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.
16 #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? */
17 #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? */
22 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
24 cptr horror_desc[MAX_SAN_HORROR] =
80 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(幻覚状態時)
82 cptr funny_desc[MAX_SAN_FUNNY] =
143 * @var funny_comments
144 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
146 cptr funny_comments[MAX_SAN_COMMENT] =
167 * @brief モンスターの目標地点をセットする / Set the target of counter attack
168 * @param m_ptr モンスターの参照ポインタ
173 void set_target(monster_type *m_ptr, int y, int x)
181 * @brief モンスターの目標地点をリセットする / Reset the target of counter attack
182 * @param m_ptr モンスターの参照ポインタ
185 void reset_target(monster_type *m_ptr)
187 set_target(m_ptr, 0, 0);
192 * @brief モンスターの真の種族を返す / Extract monster race pointer of a monster's true form
193 * @param m_ptr モンスターの参照ポインタ
194 * @return 本当のモンスター種族参照ポインタ
196 monster_race *real_r_ptr(monster_type *m_ptr)
198 monster_race *r_ptr = &r_info[m_ptr->r_idx];
200 /* Extract real race */
201 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
203 if (r_ptr->flags1 & RF1_UNIQUE)
204 return &r_info[MON_CHAMELEON_K];
206 return &r_info[MON_CHAMELEON];
216 * @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.
217 * @param i 消去するモンスターのID
220 * 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。 /
221 * When a monster is deleted, all of its objects are deleted.
223 void delete_monster_idx(MONSTER_IDX i)
227 monster_type *m_ptr = &m_list[i];
229 monster_race *r_ptr = &r_info[m_ptr->r_idx];
231 s16b this_o_idx, next_o_idx = 0;
239 /* Hack -- Reduce the racial counter */
240 real_r_ptr(m_ptr)->cur_num--;
242 /* Hack -- count the number of "reproducers" */
243 if (r_ptr->flags2 & (RF2_MULTIPLY)) num_repro--;
245 if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(i, 0);
246 if (MON_FAST(m_ptr)) (void)set_monster_fast(i, 0);
247 if (MON_SLOW(m_ptr)) (void)set_monster_slow(i, 0);
248 if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(i, 0);
249 if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(i, 0);
250 if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(i, 0);
251 if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(i, 0, FALSE);
254 /* Hack -- remove target monster */
255 if (i == target_who) target_who = 0;
257 /* Hack -- remove tracked monster */
258 if (i == p_ptr->health_who) health_track(0);
260 if (pet_t_m_idx == i ) pet_t_m_idx = 0;
261 if (riding_t_m_idx == i) riding_t_m_idx = 0;
262 if (p_ptr->riding == i) p_ptr->riding = 0;
264 /* Monster is gone */
265 cave[y][x].m_idx = 0;
269 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
274 o_ptr = &o_list[this_o_idx];
276 /* Acquire next object */
277 next_o_idx = o_ptr->next_o_idx;
280 * o_ptr->held_m_idx is needed in delete_object_idx()
281 * to prevent calling lite_spot()
284 /* Delete the object */
285 delete_object_idx(this_o_idx);
289 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
292 /* Wipe the Monster */
293 (void)WIPE(m_ptr, monster_type);
301 /* Update some things */
302 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
303 p_ptr->update |= (PU_MON_LITE);
308 * @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
313 void delete_monster(POSITION y, POSITION x)
318 if (!in_bounds(y, x)) return;
323 /* Delete the monster (if any) */
324 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
329 * @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
334 static void compact_monsters_aux(IDX i1, IDX i2)
342 s16b this_o_idx, next_o_idx = 0;
346 if (i1 == i2) return;
359 /* Update the cave */
362 /* Repair objects being carried by monster */
363 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
368 o_ptr = &o_list[this_o_idx];
370 /* Acquire next object */
371 next_o_idx = o_ptr->next_o_idx;
373 /* Reset monster pointer */
374 o_ptr->held_m_idx = i2;
377 /* Hack -- Update the target */
378 if (target_who == i1) target_who = i2;
380 /* Hack -- Update the target */
381 if (pet_t_m_idx == i1) pet_t_m_idx = i2;
382 if (riding_t_m_idx == i1) riding_t_m_idx = i2;
384 /* Hack -- Update the riding */
385 if (p_ptr->riding == i1) p_ptr->riding = i2;
387 /* Hack -- Update the health bar */
388 if (p_ptr->health_who == i1) health_track(i2);
390 /* Hack -- Update parent index */
393 for (i = 1; i < m_max; i++)
395 monster_type *m2_ptr = &m_list[i];
397 if (m2_ptr->parent_m_idx == i1)
398 m2_ptr->parent_m_idx = i2;
403 (void)COPY(&m_list[i2], &m_list[i1], monster_type);
406 (void)WIPE(&m_list[i1], monster_type);
408 for (i = 0; i < MAX_MTIMED; i++)
410 int mproc_idx = get_mproc_idx(i1, i);
411 if (mproc_idx >= 0) mproc_list[i][mproc_idx] = i2;
417 * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
418 * @param size 圧縮後のモンスター件数目標
421 * This function can be very dangerous, use with caution!
423 * When actually "compacting" monsters, we base the saving throw
424 * on a combination of monster level, distance from player, and
425 * current "desperation".
427 * After "compacting" (if needed), we "reorder" the monsters into a more
428 * compact order, and we reset the allocation info, and the "live" array.
430 void compact_monsters(int size)
434 int cur_lev, cur_dis, chance;
436 /* Message (only if compacting) */
437 if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
440 /* Compact at least 'size' objects */
441 for (num = 0, cnt = 1; num < size; cnt++)
443 /* Get more vicious each iteration */
446 /* Get closer each iteration */
447 cur_dis = 5 * (20 - cnt);
449 /* Check all the monsters */
450 for (i = 1; i < m_max; i++)
452 monster_type *m_ptr = &m_list[i];
454 monster_race *r_ptr = &r_info[m_ptr->r_idx];
456 /* Paranoia -- skip "dead" monsters */
457 if (!m_ptr->r_idx) continue;
459 /* Hack -- High level monsters start out "immune" */
460 if (r_ptr->level > cur_lev) continue;
462 if (i == p_ptr->riding) continue;
464 /* Ignore nearby monsters */
465 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
467 /* Saving throw chance */
470 /* Only compact "Quest" Monsters in emergencies */
471 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
473 /* Try not to compact Unique Monsters */
474 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
476 /* All monsters get a saving throw */
477 if (randint0(100) < chance) continue;
479 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
483 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
484 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
487 /* Delete the monster */
488 delete_monster_idx(i);
490 /* Count the monster */
496 /* Excise dead monsters (backwards!) */
497 for (i = m_max - 1; i >= 1; i--)
499 /* Get the i'th monster */
500 monster_type *m_ptr = &m_list[i];
502 /* Skip real monsters */
503 if (m_ptr->r_idx) continue;
505 /* Move last monster into open hole */
506 compact_monsters_aux(m_max - 1, i);
508 /* Compress "m_max" */
515 * @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
518 * This is an efficient method of simulating multiple calls to the
519 * "delete_monster()" function, with no visual effects.
521 void wipe_m_list(void)
525 /* Hack -- if Banor or Lupart dies, stay another dead */
526 if (!r_info[MON_BANORLUPART].max_num)
528 if (r_info[MON_BANOR].max_num)
530 r_info[MON_BANOR].max_num = 0;
531 r_info[MON_BANOR].r_pkills++;
532 r_info[MON_BANOR].r_akills++;
533 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
535 if (r_info[MON_LUPART].max_num)
537 r_info[MON_LUPART].max_num = 0;
538 r_info[MON_LUPART].r_pkills++;
539 r_info[MON_LUPART].r_akills++;
540 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
544 /* Delete all the monsters */
545 for (i = m_max - 1; i >= 1; i--)
547 monster_type *m_ptr = &m_list[i];
549 /* Skip dead monsters */
550 if (!m_ptr->r_idx) continue;
552 /* Monster is gone */
553 cave[m_ptr->fy][m_ptr->fx].m_idx = 0;
555 /* Wipe the Monster */
556 (void)WIPE(m_ptr, monster_type);
561 * Wiping racial counters of all monsters and incrementing of racial
562 * counters of monsters in party_mon[] are required to prevent multiple
563 * generation of unique monster who is the minion of player.
566 /* Hack -- Wipe the racial counter of all monster races */
567 for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
575 /* Reset "mproc_max[]" */
576 for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0;
578 /* Hack -- reset "reproducer" count */
581 /* Hack -- no more target */
586 /* Hack -- no more tracking */
592 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
593 * @return 利用可能なモンスター配列の添字
595 * This routine should almost never fail, but it *can* happen.
597 MONSTER_IDX m_pop(void)
602 /* Normal allocation */
603 if (m_max < max_m_idx)
605 /* Access the next hole */
608 /* Expand the array */
614 /* Return the index */
619 /* Recycle dead monsters */
620 for (i = 1; i < m_max; i++)
624 /* Acquire monster */
627 /* Skip live monsters */
628 if (m_ptr->r_idx) continue;
633 /* Use this monster */
638 /* Warn the player (except during dungeon creation) */
639 if (character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
641 /* Try not to crash */
649 * @var summon_specific_type
650 * @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"
651 * @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
653 static int summon_specific_type = 0;
657 * @var summon_specific_who
658 * @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
659 * @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
661 static int summon_specific_who = -1;
664 * @var summon_unique_okay
665 * @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
666 * @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
668 static bool summon_unique_okay = FALSE;
671 * @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
672 * @return 召喚条件が一致するならtrue
675 static bool summon_specific_aux(MONRACE_IDX r_idx)
677 monster_race *r_ptr = &r_info[r_idx];
680 /* Check our requirements */
681 switch (summon_specific_type)
685 okay = (r_ptr->d_char == 'a');
691 okay = (r_ptr->d_char == 'S');
697 okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
703 okay = (r_ptr->d_char == 'M');
709 okay = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
715 okay = (r_ptr->flags3 & RF3_DEMON);
721 okay = (r_ptr->flags3 & RF3_UNDEAD);
727 okay = (r_ptr->flags3 & RF3_DRAGON);
731 case SUMMON_HI_UNDEAD:
733 okay = ((r_ptr->d_char == 'L') ||
734 (r_ptr->d_char == 'V') ||
735 (r_ptr->d_char == 'W'));
739 case SUMMON_HI_DRAGON:
741 okay = (r_ptr->d_char == 'D');
745 case SUMMON_HI_DEMON:
747 okay = (((r_ptr->d_char == 'U') ||
748 (r_ptr->d_char == 'H') ||
749 (r_ptr->d_char == 'B')) &&
750 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
754 case SUMMON_AMBERITES:
756 okay = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
762 okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
768 okay = (r_ptr->d_char == 'm');
773 okay = (r_ptr->d_char == 'b');
776 case SUMMON_QUYLTHULG:
778 okay = (r_ptr->d_char == 'Q');
782 case SUMMON_COIN_MIMIC:
784 okay = (r_ptr->d_char == '$');
790 okay = ((r_ptr->d_char == '!') ||
791 (r_ptr->d_char == '?') ||
792 (r_ptr->d_char == '=') ||
793 (r_ptr->d_char == '$') ||
794 (r_ptr->d_char == '|'));
800 okay = (r_ptr->d_char == 'g');
806 okay = ((r_ptr->d_char == 'U') &&
807 (r_ptr->flags4 & RF4_ROCKET));
814 okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
820 okay = (r_idx == MON_DAWN);
826 okay = (r_ptr->flags3 & (RF3_ANIMAL));
830 case SUMMON_ANIMAL_RANGER:
832 okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
833 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
834 !(r_ptr->flags3 & (RF3_DRAGON)) &&
835 !(r_ptr->flags3 & (RF3_EVIL)) &&
836 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
837 !(r_ptr->flags3 & (RF3_DEMON)) &&
838 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
839 !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
843 case SUMMON_HI_DRAGON_LIVING:
845 okay = ((r_ptr->d_char == 'D') && monster_living(r_ptr));
851 okay = monster_living(r_ptr);
857 okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
861 case SUMMON_BLUE_HORROR:
863 okay = (r_idx == MON_BLUE_HORROR);
867 case SUMMON_ELEMENTAL:
869 okay = (r_ptr->d_char == 'E');
875 okay = (r_ptr->d_char == 'v');
881 okay = (r_ptr->d_char == 'H');
887 okay = (r_ptr->d_char == 'B');
891 case SUMMON_KAMIKAZE:
894 for (i = 0; i < 4; i++)
895 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
899 case SUMMON_KAMIKAZE_LIVING:
903 for (i = 0; i < 4; i++)
904 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
905 okay = (okay && monster_living(r_ptr));
911 okay = (r_idx == MON_MANES);
917 okay = (r_idx == MON_LOUSE);
921 case SUMMON_GUARDIANS:
923 okay = (r_ptr->flags7 & RF7_GUARDIAN);
929 okay = ((r_idx == MON_NOV_PALADIN) ||
930 (r_idx == MON_NOV_PALADIN_G) ||
931 (r_idx == MON_PALADIN) ||
932 (r_idx == MON_W_KNIGHT) ||
933 (r_idx == MON_ULTRA_PALADIN) ||
934 (r_idx == MON_KNI_TEMPLAR));
940 okay = (r_ptr->d_char == 'B' &&
941 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
942 (r_ptr->flags8 & RF8_WILD_ONLY));
946 case SUMMON_PIRANHAS:
948 okay = (r_idx == MON_PIRANHA);
952 case SUMMON_ARMAGE_GOOD:
954 okay = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
958 case SUMMON_ARMAGE_EVIL:
960 okay = ((r_ptr->flags3 & RF3_DEMON) ||
961 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
967 /* Since okay is int, "return (okay);" is not correct. */
968 return (bool)(okay ? TRUE : FALSE);
972 * @var chameleon_change_m_idx
973 * @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
974 * @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
976 static int chameleon_change_m_idx = 0;
980 * @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.
981 * @param r_idx チェックするモンスター種族ID
982 * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
984 static bool restrict_monster_to_dungeon(MONRACE_IDX r_idx)
986 dungeon_info_type *d_ptr = &d_info[dungeon_type];
987 monster_race *r_ptr = &r_info[r_idx];
990 if (d_ptr->flags1 & DF1_CHAMELEON)
992 if (chameleon_change_m_idx) return TRUE;
994 if (d_ptr->flags1 & DF1_NO_MAGIC)
996 if (r_idx != MON_CHAMELEON &&
998 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
999 !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
1000 !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
1003 if (d_ptr->flags1 & DF1_NO_MELEE)
1005 if (r_idx == MON_CHAMELEON) return TRUE;
1006 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
1007 !(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)) &&
1008 !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
1011 if (d_ptr->flags1 & DF1_BEGINNER)
1013 if (r_ptr->level > dun_level)
1017 if (d_ptr->special_div >= 64) return TRUE;
1018 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
1020 switch (d_ptr->mode)
1022 case DUNGEON_MODE_AND:
1025 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1030 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1035 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1040 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1043 if (d_ptr->m_a_ability_flags1)
1045 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1048 if (d_ptr->m_a_ability_flags2)
1050 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1055 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1060 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1065 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1070 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1073 for (a = 0; a < 5; a++)
1074 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
1078 case DUNGEON_MODE_NAND:
1081 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1086 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1091 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1096 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1099 if (d_ptr->m_a_ability_flags1)
1101 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1104 if (d_ptr->m_a_ability_flags2)
1106 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1111 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1116 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1121 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1126 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1129 for (a = 0; a < 5; a++)
1130 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
1134 case DUNGEON_MODE_OR:
1135 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
1136 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
1137 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
1138 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
1139 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE;
1140 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE;
1141 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
1142 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
1143 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
1144 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
1145 for (a = 0; a < 5; a++)
1146 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
1150 case DUNGEON_MODE_NOR:
1151 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
1152 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
1153 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
1154 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
1155 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE;
1156 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE;
1157 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
1158 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
1159 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
1160 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
1161 for (a = 0; a < 5; a++)
1162 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
1171 * @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"
1172 * @param monster_hook 制限関数1
1173 * @param monster_hook2 制限関数2
1176 errr get_mon_num_prep(monster_hook_type monster_hook,
1177 monster_hook_type monster_hook2)
1181 /* Todo: Check the hooks for non-changes */
1183 /* Set the new hooks */
1184 get_mon_num_hook = monster_hook;
1185 get_mon_num2_hook = monster_hook2;
1187 /* Scan the allocation table */
1188 for (i = 0; i < alloc_race_size; i++)
1190 monster_race *r_ptr;
1193 alloc_entry *entry = &alloc_race_table[i];
1196 r_ptr = &r_info[entry->index];
1198 /* Skip monsters which don't pass the restriction */
1199 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
1200 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
1203 if (!p_ptr->inside_battle && !chameleon_change_m_idx &&
1204 summon_specific_type != SUMMON_GUARDIANS)
1206 /* Hack -- don't create questors */
1207 if (r_ptr->flags1 & RF1_QUESTOR)
1210 if (r_ptr->flags7 & RF7_GUARDIAN)
1213 /* Depth Monsters never appear out of depth */
1214 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
1215 (r_ptr->level > dun_level))
1219 /* Accept this monster */
1220 entry->prob2 = entry->prob1;
1222 if (dun_level && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest)) && !restrict_monster_to_dungeon(entry->index) && !p_ptr->inside_battle)
1224 int hoge = entry->prob2 * d_info[dungeon_type].special_div;
1225 entry->prob2 = hoge / 64;
1226 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
1235 * @brief 平方根を切り捨て整数で返す
1239 static int mysqrt(int n)
1277 * @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
1279 * @return 選択されたモンスター生成種族
1281 * Choose a monster race that seems "appropriate" to the given level
1283 * This function uses the "prob2" field of the "monster allocation table",
1284 * and various local information, to calculate the "prob3" field of the
1285 * same table, which is then used to choose an "appropriate" monster, in
1286 * a relatively efficient manner.
1288 * Note that "town" monsters will *only* be created in the town, and
1289 * "normal" monsters will *never* be created in the town, unless the
1290 * "level" is "modified", for example, by polymorph or summoning.
1292 * There is a small chance (1/50) of "boosting" the given depth by
1293 * a small amount (up to four levels), except in the town.
1295 * It is (slightly) more likely to acquire a monster of the given level
1296 * than one of a lower level. This is done by choosing several monsters
1297 * appropriate to the given level and keeping the "hardest" one.
1299 * Note that if no monsters are "appropriate", then this function will
1300 * fail, and return zero, but this should *almost* never happen.
1302 MONRACE_IDX get_mon_num(DEPTH level)
1307 monster_race *r_ptr;
1308 alloc_entry *table = alloc_race_table;
1310 int pls_kakuritu, pls_level;
1311 int delay = mysqrt(level * 10000L) + 400L;
1313 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1315 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
1316 pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10)) ;
1318 if (d_info[dungeon_type].flags1 & DF1_MAZE)
1320 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
1321 if (pls_kakuritu < 2) pls_kakuritu = 2;
1326 /* Boost the level */
1327 if (!p_ptr->inside_battle && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1329 /* Nightmare mode allows more out-of depth monsters */
1330 if (ironman_nightmare && !randint0(pls_kakuritu))
1332 /* What a bizarre calculation */
1333 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1337 /* Occasional "nasty" monster */
1338 if (!randint0(pls_kakuritu))
1340 /* Pick a level bonus */
1349 /* Process probabilities */
1350 for (i = 0; i < alloc_race_size; i++)
1352 /* Monsters are sorted by depth */
1353 if (table[i].level > level) break;
1358 /* Access the "r_idx" of the chosen monster */
1359 r_idx = table[i].index;
1361 /* Access the actual race */
1362 r_ptr = &r_info[r_idx];
1364 if (!p_ptr->inside_battle && !chameleon_change_m_idx)
1366 /* Hack -- "unique" monsters must be "unique" */
1367 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1368 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1369 (r_ptr->cur_num >= r_ptr->max_num))
1374 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1375 (r_ptr->cur_num >= 1))
1380 if (r_idx == MON_BANORLUPART)
1382 if (r_info[MON_BANOR].cur_num > 0) continue;
1383 if (r_info[MON_LUPART].cur_num > 0) continue;
1388 table[i].prob3 = table[i].prob2;
1391 total += table[i].prob3;
1394 /* No legal monsters */
1395 if (total <= 0) return (0);
1397 /* Pick a monster */
1398 value = randint0(total);
1400 /* Find the monster */
1401 for (i = 0; i < alloc_race_size; i++)
1403 /* Found the entry */
1404 if (value < table[i].prob3) break;
1407 value = value - table[i].prob3;
1413 /* Try for a "harder" monster once (50%) or twice (10%) */
1419 /* Pick a monster */
1420 value = randint0(total);
1422 /* Find the monster */
1423 for (i = 0; i < alloc_race_size; i++)
1425 /* Found the entry */
1426 if (value < table[i].prob3) break;
1429 value = value - table[i].prob3;
1432 /* Keep the "best" one */
1433 if (table[i].level < table[j].level) i = j;
1436 /* Try for a "harder" monster twice (10%) */
1442 /* Pick a monster */
1443 value = randint0(total);
1445 /* Find the monster */
1446 for (i = 0; i < alloc_race_size; i++)
1448 /* Found the entry */
1449 if (value < table[i].prob3) break;
1452 value = value - table[i].prob3;
1455 /* Keep the "best" one */
1456 if (table[i].level < table[j].level) i = j;
1460 return (table[i].index);
1465 * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
1466 * @param desc 記述出力先の文字列参照ポインタ
1467 * @param m_ptr モンスターの参照ポインタ
1468 * @param mode 呼称オプション
1471 * We can correctly describe monsters based on their visibility.
1472 * We can force all monsters to be treated as visible or invisible.
1473 * We can build nominatives, objectives, possessives, or reflexives.
1474 * We can selectively pronominalize hidden, visible, or all monsters.
1475 * We can use definite or indefinite descriptions for hidden monsters.
1476 * We can use definite or indefinite descriptions for visible monsters.
1478 * Pronominalization involves the gender whenever possible and allowed,
1479 * so that by cleverly requesting pronominalization / visibility, you
1480 * can get messages like "You hit someone. She screams in agony!".
1482 * Reflexives are acquired by requesting Objective plus Possessive.
1484 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1485 * unless the "Assume Visible" mode is requested.
1487 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1488 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1489 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1490 * in which case you may be in trouble... :-)
1492 * I am assuming that no monster name is more than 70 characters long,
1493 * so that "char desc[80];" is sufficiently large for any result.
1496 * MD_OBJECTIVE --> Objective (or Reflexive)
1497 * MD_POSSESSIVE --> Possessive (or Reflexive)
1498 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1499 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1500 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1501 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1502 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1503 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1504 * MD_TRUE_NAME --> Chameleon's true name
1505 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1508 * 0x00 --> Full nominative name ("the kobold") or "it"
1509 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1510 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1511 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1512 * MD_PRON_VISIBLE | MD_POSSESSIVE
1513 * --> Possessive, genderized if visable ("his") or "its"
1514 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1515 * --> Reflexive, genderized if visable ("himself") or "itself"
1517 void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
1520 monster_race *r_ptr;
1524 char silly_name[1024];
1528 r_ptr = &r_info[m_ptr->ap_r_idx];
1530 /* Mode of MD_TRUE_NAME will reveal Chameleon's true name */
1531 if (mode & MD_TRUE_NAME) name = (r_name + real_r_ptr(m_ptr)->name);
1532 else name = (r_name + r_ptr->name);
1534 /* Are we hallucinating? (Idea from Nethack...) */
1535 if (p_ptr->image && !(mode & MD_IGNORE_HALLU))
1539 if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
1545 monster_race *hallu_race;
1549 hallu_race = &r_info[randint1(max_r_idx - 1)];
1551 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1553 strcpy(silly_name, (r_name + hallu_race->name));
1556 /* Better not strcpy it, or we could corrupt r_info... */
1560 /* Can we "see" it (exists + forced, or visible + not unforced) */
1561 seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1563 /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
1564 pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1567 /* First, try using pronouns, or describing hidden monsters */
1570 /* an encoding of the monster "sex" */
1573 /* Extract the gender (if applicable) */
1574 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1575 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1577 /* Ignore the gender (if desired) */
1578 if (!m_ptr || !pron) kind = 0x00;
1581 /* Assume simple result */
1582 res = _("何か", "it");
1584 /* Brute force: split on the possibilities */
1585 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1587 /* Neuter, or unknown */
1589 case 0x00: res = "何か"; break;
1590 case 0x00 + (MD_OBJECTIVE): res = "何か"; break;
1591 case 0x00 + (MD_POSSESSIVE): res = "何かの"; break;
1592 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "何か自身"; break;
1593 case 0x00 + (MD_INDEF_HIDDEN): res = "何か"; break;
1594 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "何か"; break;
1595 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "何か"; break;
1596 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "それ自身"; break;
1598 case 0x00: res = "it"; break;
1599 case 0x00 + (MD_OBJECTIVE): res = "it"; break;
1600 case 0x00 + (MD_POSSESSIVE): res = "its"; break;
1601 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1602 case 0x00 + (MD_INDEF_HIDDEN): res = "something"; break;
1603 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "something"; break;
1604 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "something's"; break;
1605 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1609 /* Male (assume human if vague) */
1611 case 0x10: res = "彼"; break;
1612 case 0x10 + (MD_OBJECTIVE): res = "彼"; break;
1613 case 0x10 + (MD_POSSESSIVE): res = "彼の"; break;
1614 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1615 case 0x10 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1616 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1617 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1618 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1620 case 0x10: res = "he"; break;
1621 case 0x10 + (MD_OBJECTIVE): res = "him"; break;
1622 case 0x10 + (MD_POSSESSIVE): res = "his"; break;
1623 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1624 case 0x10 + (MD_INDEF_HIDDEN): res = "someone"; break;
1625 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1626 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1627 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1631 /* Female (assume human if vague) */
1633 case 0x20: res = "彼女"; break;
1634 case 0x20 + (MD_OBJECTIVE): res = "彼女"; break;
1635 case 0x20 + (MD_POSSESSIVE): res = "彼女の"; break;
1636 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1637 case 0x20 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1638 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1639 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1640 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1642 case 0x20: res = "she"; break;
1643 case 0x20 + (MD_OBJECTIVE): res = "her"; break;
1644 case 0x20 + (MD_POSSESSIVE): res = "her"; break;
1645 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1646 case 0x20 + (MD_INDEF_HIDDEN): res = "someone"; break;
1647 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1648 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1649 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1653 /* Copy the result */
1654 (void)strcpy(desc, res);
1658 /* Handle visible monsters, "reflexive" request */
1659 else if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1661 /* The monster is visible, so use its gender */
1663 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "彼女自身");
1664 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "彼自身");
1665 else strcpy(desc, "それ自身");
1667 if (r_ptr->flags1 & RF1_FEMALE) strcpy(desc, "herself");
1668 else if (r_ptr->flags1 & RF1_MALE) strcpy(desc, "himself");
1669 else strcpy(desc, "itself");
1674 /* Handle all other visible monster requests */
1678 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1684 while(strncmp(t, "』", 2) && *t) t++;
1688 (void)sprintf(desc, "%s?』", buf);
1691 (void)sprintf(desc, "%s?", name);
1693 (void)sprintf(desc, "%s?", name);
1698 /* It could be a Unique */
1699 if ((r_ptr->flags1 & RF1_UNIQUE) && !(p_ptr->image && !(mode & MD_IGNORE_HALLU)))
1701 /* Start with the name (thus nominative and objective) */
1702 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1708 while (strncmp(t, "』", 2) && *t) t++;
1712 (void)sprintf(desc, "%s?』", buf);
1715 (void)sprintf(desc, "%s?", name);
1717 (void)sprintf(desc, "%s?", name);
1721 /* Inside monster arena, and it is not your mount */
1722 else if (p_ptr->inside_battle &&
1723 !(p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr)))
1725 /* It is a fake unique monster */
1726 (void)sprintf(desc, _("%sもどき", "fake %s"), name);
1731 (void)strcpy(desc, name);
1735 /* It could be an indefinite monster */
1736 else if (mode & MD_INDEF_VISIBLE)
1738 /* XXX Check plurality for "some" */
1740 /* Indefinite monsters need an indefinite article */
1742 (void)strcpy(desc, "");
1744 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1747 (void)strcat(desc, name);
1750 /* It could be a normal, definite, monster */
1753 /* Definite monsters need a definite article */
1755 (void)strcpy(desc, _("あなたの", "your "));
1757 (void)strcpy(desc, _("", "the "));
1759 (void)strcat(desc, name);
1762 if (m_ptr->nickname)
1764 sprintf(buf,_("「%s」", " called %s"),quark_str(m_ptr->nickname));
1768 if (p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr))
1770 strcat(desc,_("(乗馬中)", "(riding)"));
1773 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1775 if (r_ptr->flags1 & RF1_UNIQUE)
1777 strcat(desc,_("(カメレオンの王)", "(Chameleon Lord)"));
1781 strcat(desc,_("(カメレオン)", "(Chameleon)"));
1785 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1787 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1790 /* Handle the Possessive as a special afterthought */
1791 if (mode & MD_POSSESSIVE)
1793 /* XXX Check for trailing "s" */
1795 /* Simply append "apostrophe" and "s" */
1796 (void)strcat(desc, _("の", "'s"));
1804 * @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)
1805 * @param r_idx 補完されるモンスター種族ID
1806 * @return 明らかになった情報の度数
1808 * Return the number of new flags learnt. -Mogami-
1810 int lore_do_probe(MONRACE_IDX r_idx)
1812 monster_race *r_ptr = &r_info[r_idx];
1816 /* Maximal info about awareness */
1817 if (r_ptr->r_wake != MAX_UCHAR) n++;
1818 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1819 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1821 /* Observe "maximal" attacks */
1822 for (i = 0; i < 4; i++)
1824 /* Examine "actual" blows */
1825 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1827 /* Maximal observations */
1828 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1829 r_ptr->r_blows[i] = MAX_UCHAR;
1835 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1836 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1837 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1838 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1839 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1840 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1842 /* Only "valid" drops */
1843 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1845 if (r_ptr->r_drop_item != tmp_byte) n++;
1846 r_ptr->r_drop_item = tmp_byte;
1848 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1850 if (r_ptr->r_drop_gold != tmp_byte) n++;
1851 r_ptr->r_drop_gold = tmp_byte;
1854 /* Observe many spells */
1855 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1856 r_ptr->r_cast_spell = MAX_UCHAR;
1858 /* Count unknown flags */
1859 for (i = 0; i < 32; i++)
1861 if (!(r_ptr->r_flags1 & (1L << i)) &&
1862 (r_ptr->flags1 & (1L << i))) n++;
1863 if (!(r_ptr->r_flags2 & (1L << i)) &&
1864 (r_ptr->flags2 & (1L << i))) n++;
1865 if (!(r_ptr->r_flags3 & (1L << i)) &&
1866 (r_ptr->flags3 & (1L << i))) n++;
1867 if (!(r_ptr->r_flags4 & (1L << i)) &&
1868 (r_ptr->flags4 & (1L << i))) n++;
1869 if (!(r_ptr->r_flags5 & (1L << i)) &&
1870 (r_ptr->a_ability_flags1 & (1L << i))) n++;
1871 if (!(r_ptr->r_flags6 & (1L << i)) &&
1872 (r_ptr->a_ability_flags2 & (1L << i))) n++;
1873 if (!(r_ptr->r_flagsr & (1L << i)) &&
1874 (r_ptr->flagsr & (1L << i))) n++;
1876 /* r_flags7 is actually unused */
1878 if (!(r_ptr->r_flags7 & (1L << i)) &&
1879 (r_ptr->flags7 & (1L << i))) n++;
1883 /* Know all the flags */
1884 r_ptr->r_flags1 = r_ptr->flags1;
1885 r_ptr->r_flags2 = r_ptr->flags2;
1886 r_ptr->r_flags3 = r_ptr->flags3;
1887 r_ptr->r_flags4 = r_ptr->flags4;
1888 r_ptr->r_flags5 = r_ptr->a_ability_flags1;
1889 r_ptr->r_flags6 = r_ptr->a_ability_flags2;
1890 r_ptr->r_flagsr = r_ptr->flagsr;
1892 /* r_flags7 is actually unused */
1893 /* r_ptr->r_flags7 = r_ptr->flags7; */
1895 /* Know about evolution */
1896 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1897 r_ptr->r_xtra1 |= MR1_SINKA;
1899 /* Update monster recall window */
1900 if (p_ptr->monster_race_idx == r_idx)
1903 p_ptr->window |= (PW_MONSTER);
1906 /* Return the number of new flags learnt */
1912 * @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
1913 * @param m_idx モンスター情報のID
1914 * @param num_item 手に入れたアイテム数
1915 * @param num_gold 手に入れた財宝の単位数
1918 * Note that learning the "GOOD"/"GREAT" flags gives information
1919 * about the treasure (even when the monster is killed for the first
1920 * time, such as uniques, and the treasure has not been examined yet).
1922 * This "indirect" method is used to prevent the player from learning
1923 * exactly how much treasure a monster can drop from observing only
1924 * a single example of a drop. This method actually observes how much
1925 * gold and items are dropped, and remembers that information to be
1926 * described later by the monster recall code.
1928 void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
1930 monster_type *m_ptr = &m_list[m_idx];
1932 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1934 /* If the monster doesn't have original appearance, don't note */
1935 if (!is_original_ap(m_ptr)) return;
1937 /* Note the number of things dropped */
1938 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1939 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1941 /* Hack -- memorize the good/great flags */
1942 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1943 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1945 /* Update monster recall window */
1946 if (p_ptr->monster_race_idx == m_ptr->r_idx)
1949 p_ptr->window |= (PW_MONSTER);
1955 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
1956 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
1957 * @param necro 暗黒領域魔法の詠唱失敗によるものならばTRUEを返す
1960 void sanity_blast(monster_type *m_ptr, bool necro)
1964 if (p_ptr->inside_battle || !character_dungeon) return;
1966 if (!necro && m_ptr)
1969 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1971 power = r_ptr->level / 2;
1973 monster_desc(m_name, m_ptr, 0);
1975 if (!(r_ptr->flags1 & RF1_UNIQUE))
1977 if (r_ptr->flags1 & RF1_FRIENDS)
1982 if (!is_loading_now)
1983 return; /* No effect yet, just loaded... */
1986 return; /* Cannot see it for some reason */
1988 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
1992 return; /* Pet eldritch horrors are safe most of the time */
1994 if (randint1(100) > power) return;
1996 if (saving_throw(p_ptr->skill_sav - power))
1998 return; /* Save, no adverse effects */
2003 /* Something silly happens... */
2005 msg_format("%s%sの顔を見てしまった!",
2006 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2008 msg_format("You behold the %s visage of %s!",
2009 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2014 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2015 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2018 return; /* Never mind; we can't see it clearly enough */
2021 /* Something frightening happens... */
2023 msg_format("%s%sの顔を見てしまった!",
2024 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2026 msg_format("You behold the %s visage of %s!",
2027 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2030 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2032 /* Demon characters are unaffected */
2033 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
2034 if (p_ptr->wizard) return;
2036 /* Undead characters are 50% likely to be unaffected */
2037 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
2038 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
2039 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
2041 if (saving_throw(25 + p_ptr->lev)) return;
2046 monster_race *r_ptr;
2050 get_mon_num_prep(get_nightmare, NULL);
2052 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
2053 power = r_ptr->level + 10;
2054 desc = r_name + r_ptr->name;
2056 get_mon_num_prep(NULL, NULL);
2060 if (!(r_ptr->flags1 & RF1_UNIQUE))
2061 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2064 sprintf(m_name, "%s", desc);
2066 if (!(r_ptr->flags1 & RF1_UNIQUE))
2068 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2072 if (saving_throw(p_ptr->skill_sav * 100 / power))
2074 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
2081 /* Something silly happens... */
2082 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2083 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2087 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2088 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2091 /* Never mind; we can't see it clearly enough */
2095 /* Something frightening happens... */
2096 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2097 horror_desc[randint0(MAX_SAN_HORROR)], desc);
2099 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2101 if (!p_ptr->mimic_form)
2103 switch (p_ptr->prace)
2105 /* Demons may make a saving throw */
2108 if (saving_throw(20 + p_ptr->lev)) return;
2110 /* Undead may make a saving throw */
2115 if (saving_throw(10 + p_ptr->lev)) return;
2121 /* Demons may make a saving throw */
2122 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2124 if (saving_throw(20 + p_ptr->lev)) return;
2126 /* Undead may make a saving throw */
2127 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2129 if (saving_throw(10 + p_ptr->lev)) return;
2135 msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!"));
2138 if (saving_throw(p_ptr->skill_sav - power))
2144 (void)do_dec_stat(A_INT);
2145 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
2148 (void)do_dec_stat(A_WIS);
2149 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
2151 switch (randint1(21))
2154 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
2156 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2158 msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You turn into an utter moron!"));
2162 msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
2165 if (p_ptr->muta3 & MUT3_HYPER_INT)
2167 msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
2168 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2170 p_ptr->muta3 |= MUT3_MORONIC;
2176 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2178 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
2180 /* Duh, the following should never happen, but anyway... */
2181 if (p_ptr->muta3 & MUT3_FEARLESS)
2183 msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
2184 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2187 p_ptr->muta2 |= MUT2_COWARDICE;
2193 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2195 msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
2196 p_ptr->muta2 |= MUT2_HALLU;
2202 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2204 msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
2205 p_ptr->muta2 |= MUT2_BERS_RAGE;
2215 if (!p_ptr->resist_conf)
2217 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2219 if (!p_ptr->free_act)
2221 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2223 if (!p_ptr->resist_chaos)
2225 (void)set_image(p_ptr->image + randint0(250) + 150);
2234 if (lose_all_info())
2235 msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
2239 p_ptr->update |= PU_BONUS;
2244 * @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
2245 * @param m_idx 更新するモンスター情報のID
2246 * @param full プレイヤーとの距離更新を行うならばtrue
2249 * This involves extracting the distance to the player (if requested),
2250 * and then checking for visibility (natural, infravision, see-invis,
2251 * telepathy), updating the monster visibility flag, redrawing (or
2252 * erasing) the monster when its visibility changes, and taking note
2253 * of any interesting monster flags (cold-blooded, invisible, etc).
2255 * Note the new "mflag" field which encodes several monster state flags,
2256 * including "view" for when the monster is currently in line of sight,
2257 * and "mark" for when the monster is currently visible via detection.
2259 * The only monster fields that are changed here are "cdis" (the
2260 * distance from the player), "ml" (visible to the player), and
2261 * "mflag" (to maintain the "MFLAG_VIEW" flag).
2263 * Note the special "update_monsters()" function which can be used to
2264 * call this function once for every monster.
2266 * Note the "full" flag which requests that the "cdis" field be updated,
2267 * this is only needed when the monster (or the player) has moved.
2269 * Every time a monster moves, we must call this function for that
2270 * monster, and update the distance, and the visibility. Every time
2271 * the player moves, we must call this function for every monster, and
2272 * update the distance, and the visibility. Whenever the player "state"
2273 * changes in certain ways ("blindness", "infravision", "telepathy",
2274 * and "see invisible"), we must call this function for every monster,
2275 * and update the visibility.
2277 * Routines that change the "illumination" of a grid must also call this
2278 * function for any monster in that grid, since the "visibility" of some
2279 * monsters may be based on the illumination of their grid.
2281 * Note that this function is called once per monster every time the
2282 * player moves. When the player is running, this function is one
2283 * of the primary bottlenecks, along with "update_view()" and the
2284 * "process_monsters()" code, so efficiency is important.
2286 * Note the optimized "inline" version of the "distance()" function.
2288 * A monster is "visible" to the player if (1) it has been detected
2289 * by the player, (2) it is close to the player and the player has
2290 * telepathy, or (3) it is close to the player, and in line of sight
2291 * of the player, and it is "illuminated" by some combination of
2292 * infravision, torch light, or permanent light (invisible monsters
2293 * are only affected by "light" if the player can see invisible).
2295 * Monsters which are not on the current panel may be "visible" to
2296 * the player, and their descriptions will include an "offscreen"
2297 * reference. Currently, offscreen monsters cannot be targetted
2298 * or viewed directly, but old targets will remain set. XXX XXX
2300 * The player can choose to be disturbed by several things, including
2301 * "disturb_move" (monster which is viewable moves in some way), and
2302 * "disturb_near" (monster which is "easily" viewable moves in some
2303 * way). Note that "moves" includes "appears" and "disappears".
2305 void update_mon(MONSTER_IDX m_idx, bool full)
2307 monster_type *m_ptr = &m_list[m_idx];
2309 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2311 bool do_disturb = disturb_move;
2315 /* Current location */
2322 /* Seen by vision */
2325 /* Non-Ninja player in the darkness */
2326 bool in_darkness = (d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto;
2331 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2333 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)
2337 /* Compute distance */
2340 /* Distance components */
2341 int dy = (p_ptr->y > fy) ? (p_ptr->y - fy) : (fy - p_ptr->y);
2342 int dx = (p_ptr->x > fx) ? (p_ptr->x - fx) : (fx - p_ptr->x);
2344 /* Approximate distance */
2345 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2347 /* Restrict distance */
2348 if (d > 255) d = 255;
2352 /* Save the distance */
2356 /* Extract distance */
2359 /* Extract the distance */
2365 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
2369 if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
2371 if (!in_darkness || (d <= MAX_SIGHT / 4))
2373 if (p_ptr->special_defense & KATA_MUSOU)
2378 if (is_original_ap(m_ptr) && !p_ptr->image)
2380 /* Hack -- Memorize mental flags */
2381 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2382 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2386 /* Basic telepathy */
2387 /* Snipers get telepathy when they concentrate deeper */
2388 else if (p_ptr->telepathy)
2390 /* Empty mind, no telepathy */
2391 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
2393 /* Memorize flags */
2394 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
2397 /* Weird mind, occasional telepathy */
2398 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
2400 /* One in ten individuals are detectable */
2401 if ((m_idx % 10) == 5)
2406 if (is_original_ap(m_ptr) && !p_ptr->image)
2408 /* Memorize flags */
2409 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
2411 /* Hack -- Memorize mental flags */
2412 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2413 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2418 /* Normal mind, allow telepathy */
2424 if (is_original_ap(m_ptr) && !p_ptr->image)
2426 /* Hack -- Memorize mental flags */
2427 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2428 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2433 /* Magical sensing */
2434 if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
2437 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
2440 /* Magical sensing */
2441 if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
2444 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
2447 /* Magical sensing */
2448 if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
2451 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
2454 /* Magical sensing */
2455 if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
2458 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
2461 /* Magical sensing */
2462 if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
2465 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
2468 /* Magical sensing */
2469 if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
2472 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
2475 /* Magical sensing */
2476 if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
2479 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
2482 /* Magical sensing */
2483 if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
2486 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
2489 /* Magical sensing */
2490 if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
2493 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
2496 /* Magical sensing */
2497 if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
2500 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
2503 /* Magical sensing */
2504 if ((p_ptr->esp_nonliving) &&
2505 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
2508 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
2511 /* Magical sensing */
2512 if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
2515 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
2519 /* Normal line of sight, and not blind */
2520 if (player_has_los_bold(fy, fx) && !p_ptr->blind)
2522 bool do_invisible = FALSE;
2523 bool do_cold_blood = FALSE;
2525 /* Snipers can see targets in darkness when they concentrate deeper */
2526 if (p_ptr->concent >= CONCENT_RADAR_THRESHOLD)
2532 /* Use "infravision" */
2533 if (d <= p_ptr->see_infra)
2535 /* Handle "cold blooded" monsters */
2536 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
2539 do_cold_blood = TRUE;
2542 /* Handle "warm blooded" monsters */
2550 /* Use "illumination" */
2551 if (player_can_see_bold(fy, fx))
2553 /* Handle "invisible" monsters */
2554 if (r_ptr->flags2 & (RF2_INVISIBLE))
2557 do_invisible = TRUE;
2567 /* Handle "normal" monsters */
2578 if (is_original_ap(m_ptr) && !p_ptr->image)
2580 /* Memorize flags */
2581 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
2582 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
2589 /* The monster is now visible */
2592 /* It was previously unseen */
2595 /* Mark as visible */
2598 /* Draw the monster */
2601 /* Update health bar as needed */
2602 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2603 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2605 /* Hack -- Count "fresh" sightings */
2608 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
2609 r_info[MON_KAGE].r_sights++;
2610 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
2614 /* Eldritch Horror */
2615 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
2617 sanity_blast(m_ptr, FALSE);
2620 /* Disturb on appearance */
2621 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)))
2623 if (disturb_pets || is_hostile(m_ptr))
2629 /* The monster is not visible */
2632 /* It was previously seen */
2635 /* Mark as not visible */
2638 /* Erase the monster */
2641 /* Update health bar as needed */
2642 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2643 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2645 /* Disturb on disappearance */
2648 if (disturb_pets || is_hostile(m_ptr))
2655 /* The monster is now easily visible */
2659 if (!(m_ptr->mflag & (MFLAG_VIEW)))
2661 /* Mark as easily visible */
2662 m_ptr->mflag |= (MFLAG_VIEW);
2664 /* Disturb on appearance */
2667 if (disturb_pets || is_hostile(m_ptr))
2673 /* The monster is not easily visible */
2677 if (m_ptr->mflag & (MFLAG_VIEW))
2679 /* Mark as not easily visible */
2680 m_ptr->mflag &= ~(MFLAG_VIEW);
2682 /* Disturb on disappearance */
2685 if (disturb_pets || is_hostile(m_ptr))
2694 * @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).
2695 * @param full 距離更新を行うならtrue
2698 void update_monsters(bool full)
2702 /* Update each (live) monster */
2703 for (i = 1; i < m_max; i++)
2705 monster_type *m_ptr = &m_list[i];
2707 /* Skip dead monsters */
2708 if (!m_ptr->r_idx) continue;
2710 /* Update the monster */
2711 update_mon(i, full);
2717 * @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
2718 * @param r_idx モンスター種族ID
2719 * @return 対象にできるならtrueを返す
2721 static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
2723 monster_race *r_ptr = &r_info[r_idx];
2724 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2725 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2727 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
2728 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2730 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
2732 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))
2735 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2738 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2740 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
2744 else if (summon_specific_who > 0)
2746 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2753 * @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
2754 * @param r_idx モンスター種族ID
2755 * @return 対象にできるならtrueを返す
2757 static bool monster_hook_chameleon(MONRACE_IDX r_idx)
2759 monster_race *r_ptr = &r_info[r_idx];
2760 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2761 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2763 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2764 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2765 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2767 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))
2770 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2773 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2775 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
2776 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
2777 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
2781 else if (summon_specific_who > 0)
2783 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2786 return (*(get_monster_hook()))(r_idx);
2791 * @param m_idx 変身処理を受けるモンスター情報のID
2792 * @param born 生成時の初変身先指定ならばtrue
2793 * @param r_idx 旧モンスター種族のID
2796 void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
2799 monster_type *m_ptr = &m_list[m_idx];
2800 monster_race *r_ptr;
2801 char old_m_name[80];
2802 bool old_unique = FALSE;
2803 int old_r_idx = m_ptr->r_idx;
2805 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2807 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2808 r_ptr = &r_info[r_idx];
2810 monster_desc(old_m_name, m_ptr, 0);
2816 chameleon_change_m_idx = m_idx;
2818 get_mon_num_prep(monster_hook_chameleon_lord, NULL);
2820 get_mon_num_prep(monster_hook_chameleon, NULL);
2823 level = r_info[MON_CHAMELEON_K].level;
2824 else if (!dun_level)
2825 level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
2829 if (d_info[dungeon_type].flags1 & DF1_CHAMELEON) level+= 2+randint1(3);
2831 r_idx = get_mon_num(level);
2832 r_ptr = &r_info[r_idx];
2834 chameleon_change_m_idx = 0;
2840 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
2842 m_ptr->r_idx = r_idx;
2843 m_ptr->ap_r_idx = r_idx;
2844 update_mon(m_idx, FALSE);
2845 lite_spot(m_ptr->fy, m_ptr->fx);
2847 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2848 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2849 p_ptr->update |= (PU_MON_LITE);
2851 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
2855 /* Sub-alignment of a chameleon */
2856 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2858 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2859 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2860 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2865 if (m_idx == p_ptr->riding)
2868 monster_desc(m_name, m_ptr, 0);
2869 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
2870 if (!(r_ptr->flags7 & RF7_RIDING))
2871 if (rakuba(0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
2874 /* Extract the monster base speed */
2875 m_ptr->mspeed = get_mspeed(r_ptr);
2877 oldmaxhp = m_ptr->max_maxhp;
2878 /* Assign maximal hitpoints */
2879 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2881 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2885 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2888 /* Monsters have double hitpoints in Nightmare mode */
2889 if (ironman_nightmare)
2891 u32b hp = m_ptr->max_maxhp * 2L;
2892 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2895 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2896 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2897 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2899 /* reset dealt_damage */
2900 m_ptr->dealt_damage = 0;
2905 * @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
2906 * @param r_idx モンスター種族ID
2907 * @return 対象にできるならtrueを返す
2909 static bool monster_hook_tanuki(MONRACE_IDX r_idx)
2911 monster_race *r_ptr = &r_info[r_idx];
2913 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2914 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2915 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2916 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2918 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))
2921 return (*(get_monster_hook()))(r_idx);
2926 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
2927 * @param r_idx モンスター種族ID
2928 * @return モンスター種族の表層ID
2930 static IDX initial_r_appearance(MONRACE_IDX r_idx)
2932 int attempts = 1000;
2935 DEPTH min = MIN(base_level-5, 50);
2937 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2940 get_mon_num_prep(monster_hook_tanuki, NULL);
2944 ap_r_idx = get_mon_num(base_level + 10);
2945 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2953 * @brief モンスターの個体加速を設定する / Get initial monster speed
2954 * @param r_ptr モンスター種族の参照ポインタ
2957 byte get_mspeed(monster_race *r_ptr)
2959 /* Extract the monster base speed */
2960 int mspeed = r_ptr->speed;
2962 /* Hack -- small racial variety */
2963 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->inside_arena)
2965 /* Allow some small variation per monster */
2966 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
2967 if (i) mspeed += rand_spread(0, i);
2970 if (mspeed > 199) mspeed = 199;
2972 return (byte)mspeed;
2977 * @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.
2978 * @param who 召喚を行ったモンスターID
2981 * @param r_idx 生成モンスター種族
2982 * @param mode 生成オプション
2985 * To give the player a sporting chance, any monster that appears in
2986 * line-of-sight and is extremely dangerous can be marked as
2987 * "FORCE_SLEEP", which will cause them to be placed with low energy,
2988 * which often (but not always) lets the player move before they do.
2990 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
2992 * XXX XXX XXX Use special "here" and "dead" flags for unique monsters,
2993 * remove old "cur_num" and "max_num" fields.
2995 * XXX XXX XXX Actually, do something similar for artifacts, to simplify
2996 * the "preserve" mode, and to make the "what artifacts" flag more useful.
2998 * This is the only function which may place a monster in the dungeon,
2999 * except for the savefile loading code.
3001 static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3003 /* Access the location */
3004 cave_type *c_ptr = &cave[y][x];
3005 monster_type *m_ptr;
3006 monster_race *r_ptr = &r_info[r_idx];
3007 cptr name = (r_name + r_ptr->name);
3011 /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
3012 if (p_ptr->wild_mode) return FALSE;
3014 /* Verify location */
3015 if (!in_bounds(y, x)) return (FALSE);
3018 if (!r_idx) return (FALSE);
3021 if (!r_ptr->name) return (FALSE);
3023 if (!(mode & PM_IGNORE_TERRAIN))
3025 /* Not on the Pattern */
3026 if (pattern_tile(y, x)) return FALSE;
3028 /* Require empty space (if not ghostly) */
3029 if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
3032 if (!p_ptr->inside_battle)
3034 /* Hack -- "unique" monsters must be "unique" */
3035 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
3036 (r_ptr->flags7 & (RF7_NAZGUL))) &&
3037 (r_ptr->cur_num >= r_ptr->max_num))
3043 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
3044 (r_ptr->cur_num >= 1))
3049 if (r_idx == MON_BANORLUPART)
3051 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
3052 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
3055 /* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
3056 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (dun_level < r_ptr->level) &&
3057 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
3064 if (quest_number(dun_level))
3066 int hoge = quest_number(dun_level);
3067 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
3069 if(r_idx == quest[hoge].r_idx)
3071 int number_mon, i2, j2;
3074 /* Count all quest monsters */
3075 for (i2 = 0; i2 < cur_wid; ++i2)
3076 for (j2 = 0; j2 < cur_hgt; j2++)
3077 if (cave[j2][i2].m_idx > 0)
3078 if (m_list[cave[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
3080 if(number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
3086 if (is_glyph_grid(c_ptr))
3088 if (randint1(BREAK_GLYPH) < (r_ptr->level+20))
3090 /* Describe observable breakage */
3091 if (c_ptr->info & CAVE_MARK)
3093 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
3096 /* Forget the rune */
3097 c_ptr->info &= ~(CAVE_MARK);
3099 /* Break the rune */
3100 c_ptr->info &= ~(CAVE_OBJECT);
3109 msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
3111 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
3113 /* Make a new monster */
3114 c_ptr->m_idx = m_pop();
3115 hack_m_idx_ii = c_ptr->m_idx;
3117 /* Mega-Hack -- catch "failure" */
3118 if (!c_ptr->m_idx) return (FALSE);
3121 /* Get a new monster record */
3122 m_ptr = &m_list[c_ptr->m_idx];
3125 m_ptr->r_idx = r_idx;
3126 m_ptr->ap_r_idx = initial_r_appearance(r_idx);
3132 /* Hack -- Appearance transfer */
3133 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&m_list[who]))
3135 m_ptr->ap_r_idx = m_list[who].ap_r_idx;
3137 /* Hack -- Shadower spawns Shadower */
3138 if (m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
3141 /* Sub-alignment of a monster */
3142 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3143 m_ptr->sub_align = m_list[who].sub_align;
3146 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3147 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3148 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3151 /* Place the monster at the location */
3156 /* No "timed status" yet */
3157 for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
3159 /* Unknown distance */
3162 reset_target(m_ptr);
3164 m_ptr->nickname = 0;
3169 /* Your pet summons its pet. */
3170 if (who > 0 && is_pet(&m_list[who]))
3172 mode |= PM_FORCE_PET;
3173 m_ptr->parent_m_idx = who;
3177 m_ptr->parent_m_idx = 0;
3180 if (r_ptr->flags7 & RF7_CHAMELEON)
3182 choose_new_monster(c_ptr->m_idx, TRUE, 0);
3183 r_ptr = &r_info[m_ptr->r_idx];
3184 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
3186 /* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
3187 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
3188 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3190 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
3192 m_ptr->ap_r_idx = MON_KAGE;
3193 m_ptr->mflag2 |= MFLAG2_KAGE;
3196 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
3202 if (mode & PM_FORCE_PET)
3207 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
3208 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(who))
3210 if (!monster_has_hostile_align(NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
3213 /* Assume no sleeping */
3214 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
3216 /* Enforce sleeping if needed */
3217 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
3219 int val = r_ptr->sleep;
3220 (void)set_monster_csleep(c_ptr->m_idx, (val * 2) + randint1(val * 10));
3223 /* Assign maximal hitpoints */
3224 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3226 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3230 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3233 /* Monsters have double hitpoints in Nightmare mode */
3234 if (ironman_nightmare)
3236 u32b hp = m_ptr->max_maxhp * 2L;
3238 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
3241 m_ptr->maxhp = m_ptr->max_maxhp;
3243 /* And start out fully healthy */
3244 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
3245 m_ptr->hp = m_ptr->maxhp / 2;
3246 else m_ptr->hp = m_ptr->maxhp;
3249 /* dealt damage is 0 at initial*/
3250 m_ptr->dealt_damage = 0;
3253 /* Extract the monster base speed */
3254 m_ptr->mspeed = get_mspeed(r_ptr);
3256 if (mode & PM_HASTE) (void)set_monster_fast(c_ptr->m_idx, 100);
3258 /* Give a random starting energy */
3259 if (!ironman_nightmare)
3261 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
3265 /* Nightmare monsters are more prepared */
3266 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
3269 /* Force monster to wait for player, unless in Nightmare mode */
3270 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
3272 /* Monster is still being nice */
3273 m_ptr->mflag |= (MFLAG_NICE);
3275 /* Must repair monsters */
3276 repair_monsters = TRUE;
3279 /* Hack -- see "process_monsters()" */
3280 if (c_ptr->m_idx < hack_m_idx)
3282 /* Monster is still being born */
3283 m_ptr->mflag |= (MFLAG_BORN);
3287 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
3288 p_ptr->update |= (PU_MON_LITE);
3289 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
3290 p_ptr->update |= (PU_MON_LITE);
3292 /* Update the monster */
3293 update_mon(c_ptr->m_idx, TRUE);
3296 /* Count the monsters on the level */
3297 real_r_ptr(m_ptr)->cur_num++;
3300 * Memorize location of the unique monster in saved floors.
3301 * A unique monster move from old saved floor.
3303 if (character_dungeon &&
3304 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
3305 real_r_ptr(m_ptr)->floor_id = p_ptr->floor_id;
3307 /* Hack -- Count the number of "reproducers" */
3308 if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
3310 /* Hack -- Notice new multi-hued monsters */
3312 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3313 if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
3314 shimmer_monsters = TRUE;
3317 if (p_ptr->warning && character_dungeon)
3319 if (r_ptr->flags1 & RF1_UNIQUE)
3323 char o_name[MAX_NLEN];
3325 if (r_ptr->level > p_ptr->lev + 30)
3326 color = _("黒く", "black");
3327 else if (r_ptr->level > p_ptr->lev + 15)
3328 color = _("紫色に", "purple");
3329 else if (r_ptr->level > p_ptr->lev + 5)
3330 color = _("ルビー色に", "deep red");
3331 else if (r_ptr->level > p_ptr->lev - 5)
3332 color = _("赤く", "red");
3333 else if (r_ptr->level > p_ptr->lev - 15)
3334 color = _("ピンク色に", "pink");
3336 color = _("白く", "white");
3338 o_ptr = choose_warning_item();
3341 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3342 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
3346 msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
3351 if (is_explosive_rune_grid(c_ptr))
3353 /* Break the ward */
3354 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3356 /* Describe observable breakage */
3357 if (c_ptr->info & CAVE_MARK)
3359 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
3360 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);
3365 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
3368 /* Forget the rune */
3369 c_ptr->info &= ~(CAVE_MARK);
3371 /* Break the rune */
3372 c_ptr->info &= ~(CAVE_OBJECT);
3385 #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 */
3388 * @brief モンスター1体を目標地点に可能ながり近い位置に生成する / improved version of scatter() for place monster
3389 * @param r_idx 生成モンスター種族
3390 * @param yp 結果生成位置y座標
3391 * @param xp 結果生成位置x座標
3392 * @param y 中心生成位置y座標
3393 * @param x 中心生成位置x座標
3394 * @param max_dist 生成位置の最大半径
3398 static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
3400 int place_x[MON_SCAT_MAXD];
3401 int place_y[MON_SCAT_MAXD];
3402 int num[MON_SCAT_MAXD];
3406 if (max_dist >= MON_SCAT_MAXD)
3409 for (i = 0; i < MON_SCAT_MAXD; i++)
3412 for (nx = x - max_dist; nx <= x + max_dist; nx++)
3414 for (ny = y - max_dist; ny <= y + max_dist; ny++)
3416 /* Ignore annoying locations */
3417 if (!in_bounds(ny, nx)) continue;
3419 /* Require "line of projection" */
3420 if (!projectable(y, x, ny, nx)) continue;
3424 monster_race *r_ptr = &r_info[r_idx];
3426 /* Require empty space (if not ghostly) */
3427 if (!monster_can_enter(ny, nx, r_ptr, 0))
3432 /* Walls and Monsters block flow */
3433 if (!cave_empty_bold2(ny, nx)) continue;
3435 /* ... nor on the Pattern */
3436 if (pattern_tile(ny, nx)) continue;
3439 i = distance(y, x, ny, nx);
3447 if (one_in_(num[i]))
3456 while (i < MON_SCAT_MAXD && 0 == num[i])
3458 if (i >= MON_SCAT_MAXD)
3468 * @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
3469 * @param who 召喚主のモンスター情報ID
3470 * @param y 中心生成位置y座標
3471 * @param x 中心生成位置x座標
3472 * @param r_idx 生成モンスター種族
3473 * @param mode 生成オプション
3476 static bool place_monster_group(IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3478 monster_race *r_ptr = &r_info[r_idx];
3481 int total = 0, extra = 0;
3485 POSITION hack_y[GROUP_MAX];
3486 POSITION hack_x[GROUP_MAX];
3489 /* Pick a group size */
3490 total = randint1(10);
3492 /* Hard monsters, small groups */
3493 if (r_ptr->level > dun_level)
3495 extra = r_ptr->level - dun_level;
3496 extra = 0 - randint1(extra);
3499 /* Easy monsters, large groups */
3500 else if (r_ptr->level < dun_level)
3502 extra = dun_level - r_ptr->level;
3503 extra = randint1(extra);
3506 /* Hack -- limit group reduction */
3507 if (extra > 9) extra = 9;
3509 /* Modify the group size */
3513 if (total < 1) total = 1;
3516 if (total > GROUP_MAX) total = GROUP_MAX;
3519 /* Start on the monster */
3524 /* Puddle monsters, breadth first, up to total */
3525 for (n = 0; (n < hack_n) && (hack_n < total); n++)
3527 /* Grab the location */
3528 POSITION hx = hack_x[n];
3529 POSITION hy = hack_y[n];
3531 /* Check each direction, up to total */
3532 for (i = 0; (i < 8) && (hack_n < total); i++)
3536 scatter(&my, &mx, hy, hx, 4, 0);
3538 /* Walls and Monsters block flow */
3539 if (!cave_empty_bold2(my, mx)) continue;
3541 /* Attempt to place another monster */
3542 if (place_monster_one(who, my, mx, r_idx, mode))
3544 /* Add it to the "hack" set */
3545 hack_y[hack_n] = my;
3546 hack_x[hack_n] = mx;
3558 * @var place_monster_idx
3559 * @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
3560 * @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
3562 static IDX place_monster_idx = 0;
3565 * @var place_monster_m_idx
3566 * @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
3567 * @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
3569 static IDX place_monster_m_idx = 0;
3572 * @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
3573 * @param r_idx チェックするモンスター種族のID
3574 * @return 護衛にできるならばtrue
3576 static bool place_monster_can_escort(MONRACE_IDX r_idx)
3578 monster_race *r_ptr = &r_info[place_monster_idx];
3579 monster_type *m_ptr = &m_list[place_monster_m_idx];
3581 monster_race *z_ptr = &r_info[r_idx];
3583 /* Hack - Escorts have to have the same dungeon flag */
3584 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return (FALSE);
3586 /* Require similar "race" */
3587 if (z_ptr->d_char != r_ptr->d_char) return (FALSE);
3589 /* Skip more advanced monsters */
3590 if (z_ptr->level > r_ptr->level) return (FALSE);
3592 /* Skip unique monsters */
3593 if (z_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3595 /* Paranoia -- Skip identical monsters */
3596 if (place_monster_idx == r_idx) return (FALSE);
3598 /* Skip different alignment */
3599 if (monster_has_hostile_align(m_ptr, 0, 0, z_ptr)) return FALSE;
3601 if (r_ptr->flags7 & RF7_FRIENDLY)
3603 if (monster_has_hostile_align(NULL, 1, -1, z_ptr)) return FALSE;
3606 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
3615 * @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
3616 * @param who 召喚主のモンスター情報ID
3619 * @param r_idx 生成するモンスターの種族ID
3620 * @param mode 生成オプション
3621 * @return 生成に成功したらtrue
3623 * Note that certain monsters are now marked as requiring "friends".
3624 * These monsters, if successfully placed, and if the "grp" parameter
3625 * is TRUE, will be surrounded by a "group" of identical monsters.
3627 * Note that certain monsters are now marked as requiring an "escort",
3628 * which is a collection of monsters with similar "race" but lower level.
3630 * Some monsters induce a fake "group" flag on their escorts.
3632 * Note the "bizarre" use of non-recursion to prevent annoying output
3633 * when running a code profiler.
3635 * Note the use of the new "monster allocation table" code to restrict
3636 * the "get_mon_num()" function to "legal" escort types.
3638 bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3641 monster_race *r_ptr = &r_info[r_idx];
3643 if (!(mode & PM_NO_KAGE) && one_in_(333))
3646 /* Place one monster, or fail */
3647 if (!place_monster_one(who, y, x, r_idx, mode)) return (FALSE);
3649 /* Require the "group" flag */
3650 if (!(mode & PM_ALLOW_GROUP)) return (TRUE);
3652 place_monster_m_idx = hack_m_idx_ii;
3655 for(i = 0; i < 6; i++)
3657 if(!r_ptr->reinforce_id[i]) break;
3658 n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
3659 for(j = 0; j < n; j++)
3661 POSITION nx, ny, d = 7;
3662 scatter(&ny, &nx, y, x, d, 0);
3663 (void)place_monster_one(place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
3667 /* Friends for certain monsters */
3668 if (r_ptr->flags1 & (RF1_FRIENDS))
3670 /* Attempt to place a group */
3671 (void)place_monster_group(who, y, x, r_idx, mode);
3674 /* Escorts for certain monsters */
3675 if (r_ptr->flags1 & (RF1_ESCORT))
3677 /* Set the escort index */
3678 place_monster_idx = r_idx;
3680 /* Try to place several "escorts" */
3681 for (i = 0; i < 32; i++)
3683 POSITION nx, ny, d = 3;
3686 /* Pick a location */
3687 scatter(&ny, &nx, y, x, d, 0);
3689 /* Require empty grids */
3690 if (!cave_empty_bold2(ny, nx)) continue;
3692 /* Prepare allocation table */
3693 get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx));
3695 /* Pick a random race */
3696 z = get_mon_num(r_ptr->level);
3698 /* Handle failure */
3701 /* Place a single escort */
3702 (void)place_monster_one(place_monster_m_idx, ny, nx, z, mode);
3704 /* Place a "group" of escorts if needed */
3705 if ((r_info[z].flags1 & RF1_FRIENDS) ||
3706 (r_ptr->flags1 & RF1_ESCORTS))
3708 /* Place a group of monsters */
3709 (void)place_monster_group(place_monster_m_idx, ny, nx, z, mode);
3719 * @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
3722 * @param mode 生成オプション
3723 * @return 生成に成功したらtrue
3725 bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
3729 /* Prepare allocation table */
3730 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3732 /* Pick a monster */
3733 r_idx = get_mon_num(monster_level);
3735 /* Handle failure */
3736 if (!r_idx) return (FALSE);
3738 /* Attempt to place the monster */
3739 if (place_monster_aux(0, y, x, r_idx, mode)) return (TRUE);
3746 #ifdef MONSTER_HORDES
3749 * @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
3752 * @return 生成に成功したらtrue
3754 bool alloc_horde(POSITION y, POSITION x)
3756 monster_race *r_ptr = NULL;
3757 MONRACE_IDX r_idx = 0;
3759 int attempts = 1000;
3763 /* Prepare allocation table */
3764 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3768 /* Pick a monster */
3769 r_idx = get_mon_num(monster_level);
3771 /* Handle failure */
3772 if (!r_idx) return (FALSE);
3774 r_ptr = &r_info[r_idx];
3776 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3778 if (r_idx == MON_HAGURE) continue;
3781 if (attempts < 1) return FALSE;
3787 /* Attempt to place the monster */
3788 if (place_monster_aux(0, y, x, r_idx, 0L)) break;
3791 if (attempts < 1) return FALSE;
3793 m_idx = cave[y][x].m_idx;
3795 if (m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[m_list[m_idx].r_idx];
3796 summon_kin_type = r_ptr->d_char;
3798 for (attempts = randint1(10) + 5; attempts; attempts--)
3800 scatter(&cy, &cx, y, x, 5, 0);
3802 (void)summon_specific(m_idx, cy, cx, dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
3811 #endif /* MONSTER_HORDES */
3815 * @brief ダンジョンの主生成を試みる / Put the Guardian
3816 * @param def_val 現在の主の生成状態
3817 * @return 生成に成功したらtrue
3819 bool alloc_guardian(bool def_val)
3821 MONRACE_IDX guardian = d_info[dungeon_type].final_guardian;
3823 if (guardian && (d_info[dungeon_type].maxdepth == dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
3827 int try_count = 4000;
3829 /* Find a good position */
3832 /* Get a random spot */
3833 oy = randint1(cur_hgt - 4) + 2;
3834 ox = randint1(cur_wid - 4) + 2;
3836 /* Is it a good spot ? */
3837 if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[guardian], 0))
3839 /* Place the guardian */
3840 if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
3843 /* One less try count */
3855 * @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.
3856 * @param dis プレイヤーから離れるべき最低距離
3857 * @param mode 生成オプション
3858 * @return 生成に成功したらtrue
3860 * Place the monster at least "dis" distance from the player.
3861 * Use "slp" to choose the initial "sleep" status
3862 * Use "monster_level" for the monster level
3864 bool alloc_monster(int dis, BIT_FLAGS mode)
3867 int attempts_left = 10000;
3869 /* Put the Guardian */
3870 if (alloc_guardian(FALSE)) return TRUE;
3872 /* Find a legal, distant, unoccupied, space */
3873 while (attempts_left--)
3875 /* Pick a location */
3876 y = randint0(cur_hgt);
3877 x = randint0(cur_wid);
3879 /* Require empty floor grid (was "naked") */
3882 if (!cave_empty_bold2(y, x)) continue;
3886 if (!cave_empty_bold(y, x)) continue;
3889 /* Accept far away grids */
3890 if (distance(y, x, p_ptr->y, p_ptr->x) > dis) break;
3895 if (cheat_xtra || cheat_hear)
3897 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?"));
3904 #ifdef MONSTER_HORDES
3905 if (randint1(5000) <= dun_level)
3907 if (alloc_horde(y, x))
3909 if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), summon_kin_type);
3915 #endif /* MONSTER_HORDES */
3917 /* Attempt to place the monster, allow groups */
3918 if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return (TRUE);
3920 #ifdef MONSTER_HORDES
3922 #endif /* MONSTER_HORDES */
3930 * @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
3931 * @param r_idx チェックするモンスター種族ID
3932 * @return 召喚対象にできるならばTRUE
3934 static bool summon_specific_okay(MONRACE_IDX r_idx)
3936 monster_race *r_ptr = &r_info[r_idx];
3938 /* Hack - Only summon dungeon monsters */
3939 if (!mon_hook_dungeon(r_idx)) return (FALSE);
3941 /* Hack -- identify the summoning monster */
3942 if (summon_specific_who > 0)
3944 monster_type *m_ptr = &m_list[summon_specific_who];
3946 /* Do not summon enemies */
3948 /* Friendly vs. opposite aligned normal or pet */
3949 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
3951 /* Use the player's alignment */
3952 else if (summon_specific_who < 0)
3954 /* Do not summon enemies of the pets */
3955 if (monster_has_hostile_align(NULL, 10, -10, r_ptr))
3957 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
3961 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
3963 /* Hack -- no specific type specified */
3964 if (!summon_specific_type) return (TRUE);
3966 if ((summon_specific_who < 0) &&
3967 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
3968 monster_has_hostile_align(NULL, 10, -10, r_ptr))
3971 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[dungeon_type].flags1 & DF1_CHAMELEON)) return TRUE;
3973 return (summon_specific_aux(r_idx));
3978 * @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.
3979 * @param who 召喚主のモンスター情報ID
3984 * @param mode 生成オプション
3985 * @return 召喚できたらtrueを返す
3988 * We will attempt to place the monster up to 10 times before giving up.
3990 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
3991 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
3992 * Note: None of the other summon codes will ever summon Unique's.
3994 * This function has been changed. We now take the "monster level"
3995 * of the summoning monster as a parameter, and use that, along with
3996 * the current dungeon level, to help determine the level of the
3997 * desired monster. Note that this is an upper bound, and also
3998 * tends to "prefer" monsters of that level. Currently, we use
3999 * the average of the dungeon and monster levels, and then add
4000 * five to allow slight increases in monster power.
4002 * Note that we use the new "monster allocation table" creation code
4003 * to restrict the "get_mon_num()" function to the set of "legal"
4004 * monsters, making this function much faster and more reliable.
4006 * Note that this function may not succeed, though this is very rare.
4008 bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
4013 if (p_ptr->inside_arena) return (FALSE);
4015 if (!mon_scatter(0, &y, &x, y1, x1, 2)) return FALSE;
4017 /* Save the summoner */
4018 summon_specific_who = who;
4020 /* Save the "summon" type */
4021 summon_specific_type = type;
4023 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
4025 /* Prepare allocation table */
4026 get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
4028 /* Pick a monster, using the level calculation */
4029 r_idx = get_mon_num((dun_level + lev) / 2 + 5);
4031 /* Handle failure */
4034 summon_specific_type = 0;
4038 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
4040 /* Attempt to place the monster (awake, allow groups) */
4041 if (!place_monster_aux(who, y, x, r_idx, mode))
4043 summon_specific_type = 0;
4047 summon_specific_type = 0;
4049 sound(SOUND_SUMMON);
4055 * @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
4056 * @param who 召喚主のモンスター情報ID
4059 * @param r_idx 生成するモンスター種族ID
4060 * @param mode 生成オプション
4061 * @return 召喚できたらtrueを返す
4063 bool summon_named_creature (MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
4068 /* if (!r_idx) return; */
4070 /* Prevent illegal monsters */
4071 if (r_idx >= max_r_idx) return FALSE;
4073 if (p_ptr->inside_arena) return FALSE;
4075 if (!mon_scatter(r_idx, &y, &x, oy, ox, 2)) return FALSE;
4077 /* Place it (allow groups) */
4078 return place_monster_aux(who, y, x, r_idx, (mode | PM_NO_KAGE));
4083 * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
4084 * @param m_idx 増殖するモンスター情報ID
4085 * @param clone クローン・モンスター処理ならばtrue
4086 * @param mode 生成オプション
4087 * @return 生成できたらtrueを返す
4089 * Note that "reproduction" REQUIRES empty space.
4091 bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
4093 monster_type *m_ptr = &m_list[m_idx];
4097 if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
4100 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4102 /* Create a new monster (awake, no groups) */
4103 if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
4106 /* Hack -- Transfer "clone" flag */
4107 if (clone || (m_ptr->smart & SM_CLONED))
4109 m_list[hack_m_idx_ii].smart |= SM_CLONED;
4110 m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
4119 * @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
4120 * @param m_idx モンスター情報ID
4121 * @param dam 与えたダメージ
4124 * Technically should attempt to treat "Beholder"'s as jelly's
4126 void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
4128 long oldhp, newhp, tmp;
4131 monster_type *m_ptr = &m_list[m_idx];
4132 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4136 /* Get the monster name */
4137 monster_desc(m_name, m_ptr, 0);
4139 if(dam == 0) // Notice non-damage
4141 msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
4145 /* Note -- subtle fix -CFT */
4146 newhp = (long)(m_ptr->hp);
4147 oldhp = newhp + (long)(dam);
4148 tmp = (newhp * 100L) / oldhp;
4149 percentage = (int)(tmp);
4151 if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
4154 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4155 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4156 else if(percentage > 50) msg_format("%^sは縮こまった。", m_name);
4157 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4158 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4159 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4160 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4162 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4163 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4164 else if(percentage > 50) msg_format("%^s squelches.", m_name);
4165 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4166 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4167 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4168 else msg_format("%^s jerks limply.", m_name);
4172 else if(my_strchr("l", r_ptr->d_char)) // Fish
4175 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4176 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4177 else if(percentage > 50) msg_format("%^sは躊躇した。", m_name);
4178 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4179 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4180 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4181 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4183 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4184 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4185 else if(percentage > 50) msg_format("%^s hesitates.", m_name);
4186 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4187 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4188 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4189 else msg_format("%^s jerks limply.", m_name);
4193 else if(my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs
4196 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4197 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4198 else if(percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
4199 else if(percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
4200 else if(percentage > 20) msg_format("%^sはうめいた。", m_name);
4201 else if(percentage > 10) msg_format("%^sは躊躇した。", m_name);
4202 else msg_format("%^sはくしゃくしゃになった。", m_name);
4204 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4205 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4206 else if(percentage > 50) msg_format("%^s roars thunderously.", m_name);
4207 else if(percentage > 35) msg_format("%^s rumbles.", m_name);
4208 else if(percentage > 20) msg_format("%^s grunts.", m_name);
4209 else if(percentage > 10) msg_format("%^s hesitates.", m_name);
4210 else msg_format("%^s crumples.", m_name);
4214 else if(my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics
4217 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4218 else if(percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
4219 else if(percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
4220 else if(percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
4221 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4222 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4223 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4225 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4226 else if(percentage > 75) msg_format("%^s hisses.", m_name);
4227 else if(percentage > 50) msg_format("%^s rears up in anger.", m_name);
4228 else if(percentage > 35) msg_format("%^s hisses furiously.", m_name);
4229 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4230 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4231 else msg_format("%^s jerks limply.", m_name);
4235 else if(my_strchr("f", r_ptr->d_char))
4238 if(percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
4239 else if(percentage > 75) msg_format("%^sは吠えた。", m_name);
4240 else if(percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
4241 else if(percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4242 else if(percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
4243 else if(percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
4244 else msg_format("%sは哀れな鳴き声を出した。", m_name);
4246 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4247 else if(percentage > 75) msg_format("%^s roars.", m_name);
4248 else if(percentage > 50) msg_format("%^s growls angrily.", m_name);
4249 else if(percentage > 35) msg_format("%^s hisses with pain.", m_name);
4250 else if(percentage > 20) msg_format("%^s mewls in pain.", m_name);
4251 else if(percentage > 10) msg_format("%^s hisses in agony.", m_name);
4252 else msg_format("%^s mewls pitifully.", m_name);
4256 else if(my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders
4259 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4260 else if(percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
4261 else if(percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
4262 else if(percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
4263 else if(percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
4264 else if(percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
4265 else msg_format("%^sはピクピクひきつった。", m_name);
4267 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4268 else if(percentage > 75) msg_format("%^s chitters.", m_name);
4269 else if(percentage > 50) msg_format("%^s scuttles about.", m_name);
4270 else if(percentage > 35) msg_format("%^s twitters.", m_name);
4271 else if(percentage > 20) msg_format("%^s jerks in pain.", m_name);
4272 else if(percentage > 10) msg_format("%^s jerks in agony.", m_name);
4273 else msg_format("%^s twitches.", m_name);
4277 else if(my_strchr("B", r_ptr->d_char)) // Birds
4280 if(percentage > 95) msg_format("%^sはさえずった。", m_name);
4281 else if(percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
4282 else if(percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
4283 else if(percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
4284 else if(percentage > 20) msg_format("%^sは苦しんだ。", m_name);
4285 else if(percentage > 10) msg_format("%^sはのたうち回った。", m_name);
4286 else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
4288 if(percentage > 95) msg_format("%^s chirps.", m_name);
4289 else if(percentage > 75) msg_format("%^s twitters.", m_name);
4290 else if(percentage > 50) msg_format("%^s squawks.", m_name);
4291 else if(percentage > 35) msg_format("%^s chatters.", m_name);
4292 else if(percentage > 20) msg_format("%^s jeers.", m_name);
4293 else if(percentage > 10) msg_format("%^s flutters about.", m_name);
4294 else msg_format("%^s squeaks.", m_name);
4298 else if(my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead
4301 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4302 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4303 else if(percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4304 else if(percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
4305 else if(percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
4306 else if(percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
4307 else msg_format("%^sは弱々しくうなった。", m_name);
4309 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4310 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4311 else if(percentage > 50) msg_format("%^s hisses in pain.", m_name);
4312 else if(percentage > 35) msg_format("%^s snarls with pain.", m_name);
4313 else if(percentage > 20) msg_format("%^s roars with pain.", m_name);
4314 else if(percentage > 10) msg_format("%^s gasps.", m_name);
4315 else msg_format("%^s snarls feebly.", m_name);
4319 else if(my_strchr("s", r_ptr->d_char)) // Skeletons
4322 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4323 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4324 else if(percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
4325 else if(percentage > 35) msg_format("%^sはよろめいた。", m_name);
4326 else if(percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
4327 else if(percentage > 10) msg_format("%^sはよろめいた。", m_name);
4328 else msg_format("%^sはガタガタ言った。", m_name);
4330 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4331 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4332 else if(percentage > 50) msg_format("%^s rattles.", m_name);
4333 else if(percentage > 35) msg_format("%^s stumbles.", m_name);
4334 else if(percentage > 20) msg_format("%^s rattles.", m_name);
4335 else if(percentage > 10) msg_format("%^s staggers.", m_name);
4336 else msg_format("%^s clatters.", m_name);
4340 else if(my_strchr("z", r_ptr->d_char)) // Zombies
4343 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4344 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4345 else if(percentage > 50) msg_format("%^sはうめいた。", m_name);
4346 else if(percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
4347 else if(percentage > 20) msg_format("%^sは躊躇した。", m_name);
4348 else if(percentage > 10) msg_format("%^sはうなった。", m_name);
4349 else msg_format("%^sはよろめいた。", m_name);
4351 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4352 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4353 else if(percentage > 50) msg_format("%^s groans.", m_name);
4354 else if(percentage > 35) msg_format("%^s moans.", m_name);
4355 else if(percentage > 20) msg_format("%^s hesitates.", m_name);
4356 else if(percentage > 10) msg_format("%^s grunts.", m_name);
4357 else msg_format("%^s staggers.", m_name);
4361 else if(my_strchr("G", r_ptr->d_char)) // Ghosts
4364 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4365 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4366 else if(percentage > 50) msg_format("%sはうめいた。", m_name);
4367 else if(percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
4368 else if(percentage > 20) msg_format("%^sは吠えた。", m_name);
4369 else if(percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
4370 else msg_format("%^sはかすかにうめいた。", m_name);
4372 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4373 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4374 else if(percentage > 50) msg_format("%^s moans.", m_name);
4375 else if(percentage > 35) msg_format("%^s wails.", m_name);
4376 else if(percentage > 20) msg_format("%^s howls.", m_name);
4377 else if(percentage > 10) msg_format("%^s moans softly.", m_name);
4378 else msg_format("%^s sighs.", m_name);
4382 else if(my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds
4385 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4386 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4387 else if(percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
4388 else if(percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
4389 else if(percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
4390 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4391 else msg_format("%^sは弱々しく吠えた。", m_name);
4393 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4394 else if(percentage > 75) msg_format("%^s snarls with pain.", m_name);
4395 else if(percentage > 50) msg_format("%^s yelps in pain.", m_name);
4396 else if(percentage > 35) msg_format("%^s howls in pain.", m_name);
4397 else if(percentage > 20) msg_format("%^s howls in agony.", m_name);
4398 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4399 else msg_format("%^s yelps feebly.", m_name);
4403 else if(my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek)
4406 if(percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
4407 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4408 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4409 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4410 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4411 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4412 else msg_format("%^sは弱々しく叫んだ。", m_name);
4414 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4415 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4416 else if(percentage > 50) msg_format("%^s squeals in pain.", m_name);
4417 else if(percentage > 35) msg_format("%^s shrieks in pain.", m_name);
4418 else if(percentage > 20) msg_format("%^s shrieks in agony.", m_name);
4419 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4420 else msg_format("%^s cries out feebly.", m_name);
4424 else // Another type of creatures (shrug,cry,scream)
4427 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4428 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4429 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4430 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4431 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4432 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4433 else msg_format("%^sは弱々しく叫んだ。", m_name);
4435 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4436 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4437 else if(percentage > 50) msg_format("%^s cries out in pain.", m_name);
4438 else if(percentage > 35) msg_format("%^s screams in pain.", m_name);
4439 else if(percentage > 20) msg_format("%^s screams in agony.", m_name);
4440 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4441 else msg_format("%^s cries out feebly.", m_name);
4449 * @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.
4450 * @param m_idx 更新を行う「モンスター情報ID
4451 * @param what 学習対象ID
4454 void update_smart_learn(MONSTER_IDX m_idx, int what)
4456 monster_type *m_ptr = &m_list[m_idx];
4458 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4461 /* Not allowed to learn */
4462 if (!smart_learn) return;
4464 /* Too stupid to learn anything */
4465 if (r_ptr->flags2 & (RF2_STUPID)) return;
4467 /* Not intelligent, only learn sometimes */
4468 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
4473 /* Analyze the knowledge */
4477 if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
4478 if (IS_OPPOSE_ACID()) m_ptr->smart |= (SM_OPP_ACID);
4479 if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
4483 if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
4484 if (IS_OPPOSE_ELEC()) m_ptr->smart |= (SM_OPP_ELEC);
4485 if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
4489 if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
4490 if (IS_OPPOSE_FIRE()) m_ptr->smart |= (SM_OPP_FIRE);
4491 if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
4495 if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
4496 if (IS_OPPOSE_COLD()) m_ptr->smart |= (SM_OPP_COLD);
4497 if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
4501 if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
4502 if (IS_OPPOSE_POIS()) m_ptr->smart |= (SM_OPP_POIS);
4507 if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
4511 if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
4515 if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
4519 if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
4523 if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
4527 if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
4531 if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
4535 if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
4539 if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
4543 if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
4547 if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
4551 if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
4555 if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
4559 if (p_ptr->reflect) m_ptr-> smart |= (SM_IMM_REFLECT);
4566 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4569 * @return 配置に成功したらTRUE
4571 bool player_place(POSITION y, POSITION x)
4573 /* Paranoia XXX XXX */
4574 if (cave[y][x].m_idx != 0) return FALSE;
4576 /* Save player location */
4586 * @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
4587 * @param m_ptr モンスター参照ポインタ
4590 void monster_drop_carried_objects(monster_type *m_ptr)
4592 s16b this_o_idx, next_o_idx = 0;
4598 /* Drop objects being carried */
4599 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4601 /* Acquire object */
4602 o_ptr = &o_list[this_o_idx];
4604 /* Acquire next object */
4605 next_o_idx = o_ptr->next_o_idx;
4607 /* Get local object */
4610 /* Copy the object */
4611 object_copy(q_ptr, o_ptr);
4613 /* Forget monster */
4614 q_ptr->held_m_idx = 0;
4616 /* Delete the object */
4617 delete_object_idx(this_o_idx);
4620 (void)drop_near(q_ptr, -1, m_ptr->fy, m_ptr->fx);
4623 /* Forget objects */
4624 m_ptr->hold_o_idx = 0;