, &y, &x, y1, x1, 2)) return FALSE;
3931 /* Save the summoner */
3932 summon_specific_who = who;
3934 /* Save the "summon" type */
3935 summon_specific_type = type;
3937 summon_kin_type = symbol;
3939 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
3941 /* Prepare allocation table */
3942 get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
3944 /* Pick a monster, using the level calculation */
3945 r_idx = get_mon_num((dun_level + lev) / 2 + 5);
3947 /* Handle failure */
3950 summon_specific_type = 0;
3954 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
3956 /* Attempt to place the monster (awake, allow groups) */
3957 if (!place_monster_aux(who, y, x, r_idx, mode))
3959 summon_specific_type = 0;
3963 summon_specific_type = 0;
3965 sound(SOUND_SUMMON);
3971 * @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
3972 * @param who 召喚主のモンスター情報ID
3975 * @param r_idx 生成するモンスター種族ID
3976 * @param mode 生成オプション
3977 * @return 召喚できたらtrueを返す
3979 bool summon_named_creature(MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
3984 /* if (!r_idx) return; */
3986 /* Prevent illegal monsters */
3987 if (r_idx >= max_r_idx) return FALSE;
3989 if (p_ptr->inside_arena) return FALSE;
3991 if (!mon_scatter(r_idx, &y, &x, oy, ox, 2)) return FALSE;
3993 /* Place it (allow groups) */
3994 return place_monster_aux(who, y, x, r_idx, (mode | PM_NO_KAGE));
3999 * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
4000 * @param m_idx 増殖するモンスター情報ID
4001 * @param clone クローン・モンスター処理ならばtrue
4002 * @param mode 生成オプション
4003 * @return 生成できたらtrueを返す
4005 * Note that "reproduction" REQUIRES empty space.
4007 bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
4009 monster_type *m_ptr = &m_list[m_idx];
4013 if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
4016 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4018 /* Create a new monster (awake, no groups) */
4019 if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
4022 /* Hack -- Transfer "clone" flag */
4023 if (clone || (m_ptr->smart & SM_CLONED))
4025 m_list[hack_m_idx_ii].smart |= SM_CLONED;
4026 m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
4035 * @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
4036 * @param m_idx モンスター情報ID
4037 * @param dam 与えたダメージ
4040 * Technically should attempt to treat "Beholder"'s as jelly's
4042 void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
4044 HIT_POINT oldhp, newhp;
4046 PERCENTAGE percentage;
4048 monster_type *m_ptr = &m_list[m_idx];
4049 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4051 GAME_TEXT m_name[MAX_NLEN];
4053 monster_desc(m_name, m_ptr, 0);
4055 if(dam == 0) // Notice non-damage
4057 msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
4061 /* Note -- subtle fix -CFT */
4063 oldhp = newhp + dam;
4064 tmp = (newhp * 100L) / oldhp;
4067 if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
4070 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4071 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4072 else if(percentage > 50) msg_format("%^sは縮こまった。", m_name);
4073 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4074 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4075 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4076 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4078 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4079 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4080 else if(percentage > 50) msg_format("%^s squelches.", m_name);
4081 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4082 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4083 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4084 else msg_format("%^s jerks limply.", m_name);
4088 else if(my_strchr("l", r_ptr->d_char)) // Fish
4091 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4092 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4093 else if(percentage > 50) msg_format("%^sは躊躇した。", m_name);
4094 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4095 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4096 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4097 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4099 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4100 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4101 else if(percentage > 50) msg_format("%^s hesitates.", m_name);
4102 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4103 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4104 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4105 else msg_format("%^s jerks limply.", m_name);
4109 else if(my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs
4112 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4113 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4114 else if(percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
4115 else if(percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
4116 else if(percentage > 20) msg_format("%^sはうめいた。", m_name);
4117 else if(percentage > 10) msg_format("%^sは躊躇した。", m_name);
4118 else msg_format("%^sはくしゃくしゃになった。", m_name);
4120 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4121 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4122 else if(percentage > 50) msg_format("%^s roars thunderously.", m_name);
4123 else if(percentage > 35) msg_format("%^s rumbles.", m_name);
4124 else if(percentage > 20) msg_format("%^s grunts.", m_name);
4125 else if(percentage > 10) msg_format("%^s hesitates.", m_name);
4126 else msg_format("%^s crumples.", m_name);
4130 else if(my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics
4133 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4134 else if(percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
4135 else if(percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
4136 else if(percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
4137 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4138 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4139 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4141 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4142 else if(percentage > 75) msg_format("%^s hisses.", m_name);
4143 else if(percentage > 50) msg_format("%^s rears up in anger.", m_name);
4144 else if(percentage > 35) msg_format("%^s hisses furiously.", m_name);
4145 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4146 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4147 else msg_format("%^s jerks limply.", m_name);
4151 else if(my_strchr("f", r_ptr->d_char))
4154 if(percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
4155 else if(percentage > 75) msg_format("%^sは吠えた。", m_name);
4156 else if(percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
4157 else if(percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4158 else if(percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
4159 else if(percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
4160 else msg_format("%sは哀れな鳴き声を出した。", m_name);
4162 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4163 else if(percentage > 75) msg_format("%^s roars.", m_name);
4164 else if(percentage > 50) msg_format("%^s growls angrily.", m_name);
4165 else if(percentage > 35) msg_format("%^s hisses with pain.", m_name);
4166 else if(percentage > 20) msg_format("%^s mewls in pain.", m_name);
4167 else if(percentage > 10) msg_format("%^s hisses in agony.", m_name);
4168 else msg_format("%^s mewls pitifully.", m_name);
4172 else if(my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders
4175 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4176 else if(percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
4177 else if(percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
4178 else if(percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
4179 else if(percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
4180 else if(percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
4181 else msg_format("%^sはピクピクひきつった。", m_name);
4183 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4184 else if(percentage > 75) msg_format("%^s chitters.", m_name);
4185 else if(percentage > 50) msg_format("%^s scuttles about.", m_name);
4186 else if(percentage > 35) msg_format("%^s twitters.", m_name);
4187 else if(percentage > 20) msg_format("%^s jerks in pain.", m_name);
4188 else if(percentage > 10) msg_format("%^s jerks in agony.", m_name);
4189 else msg_format("%^s twitches.", m_name);
4193 else if(my_strchr("B", r_ptr->d_char)) // Birds
4196 if(percentage > 95) msg_format("%^sはさえずった。", m_name);
4197 else if(percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
4198 else if(percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
4199 else if(percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
4200 else if(percentage > 20) msg_format("%^sは苦しんだ。", m_name);
4201 else if(percentage > 10) msg_format("%^sはのたうち回った。", m_name);
4202 else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
4204 if(percentage > 95) msg_format("%^s chirps.", m_name);
4205 else if(percentage > 75) msg_format("%^s twitters.", m_name);
4206 else if(percentage > 50) msg_format("%^s squawks.", m_name);
4207 else if(percentage > 35) msg_format("%^s chatters.", m_name);
4208 else if(percentage > 20) msg_format("%^s jeers.", m_name);
4209 else if(percentage > 10) msg_format("%^s flutters about.", m_name);
4210 else msg_format("%^s squeaks.", m_name);
4214 else if(my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead
4217 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4218 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4219 else if(percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4220 else if(percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
4221 else if(percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
4222 else if(percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
4223 else msg_format("%^sは弱々しくうなった。", m_name);
4225 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4226 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4227 else if(percentage > 50) msg_format("%^s hisses in pain.", m_name);
4228 else if(percentage > 35) msg_format("%^s snarls with pain.", m_name);
4229 else if(percentage > 20) msg_format("%^s roars with pain.", m_name);
4230 else if(percentage > 10) msg_format("%^s gasps.", m_name);
4231 else msg_format("%^s snarls feebly.", m_name);
4235 else if(my_strchr("s", r_ptr->d_char)) // Skeletons
4238 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4239 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4240 else if(percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
4241 else if(percentage > 35) msg_format("%^sはよろめいた。", m_name);
4242 else if(percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
4243 else if(percentage > 10) msg_format("%^sはよろめいた。", m_name);
4244 else msg_format("%^sはガタガタ言った。", m_name);
4246 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4247 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4248 else if(percentage > 50) msg_format("%^s rattles.", m_name);
4249 else if(percentage > 35) msg_format("%^s stumbles.", m_name);
4250 else if(percentage > 20) msg_format("%^s rattles.", m_name);
4251 else if(percentage > 10) msg_format("%^s staggers.", m_name);
4252 else msg_format("%^s clatters.", m_name);
4256 else if(my_strchr("z", r_ptr->d_char)) // Zombies
4259 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4260 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4261 else if(percentage > 50) msg_format("%^sはうめいた。", m_name);
4262 else if(percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
4263 else if(percentage > 20) msg_format("%^sは躊躇した。", m_name);
4264 else if(percentage > 10) msg_format("%^sはうなった。", m_name);
4265 else msg_format("%^sはよろめいた。", m_name);
4267 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4268 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4269 else if(percentage > 50) msg_format("%^s groans.", m_name);
4270 else if(percentage > 35) msg_format("%^s moans.", m_name);
4271 else if(percentage > 20) msg_format("%^s hesitates.", m_name);
4272 else if(percentage > 10) msg_format("%^s grunts.", m_name);
4273 else msg_format("%^s staggers.", m_name);
4277 else if(my_strchr("G", r_ptr->d_char)) // Ghosts
4280 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4281 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4282 else if(percentage > 50) msg_format("%sはうめいた。", m_name);
4283 else if(percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
4284 else if(percentage > 20) msg_format("%^sは吠えた。", m_name);
4285 else if(percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
4286 else msg_format("%^sはかすかにうめいた。", m_name);
4288 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4289 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4290 else if(percentage > 50) msg_format("%^s moans.", m_name);
4291 else if(percentage > 35) msg_format("%^s wails.", m_name);
4292 else if(percentage > 20) msg_format("%^s howls.", m_name);
4293 else if(percentage > 10) msg_format("%^s moans softly.", m_name);
4294 else msg_format("%^s sighs.", m_name);
4298 else if(my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds
4301 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4302 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4303 else if(percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
4304 else if(percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
4305 else if(percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
4306 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4307 else msg_format("%^sは弱々しく吠えた。", m_name);
4309 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4310 else if(percentage > 75) msg_format("%^s snarls with pain.", m_name);
4311 else if(percentage > 50) msg_format("%^s yelps in pain.", m_name);
4312 else if(percentage > 35) msg_format("%^s howls in pain.", m_name);
4313 else if(percentage > 20) msg_format("%^s howls in agony.", m_name);
4314 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4315 else msg_format("%^s yelps feebly.", m_name);
4319 else if(my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek)
4322 if(percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
4323 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4324 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4325 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4326 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4327 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4328 else msg_format("%^sは弱々しく叫んだ。", m_name);
4330 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4331 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4332 else if(percentage > 50) msg_format("%^s squeals in pain.", m_name);
4333 else if(percentage > 35) msg_format("%^s shrieks in pain.", m_name);
4334 else if(percentage > 20) msg_format("%^s shrieks in agony.", m_name);
4335 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4336 else msg_format("%^s cries out feebly.", m_name);
4340 else // Another type of creatures (shrug,cry,scream)
4343 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4344 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4345 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4346 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4347 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4348 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4349 else msg_format("%^sは弱々しく叫んだ。", m_name);
4351 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4352 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4353 else if(percentage > 50) msg_format("%^s cries out in pain.", m_name);
4354 else if(percentage > 35) msg_format("%^s screams in pain.", m_name);
4355 else if(percentage > 20) msg_format("%^s screams in agony.", m_name);
4356 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4357 else msg_format("%^s cries out feebly.", m_name);
4365 * @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.
4366 * @param m_idx 更新を行う「モンスター情報ID
4367 * @param what 学習対象ID
4370 void update_smart_learn(MONSTER_IDX m_idx, int what)
4372 monster_type *m_ptr = &m_list[m_idx];
4373 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4375 /* Not allowed to learn */
4376 if (!smart_learn) return;
4378 /* Too stupid to learn anything */
4379 if (r_ptr->flags2 & (RF2_STUPID)) return;
4381 /* Not intelligent, only learn sometimes */
4382 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
4384 /* Analyze the knowledge */
4388 if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
4389 if (IS_OPPOSE_ACID()) m_ptr->smart |= (SM_OPP_ACID);
4390 if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
4394 if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
4395 if (IS_OPPOSE_ELEC()) m_ptr->smart |= (SM_OPP_ELEC);
4396 if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
4400 if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
4401 if (IS_OPPOSE_FIRE()) m_ptr->smart |= (SM_OPP_FIRE);
4402 if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
4406 if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
4407 if (IS_OPPOSE_COLD()) m_ptr->smart |= (SM_OPP_COLD);
4408 if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
4412 if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
4413 if (IS_OPPOSE_POIS()) m_ptr->smart |= (SM_OPP_POIS);
4418 if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
4422 if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
4426 if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
4430 if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
4434 if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
4438 if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
4442 if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
4446 if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
4450 if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
4454 if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
4458 if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
4462 if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
4466 if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
4470 if (p_ptr->reflect) m_ptr-> smart |= (SM_IMM_REFLECT);
4477 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4480 * @return 配置に成功したらTRUE
4482 bool player_place(POSITION y, POSITION x)
4484 /* Paranoia XXX XXX */
4485 if (cave[y][x].m_idx != 0) return FALSE;
4487 /* Save player location */
4497 * @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
4498 * @param m_ptr モンスター参照ポインタ
4501 void monster_drop_carried_objects(monster_type *m_ptr)
4503 OBJECT_IDX this_o_idx, next_o_idx = 0;
4509 /* Drop objects being carried */
4510 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4512 o_ptr = &o_list[this_o_idx];
4514 /* Acquire next object */
4515 next_o_idx = o_ptr->next_o_idx;
4518 /* Copy the object */
4519 object_copy(q_ptr, o_ptr);
4521 /* Forget monster */
4522 q_ptr->held_m_idx = 0;
4524 delete_object_idx(this_o_idx);
4527 (void)drop_near(q_ptr, -1, m_ptr->fy, m_ptr->fx);
4530 /* Forget objects */
4531 m_ptr->hold_o_idx = 0;