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.
20 #include "object-flavor.h"
21 #include "monsterrace-hook.h"
22 #include "monster-status.h"
25 #include "spells-summon.h"
28 #include "player-move.h"
29 #include "player-status.h"
30 #include "player-race.h"
33 #include "monster-spell.h"
35 #include "view-mainwindow.h"
37 #include "monsterrace.h"
39 #include "targeting.h"
41 #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? */
42 #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? */
46 * @brief モンスターの目標地点をセットする / Set the target of counter attack
47 * @param m_ptr モンスターの参照ポインタ
52 void set_target(monster_type *m_ptr, POSITION y, POSITION x)
60 * @brief モンスターの目標地点をリセットする / Reset the target of counter attack
61 * @param m_ptr モンスターの参照ポインタ
64 void reset_target(monster_type *m_ptr)
66 set_target(m_ptr, 0, 0);
71 * @brief モンスターの真の種族を返す / Extract monster race pointer of a monster's true form
72 * @param m_ptr モンスターの参照ポインタ
73 * @return 本当のモンスター種族参照ポインタ
75 monster_race *real_r_ptr(monster_type *m_ptr)
77 return &r_info[real_r_idx(m_ptr)];
80 MONRACE_IDX real_r_idx(monster_type *m_ptr)
82 monster_race *r_ptr = &r_info[m_ptr->r_idx];
84 /* Extract real race */
85 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
87 if (r_ptr->flags1 & RF1_UNIQUE)
88 return MON_CHAMELEON_K;
100 * @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.
101 * @param i 消去するモンスターのID
104 * 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。 /
105 * When a monster is deleted, all of its objects are deleted.
107 void delete_monster_idx(MONSTER_IDX i)
110 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
111 monster_race *r_ptr = &r_info[m_ptr->r_idx];
112 OBJECT_IDX this_o_idx, next_o_idx = 0;
117 /* Hack -- Reduce the racial counter */
118 real_r_ptr(m_ptr)->cur_num--;
120 /* Hack -- count the number of "reproducers" */
121 if (r_ptr->flags2 & (RF2_MULTIPLY)) current_floor_ptr->num_repro--;
123 if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(i, 0);
124 if (MON_FAST(m_ptr)) (void)set_monster_fast(i, 0);
125 if (MON_SLOW(m_ptr)) (void)set_monster_slow(i, 0);
126 if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(i, 0);
127 if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(i, 0);
128 if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(i, 0);
129 if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(i, 0, FALSE);
131 /* Hack -- remove target monster */
132 if (i == target_who) target_who = 0;
134 /* Hack -- remove tracked monster */
135 if (i == p_ptr->health_who) health_track(0);
137 if (pet_t_m_idx == i ) pet_t_m_idx = 0;
138 if (riding_t_m_idx == i) riding_t_m_idx = 0;
139 if (p_ptr->riding == i) p_ptr->riding = 0;
141 /* Monster is gone */
142 current_floor_ptr->grid_array[y][x].m_idx = 0;
144 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
147 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
148 next_o_idx = o_ptr->next_o_idx;
151 * o_ptr->held_m_idx is needed in delete_object_idx()
152 * to prevent calling lite_spot()
155 delete_object_idx(this_o_idx);
158 (void)WIPE(m_ptr, monster_type);
161 current_floor_ptr->m_cnt--;
164 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
166 p_ptr->update |= (PU_MON_LITE);
172 * @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
177 void delete_monster(POSITION y, POSITION x)
180 if (!in_bounds(y, x)) return;
183 g_ptr = ¤t_floor_ptr->grid_array[y][x];
185 /* Delete the monster (if any) */
186 if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
191 * @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
196 static void compact_monsters_aux(MONSTER_IDX i1, MONSTER_IDX i2)
202 OBJECT_IDX this_o_idx, next_o_idx = 0;
205 if (i1 == i2) return;
208 m_ptr = ¤t_floor_ptr->m_list[i1];
214 g_ptr = ¤t_floor_ptr->grid_array[y][x];
216 /* Update the current_floor_ptr->grid_array */
219 /* Repair objects being carried by monster */
220 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
223 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
224 next_o_idx = o_ptr->next_o_idx;
226 /* Reset monster pointer */
227 o_ptr->held_m_idx = i2;
230 /* Hack -- Update the target */
231 if (target_who == i1) target_who = i2;
233 /* Hack -- Update the target */
234 if (pet_t_m_idx == i1) pet_t_m_idx = i2;
235 if (riding_t_m_idx == i1) riding_t_m_idx = i2;
237 /* Hack -- Update the riding */
238 if (p_ptr->riding == i1) p_ptr->riding = i2;
240 /* Hack -- Update the health bar */
241 if (p_ptr->health_who == i1) health_track(i2);
243 /* Hack -- Update parent index */
246 for (i = 1; i < current_floor_ptr->m_max; i++)
248 monster_type *m2_ptr = ¤t_floor_ptr->m_list[i];
250 if (m2_ptr->parent_m_idx == i1)
251 m2_ptr->parent_m_idx = i2;
256 (void)COPY(¤t_floor_ptr->m_list[i2], ¤t_floor_ptr->m_list[i1], monster_type);
259 (void)WIPE(¤t_floor_ptr->m_list[i1], monster_type);
261 for (i = 0; i < MAX_MTIMED; i++)
263 int mproc_idx = get_mproc_idx(i1, i);
264 if (mproc_idx >= 0) current_floor_ptr->mproc_list[i][mproc_idx] = i2;
270 * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
271 * @param size 圧縮後のモンスター件数目標
274 * This function can be very dangerous, use with caution!
276 * When actually "compacting" monsters, we base the saving throw
277 * on a combination of monster level, distance from player, and
278 * current "desperation".
280 * After "compacting" (if needed), we "reorder" the monsters into a more
281 * compact order, and we reset the allocation info, and the "live" array.
283 void compact_monsters(int size)
287 int cur_lev, cur_dis, chance;
289 /* Message (only if compacting) */
290 if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
293 /* Compact at least 'size' objects */
294 for (num = 0, cnt = 1; num < size; cnt++)
296 /* Get more vicious each iteration */
299 /* Get closer each iteration */
300 cur_dis = 5 * (20 - cnt);
302 /* Check all the monsters */
303 for (i = 1; i < current_floor_ptr->m_max; i++)
305 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
307 monster_race *r_ptr = &r_info[m_ptr->r_idx];
309 /* Paranoia -- skip "dead" monsters */
310 if (!monster_is_valid(m_ptr)) continue;
312 /* Hack -- High level monsters start out "immune" */
313 if (r_ptr->level > cur_lev) continue;
315 if (i == p_ptr->riding) continue;
317 /* Ignore nearby monsters */
318 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
320 /* Saving throw chance */
323 /* Only compact "Quest" Monsters in emergencies */
324 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
326 /* Try not to compact Unique Monsters */
327 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
329 /* All monsters get a saving throw */
330 if (randint0(100) < chance) continue;
332 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
334 GAME_TEXT m_name[MAX_NLEN];
335 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
336 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
339 delete_monster_idx(i);
341 /* Count the monster */
347 /* Excise dead monsters (backwards!) */
348 for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
350 /* Get the i'th monster */
351 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
353 /* Skip real monsters */
354 if (m_ptr->r_idx) continue;
356 /* Move last monster into open hole */
357 compact_monsters_aux(current_floor_ptr->m_max - 1, i);
359 /* Compress "current_floor_ptr->m_max" */
360 current_floor_ptr->m_max--;
366 * @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
369 * This is an efficient method of simulating multiple calls to the
370 * "delete_monster()" function, with no visual effects.
372 void wipe_m_list(void)
376 /* Hack -- if Banor or Lupart dies, stay another dead */
377 if (!r_info[MON_BANORLUPART].max_num)
379 if (r_info[MON_BANOR].max_num)
381 r_info[MON_BANOR].max_num = 0;
382 r_info[MON_BANOR].r_pkills++;
383 r_info[MON_BANOR].r_akills++;
384 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
386 if (r_info[MON_LUPART].max_num)
388 r_info[MON_LUPART].max_num = 0;
389 r_info[MON_LUPART].r_pkills++;
390 r_info[MON_LUPART].r_akills++;
391 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
395 /* Delete all the monsters */
396 for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
398 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
399 if (!monster_is_valid(m_ptr)) continue;
401 /* Monster is gone */
402 current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
404 (void)WIPE(m_ptr, monster_type);
409 * Wiping racial counters of all monsters and incrementing of racial
410 * counters of monsters in party_mon[] are required to prevent multiple
411 * generation of unique monster who is the minion of player.
414 /* Hack -- Wipe the racial counter of all monster races */
415 for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
417 /* Reset "current_floor_ptr->m_max" */
418 current_floor_ptr->m_max = 1;
420 /* Reset "current_floor_ptr->m_cnt" */
421 current_floor_ptr->m_cnt = 0;
423 /* Reset "current_floor_ptr->mproc_max[]" */
424 for (i = 0; i < MAX_MTIMED; i++) current_floor_ptr->mproc_max[i] = 0;
426 /* Hack -- reset "reproducer" count */
427 current_floor_ptr->num_repro = 0;
429 /* Hack -- no more target */
434 /* Hack -- no more tracking */
440 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
441 * @return 利用可能なモンスター配列の添字
443 * This routine should almost never fail, but it *can* happen.
445 MONSTER_IDX m_pop(void)
449 /* Normal allocation */
450 if (current_floor_ptr->m_max < current_floor_ptr->max_m_idx)
452 /* Access the next hole */
453 i = current_floor_ptr->m_max;
455 /* Expand the array */
456 current_floor_ptr->m_max++;
459 current_floor_ptr->m_cnt++;
461 /* Return the index */
465 /* Recycle dead monsters */
466 for (i = 1; i < current_floor_ptr->m_max; i++)
470 /* Acquire monster */
471 m_ptr = ¤t_floor_ptr->m_list[i];
473 /* Skip live monsters */
474 if (m_ptr->r_idx) continue;
477 current_floor_ptr->m_cnt++;
479 /* Use this monster */
483 /* Warn the player (except during dungeon creation) */
484 if (current_world_ptr->character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
486 /* Try not to crash */
494 * @var summon_specific_type
495 * @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"
496 * @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
498 static int summon_specific_type = 0;
502 * @var summon_specific_who
503 * @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
504 * @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
506 static int summon_specific_who = -1;
509 * @var summon_unique_okay
510 * @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
511 * @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
513 static bool summon_unique_okay = FALSE;
516 * @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
517 * @return 召喚条件が一致するならtrue
520 static bool summon_specific_aux(MONRACE_IDX summoner_idx, MONRACE_IDX r_idx)
522 monster_race *r_ptr = &r_info[r_idx];
525 /* Check our requirements */
526 switch (summon_specific_type)
530 okay = (r_ptr->d_char == 'a');
536 okay = (r_ptr->d_char == 'S');
542 okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
548 okay = (r_ptr->d_char == 'M');
554 okay = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
560 okay = (r_ptr->flags3 & RF3_DEMON);
566 okay = (r_ptr->flags3 & RF3_UNDEAD);
572 okay = (r_ptr->flags3 & RF3_DRAGON);
576 case SUMMON_HI_UNDEAD:
578 okay = ((r_ptr->d_char == 'L') ||
579 (r_ptr->d_char == 'V') ||
580 (r_ptr->d_char == 'W'));
584 case SUMMON_HI_DRAGON:
586 okay = (r_ptr->d_char == 'D');
590 case SUMMON_HI_DEMON:
592 okay = (((r_ptr->d_char == 'U') ||
593 (r_ptr->d_char == 'H') ||
594 (r_ptr->d_char == 'B')) &&
595 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
599 case SUMMON_AMBERITES:
601 okay = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
607 okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
613 okay = (r_ptr->d_char == 'm');
618 okay = (r_ptr->d_char == 'b');
621 case SUMMON_QUYLTHULG:
623 okay = (r_ptr->d_char == 'Q');
627 case SUMMON_COIN_MIMIC:
629 okay = (r_ptr->d_char == '$');
635 okay = ((r_ptr->d_char == '!') ||
636 (r_ptr->d_char == '?') ||
637 (r_ptr->d_char == '=') ||
638 (r_ptr->d_char == '$') ||
639 (r_ptr->d_char == '|'));
645 okay = (r_ptr->d_char == 'g');
651 okay = ((r_ptr->d_char == 'U') &&
652 (r_ptr->flags4 & RF4_ROCKET));
658 SYMBOL_CODE summon_kin_type;
661 summon_kin_type = r_info[summoner_idx].d_char;
665 summon_kin_type = get_summon_symbol_from_player(p_ptr);
668 okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
674 okay = (r_idx == MON_DAWN);
680 okay = (r_ptr->flags3 & (RF3_ANIMAL));
684 case SUMMON_ANIMAL_RANGER:
686 okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
687 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
688 !(r_ptr->flags3 & (RF3_DRAGON)) &&
689 !(r_ptr->flags3 & (RF3_EVIL)) &&
690 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
691 !(r_ptr->flags3 & (RF3_DEMON)) &&
692 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
693 !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
697 case SUMMON_HI_DRAGON_LIVING:
699 okay = ((r_ptr->d_char == 'D') && monster_living(r_idx));
705 okay = monster_living(r_idx);
711 okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
715 case SUMMON_BLUE_HORROR:
717 okay = (r_idx == MON_BLUE_HORROR);
721 case SUMMON_ELEMENTAL:
723 okay = (r_ptr->d_char == 'E');
729 okay = (r_ptr->d_char == 'v');
735 okay = (r_ptr->d_char == 'H');
741 okay = (r_ptr->d_char == 'B');
745 case SUMMON_KAMIKAZE:
748 for (i = 0; i < 4; i++)
749 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
753 case SUMMON_KAMIKAZE_LIVING:
757 for (i = 0; i < 4; i++)
758 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
759 okay = (okay && monster_living(r_idx));
765 okay = (r_idx == MON_MANES);
771 okay = (r_idx == MON_LOUSE);
775 case SUMMON_GUARDIANS:
777 okay = (r_ptr->flags7 & RF7_GUARDIAN);
783 okay = ((r_idx == MON_NOV_PALADIN) ||
784 (r_idx == MON_NOV_PALADIN_G) ||
785 (r_idx == MON_PALADIN) ||
786 (r_idx == MON_W_KNIGHT) ||
787 (r_idx == MON_ULTRA_PALADIN) ||
788 (r_idx == MON_KNI_TEMPLAR));
794 okay = (r_ptr->d_char == 'B' &&
795 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
796 (r_ptr->flags8 & RF8_WILD_ONLY));
800 case SUMMON_PIRANHAS:
802 okay = (r_idx == MON_PIRANHA);
806 case SUMMON_ARMAGE_GOOD:
808 okay = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
812 case SUMMON_ARMAGE_EVIL:
814 okay = ((r_ptr->flags3 & RF3_DEMON) ||
815 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
819 /* Since okay is int, "return (okay);" is not correct. */
820 return (bool)(okay ? TRUE : FALSE);
824 * @var chameleon_change_m_idx
825 * @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
826 * @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
828 static int chameleon_change_m_idx = 0;
832 * @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.
833 * @param r_idx チェックするモンスター種族ID
834 * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
836 static bool restrict_monster_to_dungeon(DUNGEON_IDX d_idx, MONRACE_IDX r_idx)
838 dungeon_type *d_ptr = &d_info[d_idx];
839 monster_race *r_ptr = &r_info[r_idx];
842 if (d_ptr->flags1 & DF1_CHAMELEON)
844 if (chameleon_change_m_idx) return TRUE;
846 if (d_ptr->flags1 & DF1_NO_MAGIC)
848 if (r_idx != MON_CHAMELEON &&
850 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
851 !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
852 !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
855 if (d_ptr->flags1 & DF1_NO_MELEE)
857 if (r_idx == MON_CHAMELEON) return TRUE;
858 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
859 !(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)) &&
860 !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
863 if (d_ptr->flags1 & DF1_BEGINNER)
865 if (r_ptr->level > current_floor_ptr->dun_level)
869 if (d_ptr->special_div >= 64) return TRUE;
870 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
874 case DUNGEON_MODE_AND:
877 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
882 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
887 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
892 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
895 if (d_ptr->m_a_ability_flags1)
897 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
900 if (d_ptr->m_a_ability_flags2)
902 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
907 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
912 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
917 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
922 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
925 for (a = 0; a < 5; a++)
926 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
930 case DUNGEON_MODE_NAND:
933 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
938 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
943 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
948 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
951 if (d_ptr->m_a_ability_flags1)
953 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
956 if (d_ptr->m_a_ability_flags2)
958 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
963 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
968 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
973 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
978 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
981 for (a = 0; a < 5; a++)
982 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
986 case DUNGEON_MODE_OR:
987 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
988 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
989 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
990 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
991 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE;
992 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE;
993 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
994 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
995 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
996 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
997 for (a = 0; a < 5; a++)
998 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
1002 case DUNGEON_MODE_NOR:
1003 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
1004 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
1005 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
1006 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
1007 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE;
1008 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE;
1009 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
1010 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
1011 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
1012 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
1013 for (a = 0; a < 5; a++)
1014 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
1023 * Hack -- function hooks to restrict "get_mon_num_prep()" function
1025 monsterrace_hook_type get_mon_num_hook;
1026 monsterrace_hook_type get_mon_num2_hook;
1029 * @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"
1030 * @param monster_hook 制限関数1
1031 * @param monster_hook2 制限関数2
1034 errr get_mon_num_prep(monsterrace_hook_type monster_hook,
1035 monsterrace_hook_type monster_hook2)
1039 /* Todo: Check the hooks for non-changes */
1041 /* Set the new hooks */
1042 get_mon_num_hook = monster_hook;
1043 get_mon_num2_hook = monster_hook2;
1045 /* Scan the allocation table */
1046 for (i = 0; i < alloc_race_size; i++)
1048 monster_race *r_ptr;
1051 alloc_entry *entry = &alloc_race_table[i];
1054 r_ptr = &r_info[entry->index];
1056 /* Skip monsters which don't pass the restriction */
1057 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
1058 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
1061 if (!p_ptr->inside_battle && !chameleon_change_m_idx &&
1062 summon_specific_type != SUMMON_GUARDIANS)
1064 /* Hack -- don't create questors */
1065 if (r_ptr->flags1 & RF1_QUESTOR)
1068 if (r_ptr->flags7 & RF7_GUARDIAN)
1071 /* Depth Monsters never appear out of depth */
1072 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
1073 (r_ptr->level > current_floor_ptr->dun_level))
1077 /* Accept this monster */
1078 entry->prob2 = entry->prob1;
1080 if (current_floor_ptr->dun_level && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest)) &&
1081 !restrict_monster_to_dungeon(p_ptr->dungeon_idx, entry->index) && !p_ptr->inside_battle)
1083 int hoge = entry->prob2 * d_info[p_ptr->dungeon_idx].special_div;
1084 entry->prob2 = hoge / 64;
1085 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
1095 * @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
1097 * @return 選択されたモンスター生成種族
1099 * Choose a monster race that seems "appropriate" to the given level
1101 * This function uses the "prob2" field of the "monster allocation table",
1102 * and various local information, to calculate the "prob3" field of the
1103 * same table, which is then used to choose an "appropriate" monster, in
1104 * a relatively efficient manner.
1106 * Note that "town" monsters will *only* be created in the town, and
1107 * "normal" monsters will *never* be created in the town, unless the
1108 * "level" is "modified", for example, by polymorph or summoning.
1110 * There is a small chance (1/50) of "boosting" the given depth by
1111 * a small amount (up to four levels), except in the town.
1113 * It is (slightly) more likely to acquire a monster of the given level
1114 * than one of a lower level. This is done by choosing several monsters
1115 * appropriate to the given level and keeping the "hardest" one.
1117 * Note that if no monsters are "appropriate", then this function will
1118 * fail, and return zero, but this should *almost* never happen.
1120 MONRACE_IDX get_mon_num(DEPTH level)
1125 monster_race *r_ptr;
1126 alloc_entry *table = alloc_race_table;
1128 int pls_kakuritu, pls_level;
1129 int delay = mysqrt(level * 10000L) + 400L;
1131 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
1132 pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + current_world_ptr->dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10)) ;
1134 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_MAZE)
1136 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
1137 if (pls_kakuritu < 2) pls_kakuritu = 2;
1142 /* Boost the level */
1143 if (!p_ptr->inside_battle && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
1145 /* Nightmare mode allows more out-of depth monsters */
1146 if (ironman_nightmare && !randint0(pls_kakuritu))
1148 /* What a bizarre calculation */
1149 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1153 /* Occasional "nasty" monster */
1154 if (!randint0(pls_kakuritu))
1156 /* Pick a level bonus */
1162 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1163 if (level < 0) level = 0;
1168 /* Process probabilities */
1169 for (i = 0; i < alloc_race_size; i++)
1171 /* Monsters are sorted by depth */
1172 if (table[i].level > level) break;
1177 /* Access the "r_idx" of the chosen monster */
1178 r_idx = table[i].index;
1180 /* Access the actual race */
1181 r_ptr = &r_info[r_idx];
1183 if (!p_ptr->inside_battle && !chameleon_change_m_idx)
1185 /* Hack -- "unique" monsters must be "unique" */
1186 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1187 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1188 (r_ptr->cur_num >= r_ptr->max_num))
1193 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1194 (r_ptr->cur_num >= 1))
1199 if (r_idx == MON_BANORLUPART)
1201 if (r_info[MON_BANOR].cur_num > 0) continue;
1202 if (r_info[MON_LUPART].cur_num > 0) continue;
1207 table[i].prob3 = table[i].prob2;
1210 total += table[i].prob3;
1213 /* No legal monsters */
1214 if (total <= 0) return (0);
1216 /* Pick a monster */
1217 value = randint0(total);
1219 /* Find the monster */
1220 for (i = 0; i < alloc_race_size; i++)
1222 /* Found the entry */
1223 if (value < table[i].prob3) break;
1226 value = value - table[i].prob3;
1232 /* Try for a "harder" monster once (50%) or twice (10%) */
1238 /* Pick a monster */
1239 value = randint0(total);
1241 /* Find the monster */
1242 for (i = 0; i < alloc_race_size; i++)
1244 /* Found the entry */
1245 if (value < table[i].prob3) break;
1248 value = value - table[i].prob3;
1251 /* Keep the "best" one */
1252 if (table[i].level < table[j].level) i = j;
1255 /* Try for a "harder" monster twice (10%) */
1261 /* Pick a monster */
1262 value = randint0(total);
1264 /* Find the monster */
1265 for (i = 0; i < alloc_race_size; i++)
1267 /* Found the entry */
1268 if (value < table[i].prob3) break;
1271 value = value - table[i].prob3;
1274 /* Keep the "best" one */
1275 if (table[i].level < table[j].level) i = j;
1277 return (table[i].index);
1282 * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
1283 * @param desc 記述出力先の文字列参照ポインタ
1284 * @param m_ptr モンスターの参照ポインタ
1285 * @param mode 呼称オプション
1288 * We can correctly describe monsters based on their visibility.
1289 * We can force all monsters to be treated as visible or invisible.
1290 * We can build nominatives, objectives, possessives, or reflexives.
1291 * We can selectively pronominalize hidden, visible, or all monsters.
1292 * We can use definite or indefinite descriptions for hidden monsters.
1293 * We can use definite or indefinite descriptions for visible monsters.
1295 * Pronominalization involves the gender whenever possible and allowed,
1296 * so that by cleverly requesting pronominalization / visibility, you
1297 * can get messages like "You hit someone. She screams in agony!".
1299 * Reflexives are acquired by requesting Objective plus Possessive.
1301 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1302 * unless the "Assume Visible" mode is requested.
1304 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1305 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1306 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1307 * in which case you may be in trouble... :-)
1309 * I am assuming that no monster name is more than 70 characters long,
1310 * so that "char desc[80];" is sufficiently large for any result.
1313 * MD_OBJECTIVE --> Objective (or Reflexive)
1314 * MD_POSSESSIVE --> Possessive (or Reflexive)
1315 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1316 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1317 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1318 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1319 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1320 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1321 * MD_TRUE_NAME --> Chameleon's true name
1322 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1325 * 0x00 --> Full nominative name ("the kobold") or "it"
1326 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1327 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1328 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1329 * MD_PRON_VISIBLE | MD_POSSESSIVE
1330 * --> Possessive, genderized if visable ("his") or "its"
1331 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1332 * --> Reflexive, genderized if visable ("himself") or "itself"
1334 void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
1337 monster_race *r_ptr;
1341 GAME_TEXT silly_name[1024];
1345 r_ptr = &r_info[m_ptr->ap_r_idx];
1347 /* Mode of MD_TRUE_NAME will reveal Chameleon's true name */
1348 if (mode & MD_TRUE_NAME) name = (r_name + real_r_ptr(m_ptr)->name);
1349 else name = (r_name + r_ptr->name);
1351 /* Are we hallucinating? (Idea from Nethack...) */
1352 if (p_ptr->image && !(mode & MD_IGNORE_HALLU))
1356 if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
1362 monster_race *hallu_race;
1366 hallu_race = &r_info[randint1(max_r_idx - 1)];
1368 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1370 strcpy(silly_name, (r_name + hallu_race->name));
1373 /* Better not strcpy it, or we could corrupt r_info... */
1377 /* Can we "see" it (exists + forced, or visible + not unforced) */
1378 seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1380 /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
1381 pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1384 /* First, try using pronouns, or describing hidden monsters */
1387 /* an encoding of the monster "sex" */
1390 /* Extract the gender (if applicable) */
1391 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1392 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1394 /* Ignore the gender (if desired) */
1395 if (!m_ptr || !pron) kind = 0x00;
1398 /* Assume simple result */
1399 res = _("何か", "it");
1401 /* Brute force: split on the possibilities */
1402 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1404 /* Neuter, or unknown */
1406 case 0x00: res = "何か"; break;
1407 case 0x00 + (MD_OBJECTIVE): res = "何か"; break;
1408 case 0x00 + (MD_POSSESSIVE): res = "何かの"; break;
1409 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "何か自身"; break;
1410 case 0x00 + (MD_INDEF_HIDDEN): res = "何か"; break;
1411 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "何か"; break;
1412 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "何か"; break;
1413 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "それ自身"; break;
1415 case 0x00: res = "it"; break;
1416 case 0x00 + (MD_OBJECTIVE): res = "it"; break;
1417 case 0x00 + (MD_POSSESSIVE): res = "its"; break;
1418 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1419 case 0x00 + (MD_INDEF_HIDDEN): res = "something"; break;
1420 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "something"; break;
1421 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "something's"; break;
1422 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1426 /* Male (assume human if vague) */
1428 case 0x10: res = "彼"; break;
1429 case 0x10 + (MD_OBJECTIVE): res = "彼"; break;
1430 case 0x10 + (MD_POSSESSIVE): res = "彼の"; break;
1431 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1432 case 0x10 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1433 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1434 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1435 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1437 case 0x10: res = "he"; break;
1438 case 0x10 + (MD_OBJECTIVE): res = "him"; break;
1439 case 0x10 + (MD_POSSESSIVE): res = "his"; break;
1440 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1441 case 0x10 + (MD_INDEF_HIDDEN): res = "someone"; break;
1442 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1443 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1444 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1448 /* Female (assume human if vague) */
1450 case 0x20: res = "彼女"; break;
1451 case 0x20 + (MD_OBJECTIVE): res = "彼女"; break;
1452 case 0x20 + (MD_POSSESSIVE): res = "彼女の"; break;
1453 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1454 case 0x20 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1455 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1456 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1457 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1459 case 0x20: res = "she"; break;
1460 case 0x20 + (MD_OBJECTIVE): res = "her"; break;
1461 case 0x20 + (MD_POSSESSIVE): res = "her"; break;
1462 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1463 case 0x20 + (MD_INDEF_HIDDEN): res = "someone"; break;
1464 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1465 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1466 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1470 /* Copy the result */
1471 (void)strcpy(desc, res);
1475 /* Handle visible monsters, "reflexive" request */
1476 else if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1478 /* The monster is visible, so use its gender */
1479 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, _("彼女自身", "herself"));
1480 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, _("彼自身", "himself"));
1481 else strcpy(desc, _("それ自身", "itself"));
1485 /* Handle all other visible monster requests */
1489 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1495 while(strncmp(t, "』", 2) && *t) t++;
1499 (void)sprintf(desc, "%s?』", buf);
1502 (void)sprintf(desc, "%s?", name);
1504 (void)sprintf(desc, "%s?", name);
1509 /* It could be a Unique */
1510 if ((r_ptr->flags1 & RF1_UNIQUE) && !(p_ptr->image && !(mode & MD_IGNORE_HALLU)))
1512 /* Start with the name (thus nominative and objective) */
1513 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1519 while (strncmp(t, "』", 2) && *t) t++;
1523 (void)sprintf(desc, "%s?』", buf);
1526 (void)sprintf(desc, "%s?", name);
1528 (void)sprintf(desc, "%s?", name);
1532 /* Inside monster arena, and it is not your mount */
1533 else if (p_ptr->inside_battle &&
1534 !(p_ptr->riding && (¤t_floor_ptr->m_list[p_ptr->riding] == m_ptr)))
1536 /* It is a fake unique monster */
1537 (void)sprintf(desc, _("%sもどき", "fake %s"), name);
1542 (void)strcpy(desc, name);
1546 /* It could be an indefinite monster */
1547 else if (mode & MD_INDEF_VISIBLE)
1549 /* XXX Check plurality for "some" */
1551 /* Indefinite monsters need an indefinite article */
1553 (void)strcpy(desc, "");
1555 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1558 (void)strcat(desc, name);
1561 /* It could be a normal, definite, monster */
1564 /* Definite monsters need a definite article */
1566 (void)strcpy(desc, _("あなたの", "your "));
1568 (void)strcpy(desc, _("", "the "));
1570 (void)strcat(desc, name);
1573 if (m_ptr->nickname)
1575 sprintf(buf,_("「%s」", " called %s"),quark_str(m_ptr->nickname));
1579 if (p_ptr->riding && (¤t_floor_ptr->m_list[p_ptr->riding] == m_ptr))
1581 strcat(desc,_("(乗馬中)", "(riding)"));
1584 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1586 if (r_ptr->flags1 & RF1_UNIQUE)
1588 strcat(desc,_("(カメレオンの王)", "(Chameleon Lord)"));
1592 strcat(desc,_("(カメレオン)", "(Chameleon)"));
1596 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1598 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1601 /* Handle the Possessive as a special afterthought */
1602 if (mode & MD_POSSESSIVE)
1604 /* XXX Check for trailing "s" */
1606 /* Simply append "apostrophe" and "s" */
1607 (void)strcat(desc, _("の", "'s"));
1613 * @brief モンスターIDを取り、モンスター名をm_nameに代入する /
1614 * @param m_idx モンスターID
1615 * @param m_name モンスター名を入力する配列
1617 void monster_name(MONSTER_IDX m_idx, char* m_name)
1619 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1620 monster_desc(m_name, m_ptr, 0x00);
1625 * @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)
1626 * @param r_idx 補完されるモンスター種族ID
1627 * @return 明らかになった情報の度数
1629 * Return the number of new flags learnt. -Mogami-
1631 int lore_do_probe(MONRACE_IDX r_idx)
1633 monster_race *r_ptr = &r_info[r_idx];
1637 /* Maximal info about awareness */
1638 if (r_ptr->r_wake != MAX_UCHAR) n++;
1639 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1640 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1642 /* Observe "maximal" attacks */
1643 for (i = 0; i < 4; i++)
1645 /* Examine "actual" blows */
1646 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1648 /* Maximal observations */
1649 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1650 r_ptr->r_blows[i] = MAX_UCHAR;
1656 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1657 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1658 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1659 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1660 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1661 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1663 /* Only "valid" drops */
1664 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1666 if (r_ptr->r_drop_item != tmp_byte) n++;
1667 r_ptr->r_drop_item = tmp_byte;
1669 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1671 if (r_ptr->r_drop_gold != tmp_byte) n++;
1672 r_ptr->r_drop_gold = tmp_byte;
1675 /* Observe many spells */
1676 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1677 r_ptr->r_cast_spell = MAX_UCHAR;
1679 /* Count unknown flags */
1680 for (i = 0; i < 32; i++)
1682 if (!(r_ptr->r_flags1 & (1L << i)) &&
1683 (r_ptr->flags1 & (1L << i))) n++;
1684 if (!(r_ptr->r_flags2 & (1L << i)) &&
1685 (r_ptr->flags2 & (1L << i))) n++;
1686 if (!(r_ptr->r_flags3 & (1L << i)) &&
1687 (r_ptr->flags3 & (1L << i))) n++;
1688 if (!(r_ptr->r_flags4 & (1L << i)) &&
1689 (r_ptr->flags4 & (1L << i))) n++;
1690 if (!(r_ptr->r_flags5 & (1L << i)) &&
1691 (r_ptr->a_ability_flags1 & (1L << i))) n++;
1692 if (!(r_ptr->r_flags6 & (1L << i)) &&
1693 (r_ptr->a_ability_flags2 & (1L << i))) n++;
1694 if (!(r_ptr->r_flagsr & (1L << i)) &&
1695 (r_ptr->flagsr & (1L << i))) n++;
1697 /* r_flags7 is actually unused */
1699 if (!(r_ptr->r_flags7 & (1L << i)) &&
1700 (r_ptr->flags7 & (1L << i))) n++;
1704 /* Know all the flags */
1705 r_ptr->r_flags1 = r_ptr->flags1;
1706 r_ptr->r_flags2 = r_ptr->flags2;
1707 r_ptr->r_flags3 = r_ptr->flags3;
1708 r_ptr->r_flags4 = r_ptr->flags4;
1709 r_ptr->r_flags5 = r_ptr->a_ability_flags1;
1710 r_ptr->r_flags6 = r_ptr->a_ability_flags2;
1711 r_ptr->r_flagsr = r_ptr->flagsr;
1713 /* r_flags7 is actually unused */
1714 /* r_ptr->r_flags7 = r_ptr->flags7; */
1716 /* Know about evolution */
1717 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1718 r_ptr->r_xtra1 |= MR1_SINKA;
1720 /* Update monster recall window */
1721 if (p_ptr->monster_race_idx == r_idx)
1723 p_ptr->window |= (PW_MONSTER);
1726 /* Return the number of new flags learnt */
1732 * @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
1733 * @param m_idx モンスター情報のID
1734 * @param num_item 手に入れたアイテム数
1735 * @param num_gold 手に入れた財宝の単位数
1738 * Note that learning the "GOOD"/"GREAT" flags gives information
1739 * about the treasure (even when the monster is killed for the first
1740 * time, such as uniques, and the treasure has not been examined yet).
1742 * This "indirect" method is used to prevent the player from learning
1743 * exactly how much treasure a monster can drop from observing only
1744 * a single example of a drop. This method actually observes how much
1745 * gold and items are dropped, and remembers that information to be
1746 * described later by the monster recall code.
1748 void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
1750 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1752 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1754 /* If the monster doesn't have original appearance, don't note */
1755 if (!is_original_ap(m_ptr)) return;
1757 /* Note the number of things dropped */
1758 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1759 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1761 /* Hack -- memorize the good/great flags */
1762 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1763 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1765 /* Update monster recall window */
1766 if (p_ptr->monster_race_idx == m_ptr->r_idx)
1768 p_ptr->window |= (PW_MONSTER);
1774 * @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
1775 * @param m_idx 更新するモンスター情報のID
1776 * @param full プレイヤーとの距離更新を行うならばtrue
1779 * This involves extracting the distance to the player (if requested),
1780 * and then checking for visibility (natural, infravision, see-invis,
1781 * telepathy), updating the monster visibility flag, redrawing (or
1782 * erasing) the monster when its visibility changes, and taking note
1783 * of any interesting monster flags (cold-blooded, invisible, etc).
1785 * Note the new "mflag" field which encodes several monster state flags,
1786 * including "view" for when the monster is currently in line of sight,
1787 * and "mark" for when the monster is currently visible via detection.
1789 * The only monster fields that are changed here are "cdis" (the
1790 * distance from the player), "ml" (visible to the player), and
1791 * "mflag" (to maintain the "MFLAG_VIEW" flag).
1793 * Note the special "update_monsters()" function which can be used to
1794 * call this function once for every monster.
1796 * Note the "full" flag which requests that the "cdis" field be updated,
1797 * this is only needed when the monster (or the player) has moved.
1799 * Every time a monster moves, we must call this function for that
1800 * monster, and update the distance, and the visibility. Every time
1801 * the player moves, we must call this function for every monster, and
1802 * update the distance, and the visibility. Whenever the player "state"
1803 * changes in certain ways ("blindness", "infravision", "telepathy",
1804 * and "see invisible"), we must call this function for every monster,
1805 * and update the visibility.
1807 * Routines that change the "illumination" of a grid must also call this
1808 * function for any monster in that grid, since the "visibility" of some
1809 * monsters may be based on the illumination of their grid.
1811 * Note that this function is called once per monster every time the
1812 * player moves. When the player is running, this function is one
1813 * of the primary bottlenecks, along with "update_view()" and the
1814 * "process_monsters()" code, so efficiency is important.
1816 * Note the optimized "inline" version of the "distance()" function.
1818 * A monster is "visible" to the player if (1) it has been detected
1819 * by the player, (2) it is close to the player and the player has
1820 * telepathy, or (3) it is close to the player, and in line of sight
1821 * of the player, and it is "illuminated" by some combination of
1822 * infravision, torch light, or permanent light (invisible monsters
1823 * are only affected by "light" if the player can see invisible).
1825 * Monsters which are not on the current panel may be "visible" to
1826 * the player, and their descriptions will include an "offscreen"
1827 * reference. Currently, offscreen monsters cannot be targetted
1828 * or viewed directly, but old targets will remain set. XXX XXX
1830 * The player can choose to be disturbed by several things, including
1831 * "disturb_move" (monster which is viewable moves in some way), and
1832 * "disturb_near" (monster which is "easily" viewable moves in some
1833 * way). Note that "moves" includes "appears" and "disappears".
1835 void update_monster(MONSTER_IDX m_idx, bool full)
1837 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1838 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1840 bool do_disturb = disturb_move;
1843 POSITION fy = m_ptr->fy;
1844 POSITION fx = m_ptr->fx;
1849 /* Seen by vision */
1852 /* Non-Ninja player in the darkness */
1853 bool in_darkness = (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto;
1858 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1860 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)
1864 /* Compute distance */
1867 /* Distance components */
1868 int dy = (p_ptr->y > fy) ? (p_ptr->y - fy) : (fy - p_ptr->y);
1869 int dx = (p_ptr->x > fx) ? (p_ptr->x - fx) : (fx - p_ptr->x);
1871 /* Approximate distance */
1872 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
1874 /* Restrict distance */
1875 if (d > 255) d = 255;
1879 /* Save the distance */
1883 /* Extract distance */
1886 /* Extract the distance */
1891 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
1894 if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
1896 if (!in_darkness || (d <= MAX_SIGHT / 4))
1898 if (p_ptr->special_defense & KATA_MUSOU)
1903 if (is_original_ap(m_ptr) && !p_ptr->image)
1905 /* Hack -- Memorize mental flags */
1906 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1907 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1911 /* Basic telepathy */
1912 /* Snipers get telepathy when they concentrate deeper */
1913 else if (p_ptr->telepathy)
1915 /* Empty mind, no telepathy */
1916 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
1918 /* Memorize flags */
1919 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
1922 /* Weird mind, occasional telepathy */
1923 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
1925 /* One in ten individuals are detectable */
1926 if ((m_idx % 10) == 5)
1931 if (is_original_ap(m_ptr) && !p_ptr->image)
1933 /* Memorize flags */
1934 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
1936 /* Hack -- Memorize mental flags */
1937 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1938 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1943 /* Normal mind, allow telepathy */
1949 if (is_original_ap(m_ptr) && !p_ptr->image)
1951 /* Hack -- Memorize mental flags */
1952 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
1953 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
1958 if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
1961 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
1964 if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
1967 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
1970 if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
1973 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
1976 if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
1979 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
1982 if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
1985 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
1988 if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
1991 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
1994 if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
1997 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
2000 if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
2003 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
2006 if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
2009 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
2012 if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
2015 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
2018 if ((p_ptr->esp_nonliving) &&
2019 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
2022 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
2025 if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
2028 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
2032 /* Normal line of sight, and not blind */
2033 if (player_has_los_bold(fy, fx) && !p_ptr->blind)
2035 bool do_invisible = FALSE;
2036 bool do_cold_blood = FALSE;
2038 /* Snipers can see targets in darkness when they concentrate deeper */
2039 if (p_ptr->concent >= CONCENT_RADAR_THRESHOLD)
2045 /* Use "infravision" */
2046 if (d <= p_ptr->see_infra)
2048 /* Handle "cold blooded" monsters */
2049 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
2051 do_cold_blood = TRUE;
2054 /* Handle "warm blooded" monsters */
2062 /* Use "illumination" */
2063 if (player_can_see_bold(fy, fx))
2065 /* Handle "invisible" monsters */
2066 if (r_ptr->flags2 & (RF2_INVISIBLE))
2068 do_invisible = TRUE;
2078 /* Handle "normal" monsters */
2089 if (is_original_ap(m_ptr) && !p_ptr->image)
2091 /* Memorize flags */
2092 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
2093 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
2100 /* The monster is now visible */
2103 /* It was previously unseen */
2106 /* Mark as visible */
2109 /* Draw the monster */
2112 /* Update health bar as needed */
2113 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2114 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2116 /* Hack -- Count "fresh" sightings */
2119 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
2120 r_info[MON_KAGE].r_sights++;
2121 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
2125 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
2127 sanity_blast(m_ptr, FALSE);
2130 /* Disturb on appearance */
2131 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)))
2133 if (disturb_pets || is_hostile(m_ptr))
2134 disturb(TRUE, TRUE);
2139 /* The monster is not visible */
2142 /* It was previously seen */
2145 /* Mark as not visible */
2148 /* Erase the monster */
2151 /* Update health bar as needed */
2152 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2153 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2155 /* Disturb on disappearance */
2158 if (disturb_pets || is_hostile(m_ptr))
2159 disturb(TRUE, TRUE);
2165 /* The monster is now easily visible */
2169 if (!(m_ptr->mflag & (MFLAG_VIEW)))
2171 /* Mark as easily visible */
2172 m_ptr->mflag |= (MFLAG_VIEW);
2174 /* Disturb on appearance */
2177 if (disturb_pets || is_hostile(m_ptr))
2178 disturb(TRUE, TRUE);
2183 /* The monster is not easily visible */
2187 if (m_ptr->mflag & (MFLAG_VIEW))
2189 /* Mark as not easily visible */
2190 m_ptr->mflag &= ~(MFLAG_VIEW);
2192 /* Disturb on disappearance */
2195 if (disturb_pets || is_hostile(m_ptr))
2196 disturb(TRUE, TRUE);
2204 * @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).
2205 * @param full 距離更新を行うならtrue
2208 void update_monsters(bool full)
2212 /* Update each (live) monster */
2213 for (i = 1; i < current_floor_ptr->m_max; i++)
2215 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
2216 if (!monster_is_valid(m_ptr)) continue;
2217 update_monster(i, full);
2223 * @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
2224 * @param r_idx モンスター種族ID
2225 * @return 対象にできるならtrueを返す
2227 static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
2229 monster_race *r_ptr = &r_info[r_idx];
2230 monster_type *m_ptr = ¤t_floor_ptr->m_list[chameleon_change_m_idx];
2231 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2233 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
2234 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2236 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
2238 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))
2241 if (!monster_can_cross_terrain(current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2244 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2246 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
2250 else if (summon_specific_who > 0)
2252 if (monster_has_hostile_align(¤t_floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2259 * @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
2260 * @param r_idx モンスター種族ID
2261 * @return 対象にできるならtrueを返す
2262 * @todo グローバル変数対策の上 monster_hook.cへ移す。
2264 static bool monster_hook_chameleon(MONRACE_IDX r_idx)
2266 monster_race *r_ptr = &r_info[r_idx];
2267 monster_type *m_ptr = ¤t_floor_ptr->m_list[chameleon_change_m_idx];
2268 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2270 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2271 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2272 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2274 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))
2277 if (!monster_can_cross_terrain(current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2280 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2282 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
2283 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
2284 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
2288 else if (summon_specific_who > 0)
2290 if (monster_has_hostile_align(¤t_floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2293 return (*(get_monster_hook()))(r_idx);
2298 * @param m_idx 変身処理を受けるモンスター情報のID
2299 * @param born 生成時の初変身先指定ならばtrue
2300 * @param r_idx 旧モンスター種族のID
2303 void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
2306 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2307 monster_race *r_ptr;
2308 char old_m_name[MAX_NLEN];
2309 bool old_unique = FALSE;
2310 int old_r_idx = m_ptr->r_idx;
2312 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2314 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2315 r_ptr = &r_info[r_idx];
2317 monster_desc(old_m_name, m_ptr, 0);
2323 chameleon_change_m_idx = m_idx;
2325 get_mon_num_prep(monster_hook_chameleon_lord, NULL);
2327 get_mon_num_prep(monster_hook_chameleon, NULL);
2330 level = r_info[MON_CHAMELEON_K].level;
2331 else if (!current_floor_ptr->dun_level)
2332 level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
2334 level = current_floor_ptr->dun_level;
2336 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON) level+= 2+randint1(3);
2338 r_idx = get_mon_num(level);
2339 r_ptr = &r_info[r_idx];
2341 chameleon_change_m_idx = 0;
2345 m_ptr->r_idx = r_idx;
2346 m_ptr->ap_r_idx = r_idx;
2347 update_monster(m_idx, FALSE);
2348 lite_spot(m_ptr->fy, m_ptr->fx);
2350 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2351 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2352 p_ptr->update |= (PU_MON_LITE);
2356 /* Sub-alignment of a chameleon */
2357 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2359 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2360 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2361 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2366 if (m_idx == p_ptr->riding)
2368 GAME_TEXT m_name[MAX_NLEN];
2369 monster_desc(m_name, m_ptr, 0);
2370 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
2371 if (!(r_ptr->flags7 & RF7_RIDING))
2372 if (rakuba(0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
2375 /* Extract the monster base speed */
2376 m_ptr->mspeed = get_mspeed(r_ptr);
2378 oldmaxhp = m_ptr->max_maxhp;
2379 /* Assign maximal hitpoints */
2380 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2382 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2386 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2389 /* Monsters have double hitpoints in Nightmare mode */
2390 if (ironman_nightmare)
2392 u32b hp = m_ptr->max_maxhp * 2L;
2393 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2396 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2397 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2398 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2400 /* reset dealt_damage */
2401 m_ptr->dealt_damage = 0;
2406 * @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
2407 * @param r_idx モンスター種族ID
2408 * @return 対象にできるならtrueを返す
2409 * @todo グローバル変数対策の上 monster_hook.cへ移す。
2411 static bool monster_hook_tanuki(MONRACE_IDX r_idx)
2413 monster_race *r_ptr = &r_info[r_idx];
2415 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2416 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2417 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2418 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2420 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))
2423 return (*(get_monster_hook()))(r_idx);
2428 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
2429 * @param r_idx モンスター種族ID
2430 * @return モンスター種族の表層ID
2432 static MONRACE_IDX initial_r_appearance(MONRACE_IDX r_idx, BIT_FLAGS generate_mode)
2434 int attempts = 1000;
2435 MONRACE_IDX ap_r_idx;
2436 DEPTH min = MIN(current_floor_ptr->base_level - 5, 50);
2438 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN && !(generate_mode & (PM_MULTIPLY | PM_KAGE)))
2440 if (current_floor_ptr->base_level == 0 || one_in_(5)) return MON_ALIEN_JURAL;
2443 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2446 get_mon_num_prep(monster_hook_tanuki, NULL);
2450 ap_r_idx = get_mon_num(current_floor_ptr->base_level + 10);
2451 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2459 * @brief モンスターの個体加速を設定する / Get initial monster speed
2460 * @param r_ptr モンスター種族の参照ポインタ
2463 SPEED get_mspeed(monster_race *r_ptr)
2465 /* Extract the monster base speed */
2466 SPEED mspeed = r_ptr->speed;
2468 /* Hack -- small racial variety */
2469 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->inside_arena)
2471 /* Allow some small variation per monster */
2472 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
2473 if (i) mspeed += rand_spread(0, i);
2476 if (mspeed > 199) mspeed = 199;
2483 * @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.
2484 * @param who 召喚を行ったモンスターID
2487 * @param r_idx 生成モンスター種族
2488 * @param mode 生成オプション
2491 * To give the player a sporting chance, any monster that appears in
2492 * line-of-sight and is extremely dangerous can be marked as
2493 * "FORCE_SLEEP", which will cause them to be placed with low energy,
2494 * which often (but not always) lets the player move before they do.
2496 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
2498 * Use special "here" and "dead" flags for unique monsters,
2499 * remove old "cur_num" and "max_num" fields.
2501 * Actually, do something similar for artifacts, to simplify
2502 * the "preserve" mode, and to make the "what artifacts" flag more useful.
2504 * This is the only function which may place a monster in the dungeon,
2505 * except for the savefile loading code.
2507 static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2509 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2510 monster_type *m_ptr;
2511 monster_race *r_ptr = &r_info[r_idx];
2512 concptr name = (r_name + r_ptr->name);
2516 /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
2517 if (p_ptr->wild_mode) return FALSE;
2519 if (!in_bounds(y, x)) return (FALSE);
2520 if (!r_idx) return (FALSE);
2521 if (!r_ptr->name) return (FALSE);
2523 if (!(mode & PM_IGNORE_TERRAIN))
2525 /* Not on the Pattern */
2526 if (pattern_tile(y, x)) return FALSE;
2528 /* Require empty space (if not ghostly) */
2529 if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
2532 if (!p_ptr->inside_battle)
2534 /* Hack -- "unique" monsters must be "unique" */
2535 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
2536 (r_ptr->flags7 & (RF7_NAZGUL))) &&
2537 (r_ptr->cur_num >= r_ptr->max_num))
2543 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
2544 (r_ptr->cur_num >= 1))
2549 if (r_idx == MON_BANORLUPART)
2551 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
2552 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
2555 /* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
2556 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (current_floor_ptr->dun_level < r_ptr->level) &&
2557 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
2564 if (quest_number(current_floor_ptr->dun_level))
2566 int hoge = quest_number(current_floor_ptr->dun_level);
2567 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
2569 if(r_idx == quest[hoge].r_idx)
2571 int number_mon, i2, j2;
2574 /* Count all quest monsters */
2575 for (i2 = 0; i2 < current_floor_ptr->width; ++i2)
2576 for (j2 = 0; j2 < current_floor_ptr->height; j2++)
2577 if (current_floor_ptr->grid_array[j2][i2].m_idx > 0)
2578 if (current_floor_ptr->m_list[current_floor_ptr->grid_array[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
2580 if(number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
2586 if (is_glyph_grid(g_ptr))
2588 if (randint1(BREAK_GLYPH) < (r_ptr->level+20))
2590 /* Describe observable breakage */
2591 if (g_ptr->info & CAVE_MARK)
2593 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2596 /* Forget the rune */
2597 g_ptr->info &= ~(CAVE_MARK);
2599 /* Break the rune */
2600 g_ptr->info &= ~(CAVE_OBJECT);
2608 msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
2610 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
2612 /* Make a new monster */
2613 g_ptr->m_idx = m_pop();
2614 hack_m_idx_ii = g_ptr->m_idx;
2616 /* Mega-Hack -- catch "failure" */
2617 if (!g_ptr->m_idx) return (FALSE);
2620 /* Get a new monster record */
2621 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2624 m_ptr->r_idx = r_idx;
2625 m_ptr->ap_r_idx = initial_r_appearance(r_idx, mode);
2631 /* Hack -- Appearance transfer */
2632 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(¤t_floor_ptr->m_list[who]))
2634 m_ptr->ap_r_idx = current_floor_ptr->m_list[who].ap_r_idx;
2636 /* Hack -- Shadower spawns Shadower */
2637 if (current_floor_ptr->m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
2640 /* Sub-alignment of a monster */
2641 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
2642 m_ptr->sub_align = current_floor_ptr->m_list[who].sub_align;
2645 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2646 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2647 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2650 /* Place the monster at the location */
2655 /* No "timed status" yet */
2656 for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
2658 /* Unknown distance */
2661 reset_target(m_ptr);
2663 m_ptr->nickname = 0;
2668 /* Your pet summons its pet. */
2669 if (who > 0 && is_pet(¤t_floor_ptr->m_list[who]))
2671 mode |= PM_FORCE_PET;
2672 m_ptr->parent_m_idx = who;
2676 m_ptr->parent_m_idx = 0;
2679 if (r_ptr->flags7 & RF7_CHAMELEON)
2681 choose_new_monster(g_ptr->m_idx, TRUE, 0);
2682 r_ptr = &r_info[m_ptr->r_idx];
2683 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
2685 /* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
2686 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
2687 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2689 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
2691 m_ptr->ap_r_idx = MON_KAGE;
2692 m_ptr->mflag2 |= MFLAG2_KAGE;
2695 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
2701 if (mode & PM_FORCE_PET)
2706 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
2707 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(who))
2709 if (!monster_has_hostile_align(NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
2712 /* Assume no sleeping */
2713 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
2715 /* Enforce sleeping if needed */
2716 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
2718 int val = r_ptr->sleep;
2719 (void)set_monster_csleep(g_ptr->m_idx, (val * 2) + randint1(val * 10));
2722 /* Assign maximal hitpoints */
2723 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2725 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2729 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2732 /* Monsters have double hitpoints in Nightmare mode */
2733 if (ironman_nightmare)
2735 u32b hp = m_ptr->max_maxhp * 2L;
2737 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2740 m_ptr->maxhp = m_ptr->max_maxhp;
2742 /* And start out fully healthy */
2743 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
2744 m_ptr->hp = m_ptr->maxhp / 2;
2745 else m_ptr->hp = m_ptr->maxhp;
2748 /* dealt damage is 0 at initial*/
2749 m_ptr->dealt_damage = 0;
2752 /* Extract the monster base speed */
2753 m_ptr->mspeed = get_mspeed(r_ptr);
2755 if (mode & PM_HASTE) (void)set_monster_fast(g_ptr->m_idx, 100);
2757 /* Give a random starting energy */
2758 if (!ironman_nightmare)
2760 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
2764 /* Nightmare monsters are more prepared */
2765 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
2768 /* Force monster to wait for player, unless in Nightmare mode */
2769 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
2771 /* Monster is still being nice */
2772 m_ptr->mflag |= (MFLAG_NICE);
2774 /* Must repair monsters */
2775 repair_monsters = TRUE;
2778 /* Hack -- see "process_monsters()" */
2779 if (g_ptr->m_idx < hack_m_idx)
2781 /* Monster is still being born */
2782 m_ptr->mflag |= (MFLAG_BORN);
2786 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
2787 p_ptr->update |= (PU_MON_LITE);
2788 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
2789 p_ptr->update |= (PU_MON_LITE);
2790 update_monster(g_ptr->m_idx, TRUE);
2793 /* Count the monsters on the level */
2794 real_r_ptr(m_ptr)->cur_num++;
2797 * Memorize location of the unique monster in saved floors.
2798 * A unique monster move from old saved floor.
2800 if (current_world_ptr->character_dungeon &&
2801 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
2802 real_r_ptr(m_ptr)->floor_id = p_ptr->floor_id;
2804 /* Hack -- Count the number of "reproducers" */
2805 if (r_ptr->flags2 & RF2_MULTIPLY) current_floor_ptr->num_repro++;
2807 if (p_ptr->warning && current_world_ptr->character_dungeon)
2809 if (r_ptr->flags1 & RF1_UNIQUE)
2813 GAME_TEXT o_name[MAX_NLEN];
2815 if (r_ptr->level > p_ptr->lev + 30)
2816 color = _("黒く", "black");
2817 else if (r_ptr->level > p_ptr->lev + 15)
2818 color = _("紫色に", "purple");
2819 else if (r_ptr->level > p_ptr->lev + 5)
2820 color = _("ルビー色に", "deep red");
2821 else if (r_ptr->level > p_ptr->lev - 5)
2822 color = _("赤く", "red");
2823 else if (r_ptr->level > p_ptr->lev - 15)
2824 color = _("ピンク色に", "pink");
2826 color = _("白く", "white");
2828 o_ptr = choose_warning_item();
2831 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
2832 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
2836 msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
2841 if (is_explosive_rune_grid(g_ptr))
2843 /* Break the ward */
2844 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2846 /* Describe observable breakage */
2847 if (g_ptr->info & CAVE_MARK)
2849 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2850 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);
2855 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2858 /* Forget the rune */
2859 g_ptr->info &= ~(CAVE_MARK);
2861 /* Break the rune */
2862 g_ptr->info &= ~(CAVE_OBJECT);
2875 #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 */
2878 * @brief モンスター1体を目標地点に可能な限り近い位置に生成する / improved version of scatter() for place monster
2879 * @param r_idx 生成モンスター種族
2880 * @param yp 結果生成位置y座標
2881 * @param xp 結果生成位置x座標
2882 * @param y 中心生成位置y座標
2883 * @param x 中心生成位置x座標
2884 * @param max_dist 生成位置の最大半径
2888 static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
2890 POSITION place_x[MON_SCAT_MAXD];
2891 POSITION place_y[MON_SCAT_MAXD];
2892 int num[MON_SCAT_MAXD];
2896 if (max_dist >= MON_SCAT_MAXD)
2899 for (i = 0; i < MON_SCAT_MAXD; i++)
2902 for (nx = x - max_dist; nx <= x + max_dist; nx++)
2904 for (ny = y - max_dist; ny <= y + max_dist; ny++)
2906 /* Ignore annoying locations */
2907 if (!in_bounds(ny, nx)) continue;
2909 /* Require "line of projection" */
2910 if (!projectable(y, x, ny, nx)) continue;
2914 monster_race *r_ptr = &r_info[r_idx];
2916 /* Require empty space (if not ghostly) */
2917 if (!monster_can_enter(ny, nx, r_ptr, 0))
2922 /* Walls and Monsters block flow */
2923 if (!cave_empty_bold2(ny, nx)) continue;
2925 /* ... nor on the Pattern */
2926 if (pattern_tile(ny, nx)) continue;
2929 i = distance(y, x, ny, nx);
2937 if (one_in_(num[i]))
2946 while (i < MON_SCAT_MAXD && 0 == num[i])
2948 if (i >= MON_SCAT_MAXD)
2958 * @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
2959 * @param who 召喚主のモンスター情報ID
2960 * @param y 中心生成位置y座標
2961 * @param x 中心生成位置x座標
2962 * @param r_idx 生成モンスター種族
2963 * @param mode 生成オプション
2966 static bool place_monster_group(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2968 monster_race *r_ptr = &r_info[r_idx];
2971 int total = 0, extra = 0;
2975 POSITION hack_y[GROUP_MAX];
2976 POSITION hack_x[GROUP_MAX];
2979 /* Pick a group size */
2980 total = randint1(10);
2982 /* Hard monsters, small groups */
2983 if (r_ptr->level > current_floor_ptr->dun_level)
2985 extra = r_ptr->level - current_floor_ptr->dun_level;
2986 extra = 0 - randint1(extra);
2989 /* Easy monsters, large groups */
2990 else if (r_ptr->level < current_floor_ptr->dun_level)
2992 extra = current_floor_ptr->dun_level - r_ptr->level;
2993 extra = randint1(extra);
2996 /* Hack -- limit group reduction */
2997 if (extra > 9) extra = 9;
2999 /* Modify the group size */
3003 if (total < 1) total = 1;
3006 if (total > GROUP_MAX) total = GROUP_MAX;
3009 /* Start on the monster */
3014 /* Puddle monsters, breadth first, up to total */
3015 for (n = 0; (n < hack_n) && (hack_n < total); n++)
3017 /* Grab the location */
3018 POSITION hx = hack_x[n];
3019 POSITION hy = hack_y[n];
3021 /* Check each direction, up to total */
3022 for (i = 0; (i < 8) && (hack_n < total); i++)
3026 scatter(&my, &mx, hy, hx, 4, 0);
3028 /* Walls and Monsters block flow */
3029 if (!cave_empty_bold2(my, mx)) continue;
3031 /* Attempt to place another monster */
3032 if (place_monster_one(who, my, mx, r_idx, mode))
3034 /* Add it to the "hack" set */
3035 hack_y[hack_n] = my;
3036 hack_x[hack_n] = mx;
3048 * @var place_monster_idx
3049 * @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
3050 * @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
3052 static MONSTER_IDX place_monster_idx = 0;
3055 * @var place_monster_m_idx
3056 * @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
3057 * @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
3059 static MONSTER_IDX place_monster_m_idx = 0;
3062 * @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
3063 * @param r_idx チェックするモンスター種族のID
3064 * @return 護衛にできるならばtrue
3066 static bool place_monster_can_escort(MONRACE_IDX r_idx)
3068 monster_race *r_ptr = &r_info[place_monster_idx];
3069 monster_type *m_ptr = ¤t_floor_ptr->m_list[place_monster_m_idx];
3071 monster_race *z_ptr = &r_info[r_idx];
3073 /* Hack - Escorts have to have the same dungeon flag */
3074 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return (FALSE);
3076 /* Require similar "race" */
3077 if (z_ptr->d_char != r_ptr->d_char) return (FALSE);
3079 /* Skip more advanced monsters */
3080 if (z_ptr->level > r_ptr->level) return (FALSE);
3082 /* Skip unique monsters */
3083 if (z_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3085 /* Paranoia -- Skip identical monsters */
3086 if (place_monster_idx == r_idx) return (FALSE);
3088 /* Skip different alignment */
3089 if (monster_has_hostile_align(m_ptr, 0, 0, z_ptr)) return FALSE;
3091 if (r_ptr->flags7 & RF7_FRIENDLY)
3093 if (monster_has_hostile_align(NULL, 1, -1, z_ptr)) return FALSE;
3096 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
3104 * @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
3105 * @param who 召喚主のモンスター情報ID
3108 * @param r_idx 生成するモンスターの種族ID
3109 * @param mode 生成オプション
3110 * @return 生成に成功したらtrue
3112 * Note that certain monsters are now marked as requiring "friends".
3113 * These monsters, if successfully placed, and if the "grp" parameter
3114 * is TRUE, will be surrounded by a "group" of identical monsters.
3116 * Note that certain monsters are now marked as requiring an "escort",
3117 * which is a collection of monsters with similar "race" but lower level.
3119 * Some monsters induce a fake "group" flag on their escorts.
3121 * Note the "bizarre" use of non-recursion to prevent annoying output
3122 * when running a code profiler.
3124 * Note the use of the new "monster allocation table" code to restrict
3125 * the "get_mon_num()" function to "legal" escort types.
3127 bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3130 monster_race *r_ptr = &r_info[r_idx];
3132 if (!(mode & PM_NO_KAGE) && one_in_(333))
3135 /* Place one monster, or fail */
3136 if (!place_monster_one(who, y, x, r_idx, mode)) return (FALSE);
3138 /* Require the "group" flag */
3139 if (!(mode & PM_ALLOW_GROUP)) return (TRUE);
3141 place_monster_m_idx = hack_m_idx_ii;
3144 for(i = 0; i < 6; i++)
3146 if(!r_ptr->reinforce_id[i]) break;
3147 n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
3148 for(j = 0; j < n; j++)
3150 POSITION nx, ny, d = 7;
3151 scatter(&ny, &nx, y, x, d, 0);
3152 (void)place_monster_one(place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
3156 /* Friends for certain monsters */
3157 if (r_ptr->flags1 & (RF1_FRIENDS))
3159 /* Attempt to place a group */
3160 (void)place_monster_group(who, y, x, r_idx, mode);
3163 /* Escorts for certain monsters */
3164 if (r_ptr->flags1 & (RF1_ESCORT))
3166 /* Set the escort index */
3167 place_monster_idx = r_idx;
3169 /* Try to place several "escorts" */
3170 for (i = 0; i < 32; i++)
3172 POSITION nx, ny, d = 3;
3175 /* Pick a location */
3176 scatter(&ny, &nx, y, x, d, 0);
3178 /* Require empty grids */
3179 if (!cave_empty_bold2(ny, nx)) continue;
3180 get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx));
3182 /* Pick a random race */
3183 z = get_mon_num(r_ptr->level);
3185 /* Handle failure */
3188 /* Place a single escort */
3189 (void)place_monster_one(place_monster_m_idx, ny, nx, z, mode);
3191 /* Place a "group" of escorts if needed */
3192 if ((r_info[z].flags1 & RF1_FRIENDS) ||
3193 (r_ptr->flags1 & RF1_ESCORTS))
3195 /* Place a group of monsters */
3196 (void)place_monster_group(place_monster_m_idx, ny, nx, z, mode);
3206 * @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
3209 * @param mode 生成オプション
3210 * @return 生成に成功したらtrue
3212 bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
3215 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3217 /* Pick a monster */
3218 r_idx = get_mon_num(current_floor_ptr->monster_level);
3220 /* Handle failure */
3221 if (!r_idx) return (FALSE);
3223 /* Attempt to place the monster */
3224 if (place_monster_aux(0, y, x, r_idx, mode)) return (TRUE);
3230 * @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
3233 * @return 生成に成功したらtrue
3235 bool alloc_horde(POSITION y, POSITION x)
3237 monster_race *r_ptr = NULL;
3238 MONRACE_IDX r_idx = 0;
3240 int attempts = 1000;
3243 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3247 /* Pick a monster */
3248 r_idx = get_mon_num(current_floor_ptr->monster_level);
3250 /* Handle failure */
3251 if (!r_idx) return (FALSE);
3253 r_ptr = &r_info[r_idx];
3255 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3257 if (r_idx == MON_HAGURE) continue;
3260 if (attempts < 1) return FALSE;
3266 /* Attempt to place the monster */
3267 if (place_monster_aux(0, y, x, r_idx, 0L)) break;
3270 if (attempts < 1) return FALSE;
3272 m_idx = current_floor_ptr->grid_array[y][x].m_idx;
3274 if (current_floor_ptr->m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[current_floor_ptr->m_list[m_idx].r_idx];
3276 for (attempts = randint1(10) + 5; attempts; attempts--)
3278 scatter(&cy, &cx, y, x, 5, 0);
3280 (void)summon_specific(m_idx, cy, cx, current_floor_ptr->dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
3286 if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), r_ptr->d_char);
3291 * @brief ダンジョンの主生成を試みる / Put the Guardian
3292 * @param def_val 現在の主の生成状態
3293 * @return 生成に成功したらtrue
3295 bool alloc_guardian(bool def_val)
3297 MONRACE_IDX guardian = d_info[p_ptr->dungeon_idx].final_guardian;
3299 if (guardian && (d_info[p_ptr->dungeon_idx].maxdepth == current_floor_ptr->dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
3303 int try_count = 4000;
3305 /* Find a good position */
3308 /* Get a random spot */
3309 oy = randint1(current_floor_ptr->height - 4) + 2;
3310 ox = randint1(current_floor_ptr->width - 4) + 2;
3312 /* Is it a good spot ? */
3313 if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(current_floor_ptr->grid_array[oy][ox].feat, &r_info[guardian], 0))
3315 /* Place the guardian */
3316 if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
3319 /* One less try count */
3331 * @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.
3332 * @param dis プレイヤーから離れるべき最低距離
3333 * @param mode 生成オプション
3334 * @return 生成に成功したらtrue
3336 * Place the monster at least "dis" distance from the player.
3337 * Use "slp" to choose the initial "sleep" status
3338 * Use "current_floor_ptr->monster_level" for the monster level
3340 bool alloc_monster(POSITION dis, BIT_FLAGS mode)
3342 POSITION y = 0, x = 0;
3343 int attempts_left = 10000;
3345 /* Put the Guardian */
3346 if (alloc_guardian(FALSE)) return TRUE;
3348 /* Find a legal, distant, unoccupied, space */
3349 while (attempts_left--)
3351 /* Pick a location */
3352 y = randint0(current_floor_ptr->height);
3353 x = randint0(current_floor_ptr->width);
3355 /* Require empty floor grid (was "naked") */
3356 if (current_floor_ptr->dun_level)
3358 if (!cave_empty_bold2(y, x)) continue;
3362 if (!cave_empty_bold(y, x)) continue;
3365 /* Accept far away grids */
3366 if (distance(y, x, p_ptr->y, p_ptr->x) > dis) break;
3371 if (cheat_xtra || cheat_hear)
3373 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?"));
3380 if (randint1(5000) <= current_floor_ptr->dun_level)
3382 if (alloc_horde(y, x))
3389 /* Attempt to place the monster, allow groups */
3390 if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return (TRUE);
3398 * @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
3399 * @param r_idx チェックするモンスター種族ID
3400 * @return 召喚対象にできるならばTRUE
3402 static bool summon_specific_okay(MONRACE_IDX r_idx)
3404 monster_race *r_ptr = &r_info[r_idx];
3405 monster_type *m_ptr = ¤t_floor_ptr->m_list[summon_specific_who];
3407 /* Hack - Only summon dungeon monsters */
3408 if (!mon_hook_dungeon(r_idx)) return (FALSE);
3410 /* Hack -- identify the summoning monster */
3411 if (summon_specific_who > 0)
3414 /* Do not summon enemies */
3416 /* Friendly vs. opposite aligned normal or pet */
3417 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
3419 /* Use the player's alignment */
3420 else if (summon_specific_who < 0)
3422 /* Do not summon enemies of the pets */
3423 if (monster_has_hostile_align(NULL, 10, -10, r_ptr))
3425 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
3429 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
3431 /* Hack -- no specific type specified */
3432 if (!summon_specific_type) return (TRUE);
3434 if ((summon_specific_who < 0) &&
3435 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
3436 monster_has_hostile_align(NULL, 10, -10, r_ptr))
3439 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON)) return TRUE;
3441 return (summon_specific_aux(m_ptr->r_idx, r_idx));
3446 * @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.
3447 * @param who 召喚主のモンスター情報ID
3452 * @param mode 生成オプション
3453 * @return 召喚できたらtrueを返す
3456 * We will attempt to place the monster up to 10 times before giving up.
3458 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
3459 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
3460 * Note: None of the other summon codes will ever summon Unique's.
3462 * This function has been changed. We now take the "monster level"
3463 * of the summoning monster as a parameter, and use that, along with
3464 * the current dungeon level, to help determine the level of the
3465 * desired monster. Note that this is an upper bound, and also
3466 * tends to "prefer" monsters of that level. Currently, we use
3467 * the average of the dungeon and monster levels, and then add
3468 * five to allow slight increases in monster power.
3470 * Note that we use the new "monster allocation table" creation code
3471 * to restrict the "get_mon_num()" function to the set of "legal"
3472 * monsters, making this function much faster and more reliable.
3474 * Note that this function may not succeed, though this is very rare.
3476 bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
3481 if (p_ptr->inside_arena) return (FALSE);
3483 if (!mon_scatter(0, &y, &x, y1, x1, 2)) return FALSE;
3485 /* Save the summoner */
3486 summon_specific_who = who;
3488 /* Save the "summon" type */
3489 summon_specific_type = type;
3491 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
3492 get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
3494 /* Pick a monster, using the level calculation */
3495 r_idx = get_mon_num((current_floor_ptr->dun_level + lev) / 2 + 5);
3497 /* Handle failure */
3500 summon_specific_type = 0;
3504 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
3506 /* Attempt to place the monster (awake, allow groups) */
3507 if (!place_monster_aux(who, y, x, r_idx, mode))
3509 summon_specific_type = 0;
3513 summon_specific_type = 0;
3515 sound(SOUND_SUMMON);
3521 * @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
3522 * @param who 召喚主のモンスター情報ID
3525 * @param r_idx 生成するモンスター種族ID
3526 * @param mode 生成オプション
3527 * @return 召喚できたらtrueを返す
3529 bool summon_named_creature(MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
3532 /* if (!r_idx) return; */
3534 /* Prevent illegal monsters */
3535 if (r_idx >= max_r_idx) return FALSE;
3537 if (p_ptr->inside_arena) return FALSE;
3539 if (!mon_scatter(r_idx, &y, &x, oy, ox, 2)) return FALSE;
3541 /* Place it (allow groups) */
3542 return place_monster_aux(who, y, x, r_idx, (mode | PM_NO_KAGE));
3547 * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
3548 * @param m_idx 増殖するモンスター情報ID
3549 * @param clone クローン・モンスター処理ならばtrue
3550 * @param mode 生成オプション
3551 * @return 生成できたらtrueを返す
3553 * Note that "reproduction" REQUIRES empty space.
3555 bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
3557 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
3560 if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
3563 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
3565 /* Create a new monster (awake, no groups) */
3566 if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
3569 /* Hack -- Transfer "clone" flag */
3570 if (clone || (m_ptr->smart & SM_CLONED))
3572 current_floor_ptr->m_list[hack_m_idx_ii].smart |= SM_CLONED;
3573 current_floor_ptr->m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
3582 * @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
3583 * @param m_idx モンスター情報ID
3584 * @param dam 与えたダメージ
3587 * Technically should attempt to treat "Beholder"'s as jelly's
3589 void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
3591 HIT_POINT oldhp, newhp;
3593 PERCENTAGE percentage;
3595 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
3596 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3598 GAME_TEXT m_name[MAX_NLEN];
3600 monster_desc(m_name, m_ptr, 0);
3602 if(dam == 0) // Notice non-damage
3604 msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
3608 /* Note -- subtle fix -CFT */
3610 oldhp = newhp + dam;
3611 tmp = (newhp * 100L) / oldhp;
3614 if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
3617 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3618 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
3619 else if(percentage > 50) msg_format("%^sは縮こまった。", m_name);
3620 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
3621 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
3622 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3623 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3625 if(percentage > 95) msg_format("%^s barely notices.", m_name);
3626 else if(percentage > 75) msg_format("%^s flinches.", m_name);
3627 else if(percentage > 50) msg_format("%^s squelches.", m_name);
3628 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
3629 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
3630 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
3631 else msg_format("%^s jerks limply.", m_name);
3635 else if(my_strchr("l", r_ptr->d_char)) // Fish
3638 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3639 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
3640 else if(percentage > 50) msg_format("%^sは躊躇した。", m_name);
3641 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
3642 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
3643 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3644 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3646 if(percentage > 95) msg_format("%^s barely notices.", m_name);
3647 else if(percentage > 75) msg_format("%^s flinches.", m_name);
3648 else if(percentage > 50) msg_format("%^s hesitates.", m_name);
3649 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
3650 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
3651 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
3652 else msg_format("%^s jerks limply.", m_name);
3656 else if(my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs
3659 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3660 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3661 else if(percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
3662 else if(percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
3663 else if(percentage > 20) msg_format("%^sはうめいた。", m_name);
3664 else if(percentage > 10) msg_format("%^sは躊躇した。", m_name);
3665 else msg_format("%^sはくしゃくしゃになった。", m_name);
3667 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
3668 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3669 else if(percentage > 50) msg_format("%^s roars thunderously.", m_name);
3670 else if(percentage > 35) msg_format("%^s rumbles.", m_name);
3671 else if(percentage > 20) msg_format("%^s grunts.", m_name);
3672 else if(percentage > 10) msg_format("%^s hesitates.", m_name);
3673 else msg_format("%^s crumples.", m_name);
3677 else if(my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics
3680 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
3681 else if(percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
3682 else if(percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
3683 else if(percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
3684 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
3685 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
3686 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
3688 if(percentage > 95) msg_format("%^s barely notices.", m_name);
3689 else if(percentage > 75) msg_format("%^s hisses.", m_name);
3690 else if(percentage > 50) msg_format("%^s rears up in anger.", m_name);
3691 else if(percentage > 35) msg_format("%^s hisses furiously.", m_name);
3692 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
3693 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
3694 else msg_format("%^s jerks limply.", m_name);
3698 else if(my_strchr("f", r_ptr->d_char))
3701 if(percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
3702 else if(percentage > 75) msg_format("%^sは吠えた。", m_name);
3703 else if(percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
3704 else if(percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
3705 else if(percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
3706 else if(percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
3707 else msg_format("%sは哀れな鳴き声を出した。", m_name);
3709 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3710 else if(percentage > 75) msg_format("%^s roars.", m_name);
3711 else if(percentage > 50) msg_format("%^s growls angrily.", m_name);
3712 else if(percentage > 35) msg_format("%^s hisses with pain.", m_name);
3713 else if(percentage > 20) msg_format("%^s mewls in pain.", m_name);
3714 else if(percentage > 10) msg_format("%^s hisses in agony.", m_name);
3715 else msg_format("%^s mewls pitifully.", m_name);
3719 else if(my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders
3722 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3723 else if(percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
3724 else if(percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
3725 else if(percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
3726 else if(percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
3727 else if(percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
3728 else msg_format("%^sはピクピクひきつった。", m_name);
3730 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
3731 else if(percentage > 75) msg_format("%^s chitters.", m_name);
3732 else if(percentage > 50) msg_format("%^s scuttles about.", m_name);
3733 else if(percentage > 35) msg_format("%^s twitters.", m_name);
3734 else if(percentage > 20) msg_format("%^s jerks in pain.", m_name);
3735 else if(percentage > 10) msg_format("%^s jerks in agony.", m_name);
3736 else msg_format("%^s twitches.", m_name);
3740 else if(my_strchr("B", r_ptr->d_char)) // Birds
3743 if(percentage > 95) msg_format("%^sはさえずった。", m_name);
3744 else if(percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
3745 else if(percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
3746 else if(percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
3747 else if(percentage > 20) msg_format("%^sは苦しんだ。", m_name);
3748 else if(percentage > 10) msg_format("%^sはのたうち回った。", m_name);
3749 else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
3751 if(percentage > 95) msg_format("%^s chirps.", m_name);
3752 else if(percentage > 75) msg_format("%^s twitters.", m_name);
3753 else if(percentage > 50) msg_format("%^s squawks.", m_name);
3754 else if(percentage > 35) msg_format("%^s chatters.", m_name);
3755 else if(percentage > 20) msg_format("%^s jeers.", m_name);
3756 else if(percentage > 10) msg_format("%^s flutters about.", m_name);
3757 else msg_format("%^s squeaks.", m_name);
3761 else if(my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead
3764 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3765 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
3766 else if(percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
3767 else if(percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
3768 else if(percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
3769 else if(percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
3770 else msg_format("%^sは弱々しくうなった。", m_name);
3772 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
3773 else if(percentage > 75) msg_format("%^s flinches.", m_name);
3774 else if(percentage > 50) msg_format("%^s hisses in pain.", m_name);
3775 else if(percentage > 35) msg_format("%^s snarls with pain.", m_name);
3776 else if(percentage > 20) msg_format("%^s roars with pain.", m_name);
3777 else if(percentage > 10) msg_format("%^s gasps.", m_name);
3778 else msg_format("%^s snarls feebly.", m_name);
3782 else if(my_strchr("s", r_ptr->d_char)) // Skeletons
3785 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3786 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3787 else if(percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
3788 else if(percentage > 35) msg_format("%^sはよろめいた。", m_name);
3789 else if(percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
3790 else if(percentage > 10) msg_format("%^sはよろめいた。", m_name);
3791 else msg_format("%^sはガタガタ言った。", m_name);
3793 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
3794 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3795 else if(percentage > 50) msg_format("%^s rattles.", m_name);
3796 else if(percentage > 35) msg_format("%^s stumbles.", m_name);
3797 else if(percentage > 20) msg_format("%^s rattles.", m_name);
3798 else if(percentage > 10) msg_format("%^s staggers.", m_name);
3799 else msg_format("%^s clatters.", m_name);
3803 else if(my_strchr("z", r_ptr->d_char)) // Zombies
3806 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3807 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3808 else if(percentage > 50) msg_format("%^sはうめいた。", m_name);
3809 else if(percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
3810 else if(percentage > 20) msg_format("%^sは躊躇した。", m_name);
3811 else if(percentage > 10) msg_format("%^sはうなった。", m_name);
3812 else msg_format("%^sはよろめいた。", m_name);
3814 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
3815 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3816 else if(percentage > 50) msg_format("%^s groans.", m_name);
3817 else if(percentage > 35) msg_format("%^s moans.", m_name);
3818 else if(percentage > 20) msg_format("%^s hesitates.", m_name);
3819 else if(percentage > 10) msg_format("%^s grunts.", m_name);
3820 else msg_format("%^s staggers.", m_name);
3824 else if(my_strchr("G", r_ptr->d_char)) // Ghosts
3827 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
3828 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
3829 else if(percentage > 50) msg_format("%sはうめいた。", m_name);
3830 else if(percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
3831 else if(percentage > 20) msg_format("%^sは吠えた。", m_name);
3832 else if(percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
3833 else msg_format("%^sはかすかにうめいた。", m_name);
3835 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
3836 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
3837 else if(percentage > 50) msg_format("%^s moans.", m_name);
3838 else if(percentage > 35) msg_format("%^s wails.", m_name);
3839 else if(percentage > 20) msg_format("%^s howls.", m_name);
3840 else if(percentage > 10) msg_format("%^s moans softly.", m_name);
3841 else msg_format("%^s sighs.", m_name);
3845 else if(my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds
3848 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
3849 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3850 else if(percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
3851 else if(percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
3852 else if(percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
3853 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3854 else msg_format("%^sは弱々しく吠えた。", m_name);
3856 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3857 else if(percentage > 75) msg_format("%^s snarls with pain.", m_name);
3858 else if(percentage > 50) msg_format("%^s yelps in pain.", m_name);
3859 else if(percentage > 35) msg_format("%^s howls in pain.", m_name);
3860 else if(percentage > 20) msg_format("%^s howls in agony.", m_name);
3861 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
3862 else msg_format("%^s yelps feebly.", m_name);
3866 else if(my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek)
3869 if(percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
3870 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3871 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
3872 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
3873 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
3874 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3875 else msg_format("%^sは弱々しく叫んだ。", m_name);
3877 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
3878 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
3879 else if(percentage > 50) msg_format("%^s squeals in pain.", m_name);
3880 else if(percentage > 35) msg_format("%^s shrieks in pain.", m_name);
3881 else if(percentage > 20) msg_format("%^s shrieks in agony.", m_name);
3882 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
3883 else msg_format("%^s cries out feebly.", m_name);
3887 else // Another type of creatures (shrug,cry,scream)
3890 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
3891 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
3892 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
3893 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
3894 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
3895 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
3896 else msg_format("%^sは弱々しく叫んだ。", m_name);
3898 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
3899 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
3900 else if(percentage > 50) msg_format("%^s cries out in pain.", m_name);
3901 else if(percentage > 35) msg_format("%^s screams in pain.", m_name);
3902 else if(percentage > 20) msg_format("%^s screams in agony.", m_name);
3903 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
3904 else msg_format("%^s cries out feebly.", m_name);
3912 * @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.
3913 * @param m_idx 更新を行う「モンスター情報ID
3914 * @param what 学習対象ID
3917 void update_smart_learn(MONSTER_IDX m_idx, int what)
3919 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
3920 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3922 /* Not allowed to learn */
3923 if (!smart_learn) return;
3925 /* Too stupid to learn anything */
3926 if (r_ptr->flags2 & (RF2_STUPID)) return;
3928 /* Not intelligent, only learn sometimes */
3929 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
3931 /* Analyze the knowledge */
3935 if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
3936 if (IS_OPPOSE_ACID()) m_ptr->smart |= (SM_OPP_ACID);
3937 if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
3941 if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
3942 if (IS_OPPOSE_ELEC()) m_ptr->smart |= (SM_OPP_ELEC);
3943 if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
3947 if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
3948 if (IS_OPPOSE_FIRE()) m_ptr->smart |= (SM_OPP_FIRE);
3949 if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
3953 if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
3954 if (IS_OPPOSE_COLD()) m_ptr->smart |= (SM_OPP_COLD);
3955 if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
3959 if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
3960 if (IS_OPPOSE_POIS()) m_ptr->smart |= (SM_OPP_POIS);
3965 if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
3969 if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
3973 if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
3977 if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
3981 if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
3985 if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
3989 if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
3993 if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
3997 if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
4001 if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
4005 if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
4009 if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
4013 if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
4017 if (p_ptr->reflect) m_ptr-> smart |= (SM_IMM_REFLECT);
4024 * @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
4025 * @param m_ptr モンスター参照ポインタ
4028 void monster_drop_carried_objects(monster_type *m_ptr)
4030 OBJECT_IDX this_o_idx, next_o_idx = 0;
4036 /* Drop objects being carried */
4037 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4039 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
4040 next_o_idx = o_ptr->next_o_idx;
4043 object_copy(q_ptr, o_ptr);
4045 /* Forget monster */
4046 q_ptr->held_m_idx = 0;
4048 delete_object_idx(this_o_idx);
4051 (void)drop_near(q_ptr, -1, m_ptr->fy, m_ptr->fx);
4054 /* Forget objects */
4055 m_ptr->hold_o_idx = 0;
4059 * @brief 指定したモンスターに隣接しているモンスターの数を返す。
4060 * / Count number of adjacent monsters
4061 * @param m_idx 隣接数を調べたいモンスターのID
4062 * @return 隣接しているモンスターの数
4064 int get_monster_crowd_number(MONSTER_IDX m_idx)
4066 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
4067 POSITION my = m_ptr->fy;
4068 POSITION mx = m_ptr->fx;
4072 for (i = 0; i < 7; i++)
4074 int ay = my + ddy_ddd[i];
4075 int ax = mx + ddx_ddd[i];
4077 if (!in_bounds(ay, ax)) continue;
4079 /* Count number of monsters */
4080 if (current_floor_ptr->grid_array[ay][ax].m_idx > 0) count++;